DEFINE OBJECTS 390
DEFINE OBJECT SANNY BUILDER v. 2.99e  
DEFINE OBJECT INFO                     // Object number -1
DEFINE OBJECT KEYCARD                  // Object number -2
DEFINE OBJECT AD_FLATDOOR              // Object number -3
DEFINE OBJECT KB_BANDIT_U              // Object number -4
DEFINE OBJECT ROULETTE_TBL             // Object number -5
DEFINE OBJECT OTB_MACHINE              // Object number -6
DEFINE OBJECT CJ_COIN_OP_3             // Object number -7
DEFINE OBJECT CJ_COIN_OP_2             // Object number -8
DEFINE OBJECT CJ_COIN_OP_1             // Object number -9
DEFINE OBJECT CJ_COIN_OP               // Object number -10
DEFINE OBJECT SWANK_CONSOLE            // Object number -11
DEFINE OBJECT SNESISH                  // Object number -12
DEFINE OBJECT LOW_CONSOLE              // Object number -13
DEFINE OBJECT VENDMACHFD               // Object number -14
DEFINE OBJECT VENDMACH                 // Object number -15
DEFINE OBJECT VENDIN3                  // Object number -16
DEFINE OBJECT CJ_SPRUNK1               // Object number -17
DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18
DEFINE OBJECT CJ_EXT_CANDY             // Object number -19
DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20
DEFINE OBJECT ICESCART_PROP            // Object number -21
DEFINE OBJECT CHILLIDOGCART            // Object number -22
DEFINE OBJECT NOODLECART_PROP          // Object number -23
DEFINE OBJECT GATE_AUTOL               // Object number -24
DEFINE OBJECT GATE_AUTOR               // Object number -25
DEFINE OBJECT GYM_BIKE                 // Object number -26
DEFINE OBJECT GYM_BENCH1               // Object number -27
DEFINE OBJECT GYM_TREADMILL            // Object number -28
DEFINE OBJECT GYM_MAT1                 // Object number -29
DEFINE OBJECT BSKBALL_LAX              // Object number -30
DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31
DEFINE OBJECT VGSXREFBBALLNET          // Object number -32
DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33
DEFINE OBJECT K_POOLTABLESM            // Object number -34
DEFINE OBJECT NEIL_SLOT                // Object number -35
DEFINE OBJECT CJ_SLOT_BANK             // Object number -36
DEFINE OBJECT BLCK_JACK                // Object number -37
DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38
DEFINE OBJECT CRACKFACT_SFS            // Object number -39
DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40
DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41
DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42
DEFINE OBJECT PICKUPSAVE               // Object number -43
DEFINE OBJECT WOODENBOX                // Object number -44
DEFINE OBJECT NF_BLACKBOARD            // Object number -45
DEFINE OBJECT NF_LIST_1                // Object number -46
DEFINE OBJECT NF_LIST_2                // Object number -47
DEFINE OBJECT NF_LIST_3                // Object number -48
DEFINE OBJECT WANTED_CROSS_OFF         // Object number -49
DEFINE OBJECT WS_APGATE                // Object number -50
DEFINE OBJECT GEN_DOOREXT03            // Object number -51
DEFINE OBJECT GEN_DOOREXT07            // Object number -52
DEFINE OBJECT GEN_DOORSHOP02           // Object number -53
DEFINE OBJECT GEN_DOOREXT04            // Object number -54
DEFINE OBJECT GEN_DOORSHOP3            // Object number -55
DEFINE OBJECT CUNTGIRLDOOR             // Object number -56
DEFINE OBJECT PIZZAHIGH                // Object number -57
DEFINE OBJECT CJ_PIZZA_1               // Object number -58
DEFINE OBJECT CJ_PIZZA_2               // Object number -59
DEFINE OBJECT BURGERHIGH               // Object number -60
DEFINE OBJECT CJ_BURG_1                // Object number -61
DEFINE OBJECT CJ_BURG_2                // Object number -62
DEFINE OBJECT CIGAR                    // Object number -63
DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -64
DEFINE OBJECT MD_POSTER                // Object number -65
DEFINE OBJECT CR_DOOR_01               // Object number -66
DEFINE OBJECT CR_DOOR_03               // Object number -67
DEFINE OBJECT SHUTTER_VEGAS            // Object number -68
DEFINE OBJECT CR1_DOOR                 // Object number -69
DEFINE OBJECT CT_GATEXR                // Object number -70
DEFINE OBJECT A51_BLASTDOORR           // Object number -71
DEFINE OBJECT A51_BLASTDOORL           // Object number -72
DEFINE OBJECT A51_LABDOOR              // Object number -73
DEFINE OBJECT A51_JETDOOR              // Object number -74
DEFINE OBJECT PORTAKABIN               // Object number -75
DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -76
DEFINE OBJECT AB_CASDORLOK             // Object number -77
DEFINE OBJECT IMY_SHASH_WALL           // Object number -78
DEFINE OBJECT TWRCRANE_M_04            // Object number -79
DEFINE OBJECT TWRCRANE_M_01            // Object number -80
DEFINE OBJECT TWRCRANE_M_02            // Object number -81
DEFINE OBJECT LODCRANE_M_04            // Object number -82
DEFINE OBJECT LODCRANE_M_01            // Object number -83
DEFINE OBJECT MAGNOCRANE_01            // Object number -84
DEFINE OBJECT MAGNOCRANE_02            // Object number -85
DEFINE OBJECT MAGNOCRANE_03            // Object number -86
DEFINE OBJECT LODNOCRANE_01            // Object number -87
DEFINE OBJECT LODNOCRANE_02            // Object number -88
DEFINE OBJECT LODNOCRANE_03            // Object number -89
DEFINE OBJECT QUARRY_CRANEBASE         // Object number -90
DEFINE OBJECT QUARRY_CRANE             // Object number -91
DEFINE OBJECT QUARRY_CRANEARM          // Object number -92
DEFINE OBJECT BODYARMOUR               // Object number -93
DEFINE OBJECT BRIBE                    // Object number -94
DEFINE OBJECT A51_VENTCOVERB           // Object number -95
DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -96
DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -97
DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -98
DEFINE OBJECT GWFORUM1_LAE             // Object number -99
DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -100
DEFINE OBJECT CE_HILLSEAST06           // Object number -101
DEFINE OBJECT CUNTEGROUND23            // Object number -102
DEFINE OBJECT HILLSEAST05_LAE          // Object number -103
DEFINE OBJECT K_POOLQ                  // Object number -104
DEFINE OBJECT K_POOLBALLCUE            // Object number -105
DEFINE OBJECT K_POOLBALLSPT01          // Object number -106
DEFINE OBJECT K_POOLBALLSPT02          // Object number -107
DEFINE OBJECT K_POOLBALLSPT03          // Object number -108
DEFINE OBJECT K_POOLBALLSPT04          // Object number -109
DEFINE OBJECT K_POOLBALLSPT05          // Object number -110
DEFINE OBJECT K_POOLBALLSPT06          // Object number -111
DEFINE OBJECT K_POOLBALLSPT07          // Object number -112
DEFINE OBJECT K_POOLBALL8              // Object number -113
DEFINE OBJECT K_POOLBALLSTP01          // Object number -114
DEFINE OBJECT K_POOLBALLSTP02          // Object number -115
DEFINE OBJECT K_POOLBALLSTP03          // Object number -116
DEFINE OBJECT K_POOLBALLSTP04          // Object number -117
DEFINE OBJECT K_POOLBALLSTP05          // Object number -118
DEFINE OBJECT K_POOLBALLSTP06          // Object number -119
DEFINE OBJECT K_POOLBALLSTP07          // Object number -120
DEFINE OBJECT K_POOLQ2                 // Object number -121
DEFINE OBJECT CIGAR_GLOW               // Object number -122
DEFINE OBJECT DYN_WINE_BIG             // Object number -123
DEFINE OBJECT KB_BEER                  // Object number -124
DEFINE OBJECT LAEROAD30                // Object number -125
DEFINE OBJECT CASKET_LAW               // Object number -126
DEFINE OBJECT LAEJEFFERSALPHA          // Object number -127
DEFINE OBJECT LAELODPARK02             // Object number -128
DEFINE OBJECT LAEMACPARK02             // Object number -129
DEFINE OBJECT BD_WINDOW                // Object number -130
DEFINE OBJECT BREAK_WALL_1B            // Object number -131
DEFINE OBJECT BREAK_WALL_2B            // Object number -132
DEFINE OBJECT BREAK_WALL_3B            // Object number -133
DEFINE OBJECT BD_FIRE1_O               // Object number -134
DEFINE OBJECT CR_AMMOBOX               // Object number -135
DEFINE OBJECT BREAK_WALL_1A            // Object number -136
DEFINE OBJECT BREAK_WALL_2A            // Object number -137
DEFINE OBJECT BREAK_WALL_3A            // Object number -138
DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -139
DEFINE OBJECT SEC_KEYPAD               // Object number -140
DEFINE OBJECT KMB_RAMP                 // Object number -141
DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -142
DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -143
DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -144
DEFINE OBJECT BARREL4                  // Object number -145
DEFINE OBJECT HEALTH                   // Object number -146
DEFINE OBJECT IMY_BBOX                 // Object number -147
DEFINE OBJECT IMY_LA_DOOR              // Object number -148
DEFINE OBJECT DB_AMMO                  // Object number -149
DEFINE OBJECT MED_BED_8                // Object number -150
DEFINE OBJECT CR_GUNCRATE              // Object number -151
DEFINE OBJECT GUNBOX                   // Object number -152
DEFINE OBJECT TMP_BIN                  // Object number -153
DEFINE OBJECT AMMOTRN_OBJ              // Object number -154
DEFINE OBJECT KMB_FRONTGATE            // Object number -155
DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -156
DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -157
DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -158
DEFINE OBJECT NF_PED_COLL              // Object number -159
DEFINE OBJECT CM_BOX                   // Object number -160
DEFINE OBJECT FAKE_MULE_COL            // Object number -161
DEFINE OBJECT CARDBOARDBOX2            // Object number -162
DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -163
DEFINE OBJECT IMMMCRAN                 // Object number -164
DEFINE OBJECT TRNTRK8_LAS              // Object number -165
DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -166
DEFINE OBJECT KMB_SKIP                 // Object number -167
DEFINE OBJECT STORM_DRAIN_COVER        // Object number -168
DEFINE OBJECT WHEEL_OR1                // Object number -169
DEFINE OBJECT DYN_WOODPILE2            // Object number -170
DEFINE OBJECT KMB_RHYMESBOOK           // Object number -171
DEFINE OBJECT CJ_JUICE_CAN             // Object number -172
DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173
DEFINE OBJECT KMB_GOFLAG               // Object number -174
DEFINE OBJECT IMY_SKYLIGHT             // Object number -175
DEFINE OBJECT KMB_TROLLEY              // Object number -176
DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -177
DEFINE OBJECT LXR_MOTELVENT            // Object number -178
DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -179
DEFINE OBJECT MUNCH_DONUT              // Object number -180
DEFINE OBJECT CHOPCOP_ARMR             // Object number -181
DEFINE OBJECT CHOPCOP_LEGR             // Object number -182
DEFINE OBJECT CHOPCOP_HEAD             // Object number -183
DEFINE OBJECT CHOPCOP_TORSO            // Object number -184
DEFINE OBJECT WD_FENCE_ANIM            // Object number -185
DEFINE OBJECT CHOPCOP_ARML             // Object number -186
DEFINE OBJECT CHOPCOP_LEGL             // Object number -187
DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -188
DEFINE OBJECT ROADWORKBARRIER1         // Object number -189
DEFINE OBJECT BRIEFCASE                // Object number -190
DEFINE OBJECT KMB_ATM1                 // Object number -191
DEFINE OBJECT KMB_ATM2                 // Object number -192
DEFINE OBJECT KMB_ATM3                 // Object number -193
DEFINE OBJECT MTSAFE                   // Object number -194
DEFINE OBJECT CAT2_SAFE_COL            // Object number -195
DEFINE OBJECT MAN_SAFENEW              // Object number -196
DEFINE OBJECT KEV_SAFE                 // Object number -197
DEFINE OBJECT RIDER1_DOOR              // Object number -198
DEFINE OBJECT KMB_MARIJUANA            // Object number -199
DEFINE OBJECT SW_HAYBREAK02            // Object number -200
DEFINE OBJECT GRASSPLANT               // Object number -201
DEFINE OBJECT PARKBENCH1               // Object number -202
DEFINE OBJECT PORTALOO                 // Object number -203
DEFINE OBJECT HUBHOLE1_SFSE            // Object number -204
DEFINE OBJECT HUBHOLE2_SFSE            // Object number -205
DEFINE OBJECT HUBHOLE3_SFSE            // Object number -206
DEFINE OBJECT HUBHOLE4_SFSE            // Object number -207
DEFINE OBJECT CLOTHESP                 // Object number -208
DEFINE OBJECT LAMPPOST3                // Object number -209
DEFINE OBJECT CT_STALL1                // Object number -210
DEFINE OBJECT CT_TABLE                 // Object number -211
DEFINE OBJECT CHINATGARAGEDOOR         // Object number -212
DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -213
DEFINE OBJECT A51_SPOTBASE             // Object number -214
DEFINE OBJECT A51_SPOTHOUSING          // Object number -215
DEFINE OBJECT A51_SPOTBULB             // Object number -216
DEFINE OBJECT KMB_CONTAINER_RED        // Object number -217
DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -218
DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -219
DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -220
DEFINE OBJECT CJ_PADLOCK               // Object number -221
DEFINE OBJECT KATANA_ANIM              // Object number -222
DEFINE OBJECT KATANA_LHAND             // Object number -223
DEFINE OBJECT MOBILE1993B              // Object number -224
DEFINE OBJECT WONGS_GATE               // Object number -225
DEFINE OBJECT DYN_RAMP                 // Object number -226
DEFINE OBJECT SNIPER_ANIM              // Object number -227
DEFINE OBJECT KMB_PACKET               // Object number -228
DEFINE OBJECT NTO_B_S                  // Object number -229
DEFINE OBJECT CARDBOARDBOX             // Object number -230
DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -231
DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -232
DEFINE OBJECT DYN_DUMPSTER             // Object number -233
DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -234
DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -235
DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -236
DEFINE OBJECT TEMP_STINGER2            // Object number -237
DEFINE OBJECT TRAFFICCONE              // Object number -238
DEFINE OBJECT AD_JUMP                  // Object number -239
DEFINE OBJECT GARYS_LUV_RAMP           // Object number -240
DEFINE OBJECT AD_ROADMARK1             // Object number -241
DEFINE OBJECT AD_ROADMARK2             // Object number -242
DEFINE OBJECT AD_FINISH                // Object number -243
DEFINE OBJECT MINIGUN_BASE             // Object number -244
DEFINE OBJECT WONGS_ERECTION           // Object number -245
DEFINE OBJECT WONGS_ERECTION2          // Object number -246
DEFINE OBJECT RCBOMB                   // Object number -247
DEFINE OBJECT BARREL2                  // Object number -248
DEFINE OBJECT MINI_MAGNET              // Object number -249
DEFINE OBJECT KMB_PLANK                // Object number -250
DEFINE OBJECT KMB_HOLDALL              // Object number -251
DEFINE OBJECT KMB_PARACHUTE            // Object number -252
DEFINE OBJECT AMMO_CAPSULE             // Object number -253
DEFINE OBJECT BARREL1                  // Object number -254
DEFINE OBJECT KB_BARREL                // Object number -255
DEFINE OBJECT CR_CRATESTACK            // Object number -256
DEFINE OBJECT D9_RUNWAY                // Object number -257
DEFINE OBJECT CARGO_TEST               // Object number -258
DEFINE OBJECT CARGO_STUFF              // Object number -259
DEFINE OBJECT CARGO_STORE              // Object number -260
DEFINE OBJECT KMILITARY_CRATE          // Object number -261
DEFINE OBJECT KMILITARY_BASE           // Object number -262
DEFINE OBJECT BLOCKPALLET              // Object number -263
DEFINE OBJECT TEMP_CRATE1              // Object number -264
DEFINE OBJECT K_SMASHBOXES             // Object number -265
DEFINE OBJECT K_CARGO1                 // Object number -266
DEFINE OBJECT K_CARGO4                 // Object number -267
DEFINE OBJECT GREEN_GLOOP              // Object number -268
DEFINE OBJECT BASEJUMP_TARGET          // Object number -269
DEFINE OBJECT DES_QUARRYGATE2          // Object number -270
DEFINE OBJECT DES_QUARRYGATE           // Object number -271
DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -272
DEFINE OBJECT DYNAMITE                 // Object number -273
DEFINE OBJECT DYNO_BOX_A               // Object number -274
DEFINE OBJECT DYNO_BOX_B               // Object number -275
DEFINE OBJECT PRIVATESIGN3             // Object number -276
DEFINE OBJECT PRIVATESIGN1             // Object number -277
DEFINE OBJECT BARRIER_4ANDY            // Object number -278
DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -279
DEFINE OBJECT CJ_CHIP_MAKER            // Object number -280
DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -281
DEFINE OBJECT AB_CARCASS               // Object number -282
DEFINE OBJECT AB_HOOK                  // Object number -283
DEFINE OBJECT FREEZER_DOOR             // Object number -284
DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -285
DEFINE OBJECT CJ_MEAT_1                // Object number -286
DEFINE OBJECT CJ_MEAT_2                // Object number -287
DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -288
DEFINE OBJECT JET_INTERIOR             // Object number -289
DEFINE OBJECT SMLPLANE_DOOR            // Object number -290
DEFINE OBJECT JET_DOOR                 // Object number -291
DEFINE OBJECT SMASH_BOX_STAY           // Object number -292
DEFINE OBJECT SMASH_BOX_BRK            // Object number -293
DEFINE OBJECT SMASHBOXPILE             // Object number -294
DEFINE OBJECT ST_ARCH_PLAN             // Object number -295
DEFINE OBJECT GEN_DOORINT01            // Object number -296
DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -297
DEFINE OBJECT DYN_AIRCON               // Object number -298
DEFINE OBJECT SW_BIT_09                // Object number -299
DEFINE OBJECT GENERATOR_BIG            // Object number -300
DEFINE OBJECT AB_VAULTDOOR             // Object number -301
DEFINE OBJECT GENERATOR_BIG_D          // Object number -302
DEFINE OBJECT CJ_MONEY_BAG             // Object number -303
DEFINE OBJECT PARA_PACK                // Object number -304
DEFINE OBJECT CARGO_REAR               // Object number -305
DEFINE OBJECT D9_RAMP                  // Object number -306
DEFINE OBJECT PARACHUTE                // Object number -307
DEFINE OBJECT OPMANS01_CUNTE           // Object number -308
DEFINE OBJECT CEHOLLYHIL06             // Object number -309
DEFINE OBJECT SUNSET22_LAWN            // Object number -310
DEFINE OBJECT DRG_NU_EXT               // Object number -311
DEFINE OBJECT MISSILE_07_SFXR          // Object number -312
DEFINE OBJECT KMB_KEYPAD               // Object number -313
DEFINE OBJECT WATERJUMPX2              // Object number -314
DEFINE OBJECT BBALL_INGAME             // Object number -315
DEFINE OBJECT CJ_WIN_POP2              // Object number -316
DEFINE OBJECT LA_FUCKCAR1              // Object number -317
DEFINE OBJECT LA_FUCKCAR2              // Object number -318
DEFINE OBJECT TARGET_FRAME             // Object number -319
DEFINE OBJECT TARGET_LLEG              // Object number -320
DEFINE OBJECT TARGET_RLEG              // Object number -321
DEFINE OBJECT TARGET_LTORSO            // Object number -322
DEFINE OBJECT TARGET_RTORSO            // Object number -323
DEFINE OBJECT TARGET_LARM              // Object number -324
DEFINE OBJECT TARGET_RARM              // Object number -325
DEFINE OBJECT TARGET_HEAD              // Object number -326
DEFINE OBJECT DEAD_TIED_COP            // Object number -327
DEFINE OBJECT DYN_QUARRYROCK03         // Object number -328
DEFINE OBJECT BLACKBAG2                // Object number -329
DEFINE OBJECT DYN_WOODPILE             // Object number -330
DEFINE OBJECT DYN_QUARRYROCK02         // Object number -331
DEFINE OBJECT BOUY                     // Object number -332
DEFINE OBJECT WATERJUMP1               // Object number -333
DEFINE OBJECT LANDJUMP2                // Object number -334
DEFINE OBJECT BB_PICKUP                // Object number -335
DEFINE OBJECT PARA_COLLISION           // Object number -336
DEFINE OBJECT CJ_WHEEL_1               // Object number -337
DEFINE OBJECT CJ_WHEEL_02              // Object number -338
DEFINE OBJECT CJ_WHEEL_03              // Object number -339
DEFINE OBJECT CHIP_STACK07             // Object number -340
DEFINE OBJECT CHIP_STACK08             // Object number -341
DEFINE OBJECT CHIP_STACK12             // Object number -342
DEFINE OBJECT CHIP_STACK09             // Object number -343
DEFINE OBJECT CHIP_STACK11             // Object number -344
DEFINE OBJECT WHEEL_WEE                // Object number -345
DEFINE OBJECT ROULETTE_MARKER          // Object number -346
DEFINE OBJECT PEDALS                   // Object number -347
DEFINE OBJECT BEACHTOWEL01             // Object number -348
DEFINE OBJECT KMB_BPRESS               // Object number -349
DEFINE OBJECT BEACHTOWEL03             // Object number -350
DEFINE OBJECT BEACHTOWEL04             // Object number -351
DEFINE OBJECT KMB_DUMBBELL_R           // Object number -352
DEFINE OBJECT KMB_DUMBBELL_L           // Object number -353
DEFINE OBJECT BBALL_COL                // Object number -354
DEFINE OBJECT KMB_ROCK                 // Object number -355
DEFINE OBJECT CHIP_STACK10             // Object number -356
DEFINE OBJECT CHIP_STACK13             // Object number -357
DEFINE OBJECT CHIP_STACK14             // Object number -358
DEFINE OBJECT WHEEL_SUPPORT            // Object number -359
DEFINE OBJECT WHEEL_TABLE              // Object number -360
DEFINE OBJECT CLICKER                  // Object number -361
DEFINE OBJECT MONEY                    // Object number -362
DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -363
DEFINE OBJECT CJ_BURG_CHAIR            // Object number -364
DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -365
DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -366
DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -367
DEFINE OBJECT TATTOO_KIT               // Object number -368
DEFINE OBJECT CJ_BARSTOOL              // Object number -369
DEFINE OBJECT CJ_BINCO_DOOR            // Object number -370
DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -371
DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -372
DEFINE OBJECT CJ_GAP_DOOR_             // Object number -373
DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -374
DEFINE OBJECT CJ_DS_DOOR               // Object number -375
DEFINE OBJECT PIZZALOW                 // Object number -376
DEFINE OBJECT PIZZAMED                 // Object number -377
DEFINE OBJECT PIZZA_HEALTHY            // Object number -378
DEFINE OBJECT CLUCKLOW                 // Object number -379
DEFINE OBJECT CLUCKMED                 // Object number -380
DEFINE OBJECT CLUCKHIGH                // Object number -381
DEFINE OBJECT CLUCK_HEALTHY            // Object number -382
DEFINE OBJECT BURGERLOW                // Object number -383
DEFINE OBJECT BURGERMED                // Object number -384
DEFINE OBJECT BURGER_HEALTHY           // Object number -385
DEFINE OBJECT POLICE_BARRIER           // Object number -386
DEFINE OBJECT KMB_SHUTTER              // Object number -387
DEFINE OBJECT SFCOPDR                  // Object number -388
DEFINE OBJECT BAR_GATEBAR01            // Object number -389

DEFINE MISSIONS 136
DEFINE MISSION 0 AT @INITIAL           // Initial 1
DEFINE MISSION 1 AT @INITIL2           // Initial 2
DEFINE MISSION 2 AT @INTRO             // Intro
DEFINE MISSION 3 AT @NONE              // Video Game: They Crawled From Uranus
DEFINE MISSION 4 AT @DUAL              // Video Game: Dualuty
DEFINE MISSION 5 AT @SHTR              // Video Game: Go Go Space Monkey
DEFINE MISSION 6 AT @GRAV              // Video Game: Let's Get Ready To Bumble
DEFINE MISSION 7 AT @OTB               // Video Game: Inside Track Betting
DEFINE MISSION 8 AT @POOL2             // Pool
DEFINE MISSION 9 AT @LOWR              // Lowrider (Bet And Dance)
DEFINE MISSION 10 AT @ZERO5            // Beefy Baron
DEFINE MISSION 11 AT @INTRO1           // Big Smoke
DEFINE MISSION 12 AT @INTRO2           // Ryder
DEFINE MISSION 13 AT @SWEET1           // Tagging Up Turf
DEFINE MISSION 14 AT @SWEET1B          // Cleaning The Hood
DEFINE MISSION 15 AT @SWEET3           // Drive-Thru
DEFINE MISSION 16 AT @SWEET2           // Nines And AK's
DEFINE MISSION 17 AT @SWEET4           // Drive-By
DEFINE MISSION 18 AT @HOODS5           // Sweet's Girl
DEFINE MISSION 19 AT @SWEET6           // Cesar Vialpando
DEFINE MISSION 20 AT @SWEET7           // Los Sepulcros
DEFINE MISSION 21 AT @CRASH4           // Doberman
DEFINE MISSION 22 AT @CRASH1           // Burning Desire
DEFINE MISSION 23 AT @DRUGS3           // Gray Imports
DEFINE MISSION 24 AT @GUNS1            // Home Invasion
DEFINE MISSION 25 AT @RYDER3           // Catalyst
DEFINE MISSION 26 AT @RYDER2           // Robbing Uncle Sam
DEFINE MISSION 27 AT @TWAR7            // OG Loc
DEFINE MISSION 28 AT @SMOKE2           // Running Dog
DEFINE MISSION 29 AT @SMOKE3           // Wrong Side of the Tracks
DEFINE MISSION 30 AT @DRUGS1           // Just Business
DEFINE MISSION 31 AT @MUSIC1           // Life's a Beach
DEFINE MISSION 32 AT @MUSIC2           // Madd Dogg's Rhymes
DEFINE MISSION 33 AT @MUSIC3           // Management Issues
DEFINE MISSION 34 AT @MUSIC5           // House Party
DEFINE MISSION 35 AT @CPRACE           // Race Tournament / 8-track / Dirt Track
DEFINE MISSION 36 AT @CESAR1           // Lowrider (High Stakes)
DEFINE MISSION 37 AT @DRUGS4           // Reuniting The Families
DEFINE MISSION 38 AT @LA1FIN2          // The Green Sabre
DEFINE MISSION 39 AT @BCRASH1          // Badlands
DEFINE MISSION 40 AT @CATALIN          // First Date
DEFINE MISSION 41 AT @CAT1             // Local Liquor Store
DEFINE MISSION 42 AT @CAT2             // Small Town Bank
DEFINE MISSION 43 AT @CAT3             // Tanker Commander
DEFINE MISSION 44 AT @CAT4             // Against All Odds
DEFINE MISSION 45 AT @CATCUT           // King in Exile
DEFINE MISSION 46 AT @TRUTH1           // Body Harvest
DEFINE MISSION 47 AT @TRUTH2           // Are you going to San Fierro?
DEFINE MISSION 48 AT @BCESAR4          // Wu Zi Mu / Farewell, My Love...
DEFINE MISSION 49 AT @GARAG1           // Wear Flowers In Your Hair
DEFINE MISSION 50 AT @DECON            // Deconstruction
DEFINE MISSION 51 AT @SCRASH3          // 555 WE TIP
DEFINE MISSION 52 AT @SCRASH2          // Snail Trail
DEFINE MISSION 53 AT @WUZI1            // Mountain Cloud Boys
DEFINE MISSION 54 AT @FARLIE4          // Ran Fa Li
DEFINE MISSION 55 AT @DRIV6            // Lure
DEFINE MISSION 56 AT @WUZI2            // Amphibious Assault
DEFINE MISSION 57 AT @WUZI5            // The Da Nang Thang
DEFINE MISSION 58 AT @SYN1             // Photo Opportunity
DEFINE MISSION 59 AT @SYN2             // Jizzy
DEFINE MISSION 60 AT @SYN3             // Outrider
DEFINE MISSION 61 AT @SYND4            // Ice Cold Killa
DEFINE MISSION 62 AT @SYN6             // Toreno's Last Flight
DEFINE MISSION 63 AT @SYN7             // Yay Ka-Boom-Boom
DEFINE MISSION 64 AT @SYN5             // Pier 69
DEFINE MISSION 65 AT @DRIV2            // T-Bone Mendez
DEFINE MISSION 66 AT @DRIV3            // Mike Toreno
DEFINE MISSION 67 AT @STEAL1           // Zeroing In
DEFINE MISSION 68 AT @STEAL2           // Test Drive
DEFINE MISSION 69 AT @STEAL4           // Customs Fast Track
DEFINE MISSION 70 AT @STEAL5           // Puncture Wounds
DEFINE MISSION 71 AT @DSKOOL           // Back to School
DEFINE MISSION 72 AT @ZERO1            // Air Raid
DEFINE MISSION 73 AT @ZERO2            // Supply Lines...
DEFINE MISSION 74 AT @ZERO4            // New Model Army
DEFINE MISSION 75 AT @TORENO1          // Monster
DEFINE MISSION 76 AT @TORENO2          // Highjack
DEFINE MISSION 77 AT @DES3             // Interdiction
DEFINE MISSION 78 AT @DESERT4          // Verdant Meadows
DEFINE MISSION 79 AT @DESERT6          // N.O.E.
DEFINE MISSION 80 AT @DESERT9          // Stowaway
DEFINE MISSION 81 AT @MAF4             // Black Project
DEFINE MISSION 82 AT @DES10            // Green Goo
DEFINE MISSION 83 AT @DESERT5          // Learning to Fly
DEFINE MISSION 84 AT @CASINO1          // Fender Ketchup
DEFINE MISSION 85 AT @CASINO2          // Explosive Situation
DEFINE MISSION 86 AT @CASINO3          // You've Had Your Chips
DEFINE MISSION 87 AT @CASINO7          // Fish in a Barrel
DEFINE MISSION 88 AT @CASINO4          // Don Peyote
DEFINE MISSION 89 AT @CASINO5          // Intensive Care
DEFINE MISSION 90 AT @CASINO6          // The Meat Business
DEFINE MISSION 91 AT @CASINO9          // Freefall
DEFINE MISSION 92 AT @CASIN10          // Saint Mark's Bistro
DEFINE MISSION 93 AT @VCRASH1          // Misappropriation
DEFINE MISSION 94 AT @VCR2             // High Noon
DEFINE MISSION 95 AT @DOC2             // Madd Dogg
DEFINE MISSION 96 AT @HEIST1           // Architectural Espionage
DEFINE MISSION 97 AT @HEIST3           // Key To Her Heart
DEFINE MISSION 98 AT @HEIST2           // Dam And Blast
DEFINE MISSION 99 AT @HEIST4           // Cop Wheels
DEFINE MISSION 100 AT @HEIST5          // Up, Up and Away!
DEFINE MISSION 101 AT @HEIST9          // Breaking the Bank at Caligula's
DEFINE MISSION 102 AT @MANSIO1         // A Home In The Hills
DEFINE MISSION 103 AT @MANSIO2         // Vertical Bird
DEFINE MISSION 104 AT @MANSIO3         // Home Coming
DEFINE MISSION 105 AT @MANSON5         // Cut Throat Business
DEFINE MISSION 106 AT @GROVE1          // Beat Down on B Dup
DEFINE MISSION 107 AT @GROVE2          // Grove 4 Life
DEFINE MISSION 108 AT @RIOT1           // Riot
DEFINE MISSION 109 AT @RIOT2           // Los Desperados
DEFINE MISSION 110 AT @FINALEA         // End Of The Line (1)
DEFINE MISSION 111 AT @FINALEB         // End Of The Line (2)
DEFINE MISSION 112 AT @FINALEC         // End Of The Line (3)
DEFINE MISSION 113 AT @SHRANGE         // Shooting range
DEFINE MISSION 114 AT @GYMLS           // Los Santos Gym Fight School
DEFINE MISSION 115 AT @GYMSF           // San Fierro Gym Fight School
DEFINE MISSION 116 AT @GYMLV           // Las Venturas Gym Fight School
DEFINE MISSION 117 AT @TRUCK           // Trucking
DEFINE MISSION 118 AT @QUARRY          // Quarry
DEFINE MISSION 119 AT @BOAT            // Boat School
DEFINE MISSION 120 AT @BSKOOL          // Bike School
DEFINE MISSION 121 AT @TAXIODD         // Taxi-Driver Sub-Mission
DEFINE MISSION 122 AT @AMBULAN         // Paramedic Sub-Mission
DEFINE MISSION 123 AT @FIRETRU         // Firefighter Sub-Mission
DEFINE MISSION 124 AT @COPCAR          // Vigilante Sub-Mission
DEFINE MISSION 125 AT @BURGJB          // Burglary Sub-Mission
DEFINE MISSION 126 AT @FREIGHT         // Freight Train Sub-Mission
DEFINE MISSION 127 AT @PIMP            // Pimping Sub-Mission
DEFINE MISSION 128 AT @BLOOD           // Arena Mission: Blood Ring
DEFINE MISSION 129 AT @KICKSTA         // Arena Mission: Kickstart
DEFINE MISSION 130 AT @TRIA            // Beat the Cock!
DEFINE MISSION 131 AT @BCOUR           // Courier
DEFINE MISSION 132 AT @MTBIKER         // The Chiliad Challenge
DEFINE MISSION 133 AT @STUNT           // BMX / NRG-500 STUNT Mission
DEFINE MISSION 134 AT @BUYPRO1         // Buy Properties Mission
DEFINE MISSION 135 AT @ATMSPAW        

DEFINE EXTERNAL_SCRIPTS 80 // Use -1 in order not to compile AAA script
DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0
DEFINE SCRIPT PARACHUTE AT @PARACH     // 1
DEFINE SCRIPT BCESAR2 AT @BCESAR2      // 2
DEFINE SCRIPT BCESAR3 AT @COKEC        // 3
DEFINE SCRIPT SLOT_MACHINE AT @BANDIT  // 4
DEFINE SCRIPT ROULETTE AT @ROULETE     // 5
DEFINE SCRIPT OTB_SCRIPT AT @OTB_MSC   // 6
DEFINE SCRIPT ARCADE AT @ARCADE        // 7
DEFINE SCRIPT VENDING_MACHINE AT @VENDING // 8
DEFINE SCRIPT FOOD_VENDOR AT @FODVEND  // 9
DEFINE SCRIPT GATES_SCRIPT AT @GATEOS  // 10
DEFINE SCRIPT GYMBIKE AT @GYMBIKE      // 11
DEFINE SCRIPT GYMBENCH AT @GYMBENC     // 12
DEFINE SCRIPT GYMTREAD AT @GYMTREA     // 13
DEFINE SCRIPT GYMDUMB AT @GYMDUMB      // 14
DEFINE SCRIPT BASKETB AT @BBALL        // 15
DEFINE SCRIPT VIDPOK AT @VIDPOK        // 16
DEFINE SCRIPT BLACKJ AT @BLACKJ        // 17
DEFINE SCRIPT WHEELO AT @WOF           // 18
DEFINE SCRIPT DEALER AT @DEALER        // 19
DEFINE SCRIPT HOME_BRAINS AT @HMLES    // 20
DEFINE SCRIPT POOL_SCRIPT AT @POOL     // 21
DEFINE SCRIPT LOWR_CONT AT @LOWRCON    // 22
DEFINE SCRIPT BURG_BRAINS AT @BURGLAR  // 23
DEFINE SCRIPT GF_MEETING AT @GFMEET    // 24
DEFINE SCRIPT GF_DATE AT @GFDATE       // 25
DEFINE SCRIPT GF_SEX AT @GFSEX         // 26
DEFINE SCRIPT CASINO_AMBIENCE AT @CASAMB // 27
DEFINE SCRIPT BAR_AMBIENCE AT @BAR     // 28
DEFINE SCRIPT FOODBRAINS AT @PSHOP     // 29
DEFINE SCRIPT OTB_AMBIENCE AT @OTBSHP  // 30
DEFINE SCRIPT STRIP_AMBIENCE AT @STRIP // 31
DEFINE SCRIPT PLANES AT @PLANES        // 32
DEFINE SCRIPT TRAINS AT @TRAINS        // 33
DEFINE SCRIPT ZERO_AMBIENCE AT @RCSHOP // 34
DEFINE SCRIPT DANCE AT @DANCE          // 35
DEFINE SCRIPT SHOPKEEPER AT @SKBRAIN   // 36
DEFINE SCRIPT CUSTOMER_PANIC AT @FFPNC // 37
DEFINE SCRIPT BAR_STAFF AT @BARSTAF    // 38
DEFINE SCRIPT BOUNCER AT @BOUNCER      // 39
DEFINE SCRIPT OTB_STAFF AT @OTBSTAF    // 40
DEFINE SCRIPT PCHAIR AT @PCHAIR        // 41
DEFINE SCRIPT PCUSTOM AT @PCUSTOM      // 42
DEFINE SCRIPT OTBWTCH AT @OTBWTCH      // 43
DEFINE SCRIPT OTBSLP AT @OTBSLP        // 44
DEFINE SCRIPT OTBTILL AT @OTBTILL      // 45
DEFINE SCRIPT FBOOTHR AT @FBOOTHR      // 46
DEFINE SCRIPT FBOOTHL AT @FBOOTHL      // 47
DEFINE SCRIPT BARGUY AT @BARGUY        // 48
DEFINE SCRIPT PEDROUL AT @PEDROUL      // 49
DEFINE SCRIPT PEDCARD AT @PEDCARD      // 50
DEFINE SCRIPT PEDSLOT AT @PEDSLOT      // 51
DEFINE SCRIPT DANCER AT @DANCER        // 52
DEFINE SCRIPT STRIPW AT @STRIPW        // 53
DEFINE SCRIPT STRIPM AT @STRIPM        // 54
DEFINE SCRIPT BROWSE AT @BROWSE        // 55
DEFINE SCRIPT COPSIT AT @COPSIT        // 56
DEFINE SCRIPT COPLOOK AT @COPLOOK      // 57
DEFINE SCRIPT TICKET AT @TICKET        // 58
DEFINE SCRIPT SHOPPER AT @SHOPPER      // 59
DEFINE SCRIPT AMMU AT @AMUNAT          // 60
DEFINE SCRIPT TATTOO AT @TATTO         // 61
DEFINE SCRIPT BARBER AT @BARB          // 62
DEFINE SCRIPT WARDROBE AT @WARROBE     // 63
DEFINE SCRIPT CLOTHES AT @CLOTH        // 64
DEFINE SCRIPT JUNKFUD AT @JFUD         // 65
DEFINE SCRIPT CARMOD1 AT @CARMOD       // 66
DEFINE SCRIPT CRANE1 AT @CRANE1        // 67
DEFINE SCRIPT CRANE2 AT @CRANE2        // 68
DEFINE SCRIPT CRANE3 AT @CRANE3        // 69
DEFINE SCRIPT CARPARK1 AT @CARPRK1     // 70
DEFINE SCRIPT IMPOUND AT @IMPND        // 71
DEFINE SCRIPT VALET AT @VALET          // 72
DEFINE SCRIPT PHOTO AT @PHOTO          // 73
DEFINE SCRIPT PRISONR AT @PRISONR      // 74
DEFINE SCRIPT CAMERA AT @CAMERA        // 75
DEFINE SCRIPT DEBT AT @DEBT            // 76
DEFINE SCRIPT HOTDOG AT @HOTDOGV       // 77
DEFINE SCRIPT GSA AT @GSHAUTO          // 78
DEFINE SCRIPT MYATM AT @MYATM          // 79

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 574

{$VERSION 3.1.0000}

//-------------MAIN---------------
03A4: name_thread 'MAIN' 
016A: fade 0 0 ms 
042C: set_total_missions_to 147 
030D: set_total_mission_points_to 187 
0997: (unknown) 1339 
01F0: set_max_wanted_level_to 6 
0111: set_wasted_busted_check_to 0 
00C0: set_current_time 8 0 
04E4: unknown_refresh_game_renderer_at 2488.562 -1666.864 
03CB: set_camera 2488.562 -1666.864 13.3757 
062A: change_stat 165 to 800.0 // float 
062A: change_stat 23 to 50.0 // float 
062A: change_stat 21 to 200.0 // float 
062A: change_stat 160 to 0.0 // float 
0629: change_stat 181 to 4 // integer 
0629: change_stat 68 to 0 // integer 
0053: $PLAYER_CHAR = create_player #NULL at 2488.562 -1666.864 12.8757 
0002: jump @MAIN_177 
0053: $SECOND_PLAYER = create_player #CSPLAY at 2488.562 -1666.864 12.8757 

:MAIN_177
06CF: (unknown) 0 
0746: (unknown) 1 8 0 
0746: (unknown) 4 8 7 
0746: (unknown) 3 8 9 
0746: (unknown) 3 8 14 
0746: (unknown) 3 7 0 
0746: (unknown) 4 7 8 
0746: (unknown) 3 7 9 
0746: (unknown) 3 7 14 
0746: (unknown) 3 9 0 
0746: (unknown) 3 9 8 
0746: (unknown) 3 9 7 
0746: (unknown) 4 9 14 
0746: (unknown) 3 14 0 
0746: (unknown) 3 14 8 
0746: (unknown) 3 14 7 
0746: (unknown) 4 14 9 
0746: (unknown) 3 10 11 
0746: (unknown) 3 10 13 
0746: (unknown) 3 11 10 
0746: (unknown) 3 13 10 
0746: (unknown) 4 13 11 
0746: (unknown) 4 11 13 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR z_angle_to 262.0 
0417: start_mission 0  // Initial 1
0001: wait 0 ms 
0417: start_mission 1  // Initial 2
0004: $121 = 0 // integer values 
0213: $PICKUP_INFO_HOSPITAL = create_pickup #INFO type 3 at 2027.77 -1420.52 16.49 
0213: $PICKUP_INFO_HOSPITAL_2 = create_pickup #INFO type 3 at 1180.85 -1325.57 13.08 
0213: $PICKUP_INFO_POLICE = create_pickup #INFO type 3 at 1550.68 -1675.49 15.01 
0213: $PICKUP_INFO_CONVERSATION = create_pickup #INFO type 3 at 2431.17 -1668.75 13.04 
0005: $166 = 292.33 // floating-point values 
0005: $167 = -35.39 // floating-point values 
0005: $168 = 1000.5 // floating-point values 
0004: $164 = 0 // integer values 
0004: $193 = 1 // integer values 
0004: $193 = 2 // integer values 
0004: $LOWR_CONT_SCRIPT_LAUNCHED = 0 // integer values 
0004: $MISSION_CESAR_VIALPANDO_PASSED = 0 // integer values 
0004: $RACE_INDEX = 0 // integer values 
0180: set_on_mission_flag_to $ONMISSION 
01E8: create_forbidden_for_cars_cube 2500.0 -1677.0 20.0 2430.0 -1653.0 0.0 
0004: $672 = 0 // integer values 
0004: $11279 = 0 // integer values 
0004: $677 = 0 // integer values 
0005: $692 = 1.0 // floating-point values 
0005: $693 = 1.6 // floating-point values 
0004: $694 = 200 // integer values 
0004: $695 = 200 // integer values 
0004: $696 = 200 // integer values 
0004: $697 = 255 // integer values 
0004: $698 = 100 // integer values 
0004: $699 = 100 // integer values 
0004: $700 = 100 // integer values 
0004: $701 = 255 // integer values 
0004: $702 = 20 // integer values 
0004: $703 = 20 // integer values 
0004: $704 = 20 // integer values 
0004: $705 = 255 // integer values 
014B: $PARKED_RHINO = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0 
014B: $PARKED_HYDRA = init_parked_car_generator #HYDRA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2527.2 -1677.1 19.2 angle 90.0 
014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 0 
0004: $VIDEO_GAME = -1 // integer values 
0914: init_external_script 0 (PLAYER_PARACHUTE) 
0914: init_external_script 1 (PARACHUTE) 
0914: init_external_script 2 (BCESAR2) 
0914: init_external_script 3 (BCESAR3) 
0914: init_external_script 4 (SLOT_MACHINE) 
0914: init_external_script 5 (ROULETTE) 
0914: init_external_script 6 (OTB_SCRIPT) 
0914: init_external_script 7 (ARCADE) 
0914: init_external_script 8 (VENDING_MACHINE) 
0914: init_external_script 9 (FOOD_VENDOR) 
0914: init_external_script 10 (GATES_SCRIPT) 
0914: init_external_script 11 (GYMBIKE) 
0914: init_external_script 12 (GYMBENCH) 
0914: init_external_script 13 (GYMTREAD) 
0914: init_external_script 14 (GYMDUMB) 
0914: init_external_script 15 (BASKETB) 
0914: init_external_script 16 (VIDPOK) 
0914: init_external_script 17 (BLACKJ) 
0914: init_external_script 18 (WHEELO) 
0914: init_external_script 19 (DEALER) 
0914: init_external_script 20 (HOME_BRAINS) 
0914: init_external_script 21 (POOL_SCRIPT) 
0914: init_external_script 22 (LOWR_CONT) 
0914: init_external_script 23 (BURG_BRAINS) 
0914: init_external_script 24 (GF_MEETING) 
0914: init_external_script 25 (GF_DATE) 
0914: init_external_script 26 (GF_SEX) 
0914: init_external_script 27 (CASINO_AMBIENCE) 
0914: init_external_script 28 (BAR_AMBIENCE) 
0914: init_external_script 29 (FOODBRAINS) 
0914: init_external_script 30 (OTB_AMBIENCE) 
0914: init_external_script 31 (STRIP_AMBIENCE) 
0914: init_external_script 32 (PLANES) 
0914: init_external_script 33 (TRAINS) 
0914: init_external_script 34 (ZERO_AMBIENCE) 
0914: init_external_script 35 (DANCE) 
0914: init_external_script 36 (SHOPKEEPER) 
0914: init_external_script 37 (CUSTOMER_PANIC) 
0914: init_external_script 38 (BAR_STAFF) 
0914: init_external_script 39 (BOUNCER) 
0914: init_external_script 40 (OTB_STAFF) 
0914: init_external_script 41 (PCHAIR) 
0914: init_external_script 42 (PCUSTOM) 
0914: init_external_script 43 (OTBWTCH) 
0914: init_external_script 44 (OTBSLP) 
0914: init_external_script 45 (OTBTILL) 
0914: init_external_script 46 (FBOOTHR) 
0914: init_external_script 47 (FBOOTHL) 
0914: init_external_script 48 (BARGUY) 
0914: init_external_script 49 (PEDROUL) 
0914: init_external_script 50 (PEDCARD) 
0914: init_external_script 51 (PEDSLOT) 
0914: init_external_script 52 (DANCER) 
0914: init_external_script 53 (STRIPW) 
0914: init_external_script 54 (STRIPM) 
0914: init_external_script 55 (BROWSE) 
0914: init_external_script 56 (COPSIT) 
0914: init_external_script 57 (COPLOOK) 
0914: init_external_script 58 (TICKET) 
0914: init_external_script 59 (SHOPPER) 
0914: init_external_script 60 (AMMU) 
0914: init_external_script 61 (TATTOO) 
0914: init_external_script 62 (BARBER) 
0914: init_external_script 63 (WARDROBE) 
0914: init_external_script 64 (CLOTHES) 
0914: init_external_script 65 (JUNKFUD) 
0914: init_external_script 66 (CARMOD1) 
0914: init_external_script 67 (CRANE1) 
0914: init_external_script 68 (CRANE2) 
0914: init_external_script 69 (CRANE3) 
0914: init_external_script 70 (CARPARK1) 
0914: init_external_script 71 (IMPOUND) 
0914: init_external_script 72 (VALET) 
0914: init_external_script 73 (PHOTO) 
0914: init_external_script 74 (PRISONR) 
0914: init_external_script 75 (CAMERA) 
0914: init_external_script 76 (DEBT) 
0914: init_external_script 77 (HOTDOG) 
0929: init_external_script_with_object_trigger 4 (SLOT_MACHINE) object #KB_BANDIT_U priority 100 6.0 1 
0929: init_external_script_with_object_trigger 5 (ROULETTE) object #ROULETTE_TBL priority 60 50.0 1 
0929: init_external_script_with_object_trigger 6 (OTB_SCRIPT) object #OTB_MACHINE priority 100 4.0 -1 
0929: init_external_script_with_object_trigger 7 (ARCADE) object #CJ_COIN_OP_3 priority 100 4.0 -1 
0929: init_external_script_with_object_trigger 7 (ARCADE) object #CJ_COIN_OP_2 priority 100 4.0 -1 
0929: init_external_script_with_object_trigger 7 (ARCADE) object #CJ_COIN_OP_1 priority 100 4.0 -1 
0929: init_external_script_with_object_trigger 7 (ARCADE) object #CJ_COIN_OP priority 100 4.0 -1 
0929: init_external_script_with_object_trigger 7 (ARCADE) object #SWANK_CONSOLE priority 100 4.0 -1 
0929: init_external_script_with_object_trigger 7 (ARCADE) object #SNESISH priority 100 4.0 -1 
0929: init_external_script_with_object_trigger 7 (ARCADE) object #LOW_CONSOLE priority 100 4.0 -1 
0929: init_external_script_with_object_trigger 8 (VENDING_MACHINE) object #VENDMACHFD priority 100 6.0 -1 
0929: init_external_script_with_object_trigger 8 (VENDING_MACHINE) object #VENDMACH priority 100 6.0 -1 
0929: init_external_script_with_object_trigger 8 (VENDING_MACHINE) object #VENDIN3 priority 100 6.0 -1 
0929: init_external_script_with_object_trigger 8 (VENDING_MACHINE) object #CJ_SPRUNK1 priority 100 6.0 -1 
0929: init_external_script_with_object_trigger 8 (VENDING_MACHINE) object #CJ_CANDYVENDOR priority 100 6.0 -1 
0929: init_external_script_with_object_trigger 8 (VENDING_MACHINE) object #CJ_EXT_CANDY priority 100 6.0 -1 
0929: init_external_script_with_object_trigger 8 (VENDING_MACHINE) object #CJ_EXT_SPRUNK priority 100 6.0 -1 
0929: init_external_script_with_object_trigger 9 (FOOD_VENDOR) object #ICESCART_PROP priority 100 70.0 -1 
0929: init_external_script_with_object_trigger 9 (FOOD_VENDOR) object #CHILLIDOGCART priority 100 70.0 -1 
0929: init_external_script_with_object_trigger 9 (FOOD_VENDOR) object #NOODLECART_PROP priority 100 70.0 -1 
0004: $709 = 0 // integer values 
0929: init_external_script_with_object_trigger 10 (GATES_SCRIPT) object #GATE_AUTOL priority 100 80.0 -1 
0929: init_external_script_with_object_trigger 10 (GATES_SCRIPT) object #GATE_AUTOR priority 100 80.0 -1 
0929: init_external_script_with_object_trigger 11 (GYMBIKE) object #GYM_BIKE priority 100 20.0 -1 
0929: init_external_script_with_object_trigger 12 (GYMBENCH) object #GYM_BENCH1 priority 100 20.0 -1 
0929: init_external_script_with_object_trigger 13 (GYMTREAD) object #GYM_TREADMILL priority 100 20.0 -1 
0929: init_external_script_with_object_trigger 14 (GYMDUMB) object #GYM_MAT1 priority 100 20.0 -1 
0929: init_external_script_with_object_trigger 15 (BASKETB) object #BSKBALL_LAX priority 100 70.0 -1 
0929: init_external_script_with_object_trigger 15 (BASKETB) object #BSKBALLHUB_LAX01 priority 100 70.0 -1 
0929: init_external_script_with_object_trigger 15 (BASKETB) object #VGSXREFBBALLNET priority 100 70.0 -1 
0929: init_external_script_with_object_trigger 15 (BASKETB) object #VGSXREFBBALLNET2 priority 100 70.0 -1 
0929: init_external_script_with_object_trigger 21 (POOL_SCRIPT) object #K_POOLTABLESM priority 100 70.0 -1 
0929: init_external_script_with_object_trigger 16 (VIDPOK) object #NEIL_SLOT priority 100 4.0 1 
0929: init_external_script_with_object_trigger 16 (VIDPOK) object #CJ_SLOT_BANK priority 100 4.0 1 
0929: init_external_script_with_object_trigger 17 (BLACKJ) object #BLCK_JACK priority 50 70.0 1 
0929: init_external_script_with_object_trigger 18 (WHEELO) object #WHEEL_O_FORTUNE priority 50 70.0 1 
0004: $GS_GANG_CASH = 1 // integer values 
07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 
0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 
0884: 'PCHAIR' = init_external_script_named_handle 41 (PCHAIR) 
0884: 'PCUSTOM' = init_external_script_named_handle 42 (PCUSTOM) 
0884: 'OTBWTCH' = init_external_script_named_handle 43 (OTBWTCH) 
0884: 'OTBSLP' = init_external_script_named_handle 44 (OTBSLP) 
0884: 'OTBTILL' = init_external_script_named_handle 45 (OTBTILL) 
0884: 'FBOOTHR' = init_external_script_named_handle 46 (FBOOTHR) 
0884: 'FBOOTHL' = init_external_script_named_handle 47 (FBOOTHL) 
0884: 'BARGUY' = init_external_script_named_handle 48 (BARGUY) 
0884: 'PEDROUL' = init_external_script_named_handle 49 (PEDROUL) 
0884: 'PEDCARD' = init_external_script_named_handle 50 (PEDCARD) 
0884: 'PEDSLOT' = init_external_script_named_handle 51 (PEDSLOT) 
0884: 'STRIPW' = init_external_script_named_handle 53 (STRIPW) 
0884: 'STRIPM' = init_external_script_named_handle 54 (STRIPM) 
0884: 'BROWSE' = init_external_script_named_handle 55 (BROWSE) 
0884: 'COPSIT' = init_external_script_named_handle 56 (COPSIT) 
0884: 'COPLOOK' = init_external_script_named_handle 57 (COPLOOK) 
0884: 'TICKET' = init_external_script_named_handle 58 (TICKET) 
0884: 'SHOPPER' = init_external_script_named_handle 59 (SHOPPER) 
0884: 'PHOTO' = init_external_script_named_handle 73 (PHOTO) 
0884: 'PRISONR' = init_external_script_named_handle 74 (PRISONR) 
0928: init_external_script_with_actor_trigger 19 (DEALER) actor_model #BMYDRUG priority 100 
0928: init_external_script_with_actor_trigger 19 (DEALER) actor_model #WMYDRUG priority 100 
0928: init_external_script_with_actor_trigger 19 (DEALER) actor_model #HMYDRUG priority 100 
0928: init_external_script_with_actor_trigger 19 (DEALER) actor_model #BIKDRUG priority 100 
0928: init_external_script_with_actor_trigger 77 (HOTDOG) actor_model #BMOCHIL priority 100 
08E8: assign_external_script_handle 'DEALER' to_actor_model #BMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_actor_model #WMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_actor_model #HMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_actor_model #BIKDRUG 
0776: init_objects_in_object_group "CRACK" 
0363: toggle_object_model #CRACKFACT_SFS render_at -2166.86 -236.5 40.86 radius 40.0 1 
0363: toggle_object_model #CF_EXT_DEM_SFS render_at -2185.49 -215.55 34.31 radius 40.0 0 
0363: toggle_object_model #LODCRACKFACT_SFS render_at -2166.86 -236.5 40.86 radius 40.0 1 
0363: toggle_object_model #LODEXT_DEM_SFS render_at -2185.49 -215.55 34.31 radius 40.0 0 
004F: create_thread @ODDVEH 
004F: create_thread @R3 
004F: create_thread @GYM 
004F: create_thread @SHOOT 
004F: create_thread @BLOODR 
004F: create_thread @HOTR 
004F: create_thread @KICKS 
004F: create_thread @PSAVE1 
004F: create_thread @FLOW 
004F: create_thread @HELP 
004F: create_thread @COLLS 
004F: create_thread @CRANES 
004F: create_thread @BUY_PRO 
004F: create_thread @VALET_L 
004F: create_thread @ADPLANE 
004F: create_thread @TRAINSL 
004F: create_thread @IMPND_L 
004F: create_thread @OPENUP 
004F: create_thread @TRI 
004F: create_thread @BUY3 
004F: create_thread @BUY2 
004F: create_thread @BUY1 
004F: create_thread @TRUCKS 
004F: create_thread @TRACE 
004F: create_thread @BSCHOO 
004F: create_thread @BIKES 
004F: create_thread @PSCH 
004F: create_thread @QUARRYS 
004F: create_thread @MASTER 
004F: create_thread @MARKERS 
004F: create_thread @DRIVTRU 
004F: create_thread @COOKING 
004F: create_thread @CJPISS 
004F: create_thread @MAPINIT 
004F: create_thread @ZVANS 
004F: create_thread @RCZPLAY 
004F: create_thread @MYZSHOP 
004F: create_thread @CARFIRE 
004F: create_thread @TIREFIX 
004F: create_thread @INFLYPE 
004F: create_thread @PETCHET 
004F: create_thread @GSASTAR 
004F: create_thread @NONAME_2 
004F: create_thread @CREDCRD 
004F: create_thread @PIKCRED 
004F: create_thread @DESTCRD 
004F: create_thread @DESTCR1 
004F: create_thread @DESTCR2 
004F: create_thread @DESTCR3 
004F: create_thread @ATMAGNT 
004F: create_thread @CREDVAL 
004F: create_thread @CREDVA2 
004F: create_thread @PLANEZ 
004F: create_thread @PLANEZ2 
004F: create_thread @TESTER 
00D7: create_thread_with_wasted_busted_check @NONAME_3 
00D7: create_thread_with_wasted_busted_check @NONAME_4 
00D7: create_thread_with_wasted_busted_check @NONAME_5 
00D7: create_thread_with_wasted_busted_check @NONAME_6 
00D7: create_thread_with_wasted_busted_check @NONAME_7 
00D7: create_thread_with_wasted_busted_check @NONAME_8 
00D7: create_thread_with_wasted_busted_check @APCHECK 
00D7: create_thread_with_wasted_busted_check @GFINIT 
00D7: create_thread_with_wasted_busted_check @NONAME_9 
00D7: create_thread_with_wasted_busted_check @NONAME_10 
00D7: create_thread_with_wasted_busted_check @HJ 
00D7: create_thread_with_wasted_busted_check @CELLFON 
016A: fade 0 0 ms 
09BA: (unknown) 0 
0001: wait 0 ms 
0001: wait 0 ms 
03B7: process_cut_scene_only 0 
0169: set_fade_color 0 0 0 
0001: wait 2000 ms 
03B7: process_cut_scene_only 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_2960 
01B6: set_weather 1 
087B: set_player $PLAYER_CHAR clothes "VEST" "VEST" body_part 0 
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" body_part 2 
087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" body_part 3 
087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" body_part 1 
0004: $2549 = 1 // integer values 
070D: rebuild_player $PLAYER_CHAR 
0793: (unknown) 
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 
0004: $MISSION_INTRO_PASSED = 0 // integer values 
0417: start_mission 2  // Intro
0004: $41 = 1 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_2951 
04BB: select_interior 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:MAIN_2951
01B7: release_weather 
0002: jump @MAIN_2967 

:MAIN_2960
0004: $SCRIPT_STATUS = 0 // integer values 

:MAIN_2967
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_4700 
077E: $ACTIVE_INTERIOR = active_interior 
0652: $11008 = stat 181 // integer 
07D0: $WEEKDAY = weekday 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 
0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR island_variable 
01BD: $11009 = current_time_in_ms 
00D6: if 
0038:   $672 == 1 // integer values 
004D: jump_if_false @MAIN_3106 
0084: $5283 = $11009 // integer values and handles 
0060: $5283 -= $5285 // integer values 
00D6: if 
0028:   $5283 >= 180000 // integer values 
004D: jump_if_false @MAIN_3106 
0004: $672 = 0 // integer values 
0004: $11279 = 0 // integer values 
0004: $5283 = 0 // integer values 
0004: $10045 = 0 // integer values 

:MAIN_3106
00D6: if or
03B0:   garage 'BODLAWN' door_open 
03B0:   garage 'MODLAST' door_open 
03B0:   garage 'MDSSFSE' door_open 
03B0:   garage 'MDS1SFS' door_open 
03B0:   garage 'VECMOD' door_open 
004D: jump_if_false @MAIN_3228 
0926: $SCRIPT_STATUS = external_script_status 66 (CARMOD1) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_3221 
08A9: load_external_script 66 (CARMOD1) 
00D6: if 
08AB:   external_script 66 (CARMOD1) loaded 
004D: jump_if_false @MAIN_3221 
0913: run_external_script 66 

:MAIN_3221
0002: jump @MAIN_3232 

:MAIN_3228
090F: end_external_script 66 (CARMOD1) 

:MAIN_3232
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @MAIN_3306 
0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_3299 
08A9: load_external_script 0 (PLAYER_PARACHUTE) 
00D6: if 
08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 
004D: jump_if_false @MAIN_3299 
0913: run_external_script 0 

:MAIN_3299
0002: jump @MAIN_3310 

:MAIN_3306
090F: end_external_script 0 (PLAYER_PARACHUTE) 

:MAIN_3310
00D6: if and
0491:   actor $PLAYER_ACTOR has_weapon 43 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MAIN_3391 
0926: $SCRIPT_STATUS = external_script_status 75 (CAMERA) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_3384 
08A9: load_external_script 75 (CAMERA) 
00D6: if 
08AB:   external_script 75 (CAMERA) loaded 
004D: jump_if_false @MAIN_3384 
0913: run_external_script 75 

:MAIN_3384
0002: jump @MAIN_3395 

:MAIN_3391
090F: end_external_script 75 (CAMERA) 

:MAIN_3395
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MAIN_4387 
00D6: if 
001A:   10 > $11010 // integer values 
004D: jump_if_false @MAIN_3864 
00D6: if 
0018:   $11011 > 2 // integer values 
004D: jump_if_false @MAIN_3864 
00D6: if 
0018:   $89 > 400 // integer values 
004D: jump_if_false @MAIN_3792 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_3630 
00D6: if 
0038:   $BCESAR3_SCRIPT_LAUNCHED == 0 // integer values 
004D: jump_if_false @MAIN_3630 
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_3630 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0038:   $WEEKDAY == 4 // integer values 
0038:   $WEEKDAY == 7 // integer values 
004D: jump_if_false @MAIN_3630 
00D6: if or
0028:   $TIME_HOURS >= 19 // integer values 
001A:   7 > $TIME_HOURS // integer values 
004D: jump_if_false @MAIN_3630 
08A9: load_external_script 3 (BCESAR3) 
00D6: if 
08AB:   external_script 3 (BCESAR3) loaded 
004D: jump_if_false @MAIN_3630 
0913: run_external_script 3 
0004: $BCESAR3_SCRIPT_LAUNCHED = 1 // integer values 

:MAIN_3630
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_3792 
00D6: if 
0038:   $BCESAR2_SCRIPT_LAUNCHED == 0 // integer values 
004D: jump_if_false @MAIN_3792 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_3792 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0038:   $WEEKDAY == 2 // integer values 
0038:   $WEEKDAY == 6 // integer values 
004D: jump_if_false @MAIN_3792 
00D6: if and
0028:   $TIME_HOURS >= 5 // integer values 
001A:   17 > $TIME_HOURS // integer values 
004D: jump_if_false @MAIN_3792 
08A9: load_external_script 2 (BCESAR2) 
00D6: if 
08AB:   external_script 2 (BCESAR2) loaded 
004D: jump_if_false @MAIN_3792 
0913: run_external_script 2 
0004: $BCESAR2_SCRIPT_LAUNCHED = 1 // integer values 

:MAIN_3792
07D0: $WEEKDAY = weekday 
00D6: if or
0038:   $WEEKDAY == 1 // integer values 
0038:   $WEEKDAY == 3 // integer values 
0038:   $WEEKDAY == 5 // integer values 
004D: jump_if_false @MAIN_3857 
0004: $BCESAR2_SCRIPT_LAUNCHED = 0 // integer values 
0004: $BCESAR3_SCRIPT_LAUNCHED = 0 // integer values 
0004: $89 = 0 // integer values 
0002: jump @MAIN_3864 

:MAIN_3857
0008: $89 += 1 // integer values 

:MAIN_3864
00D6: if and
0038:   $MISSION_CESAR_VIALPANDO_PASSED == 1 // integer values 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MAIN_4085 
00D6: if 
0038:   $LOWR_CONT_SCRIPT_LAUNCHED == 0 // integer values 
004D: jump_if_false @MAIN_4024 
0926: $SCRIPT_STATUS = external_script_status 22 (LOWR_CONT) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_4017 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_4017 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1812.369 -1929.922 radius 80.0 80.0 
004D: jump_if_false @MAIN_4017 
08A9: load_external_script 22 (LOWR_CONT) 
00D6: if 
08AB:   external_script 22 (LOWR_CONT) loaded 
004D: jump_if_false @MAIN_4017 
0913: run_external_script 22 
0004: $LOWR_CONT_SCRIPT_LAUNCHED = 1 // integer values 

:MAIN_4017
0002: jump @MAIN_4085 

:MAIN_4024
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_4085 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 1812.369 -1929.922 radius 500.0 500.0 
004D: jump_if_false @MAIN_4085 
0004: $LOWR_CONT_SCRIPT_LAUNCHED = 0 // integer values 

:MAIN_4085
0871: init_jump_table $VIDEO_GAME total_jumps 8 0 @MAIN_4380 jumps 0 @MAIN_4213 1 @MAIN_4231 2 @MAIN_4249 3 @MAIN_4267 4 @MAIN_4285 5 @MAIN_4303 6 @MAIN_4321 
0872: jump_table_jumps 7 @MAIN_4339 -1 @MAIN_4380 -1 @MAIN_4380 -1 @MAIN_4380 -1 @MAIN_4380 -1 @MAIN_4380 -1 @MAIN_4380 -1 @MAIN_4380 -1 @MAIN_4380 

:MAIN_4213
0004: $ONMISSION = 1 // integer values 
0417: start_mission 3  // Video Game: They Crawled From Uranus
0002: jump @MAIN_4380 

:MAIN_4231
0004: $ONMISSION = 1 // integer values 
0417: start_mission 4  // Video Game: Dualuty
0002: jump @MAIN_4380 

:MAIN_4249
0004: $ONMISSION = 1 // integer values 
0417: start_mission 5  // Video Game: Go Go Space Monkey
0002: jump @MAIN_4380 

:MAIN_4267
0004: $ONMISSION = 1 // integer values 
0417: start_mission 6  // Video Game: Let's Get Ready To Bumble
0002: jump @MAIN_4380 

:MAIN_4285
0004: $ONMISSION = 1 // integer values 
0417: start_mission 7  // Video Game: Inside Track Betting
0002: jump @MAIN_4380 

:MAIN_4303
0004: $ONMISSION = 1 // integer values 
0417: start_mission 8  // Pool
0002: jump @MAIN_4380 

:MAIN_4321
0004: $ONMISSION = 1 // integer values 
0417: start_mission 9  // Lowrider (Bet And Dance)
0002: jump @MAIN_4380 

:MAIN_4339
0004: $ONMISSION = 1 // integer values 
00BA: text_styled 'BEEFY' 1000 ms 2  // Izmos br
0050: gosub @LITCAS_267 
0417: start_mission 10  // Beefy Baron
0002: jump @MAIN_4380 

:MAIN_4380
0002: jump @MAIN_4426 

:MAIN_4387
00D6: if or
0038:   $BCESAR2_SCRIPT_LAUNCHED == 1 // integer values 
0038:   $BCESAR3_SCRIPT_LAUNCHED == 1 // integer values 
004D: jump_if_false @MAIN_4419 
0004: $89 = 0 // integer values 

:MAIN_4419
0004: $VIDEO_GAME = -1 // integer values 

:MAIN_4426
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_4700 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 2037.536 2365.372 2117.176 2483.922 
004D: jump_if_false @MAIN_4536 
0926: $SCRIPT_STATUS = external_script_status 70 (CARPARK1) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MAIN_4529 
08A9: load_external_script 70 (CARPARK1) 
00D6: if 
08AB:   external_script 70 (CARPARK1) loaded 
004D: jump_if_false @MAIN_4529 
0913: run_external_script 70 

:MAIN_4529
0002: jump @MAIN_4540 

:MAIN_4536
090F: end_external_script 70 (CARPARK1) 

:MAIN_4540
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // integer values OR floating-point values 
004D: jump_if_false @MAIN_4700 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0 
004D: jump_if_false @MAIN_4675 
00D6: if 
0038:   $157 == 0 // integer values 
004D: jump_if_false @MAIN_4668 
00D6: if or
001C:   $5345 > $5347 // integer values 
001C:   $5346 > $5348 // integer values 
004D: jump_if_false @MAIN_4661 
0005: $5349 = 0.0 // floating-point values 

:MAIN_4661
0004: $157 = 1 // integer values 

:MAIN_4668
0002: jump @MAIN_4700 

:MAIN_4675
00D6: if 
0038:   $157 == 1 // integer values 
004D: jump_if_false @MAIN_4700 
0004: $157 = 0 // integer values 

:MAIN_4700
0002: jump @MAIN_2967 

:DRIVTRU
0001: wait 0 ms 
03A4: name_thread 'DRIVTRU' 

:DRIVTRU_15
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @DRIVTRU_15 
05A9: s$11012 = 'PIZHEAL' // 8-byte strings  // Salta tel

:DRIVTRU_54
0001: wait 1000 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIVTRU_54 
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 2408.0 -1488.0 23.6 radius 7.0 7.0 4.0 sphere 1 
004D: jump_if_false @DRIVTRU_130 
0002: jump @DRIVTRU_297 

:DRIVTRU_130
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 2097.0 -1796.0 13.0 radius 7.0 7.0 4.0 sphere 1 
004D: jump_if_false @DRIVTRU_185 
0002: jump @DRIVTRU_240 

:DRIVTRU_185
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 798.0 -1628.0 13.6 radius 7.0 7.0 4.0 sphere 1 
004D: jump_if_false @DRIVTRU_54 
0002: jump @DRIVTRU_354 

:DRIVTRU_240
05A9: s$11014 = 'PIZLOW' // 8-byte strings  // Pizza
05A9: s$11016 = 'PIZMED' // 8-byte strings  // Dupla D-Luxe
05A9: s$11018 = 'PIZHIG' // 8-byte strings  // Nagy pizza
0004: $SELLER_MODEL = 155 // integer values 
0002: jump @DRIVTRU_404 

:DRIVTRU_297
05A9: s$11014 = 'CLULOW' // 8-byte strings  // Kis Csibefalatok
05A9: s$11016 = 'CLUMED' // 8-byte strings  // Nagy csibefalatok
05A9: s$11018 = 'CLUHIG' // 8-byte strings  // Nagy csirkefalatok
0004: $SELLER_MODEL = 167 // integer values 
0002: jump @DRIVTRU_404 

:DRIVTRU_354
05A9: s$11014 = 'BURLOW' // 8-byte strings  // Gida tel
05A9: s$11016 = 'BURMED' // 8-byte strings  // Hstorony
05A9: s$11018 = 'BURHIG' // 8-byte strings  // Hs tel
0004: $SELLER_MODEL = 205 // integer values 

:DRIVTRU_404
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03C0: $2197 = actor $PLAYER_ACTOR car 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0373: set_camera_directly_behind_player 
0004: $2422 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $684 = 0 // integer values 
0004: $685 = 0 // integer values 

:DRIVTRU_470
0001: wait 0 ms 
04C4: create_coordinate $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER from_actor $PLAYER_ACTOR offset 4.0 0.0 0.0 
0247: request_model $SELLER_MODEL 
038B: load_requested_models 
00D6: if 
0248:   model $SELLER_MODEL available 
004D: jump_if_false @DRIVTRU_470 
009A: $FOOD_SELLER = create_actor 4 $SELLER_MODEL at $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER 
0337: set_actor $FOOD_SELLER visibility 0 
0947: (unknown) $FOOD_SELLER 333 $2563 

:DRIVTRU_563
0004: $10042 = 1 // integer values 

:DRIVTRU_570
00D6: if 
0038:   $10042 == 1 // integer values 
004D: jump_if_false @DRIVTRU_618 
0084: $11280 = $JFUD_X_OFFSET // integer values and handles 
0004: $10034 = 2 // integer values 
05A9: s$10039 = s$11014 // 8-byte strings 
0002: jump @DRIVTRU_819 

:DRIVTRU_618
00D6: if 
0038:   $10042 == 2 // integer values 
004D: jump_if_false @DRIVTRU_666 
0084: $11280 = $JFUD_Y_OFFSET // integer values and handles 
0004: $10034 = 5 // integer values 
05A9: s$10039 = s$11016 // 8-byte strings 
0002: jump @DRIVTRU_819 

:DRIVTRU_666
00D6: if 
0038:   $10042 == 3 // integer values 
004D: jump_if_false @DRIVTRU_714 
0084: $11280 = $JFUD_Z_OFFSET // integer values and handles 
0004: $10034 = 10 // integer values 
05A9: s$10039 = s$11018 // 8-byte strings 
0002: jump @DRIVTRU_819 

:DRIVTRU_714
00D6: if 
0038:   $10042 == 4 // integer values 
004D: jump_if_false @DRIVTRU_762 
0084: $11280 = $10064 // integer values and handles 
0004: $10034 = 10 // integer values 
05A9: s$10039 = s$11012 // 8-byte strings 
0002: jump @DRIVTRU_819 

:DRIVTRU_762
00D6: if 
0038:   $10042 == 5 // integer values 
004D: jump_if_false @DRIVTRU_787 
0002: jump @DRIVTRU_563 

:DRIVTRU_787
00D6: if 
0038:   $10042 == 0 // integer values 
004D: jump_if_false @DRIVTRU_563 
0004: $10042 = 4 // integer values 
0002: jump @DRIVTRU_570 

:DRIVTRU_819
0084: $2751 = $10034 // integer values and handles 
05A9: s$2752 = s$10039 // 8-byte strings 
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @DRIVTRU_867 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:DRIVTRU_867
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @DRIVTRU_899 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:DRIVTRU_899
0512: permanent_text_box 'FOOD_H'  // Hasznlj ~k~~GO_LEFT~-t vagy ~k~~GO_RIGHT~-t, egy tel kivlasztshoz.~N~~k~~PED_SPRINT~ Megvesz~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // tel
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'MEAL' data s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // tel
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2417 column 1 row 0 text_1number 'DOLLAR' $2751  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 // integer values 

:DRIVTRU_1254
0001: wait 200 ms 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @DRIVTRU_1306 
0002: jump @DRIVTRU_1399 

:DRIVTRU_1306
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @DRIVTRU_1337 
0002: jump @DRIVTRU_1385 

:DRIVTRU_1337
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DRIVTRU_1361 
0002: jump @DRIVTRU_1413 

:DRIVTRU_1361
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DRIVTRU_1254 
0002: jump @DRIVTRU_1766 

:DRIVTRU_1385
0008: $10042 += 1 // integer values 
0002: jump @DRIVTRU_570 

:DRIVTRU_1399
000C: $10042 -= 1 // integer values 
0002: jump @DRIVTRU_570 

:DRIVTRU_1413
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @DRIVTRU_1452 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 
0002: jump @DRIVTRU_2304 

:DRIVTRU_1452
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $10034 // integer values 
004D: jump_if_false @DRIVTRU_1704 
0653: $STAT_FAT = stat 21 // float 
008B: $11020 = $10034 // integer values and handles 
0010: $11020 *= 5 // integer values 
0226: $JFUD_PLAYER_HEALTH = actor $PLAYER_ACTOR health 
0059: $JFUD_PLAYER_HEALTH += $11020 // floating-point values 
008B: $11021 = $10034 // integer values and handles 
0010: $11021 *= -1 // integer values 
0623: add $11020 to_stat 245 
00D6: if 
0038:   $10042 == 4 // integer values 
004D: jump_if_false @DRIVTRU_1565 
062A: change_stat 21 to $STAT_FAT // float 

:DRIVTRU_1565
0109: player $PLAYER_CHAR money += $11021 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0223: set_actor $PLAYER_ACTOR health_to $JFUD_PLAYER_HEALTH 
0008: $684 += 1 // integer values 
0947: (unknown) $FOOD_SELLER 323 $2563 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1054 
00D6: if 
8038:   not  $685 == 1 // integer values 
004D: jump_if_false @DRIVTRU_1958 
00D6: if 
0018:   $684 > 10 // integer values 
004D: jump_if_false @DRIVTRU_1254 
0947: (unknown) $FOOD_SELLER 322 $2563 
00BC: text_highpriority 'FOOD1' 5000 ms 1  // ~s~Nem szabad mr tbb lelt venned, rosszul leszel!
0004: $685 = 1 // integer values 
0002: jump @DRIVTRU_1254 

:DRIVTRU_1704
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0947: (unknown) $FOOD_SELLER 324 $10081 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'SHOPNO' 2000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0002: jump @DRIVTRU_1254 

:DRIVTRU_1766
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @DRIVTRU_1805 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 
0002: jump @DRIVTRU_819 

:DRIVTRU_1805
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @DRIVTRU_1452 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
009B: destroy_actor_instantly $FOOD_SELLER 
0249: release_model $SELLER_MODEL 
01C3: remove_references_to_car $2197 // Like turning a car into any random car 
0001: wait 15000 ms 

:DRIVTRU_1905
0001: wait 0 ms 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 15.0 10.0 
004D: jump_if_false @DRIVTRU_1905 
0002: jump @DRIVTRU_54 

:DRIVTRU_1958
0001: wait 0 ms 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 
05CD: AS_actor $PLAYER_ACTOR exit_car $2197 

:DRIVTRU_1984
0001: wait 10 ms 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIVTRU_1984 
04C4: create_coordinate $10049 $10050 $10051 from_actor $PLAYER_ACTOR offset 0.355 0.0 -0.048 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0005: $10052 = 0.0 // floating-point values 
0004: $JFUD_STAGE = 0 // integer values 

:DRIVTRU_2064
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" from_file "FOOD" 4.0 loop 0 0 0 lock 0 time -1 
064B: $10048 = create_particle "PUKE" at $10049 $10050 $10051 1 

:DRIVTRU_2125
0001: wait 0 ms 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
00D6: if 
0030:   $10052 >= 0.52 // floating-point values 
004D: jump_if_false @DRIVTRU_2125 
0947: (unknown) $PLAYER_ACTOR 353 $2563 
064C: make_particle $10048 visible 
0008: $JFUD_STAGE += 1 // integer values 

:DRIVTRU_2194
0001: wait 0 ms 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
00D6: if 
0030:   $10052 >= 0.99 // floating-point values 
004D: jump_if_false @DRIVTRU_2194 
00D6: if 
0018:   $JFUD_STAGE > 1 // integer values 
004D: jump_if_false @DRIVTRU_2064 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
009B: destroy_actor_instantly $FOOD_SELLER 
0650: destroy_particle $10048 
0249: release_model $SELLER_MODEL 
01C3: remove_references_to_car $2197 // Like turning a car into any random car 
0001: wait 15000 ms 
0002: jump @DRIVTRU_1905 

:DRIVTRU_2304
08D4: $2421 = create_panel_with_title 'FOODCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // tel
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'MEAL' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // tel // Megvsrol
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2421 column 1 row 0 text_1number 'DOLLAR' $10034  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 // integer values 
0002: jump @DRIVTRU_1452 

:MAPINIT
03A4: name_thread 'MAPINIT' 
0213: $11022 = create_pickup #KEYCARD type 3 at 2496.0 -1705.0 1019.0 
032B: $11023 = create_weapon_pickup #NVGOGGLES 15 ammo 1 at 299.5 -31.7 1001.0 
032B: $11024 = create_weapon_pickup #IRGOGGLES 15 ammo 1 at 299.6 -41.3 1001.0 
0629: change_stat 305 to 1 // integer 
014B: $11025 = init_parked_car_generator #CROPDUST color -1 -1 1 alarm 0 door_lock 0 0 10000 at 217.0 2466.0 17.42 angle 0.0 
014B: $11026 = init_parked_car_generator #BANDITO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 380.0 2594.0 17.0 angle 90.0 
014B: $11027 = init_parked_car_generator #SWATVAN color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1539.0 -1646.0 6.0 angle 0.0 
014B: $11028 = init_parked_car_generator #ENFORCER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1587.0 -1709.0 6.0 angle 0.0 
014B: $11029 = init_parked_car_generator #ANDROM color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1328.2 -253.2 14.21 angle 315.0 
014B: $11031 = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1270.2 -8.7 14.21 angle 150.0 
014B: $11032 = init_parked_car_generator #SPARROW color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1275.8 -1.2 14.21 angle 150.0 
014B: $11033 = init_parked_car_generator #PETROTR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1435.5 -2414.2 13.2 angle 0.0 
014B: $11034 = init_parked_car_generator #PETROTR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1429.5 -2413.2 13.2 angle 90.0 
014B: $11035 = init_parked_car_generator #PETROTR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1593.2 1443.1 11.0 angle 90.0 
014B: $11035 = init_parked_car_generator #PETROTR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1585.2 1441.1 11.0 angle 0.0 
014C: set_parked_car_generator $11030 cars_to_generate_to 101 
014C: set_parked_car_generator $11029 cars_to_generate_to 101 
014C: set_parked_car_generator $11025 cars_to_generate_to 101 
014C: set_parked_car_generator $11026 cars_to_generate_to 101 
014C: set_parked_car_generator $11027 cars_to_generate_to 101 
014C: set_parked_car_generator $11028 cars_to_generate_to 101 
014C: set_parked_car_generator $11032 cars_to_generate_to 101 
014C: set_parked_car_generator $11031 cars_to_generate_to 101 
014C: set_parked_car_generator $11033 cars_to_generate_to 101 
014C: set_parked_car_generator $11034 cars_to_generate_to 101 
014C: set_parked_car_generator $11035 cars_to_generate_to 101 
014C: set_parked_car_generator $11038 cars_to_generate_to 101 
014B: $11359 = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1900.0 -2390.0 17.7 angle 90.0 
014C: set_parked_car_generator $11359 cars_to_generate_to 101 
014B: $11360 = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1597.0 1564.0 16.0 angle 193.0 
014C: set_parked_car_generator $11360 cars_to_generate_to 101 
014B: $11361 = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1552.0 1357.0 16.0 angle 290.0 
014C: set_parked_car_generator $11361 cars_to_generate_to 101 
014B: $11362 = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1561.0 1415.0 16.0 angle 227.0 
014C: set_parked_car_generator $11362 cars_to_generate_to 101 
014B: $11363 = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1497.0 -201.0 19.0 angle 354.0 
014C: set_parked_car_generator $11363 cars_to_generate_to 101 
014B: $5189[26] = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1586.9 1190.6 10.8 angle 180.0 
014C: set_parked_car_generator $5189[26] cars_to_generate_to 101 
014B: $11364 = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1560.0 1484.0 16.0 angle 301.0 
014C: set_parked_car_generator $11364 cars_to_generate_to 101 
014B: $11365 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1590.0 1524.0 11.0 angle 130.0 
014C: set_parked_car_generator $11365 cars_to_generate_to 101 
014B: $11366 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1584.0 1389.0 11.0 angle 140.0 
014C: set_parked_car_generator $11366 cars_to_generate_to 101 
014B: $11367 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1589.0 1372.0 11.0 angle 230.0 
014C: set_parked_car_generator $11367 cars_to_generate_to 101 
014B: $11368 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1612.0 1325.0 11.0 angle 180.0 
014C: set_parked_car_generator $11368 cars_to_generate_to 101 
014B: $11369 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1370.0 -267.0 15.0 angle 40.0 
014C: set_parked_car_generator $11369 cars_to_generate_to 101 
014B: $11370 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1345.0 -372.0 15.0 angle 90.0 
014C: set_parked_car_generator $11370 cars_to_generate_to 101 
014B: $11371 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1352.0 -288.0 15.0 angle 40.0 
014C: set_parked_car_generator $11371 cars_to_generate_to 101 
014B: $11372 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1462.0 -213.0 15.0 angle 77.0 
014C: set_parked_car_generator $11372 cars_to_generate_to 101 
014B: $11373 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1325.0 -348.0 15.0 angle 0.0 
014C: set_parked_car_generator $11373 cars_to_generate_to 101 
014B: $11374 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1488.0 -243.0 15.0 angle 355.0 
014C: set_parked_car_generator $11374 cars_to_generate_to 101 
014B: $11375 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1544.0 -2419.0 14.0 angle 165.0 
014C: set_parked_car_generator $11375 cars_to_generate_to 101 
014B: $11376 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1797.0 -2392.0 14.0 angle 90.0 
014C: set_parked_car_generator $11376 cars_to_generate_to 101 
014B: $11377 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1879.0 -2347.0 14.0 angle 288.0 
014C: set_parked_car_generator $11377 cars_to_generate_to 101 
014B: $11378 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1666.0 -2417.0 14.0 angle 195.0 
014C: set_parked_car_generator $11378 cars_to_generate_to 101 
014B: $11037 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1602.0 1461.3 10.5 angle 0.0 
014C: set_parked_car_generator $11037 cars_to_generate_to 101 
014B: $11379 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1593.0 1497.0 11.0 angle 220.0 
014C: set_parked_car_generator $11379 cars_to_generate_to 101 
014B: $11380 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1611.0 1522.0 11.0 angle 225.0 
014C: set_parked_car_generator $11380 cars_to_generate_to 101 
014B: $11381 = init_parked_car_generator #TUGSTAIR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1254.0 14.0 15.0 angle 90.0 
014C: set_parked_car_generator $11381 cars_to_generate_to 101 
014B: $11382 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1658.0 1524.0 11.0 angle 220.0 
014C: set_parked_car_generator $11382 cars_to_generate_to 101 
014B: $11383 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1596.1 1455.0 11.0 angle 90.0 
014C: set_parked_car_generator $11383 cars_to_generate_to 101 
014B: $11384 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1596.1 1450.0 11.0 angle 90.0 
014C: set_parked_car_generator $11384 cars_to_generate_to 101 
014B: $11385 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1596.1 1445.0 11.0 angle 90.0 
014C: set_parked_car_generator $11385 cars_to_generate_to 101 
014B: $11386 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1609.0 1372.0 11.0 angle 320.0 
014C: set_parked_car_generator $11386 cars_to_generate_to 101 
014B: $11387 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1351.0 -374.0 15.0 angle 90.0 
014C: set_parked_car_generator $11387 cars_to_generate_to 101 
014B: $11388 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1411.0 -195.0 15.0 angle 340.0 
014C: set_parked_car_generator $11388 cars_to_generate_to 101 
014B: $11389 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1446.0 -199.0 15.0 angle 75.0 
014C: set_parked_car_generator $11389 cars_to_generate_to 101 
014B: $11390 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1789.0 -2392.0 14.0 angle 90.0 
014C: set_parked_car_generator $11390 cars_to_generate_to 101 
014B: $11391 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1873.0 -2303.0 14.0 angle 90.0 
014C: set_parked_car_generator $11391 cars_to_generate_to 101 
014B: $11036 = init_parked_car_generator #BAGGAGE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1607.5 1417.6 10.5 angle 90.0 
014C: set_parked_car_generator $11036 cars_to_generate_to 101 
0004: $1397 = 1 // integer values 
004F: create_thread @NONAME_1 
004F: create_thread @DLOCK 
004F: create_thread @CARNAME 
004F: create_thread @CARLITE 
004F: create_thread @CARCRACK 
004F: create_thread @PETROL 
004F: create_thread @PETROLST 
004F: create_thread @PASSENGER 
004F: create_thread @PASCTRL 
004F: create_thread @GIVNTAK 
004F: create_thread @HELICRAN 
004F: create_thread @EJECTSIT 
0004: $11039 = 0 // integer values 
004E: end_thread 

:EJECTSIT
03A4: name_thread "EJECTSIT" 

:EJECTSIT_12
0001: wait 0 ms 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
00E1:   key_pressed 0 11 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HYDRA 
004D: jump_if_false @EJECTSIT_12 
0247: request_model #GUN_PARA 
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @EJECTSIT_80 
0001: wait 0 ms 
0002: jump @EJECTSIT_80 

:EJECTSIT_80
00A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $11042 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
0657: open_car $11043 component 2 
0001: wait 100 ms 
0009: $11042 += 2.0 // floating-point values 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $11040 $11041 $11042 
00A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $11042 
0819: $11044 = actor $PLAYER_ACTOR distance_from_ground 
0086: $11045 = $11044 // floating-point values only 
0009: $11045 += 78.0 // floating-point values 
0005: $11046 = 5030.0 // floating-point values 

:EJECTSIT_188
0001: wait 50 ms 
0086: $11047 = $11046 // floating-point values only 
0011: $11047 *= 0.016 // floating-point values 
0005: $11048 = 80.0 // floating-point values 
0061: $11048 -= $11047 // floating-point values 
0059: $11042 += $11048 // floating-point values 
0059: $11044 += $11048 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at $11040 $11041 $11042 
000D: $11046 -= 50.0 // floating-point values 
00D6: if 
8024:   not  $11044 > $11045 // floating-point values only 
004D: jump_if_false @EJECTSIT_12 
0002: jump @EJECTSIT_188 

:HELICRAN
03A4: name_thread "HELICRAN" 

:HELICRAN_12
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELICRAN_12 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
04A9:   actor $PLAYER_ACTOR driving_helicopter 
00E1:   key_pressed 0 19 
004D: jump_if_false @HELICRAN_12 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #LEVIATHN 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #CARGOBOB 
004D: jump_if_false @HELICRAN_12 
0788: enable_heli $11043 magnet 1 

:HELICRAN_95
0001: wait 500 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8119:   not car $11043 wrecked 
004D: jump_if_false @HELICRAN_12 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @HELICRAN_95 
0788: enable_heli $11043 magnet 0 
0001: wait 500 ms 
0002: jump @HELICRAN_12 

:NONAME_1
0001: wait 0 ms 
00D6: if 
0214:   pickup $11022 picked_up 
004D: jump_if_false @NONAME_1 
062A: change_stat 223 to 185.0 // float 
004E: end_thread 

:DLOCK
0001: wait 0 ms 
03A4: name_thread "DLOCK" 
0004: $11049 = 1 // integer values 

:DLOCK_20
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @DLOCK_20 
00D6: if and
00E1:   key_pressed 0 18 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DLOCK_20 
0001: wait 1500 ms 
00D6: if and
00E1:   key_pressed 0 18 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DLOCK_20 
0002: jump @DLOCK_98 

:DLOCK_98
0001: wait 0 ms 
00D6: if 
0018:   $11049 > 0 // integer values 
004D: jump_if_false @DLOCK_306 
00D6: if and
847A:   not actor $PLAYER_ACTOR driving_a_motorbike 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DLOCK_20 
00D6: if and
8137:   not car $11043 id == #QUAD 
8137:   not car $11043 id == #BMX 
8137:   not car $11043 id == #MTBIKE 
8137:   not car $11043 id == #BIKE 
8137:   not car $11043 id == #BANDITO 
8137:   not car $11043 id == #TRACTOR 
8137:   not car $11043 id == #TROPIC 
004D: jump_if_false @DLOCK_20 
00D6: if and
8137:   not car $11043 id == #SWEEPER 
8137:   not car $11043 id == #LAUNCH 
8137:   not car $11043 id == #BFINJECT 
8137:   not car $11043 id == #FORKLIFT 
8137:   not car $11043 id == #KART 
8137:   not car $11043 id == #CADDY 
004D: jump_if_false @DLOCK_20 
03E5: text_box 'DLOCK'  // Az ajtk zrva
020A: set_car $11043 door_status_to 2 
0004: $11049 = 0 // integer values 
0001: wait 1000 ms 
03E6: remove_text_box 
0002: jump @DLOCK_20 

:DLOCK_306
0001: wait 0 ms 
020A: set_car $11043 door_status_to 1 
0004: $11049 = 1 // integer values 
03E5: text_box 'DUNLOCK'  // Kinyitva
0001: wait 1000 ms 
03E6: remove_text_box 
0002: jump @DLOCK_20 

:CARNAME
03A4: name_thread 'CARNAME' 

:CARNAME_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CARNAME_11 
00D6: if and
0256:   player $PLAYER_CHAR defined 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CARNAME_11 
03C0: $11043 = actor $PLAYER_ACTOR car 

:CARNAME_62
0001: wait 0 ms 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CARNAME_62 
0004: $11049 = 1 // integer values 
0004: $11050 = 0 // integer values 
01C3: remove_references_to_car $11043 // Like turning a car into any random car 
0002: jump @CARNAME_11 

:CARLITE
03A4: name_thread 'CARLITE' 
0001: wait 0 ms 
0004: $11050 = 0 // integer values 

:CARLITE_22
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CARLITE_22 
00D6: if and
8018:   not  $11039 > 0 // integer values 
84A7:   not actor $PLAYER_ACTOR driving_boat 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
00E1:   key_pressed 0 17 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CARLITE_22 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @CARLITE_22 
00D6: if 
0018:   $11050 > 0 // integer values 
004D: jump_if_false @CARLITE_147 
0004: $11050 = 0 // integer values 
067F: set_car $11043 headlights 2 
0001: wait 0 ms 
0002: jump @CARLITE_22 

:CARLITE_147
0001: wait 0 ms 
0004: $11050 = 1 // integer values 
067F: set_car $11043 headlights 1 
0001: wait 0 ms 
0002: jump @CARLITE_22 

:CARCRACK
0001: wait 0 ms 
03A4: name_thread "CARCRACK" 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CARCRACK 
00D6: if and
8449:   not actor $PLAYER_ACTOR in_a_car 
00E1:   key_pressed 0 19 
004D: jump_if_false @CARCRACK 
0001: wait 1000 ms 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @CARCRACK 
0004: &44075 = 0 // integer values 
0004: &44071 = -1 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to &44067 &44063 &44059 
0086: &44055 = &44067 // floating-point values only 
0009: &44055 += 3.0 // floating-point values 
0086: &44051 = &44063 // floating-point values only 
0009: &44051 += 3.0 // floating-point values 
0086: &44047 = &44055 // floating-point values only 
000D: &44047 -= 6.0 // floating-point values 
0086: &44043 = &44051 // floating-point values only 
000D: &44043 -= 6.0 // floating-point values 
053E: &44071 = get_random_car_in_area &44055 &44051 &44047 &44043 with_actor_type -1 
0004: &44075 = 1 // integer values 
0001: wait 0 ms 
00D6: if and
8038:   not  &44071 == -1 // integer values 
8038:   not  &44075 == 0 // integer values 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CARCRACK 
020A: set_car &44071 door_status_to 1 
03E5: text_box 'DUNLOCK'  // Kinyitva
0001: wait 1000 ms 
03E6: remove_text_box 
01C3: remove_references_to_car &44071 // Like turning a car into any random car 
0002: jump @CARCRACK 

:PETROL
03A4: name_thread "PETROL" 
0209: $11060 = random_int 10 100 
0004: $11061 = -1 // integer values 
0004: $11062 = 0 // integer values 
0004: $11063 = 0 // integer values 
0084: $11063 = $11060 // integer values and handles 
0010: $11063 *= 10 // integer values 
000C: $11063 -= 10 // integer values 
0004: $11064 = 0 // integer values 
0084: $11062 = $11060 // integer values and handles 
0010: $11062 *= 10 // integer values 

:PETROL_84
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PETROL_84 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PETROL_84 
03C0: $11061 = actor $PLAYER_ACTOR car 

:PETROL_130
0001: wait 0 ms 
00D6: if and
8137:   not car $11061 id == #BMX 
8137:   not car $11061 id == #BIKE 
8137:   not car $11061 id == #MTBIKE 
8137:   not car $11061 id == #FREIGHT 
8137:   not car $11061 id == #BAGGAGE 
8137:   not car $11061 id == #SWEEPER 
004D: jump_if_false @PETROL_84 
00D6: if and
8137:   not car $11061 id == #STREAKC 
8137:   not car $11061 id == #STREAK 
8137:   not car $11061 id == #TRAM 
8137:   not car $11061 id == #CADDY 
8137:   not car $11061 id == #FREIFLAT 
8137:   not car $11061 id == #FREIBOX 
004D: jump_if_false @PETROL_84 
0001: wait 0 ms 
04F7: status_text $11060 1 line 1 'PETRST'  // Benzin
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PETROL_996 

:PETROL_290
0001: wait 0 ms 
0652: $11066 = stat 160 // integer 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PETROL_996 
00D6: if 
0018:   $11060 > 0 // integer values 
004D: jump_if_false @PETROL_1081 
02E3: $11064 = car $11061 speed 
0011: $11064 *= 4.0 // floating-point values 
008C: $11064 = float_to_integer $11064 
00D6: if 
0018:   $11064 > 1 // integer values 
004D: jump_if_false @PETROL_480 
00D6: if 
0018:   $11064 > 15 // integer values 
004D: jump_if_false @PETROL_499 
00D6: if 
0018:   $11064 > 90 // integer values 
004D: jump_if_false @PETROL_518 
00D6: if 
0018:   $11064 > 150 // integer values 
004D: jump_if_false @PETROL_537 
00D6: if 
0018:   $11064 > 200 // integer values 
004D: jump_if_false @PETROL_556 
00D6: if 
0018:   $11064 > 250 // integer values 
004D: jump_if_false @PETROL_575 
0002: jump @PETROL_594 

:PETROL_480
0001: wait 0 ms 
0004: $11067 = 7000 // integer values 
0002: jump @PETROL_613 

:PETROL_499
0001: wait 0 ms 
0004: $11067 = 6000 // integer values 
0002: jump @PETROL_613 

:PETROL_518
0001: wait 0 ms 
0004: $11067 = 5000 // integer values 
0002: jump @PETROL_613 

:PETROL_537
0001: wait 0 ms 
0004: $11067 = 4000 // integer values 
0002: jump @PETROL_613 

:PETROL_556
0001: wait 0 ms 
0004: $11067 = 3000 // integer values 
0002: jump @PETROL_613 

:PETROL_575
0001: wait 0 ms 
0004: $11067 = 2000 // integer values 
0002: jump @PETROL_613 

:PETROL_594
0001: wait 0 ms 
0004: $11067 = 1000 // integer values 
0002: jump @PETROL_613 

:PETROL_613
0001: wait 0 ms 
0652: $11068 = stat 223 // integer 
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @PETROL_665 
0005: $11069 = 2.5 // floating-point values 
0050: gosub @PETROL_843 
0002: jump @PETROL_788 

:PETROL_665
0001: wait 0 ms 
0652: $11068 = stat 160 // integer 
00D6: if 
04AB:   actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @PETROL_717 
0005: $11069 = 1.5 // floating-point values 
0050: gosub @PETROL_843 
0002: jump @PETROL_788 

:PETROL_717
0001: wait 0 ms 
0652: $11068 = stat 229 // integer 
00D6: if 
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
004D: jump_if_false @PETROL_769 
0005: $11069 = 0.85 // floating-point values 
0050: gosub @PETROL_843 
0002: jump @PETROL_788 

:PETROL_769
0001: wait 0 ms 
0652: $11068 = stat 160 // integer 
0002: jump @PETROL_788 

:PETROL_788
0001: wait 0 ms 
00D6: if 
0018:   $11068 > 500 // integer values 
004D: jump_if_false @PETROL_869 
0093: $11069 = integer_to_float $11068 
0015: $11069 /= 500.0 // floating-point values 
0050: gosub @PETROL_843 
0002: jump @PETROL_869 

:PETROL_843
0093: $11070 = integer_to_float $11067 
0069: $11070 *= $11069 // floating-point values 
0092: $11067 = float_to_integer $11070 
0051: return 

:PETROL_869
00D6: if and
0256:   player $PLAYER_CHAR defined 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PETROL_996 
0001: wait 300 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PETROL_996 
0001: wait $11067 ms 
000C: $11062 -= 10 // integer values 
00D6: if 
001C:   $11063 > $11062 // integer values 
004D: jump_if_false @PETROL_290 
000C: $11063 -= 10 // integer values 
000C: $11060 -= 1 // integer values 
0002: jump @PETROL_290 

:PETROL_968
0001: wait 0 ms 
0209: $11060 = random_int 35 100 
03C0: $11061 = actor $PLAYER_ACTOR car 
0002: jump @PETROL_130 

:PETROL_996
0001: wait 0 ms 
0151: remove_status_text $11060 
0002: jump @PETROL_1012 

:PETROL_1012
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PETROL_1012 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PETROL_1012 
00D6: if and
0448:   actor $PLAYER_ACTOR in_car $11061 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PETROL_968 
0002: jump @PETROL_130 

:PETROL_1081
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02D4: unknown_turn_off_car $11061 engine 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0001: wait 1000 ms 
0002: jump @PETROL_290 

:PETROLST
0001: wait 0 ms 
03A4: name_thread "PETROLST" 
04CE: $11071 = create_icon_marker_without_sphere 55 at -90.0 -1168.5 45.0 
04CE: $11072 = create_icon_marker_without_sphere 55 at 2640.0 1107.0 45.0 
04CE: $11073 = create_icon_marker_without_sphere 55 at 2114.0 920.5 45.0 
04CE: $11074 = create_icon_marker_without_sphere 55 at 1596.0 2199.0 45.0 
04CE: $11075 = create_icon_marker_without_sphere 55 at 2202.0 2474.5 45.0 
04CE: $11076 = create_icon_marker_without_sphere 55 at 2148.0 2748.5 45.0 
04CE: $11077 = create_icon_marker_without_sphere 55 at -1471.0 1864.5 45.0 
04CE: $11079 = create_icon_marker_without_sphere 55 at -2410.0 975.0 45.0 
04CE: $11080 = create_icon_marker_without_sphere 55 at -2243.5 -2561.0 45.0 
04CE: $11081 = create_icon_marker_without_sphere 55 at -1606.0 -2714.5 45.0 
04CE: $11082 = create_icon_marker_without_sphere 55 at 1382.5 460.5 45.0 
04CE: $11083 = create_icon_marker_without_sphere 55 at 655.0 -564.5 45.0 
04CE: $11084 = create_icon_marker_without_sphere 55 at -1676.0 413.0 45.0 
04CE: $11085 = create_icon_marker_without_sphere 55 at 615.0 1693.0 45.0 
04CE: $11086 = create_icon_marker_without_sphere 55 at 1943.0 -1773.5 45.0 
04CE: $11392 = create_icon_marker_without_sphere 55 at -1328.1 2677.3 50.0 
04CE: $11393 = create_icon_marker_without_sphere 5 at 431.5 2522.0 16.3 
04CE: $11394 = create_icon_marker_without_sphere 5 at -1163.0 -186.0 15.0 
04CE: $11088 = create_icon_marker_without_sphere 5 at 1436.8 -2446.6 13.5 
04CE: $11089 = create_icon_marker_without_sphere 5 at 1580.5 1451.4 11.0 
04CE: $11395 = create_icon_marker_without_sphere 9 at -1508.0 1301.0 0.3 
04CE: $11396 = create_icon_marker_without_sphere 9 at -2953.0 502.5 0.3 
04CE: $11397 = create_icon_marker_without_sphere 9 at -2231.0 2422.0 0.3 
04CE: $11398 = create_icon_marker_without_sphere 9 at -631.0 1807.5 0.3 
04CE: $11399 = create_icon_marker_without_sphere 9 at 1627.5 572.5 0.3 
04CE: $11400 = create_icon_marker_without_sphere 9 at 2356.0 520.5 0.3 
04CE: $11401 = create_icon_marker_without_sphere 9 at 722.0 -1499.5 0.3 
04CE: $11402 = create_icon_marker_without_sphere 9 at 2746.1 -2585.9 0.3 
04CE: $11394 = create_icon_marker_without_sphere 9 at 154.1 -1952.0 0.3 
04CE: $11403 = create_icon_marker_without_sphere 9 at -939.7 2642.3 40.0 
04CE: $11404 = create_icon_marker_without_sphere 9 at -2248.4 -2850.5 0.3 
04CE: $11405 = create_icon_marker_without_sphere 9 at -1632.7 158.6 0.3 
04CE: $11406 = create_icon_marker_without_sphere 9 at -1895.9 1400.4 0.3 
04CE: $11407 = create_icon_marker_without_sphere 9 at 258.0 2938.5 0.3 

:PETROLST_764
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PETROLST_764 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PETROLST_764 
00D6: if and
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 2640.0 1107.0 10.0 radius 5.5 8.7 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 2114.0 919.0 11.0 radius 5.5 8.7 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 1597.0 2199.0 11.5 radius 5.5 8.7 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 2202.0 2473.0 11.0 radius 8.7 5.5 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 2146.5 2753.4 11.0 radius 5.5 3.5 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1328.1 2677.3 50.0 radius 2.0 10.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1471.0 1864.5 32.0 radius 8.0 8.0 2.0 sphere 0 
004D: jump_if_false @PETROLST_2845 
00D6: if and
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1465.0 1870.5 32.0 radius 3.0 3.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -2410.5 975.5 45.5 radius 7.5 4.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1677.7 415.0 7.3 radius 15.5 15.5 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -2247.2 -2560.5 32.0 radius 3.5 3.5 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -2242.5 -2563.1 32.0 radius 3.5 3.5 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 1382.5 460.0 20.3 radius 4.0 7.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 655.6 -565.0 16.3 radius 4.0 8.0 2.0 sphere 0 
004D: jump_if_false @PETROLST_2845 
00D6: if and
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 2746.1 -2585.9 0.3 radius 30.0 30.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 154.1 -1952.0 0.3 radius 40.0 40.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -2248.4 -2850.5 0.3 radius 30.0 30.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1632.7 158.6 0.3 radius 10.0 10.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1895.9 1400.4 0.3 radius 15.0 15.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 258.0 2938.5 0.3 radius 20.0 20.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1508.0 1301.0 0.3 radius 10.0 9.0 5.0 sphere 0 
004D: jump_if_false @PETROLST_2845 
00D6: if and
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -2953.0 502.5 0.3 radius 30.0 30.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -2231.0 2422.0 0.3 radius 60.0 60.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -631.0 1807.5 0.3 radius 30.0 30.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 1627.5 572.5 0.3 radius 10.0 10.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 2356.0 520.5 0.3 radius 15.0 15.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 722.0 -1499.5 0.3 radius 20.0 20.0 5.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 2783.0 -2091.5 12.3 radius 14.0 14.0 3.0 sphere 0 
004D: jump_if_false @PETROLST_2845 
00D6: if and
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 1544.0 -1353.5 330.3 radius 10.0 10.0 4.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 1005.0 -934.5 42.3 radius 10.0 9.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -2229.0 2327.5 7.3 radius 10.0 13.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -2029.0 156.0 28.3 radius 10.0 9.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 1769.0 -2288.0 26.3 radius 10.0 13.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 2618.0 2721.0 36.3 radius 10.0 13.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 273.0 1409.5 10.3 radius 10.0 9.0 2.0 sphere 0 
004D: jump_if_false @PETROLST_2845 
00D6: if and
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 431.5 2522.0 16.3 radius 10.0 13.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 309.0 1992.3 18.5 radius 30.0 30.0 3.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1360.0 500.0 19.0 radius 80.0 10.0 4.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1680.0 705.0 31.5 radius 10.0 10.0 4.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car 1942.4 -1773.0 13.3 radius 4.0 9.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -1605.4 -2714.0 48.3 radius 10.0 13.0 2.0 sphere 0 
8103:   not actor $PLAYER_ACTOR stopped_near_point_in_car -939.7 2642.3 40.0 radius 25.0 25.0 5.0 sphere 0 
004D: jump_if_false @PETROLST_2845 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
02A0:   actor $PLAYER_ACTOR stopped 
00A4:   actor $PLAYER_ACTOR 0 598.0 1708.7 6.5 629.3 1675.8 9.0 
004D: jump_if_false @PETROLST_2487 
0002: jump @PETROLST_2845 

:PETROLST_2487
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
02A0:   actor $PLAYER_ACTOR stopped 
00A4:   actor $PLAYER_ACTOR 0 -87.6 -1179.1 2.0 -95.0 -1159.5 5.0 
004D: jump_if_false @PETROLST_2552 
0002: jump @PETROLST_2845 

:PETROLST_2552
00D6: if or
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -1163.0 -186.0 15.0 radius 25.0 25.0 5.0 sphere 0 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -1505.0 -615.0 14.3 radius 40.0 40.0 4.0 sphere 0 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -1379.3 -136.6 18.3 radius 40.0 40.0 4.0 sphere 0 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 242.0 2534.0 16.0 radius 17.0 17.0 4.0 sphere 0 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 1520.0 1192.0 11.0 radius 40.0 40.0 4.0 sphere 0 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 1436.8 -2446.6 13.5 radius 25.0 25.0 4.0 sphere 0 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 1580.5 1451.4 11.0 radius 40.0 40.0 3.0 sphere 0 
004D: jump_if_false @PETROLST_764 
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @PETROLST_764 
0002: jump @PETROLST_2845 

:PETROLST_2845
0001: wait 100 ms 
00D6: if and
8137:   not car $11061 id == #BMX 
8137:   not car $11061 id == #BIKE 
8137:   not car $11061 id == #MTBIKE 
8137:   not car $11061 id == #FREIGHT 
8137:   not car $11061 id == #BAGGAGE 
8137:   not car $11061 id == #CADDY 
8137:   not car $11061 id == #SWEEPER 
004D: jump_if_false @PETROLST_764 
00D6: if and
8137:   not car $11061 id == #STREAKC 
8137:   not car $11061 id == #STREAK 
8137:   not car $11061 id == #TRAM 
8137:   not car $11061 id == #FREIFLAT 
8137:   not car $11061 id == #FREIBOX 
004D: jump_if_false @PETROLST_764 
00D6: if 
8018:   not  $11060 > 99 // integer values 
004D: jump_if_false @PETROLST_3024 
00D6: if 
010A:   player $PLAYER_CHAR money > 1 
004D: jump_if_false @PETROLST_3078 
0008: $11060 += 2 // integer values 
0109: player $PLAYER_CHAR money += -1 
0002: jump @PETROLST_764 

:PETROLST_3024
0001: wait 0 ms 
054C: use_GXT_table 'MAN_2' 
00BC: text_highpriority 'MAN2_EF' 1000 ms 1  // ~s~Tele a tankod.
0001: wait 5000 ms 
054C: use_GXT_table 'ZERO2' 
0002: jump @PETROLST_764 

:PETROLST_3078
0001: wait 0 ms 
00BC: text_highpriority 'IE07' 1000 ms 1  // ~r~Nincs elg pnzed!
0001: wait 5000 ms 
054C: use_GXT_table 'ZERO2' 
0002: jump @PETROLST_764 

:PASSENGER
0001: wait 0 ms 
03A4: name_thread "PASSENGER" 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PASSENGER 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @PASSENGER 
00D6: if 
00E1:   key_pressed 0 13 
004D: jump_if_false @PASSENGER 
0004: $11090 = 0 // integer values 
0004: $11091 = -1 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to $11092 $11093 $11094 
0086: $11095 = $11092 // floating-point values only 
0009: $11095 += 3.0 // floating-point values 
0086: $11096 = $11093 // floating-point values only 
0009: $11096 += 3.0 // floating-point values 
0086: $11097 = $11095 // floating-point values only 
000D: $11097 -= 6.0 // floating-point values 
0086: $11098 = $11096 // floating-point values only 
000D: $11098 -= 6.0 // floating-point values 
053E: $11091 = get_random_car_in_area $11095 $11096 $11097 $11098 with_actor_type -1 
0004: $11090 = 1 // integer values 
0001: wait 0 ms 
00D6: if and
8038:   not  $11091 == -1 // integer values 
8038:   not  $11090 == 0 // integer values 
004D: jump_if_false @PASSENGER 
0004: $11099 = 0 // integer values 

:PASSENGER_230
0001: wait 0 ms 
00D6: if 
8018:   not  $11099 > 4 // integer values 
004D: jump_if_false @PASSENGER_497 
00D6: if 
8431:   not car $11091 car_passenger_seat_free $11099 
004D: jump_if_false @PASSENGER_285 
0008: $11099 += 1 // integer values 
0002: jump @PASSENGER_230 

:PASSENGER_285
0001: wait 0 ms 
00AD: set_car $11091 max_speed_to 0.0 
05CA: AS_actor $PLAYER_ACTOR enter_car $11091 passenger_seat $11099 10000 ms 
0004: $11100 = 0 // integer values 

:PASSENGER_320
0001: wait 1000 ms 
00D6: if and
8119:   not car $11091 wrecked 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PASSENGER_869 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $11091 
004D: jump_if_false @PASSENGER_397 
0008: $11100 += 1 // integer values 
00D6: if 
0018:   $11100 > 20 // integer values 
004D: jump_if_false @PASSENGER_320 
0002: jump @PASSENGER_869 

:PASSENGER_397
0001: wait 0 ms 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $11091 
004D: jump_if_false @PASSENGER_397 
0004: $11039 = 1 // integer values 
0209: $11101 = random_int 1 4 
0001: wait 0 ms 
0004: $11102 = 20 // integer values 
0068: $11102 *= $11101 // integer values 
0091: $11103 = integer_to_float $11102 
00AD: set_car $11091 max_speed_to $11103 
00AF: set_car $11091 driver_behaviour_to 10 
00A8: set_car $11091 to_psycho_driver 
00AE: unknown_set_car $11091 to_ignore_traffic_lights 2 
0002: jump @PASSENGER_629 

:PASSENGER_497
0001: wait 0 ms 
0004: $11285 = 0 // integer values 
0006: 32@ = 0 // integer values 
054C: use_GXT_table 'AMBULAE' 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 310.0 390.0 'AMBSEAT'  // SZABAD HELYEK
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 410.0 390.0 'NUMBER' $11285  // ~1~

:PASSENGER_595
0001: wait 100 ms 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @PASSENGER_595 
03F0: text_draw_toggle 0 
0002: jump @PASSENGER 

:PASSENGER_629
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
8119:   not car $11091 wrecked 
004D: jump_if_false @PASSENGER_869 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $11091 
004D: jump_if_false @PASSENGER_836 
00D6: if and
0038:   $11099 == 0 // integer values 
847A:   not actor $PLAYER_ACTOR driving_a_motorbike 
00E1:   key_pressed 0 13 
004D: jump_if_false @PASSENGER_629 
0001: wait 900 ms 
00D6: if 
00E1:   key_pressed 0 13 
004D: jump_if_false @PASSENGER_629 
0004: $11104 = -1 // integer values 
046C: $11104 = car $11091 driver 
00D6: if 
8038:   not  $11104 == -1 // integer values 
004D: jump_if_false @PASSENGER_812 
00D6: if 
00DB:   actor $11104 in_car $11091 
004D: jump_if_false @PASSENGER_812 
05CD: AS_actor $11104 exit_car $11091 

:PASSENGER_784
0001: wait 0 ms 
00D6: if 
80DB:   not actor $11104 in_car $11091 
004D: jump_if_false @PASSENGER_784 
01C2: remove_references_to_actor $11104 // Like turning an actor into a random pedestrian 

:PASSENGER_812
0001: wait 0 ms 
0001: wait 5000 ms 
0676: AS_actor $PLAYER_ACTOR in_car $11091 move_from_passengerseat_to_driverseat 
0002: jump @PASSENGER_869 

:PASSENGER_836
0001: wait 0 ms 
00AD: set_car $11091 max_speed_to 10.0 
01C3: remove_references_to_car $11091 // Like turning a car into any random car 
0004: $11039 = 0 // integer values 
0002: jump @PASSENGER 

:PASSENGER_869
0001: wait 0 ms 
01C3: remove_references_to_car $11091 // Like turning a car into any random car 
0004: $11039 = 0 // integer values 
0002: jump @PASSENGER 

:PASCTRL
03A4: name_thread 'PASCTRL' 
0001: wait 0 ms 
0004: $11039 = 0 // integer values 
0004: $11012 = 0 // integer values 

:PASCTRL_29
0001: wait 600 ms 
00D6: if and
0018:   $11039 > 0 // integer values 
00E1:   key_pressed 0 6 
004D: jump_if_false @PASCTRL_124 
0001: wait 1500 ms 
00D6: if 
00E1:   key_pressed 0 6 
004D: jump_if_false @PASCTRL_29 
0001: wait 0 ms 
0713: actor $PLAYER_ACTOR drive_by actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0001: wait 2000 ms 

:PASCTRL_124
0001: wait 0 ms 
00D6: if and
0018:   $11039 > 0 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @PASCTRL_340 
0011: $11103 *= 4.0 // floating-point values 
00D6: if 
8020:   not  $11103 > 210.0 // floating-point values 
004D: jump_if_false @PASCTRL_29 
0009: $11103 += 10.0 // floating-point values 
0090: $11102 = float_to_integer $11103 
0015: $11103 /= 4.0 // floating-point values 
00AD: set_car $11091 max_speed_to $11103 
0006: 32@ = 0 // integer values 
054C: use_GXT_table 'FTRAIN' 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 310.0 390.0 'FREI_11'  // Sebessg
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 390.0 390.0 'NUMBER' $11102  // ~1~

:PASCTRL_306
0001: wait 10 ms 
00D6: if 
0019:   32@ > 800 // integer values 
004D: jump_if_false @PASCTRL_306 
03F0: text_draw_toggle 0 
0002: jump @PASCTRL_29 

:PASCTRL_340
0001: wait 0 ms 
00D6: if and
0018:   $11039 > 0 // integer values 
00E1:   key_pressed 0 14 
004D: jump_if_false @PASCTRL_29 
0011: $11103 *= 4.0 // floating-point values 
00D6: if 
0020:   $11103 > 9.9 // floating-point values 
004D: jump_if_false @PASCTRL_29 
000D: $11103 -= 10.0 // floating-point values 
0090: $11102 = float_to_integer $11103 
0015: $11103 /= 4.0 // floating-point values 
00AD: set_car $11091 max_speed_to $11103 
0006: 32@ = 0 // integer values 
054C: use_GXT_table 'FTRAIN' 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 310.0 390.0 'FREI_11'  // Sebessg
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 390.0 390.0 'NUMBER' $11102  // ~1~

:PASCTRL_522
0001: wait 10 ms 
00D6: if 
0019:   32@ > 800 // integer values 
004D: jump_if_false @PASCTRL_522 
03F0: text_draw_toggle 0 
0002: jump @PASCTRL_29 

:GIVNTAK
0001: wait 0 ms 
03A4: name_thread 'GIVNTAK' 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GIVNTAK 
0004: $11105 = 0 // integer values 
0004: $11106($11105,7i) = 0 // integer values 

:GIVNTAK_49
0001: wait 0 ms 
07AF: $11113 = player $PLAYER_CHAR group 
092B: $11106 = group $11113 member 0 
092B: $11114 = group $11113 member 1 
092B: $11115 = group $11113 member 2 
092B: $11116 = group $11113 member 3 
092B: $11117 = group $11113 member 4 
092B: $11118 = group $11113 member 5 
092B: $11119 = group $11113 member 6 
0001: wait 0 ms 
00D6: if and
00E1:   key_pressed 0 11 
0457:   player $PLAYER_CHAR aiming_at_actor $11106($11105,7i) 
004D: jump_if_false @GIVNTAK_458 
00D6: if 
00F2:   actor $11106($11105,7i) near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
004D: jump_if_false @GIVNTAK_458 
04ED: load_animation "MISC" 

:GIVNTAK_207
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @GIVNTAK_237 
0001: wait 0 ms 
0002: jump @GIVNTAK_207 

:GIVNTAK_237
04C4: create_coordinate $11120 $11121 $11122 from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 
02CE: $11122 = ground_z $11120 $11121 $11122 
00A1: put_actor $11106($11105,7i) at $11120 $11121 $11122 
0172: $11123 = actor $PLAYER_ACTOR z_angle 
0009: $11123 += 180.0 // floating-point values 
0173: set_actor $11106($11105,7i) z_angle_to $11123 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PASS_RIFLE_PED" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
0470: $11124 = actor $PLAYER_ACTOR current_weapon 
041A: $11125 = actor $PLAYER_ACTOR weapon $11124 ammo 
0555: remove_weapon $11124 from_actor $PLAYER_ACTOR 
0605: actor $11106($11105,7i) perform_animation_sequence "PASS_RIFLE_PLY" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
01B2: give_actor $11106($11105,7i) weapon $11124 ammo $11125 // Load the weapon model before using this 

:GIVNTAK_458
0001: wait 0 ms 
00D6: if and
00E1:   key_pressed 0 10 
0457:   player $PLAYER_CHAR aiming_at_actor $11106($11105,7i) 
004D: jump_if_false @GIVNTAK_793 
00D6: if 
00F2:   actor $11106($11105,7i) near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
004D: jump_if_false @GIVNTAK_1001 
04ED: load_animation "MISC" 

:GIVNTAK_534
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @GIVNTAK_564 
0001: wait 0 ms 
0002: jump @GIVNTAK_534 

:GIVNTAK_564
04C4: create_coordinate $11120 $11121 $11122 from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 
02CE: $11122 = ground_z $11120 $11121 $11122 
00A1: put_actor $11106($11105,7i) at $11120 $11121 $11122 
0172: $11123 = actor $PLAYER_ACTOR z_angle 
0009: $11123 += 180.0 // floating-point values 
0173: set_actor $11106($11105,7i) z_angle_to $11123 
0605: actor $11106($11105,7i) perform_animation_sequence "PASS_RIFLE_PED" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
0470: $11124 = actor $11106($11105,7i) current_weapon 
041A: $11125 = actor $11106($11105,7i) weapon $11124 ammo 
0555: remove_weapon $11124 from_actor $11106($11105,7i) 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PASS_RIFLE_PLY" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
01B2: give_actor $PLAYER_ACTOR weapon $11124 ammo $11125 // Load the weapon model before using this 

:GIVNTAK_793
0001: wait 0 ms 
00D6: if and
00E1:   key_pressed 0 7 
0457:   player $PLAYER_CHAR aiming_at_actor $11106($11105,7i) 
004D: jump_if_false @GIVNTAK_897 

:GIVNTAK_826
0001: wait 0 ms 
0008: $11126 += 1 // integer values 
00D6: if 
0028:   $11126 >= 42 // integer values 
004D: jump_if_false @GIVNTAK_862 
0004: $11126 = 0 // integer values 

:GIVNTAK_862
00D6: if 
0491:   actor $11106($11105,7i) has_weapon $11126 
004D: jump_if_false @GIVNTAK_826 
01B9: set_actor $11106($11105,7i) armed_weapon_to $11126 

:GIVNTAK_897
0001: wait 0 ms 
00D6: if and
00E1:   key_pressed 0 5 
0457:   player $PLAYER_CHAR aiming_at_actor $11106($11105,7i) 
004D: jump_if_false @GIVNTAK_1001 

:GIVNTAK_930
0001: wait 0 ms 
000C: $11126 -= 1 // integer values 
00D6: if 
8028:   not  $11126 >= 0 // integer values 
004D: jump_if_false @GIVNTAK_966 
0004: $11126 = 42 // integer values 

:GIVNTAK_966
00D6: if 
0491:   actor $11106($11105,7i) has_weapon $11126 
004D: jump_if_false @GIVNTAK_930 
01B9: set_actor $11106($11105,7i) armed_weapon_to $11126 

:GIVNTAK_1001
0008: $11105 += 1 // integer values 
00D6: if 
0028:   $11105 >= 7 // integer values 
004D: jump_if_false @GIVNTAK_49 
0004: $11105 = 0 // integer values 
0002: jump @GIVNTAK_49 

:CARFIRE
thread 'CARFIRE' 

:CARFIRE_11
3@ = 0 
4@ = 0 
5@ = 0 
008A: $11128 = 3@ // (int) 

:CARFIRE_40
wait 20 
if 
   Player.Defined($PLAYER_CHAR)
jf @CARFIRE_11 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @CARFIRE_40 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
jf @CARFIRE_11 
03C0: $11128 = actor $PLAYER_ACTOR car 

:CARFIRE_105
wait 20 
if 
   Player.Defined($PLAYER_CHAR)
jf @CARFIRE_11 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @CARFIRE_105 
if 
   Actor.InCar($PLAYER_ACTOR, $11128)
jf @CARFIRE_554 
if 
  3@ == 2 
jf @CARFIRE_185 
jump @CARFIRE_493 

:CARFIRE_185
wait 500 
if 
   not $11128 == 0 
jf @CARFIRE_11 
if 
8495:   not car $11128 burning 
jf @CARFIRE_231 
jump @CARFIRE_105 

:CARFIRE_231
03F5: set_car $11128 apply_damage_rules 0 
Car.Health($11128) = 249
32@ = 0 
0325: 2@ = create_car $11128 fire 

:CARFIRE_261
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @CARFIRE_11 
if 
   not 32@ > 15000 
jf @CARFIRE_604 
if and
   not Actor.Driving($PLAYER_ACTOR)
  3@ == 0 
  4@ == 0 
jf @CARFIRE_371 

:CARFIRE_330
wait 0 
Model.Load(#FIRE_EX)
if 
   Model.Available(#FIRE_EX)
jf @CARFIRE_330 
01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 60 // Load the weapon model before using this 
4@ = 1 

:CARFIRE_371
6@ = Car.Health($11128)
if 
  6@ >= 950 
jf @CARFIRE_11 
if 
   Player.Defined($PLAYER_CHAR)
jf @CARFIRE_11 
if 
02D0:   fire 2@ extinguished 
jf @CARFIRE_261 
02D1: remove_fire 2@ 
Car.Health($11128) = 300
03F5: set_car $11128 apply_damage_rules 1 
if 
  3@ == 0 
jf @CARFIRE_482 
3@ = 1 
jump @CARFIRE_105 

:CARFIRE_482
wait 0 
3@ = 2 

:CARFIRE_493
wait 0 
6@ = Car.Health($11128)
if 
  6@ >= 950 
jf @CARFIRE_11 
if 
  3@ == 2 
jf @CARFIRE_105 
02D4: car $11128 turn_off_engine 
jump @CARFIRE_105 

:CARFIRE_554
wait 0 
if 
056E:   car $11128 defined 
jf @CARFIRE_604 
if 
   not $11128 == 0 
jf @CARFIRE_604 
03F5: set_car $11128 apply_damage_rules 1 
Car.RemoveReferences($11128)

:CARFIRE_604
02D1: remove_fire 2@ 
jump @CARFIRE_11 

:MASTER
03A4: name_thread 'MASTER' 

:MASTER_11
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MASTER_11 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @MASTER_11 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MASTER_11 
00D6: if and
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
004D: jump_if_false @MASTER_11 
0002: jump @MASTER_265 

:MASTER_96
00D6: if or
8039:   not  2@ == 0 // integer values 
8019:   not  2@ > 8 // integer values 
004D: jump_if_false @MASTER_265 
00D6: if 
8039:   not  2@ == 1 // integer values 
004D: jump_if_false @MASTER_630 
00D6: if 
8039:   not  2@ == 2 // integer values 
004D: jump_if_false @MASTER_988 
00D6: if 
8039:   not  2@ == 3 // integer values 
004D: jump_if_false @MASTER_1346 
00D6: if 
8039:   not  2@ == 4 // integer values 
004D: jump_if_false @MASTER_1701 
00D6: if 
8039:   not  2@ == 5 // integer values 
004D: jump_if_false @MASTER_2059 
00D6: if 
8039:   not  2@ == 6 // integer values 
004D: jump_if_false @MASTER_2411 
00D6: if 
8039:   not  2@ == 7 // integer values 
004D: jump_if_false @MASTER_2766 
00D6: if 
8039:   not  2@ == 8 // integer values 
004D: jump_if_false @MASTER_3124 

:MASTER_265
0006: 2@ = 0 // integer values 
05A9: s$10950 = 'INTRO_1' // 8-byte strings  // Big Smoke
0004: $10974 = 11 // integer values 
0004: $10985 = 62478 // integer values 
05A9: s$10952 = 'INTRO_2' // 8-byte strings  // Ryder
0004: $10975 = 12 // integer values 
0004: $10986 = 62541 // integer values 
05A9: s$10954 = 'SWEET_1' // 8-byte strings  // Lefjva
0004: $10976 = 13 // integer values 
0004: $10987 = 62604 // integer values 
05A9: s$10956 = 'SWEET1B' // 8-byte strings  // Takarts
0004: $10977 = 14 // integer values 
0004: $10988 = 62604 // integer values 
05A9: s$10958 = 'SWEET_3' // 8-byte strings  // Vizit
0004: $10978 = 15 // integer values 
0004: $10989 = 62604 // integer values 
05A9: s$10960 = 'SWEET_2' // 8-byte strings  // Kilencesek s AK-k
0004: $10979 = 16 // integer values 
0004: $10990 = 62604 // integer values 
05A9: s$10962 = 'SWEET_4' // 8-byte strings  // Rajtats
0004: $10980 = 17 // integer values 
0004: $10991 = 62604 // integer values 
05A9: s$10964 = 'SWEET_5' // 8-byte strings  // Sweet csaja
0004: $10981 = 18 // integer values 
0004: $10992 = 62604 // integer values 
05A9: s$10966 = 'SWEET_6' // 8-byte strings  // Cesar Vialpando
0004: $10982 = 19 // integer values 
0004: $10993 = 62604 // integer values 
05A9: s$10968 = 'SWEET_7' // 8-byte strings  // Los Sepulcros
0004: $10983 = 20 // integer values 
0004: $10994 = 62604 // integer values 
05A9: s$10970 = 'CRASH_2' // 8-byte strings  // Vadszat
0004: $10984 = 21 // integer values 
0004: $10995 = 62667 // integer values 
0004: $11007 = 62736 // integer values 
0002: jump @MASTER_3482 

:MASTER_630
05A9: s$10950 = 'CRASH_1' // 8-byte strings  // Tzes vgy
0004: $10974 = 22 // integer values 
0004: $10985 = 63094 // integer values 
05A9: s$10952 = 'CRASH_3' // 8-byte strings  // Szrkeimport
0004: $10975 = 23 // integer values 
0004: $10986 = 63094 // integer values 
05A9: s$10954 = 'RYDER_1' // 8-byte strings  // Invzi
0004: $10976 = 24 // integer values 
0004: $10987 = 62541 // integer values 
05A9: s$10956 = 'RYDER_3' // 8-byte strings  // Vonatozs
0004: $10977 = 25 // integer values 
0004: $10988 = 62541 // integer values 
05A9: s$10958 = 'RYDER_2' // 8-byte strings  // Angyalbrben
0004: $10978 = 26 // integer values 
0004: $10989 = 62541 // integer values 
05A9: s$10960 = 'SMOKE_1' // 8-byte strings  // OG Loc
0004: $10979 = 27 // integer values 
0004: $10990 = 63157 // integer values 
05A9: s$10962 = 'SMOKE_2' // 8-byte strings  // A menekl ember
0004: $10980 = 28 // integer values 
0004: $10991 = 63157 // integer values 
05A9: s$10964 = 'SMOKE_3' // 8-byte strings  // A snek rossz oldaln
0004: $10981 = 29 // integer values 
0004: $10992 = 63157 // integer values 
05A9: s$10966 = 'SMOKE_4' // 8-byte strings  // Ez csak zlet
0004: $10982 = 30 // integer values 
0004: $10993 = 63157 // integer values 
05A9: s$10968 = 'STRAP_1' // 8-byte strings  // Tenger-parti
0004: $10983 = 31 // integer values 
0004: $10994 = 63220 // integer values 
05A9: s$10970 = 'STRAP_2' // 8-byte strings  // Madd Dogg dalai
0004: $10984 = 32 // integer values 
0004: $10995 = 63220 // integer values 
0004: $11007 = 63283 // integer values 
0002: jump @MASTER_3482 

:MASTER_988
05A9: s$10950 = 'STRAP_3' // 8-byte strings  // Tz a vz al
0004: $10974 = 33 // integer values 
0004: $10985 = 63220 // integer values 
05A9: s$10952 = 'STRAP_4' // 8-byte strings  // Hzibuli
0004: $10975 = 34 // integer values 
0004: $10986 = 63220 // integer values 
05A9: s$10954 = 'CESAR_1' // 8-byte strings  // Autverseny, Low-rider
0004: $10976 = -1 // integer values 
0004: $10987 = 63641 // integer values 
05A9: s$10956 = 'LA1FIN1' // 8-byte strings  // Csaldegyests
0004: $10977 = 37 // integer values 
0004: $10988 = 62604 // integer values 
05A9: s$10958 = 'LA1FIN2' // 8-byte strings  // A zld sabre
0004: $10978 = 38 // integer values 
0004: $10989 = 62604 // integer values 
05A9: s$10960 = 'BCRASH1' // 8-byte strings  // Badlands
0004: $10979 = 39 // integer values 
0004: $10990 = 63704 // integer values 
05A9: s$10962 = 'CATCUT1' // 8-byte strings  // Els tallkozs
0004: $10980 = 41 // integer values 
0004: $10991 = 63767 // integer values 
05A9: s$10964 = 'CATCUT2' // 8-byte strings  // Alapok
0004: $10981 = 42 // integer values 
0004: $10992 = 63853 // integer values 
05A9: s$10966 = 'CATCUT3' // 8-byte strings  // Remnytelen brsg
0004: $10982 = 43 // integer values 
0004: $10993 = 63853 // integer values 
05A9: s$10968 = 'CATCUT4' // 8-byte strings  // A Mennyekben Kszlt
0004: $10983 = 44 // integer values 
0004: $10994 = 63853 // integer values 
05A9: s$10970 = 'TRAILER' // 8-byte strings  // A Kirly szmzetettsben
0004: $10984 = 45 // integer values 
0004: $10995 = 63704 // integer values 
0004: $11007 = 63951 // integer values 
0002: jump @MASTER_3482 

:MASTER_1346
05A9: s$10950 = 'TRUTH_1' // 8-byte strings  // A nagy kaszls
0004: $10974 = 46 // integer values 
0004: $10985 = 64306 // integer values 
05A9: s$10952 = 'TRUTH_2' // 8-byte strings  // Megynk San Fierrba?
0004: $10975 = 47 // integer values 
0004: $10986 = 64369 // integer values 
05A9: s$10954 = 'BCESAR4' // 8-byte strings  // Wu Zi Mu autversenye
0004: $10976 = -1 // integer values 
0004: $10987 = 0 // integer values 
05A9: s$10956 = 'GAR_1' // 8-byte strings  // Viselj virgokat a hajadban
0004: $10977 = 49 // integer values 
0004: $10988 = 64432 // integer values 
05A9: s$10958 = 'GAR_2' // 8-byte strings  // Rombols
0004: $10978 = 50 // integer values 
0004: $10989 = 64432 // integer values 
05A9: s$10960 = 'SCRA_1' // 8-byte strings  // Parkolj s utazz!
0004: $10979 = 51 // integer values 
0004: $10990 = 64495 // integer values 
05A9: s$10962 = 'SCRA_2' // 8-byte strings  // Csiganyom
0004: $10980 = 52 // integer values 
0004: $10991 = 64495 // integer values 
05A9: s$10964 = 'WUZI_1' // 8-byte strings  // A tallka
0004: $10981 = 53 // integer values 
0004: $10992 = 64558 // integer values 
05A9: s$10966 = 'FAR_4' // 8-byte strings  // Ran Fa Li
0004: $10982 = 54 // integer values 
0004: $10993 = 64558 // integer values 
05A9: s$10968 = 'FAR_5' // 8-byte strings  // Vonzer
0004: $10983 = 55 // integer values 
0004: $10994 = 64558 // integer values 
05A9: s$10970 = 'WUZI_2' // 8-byte strings  // Bvr Kund
0004: $10984 = 56 // integer values 
0004: $10995 = 64558 // integer values 
0004: $11007 = 64628 // integer values 
0002: jump @MASTER_3482 

:MASTER_1701
05A9: s$10950 = 'WUZI_4' // 8-byte strings  // A Da Nng Thang
0004: $10974 = 57 // integer values 
0004: $10985 = 64558 // integer values 
05A9: s$10952 = 'SYND_1' // 8-byte strings  // Paparazzi
0004: $10975 = 58 // integer values 
0004: $10986 = 64986 // integer values 
05A9: s$10954 = 'SYND_2' // 8-byte strings  // Jizzy
0004: $10976 = 59 // integer values 
0004: $10987 = 65049 // integer values 
05A9: s$10956 = 'SYND_3' // 8-byte strings  // A ksr
0004: $10977 = 60 // integer values 
0004: $10988 = 64986 // integer values 
05A9: s$10958 = 'SYND_4' // 8-byte strings  // Jghideg hirig
0004: $10978 = 61 // integer values 
0004: $10989 = 65049 // integer values 
05A9: s$10960 = 'SYND_6' // 8-byte strings  // Toreno utols replse
0004: $10979 = 62 // integer values 
0004: $10990 = 64986 // integer values 
05A9: s$10962 = 'SYND_7' // 8-byte strings  // Yay Ka-Boom-Boom
0004: $10980 = 63 // integer values 
0004: $10991 = 65049 // integer values 
05A9: s$10964 = 'SYND_5' // 8-byte strings  // A 69-es ml
0004: $10981 = 64 // integer values 
0004: $10992 = 65112 // integer values 
05A9: s$10966 = 'FAR_2' // 8-byte strings  // T-Bone Mendez
0004: $10982 = 65 // integer values 
0004: $10993 = 65181 // integer values 
05A9: s$10968 = 'FAR_3' // 8-byte strings  // Mike Toreno
0004: $10983 = 66 // integer values 
0004: $10994 = 65181 // integer values 
05A9: s$10970 = 'STEAL_1' // 8-byte strings  // Garzsmenet
0004: $10984 = 67 // integer values 
0004: $10995 = 65244 // integer values 
0004: $11007 = 65307 // integer values 
0002: jump @MASTER_3482 

:MASTER_2059
05A9: s$10950 = 'STEAL_2' // 8-byte strings  // Prbat
0004: $10974 = 68 // integer values 
0004: $10985 = 65244 // integer values 
05A9: s$10952 = 'STEAL_4' // 8-byte strings  // Vmszabadterlet
0004: $10975 = 69 // integer values 
0004: $10986 = 65244 // integer values 
05A9: s$10954 = 'STEAL_5' // 8-byte strings  // A defekt
0004: $10976 = 70 // integer values 
0004: $10987 = 65244 // integer values 
05A9: s$10956 = 'FAR_1' // 8-byte strings  // Vissza a suliba
0004: $10977 = -1 // integer values 
0004: $10988 = 0 // integer values 
05A9: s$10958 = 'TRACE_1' // 8-byte strings  // Utcai verseny
0004: $10978 = -1 // integer values 
0004: $10989 = 0 // integer values 
05A9: s$10960 = 'ZERO_1' // 8-byte strings  // Lgitmads
0004: $10979 = 72 // integer values 
0004: $10990 = 65244 // integer values 
05A9: s$10962 = 'ZERO_2' // 8-byte strings  // Szlltsi vonalak...
0004: $10980 = 73 // integer values 
0004: $10991 = 65244 // integer values 
05A9: s$10964 = 'ZERO_4' // 8-byte strings  // j hadsereg model
0004: $10981 = 74 // integer values 
0004: $10992 = 65244 // integer values 
05A9: s$10966 = 'DESERT1' // 8-byte strings  // Monster verseny
0004: $10982 = 75 // integer values 
0004: $10993 = 65722 // integer values 
05A9: s$10968 = 'DESERT2' // 8-byte strings  // Gpeltrts
0004: $10983 = 76 // integer values 
0004: $10994 = 65722 // integer values 
05A9: s$10970 = 'DESERT3' // 8-byte strings  // A csomag
0004: $10984 = 77 // integer values 
0004: $10995 = 65722 // integer values 
0004: $11007 = 65785 // integer values 
0002: jump @MASTER_3482 

:MASTER_2411
05A9: s$10950 = 'DESERT4' // 8-byte strings  // Verdant Meadows
0004: $10974 = 78 // integer values 
0004: $10985 = 65722 // integer values 
05A9: s$10952 = 'DESERT6' // 8-byte strings  // N.O.E.
0004: $10975 = 79 // integer values 
0004: $10986 = 66140 // integer values 
05A9: s$10954 = 'DESERT9' // 8-byte strings  // Potyautas
0004: $10976 = 80 // integer values 
0004: $10987 = 66140 // integer values 
05A9: s$10956 = 'DESERT8' // 8-byte strings  // A titkos terv
0004: $10977 = 81 // integer values 
0004: $10988 = 66140 // integer values 
05A9: s$10958 = 'DESER10' // 8-byte strings  // Green Goo
0004: $10978 = 82 // integer values 
0004: $10989 = 66140 // integer values 
05A9: s$10960 = 'DESERT5' // 8-byte strings  // Repliskola
0004: $10979 = -1 // integer values 
0004: $10990 = 0 // integer values 
05A9: s$10962 = 'CASINO1' // 8-byte strings  // Ketchupos lkhrt
0004: $10980 = 84 // integer values 
0004: $10991 = 66203 // integer values 
05A9: s$10964 = 'CASEEN2' // 8-byte strings  // Kirobban helyzet
0004: $10981 = 85 // integer values 
0004: $10992 = 66203 // integer values 
05A9: s$10966 = 'CASINO3' // 8-byte strings  // Hamis zsetonok
0004: $10982 = 86 // integer values 
0004: $10993 = 66203 // integer values 
05A9: s$10968 = 'CASINO7' // 8-byte strings  // A nagy fogs
0004: $10983 = 87 // integer values 
0004: $10994 = 66203 // integer values 
05A9: s$10970 = 'CASINO4' // 8-byte strings  // Don Peyote
0004: $10984 = 88 // integer values 
0004: $10995 = 66266 // integer values 
0004: $11007 = 66335 // integer values 
0002: jump @MASTER_3482 

:MASTER_2766
05A9: s$10950 = 'CASINO5' // 8-byte strings  // Intenzv gondoskods
0004: $10974 = 89 // integer values 
0004: $10985 = 66693 // integer values 
05A9: s$10952 = 'CASINO6' // 8-byte strings  // A hs zem
0004: $10975 = 90 // integer values 
0004: $10986 = 66693 // integer values 
05A9: s$10954 = 'CASINO9' // 8-byte strings  // Szabadess
0004: $10976 = 91 // integer values 
0004: $10987 = 66693 // integer values 
05A9: s$10956 = 'CASIN10' // 8-byte strings  // Szent Mrk bisztr
0004: $10977 = 92 // integer values 
0004: $10988 = 66693 // integer values 
05A9: s$10958 = 'VCRASH1' // 8-byte strings  // Sikkaszts
0004: $10978 = 93 // integer values 
0004: $10989 = 66819 // integer values 
05A9: s$10960 = 'VCRASH2' // 8-byte strings  // Delel
0004: $10979 = 94 // integer values 
0004: $10990 = 66882 // integer values 
05A9: s$10962 = 'DOC_2' // 8-byte strings  // Madd Dogg
0004: $10980 = 95 // integer values 
0004: $10991 = 66951 // integer values 
05A9: s$10964 = 'HEIST_1' // 8-byte strings  // A tervrajzok
0004: $10981 = 96 // integer values 
0004: $10992 = 66756 // integer values 
05A9: s$10966 = 'HEIST_3' // 8-byte strings  // A hdts
0004: $10982 = 97 // integer values 
0004: $10993 = 66756 // integer values 
05A9: s$10968 = 'HEIST_2' // 8-byte strings  // Gtrobbant
0004: $10983 = 98 // integer values 
0004: $10994 = 66756 // integer values 
05A9: s$10970 = 'HEIST_4' // 8-byte strings  // Rendrmotorok
0004: $10984 = 99 // integer values 
0004: $10995 = 66756 // integer values 
0004: $11007 = 67014 // integer values 
0002: jump @MASTER_3482 

:MASTER_3124
05A9: s$10950 = 'HEIST_5' // 8-byte strings  // Fel, fel s el!
0004: $10974 = 100 // integer values 
0004: $10985 = 66756 // integer values 
05A9: s$10952 = 'HEIST_9' // 8-byte strings  // Viszem a bankot
0004: $10975 = 101 // integer values 
0004: $10986 = 66756 // integer values 
05A9: s$10954 = 'MAN_1' // 8-byte strings  // Hz a hegyen
0004: $10976 = 102 // integer values 
0004: $10987 = 67372 // integer values 
05A9: s$10956 = 'MAN_2' // 8-byte strings  // Fggleges madrka
0004: $10977 = 103 // integer values 
0004: $10988 = 67435 // integer values 
05A9: s$10958 = 'MAN_3' // 8-byte strings  // Hazatrs
0004: $10978 = 104 // integer values 
0004: $10989 = 67435 // integer values 
05A9: s$10960 = 'MAN_5' // 8-byte strings  // Torokkszrls
0004: $10979 = 105 // integer values 
0004: $10990 = 67435 // integer values 
05A9: s$10962 = 'GROVE_1' // 8-byte strings  // B Dup bebntetse
0004: $10980 = 106 // integer values 
0004: $10991 = 67498 // integer values 
05A9: s$10964 = 'GROVE_2' // 8-byte strings  // Mindrkk Grove
0004: $10981 = 107 // integer values 
0004: $10992 = 67561 // integer values 
05A9: s$10966 = 'RIOT_1' // 8-byte strings  // Felkels
0004: $10982 = 108 // integer values 
0004: $10993 = 67624 // integer values 
05A9: s$10968 = 'RIOT_2' // 8-byte strings  // Los Desperados
0004: $10983 = 109 // integer values 
0004: $10994 = 67687 // integer values 
05A9: s$10970 = 'RIOT_4' // 8-byte strings  // A trtnet vge
0004: $10984 = 110 // integer values 
0004: $10995 = 67687 // integer values 
0004: $11007 = 62120 // integer values 
0002: jump @MASTER_3482 

:MASTER_3482
0512: permanent_text_box 'CLOTHA'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t hogy kivlaszd a terletet.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
0581: toggle_radar 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08D4: $11005 = create_panel_with_title 'DNC_019' position 29.0 145.0 width 300.0 columns 2 interactive 1 background 1 alignment 1  // ~w~A mester!
08DB: set_panel $11005 column 0 header 'DUMMY' data 'MTOR02C' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ~z~s gy rtem, minden.
08DB: set_panel $11005 column 1 header 'DUMMY' data 'DUMMY' s$10950 s$10952 s$10954 s$10956 s$10958 s$10960 s$10962 s$10964 s$10966 s$10968 s$10970 
09DB: set_panel $11005 column 0 width 100 
09DB: set_panel $11005 column 1 width 200 
0006: 0@ = 0 // integer values 

:MASTER_3749
0085: 1@ = 0@ // integer values and handles 
000A: 1@ += 1 // integer values 
00D6: if 
85AE:   not  $10950(0@,11s) == 'DUMMY' // 8-byte strings 
004D: jump_if_false @MASTER_3851 
08EE: set_panel $11005 column 0 row 1@ text_1number 'NUMBER' $10974(0@,11i)  // ~1~
00D6: if 
0038:   $10974(0@,11i) == -1 // integer values 
004D: jump_if_false @MASTER_3851 
08D9: set_panel $11005 row 1@ enable 0 

:MASTER_3851
000A: 0@ += 1 // integer values 
00D6: if 
0019:   0@ > 10 // integer values 
004D: jump_if_false @MASTER_3749 

:MASTER_3876
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @MASTER_3922 
08DA: remove_panel $11005 
03E6: remove_text_box 
0581: toggle_radar 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @MASTER_11 

:MASTER_3922
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MASTER_3876 

:MASTER_3939
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @MASTER_3939 
08D7: $11006 = panel $11005 active_row 
00D6: if 
0038:   $11006 == 0 // integer values 
004D: jump_if_false @MASTER_4007 
08DA: remove_panel $11005 
03E6: remove_text_box 
000A: 2@ += 1 // integer values 
0002: jump @MASTER_96 

:MASTER_4007
000C: $11006 -= 1 // integer values 
08DA: remove_panel $11005 
03E6: remove_text_box 
0581: toggle_radar 1 
02A3: toggle_widescreen 1 
0001: wait 2000 ms 
0004: $ONMISSION = 1 // integer values 
0998: add_respect 1 
00BA: text_styled $10950($11006,11s) 1000 ms 2 
0050: gosub @PSAVE1_1320 
0001: wait 2000 ms 
0417: start_mission $10974($11006,11i) 
0002: jump @MASTER_11 

:COOKING
03A4: name_thread 'COOKING' 

:COOKING_11
0001: wait 1500 ms 
00D6: if 
010A:   player $PLAYER_CHAR money > 2 
004D: jump_if_false @COOKING_11 
00D6: if or
00FF:   actor $PLAYER_ACTOR 1 2498.0 -1711.0 1015.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 2373.0 -1135.0 1050.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 2368.0 -1058.0 1050.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 2277.0 -1135.0 1050.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 2313.0 -1008.0 1050.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 2314.0 -1211.0 1049.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 2184.0 -1207.0 1050.0 radius 1.9 0.9 1.0 
004D: jump_if_false @COOKING_311 
0002: jump @COOKING_474 

:COOKING_311
0001: wait 0 ms 
00D6: if or
00FF:   actor $PLAYER_ACTOR 1 2248.0 -1207.0 1050.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 1276.0 -813.0 1086.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 1261.0 -796.0 1084.0 radius 0.9 0.9 1.0 
00FF:   actor $PLAYER_ACTOR 1 2337.0 -1068.0 1049.0 radius 0.9 0.9 1.0 
004D: jump_if_false @COOKING_11 

:COOKING_474
04ED: load_animation "VENDING" 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @COOKING_311 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 70 // integer values 
0223: set_actor $PLAYER_ACTOR health_to $3396 
0A1A: unknown_action_sequence $PLAYER_ACTOR "VEND_EAT1_P" "VENDING" 4.0 0 0 0 0 -1 
0623: add 40 to_stat 245 
0109: player $PLAYER_CHAR money += -3 
04EF: release_animation "VENDING" 
0001: wait 2000 ms 
0002: jump @COOKING_11 

:ZVANS
0001: wait 0 ms 
03A4: name_thread 'ZVANS' 
0007: 4@ = -2264.8 // floating-point values 
0007: 6@ = 35.2 // floating-point values 
0007: 7@ = 0.0 // floating-point values 

:ZVANS_45
0001: wait 0 ms 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
80FF:   not actor $PLAYER_ACTOR 0 -2241.0 128.0 35.2 radius 3.0 3.0 3.0 
00FE:   actor $PLAYER_ACTOR 0 -2263.5 148.0 35.2 radius 150.0 200.0 80.0 
004D: jump_if_false @ZVANS_45 
0004: $11129 = 0 // integer values 

:ZVANS_148
0001: wait 0 ms 
00D6: if 
0038:   $11130($11129,6i) == 1 // integer values 
004D: jump_if_false @ZVANS_768 
00D6: if 
0038:   $11129 == 0 // integer values 
004D: jump_if_false @ZVANS_245 
0006: 1@ = 465 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 5@ = 149.0 // floating-point values 
0007: 3@ = 1.45 // floating-point values 
0007: 7@ = 0.0 // floating-point values 
0002: jump @ZVANS_600 

:ZVANS_245
00D6: if 
0038:   $11129 == 1 // integer values 
004D: jump_if_false @ZVANS_316 
0007: 5@ = 145.0 // floating-point values 
0006: 1@ = 564 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = 1.21 // floating-point values 
0007: 7@ = 0.0 // floating-point values 
0002: jump @ZVANS_600 

:ZVANS_316
00D6: if 
0038:   $11129 == 2 // integer values 
004D: jump_if_false @ZVANS_387 
0006: 1@ = 501 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 5@ = 141.0 // floating-point values 
0007: 3@ = 1.45 // floating-point values 
0007: 7@ = 0.0 // floating-point values 
0002: jump @ZVANS_600 

:ZVANS_387
00D6: if 
0038:   $11129 == 3 // integer values 
004D: jump_if_false @ZVANS_458 
0006: 1@ = 594 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 5@ = 137.0 // floating-point values 
0007: 3@ = 1.195 // floating-point values 
0007: 7@ = 0.0 // floating-point values 
0002: jump @ZVANS_600 

:ZVANS_458
00D6: if 
0038:   $11129 == 4 // integer values 
004D: jump_if_false @ZVANS_529 
0007: 5@ = 133.0 // floating-point values 
0006: 1@ = 464 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = 1.405 // floating-point values 
0007: 7@ = 15.0 // floating-point values 
0002: jump @ZVANS_600 

:ZVANS_529
00D6: if 
0038:   $11129 == 5 // integer values 
004D: jump_if_false @ZVANS_148 
0007: 5@ = 129.0 // floating-point values 
0006: 1@ = 441 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = 1.235 // floating-point values 
0007: 7@ = 0.0 // floating-point values 
0002: jump @ZVANS_600 

:ZVANS_600
0001: wait 0 ms 
0247: request_model #TOPFUN 
0247: request_model 2@ 
00D6: if and
0248:   model 2@ available 
0248:   model #TOPFUN available 
004D: jump_if_false @ZVANS_600 
0395: clear_area 1 at 4@ 5@ 6@ range 3.5 
00A5: $11136($11129,6i) = create_car #TOPFUN at 4@ 5@ 6@ 
0175: set_car $11136($11129,6i) z_angle_to 270.0 
00A5: $11142($11129,6i) = create_car 2@ at 0.0 0.0 0.0 
0683: attach_car $11142($11129,6i) to_car $11136($11129,6i) at_offset 0.0 -1.2 3@ rotation 7@ 0.0 0.0 
0004: $11148($11129,6i) = 0 // integer values 

:ZVANS_768
00D6: if 
8038:   not  $11129 == 5 // integer values 
004D: jump_if_false @ZVANS_800 
0008: $11129 += 1 // integer values 
0002: jump @ZVANS_148 

:ZVANS_800
0004: $11129 = 0 // integer values 

:ZVANS_807
0001: wait 0 ms 
00D6: if 
0038:   $11130($11129,6i) == 1 // integer values 
004D: jump_if_false @ZVANS_875 
00D6: if 
0119:   car $11136($11129,6i) wrecked 
004D: jump_if_false @ZVANS_875 
0004: $11130($11129,6i) = 0 // integer values 
0004: $11148($11129,6i) = 1 // integer values 

:ZVANS_875
00D6: if 
8038:   not  $11129 == 5 // integer values 
004D: jump_if_false @ZVANS_907 
0008: $11129 += 1 // integer values 
0002: jump @ZVANS_807 

:ZVANS_907
0001: wait 0 ms 
00D6: if or
00FF:   actor $PLAYER_ACTOR 0 -2241.0 128.0 35.2 radius 3.0 3.0 3.0 
80FE:   not actor $PLAYER_ACTOR 0 -2263.5 148.0 35.2 radius 150.0 200.0 80.0 
004D: jump_if_false @ZVANS_800 
0004: $11129 = 0 // integer values 

:ZVANS_1003
0001: wait 0 ms 
00D6: if or
0038:   $11130($11129,6i) == 1 // integer values 
0038:   $11148($11129,6i) == 1 // integer values 
004D: jump_if_false @ZVANS_1089 
00A6: destroy_car $11136($11129,6i) 
00A6: destroy_car $11142($11129,6i) 
00D6: if or
0248:   model 2@ available 
0248:   model #TOPFUN available 
004D: jump_if_false @ZVANS_1089 
0249: release_model #TOPFUN 
0249: release_model 2@ 

:ZVANS_1089
00D6: if 
8038:   not  $11129 == 5 // integer values 
004D: jump_if_false @ZVANS_45 
0008: $11129 += 1 // integer values 
0002: jump @ZVANS_1003 

:RCZPLAY
0001: wait 0 ms 
03A4: name_thread 'RCZPLAY' 
0007: 4@ = -2276.0 // floating-point values 
0007: 5@ = 151.0 // floating-point values 
0007: 6@ = 35.3 // floating-point values 
0004: $11154 = 0 // integer values 

:RCZPLAY_52
0001: wait 200 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @RCZPLAY_52 

:RCZPLAY_73
0001: wait 200 ms 
00D6: if 
0038:   $11130($11154,6i) == 1 // integer values 
004D: jump_if_false @RCZPLAY_123 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $11136($11154,6i) 
004D: jump_if_false @RCZPLAY_159 

:RCZPLAY_123
0001: wait 0 ms 
00D6: if 
8038:   not  $11154 == 5 // integer values 
004D: jump_if_false @RCZPLAY 
0008: $11154 += 1 // integer values 
0002: jump @RCZPLAY_73 

:RCZPLAY_159
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 0 ms 
00D6: if 
0038:   $11154 == 0 // integer values 
004D: jump_if_false @RCZPLAY_211 
0006: 1@ = 465 // integer values 
0085: 2@ = 1@ // integer values and handles 
0002: jump @RCZPLAY_409 

:RCZPLAY_211
00D6: if 
0038:   $11154 == 1 // integer values 
004D: jump_if_false @RCZPLAY_252 
0006: 1@ = 564 // integer values 
0085: 2@ = 1@ // integer values and handles 
0002: jump @RCZPLAY_409 

:RCZPLAY_252
00D6: if 
0038:   $11154 == 2 // integer values 
004D: jump_if_false @RCZPLAY_293 
0006: 1@ = 501 // integer values 
0085: 2@ = 1@ // integer values and handles 
0002: jump @RCZPLAY_409 

:RCZPLAY_293
00D6: if 
0038:   $11154 == 3 // integer values 
004D: jump_if_false @RCZPLAY_334 
0006: 1@ = 594 // integer values 
0085: 2@ = 1@ // integer values and handles 
0002: jump @RCZPLAY_409 

:RCZPLAY_334
00D6: if 
0038:   $11154 == 4 // integer values 
004D: jump_if_false @RCZPLAY_375 
0006: 1@ = 464 // integer values 
0085: 2@ = 1@ // integer values and handles 
0002: jump @RCZPLAY_409 

:RCZPLAY_375
00D6: if 
0038:   $11154 == 5 // integer values 
004D: jump_if_false @RCZPLAY_334 
0006: 1@ = 441 // integer values 
0085: 2@ = 1@ // integer values and handles 

:RCZPLAY_409
0001: wait 0 ms 
0247: request_model 2@ 
00D6: if 
0248:   model 2@ available 
004D: jump_if_false @RCZPLAY_409 
0001: wait 5000 ms 
0657: open_car $11136($11154,6i) component 4 
0657: open_car $11136($11154,6i) component 5 
0519: lock_vehicle $11136($11154,6i) in_current_position 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at 4@ 5@ 6@ angle 40.09 RC_model 2@ 
0484: 8@ = player $PLAYER_CHAR rc_car 
0158: camera_on_vehicle 8@ 18 2 
0175: set_car 8@ z_angle_to 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0407: create_coordinate 0@ 7@ 9@ from_car $11136($11154,6i) offset 0.0 -3.0 -0.2 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
04D6: enable_rc_car_detonation 1 // or opcode 048Ah 
048A: enable_rc_car_detonation 1 // or opcode 04D6h 
00D6: if 
0039:   1@ == 464 // integer values 
004D: jump_if_false @RCZPLAY_607 
04D6: enable_rc_car_detonation 0 // or opcode 048Ah 
048A: enable_rc_car_detonation 0 // or opcode 04D6h 
032A: unknown 1 

:RCZPLAY_607
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 10 
004D: jump_if_false @RCZPLAY_693 
00D6: if 
81B0:   not car 8@ stopped 1 0@ 7@ 9@ radius 1.3 1.3 1.5 
004D: jump_if_false @RCZPLAY_738 
00D6: if 
8119:   not car 8@ wrecked 
004D: jump_if_false @RCZPLAY_727 
0002: jump @RCZPLAY_607 

:RCZPLAY_693
00D6: if 
0039:   1@ == 464 // integer values 
004D: jump_if_false @RCZPLAY_607 
04D6: enable_rc_car_detonation 1 // or opcode 048Ah 
048A: enable_rc_car_detonation 1 // or opcode 04D6h 
0002: jump @RCZPLAY_607 

:RCZPLAY_727
0004: $11130($11154,6i) = 0 // integer values 

:RCZPLAY_738
01B4: set_player $PLAYER_CHAR frozen_state 0 
04DB: exit_rc_mode // on foot version 
0001: wait 5000 ms 
05CD: AS_actor $PLAYER_ACTOR exit_car $11136($11154,6i) 
0508: (unknown) $11136($11154,6i) 
00D6: if 
0038:   $11130($11154,6i) == 0 // integer values 
004D: jump_if_false @RCZPLAY_806 
020A: set_car $11136($11154,6i) door_status_to 4 

:RCZPLAY_806
0001: wait 0 ms 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @RCZPLAY_806 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0001: wait 500 ms 
00D6: if 
8248:   not model 2@ available 
004D: jump_if_false @RCZPLAY_52 
0249: release_model 2@ 
0002: jump @RCZPLAY_52 

:MYZSHOP
0001: wait 0 ms 
03A4: name_thread 'MYZSHOP' 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2238.0 128.0 1035.2 radius 150.0 150.0 15.0 
004D: jump_if_false @MYZSHOP 
0004: $11155 = 0 // integer values 

:MYZSHOP_70
0001: wait 0 ms 
00D6: if 
0038:   $11130($11155,6i) == 0 // integer values 
004D: jump_if_false @MYZSHOP_727 
00D6: if 
0038:   $11155 == 0 // integer values 
004D: jump_if_false @MYZSHOP_185 
0006: 1@ = 465 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = -2238.9 // floating-point values 
0007: 5@ = 128.6 // floating-point values 
0007: 7@ = 1036.0 // floating-point values 
0007: 9@ = 0.0 // floating-point values 
0006: 6@ = 13000 // integer values 
0002: jump @MYZSHOP_630 

:MYZSHOP_185
00D6: if 
0038:   $11155 == 1 // integer values 
004D: jump_if_false @MYZSHOP_274 
0006: 1@ = 564 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = -2231.8 // floating-point values 
0007: 5@ = 127.8 // floating-point values 
0007: 7@ = 1035.6 // floating-point values 
0007: 9@ = 90.0 // floating-point values 
0006: 6@ = 7000 // integer values 
0002: jump @MYZSHOP_630 

:MYZSHOP_274
00D6: if 
0038:   $11155 == 2 // integer values 
004D: jump_if_false @MYZSHOP_363 
0006: 1@ = 501 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = -2240.7 // floating-point values 
0007: 5@ = 134.3 // floating-point values 
0007: 7@ = 1036.2 // floating-point values 
0007: 9@ = 180.0 // floating-point values 
0006: 6@ = 10000 // integer values 
0002: jump @MYZSHOP_630 

:MYZSHOP_363
00D6: if 
0038:   $11155 == 3 // integer values 
004D: jump_if_false @MYZSHOP_452 
0006: 1@ = 594 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = -2223.6 // floating-point values 
0007: 5@ = 136.9 // floating-point values 
0007: 7@ = 1035.0 // floating-point values 
0007: 9@ = 90.0 // floating-point values 
0006: 6@ = 1000 // integer values 
0002: jump @MYZSHOP_630 

:MYZSHOP_452
00D6: if 
0038:   $11155 == 4 // integer values 
004D: jump_if_false @MYZSHOP_541 
0006: 1@ = 464 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = -2235.5 // floating-point values 
0007: 5@ = 129.4 // floating-point values 
0007: 7@ = 1036.2 // floating-point values 
0007: 9@ = 90.0 // floating-point values 
0006: 6@ = 16000 // integer values 
0002: jump @MYZSHOP_630 

:MYZSHOP_541
00D6: if 
0038:   $11155 == 5 // integer values 
004D: jump_if_false @MYZSHOP_70 
0006: 1@ = 441 // integer values 
0085: 2@ = 1@ // integer values and handles 
0007: 3@ = -2233.8 // floating-point values 
0007: 5@ = 137.8 // floating-point values 
0007: 7@ = 1036.2 // floating-point values 
0007: 9@ = 90.0 // floating-point values 
0006: 6@ = 5000 // integer values 
0002: jump @MYZSHOP_630 

:MYZSHOP_630
0001: wait 0 ms 
0247: request_model 2@ 
00D6: if 
0248:   model 2@ available 
004D: jump_if_false @MYZSHOP_630 
00A5: $11156($11155,6i) = create_car 2@ at 3@ 5@ 7@ 
0175: set_car $11156($11155,6i) z_angle_to 9@ 
008A: $11162($11155,6i) = 6@ // integer values and handles 
0840: link_car $11156($11155,6i) to_interior 6 
0001: wait 500 ms 
0519: lock_vehicle $11156($11155,6i) in_current_position 1 

:MYZSHOP_727
00D6: if 
8038:   not  $11155 == 5 // integer values 
004D: jump_if_false @MYZSHOP_759 
0008: $11155 += 1 // integer values 
0002: jump @MYZSHOP_70 

:MYZSHOP_759
0004: $11155 = 0 // integer values 

:MYZSHOP_766
0001: wait 0 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2238.0 128.0 1035.2 radius 150.0 150.0 15.0 
004D: jump_if_false @MYZSHOP_1167 
00D6: if 
0038:   $11130($11155,6i) == 0 // integer values 
004D: jump_if_false @MYZSHOP_882 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car $11156($11155,6i) radius 1.0 1.0 unknown 1 
004D: jump_if_false @MYZSHOP_882 
0002: jump @MYZSHOP_914 

:MYZSHOP_882
00D6: if 
8038:   not  $11155 == 5 // integer values 
004D: jump_if_false @MYZSHOP_759 
0008: $11155 += 1 // integer values 
0002: jump @MYZSHOP_766 

:MYZSHOP_914
0001: wait 0 ms 
008B: 8@ = $11162($11155,6i) // integer values and handles 
01E5: text_1number_highpriority 'PLA_18' 8@ 2000 ms 1  // $~1~
00D6: if 
0202:   actor $PLAYER_ACTOR near_car $11156($11155,6i) radius 1.0 1.0 unknown 1 
004D: jump_if_false @MYZSHOP_759 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MYZSHOP_914 
010B: 4@ = player $PLAYER_CHAR money 
00D6: if 
002F:   4@ >= $11162($11155,6i) // integer values 
004D: jump_if_false @MYZSHOP_1286 
0012: 8@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 8@ 
0001: wait 0 ms 
0004: $11130($11155,6i) = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 1000 ms 
016A: fade 0 500 ms 
0001: wait 500 ms 
00A6: destroy_car $11156($11155,6i) 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at -2270.0 136.0 35.4 
04BB: select_interior 0 // select render area 
0001: wait 4500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0001: wait 500 ms 
036A: put_actor $PLAYER_ACTOR in_car $11136($11155,6i) 
0001: wait 500 ms 
016A: fade 1 500 ms 

:MYZSHOP_1167
0001: wait 0 ms 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -2238.0 128.0 1035.2 radius 150.0 150.0 15.0 
004D: jump_if_false @MYZSHOP_759 

:MYZSHOP_1219
0001: wait 0 ms 
00D6: if 
0038:   $11130($11155,6i) == 0 // integer values 
004D: jump_if_false @MYZSHOP_1254 
00A6: destroy_car $11156($11155,6i) 

:MYZSHOP_1254
00D6: if 
8038:   not  $11155 == 5 // integer values 
004D: jump_if_false @MYZSHOP 
0008: $11155 += 1 // integer values 
0002: jump @MYZSHOP_1219 

:MYZSHOP_1286
00BC: text_highpriority 'IE07' 2000 ms 1  // ~r~Nincs elg pnzed!
0001: wait 1500 ms 
0002: jump @MYZSHOP_759 

:CJPISS
03A4: name_thread 'CJPISS' 
004F: create_thread @DIRTYCJ 
0001: wait 3000 ms 

:CJPISS_24
0006: 32@ = 0 // integer values 
0209: 1@ = random_int 1200 1500 
0012: 1@ *= 1000 // integer values 
0006: 2@ = 0 // integer values 

:CJPISS_57
0001: wait 10 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CJPISS_953 
00D6: if 
801D:   not  32@ > 1@ // integer values 
004D: jump_if_false @CJPISS_849 
00D6: if and
80DF:   not actor $PLAYER_ACTOR driving 
00E1:   key_pressed 0 11 
00E1:   key_pressed 0 4 
004D: jump_if_false @CJPISS_57 
0001: wait 1000 ms 
00D6: if and
00E1:   key_pressed 0 11 
00E1:   key_pressed 0 4 
004D: jump_if_false @CJPISS_57 

:CJPISS_152
00D6: if 
84AD:   not actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @CJPISS_994 
04ED: load_animation "PAULNMAC" 
0001: wait 0 ms 
00D6: if 
04EE:   animation "PAULNMAC" loaded 
004D: jump_if_false @CJPISS_152 
0001: wait 0 ms 
0470: 16@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
066A: 17@ = attach_particle "PETROLCAN" to_actor $PLAYER_ACTOR offset 0.0 0.58 -0.08 rotation 0.0 0.01 0.0 1 
0615: define_action_sequences 3@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PISS_IN" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
064C: make_particle 17@ visible 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PISS_LOOP" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PISS_OUT" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0001: wait 6000 ms 
0650: destroy_particle 17@ 
0616: define_action_sequences_end 3@ 
0001: wait 5000 ms 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 16@ 
00D6: if or
00FF:   actor $PLAYER_ACTOR 1 2238.0 -1068.0 1049.0 radius 1.5 1.5 3.0 
00FF:   actor $PLAYER_ACTOR 1 2279.0 -1139.0 1050.0 radius 1.5 1.5 3.0 
00FF:   actor $PLAYER_ACTOR 1 2193.0 -1223.0 1049.0 radius 1.5 1.5 3.0 
00FF:   actor $PLAYER_ACTOR 1 2344.0 -1062.0 1049.0 radius 1.5 1.5 3.0 
00FF:   actor $PLAYER_ACTOR 1 2254.0 -1217.0 1049.0 radius 1.5 1.5 3.0 
00FF:   actor $PLAYER_ACTOR 1 2321.0 -1005.0 1054.0 radius 1.5 1.5 3.0 
00FF:   actor $PLAYER_ACTOR 1 368.0 -57.0 1001.0 radius 5.0 1.5 3.0 
004D: jump_if_false @CJPISS_764 
0002: jump @CJPISS_953 

:CJPISS_712
0001: wait 0 ms 
01C0: 4@ = player $PLAYER_CHAR wanted_level 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @CJPISS_953 
000A: 4@ += 1 // integer values 
010D: set_player $PLAYER_CHAR wanted_level_to 4@ 
0002: jump @CJPISS_953 

:CJPISS_764
054C: use_GXT_table 'HEIST1' 
0001: wait 0 ms 
00BC: text_highpriority 'HE1_AJ' 2000 ms 1  // ~z~Majd megltjuk, mit szlnak a zsaruk!
03E6: remove_text_box 
0002: jump @CJPISS_712 

:CJPISS_804
054C: use_GXT_table 'CESAR1' 
0001: wait 0 ms 
00BC: text_highpriority 'CES1_CD' 2000 ms 1  // ~z~H, Carl, semmi durvuls, ok?!
0004: $11192 = 1 // integer values 
0002: jump @CJPISS_712 

:CJPISS_849
0001: wait 0 ms 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @CJPISS_804 
054C: use_GXT_table 'CASINO4' 
0001: wait 0 ms 
00BC: text_highpriority 'CAS4_KE' 2000 ms 1  // ~z~H, ember, hugyoznom kell!
0006: 32@ = 0 // integer values 
0209: 1@ = random_int 300 480 
0012: 1@ *= 1000 // integer values 
0006: 2@ = 1 // integer values 
054C: use_GXT_table 'ZERO2' 
0002: jump @CJPISS_57 

:CJPISS_953
0001: wait 0 ms 
04EF: release_animation "PAULNMAC" 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @CJPISS_24 
0002: jump @CJPISS_24 

:CJPISS_994
066A: 17@ = attach_particle "PETROLCAN" to_actor $PLAYER_ACTOR offset 0.0 0.58 -0.08 rotation 0.0 0.01 0.0 1 
064C: make_particle 17@ visible 
0001: wait 6000 ms 
0650: destroy_particle 17@ 
0002: jump @CJPISS_953 

:DIRTYCJ
0001: wait 0 ms 
03A4: name_thread 'DIRTYCJ' 
00D6: if 
04A4:   $11192 == 1 // integer values OR floating-point values 
004D: jump_if_false @DIRTYCJ 
0652: 1@ = stat 80 // integer 
0652: 2@ = stat 66 // integer 
0652: 3@ = stat 67 // integer 
0652: 4@ = stat 64 // integer 
0652: 5@ = stat 65 // integer 
0652: 6@ = stat 68 // integer 
0001: wait 0 ms 
0629: change_stat 80 to 0 // integer 
0629: change_stat 66 to 0 // integer 
0629: change_stat 67 to 0 // integer 
0629: change_stat 64 to 0 // integer 
0629: change_stat 65 to 0 // integer 
0629: change_stat 68 to 0 // integer 
08F7: get_player $PLAYER_CHAR clothing id 2 model 7@ item 8@ 

:DIRTYCJ_128
0001: wait 0 ms 
08F7: get_player $PLAYER_CHAR clothing id 2 model 9@ item 10@ 
00D6: if 
84A4:   not  7@ == 9@ // integer values OR floating-point values 
004D: jump_if_false @DIRTYCJ_128 
0004: $11192 = 0 // integer values 
0629: change_stat 80 to 1@ // integer 
0629: change_stat 66 to 2@ // integer 
0629: change_stat 67 to 3@ // integer 
0629: change_stat 64 to 4@ // integer 
0629: change_stat 65 to 5@ // integer 
0629: change_stat 68 to 6@ // integer 
0002: jump @DIRTYCJ 

:MARKERS
0001: wait 0 ms 
03A4: name_thread 'MARKERS' 
04CE: $11193 = create_icon_marker_without_sphere 25 at 2193.6 1676.5 12.4 
04CE: $11194 = create_icon_marker_without_sphere 25 at 2022.4 1007.0 10.0 
04CE: $11195 = create_icon_marker_without_sphere 39 at 1971.7 -2036.6 13.5 
04CE: $11196 = create_icon_marker_without_sphere 39 at 2071.6 -1779.9 13.5 
04CE: $11197 = create_icon_marker_without_sphere 39 at 2094.6 2119.0 10.8 
04CE: $11198 = create_icon_marker_without_sphere 39 at -2490.5 -40.1 39.3 
04CE: $11286 = create_icon_marker_without_sphere 45 at 2243.8 -1668.5 20.0 
04CE: $2632 = create_icon_marker_without_sphere 45 at 1458.7 -1140.0 24.2 
04CE: $2633 = create_icon_marker_without_sphere 45 at -1886.1 862.4 35.2 
04CE: $2634 = create_icon_marker_without_sphere 45 at 2574.3 1901.7 11.0 
04CE: $2635 = create_icon_marker_without_sphere 45 at 2090.5 2221.0 11.0 
04CE: $2636 = create_icon_marker_without_sphere 45 at 2112.8 -1214.7 23.9 
04CE: $2637 = create_icon_marker_without_sphere 45 at 2772.0 2447.6 11.0 
04CE: $2638 = create_icon_marker_without_sphere 45 at -2376.4 909.2 45.4 
04CE: $2639 = create_icon_marker_without_sphere 45 at 1654.0 1733.4 11.0 
04CE: $2640 = create_icon_marker_without_sphere 45 at 2105.7 2257.4 11.0 
04CE: $2641 = create_icon_marker_without_sphere 45 at 501.7 -1358.5 16.4 
04CE: $2642 = create_icon_marker_without_sphere 45 at 2818.6 2401.5 11.0 
04CE: $2643 = create_icon_marker_without_sphere 45 at 457.2 -1500.7 31.3 
04CE: $2644 = create_icon_marker_without_sphere 45 at 2795.2 2424.6 11.0 
04CE: $2645 = create_icon_marker_without_sphere 45 at 451.9 -1480.0 30.9 
04CE: $2646 = create_icon_marker_without_sphere 45 at -2371.1 910.2 47.2 
04CE: $2647 = create_icon_marker_without_sphere 45 at -1692.9 952.8 26.3 
04CE: $2648 = create_icon_marker_without_sphere 45 at -2489.0 -26.9 32.6 
04CE: $413 = create_icon_marker_without_sphere 6 at 1372.9 -1278.8 12.5 
04CE: $2578 = create_icon_marker_without_sphere 6 at 2400.5 -1978.4 13.5 
04CE: $2579 = create_icon_marker_without_sphere 6 at -2626.6 209.4 4.9 
04CE: $2580 = create_icon_marker_without_sphere 6 at 2535.9 2083.5 10.8 
04CE: $2581 = create_icon_marker_without_sphere 6 at 2156.5 943.2 10.8 
04CE: $2582 = create_icon_marker_without_sphere 6 at 779.7 1874.3 4.9 
04CE: $2583 = create_icon_marker_without_sphere 6 at -2092.7 -2463.8 30.6 
04CE: $2584 = create_icon_marker_without_sphere 6 at 240.0 -178.2 2.0 
04CE: $2585 = create_icon_marker_without_sphere 6 at -1509.4 2611.8 58.5 
04CE: $2586 = create_icon_marker_without_sphere 6 at -315.67 829.87 13.43 
04CE: $2587 = create_icon_marker_without_sphere 6 at 2332.9 63.6 31.0 
04CE: $11287 = create_icon_marker_without_sphere 29 at 2107.624 -1807.516 21.2114 
04CE: $2596 = create_icon_marker_without_sphere 29 at -1805.7 943.2 24.8 
04CE: $2597 = create_icon_marker_without_sphere 29 at 2750.9 2470.9 11.0 
04CE: $2598 = create_icon_marker_without_sphere 29 at 2351.8 2529.0 10.8 
0001: wait 0 ms 
04CE: $2599 = create_icon_marker_without_sphere 29 at 2635.5 1847.4 11.0 
04CE: $2600 = create_icon_marker_without_sphere 29 at 2083.4 2221.0 11.0 
04CE: $2601 = create_icon_marker_without_sphere 29 at -1719.1 1359.4 8.6 
04CE: $2602 = create_icon_marker_without_sphere 29 at 2330.2 75.2 31.0 
04CE: $2603 = create_icon_marker_without_sphere 29 at 203.2 -200.4 6.5 
04CE: $2614 = create_icon_marker_without_sphere 14 at 2397.8 -1895.6 13.7 
04CE: $2615 = create_icon_marker_without_sphere 14 at 2421.6 -1509.6 24.1 
04CE: $2616 = create_icon_marker_without_sphere 14 at -2671.6 257.4 4.6 
04CE: $2617 = create_icon_marker_without_sphere 14 at 2392.4 2046.5 10.8 
04CE: $2618 = create_icon_marker_without_sphere 14 at 2844.5 2401.1 11.0 
04CE: $2619 = create_icon_marker_without_sphere 14 at 2635.5 1674.3 11.0 
04CE: $2620 = create_icon_marker_without_sphere 14 at 2105.7 2228.7 11.0 
04CE: $2621 = create_icon_marker_without_sphere 14 at -2154.0 -2461.2 30.8 
04CE: $2622 = create_icon_marker_without_sphere 14 at -1816.2 620.8 37.5 
04CE: $2623 = create_icon_marker_without_sphere 14 at -1216.0 1831.4 45.3 
04CE: $2624 = create_icon_marker_without_sphere 14 at 172.73 1176.76 13.7 
04CE: $2625 = create_icon_marker_without_sphere 14 at 932.0 -1353.0 14.0 
04CE: $2604 = create_icon_marker_without_sphere 10 at 812.9 -1616.1 13.6 
04CE: $2605 = create_icon_marker_without_sphere 10 at 1199.1 -924.0 43.3 
04CE: $2606 = create_icon_marker_without_sphere 10 at 2362.2 2069.9 10.8 
04CE: $2607 = create_icon_marker_without_sphere 10 at 2469.5 2033.8 10.8 
04CE: $2608 = create_icon_marker_without_sphere 10 at 2172.9 2795.7 10.8 
04CE: $2609 = create_icon_marker_without_sphere 10 at 1875.3 2072.0 10.8 
04CE: $2610 = create_icon_marker_without_sphere 10 at 1161.5 2072.0 10.8 
04CE: $2611 = create_icon_marker_without_sphere 10 at -2356.0 1009.0 49.0 
04CE: $2612 = create_icon_marker_without_sphere 10 at -1913.3 826.2 36.9 
04CE: $2613 = create_icon_marker_without_sphere 10 at -2335.6 -165.6 39.5 
04CE: $11288 = create_icon_marker_without_sphere 7 at 2070.27 -1791.092 17.1484 
04CE: $2591 = create_icon_marker_without_sphere 7 at 822.6 -1590.3 13.5 
04CE: $2592 = create_icon_marker_without_sphere 7 at -2570.1 245.4 10.3 
04CE: $2593 = create_icon_marker_without_sphere 7 at 2726.6 -2026.4 17.5 
04CE: $2594 = create_icon_marker_without_sphere 7 at 2080.3 2119.0 10.8 
04CE: $2595 = create_icon_marker_without_sphere 7 at 675.7 -496.6 16.8 
0570: $1717 = create_asset_radar_marker_with_icon 35 at $11199 $11217 $11235 
0570: $528 = create_asset_radar_marker_with_icon 53 at $X_RACE_LS $Y_RACE_LS $Z_RACE_LS 
0570: $529 = create_asset_radar_marker_with_icon 53 at $X_RACE_SF $Y_RACE_SF $Z_RACE_SF 
0570: $530 = create_asset_radar_marker_with_icon 53 at $X_RACE_LV $Y_RACE_LV $Z_RACE_LV 
0570: $531 = create_asset_radar_marker_with_icon 53 at $565 $569 $573 
0570: $MARKER_TRUCKING_MISSION = create_asset_radar_marker_with_icon 51 at $2373 $2374 $2375 
0570: $628 = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
04CE: $596 = create_icon_marker_without_sphere 36 at $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL 
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
0570: $632 = create_asset_radar_marker_with_icon 36 at $2370 $2371 $2372 
04CE: $MARKER_PILOT_SCHOOL = create_icon_marker_without_sphere 36 at $666 $667 $668 
04CE: $122 = create_icon_marker_without_sphere 54 at 2228.0 -1722.811 12.5543 
0570: $2630 = create_asset_radar_marker_with_icon 54 at -2269.4 -155.6 35.3 
0570: $2631 = create_asset_radar_marker_with_icon 54 at 1968.6 2292.1 16.4 
0879: toggle_gang_wars 1 
004E: end_thread 

:TIREFIX
03A4: name_thread 'TIREFIX' 
0006: 12@ = 0 // integer values 
008A: $11289 = 12@ // integer values and handles 

:TIREFIX_26
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0 // integer values 
00DF:   actor $PLAYER_ACTOR driving 
84A7:   not actor $PLAYER_ACTOR driving_boat 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @TIREFIX_26 
03C0: $11289 = actor $PLAYER_ACTOR car 
0006: 12@ = 0 // integer values 
0001: wait 0 ms 
0441: 0@ = car $11289 model 
00D6: if 
0A01:   0@ 
004D: jump_if_false @TIREFIX_26 
0006: 2@ = 4 // integer values 

:TIREFIX_118
0006: 1@ = 0 // integer values 

:TIREFIX_125
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TIREFIX_1454 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TIREFIX_1353 
00D6: if 
8039:   not  12@ == 1 // integer values 
004D: jump_if_false @TIREFIX_1353 
00D6: if 
001D:   2@ > 1@ // integer values 
004D: jump_if_false @TIREFIX_118 
00D6: if 
0496:   tire 1@ on_car $11289 deflated 
004D: jump_if_false @TIREFIX_224 
0002: jump @TIREFIX_238 

:TIREFIX_224
000A: 1@ += 1 // integer values 
0002: jump @TIREFIX_125 

:TIREFIX_238
0001: wait 0 ms 
00D6: if and
80DF:   not actor $PLAYER_ACTOR driving 
01C1:   car $11289 stopped 
004D: jump_if_false @TIREFIX_238 
0657: open_car $11289 component 1 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TIREFIX_1454 
00D6: if and
80DF:   not actor $PLAYER_ACTOR driving 
8039:   not  12@ == 1 // integer values 
004D: jump_if_false @TIREFIX_1353 
00D6: if 
8039:   not  1@ == 0 // integer values 
004D: jump_if_false @TIREFIX_392 
00D6: if 
8039:   not  1@ == 1 // integer values 
004D: jump_if_false @TIREFIX_419 
00D6: if 
8039:   not  1@ == 2 // integer values 
004D: jump_if_false @TIREFIX_446 
00D6: if 
8039:   not  1@ == 3 // integer values 
004D: jump_if_false @TIREFIX_473 
0002: jump @TIREFIX_118 

:TIREFIX_392
0007: 3@ = -1.0 // floating-point values 
0007: 4@ = 2.0 // floating-point values 
0002: jump @TIREFIX_500 

:TIREFIX_419
0007: 3@ = -1.0 // floating-point values 
0007: 4@ = -2.0 // floating-point values 
0002: jump @TIREFIX_500 

:TIREFIX_446
0007: 3@ = 1.0 // floating-point values 
0007: 4@ = 2.0 // floating-point values 
0002: jump @TIREFIX_500 

:TIREFIX_473
0007: 3@ = 1.0 // floating-point values 
0007: 4@ = -2.0 // floating-point values 
0002: jump @TIREFIX_500 

:TIREFIX_500
0407: create_coordinate 5@ 6@ 7@ from_car $11289 offset 3@ 4@ -0.2 
0407: create_coordinate 9@ 10@ 11@ from_car $11289 offset 0.0 -2.5 -0.3 

:TIREFIX_554
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TIREFIX_1454 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @TIREFIX_1353 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 9@ 10@ 11@ radius 1.5 1.5 1.0 
004D: jump_if_false @TIREFIX_554 

:TIREFIX_632
0001: wait 0 ms 
0247: request_model #WHEEL_OR1 
04ED: load_animation "BOMBER" 
00D6: if and
04EE:   animation "BOMBER" loaded 
0248:   model #WHEEL_OR1 available 
004D: jump_if_false @TIREFIX_632 
0107: 8@ = create_object #WHEEL_OR1 at 9@ 10@ 11@ 
08D2: object 8@ scale_model 0.6 
054C: use_GXT_table 'ZERO4' 
03E5: text_box 'Z4_H13'  // Nyomd meg a ~k~~PED_FIREWEAPON~ gombot a trgy felvtelhez.
08E9: set_object 8@ liftable 1 
0382: set_object 8@ collision_detection 1 
0392: object 8@ toggle_in_moving_list 1 

:TIREFIX_747
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TIREFIX_1454 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @TIREFIX_1353 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object 8@ 
004D: jump_if_false @TIREFIX_747 
03E6: remove_text_box 
095E: vehicle $11289 component 1 manipulation 1 value -1.0 

:TIREFIX_818
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TIREFIX_1454 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @TIREFIX_1353 
00D6: if and
8737:   not actor $PLAYER_ACTOR holding_object 8@ 
0597:   actor $PLAYER_ACTOR crouching 
00FF:   actor $PLAYER_ACTOR 1 5@ 6@ 7@ radius 2.0 2.0 1.0 
0471:   unknown_actor $PLAYER_ACTOR near_object 8@ radius 1.0 1.0 unknown 0 
004D: jump_if_false @TIREFIX_818 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 32@ = 0 // integer values 
008A: $11290 = 32@ // integer values and handles 
0014: $11290 /= 100 // integer values 
03C4: set_status_text_to $11290 1 'NUMBER'  // ~1~
0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_IN" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 5000 ms 
054C: use_GXT_table 'STEAL5' 
00BC: text_highpriority 'STL5_AC' 2000 ms 1  // ~z~Mindjrt ksz a gumi javts, brmelyik percben befuthat.

:TIREFIX_1092
0001: wait 0 ms 
008A: $11290 = 32@ // integer values and handles 
0014: $11290 /= 100 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TIREFIX_1454 
00D6: if 
0019:   32@ > 5200 // integer values 
004D: jump_if_false @TIREFIX_1092 
0108: destroy_object 8@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 5000 ms 

:TIREFIX_1196
0001: wait 0 ms 
008A: $11290 = 32@ // integer values and handles 
0014: $11290 /= 100 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TIREFIX_1454 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @TIREFIX_1196 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_CROUCH_OUT" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0151: remove_status_text $11290 
0699: (unknown) $11289 1@ 
0006: 12@ = 1 // integer values 
0249: release_model #WHEEL_OR1 
04EF: release_animation "BOMBER" 
0001: wait 0 ms 
0002: jump @TIREFIX_1353 

:TIREFIX_1353
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TIREFIX_1454 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TIREFIX_1353 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $11289 
004D: jump_if_false @TIREFIX_1454 
00D6: if 
8039:   not  12@ == 1 // integer values 
004D: jump_if_false @TIREFIX_1353 
00D6: if 
03CA:   object 8@ exists 
004D: jump_if_false @TIREFIX_118 
0108: destroy_object 8@ 
0002: jump @TIREFIX_118 

:TIREFIX_1454
0001: wait 0 ms 
00D6: if 
056E:   carcass_of_car $11289 valid 
8038:   not  $11289 == 0 // integer values 
004D: jump_if_false @TIREFIX_1486 
01C3: remove_references_to_car $11289 // Like turning a car into any random car 

:TIREFIX_1486
00D6: if 
03CA:   object 8@ exists 
004D: jump_if_false @TIREFIX_26 
0108: destroy_object 8@ 
0002: jump @TIREFIX_26 

:INFLYPE
03A4: name_thread 'INFLYPE' 
0004: $11060 = 0 // integer values 

:INFLYPE_18
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
00DF:   actor $PLAYER_ACTOR driving 
8018:   not  $11060 > 50 // integer values 
004D: jump_if_false @INFLYPE_18 
03C0: $11291 = actor $PLAYER_ACTOR car 
04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 300.0 100.0 
00D6: if and
01F3:   car $11291 airborne 
81C1:   not car $11291 stopped 
8119:   not car $11291 wrecked 
84A9:   not actor $PLAYER_ACTOR driving_helicopter 
0021:   3@ > 350.0 // floating-point values 
004D: jump_if_false @INFLYPE_18 
04C4: create_coordinate 12@ 13@ 14@ from_actor $PLAYER_ACTOR offset 0.0 310.0 100.0 
0174: 4@ = car $11291 z_angle 

:INFLYPE_165
0001: wait 0 ms 
0247: request_model #ANDROM 
0247: request_model #WMYMECH 
038B: load_requested_models 
00D6: if 
0248:   model #ANDROM available 
0248:   model #WMYMECH available 
004D: jump_if_false @INFLYPE_165 
00A5: 0@ = create_car #ANDROM at 1@ 2@ 3@ 
0175: set_car 0@ z_angle_to 4@ 
0129: 5@ = create_actor 4 #WMYMECH in_car 0@ driverseat 
08E6: plane 0@ change_landing_gear 1 
0085: 6@ = 4@ // integer values and handles 
000B: 6@ += 90.0 // floating-point values 
00D6: if 
0021:   6@ > 360.0 // floating-point values 
004D: jump_if_false @INFLYPE_303 
000F: 6@ -= 360.0 // floating-point values 
000B: 14@ += 50.0 // floating-point values 

:INFLYPE_303
070F: (unknown) 0@ 6@ 3@ 14@ 
0186: 7@ = create_marker_above_car 0@ 
018B: show_on_radar 7@ 2 
0165: set_marker 7@ color_to 2 
06D5: 11@ = create_racing_checkpoint_at 1@ 2@ 3@ 12@ 13@ 3@ type 4 radius 4.0 

:INFLYPE_369
0001: wait 0 ms 
04BA: set_car 0@ speed_instantly 70.0 
0407: create_coordinate 8@ 9@ 10@ from_car 0@ offset 0.0 -20.0 -15.0 
07F3: move_racing_checkpoint 11@ to 8@ 9@ 10@ 
00D6: if 
0207:   actor $PLAYER_ACTOR near_car_in_car 0@ radius 800.0 800.0 350.0 unknown 0 
004D: jump_if_false @INFLYPE_530 
00D6: if 
0185:   car 0@ health >= 999 
004D: jump_if_false @INFLYPE_552 
00D6: if 
8100:   not actor $PLAYER_ACTOR near_point_in_car 8@ 9@ 10@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @INFLYPE_696 
0002: jump @INFLYPE_369 

:INFLYPE_530
00A6: destroy_car 0@ 
06D6: destroy_racing_checkpoint 11@ 
0164: disable_marker 7@ 
0002: jump @INFLYPE_18 

:INFLYPE_552
0006: 8@ = 0 // integer values 

:INFLYPE_559
0001: wait 10 ms 
00AA: store_car 0@ position_to 1@ 2@ 3@ 
0208: 6@ = random_float -20.0 20.0 
0208: 4@ = random_float -15.0 15.0 
0208: 9@ = random_float -5.0 5.0 
005B: 6@ += 1@ // floating-point values 
005B: 4@ += 2@ // floating-point values 
005B: 9@ += 3@ // floating-point values 
020C: create_explosion_with_radius 10 at 6@ 4@ 9@ 
000A: 8@ += 1 // integer values 
00D6: if 
0029:   8@ >= 122 // integer values 
004D: jump_if_false @INFLYPE_559 
0001: wait 15000 ms 
0002: jump @INFLYPE_530 

:INFLYPE_696
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INFLYPE_18 
00D6: if 
8137:   not car $11291 id == #BAGGAGE 
8137:   not car $11291 id == #CADDY 
8137:   not car $11291 id == #SWEEPER 
004D: jump_if_false @INFLYPE_369 
00D6: if 
8018:   not  $11060 > 99 // integer values 
004D: jump_if_false @INFLYPE_808 
00D6: if 
010A:   player $PLAYER_CHAR money > 20 
004D: jump_if_false @INFLYPE_851 
0008: $11060 += 1 // integer values 
0109: player $PLAYER_CHAR money += -20 
0002: jump @INFLYPE_369 

:INFLYPE_808
0001: wait 0 ms 
054C: use_GXT_table 'MAN_2' 
00BC: text_highpriority 'MAN2_EF' 1000 ms 1  // ~s~Tele a tankod.
0001: wait 5000 ms 
0002: jump @INFLYPE_369 

:INFLYPE_851
0001: wait 0 ms 
00BC: text_highpriority 'IE07' 1000 ms 1  // ~r~Nincs elg pnzed!
0001: wait 5000 ms 
0002: jump @INFLYPE_369 

:PETCHET
03A4: name_thread 'PETCHET' 

:PETCHET_11
0001: wait 250 ms 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PETCHET_11 
00D6: if and
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
004D: jump_if_false @PETCHET_11 
0008: $11060 += 1 // integer values 
0002: jump @PETCHET_11 

:GSASTAR
03A4: name_thread 'GSASTAR' 

:GSASTAR_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GSASTAR_11 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 536.0 -1275.0 17.5 radius 245.0 245.0 150.0 
00FF:   actor $PLAYER_ACTOR 0 536.0 -1275.0 17.5 radius 45.0 45.0 50.0 
00FE:   actor $PLAYER_ACTOR 0 -1663.0 1208.0 7.0 radius 40.0 40.0 25.0 
004D: jump_if_false @GSASTAR_11 
08A9: load_external_script 78 (GSA) 
00D6: if 
08AB:   external_script 78 (GSA) loaded 
004D: jump_if_false @GSASTAR_11 
0913: run_external_script 78 

:GSASTAR_177
0001: wait 2000 ms 
0926: 0@ = external_script_status 78 (GSA) 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @GSASTAR_177 
0002: jump @GSASTAR_11 

:NONAME_2
0001: wait 5000 ms 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
0038:   $11408 == 1 // integer values 
004D: jump_if_false @NONAME_2_44 
0001: wait 1000 ms 
0417: start_mission 111  // End Of The Line (2)
0001: wait 5000 ms 

:NONAME_2_44
00D6: if and
0038:   $ONMISSION == 0 // integer values 
0038:   $11408 == 2 // integer values 
004D: jump_if_false @NONAME_2 
0001: wait 1000 ms 
0417: start_mission 112  // End Of The Line (3)
0001: wait 5000 ms 
0002: jump @NONAME_2 

:CREDCRD
03A4: name_thread 'CREDCRD' 

:CREDCRD_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CREDCRD_11 
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@ 
08E5: 5@ = get_spawned_actor_near_point 1@ 2@ 3@ radius 20.0 
0001: wait 0 ms 
00D6: if 
0019:   5@ > -1 // integer values 
004D: jump_if_false @CREDCRD_11 
0665: (unknown) 5@ 6@ 
0006: 32@ = 0 // integer values 
0209: 0@ = random_int 0 3 

:CREDCRD_110
0001: wait 0 ms 
00D6: if 
8019:   not  32@ > 10000 // integer values 
004D: jump_if_false @CREDCRD_406 
00D6: if 
0118:   actor 5@ dead 
004D: jump_if_false @CREDCRD_110 
00D6: if 
8029:   not  6@ >= 273 // integer values 
004D: jump_if_false @CREDCRD_406 
04A5: store_dead_actor 5@ position_to 1@ 2@ 3@ 
00D6: if 
04A4:   $11409 == 0 // integer values OR floating-point values 
004D: jump_if_false @CREDCRD_232 
0213: $11410 = create_pickup #KEYCARD type 3 at 1@ 2@ 3@ 
0004: $11409 = 1 // integer values 
0002: jump @CREDCRD_406 

:CREDCRD_232
00D6: if 
04A4:   $11411 == 0 // integer values OR floating-point values 
004D: jump_if_false @CREDCRD_282 
0213: $11412 = create_pickup #KEYCARD type 3 at 1@ 2@ 3@ 
0004: $11411 = 1 // integer values 
0002: jump @CREDCRD_406 

:CREDCRD_282
00D6: if 
04A4:   $11413 == 0 // integer values OR floating-point values 
004D: jump_if_false @CREDCRD_332 
0213: $11414 = create_pickup #KEYCARD type 3 at 1@ 2@ 3@ 
0004: $11413 = 1 // integer values 
0002: jump @CREDCRD_406 

:CREDCRD_332
00D6: if 
04A4:   $11415 == 0 // integer values OR floating-point values 
004D: jump_if_false @CREDCRD_382 
0213: $11416 = create_pickup #KEYCARD type 3 at 1@ 2@ 3@ 
0004: $11415 = 1 // integer values 
0002: jump @CREDCRD_406 

:CREDCRD_382
0001: wait 8000 ms 
0215: destroy_pickup $11410 
0004: $11409 = 0 // integer values 
0002: jump @CREDCRD_11 

:CREDCRD_406
01C2: remove_references_to_actor 5@ // Like turning an actor into a random pedestrian 
0002: jump @CREDCRD_11 

:PIKCRED
03A4: name_thread 'PIKCRED' 

:PIKCRED_11
0001: wait 0 ms 
00D6: if 
04A4:   $11409 == 1 // integer values OR floating-point values 
004D: jump_if_false @PIKCRED_63 
00D6: if 
0214:   pickup $11410 picked_up 
004D: jump_if_false @PIKCRED_63 
0004: $11409 = 0 // integer values 
0002: jump @PIKCRED_207 

:PIKCRED_63
00D6: if 
04A4:   $11411 == 1 // integer values OR floating-point values 
004D: jump_if_false @PIKCRED_111 
00D6: if 
0214:   pickup $11412 picked_up 
004D: jump_if_false @PIKCRED_111 
0004: $11411 = 0 // integer values 
0002: jump @PIKCRED_207 

:PIKCRED_111
00D6: if 
04A4:   $11413 == 1 // integer values OR floating-point values 
004D: jump_if_false @PIKCRED_159 
00D6: if 
0214:   pickup $11414 picked_up 
004D: jump_if_false @PIKCRED_159 
0004: $11413 = 0 // integer values 
0002: jump @PIKCRED_207 

:PIKCRED_159
00D6: if 
04A4:   $11415 == 1 // integer values OR floating-point values 
004D: jump_if_false @PIKCRED_11 
00D6: if 
0214:   pickup $11416 picked_up 
004D: jump_if_false @PIKCRED_11 
0004: $11415 = 0 // integer values 
0002: jump @PIKCRED_207 

:PIKCRED_207
0008: $11417 += 1 // integer values 
054C: use_GXT_table 'DUAL' 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 250.0 390.0 'DUAL_C'  // C
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 265.0 390.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 280.0 390.0 'DUAL_E'  // E
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 295.0 390.0 'DUAL_D'  // D
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 310.0 390.0 'DUAL_I'  // I
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 320.0 390.0 'DUAL_T'  // T
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 350.0 390.0 'DUAL_C'  // C
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 365.0 390.0 'DUAL_AA'  // A
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 385.0 390.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 400.0 390.0 'DUAL_D'  // D
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 210.0 390.0 'NUMBER' $11417  // ~1~
00D6: if 
0028:   $11417 >= 2 // integer values 
004D: jump_if_false @PIKCRED_642 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 418.0 390.0 'DUAL_S'  // S

:PIKCRED_642
0001: wait 1500 ms 
03F0: text_draw_toggle 0 
0002: jump @PIKCRED_11 

:DESTCRD
03A4: name_thread 'DESTCRD' 

:DESTCRD_11
0001: wait 0 ms 
00D6: if 
04A4:   $11409 == 1 // integer values OR floating-point values 
004D: jump_if_false @DESTCRD_11 
0006: 32@ = 0 // integer values 

:DESTCRD_40
0001: wait 0 ms 
00D6: if 
0019:   32@ > 40000 // integer values 
004D: jump_if_false @DESTCRD_40 
0215: destroy_pickup $11410 
0004: $11409 = 0 // integer values 
0002: jump @DESTCRD_11 

:DESTCR1
03A4: name_thread 'DESTCR1' 

:HELP_TEXT_BOXES
0001: wait 0 ms 
00D6: if 
04A4:   $11411 == 1 // integer values OR floating-point values 
004D: jump_if_false @HELP_TEXT_BOXES 
0006: 32@ = 0 // integer values 

:DESTCR1_40
0001: wait 0 ms 
00D6: if 
0019:   32@ > 40000 // integer values 
004D: jump_if_false @DESTCR1_40 
0215: destroy_pickup $11412 
0004: $11411 = 0 // integer values 
0002: jump @HELP_TEXT_BOXES 

:DESTCR2
03A4: name_thread 'DESTCR2' 

:DESTCR2_11
0001: wait 0 ms 
00D6: if 
04A4:   $11413 == 1 // integer values OR floating-point values 
004D: jump_if_false @DESTCR2_11 
0006: 32@ = 0 // integer values 

:DESTCR2_40
0001: wait 0 ms 
00D6: if 
0019:   32@ > 40000 // integer values 
004D: jump_if_false @DESTCR2_40 
0215: destroy_pickup $11414 
0004: $11413 = 0 // integer values 
0002: jump @DESTCR2_11 

:DESTCR3
03A4: name_thread 'DESTCR3' 

:DESTCR3_11
0001: wait 0 ms 
00D6: if 
04A4:   $11415 == 1 // integer values OR floating-point values 
004D: jump_if_false @DESTCR3_11 
0006: 32@ = 0 // integer values 

:DESTCR3_40
0001: wait 0 ms 
00D6: if 
0019:   32@ > 40000 // integer values 
004D: jump_if_false @DESTCR3_40 
0215: destroy_pickup $11416 
0004: $11415 = 0 // integer values 
0002: jump @DESTCR3_11 

:CREDVAL
03A4: name_thread 'CREDVAL' 
0004: $11418 = 0 // integer values 

:CREDVAL_18
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CREDVAL_18 
00D6: if 
0028:   $11417 >= 1 // integer values 
004D: jump_if_false @CREDVAL_189 
07D0: 0@ = weekday 

:CREDVAL_61
0001: wait 0 ms 
07D0: 2@ = weekday 
00D6: if 
84A4:   not  3@ == 3 // integer values OR floating-point values 
004D: jump_if_false @CREDVAL_159 
00D6: if 
84A4:   not  2@ == 0@ // integer values OR floating-point values 
004D: jump_if_false @CREDVAL_61 
00D6: if 
04A4:   3@ == 0 // integer values OR floating-point values 
004D: jump_if_false @CREDVAL_140 
008B: 1@ = $11417 // integer values and handles 
0004: $11419 = 1 // integer values 

:CREDVAL_140
07D0: 0@ = weekday 
000A: 3@ += 1 // integer values 
0002: jump @CREDVAL_61 

:CREDVAL_159
0064: 1@ -= $11418 // integer values 
0066: $11417 -= 1@ // integer values 
0002: jump @CREDVAL_189 
0004: $11417 = 0 // integer values 

:CREDVAL_189
0006: 3@ = 0 // integer values 
0004: $11419 = 0 // integer values 
0004: $11418 = 0 // integer values 
0002: jump @CREDVAL_18 

:CREDVA2
03A4: name_thread 'CREDVA2' 

:CREDVA2_11
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CREDVA2_11 
0004: $11417 = 0 // integer values 
0002: jump @CREDVA2_11 

:PLANEZ
03A4: name_thread 'PLANEZ' 

:PLANEZ_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PLANEZ_11 
0247: request_model #AT400 
038B: load_requested_models 

:PLANEZ_38
0001: wait 0 ms 
00D6: if 
0248:   model #AT400 available 
004D: jump_if_false @PLANEZ_38 
0395: clear_area 1 at 1577.298 -2493.749 13.5895 range 40.0 
00A5: $11479 = create_car #AT400 at 1577.298 -2493.749 13.5895 
0175: set_car $11479 z_angle_to 180 
0209: $11480 = random_int 0 3 
06ED: set_car $11479 paintjob $11480 
0001: wait 0 ms 

:PLANEZ_134
0001: wait 0 ms 
07C0: load_path 42 
0001: wait 0 ms 
00D6: if 
87C1:   not path 42 available 
004D: jump_if_false @PLANEZ_168 
0002: jump @PLANEZ_134 

:PLANEZ_168
0001: wait 0 ms 
00D6: if 
8119:   not car $11479 wrecked 
004D: jump_if_false @PLANEZ_268 
05EB: assign_vehicle $11479 to_path 42 
0001: wait 30000 ms 
00D6: if 
860E:   not car $11479 is_assigned_to_existing_path 
8119:   not car $11479 wrecked 
004D: jump_if_false @PLANEZ_268 
08E6: plane $11479 change_landing_gear 1 
0001: wait 160000 ms 
00D6: if 
860E:   not car $11479 is_assigned_to_existing_path 
8119:   not car $11479 wrecked 
004D: jump_if_false @PLANEZ_268 
08E6: plane $11479 change_landing_gear 0 
0001: wait 30000 ms 

:PLANEZ_268
01C3: remove_references_to_car $11479 // Like turning a car into any random car 
00A6: destroy_car $11479 
0249: release_model #AT400 
0209: $11481 = random_int 60000 180000 
0001: wait $11481 ms 
0002: jump @PLANEZ_11 

:PLANEZ2
03A4: name_thread 'PLANEZ2' 

:PLANEZ2_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PLANEZ2_11 
0247: request_model #AT400 
038B: load_requested_models 

:PLANEZ2_38
0001: wait 0 ms 
00D6: if 
0248:   model #AT400 available 
004D: jump_if_false @PLANEZ2_38 
0395: clear_area 1 at -1626.0 -137.3 13.0 range 40.0 
00A5: $11481 = create_car #AT400 at -1626.0 -137.3 13.0 
0175: set_car $11481 z_angle_to 180 
0209: $11482 = random_int 0 3 
06ED: set_car $11481 paintjob $11482 
0001: wait 0 ms 

:PLANEZ2_134
0001: wait 0 ms 
07C0: load_path 49 
0001: wait 0 ms 
00D6: if 
87C1:   not path 49 available 
004D: jump_if_false @PLANEZ2_168 
0002: jump @PLANEZ2_134 

:PLANEZ2_168
0001: wait 0 ms 
00D6: if 
8119:   not car $11481 wrecked 
004D: jump_if_false @PLANEZ2_268 
05EB: assign_vehicle $11481 to_path 49 
0001: wait 30000 ms 
00D6: if 
860E:   not car $11481 is_assigned_to_existing_path 
8119:   not car $11481 wrecked 
004D: jump_if_false @PLANEZ2_268 
08E6: plane $11481 change_landing_gear 1 
0001: wait 130000 ms 
00D6: if 
860E:   not car $11481 is_assigned_to_existing_path 
8119:   not car $11481 wrecked 
004D: jump_if_false @PLANEZ2_268 
08E6: plane $11481 change_landing_gear 0 
0001: wait 30000 ms 

:PLANEZ2_268
01C3: remove_references_to_car $11481 // Like turning a car into any random car 
00A6: destroy_car $11481 
0249: release_model #AT400 
0209: $11483 = random_int 60000 180000 
0001: wait $11483 ms 
0002: jump @PLANEZ2_11 

:TESTER
03A4: name_thread 'TESTER' 

:TESTER_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TESTER_11 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TESTER_743 
03C0: 0@ = actor $PLAYER_ACTOR car 
02E3: 2@ = car 0@ speed 
0063: 1@ -= 2@ // floating-point values 
04F7: status_text $10954 0 line 0 'DUMMY' 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @TESTER_169 
0006: 4@ = 1 // integer values 
0A12: (unknown) 0@ 5@ 6@ 
00D6: if and
0039:   6@ == 0 // integer values 
8039:   not  6@ == 1 // integer values 
004D: jump_if_false @TESTER_169 
0209: 5@ = random_int 0 2 
0A11: (unknown) 0@ 5@ 1 

:TESTER_169
008A: $10954 = 5@ // integer values and handles 
0247: request_model #KMB_PARACHUTE 
00D6: if 
0021:   1@ > 23.0 // floating-point values 
004D: jump_if_false @TESTER_728 
0092: 3@ = float_to_integer 1@ 
0016: 3@ /= 4 // integer values 
0851: (unknown) $PLAYER_ACTOR 3@ 1 
0689: break_car 0@ component 0 visible 1 
0689: break_car 0@ component 1 visible 1 
0689: break_car 0@ component 2 visible 1 
0689: break_car 0@ component 3 visible 1 
0730: damage_car 0@ component 4 
0730: damage_car 0@ component 5 
0730: damage_car 0@ component 6 
07D5: apply_momentum_to_vehicle 0@ direction 0.0 0.0 -0.43 0.21 0.32 0.0 
0224: set_car 0@ health_to 400 
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @TESTER_649 
0006: 5@ = 0 // integer values 
0A11: (unknown) 0@ 0 1 
00AA: store_car 0@ position_to 10@ 11@ 12@ 
00A0: store_actor $PLAYER_ACTOR position_to 13@ 14@ 15@ 
0063: 13@ -= 10@ // floating-point values 
0063: 14@ -= 11@ // floating-point values 
0063: 15@ -= 12@ // floating-point values 
000B: 13@ += -0.47 // floating-point values 
000B: 14@ += 0.18 // floating-point values 
000B: 15@ += 0.19 // floating-point values 
0107: 9@ = create_object #KMB_PARACHUTE at $10953 11@ 12@ 
0681: attach_object 9@ to_car 0@ at_offset 13@ 14@ 15@ rotation 74.24 0.0 0.0 
08D2: object 9@ scale_model 0.02 
0006: 32@ = 0 // integer values 

:TESTER_510
0001: wait 0 ms 
00D6: if 
001B:   100 > 32@ // integer values 
004D: jump_if_false @TESTER_565 
0093: 17@ = integer_to_float 32@ 
0017: 17@ /= 1400.0 // floating-point values 
08D2: object 9@ scale_model 17@ 
0002: jump @TESTER_510 

:TESTER_565
0001: wait 0 ms 
0006: 16@ = 2000 // integer values 
0062: 16@ -= 32@ // integer values 
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @TESTER_637 
0093: 17@ = integer_to_float 16@ 
0017: 17@ /= 26500.0 // floating-point values 
08D2: object 9@ scale_model 17@ 
0002: jump @TESTER_565 

:TESTER_637
0108: destroy_object 9@ 
0002: jump @TESTER_728 

:TESTER_649
04FE: deflate_tire 0 on_car 0@ 
0689: break_car 0@ component 4 visible 1 
0689: break_car 0@ component 5 visible 1 
0689: break_car 0@ component 6 visible 1 
0730: damage_car 0@ component 0 
0730: damage_car 0@ component 1 
0730: damage_car 0@ component 2 
0730: damage_car 0@ component 3 
0012: 3@ *= 8 // integer values 
0851: (unknown) $PLAYER_ACTOR 3@ 1 

:TESTER_728
02E3: 1@ = car 0@ speed 
0002: jump @TESTER_11 

:TESTER_743
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0002: jump @TESTER_11 

:ATMAGNT
03A4: name_thread 'ATMAGNT' 
0001: wait 5000 ms 

:ATMAGNT_16
0001: wait 200 ms 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
03EE:   player $PLAYER_CHAR controllable 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ATMAGNT_16 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 1@ 2@ 
00D6: if 
0021:   2@ > 900.0 // floating-point values 
004D: jump_if_false @ATMAGNT_112 
0004: $11420 = 0 // integer values 
0004: $11421 = 24 // integer values 
0006: 5@ = 1 // integer values 
0002: jump @ATMAGNT_234 

:ATMAGNT_112
00D6: if 
8021:   not  4@ > -450.0 // floating-point values 
004D: jump_if_false @ATMAGNT_161 
0004: $11420 = 24 // integer values 
0004: $11421 = 98 // integer values 
0006: 5@ = 2 // integer values 
0002: jump @ATMAGNT_234 

:ATMAGNT_161
00D6: if 
0021:   1@ > 400.0 // floating-point values 
004D: jump_if_false @ATMAGNT_211 
0004: $11420 = 98 // integer values 
0004: $11421 = 164 // integer values 
0006: 5@ = 3 // integer values 
0002: jump @ATMAGNT_234 

:ATMAGNT_211
0004: $11420 = 164 // integer values 
0004: $11421 = 223 // integer values 
0006: 5@ = 4 // integer values 

:ATMAGNT_234
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ATMAGNT_16 
0004: $11422 = 1 // integer values 
0004: $ONMISSION = 1 // integer values 
0417: start_mission 135 

:ATMAGNT_275
0001: wait 0 ms 
00D6: if 
04A4:   $11422 == 0 // integer values OR floating-point values 
004D: jump_if_false @ATMAGNT_275 
0001: wait 100 ms 

:ATMAGNT_301
008B: 0@ = $11420 // integer values and handles 

:ATMAGNT_309
0001: wait 0 ms 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ATMAGNT_667 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 1@ 2@ 
00D6: if 
04A4:   5@ == 1 // integer values OR floating-point values 
004D: jump_if_false @ATMAGNT_396 
00D6: if 
0021:   2@ > 900.0 // floating-point values 
004D: jump_if_false @ATMAGNT_667 
0002: jump @ATMAGNT_581 

:ATMAGNT_396
00D6: if 
04A4:   5@ == 2 // integer values OR floating-point values 
004D: jump_if_false @ATMAGNT_452 
00D6: if and
8021:   not  2@ > 900.0 // floating-point values 
8021:   not  4@ > -450.0 // floating-point values 
004D: jump_if_false @ATMAGNT_667 
0002: jump @ATMAGNT_581 

:ATMAGNT_452
00D6: if 
04A4:   5@ == 3 // integer values OR floating-point values 
004D: jump_if_false @ATMAGNT_518 
00D6: if and
8021:   not  2@ > 900.0 // floating-point values 
0021:   1@ > 400.0 // floating-point values 
0021:   4@ > -450.0 // floating-point values 
004D: jump_if_false @ATMAGNT_667 
0002: jump @ATMAGNT_581 

:ATMAGNT_518
00D6: if 
04A4:   5@ == 4 // integer values OR floating-point values 
004D: jump_if_false @ATMAGNT_581 
00D6: if 
00D6: if and
8021:   not  2@ > 900.0 // floating-point values 
8021:   not  1@ > 400.0 // floating-point values 
0021:   4@ > -450.0 // floating-point values 
004D: jump_if_false @ATMAGNT_667 

:ATMAGNT_581
00D6: if 
0028:   $11417 >= 1 // integer values 
004D: jump_if_false @ATMAGNT_309 
00D6: if 
84A4:   not  0@ == $11421 // integer values OR floating-point values 
004D: jump_if_false @ATMAGNT_301 
00D6: if 
8471:   not unknown_actor $PLAYER_ACTOR near_object $11423(0@,44i) radius 2.0 2.0 unknown 0 
004D: jump_if_false @ATMAGNT_721 
000A: 0@ += 1 // integer values 
0002: jump @ATMAGNT_309 

:ATMAGNT_667
008B: 0@ = $11420 // integer values and handles 

:ATMAGNT_675
0001: wait 0 ms 
00D6: if 
84A4:   not  0@ == $11421 // integer values OR floating-point values 
004D: jump_if_false @ATMAGNT_16 
0108: destroy_object $11423(0@,44i) 
000A: 0@ += 1 // integer values 
0002: jump @ATMAGNT_675 

:ATMAGNT_721
054C: use_GXT_table 'DUAL' 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 200.0 200.0 'DUAL_I'  // I
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 210.0 200.0 'DUAL_N'  // 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 230.0 200.0 'DUAL_S'  // S
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 245.0 200.0 'DUAL_E'  // E
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 260.0 200.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 275.0 200.0 'DUAL_T'  // T
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 310.0 200.0 'DUAL_C'  // C
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 325.0 200.0 'DUAL_AA'  // A
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 345.0 200.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 360.0 200.0 'DUAL_D'  // D
008A: $11467 = 0@ // integer values and handles 

:ATMAGNT_1070
0001: wait 0 ms 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object $11423(0@,44i) radius 2.0 2.0 unknown 0 
004D: jump_if_false @ATMAGNT_1133 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @ATMAGNT_1070 
0002: jump @ATMAGNT_1144 

:ATMAGNT_1133
03F0: text_draw_toggle 0 
0002: jump @ATMAGNT_309 

:ATMAGNT_1144
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @ATMAGNT_1144 
0400: create_coordinate 3@ 6@ 7@ from_object $11423(0@,44i) offset 0.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 3@ 6@ 7@ radius 3.0 3.0 3.0 
004D: jump_if_false @ATMAGNT_1133 
0002: jump @ATMAGNT_1247 

:ATMAGNT_1247
0001: wait 0 ms 
03F0: text_draw_toggle 0 

:ATMAGNT_1255
0001: wait 0 ms 
08A9: load_external_script 79 (MYATM) 
00D6: if 
08AB:   external_script 79 (MYATM) loaded 
004D: jump_if_false @ATMAGNT_1255 
0913: run_external_script 79 

:ATMAGNT_1283
0001: wait 0 ms 
00D6: if 
0038:   $11468 == 0 // integer values 
004D: jump_if_false @ATMAGNT_1283 
0926: 8@ = external_script_status 79 (MYATM) 
00D6: if 
0039:   8@ == 0 // integer values 
004D: jump_if_false @ATMAGNT_1283 
0001: wait 0 ms 
0002: jump @ATMAGNT_309 

:TRACE
03A4: name_thread 'TRACE' 

:TRACE_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRACE_751 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TRACE_751 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 20.0 20.0 10.0 
004D: jump_if_false @TRACE_359 
077E: $ACTIVE_INTERIOR = active_interior 
00D6: if 
8038:   not  $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @TRACE_359 
00D6: if 
0038:   $5187 == 0 // integer values 
004D: jump_if_false @TRACE_252 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -2031.4 -116.5 1034.1 radius 1.0 1.0 1.5 
004D: jump_if_false @TRACE_245 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRACE_245 
0004: $ONMISSION = 1 // integer values 
0169: set_fade_color 0 0 0 
00BA: text_styled 'FAR_1' 1000 ms 2  // Vissza a suliba
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
0417: start_mission 71  // Back to School

:TRACE_245
0002: jump @TRACE_359 

:TRACE_252
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 1.0 1.0 1.5 
004D: jump_if_false @TRACE_359 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRACE_359 
0004: $ONMISSION = 1 // integer values 
0169: set_fade_color 0 0 0 
00BA: text_styled 'FAR_1' 1000 ms 2  // Vissza a suliba
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
0417: start_mission 71  // Back to School

:TRACE_359
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRACE_751 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRACE_751 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $X_RACE_LS $Y_RACE_LS $Z_RACE_LS radius 1.2 1.2 2.0 
004D: jump_if_false @TRACE_481 
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'TRACE_1' 1000 ms 2  // Utcai verseny
0004: $121 = 1 // integer values 
04AE: unknown $CURRENT_RACE radar_icon_or_model 0 
0417: start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_481
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $X_RACE_SF $Y_RACE_SF $Z_RACE_SF radius 1.2 1.2 2.0 
004D: jump_if_false @TRACE_571 
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'TRACE_1' 1000 ms 2  // Utcai verseny
0004: $121 = 1 // integer values 
04AE: unknown $CURRENT_RACE radar_icon_or_model 1 
0417: start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_571
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $X_RACE_LV $Y_RACE_LV $Z_RACE_LV radius 1.2 1.2 2.0 
004D: jump_if_false @TRACE_661 
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'TRACE_1' 1000 ms 2  // Utcai verseny
0004: $121 = 1 // integer values 
04AE: unknown $CURRENT_RACE radar_icon_or_model 2 
0417: start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_661
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $565 $569 $573 radius 1.2 1.2 2.0 
004D: jump_if_false @TRACE_751 
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'TRACE_1' 1000 ms 2  // Utcai verseny
0004: $121 = 1 // integer values 
04AE: unknown $CURRENT_RACE radar_icon_or_model 3 
0417: start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_751
0002: jump @TRACE_11 

:PSCH
03A4: name_thread 'PSCH' 

:PSCH_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSCH_221 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSCH_221 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $666 $667 $668 radius 1.0 1.0 1.0 
004D: jump_if_false @PSCH_221 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSCH_221 
0169: set_fade_color 0 0 0 
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $42 == 0 // integer values 
004D: jump_if_false @PSCH_161 
0050: gosub @PSAVE1_4045 
0004: $42 = 1 // integer values 
0002: jump @PSCH_217 

:PSCH_161
0169: set_fade_color 0 0 0 
00D6: if 
0038:   $MISSION_LEARNING_TO_FLY_PASSED == 0 // integer values 
004D: jump_if_false @PSCH_203 
00BA: text_styled 'DESERT5' 1000 ms 2  // Repliskola

:PSCH_203
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 

:PSCH_217
0417: start_mission 83  // Learning to Fly

:PSCH_221
0002: jump @PSCH_11 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSCH_369 
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 664.9277 -479.6112 16.1668 0.0 0.0 0.0 
0160: point_camera 665.8948 -479.5685 16.4175 2 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 range 3.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 681.8004 -474.1063 15.5363 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSCH_369
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSCH_512 
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 856.9968 -27.9584 63.7393 0.0 0.0 0.0 
0160: point_camera 857.9943 -28.0286 63.7295 2 
0395: clear_area 1 at 870.1503 -25.3395 62.9589 range 3.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 870.1503 -25.3395 62.9589 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSCH_512
0051: return 

:SHOOT
03A4: name_thread 'SHOOT' 

:SHOOT_11
0001: wait 125 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOOT_324 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHOOT_238 
00D6: if 
8038:   not  $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @SHOOT_231 
00D6: if 
0038:   $1863 == 0 // integer values 
004D: jump_if_false @SHOOT_231 
00D6: if 
0038:   $26 == 0 // integer values 
004D: jump_if_false @SHOOT_231 
0004: $1862 = 0 // integer values 

:SHOOT_110
00D6: if 
001A:   4 > $1862 // integer values 
004D: jump_if_false @SHOOT_231 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $1849($1862,4f) $1853($1862,4f) $1857($1862,4f) radius 20.0 20.0 10.0 
004D: jump_if_false @SHOOT_217 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SHOOT_217 
0004: $ONMISSION = 1 // integer values 
0084: $1864 = $1862 // integer values and handles 
0417: start_mission 113  // Shooting range

:SHOOT_217
0008: $1862 += 1 // integer values 
0002: jump @SHOOT_110 

:SHOOT_231
0002: jump @SHOOT_281 

:SHOOT_238
00D6: if 
8038:   not  $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @SHOOT_281 
00D6: if 
0038:   $26 == 0 // integer values 
004D: jump_if_false @SHOOT_281 
0004: $26 = 1 // integer values 

:SHOOT_281
00D6: if 
0038:   $26 == 1 // integer values 
004D: jump_if_false @SHOOT_324 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @SHOOT_324 
0004: $26 = 0 // integer values 

:SHOOT_324
0002: jump @SHOOT_11 

:GYM
03A4: name_thread 'GYM' 

:GYM_11
0001: wait 70 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GYM_349 
00D6: if 
0038:   $1348 == 1 // integer values 
004D: jump_if_false @GYM_76 
00D6: if 
0038:   $2416 == 0 // integer values 
004D: jump_if_false @GYM_76 
0004: $2416 = 1 // integer values 

:GYM_76
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYM_342 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GYM_342 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 767.1537 4.8323 999.7185 radius 50.0 50.0 10.0 
004D: jump_if_false @GYM_186 
09E8: $720 = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $720 == 5 // integer values 
004D: jump_if_false @GYM_186 
0417: start_mission 114  // Los Santos Gym Fight School

:GYM_186
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 768.4777 -37.1737 999.6865 radius 50.0 50.0 10.0 
004D: jump_if_false @GYM_264 
09E8: $720 = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $720 == 6 // integer values 
004D: jump_if_false @GYM_264 
0417: start_mission 115  // San Fierro Gym Fight School

:GYM_264
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 766.5975 -65.293 999.6562 radius 50.0 50.0 10.0 
004D: jump_if_false @GYM_342 
09E8: $720 = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $720 == 7 // integer values 
004D: jump_if_false @GYM_342 
0417: start_mission 116  // Las Venturas Gym Fight School

:GYM_342
0002: jump @GYM_410 

:GYM_349
00D6: if 
0038:   $1348 == 1 // integer values 
004D: jump_if_false @GYM_410 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @GYM_410 
00D6: if 
0038:   $2416 == 1 // integer values 
004D: jump_if_false @GYM_410 
0004: $2416 = 0 // integer values 

:GYM_410
0002: jump @GYM_11 

:TRUCKS
03A4: name_thread 'TRUCKS' 

:TRUCKS_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TRUCKS_146 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRUCKS_146 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $2373 $2374 $2375 radius 1.2 1.2 1.5 
004D: jump_if_false @TRUCKS_146 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRUCKS_146 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0A2D: (unknown) 0 
00BA: text_styled 'TRUCK' 3000 ms 5  // Fuvarozs
0050: gosub @LITCAS_267 
0417: start_mission 117  // Trucking

:TRUCKS_146
0002: jump @TRUCKS_11 

:QUARRYS
03A4: name_thread 'QUARRYS' 

:QUARRYS_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @QUARRYS_145 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @QUARRYS_145 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $2352 $2353 $2354 radius 1.5 1.8 1.5 
004D: jump_if_false @QUARRYS_145 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @QUARRYS_145 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0A2D: (unknown) 0 
00BA: text_styled 'QUARRY' 3000 ms 5  // Kbnya
0050: gosub @LITCAS_267 
0417: start_mission 118  // Quarry

:QUARRYS_145
0002: jump @QUARRYS_11 

:BSCHOO
03A4: name_thread 'BSCHOO' 

:BSCHOO_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BSCHOO_125 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BSCHOO_125 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $2367 $2368 $2369 radius 1.0 1.0 1.5 
004D: jump_if_false @BSCHOO_125 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BSCHOO_125 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
0417: start_mission 119  // Boat School

:BSCHOO_125
0002: jump @BSCHOO_11 

:BIKES
03A4: name_thread 'BIKES' 

:BIKES_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BIKES_125 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BIKES_125 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $2370 $2371 $2372 radius 1.0 1.0 1.5 
004D: jump_if_false @BIKES_125 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BIKES_125 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
0417: start_mission 120  // Bike School

:BIKES_125
0002: jump @BIKES_11 

:R3
03A4: name_thread 'R3' 

:R3_11
0001: wait 70 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @R3_4103 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @R3_4103 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @R3_4001 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @R3_3994 
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_110 
0002: jump @R3_4110 
0002: jump @R3_3994 

:R3_110
00D6: if or
0602:   actor $PLAYER_ACTOR driving_taxi_vehicle 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BOXBURG 
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
004D: jump_if_false @R3_2901 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if 
82BF:   not car $63 sunk 
004D: jump_if_false @R3_2901 
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi_vehicle 
004D: jump_if_false @R3_673 
00D6: if 
8596:   not (unknown) $PLAYER_CHAR 
004D: jump_if_false @R3_673 
00D6: if 
0038:   $182 == 0 // integer values 
004D: jump_if_false @R3_673 
00D6: if 
0038:   $181 == 0 // integer values 
004D: jump_if_false @R3_286 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @R3_286 
03E5: text_box 'TTUTOR'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- s kikapcsold a taxis kldetseket.
0004: $181 = 1 // integer values 

:R3_286
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @R3_492 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_485 

:R3_321
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_447 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_367 
0002: jump @R3_11 

:R3_367
00D6: if or
8256:   not player $PLAYER_CHAR defined 
8602:   not actor $PLAYER_ACTOR driving_taxi_vehicle 
004D: jump_if_false @R3_395 
0002: jump @R3_11 

:R3_395
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_415 
0002: jump @R3_11 

:R3_415
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_440 
0002: jump @R3_11 

:R3_440
0002: jump @R3_321 

:R3_447
00BA: text_styled 'TAXI_M' 6000 ms 5  // ~y~'TAXISOFR'
0001: wait 0 ms 
0417: start_mission 121  // Taxi-Driver Sub-Mission
0004: $182 = 1 // integer values 
0002: jump @R3_11 

:R3_485
0002: jump @R3_673 

:R3_492
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_673 

:R3_509
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_635 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_555 
0002: jump @R3_11 

:R3_555
00D6: if or
8256:   not player $PLAYER_CHAR defined 
8602:   not actor $PLAYER_ACTOR driving_taxi_vehicle 
004D: jump_if_false @R3_583 
0002: jump @R3_11 

:R3_583
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_603 
0002: jump @R3_11 

:R3_603
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_628 
0002: jump @R3_11 

:R3_628
0002: jump @R3_509 

:R3_635
00BA: text_styled 'TAXI_M' 6000 ms 5  // ~y~'TAXISOFR'
0001: wait 0 ms 
0417: start_mission 121  // Taxi-Driver Sub-Mission
0004: $182 = 1 // integer values 
0002: jump @R3_11 

:R3_673
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN 
004D: jump_if_false @R3_1138 
00D6: if 
0038:   $ONMISSION_PARAMEDIC == 0 // integer values 
004D: jump_if_false @R3_1138 
00D6: if 
0038:   $181 == 0 // integer values 
004D: jump_if_false @R3_759 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @R3_759 
03E5: text_box 'ATUTOR'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- vagy kikapcsold a ments kldetseket.
0004: $181 = 1 // integer values 

:R3_759
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @R3_961 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_954 

:R3_794
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_923 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_840 
0002: jump @R3_11 

:R3_840
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN 
004D: jump_if_false @R3_871 
0002: jump @R3_11 

:R3_871
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_891 
0002: jump @R3_11 

:R3_891
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_916 
0002: jump @R3_11 

:R3_916
0002: jump @R3_794 

:R3_923
00BA: text_styled 'AMBUL_M' 6000 ms 5  // MENTZS
0001: wait 0 ms 
0417: start_mission 122  // Paramedic Sub-Mission
0002: jump @R3_11 

:R3_954
0002: jump @R3_1138 

:R3_961
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_1138 

:R3_978
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_1107 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_1024 
0002: jump @R3_11 

:R3_1024
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN 
004D: jump_if_false @R3_1055 
0002: jump @R3_11 

:R3_1055
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_1075 
0002: jump @R3_11 

:R3_1075
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_1100 
0002: jump @R3_11 

:R3_1100
0002: jump @R3_978 

:R3_1107
00BA: text_styled 'AMBUL_M' 6000 ms 5  // MENTZS
0001: wait 0 ms 
0417: start_mission 122  // Paramedic Sub-Mission
0002: jump @R3_11 

:R3_1138
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @R3_1603 
00D6: if 
0038:   $ONMISSION_FIREFIGHTER == 0 // integer values 
004D: jump_if_false @R3_1603 
00D6: if 
0038:   $181 == 0 // integer values 
004D: jump_if_false @R3_1224 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @R3_1224 
03E5: text_box 'FTUTOR'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy ki- vagy bekapcsold a tzolt kldetseket.
0004: $181 = 1 // integer values 

:R3_1224
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @R3_1426 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_1419 

:R3_1259
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_1388 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_1305 
0002: jump @R3_11 

:R3_1305
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @R3_1336 
0002: jump @R3_11 

:R3_1336
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_1356 
0002: jump @R3_11 

:R3_1356
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_1381 
0002: jump @R3_11 

:R3_1381
0002: jump @R3_1259 

:R3_1388
00BA: text_styled 'FIRE_M' 6000 ms 5  // ~y~TZOLT
0001: wait 0 ms 
0417: start_mission 123  // Firefighter Sub-Mission
0002: jump @R3_11 

:R3_1419
0002: jump @R3_1603 

:R3_1426
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_1603 

:R3_1443
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_1572 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_1489 
0002: jump @R3_11 

:R3_1489
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @R3_1520 
0002: jump @R3_11 

:R3_1520
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_1540 
0002: jump @R3_11 

:R3_1540
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_1565 
0002: jump @R3_11 

:R3_1565
0002: jump @R3_1443 

:R3_1572
00BA: text_styled 'FIRE_M' 6000 ms 5  // ~y~TZOLT
0001: wait 0 ms 
0417: start_mission 123  // Firefighter Sub-Mission
0002: jump @R3_11 

:R3_1603
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @R3_2269 
00D6: if 
0038:   $181 == 0 // integer values 
004D: jump_if_false @R3_1676 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @R3_1676 
03E5: text_box 'CTUTOR'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- s kikapcsold a polgrri kldetseket.
0004: $181 = 1 // integer values 

:R3_1676
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @R3_1985 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_1978 

:R3_1711
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_1863 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_1757 
0002: jump @R3_11 

:R3_1757
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_1780 
0002: jump @R3_11 

:R3_1780
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @R3_1811 
0002: jump @R3_11 

:R3_1811
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_1831 
0002: jump @R3_11 

:R3_1831
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_1856 
0002: jump @R3_11 

:R3_1856
0002: jump @R3_1711 

:R3_1863
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @R3_1905 
00BA: text_styled 'COP_M3' 6000 ms 5  // BARNA MENNYDRGS
0002: jump @R3_1963 

:R3_1905
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #CHEETAH 
004D: jump_if_false @R3_1947 
00BA: text_styled 'COP_M2' 6000 ms 5  // 'VICE SQUAD'
0002: jump @R3_1963 

:R3_1947
00BA: text_styled 'COP_M' 6000 ms 5  // ~y~BNLDZS

:R3_1963
0001: wait 0 ms 
0417: start_mission 124  // Vigilante Sub-Mission
0002: jump @R3_11 

:R3_1978
0002: jump @R3_2269 

:R3_1985
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_2269 

:R3_2002
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_2154 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_2048 
0002: jump @R3_11 

:R3_2048
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_2071 
0002: jump @R3_11 

:R3_2071
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @R3_2102 
0002: jump @R3_11 

:R3_2102
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_2122 
0002: jump @R3_11 

:R3_2122
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_2147 
0002: jump @R3_11 

:R3_2147
0002: jump @R3_2002 

:R3_2154
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @R3_2196 
00BA: text_styled 'COP_M3' 6000 ms 5  // BARNA MENNYDRGS
0002: jump @R3_2254 

:R3_2196
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #CHEETAH 
004D: jump_if_false @R3_2238 
00BA: text_styled 'COP_M2' 6000 ms 5  // 'VICE SQUAD'
0002: jump @R3_2254 

:R3_2238
00BA: text_styled 'COP_M' 6000 ms 5  // ~y~BNLDZS

:R3_2254
0001: wait 0 ms 
0417: start_mission 124  // Vigilante Sub-Mission
0002: jump @R3_11 

:R3_2269
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BOXBURG 
004D: jump_if_false @R3_2901 
00D6: if 
0038:   $165 == 0 // integer values 
004D: jump_if_false @R3_2901 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 // integer values 
001A:   6 > $TIME_HOURS // integer values 
004D: jump_if_false @R3_2388 
00D6: if 
0038:   $181 == 0 // integer values 
004D: jump_if_false @R3_2388 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @R3_2388 
03E5: text_box 'BTUTOR2'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- s kikapcsold a betrs kldetseket.
0004: $181 = 1 // integer values 

:R3_2388
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @R3_2657 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_2650 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 // integer values 
001A:   6 > $TIME_HOURS // integer values 
004D: jump_if_false @R3_2634 

:R3_2456
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_2585 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_2502 
0002: jump @R3_11 

:R3_2502
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #BOXBURG 
004D: jump_if_false @R3_2533 
0002: jump @R3_11 

:R3_2533
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_2553 
0002: jump @R3_11 

:R3_2553
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_2578 
0002: jump @R3_11 

:R3_2578
0002: jump @R3_2456 

:R3_2585
0A2D: (unknown) 0 
00BA: text_styled 'BURGLAR' 6000 ms 5  // Betrs
0001: wait 0 ms 
0417: start_mission 125  // Burglary Sub-Mission
0004: $165 = 1 // integer values 
0002: jump @R3_11 
0002: jump @R3_2650 

:R3_2634
00BC: text_highpriority 'BURGHEL' 1000 ms 1  // ~s~Csak 20:00 s 6:00 kztt kezdhetsz rabl kldetseket.

:R3_2650
0002: jump @R3_2901 

:R3_2657
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_2901 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 // integer values 
001A:   6 > $TIME_HOURS // integer values 
004D: jump_if_false @R3_2885 

:R3_2707
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_2836 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_2753 
0002: jump @R3_11 

:R3_2753
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #BOXBURG 
004D: jump_if_false @R3_2784 
0002: jump @R3_11 

:R3_2784
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_2804 
0002: jump @R3_11 

:R3_2804
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_2829 
0002: jump @R3_11 

:R3_2829
0002: jump @R3_2707 

:R3_2836
0A2D: (unknown) 0 
00BA: text_styled 'BURGLAR' 6000 ms 5  // Betrs
0001: wait 0 ms 
0417: start_mission 125  // Burglary Sub-Mission
0004: $165 = 1 // integer values 
0002: jump @R3_11 
0002: jump @R3_2901 

:R3_2885
00BC: text_highpriority 'BURGHEL' 1000 ms 1  // ~s~Csak 20:00 s 6:00 kztt kezdhetsz rabl kldetseket.

:R3_2901
00D6: if 
0018:   $11008 > 1 // integer values 
004D: jump_if_false @R3_3455 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #STREAK 
004D: jump_if_false @R3_3455 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if and
82BF:   not car $63 sunk 
8981:   not train $63 wrecked 
004D: jump_if_false @R3_3455 
00D6: if 
0038:   $161 == 0 // integer values 
004D: jump_if_false @R3_3455 
00D6: if 
0038:   $181 == 0 // integer values 
004D: jump_if_false @R3_3042 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @R3_3042 
03E5: text_box 'FTUTORA'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~, hogy be- s kikapcsold a tehervonat kldetseket.
0004: $181 = 1 // integer values 

:R3_3042
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @R3_3261 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_3254 

:R3_3077
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_3232 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_3123 
0002: jump @R3_11 

:R3_3123
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_3146 
0002: jump @R3_11 

:R3_3146
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #STREAK 
004D: jump_if_false @R3_3180 
0002: jump @R3_11 

:R3_3180
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_3200 
0002: jump @R3_11 

:R3_3200
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_3225 
0002: jump @R3_11 

:R3_3225
0002: jump @R3_3077 

:R3_3232
0001: wait 0 ms 
0417: start_mission 126  // Freight Train Sub-Mission
0004: $160 = 1 // integer values 
0002: jump @R3_11 

:R3_3254
0002: jump @R3_3455 

:R3_3261
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_3455 

:R3_3278
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_3433 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_3324 
0002: jump @R3_11 

:R3_3324
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_3347 
0002: jump @R3_11 

:R3_3347
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #STREAK 
004D: jump_if_false @R3_3381 
0002: jump @R3_11 

:R3_3381
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_3401 
0002: jump @R3_11 

:R3_3401
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_3426 
0002: jump @R3_11 

:R3_3426
0002: jump @R3_3278 

:R3_3433
0001: wait 0 ms 
0417: start_mission 126  // Freight Train Sub-Mission
0004: $160 = 1 // integer values 
0002: jump @R3_11 

:R3_3455
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BROADWAY 
004D: jump_if_false @R3_3994 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if 
82BF:   not car $63 sunk 
004D: jump_if_false @R3_3994 
00D6: if 
0038:   $162 == 0 // integer values 
004D: jump_if_false @R3_3994 
00D6: if 
0038:   $181 == 0 // integer values 
004D: jump_if_false @R3_3565 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @R3_3565 
03E5: text_box 'PTUTORA'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- s kikapcsold a strici kldetseket.
0004: $181 = 1 // integer values 

:R3_3565
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @R3_3792 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_3785 

:R3_3600
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @R3_3747 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_3646 
0002: jump @R3_11 

:R3_3646
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_3669 
0002: jump @R3_11 

:R3_3669
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #BROADWAY 
004D: jump_if_false @R3_3695 
0002: jump @R3_11 

:R3_3695
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_3715 
0002: jump @R3_11 

:R3_3715
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_3740 
0002: jump @R3_11 

:R3_3740
0002: jump @R3_3600 

:R3_3747
00BA: text_styled 'PIMP' 6000 ms 5  // Stricizs
0001: wait 0 ms 
0417: start_mission 127  // Pimping Sub-Mission
0004: $159 = 1 // integer values 
0002: jump @R3_11 

:R3_3785
0002: jump @R3_3994 

:R3_3792
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_3994 

:R3_3809
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @R3_3956 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @R3_3855 
0002: jump @R3_11 

:R3_3855
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_3878 
0002: jump @R3_11 

:R3_3878
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #BROADWAY 
004D: jump_if_false @R3_3904 
0002: jump @R3_11 

:R3_3904
00D6: if 
09BE: (unknown) 
004D: jump_if_false @R3_3924 
0002: jump @R3_11 

:R3_3924
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_3949 
0002: jump @R3_11 

:R3_3949
0002: jump @R3_3809 

:R3_3956
00BA: text_styled 'PIMP' 6000 ms 5  // Stricizs
0001: wait 0 ms 
0417: start_mission 127  // Pimping Sub-Mission
0004: $159 = 1 // integer values 
0002: jump @R3_11 

:R3_3994
0002: jump @R3_4103 

:R3_4001
00D6: if 
0038:   $181 == 1 // integer values 
004D: jump_if_false @R3_4103 
03D5: remove_text 'TTUTOR'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- s kikapcsold a taxis kldetseket.
03D5: remove_text 'ATUTOR'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- vagy kikapcsold a ments kldetseket.
03D5: remove_text 'FTUTOR'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy ki- vagy bekapcsold a tzolt kldetseket.
03D5: remove_text 'CTUTOR'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- s kikapcsold a polgrri kldetseket.
03D5: remove_text 'BTUTOR2'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- s kikapcsold a betrs kldetseket.
03D5: remove_text 'FTUTORA'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~, hogy be- s kikapcsold a tehervonat kldetseket.
03D5: remove_text 'PTUTORA'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~-t, hogy be- s kikapcsold a strici kldetseket.
0004: $181 = 0 // integer values 

:R3_4103
0002: jump @R3_11 

:R3_4110
0001: wait 70 ms 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @R3_4144 
0001: wait 5000 ms 
0002: jump @R3_11 

:R3_4144
0002: jump @R3_4110 

:FRTEXT
03A4: name_thread 'FRTEXT' 
0001: wait 5000 ms 
03E6: remove_text_box 
03E5: text_box 'FREI_16'  // Sikeres fuvaroz kldets. Tovbbi pnzkeresshez folytathatod ezt a munkt.
004E: end_thread 

:BLOODR
03A4: name_thread 'BLOODR' 

:BLOODR_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BLOODR_136 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLOODR_136 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $1745 $1746 $1747 radius 1.4 1.8 1.5 
004D: jump_if_false @BLOODR_136 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BLOODR_136 
0050: gosub @LITCAS_267 
00BA: text_styled 'STAD_04' 1000 ms 2  // Bloodring
0417: start_mission 128  // Arena Mission: Blood Ring

:BLOODR_136
0002: jump @BLOODR_11 

:HOTR
03A4: name_thread 'HOTR' 

:HOTR_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HOTR_199 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HOTR_199 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $1748 $1749 $1750 radius 1.4 1.8 1.5 
004D: jump_if_false @HOTR_199 
0652: $STAT_DRIVING_SKILL = stat 160 // integer 
00D6: if 
0018:   $STAT_DRIVING_SKILL > 199 // integer values 
004D: jump_if_false @HOTR_183 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HOTR_176 
00BA: text_styled 'STAD_03' 1000 ms 2  // 8-as verseny
0050: gosub @LITCAS_267 
04AE: unknown $RACE_INDEX radar_icon_or_model 25 
0004: $121 = 0 // integer values 
0417: start_mission 35  // Race Tournament / 8-track / Dirt Track

:HOTR_176
0002: jump @HOTR_199 

:HOTR_183
00BC: text_highpriority 'STATCAR' 500 ms 1  // ~s~A ~h~vezetsi tapasztalatod ~s~nem elg magas, hogy elindulj ezen a versenyen.

:HOTR_199
0002: jump @HOTR_11 

:KICKS
03A4: name_thread 'KICKS' 

:KICKS_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @KICKS_271 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKS_271 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $1742 $1743 $1744 radius 1.4 1.8 1.5 
004D: jump_if_false @KICKS_271 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @KICKS_271 
07D0: $WEEKDAY = weekday 
00D6: if or
0038:   $WEEKDAY == 0 // integer values 
0038:   $WEEKDAY == 2 // integer values 
0038:   $WEEKDAY == 4 // integer values 
004D: jump_if_false @KICKS_243 
0652: $STAT_DRIVING_SKILL = stat 229 // integer 
00D6: if 
0018:   $STAT_DRIVING_SKILL > 199 // integer values 
004D: jump_if_false @KICKS_220 
00BA: text_styled 'STAD_01' 1000 ms 2  // Salakmotor versenyzs
0050: gosub @LITCAS_267 
04AE: unknown $RACE_INDEX radar_icon_or_model 26 
0004: $121 = 0 // integer values 
0417: start_mission 35  // Race Tournament / 8-track / Dirt Track
0002: jump @KICKS_236 

:KICKS_220
00BC: text_highpriority 'STATBIK' 500 ms 1  // ~s~A ~h~kerkpr tapasztalatod ~s~nem elg magas ahhoz, hogy elindulj ezen a versenyen.

:KICKS_236
0002: jump @KICKS_271 

:KICKS_243
00BA: text_styled 'STAD_02' 1000 ms 2  // Motorugrats
0050: gosub @LITCAS_267 
0417: start_mission 129  // Arena Mission: Kickstart

:KICKS_271
0002: jump @KICKS_11 

:TRI
03A4: name_thread 'TRI' 

:TRI_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TRI_619 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRI_619 
00D6: if or
0038:   $WEEKDAY == 1 // integer values 
0038:   $WEEKDAY == 7 // integer values 
004D: jump_if_false @TRI_619 
00D6: if or
00FF:   actor $PLAYER_ACTOR 1 181.0 -1878.0 2.0 radius 1.4 1.8 1.5 
00FF:   actor $PLAYER_ACTOR 1 2135.432 -67.9555 1.8 radius 1.4 1.8 1.5 
004D: jump_if_false @TRI_544 
0652: $11008 = stat 181 // integer 
00D6: if 
0018:   $11008 > 1 // integer values 
004D: jump_if_false @TRI_501 
0652: $STAT_CYCLING_SKILL = stat 230 // integer 
00D6: if 
0028:   $STAT_CYCLING_SKILL >= 500 // integer values 
004D: jump_if_false @TRI_458 
0652: $STAT_STAMINA = stat 22 // integer 
00D6: if 
0028:   $STAT_STAMINA >= 500 // integer values 
004D: jump_if_false @TRI_415 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRI_408 
00BA: text_styled 'BOTTY' 1000 ms 2  // Verd meg a kakast!
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRI_403 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 181.0 -1878.0 2.0 radius 20.4 20.8 20.5 
004D: jump_if_false @TRI_348 
0004: $1812 = 1 // integer values 

:TRI_348
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2135.432 -67.9555 20.8 radius 20.4 20.8 20.5 
004D: jump_if_false @TRI_403 
0004: $1812 = 2 // integer values 

:TRI_403
0417: start_mission 130  // Beat the Cock!

:TRI_408
0002: jump @TRI_451 

:TRI_415
00D6: if 
0038:   $723 == 0 // integer values 
004D: jump_if_false @TRI_451 
03E5: text_box 'STASKIL'  // ~s~Nagyobb llkpessgre van szksged, ha indulni akarsz ezen a versenyen.
0004: $723 = 1 // integer values 

:TRI_451
0002: jump @TRI_494 

:TRI_458
00D6: if 
0038:   $722 == 0 // integer values 
004D: jump_if_false @TRI_494 
03E5: text_box 'MTBSKIL'  // ~s~Tbbet kell kerkproznod, hogy elindulhass egy ilyen versenyen. Gyakorolj sokat, hogy tbb tapasztalatra tegyl szert.
0004: $722 = 1 // integer values 

:TRI_494
0002: jump @TRI_537 

:TRI_501
00D6: if 
0038:   $725 == 0 // integer values 
004D: jump_if_false @TRI_537 
03E5: text_box 'NOCOCK'  // A kotyog kakas mg nincs kszen!
0004: $725 = 1 // integer values 

:TRI_537
0002: jump @TRI_619 

:TRI_544
00D6: if 
0038:   $722 == 1 // integer values 
004D: jump_if_false @TRI_569 
0004: $722 = 0 // integer values 

:TRI_569
00D6: if 
0038:   $723 == 1 // integer values 
004D: jump_if_false @TRI_594 
0004: $723 = 0 // integer values 

:TRI_594
00D6: if 
0038:   $725 == 1 // integer values 
004D: jump_if_false @TRI_619 
0004: $725 = 0 // integer values 

:TRI_619
0002: jump @TRI_11 

:ODDVEH
03A4: name_thread 'ODDVEH' 

:ODDVEH_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ODDVEH_1149 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ODDVEH_1149 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ODDVEH_1114 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BMX 
004D: jump_if_false @ODDVEH_134 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $2343 $2344 $2345 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_134 
0004: $189 = 1 // integer values 

:ODDVEH_134
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FREEWAY 
004D: jump_if_false @ODDVEH_202 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $2346 $2347 $2348 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_202 
0004: $189 = 1 // integer values 

:ODDVEH_202
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FAGGIO 
004D: jump_if_false @ODDVEH_270 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $2349 $2350 $2351 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_270 
0004: $189 = 1 // integer values 

:ODDVEH_270
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BMX 
004D: jump_if_false @ODDVEH_335 
00D6: if 
0038:   $189 == 0 // integer values 
004D: jump_if_false @ODDVEH_335 
00BA: text_styled 'COUR1' 1000 ms 2  // Futr
0417: start_mission 131  // Courier
0004: $189 = 1 // integer values 

:ODDVEH_335
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FREEWAY 
004D: jump_if_false @ODDVEH_400 
00D6: if 
0038:   $189 == 0 // integer values 
004D: jump_if_false @ODDVEH_400 
00BA: text_styled 'COUR1' 1000 ms 2  // Futr
0417: start_mission 131  // Courier
0004: $189 = 1 // integer values 

:ODDVEH_400
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FAGGIO 
004D: jump_if_false @ODDVEH_465 
00D6: if 
0038:   $189 == 0 // integer values 
004D: jump_if_false @ODDVEH_465 
00BA: text_styled 'COUR1' 1000 ms 2  // Futr
0417: start_mission 131  // Courier
0004: $189 = 1 // integer values 

:ODDVEH_465
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #MTBIKE 
004D: jump_if_false @ODDVEH_533 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $2355 $2356 $2357 radius 10.5 10.5 10.5 
004D: jump_if_false @ODDVEH_533 
0004: $175 = 1 // integer values 

:ODDVEH_533
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #MTBIKE 
0038:   $175 == 0 // integer values 
004D: jump_if_false @ODDVEH_722 
00BE: text_clear_all 
0652: $STAT_CYCLING_SKILL = stat 230 // integer 
00D6: if 
0028:   $STAT_CYCLING_SKILL >= 400 // integer values 
004D: jump_if_false @ODDVEH_679 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if and
0028:   $TIME_HOURS >= 7 // integer values 
001A:   18 > $TIME_HOURS // integer values 
004D: jump_if_false @ODDVEH_656 
00BA: text_styled 'MOUNTN' 1000 ms 2  // Az ezer ves kihvs
0417: start_mission 132  // The Chiliad Challenge
0004: $175 = 1 // integer values 
0002: jump @ODDVEH_672 

:ODDVEH_656
00BC: text_highpriority 'MTIME4' 1000 ms 1  // ~s~Gyere vissza 7:00 s 18:00 kztt.

:ODDVEH_672
0002: jump @ODDVEH_715 

:ODDVEH_679
00D6: if 
0038:   $1805 == 0 // integer values 
004D: jump_if_false @ODDVEH_715 
03E5: text_box 'MTBSKIL'  // ~s~Tbbet kell kerkproznod, hogy elindulhass egy ilyen versenyen. Gyakorolj sokat, hogy tbb tapasztalatra tegyl szert.
0004: $1805 = 1 // integer values 

:ODDVEH_715
0002: jump @ODDVEH_747 

:ODDVEH_722
00D6: if 
0038:   $1805 == 1 // integer values 
004D: jump_if_false @ODDVEH_747 
0004: $1805 = 0 // integer values 

:ODDVEH_747
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BMX 
004D: jump_if_false @ODDVEH_815 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $X_STUNT_MISSION_BMX $Y_STUNT_MISSION_BMX $Z_STUNT_MISSION_BMX radius 4.0 4.0 3.0 
004D: jump_if_false @ODDVEH_815 
0004: $152 = 1 // integer values 

:ODDVEH_815
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BMX 
0038:   $152 == 0 // integer values 
004D: jump_if_false @ODDVEH_953 
0652: $STAT_CYCLING_SKILL = stat 230 // integer 
00D6: if 
0028:   $STAT_CYCLING_SKILL >= 200 // integer values 
004D: jump_if_false @ODDVEH_910 
00BA: text_styled 'BMX' 1000 ms 2  // BMX
0004: $STUNT_MISSION_VEHICLE_ID = 0 // integer values 
0417: start_mission 133  // BMX / NRG-500 STUNT Mission
0004: $152 = 1 // integer values 
0002: jump @ODDVEH_946 

:ODDVEH_910
00D6: if 
0038:   $724 == 0 // integer values 
004D: jump_if_false @ODDVEH_946 
03E5: text_box 'MTBSKI2'  // ~s~Tbb bicikli tapasztalatra van szksged, mieltt elindulhatnl a BMX kihvsban! Gyakorolj a bicajoddal, hogy fejldjn a bicikli tapasztalatod.
0004: $724 = 1 // integer values 

:ODDVEH_946
0002: jump @ODDVEH_978 

:ODDVEH_953
00D6: if 
0038:   $724 == 1 // integer values 
004D: jump_if_false @ODDVEH_978 
0004: $724 = 0 // integer values 

:ODDVEH_978
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #NRG500 
004D: jump_if_false @ODDVEH_1046 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $X_STUNT_MISSION_NRG500 $Y_STUNT_MISSION_NRG500 $Z_STUNT_MISSION_NRG500 radius 4.0 4.0 3.0 
004D: jump_if_false @ODDVEH_1046 
0004: $153 = 1 // integer values 

:ODDVEH_1046
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #NRG500 
0038:   $153 == 0 // integer values 
004D: jump_if_false @ODDVEH_1107 
00BA: text_styled 'NRG500' 1000 ms 2  // NRG-500 motor
0004: $STUNT_MISSION_VEHICLE_ID = 1 // integer values 
0417: start_mission 133  // BMX / NRG-500 STUNT Mission
0004: $153 = 1 // integer values 

:ODDVEH_1107
0002: jump @ODDVEH_1149 

:ODDVEH_1114
0004: $158 = 0 // integer values 
0004: $189 = 0 // integer values 
0004: $175 = 0 // integer values 
0004: $152 = 0 // integer values 
0004: $153 = 0 // integer values 

:ODDVEH_1149
0002: jump @ODDVEH_11 

:BUY1
03A4: name_thread 'BUY1' 
0004: $1653 = 50000 // integer values 

:BUY1_21
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY1_104 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUY1_104 
00D6: if 
0214:   pickup $BUY_ASSET_PICKUPS[0] picked_up 
004D: jump_if_false @BUY1_104 
04AE: unknown $1735 radar_icon_or_model 0 
097A: (unknown) $X_WANG_CARS[0] $Y_WANG_CARS[0] $Z_WANG_CARS[0] 1149 
0417: start_mission 134  // Buy Properties Mission
004E: end_thread 

:BUY1_104
0002: jump @BUY1_21 

:BUY2
03A4: name_thread 'BUY2' 
0004: $1654 = 30000 // integer values 

:BUY2_19
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY2_102 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUY2_102 
00D6: if 
0214:   pickup $BUY_ASSET_PICKUPS[1] picked_up 
004D: jump_if_false @BUY2_102 
04AE: unknown $1735 radar_icon_or_model 1 
097A: (unknown) $X_WANG_CARS[1] $Y_WANG_CARS[1] $Z_WANG_CARS[1] 1149 
0417: start_mission 134  // Buy Properties Mission
004E: end_thread 

:BUY2_102
0002: jump @BUY2_19 

:BUY3
03A4: name_thread 'BUY3' 
0004: $1655 = 80000 // integer values 

:BUY3_21
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY3_104 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUY3_104 
00D6: if 
0214:   pickup $BUY_ASSET_PICKUPS[2] picked_up 
004D: jump_if_false @BUY3_104 
04AE: unknown $1735 radar_icon_or_model 2 
097A: (unknown) $X_WANG_CARS[2] $Y_WANG_CARS[2] $Z_WANG_CARS[2] 1149 
0417: start_mission 134  // Buy Properties Mission
004E: end_thread 

:BUY3_104
0002: jump @BUY3_21 

:BUY_PRO
03A4: name_thread 'BUY_PRO' 

:BUY_PRO_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY_PRO_145 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUY_PRO_145 
00D6: if 
0038:   $728($727,32i) == 0 // integer values 
004D: jump_if_false @BUY_PRO_145 
00D6: if 
0214:   pickup $BUY_ASSET_PICKUPS($727,32i) picked_up 
004D: jump_if_false @BUY_PRO_145 
0084: $1735 = $760($727,32i) // integer values and handles 
097A: (unknown) $X_WANG_CARS($727,32f) $Y_WANG_CARS($727,32f) $Z_WANG_CARS($727,32f) 1149 
0417: start_mission 134  // Buy Properties Mission
0004: $728($727,32i) = 1 // integer values 

:BUY_PRO_145
0008: $727 += 1 // integer values 
00D6: if 
0028:   $727 >= 32 // integer values 
004D: jump_if_false @BUY_PRO_177 
0004: $727 = 3 // integer values 

:BUY_PRO_177
0002: jump @BUY_PRO_11 

:IMPND_L
03A4: name_thread 'IMPND_L' 

:IMPND_L_11
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPND_L_706 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // integer values OR floating-point values 
004D: jump_if_false @IMPND_L_189 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @IMPND_L_189 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_160 
0004: $1865 = 1 // integer values 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_153 
0913: run_external_script 71 

:IMPND_L_153
0002: jump @IMPND_L_189 

:IMPND_L_160
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_L_189 
090F: end_external_script 71 (IMPOUND) 
0004: $1865 = 0 // integer values 

:IMPND_L_189
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @IMPND_L_390 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @IMPND_L_390 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_336 
00D6: if 
0038:   $1522 == 0 // integer values 
004D: jump_if_false @IMPND_L_329 
0004: $1865 = 2 // integer values 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_329 
0913: run_external_script 71 

:IMPND_L_329
0002: jump @IMPND_L_390 

:IMPND_L_336
00D6: if 
0038:   $1522 == 2 // integer values 
004D: jump_if_false @IMPND_L_361 
0004: $1522 = 0 // integer values 

:IMPND_L_361
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_L_390 
090F: end_external_script 71 (IMPOUND) 
0004: $1865 = 0 // integer values 

:IMPND_L_390
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @IMPND_L_548 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @IMPND_L_548 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_519 
0004: $1865 = 2 // integer values 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_512 
0913: run_external_script 71 

:IMPND_L_512
0002: jump @IMPND_L_548 

:IMPND_L_519
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_L_548 
090F: end_external_script 71 (IMPOUND) 
0004: $1865 = 0 // integer values 

:IMPND_L_548
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @IMPND_L_706 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @IMPND_L_706 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_677 
0004: $1865 = 3 // integer values 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_670 
0913: run_external_script 71 

:IMPND_L_670
0002: jump @IMPND_L_706 

:IMPND_L_677
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_L_706 
090F: end_external_script 71 (IMPOUND) 
0004: $1865 = 0 // integer values 

:IMPND_L_706
0002: jump @IMPND_L_11 

:VALET_L
03A4: name_thread 'VALET_L' 

:VALET_L_11
0001: wait 0 ms 
00D6: if 
0038:   $1872 == 1 // integer values 
004D: jump_if_false @VALET_L_197 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @VALET_L_197 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @VALET_L_197 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_L_197 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1893.418 1119.227 -1617.915 828.85 
004D: jump_if_false @VALET_L_168 
0004: $1884 = 2 // integer values 
08A9: load_external_script 72 (VALET) 
00D6: if 
08AB:   external_script 72 (VALET) loaded 
004D: jump_if_false @VALET_L_161 
0913: run_external_script 72 

:VALET_L_161
0002: jump @VALET_L_197 

:VALET_L_168
00D6: if 
0038:   $1884 == 2 // integer values 
004D: jump_if_false @VALET_L_197 
090F: end_external_script 72 (VALET) 
0004: $1884 = 0 // integer values 

:VALET_L_197
0002: jump @VALET_L_11 

:TRAINSL
03A4: name_thread 'TRAINSL' 

:TRAINSL_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINSL_115 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRAINSL_115 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #STREAKC 
004D: jump_if_false @TRAINSL_115 
0926: $SCRIPT_STATUS = external_script_status 33 (TRAINS) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @TRAINSL_115 
08A9: load_external_script 33 (TRAINS) 
00D6: if 
08AB:   external_script 33 (TRAINS) loaded 
004D: jump_if_false @TRAINSL_115 
0913: run_external_script 33 

:TRAINSL_115
0002: jump @TRAINSL_11 

:ADPLANE
03A4: name_thread 'ADPLANE' 

:ADPLANE_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ADPLANE_964 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ADPLANE_964 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // integer values OR floating-point values 
004D: jump_if_false @ADPLANE_324 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_287 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @ADPLANE_280 
00D6: if 
0038:   $792 == 0 // integer values 
004D: jump_if_false @ADPLANE_157 
0A40: $795 = create_entrance_marker_at 1685.7 -2238.9 14.0 color 14 
0004: $792 = 1 // integer values 

:ADPLANE_157
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ADPLANE_280 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 1685.7 -2238.9 12.5 radius 1.2 1.2 1.2 
004D: jump_if_false @ADPLANE_246 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 // integer values 

:ADPLANE_246
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 // integer values 
004D: jump_if_false @ADPLANE_280 
0913: run_external_script 32 
0004: $1802 = 0 // integer values 

:ADPLANE_280
0002: jump @ADPLANE_317 

:ADPLANE_287
00D6: if 
0038:   $792 == 1 // integer values 
004D: jump_if_false @ADPLANE_317 
0A41: destroy_entrance_marker $795 
0004: $792 = 0 // integer values 

:ADPLANE_317
0002: jump @ADPLANE_354 

:ADPLANE_324
00D6: if 
0038:   $792 == 1 // integer values 
004D: jump_if_false @ADPLANE_354 
0A41: destroy_entrance_marker $795 
0004: $792 = 0 // integer values 

:ADPLANE_354
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @ADPLANE_629 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_592 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @ADPLANE_585 
00D6: if 
0038:   $793 == 0 // integer values 
004D: jump_if_false @ADPLANE_462 
0A40: $796 = create_entrance_marker_at -1421.5 -287.2 14.6 color 14 
0004: $793 = 1 // integer values 

:ADPLANE_462
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ADPLANE_585 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 -1421.5 -287.2 14.6 radius 1.2 1.2 1.2 
004D: jump_if_false @ADPLANE_551 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 // integer values 

:ADPLANE_551
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 // integer values 
004D: jump_if_false @ADPLANE_585 
0913: run_external_script 32 
0004: $1802 = 0 // integer values 

:ADPLANE_585
0002: jump @ADPLANE_622 

:ADPLANE_592
00D6: if 
0038:   $793 == 1 // integer values 
004D: jump_if_false @ADPLANE_622 
0A41: destroy_entrance_marker $796 
0004: $793 = 0 // integer values 

:ADPLANE_622
0002: jump @ADPLANE_659 

:ADPLANE_629
00D6: if 
0038:   $793 == 1 // integer values 
004D: jump_if_false @ADPLANE_659 
0A41: destroy_entrance_marker $796 
0004: $793 = 0 // integer values 

:ADPLANE_659
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @ADPLANE_934 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_897 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @ADPLANE_890 
00D6: if 
0038:   $794 == 0 // integer values 
004D: jump_if_false @ADPLANE_767 
0A40: $797 = create_entrance_marker_at 1663.0 1423.6 11.2 color 14 
0004: $794 = 1 // integer values 

:ADPLANE_767
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ADPLANE_890 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 1663.0 1423.6 11.2 radius 1.2 1.2 1.2 
004D: jump_if_false @ADPLANE_856 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 // integer values 

:ADPLANE_856
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 // integer values 
004D: jump_if_false @ADPLANE_890 
0913: run_external_script 32 
0004: $1802 = 0 // integer values 

:ADPLANE_890
0002: jump @ADPLANE_927 

:ADPLANE_897
00D6: if 
0038:   $794 == 1 // integer values 
004D: jump_if_false @ADPLANE_927 
0A41: destroy_entrance_marker $797 
0004: $794 = 0 // integer values 

:ADPLANE_927
0002: jump @ADPLANE_964 

:ADPLANE_934
00D6: if 
0038:   $794 == 1 // integer values 
004D: jump_if_false @ADPLANE_964 
0A41: destroy_entrance_marker $797 
0004: $794 = 0 // integer values 

:ADPLANE_964
0002: jump @ADPLANE_11 

:COLLS
03A4: name_thread 'COLLS' 

:COLLS_11
0001: wait 3000 ms 
058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed 
00D6: if 
0038:   $1516 == 0 // integer values 
004D: jump_if_false @COLLS_285 
0652: $COLLECTED_OYSTERS = stat 243 // integer 
00D6: if 
0038:   $COLLECTED_OYSTERS == 50 // integer values 
004D: jump_if_false @COLLS_285 
0394: play_music 2 
030C: set_mission_points += 1 
0629: change_stat 225 to 1000 // integer 
00D6: if 
002A:   0 >= $359[4] // integer values 
004D: jump_if_false @COLLS_106 
0004: $359[4] = 45 // integer values 

:COLLS_106
00D6: if 
002A:   0 >= $359[1] // integer values 
004D: jump_if_false @COLLS_131 
0004: $359[1] = 45 // integer values 

:COLLS_131
00D6: if 
002A:   0 >= $359[3] // integer values 
004D: jump_if_false @COLLS_156 
0004: $359[3] = 45 // integer values 

:COLLS_156
00D6: if 
002A:   0 >= $359[2] // integer values 
004D: jump_if_false @COLLS_181 
0004: $359[2] = 45 // integer values 

:COLLS_181
0004: $365 = -100 // integer values 
0004: $366 = -100 // integer values 
0004: $368 = -100 // integer values 
0004: $367 = -100 // integer values 
0004: $369 = -100 // integer values 
0004: $370 = -100 // integer values 
0004: $353[0] = 1 // integer values 
0004: $353[1] = 1 // integer values 
0004: $353[3] = 1 // integer values 
0004: $353[2] = 1 // integer values 
0004: $353[4] = 1 // integer values 
0004: $353[5] = 1 // integer values 
03E6: remove_text_box 
03E5: text_box 'OYST100'  // Minden osztriga sszegyjtve! Katie, Helena, Barbara s Michelle rkk szeretni fog, brmi is trtnjk!
0004: $1516 = 1 // integer values 

:COLLS_285
00D6: if 
0038:   $ALL_HORSESHOES_COLLECTED == 0 // integer values 
004D: jump_if_false @COLLS_465 
0652: $COLLECTED_HORSHOES = stat 241 // integer 
00D6: if 
0038:   $COLLECTED_HORSHOES == 50 // integer values 
004D: jump_if_false @COLLS_465 
0394: play_music 2 
030C: set_mission_points += 1 
032B: $811 = create_weapon_pickup #M4 15 ammo 60 at 2021.879 1001.467 10.3203 
032B: $812 = create_weapon_pickup #MP5LNG 15 ammo 120 at 2025.286 1001.496 10.3203 
032B: $813 = create_weapon_pickup #SHOTGSPA 15 ammo 120 at 2021.327 1013.349 10.3203 
032B: $814 = create_weapon_pickup #SATCHEL 15 ammo 20 at 2023.775 1013.527 10.5203 
03E6: remove_text_box 
03E5: text_box 'LUCK100'  // sszes patk begyjtve! A fegyvereket a Ngy srkny kaszinba szlltjk!
0004: $ALL_HORSESHOES_COLLECTED = 1 // integer values 

:COLLS_465
00D6: if 
0038:   $ALL_PHOTOS_TAKEN == 0 // integer values 
004D: jump_if_false @COLLS_645 
0652: $STAT_TAKEN_PHOTOS = stat 231 // integer 
00D6: if 
0038:   $STAT_TAKEN_PHOTOS == 50 // integer values 
004D: jump_if_false @COLLS_645 
0394: play_music 2 
030C: set_mission_points += 1 
032B: $807 = create_weapon_pickup #SNIPER 15 ammo 60 at -2035.773 139.4337 28.3359 
032B: $808 = create_weapon_pickup #MICRO_UZI 15 ammo 120 at -2038.43 139.6281 28.3359 
032B: $809 = create_weapon_pickup #CHROMEGUN 15 ammo 120 at -2038.664 137.4694 28.3359 
032B: $810 = create_weapon_pickup #GRENADE 15 ammo 20 at -2035.474 137.2511 28.3359 
03E6: remove_text_box 
03E5: text_box 'FOTO100'  // Mindent lefnykpeztl! A fegyvereket a San Fierroi garzsba szlltjk!
0004: $ALL_PHOTOS_TAKEN = 1 // integer values 

:COLLS_645
00D6: if 
0038:   $ALL_TAGS_SPRAYED == 0 // integer values 
004D: jump_if_false @COLLS_832 
08E1: $STAT_TAGS_SPRAYED = tags_sprayed 
00D6: if 
0038:   $STAT_TAGS_SPRAYED == 100 // integer values 
004D: jump_if_false @COLLS_832 
0394: play_music 2 
030C: set_mission_points += 1 
0237: gang_weapons 1 24 29 4 
032B: $803 = create_weapon_pickup #AK47 15 ammo 120 at 2499.39 -1707.463 1014.25 
032B: $804 = create_weapon_pickup #TEC9 15 ammo 120 at 2499.514 -1709.64 1014.25 
032B: $805 = create_weapon_pickup #SAWNOFF 15 ammo 60 at 2493.491 -1708.237 1014.932 
032B: $806 = create_weapon_pickup #MOLOTOV 15 ammo 20 at 2493.553 -1706.863 1015.132 
03E6: remove_text_box 
03E5: text_box 'TAG_100'  // Megjellted a vrost! A bandd tovbbfejldtt! A fegyvereket CJ, Los Santosi hzba szlltjk!
0004: $ALL_TAGS_SPRAYED = 1 // integer values 

:COLLS_832
00D6: if 
0038:   $_100_PERCENT_COMPLETE == 0 // integer values 
004D: jump_if_false @COLLS_994 
00D6: if 
0030:   $STAT_PERCENTAGE_COMPLETED >= 100.0 // floating-point values 
004D: jump_if_false @COLLS_994 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COLLS_994 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 101 
0109: player $PLAYER_CHAR money += 1000000 
0629: change_stat 225 to 1000 // integer 
0629: change_stat 22 to 1000 // integer 
0629: change_stat 25 to 1000 // integer 
0629: change_stat 80 to 1000 // integer 
0629: change_stat 68 to 1000 // integer 
0629: change_stat 65 to 1000 // integer 
0629: change_stat 66 to 1000 // integer 
0629: change_stat 230 to 1000 // integer 
0001: wait 2000 ms 
03E6: remove_text_box 
03E5: text_box 'GAME100'  // 100%-os vgigjtszs! Statisztika s Pnzsszeg megnvekedett! Rhino tank s Hydra repl CJ hza eltt parkol a Grove Streeten.
0004: $_100_PERCENT_COMPLETE = 1 // integer values 

:COLLS_994
0002: jump @COLLS_11 

:TCASH
03A4: name_thread 'TCASH' 

:TCASH_11
0001: wait 20000 ms 
00D6: if 
0038:   $816 == 1 // integer values 
004D: jump_if_false @TCASH_48 
0215: destroy_pickup $GS_GANG_MONEY_PICKUP 
0004: $816 = 0 // integer values 
004E: end_thread 

:TCASH_48
08E2: $GS_GANG_TURF_CONTROLLED = gang_turf_controlled 
00D6: if 
0018:   $11008 > 1 // integer values 
004D: jump_if_false @TCASH_93 
0084: $GS_GANG_CASH = $GS_GANG_TURF_CONTROLLED // integer values and handles 
0010: $GS_GANG_CASH *= 100 // integer values 
0002: jump @TCASH_108 

:TCASH_93
0084: $GS_GANG_CASH = $GS_GANG_TURF_CONTROLLED // integer values and handles 
0010: $GS_GANG_CASH *= 50 // integer values 

:TCASH_108
094A: (unknown) $GS_GANG_MONEY_PICKUP $GS_GANG_CASH 
0002: jump @TCASH_11 
0652: $STAT_PROGRESS_WITH_MILLIE = stat 257 // integer 
00D6: if 
0028:   $STAT_PROGRESS_WITH_MILLIE >= 35 // integer values 
004D: jump_if_false @TCASH_174 
0213: $820 = create_pickup #GUN_DILDO1 type 3 at 345.2063 308.9788 998.6484 

:TCASH_174
09B4: (unknown) 345.5621 306.2212 10.0 16384 0 
0A40: $821 = create_entrance_marker_at 2037.349 2722.071 12.0281 color 14 
0A40: $822 = create_entrance_marker_at 343.9969 305.104 999.6557 color 14 
03A4: name_thread 'KEYCARD' 

:KEYCARD_11
0001: wait 0 ms 
077E: $ACTIVE_INTERIOR = active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @KEYCARD_52 
0004: $819 = 0 // integer values 
0002: jump @KEYCARD_59 

:KEYCARD_52
0004: $819 = 1 // integer values 

:KEYCARD_59
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_513 
00D6: if 
0038:   $819 == 0 // integer values 
004D: jump_if_false @KEYCARD_304 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2037.349 2722.071 9.8281 radius 1.2 1.2 2.0 
004D: jump_if_false @KEYCARD_297 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
04BB: select_interior 6 // select render area 
04E4: unknown_refresh_game_renderer_at 345.5621 306.2212 
03CB: set_camera 345.5621 306.2212 998.1484 
04F9: interior_colors 1 0 
057E: make_radar_grey 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_255 
0860: link_actor $PLAYER_ACTOR to_interior 6 
00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484 
0173: set_actor $PLAYER_ACTOR z_angle_to 260.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:KEYCARD_255
0001: wait 1000 ms 
016A: fade 1 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_290 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:KEYCARD_290
0004: $819 = 1 // integer values 

:KEYCARD_297
0002: jump @KEYCARD_506 

:KEYCARD_304
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 343.9969 305.104 998.1557 radius 1.2 1.2 2.0 
004D: jump_if_false @KEYCARD_506 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @LITCAS_267 
04BB: select_interior 0 // select render area 
04E4: unknown_refresh_game_renderer_at 2037.541 2727.686 
03CB: set_camera 2037.541 2727.686 9.8281 
04FA: reset_interior_colors 0 
057E: make_radar_grey 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_464 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at 2037.541 2727.686 9.8281 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:KEYCARD_464
0001: wait 1000 ms 
016A: fade 1 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_499 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:KEYCARD_499
0004: $819 = 0 // integer values 

:KEYCARD_506
0002: jump @KEYCARD_517 

:KEYCARD_513
057E: make_radar_grey 0 

:KEYCARD_517
00D6: if 
0214:   pickup $PICKUP_KEYCARD picked_up 
004D: jump_if_false @KEYCARD_586 
00D6: if 
0038:   $PICKUP_KEYCARD_COLLECTED == 0 // integer values 
004D: jump_if_false @KEYCARD_586 
00BC: text_highpriority 'GOTKEY' 6000 ms 1  // ~s~Megszerezted a kaszin kulcskrtyt.
0164: disable_marker $1415 
0004: $37 = 1 // integer values 
0004: $PICKUP_KEYCARD_COLLECTED = 1 // integer values 

:KEYCARD_586
077E: $ACTIVE_INTERIOR = active_interior 
00D6: if and
0038:   $PICKUP_KEYCARD_COLLECTED == 1 // integer values 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @KEYCARD_628 
0A41: destroy_entrance_marker $821 
0A41: destroy_entrance_marker $822 
004E: end_thread 

:KEYCARD_628
0002: jump @KEYCARD_11 

:PSAVE1
03A4: name_thread 'PSAVE1' 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 13 // integer values 

:PSAVE1_18
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_824 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE1_759 
00D6: if and
0038:   $2204 == 0 // integer values 
88B4:   not test $390 bit 20 
88B4:   not test $390 bit 1 
004D: jump_if_false @PSAVE1_720 
00D6: if 
0038:   $SAVE_PICKUPS_EXIST == 0 // integer values 
004D: jump_if_false @PSAVE1_534 
0050: gosub @PSAVE1_831 
0213: $SAVE_PICKUPS[0] = create_pickup #PICKUPSAVE type 3 at $11199 $11217 $11235 
0213: $SAVE_PICKUPS[1] = create_pickup #PICKUPSAVE type 3 at $887 $905 $923 
0213: $SAVE_PICKUPS[2] = create_pickup #PICKUPSAVE type 3 at $888 $906 $924 
0213: $SAVE_PICKUPS[3] = create_pickup #PICKUPSAVE type 3 at $889 $907 $925 
0213: $SAVE_PICKUPS[4] = create_pickup #PICKUPSAVE type 3 at $890 $908 $926 
0213: $SAVE_PICKUPS[5] = create_pickup #PICKUPSAVE type 3 at $891 $909 $927 
0213: $SAVE_PICKUPS[6] = create_pickup #PICKUPSAVE type 3 at $892 $910 $928 
0213: $SAVE_PICKUPS[7] = create_pickup #PICKUPSAVE type 3 at $893 $911 $929 
0213: $SAVE_PICKUPS[8] = create_pickup #PICKUPSAVE type 3 at $894 $912 $930 
0213: $SAVE_PICKUPS[9] = create_pickup #PICKUPSAVE type 3 at $895 $913 $931 
0213: $SAVE_PICKUPS[10] = create_pickup #PICKUPSAVE type 3 at $896 $914 $932 
0213: $SAVE_PICKUPS[11] = create_pickup #PICKUPSAVE type 3 at $897 $915 $933 
0213: $SAVE_PICKUPS[12] = create_pickup #PICKUPSAVE type 3 at $898 $916 $934 
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 14 // integer values 
004D: jump_if_false @PSAVE1_383 
0213: $SAVE_PICKUPS[13] = create_pickup #PICKUPSAVE type 3 at $899 $917 $935 

:PSAVE1_383
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 15 // integer values 
004D: jump_if_false @PSAVE1_419 
0213: $SAVE_PICKUPS[14] = create_pickup #PICKUPSAVE type 3 at $900 $918 $936 

:PSAVE1_419
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 16 // integer values 
004D: jump_if_false @PSAVE1_455 
0213: $SAVE_PICKUPS[15] = create_pickup #PICKUPSAVE type 3 at $901 $919 $937 

:PSAVE1_455
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 17 // integer values 
004D: jump_if_false @PSAVE1_491 
0213: $SAVE_PICKUPS[16] = create_pickup #PICKUPSAVE type 3 at $902 $920 $938 

:PSAVE1_491
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 18 // integer values 
004D: jump_if_false @PSAVE1_527 
0213: $SAVE_PICKUPS[17] = create_pickup #PICKUPSAVE type 3 at $903 $921 $939 

:PSAVE1_527
0004: $SAVE_PICKUPS_EXIST = 1 // integer values 

:PSAVE1_534
00D6: if 
0214:   pickup $SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i) picked_up 
004D: jump_if_false @PSAVE1_713 
0050: gosub @PSAVE1_923 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_699 
0215: destroy_pickup $SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i) 
0213: $SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i) = create_pickup #PICKUPSAVE type 3 at $11199($SAVE_PICKUPS_INDEX,18f) $11217($SAVE_PICKUPS_INDEX,18f) $11235($SAVE_PICKUPS_INDEX,18f) 
0395: clear_area 1 at $SAVE_POINTS_X($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Y($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Z($SAVE_PICKUPS_INDEX,18f) range 1.0 
00A1: put_actor $PLAYER_ACTOR at $SAVE_POINTS_X($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Y($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Z($SAVE_PICKUPS_INDEX,18f) 
0173: set_actor $PLAYER_ACTOR z_angle_to $SAVE_POINTS_ANGLE($SAVE_PICKUPS_INDEX,18f) 
0001: wait 0 ms 
016A: fade 1 1000 ms 

:PSAVE1_699
0050: gosub @PSAVE1_1003 
0004: $SAVE_PICKUPS_EXIST = 0 // integer values 

:PSAVE1_713
0002: jump @PSAVE1_752 

:PSAVE1_720
00D6: if 
0038:   $SAVE_PICKUPS_EXIST == 1 // integer values 
004D: jump_if_false @PSAVE1_752 
0050: gosub @PSAVE1_831 
0004: $SAVE_PICKUPS_EXIST = 0 // integer values 

:PSAVE1_752
0002: jump @PSAVE1_791 

:PSAVE1_759
00D6: if 
0038:   $SAVE_PICKUPS_EXIST == 1 // integer values 
004D: jump_if_false @PSAVE1_791 
0050: gosub @PSAVE1_831 
0004: $SAVE_PICKUPS_EXIST = 0 // integer values 

:PSAVE1_791
0008: $SAVE_PICKUPS_INDEX += 1 // integer values 
00D6: if 
002C:   $SAVE_PICKUPS_INDEX >= $TOTAL_AVAILABLE_SAVE_PICKUPS // integer values 
004D: jump_if_false @PSAVE1_824 
0004: $SAVE_PICKUPS_INDEX = 0 // integer values 

:PSAVE1_824
0002: jump @PSAVE1_18 

:PSAVE1_831
0215: destroy_pickup $SAVE_PICKUPS[0] 
0215: destroy_pickup $SAVE_PICKUPS[1] 
0215: destroy_pickup $SAVE_PICKUPS[2] 
0215: destroy_pickup $SAVE_PICKUPS[3] 
0215: destroy_pickup $SAVE_PICKUPS[4] 
0215: destroy_pickup $SAVE_PICKUPS[5] 
0215: destroy_pickup $SAVE_PICKUPS[6] 
0215: destroy_pickup $SAVE_PICKUPS[7] 
0215: destroy_pickup $SAVE_PICKUPS[8] 
0215: destroy_pickup $SAVE_PICKUPS[9] 
0215: destroy_pickup $SAVE_PICKUPS[10] 
0215: destroy_pickup $SAVE_PICKUPS[11] 
0215: destroy_pickup $SAVE_PICKUPS[12] 
0215: destroy_pickup $SAVE_PICKUPS[13] 
0215: destroy_pickup $SAVE_PICKUPS[14] 
0215: destroy_pickup $SAVE_PICKUPS[15] 
0215: destroy_pickup $SAVE_PICKUPS[16] 
0215: destroy_pickup $SAVE_PICKUPS[17] 
0051: return 

:PSAVE1_923
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03D8: show_save_screen 

:PSAVE1_939
00D6: if 
83D9:   not save_done 
004D: jump_if_false @PSAVE1_963 
0001: wait 0 ms 
0002: jump @PSAVE1_939 

:PSAVE1_963
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1001 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:PSAVE1_1001
0051: return 

:PSAVE1_1003
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1023 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:PSAVE1_1023
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1058 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $ONMISSION = 0 // integer values 

:PSAVE1_1058
0051: return 

:PSAVE1_1060
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:PSAVE1_1075
00D6: if 
016B:   fading 
004D: jump_if_false @PSAVE1_1103 
0001: wait 0 ms 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @PSAVE1_1075 

:PSAVE1_1103
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1138 
016A: fade 0 0 ms 
02EB: restore_camera_with_jumpcut 
0687: clear_actor_task $PLAYER_ACTOR 
016A: fade 0 0 ms 

:PSAVE1_1138
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1318 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2503.601 -1676.787 13.9236 0.0 0.0 0.0 
0160: point_camera 2503.26 -1677.718 14.0548 2 
0395: clear_area 1 at 2495.365 -1690.766 13.7734 range 1.0 
0395: clear_area 1 at 2503.26 -1677.718 14.0548 range 2.0 
0395: clear_area 1 at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2495.365 -1690.766 13.7734 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_1318
0051: return 

:PSAVE1_1320
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1496 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2512.233 -1673.532 12.6635 0.0 0.0 0.0 
0160: point_camera 2513.139 -1673.825 12.9696 2 
0395: clear_area 1 at 2513.139 -1673.825 12.9696 range 2.0 
0395: clear_area 1 at 2521.35 -1678.83 14.32 range 1.0 
0395: clear_area 1 at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2521.35 -1678.83 14.32 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_1496
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1674 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2451.148 -1677.786 16.3581 0.0 0.0 0.0 
0160: point_camera 2451.564 -1678.676 16.1721 2 
0395: clear_area 1 at 2451.564 -1678.676 16.1721 range 2.0 
0395: clear_area 1 at 2459.44 -1691.58 12.58 range 1.0 
0395: clear_area 1 at $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2459.44 -1691.58 12.58 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_1674
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1834 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2075.7 -1687.878 16.0883 0.0 0.0 0.0 
0160: point_camera 2074.984 -1688.556 15.9215 2 
0395: clear_area 1 at 2065.4 -1703.4 13.1 range 1.0 
0395: clear_area 1 at 2074.984 -1688.556 15.9215 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2065.4 -1703.4 13.1 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_1834
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2012 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1054.644 -1312.281 14.9353 0.0 0.0 0.0 
0160: point_camera 1054.271 -1313.2 15.0617 2 
0395: clear_area 1 at 1038.04 -1339.23 12.55 range 1.0 
0395: clear_area 1 at 1054.271 -1313.2 15.0617 range 2.0 
0395: clear_area 1 at $477 $478 $479 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1038.04 -1339.23 12.55 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_2012
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2172 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 825.1696 -1636.572 23.1761 0.0 0.0 0.0 
0160: point_camera 824.351 -1636.051 22.9332 2 
0395: clear_area 1 at 793.59 -1625.07 12.38 range 1.0 
0395: clear_area 1 at 824.351 -1636.051 22.9332 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 793.59 -1625.07 12.38 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_2172
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2332 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2486.848 -1660.327 12.5441 0.0 0.0 0.0 
0160: point_camera 2486.846 -1659.363 12.8073 2 
0395: clear_area 1 at 2486.94 -1646.76 13.07 range 1.0 
0395: clear_area 1 at 2486.846 -1659.363 12.8073 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2486.94 -1646.76 13.07 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_2332
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2443 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1792.877 -2105.368 17.6519 0.0 0.0 0.0 
0160: point_camera 1793.152 -2106.301 17.4194 2 
0395: clear_area 1 at 1793.152 -2106.301 17.4194 range 2.0 
0050: gosub @PSAVE1_1060 

:PSAVE1_2443
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2603 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2187.87 -2269.808 29.4158 0.0 0.0 0.0 
0160: point_camera -2188.376 -2269.021 29.7703 2 
0395: clear_area 1 at -2194.371 -2256.498 29.6841 range 1.0 
0395: clear_area 1 at -2188.376 -2269.021 29.7703 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2194.371 -2256.498 29.6841 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_2603
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2763 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -919.0773 -1715.624 78.4517 0.0 0.0 0.0 
0160: point_camera -920.0563 -1715.824 78.4112 2 
0395: clear_area 1 at -932.2975 -1718.891 76.5703 range 1.0 
0395: clear_area 1 at -920.0563 -1715.824 78.4112 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -932.2975 -1718.891 76.5703 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_2763
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2923 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2010.974 154.9329 33.4883 0.0 0.0 0.0 
0160: point_camera -2011.966 154.9767 33.3685 2 
0395: clear_area 1 at -2034.559 148.8178 27.8359 range 1.0 
0395: clear_area 1 at -2011.966 154.9767 33.3685 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2034.559 148.8178 27.8359 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_2923
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3083 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2031.359 196.2776 34.812 0.0 0.0 0.0 
0160: point_camera -2031.639 195.3477 34.5735 2 
0395: clear_area 1 at -2038.51 178.4871 27.8359 range 1.0 
0395: clear_area 1 at -2031.639 195.3477 34.5735 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2038.51 178.4871 27.8359 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_3083
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3243 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2129.186 640.2543 72.0002 0.0 0.0 0.0 
0160: point_camera -2130.102 640.2417 71.6005 2 
0395: clear_area 1 at -2156.56 645.08 51.35 range 1.0 
0395: clear_area 1 at -2130.102 640.2417 71.6005 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2156.56 645.08 51.35 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_3243
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3403 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1979.02 1004.792 995.4213 0.0 0.0 0.0 
0160: point_camera 1978.566 1003.92 995.238 2 
0395: clear_area 1 at 1963.4 972.2 993.4 range 1.0 
0395: clear_area 1 at 1979.02 1004.792 995.4213 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1963.4 972.2 993.4 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_3403
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3563 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1954.571 1041.494 993.1794 0.0 0.0 0.0 
0160: point_camera 1954.962 1042.414 993.1676 2 
0395: clear_area 1 at 1963.5 1063.3 993.4 range 1.0 
0395: clear_area 1 at 1954.962 1042.414 993.1676 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1963.5 1063.3 993.4 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_3563
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3723 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2073.947 991.3126 17.4461 0.0 0.0 0.0 
0160: point_camera 2072.953 991.4046 17.5078 2 
0395: clear_area 1 at 2020.0 1008.83 9.82 range 1.0 
0395: clear_area 1 at 2072.953 991.4046 17.5078 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2020.0 1008.83 9.82 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_3723
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3883 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2601.677 1386.132 6.8077 0.0 0.0 0.0 
0160: point_camera -2602.328 1386.855 7.0409 2 
0395: clear_area 1 at -2624.195 1410.764 6.1015 range 1.0 
0395: clear_area 1 at -2602.328 1386.855 7.0409 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2624.195 1410.764 6.1015 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_3883
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4043 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -690.618 906.0824 13.0468 0.0 0.0 0.0 
0160: point_camera -690.5204 907.0766 13.0919 2 
0395: clear_area 1 at -684.982 927.3704 12.6293 range 1.0 
0395: clear_area 1 at -690.5204 907.0766 13.0919 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -684.982 927.3704 12.6293 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_4043
0051: return 

:PSAVE1_4045
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4154 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 427.1954 2527.643 19.4052 0.0 0.0 0.0 
0160: point_camera 426.2472 2527.956 19.4635 2 
0395: clear_area 1 at 426.2472 2527.956 19.4635 range 2.0 
0050: gosub @PSAVE1_1060 

:PSAVE1_4154
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4265 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 330.1037 2587.75 18.3215 0.0 0.0 0.0 
0160: point_camera 330.0515 2586.753 18.362 2 
0395: clear_area 1 at 330.0515 2586.753 18.362 range 2.0 
0050: gosub @PSAVE1_1060 

:PSAVE1_4265
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4425 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2257.134 1587.133 1010.035 0.0 0.0 0.0 
0160: point_camera 2257.267 1588.119 1009.939 2 
0395: clear_area 1 at 2270.6 1637.9 1007.3 range 1.0 
0395: clear_area 1 at 2257.267 1588.119 1009.939 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2270.6 1637.9 1007.3 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_4425
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4585 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1278.091 -849.6337 90.7593 0.0 0.0 0.0 
0160: point_camera 1278.038 -848.6531 90.5709 2 
0395: clear_area 1 at 1258.158 -785.2752 91.0302 range 1.0 
0395: clear_area 1 at 1278.038 -848.6531 90.5709 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1258.158 -785.2752 91.0302 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_4585
0051: return 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4745 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2278.004 134.334 39.606 0.0 0.0 0.0 
0160: point_camera -2277.008 134.356 39.6897 2 
0395: clear_area 1 at -2242.812 128.7572 34.3203 range 1.0 
0395: clear_area 1 at -2277.008 134.356 39.6897 range 2.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2242.812 128.7572 34.3203 speed 4 3000 ms 
0050: gosub @PSAVE1_1060 

:PSAVE1_4745
0051: return 

:HELP
03A4: name_thread 'HELP' 

:HELP_11
0001: wait 70 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2170 
00D6: if 
0038:   $MISSION_INTRO_PASSED == 1 // integer values 
004D: jump_if_false @HELP_2170 
00D6: if 
0038:   $119 == 0 // integer values 
004D: jump_if_false @HELP_451 
00D6: if 
0214:   pickup $PICKUP_INFO_HOSPITAL picked_up 
004D: jump_if_false @HELP_259 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_110 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 

:HELP_110
015F: set_camera_position 2022.612 -1432.05 17.6541 0.0 0.0 0.0 
0160: point_camera 2022.989 -1431.124 17.6552 2 
0215: destroy_pickup $PICKUP_INFO_HOSPITAL 
0215: destroy_pickup $PICKUP_INFO_HOSPITAL_2 
03E6: remove_text_box 
0512: permanent_text_box 'HOSP_1'  // Ha az leterd nullra cskken, eljulsz s a helyi krhzba visznek.

0001: wait 8000 ms 
0512: permanent_text_box 'HOSP_2'  // Az egszsged megrzshez, ehetsz teleket, hasznlhatsz egszsggyi csomagokat vagy vdekezsknt, vehetsz fel golyll mellnyt.
0001: wait 8000 ms 
0512: permanent_text_box 'HOSP_3'  // Mieltt kiengednek, a korhz elkobozza a fegyvereidet s levonja a krhzi pols kltsgt a pnzedbl.
0001: wait 8000 ms 
03E6: remove_text_box 
0004: $119 = 1 // integer values 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_259 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 

:HELP_259
00D6: if 
0214:   pickup $PICKUP_INFO_HOSPITAL_2 picked_up 
004D: jump_if_false @HELP_451 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_302 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 

:HELP_302
015F: set_camera_position 1184.347 -1313.489 19.7079 0.0 0.0 0.0 
0160: point_camera 1183.645 -1314.089 19.3248 2 
0215: destroy_pickup $PICKUP_INFO_HOSPITAL 
0215: destroy_pickup $PICKUP_INFO_HOSPITAL_2 
03E6: remove_text_box 
0512: permanent_text_box 'HOSP_1'  // Ha az leterd nullra cskken, eljulsz s a helyi krhzba visznek.

0001: wait 8000 ms 
0512: permanent_text_box 'HOSP_2'  // Az egszsged megrzshez, ehetsz teleket, hasznlhatsz egszsggyi csomagokat vagy vdekezsknt, vehetsz fel golyll mellnyt.
0001: wait 8000 ms 
0512: permanent_text_box 'HOSP_3'  // Mieltt kiengednek, a korhz elkobozza a fegyvereidet s levonja a krhzi pols kltsgt a pnzedbl.
0001: wait 8000 ms 
03E6: remove_text_box 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_444 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 

:HELP_444
0004: $119 = 1 // integer values 

:HELP_451
00D6: if 
0038:   $126 == 0 // integer values 
004D: jump_if_false @HELP_672 
00D6: if 
0214:   pickup $PICKUP_INFO_POLICE picked_up 
004D: jump_if_false @HELP_672 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_512 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 

:HELP_512
015F: set_camera_position 1536.576 -1687.134 26.7069 0.0 0.0 0.0 
0160: point_camera 1537.295 -1686.564 26.3081 2 
0215: destroy_pickup $PICKUP_INFO_POLICE 
03E6: remove_text_box 
0512: permanent_text_box 'BUST_1'  // Amikor krznek, a helyi rendrk megprblnak majd lekapcsolni.
0001: wait 8000 ms 
0512: permanent_text_box 'BUST_2'  // Ahogy a krzsi szinted nvekszik, egyre tbb, klnbz vgrehajtsi szervezet kezd felfigyelni rd, ezzel a hallod valsznsge igencsak megn.
0001: wait 8000 ms 
0512: permanent_text_box 'BUST_3'  // Ha a trvny kpviseli letartztatnak, a helyi rendrsgi kirendeltsgre szlltanak.
0001: wait 8000 ms 
0512: permanent_text_box 'BUST_4'  // A rendrk elszedik majd a fegyvereidet s kenpnz gyannt, elveszik a pnzed egy rszt.
0001: wait 8000 ms 
03E6: remove_text_box 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_665 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 

:HELP_665
0004: $126 = 1 // integer values 

:HELP_672
00D6: if 
0038:   $125 == 0 // integer values 
004D: jump_if_false @HELP_724 
00D6: if 
0214:   pickup $PICKUP_INFO_CONVERSATION picked_up 
004D: jump_if_false @HELP_724 
03E5: text_box 'CHATBAK'  // Az utcn, az emberek beszlni fognak Carlhoz.~n~Reaglhatsz a megjegyzseikre: Hasznld a(z) ~k~~CONVERSATION_NO~-t, hogy negatvan vlaszolj vagy hasznld a(z) ~k~~CONVERSATION_YES~-t, hogy pozitvan vlaszolj.
0004: $125 = 1 // integer values 

:HELP_724
00D6: if 
001A:   7 > $248 // integer values 
004D: jump_if_false @HELP_1256 
00D6: if 
0038:   $248 == 0 // integer values 
004D: jump_if_false @HELP_815 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_815 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming_in_water 
004D: jump_if_false @HELP_815 
03E5: text_box 'WZI2_A0'  // Hasznld a mozgsi billentyket, hogy mozogj a vz alatt.
0004: $248 = 1 // integer values 
0001: wait 5000 ms 

:HELP_815
00D6: if 
0038:   $248 == 1 // integer values 
004D: jump_if_false @HELP_888 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_888 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming_in_water 
004D: jump_if_false @HELP_888 
03E5: text_box 'WZI2_A5'  // Nyomd meg a(z) ~k~~PED_FIREWEAPON~-t, hogy vz al merlj.
0004: $248 = 2 // integer values 
0001: wait 5000 ms 

:HELP_888
00D6: if 
0038:   $248 == 2 // integer values 
004D: jump_if_false @HELP_961 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_961 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming_in_water 
004D: jump_if_false @HELP_961 
03E5: text_box 'WZI2_A6'  // Tartsd lenyomva a(z) ~k~~PED_SPRINT~-t, a vz alatti szshoz.
0004: $248 = 3 // integer values 
0001: wait 5000 ms 

:HELP_961
00D6: if 
0038:   $248 == 3 // integer values 
004D: jump_if_false @HELP_1034 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1034 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming_in_water 
004D: jump_if_false @HELP_1034 
03E5: text_box 'WZI2_A1'  // Tartsd nyomva a ~k~~PED_SPRINT~ gombot, hogy gyorsabban ssz.
0004: $248 = 4 // integer values 
0001: wait 5000 ms 

:HELP_1034
00D6: if 
0038:   $248 == 4 // integer values 
004D: jump_if_false @HELP_1115 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1115 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming_in_water 
004D: jump_if_false @HELP_1115 
03E5: text_box 'WZI2_A2'  // A kk vonal a kperny jobb fels sarkban, a ~h~llegzet mrd ~h~, megmutatja, hogy mennyi ideig tudsz a vz alatt maradni.
03E7: flash_hud 10 
0001: wait 5000 ms 
0004: $248 = 5 // integer values 
03E7: flash_hud -1 

:HELP_1115
00D6: if 
0038:   $248 == 5 // integer values 
004D: jump_if_false @HELP_1188 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1188 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming_in_water 
004D: jump_if_false @HELP_1188 
03E5: text_box 'WZI2_A3'  // A levegd folyamatosan fogy vz alatt. Ha mr elfogyott a levegd, akkor az leterd fog cskkenni.
0004: $248 = 6 // integer values 
0001: wait 5000 ms 

:HELP_1188
00D6: if 
0038:   $248 == 6 // integer values 
004D: jump_if_false @HELP_1256 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1256 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming_in_water 
004D: jump_if_false @HELP_1256 
03E5: text_box 'WZI2_A7'  // Ha szs kzben lemerlsz, idvel fel kell jnnd a felsznre levegt venni. Minl tbbet merlsz le, annl nagyobb lesz a tdd kapacitsa.
0004: $248 = 7 // integer values 

:HELP_1256
00D6: if 
0038:   $HELP_FOLLOW_ICON_SHOWN == 0 // integer values 
004D: jump_if_false @HELP_1369 
0001: wait 2000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1350 
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 0 // integer values 
004D: jump_if_false @HELP_1350 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BMX 
004D: jump_if_false @HELP_1350 
03E5: text_box 'INTRO2F'  // A pedlozshoz, nyomd le a ~k~~VEHICLE_ACCELERATE~-t.
0004: $HELP_BICYCLE_1_SHOWN = 1 // integer values 

:HELP_1350
0001: wait 5000 ms 
0004: $HELP_FOLLOW_ICON_SHOWN = 1 // integer values 
0002: jump @HELP_2096 

:HELP_1369
00D6: if 
0038:   $410 == 0 // integer values 
004D: jump_if_false @HELP_1428 
00D6: if 
0038:   $11253 == 1 // integer values 
004D: jump_if_false @HELP_1428 
0001: wait 4000 ms 
03E5: text_box 'SPRAY_C'  // Egy festkszr doboz elrhet CJ mamjnak a hznl, a Grove Streeten.
0004: $410 = 1 // integer values 

:HELP_1428
00D6: if 
0038:   $54 == 1 // integer values 
004D: jump_if_false @HELP_1554 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1554 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 25.0 25.0 5.0 
004D: jump_if_false @HELP_1554 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HELP_1531 
03E5: text_box 'HELP21B'  // Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, a jrmbl val kiszllshoz.

:HELP_1531
0001: wait 5000 ms 
03E5: text_box 'HELP44'  // A folytatshoz, stlj a vrs krbe.
0004: $54 = 2 // integer values 

:HELP_1554
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1646 
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 0 // integer values 
004D: jump_if_false @HELP_1646 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BMX 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BIKE 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #MTBIKE 
004D: jump_if_false @HELP_1646 
0001: wait 2000 ms 
03E5: text_box 'INTRO2F'  // A pedlozshoz, nyomd le a ~k~~VEHICLE_ACCELERATE~-t.
0004: $HELP_BICYCLE_1_SHOWN = 1 // integer values 

:HELP_1646
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2096 
00D6: if 
0038:   $HELP_BICYCLE_2_SHOWN == 0 // integer values 
004D: jump_if_false @HELP_1784 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BMX 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BIKE 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #MTBIKE 
004D: jump_if_false @HELP_1784 
00D6: if and
0038:   $HELP_BICYCLE_2_SHOWN == 0 // integer values 
0038:   $HELP_BICYCLE_1_SHOWN == 1 // integer values 
004D: jump_if_false @HELP_1784 
0001: wait 6000 ms 
03E5: text_box 'HELP5_A'  // A(z) ~k~~VEHICLE_BRAKE~ billenty megnyomsval fkezhetsz, vagy htrafel mehetsz.
0001: wait 8000 ms 
03E5: text_box 'HELP27'  // Nyomj ~k~~VEHICLE_STEERUP~-t s ~k~~VEHICLE_STEERDOWN~-t, hogy mozasd a slypontodat a bicajon.
0001: wait 2000 ms 
0004: $HELP_BICYCLE_2_SHOWN = 1 // integer values 

:HELP_1784
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2096 
00D6: if 
0018:   $11254 > 0 // integer values 
004D: jump_if_false @HELP_2096 
00D6: if 
0038:   $HELP_CAMERA_AND_RADIO_SHOWN == 0 // integer values 
004D: jump_if_false @HELP_1925 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @HELP_1925 
00D6: if 
847A:   not actor $PLAYER_ACTOR driving_a_motorbike 
004D: jump_if_false @HELP_1925 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HELP_1925 
0001: wait 2000 ms 
03E5: text_box 'GF_RAD'  // Hasznld a(z) ~k~~VEHICLE_RADIO_STATION_UP~-t s a(z) ~k~~VEHICLE_RADIO_STATION_DOWN~-t, hogy rdillomst vlts.
0001: wait 5000 ms 
03E5: text_box 'HELP56'  // Nyomj ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~-t, a kamera llsok vltoztatshoz. Hasznld az egeret vagy a jobb analg kart, hogy emeld vagy sllyesztd a jtk kamert.
0004: $HELP_CAMERA_AND_RADIO_SHOWN = 1 // integer values 

:HELP_1925
00D6: if 
0038:   $HELP_DRIVEBY_SHOWN == 0 // integer values 
004D: jump_if_false @HELP_2096 
00D6: if 
0038:   $HELP_CAMERA_AND_RADIO_SHOWN == 1 // integer values 
004D: jump_if_false @HELP_2096 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2096 
077E: $ACTIVE_INTERIOR = active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @HELP_2096 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
847A:   not actor $PLAYER_ACTOR driving_a_motorbike 
004D: jump_if_false @HELP_2096 
00D6: if or
02D8:   actor $PLAYER_ACTOR currentweapon == 28 
02D8:   actor $PLAYER_ACTOR currentweapon == 29 
004D: jump_if_false @HELP_2096 
03E5: text_box 'HELP31'  // A balra vagy a jobbra nzshez, nyomd meg a(z) ~k~~VEHICLE_LOOKLEFT~ gombot vagy a(z) ~k~~VEHICLE_LOOKRIGHT~ gombot.
0001: wait 6000 ms 
03E5: text_box 'HELP32'  // Majd tzelj, a ~k~~PED_FIREWEAPON~ lenyomsval.
0001: wait 6000 ms 
03E5: text_box 'HELP34'  // Szksged van egy alap gpfegyverre, az autbl val kilvshez.
0004: $HELP_DRIVEBY_SHOWN = 1 // integer values 

:HELP_2096
00D6: if 
0038:   $HELP_DRIVEBY_SHOWN == 1 // integer values 
004D: jump_if_false @HELP_2170 
00D6: if 
0038:   $HELP_CAMERA_AND_RADIO_SHOWN == 1 // integer values 
004D: jump_if_false @HELP_2170 
00D6: if 
0038:   $54 == 1 // integer values 
004D: jump_if_false @HELP_2170 
00D6: if 
0038:   $125 == 1 // integer values 
004D: jump_if_false @HELP_2170 
004E: end_thread 

:HELP_2170
0002: jump @HELP_11 
03A4: name_thread 'INTROST' 

:INTROST_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_818 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @INTROST_818 
00D6: if 
0038:   $54 == 0 // integer values 
004D: jump_if_false @INTROST_343 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_343 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2471.7 -1668.0 12.3 radius 90.0 40.0 4.0 
004D: jump_if_false @INTROST_343 
03CF: load_wav 43205 as 1 
03CF: load_wav 43206 as 2 

:INTROST_149
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTROST_198 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_191 
0002: jump @INTROST_336 

:INTROST_191
0002: jump @INTROST_149 

:INTROST_198
00BC: text_highpriority 'VO_AF' 4000 ms 1  // ~z~Grove Street - Otthon.
03D1: play_wav 1 

:INTROST_218
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTROST_267 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_260 
0002: jump @INTROST_336 

:INTROST_260
0002: jump @INTROST_218 

:INTROST_267
00BC: text_highpriority 'VO_AG' 4000 ms 1  // ~z~Legalbb az volt, mieltt minden elbaszdott volna.
03D1: play_wav 2 

:INTROST_287
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTROST_336 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_329 
0002: jump @INTROST_336 

:INTROST_329
0002: jump @INTROST_287 

:INTROST_336
0004: $54 = 1 // integer values 

:INTROST_343
00D6: if 
0038:   $65 == 0 // integer values 
004D: jump_if_false @INTROST_407 
00D6: if 
0038:   $11254 == 1 // integer values 
004D: jump_if_false @INTROST_407 
0001: wait 5000 ms 
00BC: text_highpriority 'INT_CJ1' 8000 ms 1  // Menj be CJ hzba, a folytatshoz.
0004: $65 = 1 // integer values 

:INTROST_407
00D6: if 
0038:   $65 == 1 // integer values 
004D: jump_if_false @INTROST_638 
00D6: if 
0038:   $11254 == 1 // integer values 
004D: jump_if_false @INTROST_638 
077E: $ACTIVE_INTERIOR = active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 3 // integer values 
004D: jump_if_false @INTROST_638 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_638 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2496.05 -1698.013 1013.75 radius 10.0 10.0 5.0 
004D: jump_if_false @INTROST_638 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
015F: set_camera_position 2496.38 -1694.334 1015.431 0.0 0.0 0.0 
0160: point_camera 2496.368 -1695.325 1015.299 2 
03E5: text_box 'SAVE'  // A jtk mentshez, vedd fel a lemez ikont. Ha elmented a jtkot, 6 ra telik el.
0001: wait 5000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_638 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0004: $65 = 2 // integer values 

:INTROST_638
00D6: if 
0038:   $65 == 2 // integer values 
004D: jump_if_false @INTROST_818 
00D6: if 
0038:   $11254 == 1 // integer values 
004D: jump_if_false @INTROST_818 
077E: $ACTIVE_INTERIOR = active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @INTROST_818 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_818 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2495.33 -1689.183 13.2716 radius 20.0 20.0 6.0 
004D: jump_if_false @INTROST_818 
0459: end_thread_named 'INT' 
00BC: text_highpriority 'INT2_1' 8000 ms 1  // ~s~Menj s nzd meg Rydert, az utca vgn lakik.
0001: wait 2000 ms 
03E5: text_box 'RYBLIP'  // Kvesd az 'R' jelet a radaron, hogy megtalld Ryder lakst.
0001: wait 4000 ms 
0004: $65 = 3 // integer values 
004E: end_thread 

:INTROST_818
0002: jump @INTROST_11 

:FLOW
03A4: name_thread 'FLOW' 

:FLOW_11
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FLOW_823 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @FLOW_823 
00D6: if 
0038:   $51 == 0 // integer values 
004D: jump_if_false @FLOW_111 
00D6: if 
0038:   $11255 == 1 // integer values 
004D: jump_if_false @FLOW_111 
0001: wait 5500 ms 
03E6: remove_text_box 
03E5: text_box 'GF_H000'  // Denise mr a bartnd. Tedd boldogg, s szeretni fog.~N~Hogy elhvd randira, csak llj meg a hznl.
0004: $51 = 1 // integer values 

:FLOW_111
00D6: if 
0038:   $50 == 0 // integer values 
004D: jump_if_false @FLOW_190 
00D6: if 
0038:   $11256 == 1 // integer values 
004D: jump_if_false @FLOW_190 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: text_box 'VAL_HLP'  // ~s~Lpj be a jelzsbe az autparkolban, hogy megkezdd az inas kldetseket.
0001: wait 5000 ms 
03E6: remove_text_box 
03E5: text_box 'VAL_GOT'  // Az inas egyenruha bekerlt a ruhsszekrnyedbe!
0004: $50 = 1 // integer values 

:FLOW_190
00D6: if 
0038:   $62 == 0 // integer values 
004D: jump_if_false @FLOW_251 
00D6: if 
0038:   $MISSION_TANKER_COMMANDER_PASSED == 1 // integer values 
004D: jump_if_false @FLOW_251 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: text_box 'TRUCK_H'  // Gyere ide vissza, hogy elfogadd a fuvaroz kldetseket.
0004: $62 = 1 // integer values 

:FLOW_251
00D6: if 
0038:   $52 == 0 // integer values 
004D: jump_if_false @FLOW_312 
00D6: if 
0018:   $11257 > 1 // integer values 
004D: jump_if_false @FLOW_312 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: text_box 'STELF'  // A lopakods a kinti kldetseknl is alkalmazhat. Emberek mg lopzhatsz s halkan vgezhetsz velk vagy a lopakodssal elkerlheted a zsarukat s az ellensges banda tagokat.
0004: $52 = 1 // integer values 

:FLOW_312
00D6: if 
0038:   $631 == 0 // integer values 
004D: jump_if_false @FLOW_373 
00D6: if 
0038:   $11258 == 2 // integer values 
004D: jump_if_false @FLOW_373 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: text_box 'GIMPGOT'  // A rabszolga ruha megtallhat a ruhsszekrnyedben!
0004: $631 = 1 // integer values 

:FLOW_373
00D6: if 
0038:   $106 == 0 // integer values 
004D: jump_if_false @FLOW_434 
00D6: if 
0038:   $11010 == 1 // integer values 
004D: jump_if_false @FLOW_434 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: text_box 'SECRET'  // Hasznld a kamerd, San Fierro tvizsglshoz - sosem lehet tudni, hogy mit fedezel fel!
0004: $106 = 1 // integer values 

:FLOW_434
00D6: if 
0038:   $199 == 0 // integer values 
004D: jump_if_false @FLOW_495 
00D6: if 
0038:   $11258 == 6 // integer values 
004D: jump_if_false @FLOW_495 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: text_box 'CRO_GOT'  // A krupi egyenruha a ruhsszekrnyedbe kerlt!
0004: $199 = 1 // integer values 

:FLOW_495
00D6: if 
0038:   $57 == 0 // integer values 
004D: jump_if_false @FLOW_628 
00D6: if 
0038:   $11253 == 9 // integer values 
004D: jump_if_false @FLOW_628 
00D6: if 
0038:   $11259 == 4 // integer values 
004D: jump_if_false @FLOW_628 
00D6: if 
0038:   $11257 == 5 // integer values 
004D: jump_if_false @FLOW_628 
00D6: if 
0038:   $11260 == 3 // integer values 
004D: jump_if_false @FLOW_628 
00D6: if 
0038:   $11255 == 2 // integer values 
004D: jump_if_false @FLOW_628 
00D6: if 
0038:   $11261 == 1 // integer values 
004D: jump_if_false @FLOW_628 
0004: $57 = 1 // integer values 

:FLOW_628
00D6: if 
0038:   $46 == 0 // integer values 
004D: jump_if_false @FLOW_678 
00D6: if and
0038:   $11256 == 1 // integer values 
0038:   $11010 == 6 // integer values 
004D: jump_if_false @FLOW_678 
0004: $46 = 1 // integer values 

:FLOW_678
00D6: if 
0038:   $59 == 0 // integer values 
004D: jump_if_false @FLOW_721 
00D6: if 
0038:   $11010 == 5 // integer values 
004D: jump_if_false @FLOW_721 
0004: $59 = 1 // integer values 

:FLOW_721
00D6: if 
0038:   $44 == 0 // integer values 
004D: jump_if_false @FLOW_771 
00D6: if and
0038:   $11010 == 9 // integer values 
0038:   $11262 == 5 // integer values 
004D: jump_if_false @FLOW_771 
0004: $44 = 1 // integer values 

:FLOW_771
00D6: if 
0038:   $58 == 0 // integer values 
004D: jump_if_false @FLOW_823 
00D6: if and
0038:   $11263 == 2 // integer values 
0038:   $11264 == 4 // integer values 
004D: jump_if_false @FLOW_823 
0004: $58 = 1 // integer values 
004E: end_thread 

:FLOW_823
0002: jump @FLOW_11 

:DOORS
03A4: name_thread 'DOORS' 
0001: wait 0 ms 
034D: object $2709 at_angle 0.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_165 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1852.0 -1990.7 1849.8 -1989.6 
004D: jump_if_false @DOORS_165 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_134 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1854.0 -1990.0 12.5 

:DOORS_134
016A: fade 1 500 ms 

:DOORS_141
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_165 
0001: wait 0 ms 
0002: jump @DOORS_141 

:DOORS_165
034D: object $2710 at_angle 270.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_315 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1867.3 -1985.2 1868.2 -1982.7 
004D: jump_if_false @DOORS_315 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_284 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1867.4 -1987.1 12.5 

:DOORS_284
016A: fade 1 500 ms 

:DOORS_291
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_315 
0001: wait 0 ms 
0002: jump @DOORS_291 

:DOORS_315
034D: object $2711 at_angle 90.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_465 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1866.5 -1998.3 1865.4 -2000.4 
004D: jump_if_false @DOORS_465 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_434 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1866.0 -1996.7 12.5 

:DOORS_434
016A: fade 1 500 ms 

:DOORS_441
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_465 
0001: wait 0 ms 
0002: jump @DOORS_441 

:DOORS_465
034D: object $2712 at_angle 270.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_615 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1899.6 -1985.2 1900.9 -1982.7 
004D: jump_if_false @DOORS_615 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_584 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1899.8 -1986.7 12.5 

:DOORS_584
016A: fade 1 500 ms 

:DOORS_591
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_615 
0001: wait 0 ms 
0002: jump @DOORS_591 

:DOORS_615
034D: object $2713 at_angle 180.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_765 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1914.1 -1992.7 1916.8 -1994.2 
004D: jump_if_false @DOORS_765 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_734 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.3 -1993.2 12.5 

:DOORS_734
016A: fade 1 500 ms 

:DOORS_741
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_765 
0001: wait 0 ms 
0002: jump @DOORS_741 

:DOORS_765
034D: object $2714 at_angle 90.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_915 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1899.0 -1998.1 1897.9 -2000.4 
004D: jump_if_false @DOORS_915 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_884 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1898.7 -1996.1 12.5 

:DOORS_884
016A: fade 1 500 ms 

:DOORS_891
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_915 
0001: wait 0 ms 
0002: jump @DOORS_891 

:DOORS_915
034D: object $2715 at_angle 0.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1065 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1901.0 -2020.1 1899.1 -2019.1 
004D: jump_if_false @DOORS_1065 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1034 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1902.7 -2019.6 12.5 

:DOORS_1034
016A: fade 1 500 ms 

:DOORS_1041
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1065 
0001: wait 0 ms 
0002: jump @DOORS_1041 

:DOORS_1065
034D: object $2716 at_angle 180.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1215 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1914.1 -2020.8 1916.2 -2021.8 
004D: jump_if_false @DOORS_1215 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1184 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.4 -2021.3 12.5 

:DOORS_1184
016A: fade 1 500 ms 

:DOORS_1191
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1215 
0001: wait 0 ms 
0002: jump @DOORS_1191 

:DOORS_1215
034D: object $2717 at_angle 90.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1365 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1906.5 -2035.3 1905.5 -2037.2 
004D: jump_if_false @DOORS_1365 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1334 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1905.8 -2033.4 12.5 

:DOORS_1334
016A: fade 1 500 ms 

:DOORS_1341
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1365 
0001: wait 0 ms 
0002: jump @DOORS_1341 

:DOORS_1365
034D: object $2718 at_angle 0.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1515 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1852.0 -2020.1 1850.1 -2019.2 
004D: jump_if_false @DOORS_1515 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1484 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1853.7 -2019.4 12.5 

:DOORS_1484
016A: fade 1 500 ms 

:DOORS_1491
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1515 
0001: wait 0 ms 
0002: jump @DOORS_1491 

:DOORS_1515
034D: object $2719 at_angle 180.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1665 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1865.0 -2020.7 1867.1 -2021.8 
004D: jump_if_false @DOORS_1665 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1634 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1863.0 -2021.3 12.5 

:DOORS_1634
016A: fade 1 500 ms 

:DOORS_1641
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1665 
0001: wait 0 ms 
0002: jump @DOORS_1641 

:DOORS_1665
034D: object $2720 at_angle 90.0 then_rotate_by_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1815 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1857.6 -2035.2 1856.5 -2037.2 
004D: jump_if_false @DOORS_1815 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1784 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1857.1 -2033.3 12.5 

:DOORS_1784
016A: fade 1 500 ms 

:DOORS_1791
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1815 
0001: wait 0 ms 
0002: jump @DOORS_1791 

:DOORS_1815
004E: end_thread 

:BACKON
03A4: name_thread 'BACKON' 
0001: wait 5000 ms 
08F8: (unknown) 1 
004E: end_thread 

:CASHWIN
03A4: name_thread 'CASHWIN' 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @CASHWIN_57 
008B: 3@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 3@ += 3000 // integer values 
0002: jump @CASHWIN_73 

:CASHWIN_57
008B: 3@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
005A: 3@ += 1@ // integer values 

:CASHWIN_73
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASHWIN_95 
004E: end_thread 

:CASHWIN_95
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // integer values 
004D: jump_if_false @CASHWIN_121 
004E: end_thread 

:CASHWIN_121
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @CASHWIN_234 
0050: gosub @CASHWIN_576 
0340: set_text_draw_color 180 180 180 255 
00D6: if 
0039:   2@ == 69 // integer values 
004D: jump_if_false @CASHWIN_206 
033E: text_draw 320.0 180.333 'BJ_PUSH'  // Nyom
0002: jump @CASHWIN_227 

:CASHWIN_206
033E: text_draw 320.0 180.333 'NOWIN'  // ~w~NEM NYERTL!

:CASHWIN_227
0002: jump @CASHWIN_569 

:CASHWIN_234
00D6: if 
0019:   0@ > 0 // integer values 
004D: jump_if_false @CASHWIN_422 
0050: gosub @CASHWIN_576 
0871: init_jump_table 2@ total_jumps 2 1 @CASHWIN_384 jumps 45 @CASHWIN_322 80 @CASHWIN_353 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 

:CASHWIN_322
045A: text_draw_1number 320.0 155.333 'ALLRACE' 0@  // Minden versenyt megnyertl!~n~~w~$~1~
0002: jump @CASHWIN_415 

:CASHWIN_353
045A: text_draw_1number 320.0 155.333 'PL_07' 0@  // Te nyertl!~n~~w~$~1~
0002: jump @CASHWIN_415 

:CASHWIN_384
045A: text_draw_1number 320.0 155.333 'WINNER' 0@  // NYERTL!~n~~w~$~1~
0002: jump @CASHWIN_415 

:CASHWIN_415
0002: jump @CASHWIN_569 

:CASHWIN_422
008A: $3396 = 0@ // integer values and handles 
0010: $3396 *= -1 // integer values 
0050: gosub @CASHWIN_576 
0871: init_jump_table 2@ total_jumps 1 1 @CASHWIN_538 jumps 80 @CASHWIN_507 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 

:CASHWIN_507
045A: text_draw_1number 320.0 155.333 'PL_10' $3396  // ~r~Vesztettl!~n~~w~-$~1~
0002: jump @CASHWIN_569 

:CASHWIN_538
045A: text_draw_1number 320.0 155.333 'LOSER' $3396  // ~r~VESZTES!~n~~w~-$~1~
0002: jump @CASHWIN_569 

:CASHWIN_569
0002: jump @CASHWIN_73 

:CASHWIN_576
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 0 0 0 255 
0349: text_draw_style = 3 
0904: (unknown) 6 $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_color $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
0051: return 

:CRANES
03A4: name_thread 'CRANES' 
0002: jump @CRANES_40 
0107: $2727 = create_object #WOODENBOX at 0.0 0.0 0.0 

:CRANES_40
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANES_507 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2080.441 256.015 radius 10.0 10.0 
004D: jump_if_false @CRANES_168 
0926: 0@ = external_script_status 67 (CRANE1) 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @CRANES_164 
08A9: load_external_script 67 (CRANE1) 
00D6: if 
08AB:   external_script 67 (CRANE1) loaded 
004D: jump_if_false @CRANES_157 
0913: run_external_script 67 $2722 
000A: 0@ += 1 // integer values 

:CRANES_157
0002: jump @CRANES_168 

:CRANES_164
090F: end_external_script 67 (CRANE1) 

:CRANES_168
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2399.202 1879.139 radius 10.0 10.0 
004D: jump_if_false @CRANES_276 
0926: 0@ = external_script_status 67 (CRANE1) 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @CRANES_272 
08A9: load_external_script 67 (CRANE1) 
00D6: if 
08AB:   external_script 67 (CRANE1) loaded 
004D: jump_if_false @CRANES_265 
0913: run_external_script 67 $2743 
000A: 0@ += 1 // integer values 

:CRANES_265
0002: jump @CRANES_276 

:CRANES_272
090F: end_external_script 67 (CRANE1) 

:CRANES_276
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANES_393 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius 50.0 50.0 unknown 0 
004D: jump_if_false @CRANES_393 
0926: 0@ = external_script_status 68 (CRANE2) 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @CRANES_389 
08A9: load_external_script 68 (CRANE2) 
00D6: if 
08AB:   external_script 68 (CRANE2) loaded 
004D: jump_if_false @CRANES_382 
0913: run_external_script 68 $2727 
000A: 0@ += 1 // integer values 

:CRANES_382
0002: jump @CRANES_393 

:CRANES_389
090F: end_external_script 68 (CRANE2) 

:CRANES_393
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 709.45 915.93 radius 10.0 10.0 
004D: jump_if_false @CRANES_507 
0926: 0@ = external_script_status 69 (CRANE3) 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @CRANES_503 
08A9: load_external_script 69 (CRANE3) 
00D6: if 
08AB:   external_script 69 (CRANE3) loaded 
004D: jump_if_false @CRANES_496 
0913: run_external_script 69 $2740 $2741 $2742 
000A: 0@ += 1 // integer values 

:CRANES_496
0002: jump @CRANES_507 

:CRANES_503
090F: end_external_script 69 (CRANE3) 

:CRANES_507
0002: jump @CRANES_40 

:ENTEXT
03A4: name_thread 'ENTEXT' 
0006: 0@ = -1 // integer values 

:ENTEXT_18
00D6: if 
87D6:   not  0@ $1012 
004D: jump_if_false @ENTEXT_53 
0001: wait 0 ms 
077E: 0@ = active_interior 
0002: jump @ENTEXT_18 

:ENTEXT_53
07FB: set_interior s$1014 accessible $1013 
004E: end_thread 

:ENTEXT_63
0004: $38 = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ENTEXT_212 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @ENTEXT_212 
00D6: if 
0038:   $15 == 0 // integer values 
004D: jump_if_false @ENTEXT_212 
00D6: if 
0038:   $1513 == 0 // integer values 
004D: jump_if_false @ENTEXT_212 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ENTEXT_212 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @ENTEXT_212 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @ENTEXT_212 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ENTEXT_212 
0004: $38 = 1 // integer values 

:ENTEXT_212
0051: return 

:ENTEXT_214
0004: $39 = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ENTEXT_449 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ENTEXT_449 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @ENTEXT_449 
00D6: if 
0038:   $15 == 0 // integer values 
004D: jump_if_false @ENTEXT_449 
00D6: if 
0038:   $1513 == 0 // integer values 
004D: jump_if_false @ENTEXT_449 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ENTEXT_449 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @ENTEXT_449 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @ENTEXT_449 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ENTEXT_449 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @ENTEXT_449 
00D6: if 
8A03:   not (unknown) 
004D: jump_if_false @ENTEXT_449 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @ENTEXT_449 
01BD: $185 = current_time_in_ms 
0084: $186 = $185 // integer values and handles 
0060: $186 -= $CURRENT_TIME_IN_MS // integer values 
0004: $39 = 1 // integer values 

:ENTEXT_449
0051: return 

:OPENUP
03A4: name_thread 'OPENUP' 

:OPENUP_11
0001: wait 2000 ms 
00D6: if 
0018:   $11008 > 0 // integer values 
004D: jump_if_false @OPENUP_66 
00D6: if 
0038:   $170 == 0 // integer values 
004D: jump_if_false @OPENUP_66 
0050: gosub @OPENUP_318 
0004: $170 = 1 // integer values 

:OPENUP_66
00D6: if 
0018:   $11008 > 0 // integer values 
004D: jump_if_false @OPENUP_141 
00D6: if or
0018:   $11265 > 1 // integer values 
0038:   $23 == 1 // integer values 
004D: jump_if_false @OPENUP_141 
00D6: if 
0038:   $171 == 0 // integer values 
004D: jump_if_false @OPENUP_141 
0050: gosub @OPENUP_320 
0004: $171 = 1 // integer values 

:OPENUP_141
00D6: if 
0018:   $11008 > 1 // integer values 
004D: jump_if_false @OPENUP_191 
00D6: if 
0038:   $173 == 0 // integer values 
004D: jump_if_false @OPENUP_191 
0050: gosub @OPENUP_322 
0004: $173 = 1 // integer values 

:OPENUP_191
00D6: if 
0018:   $11008 > 1 // integer values 
004D: jump_if_false @OPENUP_266 
00D6: if or
0038:   $1403 == 1 // integer values 
0038:   $23 == 1 // integer values 
004D: jump_if_false @OPENUP_266 
00D6: if 
0038:   $172 == 0 // integer values 
004D: jump_if_false @OPENUP_266 
0050: gosub @OPENUP_324 
0004: $172 = 1 // integer values 

:OPENUP_266
00D6: if 
0018:   $11008 > 2 // integer values 
004D: jump_if_false @OPENUP_311 
00D6: if 
0038:   $174 == 0 // integer values 
004D: jump_if_false @OPENUP_311 
004E: end_thread 
0004: $174 = 1 // integer values 

:OPENUP_311
0002: jump @OPENUP_11 

:OPENUP_318
0051: return 

:OPENUP_320
0051: return 

:OPENUP_322
0051: return 

:OPENUP_324
0051: return 
03A4: name_thread 'LITCAS' 

:LITCAS_11
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_260 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1941.146 997.5668 20.0 radius 100.0 100.0 20.0 
004D: jump_if_false @LITCAS_260 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_113 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:LITCAS_113
03CB: set_camera 2039.732 1006.771 14.7353 
015F: set_camera_position 2040.725 1006.748 14.8482 0.0 0.0 0.0 
0160: point_camera 2039.732 1006.771 14.7353 2 
016A: fade 1 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ_HLP' 5000 ms 1  // Menj be a Ngy Srkny kaszinba, hogy tallkozz Woozie-val!
0001: wait 5000 ms 
0050: gosub @LITCAS_267 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_251 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 

:LITCAS_251
016A: fade 1 500 ms 
004E: end_thread 

:LITCAS_260
0002: jump @LITCAS_11 

:LITCAS_267
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:LITCAS_282
00D6: if 
016B:   fading 
004D: jump_if_false @LITCAS_306 
0001: wait 0 ms 
0002: jump @LITCAS_282 

:LITCAS_306
0051: return 

:NONAME_3
004E: end_thread 

:PROJECT
03A4: name_thread 'PROJECT' 
0006: 10@ = 0 // integer values 
0004: $1929 = 0 // integer values 
0004: $1930 = 1 // integer values 
00D6: if 
0039:   10@ == -1 // integer values 
004D: jump_if_false @PROJECT_94 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 9@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:PROJECT_94
0001: wait 0 ms 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @PROJECT_637 
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @PROJECT_180 
0208: 17@ = random_float -0.2 0.2 
005B: 4@ += 17@ // floating-point values 
0208: 17@ = random_float -0.2 0.2 
005B: 5@ += 17@ // floating-point values 

:PROJECT_180
000B: 6@ += 0.1 // floating-point values 
00D6: if 
0025:   3@ > 6@ // floating-point values 
004D: jump_if_false @PROJECT_247 
00D6: if 
0023:   0.0 > 7@ // floating-point values 
004D: jump_if_false @PROJECT_240 
0007: 7@ = 0.0 // floating-point values 

:PROJECT_240
0002: jump @PROJECT_334 

:PROJECT_247
0087: 17@ = 3@ // floating-point values only 
005B: 17@ += 7@ // floating-point values 
0087: 18@ = 17@ // floating-point values only 
0063: 18@ -= 6@ // floating-point values 
00D6: if 
0023:   0.5 > 18@ // floating-point values 
004D: jump_if_false @PROJECT_334 
0087: 17@ = 6@ // floating-point values only 
000B: 17@ += 0.5 // floating-point values 
0087: 7@ = 17@ // floating-point values only 
0063: 7@ -= 3@ // floating-point values 

:PROJECT_334
0007: 17@ = 0.5 // floating-point values 
0013: 17@ *= 9.8 // floating-point values 
0087: 18@ = 7@ // floating-point values only 
0073: 18@ /= 17@ // floating-point values 
01FB: 28@ = square_root 18@ 
0087: 17@ = 3@ // floating-point values only 
005B: 17@ += 7@ // floating-point values 
0063: 17@ -= 6@ // floating-point values 
0007: 18@ = 0.5 // floating-point values 
0013: 18@ *= 9.8 // floating-point values 
0087: 19@ = 17@ // floating-point values only 
0073: 19@ /= 18@ // floating-point values 
01FB: 17@ = square_root 19@ 
0087: 16@ = 28@ // floating-point values only 
005B: 16@ += 17@ // floating-point values 
0007: 17@ = 0.0 // floating-point values 
0063: 17@ -= 7@ // floating-point values 
0087: 18@ = 28@ // floating-point values only 
006B: 18@ *= 28@ // floating-point values 
0087: 29@ = 17@ // floating-point values only 
0073: 29@ /= 18@ // floating-point values 
0087: 17@ = 28@ // floating-point values only 
006B: 17@ *= 29@ // floating-point values 
0087: 30@ = 17@ // floating-point values only 
0013: 30@ *= -2.0 // floating-point values 
0007: 31@ = 0.0 // floating-point values 
0087: 26@ = 4@ // floating-point values only 
0063: 26@ -= 1@ // floating-point values 
0087: 27@ = 5@ // floating-point values only 
0063: 27@ -= 2@ // floating-point values 
01BD: 11@ = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @PROJECT_630 
04D9: object 0@ set_scripted_collision_check 1 
0382: set_object 0@ collision_detection 1 
0550: keep_object 0@ in_memory 1 

:PROJECT_630
000A: 10@ += 1 // integer values 

:PROJECT_637
00D6: if 
0039:   10@ == 1 // integer values 
004D: jump_if_false @PROJECT_1032 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @PROJECT_1032 
00D6: if 
84DA:   not has_object 0@ collided 
004D: jump_if_false @PROJECT_954 
01BD: 12@ = current_time_in_ms 
0085: 13@ = 12@ // integer values and handles 
0062: 13@ -= 11@ // integer values 
0093: 14@ = integer_to_float 13@ 
0017: 14@ /= 1000.0 // floating-point values 
00D6: if 
0025:   16@ > 14@ // floating-point values 
004D: jump_if_false @PROJECT_926 
0087: 17@ = 14@ // floating-point values only 
006B: 17@ *= 14@ // floating-point values 
006B: 17@ *= 29@ // floating-point values 
0087: 18@ = 30@ // floating-point values only 
006B: 18@ *= 14@ // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 17@ // floating-point values only 
005F: $TEMPVAR_FLOAT_3 += 18@ // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 31@ // floating-point values 
0087: 17@ = 14@ // floating-point values only 
0073: 17@ /= 16@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 26@ // floating-point values only 
006D: $TEMPVAR_FLOAT_1 *= 17@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 27@ // floating-point values only 
006D: $TEMPVAR_FLOAT_2 *= 17@ // floating-point values 
0087: 20@ = 1@ // floating-point values only 
005D: 20@ += $TEMPVAR_FLOAT_1 // floating-point values 
0087: 21@ = 2@ // floating-point values only 
005D: 21@ += $TEMPVAR_FLOAT_2 // floating-point values 
0087: 22@ = 3@ // floating-point values only 
005D: 22@ += $TEMPVAR_FLOAT_3 // floating-point values 
0815: (unknown) 0@ 20@ 21@ 22@ 
0002: jump @PROJECT_947 

:PROJECT_926
0815: (unknown) 0@ 4@ 5@ 6@ 
000A: 10@ += 1 // integer values 

:PROJECT_947
0002: jump @PROJECT_1032 

:PROJECT_954
0050: gosub @PROJECT_1685 
0550: keep_object 0@ in_memory 0 
0392: object 0@ toggle_in_moving_list 1 
0382: set_object 0@ collision_detection 1 
0381: throw_object 0@ distance 23@ 24@ 25@ 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @PROJECT_1025 
00BC: text_highpriority 'BB_06' 4000 ms 1  // ~r~Elhibzott lvs

:PROJECT_1025
0006: 10@ = 99 // integer values 

:PROJECT_1032
00D6: if 
0039:   10@ == 2 // integer values 
004D: jump_if_false @PROJECT_1396 
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @PROJECT_1208 
00D6: if 
03CA:   object 9@ exists 
004D: jump_if_false @PROJECT_1179 
0984: 15@ = object 9@ model 
00D6: if 
0248:   model 15@ available 
004D: jump_if_false @PROJECT_1179 
0050: gosub @PROJECT_1685 
0550: keep_object 0@ in_memory 0 
0392: object 0@ toggle_in_moving_list 1 
0382: set_object 0@ collision_detection 1 
0381: throw_object 0@ distance 23@ 24@ 25@ 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @PROJECT_1179 
00BC: text_highpriority 'BB_06' 4000 ms 1  // ~r~Elhibzott lvs

:PROJECT_1179
097B: play_sound 0@ on_object 1011 
0004: $1929 = -1 // integer values 
0006: 10@ = 99 // integer values 
0002: jump @PROJECT_1396 

:PROJECT_1208
000B: 6@ += -0.5 // floating-point values 
00D6: if 
001A:   6 > $1926 // integer values 
004D: jump_if_false @PROJECT_1285 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @PROJECT_1271 
02FD: text_2numbers_lowpriority 'BB_05' $1926 $1927 5000 ms 1  // ~b~1 Mutat!~s~ Tvolsg ~1~.~1~m

:PROJECT_1271
0004: $1929 = 1 // integer values 
0002: jump @PROJECT_1327 

:PROJECT_1285
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @PROJECT_1320 
02FD: text_2numbers_lowpriority 'BB_04' $1926 $1927 5000 ms 1  // ~b~2 Mutat!!~s~ Tvolsg ~1~.~1~m

:PROJECT_1320
0004: $1929 = 2 // integer values 

:PROJECT_1327
008F: 17@ = integer_to_float $1926 
008F: 18@ = integer_to_float $1927 
0013: 18@ *= 0.1 // floating-point values 
005B: 17@ += 18@ // floating-point values 
00D6: if 
8424:   not metric 
004D: jump_if_false @PROJECT_1382 
0425: 17@ meters = 17@ feet 

:PROJECT_1382
0628: add 17@ to_stat 2 
000A: 10@ += 1 // integer values 

:PROJECT_1396
00D6: if 
0039:   10@ == 3 // integer values 
004D: jump_if_false @PROJECT_1651 
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 17@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 4@ 5@ 6@ 
097B: play_sound 0@ on_object 1012 
00D6: if 
0023:   0.1 > 17@ // floating-point values 
004D: jump_if_false @PROJECT_1535 
0550: keep_object 0@ in_memory 0 
0382: set_object 0@ collision_detection 1 
0392: object 0@ toggle_in_moving_list 1 
0381: throw_object 0@ distance 0.0 0.0 -0.1 
0006: 10@ = 99 // integer values 
0002: jump @PROJECT_1651 

:PROJECT_1535
0087: 20@ = 4@ // floating-point values only 
0065: 20@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 21@ = 5@ // floating-point values only 
0065: 21@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 22@ = 6@ // floating-point values only 
0065: 22@ -= $TEMPVAR_FLOAT_3 // floating-point values 
0013: 20@ *= 0.3 // floating-point values 
0013: 21@ *= 0.3 // floating-point values 
0013: 22@ *= 0.3 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 20@ // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 21@ // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 22@ // floating-point values 
01BC: put_object 0@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:PROJECT_1651
00D6: if 
0039:   10@ == 99 // integer values 
004D: jump_if_false @PROJECT_1678 
0004: $1930 = 0 // integer values 
004E: end_thread 

:PROJECT_1678
0002: jump @PROJECT_94 

:PROJECT_1685
01BB: store_object 9@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0208: 17@ = random_float -1.0 1.0 
0208: 18@ = random_float 0.2 1.0 
0208: 19@ = random_float 1.2 2.2 
0400: create_coordinate 20@ 21@ 22@ from_object 9@ offset 17@ 18@ 19@ 
0087: 23@ = 20@ // floating-point values only 
0065: 23@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 24@ = 21@ // floating-point values only 
0065: 24@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 25@ = 22@ // floating-point values only 
0065: 25@ -= $TEMPVAR_FLOAT_3 // floating-point values 
050A: 17@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 20@ 21@ 22@ 
0073: 23@ /= 17@ // floating-point values 
0073: 24@ /= 17@ // floating-point values 
0073: 25@ /= 17@ // floating-point values 
0087: 17@ = 16@ // floating-point values only 
0013: 17@ *= 5.0 // floating-point values 
006B: 23@ *= 17@ // floating-point values 
006B: 24@ *= 17@ // floating-point values 
006B: 25@ *= 17@ // floating-point values 
0051: return 

:NONAME_4
004E: end_thread 

:BBCHAL
03A4: name_thread 'BBCHAL' 
0006: 19@ = 0 // integer values 
0006: 20@ = 0 // integer values 
0006: 21@ = 0 // integer values 
0004: $1923 = 60500 // integer values 
0004: $1924 = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 27@ = 0 // integer values 
0006: 28@ = 0 // integer values 
0006: 29@ = 3000 // integer values 
0007: 30@ = 4.0 // floating-point values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0004: $1921 = 1 // integer values 
00D6: if 
0039:   19@ == -1 // integer values 
004D: jump_if_false @BBCHAL_149 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:BBCHAL_149
0001: wait 0 ms 
0871: init_jump_table 19@ total_jumps 2 0 @BBCHAL_244 jumps 0 @BBCHAL_216 1 @BBCHAL_230 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 

:BBCHAL_216
0050: gosub @BBCHAL_580 
0002: jump @BBCHAL_244 

:BBCHAL_230
0050: gosub @BBCHAL_916 
0002: jump @BBCHAL_244 

:BBCHAL_244
00D6: if and
0038:   $1928 == 0 // integer values 
0038:   $1930 == 0 // integer values 
004D: jump_if_false @BBCHAL_276 
0050: gosub @BBCHAL_2538 

:BBCHAL_276
0050: gosub @BBCHAL_395 
00D6: if 
0038:   $8787 == 0 // integer values 
004D: jump_if_false @BBCHAL_308 
0050: gosub @BBCHAL_2538 

:BBCHAL_308
00D6: if 
0038:   $1016 == 0 // integer values 
004D: jump_if_false @BBCHAL_364 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @BBCHAL_357 
0004: $1016 = 1 // integer values 
0050: gosub @BBCHAL_2538 

:BBCHAL_357
0002: jump @BBCHAL_388 

:BBCHAL_364
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @BBCHAL_388 
0004: $1016 = 0 // integer values 

:BBCHAL_388
0002: jump @BBCHAL_149 

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

:BBCHAL_458
00D6: if and
88FE:   not text_box_displaying 
876F:   not text_priority_displaying 
004D: jump_if_false @BBCHAL_491 
03E5: text_box 'BB_11'  // Ljl ki minl tbb abroncsot, mieltt az id lejrna.
000A: 21@ += 1 // integer values 

:BBCHAL_491
0002: jump @BBCHAL_578 

:BBCHAL_498
00D6: if and
88FE:   not text_box_displaying 
876F:   not text_priority_displaying 
004D: jump_if_false @BBCHAL_531 
03E5: text_box 'BB_12'  // Minden egyes lvs utn, extra id jr.
000A: 21@ += 1 // integer values 

:BBCHAL_531
0002: jump @BBCHAL_578 

:BBCHAL_538
00D6: if and
88FE:   not text_box_displaying 
876F:   not text_priority_displaying 
004D: jump_if_false @BBCHAL_571 
03E5: text_box 'BB_10'  // Ljj a kosrlabdagyrbe a ~y~jeltl~w~, a plyn.
000A: 21@ += 1 // integer values 

:BBCHAL_571
0002: jump @BBCHAL_578 

:BBCHAL_578
0051: return 

:BBCHAL_580
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @BBCHAL_628 
00BC: text_highpriority 'BB_13' 5000 ms 1  // ~s~Verseny indul!
0006: 32@ = 0 // integer values 
000A: 20@ += 1 // integer values 

:BBCHAL_628
00D6: if 
0039:   20@ == 1 // integer values 
004D: jump_if_false @BBCHAL_653 
000A: 20@ += 1 // integer values 

:BBCHAL_653
00D6: if 
0039:   20@ == 2 // integer values 
004D: jump_if_false @BBCHAL_751 
03C3: set_timer_with_text_to $1923 type 1 text 'BB_19'  // Id
04F7: status_text $1924 0 line 1 'BB_18'  // Eredmny
04F7: status_text $1922 0 line 2 'BB_14'  // Pontlls
0050: gosub @BBCHAL_2396 
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
000A: 20@ += 1 // integer values 

:BBCHAL_751
00D6: if 
0039:   20@ == 3 // integer values 
004D: jump_if_false @BBCHAL_914 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_914 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 14@ 15@ 16@ radius 1.5 1.5 2.0 
004D: jump_if_false @BBCHAL_904 
00D6: if 
0038:   $1930 == 1 // integer values 
004D: jump_if_false @BBCHAL_887 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_866 
0164: disable_marker 1@ 

:BBCHAL_866
0006: 20@ = 1 // integer values 
000A: 19@ += 1 // integer values 
0002: jump @BBCHAL_897 

:BBCHAL_887
0004: $1923 = 60500 // integer values 

:BBCHAL_897
0002: jump @BBCHAL_914 

:BBCHAL_904
0004: $1923 = 60500 // integer values 

:BBCHAL_914
0051: return 

:BBCHAL_916
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @BBCHAL_1135 
00D6: if 
8038:   not  $1929 == 0 // integer values 
004D: jump_if_false @BBCHAL_1135 
00D6: if 
0018:   $1929 > 0 // integer values 
004D: jump_if_false @BBCHAL_1052 
0058: $1924 += $1929 // integer values 
005E: $1923 += 25@ // integer values 
000B: 30@ += 0.5 // floating-point values 
0050: gosub @BBCHAL_2396 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_1024 
0164: disable_marker 1@ 

:BBCHAL_1024
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
000A: 20@ += 1 // integer values 
0002: jump @BBCHAL_1135 

:BBCHAL_1052
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_1073 
0164: disable_marker 1@ 

:BBCHAL_1073
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
00D6: if 
0039:   27@ == 0 // integer values 
004D: jump_if_false @BBCHAL_1128 
00BC: text_highpriority 'BB_20' 5000 ms 1  // ~s~Szedd ssze a labdt s menj a ~y~jelzshez~s~.
000A: 27@ += 1 // integer values 

:BBCHAL_1128
000A: 20@ += 1 // integer values 

:BBCHAL_1135
00D6: if 
0039:   20@ == 1 // integer values 
004D: jump_if_false @BBCHAL_1380 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_1200 
00FF:   actor $PLAYER_ACTOR 1 14@ 15@ 16@ radius 1.5 1.5 2.0 

:BBCHAL_1200
00D6: if 
0038:   $1930 == 1 // integer values 
004D: jump_if_false @BBCHAL_1373 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_1366 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 14@ 15@ 16@ radius 1.5 1.5 2.0 
004D: jump_if_false @BBCHAL_1318 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_1297 
0164: disable_marker 1@ 

:BBCHAL_1297
0006: 20@ = 0 // integer values 
0004: $1930 = 0 // integer values 
0002: jump @BBCHAL_1366 

:BBCHAL_1318
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @BBCHAL_1359 
00BC: text_highpriority 'BB_16' 5000 ms 1  // ~s~Ljl a ~y~jelzstl~s~.
000A: 28@ += 1 // integer values 

:BBCHAL_1359
0004: $1930 = 0 // integer values 

:BBCHAL_1366
0002: jump @BBCHAL_1380 

:BBCHAL_1373
0006: 28@ = 0 // integer values 

:BBCHAL_1380
00D6: if 
0039:   20@ == 3 // integer values 
004D: jump_if_false @BBCHAL_1424 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @BBCHAL_1424 
0050: gosub @BBCHAL_2538 

:BBCHAL_1424
00D6: if 
0039:   26@ == 0 // integer values 
004D: jump_if_false @BBCHAL_1483 
00D6: if 
001C:   $1924 > $1922 // integer values 
004D: jump_if_false @BBCHAL_1476 
0084: $1922 = $1924 // integer values and handles 
000A: 26@ += 1 // integer values 

:BBCHAL_1476
0002: jump @BBCHAL_1510 

:BBCHAL_1483
00D6: if 
001C:   $1924 > $1922 // integer values 
004D: jump_if_false @BBCHAL_1510 
0084: $1922 = $1924 // integer values and handles 

:BBCHAL_1510
00D6: if 
002A:   0 >= $1923 // integer values 
004D: jump_if_false @BBCHAL_1576 
00D6: if 
001B:   3 > 20@ // integer values 
004D: jump_if_false @BBCHAL_1569 
00BC: text_highpriority 'BB_17' 5000 ms 1  // ~r~Lejrt az id!
0006: 32@ = 0 // integer values 

:BBCHAL_1569
0006: 20@ = 3 // integer values 

:BBCHAL_1576
0051: return 

:BBCHAL_1578
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBCHAL_2394 
080A: (unknown) 0@ 2 2@ 3@ 4@ 
080A: (unknown) 0@ 3 5@ 6@ 7@ 
080A: (unknown) 0@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0871: init_jump_table $8791 total_jumps 4 0 @BBCHAL_1893 jumps 1 @BBCHAL_1705 2 @BBCHAL_1752 3 @BBCHAL_1799 4 @BBCHAL_1846 -1 @BBCHAL_1893 -1 @BBCHAL_1893 -1 @BBCHAL_1893 

:BBCHAL_1705
000B: 2@ += -1.5 // floating-point values 
000B: 3@ += 1.5 // floating-point values 
000B: 5@ += 1.5 // floating-point values 
000B: 6@ += -1.5 // floating-point values 
0002: jump @BBCHAL_1893 

:BBCHAL_1752
000B: 2@ += -1.5 // floating-point values 
000B: 3@ += -1.5 // floating-point values 
000B: 5@ += 1.5 // floating-point values 
000B: 6@ += 1.5 // floating-point values 
0002: jump @BBCHAL_1893 

:BBCHAL_1799
000B: 2@ += 1.5 // floating-point values 
000B: 3@ += -1.5 // floating-point values 
000B: 5@ += -1.5 // floating-point values 
000B: 6@ += 1.5 // floating-point values 
0002: jump @BBCHAL_1893 

:BBCHAL_1846
000B: 2@ += 1.5 // floating-point values 
000B: 3@ += 1.5 // floating-point values 
000B: 5@ += -1.5 // floating-point values 
000B: 6@ += -1.5 // floating-point values 
0002: jump @BBCHAL_1893 

:BBCHAL_1893
000B: 4@ += 5.0 // floating-point values 
02CE: 16@ = ground_z 2@ 3@ 4@ 
00D6: if 
0025:   5@ > 2@ // floating-point values 
004D: jump_if_false @BBCHAL_1954 
0208: 14@ = random_float 2@ 5@ 
0002: jump @BBCHAL_1965 

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

:BBCHAL_1965
00D6: if 
0025:   6@ > 3@ // floating-point values 
004D: jump_if_false @BBCHAL_2002 
0208: 15@ = random_float 3@ 6@ 
0002: jump @BBCHAL_2013 

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

:BBCHAL_2013
0087: 8@ = 14@ // floating-point values only 
0065: 8@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 9@ = 15@ // floating-point values only 
0065: 9@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0509: 17@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 14@ 15@ 
0073: 8@ /= 17@ // floating-point values 
0073: 9@ /= 17@ // floating-point values 
006B: 8@ *= 30@ // floating-point values 
006B: 9@ *= 30@ // floating-point values 
0089: 14@ = $TEMPVAR_FLOAT_1 // floating-point values only 
005B: 14@ += 8@ // floating-point values 
0089: 15@ = $TEMPVAR_FLOAT_2 // floating-point values only 
005B: 15@ += 9@ // floating-point values 
00D6: if 
0025:   5@ > 2@ // floating-point values 
004D: jump_if_false @BBCHAL_2206 
00D6: if 
0025:   2@ > 14@ // floating-point values 
004D: jump_if_false @BBCHAL_2172 
0087: 14@ = 2@ // floating-point values only 

:BBCHAL_2172
00D6: if 
0025:   14@ > 5@ // floating-point values 
004D: jump_if_false @BBCHAL_2199 
0087: 14@ = 5@ // floating-point values only 

:BBCHAL_2199
0002: jump @BBCHAL_2260 

:BBCHAL_2206
00D6: if 
0025:   14@ > 2@ // floating-point values 
004D: jump_if_false @BBCHAL_2233 
0087: 14@ = 2@ // floating-point values only 

:BBCHAL_2233
00D6: if 
0025:   5@ > 14@ // floating-point values 
004D: jump_if_false @BBCHAL_2260 
0087: 14@ = 5@ // floating-point values only 

:BBCHAL_2260
00D6: if 
0025:   6@ > 3@ // floating-point values 
004D: jump_if_false @BBCHAL_2340 
00D6: if 
0025:   3@ > 15@ // floating-point values 
004D: jump_if_false @BBCHAL_2306 
0087: 15@ = 3@ // floating-point values only 

:BBCHAL_2306
00D6: if 
0025:   15@ > 6@ // floating-point values 
004D: jump_if_false @BBCHAL_2333 
0087: 15@ = 6@ // floating-point values only 

:BBCHAL_2333
0002: jump @BBCHAL_2394 

:BBCHAL_2340
00D6: if 
0025:   15@ > 3@ // floating-point values 
004D: jump_if_false @BBCHAL_2367 
0087: 15@ = 3@ // floating-point values only 

:BBCHAL_2367
00D6: if 
0025:   6@ > 15@ // floating-point values 
004D: jump_if_false @BBCHAL_2394 
0087: 15@ = 6@ // floating-point values only 

:BBCHAL_2394
0051: return 

:BBCHAL_2396
0050: gosub @BBCHAL_1578 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBCHAL_2435 
080A: (unknown) 0@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BBCHAL_2435
0509: $11352 = distance between point 14@ 15@ and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
008E: 25@ = float_to_integer $11352 
006A: 25@ *= 29@ // integer values 
0093: 17@ = integer_to_float 29@ 
0013: 17@ *= 0.1 // floating-point values 
0092: 22@ = float_to_integer 17@ 
0012: 22@ *= -1 // integer values 
005A: 29@ += 22@ // integer values 
00D6: if 
001B:   500 > 29@ // integer values 
004D: jump_if_false @BBCHAL_2536 
0006: 29@ = 500 // integer values 

:BBCHAL_2536
0051: return 

:BBCHAL_2538
00BE: text_clear_all 
00D6: if 
8039:   not  26@ == 0 // integer values 
004D: jump_if_false @BBCHAL_2589 
01E3: text_1number_styled 'BB_15' $1922 5000 ms 1  // J REKORD!!~n~~w~~1~
0627: change_stat 215 to $1922 
0394: play_music 1 

:BBCHAL_2589
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_2610 
0164: disable_marker 1@ 

:BBCHAL_2610
0151: remove_status_text $1924 
0151: remove_status_text $1922 
014F: stop_timer $1923 
0004: $1921 = 0 // integer values 
004E: end_thread 
0051: return 

:NONAME_5
004E: end_thread 

:LOWGAME
03A4: name_thread 'LOWGAME' 
0007: 12@ = 0.01 // floating-point values 
0004: $1020 = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 16@ = 0 // integer values 
0004: $LOWR_PLAYER_POINTS = 0 // integer values 
0004: $LOWR_OPPOSITION_POINTS = 0 // integer values 
0006: 18@ = 0 // integer values 
0006: 23@ = 0 // integer values 
0006: 24@ = 0 // integer values 
0006: 25@ = -1 // integer values 
0006: 27@ = 0 // integer values 
0006: 19@ = 0 // integer values 
00D6: if 
0039:   13@ == -1 // integer values 
004D: jump_if_false @LOWGAME_198 
00A5: 0@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 1@ = create_car #PONY at 0.0 0.0 0.0 
009A: 2@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 

:LOWGAME_198
00D6: if 
056E:   carcass_of_car 0@ valid 
004D: jump_if_false @LOWGAME_244 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @LOWGAME_237 
0002: jump @LOWGAME_8722 

:LOWGAME_237
0002: jump @LOWGAME_251 

:LOWGAME_244
0002: jump @LOWGAME_8722 

:LOWGAME_251
00D6: if 
056E:   carcass_of_car 1@ valid 
004D: jump_if_false @LOWGAME_297 
00D6: if 
0119:   car 1@ wrecked 
004D: jump_if_false @LOWGAME_290 
0002: jump @LOWGAME_8722 

:LOWGAME_290
0002: jump @LOWGAME_304 

:LOWGAME_297
0002: jump @LOWGAME_8722 

:LOWGAME_304
00D6: if 
001A:   1 > $1022 // integer values 
004D: jump_if_false @LOWGAME_336 
0004: $1022 = 1 // integer values 
0002: jump @LOWGAME_361 

:LOWGAME_336
00D6: if 
0018:   $1022 > 5 // integer values 
004D: jump_if_false @LOWGAME_361 
0004: $1022 = 5 // integer values 

:LOWGAME_361
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_391 
00AA: store_car 0@ position_to 3@ 4@ 5@ 

:LOWGAME_391
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_421 
00AA: store_car 1@ position_to 6@ 7@ 8@ 

:LOWGAME_421
0004: $1017 = 1 // integer values 

:LOWGAME_428
0001: wait 0 ms 
00D6: if 
001B:   5 > 13@ // integer values 
004D: jump_if_false @LOWGAME_480 
00D6: if 
856E:   not carcass_of_car 0@ valid 
004D: jump_if_false @LOWGAME_480 
0004: $1044 = 1 // integer values 
0006: 13@ = 5 // integer values 

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

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

:LOWGAME_587
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWGAME_621 
0001: wait 0 ms 
0002: jump @LOWGAME_587 

:LOWGAME_621
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_696 
020A: set_car 0@ door_status_to 4 
0221: set_player $PLAYER_CHAR trapped_in_car 1 
02AC: set_car 0@ immunities 1 1 1 1 1 
0005: $TEMPVAR_FLOAT_1 = 0.62 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 0.31 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = -0.167 // floating-point values 

:LOWGAME_696
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 15@ 1 
0616: define_action_sequences_end 15@ 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_1068 
00D6: if 
0A32: (unknown) 2@ 
004D: jump_if_false @LOWGAME_1068 
0618: assign_actor 2@ to_action_sequences 15@ 

:LOWGAME_1068
0006: 16@ = 0 // integer values 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_1224 
00D6: if or
0137:   car 0@ id == #REMINGTN 
0137:   car 0@ id == #SLAMVAN 
0137:   car 0@ id == #TORNADO 
004D: jump_if_false @LOWGAME_1140 
0006: 16@ = 1 // integer values 
0002: jump @LOWGAME_1224 

:LOWGAME_1140
00D6: if or
0137:   car 0@ id == #BLADE 
0137:   car 0@ id == #BROADWAY 
0137:   car 0@ id == #SAVANNA 
004D: jump_if_false @LOWGAME_1217 
096D: get_car 0@ car_component 7 on_slot 17@ 
00D6: if 
8039:   not  17@ == -1 // integer values 
004D: jump_if_false @LOWGAME_1210 
0006: 16@ = 1 // integer values 

:LOWGAME_1210
0002: jump @LOWGAME_1224 

:LOWGAME_1217
0006: 16@ = 1 // integer values 

:LOWGAME_1224
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_1263 
00D6: if 
8A32:   not (unknown) 2@ 
004D: jump_if_false @LOWGAME_1263 
0006: 16@ = 1 // integer values 

:LOWGAME_1263
0004: $1027 = 0 // integer values 
0004: $1028 = 0 // integer values 
0004: $1029 = 0 // integer values 
0004: $LOWR_PLAYER_POINTS = 0 // integer values 
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 0 // integer values 
0004: $LOWR_OPPOSITION_POINTS = 0 // integer values 
000A: 13@ += 1 // integer values 
0002: jump @LOWGAME_7662 

:LOWGAME_1319
0953: (unknown) 17@ 
00D6: if 
04A4:   17@ == 3 // integer values OR floating-point values 
004D: jump_if_false @LOWGAME_1392 
04F7: status_text $LOWR_PLAYER_POINTS 0 line 1 'LOWR1'  // Jtkos
04F7: status_text $LOWR_OPPOSITION_POINTS 0 line 2 'LOWR2'  // Ellenfl
000A: 13@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:LOWGAME_1392
0002: jump @LOWGAME_7662 

:LOWGAME_1399
0953: (unknown) 17@ 
00D6: if 
0736:   32 
004D: jump_if_false @LOWGAME_1429 
0006: 32@ = 90000 // integer values 

:LOWGAME_1429
07B1: (unknown) -1 20@ 21@ 22@ 
00D6: if 
8039:   not  21@ == 33 // integer values 
004D: jump_if_false @LOWGAME_7491 
09EE: (unknown) 1 
0050: gosub @LOWGAME_10566 
07B1: (unknown) 0 20@ 21@ 22@ 
00D6: if 
803B:   not  22@ == 25@ // integer values 
004D: jump_if_false @LOWGAME_2071 
0006: 28@ = -1 // integer values 
00D6: if 
8039:   not  18@ == 0 // integer values 
004D: jump_if_false @LOWGAME_1984 
00D6: if and
0019:   20@ > -35 // integer values 
001B:   35 > 20@ // integer values 
004D: jump_if_false @LOWGAME_1607 
00D6: if 
003B:   18@ == 21@ // integer values 
004D: jump_if_false @LOWGAME_1586 
0006: 28@ = 0 // integer values 
0002: jump @LOWGAME_1600 

:LOWGAME_1586
0006: 23@ = 1 // integer values 
0006: 28@ = 5 // integer values 

:LOWGAME_1600
0002: jump @LOWGAME_1878 

:LOWGAME_1607
00D6: if and
0019:   20@ > -50 // integer values 
001B:   50 > 20@ // integer values 
004D: jump_if_false @LOWGAME_1686 
00D6: if 
003B:   18@ == 21@ // integer values 
004D: jump_if_false @LOWGAME_1665 
0006: 28@ = 1 // integer values 
0002: jump @LOWGAME_1679 

:LOWGAME_1665
0006: 23@ = 1 // integer values 
0006: 28@ = 5 // integer values 

:LOWGAME_1679
0002: jump @LOWGAME_1878 

:LOWGAME_1686
00D6: if and
0019:   20@ > -100 // integer values 
001B:   100 > 20@ // integer values 
004D: jump_if_false @LOWGAME_1765 
00D6: if 
003B:   18@ == 21@ // integer values 
004D: jump_if_false @LOWGAME_1744 
0006: 28@ = 2 // integer values 
0002: jump @LOWGAME_1758 

:LOWGAME_1744
0006: 23@ = 1 // integer values 
0006: 28@ = 5 // integer values 

:LOWGAME_1758
0002: jump @LOWGAME_1878 

:LOWGAME_1765
00D6: if or
0019:   20@ > -200 // integer values 
001B:   200 > 20@ // integer values 
004D: jump_if_false @LOWGAME_1878 
00D6: if 
003B:   18@ == 21@ // integer values 
004D: jump_if_false @LOWGAME_1864 
0006: 23@ = 1 // integer values 
00D6: if 
001B:   0 > 20@ // integer values 
004D: jump_if_false @LOWGAME_1850 
0006: 28@ = 3 // integer values 
0002: jump @LOWGAME_1857 

:LOWGAME_1850
0006: 28@ = 4 // integer values 

:LOWGAME_1857
0002: jump @LOWGAME_1878 

:LOWGAME_1864
0006: 23@ = 1 // integer values 
0006: 28@ = 5 // integer values 

:LOWGAME_1878
0004: $1043 = 1 // integer values 
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @LOWGAME_1924 
04AE: unknown $1043 radar_icon_or_model 3 
000A: 30@ += 1 // integer values 
0002: jump @LOWGAME_1977 

:LOWGAME_1924
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @LOWGAME_1963 
04AE: unknown $1043 radar_icon_or_model 2 
000A: 30@ += 1 // integer values 
0002: jump @LOWGAME_1977 

:LOWGAME_1963
04AE: unknown $1043 radar_icon_or_model 1 
000A: 31@ += 1 // integer values 

:LOWGAME_1977
0002: jump @LOWGAME_2024 

:LOWGAME_1984
00D6: if 
001B:   -200 > 20@ // integer values 
004D: jump_if_false @LOWGAME_2024 
0006: 23@ = 1 // integer values 
0006: 28@ = 3 // integer values 
000A: 31@ += 1 // integer values 

:LOWGAME_2024
00D6: if 
8039:   not  28@ == -1 // integer values 
004D: jump_if_false @LOWGAME_2071 
0050: gosub @LOWGAME_9681 
0050: gosub @LOWGAME_10047 
0050: gosub @LOWGAME_8731 
0085: 25@ = 22@ // integer values and handles 

:LOWGAME_2071
00D6: if 
001A:   0 > $LOWR_PLAYER_POINTS // integer values 
004D: jump_if_false @LOWGAME_2096 
0004: $LOWR_PLAYER_POINTS = 0 // integer values 

:LOWGAME_2096
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_2239 
00D6: if 
81AD:   not car 0@ 0 3@ 4@ 3.0 3.0 
004D: jump_if_false @LOWGAME_2239 
00AA: store_car 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 9@ = 3@ // floating-point values only 
0065: 9@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 10@ = 4@ // floating-point values only 
0065: 10@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 9@ *= 12@ // floating-point values 
006B: 10@ *= 12@ // floating-point values 
07D5: apply_momentum_to_vehicle 0@ direction 9@ 10@ 0.0 0.0 0.0 0.0 

:LOWGAME_2239
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_2382 
00D6: if 
81AD:   not car 1@ 0 6@ 7@ 3.0 3.0 
004D: jump_if_false @LOWGAME_2382 
00AA: store_car 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 9@ = 6@ // floating-point values only 
0065: 9@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 10@ = 7@ // floating-point values only 
0065: 10@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 9@ *= 12@ // floating-point values 
006B: 10@ *= 12@ // floating-point values 
07D5: apply_momentum_to_vehicle 1@ direction 9@ 10@ 0.0 0.0 0.0 0.0 

:LOWGAME_2382
00D6: if and
001B:   100 > 20@ // integer values 
0019:   20@ > -100 // integer values 
004D: jump_if_false @LOWGAME_2912 
00D6: if 
0039:   21@ == 9 // integer values 
004D: jump_if_false @LOWGAME_2465 
0005: $1023 = 1.0 // floating-point values 
0005: $1024 = 1.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 

:LOWGAME_2465
00D6: if 
0039:   21@ == 10 // integer values 
004D: jump_if_false @LOWGAME_2523 
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 1.0 // floating-point values 
0005: $1026 = 1.0 // floating-point values 

:LOWGAME_2523
00D6: if 
0039:   21@ == 11 // integer values 
004D: jump_if_false @LOWGAME_2581 
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 1.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 

:LOWGAME_2581
00D6: if 
0039:   21@ == 12 // integer values 
004D: jump_if_false @LOWGAME_2639 
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 1.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 

:LOWGAME_2639
00D6: if 
0039:   21@ == 13 // integer values 
004D: jump_if_false @LOWGAME_2697 
0005: $1023 = 1.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 1.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 

:LOWGAME_2697
00D6: if 
0039:   21@ == 14 // integer values 
004D: jump_if_false @LOWGAME_2755 
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 1.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 1.0 // floating-point values 

:LOWGAME_2755
00D6: if 
0039:   21@ == 15 // integer values 
004D: jump_if_false @LOWGAME_2813 
0005: $1023 = 1.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 

:LOWGAME_2813
00D6: if 
0039:   21@ == 16 // integer values 
004D: jump_if_false @LOWGAME_2871 
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 1.0 // floating-point values 

:LOWGAME_2871
00D6: if 
803B:   not  22@ == 27@ // integer values 
004D: jump_if_false @LOWGAME_2905 
0050: gosub @LOWGAME_7669 
0085: 27@ = 22@ // integer values and handles 

:LOWGAME_2905
0002: jump @LOWGAME_2952 

:LOWGAME_2912
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 

:LOWGAME_2952
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_3001 
00D6: if 
0803:   car 1@ have_hydraulics 
004D: jump_if_false @LOWGAME_3001 
07F5: car 1@ control_hydraulics $1023 $1024 $1025 $1026 

:LOWGAME_3001
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @LOWGAME_7453 
00D6: if 
0038:   $1020 == -1 // integer values 
004D: jump_if_false @LOWGAME_3062 
00D6: if 
8039:   not  18@ == 0 // integer values 
004D: jump_if_false @LOWGAME_3062 
0004: $1020 = 0 // integer values 

:LOWGAME_3062
00D6: if 
0038:   $1020 == 0 // integer values 
004D: jump_if_false @LOWGAME_3112 
00D6: if 
0019:   30@ > 5 // integer values 
004D: jump_if_false @LOWGAME_3112 
0008: $1020 += 1 // integer values 
0006: 30@ = 0 // integer values 

:LOWGAME_3112
00D6: if 
0038:   $1020 == 1 // integer values 
004D: jump_if_false @LOWGAME_3169 
00D6: if 
0019:   30@ > 5 // integer values 
004D: jump_if_false @LOWGAME_3169 
0008: $1020 += 1 // integer values 
0006: 30@ = 0 // integer values 
0006: 31@ = 0 // integer values 

:LOWGAME_3169
00D6: if 
0038:   $1020 == 2 // integer values 
004D: jump_if_false @LOWGAME_3258 
00D6: if 
0019:   30@ > 5 // integer values 
004D: jump_if_false @LOWGAME_3226 
0008: $1020 += 1 // integer values 
0006: 30@ = 0 // integer values 
0006: 31@ = 0 // integer values 

:LOWGAME_3226
00D6: if 
0019:   31@ > 1 // integer values 
004D: jump_if_false @LOWGAME_3258 
000C: $1020 -= 1 // integer values 
0006: 31@ = 0 // integer values 

:LOWGAME_3258
00D6: if 
0038:   $1020 == 3 // integer values 
004D: jump_if_false @LOWGAME_3347 
00D6: if 
0019:   30@ > 5 // integer values 
004D: jump_if_false @LOWGAME_3315 
0008: $1020 += 1 // integer values 
0006: 30@ = 0 // integer values 
0006: 31@ = 0 // integer values 

:LOWGAME_3315
00D6: if 
0019:   31@ > 1 // integer values 
004D: jump_if_false @LOWGAME_3347 
000C: $1020 -= 1 // integer values 
0006: 31@ = 0 // integer values 

:LOWGAME_3347
00D6: if 
0038:   $1020 == 4 // integer values 
004D: jump_if_false @LOWGAME_3436 
00D6: if 
0019:   30@ > 5 // integer values 
004D: jump_if_false @LOWGAME_3404 
0008: $1020 += 1 // integer values 
0006: 30@ = 0 // integer values 
0006: 31@ = 0 // integer values 

:LOWGAME_3404
00D6: if 
0019:   31@ > 1 // integer values 
004D: jump_if_false @LOWGAME_3436 
000C: $1020 -= 1 // integer values 
0006: 31@ = 0 // integer values 

:LOWGAME_3436
00D6: if 
0038:   $1020 == 5 // integer values 
004D: jump_if_false @LOWGAME_3493 
00D6: if 
0019:   31@ > 1 // integer values 
004D: jump_if_false @LOWGAME_3493 
000C: $1020 -= 1 // integer values 
0006: 30@ = 0 // integer values 
0006: 31@ = 0 // integer values 

:LOWGAME_3493
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_7453 
00D6: if 
803A:   not  $1021 == $1020 // integer values and handles 
004D: jump_if_false @LOWGAME_5115 
00D6: if 
0038:   $1020 == -1 // integer values 
004D: jump_if_false @LOWGAME_3699 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0643: (unknown) 15@ 1 
0616: define_action_sequences_end 15@ 

:LOWGAME_3699
00D6: if and
0038:   $1021 == -1 // integer values 
0038:   $1020 == 0 // integer values 
004D: jump_if_false @LOWGAME_3855 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLE_TO_L0" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 15@ 
0618: assign_actor 2@ to_action_sequences 15@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_3855
00D6: if and
0038:   $1021 == 0 // integer values 
0038:   $1020 == 1 // integer values 
004D: jump_if_false @LOWGAME_4009 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_TO_L1" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 15@ 
0618: assign_actor 2@ to_action_sequences 15@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_4009
00D6: if and
0038:   $1021 == 1 // integer values 
0038:   $1020 == 2 // integer values 
004D: jump_if_false @LOWGAME_4163 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_TO_L2" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 15@ 
0618: assign_actor 2@ to_action_sequences 15@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_4163
00D6: if and
0038:   $1021 == 2 // integer values 
0038:   $1020 == 3 // integer values 
004D: jump_if_false @LOWGAME_4317 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_TO_L3" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 15@ 
0618: assign_actor 2@ to_action_sequences 15@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_4317
00D6: if and
0038:   $1021 == 3 // integer values 
0038:   $1020 == 4 // integer values 
004D: jump_if_false @LOWGAME_4471 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_TO_L4" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 15@ 
0618: assign_actor 2@ to_action_sequences 15@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_4471
00D6: if and
0038:   $1021 == 4 // integer values 
0038:   $1020 == 5 // integer values 
004D: jump_if_false @LOWGAME_4625 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_TO_L5" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 15@ 
0618: assign_actor 2@ to_action_sequences 15@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_4625
00D6: if and
0018:   $1021 > 1 // integer values 
0038:   $1020 == 1 // integer values 
004D: jump_if_false @LOWGAME_4781 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L345_TO_L1" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 15@ 
0618: assign_actor 2@ to_action_sequences 15@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_4781
00D6: if and
0038:   $1021 == 1 // integer values 
0038:   $1020 == 0 // integer values 
004D: jump_if_false @LOWGAME_4936 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L12_TO_L0" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 15@ 
0618: assign_actor 2@ to_action_sequences 15@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_4936
00D6: if and
0038:   $1021 == 0 // integer values 
0038:   $1020 == -1 // integer values 
004D: jump_if_false @LOWGAME_5107 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_5107
0084: $1021 = $1020 // integer values and handles 

:LOWGAME_5115
00D6: if and
803B:   not  19@ == 18@ // integer values 
8039:   not  18@ == 0 // integer values 
004D: jump_if_false @LOWGAME_6256 
0006: 17@ = 0 // integer values 
0007: 26@ = 1.0 // floating-point values 
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false @LOWGAME_5220 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_5220
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L12_TO_L0" 
004D: jump_if_false @LOWGAME_5280 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_5280
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L345_TO_L1" 
004D: jump_if_false @LOWGAME_5342 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_5342
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L0_TO_L1" 
004D: jump_if_false @LOWGAME_5400 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_5400
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L1_TO_L2" 
004D: jump_if_false @LOWGAME_5458 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_5458
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L2_TO_L3" 
004D: jump_if_false @LOWGAME_5516 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_5516
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L3_TO_L4" 
004D: jump_if_false @LOWGAME_5574 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_5574
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L4_TO_L5" 
004D: jump_if_false @LOWGAME_5632 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_5632
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_5686 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_5686
00D6: if 
0023:   0.9 > 26@ // floating-point values 
004D: jump_if_false @LOWGAME_5714 
0006: 17@ = 1 // integer values 

:LOWGAME_5714
00D6: if 
0039:   17@ == 0 // integer values 
004D: jump_if_false @LOWGAME_6248 
00D6: if 
0038:   $1020 == 0 // integer values 
004D: jump_if_false @LOWGAME_5818 
0615: define_action_sequences 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_BNCE" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 14@ 
0618: assign_actor 2@ to_action_sequences 14@ 
061B: remove_references_to_action_sequences 14@ 

:LOWGAME_5818
00D6: if 
0038:   $1020 == 1 // integer values 
004D: jump_if_false @LOWGAME_5904 
0615: define_action_sequences 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_BNCE" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 14@ 
0618: assign_actor 2@ to_action_sequences 14@ 
061B: remove_references_to_action_sequences 14@ 

:LOWGAME_5904
00D6: if 
0038:   $1020 == 2 // integer values 
004D: jump_if_false @LOWGAME_5990 
0615: define_action_sequences 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_BNCE" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 14@ 
0618: assign_actor 2@ to_action_sequences 14@ 
061B: remove_references_to_action_sequences 14@ 

:LOWGAME_5990
00D6: if 
0038:   $1020 == 3 // integer values 
004D: jump_if_false @LOWGAME_6076 
0615: define_action_sequences 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_BNCE" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 14@ 
0618: assign_actor 2@ to_action_sequences 14@ 
061B: remove_references_to_action_sequences 14@ 

:LOWGAME_6076
00D6: if 
0038:   $1020 == 4 // integer values 
004D: jump_if_false @LOWGAME_6162 
0615: define_action_sequences 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_BNCE" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 14@ 
0618: assign_actor 2@ to_action_sequences 14@ 
061B: remove_references_to_action_sequences 14@ 

:LOWGAME_6162
00D6: if 
0038:   $1020 == 5 // integer values 
004D: jump_if_false @LOWGAME_6248 
0615: define_action_sequences 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_BNCE" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 14@ 
0618: assign_actor 2@ to_action_sequences 14@ 
061B: remove_references_to_action_sequences 14@ 

:LOWGAME_6248
0085: 19@ = 18@ // integer values and handles 

:LOWGAME_6256
00D6: if 
0039:   23@ == 1 // integer values 
004D: jump_if_false @LOWGAME_6489 
00D6: if 
0039:   18@ == 0 // integer values 
004D: jump_if_false @LOWGAME_6482 
00D6: if 
0018:   $1020 > 0 // integer values 
004D: jump_if_false @LOWGAME_6482 
00D6: if 
8611:   not actor 2@ animation_is "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_6468 
0615: define_action_sequences 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_BDBNCE" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 14@ 
0618: assign_actor 2@ to_action_sequences 14@ 
061B: remove_references_to_action_sequences 14@ 
061B: remove_references_to_action_sequences 15@ 
0615: define_action_sequences 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 15@ 

:LOWGAME_6468
0004: $1020 = 1 // integer values 
0004: $1021 = 1 // integer values 

:LOWGAME_6482
0006: 23@ = 0 // integer values 

:LOWGAME_6489
0006: 17@ = 0 // integer values 
0007: 26@ = 1.0 // floating-point values 
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_6560 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_6560
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false @LOWGAME_6622 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_6622
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L12_TO_L0" 
004D: jump_if_false @LOWGAME_6682 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_6682
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L345_TO_L1" 
004D: jump_if_false @LOWGAME_6744 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_6744
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L0_BNCE" 
004D: jump_if_false @LOWGAME_6800 
0613: 26@ = actor 2@ animation "LRGIRL_L0_BNCE" time 

:LOWGAME_6800
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L0_TO_L1" 
004D: jump_if_false @LOWGAME_6858 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_6858
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L1_TO_L2" 
004D: jump_if_false @LOWGAME_6916 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_6916
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L2_TO_L3" 
004D: jump_if_false @LOWGAME_6974 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_6974
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L3_TO_L4" 
004D: jump_if_false @LOWGAME_7032 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_7032
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L4_TO_L5" 
004D: jump_if_false @LOWGAME_7090 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_7090
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L1_BNCE" 
004D: jump_if_false @LOWGAME_7146 
0613: 26@ = actor 2@ animation "LRGIRL_L1_BNCE" time 

:LOWGAME_7146
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L2_BNCE" 
004D: jump_if_false @LOWGAME_7202 
0613: 26@ = actor 2@ animation "LRGIRL_L2_BNCE" time 

:LOWGAME_7202
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L3_BNCE" 
004D: jump_if_false @LOWGAME_7258 
0613: 26@ = actor 2@ animation "LRGIRL_L3_BNCE" time 

:LOWGAME_7258
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L4_BNCE" 
004D: jump_if_false @LOWGAME_7314 
0613: 26@ = actor 2@ animation "LRGIRL_L4_BNCE" time 

:LOWGAME_7314
00D6: if 
0611:   actor 2@ animation_is "LRGIRL_L5_BNCE" 
004D: jump_if_false @LOWGAME_7370 
0613: 26@ = actor 2@ animation "LRGIRL_L5_BNCE" time 

:LOWGAME_7370
00D6: if 
0023:   0.9 > 26@ // floating-point values 
004D: jump_if_false @LOWGAME_7398 
0006: 17@ = 1 // integer values 

:LOWGAME_7398
00D6: if 
0039:   17@ == 0 // integer values 
004D: jump_if_false @LOWGAME_7453 
062E: (unknown) 2@ 1560 17@ 
00D6: if 
04A4:   17@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWGAME_7453 
0618: assign_actor 2@ to_action_sequences 15@ 

:LOWGAME_7453
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @LOWGAME_7484 
0004: $LOWR_PLAYER_POINTS = 0 // integer values 
000A: 13@ += 1 // integer values 

:LOWGAME_7484
0002: jump @LOWGAME_7505 

:LOWGAME_7491
000A: 13@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:LOWGAME_7505
0002: jump @LOWGAME_7662 

:LOWGAME_7512
000A: 13@ += 1 // integer values 
0002: jump @LOWGAME_7662 

:LOWGAME_7526
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWGAME_7549 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:LOWGAME_7549
016A: fade 0 500 ms 

:LOWGAME_7556
00D6: if 
016B:   fading 
004D: jump_if_false @LOWGAME_7580 
0001: wait 0 ms 
0002: jump @LOWGAME_7556 

:LOWGAME_7580
0004: $1044 = 1 // integer values 
000A: 13@ += 1 // integer values 
0002: jump @LOWGAME_7662 

:LOWGAME_7601
0953: (unknown) 17@ 
00D6: if 
04A4:   17@ == 3 // integer values OR floating-point values 
004D: jump_if_false @LOWGAME_7626 
0955: (unknown) 

:LOWGAME_7626
0151: remove_status_text $LOWR_PLAYER_POINTS 
0151: remove_status_text $LOWR_OPPOSITION_POINTS 
04EF: release_animation "LOWRIDER" 
0002: jump @LOWGAME_8722 
0002: jump @LOWGAME_7662 

:LOWGAME_7662
0002: jump @LOWGAME_428 

:LOWGAME_7669
0209: 17@ = random_int 0 10 
00D6: if or
0038:   $1022 == 0 // integer values 
0038:   $1022 == 1 // integer values 
004D: jump_if_false @LOWGAME_7894 
0871: init_jump_table 17@ total_jumps 10 0 @LOWGAME_7887 jumps 0 @LOWGAME_7831 1 @LOWGAME_7831 2 @LOWGAME_7845 3 @LOWGAME_7845 4 @LOWGAME_7845 5 @LOWGAME_7845 6 @LOWGAME_7859 
0872: jump_table_jumps 7 @LOWGAME_7859 8 @LOWGAME_7859 9 @LOWGAME_7873 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 

:LOWGAME_7831
0008: $LOWR_OPPOSITION_POINTS += 0 // integer values 
0002: jump @LOWGAME_7887 

:LOWGAME_7845
0008: $LOWR_OPPOSITION_POINTS += 10 // integer values 
0002: jump @LOWGAME_7887 

:LOWGAME_7859
0008: $LOWR_OPPOSITION_POINTS += 20 // integer values 
0002: jump @LOWGAME_7887 

:LOWGAME_7873
0008: $LOWR_OPPOSITION_POINTS += 50 // integer values 
0002: jump @LOWGAME_7887 

:LOWGAME_7887
0002: jump @LOWGAME_8695 

:LOWGAME_7894
00D6: if 
0038:   $1022 == 2 // integer values 
004D: jump_if_false @LOWGAME_8103 
0871: init_jump_table 17@ total_jumps 10 0 @LOWGAME_8096 jumps 0 @LOWGAME_8040 1 @LOWGAME_8054 2 @LOWGAME_8054 3 @LOWGAME_8054 4 @LOWGAME_8054 5 @LOWGAME_8068 6 @LOWGAME_8068 
0872: jump_table_jumps 7 @LOWGAME_8068 8 @LOWGAME_8082 9 @LOWGAME_8082 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 

:LOWGAME_8040
0008: $LOWR_OPPOSITION_POINTS += 0 // integer values 
0002: jump @LOWGAME_8096 

:LOWGAME_8054
0008: $LOWR_OPPOSITION_POINTS += 10 // integer values 
0002: jump @LOWGAME_8096 

:LOWGAME_8068
0008: $LOWR_OPPOSITION_POINTS += 20 // integer values 
0002: jump @LOWGAME_8096 

:LOWGAME_8082
0008: $LOWR_OPPOSITION_POINTS += 50 // integer values 
0002: jump @LOWGAME_8096 

:LOWGAME_8096
0002: jump @LOWGAME_8695 

:LOWGAME_8103
00D6: if 
0038:   $1022 == 3 // integer values 
004D: jump_if_false @LOWGAME_8312 
0871: init_jump_table 17@ total_jumps 10 0 @LOWGAME_8305 jumps 0 @LOWGAME_8249 1 @LOWGAME_8263 2 @LOWGAME_8263 3 @LOWGAME_8263 4 @LOWGAME_8277 5 @LOWGAME_8277 6 @LOWGAME_8277 
0872: jump_table_jumps 7 @LOWGAME_8291 8 @LOWGAME_8291 9 @LOWGAME_8291 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 

:LOWGAME_8249
0008: $LOWR_OPPOSITION_POINTS += 0 // integer values 
0002: jump @LOWGAME_8305 

:LOWGAME_8263
0008: $LOWR_OPPOSITION_POINTS += 10 // integer values 
0002: jump @LOWGAME_8305 

:LOWGAME_8277
0008: $LOWR_OPPOSITION_POINTS += 20 // integer values 
0002: jump @LOWGAME_8305 

:LOWGAME_8291
0008: $LOWR_OPPOSITION_POINTS += 50 // integer values 
0002: jump @LOWGAME_8305 

:LOWGAME_8305
0002: jump @LOWGAME_8695 

:LOWGAME_8312
00D6: if 
0038:   $1022 == 4 // integer values 
004D: jump_if_false @LOWGAME_8507 
0871: init_jump_table 17@ total_jumps 10 0 @LOWGAME_8500 jumps 0 @LOWGAME_8458 1 @LOWGAME_8458 2 @LOWGAME_8458 3 @LOWGAME_8472 4 @LOWGAME_8472 5 @LOWGAME_8472 6 @LOWGAME_8472 
0872: jump_table_jumps 7 @LOWGAME_8486 8 @LOWGAME_8486 9 @LOWGAME_8486 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 

:LOWGAME_8458
0008: $LOWR_OPPOSITION_POINTS += 10 // integer values 
0002: jump @LOWGAME_8500 

:LOWGAME_8472
0008: $LOWR_OPPOSITION_POINTS += 20 // integer values 
0002: jump @LOWGAME_8500 

:LOWGAME_8486
0008: $LOWR_OPPOSITION_POINTS += 50 // integer values 
0002: jump @LOWGAME_8500 

:LOWGAME_8500
0002: jump @LOWGAME_8695 

:LOWGAME_8507
00D6: if 
0038:   $1022 == 5 // integer values 
004D: jump_if_false @LOWGAME_8695 
0871: init_jump_table 17@ total_jumps 10 0 @LOWGAME_8695 jumps 0 @LOWGAME_8653 1 @LOWGAME_8653 2 @LOWGAME_8667 3 @LOWGAME_8667 4 @LOWGAME_8667 5 @LOWGAME_8667 6 @LOWGAME_8681 
0872: jump_table_jumps 7 @LOWGAME_8681 8 @LOWGAME_8681 9 @LOWGAME_8681 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 

:LOWGAME_8653
0008: $LOWR_OPPOSITION_POINTS += 10 // integer values 
0002: jump @LOWGAME_8695 

:LOWGAME_8667
0008: $LOWR_OPPOSITION_POINTS += 20 // integer values 
0002: jump @LOWGAME_8695 

:LOWGAME_8681
0008: $LOWR_OPPOSITION_POINTS += 50 // integer values 
0002: jump @LOWGAME_8695 

:LOWGAME_8695
00D6: if 
001A:   0 > $LOWR_OPPOSITION_POINTS // integer values 
004D: jump_if_false @LOWGAME_8720 
0004: $LOWR_OPPOSITION_POINTS = 0 // integer values 

:LOWGAME_8720
0051: return 

:LOWGAME_8722
0004: $1017 = 0 // integer values 
004E: end_thread 

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

:LOWGAME_8794
015B: (unknown) 0 200 255 
0002: jump @LOWGAME_8860 

:LOWGAME_8811
015B: (unknown) 0 200 200 
0002: jump @LOWGAME_8860 

:LOWGAME_8828
015B: (unknown) 0 200 110 
0002: jump @LOWGAME_8860 

:LOWGAME_8844
015B: (unknown) 0 200 50 
0002: jump @LOWGAME_8860 

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

:LOWGAME_8923
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @LOWGAME_8957 
00BA: text_styled 'DNC_005' 1000 ms 5  // ~w~Remek idzts!

:LOWGAME_8957
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @LOWGAME_8991 
00BA: text_styled 'DNC_006' 1000 ms 5  // ~w~Rendben!

:LOWGAME_8991
00D6: if 
0039:   28@ == 2 // integer values 
004D: jump_if_false @LOWGAME_9025 
00BA: text_styled 'DNC_007' 1000 ms 5  // ~w~Rendben!

:LOWGAME_9025
00D6: if 
0039:   28@ == 3 // integer values 
004D: jump_if_false @LOWGAME_9059 
00BA: text_styled 'DNC_008' 1000 ms 5  // ~w~Tl ks!

:LOWGAME_9059
00D6: if 
0039:   28@ == 4 // integer values 
004D: jump_if_false @LOWGAME_9093 
00BA: text_styled 'DNC_009' 1000 ms 5  // ~w~Tl korai!

:LOWGAME_9093
00D6: if 
0039:   28@ == 5 // integer values 
004D: jump_if_false @LOWGAME_9127 
00BA: text_styled 'DNC_010' 1000 ms 5  // ~w~Tves!

:LOWGAME_9127
00D6: if 
0039:   28@ == 6 // integer values 
004D: jump_if_false @LOWGAME_9161 
00BA: text_styled 'DNC_011' 1000 ms 5  // ~w~Rossz idzts!

:LOWGAME_9161
0006: 29@ = 2 // integer values 
0002: jump @LOWGAME_9679 

:LOWGAME_9175
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @LOWGAME_9209 
00BA: text_styled 'DNC_012' 1000 ms 5  // ~w~sszehangolt!

:LOWGAME_9209
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @LOWGAME_9243 
00BA: text_styled 'DNC_013' 1000 ms 5  // ~w~Ez az!

:LOWGAME_9243
00D6: if 
0039:   28@ == 2 // integer values 
004D: jump_if_false @LOWGAME_9277 
00BA: text_styled 'DNC_014' 1000 ms 5  // ~w~Gyernk, tovbb!

:LOWGAME_9277
00D6: if 
0039:   28@ == 3 // integer values 
004D: jump_if_false @LOWGAME_9311 
00BA: text_styled 'DNC_015' 1000 ms 5  // ~w~Elhibztad!

:LOWGAME_9311
00D6: if 
0039:   28@ == 4 // integer values 
004D: jump_if_false @LOWGAME_9345 
00BA: text_styled 'DNC_016' 1000 ms 5  // ~w~Gyors vagy!

:LOWGAME_9345
00D6: if 
0039:   28@ == 5 // integer values 
004D: jump_if_false @LOWGAME_9379 
00BA: text_styled 'DNC_017' 1000 ms 5  // ~w~Hibs lps!

:LOWGAME_9379
00D6: if 
0039:   28@ == 6 // integer values 
004D: jump_if_false @LOWGAME_9413 
00BA: text_styled 'DNC_018' 1000 ms 5  // ~w~Prbld jra!

:LOWGAME_9413
000A: 29@ += 1 // integer values 
0002: jump @LOWGAME_9679 

:LOWGAME_9427
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @LOWGAME_9461 
00BA: text_styled 'DNC_019' 1000 ms 5  // ~w~A mester!

:LOWGAME_9461
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @LOWGAME_9495 
00BA: text_styled 'DNC_020' 1000 ms 5  // ~w~Megvan!

:LOWGAME_9495
00D6: if 
0039:   28@ == 2 // integer values 
004D: jump_if_false @LOWGAME_9529 
00BA: text_styled 'DNC_021' 1000 ms 5  // ~w~Elfogadhat!

:LOWGAME_9529
00D6: if 
0039:   28@ == 3 // integer values 
004D: jump_if_false @LOWGAME_9563 
00BA: text_styled 'DNC_022' 1000 ms 5  // ~w~Elkstl!

:LOWGAME_9563
00D6: if 
0039:   28@ == 4 // integer values 
004D: jump_if_false @LOWGAME_9597 
00BA: text_styled 'DNC_023' 1000 ms 5  // ~w~Lassts!

:LOWGAME_9597
00D6: if 
0039:   28@ == 5 // integer values 
004D: jump_if_false @LOWGAME_9631 
00BA: text_styled 'DNC_024' 1000 ms 5  // ~w~Vletlen!

:LOWGAME_9631
00D6: if 
0039:   28@ == 6 // integer values 
004D: jump_if_false @LOWGAME_9665 
00BA: text_styled 'DNC_025' 1000 ms 5  // ~w~Nem idben!

:LOWGAME_9665
000A: 29@ += 1 // integer values 
0002: jump @LOWGAME_9679 

:LOWGAME_9679
0051: return 

:LOWGAME_9681
008B: 17@ = $1028 // integer values and handles 
005C: 17@ += $1029 // integer values 
005C: 17@ += $1027 // integer values 
00D6: if 
0019:   17@ > 0 // integer values 
004D: jump_if_false @LOWGAME_10045 
00D6: if 
0029:   17@ >= 4 // integer values 
004D: jump_if_false @LOWGAME_10045 
00D6: if 
0038:   $1027 == 4 // integer values 
004D: jump_if_false @LOWGAME_9848 
00D6: if or
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 1 // integer values 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 // integer values 
004D: jump_if_false @LOWGAME_9816 
00BA: text_styled 'DNC_002' 50000 ms 7  // ~y~TKLETES
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 2 // integer values 
0002: jump @LOWGAME_9841 

:LOWGAME_9816
00BA: text_styled 'DNC_004' 50000 ms 7  // ~b~Remek
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 1 // integer values 

:LOWGAME_9841
0002: jump @LOWGAME_10024 

:LOWGAME_9848
00D6: if 
001C:   $1028 > $1029 // integer values 
004D: jump_if_false @LOWGAME_9899 
00BA: text_styled 'DNC_004' 50000 ms 7  // ~b~Remek
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 1 // integer values 
0002: jump @LOWGAME_10024 

:LOWGAME_9899
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 // integer values 
004D: jump_if_false @LOWGAME_9949 
00BA: text_styled 'DNC_004' 50000 ms 7  // ~b~Remek
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 1 // integer values 
0002: jump @LOWGAME_10024 

:LOWGAME_9949
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 1 // integer values 
004D: jump_if_false @LOWGAME_9999 
00BA: text_styled 'DNC_003' 50000 ms 7  // ~r~ROSSZ
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 0 // integer values 
0002: jump @LOWGAME_10024 

:LOWGAME_9999
00BA: text_styled 'DNC_003' 50000 ms 7  // ~r~ROSSZ
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 0 // integer values 

:LOWGAME_10024
0004: $1027 = 0 // integer values 
0004: $1028 = 0 // integer values 
0004: $1029 = 0 // integer values 

:LOWGAME_10045
0051: return 

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

:LOWGAME_10110
00D6: if 
001A:   999999 > $LOWR_PLAYER_POINTS // integer values 
004D: jump_if_false @LOWGAME_10185 
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 // integer values 
004D: jump_if_false @LOWGAME_10178 
0006: 17@ = 50 // integer values 
0012: 17@ *= 10 // integer values 
005E: $LOWR_PLAYER_POINTS += 17@ // integer values 
0002: jump @LOWGAME_10185 

:LOWGAME_10178
0008: $LOWR_PLAYER_POINTS += 50 // integer values 

:LOWGAME_10185
0008: $1027 += 1 // integer values 
0002: jump @LOWGAME_10533 

:LOWGAME_10199
00D6: if 
001A:   999999 > $LOWR_PLAYER_POINTS // integer values 
004D: jump_if_false @LOWGAME_10274 
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 // integer values 
004D: jump_if_false @LOWGAME_10267 
0006: 17@ = 20 // integer values 
0012: 17@ *= 10 // integer values 
005E: $LOWR_PLAYER_POINTS += 17@ // integer values 
0002: jump @LOWGAME_10274 

:LOWGAME_10267
0008: $LOWR_PLAYER_POINTS += 20 // integer values 

:LOWGAME_10274
0008: $1028 += 1 // integer values 
0002: jump @LOWGAME_10533 

:LOWGAME_10288
00D6: if 
001A:   999999 > $LOWR_PLAYER_POINTS // integer values 
004D: jump_if_false @LOWGAME_10363 
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 // integer values 
004D: jump_if_false @LOWGAME_10356 
0006: 17@ = 10 // integer values 
0012: 17@ *= 10 // integer values 
005E: $LOWR_PLAYER_POINTS += 17@ // integer values 
0002: jump @LOWGAME_10363 

:LOWGAME_10356
0008: $LOWR_PLAYER_POINTS += 10 // integer values 

:LOWGAME_10363
0008: $1028 += 1 // integer values 
0002: jump @LOWGAME_10533 

:LOWGAME_10377
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 0 // integer values 
004D: jump_if_false @LOWGAME_10402 
0008: $LOWR_PLAYER_POINTS += 0 // integer values 

:LOWGAME_10402
0008: $1029 += 1 // integer values 
0002: jump @LOWGAME_10533 

:LOWGAME_10416
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 0 // integer values 
004D: jump_if_false @LOWGAME_10441 
0008: $LOWR_PLAYER_POINTS += 0 // integer values 

:LOWGAME_10441
0008: $1029 += 1 // integer values 
0002: jump @LOWGAME_10533 

:LOWGAME_10455
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 0 // integer values 
004D: jump_if_false @LOWGAME_10480 
0008: $LOWR_PLAYER_POINTS += 0 // integer values 

:LOWGAME_10480
0008: $1029 += 1 // integer values 
0002: jump @LOWGAME_10533 

:LOWGAME_10494
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 0 // integer values 
004D: jump_if_false @LOWGAME_10519 
0008: $LOWR_PLAYER_POINTS += 0 // integer values 

:LOWGAME_10519
0008: $1029 += 1 // integer values 
0002: jump @LOWGAME_10533 

:LOWGAME_10533
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 999999 // integer values 
004D: jump_if_false @LOWGAME_10564 
0004: $LOWR_PLAYER_POINTS = 999999 // integer values 

:LOWGAME_10564
0051: return 

:LOWGAME_10566
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
008F: 26@ = integer_to_float $11283 
0087: 9@ = 26@ // floating-point values only 
008F: 26@ = integer_to_float $11284 
0087: 10@ = 26@ // floating-point values only 
0509: 26@ = distance between point 0.0 0.0 and point 9@ 10@ 
0006: 18@ = 0 // integer values 
00D6: if 
0021:   26@ > 64.0 // floating-point values 
004D: jump_if_false @LOWGAME_10927 
05A4: (unknown) 9@ 10@ 0.0 -1.0 26@ 
00D6: if 
0023:   15.0 > 26@ // floating-point values 
004D: jump_if_false @LOWGAME_10719 
0006: 18@ = 13 // integer values 
0002: jump @LOWGAME_10927 

:LOWGAME_10719
00D6: if 
0023:   75.0 > 26@ // floating-point values 
004D: jump_if_false @LOWGAME_10786 
00D6: if 
0018:   $11283 > 0 // integer values 
004D: jump_if_false @LOWGAME_10772 
0006: 18@ = 11 // integer values 
0002: jump @LOWGAME_10779 

:LOWGAME_10772
0006: 18@ = 15 // integer values 

:LOWGAME_10779
0002: jump @LOWGAME_10927 

:LOWGAME_10786
00D6: if 
0023:   105.0 > 26@ // floating-point values 
004D: jump_if_false @LOWGAME_10853 
00D6: if 
0018:   $11283 > 0 // integer values 
004D: jump_if_false @LOWGAME_10839 
0006: 18@ = 10 // integer values 
0002: jump @LOWGAME_10846 

:LOWGAME_10839
0006: 18@ = 9 // integer values 

:LOWGAME_10846
0002: jump @LOWGAME_10927 

:LOWGAME_10853
00D6: if 
0023:   165.0 > 26@ // floating-point values 
004D: jump_if_false @LOWGAME_10920 
00D6: if 
0018:   $11283 > 0 // integer values 
004D: jump_if_false @LOWGAME_10906 
0006: 18@ = 16 // integer values 
0002: jump @LOWGAME_10913 

:LOWGAME_10906
0006: 18@ = 12 // integer values 

:LOWGAME_10913
0002: jump @LOWGAME_10927 

:LOWGAME_10920
0006: 18@ = 14 // integer values 

:LOWGAME_10927
0051: return 

:NONAME_6
004E: end_thread 

:AUDIOL
03A4: name_thread 'AUDIOL' 
0006: 8@ = 0 // integer values 
00D6: if 
0039:   8@ == -1 // integer values 
004D: jump_if_false @AUDIOL_60 
009A: 0@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 

:AUDIOL_60
00D6: if 
8038:   not  $11266 == 0 // integer values 
004D: jump_if_false @AUDIOL_169 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @AUDIOL_162 
040D: unload_wav 3@ 

:AUDIOL_101
00D6: if 
8038:   not  $11266 == 0 // integer values 
004D: jump_if_false @AUDIOL_155 
00D6: if 
0038:   $1035 == 1 // integer values 
004D: jump_if_false @AUDIOL_144 
0002: jump @AUDIOL_737 

:AUDIOL_144
0001: wait 0 ms 
0002: jump @AUDIOL_101 

:AUDIOL_155
0002: jump @AUDIOL_169 

:AUDIOL_162
0002: jump @AUDIOL_737 

:AUDIOL_169
05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // 8-byte strings 
008B: 7@ = $ACTOR_SPEECH_WAV_FILE // integer values and handles 
0004: $11266 = 1 // integer values 

:AUDIOL_192
00D6: if 
0038:   $1035 == 1 // integer values 
004D: jump_if_false @AUDIOL_217 
0002: jump @AUDIOL_662 

:AUDIOL_217
0871: init_jump_table 8@ total_jumps 4 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651 

:AUDIOL_280
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @AUDIOL_311 
040D: unload_wav 3@ 
03CF: load_wav 7@ as 3@ 

:AUDIOL_311
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_341 
094E: (unknown) 0@ 1 
0A09: (unknown) 0@ 1 

:AUDIOL_341
0006: 32@ = 0 // integer values 
000A: 8@ += 1 // integer values 
0002: jump @AUDIOL_651 

:AUDIOL_362
00D6: if 
03D0:   wav 3@ loaded 
004D: jump_if_false @AUDIOL_498 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_444 
00D6: if 
894D:   not (unknown) 0@ 
004D: jump_if_false @AUDIOL_436 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @AUDIOL_436 
0949: link_wav 3@ to_actor 0@ 

:AUDIOL_436
0967: actor 0@ move_mouth 10000 

:AUDIOL_444
03D1: play_wav 3@ 
00D6: if 
85AE:   not  5@s == 'DUMMY' // 8-byte strings 
004D: jump_if_false @AUDIOL_484 
00BC: text_highpriority 5@s 10000 ms 1 

:AUDIOL_484
000A: 8@ += 1 // integer values 
0002: jump @AUDIOL_524 

:AUDIOL_498
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @AUDIOL_524 
000A: 8@ += 1 // integer values 

:AUDIOL_524
0002: jump @AUDIOL_651 

:AUDIOL_531
00D6: if 
03D0:   wav 3@ loaded 
004D: jump_if_false @AUDIOL_623 
00D6: if 
03D2:   wav 3@ ended 
004D: jump_if_false @AUDIOL_577 
000A: 8@ += 1 // integer values 
0002: jump @AUDIOL_616 

:AUDIOL_577
00D6: if 
056D:   carcass_of_actor 0@ valid 
004D: jump_if_false @AUDIOL_616 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @AUDIOL_616 
000A: 8@ += 1 // integer values 

:AUDIOL_616
0002: jump @AUDIOL_630 

:AUDIOL_623
000A: 8@ += 1 // integer values 

:AUDIOL_630
0002: jump @AUDIOL_651 

:AUDIOL_637
0002: jump @AUDIOL_662 
0002: jump @AUDIOL_651 

:AUDIOL_651
0001: wait 0 ms 
0002: jump @AUDIOL_192 

:AUDIOL_662
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_695 
094F: (unknown) 0@ 
0A09: (unknown) 0@ 0 
0968: actor 0@ stop_mouth 

:AUDIOL_695
040D: unload_wav 3@ 
00D6: if 
85AE:   not  5@s == 'DUMMY' // 8-byte strings 
004D: jump_if_false @AUDIOL_730 
03D5: remove_text 5@s 

:AUDIOL_730
0004: $11266 = 0 // integer values 

:AUDIOL_737
004E: end_thread 

:CLEANAU
03A4: name_thread 'CLEANAU' 
0006: 32@ = 0 // integer values 
0004: $1035 = 1 // integer values 

:CLEANAU_25
00D6: if 
8038:   not  $11266 == 0 // integer values 
004D: jump_if_false @CLEANAU_80 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CLEANAU_73 
0004: $11266 = 0 // integer values 

:CLEANAU_73
0002: jump @CLEANAU_25 

:CLEANAU_80
0459: end_thread_named 'AUDIOL' 
0004: $1035 = 0 // integer values 
004E: end_thread 

:NONAME_7
004E: end_thread 

:BDISPLY
03A4: name_thread 'BDISPLY' 
00D6: if 
0038:   $1048 == 0 // integer values 
004D: jump_if_false @BDISPLY_43 
0004: $1048 = 1 // integer values 
0004: $1044 = 0 // integer values 

:BDISPLY_43
03F0: text_draw_toggle 1 
0390: load_txd_dictionary 'LD_BEAT' 
038F: request_texture "DOWN" as 1 // Load dictionary with 0390 first 
038F: request_texture "LEFT" as 2 // Load dictionary with 0390 first 
038F: request_texture "UP" as 3 // Load dictionary with 0390 first 
038F: request_texture "RIGHT" as 4 // Load dictionary with 0390 first 
038F: request_texture "UP" as 13 // Load dictionary with 0390 first 
038F: request_texture "DOWN" as 14 // Load dictionary with 0390 first 
038F: request_texture "RIGHT" as 10 // Load dictionary with 0390 first 
038F: request_texture "LEFT" as 9 // Load dictionary with 0390 first 
038F: request_texture "UPR" as 11 // Load dictionary with 0390 first 
038F: request_texture "DOWNR" as 16 // Load dictionary with 0390 first 
038F: request_texture "DOWNL" as 12 // Load dictionary with 0390 first 
038F: request_texture "UPL" as 15 // Load dictionary with 0390 first 
038F: request_texture "CRING" as 17 // Load dictionary with 0390 first 
038F: request_texture "CHIT" as 18 // Load dictionary with 0390 first 
0004: $1036 = 4500 // integer values 
0004: $1037 = 800 // integer values 
0005: $1038 = 265.0 // floating-point values 
0005: $1039 = 390.0 // floating-point values 
0005: $1040 = 355.0 // floating-point values 
0005: $1041 = 32.0 // floating-point values 
0005: $1042 = 32.0 // floating-point values 
0007: 19@ = 64.0 // floating-point values 
0007: 20@ = 64.0 // floating-point values 
0007: 22@ = 64.0 // floating-point values 
0007: 21@ = 64.0 // floating-point values 
01BD: 16@ = current_time_in_ms 
0001: wait 1000 ms 

:BDISPLY_313
0001: wait 0 ms 
00D6: if 
09FA: (unknown) 
004D: jump_if_false @BDISPLY_344 
0004: $1043 = 0 // integer values 
0006: 23@ = 0 // integer values 

:BDISPLY_344
0953: (unknown) 0@ 
00D6: if 
04A4:   0@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BDISPLY_1198 
01BD: 15@ = current_time_in_ms 
0085: 17@ = 15@ // integer values and handles 
0062: 17@ -= 16@ // integer values 
0085: 16@ = 15@ // integer values and handles 
008B: 0@ = $1037 // integer values and handles 
005C: 0@ += $1036 // integer values 
0093: 5@ = integer_to_float 0@ 
008F: 6@ = integer_to_float $1037 
0073: 6@ /= 5@ // floating-point values 
006F: 6@ *= $1040 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $1038 // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 6@ // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $1039 // floating-point values only 
03E3: (unknown) 1 
038D: create_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 20@ 19@ color 128 128 128 alpha 255 
01BD: $1047 = current_time_in_ms 
0060: $1047 -= $1046 // integer values 
0006: 0@ = 1 // integer values 

:BDISPLY_520
00D6: if 
001B:   11 > 0@ // integer values 
004D: jump_if_false @BDISPLY_846 
07B1: (unknown) 0@ 8@ 10@ 12@ 
00D6: if 
8039:   not  10@ == 0 // integer values 
004D: jump_if_false @BDISPLY_832 
00D6: if 
001E:   $1036 > 8@ // integer values 
004D: jump_if_false @BDISPLY_832 
0050: gosub @BDISPLY_1266 
008B: 3@ = $1037 // integer values and handles 
005C: 3@ += $1036 // integer values 
0085: 4@ = 8@ // integer values and handles 
005C: 4@ += $1037 // integer values 
0093: 5@ = integer_to_float 4@ 
0093: 6@ = integer_to_float 3@ 
0073: 5@ /= 6@ // floating-point values 
006F: 5@ *= $1040 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $1038 // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 5@ // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $1039 // floating-point values only 
0093: 5@ = integer_to_float 8@ 
008F: 6@ = integer_to_float $1036 
0073: 5@ /= 6@ // floating-point values 
0013: 5@ *= -1.0 // floating-point values 
000B: 5@ += 1.0 // floating-point values 
00D6: if 
001B:   0 > 8@ // integer values 
004D: jump_if_false @BDISPLY_756 
0007: 5@ = 1.0 // floating-point values 

:BDISPLY_756
0013: 5@ *= 255.0 // floating-point values 
0092: 4@ = float_to_integer 5@ 
00D6: if 
8039:   not  18@ == 0 // integer values 
004D: jump_if_false @BDISPLY_832 
0050: gosub @BDISPLY_1575 
03E3: (unknown) 1 
038D: create_texture 18@ position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $1042 $1041 color 128 128 128 alpha 4@ 

:BDISPLY_832
000A: 0@ += 1 // integer values 
0002: jump @BDISPLY_520 

:BDISPLY_846
00D6: if 
0038:   $1045 == 0 // integer values 
004D: jump_if_false @BDISPLY_1191 
0006: 0@ = -1 // integer values 

:BDISPLY_871
00D6: if 
0019:   0@ > -11 // integer values 
004D: jump_if_false @BDISPLY_1191 
07B1: (unknown) 0@ 8@ 10@ 12@ 
0012: 8@ *= -1 // integer values 
00D6: if 
8039:   not  10@ == 0 // integer values 
004D: jump_if_false @BDISPLY_1177 
00D6: if 
001E:   $1037 > 8@ // integer values 
004D: jump_if_false @BDISPLY_1177 
0050: gosub @BDISPLY_1266 
0085: 4@ = 8@ // integer values and handles 
0012: 4@ *= -1 // integer values 
005C: 4@ += $1037 // integer values 
008B: 3@ = $1037 // integer values and handles 
005C: 3@ += $1036 // integer values 
0093: 5@ = integer_to_float 4@ 
0093: 6@ = integer_to_float 3@ 
0073: 5@ /= 6@ // floating-point values 
006F: 5@ *= $1040 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $1038 // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 5@ // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $1039 // floating-point values only 
0093: 5@ = integer_to_float 4@ 
008F: 6@ = integer_to_float $1037 
0073: 5@ /= 6@ // floating-point values 
00D6: if 
001B:   0 > 8@ // integer values 
004D: jump_if_false @BDISPLY_1101 
0007: 5@ = 1.0 // floating-point values 

:BDISPLY_1101
0013: 5@ *= 255.0 // floating-point values 
0092: 4@ = float_to_integer 5@ 
00D6: if 
8039:   not  18@ == 0 // integer values 
004D: jump_if_false @BDISPLY_1177 
0050: gosub @BDISPLY_1575 
03E3: (unknown) 1 
038D: create_texture 18@ position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $1042 $1041 color 128 128 128 alpha 4@ 

:BDISPLY_1177
000E: 0@ -= 1 // integer values 
0002: jump @BDISPLY_871 

:BDISPLY_1191
0002: jump @BDISPLY_1205 

:BDISPLY_1198
0002: jump @BDISPLY_1244 

:BDISPLY_1205
00D6: if 
0038:   $1044 == 0 // integer values 
004D: jump_if_false @BDISPLY_1237 
0002: jump @BDISPLY_313 
0002: jump @BDISPLY_1244 

:BDISPLY_1237
0002: jump @BDISPLY_1244 

:BDISPLY_1244
0004: $1044 = 0 // integer values 
0004: $1048 = 0 // integer values 
03F0: text_draw_toggle 0 
0391: release_txd_dictionary 
004E: end_thread 

:BDISPLY_1266
0006: 18@ = 0 // integer values 
00D6: if 
0039:   10@ == 1 // integer values 
004D: jump_if_false @BDISPLY_1298 
0006: 18@ = 1 // integer values 

:BDISPLY_1298
00D6: if 
0039:   10@ == 2 // integer values 
004D: jump_if_false @BDISPLY_1323 
0006: 18@ = 2 // integer values 

:BDISPLY_1323
00D6: if 
0039:   10@ == 3 // integer values 
004D: jump_if_false @BDISPLY_1348 
0006: 18@ = 3 // integer values 

:BDISPLY_1348
00D6: if 
0039:   10@ == 4 // integer values 
004D: jump_if_false @BDISPLY_1373 
0006: 18@ = 4 // integer values 

:BDISPLY_1373
00D6: if 
0039:   10@ == 9 // integer values 
004D: jump_if_false @BDISPLY_1398 
0006: 18@ = 9 // integer values 

:BDISPLY_1398
00D6: if 
0039:   10@ == 10 // integer values 
004D: jump_if_false @BDISPLY_1423 
0006: 18@ = 10 // integer values 

:BDISPLY_1423
00D6: if 
0039:   10@ == 11 // integer values 
004D: jump_if_false @BDISPLY_1448 
0006: 18@ = 11 // integer values 

:BDISPLY_1448
00D6: if 
0039:   10@ == 12 // integer values 
004D: jump_if_false @BDISPLY_1473 
0006: 18@ = 12 // integer values 

:BDISPLY_1473
00D6: if 
0039:   10@ == 13 // integer values 
004D: jump_if_false @BDISPLY_1498 
0006: 18@ = 13 // integer values 

:BDISPLY_1498
00D6: if 
0039:   10@ == 14 // integer values 
004D: jump_if_false @BDISPLY_1523 
0006: 18@ = 14 // integer values 

:BDISPLY_1523
00D6: if 
0039:   10@ == 15 // integer values 
004D: jump_if_false @BDISPLY_1548 
0006: 18@ = 15 // integer values 

:BDISPLY_1548
00D6: if 
0039:   10@ == 16 // integer values 
004D: jump_if_false @BDISPLY_1573 
0006: 18@ = 16 // integer values 

:BDISPLY_1573
0051: return 

:BDISPLY_1575
00D6: if and
0018:   $1043 > 0 // integer values 
0039:   23@ == 0 // integer values 
004D: jump_if_false @BDISPLY_1627 
07B1: (unknown) 0 1@ 1@ 25@ 
000A: 25@ += 1 // integer values 
0006: 23@ = 1 // integer values 

:BDISPLY_1627
0085: 13@ = 12@ // integer values and handles 
005A: 13@ += 0@ // integer values 
00D6: if 
001B:   0 > 0@ // integer values 
004D: jump_if_false @BDISPLY_1675 
0012: 8@ *= -1 // integer values 
000A: 13@ += 1 // integer values 

:BDISPLY_1675
00D6: if 
003B:   13@ == 25@ // integer values 
004D: jump_if_false @BDISPLY_1756 
00D6: if and
002B:   3000 >= 8@ // integer values 
0019:   8@ > -400 // integer values 
004D: jump_if_false @BDISPLY_1735 
0050: gosub @BDISPLY_1765 
0002: jump @BDISPLY_1749 

:BDISPLY_1735
0006: 23@ = 0 // integer values 
0004: $1043 = 0 // integer values 

:BDISPLY_1749
0002: jump @BDISPLY_1763 

:BDISPLY_1756
0004: $1043 = 0 // integer values 

:BDISPLY_1763
0051: return 

:BDISPLY_1765
0871: init_jump_table 23@ total_jumps 3 0 @BDISPLY_2214 jumps 1 @BDISPLY_1828 2 @BDISPLY_2001 3 @BDISPLY_2105 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 

:BDISPLY_1828
00D6: if 
0038:   $1043 == 1 // integer values 
004D: jump_if_false @BDISPLY_1867 
0006: 26@ = 90 // integer values 
0006: 27@ = 100 // integer values 
0002: jump @BDISPLY_1940 

:BDISPLY_1867
00D6: if 
0038:   $1043 == 2 // integer values 
004D: jump_if_false @BDISPLY_1907 
0006: 26@ = 190 // integer values 
0006: 27@ = 80 // integer values 
0002: jump @BDISPLY_1940 

:BDISPLY_1907
00D6: if 
0038:   $1043 == 3 // integer values 
004D: jump_if_false @BDISPLY_1940 
0006: 26@ = 255 // integer values 
0006: 27@ = 25 // integer values 

:BDISPLY_1940
0085: 24@ = 26@ // integer values and handles 
0006: 33@ = 0 // integer values 
03E3: (unknown) 1 
038D: create_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 21@ 22@ color 128 128 128 alpha 24@ 
000A: 23@ += 1 // integer values 
0002: jump @BDISPLY_2214 

:BDISPLY_2001
00D6: if 
001D:   27@ > 33@ // integer values 
004D: jump_if_false @BDISPLY_2059 
03E3: (unknown) 1 
038D: create_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 21@ 22@ color 128 128 128 alpha 24@ 
0002: jump @BDISPLY_2098 

:BDISPLY_2059
03E3: (unknown) 1 
038D: create_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 21@ 22@ color 128 128 128 alpha 24@ 
000A: 23@ += 1 // integer values 

:BDISPLY_2098
0002: jump @BDISPLY_2214 

:BDISPLY_2105
0085: 1@ = 26@ // integer values and handles 
0072: 1@ /= 17@ // integer values 
0012: 1@ *= 4 // integer values 
0062: 24@ -= 1@ // integer values 
00D6: if 
002B:   0 >= 24@ // integer values 
004D: jump_if_false @BDISPLY_2175 
0006: 24@ = 0 // integer values 
0006: 23@ = 0 // integer values 
0004: $1043 = 0 // integer values 

:BDISPLY_2175
03E3: (unknown) 1 
038D: create_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 21@ 22@ color 128 128 128 alpha 24@ 
0002: jump @BDISPLY_2214 

:BDISPLY_2214
0051: return 

:NONAME_8
004E: end_thread 

:IMPEXPM
03A4: name_thread 'IMPEXPM' 
00D6: if 
8038:   not  $1181 == 99 // integer values 
004D: jump_if_false @IMPEXPM_484 
00D6: if 
0038:   $1181 == -1000 // integer values 
004D: jump_if_false @IMPEXPM_123 
029B: 27@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.0 
09E2: $2830[0] = parked_car_generator_w_numberplate #EUROS -1 -1 0 alarm 50 door_lock 0 0 10000 plate "IMPEXP__" at 0.0 0.0 0.0 angle 180.0 

:IMPEXPM_123
00D6: if 
83CA:   not object 27@ exists 
004D: jump_if_false @IMPEXPM_190 
029B: 27@ = init_object #NF_BLACKBOARD at -1573.881 135.3845 2.535 
0177: set_object 27@ z_angle_to 180.0 
0550: keep_object 27@ in_memory 1 
0392: object 27@ toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list 27@ 

:IMPEXPM_190
0004: $11267 = 0 // integer values 
04AE: unknown $UNLOCKED_IMPORT_CARS[0] radar_icon_or_model 589 
04AE: unknown $UNLOCKED_IMPORT_CARS[1] radar_icon_or_model 404 
04AE: unknown $UNLOCKED_IMPORT_CARS[2] radar_icon_or_model 559 
04AE: unknown $UNLOCKED_IMPORT_CARS[3] radar_icon_or_model 589 
04AE: unknown $UNLOCKED_IMPORT_CARS[4] radar_icon_or_model 404 
04AE: unknown $UNLOCKED_IMPORT_CARS[5] radar_icon_or_model 559 
0006: 4@ = 6 // integer values 

:IMPEXPM_252
00D6: if 
001B:   42 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_295 
0004: $UNLOCKED_IMPORT_CARS(4@,42i) = -1 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_252 

:IMPEXPM_295
05A9: s$1167[0] = 'IE16' // 8-byte strings  // Vasrnap
05A9: s$1167[1] = 'IE10' // 8-byte strings  // Htf
05A9: s$1167[2] = 'IE11' // 8-byte strings  // Kedd
05A9: s$1167[3] = 'IE12' // 8-byte strings  // Szerda
05A9: s$1167[4] = 'IE13' // 8-byte strings  // Cstrtk
05A9: s$1167[5] = 'IE14' // 8-byte strings  // Pntek
05A9: s$1167[6] = 'IE15' // 8-byte strings  // Szombat
0004: $1183 = 0 // integer values 
0004: $1182 = 0 // integer values 
0004: $1184 = 0 // integer values 
0005: $1186 = 0.8 // floating-point values 
0005: $1187 = 1.0 // floating-point values 
0004: $1189[0] = -1 // integer values 
0004: $1189[1] = -1 // integer values 
0004: $1189[2] = -1 // integer values 
0004: $1189[3] = -1 // integer values 
0004: $1189[4] = -1 // integer values 
004F: create_thread @IMPEXPC 
0004: $1181 = 99 // integer values 

:IMPEXPM_484
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_563 
00D6: if and
00EC:   actor $PLAYER_ACTOR 0 -1574.881 135.3845 radius 150.0 150.0 
0038:   $1909 == 1 // integer values 
004D: jump_if_false @IMPEXPM_563 
0006: 15@ = 0 // integer values 
0002: jump @IMPEXPM_577 

:IMPEXPM_563
0002: jump @IMPEXPM_484 
0006: 26@ = 0 // integer values 

:IMPEXPM_577
00D6: if 
0038:   $1909 == 1 // integer values 
004D: jump_if_false @IMPEXPM_627 
00D6: if 
0038:   $41 == 1 // integer values 
004D: jump_if_false @IMPEXPM_627 
0004: $41 = 0 // integer values 
0004: $1146 = 1 // integer values 

:IMPEXPM_627
0050: gosub @IMPEXPM_11683 
00D6: if 
0039:   16@ == -1 // integer values 
004D: jump_if_false @IMPEXPM_875 
00A5: 17@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 20@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 22@ = create_car #PONY at 0.0 0.0 0.0 
0107: 27@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1120[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1130[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1140[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 24@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $CRANE_MAGNET = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1147 = create_object #WOODENBOX at 0.0 0.0 0.0 

:IMPEXPM_875
0006: 16@ = 0 // integer values 
0006: 20@ = -1 // integer values 
0006: 23@ = 0 // integer values 
0005: $1150 = 0.0 // floating-point values 
0006: 28@ = 0 // integer values 
0050: gosub @IMPEXPM_10064 
0050: gosub @IMPEXPM_10721 
00D6: if 
0038:   $1909 == 1 // integer values 
004D: jump_if_false @IMPEXPM_1185 
00D6: if 
03CA:   object $1147 exists 
004D: jump_if_false @IMPEXPM_966 
0108: destroy_object $1147 

:IMPEXPM_966
00D6: if 
0038:   $11267 == 0 // integer values 
004D: jump_if_false @IMPEXPM_1039 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ offset 0.0 0.0 0.0 
029B: $1147 = init_object #NF_LIST_1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $1147 z_angle_to 180.0 

:IMPEXPM_1039
00D6: if 
0038:   $11267 == 1 // integer values 
004D: jump_if_false @IMPEXPM_1112 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ offset 0.0 0.0 0.0 
029B: $1147 = init_object #NF_LIST_2 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $1147 z_angle_to 180.0 

:IMPEXPM_1112
00D6: if 
0038:   $11267 == 2 // integer values 
004D: jump_if_false @IMPEXPM_1185 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ offset 0.0 0.0 0.0 
029B: $1147 = init_object #NF_LIST_3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $1147 z_angle_to 180.0 

:IMPEXPM_1185
0050: gosub @IMPEXPM_11683 
00D6: if 
0038:   $1909 == 1 // integer values 
004D: jump_if_false @IMPEXPM_1559 
0006: 4@ = 0 // integer values 

:IMPEXPM_1217
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_1559 
00D6: if 
03CA:   object $1120(4@,10i) exists 
004D: jump_if_false @IMPEXPM_1264 
0108: destroy_object $1120(4@,10i) 

:IMPEXPM_1264
0004: $1120(4@,10i) = -1 // integer values 
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0038:   $1185 == 1 // integer values 
004D: jump_if_false @IMPEXPM_1545 
00D6: if 
0038:   $1060(4@,10i) == 1 // integer values 
004D: jump_if_false @IMPEXPM_1545 
00D6: if 
83CA:   not object $1120(4@,10i) exists 
004D: jump_if_false @IMPEXPM_1545 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ offset 0.0 0.0 0.0 
0093: 12@ = integer_to_float 4@ 
00D6: if 
0021:   12@ > 4.0 // floating-point values 
004D: jump_if_false @IMPEXPM_1410 
000B: 12@ += -5.0 // floating-point values 

:IMPEXPM_1410
0087: 13@ = 12@ // floating-point values only 
0013: 13@ *= -0.05 // floating-point values 
0013: 12@ *= -0.2355 // floating-point values 
005B: 12@ += 13@ // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 12@ // floating-point values 
00D6: if 
001B:   5 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_1482 
0009: $TEMPVAR_FLOAT_1 += 1.741 // floating-point values 

:IMPEXPM_1482
0013: 12@ *= -0.1 // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 12@ // floating-point values 
029B: $1120(4@,10i) = init_object #WANTED_CROSS_OFF at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0550: keep_object $1120(4@,10i) in_memory 1 
0177: set_object $1120(4@,10i) z_angle_to 180.0 

:IMPEXPM_1545
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_1217 

:IMPEXPM_1559
0001: wait 0 ms 
00D6: if 
0038:   $1909 == 0 // integer values 
004D: jump_if_false @IMPEXPM_1588 
0002: jump @IMPEXPM_1559 

:IMPEXPM_1588
00D6: if 
0039:   26@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_1730 
00D6: if 
056E:   carcass_of_car 22@ valid 
004D: jump_if_false @IMPEXPM_1730 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_1680 
0519: lock_vehicle 22@ in_current_position 1 
00D6: if 
82CA:   not car 22@ bounding_sphere_visible 
004D: jump_if_false @IMPEXPM_1673 
00A6: destroy_car 22@ 
0006: 26@ = 0 // integer values 

:IMPEXPM_1673
0002: jump @IMPEXPM_1692 

:IMPEXPM_1680
00A6: destroy_car 22@ 
0006: 26@ = 0 // integer values 

:IMPEXPM_1692
0798: (unknown) $CRANE_MAGNET 17@ 18@ 19@ 
00D6: if 
003B:   17@ == 22@ // integer values 
004D: jump_if_false @IMPEXPM_1730 
0799: (unknown) $CRANE_MAGNET 

:IMPEXPM_1730
00D6: if and
8038:   not  $1182 == 0 // integer values 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @IMPEXPM_1836 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @IMPEXPM_1836 
00D6: if 
0038:   $1182 == 1 // integer values 
004D: jump_if_false @IMPEXPM_1800 
03E5: text_box 'IE25'  // Mg egy kocsi elrhet importlsra.

:IMPEXPM_1800
00D6: if 
0038:   $1182 == 2 // integer values 
004D: jump_if_false @IMPEXPM_1829 
03E5: text_box 'IE26'  // Mg kt kocsi ksz az importlsra

:IMPEXPM_1829
0004: $1182 = 0 // integer values 

:IMPEXPM_1836
00D6: if 
0038:   $1183 == 0 // integer values 
004D: jump_if_false @IMPEXPM_1941 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_1941 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -1574.881 135.3845 radius 40.0 40.0 
004D: jump_if_false @IMPEXPM_1941 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @IMPEXPM_1941 
03E5: text_box 'IE27'  // Egy kocsi importlshoz, menj a 'Keresett' falitblhoz.
0008: $1183 += 1 // integer values 

:IMPEXPM_1941
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_7119 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -1574.881 135.3845 radius 150.0 150.0 
004D: jump_if_false @IMPEXPM_7105 
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_4301 
00D6: if 
0038:   $1184 == 0 // integer values 
004D: jump_if_false @IMPEXPM_4027 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_2826 
0050: gosub @IMPEXPM_10644 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_2120 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 
004D: jump_if_false @IMPEXPM_2120 

:IMPEXPM_2120
073E: (unknown) -1577.942 52.6333 16.3281 4.0 -1 $TEMPVAR_ACTOR_CAR 
00D6: if 
056E:   carcass_of_car $TEMPVAR_ACTOR_CAR valid 
004D: jump_if_false @IMPEXPM_2533 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @IMPEXPM_2533 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @IMPEXPM_2533 
00D6: if 
81F3:   not car $TEMPVAR_ACTOR_CAR airborne 
004D: jump_if_false @IMPEXPM_2533 
00D6: if 
803C:   not  $TEMPVAR_ACTOR_CAR == 17@ // integer values 
004D: jump_if_false @IMPEXPM_2533 
0441: 6@ = car $TEMPVAR_ACTOR_CAR model 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 

:IMPEXPM_2252
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_2343 
00D6: if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // integer values 
004D: jump_if_false @IMPEXPM_2329 
00D6: if 
0038:   $1060(4@,10i) == 0 // integer values 
004D: jump_if_false @IMPEXPM_2329 
0006: 5@ = 1 // integer values 
0006: 4@ = 10 // integer values 

:IMPEXPM_2329
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_2252 

:IMPEXPM_2343
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_2504 
008B: 22@ = $TEMPVAR_ACTOR_CAR // integer values and handles 
00D6: if 
0431:   car $TEMPVAR_ACTOR_CAR car_passenger_seat_free 0 
004D: jump_if_false @IMPEXPM_2431 
0376: 18@ = create_random_actor -1576.88 55.26 8.57 
0430: put_actor 18@ into_vehicle $TEMPVAR_ACTOR_CAR passenger_seat 0 
0337: set_actor 18@ visibility 0 
0002: jump @IMPEXPM_2483 

:IMPEXPM_2431
0432: 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger 0 
009B: destroy_actor_instantly 18@ 
0376: 18@ = create_random_actor -1576.88 55.26 8.57 
0430: put_actor 18@ into_vehicle $TEMPVAR_ACTOR_CAR passenger_seat 0 
0337: set_actor 18@ visibility 0 

:IMPEXPM_2483
000A: 16@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @IMPEXPM_2533 

:IMPEXPM_2504
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @IMPEXPM_2533 
00BB: text_lowpriority 'IE23' 3000 ms 1  // ~s~Ezt a jrmvet nem kell exportlni.

:IMPEXPM_2533
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_2826 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPEXPM_2826 
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 
004D: jump_if_false @IMPEXPM_2826 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0441: 6@ = car $TEMPVAR_ACTOR_CAR model 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 

:IMPEXPM_2643
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_2734 
00D6: if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // integer values 
004D: jump_if_false @IMPEXPM_2720 
00D6: if 
0038:   $1060(4@,10i) == 0 // integer values 
004D: jump_if_false @IMPEXPM_2720 
0006: 5@ = 1 // integer values 
0006: 4@ = 10 // integer values 

:IMPEXPM_2720
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_2643 

:IMPEXPM_2734
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_2797 
008B: 22@ = $TEMPVAR_ACTOR_CAR // integer values and handles 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_2776 

:IMPEXPM_2776
000A: 16@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @IMPEXPM_2826 

:IMPEXPM_2797
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @IMPEXPM_2826 
00BB: text_lowpriority 'IE23' 3000 ms 1  // ~s~Ezt a jrmvet nem kell exportlni.

:IMPEXPM_2826
00D6: if 
0039:   16@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_3536 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @IMPEXPM_2870 
0797: (unknown) $CRANE_MAGNET 0.7 

:IMPEXPM_2870
0004: $1912 = 1 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_2900 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:IMPEXPM_2900
016A: fade 0 250 ms 

:IMPEXPM_2907
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_2931 
0001: wait 0 ms 
0002: jump @IMPEXPM_2907 

:IMPEXPM_2931
00D6: if 
056E:   carcass_of_car 22@ valid 
004D: jump_if_false @IMPEXPM_3046 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_3046 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_2993 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:IMPEXPM_2993
00AB: put_car 22@ at -1577.942 52.6333 40.0 
0519: lock_vehicle 22@ in_current_position 1 
0227: 4@ = car 22@ health 
0091: $1188 = integer_to_float 4@ 
0015: $1188 /= 1000.0 // floating-point values 

:IMPEXPM_3046
02A3: toggle_widescreen 1 
015F: set_camera_position -1573.419 53.4591 17.9655 0.0 0.0 0.0 
0160: point_camera -1574.344 53.0835 17.9027 2 
0395: clear_area 1 at -1577.942 52.6333 16.3281 range 9.0 
0001: wait 0 ms 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_3325 
0441: 4@ = car 22@ model 
07E4: (unknown) 4@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 7@ 8@ 9@ 
0087: 12@ = 8@ // floating-point values only 
0065: 12@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0017: 12@ /= 2.0 // floating-point values 
0013: 12@ *= -1.0 // floating-point values 
02F6: 14@ = cosine 45.0 // sinus swapped with cosine 
02F7: 13@ = sinus 45.0 // cosine swapped with sinus 
006B: 13@ *= 12@ // floating-point values 
006B: 14@ *= 12@ // floating-point values 
0005: $TEMPVAR_FLOAT_1 = -1577.942 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 14@ // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 52.6333 // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 13@ // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 16.3281 // floating-point values 
0519: lock_vehicle 22@ in_current_position 0 
00AB: put_car 22@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 22@ z_angle_to 315.0 

:IMPEXPM_3325
016A: fade 1 250 ms 

:IMPEXPM_3332
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_3356 
0001: wait 0 ms 
0002: jump @IMPEXPM_3332 

:IMPEXPM_3356
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_3482 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_3482 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 22@ 
004D: jump_if_false @IMPEXPM_3475 
0006: 31@ = 1 // integer values 
0615: define_action_sequences 30@ 
05CD: AS_actor -1 exit_car 22@ 
05D3: AS_actor -1 go_to_point -1578.164 63.7954 16.3281 speed 4 10000 ms 
0616: define_action_sequences_end 30@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 30@ 
061B: remove_references_to_action_sequences 30@ 
0002: jump @IMPEXPM_3482 

:IMPEXPM_3475
0006: 31@ = 0 // integer values 

:IMPEXPM_3482
00BC: text_highpriority 'IE24' 5000 ms 1  // ~s~Sikeresen leszlltottad ezt a jtmvet az exportra.
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @IMPEXPM_3522 
0006: 1@ = 1 // integer values 

:IMPEXPM_3522
0006: 32@ = 0 // integer values 
000A: 16@ += 1 // integer values 

:IMPEXPM_3536
00D6: if 
0039:   16@ == 2 // integer values 
004D: jump_if_false @IMPEXPM_3646 
00D6: if or
0019:   32@ > 5000 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @IMPEXPM_3604 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_3604 
000A: 16@ += 1 // integer values 

:IMPEXPM_3604
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_3646 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @IMPEXPM_3646 
0006: 1@ = 0 // integer values 

:IMPEXPM_3646
00D6: if 
0039:   16@ == 3 // integer values 
004D: jump_if_false @IMPEXPM_4027 
016A: fade 0 500 ms 

:IMPEXPM_3671
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_3695 
0001: wait 0 ms 
0002: jump @IMPEXPM_3671 

:IMPEXPM_3695
00D6: if 
8039:   not  31@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_3764 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_3764 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1578.164 63.7954 16.3281 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.8 

:IMPEXPM_3764
0050: gosub @IMPEXPM_9397 
00A6: destroy_car 22@ 
00D6: if 
056D:   carcass_of_actor 18@ valid 
004D: jump_if_false @IMPEXPM_3797 
009B: destroy_actor_instantly 18@ 

:IMPEXPM_3797
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0004: $1912 = 0 // integer values 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @IMPEXPM_3837 
0004: $1911 = 1 // integer values 

:IMPEXPM_3837
016A: fade 1 500 ms 

:IMPEXPM_3844
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_3868 
0001: wait 0 ms 
0002: jump @IMPEXPM_3844 

:IMPEXPM_3868
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_3891 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:IMPEXPM_3891
00D6: if 
0038:   $1184 == 1 // integer values 
004D: jump_if_false @IMPEXPM_3950 
00BA: text_styled 'IE29' 5000 ms 1  // Minden jrm begyjtve!
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0001: wait 5000 ms 

:IMPEXPM_3950
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_3974 
0109: player $PLAYER_CHAR money += 29@ 

:IMPEXPM_3974
01E3: text_1number_styled 'IE30' 29@ 5000 ms 1  // Kereset~N~~w~$~1~
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 33@ = 0 // integer values 
0002: jump @IMPEXPM_577 

:IMPEXPM_4027
00D6: if 
03CA:   object 27@ exists 
004D: jump_if_false @IMPEXPM_4301 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ offset 0.0 1.5 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_4301 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 1.0 2.0 
004D: jump_if_false @IMPEXPM_4267 
00D6: if 
8039:   not  23@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_4166 
03E5: text_box 'IE18'  // Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy megnzd az elad jrmveket.
0006: 23@ = 1 // integer values 

:IMPEXPM_4166
07CC: player $PLAYER_CHAR disable_key_15 0 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_4236 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @IMPEXPM_4229 
0006: 0@ = 1 // integer values 
0006: 15@ = 1 // integer values 
0002: jump @IMPEXPM_577 

:IMPEXPM_4229
0002: jump @IMPEXPM_4260 

:IMPEXPM_4236
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @IMPEXPM_4260 
0006: 0@ = 0 // integer values 

:IMPEXPM_4260
0002: jump @IMPEXPM_4301 

:IMPEXPM_4267
00D6: if 
0039:   23@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_4294 
03E6: remove_text_box 
0006: 23@ = 0 // integer values 

:IMPEXPM_4294
07CC: player $PLAYER_CHAR disable_key_15 1 

:IMPEXPM_4301
00D6: if 
0039:   15@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_7098 

:IMPEXPM_4319
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_4596 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_4360 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:IMPEXPM_4360
0512: permanent_text_box 'IE20'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kivlassz egy napot.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
0581: toggle_radar 0 
08D4: $1153 = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Import
08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Vasrnap // Htf // Kedd // Szerda // Cstrtk // Pntek // Szombat
00D6: if 
0039:   4@ == -69 // integer values 
004D: jump_if_false @IMPEXPM_4569 
090E: set_panel $1153 active_row $1148 
0002: jump @IMPEXPM_4589 

:IMPEXPM_4569
07D0: 4@ = weekday 
000A: 4@ += -1 // integer values 
090E: set_panel $1153 active_row 4@ 

:IMPEXPM_4589
000A: 16@ += 1 // integer values 

:IMPEXPM_4596
00D6: if 
0039:   16@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_4870 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_4689 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @IMPEXPM_4682 
08D7: $1148 = panel $1153 active_row 
000A: 16@ += 1 // integer values 
0006: 1@ = 1 // integer values 
03D5: remove_text 'IE28'  // ~r~Nincs importland kocsi ezen a napon.

:IMPEXPM_4682
0002: jump @IMPEXPM_4713 

:IMPEXPM_4689
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @IMPEXPM_4713 
0006: 1@ = 0 // integer values 

:IMPEXPM_4713
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_4812 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @IMPEXPM_4805 
0050: gosub @IMPEXPM_9031 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_4778 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:IMPEXPM_4778
0581: toggle_radar 1 
03E6: remove_text_box 
0006: 15@ = 0 // integer values 
0006: 16@ = 0 // integer values 
0006: 0@ = 1 // integer values 

:IMPEXPM_4805
0002: jump @IMPEXPM_4836 

:IMPEXPM_4812
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @IMPEXPM_4836 
0006: 0@ = 0 // integer values 

:IMPEXPM_4836
00D6: if or
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 9 
004D: jump_if_false @IMPEXPM_4870 
03D5: remove_text 'IE28'  // ~r~Nincs importland kocsi ezen a napon.

:IMPEXPM_4870
00D6: if 
0039:   16@ == 2 // integer values 
004D: jump_if_false @IMPEXPM_5558 
0084: $1194 = $1148 // integer values and handles 
0050: gosub @IMPEXPM_10721 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 

:IMPEXPM_4917
00D6: if 
001B:   6 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_4985 
00D6: if 
8038:   not  $1070(4@,6i) == -1 // integer values 
004D: jump_if_false @IMPEXPM_4971 
0006: 5@ = 1 // integer values 
0006: 4@ = 6 // integer values 

:IMPEXPM_4971
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_4917 

:IMPEXPM_4985
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_5040 
00BC: text_highpriority 'IE28' 5000 ms 1  // ~r~Nincs importland kocsi ezen a napon.
0006: 16@ = 1 // integer values 
0002: jump @IMPEXPM_4319 
0002: jump @IMPEXPM_5558 

:IMPEXPM_5040
0512: permanent_text_box 'IE21'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kivlassz egy jrmvet.~N~~k~~PED_SPRINT~ Kocsit megvesz~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
08DA: remove_panel $1153 
08D4: $1154 = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 2 interactive 1 background 1 alignment 0  // Import
0006: 4@ = 0 // integer values 

:IMPEXPM_5100
00D6: if 
001B:   6 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_5206 
008B: 6@ = $1070(4@,6i) // integer values and handles 
00D6: if 
8039:   not  6@ == -1 // integer values 
004D: jump_if_false @IMPEXPM_5174 
0050: gosub @IMPEXPM_11874 
05A9: $1155(4@,6s) = s$1151 // 8-byte strings 
0002: jump @IMPEXPM_5192 

:IMPEXPM_5174
05A9: $1155(4@,6s) = 'DUMMY' // 8-byte strings 

:IMPEXPM_5192
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_5100 

:IMPEXPM_5206
008B: 4@ = $1148 // integer values and handles 
08DB: set_panel $1154 column 0 header $1167(4@,7s) data s$1155[0] s$1155[1] s$1155[2] s$1155[3] s$1155[4] s$1155[5] 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $1154 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
0006: 4@ = 0 // integer values 

:IMPEXPM_5431
00D6: if 
001B:   6 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_5551 
008B: 6@ = $1070(4@,6i) // integer values and handles 
00D6: if 
8039:   not  6@ == -1 // integer values 
004D: jump_if_false @IMPEXPM_5537 
09E1: get_vehicle_model $1070(4@,6i) monetary_value $1119 
008F: 12@ = integer_to_float $1119 
006F: 12@ *= $1186 // floating-point values 
0090: $1119 = float_to_integer 12@ 
08EE: set_panel $1154 column 1 row 4@ text_1number 'DOLLAR' $1119  // $~1~

:IMPEXPM_5537
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_5431 

:IMPEXPM_5551
000A: 16@ += 1 // integer values 

:IMPEXPM_5558
00D6: if 
0039:   16@ == 3 // integer values 
004D: jump_if_false @IMPEXPM_5765 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_5640 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @IMPEXPM_5633 
08D7: $1149 = panel $1154 active_row 
000A: 16@ += 1 // integer values 
0006: 1@ = 1 // integer values 

:IMPEXPM_5633
0002: jump @IMPEXPM_5664 

:IMPEXPM_5640
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @IMPEXPM_5664 
0006: 1@ = 0 // integer values 

:IMPEXPM_5664
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_5741 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @IMPEXPM_5734 
0050: gosub @IMPEXPM_9031 
0006: 16@ = 0 // integer values 
0006: 0@ = 1 // integer values 
0006: 4@ = -69 // integer values 
0002: jump @IMPEXPM_4319 

:IMPEXPM_5734
0002: jump @IMPEXPM_5765 

:IMPEXPM_5741
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @IMPEXPM_5765 
0006: 0@ = 0 // integer values 

:IMPEXPM_5765
00D6: if 
0039:   16@ == 4 // integer values 
004D: jump_if_false @IMPEXPM_6075 
07D0: 4@ = weekday 
000A: 4@ += -1 // integer values 
00D6: if 
87D6:   not  4@ $1148 
004D: jump_if_false @IMPEXPM_5844 
00BC: text_highpriority 'IE19' 5000 ms 1  // ~r~Csak aznap veheted meg az autt~n~, amikor elrhetv vlik.
0050: gosub @IMPEXPM_9031 
0006: 16@ = 0 // integer values 

:IMPEXPM_5844
09E1: get_vehicle_model $1070(25@,6i) monetary_value $1119 
008F: 12@ = integer_to_float $1119 
006F: 12@ *= $1186 // floating-point values 
0090: $1119 = float_to_integer 12@ 
010B: 4@ = player $PLAYER_CHAR money 
00D6: if 
001E:   $1119 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_5937 
00BC: text_highpriority 'IE07' 5000 ms 1  // ~r~Nincs elg pnzed!
0050: gosub @IMPEXPM_9031 
0006: 16@ = 0 // integer values 

:IMPEXPM_5937
00D6: if 
8039:   not  16@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_5991 
00D6: if 
0038:   $1070($1149,6i) == -1 // integer values 
004D: jump_if_false @IMPEXPM_5991 
0050: gosub @IMPEXPM_9031 
0006: 16@ = 0 // integer values 

:IMPEXPM_5991
00D6: if 
8039:   not  16@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_6075 
09E1: get_vehicle_model $1070(25@,6i) monetary_value $1119 
008F: 12@ = integer_to_float $1119 
006F: 12@ *= $1186 // floating-point values 
0090: $1119 = float_to_integer 12@ 
008B: 4@ = $1119 // integer values and handles 
0012: 4@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 4@ 
000A: 16@ += 1 // integer values 

:IMPEXPM_6075
00D6: if 
0039:   16@ == 5 // integer values 
004D: jump_if_false @IMPEXPM_6548 
00D6: if 
8248:   not model $1070($1149,6i) available 
004D: jump_if_false @IMPEXPM_6153 
0247: request_model $1070($1149,6i) 

:IMPEXPM_6122
00D6: if 
8248:   not model $1070($1149,6i) available 
004D: jump_if_false @IMPEXPM_6153 
0001: wait 0 ms 
0002: jump @IMPEXPM_6122 

:IMPEXPM_6153
03E6: remove_text_box 
0050: gosub @IMPEXPM_9031 
0395: clear_area 1 at -1572.168 63.2853 16.3281 range 20.0 
0050: gosub @IMPEXPM_13123 
00A5: $1118 = create_car $1070($1149,6i) at -1572.168 63.2853 16.3281 
0878: (unknown) $1118 0.0 
0175: set_car $1118 z_angle_to 315.0 
0249: release_model $1070($1149,6i) 
00D6: if 
04A3:   $1070($1149,6i) == 589 // integer values OR floating-point values 
004D: jump_if_false @IMPEXPM_6281 
0229: set_car $1118 color_to 11 0 

:IMPEXPM_6281
0441: 4@ = car $1118 model 
07E4: (unknown) 4@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 7@ 8@ 9@ 
0087: 12@ = 8@ // floating-point values only 
0065: 12@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0017: 12@ /= 2.0 // floating-point values 
0013: 12@ *= -1.0 // floating-point values 
02F7: 13@ = sinus 45.0 // cosine swapped with sinus 
02F6: 14@ = cosine 45.0 // sinus swapped with cosine 
006B: 13@ *= 12@ // floating-point values 
006B: 14@ *= 12@ // floating-point values 
0005: $TEMPVAR_FLOAT_1 = -1572.168 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 14@ // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 63.2853 // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 13@ // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 16.3281 // floating-point values 
00AB: put_car $1118 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car $1118 z_angle_to 315.0 
00BE: text_clear_all 
02A3: toggle_widescreen 1 
015F: set_camera_position -1567.597 63.2567 17.7586 0.0 0.0 0.0 
0160: point_camera -1568.576 63.0585 17.7094 2 
00BC: text_highpriority 'IE08' 5000 ms 1  // Az j jrmved a kontner hajn van.
0623: add 1 to_stat 214 
0006: 32@ = 0 // integer values 
000A: 16@ += 1 // integer values 

:IMPEXPM_6548
00D6: if 
0039:   16@ == 6 // integer values 
004D: jump_if_false @IMPEXPM_6672 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @IMPEXPM_6599 
000A: 16@ += 1 // integer values 
0002: jump @IMPEXPM_6672 

:IMPEXPM_6599
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_6648 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @IMPEXPM_6641 
000A: 16@ += 1 // integer values 

:IMPEXPM_6641
0002: jump @IMPEXPM_6672 

:IMPEXPM_6648
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @IMPEXPM_6672 
0006: 1@ = 0 // integer values 

:IMPEXPM_6672
00D6: if 
0039:   16@ == 7 // integer values 
004D: jump_if_false @IMPEXPM_6743 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_6723 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:IMPEXPM_6723
07CC: player $PLAYER_CHAR disable_key_15 1 
0581: toggle_radar 1 
03E6: remove_text_box 
000A: 16@ += 1 // integer values 

:IMPEXPM_6743
00D6: if 
0039:   16@ == 8 // integer values 
004D: jump_if_false @IMPEXPM_7098 
00D6: if 
8119:   not car $1118 wrecked 
004D: jump_if_false @IMPEXPM_6880 
00D6: if and
81AF:   not car $1118 0 -1572.168 63.2853 16.3281 radius 30.0 30.0 5.0 
80C2:   not sphere_onscreen -1572.168 63.2853 16.3281 5.0 
004D: jump_if_false @IMPEXPM_6873 
01C3: remove_references_to_car $1118 // Like turning a car into any random car 
0006: 15@ = 0 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @IMPEXPM_577 

:IMPEXPM_6873
0002: jump @IMPEXPM_6906 

:IMPEXPM_6880
01C3: remove_references_to_car $1118 // Like turning a car into any random car 
0006: 15@ = 0 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @IMPEXPM_577 

:IMPEXPM_6906
00D6: if 
03CA:   object 27@ exists 
004D: jump_if_false @IMPEXPM_7098 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ offset 0.0 1.5 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_7098 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 1.0 2.0 
004D: jump_if_false @IMPEXPM_7098 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_7074 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @IMPEXPM_7067 
0006: 0@ = 1 // integer values 
00BC: text_highpriority 'IE08' 5000 ms 1  // Az j jrmved a kontner hajn van.

:IMPEXPM_7067
0002: jump @IMPEXPM_7098 

:IMPEXPM_7074
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @IMPEXPM_7098 
0006: 0@ = 0 // integer values 

:IMPEXPM_7098
0002: jump @IMPEXPM_7112 

:IMPEXPM_7105
0002: jump @IMPEXPM_9043 

:IMPEXPM_7112
0002: jump @IMPEXPM_7126 

:IMPEXPM_7119
0002: jump @IMPEXPM_9043 

:IMPEXPM_7126
00D6: if 
0736:   85 
004D: jump_if_false @IMPEXPM_7235 
0006: 4@ = 0 // integer values 

:IMPEXPM_7148
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_7221 
00D6: if 
0038:   $1060(4@,10i) == 0 // integer values 
004D: jump_if_false @IMPEXPM_7207 
008B: 6@ = $CAR_MODELS_TO_EXPORT(4@,10i) // integer values and handles 
0006: 4@ = 10 // integer values 

:IMPEXPM_7207
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_7148 

:IMPEXPM_7221
0050: gosub @IMPEXPM_9397 
0002: jump @IMPEXPM_577 

:IMPEXPM_7235
00D6: if 
0736:   84 
004D: jump_if_false @IMPEXPM_9024 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 1 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $11267 
03A9: write_debug_newline 
05B6: 2 // Debug script. Currently ignored by decompiler
03A9: write_debug_newline 
0006: 4@ = 0 // integer values 

:IMPEXPM_7530
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_8120 
03A7: write_debug_int $CAR_MODELS_TO_EXPORT(4@,10i) 
05B6: 3 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $1060(4@,10i) 
05B6: 4 // Debug script. Currently ignored by decompiler
05B6: 5 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $1130(4@,10i) 
05B6: 6 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $1120(4@,10i) 
03A9: write_debug_newline 
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_7530 

:IMPEXPM_8120
03A9: write_debug_newline 
05B6: 7 // Debug script. Currently ignored by decompiler
03A9: write_debug_newline 
05B6: 8 // Debug script. Currently ignored by decompiler
03A9: write_debug_newline 
0006: 4@ = 0 // integer values 

:IMPEXPM_8393
00D6: if 
001B:   6 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_8575 
03A7: write_debug_int $1070(4@,6i) 
05B6: 9 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $1140(4@,6i) 
03A9: write_debug_newline 
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_8393 

:IMPEXPM_8575
03A9: write_debug_newline 
05B6: 10 // Debug script. Currently ignored by decompiler
03A9: write_debug_newline 
0006: 4@ = 0 // integer values 

:IMPEXPM_8716
00D6: if 
001B:   42 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_9024 
05B6: 11 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 4@ 
05B6: 12 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $UNLOCKED_IMPORT_CARS(4@,42i) 
03A9: write_debug_newline 
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_8716 

:IMPEXPM_9024
0002: jump @IMPEXPM_1559 

:IMPEXPM_9031
08DA: remove_panel $1153 
08DA: remove_panel $1154 
0051: return 

:IMPEXPM_9043
00D6: if 
056E:   carcass_of_car 22@ valid 
004D: jump_if_false @IMPEXPM_9113 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @IMPEXPM_9113 
0798: (unknown) $CRANE_MAGNET 17@ 18@ 19@ 
00D6: if 
803B:   not  17@ == 22@ // integer values 
004D: jump_if_false @IMPEXPM_9113 
01C3: remove_references_to_car 22@ // Like turning a car into any random car 

:IMPEXPM_9113
00D6: if 
056E:   carcass_of_car $1118 valid 
004D: jump_if_false @IMPEXPM_9183 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @IMPEXPM_9183 
0798: (unknown) $CRANE_MAGNET 17@ 18@ 19@ 
00D6: if 
87D6:   not  17@ $1118 
004D: jump_if_false @IMPEXPM_9183 
01C3: remove_references_to_car $1118 // Like turning a car into any random car 

:IMPEXPM_9183
00D6: if 
056D:   carcass_of_actor 18@ valid 
004D: jump_if_false @IMPEXPM_9204 
009B: destroy_actor_instantly 18@ 

:IMPEXPM_9204
00D6: if 
03CA:   object 24@ exists 
004D: jump_if_false @IMPEXPM_9225 
0108: destroy_object 24@ 

:IMPEXPM_9225
0006: 4@ = 0 // integer values 

:IMPEXPM_9232
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_9293 
00D6: if 
03CA:   object $1120(4@,10i) exists 
004D: jump_if_false @IMPEXPM_9279 
0108: destroy_object $1120(4@,10i) 

:IMPEXPM_9279
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_9232 

:IMPEXPM_9293
00D6: if 
03CA:   object $1147 exists 
004D: jump_if_false @IMPEXPM_9314 
0108: destroy_object $1147 

:IMPEXPM_9314
00D6: if 
0038:   $1146 == 1 // integer values 
004D: jump_if_false @IMPEXPM_9339 
0004: $41 = 1 // integer values 

:IMPEXPM_9339
0002: jump @IMPEXPM_484 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_9376 
01B4: set_player $PLAYER_CHAR frozen_state 1 
07CC: player $PLAYER_CHAR disable_key_15 1 

:IMPEXPM_9376
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
0006: 0@ = 1 // integer values 
0051: return 
0051: return 

:IMPEXPM_9397
0623: add 1 to_stat 213 
0006: 4@ = 0 // integer values 

:IMPEXPM_9411
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_9675 
00D6: if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // integer values 
004D: jump_if_false @IMPEXPM_9661 
00D6: if 
0038:   $1060(4@,10i) == 0 // integer values 
004D: jump_if_false @IMPEXPM_9661 
0004: $1060(4@,10i) = 1 // integer values 
09E1: get_vehicle_model 6@ monetary_value 29@ 
0093: 12@ = integer_to_float 29@ 
006F: 12@ *= $1187 // floating-point values 
006F: 12@ *= $1188 // floating-point values 
0092: 29@ = float_to_integer 12@ 
0652: 4@ = stat 213 // integer 
0871: init_jump_table 4@ total_jumps 3 0 @IMPEXPM_9654 jumps 10 @IMPEXPM_9596 20 @IMPEXPM_9613 30 @IMPEXPM_9630 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 

:IMPEXPM_9596
000A: 29@ += 50000 // integer values 
0002: jump @IMPEXPM_9654 

:IMPEXPM_9613
000A: 29@ += 100000 // integer values 
0002: jump @IMPEXPM_9654 

:IMPEXPM_9630
000A: 29@ += 200000 // integer values 
0004: $1184 = 1 // integer values 
0002: jump @IMPEXPM_9654 

:IMPEXPM_9654
0006: 4@ = 10 // integer values 

:IMPEXPM_9661
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_9411 

:IMPEXPM_9675
0050: gosub @IMPEXPM_11683 
0006: 4@ = 0 // integer values 

:IMPEXPM_9689
00D6: if 
001B:   42 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_9770 
00D6: if 
0038:   $UNLOCKED_IMPORT_CARS(4@,42i) == -1 // integer values 
004D: jump_if_false @IMPEXPM_9756 
008A: $UNLOCKED_IMPORT_CARS(4@,42i) = 6@ // integer values and handles 
0085: 5@ = 4@ // integer values and handles 
0006: 4@ = 42 // integer values 

:IMPEXPM_9756
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_9689 

:IMPEXPM_9770
0004: $1182 = 1 // integer values 
0871: init_jump_table 5@ total_jumps 6 0 @IMPEXPM_10062 jumps 10 @IMPEXPM_9840 16 @IMPEXPM_9873 22 @IMPEXPM_9914 28 @IMPEXPM_9947 34 @IMPEXPM_9988 40 @IMPEXPM_10021 -1 @IMPEXPM_10062 

:IMPEXPM_9840
000A: 5@ += 1 // integer values 
04AE: unknown $UNLOCKED_IMPORT_CARS(5@,42i) radar_icon_or_model 444 
0008: $1182 += 1 // integer values 
0002: jump @IMPEXPM_10062 

:IMPEXPM_9873
000A: 5@ += 1 // integer values 
04AE: unknown $UNLOCKED_IMPORT_CARS(5@,42i) radar_icon_or_model 555 
030C: set_mission_points += 1 
0394: play_music 2 
0008: $1182 += 1 // integer values 
0002: jump @IMPEXPM_10062 

:IMPEXPM_9914
000A: 5@ += 1 // integer values 
04AE: unknown $UNLOCKED_IMPORT_CARS(5@,42i) radar_icon_or_model 568 
0008: $1182 += 1 // integer values 
0002: jump @IMPEXPM_10062 

:IMPEXPM_9947
000A: 5@ += 1 // integer values 
04AE: unknown $UNLOCKED_IMPORT_CARS(5@,42i) radar_icon_or_model 451 
030C: set_mission_points += 1 
0394: play_music 2 
0008: $1182 += 1 // integer values 
0002: jump @IMPEXPM_10062 

:IMPEXPM_9988
000A: 5@ += 1 // integer values 
04AE: unknown $UNLOCKED_IMPORT_CARS(5@,42i) radar_icon_or_model 539 
0008: $1182 += 1 // integer values 
0002: jump @IMPEXPM_10062 

:IMPEXPM_10021
000A: 5@ += 1 // integer values 
04AE: unknown $UNLOCKED_IMPORT_CARS(5@,42i) radar_icon_or_model 541 
030C: set_mission_points += 1 
0394: play_music 2 
0008: $1182 += 1 // integer values 
0002: jump @IMPEXPM_10062 

:IMPEXPM_10062
0051: return 

:IMPEXPM_10064
00D6: if and
0038:   $ONMISSION == 1 // integer values 
8038:   not  $1185 == 1 // integer values 
004D: jump_if_false @IMPEXPM_10166 
0004: $CAR_MODELS_TO_EXPORT[0] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[1] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[2] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[3] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[4] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[5] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[6] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[7] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[8] = -1 // integer values 
0004: $CAR_MODELS_TO_EXPORT[9] = -1 // integer values 
0002: jump @IMPEXPM_10642 

:IMPEXPM_10166
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 

:IMPEXPM_10180
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_10241 
00D6: if 
0038:   $1060(4@,10i) == 1 // integer values 
004D: jump_if_false @IMPEXPM_10227 
000A: 5@ += 1 // integer values 

:IMPEXPM_10227
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_10180 

:IMPEXPM_10241
00D6: if 
0039:   5@ == 10 // integer values 
004D: jump_if_false @IMPEXPM_10348 
00D6: if 
001A:   2 > $11267 // integer values 
004D: jump_if_false @IMPEXPM_10341 
0008: $11267 += 1 // integer values 
0006: 4@ = 0 // integer values 

:IMPEXPM_10291
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_10334 
0004: $1060(4@,10i) = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_10291 

:IMPEXPM_10334
0002: jump @IMPEXPM_10348 

:IMPEXPM_10341
0004: $1184 = 1 // integer values 

:IMPEXPM_10348
00D6: if 
0038:   $11267 == 0 // integer values 
004D: jump_if_false @IMPEXPM_10446 
04AE: unknown $CAR_MODELS_TO_EXPORT[0] radar_icon_or_model 402 
04AE: unknown $CAR_MODELS_TO_EXPORT[1] radar_icon_or_model 405 
04AE: unknown $CAR_MODELS_TO_EXPORT[2] radar_icon_or_model 411 
04AE: unknown $CAR_MODELS_TO_EXPORT[3] radar_icon_or_model 483 
04AE: unknown $CAR_MODELS_TO_EXPORT[4] radar_icon_or_model 445 
04AE: unknown $CAR_MODELS_TO_EXPORT[5] radar_icon_or_model 470 
04AE: unknown $CAR_MODELS_TO_EXPORT[6] radar_icon_or_model 468 
04AE: unknown $CAR_MODELS_TO_EXPORT[7] radar_icon_or_model 409 
04AE: unknown $CAR_MODELS_TO_EXPORT[8] radar_icon_or_model 533 
04AE: unknown $CAR_MODELS_TO_EXPORT[9] radar_icon_or_model 534 

:IMPEXPM_10446
00D6: if 
0038:   $11267 == 1 // integer values 
004D: jump_if_false @IMPEXPM_10544 
04AE: unknown $CAR_MODELS_TO_EXPORT[0] radar_icon_or_model 415 
04AE: unknown $CAR_MODELS_TO_EXPORT[1] radar_icon_or_model 489 
04AE: unknown $CAR_MODELS_TO_EXPORT[2] radar_icon_or_model 439 
04AE: unknown $CAR_MODELS_TO_EXPORT[3] radar_icon_or_model 514 
04AE: unknown $CAR_MODELS_TO_EXPORT[4] radar_icon_or_model 480 
04AE: unknown $CAR_MODELS_TO_EXPORT[5] radar_icon_or_model 535 
04AE: unknown $CAR_MODELS_TO_EXPORT[6] radar_icon_or_model 496 
04AE: unknown $CAR_MODELS_TO_EXPORT[7] radar_icon_or_model 580 
04AE: unknown $CAR_MODELS_TO_EXPORT[8] radar_icon_or_model 475 
04AE: unknown $CAR_MODELS_TO_EXPORT[9] radar_icon_or_model 521 

:IMPEXPM_10544
00D6: if 
0038:   $11267 == 2 // integer values 
004D: jump_if_false @IMPEXPM_10642 
04AE: unknown $CAR_MODELS_TO_EXPORT[0] radar_icon_or_model 429 
04AE: unknown $CAR_MODELS_TO_EXPORT[1] radar_icon_or_model 506 
04AE: unknown $CAR_MODELS_TO_EXPORT[2] radar_icon_or_model 508 
04AE: unknown $CAR_MODELS_TO_EXPORT[3] radar_icon_or_model 579 
04AE: unknown $CAR_MODELS_TO_EXPORT[4] radar_icon_or_model 424 
04AE: unknown $CAR_MODELS_TO_EXPORT[5] radar_icon_or_model 536 
04AE: unknown $CAR_MODELS_TO_EXPORT[6] radar_icon_or_model 463 
04AE: unknown $CAR_MODELS_TO_EXPORT[7] radar_icon_or_model 500 
04AE: unknown $CAR_MODELS_TO_EXPORT[8] radar_icon_or_model 477 
04AE: unknown $CAR_MODELS_TO_EXPORT[9] radar_icon_or_model 587 

:IMPEXPM_10642
0051: return 

:IMPEXPM_10644
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @IMPEXPM_10719 
0798: (unknown) $CRANE_MAGNET 17@ 18@ 19@ 
00D6: if 
8039:   not  17@ == -1 // integer values 
004D: jump_if_false @IMPEXPM_10719 
00D6: if 
803B:   not  20@ == 17@ // integer values 
004D: jump_if_false @IMPEXPM_10719 
0085: 20@ = 17@ // integer values and handles 

:IMPEXPM_10719
0051: return 

:IMPEXPM_10721
0006: 4@ = 0 // integer values 

:IMPEXPM_10728
00D6: if 
001B:   6 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_10771 
0004: $1070(4@,6i) = -1 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_10728 

:IMPEXPM_10771
0871: init_jump_table $1194 total_jumps 7 0 @IMPEXPM_11219 jumps 0 @IMPEXPM_10834 1 @IMPEXPM_10889 2 @IMPEXPM_10944 3 @IMPEXPM_10999 4 @IMPEXPM_11054 5 @IMPEXPM_11109 6 @IMPEXPM_11164 

:IMPEXPM_10834
0084: $1070[0] = $UNLOCKED_IMPORT_CARS[0] // integer values and handles 
0084: $1070[1] = $UNLOCKED_IMPORT_CARS[7] // integer values and handles 
0084: $1070[2] = $UNLOCKED_IMPORT_CARS[14] // integer values and handles 
0084: $1070[3] = $UNLOCKED_IMPORT_CARS[21] // integer values and handles 
0084: $1070[4] = $UNLOCKED_IMPORT_CARS[28] // integer values and handles 
0084: $1070[5] = $UNLOCKED_IMPORT_CARS[35] // integer values and handles 
0002: jump @IMPEXPM_11219 

:IMPEXPM_10889
0084: $1070[0] = $UNLOCKED_IMPORT_CARS[1] // integer values and handles 
0084: $1070[1] = $UNLOCKED_IMPORT_CARS[8] // integer values and handles 
0084: $1070[2] = $UNLOCKED_IMPORT_CARS[15] // integer values and handles 
0084: $1070[3] = $UNLOCKED_IMPORT_CARS[22] // integer values and handles 
0084: $1070[4] = $UNLOCKED_IMPORT_CARS[29] // integer values and handles 
0084: $1070[5] = $UNLOCKED_IMPORT_CARS[36] // integer values and handles 
0002: jump @IMPEXPM_11219 

:IMPEXPM_10944
0084: $1070[0] = $UNLOCKED_IMPORT_CARS[2] // integer values and handles 
0084: $1070[1] = $UNLOCKED_IMPORT_CARS[9] // integer values and handles 
0084: $1070[2] = $UNLOCKED_IMPORT_CARS[16] // integer values and handles 
0084: $1070[3] = $UNLOCKED_IMPORT_CARS[23] // integer values and handles 
0084: $1070[4] = $UNLOCKED_IMPORT_CARS[30] // integer values and handles 
0084: $1070[5] = $UNLOCKED_IMPORT_CARS[37] // integer values and handles 
0002: jump @IMPEXPM_11219 

:IMPEXPM_10999
0084: $1070[0] = $UNLOCKED_IMPORT_CARS[3] // integer values and handles 
0084: $1070[1] = $UNLOCKED_IMPORT_CARS[10] // integer values and handles 
0084: $1070[2] = $UNLOCKED_IMPORT_CARS[17] // integer values and handles 
0084: $1070[3] = $UNLOCKED_IMPORT_CARS[24] // integer values and handles 
0084: $1070[4] = $UNLOCKED_IMPORT_CARS[31] // integer values and handles 
0084: $1070[5] = $UNLOCKED_IMPORT_CARS[38] // integer values and handles 
0002: jump @IMPEXPM_11219 

:IMPEXPM_11054
0084: $1070[0] = $UNLOCKED_IMPORT_CARS[4] // integer values and handles 
0084: $1070[1] = $UNLOCKED_IMPORT_CARS[11] // integer values and handles 
0084: $1070[2] = $UNLOCKED_IMPORT_CARS[18] // integer values and handles 
0084: $1070[3] = $UNLOCKED_IMPORT_CARS[25] // integer values and handles 
0084: $1070[4] = $UNLOCKED_IMPORT_CARS[32] // integer values and handles 
0084: $1070[5] = $UNLOCKED_IMPORT_CARS[39] // integer values and handles 
0002: jump @IMPEXPM_11219 

:IMPEXPM_11109
0084: $1070[0] = $UNLOCKED_IMPORT_CARS[5] // integer values and handles 
0084: $1070[1] = $UNLOCKED_IMPORT_CARS[12] // integer values and handles 
0084: $1070[2] = $UNLOCKED_IMPORT_CARS[19] // integer values and handles 
0084: $1070[3] = $UNLOCKED_IMPORT_CARS[26] // integer values and handles 
0084: $1070[4] = $UNLOCKED_IMPORT_CARS[33] // integer values and handles 
0084: $1070[5] = $UNLOCKED_IMPORT_CARS[40] // integer values and handles 
0002: jump @IMPEXPM_11219 

:IMPEXPM_11164
0084: $1070[0] = $UNLOCKED_IMPORT_CARS[6] // integer values and handles 
0084: $1070[1] = $UNLOCKED_IMPORT_CARS[13] // integer values and handles 
0084: $1070[2] = $UNLOCKED_IMPORT_CARS[20] // integer values and handles 
0084: $1070[3] = $UNLOCKED_IMPORT_CARS[27] // integer values and handles 
0084: $1070[4] = $UNLOCKED_IMPORT_CARS[34] // integer values and handles 
0084: $1070[5] = $UNLOCKED_IMPORT_CARS[41] // integer values and handles 
0002: jump @IMPEXPM_11219 

:IMPEXPM_11219
0051: return 

:IMPEXPM_11221
0006: 4@ = 0 // integer values 

:IMPEXPM_11228
00D6: if 
001B:   5 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_11416 
00D6: if 
0038:   $1189(4@,5i) == -1 // integer values 
004D: jump_if_false @IMPEXPM_11294 
0084: $1189(4@,5i) = $1118 // integer values and handles 
0006: 4@ = 10 // integer values 
0002: jump @IMPEXPM_11409 

:IMPEXPM_11294
00D6: if 
056E:   carcass_of_car $1189(4@,5i) valid 
004D: jump_if_false @IMPEXPM_11382 
00D6: if 
0119:   car $1189(4@,5i) wrecked 
004D: jump_if_false @IMPEXPM_11368 
01C3: remove_references_to_car $1189(4@,5i) // Like turning a car into any random car 
0004: $1189(4@,5i) = -1 // integer values 
0002: jump @IMPEXPM_11221 
0002: jump @IMPEXPM_11375 

:IMPEXPM_11368
000A: 4@ += 1 // integer values 

:IMPEXPM_11375
0002: jump @IMPEXPM_11409 

:IMPEXPM_11382
01C3: remove_references_to_car $1189(4@,5i) // Like turning a car into any random car 
0004: $1189(4@,5i) = -1 // integer values 
0002: jump @IMPEXPM_11221 

:IMPEXPM_11409
0002: jump @IMPEXPM_11228 

:IMPEXPM_11416
00D6: if 
0039:   4@ == 5 // integer values 
004D: jump_if_false @IMPEXPM_11453 
01C3: remove_references_to_car $1189[4] // Like turning a car into any random car 
0004: $1189[4] = -1 // integer values 
0002: jump @IMPEXPM_11221 

:IMPEXPM_11453
0051: return 
0006: 4@ = 0 // integer values 

:IMPEXPM_11462
00D6: if 
001B:   5 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_11681 
00D6: if 
8038:   not  $1189(4@,5i) == -1 // integer values 
004D: jump_if_false @IMPEXPM_11667 
00D6: if 
056E:   carcass_of_car $1189(4@,5i) valid 
004D: jump_if_false @IMPEXPM_11647 
00D6: if 
8119:   not car $1189(4@,5i) wrecked 
004D: jump_if_false @IMPEXPM_11620 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_11613 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car $1189(4@,5i) radius 500.0 500.0 unknown 0 
004D: jump_if_false @IMPEXPM_11613 
01C3: remove_references_to_car $1189(4@,5i) // Like turning a car into any random car 
0004: $1189(4@,5i) = -1 // integer values 

:IMPEXPM_11613
0002: jump @IMPEXPM_11640 

:IMPEXPM_11620
01C3: remove_references_to_car $1189(4@,5i) // Like turning a car into any random car 
0004: $1189(4@,5i) = -1 // integer values 

:IMPEXPM_11640
0002: jump @IMPEXPM_11667 

:IMPEXPM_11647
01C3: remove_references_to_car $1189(4@,5i) // Like turning a car into any random car 
0004: $1189(4@,5i) = -1 // integer values 

:IMPEXPM_11667
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_11462 

:IMPEXPM_11681
0051: return 

:IMPEXPM_11683
0006: 4@ = 0 // integer values 

:IMPEXPM_11690
00D6: if 
001B:   10 > 4@ // integer values 
004D: jump_if_false @IMPEXPM_11872 
00D6: if 
0038:   $11267 == 0 // integer values 
004D: jump_if_false @IMPEXPM_11741 
0085: 5@ = 4@ // integer values and handles 
000A: 5@ += 0 // integer values 

:IMPEXPM_11741
00D6: if 
0038:   $11267 == 1 // integer values 
004D: jump_if_false @IMPEXPM_11774 
0085: 5@ = 4@ // integer values and handles 
000A: 5@ += 10 // integer values 

:IMPEXPM_11774
00D6: if 
0038:   $11267 == 2 // integer values 
004D: jump_if_false @IMPEXPM_11807 
0085: 5@ = 4@ // integer values and handles 
000A: 5@ += 20 // integer values 

:IMPEXPM_11807
00D6: if 
0038:   $1060(4@,10i) == 0 // integer values 
004D: jump_if_false @IMPEXPM_11847 
014C: set_parked_car_generator $2830(5@,30i) cars_to_generate_to 101 
0002: jump @IMPEXPM_11858 

:IMPEXPM_11847
014C: set_parked_car_generator $2830(5@,30i) cars_to_generate_to 0 

:IMPEXPM_11858
000A: 4@ += 1 // integer values 
0002: jump @IMPEXPM_11690 

:IMPEXPM_11872
0051: return 

:IMPEXPM_11874
0871: init_jump_table 6@ total_jumps 42 0 @IMPEXPM_13121 jumps 402 @IMPEXPM_12281 404 @IMPEXPM_13100 405 @IMPEXPM_12302 409 @IMPEXPM_12428 411 @IMPEXPM_12323 415 @IMPEXPM_12554 424 @IMPEXPM_12911 
0872: jump_table_jumps 429 @IMPEXPM_12827 434 @IMPEXPM_13016 439 @IMPEXPM_12596 444 @IMPEXPM_12491 445 @IMPEXPM_12365 451 @IMPEXPM_12848 463 @IMPEXPM_12953 468 @IMPEXPM_12407 470 @IMPEXPM_12386 
0872: jump_table_jumps 475 @IMPEXPM_12722 477 @IMPEXPM_12995 480 @IMPEXPM_12638 483 @IMPEXPM_12344 489 @IMPEXPM_12575 496 @IMPEXPM_12680 500 @IMPEXPM_12974 506 @IMPEXPM_12806 508 @IMPEXPM_12869 
0872: jump_table_jumps 514 @IMPEXPM_12617 521 @IMPEXPM_12743 522 @IMPEXPM_12512 533 @IMPEXPM_12449 534 @IMPEXPM_12470 535 @IMPEXPM_12659 536 @IMPEXPM_12932 539 @IMPEXPM_13058 541 @IMPEXPM_13079 
0872: jump_table_jumps 555 @IMPEXPM_12533 559 @IMPEXPM_12260 568 @IMPEXPM_12785 573 @IMPEXPM_13037 579 @IMPEXPM_12890 580 @IMPEXPM_12701 587 @IMPEXPM_12764 589 @IMPEXPM_12239 -1 @IMPEXPM_13121 

:IMPEXPM_12239
05A9: s$1151 = 'CLUB' // 8-byte strings  // Club
0002: jump @IMPEXPM_13121 

:IMPEXPM_12260
05A9: s$1151 = 'JESTER' // 8-byte strings  // Jester
0002: jump @IMPEXPM_13121 

:IMPEXPM_12281
05A9: s$1151 = 'BUFFALO' // 8-byte strings  // Buffalo
0002: jump @IMPEXPM_13121 

:IMPEXPM_12302
05A9: s$1151 = 'SENTINL' // 8-byte strings  // Sentinel
0002: jump @IMPEXPM_13121 

:IMPEXPM_12323
05A9: s$1151 = 'INFERNU' // 8-byte strings  // Infernus
0002: jump @IMPEXPM_13121 

:IMPEXPM_12344
05A9: s$1151 = 'CAMPER' // 8-byte strings  // Camper
0002: jump @IMPEXPM_13121 

:IMPEXPM_12365
05A9: s$1151 = 'ADMIRAL' // 8-byte strings  // Admiral
0002: jump @IMPEXPM_13121 

:IMPEXPM_12386
05A9: s$1151 = 'PATRIOT' // 8-byte strings  // Patriot
0002: jump @IMPEXPM_13121 

:IMPEXPM_12407
05A9: s$1151 = 'SANCHEZ' // 8-byte strings  // Sanchez motor
0002: jump @IMPEXPM_13121 

:IMPEXPM_12428
05A9: s$1151 = 'STRETCH' // 8-byte strings  // Stretch
0002: jump @IMPEXPM_13121 

:IMPEXPM_12449
05A9: s$1151 = 'FELTZER' // 8-byte strings  // Feltzer
0002: jump @IMPEXPM_13121 

:IMPEXPM_12470
05A9: s$1151 = 'REMING' // 8-byte strings  // Remington
0002: jump @IMPEXPM_13121 

:IMPEXPM_12491
05A9: s$1151 = 'MONSTER' // 8-byte strings  // Monster
0002: jump @IMPEXPM_13121 

:IMPEXPM_12512
05A9: s$1151 = 'NRG500' // 8-byte strings  // NRG-500 motor
0002: jump @IMPEXPM_13121 

:IMPEXPM_12533
05A9: s$1151 = 'WINDSOR' // 8-byte strings  // Windsor
0002: jump @IMPEXPM_13121 

:IMPEXPM_12554
05A9: s$1151 = 'CHEETAH' // 8-byte strings  // Cheetah
0002: jump @IMPEXPM_13121 

:IMPEXPM_12575
05A9: s$1151 = 'RANCHER' // 8-byte strings  // Rancher
0002: jump @IMPEXPM_13121 

:IMPEXPM_12596
05A9: s$1151 = 'STALION' // 8-byte strings  // Stallion
0002: jump @IMPEXPM_13121 

:IMPEXPM_12617
05A9: s$1151 = 'PETROL' // 8-byte strings  // Tanker
0002: jump @IMPEXPM_13121 

:IMPEXPM_12638
05A9: s$1151 = 'COMET' // 8-byte strings  // Comet
0002: jump @IMPEXPM_13121 

:IMPEXPM_12659
05A9: s$1151 = 'SLAMVAN' // 8-byte strings  // Slamvan
0002: jump @IMPEXPM_13121 

:IMPEXPM_12680
05A9: s$1151 = 'BLISTAC' // 8-byte strings  // Blista Compact
0002: jump @IMPEXPM_13121 

:IMPEXPM_12701
05A9: s$1151 = 'STAFFRD' // 8-byte strings  // Stafford
0002: jump @IMPEXPM_13121 

:IMPEXPM_12722
05A9: s$1151 = 'SABRE' // 8-byte strings  // Sabre
0002: jump @IMPEXPM_13121 

:IMPEXPM_12743
05A9: s$1151 = 'FCR900' // 8-byte strings  // FCR-900 motor
0002: jump @IMPEXPM_13121 

:IMPEXPM_12764
05A9: s$1151 = 'EUROS' // 8-byte strings  // Euros
0002: jump @IMPEXPM_13121 

:IMPEXPM_12785
05A9: s$1151 = 'BANDITO' // 8-byte strings  // Bandito
0002: jump @IMPEXPM_13121 

:IMPEXPM_12806
05A9: s$1151 = 'SUPERGT' // 8-byte strings  // Super GT
0002: jump @IMPEXPM_13121 

:IMPEXPM_12827
05A9: s$1151 = 'BANSHEE' // 8-byte strings  // Banshee
0002: jump @IMPEXPM_13121 

:IMPEXPM_12848
05A9: s$1151 = 'TURISMO' // 8-byte strings  // Turismo
0002: jump @IMPEXPM_13121 

:IMPEXPM_12869
05A9: s$1151 = 'JOURNEY' // 8-byte strings  // Lakkocsi
0002: jump @IMPEXPM_13121 

:IMPEXPM_12890
05A9: s$1151 = 'HUNTLEY' // 8-byte strings  // Huntley
0002: jump @IMPEXPM_13121 

:IMPEXPM_12911
05A9: s$1151 = 'BFINJC' // 8-byte strings  // BF Injection
0002: jump @IMPEXPM_13121 

:IMPEXPM_12932
05A9: s$1151 = 'BLADE' // 8-byte strings  // Blade
0002: jump @IMPEXPM_13121 

:IMPEXPM_12953
05A9: s$1151 = 'FREEWAY' // 8-byte strings  // Freeway
0002: jump @IMPEXPM_13121 

:IMPEXPM_12974
05A9: s$1151 = 'MESAA' // 8-byte strings  // Mesa
0002: jump @IMPEXPM_13121 

:IMPEXPM_12995
05A9: s$1151 = 'ZR350' // 8-byte strings  // ZR-350
0002: jump @IMPEXPM_13121 

:IMPEXPM_13016
05A9: s$1151 = 'HOTKNIF' // 8-byte strings  // Hotknife
0002: jump @IMPEXPM_13121 

:IMPEXPM_13037
05A9: s$1151 = 'DUNE' // 8-byte strings  // Dune
0002: jump @IMPEXPM_13121 

:IMPEXPM_13058
05A9: s$1151 = 'VORTEX' // 8-byte strings  // Vortex
0002: jump @IMPEXPM_13121 

:IMPEXPM_13079
05A9: s$1151 = 'BULLET' // 8-byte strings  // Bullet
0002: jump @IMPEXPM_13121 

:IMPEXPM_13100
05A9: s$1151 = 'PEREN' // 8-byte strings  // Perennial
0002: jump @IMPEXPM_13121 

:IMPEXPM_13121
0051: return 

:IMPEXPM_13123
0871: init_jump_table $1070($1149,6i) total_jumps 19 1 @IMPEXPM_14444 jumps 405 @IMPEXPM_13560 411 @IMPEXPM_13917 415 @IMPEXPM_13865 424 @IMPEXPM_14175 429 @IMPEXPM_14048 470 @IMPEXPM_14201 475 @IMPEXPM_13839 
0872: jump_table_jumps 480 @IMPEXPM_13891 483 @IMPEXPM_13687 489 @IMPEXPM_13943 496 @IMPEXPM_13969 506 @IMPEXPM_13391 533 @IMPEXPM_13712 536 @IMPEXPM_14365 541 @IMPEXPM_14391 555 @IMPEXPM_13417 
0872: jump_table_jumps 559 @IMPEXPM_13470 587 @IMPEXPM_13365 589 @IMPEXPM_13339 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 

:IMPEXPM_13339
0674: set_car_model $1070($1149,6i) numberplate "N13_LLF_" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13365
0674: set_car_model $1070($1149,6i) numberplate "_DS3MP__" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13391
0674: set_car_model $1070($1149,6i) numberplate "_CMACD1_" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13417
0209: 4@ = random_int 0 3 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_13463 
0674: set_car_model $1070($1149,6i) numberplate "__C0S___" 

:IMPEXPM_13463
0002: jump @IMPEXPM_14458 

:IMPEXPM_13470
0209: 4@ = random_int 0 3 
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_13516 
0674: set_car_model $1070($1149,6i) numberplate "_X2_GAV_" 

:IMPEXPM_13516
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @IMPEXPM_13553 
0674: set_car_model $1070($1149,6i) numberplate "__G3PO__" 

:IMPEXPM_13553
0002: jump @IMPEXPM_14458 

:IMPEXPM_13560
0209: 4@ = random_int 0 3 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_13606 
0674: set_car_model $1070($1149,6i) numberplate "D0N_D0N_" 

:IMPEXPM_13606
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_13643 
0674: set_car_model $1070($1149,6i) numberplate "_D0_NNY_" 

:IMPEXPM_13643
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @IMPEXPM_13680 
0674: set_car_model $1070($1149,6i) numberplate "TH3_D0N_" 

:IMPEXPM_13680
0002: jump @IMPEXPM_14458 

:IMPEXPM_13687
0674: set_car_model $1070($1149,6i) numberplate "SJM1985" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13712
0209: 4@ = random_int 0 5 
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_13758 
0674: set_car_model $1070($1149,6i) numberplate "433_ADF_" 

:IMPEXPM_13758
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @IMPEXPM_13795 
0674: set_car_model $1070($1149,6i) numberplate "DR_F_MBE" 

:IMPEXPM_13795
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @IMPEXPM_13832 
0674: set_car_model $1070($1149,6i) numberplate "ANN_F3RG" 

:IMPEXPM_13832
0002: jump @IMPEXPM_14458 

:IMPEXPM_13839
0674: set_car_model $1070($1149,6i) numberplate "__FR4Z__" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13865
0674: set_car_model $1070($1149,6i) numberplate "_IMY_AK_" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13891
0674: set_car_model $1070($1149,6i) numberplate "_L0LLY__" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13917
0674: set_car_model $1070($1149,6i) numberplate "_J_L33S_" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13943
0674: set_car_model $1070($1149,6i) numberplate "S4_LIJON" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13969
0209: 4@ = random_int 0 2 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_14022 
0674: set_car_model $1070($1149,6i) numberplate "DI5CO5TU" 
0002: jump @IMPEXPM_14041 

:IMPEXPM_14022
0674: set_car_model $1070($1149,6i) numberplate "SM53_NUV" 

:IMPEXPM_14041
0002: jump @IMPEXPM_14458 

:IMPEXPM_14048
0209: 4@ = random_int 0 3 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_14094 
0674: set_car_model $1070($1149,6i) numberplate "J3NYTAL5" 

:IMPEXPM_14094
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_14131 
0674: set_car_model $1070($1149,6i) numberplate "_J3_NCF_" 

:IMPEXPM_14131
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @IMPEXPM_14168 
0674: set_car_model $1070($1149,6i) numberplate "DD0_N4LD" 

:IMPEXPM_14168
0002: jump @IMPEXPM_14458 

:IMPEXPM_14175
0674: set_car_model $1070($1149,6i) numberplate "LA5H_L3Y" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_14201
0209: 4@ = random_int 0 4 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_14247 
0674: set_car_model $1070($1149,6i) numberplate "AL3X_RES" 

:IMPEXPM_14247
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @IMPEXPM_14284 
0674: set_car_model $1070($1149,6i) numberplate "R_F3RG1E" 

:IMPEXPM_14284
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @IMPEXPM_14321 
0674: set_car_model $1070($1149,6i) numberplate "H4_NNAHF" 

:IMPEXPM_14321
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @IMPEXPM_14358 
0674: set_car_model $1070($1149,6i) numberplate "CL41_RES" 

:IMPEXPM_14358
0002: jump @IMPEXPM_14458 

:IMPEXPM_14365
0674: set_car_model $1070($1149,6i) numberplate "R055_MCL" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_14391
0209: 4@ = random_int 0 4 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @IMPEXPM_14437 
0674: set_car_model $1070($1149,6i) numberplate "T00_FAST" 

:IMPEXPM_14437
0002: jump @IMPEXPM_14458 

:IMPEXPM_14444
0050: gosub @IMPEXPM_14460 
0002: jump @IMPEXPM_14458 

:IMPEXPM_14458
0051: return 

:IMPEXPM_14460
0209: 4@ = random_int 0 100 
0871: init_jump_table 4@ total_jumps 12 0 @IMPEXPM_14909 jumps 0 @IMPEXPM_14597 1 @IMPEXPM_14623 2 @IMPEXPM_14649 3 @IMPEXPM_14675 4 @IMPEXPM_14701 5 @IMPEXPM_14727 6 @IMPEXPM_14753 
0872: jump_table_jumps 7 @IMPEXPM_14779 8 @IMPEXPM_14805 9 @IMPEXPM_14831 10 @IMPEXPM_14857 11 @IMPEXPM_14883 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 

:IMPEXPM_14597
0674: set_car_model $1070($1149,6i) numberplate "R4N_G3RS" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14623
0674: set_car_model $1070($1149,6i) numberplate "GL4S_G0W" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14649
0674: set_car_model $1070($1149,6i) numberplate "_ARRAN__" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14675
0674: set_car_model $1070($1149,6i) numberplate "AM0_RUS0" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14701
0674: set_car_model $1070($1149,6i) numberplate "_AMAT0__" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14727
0674: set_car_model $1070($1149,6i) numberplate "_GA_ZZA_" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14753
0674: set_car_model $1070($1149,6i) numberplate "ZID_ANE_" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14779
0674: set_car_model $1070($1149,6i) numberplate "MC_C01ST" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14805
0674: set_car_model $1070($1149,6i) numberplate "BAW_BAG_" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14831
0674: set_car_model $1070($1149,6i) numberplate "BR0_D1E_" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14857
0674: set_car_model $1070($1149,6i) numberplate "MR_J0BBY" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14883
0674: set_car_model $1070($1149,6i) numberplate "BR0_DICK" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14909
0051: return 

:IMPEXPC
03A4: name_thread 'IMPEXPC' 

:IMPEXPC_11
0001: wait 5000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPC_306 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @IMPEXPC_306 
00D6: if 
0038:   $1909 == 1 // integer values 
004D: jump_if_false @IMPEXPC_306 
00D6: if and
88FE:   not text_box_displaying 
876F:   not text_priority_displaying 
004D: jump_if_false @IMPEXPC_306 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPEXPC_281 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @IMPEXPC_274 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0441: 1@ = car $TEMPVAR_ACTOR_CAR model 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 

:IMPEXPC_147
00D6: if 
001B:   10 > 2@ // integer values 
004D: jump_if_false @IMPEXPC_238 
00D6: if 
003C:   $CAR_MODELS_TO_EXPORT(2@,10i) == 1@ // integer values 
004D: jump_if_false @IMPEXPC_224 
00D6: if 
0038:   $1060(2@,10i) == 0 // integer values 
004D: jump_if_false @IMPEXPC_224 
0006: 3@ = 1 // integer values 
0006: 2@ = 10 // integer values 

:IMPEXPC_224
000A: 2@ += 1 // integer values 
0002: jump @IMPEXPC_147 

:IMPEXPC_238
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @IMPEXPC_274 
03E5: text_box 'IE22'  // Ezt a jrmvet a keleti Basin dokkoknl exportlhatod.
0006: 0@ = 1 // integer values 

:IMPEXPC_274
0002: jump @IMPEXPC_306 

:IMPEXPC_281
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @IMPEXPC_306 
0006: 0@ = 0 // integer values 

:IMPEXPC_306
0002: jump @IMPEXPC_11 

:APCHECK
03A4: name_thread 'APCHECK' 
0111: set_wasted_busted_check_to 0 
0004: $1203 = 0 // integer values 
029B: $1195 = init_object #WS_APGATE at -1543.742 -432.703 6.039 
0177: set_object $1195 z_angle_to -45.0 
01C7: remove_object_from_mission_cleanup_list $1195 
029B: $1196 = init_object #WS_APGATE at -1547.625 -428.82 6.039 
0177: set_object $1196 z_angle_to -45.0 
01C7: remove_object_from_mission_cleanup_list $1196 
029B: $1197 = init_object #WS_APGATE at -1222.953 53.826 14.134 
0177: set_object $1197 z_angle_to -135.0 
01C7: remove_object_from_mission_cleanup_list $1197 
029B: $1198 = init_object #WS_APGATE at -1218.206 68.883 14.134 
0177: set_object $1198 z_angle_to -135.0 
01C7: remove_object_from_mission_cleanup_list $1198 
029B: $1199 = init_object #WS_APGATE at 1964.342 -2189.776 13.533 
0177: set_object $1199 z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $1199 
029B: $1200 = init_object #WS_APGATE at 1958.851 -2189.777 13.553 
0177: set_object $1200 z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $1200 
029B: $1201 = init_object #WS_APGATE at 1704.777 1605.165 10.058 
0177: set_object $1201 z_angle_to 73.0 
01C7: remove_object_from_mission_cleanup_list $1201 
029B: $1202 = init_object #WS_APGATE at 1706.364 1610.422 10.058 
0177: set_object $1202 z_angle_to 73.0 
01C7: remove_object_from_mission_cleanup_list $1202 

:APCHECK_318
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_895 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1540.66 -435.786 6.039 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_537 
00D6: if 
0038:   $1800 == 1 // integer values 
004D: jump_if_false @APCHECK_468 
0004: $1203 = 1 // integer values 
004F: create_thread @APGUARD -1 
01BC: put_object $1195 at -1540.66 -435.786 6.039 
01BC: put_object $1196 at -1550.709 -425.736 6.039 
0002: jump @APCHECK_530 

:APCHECK_468
004F: create_thread @APGUARD 1 
004F: create_thread @APGATE $1195 -1540.66 -435.786 6.039 
004F: create_thread @APGATE $1196 -1550.709 -425.736 6.039 

:APCHECK_530
0002: jump @APCHECK_1087 

:APCHECK_537
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1968.697 -2189.776 13.553 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_654 
004F: create_thread @APGUARD 2 
004F: create_thread @APGATE $1199 1968.697 -2189.776 13.553 
004F: create_thread @APGATE $1200 1954.571 -2189.777 13.553 
0002: jump @APCHECK_1547 

:APCHECK_654
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1703.4 1600.518 10.058 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_771 
004F: create_thread @APGUARD 3 
004F: create_thread @APGATE $1201 1703.4 1600.518 10.058 
004F: create_thread @APGATE $1202 1707.722 1614.937 10.058 
0002: jump @APCHECK_1777 

:APCHECK_771
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1226.162 65.3807 13.0375 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_888 
004F: create_thread @APGUARD 4 
004F: create_thread @APGATE $1197 -1226.59 50.189 14.134 
004F: create_thread @APGATE $1198 -1214.392 72.697 14.134 
0002: jump @APCHECK_1317 

:APCHECK_888
0002: jump @APCHECK_1080 

:APCHECK_895
0459: end_thread_named 'APGATE' 
01BC: put_object $1195 at -1543.742 -432.703 6.039 
01BC: put_object $1196 at -1547.625 -428.82 6.039 
01BC: put_object $1197 at -1222.953 53.826 14.134 
01BC: put_object $1198 at -1218.206 68.883 14.134 
01BC: put_object $1199 at 1964.342 -2189.776 13.533 
01BC: put_object $1200 at 1958.851 -2189.777 13.553 
01BC: put_object $1201 at 1704.777 1605.165 10.058 
01BC: put_object $1202 at 1706.364 1610.422 10.058 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_1080
0002: jump @APCHECK_318 

:APCHECK_1087
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_1245 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -1540.66 -435.786 6.039 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_1238 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @APCHECK_1238 
0459: end_thread_named 'APGATE' 
01BC: put_object $1195 at -1543.742 -432.703 6.039 
01BC: put_object $1196 at -1547.625 -428.82 6.039 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_1238
0002: jump @APCHECK_1310 

:APCHECK_1245
0459: end_thread_named 'APGATE' 
01BC: put_object $1195 at -1543.742 -432.703 6.039 
01BC: put_object $1196 at -1547.625 -428.82 6.039 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_1310
0002: jump @APCHECK_1087 

:APCHECK_1317
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_1475 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -1226.162 65.3807 13.0375 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_1468 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @APCHECK_1468 
0459: end_thread_named 'APGATE' 
01BC: put_object $1197 at -1222.953 53.826 14.134 
01BC: put_object $1198 at -1218.206 68.883 14.134 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_1468
0002: jump @APCHECK_1540 

:APCHECK_1475
0459: end_thread_named 'APGATE' 
01BC: put_object $1197 at -1222.953 53.826 14.134 
01BC: put_object $1198 at -1218.206 68.883 14.134 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_1540
0002: jump @APCHECK_1317 

:APCHECK_1547
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_1705 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 1968.697 -2189.776 13.553 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_1698 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @APCHECK_1698 
0459: end_thread_named 'APGATE' 
01BC: put_object $1199 at 1964.342 -2189.776 13.533 
01BC: put_object $1200 at 1958.851 -2189.777 13.553 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_1698
0002: jump @APCHECK_1770 

:APCHECK_1705
0459: end_thread_named 'APGATE' 
01BC: put_object $1199 at 1964.342 -2189.776 13.533 
01BC: put_object $1200 at 1958.851 -2189.777 13.553 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_1770
0002: jump @APCHECK_1547 

:APCHECK_1777
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_1935 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 1703.4 1600.518 10.058 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_1928 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @APCHECK_1928 
0459: end_thread_named 'APGATE' 
01BC: put_object $1201 at 1704.777 1605.165 10.058 
01BC: put_object $1202 at 1706.364 1610.422 10.058 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_1928
0002: jump @APCHECK_2000 

:APCHECK_1935
0459: end_thread_named 'APGATE' 
01BC: put_object $1201 at 1704.777 1605.165 10.058 
01BC: put_object $1202 at 1706.364 1610.422 10.058 
0004: $1203 = 0 // integer values 
0002: jump @APCHECK_318 

:APCHECK_2000
0002: jump @APCHECK_1777 
004E: end_thread 

:APGUARD
03A4: name_thread 'APGUARD' 
0006: 3@ = 0 // integer values 

:APGUARD_18
00D6: if 
8248:   not model #WMYSGRD available 
004D: jump_if_false @APGUARD_48 
0247: request_model #WMYSGRD 
0001: wait 0 ms 
0002: jump @APGUARD_18 

:APGUARD_48
0871: init_jump_table 0@ total_jumps 5 0 @APGUARD_333 jumps -1 @APGUARD_111 1 @APGUARD_169 2 @APGUARD_210 3 @APGUARD_251 4 @APGUARD_292 -1 @APGUARD_333 -1 @APGUARD_333 

:APGUARD_111
009A: 1@ = create_actor 4 #WMYSGRD at -1544.88 -441.1089 5.0068 
0173: set_actor 1@ z_angle_to 7.3631 
03FE: set_actor 1@ money 0 
01C5: remove_actor_from_mission_cleanup_list 1@ 
0762: (unknown) 1@ 
0002: jump @APGUARD_333 

:APGUARD_169
009A: 1@ = create_actor 4 #WMYSGRD at -1544.396 -443.2464 5.045 
0173: set_actor 1@ z_angle_to 54.6458 
0002: jump @APGUARD_333 

:APGUARD_210
009A: 1@ = create_actor 4 #WMYSGRD at 1955.809 -2181.54 12.5865 
0173: set_actor 1@ z_angle_to 272.1978 
0002: jump @APGUARD_333 

:APGUARD_251
009A: 1@ = create_actor 4 #WMYSGRD at 1717.202 1617.376 9.1924 
0173: set_actor 1@ z_angle_to 186.0379 
0002: jump @APGUARD_333 

:APGUARD_292
009A: 1@ = create_actor 4 #WMYSGRD at -1229.438 55.3906 13.2328 
0173: set_actor 1@ z_angle_to 301.4596 
0002: jump @APGUARD_333 

:APGUARD_333
060B: unknown_actor_use_entity 1@ 65543 
02A9: set_actor 1@ immune_to_nonplayer 1 
01C5: remove_actor_from_mission_cleanup_list 1@ 

:APGUARD_355
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGUARD_542 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @APGUARD_528 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 67.0 67.0 10.0 sphere 0 
004D: jump_if_false @APGUARD_434 
0050: gosub @APGUARD_883 

:APGUARD_434
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @APGUARD_493 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @APGUARD_493 
0050: gosub @APGUARD_556 

:APGUARD_493
00D6: if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @APGUARD_521 
077A: set_actor 1@ aggressive_to_pedgroup 4 type 0 

:APGUARD_521
0002: jump @APGUARD_535 

:APGUARD_528
0050: gosub @APGUARD_883 

:APGUARD_535
0002: jump @APGUARD_549 

:APGUARD_542
0050: gosub @APGUARD_883 

:APGUARD_549
0002: jump @APGUARD_355 

:APGUARD_556
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @APGUARD_881 
0652: 2@ = stat 223 // integer 
00D6: if and
874F:   not (unknown) 1@ 36 
04B5:   2@ >= 180 // integer values OR floating-point values 
004D: jump_if_false @APGUARD_757 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @APGUARD_750 
0209: 3@ = random_int 1 100 
00D6: if 
0019:   3@ > 50 // integer values 
004D: jump_if_false @APGUARD_700 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN1' // 8-byte strings  // ~z~Ma mr mindenki kaphat pilta engedlyt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16802 
0002: jump @APGUARD_722 

:APGUARD_700
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN2' // 8-byte strings  // ~z~Mostanban a piltak egyre fiatalabbnak tnnek!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16803 

:APGUARD_722
004F: create_thread @AUDIOL 1@ 1 1 2 0 
0006: 3@ = 1 // integer values 
0051: return 

:APGUARD_750
0002: jump @APGUARD_881 

:APGUARD_757
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @APGUARD_881 
0209: 3@ = random_int 1 100 
00D6: if 
0019:   3@ > 50 // integer values 
004D: jump_if_false @APGUARD_831 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS1' // 8-byte strings  // ~z~Ide csak piltk jhetnek be!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16800 
0002: jump @APGUARD_853 

:APGUARD_831
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS2' // 8-byte strings  // ~z~Csak rvnyes pilta engedllyel rendelkezk lphetnek be!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16801 

:APGUARD_853
004F: create_thread @AUDIOL 1@ 1 1 2 0 
0006: 3@ = 1 // integer values 
0051: return 

:APGUARD_881
0051: return 

:APGUARD_883
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGUARD_935 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @APGUARD_928 
009B: destroy_actor_instantly 1@ 
0249: release_model #WMYSGRD 
004E: end_thread 

:APGUARD_928
0002: jump @APGUARD_946 

:APGUARD_935
009B: destroy_actor_instantly 1@ 
0249: release_model #WMYSGRD 
004E: end_thread 

:APGUARD_946
0051: return 

:APGATE
03A4: name_thread 'APGATE' 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0006: 4@ = 0 // integer values 
00D6: if 
0019:   4@ > 0 // integer values 
004D: jump_if_false @APGATE_72 
029B: 0@ = init_object #WS_APGATE at 0.0 0.0 0.0 

:APGATE_72
0001: wait 0 ms 
00D6: if and
03CA:   object 0@ exists 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGATE_104 
0050: gosub @APGATE_111 

:APGATE_104
0002: jump @APGATE_72 

:APGATE_111
0871: init_jump_table 5@ total_jumps 1 0 @APGATE_188 jumps 0 @APGATE_174 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 

:APGATE_174
0050: gosub @APGATE_190 
0002: jump @APGATE_188 

:APGATE_188
0051: return 

:APGATE_190
0871: init_jump_table 6@ total_jumps 4 0 @APGATE_1046 jumps 0 @APGATE_253 1 @APGATE_692 2 @APGATE_828 3 @APGATE_910 -1 @APGATE_1046 -1 @APGATE_1046 -1 @APGATE_1046 

:APGATE_253
0652: 10@ = stat 223 // integer 
00D6: if 
04B5:   10@ >= 180 // integer values OR floating-point values 
004D: jump_if_false @APGATE_362 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 10.0 10.0 unknown 0 
004D: jump_if_false @APGATE_355 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_348 
097B: play_sound 0@ on_object 1100 

:APGATE_348
000A: 6@ += 1 // integer values 

:APGATE_355
0002: jump @APGATE_685 

:APGATE_362
00D6: if 
0018:   $1203 > 0 // integer values 
004D: jump_if_false @APGATE_462 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 10.0 10.0 unknown 0 
004D: jump_if_false @APGATE_455 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_448 
097B: play_sound 0@ on_object 1100 

:APGATE_448
000A: 6@ += 1 // integer values 

:APGATE_455
0002: jump @APGATE_685 

:APGATE_462
0400: create_coordinate 11@ 14@ 17@ from_object 0@ offset 0.0 5.2 0.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 11@ 14@ 17@ radius 4.5 4.5 4.5 
004D: jump_if_false @APGATE_584 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_570 
097B: play_sound 0@ on_object 1100 

:APGATE_570
000A: 6@ += 1 // integer values 
0002: jump @APGATE_685 

:APGATE_584
0400: create_coordinate 11@ 14@ 17@ from_object 0@ offset 0.0 -3.0 0.0 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 11@ 14@ 17@ radius 3.0 3.0 3.0 
002B:   180 >= 10@ // integer values 
8A2A:   not text_box 'AP_0003' displaying  // Magasabb replsi tapasztalatra van szksged ahhoz, hogy bejuss a reptrre. A pilta kpz segthet ebben.
004D: jump_if_false @APGATE_685 
03E5: text_box 'AP_0003'  // Magasabb replsi tapasztalatra van szksged ahhoz, hogy bejuss a reptrre. A pilta kpz segthet ebben.

:APGATE_685
0002: jump @APGATE_1046 

:APGATE_692
0050: gosub @APGATE_1048 
00D6: if 
034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ flag 1 
004D: jump_if_false @APGATE_821 
00D6: if 
04E6:   unknown_object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 unknown 0 
004D: jump_if_false @APGATE_821 
01BC: put_object 0@ at 1@ 2@ 3@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_814 
097B: play_sound 0@ on_object 1101 

:APGATE_814
000A: 6@ += 1 // integer values 

:APGATE_821
0002: jump @APGATE_1046 

:APGATE_828
00D6: if 
8471:   not unknown_actor $PLAYER_ACTOR near_object 0@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @APGATE_903 
01BB: store_object 0@ position_to 12@ 15@ 18@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_896 
097B: play_sound 0@ on_object 1100 

:APGATE_896
000A: 6@ += 1 // integer values 

:APGATE_903
0002: jump @APGATE_1046 

:APGATE_910
0050: gosub @APGATE_1048 
00D6: if 
034E: move_object 0@ to 11@ 14@ 17@ speed 13@ 16@ 19@ flag 1 
004D: jump_if_false @APGATE_1039 
00D6: if 
04E6:   unknown_object 0@ near_point 11@ 14@ 17@ radius 0.1 0.1 0.1 unknown 0 
004D: jump_if_false @APGATE_1039 
01BC: put_object 0@ at 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_1032 
097B: play_sound 0@ on_object 1101 

:APGATE_1032
0006: 6@ = 0 // integer values 

:APGATE_1039
0002: jump @APGATE_1046 

:APGATE_1046
0051: return 

:APGATE_1048
0176: 13@ = object 0@ z_angle 
00D6: if and
0021:   13@ > 70.0 // floating-point values 
0023:   75.0 > 13@ // floating-point values 
004D: jump_if_false @APGATE_1124 
0007: 13@ = 0.03 // floating-point values 
0007: 16@ = 0.1 // floating-point values 
0007: 19@ = 0.1 // floating-point values 
0002: jump @APGATE_1154 

:APGATE_1124
0007: 13@ = 0.1 // floating-point values 
0007: 16@ = 0.1 // floating-point values 
0007: 19@ = 0.1 // floating-point values 

:APGATE_1154
0051: return 

:GFINIT
03A4: name_thread 'GFINIT' 
0004: $353[0] = 30 // integer values 
0004: $359[0] = 15 // integer values 
0004: $365 = -100 // integer values 
0004: $1204[0] = 200 // integer values 
0004: $377[0] = 0 // integer values 
08BA: set $377[0] bit 1 
08BA: set $377[0] bit 3 
08BA: set $377[0] bit 11 
08BA: set $377[0] bit 16 
08BA: set $377[0] bit 17 
08BA: set $377[0] bit 20 
08BA: set $377[0] bit 21 
08BA: set $377[0] bit 27 
0004: $371 = 0 // integer values 
08BA: set $371 bit 3 
0004: $383 = 0 // integer values 
08BA: set $383 bit 6 
08BA: set $383 bit 8 
08BA: set $383 bit 10 
08BA: set $383 bit 12 
08BA: set $383 bit 14 
0004: $353[1] = 45 // integer values 
0004: $359[1] = 0 // integer values 
0004: $366 = 60 // integer values 
0004: $1204[1] = 500 // integer values 
0004: $377[1] = 0 // integer values 
08BA: set $377[1] bit 3 
08BA: set $377[1] bit 11 
08BA: set $377[1] bit 12 
08BA: set $377[1] bit 16 
08BA: set $377[1] bit 17 
08BA: set $377[1] bit 20 
08BA: set $377[1] bit 27 
08BA: set $377[1] bit 22 
0004: $372 = 0 // integer values 
08BA: set $372 bit 2 
0004: $384 = 0 // integer values 
08BA: set $384 bit 12 
08BA: set $384 bit 14 
08BA: set $384 bit 16 
08BA: set $384 bit 18 
08BA: set $384 bit 20 
08BA: set $384 bit 22 
0004: $353[2] = 70 // integer values 
0004: $359[2] = 0 // integer values 
0004: $367 = 70 // integer values 
0004: $1204[2] = 700 // integer values 
0004: $377[2] = 0 // integer values 
08BA: set $377[2] bit 5 
08BA: set $377[2] bit 14 
08BA: set $377[2] bit 13 
08BA: set $377[2] bit 15 
08BA: set $377[2] bit 18 
08BA: set $377[2] bit 28 
0004: $373 = 0 // integer values 
08BA: set $373 bit 3 
0004: $385 = 0 // integer values 
08BA: set $385 bit 2 
08BA: set $385 bit 4 
08BA: set $385 bit 6 
08BA: set $385 bit 12 
0004: $353[3] = 60 // integer values 
0004: $359[3] = 0 // integer values 
0004: $368 = 45 // integer values 
0004: $1204[3] = 400 // integer values 
0004: $377[3] = 0 // integer values 
08BA: set $377[3] bit 2 
08BA: set $377[3] bit 13 
08BA: set $377[3] bit 18 
08BA: set $377[3] bit 20 
0004: $374 = 0 // integer values 
08BA: set $374 bit 2 
0004: $386 = 0 // integer values 
08BA: set $386 bit 6 
08BA: set $386 bit 8 
08BA: set $386 bit 10 
08BA: set $386 bit 12 
08BA: set $386 bit 14 
0004: $353[4] = 50 // integer values 
0004: $359[4] = 0 // integer values 
0004: $369 = 50 // integer values 
0004: $1204[4] = 300 // integer values 
0004: $377[4] = 0 // integer values 
08BA: set $377[4] bit 2 
08BA: set $377[4] bit 13 
08BA: set $377[4] bit 20 
08BA: set $377[4] bit 19 
08BA: set $377[4] bit 17 
08BA: set $377[4] bit 24 
0004: $375 = 0 // integer values 
08BA: set $375 bit 1 
0004: $387 = 0 // integer values 
08BA: set $387 bit 2 
08BA: set $387 bit 4 
08BA: set $387 bit 6 
08BA: set $387 bit 8 
08BA: set $387 bit 10 
08BA: set $387 bit 0 
0004: $353[5] = 45 // integer values 
0004: $359[5] = 20 // integer values 
0004: $370 = 60 // integer values 
0004: $1204[5] = 400 // integer values 
0004: $377[5] = 0 // integer values 
08BA: set $377[5] bit 5 
08BA: set $377[5] bit 3 
08BA: set $377[5] bit 13 
08BA: set $377[5] bit 14 
08BA: set $377[5] bit 15 
08BA: set $377[5] bit 19 
08BA: set $377[5] bit 20 
08BA: set $377[5] bit 27 
08BA: set $377[5] bit 23 
0004: $376 = 0 // integer values 
08BA: set $376 bit 1 
0004: $388 = 0 // integer values 
08BA: set $388 bit 22 
08BA: set $388 bit 0 
08BA: set $388 bit 2 
08BA: set $388 bit 4 
08BA: set $388 bit 6 
08BA: set $388 bit 8 
08BA: set $388 bit 10 
029B: $1242 = init_object #GEN_DOOREXT03 at 2401.75 -1714.477 13.125 
01C7: remove_object_from_mission_cleanup_list $1242 
07F7: set_object $1242 indestructible 0 
09CA: set_object $1242 immunities 1 1 1 1 1 
029B: $1246 = init_object #GEN_DOOREXT07 at -2574.495 1153.023 54.669 
0177: set_object $1246 z_angle_to -19.444 
01C7: remove_object_from_mission_cleanup_list $1246 
07F7: set_object $1246 indestructible 0 
09CA: set_object $1246 immunities 1 1 1 1 1 
029B: $1243 = init_object #GEN_DOORSHOP02 at -1800.706 1201.041 24.12 
01C7: remove_object_from_mission_cleanup_list $1243 
07F7: set_object $1243 indestructible 0 
09CA: set_object $1243 immunities 1 1 1 1 1 
029B: $1244 = init_object #GEN_DOOREXT04 at -383.46 -1439.64 25.33 
0177: set_object $1244 z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $1244 
07F7: set_object $1244 indestructible 0 
09CA: set_object $1244 immunities 1 1 1 1 1 
029B: $1245 = init_object #GEN_DOORSHOP3 at -1390.79 2639.33 54.973 
01C7: remove_object_from_mission_cleanup_list $1245 
07F7: set_object $1245 indestructible 0 
09CA: set_object $1245 immunities 1 1 1 1 1 
029B: $1247 = init_object #GEN_DOOREXT03 at 2038.036 2721.37 10.53 
0177: set_object $1247 z_angle_to -180.0 
01C7: remove_object_from_mission_cleanup_list $1247 
07F7: set_object $1247 indestructible 0 
09CA: set_object $1247 immunities 1 1 1 1 1 
029B: $1248 = init_object #CUNTGIRLDOOR at -371.4 -1429.42 26.47 
01C7: remove_object_from_mission_cleanup_list $1248 
07F7: set_object $1248 indestructible 0 
09CA: set_object $1248 immunities 1 1 1 1 1 
0004: $1219 = 1 // integer values 
004F: create_thread @GFAGNT 
004E: end_thread 

:GFAGNT
03A4: name_thread 'GFAGNT' 
0004: $1212 = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0004: $391 = 0 // integer values 
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 
06D1: v$1225 = "NIL" // 16-byte strings 
0004: $392 = 20 // integer values 
0004: $GIRLFRIEND = -1 // integer values 
0006: 8@ = -1 // integer values 
0006: 7@ = 1 // integer values 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @GFAGNT_335 
009A: 2@ = create_actor 5 #NULL at 0.0 0.0 0.0 
018A: $398 = create_checkpoint_at 0.0 0.0 0.0 
018A: $399 = create_checkpoint_at 0.0 0.0 0.0 
018A: $400 = create_checkpoint_at 0.0 0.0 0.0 
018A: $401 = create_checkpoint_at 0.0 0.0 0.0 
018A: $402 = create_checkpoint_at 0.0 0.0 0.0 
018A: $403 = create_checkpoint_at 0.0 0.0 0.0 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_parked_car_generator #NULL color 0 0 0 alarm 0 door_lock 0 0 0 at 0.0 0.0 0.0 angle 0.0 
014B: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = init_parked_car_generator #NULL color 0 0 0 alarm 0 door_lock 0 0 0 at 0.0 0.0 0.0 angle 0.0 

:GFAGNT_335
0001: wait $1212 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor $PLAYER_ACTOR dead 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GFAGNT_389 
08C0: clear $391 bit 31 
0050: gosub @GFAGNT_428 
0002: jump @GFAGNT_421 

:GFAGNT_389
00D6: if 
88B4:   not test $391 bit 31 
004D: jump_if_false @GFAGNT_421 
0050: gosub @GFAGNT_11185 
08BA: set $391 bit 31 

:GFAGNT_421
0002: jump @GFAGNT_335 

:GFAGNT_428
0871: init_jump_table 0@ total_jumps 5 0 @GFAGNT_561 jumps 0 @GFAGNT_491 1 @GFAGNT_505 2 @GFAGNT_519 3 @GFAGNT_533 4 @GFAGNT_547 -1 @GFAGNT_561 -1 @GFAGNT_561 

:GFAGNT_491
0050: gosub @GFAGNT_563 
0002: jump @GFAGNT_561 

:GFAGNT_505
0050: gosub @GFAGNT_1605 
0002: jump @GFAGNT_561 

:GFAGNT_519
0050: gosub @GFAGNT_2298 
0002: jump @GFAGNT_561 

:GFAGNT_533
0050: gosub @GFAGNT_2604 
0002: jump @GFAGNT_561 

:GFAGNT_547
0050: gosub @GFAGNT_2781 
0002: jump @GFAGNT_561 

:GFAGNT_561
0051: return 

:GFAGNT_563
0050: gosub @GFAGNT_5005 
00D6: if 
08B5:   test $406 bit $GIRLFRIEND 
004D: jump_if_false @GFAGNT_1167 
00D6: if 
08B4:   test $391 bit 25 
004D: jump_if_false @GFAGNT_621 
0006: 3@ = 1 // integer values 
0002: jump @GFAGNT_891 

:GFAGNT_621
0006: 3@ = 0 // integer values 
0842: 4@ = player $PLAYER_CHAR island_variable 
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFAGNT_891 jumps 0 @GFAGNT_699 1 @GFAGNT_795 2 @GFAGNT_763 3 @GFAGNT_731 4 @GFAGNT_827 5 @GFAGNT_859 -1 @GFAGNT_891 

:GFAGNT_699
00D6: if 
04A4:   4@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GFAGNT_724 
0006: 3@ = 1 // integer values 

:GFAGNT_724
0002: jump @GFAGNT_891 

:GFAGNT_731
00D6: if 
04A4:   4@ == 0 // integer values OR floating-point values 
004D: jump_if_false @GFAGNT_756 
0006: 3@ = 1 // integer values 

:GFAGNT_756
0002: jump @GFAGNT_891 

:GFAGNT_763
00D6: if 
04A4:   4@ == 0 // integer values OR floating-point values 
004D: jump_if_false @GFAGNT_788 
0006: 3@ = 1 // integer values 

:GFAGNT_788
0002: jump @GFAGNT_891 

:GFAGNT_795
00D6: if 
04A4:   4@ == 2 // integer values OR floating-point values 
004D: jump_if_false @GFAGNT_820 
0006: 3@ = 1 // integer values 

:GFAGNT_820
0002: jump @GFAGNT_891 

:GFAGNT_827
00D6: if 
04A4:   4@ == 2 // integer values OR floating-point values 
004D: jump_if_false @GFAGNT_852 
0006: 3@ = 1 // integer values 

:GFAGNT_852
0002: jump @GFAGNT_891 

:GFAGNT_859
00D6: if 
04A4:   4@ == 3 // integer values OR floating-point values 
004D: jump_if_false @GFAGNT_884 
0006: 3@ = 1 // integer values 

:GFAGNT_884
0002: jump @GFAGNT_891 

:GFAGNT_891
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @GFAGNT_1158 
0050: gosub @GFAGNT_2980 
0050: gosub @GFAGNT_5122 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @GFAGNT_1144 
0004: $1212 = 250 // integer values 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_1137 
0050: gosub @GFAGNT_4358 
0050: gosub @GFAGNT_5333 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @GFAGNT_1044 
0004: $1212 = 0 // integer values 
0050: gosub @GFAGNT_5639 
08BB: set $1210 bit $GIRLFRIEND 
0006: 0@ = 4 // integer values 
0006: 1@ = 0 // integer values 
0051: return 
0002: jump @GFAGNT_1137 

:GFAGNT_1044
08C1: clear $1210 bit $GIRLFRIEND 
0050: gosub @GFAGNT_5742 
0004: $1212 = 250 // integer values 
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @GFAGNT_1137 
00D6: if and
88FE:   not text_box_displaying 
876F:   not text_priority_displaying 
004D: jump_if_false @GFAGNT_1135 
03E5: text_box 'GF_0048'  // A bartnd jelenleg nincs otthon. Prbld meg ksbb.

:GFAGNT_1135
0051: return 

:GFAGNT_1137
0002: jump @GFAGNT_1151 

:GFAGNT_1144
0050: gosub @GFAGNT_6114 

:GFAGNT_1151
0002: jump @GFAGNT_1160 

:GFAGNT_1158
0051: return 

:GFAGNT_1160
0002: jump @GFAGNT_1603 

:GFAGNT_1167
0050: gosub @GFAGNT_3801 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_1603 
0050: gosub @GFAGNT_5196 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @GFAGNT_1591 
0004: $1212 = 250 // integer values 
00D6: if and
0038:   $GIRLFRIEND == 2 // integer values 
001A:   2 > $11268 // integer values 
004D: jump_if_false @GFAGNT_1256 
090F: end_external_script 24 (GF_MEETING) 
0051: return 

:GFAGNT_1256
00D6: if and
8038:   not  $359($GIRLFRIEND,6i) == -100 // integer values 
8038:   not  $359($GIRLFRIEND,6i) == -999 // integer values 
004D: jump_if_false @GFAGNT_1584 
00D6: if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
004D: jump_if_false @GFAGNT_1460 
07D0: 3@ = weekday 
000A: 3@ += 22 // integer values 
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
004D: jump_if_false @GFAGNT_1368 
0050: gosub @GFAGNT_9541 
0006: 3@ = 1 // integer values 
0002: jump @GFAGNT_1453 

:GFAGNT_1368
000A: 3@ += 1 // integer values 
00D6: if 
0019:   3@ > 29 // integer values 
004D: jump_if_false @GFAGNT_1400 
0006: 3@ = 23 // integer values 

:GFAGNT_1400
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
004D: jump_if_false @GFAGNT_1439 
0006: 3@ = -1 // integer values 
0051: return 
0002: jump @GFAGNT_1453 

:GFAGNT_1439
0050: gosub @GFAGNT_9541 
0006: 3@ = 1 // integer values 

:GFAGNT_1453
0002: jump @GFAGNT_1467 

:GFAGNT_1460
0006: 3@ = 1 // integer values 

:GFAGNT_1467
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @GFAGNT_1584 
0050: gosub @GFAGNT_4705 
0926: 3@ = external_script_status 24 (GF_MEETING) 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @GFAGNT_1584 
08A9: load_external_script 24 (GF_MEETING) 
00D6: if 
08AB:   external_script 24 (GF_MEETING) loaded 
004D: jump_if_false @GFAGNT_1584 
08BA: set $390 bit 20 
0913: run_external_script 24 $GIRLFRIEND 10@ 11@ 12@ 13@ 
0004: $1212 = 0 // integer values 
0006: 0@ = 3 // integer values 
0006: 1@ = 0 // integer values 

:GFAGNT_1584
0002: jump @GFAGNT_1603 

:GFAGNT_1591
0004: $1212 = 500 // integer values 
090F: end_external_script 24 (GF_MEETING) 

:GFAGNT_1603
0051: return 

:GFAGNT_1605
0871: init_jump_table 1@ total_jumps 5 0 @GFAGNT_2296 jumps 0 @GFAGNT_1668 1 @GFAGNT_1890 2 @GFAGNT_1942 3 @GFAGNT_2095 4 @GFAGNT_2218 -1 @GFAGNT_2296 -1 @GFAGNT_2296 

:GFAGNT_1668
00D6: if 
003A:   $393 == $GIRLFRIEND // integer values and handles 
004D: jump_if_false @GFAGNT_1701 
0050: gosub @GFAGNT_7091 
0004: $392 = 20 // integer values 

:GFAGNT_1701
08C1: clear $391 bit $GIRLFRIEND 
0050: gosub @GFAGNT_7457 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_1746 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
0A43: (unknown) 

:GFAGNT_1746
00D6: if 
88B4:   not test $406 bit 31 
004D: jump_if_false @GFAGNT_1771 
0004: $390 = 0 // integer values 

:GFAGNT_1771
0050: gosub @GFAGNT_9631 
00D6: if and
0039:   3@ == 1 // integer values 
08B4:   test $377($GIRLFRIEND,6i) bit 23 
004D: jump_if_false @GFAGNT_1821 
08BA: set $390 bit 14 
0002: jump @GFAGNT_1872 

:GFAGNT_1821
00D6: if 
002A:   30 >= $359($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFAGNT_1857 
08BA: set $390 bit 11 
0002: jump @GFAGNT_1872 

:GFAGNT_1857
0050: gosub @GFAGNT_7115 
08BC: set $390 bit 3@ 

:GFAGNT_1872
08A9: load_external_script 25 (GF_DATE) 
000A: 1@ += 1 // integer values 
0002: jump @GFAGNT_2296 

:GFAGNT_1890
00D6: if 
08AB:   external_script 25 (GF_DATE) loaded 
004D: jump_if_false @GFAGNT_1935 
08BA: set $390 bit 1 
08C1: clear $1210 bit $GIRLFRIEND 
0913: run_external_script 25 2@ 
000A: 1@ += 1 // integer values 

:GFAGNT_1935
0002: jump @GFAGNT_2296 

:GFAGNT_1942
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @GFAGNT_2056 
00D6: if 
08B4:   test $390 bit 3 
004D: jump_if_false @GFAGNT_2028 
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @GFAGNT_2021 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @GFAGNT_9180 
08A9: load_external_script 26 (GF_SEX) 
000A: 1@ += 1 // integer values 

:GFAGNT_2021
0002: jump @GFAGNT_2049 

:GFAGNT_2028
016A: fade 1 1000 ms 
0006: 0@ = 2 // integer values 
0006: 1@ = 0 // integer values 

:GFAGNT_2049
0002: jump @GFAGNT_2088 

:GFAGNT_2056
0926: 3@ = external_script_status 25 (GF_DATE) 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @GFAGNT_2088 
08C0: clear $390 bit 1 

:GFAGNT_2088
0002: jump @GFAGNT_2296 

:GFAGNT_2095
00D6: if 
08AB:   external_script 26 (GF_SEX) loaded 
004D: jump_if_false @GFAGNT_2211 
077E: 3@ = active_interior 
0050: gosub @GFAGNT_4358 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFAGNT_2172 
0913: run_external_script 26 $GIRLFRIEND 1 3@ 10@ 11@ 12@ 13@ 
0002: jump @GFAGNT_2197 

:GFAGNT_2172
0913: run_external_script 26 $GIRLFRIEND 0 3@ 10@ 11@ 12@ 13@ 

:GFAGNT_2197
08BA: set $390 bit 5 
000A: 1@ += 1 // integer values 

:GFAGNT_2211
0002: jump @GFAGNT_2296 

:GFAGNT_2218
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @GFAGNT_2257 
0006: 0@ = 2 // integer values 
0006: 1@ = 0 // integer values 
0002: jump @GFAGNT_2289 

:GFAGNT_2257
0926: 3@ = external_script_status 26 (GF_SEX) 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @GFAGNT_2289 
08C0: clear $390 bit 5 

:GFAGNT_2289
0002: jump @GFAGNT_2296 

:GFAGNT_2296
0051: return 

:GFAGNT_2298
0871: init_jump_table 1@ total_jumps 2 0 @GFAGNT_2602 jumps 0 @GFAGNT_2361 1 @GFAGNT_2477 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 

:GFAGNT_2361
08C1: clear $391 bit $GIRLFRIEND 
0050: gosub @GFAGNT_9180 
00D6: if 
0038:   $359($GIRLFRIEND,6i) == -999 // integer values 
004D: jump_if_false @GFAGNT_2427 
03E6: remove_text_box 
03E5: text_box 'GF_0039'  // A bartnd halott.
08C1: clear $406 bit $GIRLFRIEND 
0002: jump @GFAGNT_2463 

:GFAGNT_2427
0050: gosub @GFAGNT_8694 
00D6: if 
0028:   $359($GIRLFRIEND,6i) >= 50 // integer values 
004D: jump_if_false @GFAGNT_2463 
0050: gosub @GFAGNT_5791 

:GFAGNT_2463
000A: 1@ += 1 // integer values 
0002: jump @GFAGNT_2602 

:GFAGNT_2477
00D6: if or
0038:   $359($GIRLFRIEND,6i) == -100 // integer values 
0038:   $359($GIRLFRIEND,6i) == -999 // integer values 
004D: jump_if_false @GFAGNT_2539 
0050: gosub @GFAGNT_9697 
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0002: jump @GFAGNT_2595 

:GFAGNT_2539
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 10@ 11@ 12@ radius 10.0 10.0 10.0 
004D: jump_if_false @GFAGNT_2595 
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:GFAGNT_2595
0002: jump @GFAGNT_2602 

:GFAGNT_2602
0051: return 

:GFAGNT_2604
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_2747 
0050: gosub @GFAGNT_4705 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 10@ 11@ 12@ radius 65.0 65.0 5.0 
004D: jump_if_false @GFAGNT_2740 
00D6: if 
08B4:   test $390 bit 21 
004D: jump_if_false @GFAGNT_2726 
07D0: 7@ = weekday 
000A: 7@ += 1 // integer values 
00D6: if 
0019:   7@ > 7 // integer values 
004D: jump_if_false @GFAGNT_2726 
0006: 7@ = 1 // integer values 

:GFAGNT_2726
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:GFAGNT_2740
0002: jump @GFAGNT_2779 

:GFAGNT_2747
0926: 3@ = external_script_status 24 (GF_MEETING) 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @GFAGNT_2779 
08C0: clear $390 bit 20 

:GFAGNT_2779
0051: return 

:GFAGNT_2781
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 10@ 11@ 12@ radius 75.0 75.0 10.0 
004D: jump_if_false @GFAGNT_2964 
0050: gosub @GFAGNT_5333 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @GFAGNT_2943 
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point 10@ 11@ 12@ radius 1.5 1.5 1.5 sphere 1 
004D: jump_if_false @GFAGNT_2936 
00D6: if and
88B4:   not test $391 bit 11 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GFAGNT_2936 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 0@ = 1 // integer values 
0006: 1@ = 0 // integer values 
0051: return 

:GFAGNT_2936
0002: jump @GFAGNT_2957 

:GFAGNT_2943
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:GFAGNT_2957
0002: jump @GFAGNT_2978 

:GFAGNT_2964
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:GFAGNT_2978
0051: return 

:GFAGNT_2980
00D6: if 
875C:   not marker $398($GIRLFRIEND,6i) enabled 
004D: jump_if_false @GFAGNT_3094 
0050: gosub @GFAGNT_4358 
04CE: $398($GIRLFRIEND,6i) = create_icon_marker_without_sphere 21 at 10@ 11@ 12@ 
0623: add 1 to_stat 184 
0623: add 1 to_stat 186 
0652: 3@ = stat 65 // integer 
005C: 3@ += $1204($GIRLFRIEND,6i) // integer values 
00D6: if 
0019:   3@ > 1000 // integer values 
004D: jump_if_false @GFAGNT_3087 
0006: 3@ = 1000 // integer values 

:GFAGNT_3087
0629: change_stat 65 to 3@ // integer 

:GFAGNT_3094
0871: init_jump_table $GIRLFRIEND total_jumps 5 0 @GFAGNT_3799 jumps 0 @GFAGNT_3157 1 @GFAGNT_3224 2 @GFAGNT_3342 3 @GFAGNT_3553 4 @GFAGNT_3676 -1 @GFAGNT_3799 -1 @GFAGNT_3799 

:GFAGNT_3157
00D6: if and
0028:   $359($GIRLFRIEND,6i) >= 100 // integer values 
0038:   $2562 == 0 // integer values 
004D: jump_if_false @GFAGNT_3217 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GFAGNT_3217 
03E5: text_box 'GF_H006'  // A bartnd vett neked egy ajndkot! Menj haza s nzd meg a ruhsszekrnyedet.
0004: $2562 = 1 // integer values 

:GFAGNT_3217
0002: jump @GFAGNT_3799 

:GFAGNT_3224
00D6: if and
0028:   $359($GIRLFRIEND,6i) >= 100 // integer values 
0038:   $2560 == 0 // integer values 
004D: jump_if_false @GFAGNT_3284 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GFAGNT_3284 
03E5: text_box 'GF_H006'  // A bartnd vett neked egy ajndkot! Menj haza s nzd meg a ruhsszekrnyedet.
0004: $2560 = 1 // integer values 

:GFAGNT_3284
00D6: if 
88B4:   not test $406 bit 21 
004D: jump_if_false @GFAGNT_3335 
02FA: garage 'MICHDR' change_to_type 5 
093A: set_paynspray 'MICHDR' type_to_girlfriend 1 
08BA: set $406 bit 21 

:GFAGNT_3335
0002: jump @GFAGNT_3799 

:GFAGNT_3342
00D6: if and
0028:   $359($GIRLFRIEND,6i) >= 100 // integer values 
0038:   $2559 == 0 // integer values 
004D: jump_if_false @GFAGNT_3402 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GFAGNT_3402 
03E5: text_box 'GF_H006'  // A bartnd vett neked egy ajndkot! Menj haza s nzd meg a ruhsszekrnyedet.
0004: $2559 = 1 // integer values 

:GFAGNT_3402
00D6: if 
88B4:   not test $406 bit 22 
004D: jump_if_false @GFAGNT_3546 
0750: set_object $1248 visibility 0 
0382: set_object $1248 collision_detection 0 
0213: $394 = create_pickup #MOLOTOV type 15 at -366.2235 -1429.088 25.5 
0213: $395 = create_pickup #CHNSAW type 15 at -365.7906 -1425.252 25.5 
032B: $396 = create_weapon_pickup #COLT45 15 ammo 100 at -365.4774 -1422.401 25.5 
032B: $397 = create_weapon_pickup #FLAME 15 ammo 200 at -366.066 -1418.683 25.5 
08BA: set $406 bit 22 

:GFAGNT_3546
0002: jump @GFAGNT_3799 

:GFAGNT_3553
00D6: if and
0028:   $359($GIRLFRIEND,6i) >= 100 // integer values 
0038:   $2558 == 0 // integer values 
004D: jump_if_false @GFAGNT_3613 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GFAGNT_3613 
03E5: text_box 'GF_H006'  // A bartnd vett neked egy ajndkot! Menj haza s nzd meg a ruhsszekrnyedet.
0004: $2558 = 1 // integer values 

:GFAGNT_3613
00D6: if 
88B4:   not test $406 bit 23 
004D: jump_if_false @GFAGNT_3669 
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 
08DE: keep_stuff_after_busted 0 
08BA: set $406 bit 23 

:GFAGNT_3669
0002: jump @GFAGNT_3799 

:GFAGNT_3676
00D6: if and
0028:   $359($GIRLFRIEND,6i) >= 100 // integer values 
0038:   $2561 == 0 // integer values 
004D: jump_if_false @GFAGNT_3736 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GFAGNT_3736 
03E5: text_box 'GF_H006'  // A bartnd vett neked egy ajndkot! Menj haza s nzd meg a ruhsszekrnyedet.
0004: $2561 = 1 // integer values 

:GFAGNT_3736
00D6: if 
88B4:   not test $406 bit 24 
004D: jump_if_false @GFAGNT_3792 
08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 
08DD: keep_stuff_after_wasted 0 
08BA: set $406 bit 24 

:GFAGNT_3792
0002: jump @GFAGNT_3799 

:GFAGNT_3799
0051: return 

:GFAGNT_3801
00D6: if 
0038:   $COLLECTED_OYSTERS == 50 // integer values 
004D: jump_if_false @GFAGNT_3866 
00D6: if and
001A:   0 > $359($GIRLFRIEND,6i) // integer values 
8038:   not  $GIRLFRIEND == 0 // integer values 
8038:   not  $GIRLFRIEND == 5 // integer values 
004D: jump_if_false @GFAGNT_3866 
0004: $359($GIRLFRIEND,6i) = 45 // integer values 

:GFAGNT_3866
00D6: if 
075C:   marker $398($GIRLFRIEND,6i) enabled 
004D: jump_if_false @GFAGNT_3982 
0164: disable_marker $398($GIRLFRIEND,6i) 
0050: gosub @GFAGNT_9697 
0050: gosub @GFAGNT_5742 
08C1: clear $1210 bit $GIRLFRIEND 
0625: add 1 to_stat 184 
0623: add 1 to_stat 189 
0652: 3@ = stat 65 // integer 
0064: 3@ -= $1204($GIRLFRIEND,6i) // integer values 
00D6: if 
001B:   0 > 3@ // integer values 
004D: jump_if_false @GFAGNT_3975 
0006: 3@ = 0 // integer values 

:GFAGNT_3975
0629: change_stat 65 to 3@ // integer 

:GFAGNT_3982
008B: 3@ = $GIRLFRIEND // integer values and handles 
000A: 3@ += 20 // integer values 
00D6: if 
08B6:   test $406 bit 3@ 
004D: jump_if_false @GFAGNT_4356 
0871: init_jump_table $GIRLFRIEND total_jumps 4 0 @GFAGNT_4356 jumps 1 @GFAGNT_4079 2 @GFAGNT_4178 3 @GFAGNT_4274 4 @GFAGNT_4319 -1 @GFAGNT_4356 -1 @GFAGNT_4356 -1 @GFAGNT_4356 

:GFAGNT_4079
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -1790.7 1209.0 23.0 -1784.0 1221.5 27.5 
004D: jump_if_false @GFAGNT_4171 
093A: set_paynspray 'MICHDR' type_to_girlfriend 0 
02FA: garage 'MICHDR' change_to_type 19 
0361: close_garage 'MICHDR' 
08C0: clear $406 bit 21 

:GFAGNT_4171
0002: jump @GFAGNT_4356 

:GFAGNT_4178
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -361.0 -1417.0 23.0 -372.0 -1431.0 30.0 
004D: jump_if_false @GFAGNT_4267 
0215: destroy_pickup $394 
0215: destroy_pickup $395 
0215: destroy_pickup $396 
0215: destroy_pickup $397 
0750: set_object $1248 visibility 1 
0382: set_object $1248 collision_detection 1 
08C0: clear $406 bit 22 

:GFAGNT_4267
0002: jump @GFAGNT_4356 

:GFAGNT_4274
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 0.0 angle 170.6194 
08DE: keep_stuff_after_busted 1 
08C0: clear $406 bit 23 
0002: jump @GFAGNT_4356 

:GFAGNT_4319
08DF: override_restart_if_wasted_at 10@ 11@ 12@ within_radius 0.0 angle 13@ 
08DD: keep_stuff_after_wasted 1 
08C0: clear $406 bit 24 
0002: jump @GFAGNT_4356 

:GFAGNT_4356
0051: return 

:GFAGNT_4358
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFAGNT_4703 jumps 0 @GFAGNT_4421 1 @GFAGNT_4468 2 @GFAGNT_4515 3 @GFAGNT_4562 4 @GFAGNT_4609 5 @GFAGNT_4656 -1 @GFAGNT_4703 

:GFAGNT_4421
0007: 10@ = 2401.964 // floating-point values 
0007: 11@ = -1723.22 // floating-point values 
0007: 12@ = 12.6005 // floating-point values 
0007: 13@ = 180.0 // floating-point values 
0002: jump @GFAGNT_4703 

:GFAGNT_4468
0007: 10@ = -1799.5 // floating-point values 
0007: 11@ = 1195.5 // floating-point values 
0007: 12@ = 24.1094 // floating-point values 
0007: 13@ = 180.0 // floating-point values 
0002: jump @GFAGNT_4703 

:GFAGNT_4515
0007: 10@ = -377.3978 // floating-point values 
0007: 11@ = -1438.692 // floating-point values 
0007: 12@ = 24.7209 // floating-point values 
0007: 13@ = 270.0 // floating-point values 
0002: jump @GFAGNT_4703 

:GFAGNT_4562
0007: 10@ = -1398.101 // floating-point values 
0007: 11@ = 2636.873 // floating-point values 
0007: 12@ = 54.7031 // floating-point values 
0007: 13@ = 75.0 // floating-point values 
0002: jump @GFAGNT_4703 

:GFAGNT_4609
0007: 10@ = -2576.808 // floating-point values 
0007: 11@ = 1144.744 // floating-point values 
0007: 12@ = 54.7422 // floating-point values 
0007: 13@ = 164.0 // floating-point values 
0002: jump @GFAGNT_4703 

:GFAGNT_4656
0007: 10@ = 2035.362 // floating-point values 
0007: 11@ = 2732.411 // floating-point values 
0007: 12@ = 9.8203 // floating-point values 
0007: 13@ = 0.0 // floating-point values 
0002: jump @GFAGNT_4703 

:GFAGNT_4703
0051: return 

:GFAGNT_4705
0871: init_jump_table $GIRLFRIEND total_jumps 4 1 @GFAGNT_4956 jumps 1 @GFAGNT_4768 2 @GFAGNT_4815 3 @GFAGNT_4862 4 @GFAGNT_4909 -1 @GFAGNT_5003 -1 @GFAGNT_5003 -1 @GFAGNT_5003 

:GFAGNT_4768
0007: 10@ = -2027.583 // floating-point values 
0007: 11@ = -118.7022 // floating-point values 
0007: 12@ = 1034.0 // floating-point values 
0007: 13@ = 3.4 // floating-point values 
0002: jump @GFAGNT_5003 

:GFAGNT_4815
0007: 10@ = 257.6682 // floating-point values 
0007: 11@ = -154.7475 // floating-point values 
0007: 12@ = 4.0786 // floating-point values 
0007: 13@ = 268.7731 // floating-point values 
0002: jump @GFAGNT_5003 

:GFAGNT_4862
0007: 10@ = -1410.1 // floating-point values 
0007: 11@ = 2648.731 // floating-point values 
0007: 12@ = 54.6875 // floating-point values 
0007: 13@ = 130.0 // floating-point values 
0002: jump @GFAGNT_5003 

:GFAGNT_4909
0007: 10@ = -2291.708 // floating-point values 
0007: 11@ = -233.0215 // floating-point values 
0007: 12@ = 41.7185 // floating-point values 
0007: 13@ = 360.0 // floating-point values 
0002: jump @GFAGNT_5003 

:GFAGNT_4956
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 
0002: jump @GFAGNT_5003 

:GFAGNT_5003
0051: return 

:GFAGNT_5005
000A: 8@ += 1 // integer values 
00D6: if 
0029:   8@ >= 6 // integer values 
004D: jump_if_false @GFAGNT_5037 
0006: 8@ = 0 // integer values 

:GFAGNT_5037
00D6: if 
08B4:   test $391 bit 25 
004D: jump_if_false @GFAGNT_5088 
00D6: if 
07D6:   8@ $GIRLFRIEND 
004D: jump_if_false @GFAGNT_5081 
08C0: clear $391 bit 25 

:GFAGNT_5081
0002: jump @GFAGNT_5120 

:GFAGNT_5088
0008: $GIRLFRIEND += 1 // integer values 
00D6: if 
0028:   $GIRLFRIEND >= 6 // integer values 
004D: jump_if_false @GFAGNT_5120 
0004: $GIRLFRIEND = 0 // integer values 

:GFAGNT_5120
0051: return 

:GFAGNT_5122
0050: gosub @GFAGNT_4358 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 10@ 11@ 12@ radius 65.0 65.0 5.0 
004D: jump_if_false @GFAGNT_5187 
08BA: set $391 bit 25 
0006: 3@ = 1 // integer values 
0051: return 

:GFAGNT_5187
0006: 3@ = -1 // integer values 
0051: return 

:GFAGNT_5196
0050: gosub @GFAGNT_4705 
00D6: if 
8043:   not  10@ == 0.0 // floating-point values 
004D: jump_if_false @GFAGNT_5324 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 10@ 11@ 12@ radius 80.0 80.0 10.0 
004D: jump_if_false @GFAGNT_5324 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 10@ 11@ 12@ radius 8.0 8.0 10.0 
004D: jump_if_false @GFAGNT_5324 
08BA: set $391 bit 25 
0006: 3@ = 1 // integer values 
0051: return 

:GFAGNT_5324
0006: 3@ = -1 // integer values 
0051: return 

:GFAGNT_5333
0006: 3@ = -1 // integer values 
00D6: if and
08B4:   test $391 bit 11 
003A:   $393 == $GIRLFRIEND // integer values and handles 
004D: jump_if_false @GFAGNT_5375 
0006: 3@ = 1 // integer values 
0051: return 

:GFAGNT_5375
00D6: if and
08B4:   test $391 bit 10 
003A:   $393 == $GIRLFRIEND // integer values and handles 
004D: jump_if_false @GFAGNT_5410 
0006: 3@ = 1 // integer values 
0051: return 

:GFAGNT_5410
00D6: if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
004D: jump_if_false @GFAGNT_5559 
07D0: 3@ = weekday 
000A: 3@ += 22 // integer values 
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
004D: jump_if_false @GFAGNT_5481 
0050: gosub @GFAGNT_9541 
0002: jump @GFAGNT_5559 

:GFAGNT_5481
000A: 3@ += 1 // integer values 
00D6: if 
0019:   3@ > 29 // integer values 
004D: jump_if_false @GFAGNT_5513 
0006: 3@ = 23 // integer values 

:GFAGNT_5513
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
004D: jump_if_false @GFAGNT_5552 
0006: 3@ = -1 // integer values 
0051: return 
0002: jump @GFAGNT_5559 

:GFAGNT_5552
0050: gosub @GFAGNT_9541 

:GFAGNT_5559
00BF: 3@ = current_time_hours, 4@ = current_time_minutes 
0085: 4@ = 3@ // integer values and handles 
0016: 4@ /= 2 // integer values 
0012: 4@ *= 2 // integer values 
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 4@ 
004D: jump_if_false @GFAGNT_5628 
0006: 3@ = -1 // integer values 
0051: return 
0002: jump @GFAGNT_5637 

:GFAGNT_5628
0006: 3@ = 1 // integer values 
0051: return 

:GFAGNT_5637
0051: return 

:GFAGNT_5639
00D6: if 
0028:   $359($GIRLFRIEND,6i) >= 50 // integer values 
004D: jump_if_false @GFAGNT_5704 
00D6: if 
88B4:   not test $391 bit 26 
004D: jump_if_false @GFAGNT_5697 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5697
0002: jump @GFAGNT_5740 

:GFAGNT_5704
00D6: if 
88B4:   not test $391 bit 26 
004D: jump_if_false @GFAGNT_5740 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5740
0051: return 

:GFAGNT_5742
00D6: if 
08B4:   test $391 bit 26 
004D: jump_if_false @GFAGNT_5789 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 0 
08C0: clear $391 bit 26 

:GFAGNT_5789
0051: return 

:GFAGNT_5791
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFAGNT_6112 jumps 0 @GFAGNT_5854 1 @GFAGNT_5897 2 @GFAGNT_5940 3 @GFAGNT_5983 4 @GFAGNT_6026 5 @GFAGNT_6069 -1 @GFAGNT_6112 

:GFAGNT_5854
00D6: if 
88B4:   not test $406 bit 25 
004D: jump_if_false @GFAGNT_5890 
03E5: text_box 'GF_H007'  // Denise tnyleg kedvel tged... Itt hagyta neked a kocsija kulcst!
08BA: set $406 bit 25 

:GFAGNT_5890
0002: jump @GFAGNT_6112 

:GFAGNT_5897
00D6: if 
88B4:   not test $406 bit 26 
004D: jump_if_false @GFAGNT_5933 
03E5: text_box 'GF_H008'  // Michelle nagyon kedvel tged... Odaadja  a kocsija kulcsait!
08BA: set $406 bit 26 

:GFAGNT_5933
0002: jump @GFAGNT_6112 

:GFAGNT_5940
00D6: if 
88B4:   not test $406 bit 27 
004D: jump_if_false @GFAGNT_5976 
03E5: text_box 'GF_H009'  // Helena most mr tnyleg kedvel... Itt hagyta a kocsija kulcst!
08BA: set $406 bit 27 

:GFAGNT_5976
0002: jump @GFAGNT_6112 

:GFAGNT_5983
00D6: if 
88B4:   not test $406 bit 28 
004D: jump_if_false @GFAGNT_6019 
03E5: text_box 'GF_H010'  // Barbara nagyon megkedvelt... Odaadta a kocsija kulcsait!
08BA: set $406 bit 28 

:GFAGNT_6019
0002: jump @GFAGNT_6112 

:GFAGNT_6026
00D6: if 
88B4:   not test $406 bit 29 
004D: jump_if_false @GFAGNT_6062 
03E5: text_box 'GF_H011'  // Katie igazn kedvel... Itt hagyta a kocsi kulcsait!
08BA: set $406 bit 29 

:GFAGNT_6062
0002: jump @GFAGNT_6112 

:GFAGNT_6069
00D6: if 
88B4:   not test $406 bit 30 
004D: jump_if_false @GFAGNT_6105 
03E5: text_box 'GF_H012'  // Millie mr nagyon kedvel tged... Itt hagyta neked a kocsija kulcst!
08BA: set $406 bit 30 

:GFAGNT_6105
0002: jump @GFAGNT_6112 

:GFAGNT_6112
0051: return 

:GFAGNT_6114
0871: init_jump_table $392 total_jumps 5 0 @GFAGNT_6636 jumps 20 @GFAGNT_6177 21 @GFAGNT_6205 22 @GFAGNT_6338 23 @GFAGNT_6434 24 @GFAGNT_6492 -1 @GFAGNT_6636 -1 @GFAGNT_6636 

:GFAGNT_6177
0050: gosub @GFAGNT_7091 
0050: gosub @GFAGNT_9070 
0050: gosub @GFAGNT_6638 
0002: jump @GFAGNT_6636 

:GFAGNT_6205
00C1: 3@ = minutes_to_current_time 5@ 6@ 
00D6: if 
002B:   5 >= 3@ // integer values 
004D: jump_if_false @GFAGNT_6331 
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_6331 
00D6: if 
003A:   $393 == $GIRLFRIEND // integer values and handles 
004D: jump_if_false @GFAGNT_6298 
004F: create_thread @MOB_GF $GIRLFRIEND 1 
0004: $392 = 22 // integer values 
0002: jump @GFAGNT_6331 

:GFAGNT_6298
00D6: if 
88B5:   not test $406 bit $393 
004D: jump_if_false @GFAGNT_6331 
0050: gosub @GFAGNT_7091 
0004: $392 = 20 // integer values 

:GFAGNT_6331
0002: jump @GFAGNT_6636 

:GFAGNT_6338
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_6427 
00D6: if 
08B4:   test $391 bit 10 
004D: jump_if_false @GFAGNT_6395 
0050: gosub @GFAGNT_6757 
0004: $392 = 23 // integer values 
0002: jump @GFAGNT_6427 

:GFAGNT_6395
000C: $359($393,6i) -= 2 // integer values 
0050: gosub @GFAGNT_9854 
0050: gosub @GFAGNT_7091 
0004: $392 = 20 // integer values 

:GFAGNT_6427
0002: jump @GFAGNT_6636 

:GFAGNT_6434
00C1: 3@ = minutes_to_current_time 5@ 6@ 
00D6: if 
002B:   5 >= 3@ // integer values 
004D: jump_if_false @GFAGNT_6485 
0084: $GIRLFRIEND = $393 // integer values and handles 
0050: gosub @GFAGNT_6829 
0004: $392 = 20 // integer values 

:GFAGNT_6485
0002: jump @GFAGNT_6636 

:GFAGNT_6492
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_6629 
00D6: if 
08B4:   test $391 bit 10 
004D: jump_if_false @GFAGNT_6586 
00D6: if and
0018:   $393 > -1 // integer values 
001A:   6 > $393 // integer values 
004D: jump_if_false @GFAGNT_6572 
0004: $359($393,6i) = -100 // integer values 
08C1: clear $406 bit $393 

:GFAGNT_6572
0004: $392 = 20 // integer values 
0002: jump @GFAGNT_6629 

:GFAGNT_6586
00D6: if and
0018:   $393 > -1 // integer values 
001A:   6 > $393 // integer values 
004D: jump_if_false @GFAGNT_6622 
0004: $359($393,6i) = -99 // integer values 

:GFAGNT_6622
0004: $392 = 20 // integer values 

:GFAGNT_6629
0002: jump @GFAGNT_6636 

:GFAGNT_6636
0051: return 

:GFAGNT_6638
0209: 3@ = random_int 0 6 
00D6: if 
08B6:   test $406 bit 3@ 
004D: jump_if_false @GFAGNT_6755 
00D6: if 
0018:   $359(3@,6i) > -15 // integer values 
004D: jump_if_false @GFAGNT_6755 
00D6: if and
8038:   not  $359(3@,6i) == -100 // integer values 
8038:   not  $359($GIRLFRIEND,6i) == -999 // integer values 
004D: jump_if_false @GFAGNT_6755 
0209: 5@ = random_int 1 23 
0209: 6@ = random_int 1 59 
008A: $393 = 3@ // integer values and handles 
0004: $392 = 21 // integer values 

:GFAGNT_6755
0051: return 

:GFAGNT_6757
00BF: 5@ = current_time_hours, 6@ = current_time_minutes 
0006: 6@ = 31 // integer values 
000A: 5@ += 5 // integer values 
00D6: if 
0019:   5@ > 23 // integer values 
004D: jump_if_false @GFAGNT_6827 
0085: 3@ = 5@ // integer values and handles 
000E: 3@ -= 23 // integer values 
0006: 5@ = 0 // integer values 
005A: 5@ += 3@ // integer values 

:GFAGNT_6827
0051: return 

:GFAGNT_6829
00D6: if and
0018:   $393 > -1 // integer values 
001A:   6 > $393 // integer values 
004D: jump_if_false @GFAGNT_7089 
000C: $359($393,6i) -= 3 // integer values 
0050: gosub @GFAGNT_9854 
00D6: if and
88FE:   not text_box_displaying 
0018:   $359($393,6i) > -15 // integer values 
004D: jump_if_false @GFAGNT_7089 
0871: init_jump_table $393 total_jumps 6 0 @GFAGNT_7067 jumps 0 @GFAGNT_6959 1 @GFAGNT_6977 2 @GFAGNT_6995 3 @GFAGNT_7013 4 @GFAGNT_7031 5 @GFAGNT_7049 -1 @GFAGNT_7067 

:GFAGNT_6959
03E5: text_box 'GF_APP0'  // Elrontottad a randid Denise-el. Nem valami boldog.
0002: jump @GFAGNT_7067 

:GFAGNT_6977
03E5: text_box 'GF_APP1'  // Elrontottad a randid, Michelle-lel. Nem valami boldog.
0002: jump @GFAGNT_7067 

:GFAGNT_6995
03E5: text_box 'GF_APP2'  // Elrontottad a randid Helena-val. Nem valami boldog.
0002: jump @GFAGNT_7067 

:GFAGNT_7013
03E5: text_box 'GF_APP3'  // Elrontottad a randid Barbara-val. Nem valami boldog.
0002: jump @GFAGNT_7067 

:GFAGNT_7031
03E5: text_box 'GF_APP4'  // Elrontottad a randid Katievel. Nem valami boldog.
0002: jump @GFAGNT_7067 

:GFAGNT_7049
03E5: text_box 'GF_APP5'  // Elrontottad a randid, Millie-vel. Nem valami boldog.
0002: jump @GFAGNT_7067 

:GFAGNT_7067
08C0: clear $391 bit 10 
08C1: clear $391 bit $393 
0004: $393 = -1 // integer values 

:GFAGNT_7089
0051: return 

:GFAGNT_7091
0004: $393 = -1 // integer values 
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRLFRIEND 
0051: return 

:GFAGNT_7115
0209: 3@ = random_int 0 45 
00D6: if 
0019:   3@ > 10 // integer values 
004D: jump_if_false @GFAGNT_7288 
00D6: if 
0019:   3@ > 20 // integer values 
004D: jump_if_false @GFAGNT_7274 
00D6: if 
0019:   3@ > 30 // integer values 
004D: jump_if_false @GFAGNT_7260 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 22 
004D: jump_if_false @GFAGNT_7214 
0006: 3@ = 15 // integer values 
0002: jump @GFAGNT_7253 

:GFAGNT_7214
00D6: if 
0019:   3@ > 35 // integer values 
004D: jump_if_false @GFAGNT_7246 
0006: 3@ = 12 // integer values 
0002: jump @GFAGNT_7253 

:GFAGNT_7246
0006: 3@ = 13 // integer values 

:GFAGNT_7253
0002: jump @GFAGNT_7267 

:GFAGNT_7260
0006: 3@ = 13 // integer values 

:GFAGNT_7267
0002: jump @GFAGNT_7281 

:GFAGNT_7274
0006: 3@ = 12 // integer values 

:GFAGNT_7281
0002: jump @GFAGNT_7295 

:GFAGNT_7288
0006: 3@ = 11 // integer values 

:GFAGNT_7295
00D6: if 
08B4:   test $390 bit 27 
004D: jump_if_false @GFAGNT_7327 
0006: 3@ = 11 // integer values 
0004: $390 = 0 // integer values 

:GFAGNT_7327
00D6: if 
08B4:   test $390 bit 28 
004D: jump_if_false @GFAGNT_7359 
0006: 3@ = 12 // integer values 
0004: $390 = 0 // integer values 

:GFAGNT_7359
00D6: if 
08B4:   test $390 bit 29 
004D: jump_if_false @GFAGNT_7391 
0006: 3@ = 13 // integer values 
0004: $390 = 0 // integer values 

:GFAGNT_7391
00D6: if 
08B4:   test $390 bit 30 
004D: jump_if_false @GFAGNT_7423 
0006: 3@ = 14 // integer values 
0004: $390 = 0 // integer values 

:GFAGNT_7423
00D6: if 
08B4:   test $390 bit 31 
004D: jump_if_false @GFAGNT_7455 
0006: 3@ = 15 // integer values 
0004: $390 = 0 // integer values 

:GFAGNT_7455
0051: return 

:GFAGNT_7457
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFAGNT_8692 jumps 0 @GFAGNT_7520 1 @GFAGNT_7866 2 @GFAGNT_8006 3 @GFAGNT_8188 4 @GFAGNT_8370 5 @GFAGNT_8552 -1 @GFAGNT_8692 

:GFAGNT_7520
00D6: if or
8248:   not model #GANGRL3 available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @GFAGNT_7562 
0247: request_model #MICRO_UZI 
0247: request_model #GANGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_7520 

:GFAGNT_7562
009A: 2@ = create_actor 5 #GANGRL3 at 2402.39 -1712.899 13.1402 
0173: set_actor 2@ z_angle_to 180.0 
01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 
01B9: set_actor 2@ armed_weapon_to 0 
02E2: set_actor 2@ weapon_accuracy_to 75 
0978: unknown_fill/merge_entity 65540 $1230 
0709: unknown_set_entity_item $1230 36 1022 0.0 100.0 0.0 0.0 1 0 
0709: unknown_set_entity_item $1230 37 1022 0.0 100.0 0.0 0.0 1 0 
0709: unknown_set_entity_item $1230 36 1024 0.0 50.0 0.0 0.0 0 1 
060B: unknown_actor_use_entity 2@ $1230 
077A: set_actor 2@ aggressive_to_pedgroup 4 type 7 
077A: set_actor 2@ aggressive_to_pedgroup 4 type 9 
077A: set_actor 2@ aggressive_to_pedgroup 4 type 10 
077A: set_actor 2@ aggressive_to_pedgroup 4 type 11 
077A: set_actor 2@ aggressive_to_pedgroup 4 type 12 
077A: set_actor 2@ aggressive_to_pedgroup 4 type 13 
077A: set_actor 2@ aggressive_to_pedgroup 4 type 14 
0350: unknown_actor 2@ not_scared_flag 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
02AB: set_actor 2@ immunities 0 0 1 1 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ chew_gum -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_7866
00D6: if 
8248:   not model #MECGRL3 available 
004D: jump_if_false @GFAGNT_7898 
0247: request_model #MECGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_7866 

:GFAGNT_7898
009A: 2@ = create_actor 5 #MECGRL3 at -1799.875 1202.057 24.1328 
0173: set_actor 2@ z_angle_to 180.0 
060B: unknown_actor_use_entity 2@ 65543 
0350: unknown_actor 2@ not_scared_flag 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
02AB: set_actor 2@ immunities 0 0 1 1 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ chew_gum -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8006
00D6: if 
8248:   not model #GUNGRL3 available 
004D: jump_if_false @GFAGNT_8038 
0247: request_model #GUNGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_8006 

:GFAGNT_8038
009A: 2@ = create_actor 5 #GUNGRL3 at -384.6795 -1438.84 25.3281 
0173: set_actor 2@ z_angle_to 268.2687 
0978: unknown_fill/merge_entity 65539 $1229 
0709: unknown_set_entity_item $1229 36 1024 0.0 50.0 0.0 0.0 0 1 
060B: unknown_actor_use_entity 2@ $1229 
0350: unknown_actor 2@ not_scared_flag 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
02AB: set_actor 2@ immunities 0 0 1 1 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ chew_gum -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8188
00D6: if 
8248:   not model #COPGRL3 available 
004D: jump_if_false @GFAGNT_8220 
0247: request_model #COPGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_8188 

:GFAGNT_8220
009A: 2@ = create_actor 5 #COPGRL3 at -1390.303 2641.066 54.9844 
0173: set_actor 2@ z_angle_to 187.2 
0978: unknown_fill/merge_entity 65539 $1229 
0709: unknown_set_entity_item $1229 36 1024 0.0 50.0 0.0 0.0 0 1 
060B: unknown_actor_use_entity 2@ $1229 
0350: unknown_actor 2@ not_scared_flag 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
02AB: set_actor 2@ immunities 0 0 1 1 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ chew_gum -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8370
00D6: if 
8248:   not model #NURGRL3 available 
004D: jump_if_false @GFAGNT_8402 
0247: request_model #NURGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_8370 

:GFAGNT_8402
009A: 2@ = create_actor 5 #NURGRL3 at -2573.357 1155.091 54.7347 
0173: set_actor 2@ z_angle_to 167.8854 
0978: unknown_fill/merge_entity 65539 $1229 
0709: unknown_set_entity_item $1229 36 1024 0.0 50.0 0.0 0.0 0 1 
060B: unknown_actor_use_entity 2@ $1229 
0350: unknown_actor 2@ not_scared_flag 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
02AB: set_actor 2@ immunities 0 0 1 1 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ chew_gum -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8552
00D6: if 
8248:   not model #CROGRL3 available 
004D: jump_if_false @GFAGNT_8584 
0247: request_model #CROGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_8552 

:GFAGNT_8584
009A: 2@ = create_actor 5 #CROGRL3 at 2037.476 2719.794 10.5436 
0173: set_actor 2@ z_angle_to 9.2 
060B: unknown_actor_use_entity 2@ 65543 
0350: unknown_actor 2@ not_scared_flag 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
02AB: set_actor 2@ immunities 0 0 1 1 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ chew_gum -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8692
0051: return 

:GFAGNT_8694
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFAGNT_8806 
00D6: if and
002A:   0 >= $359($GIRLFRIEND,6i) // integer values 
0018:   $359($GIRLFRIEND,6i) > -15 // integer values 
004D: jump_if_false @GFAGNT_8774 
0004: $359($GIRLFRIEND,6i) = 0 // integer values 
0008: $359($GIRLFRIEND,6i) += 5 // integer values 
0002: jump @GFAGNT_8785 

:GFAGNT_8774
0008: $359($GIRLFRIEND,6i) += 5 // integer values 

:GFAGNT_8785
0050: gosub @GFAGNT_9854 
0623: add 1 to_stat 188 
0002: jump @GFAGNT_8908 

:GFAGNT_8806
00D6: if 
08B4:   test $390 bit 8 
004D: jump_if_false @GFAGNT_8883 
00D6: if and
8038:   not  $359($GIRLFRIEND,6i) == -100 // integer values 
8038:   not  $359($GIRLFRIEND,6i) == -999 // integer values 
004D: jump_if_false @GFAGNT_8876 
000C: $359($GIRLFRIEND,6i) -= 1 // integer values 
0050: gosub @GFAGNT_9854 

:GFAGNT_8876
0002: jump @GFAGNT_8908 

:GFAGNT_8883
000C: $359($GIRLFRIEND,6i) -= 5 // integer values 
0050: gosub @GFAGNT_9854 
0623: add 1 to_stat 185 

:GFAGNT_8908
00D6: if 
08B4:   test $390 bit 4 
004D: jump_if_false @GFAGNT_8958 
0008: $359($GIRLFRIEND,6i) += 5 // integer values 
0050: gosub @GFAGNT_9854 
0623: add 1 to_stat 187 
0002: jump @GFAGNT_8994 

:GFAGNT_8958
00D6: if 
08B4:   test $390 bit 3 
004D: jump_if_false @GFAGNT_8994 
000C: $359($GIRLFRIEND,6i) -= 5 // integer values 
0050: gosub @GFAGNT_9854 

:GFAGNT_8994
00D6: if and
8038:   not  $359($GIRLFRIEND,6i) == -100 // integer values 
8038:   not  $359($GIRLFRIEND,6i) == -999 // integer values 
004D: jump_if_false @GFAGNT_9061 
00D6: if 
002A:   -15 >= $359($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFAGNT_9061 
0004: $359($GIRLFRIEND,6i) = -99 // integer values 

:GFAGNT_9061
0004: $390 = 0 // integer values 
0051: return 

:GFAGNT_9070
00D6: if and
8038:   not  $359($GIRLFRIEND,6i) == -100 // integer values 
8038:   not  $359($GIRLFRIEND,6i) == -999 // integer values 
004D: jump_if_false @GFAGNT_9178 
00D6: if 
8038:   not  $359($GIRLFRIEND,6i) == -99 // integer values 
004D: jump_if_false @GFAGNT_9178 
00D6: if 
002A:   -15 >= $359($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFAGNT_9178 
0004: $392 = 24 // integer values 
0084: $393 = $GIRLFRIEND // integer values and handles 
004F: create_thread @MOB_GF $393 2 
0051: return 

:GFAGNT_9178
0051: return 

:GFAGNT_9180
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFAGNT_9340 jumps 0 @GFAGNT_9243 1 @GFAGNT_9265 2 @GFAGNT_9277 3 @GFAGNT_9294 4 @GFAGNT_9311 5 @GFAGNT_9328 -1 @GFAGNT_9340 

:GFAGNT_9243
0249: release_model #GANGRL3 
0249: release_model #MICRO_UZI 
065C: unknown_create_def_entity $1230 // unknown_destroy 
0002: jump @GFAGNT_9340 

:GFAGNT_9265
0249: release_model #MECGRL3 
0002: jump @GFAGNT_9340 

:GFAGNT_9277
0249: release_model #GUNGRL3 
065C: unknown_create_def_entity $1229 // unknown_destroy 
0002: jump @GFAGNT_9340 

:GFAGNT_9294
0249: release_model #COPGRL3 
065C: unknown_create_def_entity $1229 // unknown_destroy 
0002: jump @GFAGNT_9340 

:GFAGNT_9311
0249: release_model #NURGRL3 
065C: unknown_create_def_entity $1229 // unknown_destroy 
0002: jump @GFAGNT_9340 

:GFAGNT_9328
0249: release_model #CROGRL3 
0002: jump @GFAGNT_9340 

:GFAGNT_9340
00D6: if 
08B4:   test $390 bit 6 
004D: jump_if_false @GFAGNT_9370 
009B: destroy_actor_instantly 2@ 
0002: jump @GFAGNT_9440 

:GFAGNT_9370
00D6: if 
08B4:   test $390 bit 22 
004D: jump_if_false @GFAGNT_9400 
009B: destroy_actor_instantly 2@ 
0002: jump @GFAGNT_9440 

:GFAGNT_9400
00D6: if 
0038:   $359($GIRLFRIEND,6i) == -999 // integer values 
004D: jump_if_false @GFAGNT_9435 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
0002: jump @GFAGNT_9440 

:GFAGNT_9435
034F: destroy_actor_with_fade 2@ // The actor fades away like a ghost 

:GFAGNT_9440
0004: $1231 = 0 // integer values 
00D6: if 
08B4:   test $390 bit 21 
004D: jump_if_false @GFAGNT_9539 
07D0: 3@ = weekday 
000A: 3@ += 1 // integer values 
00D6: if 
0019:   3@ > 7 // integer values 
004D: jump_if_false @GFAGNT_9502 
0006: 3@ = 1 // integer values 

:GFAGNT_9502
0050: gosub @GFAGNT_9541 
000A: 3@ += 22 // integer values 
08BC: set $383($GIRLFRIEND,6i) bit 3@ 
08BA: set $383($GIRLFRIEND,6i) bit 31 

:GFAGNT_9539
0051: return 

:GFAGNT_9541
08C0: clear $383($GIRLFRIEND,6i) bit 31 
08C0: clear $383($GIRLFRIEND,6i) bit 23 
08C0: clear $383($GIRLFRIEND,6i) bit 24 
08C0: clear $383($GIRLFRIEND,6i) bit 25 
08C0: clear $383($GIRLFRIEND,6i) bit 26 
08C0: clear $383($GIRLFRIEND,6i) bit 27 
08C0: clear $383($GIRLFRIEND,6i) bit 28 
08C0: clear $383($GIRLFRIEND,6i) bit 29 
0051: return 

:GFAGNT_9631
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_9695 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @GFAGNT_9688 
0006: 3@ = 1 // integer values 
0002: jump @GFAGNT_9695 

:GFAGNT_9688
0006: 3@ = 0 // integer values 

:GFAGNT_9695
0051: return 

:GFAGNT_9697
08F8: (unknown) 0 
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFAGNT_9848 jumps 0 @GFAGNT_9764 1 @GFAGNT_9778 2 @GFAGNT_9792 3 @GFAGNT_9806 4 @GFAGNT_9820 5 @GFAGNT_9834 -1 @GFAGNT_9848 

:GFAGNT_9764
0629: change_stat 252 to 0 // integer 
0002: jump @GFAGNT_9848 

:GFAGNT_9778
0629: change_stat 253 to 0 // integer 
0002: jump @GFAGNT_9848 

:GFAGNT_9792
0629: change_stat 254 to 0 // integer 
0002: jump @GFAGNT_9848 

:GFAGNT_9806
0629: change_stat 255 to 0 // integer 
0002: jump @GFAGNT_9848 

:GFAGNT_9820
0629: change_stat 256 to 0 // integer 
0002: jump @GFAGNT_9848 

:GFAGNT_9834
0629: change_stat 257 to 0 // integer 
0002: jump @GFAGNT_9848 

:GFAGNT_9848
08F8: (unknown) 1 
0051: return 

:GFAGNT_9854
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFAGNT_11183 jumps 0 @GFAGNT_9917 1 @GFAGNT_10128 2 @GFAGNT_10339 3 @GFAGNT_10550 4 @GFAGNT_10761 5 @GFAGNT_10972 -1 @GFAGNT_11183 

:GFAGNT_9917
0652: 9@ = stat 252 // integer 
00D6: if 
001E:   $359[0] > 9@ // integer values 
004D: jump_if_false @GFAGNT_10029 
00D6: if 
0018:   $359[0] > 100 // integer values 
004D: jump_if_false @GFAGNT_9969 
0004: $359[0] = 100 // integer values 

:GFAGNT_9969
00D6: if 
001A:   0 > $359[0] // integer values 
004D: jump_if_false @GFAGNT_10001 
0629: change_stat 252 to 0 // integer 
0002: jump @GFAGNT_10022 

:GFAGNT_10001
0064: 9@ -= $359[0] // integer values 
0095: make 9@ absolute_integer 
0623: add 9@ to_stat 252 

:GFAGNT_10022
0002: jump @GFAGNT_10121 

:GFAGNT_10029
00D6: if 
001F:   9@ > $359[0] // integer values 
004D: jump_if_false @GFAGNT_10121 
00D6: if 
0018:   $359[0] > 100 // integer values 
004D: jump_if_false @GFAGNT_10073 
0004: $359[0] = 100 // integer values 

:GFAGNT_10073
00D6: if 
001A:   0 > $359[0] // integer values 
004D: jump_if_false @GFAGNT_10105 
0629: change_stat 252 to 0 // integer 
0002: jump @GFAGNT_10121 

:GFAGNT_10105
0064: 9@ -= $359[0] // integer values 
0625: add 9@ to_stat 252 

:GFAGNT_10121
0002: jump @GFAGNT_11183 

:GFAGNT_10128
0652: 9@ = stat 253 // integer 
00D6: if 
001E:   $359[1] > 9@ // integer values 
004D: jump_if_false @GFAGNT_10240 
00D6: if 
0018:   $359[1] > 100 // integer values 
004D: jump_if_false @GFAGNT_10180 
0004: $359[1] = 100 // integer values 

:GFAGNT_10180
00D6: if 
001A:   0 > $359[1] // integer values 
004D: jump_if_false @GFAGNT_10212 
0629: change_stat 253 to 0 // integer 
0002: jump @GFAGNT_10233 

:GFAGNT_10212
0064: 9@ -= $359[1] // integer values 
0095: make 9@ absolute_integer 
0623: add 9@ to_stat 253 

:GFAGNT_10233
0002: jump @GFAGNT_10332 

:GFAGNT_10240
00D6: if 
001F:   9@ > $359[1] // integer values 
004D: jump_if_false @GFAGNT_10332 
00D6: if 
0018:   $359[1] > 100 // integer values 
004D: jump_if_false @GFAGNT_10284 
0004: $359[1] = 100 // integer values 

:GFAGNT_10284
00D6: if 
001A:   0 > $359[1] // integer values 
004D: jump_if_false @GFAGNT_10316 
0629: change_stat 253 to 0 // integer 
0002: jump @GFAGNT_10332 

:GFAGNT_10316
0064: 9@ -= $359[1] // integer values 
0625: add 9@ to_stat 253 

:GFAGNT_10332
0002: jump @GFAGNT_11183 

:GFAGNT_10339
0652: 9@ = stat 254 // integer 
00D6: if 
001E:   $359[2] > 9@ // integer values 
004D: jump_if_false @GFAGNT_10451 
00D6: if 
0018:   $359[2] > 100 // integer values 
004D: jump_if_false @GFAGNT_10391 
0004: $359[2] = 100 // integer values 

:GFAGNT_10391
00D6: if 
001A:   0 > $359[2] // integer values 
004D: jump_if_false @GFAGNT_10423 
0629: change_stat 254 to 0 // integer 
0002: jump @GFAGNT_10444 

:GFAGNT_10423
0064: 9@ -= $359[2] // integer values 
0095: make 9@ absolute_integer 
0623: add 9@ to_stat 254 

:GFAGNT_10444
0002: jump @GFAGNT_10543 

:GFAGNT_10451
00D6: if 
001F:   9@ > $359[2] // integer values 
004D: jump_if_false @GFAGNT_10543 
00D6: if 
0018:   $359[2] > 100 // integer values 
004D: jump_if_false @GFAGNT_10495 
0004: $359[2] = 100 // integer values 

:GFAGNT_10495
00D6: if 
001A:   0 > $359[2] // integer values 
004D: jump_if_false @GFAGNT_10527 
0629: change_stat 254 to 0 // integer 
0002: jump @GFAGNT_10543 

:GFAGNT_10527
0064: 9@ -= $359[2] // integer values 
0625: add 9@ to_stat 254 

:GFAGNT_10543
0002: jump @GFAGNT_11183 

:GFAGNT_10550
0652: 9@ = stat 255 // integer 
00D6: if 
001E:   $359[3] > 9@ // integer values 
004D: jump_if_false @GFAGNT_10662 
00D6: if 
0018:   $359[3] > 100 // integer values 
004D: jump_if_false @GFAGNT_10602 
0004: $359[3] = 100 // integer values 

:GFAGNT_10602
00D6: if 
001A:   0 > $359[3] // integer values 
004D: jump_if_false @GFAGNT_10634 
0629: change_stat 255 to 0 // integer 
0002: jump @GFAGNT_10655 

:GFAGNT_10634
0064: 9@ -= $359[3] // integer values 
0095: make 9@ absolute_integer 
0623: add 9@ to_stat 255 

:GFAGNT_10655
0002: jump @GFAGNT_10754 

:GFAGNT_10662
00D6: if 
001F:   9@ > $359[3] // integer values 
004D: jump_if_false @GFAGNT_10754 
00D6: if 
0018:   $359[3] > 100 // integer values 
004D: jump_if_false @GFAGNT_10706 
0004: $359[3] = 100 // integer values 

:GFAGNT_10706
00D6: if 
001A:   0 > $359[3] // integer values 
004D: jump_if_false @GFAGNT_10738 
0629: change_stat 255 to 0 // integer 
0002: jump @GFAGNT_10754 

:GFAGNT_10738
0064: 9@ -= $359[3] // integer values 
0625: add 9@ to_stat 255 

:GFAGNT_10754
0002: jump @GFAGNT_11183 

:GFAGNT_10761
0652: 9@ = stat 256 // integer 
00D6: if 
001E:   $359[4] > 9@ // integer values 
004D: jump_if_false @GFAGNT_10873 
00D6: if 
0018:   $359[4] > 100 // integer values 
004D: jump_if_false @GFAGNT_10813 
0004: $359[4] = 100 // integer values 

:GFAGNT_10813
00D6: if 
001A:   0 > $359[4] // integer values 
004D: jump_if_false @GFAGNT_10845 
0629: change_stat 256 to 0 // integer 
0002: jump @GFAGNT_10866 

:GFAGNT_10845
0064: 9@ -= $359[4] // integer values 
0095: make 9@ absolute_integer 
0623: add 9@ to_stat 256 

:GFAGNT_10866
0002: jump @GFAGNT_10965 

:GFAGNT_10873
00D6: if 
001F:   9@ > $359[4] // integer values 
004D: jump_if_false @GFAGNT_10965 
00D6: if 
0018:   $359[4] > 100 // integer values 
004D: jump_if_false @GFAGNT_10917 
0004: $359[4] = 100 // integer values 

:GFAGNT_10917
00D6: if 
001A:   0 > $359[4] // integer values 
004D: jump_if_false @GFAGNT_10949 
0629: change_stat 256 to 0 // integer 
0002: jump @GFAGNT_10965 

:GFAGNT_10949
0064: 9@ -= $359[4] // integer values 
0625: add 9@ to_stat 256 

:GFAGNT_10965
0002: jump @GFAGNT_11183 

:GFAGNT_10972
0652: 9@ = stat 257 // integer 
00D6: if 
001E:   $359[5] > 9@ // integer values 
004D: jump_if_false @GFAGNT_11084 
00D6: if 
0018:   $359[5] > 100 // integer values 
004D: jump_if_false @GFAGNT_11024 
0004: $359[5] = 100 // integer values 

:GFAGNT_11024
00D6: if 
001A:   0 > $359[5] // integer values 
004D: jump_if_false @GFAGNT_11056 
0629: change_stat 257 to 0 // integer 
0002: jump @GFAGNT_11077 

:GFAGNT_11056
0064: 9@ -= $359[5] // integer values 
0095: make 9@ absolute_integer 
0623: add 9@ to_stat 257 

:GFAGNT_11077
0002: jump @GFAGNT_11176 

:GFAGNT_11084
00D6: if 
001F:   9@ > $359[5] // integer values 
004D: jump_if_false @GFAGNT_11176 
00D6: if 
0018:   $359[5] > 100 // integer values 
004D: jump_if_false @GFAGNT_11128 
0004: $359[5] = 100 // integer values 

:GFAGNT_11128
00D6: if 
001A:   0 > $359[5] // integer values 
004D: jump_if_false @GFAGNT_11160 
0629: change_stat 257 to 0 // integer 
0002: jump @GFAGNT_11176 

:GFAGNT_11160
0064: 9@ -= $359[5] // integer values 
0625: add 9@ to_stat 257 

:GFAGNT_11176
0002: jump @GFAGNT_11183 

:GFAGNT_11183
0051: return 

:GFAGNT_11185
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @GFAGNT_11236 
00D6: if 
08B5:   test $406 bit $GIRLFRIEND 
004D: jump_if_false @GFAGNT_11236 
0050: gosub @GFAGNT_9180 
0050: gosub @GFAGNT_8694 

:GFAGNT_11236
0006: 0@ = 0 // integer values 
0006: 4@ = -1 // integer values 
0006: 3@ = 0 // integer values 

:GFAGNT_11257
00D6: if 
08B6:   test $391 bit 3@ 
004D: jump_if_false @GFAGNT_11284 
08C2: clear $391 bit 3@ 

:GFAGNT_11284
000A: 3@ += 1 // integer values 
0029:   3@ >= 6 // integer values 
004D: jump_if_false @GFAGNT_11257 
08F8: (unknown) 1 
0004: $1212 = 500 // integer values 
0051: return 
091A: (unknown) v$1221 
00D6: if 
8846:   not  v$1221 // same as 0844 
004D: jump_if_false @GFAGNT_13496 
06D1: v$1225 = "DOCOOCHIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11386 
08BA: set $406 bit 0 
091B: nop 
0051: return 

:GFAGNT_11386
06D1: v$1225 = "DOMICHELLE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11433 
08BA: set $406 bit 1 
091B: nop 
0051: return 

:GFAGNT_11433
06D1: v$1225 = "DOKYLIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11477 
08BA: set $406 bit 2 
091B: nop 
0051: return 

:GFAGNT_11477
06D1: v$1225 = "DOBARBARA" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11523 
08BA: set $406 bit 3 
091B: nop 
0051: return 

:GFAGNT_11523
06D1: v$1225 = "DOSUZIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11567 
08BA: set $406 bit 4 
091B: nop 
0051: return 

:GFAGNT_11567
06D1: v$1225 = "DOMILLIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11612 
08BA: set $406 bit 5 
091B: nop 
0051: return 

:GFAGNT_11612
06D1: v$1225 = "FASTDATE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11712 
08BA: set $406 bit 31 
0084: $359[0] = $353[0] // integer values and handles 
0084: $359[1] = $353[1] // integer values and handles 
0084: $359[3] = $353[3] // integer values and handles 
0084: $359[2] = $353[2] // integer values and handles 
0084: $359[4] = $353[4] // integer values and handles 
0084: $359[5] = $353[5] // integer values and handles 
08BA: set $390 bit 26 
091B: nop 
0051: return 

:GFAGNT_11712
06D1: v$1225 = "GOCOOCHIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11787 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_11783 
00A1: put_actor $PLAYER_ACTOR at 2405.212 -1720.688 12.6365 

:GFAGNT_11783
091B: nop 
0051: return 

:GFAGNT_11787
06D1: v$1225 = "GOMICHELLE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11863 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_11859 
00A1: put_actor $PLAYER_ACTOR at -1788.0 1202.0 30.0 

:GFAGNT_11859
091B: nop 
0051: return 

:GFAGNT_11863
06D1: v$1225 = "GOKYLIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_11936 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_11932 
00A1: put_actor $PLAYER_ACTOR at -371.4376 -1440.072 24.7209 

:GFAGNT_11932
091B: nop 
0051: return 

:GFAGNT_11936
06D1: v$1225 = "GOBARBARA" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12011 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12007 
00A1: put_actor $PLAYER_ACTOR at -1400.0 2640.0 -100.0 

:GFAGNT_12007
091B: nop 
0051: return 

:GFAGNT_12011
06D1: v$1225 = "GOSUZIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12084 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12080 
00A1: put_actor $PLAYER_ACTOR at -2570.511 1139.582 54.8547 

:GFAGNT_12080
091B: nop 
0051: return 

:GFAGNT_12084
06D1: v$1225 = "GOMILLIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12158 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12154 
00A1: put_actor $PLAYER_ACTOR at 2028.347 2736.969 10.8603 

:GFAGNT_12154
091B: nop 
0051: return 

:GFAGNT_12158
06D1: v$1225 = "DATEFOOD" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12210 
08BA: set $406 bit 31 
08BA: set $390 bit 27 
091B: nop 
0051: return 

:GFAGNT_12210
06D1: v$1225 = "DATEDRIVE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12305 
08BA: set $406 bit 31 
0004: $359[0] = 50 // integer values 
0004: $359[1] = 50 // integer values 
0004: $359[3] = 50 // integer values 
0004: $359[2] = 50 // integer values 
0004: $359[4] = 50 // integer values 
0004: $359[5] = 50 // integer values 
08BA: set $390 bit 28 
091B: nop 
0051: return 

:GFAGNT_12305
06D1: v$1225 = "DATEDANCE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12400 
08BA: set $406 bit 31 
0004: $359[0] = 50 // integer values 
0004: $359[1] = 50 // integer values 
0004: $359[3] = 50 // integer values 
0004: $359[2] = 50 // integer values 
0004: $359[4] = 50 // integer values 
0004: $359[5] = 50 // integer values 
08BA: set $390 bit 29 
091B: nop 
0051: return 

:GFAGNT_12400
06D1: v$1225 = "DATESPANK" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12453 
08BA: set $406 bit 31 
08BA: set $390 bit 30 
091B: nop 
0051: return 

:GFAGNT_12453
06D1: v$1225 = "DATESHEDRIVES" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12517 
08BA: set $406 bit 31 
0004: $359[1] = 50 // integer values 
08BA: set $390 bit 31 
091B: nop 
0051: return 

:GFAGNT_12517
06D1: v$1225 = "MEETMICHELLE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12605 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12601 
00A1: put_actor $PLAYER_ACTOR at -2026.92 -99.9395 34.1641 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 

:GFAGNT_12601
091B: nop 
0051: return 

:GFAGNT_12605
06D1: v$1225 = "MEETKYLIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12697 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12693 
0004: $11268 = 2 // integer values 
00A1: put_actor $PLAYER_ACTOR at 243.9633 -161.2493 0.5781 
0173: set_actor $PLAYER_ACTOR z_angle_to 291.5735 

:GFAGNT_12693
091B: nop 
0051: return 

:GFAGNT_12697
06D1: v$1225 = "MEETBARBARA" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12784 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12780 
00A1: put_actor $PLAYER_ACTOR at -1411.294 2637.609 54.6875 
0173: set_actor $PLAYER_ACTOR z_angle_to 348.9253 

:GFAGNT_12780
091B: nop 
0051: return 

:GFAGNT_12784
06D1: v$1225 = "MEETSUZIE" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12869 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12865 
00A1: put_actor $PLAYER_ACTOR at -2266.253 -155.7216 34.3125 
0173: set_actor $PLAYER_ACTOR z_angle_to 85.0 

:GFAGNT_12865
091B: nop 
0051: return 

:GFAGNT_12869
06D1: v$1225 = "GIMPSUIT" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_12953 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12949 
087B: set_player $PLAYER_CHAR clothes "GIMPLEG" "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 

:GFAGNT_12949
091B: nop 
0051: return 

:GFAGNT_12953
06D1: v$1225 = "TWOTIMING" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_13006 
08BA: set $406 bit 31 
08BA: set $390 bit 25 
091B: nop 
0051: return 

:GFAGNT_13006
06D1: v$1225 = "ELEGANTMAN" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_13088 
0004: $365 = 0 // integer values 
0004: $366 = 0 // integer values 
0004: $368 = 0 // integer values 
0004: $367 = 0 // integer values 
0004: $369 = 0 // integer values 
0004: $370 = 0 // integer values 
091B: nop 
0051: return 

:GFAGNT_13088
06D1: v$1225 = "SHOWENTRY" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_13192 
07FB: set_interior 'FDREST1' accessible 1  // Coq szava
07FB: set_interior 'REST2' accessible 1  // Titkos vlgy
07FB: set_interior 'DINER1' accessible 1  // Br
07FB: set_interior 'DINER2' accessible 1  // Br
07FB: set_interior 'TSDINER' accessible 1  // Autsbf
091B: nop 
0051: return 

:GFAGNT_13192
06D1: v$1225 = "HIDEENTRY" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_13283 
07FB: set_interior 'FDREST1' accessible 0  // Coq szava
07FB: set_interior 'REST2' accessible 0  // Titkos vlgy
07FB: set_interior 'DINER1' accessible 0  // Br
07FB: set_interior 'DINER2' accessible 0  // Br
091B: nop 
0051: return 

:GFAGNT_13283
06D1: v$1225 = "UNCENSORED" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_13330 
0004: $1219 = 0 // integer values 
091B: nop 
0051: return 

:GFAGNT_13330
06D1: v$1225 = "STATSUP" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_13385 
0008: $359($GIRLFRIEND,6i) += 10 // integer values 
0050: gosub @GFAGNT_9854 
091B: nop 
0051: return 

:GFAGNT_13385
06D1: v$1225 = "STATSDOWN" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_13442 
000C: $359($GIRLFRIEND,6i) -= 10 // integer values 
0050: gosub @GFAGNT_9854 
091B: nop 
0051: return 

:GFAGNT_13442
06D1: v$1225 = "DUMPME" // 16-byte strings 
00D6: if 
08F9:   v$1225 == v$1221 // 16-byte strings 
004D: jump_if_false @GFAGNT_13496 
0004: $359($GIRLFRIEND,6i) = -15 // integer values 
0050: gosub @GFAGNT_9854 
091B: nop 
0051: return 

:GFAGNT_13496
0051: return 
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0662: write_debug_message "F" 
0662: write_debug_message "E" 
0662: write_debug_message "D" 
0662: write_debug_message s$404 
0663: write_debug_intvar "IGFIDX" $GIRLFRIEND 
0871: init_jump_table 0@ total_jumps 5 1 @GFAGNT_13731 jumps 0 @GFAGNT_13636 1 @GFAGNT_13655 2 @GFAGNT_13674 3 @GFAGNT_13693 4 @GFAGNT_13712 -1 @GFAGNT_13760 -1 @GFAGNT_13760 

:GFAGNT_13636
0662: write_debug_message "STATE0__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13655
0662: write_debug_message "STATE1__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13674
0662: write_debug_message "STATE2__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13693
0662: write_debug_message "STATE3__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13712
0662: write_debug_message "STATE4__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13731
0662: write_debug_message "UNTRAPPED_STATE___" 
0002: jump @GFAGNT_13760 

:GFAGNT_13760
0662: write_debug_message "I__________________________I" 
0051: return 

:NONAME_9
004F: create_thread @INTMAN 
004E: end_thread 

:INTMAN
03A4: name_thread 'INTMAN' 
0004: $1256 = -1 // integer values 
00D6: if 
0038:   $1256 == 9999 // integer values 
004D: jump_if_false @INTMAN_57 
07E5: unknown_copy_entity 65543 $1256 
07E5: unknown_copy_entity 65543 $1257 

:INTMAN_57
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTMAN_80 
0050: gosub @INTMAN_91 

:INTMAN_80
0001: wait 0 ms 
0002: jump @INTMAN_57 

:INTMAN_91
0871: init_jump_table 0@ total_jumps 2 0 @INTMAN_182 jumps 0 @INTMAN_154 1 @INTMAN_168 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 

:INTMAN_154
0050: gosub @INTMAN_184 
0002: jump @INTMAN_182 

:INTMAN_168
0050: gosub @INTMAN_2976 
0002: jump @INTMAN_182 

:INTMAN_182
0051: return 

:INTMAN_184
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if 
8038:   not  $1250 == 0 // integer values 
004D: jump_if_false @INTMAN_2974 
094B: v$1252 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if 
8846:   not  v$1252 // same as 0844 
004D: jump_if_false @INTMAN_2974 
0084: $1251 = $1250 // integer values and handles 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTMAN_266 
01C0: $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 

:INTMAN_266
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
0004: $1261 = 0 // integer values 
0004: $1249 = 0 // integer values 
0006: 2@ = 0 // integer values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @INTMAN_359 
0004: $9472 = 0 // integer values 
0004: $9470 = 0 // integer values 
0004: $9471 = 0 // integer values 
0004: $677 = 0 // integer values 
0004: $2881 = 0 // integer values 
0004: $9473 = 0 // integer values 
0004: $9526 = 0 // integer values 

:INTMAN_359
00D6: if and
08F9:   v$1252 == "CHANGER" // 16-byte strings 
0038:   $1250 == 14 // integer values 
004D: jump_if_false @INTMAN_451 
0926: 1@ = external_script_status 63 (WARDROBE) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_451 
08A9: load_external_script 63 (WARDROBE) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 63 (WARDROBE) loaded 
004D: jump_if_false @INTMAN_451 
0913: run_external_script 63 
000A: 0@ += 1 // integer values 
0051: return 

:INTMAN_451
00D6: if or
08F9:   v$1252 == "TRICAS" // 16-byte strings 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
08F9:   v$1252 == "CASINO2" // 16-byte strings 
004D: jump_if_false @INTMAN_818 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_531 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_531
0926: 1@ = external_script_status 39 (BOUNCER) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_560 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_560
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_589 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_589
0926: 1@ = external_script_status 27 (CASINO_AMBIENCE) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_618 
08A9: load_external_script 27 (CASINO_AMBIENCE) 

:INTMAN_618
04ED: load_animation "BAR" 
04ED: load_animation "CASINO" 
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @INTMAN_676 
0247: request_model #VMAFF1 
0247: request_model #VMAFF3 
0247: request_model #VMAFF2 
0247: request_model #VWFYWAI 

:INTMAN_676
00D6: if 
08F9:   v$1252 == "TRICAS" // 16-byte strings 
004D: jump_if_false @INTMAN_715 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #VWFYWA2 

:INTMAN_715
00D6: if 
08F9:   v$1252 == "CASINO2" // 16-byte strings 
004D: jump_if_false @INTMAN_755 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #VWFYCRP 

:INTMAN_755
038B: load_requested_models 
00D6: if 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_777 
0913: run_external_script 27 

:INTMAN_777
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_818 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_818
00D6: if or
08F9:   v$1252 == "BAR1" // 16-byte strings 
08F9:   v$1252 == "BAR2" // 16-byte strings 
08F9:   v$1252 == "UFOBAR" // 16-byte strings 
004D: jump_if_false @INTMAN_1088 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_893 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_893
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_922 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_922
0926: 1@ = external_script_status 28 (BAR_AMBIENCE) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_951 
08A9: load_external_script 28 (BAR_AMBIENCE) 

:INTMAN_951
0926: 1@ = external_script_status 35 (DANCE) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_980 
08A9: load_external_script 35 (DANCE) 

:INTMAN_980
04ED: load_animation "BAR" 
00D6: if 
08F9:   v$1252 == "BAR1" // 16-byte strings 
004D: jump_if_false @INTMAN_1020 
04ED: load_animation "DANCING" 

:INTMAN_1020
0247: request_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1047 
0913: run_external_script 28 

:INTMAN_1047
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
08AB:   external_script 35 (DANCE) loaded 
004D: jump_if_false @INTMAN_1088 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_1088
00D6: if 
08F9:   v$1252 == "GENOTB" // 16-byte strings 
004D: jump_if_false @INTMAN_1286 
0926: 1@ = external_script_status 40 (OTB_STAFF) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1141 
08A9: load_external_script 40 (OTB_STAFF) 

:INTMAN_1141
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1170 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1170
0926: 1@ = external_script_status 30 (OTB_AMBIENCE) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1199 
08A9: load_external_script 30 (OTB_AMBIENCE) 

:INTMAN_1199
04ED: load_animation "OTB" 
04ED: load_animation "INT_SHOP" 
0247: request_model #VBFYCRP 
0247: request_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1249 
0913: run_external_script 30 

:INTMAN_1249
00D6: if and
08AB:   external_script 40 (OTB_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1286 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_1286
00D6: if or
08F9:   v$1252 == "LASTRIP" // 16-byte strings 
08F9:   v$1252 == "STRIP2" // 16-byte strings 
004D: jump_if_false @INTMAN_1534 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1353 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_1353
0926: 1@ = external_script_status 39 (BOUNCER) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1382 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_1382
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1411 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1411
0926: 1@ = external_script_status 31 (STRIP_AMBIENCE) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1440 
08A9: load_external_script 31 (STRIP_AMBIENCE) 

:INTMAN_1440
04ED: load_animation "BAR" 
04ED: load_animation "STRIP" 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1493 
0913: run_external_script 31 

:INTMAN_1493
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1534 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_1534
00D6: if 
0038:   $9977 == 0 // integer values 
004D: jump_if_false @INTMAN_1724 
00D6: if or
08F9:   v$1252 == "CSCHP" // 16-byte strings 
08F9:   v$1252 == "CSSPRT" // 16-byte strings 
08F9:   v$1252 == "LACS1" // 16-byte strings 
08F9:   v$1252 == "CLOTHGP" // 16-byte strings 
08F9:   v$1252 == "CSDESGN" // 16-byte strings 
08F9:   v$1252 == "CSEXL" // 16-byte strings 
004D: jump_if_false @INTMAN_1724 
0926: 1@ = external_script_status 64 (CLOTHES) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1669 
08A9: load_external_script 64 (CLOTHES) 

:INTMAN_1669
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 
00D6: if 
08AB:   external_script 64 (CLOTHES) loaded 
004D: jump_if_false @INTMAN_1724 
0004: $1258 = 0 // integer values 
0913: run_external_script 64 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_1724
00D6: if or
08F9:   v$1252 == "FDPIZA" // 16-byte strings 
08F9:   v$1252 == "FDCHICK" // 16-byte strings 
08F9:   v$1252 == "FDBURG" // 16-byte strings 
004D: jump_if_false @INTMAN_2221 
0926: 1@ = external_script_status 65 (JUNKFUD) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1804 
08A9: load_external_script 65 (JUNKFUD) 

:INTMAN_1804
0926: 1@ = external_script_status 29 (FOODBRAINS) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1833 
08A9: load_external_script 29 (FOODBRAINS) 

:INTMAN_1833
0926: 1@ = external_script_status 36 (SHOPKEEPER) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1862 
08A9: load_external_script 36 (SHOPKEEPER) 

:INTMAN_1862
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_1891 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1891
04ED: load_animation "FOOD" 
04ED: load_animation "INT_SHOP" 
00D6: if 
08F9:   v$1252 == "FDPIZA" // 16-byte strings 
004D: jump_if_false @INTMAN_1952 
0247: request_model #WMYPIZZ 
0247: request_model #PIZZAHIGH 
0247: request_model #CJ_PIZZA_1 
0247: request_model #CJ_PIZZA_2 

:INTMAN_1952
00D6: if 
08F9:   v$1252 == "FDCHICK" // 16-byte strings 
004D: jump_if_false @INTMAN_1994 
0247: request_model #WMYBELL 
0247: request_model #BURGERHIGH 
0247: request_model #CJ_BURG_1 
0247: request_model #CJ_BURG_2 

:INTMAN_1994
00D6: if 
08F9:   v$1252 == "FDBURG" // 16-byte strings 
004D: jump_if_false @INTMAN_2035 
0247: request_model #WFYBURG 
0247: request_model #BURGERHIGH 
0247: request_model #CJ_BURG_1 
0247: request_model #CJ_BURG_2 

:INTMAN_2035
038B: load_requested_models 
00D6: if 
08AB:   external_script 65 (JUNKFUD) loaded 
004D: jump_if_false @INTMAN_2057 
0913: run_external_script 65 

:INTMAN_2057
00D6: if 
08AB:   external_script 29 (FOODBRAINS) loaded 
004D: jump_if_false @INTMAN_2180 
00D6: if 
08F9:   v$1252 == "FDPIZA" // 16-byte strings 
004D: jump_if_false @INTMAN_2110 
0913: run_external_script 29 0 
0002: jump @INTMAN_2180 

:INTMAN_2110
00D6: if 
08F9:   v$1252 == "FDCHICK" // 16-byte strings 
004D: jump_if_false @INTMAN_2149 
0913: run_external_script 29 1 
0002: jump @INTMAN_2180 

:INTMAN_2149
00D6: if 
08F9:   v$1252 == "FDBURG" // 16-byte strings 
004D: jump_if_false @INTMAN_2180 
0913: run_external_script 29 2 

:INTMAN_2180
00D6: if and
08AB:   external_script 65 (JUNKFUD) loaded 
08AB:   external_script 29 (FOODBRAINS) loaded 
08AB:   external_script 36 (SHOPKEEPER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
004D: jump_if_false @INTMAN_2221 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_2221
00D6: if or
08F9:   v$1252 == "BARBERS" // 16-byte strings 
08F9:   v$1252 == "BARBER2" // 16-byte strings 
08F9:   v$1252 == "BARBER3" // 16-byte strings 
004D: jump_if_false @INTMAN_2339 
0926: 1@ = external_script_status 62 (BARBER) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_2339 
08A9: load_external_script 62 (BARBER) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 62 (BARBER) loaded 
004D: jump_if_false @INTMAN_2339 
0913: run_external_script 62 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_2339
00D6: if or
08F9:   v$1252 == "TATTOO" // 16-byte strings 
08F9:   v$1252 == "TATTO2" // 16-byte strings 
08F9:   v$1252 == "TATTO3" // 16-byte strings 
004D: jump_if_false @INTMAN_2454 
0926: 1@ = external_script_status 61 (TATTOO) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_2454 
08A9: load_external_script 61 (TATTOO) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 61 (TATTOO) loaded 
004D: jump_if_false @INTMAN_2454 
0913: run_external_script 61 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_2454
00D6: if 
08F9:   v$1252 == "RCPLAY" // 16-byte strings 
004D: jump_if_false @INTMAN_2596 
0926: 1@ = external_script_status 34 (ZERO_AMBIENCE) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_2507 
08A9: load_external_script 34 (ZERO_AMBIENCE) 

:INTMAN_2507
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_2536 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_2536
0247: request_model #WMYCLOT 
038B: load_requested_models 
00D6: if 
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_2563 
0913: run_external_script 34 

:INTMAN_2563
00D6: if and
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
004D: jump_if_false @INTMAN_2596 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_2596
00D6: if or
08F9:   v$1252 == "POLICE1" // 16-byte strings 
08F9:   v$1252 == "POLICE2" // 16-byte strings 
08F9:   v$1252 == "POLICE3" // 16-byte strings 
08F9:   v$1252 == "POLICE4" // 16-byte strings 
004D: jump_if_false @INTMAN_2728 
0004: $1260 = 1 // integer values 
0004: $1261 = 1 // integer values 
04ED: load_animation "COP_AMBIENT" 
04ED: load_animation "INT_OFFICE" 
04ED: load_animation "GANGS" 
0247: request_model #CIGAR 
038B: load_requested_models 
000A: 0@ += 1 // integer values 

:INTMAN_2728
00D6: if or
08F9:   v$1252 == "AMMUN1" // 16-byte strings 
08F9:   v$1252 == "AMMUN2" // 16-byte strings 
08F9:   v$1252 == "AMMUN3" // 16-byte strings 
08F9:   v$1252 == "AMMUN4" // 16-byte strings 
08F9:   v$1252 == "AMMUN5" // 16-byte strings 
004D: jump_if_false @INTMAN_2869 
0926: 1@ = external_script_status 60 (AMMU) 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @INTMAN_2869 
08A9: load_external_script 60 (AMMU) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 60 (AMMU) loaded 
004D: jump_if_false @INTMAN_2869 
0913: run_external_script 60 
0004: $1261 = 1 // integer values 
000A: 0@ += 1 // integer values 

:INTMAN_2869
00D6: if 
0038:   $1261 == 1 // integer values 
004D: jump_if_false @INTMAN_2974 
00D6: if 
89F2:   not (unknown) $1256 
004D: jump_if_false @INTMAN_2927 
07E5: unknown_copy_entity 65543 $1256 
0708: unknown_add_entity_item $1256 27 
0708: unknown_add_entity_item $1256 48 

:INTMAN_2927
00D6: if 
89F2:   not (unknown) $1257 
004D: jump_if_false @INTMAN_2974 
07E5: unknown_copy_entity 65543 $1257 
0708: unknown_add_entity_item $1257 27 
0708: unknown_add_entity_item $1257 48 
0708: unknown_add_entity_item $1257 9 

:INTMAN_2974
0051: return 

:INTMAN_2976
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if 
803A:   not  $1250 == $1251 // integer values and handles 
004D: jump_if_false @INTMAN_3052 
0050: gosub @INTMAN_3136 
0004: $1249 = 0 // integer values 
0006: 2@ = 0 // integer values 
0004: $1260 = 0 // integer values 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
000E: 0@ -= 1 // integer values 
0051: return 
0002: jump @INTMAN_3134 

:INTMAN_3052
00D6: if 
0038:   $1260 == 1 // integer values 
004D: jump_if_false @INTMAN_3095 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 56 
004D: jump_if_false @INTMAN_3095 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:INTMAN_3095
00D6: if and
0038:   $1249 == 1 // integer values 
0039:   2@ == 0 // integer values 
004D: jump_if_false @INTMAN_3134 
0050: gosub @INTMAN_3136 
0006: 2@ = 1 // integer values 

:INTMAN_3134
0051: return 

:INTMAN_3136
04EF: release_animation "BAR" 
04EF: release_animation "CASINO" 
04EF: release_animation "DANCING" 
04EF: release_animation "OTB" 
04EF: release_animation "INT_SHOP" 
04EF: release_animation "STRIP" 
04EF: release_animation "FOOD" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "INT_OFFICE" 
04EF: release_animation "GANGS" 
0249: release_model #CIGAR 
0249: release_model #VMAFF1 
0249: release_model #VMAFF3 
0249: release_model #VMAFF2 
0249: release_model #VWFYWAI 
0249: release_model #VWFYWA2 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #VWFYCRP 
0249: release_model #VBFYCRP 
0249: release_model #WMYPIZZ 
0249: release_model #PIZZAHIGH 
0249: release_model #CJ_PIZZA_1 
0249: release_model #CJ_PIZZA_2 
0249: release_model #WMYBELL 
0249: release_model #BURGERHIGH 
0249: release_model #CJ_BURG_1 
0249: release_model #CJ_BURG_2 
0249: release_model #WFYBURG 
0249: release_model #WMYCLOT 
090F: end_external_script 63 (WARDROBE) 
090F: end_external_script 64 (CLOTHES) 
090F: end_external_script 65 (JUNKFUD) 
090F: end_external_script 62 (BARBER) 
090F: end_external_script 61 (TATTOO) 
090F: end_external_script 60 (AMMU) 
090F: end_external_script 27 (CASINO_AMBIENCE) 
090F: end_external_script 28 (BAR_AMBIENCE) 
090F: end_external_script 30 (OTB_AMBIENCE) 
090F: end_external_script 31 (STRIP_AMBIENCE) 
090F: end_external_script 29 (FOODBRAINS) 
090F: end_external_script 34 (ZERO_AMBIENCE) 
090F: end_external_script 35 (DANCE) 
090F: end_external_script 36 (SHOPKEEPER) 
090F: end_external_script 37 (CUSTOMER_PANIC) 
090F: end_external_script 38 (BAR_STAFF) 
090F: end_external_script 39 (BOUNCER) 
090F: end_external_script 40 (OTB_STAFF) 
065C: unknown_create_def_entity $1256 // unknown_destroy 
065C: unknown_create_def_entity $1257 // unknown_destroy 
0004: $1256 = -1 // integer values 
0004: $1257 = -1 // integer values 
0051: return 

:NONAME_10
004E: end_thread 

:A_CONT
03A4: name_thread 'A_CONT' 
0004: $1283[0] = 1 // integer values 
0004: $1283[1] = 2 // integer values 
0004: $1285[0] = -3 // integer values 
0004: $1285[1] = -3 // integer values 
0004: $1264[0] = 0 // integer values 
0004: $1264[1] = 0 // integer values 
0004: $1262[0] = 0 // integer values 
0004: $1262[0] = 0 // integer values 
0004: $1287 = 0 // integer values 
0004: $1288 = 1 // integer values 
0084: $1266[0] = $PLAYER_ACTOR // integer values and handles 
0084: $1266[1] = $PLAYER_ACTOR // integer values and handles 

:A_CONT_97
0001: wait 0 ms 
0006: 0@ = 0 // integer values 
0006: 1@ = 1 // integer values 
00D6: if or
0028:   $1285[0] >= -2 // integer values 
0028:   $1285[1] >= -2 // integer values 
004D: jump_if_false @A_CONT_1046 

:A_CONT_140
00D6: if 
001B:   2 > 0@ // integer values 
004D: jump_if_false @A_CONT_1039 
0871: init_jump_table $1285(0@,2i) total_jumps 5 0 @A_CONT_1018 jumps -2 @A_CONT_893 -1 @A_CONT_225 0 @A_CONT_254 1 @A_CONT_621 2 @A_CONT_775 -1 @A_CONT_1018 -1 @A_CONT_1018 

:A_CONT_225
0004: $1264(0@,2i) = 0 // integer values 
0004: $1285(0@,2i) = -3 // integer values 
0002: jump @A_CONT_1018 

:A_CONT_254
00D6: if 
83D0:   not wav $1283(0@,2i) loaded 
004D: jump_if_false @A_CONT_281 
0002: jump @A_CONT_1018 

:A_CONT_281
00D6: if 
07D6:   0@ $1288 
004D: jump_if_false @A_CONT_486 
00D6: if 
001C:   $1264(0@,2i) > $1264(1@,2i) // integer values 
004D: jump_if_false @A_CONT_468 
008A: $1287 = 0@ // integer values and handles 
008A: $1288 = 1@ // integer values and handles 
040D: unload_wav $1283($1288,2i) 
03D5: remove_text $1277($1288,2s) 
00D6: if 
8038:   not  $1262($1288,2i) == 0 // integer values 
004D: jump_if_false @A_CONT_450 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_CONT_450 
0968: actor $1266($1288,2i) stop_mouth 
00D6: if 
803A:   not  $1266($1288,2i) == $1266($1287,2i) // integer values and handles 
004D: jump_if_false @A_CONT_450 
0A09: (unknown) $1266($1288,2i) 0 

:A_CONT_450
0004: $1285($1288,2i) = -1 // integer values 
0002: jump @A_CONT_486 

:A_CONT_468
0004: $1285(0@,2i) = 1 // integer values 
0002: jump @A_CONT_1018 

:A_CONT_486
00D6: if 
8038:   not  $1262(0@,2i) == 0 // integer values 
004D: jump_if_false @A_CONT_580 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_580 
0967: actor $1266(0@,2i) move_mouth 999999 
00D6: if 
0038:   $1262(0@,2i) == 1 // integer values 
004D: jump_if_false @A_CONT_580 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_580
03D1: play_wav $1283(0@,2i) 
00BC: text_highpriority $1277(0@,2s) 10000 ms 1 
0004: $1285(0@,2i) = 2 // integer values 
0002: jump @A_CONT_1018 

:A_CONT_621
00D6: if 
003C:   $1287 == 0@ // integer values 
004D: jump_if_false @A_CONT_768 
00D6: if 
8038:   not  $1262(0@,2i) == 0 // integer values 
004D: jump_if_false @A_CONT_734 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_734 
0967: actor $1266(0@,2i) move_mouth 999999 
00D6: if 
0038:   $1262(0@,2i) == 1 // integer values 
004D: jump_if_false @A_CONT_734 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_734
03D1: play_wav $1283(0@,2i) 
00BC: text_highpriority $1277(0@,2s) 10000 ms 1 
0004: $1285(0@,2i) = 2 // integer values 

:A_CONT_768
0002: jump @A_CONT_1018 

:A_CONT_775
00D6: if 
03D2:   wav $1283(0@,2i) ended 
004D: jump_if_false @A_CONT_837 
00D6: if 
003C:   $1287 == 0@ // integer values 
004D: jump_if_false @A_CONT_830 
008A: $1288 = 0@ // integer values and handles 
008A: $1287 = 1@ // integer values and handles 

:A_CONT_830
0002: jump @A_CONT_893 

:A_CONT_837
00D6: if 
8038:   not  $1262(0@,2i) == 0 // integer values 
004D: jump_if_false @A_CONT_886 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_886 
0002: jump @A_CONT_1018 

:A_CONT_886
0002: jump @A_CONT_1018 

:A_CONT_893
040D: unload_wav $1283(0@,2i) 
03D5: remove_text $1277(0@,2s) 
00D6: if 
8038:   not  $1262(0@,2i) == 0 // integer values 
004D: jump_if_false @A_CONT_1000 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_1000 
0968: actor $1266(0@,2i) stop_mouth 
00D6: if 
803A:   not  $1266(0@,2i) == $1266(1@,2i) // integer values and handles 
004D: jump_if_false @A_CONT_1000 
0A09: (unknown) $1266(0@,2i) 0 

:A_CONT_1000
0004: $1285(0@,2i) = -1 // integer values 
0002: jump @A_CONT_1018 

:A_CONT_1018
000A: 0@ += 1 // integer values 
000E: 1@ -= 1 // integer values 
0002: jump @A_CONT_140 

:A_CONT_1039
0002: jump @A_CONT_1060 

:A_CONT_1046
0004: $1285[0] = -4 // integer values 
0004: $1285[1] = -4 // integer values 

:A_CONT_1060
0002: jump @A_CONT_97 

:A_ALAP
03A4: name_thread 'A_ALAP' 
00D6: if 
002F:   1@ >= $1264($1288,2i) // integer values 
004D: jump_if_false @A_ALAP_317 
0084: $1274($1288,2i) = $1276 // integer values and handles 
05A9: $1277($1288,2s) = s$1281 // 8-byte strings 
040D: unload_wav $1283($1288,2i) 
03CF: load_wav $1274($1288,2i) as $1283($1288,2i) 
00D6: if 
8038:   not  $1262($1288,2i) == 0 // integer values 
004D: jump_if_false @A_ALAP_159 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_ALAP_159 
00D6: if 
803C:   not  $1266($1288,2i) == 2@ // integer values 
004D: jump_if_false @A_ALAP_159 
0A09: (unknown) $1266($1288,2i) 0 

:A_ALAP_159
0004: $1285($1288,2i) = 0 // integer values 
008A: $1262($1288,2i) = 0@ // integer values and handles 
00D6: if 
8038:   not  $1262($1288,2i) == 0 // integer values 
004D: jump_if_false @A_ALAP_293 
00D6: if 
0038:   $1262($1288,2i) == 0 // integer values 
004D: jump_if_false @A_ALAP_250 
009A: 2@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 

:A_ALAP_250
008A: $1266($1288,2i) = 2@ // integer values and handles 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_ALAP_293 
0A09: (unknown) $1266($1288,2i) 1 

:A_ALAP_293
008A: $1262($1288,2i) = 0@ // integer values and handles 
008A: $1264($1288,2i) = 1@ // integer values and handles 

:A_ALAP_317
004E: end_thread 

:A_TERM
03A4: name_thread 'A_TERM' 
0459: end_thread_named 'A_CONT' 
0459: end_thread_named 'A_ALAP' 
004E: end_thread 

:HJ
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'HJ' 

:HJ_15
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HJ_42 
0002: jump @HJ_15 

:HJ_42
00D6: if 
0445:   improved_handling_cheat_used 
004D: jump_if_false @HJ_62 
0002: jump @HJ_15 

:HJ_62
00D6: if 
09AE:   actor $PLAYER_ACTOR driving_train 
004D: jump_if_false @HJ_85 
0002: jump @HJ_15 

:HJ_85
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HJ_108 
0002: jump @HJ_15 

:HJ_108
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @HJ_131 
0002: jump @HJ_15 

:HJ_131
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #VORTEX 
004D: jump_if_false @HJ_157 
0002: jump @HJ_15 

:HJ_157
00D6: if 
89E7:   not player $PLAYER_CHAR not_frozen 
004D: jump_if_false @HJ_180 
0002: jump @HJ_15 

:HJ_180
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HJ_1668 
03C0: $1290 = actor $PLAYER_ACTOR car 
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $1319 $1323 wheelie: $1326 $1330 stoppie: $1333 $1337 
00D6: if 
0020:   $1323 > 0.0 // floating-point values 
004D: jump_if_false @HJ_426 
0014: $1319 /= 1000 // integer values 
008C: $1320 = float_to_integer $1323 
008D: $1324 = integer_to_float $1320 
0086: $1341 = $1323 // floating-point values only 
0061: $1341 -= $1324 // floating-point values 
0011: $1341 *= 100.0 // floating-point values 
008C: $1321 = float_to_integer $1341 
0084: $1289 = $1319 // integer values and handles 
0058: $1289 += $1320 // integer values 
0014: $1289 /= 2 // integer values 
0109: player $PLAYER_CHAR money += $1289 
00D6: if 
0424:   metric 
004D: jump_if_false @HJ_385 
0302: text_4numbers 'WHEEL01' $1289 $1320 $1321 $1319 3000 ms 1  // KT KERK DUPLA BNUSZ: $ ~1~ Tvolsg: ~1~.~1~m Id: ~1~ msodperc
0002: jump @HJ_426 

:HJ_385
0425: $1325 meters = $1323 feet 
008C: $1322 = float_to_integer $1325 
02FF: text_3numbers 'WHEEL02' $1289 $1322 $1319 time 3000 ms 1  // KTKEREKES DUPLA BNUSZ: $ ~1~ Tvolsg: ~1~ lb Id: ~1~ msodperc

:HJ_426
00D6: if 
0020:   $1330 > 0.0 // floating-point values 
004D: jump_if_false @HJ_631 
0014: $1326 /= 1000 // integer values 
008C: $1327 = float_to_integer $1330 
008D: $1331 = integer_to_float $1327 
0086: $1341 = $1330 // floating-point values only 
0061: $1341 -= $1331 // floating-point values 
0011: $1341 *= 100.0 // floating-point values 
008C: $1328 = float_to_integer $1341 
0084: $1289 = $1327 // integer values and handles 
0010: $1289 *= 2 // integer values 
0014: $1289 /= 5 // integer values 
0014: $1289 /= 2 // integer values 
0109: player $PLAYER_CHAR money += $1289 
00D6: if 
0424:   metric 
004D: jump_if_false @HJ_590 
0302: text_4numbers 'WHEEL06' $1289 $1327 $1328 $1326 3000 ms 1  // EGYKEREKES BNUSZ: $ ~1~ Tvolsg: ~1~.~1~m Id: ~1~ msodperc
0002: jump @HJ_631 

:HJ_590
0425: $1332 meters = $1330 feet 
008C: $1329 = float_to_integer $1332 
02FF: text_3numbers 'WHEEL07' $1289 $1329 $1326 time 3000 ms 1  // EGYKEREKEZSI BNUSZ: $ ~1~ Tvolsg: ~1~ lb Id: ~1~ msodperc

:HJ_631
00D6: if 
0020:   $1337 > 0.0 // floating-point values 
004D: jump_if_false @HJ_822 
0014: $1333 /= 1000 // integer values 
008C: $1334 = float_to_integer $1337 
008D: $1338 = integer_to_float $1334 
0086: $1341 = $1337 // floating-point values only 
0061: $1341 -= $1338 // floating-point values 
0011: $1341 *= 100.0 // floating-point values 
008C: $1335 = float_to_integer $1341 
0084: $1289 = $1334 // integer values and handles 
0014: $1289 /= 2 // integer values 
0109: player $PLAYER_CHAR money += $1289 
00D6: if 
0424:   metric 
004D: jump_if_false @HJ_781 
0302: text_4numbers 'WHEEL11' $1289 $1334 $1335 $1333 3000 ms 1  // MEGLLSI BNUSZ: $ ~1~ Tvolsg: ~1~.~1~m Id: ~1~ msodperc
0002: jump @HJ_822 

:HJ_781
0425: $1339 meters = $1337 feet 
008C: $1336 = float_to_integer $1339 
02FF: text_3numbers 'WHEEL12' $1289 $1336 $1333 time 3000 ms 1  // FKEZS BNUSZ: $ ~1~ Tvolsg: ~1~ lb Id: ~1~ msodperc

:HJ_822
00D6: if 
01F3:   car $1290 airborne 
004D: jump_if_false @HJ_1654 
0004: $1300 = 0 // integer values 
0005: $1314 = 0.0 // floating-point values 
0004: $1293 = 0 // integer values 
0004: $1296 = 0 // integer values 
0004: $1295 = 0 // integer values 
0004: $1294 = 0 // integer values 
0004: $1291 = 0 // integer values 
0004: $1292 = 0 // integer values 
0005: $1304 = -100.0 // floating-point values 
0005: $1305 = 0.0 // floating-point values 
0005: $1306 = 0.0 // floating-point values 
0005: $1307 = 0.0 // floating-point values 
0005: $1308 = 0.0 // floating-point values 
0005: $1309 = 0.0 // floating-point values 
0005: $1310 = 0.0 // floating-point values 
0005: $1311 = 0.0 // floating-point values 
0005: $1312 = 0.0 // floating-point values 
0005: $1313 = 0.0 // floating-point values 
0004: $1299 = 0 // integer values 
0004: $1298 = 0 // integer values 
0004: $1297 = 0 // integer values 
0005: $1341 = 0.0 // floating-point values 
0005: $1316 = 0.0 // floating-point values 
0005: $1318 = 0.0 // floating-point values 
0005: $1317 = 0.0 // floating-point values 
0005: $1315 = 0.0 // floating-point values 
0004: $1301 = 0 // integer values 
0004: $1340 = 0 // integer values 

:HJ_1082
00D6: if or
01F3:   car $1290 airborne 
001A:   10 > $1301 // integer values 
004D: jump_if_false @HJ_1647 
0008: $1301 += 1 // integer values 
00AA: store_car $1290 position_to $1305 $1306 $1307 
0086: $1315 = $1314 // floating-point values only 
00D6: if 
0038:   $1291 == 0 // integer values 
004D: jump_if_false @HJ_1191 
0174: $1315 = car $1290 z_angle 
0086: $1308 = $1305 // floating-point values only 
0086: $1309 = $1306 // floating-point values only 
0086: $1310 = $1307 // floating-point values only 
0004: $1291 = 1 // integer values 

:HJ_1191
0001: wait 0 ms 
00D6: if 
0119:   car $1290 wrecked 
004D: jump_if_false @HJ_1218 
0002: jump @HJ_15 

:HJ_1218
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HJ_1241 
0002: jump @HJ_15 

:HJ_1241
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @HJ_1264 
0002: jump @HJ_15 

:HJ_1264
00D6: if and
820D:   not car $1290 flipped 
0038:   $1295 == 0 // integer values 
004D: jump_if_false @HJ_1294 
0004: $1295 = 1 // integer values 

:HJ_1294
00D6: if and
020D:   car $1290 flipped 
0038:   $1295 == 1 // integer values 
004D: jump_if_false @HJ_1331 
0008: $1296 += 1 // integer values 
0004: $1295 = 0 // integer values 

:HJ_1331
0174: $1314 = car $1290 z_angle 
0086: $1316 = $1314 // floating-point values only 
0061: $1316 -= $1315 // floating-point values 
00D6: if 
0020:   $1316 > 180.0 // floating-point values 
004D: jump_if_false @HJ_1409 
0086: $1317 = $1316 // floating-point values only 
0005: $1316 = 360.0 // floating-point values 
0061: $1316 -= $1317 // floating-point values 
0002: jump @HJ_1456 

:HJ_1409
00D6: if 
0022:   -180.0 > $1316 // floating-point values 
004D: jump_if_false @HJ_1456 
0086: $1317 = $1316 // floating-point values only 
0005: $1316 = 360.0 // floating-point values 
0059: $1316 += $1317 // floating-point values 

:HJ_1456
00D6: if 
0022:   0.0 > $1316 // floating-point values 
004D: jump_if_false @HJ_1503 
0086: $1317 = $1316 // floating-point values only 
0005: $1316 = 0.0 // floating-point values 
0061: $1316 -= $1317 // floating-point values 

:HJ_1503
0059: $1318 += $1316 // floating-point values 
008C: $1300 = float_to_integer $1318 
00D6: if 
0024:   $1307 > $1304 // floating-point values only 
004D: jump_if_false @HJ_1546 
0086: $1304 = $1307 // floating-point values only 

:HJ_1546
0005: $1307 = 0.0 // floating-point values 
00D6: if 
0038:   $1340 == 0 // integer values 
004D: jump_if_false @HJ_1640 
00AA: store_car $1290 position_to $1311 $1312 $1341 
0509: $1341 = distance between point $1308 $1309 and point $1311 $1312 
00D6: if 
0020:   $1341 > 20.0 // floating-point values 
004D: jump_if_false @HJ_1640 
09AB: (unknown) $1290 37 
0004: $1340 = 1 // integer values 

:HJ_1640
0002: jump @HJ_1082 

:HJ_1647
0002: jump @HJ_1661 

:HJ_1654
0002: jump @HJ_15 

:HJ_1661
0002: jump @HJ_1675 

:HJ_1668
0002: jump @HJ_15 

:HJ_1675
00D6: if 
0038:   $1291 == 1 // integer values 
004D: jump_if_false @HJ_1864 
00AA: store_car $1290 position_to $1311 $1312 $1341 
0509: $1313 = distance between point $1308 $1309 and point $1311 $1312 
0628: add $1313 to_stat 139 
008C: $1299 = float_to_integer $1313 
0061: $1304 -= $1310 // floating-point values 
0628: add $1304 to_stat 140 
008C: $1292 = float_to_integer $1304 
008D: $1341 = integer_to_float $1299 
0061: $1313 -= $1341 // floating-point values 
0086: $1341 = $1313 // floating-point values only 
0011: $1341 *= 100.0 // floating-point values 
008C: $1298 = float_to_integer $1341 
008D: $1341 = integer_to_float $1292 
0061: $1304 -= $1341 // floating-point values 
0086: $1341 = $1304 // floating-point values only 
0011: $1341 *= 100.0 // floating-point values 
008C: $1297 = float_to_integer $1341 
0627: change_stat 141 to $1296 
0627: change_stat 142 to $1300 

:HJ_1864
00D6: if 
0020:   $1304 > 4.0 // floating-point values 
004D: jump_if_false @HJ_1892 
0008: $1294 += 1 // integer values 

:HJ_1892
00D6: if 
0018:   $1299 > 40 // integer values 
004D: jump_if_false @HJ_1917 
0008: $1294 += 1 // integer values 

:HJ_1917
00D6: if 
0018:   $1296 > 1 // integer values 
004D: jump_if_false @HJ_1942 
0008: $1294 += 1 // integer values 

:HJ_1942
00D6: if 
0018:   $1300 > 360 // integer values 
004D: jump_if_false @HJ_1968 
0008: $1294 += 1 // integer values 

:HJ_1968
00D6: if 
0018:   $1294 > 0 // integer values 
004D: jump_if_false @HJ_2385 
0084: $1302 = $1296 // integer values and handles 
0010: $1302 *= 180 // integer values 
0058: $1302 += $1300 // integer values 
0084: $1303 = $1299 // integer values and handles 
0010: $1303 *= 6 // integer values 
0058: $1302 += $1303 // integer values 
0084: $1303 = $1292 // integer values and handles 
0010: $1303 *= 45 // integer values 
0058: $1302 += $1303 // integer values 
00D6: if 
0038:   $1293 == 1 // integer values 
004D: jump_if_false @HJ_2081 
0010: $1302 *= 2 // integer values 

:HJ_2081
0068: $1302 *= $1294 // integer values 
0014: $1302 /= 3 // integer values 
0014: $1302 /= 5 // integer values 
0109: player $PLAYER_CHAR money += $1302 
00D6: if 
0038:   $1294 == 1 // integer values 
004D: jump_if_false @HJ_2155 
01E4: text_1number_lowpriority 'HJ_IS' $1302 2000 ms 1  // A MUTATVNY JUTALMA: $~1~
0627: change_stat 143 to 1 

:HJ_2155
00D6: if 
0038:   $1294 == 2 // integer values 
004D: jump_if_false @HJ_2199 
01E4: text_1number_lowpriority 'HJ_DIS' $1302 2000 ms 1  // RLT MUTATVNY BNUSZ: $~1~
0627: change_stat 143 to 3 

:HJ_2199
00D6: if 
0038:   $1294 == 3 // integer values 
004D: jump_if_false @HJ_2243 
01E4: text_1number_lowpriority 'HJ_TIS' $1302 2000 ms 1  // HROMSZOROS RLT MUTATVNY BNUSZ: $~1~
0627: change_stat 143 to 5 

:HJ_2243
00D6: if 
0038:   $1294 == 4 // integer values 
004D: jump_if_false @HJ_2287 
01E4: text_1number_lowpriority 'HJ_QIS' $1302 2000 ms 1  // NGYSZERES RLT MUTATVNY BNUSZ: $~1~
0627: change_stat 143 to 7 

:HJ_2287
00D6: if 
0424:   metric 
004D: jump_if_false @HJ_2341 
0308: text_6numbers 'HJSTAT' $1299 $1298 $1292 $1297 $1296 $1300 5000 ms 5  // Tvolsg: ~1~.~1~m Magassg: ~1~.~1~m Forgsok: ~1~ Forgats: ~1~|
0002: jump @HJ_2385 

:HJ_2341
042D: $1299 = metric_to_imperial $1299 
042D: $1292 = metric_to_imperial $1292 
0302: text_4numbers 'HJSTATF' $1299 $1292 $1296 $1300 5000 ms 5  // Tvolsg: ~1~ft Magassg: ~1~ft Forgsok: ~1~ Forgats: ~1~|

:HJ_2385
0002: jump @HJ_15 
004E: end_thread 

:CELLFON
03A4: name_thread 'CELLFON' 
0004: $1418 = 0 // integer values 
0004: $1411 = 0 // integer values 
0004: $1416 = 0 // integer values 
0004: $1413 = 0 // integer values 
0004: $1414 = 0 // integer values 
0004: $1420 = 20000 // integer values 
0111: set_wasted_busted_check_to 0 
004E: end_thread 

:CELLFON_60
00D6: if 
001A:   70 > $CELLPHONE_CALL_ID // integer values 
004D: jump_if_false @CELLFON_1205 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 16 0 @CELLFON_1198 jumps 54 @CELLFON_206 55 @CELLFON_268 56 @CELLFON_330 57 @CELLFON_392 58 @CELLFON_454 59 @CELLFON_516 60 @CELLFON_578 
0872: jump_table_jumps 61 @CELLFON_640 62 @CELLFON_702 63 @CELLFON_764 64 @CELLFON_826 65 @CELLFON_888 66 @CELLFON_950 67 @CELLFON_1012 68 @CELLFON_1074 69 @CELLFON_1136 

:CELLFON_206
05A9: s$1445[0] = 'SHRK_1A' // 8-byte strings  // ~z~H, Mr. Johnson. Csak finoman jelzem, hogy tartozik nekem egy kis pnzzel.
05A9: s$1445[1] = 'SHRK_1B' // 8-byte strings  // ~z~Ne legyl bunk.
04AE: unknown $1424[0] radar_icon_or_model 34814 
04AE: unknown $1424[1] radar_icon_or_model 34815 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_268
05A9: s$1445[0] = 'SHRK_2A' // 8-byte strings  // ~z~Hell, Carl Johnson.
05A9: s$1445[1] = 'SHRK_2B' // 8-byte strings  // ~z~Tartozol nekem, szvesen megfontolom majd, ha visszaadtad a pnzem, megrtetted?
04AE: unknown $1424[0] radar_icon_or_model 34816 
04AE: unknown $1424[1] radar_icon_or_model 34817 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_330
05A9: s$1445[0] = 'SHRK_3A' // 8-byte strings  // ~z~Mr. Carl Johnson. A nyilvntarts szerint, tartozik egy kis pnzzel.
05A9: s$1445[1] = 'SHRK_3B' // 8-byte strings  // ~z~Bizonyra elfelejthetted, gondolom akkor rd fr egy kis emlkeztet.
04AE: unknown $1424[0] radar_icon_or_model 34818 
04AE: unknown $1424[1] radar_icon_or_model 34819 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_392
05A9: s$1445[0] = 'SHRK_4A' // 8-byte strings  // ~z~Mr. Johnson! Mr rgta nem lttam, tartozik nekem egy kis pnzzel!
05A9: s$1445[1] = 'SHRK_4B' // 8-byte strings  // ~z~Fontold meg a helyzetedet s azt a bartaid, csaldod miatt!
04AE: unknown $1424[0] radar_icon_or_model 34820 
04AE: unknown $1424[1] radar_icon_or_model 34821 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_454
05A9: s$1445[0] = 'SHRK_5A' // 8-byte strings  // ~z~Carl! RemIem nem kltesz el tl sok pnzt. Klnsen, hogy mr rgta tartozol nekem.
05A9: s$1445[1] = 'SHRK_5B' // 8-byte strings  // ~z~Ne akarj az ellensgem lenni, Carl.
04AE: unknown $1424[0] radar_icon_or_model 34822 
04AE: unknown $1424[1] radar_icon_or_model 34823 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_516
05A9: s$1445[0] = 'SHRK_6A' // 8-byte strings  // ~z~Carl Johnson. Hallom van egy hgod.
05A9: s$1445[1] = 'SHRK_6B' // 8-byte strings  // ~z~Ugye nem akarod, hogy elmondjam neki, hogy mirt tartozol nekem ennyi pnzzel?
04AE: unknown $1424[0] radar_icon_or_model 34824 
04AE: unknown $1424[1] radar_icon_or_model 34825 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_578
05A9: s$1445[0] = 'SHRK_7A' // 8-byte strings  // ~z~n trelmes ember vagyok, Mr. Johnson, de zletember is, felfogta?
05A9: s$1445[1] = 'SHRK_7B' // 8-byte strings  // ~z~Tartozol nekem, Carl, ne feledd!
04AE: unknown $1424[0] radar_icon_or_model 34826 
04AE: unknown $1424[1] radar_icon_or_model 34827 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_640
05A9: s$1445[0] = 'SHRK_8A' // 8-byte strings  // ~z~Mr. Johnson, maga tartozik nekem.
05A9: s$1445[1] = 'SHRK_8B' // 8-byte strings  // ~z~Egy zleti kapcsolat a bizalmon s a klcsns tiszteleten alapszik. Gondold csak meg.
04AE: unknown $1424[0] radar_icon_or_model 34828 
04AE: unknown $1424[1] radar_icon_or_model 34829 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_702
05A9: s$1445[0] = 'SHRK_9A' // 8-byte strings  // ~z~Mr. Johnson, hallottam, hogy a krnyken van!
05A9: s$1445[1] = 'SHRK_9B' // 8-byte strings  // ~z~Nhny trsam hamarosan megltogatja nt, hogy beszljenek a tartozsrl.
04AE: unknown $1424[0] radar_icon_or_model 34830 
04AE: unknown $1424[1] radar_icon_or_model 34831 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_764
05A9: s$1445[0] = 'SHRK10A' // 8-byte strings  // ~z~Carl Johnson. Teht igaz volt a hr, visszatrtl.
05A9: s$1445[1] = 'SHRK10B' // 8-byte strings  // ~z~Hallgatnod kellenene rm, s kifizetni az adssgod.
04AE: unknown $1424[0] radar_icon_or_model 34800 
04AE: unknown $1424[1] radar_icon_or_model 34801 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_826
05A9: s$1445[0] = 'SHRK11A' // 8-byte strings  // ~z~Egy becsletes ember kifizeti a tartozsait, Mr. Johnson.
05A9: s$1445[1] = 'SHRK11B' // 8-byte strings  // ~z~Nem hagytl nekem ms lehetsget, ugyanolyan tiszteletlenl bnok majd veled, mint ahogy te is bntl velem.
04AE: unknown $1424[0] radar_icon_or_model 34802 
04AE: unknown $1424[1] radar_icon_or_model 34803 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_888
05A9: s$1445[0] = 'SHRK12A' // 8-byte strings  // ~z~Nem vagyok jtknyosgi szervezet, Mr. Johnson, zletember vagyok.
05A9: s$1445[1] = 'SHRK12B' // 8-byte strings  // ~z~Fizessen, ha van r lehetsge.
04AE: unknown $1424[0] radar_icon_or_model 34804 
04AE: unknown $1424[1] radar_icon_or_model 34805 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_950
05A9: s$1445[0] = 'SHRK13A' // 8-byte strings  // ~z~Mr. Johnson, a kibaszott pnzem akarom!
05A9: s$1445[1] = 'SHRK13B' // 8-byte strings  // ~z~Kldk oda valakit, egy kis udvariassgi ltogatsra.
04AE: unknown $1424[0] radar_icon_or_model 34806 
04AE: unknown $1424[1] radar_icon_or_model 34807 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_1012
05A9: s$1445[0] = 'SHRK14A' // 8-byte strings  // ~z~gy ltom, nem rti, Mr. Johnson: A PNZEMET AKAROM!
05A9: s$1445[1] = 'SHRK14B' // 8-byte strings  // ~z~Ezt beszld meg a, , beszedsi osztlyommal.
04AE: unknown $1424[0] radar_icon_or_model 34808 
04AE: unknown $1424[1] radar_icon_or_model 34809 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_1074
05A9: s$1445[0] = 'SHRK15A' // 8-byte strings  // ~z~A vidm idk mr elmltak, Mr. Johnson.
05A9: s$1445[1] = 'SHRK15B' // 8-byte strings  // ~z~Nem adtl nekem ms eslyt, adok egy kis sztnzst a tartozsod megadsra.
04AE: unknown $1424[0] radar_icon_or_model 34810 
04AE: unknown $1424[1] radar_icon_or_model 34811 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_1136
05A9: s$1445[0] = 'SHRK16A' // 8-byte strings  // ~z~Volt lehetsge fizetni, Mr. Johnson.
05A9: s$1445[1] = 'SHRK16B' // 8-byte strings  // ~z~Nem hagytl nekem ms vlasztst - A PNZEMET AKAROM!
04AE: unknown $1424[0] radar_icon_or_model 34812 
04AE: unknown $1424[1] radar_icon_or_model 34813 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_1198 

:CELLFON_1198
0002: jump @CELLFON_5984 

:CELLFON_1205
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 54 0 @CELLFON_5984 jumps 70 @CELLFON_1664 71 @CELLFON_1722 72 @CELLFON_1780 73 @CELLFON_1838 74 @CELLFON_1896 75 @CELLFON_1954 76 @CELLFON_2012 
0872: jump_table_jumps 77 @CELLFON_2070 80 @CELLFON_2384 81 @CELLFON_2442 82 @CELLFON_2500 83 @CELLFON_2558 84 @CELLFON_2616 85 @CELLFON_2674 86 @CELLFON_2732 87 @CELLFON_2790 
0872: jump_table_jumps 90 @CELLFON_3060 91 @CELLFON_3118 92 @CELLFON_3176 93 @CELLFON_3234 94 @CELLFON_3292 95 @CELLFON_3350 96 @CELLFON_3408 97 @CELLFON_3466 100 @CELLFON_3758 
0872: jump_table_jumps 101 @CELLFON_3816 102 @CELLFON_3874 103 @CELLFON_3932 104 @CELLFON_3990 105 @CELLFON_4048 106 @CELLFON_4106 107 @CELLFON_4164 110 @CELLFON_4610 111 @CELLFON_4668 
0872: jump_table_jumps 112 @CELLFON_4726 113 @CELLFON_4784 114 @CELLFON_4842 115 @CELLFON_4900 116 @CELLFON_4958 117 @CELLFON_5016 120 @CELLFON_5286 121 @CELLFON_5344 122 @CELLFON_5402 
0872: jump_table_jumps 123 @CELLFON_5460 124 @CELLFON_5518 125 @CELLFON_5576 126 @CELLFON_5634 127 @CELLFON_5692 130 @CELLFON_2128 131 @CELLFON_2848 132 @CELLFON_3524 133 @CELLFON_4222 
0872: jump_table_jumps 134 @CELLFON_5074 135 @CELLFON_5750 -1 @CELLFON_5984 -1 @CELLFON_5984 -1 @CELLFON_5984 -1 @CELLFON_5984 -1 @CELLFON_5984 -1 @CELLFON_5984 -1 @CELLFON_5984 

:CELLFON_1664
05A9: s$1445[0] = 'MDEN_2A' // 8-byte strings  // ~z~H, Carl, n vagyok az, Denise. Na mi van? Elmegynk valahov vagy sem?
05A9: s$1445[1] = 'MDEN_2D' // 8-byte strings  // ~z~Persze, des. Megyek s felveszlek!
04AE: unknown $1424[0] radar_icon_or_model 25411 
04AE: unknown $1424[1] radar_icon_or_model 25412 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_1722
05A9: s$1445[0] = 'MDEN_3A' // 8-byte strings  // ~z~Mizu, Carl? Denise vagyok, mit szlnl, ha csinlnnk valami szarsgot?
05A9: s$1445[1] = 'MDEN_3B' // 8-byte strings  // ~z~Hallak m, bbi! Ksbb benzek.
04AE: unknown $1424[0] radar_icon_or_model 25413 
04AE: unknown $1424[1] radar_icon_or_model 25414 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_1780
05A9: s$1445[0] = 'MDEN_4A' // 8-byte strings  // ~z~Szia, Denise vagyok. Odafigyelhetnl rm egy kicsit - nehogy a vgn odamenjek s egy kalapot dugjak a seggedbe!
05A9: s$1445[1] = 'MDEN_4D' // 8-byte strings  // ~z~Sajnlom, hogy elhanyagoltam a csajomat! Kszldj, nemsokra beugrom rted.
04AE: unknown $1424[0] radar_icon_or_model 25415 
04AE: unknown $1424[1] radar_icon_or_model 25416 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_1838
05A9: s$1445[0] = 'MDEN_5A' // 8-byte strings  // ~z~Carl, itt Denise. Hol voltl, kedvesem, olyan magnyos vagyok!
05A9: s$1445[1] = 'MDEN_5B' // 8-byte strings  // ~z~, Denise, bbi, nem mindennapi lvezetben lesz rszed. Ksbb beugrok rted.
04AE: unknown $1424[0] radar_icon_or_model 25417 
04AE: unknown $1424[1] radar_icon_or_model 25418 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_1896
05A9: s$1445[0] = 'MDEN_6A' // 8-byte strings  // ~z~Szia, Denise vagyok. Nem jssz t s rezteted velem, hogy klnleges vagyok?
05A9: s$1445[1] = 'MDEN_6D' // 8-byte strings  // ~z~H, bbi, elfoglalt voltam, de, , nemsokra arra megyek s megprblom helyrehozni a kapcsolatunkat, oks?
04AE: unknown $1424[0] radar_icon_or_model 25419 
04AE: unknown $1424[1] radar_icon_or_model 25420 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_1954
05A9: s$1445[0] = 'MDEN_7D' // 8-byte strings  // ~z~CJ, n vagyok az, Denise! Kezdek nagyon magnyos lenni nlkled. Taln randiznom kellene az egyik bartoddal.
05A9: s$1445[1] = 'MDEN_4D' // 8-byte strings  // ~z~Sajnlom, hogy elhanyagoltam a csajomat! Kszldj, nemsokra beugrom rted.
04AE: unknown $1424[0] radar_icon_or_model 25421 
04AE: unknown $1424[1] radar_icon_or_model 25416 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2012
05A9: s$1445[0] = 'MDEN_8D' // 8-byte strings  // ~z~Krlek, CJ, ne kezelj gy, mint valami hasznavehetetlen szemetet! Hinyzol, desem!
05A9: s$1445[1] = 'MDEN_6D' // 8-byte strings  // ~z~H, bbi, elfoglalt voltam, de, , nemsokra arra megyek s megprblom helyrehozni a kapcsolatunkat, oks?
04AE: unknown $1424[0] radar_icon_or_model 25422 
04AE: unknown $1424[1] radar_icon_or_model 25420 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2070
05A9: s$1445[0] = 'MDEN_9D' // 8-byte strings  // ~z~Gyernk, CJ, krlek! Ne kezelj gy, mint egy trgyat. Egy lny vagyok, nem egy hz. Gyernk.
05A9: s$1445[1] = 'MDEN_5B' // 8-byte strings  // ~z~, Denise, bbi, nem mindennapi lvezetben lesz rszed. Ksbb beugrok rted.
04AE: unknown $1424[0] radar_icon_or_model 25423 
04AE: unknown $1424[1] radar_icon_or_model 25418 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2128
05A9: s$1445[0] = 'MDEN_1A' // 8-byte strings  // ~z~H, csaj.
05A9: s$1445[1] = 'MDEN_1B' // 8-byte strings  // ~z~Ostoba seggfej!
05A9: s$1445[2] = 'MDEN_1C' // 8-byte strings  // ~z~Mi? Denise?
05A9: s$1445[3] = 'MDEN_1D' // 8-byte strings  // ~z~Meg ne prblj itt nekem puncsolni, te bds szips!
05A9: s$1445[4] = 'MDEN_1E' // 8-byte strings  // ~z~Mi? Mit akarsz, te csaj?
05A9: s$1445[5] = 'MDEN_1F' // 8-byte strings  // ~z~Halottam a szbeszdeket rlad, te Grove Streeti pancser, Big Smoke-rl s mindenkirl,
05A9: s$1445[6] = 'MDEN_1G' // 8-byte strings  // ~z~de azt hittem, hogy adhatok egy eslyt ennek a finak.
05A9: s$1445[7] = 'MDEN_1H' // 8-byte strings  // ~z~De az sszes bartomnak igaza volt.
05A9: s$1445[8] = 'MDEN_1J' // 8-byte strings  // ~z~Csak az ilyen pancser faszkalapok bnnak gy a lnyokkal!
05A9: s$1445[9] = 'MDEN_1K' // 8-byte strings  // ~z~Na vrj egy percet!
05A9: s$1445[10] = 'MDEN_1L' // 8-byte strings  // ~z~Nem lehet az, Carl. Vgeztnk, s ksz.
04AE: unknown $1424[0] radar_icon_or_model 25400 
04AE: unknown $1424[1] radar_icon_or_model 25401 
04AE: unknown $1424[2] radar_icon_or_model 25402 
04AE: unknown $1424[3] radar_icon_or_model 25403 
04AE: unknown $1424[4] radar_icon_or_model 25404 
04AE: unknown $1424[5] radar_icon_or_model 25405 
04AE: unknown $1424[6] radar_icon_or_model 25406 
04AE: unknown $1424[7] radar_icon_or_model 25407 
04AE: unknown $1424[8] radar_icon_or_model 25408 
04AE: unknown $1424[9] radar_icon_or_model 25409 
04AE: unknown $1424[10] radar_icon_or_model 25410 
0004: $1422 = 10 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2384
05A9: s$1445[0] = 'MMICH2A' // 8-byte strings  // ~z~Szia, Carl, itt Michelle. Nincs kedved tjnni egy kicsit s beszlni az rbcokrl?
05A9: s$1445[1] = 'MMICH2B' // 8-byte strings  // ~z~H, Michelle! Megyek s elverlek az j ostorommal
04AE: unknown $1424[0] radar_icon_or_model 27609 
04AE: unknown $1424[1] radar_icon_or_model 27610 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2442
05A9: s$1445[0] = 'MMICH3A' // 8-byte strings  // ~z~CJ, Michelle vagyok! Gondoltam kocsikzok egyet vagy valami, nincs kedved csatlakozni?
05A9: s$1445[1] = 'MMICH3D' // 8-byte strings  // ~z~Michelle! Bbi, a mai randinkat soha nem felejted el!
04AE: unknown $1424[0] radar_icon_or_model 27611 
04AE: unknown $1424[1] radar_icon_or_model 27612 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2500
05A9: s$1445[0] = 'MMICH4A' // 8-byte strings  // ~z~Szia, CJ, Michelle vagyok, mi folyik itt, ember? Nem akarsz beugrani?
05A9: s$1445[1] = 'MMICH4B' // 8-byte strings  // ~z~H, cuki pofa, kszldj, mert megyek rted!
04AE: unknown $1424[0] radar_icon_or_model 27613 
04AE: unknown $1424[1] radar_icon_or_model 27614 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2558
05A9: s$1445[0] = 'MMICH5A' // 8-byte strings  // ~z~n vagyok az, Michelle! Gyere ide s mutasd meg milyen az igazi frfi, ember!
05A9: s$1445[1] = 'MMICH5D' // 8-byte strings  // ~z~H, bbi, nagyon hinyzol. Nemsokra beugrok hozzd!
04AE: unknown $1424[0] radar_icon_or_model 27615 
04AE: unknown $1424[1] radar_icon_or_model 27616 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2616
05A9: s$1445[0] = 'MMICH6A' // 8-byte strings  // ~z~Hali, CJ! Mit akarsz? Taln menni akarsz valahova?
05A9: s$1445[1] = 'MMICH6D' // 8-byte strings  // ~z~Szerelmem, gynyrsges lmom, bbi! Maradj ott, ahol vagy, Megyek rted!
04AE: unknown $1424[0] radar_icon_or_model 27617 
04AE: unknown $1424[1] radar_icon_or_model 27618 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2674
05A9: s$1445[0] = 'MMICH7D' // 8-byte strings  // ~z~Szia, CJ, Michelle vagyok. Gyere, ugorj be rtem!
05A9: s$1445[1] = 'MMICH3D' // 8-byte strings  // ~z~Michelle! Bbi, a mai randinkat soha nem felejted el!
04AE: unknown $1424[0] radar_icon_or_model 27619 
04AE: unknown $1424[1] radar_icon_or_model 27612 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2732
05A9: s$1445[0] = 'MMICH8D' // 8-byte strings  // ~z~Szia, itt Michelle, ugorj t hozzm CJ, hinyzol!
05A9: s$1445[1] = 'MMICH5D' // 8-byte strings  // ~z~H, bbi, nagyon hinyzol. Nemsokra beugrok hozzd!
04AE: unknown $1424[0] radar_icon_or_model 27620 
04AE: unknown $1424[1] radar_icon_or_model 27616 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2790
05A9: s$1445[0] = 'MMICH9D' // 8-byte strings  // ~z~Vegyl fel, CJ, vegyl fel! HInyzol, ember!
05A9: s$1445[1] = 'MMICH4B' // 8-byte strings  // ~z~H, cuki pofa, kszldj, mert megyek rted!
04AE: unknown $1424[0] radar_icon_or_model 27621 
04AE: unknown $1424[1] radar_icon_or_model 27614 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_2848
05A9: s$1445[0] = 'MMICH1A' // 8-byte strings  // ~z~Johnson nv szerint, Johnson termszetnl fogva!
05A9: s$1445[1] = 'MMICH1B' // 8-byte strings  // ~z~Ez esetben igazad van, golyt a fejkbe!
05A9: s$1445[2] = 'MMICH1C' // 8-byte strings  // ~z~H, Michelle, mi a helyzet, bbi?
05A9: s$1445[3] = 'MMICH1D' // 8-byte strings  // ~z~Nem tudod? Carl, te egy l passis gyilkos vagy!
05A9: s$1445[4] = 'MMICH1E' // 8-byte strings  // ~z~Fogalmad sincs rla, hogy mit akarnak a nk vagy hogy hogyan kellene velk bnni!
05A9: s$1445[5] = 'MMICH1F' // 8-byte strings  // ~z~Gyernk, Michelle, bolondulok rted, kislny!
05A9: s$1445[6] = 'MMICH1G' // 8-byte strings  // ~z~Ostoba szavak, rendben, te sznalmas disznfej paraszt!
05A9: s$1445[7] = 'MMICH1H' // 8-byte strings  // ~z~Vgeztnk, igaz? Mg egyszer meg ne lssalak itt!
05A9: s$1445[8] = 'MMICH1J' // 8-byte strings  // ~z~Michelle, des... Michelle?
04AE: unknown $1424[0] radar_icon_or_model 27600 
04AE: unknown $1424[1] radar_icon_or_model 27601 
04AE: unknown $1424[2] radar_icon_or_model 27602 
04AE: unknown $1424[3] radar_icon_or_model 27603 
04AE: unknown $1424[4] radar_icon_or_model 27604 
04AE: unknown $1424[5] radar_icon_or_model 27605 
04AE: unknown $1424[6] radar_icon_or_model 27606 
04AE: unknown $1424[7] radar_icon_or_model 27607 
04AE: unknown $1424[8] radar_icon_or_model 27608 
0004: $1422 = 8 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3060
05A9: s$1445[0] = 'MHEL_2A' // 8-byte strings  // ~z~Carl? H, itt Helena. Nem megynk el megint valahova?
05A9: s$1445[1] = 'MHEL_2B' // 8-byte strings  // ~z~H, Helena! Ott leszek mihelyt tudok!
04AE: unknown $1424[0] radar_icon_or_model 26214 
04AE: unknown $1424[1] radar_icon_or_model 26215 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3118
05A9: s$1445[0] = 'MHEL_3A' // 8-byte strings  // ~z~Carl? H, kemnyen dolgoztam s szeretnk megint egy kicsit kikapcsoldni.
05A9: s$1445[1] = 'MHEL_3B' // 8-byte strings  // ~z~Helena! Vrj egy kicsit, bbi, nemsokra ott vagyok!
04AE: unknown $1424[0] radar_icon_or_model 26216 
04AE: unknown $1424[1] radar_icon_or_model 26217 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3176
05A9: s$1445[0] = 'MHEL_4A' // 8-byte strings  // ~z~Carl, Helena vagyok! Nem akarsz egy kicsit szrakozni mostanban?
05A9: s$1445[1] = 'MHEL_4B' // 8-byte strings  // ~z~Szia, Helena, hinyzol, bbi! Nemsokra beugrom rted!
04AE: unknown $1424[0] radar_icon_or_model 26218 
04AE: unknown $1424[1] radar_icon_or_model 26219 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3234
05A9: s$1445[0] = 'MHEL_6A' // 8-byte strings  // ~z~Carl! Kemnyen dolgozom s szksgem lenne a fiatalemberek figyelmre!
05A9: s$1445[1] = 'MHEL_6B' // 8-byte strings  // ~z~Helena, bbi, pont hvni akartalak! Nemsokra beugrom rted!
04AE: unknown $1424[0] radar_icon_or_model 26222 
04AE: unknown $1424[1] radar_icon_or_model 26223 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3292
05A9: s$1445[0] = 'MHEL_5A' // 8-byte strings  // ~z~Carl, itt Helena! Gondolod, hogy el tudnl szrakoztatni? Te pajkos kisember!
05A9: s$1445[1] = 'MHEL_5B' // 8-byte strings  // ~z~Nem, desem, bbi. Ott leszek, mieltt kimondand, fapapucs!
04AE: unknown $1424[0] radar_icon_or_model 26220 
04AE: unknown $1424[1] radar_icon_or_model 26221 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3350
05A9: s$1445[0] = 'MHELD7D' // 8-byte strings  // ~z~Carl, itt Helena, gyernk, megint el kell mennnk valahova.
05A9: s$1445[1] = 'MHEL_2B' // 8-byte strings  // ~z~H, Helena! Ott leszek mihelyt tudok!
04AE: unknown $1424[0] radar_icon_or_model 26200 
04AE: unknown $1424[1] radar_icon_or_model 26215 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3408
05A9: s$1445[0] = 'MHELD9D' // 8-byte strings  // ~z~Carl, c'est moi, Helena, gyernk, krlek, ne legyl bunk!
05A9: s$1445[1] = 'MHEL_4B' // 8-byte strings  // ~z~Szia, Helena, hinyzol, bbi! Nemsokra beugrom rted!
04AE: unknown $1424[0] radar_icon_or_model 26202 
04AE: unknown $1424[1] radar_icon_or_model 26219 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3466
05A9: s$1445[0] = 'MHELD8D' // 8-byte strings  // ~z~Carl, krlek, Helena vagyok - el kell mennnk valahova. Szrakozni, tudod.
05A9: s$1445[1] = 'MHEL_3B' // 8-byte strings  // ~z~Helena! Vrj egy kicsit, bbi, nemsokra ott vagyok!
04AE: unknown $1424[0] radar_icon_or_model 26201 
04AE: unknown $1424[1] radar_icon_or_model 26217 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3524
05A9: s$1445[0] = 'MHEL_1A' // 8-byte strings  // ~z~Johnson a nevem, jtkom a szerelem!
05A9: s$1445[1] = 'MHEL_1B' // 8-byte strings  // ~z~Te haszontalan szemt!
05A9: s$1445[2] = 'MHEL_1C' // 8-byte strings  // ~z~Helena? Vrjl, azt hittem, hogy valami ms vagy!
05A9: s$1445[3] = 'MHEL_1D' // 8-byte strings  // ~z~Mg egy faszi, vagy a te banddba tartozik?
05A9: s$1445[4] = 'MHEL_1E' // 8-byte strings  // ~z~Cimbork? Ennl jobbat kell kitallnod, te lny!
05A9: s$1445[5] = 'MHEL_1F' // 8-byte strings  // ~z~Nos ha vlasztanom kellene akzl, hogy elmenjek veled valahov vagy leljem a sajt lbam, inkbb a fegyverhez nylnk!
05A9: s$1445[6] = 'MHEL_1G' // 8-byte strings  // ~z~Nzd, Helena, gyernk, csaj!
05A9: s$1445[7] = 'MHEL_1H' // 8-byte strings  // ~z~Te csak ne 'csajozz' itt nekem! n nem vagyok az egyik getts bartod! Valjban,
05A9: s$1445[8] = 'MHEL_1J' // 8-byte strings  // ~z~Viszlt, Carl Johnson!
05A9: s$1445[9] = 'MHEL_1K' // 8-byte strings  // ~z~Helena,  Hagyjl mr ezzel a hlyesggel! Helena? Bazd meg.
04AE: unknown $1424[0] radar_icon_or_model 26203 
04AE: unknown $1424[1] radar_icon_or_model 26204 
04AE: unknown $1424[2] radar_icon_or_model 26205 
04AE: unknown $1424[3] radar_icon_or_model 26206 
04AE: unknown $1424[4] radar_icon_or_model 26207 
04AE: unknown $1424[5] radar_icon_or_model 26208 
04AE: unknown $1424[6] radar_icon_or_model 26209 
04AE: unknown $1424[7] radar_icon_or_model 26210 
04AE: unknown $1424[8] radar_icon_or_model 26211 
04AE: unknown $1424[9] radar_icon_or_model 26212 
0004: $1422 = 9 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3758
05A9: s$1445[0] = 'MBARB2A' // 8-byte strings  // ~z~Szia, itt Barbara. Gondoltam kiruccanhatnnk valamikor egy kicsit.
05A9: s$1445[1] = 'MBARB2D' // 8-byte strings  // ~z~OK, Barbara, jl hangzik. Ksbb beugrom.
04AE: unknown $1424[0] radar_icon_or_model 24817 
04AE: unknown $1424[1] radar_icon_or_model 24818 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3816
05A9: s$1445[0] = 'MBARB3A' // 8-byte strings  // ~z~Hell, CJ, remltem, hogy kimaradsz a bajbl. El akarsz menni valahova?
05A9: s$1445[1] = 'MBARB3B' // 8-byte strings  // ~z~Szia, Barbara. Nemsokra arra megyek - felveszlek, amilyen gyorsan csak lehet!
04AE: unknown $1424[0] radar_icon_or_model 24819 
04AE: unknown $1424[1] radar_icon_or_model 24820 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3874
05A9: s$1445[0] = 'MBARB4A' // 8-byte strings  // ~z~CJ! Szia,  Barbara vagyok! Tallkozzunk, OK?
05A9: s$1445[1] = 'MBARB4D' // 8-byte strings  // ~z~Mindjrt ott vagyok, ksztsd azokat az nyakleveseket!
04AE: unknown $1424[0] radar_icon_or_model 24821 
04AE: unknown $1424[1] radar_icon_or_model 24822 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3932
05A9: s$1445[0] = 'MBARB5A' // 8-byte strings  // ~z~Szia, Barbara vagyok. Vigyl el valahova, bbi, vigyl el!
05A9: s$1445[1] = 'MBARB5D' // 8-byte strings  // ~z~Hell, Schternvart biztos r! - 5-kor tallkozunk.
04AE: unknown $1424[0] radar_icon_or_model 24823 
04AE: unknown $1424[1] radar_icon_or_model 24824 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_3990
05A9: s$1445[0] = 'MBARB6A' // 8-byte strings  // ~z~Szia, CJ, itt Barbara. Lpjnk le s csinljunk valamit!
05A9: s$1445[1] = 'MBARB6B' // 8-byte strings  // ~z~Szia, Barbara, mizu? Nzd, nemsokra beugrok rted, legyen mondjuk, tz perc, oks?
04AE: unknown $1424[0] radar_icon_or_model 24825 
04AE: unknown $1424[1] radar_icon_or_model 24826 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4048
05A9: s$1445[0] = 'MBARB7D' // 8-byte strings  // ~z~CJ, Barbara vagyok, mire vrsz mg, gyere mr rtem!
05A9: s$1445[1] = 'MBARB5D' // 8-byte strings  // ~z~Hell, Schternvart biztos r! - 5-kor tallkozunk.
04AE: unknown $1424[0] radar_icon_or_model 24827 
04AE: unknown $1424[1] radar_icon_or_model 24824 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4106
05A9: s$1445[0] = 'MBARB8D' // 8-byte strings  // ~z~H, itt Barbara! Gyere rtem s csinljunk valamit!
05A9: s$1445[1] = 'MBARB3B' // 8-byte strings  // ~z~Szia, Barbara. Nemsokra arra megyek - felveszlek, amilyen gyorsan csak lehet!
04AE: unknown $1424[0] radar_icon_or_model 24828 
04AE: unknown $1424[1] radar_icon_or_model 24820 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4164
05A9: s$1445[0] = 'MBARB9D' // 8-byte strings  // ~z~CJ, itt Barbara - gyere rtem s menjnk el valahov, desem!
05A9: s$1445[1] = 'MBARB6B' // 8-byte strings  // ~z~Szia, Barbara, mizu? Nzd, nemsokra beugrok rted, legyen mondjuk, tz perc, oks?
04AE: unknown $1424[0] radar_icon_or_model 24829 
04AE: unknown $1424[1] radar_icon_or_model 24826 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4222
05A9: s$1445[0] = 'MBARB1A' // 8-byte strings  // ~z~Egy bajkever vagy, CJ, egyszemlyes bnzsi hullm s tfog gett sztr!
05A9: s$1445[1] = 'MBARB1B' // 8-byte strings  // ~z~Tudtam! Te kibaszott, raks szar, tudtam!
05A9: s$1445[2] = 'MBARB1C' // 8-byte strings  // ~z~Kicsoda ?
05A9: s$1445[3] = 'MBARB1D' // 8-byte strings  // ~z~Barbara vagyok, te seggfej! Pedig azt hittem, hogy te egy rendes src vagy!
05A9: s$1445[4] = 'MBARB1E' // 8-byte strings  // ~z~Te mondtad, hogy hasznomra lehetsz!
05A9: s$1445[5] = 'MBARB1F' // 8-byte strings  // ~z~El tudod kpzelni, hogy milyen nehz egy elvlt nnek, frfit tallnia, BRMILYEN frfit?
05A9: s$1445[6] = 'MBARB1G' // 8-byte strings  // ~z~, fogd mr be, ha halland magad...
05A9: s$1445[7] = 'MBARB1H' // 8-byte strings  // ~z~Mi? Hallgassak MAGAMRA? Hallgassak MAGAMRA?
05A9: s$1445[8] = 'MBARB1J' // 8-byte strings  // ~z~Ja, mg mindig azon rgdsz, hogy hogyan srltek meg a cuccok, meg a tbbi szarsg!
05A9: s$1445[9] = 'MBARB1K' // 8-byte strings  // ~z~Egyedl fel akarsz nevelni egy klykt s mg mellette dolgozni is akarsz!
05A9: s$1445[10] = 'MBARB1L' // 8-byte strings  // ~z~Az a rohadk kitpte a szvemet! A SZVEMET, Carl!
05A9: s$1445[11] = 'MBARB1M' // 8-byte strings  // ~z~Te kurva, a kiugrsod ta szvtelen vagy.
05A9: s$1445[12] = 'MBARB1N' // 8-byte strings  // ~z~Fogadjunk, hogy az a szerencstlen vekig elviselt, mieltt kirmoltk,
05A9: s$1445[13] = 'MBARB1O' // 8-byte strings  // ~z~Nem, A SEGTSG, a szkshez!
05A9: s$1445[14] = 'MBARB1P' // 8-byte strings  // ~z~Te rohadk! TE ROHADK! Befolysos bartaim vannak!
05A9: s$1445[15] = 'MBARB1Q' // 8-byte strings  // ~z~Le fognak vadszni! Brtnbe fogsz kerlni, Carl, hallasz engem, BRTNBE!
05A9: s$1445[16] = 'MBARB1R' // 8-byte strings  // ~z~Pofd befogod, kurva!
04AE: unknown $1424[0] radar_icon_or_model 24800 
04AE: unknown $1424[1] radar_icon_or_model 24801 
04AE: unknown $1424[2] radar_icon_or_model 24802 
04AE: unknown $1424[3] radar_icon_or_model 24803 
04AE: unknown $1424[4] radar_icon_or_model 24804 
04AE: unknown $1424[5] radar_icon_or_model 24805 
04AE: unknown $1424[6] radar_icon_or_model 24806 
04AE: unknown $1424[7] radar_icon_or_model 24807 
04AE: unknown $1424[8] radar_icon_or_model 24808 
04AE: unknown $1424[9] radar_icon_or_model 24809 
04AE: unknown $1424[10] radar_icon_or_model 24810 
04AE: unknown $1424[11] radar_icon_or_model 24811 
04AE: unknown $1424[12] radar_icon_or_model 24812 
04AE: unknown $1424[13] radar_icon_or_model 24813 
04AE: unknown $1424[14] radar_icon_or_model 24814 
04AE: unknown $1424[15] radar_icon_or_model 24815 
04AE: unknown $1424[16] radar_icon_or_model 24816 
0004: $1422 = 16 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4610
05A9: s$1445[0] = 'MZAHN2A' // 8-byte strings  // ~z~H, Carl, Katie vagyok. J lenne csinlni valamit, unatkozom!
05A9: s$1445[1] = 'MZAHN2D' // 8-byte strings  // ~z~Katie! Beugrok hozzd, miutn itt vgzek.
04AE: unknown $1424[0] radar_icon_or_model 30209 
04AE: unknown $1424[1] radar_icon_or_model 30210 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4668
05A9: s$1445[0] = 'MZAHN3A' // 8-byte strings  // ~z~Carl, Katie vagyok, mikor viszel mr el valahova, mi?
05A9: s$1445[1] = 'MZAHN3B' // 8-byte strings  // ~z~Szia, Katie, pont rd gondoltam! Ksbb beugrom hozzd s elmehetnnk valahova.
04AE: unknown $1424[0] radar_icon_or_model 30211 
04AE: unknown $1424[1] radar_icon_or_model 30212 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4726
05A9: s$1445[0] = 'MZAHN4A' // 8-byte strings  // ~z~Szia, n vagyok az, Katie! Van egy kis szabadidm, s szeretnm ha kiruccannnk valamikor!...
05A9: s$1445[1] = 'MZAHN4D' // 8-byte strings  // ~z~ h, bbi! Kszlj, nemsokra beugrok rted, oks?
04AE: unknown $1424[0] radar_icon_or_model 30213 
04AE: unknown $1424[1] radar_icon_or_model 30214 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4784
05A9: s$1445[0] = 'MZAHN5A' // 8-byte strings  // ~z~Carl? Itt Katie! Menjnk bulizni!
05A9: s$1445[1] = 'MZAHN5B' // 8-byte strings  // ~z~Katie, pont hvni akartalak! Nemsokra beugrom rted.
04AE: unknown $1424[0] radar_icon_or_model 30215 
04AE: unknown $1424[1] radar_icon_or_model 30216 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4842
05A9: s$1445[0] = 'MZAHN6A' // 8-byte strings  // ~z~H, bbi, itt Katie. Menjnk egy kis vrosnzsre vagy valami!
05A9: s$1445[1] = 'MZAHN6D' // 8-byte strings  // ~z~H, des! Megyek rted, hogy elmenjnk valahova - kszldj!
04AE: unknown $1424[0] radar_icon_or_model 30217 
04AE: unknown $1424[1] radar_icon_or_model 30218 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4900
05A9: s$1445[0] = 'MZAHN7D' // 8-byte strings  // ~z~H, CJ, Katie vagyok, vigyl el valahova, vigyl el valahova!
05A9: s$1445[1] = 'MZAHN2D' // 8-byte strings  // ~z~Katie! Beugrok hozzd, miutn itt vgzek.
04AE: unknown $1424[0] radar_icon_or_model 30219 
04AE: unknown $1424[1] radar_icon_or_model 30210 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_4958
05A9: s$1445[0] = 'MZAHN9D' // 8-byte strings  // ~z~Szia, Katie vagyok, nagyon hinyzol, bbi, ugorj be hozzm!
05A9: s$1445[1] = 'MZAHN4D' // 8-byte strings  // ~z~ h, bbi! Kszlj, nemsokra beugrok rted, oks?
04AE: unknown $1424[0] radar_icon_or_model 30221 
04AE: unknown $1424[1] radar_icon_or_model 30214 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5016
05A9: s$1445[0] = 'MZAHN8D' // 8-byte strings  // ~z~Szia, CJ, Katie vagyok, ltni akarlak, bbi!
05A9: s$1445[1] = 'MZAHN3B' // 8-byte strings  // ~z~Szia, Katie, pont rd gondoltam! Ksbb beugrom hozzd s elmehetnnk valahova.
04AE: unknown $1424[0] radar_icon_or_model 30220 
04AE: unknown $1424[1] radar_icon_or_model 30212 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5074
05A9: s$1445[0] = 'MZAHN1A' // 8-byte strings  // ~z~Hell, Carl Johnson, minden hlgy bartja!
05A9: s$1445[1] = 'MZAHN1B' // 8-byte strings  // ~z~Ahogy hallottam, te raks szar!
05A9: s$1445[2] = 'MZAHN1C' // 8-byte strings  // ~z~Katie? Katie! H, csaj, pont hvni akartalak!
05A9: s$1445[3] = 'MZAHN1D' // 8-byte strings  // ~z~Mindig ezt mondod, hogy 'pont hvni akartalak', te szemtlda!
05A9: s$1445[4] = 'MZAHN1E' // 8-byte strings  // ~z~Nzd, bbi, tudom, hogy szemt voltam, de a szarba is, mr itt vagyok-
05A9: s$1445[5] = 'MZAHN1F' // 8-byte strings  // ~z~De! Tbb eslyt is adtam, de tbb nem veszem be a szarsgaidat,
05A9: s$1445[6] = 'MZAHN1G' // 8-byte strings  // ~z~Jobbat rdemlek nlad!
05A9: s$1445[7] = 'MZAHN1H' // 8-byte strings  // ~z~Katie, egyetlenem, kell hogy adj nekem mg egy utols eslyt!
05A9: s$1445[8] = 'MZAHN1J' // 8-byte strings  // ~z~Tl ks, Carl, elbasztad!
04AE: unknown $1424[0] radar_icon_or_model 30200 
04AE: unknown $1424[1] radar_icon_or_model 30201 
04AE: unknown $1424[2] radar_icon_or_model 30202 
04AE: unknown $1424[3] radar_icon_or_model 30203 
04AE: unknown $1424[4] radar_icon_or_model 30204 
04AE: unknown $1424[5] radar_icon_or_model 30205 
04AE: unknown $1424[6] radar_icon_or_model 30206 
04AE: unknown $1424[7] radar_icon_or_model 30207 
04AE: unknown $1424[8] radar_icon_or_model 30208 
0004: $1422 = 8 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5286
05A9: s$1445[0] = 'MMILL3A' // 8-byte strings  // ~z~Szia, Carl, akarsz menni szrakozni?
05A9: s$1445[1] = 'MMILL3B' // 8-byte strings  // ~z~, szia, Millie! Nemsokra arra megyek s kikanalazlak onnan!
04AE: unknown $1424[0] radar_icon_or_model 27822 
04AE: unknown $1424[1] radar_icon_or_model 27823 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5344
05A9: s$1445[0] = 'MMILL4A' // 8-byte strings  // ~z~Szia, Carl, menjnk a vrosba vagy valami!
05A9: s$1445[1] = 'MMILL4D' // 8-byte strings  // ~z~Millie, pp azon gondolkodtam, hogyan fogok huncutkodni veled - Ott leszek nlad tkor!
04AE: unknown $1424[0] radar_icon_or_model 27824 
04AE: unknown $1424[1] radar_icon_or_model 27825 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5402
05A9: s$1445[0] = 'MMILL5A' // 8-byte strings  // ~z~CJ! Elfelejtkeztl rlam?
05A9: s$1445[1] = 'MMILL5D' // 8-byte strings  // ~z~Millie Perkins, a tkletes lnyl! Maradj ott, mindjrt ott vagyok!
04AE: unknown $1424[0] radar_icon_or_model 27826 
04AE: unknown $1424[1] radar_icon_or_model 27827 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5460
05A9: s$1445[0] = 'MMILL6A' // 8-byte strings  // ~z~Carl Johnson, j fi voltl?
05A9: s$1445[1] = 'MMILL6B' // 8-byte strings  // ~z~Rendben, Millie! Ne emeld fel azt a csinos kis popd, nemsokra rted megyek!
04AE: unknown $1424[0] radar_icon_or_model 27828 
04AE: unknown $1424[1] radar_icon_or_model 27829 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5518
05A9: s$1445[0] = 'MMILL7A' // 8-byte strings  // ~z~CJ, NAGYON rossz kislny voltam!
05A9: s$1445[1] = 'MMILL7D' // 8-byte strings  // ~z~Csak rd gondoltam, Millie! Amint tudok, megyek hozzd!
04AE: unknown $1424[0] radar_icon_or_model 27830 
04AE: unknown $1424[1] radar_icon_or_model 27831 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5576
05A9: s$1445[0] = 'MMILL8D' // 8-byte strings  // ~z~CJ, menjnk el valahova!
05A9: s$1445[1] = 'MMILL3B' // 8-byte strings  // ~z~, szia, Millie! Nemsokra arra megyek s kikanalazlak onnan!
04AE: unknown $1424[0] radar_icon_or_model 27832 
04AE: unknown $1424[1] radar_icon_or_model 27823 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5634
05A9: s$1445[0] = 'MMILL9D' // 8-byte strings  // ~z~H, CJ, csinljunk valamit!
05A9: s$1445[1] = 'MMILL4D' // 8-byte strings  // ~z~Millie, pp azon gondolkodtam, hogyan fogok huncutkodni veled - Ott leszek nlad tkor!
04AE: unknown $1424[0] radar_icon_or_model 27833 
04AE: unknown $1424[1] radar_icon_or_model 27825 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5692
05A9: s$1445[0] = 'MMIL10D' // 8-byte strings  // ~z~Egy rja leszoktam - bulizzunk!
05A9: s$1445[1] = 'MMILL5D' // 8-byte strings  // ~z~Millie Perkins, a tkletes lnyl! Maradj ott, mindjrt ott vagyok!
04AE: unknown $1424[0] radar_icon_or_model 27800 
04AE: unknown $1424[1] radar_icon_or_model 27827 
0004: $1422 = 1 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5750
05A9: s$1445[0] = 'MMILL1A' // 8-byte strings  // ~z~Egsz j volt!
05A9: s$1445[1] = 'MMILL1B' // 8-byte strings  // ~z~Egyet se flj, Carl. Tbb nem akarlak ltni.
05A9: s$1445[2] = 'MMILL1C' // 8-byte strings  // ~z~Mi? Mirt? Mit tegyek?
05A9: s$1445[3] = 'MMILL1D' // 8-byte strings  // ~z~gy kezeltl, mint egy szart. gy ltzl, mint egy szar.
05A9: s$1445[4] = 'MMILL1E' // 8-byte strings  // ~z~Olyan szrakoztat vagy, mint egy szar.
05A9: s$1445[5] = 'MMILL1F' // 8-byte strings  // ~z~De... de... ht... bazd meg...
05A9: s$1445[6] = 'MMILL1G' // 8-byte strings  // ~z~Az ez egyrtelm, Carl Johnson egy szar. Mg tallkozunk, Carl!
05A9: s$1445[7] = 'MMILL1H' // 8-byte strings  // ~z~Csak azt ne MONDD, hogy "mint egy fnk!"
05A9: s$1445[8] = 'MMILL1J' // 8-byte strings  // ~z~Mint egy nagy kerek szar.
05A9: s$1445[9] = 'MMILL1K' // 8-byte strings  // ~z~Picsba.
04AE: unknown $1424[0] radar_icon_or_model 27801 
04AE: unknown $1424[1] radar_icon_or_model 27802 
04AE: unknown $1424[2] radar_icon_or_model 27803 
04AE: unknown $1424[3] radar_icon_or_model 27804 
04AE: unknown $1424[4] radar_icon_or_model 27805 
04AE: unknown $1424[5] radar_icon_or_model 27806 
04AE: unknown $1424[6] radar_icon_or_model 27807 
04AE: unknown $1424[7] radar_icon_or_model 27808 
04AE: unknown $1424[8] radar_icon_or_model 27809 
04AE: unknown $1424[9] radar_icon_or_model 27810 
0004: $1422 = 9 // integer values 
0002: jump @CELLFON_5984 

:CELLFON_5984
0051: return 

:MOB_RAN
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'MOB_RAN' 

:MOB_RAN_15
0001: wait 1000 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MOB_RAN_15 
0050: gosub @ENTEXT_214 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_RAN_933 
00D6: if 
0038:   $39 == 1 // integer values 
004D: jump_if_false @MOB_RAN_926 
0926: $SCRIPT_STATUS = external_script_status 76 (DEBT) 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @MOB_RAN_926 
00D6: if 
810A:   not player $PLAYER_CHAR money > -499 
004D: jump_if_false @MOB_RAN_926 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @MOB_RAN_926 
00D6: if 
0038:   $1376 == 0 // integer values 
004D: jump_if_false @MOB_RAN_507 
00D6: if 
0038:   $1407 == 7 // integer values 
004D: jump_if_false @MOB_RAN_191 
0004: $CELLPHONE_CALL_ID = 61 // integer values 
0004: $1407 = 0 // integer values 

:MOB_RAN_191
00D6: if 
0038:   $1407 == 6 // integer values 
004D: jump_if_false @MOB_RAN_223 
0004: $CELLPHONE_CALL_ID = 60 // integer values 
0004: $1407 = 7 // integer values 

:MOB_RAN_223
00D6: if 
0038:   $1407 == 5 // integer values 
004D: jump_if_false @MOB_RAN_255 
0004: $CELLPHONE_CALL_ID = 59 // integer values 
0004: $1407 = 6 // integer values 

:MOB_RAN_255
00D6: if 
0038:   $1407 == 4 // integer values 
004D: jump_if_false @MOB_RAN_287 
0004: $CELLPHONE_CALL_ID = 58 // integer values 
0004: $1407 = 5 // integer values 

:MOB_RAN_287
00D6: if 
0038:   $1407 == 3 // integer values 
004D: jump_if_false @MOB_RAN_319 
0004: $CELLPHONE_CALL_ID = 57 // integer values 
0004: $1407 = 4 // integer values 

:MOB_RAN_319
00D6: if 
0038:   $1407 == 2 // integer values 
004D: jump_if_false @MOB_RAN_351 
0004: $CELLPHONE_CALL_ID = 56 // integer values 
0004: $1407 = 3 // integer values 

:MOB_RAN_351
00D6: if 
0038:   $1407 == 1 // integer values 
004D: jump_if_false @MOB_RAN_383 
0004: $CELLPHONE_CALL_ID = 55 // integer values 
0004: $1407 = 2 // integer values 

:MOB_RAN_383
00D6: if 
0038:   $1407 == 0 // integer values 
004D: jump_if_false @MOB_RAN_415 
0004: $CELLPHONE_CALL_ID = 54 // integer values 
0004: $1407 = 1 // integer values 

:MOB_RAN_415
0050: gosub @MOB_GF_1087 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_RAN_454 
0050: gosub @CELLFON_60 
0050: gosub @MOB_GF_3328 

:MOB_RAN_454
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_RAN_493 
0004: $1376 = 1 // integer values 
0004: $1377 = 0 // integer values 
0004: $1411 = 1 // integer values 

:MOB_RAN_493
0050: gosub @MOB_GF_3168 
0002: jump @MOB_RAN_15 

:MOB_RAN_507
00D6: if 
0038:   $1376 == 1 // integer values 
004D: jump_if_false @MOB_RAN_884 
00D6: if 
0038:   $1377 == 0 // integer values 
004D: jump_if_false @MOB_RAN_884 
00D6: if 
0038:   $1408 == 7 // integer values 
004D: jump_if_false @MOB_RAN_575 
0004: $CELLPHONE_CALL_ID = 69 // integer values 
0004: $1408 = 0 // integer values 

:MOB_RAN_575
00D6: if 
0038:   $1408 == 6 // integer values 
004D: jump_if_false @MOB_RAN_607 
0004: $CELLPHONE_CALL_ID = 68 // integer values 
0004: $1408 = 7 // integer values 

:MOB_RAN_607
00D6: if 
0038:   $1408 == 5 // integer values 
004D: jump_if_false @MOB_RAN_639 
0004: $CELLPHONE_CALL_ID = 67 // integer values 
0004: $1408 = 6 // integer values 

:MOB_RAN_639
00D6: if 
0038:   $1408 == 4 // integer values 
004D: jump_if_false @MOB_RAN_671 
0004: $CELLPHONE_CALL_ID = 66 // integer values 
0004: $1408 = 5 // integer values 

:MOB_RAN_671
00D6: if 
0038:   $1408 == 3 // integer values 
004D: jump_if_false @MOB_RAN_703 
0004: $CELLPHONE_CALL_ID = 65 // integer values 
0004: $1408 = 4 // integer values 

:MOB_RAN_703
00D6: if 
0038:   $1408 == 2 // integer values 
004D: jump_if_false @MOB_RAN_735 
0004: $CELLPHONE_CALL_ID = 64 // integer values 
0004: $1408 = 3 // integer values 

:MOB_RAN_735
00D6: if 
0038:   $1408 == 1 // integer values 
004D: jump_if_false @MOB_RAN_767 
0004: $CELLPHONE_CALL_ID = 63 // integer values 
0004: $1408 = 2 // integer values 

:MOB_RAN_767
00D6: if 
0038:   $1408 == 0 // integer values 
004D: jump_if_false @MOB_RAN_799 
0004: $CELLPHONE_CALL_ID = 62 // integer values 
0004: $1408 = 1 // integer values 

:MOB_RAN_799
0050: gosub @MOB_GF_1087 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_RAN_838 
0050: gosub @CELLFON_60 
0050: gosub @MOB_GF_3328 

:MOB_RAN_838
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_RAN_870 
0004: $1377 = 1 // integer values 
0004: $1411 = 1 // integer values 

:MOB_RAN_870
0050: gosub @MOB_GF_3168 
0002: jump @MOB_RAN_15 

:MOB_RAN_884
00D6: if 
0038:   $1377 == 1 // integer values 
004D: jump_if_false @MOB_RAN_926 
08A9: load_external_script 76 (DEBT) 
00D6: if 
08AB:   external_script 76 (DEBT) loaded 
004D: jump_if_false @MOB_RAN_926 
0913: run_external_script 76 

:MOB_RAN_926
0002: jump @MOB_RAN_940 

:MOB_RAN_933
0004: $15 = 0 // integer values 

:MOB_RAN_940
0002: jump @MOB_RAN_15 

:MOB_GF
03A4: name_thread 'MOB_GF' 
0111: set_wasted_busted_check_to 0 
08BA: set $391 bit 11 
08C0: clear $391 bit 10 
0209: 2@ = random_int 0 8 

:MOB_GF_38
0001: wait 150 ms 
0050: gosub @ENTEXT_214 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_1073 
00D6: if 
0038:   $39 == 1 // integer values 
004D: jump_if_false @MOB_GF_1050 
00D6: if 
001C:   $186 > $1420 // integer values 
004D: jump_if_false @MOB_GF_1043 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @MOB_GF_264 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @MOB_GF_186 
0004: $CELLPHONE_CALL_ID = 70 // integer values 
005E: $CELLPHONE_CALL_ID += 2@ // integer values 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 77 // integer values 
004D: jump_if_false @MOB_GF_179 
0004: $CELLPHONE_CALL_ID = 77 // integer values 

:MOB_GF_179
0002: jump @MOB_GF_194 

:MOB_GF_186
0004: $CELLPHONE_CALL_ID = 130 // integer values 

:MOB_GF_194
0050: gosub @MOB_GF_1087 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_GF_248 
08BA: set $391 bit 10 
08BC: set $391 bit 0@ 
0050: gosub @CELLFON_60 
0050: gosub @MOB_GF_3328 

:MOB_GF_248
08C0: clear $391 bit 11 
0050: gosub @MOB_GF_3168 
004E: end_thread 

:MOB_GF_264
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @MOB_GF_417 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @MOB_GF_347 
0004: $CELLPHONE_CALL_ID = 80 // integer values 
005E: $CELLPHONE_CALL_ID += 2@ // integer values 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 87 // integer values 
004D: jump_if_false @MOB_GF_340 
0004: $CELLPHONE_CALL_ID = 87 // integer values 

:MOB_GF_340
0002: jump @MOB_GF_355 

:MOB_GF_347
0004: $CELLPHONE_CALL_ID = 131 // integer values 

:MOB_GF_355
0050: gosub @MOB_GF_1087 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_GF_401 
08BA: set $391 bit 10 
0050: gosub @CELLFON_60 
0050: gosub @MOB_GF_3328 

:MOB_GF_401
08C0: clear $391 bit 11 
0050: gosub @MOB_GF_3168 
004E: end_thread 

:MOB_GF_417
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @MOB_GF_570 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @MOB_GF_500 
0004: $CELLPHONE_CALL_ID = 90 // integer values 
005E: $CELLPHONE_CALL_ID += 2@ // integer values 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 97 // integer values 
004D: jump_if_false @MOB_GF_493 
0004: $CELLPHONE_CALL_ID = 97 // integer values 

:MOB_GF_493
0002: jump @MOB_GF_508 

:MOB_GF_500
0004: $CELLPHONE_CALL_ID = 132 // integer values 

:MOB_GF_508
0050: gosub @MOB_GF_1087 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_GF_554 
08BA: set $391 bit 10 
0050: gosub @CELLFON_60 
0050: gosub @MOB_GF_3328 

:MOB_GF_554
08C0: clear $391 bit 11 
0050: gosub @MOB_GF_3168 
004E: end_thread 

:MOB_GF_570
00D6: if 
0039:   0@ == 3 // integer values 
004D: jump_if_false @MOB_GF_730 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @MOB_GF_653 
0004: $CELLPHONE_CALL_ID = 100 // integer values 
005E: $CELLPHONE_CALL_ID += 2@ // integer values 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 107 // integer values 
004D: jump_if_false @MOB_GF_646 
0004: $CELLPHONE_CALL_ID = 107 // integer values 

:MOB_GF_646
0002: jump @MOB_GF_661 

:MOB_GF_653
0004: $CELLPHONE_CALL_ID = 133 // integer values 

:MOB_GF_661
0050: gosub @MOB_GF_1087 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_GF_714 
08BA: set $391 bit 10 
0050: gosub @CELLFON_60 
0050: gosub @MOB_GF_3328 
08BA: set $391 bit 10 

:MOB_GF_714
08C0: clear $391 bit 11 
0050: gosub @MOB_GF_3168 
004E: end_thread 

:MOB_GF_730
00D6: if 
0039:   0@ == 4 // integer values 
004D: jump_if_false @MOB_GF_890 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @MOB_GF_813 
0004: $CELLPHONE_CALL_ID = 110 // integer values 
005E: $CELLPHONE_CALL_ID += 2@ // integer values 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 117 // integer values 
004D: jump_if_false @MOB_GF_806 
0004: $CELLPHONE_CALL_ID = 117 // integer values 

:MOB_GF_806
0002: jump @MOB_GF_821 

:MOB_GF_813
0004: $CELLPHONE_CALL_ID = 134 // integer values 

:MOB_GF_821
0050: gosub @MOB_GF_1087 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_GF_874 
08BA: set $391 bit 10 
0050: gosub @CELLFON_60 
0050: gosub @MOB_GF_3328 
08BA: set $391 bit 10 

:MOB_GF_874
08C0: clear $391 bit 11 
0050: gosub @MOB_GF_3168 
004E: end_thread 

:MOB_GF_890
00D6: if 
0039:   0@ == 5 // integer values 
004D: jump_if_false @MOB_GF_1043 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @MOB_GF_973 
0004: $CELLPHONE_CALL_ID = 120 // integer values 
005E: $CELLPHONE_CALL_ID += 2@ // integer values 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 127 // integer values 
004D: jump_if_false @MOB_GF_966 
0004: $CELLPHONE_CALL_ID = 127 // integer values 

:MOB_GF_966
0002: jump @MOB_GF_981 

:MOB_GF_973
0004: $CELLPHONE_CALL_ID = 135 // integer values 

:MOB_GF_981
0050: gosub @MOB_GF_1087 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_GF_1027 
08BA: set $391 bit 10 
0050: gosub @CELLFON_60 
0050: gosub @MOB_GF_3328 

:MOB_GF_1027
08C0: clear $391 bit 11 
0050: gosub @MOB_GF_3168 
004E: end_thread 

:MOB_GF_1043
0002: jump @MOB_GF_1066 

:MOB_GF_1050
08C0: clear $391 bit 11 
0050: gosub @MOB_GF_3168 
004E: end_thread 

:MOB_GF_1066
0002: jump @MOB_GF_1080 

:MOB_GF_1073
0004: $15 = 0 // integer values 

:MOB_GF_1080
0002: jump @MOB_GF_38 

:MOB_GF_1087
0004: $1409 = 0 // integer values 
0004: $ONMISSION = 1 // integer values 
0004: $15 = 1 // integer values 
0004: $1423 = 1 // integer values 
03CF: load_wav 23000 as 3 
0004: $1417 = 0 // integer values 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 12 1 @MOB_GF_1479 jumps 70 @MOB_GF_1263 80 @MOB_GF_1281 90 @MOB_GF_1299 100 @MOB_GF_1317 110 @MOB_GF_1335 120 @MOB_GF_1353 130 @MOB_GF_1371 
0872: jump_table_jumps 131 @MOB_GF_1389 132 @MOB_GF_1407 133 @MOB_GF_1425 134 @MOB_GF_1443 135 @MOB_GF_1461 -1 @MOB_GF_1497 -1 @MOB_GF_1497 -1 @MOB_GF_1497 -1 @MOB_GF_1497 

:MOB_GF_1263
03E5: text_box 'ANSWER0'  // Denise hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1281
03E5: text_box 'ANSWER1'  // Michelle hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1299
03E5: text_box 'ANSWER2'  // Helena hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1317
03E5: text_box 'ANSWER3'  // Barbara hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilodat.
0002: jump @MOB_GF_1497 

:MOB_GF_1335
03E5: text_box 'ANSWER4'  // Katie hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1353
03E5: text_box 'ANSWER5'  // Millie hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1371
03E5: text_box 'ANSWER0'  // Denise hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1389
03E5: text_box 'ANSWER1'  // Michelle hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1407
03E5: text_box 'ANSWER2'  // Helena hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1425
03E5: text_box 'ANSWER3'  // Barbara hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilodat.
0002: jump @MOB_GF_1497 

:MOB_GF_1443
03E5: text_box 'ANSWER4'  // Katie hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1461
03E5: text_box 'ANSWER5'  // Millie hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1479
03E5: text_box 'ANSWER'  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1497 

:MOB_GF_1497
00D6: if and
001A:   7 > $1409 // integer values 
001A:   2 > $1414 // integer values 
004D: jump_if_false @MOB_GF_2068 
0001: wait 0 ms 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 12 1 @MOB_GF_1876 jumps 70 @MOB_GF_1660 80 @MOB_GF_1678 90 @MOB_GF_1696 100 @MOB_GF_1714 110 @MOB_GF_1732 120 @MOB_GF_1750 130 @MOB_GF_1768 
0872: jump_table_jumps 131 @MOB_GF_1786 132 @MOB_GF_1804 133 @MOB_GF_1822 134 @MOB_GF_1840 135 @MOB_GF_1858 -1 @MOB_GF_1894 -1 @MOB_GF_1894 -1 @MOB_GF_1894 -1 @MOB_GF_1894 

:MOB_GF_1660
0512: permanent_text_box 'ANSWER0'  // Denise hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1678
0512: permanent_text_box 'ANSWER1'  // Michelle hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1696
0512: permanent_text_box 'ANSWER2'  // Helena hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1714
0512: permanent_text_box 'ANSWER3'  // Barbara hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilodat.
0002: jump @MOB_GF_1894 

:MOB_GF_1732
0512: permanent_text_box 'ANSWER4'  // Katie hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1750
0512: permanent_text_box 'ANSWER5'  // Millie hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1768
0512: permanent_text_box 'ANSWER0'  // Denise hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1786
0512: permanent_text_box 'ANSWER1'  // Michelle hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1804
0512: permanent_text_box 'ANSWER2'  // Helena hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1822
0512: permanent_text_box 'ANSWER3'  // Barbara hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilodat.
0002: jump @MOB_GF_1894 

:MOB_GF_1840
0512: permanent_text_box 'ANSWER4'  // Katie hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1858
0512: permanent_text_box 'ANSWER5'  // Millie hv. Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1876
0512: permanent_text_box 'ANSWER'  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy felvedd a mobilt.
0002: jump @MOB_GF_1894 

:MOB_GF_1894
0004: $1423 = 3 // integer values 
0050: gosub @MOB_GF_2311 
0008: $1409 += 1 // integer values 
00D6: if and
0038:   $1414 == 1 // integer values 
0018:   $1409 > 0 // integer values 
004D: jump_if_false @MOB_GF_1947 
0002: jump @MOB_GF_2075 

:MOB_GF_1947
0050: gosub @MOB_GF_2625 
00D6: if and
0038:   $1414 == 1 // integer values 
0018:   $1409 > 0 // integer values 
004D: jump_if_false @MOB_GF_1986 
0002: jump @MOB_GF_2075 

:MOB_GF_1986
0004: $1410 = 0 // integer values 

:MOB_GF_1993
00D6: if 
001A:   40 > $1410 // integer values 
004D: jump_if_false @MOB_GF_2061 
0001: wait 0 ms 
0050: gosub @MOB_GF_2902 
00D6: if 
0038:   $1414 == 1 // integer values 
004D: jump_if_false @MOB_GF_2047 
0002: jump @MOB_GF_2075 

:MOB_GF_2047
0008: $1410 += 1 // integer values 
0002: jump @MOB_GF_1993 

:MOB_GF_2061
0002: jump @MOB_GF_1497 

:MOB_GF_2068
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0051: return 

:MOB_GF_2075
0004: $1417 = 1 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 

:MOB_GF_2087
00D6: if 
00E1:   key_pressed 0 4 
004D: jump_if_false @MOB_GF_2140 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2133 
0004: $1414 = 2 // integer values 
0051: return 

:MOB_GF_2133
0002: jump @MOB_GF_2087 

:MOB_GF_2140
03E6: remove_text_box 
040D: unload_wav 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2309 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0489: set_actor $PLAYER_ACTOR audible 1 
0247: request_model #CELLPHONE 

:MOB_GF_2181
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @MOB_GF_2208 
0001: wait 0 ms 
0002: jump @MOB_GF_2181 

:MOB_GF_2208
0050: gosub @MOB_GF_2902 
00D6: if 
0038:   $1414 == 2 // integer values 
004D: jump_if_false @MOB_GF_2240 
0249: release_model #CELLPHONE 
0051: return 

:MOB_GF_2240
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 // integer values 

:MOB_GF_2254
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @MOB_GF_2309 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2302 
0004: $1414 = 2 // integer values 
0051: return 

:MOB_GF_2302
0002: jump @MOB_GF_2254 

:MOB_GF_2309
0051: return 

:MOB_GF_2311
00D6: if 
83D0:   not wav $1423 loaded 
004D: jump_if_false @MOB_GF_2602 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2363 
0004: $1414 = 2 // integer values 
0051: return 
0002: jump @MOB_GF_2595 

:MOB_GF_2363
00D6: if or
04AD:   actor $PLAYER_ACTOR touching_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR has_objective 
0038:   $ONMISSION == 0 // integer values 
8038:   not  $ACTIVE_INTERIOR == 0 // integer values 
8038:   not  $1513 == 0 // integer values 
004D: jump_if_false @MOB_GF_2421 
0004: $1414 = 2 // integer values 
03E6: remove_text_box 
0051: return 

:MOB_GF_2421
00D6: if or
0A03: (unknown) 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE: (unknown) 
004D: jump_if_false @MOB_GF_2452 
0004: $1414 = 2 // integer values 
03E6: remove_text_box 
0051: return 

:MOB_GF_2452
00D6: if and
0038:   $1414 == 0 // integer values 
0018:   $1409 > 0 // integer values 
004D: jump_if_false @MOB_GF_2524 
00D6: if 
82E0:   not actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @MOB_GF_2524 
00D6: if and
00E1:   key_pressed 0 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @MOB_GF_2524 
0004: $1414 = 1 // integer values 
0051: return 

:MOB_GF_2524
00D6: if 
0038:   $1417 == 1 // integer values 
004D: jump_if_false @MOB_GF_2568 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @MOB_GF_2568 
0004: $1417 = 2 // integer values 
0051: return 

:MOB_GF_2568
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MOB_GF_2595 
0004: $1414 = 2 // integer values 
0051: return 

:MOB_GF_2595
0002: jump @MOB_GF_2311 

:MOB_GF_2602
00D6: if 
84AD:   not actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @MOB_GF_2623 
03D1: play_wav $1423 

:MOB_GF_2623
0051: return 

:MOB_GF_2625
00D6: if 
83D2:   not wav $1423 ended 
004D: jump_if_false @MOB_GF_2900 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2677 
0004: $1414 = 2 // integer values 
0051: return 
0002: jump @MOB_GF_2893 

:MOB_GF_2677
00D6: if or
04AD:   actor $PLAYER_ACTOR touching_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR has_objective 
0038:   $ONMISSION == 0 // integer values 
8038:   not  $ACTIVE_INTERIOR == 0 // integer values 
8038:   not  $1513 == 0 // integer values 
004D: jump_if_false @MOB_GF_2735 
0004: $1414 = 2 // integer values 
03E6: remove_text_box 
0051: return 

:MOB_GF_2735
00D6: if or
0A03: (unknown) 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE: (unknown) 
004D: jump_if_false @MOB_GF_2766 
0004: $1414 = 2 // integer values 
03E6: remove_text_box 
0051: return 

:MOB_GF_2766
00D6: if and
0038:   $1414 == 0 // integer values 
0018:   $1409 > 0 // integer values 
004D: jump_if_false @MOB_GF_2822 
00D6: if and
00E1:   key_pressed 0 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @MOB_GF_2822 
0004: $1414 = 1 // integer values 
0051: return 

:MOB_GF_2822
00D6: if 
0038:   $1417 == 1 // integer values 
004D: jump_if_false @MOB_GF_2866 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @MOB_GF_2866 
0004: $1417 = 2 // integer values 
0051: return 

:MOB_GF_2866
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MOB_GF_2893 
0004: $1414 = 2 // integer values 
0051: return 

:MOB_GF_2893
0002: jump @MOB_GF_2625 

:MOB_GF_2900
0051: return 

:MOB_GF_2902
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2934 
0004: $1414 = 2 // integer values 
0051: return 
0002: jump @MOB_GF_3166 

:MOB_GF_2934
00D6: if or
04AD:   actor $PLAYER_ACTOR touching_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR has_objective 
0038:   $ONMISSION == 0 // integer values 
8038:   not  $ACTIVE_INTERIOR == 0 // integer values 
8038:   not  $1513 == 0 // integer values 
004D: jump_if_false @MOB_GF_2992 
0004: $1414 = 2 // integer values 
03E6: remove_text_box 
0051: return 

:MOB_GF_2992
00D6: if or
0A03: (unknown) 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE: (unknown) 
004D: jump_if_false @MOB_GF_3023 
0004: $1414 = 2 // integer values 
03E6: remove_text_box 
0051: return 

:MOB_GF_3023
00D6: if and
0038:   $1414 == 0 // integer values 
0018:   $1409 > 0 // integer values 
004D: jump_if_false @MOB_GF_3095 
00D6: if 
82E0:   not actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @MOB_GF_3095 
00D6: if and
00E1:   key_pressed 0 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @MOB_GF_3095 
0004: $1414 = 1 // integer values 
0051: return 

:MOB_GF_3095
00D6: if 
0038:   $1417 == 1 // integer values 
004D: jump_if_false @MOB_GF_3139 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @MOB_GF_3139 
0004: $1417 = 2 // integer values 
0051: return 

:MOB_GF_3139
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MOB_GF_3166 
0004: $1414 = 2 // integer values 
0051: return 

:MOB_GF_3166
0051: return 

:MOB_GF_3168
0004: $15 = 0 // integer values 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $1414 = 0 // integer values 
0004: $1413 = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_3245 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0489: set_actor $PLAYER_ACTOR audible 0 

:MOB_GF_3245
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $186 = 0 // integer values 
01BD: $185 = current_time_in_ms 
0084: $186 = $185 // integer values and handles 
0060: $186 -= $CURRENT_TIME_IN_MS // integer values 
00BE: text_clear_all 
00D6: if 
0038:   $1416 == 0 // integer values 
004D: jump_if_false @MOB_GF_3307 
03E6: remove_text_box 
0002: jump @MOB_GF_3314 

:MOB_GF_3307
0004: $1416 = 0 // integer values 

:MOB_GF_3314
0249: release_model #CELLPHONE 
0004: $ONMISSION = 0 // integer values 
0051: return 

:MOB_GF_3328
0004: $1421 = 0 // integer values 

:MOB_GF_3335
03CF: load_wav $1424($1421,20i) as 1 
0008: $1421 += 1 // integer values 
00D6: if 
002C:   $1422 >= $1421 // integer values 
004D: jump_if_false @MOB_GF_3383 
03CF: load_wav $1424($1421,20i) as 2 

:MOB_GF_3383
000C: $1421 -= 1 // integer values 
0004: $1423 = 1 // integer values 
0050: gosub @MOB_GF_2311 
00BC: text_highpriority $1445($1421,20s) 10000 ms 1 
0050: gosub @MOB_GF_2625 
00D6: if 
0038:   $1417 == 2 // integer values 
004D: jump_if_false @MOB_GF_3445 
0051: return 

:MOB_GF_3445
0008: $1421 += 1 // integer values 
00D6: if 
002C:   $1422 >= $1421 // integer values 
004D: jump_if_false @MOB_GF_3513 
0004: $1423 = 2 // integer values 
0050: gosub @MOB_GF_2311 
00BC: text_highpriority $1445($1421,20s) 10000 ms 1 
0050: gosub @MOB_GF_2625 
0002: jump @MOB_GF_3520 

:MOB_GF_3513
000C: $1421 -= 1 // integer values 

:MOB_GF_3520
00D6: if 
0038:   $1417 == 2 // integer values 
004D: jump_if_false @MOB_GF_3540 
0051: return 

:MOB_GF_3540
0008: $1421 += 1 // integer values 
00D6: if 
0038:   $1418 == 0 // integer values 
004D: jump_if_false @MOB_GF_3583 
03E5: text_box 'CELSKIP'  // ~k~~VEHICLE_ENTER_EXIT~ Kinyomni a hvst.
0004: $1418 = 1 // integer values 

:MOB_GF_3583
00D6: if 
002C:   $1422 >= $1421 // integer values 
004D: jump_if_false @MOB_GF_3609 
0002: jump @MOB_GF_3335 

:MOB_GF_3609
00BE: text_clear_all 
0051: return 

//-------------Mission 0---------------
// Originally: Initial 1

:INITIAL
03A4: name_thread 'INITIAL' 
06C8: toggle_riot 0 
0004: $1515 = 0 // integer values 
0005: $1500 = 5.0 // floating-point values 
0005: $1501 = -5.0 // floating-point values 
0005: $1502 = 8.5 // floating-point values 
0005: $1503 = -1.5 // floating-point values 
0005: $1504 = -30.0 // floating-point values 
0005: $1505 = 32.0 // floating-point values 
0005: $1506 = 0.0 // floating-point values 
0004: $1512 = 0 // integer values 
0004: $1513 = 0 // integer values 
0004: $1497 = 0 // integer values 
0004: $1510 = 1 // integer values 
0004: $44 = 0 // integer values 
0004: $46 = 0 // integer values 
0004: $59 = 0 // integer values 
0004: $58 = 0 // integer values 
0004: $57 = 0 // integer values 
0004: $65 = 0 // integer values 
0004: $62 = 0 // integer values 
0004: $50 = 0 // integer values 
0004: $51 = 0 // integer values 
0004: $MISSION_RUNNING_DOG_FAILED = 0 // integer values 
0004: $11269 = 0 // integer values 
0004: $42 = 0 // integer values 
0004: $1516 = 0 // integer values 
0004: $ALL_HORSESHOES_COLLECTED = 0 // integer values 
0004: $ALL_PHOTOS_TAKEN = 0 // integer values 
0004: $ALL_TAGS_SPRAYED = 0 // integer values 
0004: $MISSION_INTRO_PASSED = 0 // integer values 
0004: $HELP_FOLLOW_ICON_SHOWN = 0 // integer values 
0004: $54 = 0 // integer values 
0004: $HELP_BICYCLE_2_SHOWN = 0 // integer values 
0004: $HELP_CAMERA_AND_RADIO_SHOWN = 0 // integer values 
0004: $HELP_DRIVEBY_SHOWN = 0 // integer values 
0004: $1514 = 0 // integer values 
0004: $23 = 0 // integer values 
0004: $1520 = 0 // integer values 
0004: $1521 = 0 // integer values 
0004: $1522 = 0 // integer values 
0004: $1523 = 0 // integer values 
0004: $728[0] = 0 // integer values 
0004: $728[1] = 0 // integer values 
0004: $728[2] = 0 // integer values 
0004: $728[3] = 0 // integer values 
0004: $728[4] = 0 // integer values 
0004: $728[5] = 0 // integer values 
0004: $728[6] = 0 // integer values 
0004: $728[7] = 0 // integer values 
0004: $728[8] = 0 // integer values 
0004: $728[9] = 0 // integer values 
0004: $728[10] = 0 // integer values 
0004: $728[11] = 0 // integer values 
0004: $728[12] = 0 // integer values 
0004: $728[13] = 0 // integer values 
0004: $728[14] = 0 // integer values 
0004: $728[15] = 0 // integer values 
0004: $728[16] = 0 // integer values 
0004: $728[17] = 0 // integer values 
0004: $728[18] = 0 // integer values 
0004: $728[19] = 0 // integer values 
0004: $728[20] = 0 // integer values 
0004: $728[21] = 0 // integer values 
0004: $728[22] = 0 // integer values 
0004: $728[23] = 0 // integer values 
0004: $728[24] = 0 // integer values 
0004: $728[25] = 0 // integer values 
0004: $728[26] = 0 // integer values 
0004: $728[27] = 0 // integer values 
0004: $728[28] = 0 // integer values 
0004: $728[29] = 0 // integer values 
0004: $728[30] = 0 // integer values 
0004: $728[31] = 0 // integer values 
0004: $760[0] = 0 // integer values 
0004: $760[1] = 1 // integer values 
0004: $760[2] = 2 // integer values 
0004: $760[3] = 3 // integer values 
0004: $760[4] = 4 // integer values 
0004: $760[5] = 5 // integer values 
0004: $760[6] = 6 // integer values 
0004: $760[7] = 7 // integer values 
0004: $760[8] = 8 // integer values 
0004: $760[9] = 9 // integer values 
0004: $760[10] = 10 // integer values 
0004: $760[11] = 11 // integer values 
0004: $760[12] = 12 // integer values 
0004: $760[13] = 13 // integer values 
0004: $760[14] = 14 // integer values 
0004: $760[15] = 15 // integer values 
0004: $760[16] = 16 // integer values 
0004: $760[17] = 17 // integer values 
0004: $760[18] = 18 // integer values 
0004: $760[19] = 19 // integer values 
0004: $760[20] = 20 // integer values 
0004: $760[21] = 21 // integer values 
0004: $760[22] = 22 // integer values 
0004: $760[23] = 23 // integer values 
0004: $760[24] = 24 // integer values 
0004: $760[25] = 25 // integer values 
0004: $760[26] = 26 // integer values 
0004: $760[27] = 27 // integer values 
0004: $760[28] = 28 // integer values 
0004: $760[29] = 29 // integer values 
0004: $760[30] = 30 // integer values 
0004: $760[31] = 31 // integer values 
0004: $1620 = 0 // integer values 
0005: $X_WANG_CARS[0] = -1969.27 // floating-point values 
0005: $Y_WANG_CARS[0] = 282.47 // floating-point values 
0005: $Z_WANG_CARS[0] = 34.6 // floating-point values 
0005: $X_WANG_CARS[1] = -2243.62 // floating-point values 
0005: $Y_WANG_CARS[1] = 133.2 // floating-point values 
0005: $Z_WANG_CARS[1] = 34.8 // floating-point values 
0005: $X_WANG_CARS[2] = 426.4972 // floating-point values 
0005: $Y_WANG_CARS[2] = 2530.689 // floating-point values 
0005: $Z_WANG_CARS[2] = 16.1 // floating-point values 
0004: $1655 = 80000 // integer values 
0004: $1654 = 30000 // integer values 
0004: $1653 = 50000 // integer values 
0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[0] $Y_WANG_CARS[0] $Z_WANG_CARS[0] price $1653  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $66 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[0] $Y_WANG_CARS[0] $Z_WANG_CARS[0] 
018B: show_on_radar $66 2 
0518: $BUY_ASSET_PICKUPS[1] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[1] $Y_WANG_CARS[1] $Z_WANG_CARS[1] price $1654  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $527 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[1] $Y_WANG_CARS[1] $Z_WANG_CARS[1] 
018B: show_on_radar $527 2 
0518: $BUY_ASSET_PICKUPS[2] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[2] $Y_WANG_CARS[2] $Z_WANG_CARS[2] price $1655  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $55 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[2] $Y_WANG_CARS[2] $Z_WANG_CARS[2] 
018B: show_on_radar $55 2 
09B4: (unknown) $X_WANG_CARS[2] $Y_WANG_CARS[2] 10.0 16384 0 
0005: $X_WANG_CARS[3] = 316.0696 // floating-point values 
0005: $Y_WANG_CARS[3] = -1772.569 // floating-point values 
0005: $Z_WANG_CARS[3] = 4.1893 // floating-point values 
09B4: (unknown) $X_WANG_CARS[3] $Y_WANG_CARS[3] 10.0 16384 0 
0004: $1656 = 30000 // integer values 
0518: $BUY_ASSET_PICKUPS[3] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[3] $Y_WANG_CARS[3] $Z_WANG_CARS[3] price $1656  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1624 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[3] $Y_WANG_CARS[3] $Z_WANG_CARS[3] 
018B: show_on_radar $1624 2 
02B9: deactivate_garage 'BEACSV' 
0005: $X_WANG_CARS[4] = 2441.002 // floating-point values 
0005: $Y_WANG_CARS[4] = 695.1089 // floating-point values 
0005: $Z_WANG_CARS[4] = 10.6646 // floating-point values 
09B4: (unknown) $X_WANG_CARS[4] $Y_WANG_CARS[4] 10.0 16384 0 
0004: $1657 = 20000 // integer values 
0518: $BUY_ASSET_PICKUPS[4] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[4] $Y_WANG_CARS[4] $Z_WANG_CARS[4] price $1657  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1625 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[4] $Y_WANG_CARS[4] $Z_WANG_CARS[4] 
018B: show_on_radar $1625 2 
02B9: deactivate_garage 'VESVGRG' 
0005: $X_WANG_CARS[5] = -366.1849 // floating-point values 
0005: $Y_WANG_CARS[5] = 1166.03 // floating-point values 
0005: $Z_WANG_CARS[5] = 19.2422 // floating-point values 
09B4: (unknown) $X_WANG_CARS[5] $Y_WANG_CARS[5] 10.0 16384 0 
0004: $1658 = 30000 // integer values 
0518: $BUY_ASSET_PICKUPS[5] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[5] $Y_WANG_CARS[5] $Z_WANG_CARS[5] price $1658  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1626 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[5] $Y_WANG_CARS[5] $Z_WANG_CARS[5] 
018B: show_on_radar $1626 2 
02B9: deactivate_garage 'CN2GAR1' 
0005: $X_WANG_CARS[6] = 1283.844 // floating-point values 
0005: $Y_WANG_CARS[6] = 2528.703 // floating-point values 
0005: $Z_WANG_CARS[6] = 10.3203 // floating-point values 
09B4: (unknown) $X_WANG_CARS[6] $Y_WANG_CARS[6] 10.0 16384 0 
0004: $1659 = 50000 // integer values 
0518: $BUY_ASSET_PICKUPS[6] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[6] $Y_WANG_CARS[6] $Z_WANG_CARS[6] price $1659  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1627 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[6] $Y_WANG_CARS[6] $Z_WANG_CARS[6] 
018B: show_on_radar $1627 2 
02B9: deactivate_garage 'BLOB69' 
0005: $X_WANG_CARS[7] = 922.3647 // floating-point values 
0005: $Y_WANG_CARS[7] = 2011.898 // floating-point values 
0005: $Z_WANG_CARS[7] = 10.766 // floating-point values 
09B4: (unknown) $X_WANG_CARS[7] $Y_WANG_CARS[7] 10.0 16384 0 
0004: $1660 = 30000 // integer values 
0518: $BUY_ASSET_PICKUPS[7] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[7] $Y_WANG_CARS[7] $Z_WANG_CARS[7] price $1660  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1628 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[7] $Y_WANG_CARS[7] $Z_WANG_CARS[7] 
018B: show_on_radar $1628 2 
02B9: deactivate_garage 'BLOB7' 
0005: $X_WANG_CARS[8] = 2236.928 // floating-point values 
0005: $Y_WANG_CARS[8] = 162.8057 // floating-point values 
0005: $Z_WANG_CARS[8] = 26.8462 // floating-point values 
09B4: (unknown) $X_WANG_CARS[8] $Y_WANG_CARS[8] 10.0 16384 0 
0004: $1661 = 35000 // integer values 
0518: $BUY_ASSET_PICKUPS[8] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[8] $Y_WANG_CARS[8] $Z_WANG_CARS[8] price $1661  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1629 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[8] $Y_WANG_CARS[8] $Z_WANG_CARS[8] 
018B: show_on_radar $1629 2 
02B9: deactivate_garage 'BURBDOO' 
0005: $X_WANG_CARS[9] = 1402.317 // floating-point values 
0005: $Y_WANG_CARS[9] = 1901.978 // floating-point values 
0005: $Z_WANG_CARS[9] = 10.8449 // floating-point values 
09B4: (unknown) $X_WANG_CARS[9] $Y_WANG_CARS[9] 10.0 16384 0 
0004: $1662 = 30000 // integer values 
0518: $BUY_ASSET_PICKUPS[9] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[9] $Y_WANG_CARS[9] $Z_WANG_CARS[9] price $1662  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1630 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[9] $Y_WANG_CARS[9] $Z_WANG_CARS[9] 
018B: show_on_radar $1630 2 
02B9: deactivate_garage 'BLOB6' 
0005: $X_WANG_CARS[10] = 1687.98 // floating-point values 
0005: $Y_WANG_CARS[10] = -2100.643 // floating-point values 
0005: $Z_WANG_CARS[10] = 13.3343 // floating-point values 
0004: $1663 = 10000 // integer values 
09B4: (unknown) $X_WANG_CARS[10] $Y_WANG_CARS[10] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[10] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[10] $Y_WANG_CARS[10] $Z_WANG_CARS[10] price $1663  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1631 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[10] $Y_WANG_CARS[10] $Z_WANG_CARS[10] 
018B: show_on_radar $1631 2 
02B9: deactivate_garage 'CARLAS1' 
0005: $X_WANG_CARS[11] = -2106.639 // floating-point values 
0005: $Y_WANG_CARS[11] = 900.5537 // floating-point values 
0005: $Z_WANG_CARS[11] = 76.2032 // floating-point values 
09B4: (unknown) $X_WANG_CARS[11] $Y_WANG_CARS[11] 10.0 16384 0 
0004: $1664 = 100000 // integer values 
0518: $BUY_ASSET_PICKUPS[11] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[11] $Y_WANG_CARS[11] $Z_WANG_CARS[11] price $1664  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1632 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[11] $Y_WANG_CARS[11] $Z_WANG_CARS[11] 
018B: show_on_radar $1632 2 
02B9: deactivate_garage 'CESAFE1' 
0005: $X_WANG_CARS[12] = 1331.186 // floating-point values 
0005: $Y_WANG_CARS[12] = -630.4962 // floating-point values 
0005: $Z_WANG_CARS[12] = 108.6349 // floating-point values 
09B4: (unknown) $X_WANG_CARS[12] $Y_WANG_CARS[12] 10.0 16384 0 
0004: $1665 = 120000 // integer values 
0518: $BUY_ASSET_PICKUPS[12] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[12] $Y_WANG_CARS[12] $Z_WANG_CARS[12] price $1665  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1633 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[12] $Y_WANG_CARS[12] $Z_WANG_CARS[12] 
018B: show_on_radar $1633 2 
02B9: deactivate_garage 'SAV1SFE' 
0005: $X_WANG_CARS[13] = -2695.745 // floating-point values 
0005: $Y_WANG_CARS[13] = 818.4718 // floating-point values 
0005: $Z_WANG_CARS[13] = 49.4844 // floating-point values 
09B4: (unknown) $X_WANG_CARS[13] $Y_WANG_CARS[13] 10.0 16384 0 
0004: $1666 = 20000 // integer values 
0518: $BUY_ASSET_PICKUPS[13] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[13] $Y_WANG_CARS[13] $Z_WANG_CARS[13] price $1666  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1634 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[13] $Y_WANG_CARS[13] $Z_WANG_CARS[13] 
018B: show_on_radar $1634 2 
02B9: deactivate_garage 'SAV1SFW' 
0005: $X_WANG_CARS[14] = -2456.926 // floating-point values 
0005: $Y_WANG_CARS[14] = -131.3292 // floating-point values 
0005: $Z_WANG_CARS[14] = 25.5376 // floating-point values 
09B4: (unknown) $X_WANG_CARS[14] $Y_WANG_CARS[14] 10.0 16384 0 
0004: $1667 = 40000 // integer values 
0518: $BUY_ASSET_PICKUPS[14] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[14] $Y_WANG_CARS[14] $Z_WANG_CARS[14] price $1667  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1635 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[14] $Y_WANG_CARS[14] $Z_WANG_CARS[14] 
018B: show_on_radar $1635 2 
02B9: deactivate_garage 'SVGSFS1' 
0005: $X_WANG_CARS[15] = 892.6662 // floating-point values 
0005: $Y_WANG_CARS[15] = -1639.714 // floating-point values 
0005: $Z_WANG_CARS[15] = 14.4567 // floating-point values 
0004: $1668 = 10000 // integer values 
09B4: (unknown) $X_WANG_CARS[15] $Y_WANG_CARS[15] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[15] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[15] $Y_WANG_CARS[15] $Z_WANG_CARS[15] price $1668  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1636 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[15] $Y_WANG_CARS[15] $Z_WANG_CARS[15] 
018B: show_on_radar $1636 2 
0005: $X_WANG_CARS[16] = 1969.932 // floating-point values 
0005: $Y_WANG_CARS[16] = 1623.243 // floating-point values 
0005: $Z_WANG_CARS[16] = 12.3619 // floating-point values 
0004: $1669 = 6000 // integer values 
09B4: (unknown) $X_WANG_CARS[16] $Y_WANG_CARS[16] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[16] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[16] $Y_WANG_CARS[16] $Z_WANG_CARS[16] price $1669  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1637 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[16] $Y_WANG_CARS[16] $Z_WANG_CARS[16] 
018B: show_on_radar $1637 2 
0005: $X_WANG_CARS[17] = 2234.909 // floating-point values 
0005: $Y_WANG_CARS[17] = 1285.698 // floating-point values 
0005: $Z_WANG_CARS[17] = 10.3203 // floating-point values 
0004: $1670 = 6000 // integer values 
09B4: (unknown) $X_WANG_CARS[17] $Y_WANG_CARS[17] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[17] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[17] $Y_WANG_CARS[17] $Z_WANG_CARS[17] price $1670  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1638 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[17] $Y_WANG_CARS[17] $Z_WANG_CARS[17] 
018B: show_on_radar $1638 2 
0005: $X_WANG_CARS[18] = -2213.864 // floating-point values 
0005: $Y_WANG_CARS[18] = 723.5587 // floating-point values 
0005: $Z_WANG_CARS[18] = 48.914 // floating-point values 
0004: $1671 = 20000 // integer values 
09B4: (unknown) $X_WANG_CARS[18] $Y_WANG_CARS[18] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[18] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[18] $Y_WANG_CARS[18] $Z_WANG_CARS[18] price $1671  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1639 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[18] $Y_WANG_CARS[18] $Z_WANG_CARS[18] 
018B: show_on_radar $1639 2 
0005: $X_WANG_CARS[19] = -1439.014 // floating-point values 
0005: $Y_WANG_CARS[19] = -1540.59 // floating-point values 
0005: $Z_WANG_CARS[19] = 101.2579 // floating-point values 
0004: $1672 = 100000 // integer values 
09B4: (unknown) $X_WANG_CARS[19] $Y_WANG_CARS[19] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[19] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[19] $Y_WANG_CARS[19] $Z_WANG_CARS[19] price $1672  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1640 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[19] $Y_WANG_CARS[19] $Z_WANG_CARS[19] 
018B: show_on_radar $1640 2 
0005: $X_WANG_CARS[20] = -2027.83 // floating-point values 
0005: $Y_WANG_CARS[20] = -44.0454 // floating-point values 
0005: $Z_WANG_CARS[20] = 38.7692 // floating-point values 
0004: $1673 = 20000 // integer values 
09B4: (unknown) $X_WANG_CARS[20] $Y_WANG_CARS[20] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[20] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[20] $Y_WANG_CARS[20] $Z_WANG_CARS[20] price $1673  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1641 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[20] $Y_WANG_CARS[20] $Z_WANG_CARS[20] 
018B: show_on_radar $1641 2 
0005: $X_WANG_CARS[21] = -2419.677 // floating-point values 
0005: $Y_WANG_CARS[21] = 334.1621 // floating-point values 
0005: $Z_WANG_CARS[21] = 34.6796 // floating-point values 
0004: $1674 = 50000 // integer values 
09B4: (unknown) $X_WANG_CARS[21] $Y_WANG_CARS[21] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[21] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[21] $Y_WANG_CARS[21] $Z_WANG_CARS[21] price $1674  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1642 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[21] $Y_WANG_CARS[21] $Z_WANG_CARS[21] 
018B: show_on_radar $1642 2 
0005: $X_WANG_CARS[22] = -2079.097 // floating-point values 
0005: $Y_WANG_CARS[22] = -2309.899 // floating-point values 
0005: $Z_WANG_CARS[22] = 30.1172 // floating-point values 
0004: $1675 = 20000 // integer values 
09B4: (unknown) $X_WANG_CARS[22] $Y_WANG_CARS[22] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[22] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[22] $Y_WANG_CARS[22] $Z_WANG_CARS[22] price $1675  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1643 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[22] $Y_WANG_CARS[22] $Z_WANG_CARS[22] 
018B: show_on_radar $1643 2 
0005: $X_WANG_CARS[23] = -1534.17 // floating-point values 
0005: $Y_WANG_CARS[23] = 2650.3 // floating-point values 
0005: $Z_WANG_CARS[23] = 55.3437 // floating-point values 
0004: $1676 = 20000 // integer values 
09B4: (unknown) $X_WANG_CARS[23] $Y_WANG_CARS[23] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[23] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[23] $Y_WANG_CARS[23] $Z_WANG_CARS[23] price $1676  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1644 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[23] $Y_WANG_CARS[23] $Z_WANG_CARS[23] 
018B: show_on_radar $1644 2 
0005: $X_WANG_CARS[24] = -1045.775 // floating-point values 
0005: $Y_WANG_CARS[24] = 1552.976 // floating-point values 
0005: $Z_WANG_CARS[24] = 32.798 // floating-point values 
0004: $1677 = 20000 // integer values 
09B4: (unknown) $X_WANG_CARS[24] $Y_WANG_CARS[24] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[24] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[24] $Y_WANG_CARS[24] $Z_WANG_CARS[24] price $1677  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1645 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[24] $Y_WANG_CARS[24] $Z_WANG_CARS[24] 
018B: show_on_radar $1645 2 
0005: $X_WANG_CARS[25] = 793.5623 // floating-point values 
0005: $Y_WANG_CARS[25] = -514.4116 // floating-point values 
0005: $Z_WANG_CARS[25] = 16.3973 // floating-point values 
0004: $1678 = 40000 // integer values 
09B4: (unknown) $X_WANG_CARS[25] $Y_WANG_CARS[25] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[25] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[25] $Y_WANG_CARS[25] $Z_WANG_CARS[25] price $1678  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1646 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[25] $Y_WANG_CARS[25] $Z_WANG_CARS[25] 
018B: show_on_radar $1646 2 
02B9: deactivate_garage 'BURBDO2' 
0005: $X_WANG_CARS[26] = 2103.346 // floating-point values 
0005: $Y_WANG_CARS[26] = -1288.339 // floating-point values 
0005: $Z_WANG_CARS[26] = 23.8168 // floating-point values 
0004: $1679 = 10000 // integer values 
09B4: (unknown) $X_WANG_CARS[26] $Y_WANG_CARS[26] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[26] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[26] $Y_WANG_CARS[26] $Z_WANG_CARS[26] price $1679  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1647 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[26] $Y_WANG_CARS[26] $Z_WANG_CARS[26] 
018B: show_on_radar $1647 2 
0005: $X_WANG_CARS[27] = 2370.477 // floating-point values 
0005: $Y_WANG_CARS[27] = 2165.474 // floating-point values 
0005: $Z_WANG_CARS[27] = 10.3269 // floating-point values 
0004: $1680 = 6000 // integer values 
09B4: (unknown) $X_WANG_CARS[27] $Y_WANG_CARS[27] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[27] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[27] $Y_WANG_CARS[27] $Z_WANG_CARS[27] price $1680  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1648 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[27] $Y_WANG_CARS[27] $Z_WANG_CARS[27] 
018B: show_on_radar $1648 2 
0005: $X_WANG_CARS[28] = 2220.626 // floating-point values 
0005: $Y_WANG_CARS[28] = 1837.348 // floating-point values 
0005: $Z_WANG_CARS[28] = 10.3203 // floating-point values 
0004: $1681 = 6000 // integer values 
09B4: (unknown) $X_WANG_CARS[28] $Y_WANG_CARS[28] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[28] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[28] $Y_WANG_CARS[28] $Z_WANG_CARS[28] price $1681  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1649 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[28] $Y_WANG_CARS[28] $Z_WANG_CARS[28] 
018B: show_on_radar $1649 2 
0005: $X_WANG_CARS[29] = 2819.125 // floating-point values 
0005: $Y_WANG_CARS[29] = 2149.372 // floating-point values 
0005: $Z_WANG_CARS[29] = 10.3203 // floating-point values 
0004: $1682 = 10000 // integer values 
09B4: (unknown) $X_WANG_CARS[29] $Y_WANG_CARS[29] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[29] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[29] $Y_WANG_CARS[29] $Z_WANG_CARS[29] price $1682  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1650 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[29] $Y_WANG_CARS[29] $Z_WANG_CARS[29] 
018B: show_on_radar $1650 2 
0005: $X_WANG_CARS[30] = 2483.024 // floating-point values 
0005: $Y_WANG_CARS[30] = -2001.074 // floating-point values 
0005: $Z_WANG_CARS[30] = 13.054 // floating-point values 
0004: $1683 = 10000 // integer values 
09B4: (unknown) $X_WANG_CARS[30] $Y_WANG_CARS[30] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[30] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[30] $Y_WANG_CARS[30] $Z_WANG_CARS[30] price $1683  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1651 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[30] $Y_WANG_CARS[30] $Z_WANG_CARS[30] 
018B: show_on_radar $1651 2 
0005: $X_WANG_CARS[31] = 206.8 // floating-point values 
0005: $Y_WANG_CARS[31] = -112.1 // floating-point values 
0005: $Z_WANG_CARS[31] = 4.3965 // floating-point values 
0004: $1684 = 10000 // integer values 
09B4: (unknown) $X_WANG_CARS[31] $Y_WANG_CARS[31] 10.0 16384 0 
0518: $BUY_ASSET_PICKUPS[31] = create_available_asset_pickup 'PROP_3' at $X_WANG_CARS[31] $Y_WANG_CARS[31] $Z_WANG_CARS[31] price $1684  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megvedd ezt az ingatlant.
0570: $1652 = create_asset_radar_marker_with_icon 31 at $X_WANG_CARS[31] $Y_WANG_CARS[31] $Z_WANG_CARS[31] 
018B: show_on_radar $1652 2 
0005: $11199 = 2495.53 // floating-point values 
0005: $11217 = -1711.88 // floating-point values 
0005: $11235 = 1014.24 // floating-point values 
0005: $SAVE_POINTS_X[0] = 2495.9 // floating-point values 
0005: $SAVE_POINTS_Y[0] = -1707.45 // floating-point values 
0005: $SAVE_POINTS_Z[0] = 1013.26 // floating-point values 
0005: $SAVE_POINTS_ANGLE[0] = 0.0 // floating-point values 
0004: $847 = 0 // integer values 
0005: $887 = 1263.05 // floating-point values 
0005: $905 = -773.67 // floating-point values 
0005: $923 = 1091.39 // floating-point values 
0005: $SAVE_POINTS_X[1] = 1263.76 // floating-point values 
0005: $SAVE_POINTS_Y[1] = -776.59 // floating-point values 
0005: $SAVE_POINTS_Z[1] = 1090.89 // floating-point values 
0005: $SAVE_POINTS_ANGLE[1] = 183.23 // floating-point values 
0004: $848 = 0 // integer values 
0005: $888 = 416.9548 // floating-point values 
0005: $906 = 2538.813 // floating-point values 
0005: $924 = 9.5077 // floating-point values 
0005: $SAVE_POINTS_X[2] = 418.0759 // floating-point values 
0005: $SAVE_POINTS_Y[2] = 2536.771 // floating-point values 
0005: $SAVE_POINTS_Z[2] = 9.0077 // floating-point values 
0005: $SAVE_POINTS_ANGLE[2] = 269.2893 // floating-point values 
0004: $849 = 0 // integer values 
0005: $889 = 2367.192 // floating-point values 
0005: $907 = -1121.518 // floating-point values 
0005: $925 = 1050.382 // floating-point values 
0005: $SAVE_POINTS_X[3] = 2367.072 // floating-point values 
0005: $SAVE_POINTS_Y[3] = -1123.715 // floating-point values 
0005: $SAVE_POINTS_Z[3] = 1049.875 // floating-point values 
0005: $SAVE_POINTS_ANGLE[3] = 183.259 // floating-point values 
0004: $850 = 0 // integer values 
0005: $890 = 2320.103 // floating-point values 
0005: $908 = -1009.116 // floating-point values 
0005: $926 = 1049.718 // floating-point values 
0005: $SAVE_POINTS_X[4] = 2320.103 // floating-point values 
0005: $SAVE_POINTS_Y[4] = -1013.375 // floating-point values 
0005: $SAVE_POINTS_Z[4] = 1049.211 // floating-point values 
0005: $SAVE_POINTS_ANGLE[4] = 181.7957 // floating-point values 
0004: $851 = 0 // integer values 
0005: $891 = 2342.873 // floating-point values 
0005: $909 = -1063.939 // floating-point values 
0005: $927 = 1048.523 // floating-point values 
0005: $SAVE_POINTS_X[5] = 2339.254 // floating-point values 
0005: $SAVE_POINTS_Y[5] = -1063.86 // floating-point values 
0005: $SAVE_POINTS_Z[5] = 1048.023 // floating-point values 
0005: $SAVE_POINTS_ANGLE[5] = 90.7733 // floating-point values 
0004: $852 = 0 // integer values 
0005: $892 = 2186.014 // floating-point values 
0005: $910 = -1203.834 // floating-point values 
0005: $928 = 1048.523 // floating-point values 
0005: $SAVE_POINTS_X[6] = 2189.818 // floating-point values 
0005: $SAVE_POINTS_Y[6] = -1203.83 // floating-point values 
0005: $SAVE_POINTS_Z[6] = 1048.031 // floating-point values 
0005: $SAVE_POINTS_ANGLE[6] = 268.6874 // floating-point values 
0004: $853 = 0 // integer values 
0005: $893 = 2313.369 // floating-point values 
0005: $911 = -1208.744 // floating-point values 
0005: $929 = 1048.523 // floating-point values 
0005: $SAVE_POINTS_X[7] = 2310.853 // floating-point values 
0005: $SAVE_POINTS_Y[7] = -1210.975 // floating-point values 
0005: $SAVE_POINTS_Z[7] = 1048.023 // floating-point values 
0005: $SAVE_POINTS_ANGLE[7] = 130.1776 // floating-point values 
0004: $854 = 0 // integer values 
0005: $894 = 2249.397 // floating-point values 
0005: $912 = -1209.449 // floating-point values 
0005: $930 = 1048.523 // floating-point values 
0005: $SAVE_POINTS_X[8] = 2252.7 // floating-point values 
0005: $SAVE_POINTS_Y[8] = -1209.388 // floating-point values 
0005: $SAVE_POINTS_Z[8] = 1048.023 // floating-point values 
0005: $SAVE_POINTS_ANGLE[8] = 270.3929 // floating-point values 
0004: $855 = 0 // integer values 
0005: $895 = 2244.533 // floating-point values 
0005: $913 = -1077.663 // floating-point values 
0005: $931 = 1048.523 // floating-point values 
0005: $SAVE_POINTS_X[9] = 2241.069 // floating-point values 
0005: $SAVE_POINTS_Y[9] = -1077.736 // floating-point values 
0005: $SAVE_POINTS_Z[9] = 1048.031 // floating-point values 
0005: $SAVE_POINTS_ANGLE[9] = 88.0268 // floating-point values 
0004: $856 = 0 // integer values 
0005: $896 = 2205.382 // floating-point values 
0005: $914 = -1074.59 // floating-point values 
0005: $932 = 1049.976 // floating-point values 
0005: $SAVE_POINTS_X[10] = 2207.852 // floating-point values 
0005: $SAVE_POINTS_Y[10] = -1075.324 // floating-point values 
0005: $SAVE_POINTS_Z[10] = 1049.476 // floating-point values 
0005: $SAVE_POINTS_ANGLE[10] = 261.7253 // floating-point values 
0004: $857 = 0 // integer values 
0005: $897 = 2233.024 // floating-point values 
0005: $915 = -1105.717 // floating-point values 
0005: $933 = 1050.39 // floating-point values 
0005: $SAVE_POINTS_X[11] = 2233.231 // floating-point values 
0005: $SAVE_POINTS_Y[11] = -1107.852 // floating-point values 
0005: $SAVE_POINTS_Z[11] = 1049.89 // floating-point values 
0005: $SAVE_POINTS_ANGLE[11] = 182.2496 // floating-point values 
0004: $858 = 0 // integer values 
0005: $898 = 2284.5 // floating-point values 
0005: $916 = -1134.0 // floating-point values 
0005: $934 = 1050.398 // floating-point values 
0005: $SAVE_POINTS_X[12] = 2282.8 // floating-point values 
0005: $SAVE_POINTS_Y[12] = -1134.1 // floating-point values 
0005: $SAVE_POINTS_Z[12] = 1049.898 // floating-point values 
0005: $SAVE_POINTS_ANGLE[12] = 90.5033 // floating-point values 
0004: $859 = 0 // integer values 
0005: $899 = -2037.89 // floating-point values 
0005: $917 = -2526.96 // floating-point values 
0005: $935 = 30.13 // floating-point values 
0005: $SAVE_POINTS_X[13] = -2039.78 // floating-point values 
0005: $SAVE_POINTS_Y[13] = -2529.1 // floating-point values 
0005: $SAVE_POINTS_Z[13] = 29.63 // floating-point values 
0005: $SAVE_POINTS_ANGLE[13] = 21.23 // floating-point values 
0004: $860 = 0 // integer values 
0005: $900 = 877.81 // floating-point values 
0005: $918 = -26.91 // floating-point values 
0005: $936 = 62.69 // floating-point values 
0005: $SAVE_POINTS_X[14] = 877.04 // floating-point values 
0005: $SAVE_POINTS_Y[14] = -30.16 // floating-point values 
0005: $SAVE_POINTS_Z[14] = 62.19 // floating-point values 
0005: $SAVE_POINTS_ANGLE[14] = 66.85 // floating-point values 
0004: $861 = 0 // integer values 
0005: $901 = -2026.481 // floating-point values 
0005: $919 = 156.8028 // floating-point values 
0005: $937 = 28.5391 // floating-point values 
0005: $SAVE_POINTS_X[15] = -2021.036 // floating-point values 
0005: $SAVE_POINTS_Y[15] = 156.0674 // floating-point values 
0005: $SAVE_POINTS_Z[15] = 27.6521 // floating-point values 
0005: $SAVE_POINTS_ANGLE[15] = 272.5815 // floating-point values 
0004: $862 = 0 // integer values 
0005: $902 = -693.3776 // floating-point values 
0005: $920 = 957.824 // floating-point values 
0005: $938 = 11.7829 // floating-point values 
0005: $SAVE_POINTS_X[16] = -700.3663 // floating-point values 
0005: $SAVE_POINTS_Y[16] = 966.0852 // floating-point values 
0005: $SAVE_POINTS_Z[16] = 11.3575 // floating-point values 
0005: $SAVE_POINTS_ANGLE[16] = 90.0 // floating-point values 
0004: $863 = 0 // integer values 
0005: $903 = 2024.564 // floating-point values 
0005: $921 = 996.4728 // floating-point values 
0005: $939 = 10.3203 // floating-point values 
0005: $SAVE_POINTS_X[17] = 2027.043 // floating-point values 
0005: $SAVE_POINTS_Y[17] = 996.0585 // floating-point values 
0005: $SAVE_POINTS_Z[17] = 9.9203 // floating-point values 
0005: $SAVE_POINTS_ANGLE[17] = 275.516 // floating-point values 
0004: $864 = 0 // integer values 
0213: $SAVE_PICKUPS[0] = create_pickup #PICKUPSAVE type 3 at $11199 $11217 $11235 
0213: $SAVE_PICKUPS[1] = create_pickup #PICKUPSAVE type 3 at $887 $905 $923 
0213: $SAVE_PICKUPS[2] = create_pickup #PICKUPSAVE type 3 at $888 $906 $924 
0213: $SAVE_PICKUPS[3] = create_pickup #PICKUPSAVE type 3 at $889 $907 $925 
0213: $SAVE_PICKUPS[4] = create_pickup #PICKUPSAVE type 3 at $890 $908 $926 
0213: $SAVE_PICKUPS[5] = create_pickup #PICKUPSAVE type 3 at $891 $909 $927 
0213: $SAVE_PICKUPS[6] = create_pickup #PICKUPSAVE type 3 at $892 $910 $928 
0213: $SAVE_PICKUPS[7] = create_pickup #PICKUPSAVE type 3 at $893 $911 $929 
0213: $SAVE_PICKUPS[8] = create_pickup #PICKUPSAVE type 3 at $894 $912 $930 
0213: $SAVE_PICKUPS[9] = create_pickup #PICKUPSAVE type 3 at $895 $913 $931 
0213: $SAVE_PICKUPS[10] = create_pickup #PICKUPSAVE type 3 at $896 $914 $932 
0213: $SAVE_PICKUPS[11] = create_pickup #PICKUPSAVE type 3 at $897 $915 $933 
0213: $SAVE_PICKUPS[12] = create_pickup #PICKUPSAVE type 3 at $898 $916 $934 
0004: $SAVE_PICKUPS_INDEX = 0 // integer values 
0005: $1742 = 1099.551 // floating-point values 
0005: $1743 = 1601.497 // floating-point values 
0005: $1744 = 11.5546 // floating-point values 
0005: $1745 = -2120.042 // floating-point values 
0005: $1746 = -444.2838 // floating-point values 
0005: $1747 = 34.5312 // floating-point values 
0005: $1748 = 2695.624 // floating-point values 
0005: $1749 = -1704.688 // floating-point values 
0005: $1750 = 10.8437 // floating-point values 
0570: $1739 = create_asset_radar_marker_with_icon 33 at $1742 $1743 $1744 
0570: $1740 = create_asset_radar_marker_with_icon 33 at $1745 $1746 $1747 
0570: $1741 = create_asset_radar_marker_with_icon 33 at $1748 $1749 $1750 
0005: $1751 = 2644.441 // floating-point values 
0005: $1752 = -2012.558 // floating-point values 
0005: $1753 = 12.5469 // floating-point values 
00D6: if 
001A:   6 > $1786 // integer values 
004D: jump_if_false @INITIAL_6104 
0004: $1764($1786,6i) = 0 // integer values 
0004: $1770($1786,6i) = 0 // integer values 
0004: $1776($1786,6i) = 0 // integer values 

:INITIAL_6104
0004: $1782 = 0 // integer values 
0004: $1783 = 0 // integer values 
0004: $1784 = 0 // integer values 
0004: $1785 = 0 // integer values 
0004: $1787 = 0 // integer values 
0004: $1790 = 0 // integer values 
0004: $1791 = 0 // integer values 
0004: $1789 = 0 // integer values 
0004: $1788 = 0 // integer values 
0004: $1794 = 0 // integer values 
0004: $1812 = 1 // integer values 
0004: $MISSION_BEATTHECOCK_PASSED = 0 // integer values 
0004: $1805 = 0 // integer values 
0004: $MISSION_CHILIAD_CHALLENGE_PASSED = 0 // integer values 
0004: $1802 = 0 // integer values 
0004: $1803 = 0 // integer values 
0004: $1804 = 25 // integer values 
0004: $1800 = 0 // integer values 
0004: $1799 = 1 // integer values 
0004: $1846 = 0 // integer values 
0004: $1847 = 0 // integer values 
0004: $1863 = 0 // integer values 
0005: $1849[0] = 292.33 // floating-point values 
0005: $1853[0] = -35.39 // floating-point values 
0005: $1857[0] = 1000.5 // floating-point values 
0005: $1849[1] = 289.4804 // floating-point values 
0005: $1853[1] = -79.6619 // floating-point values 
0005: $1857[1] = 1001.727 // floating-point values 
0005: $1849[2] = 309.9744 // floating-point values 
0005: $1853[2] = -135.3927 // floating-point values 
0005: $1857[2] = 1002.826 // floating-point values 
0005: $1849[3] = 306.8972 // floating-point values 
0005: $1853[3] = -164.9947 // floating-point values 
0005: $1857[3] = 1000.259 // floating-point values 
0004: $1884 = 0 // integer values 
0004: $1873 = 0 // integer values 
0004: $1900 = 0 // integer values 
0004: $1903 = 0 // integer values 
0004: $1907 = 5000 // integer values 
0004: $1909 = 0 // integer values 
0004: $FLAG_PLAYER_IN_CRANE = 0 // integer values 
0004: $1911 = 0 // integer values 
0004: $1912 = 1 // integer values 
0004: $1913 = 0 // integer values 
0004: $1914 = 0 // integer values 
0004: $1915 = 0 // integer values 
0004: $1916 = 0 // integer values 
0004: $1917 = 0 // integer values 
0004: $1918 = 0 // integer values 
0004: $1919 = 0 // integer values 
0004: $1920 = 0 // integer values 
0004: $1932 = 2000 // integer values 
0004: $1934 = 2000 // integer values 
0004: $1937 = 8000 // integer values 
0004: $1939 = 0 // integer values 
0004: $1486 = 0 // integer values 
0004: $490 = 0 // integer values 
0004: $1798 = 0 // integer values 
0004: $1494 = 999999 // integer values 
0004: $1495 = 999999 // integer values 
0004: $1496 = 999999 // integer values 
0004: $DEFAULT_WAIT_TIME = 250 // integer values 
0005: $108 = 0.0625 // floating-point values 
0086: $109 = $108 // floating-point values only 
0015: $109 /= 2.0 // floating-point values 
0086: $110 = $109 // floating-point values only 
0015: $110 /= 2.0 // floating-point values 
0004: $30 = 0 // integer values 
0004: $56 = 1 // integer values 
0005: $177 = -425.0 // floating-point values 
0005: $178 = 1410.0 // floating-point values 
0005: $179 = 10.0 // floating-point values 
0004: $334 = 99999999 // integer values 
0004: $335 = 99999999 // integer values 
0004: $336 = 99999999 // integer values 
0004: $337 = 99999999 // integer values 
0004: $338 = 99999999 // integer values 
0004: $339 = 99999999 // integer values 
0004: $340 = 99999999 // integer values 
0004: $341 = 99999999 // integer values 
0004: $342 = 99999999 // integer values 
0004: $343 = 99999999 // integer values 
0004: $344 = 99999999 // integer values 
0004: $345 = 99999999 // integer values 
0004: $346 = 0 // integer values 
0004: $347 = 0 // integer values 
0004: $348 = 0 // integer values 
0004: $349 = 0 // integer values 
0004: $350 = 0 // integer values 
0004: $351 = 0 // integer values 
0004: $MISSION_LEARNING_TO_FLY_PASSED = 0 // integer values 
0004: $MISSION_BACK_TO_SCHOOL_PASSED = 0 // integer values 
0004: $107 = 0 // integer values 
0004: $105 = 0 // integer values 
0004: $91 = 0 // integer values 
0004: $92 = 0 // integer values 
0004: $93 = 0 // integer values 
0004: $94 = 0 // integer values 
0004: $95 = 0 // integer values 
0004: $96 = 0 // integer values 
0004: $97 = 0 // integer values 
0004: $98 = 0 // integer values 
0004: $99 = 0 // integer values 
0004: $100 = 0 // integer values 
0004: $101 = 0 // integer values 
0004: $102 = 0 // integer values 
0004: $103 = 0 // integer values 
0004: $104 = 0 // integer values 
0004: $53 = 0 // integer values 
0004: $1940 = 1 // integer values 
0004: $MISSION_BLOODRING_PASSED = 0 // integer values 
0004: $1942[0] = 0 // integer values 
0004: $1942[1] = 0 // integer values 
0004: $1942[2] = 0 // integer values 
0004: $1942[3] = 0 // integer values 
0004: $1942[4] = 0 // integer values 
0004: $1942[5] = 0 // integer values 
0004: $1942[6] = 0 // integer values 
0004: $1942[7] = 0 // integer values 
0004: $1942[8] = 0 // integer values 
0004: $1942[9] = 0 // integer values 
0004: $1952 = 1 // integer values 
0004: $1953 = 1 // integer values 
0004: $1954 = 0 // integer values 
0004: $1955 = 0 // integer values 
0004: $PARKED_RUSTLER_EXISTS = 0 // integer values 
0004: $PARKED_STUNT_EXISTS = 0 // integer values 
0004: $PARKED_HUNTER_EXISTS = 0 // integer values 
014B: $PARKED_RUSTLER = init_parked_car_generator #RUSTLER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 325.12 2537.1 17.52 angle 180.0 
014B: $PARKED_STUNT = init_parked_car_generator #STUNT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 348.0 2537.1 17.42 angle 180.0 
014B: $PARKED_HUNTER = init_parked_car_generator #HUNTER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 365.51 2537.1 17.42 angle 180.0 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 
0004: $1962 = 1 // integer values 
0004: $1963 = 60000 // integer values 
0004: $1964 = 80000 // integer values 
0004: $1965 = 180000 // integer values 
0004: $1966 = 10 // integer values 
0004: $1967 = 200000 // integer values 
0004: $1968 = 0 // integer values 
0004: $MISSION_BOAT_SCHOOL_PASSED = 0 // integer values 
0004: $1970 = 0 // integer values 
0004: $1971 = 0 // integer values 
0004: $1972 = 0 // integer values 
0004: $1973 = 0 // integer values 
0004: $1974 = 0 // integer values 
0004: $1975 = 0 // integer values 
0004: $1976 = 0 // integer values 
0004: $1977 = 0 // integer values 
0004: $1978 = 0 // integer values 
0004: $1979 = 0 // integer values 
0004: $1980 = 0 // integer values 
0004: $1981 = 0 // integer values 
0004: $1982 = 0 // integer values 
0004: $1983 = 0 // integer values 
0004: $1984 = 0 // integer values 
0004: $PARKED_MARQUIS_EXISTS = 0 // integer values 
0004: $PARKED_SQUALO_EXISTS = 0 // integer values 
0004: $PARKED_JETMAX_EXISTS = 0 // integer values 
014B: $PARKED_MARQUIS = init_parked_car_generator #MARQUIS color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2227.104 2445.776 0.0 angle 229.3771 
014B: $PARKED_SQUALO = init_parked_car_generator #SQUALO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2223.872 2409.866 0.0 angle 49.0555 
014B: $PARKED_JETMAX = init_parked_car_generator #JETMAX color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2247.836 2425.675 0.0 angle 220.2123 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_JETMAX cars_to_generate_to 0 
0004: $MISSION_PIMPING_PASSED = 0 // integer values 
0004: $MISSION_COURIER_PASSED = 0 // integer values 
0004: $1993 = 0 // integer values 
0004: $1994 = 0 // integer values 
0004: $1995 = 2000 // integer values 
0004: $1997 = 2000 // integer values 
0004: $1999 = 2000 // integer values 
0004: $2001 = 0 // integer values 
0004: $2170 = 0 // integer values 
0004: $2163 = 0 // integer values 
0004: $2162 = 0 // integer values 
0004: $2164 = 0 // integer values 
0004: $2165 = 0 // integer values 
0004: $2166 = 0 // integer values 
0004: $2167 = 0 // integer values 
0004: $2168 = 0 // integer values 
0004: $2169 = 0 // integer values 
0004: $2171 = 0 // integer values 
0004: $2172 = 0 // integer values 
0004: $2173 = 0 // integer values 
0004: $2174 = 0 // integer values 
0004: $2175 = 0 // integer values 
0004: $2176 = 0 // integer values 
0004: $2177 = 0 // integer values 
0004: $2178 = 0 // integer values 
0004: $2179 = 0 // integer values 
0004: $2180 = 0 // integer values 
0004: $2181 = 0 // integer values 
0004: $2182 = 0 // integer values 
0004: $2183 = 0 // integer values 
0004: $2184 = 0 // integer values 
0004: $2185 = 0 // integer values 
0004: $2186 = 0 // integer values 
0004: $2187 = 0 // integer values 
0004: $2188 = 0 // integer values 
0004: $PARKED_FREEWAY_EXISTS = 0 // integer values 
0004: $PARKED_FCR900_EXISTS = 0 // integer values 
0004: $PARKED_NRG500_EXISTS = 0 // integer values 
014B: $PARKED_FREEWAY = init_parked_car_generator #FREEWAY color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.76 1364.832 10.1203 angle 280.0355 
014B: $PARKED_FCR900 = init_parked_car_generator #FCR900 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.999 1366.478 10.1203 angle 282.2258 
014B: $PARKED_NRG500 = init_parked_car_generator #NRG500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.467 1368.358 10.1203 angle 283.0546 
014C: set_parked_car_generator $PARKED_FREEWAY cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_FCR900 cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_NRG500 cars_to_generate_to 0 
0004: $2195 = 0 // integer values 
0004: $840 = 0 // integer values 
0004: $2196 = 0 // integer values 
0004: $HELP_RESPECT_SHOWN = 0 // integer values 
0004: $2198 = 0 // integer values 
0004: $2199 = 0 // integer values 
0004: $2200 = 0 // integer values 
0004: $MISSION_DRIVING_SCHOOL_PASSED = 0 // integer values 
0004: $2202 = 0 // integer values 
0004: $2203 = 0 // integer values 
0004: $2204 = 0 // integer values 
0004: $2206 = 0 // integer values 
0004: $2207 = 0 // integer values 
0004: $2208 = 0 // integer values 
0005: $4 = 0.0 // floating-point values 
0005: $5 = 0.0 // floating-point values 
0005: $6 = 0.0 // floating-point values 
0005: $7 = 0.0 // floating-point values 
0005: $8 = 0.0 // floating-point values 
0005: $9 = 0.0 // floating-point values 
0004: $57 = 0 // integer values 
0005: $76 = 1.5 // floating-point values 
0005: $77 = 1.5 // floating-point values 
0005: $78 = 3.0 // floating-point values 
0005: $79 = 4.0 // floating-point values 
0005: $80 = 4.0 // floating-point values 
0005: $81 = 4.0 // floating-point values 
0005: $X_RACE_LS = 1766.134 // floating-point values 
0005: $Y_RACE_LS = -1704.228 // floating-point values 
0005: $Z_RACE_LS = 12.4731 // floating-point values 
0005: $X_RACE_SF = -1922.922 // floating-point values 
0005: $Y_RACE_SF = 282.7151 // floating-point values 
0005: $Z_RACE_SF = 40.0391 // floating-point values 
0005: $X_RACE_LV = 1636.916 // floating-point values 
0005: $Y_RACE_LV = 912.9478 // floating-point values 
0005: $Z_RACE_LV = 9.689 // floating-point values 
0005: $565 = 1701.69 // floating-point values 
0005: $569 = 1649.193 // floating-point values 
0005: $573 = 9.6296 // floating-point values 
0004: $CURRENT_RACE = 0 // integer values 
0004: $RACES_BEST_RESULT[0] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[1] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[2] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[3] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[4] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[5] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[6] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[7] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[8] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[9] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[10] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[11] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[12] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[13] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[14] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[15] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[16] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[17] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[18] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[19] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[20] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[21] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[22] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[23] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[24] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[25] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[26] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[27] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[28] = 999999999 // integer values 
0004: $RACES_BEST_RESULT[29] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[0] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[1] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[2] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[3] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[4] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[5] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[6] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[7] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[8] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[9] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[10] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[11] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[12] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[13] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[14] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[15] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[16] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[17] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[18] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[19] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[20] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[21] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[22] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[23] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[24] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[25] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[26] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[27] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[28] = 999999999 // integer values 
0004: $RACES_CURRENT_BEST_TIME[29] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[0] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[1] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[2] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[3] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[4] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[5] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[6] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[7] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[8] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[9] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[10] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[11] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[12] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[13] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[14] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[15] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[16] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[17] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[18] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[19] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[20] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[21] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[22] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[23] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[24] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[25] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[26] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[27] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[28] = 999999999 // integer values 
0004: $RACES_NEW_BEST_TIME[29] = 999999999 // integer values 
0004: $2300[0] = 0 // integer values 
0004: $2300[1] = 0 // integer values 
0004: $2300[2] = 0 // integer values 
0004: $2300[3] = 0 // integer values 
0004: $2300[4] = 0 // integer values 
0004: $2300[5] = 0 // integer values 
0004: $2300[6] = 0 // integer values 
0004: $2300[7] = 0 // integer values 
0004: $2300[8] = 0 // integer values 
0004: $2300[9] = 0 // integer values 
0004: $2300[10] = 0 // integer values 
0004: $2300[11] = 0 // integer values 
0004: $2300[12] = 0 // integer values 
0004: $2300[13] = 0 // integer values 
0004: $2300[14] = 0 // integer values 
0004: $2300[15] = 0 // integer values 
0004: $2300[16] = 0 // integer values 
0004: $2300[17] = 0 // integer values 
0004: $2300[18] = 0 // integer values 
0004: $2300[19] = 0 // integer values 
0004: $2300[20] = 0 // integer values 
0004: $2300[21] = 0 // integer values 
0004: $2300[22] = 0 // integer values 
0004: $2300[23] = 0 // integer values 
0004: $2300[24] = 0 // integer values 
0004: $2300[25] = 0 // integer values 
0004: $2300[26] = 0 // integer values 
0004: $2300[27] = 0 // integer values 
0004: $2300[28] = 0 // integer values 
0004: $2300[29] = 0 // integer values 
0004: $2330 = 0 // integer values 
0004: $2331 = 0 // integer values 
0004: $2332 = 0 // integer values 
0004: $190 = 0 // integer values 
0004: $191 = 0 // integer values 
0004: $192 = 0 // integer values 
0005: $X_CATALINA_HOUSE = 868.3358 // floating-point values 
0005: $Y_CATALINA_HOUSE = -29.5529 // floating-point values 
0005: $Z_CATALINA_HOUSE = 62.3276 // floating-point values 
0005: $X_LOCAL_LIQUOR_STORE = 257.5389 // floating-point values 
0005: $Y_LOCAL_LIQUOR_STORE = -77.23 // floating-point values 
0005: $Z_LOCAL_LIQUOR_STORE = 1.3678 // floating-point values 
0005: $X_SMALL_TOWN_BANK = 2297.78 // floating-point values 
0005: $Y_SMALL_TOWN_BANK = -16.83 // floating-point values 
0005: $Z_SMALL_TOWN_BANK = 26.29 // floating-point values 
0005: $X_TANKER_COMMANDER = 652.17 // floating-point values 
0005: $Y_TANKER_COMMANDER = -559.75 // floating-point values 
0005: $Z_TANKER_COMMANDER = 15.15 // floating-point values 
0005: $X_AGAINST_ALL_ODDS = 1294.09 // floating-point values 
0005: $Y_AGAINST_ALL_ODDS = 267.78 // floating-point values 
0005: $Z_AGAINST_ALL_ODDS = 18.54 // floating-point values 
0005: $X_MEETING_CATALINA = 681.595 // floating-point values 
0005: $Y_MEETING_CATALINA = -478.7909 // floating-point values 
0005: $Z_MEETING_CATALINA = 15.3281 // floating-point values 
0004: $2333 = 0 // integer values 
0004: $2334 = 0 // integer values 
0004: $11011 = 0 // integer values 
0004: $MISSION_LOCAL_LIQUOR_STORE_PASSED = 0 // integer values 
0004: $MISSION_SMALL_TOWN_BANK_PASSED = 0 // integer values 
0004: $MISSION_TANKER_COMMANDER_PASSED = 0 // integer values 
0004: $ALL_CATALINA_MISSIONS_PASSED = 0 // integer values 
0005: $666 = 415.55 // floating-point values 
0005: $667 = 2533.57 // floating-point values 
0005: $668 = 19.18 // floating-point values 
014B: $2335 = init_parked_car_generator #LEVIATHN color -1 -1 1 alarm 0 door_lock 0 0 10000 at 383.178 2538.891 16.53 angle 180.0 
014C: set_parked_car_generator $2335 cars_to_generate_to 0 
0005: $X_JOHNSON_HOUSE = 2495.214 // floating-point values 
0005: $Y_JOHNSON_HOUSE = -1687.03 // floating-point values 
0005: $Z_JOHNSON_HOUSE = 12.5144 // floating-point values 
0005: $X_SWEET_HOUSE = 2515.07 // floating-point values 
0005: $Y_SWEET_HOUSE = -1673.98 // floating-point values 
0005: $Z_SWEET_HOUSE = 12.71 // floating-point values 
0005: $X_RYDER_HOUSE = 2459.55 // floating-point values 
0005: $Y_RYDER_HOUSE = -1687.75 // floating-point values 
0005: $Z_RYDER_HOUSE = 12.56 // floating-point values 
0005: $X_BIG_SMOKE_HOUSE = 2070.87 // floating-point values 
0005: $Y_BIG_SMOKE_HOUSE = -1703.01 // floating-point values 
0005: $Z_BIG_SMOKE_HOUSE = 12.55 // floating-point values 
0005: $X_OG_LOC_WORK = 790.54 // floating-point values 
0005: $Y_OG_LOC_WORK = -1627.91 // floating-point values 
0005: $Z_OG_LOC_WORK = 12.39 // floating-point values 
0005: $X_OG_LOC_HOUSE = 2486.61 // floating-point values 
0005: $Y_OG_LOC_HOUSE = -1649.42 // floating-point values 
0005: $Z_OG_LOC_HOUSE = 12.48 // floating-point values 
0005: $X_CESAR_HOUSE = 1801.08 // floating-point values 
0005: $Y_CESAR_HOUSE = -2117.92 // floating-point values 
0005: $Z_CESAR_HOUSE = 12.56 // floating-point values 
0005: $477 = 1042.85 // floating-point values 
0005: $478 = -1338.62 // floating-point values 
0005: $479 = 12.55 // floating-point values 
0005: $494 = -2043.34 // floating-point values 
0005: $495 = -2525.99 // floating-point values 
0005: $496 = 29.62 // floating-point values 
0005: $11353 = -922.5121 // floating-point values 
0005: $11354 = -1719.395 // floating-point values 
0005: $11355 = 76.5703 // floating-point values 
0005: $X_ANGEL_PINE_MOTEL = -2198.87 // floating-point values 
0005: $Y_ANGEL_PINE_MOTEL = -2261.202 // floating-point values 
0005: $Z_ANGEL_PINE_MOTEL = 29.6419 // floating-point values 
0005: $X_MONTGOMERY = 1552.78 // floating-point values 
0005: $Y_MONTGOMERY = 39.3031 // floating-point values 
0005: $Z_MONTGOMERY = 23.1445 // floating-point values 
0005: $X_WOOZIE_HOUSE = -2154.208 // floating-point values 
0005: $Y_WOOZIE_HOUSE = 645.3251 // floating-point values 
0005: $Z_WOOZIE_HOUSE = 51.3516 // floating-point values 
0005: $559 = -2623.497 // floating-point values 
0005: $560 = 1405.66 // floating-point values 
0005: $561 = 6.1016 // floating-point values 
0005: $X_SF_GARAGE_2 = -2031.261 // floating-point values 
0005: $Y_SF_GARAGE_2 = 179.2488 // floating-point values 
0005: $Z_SF_GARAGE_2 = 27.8359 // floating-point values 
0005: $X_ZERO_RC_SHOP = -2245.663 // floating-point values 
0005: $Y_ZERO_RC_SHOP = 128.8889 // floating-point values 
0005: $Z_ZERO_RC_SHOP = 34.3203 // floating-point values 
0005: $X_SF_GARAGE_3 = -2030.402 // floating-point values 
0005: $Y_SF_GARAGE_3 = 148.8279 // floating-point values 
0005: $Z_SF_GARAGE_3 = 27.8359 // floating-point values 
0005: $X_SF_GARAGE = -2030.402 // floating-point values 
0005: $Y_SF_GARAGE = 148.8279 // floating-point values 
0005: $Z_SF_GARAGE = 27.8359 // floating-point values 
0005: $X_DRIVING_SCHOOL = -2026.81 // floating-point values 
0005: $Y_DRIVING_SCHOOL = -114.9093 // floating-point values 
0005: $Z_DRIVING_SCHOOL = 1034.179 // floating-point values 
0005: $X_TIERRA_ROBARA_RANCH = -685.2156 // floating-point values 
0005: $Y_TIERRA_ROBARA_RANCH = 923.2191 // floating-point values 
0005: $Z_TIERRA_ROBARA_RANCH = 11.1531 // floating-point values 
0005: $X_OLD_AIRPORT = 327.448 // floating-point values 
0005: $Y_OLD_AIRPORT = 2530.095 // floating-point values 
0005: $Z_OLD_AIRPORT = 15.8066 // floating-point values 
0005: $X_THE_FOUR_DRAGONS_CASINO = 1962.432 // floating-point values 
0005: $Y_THE_FOUR_DRAGONS_CASINO = 974.675 // floating-point values 
0005: $Z_THE_FOUR_DRAGONS_CASINO = 993.4688 // floating-point values 
0005: $X_THE_FOUR_DRAGONS_CASINO_2 = 1962.398 // floating-point values 
0005: $Y_THE_FOUR_DRAGONS_CASINO_2 = 1060.962 // floating-point values 
0005: $Z_THE_FOUR_DRAGONS_CASINO_2 = 993.4688 // floating-point values 
0005: $X_CALIGULA_PALACE = 2270.634 // floating-point values 
0005: $Y_CALIGULA_PALACE = 1635.599 // floating-point values 
0005: $Z_CALIGULA_PALACE = 1007.367 // floating-point values 
0005: $X_PRICKLE_PINE_LV = 1598.557 // floating-point values 
0005: $Y_PRICKLE_PINE_LV = 2667.83 // floating-point values 
0005: $Z_PRICKLE_PINE_LV = 9.8203 // floating-point values 
0005: $X_ROYAL_CASINO = 2090.0 // floating-point values 
0005: $Y_ROYAL_CASINO = 1451.0 // floating-point values 
0005: $Z_ROYAL_CASINO = 9.8 // floating-point values 
0005: $X_MADD_DOGG_CRIB = 1253.788 // floating-point values 
0005: $Y_MADD_DOGG_CRIB = -785.2594 // floating-point values 
0005: $Z_MADD_DOGG_CRIB = 91.0313 // floating-point values 
0005: $636 = 2496.06 // floating-point values 
0005: $637 = -1687.96 // floating-point values 
0005: $638 = 12.53 // floating-point values 
0005: $419 = -299.6 // floating-point values 
0005: $420 = 1530.4 // floating-point values 
0005: $421 = 74.7 // floating-point values 
0005: $X_PERSHING_SQUARE_LS = 1498.7 // floating-point values 
0005: $Y_PERSHING_SQUARE_LS = -1631.9 // floating-point values 
0005: $Z_PERSHING_SQUARE_LS = 14.0 // floating-point values 
0005: $425 = 1505.7 // floating-point values 
0005: $426 = -1631.9 // floating-point values 
0005: $427 = 14.0 // floating-point values 
0005: $431 = 1512.7 // floating-point values 
0005: $432 = -1631.9 // floating-point values 
0005: $433 = 14.0 // floating-point values 
0005: $639 = 1960.898 // floating-point values 
0005: $640 = 1008.406 // floating-point values 
0005: $641 = 991.4745 // floating-point values 
0005: $2337 = 1918.988 // floating-point values 
0005: $2338 = -1789.324 // floating-point values 
0005: $2339 = 12.5 // floating-point values 
0005: $2340 = -1563.768 // floating-point values 
0005: $2341 = 2690.873 // floating-point values 
0005: $2342 = 54.6985 // floating-point values 
0005: $642 = 828.77 // floating-point values 
0005: $643 = 4.71 // floating-point values 
0005: $644 = 1003.17 // floating-point values 
0005: $428 = 1494.3 // floating-point values 
0005: $429 = -1644.6 // floating-point values 
0005: $430 = 14.0 // floating-point values 
0005: $645 = 1489.5 // floating-point values 
0005: $646 = -1674.2 // floating-point values 
0005: $647 = 12.5 // floating-point values 
0005: $648 = -2132.45 // floating-point values 
0005: $649 = -47.0 // floating-point values 
0005: $650 = 35.3 // floating-point values 
0005: $651 = 2323.97 // floating-point values 
0005: $652 = -1517.04 // floating-point values 
0005: $653 = 24.32 // floating-point values 
0005: $654 = 1979.1 // floating-point values 
0005: $655 = -1996.1 // floating-point values 
0005: $656 = 12.4 // floating-point values 
0005: $657 = 862.9 // floating-point values 
0005: $658 = -1154.8 // floating-point values 
0005: $659 = 23.0 // floating-point values 
0005: $660 = -1758.877 // floating-point values 
0005: $661 = 952.744 // floating-point values 
0005: $662 = 23.7487 // floating-point values 
0005: $663 = 2258.523 // floating-point values 
0005: $664 = 1613.25 // floating-point values 
0005: $665 = 1005.188 // floating-point values 
0004: $188 = 0 // integer values 
0004: $189 = 0 // integer values 
0005: $2343 = 1359.45 // floating-point values 
0005: $2344 = -1755.0 // floating-point values 
0005: $2345 = 12.85 // floating-point values 
0005: $2346 = -2590.44 // floating-point values 
0005: $2347 = 73.21 // floating-point values 
0005: $2348 = 3.91 // floating-point values 
0005: $2349 = 1887.79 // floating-point values 
0005: $2350 = 2087.39 // floating-point values 
0005: $2351 = 10.05 // floating-point values 
0005: $2352 = 823.6816 // floating-point values 
0005: $2353 = 854.1741 // floating-point values 
0005: $2354 = 10.7949 // floating-point values 
0005: $2355 = -2309.23 // floating-point values 
0005: $2356 = -1651.22 // floating-point values 
0005: $2357 = 483.09 // floating-point values 
0005: $2358 = -1517.903 // floating-point values 
0005: $2359 = 153.7578 // floating-point values 
0005: $2360 = 2.7813 // floating-point values 
0005: $2361 = 2705.172 // floating-point values 
0005: $2362 = -1698.127 // floating-point values 
0005: $2363 = 10.8515 // floating-point values 
0005: $2364 = 1134.0 // floating-point values 
0005: $2365 = -7.0 // floating-point values 
0005: $2366 = 1001.0 // floating-point values 
0005: $2367 = -2187.378 // floating-point values 
0005: $2368 = 2416.552 // floating-point values 
0005: $2369 = 4.166 // floating-point values 
0005: $2370 = 1173.877 // floating-point values 
0005: $2371 = 1351.037 // floating-point values 
0005: $2372 = 9.9219 // floating-point values 
0005: $2373 = -77.6456 // floating-point values 
0005: $2374 = -1136.401 // floating-point values 
0005: $2375 = 0.0781 // floating-point values 
0005: $2376 = -2645.23 // floating-point values 
0005: $2377 = 1413.3 // floating-point values 
0005: $2378 = -92.69 // floating-point values 
0005: $2379 = -2325.37 // floating-point values 
0005: $2380 = -131.655 // floating-point values 
0005: $2381 = 34.3 // floating-point values 
0005: $2382 = 563.78 // floating-point values 
0005: $2383 = 2725.14 // floating-point values 
0005: $2384 = 60.49 // floating-point values 
0005: $2385 = 424.657 // floating-point values 
0005: $2386 = -1439.674 // floating-point values 
0005: $2387 = 30.341 // floating-point values 
0005: $2388 = 1681.19 // floating-point values 
0005: $2389 = -1433.31 // floating-point values 
0005: $2390 = 12.53 // floating-point values 
0005: $2391 = 1576.734 // floating-point values 
0005: $2392 = -1609.741 // floating-point values 
0005: $2393 = 12.3828 // floating-point values 
0005: $2394 = 2831.243 // floating-point values 
0005: $2395 = -1674.637 // floating-point values 
0005: $2396 = 8.9732 // floating-point values 
0005: $2397 = 2668.769 // floating-point values 
0005: $2398 = -1753.973 // floating-point values 
0005: $2399 = 10.8515 // floating-point values 
0005: $2400 = -2338.5 // floating-point values 
0005: $2401 = -109.01 // floating-point values 
0005: $2402 = 34.36 // floating-point values 
0005: $2403 = 764.4572 // floating-point values 
0005: $2404 = 2.745 // floating-point values 
0005: $2405 = 999.7153 // floating-point values 
0005: $2406 = 2747.055 // floating-point values 
0005: $2407 = -1691.208 // floating-point values 
0005: $2408 = 10.8515 // floating-point values 
0005: $2409 = 2694.246 // floating-point values 
0005: $2410 = -1706.007 // floating-point values 
0005: $2411 = 10.8556 // floating-point values 
0004: $2413 = 0 // integer values 
0004: $2414 = 0 // integer values 
0004: $SAVE_PICKUPS_EXIST = 0 // integer values 
0004: $2416 = 0 // integer values 
0004: $2547 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $2425 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $2516 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $2513 = 0 // integer values 
0004: $2514 = 0 // integer values 
0004: $2515 = 0 // integer values 
0004: $2548 = 0 // integer values 
0004: $2549 = 0 // integer values 
0004: $2550 = 0 // integer values 
0004: $2551 = 0 // integer values 
0004: $2552 = 0 // integer values 
0004: $2553 = 0 // integer values 
0004: $2554 = 0 // integer values 
0004: $2555 = 0 // integer values 
0004: $2556 = 0 // integer values 
0004: $2557 = 0 // integer values 
0004: $2558 = 0 // integer values 
0004: $2559 = 0 // integer values 
0004: $2560 = 0 // integer values 
0004: $2561 = 0 // integer values 
0004: $2562 = 0 // integer values 
0004: $2564 = 0 // integer values 
0004: $2565 = 0 // integer values 
0004: $2566 = 0 // integer values 
0004: $2567 = 0 // integer values 
0004: $2568 = 0 // integer values 
0004: $2569 = 0 // integer values 
0004: $2570 = 0 // integer values 
0004: $2571 = 0 // integer values 
0004: $2572 = 0 // integer values 
0004: $2573 = 0 // integer values 
0004: $2574 = 0 // integer values 
0004: $2575 = 0 // integer values 
0004: $2576 = 0 // integer values 
0004: $2577 = 0 // integer values 
04CE: $449 = create_icon_marker_without_sphere 63 at 2067.4 -1831.2 13.5 
04CE: $450 = create_icon_marker_without_sphere 63 at 488.0 -1734.0 34.4 
04CE: $451 = create_icon_marker_without_sphere 63 at 720.016 -454.625 15.328 
04CE: $2649 = create_icon_marker_without_sphere 63 at -1420.547 2583.945 58.031 
04CE: $2650 = create_icon_marker_without_sphere 63 at 1966.532 2162.65 10.995 
04CE: $2651 = create_icon_marker_without_sphere 63 at -2425.46 1020.83 49.39 
04CE: $2652 = create_icon_marker_without_sphere 63 at 1021.8 -1018.7 30.9 
04CE: $2653 = create_icon_marker_without_sphere 63 at -1908.9 292.3 40.0 
04CE: $2654 = create_icon_marker_without_sphere 63 at -103.6 1112.4 18.7 
0004: $2655 = 0 // integer values 
0004: $2656 = 0 // integer values 
02B9: deactivate_garage 'CN2GAR2' 
016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 unknown 0 
016C: restart_if_wasted at 1180.85 -1325.57 12.58 angle 271.4 unknown 0 
016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 unknown 0 
016C: restart_if_wasted at 1244.437 331.2261 18.5547 angle 7.5465 unknown 1 
016D: restart_if_busted at 632.2344 -571.7104 15.3515 angle 267.2 unknown 1 
016C: restart_if_wasted at -2199.719 -2308.075 29.6181 angle 322.8928 unknown 1 
016D: restart_if_busted at -2163.829 -2387.817 29.625 angle 134.2066 unknown 1 
016C: restart_if_wasted at -2670.285 616.4364 13.4531 angle 183.1042 unknown 1 
016D: restart_if_busted at -1605.792 716.8598 11.0241 angle 355.2978 unknown 1 
016C: restart_if_wasted at -316.3832 1056.045 18.7344 angle 1.6017 unknown 2 
016D: restart_if_busted at -212.1889 979.4168 18.3219 angle 278.0478 unknown 2 
016C: restart_if_wasted at -1514.823 2527.119 54.7443 angle 2.3546 unknown 2 
016D: restart_if_busted at -1393.072 2633.116 54.9491 angle 86.0424 unknown 2 
016C: restart_if_wasted at 1578.446 1770.682 9.8358 angle 99.7567 unknown 2 
016D: restart_if_busted at 2337.083 2453.802 13.9765 angle 90.7643 unknown 2 
0814: define_unique_jump start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 land 1989.958 -1971.951 28.7249 radius 11.134 5.398 7.23 camera 1960.545 -1963.571 25.3229 reward 500 
0814: define_unique_jump start 2209.275 -1843.686 19.0964 radius 2.5 4.28 3.83 land 2215.124 -1889.359 17.7864 radius 15.36 7.01 11.05 camera 2203.34 -1861.524 21.8367 reward 500 
0814: define_unique_jump start 1177.215 -1696.761 21.368 radius 2.22 2.5 5.1 land 1177.972 -1626.719 32.8079 radius 18.2 7.23 12.36 camera 1182.92 -1659.431 29.1115 reward 500 
0814: define_unique_jump start 2278.29 -1357.857 31.3255 radius 2.5 2.5 3.96 land 2275.299 -1310.756 30.9555 radius 10.69 2.5 9.36 camera 2271.681 -1331.282 32.6621 reward 500 
0814: define_unique_jump start 2335.351 -2163.947 18.5147 radius 3.52 2.5 3.44 land 2344.419 -2178.703 24.2546 radius 15.64 3.05 11.96 camera 2336.89 -2190.321 22.4292 reward 500 
0814: define_unique_jump start 2825.933 -1582.66 18.126 radius 2.5 4.22 4.92 land 2787.504 -1569.318 27.776 radius 2.704 19.16 14.15 camera 2805.121 -1579.892 20.7985 reward 500 
0814: define_unique_jump start 2460.176 -2567.911 18.8162 radius 2.5 2.5 3.65 land 2464.206 -2597.455 25.8862 radius 8.89 0.82 6.26 camera 2454.878 -2593.787 23.9707 reward 500 
0814: define_unique_jump start 1832.453 -2386.805 17.9247 radius 2.5 2.5 3.01 land 1833.612 -2372.384 17.9247 radius 6.57 0.5 6.65 camera 1840.288 -2367.095 19.4731 reward 500 
0814: define_unique_jump start 1839.745 -2514.476 16.1769 radius 2.5 2.34 2.77 land 1921.679 -2517.896 20.6069 radius 2.512 6.42 8.6999 camera 1879.752 -2529.894 22.7841 reward 500 
0814: define_unique_jump start 2634.397 -2107.984 17.0887 radius 4.172 2.5 5.06 land 2595.646 -2109.055 25.7387 radius 9.592 4.178 6.1 camera 2608.7 -2117.174 21.6272 reward 500 
0814: define_unique_jump start 2352.3 -1259.068 28.9962 radius 2.5 2.5 2.76 land 2298.204 -1257.677 28.7062 radius 2.62 20.04 9.96 camera 2312.838 -1265.614 37.7793 reward 500 
0814: define_unique_jump start 1013.163 -1270.362 24.4456 radius 2.0 2.0 4.05 land 1045.359 -1273.475 32.9636 radius 2.0 14.304 13.14 camera 1037.356 -1264.502 25.3721 reward 500 
0814: define_unique_jump start -973.357 -223.2307 53.3717 radius 5.35 29.1299 15.98 land -1116.028 -211.0103 30.6016 radius 49.9398 32.2599 27.0399 camera -1038.667 -187.1254 54.0 reward 500 
0814: define_unique_jump start -2637.069 780.3949 50.0166 radius 6.76 2.52 9.29 land -2639.577 733.2753 44.1565 radius 9.91 2.52 9.29 camera -2633.359 757.9172 52.0809 reward 500 
0814: define_unique_jump start -2520.199 1169.203 59.5525 radius 6.54 3.09 5.97 land -2520.199 1202.12 53.4025 radius 33.5399 6.21 17.66 camera -2513.778 1193.925 57.4115 reward 500 
0814: define_unique_jump start -1794.982 1211.612 35.6794 radius 3.02 2.58 4.75 land -1795.802 1258.197 32.5394 radius 19.51 5.13 19.69 camera -1797.49 1238.395 37.9679 reward 500 
0814: define_unique_jump start -2659.551 1533.67 53.2004 radius 2.5 2.62 4.73 land -2659.551 1551.645 45.5003 radius 7.26 11.79 18.54 camera -2658.426 1531.631 60.6476 reward 500 
0814: define_unique_jump start -1690.662 1110.392 57.2776 radius 2.3 2.98 5.08 land -1662.512 1110.392 57.2776 radius 2.3 18.12 12.26 camera -1649.676 1114.14 50.8559 reward 500 
0814: define_unique_jump start -2145.461 -112.0259 44.3452 radius 7.24 3.3 5.49 land -2146.82 -89.4659 54.3752 radius 4.36 3.3 14.28 camera -2141.051 -89.1471 45.6462 reward 500 
0814: define_unique_jump start -267.7739 2662.036 68.7405 radius 3.53 4.02 6.0 land -237.1135 2661.936 79.7505 radius 7.28 12.06 8.14 camera -253.199 2654.016 72.7989 reward 500 
0814: define_unique_jump start -249.6904 2590.805 66.1194 radius 3.68 2.96 3.96 land -249.6904 2575.325 66.1194 radius 12.66 5.21 9.68 camera -256.2141 2555.206 64.5246 reward 500 
0814: define_unique_jump start -871.5031 2308.79 164.5739 radius 3.39 2.87 4.86 land -981.079 2300.913 111.7538 radius 18.77 40.02 69.5898 camera -905.3314 2315.064 163.7206 reward 500 
0814: define_unique_jump start 2073.713 2366.653 50.8534 radius 5.54 3.45 2.18 land 2050.73 2313.709 31.8133 radius 29.69 11.19 26.09 camera 2077.486 2318.872 26.9287 reward 500 
0814: define_unique_jump start 2170.946 2402.609 62.2905 radius 2.78 3.59 3.62 land 2183.67 2402.609 62.2905 radius 4.92 9.2 9.8 camera 2232.11 2387.587 50.9115 reward 500 
0814: define_unique_jump start 2418.056 1353.234 12.3641 radius 2.2 5.014 3.98 land 2481.923 1346.354 25.664 radius 5.01 19.984 11.63 camera 2462.313 1362.702 19.7672 reward 500 
0814: define_unique_jump start 2407.308 1364.378 14.5734 radius 5.16 2.72 6.0 land 2399.12 1386.524 25.4934 radius 18.57 4.61 11.62 camera 2412.772 1392.431 22.3043 reward 500 
0814: define_unique_jump start 2784.763 2208.72 15.1934 radius 3.05 1.76 4.33 land 2738.984 2208.72 21.8434 radius 3.24 24.23 16.15 camera 2758.656 2201.665 18.3639 reward 500 
0814: define_unique_jump start 1482.383 2037.004 17.0576 radius 2.09 2.69 5.58 land 1482.875 2077.978 23.8776 radius 3.284 4.09 7.07 camera 1489.124 2065.024 20.6514 reward 500 
0814: define_unique_jump start 1976.397 2593.686 17.2126 radius 3.67 2.0 5.44 land 2041.191 2593.686 30.4425 radius 5.05 32.8 20.5 camera 2007.676 2596.314 28.1338 reward 500 
0814: define_unique_jump start 1636.264 2399.712 15.8903 radius 2.5 2.5 5.08 land 1636.264 2449.071 15.8903 radius 21.33 2.0 13.95 camera 1642.17 2440.29 18.5118 reward 500 
0814: define_unique_jump start 2119.23 2385.213 33.7094 radius 2.1 3.36 2.6 land 2151.891 2385.601 30.8958 radius 3.51 13.42 9.04 camera 2128.102 2392.048 32.2357 reward 500 
0814: define_unique_jump start -2082.529 -2498.932 33.9682 radius 2.34 2.4 3.55 land -2110.031 -2479.709 40.8882 radius 4.42 4.08 5.94 camera -2101.418 -2496.468 37.1704 reward 500 
0814: define_unique_jump start 2112.408 97.9 39.993 radius 5.64 10.28 8.05 land 2152.117 91.33 39.993 radius 14.95 26.95 16.22 camera 2149.933 76.6566 44.9509 reward 500 
0814: define_unique_jump start -2100.413 -1743.595 199.7312 radius 2.94 4.27 4.96 land -2082.491 -1718.923 199.7312 radius 10.8 9.39 17.62 camera -2096.167 -1714.572 201.0246 reward 500 
0814: define_unique_jump start -2287.671 -2800.778 22.0541 radius 5.81 13.66 5.57 land -2255.133 -2800.778 22.0541 radius 12.56 28.68 14.69 camera -2253.319 -2814.645 22.8247 reward 500 
0814: define_unique_jump start 110.8902 2428.049 23.7936 radius 3.58 3.15 4.2 land 132.64 2445.781 32.7336 radius 4.38 16.62 15.35 camera 119.7758 2449.64 27.7167 reward 500 
0814: define_unique_jump start -894.4963 2693.199 44.7303 radius 3.58 2.63 2.44 land -941.4026 2662.939 55.7302 radius 29.14 16.02 19.74 camera -931.5991 2647.995 51.4501 reward 500 
0814: define_unique_jump start 89.9936 -243.2046 7.5581 radius 3.96 4.46 4.48 land 101.5435 -255.4345 7.5581 radius 7.39 11.31 14.99 camera 87.0604 -266.0403 9.8153 reward 500 
0814: define_unique_jump start 160.7991 -160.2479 6.1453 radius 2.12 1.452 2.23 land 171.8147 -162.405 12.321 radius 2.0 7.2 7.18 camera 183.2545 -151.314 13.5961 reward 500 
0814: define_unique_jump start -72.3 17.7 8.4132 radius 2.81 2.4 4.48 land -65.1154 35.7188 16.6432 radius 7.71 2.0 7.27 camera -70.4781 55.8289 15.0868 reward 500 
0814: define_unique_jump start -39.7989 53.3007 6.9223 radius 3.15 2.76 2.35 land -36.4289 76.6106 6.9223 radius 12.51 4.48 9.67 camera -42.5507 77.3671 7.8899 reward 500 
0814: define_unique_jump start 638.7504 -520.0714 18.8519 radius 2.0 2.15 2.34 land 639.8602 -545.0903 22.7619 radius 10.97 3.01 8.26 camera 629.1661 -542.9603 24.9594 reward 500 
0814: define_unique_jump start 1749.723 779.6028 13.4757 radius 1.68 2.616 2.164 land 1749.723 825.0914 14.2657 radius 10.718 2.616 5.824 camera 1744.046 799.4149 12.6554 reward 500 
0814: define_unique_jump start 110.2446 -257.9929 6.2739 radius 3.36 3.32 2.93 land 92.4846 -245.6928 11.0439 radius 8.43 6.92 3.99 camera 92.9552 -254.6195 10.1539 reward 500 
0814: define_unique_jump start 2125.642 95.2542 37.3959 radius 3.83 4.09 2.57 land 2098.51 99.5841 35.8559 radius 3.83 8.46 5.72 camera 2116.393 88.0306 40.2113 reward 500 
0814: define_unique_jump start -344.6466 -9.8812 44.9609 radius 14.26 3.45 3.8 land -336.1166 28.7688 37.7609 radius 16.09 4.55 6.29 camera -358.2565 15.6353 41.7241 reward 500 
0814: define_unique_jump start -2589.18 1164.37 59.8256 radius 2.84 2.77 2.23 land -2567.125 1231.183 47.0362 radius 18.9 9.04 6.05 camera -2576.06 1209.225 53.549 reward 500 
0814: define_unique_jump start -2292.044 1097.71 84.7347 radius 2.082 2.074 2.02 land -2350.591 1101.928 64.1846 radius 4.522 14.204 9.03 camera -2323.731 1106.665 77.177 reward 500 
0814: define_unique_jump start -2408.285 723.2977 38.6835 radius 2.62 2.5 1.69 land -2408.285 723.2977 38.6835 radius 22.41 2.58 4.06 camera -2407.981 716.5809 38.4334 reward 500 
0814: define_unique_jump start -2116.356 925.6832 87.819 radius 2.68 1.99 2.48 land -2069.565 925.433 76.689 radius 2.68 15.26 14.46 camera -2085.629 935.5674 85.4677 reward 500 
0814: define_unique_jump start -1903.192 223.3468 37.7965 radius 1.75 1.84 1.7 land -1874.382 223.3467 42.4064 radius 1.75 8.13 4.67 camera -1897.039 219.1329 39.911 reward 500 
0814: define_unique_jump start -1687.323 -162.201 17.8603 radius 2.68 3.19 2.2 land -1722.537 -126.391 14.9903 radius 9.09 7.13 13.07 camera -1716.878 -142.6182 14.6114 reward 500 
0814: define_unique_jump start -1729.924 -364.5276 18.2246 radius 2.268 2.51 2.148 land -1777.487 -364.2776 17.9446 radius 2.268 15.33 7.068 camera -1745.84 -355.4089 14.2197 reward 500 
0814: define_unique_jump start -1972.099 -543.0899 38.9862 radius 1.96 2.01 1.77 land -1912.318 -543.0899 45.3462 radius 7.58 14.78 8.69 camera -1942.915 -539.1157 40.2453 reward 500 
0814: define_unique_jump start 2770.214 -1177.477 70.7527 radius 2.344 1.99 2.172 land 2814.468 -1182.996 55.7938 radius 5.94 17.38 31.52 camera 2766.031 -1184.692 74.9193 reward 500 
0814: define_unique_jump start 2248.838 -2463.258 15.1049 radius 5.18 2.26 2.59 land 2247.468 -2432.427 21.8068 radius 12.44 2.26 9.32 camera 2240.757 -2446.201 16.8109 reward 500 
0814: define_unique_jump start 2248.832 -2627.623 15.1806 radius 4.862 2.144 2.556 land 2248.832 -2655.498 21.2585 radius 8.68 2.144 8.498 camera 2237.695 -2650.768 16.3791 reward 500 
0814: define_unique_jump start 2326.122 -1508.751 27.0066 radius 2.242 1.728 2.08 land 2286.813 -1508.732 30.3748 radius 3.86 9.38 8.99 camera 2299.404 -1514.596 29.8683 reward 500 
0814: define_unique_jump start 1623.574 -1110.956 61.8178 radius 1.656 2.014 1.836 land 1623.574 -1079.265 61.8178 radius 17.246 2.014 22.1459 camera 1615.633 -1093.8 64.8724 reward 500 
0814: define_unique_jump start 1679.646 -962.2209 65.6737 radius 1.694 2.49 1.94 land 1679.646 -988.7401 65.6737 radius 13.124 2.49 16.74 camera 1683.881 -977.1464 65.7485 reward 500 
0814: define_unique_jump start 1667.167 -992.8579 32.7591 radius 6.32 3.768 2.48 land 1675.805 -1008.297 32.7591 radius 18.7479 2.438 9.79 camera 1689.156 -1013.63 35.6715 reward 500 
0814: define_unique_jump start 347.0 -1662.299 35.8218 radius 3.12 2.65 2.61 land 351.6596 -1700.264 35.8218 radius 19.91 4.13 29.76 camera 337.9746 -1676.993 36.7335 reward 500 
0814: define_unique_jump start 743.1525 -1132.819 25.7991 radius 1.834 3.606 2.35 land 710.0014 -1132.988 25.7991 radius 1.834 11.096 10.0 camera 717.1129 -1136.549 25.5161 reward 500 
0814: define_unique_jump start 1395.562 -1460.566 12.3906 radius 1.672 1.97 1.75 land 1402.96 -1447.466 17.7266 radius 10.062 1.97 5.15 camera 1395.023 -1450.836 17.1621 reward 500 
0814: define_unique_jump start 1586.489 312.8876 23.9965 radius 2.15 6.38 1.99 land 1540.208 325.3573 28.9665 radius 2.15 32.8899 11.37 camera 1562.912 331.3251 23.6496 reward 500 
0814: define_unique_jump start 2058.1 -2677.517 15.4946 radius 3.1 2.48 2.6 land 2009.261 -2677.517 20.8946 radius 1.93 16.5499 11.26 camera 2036.566 -2685.28 13.2053 reward 500 
0814: define_unique_jump start 586.0102 -1773.769 15.2312 radius 2.0 2.27 1.78 land 627.7189 -1781.119 22.6912 radius 2.0 7.06 9.94 camera 598.5319 -1778.481 17.0529 reward 500 
0814: define_unique_jump start 2172.078 2430.507 61.747 radius 2.12 3.3 2.35 land 2191.592 2436.304 53.057 radius 2.5 12.57 25.22 camera 2227.234 2436.885 37.788 reward 500 
0814: define_unique_jump start 2176.132 2268.196 13.4683 radius 2.286 1.934 1.938 land 2137.272 2268.246 16.7183 radius 2.286 10.554 6.458 camera 2148.601 2264.892 13.6634 reward 500 
0814: define_unique_jump start -2213.773 -311.0786 38.5339 radius 1.15 3.04 2.59 land -2213.773 -327.8282 44.6738 radius 10.374 3.04 5.93 camera -2215.977 -325.7729 42.5119 reward 500 
0004: $2657 = 50 // integer values 
029B: $2658 = init_object #TRDCSGRGDOOR_LVS at 1903.383 967.62 11.438 
0177: set_object $2658 z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2658 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2659 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
07F7: set_object $2660 indestructible 0 
0550: keep_object $2660 in_memory 1 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
0177: set_object $2661 z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 indestructible 0 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 indestructible 0 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 z_angle_to 180.0 
07F7: set_object $2663 indestructible 0 
029B: $2664 = init_object #SHUTTER_VEGAS at 1055.629 2087.67 12.469 
01C7: remove_object_from_mission_cleanup_list $2664 
0107: $2665 = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object $2665 z_angle_to 90.0 
0392: object $2665 toggle_in_moving_list 0 
07F7: set_object $2665 indestructible 0 
09CA: set_object $2665 immunities 1 1 1 1 1 
01C7: remove_object_from_mission_cleanup_list $2665 
029B: $2666 = init_object #CT_GATEXR at -2179.353 661.232 50.214 
07F7: set_object $2666 indestructible 0 
01C7: remove_object_from_mission_cleanup_list $2666 
029B: $OBJECT_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORR z_angle_to 0.0 
029B: $OBJECT_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORL z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORL 
029B: $2669 = init_object #A51_LABDOOR at 297.766 1842.618 6.764 
01C7: remove_object_from_mission_cleanup_list $2669 
0107: $2670 = create_object #A51_JETDOOR at 268.664 1884.06 15.925 
034D: object $2670 at_angle 90.0 then_rotate_by_angle 90.0 flag 0 
01C7: remove_object_from_mission_cleanup_list $2670 
02FA: garage 'HBGDSFS' change_to_type 19 
02FA: garage 'GHOSTDR' change_to_type 19 
0005: $2677[0] = -2108.0 // floating-point values 
0005: $2683[0] = 155.0 // floating-point values 
0005: $2689[0] = 34.0488 // floating-point values 
0005: $2695[0] = 178.0 // floating-point values 
0005: $2677[1] = -2089.0 // floating-point values 
0005: $2683[1] = 172.0 // floating-point values 
0005: $2689[1] = 34.0488 // floating-point values 
0005: $2695[1] = 267.0 // floating-point values 
0005: $2677[2] = -2069.0 // floating-point values 
0005: $2683[2] = 229.0 // floating-point values 
0005: $2689[2] = 35.0215 // floating-point values 
0005: $2695[2] = 270.0 // floating-point values 
0005: $2677[3] = -2077.0 // floating-point values 
0005: $2683[3] = 271.0 // floating-point values 
0005: $2689[3] = 33.7475 // floating-point values 
0005: $2695[3] = 0.0 // floating-point values 
0005: $2677[4] = -2096.0 // floating-point values 
0005: $2683[4] = 261.0 // floating-point values 
0005: $2689[4] = 34.5808 // floating-point values 
0005: $2695[4] = 264.0 // floating-point values 
0005: $2677[5] = -2129.0 // floating-point values 
0005: $2683[5] = 306.0 // floating-point values 
0005: $2689[5] = 33.7245 // floating-point values 
0005: $2695[5] = 0.0 // floating-point values 
0004: $2701 = 0 // integer values 

:INITIAL_19158
00D6: if 
001A:   6 > $2701 // integer values 
004D: jump_if_false @INITIAL_19258 
0107: $2671($2701,6i) = create_object #PORTAKABIN at $2677($2701,6f) $2683($2701,6f) $2689($2701,6f) 
0177: set_object $2671($2701,6i) z_angle_to $2695($2701,6f) 
0392: object $2671($2701,6i) toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $2671($2701,6i) 
0008: $2701 += 1 // integer values 
0002: jump @INITIAL_19158 

:INITIAL_19258
0107: $2702 = create_object #FREIGHT_SFW_DOOR at -2468.141 1547.938 22.7 
01C7: remove_object_from_mission_cleanup_list $2702 
029B: $2703 = init_object #AB_CASDORLOK at 2168.644 1619.43 1000.3 
0566: object $2703 set_interior 1 
0177: set_object $2703 z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2703 
0004: $2704 = 0 // integer values 
0004: $2705 = 0 // integer values 
0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 
0177: set_object $2706 z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2706 
0107: $2707 = create_object #AD_FLATDOOR at 1819.81 -1994.66 12.5 
01C7: remove_object_from_mission_cleanup_list $2707 
0107: $2708 = create_object #AD_FLATDOOR at 1827.68 -1980.0 12.5 
0177: set_object $2708 z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2708 
0107: $2709 = create_object #AD_FLATDOOR at 1851.84 -1990.67 12.5 
01C7: remove_object_from_mission_cleanup_list $2709 
0107: $2710 = create_object #AD_FLATDOOR at 1867.29 -1984.96 12.5 
0177: set_object $2710 z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2710 
0107: $2711 = create_object #AD_FLATDOOR at 1866.52 -1998.53 12.5 
0177: set_object $2711 z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2711 
0107: $2712 = create_object #AD_FLATDOOR at 1899.75 -1984.95 12.5 
0177: set_object $2712 z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2712 
0107: $2713 = create_object #AD_FLATDOOR at 1914.39 -1992.82 12.5 
0177: set_object $2713 z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2713 
0107: $2714 = create_object #AD_FLATDOOR at 1899.01 -1998.5 12.5 
0177: set_object $2714 z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2714 
0107: $2715 = create_object #AD_FLATDOOR at 1900.89 -2020.11 12.5 
01C7: remove_object_from_mission_cleanup_list $2715 
0107: $2716 = create_object #AD_FLATDOOR at 1914.4 -2020.91 12.5 
0177: set_object $2716 z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2716 
0107: $2717 = create_object #AD_FLATDOOR at 1906.54 -2035.52 12.5 
0177: set_object $2717 z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2717 
0107: $2718 = create_object #AD_FLATDOOR at 1851.86 -2020.14 12.5 
01C7: remove_object_from_mission_cleanup_list $2718 
0107: $2719 = create_object #AD_FLATDOOR at 1865.42 -2020.89 12.5 
0177: set_object $2719 z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2719 
0107: $2720 = create_object #AD_FLATDOOR at 1857.55 -2035.52 12.5 
0177: set_object $2720 z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2720 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
07F7: set_object $2721 indestructible 0 
0550: keep_object $2721 in_memory 1 
01C7: remove_object_from_mission_cleanup_list $2721 
029B: $2722 = init_object #TWRCRANE_M_04 at -2080.441 256.015 66.869 
01C7: remove_object_from_mission_cleanup_list $2722 
029B: $2723 = init_object #TWRCRANE_M_01 at -2080.441 256.007 99.408 
01C7: remove_object_from_mission_cleanup_list $2723 
029B: $2724 = init_object #TWRCRANE_M_02 at -2080.441 296.46 102.861 
01C7: remove_object_from_mission_cleanup_list $2724 
01BB: store_object $2722 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2722 z_angle 
029B: $2725 = init_object #LODCRANE_M_04 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2725 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2725 
01BB: store_object $2723 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2723 z_angle 
029B: $2726 = init_object #LODCRANE_M_01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2726 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2726 
0827: assign_object $2722 to_lod_object $2725 
0827: assign_object $2723 to_lod_object $2726 
029B: $2727 = init_object #MAGNOCRANE_01 at -1547.978 123.9883 26.9332 
0177: set_object $2727 z_angle_to 45.0 
01C7: remove_object_from_mission_cleanup_list $2727 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 offset 0.0 0.0 0.0 
029B: $2728 = init_object #MAGNOCRANE_02 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01C7: remove_object_from_mission_cleanup_list $2728 
0177: set_object $2728 z_angle_to 140.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 offset 0.0 -2.185 8.51 
0176: $TEMPVAR_ANGLE = object $2728 z_angle 
029B: $CRANE_MAGNET = init_object #MAGNOCRANE_03 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0453: object $CRANE_MAGNET set_rotation 15.0 0.0 $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $CRANE_MAGNET 
01BB: store_object $2727 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2727 z_angle 
029B: $2730 = init_object #LODNOCRANE_01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2730 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2730 
01BB: store_object $2728 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2728 z_angle 
029B: $2731 = init_object #LODNOCRANE_02 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2731 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2731 
01BB: store_object $CRANE_MAGNET position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $CRANE_MAGNET z_angle 
029B: $2732 = init_object #LODNOCRANE_03 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2732 z_angle_to $TEMPVAR_ANGLE 
0453: object $2732 set_rotation 15.0 0.0 $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2732 
0827: assign_object $2727 to_lod_object $2730 
0827: assign_object $2728 to_lod_object $2731 
0827: assign_object $CRANE_MAGNET to_lod_object $2732 
029B: $2740 = init_object #QUARRY_CRANEBASE at 709.45 915.93 -19.66 
0177: set_object $2740 z_angle_to 135.0 
01C7: remove_object_from_mission_cleanup_list $2740 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2740 offset 0.0 0.0 4.0689 
0176: $TEMPVAR_ANGLE = object $2740 z_angle 
029B: $2741 = init_object #QUARRY_CRANE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2741 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2741 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2741 offset 0.0 0.0 1.0206 
0176: $TEMPVAR_ANGLE = object $2741 z_angle 
029B: $2742 = init_object #QUARRY_CRANEARM at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2742 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2742 
0005: $2739 = 45.0 // floating-point values 
0453: object $2742 set_rotation 0.0 $2739 $TEMPVAR_ANGLE 
029B: $2743 = init_object #TWRCRANE_M_04 at 2399.202 1879.139 37.55 
0177: set_object $2743 z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2743 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2743 offset 0.0 0.0 32.521 
0176: $TEMPVAR_ANGLE = object $2743 z_angle 
029B: $2744 = init_object #TWRCRANE_M_01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2744 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2744 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2744 offset 0.0 20.0 3.789 
0176: $TEMPVAR_ANGLE = object $2744 z_angle 
029B: $2745 = init_object #TWRCRANE_M_02 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2745 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2745 
01BB: store_object $2743 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2743 z_angle 
029B: $2746 = init_object #LODCRANE_M_04 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2746 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2746 
01BB: store_object $2744 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2744 z_angle 
029B: $2747 = init_object #LODCRANE_M_01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2747 z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2747 
0827: assign_object $2743 to_lod_object $2746 
0827: assign_object $2744 to_lod_object $2747 
0005: $2755 = 0.0 // floating-point values 
0005: $2756 = 0.0 // floating-point values 
0005: $2757 = 0.0 // floating-point values 
0004: $SHOPS_PLAYER_CASH = 0 // integer values 
0004: $2750 = 0 // integer values 
0004: $2751 = 0 // integer values 
02FA: garage 'BODLAWN' change_to_type 38 
02FA: garage 'MODLAST' change_to_type 36 
02FA: garage 'MDSSFSE' change_to_type 38 
02FA: garage 'MDS1SFS' change_to_type 37 
02FA: garage 'VECMOD' change_to_type 38 
0004: $2758 = 0 // integer values 
0005: $138 = 2508.16 // floating-point values 
0005: $139 = -1666.47 // floating-point values 
0005: $140 = 13.0 // floating-point values 
0005: $141 = 16.0 // floating-point values 
0005: $142 = 2473.53 // floating-point values 
0005: $143 = -1690.21 // floating-point values 
0005: $144 = 13.0 // floating-point values 
0005: $145 = 0.0 // floating-point values 
014B: $2786 = init_parked_car_generator #MONSTERA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2692.028 -1674.024 9.4656 angle 178.8279 
0A17: (unknown) $2786 1 
014C: set_parked_car_generator $2786 cars_to_generate_to 0 
014B: $2787 = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2676.695 -1673.756 9.4038 angle 178.8279 
0A17: (unknown) $2787 1 
014C: set_parked_car_generator $2787 cars_to_generate_to 0 
014B: $2788 = init_parked_car_generator #BFINJECT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1104.932 1614.808 12.5546 angle 85.6435 
0A17: (unknown) $2788 1 
014C: set_parked_car_generator $2788 cars_to_generate_to 0 
014B: $2783 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1460.87 -1566.737 101.0579 angle 2.0 
0A17: (unknown) $2783 1 
014C: set_parked_car_generator $2783 cars_to_generate_to 101 
014B: $2784 = init_parked_car_generator #WALTON color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1446.239 -1494.731 101.0514 angle 6.0 
0A17: (unknown) $2784 1 
014C: set_parked_car_generator $2784 cars_to_generate_to 101 
014B: $2785 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1439.643 -1576.823 101.0578 angle 264.1183 
0A17: (unknown) $2785 1 
014C: set_parked_car_generator $2785 cars_to_generate_to 101 
09E2: $2764 = parked_car_generator_w_numberplate #PICADOR 84 84 0 alarm 0 door_lock 0 0 10000 plate "_SHERM__" at $142 $143 $144 angle $145 
0A17: (unknown) $2764 1 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
09E2: $2765 = parked_car_generator_w_numberplate #GREENWOO 59 34 0 alarm 0 door_lock 0 0 10000 plate "GROVE4L_" at $138 $139 $140 angle $141 
0A17: (unknown) $2765 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014B: $2767 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2412.52 -1326.49 23.74 angle 177.92 
0A17: (unknown) $2767 1 
014C: set_parked_car_generator $2767 cars_to_generate_to 101 
014B: $2766 = init_parked_car_generator #CLOVER color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2445.5 -1340.8 23.5 angle 180.0 
014C: set_parked_car_generator $2766 cars_to_generate_to 101 
014B: $2768 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2499.18 -1648.26 13.0 angle 158.61 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
014B: $2789 = init_parked_car_generator #SAVANNA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2685.981 -2016.21 12.5501 angle 0.337 
014C: set_parked_car_generator $2789 cars_to_generate_to 0 
014B: $2782 = init_parked_car_generator #BLADE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1772.096 -2125.103 13.0469 angle 0.3441 
014C: set_parked_car_generator $2782 cars_to_generate_to 101 
014B: $2781 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2048.856 -2521.276 31.125 angle 171.0232 
014C: set_parked_car_generator $2781 cars_to_generate_to 101 
014B: $2790 = init_parked_car_generator #URANUS color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1956.3 297.7 34.3 angle 64.8 
014B: $2791 = init_parked_car_generator #ELEGY color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1952.6 265.7 39.9 angle 292.8 
014B: $2792 = init_parked_car_generator #SULTAN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1957.7 277.0 34.3 angle 133.4 
014B: $2793 = init_parked_car_generator #SAVANNA color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1952.8 258.8 39.9 angle 259.1 
014B: $2794 = init_parked_car_generator #STRATUM color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1950.5 259.7 34.3 angle 53.8 
014C: set_parked_car_generator $2790 cars_to_generate_to 0 
014C: set_parked_car_generator $2791 cars_to_generate_to 0 
014C: set_parked_car_generator $2792 cars_to_generate_to 0 
014C: set_parked_car_generator $2793 cars_to_generate_to 0 
014C: set_parked_car_generator $2794 cars_to_generate_to 0 
0A17: (unknown) $2790 1 
0A17: (unknown) $2791 1 
0A17: (unknown) $2792 1 
0A17: (unknown) $2793 1 
0A17: (unknown) $2794 1 
0004: $MISSION_BMX_STUNT_PASSED = 0 // integer values 
0004: $MISSION_NRG500_STUNT_PASSED = 0 // integer values 
0004: $STUNT_MISSIONS_BESTTIME[0] = 999999999 // integer values 
0004: $STUNT_MISSIONS_BESTTIME[1] = 999999999 // integer values 
0005: $X_STUNT_MISSION_BMX = 1946.09 // floating-point values 
0005: $Y_STUNT_MISSION_BMX = -1380.72 // floating-point values 
0005: $Z_STUNT_MISSION_BMX = 18.0 // floating-point values 
014B: $PARKED_BMX_GLEN_PARK = init_parked_car_generator #BMX color -1 -1 1 alarm 0 door_lock 0 0 10000 at $X_STUNT_MISSION_BMX $Y_STUNT_MISSION_BMX $Z_STUNT_MISSION_BMX angle 88.1761 
014C: set_parked_car_generator $PARKED_BMX_GLEN_PARK cars_to_generate_to 101 
0005: $X_STUNT_MISSION_NRG500 = -1696.531 // floating-point values 
0005: $Y_STUNT_MISSION_NRG500 = 77.7192 // floating-point values 
0005: $Z_STUNT_MISSION_NRG500 = 3.5547 // floating-point values 
014B: $PARKED_NRG500_EASTER_BASIN = init_parked_car_generator #NRG500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at $X_STUNT_MISSION_NRG500 $Y_STUNT_MISSION_NRG500 $Z_STUNT_MISSION_NRG500 angle 312.9365 
014C: set_parked_car_generator $PARKED_NRG500_EASTER_BASIN cars_to_generate_to 101 
014B: $2807 = init_parked_car_generator #FIRELA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2057.0 58.0 28.0 angle 90.0 
014C: set_parked_car_generator $2807 cars_to_generate_to 101 
014B: $2808 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2057.0 64.0 28.0 angle 90.0 
014C: set_parked_car_generator $2808 cars_to_generate_to 101 
014B: $2809 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1763.824 2075.756 9.9093 angle 179.4753 
014C: set_parked_car_generator $2809 cars_to_generate_to 101 
014B: $2810 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1751.512 -1455.102 12.5547 angle 263.5589 
014C: set_parked_car_generator $2810 cars_to_generate_to 101 
014B: $2811 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2033.888 -1432.67 16.6453 angle 177.829 
014C: set_parked_car_generator $2811 cars_to_generate_to 101 
014B: $2812 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1178.048 -1338.175 13.405 angle 269.4923 
014C: set_parked_car_generator $2812 cars_to_generate_to 101 
014B: $2813 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -303.7814 1032.326 19.086 angle 268.5016 
014C: set_parked_car_generator $2813 cars_to_generate_to 101 
014B: $2814 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1507.164 2525.455 55.1875 angle 358.5728 
014C: set_parked_car_generator $2814 cars_to_generate_to 101 
014B: $2815 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1229.665 297.6883 19.0547 angle 154.9553 
014C: set_parked_car_generator $2815 cars_to_generate_to 101 
014B: $2816 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2202.52 -2315.986 30.1172 angle 319.6815 
014C: set_parked_car_generator $2816 cars_to_generate_to 101 
014B: $11270 = init_parked_car_generator #BUFFALO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 886.3782 -25.6671 63.244 angle 157.6212 
014C: set_parked_car_generator $11270 cars_to_generate_to 101 
014B: $2769 = init_parked_car_generator #MTBIKE color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2355 $2356 $2357 angle 206.39 
014C: set_parked_car_generator $2769 cars_to_generate_to 101 
014B: $2759 = init_parked_car_generator #DUMPER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 687.3733 890.67 -40.4285 angle 35.14 
014C: set_parked_car_generator $2759 cars_to_generate_to 0 
014B: $2760 = init_parked_car_generator #DOZER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 620.882 861.2452 -43.9534 angle 298.7428 
014C: set_parked_car_generator $2760 cars_to_generate_to 0 
014B: $2780 = init_parked_car_generator #SANCHEZ color -1 -1 1 alarm 0 door_lock 0 0 10000 at 623.3402 887.0944 -43.5625 angle 347.2967 
014C: set_parked_car_generator $2780 cars_to_generate_to 101 
014B: $2761 = init_parked_car_generator #SANCHEZ color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2486.046 59.184 24.8284 angle 180.0 
014C: set_parked_car_generator $2761 cars_to_generate_to 101 
014B: $2763 = init_parked_car_generator #BROADWAY color 1 5 1 alarm 0 door_lock 0 0 10000 at $2337 $2338 $2339 angle 270.0 
014C: set_parked_car_generator $2763 cars_to_generate_to 101 
014B: $2762 = init_parked_car_generator #SADLER color 51 4 0 alarm 0 door_lock 0 0 10000 at $2340 $2341 $2342 angle 180.0 
014C: set_parked_car_generator $2762 cars_to_generate_to 101 
014B: $2776 = init_parked_car_generator #BMX color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2343 $2344 $2345 angle 53.1 
014C: set_parked_car_generator $2776 cars_to_generate_to 101 
014B: $2778 = init_parked_car_generator #FREEWAY color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2346 $2347 $2348 angle 42.0 
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
014B: $2779 = init_parked_car_generator #FAGGIO color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2349 $2350 $2351 angle 183.4 
014C: set_parked_car_generator $2779 cars_to_generate_to 101 
014B: $2770 = init_parked_car_generator #GREENWOO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2771 = init_parked_car_generator #GREENWOO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2772 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2229.001 -1173.798 24.7331 angle 90.5569 
014B: $2775 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2251.028 -1788.661 12.7625 angle 358.9591 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
014B: $2774 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2118.171 -4.0948 35.0203 angle 270.142 
014C: set_parked_car_generator $2774 cars_to_generate_to 101 
014B: $2773 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2596.747 1444.245 10.3203 angle 178.2712 
014C: set_parked_car_generator $2773 cars_to_generate_to 101 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_parked_car_generator #HUSTLER color 83 1 1 alarm 0 door_lock 100 0 10000 at 2408.156 -1719.463 13.6665 angle 0.5881 
014B: $PARKED_GIRLFRIEND_CARS[1] = init_parked_car_generator #MONSTERB color -1 -1 1 alarm 0 door_lock 100 0 10000 at -1778.178 1207.074 25.1194 angle 91.9357 
014B: $PARKED_GIRLFRIEND_CARS[3] = init_parked_car_generator #COPCARRU color -1 -1 1 alarm 0 door_lock 100 0 10000 at -1399.717 2628.59 55.7823 angle 271.7941 
014B: $PARKED_GIRLFRIEND_CARS[2] = init_parked_car_generator #BANDITO color -1 -1 1 alarm 0 door_lock 100 0 10000 at -379.5 -1443.115 25.7266 angle 88.9244 
014B: $PARKED_GIRLFRIEND_CARS[4] = init_parked_car_generator #ROMERO color 1 1 1 alarm 0 door_lock 100 0 10000 at -2572.04 1148.564 55.7333 angle 337.8434 
014B: $11271 = init_parked_car_generator #CLUB color 126 1 1 alarm 0 door_lock 100 0 10000 at 2028.446 2731.102 10.53 angle 268.994 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = parked_car_generator_w_numberplate #HUSTLER 83 1 1 alarm 0 door_lock 0 0 10000 plate "HOMEGIRL" at 2408.156 -1719.463 13.6665 angle 0.5881 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] = parked_car_generator_w_numberplate #MONSTERB -1 -1 1 alarm 0 door_lock 0 0 10000 plate "__NOS___" at -1778.178 1207.074 25.1194 angle 91.9357 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] = parked_car_generator_w_numberplate #COPCARRU -1 -1 1 alarm 0 door_lock 0 0 10000 plate "_CUFFS__" at -1399.717 2628.59 55.7823 angle 271.7941 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] = parked_car_generator_w_numberplate #BANDITO -1 -1 1 alarm 0 door_lock 0 0 10000 plate "FULLAUTO" at -379.5 -1443.115 25.7266 angle 88.9244 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] = parked_car_generator_w_numberplate #ROMERO 1 1 1 alarm 0 door_lock 0 0 10000 plate "_TRAUMA_" at -2572.04 1148.564 55.7333 angle 337.8434 
09E2: $11272 = parked_car_generator_w_numberplate #CLUB 126 1 1 alarm 0 door_lock 0 0 10000 plate "_SPANK__" at 2028.446 2731.102 10.53 angle 268.994 
0A17: (unknown) $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] 1 
0A17: (unknown) $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] 1 
0A17: (unknown) $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] 1 
0A17: (unknown) $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] 1 
0A17: (unknown) $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] 1 
0A17: (unknown) $11272 1 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[0] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[1] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[3] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[2] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[4] cars_to_generate_to 0 
014C: set_parked_car_generator $11271 cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] cars_to_generate_to 0 
014C: set_parked_car_generator $11272 cars_to_generate_to 0 
014B: $2830[0] = init_parked_car_generator #BUFFALO color -1 -1 0 alarm 70 door_lock 40 0 10000 at -1673.94 439.02 7.01 angle 136.0 
014B: $2830[1] = init_parked_car_generator #SENTINEL color -1 -1 0 alarm 60 door_lock 30 0 10000 at 926.45 -1292.29 13.6 angle 270.0 
014B: $2830[2] = init_parked_car_generator #INFERNUS color -1 -1 0 alarm 80 door_lock 50 0 10000 at -2665.44 990.77 64.45 angle 51.0 
014B: $2830[3] = init_parked_car_generator #CAMPER color -1 -1 1 alarm 30 door_lock 10 0 10000 at -2516.598 1228.919 36.4283 angle 211.5 
014B: $2830[4] = init_parked_car_generator #ADMIRAL color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1122.29 -1699.76 13.43 angle 270.0 
014B: $2830[5] = init_parked_car_generator #PATRIOT color -1 -1 1 alarm 50 door_lock 10 0 10000 at -1006.41 -628.27 32.0 angle 270.0 
014B: $2830[6] = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2085.23 -2437.52 30.31 angle 142.0 
014B: $2830[7] = init_parked_car_generator #STRETCH color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1922.19 288.34 40.84 angle 180.0 
014B: $2830[8] = init_parked_car_generator #FELTZER color -1 -1 0 alarm 50 door_lock 10 0 10000 at -16.66 -2521.17 36.37 angle 210.0 
014B: $2830[9] = init_parked_car_generator #REMINGTN color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1803.38 -1931.05 13.66 angle 0.0 
014B: $2830[10] = init_parked_car_generator #CHEETAH color -1 -1 1 alarm 90 door_lock 30 0 10000 at 1272.24 2603.03 10.49 angle 117.0 
014B: $2830[11] = init_parked_car_generator #RANCHER color -1 -1 0 alarm 50 door_lock 10 0 10000 at -112.4 -41.82 3.26 angle 160.0 
014B: $2830[12] = init_parked_car_generator #STALLION color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2456.1 741.65 34.92 angle 180.0 
014B: $2830[13] = init_parked_car_generator #PETRO color -1 -1 1 alarm 50 door_lock 10 0 10000 at -1951.81 2393.83 50.08 angle 292.0 
014B: $2830[14] = init_parked_car_generator #COMET color -1 -1 0 alarm 90 door_lock 40 0 10000 at -2751.79 -281.5 6.81 angle 0.0 
014B: $2830[15] = init_parked_car_generator #SLAMVAN color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1923.93 -2118.89 13.35 angle 0.0 
014B: $2830[16] = init_parked_car_generator #BLISTAC color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1675.94 -618.74 13.86 angle 256.0 
014B: $2830[17] = init_parked_car_generator #STAFFORD color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2430.22 320.84 34.97 angle 245.0 
014B: $2830[18] = init_parked_car_generator #SABRE color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2265.33 200.65 34.97 angle 270.0 
014B: $2830[19] = init_parked_car_generator #FCR900 color -1 -1 0 alarm 50 door_lock 10 0 10000 at 2282.7 2535.88 10.39 angle 180.0 
014B: $2830[20] = init_parked_car_generator #BANSHEE color -1 -1 0 alarm 90 door_lock 50 0 10000 at 2133.04 1009.75 10.49 angle 270.0 
014B: $2830[21] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 90 door_lock 50 0 10000 at 2229.3 1402.99 10.82 angle 180.0 
014B: $2830[22] = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1550.4 2687.54 56.22 angle 90.0 
014B: $2830[23] = init_parked_car_generator #HUNTLEY color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2068.69 -83.75 35.1 angle 0.0 
014B: $2830[24] = init_parked_car_generator #BFINJECT color -1 -1 0 alarm 70 door_lock 10 0 10000 at 682.17 -1867.46 4.82 angle 180.0 
014B: $2830[25] = init_parked_car_generator #BLADE color -1 -1 0 alarm 80 door_lock 10 0 10000 at 1747.87 -2098.03 13.28 angle 180.0 
014B: $2830[26] = init_parked_car_generator #FREEWAY color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1144.46 -1101.26 25.35 angle 300.0 
014B: $2830[27] = init_parked_car_generator #MESA color -1 -1 0 alarm 70 door_lock 10 0 10000 at -2406.25 -2180.84 33.39 angle 180.0 
014B: $2830[28] = init_parked_car_generator #ZR350 color -1 -1 0 alarm 80 door_lock 10 0 10000 at 2163.79 1810.23 10.58 angle 180.0 
014B: $2830[29] = init_parked_car_generator #EUROS color -1 -1 0 alarm 50 door_lock 10 0 10000 at 2207.43 1286.13 10.57 angle 180.0 
014C: set_parked_car_generator $2830[0] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[1] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[2] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[3] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[4] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[5] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[6] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[7] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[8] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[9] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[10] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[11] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[12] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[13] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[14] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[15] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[16] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[17] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[18] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[19] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[20] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[21] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[22] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[23] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[24] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[25] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[26] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[27] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[28] cars_to_generate_to 0 
014C: set_parked_car_generator $2830[29] cars_to_generate_to 0 
014B: $2865 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -540.0441 -1396.147 15.0 angle 0.0 
014B: $2866 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -289.5517 -1389.627 10.0 angle 0.0 
014B: $2867 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -192.9 -1331.307 21.5 angle 0.0 
014B: $2860 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at -273.9629 -1507.596 5.0 angle 0.0 
014B: $2861 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at -395.1952 -1293.19 30.8 angle 0.0 
014B: $2862 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at -186.6494 -1339.214 6.0 angle 0.0 
014B: $2868 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1030.249 -1050.188 129.0 angle 0.0 
014B: $2869 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1169.425 -989.6309 129.0 angle 0.0 
014B: $2863 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1110.79 -947.7925 129.0 angle 0.0 
014B: $2870 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at 16.8768 49.991 3.0 angle 0.0 
014B: $2871 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at 81.051 3.3203 1.5 angle 0.0 
014B: $2872 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -15.2986 -84.6533 3.0 angle 0.0 
014B: $2864 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at 81.0533 3.3234 1.5 angle 0.0 
014C: set_parked_car_generator $2865 cars_to_generate_to 0 
014C: set_parked_car_generator $2866 cars_to_generate_to 0 
014C: set_parked_car_generator $2867 cars_to_generate_to 0 
014C: set_parked_car_generator $2868 cars_to_generate_to 0 
014C: set_parked_car_generator $2869 cars_to_generate_to 0 
014C: set_parked_car_generator $2870 cars_to_generate_to 0 
014C: set_parked_car_generator $2871 cars_to_generate_to 0 
014C: set_parked_car_generator $2872 cars_to_generate_to 0 
014C: set_parked_car_generator $2860 cars_to_generate_to 101 
014C: set_parked_car_generator $2861 cars_to_generate_to 101 
014C: set_parked_car_generator $2862 cars_to_generate_to 101 
014C: set_parked_car_generator $2863 cars_to_generate_to 101 
014C: set_parked_car_generator $2864 cars_to_generate_to 101 
0004: $2877 = 0 // integer values 
07FB: set_interior 'FDREST1' accessible 0  // Coq szava
07FB: set_interior 'REST2' accessible 0  // Titkos vlgy
07FB: set_interior 'DINER1' accessible 0  // Br
07FB: set_interior 'DINER2' accessible 0  // Br
07FB: set_interior 'TSDINER' accessible 0  // Autsbf
07FB: set_interior 'GF1' accessible 0 
07FB: set_interior 'GF2' accessible 0 
07FB: set_interior 'GF3' accessible 0 
07FB: set_interior 'GF4' accessible 0 
07FB: set_interior 'GF5' accessible 0 
07FB: set_interior 'GF6' accessible 0 
0004: $2878 = 0 // integer values 
0004: $2879 = 0 // integer values 
0004: $2880 = 0 // integer values 
0004: $2881 = 0 // integer values 
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04F8: unknown_path 6 1833.0 -1617.0 1854.0 -1608.0 1820.0 -1590.0 1818.0 -1605.0 1824.0 -1641.0 1824.0 -1619.0 
04F8: unknown_path 5 1694.0 -1518.0 1706.0 -1505.0 1720.0 -1476.0 1709.0 -1487.0 1718.0 -1473.0 1709.0 -1474.0 
04F8: unknown_path 3 1707.0 -1467.0 1711.0 -1457.0 1689.0 -1443.0 1709.0 -1444.0 1688.0 -1443.0 -1709.0 -1444.0 
04F8: unknown_path 4 1815.0 -1406.0 1829.0 -1388.0 1840.0 -1410.0 1835.0 -1402.0 1841.0 -1411.0 1836.0 -1403.0 
04F8: unknown_path 4 1804.0 -1353.0 1807.0 -1342.0 1781.0 -1366.0 1784.0 -1352.0 1781.0 -1366.0 1784.0 -1352.0 
04F8: unknown_path 2 1710.0 -1339.0 1724.0 -1319.0 1684.0 -1305.0 1712.0 -1305.0 1684.0 -1305.0 1712.0 -1305.0 
04F8: unknown_path 2 1711.0 -1204.0 1720.0 -1194.0 1747.0 -1160.0 1712.0 -1159.0 1747.0 -1160.0 1712.0 -1159.0 
04F8: unknown_path 3 2389.0 -1479.0 2404.0 -1469.0 2429.0 -1457.0 2429.0 -1479.0 2428.0 -1456.0 2430.0 -1480.0 
04F8: unknown_path 3 2443.0 -1221.0 2457.0 -1209.0 2474.0 -1253.0 2447.0 -1255.0 2475.0 -1254.0 2448.0 -1256.0 
04F8: unknown_path 4 2627.0 -1134.0 2632.0 -1132.0 2649.0 -1150.0 2642.0 -1139.0 2650.0 -1151.0 2643.0 -1140.0 
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04F8: unknown_path 2 1977.0 -1416.0 1996.0 -1411.0 1966.0 -1467.0 1988.0 -1465.0 1967.0 -1468.0 1989.0 -1466.0 
04F8: unknown_path 2 2191.0 -1345.0 2202.0 -1338.0 2216.0 -1355.0 2216.0 -1343.0 2217.0 -1356.0 2217.0 -1344.0 
04F8: unknown_path 3 2339.0 -1161.0 2345.0 -1148.0 2372.0 -1182.0 2373.0 -1157.0 2373.0 -1183.0 2374.0 -1158.0 
04F8: unknown_path 3 2034.0 -1271.0 2049.0 -1251.0 2072.0 -1281.0 2070.0 -1261.0 2073.0 -1282.0 2070.0 -2074.0 
04F8: unknown_path 6 1410.0 -1250.0 1427.0 -1233.0 1457.0 -1263.0 1456.0 -1243.0 1452.0 -1211.0 1453.0 -1238.0 
04F8: unknown_path 1 1427.0 -1334.0 1433.0 -1323.0 1419.0 -1270.0 1419.0 -1286.0 1420.0 -1253.0 1419.0 -1257.0 
04F8: unknown_path 2 1520.0 -1655.0 1538.0 -1642.0 1561.0 -1626.0 1530.0 -1627.0 1562.0 -1620.0 1531.0 -1622.0 
04F8: unknown_path 1 1129.0 -1669.0 1140.0 -1663.0 1095.0 -1665.0 1130.0 -1665.0 1117.0 -1714.0 1138.0 -1715.0 
04F8: unknown_path 3 1167.0 -1782.0 1190.0 -1769.0 1148.0 -1744.0 1176.0 -1743.0 1141.0 -1739.0 1175.0 -1737.0 
04F8: unknown_path 1 1207.0 -1214.0 1216.0 -1193.0 1175.0 -1210.0 1194.0 -1209.0 1179.0 -1204.0 1197.0 -1204.0 
04F8: unknown_path 6 1261.0 -1721.0 1271.0 -1707.0 1295.0 -1680.0 1295.0 -1717.0 1300.0 -1670.0 1300.0 -1704.0 
04F8: unknown_path 3 1237.0 -1290.0 1257.0 -1271.0 1214.0 -1253.0 1215.0 -1281.0 1215.0 -1215.0 -1215.0 -1281.0 
04F8: unknown_path 3 1013.0 -1158.0 1030.0 -1132.0 1060.0 -1174.0 1060.0 -1148.0 1060.0 -1174.0 1060.0 -1148.0 
04F8: unknown_path 2 1089.0 -1212.0 1076.0 -1204.0 1061.0 -1223.0 1064.0 -1205.0 1061.0 -1223.0 1064.0 -1205.0 
04F8: unknown_path 4 953.0 -1108.0 945.0 -1097.0 928.0 -1084.0 937.0 -1099.0 928.0 -1084.0 937.0 -1099.0 
04F8: unknown_path 4 829.0 -1066.0 830.0 -1057.0 837.0 -1049.0 828.0 -1055.0 837.0 -1049.0 828.0 -1055.0 
04F8: unknown_path 2 816.0 -1048.0 840.0 -1030.0 793.0 -1015.0 791.0 -1055.0 793.0 -1015.0 791.0 -1055.0 
04F8: unknown_path 3 642.0 -1197.0 676.0 -1187.0 597.0 -1183.0 616.0 -1211.0 597.0 -1193.0 616.0 -1211.0 
04F8: unknown_path 3 618.0 -1287.0 647.0 -1272.0 665.0 -1317.0 632.0 -1317.0 662.0 -1317.0 632.0 -1317.0 
04F8: unknown_path 6 457.0 -1364.0 487.0 -1357.0 493.0 -1323.0 501.0 -1340.0 498.0 -1317.0 513.0 -1350.0 
04F8: unknown_path 6 523.0 -1456.0 555.0 -1442.0 569.0 -1404.0 532.0 -1413.0 567.0 -1399.0 525.0 -1407.0 
04F8: unknown_path 5 478.0 -1488.0 496.0 -1472.0 491.0 -1518.0 490.0 -1501.0 490.0 -1521.0 487.0 -1497.0 
04F8: unknown_path 2 470.0 -1604.0 490.0 -1573.0 540.0 -1626.0 540.0 -1583.0 540.0 -1626.0 540.0 -1583.0 
04F8: unknown_path 2 519.0 -1687.0 544.0 -1676.0 486.0 -1727.0 534.0 -1734.0 486.0 -1727.0 534.0 -1734.0 
04F8: unknown_path 5 380.0 -1803.0 394.0 -1798.0 363.0 -1833.0 373.0 -1819.0 385.0 -1831.0 373.0 -1819.0 
04F8: unknown_path 6 2134.0 -1904.0 2156.0 -1885.0 2105.0 -1919.0 2105.0 -1899.0 2079.0 -1871.0 2080.0 -1898.0 
04F8: unknown_path 2 1953.0 -1988.0 1971.0 -1966.0 1985.0 -1930.0 1967.0 -1929.0 1927.0 -1935.0 1953.0 -1935.0 
04F8: unknown_path 1 2015.0 -2064.0 2026.0 -2052.0 2009.0 -2010.0 2007.0 -2033.0 1970.0 -2059.0 1988.0 -2058.0 
04F8: unknown_path 1 1997.0 -2077.0 2009.0 -2065.0 2041.0 -2056.0 2016.0 -2058.0 2027.0 -2084.0 2005.0 -2084.0 
04F8: unknown_path 1 1924.0 -2108.0 1935.0 -2096.0 1917.0 -2074.0 1917.0 -2094.0 1917.0 -2138.0 1917.0 -2116.0 
04F8: unknown_path 1 1847.0 -2108.0 1860.0 -2097.0 1821.0 -2089.0 1820.0 -2101.0 1903.0 -2101.0 1883.0 -2101.0 
04F8: unknown_path 1 1861.0 -2010.0 1870.0 -2005.0 1885.0 -2041.0 1886.0 -2021.0 1880.0 -2044.0 1878.0 -2016.0 
04F8: unknown_path 2 1751.0 -2388.0 1781.0 -2369.0 1799.0 -2345.0 1798.0 -2377.0 1799.0 -2345.0 1798.0 -2377.0 
04F8: unknown_path 2 1314.0 -2423.0 1325.0 -2410.0 1339.0 -2446.0 1317.0 -2446.0 1339.0 -2446.0 1317.0 -2446.0 
04F8: unknown_path 3 1551.0 -1636.0 1562.0 -1618.0 1531.0 -1660.0 1532.0 -1632.0 1531.0 -1660.0 1532.0 -1632.0 
04F8: unknown_path 8 1225.0 -1880.0 1237.0 -1866.0 1180.0 -1884.0 1213.0 -1885.0 1169.0 -1887.0 1194.0 -1888.0 
04F8: unknown_path 8 1076.0 -1890.0 1097.0 -1881.0 1161.0 -1880.0 1108.0 -1883.0 1050.0 -1894.0 1084.0 -1887.0 
04F8: unknown_path 2 1059.0 -1721.0 1090.0 -1703.0 1034.0 -1674.0 1039.0 -1713.0 1034.0 -1674.0 1039.0 -1713.0 
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04F8: unknown_path 5 982.0 -1913.0 953.0 -1858.0 980.0 -1852.0 966.0 -1860.0 946.0 -1846.0 956.0 -1857.0 
04F8: unknown_path 5 849.0 -1899.0 823.0 -1937.0 836.0 -2017.0 839.0 -1993.0 848.0 -2020.0 842.0 -1990.0 
04F8: unknown_path 6 820.0 -1844.0 848.0 -1819.0 789.0 -1786.0 827.0 -1786.0 881.0 -1772.0 827.0 -1772.0 
04F8: unknown_path 4 788.0 -1816.0 780.0 -1800.0 786.0 -1835.0 781.0 -1820.0 786.0 -1835.0 781.0 -1820.0 
04F8: unknown_path 5 740.0 -1815.0 759.0 -1808.0 738.0 -1790.0 737.0 -1806.0 744.0 -1836.0 746.0 -1819.0 
04F8: unknown_path 5 717.0 -1819.0 727.0 -1805.0 745.0 -1827.0 746.0 -1815.0 735.0 -1792.0 728.0 -1813.0 
04F8: unknown_path 5 624.0 -1786.0 641.0 -1778.0 644.0 -1799.0 647.0 -1789.0 651.0 -1767.0 649.0 -1783.0 
04F8: unknown_path 2 606.0 -1786.0 622.0 -1770.0 656.0 -1759.0 649.0 -1787.0 656.0 -1759.0 649.0 -1787.0 
04F8: unknown_path 2 586.0 -1868.0 612.0 -1835.0 648.0 -1818.0 643.0 -1856.0 648.0 -1818.0 643.0 -1856.0 
04F8: unknown_path 4 541.0 -1778.0 562.0 -1762.0 593.0 -1775.0 573.0 -1772.0 593.0 -1772.0 573.0 -1772.0 
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04F8: unknown_path 3 289.0 -1647.0 314.0 -1631.0 321.0 -1597.0 321.0 -1642.0 321.0 -1597.0 321.0 -1642.0 
04F8: unknown_path 2 225.0 -1610.0 252.0 -1590.0 274.0 -1576.0 242.0 -1566.0 274.0 -1576.0 242.0 -1566.0 
04F8: unknown_path 2 301.0 -1472.0 336.0 -1467.0 269.0 -1476.0 291.0 -1497.0 269.0 -1476.0 291.0 -1497.0 
04F8: unknown_path 6 196.0 -1528.0 223.0 -1508.0 193.0 -1489.0 179.0 -1512.0 174.0 -1579.0 147.0 -1554.0 
04F8: unknown_path 2 221.0 -1367.0 226.0 -1337.0 228.0 -1310.0 246.0 -1336.0 228.0 -1310.0 246.0 -1336.0 
04F8: unknown_path 2 427.0 -1238.0 450.0 -1229.0 391.0 -1225.0 402.0 -1252.0 391.0 -1225.0 402.0 -1252.0 
04F8: unknown_path 2 478.0 -1257.0 478.0 -1227.0 489.0 -1281.0 508.0 -1265.0 489.0 -1281.0 508.0 -1265.0 
04F8: unknown_path 6 337.0 -1176.0 371.0 -1170.0 395.0 -1169.0 362.0 -1141.0 344.0 -1131.0 381.0 -1167.0 
04F8: unknown_path 3 1798.0 796.0 1816.0 823.0 1760.0 832.0 1809.0 834.0 1760.0 832.0 1809.0 834.0 
04F8: unknown_path 3 2032.0 892.0 2056.0 919.0 2086.0 856.0 2047.0 856.0 2086.0 856.0 2047.0 856.0 
04F8: unknown_path 2 2034.0 985.0 2053.0 1024.0 2074.0 975.0 2044.0 974.0 2074.0 975.0 2044.0 974.0 
04F8: unknown_path 2 2035.0 1228.0 2056.0 1254.0 2021.0 1275.0 2051.0 1277.0 2021.0 1275.0 2051.0 1277.0 
04F8: unknown_path 2 2114.0 2071.0 2136.0 2096.0 2098.0 2020.0 2131.0 2020.0 2098.0 2020.0 2131.0 2020.0 
04F8: unknown_path 2 1937.0 2104.0 1954.0 2122.0 1925.0 2139.0 1926.0 2110.0 1925.0 2139.0 1926.0 2110.0 
04F8: unknown_path 3 1836.0 2044.0 1858.0 2059.0 1815.0 2080.0 1821.0 2051.0 1815.0 2080.0 1821.0 2051.0 
04F8: unknown_path 3 1721.0 2044.0 1739.0 2063.0 1710.0 2023.0 1709.0 2051.0 1710.0 2023.0 1709.0 2051.0 
04F8: unknown_path 7 1699.0 2134.0 1717.0 2152.0 1734.0 2172.0 1709.0 2171.0 1729.0 2175.0 1694.0 2175.0 
04F8: unknown_path 7 1581.0 2164.0 1600.0 2182.0 1616.0 2143.0 1615.0 2170.0 1621.0 2146.0 1622.0 2182.0 
04F8: unknown_path 7 1522.0 2044.0 1538.0 2060.0 1529.0 2083.0 1532.0 2055.0 1525.0 2087.0 1525.0 2056.0 
04F8: unknown_path 5 1466.0 1989.0 1490.0 2003.0 1457.0 2024.0 1476.0 2009.0 1499.0 2027.0 1483.0 2006.0 
04F8: unknown_path 5 1429.0 2617.0 1439.0 2624.0 1422.0 2615.0 1433.0 2619.0 1446.0 2615.0 1434.0 2622.0 
04F8: unknown_path 2 1469.0 2545.0 1487.0 2568.0 1500.0 2592.0 1474.0 2591.0 1500.0 2592.0 1474.0 2591.0 
04F8: unknown_path 2 1300.0 2580.0 1325.0 2599.0 1291.0 2568.0 1291.0 2597.0 1291.0 2568.0 1291.0 2597.0 
04F8: unknown_path 7 2240.0 2460.0 2246.0 2449.0 2230.0 2433.0 2231.0 2451.0 2229.0 2476.0 2231.0 2456.0 
04F8: unknown_path 2 1238.0 2671.0 1257.0 2690.0 1276.0 2716.0 1244.0 2713.0 1276.0 2716.0 1244.0 2713.0 
04F8: unknown_path 7 1493.0 2580.0 1512.0 2599.0 1479.0 2562.0 1480.0 2588.0 1476.0 2555.0 1475.0 2585.0 
04F8: unknown_path 2 1469.0 2433.0 1486.0 2447.0 1449.0 2390.0 1478.0 2391.0 1449.0 2390.0 1478.0 2391.0 
04F8: unknown_path 3 1558.0 2283.0 1577.0 2305.0 1529.0 2311.0 1565.0 2310.0 1529.0 2311.0 1565.0 2310.0 
04F8: unknown_path 3 1397.0 2303.0 1419.0 2323.0 1385.0 2331.0 1389.0 2313.0 1385.0 2331.0 1389.0 2313.0 
04F8: unknown_path 5 1568.0 2114.0 1578.0 2140.0 1573.0 2078.0 1573.0 2118.0 1571.0 2088.0 1571.0 2106.0 
04F8: unknown_path 2 1660.0 2002.0 1685.0 2021.0 1710.0 1985.0 1709.0 2015.0 1710.0 1985.0 1709.0 2015.0 
04F8: unknown_path 3 1765.0 2044.0 1788.0 2063.0 1810.0 2083.0 1827.0 2056.0 1810.0 2083.0 1827.0 2056.0 
04F8: unknown_path 2 1948.0 2274.0 1971.0 2293.0 1930.0 2259.0 1930.0 2283.0 1930.0 2259.0 1930.0 2283.0 
04F8: unknown_path 7 1918.0 2309.0 1938.0 2328.0 1951.0 2338.0 1929.0 2338.0 1895.0 2333.0 1926.0 2337.0 
04F8: unknown_path 7 1986.0 2384.0 2006.0 2403.0 2031.0 2367.0 2024.0 2392.0 2026.0 2433.0 2025.0 2395.0 
04F8: unknown_path 2 2011.0 2334.0 2017.0 2352.0 1995.0 2286.0 2014.0 2288.0 1995.0 2286.0 2014.0 2288.0 
04F8: unknown_path 7 2063.0 2274.0 2090.0 2293.0 2068.0 2313.0 2096.0 2292.0 2119.0 2260.0 2104.0 2282.0 
04F8: unknown_path 7 2171.0 2356.0 2185.0 2356.0 2214.0 2328.0 2196.0 2336.0 2217.0 2370.0 2204.0 2348.0 
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04F8: unknown_path 3 2256.0 2274.0 2294.0 2293.0 2288.0 2260.0 2287.0 2283.0 2288.0 2260.0 2287.0 2283.0 
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04F8: unknown_path 4 2006.0 1541.0 2021.0 1550.0 2001.0 1564.0 2004.0 1553.0 2001.0 1564.0 2004.0 1553.0 
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04F8: unknown_path 3 -1726.0 1005.0 -1701.0 986.0 -1673.0 932.0 -1716.0 933.0 -1673.0 932.0 -1716.0 933.0 
04F8: unknown_path 2 -1769.0 963.0 -1749.0 901.0 -1710.0 886.0 -1711.0 923.0 -1710.0 886.0 -1711.0 923.0 
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04F8: unknown_path 3 -1806.0 891.0 -1781.0 867.0 -1838.0 914.0 -1794.0 915.0 -1838.0 914.0 -1794.0 915.0 
04F8: unknown_path 7 -1614.0 943.0 -1589.0 904.0 -1563.0 880.0 -1561.0 922.0 -1563.0 966.0 -1556.0 929.0 
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04F8: unknown_path 3 -1882.0 906.0 -1855.0 943.0 -1896.0 889.0 -1896.0 924.0 -1896.0 889.0 -1896.0 924.0 
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04F8: unknown_path 4 -2077.0 1038.0 -2072.0 1045.0 -2080.0 1078.0 -2079.0 1053.0 -2080.0 1078.0 -2079.0 1053.0 
04F8: unknown_path 2 -2301.0 1043.0 -2253.0 1089.0 -2350.0 1117.0 -2360.0 1088.0 -2350.0 1117.0 -2360.0 1088.0 
04F8: unknown_path 2 -2381.0 1030.0 -2375.0 1061.0 -2320.0 1074.0 -2356.0 1085.0 -2320.0 1074.0 -2356.0 1085.0 
04F8: unknown_path 2 -2399.0 965.0 -2374.0 992.0 -2344.0 961.0 -2385.0 961.0 -2344.0 961.0 -2385.0 961.0 
04F8: unknown_path 3 -2294.0 949.0 -2281.0 969.0 -2254.0 956.0 -2265.0 960.0 -2254.0 956.0 -2265.0 960.0 
04F8: unknown_path 3 -2282.0 992.0 -2239.0 1017.0 -2298.0 957.0 -2258.0 955.0 -2298.0 957.0 -2258.0 955.0 
04F8: unknown_path 2 -2206.0 903.0 -2171.0 934.0 -2254.0 943.0 -2253.0 917.0 -2254.0 943.0 -2253.0 917.0 
04F8: unknown_path 2 -2160.0 927.0 -2129.0 954.0 -2177.0 916.0 -2128.0 916.0 -2177.0 916.0 -2128.0 916.0 
04F8: unknown_path 1 -2104.0 853.0 -2088.0 859.0 -2082.0 816.0 -2082.0 838.0 -2101.0 806.0 -2079.0 806.0 
04F8: unknown_path 2 -2099.0 696.0 -2079.0 710.0 -2114.0 729.0 -2089.0 729.0 -2114.0 729.0 -2089.0 729.0 
04F8: unknown_path 6 -2045.0 720.0 -2028.0 746.0 -2008.0 758.0 -2009.0 730.0 -2001.0 773.0 -2001.0 732.0 
04F8: unknown_path 6 -1989.0 719.0 -1965.0 744.0 -2000.0 691.0 -2001.0 731.0 -2007.0 765.0 -2008.0 732.0 
04F8: unknown_path 2 -2017.0 632.0 -1992.0 657.0 -1982.0 611.0 -2014.0 611.0 -1982.0 611.0 -2014.0 611.0 
04F8: unknown_path 2 -1979.0 596.0 -1955.0 620.0 -2015.0 643.0 -2013.0 615.0 -2015.0 643.0 -2013.0 615.0 
04F8: unknown_path 2 -2056.0 455.0 -2027.0 477.0 -2008.0 438.0 -2008.0 457.0 -2008.0 438.0 -2008.0 457.0 
04F8: unknown_path 2 -2136.0 347.0 -2130.0 368.0 -2117.0 386.0 -2135.0 386.0 -2117.0 386.0 -2135.0 386.0 
04F8: unknown_path 1 -2196.0 363.0 -2174.0 369.0 -2148.0 356.0 -2149.0 374.0 -2145.0 388.0 -2145.0 367.0 
04F8: unknown_path 3 -2176.0 451.0 -2164.0 456.0 -2148.0 469.0 -2149.0 452.0 -2148.0 469.0 -2149.0 452.0 
04F8: unknown_path 2 -2203.0 451.0 -2190.0 456.0 -2233.0 463.0 -2224.0 462.0 -2233.0 463.0 -2224.0 462.0 
04F8: unknown_path 2 -2280.0 590.0 -2243.0 621.0 -2221.0 568.0 -2260.0 568.0 -2221.0 568.0 -2260.0 568.0 
04F8: unknown_path 2 -2235.0 537.0 -2217.0 552.0 -2196.0 569.0 -2233.0 569.0 -2196.0 569.0 -2233.0 569.0 
04F8: unknown_path 3 -2327.0 391.0 -2326.0 417.0 -2332.0 439.0 -2310.0 416.0 -2332.0 439.0 -2310.0 416.0 
04F8: unknown_path 2 -2442.0 421.0 -2419.0 424.0 -2468.0 420.0 -2450.0 403.0 -2468.0 420.0 -2450.0 403.0 
04F8: unknown_path 2 -2488.0 427.0 -2458.0 429.0 -2517.0 434.0 -2496.0 450.0 -2517.0 434.0 -2496.0 450.0 
04F8: unknown_path 2 -2549.0 307.0 -2528.0 329.0 -2558.0 339.0 -2540.0 339.0 -2558.0 339.0 -2540.0 339.0 
04F8: unknown_path 3 -2592.0 379.0 -2577.0 390.0 -2610.0 407.0 -2608.0 381.0 -2610.0 407.0 -2608.0 381.0 
04F8: unknown_path 6 -2636.0 279.0 -2618.0 307.0 -2639.0 331.0 -2608.0 324.0 -2566.0 345.0 -2605.0 351.0 
04F8: unknown_path 6 -2651.0 326.0 -2630.0 341.0 -2661.0 359.0 -2660.0 336.0 -2665.0 362.0 -2665.0 330.0 
04F8: unknown_path 5 -2741.0 361.0 -2697.0 390.0 -2714.0 342.0 -2708.0 344.0 -2711.0 347.0 -2706.0 360.0 
04F8: unknown_path 6 -2616.0 392.0 -2597.0 416.0 -2578.0 388.0 -2606.0 386.0 -2570.0 346.0 -2606.0 350.0 
04F8: unknown_path 3 -2653.0 326.0 -2634.0 346.0 -2609.0 359.0 -2609.0 327.0 -2609.0 359.0 -2609.0 327.0 
04F8: unknown_path 3 -2779.0 279.0 -2777.0 303.0 -2806.0 256.0 -2807.0 289.0 -2806.0 256.0 -2807.0 289.0 
04F8: unknown_path 2 -2829.0 -375.0 -2806.0 -347.0 -2789.0 -328.0 -2816.0 -327.0 -2789.0 -328.0 -2816.0 -327.0 
04F8: unknown_path 2 -2823.0 -305.0 -2802.0 -283.0 -2782.0 -328.0 -2814.0 -327.0 -2782.0 -328.0 -2814.0 -327.0 
04F8: unknown_path 2 -1555.0 2574.0 -1536.0 2588.0 -1524.0 2604.0 -1549.0 2604.0 -1524.0 2604.0 -1549.0 2604.0 
04F8: unknown_path 2 -1506.0 2616.0 -1486.0 2625.0 -1470.0 2604.0 -1496.0 2604.0 -1470.0 2604.0 -1496.0 2604.0 
04F8: unknown_path 7 2573.0 35.0 2603.0 49.0 2534.0 90.0 2534.0 46.0 2533.0 1.0 2534.0 40.0 
08CA: (unknown) 
0767: set_zone 'MARKST' popcycle_group_for_peds_to 14  // Piac lloms
0767: set_zone 'UNITY' popcycle_group_for_peds_to 5  // Unity lloms
0767: set_zone 'LAIR1' popcycle_group_for_peds_to 16 
0767: set_zone 'LAIR2A' popcycle_group_for_peds_to 16 
0767: set_zone 'LAIR2B' popcycle_group_for_peds_to 16 
0767: set_zone 'LBAG1' popcycle_group_for_peds_to 19 
0767: set_zone 'LBAG2' popcycle_group_for_peds_to 19 
0767: set_zone 'LBAG3' popcycle_group_for_peds_to 19 
0767: set_zone 'BLUF1A' popcycle_group_for_peds_to 10 
0767: set_zone 'BLUF2' popcycle_group_for_peds_to 10 
0767: set_zone 'SUN1' popcycle_group_for_peds_to 2 
0767: set_zone 'SUN1' popcycle_group_for_peds_to 2 
0767: set_zone 'SUN3A' popcycle_group_for_peds_to 2 
0767: set_zone 'SUN3B' popcycle_group_for_peds_to 2 
0767: set_zone 'SUN3C' popcycle_group_for_peds_to 2 
0767: set_zone 'SUN4' popcycle_group_for_peds_to 2 
076C: set_zone 'SUN1' controlled_by_gang 1 density 30 
076C: set_zone 'SUN1' controlled_by_gang 1 density 30 
076C: set_zone 'SUN3A' controlled_by_gang 1 density 30 
076C: set_zone 'SUN3B' controlled_by_gang 1 density 30 
076C: set_zone 'SUN3C' controlled_by_gang 1 density 30 
076C: set_zone 'SUN4' controlled_by_gang 1 density 30 
0767: set_zone 'COM1A' popcycle_group_for_peds_to 9 
0767: set_zone 'COM1B' popcycle_group_for_peds_to 9 
0767: set_zone 'COM2' popcycle_group_for_peds_to 9 
0767: set_zone 'COM3' popcycle_group_for_peds_to 9 
0767: set_zone 'COM4' popcycle_group_for_peds_to 9 
0767: set_zone 'PER1' popcycle_group_for_peds_to 9  // Pershing tr
0767: set_zone 'CHC1A' popcycle_group_for_peds_to 6 
0767: set_zone 'CHC1B' popcycle_group_for_peds_to 6 
0767: set_zone 'CHC2A' popcycle_group_for_peds_to 6 
0767: set_zone 'CHC2B' popcycle_group_for_peds_to 6 
0767: set_zone 'CHC3' popcycle_group_for_peds_to 7 
0767: set_zone 'CHC4A' popcycle_group_for_peds_to 7 
0767: set_zone 'CHC4B' popcycle_group_for_peds_to 7 
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC1B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC3' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4B' popcycle_group_for_peds_to 9 
076C: set_zone 'CHC1A' controlled_by_gang 2 density 40 
076C: set_zone 'CHC1B' controlled_by_gang 2 density 40 
076C: set_zone 'CHC2A' controlled_by_gang 2 density 40 
076C: set_zone 'CHC2B' controlled_by_gang 2 density 40 
076C: set_zone 'CHC3' controlled_by_gang 2 density 40 
076C: set_zone 'CHC4A' controlled_by_gang 2 density 40 
076C: set_zone 'CHC4B' controlled_by_gang 2 density 40 
076A: set_zone 'CHC1A' wealth_of_peds_to 4 
076A: set_zone 'CHC1B' wealth_of_peds_to 4 
076A: set_zone 'CHC2A' wealth_of_peds_to 4 
076A: set_zone 'CHC2B' wealth_of_peds_to 4 
076A: set_zone 'CHC3' wealth_of_peds_to 4 
076A: set_zone 'CHC4A' wealth_of_peds_to 4 
076A: set_zone 'CHC4B' wealth_of_peds_to 4 
0767: set_zone 'CONF1A' popcycle_group_for_peds_to 0 
0767: set_zone 'CONF1B' popcycle_group_for_peds_to 0 
0767: set_zone 'THALL1' popcycle_group_for_peds_to 0 
0767: set_zone 'LDOC1A' popcycle_group_for_peds_to 11 
0767: set_zone 'LDOC1B' popcycle_group_for_peds_to 11 
0767: set_zone 'LDOC2' popcycle_group_for_peds_to 11 
0767: set_zone 'LDOC3A' popcycle_group_for_peds_to 11 
0767: set_zone 'LDOC3B' popcycle_group_for_peds_to 11 
0767: set_zone 'LDOC3C' popcycle_group_for_peds_to 11 
0767: set_zone 'LDOC4' popcycle_group_for_peds_to 11 
0767: set_zone 'LDT1A' popcycle_group_for_peds_to 0 
0767: set_zone 'LDT1B' popcycle_group_for_peds_to 0 
0767: set_zone 'LDT1C' popcycle_group_for_peds_to 0 
0767: set_zone 'LDT3' popcycle_group_for_peds_to 0 
0767: set_zone 'LDT4' popcycle_group_for_peds_to 5 
0767: set_zone 'LDT5' popcycle_group_for_peds_to 0 
0767: set_zone 'LDT6' popcycle_group_for_peds_to 0 
0767: set_zone 'LDT7' popcycle_group_for_peds_to 5 
0767: set_zone 'EBE1' popcycle_group_for_peds_to 5 
0767: set_zone 'EBE2A' popcycle_group_for_peds_to 5 
0767: set_zone 'EBE2B' popcycle_group_for_peds_to 5 
0767: set_zone 'EBE3C' popcycle_group_for_peds_to 8 
076C: set_zone 'EBE1' controlled_by_gang 2 density 30 
076C: set_zone 'EBE2A' controlled_by_gang 2 density 30 
076C: set_zone 'EBE2B' controlled_by_gang 2 density 30 
076C: set_zone 'EBE3C' controlled_by_gang 2 density 30 
076A: set_zone 'EBE1' wealth_of_peds_to 2 
076A: set_zone 'EBE2A' wealth_of_peds_to 2 
076A: set_zone 'EBE2B' wealth_of_peds_to 2 
076A: set_zone 'EBE3C' wealth_of_peds_to 2 
0767: set_zone 'ELCO1' popcycle_group_for_peds_to 6 
0767: set_zone 'ELCO2' popcycle_group_for_peds_to 7 
0874: set_zone 'ELCO1' popcycle_group_for_peds_to 9 
0874: set_zone 'ELCO2' popcycle_group_for_peds_to 9 
076C: set_zone 'ELCO1' controlled_by_gang 7 density 40 
076C: set_zone 'ELCO2' controlled_by_gang 7 density 40 
0767: set_zone 'GAN1' popcycle_group_for_peds_to 7 
0767: set_zone 'GAN2' popcycle_group_for_peds_to 7 
0874: set_zone 'GAN1' popcycle_group_for_peds_to 1 
0874: set_zone 'GAN2' popcycle_group_for_peds_to 1 
076C: set_zone 'GAN1' controlled_by_gang 1 density 25 
076C: set_zone 'GAN2' controlled_by_gang 1 density 25 
09B7: (unknown) 'GAN1' 1 
0767: set_zone 'GLN1' popcycle_group_for_peds_to 7 
0767: set_zone 'GLN2A' popcycle_group_for_peds_to 7 
076C: set_zone 'GLN1' controlled_by_gang 0 density 40 
076C: set_zone 'GLN2A' controlled_by_gang 0 density 40 
076A: set_zone 'GLN1' wealth_of_peds_to 6 
076A: set_zone 'GLN2A' wealth_of_peds_to 2 
0767: set_zone 'LIND1A' popcycle_group_for_peds_to 7 
0767: set_zone 'LIND1B' popcycle_group_for_peds_to 11 
0767: set_zone 'LIND2A' popcycle_group_for_peds_to 11 
0767: set_zone 'LIND2B' popcycle_group_for_peds_to 11 
0767: set_zone 'LIND3' popcycle_group_for_peds_to 11 
076C: set_zone 'LIND1A' controlled_by_gang 0 density 20 
076C: set_zone 'LIND1B' controlled_by_gang 0 density 20 
076C: set_zone 'LIND2A' controlled_by_gang 0 density 20 
076C: set_zone 'LIND2B' controlled_by_gang 0 density 20 
076C: set_zone 'LIND3' controlled_by_gang 0 density 20 
0767: set_zone 'IWD1' popcycle_group_for_peds_to 7 
0767: set_zone 'IWD2' popcycle_group_for_peds_to 7 
0767: set_zone 'IWD3A' popcycle_group_for_peds_to 7 
0767: set_zone 'IWD3B' popcycle_group_for_peds_to 7 
0767: set_zone 'IWD4' popcycle_group_for_peds_to 7 
0767: set_zone 'IWD5' popcycle_group_for_peds_to 7 
0874: set_zone 'IWD1' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD2' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3A' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3B' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD4' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD5' popcycle_group_for_peds_to 1 
076C: set_zone 'IWD1' controlled_by_gang 0 density 20 
076C: set_zone 'IWD2' controlled_by_gang 0 density 20 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 20 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 20 
076C: set_zone 'IWD4' controlled_by_gang 0 density 10 
076C: set_zone 'IWD5' controlled_by_gang 0 density 20 
076A: set_zone 'IWD1' wealth_of_peds_to 2 
076A: set_zone 'IWD2' wealth_of_peds_to 2 
076A: set_zone 'IWD3A' wealth_of_peds_to 2 
076A: set_zone 'IWD3B' wealth_of_peds_to 2 
076A: set_zone 'IWD4' wealth_of_peds_to 2 
076A: set_zone 'IWD5' wealth_of_peds_to 2 
0767: set_zone 'JEF1A' popcycle_group_for_peds_to 5 
0767: set_zone 'JEF1B' popcycle_group_for_peds_to 5 
0767: set_zone 'JEF2' popcycle_group_for_peds_to 5 
0767: set_zone 'JEF3A' popcycle_group_for_peds_to 5 
0767: set_zone 'JEF3B' popcycle_group_for_peds_to 5 
0767: set_zone 'JEF3C' popcycle_group_for_peds_to 5 
076C: set_zone 'JEF1A' controlled_by_gang 0 density 40 
076C: set_zone 'JEF1B' controlled_by_gang 0 density 40 
076C: set_zone 'JEF2' controlled_by_gang 0 density 40 
076C: set_zone 'JEF3B' controlled_by_gang 0 density 40 
076C: set_zone 'JEF3C' controlled_by_gang 0 density 40 
076A: set_zone 'JEF1A' wealth_of_peds_to 6 
076A: set_zone 'JEF1B' wealth_of_peds_to 6 
076A: set_zone 'JEF2' wealth_of_peds_to 6 
076A: set_zone 'JEF3B' wealth_of_peds_to 6 
076A: set_zone 'JEF3C' wealth_of_peds_to 6 
0767: set_zone 'LFL1A' popcycle_group_for_peds_to 7 
0767: set_zone 'LFL1B' popcycle_group_for_peds_to 7 
0874: set_zone 'LFL1A' popcycle_group_for_peds_to 9 
0874: set_zone 'LFL1B' popcycle_group_for_peds_to 9 
076C: set_zone 'LFL1A' controlled_by_gang 2 density 40 
076C: set_zone 'LFL1B' controlled_by_gang 2 density 40 
076A: set_zone 'LFL1A' wealth_of_peds_to 4 
076A: set_zone 'LFL1B' wealth_of_peds_to 4 
0767: set_zone 'LMEX1A' popcycle_group_for_peds_to 5 
0767: set_zone 'LMEX1B' popcycle_group_for_peds_to 5 
076C: set_zone 'LMEX1A' controlled_by_gang 7 density 30 
076C: set_zone 'LMEX1B' controlled_by_gang 7 density 30 
0767: set_zone 'ELS1A' popcycle_group_for_peds_to 7 
0767: set_zone 'ELS1B' popcycle_group_for_peds_to 7 
0767: set_zone 'ELS2' popcycle_group_for_peds_to 7 
0767: set_zone 'ELS3A' popcycle_group_for_peds_to 7 
0767: set_zone 'ELS3B' popcycle_group_for_peds_to 7 
0767: set_zone 'ELS4' popcycle_group_for_peds_to 7 
0874: set_zone 'ELS1A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS1B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS2' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS4' popcycle_group_for_peds_to 10 
076C: set_zone 'ELS1A' controlled_by_gang 0 density 30 
076C: set_zone 'ELS1B' controlled_by_gang 0 density 30 
076C: set_zone 'ELS2' controlled_by_gang 0 density 30 
076C: set_zone 'ELS3A' controlled_by_gang 0 density 30 
076C: set_zone 'ELS3B' controlled_by_gang 0 density 30 
076C: set_zone 'ELS4' controlled_by_gang 0 density 30 
076A: set_zone 'ELS1A' wealth_of_peds_to 2 
076A: set_zone 'ELS1B' wealth_of_peds_to 2 
076A: set_zone 'ELS2' wealth_of_peds_to 2 
076A: set_zone 'ELS3A' wealth_of_peds_to 2 
076A: set_zone 'ELS3B' wealth_of_peds_to 2 
076A: set_zone 'ELS4' wealth_of_peds_to 2 
0767: set_zone 'MAR1' popcycle_group_for_peds_to 4 
0767: set_zone 'MAR2' popcycle_group_for_peds_to 5 
0767: set_zone 'MAR3' popcycle_group_for_peds_to 5 
0767: set_zone 'MKT1' popcycle_group_for_peds_to 14 
0767: set_zone 'MKT2' popcycle_group_for_peds_to 14 
0767: set_zone 'MKT3' popcycle_group_for_peds_to 14 
0767: set_zone 'MKT4' popcycle_group_for_peds_to 14 
0767: set_zone 'MUL1A' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL1B' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL1C' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL2A' popcycle_group_for_peds_to 10 
0767: set_zone 'MUL2B' popcycle_group_for_peds_to 10 
0767: set_zone 'MUL3' popcycle_group_for_peds_to 10 
0767: set_zone 'MUL4' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL5A' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL5B' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL5C' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL6' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL7A' popcycle_group_for_peds_to 15 
0767: set_zone 'MUL7B' popcycle_group_for_peds_to 15 
0767: set_zone 'PLS' popcycle_group_for_peds_to 8  // Playa del Seville
076C: set_zone 'PLS' controlled_by_gang 1 density 10  // Playa del Seville
0767: set_zone 'RIH1A' popcycle_group_for_peds_to 15 
0767: set_zone 'RIH1B' popcycle_group_for_peds_to 15 
0767: set_zone 'RIH2' popcycle_group_for_peds_to 15 
0767: set_zone 'RIH3A' popcycle_group_for_peds_to 15 
0767: set_zone 'RIH3B' popcycle_group_for_peds_to 15 
0767: set_zone 'RIH4' popcycle_group_for_peds_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_to 4 
0767: set_zone 'ROD1A' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD1B' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD1C' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD2A' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD2B' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD3A' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD3B' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD4A' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD4B' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD4C' popcycle_group_for_peds_to 14 
0767: set_zone 'ROD5A' popcycle_group_for_peds_to 4 
0767: set_zone 'ROD5B' popcycle_group_for_peds_to 4 
0767: set_zone 'SMB1' popcycle_group_for_peds_to 8 
0767: set_zone 'SMB2' popcycle_group_for_peds_to 8 
076C: set_zone 'SMB1' controlled_by_gang 1 density 10 
076C: set_zone 'SMB2' controlled_by_gang 1 density 10 
0767: set_zone 'VIN2' popcycle_group_for_peds_to 2 
0767: set_zone 'VIN3' popcycle_group_for_peds_to 2 
0767: set_zone 'VIN1A' popcycle_group_for_peds_to 2 
0767: set_zone 'VIN1B' popcycle_group_for_peds_to 2 
076C: set_zone 'VIN2' controlled_by_gang 1 density 10 
0767: set_zone 'VERO1' popcycle_group_for_peds_to 5 
0767: set_zone 'VERO2' popcycle_group_for_peds_to 9 
0767: set_zone 'VERO3' popcycle_group_for_peds_to 9 
0767: set_zone 'VERO4A' popcycle_group_for_peds_to 8 
0767: set_zone 'VERO4B' popcycle_group_for_peds_to 8 
076C: set_zone 'VERO1' controlled_by_gang 0 density 10 
076C: set_zone 'VERO2' controlled_by_gang 0 density 10 
076C: set_zone 'VERO3' controlled_by_gang 0 density 10 
076C: set_zone 'VERO4A' controlled_by_gang 0 density 10 
076C: set_zone 'VERO4B' controlled_by_gang 0 density 10 
076A: set_zone 'VERO1' wealth_of_peds_to 2 
076A: set_zone 'VERO2' wealth_of_peds_to 2 
076A: set_zone 'VERO3' wealth_of_peds_to 2 
076A: set_zone 'VERO4A' wealth_of_peds_to 2 
076A: set_zone 'VERO4B' wealth_of_peds_to 2 
0767: set_zone 'CRANB' popcycle_group_for_peds_to 5  // Cranberry lloms
0767: set_zone 'CALT' popcycle_group_for_peds_to 5  // Calton magaslat
076C: set_zone 'CALT' controlled_by_gang 6 density 10  // Calton magaslat
0767: set_zone 'SUNMA' popcycle_group_for_peds_to 4  // Bayside kikt
0767: set_zone 'SUNNN' popcycle_group_for_peds_to 5  // bl rsz
0767: set_zone 'BATTP' popcycle_group_for_peds_to 2  // Battery Point
076C: set_zone 'BATTP' controlled_by_gang 3 density 25  // Battery Point
0767: set_zone 'ESPN1' popcycle_group_for_peds_to 9 
0767: set_zone 'ESPN2' popcycle_group_for_peds_to 9 
0767: set_zone 'ESPN3' popcycle_group_for_peds_to 9 
076C: set_zone 'ESPN1' controlled_by_gang 4 density 10 
076C: set_zone 'ESPN2' controlled_by_gang 4 density 10 
076C: set_zone 'ESPN3' controlled_by_gang 4 density 10 
0767: set_zone 'BAYV' popcycle_group_for_peds_to 5  // Palisades
0767: set_zone 'PARA' popcycle_group_for_peds_to 4  // Paradiso
0767: set_zone 'JUNIHO' popcycle_group_for_peds_to 5  // Juniper hollow
0767: set_zone 'JUNIHI' popcycle_group_for_peds_to 5  // Juniper domb
0767: set_zone 'CIVI' popcycle_group_for_peds_to 5  // Santa Flora
0767: set_zone 'CHINA' popcycle_group_for_peds_to 9  // Knai negyed
0874: set_zone 'CHINA' popcycle_group_for_peds_to 6  // Knai negyed
076C: set_zone 'CHINA' controlled_by_gang 6 density 40  // Knai negyed
0767: set_zone 'SFDWT1' popcycle_group_for_peds_to 0 
0767: set_zone 'SFDWT2' popcycle_group_for_peds_to 0 
0767: set_zone 'SFDWT3' popcycle_group_for_peds_to 0 
0767: set_zone 'SFDWT4' popcycle_group_for_peds_to 9 
0767: set_zone 'SFDWT5' popcycle_group_for_peds_to 9 
0767: set_zone 'SFDWT6' popcycle_group_for_peds_to 9 
0767: set_zone 'FINA' popcycle_group_for_peds_to 0  // Financial
0767: set_zone 'CITYS' popcycle_group_for_peds_to 0  // Vroshza
0767: set_zone 'WESTP1' popcycle_group_for_peds_to 4 
0767: set_zone 'WESTP2' popcycle_group_for_peds_to 4 
0767: set_zone 'WESTP3' popcycle_group_for_peds_to 4 
0767: set_zone 'THEA1' popcycle_group_for_peds_to 2 
0767: set_zone 'THEA2' popcycle_group_for_peds_to 2 
0767: set_zone 'THEA3' popcycle_group_for_peds_to 2 
076C: set_zone 'THEA1' controlled_by_gang 6 density 10 
076C: set_zone 'THEA3' controlled_by_gang 3 density 10 
0767: set_zone 'GARC' popcycle_group_for_peds_to 7  // Garcia
076C: set_zone 'GARC' controlled_by_gang 3 density 40  // Garcia
0767: set_zone 'HASH' popcycle_group_for_peds_to 6  // Hashbury
0767: set_zone 'OCEAF1' popcycle_group_for_peds_to 8 
0767: set_zone 'OCEAF2' popcycle_group_for_peds_to 5 
0767: set_zone 'OCEAF3' popcycle_group_for_peds_to 8 
0767: set_zone 'DOH1' popcycle_group_for_peds_to 5 
0767: set_zone 'DOH2' popcycle_group_for_peds_to 5 
076C: set_zone 'DOH2' controlled_by_gang 3 density 10 
0767: set_zone 'CUNTC1' popcycle_group_for_peds_to 4 
0767: set_zone 'CUNTC2' popcycle_group_for_peds_to 4 
0767: set_zone 'CUNTC3' popcycle_group_for_peds_to 4 
0767: set_zone 'SFGLF1' popcycle_group_for_peds_to 17 
0767: set_zone 'SFGLF2' popcycle_group_for_peds_to 17 
0767: set_zone 'SFGLF3' popcycle_group_for_peds_to 17 
0767: set_zone 'SFGLF4' popcycle_group_for_peds_to 17 
0767: set_zone 'HILLP' popcycle_group_for_peds_to 10  // Missionary hegy
0767: set_zone 'SILLY1' popcycle_group_for_peds_to 0 
0767: set_zone 'SILLY2' popcycle_group_for_peds_to 0 
0767: set_zone 'SILLY3' popcycle_group_for_peds_to 0 
0767: set_zone 'SILLY4' popcycle_group_for_peds_to 0 
0767: set_zone 'SFAIR1' popcycle_group_for_peds_to 16 
0767: set_zone 'SFAIR2' popcycle_group_for_peds_to 16 
0767: set_zone 'SFAIR3' popcycle_group_for_peds_to 16 
0767: set_zone 'SFAIR4' popcycle_group_for_peds_to 16 
0767: set_zone 'SFAIR5' popcycle_group_for_peds_to 16 
0767: set_zone 'SFBAG1' popcycle_group_for_peds_to 19 
0767: set_zone 'SFBAG2' popcycle_group_for_peds_to 19 
0767: set_zone 'SFBAG3' popcycle_group_for_peds_to 19 
0767: set_zone 'EASB1' popcycle_group_for_peds_to 11 
0767: set_zone 'EASB2' popcycle_group_for_peds_to 11 
076C: set_zone 'EASB1' controlled_by_gang 4 density 40 
076C: set_zone 'EASB2' controlled_by_gang 4 density 40 
0767: set_zone 'ESPE1' popcycle_group_for_peds_to 9 
0767: set_zone 'ESPE2' popcycle_group_for_peds_to 9 
0767: set_zone 'ESPE3' popcycle_group_for_peds_to 9 
076C: set_zone 'EASB1' controlled_by_gang 4 density 10 
076C: set_zone 'EASB2' controlled_by_gang 4 density 10 
0767: set_zone 'LINDEN' popcycle_group_for_peds_to 5  // Linden lloms
0767: set_zone 'YELLOW' popcycle_group_for_peds_to 4  // Srga harang lloms
0767: set_zone 'BFC1' popcycle_group_for_peds_to 5 
0767: set_zone 'BFC2' popcycle_group_for_peds_to 5 
0767: set_zone 'RIE' popcycle_group_for_peds_to 0  // Randolph Ipari telep
0767: set_zone 'LDM' popcycle_group_for_peds_to 6  // Last Dime Motel
0767: set_zone 'RSW1' popcycle_group_for_peds_to 6 
0767: set_zone 'RSW2' popcycle_group_for_peds_to 6 
0767: set_zone 'RSE' popcycle_group_for_peds_to 6  // Kelet Rockshore
0767: set_zone 'LDS' popcycle_group_for_peds_to 11  // Linden Side
0767: set_zone 'SRY' popcycle_group_for_peds_to 5  // Sobell vastlloms
0767: set_zone 'JTS1' popcycle_group_for_peds_to 5 
0767: set_zone 'JTS2' popcycle_group_for_peds_to 5 
0767: set_zone 'LVA1' popcycle_group_for_peds_to 11 
0767: set_zone 'LVA2' popcycle_group_for_peds_to 18 
0767: set_zone 'LVA3' popcycle_group_for_peds_to 11 
0767: set_zone 'LVA4' popcycle_group_for_peds_to 11 
0767: set_zone 'VAIR1' popcycle_group_for_peds_to 16 
0767: set_zone 'VAIR2' popcycle_group_for_peds_to 16 
0767: set_zone 'VAIR3' popcycle_group_for_peds_to 16 
0767: set_zone 'LVBAG' popcycle_group_for_peds_to 19 
0767: set_zone 'GGC1' popcycle_group_for_peds_to 10 
0767: set_zone 'GGC2' popcycle_group_for_peds_to 2 
0767: set_zone 'BFLD1' popcycle_group_for_peds_to 10 
0767: set_zone 'BFLD2' popcycle_group_for_peds_to 2 
0767: set_zone 'WWE' popcycle_group_for_peds_to 5  // Whitewood gyrtelep
0767: set_zone 'WWE1' popcycle_group_for_peds_to 5 
0767: set_zone 'PINT' popcycle_group_for_peds_to 5  // Pilson csompont
0767: set_zone 'YBELL2' popcycle_group_for_peds_to 4 
0767: set_zone 'YBELL1' popcycle_group_for_peds_to 17 
0767: set_zone 'JTW1' popcycle_group_for_peds_to 5 
0767: set_zone 'JTW2' popcycle_group_for_peds_to 5 
0767: set_zone 'JTN1' popcycle_group_for_peds_to 5 
0767: set_zone 'JTN2' popcycle_group_for_peds_to 5 
0767: set_zone 'JTN3' popcycle_group_for_peds_to 5 
0767: set_zone 'JTN4' popcycle_group_for_peds_to 5 
0767: set_zone 'JTN5' popcycle_group_for_peds_to 5 
0767: set_zone 'JTN6' popcycle_group_for_peds_to 5 
0767: set_zone 'JTN7' popcycle_group_for_peds_to 5 
0767: set_zone 'JTN8' popcycle_group_for_peds_to 5 
0767: set_zone 'JTE1' popcycle_group_for_peds_to 5 
0767: set_zone 'JTE2' popcycle_group_for_peds_to 5 
0767: set_zone 'JTE3' popcycle_group_for_peds_to 5 
0767: set_zone 'JTE4' popcycle_group_for_peds_to 5 
0767: set_zone 'HGP' popcycle_group_for_peds_to 4  // Harry Gold parkol
0767: set_zone 'SPIN' popcycle_group_for_peds_to 11  // Szrs gy
0767: set_zone 'BINT1' popcycle_group_for_peds_to 5 
0767: set_zone 'BINT2' popcycle_group_for_peds_to 5 
0767: set_zone 'BINT3' popcycle_group_for_peds_to 5 
0767: set_zone 'BINT4' popcycle_group_for_peds_to 5 
0767: set_zone 'PRP1' popcycle_group_for_peds_to 4 
0767: set_zone 'PRP2' popcycle_group_for_peds_to 4 
0767: set_zone 'PRP3' popcycle_group_for_peds_to 4 
0767: set_zone 'PRP4' popcycle_group_for_peds_to 4 
0767: set_zone 'REDE1' popcycle_group_for_peds_to 0 
0767: set_zone 'REDE2' popcycle_group_for_peds_to 0 
0767: set_zone 'REDE3' popcycle_group_for_peds_to 2 
0767: set_zone 'REDW1' popcycle_group_for_peds_to 5 
0767: set_zone 'REDW2' popcycle_group_for_peds_to 5 
0767: set_zone 'REDW3' popcycle_group_for_peds_to 11 
0767: set_zone 'REDW4' popcycle_group_for_peds_to 5 
0767: set_zone 'ROCE1' popcycle_group_for_peds_to 0 
0767: set_zone 'ROCE2' popcycle_group_for_peds_to 0 
0767: set_zone 'OVS' popcycle_group_for_peds_to 12  // Old Venturas sv
0767: set_zone 'CREE' popcycle_group_for_peds_to 9  // bl
0767: set_zone 'STRIP1' popcycle_group_for_peds_to 12 
0767: set_zone 'STRIP2' popcycle_group_for_peds_to 12  // Sztriptzbr
0767: set_zone 'STRIP3' popcycle_group_for_peds_to 12 
0767: set_zone 'STRIP4' popcycle_group_for_peds_to 12 
0767: set_zone 'PILL1' popcycle_group_for_peds_to 9 
0767: set_zone 'PILL2' popcycle_group_for_peds_to 9 
0767: set_zone 'RING' popcycle_group_for_peds_to 12  // The Clown's Pocket
0767: set_zone 'ISLE' popcycle_group_for_peds_to 12  // A smaragd sziget
0767: set_zone 'STAR1' popcycle_group_for_peds_to 12 
0767: set_zone 'STAR2' popcycle_group_for_peds_to 12 
0767: set_zone 'ROY' popcycle_group_for_peds_to 12  // Royale kaszin
0767: set_zone 'CAM' popcycle_group_for_peds_to 12  // The Camel's Toe
0767: set_zone 'LOT' popcycle_group_for_peds_to 12  // Come-A-Lot
0767: set_zone 'PIRA' popcycle_group_for_peds_to 12  // Pirates In Men's Pants
0767: set_zone 'VISA1' popcycle_group_for_peds_to 12 
0767: set_zone 'VISA2' popcycle_group_for_peds_to 12 
0767: set_zone 'CALI1' popcycle_group_for_peds_to 12 
0767: set_zone 'CALI2' popcycle_group_for_peds_to 12 
0767: set_zone 'DRAG' popcycle_group_for_peds_to 12  // A Ngy Srkny kaszin
0767: set_zone 'PINK' popcycle_group_for_peds_to 12  // A rzsaszn hatty
0767: set_zone 'HIGH' popcycle_group_for_peds_to 12  // The High Roller
0767: set_zone 'CONST1' popcycle_group_for_peds_to 18 
0767: set_zone 'ANGPI' popcycle_group_for_peds_to 3  // Angel Pine
0767: set_zone 'SHACA' popcycle_group_for_peds_to 3  // Shady Cabin
0767: set_zone 'BACKO' popcycle_group_for_peds_to 3  // Back o Beyond
0767: set_zone 'BEACO' popcycle_group_for_peds_to 3  // Beacon hegy
0767: set_zone 'FARM' popcycle_group_for_peds_to 3  // A farm
0767: set_zone 'PALO' popcycle_group_for_peds_to 3  // Palomino bl
0767: set_zone 'MONT' popcycle_group_for_peds_to 3  // Montgomery
0767: set_zone 'MONT1' popcycle_group_for_peds_to 3  // Montgomery
0767: set_zone 'MTCHI1' popcycle_group_for_peds_to 3 
0767: set_zone 'MTCHI2' popcycle_group_for_peds_to 3 
0767: set_zone 'MTCHI3' popcycle_group_for_peds_to 3 
0767: set_zone 'MTCHI4' popcycle_group_for_peds_to 3 
0767: set_zone 'HBARNS' popcycle_group_for_peds_to 3  // Hampton Barns
0767: set_zone 'DILLI' popcycle_group_for_peds_to 3  // Dillimore
0767: set_zone 'TOPFA' popcycle_group_for_peds_to 3  // Hilltop farm
0767: set_zone 'BLUEB' popcycle_group_for_peds_to 3  // Blueberry
0767: set_zone 'BLUEB1' popcycle_group_for_peds_to 3 
0767: set_zone 'PANOP' popcycle_group_for_peds_to 3  // Panoptikum
0767: set_zone 'BLUAC' popcycle_group_for_peds_to 3  // Blueberry Acres
0767: set_zone 'CREEK' popcycle_group_for_peds_to 3  // Shady Creeks
0767: set_zone 'CREEK1' popcycle_group_for_peds_to 3 
0767: set_zone 'MAKO' popcycle_group_for_peds_to 3  // Mako Span
0767: set_zone 'TOPFA' popcycle_group_for_peds_to 3  // Hilltop farm
0767: set_zone 'FERN' popcycle_group_for_peds_to 3  // Fern Ridge
0767: set_zone 'NROCK' popcycle_group_for_peds_to 3  // szaki szikla
0767: set_zone 'HANKY' popcycle_group_for_peds_to 3  // Hankypanky point
0767: set_zone 'LEAFY' popcycle_group_for_peds_to 3  // Leafy Hollow
0767: set_zone 'RED' popcycle_group_for_peds_to 3  // Red County
0767: set_zone 'FLINTC' popcycle_group_for_peds_to 3  // Flint County
0767: set_zone 'WHET' popcycle_group_for_peds_to 3  // Whetstone
0767: set_zone 'BIGE' popcycle_group_for_peds_to 1  // 'The Big Ear'
0767: set_zone 'ELQUE' popcycle_group_for_peds_to 1  // El Quebrados
0767: set_zone 'BARRA' popcycle_group_for_peds_to 1  // Las Barrancas
0767: set_zone 'CARSO' popcycle_group_for_peds_to 1  // Fort Carson
0767: set_zone 'PAYAS' popcycle_group_for_peds_to 1  // Las Payasadas
0767: set_zone 'PROBE' popcycle_group_for_peds_to 1  // Lil' Probe fogad
0767: set_zone 'ELCA' popcycle_group_for_peds_to 1  // El Castillo del Diablo
0767: set_zone 'FLINTR' popcycle_group_for_peds_to 1  // Flint Range
0767: set_zone 'ARCO' popcycle_group_for_peds_to 1  // Arco del Oeste
0767: set_zone 'VALLE' popcycle_group_for_peds_to 1  // Valle Ocultado
0767: set_zone 'FLINTI' popcycle_group_for_peds_to 1  // Flint csompont
0767: set_zone 'MONINT' popcycle_group_for_peds_to 1  // Montgomery csompont
0767: set_zone 'ROBINT' popcycle_group_for_peds_to 1  // Robada csompont
0767: set_zone 'TOM' popcycle_group_for_peds_to 1  // Regular Tom
0767: set_zone 'ALDEA' popcycle_group_for_peds_to 1  // Aldea Malvada
0767: set_zone 'BRUJA' popcycle_group_for_peds_to 1  // Las Brujas
0767: set_zone 'ROBAD' popcycle_group_for_peds_to 1  // Tierra Robada
0767: set_zone 'BONE' popcycle_group_for_peds_to 1  // Bone County
0767: set_zone 'HAUL' popcycle_group_for_peds_to 18  // Fallen Tree
0767: set_zone 'QUARY' popcycle_group_for_peds_to 18  // Hunter Quarry
0767: set_zone 'OCTAN' popcycle_group_for_peds_to 18  // Octane Springs
0767: set_zone 'PALMS' popcycle_group_for_peds_to 18  // Green Palms
0767: set_zone 'EBAY' popcycle_group_for_peds_to 18  // Easter Bay Chemicals
0767: set_zone 'EBAY2' popcycle_group_for_peds_to 18 
0767: set_zone 'DAM' popcycle_group_for_peds_to 18  // A Sherman gt
0959: $2882 = create_horseshoe_at 1224.0 2617.0 11.0 
0959: $2883 = create_horseshoe_at 2323.0 1284.0 97.0 
0959: $2884 = create_horseshoe_at 2035.0 2305.0 18.0 
0959: $2885 = create_horseshoe_at 2491.0 2263.0 15.0 
0959: $2886 = create_horseshoe_at 1433.0 2796.0 20.0 
0959: $2887 = create_horseshoe_at 2071.0 712.0 11.0 
0959: $2888 = create_horseshoe_at 2239.0 1839.0 18.0 
0959: $2889 = create_horseshoe_at 2583.0 2387.0 16.0 
0959: $2890 = create_horseshoe_at 2864.0 857.0 13.0 
0959: $2891 = create_horseshoe_at 2612.0 2200.0 -1.0 
0959: $2892 = create_horseshoe_at 2274.0 1507.0 24.0 
0959: $2893 = create_horseshoe_at 2184.0 2529.0 11.0 
0959: $2894 = create_horseshoe_at 1863.0 2314.0 15.0 
0959: $2895 = create_horseshoe_at 2054.0 2434.0 166.0 
0959: $2896 = create_horseshoe_at 1603.0 1435.0 11.0 
0959: $2897 = create_horseshoe_at 1362.92 1015.24 11.0 
0959: $2898 = create_horseshoe_at 2058.7 2159.1 16.0 
0959: $2899 = create_horseshoe_at 2003.0 1672.0 12.0 
0959: $2900 = create_horseshoe_at 2238.0 1135.0 49.0 
0959: $2901 = create_horseshoe_at 1934.06 988.79 22.0 
0959: $2902 = create_horseshoe_at 1768.0 2847.0 9.0 
0959: $2903 = create_horseshoe_at 1084.0 1076.0 11.0 
0959: $2904 = create_horseshoe_at 2879.0 2522.0 11.0 
0959: $2905 = create_horseshoe_at 2371.0 2009.0 15.0 
0959: $2906 = create_horseshoe_at 1521.0 1690.0 10.6 
0959: $2907 = create_horseshoe_at 2417.0 1281.0 21.0 
0959: $2908 = create_horseshoe_at 1376.0 2304.0 15.0 
0959: $2909 = create_horseshoe_at 1393.0 1832.0 12.34 
0959: $2910 = create_horseshoe_at 984.0 2563.0 12.0 
0959: $2911 = create_horseshoe_at 1767.0 601.0 13.0 
0959: $2912 = create_horseshoe_at 2108.0 1003.0 46.0 
0959: $2913 = create_horseshoe_at 2705.98 1862.52 24.41 
0959: $2914 = create_horseshoe_at 2493.0 922.0 16.0 
0959: $2915 = create_horseshoe_at 1881.0 2846.0 11.0 
0959: $2916 = create_horseshoe_at 2020.0 2352.0 11.0 
0959: $2917 = create_horseshoe_at 1680.3 2226.86 16.11 
0959: $2918 = create_horseshoe_at 1462.0 936.0 10.0 
0959: $2919 = create_horseshoe_at 2125.5 789.23 11.45 
0959: $2920 = create_horseshoe_at 2588.0 1902.0 15.0 
0959: $2921 = create_horseshoe_at 919.0 2070.0 11.0 
0959: $2922 = create_horseshoe_at 2173.0 2465.0 11.0 
0959: $2923 = create_horseshoe_at 2031.25 2207.33 11.0 
0959: $2924 = create_horseshoe_at 2509.0 1144.0 19.0 
0959: $2925 = create_horseshoe_at 2215.0 1968.0 11.0 
0959: $2926 = create_horseshoe_at 2626.0 2841.0 11.0 
0959: $2927 = create_horseshoe_at 2440.08 2161.07 20.0 
0959: $2928 = create_horseshoe_at 1582.0 2401.0 19.0 
0959: $2929 = create_horseshoe_at 2077.0 1912.0 14.0 
0959: $2930 = create_horseshoe_at 970.0 1787.0 11.0 
0959: $2931 = create_horseshoe_at 1526.22 751.0 29.04 
0958: $2932 = create_photo_at -2511.28 -672.99 195.75 
0958: $2933 = create_photo_at -2723.63 -314.72 55.79 
0958: $2934 = create_photo_at -1737.71 -579.55 26.19 
0958: $2935 = create_photo_at -1486.08 920.04 41.37 
0958: $2936 = create_photo_at -1269.82 963.63 130.37 
0958: $2937 = create_photo_at -1650.01 422.0 21.17 
0958: $2938 = create_photo_at -1851.72 -96.73 24.37 
0958: $2939 = create_photo_at -2732.0 -244.0 19.0 
0958: $2940 = create_photo_at -2802.75 375.47 36.59 
0958: $2941 = create_photo_at -2773.04 783.45 67.66 
0958: $2942 = create_photo_at -2680.07 1590.8 143.53 
0958: $2943 = create_photo_at -2476.75 1543.44 49.26 
0958: $2944 = create_photo_at -1879.04 1456.52 9.34 
0958: $2945 = create_photo_at -1561.55 655.19 56.52 
0958: $2946 = create_photo_at -1325.15 494.19 26.83 
0958: $2947 = create_photo_at -1941.41 137.72 37.83 
0958: $2948 = create_photo_at -2153.23 462.25 103.27 
0958: $2949 = create_photo_at -2243.96 577.76 49.0 
0958: $2950 = create_photo_at -2051.0 456.0 167.0 
0958: $2951 = create_photo_at -1951.0 659.0 81.0 
0958: $2952 = create_photo_at -2064.0 926.0 63.0 
0958: $2953 = create_photo_at -2357.33 1017.01 59.76 
0958: $2954 = create_photo_at -2072.0 1066.0 74.0 
0958: $2955 = create_photo_at -1744.0 972.46 156.89 
0958: $2956 = create_photo_at -1941.0 883.0 68.0 
0958: $2957 = create_photo_at -1839.51 1086.88 101.29 
0958: $2958 = create_photo_at -1704.8 1338.0 14.0 
0958: $2959 = create_photo_at -2346.62 536.85 86.02 
0958: $2960 = create_photo_at -2443.0 755.0 49.0 
0958: $2961 = create_photo_at -2765.0 375.0 15.0 
0958: $2962 = create_photo_at -2880.31 -935.83 40.82 
0958: $2963 = create_photo_at -2083.0 -808.0 69.0 
0958: $2964 = create_photo_at -1954.0 -760.0 53.0 
0958: $2965 = create_photo_at -964.53 -331.59 47.16 
0958: $2966 = create_photo_at -1689.0 51.0 38.0 
0958: $2967 = create_photo_at -2080.0 256.05 107.0 
0958: $2968 = create_photo_at -2413.0 331.0 37.0 
0958: $2969 = create_photo_at -2244.42 731.32 61.88 
0958: $2970 = create_photo_at -2462.0 369.0 59.0 
0958: $2971 = create_photo_at -1124.44 -153.15 18.5 
0958: $2972 = create_photo_at -1275.78 53.68 89.07 
0958: $2973 = create_photo_at -2430.0 38.0 51.0 
0958: $2974 = create_photo_at -2591.0 162.0 15.0 
0958: $2975 = create_photo_at -2591.0 -16.0 17.0 
0958: $2976 = create_photo_at -2648.0 -5.0 31.0 
0958: $2977 = create_photo_at -2593.0 56.0 16.0 
0958: $2978 = create_photo_at -1619.31 1341.39 11.3 
0958: $2979 = create_photo_at -2307.0 207.0 42.0 
0958: $2980 = create_photo_at -2343.0 -79.0 38.0 
0958: $2981 = create_photo_at -1906.66 518.58 61.71 
095A: $2982 = create_oyster_at 979.0 -2210.0 -3.0 
095A: $2983 = create_oyster_at 2750.0 -2584.0 -5.0 
095A: $2984 = create_oyster_at 1279.0 -806.0 85.0 
095A: $2985 = create_oyster_at 2945.13 -2051.93 -3.0 
095A: $2986 = create_oyster_at 67.0 -1018.0 -5.0 
095A: $2987 = create_oyster_at 2327.0 -2662.0 -5.0 
095A: $2988 = create_oyster_at 2621.0 -2506.0 -5.0 
095A: $2989 = create_oyster_at 1249.0 -2687.0 -1.0 
095A: $2990 = create_oyster_at 725.0 -1849.0 -5.0 
095A: $2991 = create_oyster_at 723.0 -1586.0 -3.0 
095A: $2992 = create_oyster_at 155.0 -1975.0 -8.0 
095A: $2993 = create_oyster_at 1968.0 -1203.0 17.0 
095A: $2994 = create_oyster_at -2657.0 1564.0 -6.0 
095A: $2995 = create_oyster_at -1252.0 501.0 -8.0 
095A: $2996 = create_oyster_at -1625.0 4.0 -10.0 
095A: $2997 = create_oyster_at -1484.0 1489.0 -10.0 
095A: $2998 = create_oyster_at -2505.406 1543.724 -22.5553 
095A: $2999 = create_oyster_at -2727.0 -469.0 -5.0 
095A: $3000 = create_oyster_at -1266.0 966.0 -10.0 
095A: $3001 = create_oyster_at -1013.0 478.0 -7.0 
095A: $3002 = create_oyster_at -1364.0 390.0 -5.0 
095A: $3003 = create_oyster_at 2578.0 2382.0 16.0 
095A: $3004 = create_oyster_at 2090.0 1898.0 8.0 
095A: $3005 = create_oyster_at 2130.0 1152.0 7.0 
095A: $3006 = create_oyster_at 2013.0 1670.0 7.0 
095A: $3007 = create_oyster_at 2531.0 1569.0 9.0 
095A: $3008 = create_oyster_at 2998.0 2998.0 -10.0 
095A: $3009 = create_oyster_at -832.0 925.0 -2.0 
095A: $3010 = create_oyster_at 486.0 -253.0 -4.0 
095A: $3011 = create_oyster_at -90.0 -910.0 -5.0 
095A: $3012 = create_oyster_at 26.43 -1320.94 -10.04 
095A: $3013 = create_oyster_at -207.0 -1682.0 -8.0 
095A: $3014 = create_oyster_at -1672.0 -1641.0 -2.0 
095A: $3015 = create_oyster_at -1175.0 -2639.0 -2.5 
095A: $3016 = create_oyster_at -1097.0 -2858.0 -8.0 
095A: $3017 = create_oyster_at -2889.0 -1042.0 -9.0 
095A: $3018 = create_oyster_at -659.0 874.0 -2.0 
095A: $3019 = create_oyster_at -955.0 2628.0 35.0 
095A: $3020 = create_oyster_at -1066.0 2197.0 32.0 
095A: $3021 = create_oyster_at 40.0 -531.0 -8.0 
095A: $3022 = create_oyster_at -765.0 247.0 -8.0 
095A: $3023 = create_oyster_at 2098.0 -108.0 -2.0 
095A: $3024 = create_oyster_at 2767.0 470.0 -8.0 
095A: $3025 = create_oyster_at -783.0 2116.0 35.0 
095A: $3026 = create_oyster_at -821.0 1374.0 -8.0 
095A: $3027 = create_oyster_at -2110.5 2329.72 -7.5 
095A: $3028 = create_oyster_at -1538.0 1708.0 -3.27 
095A: $3029 = create_oyster_at -2685.0 2153.0 -5.0 
095A: $3030 = create_oyster_at 796.0 2939.0 -5.0 
095A: $3031 = create_oyster_at 2179.0 235.0 -5.0 
032B: $3032 = create_weapon_pickup #MOLOTOV 15 ammo 10 at 2832.0 2405.0 18.0 
032B: $3033 = create_weapon_pickup #SPRAYCAN 15 ammo 500 at 2819.0 1663.0 11.0 
032B: $3034 = create_weapon_pickup #TEARGAS 15 ammo 10 at 2725.0 2727.0 11.0 
032B: $3035 = create_weapon_pickup #FLAME 15 ammo 2000 at 2649.0 2733.0 11.0 
032B: $3036 = create_weapon_pickup #FIRE_EX 15 ammo 3000 at 2148.0 2721.0 11.0 
032B: $3037 = create_weapon_pickup #CHROMEGUN 15 ammo 30 at 1345.0 2367.0 11.0 
032B: $3038 = create_weapon_pickup #AK47 15 ammo 60 at 1625.0 1944.0 11.0 
032B: $3039 = create_weapon_pickup #SAWNOFF 15 ammo 25 at 1569.0 2150.0 11.0 
032B: $3040 = create_weapon_pickup #ROCKETLA 15 ammo 10 at 2072.0 2370.0 61.0 
032B: $3041 = create_weapon_pickup #SNIPER 15 ammo 20 at 2225.0 2530.0 17.0 
032B: $3042 = create_weapon_pickup #SNIPER 15 ammo 20 at 2337.0 1806.0 72.0 
032B: $3043 = create_weapon_pickup #M4 15 ammo 70 at 2575.0 1562.0 16.0 
032B: $3044 = create_weapon_pickup #MP5LNG 15 ammo 70 at 2243.0 1132.0 11.0 
032B: $3045 = create_weapon_pickup #MINIGUN 15 ammo 200 at 2676.0 836.0 22.0 
032B: $3046 = create_weapon_pickup #TEC9 15 ammo 50 at 1761.0 591.0 10.0 
032B: $3047 = create_weapon_pickup #GRENADE 15 ammo 20 at 2809.0 864.0 21.0 
032B: $3048 = create_weapon_pickup #AK47 15 ammo 60 at 1923.0 1011.0 22.0 
032B: $3049 = create_weapon_pickup #SHOTGSPA 15 ammo 50 at 1407.0 1098.0 11.0 
032B: $3050 = create_weapon_pickup #TEARGAS 15 ammo 10 at 1319.0 1636.0 10.6 
032B: $3051 = create_weapon_pickup #MICRO_UZI 15 ammo 60 at 1446.35 1900.03 11.0 
032B: $3052 = create_weapon_pickup #SILENCED 15 ammo 30 at 1098.0 1681.0 7.0 
032B: $3053 = create_weapon_pickup #SAWNOFF 15 ammo 25 at 924.0 2138.0 11.0 
032B: $3054 = create_weapon_pickup #HEATSEEK 15 ammo 10 at 1155.0 2341.0 17.0 
032B: $3055 = create_weapon_pickup #ROCKETLA 15 ammo 10 at 1646.0 1349.0 11.0 
032B: $3056 = create_weapon_pickup #MOLOTOV 15 ammo 10 at 1781.0 2072.0 11.0 
032B: $3057 = create_weapon_pickup #MOLOTOV 15 ammo 10 at 2478.0 1182.0 22.0 
0213: $3058 = create_pickup #POOLCUE type 15 at 2854.0 944.0 11.0 
0213: $3059 = create_pickup #NITESTICK type 15 at 2241.0 2425.0 11.0 
0213: $3060 = create_pickup #GOLFCLUB type 15 at 1418.0 2774.0 15.0 
0213: $3061 = create_pickup #SHOVEL type 15 at 1393.0 2174.0 10.0 
0213: $3062 = create_pickup #CHNSAW type 15 at 1061.0 2074.0 11.0 
0213: $3063 = create_pickup #GUN_PARA type 15 at 2057.0 2434.0 166.0 
0213: $3064 = create_pickup #KATANA type 15 at 2000.0 1526.0 15.0 
0213: $3065 = create_pickup #SHOVEL type 15 at 1997.0 1658.0 12.0 
032B: $3066 = create_weapon_pickup #SPRAYCAN 15 ammo 500 at 2510.0 -1723.0 19.0 
032B: $3067 = create_weapon_pickup #COLT45 15 ammo 35 at 2538.0 -1630.0 14.0 
032B: $3068 = create_weapon_pickup #MICRO_UZI 15 ammo 60 at 2551.33 -1740.0 6.49 
032B: $3069 = create_weapon_pickup #SAWNOFF 15 ammo 25 at 2428.0 -1214.0 36.0 
032B: $3070 = create_weapon_pickup #DESERT_EAGLE 15 ammo 30 at 2766.0 -2182.0 11.0 
032B: $3071 = create_weapon_pickup #GRENADE 15 ammo 20 at 2142.0 -1804.0 16.0 
032B: $3072 = create_weapon_pickup #MP5LNG 15 ammo 70 at 1764.0 -1930.0 14.0 
032B: $3073 = create_weapon_pickup #SILENCED 15 ammo 30 at 1214.0 -1816.0 17.0 
032B: $3074 = create_weapon_pickup #ROCKETLA 15 ammo 10 at 1740.0 -1231.0 92.0 
032B: $3075 = create_weapon_pickup #MP5LNG 15 ammo 70 at 2266.0 -1028.0 59.0 
032B: $3076 = create_weapon_pickup #SPRAYCAN 15 ammo 500 at 2463.0 -1061.0 60.0 
032B: $3077 = create_weapon_pickup #SNIPER 15 ammo 20 at 2047.0 -1406.0 68.0 
032B: $3078 = create_weapon_pickup #TEARGAS 15 ammo 10 at 2213.0 -2283.0 15.0 
032B: $3079 = create_weapon_pickup #TEARGAS 15 ammo 10 at 1463.0 -1013.0 27.0 
032B: $3080 = create_weapon_pickup #AK47 15 ammo 60 at 1308.97 -874.4 40.0 
032B: $3081 = create_weapon_pickup #CUNTGUN 15 ammo 30 at 1102.0 -661.0 114.0 
032B: $3082 = create_weapon_pickup #TEC9 15 ammo 50 at 899.8012 -792.078 102.0 
032B: $3083 = create_weapon_pickup #COLT45 15 ammo 35 at 338.0 -1875.0 4.0 
032B: $3084 = create_weapon_pickup #GRENADE 15 ammo 20 at 397.0 -1924.0 8.0 
032B: $3085 = create_weapon_pickup #MOLOTOV 15 ammo 10 at 886.0 -966.0 37.0 
032B: $3086 = create_weapon_pickup #TEC9 15 ammo 50 at 1408.0 -2380.0 14.0 
032B: $3087 = create_weapon_pickup #M4 15 ammo 70 at 1379.0 -2547.0 14.0 
032B: $3100 = create_weapon_pickup #MOLOTOV 15 ammo 10 at 2426.0 -1416.0 24.0 
0213: $3088 = create_pickup #NITESTICK type 15 at 259.0 80.0 1004.0 
0213: $3089 = create_pickup #GUN_DILDO1 type 15 at 261.0 71.0 1003.0 
0213: $3090 = create_pickup #GOLFCLUB type 15 at 1457.0 -792.0 90.0 
0213: $3091 = create_pickup #CHNSAW type 15 at 2371.0 -2543.0 3.0 
0213: $3092 = create_pickup #KNIFECUR type 15 at 1124.0 -1335.0 13.0 
032B: $3093 = create_weapon_pickup #MOLOTOV 15 ammo 10 at 2197.0 -2475.0 14.0 
0213: $3094 = create_pickup #GUN_PARA type 15 at 1528.222 -1357.985 330.0371 
0213: $3095 = create_pickup #KATANA type 15 at 1862.0 -1862.0 14.0 
0213: $3096 = create_pickup #BRASSKNUCKLE type 15 at 1339.0 -1765.0 14.0 
0213: $3097 = create_pickup #CHNSAW type 15 at 2192.243 -1988.751 13.4185 
0213: $3098 = create_pickup #SHOVEL type 15 at 2459.0 -1708.0 13.6 
032B: $3099 = create_weapon_pickup #GRENADE 15 ammo 20 at 2441.0 -1013.0 54.0 
032B: $3101 = create_weapon_pickup #MP5LNG 15 ammo 70 at -2678.0 -128.0 4.0 
032B: $3102 = create_weapon_pickup #DESERT_EAGLE 15 ammo 30 at -2212.0 109.0 35.0 
032B: $3103 = create_weapon_pickup #M4 15 ammo 70 at -2903.0 784.0 35.0 
032B: $3104 = create_weapon_pickup #TEC9 15 ammo 50 at -2665.0 1452.0 7.0 
032B: $3105 = create_weapon_pickup #SATCHEL 15 ammo 15 at -2754.0 -400.0 7.0 
032B: $3106 = create_weapon_pickup #COLT45 15 ammo 35 at -2206.0 -23.0 35.0 
032B: $3107 = create_weapon_pickup #CHROMEGUN 15 ammo 30 at -1841.106 -74.2171 14.7606 
032B: $3108 = create_weapon_pickup #FLAME 15 ammo 2000 at -1579.0 29.45 17.0 
032B: $3109 = create_weapon_pickup #CUNTGUN 15 ammo 30 at -2094.0 -488.0 36.0 
032B: $3110 = create_weapon_pickup #AK47 15 ammo 60 at -1968.0 -923.0 32.0 
032B: $3111 = create_weapon_pickup #CAMERA 15 ammo 50 at -1945.0 -1088.0 31.0 
032B: $3112 = create_weapon_pickup #FIRE_EX 15 ammo 3000 at -1700.0 415.0 7.0 
032B: $3113 = create_weapon_pickup #TEARGAS 15 ammo 10 at -1386.0 509.0 4.0 
032B: $3114 = create_weapon_pickup #MICRO_UZI 15 ammo 60 at -1679.0 1410.0 7.0 
032B: $3115 = create_weapon_pickup #FLAME 15 ammo 2000 at -2132.52 189.2507 35.5379 
032B: $3116 = create_weapon_pickup #HEATSEEK 15 ammo 10 at -1126.69 -150.82 14.61 
032B: $3117 = create_weapon_pickup #MINIGUN 15 ammo 200 at -1496.0 591.0 42.0 
032B: $3118 = create_weapon_pickup #SATCHEL 15 ammo 15 at -2542.262 922.2401 67.1221 
032B: $3119 = create_weapon_pickup #TEC9 15 ammo 50 at -2092.0 1121.0 54.0 
032B: $3120 = create_weapon_pickup #SNIPER 15 ammo 20 at -1629.0 1167.0 24.0 
0213: $3121 = create_pickup #CHNSAW type 15 at -2083.0 298.0 42.0 
0213: $3122 = create_pickup #BAT type 15 at -2306.0 93.0 35.0 
0213: $3123 = create_pickup #SHOVEL type 15 at -2796.416 123.686 6.844 
0213: $3124 = create_pickup #POOLCUE type 15 at -2135.0 197.0 35.0 
0213: $3125 = create_pickup #KATANA type 15 at -2208.0 696.0 50.0 
0213: $3126 = create_pickup #BRASSKNUCKLE type 15 at -2206.0 961.0 80.0 
0213: $3127 = create_pickup #NITESTICK type 15 at -2222.0 -302.0 43.0 
0213: $3128 = create_pickup #KNIFECUR type 15 at -1871.0 351.0 26.0 
0213: $3129 = create_pickup #GOLFCLUB type 15 at -2715.0 -314.0 7.0 
0213: $3130 = create_pickup #CHNSAW type 15 at -2359.0 -82.0 35.0 
032B: $3131 = create_weapon_pickup #DESERT_EAGLE 15 ammo 30 at -1870.0 -1625.0 22.0 
032B: $3132 = create_weapon_pickup #FIRE_EX 15 ammo 3000 at -1627.0 -2692.0 49.0 
032B: $3133 = create_weapon_pickup #MICRO_UZI 15 ammo 60 at -2038.0 -2562.0 31.0 
032B: $3134 = create_weapon_pickup #CUNTGUN 15 ammo 30 at -1035.0 -2258.0 70.0 
032B: $3135 = create_weapon_pickup #SAWNOFF 15 ammo 25 at 2366.0 23.0 28.0 
032B: $3136 = create_weapon_pickup #MOLOTOV 15 ammo 10 at 2255.0 -74.0 32.0 
032B: $3137 = create_weapon_pickup #MP5LNG 15 ammo 70 at 1296.0 392.0 20.0 
032B: $3138 = create_weapon_pickup #TEC9 15 ammo 50 at 262.0 38.0 2.0 
032B: $3139 = create_weapon_pickup #AK47 15 ammo 60 at -121.0 -232.0 1.0 
0213: $3140 = create_pickup #SHOVEL type 15 at -532.0 -106.0 63.0 
032B: $3141 = create_weapon_pickup #M4 15 ammo 70 at 113.0 1811.0 18.0 
032B: $3142 = create_weapon_pickup #DESERT_EAGLE 15 ammo 30 at 36.0 1372.0 9.0 
032B: $3143 = create_weapon_pickup #CHROMEGUN 15 ammo 30 at 24.0 969.0 20.0 
032B: $3144 = create_weapon_pickup #MOLOTOV 15 ammo 10 at -170.0 1025.0 20.0 
032B: $3145 = create_weapon_pickup #COLT45 15 ammo 35 at -639.0 1181.0 13.0 
032B: $3146 = create_weapon_pickup #AK47 15 ammo 60 at -585.0 2714.0 72.0 
032B: $3147 = create_weapon_pickup #FIRE_EX 15 ammo 3000 at -742.0 2752.0 47.0 
032B: $3148 = create_weapon_pickup #CHROMEGUN 15 ammo 30 at -932.02 2649.92 42.0 
032B: $3149 = create_weapon_pickup #HEATSEEK 15 ammo 10 at -1317.0 2509.0 87.0 
032B: $3150 = create_weapon_pickup #MP5LNG 15 ammo 70 at -1474.0 2577.0 56.0 
032B: $3151 = create_weapon_pickup #DESERT_EAGLE 15 ammo 30 at -2352.0 2456.0 6.0 
032B: $3152 = create_weapon_pickup #GRENADE 15 ammo 20 at -2520.0 2293.0 5.0 
032B: $3153 = create_weapon_pickup #FLAME 15 ammo 2000 at -1358.0 -2115.0 30.0 
032B: $3154 = create_weapon_pickup #MICRO_UZI 15 ammo 60 at 119.0 2409.0 17.0 
0213: $3155 = create_pickup #SHOVEL type 15 at -1809.0 -1662.0 24.0 
0213: $3156 = create_pickup #GUN_PARA type 15 at -2350.0 -1586.0 485.0 
0213: $3157 = create_pickup #GOLFCLUB type 15 at -2227.0 -2401.0 31.4 
0213: $3158 = create_pickup #SHOVEL type 15 at 2240.0 -83.0 27.0 
0213: $3159 = create_pickup #POOLCUE type 15 at 294.0 -188.0 2.0 
0213: $3160 = create_pickup #CHNSAW type 15 at -761.0 -126.0 66.0 
0213: $3161 = create_pickup #KATANA type 15 at -1568.0 2718.0 56.0 
0213: $3162 = create_pickup #GUN_DILDO2 type 15 at -2401.0 2360.0 5.0 
0213: $3163 = create_pickup #GUN_PARA type 15 at -2679.0 1933.0 217.0 
0213: $3164 = create_pickup #SHOVEL type 15 at 637.0 832.0 -43.0 
0213: $3165 = create_pickup #CHNSAW type 15 at 680.0 826.0 -39.0 
0213: $3166 = create_pickup #CHNSAW type 15 at 752.0 260.0 27.0 
0213: $3167 = create_pickup #BRASSKNUCKLE type 15 at -246.0 2725.0 63.0 
0213: $3168 = create_pickup #KNIFECUR type 15 at -23.0 2322.0 24.0 
032B: $3169 = create_weapon_pickup #SATCHEL 15 ammo 15 at 1284.894 278.5705 19.5547 
032B: $3171 = create_weapon_pickup #AK47 15 ammo 60 at 2129.4 -2280.71 14.42 
0213: $3172 = create_pickup #GUN_PARA type 15 at -1542.857 698.4825 139.2658 
032B: $3173 = create_weapon_pickup #MP5LNG 15 ammo 130 at 2198.11 -1170.22 33.5 
0213: $3174 = create_pickup #GUN_PARA type 15 at -225.6758 1394.256 172.0143 
0213: $3175 = create_pickup #GUN_PARA type 15 at -773.0379 2423.499 157.0856 
032B: $3176 = create_weapon_pickup #SNIPER 15 ammo 20 at 935.744 -926.0453 57.7642 
0213: $3177 = create_pickup #SHOVEL type 15 at 842.9783 -17.3791 64.2 
032B: $3178 = create_weapon_pickup #COLT45 15 ammo 35 at 255.0493 84.0615 1002.453 
032B: $3179 = create_weapon_pickup #CHROMEGUN 15 ammo 30 at 217.8 76.4 1005.046 
0213: $3180 = create_pickup #NITESTICK type 15 at 223.8347 120.4458 1010.212 
032B: $3181 = create_weapon_pickup #COLT45 15 ammo 35 at 263.2531 109.7859 1004.624 
032B: $3182 = create_weapon_pickup #CHROMEGUN 15 ammo 30 at 228.3176 114.433 999.0215 
0213: $3183 = create_pickup #NITESTICK type 15 at 247.4536 192.3085 1008.172 
032B: $3184 = create_weapon_pickup #COLT45 15 ammo 35 at 242.613 196.3202 1008.172 
032B: $3185 = create_weapon_pickup #CHROMEGUN 15 ammo 30 at 240.7765 196.1124 1008.172 
0213: $3186 = create_pickup #NITESTICK type 15 at 188.9769 158.218 1003.031 
0213: $3187 = create_pickup #GUN_PARA type 15 at -1753.418 885.3446 295.5166 
032B: $3188 = create_weapon_pickup #CAMERA 15 ammo 50 at -2539.918 -598.6152 132.764 
032B: $3189 = create_weapon_pickup #CAMERA 15 ammo 50 at -2329.984 -165.3635 35.2389 
032B: $3190 = create_weapon_pickup #CAMERA 15 ammo 50 at -2721.241 -318.8085 7.5246 
032B: $3191 = create_weapon_pickup #CAMERA 15 ammo 50 at -2677.102 234.9912 4.1048 
032B: $3192 = create_weapon_pickup #CAMERA 15 ammo 50 at -2706.692 375.8728 5.0525 
032B: $3193 = create_weapon_pickup #CAMERA 15 ammo 50 at -2550.106 657.286 14.7319 
032B: $3194 = create_weapon_pickup #CAMERA 15 ammo 50 at -2791.248 771.5468 51.0904 
032B: $3195 = create_weapon_pickup #CAMERA 15 ammo 50 at -1770.815 903.2556 25.3894 
032B: $3196 = create_weapon_pickup #CAMERA 15 ammo 50 at -1713.006 1368.239 7.2664 
032B: $3197 = create_weapon_pickup #CAMERA 15 ammo 50 at -1851.316 1302.291 60.7553 
032B: $3198 = create_weapon_pickup #CAMERA 15 ammo 50 at -1635.026 604.4713 40.6377 
032B: $3199 = create_weapon_pickup #CAMERA 15 ammo 50 at -1976.483 670.5043 46.6039 
032B: $3200 = create_weapon_pickup #CAMERA 15 ammo 50 at -2038.408 1111.406 53.7928 
032B: $3201 = create_weapon_pickup #CAMERA 15 ammo 50 at -2048.803 899.5274 53.8866 
032B: $3202 = create_weapon_pickup #CAMERA 15 ammo 50 at -2292.47 722.5441 49.4265 
032B: $3203 = create_weapon_pickup #CAMERA 15 ammo 50 at -1977.916 113.8457 27.1096 
032B: $3204 = create_weapon_pickup #CAMERA 15 ammo 50 at -1528.144 160.0232 3.5142 
032B: $3205 = create_weapon_pickup #CAMERA 15 ammo 50 at -1771.261 -597.5884 16.6287 
032B: $2512 = create_weapon_pickup #CAMERA 15 ammo 50 at 2495.807 -1700.637 1017.837 
0213: $3206 = create_pickup #GUN_CANE type 15 at -2677.726 -192.3469 6.8518 
0213: $3207 = create_pickup #CHNSAW type 15 at -2752.243 -272.2891 6.5956 
0213: $3208 = create_pickup #GUN_CANE type 15 at -2617.473 -97.0801 4.003 
0213: $3209 = create_pickup #GUN_CANE type 15 at -2777.192 -25.2984 6.8721 
0213: $3210 = create_pickup #GUN_CANE type 15 at -2774.113 87.8845 6.7987 
0213: $3211 = create_pickup #GUN_CANE type 15 at -2770.624 389.0772 4.2818 
0213: $3212 = create_pickup #KATANA type 15 at -2535.631 51.7034 8.6512 
0213: $3213 = create_pickup #GUN_CANE type 15 at -2530.958 -34.1009 25.2855 
0213: $3214 = create_pickup #GUN_CANE type 15 at -1691.648 946.7679 24.8084 
0213: $3215 = create_pickup #GUN_CANE type 15 at -2664.518 636.5673 14.2474 
032B: $3216 = create_weapon_pickup #FLAME 15 ammo 2000 at -601.4012 -1068.6 23.6667 
0213: $3217 = create_pickup #GUN_CANE type 15 at -377.2184 -1048.053 58.9125 
0213: $3218 = create_pickup #GUN_CANE type 15 at -45.5928 -1148.528 1.3953 
0213: $3219 = create_pickup #BRASSKNUCKLE type 15 at 2428.499 -1679.27 13.1633 
032B: $3220 = create_weapon_pickup #GRENADE 15 ammo 20 at 2820.013 -1426.519 23.805 
032B: $3221 = create_weapon_pickup #MICRO_UZI 15 ammo 60 at 2790.343 -1427.489 39.6258 
032B: $3222 = create_weapon_pickup #TEC9 15 ammo 50 at 2574.065 -1134.201 64.6535 
032B: $3223 = create_weapon_pickup #COLT45 15 ammo 35 at 2423.892 -1117.452 41.2464 
0213: $3224 = create_pickup #GUN_CANE type 15 at 1296.155 -1081.892 26.1502 
0213: $3225 = create_pickup #GUN_CANE type 15 at 1390.611 -800.4332 81.7795 
0213: $3226 = create_pickup #BAT type 15 at 1308.466 2111.288 10.7221 
0213: $3227 = create_pickup #GUN_CANE type 15 at 2183.116 2396.827 10.7722 
0213: $3228 = create_pickup #BAT type 15 at 1081.133 1603.697 5.6 
0213: $3229 = create_pickup #KNIFECUR type 15 at 777.8668 1948.123 5.3634 
032B: $3231 = create_weapon_pickup #SAWNOFF 15 ammo 25 at 1706.352 1242.019 34.2952 
032B: $3232 = create_weapon_pickup #MINIGUN 15 ammo 200 at 2492.051 2398.377 4.5293 
032B: $3233 = create_weapon_pickup #ROCKETLA 15 ammo 10 at 2055.355 2435.356 40.3684 
0213: $3234 = create_pickup #SHOVEL type 15 at 1888.27 2877.262 10.1621 
0213: $3235 = create_pickup #GUN_CANE type 15 at 1420.945 2519.882 10.6199 
0213: $3236 = create_pickup #GUN_CANE type 15 at 1372.996 2605.758 10.8776 
032B: $3237 = create_weapon_pickup #MP5LNG 15 ammo 70 at 2293.686 1982.286 31.4335 
0213: $3238 = create_pickup #KATANA type 15 at 2631.263 1722.395 11.0312 
0213: $3239 = create_pickup #GUN_CANE type 15 at 2490.496 1522.47 10.576 
0213: $3240 = create_pickup #GUN_CANE type 15 at 455.4583 -1485.896 30.9717 
032B: $3241 = create_weapon_pickup #MINIGUN 15 ammo 200 at 244.98 1859.185 14.08 
032B: $3244 = create_weapon_pickup #TEC9 15 ammo 50 at 2529.724 -1678.563 19.4225 
032B: $3245 = create_weapon_pickup #SAWNOFF 15 ammo 15 at 2254.378 -2261.689 14.3751 
032B: $3246 = create_weapon_pickup #SNIPER 15 ammo 20 at 2015.744 1004.045 39.1 
0213: $3247 = create_pickup #KATANA type 15 at 2002.263 981.3947 10.5 
0213: $3257 = create_pickup #FLOWERA type 15 at 1928.68 -1774.21 13.54 
0213: $3258 = create_pickup #FLOWERA type 15 at 1875.91 -1917.18 15.03 
0213: $3259 = create_pickup #FLOWERA type 15 at 2019.6 -1214.15 21.47 
0213: $3260 = create_pickup #FLOWERA type 15 at 2209.77 -1001.69 63.71 
0213: $3261 = create_pickup #FLOWERA type 15 at 1000.34 -1858.58 12.3 
0213: $3263 = create_pickup #FLOWERA type 15 at 911.11 -1120.31 24.03 
0213: $3264 = create_pickup #FLOWERA type 15 at 929.0 -750.0 105.82 
0213: $3265 = create_pickup #FLOWERA type 15 at 1129.09 -2052.82 69.0 
0213: $3266 = create_pickup #FLOWERA type 15 at -92.74 -1425.46 12.75 
0213: $3267 = create_pickup #FLOWERA type 15 at -77.65 -1167.18 2.16 
0213: $3268 = create_pickup #FLOWERA type 15 at 34.0 -2649.0 40.73 
0213: $3269 = create_pickup #FLOWERA type 15 at -739.0 -1262.0 68.12 
0213: $3270 = create_pickup #FLOWERA type 15 at -2177.0 -2423.0 30.63 
0213: $3271 = create_pickup #FLOWERA type 15 at -615.0 -861.0 105.72 
0213: $3272 = create_pickup #FLOWERA type 15 at -2051.0 948.0 55.4 
0213: $3273 = create_pickup #FLOWERA type 15 at -2658.0 -187.0 4.18 
0213: $3274 = create_pickup #FLOWERA type 15 at -2649.0 734.97 27.96 
0213: $3275 = create_pickup #FLOWERA type 15 at -1791.0 481.0 25.68 
0213: $3276 = create_pickup #FLOWERA type 15 at -2797.0 1182.0 20.28 
0213: $3277 = create_pickup #FLOWERA type 15 at -2589.623 -16.165 3.9662 
0213: $3278 = create_pickup #FLOWERA type 15 at -2865.0 690.0 23.43 
0213: $3279 = create_pickup #FLOWERA type 15 at -2339.0 -453.0 80.24 
0213: $3280 = create_pickup #FLOWERA type 15 at -1955.0 -748.0 36.22 
0213: $3281 = create_pickup #FLOWERA type 15 at -2420.03 987.59 45.3 
0213: $3282 = create_pickup #FLOWERA type 15 at -326.56 2215.37 43.57 
0213: $3283 = create_pickup #FLOWERA type 15 at -1319.0 2705.0 50.27 
0213: $3284 = create_pickup #FLOWERA type 15 at -2474.94 2443.52 16.03 
0213: $3285 = create_pickup #FLOWERA type 15 at -1670.64 2590.49 81.37 
0213: $3286 = create_pickup #FLOWERA type 15 at -892.98 1971.66 60.61 
0213: $3287 = create_pickup #FLOWERA type 15 at 1576.86 2837.14 10.83 
0213: $3288 = create_pickup #FLOWERA type 15 at 1492.72 2773.76 10.81 
0213: $3289 = create_pickup #FLOWERA type 15 at 2642.03 1125.74 11.03 
0213: $3290 = create_pickup #FLOWERA type 15 at 2025.24 661.6 10.93 
0213: $3291 = create_pickup #FLOWERA type 15 at 2181.82 1484.97 11.36 
0213: $3292 = create_pickup #FLOWERA type 15 at 2197.02 2476.33 11.0 
0213: $3293 = create_pickup #FLOWERA type 15 at 2212.0 2526.0 10.81 
0213: $3294 = create_pickup #FLOWERA type 15 at 2715.79 1109.47 6.7 
0213: $3295 = create_pickup #FLOWERA type 15 at 2489.25 918.28 11.02 
0213: $3296 = create_pickup #FLOWERA type 15 at 1472.08 1890.09 10.81 
0213: $3297 = create_pickup #BODYARMOUR type 15 at 2097.0 2154.0 14.0 
0213: $3298 = create_pickup #BODYARMOUR type 15 at 2435.0 1663.0 16.0 
0213: $3299 = create_pickup #BODYARMOUR type 15 at 2500.0 925.0 11.0 
0213: $3300 = create_pickup #BODYARMOUR type 15 at 2106.0 1004.0 11.0 
0213: $3301 = create_pickup #BODYARMOUR type 15 at 1531.0 925.0 11.0 
0213: $3302 = create_pickup #BODYARMOUR type 15 at 1433.0 1852.0 10.8 
0213: $3303 = create_pickup #BODYARMOUR type 15 at 1000.0 1068.0 11.0 
0213: $3304 = create_pickup #BODYARMOUR type 15 at 1269.0 1352.0 11.0 
0213: $3305 = create_pickup #BODYARMOUR type 15 at 2294.0 547.0 1.0 
0213: $3306 = create_pickup #BODYARMOUR type 15 at 2543.0 -1625.0 12.0 
0213: $3307 = create_pickup #BODYARMOUR type 15 at 2339.0 -1944.0 13.0 
0213: $3308 = create_pickup #BODYARMOUR type 15 at 2767.0 -1192.0 69.0 
0213: $3309 = create_pickup #BODYARMOUR type 15 at 2112.0 -1990.0 14.0 
0213: $3310 = create_pickup #BODYARMOUR type 15 at 2544.0 -1120.0 62.0 
0213: $3311 = create_pickup #BODYARMOUR type 15 at 1562.0 -1888.0 14.0 
0213: $3312 = create_pickup #BODYARMOUR type 15 at 1086.0 -1806.0 17.0 
0213: $3313 = create_pickup #BODYARMOUR type 15 at 253.0 80.0 1004.0 
0213: $3314 = create_pickup #BODYARMOUR type 15 at 1759.0 -2242.0 1.0 
0213: $3315 = create_pickup #BODYARMOUR type 15 at -2650.0 -198.0 4.0 
0213: $3316 = create_pickup #BODYARMOUR type 15 at -2285.0 -24.0 35.0 
0213: $3317 = create_pickup #BODYARMOUR type 15 at -1863.0 112.0 15.0 
0213: $3318 = create_pickup #BODYARMOUR type 15 at -1574.0 1268.0 1.27 
0213: $3319 = create_pickup #BODYARMOUR type 15 at -2916.0 992.0 8.0 
0213: $3320 = create_pickup #BODYARMOUR type 15 at -2513.0 770.0 35.0 
0213: $3321 = create_pickup #BODYARMOUR type 15 at -1394.0 -373.0 6.0 
0213: $3322 = create_pickup #BODYARMOUR type 15 at -2303.0 -1606.0 484.0 
0213: $3323 = create_pickup #BODYARMOUR type 15 at -2092.0 -2330.0 31.0 
0213: $3324 = create_pickup #BODYARMOUR type 15 at -2260.0 2568.0 6.0 
0213: $3325 = create_pickup #BODYARMOUR type 15 at -902.0 2689.0 42.0 
0213: $3326 = create_pickup #BODYARMOUR type 15 at -317.0 2651.0 67.0 
0213: $3327 = create_pickup #BODYARMOUR type 15 at 1325.0 190.0 19.0 
0213: $3328 = create_pickup #BODYARMOUR type 15 at 2487.0 139.0 27.0 
0213: $3329 = create_pickup #BODYARMOUR type 15 at 761.0 380.0 23.0 
0213: $3330 = create_pickup #BODYARMOUR type 15 at -51.0 -232.0 7.0 
0213: $3331 = create_pickup #BODYARMOUR type 15 at 252.0 2616.0 17.0 
0213: $3332 = create_pickup #BODYARMOUR type 15 at 212.0 1807.0 22.0 
0213: $3333 = create_pickup #BODYARMOUR type 15 at 1291.76 -803.4566 1089.93 
0213: $3334 = create_pickup #BODYARMOUR type 15 at 1715.12 -1673.51 20.22 
0213: $3335 = create_pickup #BODYARMOUR type 15 at 943.012 -939.8284 57.7345 
0213: $3336 = create_pickup #BODYARMOUR type 15 at 275.169 1859.699 9.81 
0213: $3337 = create_pickup #BODYARMOUR type 3 at 1268.34 -804.33 1084.01 
0213: $3338 = create_pickup #BODYARMOUR type 15 at 263.52 83.14 1001.039 
0213: $3339 = create_pickup #BODYARMOUR type 15 at 264.2632 117.0737 1008.812 
0213: $3340 = create_pickup #BODYARMOUR type 15 at 245.0618 195.9429 1008.172 
0213: $3341 = create_pickup #BODYARMOUR type 15 at 215.8489 126.0831 1003.226 
0213: $3342 = create_pickup #BODYARMOUR type 15 at 2125.493 -2275.037 20.5202 
0213: $3344 = create_pickup #BODYARMOUR type 15 at 2230.45 -2286.004 14.3751 
0213: $3345 = create_pickup #BRIBE type 15 at 2743.0 1316.0 8.0 
0213: $3346 = create_pickup #BRIBE type 15 at 2168.66 2267.96 15.34 
0213: $3347 = create_pickup #BRIBE type 15 at 2408.0 1389.0 22.0 
0213: $3348 = create_pickup #BRIBE type 15 at 2034.0 842.0 10.0 
0213: $3349 = create_pickup #BRIBE type 15 at 2096.0 1287.0 10.8 
0213: $3350 = create_pickup #BRIBE type 15 at 1987.0 1543.0 16.0 
0213: $3351 = create_pickup #BRIBE type 15 at 1854.0 912.0 10.8 
0213: $3352 = create_pickup #BRIBE type 15 at 2540.38 2527.85 10.39 
0213: $3353 = create_pickup #BRIBE type 15 at 1548.02 1024.47 10.39 
0213: $3354 = create_pickup #BRIBE type 15 at 1592.91 2053.83 10.26 
0213: $3355 = create_pickup #BRIBE type 15 at 1971.29 2330.26 10.41 
0213: $3356 = create_pickup #BRIBE type 15 at 1700.74 1792.7 10.41 
0213: $3357 = create_pickup #BRIBE type 15 at 2581.0 -1491.0 24.0 
0213: $3358 = create_pickup #BRIBE type 15 at 2296.0 -1696.0 14.0 
0213: $3359 = create_pickup #BRIBE type 15 at 2273.0 -1099.0 38.0 
0213: $3360 = create_pickup #BRIBE type 15 at 2716.0 -1048.0 66.0 
0213: $3361 = create_pickup #BRIBE type 15 at 2614.0 -2496.0 33.0 
0213: $3362 = create_pickup #BRIBE type 15 at 1183.85 -1250.68 14.7 
0213: $3363 = create_pickup #BRIBE type 15 at 1970.0 -1158.0 21.0 
0213: $3364 = create_pickup #BRIBE type 15 at 734.0 -1137.0 18.0 
0213: $3365 = create_pickup #BRIBE type 15 at 2553.76 -2464.31 13.62 
0213: $3366 = create_pickup #BRIBE type 15 at 1204.06 -1613.89 13.28 
0213: $3367 = create_pickup #BRIBE type 15 at 611.21 -1459.63 14.01 
0213: $3368 = create_pickup #BRIBE type 15 at 1116.67 -719.91 100.17 
0213: $3369 = create_pickup #BRIBE type 15 at -1903.1 -466.44 25.18 
0213: $3370 = create_pickup #BRIBE type 15 at -2657.0 -144.0 4.0 
0213: $3371 = create_pickup #BRIBE type 15 at -2454.0 -166.0 35.0 
0213: $3372 = create_pickup #BRIBE type 15 at -2009.0 1227.0 32.0 
0213: $3373 = create_pickup #BRIBE type 15 at -2120.0 96.39 39.0 
0213: $3374 = create_pickup #BRIBE type 15 at -2411.0 -334.0 37.0 
0213: $3375 = create_pickup #BRIBE type 15 at -1690.0 450.0 13.0 
0213: $3376 = create_pickup #BRIBE type 15 at -1991.26 -1144.13 29.69 
0213: $3377 = create_pickup #BRIBE type 15 at -2636.13 -492.83 70.09 
0213: $3378 = create_pickup #BRIBE type 15 at -2022.68 345.98 35.17 
0213: $3379 = create_pickup #BRIBE type 15 at -2683.2 784.13 49.98 
0213: $3380 = create_pickup #BRIBE type 15 at -1820.67 -154.12 9.4 
0213: $3381 = create_pickup #BRIBE type 15 at -736.0 66.0 24.0 
0213: $3382 = create_pickup #BRIBE type 15 at 262.33 -149.12 1.58 
0213: $3383 = create_pickup #BRIBE type 15 at 1643.0 264.0 20.0 
0213: $3384 = create_pickup #BRIBE type 15 at 601.98 2150.38 39.41 
0213: $3385 = create_pickup #BRIBE type 15 at -1407.0 -2039.0 1.0 
0213: $3386 = create_pickup #BRIBE type 15 at -2156.0 -2371.0 31.0 
0213: $3387 = create_pickup #BRIBE type 15 at -419.25 1362.36 12.21 
0213: $3389 = create_pickup #BRIBE type 15 at 629.04 2842.83 25.21 
0213: $3390 = create_pickup #BRIBE type 15 at 690.49 -209.59 25.6 
0213: $3391 = create_pickup #BRIBE type 15 at 88.82 -125.1 0.85 
0213: $3392 = create_pickup #BRIBE type 15 at 215.69 1089.1 16.4 
0213: $3393 = create_pickup #BRIBE type 15 at -2305.24 2310.11 4.98 
0213: $3394 = create_pickup #BRIBE type 15 at -213.61 2717.44 62.68 
004E: end_thread 

//-------------Mission 1---------------
// Originally: Initial 2

:INITIL2
03A4: name_thread 'INITIL2' 
0004: $3407 = 25 // integer values 
0004: $3408 = 100 // integer values 
0004: $3409 = 250 // integer values 
0004: $3410 = 500 // integer values 
0004: $3411 = 1000 // integer values 
0004: $3412 = 5000 // integer values 
0084: $3413[0] = $3412 // integer values and handles 
0084: $3413[1] = $3409 // integer values and handles 
0084: $3413[2] = $3411 // integer values and handles 
0084: $3413[3] = $3410 // integer values and handles 
0084: $3413[4] = $3407 // integer values and handles 
0084: $3413[5] = $3408 // integer values and handles 
0084: $3413[6] = $3407 // integer values and handles 
0084: $3413[7] = $3408 // integer values and handles 
0084: $3413[8] = $3410 // integer values and handles 
0084: $3413[9] = $3409 // integer values and handles 
0084: $3413[10] = $3410 // integer values and handles 
0084: $3413[11] = $3411 // integer values and handles 
0084: $3413[12] = $3407 // integer values and handles 
0084: $3413[13] = $3408 // integer values and handles 
0084: $3413[14] = $3409 // integer values and handles 
0084: $3413[15] = $3408 // integer values and handles 
0084: $3413[16] = $3410 // integer values and handles 
0084: $3413[17] = $3407 // integer values and handles 
0084: $3431[0] = $3409 // integer values and handles 
0084: $3431[1] = $3410 // integer values and handles 
0084: $3431[2] = $3407 // integer values and handles 
0084: $3431[3] = $3408 // integer values and handles 
0084: $3431[4] = $3412 // integer values and handles 
0084: $3431[5] = $3410 // integer values and handles 
0084: $3431[6] = $3408 // integer values and handles 
0084: $3431[7] = $3407 // integer values and handles 
0084: $3431[8] = $3410 // integer values and handles 
0084: $3431[9] = $3411 // integer values and handles 
0084: $3431[10] = $3408 // integer values and handles 
0084: $3431[11] = $3409 // integer values and handles 
0084: $3431[12] = $3407 // integer values and handles 
0084: $3431[13] = $3411 // integer values and handles 
0084: $3431[14] = $3407 // integer values and handles 
0084: $3431[15] = $3409 // integer values and handles 
0084: $3431[16] = $3410 // integer values and handles 
0084: $3431[17] = $3408 // integer values and handles 
0084: $3449[0] = $3408 // integer values and handles 
0084: $3449[1] = $3407 // integer values and handles 
0084: $3449[2] = $3409 // integer values and handles 
0084: $3449[3] = $3410 // integer values and handles 
0084: $3449[4] = $3408 // integer values and handles 
0084: $3449[5] = $3410 // integer values and handles 
0084: $3449[6] = $3409 // integer values and handles 
0084: $3449[7] = $3408 // integer values and handles 
0084: $3449[8] = $3407 // integer values and handles 
0084: $3449[9] = $3411 // integer values and handles 
0084: $3449[10] = $3412 // integer values and handles 
0084: $3449[11] = $3407 // integer values and handles 
0084: $3449[12] = $3410 // integer values and handles 
0084: $3449[13] = $3409 // integer values and handles 
0084: $3449[14] = $3408 // integer values and handles 
0084: $3449[15] = $3411 // integer values and handles 
0084: $3449[16] = $3410 // integer values and handles 
0084: $3449[17] = $3407 // integer values and handles 
0005: $3467 = 261.3555 // floating-point values 
0005: $3472 = 399.3732 // floating-point values 
0005: $3468 = 219.0498 // floating-point values 
0005: $3473 = 356.6364 // floating-point values 
0005: $3469 = 431.2757 // floating-point values 
0005: $3474 = 424.3356 // floating-point values 
0005: $3477 = 36.365 // floating-point values 
0005: $3481 = 240.157 // floating-point values 
0005: $3485 = 0.4714 // floating-point values 
0005: $3487 = 2.5077 // floating-point values 
0005: $3478 = 29.3763 // floating-point values 
0005: $3482 = 20.0589 // floating-point values 
0005: $3486 = 0.6253 // floating-point values 
0005: $3488 = 2.7876 // floating-point values 
0005: $3479 = 28.5106 // floating-point values 
0005: $3483 = 220.0782 // floating-point values 
0005: $3480 = 157.2242 // floating-point values 
0005: $3484 = 409.3602 // floating-point values 
0004: $3489 = 0 // integer values 
0005: $3490 = -0.316 // floating-point values 
0005: $3491 = 0.497 // floating-point values 
0005: $3492 = 0.408 // floating-point values 
0005: $3493 = -1.342 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $3490 // floating-point values only 
0061: $TEMPVAR_FLOAT_1 -= $3492 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $3491 // floating-point values only 
0061: $TEMPVAR_FLOAT_2 -= $3493 // floating-point values 
0086: $3494 = $TEMPVAR_FLOAT_1 // floating-point values only 
0015: $3494 /= 6.0 // floating-point values 
0086: $3495 = $TEMPVAR_FLOAT_2 // floating-point values only 
0015: $3495 /= 24.0 // floating-point values 
0086: $3496 = $3490 // floating-point values only 
0061: $3496 -= $3494 // floating-point values 
0086: $3497 = $3491 // floating-point values only 
0061: $3497 -= $3495 // floating-point values 
0005: $3498 = -0.176 // floating-point values 
0005: $3499 = 0.0 // floating-point values 
0005: $3500 = 0.0 // floating-point values 
0005: $3501 = 0.0 // floating-point values 
0005: $3502 = 0.0 // floating-point values 
0005: $3503 = 0.0 // floating-point values 
0005: $3504 = 0.0 // floating-point values 
0004: $3505 = 0 // integer values 
0004: $3506 = 0 // integer values 
0005: $3507[0] = -2.0 // floating-point values 
0005: $3658[0] = 2.0 // floating-point values 
0005: $3507[1] = 0.0 // floating-point values 
0005: $3658[1] = 0.0 // floating-point values 
0005: $3507[2] = -2.0 // floating-point values 
0005: $3658[2] = 0.0 // floating-point values 
0005: $3507[3] = -4.0 // floating-point values 
0005: $3658[3] = 0.0 // floating-point values 
0005: $3507[4] = 0.0 // floating-point values 
0005: $3658[4] = -2.0 // floating-point values 
0005: $3507[5] = -2.0 // floating-point values 
0005: $3658[5] = -2.0 // floating-point values 
0005: $3507[6] = -4.0 // floating-point values 
0005: $3658[6] = -2.0 // floating-point values 
0005: $3507[7] = 0.0 // floating-point values 
0005: $3658[7] = -4.0 // floating-point values 
0005: $3507[8] = -2.0 // floating-point values 
0005: $3658[8] = -4.0 // floating-point values 
0005: $3507[9] = -4.0 // floating-point values 
0005: $3658[9] = -4.0 // floating-point values 
0005: $3507[10] = 0.0 // floating-point values 
0005: $3658[10] = -6.0 // floating-point values 
0005: $3507[11] = -2.0 // floating-point values 
0005: $3658[11] = -6.0 // floating-point values 
0005: $3507[12] = -4.0 // floating-point values 
0005: $3658[12] = -6.0 // floating-point values 
0005: $3507[13] = 0.0 // floating-point values 
0005: $3658[13] = -8.0 // floating-point values 
0005: $3507[14] = -2.0 // floating-point values 
0005: $3658[14] = -8.0 // floating-point values 
0005: $3507[15] = -4.0 // floating-point values 
0005: $3658[15] = -8.0 // floating-point values 
0005: $3507[16] = 0.0 // floating-point values 
0005: $3658[16] = -10.0 // floating-point values 
0005: $3507[17] = -2.0 // floating-point values 
0005: $3658[17] = -10.0 // floating-point values 
0005: $3507[18] = -4.0 // floating-point values 
0005: $3658[18] = -10.0 // floating-point values 
0005: $3507[19] = 0.0 // floating-point values 
0005: $3658[19] = -12.0 // floating-point values 
0005: $3507[20] = -2.0 // floating-point values 
0005: $3658[20] = -12.0 // floating-point values 
0005: $3507[21] = -4.0 // floating-point values 
0005: $3658[21] = -12.0 // floating-point values 
0005: $3507[22] = 0.0 // floating-point values 
0005: $3658[22] = -14.0 // floating-point values 
0005: $3507[23] = -2.0 // floating-point values 
0005: $3658[23] = -14.0 // floating-point values 
0005: $3507[24] = -4.0 // floating-point values 
0005: $3658[24] = -14.0 // floating-point values 
0005: $3507[25] = 0.0 // floating-point values 
0005: $3658[25] = -16.0 // floating-point values 
0005: $3507[26] = -2.0 // floating-point values 
0005: $3658[26] = -16.0 // floating-point values 
0005: $3507[27] = -4.0 // floating-point values 
0005: $3658[27] = -16.0 // floating-point values 
0005: $3507[28] = 0.0 // floating-point values 
0005: $3658[28] = -18.0 // floating-point values 
0005: $3507[29] = -2.0 // floating-point values 
0005: $3658[29] = -18.0 // floating-point values 
0005: $3507[30] = -4.0 // floating-point values 
0005: $3658[30] = -18.0 // floating-point values 
0005: $3507[31] = 0.0 // floating-point values 
0005: $3658[31] = -20.0 // floating-point values 
0005: $3507[32] = -2.0 // floating-point values 
0005: $3658[32] = -20.0 // floating-point values 
0005: $3507[33] = -4.0 // floating-point values 
0005: $3658[33] = -20.0 // floating-point values 
0005: $3507[34] = 0.0 // floating-point values 
0005: $3658[34] = -22.0 // floating-point values 
0005: $3507[35] = -2.0 // floating-point values 
0005: $3658[35] = -22.0 // floating-point values 
0005: $3507[36] = -4.0 // floating-point values 
0005: $3658[36] = -22.0 // floating-point values 
0005: $3507[37] = -1.0 // floating-point values 
0005: $3658[37] = 0.0 // floating-point values 
0005: $3507[38] = -3.0 // floating-point values 
0005: $3658[38] = 0.0 // floating-point values 
0005: $3507[39] = -1.0 // floating-point values 
0005: $3658[39] = -2.0 // floating-point values 
0005: $3507[40] = -3.0 // floating-point values 
0005: $3658[40] = -2.0 // floating-point values 
0005: $3507[41] = -1.0 // floating-point values 
0005: $3658[41] = -4.0 // floating-point values 
0005: $3507[42] = -3.0 // floating-point values 
0005: $3658[42] = -4.0 // floating-point values 
0005: $3507[43] = -1.0 // floating-point values 
0005: $3658[43] = -6.0 // floating-point values 
0005: $3507[44] = -3.0 // floating-point values 
0005: $3658[44] = -6.0 // floating-point values 
0005: $3507[45] = -1.0 // floating-point values 
0005: $3658[45] = -8.0 // floating-point values 
0005: $3507[46] = -3.0 // floating-point values 
0005: $3658[46] = -8.0 // floating-point values 
0005: $3507[47] = -1.0 // floating-point values 
0005: $3658[47] = -10.0 // floating-point values 
0005: $3507[48] = -3.0 // floating-point values 
0005: $3658[48] = -10.0 // floating-point values 
0005: $3507[49] = -1.0 // floating-point values 
0005: $3658[49] = -12.0 // floating-point values 
0005: $3507[50] = -3.0 // floating-point values 
0005: $3658[50] = -12.0 // floating-point values 
0005: $3507[51] = -1.0 // floating-point values 
0005: $3658[51] = -14.0 // floating-point values 
0005: $3507[52] = -3.0 // floating-point values 
0005: $3658[52] = -14.0 // floating-point values 
0005: $3507[53] = -1.0 // floating-point values 
0005: $3658[53] = -16.0 // floating-point values 
0005: $3507[54] = -3.0 // floating-point values 
0005: $3658[54] = -16.0 // floating-point values 
0005: $3507[55] = -1.0 // floating-point values 
0005: $3658[55] = -18.0 // floating-point values 
0005: $3507[56] = -3.0 // floating-point values 
0005: $3658[56] = -18.0 // floating-point values 
0005: $3507[57] = -1.0 // floating-point values 
0005: $3658[57] = -20.0 // floating-point values 
0005: $3507[58] = -3.0 // floating-point values 
0005: $3658[58] = -20.0 // floating-point values 
0005: $3507[59] = -1.0 // floating-point values 
0005: $3658[59] = -22.0 // floating-point values 
0005: $3507[60] = -3.0 // floating-point values 
0005: $3658[60] = -22.0 // floating-point values 
0005: $3507[61] = 0.0 // floating-point values 
0005: $3658[61] = -1.0 // floating-point values 
0005: $3507[62] = -2.0 // floating-point values 
0005: $3658[62] = -1.0 // floating-point values 
0005: $3507[63] = -4.0 // floating-point values 
0005: $3658[63] = -1.0 // floating-point values 
0005: $3507[64] = 0.0 // floating-point values 
0005: $3658[64] = -3.0 // floating-point values 
0005: $3507[65] = -2.0 // floating-point values 
0005: $3658[65] = -3.0 // floating-point values 
0005: $3507[66] = -4.0 // floating-point values 
0005: $3658[66] = -3.0 // floating-point values 
0005: $3507[67] = 0.0 // floating-point values 
0005: $3658[67] = -5.0 // floating-point values 
0005: $3507[68] = -2.0 // floating-point values 
0005: $3658[68] = -5.0 // floating-point values 
0005: $3507[69] = -4.0 // floating-point values 
0005: $3658[69] = -5.0 // floating-point values 
0005: $3507[70] = 0.0 // floating-point values 
0005: $3658[70] = -7.0 // floating-point values 
0005: $3507[71] = -2.0 // floating-point values 
0005: $3658[71] = -7.0 // floating-point values 
0005: $3507[72] = -4.0 // floating-point values 
0005: $3658[72] = -7.0 // floating-point values 
0005: $3507[73] = 0.0 // floating-point values 
0005: $3658[73] = -9.0 // floating-point values 
0005: $3507[74] = -2.0 // floating-point values 
0005: $3658[74] = -9.0 // floating-point values 
0005: $3507[75] = -4.0 // floating-point values 
0005: $3658[75] = -9.0 // floating-point values 
0005: $3507[76] = 0.0 // floating-point values 
0005: $3658[76] = -11.0 // floating-point values 
0005: $3507[77] = -2.0 // floating-point values 
0005: $3658[77] = -11.0 // floating-point values 
0005: $3507[78] = -4.0 // floating-point values 
0005: $3658[78] = -11.0 // floating-point values 
0005: $3507[79] = 0.0 // floating-point values 
0005: $3658[79] = -13.0 // floating-point values 
0005: $3507[80] = -2.0 // floating-point values 
0005: $3658[80] = -13.0 // floating-point values 
0005: $3507[81] = -4.0 // floating-point values 
0005: $3658[81] = -13.0 // floating-point values 
0005: $3507[82] = 0.0 // floating-point values 
0005: $3658[82] = -15.0 // floating-point values 
0005: $3507[83] = -2.0 // floating-point values 
0005: $3658[83] = -15.0 // floating-point values 
0005: $3507[84] = -4.0 // floating-point values 
0005: $3658[84] = -15.0 // floating-point values 
0005: $3507[85] = 0.0 // floating-point values 
0005: $3658[85] = -17.0 // floating-point values 
0005: $3507[86] = -2.0 // floating-point values 
0005: $3658[86] = -17.0 // floating-point values 
0005: $3507[87] = -4.0 // floating-point values 
0005: $3658[87] = -17.0 // floating-point values 
0005: $3507[88] = 0.0 // floating-point values 
0005: $3658[88] = -19.0 // floating-point values 
0005: $3507[89] = -2.0 // floating-point values 
0005: $3658[89] = -19.0 // floating-point values 
0005: $3507[90] = -4.0 // floating-point values 
0005: $3658[90] = -19.0 // floating-point values 
0005: $3507[91] = 0.0 // floating-point values 
0005: $3658[91] = -21.0 // floating-point values 
0005: $3507[92] = -2.0 // floating-point values 
0005: $3658[92] = -21.0 // floating-point values 
0005: $3507[93] = -4.0 // floating-point values 
0005: $3658[93] = -21.0 // floating-point values 
0005: $3507[94] = -5.0 // floating-point values 
0005: $3658[94] = 0.0 // floating-point values 
0005: $3507[95] = -5.0 // floating-point values 
0005: $3658[95] = -2.0 // floating-point values 
0005: $3507[96] = -5.0 // floating-point values 
0005: $3658[96] = -4.0 // floating-point values 
0005: $3507[97] = -5.0 // floating-point values 
0005: $3658[97] = -6.0 // floating-point values 
0005: $3507[98] = -5.0 // floating-point values 
0005: $3658[98] = -8.0 // floating-point values 
0005: $3507[99] = -5.0 // floating-point values 
0005: $3658[99] = -10.0 // floating-point values 
0005: $3507[100] = -5.0 // floating-point values 
0005: $3658[100] = -12.0 // floating-point values 
0005: $3507[101] = -5.0 // floating-point values 
0005: $3658[101] = -14.0 // floating-point values 
0005: $3507[102] = -5.0 // floating-point values 
0005: $3658[102] = -16.0 // floating-point values 
0005: $3507[103] = -5.0 // floating-point values 
0005: $3658[103] = -18.0 // floating-point values 
0005: $3507[104] = -5.0 // floating-point values 
0005: $3658[104] = -20.0 // floating-point values 
0005: $3507[105] = -5.0 // floating-point values 
0005: $3658[105] = -22.0 // floating-point values 
0005: $3507[106] = -1.0 // floating-point values 
0005: $3658[106] = -1.0 // floating-point values 
0005: $3507[107] = -3.0 // floating-point values 
0005: $3658[107] = -1.0 // floating-point values 
0005: $3507[108] = -1.0 // floating-point values 
0005: $3658[108] = -3.0 // floating-point values 
0005: $3507[109] = -3.0 // floating-point values 
0005: $3658[109] = -3.0 // floating-point values 
0005: $3507[110] = -1.0 // floating-point values 
0005: $3658[110] = -5.0 // floating-point values 
0005: $3507[111] = -3.0 // floating-point values 
0005: $3658[111] = -5.0 // floating-point values 
0005: $3507[112] = -1.0 // floating-point values 
0005: $3658[112] = -7.0 // floating-point values 
0005: $3507[113] = -3.0 // floating-point values 
0005: $3658[113] = -7.0 // floating-point values 
0005: $3507[114] = -1.0 // floating-point values 
0005: $3658[114] = -9.0 // floating-point values 
0005: $3507[115] = -3.0 // floating-point values 
0005: $3658[115] = -9.0 // floating-point values 
0005: $3507[116] = -1.0 // floating-point values 
0005: $3658[116] = -11.0 // floating-point values 
0005: $3507[117] = -3.0 // floating-point values 
0005: $3658[117] = -11.0 // floating-point values 
0005: $3507[118] = -1.0 // floating-point values 
0005: $3658[118] = -13.0 // floating-point values 
0005: $3507[119] = -3.0 // floating-point values 
0005: $3658[119] = -13.0 // floating-point values 
0005: $3507[120] = -1.0 // floating-point values 
0005: $3658[120] = -15.0 // floating-point values 
0005: $3507[121] = -3.0 // floating-point values 
0005: $3658[121] = -15.0 // floating-point values 
0005: $3507[122] = -1.0 // floating-point values 
0005: $3658[122] = -17.0 // floating-point values 
0005: $3507[123] = -3.0 // floating-point values 
0005: $3658[123] = -17.0 // floating-point values 
0005: $3507[124] = -1.0 // floating-point values 
0005: $3658[124] = -19.0 // floating-point values 
0005: $3507[125] = -3.0 // floating-point values 
0005: $3658[125] = -19.0 // floating-point values 
0005: $3507[126] = -1.0 // floating-point values 
0005: $3658[126] = -21.0 // floating-point values 
0005: $3507[127] = -3.0 // floating-point values 
0005: $3658[127] = -21.0 // floating-point values 
0005: $3507[128] = 0.0 // floating-point values 
0005: $3658[128] = -24.0 // floating-point values 
0005: $3507[129] = -2.0 // floating-point values 
0005: $3658[129] = -24.0 // floating-point values 
0005: $3507[130] = -4.0 // floating-point values 
0005: $3658[130] = -24.0 // floating-point values 
0005: $3507[131] = 2.0 // floating-point values 
0005: $3658[131] = -3.0 // floating-point values 
0005: $3507[132] = 2.0 // floating-point values 
0005: $3658[132] = -11.0 // floating-point values 
0005: $3507[133] = 2.0 // floating-point values 
0005: $3658[133] = -19.0 // floating-point values 
0005: $3507[134] = 4.0 // floating-point values 
0005: $3658[134] = -1.0 // floating-point values 
0005: $3507[135] = 4.0 // floating-point values 
0005: $3658[135] = -21.0 // floating-point values 
0005: $3507[136] = 4.0 // floating-point values 
0005: $3658[136] = -5.0 // floating-point values 
0005: $3507[137] = 4.0 // floating-point values 
0005: $3658[137] = -17.0 // floating-point values 
0005: $3507[138] = 4.0 // floating-point values 
0005: $3658[138] = -9.0 // floating-point values 
0005: $3507[139] = 4.0 // floating-point values 
0005: $3658[139] = -13.0 // floating-point values 
0005: $3507[140] = -5.0 // floating-point values 
0005: $3658[140] = -1.0 // floating-point values 
0005: $3507[141] = -5.0 // floating-point values 
0005: $3658[141] = -3.0 // floating-point values 
0005: $3507[142] = -5.0 // floating-point values 
0005: $3658[142] = -5.0 // floating-point values 
0005: $3507[143] = -5.0 // floating-point values 
0005: $3658[143] = -7.0 // floating-point values 
0005: $3507[144] = -5.0 // floating-point values 
0005: $3658[144] = -9.0 // floating-point values 
0005: $3507[145] = -5.0 // floating-point values 
0005: $3658[145] = -11.0 // floating-point values 
0005: $3507[146] = -5.0 // floating-point values 
0005: $3658[146] = -13.0 // floating-point values 
0005: $3507[147] = -5.0 // floating-point values 
0005: $3658[147] = -15.0 // floating-point values 
0005: $3507[148] = -5.0 // floating-point values 
0005: $3658[148] = -17.0 // floating-point values 
0005: $3507[149] = -5.0 // floating-point values 
0005: $3658[149] = -19.0 // floating-point values 
0005: $3507[150] = -5.0 // floating-point values 
0005: $3658[150] = -21.0 // floating-point values 
0005: $3809 = 345.3592 // floating-point values 
0005: $3810 = 55.3183 // floating-point values 
04AE: unknown $3811[0] radar_icon_or_model 5408 
04AE: unknown $3811[1] radar_icon_or_model 5409 
04AE: unknown $3811[2] radar_icon_or_model 5410 
04AE: unknown $3814[0] radar_icon_or_model 5405 
04AE: unknown $3814[1] radar_icon_or_model 5406 
04AE: unknown $3814[2] radar_icon_or_model 5407 
04AE: unknown $3817[0] radar_icon_or_model 5451 
04AE: unknown $3817[1] radar_icon_or_model 5452 
04AE: unknown $3820[0] radar_icon_or_model 5448 
04AE: unknown $3820[1] radar_icon_or_model 5449 
04AE: unknown $3820[2] radar_icon_or_model 5450 
04AE: unknown $3820[3] radar_icon_or_model 5462 
04AE: unknown $3820[4] radar_icon_or_model 5463 
04AE: unknown $3820[5] radar_icon_or_model 5464 
04AE: unknown $3826[0] radar_icon_or_model 5453 
04AE: unknown $3826[1] radar_icon_or_model 5454 
04AE: unknown $3828[0] radar_icon_or_model 5400 
04AE: unknown $3828[1] radar_icon_or_model 5401 
04AE: unknown $3830[0] radar_icon_or_model 5438 
04AE: unknown $3830[1] radar_icon_or_model 5439 
04AE: unknown $3830[2] radar_icon_or_model 5440 
04AE: unknown $3830[3] radar_icon_or_model 5441 
04AE: unknown $3830[4] radar_icon_or_model 5442 
04AE: unknown $3830[5] radar_icon_or_model 5443 
04AE: unknown $3830[6] radar_icon_or_model 5444 
04AE: unknown $3830[7] radar_icon_or_model 5445 
04AE: unknown $3830[8] radar_icon_or_model 5446 
04AE: unknown $3830[9] radar_icon_or_model 5447 
04AE: unknown $3830[10] radar_icon_or_model 5411 
04AE: unknown $3830[11] radar_icon_or_model 5412 
04AE: unknown $3830[12] radar_icon_or_model 5413 
04AE: unknown $3830[13] radar_icon_or_model 5414 
04AE: unknown $3830[14] radar_icon_or_model 5415 
04AE: unknown $3830[15] radar_icon_or_model 5416 
04AE: unknown $3830[16] radar_icon_or_model 5417 
04AE: unknown $3830[17] radar_icon_or_model 5418 
04AE: unknown $3830[18] radar_icon_or_model 5419 
04AE: unknown $3830[19] radar_icon_or_model 5420 
04AE: unknown $3830[20] radar_icon_or_model 5421 
04AE: unknown $3830[21] radar_icon_or_model 5422 
04AE: unknown $3830[22] radar_icon_or_model 5423 
04AE: unknown $3830[23] radar_icon_or_model 5424 
04AE: unknown $3830[24] radar_icon_or_model 5425 
04AE: unknown $3830[25] radar_icon_or_model 5426 
04AE: unknown $3830[26] radar_icon_or_model 5427 
04AE: unknown $3830[27] radar_icon_or_model 5428 
04AE: unknown $3830[28] radar_icon_or_model 5429 
04AE: unknown $3830[29] radar_icon_or_model 5430 
04AE: unknown $3830[30] radar_icon_or_model 5431 
04AE: unknown $3830[31] radar_icon_or_model 5432 
04AE: unknown $3830[32] radar_icon_or_model 5433 
04AE: unknown $3830[33] radar_icon_or_model 5434 
04AE: unknown $3830[34] radar_icon_or_model 5435 
04AE: unknown $3830[35] radar_icon_or_model 5436 
04AE: unknown $3830[36] radar_icon_or_model 5437 
04AE: unknown $3867[0] radar_icon_or_model 5402 
04AE: unknown $3867[1] radar_icon_or_model 5403 
04AE: unknown $3867[2] radar_icon_or_model 5404 
04AE: unknown $3870[0] radar_icon_or_model 43608 
04AE: unknown $3870[1] radar_icon_or_model 43609 
04AE: unknown $3870[2] radar_icon_or_model 43610 
04AE: unknown $3873[0] radar_icon_or_model 43605 
04AE: unknown $3873[1] radar_icon_or_model 43606 
04AE: unknown $3873[2] radar_icon_or_model 43607 
04AE: unknown $3876[0] radar_icon_or_model 43651 
04AE: unknown $3876[1] radar_icon_or_model 43652 
04AE: unknown $3879[0] radar_icon_or_model 43648 
04AE: unknown $3879[1] radar_icon_or_model 43649 
04AE: unknown $3879[2] radar_icon_or_model 43650 
04AE: unknown $3879[3] radar_icon_or_model 43662 
04AE: unknown $3879[4] radar_icon_or_model 43663 
04AE: unknown $3879[5] radar_icon_or_model 43664 
04AE: unknown $3885[0] radar_icon_or_model 43653 
04AE: unknown $3885[1] radar_icon_or_model 43654 
04AE: unknown $3887[0] radar_icon_or_model 43600 
04AE: unknown $3887[1] radar_icon_or_model 43601 
04AE: unknown $3889[0] radar_icon_or_model 43638 
04AE: unknown $3889[1] radar_icon_or_model 43639 
04AE: unknown $3889[2] radar_icon_or_model 43640 
04AE: unknown $3889[3] radar_icon_or_model 43641 
04AE: unknown $3889[4] radar_icon_or_model 43642 
04AE: unknown $3889[5] radar_icon_or_model 43643 
04AE: unknown $3889[6] radar_icon_or_model 43644 
04AE: unknown $3889[7] radar_icon_or_model 43645 
04AE: unknown $3889[8] radar_icon_or_model 43646 
04AE: unknown $3889[9] radar_icon_or_model 43647 
04AE: unknown $3889[10] radar_icon_or_model 43611 
04AE: unknown $3889[11] radar_icon_or_model 43612 
04AE: unknown $3889[12] radar_icon_or_model 43613 
04AE: unknown $3889[13] radar_icon_or_model 43614 
04AE: unknown $3889[14] radar_icon_or_model 43615 
04AE: unknown $3889[15] radar_icon_or_model 43616 
04AE: unknown $3889[16] radar_icon_or_model 43617 
04AE: unknown $3889[17] radar_icon_or_model 43618 
04AE: unknown $3889[18] radar_icon_or_model 43619 
04AE: unknown $3889[19] radar_icon_or_model 43620 
04AE: unknown $3889[20] radar_icon_or_model 43621 
04AE: unknown $3889[21] radar_icon_or_model 43622 
04AE: unknown $3889[22] radar_icon_or_model 43623 
04AE: unknown $3889[23] radar_icon_or_model 43624 
04AE: unknown $3889[24] radar_icon_or_model 43625 
04AE: unknown $3889[25] radar_icon_or_model 43626 
04AE: unknown $3889[26] radar_icon_or_model 43627 
04AE: unknown $3889[27] radar_icon_or_model 43628 
04AE: unknown $3889[28] radar_icon_or_model 43629 
04AE: unknown $3889[29] radar_icon_or_model 43630 
04AE: unknown $3889[30] radar_icon_or_model 43631 
04AE: unknown $3889[31] radar_icon_or_model 43632 
04AE: unknown $3889[32] radar_icon_or_model 43633 
04AE: unknown $3889[33] radar_icon_or_model 43634 
04AE: unknown $3889[34] radar_icon_or_model 43635 
04AE: unknown $3889[35] radar_icon_or_model 43636 
04AE: unknown $3889[36] radar_icon_or_model 43637 
04AE: unknown $3926[0] radar_icon_or_model 43602 
04AE: unknown $3926[1] radar_icon_or_model 43603 
04AE: unknown $3926[2] radar_icon_or_model 43604 
0005: $X_BCE2_CHECKPOINTS[0] = -2307.723 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[0] = -2235.966 // floating-point values 
0005: $Z_BCE2_CHECKPOINTS = 23.0204 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[1] = -2276.635 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[1] = -2220.047 // floating-point values 
0005: $4100 = 28.716 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[2] = -2199.391 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[2] = -2283.952 // floating-point values 
0005: $4101 = 30.1494 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[3] = -2105.436 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[3] = -2354.441 // floating-point values 
0005: $4102 = 30.1419 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[4] = -2142.24 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[4] = -2410.32 // floating-point values 
0005: $4103 = 30.497 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[5] = -2026.404 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[5] = -2507.761 // floating-point values 
0005: $4104 = 32.0519 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[6] = -1938.526 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[6] = -2456.146 // floating-point values 
0005: $4105 = 30.3298 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[7] = -1900.394 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[7] = -2424.618 // floating-point values 
0005: $4106 = 31.9732 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[8] = -1862.806 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[8] = -2381.538 // floating-point values 
0005: $4107 = 31.2712 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[9] = -1800.629 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[9] = -2319.639 // floating-point values 
0005: $4108 = 40.2496 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[10] = -1707.158 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[10] = -2302.579 // floating-point values 
0005: $4109 = 44.1806 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[11] = -1662.639 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[11] = -2186.958 // floating-point values 
0005: $4110 = 33.5305 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[12] = -1688.256 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[12] = -2115.59 // floating-point values 
0005: $4111 = 37.4741 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[13] = -1778.958 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[13] = -2090.098 // floating-point values 
0005: $4112 = 49.6459 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[14] = -1868.425 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[14] = -2088.36 // floating-point values 
0005: $4113 = 58.5847 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[15] = -1959.41 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[15] = -2047.85 // floating-point values 
0005: $4114 = 71.8449 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[16] = -1947.789 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[16] = -1948.487 // floating-point values 
0005: $4115 = 77.4592 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[17] = -1852.11 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[17] = -1920.47 // floating-point values 
0005: $4116 = 87.5994 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[18] = -1754.616 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[18] = -1898.502 // floating-point values 
0005: $4117 = 96.5566 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[19] = -1654.121 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[19] = -1900.045 // floating-point values 
0005: $4118 = 90.8553 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[20] = -1554.651 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[20] = -1901.959 // floating-point values 
0005: $4119 = 81.5693 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[21] = -1512.378 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[21] = -1807.028 // floating-point values 
0005: $4120 = 57.9597 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[22] = -1433.233 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[22] = -1860.032 // floating-point values 
0005: $4121 = 37.3383 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[23] = -1425.812 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[23] = -1962.023 // floating-point values 
0005: $4122 = 15.8029 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[24] = -1298.451 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[24] = -2114.384 // floating-point values 
0005: $4123 = 24.1506 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[25] = -1269.661 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[25] = -2251.145 // floating-point values 
0005: $4124 = 21.2137 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[26] = -1260.525 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[26] = -2283.122 // floating-point values 
0005: $4125 = 21.5858 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[27] = -1255.258 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[27] = -2307.536 // floating-point values 
0005: $4126 = 22.066 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[28] = -1253.158 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[28] = -2315.343 // floating-point values 
0005: $4127 = 22.5913 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[29] = -1216.728 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[29] = -2343.497 // floating-point values 
0005: $4128 = 16.9383 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[30] = -1193.944 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[30] = -2355.995 // floating-point values 
0005: $4129 = 18.7764 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[31] = -1104.68 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[31] = -2377.18 // floating-point values 
0005: $4130 = 36.3239 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[32] = -1000.239 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[32] = -2371.508 // floating-point values 
0005: $4131 = 64.5107 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[33] = -958.5369 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[33] = -2281.055 // floating-point values 
0005: $4132 = 52.9462 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[34] = -939.7041 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[34] = -2187.095 // floating-point values 
0005: $4133 = 35.4659 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[35] = -841.8345 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[35] = -2181.378 // floating-point values 
0005: $4134 = 23.7405 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[36] = -790.3633 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[36] = -2095.343 // floating-point values 
0005: $4135 = 25.4038 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[37] = -844.4321 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[37] = -2010.338 // floating-point values 
0005: $4136 = 20.3482 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[38] = -809.238 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[38] = -1902.54 // floating-point values 
0005: $4137 = 9.4239 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[39] = -735.21 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[39] = -1855.303 // floating-point values 
0005: $4138 = 13.5207 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[40] = -641.8992 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[40] = -1846.861 // floating-point values 
0005: $4139 = 21.7356 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[41] = -546.9716 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[41] = -1832.096 // floating-point values 
0005: $4140 = 25.5599 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[42] = -460.5018 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[42] = -1800.012 // floating-point values 
0005: $4141 = 8.5607 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[43] = -424.1711 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[43] = -1704.138 // floating-point values 
0005: $4142 = 10.8356 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[44] = -410.4569 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[44] = -1611.74 // floating-point values 
0005: $4143 = 20.2907 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[45] = -358.7348 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[45] = -1531.884 // floating-point values 
0005: $4144 = 19.0268 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[46] = -342.9092 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[46] = -1455.663 // floating-point values 
0005: $4145 = 17.8712 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[47] = -243.4206 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[47] = -1451.22 // floating-point values 
0005: $4146 = 4.3198 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[48] = -193.0986 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[48] = -1477.038 // floating-point values 
0005: $4147 = 7.9595 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[49] = -68.0509 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[49] = -1510.513 // floating-point values 
0005: $4148 = 1.9303 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[50] = 31.2142 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[50] = -1526.881 // floating-point values 
0005: $4149 = 4.3931 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[51] = 129.336 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[51] = -1459.612 // floating-point values 
0005: $4150 = 23.8768 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[52] = 139.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[52] = -1255.649 // floating-point values 
0005: $4151 = 44.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[53] = 266.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[53] = -995.6493 // floating-point values 
0005: $4152 = 50.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[54] = 366.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[54] = -757.6493 // floating-point values 
0005: $4153 = 16.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[55] = 424.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[55] = -567.6493 // floating-point values 
0005: $4154 = 38.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[56] = 458.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[56] = -448.1493 // floating-point values 
0005: $4155 = 30.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[57] = 338.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[57] = -390.6493 // floating-point values 
0005: $4156 = 12.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[58] = 338.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[58] = -342.1493 // floating-point values 
0005: $4157 = 8.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[59] = 475.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[59] = -264.6493 // floating-point values 
0005: $4158 = 9.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[60] = 615.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[60] = -197.1493 // floating-point values 
0005: $4159 = 9.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[61] = 757.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[61] = -152.1493 // floating-point values 
0005: $4160 = 18.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[62] = 907.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[62] = -92.1493 // floating-point values 
0005: $4161 = 19.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[63] = 1135.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[63] = -63.6493 // floating-point values 
0005: $4162 = 22.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[64] = 1280.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[64] = -170.6493 // floating-point values 
0005: $4163 = 32.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[65] = 1440.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[65] = -214.6493 // floating-point values 
0005: $4164 = 7.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[66] = 1554.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[66] = -124.6493 // floating-point values 
0005: $4165 = 17.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[67] = 1551.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[67] = 46.8507 // floating-point values 
0005: $4166 = 23.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[68] = 1567.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[68] = 122.3507 // floating-point values 
0005: $4167 = 28.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[69] = 1807.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[69] = 75.3507 // floating-point values 
0005: $4168 = 34.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[70] = 2057.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[70] = 40.3507 // floating-point values 
0005: $4169 = 26.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[71] = 2275.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[71] = 41.8507 // floating-point values 
0005: $4170 = 25.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[72] = 2365.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[72] = 91.8507 // floating-point values 
0005: $4171 = 25.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[73] = 2435.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[73] = 41.8507 // floating-point values 
0005: $4172 = 25.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[74] = 2692.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[74] = 33.8507 // floating-point values 
0005: $4173 = 25.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[75] = 2737.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[75] = -156.1493 // floating-point values 
0005: $4174 = 31.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[76] = 2700.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[76] = -384.1493 // floating-point values 
0005: $4175 = 24.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[77] = 2820.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[77] = -554.1493 // floating-point values 
0005: $4176 = 9.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[78] = 2846.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[78] = -711.6493 // floating-point values 
0005: $4177 = 9.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[79] = 2841.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[79] = -929.1493 // floating-point values 
0005: $4178 = 13.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[80] = 2841.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[80] = -1182.649 // floating-point values 
0005: $4179 = 23.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[81] = 2873.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[81] = -1383.649 // floating-point values 
0005: $4180 = 10.4903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[82] = 2797.63 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[82] = -1380.649 // floating-point values 
0005: $4181 = 20.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[83] = 2795.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[83] = -1262.149 // floating-point values 
0005: $4182 = 45.9903 // floating-point values 
0005: $X_BCE2_CHECKPOINTS[84] = 2732.13 // floating-point values 
0005: $Y_BCE2_CHECKPOINTS[84] = -1257.649 // floating-point values 
0005: $4183 = 58.9903 // floating-point values 
0005: $4184[0] = 2487.846 // floating-point values 
0005: $4300[0] = -1661.031 // floating-point values 
0005: $4416[0] = 13.0886 // floating-point values 
0005: $4184[1] = 2387.639 // floating-point values 
0005: $4300[1] = -1657.847 // floating-point values 
0005: $4416[1] = 13.1425 // floating-point values 
0005: $4184[2] = 2287.486 // floating-point values 
0005: $4300[2] = -1659.316 // floating-point values 
0005: $4416[2] = 14.644 // floating-point values 
0005: $4184[3] = 2188.221 // floating-point values 
0005: $4300[3] = -1639.707 // floating-point values 
0005: $4416[3] = 15.0652 // floating-point values 
0005: $4184[4] = 2091.671 // floating-point values 
0005: $4300[4] = -1612.541 // floating-point values 
0005: $4416[4] = 13.1285 // floating-point values 
0005: $4184[5] = 1990.505 // floating-point values 
0005: $4300[5] = -1612.728 // floating-point values 
0005: $4416[5] = 13.1392 // floating-point values 
0005: $4184[6] = 1889.545 // floating-point values 
0005: $4300[6] = -1612.92 // floating-point values 
0005: $4416[6] = 13.1432 // floating-point values 
0005: $4184[7] = 1788.508 // floating-point values 
0005: $4300[7] = -1609.786 // floating-point values 
0005: $4416[7] = 13.1208 // floating-point values 
0005: $4184[8] = 1688.856 // floating-point values 
0005: $4300[8] = -1592.988 // floating-point values 
0005: $4416[8] = 13.1397 // floating-point values 
0005: $4184[9] = 1587.913 // floating-point values 
0005: $4300[9] = -1589.57 // floating-point values 
0005: $4416[9] = 13.1277 // floating-point values 
0005: $4184[10] = 1487.483 // floating-point values 
0005: $4300[10] = -1592.59 // floating-point values 
0005: $4416[10] = 13.1511 // floating-point values 
0005: $4184[11] = 1386.55 // floating-point values 
0005: $4300[11] = -1586.947 // floating-point values 
0005: $4416[11] = 13.1234 // floating-point values 
0005: $4184[12] = 1286.662 // floating-point values 
0005: $4300[12] = -1571.949 // floating-point values 
0005: $4416[12] = 13.1273 // floating-point values 
0005: $4184[13] = 1185.751 // floating-point values 
0005: $4300[13] = -1570.81 // floating-point values 
0005: $4416[13] = 13.141 // floating-point values 
0005: $4184[14] = 1084.591 // floating-point values 
0005: $4300[14] = -1571.387 // floating-point values 
0005: $4416[14] = 13.1352 // floating-point values 
0005: $4184[15] = 1057.109 // floating-point values 
0005: $4300[15] = -1474.388 // floating-point values 
0005: $4416[15] = 13.1259 // floating-point values 
0005: $4184[16] = 1061.076 // floating-point values 
0005: $4300[16] = -1373.338 // floating-point values 
0005: $4416[16] = 13.1525 // floating-point values 
0005: $4184[17] = 1057.542 // floating-point values 
0005: $4300[17] = -1273.05 // floating-point values 
0005: $4416[17] = 13.1425 // floating-point values 
0005: $4184[18] = 1058.531 // floating-point values 
0005: $4300[18] = -1173.37 // floating-point values 
0005: $4416[18] = 23.0197 // floating-point values 
0005: $4184[19] = 963.0153 // floating-point values 
0005: $4300[19] = -1141.862 // floating-point values 
0005: $4416[19] = 23.4253 // floating-point values 
0005: $4184[20] = 862.2285 // floating-point values 
0005: $4300[20] = -1144.682 // floating-point values 
0005: $4416[20] = 23.4156 // floating-point values 
0005: $4184[21] = 796.4694 // floating-point values 
0005: $4300[21] = -1069.208 // floating-point values 
0005: $4416[21] = 24.2389 // floating-point values 
0005: $4184[22] = 707.7682 // floating-point values 
0005: $4300[22] = -1116.412 // floating-point values 
0005: $4416[22] = 17.7387 // floating-point values 
0005: $4184[23] = 648.3205 // floating-point values 
0005: $4300[23] = -1197.185 // floating-point values 
0005: $4416[23] = 17.2365 // floating-point values 
0005: $4184[24] = 641.5527 // floating-point values 
0005: $4300[24] = -1199.744 // floating-point values 
0005: $4416[24] = 17.7693 // floating-point values 
0005: $4184[25] = 568.4156 // floating-point values 
0005: $4300[25] = -1131.509 // floating-point values 
0005: $4416[25] = 26.222 // floating-point values 
0005: $4184[26] = 469.6543 // floating-point values 
0005: $4300[26] = -1113.59 // floating-point values 
0005: $4416[26] = 27.6279 // floating-point values 
0005: $4184[27] = 370.4434 // floating-point values 
0005: $4300[27] = -1129.382 // floating-point values 
0005: $4416[27] = 25.3758 // floating-point values 
0005: $4184[28] = 274.1698 // floating-point values 
0005: $4300[28] = -1156.751 // floating-point values 
0005: $4416[28] = 21.1352 // floating-point values 
0005: $4184[29] = 181.3566 // floating-point values 
0005: $4300[29] = -1195.782 // floating-point values 
0005: $4416[29] = 17.3878 // floating-point values 
0005: $4184[30] = 94.4232 // floating-point values 
0005: $4300[30] = -1245.732 // floating-point values 
0005: $4416[30] = 14.5145 // floating-point values 
0005: $4184[31] = 15.8414 // floating-point values 
0005: $4300[31] = -1308.858 // floating-point values 
0005: $4416[31] = 12.0496 // floating-point values 
0005: $4184[32] = -62.2601 // floating-point values 
0005: $4300[32] = -1372.58 // floating-point values 
0005: $4416[32] = 11.3571 // floating-point values 
0005: $4184[33] = -133.5467 // floating-point values 
0005: $4300[33] = -1443.433 // floating-point values 
0005: $4416[33] = 12.5484 // floating-point values 
0005: $4184[34] = -201.4483 // floating-point values 
0005: $4300[34] = -1518.152 // floating-point values 
0005: $4416[34] = 14.3358 // floating-point values 
0005: $4184[35] = -261.8274 // floating-point values 
0005: $4300[35] = -1597.991 // floating-point values 
0005: $4416[35] = 15.6199 // floating-point values 
0005: $4184[36] = -295.7058 // floating-point values 
0005: $4300[36] = -1693.143 // floating-point values 
0005: $4416[36] = 14.4603 // floating-point values 
0005: $4184[37] = -331.9772 // floating-point values 
0005: $4300[37] = -1786.496 // floating-point values 
0005: $4416[37] = 17.6881 // floating-point values 
0005: $4184[38] = -367.9241 // floating-point values 
0005: $4300[38] = -1879.787 // floating-point values 
0005: $4416[38] = 25.9672 // floating-point values 
0005: $4184[39] = -367.5844 // floating-point values 
0005: $4300[39] = -1980.193 // floating-point values 
0005: $4416[39] = 27.9446 // floating-point values 
0005: $4184[40] = -350.2859 // floating-point values 
0005: $4300[40] = -2079.723 // floating-point values 
0005: $4416[40] = 28.0525 // floating-point values 
0005: $4184[41] = -333.1001 // floating-point values 
0005: $4300[41] = -2179.344 // floating-point values 
0005: $4416[41] = 28.1703 // floating-point values 
0005: $4184[42] = -297.5232 // floating-point values 
0005: $4300[42] = -2273.428 // floating-point values 
0005: $4416[42] = 29.7426 // floating-point values 
0005: $4184[43] = -233.4477 // floating-point values 
0005: $4300[43] = -2351.693 // floating-point values 
0005: $4416[43] = 31.5324 // floating-point values 
0005: $4184[44] = -159.7139 // floating-point values 
0005: $4300[44] = -2420.795 // floating-point values 
0005: $4416[44] = 35.957 // floating-point values 
0005: $4184[45] = -92.2604 // floating-point values 
0005: $4300[45] = -2496.008 // floating-point values 
0005: $4416[45] = 38.2066 // floating-point values 
0005: $4184[46] = -49.518 // floating-point values 
0005: $4300[46] = -2586.409 // floating-point values 
0005: $4416[46] = 43.3945 // floating-point values 
0005: $4184[47] = -39.0012 // floating-point values 
0005: $4300[47] = -2686.408 // floating-point values 
0005: $4416[47] = 42.5762 // floating-point values 
0005: $4184[48] = -71.9678 // floating-point values 
0005: $4300[48] = -2781.283 // floating-point values 
0005: $4416[48] = 39.1346 // floating-point values 
0005: $4184[49] = -162.2194 // floating-point values 
0005: $4300[49] = -2824.728 // floating-point values 
0005: $4416[49] = 40.6313 // floating-point values 
0005: $4184[50] = -261.9651 // floating-point values 
0005: $4300[50] = -2815.27 // floating-point values 
0005: $4416[50] = 50.816 // floating-point values 
0005: $4184[51] = -357.7323 // floating-point values 
0005: $4300[51] = -2787.403 // floating-point values 
0005: $4416[51] = 61.6162 // floating-point values 
0005: $4184[52] = -456.2191 // floating-point values 
0005: $4300[52] = -2766.184 // floating-point values 
0005: $4416[52] = 66.2852 // floating-point values 
0005: $4184[53] = -555.2378 // floating-point values 
0005: $4300[53] = -2751.549 // floating-point values 
0005: $4416[53] = 65.7085 // floating-point values 
0005: $4184[54] = -655.188 // floating-point values 
0005: $4300[54] = -2748.976 // floating-point values 
0005: $4416[54] = 69.8092 // floating-point values 
0005: $4184[55] = -753.9544 // floating-point values 
0005: $4300[55] = -2764.895 // floating-point values 
0005: $4416[55] = 74.469 // floating-point values 
0005: $4184[56] = -847.778 // floating-point values 
0005: $4300[56] = -2801.963 // floating-point values 
0005: $4416[56] = 70.6215 // floating-point values 
0005: $4184[57] = -938.0959 // floating-point values 
0005: $4300[57] = -2845.479 // floating-point values 
0005: $4416[57] = 68.4226 // floating-point values 
0005: $4184[58] = -1038.655 // floating-point values 
0005: $4300[58] = -2853.158 // floating-point values 
0005: $4416[58] = 67.4485 // floating-point values 
0005: $4184[59] = -1139.419 // floating-point values 
0005: $4300[59] = -2855.438 // floating-point values 
0005: $4416[59] = 67.466 // floating-point values 
0005: $4184[60] = -1239.449 // floating-point values 
0005: $4300[60] = -2860.805 // floating-point values 
0005: $4416[60] = 65.7173 // floating-point values 
0005: $4184[61] = -1338.09 // floating-point values 
0005: $4300[61] = -2878.668 // floating-point values 
0005: $4416[61] = 55.5616 // floating-point values 
0005: $4184[62] = -1435.335 // floating-point values 
0005: $4300[62] = -2853.41 // floating-point values 
0005: $4416[62] = 48.3088 // floating-point values 
0005: $4184[63] = -1520.402 // floating-point values 
0005: $4300[63] = -2799.315 // floating-point values 
0005: $4416[63] = 46.6003 // floating-point values 
0005: $4184[64] = -1600.969 // floating-point values 
0005: $4300[64] = -2739.976 // floating-point values 
0005: $4416[64] = 48.7977 // floating-point values 
0005: $4184[65] = -1681.43 // floating-point values 
0005: $4300[65] = -2679.765 // floating-point values 
0005: $4416[65] = 48.2789 // floating-point values 
0005: $4184[66] = -1745.168 // floating-point values 
0005: $4300[66] = -2601.553 // floating-point values 
0005: $4416[66] = 49.447 // floating-point values 
0005: $4184[67] = -1823.681 // floating-point values 
0005: $4300[67] = -2538.121 // floating-point values 
0005: $4416[67] = 52.7491 // floating-point values 
0005: $4184[68] = -1923.907 // floating-point values 
0005: $4300[68] = -2539.927 // floating-point values 
0005: $4416[68] = 38.6757 // floating-point values 
0005: $4184[69] = -2019.306 // floating-point values 
0005: $4300[69] = -2507.657 // floating-point values 
0005: $4416[69] = 32.3084 // floating-point values 
0005: $4184[70] = -2100.137 // floating-point values 
0005: $4300[70] = -2446.756 // floating-point values 
0005: $4416[70] = 30.2321 // floating-point values 
0005: $4184[71] = -2179.157 // floating-point values 
0005: $4300[71] = -2383.901 // floating-point values 
0005: $4416[71] = 30.2293 // floating-point values 
0005: $4184[72] = -2190.173 // floating-point values 
0005: $4300[72] = -2284.406 // floating-point values 
0005: $4416[72] = 30.2286 // floating-point values 
0005: $4184[73] = -2264.34 // floating-point values 
0005: $4300[73] = -2216.777 // floating-point values 
0005: $4416[73] = 30.8563 // floating-point values 
0005: $4184[74] = -2182.781 // floating-point values 
0005: $4300[74] = -2160.892 // floating-point values 
0005: $4416[74] = 47.4936 // floating-point values 
0005: $4184[75] = -2110.828 // floating-point values 
0005: $4300[75] = -2092.426 // floating-point values 
0005: $4416[75] = 61.5663 // floating-point values 
0005: $4184[76] = -2078.496 // floating-point values 
0005: $4300[76] = -1997.306 // floating-point values 
0005: $4416[76] = 60.012 // floating-point values 
0005: $4184[77] = -2028.488 // floating-point values 
0005: $4300[77] = -1910.774 // floating-point values 
0005: $4416[77] = 48.5942 // floating-point values 
0005: $4184[78] = -1971.902 // floating-point values 
0005: $4300[78] = -1828.087 // floating-point values 
0005: $4416[78] = 36.8357 // floating-point values 
0005: $4184[79] = -1898.346 // floating-point values 
0005: $4300[79] = -1760.456 // floating-point values 
0005: $4416[79] = 29.4533 // floating-point values 
0005: $4184[80] = -1808.711 // floating-point values 
0005: $4300[80] = -1715.568 // floating-point values 
0005: $4416[80] = 28.8706 // floating-point values 
0005: $4184[81] = -1724.839 // floating-point values 
0005: $4300[81] = -1660.957 // floating-point values 
0005: $4416[81] = 36.2003 // floating-point values 
0005: $4184[82] = -1631.223 // floating-point values 
0005: $4300[82] = -1624.267 // floating-point values 
0005: $4416[82] = 36.0242 // floating-point values 
0005: $4184[83] = -1546.374 // floating-point values 
0005: $4300[83] = -1570.568 // floating-point values 
0005: $4416[83] = 37.4867 // floating-point values 
0005: $4184[84] = -1626.075 // floating-point values 
0005: $4300[84] = -1510.003 // floating-point values 
0005: $4416[84] = 37.0858 // floating-point values 
0005: $4184[85] = -1722.531 // floating-point values 
0005: $4300[85] = -1483.55 // floating-point values 
0005: $4416[85] = 34.2269 // floating-point values 
0005: $4184[86] = -1807.41 // floating-point values 
0005: $4300[86] = -1430.105 // floating-point values 
0005: $4416[86] = 35.74 // floating-point values 
0005: $4184[87] = -1894.584 // floating-point values 
0005: $4300[87] = -1380.672 // floating-point values 
0005: $4416[87] = 39.6104 // floating-point values 
0005: $4184[88] = -1899.035 // floating-point values 
0005: $4300[88] = -1280.731 // floating-point values 
0005: $4416[88] = 39.2288 // floating-point values 
0005: $4184[89] = -1896.879 // floating-point values 
0005: $4300[89] = -1179.88 // floating-point values 
0005: $4416[89] = 38.8035 // floating-point values 
0005: $4184[90] = -1900.238 // floating-point values 
0005: $4300[90] = -1078.988 // floating-point values 
0005: $4416[90] = 37.9866 // floating-point values 
0005: $4184[91] = -1896.756 // floating-point values 
0005: $4300[91] = -978.951 // floating-point values 
0005: $4416[91] = 41.2545 // floating-point values 
0005: $4184[92] = -1896.016 // floating-point values 
0005: $4300[92] = -878.1399 // floating-point values 
0005: $4416[92] = 44.7055 // floating-point values 
0005: $4184[93] = -1897.241 // floating-point values 
0005: $4300[93] = -777.6757 // floating-point values 
0005: $4416[93] = 44.692 // floating-point values 
0005: $4184[94] = -1895.959 // floating-point values 
0005: $4300[94] = -677.4996 // floating-point values 
0005: $4416[94] = 41.0312 // floating-point values 
0005: $4184[95] = -1894.737 // floating-point values 
0005: $4300[95] = -576.5858 // floating-point values 
0005: $4416[95] = 38.0016 // floating-point values 
0005: $4184[96] = -1897.71 // floating-point values 
0005: $4300[96] = -476.4786 // floating-point values 
0005: $4416[96] = 37.9914 // floating-point values 
0005: $4184[97] = -1896.154 // floating-point values 
0005: $4300[97] = -376.3374 // floating-point values 
0005: $4416[97] = 37.9879 // floating-point values 
0005: $4184[98] = -1896.894 // floating-point values 
0005: $4300[98] = -275.5032 // floating-point values 
0005: $4416[98] = 37.9875 // floating-point values 
0005: $4184[99] = -1895.73 // floating-point values 
0005: $4300[99] = -174.2612 // floating-point values 
0005: $4416[99] = 37.9884 // floating-point values 
0005: $4184[100] = -1890.837 // floating-point values 
0005: $4300[100] = -73.2693 // floating-point values 
0005: $4416[100] = 38.0012 // floating-point values 
0005: $4184[101] = -1890.615 // floating-point values 
0005: $4300[101] = 27.5906 // floating-point values 
0005: $4416[101] = 38.0035 // floating-point values 
0005: $4184[102] = -1874.62 // floating-point values 
0005: $4300[102] = 127.2809 // floating-point values 
0005: $4416[102] = 37.9871 // floating-point values 
0005: $4184[103] = -1842.755 // floating-point values 
0005: $4300[103] = 222.3595 // floating-point values 
0005: $4416[103] = 37.9736 // floating-point values 
0005: $4184[104] = -1776.737 // floating-point values 
0005: $4300[104] = 296.302 // floating-point values 
0005: $4416[104] = 23.6187 // floating-point values 
0005: $4184[105] = -1687.562 // floating-point values 
0005: $4300[105] = 341.3 // floating-point values 
0005: $4416[105] = 13.5061 // floating-point values 
0005: $4184[106] = -1620.406 // floating-point values 
0005: $4300[106] = 416.143 // floating-point values 
0005: $4416[106] = 7.1363 // floating-point values 
0005: $4184[107] = -1574.644 // floating-point values 
0005: $4300[107] = 506.4197 // floating-point values 
0005: $4416[107] = 6.9799 // floating-point values 
0005: $4184[108] = -1557.715 // floating-point values 
0005: $4300[108] = 605.5936 // floating-point values 
0005: $4416[108] = 6.9312 // floating-point values 
0005: $4184[109] = -1550.603 // floating-point values 
0005: $4300[109] = 705.7773 // floating-point values 
0005: $4416[109] = 6.8277 // floating-point values 
0005: $4184[110] = -1532.975 // floating-point values 
0005: $4300[110] = 806.2415 // floating-point values 
0005: $4416[110] = 6.8058 // floating-point values 
0005: $4184[111] = -1525.152 // floating-point values 
0005: $4300[111] = 906.8005 // floating-point values 
0005: $4416[111] = 6.8066 // floating-point values 
0005: $4184[112] = -1560.428 // floating-point values 
0005: $4300[112] = 1000.395 // floating-point values 
0005: $4416[112] = 6.8073 // floating-point values 
0005: $4184[113] = -1580.528 // floating-point values 
0005: $4300[113] = 1099.026 // floating-point values 
0005: $4416[113] = 6.805 // floating-point values 
0005: $4184[114] = -1593.106 // floating-point values 
0005: $4300[114] = 1198.824 // floating-point values 
0005: $4416[114] = 6.7993 // floating-point values 
0005: $4184[115] = -1612.8 // floating-point values 
0005: $4300[115] = 1284.908 // floating-point values 
0005: $4416[115] = 6.9396 // floating-point values 
0005: $4532[0] = 2480.597 // floating-point values 
0005: $4630[0] = -1659.156 // floating-point values 
0005: $4728[0] = 13.0965 // floating-point values 
0005: $4532[1] = 2379.881 // floating-point values 
0005: $4630[1] = -1658.193 // floating-point values 
0005: $4728[1] = 13.1467 // floating-point values 
0005: $4532[2] = 2344.399 // floating-point values 
0005: $4630[2] = -1564.435 // floating-point values 
0005: $4728[2] = 23.9333 // floating-point values 
0005: $4532[3] = 2343.672 // floating-point values 
0005: $4630[3] = -1463.32 // floating-point values 
0005: $4728[3] = 23.6044 // floating-point values 
0005: $4532[4] = 2305.275 // floating-point values 
0005: $4630[4] = -1370.793 // floating-point values 
0005: $4728[4] = 23.6319 // floating-point values 
0005: $4532[5] = 2303.441 // floating-point values 
0005: $4630[5] = -1269.606 // floating-point values 
0005: $4728[5] = 23.5946 // floating-point values 
0005: $4532[6] = 2306.217 // floating-point values 
0005: $4630[6] = -1169.403 // floating-point values 
0005: $4728[6] = 26.0798 // floating-point values 
0005: $4532[7] = 2213.07 // floating-point values 
0005: $4630[7] = -1132.101 // floating-point values 
0005: $4728[7] = 25.3774 // floating-point values 
0005: $4532[8] = 2116.198 // floating-point values 
0005: $4630[8] = -1104.905 // floating-point values 
0005: $4728[8] = 24.8605 // floating-point values 
0005: $4532[9] = 2022.478 // floating-point values 
0005: $4630[9] = -1067.897 // floating-point values 
0005: $4728[9] = 24.2557 // floating-point values 
0005: $4532[10] = 1925.305 // floating-point values 
0005: $4630[10] = -1039.768 // floating-point values 
0005: $4728[10] = 23.612 // floating-point values 
0005: $4532[11] = 1867.65 // floating-point values 
0005: $4630[11] = -1121.554 // floating-point values 
0005: $4728[11] = 23.4686 // floating-point values 
0005: $4532[12] = 1777.408 // floating-point values 
0005: $4630[12] = -1164.645 // floating-point values 
0005: $4728[12] = 23.5025 // floating-point values 
0005: $4532[13] = 1677.176 // floating-point values 
0005: $4630[13] = -1162.405 // floating-point values 
0005: $4728[13] = 23.4443 // floating-point values 
0005: $4532[14] = 1576.553 // floating-point values 
0005: $4630[14] = -1163.307 // floating-point values 
0005: $4728[14] = 23.7111 // floating-point values 
0005: $4532[15] = 1476.002 // floating-point values 
0005: $4630[15] = -1159.845 // floating-point values 
0005: $4728[15] = 23.6522 // floating-point values 
0005: $4532[16] = 1376.964 // floating-point values 
0005: $4630[16] = -1140.134 // floating-point values 
0005: $4728[16] = 23.4968 // floating-point values 
0005: $4532[17] = 1366.809 // floating-point values 
0005: $4630[17] = -1040.218 // floating-point values 
0005: $4728[17] = 26.2347 // floating-point values 
0005: $4532[18] = 1371.418 // floating-point values 
0005: $4630[18] = -940.2704 // floating-point values 
0005: $4728[18] = 33.9599 // floating-point values 
0005: $4532[19] = 1273.029 // floating-point values 
0005: $4630[19] = -922.0916 // floating-point values 
0005: $4728[19] = 41.8145 // floating-point values 
0005: $4532[20] = 1174.404 // floating-point values 
0005: $4630[20] = -940.6694 // floating-point values 
0005: $4728[20] = 42.5196 // floating-point values 
0005: $4532[21] = 1156.819 // floating-point values 
0005: $4630[21] = -842.2726 // floating-point values 
0005: $4728[21] = 49.739 // floating-point values 
0005: $4532[22] = 1164.005 // floating-point values 
0005: $4630[22] = -742.3879 // floating-point values 
0005: $4728[22] = 60.319 // floating-point values 
0005: $4532[23] = 1202.729 // floating-point values 
0005: $4630[23] = -649.9714 // floating-point values 
0005: $4728[23] = 59.6176 // floating-point values 
0005: $4532[24] = 1231.284 // floating-point values 
0005: $4630[24] = -554.9558 // floating-point values 
0005: $4728[24] = 40.3091 // floating-point values 
0005: $4532[25] = 1257.225 // floating-point values 
0005: $4630[25] = -462.3789 // floating-point values 
0005: $4728[25] = 12.7939 // floating-point values 
0005: $4532[26] = 1255.678 // floating-point values 
0005: $4630[26] = -362.5274 // floating-point values 
0005: $4728[26] = 2.989 // floating-point values 
0005: $4532[27] = 1230.684 // floating-point values 
0005: $4630[27] = -267.0266 // floating-point values 
0005: $4728[27] = 18.9881 // floating-point values 
0005: $4532[28] = 1188.919 // floating-point values 
0005: $4630[28] = -178.3956 // floating-point values 
0005: $4728[28] = 40.7223 // floating-point values 
0005: $4532[29] = 1088.56 // floating-point values 
0005: $4630[29] = -182.8582 // floating-point values 
0005: $4728[29] = 39.859 // floating-point values 
0005: $4532[30] = 989.9222 // floating-point values 
0005: $4630[30] = -180.4384 // floating-point values 
0005: $4728[30] = 17.6728 // floating-point values 
0005: $4532[31] = 889.5374 // floating-point values 
0005: $4630[31] = -173.0015 // floating-point values 
0005: $4728[31] = 10.7641 // floating-point values 
0005: $4532[32] = 788.8903 // floating-point values 
0005: $4630[32] = -164.4205 // floating-point values 
0005: $4728[32] = 16.4595 // floating-point values 
0005: $4532[33] = 689.4522 // floating-point values 
0005: $4630[33] = -155.3612 // floating-point values 
0005: $4728[33] = 22.89 // floating-point values 
0005: $4532[34] = 589.6461 // floating-point values 
0005: $4630[34] = -146.5947 // floating-point values 
0005: $4728[34] = 29.747 // floating-point values 
0005: $4532[35] = 510.978 // floating-point values 
0005: $4630[35] = -208.5235 // floating-point values 
0005: $4728[35] = 37.1529 // floating-point values 
0005: $4532[36] = 491.5316 // floating-point values 
0005: $4630[36] = -306.6292 // floating-point values 
0005: $4728[36] = 42.7684 // floating-point values 
0005: $4532[37] = 464.9347 // floating-point values 
0005: $4630[37] = -402.1279 // floating-point values 
0005: $4728[37] = 32.6014 // floating-point values 
0005: $4532[38] = 370.5219 // floating-point values 
0005: $4630[38] = -393.0328 // floating-point values 
0005: $4728[38] = 23.9504 // floating-point values 
0005: $4532[39] = 272.6069 // floating-point values 
0005: $4630[39] = -378.1253 // floating-point values 
0005: $4728[39] = 2.4636 // floating-point values 
0005: $4532[40] = 206.3447 // floating-point values 
0005: $4630[40] = -301.5085 // floating-point values 
0005: $4728[40] = 1.1901 // floating-point values 
0005: $4532[41] = 157.5706 // floating-point values 
0005: $4630[41] = -213.2552 // floating-point values 
0005: $4728[41] = 1.196 // floating-point values 
0005: $4532[42] = 57.3466 // floating-point values 
0005: $4630[42] = -208.4595 // floating-point values 
0005: $4728[42] = 1.2183 // floating-point values 
0005: $4532[43] = -43.1581 // floating-point values 
0005: $4630[43] = -203.3529 // floating-point values 
0005: $4728[43] = 1.3731 // floating-point values 
0005: $4532[44] = -142.4222 // floating-point values 
0005: $4630[44] = -187.639 // floating-point values 
0005: $4728[44] = 1.6178 // floating-point values 
0005: $4532[45] = -241.4735 // floating-point values 
0005: $4630[45] = -167.4589 // floating-point values 
0005: $4728[45] = 2.0199 // floating-point values 
0005: $4532[46] = -298.0107 // floating-point values 
0005: $4630[46] = -84.8255 // floating-point values 
0005: $4728[46] = 1.2111 // floating-point values 
0005: $4532[47] = -284.5947 // floating-point values 
0005: $4630[47] = 14.7808 // floating-point values 
0005: $4728[47] = 0.8422 // floating-point values 
0005: $4532[48] = -255.5891 // floating-point values 
0005: $4630[48] = 111.3571 // floating-point values 
0005: $4728[48] = 0.8426 // floating-point values 
0005: $4532[49] = -213.1467 // floating-point values 
0005: $4630[49] = 202.6102 // floating-point values 
0005: $4728[49] = 1.8256 // floating-point values 
0005: $4532[50] = -292.432 // floating-point values 
0005: $4630[50] = 264.4556 // floating-point values 
0005: $4728[50] = 1.8382 // floating-point values 
0005: $4532[51] = -391.0918 // floating-point values 
0005: $4630[51] = 282.886 // floating-point values 
0005: $4728[51] = 1.8926 // floating-point values 
0005: $4532[52] = -491.862 // floating-point values 
0005: $4630[52] = 287.5233 // floating-point values 
0005: $4728[52] = 1.8369 // floating-point values 
0005: $4532[53] = -592.0175 // floating-point values 
0005: $4630[53] = 284.7173 // floating-point values 
0005: $4728[53] = 1.8298 // floating-point values 
0005: $4532[54] = -686.3195 // floating-point values 
0005: $4630[54] = 250.5801 // floating-point values 
0005: $4728[54] = 1.8305 // floating-point values 
0005: $4532[55] = -770.4146 // floating-point values 
0005: $4630[55] = 194.5963 // floating-point values 
0005: $4728[55] = 1.6198 // floating-point values 
0005: $4532[56] = -713.9178 // floating-point values 
0005: $4630[56] = 113.2328 // floating-point values 
0005: $4728[56] = 15.6558 // floating-point values 
0005: $4532[57] = -759.8053 // floating-point values 
0005: $4630[57] = 26.0654 // floating-point values 
0005: $4728[57] = 33.0027 // floating-point values 
0005: $4532[58] = -856.795 // floating-point values 
0005: $4630[58] = -0.6516 // floating-point values 
0005: $4728[58] = 32.9974 // floating-point values 
0005: $4532[59] = -759.7305 // floating-point values 
0005: $4630[59] = -20.4226 // floating-point values 
0005: $4728[59] = 47.2165 // floating-point values 
0005: $4532[60] = -801.2752 // floating-point values 
0005: $4630[60] = -110.4809 // floating-point values 
0005: $4728[60] = 63.4186 // floating-point values 
0005: $4532[61] = -898.1945 // floating-point values 
0005: $4630[61] = -137.0961 // floating-point values 
0005: $4728[61] = 56.3295 // floating-point values 
0005: $4532[62] = -946.6151 // floating-point values 
0005: $4630[62] = -223.724 // floating-point values 
0005: $4728[62] = 38.9582 // floating-point values 
0005: $4532[63] = -968.4164 // floating-point values 
0005: $4630[63] = -321.7283 // floating-point values 
0005: $4728[63] = 36.142 // floating-point values 
0005: $4532[64] = -991.3627 // floating-point values 
0005: $4630[64] = -419.309 // floating-point values 
0005: $4728[64] = 36.0027 // floating-point values 
0005: $4532[65] = -1077.753 // floating-point values 
0005: $4630[65] = -470.2693 // floating-point values 
0005: $4728[65] = 33.7616 // floating-point values 
0005: $4532[66] = -1136.252 // floating-point values 
0005: $4630[66] = -551.6271 // floating-point values 
0005: $4728[66] = 29.8955 // floating-point values 
0005: $4532[67] = -1170.498 // floating-point values 
0005: $4630[67] = -645.1342 // floating-point values 
0005: $4728[67] = 42.4828 // floating-point values 
0005: $4532[68] = -1205.133 // floating-point values 
0005: $4630[68] = -737.6744 // floating-point values 
0005: $4728[68] = 59.3098 // floating-point values 
0005: $4532[69] = -1284.404 // floating-point values 
0005: $4630[69] = -798.114 // floating-point values 
0005: $4728[69] = 69.501 // floating-point values 
0005: $4532[70] = -1381.958 // floating-point values 
0005: $4630[70] = -817.3228 // floating-point values 
0005: $4728[70] = 81.1519 // floating-point values 
0005: $4532[71] = -1481.566 // floating-point values 
0005: $4630[71] = -815.1219 // floating-point values 
0005: $4728[71] = 66.9058 // floating-point values 
0005: $4532[72] = -1579.51 // floating-point values 
0005: $4630[72] = -800.5511 // floating-point values 
0005: $4728[72] = 49.9587 // floating-point values 
0005: $4532[73] = -1673.196 // floating-point values 
0005: $4630[73] = -765.3336 // floating-point values 
0005: $4728[73] = 41.5955 // floating-point values 
0005: $4532[74] = -1754.994 // floating-point values 
0005: $4630[74] = -708.9478 // floating-point values 
0005: $4728[74] = 28.2593 // floating-point values 
0005: $4532[75] = -1761.496 // floating-point values 
0005: $4630[75] = -609.3593 // floating-point values 
0005: $4728[75] = 15.9606 // floating-point values 
0005: $4532[76] = -1820.37 // floating-point values 
0005: $4630[76] = -528.3566 // floating-point values 
0005: $4728[76] = 14.6995 // floating-point values 
0005: $4532[77] = -1814.595 // floating-point values 
0005: $4630[77] = -427.9472 // floating-point values 
0005: $4728[77] = 14.7211 // floating-point values 
0005: $4532[78] = -1803.963 // floating-point values 
0005: $4630[78] = -328.1352 // floating-point values 
0005: $4728[78] = 14.7287 // floating-point values 
0005: $4532[79] = -1801.376 // floating-point values 
0005: $4630[79] = -227.7857 // floating-point values 
0005: $4728[79] = 14.7103 // floating-point values 
0005: $4532[80] = -1801.019 // floating-point values 
0005: $4630[80] = -126.9901 // floating-point values 
0005: $4728[80] = 12.5775 // floating-point values 
0005: $4532[81] = -1797.84 // floating-point values 
0005: $4630[81] = -25.8091 // floating-point values 
0005: $4728[81] = 14.8934 // floating-point values 
0005: $4532[82] = -1805.531 // floating-point values 
0005: $4630[82] = 73.9609 // floating-point values 
0005: $4728[82] = 14.7143 // floating-point values 
0005: $4532[83] = -1807.149 // floating-point values 
0005: $4630[83] = 174.5928 // floating-point values 
0005: $4728[83] = 14.7138 // floating-point values 
0005: $4532[84] = -1800.194 // floating-point values 
0005: $4630[84] = 275.5728 // floating-point values 
0005: $4728[84] = 10.6028 // floating-point values 
0005: $4532[85] = -1810.287 // floating-point values 
0005: $4630[85] = 375.14 // floating-point values 
0005: $4728[85] = 9.7906 // floating-point values 
0005: $4532[86] = -1814.409 // floating-point values 
0005: $4630[86] = 474.6516 // floating-point values 
0005: $4728[86] = 23.4117 // floating-point values 
0005: $4532[87] = -1877.944 // floating-point values 
0005: $4630[87] = 551.0918 // floating-point values 
0005: $4728[87] = 34.4247 // floating-point values 
0005: $4532[88] = -1896.861 // floating-point values 
0005: $4630[88] = 649.7911 // floating-point values 
0005: $4728[88] = 37.0183 // floating-point values 
0005: $4532[89] = -1895.051 // floating-point values 
0005: $4630[89] = 750.2951 // floating-point values 
0005: $4728[89] = 45.051 // floating-point values 
0005: $4532[90] = -1893.937 // floating-point values 
0005: $4630[90] = 850.3843 // floating-point values 
0005: $4728[90] = 34.7833 // floating-point values 
0005: $4532[91] = -1820.143 // floating-point values 
0005: $4630[91] = 917.2139 // floating-point values 
0005: $4728[91] = 24.9892 // floating-point values 
0005: $4532[92] = -1719.022 // floating-point values 
0005: $4630[92] = 917.0076 // floating-point values 
0005: $4728[92] = 24.4954 // floating-point values 
0005: $4532[93] = -1619.303 // floating-point values 
0005: $4630[93] = 916.6608 // floating-point values 
0005: $4728[93] = 7.634 // floating-point values 
0005: $4532[94] = -1555.825 // floating-point values 
0005: $4630[94] = 994.0962 // floating-point values 
0005: $4728[94] = 6.8065 // floating-point values 
0005: $4532[95] = -1579.963 // floating-point values 
0005: $4630[95] = 1091.548 // floating-point values 
0005: $4728[95] = 6.807 // floating-point values 
0005: $4532[96] = -1588.588 // floating-point values 
0005: $4630[96] = 1191.306 // floating-point values 
0005: $4728[96] = 6.798 // floating-point values 
0005: $4532[97] = -1612.353 // floating-point values 
0005: $4630[97] = 1281.671 // floating-point values 
0005: $4728[97] = 6.9398 // floating-point values 
0005: $4826[0] = 2488.273 // floating-point values 
0005: $4943[0] = -1659.968 // floating-point values 
0005: $5060[0] = 13.0884 // floating-point values 
0005: $4826[1] = 2387.718 // floating-point values 
0005: $4943[1] = -1658.019 // floating-point values 
0005: $5060[1] = 13.1467 // floating-point values 
0005: $4826[2] = 2286.949 // floating-point values 
0005: $4943[2] = -1658.583 // floating-point values 
0005: $5060[2] = 14.6557 // floating-point values 
0005: $4826[3] = 2187.451 // floating-point values 
0005: $4943[3] = -1638.533 // floating-point values 
0005: $5060[3] = 15.0393 // floating-point values 
0005: $4826[4] = 2090.335 // floating-point values 
0005: $4943[4] = -1611.906 // floating-point values 
0005: $5060[4] = 13.1306 // floating-point values 
0005: $4826[5] = 1990.331 // floating-point values 
0005: $4943[5] = -1612.021 // floating-point values 
0005: $5060[5] = 13.1388 // floating-point values 
0005: $4826[6] = 1888.96 // floating-point values 
0005: $4943[6] = -1614.385 // floating-point values 
0005: $5060[6] = 13.1433 // floating-point values 
0005: $4826[7] = 1787.243 // floating-point values 
0005: $4943[7] = -1607.768 // floating-point values 
0005: $5060[7] = 13.1244 // floating-point values 
0005: $4826[8] = 1687.135 // floating-point values 
0005: $4943[8] = -1592.272 // floating-point values 
0005: $5060[8] = 13.1375 // floating-point values 
0005: $4826[9] = 1586.952 // floating-point values 
0005: $4943[9] = -1591.001 // floating-point values 
0005: $5060[9] = 13.1297 // floating-point values 
0005: $4826[10] = 1486.726 // floating-point values 
0005: $4943[10] = -1590.779 // floating-point values 
0005: $5060[10] = 13.152 // floating-point values 
0005: $4826[11] = 1386.181 // floating-point values 
0005: $4943[11] = -1585.607 // floating-point values 
0005: $5060[11] = 13.1003 // floating-point values 
0005: $4826[12] = 1286.662 // floating-point values 
0005: $4943[12] = -1572.978 // floating-point values 
0005: $5060[12] = 13.1664 // floating-point values 
0005: $4826[13] = 1186.398 // floating-point values 
0005: $4943[13] = -1571.876 // floating-point values 
0005: $5060[13] = 13.1464 // floating-point values 
0005: $4826[14] = 1085.49 // floating-point values 
0005: $4943[14] = -1570.857 // floating-point values 
0005: $5060[14] = 13.1351 // floating-point values 
0005: $4826[15] = 985.0605 // floating-point values 
0005: $4943[15] = -1571.431 // floating-point values 
0005: $5060[15] = 13.141 // floating-point values 
0005: $4826[16] = 884.2 // floating-point values 
0005: $4943[16] = -1577.364 // floating-point values 
0005: $5060[16] = 13.13 // floating-point values 
0005: $4826[17] = 815.0362 // floating-point values 
0005: $4943[17] = -1650.267 // floating-point values 
0005: $5060[17] = 13.1344 // floating-point values 
0005: $4826[18] = 810.6691 // floating-point values 
0005: $4943[18] = -1750.188 // floating-point values 
0005: $5060[18] = 13.1276 // floating-point values 
0005: $4826[19] = 710.2051 // floating-point values 
0005: $4943[19] = -1749.904 // floating-point values 
0005: $5060[19] = 14.0481 // floating-point values 
0005: $4826[20] = 612.0961 // floating-point values 
0005: $4943[20] = -1727.222 // floating-point values 
0005: $5060[20] = 13.6595 // floating-point values 
0005: $4826[21] = 512.0588 // floating-point values 
0005: $4943[21] = -1711.106 // floating-point values 
0005: $5060[21] = 11.9235 // floating-point values 
0005: $4826[22] = 411.9842 // floating-point values 
0005: $4943[22] = -1701.354 // floating-point values 
0005: $5060[22] = 8.9795 // floating-point values 
0005: $4826[23] = 310.8292 // floating-point values 
0005: $4943[23] = -1701.127 // floating-point values 
0005: $5060[23] = 6.3614 // floating-point values 
0005: $4826[24] = 210.8359 // floating-point values 
0005: $4943[24] = -1692.62 // floating-point values 
0005: $5060[24] = 7.4032 // floating-point values 
0005: $4826[25] = 162.6634 // floating-point values 
0005: $4943[25] = -1604.718 // floating-point values 
0005: $5060[25] = 15.512 // floating-point values 
0005: $4826[26] = 96.6228 // floating-point values 
0005: $4943[26] = -1530.289 // floating-point values 
0005: $5060[26] = 5.2206 // floating-point values 
0005: $4826[27] = -4.3045 // floating-point values 
0005: $4943[27] = -1520.765 // floating-point values 
0005: $5060[27] = 1.3181 // floating-point values 
0005: $4826[28] = -100.2442 // floating-point values 
0005: $4943[28] = -1492.018 // floating-point values 
0005: $5060[28] = 2.444 // floating-point values 
0005: $4826[29] = -150.6629 // floating-point values 
0005: $4943[29] = -1404.912 // floating-point values 
0005: $5060[29] = 2.4387 // floating-point values 
0005: $4826[30] = -125.7253 // floating-point values 
0005: $4943[30] = -1307.639 // floating-point values 
0005: $5060[30] = 2.6123 // floating-point values 
0005: $4826[31] = -85.3976 // floating-point values 
0005: $4943[31] = -1398.901 // floating-point values 
0005: $5060[31] = 11.9881 // floating-point values 
0005: $4826[32] = -156.1722 // floating-point values 
0005: $4943[32] = -1470.046 // floating-point values 
0005: $5060[32] = 12.557 // floating-point values 
0005: $4826[33] = -224.7423 // floating-point values 
0005: $4943[33] = -1543.44 // floating-point values 
0005: $5060[33] = 15.2432 // floating-point values 
0005: $4826[34] = -278.3897 // floating-point values 
0005: $4943[34] = -1627.836 // floating-point values 
0005: $5060[34] = 15.4404 // floating-point values 
0005: $4826[35] = -309.6147 // floating-point values 
0005: $4943[35] = -1722.891 // floating-point values 
0005: $5060[35] = 14.4331 // floating-point values 
0005: $4826[36] = -347.4445 // floating-point values 
0005: $4943[36] = -1815.805 // floating-point values 
0005: $5060[36] = 20.3824 // floating-point values 
0005: $4826[37] = -375.8723 // floating-point values 
0005: $4943[37] = -1911.975 // floating-point values 
0005: $5060[37] = 27.4563 // floating-point values 
0005: $4826[38] = -367.3835 // floating-point values 
0005: $4943[38] = -2012.258 // floating-point values 
0005: $5060[38] = 27.9796 // floating-point values 
0005: $4826[39] = -352.257 // floating-point values 
0005: $4943[39] = -2111.555 // floating-point values 
0005: $5060[39] = 28.1054 // floating-point values 
0005: $4826[40] = -325.2379 // floating-point values 
0005: $4943[40] = -2208.254 // floating-point values 
0005: $5060[40] = 28.2795 // floating-point values 
0005: $4826[41] = -411.8825 // floating-point values 
0005: $4943[41] = -2256.126 // floating-point values 
0005: $5060[41] = 43.9768 // floating-point values 
0005: $4826[42] = -507.0649 // floating-point values 
0005: $4943[42] = -2286.252 // floating-point values 
0005: $5060[42] = 32.8761 // floating-point values 
0005: $4826[43] = -579.3828 // floating-point values 
0005: $4943[43] = -2355.297 // floating-point values 
0005: $5060[43] = 26.9589 // floating-point values 
0005: $4826[44] = -678.7022 // floating-point values 
0005: $4943[44] = -2358.307 // floating-point values 
0005: $5060[44] = 38.2611 // floating-point values 
0005: $4826[45] = -752.1234 // floating-point values 
0005: $4943[45] = -2421.517 // floating-point values 
0005: $5060[45] = 63.3924 // floating-point values 
0005: $4826[46] = -819.2419 // floating-point values 
0005: $4943[46] = -2493.365 // floating-point values 
0005: $5060[46] = 82.6824 // floating-point values 
0005: $4826[47] = -890.7695 // floating-point values 
0005: $4943[47] = -2563.279 // floating-point values 
0005: $5060[47] = 90.2311 // floating-point values 
0005: $4826[48] = -981.5709 // floating-point values 
0005: $4943[48] = -2605.962 // floating-point values 
0005: $5060[48] = 86.4663 // floating-point values 
0005: $4826[49] = -1080.225 // floating-point values 
0005: $4943[49] = -2592.214 // floating-point values 
0005: $5060[49] = 76.2713 // floating-point values 
0005: $4826[50] = -1161.929 // floating-point values 
0005: $4943[50] = -2534.01 // floating-point values 
0005: $5060[50] = 67.2918 // floating-point values 
0005: $4826[51] = -1179.818 // floating-point values 
0005: $4943[51] = -2436.012 // floating-point values 
0005: $5060[51] = 53.4017 // floating-point values 
0005: $4826[52] = -1164.983 // floating-point values 
0005: $4943[52] = -2337.243 // floating-point values 
0005: $5060[52] = 41.315 // floating-point values 
0005: $4826[53] = -1134.131 // floating-point values 
0005: $4943[53] = -2242.25 // floating-point values 
0005: $5060[53] = 33.4991 // floating-point values 
0005: $4826[54] = -1097.972 // floating-point values 
0005: $4943[54] = -2148.736 // floating-point values 
0005: $5060[54] = 35.7186 // floating-point values 
0005: $4826[55] = -1047.998 // floating-point values 
0005: $4943[55] = -2064.018 // floating-point values 
0005: $5060[55] = 54.2015 // floating-point values 
0005: $4826[56] = -998.8296 // floating-point values 
0005: $4943[56] = -1979.083 // floating-point values 
0005: $5060[56] = 73.7414 // floating-point values 
0005: $4826[57] = -1062.2 // floating-point values 
0005: $4943[57] = -1901.606 // floating-point values 
0005: $5060[57] = 76.9899 // floating-point values 
0005: $4826[58] = -1161.378 // floating-point values 
0005: $4943[58] = -1886.014 // floating-point values 
0005: $5060[58] = 77.91 // floating-point values 
0005: $4826[59] = -1206.338 // floating-point values 
0005: $4943[59] = -1800.164 // floating-point values 
0005: $5060[59] = 51.1433 // floating-point values 
0005: $4826[60] = -1271.566 // floating-point values 
0005: $4943[60] = -1723.902 // floating-point values 
0005: $5060[60] = 45.7799 // floating-point values 
0005: $4826[61] = -1353.911 // floating-point values 
0005: $4943[61] = -1666.739 // floating-point values 
0005: $5060[61] = 45.1373 // floating-point values 
0005: $4826[62] = -1446.169 // floating-point values 
0005: $4943[62] = -1627.665 // floating-point values 
0005: $5060[62] = 44.393 // floating-point values 
0005: $4826[63] = -1543.799 // floating-point values 
0005: $4943[63] = -1605.511 // floating-point values 
0005: $5060[63] = 37.4879 // floating-point values 
0005: $4826[64] = -1583.018 // floating-point values 
0005: $4943[64] = -1513.157 // floating-point values 
0005: $5060[64] = 37.4862 // floating-point values 
0005: $4826[65] = -1681.619 // floating-point values 
0005: $4943[65] = -1493.674 // floating-point values 
0005: $5060[65] = 34.781 // floating-point values 
0005: $4826[66] = -1771.401 // floating-point values 
0005: $4943[66] = -1448.094 // floating-point values 
0005: $5060[66] = 34.5515 // floating-point values 
0005: $4826[67] = -1859.213 // floating-point values 
0005: $4943[67] = -1399.628 // floating-point values 
0005: $5060[67] = 38.1758 // floating-point values 
0005: $4826[68] = -1944.476 // floating-point values 
0005: $4943[68] = -1347.211 // floating-point values 
0005: $5060[68] = 40.559 // floating-point values 
0005: $4826[69] = -2006.201 // floating-point values 
0005: $4943[69] = -1268.181 // floating-point values 
0005: $5060[69] = 36.2375 // floating-point values 
0005: $4826[70] = -2057.926 // floating-point values 
0005: $4943[70] = -1182.227 // floating-point values 
0005: $5060[70] = 31.9717 // floating-point values 
0005: $4826[71] = -2105.244 // floating-point values 
0005: $4943[71] = -1093.758 // floating-point values 
0005: $5060[71] = 29.8948 // floating-point values 
0005: $4826[72] = -2169.432 // floating-point values 
0005: $4943[72] = -1016.588 // floating-point values 
0005: $5060[72] = 33.6278 // floating-point values 
0005: $4826[73] = -2214.329 // floating-point values 
0005: $4943[73] = -927.0612 // floating-point values 
0005: $5060[73] = 42.1936 // floating-point values 
0005: $4826[74] = -2196.712 // floating-point values 
0005: $4943[74] = -829.6929 // floating-point values 
0005: $5060[74] = 58.5525 // floating-point values 
0005: $4826[75] = -2261.177 // floating-point values 
0005: $4943[75] = -755.0598 // floating-point values 
0005: $5060[75] = 75.9781 // floating-point values 
0005: $4826[76] = -2341.961 // floating-point values 
0005: $4943[76] = -707.3872 // floating-point values 
0005: $5060[76] = 110.6889 // floating-point values 
0005: $4826[77] = -2400.182 // floating-point values 
0005: $4943[77] = -628.3421 // floating-point values 
0005: $5060[77] = 131.575 // floating-point values 
0005: $4826[78] = -2453.648 // floating-point values 
0005: $4943[78] = -544.386 // floating-point values 
0005: $5060[78] = 121.1835 // floating-point values 
0005: $4826[79] = -2526.894 // floating-point values 
0005: $4943[79] = -485.9847 // floating-point values 
0005: $5060[79] = 85.0712 // floating-point values 
0005: $4826[80] = -2446.844 // floating-point values 
0005: $4943[80] = -425.2606 // floating-point values 
0005: $5060[80] = 84.4373 // floating-point values 
0005: $4826[81] = -2354.251 // floating-point values 
0005: $4943[81] = -463.4032 // floating-point values 
0005: $5060[81] = 79.948 // floating-point values 
0005: $4826[82] = -2389.566 // floating-point values 
0005: $4943[82] = -369.9571 // floating-point values 
0005: $5060[82] = 75.0462 // floating-point values 
0005: $4826[83] = -2489.354 // floating-point values 
0005: $4943[83] = -363.9357 // floating-point values 
0005: $5060[83] = 63.4133 // floating-point values 
0005: $4826[84] = -2588.571 // floating-point values 
0005: $4943[84] = -366.5697 // floating-point values 
0005: $5060[84] = 46.1223 // floating-point values 
0005: $4826[85] = -2672.897 // floating-point values 
0005: $4943[85] = -418.9947 // floating-point values 
0005: $5060[85] = 31.9261 // floating-point values 
0005: $4826[86] = -2681.235 // floating-point values 
0005: $4943[86] = -517.9654 // floating-point values 
0005: $5060[86] = 17.1435 // floating-point values 
0005: $4826[87] = -2777.102 // floating-point values 
0005: $4943[87] = -490.7432 // floating-point values 
0005: $5060[87] = 6.9382 // floating-point values 
0005: $4826[88] = -2818.191 // floating-point values 
0005: $4943[88] = -399.3717 // floating-point values 
0005: $5060[88] = 6.8041 // floating-point values 
0005: $4826[89] = -2811.526 // floating-point values 
0005: $4943[89] = -299.0307 // floating-point values 
0005: $5060[89] = 6.8035 // floating-point values 
0005: $4826[90] = -2805.668 // floating-point values 
0005: $4943[90] = -198.8723 // floating-point values 
0005: $5060[90] = 6.7879 // floating-point values 
0005: $4826[91] = -2808.854 // floating-point values 
0005: $4943[91] = -97.9767 // floating-point values 
0005: $5060[91] = 6.7909 // floating-point values 
0005: $4826[92] = -2809.092 // floating-point values 
0005: $4943[92] = 2.2906 // floating-point values 
0005: $5060[92] = 6.8002 // floating-point values 
0005: $4826[93] = -2804.685 // floating-point values 
0005: $4943[93] = 102.3091 // floating-point values 
0005: $5060[93] = 6.8277 // floating-point values 
0005: $4826[94] = -2806.474 // floating-point values 
0005: $4943[94] = 202.4786 // floating-point values 
0005: $5060[94] = 6.807 // floating-point values 
0005: $4826[95] = -2807.934 // floating-point values 
0005: $4943[95] = 302.7264 // floating-point values 
0005: $5060[95] = 6.3467 // floating-point values 
0005: $4826[96] = -2849.526 // floating-point values 
0005: $4943[96] = 394.1544 // floating-point values 
0005: $5060[96] = 4.1824 // floating-point values 
0005: $4826[97] = -2843.374 // floating-point values 
0005: $4943[97] = 494.5805 // floating-point values 
0005: $5060[97] = 4.1463 // floating-point values 
0005: $4826[98] = -2825.592 // floating-point values 
0005: $4943[98] = 593.7442 // floating-point values 
0005: $5060[98] = 5.2247 // floating-point values 
0005: $4826[99] = -2830.803 // floating-point values 
0005: $4943[99] = 692.401 // floating-point values 
0005: $5060[99] = 22.7063 // floating-point values 
0005: $4826[100] = -2856.006 // floating-point values 
0005: $4943[100] = 788.662 // floating-point values 
0005: $5060[100] = 35.799 // floating-point values 
0005: $4826[101] = -2817.792 // floating-point values 
0005: $4943[101] = 880.8148 // floating-point values 
0005: $5060[101] = 43.7304 // floating-point values 
0005: $4826[102] = -2840.386 // floating-point values 
0005: $4943[102] = 978.9179 // floating-point values 
0005: $5060[102] = 43.2024 // floating-point values 
0005: $4826[103] = -2876.457 // floating-point values 
0005: $4943[103] = 1071.905 // floating-point values 
0005: $5060[103] = 30.8111 // floating-point values 
0005: $4826[104] = -2875.885 // floating-point values 
0005: $4943[104] = 1169.952 // floating-point values 
0005: $5060[104] = 11.0039 // floating-point values 
0005: $4826[105] = -2826.602 // floating-point values 
0005: $4943[105] = 1257.501 // floating-point values 
0005: $5060[105] = 5.3188 // floating-point values 
0005: $4826[106] = -2728.815 // floating-point values 
0005: $4943[106] = 1280.354 // floating-point values 
0005: $5060[106] = 6.828 // floating-point values 
0005: $4826[107] = -2629.314 // floating-point values 
0005: $4943[107] = 1297.977 // floating-point values 
0005: $5060[107] = 6.7957 // floating-point values 
0005: $4826[108] = -2548.262 // floating-point values 
0005: $4943[108] = 1358.467 // floating-point values 
0005: $5060[108] = 7.3351 // floating-point values 
0005: $4826[109] = -2448.621 // floating-point values 
0005: $4943[109] = 1370.268 // floating-point values 
0005: $5060[109] = 6.7969 // floating-point values 
0005: $4826[110] = -2347.698 // floating-point values 
0005: $4943[110] = 1366.408 // floating-point values 
0005: $5060[110] = 6.9813 // floating-point values 
0005: $4826[111] = -2253.195 // floating-point values 
0005: $4943[111] = 1333.593 // floating-point values 
0005: $5060[111] = 6.801 // floating-point values 
0005: $4826[112] = -2152.642 // floating-point values 
0005: $4943[112] = 1334.962 // floating-point values 
0005: $5060[112] = 6.8483 // floating-point values 
0005: $4826[113] = -2055.384 // floating-point values 
0005: $4943[113] = 1309.631 // floating-point values 
0005: $5060[113] = 6.9547 // floating-point values 
0005: $4826[114] = -1957.98 // floating-point values 
0005: $4943[114] = 1286.638 // floating-point values 
0005: $5060[114] = 6.9474 // floating-point values 
0005: $4826[115] = -1868.502 // floating-point values 
0005: $4943[115] = 1332.573 // floating-point values 
0005: $5060[115] = 6.9476 // floating-point values 
0005: $4826[116] = -1837.603 // floating-point values 
0005: $4943[116] = 1425.719 // floating-point values 
0005: $5060[116] = 6.9399 // floating-point values 
0107: $OBJECT_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: object $OBJECT_M_A51_VENTCOVERB set_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_VENTCOVERB 
014B: $5178 = init_parked_car_generator #SUPERGT color 31 0 1 alarm 0 door_lock 0 0 10000 at -2093.9 -83.7 33.9 angle 359.1 
014C: set_parked_car_generator $5178 cars_to_generate_to 0 
014B: $5183 = init_parked_car_generator #BULLET color 15 15 1 alarm 0 door_lock 0 0 10000 at -2076.8 -84.0 33.7 angle 1.1 
014C: set_parked_car_generator $5183 cars_to_generate_to 0 
09E2: $5184 = parked_car_generator_w_numberplate #HOTKNIFE 15 15 1 alarm 0 door_lock 0 0 10000 plate "__GOLD__" at -2064.4 -83.7 34.1 angle 0.0 
014C: set_parked_car_generator $5184 cars_to_generate_to 0 
09E2: $5186 = parked_car_generator_w_numberplate #BANSHEE 79 0 1 alarm 0 door_lock 0 0 10000 plate "__DBP___" at -2273.2 -130.8 33.9 angle 270.4 
014C: set_parked_car_generator $5186 cars_to_generate_to 0 
09E2: $5185 = parked_car_generator_w_numberplate #BULLET 24 40 1 alarm 0 door_lock 0 0 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 
014C: set_parked_car_generator $5185 cars_to_generate_to 0 
014B: $5188 = init_parked_car_generator #BLOODRA color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2151.0 -409.1 34.1 angle 307.2 
014C: set_parked_car_generator $5188 cars_to_generate_to 0 
014B: $5189[0] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1544.0 -1352.0 329.0 angle 95.0 
014B: $5189[1] = init_parked_car_generator #SPARROW color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1963.0 628.0 151.0 angle 182.0 
014B: $5189[2] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1681.0 705.0 31.0 angle 90.0 
014B: $5189[3] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2630.0 684.0 72.0 angle 180.0 
014B: $5189[4] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2726.0 682.0 72.0 angle 90.0 
014B: $5189[5] = init_parked_car_generator #SEASPAR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2227.0 2329.0 8.0 angle 180.0 
014B: $5189[6] = init_parked_car_generator #CARGOBOB color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2619.0 2721.0 37.0 angle 90.0 
014B: $5189[7] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2092.0 2415.0 75.0 angle 260.0 
014B: $5189[8] = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 292.0 2542.0 16.0 angle 180.0 
014B: $5189[9] = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1286.0 501.5 18.0 angle 270.0 
014B: $5189[10] = init_parked_car_generator #SKIMMER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -959.0813 2629.206 43.229 angle 110.0 
014B: $5189[11] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at 273.0045 -1876.038 5.2935 angle 271.51 
014B: $5189[12] = init_parked_car_generator #POLMAV color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1561.864 -1701.953 27.948 angle 0.0015 
014B: $5189[13] = init_parked_car_generator #SKIMMER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -637.1 1811.953 1.7 angle 180.0015 
014B: $5189[14] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $5189[15] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1363.004 -484.0377 13.9 angle 200.51 
014B: $5189[16] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1180.864 -351.9529 13.948 angle 0.0015 
014B: $5189[17] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $5189[18] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $5189[19] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $5189[20] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $5189[21] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $5189[22] = init_parked_car_generator #LEVIATHN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $5189[23] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $5189[24] = init_parked_car_generator #RUSTLER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $5189[25] = init_parked_car_generator #HUNTER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1608.724 286.14 6.22 angle 55.0015 
014B: $5189[27] = init_parked_car_generator #BEAGLE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014B: $5179 = init_parked_car_generator #RHINO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 277.55 1989.35 17.21 angle 270.0 
014B: $5180 = init_parked_car_generator #RHINO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 281.23 2022.33 17.21 angle 270.0 
014B: $5181 = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 307.35 1990.25 17.21 angle 320.0 
014B: $5182 = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 307.35 2031.36 17.21 angle 320.0 
014C: set_parked_car_generator $5179 cars_to_generate_to 0 
014C: set_parked_car_generator $5180 cars_to_generate_to 0 
014C: set_parked_car_generator $5181 cars_to_generate_to 0 
014C: set_parked_car_generator $5182 cars_to_generate_to 0 
014C: set_parked_car_generator $5189[0] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[1] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[2] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[3] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[4] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[5] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[6] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[7] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[8] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[9] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[10] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[11] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[12] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[13] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[14] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[15] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[16] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[17] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[18] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[19] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[20] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[21] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[22] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[23] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[24] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[25] cars_to_generate_to 0 
014C: set_parked_car_generator $5189[27] cars_to_generate_to 0 
014B: $5217[0] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $5217[1] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1363.004 -484.0377 13.9 angle 200.51 
014B: $5217[2] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1180.864 -351.9529 13.948 angle 0.0015 
014B: $5217[3] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $5217[4] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $5217[5] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $5217[6] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $5217[7] = init_parked_car_generator #MAVERICK color -1 -1 1 alarm 0 door_lock 0 100 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $5217[8] = init_parked_car_generator #LEVIATHN color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $5217[9] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $5217[10] = init_parked_car_generator #RUSTLER color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $5217[11] = init_parked_car_generator #BEAGLE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014C: set_parked_car_generator $5217[0] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[1] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[2] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[3] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[4] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[5] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[6] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[7] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[8] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[9] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[10] cars_to_generate_to 101 
014C: set_parked_car_generator $5217[11] cars_to_generate_to 101 
014B: $5229 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 927.7213 -1185.042 16.5 angle 123.3055 
014B: $5230 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 927.5233 -1182.365 16.5 angle 123.3055 
014B: $5231 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 926.9179 -1178.95 16.5 angle 123.3055 
014B: $5232 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 861.3535 -1240.759 14.5 angle 180.1308 
014B: $5233 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 837.7494 -1206.574 16.5 angle 153.2632 
014B: $5234 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 897.5168 -1207.991 16.5 angle 86.5989 
014B: $5235 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 736.2398 -1334.195 13.5411 angle 267.8109 
014B: $5236 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 736.9623 -1343.907 13.5197 angle 273.7721 
014C: set_parked_car_generator $5229 cars_to_generate_to 101 
014C: set_parked_car_generator $5230 cars_to_generate_to 101 
014C: set_parked_car_generator $5231 cars_to_generate_to 101 
014C: set_parked_car_generator $5232 cars_to_generate_to 101 
014C: set_parked_car_generator $5233 cars_to_generate_to 101 
014C: set_parked_car_generator $5234 cars_to_generate_to 101 
014C: set_parked_car_generator $5235 cars_to_generate_to 101 
014C: set_parked_car_generator $5236 cars_to_generate_to 101 
032B: $5237 = create_weapon_pickup #AK47 15 ammo 60 at 825.921 -1165.813 17.8936 
032B: $5238 = create_weapon_pickup #SAWNOFF 15 ammo 40 at 832.603 -1273.861 14.4833 
0213: $5239 = create_pickup #NITESTICK type 15 at 911.6486 -1235.39 17.6802 
0213: $5240 = create_pickup #SNIPER type 15 at 733.4333 -1356.47 23.5229 
014B: $5244 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2408.511 -2186.024 32.89 angle 321.692 
014B: $5245 = init_parked_car_generator #MTBIKE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2407.606 -2177.092 32.89 angle 321.692 
014B: $5246 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2338.565 -1593.833 482.9451 angle 20.751 
014B: $5247 = init_parked_car_generator #CAMPER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2343.37 -1613.943 482.9757 angle 105.53 
014C: set_parked_car_generator $5244 cars_to_generate_to 101 
014C: set_parked_car_generator $5245 cars_to_generate_to 101 
014C: set_parked_car_generator $5246 cars_to_generate_to 101 
014C: set_parked_car_generator $5247 cars_to_generate_to 101 
014B: $5248 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2213.556 112.7671 34.9203 angle 88.472 
014B: $5249 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2693.386 -139.4564 3.9336 angle 90.0856 
014B: $5250 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2796.468 -94.1788 6.9875 angle 42.6945 
014B: $5251 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2206.051 701.2161 48.9453 angle 183.4174 
014B: $5252 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -810.5599 2430.363 156.9649 angle 336.533 
014B: $5253 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1693.441 432.2852 6.9914 angle 300.903 
014B: $5254 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2116.138 924.8068 85.9791 angle 94.9293 
014B: $5255 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1483.69 2614.835 58.2812 angle 337.9383 
014B: $5256 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1419.698 1947.996 10.9531 angle 6.9689 
014B: $5257 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1567.389 2691.118 10.265 angle 279.9875 
014B: $5258 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2087.367 -2519.016 29.925 angle 90.9178 
014B: $5259 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2615.317 1939.701 10.129 angle 148.1757 
014B: $5260 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1074.964 1395.418 5.303 angle 36.7673 
014B: $5261 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2615.239 -1731.225 5.9486 angle 140.8213 
014B: $5262 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1305.176 -796.6955 83.9477 angle 185.9911 
014C: set_parked_car_generator $5248 cars_to_generate_to 0 
014C: set_parked_car_generator $5249 cars_to_generate_to 0 
014C: set_parked_car_generator $5250 cars_to_generate_to 0 
014C: set_parked_car_generator $5251 cars_to_generate_to 0 
014C: set_parked_car_generator $5252 cars_to_generate_to 0 
014C: set_parked_car_generator $5253 cars_to_generate_to 0 
014C: set_parked_car_generator $5254 cars_to_generate_to 0 
014C: set_parked_car_generator $5255 cars_to_generate_to 0 
014C: set_parked_car_generator $5256 cars_to_generate_to 0 
014C: set_parked_car_generator $5257 cars_to_generate_to 0 
014C: set_parked_car_generator $5258 cars_to_generate_to 0 
014C: set_parked_car_generator $5259 cars_to_generate_to 0 
014C: set_parked_car_generator $5260 cars_to_generate_to 0 
014C: set_parked_car_generator $5261 cars_to_generate_to 0 
014C: set_parked_car_generator $5262 cars_to_generate_to 0 
014B: $5263 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2294.926 2546.978 5.9175 angle 290.9339 
014B: $5264 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 714.3436 -1488.273 0.9343 angle 270.0 
014B: $5265 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1426.412 506.8391 2.9463 angle 144.61 
014B: $5266 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1971.92 1560.665 10.9635 angle 262.615 
014B: $5267 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -535.4126 -60.8884 63.5922 angle 276.9756 
014B: $5268 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -910.27 2699.06 42.8 angle 110.8738 
014C: set_parked_car_generator $5263 cars_to_generate_to 0 
014C: set_parked_car_generator $5264 cars_to_generate_to 0 
014C: set_parked_car_generator $5265 cars_to_generate_to 0 
014C: set_parked_car_generator $5266 cars_to_generate_to 0 
014C: set_parked_car_generator $5267 cars_to_generate_to 0 
014C: set_parked_car_generator $5268 cars_to_generate_to 0 
014B: $5269 = init_parked_car_generator #SPARROW color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1291.5 -787.5 95.4555 angle 180.0 
014C: set_parked_car_generator $5269 cars_to_generate_to 0 
014B: $5270 = init_parked_car_generator #PCJ600 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 435.2751 2527.523 16.371 angle 90.0 
014C: set_parked_car_generator $5270 cars_to_generate_to 101 
0004: $5272 = 0 // integer values 
014B: $5275 = init_parked_car_generator #DUNERIDE color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1091.89 1612.63 13.0 angle 206.7583 
014C: set_parked_car_generator $5275 cars_to_generate_to 0 
014B: $5276 = init_parked_car_generator #VOODOO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1772.66 -2096.59 13.99 angle 182.7583 
014C: set_parked_car_generator $5276 cars_to_generate_to 101 
014B: $5277 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2151.303 -2440.136 29.822 angle 324.7583 
014B: $5278 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2147.038 -2443.752 29.822 angle 324.7583 
014B: $5279 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2140.979 -2448.733 29.822 angle 144.7583 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
014B: $5280 = init_parked_car_generator #RDTRAIN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2000.242 -2415.509 29.767 angle -132.0 
014B: $5281 = init_parked_car_generator #DFT30 color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1969.806 -2437.939 29.767 angle -82.5 
014B: $5282 = init_parked_car_generator #FORKLIFT color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1969.806 -2443.908 29.767 angle -19.0 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
0004: $5283 = 0 // integer values 
0004: $11009 = 0 // integer values 
0004: $5285 = 0 // integer values 
0004: $5287 = 0 // integer values 
0004: $5289 = 0 // integer values 
029B: $5290 = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0392: object $5290 toggle_in_moving_list 0 
07F7: set_object $5290 indestructible 0 
09CA: set_object $5290 immunities 1 1 1 1 1 
01C7: remove_object_from_mission_cleanup_list $5290 
029B: $5291 = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
0392: object $5291 toggle_in_moving_list 0 
07F7: set_object $5291 indestructible 0 
09CA: set_object $5291 immunities 1 1 1 1 1 
01C7: remove_object_from_mission_cleanup_list $5291 
029B: $5292 = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 16.953 
0392: object $5292 toggle_in_moving_list 0 
07F7: set_object $5292 indestructible 0 
09CA: set_object $5292 immunities 1 1 1 1 1 
01C7: remove_object_from_mission_cleanup_list $5292 
0004: $5293 = 0 // integer values 
0004: $5294 = 0 // integer values 
0004: $5345 = -1 // integer values 
0004: $5346 = -1 // integer values 
0004: $5347 = -1 // integer values 
0004: $5348 = -1 // integer values 
0005: $5349 = 0.0 // floating-point values 
004E: end_thread 

//-------------Mission 2---------------
// Originally: Intro

:INTRO
03A4: name_thread 'INTRO' 
0050: gosub @INTRO_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @INTRO_38 
0050: gosub @INTRO_8959 

:INTRO_38
0050: gosub @INTRO_8961 
004E: end_thread 

:INTRO_47
0004: $ONMISSION = 1 // integer values 
09BA: (unknown) 0 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @INTRO_129 
009A: 149@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
00A5: 148@ = create_car #COPCARLA at 0.0 0.0 0.0 
0662: write_debug_message "AA" 

:INTRO_129
004F: create_thread @A_CONT 
054C: use_GXT_table 'INTRO1' 
03F0: text_draw_toggle 1 
0001: wait 0 ms 
03E0: (unknown) 0 
0349: text_draw_style = 1 
0006: 179@ = 0 // integer values 
0006: 178@ = 0 // integer values 
05AA: 182@s = 'LOAD_01' // 8-byte strings 

:INTRO_192
00D6: if 
001B:   200 > 179@ // integer values 
004D: jump_if_false @INTRO_229 
0001: wait 0 ms 
0050: gosub @INTRO_9201 
0002: jump @INTRO_192 

:INTRO_229
0006: 178@ = 2 // integer values 
0006: 32@ = 0 // integer values 

:INTRO_243
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @INTRO_280 
0001: wait 0 ms 
0050: gosub @INTRO_9201 
0002: jump @INTRO_243 

:INTRO_280
04BB: select_interior 14 // select render area 
02E4: load_cutscene_data 'PROLOG1' 

:INTRO_295
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO_326 
0001: wait 0 ms 
0050: gosub @INTRO_9201 
0002: jump @INTRO_295 

:INTRO_326
0006: 178@ = 1 // integer values 

:INTRO_333
00D6: if 
0019:   179@ > 0 // integer values 
004D: jump_if_false @INTRO_369 
0001: wait 0 ms 
0050: gosub @INTRO_9201 
0002: jump @INTRO_333 

:INTRO_369
0006: 178@ = 0 // integer values 
0006: 181@ = 1 // integer values 
05AA: 182@s = 'LOAD_02' // 8-byte strings 
0006: 180@ = 0 // integer values 
02E7: start_cutscene 
016A: fade 0 0 ms 

:INTRO_412
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_436 
0001: wait 0 ms 
0002: jump @INTRO_412 

:INTRO_436
016A: fade 1 1000 ms 
0006: 32@ = 0 // integer values 

:INTRO_450
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO_710 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 6800 // integer values 
004D: jump_if_false @INTRO_703 
0871: init_jump_table 180@ total_jumps 3 0 @INTRO_703 jumps 0 @INTRO_549 1 @INTRO_603 2 @INTRO_657 -1 @INTRO_703 -1 @INTRO_703 -1 @INTRO_703 -1 @INTRO_703 

:INTRO_549
00D6: if 
001B:   200 > 179@ // integer values 
004D: jump_if_false @INTRO_589 
0050: gosub @INTRO_9201 
0002: jump @INTRO_703 
0002: jump @INTRO_603 

:INTRO_589
0006: 178@ = 2 // integer values 
000A: 180@ += 1 // integer values 

:INTRO_603
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @INTRO_643 
0050: gosub @INTRO_9201 
0002: jump @INTRO_703 
0002: jump @INTRO_657 

:INTRO_643
0006: 178@ = 1 // integer values 
000A: 180@ += 1 // integer values 

:INTRO_657
00D6: if 
0019:   179@ > 0 // integer values 
004D: jump_if_false @INTRO_696 
0050: gosub @INTRO_9201 
0002: jump @INTRO_703 
0002: jump @INTRO_703 

:INTRO_696
000A: 180@ += 1 // integer values 

:INTRO_703
0002: jump @INTRO_450 

:INTRO_710
016A: fade 0 0 ms 

:INTRO_716
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_740 
0001: wait 0 ms 
0002: jump @INTRO_716 

:INTRO_740
02EA: end_cutscene 
00D6: if 
056A: (unknown) 
004D: jump_if_false @INTRO_773 
04BB: select_interior 0 // select render area 
0004: $5353 = 1 // integer values 
0002: jump @INTRO_6707 

:INTRO_773
00C0: set_current_time 6 30 
01B6: set_weather 14 
04BB: select_interior 0 // select render area 
02E4: load_cutscene_data 'PROLOG3' 

:INTRO_798
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO_822 
0001: wait 0 ms 
0002: jump @INTRO_798 

:INTRO_822
0247: request_model #GWFORUM1_LAE 

:INTRO_826
00D6: if 
8248:   not model #GWFORUM1_LAE available 
004D: jump_if_false @INTRO_852 
0001: wait 0 ms 
0002: jump @INTRO_826 

:INTRO_852
0A0B: (unknown) 2493.362 -1734.295 12.3828 258.7583 
0395: clear_area 1 at 2482.582 -1729.642 12.3906 range 500.0 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:INTRO_907
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO_937 
0001: wait 0 ms 
00C0: set_current_time 6 30 
0002: jump @INTRO_907 

:INTRO_937
016A: fade 0 0 ms 

:INTRO_943
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_967 
0001: wait 0 ms 
0002: jump @INTRO_943 

:INTRO_967
02EA: end_cutscene 
0249: release_model #GWFORUM1_LAE 
00D6: if 
056A: (unknown) 
004D: jump_if_false @INTRO_1000 
0004: $5353 = 1 // integer values 
0002: jump @INTRO_6707 

:INTRO_1000
0247: request_model #COPCARLA 
0247: request_model #FREIGHT 
0247: request_model #FREIFLAT 
0247: request_model #BMX 
0247: request_model #GANGSHOPS4_LAE2 
0247: request_model #CE_HILLSEAST06 
0247: request_model #CUNTEGROUND23 
0247: request_model #HILLSEAST05_LAE 
023C: request_special_actor 'TENPEN' as 1 
023C: request_special_actor 'PULASKI' as 2 
023C: request_special_actor 'HERN' as 3 
07C0: load_path 706 
07C0: load_path 707 

:INTRO_1085
00D6: if or
8248:   not model #COPCARLA available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #BMX available 
87C1:   not path 706 available 
87C1:   not path 707 available 
004D: jump_if_false @INTRO_1137 
0001: wait 0 ms 
0002: jump @INTRO_1085 

:INTRO_1137
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @INTRO_1171 
0001: wait 0 ms 
0002: jump @INTRO_1137 

:INTRO_1171
00D6: if or
8248:   not model #GANGSHOPS4_LAE2 available 
8248:   not model #CE_HILLSEAST06 available 
8248:   not model #CUNTEGROUND23 available 
8248:   not model #HILLSEAST05_LAE available 
004D: jump_if_false @INTRO_1209 
0001: wait 0 ms 
0002: jump @INTRO_1171 

:INTRO_1209
04E4: unknown_refresh_game_renderer_at 2431.609 -1254.061 
03CB: set_camera 2358.656 -1246.348 28.7884 
0952: (unknown) 10 
0006: 38@ = 0 // integer values 

:INTRO_1249
00D6: if 
8039:   not  38@ == 2 // integer values 
004D: jump_if_false @INTRO_1283 
0001: wait 0 ms 
0953: (unknown) 38@ 
0002: jump @INTRO_1249 

:INTRO_1283
00D6: if 
09C8: (unknown) 
004D: jump_if_false @INTRO_2113 
0006: 93@ = 0 // integer values 
05AA: 95@s = 'PRO@24' // 8-byte strings 
0006: 43@ = 3050 // integer values 
0006: 68@ = 0 // integer values 
05AA: 97@s = 'PRO@25' // 8-byte strings 
0006: 44@ = 2530 // integer values 
0006: 69@ = 3150 // integer values 
05AA: 99@s = 'PRO@26' // 8-byte strings 
0006: 45@ = 1600 // integer values 
0006: 70@ = 6000 // integer values 
05AA: 101@s = 'PRO@49' // 8-byte strings 
0006: 46@ = 1530 // integer values 
0006: 71@ = 9190 // integer values 
05AA: 103@s = 'PRO@27' // 8-byte strings 
0006: 47@ = 5510 // integer values 
0006: 72@ = 10810 // integer values 
05AA: 105@s = 'PRO@28' // 8-byte strings 
0006: 48@ = 2560 // integer values 
0006: 73@ = 16600 // integer values 
05AA: 107@s = 'PRO@29' // 8-byte strings 
0006: 49@ = 1350 // integer values 
0006: 74@ = 21000 // integer values 
05AA: 109@s = 'PRO@30' // 8-byte strings 
0006: 50@ = 3760 // integer values 
0006: 75@ = 23500 // integer values 
05AA: 111@s = 'PRO@30B' // 8-byte strings 
0006: 51@ = 2450 // integer values 
0085: 76@ = 75@ // integer values and handles 
005A: 76@ += 50@ // integer values 
05AA: 113@s = 'PRO@31' // 8-byte strings 
0006: 52@ = 3620 // integer values 
0006: 77@ = 30700 // integer values 
05AA: 115@s = 'PRO@33' // 8-byte strings 
0006: 53@ = 1440 // integer values 
0006: 78@ = 35000 // integer values 
05AA: 117@s = 'PRO@32' // 8-byte strings 
0006: 54@ = 1739 // integer values 
0006: 79@ = 36750 // integer values 
05AA: 119@s = 'PRO@34' // 8-byte strings 
0006: 55@ = 2450 // integer values 
0085: 80@ = 79@ // integer values and handles 
005A: 80@ += 54@ // integer values 
05AA: 121@s = 'PRO@35' // 8-byte strings 
0006: 56@ = 971 // integer values 
0085: 81@ = 80@ // integer values and handles 
005A: 81@ += 55@ // integer values 
05AA: 123@s = 'PRO@36' // 8-byte strings 
0006: 57@ = 1320 // integer values 
0085: 82@ = 81@ // integer values and handles 
005A: 82@ += 56@ // integer values 
05AA: 125@s = 'PRO@37' // 8-byte strings 
0006: 58@ = 1342 // integer values 
0085: 83@ = 82@ // integer values and handles 
005A: 83@ += 57@ // integer values 
05AA: 127@s = 'PRO@38' // 8-byte strings 
0006: 59@ = 1747 // integer values 
0085: 84@ = 83@ // integer values and handles 
005A: 84@ += 58@ // integer values 
05AA: 129@s = 'PRO@40' // 8-byte strings 
0006: 60@ = 2355 // integer values 
0006: 85@ = 46700 // integer values 
05AA: 131@s = 'PRO@41' // 8-byte strings 
0006: 61@ = 4400 // integer values 
0006: 86@ = 49500 // integer values 
05AA: 133@s = 'PRO@43' // 8-byte strings 
0006: 62@ = 3111 // integer values 
0006: 87@ = 55900 // integer values 
05AA: 135@s = 'PRO@44' // 8-byte strings 
0006: 63@ = 3400 // integer values 
0006: 88@ = 59500 // integer values 
05AA: 137@s = 'PRO@45' // 8-byte strings 
0006: 64@ = 1180 // integer values 
0085: 89@ = 88@ // integer values and handles 
005A: 89@ += 63@ // integer values 
05AA: 139@s = 'PRO@47' // 8-byte strings 
0006: 65@ = 1700 // integer values 
0085: 90@ = 89@ // integer values and handles 
005A: 90@ += 64@ // integer values 
05AA: 141@s = 'PRO@46' // 8-byte strings 
0006: 66@ = 2500 // integer values 
0085: 91@ = 90@ // integer values and handles 
005A: 91@ += 65@ // integer values 
0002: jump @INTRO_2120 

:INTRO_2113
0006: 93@ = 25 // integer values 

:INTRO_2120
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D7: toggle_train_traffic 0 
0006: 37@ = 0 // integer values 
00A5: 35@ = create_car #COPCARLA at 2431.609 -1254.061 22.8303 
0175: set_car 35@ z_angle_to 89.5453 
067F: set_car 35@ headlights 2 
0430: put_actor $PLAYER_ACTOR into_vehicle 35@ passenger_seat 2 
0129: 41@ = create_actor 23 #SPECIAL02 in_car 35@ driverseat 
01C8: 40@ = create_actor 23 #SPECIAL01 in_car 35@ passenger_seat 0 
01C8: 42@ = create_actor 23 #SPECIAL03 in_car 35@ passenger_seat 1 
015F: set_camera_position 2358.656 -1246.348 28.7884 0.0 0.0 0.0 
0160: point_camera 2359.521 -1246.843 28.7047 2 
00C0: set_current_time 6 30 
01B6: set_weather 14 
022B: create_forbidden_for_peds_cube 2380.682 -1274.528 22.0 2375.945 -1239.356 26.0 
022B: create_forbidden_for_peds_cube 2358.383 -1372.666 22.0 2382.969 -1379.457 25.0 
022B: create_forbidden_for_peds_cube 2151.602 -1380.375 22.0 2184.704 -1374.71 26.0 
022B: create_forbidden_for_peds_cube 2180.731 -1286.328 22.0 2153.527 -1315.797 26.0 
0006: 32@ = 0 // integer values 

:INTRO_2434
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @INTRO_2464 
0001: wait 0 ms 
0002: jump @INTRO_2434 

:INTRO_2464
016A: fade 1 500 ms 
02A3: toggle_widescreen 1 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @INTRO_2517 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @INTRO_2517 
05EB: assign_vehicle 35@ to_path 706 
0954: (unknown) 

:INTRO_2517
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTRO_2540 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:INTRO_2540
06D8: 36@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1 
06DC: set_train 36@ acc 0.0 
06DD: set_train 36@ speed 0.0 
0005: $TEMPVAR_FLOAT_1 = 2373.105 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -1281.969 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 22.833 // floating-point values 
0005: $TEMPVAR_ANGLE = 0.0 // floating-point values 
0007: 152@ = 2478.559 // floating-point values 
0007: 153@ = -1258.541 // floating-point values 
0007: 154@ = 27.5958 // floating-point values 
0050: gosub @INTRO_5867 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0004: $5353 = 2 // integer values 

:INTRO_2682
0001: wait 0 ms 
00C0: set_current_time 6 30 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @INTRO_5860 
0871: init_jump_table 37@ total_jumps 6 0 @INTRO_3228 jumps 0 @INTRO_2771 1 @INTRO_2805 2 @INTRO_2874 3 @INTRO_2911 4 @INTRO_3030 5 @INTRO_3078 -1 @INTRO_3228 

:INTRO_2771
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_2791 
0002: jump @INTRO_3228 

:INTRO_2791
0707: start_scene_skip_to @INTRO_3132 
000A: 37@ += 1 // integer values 

:INTRO_2805
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @INTRO_2831 
0002: jump @INTRO_3228 

:INTRO_2831
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @INTRO_2867 
06DC: set_train 36@ acc 9.0 
06DD: set_train 36@ speed 9.0 

:INTRO_2867
000A: 37@ += 1 // integer values 

:INTRO_2874
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @INTRO_2897 
0002: jump @INTRO_3228 

:INTRO_2897
0006: 32@ = 0 // integer values 
000A: 37@ += 1 // integer values 

:INTRO_2911
00D6: if 
001B:   13000 > 32@ // integer values 
004D: jump_if_false @INTRO_2937 
0002: jump @INTRO_3228 

:INTRO_2937
0006: 32@ = 0 // integer values 
05EB: assign_vehicle 35@ to_path 707 
099A: set_car 35@ collision_detection 0 
0395: clear_area 1 at 2246.508 -1263.087 22.9531 range 500.0 
00A5: $60 = create_car #BMX at 2246.508 -1263.087 22.9531 
0175: set_car $60 z_angle_to 285.0 
0006: 145@ = 1 // integer values 
000A: 37@ += 1 // integer values 

:INTRO_3030
00D6: if 
001B:   26800 > 32@ // integer values 
004D: jump_if_false @INTRO_3056 
0002: jump @INTRO_3228 

:INTRO_3056
0622: AS_actor $PLAYER_ACTOR bail_car 35@ 
000A: 37@ += 1 // integer values 
0002: jump @INTRO_3228 

:INTRO_3078
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @INTRO_3101 
0002: jump @INTRO_3228 

:INTRO_3101
05D3: AS_actor $PLAYER_ACTOR go_to_point 2239.33 -1261.94 22.9375 speed 4 -2 ms 
0004: $5353 = 0 // integer values 

:INTRO_3132
0701: end_scene_skip 
00D6: if 
0038:   $5353 == 2 // integer values 
004D: jump_if_false @INTRO_3159 
0002: jump @INTRO_6707 

:INTRO_3159
0955: (unknown) 
06D9: (unknown) 
06D7: toggle_train_traffic 1 
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
00A6: destroy_car 35@ 
0004: $5353 = 3 // integer values 
0002: jump @INTRO_5968 

:INTRO_3228
0871: init_jump_table 39@ total_jumps 16 0 @INTRO_5047 jumps 0 @INTRO_3356 1 @INTRO_3473 2 @INTRO_3590 3 @INTRO_3707 4 @INTRO_3809 5 @INTRO_3895 6 @INTRO_4012 
0872: jump_table_jumps 7 @INTRO_4100 8 @INTRO_4219 9 @INTRO_4307 10 @INTRO_4426 11 @INTRO_4545 12 @INTRO_4633 13 @INTRO_4752 14 @INTRO_4840 15 @INTRO_4928 

:INTRO_3356
00D6: if 
001B:   1500 > 33@ // integer values 
004D: jump_if_false @INTRO_3382 
0002: jump @INTRO_5047 

:INTRO_3382
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2358.656 -1246.348 28.7884 position_to 2358.656 -1246.348 28.7884 7000 ms unknown 1 
0920: point_camera 2359.521 -1246.843 28.7047 transverse_to 2359.276 -1247.128 28.7047 7000 ms unknown 1 
000A: 39@ += 1 // integer values 

:INTRO_3473
00D6: if 
001B:   5500 > 33@ // integer values 
004D: jump_if_false @INTRO_3499 
0002: jump @INTRO_5047 

:INTRO_3499
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2362.03 -1288.5 23.8624 position_to 2362.03 -1288.5 23.8624 5500 ms unknown 1 
0920: point_camera 2362.592 -1287.676 23.9326 transverse_to 2362.047 -1289.497 23.932 5500 ms unknown 1 
000A: 39@ += 1 // integer values 

:INTRO_3590
00D6: if 
001B:   9500 > 33@ // integer values 
004D: jump_if_false @INTRO_3616 
0002: jump @INTRO_5047 

:INTRO_3616
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2377.163 -1308.247 23.6193 position_to 2380.673 -1390.424 24.0771 6800 ms unknown 0 
0920: point_camera 2376.469 -1307.534 23.7249 transverse_to 2379.811 -1389.922 24.1388 6800 ms unknown 0 
000A: 39@ += 1 // integer values 

:INTRO_3707
00D6: if 
001B:   16200 > 33@ // integer values 
004D: jump_if_false @INTRO_3733 
0002: jump @INTRO_5047 

:INTRO_3733
0249: release_model #GANGSHOPS4_LAE2 
0249: release_model #CE_HILLSEAST06 
0249: release_model #CUNTEGROUND23 
0249: release_model #HILLSEAST05_LAE 
015F: set_camera_position 2316.988 -1378.123 23.3054 0.0 0.0 0.0 
0160: point_camera 2317.908 -1378.489 23.4404 2 
0925: (unknown) 
000A: 39@ += 1 // integer values 

:INTRO_3809
00D6: if 
001B:   20500 > 33@ // integer values 
004D: jump_if_false @INTRO_3835 
0002: jump @INTRO_5047 

:INTRO_3835
015F: set_camera_position 2271.75 -1396.443 36.7292 0.0 0.0 0.0 
0160: point_camera 2272.475 -1395.894 36.3149 2 
0925: (unknown) 
000A: 39@ += 1 // integer values 

:INTRO_3895
00D6: if 
001B:   32300 > 33@ // integer values 
004D: jump_if_false @INTRO_3921 
0002: jump @INTRO_5047 

:INTRO_3921
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2305.536 -1384.754 23.2002 position_to 2303.521 -1384.387 23.0641 5700 ms unknown 0 
0920: point_camera 2304.708 -1384.193 23.1803 transverse_to 2302.728 -1383.861 23.3722 5700 ms unknown 0 
000A: 39@ += 1 // integer values 

:INTRO_4012
00D6: if 
001B:   37589 > 33@ // integer values 
004D: jump_if_false @INTRO_4040 
0002: jump @INTRO_5047 

:INTRO_4040
015F: set_camera_position 2265.254 -1388.59 23.4001 0.0 0.0 0.0 
0160: point_camera 2266.164 -1388.202 23.4001 2 
0925: (unknown) 
000A: 39@ += 1 // integer values 

:INTRO_4100
00D6: if 
001B:   38500 > 33@ // integer values 
004D: jump_if_false @INTRO_4128 
0002: jump @INTRO_5047 

:INTRO_4128
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2265.254 -1388.59 23.4001 position_to 2246.91 -1388.59 23.4001 7500 ms unknown 1 
0920: point_camera 2266.164 -1388.202 23.4001 transverse_to 2245.935 -1388.424 23.4001 7500 ms unknown 1 
000A: 39@ += 1 // integer values 

:INTRO_4219
00D6: if 
001B:   46000 > 33@ // integer values 
004D: jump_if_false @INTRO_4247 
0002: jump @INTRO_5047 

:INTRO_4247
015F: set_camera_position 2163.084 -1387.757 23.8438 0.0 0.0 0.0 
0160: point_camera 2163.946 -1387.268 23.9785 2 
0925: (unknown) 
000A: 39@ += 1 // integer values 

:INTRO_4307
00D6: if 
001B:   48000 > 33@ // integer values 
004D: jump_if_false @INTRO_4335 
0002: jump @INTRO_5047 

:INTRO_4335
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2163.084 -1387.757 23.8438 position_to 2163.084 -1387.757 23.8438 5000 ms unknown 1 
0920: point_camera 2163.946 -1387.268 23.9785 transverse_to 2163.423 -1386.826 23.9785 5000 ms unknown 1 
000A: 39@ += 1 // integer values 

:INTRO_4426
00D6: if 
001B:   53000 > 33@ // integer values 
004D: jump_if_false @INTRO_4454 
0002: jump @INTRO_5047 

:INTRO_4454
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2156.551 -1292.082 39.2814 position_to 2156.974 -1288.564 36.9331 4000 ms unknown 1 
0920: point_camera 2157.025 -1292.67 38.6264 transverse_to 2157.626 -1289.084 36.382 4000 ms unknown 1 
000A: 39@ += 1 // integer values 

:INTRO_4545
00D6: if 
001B:   57000 > 33@ // integer values 
004D: jump_if_false @INTRO_4573 
0002: jump @INTRO_5047 

:INTRO_4573
015F: set_camera_position 2176.373 -1252.758 23.4951 0.0 0.0 0.0 
0160: point_camera 2176.118 -1253.725 23.5115 2 
0925: (unknown) 
000A: 39@ += 1 // integer values 

:INTRO_4633
00D6: if 
001B:   59200 > 33@ // integer values 
004D: jump_if_false @INTRO_4661 
0002: jump @INTRO_5047 

:INTRO_4661
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2176.373 -1252.758 23.4951 position_to 2176.373 -1252.758 23.4951 2500 ms unknown 1 
0920: point_camera 2176.118 -1253.725 23.5115 transverse_to 2177.079 -1253.466 23.5115 2500 ms unknown 1 
000A: 39@ += 1 // integer values 

:INTRO_4752
00D6: if 
001B:   61400 > 33@ // integer values 
004D: jump_if_false @INTRO_4780 
0002: jump @INTRO_5047 

:INTRO_4780
015F: set_camera_position 2212.582 -1262.756 25.8688 0.0 0.0 0.0 
0160: point_camera 2211.681 -1262.393 25.633 2 
0925: (unknown) 
000A: 39@ += 1 // integer values 

:INTRO_4840
00D6: if 
001B:   63000 > 33@ // integer values 
004D: jump_if_false @INTRO_4868 
0002: jump @INTRO_5047 

:INTRO_4868
015F: set_camera_position 2210.418 -1263.121 23.1607 0.0 0.0 0.0 
0160: point_camera 2211.399 -1262.981 23.2985 2 
0925: (unknown) 
000A: 39@ += 1 // integer values 

:INTRO_4928
00D6: if 
001B:   64000 > 33@ // integer values 
004D: jump_if_false @INTRO_4956 
0002: jump @INTRO_5047 

:INTRO_4956
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2210.418 -1263.121 23.1607 position_to 2217.615 -1262.761 24.45 6500 ms unknown 1 
0920: point_camera 2211.399 -1262.981 23.2985 transverse_to 2218.606 -1262.886 24.4112 6500 ms unknown 1 
000A: 39@ += 1 // integer values 

:INTRO_5047
00D6: if 
001B:   24 > 93@ // integer values 
004D: jump_if_false @INTRO_5241 
0871: init_jump_table 94@ total_jumps 2 0 @INTRO_5241 jumps 0 @INTRO_5163 1 @INTRO_5128 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 

:INTRO_5128
00D6: if 
001D:   146@ > 33@ // integer values 
004D: jump_if_false @INTRO_5154 
0002: jump @INTRO_5241 

:INTRO_5154
00BE: text_clear_all 
000E: 94@ -= 1 // integer values 

:INTRO_5163
00D6: if 
001D:   68@(93@,25i) > 33@ // integer values 
004D: jump_if_false @INTRO_5193 
0002: jump @INTRO_5241 

:INTRO_5193
00BC: text_highpriority 95@(93@,25s) 12000 ms 1 
0085: 146@ = 33@ // integer values and handles 
005A: 146@ += 43@(93@,25i) // integer values 
000A: 93@ += 1 // integer values 
000A: 94@ += 1 // integer values 

:INTRO_5241
0871: init_jump_table 147@ total_jumps 5 0 @INTRO_5860 jumps 0 @INTRO_5304 1 @INTRO_5414 2 @INTRO_5524 3 @INTRO_5636 4 @INTRO_5748 -1 @INTRO_5860 -1 @INTRO_5860 

:INTRO_5304
00D6: if 
001B:   8500 > 33@ // integer values 
004D: jump_if_false @INTRO_5330 
0002: jump @INTRO_5860 

:INTRO_5330
0005: $TEMPVAR_FLOAT_1 = 2345.452 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -1303.926 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 22.9955 // floating-point values 
0005: $TEMPVAR_ANGLE = 270.0 // floating-point values 
0007: 152@ = 2368.436 // floating-point values 
0007: 153@ = -1202.752 // floating-point values 
0007: 154@ = 26.4297 // floating-point values 
0050: gosub @INTRO_5867 
000A: 147@ += 1 // integer values 

:INTRO_5414
00D6: if 
001B:   15000 > 33@ // integer values 
004D: jump_if_false @INTRO_5440 
0002: jump @INTRO_5860 

:INTRO_5440
0005: $TEMPVAR_FLOAT_1 = 2346.383 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -1420.555 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 22.8281 // floating-point values 
0005: $TEMPVAR_ANGLE = 0.0 // floating-point values 
0007: 152@ = 2387.488 // floating-point values 
0007: 153@ = -1409.537 // floating-point values 
0007: 154@ = 22.8359 // floating-point values 
0050: gosub @INTRO_5867 
000A: 147@ += 1 // integer values 

:INTRO_5524
00D6: if 
001B:   40000 > 33@ // integer values 
004D: jump_if_false @INTRO_5552 
0002: jump @INTRO_5860 

:INTRO_5552
0005: $TEMPVAR_FLOAT_1 = 2215.088 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -1417.086 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 22.8281 // floating-point values 
0005: $TEMPVAR_ANGLE = 0.0 // floating-point values 
0007: 152@ = 2255.444 // floating-point values 
0007: 153@ = -1302.8 // floating-point values 
0007: 154@ = 22.8402 // floating-point values 
0050: gosub @INTRO_5867 
000A: 147@ += 1 // integer values 

:INTRO_5636
00D6: if 
001B:   48000 > 33@ // integer values 
004D: jump_if_false @INTRO_5664 
0002: jump @INTRO_5860 

:INTRO_5664
0005: $TEMPVAR_FLOAT_1 = 2165.042 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -1353.055 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 22.8281 // floating-point values 
0005: $TEMPVAR_ANGLE = 180.0 // floating-point values 
0007: 152@ = 2130.579 // floating-point values 
0007: 153@ = -1381.478 // floating-point values 
0007: 154@ = 22.8281 // floating-point values 
0050: gosub @INTRO_5867 
000A: 147@ += 1 // integer values 

:INTRO_5748
00D6: if 
001B:   52000 > 33@ // integer values 
004D: jump_if_false @INTRO_5776 
0002: jump @INTRO_5860 

:INTRO_5776
0005: $TEMPVAR_FLOAT_1 = 2201.352 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -1298.164 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 22.8303 // floating-point values 
0005: $TEMPVAR_ANGLE = 90.0 // floating-point values 
0007: 152@ = 2121.089 // floating-point values 
0007: 153@ = -1298.57 // floating-point values 
0007: 154@ = 22.817 // floating-point values 
0050: gosub @INTRO_5867 
000A: 147@ += 1 // integer values 

:INTRO_5860
0002: jump @INTRO_2682 

:INTRO_5867
09B2: (unknown) 1 150@ 151@ 
00D6: if 
8039:   not  150@ == -1 // integer values 
004D: jump_if_false @INTRO_5966 
01C2: remove_references_to_actor 149@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 148@ // Like turning a car into any random car 
00A5: 148@ = create_car 150@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 148@ z_angle_to $TEMPVAR_ANGLE 
0560: 148@ = create_random_driver_in_car 149@ 
05D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.0 0 0 0 

:INTRO_5966
0051: return 

:INTRO_5968
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
05AA: 164@s = 'VO_AA' // 8-byte strings 
04AF: 157@ = unknown_wav_reference 43200 
05AA: 166@s = 'VO_AB' // 8-byte strings 
04AF: 158@ = unknown_wav_reference 43201 
05AA: 168@s = 'VO_AC' // 8-byte strings 
04AF: 159@ = unknown_wav_reference 43202 
05AA: 170@s = 'VO_AD' // 8-byte strings 
04AF: 160@ = unknown_wav_reference 43203 
05AA: 172@s = 'VO_AE' // 8-byte strings 
04AF: 161@ = unknown_wav_reference 43204 
05AA: 174@s = 'VO_AF' // 8-byte strings 
04AF: 162@ = unknown_wav_reference 43205 
05AA: 176@s = 'VO_AG' // 8-byte strings 
04AF: 163@ = unknown_wav_reference 43206 
02EB: restore_camera_with_jumpcut 
0925: (unknown) 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2217.615 -1262.761 24.45 position_to 2238.641 -1261.329 24.6289 13500 ms unknown 0 
0920: point_camera 2218.606 -1262.886 24.4112 transverse_to 2239.602 -1261.589 24.54 13500 ms unknown 0 
099C: jiggle_camera type 1 duration 20000.0 intensity 3.0 
0006: 39@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0707: start_scene_skip_to @INTRO_6658 

:INTRO_6273
0001: wait 0 ms 
0871: init_jump_table 155@ total_jumps 2 0 @INTRO_6469 jumps 0 @INTRO_6340 1 @INTRO_6429 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 

:INTRO_6340
00D6: if 
001B:   5 > 156@ // integer values 
004D: jump_if_false @INTRO_6415 
008A: $1276 = 157@(156@,7i) // integer values and handles 
05A9: s$1281 = 164@(156@,7s) // 8-byte strings 
004F: create_thread @A_ALAP 1 100 
000A: 156@ += 1 // integer values 
000A: 155@ += 1 // integer values 
0002: jump @INTRO_6429 

:INTRO_6415
0006: 155@ = -1 // integer values 
0002: jump @INTRO_6469 

:INTRO_6429
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @INTRO_6469 
000E: 155@ -= 1 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:INTRO_6469
0871: init_jump_table 39@ total_jumps 2 0 @INTRO_6700 jumps 0 @INTRO_6532 1 @INTRO_6632 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 

:INTRO_6532
00D6: if 
0019:   32@ > 13500 // integer values 
004D: jump_if_false @INTRO_6625 
015F: set_camera_position 2238.641 -1261.329 24.6289 0.0 0.0 0.0 
0160: point_camera 2239.602 -1261.589 24.54 2 
0925: (unknown) 
099C: jiggle_camera type 1 duration 2500.0 intensity 3.0 
000A: 39@ += 1 // integer values 

:INTRO_6625
0002: jump @INTRO_6700 

:INTRO_6632
00D6: if 
0019:   32@ > 16000 // integer values 
004D: jump_if_false @INTRO_6700 
0004: $5353 = 0 // integer values 

:INTRO_6658
0701: end_scene_skip 
00D6: if 
0038:   $5353 == 0 // integer values 
004D: jump_if_false @INTRO_6693 
0925: (unknown) 
015A: restore_camera 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:INTRO_6693
0002: jump @INTRO_6707 

:INTRO_6700
0002: jump @INTRO_6273 

:INTRO_6707
0871: init_jump_table $5353 total_jumps 4 0 @INTRO_7240 jumps 0 @INTRO_6770 1 @INTRO_6787 2 @INTRO_6787 3 @INTRO_6787 -1 @INTRO_7240 -1 @INTRO_7240 -1 @INTRO_7240 

:INTRO_6770
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0002: jump @INTRO_7240 

:INTRO_6787
016A: fade 0 0 ms 

:INTRO_6793
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_6817 
0001: wait 0 ms 
0002: jump @INTRO_6793 

:INTRO_6817
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00C0: set_current_time 6 30 
01B6: set_weather 14 
0792: (unknown) $PLAYER_ACTOR 
0A0B: (unknown) 2239.367 -1261.939 22.9375 272.5814 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_6907 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375 
0002: jump @INTRO_6927 

:INTRO_6907
00A1: put_actor $PLAYER_ACTOR at 2239.367 -1261.939 22.9375 

:INTRO_6927
0173: set_actor $PLAYER_ACTOR z_angle_to 272.5814 
00D6: if 
0038:   $5353 == 2 // integer values 
004D: jump_if_false @INTRO_7031 
0955: (unknown) 
06D9: (unknown) 
06D7: toggle_train_traffic 1 
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
00A6: destroy_car 35@ 
0249: release_model #GANGSHOPS4_LAE2 
0249: release_model #CE_HILLSEAST06 
0249: release_model #CUNTEGROUND23 
0249: release_model #HILLSEAST05_LAE 
0687: clear_actor_task $PLAYER_ACTOR 

:INTRO_7031
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @INTRO_7145 
0247: request_model #BMX 

:INTRO_7054
00D6: if 
8248:   not model #BMX available 
004D: jump_if_false @INTRO_7081 
0001: wait 0 ms 
0002: jump @INTRO_7054 

:INTRO_7081
0395: clear_area 1 at 2246.508 -1263.087 22.9531 range 500.0 
00A5: $60 = create_car #BMX at 2246.508 -1263.087 22.9531 
0175: set_car $60 z_angle_to 285.0 
0006: 145@ = 1 // integer values 

:INTRO_7145
02EB: restore_camera_with_jumpcut 
0925: (unknown) 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
0006: 32@ = 0 // integer values 

:INTRO_7162
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @INTRO_7192 
0001: wait 0 ms 
0002: jump @INTRO_7162 

:INTRO_7192
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
016A: fade 1 1500 ms 

:INTRO_7209
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_7233 
0001: wait 0 ms 
0002: jump @INTRO_7209 

:INTRO_7233
0002: jump @INTRO_7240 

:INTRO_7240
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_7264 
0001: wait 0 ms 
0002: jump @INTRO_7240 

:INTRO_7264
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
004F: create_thread @A_TERM 
09BA: (unknown) 1 
091E: (unknown) 2380.682 -1274.528 22.0 2375.945 -1239.356 26.0 
091E: (unknown) 2358.383 -1372.666 22.0 2382.969 -1379.457 25.0 
091E: (unknown) 2151.602 -1380.375 22.0 2184.704 -1374.71 26.0 
091E: (unknown) 2180.731 -1286.328 22.0 2153.527 -1315.797 26.0 
01B7: release_weather 
03F0: text_draw_toggle 0 
0629: change_stat 181 to 4 // integer 
01B4: set_player $PLAYER_CHAR frozen_state 1 
041D: set_camera_near_clip 0.1 
04BB: select_interior 0 // select render area 
076C: set_zone 'GAN1' controlled_by_gang 1 density 10 
076C: set_zone 'GAN2' controlled_by_gang 1 density 10 
0776: init_objects_in_object_group "BARRIERS1" 
0776: init_objects_in_object_group "BARRIERS2" 
0777: destroy_objects_in_object_group "BARRIERS1" 
0777: destroy_objects_in_object_group "BARRIERS2" 
01E8: create_forbidden_for_cars_cube -2696.464 1239.866 40.7599 -2665.359 2190.96 70.8125 
01E8: create_forbidden_for_cars_cube -2740.694 2233.618 40.8431 -2720.91 2338.224 80.4822 
01E8: create_forbidden_for_cars_cube -2695.584 1237.981 40.7328 -2664.417 1454.767 60.8126 
01E8: create_forbidden_for_cars_cube -2670.173 1203.331 50.4297 -2662.66 1237.707 60.5781 
01E8: create_forbidden_for_cars_cube -995.0013 -416.2032 30.4207 -940.5399 -251.8564 40.6762 
01E8: create_forbidden_for_cars_cube -205.8387 250.7443 7.2472 -131.0039 481.8496 15.9152 
01E8: create_forbidden_for_cars_cube -100.7515 -927.8298 18.0 -68.3752 -891.9871 14.0 
01E8: create_forbidden_for_cars_cube 609.7595 327.3437 15.8783 429.8884 616.0168 20.289 
01E8: create_forbidden_for_cars_cube 317.1688 707.7672 7.0 437.5726 709.0657 20.5578 
01E8: create_forbidden_for_cars_cube 391.1194 640.015 7.0 402.2627 664.798 18.5098 
01E8: create_forbidden_for_cars_cube 289.2904 636.3991 7.8675 409.4943 702.3849 20.0345 
01E8: create_forbidden_for_cars_cube 300.3153 718.7909 7.7846 316.7906 781.0926 14.0795 
01E8: create_forbidden_for_cars_cube 254.9982 837.029 10.1731 270.7453 929.2404 30.2553 
01E8: create_forbidden_for_cars_cube 210.7811 939.2068 10.9062 249.4799 959.1111 30.2141 
01E8: create_forbidden_for_cars_cube 230.4545 946.0961 20.6674 255.9772 969.2755 30.4776 
01E8: create_forbidden_for_cars_cube 249.4279 899.7975 10.5871 268.6826 933.5995 30.3975 
01E8: create_forbidden_for_cars_cube 312.1081 694.1089 6.0 324.0811 733.0005 10.0 
01E8: create_forbidden_for_cars_cube 324.4526 804.9198 9.6186 332.8747 814.356 14.3925 
01E8: create_forbidden_for_cars_cube 1690.819 376.5103 28.1103 1730.223 445.2955 30.8414 
01E8: create_forbidden_for_cars_cube 1643.536 227.3723 27.4457 1673.062 295.5788 30.0815 
01E8: create_forbidden_for_cars_cube 1673.765 388.1013 40.2331 1815.862 804.9291 10.0 
01E8: create_forbidden_for_cars_cube 1705.156 308.3448 20.0 1710.948 316.4094 23.5612 
01E8: create_forbidden_for_cars_cube -12.7067 -1522.455 1.0 80.8463 -1517.111 5.0 
01E8: create_forbidden_for_cars_cube -16.3392 -1532.882 0.0394 69.3401 -1523.771 5.922 
01E8: create_forbidden_for_cars_cube 618.7253 -1189.606 18.0 623.5441 -1161.981 22.0 
01E8: create_forbidden_for_cars_cube -33.4208 -1341.84 9.0 35.3764 -1303.948 13.0 
01E8: create_forbidden_for_cars_cube -41.2393 -1385.87 8.0 -3.5883 -1368.856 10.5 
01E8: create_forbidden_for_cars_cube -1690.705 539.6102 30.3278 -1100.567 1140.569 50.735 
01E8: create_forbidden_for_cars_cube -1799.54 379.7155 16.0 -1780.199 392.2779 18.0 
01E8: create_forbidden_for_cars_cube -1092.429 1286.505 30.0 -1077.038 1319.495 35.0 
01E8: create_forbidden_for_cars_cube -1860.133 314.7891 38.0 -1638.563 557.4354 40.0 
01E8: create_forbidden_for_cars_cube -1737.333 455.9431 30.3573 -1710.363 500.6261 40.4891 
01E8: create_forbidden_for_cars_cube -1689.229 513.0995 30.2597 -1679.124 524.8383 40.25 
01E8: create_forbidden_for_cars_cube -1742.906 500.7302 30.4679 -1650.312 551.8201 40.7455 
00BE: text_clear_all 
07FB: set_interior 'PDOMES' accessible 0  // Az rm kupola
07FB: set_interior 'PDOMES2' accessible 0  // Az rm kupolk
07FB: set_interior 'MADDOGS' accessible 0  // Madd Dogg krja
07FB: set_interior 'MDDOGS' accessible 0  // Madd Dogg kglije 
07FB: set_interior 'GANG' accessible 0  // Vagos banda hz
07FB: set_interior 'ABATOIR' accessible 0  // Sindacco vghd
07FB: set_interior 'LACRAK' accessible 0  // Krekk barlang
04CE: $408 = create_icon_marker_without_sphere 27 at 1043.4 -1025.3 34.4 
04CE: $414 = create_icon_marker_without_sphere 27 at 2644.252 -2028.246 12.5547 
04CE: $2588 = create_icon_marker_without_sphere 27 at -2728.5 212.2 3.4 
04CE: $2589 = create_icon_marker_without_sphere 27 at -1941.0 251.7 33.4 
04CE: $2590 = create_icon_marker_without_sphere 27 at 2382.2 1044.0 9.8 
02B9: deactivate_garage 'DHANGAR' 
00BE: text_clear_all 
0223: set_actor $PLAYER_ACTOR health_to 100 
0109: player $PLAYER_CHAR money += 350 
0330: set_player $PLAYER_CHAR infinite_run_to 0 
048F: (unknown) $PLAYER_ACTOR 
0004: $11254 = 0 // integer values 
0004: $11253 = 0 // integer values 
0004: $11255 = 0 // integer values 
0004: $11259 = 0 // integer values 
0004: $11257 = 0 // integer values 
0004: $11260 = 0 // integer values 
0004: $11261 = 0 // integer values 
0004: $11268 = 0 // integer values 
0004: $HELP_DRIVEBY_SHOWN = 0 // integer values 
0004: $HELP_BICYCLE_2_SHOWN = 0 // integer values 
0004: $120 = 0 // integer values 
0004: $HELP_CAMERA_AND_RADIO_SHOWN = 0 // integer values 
0004: $HELP_FOLLOW_ICON_SHOWN = 0 // integer values 
0006: 32@ = 0 // integer values 
0051: return 

:INTRO_8959
0051: return 

:INTRO_8961
004F: create_thread @A_TERM 
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0459: end_thread_named 'MOB_RAN' 
004F: create_thread @MOB_RAN 
0459: end_thread_named 'INTROST' 
0249: release_model #BMX 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_9045 
01C3: remove_references_to_car $60 // Like turning a car into any random car 
0164: disable_marker $61 

:INTRO_9045
0004: $ONMISSION = 0 // integer values 
0004: $MISSION_INTRO_PASSED = 1 // integer values 
00D8: mission_cleanup 
0051: return 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_9199 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @INTRO_9199 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2246.508 -1263.087 22.9531 radius 2.0 2.0 2.0 
004D: jump_if_false @INTRO_9199 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9181 
03E5: text_box 'HELP26'  // Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy ugrass a bicajjal.
0002: jump @INTRO_9192 

:INTRO_9181
03E5: text_box 'HELP21'  // Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, a biciklivel val ugratshoz.

:INTRO_9192
0006: 34@ = 1 // integer values 

:INTRO_9199
0051: return 

:INTRO_9201
0871: init_jump_table 178@ total_jumps 3 0 @INTRO_9599 jumps 0 @INTRO_9264 1 @INTRO_9271 2 @INTRO_9296 -1 @INTRO_9599 -1 @INTRO_9599 -1 @INTRO_9599 -1 @INTRO_9599 

:INTRO_9264
000A: 179@ += 10 // integer values 

:INTRO_9271
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @INTRO_9296 
000E: 179@ -= 10 // integer values 

:INTRO_9296
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @INTRO_9534 
033F: set_text_draw_letter_width_height 0.8 1.8 
0340: set_text_draw_color 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 600.0 
060D: draw_text_shadow 0 color 0 0 0 alpha 255 
033E: text_draw 320.0 180.0 'LOAD_01'  // Francis NEMZETKZI Repltr,
033F: set_text_draw_letter_width_height 0.8 1.8 
0340: set_text_draw_color 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 600.0 
060D: draw_text_shadow 0 color 0 0 0 alpha 255 
033E: text_draw 320.0 200.0 'LOAD_03'  // Liberty City,
033F: set_text_draw_letter_width_height 0.8 1.8 
0340: set_text_draw_color 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 600.0 
060D: draw_text_shadow 0 color 0 0 0 alpha 255 
033E: text_draw 320.0 220.0 'LOAD_04'  // 1992.
0002: jump @INTRO_9599 

:INTRO_9534
033F: set_text_draw_letter_width_height 0.6 1.6 
0340: set_text_draw_color 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 600.0 
060D: draw_text_shadow 1 color 0 0 0 alpha 179@ 
033E: text_draw 320.0 200.0 182@s 

:INTRO_9599
0051: return 

//-------------Mission 3---------------
// Originally: Video Game: They Crawled From Uranus

:NONE
0050: gosub @NONE_16 
0050: gosub @NONE_12441 
004E: end_thread 

:NONE_16
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'NONE' 
0001: wait 0 ms 
054C: use_GXT_table 'DUAL' 
09F5: (unknown) 1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 50.0 
03F0: text_draw_toggle 1 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_NONE' 
038F: request_texture "SHIP" as 1 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: request_texture "SHOOT" as 3 // Load dictionary with 0390 first 
038F: request_texture "LIGHT" as 4 // Load dictionary with 0390 first 
038F: request_texture "EXPLM01" as 5 // Load dictionary with 0390 first 
038F: request_texture "EXPLM02" as 6 // Load dictionary with 0390 first 
038F: request_texture "EXPLM03" as 7 // Load dictionary with 0390 first 
038F: request_texture "EXPLM04" as 8 // Load dictionary with 0390 first 
038F: request_texture "EXPLM05" as 9 // Load dictionary with 0390 first 
038F: request_texture "EXPLM06" as 10 // Load dictionary with 0390 first 
038F: request_texture "EXPLM07" as 11 // Load dictionary with 0390 first 
038F: request_texture "EXPLM08" as 12 // Load dictionary with 0390 first 
038F: request_texture "EXPLM09" as 13 // Load dictionary with 0390 first 
038F: request_texture "EXPLM10" as 14 // Load dictionary with 0390 first 
038F: request_texture "EXPLM11" as 15 // Load dictionary with 0390 first 
038F: request_texture "EXPLM12" as 16 // Load dictionary with 0390 first 
038F: request_texture "FORCE" as 17 // Load dictionary with 0390 first 
038F: request_texture "WARP" as 18 // Load dictionary with 0390 first 
038F: request_texture "THRUST" as 19 // Load dictionary with 0390 first 
038F: request_texture "SHPNORM" as 20 // Load dictionary with 0390 first 
038F: request_texture "SHPWARP" as 21 // Load dictionary with 0390 first 
038F: request_texture "SHIP2" as 22 // Load dictionary with 0390 first 
038F: request_texture "SHIP3" as 23 // Load dictionary with 0390 first 
038F: request_texture "TITLE" as 24 // Load dictionary with 0390 first 
03CF: load_wav 1829 as 4 

:NONE_403
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @NONE_429 
0001: wait 0 ms 
0002: jump @NONE_403 

:NONE_429
097A: (unknown) 0.0 0.0 0.0 1181 
0007: 34@ = 3.0 // floating-point values 
0007: 35@ = 2.0 // floating-point values 
0007: 36@ = 1.0 // floating-point values 
0007: 37@ = 0.0 // floating-point values 
0007: 38@ = -1.0 // floating-point values 
0007: 39@ = -2.0 // floating-point values 
0007: 40@ = -3.0 // floating-point values 
0007: 41@ = -2.0 // floating-point values 
0007: 42@ = -1.0 // floating-point values 
0007: 43@ = -4.0 // floating-point values 
0007: 44@ = 4.0 // floating-point values 
0007: 45@ = 3.0 // floating-point values 
0007: 46@ = 2.0 // floating-point values 
0007: 47@ = -2.0 // floating-point values 
0007: 48@ = -4.0 // floating-point values 
0007: 49@ = -6.0 // floating-point values 
0007: 50@ = -3.0 // floating-point values 
0007: 51@ = -2.0 // floating-point values 
0007: 52@ = -7.0 // floating-point values 
0007: 53@ = -6.0 // floating-point values 
0006: 54@ = 300 // integer values 
0006: 55@ = 200 // integer values 
0006: 56@ = 400 // integer values 
0006: 57@ = 600 // integer values 
0006: 58@ = 400 // integer values 
0006: 59@ = 500 // integer values 
0006: 60@ = 200 // integer values 
0006: 61@ = 300 // integer values 
0006: 62@ = 400 // integer values 
0006: 63@ = 6000 // integer values 
0007: 64@ = 2.0 // floating-point values 
0007: 65@ = 3.0 // floating-point values 
0007: 66@ = 1.0 // floating-point values 
0007: 67@ = 0.0 // floating-point values 
0007: 68@ = 1.0 // floating-point values 
0007: 69@ = 3.0 // floating-point values 
0007: 70@ = -3.0 // floating-point values 
0007: 71@ = -3.0 // floating-point values 
0007: 72@ = 2.0 // floating-point values 
0007: 73@ = -5.0 // floating-point values 
0007: 74@ = 0.0 // floating-point values 
0007: 75@ = 3.0 // floating-point values 
0007: 76@ = 4.0 // floating-point values 
0007: 77@ = 5.0 // floating-point values 
0007: 78@ = 12.0 // floating-point values 
0007: 79@ = 6.0 // floating-point values 
0007: 80@ = 3.0 // floating-point values 
0007: 81@ = 0.0 // floating-point values 
0007: 82@ = -4.0 // floating-point values 
0007: 83@ = -6.0 // floating-point values 
0006: 84@ = 100 // integer values 
0006: 85@ = 400 // integer values 
0006: 86@ = 300 // integer values 
0006: 87@ = 500 // integer values 
0006: 88@ = 400 // integer values 
0006: 89@ = 200 // integer values 
0006: 90@ = 400 // integer values 
0006: 91@ = 400 // integer values 
0006: 92@ = 400 // integer values 
0006: 93@ = 6000 // integer values 
0007: 94@ = 5.0 // floating-point values 
0007: 95@ = -3.0 // floating-point values 
0007: 96@ = 6.0 // floating-point values 
0007: 97@ = -6.0 // floating-point values 
0007: 98@ = 3.0 // floating-point values 
0007: 99@ = -3.0 // floating-point values 
0007: 100@ = 3.0 // floating-point values 
0007: 101@ = -3.0 // floating-point values 
0007: 102@ = 3.0 // floating-point values 
0007: 103@ = -6.0 // floating-point values 
0007: 104@ = 4.0 // floating-point values 
0007: 105@ = 4.0 // floating-point values 
0007: 106@ = 4.0 // floating-point values 
0007: 107@ = 4.0 // floating-point values 
0007: 108@ = 4.0 // floating-point values 
0007: 109@ = 4.0 // floating-point values 
0007: 110@ = 4.0 // floating-point values 
0007: 111@ = 4.0 // floating-point values 
0007: 112@ = 4.0 // floating-point values 
0007: 113@ = 4.0 // floating-point values 
0006: 114@ = 300 // integer values 
0006: 115@ = 300 // integer values 
0006: 116@ = 300 // integer values 
0006: 117@ = 300 // integer values 
0006: 118@ = 300 // integer values 
0006: 119@ = 300 // integer values 
0006: 120@ = 300 // integer values 
0006: 121@ = 300 // integer values 
0006: 122@ = 300 // integer values 
0006: 123@ = 300 // integer values 
0007: 124@ = 0.0 // floating-point values 
0007: 132@ = 5.0 // floating-point values 
0007: 125@ = 5.0 // floating-point values 
0007: 133@ = 5.0 // floating-point values 
0007: 126@ = 5.0 // floating-point values 
0007: 134@ = 0.0 // floating-point values 
0007: 127@ = -5.0 // floating-point values 
0007: 135@ = 0.0 // floating-point values 
0007: 128@ = -5.0 // floating-point values 
0007: 136@ = -5.0 // floating-point values 
0007: 129@ = 0.0 // floating-point values 
0007: 137@ = -5.0 // floating-point values 
0007: 130@ = 5.0 // floating-point values 
0007: 138@ = -5.0 // floating-point values 
0007: 131@ = -5.0 // floating-point values 
0007: 139@ = 5.0 // floating-point values 
05AA: 140@s = 'DUAL_0' // 8-byte strings 
05AA: 142@s = 'DUAL_1' // 8-byte strings 
05AA: 144@s = 'DUAL_2' // 8-byte strings 
05AA: 146@s = 'DUAL_3' // 8-byte strings 
05AA: 148@s = 'DUAL_4' // 8-byte strings 
05AA: 150@s = 'DUAL_5' // 8-byte strings 
05AA: 152@s = 'DUAL_6' // 8-byte strings 
05AA: 154@s = 'DUAL_7' // 8-byte strings 
05AA: 156@s = 'DUAL_8' // 8-byte strings 
05AA: 158@s = 'DUAL_9' // 8-byte strings 
05AA: 160@s = 'DUAL_AA' // 8-byte strings 
05AA: 162@s = 'DUAL_B' // 8-byte strings 
05AA: 164@s = 'DUAL_C' // 8-byte strings 
05AA: 166@s = 'DUAL_D' // 8-byte strings 
05AA: 168@s = 'DUAL_E' // 8-byte strings 
05AA: 170@s = 'DUAL_F' // 8-byte strings 
05AA: 172@s = 'DUAL_G' // 8-byte strings 
05AA: 174@s = 'DUAL_H' // 8-byte strings 
05AA: 176@s = 'DUAL_I' // 8-byte strings 
05AA: 178@s = 'DUAL_J' // 8-byte strings 
05AA: 180@s = 'DUAL_K' // 8-byte strings 
05AA: 182@s = 'DUAL_L' // 8-byte strings 
05AA: 184@s = 'DUAL_M' // 8-byte strings 
05AA: 186@s = 'DUAL_N' // 8-byte strings 
05AA: 188@s = 'DUAL_O' // 8-byte strings 
05AA: 190@s = 'DUAL_P' // 8-byte strings 
05AA: 192@s = 'DUAL_Q' // 8-byte strings 
05AA: 194@s = 'DUAL_R' // 8-byte strings 
05AA: 196@s = 'DUAL_S' // 8-byte strings 
05AA: 198@s = 'DUAL_T' // 8-byte strings 
05AA: 200@s = 'DUAL_U' // 8-byte strings 
05AA: 202@s = 'DUAL_V' // 8-byte strings 
05AA: 204@s = 'DUAL_W' // 8-byte strings 
05AA: 206@s = 'DUAL_X' // 8-byte strings 
05AA: 208@s = 'DUAL_Y' // 8-byte strings 
05AA: 210@s = 'DUAL_Z' // 8-byte strings 
05AA: 212@s = 'DUAL_FS' // 8-byte strings 
00D6: if 
0038:   $5354 == 0 // integer values 
004D: jump_if_false @NONE_2319 
0004: $5355[0] = 250000 // integer values 
0004: $5355[1] = 100000 // integer values 
0004: $5355[2] = 75000 // integer values 
0004: $5355[3] = 50000 // integer values 
0004: $5355[4] = 25000 // integer values 
0004: $5355[5] = 10000 // integer values 
0004: $5355[6] = 7500 // integer values 
0004: $5355[7] = 5000 // integer values 
0004: $5355[8] = 2500 // integer values 
0004: $5355[9] = 1000 // integer values 
05A9: s$5365[0] = 160@s // 8-byte strings 
05A9: s$5385[0] = 166@s // 8-byte strings 
05A9: s$5405[0] = 210@s // 8-byte strings 
05A9: s$5365[1] = 164@s // 8-byte strings 
05A9: s$5385[1] = 160@s // 8-byte strings 
05A9: s$5405[1] = 186@s // 8-byte strings 
05A9: s$5365[2] = 176@s // 8-byte strings 
05A9: s$5385[2] = 184@s // 8-byte strings 
05A9: s$5405[2] = 208@s // 8-byte strings 
05A9: s$5365[3] = 204@s // 8-byte strings 
05A9: s$5385[3] = 176@s // 8-byte strings 
05A9: s$5405[3] = 182@s // 8-byte strings 
05A9: s$5365[4] = 166@s // 8-byte strings 
05A9: s$5385[4] = 162@s // 8-byte strings 
05A9: s$5405[4] = 190@s // 8-byte strings 
05A9: s$5365[5] = 166@s // 8-byte strings 
05A9: s$5385[5] = 160@s // 8-byte strings 
05A9: s$5405[5] = 202@s // 8-byte strings 
05A9: s$5365[6] = 166@s // 8-byte strings 
05A9: s$5385[6] = 188@s // 8-byte strings 
05A9: s$5405[6] = 166@s // 8-byte strings 
05A9: s$5365[7] = 186@s // 8-byte strings 
05A9: s$5385[7] = 170@s // 8-byte strings 
05A9: s$5405[7] = 212@s // 8-byte strings 
05A9: s$5365[8] = 180@s // 8-byte strings 
05A9: s$5385[8] = 184@s // 8-byte strings 
05A9: s$5405[8] = 162@s // 8-byte strings 
05A9: s$5365[9] = 196@s // 8-byte strings 
05A9: s$5385[9] = 178@s // 8-byte strings 
05A9: s$5405[9] = 182@s // 8-byte strings 
0004: $5354 = 1 // integer values 

:NONE_2319
0007: 214@ = 336.4137 // floating-point values 
0007: 215@ = 58.2432 // floating-point values 
0007: 216@ = 201.225 // floating-point values 
0007: 217@ = 88.9168 // floating-point values 
0007: 218@ = 29.78 // floating-point values 
0007: 219@ = 260.0 // floating-point values 
0007: 220@ = 28.5713 // floating-point values 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 
0006: 223@ = 0 // integer values 
0006: 224@ = 0 // integer values 
016A: fade 1 0 ms 
038E: draw_box position 320.0 224.0 scale 640.0 448.0 color 0 0 0 alpha 255 
0006: 225@ = 0 // integer values 
0006: 226@ = -1 // integer values 
0006: 227@ = 0 // integer values 

:NONE_2475
0208: 290@(227@,60f) = random_float 0.0 300.0 
0208: 230@(227@,60f) = random_float 0.0 360.0 
000A: 227@ += 1 // integer values 
0029:   227@ >= 60 // integer values 
004D: jump_if_false @NONE_2475 
0007: 350@ = 8.0 // floating-point values 

:NONE_2544
0001: wait 0 ms 
038E: draw_box position 320.0 224.0 scale 640.0 448.0 color 0 0 0 alpha 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 392@ = 0 // integer values 
0494: get_joystick_data 0 422@ 423@ 424@ 424@ 
00D6: if or
00E1:   key_pressed 0 8 
001B:   -100 > 423@ // integer values 
004D: jump_if_false @NONE_2760 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @NONE_2746 
00D6: if 
0039:   225@ == 2 // integer values 
004D: jump_if_false @NONE_2701 
0006: 225@ = 1 // integer values 
097A: (unknown) 0.0 0.0 0.0 1179 
0002: jump @NONE_2746 

:NONE_2701
00D6: if 
0039:   225@ == 1 // integer values 
004D: jump_if_false @NONE_2746 
0006: 225@ = 0 // integer values 
097A: (unknown) 0.0 0.0 0.0 1179 

:NONE_2746
0006: 221@ = 1 // integer values 
0002: jump @NONE_2927 

:NONE_2760
00D6: if or
00E1:   key_pressed 0 9 
0019:   423@ > 100 // integer values 
004D: jump_if_false @NONE_2913 
00D6: if 
0039:   222@ == 0 // integer values 
004D: jump_if_false @NONE_2899 
00D6: if 
0039:   225@ == 0 // integer values 
004D: jump_if_false @NONE_2854 
0006: 225@ = 1 // integer values 
097A: (unknown) 0.0 0.0 0.0 1179 
0002: jump @NONE_2899 

:NONE_2854
00D6: if 
0039:   225@ == 1 // integer values 
004D: jump_if_false @NONE_2899 
0006: 225@ = 2 // integer values 
097A: (unknown) 0.0 0.0 0.0 1179 

:NONE_2899
0006: 222@ = 1 // integer values 
0002: jump @NONE_2920 

:NONE_2913
0006: 222@ = 0 // integer values 

:NONE_2920
0006: 221@ = 0 // integer values 

:NONE_2927
0050: gosub @NONE_12369 
00D6: if 
0039:   225@ == 0 // integer values 
004D: jump_if_false @NONE_2971 
0340: set_text_draw_color 255 0 0 255 
0002: jump @NONE_2985 

:NONE_2971
0340: set_text_draw_color 255 255 255 255 

:NONE_2985
033F: set_text_draw_letter_width_height 1.0 3.0 
033E: text_draw 320.0 250.0 'SPAC_04'  // JTK
0050: gosub @NONE_12369 
00D6: if 
0039:   225@ == 1 // integer values 
004D: jump_if_false @NONE_3062 
0340: set_text_draw_color 255 0 0 255 
0002: jump @NONE_3076 

:NONE_3062
0340: set_text_draw_color 255 255 255 255 

:NONE_3076
033F: set_text_draw_letter_width_height 1.0 3.0 
033E: text_draw 320.0 300.0 'SPAC_06'  // LEGJOBBAK
0050: gosub @NONE_12369 
00D6: if 
0039:   225@ == 2 // integer values 
004D: jump_if_false @NONE_3153 
0340: set_text_draw_color 255 0 0 255 
0002: jump @NONE_3167 

:NONE_3153
0340: set_text_draw_color 255 255 255 255 

:NONE_3167
033F: set_text_draw_letter_width_height 1.0 3.0 
033E: text_draw 320.0 350.0 'SPAC_05'  // KILPS
0006: 227@ = 0 // integer values 

:NONE_3207
0087: 425@ = 350@ // floating-point values only 
0017: 425@ /= 2.0 // floating-point values 
007B: 290@(227@,60f) += unknown_inaccurate_float_timer 425@ // floating-point 
02F7: $TEMPVAR_FLOAT_1 = sinus 230@(227@,60f) // cosine swapped with sinus 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // sinus swapped with cosine 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 320.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 224.0 // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 1.0 1.0 color 255 255 255 alpha 255 
00D6: if or
0020:   $TEMPVAR_FLOAT_1 > 640.0 // floating-point values 
0022:   0.0 > $TEMPVAR_FLOAT_1 // floating-point values 
0022:   0.0 > $TEMPVAR_FLOAT_2 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 448.0 // floating-point values 
004D: jump_if_false @NONE_3419 
0007: 290@(227@,60f) = 10.0 // floating-point values 
0208: 230@(227@,60f) = random_float 0.0 360.0 

:NONE_3419
000A: 227@ += 1 // integer values 
0029:   227@ >= 60 // integer values 
004D: jump_if_false @NONE_3207 
038D: create_texture 24 position 320.0 140.0 scale 256.0 128.0 color 220 220 220 alpha 255 
038D: create_texture 2 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @NONE_3785 
00D6: if 
0039:   223@ == 0 // integer values 
004D: jump_if_false @NONE_3778 
000A: 223@ += 1 // integer values 
097A: (unknown) 0.0 0.0 0.0 1180 
00D6: if 
0039:   225@ == 0 // integer values 
004D: jump_if_false @NONE_3707 
0002: jump @NONE_3799 

:NONE_3707
00D6: if 
0039:   225@ == 1 // integer values 
004D: jump_if_false @NONE_3732 
0002: jump @NONE_10411 

:NONE_3732
00D6: if 
0039:   225@ == 2 // integer values 
004D: jump_if_false @NONE_3778 
0391: release_txd_dictionary 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 0 0 ms 
0001: wait 0 ms 
016A: fade 1 500 ms 
0051: return 

:NONE_3778
0002: jump @NONE_3792 

:NONE_3785
0006: 223@ = 0 // integer values 

:NONE_3792
0002: jump @NONE_2544 

:NONE_3799
0007: 351@ = 90.0 // floating-point values 
0006: 227@ = 0 // integer values 

:NONE_3816
0006: 352@(227@,10i) = 0 // integer values 
0006: 362@(227@,10i) = 0 // integer values 
0006: 372@(227@,10i) = 0 // integer values 
0006: 382@(227@,10i) = 0 // integer values 
000A: 227@ += 1 // integer values 
0029:   227@ >= 10 // integer values 
004D: jump_if_false @NONE_3816 
0006: 392@ = 0 // integer values 
0006: 393@ = 0 // integer values 
0006: 394@ = 0 // integer values 
0006: 227@ = 0 // integer values 

:NONE_3909
0006: 395@(227@,8i) = 0 // integer values 
000A: 227@ += 1 // integer values 
0029:   227@ >= 8 // integer values 
004D: jump_if_false @NONE_3909 
0006: 403@ = 0 // integer values 
0006: 404@ = 255 // integer values 
0006: 405@ = -50 // integer values 
0006: 406@ = 0 // integer values 
0006: 407@ = 100 // integer values 
0085: 408@ = 407@ // integer values and handles 
0006: 409@ = 0 // integer values 
0006: 410@ = 0 // integer values 
0006: 411@ = 100 // integer values 
0006: 412@ = 3 // integer values 
0006: 413@ = 0 // integer values 
0006: 414@ = 0 // integer values 
0006: 415@ = 0 // integer values 
0006: 416@ = 0 // integer values 
0006: 417@ = 0 // integer values 
0006: 418@ = 0 // integer values 
0006: 419@ = 1 // integer values 
0006: 420@ = 0 // integer values 
0007: 421@ = 190.0 // floating-point values 
0007: 350@ = 8.0 // floating-point values 

:NONE_4089
0001: wait 0 ms 
038E: draw_box position 320.0 224.0 scale 640.0 448.0 color 0 0 0 alpha 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 227@ = 0 // integer values 

:NONE_4136
0087: 425@ = 350@ // floating-point values only 
0017: 425@ /= 2.0 // floating-point values 
007B: 290@(227@,60f) += unknown_inaccurate_float_timer 425@ // floating-point 
02F7: $TEMPVAR_FLOAT_1 = sinus 230@(227@,60f) // cosine swapped with sinus 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // sinus swapped with cosine 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 320.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 224.0 // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 1.0 1.0 color 255 255 255 alpha 255 
00D6: if or
0020:   $TEMPVAR_FLOAT_1 > 640.0 // floating-point values 
0022:   0.0 > $TEMPVAR_FLOAT_1 // floating-point values 
0022:   0.0 > $TEMPVAR_FLOAT_2 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 448.0 // floating-point values 
004D: jump_if_false @NONE_4348 
0007: 290@(227@,60f) = 10.0 // floating-point values 
0208: 230@(227@,60f) = random_float 0.0 360.0 

:NONE_4348
000A: 227@ += 1 // integer values 
0029:   227@ >= 60 // integer values 
004D: jump_if_false @NONE_4136 
00D6: if 
0039:   394@ == 0 // integer values 
004D: jump_if_false @NONE_5395 
00D6: if 
001B:   2 > 418@ // integer values 
004D: jump_if_false @NONE_4559 
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @NONE_4447 
0079: 351@ += unknown_inaccurate_float_timer -1.325 // floating-point 
0656: (unknown) 351@ 351@ 
0002: jump @NONE_4559 

:NONE_4447
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @NONE_4489 
0079: 351@ += unknown_inaccurate_float_timer 1.325 // floating-point 
0656: (unknown) 351@ 351@ 
0002: jump @NONE_4559 

:NONE_4489
0494: get_joystick_data 0 422@ 423@ 424@ 424@ 
0093: 425@ = integer_to_float 422@ 
0013: 425@ *= -1.0 // floating-point values 
0017: 425@ /= 25.0 // floating-point values 
0017: 425@ /= 2.0 // floating-point values 
007B: 351@ += unknown_inaccurate_float_timer 425@ // floating-point 
0656: (unknown) 351@ 351@ 

:NONE_4559
02F7: $TEMPVAR_FLOAT_1 = sinus 351@ // cosine swapped with sinus 
02F6: $TEMPVAR_FLOAT_2 = cosine 351@ // sinus swapped with cosine 
0089: 426@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0013: 426@ *= 22.0 // floating-point values 
00D6: if 
0023:   0.0 > 426@ // floating-point values 
004D: jump_if_false @NONE_4624 
0013: 426@ *= -1.0 // floating-point values 

:NONE_4624
000B: 426@ += 26.0 // floating-point values 
0089: 427@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0013: 427@ *= 22.0 // floating-point values 
00D6: if 
0023:   0.0 > 427@ // floating-point values 
004D: jump_if_false @NONE_4683 
0013: 427@ *= -1.0 // floating-point values 

:NONE_4683
000B: 427@ += 26.0 // floating-point values 
00D6: if 
0039:   418@ == 2 // integer values 
004D: jump_if_false @NONE_4766 
007F: 421@ -= unknown_inaccurate_float_timer 1.0 // floating-point 
0007: 350@ = 16.0 // floating-point values 
00D6: if 
0023:   20.0 > 421@ // floating-point values 
004D: jump_if_false @NONE_4759 
0006: 418@ = 3 // integer values 

:NONE_4759
0002: jump @NONE_4873 

:NONE_4766
00D6: if 
0039:   418@ == 3 // integer values 
004D: jump_if_false @NONE_4853 
0079: 421@ += unknown_inaccurate_float_timer 1.0 // floating-point 
00D6: if 
0021:   421@ > 190.0 // floating-point values 
004D: jump_if_false @NONE_4846 
0007: 421@ = 190.0 // floating-point values 
0006: 416@ = 0 // integer values 
000A: 419@ += 1 // integer values 
0006: 418@ = 0 // integer values 

:NONE_4846
0002: jump @NONE_4873 

:NONE_4853
0007: 350@ = 8.0 // floating-point values 
0007: 421@ = 190.0 // floating-point values 

:NONE_4873
006D: $TEMPVAR_FLOAT_1 *= 421@ // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 421@ // floating-point values 
0089: 428@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 428@ += 320.0 // floating-point values 
0089: 429@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 429@ += 224.0 // floating-point values 
00D6: if 
001F:   403@ > $CURRENT_TIME_IN_MS2 // integer values 
004D: jump_if_false @NONE_5025 
005A: 404@ += 405@ // integer values 
00D6: if 
0019:   404@ > 255 // integer values 
004D: jump_if_false @NONE_4986 
0006: 404@ = 255 // integer values 
0006: 405@ = -50 // integer values 

:NONE_4986
00D6: if 
001B:   0 > 404@ // integer values 
004D: jump_if_false @NONE_5018 
0006: 404@ = 0 // integer values 
0006: 405@ = 50 // integer values 

:NONE_5018
0002: jump @NONE_5033 

:NONE_5025
0006: 404@ = 255 // integer values 

:NONE_5033
0087: 431@ = 421@ // floating-point values only 
0017: 431@ /= 5.9375 // floating-point values 
0087: 430@ = 431@ // floating-point values only 
0013: 430@ *= 2.0 // floating-point values 
0088: $TEMPVAR_ANGLE = 351@ // floating-point values only 
0009: $TEMPVAR_ANGLE += 90.0 // floating-point values 
00D6: if 
001B:   2 > 418@ // integer values 
004D: jump_if_false @NONE_5143 
074B: texture 20 position 428@ 429@ scale 430@ 431@ rotation $TEMPVAR_ANGLE color 220 220 220 alpha 404@ 
0002: jump @NONE_5174 

:NONE_5143
074B: texture 21 position 428@ 429@ scale 430@ 431@ rotation $TEMPVAR_ANGLE color 220 220 220 alpha 404@ 

:NONE_5174
00D6: if 
001B:   2 > 418@ // integer values 
004D: jump_if_false @NONE_5388 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @NONE_5381 
00D6: if 
0039:   224@ == 0 // integer values 
004D: jump_if_false @NONE_5374 
0006: 227@ = 0 // integer values 

:NONE_5234
00D6: if 
0039:   352@(227@,10i) == 0 // integer values 
004D: jump_if_false @NONE_5326 
0087: 432@(227@,10f) = 351@ // floating-point values only 
0007: 442@(227@,10f) = 190.0 // floating-point values 
0006: 352@(227@,10i) = 1 // integer values 
0007: 452@(227@,10f) = -12.0 // floating-point values 
0089: 462@(227@,10f) = $TEMPVAR_ANGLE // floating-point values only 
0006: 227@ = 9 // integer values 

:NONE_5326
000A: 227@ += 1 // integer values 
0029:   227@ >= 10 // integer values 
004D: jump_if_false @NONE_5234 
097A: (unknown) 0.0 0.0 0.0 1170 
0006: 224@ = 1 // integer values 

:NONE_5374
0002: jump @NONE_5388 

:NONE_5381
0006: 224@ = 0 // integer values 

:NONE_5388
0002: jump @NONE_6019 

:NONE_5395
00D6: if 
0039:   394@ == 1 // integer values 
004D: jump_if_false @NONE_5503 
0006: 227@ = 0 // integer values 

:NONE_5420
0006: 395@(227@,8i) = 1 // integer values 
0087: 472@(227@,8f) = 428@ // floating-point values only 
0087: 480@(227@,8f) = 429@ // floating-point values only 
000A: 227@ += 1 // integer values 
0029:   227@ >= 8 // integer values 
004D: jump_if_false @NONE_5420 
097A: (unknown) 0.0 0.0 0.0 1172 
000A: 394@ += 1 // integer values 

:NONE_5503
00D6: if 
0039:   394@ == 2 // integer values 
004D: jump_if_false @NONE_5940 
0006: 227@ = 0 // integer values 

:NONE_5528
00D6: if 
0019:   395@(227@,8i) > 0 // integer values 
004D: jump_if_false @NONE_5711 
00D6: if 
0039:   395@(227@,8i) == 1 // integer values 
004D: jump_if_false @NONE_5583 
0006: 395@(227@,8i) = 5 // integer values 

:NONE_5583
005B: 472@(227@,8f) += 124@(227@,8f) // floating-point values 
005B: 480@(227@,8f) += 132@(227@,8f) // floating-point values 
000A: 395@(227@,8i) += 1 // integer values 
00D6: if 
0019:   395@(227@,8i) > 16 // integer values 
004D: jump_if_false @NONE_5666 
0006: 395@(227@,8i) = 0 // integer values 
0002: jump @NONE_5711 

:NONE_5666
038D: create_texture 395@(227@,8i) position 472@(227@,8f) 480@(227@,8f) scale 32.0 32.0 color 220 220 220 alpha 255 

:NONE_5711
000A: 227@ += 1 // integer values 
0029:   227@ >= 8 // integer values 
004D: jump_if_false @NONE_5528 
0006: 424@ = 0 // integer values 
0006: 227@ = 0 // integer values 

:NONE_5746
005A: 424@ += 395@(227@,8i) // integer values 
000A: 227@ += 1 // integer values 
0029:   227@ >= 8 // integer values 
004D: jump_if_false @NONE_5746 
00D6: if 
0039:   424@ == 0 // integer values 
004D: jump_if_false @NONE_5940 
0007: 351@ = 90.0 // floating-point values 
008B: 403@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 403@ += 2500 // integer values 
0006: 409@ = 0 // integer values 
0006: 410@ = 0 // integer values 
0006: 411@ = 100 // integer values 
0006: 408@ = 100 // integer values 
000E: 412@ -= 1 // integer values 
00D6: if 
0019:   412@ > 0 // integer values 
004D: jump_if_false @NONE_5897 
0006: 394@ = 0 // integer values 
0006: 407@ = 100 // integer values 
0002: jump @NONE_5940 

:NONE_5897
008B: 488@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 488@ += 3000 // integer values 
0006: 394@ = 3 // integer values 
097A: (unknown) 0.0 0.0 0.0 1178 

:NONE_5940
00D6: if 
0039:   394@ == 3 // integer values 
004D: jump_if_false @NONE_6019 
00D6: if 
001F:   488@ > $CURRENT_TIME_IN_MS2 // integer values 
004D: jump_if_false @NONE_6012 
0050: gosub @NONE_12369 
033E: text_draw 320.0 100.0 'SPAC_01'  // JTK VGE!
0002: jump @NONE_6019 

:NONE_6012
0006: 406@ = 1 // integer values 

:NONE_6019
0006: 227@ = 0 // integer values 

:NONE_6026
00D6: if 
0039:   352@(227@,10i) == 1 // integer values 
004D: jump_if_false @NONE_6264 
0087: 425@ = 452@(227@,10f) // floating-point values only 
0017: 425@ /= 2.0 // floating-point values 
007B: 442@(227@,10f) += unknown_inaccurate_float_timer 425@ // floating-point 
02F7: $TEMPVAR_FLOAT_1 = sinus 432@(227@,10f) // cosine swapped with sinus 
02F6: $TEMPVAR_FLOAT_2 = cosine 432@(227@,10f) // sinus swapped with cosine 
006D: $TEMPVAR_FLOAT_1 *= 442@(227@,10f) // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 442@(227@,10f) // floating-point values 
0089: 489@(227@,10f) = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 489@(227@,10f) += 320.0 // floating-point values 
0089: 499@(227@,10f) = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 499@(227@,10f) += 224.0 // floating-point values 
074B: texture 3 position 489@(227@,10f) 499@(227@,10f) scale 8.0 8.0 rotation 462@(227@,10f) color 52 183 195 alpha 255 
00D6: if 
0023:   10.0 > 442@(227@,10f) // floating-point values 
004D: jump_if_false @NONE_6264 
0006: 352@(227@,10i) = 0 // integer values 

:NONE_6264
000A: 227@ += 1 // integer values 
0029:   227@ >= 10 // integer values 
004D: jump_if_false @NONE_6026 
00D6: if 
0039:   418@ == 0 // integer values 
004D: jump_if_false @NONE_6383 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 509@ // integer values 
004D: jump_if_false @NONE_6376 
0208: 510@ = random_float 0.0 360.0 
0209: 511@ = random_int 0 3 
0006: 413@ = 0 // integer values 
0006: 512@ = 10 // integer values 
008B: 509@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 509@ += 8000 // integer values 

:NONE_6376
0002: jump @NONE_6399 

:NONE_6383
008B: 509@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 509@ += 1000 // integer values 

:NONE_6399
00D6: if 
0019:   512@ > 0 // integer values 
004D: jump_if_false @NONE_6644 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 393@ // integer values 
004D: jump_if_false @NONE_6644 
0006: 227@ = 0 // integer values 

:NONE_6443
00D6: if 
0039:   372@(227@,10i) == 0 // integer values 
004D: jump_if_false @NONE_6623 
0087: 513@(227@,10f) = 510@ // floating-point values only 
0007: 523@(227@,10f) = 5.0 // floating-point values 
0007: 533@(227@,10f) = 3.0 // floating-point values 
0007: 543@(227@,10f) = 10.0 // floating-point values 
0006: 553@(227@,10i) = 0 // integer values 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 563@(227@,10i) += 500 // integer values 
0006: 372@(227@,10i) = 1 // integer values 
0007: 593@(227@,10f) = 320.0 // floating-point values 
0007: 603@(227@,10f) = 224.0 // floating-point values 
008B: 393@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 393@ += 200 // integer values 
000E: 512@ -= 1 // integer values 
0006: 227@ = 9 // integer values 

:NONE_6623
000A: 227@ += 1 // integer values 
0029:   227@ >= 10 // integer values 
004D: jump_if_false @NONE_6443 

:NONE_6644
0006: 420@ = 0 // integer values 
0006: 227@ = 0 // integer values 

:NONE_6658
00D6: if 
0039:   372@(227@,10i) == 1 // integer values 
004D: jump_if_false @NONE_8181 
00D6: if 
001B:   10 > 553@(227@,10i) // integer values 
004D: jump_if_false @NONE_6982 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 563@(227@,10i) // integer values 
004D: jump_if_false @NONE_6982 
0085: 424@ = 553@(227@,10i) // integer values and handles 
00D6: if 
0039:   511@ == 0 // integer values 
004D: jump_if_false @NONE_6815 
0087: 533@(227@,10f) = 34@(424@,10f) // floating-point values only 
0087: 523@(227@,10f) = 44@(424@,10f) // floating-point values only 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
005A: 563@(227@,10i) += 54@(424@,10i) // integer values 

:NONE_6815
00D6: if 
0039:   511@ == 1 // integer values 
004D: jump_if_false @NONE_6893 
0087: 533@(227@,10f) = 64@(424@,10f) // floating-point values only 
0087: 523@(227@,10f) = 74@(424@,10f) // floating-point values only 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
005A: 563@(227@,10i) += 84@(424@,10i) // integer values 

:NONE_6893
00D6: if 
0039:   511@ == 2 // integer values 
004D: jump_if_false @NONE_6971 
0087: 533@(227@,10f) = 94@(424@,10f) // floating-point values only 
0087: 523@(227@,10f) = 104@(424@,10f) // floating-point values only 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
005A: 563@(227@,10i) += 114@(424@,10i) // integer values 

:NONE_6971
000A: 553@(227@,10i) += 1 // integer values 

:NONE_6982
0006: 420@ = 1 // integer values 
0087: 425@ = 533@(227@,10f) // floating-point values only 
0017: 425@ /= 2.0 // floating-point values 
007B: 543@(227@,10f) += unknown_inaccurate_float_timer 425@ // floating-point 
0087: 425@ = 523@(227@,10f) // floating-point values only 
0017: 425@ /= 2.0 // floating-point values 
007B: 513@(227@,10f) += unknown_inaccurate_float_timer 425@ // floating-point 
0656: (unknown) 513@(227@,10f) 513@(227@,10f) 
02F7: $TEMPVAR_FLOAT_1 = sinus 513@(227@,10f) // cosine swapped with sinus 
02F6: $TEMPVAR_FLOAT_2 = cosine 513@(227@,10f) // sinus swapped with cosine 
006D: $TEMPVAR_FLOAT_1 *= 543@(227@,10f) // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 543@(227@,10f) // floating-point values 
0087: 593@(227@,10f) = 573@(227@,10f) // floating-point values only 
0087: 603@(227@,10f) = 583@(227@,10f) // floating-point values only 
0089: 573@(227@,10f) = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 573@(227@,10f) += 320.0 // floating-point values 
0089: 583@(227@,10f) = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 583@(227@,10f) += 224.0 // floating-point values 
0087: 613@ = 543@(227@,10f) // floating-point values only 
0017: 613@ /= 5.0 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 573@(227@,10f) // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 593@(227@,10f) // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 583@(227@,10f) // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 603@(227@,10f) // floating-point values 
0604: get_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 angle $TEMPVAR_ANGLE 
00D6: if 
0039:   511@ == 0 // integer values 
004D: jump_if_false @NONE_7350 
074B: texture 1 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ rotation $TEMPVAR_ANGLE color 220 220 220 alpha 255 
0002: jump @NONE_7453 

:NONE_7350
00D6: if 
0039:   511@ == 1 // integer values 
004D: jump_if_false @NONE_7414 
074B: texture 22 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ rotation $TEMPVAR_ANGLE color 220 220 220 alpha 255 
0002: jump @NONE_7453 

:NONE_7414
074B: texture 23 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ rotation $TEMPVAR_ANGLE color 220 220 220 alpha 255 

:NONE_7453
0088: $TEMPVAR_FLOAT_1 = 351@ // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 10.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 351@ // floating-point values only 
000D: $TEMPVAR_FLOAT_2 -= 10.0 // floating-point values 
00D6: if and
0026:   $TEMPVAR_FLOAT_1 > 513@(227@,10f) // floating-point values 
0027:   513@(227@,10f) > $TEMPVAR_FLOAT_2 // floating-point values only 
004D: jump_if_false @NONE_7726 
0006: 424@ = 18 // integer values 
0062: 424@ -= 419@ // integer values 
00D6: if 
001B:   4 > 424@ // integer values 
004D: jump_if_false @NONE_7564 
0006: 424@ = 4 // integer values 

:NONE_7564
0209: 424@ = random_int 0 424@ 
00D6: if 
0039:   424@ == 0 // integer values 
004D: jump_if_false @NONE_7726 
0006: 228@ = 0 // integer values 

:NONE_7599
00D6: if 
0039:   382@(228@,10i) == 0 // integer values 
004D: jump_if_false @NONE_7705 
0087: 614@(228@,10f) = 513@(227@,10f) // floating-point values only 
0087: 624@(228@,10f) = 543@(227@,10f) // floating-point values only 
0006: 382@(228@,10i) = 1 // integer values 
0007: 634@(228@,10f) = 6.0 // floating-point values 
097A: (unknown) 0.0 0.0 0.0 1171 
0006: 228@ = 9 // integer values 

:NONE_7705
000A: 228@ += 1 // integer values 
0029:   228@ >= 10 // integer values 
004D: jump_if_false @NONE_7599 

:NONE_7726
00D6: if or
0021:   543@(227@,10f) > 320.0 // floating-point values 
0023:   10.0 > 543@(227@,10f) // floating-point values 
004D: jump_if_false @NONE_7776 
0006: 372@(227@,10i) = 0 // integer values 

:NONE_7776
0006: 228@ = 0 // integer values 

:NONE_7783
00D6: if 
0039:   352@(228@,10i) == 1 // integer values 
004D: jump_if_false @NONE_8160 
00D6: if 
05A5: (unknown) 489@(228@,10f) 499@(228@,10f) 12.0 12.0 573@(227@,10f) 583@(227@,10f) 613@ 613@ 
004D: jump_if_false @NONE_8160 
0006: 372@(227@,10i) = 0 // integer values 
0006: 352@(228@,10i) = 0 // integer values 
000A: 413@ += 1 // integer values 
00D6: if 
0039:   413@ == 10 // integer values 
004D: jump_if_false @NONE_8010 
0087: 644@ = 573@(227@,10f) // floating-point values only 
0087: 645@ = 583@(227@,10f) // floating-point values only 
008B: 415@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 415@ += 1500 // integer values 
0087: 646@ = 513@(227@,10f) // floating-point values only 
0087: 647@ = 543@(227@,10f) // floating-point values only 
000A: 417@ += 1 // integer values 
0006: 414@ = 100 // integer values 
006A: 414@ *= 419@ // integer values 
005A: 392@ += 414@ // integer values 
0002: jump @NONE_8033 

:NONE_8010
0006: 424@ = 10 // integer values 
006A: 424@ *= 419@ // integer values 
005A: 392@ += 424@ // integer values 

:NONE_8033
0006: 229@ = 0 // integer values 

:NONE_8040
00D6: if 
0039:   362@(229@,10i) == 0 // integer values 
004D: jump_if_false @NONE_8132 
0087: 648@(229@,10f) = 573@(227@,10f) // floating-point values only 
0087: 658@(229@,10f) = 583@(227@,10f) // floating-point values only 
000A: 362@(229@,10i) += 1 // integer values 
097A: (unknown) 0.0 0.0 0.0 1172 
0006: 229@ = 9 // integer values 

:NONE_8132
000A: 229@ += 1 // integer values 
0029:   229@ >= 10 // integer values 
004D: jump_if_false @NONE_8040 
0006: 228@ = 9 // integer values 

:NONE_8160
000A: 228@ += 1 // integer values 
0029:   228@ >= 10 // integer values 
004D: jump_if_false @NONE_7783 

:NONE_8181
000A: 227@ += 1 // integer values 
0029:   227@ >= 10 // integer values 
004D: jump_if_false @NONE_6658 
00D6: if 
0039:   418@ == 1 // integer values 
004D: jump_if_false @NONE_8265 
00D6: if 
0039:   420@ == 0 // integer values 
004D: jump_if_false @NONE_8265 
097A: (unknown) 0.0 0.0 0.0 1176 
0006: 418@ = 2 // integer values 

:NONE_8265
0006: 227@ = 0 // integer values 

:NONE_8272
00D6: if 
0039:   382@(227@,10i) == 1 // integer values 
004D: jump_if_false @NONE_8758 
0087: 425@ = 634@(227@,10f) // floating-point values only 
0017: 425@ /= 2.0 // floating-point values 
007B: 624@(227@,10f) += unknown_inaccurate_float_timer 425@ // floating-point 
02F7: $TEMPVAR_FLOAT_1 = sinus 614@(227@,10f) // cosine swapped with sinus 
02F6: $TEMPVAR_FLOAT_2 = cosine 614@(227@,10f) // sinus swapped with cosine 
006D: $TEMPVAR_FLOAT_1 *= 624@(227@,10f) // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 624@(227@,10f) // floating-point values 
0089: 668@(227@,10f) = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 668@(227@,10f) += 320.0 // floating-point values 
0089: 678@(227@,10f) = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 678@(227@,10f) += 224.0 // floating-point values 
038D: create_texture 4 position 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 color 244 0 0 alpha 255 
00D6: if 
85A5:   not (unknown) 668@(227@,10f) 678@(227@,10f) 8.0 8.0 320.0 224.0 640.0 448.0 
004D: jump_if_false @NONE_8534 
0006: 382@(227@,10i) = 0 // integer values 

:NONE_8534
00D6: if 
0039:   394@ == 0 // integer values 
004D: jump_if_false @NONE_8758 
00D6: if 
05A5: (unknown) 668@(227@,10f) 678@(227@,10f) 8.0 8.0 428@ 429@ 426@ 427@ 
004D: jump_if_false @NONE_8758 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 403@ // integer values 
004D: jump_if_false @NONE_8627 
000E: 407@ -= 20 // integer values 

:NONE_8627
0006: 382@(227@,10i) = 0 // integer values 
0006: 229@ = 0 // integer values 

:NONE_8645
00D6: if 
0039:   362@(229@,10i) == 0 // integer values 
004D: jump_if_false @NONE_8737 
0087: 648@(229@,10f) = 668@(227@,10f) // floating-point values only 
0087: 658@(229@,10f) = 678@(227@,10f) // floating-point values only 
000A: 362@(229@,10i) += 1 // integer values 
097A: (unknown) 0.0 0.0 0.0 1172 
0006: 229@ = 9 // integer values 

:NONE_8737
000A: 229@ += 1 // integer values 
0029:   229@ >= 10 // integer values 
004D: jump_if_false @NONE_8645 

:NONE_8758
000A: 227@ += 1 // integer values 
0029:   227@ >= 10 // integer values 
004D: jump_if_false @NONE_8272 
00D6: if 
0039:   394@ == 0 // integer values 
004D: jump_if_false @NONE_9001 
00D6: if 
0019:   409@ > 0 // integer values 
004D: jump_if_false @NONE_9001 
00D6: if 
0019:   409@ > 1 // integer values 
004D: jump_if_false @NONE_8847 
0006: 411@ = 100 // integer values 
000E: 409@ -= 1 // integer values 

:NONE_8847
005A: 410@ += 411@ // integer values 
00D6: if 
0019:   410@ > 255 // integer values 
004D: jump_if_false @NONE_8889 
0006: 410@ = 255 // integer values 
0006: 411@ = -20 // integer values 

:NONE_8889
00D6: if 
001B:   0 > 410@ // integer values 
004D: jump_if_false @NONE_8928 
0006: 410@ = 0 // integer values 
0006: 411@ = 100 // integer values 
0006: 409@ = 0 // integer values 

:NONE_8928
0088: $TEMPVAR_ANGLE = 351@ // floating-point values only 
0009: $TEMPVAR_ANGLE += 90.0 // floating-point values 
097A: (unknown) 0.0 0.0 0.0 1177 
074B: texture 17 position 428@ 429@ scale 64.0 32.0 rotation $TEMPVAR_ANGLE color 220 220 220 alpha 410@ 

:NONE_9001
0006: 227@ = 0 // integer values 

:NONE_9008
00D6: if 
0019:   362@(227@,10i) > 0 // integer values 
004D: jump_if_false @NONE_9159 
00D6: if 
0039:   362@(227@,10i) == 1 // integer values 
004D: jump_if_false @NONE_9063 
0006: 362@(227@,10i) = 5 // integer values 

:NONE_9063
000A: 362@(227@,10i) += 1 // integer values 
00D6: if 
0019:   362@(227@,10i) > 16 // integer values 
004D: jump_if_false @NONE_9114 
0006: 362@(227@,10i) = 0 // integer values 
0002: jump @NONE_9159 

:NONE_9114
038D: create_texture 362@(227@,10i) position 648@(227@,10f) 658@(227@,10f) scale 32.0 32.0 color 220 220 220 alpha 255 

:NONE_9159
000A: 227@ += 1 // integer values 
0029:   227@ >= 10 // integer values 
004D: jump_if_false @NONE_9008 
00D6: if 
0039:   417@ == 1 // integer values 
004D: jump_if_false @NONE_9566 
0079: 647@ += unknown_inaccurate_float_timer 1.0 // floating-point 
0656: (unknown) 646@ 646@ 
02F7: $TEMPVAR_FLOAT_1 = sinus 646@ // cosine swapped with sinus 
02F6: $TEMPVAR_FLOAT_2 = cosine 646@ // sinus swapped with cosine 
006D: $TEMPVAR_FLOAT_1 *= 647@ // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 647@ // floating-point values 
0089: 688@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 688@ += 320.0 // floating-point values 
0089: 689@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 689@ += 224.0 // floating-point values 
038D: create_texture 18 position 688@ 689@ scale 16.0 16.0 color 255 255 255 alpha 255 
00D6: if 
0039:   394@ == 0 // integer values 
004D: jump_if_false @NONE_9510 
00D6: if 
05A5: (unknown) 688@ 689@ 16.0 16.0 428@ 429@ 426@ 427@ 
004D: jump_if_false @NONE_9510 
000A: 416@ += 1 // integer values 
00D6: if 
0039:   416@ == 1 // integer values 
004D: jump_if_false @NONE_9420 
097A: (unknown) 0.0 0.0 0.0 1173 

:NONE_9420
00D6: if 
0039:   416@ == 2 // integer values 
004D: jump_if_false @NONE_9458 
097A: (unknown) 0.0 0.0 0.0 1174 

:NONE_9458
00D6: if 
0039:   416@ == 3 // integer values 
004D: jump_if_false @NONE_9503 
097A: (unknown) 0.0 0.0 0.0 1175 
0006: 418@ = 1 // integer values 

:NONE_9503
0006: 417@ = 0 // integer values 

:NONE_9510
00D6: if 
85A5:   not (unknown) 688@ 689@ 16.0 16.0 320.0 224.0 640.0 448.0 
004D: jump_if_false @NONE_9566 
0006: 417@ = 0 // integer values 

:NONE_9566
00D6: if or
001B:   0 > 407@ // integer values 
0039:   407@ == 0 // integer values 
004D: jump_if_false @NONE_9623 
0006: 407@ = 0 // integer values 
00D6: if 
0039:   394@ == 0 // integer values 
004D: jump_if_false @NONE_9623 
0006: 394@ = 1 // integer values 

:NONE_9623
00D6: if 
001D:   408@ > 407@ // integer values 
004D: jump_if_false @NONE_9657 
0085: 408@ = 407@ // integer values and handles 
000A: 409@ += 1 // integer values 

:NONE_9657
0050: gosub @NONE_12369 
033F: set_text_draw_letter_width_height 0.6 2.6 
033E: text_draw 95.0 45.0 'NONE_01'  // PONT
0050: gosub @NONE_12369 
033F: set_text_draw_letter_width_height 0.6 2.6 
045A: text_draw_1number 95.0 70.0 'NUMBER' 392@  // ~1~
0050: gosub @NONE_12369 
033F: set_text_draw_letter_width_height 0.6 2.6 
033E: text_draw 550.0 45.0 'NONE_02'  // LETEK
038D: create_texture 20 position 527.2529 84.2723 scale 48.0 24.0 color 220 220 220 alpha 255 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
033F: set_text_draw_letter_width_height 0.6 2.6 
045A: text_draw_1number 554.7283 70.0 'NONE_03' 412@  // x ~1~
0050: gosub @NONE_12369 
033F: set_text_draw_letter_width_height 0.6 2.6 
033E: text_draw 550.0 350.0 'NONE_04'  // LET
0050: gosub @NONE_12369 
033F: set_text_draw_letter_width_height 0.6 2.6 
045A: text_draw_1number 550.0 375.0 'NONE_05' 407@  // ~1~%
0050: gosub @NONE_12369 
033F: set_text_draw_letter_width_height 0.6 2.6 
033E: text_draw 95.0 350.0 'NONE_07'  // SZINT
0050: gosub @NONE_12369 
033F: set_text_draw_letter_width_height 0.6 2.6 
045A: text_draw_1number 95.0 375.0 'NUMBER' 419@  // ~1~
00D6: if 
001F:   415@ > $CURRENT_TIME_IN_MS2 // integer values 
004D: jump_if_false @NONE_10100 
0050: gosub @NONE_12369 
0340: set_text_draw_color 0 180 180 255 
033F: set_text_draw_letter_width_height 0.5 1.5 
045A: text_draw_1number 644@ 645@ 'NUMBER' 414@  // ~1~

:NONE_10100
00D6: if 
0039:   394@ == 0 // integer values 
004D: jump_if_false @NONE_10164 
00D6: if 
0019:   418@ > 0 // integer values 
004D: jump_if_false @NONE_10164 
0050: gosub @NONE_12369 
033E: text_draw 320.0 100.0 'NONE_06'  // FNYSEBESSG

:NONE_10164
038D: create_texture 2 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @NONE_10332 
0006: 406@ = 1 // integer values 

:NONE_10332
00D6: if 
0039:   406@ == 1 // integer values 
004D: jump_if_false @NONE_10404 
00D6: if 
001F:   392@ > $5355[9] // integer values 
004D: jump_if_false @NONE_10397 
0006: 690@ = 10 // integer values 
0006: 691@ = 0 // integer values 
0002: jump @NONE_10411 
0002: jump @NONE_10404 

:NONE_10397
0002: jump @NONE_2544 

:NONE_10404
0002: jump @NONE_4089 

:NONE_10411
0001: wait 0 ms 
038E: draw_box position 320.0 224.0 scale 640.0 448.0 color 0 0 0 alpha 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 227@ = 9 // integer values 

:NONE_10458
00D6: if 
0019:   227@ > -1 // integer values 
004D: jump_if_false @NONE_10705 
00D6: if 
001F:   392@ > $5355(227@,10i) // integer values 
004D: jump_if_false @NONE_10684 
00D6: if 
8039:   not  227@ == 9 // integer values 
004D: jump_if_false @NONE_10596 
0085: 228@ = 227@ // integer values and handles 
000A: 228@ += 1 // integer values 
0084: $5355(228@,10i) = $5355(227@,10i) // integer values and handles 
05A9: $5365(228@,10s) = $5365(227@,10s) // 8-byte strings 
05A9: $5385(228@,10s) = $5385(227@,10s) // 8-byte strings 
05A9: $5405(228@,10s) = $5405(227@,10s) // 8-byte strings 

:NONE_10596
008A: $5355(227@,10i) = 392@ // integer values and handles 
05A9: $5365(227@,10s) = 212@s // 8-byte strings 
05A9: $5385(227@,10s) = 212@s // 8-byte strings 
05A9: $5405(227@,10s) = 212@s // 8-byte strings 
0085: 226@ = 227@ // integer values and handles 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @NONE_10677 
0006: 392@ = 0 // integer values 

:NONE_10677
0002: jump @NONE_10691 

:NONE_10684
0006: 392@ = 0 // integer values 

:NONE_10691
000E: 227@ -= 1 // integer values 
0002: jump @NONE_10458 

:NONE_10705
00D6: if 
0019:   226@ > -1 // integer values 
004D: jump_if_false @NONE_11207 
00D6: if 
0039:   691@ == 0 // integer values 
004D: jump_if_false @NONE_10781 
05A9: $5365(226@,10s) = 140@(690@,37s) // 8-byte strings 
05A9: $5385(226@,10s) = 212@s // 8-byte strings 
05A9: $5405(226@,10s) = 212@s // 8-byte strings 

:NONE_10781
00D6: if 
0039:   691@ == 1 // integer values 
004D: jump_if_false @NONE_10827 
05A9: $5385(226@,10s) = 140@(690@,37s) // 8-byte strings 
05A9: $5405(226@,10s) = 212@s // 8-byte strings 

:NONE_10827
00D6: if 
0039:   691@ == 2 // integer values 
004D: jump_if_false @NONE_10861 
05A9: $5405(226@,10s) = 140@(690@,37s) // 8-byte strings 

:NONE_10861
0494: get_joystick_data 0 422@ 423@ 424@ 424@ 
00D6: if or
00E1:   key_pressed 0 8 
001B:   -100 > 423@ // integer values 
004D: jump_if_false @NONE_10982 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 221@ // integer values 
004D: jump_if_false @NONE_10975 
00D6: if 
001B:   36 > 690@ // integer values 
004D: jump_if_false @NONE_10952 
000A: 690@ += 1 // integer values 
0002: jump @NONE_10959 

:NONE_10952
0006: 690@ = 0 // integer values 

:NONE_10959
008B: 221@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 221@ += 250 // integer values 

:NONE_10975
0002: jump @NONE_10998 

:NONE_10982
008B: 221@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000E: 221@ -= 250 // integer values 

:NONE_10998
00D6: if or
00E1:   key_pressed 0 9 
0019:   423@ > 100 // integer values 
004D: jump_if_false @NONE_11103 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 222@ // integer values 
004D: jump_if_false @NONE_11096 
00D6: if 
0019:   690@ > 0 // integer values 
004D: jump_if_false @NONE_11073 
000E: 690@ -= 1 // integer values 
0002: jump @NONE_11080 

:NONE_11073
0006: 690@ = 36 // integer values 

:NONE_11080
008B: 222@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 222@ += 250 // integer values 

:NONE_11096
0002: jump @NONE_11119 

:NONE_11103
008B: 222@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000E: 222@ -= 250 // integer values 

:NONE_11119
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @NONE_11200 
00D6: if 
0039:   223@ == 0 // integer values 
004D: jump_if_false @NONE_11193 
000A: 691@ += 1 // integer values 
000A: 223@ += 1 // integer values 
00D6: if 
0039:   691@ == 3 // integer values 
004D: jump_if_false @NONE_11193 
0006: 226@ = -1 // integer values 

:NONE_11193
0002: jump @NONE_11207 

:NONE_11200
0006: 223@ = 0 // integer values 

:NONE_11207
0006: 227@ = 0 // integer values 

:NONE_11214
000B: 290@(227@,60f) += 8.0 // floating-point values 
02F7: $TEMPVAR_FLOAT_1 = sinus 230@(227@,60f) // cosine swapped with sinus 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // sinus swapped with cosine 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 320.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 224.0 // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 1.0 1.0 color 255 255 255 alpha 255 
00D6: if or
0020:   $TEMPVAR_FLOAT_1 > 640.0 // floating-point values 
0022:   0.0 > $TEMPVAR_FLOAT_1 // floating-point values 
0022:   0.0 > $TEMPVAR_FLOAT_2 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 448.0 // floating-point values 
004D: jump_if_false @NONE_11410 
0007: 290@(227@,60f) = 10.0 // floating-point values 
0208: 230@(227@,60f) = random_float 0.0 360.0 

:NONE_11410
000A: 227@ += 1 // integer values 
0029:   227@ >= 60 // integer values 
004D: jump_if_false @NONE_11214 
0050: gosub @NONE_12369 
0349: text_draw_style = 1 
033E: text_draw 214@ 215@ 'SPAC_06'  // LEGJOBBAK
0087: 692@ = 216@ // floating-point values only 
0087: 693@ = 217@ // floating-point values only 
0006: 227@ = 0 // integer values 

:NONE_11482
00D6: if 
001B:   10 > 227@ // integer values 
004D: jump_if_false @NONE_12101 
0087: 692@ = 216@ // floating-point values only 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
0349: text_draw_style = 1 
00D6: if 
003B:   226@ == 227@ // integer values 
004D: jump_if_false @NONE_11558 
0340: set_text_draw_color 0 155 0 255 

:NONE_11558
00D6: if or
05AD:   $5365(227@,10s) == 142@s // 8-byte strings 
05AD:   $5365(227@,10s) == 176@s // 8-byte strings 
004D: jump_if_false @NONE_11603 
000B: 692@ += 8.0 // floating-point values 

:NONE_11603
033E: text_draw 692@ 693@ $5365(227@,10s) 
00D6: if or
05AD:   $5365(227@,10s) == 142@s // 8-byte strings 
05AD:   $5365(227@,10s) == 176@s // 8-byte strings 
004D: jump_if_false @NONE_11663 
000F: 692@ -= 8.0 // floating-point values 

:NONE_11663
005B: 692@ += 218@ // floating-point values 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
0349: text_draw_style = 1 
00D6: if 
003B:   226@ == 227@ // integer values 
004D: jump_if_false @NONE_11721 
0340: set_text_draw_color 0 155 0 255 

:NONE_11721
00D6: if or
05AD:   $5385(227@,10s) == 142@s // 8-byte strings 
05AD:   $5385(227@,10s) == 176@s // 8-byte strings 
004D: jump_if_false @NONE_11766 
000B: 692@ += 8.0 // floating-point values 

:NONE_11766
033E: text_draw 692@ 693@ $5385(227@,10s) 
00D6: if or
05AD:   $5385(227@,10s) == 142@s // 8-byte strings 
05AD:   $5385(227@,10s) == 176@s // 8-byte strings 
004D: jump_if_false @NONE_11826 
000F: 692@ -= 8.0 // floating-point values 

:NONE_11826
005B: 692@ += 218@ // floating-point values 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
0349: text_draw_style = 1 
00D6: if 
003B:   226@ == 227@ // integer values 
004D: jump_if_false @NONE_11884 
0340: set_text_draw_color 0 155 0 255 

:NONE_11884
00D6: if or
05AD:   $5405(227@,10s) == 142@s // 8-byte strings 
05AD:   $5405(227@,10s) == 176@s // 8-byte strings 
004D: jump_if_false @NONE_11929 
000B: 692@ += 8.0 // floating-point values 

:NONE_11929
033E: text_draw 692@ 693@ $5405(227@,10s) 
00D6: if or
05AD:   $5405(227@,10s) == 142@s // 8-byte strings 
05AD:   $5405(227@,10s) == 176@s // 8-byte strings 
004D: jump_if_false @NONE_11989 
000F: 692@ -= 8.0 // floating-point values 

:NONE_11989
0087: 692@ = 216@ // floating-point values only 
005B: 692@ += 219@ // floating-point values 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0349: text_draw_style = 1 
00D6: if 
003B:   226@ == 227@ // integer values 
004D: jump_if_false @NONE_12055 
0340: set_text_draw_color 0 155 0 255 

:NONE_12055
045A: text_draw_1number 692@ 693@ 'NUMBER' $5355(227@,10i)  // ~1~
005B: 693@ += 220@ // floating-point values 
000A: 227@ += 1 // integer values 
0002: jump @NONE_11482 

:NONE_12101
038D: create_texture 2 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 2 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
00D6: if 
0039:   226@ == -1 // integer values 
004D: jump_if_false @NONE_12362 
00D6: if or
00E1:   key_pressed 0 15 
00E1:   key_pressed 0 14 
00E1:   key_pressed 0 17 
004D: jump_if_false @NONE_12299 
0002: jump @NONE_2544 

:NONE_12299
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @NONE_12355 
00D6: if 
0039:   223@ == 0 // integer values 
004D: jump_if_false @NONE_12348 
000A: 223@ += 1 // integer values 
0002: jump @NONE_2544 

:NONE_12348
0002: jump @NONE_12362 

:NONE_12355
0006: 223@ = 0 // integer values 

:NONE_12362
0002: jump @NONE_10411 

:NONE_12369
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 1.0 3.0 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
060D: draw_text_shadow 0 color 0 0 0 alpha 180 
0349: text_draw_style = 2 
0051: return 

:NONE_12441
097A: (unknown) 0.0 0.0 0.0 1182 
03D5: remove_text 'BUSY'  // Elgg elfoglaltnak tnsz, mirt nem jssz vissza ksbb.
09F5: (unknown) 0 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 4---------------
// Originally: Video Game: Dualuty

:DUAL
0050: gosub @DUAL_16 
0050: gosub @DUAL_15587 
004E: end_thread 

:DUAL_16
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'DUAL' 
0001: wait 0 ms 
054C: use_GXT_table 'DUAL' 
03F0: text_draw_toggle 1 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_SPAC' 
09F5: (unknown) 1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 50.0 
038F: request_texture "BACKGND" as 1 // Load dictionary with 0390 first 
038F: request_texture "LAYER" as 2 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 3 // Load dictionary with 0390 first 
038F: request_texture "ROCKSHP" as 4 // Load dictionary with 0390 first 
038F: request_texture "THRUSTG" as 5 // Load dictionary with 0390 first 
038F: request_texture "DARK" as 7 // Load dictionary with 0390 first 
038F: request_texture "LIGHT" as 8 // Load dictionary with 0390 first 
038F: request_texture "EX1" as 9 // Load dictionary with 0390 first 
038F: request_texture "EX2" as 10 // Load dictionary with 0390 first 
038F: request_texture "EX3" as 11 // Load dictionary with 0390 first 
038F: request_texture "EX4" as 12 // Load dictionary with 0390 first 
038F: request_texture "WHITE" as 13 // Load dictionary with 0390 first 
038F: request_texture "SHOOT" as 14 // Load dictionary with 0390 first 
038F: request_texture "HEALTH" as 15 // Load dictionary with 0390 first 
038F: request_texture "POWER" as 16 // Load dictionary with 0390 first 
038F: request_texture "DUALITY" as 17 // Load dictionary with 0390 first 
038F: request_texture "BLACK" as 18 // Load dictionary with 0390 first 
03CF: load_wav 1807 as 4 

:DUAL_297
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @DUAL_323 
0001: wait 0 ms 
0002: jump @DUAL_297 

:DUAL_323
097A: (unknown) 0.0 0.0 0.0 1068 
0209: 51@ = random_int 0 3 
0871: init_jump_table 51@ total_jumps 3 0 @DUAL_1516 jumps 0 @DUAL_415 1 @DUAL_782 2 @DUAL_1149 -1 @DUAL_1516 -1 @DUAL_1516 -1 @DUAL_1516 -1 @DUAL_1516 

:DUAL_415
0007: 52@ = 160.0 // floating-point values 
0007: 64@ = 224.0 // floating-point values 
0007: 76@ = 320.0 // floating-point values 
0007: 88@ = 500.0 // floating-point values 
0007: 53@ = 480.0 // floating-point values 
0007: 65@ = 224.0 // floating-point values 
0007: 77@ = 320.0 // floating-point values 
0007: 89@ = 500.0 // floating-point values 
0007: 54@ = 320.0 // floating-point values 
0007: 66@ = 156.0 // floating-point values 
0007: 78@ = 256.0 // floating-point values 
0007: 90@ = 128.0 // floating-point values 
0007: 55@ = 452.2068 // floating-point values 
0007: 67@ = 90.0 // floating-point values 
0007: 79@ = 32.0 // floating-point values 
0007: 91@ = 32.0 // floating-point values 
0007: 56@ = 166.5889 // floating-point values 
0007: 68@ = 216.6436 // floating-point values 
0007: 80@ = 32.0 // floating-point values 
0007: 92@ = 32.0 // floating-point values 
0007: 57@ = 262.0 // floating-point values 
0007: 69@ = 300.0 // floating-point values 
0007: 81@ = 1.0 // floating-point values 
0007: 93@ = 3.0 // floating-point values 
0007: 58@ = 370.0 // floating-point values 
0007: 82@ = 0.9 // floating-point values 
0007: 94@ = 3.0 // floating-point values 
0007: 71@ = 342.0 // floating-point values 
0007: 83@ = 320.0 // floating-point values 
0007: 95@ = 229.7492 // floating-point values 
0007: 60@ = 284.4967 // floating-point values 
0007: 72@ = 314.9901 // floating-point values 
0007: 84@ = 320.0 // floating-point values 
0007: 96@ = 320.0 // floating-point values 
0007: 61@ = 351.9814 // floating-point values 
0007: 73@ = 356.8015 // floating-point values 
0002: jump @DUAL_1516 

:DUAL_782
0007: 52@ = 160.0 // floating-point values 
0007: 64@ = 224.0 // floating-point values 
0007: 76@ = 320.0 // floating-point values 
0007: 88@ = 500.0 // floating-point values 
0007: 53@ = 480.0 // floating-point values 
0007: 65@ = 224.0 // floating-point values 
0007: 77@ = 320.0 // floating-point values 
0007: 89@ = 500.0 // floating-point values 
0007: 54@ = 320.0 // floating-point values 
0007: 66@ = 219.561 // floating-point values 
0007: 78@ = 256.0 // floating-point values 
0007: 90@ = 128.0 // floating-point values 
0007: 55@ = 452.2068 // floating-point values 
0007: 67@ = 215.0997 // floating-point values 
0007: 79@ = 32.0 // floating-point values 
0007: 91@ = 32.0 // floating-point values 
0007: 56@ = 166.5889 // floating-point values 
0007: 68@ = 216.0905 // floating-point values 
0007: 80@ = 32.0 // floating-point values 
0007: 92@ = 32.0 // floating-point values 
0007: 57@ = 265.0504 // floating-point values 
0007: 69@ = 70.0389 // floating-point values 
0007: 81@ = 1.0 // floating-point values 
0007: 93@ = 3.0 // floating-point values 
0007: 58@ = 370.0 // floating-point values 
0007: 82@ = 0.9 // floating-point values 
0007: 94@ = 3.0 // floating-point values 
0007: 71@ = 342.0 // floating-point values 
0007: 83@ = 320.0 // floating-point values 
0007: 95@ = 91.233 // floating-point values 
0007: 60@ = 284.4967 // floating-point values 
0007: 72@ = 84.2511 // floating-point values 
0007: 84@ = 320.0 // floating-point values 
0007: 96@ = 296.2502 // floating-point values 
0007: 61@ = 351.9814 // floating-point values 
0007: 73@ = 356.8015 // floating-point values 
0002: jump @DUAL_1516 

:DUAL_1149
0007: 52@ = 160.0 // floating-point values 
0007: 64@ = 224.0 // floating-point values 
0007: 76@ = 320.0 // floating-point values 
0007: 88@ = 500.0 // floating-point values 
0007: 53@ = 480.0 // floating-point values 
0007: 65@ = 224.0 // floating-point values 
0007: 77@ = 320.0 // floating-point values 
0007: 89@ = 500.0 // floating-point values 
0007: 54@ = 320.0 // floating-point values 
0007: 66@ = 296.0475 // floating-point values 
0007: 78@ = 256.0 // floating-point values 
0007: 90@ = 128.0 // floating-point values 
0007: 55@ = 464.383 // floating-point values 
0007: 67@ = 354.7318 // floating-point values 
0007: 79@ = 32.0 // floating-point values 
0007: 91@ = 32.0 // floating-point values 
0007: 56@ = 166.5889 // floating-point values 
0007: 68@ = 216.0905 // floating-point values 
0007: 80@ = 32.0 // floating-point values 
0007: 92@ = 32.0 // floating-point values 
0007: 57@ = 265.0504 // floating-point values 
0007: 69@ = 70.0389 // floating-point values 
0007: 81@ = 1.0 // floating-point values 
0007: 93@ = 3.0 // floating-point values 
0007: 58@ = 370.0 // floating-point values 
0007: 82@ = 0.9 // floating-point values 
0007: 94@ = 3.0 // floating-point values 
0007: 71@ = 119.7153 // floating-point values 
0007: 83@ = 320.0 // floating-point values 
0007: 95@ = 135.5804 // floating-point values 
0007: 60@ = 284.4967 // floating-point values 
0007: 72@ = 84.2511 // floating-point values 
0007: 84@ = 320.0 // floating-point values 
0007: 96@ = 320.0 // floating-point values 
0007: 61@ = 351.9814 // floating-point values 
0007: 73@ = 134.4938 // floating-point values 
0002: jump @DUAL_1516 

:DUAL_1516
0007: 62@ = 33.8609 // floating-point values 
0007: 74@ = 18.1114 // floating-point values 
0007: 86@ = 230.0 // floating-point values 
0007: 98@ = 60.3475 // floating-point values 
0007: 63@ = 38.1753 // floating-point values 
0007: 75@ = 20.4681 // floating-point values 
0007: 87@ = 0.5014 // floating-point values 
0007: 99@ = 1.8889 // floating-point values 
0006: 100@ = 0 // integer values 
0006: 101@ = 1 // integer values 
0006: 102@ = 1 // integer values 
0006: 103@ = 1 // integer values 
0006: 104@ = 1 // integer values 
0006: 105@ = 1 // integer values 
05AA: 106@s = 'DUAL_0' // 8-byte strings 
05AA: 108@s = 'DUAL_1' // 8-byte strings 
05AA: 110@s = 'DUAL_2' // 8-byte strings 
05AA: 112@s = 'DUAL_3' // 8-byte strings 
05AA: 114@s = 'DUAL_4' // 8-byte strings 
05AA: 116@s = 'DUAL_5' // 8-byte strings 
05AA: 118@s = 'DUAL_6' // 8-byte strings 
05AA: 120@s = 'DUAL_7' // 8-byte strings 
05AA: 122@s = 'DUAL_8' // 8-byte strings 
05AA: 124@s = 'DUAL_9' // 8-byte strings 
05AA: 126@s = 'DUAL_AA' // 8-byte strings 
05AA: 128@s = 'DUAL_B' // 8-byte strings 
05AA: 130@s = 'DUAL_C' // 8-byte strings 
05AA: 132@s = 'DUAL_D' // 8-byte strings 
05AA: 134@s = 'DUAL_E' // 8-byte strings 
05AA: 136@s = 'DUAL_F' // 8-byte strings 
05AA: 138@s = 'DUAL_G' // 8-byte strings 
05AA: 140@s = 'DUAL_H' // 8-byte strings 
05AA: 142@s = 'DUAL_I' // 8-byte strings 
05AA: 144@s = 'DUAL_J' // 8-byte strings 
05AA: 146@s = 'DUAL_K' // 8-byte strings 
05AA: 148@s = 'DUAL_L' // 8-byte strings 
05AA: 150@s = 'DUAL_M' // 8-byte strings 
05AA: 152@s = 'DUAL_N' // 8-byte strings 
05AA: 154@s = 'DUAL_O' // 8-byte strings 
05AA: 156@s = 'DUAL_P' // 8-byte strings 
05AA: 158@s = 'DUAL_Q' // 8-byte strings 
05AA: 160@s = 'DUAL_R' // 8-byte strings 
05AA: 162@s = 'DUAL_S' // 8-byte strings 
05AA: 164@s = 'DUAL_T' // 8-byte strings 
05AA: 166@s = 'DUAL_U' // 8-byte strings 
05AA: 168@s = 'DUAL_V' // 8-byte strings 
05AA: 170@s = 'DUAL_W' // 8-byte strings 
05AA: 172@s = 'DUAL_X' // 8-byte strings 
05AA: 174@s = 'DUAL_Y' // 8-byte strings 
05AA: 176@s = 'DUAL_Z' // 8-byte strings 
05AA: 178@s = 'DUAL_FS' // 8-byte strings 
00D6: if 
0038:   $5425 == 0 // integer values 
004D: jump_if_false @DUAL_2819 
0004: $5426[0] = -10000 // integer values 
0004: $5426[1] = -7500 // integer values 
0004: $5426[2] = -5000 // integer values 
0004: $5426[3] = -2500 // integer values 
0004: $5426[4] = -1000 // integer values 
0004: $5426[5] = -750 // integer values 
0004: $5426[6] = -500 // integer values 
0004: $5426[7] = -250 // integer values 
0004: $5426[8] = -175 // integer values 
0004: $5426[9] = -100 // integer values 
0004: $5436[0] = 10000 // integer values 
0004: $5436[1] = 7500 // integer values 
0004: $5436[2] = 5000 // integer values 
0004: $5436[3] = 2500 // integer values 
0004: $5436[4] = 1000 // integer values 
0004: $5436[5] = 750 // integer values 
0004: $5436[6] = 500 // integer values 
0004: $5436[7] = 250 // integer values 
0004: $5436[8] = 175 // integer values 
0004: $5436[9] = 100 // integer values 
05A9: s$5446[0] = 132@s // 8-byte strings 
05A9: s$5466[0] = 144@s // 8-byte strings 
05A9: s$5486[0] = 178@s // 8-byte strings 
05A9: s$5446[1] = 146@s // 8-byte strings 
05A9: s$5466[1] = 160@s // 8-byte strings 
05A9: s$5486[1] = 174@s // 8-byte strings 
05A9: s$5446[2] = 162@s // 8-byte strings 
05A9: s$5466[2] = 142@s // 8-byte strings 
05A9: s$5486[2] = 162@s // 8-byte strings 
05A9: s$5446[3] = 170@s // 8-byte strings 
05A9: s$5466[3] = 132@s // 8-byte strings 
05A9: s$5486[3] = 174@s // 8-byte strings 
05A9: s$5446[4] = 132@s // 8-byte strings 
05A9: s$5466[4] = 126@s // 8-byte strings 
05A9: s$5486[4] = 152@s // 8-byte strings 
05A9: s$5446[5] = 148@s // 8-byte strings 
05A9: s$5466[5] = 160@s // 8-byte strings 
05A9: s$5486[5] = 138@s // 8-byte strings 
05A9: s$5446[6] = 152@s // 8-byte strings 
05A9: s$5466[6] = 154@s // 8-byte strings 
05A9: s$5486[6] = 152@s // 8-byte strings 
05A9: s$5446[7] = 138@s // 8-byte strings 
05A9: s$5466[7] = 126@s // 8-byte strings 
05A9: s$5486[7] = 176@s // 8-byte strings 
05A9: s$5446[8] = 108@s // 8-byte strings 
05A9: s$5466[8] = 106@s // 8-byte strings 
05A9: s$5486[8] = 108@s // 8-byte strings 
05A9: s$5446[9] = 144@s // 8-byte strings 
05A9: s$5466[9] = 166@s // 8-byte strings 
05A9: s$5486[9] = 132@s // 8-byte strings 
05A9: s$5506[0] = 126@s // 8-byte strings 
05A9: s$5526[0] = 132@s // 8-byte strings 
05A9: s$5546[0] = 176@s // 8-byte strings 
05A9: s$5506[1] = 130@s // 8-byte strings 
05A9: s$5526[1] = 126@s // 8-byte strings 
05A9: s$5546[1] = 152@s // 8-byte strings 
05A9: s$5506[2] = 142@s // 8-byte strings 
05A9: s$5526[2] = 150@s // 8-byte strings 
05A9: s$5546[2] = 174@s // 8-byte strings 
05A9: s$5506[3] = 170@s // 8-byte strings 
05A9: s$5526[3] = 142@s // 8-byte strings 
05A9: s$5546[3] = 148@s // 8-byte strings 
05A9: s$5506[4] = 132@s // 8-byte strings 
05A9: s$5526[4] = 128@s // 8-byte strings 
05A9: s$5546[4] = 156@s // 8-byte strings 
05A9: s$5506[5] = 132@s // 8-byte strings 
05A9: s$5526[5] = 126@s // 8-byte strings 
05A9: s$5546[5] = 168@s // 8-byte strings 
05A9: s$5506[6] = 132@s // 8-byte strings 
05A9: s$5526[6] = 154@s // 8-byte strings 
05A9: s$5546[6] = 132@s // 8-byte strings 
05A9: s$5506[7] = 152@s // 8-byte strings 
05A9: s$5526[7] = 136@s // 8-byte strings 
05A9: s$5546[7] = 178@s // 8-byte strings 
05A9: s$5506[8] = 146@s // 8-byte strings 
05A9: s$5526[8] = 150@s // 8-byte strings 
05A9: s$5546[8] = 128@s // 8-byte strings 
05A9: s$5506[9] = 162@s // 8-byte strings 
05A9: s$5526[9] = 144@s // 8-byte strings 
05A9: s$5546[9] = 148@s // 8-byte strings 
0004: $5425 = 1 // integer values 

:DUAL_2819
0006: 180@ = -1 // integer values 
0006: 181@ = 0 // integer values 
0007: 182@ = 321.4137 // floating-point values 
0007: 183@ = 58.2432 // floating-point values 
0007: 184@ = 201.225 // floating-point values 
0007: 185@ = 88.9168 // floating-point values 
0007: 186@ = 29.78 // floating-point values 
0007: 187@ = 230.5296 // floating-point values 
0007: 188@ = 28.5713 // floating-point values 

:DUAL_2903
0001: wait 0 ms 
016A: fade 1 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 300@ = 0 // integer values 
0494: get_joystick_data 0 311@ 312@ 39@ 39@ 
00D6: if or
00E1:   key_pressed 0 11 
0019:   311@ > 100 // integer values 
004D: jump_if_false @DUAL_3094 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @DUAL_3080 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DUAL_3035 
0006: 100@ = 1 // integer values 
097A: (unknown) 0.0 0.0 0.0 1046 
0002: jump @DUAL_3080 

:DUAL_3035
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @DUAL_3080 
0006: 100@ = 3 // integer values 
097A: (unknown) 0.0 0.0 0.0 1046 

:DUAL_3080
0006: 103@ = 1 // integer values 
0002: jump @DUAL_3581 

:DUAL_3094
00D6: if or
00E1:   key_pressed 0 10 
001B:   -100 > 311@ // integer values 
004D: jump_if_false @DUAL_3247 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @DUAL_3233 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DUAL_3188 
0006: 100@ = 0 // integer values 
097A: (unknown) 0.0 0.0 0.0 1046 
0002: jump @DUAL_3233 

:DUAL_3188
00D6: if 
0039:   100@ == 3 // integer values 
004D: jump_if_false @DUAL_3233 
0006: 100@ = 2 // integer values 
097A: (unknown) 0.0 0.0 0.0 1046 

:DUAL_3233
0006: 102@ = 1 // integer values 
0002: jump @DUAL_3574 

:DUAL_3247
00D6: if or
00E1:   key_pressed 0 8 
001B:   -100 > 312@ // integer values 
004D: jump_if_false @DUAL_3400 
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @DUAL_3386 
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @DUAL_3341 
0006: 100@ = 0 // integer values 
097A: (unknown) 0.0 0.0 0.0 1046 
0002: jump @DUAL_3386 

:DUAL_3341
00D6: if 
0039:   100@ == 3 // integer values 
004D: jump_if_false @DUAL_3386 
0006: 100@ = 1 // integer values 
097A: (unknown) 0.0 0.0 0.0 1046 

:DUAL_3386
0006: 104@ = 1 // integer values 
0002: jump @DUAL_3567 

:DUAL_3400
00D6: if or
00E1:   key_pressed 0 9 
0019:   312@ > 100 // integer values 
004D: jump_if_false @DUAL_3553 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @DUAL_3539 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DUAL_3494 
0006: 100@ = 2 // integer values 
097A: (unknown) 0.0 0.0 0.0 1046 
0002: jump @DUAL_3539 

:DUAL_3494
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DUAL_3539 
0006: 100@ = 3 // integer values 
097A: (unknown) 0.0 0.0 0.0 1046 

:DUAL_3539
0006: 105@ = 1 // integer values 
0002: jump @DUAL_3560 

:DUAL_3553
0006: 105@ = 0 // integer values 

:DUAL_3560
0006: 104@ = 0 // integer values 

:DUAL_3567
0006: 102@ = 0 // integer values 

:DUAL_3574
0006: 103@ = 0 // integer values 

:DUAL_3581
038D: create_texture 18 position 52@ 64@ scale 76@ 88@ color 255 255 255 alpha 255 
038D: create_texture 13 position 53@ 65@ scale 77@ 89@ color 255 255 255 alpha 255 
038D: create_texture 17 position 54@ 66@ scale 256.0 128.0 color 255 255 255 alpha 255 
038D: create_texture 7 position 55@ 67@ scale 32.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 8 position 56@ 68@ scale 32.0 32.0 color 255 255 255 alpha 255 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @DUAL_3795 
033F: set_text_draw_letter_width_height 82@ 94@ 
0002: jump @DUAL_3803 

:DUAL_3795
033F: set_text_draw_letter_width_height 81@ 93@ 

:DUAL_3803
033E: text_draw 57@ 69@ 'SPAC_04'  // JTK
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
0340: set_text_draw_color 0 0 0 255 
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @DUAL_3879 
033F: set_text_draw_letter_width_height 82@ 94@ 
0002: jump @DUAL_3887 

:DUAL_3879
033F: set_text_draw_letter_width_height 81@ 93@ 

:DUAL_3887
033E: text_draw 58@ 69@ 'SPAC_05'  // KILPS
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @DUAL_3966 
033F: set_text_draw_letter_width_height 82@ 94@ 
0002: jump @DUAL_3974 

:DUAL_3966
033F: set_text_draw_letter_width_height 81@ 93@ 

:DUAL_3974
033E: text_draw 57@ 71@ 'SPAC_06'  // LEGJOBBAK
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
0340: set_text_draw_color 0 0 0 255 
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @DUAL_4050 
033F: set_text_draw_letter_width_height 82@ 94@ 
0002: jump @DUAL_4058 

:DUAL_4050
033F: set_text_draw_letter_width_height 81@ 93@ 

:DUAL_4058
033E: text_draw 58@ 71@ 'SPAC_06'  // LEGJOBBAK
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DUAL_4125 
038D: create_texture 8 position 60@ 72@ scale 16.0 16.0 color 255 255 255 alpha 255 

:DUAL_4125
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DUAL_4175 
038D: create_texture 7 position 61@ 72@ scale 16.0 16.0 color 255 255 255 alpha 255 

:DUAL_4175
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @DUAL_4225 
038D: create_texture 8 position 60@ 73@ scale 16.0 16.0 color 255 255 255 alpha 255 

:DUAL_4225
00D6: if 
0039:   100@ == 3 // integer values 
004D: jump_if_false @DUAL_4275 
038D: create_texture 7 position 61@ 73@ scale 16.0 16.0 color 255 255 255 alpha 255 

:DUAL_4275
038D: create_texture 3 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DUAL_4755 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @DUAL_4748 
000A: 101@ += 1 // integer values 
097A: (unknown) 0.0 0.0 0.0 1045 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DUAL_4506 
0002: jump @DUAL_4839 

:DUAL_4506
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DUAL_4552 
0391: release_txd_dictionary 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 0 0 ms 
0001: wait 0 ms 
016A: fade 1 500 ms 
0051: return 

:DUAL_4552
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @DUAL_4650 
0208: 50@ = random_float -15.0 15.0 
0087: 205@ = 50@ // floating-point values only 
0208: 50@ = random_float -15.0 15.0 
0087: 206@ = 50@ // floating-point values only 
0007: 199@ = 0.0 // floating-point values 
0007: 200@ = 0.0 // floating-point values 
0006: 181@ = 1 // integer values 
0002: jump @DUAL_11763 

:DUAL_4650
00D6: if 
0039:   100@ == 3 // integer values 
004D: jump_if_false @DUAL_4748 
0208: 50@ = random_float -15.0 15.0 
0087: 205@ = 50@ // floating-point values only 
0208: 50@ = random_float -15.0 15.0 
0087: 206@ = 50@ // floating-point values only 
0007: 199@ = 0.0 // floating-point values 
0007: 200@ = 0.0 // floating-point values 
0006: 181@ = 0 // integer values 
0002: jump @DUAL_11763 

:DUAL_4748
0002: jump @DUAL_4762 

:DUAL_4755
0006: 101@ = 0 // integer values 

:DUAL_4762
0937: (unknown) 62@ 74@ 86@ 98@ 'DUMMY' 0 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 86@ 
0349: text_draw_style = 1 
033F: set_text_draw_letter_width_height 87@ 99@ 
033E: text_draw 63@ 75@ 'SPAC_10'  // ~w~~<~~u~~d~~>~ Navigl~n~~k~~PED_SPRINT~ Kivlaszt
0002: jump @DUAL_2903 

:DUAL_4839
0007: 189@ = 0.0 // floating-point values 
0007: 193@ = 0.0 // floating-point values 
0007: 190@ = 0.0 // floating-point values 
0007: 194@ = 0.0 // floating-point values 
0007: 199@ = 0.0 // floating-point values 
0007: 200@ = 0.0 // floating-point values 
0005: $5566 = 0.0 // floating-point values 
0005: $5567 = 0.0 // floating-point values 
0007: 201@ = 0.0 // floating-point values 
0007: 202@ = 0.0 // floating-point values 
0007: 203@ = 0.1 // floating-point values 
0007: 204@ = 100.0 // floating-point values 
0007: 205@ = 0.0 // floating-point values 
0007: 206@ = 0.0 // floating-point values 
0006: 207@ = 0 // integer values 
0007: 208@ = -512.0 // floating-point values 
0007: 209@ = -256.0 // floating-point values 
0007: 210@ = 0.0 // floating-point values 
0007: 211@ = 256.0 // floating-point values 
0007: 212@ = 512.0 // floating-point values 
0007: 213@ = -384.0 // floating-point values 
0007: 214@ = -128.0 // floating-point values 
0007: 215@ = 128.0 // floating-point values 
0007: 216@ = 384.0 // floating-point values 
0007: 217@ = 200.0 // floating-point values 
0007: 227@ = 200.0 // floating-point values 
0007: 237@ = -2E11 // floating-point values 
0007: 218@ = -300.0 // floating-point values 
0007: 228@ = -300.0 // floating-point values 
0007: 238@ = -2E11 // floating-point values 
0007: 219@ = -300.0 // floating-point values 
0007: 229@ = 300.0 // floating-point values 
0007: 239@ = -2E11 // floating-point values 
0007: 220@ = 300.0 // floating-point values 
0007: 230@ = -300.0 // floating-point values 
0007: 240@ = -2E11 // floating-point values 
0007: 221@ = 0.1 // floating-point values 
0007: 231@ = 300.0 // floating-point values 
0007: 241@ = -2E11 // floating-point values 
0007: 222@ = 0.1 // floating-point values 
0007: 232@ = -300.0 // floating-point values 
0007: 242@ = 2E11 // floating-point values 
0007: 223@ = 300.0 // floating-point values 
0007: 233@ = 0.1 // floating-point values 
0007: 243@ = 2E11 // floating-point values 
0007: 224@ = -300.0 // floating-point values 
0007: 234@ = 0.1 // floating-point values 
0007: 244@ = 2E11 // floating-point values 
0007: 225@ = 0.1 // floating-point values 
0007: 235@ = 500.0 // floating-point values 
0007: 245@ = 2E11 // floating-point values 
0007: 226@ = 0.1 // floating-point values 
0007: 236@ = -500.0 // floating-point values 
0007: 246@ = 2E11 // floating-point values 
0006: 247@ = 10 // integer values 
0007: 248@ = 32.0 // floating-point values 
0007: 249@ = 6.6726 // floating-point values 
0013: 249@ *= 0.1 // floating-point values 
0013: 249@ *= 0.1 // floating-point values 
0013: 249@ *= 0.1 // floating-point values 
0013: 249@ *= 0.1 // floating-point values 
0013: 249@ *= 0.1 // floating-point values 
0013: 249@ *= 0.1 // floating-point values 
0006: 40@ = 0 // integer values 

:DUAL_5470
00D6: if 
001B:   20 > 40@ // integer values 
004D: jump_if_false @DUAL_5530 
0007: 250@(40@,20f) = 1000.0 // floating-point values 
0007: 270@(40@,20f) = 1000.0 // floating-point values 
000A: 40@ += 1 // integer values 
0002: jump @DUAL_5470 

:DUAL_5530
0006: 40@ = 0 // integer values 

:DUAL_5537
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_5580 
0006: 290@(40@,10i) = 0 // integer values 
000A: 40@ += 1 // integer values 
0002: jump @DUAL_5537 

:DUAL_5580
0006: 300@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0007: 301@ = 100.0 // floating-point values 
0007: 302@ = 100.0 // floating-point values 
0007: 303@ = 256.0 // floating-point values 
0006: 304@ = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 305@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 305@ += 4000 // integer values 
008B: 306@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0006: 307@ = 0 // integer values 

:DUAL_5667
008B: 308@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 309@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 309@ -= 308@ // integer values 
0093: 310@ = integer_to_float 309@ 
0017: 310@ /= 1.5 // floating-point values 
0017: 310@ /= 1000.0 // floating-point values 
0007: 201@ = 0.0 // floating-point values 
0007: 202@ = 0.0 // floating-point values 
0079: 301@ += unknown_inaccurate_float_timer 0.06 // floating-point 
00D6: if 
0021:   301@ > 100.0 // floating-point values 
004D: jump_if_false @DUAL_5789 
0007: 301@ = 100.0 // floating-point values 

:DUAL_5789
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DUAL_5845 
00D6: if 
0039:   307@ == 1 // integer values 
004D: jump_if_false @DUAL_5838 
0006: 307@ = 0 // integer values 
0006: 304@ = 1 // integer values 

:DUAL_5838
0002: jump @DUAL_5852 

:DUAL_5845
0006: 307@ = 1 // integer values 

:DUAL_5852
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @DUAL_5886 
0079: 203@ += unknown_inaccurate_float_timer 5.0 // floating-point 
0002: jump @DUAL_5970 

:DUAL_5886
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @DUAL_5920 
0079: 203@ += unknown_inaccurate_float_timer -5.0 // floating-point 
0002: jump @DUAL_5970 

:DUAL_5920
0494: get_joystick_data 0 311@ 312@ 39@ 39@ 
0093: 50@ = integer_to_float 311@ 
0017: 50@ /= 15.0 // floating-point values 
007B: 203@ += unknown_inaccurate_float_timer 50@ // floating-point 
0656: (unknown) 203@ 203@ 

:DUAL_5970
0006: 40@ = 0 // integer values 

:DUAL_5977
00D6: if 
001D:   247@ > 40@ // integer values 
004D: jump_if_false @DUAL_7304 
0509: $11352 = distance between point 199@ 200@ and point 217@(40@,10f) 227@(40@,10f) 
0006: 313@ = 0 // integer values 
00D6: if 
0020:   $11352 > 700.0 // floating-point values 
004D: jump_if_false @DUAL_6056 
0006: 313@ = 1 // integer values 

:DUAL_6056
00D6: if 
0022:   100.0 > $11352 // floating-point values 
004D: jump_if_false @DUAL_6403 
00D6: if 
05A5: (unknown) 199@ 200@ 32.0 32.0 217@(40@,10f) 227@(40@,10f) 32.0 32.0 
004D: jump_if_false @DUAL_6403 
00D6: if 
0021:   237@(40@,10f) > 0.0 // floating-point values 
004D: jump_if_false @DUAL_6342 
097A: (unknown) 0.0 0.0 0.0 1050 
007F: 302@ -= unknown_inaccurate_float_timer 1.0 // floating-point 
00D6: if 
0023:   0.0 > 302@ // floating-point values 
004D: jump_if_false @DUAL_6335 
0007: 302@ = 0.0 // floating-point values 
0006: 41@ = 0 // integer values 

:DUAL_6223
00D6: if 
001B:   10 > 41@ // integer values 
004D: jump_if_false @DUAL_6319 
00D6: if 
0039:   290@(41@,10i) == 0 // integer values 
004D: jump_if_false @DUAL_6305 
0087: 324@(41@,10f) = 199@ // floating-point values only 
0087: 334@(41@,10f) = 200@ // floating-point values only 
000A: 290@(41@,10i) += 1 // integer values 
0006: 41@ = 9 // integer values 

:DUAL_6305
000A: 41@ += 1 // integer values 
0002: jump @DUAL_6223 

:DUAL_6319
008B: 306@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 306@ += 3000 // integer values 

:DUAL_6335
0002: jump @DUAL_6403 

:DUAL_6342
097A: (unknown) 0.0 0.0 0.0 1051 
0079: 302@ += unknown_inaccurate_float_timer 1.0 // floating-point 
00D6: if 
0021:   302@ > 100.0 // floating-point values 
004D: jump_if_false @DUAL_6403 
0007: 302@ = 100.0 // floating-point values 

:DUAL_6403
0006: 41@ = 0 // integer values 

:DUAL_6410
00D6: if 
001B:   10 > 41@ // integer values 
004D: jump_if_false @DUAL_6605 
00D6: if 
001F:   314@(41@,10i) > $CURRENT_TIME_IN_MS2 // integer values 
004D: jump_if_false @DUAL_6591 
00D6: if 
05A5: (unknown) 439@(41@,10f) 449@(41@,10f) 12.0 12.0 217@(40@,10f) 227@(40@,10f) 32.0 32.0 
004D: jump_if_false @DUAL_6591 
0006: 313@ = 2 // integer values 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // integer values 
004D: jump_if_false @DUAL_6584 
00D6: if 
0021:   237@(40@,10f) > 0.0 // floating-point values 
004D: jump_if_false @DUAL_6577 
000A: 300@ += 10 // integer values 
0002: jump @DUAL_6584 

:DUAL_6577
000E: 300@ -= 10 // integer values 

:DUAL_6584
0006: 41@ = 9 // integer values 

:DUAL_6591
000A: 41@ += 1 // integer values 
0002: jump @DUAL_6410 

:DUAL_6605
00D6: if 
0019:   313@ > 0 // integer values 
004D: jump_if_false @DUAL_7000 
00D6: if 
0039:   313@ == 2 // integer values 
004D: jump_if_false @DUAL_6752 
0006: 41@ = 0 // integer values 

:DUAL_6648
00D6: if 
001B:   10 > 41@ // integer values 
004D: jump_if_false @DUAL_6752 
00D6: if 
0039:   290@(41@,10i) == 0 // integer values 
004D: jump_if_false @DUAL_6738 
0087: 324@(41@,10f) = 217@(40@,10f) // floating-point values only 
0087: 334@(41@,10f) = 227@(40@,10f) // floating-point values only 
000A: 290@(41@,10i) += 1 // integer values 
0006: 41@ = 9 // integer values 

:DUAL_6738
000A: 41@ += 1 // integer values 
0002: jump @DUAL_6648 

:DUAL_6752
0209: 39@ = random_int 0 2 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DUAL_6853 
0208: $TEMPVAR_FLOAT_1 = random_float 340.0 700.0 
0209: 39@ = random_int 0 2 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DUAL_6831 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 

:DUAL_6831
0208: $TEMPVAR_FLOAT_2 = random_float -700.0 700.0 
0002: jump @DUAL_6920 

:DUAL_6853
0208: $TEMPVAR_FLOAT_1 = random_float -700.0 700.0 
0208: $TEMPVAR_FLOAT_2 = random_float 340.0 700.0 
0209: 39@ = random_int 0 2 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DUAL_6920 
0011: $TEMPVAR_FLOAT_2 *= -1.0 // floating-point values 

:DUAL_6920
0087: 217@(40@,10f) = 199@ // floating-point values only 
005D: 217@(40@,10f) += $TEMPVAR_FLOAT_1 // floating-point values 
0087: 227@(40@,10f) = 200@ // floating-point values only 
005D: 227@(40@,10f) += $TEMPVAR_FLOAT_2 // floating-point values 
0509: $11352 = distance between point 199@ 200@ and point 217@(40@,10f) 227@(40@,10f) 
0002: jump @DUAL_7290 

:DUAL_7000
0087: 50@ = 237@(40@,10f) // floating-point values only 
006B: 50@ *= 204@ // floating-point values 
006B: 50@ *= 249@ // floating-point values 
0086: $TEMPVAR_FLOAT_3 = $11352 // floating-point values only 
0069: $TEMPVAR_FLOAT_3 *= $11352 // floating-point values 
0077: 50@ /= $TEMPVAR_FLOAT_3 // floating-point values 
0087: 344@ = 217@(40@,10f) // floating-point values only 
0063: 344@ -= 199@ // floating-point values 
0087: 345@ = 227@(40@,10f) // floating-point values only 
0063: 345@ -= 200@ // floating-point values 
0077: 344@ /= $11352 // floating-point values 
0077: 345@ /= $11352 // floating-point values 
0087: 43@ = 344@ // floating-point values only 
006B: 43@ *= 50@ // floating-point values 
0087: 44@ = 345@ // floating-point values only 
006B: 44@ *= 50@ // floating-point values 
0007: 248@ = 32.0 // floating-point values 
00D6: if 
0021:   43@ > 50000.0 // floating-point values 
004D: jump_if_false @DUAL_7181 
0007: 43@ = 50000.0 // floating-point values 

:DUAL_7181
00D6: if 
0023:   -50000.0 > 43@ // floating-point values 
004D: jump_if_false @DUAL_7212 
0007: 43@ = -50000.0 // floating-point values 

:DUAL_7212
00D6: if 
0021:   44@ > 50000.0 // floating-point values 
004D: jump_if_false @DUAL_7243 
0007: 44@ = 50000.0 // floating-point values 

:DUAL_7243
00D6: if 
0023:   -50000.0 > 44@ // floating-point values 
004D: jump_if_false @DUAL_7274 
0007: 44@ = -50000.0 // floating-point values 

:DUAL_7274
005B: 201@ += 43@ // floating-point values 
005B: 202@ += 44@ // floating-point values 

:DUAL_7290
000A: 40@ += 1 // integer values 
0002: jump @DUAL_5977 

:DUAL_7304
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // integer values 
004D: jump_if_false @DUAL_8043 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DUAL_7494 
00D6: if or
0021:   301@ > 0.2 // floating-point values 
0043:   301@ == 0.2 // floating-point values 
004D: jump_if_false @DUAL_7487 
02F6: $TEMPVAR_FLOAT_1 = cosine 203@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 203@ // cosine swapped with sinus 
0011: $TEMPVAR_FLOAT_1 *= -20000.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 20000.0 // floating-point values 
005D: 201@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 202@ += $TEMPVAR_FLOAT_2 // floating-point values 
000A: 207@ += 50 // integer values 
00D6: if 
0019:   207@ > 200 // integer values 
004D: jump_if_false @DUAL_7457 
0006: 207@ = 200 // integer values 

:DUAL_7457
097A: (unknown) 0.0 0.0 0.0 1042 
007F: 301@ -= unknown_inaccurate_float_timer 0.2 // floating-point 

:DUAL_7487
0002: jump @DUAL_7526 

:DUAL_7494
000E: 207@ -= 20 // integer values 
00D6: if 
001B:   0 > 207@ // integer values 
004D: jump_if_false @DUAL_7526 
0006: 207@ = 0 // integer values 

:DUAL_7526
00D6: if or
0021:   301@ > 0.1 // floating-point values 
0043:   301@ == 0.1 // floating-point values 
004D: jump_if_false @DUAL_7662 
00D6: if 
00E1:   key_pressed 0 6 
004D: jump_if_false @DUAL_7662 
0087: 50@ = 203@ // floating-point values only 
000B: 50@ += 90.0 // floating-point values 
0656: (unknown) 50@ 50@ 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 50@ // cosine swapped with sinus 
0011: $TEMPVAR_FLOAT_1 *= -6000.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 6000.0 // floating-point values 
005D: 201@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 202@ += $TEMPVAR_FLOAT_2 // floating-point values 
007F: 301@ -= unknown_inaccurate_float_timer 0.1 // floating-point 

:DUAL_7662
00D6: if or
0021:   301@ > 0.1 // floating-point values 
0043:   301@ == 0.1 // floating-point values 
004D: jump_if_false @DUAL_7798 
00D6: if 
00E1:   key_pressed 0 4 
004D: jump_if_false @DUAL_7798 
0087: 50@ = 203@ // floating-point values only 
000F: 50@ -= 90.0 // floating-point values 
0656: (unknown) 50@ 50@ 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 50@ // cosine swapped with sinus 
0011: $TEMPVAR_FLOAT_1 *= -6000.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 6000.0 // floating-point values 
005D: 201@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 202@ += $TEMPVAR_FLOAT_2 // floating-point values 
007F: 301@ -= unknown_inaccurate_float_timer 0.1 // floating-point 

:DUAL_7798
0089: 346@ = $5566 // floating-point values only 
0013: 346@ *= 40.0 // floating-point values 
0089: 347@ = $5567 // floating-point values only 
0013: 347@ *= 40.0 // floating-point values 
0063: 201@ -= 346@ // floating-point values 
0063: 202@ -= 347@ // floating-point values 
0073: 201@ /= 204@ // floating-point values 
0073: 202@ /= 204@ // floating-point values 
006B: 201@ *= 310@ // floating-point values 
006B: 202@ *= 310@ // floating-point values 
005F: $5566 += 201@ // floating-point values 
005F: $5567 += 202@ // floating-point values 
00D6: if or
0021:   301@ > 1.0 // floating-point values 
0043:   301@ == 1.0 // floating-point values 
004D: jump_if_false @DUAL_8043 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @DUAL_8043 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 348@ // integer values 
004D: jump_if_false @DUAL_8043 
0050: gosub @DUAL_15309 
097A: (unknown) 0.0 0.0 0.0 1041 
008B: 348@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 348@ += 250 // integer values 
007F: 301@ -= unknown_inaccurate_float_timer 1.0 // floating-point 
00D6: if 
0019:   300@ > 0 // integer values 
004D: jump_if_false @DUAL_8043 
000E: 300@ -= 1 // integer values 

:DUAL_8043
0087: 205@ = 199@ // floating-point values only 
0087: 206@ = 200@ // floating-point values only 
00D6: if 
0020:   $5566 > 300.0 // floating-point values 
004D: jump_if_false @DUAL_8090 
0005: $5566 = 300.0 // floating-point values 

:DUAL_8090
00D6: if 
0022:   -300.0 > $5566 // floating-point values 
004D: jump_if_false @DUAL_8121 
0005: $5566 = -300.0 // floating-point values 

:DUAL_8121
00D6: if 
0020:   $5567 > 300.0 // floating-point values 
004D: jump_if_false @DUAL_8152 
0005: $5567 = 300.0 // floating-point values 

:DUAL_8152
00D6: if 
0022:   -300.0 > $5567 // floating-point values 
004D: jump_if_false @DUAL_8183 
0005: $5567 = -300.0 // floating-point values 

:DUAL_8183
0088: $TEMPVAR_FLOAT_1 = 310@ // floating-point values only 
0069: $TEMPVAR_FLOAT_1 *= $5566 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 310@ // floating-point values only 
0069: $TEMPVAR_FLOAT_2 *= $5567 // floating-point values 
005D: 199@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 200@ += $TEMPVAR_FLOAT_2 // floating-point values 
0006: 40@ = 0 // integer values 

:DUAL_8238
00D6: if 
001B:   3 > 40@ // integer values 
004D: jump_if_false @DUAL_9088 
0088: $TEMPVAR_FLOAT_1 = 205@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 206@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 200@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 0.6 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 0.6 // floating-point values 
0093: 50@ = integer_to_float 40@ 
000B: 50@ += 1.0 // floating-point values 
0013: 50@ *= 0.3 // floating-point values 
006D: $TEMPVAR_FLOAT_1 *= 50@ // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 50@ // floating-point values 
0007: 303@ = 512.0 // floating-point values 
006B: 303@ *= 50@ // floating-point values 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @DUAL_8439 
0015: $TEMPVAR_FLOAT_1 /= 2.0 // floating-point values 
0015: $TEMPVAR_FLOAT_2 /= 2.0 // floating-point values 
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // floating-point values 
0002: jump @DUAL_8463 

:DUAL_8439
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // floating-point values 

:DUAL_8463
0087: 50@ = 303@ // floating-point values only 
0017: 50@ /= 2.0 // floating-point values 
00D6: if 
0025:   189@(40@,4f) > 50@ // floating-point values 
004D: jump_if_false @DUAL_8516 
0063: 189@(40@,4f) -= 303@ // floating-point values 

:DUAL_8516
0087: 50@ = 303@ // floating-point values only 
0013: 50@ *= -1.0 // floating-point values 
00D6: if 
0025:   50@ > 189@(40@,4f) // floating-point values 
004D: jump_if_false @DUAL_8569 
005B: 189@(40@,4f) += 303@ // floating-point values 

:DUAL_8569
0087: 50@ = 303@ // floating-point values only 
0013: 50@ *= -1.0 // floating-point values 
00D6: if 
0025:   193@(40@,4f) > 50@ // floating-point values 
004D: jump_if_false @DUAL_8622 
0063: 193@(40@,4f) -= 303@ // floating-point values 

:DUAL_8622
0087: 50@ = 303@ // floating-point values only 
0013: 50@ *= -1.0 // floating-point values 
00D6: if 
0025:   50@ > 193@(40@,4f) // floating-point values 
004D: jump_if_false @DUAL_8675 
005B: 193@(40@,4f) += 303@ // floating-point values 

:DUAL_8675
0007: 50@ = 640.0 // floating-point values 
005B: 50@ += 303@ // floating-point values 
0087: 349@ = 50@ // floating-point values only 
0073: 349@ /= 303@ // floating-point values 
0092: 350@ = float_to_integer 349@ 
0093: 50@ = integer_to_float 350@ 
0063: 349@ -= 50@ // floating-point values 
00D6: if 
0021:   349@ > 0.0 // floating-point values 
004D: jump_if_false @DUAL_8761 
000A: 350@ += 1 // integer values 

:DUAL_8761
0007: 50@ = 448.0 // floating-point values 
005B: 50@ += 303@ // floating-point values 
0087: 351@ = 50@ // floating-point values only 
0073: 351@ /= 303@ // floating-point values 
0092: 352@ = float_to_integer 351@ 
0093: 50@ = integer_to_float 352@ 
0063: 351@ -= 50@ // floating-point values 
00D6: if 
0021:   351@ > 0.0 // floating-point values 
004D: jump_if_false @DUAL_8847 
000A: 352@ += 1 // integer values 

:DUAL_8847
000A: 350@ += 1 // integer values 
000A: 352@ += 1 // integer values 
0087: 197@ = 189@(40@,4f) // floating-point values only 
0087: 198@ = 193@(40@,4f) // floating-point values only 
0006: 354@ = 0 // integer values 

:DUAL_8892
00D6: if 
001D:   352@ > 354@ // integer values 
004D: jump_if_false @DUAL_9074 
0006: 353@ = 0 // integer values 

:DUAL_8918
00D6: if 
001D:   350@ > 353@ // integer values 
004D: jump_if_false @DUAL_9040 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @DUAL_8990 
038D: create_texture 1 position 197@ 198@ scale 303@ 303@ color 150 150 150 alpha 255 
0002: jump @DUAL_9018 

:DUAL_8990
038D: create_texture 2 position 197@ 198@ scale 303@ 303@ color 150 150 150 alpha 255 

:DUAL_9018
005B: 197@ += 303@ // floating-point values 
000A: 353@ += 1 // integer values 
0002: jump @DUAL_8918 

:DUAL_9040
0087: 197@ = 189@(40@,4f) // floating-point values only 
005B: 198@ += 303@ // floating-point values 
000A: 354@ += 1 // integer values 
0002: jump @DUAL_8892 

:DUAL_9074
000A: 40@ += 1 // integer values 
0002: jump @DUAL_8238 

:DUAL_9088
0006: 40@ = 0 // integer values 

:DUAL_9095
00D6: if 
001D:   247@ > 40@ // integer values 
004D: jump_if_false @DUAL_9284 
0088: $TEMPVAR_FLOAT_1 = 217@(40@,10f) // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 227@(40@,10f) // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 200@ // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 320.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 224.0 // floating-point values 
00D6: if 
0021:   237@(40@,10f) > 0.0 // floating-point values 
004D: jump_if_false @DUAL_9238 
038D: create_texture 7 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 32.0 32.0 color 150 150 150 alpha 255 
0002: jump @DUAL_9270 

:DUAL_9238
038D: create_texture 8 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 32.0 32.0 color 255 255 255 alpha 255 

:DUAL_9270
000A: 40@ += 1 // integer values 
0002: jump @DUAL_9095 

:DUAL_9284
0006: 40@ = 0 // integer values 

:DUAL_9291
00D6: if 
001B:   20 > 40@ // integer values 
004D: jump_if_false @DUAL_9986 
0509: $11352 = distance between point 199@ 200@ and point 250@(40@,20f) 270@(40@,20f) 
00D6: if or
0020:   $11352 > 600.0 // floating-point values 
05A5: (unknown) 199@ 200@ 32.0 32.0 250@(40@,20f) 270@(40@,20f) 18.0 18.0 
004D: jump_if_false @DUAL_9823 
00D6: if 
05A5: (unknown) 199@ 200@ 32.0 32.0 250@(40@,20f) 270@(40@,20f) 18.0 18.0 
004D: jump_if_false @DUAL_9589 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // integer values 
004D: jump_if_false @DUAL_9589 
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_9521 
097A: (unknown) 0.0 0.0 0.0 1048 
000A: 300@ += 5 // integer values 
0002: jump @DUAL_9548 

:DUAL_9521
097A: (unknown) 0.0 0.0 0.0 1049 
000E: 300@ -= 5 // integer values 

:DUAL_9548
000B: 301@ += 25.0 // floating-point values 
00D6: if 
0021:   301@ > 100.0 // floating-point values 
004D: jump_if_false @DUAL_9589 
0007: 301@ = 100.0 // floating-point values 

:DUAL_9589
0209: 39@ = random_int 0 2 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DUAL_9699 
0208: $TEMPVAR_FLOAT_1 = random_float 340.0 700.0 
0209: 39@ = random_int 0 2 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DUAL_9668 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 

:DUAL_9668
0208: $TEMPVAR_FLOAT_2 = random_float -700.0 700.0 
0209: 39@ = random_int 0 2 
0002: jump @DUAL_9775 

:DUAL_9699
0208: $TEMPVAR_FLOAT_1 = random_float -700.0 700.0 
0209: 39@ = random_int 0 2 
0208: $TEMPVAR_FLOAT_2 = random_float 340.0 700.0 
0209: 39@ = random_int 0 2 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DUAL_9775 
0011: $TEMPVAR_FLOAT_2 *= -1.0 // floating-point values 

:DUAL_9775
0087: 250@(40@,20f) = 199@ // floating-point values only 
005D: 250@(40@,20f) += $TEMPVAR_FLOAT_1 // floating-point values 
0087: 270@(40@,20f) = 200@ // floating-point values only 
005D: 270@(40@,20f) += $TEMPVAR_FLOAT_2 // floating-point values 

:DUAL_9823
0088: $TEMPVAR_FLOAT_1 = 250@(40@,20f) // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 270@(40@,20f) // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 200@ // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 320.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 224.0 // floating-point values 
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_9940 
038D: create_texture 8 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 16.0 16.0 color 255 255 255 alpha 255 
0002: jump @DUAL_9972 

:DUAL_9940
038D: create_texture 7 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 16.0 16.0 color 150 150 150 alpha 255 

:DUAL_9972
000A: 40@ += 1 // integer values 
0002: jump @DUAL_9291 

:DUAL_9986
0006: 40@ = 0 // integer values 

:DUAL_9993
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_10296 
00D6: if 
0019:   290@(40@,10i) > 0 // integer values 
004D: jump_if_false @DUAL_10282 
0088: $TEMPVAR_FLOAT_1 = 324@(40@,10f) // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 334@(40@,10f) // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 200@ // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 320.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 224.0 // floating-point values 
00D6: if 
0039:   290@(40@,10i) == 1 // integer values 
004D: jump_if_false @DUAL_10170 
008B: 355@(40@,10i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 355@(40@,10i) += 500 // integer values 
0006: 290@(40@,10i) = 9 // integer values 
097A: (unknown) 0.0 0.0 0.0 1043 

:DUAL_10170
008B: 355@(40@,10i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 355@(40@,10i) += 500 // integer values 
000A: 290@(40@,10i) += 1 // integer values 
00D6: if 
0019:   290@(40@,10i) > 12 // integer values 
004D: jump_if_false @DUAL_10245 
0006: 290@(40@,10i) = 0 // integer values 
0002: jump @DUAL_10282 

:DUAL_10245
038D: create_texture 290@(40@,10i) position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 32.0 32.0 color 150 150 150 alpha 255 

:DUAL_10282
000A: 40@ += 1 // integer values 
0002: jump @DUAL_9993 

:DUAL_10296
0006: 40@ = 0 // integer values 

:DUAL_10303
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_10522 
00D6: if 
001F:   314@(40@,10i) > $CURRENT_TIME_IN_MS2 // integer values 
004D: jump_if_false @DUAL_10508 
0088: $TEMPVAR_FLOAT_1 = 310@ // floating-point values only 
006D: $TEMPVAR_FLOAT_1 *= 459@(40@,10f) // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 310@ // floating-point values only 
006D: $TEMPVAR_FLOAT_2 *= 469@(40@,10f) // floating-point values 
005D: 439@(40@,10f) += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 449@(40@,10f) += $TEMPVAR_FLOAT_2 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 439@(40@,10f) // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 449@(40@,10f) // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 200@ // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 320.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 224.0 // floating-point values 
0088: $TEMPVAR_ANGLE = 203@ // floating-point values only 
038D: create_texture 14 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 8.0 8.0 color 150 150 150 alpha 255 

:DUAL_10508
000A: 40@ += 1 // integer values 
0002: jump @DUAL_10303 

:DUAL_10522
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // integer values 
004D: jump_if_false @DUAL_10953 
074B: texture 4 position 320.0 224.0 scale 248@ 248@ rotation 203@ color 150 150 150 alpha 255 
0087: 50@ = 302@ // floating-point values only 
0017: 50@ /= 2.0 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 400.0 // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 50@ // floating-point values 
038D: create_texture 13 position 50.0 350.0 scale 14.0 104.0 color 0 0 0 alpha 255 
038D: create_texture 15 position 50.0 $TEMPVAR_FLOAT_2 scale 10.0 302@ color 200 200 200 alpha 255 
0087: 50@ = 301@ // floating-point values only 
0017: 50@ /= 2.0 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 400.0 // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 50@ // floating-point values 
038D: create_texture 13 position 70.0 350.0 scale 14.0 104.0 color 0 0 0 alpha 255 
038D: create_texture 16 position 70.0 $TEMPVAR_FLOAT_2 scale 10.0 301@ color 200 200 200 alpha 255 
0087: 50@ = 203@ // floating-point values only 
000B: 50@ += 180.0 // floating-point values 
00D6: if 
0021:   50@ > 360.0 // floating-point values 
004D: jump_if_false @DUAL_10827 
000F: 50@ -= 360.0 // floating-point values 

:DUAL_10827
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 50@ // cosine swapped with sinus 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 24.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 24.0 // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 320.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 224.0 // floating-point values 
00D6: if 
0019:   207@ > 0 // integer values 
004D: jump_if_false @DUAL_10946 
074B: texture 5 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 16.0 16.0 rotation 203@ color 207@ 207@ 207@ alpha 255 

:DUAL_10946
0002: jump @DUAL_11146 

:DUAL_10953
0006: 41@ = 0 // integer values 

:DUAL_10960
00D6: if 
001B:   10 > 41@ // integer values 
004D: jump_if_false @DUAL_11056 
00D6: if 
0039:   290@(41@,10i) == 0 // integer values 
004D: jump_if_false @DUAL_11042 
0087: 324@(41@,10f) = 199@ // floating-point values only 
0087: 334@(41@,10f) = 200@ // floating-point values only 
000A: 290@(41@,10i) += 1 // integer values 
0006: 41@ = 9 // integer values 

:DUAL_11042
000A: 41@ += 1 // integer values 
0002: jump @DUAL_10960 

:DUAL_11056
0050: gosub @DUAL_15515 
097A: (unknown) 0.0 0.0 0.0 1047 
033E: text_draw 320.0 100.0 'SPAC_01'  // JTK VGE!
008B: 39@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 39@ += 1000 // integer values 
00D6: if 
001D:   39@ > 306@ // integer values 
004D: jump_if_false @DUAL_11146 
0006: 304@ = 1 // integer values 

:DUAL_11146
0050: gosub @DUAL_15515 
00D6: if 
0019:   300@ > -1 // integer values 
004D: jump_if_false @DUAL_11202 
045A: text_draw_1number 320.0 50.0 'SPAC_02' 300@  // PONT ~1~
0002: jump @DUAL_11268 

:DUAL_11202
0085: 39@ = 300@ // integer values and handles 
0012: 39@ *= -1 // integer values 
0340: set_text_draw_color 0 0 0 255 
081C: draw_text_outline 1 150 150 150 255 
045A: text_draw_1number 320.0 50.0 'SPAC_02' 39@  // PONT ~1~

:DUAL_11268
038D: create_texture 3 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
00D6: if 
001F:   305@ > $CURRENT_TIME_IN_MS2 // integer values 
004D: jump_if_false @DUAL_11623 
0050: gosub @DUAL_15515 
00D6: if or
04A3:   $154 == 2 // integer values OR floating-point values 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @DUAL_11506 
0937: (unknown) 62@ 74@ 175.1144 94.8235 'DUMMY' 0 
0343: set_text_linewidth 175.1144 
0002: jump @DUAL_11542 

:DUAL_11506
0937: (unknown) 62@ 74@ 160.1144 94.8235 'DUMMY' 0 
0343: set_text_linewidth 160.1144 

:DUAL_11542
0342: set_text_draw_centered 0 
0349: text_draw_style = 1 
00D6: if or
04A3:   $154 == 2 // integer values OR floating-point values 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @DUAL_11594 
033F: set_text_draw_letter_width_height 0.4 1.8889 
0002: jump @DUAL_11606 

:DUAL_11594
033F: set_text_draw_letter_width_height 0.5014 1.8889 

:DUAL_11606
033E: text_draw 63@ 75@ 'SPAC_11'  // ~w~~<~~>~ Forgat~n~~k~~PED_SPRINT~ Lk~n~~k~~PED_FIREWEAPON~ L~n~~k~~VEHICLE_ENTER_EXIT~ Kilp.

:DUAL_11623
00D6: if 
0039:   304@ == 1 // integer values 
004D: jump_if_false @DUAL_11756 
00D6: if 
001F:   300@ > $5436[9] // integer values 
004D: jump_if_false @DUAL_11695 
0006: 365@ = 10 // integer values 
0006: 366@ = 0 // integer values 
0006: 181@ = 1 // integer values 
0002: jump @DUAL_11763 
0002: jump @DUAL_11756 

:DUAL_11695
00D6: if 
001E:   $5426[9] > 300@ // integer values 
004D: jump_if_false @DUAL_11749 
0006: 365@ = 10 // integer values 
0006: 366@ = 0 // integer values 
0006: 181@ = 0 // integer values 
0002: jump @DUAL_11763 
0002: jump @DUAL_11756 

:DUAL_11749
0002: jump @DUAL_2903 

:DUAL_11756
0002: jump @DUAL_5667 

:DUAL_11763
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DUAL_12051 
0006: 40@ = 9 // integer values 

:DUAL_11797
00D6: if 
0019:   40@ > -1 // integer values 
004D: jump_if_false @DUAL_12044 
00D6: if 
001E:   $5426(40@,10i) > 300@ // integer values 
004D: jump_if_false @DUAL_12023 
00D6: if 
8039:   not  40@ == 9 // integer values 
004D: jump_if_false @DUAL_11935 
0085: 41@ = 40@ // integer values and handles 
000A: 41@ += 1 // integer values 
0084: $5426(41@,10i) = $5426(40@,10i) // integer values and handles 
05A9: $5446(41@,10s) = $5446(40@,10s) // 8-byte strings 
05A9: $5466(41@,10s) = $5466(40@,10s) // 8-byte strings 
05A9: $5486(41@,10s) = $5486(40@,10s) // 8-byte strings 

:DUAL_11935
008A: $5426(40@,10i) = 300@ // integer values and handles 
05A9: $5446(40@,10s) = 178@s // 8-byte strings 
05A9: $5466(40@,10s) = 178@s // 8-byte strings 
05A9: $5486(40@,10s) = 178@s // 8-byte strings 
0085: 180@ = 40@ // integer values and handles 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @DUAL_12016 
0006: 300@ = 0 // integer values 

:DUAL_12016
0002: jump @DUAL_12030 

:DUAL_12023
0006: 300@ = 0 // integer values 

:DUAL_12030
000E: 40@ -= 1 // integer values 
0002: jump @DUAL_11797 

:DUAL_12044
0002: jump @DUAL_12305 

:DUAL_12051
0006: 40@ = 9 // integer values 

:DUAL_12058
00D6: if 
0019:   40@ > -1 // integer values 
004D: jump_if_false @DUAL_12305 
00D6: if 
001F:   300@ > $5436(40@,10i) // integer values 
004D: jump_if_false @DUAL_12284 
00D6: if 
8039:   not  40@ == 9 // integer values 
004D: jump_if_false @DUAL_12196 
0085: 41@ = 40@ // integer values and handles 
000A: 41@ += 1 // integer values 
0084: $5436(41@,10i) = $5436(40@,10i) // integer values and handles 
05A9: $5506(41@,10s) = $5506(40@,10s) // 8-byte strings 
05A9: $5526(41@,10s) = $5526(40@,10s) // 8-byte strings 
05A9: $5546(41@,10s) = $5546(40@,10s) // 8-byte strings 

:DUAL_12196
008A: $5436(40@,10i) = 300@ // integer values and handles 
05A9: $5506(40@,10s) = 178@s // 8-byte strings 
05A9: $5526(40@,10s) = 178@s // 8-byte strings 
05A9: $5546(40@,10s) = 178@s // 8-byte strings 
0085: 180@ = 40@ // integer values and handles 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @DUAL_12277 
0006: 300@ = 0 // integer values 

:DUAL_12277
0002: jump @DUAL_12291 

:DUAL_12284
0006: 300@ = 0 // integer values 

:DUAL_12291
000E: 40@ -= 1 // integer values 
0002: jump @DUAL_12058 

:DUAL_12305
00D6: if 
0019:   180@ > -1 // integer values 
004D: jump_if_false @DUAL_12970 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DUAL_12486 
00D6: if 
0039:   366@ == 0 // integer values 
004D: jump_if_false @DUAL_12399 
05A9: $5446(180@,10s) = 106@(365@,37s) // 8-byte strings 
05A9: $5466(180@,10s) = 178@s // 8-byte strings 
05A9: $5486(180@,10s) = 178@s // 8-byte strings 

:DUAL_12399
00D6: if 
0039:   366@ == 1 // integer values 
004D: jump_if_false @DUAL_12445 
05A9: $5466(180@,10s) = 106@(365@,37s) // 8-byte strings 
05A9: $5486(180@,10s) = 178@s // 8-byte strings 

:DUAL_12445
00D6: if 
0039:   366@ == 2 // integer values 
004D: jump_if_false @DUAL_12479 
05A9: $5486(180@,10s) = 106@(365@,37s) // 8-byte strings 

:DUAL_12479
0002: jump @DUAL_12624 

:DUAL_12486
00D6: if 
0039:   366@ == 0 // integer values 
004D: jump_if_false @DUAL_12544 
05A9: $5506(180@,10s) = 106@(365@,37s) // 8-byte strings 
05A9: $5526(180@,10s) = 178@s // 8-byte strings 
05A9: $5546(180@,10s) = 178@s // 8-byte strings 

:DUAL_12544
00D6: if 
0039:   366@ == 1 // integer values 
004D: jump_if_false @DUAL_12590 
05A9: $5526(180@,10s) = 106@(365@,37s) // 8-byte strings 
05A9: $5546(180@,10s) = 178@s // 8-byte strings 

:DUAL_12590
00D6: if 
0039:   366@ == 2 // integer values 
004D: jump_if_false @DUAL_12624 
05A9: $5546(180@,10s) = 106@(365@,37s) // 8-byte strings 

:DUAL_12624
0494: get_joystick_data 0 311@ 312@ 39@ 39@ 
00D6: if or
00E1:   key_pressed 0 8 
001B:   -100 > 312@ // integer values 
004D: jump_if_false @DUAL_12745 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 104@ // integer values 
004D: jump_if_false @DUAL_12738 
00D6: if 
001B:   36 > 365@ // integer values 
004D: jump_if_false @DUAL_12715 
000A: 365@ += 1 // integer values 
0002: jump @DUAL_12722 

:DUAL_12715
0006: 365@ = 0 // integer values 

:DUAL_12722
008B: 104@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 104@ += 250 // integer values 

:DUAL_12738
0002: jump @DUAL_12761 

:DUAL_12745
008B: 104@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000E: 104@ -= 250 // integer values 

:DUAL_12761
00D6: if or
00E1:   key_pressed 0 9 
0019:   312@ > 100 // integer values 
004D: jump_if_false @DUAL_12866 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 105@ // integer values 
004D: jump_if_false @DUAL_12859 
00D6: if 
0019:   365@ > 0 // integer values 
004D: jump_if_false @DUAL_12836 
000E: 365@ -= 1 // integer values 
0002: jump @DUAL_12843 

:DUAL_12836
0006: 365@ = 36 // integer values 

:DUAL_12843
008B: 105@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 105@ += 250 // integer values 

:DUAL_12859
0002: jump @DUAL_12882 

:DUAL_12866
008B: 105@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000E: 105@ -= 250 // integer values 

:DUAL_12882
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DUAL_12963 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @DUAL_12956 
000A: 366@ += 1 // integer values 
000A: 101@ += 1 // integer values 
00D6: if 
0039:   366@ == 3 // integer values 
004D: jump_if_false @DUAL_12956 
0006: 180@ = -1 // integer values 

:DUAL_12956
0002: jump @DUAL_12970 

:DUAL_12963
0006: 101@ = 0 // integer values 

:DUAL_12970
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DUAL_13109 
0006: 40@ = 0 // integer values 

:DUAL_12995
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_13102 
008B: 367@(40@,10i) = $5426(40@,10i) // integer values and handles 
0012: 367@(40@,10i) *= -1 // integer values 
05AA: 377@(40@,10s) = $5446(40@,10s) // 8-byte strings 
05AA: 397@(40@,10s) = $5466(40@,10s) // 8-byte strings 
05AA: 417@(40@,10s) = $5486(40@,10s) // 8-byte strings 
000A: 40@ += 1 // integer values 
0002: jump @DUAL_12995 

:DUAL_13102
0002: jump @DUAL_13212 

:DUAL_13109
0006: 40@ = 0 // integer values 

:DUAL_13116
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_13212 
008B: 367@(40@,10i) = $5436(40@,10i) // integer values and handles 
05AA: 377@(40@,10s) = $5506(40@,10s) // 8-byte strings 
05AA: 397@(40@,10s) = $5526(40@,10s) // 8-byte strings 
05AA: 417@(40@,10s) = $5546(40@,10s) // 8-byte strings 
000A: 40@ += 1 // integer values 
0002: jump @DUAL_13116 

:DUAL_13212
0006: 40@ = 0 // integer values 

:DUAL_13219
00D6: if 
001B:   3 > 40@ // integer values 
004D: jump_if_false @DUAL_14069 
0088: $TEMPVAR_FLOAT_1 = 205@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 206@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 200@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 0.6 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 0.6 // floating-point values 
0093: 50@ = integer_to_float 40@ 
000B: 50@ += 1.0 // floating-point values 
0013: 50@ *= 0.3 // floating-point values 
006D: $TEMPVAR_FLOAT_1 *= 50@ // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 50@ // floating-point values 
0007: 303@ = 512.0 // floating-point values 
006B: 303@ *= 50@ // floating-point values 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @DUAL_13420 
0015: $TEMPVAR_FLOAT_1 /= 2.0 // floating-point values 
0015: $TEMPVAR_FLOAT_2 /= 2.0 // floating-point values 
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // floating-point values 
0002: jump @DUAL_13444 

:DUAL_13420
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // floating-point values 

:DUAL_13444
0087: 50@ = 303@ // floating-point values only 
0017: 50@ /= 2.0 // floating-point values 
00D6: if 
0025:   189@(40@,4f) > 50@ // floating-point values 
004D: jump_if_false @DUAL_13497 
0063: 189@(40@,4f) -= 303@ // floating-point values 

:DUAL_13497
0087: 50@ = 303@ // floating-point values only 
0013: 50@ *= -1.0 // floating-point values 
00D6: if 
0025:   50@ > 189@(40@,4f) // floating-point values 
004D: jump_if_false @DUAL_13550 
005B: 189@(40@,4f) += 303@ // floating-point values 

:DUAL_13550
0087: 50@ = 303@ // floating-point values only 
0013: 50@ *= -1.0 // floating-point values 
00D6: if 
0025:   193@(40@,4f) > 50@ // floating-point values 
004D: jump_if_false @DUAL_13603 
0063: 193@(40@,4f) -= 303@ // floating-point values 

:DUAL_13603
0087: 50@ = 303@ // floating-point values only 
0013: 50@ *= -1.0 // floating-point values 
00D6: if 
0025:   50@ > 193@(40@,4f) // floating-point values 
004D: jump_if_false @DUAL_13656 
005B: 193@(40@,4f) += 303@ // floating-point values 

:DUAL_13656
0007: 50@ = 640.0 // floating-point values 
005B: 50@ += 303@ // floating-point values 
0087: 349@ = 50@ // floating-point values only 
0073: 349@ /= 303@ // floating-point values 
0092: 350@ = float_to_integer 349@ 
0093: 50@ = integer_to_float 350@ 
0063: 349@ -= 50@ // floating-point values 
00D6: if 
0021:   349@ > 0.0 // floating-point values 
004D: jump_if_false @DUAL_13742 
000A: 350@ += 1 // integer values 

:DUAL_13742
0007: 50@ = 448.0 // floating-point values 
005B: 50@ += 303@ // floating-point values 
0087: 351@ = 50@ // floating-point values only 
0073: 351@ /= 303@ // floating-point values 
0092: 352@ = float_to_integer 351@ 
0093: 50@ = integer_to_float 352@ 
0063: 351@ -= 50@ // floating-point values 
00D6: if 
0021:   351@ > 0.0 // floating-point values 
004D: jump_if_false @DUAL_13828 
000A: 352@ += 1 // integer values 

:DUAL_13828
000A: 350@ += 1 // integer values 
000A: 352@ += 1 // integer values 
0087: 197@ = 189@(40@,4f) // floating-point values only 
0087: 198@ = 193@(40@,4f) // floating-point values only 
0006: 354@ = 0 // integer values 

:DUAL_13873
00D6: if 
001D:   352@ > 354@ // integer values 
004D: jump_if_false @DUAL_14055 
0006: 353@ = 0 // integer values 

:DUAL_13899
00D6: if 
001D:   350@ > 353@ // integer values 
004D: jump_if_false @DUAL_14021 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @DUAL_13971 
038D: create_texture 1 position 197@ 198@ scale 303@ 303@ color 150 150 150 alpha 255 
0002: jump @DUAL_13999 

:DUAL_13971
038D: create_texture 2 position 197@ 198@ scale 303@ 303@ color 150 150 150 alpha 255 

:DUAL_13999
005B: 197@ += 303@ // floating-point values 
000A: 353@ += 1 // integer values 
0002: jump @DUAL_13899 

:DUAL_14021
0087: 197@ = 189@(40@,4f) // floating-point values only 
005B: 198@ += 303@ // floating-point values 
000A: 354@ += 1 // integer values 
0002: jump @DUAL_13873 

:DUAL_14055
000A: 40@ += 1 // integer values 
0002: jump @DUAL_13219 

:DUAL_14069
0050: gosub @DUAL_15515 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DUAL_14121 
0340: set_text_draw_color 0 0 0 255 
081C: draw_text_outline 1 150 150 150 255 

:DUAL_14121
0349: text_draw_style = 1 
033E: text_draw 182@ 183@ 'SPAC_06'  // LEGJOBBAK
0087: 437@ = 184@ // floating-point values only 
0087: 438@ = 185@ // floating-point values only 
0006: 40@ = 0 // integer values 

:DUAL_14165
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_14964 
0087: 437@ = 184@ // floating-point values only 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
0349: text_draw_style = 1 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DUAL_14255 
0340: set_text_draw_color 0 0 0 255 
081C: draw_text_outline 1 150 150 150 255 

:DUAL_14255
00D6: if 
003B:   180@ == 40@ // integer values 
004D: jump_if_false @DUAL_14286 
0340: set_text_draw_color 0 155 0 255 

:DUAL_14286
00D6: if or
05AE:   377@(40@,10s) == 108@s // 8-byte strings 
05AE:   377@(40@,10s) == 142@s // 8-byte strings 
004D: jump_if_false @DUAL_14331 
000B: 437@ += 8.0 // floating-point values 

:DUAL_14331
033E: text_draw 437@ 438@ 377@(40@,10s) 
00D6: if or
05AE:   377@(40@,10s) == 108@s // 8-byte strings 
05AE:   377@(40@,10s) == 142@s // 8-byte strings 
004D: jump_if_false @DUAL_14391 
000F: 437@ -= 8.0 // floating-point values 

:DUAL_14391
005B: 437@ += 186@ // floating-point values 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
0349: text_draw_style = 1 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DUAL_14463 
0340: set_text_draw_color 0 0 0 255 
081C: draw_text_outline 1 150 150 150 255 

:DUAL_14463
00D6: if 
003B:   180@ == 40@ // integer values 
004D: jump_if_false @DUAL_14494 
0340: set_text_draw_color 0 155 0 255 

:DUAL_14494
00D6: if or
05AE:   397@(40@,10s) == 108@s // 8-byte strings 
05AE:   397@(40@,10s) == 142@s // 8-byte strings 
004D: jump_if_false @DUAL_14539 
000B: 437@ += 8.0 // floating-point values 

:DUAL_14539
033E: text_draw 437@ 438@ 397@(40@,10s) 
00D6: if or
05AE:   397@(40@,10s) == 108@s // 8-byte strings 
05AE:   397@(40@,10s) == 142@s // 8-byte strings 
004D: jump_if_false @DUAL_14599 
000F: 437@ -= 8.0 // floating-point values 

:DUAL_14599
005B: 437@ += 186@ // floating-point values 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
0349: text_draw_style = 1 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DUAL_14671 
0340: set_text_draw_color 0 0 0 255 
081C: draw_text_outline 1 150 150 150 255 

:DUAL_14671
00D6: if 
003B:   180@ == 40@ // integer values 
004D: jump_if_false @DUAL_14702 
0340: set_text_draw_color 0 155 0 255 

:DUAL_14702
00D6: if or
05AE:   417@(40@,10s) == 108@s // 8-byte strings 
05AE:   417@(40@,10s) == 142@s // 8-byte strings 
004D: jump_if_false @DUAL_14747 
000B: 437@ += 8.0 // floating-point values 

:DUAL_14747
033E: text_draw 437@ 438@ 417@(40@,10s) 
00D6: if or
05AE:   417@(40@,10s) == 108@s // 8-byte strings 
05AE:   417@(40@,10s) == 142@s // 8-byte strings 
004D: jump_if_false @DUAL_14807 
000F: 437@ -= 8.0 // floating-point values 

:DUAL_14807
0087: 437@ = 184@ // floating-point values only 
005B: 437@ += 187@ // floating-point values 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0349: text_draw_style = 1 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DUAL_14887 
0340: set_text_draw_color 0 0 0 255 
081C: draw_text_outline 1 150 150 150 255 

:DUAL_14887
00D6: if 
003B:   180@ == 40@ // integer values 
004D: jump_if_false @DUAL_14918 
0340: set_text_draw_color 0 155 0 255 

:DUAL_14918
045A: text_draw_1number 437@ 438@ 'NUMBER' 367@(40@,10i)  // ~1~
005B: 438@ += 188@ // floating-point values 
000A: 40@ += 1 // integer values 
0002: jump @DUAL_14165 

:DUAL_14964
038D: create_texture 3 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 3 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
00D6: if 
0039:   180@ == -1 // integer values 
004D: jump_if_false @DUAL_15232 
00D6: if or
00E1:   key_pressed 0 15 
00E1:   key_pressed 0 17 
00E1:   key_pressed 0 14 
004D: jump_if_false @DUAL_15162 
0002: jump @DUAL_2903 

:DUAL_15162
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DUAL_15218 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @DUAL_15211 
000A: 101@ += 1 // integer values 
0002: jump @DUAL_2903 

:DUAL_15211
0002: jump @DUAL_15225 

:DUAL_15218
0006: 101@ = 0 // integer values 

:DUAL_15225
0002: jump @DUAL_15302 

:DUAL_15232
0937: (unknown) 62@ 74@ 86@ 98@ 'DUMMY' 0 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 86@ 
0349: text_draw_style = 1 
033F: set_text_draw_letter_width_height 87@ 99@ 
033E: text_draw 63@ 75@ 'SPAC_13'  // ~w~~u~~d~ Irnyt~n~~k~~PED_SPRINT~ Vlaszt

:DUAL_15302
0002: jump @DUAL_11763 

:DUAL_15309
0006: 40@ = 0 // integer values 

:DUAL_15316
00D6: if 
001B:   10 > 40@ // integer values 
004D: jump_if_false @DUAL_15513 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 314@(40@,10i) // integer values 
004D: jump_if_false @DUAL_15499 
0087: 50@ = 203@ // floating-point values only 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 50@ // cosine swapped with sinus 
0087: 439@(40@,10f) = 199@ // floating-point values only 
0087: 449@(40@,10f) = 200@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= -300.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 300.0 // floating-point values 
0089: 459@(40@,10f) = $TEMPVAR_FLOAT_1 // floating-point values only 
005D: 459@(40@,10f) += $5566 // floating-point values 
0089: 469@(40@,10f) = $TEMPVAR_FLOAT_2 // floating-point values only 
005D: 469@(40@,10f) += $5567 // floating-point values 
008B: 314@(40@,10i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 314@(40@,10i) += 1600 // integer values 
0051: return 

:DUAL_15499
000A: 40@ += 1 // integer values 
0002: jump @DUAL_15316 

:DUAL_15513
0051: return 

:DUAL_15515
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 1.0 3.0 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
060D: draw_text_shadow 0 color 0 0 0 alpha 180 
0349: text_draw_style = 2 
0051: return 

:DUAL_15587
097A: (unknown) 0.0 0.0 0.0 1069 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DUAL_15697 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $431 $432 $433 radius 2.0 2.0 2.0 
004D: jump_if_false @DUAL_15697 
0086: $TEMPVAR_FLOAT_2 = $432 // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 2.0 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at $431 $TEMPVAR_FLOAT_2 $433 

:DUAL_15697
09F5: (unknown) 0 
0004: $ONMISSION = 0 // integer values 
03D5: remove_text 'BUSY'  // Elgg elfoglaltnak tnsz, mirt nem jssz vissza ksbb.
00D8: mission_cleanup 
0051: return 

//-------------Mission 5---------------
// Originally: Video Game: Go Go Space Monkey

:SHTR
0050: gosub @SHTR_67 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SHTR_27 
0050: gosub @SHTR_6767 

:SHTR_27
016A: fade 1 500 ms 

:SHTR_34
00D6: if 
016B:   fading 
004D: jump_if_false @SHTR_58 
0001: wait 0 ms 
0002: jump @SHTR_34 

:SHTR_58
0050: gosub @SHTR_6787 
004E: end_thread 

:SHTR_67
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $2202 == 0 // integer values 
004D: jump_if_false @SHTR_94 
0317: increment_mission_attempts 

:SHTR_94
03A4: name_thread 'SHTR' 
0001: wait 0 ms 
09F5: (unknown) 1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 50.0 
043C: unknown_set_game_sounds 0 
054C: use_GXT_table 'SHTR' 
03CF: load_wav 1806 as 4 

:SHTR_167
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @SHTR_193 
0001: wait 0 ms 
0002: jump @SHTR_167 

:SHTR_193
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 25.0 
03F0: text_draw_toggle 1 
0390: load_txd_dictionary 'LD_SHTR' 
038F: request_texture "SPLSH" as 1 // Load dictionary with 0390 first 
038F: request_texture "BSTARS" as 2 // Load dictionary with 0390 first 
038F: request_texture "FSTAR" as 3 // Load dictionary with 0390 first 
038F: request_texture "HI_A" as 4 // Load dictionary with 0390 first 
038F: request_texture "HI_B" as 5 // Load dictionary with 0390 first 
038F: request_texture "HI_C" as 6 // Load dictionary with 0390 first 
038F: request_texture "UN_A" as 7 // Load dictionary with 0390 first 
038F: request_texture "UN_B" as 8 // Load dictionary with 0390 first 
038F: request_texture "UN_C" as 9 // Load dictionary with 0390 first 
038F: request_texture "SHIP" as 10 // Load dictionary with 0390 first 
038F: request_texture "FIRE" as 11 // Load dictionary with 0390 first 
038F: request_texture "UFO" as 12 // Load dictionary with 0390 first 
038F: request_texture "KAMI" as 13 // Load dictionary with 0390 first 
038F: request_texture "NMEF" as 14 // Load dictionary with 0390 first 
038F: request_texture "EX1" as 15 // Load dictionary with 0390 first 
038F: request_texture "EX2" as 16 // Load dictionary with 0390 first 
038F: request_texture "EX3" as 17 // Load dictionary with 0390 first 
038F: request_texture "EX4" as 18 // Load dictionary with 0390 first 
038F: request_texture "CBARL" as 19 // Load dictionary with 0390 first 
038F: request_texture "CBARM" as 20 // Load dictionary with 0390 first 
038F: request_texture "CBARR" as 21 // Load dictionary with 0390 first 
038F: request_texture "HBARL" as 22 // Load dictionary with 0390 first 
038F: request_texture "HBARM" as 23 // Load dictionary with 0390 first 
038F: request_texture "HBARR" as 24 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 25 // Load dictionary with 0390 first 
038F: request_texture "TVL" as 26 // Load dictionary with 0390 first 
038F: request_texture "TVR" as 27 // Load dictionary with 0390 first 
038F: request_texture "PA" as 28 // Load dictionary with 0390 first 
038F: request_texture "PM2" as 29 // Load dictionary with 0390 first 
038F: request_texture "PM3" as 30 // Load dictionary with 0390 first 
038F: request_texture "PS1" as 31 // Load dictionary with 0390 first 
038F: request_texture "PS2" as 32 // Load dictionary with 0390 first 
038F: request_texture "PS3" as 33 // Load dictionary with 0390 first 

:SHTR_582
0050: gosub @SHTR_17446 
0050: gosub @SHTR_15794 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
038D: create_texture 25 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 25 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 25 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 25 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
0006: 33@ = 0 // integer values 

:SHTR_761
0001: wait 0 ms 
0086: $5588 = $5592 // floating-point values only 
0004: $5593 = 2 // integer values 
0005: $5589 = 1.0 // floating-point values 
0050: gosub @SHTR_6986 
0005: $5590 = 1.0 // floating-point values 
0050: gosub @SHTR_7229 
0086: $5592 = $5588 // floating-point values only 
016A: fade 1 0 ms 
0494: get_joystick_data 0 $5569 $5570 $5571 $5572 

:SHTR_844
00D6: if 
0038:   $5652 == 1 // integer values 
004D: jump_if_false @SHTR_899 
00D6: if and
80E1:   not key_pressed 0 8 
80E1:   not key_pressed 0 9 
0038:   $5570 == 0 // integer values 
004D: jump_if_false @SHTR_899 
0004: $5652 = 0 // integer values 

:SHTR_899
00D6: if 
0038:   $5648 == 1 // integer values 
004D: jump_if_false @SHTR_1135 
038D: create_texture 1 position 320.0 164.0 scale 386.0 192.0 color 150 150 150 alpha 255 
038D: create_texture 4 position 320.0 312.0 scale 64.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 8 position 320.0 344.0 scale 128.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 9 position 320.0 376.0 scale 64.0 32.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SHTR_1135 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 
097A: (unknown) -1000.0 -1000.0 -1000.0 1062 
01BD: $5582 = current_time_in_ms 
01BD: $5992 = current_time_in_ms 
0004: $5648 = 0 // integer values 

:SHTR_1135
00D6: if 
0038:   $5648 == 2 // integer values 
004D: jump_if_false @SHTR_1353 
038D: create_texture 1 position 320.0 164.0 scale 386.0 192.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 320.0 312.0 scale 64.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 5 position 320.0 344.0 scale 128.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 9 position 320.0 376.0 scale 64.0 32.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SHTR_1353 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 
01BD: $5992 = current_time_in_ms 
0004: $6156 = 4 // integer values 
0004: $5648 = 4 // integer values 

:SHTR_1353
00D6: if 
0038:   $5648 == 3 // integer values 
004D: jump_if_false @SHTR_1565 
038D: create_texture 1 position 320.0 164.0 scale 386.0 192.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 320.0 312.0 scale 64.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 8 position 320.0 344.0 scale 128.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 6 position 320.0 376.0 scale 64.0 32.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SHTR_1565 
097A: (unknown) -1000.0 -1000.0 -1000.0 1066 
016A: fade 0 0 ms 
0002: jump @SHTR_27 

:SHTR_1565
00D6: if 
0038:   $5652 == 0 // integer values 
004D: jump_if_false @SHTR_2027 
00D6: if 
0038:   $5648 == 1 // integer values 
004D: jump_if_false @SHTR_1731 
00D6: if or
00E1:   key_pressed 0 8 
001A:   -64 > $5570 // integer values 
004D: jump_if_false @SHTR_1666 
0004: $5648 = 3 // integer values 
0004: $5652 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0002: jump @SHTR_844 

:SHTR_1666
00D6: if or
00E1:   key_pressed 0 9 
0018:   $5570 > 64 // integer values 
004D: jump_if_false @SHTR_1731 
0004: $5648 = 2 // integer values 
0004: $5652 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0002: jump @SHTR_844 

:SHTR_1731
00D6: if 
0038:   $5648 == 2 // integer values 
004D: jump_if_false @SHTR_1879 
00D6: if or
00E1:   key_pressed 0 8 
001A:   -64 > $5570 // integer values 
004D: jump_if_false @SHTR_1814 
0004: $5648 = 1 // integer values 
0004: $5652 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0002: jump @SHTR_844 

:SHTR_1814
00D6: if or
00E1:   key_pressed 0 9 
0018:   $5570 > 64 // integer values 
004D: jump_if_false @SHTR_1879 
0004: $5648 = 3 // integer values 
0004: $5652 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0002: jump @SHTR_844 

:SHTR_1879
00D6: if 
0038:   $5648 == 3 // integer values 
004D: jump_if_false @SHTR_2027 
00D6: if or
00E1:   key_pressed 0 8 
001A:   -64 > $5570 // integer values 
004D: jump_if_false @SHTR_1962 
0004: $5648 = 2 // integer values 
0004: $5652 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0002: jump @SHTR_844 

:SHTR_1962
00D6: if or
00E1:   key_pressed 0 9 
0018:   $5570 > 64 // integer values 
004D: jump_if_false @SHTR_2027 
0004: $5648 = 1 // integer values 
0004: $5652 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0002: jump @SHTR_844 

:SHTR_2027
00D6: if 
0038:   $5648 == 0 // integer values 
004D: jump_if_false @SHTR_5956 
0494: get_joystick_data 0 $5569 $5570 $5571 $5572 
00D6: if 
0038:   $5580 == 0 // integer values 
004D: jump_if_false @SHTR_2150 
01BD: $5594 = current_time_in_ms 
00D6: if 
0018:   $5649 > 0 // integer values 
004D: jump_if_false @SHTR_2150 
000C: $5649 -= 1 // integer values 
0005: $5653 = 2.0 // floating-point values 
0005: $5654 = 4.0 // floating-point values 
0004: $5581 = 5 // integer values 
0004: $5580 = 2 // integer values 
0004: $5960 = 0 // integer values 

:SHTR_2150
00D6: if 
0038:   $5580 == 1 // integer values 
004D: jump_if_false @SHTR_2200 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_2200
00D6: if or
0038:   $5580 == 1 // integer values 
0038:   $5580 == 3 // integer values 
004D: jump_if_false @SHTR_2287 
0084: $5573 = $5569 // integer values and handles 
0014: $5573 /= 20 // integer values 
008D: $5574 = integer_to_float $5573 
007A: $5575 += unknown_inaccurate_float_timer $5574 // floating-point 
0084: $5573 = $5570 // integer values and handles 
0014: $5573 /= 20 // integer values 
008D: $5574 = integer_to_float $5573 
007A: $5576 += unknown_inaccurate_float_timer $5574 // floating-point 

:SHTR_2287
00D6: if or
0038:   $5580 == 1 // integer values 
0038:   $5580 == 3 // integer values 
004D: jump_if_false @SHTR_2420 
00D6: if 
00E1:   key_pressed 0 8 
004D: jump_if_false @SHTR_2339 
007E: $5576 -= unknown_inaccurate_float_timer 6.0 // floating-point values 

:SHTR_2339
00D6: if 
00E1:   key_pressed 0 9 
004D: jump_if_false @SHTR_2366 
0078: $5576 += unknown_inaccurate_float_timer 6.0 // floating-point values 

:SHTR_2366
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @SHTR_2393 
007E: $5575 -= unknown_inaccurate_float_timer 6.0 // floating-point values 

:SHTR_2393
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @SHTR_2420 
0078: $5575 += unknown_inaccurate_float_timer 6.0 // floating-point values 

:SHTR_2420
00D6: if 
0022:   80.0 > $5575 // floating-point values 
004D: jump_if_false @SHTR_2451 
0005: $5575 = 80.0 // floating-point values 

:SHTR_2451
00D6: if 
0020:   $5575 > 560.0 // floating-point values 
004D: jump_if_false @SHTR_2482 
0005: $5575 = 560.0 // floating-point values 

:SHTR_2482
00D6: if 
0022:   80.0 > $5576 // floating-point values 
004D: jump_if_false @SHTR_2513 
0005: $5576 = 80.0 // floating-point values 

:SHTR_2513
00D6: if 
0020:   $5576 > 368.0 // floating-point values 
004D: jump_if_false @SHTR_2544 
0005: $5576 = 368.0 // floating-point values 

:SHTR_2544
00D6: if 
0038:   $5579 == 1 // integer values 
004D: jump_if_false @SHTR_2683 
01BD: $5583 = current_time_in_ms 
0084: $5584 = $5583 // integer values and handles 
0060: $5584 -= $5582 // integer values 
00D6: if 
0038:   $5957 == 0 // integer values 
004D: jump_if_false @SHTR_2651 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @SHTR_2644 
00D6: if 
001C:   $5584 > $5956 // integer values 
004D: jump_if_false @SHTR_2644 
0004: $5579 = 0 // integer values 

:SHTR_2644
0002: jump @SHTR_2683 

:SHTR_2651
00D6: if or
80E1:   not key_pressed 0 16 
001C:   $5584 > $5956 // integer values 
004D: jump_if_false @SHTR_2683 
0004: $5579 = 0 // integer values 

:SHTR_2683
00D6: if 
001A:   7 > $5581 // integer values 
004D: jump_if_false @SHTR_2708 
0004: $5581 = 7 // integer values 

:SHTR_2708
000C: $5581 -= 7 // integer values 
00D6: if or
0038:   $5580 == 1 // integer values 
0038:   $5580 == 3 // integer values 
004D: jump_if_false @SHTR_3210 
00D6: if 
001A:   1000 > $5581 // integer values 
004D: jump_if_false @SHTR_3210 
00D6: if 
0038:   $5579 == 0 // integer values 
004D: jump_if_false @SHTR_3210 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SHTR_3210 
097A: (unknown) -1000.0 -1000.0 -1000.0 1059 
02F7: $5856 = sinus $5854 // cosine swapped with sinus 
0086: $5857 = $5591 // floating-point values only 
0069: $5857 *= $5856 // floating-point values 
02F6: $5855 = cosine $5854 // sinus swapped with cosine 
0086: $5858 = $5591 // floating-point values only 
0069: $5858 *= $5855 // floating-point values 
00D6: if 
0038:   $5659($5658,16i) == 0 // integer values 
004D: jump_if_false @SHTR_2949 
0086: $5707($5658,16f) = $5575 // floating-point values only 
0086: $5691($5658,16f) = $5576 // floating-point values only 
0086: $5675($5658,16f) = $5707($5658,16f) // floating-point values only 
0009: $5675($5658,16f) += 16.0 // floating-point values 
0004: $5659($5658,16i) = 1 // integer values 

:SHTR_2949
00D6: if or
0038:   $5958 == 1 // integer values 
0038:   $5958 == 2 // integer values 
004D: jump_if_false @SHTR_3061 
00D6: if 
0038:   $5725($5658,16i) == 0 // integer values 
004D: jump_if_false @SHTR_3061 
0086: $5773($5658,16f) = $5575 // floating-point values only 
0086: $5757($5658,16f) = $5576 // floating-point values only 
0086: $5741($5658,16f) = $5773($5658,16f) // floating-point values only 
0009: $5741($5658,16f) += 16.0 // floating-point values 
0004: $5725($5658,16i) = 1 // integer values 

:SHTR_3061
00D6: if 
0038:   $5958 == 2 // integer values 
004D: jump_if_false @SHTR_3166 
00D6: if 
0038:   $5789($5658,16i) == 0 // integer values 
004D: jump_if_false @SHTR_3166 
0086: $5837($5658,16f) = $5575 // floating-point values only 
0086: $5821($5658,16f) = $5576 // floating-point values only 
0086: $5805($5658,16f) = $5837($5658,16f) // floating-point values only 
0009: $5805($5658,16f) += 16.0 // floating-point values 
0004: $5789($5658,16i) = 1 // integer values 

:SHTR_3166
01BD: $5582 = current_time_in_ms 
0008: $5658 += 1 // integer values 
0004: $5579 = 1 // integer values 
00D6: if 
0038:   $5658 == 16 // integer values 
004D: jump_if_false @SHTR_3210 
0004: $5658 = 0 // integer values 

:SHTR_3210
0050: gosub @SHTR_9211 
0050: gosub @SHTR_10139 
00D6: if 
0038:   $5951 == 0 // integer values 
004D: jump_if_false @SHTR_4076 
038D: create_texture $5952 position $5954 $5955 scale 32.0 32.0 color 150 150 150 alpha 255 
00D6: if 
0038:   $5953 == 0 // integer values 
004D: jump_if_false @SHTR_3360 
00D6: if and
0022:   368.0 > $5955 // floating-point values 
0020:   $5954 > 80.0 // floating-point values 
004D: jump_if_false @SHTR_3351 
0009: $5954 += -1.0 // floating-point values 
0009: $5955 += 1.0 // floating-point values 
0002: jump @SHTR_3360 

:SHTR_3351
0209: $5953 = random_int 0 4 

:SHTR_3360
00D6: if 
0038:   $5953 == 1 // integer values 
004D: jump_if_false @SHTR_3445 
00D6: if and
0020:   $5954 > 80.0 // floating-point values 
0020:   $5955 > 80.0 // floating-point values 
004D: jump_if_false @SHTR_3436 
0009: $5954 += -1.0 // floating-point values 
0009: $5955 += -1.0 // floating-point values 
0002: jump @SHTR_3445 

:SHTR_3436
0209: $5953 = random_int 0 4 

:SHTR_3445
00D6: if 
0038:   $5953 == 2 // integer values 
004D: jump_if_false @SHTR_3530 
00D6: if and
0020:   $5955 > 80.0 // floating-point values 
0022:   560.0 > $5954 // floating-point values 
004D: jump_if_false @SHTR_3521 
0009: $5954 += 1.0 // floating-point values 
0009: $5955 += -1.0 // floating-point values 
0002: jump @SHTR_3530 

:SHTR_3521
0209: $5953 = random_int 0 4 

:SHTR_3530
00D6: if 
0038:   $5953 == 3 // integer values 
004D: jump_if_false @SHTR_3615 
00D6: if and
0022:   560.0 > $5954 // floating-point values 
0022:   368.0 > $5955 // floating-point values 
004D: jump_if_false @SHTR_3606 
0009: $5954 += 1.0 // floating-point values 
0009: $5955 += 1.0 // floating-point values 
0002: jump @SHTR_3615 

:SHTR_3606
0209: $5953 = random_int 0 4 

:SHTR_3615
00D6: if 
05A5: (unknown) $5575 $5576 32.0 32.0 $5954 $5955 32.0 32.0 
004D: jump_if_false @SHTR_4076 
00D6: if 
0022:   6.5 > $5654 // floating-point values 
004D: jump_if_false @SHTR_3701 
0009: $5653 += 0.5 // floating-point values 
0009: $5654 += 0.5 // floating-point values 

:SHTR_3701
0005: $5954 = 0.0 // floating-point values 
0005: $5955 = 0.0 // floating-point values 
0004: $5953 = 0 // integer values 
00D6: if 
0038:   $5952 == 28 // integer values 
004D: jump_if_false @SHTR_3780 
0004: $5957 = 1 // integer values 
0004: $5951 = 2 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_3780
00D6: if 
0038:   $5952 == 33 // integer values 
004D: jump_if_false @SHTR_3839 
0004: $5956 = 50 // integer values 
0004: $5952 = 28 // integer values 
0004: $5951 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_3839
00D6: if 
0038:   $5952 == 30 // integer values 
004D: jump_if_false @SHTR_3898 
0004: $5958 = 2 // integer values 
0004: $5952 = 33 // integer values 
0004: $5951 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_3898
00D6: if 
0038:   $5952 == 32 // integer values 
004D: jump_if_false @SHTR_3957 
0004: $5956 = 100 // integer values 
0004: $5952 = 30 // integer values 
0004: $5951 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_3957
00D6: if 
0038:   $5952 == 29 // integer values 
004D: jump_if_false @SHTR_4016 
0004: $5958 = 1 // integer values 
0004: $5952 = 32 // integer values 
0004: $5951 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_4016
00D6: if 
0038:   $5952 == 31 // integer values 
004D: jump_if_false @SHTR_4076 
0004: $5956 = 150 // integer values 
0004: $5952 = 29 // integer values 
0004: $5951 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_4076
00D6: if 
0038:   $5655 == 0 // integer values 
004D: jump_if_false @SHTR_4190 
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @SHTR_4190 
00D6: if 
0038:   $5860 == 0 // integer values 
004D: jump_if_false @SHTR_4190 
0004: $5859 = 0 // integer values 
00D6: if 
0022:   60.0 > $5949 // floating-point values 
004D: jump_if_false @SHTR_4169 
0009: $5949 += 5.0 // floating-point values 

:SHTR_4169
0050: gosub @SHTR_8027 
0006: 33@ = 0 // integer values 
0008: $5655 += 1 // integer values 

:SHTR_4190
00D6: if and
0018:   $5655 > 0 // integer values 
001A:   8 > $5655 // integer values 
004D: jump_if_false @SHTR_4230 
0084: $5859 = $5655 // integer values and handles 
0050: gosub @SHTR_7472 

:SHTR_4230
00D6: if 
0038:   $5655 == 8 // integer values 
004D: jump_if_false @SHTR_4347 
00D6: if and
0038:   $5860 == 0 // integer values 
0038:   $5861 == 0 // integer values 
0038:   $5862 == 0 // integer values 
0038:   $5863 == 0 // integer values 
004D: jump_if_false @SHTR_4347 
00D6: if and
0038:   $5864 == 0 // integer values 
0038:   $5865 == 0 // integer values 
0038:   $5866 == 0 // integer values 
0038:   $5867 == 0 // integer values 
004D: jump_if_false @SHTR_4347 
0004: $5950 = 0 // integer values 
0004: $5876 = 0 // integer values 
0004: $5655 = 0 // integer values 

:SHTR_4347
0050: gosub @SHTR_8789 
0050: gosub @SHTR_7564 
0050: gosub @SHTR_9636 
00D6: if 
0038:   $5580 == 2 // integer values 
004D: jump_if_false @SHTR_5128 
00D6: if 
0038:   $5960 == 2 // integer values 
004D: jump_if_false @SHTR_4773 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // integer values and handles 
0060: $5596 -= $5594 // integer values 
00D6: if and
0028:   $5596 >= 0 // integer values 
001A:   100 > $5596 // integer values 
004D: jump_if_false @SHTR_4482 
038D: create_texture 15 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_4482
00D6: if and
0028:   $5596 >= 100 // integer values 
001A:   200 > $5596 // integer values 
004D: jump_if_false @SHTR_4540 
038D: create_texture 16 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_4540
00D6: if and
0028:   $5596 >= 200 // integer values 
001A:   300 > $5596 // integer values 
004D: jump_if_false @SHTR_4599 
038D: create_texture 17 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_4599
00D6: if and
0028:   $5596 >= 300 // integer values 
001A:   400 > $5596 // integer values 
004D: jump_if_false @SHTR_4658 
038D: create_texture 18 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_4658
00D6: if 
0018:   $5596 > 499 // integer values 
004D: jump_if_false @SHTR_4766 
0005: $5575 = 80.0 // floating-point values 
0005: $5576 = 224.0 // floating-point values 
0004: $5580 = 3 // integer values 
0004: $5960 = 0 // integer values 
0004: $5950 = 0 // integer values 
0004: $5951 = 1 // integer values 
0004: $5952 = 31 // integer values 
0004: $5956 = 250 // integer values 
0004: $5957 = 0 // integer values 
0004: $5958 = 0 // integer values 
0004: $5953 = 0 // integer values 
01BD: $5594 = current_time_in_ms 

:SHTR_4766
0002: jump @SHTR_5128 

:SHTR_4773
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // integer values and handles 
0060: $5596 -= $5594 // integer values 
00D6: if and
0028:   $5596 >= 0 // integer values 
001A:   100 > $5596 // integer values 
004D: jump_if_false @SHTR_4851 
038D: create_texture 15 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_4851
00D6: if and
0028:   $5596 >= 100 // integer values 
001A:   200 > $5596 // integer values 
004D: jump_if_false @SHTR_4909 
038D: create_texture 16 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_4909
00D6: if and
0028:   $5596 >= 200 // integer values 
001A:   300 > $5596 // integer values 
004D: jump_if_false @SHTR_4968 
038D: create_texture 17 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_4968
00D6: if and
0028:   $5596 >= 300 // integer values 
001A:   400 > $5596 // integer values 
004D: jump_if_false @SHTR_5027 
038D: create_texture 18 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_5027
00D6: if 
0018:   $5596 > 499 // integer values 
004D: jump_if_false @SHTR_5128 
01BD: $5594 = current_time_in_ms 
0005: $5575 = 80.0 // floating-point values 
0005: $5576 = 224.0 // floating-point values 
0004: $5950 = 0 // integer values 
0004: $5951 = 1 // integer values 
0004: $5952 = 31 // integer values 
0004: $5956 = 250 // integer values 
0004: $5957 = 0 // integer values 
0004: $5958 = 0 // integer values 
0004: $5953 = 0 // integer values 
0004: $5580 = 3 // integer values 

:SHTR_5128
00D6: if 
0038:   $5580 == 3 // integer values 
004D: jump_if_false @SHTR_5781 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // integer values and handles 
0060: $5596 -= $5594 // integer values 
00D6: if and
0028:   $5596 >= 0 // integer values 
001A:   100 > $5596 // integer values 
004D: jump_if_false @SHTR_5224 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5224
00D6: if and
0028:   $5596 >= 200 // integer values 
001A:   300 > $5596 // integer values 
004D: jump_if_false @SHTR_5283 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5283
00D6: if and
0028:   $5596 >= 400 // integer values 
001A:   500 > $5596 // integer values 
004D: jump_if_false @SHTR_5342 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5342
00D6: if and
0028:   $5596 >= 600 // integer values 
001A:   700 > $5596 // integer values 
004D: jump_if_false @SHTR_5401 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5401
00D6: if and
0028:   $5596 >= 800 // integer values 
001A:   900 > $5596 // integer values 
004D: jump_if_false @SHTR_5460 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5460
00D6: if and
0028:   $5596 >= 1000 // integer values 
001A:   1100 > $5596 // integer values 
004D: jump_if_false @SHTR_5519 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5519
00D6: if and
0028:   $5596 >= 1200 // integer values 
001A:   1300 > $5596 // integer values 
004D: jump_if_false @SHTR_5578 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5578
00D6: if and
0028:   $5596 >= 1400 // integer values 
001A:   1500 > $5596 // integer values 
004D: jump_if_false @SHTR_5637 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5637
00D6: if and
0028:   $5596 >= 1600 // integer values 
001A:   1700 > $5596 // integer values 
004D: jump_if_false @SHTR_5696 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5696
00D6: if and
0028:   $5596 >= 1800 // integer values 
001A:   1900 > $5596 // integer values 
004D: jump_if_false @SHTR_5755 
038D: create_texture 10 position $5575 $5576 scale 32.0 32.0 color 150 150 150 alpha 150 

:SHTR_5755
00D6: if 
0028:   $5596 >= 2000 // integer values 
004D: jump_if_false @SHTR_5781 
0004: $5580 = 1 // integer values 

:SHTR_5781
00D6: if 
001C:   $5650 > $5651 // integer values 
004D: jump_if_false @SHTR_5815 
0084: $5651 = $5650 // integer values and handles 
0004: $5568 = 1 // integer values 

:SHTR_5815
0050: gosub @SHTR_6947 
033F: set_text_draw_letter_width_height 0.6 1.2 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number 560.0 48.0 'SHTR_2B' $5649  // letek: ~1~
0050: gosub @SHTR_6947 
0342: set_text_draw_centered 0 
0341: unknown_text_stuff 1 
033F: set_text_draw_letter_width_height 0.6 1.2 
045A: text_draw_1number 80.0 48.0 'SHTR_2D' $5650  // 1UP ~1~
0050: gosub @SHTR_6947 
033F: set_text_draw_letter_width_height 0.6 1.2 
045A: text_draw_1number 320.0 48.0 'SHTR_2C' $5651  // Rekord: ~1~

:SHTR_5956
00D6: if 
0038:   $5648 == 0 // integer values 
004D: jump_if_false @SHTR_6064 
00D6: if 
0038:   $5580 == 0 // integer values 
004D: jump_if_false @SHTR_6064 
00D6: if 
0038:   $5649 == 0 // integer values 
004D: jump_if_false @SHTR_6064 
0004: $5648 = 4 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1063 
097A: (unknown) -1000.0 -1000.0 -1000.0 1067 
0004: $6156 = 0 // integer values 

:SHTR_6064
00D6: if 
0038:   $5648 == 4 // integer values 
004D: jump_if_false @SHTR_6372 
00D6: if 
0038:   $6156 == 0 // integer values 
004D: jump_if_false @SHTR_6152 
0050: gosub @SHTR_6947 
033F: set_text_draw_letter_width_height 2.0 4.0 
033E: text_draw 320.0 196.0 'SHTR_3B'  // Vge a jtknak!
01BD: $5594 = current_time_in_ms 
0004: $6156 = 1 // integer values 

:SHTR_6152
00D6: if 
0038:   $6156 == 1 // integer values 
004D: jump_if_false @SHTR_6257 
0050: gosub @SHTR_6947 
033F: set_text_draw_letter_width_height 2.0 4.0 
033E: text_draw 320.0 196.0 'SHTR_3B'  // Vge a jtknak!
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // integer values and handles 
0060: $5596 -= $5594 // integer values 
00D6: if 
0018:   $5596 > 5000 // integer values 
004D: jump_if_false @SHTR_6257 
0004: $6156 = 2 // integer values 

:SHTR_6257
00D6: if 
0038:   $6156 == 2 // integer values 
004D: jump_if_false @SHTR_6315 
00D6: if 
001C:   $2062[9] > $5650 // integer values 
004D: jump_if_false @SHTR_6308 
0004: $6156 = 4 // integer values 
0002: jump @SHTR_6315 

:SHTR_6308
0050: gosub @SHTR_11097 

:SHTR_6315
00D6: if 
0038:   $6156 == 3 // integer values 
004D: jump_if_false @SHTR_6347 
0050: gosub @SHTR_11414 
0050: gosub @SHTR_12477 

:SHTR_6347
00D6: if 
0038:   $6156 == 4 // integer values 
004D: jump_if_false @SHTR_6372 
0050: gosub @SHTR_12477 

:SHTR_6372
00D6: if 
0038:   $5648 == 4 // integer values 
004D: jump_if_false @SHTR_6441 
00D6: if and
00E1:   key_pressed 0 15 
8038:   not  $6156 == 1 // integer values 
004D: jump_if_false @SHTR_6441 
097A: (unknown) -1000.0 -1000.0 -1000.0 1066 
0002: jump @SHTR_582 

:SHTR_6441
038D: create_texture 25 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 25 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 25 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 25 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
00D6: if 
0038:   $5648 == 0 // integer values 
004D: jump_if_false @SHTR_6603 

:SHTR_6603
00D6: if 
0038:   $5648 == 4 // integer values 
004D: jump_if_false @SHTR_6760 
00D6: if 
0038:   $6156 == 4 // integer values 
004D: jump_if_false @SHTR_6760 
01BD: $5991 = current_time_in_ms 
0084: $5990 = $5991 // integer values and handles 
0060: $5990 -= $5992 // integer values 
00D6: if 
001A:   10000 > $5990 // integer values 
004D: jump_if_false @SHTR_6760 
0937: (unknown) 35.0 15.0 200.0 45.0 'DUMMY' 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 230.0 
0349: text_draw_style = 1 
033F: set_text_draw_letter_width_height 0.5 1.8 
033E: text_draw 40.0 20.0 'SH_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Vissza

:SHTR_6760
0002: jump @SHTR_761 

:SHTR_6767
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 
0051: return 

:SHTR_6787
03D5: remove_text 'BUSY'  // Elgg elfoglaltnak tnsz, mirt nem jssz vissza ksbb.
0391: release_txd_dictionary 
040D: unload_wav 4 
09F5: (unknown) 0 
043C: unknown_set_game_sounds 1 
097A: (unknown) -1000.0 -1000.0 -1000.0 1063 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHTR_6936 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $X_PERSHING_SQUARE_LS $Y_PERSHING_SQUARE_LS $Z_PERSHING_SQUARE_LS radius 2.0 2.0 2.0 
004D: jump_if_false @SHTR_6922 
0086: $TEMPVAR_FLOAT_2 = $Y_PERSHING_SQUARE_LS // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 2.0 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at $X_PERSHING_SQUARE_LS $TEMPVAR_FLOAT_2 $Z_PERSHING_SQUARE_LS 

:SHTR_6922
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SHTR_6936
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:SHTR_6947
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
0051: return 

:SHTR_6986
0086: $5587 = $5588 // floating-point values only 
000D: $5587 -= 256.0 // floating-point values 
038D: create_texture $5593 position $5587 336.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0086: $5587 = $5588 // floating-point values only 
038D: create_texture $5593 position $5587 336.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0086: $5587 = $5588 // floating-point values only 
0009: $5587 += 256.0 // floating-point values 
038D: create_texture $5593 position $5587 336.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0086: $5587 = $5588 // floating-point values only 
0009: $5587 += 512.0 // floating-point values 
038D: create_texture $5593 position $5587 336.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0080: $5588 -= unknown_inaccurate_float_timer $5589 // floating-point 
00D6: if 
0022:   0.0 > $5588 // floating-point values 
004D: jump_if_false @SHTR_7227 
0009: $5588 += 256.0 // floating-point values 

:SHTR_7227
0051: return 

:SHTR_7229
0086: $5587 = $5588 // floating-point values only 
000D: $5587 -= 256.0 // floating-point values 
038D: create_texture $5593 position $5587 112.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0086: $5587 = $5588 // floating-point values only 
038D: create_texture $5593 position $5587 112.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0086: $5587 = $5588 // floating-point values only 
0009: $5587 += 256.0 // floating-point values 
038D: create_texture $5593 position $5587 112.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0086: $5587 = $5588 // floating-point values only 
0009: $5587 += 512.0 // floating-point values 
038D: create_texture $5593 position $5587 112.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0080: $5588 -= unknown_inaccurate_float_timer $5590 // floating-point 
00D6: if 
0022:   0.0 > $5588 // floating-point values 
004D: jump_if_false @SHTR_7470 
0009: $5588 += 256.0 // floating-point values 

:SHTR_7470
0051: return 

:SHTR_7472
00D6: if 
001F:   33@ > $5656 // integer values 
004D: jump_if_false @SHTR_7562 
00D6: if 
0038:   $5860($5859,16i) == 0 // integer values 
004D: jump_if_false @SHTR_7562 
0086: $5877($5859,16f) = $5909 // floating-point values only 
0086: $5925($5859,16f) = $5925[0] // floating-point values only 
0004: $5860($5859,16i) = 1 // integer values 
0006: 33@ = 0 // integer values 
0008: $5655 += 1 // integer values 

:SHTR_7562
0051: return 

:SHTR_7564
0004: $5859 = 0 // integer values 

:SHTR_7571
00D6: if 
001A:   8 > $5859 // integer values 
004D: jump_if_false @SHTR_8025 
00D6: if 
0038:   $5860($5859,16i) == 2 // integer values 
004D: jump_if_false @SHTR_8011 
01BD: $5613($5859,16i) = current_time_in_ms 
0084: $5629($5859,16i) = $5613($5859,16i) // integer values and handles 
0060: $5629($5859,16i) -= $5597($5859,16i) // integer values 
00D6: if and
0028:   $5629($5859,16i) >= 0 // integer values 
001A:   100 > $5629($5859,16i) // integer values 
004D: jump_if_false @SHTR_7725 
038D: create_texture 15 position $5877($5859,16f) $5893($5859,16f) scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_7725
00D6: if and
0028:   $5629($5859,16i) >= 100 // integer values 
001A:   200 > $5629($5859,16i) // integer values 
004D: jump_if_false @SHTR_7799 
038D: create_texture 16 position $5877($5859,16f) $5893($5859,16f) scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_7799
00D6: if and
0028:   $5629($5859,16i) >= 200 // integer values 
001A:   300 > $5629($5859,16i) // integer values 
004D: jump_if_false @SHTR_7874 
038D: create_texture 17 position $5877($5859,16f) $5893($5859,16f) scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_7874
00D6: if and
0028:   $5629($5859,16i) >= 300 // integer values 
001A:   400 > $5629($5859,16i) // integer values 
004D: jump_if_false @SHTR_7949 
038D: create_texture 18 position $5877($5859,16f) $5893($5859,16f) scale 32.0 32.0 color 150 150 150 alpha 255 

:SHTR_7949
00D6: if 
0018:   $5629($5859,16i) > 499 // integer values 
004D: jump_if_false @SHTR_8011 
0005: $5877($5859,16f) = 0.0 // floating-point values 
0005: $5893($5859,16f) = 0.0 // floating-point values 
0004: $5860($5859,16i) = 0 // integer values 

:SHTR_8011
0008: $5859 += 1 // integer values 
0002: jump @SHTR_7571 

:SHTR_8025
0051: return 

:SHTR_8027
00D6: if 
0038:   $5860 == 0 // integer values 
004D: jump_if_false @SHTR_8787 
00D6: if 
0038:   $5876 == 0 // integer values 
004D: jump_if_false @SHTR_8787 
0208: $5909 = random_float 640.0 720.0 
0086: $5877[0] = $5909 // floating-point values only 
0208: $5942 = random_float 240.0 640.0 
0208: $5946 = random_float 80.0 368.0 
0086: $5947 = $5946 // floating-point values only 
0061: $5947 -= $5949 // floating-point values 
00D6: if 
0022:   80.0 > $5947 // floating-point values 
004D: jump_if_false @SHTR_8161 
0059: $5946 += $5949 // floating-point values 

:SHTR_8161
0086: $5948 = $5946 // floating-point values only 
0059: $5948 += $5949 // floating-point values 
00D6: if 
0022:   80.0 > $5948 // floating-point values 
004D: jump_if_false @SHTR_8206 
0061: $5946 -= $5949 // floating-point values 

:SHTR_8206
0208: $5925[0] = random_float $5653 $5654 
00D6: if and
0030:   $5925[0] >= 1.0 // floating-point values 
0022:   1.5 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8256 
0004: $5656 = 500 // integer values 

:SHTR_8256
00D6: if and
0030:   $5925[0] >= 1.5 // floating-point values 
0022:   2.0 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8295 
0004: $5656 = 475 // integer values 

:SHTR_8295
00D6: if and
0030:   $5925[0] >= 2.0 // floating-point values 
0022:   2.5 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8334 
0004: $5656 = 450 // integer values 

:SHTR_8334
00D6: if and
0030:   $5925[0] >= 2.5 // floating-point values 
0022:   3.0 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8373 
0004: $5656 = 425 // integer values 

:SHTR_8373
00D6: if and
0030:   $5925[0] >= 3.0 // floating-point values 
0022:   3.5 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8412 
0004: $5656 = 400 // integer values 

:SHTR_8412
00D6: if and
0030:   $5925[0] >= 3.5 // floating-point values 
0022:   4.0 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8451 
0004: $5656 = 375 // integer values 

:SHTR_8451
00D6: if and
0030:   $5925[0] >= 4.0 // floating-point values 
0022:   4.5 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8490 
0004: $5656 = 350 // integer values 

:SHTR_8490
00D6: if and
0030:   $5925[0] >= 4.5 // floating-point values 
0022:   5.0 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8529 
0004: $5656 = 325 // integer values 

:SHTR_8529
00D6: if and
0030:   $5925[0] >= 5.0 // floating-point values 
0022:   5.5 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8568 
0004: $5656 = 300 // integer values 

:SHTR_8568
00D6: if and
0030:   $5925[0] >= 5.5 // floating-point values 
0022:   6.0 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8607 
0004: $5656 = 275 // integer values 

:SHTR_8607
00D6: if and
0030:   $5925[0] >= 6.0 // floating-point values 
0022:   6.5 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8646 
0004: $5656 = 250 // integer values 

:SHTR_8646
00D6: if and
0030:   $5925[0] >= 6.5 // floating-point values 
0022:   7.0 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8685 
0004: $5656 = 225 // integer values 

:SHTR_8685
00D6: if and
0030:   $5925[0] >= 7.0 // floating-point values 
0022:   7.5 > $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8724 
0004: $5656 = 200 // integer values 

:SHTR_8724
00D6: if and
0030:   $5925[0] >= 7.5 // floating-point values 
0032:   8.0 >= $5925[0] // floating-point values 
004D: jump_if_false @SHTR_8763 
0004: $5656 = 175 // integer values 

:SHTR_8763
0209: $5959 = random_int 100 1500 
0004: $5860 = 1 // integer values 
0004: $5876 = 1 // integer values 

:SHTR_8787
0051: return 

:SHTR_8789
0004: $5859 = 0 // integer values 

:SHTR_8796
00D6: if 
001A:   8 > $5859 // integer values 
004D: jump_if_false @SHTR_9209 
00D6: if 
0038:   $5860($5859,16i) == 1 // integer values 
004D: jump_if_false @SHTR_9195 
038D: create_texture 12 position $5877($5859,16f) $5893($5859,16f) scale 32.0 32.0 color 150 150 150 alpha 255 
0080: $5877($5859,16f) -= unknown_inaccurate_float_timer $5925($5859,16f) // floating-point 
0086: $5941 = $5877($5859,16f) // floating-point values only 
0071: $5941 /= $5942 // floating-point values 
0086: $5943 = $5941 // floating-point values only 
0011: $5943 *= 360.0 // floating-point values 
02F6: $5944 = cosine $5943 // sinus swapped with cosine 
0086: $5945 = $5944 // floating-point values only 
0069: $5945 *= $5949 // floating-point values 
0086: $5893($5859,16f) = $5945 // floating-point values only 
0059: $5893($5859,16f) += $5946 // floating-point values 
00D6: if 
0022:   0.0 > $5877($5859,16f) // floating-point values 
004D: jump_if_false @SHTR_9195 
0005: $5877($5859,16f) = 0.0 // floating-point values 
0005: $5893($5859,16f) = 0.0 // floating-point values 
00D6: if 
0018:   $5650 > 24 // integer values 
004D: jump_if_false @SHTR_9184 
00D6: if 
003A:   $5650 == $5651 // integer values and handles 
004D: jump_if_false @SHTR_9177 
00D6: if and
001C:   $5650 > $2062[0] // integer values 
001C:   $5650 > $2062[1] // integer values 
001C:   $5650 > $2062[2] // integer values 
001C:   $5650 > $2062[3] // integer values 
001C:   $5650 > $2062[4] // integer values 
004D: jump_if_false @SHTR_9177 
00D6: if and
001C:   $5650 > $2062[5] // integer values 
001C:   $5650 > $2062[6] // integer values 
001C:   $5650 > $2062[7] // integer values 
001C:   $5650 > $2062[8] // integer values 
001C:   $5650 > $2062[9] // integer values 
004D: jump_if_false @SHTR_9177 
000C: $5651 -= 25 // integer values 

:SHTR_9177
000C: $5650 -= 25 // integer values 

:SHTR_9184
0004: $5860($5859,16i) = 0 // integer values 

:SHTR_9195
0008: $5859 += 1 // integer values 
0002: jump @SHTR_8796 

:SHTR_9209
0051: return 

:SHTR_9211
0004: $5657 = 1 // integer values 

:SHTR_9218
00D6: if 
001A:   16 > $5657 // integer values 
004D: jump_if_false @SHTR_9634 
00D6: if 
0038:   $5659($5657,16i) == 1 // integer values 
004D: jump_if_false @SHTR_9356 
038D: create_texture 11 position $5675($5657,16f) $5691($5657,16f) scale $5853 $5853 color 150 150 150 alpha 255 
007A: $5675($5657,16f) += unknown_inaccurate_float_timer $5591 // floating-point 
00D6: if 
0020:   $5675($5657,16f) > 639.0 // floating-point values 
004D: jump_if_false @SHTR_9356 
0005: $5691($5657,16f) = 0.0 // floating-point values 
0004: $5659($5657,16i) = 0 // integer values 

:SHTR_9356
00D6: if 
0038:   $5725($5657,16i) == 1 // integer values 
004D: jump_if_false @SHTR_9488 
038D: create_texture 11 position $5741($5657,16f) $5757($5657,16f) scale $5853 $5853 color 150 150 150 alpha 255 
007A: $5741($5657,16f) += unknown_inaccurate_float_timer $5857 // floating-point 
0080: $5757($5657,16f) -= unknown_inaccurate_float_timer $5858 // floating-point 
00D6: if 
0020:   $5741($5657,16f) > 639.0 // floating-point values 
004D: jump_if_false @SHTR_9488 
0005: $5757($5657,16f) = 0.0 // floating-point values 
0004: $5725($5657,16i) = 0 // integer values 

:SHTR_9488
00D6: if 
0038:   $5789($5657,16i) == 1 // integer values 
004D: jump_if_false @SHTR_9620 
038D: create_texture 11 position $5805($5657,16f) $5821($5657,16f) scale $5853 $5853 color 150 150 150 alpha 255 
007A: $5805($5657,16f) += unknown_inaccurate_float_timer $5857 // floating-point 
007A: $5821($5657,16f) += unknown_inaccurate_float_timer $5858 // floating-point 
00D6: if 
0020:   $5805($5657,16f) > 639.0 // floating-point values 
004D: jump_if_false @SHTR_9620 
0005: $5821($5657,16f) = 0.0 // floating-point values 
0004: $5789($5657,16i) = 0 // integer values 

:SHTR_9620
0008: $5657 += 1 // integer values 
0002: jump @SHTR_9218 

:SHTR_9634
0051: return 

:SHTR_9636
0004: $5859 = 0 // integer values 

:SHTR_9643
00D6: if 
001A:   8 > $5859 // integer values 
004D: jump_if_false @SHTR_10137 
00D6: if 
0020:   $5877($5859,16f) > 320.0 // floating-point values 
004D: jump_if_false @SHTR_9840 
00D6: if 
0038:   $5989 == 0 // integer values 
004D: jump_if_false @SHTR_9840 
00D6: if 
0038:   $5860($5859,16i) == 1 // integer values 
004D: jump_if_false @SHTR_9840 
00D6: if 
0038:   $5981($5859,8i) == 0 // integer values 
004D: jump_if_false @SHTR_9840 
0086: $5965($5859,8f) = $5877($5859,16f) // floating-point values only 
0086: $5973($5859,8f) = $5893($5859,16f) // floating-point values only 
0004: $5981($5859,8i) = 1 // integer values 
0008: $5989 += 1 // integer values 
0086: $5964 = $5925($5859,16f) // floating-point values only 
0011: $5964 *= 1.5 // floating-point values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1060 

:SHTR_9840
00D6: if 
0038:   $5989 == 1 // integer values 
004D: jump_if_false @SHTR_10123 
00D6: if 
0038:   $5981($5859,8i) == 1 // integer values 
004D: jump_if_false @SHTR_10123 
00D6: if 
0038:   $5580 == 1 // integer values 
004D: jump_if_false @SHTR_10004 
00D6: if 
05A5: (unknown) $5575 $5576 32.0 32.0 $5965($5859,8f) $5973($5859,8f) 8.0 8.0 
004D: jump_if_false @SHTR_10004 
0004: $5981($5859,8i) = 0 // integer values 
0005: $5965($5859,8f) = 0.0 // floating-point values 
0005: $5973($5859,8f) = 0.0 // floating-point values 
0004: $5989 = 0 // integer values 
0004: $5580 = 0 // integer values 

:SHTR_10004
038D: create_texture 14 position $5965($5859,8f) $5973($5859,8f) scale $5853 $5853 color 150 150 150 alpha 255 
0080: $5965($5859,8f) -= unknown_inaccurate_float_timer $5964 // floating-point 
00D6: if 
0022:   0.0 > $5965($5859,8f) // floating-point values 
004D: jump_if_false @SHTR_10123 
0004: $5981($5859,8i) = 0 // integer values 
0005: $5965($5859,8f) = 0.0 // floating-point values 
0005: $5973($5859,8f) = 0.0 // floating-point values 
0004: $5989 = 0 // integer values 

:SHTR_10123
0008: $5859 += 1 // integer values 
0002: jump @SHTR_9643 

:SHTR_10137
0051: return 

:SHTR_10139
0004: $5859 = 0 // integer values 

:SHTR_10146
00D6: if 
001A:   8 > $5859 // integer values 
004D: jump_if_false @SHTR_11095 
00D6: if 
0038:   $5860($5859,16i) == 1 // integer values 
004D: jump_if_false @SHTR_10945 
0004: $5657 = 1 // integer values 

:SHTR_10193
00D6: if 
001A:   16 > $5657 // integer values 
004D: jump_if_false @SHTR_10945 
00D6: if 
05A5: (unknown) $5675($5657,16f) $5691($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false @SHTR_10451 
0008: $5650 += 100 // integer values 
0004: $5860($5859,16i) = 2 // integer values 
0004: $5659($5657,16i) = 0 // integer values 
0005: $5675($5657,16f) = 0.0 // floating-point values 
0005: $5691($5657,16f) = 0.0 // floating-point values 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: (unknown) -1000.0 -1000.0 -1000.0 1061 
0008: $5950 += 1 // integer values 
00D6: if 
0038:   $5951 == 1 // integer values 
004D: jump_if_false @SHTR_10451 
00D6: if 
0038:   $5950 == 8 // integer values 
004D: jump_if_false @SHTR_10431 
0086: $5954 = $5877($5859,16f) // floating-point values only 
0086: $5955 = $5893($5859,16f) // floating-point values only 
0004: $5951 = 0 // integer values 
0002: jump @SHTR_10451 

:SHTR_10431
0005: $5954 = 0.0 // floating-point values 
0005: $5955 = 0.0 // floating-point values 

:SHTR_10451
00D6: if 
05A5: (unknown) $5741($5657,16f) $5757($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false @SHTR_10691 
0008: $5650 += 100 // integer values 
0004: $5860($5859,16i) = 2 // integer values 
0004: $5725($5657,16i) = 0 // integer values 
0005: $5741($5657,16f) = 0.0 // floating-point values 
0005: $5757($5657,16f) = 0.0 // floating-point values 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: (unknown) -1000.0 -1000.0 -1000.0 1061 
0008: $5950 += 1 // integer values 
00D6: if 
0038:   $5951 == 1 // integer values 
004D: jump_if_false @SHTR_10691 
00D6: if 
0038:   $5950 == 8 // integer values 
004D: jump_if_false @SHTR_10671 
0086: $5954 = $5877($5859,16f) // floating-point values only 
0086: $5955 = $5893($5859,16f) // floating-point values only 
0004: $5951 = 0 // integer values 
0002: jump @SHTR_10691 

:SHTR_10671
0005: $5954 = 0.0 // floating-point values 
0005: $5955 = 0.0 // floating-point values 

:SHTR_10691
00D6: if 
05A5: (unknown) $5805($5657,16f) $5821($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false @SHTR_10931 
0008: $5650 += 100 // integer values 
0004: $5860($5859,16i) = 2 // integer values 
0004: $5789($5657,16i) = 0 // integer values 
0005: $5805($5657,16f) = 0.0 // floating-point values 
0005: $5821($5657,16f) = 0.0 // floating-point values 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: (unknown) -1000.0 -1000.0 -1000.0 1061 
0008: $5950 += 1 // integer values 
00D6: if 
0038:   $5951 == 1 // integer values 
004D: jump_if_false @SHTR_10931 
00D6: if 
0038:   $5950 == 8 // integer values 
004D: jump_if_false @SHTR_10911 
0086: $5954 = $5877($5859,16f) // floating-point values only 
0086: $5955 = $5893($5859,16f) // floating-point values only 
0004: $5951 = 0 // integer values 
0002: jump @SHTR_10931 

:SHTR_10911
0005: $5954 = 0.0 // floating-point values 
0005: $5955 = 0.0 // floating-point values 

:SHTR_10931
0008: $5657 += 1 // integer values 
0002: jump @SHTR_10193 

:SHTR_10945
00D6: if 
0038:   $5860($5859,16i) == 1 // integer values 
004D: jump_if_false @SHTR_11081 
00D6: if 
0038:   $5580 == 1 // integer values 
004D: jump_if_false @SHTR_11081 
00D6: if 
05A5: (unknown) $5575 $5576 32.0 32.0 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false @SHTR_11081 
0004: $5860($5859,16i) = 2 // integer values 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: (unknown) -1000.0 -1000.0 -1000.0 1061 
0004: $5580 = 0 // integer values 

:SHTR_11081
0008: $5859 += 1 // integer values 
0002: jump @SHTR_10146 

:SHTR_11095
0051: return 

:SHTR_11097
0004: $6151 = 9 // integer values 
0004: $6152 = 0 // integer values 
0004: $6153 = 1 // integer values 

:SHTR_11118
00D6: if and
0028:   $6151 >= 0 // integer values 
0038:   $6153 == 1 // integer values 
004D: jump_if_false @SHTR_11215 
00D6: if 
001C:   $5650 > $2062($6151,10i) // integer values 
004D: jump_if_false @SHTR_11201 
000C: $6151 -= 1 // integer values 
0004: $6152 = 1 // integer values 
0004: $6156 = 3 // integer values 
0004: $6069 = 1 // integer values 
0002: jump @SHTR_11208 

:SHTR_11201
0004: $6153 = 0 // integer values 

:SHTR_11208
0002: jump @SHTR_11118 

:SHTR_11215
00D6: if 
0038:   $6152 == 1 // integer values 
004D: jump_if_false @SHTR_11412 
0008: $6151 += 1 // integer values 
0004: $6154 = 9 // integer values 
0004: $6155 = 8 // integer values 

:SHTR_11254
00D6: if 
002C:   $6155 >= $6151 // integer values 
004D: jump_if_false @SHTR_11374 
05A9: $2002($6154,10s) = $2002($6155,10s) // 8-byte strings 
05A9: $2022($6154,10s) = $2022($6155,10s) // 8-byte strings 
05A9: $2042($6154,10s) = $2042($6155,10s) // 8-byte strings 
0084: $2072($6154,10i) = $2072($6155,10i) // integer values and handles 
0084: $2062($6154,10i) = $2062($6155,10i) // integer values and handles 
000C: $6154 -= 1 // integer values 
000C: $6155 -= 1 // integer values 
0002: jump @SHTR_11254 

:SHTR_11374
0084: $2062($6151,10i) = $5650 // integer values and handles 
0084: $2072($6151,10i) = $6157 // integer values and handles 
0004: $6158 = 0 // integer values 
0004: $6067 = 10 // integer values 

:SHTR_11412
0051: return 

:SHTR_11414
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if and
80E1:   not key_pressed 0 8 
80E1:   not key_pressed 0 9 
80E1:   not key_pressed 0 10 
80E1:   not key_pressed 0 11 
80E1:   not key_pressed 0 16 
004D: jump_if_false @SHTR_11503 
00D6: if and
0038:   $11282 == 0 // integer values 
0038:   $11281 == 0 // integer values 
004D: jump_if_false @SHTR_11503 
0004: $6068 = 0 // integer values 

:SHTR_11503
00D6: if 
0038:   $6158 == 0 // integer values 
004D: jump_if_false @SHTR_11843 
05A9: $2002($6151,10s) = $5993($6067,37s) // 8-byte strings 
05A9: $2022($6151,10s) = s$6013 // 8-byte strings 
05A9: $2042($6151,10s) = s$6013 // 8-byte strings 
00D6: if 
0038:   $6068 == 0 // integer values 
004D: jump_if_false @SHTR_11843 
00D6: if or
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 11 
0018:   $11281 > 100 // integer values 
001A:   -100 > $11282 // integer values 
004D: jump_if_false @SHTR_11682 
00D6: if 
001A:   36 > $6067 // integer values 
004D: jump_if_false @SHTR_11648 
0008: $6067 += 1 // integer values 
0002: jump @SHTR_11655 

:SHTR_11648
0004: $6067 = 0 // integer values 

:SHTR_11655
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0004: $6068 = 1 // integer values 

:SHTR_11682
00D6: if or
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
001A:   -100 > $11281 // integer values 
0018:   $11282 > 100 // integer values 
004D: jump_if_false @SHTR_11785 
00D6: if 
0018:   $6067 > 0 // integer values 
004D: jump_if_false @SHTR_11751 
000C: $6067 -= 1 // integer values 
0002: jump @SHTR_11758 

:SHTR_11751
0004: $6067 = 36 // integer values 

:SHTR_11758
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0004: $6068 = 1 // integer values 

:SHTR_11785
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SHTR_11843 
0004: $6067 = 10 // integer values 
0004: $6158 = 1 // integer values 
0004: $6068 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_11843
00D6: if 
0038:   $6158 == 1 // integer values 
004D: jump_if_false @SHTR_12159 
05A9: $2022($6151,10s) = $5993($6067,37s) // 8-byte strings 
00D6: if 
0038:   $6068 == 0 // integer values 
004D: jump_if_false @SHTR_12159 
00D6: if or
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 11 
0018:   $11281 > 100 // integer values 
001A:   -100 > $11282 // integer values 
004D: jump_if_false @SHTR_11998 
00D6: if 
001A:   36 > $6067 // integer values 
004D: jump_if_false @SHTR_11964 
0008: $6067 += 1 // integer values 
0002: jump @SHTR_11971 

:SHTR_11964
0004: $6067 = 0 // integer values 

:SHTR_11971
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0004: $6068 = 1 // integer values 

:SHTR_11998
00D6: if or
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
001A:   -100 > $11281 // integer values 
0018:   $11282 > 100 // integer values 
004D: jump_if_false @SHTR_12101 
00D6: if 
0018:   $6067 > 0 // integer values 
004D: jump_if_false @SHTR_12067 
000C: $6067 -= 1 // integer values 
0002: jump @SHTR_12074 

:SHTR_12067
0004: $6067 = 36 // integer values 

:SHTR_12074
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0004: $6068 = 1 // integer values 

:SHTR_12101
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SHTR_12159 
0004: $6067 = 10 // integer values 
0004: $6158 = 2 // integer values 
0004: $6068 = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_12159
00D6: if 
0038:   $6158 == 2 // integer values 
004D: jump_if_false @SHTR_12475 
05A9: $2042($6151,10s) = $5993($6067,37s) // 8-byte strings 
00D6: if 
0038:   $6068 == 0 // integer values 
004D: jump_if_false @SHTR_12475 
00D6: if or
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 11 
0018:   $11281 > 100 // integer values 
001A:   -100 > $11282 // integer values 
004D: jump_if_false @SHTR_12314 
00D6: if 
001A:   36 > $6067 // integer values 
004D: jump_if_false @SHTR_12280 
0008: $6067 += 1 // integer values 
0002: jump @SHTR_12287 

:SHTR_12280
0004: $6067 = 0 // integer values 

:SHTR_12287
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0004: $6068 = 1 // integer values 

:SHTR_12314
00D6: if or
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
001A:   -100 > $11281 // integer values 
0018:   $11282 > 100 // integer values 
004D: jump_if_false @SHTR_12417 
00D6: if 
0018:   $6067 > 0 // integer values 
004D: jump_if_false @SHTR_12383 
000C: $6067 -= 1 // integer values 
0002: jump @SHTR_12390 

:SHTR_12383
0004: $6067 = 36 // integer values 

:SHTR_12390
097A: (unknown) -1000.0 -1000.0 -1000.0 1064 
0004: $6068 = 1 // integer values 

:SHTR_12417
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SHTR_12475 
0004: $6158 = 3 // integer values 
0004: $6068 = 1 // integer values 
0004: $6156 = 4 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1065 

:SHTR_12475
0051: return 

:SHTR_12477
0004: $6070 = 0 // integer values 

:SHTR_12484
00D6: if 
001A:   10 > $6070 // integer values 
004D: jump_if_false @SHTR_12649 
0050: gosub @SHTR_6947 
033E: text_draw $6071($6070,10f) $6111($6070,10f) $2002($6070,10s) 
0050: gosub @SHTR_6947 
033E: text_draw $6081($6070,10f) $6121($6070,10f) $2022($6070,10s) 
0050: gosub @SHTR_6947 
033E: text_draw $6091($6070,10f) $6131($6070,10f) $2042($6070,10s) 
0050: gosub @SHTR_6947 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $6101($6070,10f) $6141($6070,10f) 'SHTR_LV' $2062($6070,10i)  // ~1~
0008: $6070 += 1 // integer values 
0002: jump @SHTR_12484 

:SHTR_12649
0050: gosub @SHTR_6947 
033E: text_draw 320.0 64.0 'SHTR_2F'  // Rekord
00D6: if and
0038:   $5649 == 0 // integer values 
0038:   $6069 == 1 // integer values 
004D: jump_if_false @SHTR_13084 
00D6: if 
0038:   $6158 == 0 // integer values 
004D: jump_if_false @SHTR_12769 
0050: gosub @SHTR_6947 
0340: set_text_draw_color 0 255 0 255 
033E: text_draw $6071($6151,10f) $6111($6151,10f) $2002($6151,10s) 
0002: jump @SHTR_12811 

:SHTR_12769
0050: gosub @SHTR_6947 
0340: set_text_draw_color 255 0 0 255 
033E: text_draw $6071($6151,10f) $6111($6151,10f) $2002($6151,10s) 

:SHTR_12811
00D6: if 
0038:   $6158 == 1 // integer values 
004D: jump_if_false @SHTR_12878 
0050: gosub @SHTR_6947 
0340: set_text_draw_color 0 255 0 255 
033E: text_draw $6081($6151,10f) $6121($6151,10f) $2022($6151,10s) 
0002: jump @SHTR_12920 

:SHTR_12878
0050: gosub @SHTR_6947 
0340: set_text_draw_color 255 0 0 255 
033E: text_draw $6081($6151,10f) $6121($6151,10f) $2022($6151,10s) 

:SHTR_12920
00D6: if 
0038:   $6158 == 2 // integer values 
004D: jump_if_false @SHTR_12987 
0050: gosub @SHTR_6947 
0340: set_text_draw_color 0 255 0 255 
033E: text_draw $6091($6151,10f) $6131($6151,10f) $2042($6151,10s) 
0002: jump @SHTR_13029 

:SHTR_12987
0050: gosub @SHTR_6947 
0340: set_text_draw_color 255 0 0 255 
033E: text_draw $6091($6151,10f) $6131($6151,10f) $2042($6151,10s) 

:SHTR_13029
0050: gosub @SHTR_6947 
0340: set_text_draw_color 255 0 0 255 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $6101($6151,10f) $6141($6151,10f) 'SHTR_LV' $2062($6151,10i)  // ~1~

:SHTR_13084
0051: return 

:SHTR_13086
0209: $6161 = random_int 1 30 
00D6: if 
0038:   $6161 == 1 // integer values 
004D: jump_if_false @SHTR_13188 
00D6: if 
0038:   $6163 == 0 // integer values 
004D: jump_if_false @SHTR_13181 
05A9: $2002($6160,10s) = s$6039 // 8-byte strings 
05A9: $2022($6160,10s) = s$6023 // 8-byte strings 
05A9: $2042($6160,10s) = s$6065 // 8-byte strings 
0004: $6163 = 1 // integer values 
0002: jump @SHTR_13188 

:SHTR_13181
0002: jump @SHTR_13086 

:SHTR_13188
00D6: if 
0038:   $6161 == 2 // integer values 
004D: jump_if_false @SHTR_13281 
00D6: if 
0038:   $6164 == 0 // integer values 
004D: jump_if_false @SHTR_13274 
05A9: $2002($6160,10s) = s$6029 // 8-byte strings 
05A9: $2022($6160,10s) = s$6037 // 8-byte strings 
05A9: $2042($6160,10s) = s$6061 // 8-byte strings 
0004: $6164 = 1 // integer values 
0002: jump @SHTR_13281 

:SHTR_13274
0002: jump @SHTR_13086 

:SHTR_13281
00D6: if 
0038:   $6161 == 3 // integer values 
004D: jump_if_false @SHTR_13374 
00D6: if 
0038:   $6165 == 0 // integer values 
004D: jump_if_false @SHTR_13367 
05A9: $2002($6160,10s) = s$6057 // 8-byte strings 
05A9: $2022($6160,10s) = s$6029 // 8-byte strings 
05A9: $2042($6160,10s) = s$6035 // 8-byte strings 
0004: $6165 = 1 // integer values 
0002: jump @SHTR_13374 

:SHTR_13367
0002: jump @SHTR_13086 

:SHTR_13374
00D6: if 
0038:   $6161 == 4 // integer values 
004D: jump_if_false @SHTR_13467 
00D6: if 
0038:   $6166 == 0 // integer values 
004D: jump_if_false @SHTR_13460 
05A9: $2002($6160,10s) = s$6017 // 8-byte strings 
05A9: $2022($6160,10s) = s$6033 // 8-byte strings 
05A9: $2042($6160,10s) = s$6047 // 8-byte strings 
0004: $6166 = 1 // integer values 
0002: jump @SHTR_13467 

:SHTR_13460
0002: jump @SHTR_13086 

:SHTR_13467
00D6: if 
0038:   $6161 == 5 // integer values 
004D: jump_if_false @SHTR_13560 
00D6: if 
0038:   $6167 == 0 // integer values 
004D: jump_if_false @SHTR_13553 
05A9: $2002($6160,10s) = s$6019 // 8-byte strings 
05A9: $2022($6160,10s) = s$6015 // 8-byte strings 
05A9: $2042($6160,10s) = s$6043 // 8-byte strings 
0004: $6167 = 1 // integer values 
0002: jump @SHTR_13560 

:SHTR_13553
0002: jump @SHTR_13086 

:SHTR_13560
00D6: if 
0038:   $6161 == 6 // integer values 
004D: jump_if_false @SHTR_13653 
00D6: if 
0038:   $6168 == 0 // integer values 
004D: jump_if_false @SHTR_13646 
05A9: $2002($6160,10s) = s$6019 // 8-byte strings 
05A9: $2022($6160,10s) = s$6013 // 8-byte strings 
05A9: $2042($6160,10s) = s$6055 // 8-byte strings 
0004: $6168 = 1 // integer values 
0002: jump @SHTR_13653 

:SHTR_13646
0002: jump @SHTR_13086 

:SHTR_13653
00D6: if 
0038:   $6161 == 7 // integer values 
004D: jump_if_false @SHTR_13746 
00D6: if 
0038:   $6169 == 0 // integer values 
004D: jump_if_false @SHTR_13739 
05A9: $2002($6160,10s) = s$6019 // 8-byte strings 
05A9: $2022($6160,10s) = s$6041 // 8-byte strings 
05A9: $2042($6160,10s) = s$6019 // 8-byte strings 
0004: $6169 = 1 // integer values 
0002: jump @SHTR_13746 

:SHTR_13739
0002: jump @SHTR_13086 

:SHTR_13746
00D6: if 
0038:   $6161 == 8 // integer values 
004D: jump_if_false @SHTR_13839 
00D6: if 
0038:   $6170 == 0 // integer values 
004D: jump_if_false @SHTR_13832 
05A9: $2002($6160,10s) = s$6049 // 8-byte strings 
05A9: $2022($6160,10s) = s$6031 // 8-byte strings 
05A9: $2042($6160,10s) = s$6035 // 8-byte strings 
0004: $6170 = 1 // integer values 
0002: jump @SHTR_13839 

:SHTR_13832
0002: jump @SHTR_13086 

:SHTR_13839
00D6: if 
0038:   $6161 == 9 // integer values 
004D: jump_if_false @SHTR_13932 
00D6: if 
0038:   $6171 == 0 // integer values 
004D: jump_if_false @SHTR_13925 
05A9: $2002($6160,10s) = s$6049 // 8-byte strings 
05A9: $2022($6160,10s) = s$6051 // 8-byte strings 
05A9: $2042($6160,10s) = s$6021 // 8-byte strings 
0004: $6171 = 1 // integer values 
0002: jump @SHTR_13932 

:SHTR_13925
0002: jump @SHTR_13086 

:SHTR_13932
00D6: if 
0038:   $6161 == 10 // integer values 
004D: jump_if_false @SHTR_14025 
00D6: if 
0038:   $6172 == 0 // integer values 
004D: jump_if_false @SHTR_14018 
05A9: $2002($6160,10s) = s$6031 // 8-byte strings 
05A9: $2022($6160,10s) = s$6053 // 8-byte strings 
05A9: $2042($6160,10s) = s$6019 // 8-byte strings 
0004: $6172 = 1 // integer values 
0002: jump @SHTR_14025 

:SHTR_14018
0002: jump @SHTR_13086 

:SHTR_14025
00D6: if 
0038:   $6161 == 11 // integer values 
004D: jump_if_false @SHTR_14118 
00D6: if 
0038:   $6173 == 0 // integer values 
004D: jump_if_false @SHTR_14111 
05A9: $2002($6160,10s) = s$6033 // 8-byte strings 
05A9: $2022($6160,10s) = s$6037 // 8-byte strings 
05A9: $2042($6160,10s) = s$6015 // 8-byte strings 
0004: $6173 = 1 // integer values 
0002: jump @SHTR_14118 

:SHTR_14111
0002: jump @SHTR_13086 

:SHTR_14118
00D6: if 
0038:   $6161 == 12 // integer values 
004D: jump_if_false @SHTR_14211 
00D6: if 
0038:   $6174 == 0 // integer values 
004D: jump_if_false @SHTR_14204 
05A9: $2002($6160,10s) = s$6025 // 8-byte strings 
05A9: $2022($6160,10s) = s$6049 // 8-byte strings 
05A9: $2042($6160,10s) = s$6057 // 8-byte strings 
0004: $6174 = 1 // integer values 
0002: jump @SHTR_14211 

:SHTR_14204
0002: jump @SHTR_13086 

:SHTR_14211
00D6: if 
0038:   $6161 == 13 // integer values 
004D: jump_if_false @SHTR_14304 
00D6: if 
0038:   $6175 == 0 // integer values 
004D: jump_if_false @SHTR_14297 
05A9: $2002($6160,10s) = s$6019 // 8-byte strings 
05A9: $2022($6160,10s) = s$6049 // 8-byte strings 
05A9: $2042($6160,10s) = s$6057 // 8-byte strings 
0004: $6175 = 1 // integer values 
0002: jump @SHTR_14304 

:SHTR_14297
0002: jump @SHTR_13086 

:SHTR_14304
00D6: if 
0038:   $6161 == 14 // integer values 
004D: jump_if_false @SHTR_14397 
00D6: if 
0038:   $6176 == 0 // integer values 
004D: jump_if_false @SHTR_14390 
05A9: $2002($6160,10s) = s$6057 // 8-byte strings 
05A9: $2022($6160,10s) = s$6019 // 8-byte strings 
05A9: $2042($6160,10s) = s$6061 // 8-byte strings 
0004: $6176 = 1 // integer values 
0002: jump @SHTR_14397 

:SHTR_14390
0002: jump @SHTR_13086 

:SHTR_14397
00D6: if 
0038:   $6161 == 15 // integer values 
004D: jump_if_false @SHTR_14490 
00D6: if 
0038:   $6177 == 0 // integer values 
004D: jump_if_false @SHTR_14483 
05A9: $2002($6160,10s) = s$6025 // 8-byte strings 
05A9: $2022($6160,10s) = s$6013 // 8-byte strings 
05A9: $2042($6160,10s) = s$6063 // 8-byte strings 
0004: $6177 = 1 // integer values 
0002: jump @SHTR_14490 

:SHTR_14483
0002: jump @SHTR_13086 

:SHTR_14490
00D6: if 
0038:   $6161 == 16 // integer values 
004D: jump_if_false @SHTR_14583 
00D6: if 
0038:   $6178 == 0 // integer values 
004D: jump_if_false @SHTR_14576 
05A9: $2002($6160,10s) = s$6057 // 8-byte strings 
05A9: $2022($6160,10s) = s$6013 // 8-byte strings 
05A9: $2042($6160,10s) = s$6063 // 8-byte strings 
0004: $6178 = 1 // integer values 
0002: jump @SHTR_14583 

:SHTR_14576
0002: jump @SHTR_13086 

:SHTR_14583
00D6: if 
0038:   $6161 == 17 // integer values 
004D: jump_if_false @SHTR_14676 
00D6: if 
0038:   $6179 == 0 // integer values 
004D: jump_if_false @SHTR_14669 
05A9: $2002($6160,10s) = s$6033 // 8-byte strings 
05A9: $2022($6160,10s) = s$6029 // 8-byte strings 
05A9: $2042($6160,10s) = s$6039 // 8-byte strings 
0004: $6179 = 1 // integer values 
0002: jump @SHTR_14676 

:SHTR_14669
0002: jump @SHTR_13086 

:SHTR_14676
00D6: if 
0038:   $6161 == 18 // integer values 
004D: jump_if_false @SHTR_14769 
00D6: if 
0038:   $6180 == 0 // integer values 
004D: jump_if_false @SHTR_14762 
05A9: $2002($6160,10s) = s$6015 // 8-byte strings 
05A9: $2022($6160,10s) = s$6021 // 8-byte strings 
05A9: $2042($6160,10s) = s$6013 // 8-byte strings 
0004: $6180 = 1 // integer values 
0002: jump @SHTR_14769 

:SHTR_14762
0002: jump @SHTR_13086 

:SHTR_14769
00D6: if 
0038:   $6161 == 19 // integer values 
004D: jump_if_false @SHTR_14862 
00D6: if 
0038:   $6181 == 0 // integer values 
004D: jump_if_false @SHTR_14855 
05A9: $2002($6160,10s) = s$6015 // 8-byte strings 
05A9: $2022($6160,10s) = s$6013 // 8-byte strings 
05A9: $2042($6160,10s) = s$6059 // 8-byte strings 
0004: $6181 = 1 // integer values 
0002: jump @SHTR_14862 

:SHTR_14855
0002: jump @SHTR_13086 

:SHTR_14862
00D6: if 
0038:   $6161 == 20 // integer values 
004D: jump_if_false @SHTR_14955 
00D6: if 
0038:   $6182 == 0 // integer values 
004D: jump_if_false @SHTR_14948 
05A9: $2002($6160,10s) = s$6035 // 8-byte strings 
05A9: $2022($6160,10s) = s$6041 // 8-byte strings 
05A9: $2042($6160,10s) = s$6053 // 8-byte strings 
0004: $6182 = 1 // integer values 
0002: jump @SHTR_14955 

:SHTR_14948
0002: jump @SHTR_13086 

:SHTR_14955
00D6: if 
0038:   $6161 == 21 // integer values 
004D: jump_if_false @SHTR_15048 
00D6: if 
0038:   $6183 == 0 // integer values 
004D: jump_if_false @SHTR_15041 
05A9: $2002($6160,10s) = s$6031 // 8-byte strings 
05A9: $2022($6160,10s) = s$6039 // 8-byte strings 
05A9: $2042($6160,10s) = s$6041 // 8-byte strings 
0004: $6183 = 1 // integer values 
0002: jump @SHTR_15048 

:SHTR_15041
0002: jump @SHTR_13086 

:SHTR_15048
00D6: if 
0038:   $6161 == 22 // integer values 
004D: jump_if_false @SHTR_15141 
00D6: if 
0038:   $6184 == 0 // integer values 
004D: jump_if_false @SHTR_15134 
05A9: $2002($6160,10s) = s$6037 // 8-byte strings 
05A9: $2022($6160,10s) = s$6061 // 8-byte strings 
05A9: $2042($6160,10s) = s$6051 // 8-byte strings 
0004: $6184 = 1 // integer values 
0002: jump @SHTR_15141 

:SHTR_15134
0002: jump @SHTR_13086 

:SHTR_15141
00D6: if 
0038:   $6161 == 23 // integer values 
004D: jump_if_false @SHTR_15234 
00D6: if 
0038:   $6185 == 0 // integer values 
004D: jump_if_false @SHTR_15227 
05A9: $2002($6160,10s) = s$6019 // 8-byte strings 
05A9: $2022($6160,10s) = s$6021 // 8-byte strings 
05A9: $2042($6160,10s) = s$6023 // 8-byte strings 
0004: $6185 = 1 // integer values 
0002: jump @SHTR_15234 

:SHTR_15227
0002: jump @SHTR_13086 

:SHTR_15234
00D6: if 
0038:   $6161 == 24 // integer values 
004D: jump_if_false @SHTR_15327 
00D6: if 
0038:   $6186 == 0 // integer values 
004D: jump_if_false @SHTR_15320 
05A9: $2002($6160,10s) = s$6033 // 8-byte strings 
05A9: $2022($6160,10s) = s$6027 // 8-byte strings 
05A9: $2042($6160,10s) = s$6063 // 8-byte strings 
0004: $6186 = 1 // integer values 
0002: jump @SHTR_15327 

:SHTR_15320
0002: jump @SHTR_13086 

:SHTR_15327
00D6: if 
0038:   $6161 == 25 // integer values 
004D: jump_if_false @SHTR_15420 
00D6: if 
0038:   $6187 == 0 // integer values 
004D: jump_if_false @SHTR_15413 
05A9: $2002($6160,10s) = s$6037 // 8-byte strings 
05A9: $2022($6160,10s) = s$6021 // 8-byte strings 
05A9: $2042($6160,10s) = s$6041 // 8-byte strings 
0004: $6187 = 1 // integer values 
0002: jump @SHTR_15420 

:SHTR_15413
0002: jump @SHTR_13086 

:SHTR_15420
00D6: if 
0038:   $6161 == 26 // integer values 
004D: jump_if_false @SHTR_15513 
00D6: if 
0038:   $6188 == 0 // integer values 
004D: jump_if_false @SHTR_15506 
05A9: $2002($6160,10s) = s$6025 // 8-byte strings 
05A9: $2022($6160,10s) = s$6023 // 8-byte strings 
05A9: $2042($6160,10s) = s$6057 // 8-byte strings 
0004: $6188 = 1 // integer values 
0002: jump @SHTR_15513 

:SHTR_15506
0002: jump @SHTR_13086 

:SHTR_15513
00D6: if 
0038:   $6161 == 27 // integer values 
004D: jump_if_false @SHTR_15606 
00D6: if 
0038:   $6189 == 0 // integer values 
004D: jump_if_false @SHTR_15599 
05A9: $2002($6160,10s) = s$6057 // 8-byte strings 
05A9: $2022($6160,10s) = s$6047 // 8-byte strings 
05A9: $2042($6160,10s) = s$6037 // 8-byte strings 
0004: $6189 = 1 // integer values 
0002: jump @SHTR_15606 

:SHTR_15599
0002: jump @SHTR_13086 

:SHTR_15606
00D6: if 
0038:   $6161 == 28 // integer values 
004D: jump_if_false @SHTR_15699 
00D6: if 
0038:   $6190 == 0 // integer values 
004D: jump_if_false @SHTR_15692 
05A9: $2002($6160,10s) = s$6013 // 8-byte strings 
05A9: $2022($6160,10s) = s$6065 // 8-byte strings 
05A9: $2042($6160,10s) = s$6057 // 8-byte strings 
0004: $6190 = 1 // integer values 
0002: jump @SHTR_15699 

:SHTR_15692
0002: jump @SHTR_13086 

:SHTR_15699
00D6: if 
0038:   $6161 == 29 // integer values 
004D: jump_if_false @SHTR_15792 
00D6: if 
0038:   $6191 == 0 // integer values 
004D: jump_if_false @SHTR_15785 
05A9: $2002($6160,10s) = s$6047 // 8-byte strings 
05A9: $2022($6160,10s) = s$6029 // 8-byte strings 
05A9: $2042($6160,10s) = s$6017 // 8-byte strings 
0004: $6191 = 1 // integer values 
0002: jump @SHTR_15792 

:SHTR_15785
0002: jump @SHTR_13086 

:SHTR_15792
0051: return 

:SHTR_15794
05A9: s$5993 = 'SHTR_0' // 8-byte strings  // 0
05A9: s$5995 = 'SHTR_1' // 8-byte strings  // 1
05A9: s$5997 = 'SHTR_2' // 8-byte strings  // 2
05A9: s$5999 = 'SHTR_3' // 8-byte strings  // 3
05A9: s$6001 = 'SHTR_4' // 8-byte strings  // 4
05A9: s$6003 = 'SHTR_5' // 8-byte strings  // 5
05A9: s$6005 = 'SHTR_6' // 8-byte strings  // 6
05A9: s$6007 = 'SHTR_7' // 8-byte strings  // 7
05A9: s$6009 = 'SHTR_8' // 8-byte strings  // 8
05A9: s$6011 = 'SHTR_9' // 8-byte strings  // 9
05A9: s$6013 = 'SHTR_A' // 8-byte strings  // A
05A9: s$6015 = 'SHTR_B' // 8-byte strings  // B
05A9: s$6017 = 'SHTR_C' // 8-byte strings  // C
05A9: s$6019 = 'SHTR_D' // 8-byte strings  // D
05A9: s$6021 = 'SHTR_E' // 8-byte strings  // E
05A9: s$6023 = 'SHTR_F' // 8-byte strings  // F
05A9: s$6025 = 'SHTR_G' // 8-byte strings  // G
05A9: s$6027 = 'SHTR_H' // 8-byte strings  // H
05A9: s$6029 = 'SHTR_I' // 8-byte strings  // I
05A9: s$6031 = 'SHTR_J' // 8-byte strings  // J
05A9: s$6033 = 'SHTR_K' // 8-byte strings  // K
05A9: s$6035 = 'SHTR_L' // 8-byte strings  // L
05A9: s$6037 = 'SHTR_M' // 8-byte strings  // M
05A9: s$6039 = 'SHTR_N' // 8-byte strings  // 
05A9: s$6041 = 'SHTR_O' // 8-byte strings  // O
05A9: s$6043 = 'SHTR_P' // 8-byte strings  // P
05A9: s$6045 = 'SHTR_Q' // 8-byte strings  // Q
05A9: s$6047 = 'SHTR_R' // 8-byte strings  // R
05A9: s$6049 = 'SHTR_S' // 8-byte strings  // S
05A9: s$6051 = 'SHTR_T' // 8-byte strings  // T
05A9: s$6053 = 'SHTR_U' // 8-byte strings  // U
05A9: s$6055 = 'SHTR_V' // 8-byte strings  // V
05A9: s$6057 = 'SHTR_W' // 8-byte strings  // W
05A9: s$6059 = 'SHTR_X' // 8-byte strings  // X
05A9: s$6061 = 'SHTR_Y' // 8-byte strings  // Y
05A9: s$6063 = 'SHTR_Z' // 8-byte strings  // Z
05A9: s$6065 = 'SHTR_PE' // 8-byte strings  // .
0005: $6071 = 176.0 // floating-point values 
0005: $6111 = 96.0 // floating-point values 
0005: $6081 = 224.0 // floating-point values 
0005: $6121 = 96.0 // floating-point values 
0005: $6091[0] = 272.0 // floating-point values 
0005: $6131 = 96.0 // floating-point values 
0005: $6101 = 464.0 // floating-point values 
0005: $6141 = 96.0 // floating-point values 
0005: $6072 = 176.0 // floating-point values 
0005: $6112 = 128.0 // floating-point values 
0005: $6082 = 224.0 // floating-point values 
0005: $6122 = 128.0 // floating-point values 
0005: $6091[1] = 272.0 // floating-point values 
0005: $6132 = 128.0 // floating-point values 
0005: $6102 = 464.0 // floating-point values 
0005: $6142 = 128.0 // floating-point values 
0005: $6073 = 176.0 // floating-point values 
0005: $6113 = 160.0 // floating-point values 
0005: $6083 = 224.0 // floating-point values 
0005: $6123 = 160.0 // floating-point values 
0005: $6091[2] = 272.0 // floating-point values 
0005: $6133 = 160.0 // floating-point values 
0005: $6103 = 464.0 // floating-point values 
0005: $6143 = 160.0 // floating-point values 
0005: $6074 = 176.0 // floating-point values 
0005: $6114 = 192.0 // floating-point values 
0005: $6084 = 224.0 // floating-point values 
0005: $6124 = 192.0 // floating-point values 
0005: $6091[3] = 272.0 // floating-point values 
0005: $6134 = 192.0 // floating-point values 
0005: $6104 = 464.0 // floating-point values 
0005: $6144 = 192.0 // floating-point values 
0005: $6075 = 176.0 // floating-point values 
0005: $6115 = 224.0 // floating-point values 
0005: $6085 = 224.0 // floating-point values 
0005: $6125 = 224.0 // floating-point values 
0005: $6091[4] = 272.0 // floating-point values 
0005: $6135 = 224.0 // floating-point values 
0005: $6105 = 464.0 // floating-point values 
0005: $6145 = 224.0 // floating-point values 
0005: $6076 = 176.0 // floating-point values 
0005: $6116 = 256.0 // floating-point values 
0005: $6086 = 224.0 // floating-point values 
0005: $6126 = 256.0 // floating-point values 
0005: $6091[5] = 272.0 // floating-point values 
0005: $6136 = 256.0 // floating-point values 
0005: $6106 = 464.0 // floating-point values 
0005: $6146 = 256.0 // floating-point values 
0005: $6077 = 176.0 // floating-point values 
0005: $6117 = 288.0 // floating-point values 
0005: $6087 = 224.0 // floating-point values 
0005: $6127 = 288.0 // floating-point values 
0005: $6091[6] = 272.0 // floating-point values 
0005: $6137 = 288.0 // floating-point values 
0005: $6107 = 464.0 // floating-point values 
0005: $6147 = 288.0 // floating-point values 
0005: $6078 = 176.0 // floating-point values 
0005: $6118 = 320.0 // floating-point values 
0005: $6088 = 224.0 // floating-point values 
0005: $6128 = 320.0 // floating-point values 
0005: $6091[7] = 272.0 // floating-point values 
0005: $6138 = 320.0 // floating-point values 
0005: $6108 = 464.0 // floating-point values 
0005: $6148 = 320.0 // floating-point values 
0005: $6079 = 176.0 // floating-point values 
0005: $6119 = 352.0 // floating-point values 
0005: $6089 = 224.0 // floating-point values 
0005: $6129 = 352.0 // floating-point values 
0005: $6091[8] = 272.0 // floating-point values 
0005: $6139 = 352.0 // floating-point values 
0005: $6109 = 464.0 // floating-point values 
0005: $6149 = 352.0 // floating-point values 
0005: $6080 = 176.0 // floating-point values 
0005: $6120 = 384.0 // floating-point values 
0005: $6090 = 224.0 // floating-point values 
0005: $6130 = 384.0 // floating-point values 
0005: $6091[9] = 272.0 // floating-point values 
0005: $6140 = 384.0 // floating-point values 
0005: $6110 = 464.0 // floating-point values 
0005: $6150 = 384.0 // floating-point values 
00D6: if 
0038:   $6159 == 0 // integer values 
004D: jump_if_false @SHTR_17436 
05A9: s$2002[0] = s$6017 // 8-byte strings 
05A9: s$2022[0] = s$6065 // 8-byte strings 
05A9: s$2042[0] = s$6065 // 8-byte strings 
0004: $2072[0] = 10 // integer values 
0004: $2062[0] = 1000 // integer values 
0004: $6160 = 1 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[1] = 9 // integer values 
0004: $2062[1] = 900 // integer values 
0004: $6160 = 2 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[2] = 8 // integer values 
0004: $2062[2] = 800 // integer values 
0004: $6160 = 3 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[3] = 7 // integer values 
0004: $2062[3] = 700 // integer values 
0004: $6160 = 4 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[4] = 6 // integer values 
0004: $2062[4] = 600 // integer values 
0004: $6160 = 5 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[5] = 5 // integer values 
0004: $2062[5] = 500 // integer values 
0004: $6160 = 6 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[6] = 4 // integer values 
0004: $2062[6] = 400 // integer values 
0004: $6160 = 7 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[7] = 3 // integer values 
0004: $2062[7] = 300 // integer values 
0004: $6160 = 8 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[8] = 2 // integer values 
0004: $2062[8] = 200 // integer values 
0004: $6160 = 9 // integer values 
0050: gosub @SHTR_13086 
0004: $2072[9] = 1 // integer values 
0004: $2062[9] = 100 // integer values 
0004: $6159 = 1 // integer values 

:SHTR_17436
0084: $5651 = $2062[0] // integer values and handles 
0051: return 

:SHTR_17446
0004: $5579 = 1 // integer values 
0004: $5580 = 1 // integer values 
0004: $5648 = 1 // integer values 
0004: $5650 = 0 // integer values 
0004: $5649 = 2 // integer values 
0004: $5652 = 0 // integer values 
0005: $5591 = 15.0 // floating-point values 
0005: $5575 = 80.0 // floating-point values 
0005: $5576 = 224.0 // floating-point values 
0005: $5853 = 8.0 // floating-point values 
0005: $5854 = 10.0 // floating-point values 
0005: $5653 = 1.0 // floating-point values 
0005: $5654 = 3.0 // floating-point values 
0004: $5960 = 0 // integer values 
0005: $5963 = 7.0 // floating-point values 
0004: $5989 = 0 // integer values 
0004: $5950 = 0 // integer values 
0004: $5951 = 1 // integer values 
0004: $5952 = 31 // integer values 
0004: $5956 = 250 // integer values 
0004: $5957 = 0 // integer values 
0004: $5958 = 0 // integer values 
0004: $5953 = 0 // integer values 
0004: $6158 = 0 // integer values 
0004: $6069 = 0 // integer values 
0005: $5877[0] = 660.0 // floating-point values 
0005: $5877[1] = 660.0 // floating-point values 
0005: $5877[2] = 660.0 // floating-point values 
0005: $5877[3] = 660.0 // floating-point values 
0004: $5581 = 0 // integer values 
0004: $5594 = 0 // integer values 
0004: $5595 = 0 // integer values 
0004: $5596 = 0 // integer values 
0004: $5645 = 0 // integer values 
0004: $5646 = 0 // integer values 
0004: $5647 = 0 // integer values 
0004: $5657 = 1 // integer values 
0004: $5659[1] = 0 // integer values 
0004: $5659[2] = 0 // integer values 
0004: $5659[3] = 0 // integer values 
0004: $5659[4] = 0 // integer values 
0004: $5659[5] = 0 // integer values 
0004: $5659[6] = 0 // integer values 
0004: $5659[7] = 0 // integer values 
0004: $5659[8] = 0 // integer values 
0004: $5725[1] = 0 // integer values 
0004: $5725[2] = 0 // integer values 
0004: $5725[3] = 0 // integer values 
0004: $5725[4] = 0 // integer values 
0004: $5725[5] = 0 // integer values 
0004: $5725[6] = 0 // integer values 
0004: $5725[7] = 0 // integer values 
0004: $5725[8] = 0 // integer values 
0004: $5789[1] = 0 // integer values 
0004: $5789[2] = 0 // integer values 
0004: $5789[3] = 0 // integer values 
0004: $5789[4] = 0 // integer values 
0004: $5789[5] = 0 // integer values 
0004: $5789[6] = 0 // integer values 
0004: $5789[7] = 0 // integer values 
0004: $5789[8] = 0 // integer values 
0004: $5860 = 0 // integer values 
0004: $5861 = 0 // integer values 
0004: $5862 = 0 // integer values 
0004: $5863 = 0 // integer values 
0004: $5864 = 0 // integer values 
0004: $5865 = 0 // integer values 
0004: $5866 = 0 // integer values 
0004: $5867 = 0 // integer values 
0004: $5981 = 0 // integer values 
0004: $5982 = 0 // integer values 
0004: $5983 = 0 // integer values 
0004: $5984 = 0 // integer values 
0004: $5985 = 0 // integer values 
0004: $5986 = 0 // integer values 
0004: $5987 = 0 // integer values 
0004: $5988 = 0 // integer values 
0004: $5655 = 0 // integer values 
0004: $5876 = 0 // integer values 
0005: $5585 = 32.0 // floating-point values 
0005: $5586 = 32.0 // floating-point values 
0005: $5723 = 8.0 // floating-point values 
0005: $5724 = 8.0 // floating-point values 
0005: $5577 = 32.0 // floating-point values 
0005: $5578 = 32.0 // floating-point values 
0005: $5949 = 0.0 // floating-point values 
0051: return 

//-------------Mission 6---------------
// Originally: Video Game: Let's Get Ready To Bumble

:GRAV
0050: gosub @GRAV_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GRAV_27 
0050: gosub @GRAV_6531 

:GRAV_27
0050: gosub @GRAV_6551 
004E: end_thread 

:GRAV_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'GRAV' 
0001: wait 0 ms 
054C: use_GXT_table 'GRAV' 
03CF: load_wav 1810 as 4 

:GRAV_78
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GRAV_104 
0001: wait 0 ms 
0002: jump @GRAV_78 

:GRAV_104
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 50.0 
09F5: (unknown) 1 
03F0: text_draw_toggle 1 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_width_height 3.0 3.0 
0390: load_txd_dictionary 'LD_GRAV' 
038F: request_texture "SKY" as 1 // Load dictionary with 0390 first 
038F: request_texture "BEEA" as 2 // Load dictionary with 0390 first 
038F: request_texture "FLWRA" as 3 // Load dictionary with 0390 first 
038F: request_texture "GHOST" as 4 // Load dictionary with 0390 first 
038F: request_texture "LEAF" as 5 // Load dictionary with 0390 first 
038F: request_texture "FLWR" as 6 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 7 // Load dictionary with 0390 first 
038F: request_texture "TVL" as 8 // Load dictionary with 0390 first 
038F: request_texture "TVR" as 9 // Load dictionary with 0390 first 
038F: request_texture "THORN" as 10 // Load dictionary with 0390 first 
038F: request_texture "BEE2" as 11 // Load dictionary with 0390 first 
038F: request_texture "BEE1" as 12 // Load dictionary with 0390 first 
038F: request_texture "HIVE" as 13 // Load dictionary with 0390 first 
038F: request_texture "TIMER" as 14 // Load dictionary with 0390 first 
038F: request_texture "BUMBLE" as 15 // Load dictionary with 0390 first 
038F: request_texture "PLAYW" as 16 // Load dictionary with 0390 first 
038F: request_texture "PLAYY" as 17 // Load dictionary with 0390 first 
038F: request_texture "HISCOREW" as 18 // Load dictionary with 0390 first 
038F: request_texture "HISCOREY" as 19 // Load dictionary with 0390 first 
038F: request_texture "EXITW" as 20 // Load dictionary with 0390 first 
038F: request_texture "EXITY" as 21 // Load dictionary with 0390 first 
05A9: s$6236 = 'GRAV_0' // 8-byte strings  // 0
05A9: s$6238 = 'GRAV_1' // 8-byte strings  // 1
05A9: s$6240 = 'GRAV_2' // 8-byte strings  // 2
05A9: s$6242 = 'GRAV_3' // 8-byte strings  // 3
05A9: s$6244 = 'GRAV_4' // 8-byte strings  // 4
05A9: s$6246 = 'GRAV_5' // 8-byte strings  // 5
05A9: s$6248 = 'GRAV_6' // 8-byte strings  // 6
05A9: s$6250 = 'GRAV_7' // 8-byte strings  // 7
05A9: s$6252 = 'GRAV_8' // 8-byte strings  // 8
05A9: s$6254 = 'GRAV_9' // 8-byte strings  // 9
05A9: s$6256 = 'GRAV_A' // 8-byte strings  // A
05A9: s$6258 = 'GRAV_B' // 8-byte strings  // B
05A9: s$6260 = 'GRAV_C' // 8-byte strings  // C
05A9: s$6262 = 'GRAV_D' // 8-byte strings  // D
05A9: s$6264 = 'GRAV_E' // 8-byte strings  // E
05A9: s$6266 = 'GRAV_F' // 8-byte strings  // F
05A9: s$6268 = 'GRAV_G' // 8-byte strings  // G
05A9: s$6270 = 'GRAV_H' // 8-byte strings  // H
05A9: s$6272 = 'GRAV_I' // 8-byte strings  // I
05A9: s$6274 = 'GRAV_J' // 8-byte strings  // J
05A9: s$6276 = 'GRAV_K' // 8-byte strings  // K
05A9: s$6278 = 'GRAV_L' // 8-byte strings  // L
05A9: s$6280 = 'GRAV_M' // 8-byte strings  // M
05A9: s$6282 = 'GRAV_N' // 8-byte strings  // 
05A9: s$6284 = 'GRAV_O' // 8-byte strings  // O
05A9: s$6286 = 'GRAV_P' // 8-byte strings  // P
05A9: s$6288 = 'GRAV_Q' // 8-byte strings  // Q
05A9: s$6290 = 'GRAV_R' // 8-byte strings  // R
05A9: s$6292 = 'GRAV_S' // 8-byte strings  // S
05A9: s$6294 = 'GRAV_T' // 8-byte strings  // T
05A9: s$6296 = 'GRAV_U' // 8-byte strings  // U
05A9: s$6298 = 'GRAV_V' // 8-byte strings  // V
05A9: s$6300 = 'GRAV_W' // 8-byte strings  // W
05A9: s$6302 = 'GRAV_X' // 8-byte strings  // X
05A9: s$6304 = 'GRAV_Y' // 8-byte strings  // Y
05A9: s$6306 = 'GRAV_Z' // 8-byte strings  // Z
05A9: s$6308 = 'GRAV_PE' // 8-byte strings  // .
0005: $6318 = 176.0 // floating-point values 
0005: $6358 = 96.0 // floating-point values 
0005: $6328 = 224.0 // floating-point values 
0005: $6368 = 96.0 // floating-point values 
0005: $6338 = 272.0 // floating-point values 
0005: $6378 = 96.0 // floating-point values 
0005: $6348 = 464.0 // floating-point values 
0005: $6388 = 96.0 // floating-point values 
0005: $6319 = 176.0 // floating-point values 
0005: $6359 = 128.0 // floating-point values 
0005: $6329 = 224.0 // floating-point values 
0005: $6369 = 128.0 // floating-point values 
0005: $6339 = 272.0 // floating-point values 
0005: $6379 = 128.0 // floating-point values 
0005: $6349 = 464.0 // floating-point values 
0005: $6389 = 128.0 // floating-point values 
0005: $6320 = 176.0 // floating-point values 
0005: $6360 = 160.0 // floating-point values 
0005: $6330 = 224.0 // floating-point values 
0005: $6370 = 160.0 // floating-point values 
0005: $6340 = 272.0 // floating-point values 
0005: $6380 = 160.0 // floating-point values 
0005: $6350 = 464.0 // floating-point values 
0005: $6390 = 160.0 // floating-point values 
0005: $6321 = 176.0 // floating-point values 
0005: $6361 = 192.0 // floating-point values 
0005: $6331 = 224.0 // floating-point values 
0005: $6371 = 192.0 // floating-point values 
0005: $6341 = 272.0 // floating-point values 
0005: $6381 = 192.0 // floating-point values 
0005: $6351 = 464.0 // floating-point values 
0005: $6391 = 192.0 // floating-point values 
0005: $6322 = 176.0 // floating-point values 
0005: $6362 = 224.0 // floating-point values 
0005: $6332 = 224.0 // floating-point values 
0005: $6372 = 224.0 // floating-point values 
0005: $6342 = 272.0 // floating-point values 
0005: $6382 = 224.0 // floating-point values 
0005: $6352 = 464.0 // floating-point values 
0005: $6392 = 224.0 // floating-point values 
0005: $6323 = 176.0 // floating-point values 
0005: $6363 = 256.0 // floating-point values 
0005: $6333 = 224.0 // floating-point values 
0005: $6373 = 256.0 // floating-point values 
0005: $6343 = 272.0 // floating-point values 
0005: $6383 = 256.0 // floating-point values 
0005: $6353 = 464.0 // floating-point values 
0005: $6393 = 256.0 // floating-point values 
0005: $6324 = 176.0 // floating-point values 
0005: $6364 = 288.0 // floating-point values 
0005: $6334 = 224.0 // floating-point values 
0005: $6374 = 288.0 // floating-point values 
0005: $6344 = 272.0 // floating-point values 
0005: $6384 = 288.0 // floating-point values 
0005: $6354 = 464.0 // floating-point values 
0005: $6394 = 288.0 // floating-point values 
0005: $6325 = 176.0 // floating-point values 
0005: $6365 = 320.0 // floating-point values 
0005: $6335 = 224.0 // floating-point values 
0005: $6375 = 320.0 // floating-point values 
0005: $6345 = 272.0 // floating-point values 
0005: $6385 = 320.0 // floating-point values 
0005: $6355 = 464.0 // floating-point values 
0005: $6395 = 320.0 // floating-point values 
0005: $6326 = 176.0 // floating-point values 
0005: $6366 = 352.0 // floating-point values 
0005: $6336 = 224.0 // floating-point values 
0005: $6376 = 352.0 // floating-point values 
0005: $6346 = 272.0 // floating-point values 
0005: $6386 = 352.0 // floating-point values 
0005: $6356 = 464.0 // floating-point values 
0005: $6396 = 352.0 // floating-point values 
0005: $6327 = 176.0 // floating-point values 
0005: $6367 = 384.0 // floating-point values 
0005: $6337 = 224.0 // floating-point values 
0005: $6377 = 384.0 // floating-point values 
0005: $6347 = 272.0 // floating-point values 
0005: $6387 = 384.0 // floating-point values 
0005: $6357 = 464.0 // floating-point values 
0005: $6397 = 384.0 // floating-point values 
00D6: if 
0038:   $6405 == 0 // integer values 
004D: jump_if_false @GRAV_2054 
05A9: s$2082[0] = s$6260 // 8-byte strings 
05A9: s$2102[0] = s$6308 // 8-byte strings 
05A9: s$2122[0] = s$6308 // 8-byte strings 
0004: $2152[0] = 10 // integer values 
0004: $2142[0] = 1000 // integer values 
0004: $6406 = 1 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[1] = 9 // integer values 
0004: $2142[1] = 900 // integer values 
0004: $6406 = 2 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[2] = 8 // integer values 
0004: $2142[2] = 800 // integer values 
0004: $6406 = 3 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[3] = 7 // integer values 
0004: $2142[3] = 700 // integer values 
0004: $6406 = 4 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[4] = 6 // integer values 
0004: $2142[4] = 600 // integer values 
0004: $6406 = 5 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[5] = 5 // integer values 
0004: $2142[5] = 500 // integer values 
0004: $6406 = 6 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[6] = 4 // integer values 
0004: $2142[6] = 400 // integer values 
0004: $6406 = 7 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[7] = 3 // integer values 
0004: $2142[7] = 300 // integer values 
0004: $6406 = 8 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[8] = 2 // integer values 
0004: $2142[8] = 200 // integer values 
0004: $6406 = 9 // integer values 
0050: gosub @GRAV_13469 
0004: $2152[9] = 1 // integer values 
0004: $2142[9] = 100 // integer values 
0004: $6405 = 1 // integer values 

:GRAV_2054
008B: 57@ = $2142[0] // integer values and handles 

:GRAV_2062
0004: $6210 = 1 // integer values 
0006: 54@ = 0 // integer values 
0004: $6213 = 0 // integer values 
0004: $6208 = 1 // integer values 
0006: 51@ = 2 // integer values 
0006: 47@ = 1 // integer values 
0007: 43@ = 180.0 // floating-point values 
0007: 44@ = 2.0 // floating-point values 
0005: $6439 = 3648.0 // floating-point values 
0005: $6224 = 2.5 // floating-point values 
0004: $6232 = 120000 // integer values 
0004: $6211 = 0 // integer values 
0005: $6204 = 0.0 // floating-point values 
0005: $6205 = 0.0 // floating-point values 
0006: 56@ = 0 // integer values 
01BD: $6231 = current_time_in_ms 
0004: $6209 = 0 // integer values 

:GRAV_2200
0001: wait 0 ms 
038D: create_texture 1 position 128.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 128.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 384.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 384.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 640.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 640.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
016A: fade 1 0 ms 
0494: get_joystick_data 0 34@ 35@ 36@ 37@ 

:GRAV_2442
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @GRAV_2497 
00D6: if and
80E1:   not key_pressed 0 8 
80E1:   not key_pressed 0 9 
0039:   35@ == 0 // integer values 
004D: jump_if_false @GRAV_2497 
0006: 58@ = 0 // integer values 

:GRAV_2497
00D6: if 
0038:   $6208 == 1 // integer values 
004D: jump_if_false @GRAV_2735 
038D: create_texture 15 position 320.0 196.0 scale 256.0 128.0 color 150 150 150 alpha 255 
038D: create_texture 17 position 320.0 312.0 scale 64.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 18 position 320.0 344.0 scale 128.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 20 position 320.0 376.0 scale 64.0 32.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GRAV_2735 
097A: (unknown) -1000.0 -1000.0 -1000.0 1074 
097A: (unknown) -1000.0 -1000.0 -1000.0 1076 
01BD: $6235 = current_time_in_ms 
0004: $6208 = 0 // integer values 
0006: 32@ = 0 // integer values 

:GRAV_2735
00D6: if 
0038:   $6208 == 2 // integer values 
004D: jump_if_false @GRAV_2953 
038D: create_texture 15 position 320.0 196.0 scale 256.0 128.0 color 150 150 150 alpha 255 
038D: create_texture 16 position 320.0 312.0 scale 64.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 19 position 320.0 344.0 scale 128.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 20 position 320.0 376.0 scale 64.0 32.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GRAV_2953 
097A: (unknown) -1000.0 -1000.0 -1000.0 1074 
01BD: $6235 = current_time_in_ms 
0004: $6403 = 4 // integer values 
0004: $6208 = 4 // integer values 

:GRAV_2953
00D6: if 
0038:   $6208 == 3 // integer values 
004D: jump_if_false @GRAV_3165 
038D: create_texture 15 position 320.0 196.0 scale 256.0 128.0 color 150 150 150 alpha 255 
038D: create_texture 16 position 320.0 312.0 scale 64.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 18 position 320.0 344.0 scale 128.0 32.0 color 150 150 150 alpha 255 
038D: create_texture 21 position 320.0 376.0 scale 64.0 32.0 color 150 150 150 alpha 255 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GRAV_3165 
097A: (unknown) -1000.0 -1000.0 -1000.0 1075 
016A: fade 0 0 ms 
0002: jump @GRAV_6551 

:GRAV_3165
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @GRAV_3627 
00D6: if 
0038:   $6208 == 1 // integer values 
004D: jump_if_false @GRAV_3331 
00D6: if or
00E1:   key_pressed 0 8 
001B:   -64 > 35@ // integer values 
004D: jump_if_false @GRAV_3266 
0004: $6208 = 3 // integer values 
0006: 58@ = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1073 
0002: jump @GRAV_2442 

:GRAV_3266
00D6: if or
00E1:   key_pressed 0 9 
0019:   35@ > 64 // integer values 
004D: jump_if_false @GRAV_3331 
0004: $6208 = 2 // integer values 
0006: 58@ = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1073 
0002: jump @GRAV_2442 

:GRAV_3331
00D6: if 
0038:   $6208 == 2 // integer values 
004D: jump_if_false @GRAV_3479 
00D6: if or
00E1:   key_pressed 0 8 
001B:   -64 > 35@ // integer values 
004D: jump_if_false @GRAV_3414 
0004: $6208 = 1 // integer values 
0006: 58@ = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1073 
0002: jump @GRAV_2442 

:GRAV_3414
00D6: if or
00E1:   key_pressed 0 9 
0019:   35@ > 64 // integer values 
004D: jump_if_false @GRAV_3479 
0004: $6208 = 3 // integer values 
0006: 58@ = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1073 
0002: jump @GRAV_2442 

:GRAV_3479
00D6: if 
0038:   $6208 == 3 // integer values 
004D: jump_if_false @GRAV_3627 
00D6: if or
00E1:   key_pressed 0 8 
001B:   -64 > 35@ // integer values 
004D: jump_if_false @GRAV_3562 
0004: $6208 = 2 // integer values 
0006: 58@ = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1073 
0002: jump @GRAV_2442 

:GRAV_3562
00D6: if or
00E1:   key_pressed 0 9 
0019:   35@ > 64 // integer values 
004D: jump_if_false @GRAV_3627 
0004: $6208 = 1 // integer values 
0006: 58@ = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1073 
0002: jump @GRAV_2442 

:GRAV_3627
00D6: if 
0038:   $6208 == 0 // integer values 
004D: jump_if_false @GRAV_5140 
00D6: if 
0735:   49 
004D: jump_if_false @GRAV_3667 
000A: 51@ += 1 // integer values 

:GRAV_3667
0494: get_joystick_data 0 34@ 35@ 36@ 37@ 
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @GRAV_4331 
00D6: if 
0038:   $6217 == 12 // integer values 
004D: jump_if_false @GRAV_3758 
00D6: if 
0019:   33@ > 10 // integer values 
004D: jump_if_false @GRAV_3751 
0004: $6217 = 11 // integer values 
0006: 33@ = 0 // integer values 

:GRAV_3751
0002: jump @GRAV_3790 

:GRAV_3758
00D6: if 
0019:   33@ > 10 // integer values 
004D: jump_if_false @GRAV_3790 
0004: $6217 = 12 // integer values 
0006: 33@ = 0 // integer values 

:GRAV_3790
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @GRAV_3889 
00D6: if and
80E1:   not key_pressed 0 10 
80E1:   not key_pressed 0 11 
004D: jump_if_false @GRAV_3889 
00D6: if 
0021:   43@ > 180.0 // floating-point values 
004D: jump_if_false @GRAV_3860 
0063: 43@ -= 44@ // floating-point values 

:GRAV_3860
00D6: if 
0023:   180.0 > 43@ // floating-point values 
004D: jump_if_false @GRAV_3889 
005B: 43@ += 44@ // floating-point values 

:GRAV_3889
00D6: if and
0019:   34@ > 0 // integer values 
001B:   64 > 34@ // integer values 
004D: jump_if_false @GRAV_3943 
00D6: if 
0023:   195.0 > 43@ // floating-point values 
004D: jump_if_false @GRAV_3943 
005B: 43@ += 44@ // floating-point values 

:GRAV_3943
00D6: if and
001B:   0 > 34@ // integer values 
0019:   34@ > -64 // integer values 
004D: jump_if_false @GRAV_3997 
00D6: if 
0021:   43@ > 165.0 // floating-point values 
004D: jump_if_false @GRAV_3997 
0063: 43@ -= 44@ // floating-point values 

:GRAV_3997
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @GRAV_4076 
00D6: if 
0023:   210.0 > 43@ // floating-point values 
004D: jump_if_false @GRAV_4076 
000B: 43@ += 4.0 // floating-point values 
00D6: if 
0023:   180.0 > 43@ // floating-point values 
004D: jump_if_false @GRAV_4076 
000B: 43@ += 4.0 // floating-point values 

:GRAV_4076
00D6: if and
0019:   34@ > 63 // integer values 
001B:   130 > 34@ // integer values 
004D: jump_if_false @GRAV_4164 
00D6: if 
0023:   210.0 > 43@ // floating-point values 
004D: jump_if_false @GRAV_4164 
000B: 43@ += 4.0 // floating-point values 
00D6: if 
0023:   180.0 > 43@ // floating-point values 
004D: jump_if_false @GRAV_4164 
000B: 43@ += 4.0 // floating-point values 

:GRAV_4164
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @GRAV_4243 
00D6: if 
0021:   43@ > 150.0 // floating-point values 
004D: jump_if_false @GRAV_4243 
000F: 43@ -= 4.0 // floating-point values 
00D6: if 
0021:   43@ > 180.0 // floating-point values 
004D: jump_if_false @GRAV_4243 
000F: 43@ -= 4.0 // floating-point values 

:GRAV_4243
00D6: if and
001B:   -63 > 34@ // integer values 
0019:   34@ > -130 // integer values 
004D: jump_if_false @GRAV_4331 
00D6: if 
0021:   43@ > 150.0 // floating-point values 
004D: jump_if_false @GRAV_4331 
000F: 43@ -= 4.0 // floating-point values 
00D6: if 
0021:   43@ > 180.0 // floating-point values 
004D: jump_if_false @GRAV_4331 
000F: 43@ -= 4.0 // floating-point values 

:GRAV_4331
00D6: if 
0038:   $6210 == 1 // integer values 
004D: jump_if_false @GRAV_4808 
0005: $6202 = 300.0 // floating-point values 
0005: $6203 = 4096.0 // floating-point values 
0050: gosub @GRAV_8566 
0050: gosub @GRAV_6741 
0086: $6202 = $6206 // floating-point values only 
0086: $6203 = $6207 // floating-point values only 
0004: $6210 = 0 // integer values 
0006: 60@ = 1 // integer values 
016A: fade 1 0 ms 

:GRAV_4419
00D6: if 
016B:   fading 
004D: jump_if_false @GRAV_4803 
038D: create_texture 1 position 128.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 128.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 384.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 384.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 640.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 640.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
0001: wait 0 ms 
0002: jump @GRAV_4419 

:GRAV_4803
01BD: $6231 = current_time_in_ms 

:GRAV_4808
00D6: if 
0038:   $6210 == 0 // integer values 
004D: jump_if_false @GRAV_4872 
0050: gosub @GRAV_11542 
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @GRAV_4865 
0050: gosub @GRAV_7557 
0050: gosub @GRAV_10265 

:GRAV_4865
0050: gosub @GRAV_10661 

:GRAV_4872
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @GRAV_4936 
00D6: if 
0019:   51@ > 0 // integer values 
004D: jump_if_false @GRAV_4936 
0006: 32@ = 0 // integer values 
000E: 51@ -= 1 // integer values 
0006: 47@ = 2 // integer values 
0050: gosub @GRAV_7179 

:GRAV_4936
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @GRAV_5032 
00D6: if 
05A5: (unknown) $6202 $6203 4.0 4.0 $6206 $6207 4.0 4.0 
004D: jump_if_false @GRAV_5032 
0006: 47@ = 1 // integer values 
0007: 43@ = 180.0 // floating-point values 
0086: $6202 = $6206 // floating-point values only 
0086: $6203 = $6207 // floating-point values only 

:GRAV_5032
00D6: if 
0038:   $6208 == 0 // integer values 
004D: jump_if_false @GRAV_5140 
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @GRAV_5140 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @GRAV_5140 
0004: $6208 = 4 // integer values 
0004: $6403 = 0 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1077 
097A: (unknown) -1000.0 -1000.0 -1000.0 1078 

:GRAV_5140
00D6: if 
0038:   $6208 == 4 // integer values 
004D: jump_if_false @GRAV_5209 
00D6: if and
00E1:   key_pressed 0 15 
8038:   not  $6403 == 1 // integer values 
004D: jump_if_false @GRAV_5209 
097A: (unknown) -1000.0 -1000.0 -1000.0 1077 
0002: jump @GRAV_2062 

:GRAV_5209
00D6: if 
0038:   $6208 == 4 // integer values 
004D: jump_if_false @GRAV_5522 
00D6: if 
0038:   $6403 == 0 // integer values 
004D: jump_if_false @GRAV_5297 
0050: gosub @GRAV_6703 
033F: set_text_draw_letter_width_height 2.0 4.0 
033E: text_draw 320.0 196.0 'GR_A_5'  // JTK VGE!
01BD: $6316 = current_time_in_ms 
0004: $6403 = 1 // integer values 

:GRAV_5297
00D6: if 
0038:   $6403 == 1 // integer values 
004D: jump_if_false @GRAV_5407 
0050: gosub @GRAV_6703 
033F: set_text_draw_letter_width_height 2.0 4.0 
033E: text_draw 320.0 196.0 'GR_A_5'  // JTK VGE!
01BD: $6315 = current_time_in_ms 
01BD: $6315 = current_time_in_ms 
0084: $6314 = $6315 // integer values and handles 
0060: $6314 -= $6316 // integer values 
00D6: if 
0018:   $6314 > 5000 // integer values 
004D: jump_if_false @GRAV_5407 
0004: $6403 = 2 // integer values 

:GRAV_5407
00D6: if 
0038:   $6403 == 2 // integer values 
004D: jump_if_false @GRAV_5465 
00D6: if 
001E:   $2142[9] > 54@ // integer values 
004D: jump_if_false @GRAV_5458 
0004: $6403 = 4 // integer values 
0002: jump @GRAV_5465 

:GRAV_5458
0050: gosub @GRAV_11656 

:GRAV_5465
00D6: if 
0038:   $6403 == 3 // integer values 
004D: jump_if_false @GRAV_5497 
0050: gosub @GRAV_11973 
0050: gosub @GRAV_12856 

:GRAV_5497
00D6: if 
0038:   $6403 == 4 // integer values 
004D: jump_if_false @GRAV_5522 
0050: gosub @GRAV_12856 

:GRAV_5522
00D6: if 
0038:   $6208 == 0 // integer values 
004D: jump_if_false @GRAV_6205 
0050: gosub @GRAV_6703 
045A: text_draw_1number 560.0 390.0 'VP15' 51@  // ~1~
074B: texture 2 position 560.0 390.0 scale 44.0 44.0 rotation 180.0 color 150 150 150 alpha 150 
074B: texture 12 position 560.0 390.0 scale 36.0 36.0 rotation 180.0 color 150 150 150 alpha 150 
0050: gosub @GRAV_6703 
045A: text_draw_1number 90.0 390.0 'VP15' $6216  // ~1~
074B: texture 3 position 90.0 390.0 scale 40.0 40.0 rotation 180.0 color 150 150 150 alpha 150 
074B: texture 6 position 90.0 390.0 scale 32.0 32.0 rotation 180.0 color 150 150 150 alpha 150 
0084: $6228 = $6226 // integer values and handles 
0014: $6228 /= 1000 // integer values 
0084: $TIME_MINS = $6228 // integer values and handles 
0014: $TIME_MINS /= 60 // integer values 
0084: $6227 = $TIME_MINS // integer values and handles 
0010: $6227 *= 60 // integer values 
0060: $6228 -= $6227 // integer values 
0050: gosub @GRAV_6703 
00D6: if 
0018:   $6228 > 9 // integer values 
004D: jump_if_false @GRAV_5879 
045B: text_draw_2numbers 320.0 390.0 'TIME' $TIME_MINS $6228  // ~1~:~1~
0002: jump @GRAV_5906 

:GRAV_5879
045B: text_draw_2numbers 320.0 390.0 'TIME_0' $TIME_MINS $6228  // ~1~:0~1~

:GRAV_5906
074B: texture 14 position 320.0 390.0 scale 40.0 40.0 rotation 180.0 color 150 150 150 alpha 150 
0050: gosub @GRAV_6703 
045A: text_draw_1number 320.0 70.0 'VP15' 54@  // ~1~
074B: texture 13 position 320.0 70.0 scale 40.0 40.0 rotation 180.0 color 150 150 150 alpha 150 
01BD: $6229 = current_time_in_ms 
0084: $6230 = $6229 // integer values and handles 
0060: $6230 -= $6231 // integer values 
00D6: if 
001C:   $6232 > $6230 // integer values 
004D: jump_if_false @GRAV_6082 
0084: $6226 = $6232 // integer values and handles 
0060: $6226 -= $6230 // integer values 
0002: jump @GRAV_6205 

:GRAV_6082
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @GRAV_6205 
00D6: if 
0019:   51@ > 0 // integer values 
004D: jump_if_false @GRAV_6144 
000E: 51@ -= 1 // integer values 
0004: $6210 = 1 // integer values 
01BD: $6231 = current_time_in_ms 
0002: jump @GRAV_6205 

:GRAV_6144
0006: 47@ = 0 // integer values 
0004: $6208 = 4 // integer values 
0004: $6403 = 0 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1077 
097A: (unknown) -1000.0 -1000.0 -1000.0 1078 

:GRAV_6205
038D: create_texture 7 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
00D6: if 
0038:   $6208 == 0 // integer values 
004D: jump_if_false @GRAV_6367 

:GRAV_6367
00D6: if 
0038:   $6208 == 4 // integer values 
004D: jump_if_false @GRAV_6524 
00D6: if 
0038:   $6403 == 4 // integer values 
004D: jump_if_false @GRAV_6524 
01BD: $6233 = current_time_in_ms 
0084: $6234 = $6233 // integer values and handles 
0060: $6234 -= $6235 // integer values 
00D6: if 
001A:   10000 > $6234 // integer values 
004D: jump_if_false @GRAV_6524 
0937: (unknown) 35.0 15.0 200.0 45.0 'DUMMY' 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 230.0 
0349: text_draw_style = 1 
033F: set_text_draw_letter_width_height 0.5 1.8 
033E: text_draw 40.0 20.0 'GR_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Vissza

:GRAV_6524
0002: jump @GRAV_2200 

:GRAV_6531
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 
0051: return 

:GRAV_6551
040D: unload_wav 4 
03D5: remove_text 'BUSY'  // Elgg elfoglaltnak tnsz, mirt nem jssz vissza ksbb.
09F5: (unknown) 0 
0151: remove_status_text $6226 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GRAV_6686 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $425 $426 $427 radius 2.0 2.0 2.0 
004D: jump_if_false @GRAV_6665 
0086: $TEMPVAR_FLOAT_2 = $426 // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 2.0 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at $425 $TEMPVAR_FLOAT_2 $427 

:GRAV_6665
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1500 ms 

:GRAV_6686
043C: unknown_set_game_sounds 1 
0391: release_txd_dictionary 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:GRAV_6703
0340: set_text_draw_color 168 142 51 255 
033F: set_text_draw_letter_width_height 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
0051: return 

:GRAV_6741
0007: 674@ = 99999.9 // floating-point values 
0006: 678@ = 0 // integer values 

:GRAV_6758
00D6: if and
001B:   51 > 678@ // integer values 
8043:   not  471@(678@,101f) == 999.0 // floating-point values 
8023:   not  0.1 > 471@(678@,101f) // floating-point values 
004D: jump_if_false @GRAV_7177 
0086: $6441 = $6203 // floating-point values only 
00D6: if 
0020:   $6441 > 3000.0 // floating-point values 
004D: jump_if_false @GRAV_6940 
00D6: if 
0022:   4100.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_6940 
0509: 673@ = distance between point $6202 $6203 and point 471@(678@,101f) 572@(678@,101f) 
00D6: if 
0025:   674@ > 673@ // floating-point values 
004D: jump_if_false @GRAV_6940 
0087: 674@ = 673@ // floating-point values only 
0088: $6206 = 471@(678@,101f) // floating-point values only 
0088: $6207 = 572@(678@,101f) // floating-point values only 
000D: $6207 -= 32.0 // floating-point values 

:GRAV_6940
000A: 678@ += 1 // integer values 
0340: set_text_draw_color 168 142 51 255 
033F: set_text_draw_letter_width_height 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
008B: 59@ = $6213 // integer values and handles 
000A: 59@ += 1 // integer values 
045A: text_draw_1number 320.0 224.0 'GR_LVL' 59@  // SZINT: ~1~
038D: create_texture 7 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
0001: wait 0 ms 
0002: jump @GRAV_6758 

:GRAV_7177
0051: return 

:GRAV_7179
0007: 674@ = 99999.9 // floating-point values 
0007: 673@ = 0.0 // floating-point values 
0006: 678@ = 0 // integer values 

:GRAV_7206
00D6: if and
001B:   51 > 678@ // integer values 
8043:   not  471@(678@,101f) == 999.0 // floating-point values 
8023:   not  0.1 > 471@(678@,101f) // floating-point values 
004D: jump_if_false @GRAV_7403 
0088: $6441 = 572@(678@,101f) // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if and
0020:   $6441 > -200.0 // floating-point values 
0022:   600.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_7389 
0509: 673@ = distance between point $6202 $6203 and point 471@(678@,101f) 572@(678@,101f) 
00D6: if 
0025:   674@ > 673@ // floating-point values 
004D: jump_if_false @GRAV_7389 
0087: 674@ = 673@ // floating-point values only 
0088: $6206 = 471@(678@,101f) // floating-point values only 
0088: $6207 = 572@(678@,101f) // floating-point values only 
000D: $6207 -= 32.0 // floating-point values 

:GRAV_7389
000A: 678@ += 1 // integer values 
0002: jump @GRAV_7206 

:GRAV_7403
0086: $6218 = $6206 // floating-point values only 
0061: $6218 -= $6202 // floating-point values 
0086: $6219 = $6207 // floating-point values only 
0061: $6219 -= $6203 // floating-point values 
0086: $6220 = $6218 // floating-point values only 
0069: $6220 *= $6218 // floating-point values 
0086: $6221 = $6219 // floating-point values only 
0069: $6221 *= $6219 // floating-point values 
0086: $6222 = $6220 // floating-point values only 
0059: $6222 += $6221 // floating-point values 
01FB: $6223 = square_root $6222 
0086: $6220 = $6218 // floating-point values only 
0071: $6220 /= $6223 // floating-point values 
0086: $6221 = $6219 // floating-point values only 
0071: $6221 /= $6223 // floating-point values 
0086: $6204 = $6224 // floating-point values only 
0069: $6204 *= $6220 // floating-point values 
0086: $6205 = $6224 // floating-point values only 
0069: $6205 *= $6221 // floating-point values 
0051: return 

:GRAV_7557
0006: 678@ = 0 // integer values 

:GRAV_7564
00D6: if and
001B:   51 > 678@ // integer values 
8043:   not  269@(678@,101f) == 999.0 // floating-point values 
004D: jump_if_false @GRAV_7931 
0088: $6441 = 572@(678@,101f) // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if and
0020:   $6441 > -64.0 // floating-point values 
0022:   480.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_7917 
00D6: if 
05A5: (unknown) $6202 $6203 32.0 44.0 269@(678@,101f) 370@(678@,101f) 32.0 32.0 
004D: jump_if_false @GRAV_7917 
0007: 269@(678@,101f) = 999.0 // floating-point values 
00D6: if 
8038:   not  $6216 == 1 // integer values 
004D: jump_if_false @GRAV_7780 
000A: 54@ += 10 // integer values 
0008: $6211 += 1 // integer values 
000C: $6216 -= 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1071 
0002: jump @GRAV_7901 

:GRAV_7780
005C: 54@ += $6211 // integer values 
0014: $6226 /= 100 // integer values 
005C: 54@ += $6226 // integer values 
0004: $6211 = 0 // integer values 
0008: $6213 += 1 // integer values 
0085: 55@ = 54@ // integer values and handles 
0062: 55@ -= 56@ // integer values 
0085: 56@ = 55@ // integer values and handles 
00D6: if 
0019:   55@ > 665 // integer values 
004D: jump_if_false @GRAV_7887 
097A: (unknown) -1000.0 -1000.0 -1000.0 1074 
000A: 51@ += 1 // integer values 

:GRAV_7887
0004: $6210 = 1 // integer values 
0006: 32@ = 0 // integer values 

:GRAV_7901
0007: 269@(678@,101f) = -999.0 // floating-point values 
0051: return 

:GRAV_7917
000A: 678@ += 1 // integer values 
0002: jump @GRAV_7564 

:GRAV_7931
0006: 678@ = 0 // integer values 

:GRAV_7938
00D6: if and
001B:   51 > 678@ // integer values 
8043:   not  471@(678@,101f) == 999.0 // floating-point values 
004D: jump_if_false @GRAV_8366 
0088: $6441 = 572@(678@,101f) // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if and
0020:   $6441 > -64.0 // floating-point values 
0022:   480.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_8352 
00D6: if 
05A5: (unknown) $6202 $6203 32.0 44.0 471@(678@,101f) 572@(678@,101f) 96.0 32.0 
004D: jump_if_false @GRAV_8345 
0086: $6441 = $6203 // floating-point values only 
0009: $6441 += 12.0 // floating-point values 
00D6: if 
0027:   572@(678@,101f) > $6441 // floating-point values only 
004D: jump_if_false @GRAV_8288 
00D6: if 
0038:   $6209 == 0 // integer values 
004D: jump_if_false @GRAV_8281 
00D6: if or
80E1:   not key_pressed 0 16 
0022:   0.0 > $6205 // floating-point values 
004D: jump_if_false @GRAV_8281 
0088: $6440 = 471@(678@,101f) // floating-point values only 
000D: $6440 -= 52.0 // floating-point values 
00D6: if 
8024:   not  $6440 > $6202 // floating-point values only 
004D: jump_if_false @GRAV_8281 
0088: $6440 = 471@(678@,101f) // floating-point values only 
0009: $6440 += 52.0 // floating-point values 
00D6: if 
8024:   not  $6202 > $6440 // floating-point values only 
004D: jump_if_false @GRAV_8281 
0011: $6205 *= -0.1 // floating-point values 
0088: $6203 = 572@(678@,101f) // floating-point values only 
000D: $6203 -= 38.0 // floating-point values 
0004: $6209 = 1 // integer values 

:GRAV_8281
0002: jump @GRAV_8338 

:GRAV_8288
0011: $6204 *= -0.5 // floating-point values 
0011: $6205 *= -0.5 // floating-point values 
0009: $6203 += 4.0 // floating-point values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1072 

:GRAV_8338
0002: jump @GRAV_8352 

:GRAV_8345
0004: $6209 = 0 // integer values 

:GRAV_8352
000A: 678@ += 1 // integer values 
0002: jump @GRAV_7938 

:GRAV_8366
0006: 678@ = 0 // integer values 

:GRAV_8373
00D6: if and
001B:   100 > 678@ // integer values 
8043:   not  67@(678@,101f) == 999.0 // floating-point values 
004D: jump_if_false @GRAV_8564 
0088: $6441 = 168@(678@,101f) // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if and
0020:   $6441 > -64.0 // floating-point values 
0022:   480.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_8550 
00D6: if 
05A5: (unknown) $6202 $6203 32.0 44.0 67@(678@,101f) 168@(678@,101f) 128.0 40.0 
004D: jump_if_false @GRAV_8550 
097A: (unknown) -1000.0 -1000.0 -1000.0 1070 
0006: 60@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:GRAV_8550
000A: 678@ += 1 // integer values 
0002: jump @GRAV_8373 

:GRAV_8564
0051: return 

:GRAV_8566
016A: fade 0 0 ms 

:GRAV_8572
00D6: if 
016B:   fading 
004D: jump_if_false @GRAV_8956 
038D: create_texture 1 position 128.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 128.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 384.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 384.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 640.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 640.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
0001: wait 0 ms 
0002: jump @GRAV_8572 

:GRAV_8956
0006: 678@ = 0 // integer values 
0084: $6214 = $6213 // integer values and handles 
0008: $6214 += 1 // integer values 
0010: $6214 *= 10 // integer values 
00D6: if 
0018:   $6214 > 50 // integer values 
004D: jump_if_false @GRAV_9010 
0004: $6214 = 50 // integer values 

:GRAV_9010
00D6: if 
001E:   $6214 > 678@ // integer values 
004D: jump_if_false @GRAV_9331 
0209: $6312 = random_int 2 7 
0010: $6312 *= 80 // integer values 
008D: $6440 = integer_to_float $6312 
0209: $6215 = random_int 0 30 
0010: $6215 *= 128 // integer values 
0089: 67@(678@,101f) = $6440 // floating-point values only 
008F: 168@(678@,101f) = integer_to_float $6215 
000A: 678@ += 1 // integer values 
0340: set_text_draw_color 168 142 51 255 
033F: set_text_draw_letter_width_height 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
008B: 59@ = $6213 // integer values and handles 
000A: 59@ += 1 // integer values 
045A: text_draw_1number 320.0 224.0 'GR_LVL' 59@  // SZINT: ~1~
038D: create_texture 7 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
0001: wait 0 ms 
0002: jump @GRAV_9010 

:GRAV_9331
0007: 67@(678@,101f) = 999.0 // floating-point values 
0007: 168@(678@,101f) = 999.0 // floating-point values 
0006: 678@ = 0 // integer values 

:GRAV_9366
00D6: if 
001E:   $6214 > 678@ // integer values 
004D: jump_if_false @GRAV_9735 
0209: $6312 = random_int 2 7 
0010: $6312 *= 80 // integer values 
008D: $6440 = integer_to_float $6312 
0209: $6215 = random_int 0 32 
0010: $6215 *= 128 // integer values 
0008: $6215 += 64 // integer values 
0089: 269@(678@,101f) = $6440 // floating-point values only 
008F: 370@(678@,101f) = integer_to_float $6215 
000D: $6440 -= 48.0 // floating-point values 
0008: $6215 += 32 // integer values 
0089: 471@(678@,101f) = $6440 // floating-point values only 
008F: 572@(678@,101f) = integer_to_float $6215 
000A: 678@ += 1 // integer values 
0340: set_text_draw_color 168 142 51 255 
033F: set_text_draw_letter_width_height 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
008B: 59@ = $6213 // integer values and handles 
000A: 59@ += 1 // integer values 
045A: text_draw_1number 320.0 224.0 'GR_LVL' 59@  // SZINT: ~1~
038D: create_texture 7 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 7 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
0001: wait 0 ms 
0002: jump @GRAV_9366 

:GRAV_9735
0007: 269@(678@,101f) = 999.0 // floating-point values 
0007: 370@(678@,101f) = 999.0 // floating-point values 
0007: 471@(678@,101f) = 999.0 // floating-point values 
0007: 572@(678@,101f) = 999.0 // floating-point values 
0084: $6212 = $6214 // integer values and handles 
0084: $6216 = $6212 // integer values and handles 
008B: 678@ = $6214 // integer values and handles 
0007: 67@(678@,101f) = 52.0 // floating-point values 
0007: 168@(678@,101f) = 4096.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 164.0 // floating-point values 
0007: 168@(678@,101f) = 4096.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 268.0 // floating-point values 
0007: 168@(678@,101f) = 4096.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 372.0 // floating-point values 
0007: 168@(678@,101f) = 4096.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 476.0 // floating-point values 
0007: 168@(678@,101f) = 4096.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 580.0 // floating-point values 
0007: 168@(678@,101f) = 4096.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 52.0 // floating-point values 
0007: 168@(678@,101f) = 0.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 164.0 // floating-point values 
0007: 168@(678@,101f) = 0.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 268.0 // floating-point values 
0007: 168@(678@,101f) = 0.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 372.0 // floating-point values 
0007: 168@(678@,101f) = 0.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 476.0 // floating-point values 
0007: 168@(678@,101f) = 0.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 580.0 // floating-point values 
0007: 168@(678@,101f) = 0.0 // floating-point values 
000A: 678@ += 1 // integer values 
0007: 67@(678@,101f) = 999.0 // floating-point values 
0007: 168@(678@,101f) = 999.0 // floating-point values 
0051: return 

:GRAV_10265
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @GRAV_10659 
00D6: if 
0022:   50.0 > $6202 // floating-point values 
004D: jump_if_false @GRAV_10314 
0005: $6202 = 50.0 // floating-point values 

:GRAV_10314
00D6: if 
0020:   $6202 > 590.0 // floating-point values 
004D: jump_if_false @GRAV_10345 
0005: $6202 = 590.0 // floating-point values 

:GRAV_10345
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GRAV_10428 
00D6: if 
0038:   $6209 == 1 // integer values 
004D: jump_if_false @GRAV_10397 
0004: $6209 = 0 // integer values 
0078: $6205 += unknown_inaccurate_float_timer 1.0 // floating-point values 

:GRAV_10397
00D6: if 
0022:   20.0 > $6205 // floating-point values 
004D: jump_if_false @GRAV_10428 
0078: $6205 += unknown_inaccurate_float_timer 0.1 // floating-point values 

:GRAV_10428
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @GRAV_10494 
00D6: if 
0038:   $6209 == 0 // integer values 
004D: jump_if_false @GRAV_10494 
00D6: if 
0020:   $6205 > 0.0 // floating-point values 
004D: jump_if_false @GRAV_10494 
007E: $6205 -= unknown_inaccurate_float_timer 0.05 // floating-point values 

:GRAV_10494
0086: $6440 = $6204 // floating-point values only 
0015: $6440 /= 16.0 // floating-point values 
0080: $6204 -= unknown_inaccurate_float_timer $6440 // floating-point 
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @GRAV_10544 
0006: 34@ = -127 // integer values 

:GRAV_10544
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @GRAV_10568 
0006: 34@ = 127 // integer values 

:GRAV_10568
0091: $6440 = integer_to_float 34@ 
0015: $6440 /= 512.0 // floating-point values 
007A: $6204 += unknown_inaccurate_float_timer $6440 // floating-point 
007A: $6202 += unknown_inaccurate_float_timer $6204 // floating-point 
00D6: if 
0038:   $6209 == 0 // integer values 
004D: jump_if_false @GRAV_10651 
00D6: if 
0020:   $6205 > -20.0 // floating-point values 
004D: jump_if_false @GRAV_10651 
007E: $6205 -= unknown_inaccurate_float_timer 0.05 // floating-point values 

:GRAV_10651
0080: $6203 -= unknown_inaccurate_float_timer $6205 // floating-point 

:GRAV_10659
0051: return 

:GRAV_10661
038D: create_texture 1 position 128.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 128.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 384.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 384.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 640.0 128.0 scale 256.0 256.0 color 150 150 150 alpha 255 
038D: create_texture 1 position 640.0 384.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0006: 678@ = 0 // integer values 

:GRAV_10884
00D6: if and
001B:   100 > 678@ // integer values 
8043:   not  67@(678@,101f) == 999.0 // floating-point values 
004D: jump_if_false @GRAV_11017 
0088: $6441 = 168@(678@,101f) // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if and
0020:   $6441 > -64.0 // floating-point values 
0022:   480.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_11003 
038D: create_texture 10 position 67@(678@,101f) $6441 scale 128.0 64.0 color 150 150 150 alpha 255 

:GRAV_11003
000A: 678@ += 1 // integer values 
0002: jump @GRAV_10884 

:GRAV_11017
0006: 678@ = 0 // integer values 

:GRAV_11024
00D6: if and
001B:   100 > 678@ // integer values 
8043:   not  269@(678@,101f) == 999.0 // floating-point values 
004D: jump_if_false @GRAV_11157 
0088: $6441 = 370@(678@,101f) // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if and
0020:   $6441 > -64.0 // floating-point values 
0022:   480.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_11143 
038D: create_texture 6 position 269@(678@,101f) $6441 scale 32.0 32.0 color 150 150 150 alpha 255 

:GRAV_11143
000A: 678@ += 1 // integer values 
0002: jump @GRAV_11024 

:GRAV_11157
0006: 678@ = 0 // integer values 

:GRAV_11164
00D6: if and
001B:   100 > 678@ // integer values 
8043:   not  471@(678@,101f) == 999.0 // floating-point values 
004D: jump_if_false @GRAV_11297 
0088: $6441 = 572@(678@,101f) // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if and
0020:   $6441 > -64.0 // floating-point values 
0022:   480.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_11283 
038D: create_texture 5 position 471@(678@,101f) $6441 scale 128.0 32.0 color 150 150 150 alpha 255 

:GRAV_11283
000A: 678@ += 1 // integer values 
0002: jump @GRAV_11164 

:GRAV_11297
0086: $6440 = $6202 // floating-point values only 
0061: $6440 -= $6438 // floating-point values 
0086: $6441 = $6203 // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @GRAV_11469 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GRAV_11406 
074B: texture 12 position $6440 $6441 scale 48.0 48.0 rotation 43@ color 150 150 150 alpha 255 
0002: jump @GRAV_11462 

:GRAV_11406
074B: texture $6217 position $6440 $6441 scale 48.0 48.0 rotation 43@ color 150 150 150 alpha 255 
097A: (unknown) -1000.0 -1000.0 -1000.0 1167 

:GRAV_11462
0002: jump @GRAV_11540 

:GRAV_11469
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @GRAV_11540 
074B: texture 4 position $6440 $6441 scale 48.0 48.0 rotation 180.0 color 150 150 150 alpha 255 
007A: $6202 += unknown_inaccurate_float_timer $6204 // floating-point 
007A: $6203 += unknown_inaccurate_float_timer $6205 // floating-point 

:GRAV_11540
0051: return 

:GRAV_11542
0086: $6441 = $6203 // floating-point values only 
0061: $6441 -= $6439 // floating-point values 
00D6: if 
0022:   200.0 > $6441 // floating-point values 
004D: jump_if_false @GRAV_11605 
0005: $6442 = 200.0 // floating-point values 
0061: $6442 -= $6441 // floating-point values 
0061: $6439 -= $6442 // floating-point values 

:GRAV_11605
00D6: if 
0020:   $6441 > 300.0 // floating-point values 
004D: jump_if_false @GRAV_11652 
0086: $6442 = $6441 // floating-point values only 
000D: $6442 -= 300.0 // floating-point values 
0059: $6439 += $6442 // floating-point values 

:GRAV_11652
0051: return 
0051: return 

:GRAV_11656
0004: $6398 = 9 // integer values 
0004: $6399 = 0 // integer values 
0004: $6400 = 1 // integer values 

:GRAV_11677
00D6: if and
0028:   $6398 >= 0 // integer values 
0038:   $6400 == 1 // integer values 
004D: jump_if_false @GRAV_11774 
00D6: if 
001F:   54@ > $2142($6398,10i) // integer values 
004D: jump_if_false @GRAV_11760 
000C: $6398 -= 1 // integer values 
0004: $6399 = 1 // integer values 
0004: $6403 = 3 // integer values 
0004: $6313 = 1 // integer values 
0002: jump @GRAV_11767 

:GRAV_11760
0004: $6400 = 0 // integer values 

:GRAV_11767
0002: jump @GRAV_11677 

:GRAV_11774
00D6: if 
0038:   $6399 == 1 // integer values 
004D: jump_if_false @GRAV_11971 
0008: $6398 += 1 // integer values 
0004: $6401 = 9 // integer values 
0004: $6402 = 8 // integer values 

:GRAV_11813
00D6: if 
002C:   $6402 >= $6398 // integer values 
004D: jump_if_false @GRAV_11933 
05A9: $2082($6401,10s) = $2082($6402,10s) // 8-byte strings 
05A9: $2102($6401,10s) = $2102($6402,10s) // 8-byte strings 
05A9: $2122($6401,10s) = $2122($6402,10s) // 8-byte strings 
0084: $2152($6401,10i) = $2152($6402,10i) // integer values and handles 
0084: $2142($6401,10i) = $2142($6402,10i) // integer values and handles 
000C: $6401 -= 1 // integer values 
000C: $6402 -= 1 // integer values 
0002: jump @GRAV_11813 

:GRAV_11933
008A: $2142($6398,10i) = 54@ // integer values and handles 
0084: $2152($6398,10i) = $6213 // integer values and handles 
0004: $6404 = 0 // integer values 
0004: $6310 = 10 // integer values 

:GRAV_11971
0051: return 

:GRAV_11973
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if and
80E1:   not key_pressed 0 8 
80E1:   not key_pressed 0 9 
80E1:   not key_pressed 0 10 
80E1:   not key_pressed 0 11 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GRAV_12062 
00D6: if and
0038:   $11282 == 0 // integer values 
0038:   $11281 == 0 // integer values 
004D: jump_if_false @GRAV_12062 
0004: $6311 = 0 // integer values 

:GRAV_12062
00D6: if 
0038:   $6404 == 0 // integer values 
004D: jump_if_false @GRAV_12342 
05A9: $2082($6398,10s) = $6236($6310,37s) // 8-byte strings 
05A9: $2102($6398,10s) = s$6256 // 8-byte strings 
05A9: $2122($6398,10s) = s$6256 // 8-byte strings 
00D6: if 
0038:   $6311 == 0 // integer values 
004D: jump_if_false @GRAV_12342 
00D6: if or
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 11 
0018:   $11281 > 100 // integer values 
001A:   -100 > $11282 // integer values 
004D: jump_if_false @GRAV_12221 
00D6: if 
001A:   36 > $6310 // integer values 
004D: jump_if_false @GRAV_12207 
0008: $6310 += 1 // integer values 
0002: jump @GRAV_12214 

:GRAV_12207
0004: $6310 = 0 // integer values 

:GRAV_12214
0004: $6311 = 1 // integer values 

:GRAV_12221
00D6: if or
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
001A:   -100 > $11281 // integer values 
0018:   $11282 > 100 // integer values 
004D: jump_if_false @GRAV_12304 
00D6: if 
0018:   $6310 > 0 // integer values 
004D: jump_if_false @GRAV_12290 
000C: $6310 -= 1 // integer values 
0002: jump @GRAV_12297 

:GRAV_12290
0004: $6310 = 36 // integer values 

:GRAV_12297
0004: $6311 = 1 // integer values 

:GRAV_12304
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GRAV_12342 
0004: $6310 = 10 // integer values 
0004: $6404 = 1 // integer values 
0004: $6311 = 1 // integer values 

:GRAV_12342
00D6: if 
0038:   $6404 == 1 // integer values 
004D: jump_if_false @GRAV_12598 
05A9: $2102($6398,10s) = $6236($6310,37s) // 8-byte strings 
00D6: if 
0038:   $6311 == 0 // integer values 
004D: jump_if_false @GRAV_12598 
00D6: if or
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 11 
0018:   $11281 > 100 // integer values 
001A:   -100 > $11282 // integer values 
004D: jump_if_false @GRAV_12477 
00D6: if 
001A:   36 > $6310 // integer values 
004D: jump_if_false @GRAV_12463 
0008: $6310 += 1 // integer values 
0002: jump @GRAV_12470 

:GRAV_12463
0004: $6310 = 0 // integer values 

:GRAV_12470
0004: $6311 = 1 // integer values 

:GRAV_12477
00D6: if or
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
001A:   -100 > $11281 // integer values 
0018:   $11282 > 100 // integer values 
004D: jump_if_false @GRAV_12560 
00D6: if 
0018:   $6310 > 0 // integer values 
004D: jump_if_false @GRAV_12546 
000C: $6310 -= 1 // integer values 
0002: jump @GRAV_12553 

:GRAV_12546
0004: $6310 = 36 // integer values 

:GRAV_12553
0004: $6311 = 1 // integer values 

:GRAV_12560
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GRAV_12598 
0004: $6310 = 10 // integer values 
0004: $6404 = 2 // integer values 
0004: $6311 = 1 // integer values 

:GRAV_12598
00D6: if 
0038:   $6404 == 2 // integer values 
004D: jump_if_false @GRAV_12854 
05A9: $2122($6398,10s) = $6236($6310,37s) // 8-byte strings 
00D6: if 
0038:   $6311 == 0 // integer values 
004D: jump_if_false @GRAV_12854 
00D6: if or
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 11 
0018:   $11281 > 100 // integer values 
001A:   -100 > $11282 // integer values 
004D: jump_if_false @GRAV_12733 
00D6: if 
001A:   36 > $6310 // integer values 
004D: jump_if_false @GRAV_12719 
0008: $6310 += 1 // integer values 
0002: jump @GRAV_12726 

:GRAV_12719
0004: $6310 = 0 // integer values 

:GRAV_12726
0004: $6311 = 1 // integer values 

:GRAV_12733
00D6: if or
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
001A:   -100 > $11281 // integer values 
0018:   $11282 > 100 // integer values 
004D: jump_if_false @GRAV_12816 
00D6: if 
0018:   $6310 > 0 // integer values 
004D: jump_if_false @GRAV_12802 
000C: $6310 -= 1 // integer values 
0002: jump @GRAV_12809 

:GRAV_12802
0004: $6310 = 36 // integer values 

:GRAV_12809
0004: $6311 = 1 // integer values 

:GRAV_12816
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GRAV_12854 
0004: $6404 = 3 // integer values 
0004: $6311 = 1 // integer values 
0004: $6403 = 4 // integer values 

:GRAV_12854
0051: return 

:GRAV_12856
0004: $6317 = 0 // integer values 

:GRAV_12863
00D6: if 
001A:   10 > $6317 // integer values 
004D: jump_if_false @GRAV_13028 
0050: gosub @GRAV_6703 
033E: text_draw $6318($6317,10f) $6358($6317,10f) $2082($6317,10s) 
0050: gosub @GRAV_6703 
033E: text_draw $6328($6317,10f) $6368($6317,10f) $2102($6317,10s) 
0050: gosub @GRAV_6703 
033E: text_draw $6338($6317,10f) $6378($6317,10f) $2122($6317,10s) 
0050: gosub @GRAV_6703 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $6348($6317,10f) $6388($6317,10f) 'GRAV_LV' $2142($6317,10i)  // ~1~
0008: $6317 += 1 // integer values 
0002: jump @GRAV_12863 

:GRAV_13028
0050: gosub @GRAV_6703 
033E: text_draw 320.0 64.0 'GRAV_2F'  // Rekordok
00D6: if and
0039:   51@ == 0 // integer values 
0038:   $6313 == 1 // integer values 
004D: jump_if_false @GRAV_13467 
00D6: if 
0038:   $6404 == 0 // integer values 
004D: jump_if_false @GRAV_13148 
0050: gosub @GRAV_6703 
0340: set_text_draw_color 255 64 0 255 
033E: text_draw $6318($6398,10f) $6358($6398,10f) $2082($6398,10s) 
0002: jump @GRAV_13191 

:GRAV_13148
0050: gosub @GRAV_6703 
0340: set_text_draw_color 255 128 0 255 
033E: text_draw $6318($6398,10f) $6358($6398,10f) $2082($6398,10s) 

:GRAV_13191
00D6: if 
0038:   $6404 == 1 // integer values 
004D: jump_if_false @GRAV_13258 
0050: gosub @GRAV_6703 
0340: set_text_draw_color 255 64 0 255 
033E: text_draw $6328($6398,10f) $6368($6398,10f) $2102($6398,10s) 
0002: jump @GRAV_13301 

:GRAV_13258
0050: gosub @GRAV_6703 
0340: set_text_draw_color 255 128 0 255 
033E: text_draw $6328($6398,10f) $6368($6398,10f) $2102($6398,10s) 

:GRAV_13301
00D6: if 
0038:   $6404 == 2 // integer values 
004D: jump_if_false @GRAV_13368 
0050: gosub @GRAV_6703 
0340: set_text_draw_color 255 64 0 255 
033E: text_draw $6338($6398,10f) $6378($6398,10f) $2122($6398,10s) 
0002: jump @GRAV_13411 

:GRAV_13368
0050: gosub @GRAV_6703 
0340: set_text_draw_color 255 128 0 255 
033E: text_draw $6338($6398,10f) $6378($6398,10f) $2122($6398,10s) 

:GRAV_13411
0050: gosub @GRAV_6703 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 128 0 255 
045A: text_draw_1number $6348($6398,10f) $6388($6398,10f) 'GRAV_LV' $2142($6398,10i)  // ~1~

:GRAV_13467
0051: return 

:GRAV_13469
0209: $6407 = random_int 1 30 
00D6: if 
0038:   $6407 == 1 // integer values 
004D: jump_if_false @GRAV_13571 
00D6: if 
0038:   $6409 == 0 // integer values 
004D: jump_if_false @GRAV_13564 
05A9: $2082($6406,10s) = s$6282 // 8-byte strings 
05A9: $2102($6406,10s) = s$6266 // 8-byte strings 
05A9: $2122($6406,10s) = s$6308 // 8-byte strings 
0004: $6409 = 1 // integer values 
0002: jump @GRAV_13571 

:GRAV_13564
0002: jump @GRAV_13469 

:GRAV_13571
00D6: if 
0038:   $6407 == 2 // integer values 
004D: jump_if_false @GRAV_13664 
00D6: if 
0038:   $6410 == 0 // integer values 
004D: jump_if_false @GRAV_13657 
05A9: $2082($6406,10s) = s$6272 // 8-byte strings 
05A9: $2102($6406,10s) = s$6280 // 8-byte strings 
05A9: $2122($6406,10s) = s$6304 // 8-byte strings 
0004: $6410 = 1 // integer values 
0002: jump @GRAV_13664 

:GRAV_13657
0002: jump @GRAV_13469 

:GRAV_13664
00D6: if 
0038:   $6407 == 3 // integer values 
004D: jump_if_false @GRAV_13757 
00D6: if 
0038:   $6411 == 0 // integer values 
004D: jump_if_false @GRAV_13750 
05A9: $2082($6406,10s) = s$6300 // 8-byte strings 
05A9: $2102($6406,10s) = s$6272 // 8-byte strings 
05A9: $2122($6406,10s) = s$6278 // 8-byte strings 
0004: $6411 = 1 // integer values 
0002: jump @GRAV_13757 

:GRAV_13750
0002: jump @GRAV_13469 

:GRAV_13757
00D6: if 
0038:   $6407 == 4 // integer values 
004D: jump_if_false @GRAV_13850 
00D6: if 
0038:   $6412 == 0 // integer values 
004D: jump_if_false @GRAV_13843 
05A9: $2082($6406,10s) = s$6260 // 8-byte strings 
05A9: $2102($6406,10s) = s$6276 // 8-byte strings 
05A9: $2122($6406,10s) = s$6290 // 8-byte strings 
0004: $6412 = 1 // integer values 
0002: jump @GRAV_13850 

:GRAV_13843
0002: jump @GRAV_13469 

:GRAV_13850
00D6: if 
0038:   $6407 == 5 // integer values 
004D: jump_if_false @GRAV_13943 
00D6: if 
0038:   $6413 == 0 // integer values 
004D: jump_if_false @GRAV_13936 
05A9: $2082($6406,10s) = s$6262 // 8-byte strings 
05A9: $2102($6406,10s) = s$6258 // 8-byte strings 
05A9: $2122($6406,10s) = s$6286 // 8-byte strings 
0004: $6413 = 1 // integer values 
0002: jump @GRAV_13943 

:GRAV_13936
0002: jump @GRAV_13469 

:GRAV_13943
00D6: if 
0038:   $6407 == 6 // integer values 
004D: jump_if_false @GRAV_14036 
00D6: if 
0038:   $6414 == 0 // integer values 
004D: jump_if_false @GRAV_14029 
05A9: $2082($6406,10s) = s$6262 // 8-byte strings 
05A9: $2102($6406,10s) = s$6256 // 8-byte strings 
05A9: $2122($6406,10s) = s$6298 // 8-byte strings 
0004: $6414 = 1 // integer values 
0002: jump @GRAV_14036 

:GRAV_14029
0002: jump @GRAV_13469 

:GRAV_14036
00D6: if 
0038:   $6407 == 7 // integer values 
004D: jump_if_false @GRAV_14129 
00D6: if 
0038:   $6415 == 0 // integer values 
004D: jump_if_false @GRAV_14122 
05A9: $2082($6406,10s) = s$6262 // 8-byte strings 
05A9: $2102($6406,10s) = s$6284 // 8-byte strings 
05A9: $2122($6406,10s) = s$6262 // 8-byte strings 
0004: $6415 = 1 // integer values 
0002: jump @GRAV_14129 

:GRAV_14122
0002: jump @GRAV_13469 

:GRAV_14129
00D6: if 
0038:   $6407 == 8 // integer values 
004D: jump_if_false @GRAV_14222 
00D6: if 
0038:   $6416 == 0 // integer values 
004D: jump_if_false @GRAV_14215 
05A9: $2082($6406,10s) = s$6292 // 8-byte strings 
05A9: $2102($6406,10s) = s$6274 // 8-byte strings 
05A9: $2122($6406,10s) = s$6278 // 8-byte strings 
0004: $6416 = 1 // integer values 
0002: jump @GRAV_14222 

:GRAV_14215
0002: jump @GRAV_13469 

:GRAV_14222
00D6: if 
0038:   $6407 == 9 // integer values 
004D: jump_if_false @GRAV_14315 
00D6: if 
0038:   $6417 == 0 // integer values 
004D: jump_if_false @GRAV_14308 
05A9: $2082($6406,10s) = s$6292 // 8-byte strings 
05A9: $2102($6406,10s) = s$6294 // 8-byte strings 
05A9: $2122($6406,10s) = s$6264 // 8-byte strings 
0004: $6417 = 1 // integer values 
0002: jump @GRAV_14315 

:GRAV_14308
0002: jump @GRAV_13469 

:GRAV_14315
00D6: if 
0038:   $6407 == 10 // integer values 
004D: jump_if_false @GRAV_14408 
00D6: if 
0038:   $6418 == 0 // integer values 
004D: jump_if_false @GRAV_14401 
05A9: $2082($6406,10s) = s$6274 // 8-byte strings 
05A9: $2102($6406,10s) = s$6296 // 8-byte strings 
05A9: $2122($6406,10s) = s$6262 // 8-byte strings 
0004: $6418 = 1 // integer values 
0002: jump @GRAV_14408 

:GRAV_14401
0002: jump @GRAV_13469 

:GRAV_14408
00D6: if 
0038:   $6407 == 11 // integer values 
004D: jump_if_false @GRAV_14501 
00D6: if 
0038:   $6419 == 0 // integer values 
004D: jump_if_false @GRAV_14494 
05A9: $2082($6406,10s) = s$6276 // 8-byte strings 
05A9: $2102($6406,10s) = s$6280 // 8-byte strings 
05A9: $2122($6406,10s) = s$6258 // 8-byte strings 
0004: $6419 = 1 // integer values 
0002: jump @GRAV_14501 

:GRAV_14494
0002: jump @GRAV_13469 

:GRAV_14501
00D6: if 
0038:   $6407 == 12 // integer values 
004D: jump_if_false @GRAV_14594 
00D6: if 
0038:   $6420 == 0 // integer values 
004D: jump_if_false @GRAV_14587 
05A9: $2082($6406,10s) = s$6268 // 8-byte strings 
05A9: $2102($6406,10s) = s$6292 // 8-byte strings 
05A9: $2122($6406,10s) = s$6300 // 8-byte strings 
0004: $6420 = 1 // integer values 
0002: jump @GRAV_14594 

:GRAV_14587
0002: jump @GRAV_13469 

:GRAV_14594
00D6: if 
0038:   $6407 == 13 // integer values 
004D: jump_if_false @GRAV_14687 
00D6: if 
0038:   $6421 == 0 // integer values 
004D: jump_if_false @GRAV_14680 
05A9: $2082($6406,10s) = s$6262 // 8-byte strings 
05A9: $2102($6406,10s) = s$6292 // 8-byte strings 
05A9: $2122($6406,10s) = s$6300 // 8-byte strings 
0004: $6421 = 1 // integer values 
0002: jump @GRAV_14687 

:GRAV_14680
0002: jump @GRAV_13469 

:GRAV_14687
00D6: if 
0038:   $6407 == 14 // integer values 
004D: jump_if_false @GRAV_14780 
00D6: if 
0038:   $6422 == 0 // integer values 
004D: jump_if_false @GRAV_14773 
05A9: $2082($6406,10s) = s$6300 // 8-byte strings 
05A9: $2102($6406,10s) = s$6262 // 8-byte strings 
05A9: $2122($6406,10s) = s$6304 // 8-byte strings 
0004: $6422 = 1 // integer values 
0002: jump @GRAV_14780 

:GRAV_14773
0002: jump @GRAV_13469 

:GRAV_14780
00D6: if 
0038:   $6407 == 15 // integer values 
004D: jump_if_false @GRAV_14873 
00D6: if 
0038:   $6423 == 0 // integer values 
004D: jump_if_false @GRAV_14866 
05A9: $2082($6406,10s) = s$6268 // 8-byte strings 
05A9: $2102($6406,10s) = s$6256 // 8-byte strings 
05A9: $2122($6406,10s) = s$6306 // 8-byte strings 
0004: $6423 = 1 // integer values 
0002: jump @GRAV_14873 

:GRAV_14866
0002: jump @GRAV_13469 

:GRAV_14873
00D6: if 
0038:   $6407 == 16 // integer values 
004D: jump_if_false @GRAV_14966 
00D6: if 
0038:   $6424 == 0 // integer values 
004D: jump_if_false @GRAV_14959 
05A9: $2082($6406,10s) = s$6300 // 8-byte strings 
05A9: $2102($6406,10s) = s$6256 // 8-byte strings 
05A9: $2122($6406,10s) = s$6306 // 8-byte strings 
0004: $6424 = 1 // integer values 
0002: jump @GRAV_14966 

:GRAV_14959
0002: jump @GRAV_13469 

:GRAV_14966
00D6: if 
0038:   $6407 == 17 // integer values 
004D: jump_if_false @GRAV_15059 
00D6: if 
0038:   $6425 == 0 // integer values 
004D: jump_if_false @GRAV_15052 
05A9: $2082($6406,10s) = s$6276 // 8-byte strings 
05A9: $2102($6406,10s) = s$6272 // 8-byte strings 
05A9: $2122($6406,10s) = s$6282 // 8-byte strings 
0004: $6425 = 1 // integer values 
0002: jump @GRAV_15059 

:GRAV_15052
0002: jump @GRAV_13469 

:GRAV_15059
00D6: if 
0038:   $6407 == 18 // integer values 
004D: jump_if_false @GRAV_15152 
00D6: if 
0038:   $6426 == 0 // integer values 
004D: jump_if_false @GRAV_15145 
05A9: $2082($6406,10s) = s$6258 // 8-byte strings 
05A9: $2102($6406,10s) = s$6264 // 8-byte strings 
05A9: $2122($6406,10s) = s$6256 // 8-byte strings 
0004: $6426 = 1 // integer values 
0002: jump @GRAV_15152 

:GRAV_15145
0002: jump @GRAV_13469 

:GRAV_15152
00D6: if 
0038:   $6407 == 19 // integer values 
004D: jump_if_false @GRAV_15245 
00D6: if 
0038:   $6427 == 0 // integer values 
004D: jump_if_false @GRAV_15238 
05A9: $2082($6406,10s) = s$6258 // 8-byte strings 
05A9: $2102($6406,10s) = s$6256 // 8-byte strings 
05A9: $2122($6406,10s) = s$6302 // 8-byte strings 
0004: $6427 = 1 // integer values 
0002: jump @GRAV_15245 

:GRAV_15238
0002: jump @GRAV_13469 

:GRAV_15245
00D6: if 
0038:   $6407 == 20 // integer values 
004D: jump_if_false @GRAV_15338 
00D6: if 
0038:   $6428 == 0 // integer values 
004D: jump_if_false @GRAV_15331 
05A9: $2082($6406,10s) = s$6278 // 8-byte strings 
05A9: $2102($6406,10s) = s$6284 // 8-byte strings 
05A9: $2122($6406,10s) = s$6296 // 8-byte strings 
0004: $6428 = 1 // integer values 
0002: jump @GRAV_15338 

:GRAV_15331
0002: jump @GRAV_13469 

:GRAV_15338
00D6: if 
0038:   $6407 == 21 // integer values 
004D: jump_if_false @GRAV_15431 
00D6: if 
0038:   $6429 == 0 // integer values 
004D: jump_if_false @GRAV_15424 
05A9: $2082($6406,10s) = s$6274 // 8-byte strings 
05A9: $2102($6406,10s) = s$6282 // 8-byte strings 
05A9: $2122($6406,10s) = s$6284 // 8-byte strings 
0004: $6429 = 1 // integer values 
0002: jump @GRAV_15431 

:GRAV_15424
0002: jump @GRAV_13469 

:GRAV_15431
00D6: if 
0038:   $6407 == 22 // integer values 
004D: jump_if_false @GRAV_15524 
00D6: if 
0038:   $6430 == 0 // integer values 
004D: jump_if_false @GRAV_15517 
05A9: $2082($6406,10s) = s$6280 // 8-byte strings 
05A9: $2102($6406,10s) = s$6304 // 8-byte strings 
05A9: $2122($6406,10s) = s$6294 // 8-byte strings 
0004: $6430 = 1 // integer values 
0002: jump @GRAV_15524 

:GRAV_15517
0002: jump @GRAV_13469 

:GRAV_15524
00D6: if 
0038:   $6407 == 23 // integer values 
004D: jump_if_false @GRAV_15617 
00D6: if 
0038:   $6431 == 0 // integer values 
004D: jump_if_false @GRAV_15610 
05A9: $2082($6406,10s) = s$6262 // 8-byte strings 
05A9: $2102($6406,10s) = s$6264 // 8-byte strings 
05A9: $2122($6406,10s) = s$6266 // 8-byte strings 
0004: $6431 = 1 // integer values 
0002: jump @GRAV_15617 

:GRAV_15610
0002: jump @GRAV_13469 

:GRAV_15617
00D6: if 
0038:   $6407 == 24 // integer values 
004D: jump_if_false @GRAV_15710 
00D6: if 
0038:   $6432 == 0 // integer values 
004D: jump_if_false @GRAV_15703 
05A9: $2082($6406,10s) = s$6276 // 8-byte strings 
05A9: $2102($6406,10s) = s$6270 // 8-byte strings 
05A9: $2122($6406,10s) = s$6306 // 8-byte strings 
0004: $6432 = 1 // integer values 
0002: jump @GRAV_15710 

:GRAV_15703
0002: jump @GRAV_13469 

:GRAV_15710
00D6: if 
0038:   $6407 == 25 // integer values 
004D: jump_if_false @GRAV_15803 
00D6: if 
0038:   $6433 == 0 // integer values 
004D: jump_if_false @GRAV_15796 
05A9: $2082($6406,10s) = s$6280 // 8-byte strings 
05A9: $2102($6406,10s) = s$6264 // 8-byte strings 
05A9: $2122($6406,10s) = s$6284 // 8-byte strings 
0004: $6433 = 1 // integer values 
0002: jump @GRAV_15803 

:GRAV_15796
0002: jump @GRAV_13469 

:GRAV_15803
00D6: if 
0038:   $6407 == 26 // integer values 
004D: jump_if_false @GRAV_15896 
00D6: if 
0038:   $6434 == 0 // integer values 
004D: jump_if_false @GRAV_15889 
05A9: $2082($6406,10s) = s$6268 // 8-byte strings 
05A9: $2102($6406,10s) = s$6266 // 8-byte strings 
05A9: $2122($6406,10s) = s$6300 // 8-byte strings 
0004: $6434 = 1 // integer values 
0002: jump @GRAV_15896 

:GRAV_15889
0002: jump @GRAV_13469 

:GRAV_15896
00D6: if 
0038:   $6407 == 27 // integer values 
004D: jump_if_false @GRAV_15989 
00D6: if 
0038:   $6435 == 0 // integer values 
004D: jump_if_false @GRAV_15982 
05A9: $2082($6406,10s) = s$6300 // 8-byte strings 
05A9: $2102($6406,10s) = s$6290 // 8-byte strings 
05A9: $2122($6406,10s) = s$6280 // 8-byte strings 
0004: $6435 = 1 // integer values 
0002: jump @GRAV_15989 

:GRAV_15982
0002: jump @GRAV_13469 

:GRAV_15989
00D6: if 
0038:   $6407 == 28 // integer values 
004D: jump_if_false @GRAV_16082 
00D6: if 
0038:   $6436 == 0 // integer values 
004D: jump_if_false @GRAV_16075 
05A9: $2082($6406,10s) = s$6256 // 8-byte strings 
05A9: $2102($6406,10s) = s$6308 // 8-byte strings 
05A9: $2122($6406,10s) = s$6300 // 8-byte strings 
0004: $6436 = 1 // integer values 
0002: jump @GRAV_16082 

:GRAV_16075
0002: jump @GRAV_13469 

:GRAV_16082
00D6: if 
0038:   $6407 == 29 // integer values 
004D: jump_if_false @GRAV_16175 
00D6: if 
0038:   $6437 == 0 // integer values 
004D: jump_if_false @GRAV_16168 
05A9: $2082($6406,10s) = s$6290 // 8-byte strings 
05A9: $2102($6406,10s) = s$6272 // 8-byte strings 
05A9: $2122($6406,10s) = s$6260 // 8-byte strings 
0004: $6437 = 1 // integer values 
0002: jump @GRAV_16175 

:GRAV_16168
0002: jump @GRAV_13469 

:GRAV_16175
0051: return 

//-------------Mission 7---------------
// Originally: Video Game: Inside Track Betting

:OTB
0050: gosub @OTB_16 
0050: gosub @OTB_13293 
004E: end_thread 

:OTB_16
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'OTB' 
0001: wait 0 ms 
054C: use_GXT_table 'OTB' 
03F0: text_draw_toggle 1 
0390: load_txd_dictionary 'LD_OTB2' 
03CF: load_wav 1821 as 4 
038F: request_texture "BUTNA" as 1 // Load dictionary with 0390 first 
038F: request_texture "BUTNB" as 2 // Load dictionary with 0390 first 
038F: request_texture "BUTNC" as 3 // Load dictionary with 0390 first 
038F: request_texture "RIC1" as 4 // Load dictionary with 0390 first 
038F: request_texture "RIC2" as 5 // Load dictionary with 0390 first 
038F: request_texture "RIC3" as 6 // Load dictionary with 0390 first 
038F: request_texture "RIC4" as 7 // Load dictionary with 0390 first 
038F: request_texture "RIC5" as 8 // Load dictionary with 0390 first 
038F: request_texture "BACKBET" as 9 // Load dictionary with 0390 first 
038F: request_texture "BUTNAO" as 10 // Load dictionary with 0390 first 
038F: request_texture "BUTNBO" as 11 // Load dictionary with 0390 first 
0007: 34@ = 58.8281 // floating-point values 
0007: 35@ = 225.0068 // floating-point values 
0007: 36@ = 131.5202 // floating-point values 
0087: 37@ = 36@ // floating-point values only 
005B: 37@ += 34@ // floating-point values 
0087: 38@ = 37@ // floating-point values only 
005B: 38@ += 34@ // floating-point values 
0087: 39@ = 38@ // floating-point values only 
005B: 39@ += 34@ // floating-point values 
0087: 40@ = 39@ // floating-point values only 
005B: 40@ += 34@ // floating-point values 
0007: 45@ = 93.8682 // floating-point values 
0007: 46@ = 42.34 // floating-point values 
0007: 47@ = 463.313 // floating-point values 
0007: 55@ = 191.6589 // floating-point values 
0087: 48@ = 47@ // floating-point values only 
005B: 48@ += 45@ // floating-point values 
0087: 56@ = 55@ // floating-point values only 
0087: 49@ = 47@ // floating-point values only 
0087: 57@ = 55@ // floating-point values only 
005B: 57@ += 46@ // floating-point values 
0087: 50@ = 47@ // floating-point values only 
005B: 50@ += 45@ // floating-point values 
0087: 58@ = 55@ // floating-point values only 
005B: 58@ += 46@ // floating-point values 
0087: 51@ = 49@ // floating-point values only 
0087: 59@ = 57@ // floating-point values only 
005B: 59@ += 46@ // floating-point values 
0087: 52@ = 51@ // floating-point values only 
005B: 52@ += 45@ // floating-point values 
0087: 60@ = 59@ // floating-point values only 
0087: 53@ = 51@ // floating-point values only 
0087: 61@ = 59@ // floating-point values only 
005B: 61@ += 46@ // floating-point values 
0087: 54@ = 51@ // floating-point values only 
005B: 54@ += 45@ // floating-point values 
0087: 62@ = 59@ // floating-point values only 
005B: 62@ += 46@ // floating-point values 
0007: 63@ = 510.0702 // floating-point values 
0007: 64@ = 385.0263 // floating-point values 
0006: 65@ = 1 // integer values 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 70@ = 1 // integer values 
0006: 71@ = 1 // integer values 
0006: 72@ = 1 // integer values 
0006: 73@ = 1 // integer values 
0006: 74@ = 1 // integer values 
0006: 75@ = 1 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 5 // integer values 
0006: 90@ = 25 // integer values 
0006: 91@ = 100 // integer values 
0006: 92@ = 250 // integer values 
0006: 93@ = 1000 // integer values 
0006: 94@ = 5000 // integer values 
0006: 95@ = 10000 // integer values 
05AA: 97@s = 'HORS__1' // 8-byte strings 
05AA: 99@s = 'HORS__2' // 8-byte strings 
05AA: 101@s = 'HORS__3' // 8-byte strings 
05AA: 103@s = 'HORS__4' // 8-byte strings 
05AA: 105@s = 'HORS__5' // 8-byte strings 
05AA: 107@s = 'HORS__6' // 8-byte strings 
05AA: 109@s = 'HORS__7' // 8-byte strings 
05AA: 111@s = 'HORS__8' // 8-byte strings 
05AA: 113@s = 'HORS__9' // 8-byte strings 
05AA: 115@s = 'HORS_10' // 8-byte strings 
05AA: 117@s = 'HORS_11' // 8-byte strings 
05AA: 119@s = 'HORS_12' // 8-byte strings 
05AA: 121@s = 'HORS_13' // 8-byte strings 
05AA: 123@s = 'HORS_14' // 8-byte strings 
05AA: 125@s = 'HORS_15' // 8-byte strings 
05AA: 127@s = 'HORS_16' // 8-byte strings 
05AA: 129@s = 'HORS_17' // 8-byte strings 
05AA: 131@s = 'HORS_18' // 8-byte strings 
05AA: 133@s = 'HORS_19' // 8-byte strings 
05AA: 135@s = 'HORS_20' // 8-byte strings 
05AA: 137@s = 'HORS_21' // 8-byte strings 
05AA: 139@s = 'HORS_22' // 8-byte strings 
05AA: 141@s = 'HORS_23' // 8-byte strings 
05AA: 143@s = 'HORS_24' // 8-byte strings 
05AA: 145@s = 'HORS_25' // 8-byte strings 
05AA: 147@s = 'HORS_26' // 8-byte strings 
05AA: 149@s = 'HORS_27' // 8-byte strings 
05AA: 151@s = 'HORS_28' // 8-byte strings 
05AA: 153@s = 'HORS_29' // 8-byte strings 
05AA: 155@s = 'HORS_30' // 8-byte strings 
05AA: 157@s = 'HORS_31' // 8-byte strings 
05AA: 159@s = 'HORS_32' // 8-byte strings 
05AA: 161@s = 'HORS_33' // 8-byte strings 
05AA: 163@s = 'HORS_34' // 8-byte strings 
05AA: 165@s = 'HORS_35' // 8-byte strings 
05AA: 167@s = 'HORS_36' // 8-byte strings 
05AA: 169@s = 'HORS_37' // 8-byte strings 
05AA: 171@s = 'HORS_38' // 8-byte strings 
05AA: 173@s = 'HORS_39' // 8-byte strings 
05AA: 175@s = 'HORS_40' // 8-byte strings 
05AA: 177@s = 'HORS_41' // 8-byte strings 
05AA: 179@s = 'HORS_42' // 8-byte strings 
05AA: 181@s = 'HORS_43' // 8-byte strings 
05AA: 183@s = 'HORS_44' // 8-byte strings 
05AA: 185@s = 'HORS_45' // 8-byte strings 
05AA: 187@s = 'HORS_46' // 8-byte strings 
05AA: 189@s = 'HORS_47' // 8-byte strings 
05AA: 191@s = 'HORS_48' // 8-byte strings 
05AA: 193@s = 'HORS_49' // 8-byte strings 
05AA: 195@s = 'HORS_50' // 8-byte strings 
05AA: 197@s = 'HORS_51' // 8-byte strings 
05AA: 199@s = 'HORS_52' // 8-byte strings 
05AA: 201@s = 'HORS_53' // 8-byte strings 
05AA: 203@s = 'HORS_54' // 8-byte strings 
05AA: 205@s = 'HORS_55' // 8-byte strings 
05AA: 207@s = 'HORS_56' // 8-byte strings 
05AA: 209@s = 'HORS_57' // 8-byte strings 
05AA: 211@s = 'HORS_58' // 8-byte strings 
05AA: 213@s = 'HORS_59' // 8-byte strings 
05AA: 215@s = 'HORS_60' // 8-byte strings 
05AA: 217@s = 'HORS_61' // 8-byte strings 
05AA: 219@s = 'HORS_62' // 8-byte strings 
05AA: 221@s = 'HORS_63' // 8-byte strings 
05AA: 223@s = 'HORS_64' // 8-byte strings 
05AA: 225@s = 'HORS_65' // 8-byte strings 
05AA: 227@s = 'HORS_66' // 8-byte strings 
05AA: 229@s = 'HORS_67' // 8-byte strings 
05AA: 231@s = 'HORS_68' // 8-byte strings 
05AA: 233@s = 'HORS_69' // 8-byte strings 
05AA: 235@s = 'HORS_70' // 8-byte strings 
05AA: 237@s = 'HORS_71' // 8-byte strings 
05AA: 239@s = 'HORS_72' // 8-byte strings 
05AA: 241@s = 'HORS_73' // 8-byte strings 
05AA: 243@s = 'HORS_74' // 8-byte strings 
05AA: 245@s = 'HORS_75' // 8-byte strings 
05AA: 247@s = 'HORS_76' // 8-byte strings 
05AA: 249@s = 'HORS_77' // 8-byte strings 
05AA: 251@s = 'HORS_78' // 8-byte strings 
05AA: 253@s = 'HORS_79' // 8-byte strings 
05AA: 255@s = 'HORS_80' // 8-byte strings 
05AA: 257@s = 'HORS_81' // 8-byte strings 
05AA: 259@s = 'HORS_82' // 8-byte strings 
05AA: 261@s = 'HORS_83' // 8-byte strings 
05AA: 263@s = 'HORS_84' // 8-byte strings 
05AA: 265@s = 'HORS_85' // 8-byte strings 
05AA: 267@s = 'HORS_86' // 8-byte strings 
05AA: 269@s = 'HORS_87' // 8-byte strings 
05AA: 271@s = 'HORS_88' // 8-byte strings 
05AA: 273@s = 'HORS_89' // 8-byte strings 
05AA: 275@s = 'HORS_90' // 8-byte strings 
05AA: 277@s = 'HORS_91' // 8-byte strings 
05AA: 279@s = 'HORS_92' // 8-byte strings 
05AA: 281@s = 'HORS_93' // 8-byte strings 
05AA: 283@s = 'HORS_94' // 8-byte strings 
05AA: 285@s = 'HORS_95' // 8-byte strings 
05AA: 287@s = 'HORS_96' // 8-byte strings 
05AA: 289@s = 'HORS_97' // 8-byte strings 
05AA: 291@s = 'HORS_98' // 8-byte strings 
05AA: 293@s = 'HORS_99' // 8-byte strings 
05AA: 295@s = 'HORS100' // 8-byte strings 
05AA: 297@s = 'HORS101' // 8-byte strings 
05AA: 299@s = 'HORS102' // 8-byte strings 
05AA: 301@s = 'HORS103' // 8-byte strings 
05AA: 303@s = 'HORS104' // 8-byte strings 
05AA: 305@s = 'HORS105' // 8-byte strings 
05AA: 307@s = 'HORS106' // 8-byte strings 
05AA: 309@s = 'HORS107' // 8-byte strings 
05AA: 311@s = 'HORS108' // 8-byte strings 
05AA: 313@s = 'HORS109' // 8-byte strings 
05AA: 315@s = 'HORS110' // 8-byte strings 
05AA: 317@s = 'HORS111' // 8-byte strings 
05AA: 319@s = 'HORS112' // 8-byte strings 
05AA: 321@s = 'HORS113' // 8-byte strings 
05AA: 323@s = 'HORS114' // 8-byte strings 
05AA: 325@s = 'HORS115' // 8-byte strings 
05AA: 327@s = 'HORS116' // 8-byte strings 
05AA: 329@s = 'HORS117' // 8-byte strings 
05AA: 331@s = 'HORS118' // 8-byte strings 
05AA: 333@s = 'HORS119' // 8-byte strings 
05AA: 335@s = 'HORS120' // 8-byte strings 
05AA: 337@s = 'HORS121' // 8-byte strings 
05AA: 339@s = 'HORS122' // 8-byte strings 
05AA: 341@s = 'HORS123' // 8-byte strings 
05AA: 343@s = 'HORS124' // 8-byte strings 
05AA: 345@s = 'HORS125' // 8-byte strings 
05AA: 347@s = 'HORS126' // 8-byte strings 
05AA: 349@s = 'HORS127' // 8-byte strings 
05AA: 351@s = 'HORS128' // 8-byte strings 
05AA: 353@s = 'HORS129' // 8-byte strings 
05AA: 355@s = 'HORS130' // 8-byte strings 
05AA: 357@s = 'HORS131' // 8-byte strings 
05AA: 359@s = 'HORS132' // 8-byte strings 
05AA: 361@s = 'HORS133' // 8-byte strings 
05AA: 363@s = 'HORS134' // 8-byte strings 
05AA: 365@s = 'HORS135' // 8-byte strings 
05AA: 367@s = 'HORS136' // 8-byte strings 
05AA: 369@s = 'HORS137' // 8-byte strings 
05AA: 371@s = 'HORS138' // 8-byte strings 
05AA: 373@s = 'HORS139' // 8-byte strings 
05AA: 375@s = 'HORS140' // 8-byte strings 
05AA: 377@s = 'HORS141' // 8-byte strings 
05AA: 379@s = 'HORS142' // 8-byte strings 
05AA: 381@s = 'HORS143' // 8-byte strings 
05AA: 383@s = 'HORS144' // 8-byte strings 
05AA: 385@s = 'HORS145' // 8-byte strings 
05AA: 387@s = 'HORS146' // 8-byte strings 
05AA: 389@s = 'HORS147' // 8-byte strings 
05AA: 391@s = 'HORS148' // 8-byte strings 
05AA: 393@s = 'HORS149' // 8-byte strings 
05AA: 395@s = 'HORS150' // 8-byte strings 
05AA: 397@s = 'HORS151' // 8-byte strings 
05AA: 399@s = 'HORS152' // 8-byte strings 
05AA: 401@s = 'HORS153' // 8-byte strings 
05AA: 403@s = 'HORS154' // 8-byte strings 
05AA: 405@s = 'HORS155' // 8-byte strings 
05AA: 407@s = 'HORS156' // 8-byte strings 
05AA: 409@s = 'HORS157' // 8-byte strings 
05AA: 411@s = 'HORS158' // 8-byte strings 
05AA: 413@s = 'HORS159' // 8-byte strings 
05AA: 415@s = 'HORS160' // 8-byte strings 
05AA: 417@s = 'HORS161' // 8-byte strings 
05AA: 419@s = 'HORS162' // 8-byte strings 
05AA: 421@s = 'HORS163' // 8-byte strings 
05AA: 423@s = 'HORS164' // 8-byte strings 
05AA: 425@s = 'HORS165' // 8-byte strings 
05AA: 427@s = 'HORS166' // 8-byte strings 
05AA: 429@s = 'HORS167' // 8-byte strings 
0006: 431@ = -1 // integer values 
0006: 432@ = -1 // integer values 
0006: 433@ = -1 // integer values 
0006: 434@ = -1 // integer values 
0006: 435@ = -1 // integer values 
0209: 431@ = random_int 0 167 

:OTB_3133
00D6: if or
003B:   431@ == 432@ // integer values 
0039:   432@ == -1 // integer values 
004D: jump_if_false @OTB_3176 
0209: 432@ = random_int 0 167 
0002: jump @OTB_3133 

:OTB_3176
00D6: if or
003B:   431@ == 433@ // integer values 
003B:   432@ == 433@ // integer values 
0039:   433@ == -1 // integer values 
004D: jump_if_false @OTB_3227 
0209: 433@ = random_int 0 167 
0002: jump @OTB_3176 

:OTB_3227
00D6: if or
003B:   431@ == 434@ // integer values 
003B:   432@ == 434@ // integer values 
003B:   433@ == 434@ // integer values 
0039:   434@ == -1 // integer values 
004D: jump_if_false @OTB_3286 
0209: 434@ = random_int 0 167 
0002: jump @OTB_3227 

:OTB_3286
00D6: if or
003B:   431@ == 435@ // integer values 
003B:   432@ == 435@ // integer values 
003B:   433@ == 435@ // integer values 
003B:   434@ == 435@ // integer values 
0039:   435@ == -1 // integer values 
004D: jump_if_false @OTB_3353 
0209: 435@ = random_int 0 167 
0002: jump @OTB_3286 

:OTB_3353
0006: 438@ = 1 // integer values 
0006: 439@ = 1 // integer values 
0006: 440@ = 1 // integer values 
0006: 441@ = 1 // integer values 
0006: 442@ = 1 // integer values 
0006: 436@ = 0 // integer values 

:OTB_3395
00D6: if 
001B:   5 > 436@ // integer values 
004D: jump_if_false @OTB_3504 
0006: 437@ = 0 // integer values 

:OTB_3420
00D6: if 
001B:   5 > 437@ // integer values 
004D: jump_if_false @OTB_3490 
00D6: if 
001D:   431@(437@,5i) > 431@(436@,5i) // integer values 
004D: jump_if_false @OTB_3476 
000A: 438@(436@,5i) += 1 // integer values 

:OTB_3476
000A: 437@ += 1 // integer values 
0002: jump @OTB_3420 

:OTB_3490
000A: 436@ += 1 // integer values 
0002: jump @OTB_3395 

:OTB_3504
0006: 436@ = 0 // integer values 

:OTB_3511
00D6: if 
001B:   5 > 436@ // integer values 
004D: jump_if_false @OTB_3713 
00D6: if 
0039:   438@(436@,5i) == 1 // integer values 
004D: jump_if_false @OTB_3563 
0085: 443@ = 431@(436@,5i) // integer values and handles 

:OTB_3563
00D6: if 
0039:   438@(436@,5i) == 2 // integer values 
004D: jump_if_false @OTB_3597 
0085: 444@ = 431@(436@,5i) // integer values and handles 

:OTB_3597
00D6: if 
0039:   438@(436@,5i) == 3 // integer values 
004D: jump_if_false @OTB_3631 
0085: 445@ = 431@(436@,5i) // integer values and handles 

:OTB_3631
00D6: if 
0039:   438@(436@,5i) == 4 // integer values 
004D: jump_if_false @OTB_3665 
0085: 446@ = 431@(436@,5i) // integer values and handles 

:OTB_3665
00D6: if 
0039:   438@(436@,5i) == 5 // integer values 
004D: jump_if_false @OTB_3699 
0085: 447@ = 431@(436@,5i) // integer values and handles 

:OTB_3699
000A: 436@ += 1 // integer values 
0002: jump @OTB_3511 

:OTB_3713
0209: 448@ = random_int 2 4 
0209: 449@ = random_int 4 6 
0209: 450@ = random_int 6 9 
0209: 451@ = random_int 9 11 
0209: 452@ = random_int 11 13 
0006: 453@ = 0 // integer values 

:OTB_3765
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @OTB_3791 
0001: wait 0 ms 
0002: jump @OTB_3765 

:OTB_3791
016A: fade 1 0 ms 
038E: draw_box position 320.0 224.0 scale 640.0 448.0 color 0 0 0 alpha 255 

:OTB_3828
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
038D: create_texture 9 position 320.0 224.0 scale 640.0 448.0 color 150 150 150 alpha 255 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.759 2.8293 
0342: set_text_draw_centered 1 
033E: text_draw 204.407 39.1245 'HRACE01'  // L MEGJTSZSA
0007: 454@ = 60.1776 // floating-point values 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.527 2.0 
09FD: (unknown) 'XSELECT' 455@  // ~k~~PED_SPRINT~ Kivlaszt
033E: text_draw 454@ 395.7635 'XSELECT'  // ~k~~PED_SPRINT~ Kivlaszt
0093: 467@ = integer_to_float 455@ 
005B: 454@ += 467@ // floating-point values 
000B: 454@ += 8.0 // floating-point values 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.527 2.0 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @OTB_4082 
09FD: (unknown) 'TRIEXIT' 455@  // ~k~~VEHICLE_ENTER_EXIT~ Kilps
033E: text_draw 454@ 395.7635 'TRIEXIT'  // ~k~~VEHICLE_ENTER_EXIT~ Kilps
0002: jump @OTB_4115 

:OTB_4082
09FD: (unknown) 'TRIBACK' 455@  // ~k~~VEHICLE_ENTER_EXIT~ - Vissza
033E: text_draw 454@ 395.7635 'TRIBACK'  // ~k~~VEHICLE_ENTER_EXIT~ - Vissza

:OTB_4115
0093: 467@ = integer_to_float 455@ 
005B: 454@ += 467@ // floating-point values 
000B: 454@ += 8.0 // floating-point values 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.527 2.0 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @OTB_4204 
033E: text_draw 454@ 395.7635 'DPADNUD'  // Irnyts gombok Navigls
0002: jump @OTB_4223 

:OTB_4204
033E: text_draw 454@ 395.7635 'DPADNAV'  // Irnyts gombok Navigls

:OTB_4223
010B: 96@ = player $PLAYER_CHAR money 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.4753 2.2289 
0342: set_text_draw_centered 1 
045A: text_draw_1number 508.6669 18.0933 'YOURCSH' 96@  // PNZED: $~1~
0494: get_joystick_data 0 456@ 457@ 458@ 459@ 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @OTB_5082 
00D6: if or
001B:   -100 > 457@ // integer values 
00E1:   key_pressed 0 8 
004D: jump_if_false @OTB_4496 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @OTB_4489 
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @OTB_4386 
0006: 66@ = 0 // integer values 
0006: 65@ = 1 // integer values 

:OTB_4386
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @OTB_4418 
0006: 67@ = 0 // integer values 
0006: 66@ = 1 // integer values 

:OTB_4418
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @OTB_4450 
0006: 68@ = 0 // integer values 
0006: 67@ = 1 // integer values 

:OTB_4450
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @OTB_4482 
0006: 69@ = 0 // integer values 
0006: 68@ = 1 // integer values 

:OTB_4482
0006: 70@ = 1 // integer values 

:OTB_4489
0002: jump @OTB_4503 

:OTB_4496
0006: 70@ = 0 // integer values 

:OTB_4503
00D6: if or
0019:   457@ > 100 // integer values 
00E1:   key_pressed 0 9 
004D: jump_if_false @OTB_4687 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @OTB_4680 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @OTB_4577 
0006: 68@ = 0 // integer values 
0006: 69@ = 1 // integer values 

:OTB_4577
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @OTB_4609 
0006: 67@ = 0 // integer values 
0006: 68@ = 1 // integer values 

:OTB_4609
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @OTB_4641 
0006: 66@ = 0 // integer values 
0006: 67@ = 1 // integer values 

:OTB_4641
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @OTB_4673 
0006: 65@ = 0 // integer values 
0006: 66@ = 1 // integer values 

:OTB_4673
0006: 71@ = 1 // integer values 

:OTB_4680
0002: jump @OTB_4694 

:OTB_4687
0006: 71@ = 0 // integer values 

:OTB_4694
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @OTB_5007 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @OTB_5000 
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @OTB_4775 
0006: 66@ = 2 // integer values 
0006: 67@ = 2 // integer values 
0006: 68@ = 2 // integer values 
0006: 69@ = 2 // integer values 

:OTB_4775
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @OTB_4821 
0006: 65@ = 2 // integer values 
0006: 67@ = 2 // integer values 
0006: 68@ = 2 // integer values 
0006: 69@ = 2 // integer values 

:OTB_4821
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @OTB_4867 
0006: 65@ = 2 // integer values 
0006: 66@ = 2 // integer values 
0006: 68@ = 2 // integer values 
0006: 69@ = 2 // integer values 

:OTB_4867
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @OTB_4913 
0006: 65@ = 2 // integer values 
0006: 66@ = 2 // integer values 
0006: 67@ = 2 // integer values 
0006: 69@ = 2 // integer values 

:OTB_4913
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @OTB_4959 
0006: 65@ = 2 // integer values 
0006: 66@ = 2 // integer values 
0006: 67@ = 2 // integer values 
0006: 68@ = 2 // integer values 

:OTB_4959
0006: 74@ = 1 // integer values 
0006: 78@ = 1 // integer values 
000A: 76@ += 1 // integer values 
018C: play_sound 1052 at 0.0 0.0 0.0 

:OTB_5000
0002: jump @OTB_5014 

:OTB_5007
0006: 74@ = 0 // integer values 

:OTB_5014
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @OTB_5075 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @OTB_5068 
0006: 75@ = 1 // integer values 
016A: fade 0 0 ms 
0001: wait 0 ms 
0051: return 

:OTB_5068
0002: jump @OTB_5082 

:OTB_5075
0006: 75@ = 0 // integer values 

:OTB_5082
0006: 460@ = 0 // integer values 

:OTB_5089
00D6: if 
001B:   5 > 460@ // integer values 
004D: jump_if_false @OTB_5627 
00D6: if 
0039:   65@(460@,5i) == 0 // integer values 
004D: jump_if_false @OTB_5165 
038D: create_texture 1 position 35@ 36@(460@,5f) scale 330.0 64.0 color 150 150 150 alpha 255 

:OTB_5165
00D6: if 
0039:   65@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_5223 
038D: create_texture 10 position 35@ 36@(460@,5f) scale 330.0 64.0 color 150 150 150 alpha 255 

:OTB_5223
00D6: if 
0039:   65@(460@,5i) == 2 // integer values 
004D: jump_if_false @OTB_5278 
038D: create_texture 1 position 35@ 36@(460@,5f) scale 330.0 64.0 color 50 50 50 alpha 255 

:OTB_5278
0087: 41@ = 35@ // floating-point values only 
000F: 41@ -= 130.0 // floating-point values 
0087: 42@ = 36@(460@,5f) // floating-point values only 
000F: 42@ -= 8.0 // floating-point values 
0085: 461@ = 460@ // integer values and handles 
000A: 461@ += 4 // integer values 
038D: create_texture 461@ position 41@ 42@ scale 64.0 64.0 color 150 150 150 alpha 255 
0087: 43@ = 35@ // floating-point values only 
000F: 43@ -= 105.0 // floating-point values 
0087: 44@ = 36@(460@,5f) // floating-point values only 
000F: 44@ -= 24.0 // floating-point values 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.63 3.0 
00D6: if 
0039:   65@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_5477 
0904: (unknown) 0 462@ 463@ 464@ 465@ 
0340: set_text_draw_color 462@ 463@ 464@ 465@ 

:OTB_5477
0085: 461@ = 443@(460@,5i) // integer values and handles 
033E: text_draw 43@ 44@ 97@(461@,167s) 
000B: 43@ += 254.2121 // floating-point values 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.7 3.0 
03E4: set_text_draw_align_right 1 
00D6: if 
0039:   65@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_5589 
0904: (unknown) 0 462@ 463@ 464@ 465@ 
0340: set_text_draw_color 462@ 463@ 464@ 465@ 

:OTB_5589
045A: text_draw_1number 43@ 44@ 'ODDS' 448@(460@,5i)  // ~1~/1
000A: 460@ += 1 // integer values 
0002: jump @OTB_5089 

:OTB_5627
00D6: if 
0039:   76@ == 1 // integer values 
004D: jump_if_false @OTB_6831 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @OTB_6029 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @OTB_6022 
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @OTB_5726 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 0 // integer values 

:OTB_5726
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @OTB_5772 
0006: 65@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 0 // integer values 

:OTB_5772
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @OTB_5818 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 0 // integer values 

:OTB_5818
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @OTB_5864 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 69@ = 0 // integer values 

:OTB_5864
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @OTB_5910 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 68@ = 0 // integer values 

:OTB_5910
0006: 75@ = 1 // integer values 
0006: 78@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
000E: 76@ -= 1 // integer values 
0109: player $PLAYER_CHAR money += 87@ 
0006: 87@ = 0 // integer values 
097A: (unknown) 0.0 0.0 0.0 1121 

:OTB_6022
0002: jump @OTB_6036 

:OTB_6029
0006: 75@ = 0 // integer values 

:OTB_6036
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @OTB_6454 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @OTB_6447 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @OTB_6101 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:OTB_6101
00D6: if and
0019:   86@ > 0 // integer values 
0019:   87@ > 0 // integer values 
004D: jump_if_false @OTB_6153 
097A: (unknown) 0.0 0.0 0.0 1123 
0006: 453@ = 1 // integer values 

:OTB_6153
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @OTB_6214 
0006: 78@ = 2 // integer values 
0109: player $PLAYER_CHAR money += 87@ 
0085: 87@ = 88@ // integer values and handles 
097A: (unknown) 0.0 0.0 0.0 1120 

:OTB_6214
0006: 460@ = 1 // integer values 

:OTB_6221
00D6: if 
001B:   8 > 460@ // integer values 
004D: jump_if_false @OTB_6440 
00D6: if 
0039:   78@(460@,8i) == 1 // integer values 
004D: jump_if_false @OTB_6426 
0006: 78@(460@,8i) = 2 // integer values 
0085: 461@ = 88@(460@,8i) // integer values and handles 
000E: 461@ -= 1 // integer values 
0085: 466@ = 87@ // integer values and handles 
005A: 466@ += 88@(460@,8i) // integer values 
00D6: if and
010A:   player $PLAYER_CHAR money > 461@ 
001B:   9999999 > 466@ // integer values 
004D: jump_if_false @OTB_6406 
005A: 87@ += 88@(460@,8i) // integer values 
0085: 461@ = 88@(460@,8i) // integer values and handles 
0012: 461@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 461@ 
097A: (unknown) 0.0 0.0 0.0 1121 
0002: jump @OTB_6426 

:OTB_6406
097A: (unknown) 0.0 0.0 0.0 1158 

:OTB_6426
000A: 460@ += 1 // integer values 
0002: jump @OTB_6221 

:OTB_6440
0006: 74@ = 1 // integer values 

:OTB_6447
0002: jump @OTB_6831 

:OTB_6454
00D6: if 
0039:   74@ == 1 // integer values 
004D: jump_if_false @OTB_6551 
0006: 460@ = 0 // integer values 

:OTB_6479
00D6: if 
001B:   8 > 460@ // integer values 
004D: jump_if_false @OTB_6544 
00D6: if 
0039:   78@(460@,8i) == 2 // integer values 
004D: jump_if_false @OTB_6530 
0006: 78@(460@,8i) = 1 // integer values 

:OTB_6530
000A: 460@ += 1 // integer values 
0002: jump @OTB_6479 

:OTB_6544
0006: 74@ = 0 // integer values 

:OTB_6551
00D6: if or
001B:   -100 > 456@ // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @OTB_6614 
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @OTB_6607 
0006: 72@ = 1 // integer values 
0050: gosub @OTB_13636 

:OTB_6607
0002: jump @OTB_6621 

:OTB_6614
0006: 72@ = 0 // integer values 

:OTB_6621
00D6: if or
0019:   456@ > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @OTB_6684 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @OTB_6677 
0006: 73@ = 1 // integer values 
0050: gosub @OTB_13774 

:OTB_6677
0002: jump @OTB_6691 

:OTB_6684
0006: 73@ = 0 // integer values 

:OTB_6691
00D6: if or
001B:   -100 > 457@ // integer values 
00E1:   key_pressed 0 8 
004D: jump_if_false @OTB_6754 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @OTB_6747 
0006: 70@ = 1 // integer values 
0050: gosub @OTB_13912 

:OTB_6747
0002: jump @OTB_6761 

:OTB_6754
0006: 70@ = 0 // integer values 

:OTB_6761
00D6: if or
0019:   457@ > 100 // integer values 
00E1:   key_pressed 0 9 
004D: jump_if_false @OTB_6824 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @OTB_6817 
0006: 71@ = 1 // integer values 
0050: gosub @OTB_14182 

:OTB_6817
0002: jump @OTB_6831 

:OTB_6824
0006: 71@ = 0 // integer values 

:OTB_6831
0006: 460@ = 0 // integer values 

:OTB_6838
00D6: if 
001B:   8 > 460@ // integer values 
004D: jump_if_false @OTB_7181 
00D6: if 
0039:   78@(460@,8i) == 0 // integer values 
004D: jump_if_false @OTB_6918 
038D: create_texture 2 position 47@(460@,8f) 55@(460@,8f) scale 90.0 64.0 color 150 150 150 alpha 255 

:OTB_6918
00D6: if 
0039:   78@(460@,8i) == 1 // integer values 
004D: jump_if_false @OTB_6980 
038D: create_texture 11 position 47@(460@,8f) 55@(460@,8f) scale 90.0 64.0 color 150 150 150 alpha 255 

:OTB_6980
00D6: if 
0039:   78@(460@,8i) == 2 // integer values 
004D: jump_if_false @OTB_7042 
038D: create_texture 3 position 47@(460@,8f) 55@(460@,8f) scale 90.0 64.0 color 150 150 150 alpha 255 

:OTB_7042
0050: gosub @OTB_13568 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_width_height 0.58 2.4957 
0087: 467@ = 55@(460@,8f) // floating-point values only 
000F: 467@ -= 28.3404 // floating-point values 
00D6: if 
0019:   78@(460@,8i) > 0 // integer values 
004D: jump_if_false @OTB_7139 
0904: (unknown) 0 462@ 463@ 464@ 465@ 
0340: set_text_draw_color 462@ 463@ 464@ 465@ 

:OTB_7139
045A: text_draw_1number 47@(460@,8f) 467@ 'DOLLAR' 88@(460@,8i)  // $~1~
000A: 460@ += 1 // integer values 
0002: jump @OTB_6838 

:OTB_7181
00D6: if 
0039:   86@ == 0 // integer values 
004D: jump_if_false @OTB_7300 
00D6: if 
0019:   87@ > 0 // integer values 
004D: jump_if_false @OTB_7260 
038D: create_texture 1 position 510.0702 373.3544 scale 176.8987 50.8555 color 150 150 150 alpha 255 
0002: jump @OTB_7293 

:OTB_7260
038D: create_texture 1 position 510.0702 373.3544 scale 176.8987 50.8555 color 50 50 50 alpha 255 

:OTB_7293
0002: jump @OTB_7336 

:OTB_7300
038D: create_texture 10 position 510.0702 373.3544 scale 176.8987 50.8555 color 150 150 150 alpha 255 

:OTB_7336
0050: gosub @OTB_13568 
00D6: if or
04A3:   $154 == 2 // integer values OR floating-point values 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @OTB_7387 
033F: set_text_draw_letter_width_height 0.5 2.996 
0002: jump @OTB_7399 

:OTB_7387
033F: set_text_draw_letter_width_height 0.609 2.996 

:OTB_7399
0342: set_text_draw_centered 1 
00D6: if 
0019:   86@ > 0 // integer values 
004D: jump_if_false @OTB_7451 
0904: (unknown) 0 462@ 463@ 464@ 465@ 
0340: set_text_draw_color 462@ 463@ 464@ 465@ 

:OTB_7451
033E: text_draw 509.6968 351.0 'PLACBET'  // FOGADS
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.8 3.3297 
0342: set_text_draw_centered 1 
045A: text_draw_1number 509.2133 84.9941 'DOLLAR' 87@  // $~1~
00D6: if 
0039:   453@ == 1 // integer values 
004D: jump_if_false @OTB_7544 
0002: jump @OTB_7551 

:OTB_7544
0002: jump @OTB_3828 

:OTB_7551
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_OTB' 
038F: request_texture "BCKGRND" as 1 // Load dictionary with 0390 first 
038F: request_texture "BUSHES" as 2 // Load dictionary with 0390 first 
038F: request_texture "BRIDE1" as 3 // Load dictionary with 0390 first 
038F: request_texture "BRIDE2" as 4 // Load dictionary with 0390 first 
038F: request_texture "BRIDE3" as 5 // Load dictionary with 0390 first 
038F: request_texture "BRIDE4" as 6 // Load dictionary with 0390 first 
038F: request_texture "BRIDE5" as 7 // Load dictionary with 0390 first 
038F: request_texture "BRIDE6" as 8 // Load dictionary with 0390 first 
038F: request_texture "BRIDE7" as 9 // Load dictionary with 0390 first 
038F: request_texture "BRIDE8" as 10 // Load dictionary with 0390 first 
038F: request_texture "TREES" as 11 // Load dictionary with 0390 first 
038F: request_texture "FEN" as 12 // Load dictionary with 0390 first 
038F: request_texture "POLE2" as 13 // Load dictionary with 0390 first 
038F: request_texture "RRIDE1" as 14 // Load dictionary with 0390 first 
038F: request_texture "RRIDE2" as 15 // Load dictionary with 0390 first 
038F: request_texture "RRIDE3" as 16 // Load dictionary with 0390 first 
038F: request_texture "RRIDE4" as 17 // Load dictionary with 0390 first 
038F: request_texture "RRIDE5" as 18 // Load dictionary with 0390 first 
038F: request_texture "RRIDE6" as 19 // Load dictionary with 0390 first 
038F: request_texture "RRIDE7" as 20 // Load dictionary with 0390 first 
038F: request_texture "RRIDE8" as 21 // Load dictionary with 0390 first 
038F: request_texture "YRIDE1" as 22 // Load dictionary with 0390 first 
038F: request_texture "YRIDE2" as 23 // Load dictionary with 0390 first 
038F: request_texture "YRIDE3" as 24 // Load dictionary with 0390 first 
038F: request_texture "YRIDE4" as 25 // Load dictionary with 0390 first 
038F: request_texture "YRIDE5" as 26 // Load dictionary with 0390 first 
038F: request_texture "YRIDE6" as 27 // Load dictionary with 0390 first 
038F: request_texture "YRIDE7" as 28 // Load dictionary with 0390 first 
038F: request_texture "YRIDE8" as 29 // Load dictionary with 0390 first 
038F: request_texture "PRIDE1" as 30 // Load dictionary with 0390 first 
038F: request_texture "PRIDE2" as 31 // Load dictionary with 0390 first 
038F: request_texture "PRIDE3" as 32 // Load dictionary with 0390 first 
038F: request_texture "PRIDE4" as 33 // Load dictionary with 0390 first 
038F: request_texture "PRIDE5" as 34 // Load dictionary with 0390 first 
038F: request_texture "PRIDE6" as 35 // Load dictionary with 0390 first 
038F: request_texture "PRIDE7" as 36 // Load dictionary with 0390 first 
038F: request_texture "PRIDE8" as 37 // Load dictionary with 0390 first 
038F: request_texture "GRIDE1" as 38 // Load dictionary with 0390 first 
038F: request_texture "GRIDE2" as 39 // Load dictionary with 0390 first 
038F: request_texture "GRIDE3" as 40 // Load dictionary with 0390 first 
038F: request_texture "GRIDE4" as 41 // Load dictionary with 0390 first 
038F: request_texture "GRIDE5" as 42 // Load dictionary with 0390 first 
038F: request_texture "GRIDE6" as 43 // Load dictionary with 0390 first 
038F: request_texture "GRIDE7" as 44 // Load dictionary with 0390 first 
038F: request_texture "GRIDE8" as 45 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 46 // Load dictionary with 0390 first 
038F: request_texture "TVL" as 47 // Load dictionary with 0390 first 
038F: request_texture "TVR" as 48 // Load dictionary with 0390 first 
038F: request_texture "BLUE" as 49 // Load dictionary with 0390 first 
038F: request_texture "HRS1" as 50 // Load dictionary with 0390 first 
038F: request_texture "HRS2" as 51 // Load dictionary with 0390 first 
038F: request_texture "HRS3" as 52 // Load dictionary with 0390 first 
038F: request_texture "HRS4" as 53 // Load dictionary with 0390 first 
038F: request_texture "HRS5" as 54 // Load dictionary with 0390 first 
038F: request_texture "HRS6" as 55 // Load dictionary with 0390 first 
038F: request_texture "HRS7" as 56 // Load dictionary with 0390 first 
038F: request_texture "HRS8" as 57 // Load dictionary with 0390 first 
0006: 468@ = 0 // integer values 
0006: 469@ = 0 // integer values 
0006: 470@ = 0 // integer values 
0006: 471@ = 0 // integer values 
0006: 472@ = 0 // integer values 
0006: 473@ = 0 // integer values 
0006: 474@ = 0 // integer values 
0006: 475@ = 0 // integer values 
0006: 476@ = 0 // integer values 
0006: 477@ = 0 // integer values 
0007: 482@ = 128.0 // floating-point values 
0087: 483@ = 482@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 481@ = 482@ // floating-point values only 
0063: 481@ -= 483@ // floating-point values 
0087: 483@ = 481@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 480@ = 481@ // floating-point values only 
0063: 480@ -= 483@ // floating-point values 
0087: 483@ = 480@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 479@ = 480@ // floating-point values only 
0063: 479@ -= 483@ // floating-point values 
0087: 483@ = 479@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 478@ = 479@ // floating-point values only 
0063: 478@ -= 483@ // floating-point values 
0007: 488@ = 64.0 // floating-point values 
0087: 483@ = 488@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 487@ = 488@ // floating-point values only 
0063: 487@ -= 483@ // floating-point values 
0087: 483@ = 487@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 486@ = 487@ // floating-point values only 
0063: 486@ -= 483@ // floating-point values 
0087: 483@ = 486@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 485@ = 486@ // floating-point values only 
0063: 485@ -= 483@ // floating-point values 
0087: 483@ = 485@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 484@ = 485@ // floating-point values only 
0063: 484@ -= 483@ // floating-point values 
0007: 489@ = 150.0 // floating-point values 
0007: 490@ = 150.0 // floating-point values 
0007: 491@ = 150.0 // floating-point values 
0007: 492@ = 150.0 // floating-point values 
0007: 493@ = 150.0 // floating-point values 
0007: 498@ = 300.0 // floating-point values 
0087: 483@ = 498@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 497@ = 498@ // floating-point values only 
0063: 497@ -= 483@ // floating-point values 
0087: 483@ = 497@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 496@ = 497@ // floating-point values only 
0063: 496@ -= 483@ // floating-point values 
0087: 483@ = 496@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 495@ = 496@ // floating-point values only 
0063: 495@ -= 483@ // floating-point values 
0087: 483@ = 495@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 494@ = 495@ // floating-point values only 
0063: 494@ -= 483@ // floating-point values 
0007: 499@ = 159.0 // floating-point values 
0007: 500@ = 159.0 // floating-point values 
0007: 501@ = 159.0 // floating-point values 
0007: 502@ = 159.0 // floating-point values 
0007: 503@ = 159.0 // floating-point values 
0007: 508@ = 261.0 // floating-point values 
0087: 483@ = 508@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 507@ = 508@ // floating-point values only 
0063: 507@ -= 483@ // floating-point values 
0087: 483@ = 507@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 506@ = 507@ // floating-point values only 
0063: 506@ -= 483@ // floating-point values 
0087: 483@ = 506@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 505@ = 506@ // floating-point values only 
0063: 505@ -= 483@ // floating-point values 
0087: 483@ = 505@ // floating-point values only 
0017: 483@ /= 10.0 // floating-point values 
0087: 504@ = 505@ // floating-point values only 
0063: 504@ -= 483@ // floating-point values 
0007: 514@ = 0.0 // floating-point values 
0007: 515@ = 0.0 // floating-point values 
0007: 516@ = 0.0 // floating-point values 
0007: 517@ = 0.0 // floating-point values 
0007: 518@ = 0.0 // floating-point values 
0006: 519@ = 2 // integer values 
0006: 520@ = 5 // integer values 
0006: 521@ = 6 // integer values 
0006: 522@ = 1 // integer values 
0006: 523@ = 4 // integer values 
0006: 526@ = 3 // integer values 
0006: 527@ = 14 // integer values 
0006: 528@ = 22 // integer values 
0006: 529@ = 30 // integer values 
0006: 530@ = 38 // integer values 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 531@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 531@ += 25000 // integer values 
0007: 532@ = 512.0 // floating-point values 
0087: 533@ = 532@ // floating-point values only 
000B: 533@ += 124.0 // floating-point values 
0006: 534@ = 0 // integer values 
0006: 535@ = 0 // integer values 
0006: 536@ = 0 // integer values 
0006: 537@ = 0 // integer values 
0006: 538@ = 0 // integer values 
0006: 544@ = 0 // integer values 
0006: 545@ = 0 // integer values 
0006: 546@ = 0 // integer values 
0006: 547@ = 0 // integer values 
0006: 548@ = 0 // integer values 
0007: 552@ = 0.0 // floating-point values 
0007: 553@ = 0.0 // floating-point values 
0007: 554@ = 0.0 // floating-point values 
0007: 555@ = 0.0 // floating-point values 
0006: 556@ = 0 // integer values 
0007: 557@ = 454.364 // floating-point values 
0007: 558@ = 152.8744 // floating-point values 
0006: 563@ = 0 // integer values 
0006: 564@ = 42 // integer values 
0006: 569@ = 96 // integer values 
0006: 574@ = 228 // integer values 
0006: 565@ = 209 // integer values 
0006: 570@ = 116 // integer values 
0006: 575@ = 116 // integer values 
0006: 566@ = 222 // integer values 
0006: 571@ = 185 // integer values 
0006: 576@ = 103 // integer values 
0006: 567@ = 133 // integer values 
0006: 572@ = 65 // integer values 
0006: 577@ = 190 // integer values 
0006: 568@ = 65 // integer values 
0006: 573@ = 190 // integer values 
0006: 578@ = 151 // integer values 
097A: (unknown) 0.0 0.0 0.0 1142 
0006: 579@ = 0 // integer values 
0006: 580@ = 12 // integer values 
0006: 581@ = 34 // integer values 
0006: 582@ = 0 // integer values 
0006: 583@ = 55 // integer values 
0006: 584@ = 20 // integer values 
038E: draw_box position 320.0 224.0 scale 640.0 448.0 color 0 0 0 alpha 255 

:OTB_9493
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   556@ == 0 // integer values 
004D: jump_if_false @OTB_9975 
0006: 460@ = 0 // integer values 

:OTB_9527
00D6: if 
001B:   5 > 460@ // integer values 
004D: jump_if_false @OTB_9975 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 468@(460@,5i) // integer values 
004D: jump_if_false @OTB_9633 
0208: 509@(460@,5f) = random_float -0.8 1.0 
0209: 585@ = random_int 1500 2500 
008B: 468@(460@,5i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
005A: 468@(460@,5i) += 585@ // integer values 
0006: 473@(460@,5i) = 1 // integer values 

:OTB_9633
00D6: if 
0039:   473@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_9845 
00D6: if 
0025:   514@(460@,5f) > 509@(460@,5f) // floating-point values 
004D: jump_if_false @OTB_9750 
007F: 514@(460@,5f) -= unknown_inaccurate_float_timer 0.01 // floating-point 
00D6: if 
0025:   509@(460@,5f) > 514@(460@,5f) // floating-point values 
004D: jump_if_false @OTB_9750 
0087: 514@(460@,5f) = 509@(460@,5f) // floating-point values only 
000A: 473@(460@,5i) += 1 // integer values 

:OTB_9750
00D6: if 
0025:   509@(460@,5f) > 514@(460@,5f) // floating-point values 
004D: jump_if_false @OTB_9845 
0079: 514@(460@,5f) += unknown_inaccurate_float_timer 0.01 // floating-point 
00D6: if 
0025:   514@(460@,5f) > 509@(460@,5f) // floating-point values 
004D: jump_if_false @OTB_9845 
0087: 514@(460@,5f) = 509@(460@,5f) // floating-point values only 
000A: 473@(460@,5i) += 1 // integer values 

:OTB_9845
00D6: if 
0019:   473@(460@,5i) > 0 // integer values 
004D: jump_if_false @OTB_9883 
007B: 489@(460@,5f) += unknown_inaccurate_float_timer 514@(460@,5f) // floating-point 

:OTB_9883
00D6: if 
0023:   80.0 > 489@(460@,5f) // floating-point values 
004D: jump_if_false @OTB_9922 
0007: 489@(460@,5f) = 80.0 // floating-point values 

:OTB_9922
00D6: if 
0021:   489@(460@,5f) > 520.0 // floating-point values 
004D: jump_if_false @OTB_9961 
0007: 489@(460@,5f) = 520.0 // floating-point values 

:OTB_9961
000A: 460@ += 1 // integer values 
0002: jump @OTB_9527 

:OTB_9975
0087: 549@ = 552@ // floating-point values only 
0007: 588@ = -76.0 // floating-point values 
0007: 587@ = 72.0 // floating-point values 
0006: 525@ = 1 // integer values 
0007: 551@ = 4.0 // floating-point values 
0050: gosub @OTB_13313 
0087: 552@ = 549@ // floating-point values only 
0087: 549@ = 554@ // floating-point values only 
0007: 588@ = -64.0 // floating-point values 
0007: 587@ = 128.0 // floating-point values 
0006: 525@ = 2 // integer values 
0007: 551@ = 5.0 // floating-point values 
0050: gosub @OTB_13313 
0087: 554@ = 549@ // floating-point values only 
0087: 549@ = 553@ // floating-point values only 
0007: 588@ = 0.0 // floating-point values 
0007: 587@ = 256.0 // floating-point values 
0006: 525@ = 11 // integer values 
0007: 551@ = 6.0 // floating-point values 
0050: gosub @OTB_13313 
0087: 553@ = 549@ // floating-point values only 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 531@ // integer values 
004D: jump_if_false @OTB_10594 
00D6: if 
0021:   532@ > -200.0 // floating-point values 
004D: jump_if_false @OTB_10275 
00D6: if 
0039:   556@ == 0 // integer values 
004D: jump_if_false @OTB_10223 
007F: 532@ -= unknown_inaccurate_float_timer 6.0 // floating-point 

:OTB_10223
038D: create_texture 13 position 532@ 224.0 scale 256.0 256.0 color 150 150 150 alpha 255 
0087: 533@ = 532@ // floating-point values only 
000B: 533@ += 124.0 // floating-point values 

:OTB_10275
0006: 460@ = 0 // integer values 

:OTB_10282
00D6: if 
001B:   5 > 460@ // integer values 
004D: jump_if_false @OTB_10594 
00D6: if 
0039:   534@(460@,5i) == 0 // integer values 
004D: jump_if_false @OTB_10580 
00D6: if 
0025:   489@(460@,5f) > 533@ // floating-point values 
004D: jump_if_false @OTB_10580 
00D6: if 
0039:   544@ == 0 // integer values 
004D: jump_if_false @OTB_10388 
0006: 534@(460@,5i) = 1 // integer values 
000A: 544@ += 1 // integer values 
0002: jump @OTB_10580 

:OTB_10388
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @OTB_10431 
0006: 534@(460@,5i) = 2 // integer values 
000A: 545@ += 1 // integer values 
0002: jump @OTB_10580 

:OTB_10431
00D6: if 
0039:   546@ == 0 // integer values 
004D: jump_if_false @OTB_10474 
0006: 534@(460@,5i) = 3 // integer values 
000A: 546@ += 1 // integer values 
0002: jump @OTB_10580 

:OTB_10474
00D6: if 
0039:   547@ == 0 // integer values 
004D: jump_if_false @OTB_10517 
0006: 534@(460@,5i) = 4 // integer values 
000A: 547@ += 1 // integer values 
0002: jump @OTB_10580 

:OTB_10517
00D6: if 
0039:   548@ == 0 // integer values 
004D: jump_if_false @OTB_10580 
0006: 534@(460@,5i) = 5 // integer values 
097A: (unknown) 0.0 0.0 0.0 1143 
000A: 556@ += 1 // integer values 
000A: 548@ += 1 // integer values 

:OTB_10580
000A: 460@ += 1 // integer values 
0002: jump @OTB_10282 

:OTB_10594
0006: 460@ = 0 // integer values 

:OTB_10601
00D6: if 
001B:   5 > 460@ // integer values 
004D: jump_if_false @OTB_10922 
0006: 524@ = 50 // integer values 
005A: 524@ += 519@(460@,5i) // integer values 
038D: create_texture 524@ position 489@(460@,5f) 494@(460@,5f) scale 478@(460@,5f) 478@(460@,5f) color 150 150 150 alpha 255 
0085: 524@ = 526@(460@,5i) // integer values and handles 
005A: 524@ += 519@(460@,5i) // integer values 
0087: 499@(460@,5f) = 489@(460@,5f) // floating-point values only 
000B: 499@(460@,5f) += 9.0 // floating-point values 
0087: 467@ = 484@(460@,5f) // floating-point values only 
0017: 467@ /= 2.0 // floating-point values 
038D: create_texture 524@ position 499@(460@,5f) 504@(460@,5f) scale 484@(460@,5f) 467@ color 150 150 150 alpha 255 
00D6: if 
0039:   556@ == 0 // integer values 
004D: jump_if_false @OTB_10908 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 580@(460@,5i) // integer values 
004D: jump_if_false @OTB_10908 
000A: 519@(460@,5i) += 1 // integer values 
00D6: if 
0019:   519@(460@,5i) > 7 // integer values 
004D: jump_if_false @OTB_10885 
0006: 519@(460@,5i) = 0 // integer values 

:OTB_10885
008B: 580@(460@,5i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 580@(460@,5i) += 67 // integer values 

:OTB_10908
000A: 460@ += 1 // integer values 
0002: jump @OTB_10601 

:OTB_10922
0087: 549@ = 555@ // floating-point values only 
0007: 588@ = 96.0 // floating-point values 
0007: 587@ = 64.0 // floating-point values 
0006: 525@ = 12 // integer values 
0007: 551@ = 8.0 // floating-point values 
0050: gosub @OTB_13313 
0087: 555@ = 549@ // floating-point values only 
038D: create_texture 46 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 46 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 46 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 46 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 47 position 160.0 0.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 47 position 160.0 448.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 48 position 480.0 0.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 48 position 480.0 448.0 scale 320.0 224.0 color 150 150 150 alpha 255 
00D6: if or
0019:   534@ > 0 // integer values 
0019:   535@ > 0 // integer values 
0019:   536@ > 0 // integer values 
0019:   537@ > 0 // integer values 
0019:   538@ > 0 // integer values 
004D: jump_if_false @OTB_11386 
0087: 561@ = 557@ // floating-point values only 
000B: 561@ += -25.0222 // floating-point values 
0087: 562@ = 558@ // floating-point values only 
000B: 562@ += 21.6946 // floating-point values 
038E: draw_box position 561@ 562@ scale 355.0807 119.5942 color 47 62 90 alpha 200 
0002: jump @OTB_11795 

:OTB_11386
0087: 561@ = 557@ // floating-point values only 
000B: 561@ += -139.2772 // floating-point values 
0087: 562@ = 558@ // floating-point values only 
000B: 562@ += -56.1882 // floating-point values 
038D: create_texture 49 position 561@ 562@ scale 280.2137 22.6679 color 150 150 150 alpha 255 
0087: 559@ = 557@ // floating-point values only 
000F: 559@ -= 157.3474 // floating-point values 
0087: 560@ = 558@ // floating-point values only 
000F: 560@ -= 68.5107 // floating-point values 
0050: gosub @OTB_13568 
0341: unknown_text_stuff 0 
03E4: set_text_draw_align_right 1 
033E: text_draw 559@ 560@ 'YOURHSE'  // Lovad:
0087: 559@ = 557@ // floating-point values only 
000F: 559@ -= 142.4242 // floating-point values 
000B: 560@ += 12.7439 // floating-point values 
038E: draw_box position 559@ 560@ scale 12.0 12.0 color 0 0 0 alpha 255 
0006: 460@ = 0 // integer values 

:OTB_11584
00D6: if 
001B:   5 > 460@ // integer values 
004D: jump_if_false @OTB_11680 
00D6: if 
0039:   65@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_11666 
038E: draw_box position 559@ 560@ scale 10.0 10.0 color 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) alpha 255 

:OTB_11666
000A: 460@ += 1 // integer values 
0002: jump @OTB_11584 

:OTB_11680
000B: 559@ += 10.8216 // floating-point values 
000F: 560@ -= 12.7439 // floating-point values 
0050: gosub @OTB_13568 
0006: 460@ = 0 // integer values 

:OTB_11714
00D6: if 
001B:   5 > 460@ // integer values 
004D: jump_if_false @OTB_11795 
00D6: if 
0039:   65@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_11781 
0085: 461@ = 443@(460@,5i) // integer values and handles 
033E: text_draw 559@ 560@ 97@(461@,167s) 

:OTB_11781
000A: 460@ += 1 // integer values 
0002: jump @OTB_11714 

:OTB_11795
0087: 586@ = 557@ // floating-point values only 
000B: 586@ += -23.3585 // floating-point values 
0006: 460@ = 0 // integer values 

:OTB_11820
00D6: if 
001B:   5 > 460@ // integer values 
004D: jump_if_false @OTB_12617 
00D6: if 
0019:   534@(460@,5i) > 0 // integer values 
004D: jump_if_false @OTB_12603 
0087: 559@ = 586@ // floating-point values only 
000F: 559@ -= 50.0 // floating-point values 
0087: 560@ = 558@ // floating-point values only 
000F: 560@ -= 50.0 // floating-point values 
0093: 467@ = integer_to_float 534@(460@,5i) 
0013: 467@ *= 23.5038 // floating-point values 
005B: 560@ += 467@ // floating-point values 
038E: draw_box position 559@ 560@ scale 12.0 12.0 color 0 0 0 alpha 255 
038E: draw_box position 559@ 560@ scale 10.0 10.0 color 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) alpha 255 
0087: 559@ = 586@ // floating-point values only 
000F: 559@ -= 39.1244 // floating-point values 
0087: 560@ = 558@ // floating-point values only 
000F: 560@ -= 63.4833 // floating-point values 
0050: gosub @OTB_13568 
00D6: if 
0039:   534@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_12090 
0904: (unknown) 0 462@ 463@ 464@ 465@ 
0340: set_text_draw_color 462@ 463@ 464@ 465@ 

:OTB_12090
0093: 467@ = integer_to_float 534@(460@,5i) 
0013: 467@ *= 23.5038 // floating-point values 
0087: 539@(460@,5f) = 560@ // floating-point values only 
005B: 539@(460@,5f) += 467@ // floating-point values 
0085: 461@ = 443@(460@,5i) // integer values and handles 
033F: set_text_draw_letter_width_height 0.54 2.4961 
033E: text_draw 559@ 539@(460@,5f) 97@(461@,167s) 
00D6: if 
0039:   65@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_12267 
0087: 559@ = 586@ // floating-point values only 
000F: 559@ -= 64.0 // floating-point values 
0050: gosub @OTB_13568 
0341: unknown_text_stuff 0 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_width_height 0.54 2.4961 
033E: text_draw 559@ 539@(460@,5f) 'YOURHSE'  // Lovad:

:OTB_12267
0087: 559@ = 586@ // floating-point values only 
000F: 559@ -= -170.5457 // floating-point values 
0087: 560@ = 558@ // floating-point values only 
000F: 560@ -= 63.4833 // floating-point values 
0050: gosub @OTB_13568 
03E4: set_text_draw_align_right 1 
00D6: if 
0039:   534@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_12366 
0904: (unknown) 0 462@ 463@ 464@ 465@ 
0340: set_text_draw_color 462@ 463@ 464@ 465@ 

:OTB_12366
0093: 467@ = integer_to_float 534@(460@,5i) 
0013: 467@ *= 23.5038 // floating-point values 
0087: 539@(460@,5f) = 560@ // floating-point values only 
005B: 539@(460@,5f) += 467@ // floating-point values 
033F: set_text_draw_letter_width_height 0.54 2.4961 
00D6: if 
0039:   534@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_12467 
033E: text_draw 559@ 539@(460@,5f) 'FIRST'  // 1.

:OTB_12467
00D6: if 
0039:   534@(460@,5i) == 2 // integer values 
004D: jump_if_false @OTB_12510 
033E: text_draw 559@ 539@(460@,5f) 'SECOND'  // 2.

:OTB_12510
00D6: if 
0039:   534@(460@,5i) == 3 // integer values 
004D: jump_if_false @OTB_12553 
033E: text_draw 559@ 539@(460@,5f) 'THIRD'  // 3.

:OTB_12553
00D6: if 
0019:   534@(460@,5i) > 3 // integer values 
004D: jump_if_false @OTB_12603 
045A: text_draw_1number 559@ 539@(460@,5f) 'NTH' 534@(460@,5i)  // ~1~.

:OTB_12603
000A: 460@ += 1 // integer values 
0002: jump @OTB_11820 

:OTB_12617
00D6: if and
0019:   534@ > 0 // integer values 
0019:   535@ > 0 // integer values 
0019:   536@ > 0 // integer values 
0019:   537@ > 0 // integer values 
0019:   538@ > 0 // integer values 
004D: jump_if_false @OTB_13286 
0087: 561@ = 557@ // floating-point values only 
000B: 561@ += 44.4599 // floating-point values 
0087: 562@ = 558@ // floating-point values only 
000B: 562@ += 218.4174 // floating-point values 
038D: create_texture 49 position 561@ 562@ scale 155.396 52.7081 color 150 150 150 alpha 255 
0087: 559@ = 557@ // floating-point values only 
000F: 559@ -= 39.2243 // floating-point values 
0087: 560@ = 558@ // floating-point values only 
000F: 560@ -= -190.9665 // floating-point values 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.5 2.4961 
045A: text_draw_1number 559@ 560@ 'YOURSTK' 87@  // FELTETT TT: $~1~
0006: 460@ = 0 // integer values 

:OTB_12813
00D6: if 
001B:   5 > 460@ // integer values 
004D: jump_if_false @OTB_12898 
00D6: if and
0039:   534@(460@,5i) == 1 // integer values 
0039:   65@(460@,5i) == 1 // integer values 
004D: jump_if_false @OTB_12884 
0085: 563@ = 87@ // integer values and handles 
006A: 563@ *= 448@(460@,5i) // integer values 

:OTB_12884
000A: 460@ += 1 // integer values 
0002: jump @OTB_12813 

:OTB_12898
000B: 560@ += 25.0 // floating-point values 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.5 2.4961 
045A: text_draw_1number 559@ 560@ 'YOUWIN' 563@  // NYEREMNY: $~1~
0087: 561@ = 557@ // floating-point values only 
000B: 561@ += -129.2806 // floating-point values 
0087: 562@ = 558@ // floating-point values only 
000B: 562@ += 259.5944 // floating-point values 
038D: create_texture 49 position 561@ 562@ scale 239.5561 12.6761 color 150 150 150 alpha 255 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_width_height 0.5496 2.1344 
0342: set_text_draw_centered 1 
033E: text_draw 330.2087 403.5891 'XTOCONT'  // Nyomj ~k~~PED_SPRINT~ gombot a folytatshoz.
00D6: if 
0039:   579@ == 0 // integer values 
004D: jump_if_false @OTB_13149 
00D6: if 
0019:   563@ > 0 // integer values 
004D: jump_if_false @OTB_13122 
097A: (unknown) 0.0 0.0 0.0 1124 
0002: jump @OTB_13142 

:OTB_13122
097A: (unknown) 0.0 0.0 0.0 1122 

:OTB_13142
0006: 579@ = 1 // integer values 

:OTB_13149
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @OTB_13279 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @OTB_13272 
0006: 74@ = 1 // integer values 
0623: add 87@ to_stat 35 
00D6: if 
0019:   563@ > 0 // integer values 
004D: jump_if_false @OTB_13253 
0627: change_stat 38 to 563@ 
0623: add 563@ to_stat 37 
005A: 563@ += 87@ // integer values 
0109: player $PLAYER_CHAR money += 563@ 
0002: jump @OTB_13260 

:OTB_13253
0627: change_stat 39 to 87@ 

:OTB_13260
016A: fade 0 0 ms 
0001: wait 0 ms 
0051: return 

:OTB_13272
0002: jump @OTB_13286 

:OTB_13279
0006: 74@ = 0 // integer values 

:OTB_13286
0002: jump @OTB_9493 

:OTB_13293
0391: release_txd_dictionary 
016A: fade 1 500 ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:OTB_13313
000B: 588@ += 224.0 // floating-point values 
0087: 550@ = 549@ // floating-point values only 
000F: 550@ -= 256.0 // floating-point values 
038D: create_texture 525@ position 550@ 588@ scale 256.0 587@ color 150 150 150 alpha 255 
0087: 550@ = 549@ // floating-point values only 
038D: create_texture 525@ position 550@ 588@ scale 256.0 587@ color 150 150 150 alpha 255 
0087: 550@ = 549@ // floating-point values only 
000B: 550@ += 256.0 // floating-point values 
038D: create_texture 525@ position 550@ 588@ scale 256.0 587@ color 150 150 150 alpha 255 
0087: 550@ = 549@ // floating-point values only 
000B: 550@ += 512.0 // floating-point values 
038D: create_texture 525@ position 550@ 588@ scale 256.0 587@ color 150 150 150 alpha 255 
00D6: if 
0039:   556@ == 0 // integer values 
004D: jump_if_false @OTB_13535 
0081: 549@ -= unknown_inaccurate_float_timer 551@ // floating-point 

:OTB_13535
00D6: if 
0023:   0.0 > 549@ // floating-point values 
004D: jump_if_false @OTB_13566 
000B: 549@ += 256.0 // floating-point values 

:OTB_13566
0051: return 

:OTB_13568
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
060D: draw_text_shadow 2 color 0 0 0 alpha 180 
0051: return 

:OTB_13636
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @OTB_13670 
0006: 79@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0051: return 

:OTB_13670
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @OTB_13704 
0006: 81@ = 0 // integer values 
0006: 80@ = 1 // integer values 
0051: return 

:OTB_13704
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @OTB_13738 
0006: 83@ = 0 // integer values 
0006: 82@ = 1 // integer values 
0051: return 

:OTB_13738
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @OTB_13772 
0006: 85@ = 0 // integer values 
0006: 84@ = 1 // integer values 
0051: return 

:OTB_13772
0051: return 

:OTB_13774
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @OTB_13808 
0006: 78@ = 0 // integer values 
0006: 79@ = 1 // integer values 
0051: return 

:OTB_13808
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @OTB_13842 
0006: 80@ = 0 // integer values 
0006: 81@ = 1 // integer values 
0051: return 

:OTB_13842
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @OTB_13876 
0006: 82@ = 0 // integer values 
0006: 83@ = 1 // integer values 
0051: return 

:OTB_13876
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @OTB_13910 
0006: 84@ = 0 // integer values 
0006: 85@ = 1 // integer values 
0051: return 

:OTB_13910
0051: return 

:OTB_13912
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @OTB_13946 
0006: 80@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0051: return 

:OTB_13946
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @OTB_13980 
0006: 81@ = 0 // integer values 
0006: 79@ = 1 // integer values 
0051: return 

:OTB_13980
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @OTB_14014 
0006: 82@ = 0 // integer values 
0006: 80@ = 1 // integer values 
0051: return 

:OTB_14014
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @OTB_14048 
0006: 83@ = 0 // integer values 
0006: 81@ = 1 // integer values 
0051: return 

:OTB_14048
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @OTB_14082 
0006: 84@ = 0 // integer values 
0006: 82@ = 1 // integer values 
0051: return 

:OTB_14082
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @OTB_14116 
0006: 85@ = 0 // integer values 
0006: 83@ = 1 // integer values 
0051: return 

:OTB_14116
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @OTB_14148 
0006: 86@ = 0 // integer values 
0006: 84@ = 1 // integer values 

:OTB_14148
00D6: if 
0039:   86@ == 2 // integer values 
004D: jump_if_false @OTB_14180 
0006: 86@ = 0 // integer values 
0006: 85@ = 1 // integer values 

:OTB_14180
0051: return 

:OTB_14182
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @OTB_14216 
0006: 78@ = 0 // integer values 
0006: 80@ = 1 // integer values 
0051: return 

:OTB_14216
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @OTB_14250 
0006: 79@ = 0 // integer values 
0006: 81@ = 1 // integer values 
0051: return 

:OTB_14250
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @OTB_14284 
0006: 80@ = 0 // integer values 
0006: 82@ = 1 // integer values 
0051: return 

:OTB_14284
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @OTB_14318 
0006: 81@ = 0 // integer values 
0006: 83@ = 1 // integer values 
0051: return 

:OTB_14318
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @OTB_14352 
0006: 82@ = 0 // integer values 
0006: 84@ = 1 // integer values 
0051: return 

:OTB_14352
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @OTB_14386 
0006: 83@ = 0 // integer values 
0006: 85@ = 1 // integer values 
0051: return 

:OTB_14386
00D6: if 
0019:   87@ > 0 // integer values 
004D: jump_if_false @OTB_14472 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @OTB_14438 
0006: 84@ = 0 // integer values 
0006: 86@ = 1 // integer values 
0051: return 

:OTB_14438
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @OTB_14472 
0006: 85@ = 0 // integer values 
0006: 86@ = 2 // integer values 
0051: return 

:OTB_14472
0051: return 

//-------------Mission 8---------------
// Originally: Pool

:POOL2
03A4: name_thread 'POOL2' 
0050: gosub @POOL2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @POOL2_38 
0050: gosub @POOL2_60776 

:POOL2_38
0050: gosub @POOL2_60828 
004E: end_thread 

:POOL2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
01BD: 181@ = current_time_in_ms 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0007: 208@ = -0.957 // floating-point values 
0007: 210@ = -0.49 // floating-point values 
0007: 209@ = 0.957 // floating-point values 
0007: 211@ = 0.49 // floating-point values 
0007: 203@ = 0.05 // floating-point values 
0007: 204@ = 2.0 // floating-point values 
0006: 127@ = 1 // integer values 

:POOL2_163
0001: wait 0 ms 
01BD: 39@ = current_time_in_ms 
0085: 182@ = 39@ // integer values and handles 
0062: 182@ -= 181@ // integer values 
0085: 181@ = 39@ // integer values and handles 
005A: 183@ += 182@ // integer values 
005A: 205@ += 182@ // integer values 
005A: 206@ += 182@ // integer values 
0050: gosub @POOL2_2290 

:POOL2_227
0871: init_jump_table 34@ total_jumps 13 0 @POOL2_537 jumps 0 @POOL2_355 1 @POOL2_369 2 @POOL2_383 3 @POOL2_397 4 @POOL2_411 5 @POOL2_425 6 @POOL2_439 
0872: jump_table_jumps 7 @POOL2_453 8 @POOL2_467 9 @POOL2_481 10 @POOL2_495 11 @POOL2_509 12 @POOL2_523 -1 @POOL2_537 -1 @POOL2_537 -1 @POOL2_537 

:POOL2_355
0050: gosub @POOL2_680 
0002: jump @POOL2_537 

:POOL2_369
0050: gosub @POOL2_5410 
0002: jump @POOL2_537 

:POOL2_383
0050: gosub @POOL2_8958 
0002: jump @POOL2_537 

:POOL2_397
0050: gosub @POOL2_9675 
0002: jump @POOL2_537 

:POOL2_411
0050: gosub @POOL2_10505 
0002: jump @POOL2_537 

:POOL2_425
0050: gosub @POOL2_12137 
0002: jump @POOL2_537 

:POOL2_439
0050: gosub @POOL2_15511 
0002: jump @POOL2_537 

:POOL2_453
0050: gosub @POOL2_15513 
0002: jump @POOL2_537 

:POOL2_467
0050: gosub @POOL2_20853 
0002: jump @POOL2_537 

:POOL2_481
0050: gosub @POOL2_21376 
0002: jump @POOL2_537 

:POOL2_495
0050: gosub @POOL2_22768 
0002: jump @POOL2_537 

:POOL2_509
0050: gosub @POOL2_24866 
0002: jump @POOL2_537 

:POOL2_523
0050: gosub @POOL2_26060 
0002: jump @POOL2_537 

:POOL2_537
00D6: if 
803B:   not  179@ == 34@ // integer values 
004D: jump_if_false @POOL2_571 
0085: 179@ = 34@ // integer values and handles 
0002: jump @POOL2_227 

:POOL2_571
0050: gosub @POOL2_26186 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_678 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @POOL2_662 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @POOL2_646 
0002: jump @POOL2_163 
0002: jump @POOL2_655 

:POOL2_646
0050: gosub @POOL2_60794 
0051: return 

:POOL2_655
0002: jump @POOL2_671 

:POOL2_662
0050: gosub @POOL2_60776 
0051: return 

:POOL2_671
0002: jump @POOL2_680 

:POOL2_678
0051: return 

:POOL2_680
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @POOL2_972 
0107: 163@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $9457 = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 164@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: $9458 = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: 168@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 358@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: 359@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 82@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $9459 = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 347@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 213@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 214@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 

:POOL2_972
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_1158 
00D6: if 
03CA:   object $9457 exists 
004D: jump_if_false @POOL2_1158 
008B: 163@ = $9457 // integer values and handles 
008B: 164@ = $9458 // integer values and handles 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_1082 
02A9: set_actor 164@ immune_to_nonplayer 1 
02AB: set_actor 164@ immunities 1 1 1 1 1 
0619: set_actor 164@ collision_detection 0 
060A: unknown_create_entity 0 207@ 
060B: unknown_actor_use_entity 164@ 207@ 

:POOL2_1082
01BB: store_object 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.01 
08F5: (unknown) 
0006: 129@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0050: gosub @POOL2_57818 
000A: 35@ += 1 // integer values 

:POOL2_1158
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_1336 
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_1336 
01BB: store_object 163@ position_to 102@ 103@ 104@ 
0176: 105@ = object 163@ z_angle 
000B: 104@ += -0.1 // floating-point values 
054C: use_GXT_table 'POOL' 
03CF: load_wav 1802 as 4 
0247: request_model #K_POOLQ 
04ED: load_animation "POOL" 

:POOL2_1254
00D6: if or
84EE:   not animation "POOL" loaded 
8248:   not model #K_POOLQ available 
83D0:   not wav 4 loaded 
004D: jump_if_false @POOL2_1292 
0001: wait 0 ms 
0002: jump @POOL2_1254 

:POOL2_1292
0390: load_txd_dictionary 'LD_POOL' 
038F: request_texture "BALL" as 1 // Load dictionary with 0390 first 
038F: request_texture "NIB" as 2 // Load dictionary with 0390 first 
0006: 125@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:POOL2_1336
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @POOL2_1368 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:POOL2_1368
0051: return 
0052: (unknown) 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 
0052: (unknown) 98@ 100@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3 
0052: (unknown) 99@ 101@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 
0052: (unknown) 99@ 101@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3 
00D6: if 
0736:   129 
004D: jump_if_false @POOL2_1476 
000B: 208@ += -0.0001 // floating-point values 

:POOL2_1476
00D6: if 
0736:   128 
004D: jump_if_false @POOL2_1502 
000B: 208@ += 0.0001 // floating-point values 

:POOL2_1502
00D6: if 
0736:   131 
004D: jump_if_false @POOL2_1528 
000B: 210@ += -0.0001 // floating-point values 

:POOL2_1528
00D6: if 
0736:   130 
004D: jump_if_false @POOL2_1554 
000B: 210@ += 0.0001 // floating-point values 

:POOL2_1554
00D6: if 
0736:   141 
004D: jump_if_false @POOL2_1580 
000B: 209@ += -0.0001 // floating-point values 

:POOL2_1580
00D6: if 
0736:   143 
004D: jump_if_false @POOL2_1606 
000B: 209@ += 0.0001 // floating-point values 

:POOL2_1606
00D6: if 
0736:   139 
004D: jump_if_false @POOL2_1632 
000B: 211@ += -0.0001 // floating-point values 

:POOL2_1632
00D6: if 
0736:   145 
004D: jump_if_false @POOL2_1658 
000B: 211@ += 0.0001 // floating-point values 

:POOL2_1658
00D6: if 
0736:   137 
004D: jump_if_false @POOL2_2222 
03A9: write_debug_newline 
05B6: 13 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 208@ 
03A9: write_debug_newline 
05B6: 14 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 210@ 
03A9: write_debug_newline 
05B6: 15 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 209@ 
03A9: write_debug_newline 
05B6: 16 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 211@ 

:POOL2_2222
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_2288 
0400: create_coordinate 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ offset 208@ 210@ 0.7 
0400: create_coordinate 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ offset 209@ 211@ 0.7 

:POOL2_2288
0051: return 

:POOL2_2290
00D6: if 
0736:   32 
004D: jump_if_false @POOL2_2339 
000A: 212@ += 1 // integer values 
00D6: if 
0019:   212@ > 11 // integer values 
004D: jump_if_false @POOL2_2337 
0006: 212@ = 0 // integer values 

:POOL2_2337
086A: nop 

:POOL2_2339
00D6: if 
0039:   212@ == 1 // integer values 
004D: jump_if_false @POOL2_2556 
008A: $6443 = 34@ // integer values and handles 
008A: $6444 = 35@ // integer values and handles 
008A: $6445 = 36@ // integer values and handles 
008A: $6446 = 108@ // integer values and handles 
008A: $6447 = 125@ // integer values and handles 
008A: $6448 = 129@ // integer values and handles 
008A: $6449 = 217@ // integer values and handles 
008A: $6450 = 218@ // integer values and handles 
065D: $6443 "M_STAGE" // same as 0660 
065D: $6444 "M_GOALS" // same as 0660 
065D: $6445 "FLAG3" // same as 0660 
065D: $6446 "QUIT" // same as 0660 
065D: $6447 "PL_CIRCLE_PRESSED" // same as 0660 
065D: $6448 "OUTPUT_TEXT" // same as 0660 
065D: $6449 "PLAYER1_COLOUR" // same as 0660 
065D: $6450 "PLAYER2_COLOUR" // same as 0660 

:POOL2_2556
00D6: if 
0039:   212@ == 2 // integer values 
004D: jump_if_false @POOL2_2806 
008A: $6443 = 66@ // integer values and handles 
008A: $6444 = 67@ // integer values and handles 
008A: $6445 = 68@ // integer values and handles 
008A: $6446 = 69@ // integer values and handles 
008A: $6447 = 70@ // integer values and handles 
008A: $6448 = 71@ // integer values and handles 
008A: $6449 = 72@ // integer values and handles 
008A: $6450 = 73@ // integer values and handles 
065D: $6443 "BALL_POTTED[0]" // same as 0660 
065D: $6444 "BALL_POTTED[1]" // same as 0660 
065D: $6445 "BALL_POTTED[2]" // same as 0660 
065D: $6446 "BALL_POTTED[3]" // same as 0660 
065D: $6447 "BALL_POTTED[4]" // same as 0660 
065D: $6448 "BALL_POTTED[5]" // same as 0660 
065D: $6449 "BALL_POTTED[6]" // same as 0660 
065D: $6450 "BALL_POTTED[7]" // same as 0660 

:POOL2_2806
00D6: if 
0039:   212@ == 3 // integer values 
004D: jump_if_false @POOL2_3062 
008A: $6443 = 74@ // integer values and handles 
008A: $6444 = 75@ // integer values and handles 
008A: $6445 = 76@ // integer values and handles 
008A: $6446 = 77@ // integer values and handles 
008A: $6447 = 78@ // integer values and handles 
008A: $6448 = 79@ // integer values and handles 
008A: $6449 = 80@ // integer values and handles 
008A: $6450 = 81@ // integer values and handles 
065D: $6443 "BALL_POTTED[8]" // same as 0660 
065D: $6444 "BALL_POTTED[9]" // same as 0660 
065D: $6445 "BALL_POTTED[10]" // same as 0660 
065D: $6446 "BALL_POTTED[11]" // same as 0660 
065D: $6447 "BALL_POTTED[12]" // same as 0660 
065D: $6448 "BALL_POTTED[13]" // same as 0660 
065D: $6449 "BALL_POTTED[14]" // same as 0660 
065D: $6450 "BALL_POTTED[15]" // same as 0660 

:POOL2_3062
00D6: if 
0039:   212@ == 4 // integer values 
004D: jump_if_false @POOL2_3319 
008A: $6443 = 219@ // integer values and handles 
008A: $6444 = 220@ // integer values and handles 
008A: $6445 = 229@ // integer values and handles 
008A: $6446 = 230@ // integer values and handles 
008A: $6447 = 231@ // integer values and handles 
008A: $6448 = 232@ // integer values and handles 
008A: $6449 = 251@ // integer values and handles 
008A: $6450 = 250@ // integer values and handles 
065D: $6443 "PLAYER1_IS_HUMAN" // same as 0660 
065D: $6444 "PLAYER2_IS_HUMAN" // same as 0660 
065D: $6445 "TURN_PLAYER" // same as 0660 
065D: $6446 "CURRENT_CHAR_IS_HUMAN" // same as 0660 
065D: $6447 "TURN_COLOUR" // same as 0660 
065D: $6448 "TURN_IS_SCRATCH" // same as 0660 
065D: $6449 "THIS_CHAR_GOT_TASK" // same as 0660 
065D: $6450 "SHOT_PLAYED" // same as 0660 

:POOL2_3319
00D6: if 
0039:   212@ == 5 // integer values 
004D: jump_if_false @POOL2_3547 
008A: $6444 = 233@ // integer values and handles 
008A: $6445 = 271@ // integer values and handles 
008A: $6446 = 272@ // integer values and handles 
008A: $6447 = 273@ // integer values and handles 
008A: $6448 = 274@ // integer values and handles 
008A: $6449 = 278@ // integer values and handles 
008A: $6450 = 236@ // integer values and handles 
065D: $6444 "SKIP_CHALK_CUE" // same as 0660 
065D: $6445 "NO_OF_BALLS_POTTED_THIS_TURN" // same as 0660 
065D: $6446 "SPOTS_POTTED" // same as 0660 
065D: $6447 "STRIPES_POTTED" // same as 0660 
065D: $6448 "FOUL_TYPE" // same as 0660 
065D: $6449 "FIRST_MOVING_BALL" // same as 0660 
065D: $6450 "CAMERA_MODE" // same as 0660 

:POOL2_3547
00D6: if 
0039:   212@ == 6 // integer values 
004D: jump_if_false @POOL2_3885 
008A: $6443 = 255@ // integer values and handles 
008A: $6444 = 256@ // integer values and handles 
008A: $6445 = 257@ // integer values and handles 
008A: $6446 = 258@ // integer values and handles 
008A: $6447 = 259@ // integer values and handles 
008A: $6448 = 260@ // integer values and handles 
008A: $6449 = 261@ // integer values and handles 
008A: $6450 = 262@ // integer values and handles 
065D: $6443 "BALLS_POTTED_THIS_TURN[0]" // same as 0660 
065D: $6444 "BALLS_POTTED_THIS_TURN[1]" // same as 0660 
065D: $6445 "BALLS_POTTED_THIS_TURN[2]" // same as 0660 
065D: $6446 "BALLS_POTTED_THIS_TURN[3]" // same as 0660 
065D: $6447 "BALLS_POTTED_THIS_TURN[4]" // same as 0660 
065D: $6448 "BALLS_POTTED_THIS_TURN[5]" // same as 0660 
065D: $6449 "BALLS_POTTED_THIS_TURN[6]" // same as 0660 
065D: $6450 "BALLS_POTTED_THIS_TURN[7]" // same as 0660 

:POOL2_3885
00D6: if 
0039:   212@ == 7 // integer values 
004D: jump_if_false @POOL2_4229 
008A: $6443 = 263@ // integer values and handles 
008A: $6444 = 264@ // integer values and handles 
008A: $6445 = 265@ // integer values and handles 
008A: $6446 = 266@ // integer values and handles 
008A: $6447 = 267@ // integer values and handles 
008A: $6448 = 268@ // integer values and handles 
008A: $6449 = 269@ // integer values and handles 
008A: $6450 = 270@ // integer values and handles 
065D: $6443 "BALLS_POTTED_THIS_TURN[8]" // same as 0660 
065D: $6444 "BALLS_POTTED_THIS_TURN[9]" // same as 0660 
065D: $6445 "BALLS_POTTED_THIS_TURN[10]" // same as 0660 
065D: $6446 "BALLS_POTTED_THIS_TURN[11]" // same as 0660 
065D: $6447 "BALLS_POTTED_THIS_TURN[12]" // same as 0660 
065D: $6448 "BALLS_POTTED_THIS_TURN[13]" // same as 0660 
065D: $6449 "BALLS_POTTED_THIS_TURN[14]" // same as 0660 
065D: $6450 "BALLS_POTTED_THIS_TURN[15]" // same as 0660 

:POOL2_4229
00D6: if 
0039:   212@ == 8 // integer values 
004D: jump_if_false @POOL2_4535 
008A: $6443 = 109@ // integer values and handles 
008A: $6444 = 110@ // integer values and handles 
008A: $6445 = 111@ // integer values and handles 
008A: $6446 = 112@ // integer values and handles 
008A: $6447 = 113@ // integer values and handles 
008A: $6448 = 114@ // integer values and handles 
008A: $6449 = 115@ // integer values and handles 
008A: $6450 = 116@ // integer values and handles 
065D: $6443 "BALL_IS_STATIONARY[0]" // same as 0660 
065D: $6444 "BALL_IS_STATIONARY[1]" // same as 0660 
065D: $6445 "BALL_IS_STATIONARY[2]" // same as 0660 
065D: $6446 "BALL_IS_STATIONARY[3]" // same as 0660 
065D: $6447 "BALL_IS_STATIONARY[4]" // same as 0660 
065D: $6448 "BALL_IS_STATIONARY[5]" // same as 0660 
065D: $6449 "BALL_IS_STATIONARY[6]" // same as 0660 
065D: $6450 "BALL_IS_STATIONARY[7]" // same as 0660 

:POOL2_4535
00D6: if 
0039:   212@ == 9 // integer values 
004D: jump_if_false @POOL2_4847 
008A: $6443 = 117@ // integer values and handles 
008A: $6444 = 118@ // integer values and handles 
008A: $6445 = 119@ // integer values and handles 
008A: $6446 = 120@ // integer values and handles 
008A: $6447 = 121@ // integer values and handles 
008A: $6448 = 122@ // integer values and handles 
008A: $6449 = 123@ // integer values and handles 
008A: $6450 = 124@ // integer values and handles 
065D: $6443 "BALL_IS_STATIONARY[8]" // same as 0660 
065D: $6444 "BALL_IS_STATIONARY[9]" // same as 0660 
065D: $6445 "BALL_IS_STATIONARY[10]" // same as 0660 
065D: $6446 "BALL_IS_STATIONARY[11]" // same as 0660 
065D: $6447 "BALL_IS_STATIONARY[12]" // same as 0660 
065D: $6448 "BALL_IS_STATIONARY[13]" // same as 0660 
065D: $6449 "BALL_IS_STATIONARY[14]" // same as 0660 
065D: $6450 "BALL_IS_STATIONARY[15]" // same as 0660 

:POOL2_4847
00D6: if 
0039:   212@ == 10 // integer values 
004D: jump_if_false @POOL2_5105 
0088: $6451 = 48@ // floating-point values only 
0088: $6452 = 49@ // floating-point values only 
0088: $6453 = 50@ // floating-point values only 
0088: $6454 = 51@ // floating-point values only 
0088: $6455 = 98@ // floating-point values only 
0088: $6456 = 99@ // floating-point values only 
0088: $6457 = 100@ // floating-point values only 
0088: $6458 = 101@ // floating-point values only 
065E: (unknown) $6451 "CUE_BALL_SPEED" 
065E: (unknown) $6452 "CUE_BALL_ROT_X" 
065E: (unknown) $6453 "CUE_BALL_ROT_Y" 
065E: (unknown) $6454 "CUE_BALL_ROT_Z" 
065E: (unknown) $6455 "POOL_TABLE_MIN_X" 
065E: (unknown) $6456 "POOL_TABLE_MAX_X" 
065E: (unknown) $6457 "POOL_TABLE_MIN_Y" 
065E: (unknown) $6458 "POOL_TABLE_MAX_Y" 

:POOL2_5105
00D6: if 
0039:   212@ == 11 // integer values 
004D: jump_if_false @POOL2_5304 
008A: $6443 = 32@ // integer values and handles 
008A: $6444 = 33@ // integer values and handles 
0088: $6453 = 650@ // floating-point values only 
0088: $6454 = 203@ // floating-point values only 
0088: $6455 = 204@ // floating-point values only 
008A: $6448 = 277@ // integer values and handles 
065D: $6443 "TIMERA" // same as 0660 
065D: $6444 "TIMERB" // same as 0660 
065E: (unknown) $6453 "BALL_TURN_MASS" 
065E: (unknown) $6454 "POOL_STOP_VELOCITY" 
065E: (unknown) $6455 "POOL_STOP_ROTATION_VELOCITY" 
065D: $6448 "BALL_STRIKES_CUSHION" // same as 0660 

:POOL2_5304
00D6: if 
0736:   65 
004D: jump_if_false @POOL2_5408 
00D6: if 
0039:   219@ == 1 // integer values 
004D: jump_if_false @POOL2_5378 
0006: 219@ = 0 // integer values 
0662: write_debug_message "CHEAT_PLAYER1_NOT_HUMAN" 
0002: jump @POOL2_5408 

:POOL2_5378
0006: 219@ = 1 // integer values 
0662: write_debug_message "CHEAT_PLAYER1_HUMAN" 

:POOL2_5408
0051: return 

:POOL2_5410
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @POOL2_5450 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL2_5450
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_7124 
0826: toggle_hud 1 
0581: toggle_radar 0 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
001C:   $9460 > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @POOL2_5523 
0006: 108@ = 1 // integer values 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @POOL2_7078 

:POOL2_5523
0395: clear_area 1 at 102@ 103@ 104@ range 15.0 
01BC: put_object 163@ at 102@ 103@ 104@ 
0400: create_coordinate 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ offset -0.9098 -0.4589 0.7 
0400: create_coordinate 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ offset 0.9242 0.4809 0.7 
00D6: if 
0025:   98@ > 99@ // floating-point values 
004D: jump_if_false @POOL2_5656 
0088: $TEMPVAR_FLOAT_1 = 98@ // floating-point values only 
0087: 98@ = 99@ // floating-point values only 
0089: 99@ = $TEMPVAR_FLOAT_1 // floating-point values only 

:POOL2_5656
00D6: if 
0025:   100@ > 101@ // floating-point values 
004D: jump_if_false @POOL2_5699 
0088: $TEMPVAR_FLOAT_2 = 100@ // floating-point values only 
0087: 100@ = 101@ // floating-point values only 
0089: 101@ = $TEMPVAR_FLOAT_2 // floating-point values only 

:POOL2_5699
0830: (unknown) 98@ 100@ $TEMPVAR_FLOAT_3 99@ 101@ $TEMPVAR_FLOAT_3 
0400: create_coordinate 175@ 176@ 177@ from_object 163@ offset 0.0 0.0 1.5 
0509: 42@ = distance between point 98@ 100@ and point 99@ 100@ 
0509: 43@ = distance between point 98@ 100@ and point 98@ 101@ 
00D6: if 
0025:   42@ > 43@ // floating-point values 
004D: jump_if_false @POOL2_5866 
0087: 42@ = 98@ // floating-point values only 
005B: 42@ += 99@ // floating-point values 
0017: 42@ /= 2.0 // floating-point values 
0087: 55@ = 42@ // floating-point values only 
0087: 61@ = 100@ // floating-point values only 
0087: 58@ = 42@ // floating-point values only 
0087: 64@ = 101@ // floating-point values only 
0002: jump @POOL2_5924 

:POOL2_5866
0087: 42@ = 100@ // floating-point values only 
005B: 42@ += 101@ // floating-point values 
0017: 42@ /= 2.0 // floating-point values 
0087: 55@ = 98@ // floating-point values only 
0087: 61@ = 42@ // floating-point values only 
0087: 58@ = 99@ // floating-point values only 
0087: 64@ = 42@ // floating-point values only 

:POOL2_5924
0087: 54@ = 98@ // floating-point values only 
0087: 60@ = 100@ // floating-point values only 
0087: 56@ = 98@ // floating-point values only 
0087: 62@ = 101@ // floating-point values only 
0087: 57@ = 99@ // floating-point values only 
0087: 63@ = 101@ // floating-point values only 
0087: 59@ = 99@ // floating-point values only 
0087: 65@ = 100@ // floating-point values only 
0007: 52@ = 0.037 // floating-point values 
0087: 53@ = 52@ // floating-point values only 
0013: 53@ *= 2.0 // floating-point values 
0006: 39@ = 0 // integer values 

:POOL2_6023
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_6084 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_6070 
0108: destroy_object 82@(39@,16i) 

:POOL2_6070
000A: 39@ += 1 // integer values 
0002: jump @POOL2_6023 

:POOL2_6084
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.2734 -0.0547 0.9297 
029B: 82@ = init_object #K_POOLBALLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 163@ z_angle 
0009: $TEMPVAR_ANGLE += 270.0 // floating-point values 
0177: set_object 82@ z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate 558@ 559@ 560@ from_object 163@ offset 0.3408 -0.0284 0.9297 
0176: 561@ = object 163@ z_angle 
000B: 561@ += 90.0 // floating-point values 
029B: 83@ = init_object #K_POOLBALLSPT01 at 558@ 559@ 560@ 
029B: 84@ = init_object #K_POOLBALLSPT02 at 0.0 0.0 0.0 
029B: 85@ = init_object #K_POOLBALLSPT03 at 0.0 0.0 0.0 
029B: 86@ = init_object #K_POOLBALLSPT04 at 0.0 0.0 0.0 
029B: 87@ = init_object #K_POOLBALLSPT05 at 0.0 0.0 0.0 
029B: 88@ = init_object #K_POOLBALLSPT06 at 0.0 0.0 0.0 
029B: 89@ = init_object #K_POOLBALLSPT07 at 0.0 0.0 0.0 
029B: 90@ = init_object #K_POOLBALL8 at 0.0 0.0 0.0 
029B: 91@ = init_object #K_POOLBALLSTP01 at 0.0 0.0 0.0 
029B: 92@ = init_object #K_POOLBALLSTP02 at 0.0 0.0 0.0 
029B: 93@ = init_object #K_POOLBALLSTP03 at 0.0 0.0 0.0 
029B: 94@ = init_object #K_POOLBALLSTP04 at 0.0 0.0 0.0 
029B: 95@ = init_object #K_POOLBALLSTP05 at 0.0 0.0 0.0 
029B: 96@ = init_object #K_POOLBALLSTP06 at 0.0 0.0 0.0 
029B: 97@ = init_object #K_POOLBALLSTP07 at 0.0 0.0 0.0 
0050: gosub @POOL2_50546 
0581: toggle_radar 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03E6: remove_text_box 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.5261 -1.9684 1.637 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.0746 -1.0853 1.5092 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_6892 
0792: (unknown) 164@ 
070B: (unknown) 164@ 0 
00D6: if 
03CA:   object $9459 exists 
004D: jump_if_false @POOL2_6692 
0108: destroy_object $9459 

:POOL2_6692
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset 0.0219 -1.1236 0.0363 
00A1: put_actor 164@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 42@ = 105@ // floating-point values only 
000B: 42@ += 130.0 // floating-point values 
0173: set_actor 164@ z_angle_to 42@ 
0615: define_action_sequences 47@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.5261 -1.9684 1.637 
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_6874 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" from_file "POOL" 1000.0 loop 1 0 0 lock 1 time -1 

:POOL2_6874
0616: define_action_sequences_end 47@ 
0618: assign_actor 164@ to_action_sequences 47@ 
061B: remove_references_to_action_sequences 47@ 

:POOL2_6892
00D6: if 
83CA:   not object 107@ exists 
004D: jump_if_false @POOL2_6937 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 107@ collision_detection 0 

:POOL2_6937
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_7051 
0792: (unknown) $PLAYER_ACTOR 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -1.9295 -2.2083 0.0363 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 221@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 222@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 223@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0087: 42@ = 105@ // floating-point values only 
000B: 42@ += 390.0 // floating-point values 
0173: set_actor $PLAYER_ACTOR z_angle_to 42@ 

:POOL2_7051
0085: 358@ = 164@ // integer values and handles 
0085: 359@ = 107@ // integer values and handles 
0050: gosub @POOL2_30670 
0A3F: (unknown) 0 

:POOL2_7078
004F: create_thread @CLEANAU 
016A: fade 1 1000 ms 

:POOL2_7093
00D6: if 
016B:   fading 
004D: jump_if_false @POOL2_7117 
0001: wait 0 ms 
0002: jump @POOL2_7093 

:POOL2_7117
000A: 35@ += 1 // integer values 

:POOL2_7124
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_7557 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_7539 
00D6: if 
02F2:   actor 164@ model_is 66 
004D: jump_if_false @POOL2_7361 
0209: 39@ = random_int 0 3 
0871: init_jump_table 39@ total_jumps 3 0 @POOL2_7335 jumps 0 @POOL2_7248 1 @POOL2_7277 2 @POOL2_7306 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 

:POOL2_7248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B1' // 8-byte strings  // ~z~Tegyl fel egy kis ttet.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 31600 
0002: jump @POOL2_7335 

:POOL2_7277
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B2' // 8-byte strings  // ~z~A billird tttel jtszva teljesen ms, mint tt nlkl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 31601 
0002: jump @POOL2_7335 

:POOL2_7306
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B3' // 8-byte strings  // ~z~Mutasd csak nekem a pnzed
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 31602 
0002: jump @POOL2_7335 

:POOL2_7335
004F: create_thread @AUDIOL 164@ 0 1 1 0 
0002: jump @POOL2_7539 

:POOL2_7361
0209: 39@ = random_int 0 3 
0871: init_jump_table 39@ total_jumps 3 0 @POOL2_7520 jumps 0 @POOL2_7433 1 @POOL2_7462 2 @POOL2_7491 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 

:POOL2_7433
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B4' // 8-byte strings  // ~z~Ha csak egyedl akarsz jtszani az rdekes lesz.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 31603 
0002: jump @POOL2_7520 

:POOL2_7462
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B5' // 8-byte strings  // ~z~Biztos, hogy csak ilyen kevs pnzt raksz fel?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 31604 
0002: jump @POOL2_7520 

:POOL2_7491
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B6' // 8-byte strings  // ~z~Gyernk, ne csak a szd jrjon.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 31605 
0002: jump @POOL2_7520 

:POOL2_7520
004F: create_thread @AUDIOL 164@ 0 1 1 0 

:POOL2_7539
03F0: text_draw_toggle 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:POOL2_7557
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @POOL2_7717 
00D6: if or
876F:   not text_priority_displaying 
00E1:   key_pressed 0 16 
004D: jump_if_false @POOL2_7717 
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_7620 
010B: 159@ = player $PLAYER_CHAR money 

:POOL2_7620
0989: (unknown) 200 
0512: permanent_text_box 'PL_H1'  // ~k~~PED_JUMPING~ Tt emelse~N~~k~~PED_FIREWEAPON~ Tt cskkentse~N~~k~~PED_SPRINT~ Folytats~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
0004: $9460 = 50 // integer values 
0004: $9461 = 1000 // integer values 
008B: 161@ = $9460 // integer values and handles 
008B: 162@ = $9460 // integer values and handles 
008B: 155@ = $9460 // integer values and handles 
008B: 39@ = $9460 // integer values and handles 
0012: 39@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 39@ 
02A3: toggle_widescreen 0 
004F: create_thread @CLEANAU 
000A: 35@ += 1 // integer values 

:POOL2_7717
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @POOL2_8897 
0050: gosub @POOL2_54522 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @POOL2_8176 
00D6: if and
8039:   not  126@ == 1 // integer values 
8039:   not  126@ == -1 // integer values 
004D: jump_if_false @POOL2_8125 
00D6: if 
0029:   155@ >= 10000 // integer values 
004D: jump_if_false @POOL2_7826 
0006: 160@ = 1000 // integer values 
0002: jump @POOL2_7930 

:POOL2_7826
00D6: if 
0029:   155@ >= 1000 // integer values 
004D: jump_if_false @POOL2_7859 
0006: 160@ = 100 // integer values 
0002: jump @POOL2_7930 

:POOL2_7859
00D6: if 
0029:   155@ >= 100 // integer values 
004D: jump_if_false @POOL2_7891 
0006: 160@ = 10 // integer values 
0002: jump @POOL2_7930 

:POOL2_7891
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @POOL2_7923 
0006: 160@ = 2 // integer values 
0002: jump @POOL2_7930 

:POOL2_7923
0006: 160@ = 1 // integer values 

:POOL2_7930
00D6: if 
001F:   160@ > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @POOL2_7957 
008B: 160@ = $BJACK_PLAYER_CASH // integer values and handles 

:POOL2_7957
0085: 39@ = 155@ // integer values and handles 
005A: 39@ += 160@ // integer values 
00D6: if 
001F:   39@ > $9461 // integer values 
004D: jump_if_false @POOL2_8008 
008B: 160@ = $9461 // integer values and handles 
0062: 160@ -= 155@ // integer values 

:POOL2_8008
00D6: if 
001B:   0 > 160@ // integer values 
004D: jump_if_false @POOL2_8033 
0012: 160@ *= -1 // integer values 

:POOL2_8033
005A: 155@ += 160@ // integer values 
005A: 161@ += 160@ // integer values 
005A: 162@ += 160@ // integer values 
0012: 160@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 160@ 
000A: 126@ += 1 // integer values 
00D6: if 
0019:   126@ > 1 // integer values 
004D: jump_if_false @POOL2_8111 
0006: 126@ = 2 // integer values 
0002: jump @POOL2_8118 

:POOL2_8111
0006: 32@ = 0 // integer values 

:POOL2_8118
0002: jump @POOL2_8169 

:POOL2_8125
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @POOL2_8169 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @POOL2_8169 
0006: 126@ = 2 // integer values 

:POOL2_8169
0002: jump @POOL2_8550 

:POOL2_8176
00D6: if 
8039:   not  126@ == 0 // integer values 
004D: jump_if_false @POOL2_8201 
0006: 126@ = 0 // integer values 

:POOL2_8201
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @POOL2_8525 
00D6: if 
8039:   not  128@ == 1 // integer values 
004D: jump_if_false @POOL2_8492 
00D6: if 
0019:   155@ > 10000 // integer values 
004D: jump_if_false @POOL2_8270 
0006: 160@ = -1000 // integer values 
0002: jump @POOL2_8342 

:POOL2_8270
00D6: if 
0019:   155@ > 1000 // integer values 
004D: jump_if_false @POOL2_8303 
0006: 160@ = -100 // integer values 
0002: jump @POOL2_8342 

:POOL2_8303
00D6: if 
0019:   155@ > 100 // integer values 
004D: jump_if_false @POOL2_8335 
0006: 160@ = -10 // integer values 
0002: jump @POOL2_8342 

:POOL2_8335
0006: 160@ = -1 // integer values 

:POOL2_8342
0085: 39@ = 155@ // integer values and handles 
005A: 39@ += 160@ // integer values 
00D6: if 
001E:   $9460 > 39@ // integer values 
004D: jump_if_false @POOL2_8400 
0085: 160@ = 155@ // integer values and handles 
0064: 160@ -= $9460 // integer values 
0012: 160@ *= -1 // integer values 

:POOL2_8400
005A: 155@ += 160@ // integer values 
005A: 161@ += 160@ // integer values 
005A: 162@ += 160@ // integer values 
0012: 160@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 160@ 
000A: 128@ += 1 // integer values 
00D6: if 
0019:   128@ > 1 // integer values 
004D: jump_if_false @POOL2_8478 
0006: 128@ = 2 // integer values 
0002: jump @POOL2_8485 

:POOL2_8478
0006: 32@ = 0 // integer values 

:POOL2_8485
0002: jump @POOL2_8518 

:POOL2_8492
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @POOL2_8518 
0006: 128@ = 2 // integer values 

:POOL2_8518
0002: jump @POOL2_8550 

:POOL2_8525
00D6: if 
8039:   not  128@ == 0 // integer values 
004D: jump_if_false @POOL2_8550 
0006: 128@ = 0 // integer values 

:POOL2_8550
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @POOL2_8619 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_8591 
03FE: set_actor 164@ money 162@ 

:POOL2_8591
0006: 161@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 35@ = 99 // integer values 
0002: jump @POOL2_8680 

:POOL2_8619
00D6: if 
00E1:   key_pressed 1 12 
004D: jump_if_false @POOL2_8680 
09D8: (unknown) 1 
0A3F: (unknown) 1 
0004: $1904 = 1 // integer values 
0109: player $PLAYER_CHAR money += 161@ 
0006: 161@ = 0 // integer values 
0006: 178@ = 1 // integer values 
0006: 35@ = 99 // integer values 

:POOL2_8680
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @POOL2_8872 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @POOL2_8865 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_8782 
000B: 223@ += 1.1 // floating-point values 
0792: (unknown) 213@ 
02CE: 223@ = ground_z 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ z_angle_to 224@ 

:POOL2_8782
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_8849 
000B: 227@ += 1.1 // floating-point values 
0792: (unknown) 214@ 
02CE: 227@ = ground_z 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ z_angle_to 228@ 

:POOL2_8849
03E6: remove_text_box 
0006: 108@ = 1 // integer values 
0006: 127@ = 1 // integer values 

:POOL2_8865
0002: jump @POOL2_8897 

:POOL2_8872
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @POOL2_8897 
0006: 127@ = 0 // integer values 

:POOL2_8897
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_8956 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_8936 
0647: unknown_action_sequence 164@ 

:POOL2_8936
0826: toggle_hud 0 
03E6: remove_text_box 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:POOL2_8956
0051: return 

:POOL2_8958
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @POOL2_9114 
009A: 213@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 214@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 215@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: 106@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0107: 216@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL2_9114
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_9673 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @POOL2_9185 
0006: 217@ = -1 // integer values 
0006: 218@ = -1 // integer values 
0006: 219@ = 1 // integer values 
0006: 220@ = 0 // integer values 
0002: jump @POOL2_9213 

:POOL2_9185
0006: 217@ = -1 // integer values 
0006: 218@ = -1 // integer values 
0006: 219@ = 1 // integer values 
0006: 220@ = 1 // integer values 

:POOL2_9213
0400: create_coordinate 221@ 222@ 223@ from_object 163@ offset 0.0 1.8 0.0 
0087: 224@ = 105@ // floating-point values only 
000B: 224@ += 180.0 // floating-point values 
0400: create_coordinate 225@ 226@ 227@ from_object 163@ offset 0.0 -1.8 0.0 
0087: 228@ = 105@ // floating-point values only 
008B: 213@ = $PLAYER_ACTOR // integer values and handles 
0085: 214@ = 164@ // integer values and handles 
00D6: if 
83CA:   not object 106@ exists 
004D: jump_if_false @POOL2_9358 
0107: 106@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 106@ collision_detection 0 

:POOL2_9358
00D6: if 
83CA:   not object 107@ exists 
004D: jump_if_false @POOL2_9403 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 107@ collision_detection 0 

:POOL2_9403
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_9448 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ z_angle_to 224@ 
06AB: (unknown) 213@ 1 

:POOL2_9448
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_9493 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ z_angle_to 228@ 
06AB: (unknown) 214@ 1 

:POOL2_9493
0006: 229@ = 1 // integer values 
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 
0085: 230@ = 219@ // integer values and handles 
0085: 231@ = 217@ // integer values and handles 
0006: 232@ = 1 // integer values 
04AF: 180@ = unknown_wav_reference 0 
0006: 278@ = -1 // integer values 
0006: 279@ = 0 // integer values 
0006: 236@ = 1 // integer values 
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @POOL2_9622 
0007: 242@ = 10.0 // floating-point values 
0007: 243@ = 0.02 // floating-point values 
0007: 244@ = 0.0 // floating-point values 
0002: jump @POOL2_9652 

:POOL2_9622
0007: 242@ = 22.5 // floating-point values 
0007: 243@ = 0.02 // floating-point values 
0007: 244@ = 0.0 // floating-point values 

:POOL2_9652
0006: 184@ = 1 // integer values 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:POOL2_9673
0051: return 

:POOL2_9675
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @POOL2_10212 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_10060 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_9773 
000B: 223@ += 1.0 // floating-point values 
02CE: 223@ = ground_z 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ z_angle_to 224@ 

:POOL2_9773
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_9835 
000B: 227@ += 1.1 // floating-point values 
02CE: 227@ = ground_z 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ z_angle_to 228@ 

:POOL2_9835
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_10060 
070B: (unknown) 215@ 0 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ offset 1.0 3.0 1.0 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0159: camera_on_ped 215@ 15 2 
0615: define_action_sequences 47@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" from_file "POOL" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" from_file "POOL" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 47@ 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_10041 
0618: assign_actor 215@ to_action_sequences 47@ 

:POOL2_10041
061B: remove_references_to_action_sequences 47@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:POOL2_10060
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_10138 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_10138 
062E: (unknown) 215@ 1560 39@ 
00D6: if or
04A4:   39@ == 7 // integer values OR floating-point values 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @POOL2_10138 
0006: 35@ = 99 // integer values 

:POOL2_10138
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @POOL2_10205 
00D6: if 
00E1:   key_pressed 180@ 16 
004D: jump_if_false @POOL2_10205 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_10205 
0006: 126@ = 1 // integer values 
0006: 35@ = 99 // integer values 

:POOL2_10205
0002: jump @POOL2_10235 

:POOL2_10212
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_10235 
0006: 35@ = 99 // integer values 

:POOL2_10235
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_10280 
040D: unload_wav 4 
03E6: remove_text_box 
0006: 32@ = 0 // integer values 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:POOL2_10280
00D6: if 
00E1:   key_pressed 180@ 15 
004D: jump_if_false @POOL2_10471 
00D6: if and
0039:   127@ == 0 // integer values 
0019:   183@ > 1000 // integer values 
004D: jump_if_false @POOL2_10464 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_10386 
000B: 223@ += 1.1 // floating-point values 
02CE: 223@ = ground_z 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ z_angle_to 224@ 

:POOL2_10386
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_10448 
000B: 227@ += 1.1 // floating-point values 
02CE: 227@ = ground_z 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ z_angle_to 228@ 

:POOL2_10448
03E6: remove_text_box 
0006: 108@ = 1 // integer values 
0006: 127@ = 1 // integer values 

:POOL2_10464
0002: jump @POOL2_10503 

:POOL2_10471
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @POOL2_10496 
0006: 127@ = 0 // integer values 

:POOL2_10496
0006: 183@ = 0 // integer values 

:POOL2_10503
0051: return 

:POOL2_10505
00D6: if and
8039:   not  232@ == 0 // integer values 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_10537 
0050: gosub @POOL2_59389 

:POOL2_10537
00D6: if 
8039:   not  232@ == 0 // integer values 
004D: jump_if_false @POOL2_10821 
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @POOL2_10706 
00D6: if 
83CA:   not object 82@ exists 
004D: jump_if_false @POOL2_10699 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.35 0.0 0.9297 
0089: 627@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 628@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0050: gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // floating-point values only 
0088: $TEMPVAR_FLOAT_2 = 628@ // floating-point values only 
029B: 82@ = init_object #K_POOLBALLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 163@ z_angle 
0009: $TEMPVAR_ANGLE += 270.0 // floating-point values 
0177: set_object 82@ z_angle_to $TEMPVAR_ANGLE 

:POOL2_10699
0006: 66@ = 0 // integer values 

:POOL2_10706
00D6: if 
00E1:   key_pressed 180@ 14 
004D: jump_if_false @POOL2_10796 
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @POOL2_10789 
00D6: if 
0039:   198@ == 2 // integer values 
004D: jump_if_false @POOL2_10774 
0006: 198@ = 0 // integer values 
0002: jump @POOL2_10782 

:POOL2_10774
0006: 205@ = 3001 // integer values 

:POOL2_10782
0006: 128@ = 1 // integer values 

:POOL2_10789
0002: jump @POOL2_10821 

:POOL2_10796
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @POOL2_10821 
0006: 128@ = 0 // integer values 

:POOL2_10821
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @POOL2_11055 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_11055 
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_10972 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.35 0.0 0.0 
0176: $TEMPVAR_ANGLE = object 163@ z_angle 
0009: $TEMPVAR_ANGLE += 270.0 // floating-point values 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 
0177: set_object 82@ z_angle_to $TEMPVAR_ANGLE 
0006: 32@ = 0 // integer values 
0006: 35@ = 99 // integer values 
0002: jump @POOL2_12101 
0002: jump @POOL2_11055 

:POOL2_10972
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.35 0.0 0.0 
0176: $TEMPVAR_ANGLE = object 163@ z_angle 
0009: $TEMPVAR_ANGLE += 270.0 // floating-point values 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 
0177: set_object 82@ z_angle_to $TEMPVAR_ANGLE 
0006: 35@ = 99 // integer values 
0002: jump @POOL2_12101 

:POOL2_11055
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @POOL2_11846 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_11471 
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_11349 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.35 0.0 0.0 
0176: $TEMPVAR_ANGLE = object 163@ z_angle 
0009: $TEMPVAR_ANGLE += 270.0 // floating-point values 
0089: 627@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 628@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0050: gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // floating-point values only 
0088: $TEMPVAR_FLOAT_2 = 628@ // floating-point values only 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 
0177: set_object 82@ z_angle_to $TEMPVAR_ANGLE 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0006: 198@ = 0 // integer values 
0006: 205@ = 0 // integer values 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset 0.0 -0.001 2.5 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset 0.0 0.001 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0002: jump @POOL2_11471 

:POOL2_11349
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.35 0.0 0.0 
0176: $TEMPVAR_ANGLE = object 163@ z_angle 
0009: $TEMPVAR_ANGLE += 270.0 // floating-point values 
0089: 627@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 628@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0050: gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // floating-point values only 
0088: $TEMPVAR_FLOAT_2 = 628@ // floating-point values only 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 
0177: set_object 82@ z_angle_to $TEMPVAR_ANGLE 
0006: 35@ = 99 // integer values 
0002: jump @POOL2_12101 

:POOL2_11471
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_11846 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 39@ = 0 // integer values 
00D6: if or
00E1:   key_pressed 180@ 0 
00E1:   key_pressed 180@ 1 
004D: jump_if_false @POOL2_11542 
0006: 39@ = 1 // integer values 

:POOL2_11542
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @POOL2_11757 
0494: get_joystick_data 180@ $11281 $11282 $11283 $11284 
008F: 235@ = integer_to_float $11281 
008F: 234@ = integer_to_float $11282 
0017: 235@ /= 128.0 // floating-point values 
0017: 234@ /= -128.0 // floating-point values 
0013: 235@ *= 0.01 // floating-point values 
0013: 234@ *= 0.01 // floating-point values 
0050: gosub @POOL2_54371 
006D: $6466 *= 234@ // floating-point values 
006D: $6468 *= 234@ // floating-point values 
0059: $TEMPVAR_FLOAT_1 += $6466 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $6468 // floating-point values 
006D: $6467 *= 235@ // floating-point values 
006D: $6469 *= 235@ // floating-point values 
0059: $TEMPVAR_FLOAT_1 += $6467 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $6469 // floating-point values 
0089: 627@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 628@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0050: gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // floating-point values only 
0088: $TEMPVAR_FLOAT_2 = 628@ // floating-point values only 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 

:POOL2_11757
00D6: if 
00E1:   key_pressed 180@ 16 
004D: jump_if_false @POOL2_11821 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @POOL2_11814 
0006: 35@ = 99 // integer values 
0006: 126@ = 1 // integer values 
0002: jump @POOL2_12101 

:POOL2_11814
0002: jump @POOL2_11846 

:POOL2_11821
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @POOL2_11846 
0006: 126@ = 0 // integer values 

:POOL2_11846
00D6: if 
0039:   232@ == 0 // integer values 
004D: jump_if_false @POOL2_11878 
0006: 35@ = 99 // integer values 
0002: jump @POOL2_12101 

:POOL2_11878
00D6: if 
00E1:   key_pressed 180@ 15 
004D: jump_if_false @POOL2_12069 
00D6: if and
0039:   127@ == 0 // integer values 
0019:   183@ > 1000 // integer values 
004D: jump_if_false @POOL2_12062 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_11984 
000B: 223@ += 1.1 // floating-point values 
02CE: 223@ = ground_z 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ z_angle_to 224@ 

:POOL2_11984
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_12046 
000B: 227@ += 1.1 // floating-point values 
02CE: 227@ = ground_z 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ z_angle_to 228@ 

:POOL2_12046
03E6: remove_text_box 
0006: 108@ = 1 // integer values 
0006: 127@ = 1 // integer values 

:POOL2_12062
0002: jump @POOL2_12101 

:POOL2_12069
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @POOL2_12094 
0006: 127@ = 0 // integer values 

:POOL2_12094
0006: 183@ = 0 // integer values 

:POOL2_12101
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_12135 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
03E6: remove_text_box 

:POOL2_12135
0051: return 

:POOL2_12137
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_15142 
0050: gosub @POOL2_57034 
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @POOL2_12202 
0107: 238@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:POOL2_12202
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_13396 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_12282 
000B: 223@ += 1.1 // floating-point values 
02CE: 223@ = ground_z 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ z_angle_to 224@ 

:POOL2_12282
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_12344 
000B: 227@ += 1.1 // floating-point values 
02CE: 227@ = ground_z 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ z_angle_to 228@ 

:POOL2_12344
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_12405 
00A0: store_actor 215@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -10.0 // floating-point values 
00A1: put_actor 215@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04D7: lock_actor 215@ in_current_position 1 

:POOL2_12405
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset 0.0 -0.001 2.5 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset 0.0 0.001 0.0 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_12505 
0176: $TEMPVAR_ANGLE = object 82@ z_angle 
0453: object 82@ set_rotation 0.0 0.0 $TEMPVAR_ANGLE 

:POOL2_12505
00D6: if 
83CA:   not object 238@ exists 
004D: jump_if_false @POOL2_12594 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset 0.0 0.0 -10.0 
029B: 238@ = init_object #K_POOLQ2 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0392: object 238@ toggle_in_moving_list 0 
0382: set_object 238@ collision_detection 0 
0418: (unknown) 238@ 1 
0002: jump @POOL2_12615 

:POOL2_12594
0392: object 238@ toggle_in_moving_list 0 
0382: set_object 238@ collision_detection 0 
0418: (unknown) 238@ 1 

:POOL2_12615
0006: 205@ = 0 // integer values 
0006: 198@ = 0 // integer values 
00D6: if 
0039:   245@ == 0 // integer values 
004D: jump_if_false @POOL2_13348 
0006: 239@ = -1 // integer values 
0007: 42@ = 99999.9 // floating-point values 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_13197 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_12848 
0006: 39@ = 1 // integer values 

:POOL2_12719
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_12841 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_12827 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // floating-point values 
004D: jump_if_false @POOL2_12827 
0085: 239@ = 39@ // integer values and handles 
0087: 42@ = 43@ // floating-point values only 

:POOL2_12827
000A: 39@ += 1 // integer values 
0002: jump @POOL2_12719 

:POOL2_12841
0002: jump @POOL2_13197 

:POOL2_12848
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @POOL2_13002 
0006: 39@ = 1 // integer values 

:POOL2_12873
00D6: if 
001B:   8 > 39@ // integer values 
004D: jump_if_false @POOL2_12995 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_12981 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // floating-point values 
004D: jump_if_false @POOL2_12981 
0085: 239@ = 39@ // integer values and handles 
0087: 42@ = 43@ // floating-point values only 

:POOL2_12981
000A: 39@ += 1 // integer values 
0002: jump @POOL2_12873 

:POOL2_12995
0002: jump @POOL2_13197 

:POOL2_13002
00D6: if 
0039:   231@ == 1 // integer values 
004D: jump_if_false @POOL2_13156 
0006: 39@ = 9 // integer values 

:POOL2_13027
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_13149 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_13135 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // floating-point values 
004D: jump_if_false @POOL2_13135 
0085: 239@ = 39@ // integer values and handles 
0087: 42@ = 43@ // floating-point values only 

:POOL2_13135
000A: 39@ += 1 // integer values 
0002: jump @POOL2_13027 

:POOL2_13149
0002: jump @POOL2_13197 

:POOL2_13156
00D6: if 
0039:   231@ == 2 // integer values 
004D: jump_if_false @POOL2_13197 
00D6: if 
03CA:   object 90@ exists 
004D: jump_if_false @POOL2_13197 
0006: 239@ = 8 // integer values 

:POOL2_13197
00D6: if and
8039:   not  239@ == -1 // integer values 
001B:   16 > 239@ // integer values 
004D: jump_if_false @POOL2_13341 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_13341 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 82@(239@,16i) exists 
004D: jump_if_false @POOL2_13290 
01BB: store_object 82@(239@,16i) position_to 165@ 166@ 167@ 

:POOL2_13290
0087: 169@ = 165@ // floating-point values only 
0065: 169@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 170@ = 166@ // floating-point values only 
0065: 170@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0604: get_point 169@ 170@ angle 42@ 
0177: set_object 82@ z_angle_to 42@ 

:POOL2_13341
0002: jump @POOL2_13355 

:POOL2_13348
0006: 245@ = 0 // integer values 

:POOL2_13355
0006: 240@ = 0 // integer values 
0050: gosub @POOL2_28396 
0007: 199@ = 0.0 // floating-point values 
0007: 200@ = 0.0 // floating-point values 
000A: 35@ += 1 // integer values 

:POOL2_13396
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_13627 
00D6: if 
00E1:   key_pressed 180@ 13 
004D: jump_if_false @POOL2_13602 
00D6: if 
0039:   237@ == 0 // integer values 
004D: jump_if_false @POOL2_13510 
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @POOL2_13489 
0006: 236@ = 1 // integer values 
0006: 237@ = 1 // integer values 
0002: jump @POOL2_13503 

:POOL2_13489
0006: 236@ = 0 // integer values 
0006: 237@ = 1 // integer values 

:POOL2_13503
0006: 205@ = 0 // integer values 

:POOL2_13510
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @POOL2_13565 
0007: 242@ = 10.0 // floating-point values 
0007: 243@ = 0.02 // floating-point values 
0007: 244@ = 0.0 // floating-point values 
0002: jump @POOL2_13595 

:POOL2_13565
0007: 242@ = 22.5 // floating-point values 
0007: 243@ = 0.02 // floating-point values 
0007: 244@ = 0.0 // floating-point values 

:POOL2_13595
0002: jump @POOL2_13627 

:POOL2_13602
00D6: if 
0039:   237@ == 1 // integer values 
004D: jump_if_false @POOL2_13627 
0006: 237@ = 0 // integer values 

:POOL2_13627
0A4A: (unknown) 201@ 202@ 
00D6: if or
00E1:   key_pressed 180@ 0 
0021:   201@ > 0.01 // floating-point values 
0023:   -0.01 > 201@ // floating-point values 
004D: jump_if_false @POOL2_13780 
0176: $TEMPVAR_ANGLE = object 82@ z_angle 
0494: get_joystick_data 180@ $11281 $11282 $11283 $11284 
008F: 42@ = integer_to_float $11281 
0017: 42@ /= 128.0 // floating-point values 
0013: 42@ *= 1.0 // floating-point values 
005F: $TEMPVAR_ANGLE += 42@ // floating-point values 
0013: 201@ *= -0.4 // floating-point values 
005F: $TEMPVAR_ANGLE += 201@ // floating-point values 
0453: object 82@ set_rotation 0.0 0.0 0.0 
0177: set_object 82@ z_angle_to $TEMPVAR_ANGLE 

:POOL2_13780
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @POOL2_13895 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset 0.0 -0.001 2.5 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset 0.0 0.001 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:POOL2_13895
00D6: if 
0039:   236@ == 1 // integer values 
004D: jump_if_false @POOL2_14010 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ offset 0.0 -0.5 0.3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ offset 0.0 0.5 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:POOL2_14010
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @POOL2_14143 
00D6: if 
00E1:   key_pressed 180@ 14 
004D: jump_if_false @POOL2_14118 
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @POOL2_14111 
00D6: if 
0039:   198@ == 2 // integer values 
004D: jump_if_false @POOL2_14096 
0006: 198@ = 0 // integer values 
0002: jump @POOL2_14104 

:POOL2_14096
0006: 205@ = 3001 // integer values 

:POOL2_14104
0006: 128@ = 1 // integer values 

:POOL2_14111
0002: jump @POOL2_14143 

:POOL2_14118
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @POOL2_14143 
0006: 128@ = 0 // integer values 

:POOL2_14143
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_14282 
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @POOL2_14209 
0400: create_coordinate 165@ 166@ 167@ from_object 82@ offset 244@ -0.05 243@ 
0002: jump @POOL2_14234 

:POOL2_14209
0400: create_coordinate 165@ 166@ 167@ from_object 82@ offset 244@ -0.05 243@ 

:POOL2_14234
0176: $TEMPVAR_ANGLE = object 82@ z_angle 
0009: $TEMPVAR_ANGLE += 180.0 // floating-point values 
01BC: put_object 238@ at 165@ 166@ 167@ 
0453: object 238@ set_rotation 242@ 0.0 $TEMPVAR_ANGLE 

:POOL2_14282
00D6: if 
80E1:   not key_pressed 180@ 0 
004D: jump_if_false @POOL2_14321 
0006: 240@ = 0 // integer values 
0050: gosub @POOL2_28396 
0002: jump @POOL2_14421 

:POOL2_14321
00D6: if 
8039:   not  240@ == 0 // integer values 
004D: jump_if_false @POOL2_14407 
0006: 39@ = 0 // integer values 

:POOL2_14346
00D6: if 
001B:   10 > 39@ // integer values 
004D: jump_if_false @POOL2_14407 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_14393 
0108: destroy_object 347@(39@,10i) 

:POOL2_14393
000A: 39@ += 1 // integer values 
0002: jump @POOL2_14346 

:POOL2_14407
0006: 240@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:POOL2_14421
00D6: if 
0736:   131 
004D: jump_if_false @POOL2_14447 
000B: 242@ += 0.5 // floating-point values 

:POOL2_14447
00D6: if 
0736:   130 
004D: jump_if_false @POOL2_14473 
000B: 242@ += -0.5 // floating-point values 

:POOL2_14473
00D6: if 
0736:   87 
004D: jump_if_false @POOL2_14498 
000B: 243@ += 0.001 // floating-point values 

:POOL2_14498
00D6: if 
0736:   83 
004D: jump_if_false @POOL2_14523 
000B: 243@ += -0.001 // floating-point values 

:POOL2_14523
00D6: if 
0736:   128 
004D: jump_if_false @POOL2_14549 
000B: 244@ += 0.0001 // floating-point values 

:POOL2_14549
00D6: if 
0736:   129 
004D: jump_if_false @POOL2_14575 
000B: 244@ += -0.0001 // floating-point values 

:POOL2_14575
00D6: if 
0736:   137 
004D: jump_if_false @POOL2_15002 
03A9: write_debug_newline 
05B6: 17 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 242@ 
03A9: write_debug_newline 
05B6: 18 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 243@ 
03A9: write_debug_newline 
05B6: 19 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 244@ 

:POOL2_15002
00D6: if 
00E1:   key_pressed 180@ 16 
004D: jump_if_false @POOL2_15080 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @POOL2_15073 
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_15059 
0108: destroy_object 238@ 

:POOL2_15059
0006: 35@ = 99 // integer values 
0006: 126@ = 1 // integer values 

:POOL2_15073
0002: jump @POOL2_15105 

:POOL2_15080
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @POOL2_15105 
0006: 126@ = 0 // integer values 

:POOL2_15105
00D6: if 
0735:   72 
004D: jump_if_false @POOL2_15135 
0050: gosub @POOL2_33712 
0177: set_object 82@ z_angle_to 363@ 

:POOL2_15135
0002: jump @POOL2_15164 

:POOL2_15142
0050: gosub @POOL2_33712 
0177: set_object 82@ z_angle_to 363@ 
0006: 35@ = 99 // integer values 

:POOL2_15164
00D6: if 
00E1:   key_pressed 180@ 15 
004D: jump_if_false @POOL2_15355 
00D6: if and
0039:   127@ == 0 // integer values 
0019:   183@ > 1000 // integer values 
004D: jump_if_false @POOL2_15348 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_15270 
000B: 223@ += 1.1 // floating-point values 
02CE: 223@ = ground_z 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ z_angle_to 224@ 

:POOL2_15270
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_15332 
000B: 227@ += 1.1 // floating-point values 
02CE: 227@ = ground_z 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ z_angle_to 228@ 

:POOL2_15332
03E6: remove_text_box 
0006: 108@ = 1 // integer values 
0006: 127@ = 1 // integer values 

:POOL2_15348
0002: jump @POOL2_15387 

:POOL2_15355
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @POOL2_15380 
0006: 127@ = 0 // integer values 

:POOL2_15380
0006: 183@ = 0 // integer values 

:POOL2_15387
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_15509 
0006: 39@ = 0 // integer values 

:POOL2_15412
00D6: if 
001B:   10 > 39@ // integer values 
004D: jump_if_false @POOL2_15473 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_15459 
0108: destroy_object 347@(39@,10i) 

:POOL2_15459
000A: 39@ += 1 // integer values 
0002: jump @POOL2_15412 

:POOL2_15473
0007: 199@ = 0.0 // floating-point values 
0007: 200@ = 0.0 // floating-point values 
000A: 34@ += 2 // integer values 
0006: 35@ = 0 // integer values 
03E6: remove_text_box 

:POOL2_15509
0051: return 

:POOL2_15511
0051: return 

:POOL2_15513
0050: gosub @POOL2_57034 
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_16275 
00D6: if 
00E1:   key_pressed 180@ 15 
004D: jump_if_false @POOL2_15609 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @POOL2_15602 
0006: 34@ = 5 // integer values 
0006: 35@ = 0 // integer values 
0006: 127@ = 1 // integer values 
0006: 245@ = 1 // integer values 

:POOL2_15602
0002: jump @POOL2_16268 

:POOL2_15609
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @POOL2_15634 
0006: 127@ = 0 // integer values 

:POOL2_15634
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_15666 
0050: gosub @POOL2_18801 
000A: 35@ += 1 // integer values 

:POOL2_15666
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @POOL2_15691 
0050: gosub @POOL2_53449 

:POOL2_15691
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @POOL2_15993 
0050: gosub @POOL2_16733 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @POOL2_15983 
00D6: if 
0A4B: (unknown) 
004D: jump_if_false @POOL2_15852 
00D6: if 
00E1:   key_pressed 180@ 3 
004D: jump_if_false @POOL2_15835 
0494: get_joystick_data 180@ $11281 $11282 $11283 $11284 
008F: 42@ = integer_to_float $11284 
0017: 42@ /= 128.0 // floating-point values 
0013: 42@ *= -0.2 // floating-point values 
0007: 246@ = 0.2 // floating-point values 
005B: 246@ += 42@ // floating-point values 
0002: jump @POOL2_15845 

:POOL2_15835
0007: 246@ = 0.2 // floating-point values 

:POOL2_15845
0002: jump @POOL2_15976 

:POOL2_15852
0A4A: (unknown) 201@ 202@ 
005B: 200@ += 202@ // floating-point values 
00D6: if 
0021:   200@ > 128.0 // floating-point values 
004D: jump_if_false @POOL2_15899 
0007: 200@ = 128.0 // floating-point values 

:POOL2_15899
00D6: if 
0023:   -128.0 > 200@ // floating-point values 
004D: jump_if_false @POOL2_15930 
0007: 200@ = -128.0 // floating-point values 

:POOL2_15930
0087: 42@ = 200@ // floating-point values only 
0017: 42@ /= 128.0 // floating-point values 
0013: 42@ *= -0.2 // floating-point values 
0007: 246@ = 0.2 // floating-point values 
005B: 246@ += 42@ // floating-point values 

:POOL2_15976
0002: jump @POOL2_15993 

:POOL2_15983
0007: 246@ = 0.0 // floating-point values 

:POOL2_15993
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @POOL2_16053 
00D6: if 
0021:   246@ > 0.25 // floating-point values 
004D: jump_if_false @POOL2_16046 
0050: gosub @POOL2_19798 
0002: jump @POOL2_16053 

:POOL2_16046
0050: gosub @POOL2_18640 

:POOL2_16053
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_16101 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16101 
0050: gosub @POOL2_18983 
000A: 35@ += 1 // integer values 

:POOL2_16101
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @POOL2_16126 
0050: gosub @POOL2_16987 

:POOL2_16126
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @POOL2_16227 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16227 
000B: 592@ += 1.1 // floating-point values 
02CE: 592@ = ground_z 584@ 588@ 592@ 
00A1: put_actor 215@ at 584@ 588@ 592@ 
0173: set_actor 215@ z_angle_to 596@ 
0619: set_actor 215@ collision_detection 1 
0006: 32@ = 0 // integer values 
0006: 35@ = 99 // integer values 

:POOL2_16227
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_16268 
03E6: remove_text_box 
0006: 32@ = 0 // integer values 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:POOL2_16268
0002: jump @POOL2_16731 

:POOL2_16275
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_16307 
0050: gosub @POOL2_18801 
000A: 35@ += 1 // integer values 

:POOL2_16307
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @POOL2_16456 
0050: gosub @POOL2_16733 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @POOL2_16439 
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @POOL2_16386 
0007: 246@ = 0.2 // floating-point values 
0002: jump @POOL2_16432 

:POOL2_16386
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @POOL2_16422 
0007: 246@ = 0.0 // floating-point values 
0002: jump @POOL2_16432 

:POOL2_16422
0007: 246@ = 1.0 // floating-point values 

:POOL2_16432
0002: jump @POOL2_16456 

:POOL2_16439
0006: 32@ = 0 // integer values 
0007: 246@ = 0.0 // floating-point values 

:POOL2_16456
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @POOL2_16516 
00D6: if 
0021:   246@ > 0.25 // floating-point values 
004D: jump_if_false @POOL2_16509 
0050: gosub @POOL2_19798 
0002: jump @POOL2_16516 

:POOL2_16509
0050: gosub @POOL2_18640 

:POOL2_16516
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_16564 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16564 
0050: gosub @POOL2_18983 
000A: 35@ += 1 // integer values 

:POOL2_16564
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @POOL2_16589 
0050: gosub @POOL2_16987 

:POOL2_16589
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @POOL2_16690 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16690 
000B: 592@ += 1.1 // floating-point values 
02CE: 592@ = ground_z 584@ 588@ 592@ 
00A1: put_actor 215@ at 584@ 588@ 592@ 
0173: set_actor 215@ z_angle_to 596@ 
0619: set_actor 215@ collision_detection 1 
0006: 32@ = 0 // integer values 
0006: 35@ = 99 // integer values 

:POOL2_16690
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_16731 
03E6: remove_text_box 
0006: 32@ = 0 // integer values 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:POOL2_16731
0051: return 

:POOL2_16733
0006: 252@ = 0 // integer values 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16985 
00D6: if 
0039:   600@ == 1 // integer values 
004D: jump_if_false @POOL2_16814 
00D6: if 
0611:   actor 215@ animation_is "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_16814 
0006: 252@ = 1 // integer values 

:POOL2_16814
00D6: if 
0039:   600@ == 2 // integer values 
004D: jump_if_false @POOL2_16870 
00D6: if 
0611:   actor 215@ animation_is "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_16870 
0006: 252@ = 1 // integer values 

:POOL2_16870
00D6: if 
0039:   600@ == 3 // integer values 
004D: jump_if_false @POOL2_16927 
00D6: if 
0611:   actor 215@ animation_is "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_16927 
0006: 252@ = 1 // integer values 

:POOL2_16927
00D6: if 
0039:   600@ == 4 // integer values 
004D: jump_if_false @POOL2_16985 
00D6: if 
0611:   actor 215@ animation_is "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_16985 
0006: 252@ = 1 // integer values 

:POOL2_16985
0051: return 

:POOL2_16987
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_17598 
00D6: if 
0039:   251@ == 0 // integer values 
004D: jump_if_false @POOL2_17598 
00D6: if 
0039:   600@ == 1 // integer values 
004D: jump_if_false @POOL2_17165 
0615: define_action_sequences 47@ 
0812: AS_actor -1 perform_animation "POOL_SHORT_START" from_file "POOL" 8.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "POOL_SHORT_SHOT" from_file "POOL" 4.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 47@ 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_17160 
0618: assign_actor 215@ to_action_sequences 47@ 

:POOL2_17160
061B: remove_references_to_action_sequences 47@ 

:POOL2_17165
00D6: if 
0039:   600@ == 2 // integer values 
004D: jump_if_false @POOL2_17305 
0615: define_action_sequences 47@ 
0812: AS_actor -1 perform_animation "POOL_MED_START" from_file "POOL" 8.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "POOL_MED_SHOT" from_file "POOL" 4.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 47@ 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_17300 
0618: assign_actor 215@ to_action_sequences 47@ 

:POOL2_17300
061B: remove_references_to_action_sequences 47@ 

:POOL2_17305
00D6: if 
0039:   600@ == 3 // integer values 
004D: jump_if_false @POOL2_17447 
0615: define_action_sequences 47@ 
0812: AS_actor -1 perform_animation "POOL_LONG_START" from_file "POOL" 8.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "POOL_LONG_SHOT" from_file "POOL" 4.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 47@ 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_17442 
0618: assign_actor 215@ to_action_sequences 47@ 

:POOL2_17442
061B: remove_references_to_action_sequences 47@ 

:POOL2_17447
00D6: if 
0039:   600@ == 4 // integer values 
004D: jump_if_false @POOL2_17591 
0615: define_action_sequences 47@ 
0812: AS_actor -1 perform_animation "POOL_XLONG_START" from_file "POOL" 8.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "POOL_XLONG_SHOT" from_file "POOL" 4.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 47@ 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_17586 
0618: assign_actor 215@ to_action_sequences 47@ 

:POOL2_17586
061B: remove_references_to_action_sequences 47@ 

:POOL2_17591
000A: 251@ += 1 // integer values 

:POOL2_17598
00D6: if 
0039:   251@ == 1 // integer values 
004D: jump_if_false @POOL2_18116 
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @POOL2_18102 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_18095 
062E: (unknown) 215@ 1560 39@ 
00D6: if 
84A4:   not  39@ == 7 // integer values OR floating-point values 
004D: jump_if_false @POOL2_18081 
00D6: if 
0039:   600@ == 1 // integer values 
004D: jump_if_false @POOL2_17780 
00D6: if 
0611:   actor 215@ animation_is "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_17780 
0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_17780
00D6: if 
0039:   600@ == 2 // integer values 
004D: jump_if_false @POOL2_17875 
00D6: if 
0611:   actor 215@ animation_is "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_17875 
0614: set_actor 215@ animation "POOL_MED_SHOT" progress_to 247@ 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_17875
00D6: if 
0039:   600@ == 3 // integer values 
004D: jump_if_false @POOL2_17973 
00D6: if 
0611:   actor 215@ animation_is "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_17973 
0614: set_actor 215@ animation "POOL_LONG_SHOT" progress_to 247@ 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_17973
00D6: if 
0039:   600@ == 4 // integer values 
004D: jump_if_false @POOL2_18074 
00D6: if 
0611:   actor 215@ animation_is "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_18074 
0614: set_actor 215@ animation "POOL_XLONG_SHOT" progress_to 247@ 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_18074
0002: jump @POOL2_18095 

:POOL2_18081
0006: 32@ = 0 // integer values 
000A: 251@ += 1 // integer values 

:POOL2_18095
0002: jump @POOL2_18116 

:POOL2_18102
0006: 32@ = 0 // integer values 
000A: 251@ += 1 // integer values 

:POOL2_18116
00D6: if 
0039:   251@ == 2 // integer values 
004D: jump_if_false @POOL2_18535 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_18535 
062E: (unknown) 215@ 1560 39@ 
00D6: if and
84A4:   not  39@ == 7 // integer values OR floating-point values 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @POOL2_18528 
0007: 42@ = 1.0 // floating-point values 
0063: 42@ -= 248@ // floating-point values 
0017: 42@ /= 20.0 // floating-point values 
005B: 248@ += 42@ // floating-point values 
00D6: if 
0023:   0.8 > 248@ // floating-point values 
004D: jump_if_false @POOL2_18254 
000B: 248@ += 0.01 // floating-point values 

:POOL2_18254
00D6: if and
0023:   1.2 > 248@ // floating-point values 
0021:   248@ > 0.8 // floating-point values 
004D: jump_if_false @POOL2_18295 
0007: 248@ = 1.0 // floating-point values 

:POOL2_18295
00D6: if 
0611:   actor 215@ animation_is "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_18353 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_18353
00D6: if 
0611:   actor 215@ animation_is "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_18407 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_18407
00D6: if 
0611:   actor 215@ animation_is "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_18463 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_18463
00D6: if 
0611:   actor 215@ animation_is "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_18521 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_18521
0002: jump @POOL2_18535 

:POOL2_18528
000A: 251@ += 1 // integer values 

:POOL2_18535
00D6: if 
0039:   251@ == 3 // integer values 
004D: jump_if_false @POOL2_18638 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_18631 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_18631 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" from_file "POOL" 4.0 loop 1 0 0 lock 0 time -1 

:POOL2_18631
000A: 35@ += 1 // integer values 

:POOL2_18638
0051: return 

:POOL2_18640
0087: 42@ = 246@ // floating-point values only 
0063: 42@ -= 247@ // floating-point values 
00D6: if or
0031:   42@ >= 0.05 // floating-point values 
0033:   -0.05 >= 42@ // floating-point values 
004D: jump_if_false @POOL2_18791 
0017: 42@ /= 3.0 // floating-point values 
00D6: if and
0023:   0.01 > 42@ // floating-point values 
0021:   42@ > -0.01 // floating-point values 
004D: jump_if_false @POOL2_18776 
00D6: if 
0021:   42@ > 0.0 // floating-point values 
004D: jump_if_false @POOL2_18766 
0007: 42@ = 0.01 // floating-point values 
0002: jump @POOL2_18776 

:POOL2_18766
0007: 42@ = -0.01 // floating-point values 

:POOL2_18776
005B: 247@ += 42@ // floating-point values 
0002: jump @POOL2_18799 

:POOL2_18791
0087: 247@ = 246@ // floating-point values only 

:POOL2_18799
0051: return 

:POOL2_18801
0006: 250@ = 0 // integer values 
0006: 251@ = 0 // integer values 
0007: 618@ = 565.0 // floating-point values 
0007: 619@ = 386.0 // floating-point values 
0087: 622@ = 618@ // floating-point values only 
0087: 623@ = 619@ // floating-point values only 
0007: 621@ = 67.0 // floating-point values 
0007: 620@ = 78.0 // floating-point values 
0007: 624@ = 19.0 // floating-point values 
0007: 625@ = 16.0 // floating-point values 
0007: 248@ = 0.0 // floating-point values 
0007: 247@ = 0.0 // floating-point values 
0007: 248@ = 0.0 // floating-point values 
0007: 246@ = 0.0 // floating-point values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00D6: if 
8039:   not  230@ == 0 // integer values 
004D: jump_if_false @POOL2_18974 
0512: permanent_text_box 'PL_H4'  // Hasznld a nzetvlt billentyket a fehr goly meglkshez.~N~A pozcionlshoz hasznld a mozgat billentyket.~N~~k~~VEHICLE_ENTER_EXIT~ Visszatrs a clzshoz.

:POOL2_18974
0050: gosub @POOL2_51426 
0051: return 

:POOL2_18983
0619: set_actor 215@ collision_detection 0 
0087: 42@ = 104@ // floating-point values only 
000B: 42@ += 1.0 // floating-point values 
02CE: 594@ = ground_z 102@ 103@ 42@ 
00A1: put_actor 215@ at 586@ 590@ 594@ 
0173: set_actor 215@ z_angle_to 598@ 
00D6: if 
003B:   213@ == 215@ // integer values 
004D: jump_if_false @POOL2_19249 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_19242 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ offset 0.0 -1.5 0.0 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_19242 
00A1: put_actor 214@ at 225@ 226@ 227@ 
00D6: if 
00EC:   actor 214@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0 
004D: jump_if_false @POOL2_19215 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ offset -2.0 0.0 -1.0 
00A1: put_actor 214@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:POOL2_19215
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_19242 
0655: unknown_action_sequence 214@ 82@ 10000 

:POOL2_19242
0002: jump @POOL2_19428 

:POOL2_19249
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_19428 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ offset 0.0 -1.5 0.0 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_19428 
00A1: put_actor 213@ at 221@ 222@ 223@ 
00D6: if 
00EC:   actor 213@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0 
004D: jump_if_false @POOL2_19428 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ offset -2.0 0.0 -1.0 
00A1: put_actor 213@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_19428 
0655: unknown_action_sequence 213@ 82@ 10000 

:POOL2_19428
00D6: if 
0039:   600@ == 1 // integer values 
004D: jump_if_false @POOL2_19543 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ offset 0.1532 -0.9733 1.1819 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ offset -0.0267 -0.3468 0.4236 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:POOL2_19543
00D6: if 
0039:   600@ == 2 // integer values 
004D: jump_if_false @POOL2_19591 
0005: $TEMPVAR_FLOAT_1 = 0.4 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -1.0 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.0 // floating-point values 

:POOL2_19591
00D6: if 
0039:   600@ == 3 // integer values 
004D: jump_if_false @POOL2_19639 
0005: $TEMPVAR_FLOAT_1 = 0.3 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -0.5 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.0 // floating-point values 

:POOL2_19639
00D6: if 
0039:   600@ == 4 // integer values 
004D: jump_if_false @POOL2_19687 
0005: $TEMPVAR_FLOAT_1 = 0.3 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -0.5 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.0 // floating-point values 

:POOL2_19687
00D6: if 
8039:   not  600@ == 1 // integer values 
004D: jump_if_false @POOL2_19796 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ offset 0.0 0.3 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:POOL2_19796
0051: return 

:POOL2_19798
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_19898 
0087: 249@ = 246@ // floating-point values only 
0063: 249@ -= 247@ // floating-point values 
0017: 249@ /= 0.1 // floating-point values 
0087: 248@ = 249@ // floating-point values only 
0013: 248@ *= 2.0 // floating-point values 
00D6: if 
0023:   0.6 > 248@ // floating-point values 
004D: jump_if_false @POOL2_19891 
0007: 248@ = 0.6 // floating-point values 

:POOL2_19891
0002: jump @POOL2_19955 

:POOL2_19898
0087: 248@ = 364@ // floating-point values only 
0013: 248@ *= 2.0 // floating-point values 
00D6: if 
0023:   0.6 > 248@ // floating-point values 
004D: jump_if_false @POOL2_19947 
0007: 248@ = 0.6 // floating-point values 

:POOL2_19947
0087: 249@ = 364@ // floating-point values only 

:POOL2_19955
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_20844 
0176: $TEMPVAR_ANGLE = object 82@ z_angle 
02F6: 42@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0087: 169@ = 42@ // floating-point values only 
0013: 169@ *= -1.0 // floating-point values 
02F7: 42@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
0087: 170@ = 42@ // floating-point values only 
0007: 171@ = 0.0 // floating-point values 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 165@ = $TEMPVAR_FLOAT_1 // floating-point values only 
005B: 165@ += 169@ // floating-point values 
0089: 166@ = $TEMPVAR_FLOAT_2 // floating-point values only 
005B: 166@ += 170@ // floating-point values 
0509: 42@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 165@ 166@ 
0073: 169@ /= 42@ // floating-point values 
0073: 170@ /= 42@ // floating-point values 
006B: 169@ *= 249@ // floating-point values 
006B: 170@ *= 249@ // floating-point values 
0550: keep_object 82@ in_memory 0 
0382: set_object 82@ collision_detection 0 
0392: object 82@ toggle_in_moving_list 0 
0381: throw_object 82@ distance 169@ 170@ 171@ 
0006: 278@ = -1 // integer values 
0006: 279@ = 0 // integer values 
0006: 277@ = 0 // integer values 
0006: 206@ = 0 // integer values 
0006: 39@ = 0 // integer values 

:POOL2_20196
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_20239 
0006: 109@(39@,16i) = 0 // integer values 
000A: 39@ += 1 // integer values 
0002: jump @POOL2_20196 

:POOL2_20239
097B: play_sound 82@ on_object 1014 
0007: 253@ = 0.0 // floating-point values 
0007: 254@ = 0.0 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 622@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 618@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 623@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 619@ // floating-point values 
0075: $TEMPVAR_FLOAT_1 /= 620@ // floating-point values 
0075: $TEMPVAR_FLOAT_2 /= 621@ // floating-point values 
00D6: if 
0039:   230@ == 0 // integer values 
004D: jump_if_false @POOL2_20363 
0208: $TEMPVAR_FLOAT_1 = random_float -0.2 0.2 
0208: $TEMPVAR_FLOAT_2 = random_float -0.2 0.2 

:POOL2_20363
00D6: if or
0020:   $TEMPVAR_FLOAT_1 > 0.2 // floating-point values 
0022:   -0.2 > $TEMPVAR_FLOAT_1 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 0.2 // floating-point values 
0022:   -0.2 > $TEMPVAR_FLOAT_2 // floating-point values 
0039:   230@ == 0 // integer values 
004D: jump_if_false @POOL2_20534 
006D: $TEMPVAR_FLOAT_1 *= 249@ // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 249@ // floating-point values 
0089: 253@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0013: 253@ *= 0.5 // floating-point values 
0089: 254@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0013: 254@ *= -0.5 // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 10.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 10.0 // floating-point values 
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_20527 
05A2: (unknown) 82@ $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 

:POOL2_20527
0002: jump @POOL2_20554 

:POOL2_20534
0007: 253@ = 0.0 // floating-point values 
0007: 254@ = 0.0 // floating-point values 

:POOL2_20554
0007: 622@ = 559.0 // floating-point values 
0007: 623@ = 381.0 // floating-point values 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_20744 
03A9: write_debug_newline 
05B6: 20 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 249@ 
03A8: write_debug_float $TEMPVAR_FLOAT_1 
03A8: write_debug_float $TEMPVAR_FLOAT_2 
03A8: write_debug_float $TEMPVAR_FLOAT_3 

:POOL2_20744
0382: set_object 82@ collision_detection 1 
0392: object 82@ toggle_in_moving_list 1 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_20801 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_20801 
0655: unknown_action_sequence 213@ 82@ 10000 

:POOL2_20801
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_20844 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_20844 
0655: unknown_action_sequence 214@ 82@ 10000 

:POOL2_20844
0006: 250@ = 1 // integer values 
0051: return 

:POOL2_20853
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_21171 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_21171 
01BB: store_object 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 169@ -= 584@ // floating-point values 
0089: 170@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 170@ -= 588@ // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 169@ // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 170@ // floating-point values 
0009: $TEMPVAR_FLOAT_3 += 2.5 // floating-point values 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
01BB: store_object 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 0.5 // floating-point values 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0006: 32@ = 0 // integer values 
04C4: create_coordinate 165@ 166@ 167@ from_actor 215@ offset 0.0 -0.2 0.0 
02CE: 167@ = ground_z 165@ 166@ 167@ 
0172: $TEMPVAR_ANGLE = actor 215@ z_angle 
00A1: put_actor 215@ at 610@ 611@ 612@ 
0173: set_actor 215@ z_angle_to $TEMPVAR_ANGLE 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_21164 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" from_file "POOL" 1000.0 loop 1 1 1 lock 0 time -1 

:POOL2_21164
000A: 35@ += 1 // integer values 

:POOL2_21171
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_21296 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 

:POOL2_21203
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_21264 
00D6: if 
0039:   109@(39@,16i) == 1 // integer values 
004D: jump_if_false @POOL2_21250 
000A: 40@ += 1 // integer values 

:POOL2_21250
000A: 39@ += 1 // integer values 
0002: jump @POOL2_21203 

:POOL2_21264
00D6: if 
0039:   40@ == 16 // integer values 
004D: jump_if_false @POOL2_21296 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:POOL2_21296
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @POOL2_21340 
00D6: if 
0019:   32@ > 700 // integer values 
004D: jump_if_false @POOL2_21340 
0006: 35@ = 99 // integer values 

:POOL2_21340
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_21374 
03E6: remove_text_box 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:POOL2_21374
0051: return 

:POOL2_21376
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_21408 
0006: 274@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:POOL2_21408
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_21458 
00D6: if 
0039:   278@ == -1 // integer values 
004D: jump_if_false @POOL2_21451 
0006: 274@ = 1 // integer values 

:POOL2_21451
000A: 35@ += 1 // integer values 

:POOL2_21458
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @POOL2_21694 
00D6: if 
8039:   not  278@ == -1 // integer values 
004D: jump_if_false @POOL2_21687 
00D6: if 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_21544 
00D6: if 
0039:   278@ == 8 // integer values 
004D: jump_if_false @POOL2_21537 
0006: 274@ = 2 // integer values 

:POOL2_21537
0002: jump @POOL2_21687 

:POOL2_21544
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @POOL2_21594 
00D6: if 
0029:   278@ >= 8 // integer values 
004D: jump_if_false @POOL2_21587 
0006: 274@ = 2 // integer values 

:POOL2_21587
0002: jump @POOL2_21687 

:POOL2_21594
00D6: if 
0039:   231@ == 1 // integer values 
004D: jump_if_false @POOL2_21644 
00D6: if 
002B:   8 >= 278@ // integer values 
004D: jump_if_false @POOL2_21637 
0006: 274@ = 2 // integer values 

:POOL2_21637
0002: jump @POOL2_21687 

:POOL2_21644
00D6: if 
0039:   231@ == 2 // integer values 
004D: jump_if_false @POOL2_21687 
00D6: if 
8039:   not  278@ == 8 // integer values 
004D: jump_if_false @POOL2_21687 
0006: 274@ = 2 // integer values 

:POOL2_21687
000A: 35@ += 1 // integer values 

:POOL2_21694
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @POOL2_21744 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @POOL2_21737 
0006: 274@ = 3 // integer values 

:POOL2_21737
000A: 35@ += 1 // integer values 

:POOL2_21744
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @POOL2_22338 
00D6: if 
0039:   271@ == 1 // integer values 
004D: jump_if_false @POOL2_22016 
00D6: if 
8039:   not  274@ == 3 // integer values 
004D: jump_if_false @POOL2_22009 
00D6: if 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_21859 
00D6: if 
8039:   not  263@ == 1 // integer values 
004D: jump_if_false @POOL2_21852 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @POOL2_21852 

:POOL2_21852
0002: jump @POOL2_22009 

:POOL2_21859
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @POOL2_21909 
00D6: if 
0019:   273@ > 0 // integer values 
004D: jump_if_false @POOL2_21902 
0006: 274@ = 4 // integer values 

:POOL2_21902
0002: jump @POOL2_22009 

:POOL2_21909
00D6: if 
0039:   231@ == 1 // integer values 
004D: jump_if_false @POOL2_21959 
00D6: if 
0019:   272@ > 0 // integer values 
004D: jump_if_false @POOL2_21952 
0006: 274@ = 4 // integer values 

:POOL2_21952
0002: jump @POOL2_22009 

:POOL2_21959
00D6: if 
0039:   231@ == 2 // integer values 
004D: jump_if_false @POOL2_22009 
00D6: if or
0019:   272@ > 0 // integer values 
0019:   273@ > 0 // integer values 
004D: jump_if_false @POOL2_22009 
0006: 274@ = 4 // integer values 

:POOL2_22009
0002: jump @POOL2_22331 

:POOL2_22016
00D6: if 
0019:   271@ > 1 // integer values 
004D: jump_if_false @POOL2_22331 
00D6: if 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_22181 
00D6: if and
0019:   272@ > 0 // integer values 
0039:   273@ == 0 // integer values 
004D: jump_if_false @POOL2_22113 
00D6: if 
8039:   not  263@ == 1 // integer values 
004D: jump_if_false @POOL2_22113 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @POOL2_22113 

:POOL2_22113
00D6: if and
0039:   272@ == 0 // integer values 
0019:   273@ > 0 // integer values 
004D: jump_if_false @POOL2_22174 
00D6: if 
8039:   not  263@ == 1 // integer values 
004D: jump_if_false @POOL2_22174 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @POOL2_22174 

:POOL2_22174
0002: jump @POOL2_22331 

:POOL2_22181
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @POOL2_22231 
00D6: if 
0019:   273@ > 0 // integer values 
004D: jump_if_false @POOL2_22224 
0006: 274@ = 4 // integer values 

:POOL2_22224
0002: jump @POOL2_22331 

:POOL2_22231
00D6: if 
0039:   231@ == 1 // integer values 
004D: jump_if_false @POOL2_22281 
00D6: if 
0019:   272@ > 0 // integer values 
004D: jump_if_false @POOL2_22274 
0006: 274@ = 4 // integer values 

:POOL2_22274
0002: jump @POOL2_22331 

:POOL2_22281
00D6: if 
0039:   231@ == 2 // integer values 
004D: jump_if_false @POOL2_22331 
00D6: if or
0019:   273@ > 0 // integer values 
0019:   272@ > 0 // integer values 
004D: jump_if_false @POOL2_22331 
0006: 274@ = 4 // integer values 

:POOL2_22331
000A: 35@ += 1 // integer values 

:POOL2_22338
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @POOL2_22456 
00D6: if 
8039:   not  231@ == 2 // integer values 
004D: jump_if_false @POOL2_22406 
00D6: if 
0039:   263@ == 1 // integer values 
004D: jump_if_false @POOL2_22399 
0006: 274@ = 5 // integer values 

:POOL2_22399
0002: jump @POOL2_22449 

:POOL2_22406
00D6: if 
0039:   263@ == 1 // integer values 
004D: jump_if_false @POOL2_22449 
00D6: if 
8039:   not  274@ == 0 // integer values 
004D: jump_if_false @POOL2_22449 
0006: 274@ = 5 // integer values 

:POOL2_22449
000A: 35@ += 1 // integer values 

:POOL2_22456
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @POOL2_22542 
00D6: if 
0039:   274@ == 0 // integer values 
004D: jump_if_false @POOL2_22535 
00D6: if 
0039:   271@ == 0 // integer values 
004D: jump_if_false @POOL2_22535 
00D6: if 
0039:   277@ == 0 // integer values 
004D: jump_if_false @POOL2_22535 
0006: 274@ = 6 // integer values 

:POOL2_22535
0006: 35@ = 99 // integer values 

:POOL2_22542
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_22766 
00D6: if and
0039:   274@ == 0 // integer values 
0039:   184@ == 0 // integer values 
0019:   271@ > 0 // integer values 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_22750 
00D6: if 
001D:   272@ > 273@ // integer values 
004D: jump_if_false @POOL2_22678 
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_22657 
0006: 217@ = 0 // integer values 
0006: 218@ = 1 // integer values 
0002: jump @POOL2_22671 

:POOL2_22657
0006: 217@ = 1 // integer values 
0006: 218@ = 0 // integer values 

:POOL2_22671
0002: jump @POOL2_22750 

:POOL2_22678
00D6: if 
001D:   273@ > 272@ // integer values 
004D: jump_if_false @POOL2_22750 
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_22736 
0006: 217@ = 1 // integer values 
0006: 218@ = 0 // integer values 
0002: jump @POOL2_22750 

:POOL2_22736
0006: 217@ = 0 // integer values 
0006: 218@ = 1 // integer values 

:POOL2_22750
03E6: remove_text_box 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:POOL2_22766
0051: return 

:POOL2_22768
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_24594 
0006: 32@ = 0 // integer values 
00D6: if and
0039:   67@ == 1 // integer values 
0039:   68@ == 1 // integer values 
0039:   69@ == 1 // integer values 
0039:   70@ == 1 // integer values 
0039:   71@ == 1 // integer values 
004D: jump_if_false @POOL2_22914 
00D6: if and
0039:   72@ == 1 // integer values 
0039:   73@ == 1 // integer values 
004D: jump_if_false @POOL2_22914 
00D6: if 
0039:   217@ == 0 // integer values 
004D: jump_if_false @POOL2_22889 
0006: 217@ = 2 // integer values 

:POOL2_22889
00D6: if 
0039:   218@ == 0 // integer values 
004D: jump_if_false @POOL2_22914 
0006: 218@ = 2 // integer values 

:POOL2_22914
00D6: if and
0039:   75@ == 1 // integer values 
0039:   76@ == 1 // integer values 
0039:   77@ == 1 // integer values 
0039:   78@ == 1 // integer values 
0039:   79@ == 1 // integer values 
004D: jump_if_false @POOL2_23035 
00D6: if and
0039:   80@ == 1 // integer values 
0039:   81@ == 1 // integer values 
004D: jump_if_false @POOL2_23035 
00D6: if 
0039:   217@ == 1 // integer values 
004D: jump_if_false @POOL2_23010 
0006: 217@ = 2 // integer values 

:POOL2_23010
00D6: if 
0039:   218@ == 1 // integer values 
004D: jump_if_false @POOL2_23035 
0006: 218@ = 2 // integer values 

:POOL2_23035
0871: init_jump_table 274@ total_jumps 7 0 @POOL2_24479 jumps 0 @POOL2_23098 1 @POOL2_23429 2 @POOL2_23627 3 @POOL2_23825 4 @POOL2_24023 5 @POOL2_24221 6 @POOL2_24281 

:POOL2_23098
00D6: if 
0019:   271@ > 0 // integer values 
004D: jump_if_false @POOL2_23231 
00D6: if 
8039:   not  74@ == 1 // integer values 
004D: jump_if_false @POOL2_23203 
0006: 232@ = 0 // integer values 
0006: 233@ = 1 // integer values 
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_23181 
0085: 231@ = 217@ // integer values and handles 
0002: jump @POOL2_23189 

:POOL2_23181
0085: 231@ = 218@ // integer values and handles 

:POOL2_23189
0006: 35@ = 99 // integer values 
0002: jump @POOL2_23224 

:POOL2_23203
0006: 276@ = 1 // integer values 
0006: 275@ = 1 // integer values 
0006: 35@ = 99 // integer values 

:POOL2_23224
0002: jump @POOL2_23422 

:POOL2_23231
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_23355 
0006: 232@ = 0 // integer values 
0006: 229@ = 2 // integer values 
0085: 215@ = 214@ // integer values and handles 
0085: 216@ = 107@ // integer values and handles 
0085: 230@ = 220@ // integer values and handles 
0006: 233@ = 0 // integer values 
0085: 231@ = 218@ // integer values and handles 
00D6: if 
0039:   220@ == 1 // integer values 
004D: jump_if_false @POOL2_23334 
04AF: 180@ = unknown_wav_reference 1 
0002: jump @POOL2_23341 

:POOL2_23334
04AF: 180@ = unknown_wav_reference 0 

:POOL2_23341
0006: 35@ = 99 // integer values 
0002: jump @POOL2_23422 

:POOL2_23355
0006: 232@ = 0 // integer values 
0006: 229@ = 1 // integer values 
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 
0085: 230@ = 219@ // integer values and handles 
0006: 233@ = 0 // integer values 
0085: 231@ = 217@ // integer values and handles 
04AF: 180@ = unknown_wav_reference 0 
0006: 35@ = 99 // integer values 

:POOL2_23422
0002: jump @POOL2_24479 

:POOL2_23429
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_23553 
0006: 229@ = 2 // integer values 
0085: 215@ = 214@ // integer values and handles 
0085: 216@ = 107@ // integer values and handles 
0085: 230@ = 220@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 218@ // integer values and handles 
00D6: if 
0039:   220@ == 1 // integer values 
004D: jump_if_false @POOL2_23532 
04AF: 180@ = unknown_wav_reference 1 
0002: jump @POOL2_23539 

:POOL2_23532
04AF: 180@ = unknown_wav_reference 0 

:POOL2_23539
0006: 35@ = 99 // integer values 
0002: jump @POOL2_23620 

:POOL2_23553
0006: 229@ = 1 // integer values 
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 
0085: 230@ = 219@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 217@ // integer values and handles 
04AF: 180@ = unknown_wav_reference 0 
0006: 35@ = 99 // integer values 

:POOL2_23620
0002: jump @POOL2_24479 

:POOL2_23627
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_23751 
0006: 229@ = 2 // integer values 
0085: 215@ = 214@ // integer values and handles 
0085: 216@ = 107@ // integer values and handles 
0085: 230@ = 220@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 218@ // integer values and handles 
00D6: if 
0039:   220@ == 1 // integer values 
004D: jump_if_false @POOL2_23730 
04AF: 180@ = unknown_wav_reference 1 
0002: jump @POOL2_23737 

:POOL2_23730
04AF: 180@ = unknown_wav_reference 0 

:POOL2_23737
0006: 35@ = 99 // integer values 
0002: jump @POOL2_23818 

:POOL2_23751
0006: 229@ = 1 // integer values 
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 
0085: 230@ = 219@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 217@ // integer values and handles 
04AF: 180@ = unknown_wav_reference 0 
0006: 35@ = 99 // integer values 

:POOL2_23818
0002: jump @POOL2_24479 

:POOL2_23825
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_23949 
0006: 229@ = 2 // integer values 
0085: 215@ = 214@ // integer values and handles 
0085: 216@ = 107@ // integer values and handles 
0085: 230@ = 220@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 218@ // integer values and handles 
00D6: if 
0039:   220@ == 1 // integer values 
004D: jump_if_false @POOL2_23928 
04AF: 180@ = unknown_wav_reference 1 
0002: jump @POOL2_23935 

:POOL2_23928
04AF: 180@ = unknown_wav_reference 0 

:POOL2_23935
0006: 35@ = 99 // integer values 
0002: jump @POOL2_24016 

:POOL2_23949
0006: 229@ = 1 // integer values 
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 
0085: 230@ = 219@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 217@ // integer values and handles 
04AF: 180@ = unknown_wav_reference 0 
0006: 35@ = 99 // integer values 

:POOL2_24016
0002: jump @POOL2_24479 

:POOL2_24023
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_24147 
0006: 229@ = 2 // integer values 
0085: 215@ = 214@ // integer values and handles 
0085: 216@ = 107@ // integer values and handles 
0085: 230@ = 220@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 218@ // integer values and handles 
00D6: if 
0039:   220@ == 1 // integer values 
004D: jump_if_false @POOL2_24126 
04AF: 180@ = unknown_wav_reference 1 
0002: jump @POOL2_24133 

:POOL2_24126
04AF: 180@ = unknown_wav_reference 0 

:POOL2_24133
0006: 35@ = 99 // integer values 
0002: jump @POOL2_24214 

:POOL2_24147
0006: 229@ = 1 // integer values 
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 
0085: 230@ = 219@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 217@ // integer values and handles 
04AF: 180@ = unknown_wav_reference 0 
0006: 35@ = 99 // integer values 

:POOL2_24214
0002: jump @POOL2_24479 

:POOL2_24221
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @POOL2_24253 
0006: 275@ = 0 // integer values 
0002: jump @POOL2_24260 

:POOL2_24253
0006: 275@ = 1 // integer values 

:POOL2_24260
0006: 276@ = 1 // integer values 
0006: 35@ = 99 // integer values 
0002: jump @POOL2_24479 

:POOL2_24281
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_24405 
0006: 229@ = 2 // integer values 
0085: 215@ = 214@ // integer values and handles 
0085: 216@ = 107@ // integer values and handles 
0085: 230@ = 220@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 218@ // integer values and handles 
00D6: if 
0039:   220@ == 1 // integer values 
004D: jump_if_false @POOL2_24384 
04AF: 180@ = unknown_wav_reference 1 
0002: jump @POOL2_24391 

:POOL2_24384
04AF: 180@ = unknown_wav_reference 0 

:POOL2_24391
0006: 35@ = 99 // integer values 
0002: jump @POOL2_24472 

:POOL2_24405
0006: 229@ = 1 // integer values 
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 
0085: 230@ = 219@ // integer values and handles 
0006: 232@ = 2 // integer values 
0006: 233@ = 0 // integer values 
0085: 231@ = 217@ // integer values and handles 
04AF: 180@ = unknown_wav_reference 0 
0006: 35@ = 99 // integer values 

:POOL2_24472
0002: jump @POOL2_24479 

:POOL2_24479
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @POOL2_24533 
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_24526 
0512: permanent_text_box 'PL_H5'  // ~k~~PED_SPRINT~ Folytats.

:POOL2_24526
0002: jump @POOL2_24580 

:POOL2_24533
00D6: if 
04A4:   180@ == 0 // integer values OR floating-point values 
004D: jump_if_false @POOL2_24569 
0512: permanent_text_box 'PL_H8'  // Az 1. jtkos nyomja le a ~k~~PED_SPRINT~ billentyt a folytatshoz.
0002: jump @POOL2_24580 

:POOL2_24569
0512: permanent_text_box 'PL_H9'  // A 2. jtkos nyomja le a ~k~~PED_SPRINT~ billentyt a folytatshoz.

:POOL2_24580
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:POOL2_24594
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_24702 
0050: gosub @POOL2_54829 
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @POOL2_24669 
00D6: if 
00E1:   key_pressed 180@ 16 
004D: jump_if_false @POOL2_24662 
000A: 35@ += 1 // integer values 

:POOL2_24662
0002: jump @POOL2_24702 

:POOL2_24669
00D6: if or
0019:   33@ > 2000 // integer values 
00E1:   key_pressed 180@ 16 
004D: jump_if_false @POOL2_24702 
000A: 35@ += 1 // integer values 

:POOL2_24702
00D6: if 
0039:   35@ == 100 // integer values 
004D: jump_if_false @POOL2_24864 
03E6: remove_text_box 
0006: 39@ = 0 // integer values 
0006: 271@ = 0 // integer values 

:POOL2_24736
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_24779 
0006: 255@(39@,16i) = 0 // integer values 
000A: 39@ += 1 // integer values 
0002: jump @POOL2_24736 

:POOL2_24779
0006: 272@ = 0 // integer values 
0006: 273@ = 0 // integer values 
00D6: if 
0039:   276@ == 1 // integer values 
004D: jump_if_false @POOL2_24839 
0006: 184@ = 1 // integer values 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0002: jump @POOL2_24860 

:POOL2_24839
0006: 184@ = 0 // integer values 
0006: 34@ = 3 // integer values 
0006: 35@ = 0 // integer values 

:POOL2_24860
0001: wait 0 ms 

:POOL2_24864
0051: return 

:POOL2_24866
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @POOL2_25319 
00D6: if 
0039:   275@ == 0 // integer values 
004D: jump_if_false @POOL2_24966 
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_24943 
0085: 215@ = 214@ // integer values and handles 
0085: 216@ = 107@ // integer values and handles 
0002: jump @POOL2_24959 

:POOL2_24943
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 

:POOL2_24959
0002: jump @POOL2_25023 

:POOL2_24966
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @POOL2_25007 
0085: 215@ = 213@ // integer values and handles 
0085: 216@ = 106@ // integer values and handles 
0002: jump @POOL2_25023 

:POOL2_25007
0085: 215@ = 214@ // integer values and handles 
0085: 216@ = 107@ // integer values and handles 

:POOL2_25023
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_25319 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ offset 1.0 2.0 0.0 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0159: camera_on_ped 215@ 15 2 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @POOL2_25247 
00D6: if 
003B:   215@ == 213@ // integer values 
004D: jump_if_false @POOL2_25209 
0085: 39@ = 162@ // integer values and handles 
0012: 39@ *= 2 // integer values 
0109: player $PLAYER_CHAR money += 39@ 
004F: create_thread @CASHWIN 39@ 5000 80 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_25202 
03FE: set_actor 164@ money 0 

:POOL2_25202
0002: jump @POOL2_25240 

:POOL2_25209
0085: 39@ = 162@ // integer values and handles 
0012: 39@ *= -1 // integer values 
004F: create_thread @CASHWIN 39@ 5000 80 

:POOL2_25240
0002: jump @POOL2_25305 

:POOL2_25247
00D6: if 
003B:   215@ == 213@ // integer values 
004D: jump_if_false @POOL2_25289 
00BA: text_styled 'PL_08' 5000 ms 1  // Els jtkos nyert!
0002: jump @POOL2_25305 

:POOL2_25289
00BA: text_styled 'PL_09' 5000 ms 1  // Msodik jtkos nyert!

:POOL2_25305
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:POOL2_25319
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @POOL2_25363 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @POOL2_25363 
000A: 35@ += 1 // integer values 

:POOL2_25363
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @POOL2_25936 
016A: fade 0 500 ms 

:POOL2_25388
00D6: if 
016B:   fading 
004D: jump_if_false @POOL2_25412 
0001: wait 0 ms 
0002: jump @POOL2_25388 

:POOL2_25412
0006: 39@ = 0 // integer values 

:POOL2_25419
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_25480 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_25466 
0108: destroy_object 82@(39@,16i) 

:POOL2_25466
000A: 39@ += 1 // integer values 
0002: jump @POOL2_25419 

:POOL2_25480
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ offset -0.2734 -0.0547 0.9297 
029B: 82@ = init_object #K_POOLBALLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 163@ z_angle 
0009: $TEMPVAR_ANGLE += 270.0 // floating-point values 
0177: set_object 82@ z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate 558@ 559@ 560@ from_object 163@ offset 0.3408 -0.0284 0.9297 
0176: 561@ = object 163@ z_angle 
000B: 561@ += 90.0 // floating-point values 
029B: 83@ = init_object #K_POOLBALLSPT01 at 558@ 559@ 560@ 
029B: 84@ = init_object #K_POOLBALLSPT02 at 0.0 0.0 0.0 
029B: 85@ = init_object #K_POOLBALLSPT03 at 0.0 0.0 0.0 
029B: 86@ = init_object #K_POOLBALLSPT04 at 0.0 0.0 0.0 
029B: 87@ = init_object #K_POOLBALLSPT05 at 0.0 0.0 0.0 
029B: 88@ = init_object #K_POOLBALLSPT06 at 0.0 0.0 0.0 
029B: 89@ = init_object #K_POOLBALLSPT07 at 0.0 0.0 0.0 
029B: 90@ = init_object #K_POOLBALL8 at 0.0 0.0 0.0 
029B: 91@ = init_object #K_POOLBALLSTP01 at 0.0 0.0 0.0 
029B: 92@ = init_object #K_POOLBALLSTP02 at 0.0 0.0 0.0 
029B: 93@ = init_object #K_POOLBALLSTP03 at 0.0 0.0 0.0 
029B: 94@ = init_object #K_POOLBALLSTP04 at 0.0 0.0 0.0 
029B: 95@ = init_object #K_POOLBALLSTP05 at 0.0 0.0 0.0 
029B: 96@ = init_object #K_POOLBALLSTP06 at 0.0 0.0 0.0 
029B: 97@ = init_object #K_POOLBALLSTP07 at 0.0 0.0 0.0 
0050: gosub @POOL2_50546 
0006: 35@ = 99 // integer values 

:POOL2_25936
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @POOL2_25970 
03E6: remove_text_box 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:POOL2_25970
0051: return 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 0 0 0 255 
0349: text_draw_style = 3 
0904: (unknown) 6 $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_color $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
0051: return 

:POOL2_26060
0006: 275@ = 0 // integer values 
0006: 271@ = 0 // integer values 
0006: 272@ = 0 // integer values 
0006: 273@ = 0 // integer values 
0006: 274@ = 0 // integer values 
0006: 39@ = 0 // integer values 

:POOL2_26102
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_26156 
0006: 255@(39@,16i) = 0 // integer values 
0006: 66@(39@,16i) = 0 // integer values 
000A: 39@ += 1 // integer values 
0002: jump @POOL2_26102 

:POOL2_26156
0006: 232@ = 0 // integer values 
0006: 276@ = 0 // integer values 
0006: 34@ = 1 // integer values 
0006: 35@ = 0 // integer values 
0051: return 

:POOL2_26186
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_26234 
01BB: store_object 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 10.0 

:POOL2_26234
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_26272 
05A8: (unknown) 82@ 48@ 
05A6: (unknown) 82@ 49@ 50@ 51@ 

:POOL2_26272
00D6: if 
0019:   206@ > 2000 // integer values 
004D: jump_if_false @POOL2_26762 
0088: $TEMPVAR_FLOAT_1 = 204@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
0006: 39@ = 0 // integer values 

:POOL2_26316
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_26762 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_26737 
05A8: (unknown) 82@(39@,16i) 42@ 
00D6: if 
0025:   203@ > 42@ // floating-point values 
004D: jump_if_false @POOL2_26719 
00D6: if 
0023:   0.005 > 42@ // floating-point values 
004D: jump_if_false @POOL2_26635 
05A6: (unknown) 82@(39@,16i) 42@ 43@ 44@ 
0006: 40@ = 0 // integer values 
00D6: if or
0025:   42@ > 204@ // floating-point values 
0026:   $TEMPVAR_FLOAT_1 > 42@ // floating-point values 
004D: jump_if_false @POOL2_26465 
0006: 40@ = 1 // integer values 

:POOL2_26465
00D6: if or
0025:   43@ > 204@ // floating-point values 
0026:   $TEMPVAR_FLOAT_1 > 43@ // floating-point values 
004D: jump_if_false @POOL2_26499 
0006: 40@ = 1 // integer values 

:POOL2_26499
00D6: if or
0025:   44@ > 204@ // floating-point values 
0026:   $TEMPVAR_FLOAT_1 > 44@ // floating-point values 
004D: jump_if_false @POOL2_26533 
0006: 40@ = 1 // integer values 

:POOL2_26533
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @POOL2_26617 
0381: throw_object 82@(39@,16i) distance 0.0 0.0 0.0 
05A2: (unknown) 82@(39@,16i) 0.0 0.0 0.0 
0006: 109@(39@,16i) = 1 // integer values 
0002: jump @POOL2_26628 

:POOL2_26617
0006: 109@(39@,16i) = 0 // integer values 

:POOL2_26628
0002: jump @POOL2_26712 

:POOL2_26635
059F: (unknown) 82@(39@,16i) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0011: $TEMPVAR_FLOAT_1 *= 0.9 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 0.9 // floating-point values 
0011: $TEMPVAR_FLOAT_3 *= 0.9 // floating-point values 
0381: throw_object 82@(39@,16i) distance $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 109@(39@,16i) = 0 // integer values 

:POOL2_26712
0002: jump @POOL2_26730 

:POOL2_26719
0006: 109@(39@,16i) = 0 // integer values 

:POOL2_26730
0002: jump @POOL2_26748 

:POOL2_26737
0006: 109@(39@,16i) = 1 // integer values 

:POOL2_26748
000A: 39@ += 1 // integer values 
0002: jump @POOL2_26316 

:POOL2_26762
00D6: if 
8039:   not  108@ == 1 // integer values 
004D: jump_if_false @POOL2_26826 
0085: 358@ = 213@ // integer values and handles 
0085: 359@ = 106@ // integer values and handles 
0050: gosub @POOL2_30670 
0085: 358@ = 214@ // integer values and handles 
0085: 359@ = 107@ // integer values and handles 
0050: gosub @POOL2_30670 

:POOL2_26826
0013: 253@ *= 0.98 // floating-point values 
0013: 254@ *= 0.98 // floating-point values 
0006: 39@ = 0 // integer values 

:POOL2_26853
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_27127 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_27113 
01BB: store_object 82@(39@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 43@ = 52@ // floating-point values only 
0013: 43@ *= 2.0 // floating-point values 
0087: 42@ = 560@ // floating-point values only 
0063: 42@ -= 43@ // floating-point values 
00D6: if 
0027:   42@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @POOL2_27113 
00D6: if 
0039:   66@(39@,16i) == 0 // integer values 
004D: jump_if_false @POOL2_27113 
097A: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1017 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_27027 
0108: destroy_object 82@(39@,16i) 

:POOL2_27027
0006: 66@(39@,16i) = 1 // integer values 
0006: 255@(39@,16i) = 1 // integer values 
000A: 271@ += 1 // integer values 
00D6: if and
0019:   39@ > 0 // integer values 
001B:   8 > 39@ // integer values 
004D: jump_if_false @POOL2_27088 
000A: 272@ += 1 // integer values 

:POOL2_27088
00D6: if 
0019:   39@ > 8 // integer values 
004D: jump_if_false @POOL2_27113 
000A: 273@ += 1 // integer values 

:POOL2_27113
000A: 39@ += 1 // integer values 
0002: jump @POOL2_26853 

:POOL2_27127
0006: 39@ = 0 // integer values 

:POOL2_27134
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_27513 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_27499 
00D6: if 
08FF: (unknown) 82@(39@,16i) 54 
004D: jump_if_false @POOL2_27226 
000A: 277@ += 1 // integer values 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @POOL2_27226 
0006: 279@ = 1 // integer values 

:POOL2_27226
00D6: if 
0039:   278@ == -1 // integer values 
004D: jump_if_false @POOL2_27342 
00D6: if 
0019:   39@ > 0 // integer values 
004D: jump_if_false @POOL2_27342 
00D6: if 
08FF: (unknown) 82@(39@,16i) 53 
004D: jump_if_false @POOL2_27342 
0085: 278@ = 39@ // integer values and handles 
00D6: if 
0039:   279@ == 0 // integer values 
004D: jump_if_false @POOL2_27342 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_27342 
05A7: (unknown) 82@ 253@ 254@ 0.0 

:POOL2_27342
00D6: if 
08FF: (unknown) 82@(39@,16i) 50 
004D: jump_if_false @POOL2_27490 
000A: 277@ += 1 // integer values 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @POOL2_27396 
0006: 279@ = 1 // integer values 

:POOL2_27396
00D6: if 
0039:   278@ == -1 // integer values 
004D: jump_if_false @POOL2_27490 
00D6: if 
0019:   39@ > 0 // integer values 
004D: jump_if_false @POOL2_27490 
0085: 278@ = 39@ // integer values and handles 
00D6: if 
0039:   279@ == 0 // integer values 
004D: jump_if_false @POOL2_27490 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_27490 
05A7: (unknown) 82@ 253@ 254@ 0.0 

:POOL2_27490
0900: (unknown) 82@(39@,16i) 

:POOL2_27499
000A: 39@ += 1 // integer values 
0002: jump @POOL2_27134 

:POOL2_27513
00D6: if 
0736:   68 
004D: jump_if_false @POOL2_27604 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_27579 
0006: 129@ = 0 // integer values 
0662: write_debug_message "OUTPUT_TEXT_OFF" 
0002: jump @POOL2_27604 

:POOL2_27579
0006: 129@ = 1 // integer values 
0662: write_debug_message "OUTPUT_TEXT_ON" 

:POOL2_27604
00D6: if 
83CA:   not object 163@ exists 
004D: jump_if_false @POOL2_27627 
0006: 34@ = 99 // integer values 

:POOL2_27627
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_27651 
0226: $6459 = actor 164@ health 

:POOL2_27651
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @POOL2_27674 
0006: 34@ = 99 // integer values 

:POOL2_27674
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @POOL2_28237 
0826: toggle_hud 1 
00D6: if 
0019:   161@ > 0 // integer values 
004D: jump_if_false @POOL2_27722 
0109: player $PLAYER_CHAR money += 161@ 

:POOL2_27722
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_27794 
04D7: lock_actor 164@ in_current_position 0 
065C: unknown_create_def_entity 207@ // unknown_destroy 
060A: unknown_create_entity 2 207@ 
060B: unknown_actor_use_entity 164@ 207@ 
0619: set_actor 164@ collision_detection 1 
02AB: set_actor 164@ immunities 0 0 0 0 0 
06AB: (unknown) 164@ 1 

:POOL2_27794
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: text_draw_toggle 0 
0581: toggle_radar 1 
0006: 39@ = 0 // integer values 

:POOL2_27816
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_27857 
01C4: remove_references_to_object 82@(39@,16i) // This object will now disappear when the player looks away 
000A: 39@ += 1 // integer values 
0002: jump @POOL2_27816 

:POOL2_27857
02EB: restore_camera_with_jumpcut 
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_27880 
0108: destroy_object 238@ 

:POOL2_27880
000B: 104@ += 0.1 // floating-point values 
01BC: put_object 163@ at 102@ 103@ 104@ 
0400: create_coordinate 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ offset -0.96 -0.49 0.7 
0400: create_coordinate 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ offset 0.96 0.49 0.7 
00D6: if 
0025:   98@ > 99@ // floating-point values 
004D: jump_if_false @POOL2_28005 
0088: $TEMPVAR_FLOAT_1 = 98@ // floating-point values only 
0087: 98@ = 99@ // floating-point values only 
0089: 99@ = $TEMPVAR_FLOAT_1 // floating-point values only 

:POOL2_28005
00D6: if 
0025:   100@ > 101@ // floating-point values 
004D: jump_if_false @POOL2_28048 
0088: $TEMPVAR_FLOAT_2 = 100@ // floating-point values only 
0087: 100@ = 101@ // floating-point values only 
0089: 101@ = $TEMPVAR_FLOAT_2 // floating-point values only 

:POOL2_28048
0830: (unknown) 98@ 100@ $TEMPVAR_FLOAT_3 99@ 101@ $TEMPVAR_FLOAT_3 
0006: 39@ = 0 // integer values 

:POOL2_28075
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_28173 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_28159 
01BB: store_object 82@(39@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 0.1 // floating-point values 
01BC: put_object 82@(39@,16i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:POOL2_28159
000A: 39@ += 1 // integer values 
0002: jump @POOL2_28075 

:POOL2_28173
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_28215 
0792: (unknown) $PLAYER_ACTOR 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_28215
0108: destroy_object 106@ 
0108: destroy_object 107@ 
0249: release_model #K_POOLQ 
04EF: release_animation "POOL" 

:POOL2_28237
00D6: if and
0039:   34@ == 99 // integer values 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_28282 
03F0: text_draw_toggle 0 
0581: toggle_radar 1 
0006: 34@ = 0 // integer values 
0001: wait 500 ms 

:POOL2_28282
00D6: if 
0736:   73 
004D: jump_if_false @POOL2_28394 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_28394 
0550: keep_object 82@ in_memory 0 
0382: set_object 82@ collision_detection 0 
0392: object 82@ toggle_in_moving_list 0 
0208: $TEMPVAR_FLOAT_1 = random_float -5.0 5.0 
0208: $TEMPVAR_FLOAT_2 = random_float -5.0 5.0 
0381: throw_object 82@ distance $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 0.0 
0382: set_object 82@ collision_detection 1 
0392: object 82@ toggle_in_moving_list 1 

:POOL2_28394
0051: return 

:POOL2_28396
0006: 281@ = 0 // integer values 
0007: 280@ = 1.7 // floating-point values 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_28619 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 42@ = 98@ // floating-point values only 
000B: 42@ += 0.02 // floating-point values 
00D6: if 
0027:   42@ > $TEMPVAR_FLOAT_1 // floating-point values only 
004D: jump_if_false @POOL2_28487 
0006: 281@ = 99 // integer values 

:POOL2_28487
0087: 42@ = 99@ // floating-point values only 
000F: 42@ -= 0.02 // floating-point values 
00D6: if 
0026:   $TEMPVAR_FLOAT_1 > 42@ // floating-point values 
004D: jump_if_false @POOL2_28531 
0006: 281@ = 99 // integer values 

:POOL2_28531
0087: 42@ = 100@ // floating-point values only 
000B: 42@ += 0.02 // floating-point values 
00D6: if 
0027:   42@ > $TEMPVAR_FLOAT_2 // floating-point values only 
004D: jump_if_false @POOL2_28575 
0006: 281@ = 99 // integer values 

:POOL2_28575
0087: 42@ = 101@ // floating-point values only 
000F: 42@ -= 0.02 // floating-point values 
00D6: if 
0026:   $TEMPVAR_FLOAT_2 > 42@ // floating-point values 
004D: jump_if_false @POOL2_28619 
0006: 281@ = 99 // integer values 

:POOL2_28619
00D6: if 
8039:   not  281@ == 99 // integer values 
004D: jump_if_false @POOL2_30668 
00D6: if 
8039:   not  240@ == 0 // integer values 
004D: jump_if_false @POOL2_28662 
0006: 281@ = 2 // integer values 

:POOL2_28662
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @POOL2_29271 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_29271 
0006: 39@ = 0 // integer values 

:POOL2_28703
00D6: if 
001B:   3 > 39@ // integer values 
004D: jump_if_false @POOL2_28847 
0007: 304@(39@,3f) = -999999.9 // floating-point values 
0007: 307@(39@,3f) = -999999.9 // floating-point values 
0007: 310@(39@,3f) = -999999.9 // floating-point values 
0007: 313@(39@,3f) = -999999.9 // floating-point values 
0007: 316@(39@,3f) = -999999.9 // floating-point values 
0007: 319@(39@,3f) = -999999.9 // floating-point values 
0007: 322@(39@,3f) = -999999.9 // floating-point values 
0007: 325@(39@,3f) = -999999.9 // floating-point values 
000A: 39@ += 1 // integer values 
0002: jump @POOL2_28703 

:POOL2_28847
0087: 301@ = 280@ // floating-point values only 
0087: 301@ = 280@ // floating-point values only 
0087: 300@ = 280@ // floating-point values only 
0017: 300@ /= 10.0 // floating-point values 
0176: $TEMPVAR_ANGLE = object 82@ z_angle 
0453: object 82@ set_rotation 0.0 0.0 $TEMPVAR_ANGLE 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0027:   98@ > $TEMPVAR_FLOAT_1 // floating-point values only 
004D: jump_if_false @POOL2_28958 
0088: $TEMPVAR_FLOAT_1 = 98@ // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 0.01 // floating-point values 

:POOL2_28958
00D6: if 
0026:   $TEMPVAR_FLOAT_1 > 99@ // floating-point values 
004D: jump_if_false @POOL2_28995 
0088: $TEMPVAR_FLOAT_1 = 99@ // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 0.01 // floating-point values 

:POOL2_28995
00D6: if 
0027:   100@ > $TEMPVAR_FLOAT_2 // floating-point values only 
004D: jump_if_false @POOL2_29032 
0088: $TEMPVAR_FLOAT_2 = 100@ // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 0.01 // floating-point values 

:POOL2_29032
00D6: if 
0026:   $TEMPVAR_FLOAT_2 > 101@ // floating-point values 
004D: jump_if_false @POOL2_29069 
0088: $TEMPVAR_FLOAT_2 = 101@ // floating-point values only 
000D: $TEMPVAR_FLOAT_2 -= 0.01 // floating-point values 

:POOL2_29069
0400: create_coordinate 165@ 166@ 167@ from_object 82@ offset 0.0 1.0 0.0 
0087: 282@ = 165@ // floating-point values only 
0065: 282@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 283@ = 166@ // floating-point values only 
0065: 283@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0509: 42@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 165@ 166@ 
0073: 282@ /= 42@ // floating-point values 
0073: 283@ /= 42@ // floating-point values 
006B: 282@ *= 301@ // floating-point values 
006B: 283@ *= 301@ // floating-point values 
0089: 487@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 488@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 304@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 307@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 483@ = $TEMPVAR_FLOAT_1 // floating-point values only 
005B: 483@ += 282@ // floating-point values 
0089: 484@ = $TEMPVAR_FLOAT_2 // floating-point values only 
005B: 484@ += 283@ // floating-point values 
0006: 284@ = 0 // integer values 
0006: 328@ = 0 // integer values 
0006: 515@ = 0 // integer values 
000A: 281@ += 1 // integer values 

:POOL2_29271
00D6: if 
0039:   281@ == 1 // integer values 
004D: jump_if_false @POOL2_29690 
0006: 241@ = 0 // integer values 

:POOL2_29296
00D6: if and
0021:   301@ > 0.0 // floating-point values 
001B:   3 > 284@ // integer values 
004D: jump_if_false @POOL2_29676 
0050: gosub @POOL2_48189 
0087: 310@(284@,3f) = 505@ // floating-point values only 
0087: 313@(284@,3f) = 506@ // floating-point values only 
0085: 39@ = 284@ // integer values and handles 
000A: 39@ += 1 // integer values 
00D6: if 
001B:   3 > 39@ // integer values 
004D: jump_if_false @POOL2_29412 
0087: 304@(39@,3f) = 505@ // floating-point values only 
0087: 307@(39@,3f) = 506@ // floating-point values only 

:POOL2_29412
0509: 42@ = distance between point 304@(284@,3f) 307@(284@,3f) and point 310@(284@,3f) 313@(284@,3f) 
0063: 301@ -= 42@ // floating-point values 
00D6: if 
0039:   485@ == 0 // integer values 
004D: jump_if_false @POOL2_29662 
00D6: if 
8039:   not  504@ == -1 // integer values 
004D: jump_if_false @POOL2_29506 
0013: 301@ *= 0.5 // floating-point values 
0002: jump @POOL2_29516 

:POOL2_29506
0013: 301@ *= 0.75 // floating-point values 

:POOL2_29516
00D6: if 
0039:   328@ == 0 // integer values 
004D: jump_if_false @POOL2_29584 
00D6: if 
8039:   not  504@ == -1 // integer values 
004D: jump_if_false @POOL2_29584 
0085: 328@ = 504@ // integer values and handles 
0087: 329@ = 301@ // floating-point values only 
0087: 330@ = 509@ // floating-point values only 
0087: 331@ = 510@ // floating-point values only 

:POOL2_29584
0087: 487@ = 505@ // floating-point values only 
0087: 488@ = 506@ // floating-point values only 
006B: 507@ *= 301@ // floating-point values 
006B: 508@ *= 301@ // floating-point values 
0087: 483@ = 487@ // floating-point values only 
005B: 483@ += 507@ // floating-point values 
0087: 484@ = 488@ // floating-point values only 
005B: 484@ += 508@ // floating-point values 
000A: 284@ += 1 // integer values 
0002: jump @POOL2_29669 

:POOL2_29662
0006: 284@ = 3 // integer values 

:POOL2_29669
0002: jump @POOL2_29296 

:POOL2_29676
000A: 240@ += 1 // integer values 
000A: 281@ += 1 // integer values 

:POOL2_29690
00D6: if 
0039:   281@ == 2 // integer values 
004D: jump_if_false @POOL2_30636 
0006: 39@ = 0 // integer values 

:POOL2_29715
00D6: if 
001B:   10 > 39@ // integer values 
004D: jump_if_false @POOL2_29827 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_29762 
0108: destroy_object 347@(39@,10i) 

:POOL2_29762
0107: 347@(39@,10i) = create_object #K_POOLBALLCUE at 0.0 0.0 0.0 
0382: set_object 347@(39@,10i) collision_detection 0 
08D2: object 347@(39@,10i) scale_model 0.3 
000A: 39@ += 1 // integer values 
0002: jump @POOL2_29715 

:POOL2_29827
0006: 357@ = 0 // integer values 
0007: 343@ = 0.005 // floating-point values 
007B: 342@ += unknown_inaccurate_float_timer 343@ // floating-point 
00D6: if 
0025:   342@ > 300@ // floating-point values 
004D: jump_if_false @POOL2_29879 
0063: 342@ -= 300@ // floating-point values 

:POOL2_29879
0007: 346@ = 0.0 // floating-point values 
0006: 39@ = 0 // integer values 

:POOL2_29896
00D6: if 
001B:   3 > 39@ // integer values 
004D: jump_if_false @POOL2_30629 
00D6: if and
0021:   304@(39@,3f) > -9999.9 // floating-point values 
0021:   307@(39@,3f) > -9999.9 // floating-point values 
0021:   310@(39@,3f) > -9999.9 // floating-point values 
0021:   313@(39@,3f) > -9999.9 // floating-point values 
004D: jump_if_false @POOL2_30615 
0509: 42@ = distance between point 304@(39@,3f) 307@(39@,3f) and point 310@(39@,3f) 313@(39@,3f) 
0087: 169@ = 310@(39@,3f) // floating-point values only 
0063: 169@ -= 304@(39@,3f) // floating-point values 
0087: 170@ = 313@(39@,3f) // floating-point values only 
0063: 170@ -= 307@(39@,3f) // floating-point values 
0087: 43@ = 42@ // floating-point values only 
0073: 43@ /= 300@ // floating-point values 
0092: 40@ = float_to_integer 43@ 
000A: 40@ += 1 // integer values 
0073: 169@ /= 42@ // floating-point values 
0073: 170@ /= 42@ // floating-point values 
0087: 344@ = 169@ // floating-point values only 
0087: 345@ = 170@ // floating-point values only 
006B: 344@ *= 342@ // floating-point values 
006B: 345@ *= 342@ // floating-point values 
006B: 169@ *= 300@ // floating-point values 
006B: 170@ *= 300@ // floating-point values 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_30335 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0027:   98@ > $TEMPVAR_FLOAT_1 // floating-point values only 
004D: jump_if_false @POOL2_30224 
0088: $TEMPVAR_FLOAT_1 = 98@ // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 0.01 // floating-point values 

:POOL2_30224
00D6: if 
0026:   $TEMPVAR_FLOAT_1 > 99@ // floating-point values 
004D: jump_if_false @POOL2_30261 
0088: $TEMPVAR_FLOAT_1 = 99@ // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 0.01 // floating-point values 

:POOL2_30261
00D6: if 
0027:   100@ > $TEMPVAR_FLOAT_2 // floating-point values only 
004D: jump_if_false @POOL2_30298 
0088: $TEMPVAR_FLOAT_2 = 100@ // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 0.01 // floating-point values 

:POOL2_30298
00D6: if 
0026:   $TEMPVAR_FLOAT_2 > 101@ // floating-point values 
004D: jump_if_false @POOL2_30335 
0088: $TEMPVAR_FLOAT_2 = 101@ // floating-point values only 
000D: $TEMPVAR_FLOAT_2 -= 0.01 // floating-point values 

:POOL2_30335
0087: 196@ = 304@(39@,3f) // floating-point values only 
0063: 196@ -= 169@ // floating-point values 
0087: 197@ = 307@(39@,3f) // floating-point values only 
0063: 197@ -= 170@ // floating-point values 
005B: 196@ += 344@ // floating-point values 
005B: 197@ += 345@ // floating-point values 
005A: 40@ += 357@ // integer values 

:POOL2_30399
00D6: if and
001D:   40@ > 357@ // integer values 
001B:   10 > 357@ // integer values 
004D: jump_if_false @POOL2_30615 
0088: $TEMPVAR_FLOAT_1 = 196@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 169@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 197@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 170@ // floating-point values 
0089: 196@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 197@ = $TEMPVAR_FLOAT_2 // floating-point values only 
00D6: if 
03CA:   object 347@(357@,10i) exists 
004D: jump_if_false @POOL2_30601 
00D6: if or
0026:   $TEMPVAR_FLOAT_1 > 99@ // floating-point values 
0027:   98@ > $TEMPVAR_FLOAT_1 // floating-point values only 
0026:   $TEMPVAR_FLOAT_2 > 101@ // floating-point values 
0027:   100@ > $TEMPVAR_FLOAT_2 // floating-point values only 
004D: jump_if_false @POOL2_30572 
0750: set_object 347@(357@,10i) visibility 0 
01BC: put_object 347@(357@,10i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @POOL2_30601 

:POOL2_30572
0750: set_object 347@(357@,10i) visibility 1 
01BC: put_object 347@(357@,10i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:POOL2_30601
000A: 357@ += 1 // integer values 
0002: jump @POOL2_30399 

:POOL2_30615
000A: 39@ += 1 // integer values 
0002: jump @POOL2_29896 

:POOL2_30629
000A: 281@ += 1 // integer values 

:POOL2_30636
00D6: if 
0039:   281@ == 3 // integer values 
004D: jump_if_false @POOL2_30661 
0006: 281@ = 99 // integer values 

:POOL2_30661
0002: jump @POOL2_28619 

:POOL2_30668
0051: return 

:POOL2_30670
00D6: if 
8118:   not actor 358@ dead 
004D: jump_if_false @POOL2_33710 
00D6: if 
07D6:   358@ $PLAYER_ACTOR 
004D: jump_if_false @POOL2_30719 
0006: 360@ = 0 // integer values 
0002: jump @POOL2_30726 

:POOL2_30719
0006: 360@ = 1 // integer values 

:POOL2_30726
00D6: if 
0611:   actor 358@ animation_is "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_30992 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_30819 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_30819
0613: 42@ = actor 358@ animation "POOL_XLONG_SHOT" time 
00D6: if 
0837:   object 359@ animation_is "POOL_XLONG_SHOT_O" 
004D: jump_if_false @POOL2_30913 
083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ 
0002: jump @POOL2_30992 

:POOL2_30913
00D6: if 
075A:   359@ "POOL_XLONG_SHOT_O" "POOL" 10000.0 0 1 
004D: jump_if_false @POOL2_30992 
0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_30992
00D6: if and
0611:   actor 358@ animation_is "POOL_XLONG_START" 
8611:   not actor 358@ animation_is "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_31286 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_31108 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_31108
0613: 42@ = actor 358@ animation "POOL_XLONG_START" time 
00D6: if 
0837:   object 359@ animation_is "POOL_XLONG_START_O" 
004D: jump_if_false @POOL2_31205 
083A: set_object 359@ animation "POOL_XLONG_START_O" progress_to 42@ 
0002: jump @POOL2_31286 

:POOL2_31205
00D6: if 
075A:   359@ "POOL_XLONG_START_O" "POOL" 10000.0 0 1 
004D: jump_if_false @POOL2_31286 
0836: set_object 359@ animation "POOL_XLONG_START_O" at 0.0 times_normal_rate 

:POOL2_31286
00D6: if 
0611:   actor 358@ animation_is "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_31546 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_31378 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_31378
0613: 42@ = actor 358@ animation "POOL_LONG_SHOT" time 
00D6: if 
0837:   object 359@ animation_is "POOL_LONG_SHOT_O" 
004D: jump_if_false @POOL2_31469 
083A: set_object 359@ animation "POOL_LONG_SHOT_O" progress_to 42@ 
0002: jump @POOL2_31546 

:POOL2_31469
00D6: if 
075A:   359@ "POOL_LONG_SHOT_O" "POOL" 10000.0 0 1 
004D: jump_if_false @POOL2_31546 
0836: set_object 359@ animation "POOL_LONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_31546
00D6: if and
0611:   actor 358@ animation_is "POOL_LONG_START" 
8611:   not actor 358@ animation_is "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_31833 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_31660 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_31660
0613: 42@ = actor 358@ animation "POOL_LONG_START" time 
00D6: if 
0837:   object 359@ animation_is "POOL_LONG_START_O" 
004D: jump_if_false @POOL2_31754 
083A: set_object 359@ animation "POOL_LONG_START_O" progress_to 42@ 
0002: jump @POOL2_31833 

:POOL2_31754
00D6: if 
075A:   359@ "POOL_LONG_START_O" "POOL" 10000.0 0 1 
004D: jump_if_false @POOL2_31833 
0836: set_object 359@ animation "POOL_LONG_START_O" at 0.0 times_normal_rate 

:POOL2_31833
00D6: if 
0611:   actor 358@ animation_is "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_32087 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_31924 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_31924
0613: 42@ = actor 358@ animation "POOL_MED_SHOT" time 
00D6: if 
0837:   object 359@ animation_is "POOL_MED_SHOT_O" 
004D: jump_if_false @POOL2_32012 
083A: set_object 359@ animation "POOL_MED_SHOT_O" progress_to 42@ 
0002: jump @POOL2_32087 

:POOL2_32012
00D6: if 
075A:   359@ "POOL_MED_SHOT_O" "POOL" 10000.0 0 1 
004D: jump_if_false @POOL2_32087 
0836: set_object 359@ animation "POOL_MED_SHOT_O" at 0.0 times_normal_rate 

:POOL2_32087
00D6: if and
0611:   actor 358@ animation_is "POOL_MED_START" 
8611:   not actor 358@ animation_is "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_32367 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_32199 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_32199
0613: 42@ = actor 358@ animation "POOL_MED_START" time 
00D6: if 
0837:   object 359@ animation_is "POOL_MED_START_O" 
004D: jump_if_false @POOL2_32290 
083A: set_object 359@ animation "POOL_MED_START_O" progress_to 42@ 
0002: jump @POOL2_32367 

:POOL2_32290
00D6: if 
075A:   359@ "POOL_MED_START_O" "POOL" 10000.0 0 1 
004D: jump_if_false @POOL2_32367 
0836: set_object 359@ animation "POOL_MED_START_O" at 0.0 times_normal_rate 

:POOL2_32367
00D6: if 
0611:   actor 358@ animation_is "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_32633 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_32460 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_32460
0613: 42@ = actor 358@ animation "POOL_SHORT_SHOT" time 
00D6: if 
0837:   object 359@ animation_is "POOL_SHORT_SHOT_O" 
004D: jump_if_false @POOL2_32554 
083A: set_object 359@ animation "POOL_SHORT_SHOT_O" progress_to 42@ 
0002: jump @POOL2_32633 

:POOL2_32554
00D6: if 
075A:   359@ "POOL_SHORT_SHOT_O" "POOL" 10000.0 0 1 
004D: jump_if_false @POOL2_32633 
0836: set_object 359@ animation "POOL_SHORT_SHOT_O" at 0.0 times_normal_rate 

:POOL2_32633
00D6: if and
0611:   actor 358@ animation_is "POOL_SHORT_START" 
8611:   not actor 358@ animation_is "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_32927 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_32749 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_32749
0613: 42@ = actor 358@ animation "POOL_SHORT_START" time 
00D6: if 
0837:   object 359@ animation_is "POOL_SHORT_START_O" 
004D: jump_if_false @POOL2_32846 
083A: set_object 359@ animation "POOL_SHORT_START_O" progress_to 42@ 
0002: jump @POOL2_32927 

:POOL2_32846
00D6: if 
075A:   359@ "POOL_SHORT_START_O" "POOL" 10000.0 0 1 
004D: jump_if_false @POOL2_32927 
0836: set_object 359@ animation "POOL_SHORT_START_O" at 0.0 times_normal_rate 

:POOL2_32927
00D6: if 
0611:   actor 358@ animation_is "POOL_CHALKCUE" 
004D: jump_if_false @POOL2_33130 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_33018 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_33018
0613: 42@ = actor 358@ animation "POOL_CHALKCUE" time 
00D6: if 
0021:   42@ > 0.28 // floating-point values 
004D: jump_if_false @POOL2_33123 
00D6: if 
8039:   not  361@(360@,2i) == 1 // integer values 
004D: jump_if_false @POOL2_33123 
01BB: store_object 359@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
097A: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1018 
0006: 361@(360@,2i) = 1 // integer values 

:POOL2_33123
0002: jump @POOL2_33163 

:POOL2_33130
00D6: if 
8039:   not  361@(360@,2i) == 0 // integer values 
004D: jump_if_false @POOL2_33163 
0006: 361@(360@,2i) = 0 // integer values 

:POOL2_33163
00D6: if 
0611:   actor 358@ animation_is "POOL_IDLE_STANCE" 
004D: jump_if_false @POOL2_33257 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_33257 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_33257
00D6: if 
0611:   actor 358@ animation_is "POOL_WALK" 
004D: jump_if_false @POOL2_33344 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_33344 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_33344
00D6: if 
0611:   actor 358@ animation_is "POOL_WALK_START" 
004D: jump_if_false @POOL2_33437 
00D6: if 
8737:   not actor 358@ holding_object 359@ 
004D: jump_if_false @POOL2_33437 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL2_33437
0006: 39@ = 0 // integer values 
00D6: if and
0611:   actor 358@ animation_is "IDLE_STANCE" 
803B:   not  215@ == 358@ // integer values 
004D: jump_if_false @POOL2_33488 
0006: 39@ = 1 // integer values 

:POOL2_33488
00D6: if and
0611:   actor 358@ animation_is "IDLE_STANCE" 
0039:   35@ == 6 // integer values 
004D: jump_if_false @POOL2_33531 
0006: 39@ = 1 // integer values 

:POOL2_33531
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @POOL2_33710 
062E: (unknown) 358@ 1560 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @POOL2_33710 
070B: (unknown) 358@ 0 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 
0615: define_action_sequences 47@ 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" from_file "POOL" 4.0 loop 1 1 1 lock 0 time -1 
0616: define_action_sequences_end 47@ 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @POOL2_33705 
0618: assign_actor 358@ to_action_sequences 47@ 

:POOL2_33705
061B: remove_references_to_action_sequences 47@ 

:POOL2_33710
0051: return 

:POOL2_33712
0007: 369@ = 99999.9 // floating-point values 
0007: 370@ = 99999.9 // floating-point values 
0007: 371@ = 99999.9 // floating-point values 
0007: 363@ = 99999.9 // floating-point values 
0007: 365@ = 0.0 // floating-point values 
0007: 364@ = 99999.9 // floating-point values 
0006: 366@ = 0 // integer values 

:POOL2_33779
00D6: if 
001B:   6 > 366@ // integer values 
004D: jump_if_false @POOL2_34021 
0007: 382@(366@,6f) = 0.0 // floating-point values 
0007: 388@(366@,6f) = 0.0 // floating-point values 
0007: 394@(366@,6f) = 0.0 // floating-point values 
0007: 400@(366@,6f) = 0.0 // floating-point values 
0007: 406@(366@,6f) = 0.0 // floating-point values 
0007: 412@(366@,6f) = 0.0 // floating-point values 
0007: 418@(366@,6f) = 0.0 // floating-point values 
0007: 424@(366@,6f) = 0.0 // floating-point values 
0007: 430@(366@,6f) = 0.0 // floating-point values 
0007: 436@(366@,6f) = 0.0 // floating-point values 
0007: 442@(366@,6f) = 0.0 // floating-point values 
0007: 448@(366@,6f) = 0.0 // floating-point values 
0007: 454@(366@,6f) = 0.0 // floating-point values 
0007: 460@(366@,6f) = 0.0 // floating-point values 
0007: 466@(366@,6f) = 0.0 // floating-point values 
000A: 366@ += 1 // integer values 
0002: jump @POOL2_33779 

:POOL2_34021
0006: 366@ = 1 // integer values 

:POOL2_34028
00D6: if 
001B:   16 > 366@ // integer values 
004D: jump_if_false @POOL2_38299 
0001: wait 0 ms 
0006: 381@ = 0 // integer values 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_37232 
00D6: if 
0039:   66@(366@,16i) == 0 // integer values 
004D: jump_if_false @POOL2_37218 
00D6: if 
001B:   8 > 366@ // integer values 
004D: jump_if_false @POOL2_34131 
0006: 368@ = 0 // integer values 
0002: jump @POOL2_34170 

:POOL2_34131
00D6: if 
0039:   366@ == 8 // integer values 
004D: jump_if_false @POOL2_34163 
0006: 368@ = 2 // integer values 
0002: jump @POOL2_34170 

:POOL2_34163
0006: 368@ = 1 // integer values 

:POOL2_34170
00D6: if or
003B:   368@ == 231@ // integer values 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_37204 
00D6: if and
0039:   231@ == -1 // integer values 
0039:   368@ == 2 // integer values 
004D: jump_if_false @POOL2_34235 
0006: 381@ = 1 // integer values 
0002: jump @POOL2_37197 

:POOL2_34235
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_34392 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 21 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 366@ 

:POOL2_34392
0006: 367@ = 0 // integer values 

:POOL2_34399
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37197 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_34572 
03A9: write_debug_newline 
05B6: 22 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 367@ 

:POOL2_34572
0085: 516@ = 82@(366@,16i) // integer values and handles 
0085: 517@ = 367@ // integer values and handles 
0050: gosub @POOL2_48775 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_34754 
03A9: write_debug_newline 
05B6: 23 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 519@ 

:POOL2_34754
00D6: if 
0039:   518@ == 1 // integer values 
004D: jump_if_false @POOL2_36740 
0085: 481@ = 82@(366@,16i) // integer values and handles 
0006: 482@ = 0 // integer values 
0087: 483@ = 54@(367@,6f) // floating-point values only 
0087: 484@ = 60@(367@,6f) // floating-point values only 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 // integer values 
004D: jump_if_false @POOL2_34857 
0007: 473@ = 1.0 // floating-point values 
0002: jump @POOL2_34903 

:POOL2_34857
00D6: if 
003B:   486@ == 368@ // integer values 
004D: jump_if_false @POOL2_34893 
0007: 473@ = 0.2 // floating-point values 
0002: jump @POOL2_34903 

:POOL2_34893
0007: 473@ = 0.1 // floating-point values 

:POOL2_34903
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_35058 
03A9: write_debug_newline 
05B6: 24 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 473@ 

:POOL2_35058
01BB: store_object 82@(366@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 42@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 54@(367@,6f) 60@(367@,6f) 
0007: 475@ = 2.3 // floating-point values 
0063: 475@ -= 42@ // floating-point values 
0017: 475@ /= 2.3 // floating-point values 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_35284 
03A9: write_debug_newline 
05B6: 25 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 475@ 

:POOL2_35284
0007: 476@ = 90.0 // floating-point values 
0063: 476@ -= 519@ // floating-point values 
0017: 476@ /= 90.0 // floating-point values 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_35467 
03A9: write_debug_newline 
05B6: 26 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 476@ 

:POOL2_35467
0085: 481@ = 82@ // integer values and handles 
0085: 482@ = 82@(366@,16i) // integer values and handles 
0087: 483@ = 526@ // floating-point values only 
0087: 484@ = 527@ // floating-point values only 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 // integer values 
004D: jump_if_false @POOL2_35545 
0007: 474@ = 1.0 // floating-point values 
0002: jump @POOL2_35776 

:POOL2_35545
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_35695 
03A9: write_debug_newline 
05B6: 27 // Debug script. Currently ignored by decompiler

:POOL2_35695
00D6: if 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_35730 
0007: 474@ = 0.05 // floating-point values 
0002: jump @POOL2_35776 

:POOL2_35730
00D6: if 
003B:   486@ == 231@ // integer values 
004D: jump_if_false @POOL2_35766 
0007: 474@ = 0.05 // floating-point values 
0002: jump @POOL2_35776 

:POOL2_35766
0007: 474@ = -1000.0 // floating-point values 

:POOL2_35776
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_35931 
03A9: write_debug_newline 
05B6: 28 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 474@ 

:POOL2_35931
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 42@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 526@ 527@ 
00D6: if 
0023:   0.3 > 42@ // floating-point values 
004D: jump_if_false @POOL2_36019 
0007: 43@ = 0.3 // floating-point values 
0063: 43@ -= 42@ // floating-point values 
0007: 42@ = 0.3 // floating-point values 
005B: 42@ += 43@ // floating-point values 

:POOL2_36019
000B: 42@ += -0.3 // floating-point values 
0007: 43@ = 2.0 // floating-point values 
0063: 43@ -= 42@ // floating-point values 
0017: 43@ /= 2.0 // floating-point values 
0087: 472@ = 43@ // floating-point values only 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_36220 
03A9: write_debug_newline 
05B6: 29 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 472@ 

:POOL2_36220
0013: 473@ *= 1.0 // floating-point values 
0013: 474@ *= 1.0 // floating-point values 
0013: 472@ *= 0.3 // floating-point values 
0013: 475@ *= 0.4 // floating-point values 
0013: 476@ *= 0.8 // floating-point values 
0087: 477@ = 473@ // floating-point values only 
005B: 477@ += 474@ // floating-point values 
005B: 477@ += 472@ // floating-point values 
005B: 477@ += 475@ // floating-point values 
005B: 477@ += 476@ // floating-point values 
0017: 477@ /= 5.0 // floating-point values 
0871: init_jump_table 366@ total_jumps 15 0 @POOL2_36733 jumps 1 @POOL2_36448 2 @POOL2_36467 3 @POOL2_36486 4 @POOL2_36505 5 @POOL2_36524 6 @POOL2_36543 7 @POOL2_36562 
0872: jump_table_jumps 8 @POOL2_36581 9 @POOL2_36600 10 @POOL2_36619 11 @POOL2_36638 12 @POOL2_36657 13 @POOL2_36676 14 @POOL2_36695 15 @POOL2_36714 -1 @POOL2_36733 

:POOL2_36448
0087: 382@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36467
0087: 388@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36486
0087: 394@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36505
0087: 400@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36524
0087: 406@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36543
0087: 412@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36562
0087: 418@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36581
0087: 424@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36600
0087: 430@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36619
0087: 436@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36638
0087: 442@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36657
0087: 448@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36676
0087: 454@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36695
0087: 460@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36714
0087: 466@(367@,6f) = 477@ // floating-point values only 
0002: jump @POOL2_36733 

:POOL2_36733
0002: jump @POOL2_37183 

:POOL2_36740
0871: init_jump_table 366@ total_jumps 15 0 @POOL2_37183 jumps 1 @POOL2_36868 2 @POOL2_36889 3 @POOL2_36910 4 @POOL2_36931 5 @POOL2_36952 6 @POOL2_36973 7 @POOL2_36994 
0872: jump_table_jumps 8 @POOL2_37015 9 @POOL2_37036 10 @POOL2_37057 11 @POOL2_37078 12 @POOL2_37099 13 @POOL2_37120 14 @POOL2_37141 15 @POOL2_37162 -1 @POOL2_37183 

:POOL2_36868
0007: 382@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_36889
0007: 388@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_36910
0007: 394@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_36931
0007: 400@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_36952
0007: 406@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_36973
0007: 412@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_36994
0007: 418@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37015
0007: 424@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37036
0007: 430@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37057
0007: 436@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37078
0007: 442@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37099
0007: 448@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37120
0007: 454@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37141
0007: 460@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37162
0007: 466@(367@,6f) = -1.0 // floating-point values 
0002: jump @POOL2_37183 

:POOL2_37183
000A: 367@ += 1 // integer values 
0002: jump @POOL2_34399 

:POOL2_37197
0002: jump @POOL2_37211 

:POOL2_37204
0006: 381@ = 1 // integer values 

:POOL2_37211
0002: jump @POOL2_37225 

:POOL2_37218
0006: 381@ = 1 // integer values 

:POOL2_37225
0002: jump @POOL2_37239 

:POOL2_37232
0006: 381@ = 1 // integer values 

:POOL2_37239
00D6: if 
0039:   381@ == 1 // integer values 
004D: jump_if_false @POOL2_38285 
0871: init_jump_table 366@ total_jumps 15 0 @POOL2_38285 jumps 1 @POOL2_37385 2 @POOL2_37445 3 @POOL2_37505 4 @POOL2_37565 5 @POOL2_37625 6 @POOL2_37685 7 @POOL2_37745 
0872: jump_table_jumps 8 @POOL2_37805 9 @POOL2_37865 10 @POOL2_37925 11 @POOL2_37985 12 @POOL2_38045 13 @POOL2_38105 14 @POOL2_38165 15 @POOL2_38225 -1 @POOL2_38285 

:POOL2_37385
0006: 367@ = 0 // integer values 

:POOL2_37392
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37438 
0007: 382@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37392 

:POOL2_37438
0002: jump @POOL2_38285 

:POOL2_37445
0006: 367@ = 0 // integer values 

:POOL2_37452
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37498 
0007: 388@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37452 

:POOL2_37498
0002: jump @POOL2_38285 

:POOL2_37505
0006: 367@ = 0 // integer values 

:POOL2_37512
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37558 
0007: 394@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37512 

:POOL2_37558
0002: jump @POOL2_38285 

:POOL2_37565
0006: 367@ = 0 // integer values 

:POOL2_37572
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37618 
0007: 400@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37572 

:POOL2_37618
0002: jump @POOL2_38285 

:POOL2_37625
0006: 367@ = 0 // integer values 

:POOL2_37632
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37678 
0007: 406@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37632 

:POOL2_37678
0002: jump @POOL2_38285 

:POOL2_37685
0006: 367@ = 0 // integer values 

:POOL2_37692
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37738 
0007: 412@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37692 

:POOL2_37738
0002: jump @POOL2_38285 

:POOL2_37745
0006: 367@ = 0 // integer values 

:POOL2_37752
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37798 
0007: 418@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37752 

:POOL2_37798
0002: jump @POOL2_38285 

:POOL2_37805
0006: 367@ = 0 // integer values 

:POOL2_37812
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37858 
0007: 424@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37812 

:POOL2_37858
0002: jump @POOL2_38285 

:POOL2_37865
0006: 367@ = 0 // integer values 

:POOL2_37872
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37918 
0007: 430@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37872 

:POOL2_37918
0002: jump @POOL2_38285 

:POOL2_37925
0006: 367@ = 0 // integer values 

:POOL2_37932
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_37978 
0007: 436@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37932 

:POOL2_37978
0002: jump @POOL2_38285 

:POOL2_37985
0006: 367@ = 0 // integer values 

:POOL2_37992
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_38038 
0007: 442@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_37992 

:POOL2_38038
0002: jump @POOL2_38285 

:POOL2_38045
0006: 367@ = 0 // integer values 

:POOL2_38052
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_38098 
0007: 448@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_38052 

:POOL2_38098
0002: jump @POOL2_38285 

:POOL2_38105
0006: 367@ = 0 // integer values 

:POOL2_38112
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_38158 
0007: 454@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_38112 

:POOL2_38158
0002: jump @POOL2_38285 

:POOL2_38165
0006: 367@ = 0 // integer values 

:POOL2_38172
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_38218 
0007: 460@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_38172 

:POOL2_38218
0002: jump @POOL2_38285 

:POOL2_38225
0006: 367@ = 0 // integer values 

:POOL2_38232
00D6: if 
001B:   6 > 367@ // integer values 
004D: jump_if_false @POOL2_38278 
0007: 466@(367@,6f) = -1.0 // floating-point values 
000A: 367@ += 1 // integer values 
0002: jump @POOL2_38232 

:POOL2_38278
0002: jump @POOL2_38285 

:POOL2_38285
000A: 366@ += 1 // integer values 
0002: jump @POOL2_34028 

:POOL2_38299
0007: 478@ = -9999.9 // floating-point values 
0006: 479@ = -1 // integer values 
0006: 480@ = -1 // integer values 
0006: 366@ = 0 // integer values 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_38480 
03A9: write_debug_newline 
05B6: 30 // Debug script. Currently ignored by decompiler

:POOL2_38480
00D6: if 
001B:   6 > 366@ // integer values 
004D: jump_if_false @POOL2_41804 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_38794 
03A9: write_debug_newline 
05B6: 31 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 366@ 
03A9: write_debug_newline 
05B6: 32 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 382@(366@,6f) 

:POOL2_38794
00D6: if 
0025:   382@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_38844 
0087: 478@ = 382@(366@,6f) // floating-point values only 
0006: 479@ = 1 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_38844
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_39003 
03A9: write_debug_newline 
05B6: 33 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 388@(366@,6f) 

:POOL2_39003
00D6: if 
0025:   388@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_39053 
0087: 478@ = 388@(366@,6f) // floating-point values only 
0006: 479@ = 2 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_39053
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_39212 
03A9: write_debug_newline 
05B6: 34 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 394@(366@,6f) 

:POOL2_39212
00D6: if 
0025:   394@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_39262 
0087: 478@ = 394@(366@,6f) // floating-point values only 
0006: 479@ = 3 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_39262
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_39421 
03A9: write_debug_newline 
05B6: 35 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 400@(366@,6f) 

:POOL2_39421
00D6: if 
0025:   400@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_39471 
0087: 478@ = 400@(366@,6f) // floating-point values only 
0006: 479@ = 4 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_39471
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_39630 
03A9: write_debug_newline 
05B6: 36 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 406@(366@,6f) 

:POOL2_39630
00D6: if 
0025:   406@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_39680 
0087: 478@ = 406@(366@,6f) // floating-point values only 
0006: 479@ = 5 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_39680
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_39839 
03A9: write_debug_newline 
05B6: 37 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 412@(366@,6f) 

:POOL2_39839
00D6: if 
0025:   412@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_39889 
0087: 478@ = 412@(366@,6f) // floating-point values only 
0006: 479@ = 6 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_39889
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_40048 
03A9: write_debug_newline 
05B6: 38 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 418@(366@,6f) 

:POOL2_40048
00D6: if 
0025:   418@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_40098 
0087: 478@ = 418@(366@,6f) // floating-point values only 
0006: 479@ = 7 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_40098
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_40257 
03A9: write_debug_newline 
05B6: 39 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 424@(366@,6f) 

:POOL2_40257
00D6: if 
0025:   424@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_40307 
0087: 478@ = 424@(366@,6f) // floating-point values only 
0006: 479@ = 8 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_40307
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_40466 
03A9: write_debug_newline 
05B6: 40 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 430@(366@,6f) 

:POOL2_40466
00D6: if 
0025:   430@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_40516 
0087: 478@ = 430@(366@,6f) // floating-point values only 
0006: 479@ = 9 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_40516
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_40675 
03A9: write_debug_newline 
05B6: 41 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 436@(366@,6f) 

:POOL2_40675
00D6: if 
0025:   436@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_40725 
0087: 478@ = 436@(366@,6f) // floating-point values only 
0006: 479@ = 10 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_40725
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_40884 
03A9: write_debug_newline 
05B6: 42 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 442@(366@,6f) 

:POOL2_40884
00D6: if 
0025:   442@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_40934 
0087: 478@ = 442@(366@,6f) // floating-point values only 
0006: 479@ = 11 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_40934
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_41093 
03A9: write_debug_newline 
05B6: 43 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 448@(366@,6f) 

:POOL2_41093
00D6: if 
0025:   448@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_41143 
0087: 478@ = 448@(366@,6f) // floating-point values only 
0006: 479@ = 12 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_41143
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_41302 
03A9: write_debug_newline 
05B6: 44 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 454@(366@,6f) 

:POOL2_41302
00D6: if 
0025:   454@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_41352 
0087: 478@ = 454@(366@,6f) // floating-point values only 
0006: 479@ = 13 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_41352
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_41511 
03A9: write_debug_newline 
05B6: 45 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 460@(366@,6f) 

:POOL2_41511
00D6: if 
0025:   460@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_41561 
0087: 478@ = 460@(366@,6f) // floating-point values only 
0006: 479@ = 14 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_41561
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_41720 
03A9: write_debug_newline 
05B6: 46 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 466@(366@,6f) 

:POOL2_41720
00D6: if 
0025:   466@(366@,6f) > 478@ // floating-point values 
004D: jump_if_false @POOL2_41770 
0087: 478@ = 466@(366@,6f) // floating-point values only 
0006: 479@ = 15 // integer values 
0085: 480@ = 366@ // integer values and handles 

:POOL2_41770
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_41790 
03A9: write_debug_newline 

:POOL2_41790
000A: 366@ += 1 // integer values 
0002: jump @POOL2_38480 

:POOL2_41804
00D6: if 
0021:   478@ > 0.0 // floating-point values 
004D: jump_if_false @POOL2_42225 
01BB: store_object 82@(479@,16i) position_to 372@ 373@ 374@ 
01BB: store_object 82@ position_to 378@ 379@ 380@ 
0087: 375@ = 54@(480@,6f) // floating-point values only 
0063: 375@ -= 372@ // floating-point values 
0087: 376@ = 60@(480@,6f) // floating-point values only 
0063: 376@ -= 373@ // floating-point values 
0509: 42@ = distance between point 372@ 373@ and point 54@(480@,6f) 60@(480@,6f) 
0073: 375@ /= 42@ // floating-point values 
0073: 376@ /= 42@ // floating-point values 
0087: 43@ = 52@ // floating-point values only 
0013: 43@ *= -2.0 // floating-point values 
006B: 375@ *= 43@ // floating-point values 
006B: 376@ *= 43@ // floating-point values 
0087: 369@ = 372@ // floating-point values only 
005B: 369@ += 375@ // floating-point values 
0087: 370@ = 373@ // floating-point values only 
005B: 370@ += 376@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 372@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 369@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 373@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 370@ // floating-point values 
0087: 169@ = 369@ // floating-point values only 
0063: 169@ -= 378@ // floating-point values 
0087: 170@ = 370@ // floating-point values only 
0063: 170@ -= 379@ // floating-point values 
05A4: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 169@ 170@ 365@ 
0087: 42@ = 365@ // floating-point values only 
0017: 42@ /= 90.0 // floating-point values 
0013: 42@ *= 0.25 // floating-point values 
006D: $TEMPVAR_FLOAT_1 *= 42@ // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 42@ // floating-point values 
005D: 369@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 370@ += $TEMPVAR_FLOAT_2 // floating-point values 
0509: 42@ = distance between point 378@ 379@ and point 369@ 370@ 
0509: 43@ = distance between point 372@ 373@ and point 369@ 370@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 2.0 6.0 
006B: 371@ *= 42@ // floating-point values 
0002: jump @POOL2_46712 

:POOL2_42225
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_42375 
03A9: write_debug_newline 
05B6: 47 // Debug script. Currently ignored by decompiler

:POOL2_42375
0006: 366@ = 1 // integer values 

:POOL2_42382
00D6: if 
001B:   16 > 366@ // integer values 
004D: jump_if_false @POOL2_42981 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_42967 
00D6: if 
0039:   66@(366@,16i) == 0 // integer values 
004D: jump_if_false @POOL2_42967 
00D6: if 
0039:   366@ == 0 // integer values 
004D: jump_if_false @POOL2_42478 
0006: 368@ = 3 // integer values 
0002: jump @POOL2_42549 

:POOL2_42478
00D6: if 
001B:   8 > 366@ // integer values 
004D: jump_if_false @POOL2_42510 
0006: 368@ = 0 // integer values 
0002: jump @POOL2_42549 

:POOL2_42510
00D6: if 
0039:   366@ == 8 // integer values 
004D: jump_if_false @POOL2_42542 
0006: 368@ = 2 // integer values 
0002: jump @POOL2_42549 

:POOL2_42542
0006: 368@ = 1 // integer values 

:POOL2_42549
00D6: if or
003B:   368@ == 231@ // integer values 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_42967 
00D6: if and
0039:   231@ == 0 // integer values 
0039:   368@ == 2 // integer values 
004D: jump_if_false @POOL2_42607 
0002: jump @POOL2_42967 

:POOL2_42607
0085: 528@ = 82@ // integer values and handles 
0085: 529@ = 82@(366@,16i) // integer values and handles 
0050: gosub @POOL2_49095 
00D6: if 
8039:   not  530@ == 0 // integer values 
004D: jump_if_false @POOL2_42967 
00D6: if 
0039:   530@ == 1 // integer values 
004D: jump_if_false @POOL2_42693 
0087: 369@ = 539@ // floating-point values only 
0087: 370@ = 540@ // floating-point values only 
0002: jump @POOL2_42898 

:POOL2_42693
00D6: if 
0039:   530@ == 2 // integer values 
004D: jump_if_false @POOL2_42734 
0087: 369@ = 541@ // floating-point values only 
0087: 370@ = 542@ // floating-point values only 
0002: jump @POOL2_42898 

:POOL2_42734
0088: $TEMPVAR_FLOAT_1 = 541@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 539@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 542@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 540@ // floating-point values 
0509: 42@ = distance between point 539@ 540@ and point 541@ 542@ 
0075: $TEMPVAR_FLOAT_1 /= 42@ // floating-point values 
0075: $TEMPVAR_FLOAT_2 /= 42@ // floating-point values 
0087: 42@ = 52@ // floating-point values only 
0013: 42@ *= 2.0 // floating-point values 
0013: 42@ *= 0.8 // floating-point values 
0013: 42@ *= 2.0 // floating-point values 
0208: 43@ = random_float 0.0 42@ 
006D: $TEMPVAR_FLOAT_1 *= 43@ // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 43@ // floating-point values 
0087: 369@ = 539@ // floating-point values only 
005D: 369@ += $TEMPVAR_FLOAT_1 // floating-point values 
0087: 370@ = 540@ // floating-point values only 
005D: 370@ += $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_42898
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 42@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 369@ 370@ 
0208: 43@ = random_float 2.0 5.0 
0087: 371@ = 42@ // floating-point values only 
006B: 371@ *= 43@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_42967
000A: 366@ += 1 // integer values 
0002: jump @POOL2_42382 

:POOL2_42981
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_45009 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_43162 
03A9: write_debug_newline 
05B6: 48 // Debug script. Currently ignored by decompiler

:POOL2_43162
0006: 366@ = 1 // integer values 

:POOL2_43169
00D6: if 
001B:   16 > 366@ // integer values 
004D: jump_if_false @POOL2_45009 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_44995 
00D6: if 
0039:   66@(366@,16i) == 0 // integer values 
004D: jump_if_false @POOL2_44995 
00D6: if 
0039:   366@ == 0 // integer values 
004D: jump_if_false @POOL2_43265 
0006: 368@ = 3 // integer values 
0002: jump @POOL2_43336 

:POOL2_43265
00D6: if 
001B:   8 > 366@ // integer values 
004D: jump_if_false @POOL2_43297 
0006: 368@ = 0 // integer values 
0002: jump @POOL2_43336 

:POOL2_43297
00D6: if 
0039:   366@ == 8 // integer values 
004D: jump_if_false @POOL2_43329 
0006: 368@ = 2 // integer values 
0002: jump @POOL2_43336 

:POOL2_43329
0006: 368@ = 1 // integer values 

:POOL2_43336
00D6: if or
003B:   368@ == 231@ // integer values 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_44995 
00D6: if and
0039:   231@ == -1 // integer values 
0039:   368@ == 2 // integer values 
004D: jump_if_false @POOL2_43394 
0002: jump @POOL2_44995 

:POOL2_43394
01BB: store_object 82@ position_to 372@ 373@ 374@ 
01BB: store_object 82@(366@,16i) position_to 375@ 376@ 377@ 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_43576 
03A9: write_debug_newline 
05B6: 49 // Debug script. Currently ignored by decompiler

:POOL2_43576
0087: 378@ = 372@ // floating-point values only 
005B: 378@ += 375@ // floating-point values 
0017: 378@ /= 2.0 // floating-point values 
0087: 379@ = 100@ // floating-point values only 
0087: 543@ = 378@ // floating-point values only 
0087: 544@ = 379@ // floating-point values only 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @POOL2_43808 
0085: 549@ = 82@ // integer values and handles 
0085: 550@ = 82@(366@,16i) // integer values and handles 
0087: 551@ = 378@ // floating-point values only 
0087: 552@ = 379@ // floating-point values only 
0050: gosub @POOL2_49954 
00D6: if 
0039:   553@ == 1 // integer values 
004D: jump_if_false @POOL2_43808 
0087: 369@ = 378@ // floating-point values only 
0087: 370@ = 379@ // floating-point values only 
0509: 42@ = distance between point 372@ 373@ and point 378@ 379@ 
0509: 43@ = distance between point 375@ 376@ and point 378@ 379@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 3.0 6.0 
006B: 371@ *= 42@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_43808
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_44195 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_43989 
03A9: write_debug_newline 
05B6: 50 // Debug script. Currently ignored by decompiler

:POOL2_43989
0087: 379@ = 101@ // floating-point values only 
0087: 543@ = 378@ // floating-point values only 
0087: 544@ = 379@ // floating-point values only 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @POOL2_44195 
0085: 549@ = 82@ // integer values and handles 
0085: 550@ = 82@(366@,16i) // integer values and handles 
0087: 551@ = 378@ // floating-point values only 
0087: 552@ = 379@ // floating-point values only 
0050: gosub @POOL2_49954 
00D6: if 
0039:   553@ == 1 // integer values 
004D: jump_if_false @POOL2_44195 
0087: 369@ = 378@ // floating-point values only 
0087: 370@ = 379@ // floating-point values only 
0509: 42@ = distance between point 372@ 373@ and point 378@ 379@ 
0509: 43@ = distance between point 375@ 376@ and point 378@ 379@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 3.0 6.0 
006B: 371@ *= 42@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_44195
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_44608 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_44376 
03A9: write_debug_newline 
05B6: 51 // Debug script. Currently ignored by decompiler

:POOL2_44376
0087: 379@ = 373@ // floating-point values only 
005B: 379@ += 376@ // floating-point values 
0017: 379@ /= 2.0 // floating-point values 
0087: 378@ = 98@ // floating-point values only 
0087: 543@ = 378@ // floating-point values only 
0087: 544@ = 379@ // floating-point values only 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @POOL2_44608 
0085: 549@ = 82@ // integer values and handles 
0085: 550@ = 82@(366@,16i) // integer values and handles 
0087: 551@ = 378@ // floating-point values only 
0087: 552@ = 379@ // floating-point values only 
0050: gosub @POOL2_49954 
00D6: if 
0039:   553@ == 1 // integer values 
004D: jump_if_false @POOL2_44608 
0087: 369@ = 378@ // floating-point values only 
0087: 370@ = 379@ // floating-point values only 
0509: 42@ = distance between point 372@ 373@ and point 378@ 379@ 
0509: 43@ = distance between point 375@ 376@ and point 378@ 379@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 3.0 6.0 
006B: 371@ *= 42@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_44608
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_44995 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_44789 
03A9: write_debug_newline 
05B6: 52 // Debug script. Currently ignored by decompiler

:POOL2_44789
0087: 378@ = 99@ // floating-point values only 
0087: 543@ = 378@ // floating-point values only 
0087: 544@ = 379@ // floating-point values only 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @POOL2_44995 
0085: 549@ = 82@ // integer values and handles 
0085: 550@ = 82@(366@,16i) // integer values and handles 
0087: 551@ = 378@ // floating-point values only 
0087: 552@ = 379@ // floating-point values only 
0050: gosub @POOL2_49954 
00D6: if 
0039:   553@ == 1 // integer values 
004D: jump_if_false @POOL2_44995 
0087: 369@ = 378@ // floating-point values only 
0087: 370@ = 379@ // floating-point values only 
0509: 42@ = distance between point 372@ 373@ and point 378@ 379@ 
0509: 43@ = distance between point 375@ 376@ and point 378@ 379@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 3.0 6.0 
006B: 371@ *= 42@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_44995
000A: 366@ += 1 // integer values 
0002: jump @POOL2_43169 

:POOL2_45009
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_46481 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_45190 
03A9: write_debug_newline 
05B6: 53 // Debug script. Currently ignored by decompiler

:POOL2_45190
0006: 366@ = 1 // integer values 

:POOL2_45197
00D6: if 
001B:   16 > 366@ // integer values 
004D: jump_if_false @POOL2_46481 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_46467 
00D6: if 
0039:   66@(366@,16i) == 0 // integer values 
004D: jump_if_false @POOL2_46467 
00D6: if 
0039:   366@ == 0 // integer values 
004D: jump_if_false @POOL2_45293 
0006: 368@ = 3 // integer values 
0002: jump @POOL2_45364 

:POOL2_45293
00D6: if 
001B:   8 > 366@ // integer values 
004D: jump_if_false @POOL2_45325 
0006: 368@ = 0 // integer values 
0002: jump @POOL2_45364 

:POOL2_45325
00D6: if 
0039:   366@ == 8 // integer values 
004D: jump_if_false @POOL2_45357 
0006: 368@ = 2 // integer values 
0002: jump @POOL2_45364 

:POOL2_45357
0006: 368@ = 1 // integer values 

:POOL2_45364
00D6: if or
003B:   368@ == 231@ // integer values 
0039:   231@ == -1 // integer values 
004D: jump_if_false @POOL2_46467 
00D6: if and
0039:   231@ == -1 // integer values 
0039:   368@ == 2 // integer values 
004D: jump_if_false @POOL2_45422 
0002: jump @POOL2_46467 

:POOL2_45422
01BB: store_object 82@ position_to 372@ 373@ 374@ 
01BB: store_object 82@(366@,16i) position_to 375@ 376@ 377@ 
0087: 378@ = 372@ // floating-point values only 
005B: 378@ += 375@ // floating-point values 
0017: 378@ /= 2.0 // floating-point values 
0087: 379@ = 100@ // floating-point values only 
0087: 543@ = 378@ // floating-point values only 
0087: 544@ = 379@ // floating-point values only 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @POOL2_45697 
0085: 554@ = 82@ // integer values and handles 
0087: 555@ = 378@ // floating-point values only 
0087: 556@ = 379@ // floating-point values only 
0050: gosub @POOL2_50474 
00D6: if 
0039:   557@ == 1 // integer values 
004D: jump_if_false @POOL2_45697 
0087: 369@ = 378@ // floating-point values only 
0208: 42@ = random_float -0.05 0.05 
005B: 369@ += 42@ // floating-point values 
0087: 370@ = 379@ // floating-point values only 
0509: 42@ = distance between point 372@ 373@ and point 378@ 379@ 
0509: 43@ = distance between point 375@ 376@ and point 378@ 379@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 5.0 8.0 
006B: 371@ *= 42@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_45697
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_45945 
0087: 379@ = 101@ // floating-point values only 
0087: 543@ = 378@ // floating-point values only 
0087: 544@ = 379@ // floating-point values only 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @POOL2_45945 
0085: 554@ = 82@ // integer values and handles 
0087: 555@ = 378@ // floating-point values only 
0087: 556@ = 379@ // floating-point values only 
0050: gosub @POOL2_50474 
00D6: if 
0039:   557@ == 1 // integer values 
004D: jump_if_false @POOL2_45945 
0087: 369@ = 378@ // floating-point values only 
0208: 42@ = random_float -0.05 0.05 
005B: 369@ += 42@ // floating-point values 
0087: 370@ = 379@ // floating-point values only 
0509: 42@ = distance between point 372@ 373@ and point 378@ 379@ 
0509: 43@ = distance between point 375@ 376@ and point 378@ 379@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 5.0 8.0 
006B: 371@ *= 42@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_45945
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_46219 
0087: 379@ = 373@ // floating-point values only 
005B: 379@ += 376@ // floating-point values 
0017: 379@ /= 2.0 // floating-point values 
0087: 378@ = 98@ // floating-point values only 
0087: 543@ = 378@ // floating-point values only 
0087: 544@ = 379@ // floating-point values only 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @POOL2_46219 
0085: 554@ = 82@ // integer values and handles 
0087: 555@ = 378@ // floating-point values only 
0087: 556@ = 379@ // floating-point values only 
0050: gosub @POOL2_50474 
00D6: if 
0039:   557@ == 1 // integer values 
004D: jump_if_false @POOL2_46219 
0087: 369@ = 378@ // floating-point values only 
0087: 370@ = 379@ // floating-point values only 
0208: 42@ = random_float -0.05 0.05 
005B: 370@ += 42@ // floating-point values 
0509: 42@ = distance between point 372@ 373@ and point 378@ 379@ 
0509: 43@ = distance between point 375@ 376@ and point 378@ 379@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 5.0 8.0 
006B: 371@ *= 42@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_46219
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_46467 
0087: 378@ = 99@ // floating-point values only 
0087: 543@ = 378@ // floating-point values only 
0087: 544@ = 379@ // floating-point values only 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 // integer values 
004D: jump_if_false @POOL2_46467 
0085: 554@ = 82@ // integer values and handles 
0087: 555@ = 378@ // floating-point values only 
0087: 556@ = 379@ // floating-point values only 
0050: gosub @POOL2_50474 
00D6: if 
0039:   557@ == 1 // integer values 
004D: jump_if_false @POOL2_46467 
0087: 369@ = 378@ // floating-point values only 
0087: 370@ = 379@ // floating-point values only 
0208: 42@ = random_float -0.05 0.05 
005B: 370@ += 42@ // floating-point values 
0509: 42@ = distance between point 372@ 373@ and point 378@ 379@ 
0509: 43@ = distance between point 375@ 376@ and point 378@ 379@ 
0087: 371@ = 42@ // floating-point values only 
005B: 371@ += 43@ // floating-point values 
0208: 42@ = random_float 5.0 8.0 
006B: 371@ *= 42@ // floating-point values 
0006: 366@ = 16 // integer values 

:POOL2_46467
000A: 366@ += 1 // integer values 
0002: jump @POOL2_45197 

:POOL2_46481
00D6: if and
0043:   369@ == 99999.9 // floating-point values 
0043:   370@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_46712 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_46662 
03A9: write_debug_newline 
05B6: 54 // Debug script. Currently ignored by decompiler

:POOL2_46662
0208: 363@ = random_float 0.0 360.0 
0208: 364@ = random_float 4.0 8.0 
0007: 369@ = 0.0 // floating-point values 
0007: 370@ = 0.0 // floating-point values 

:POOL2_46712
00D6: if and
0043:   363@ == 99999.9 // floating-point values 
0043:   364@ == 99999.9 // floating-point values 
004D: jump_if_false @POOL2_46875 
01BB: store_object 82@ position_to 372@ 373@ 374@ 
0087: 375@ = 369@ // floating-point values only 
0063: 375@ -= 372@ // floating-point values 
0087: 376@ = 370@ // floating-point values only 
0063: 376@ -= 373@ // floating-point values 
0604: get_point 375@ 376@ angle 363@ 
0087: 364@ = 371@ // floating-point values only 
0013: 364@ *= 1.0 // floating-point values 
00D6: if 
0023:   90.0 > 365@ // floating-point values 
004D: jump_if_false @POOL2_46875 
0087: 42@ = 365@ // floating-point values only 
0017: 42@ /= 90.0 // floating-point values 
0013: 42@ *= 2.0 // floating-point values 
005B: 364@ += 42@ // floating-point values 

:POOL2_46875
00D6: if 
0023:   0.7 > 364@ // floating-point values 
004D: jump_if_false @POOL2_46906 
0007: 364@ = 0.7 // floating-point values 

:POOL2_46906
00D6: if 
0021:   364@ > 4.0 // floating-point values 
004D: jump_if_false @POOL2_46937 
0007: 364@ = 4.0 // floating-point values 

:POOL2_46937
0051: return 

:POOL2_46939
0002: jump @POOL2_46990 
0107: 481@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 482@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:POOL2_46990
0006: 485@ = 1 // integer values 
0006: 504@ = -1 // integer values 
00D6: if 
03CA:   object 481@ exists 
004D: jump_if_false @POOL2_47083 
01BB: store_object 481@ position_to 487@ 488@ $TEMPVAR_FLOAT_3 
0087: 491@ = 483@ // floating-point values only 
0063: 491@ -= 487@ // floating-point values 
0087: 492@ = 484@ // floating-point values only 
0063: 492@ -= 488@ // floating-point values 
0509: 497@ = distance between point 487@ 488@ and point 483@ 484@ 

:POOL2_47083
0001: wait 0 ms 
00D6: if or
0039:   231@ == -1 // integer values 
0039:   231@ == 2 // integer values 
0039:   231@ == 1 // integer values 
004D: jump_if_false @POOL2_47172 
0006: 501@ = 1 // integer values 

:POOL2_47126
00D6: if 
001B:   16 > 501@ // integer values 
004D: jump_if_false @POOL2_47165 
0050: gosub @POOL2_47267 
000A: 501@ += 1 // integer values 
0002: jump @POOL2_47126 

:POOL2_47165
0002: jump @POOL2_47258 

:POOL2_47172
0006: 503@ = 1 // integer values 

:POOL2_47179
00D6: if 
001B:   16 > 503@ // integer values 
004D: jump_if_false @POOL2_47258 
0085: 501@ = 503@ // integer values and handles 
000A: 501@ += 7 // integer values 
00D6: if 
0019:   501@ > 15 // integer values 
004D: jump_if_false @POOL2_47237 
000A: 501@ += -15 // integer values 

:POOL2_47237
0050: gosub @POOL2_47267 
000A: 503@ += 1 // integer values 
0002: jump @POOL2_47179 

:POOL2_47258
0006: 482@ = 0 // integer values 
0051: return 

:POOL2_47267
00D6: if 
03CA:   object 82@(501@,16i) exists 
004D: jump_if_false @POOL2_48187 
00D6: if 
0039:   66@(501@,16i) == 0 // integer values 
004D: jump_if_false @POOL2_48187 
00D6: if 
803B:   not  82@(501@,16i) == 481@ // integer values 
004D: jump_if_false @POOL2_48187 
0006: 502@ = 0 // integer values 
00D6: if 
03CA:   object 482@ exists 
004D: jump_if_false @POOL2_47385 
00D6: if 
003B:   82@(501@,16i) == 482@ // integer values 
004D: jump_if_false @POOL2_47385 
0006: 502@ = 1 // integer values 

:POOL2_47385
00D6: if 
0039:   502@ == 0 // integer values 
004D: jump_if_false @POOL2_48187 
01BB: store_object 82@(501@,16i) position_to 489@ 490@ $TEMPVAR_FLOAT_3 
0087: 493@ = 489@ // floating-point values only 
0063: 493@ -= 487@ // floating-point values 
0087: 494@ = 490@ // floating-point values only 
0063: 494@ -= 488@ // floating-point values 
0509: 498@ = distance between point 487@ 488@ and point 489@ 490@ 
05A4: (unknown) 491@ 492@ 493@ 494@ 42@ 
0509: 499@ = distance between point 489@ 490@ and point 483@ 484@ 
00D6: if 
0025:   53@ > 499@ // floating-point values 
004D: jump_if_false @POOL2_47817 
00D6: if 
0039:   501@ == 0 // integer values 
004D: jump_if_false @POOL2_47555 
0006: 486@ = 3 // integer values 
0002: jump @POOL2_47626 

:POOL2_47555
00D6: if 
001B:   8 > 501@ // integer values 
004D: jump_if_false @POOL2_47587 
0006: 486@ = 0 // integer values 
0002: jump @POOL2_47626 

:POOL2_47587
00D6: if 
0039:   501@ == 8 // integer values 
004D: jump_if_false @POOL2_47619 
0006: 486@ = 2 // integer values 
0002: jump @POOL2_47626 

:POOL2_47619
0006: 486@ = 1 // integer values 

:POOL2_47626
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_47781 
03A9: write_debug_newline 
05B6: 55 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 501@ 

:POOL2_47781
0085: 504@ = 501@ // integer values and handles 
0006: 485@ = 0 // integer values 
0006: 501@ = 16 // integer values 
0006: 503@ = 16 // integer values 
0002: jump @POOL2_48187 

:POOL2_47817
00D6: if 
0033:   90.0 >= 42@ // floating-point values 
004D: jump_if_false @POOL2_48187 
00D6: if 
0025:   497@ > 498@ // floating-point values 
004D: jump_if_false @POOL2_48187 
02F6: 500@ = cosine 42@ // sinus swapped with cosine 
0087: 42@ = 500@ // floating-point values only 
006B: 42@ *= 498@ // floating-point values 
00D6: if 
0025:   53@ > 42@ // floating-point values 
004D: jump_if_false @POOL2_48187 
00D6: if 
0039:   501@ == 0 // integer values 
004D: jump_if_false @POOL2_47932 
0006: 486@ = 3 // integer values 
0002: jump @POOL2_48003 

:POOL2_47932
00D6: if 
001B:   8 > 501@ // integer values 
004D: jump_if_false @POOL2_47964 
0006: 486@ = 0 // integer values 
0002: jump @POOL2_48003 

:POOL2_47964
00D6: if 
0039:   501@ == 8 // integer values 
004D: jump_if_false @POOL2_47996 
0006: 486@ = 2 // integer values 
0002: jump @POOL2_48003 

:POOL2_47996
0006: 486@ = 1 // integer values 

:POOL2_48003
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @POOL2_48158 
03A9: write_debug_newline 
05B6: 56 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 501@ 

:POOL2_48158
0085: 504@ = 501@ // integer values and handles 
0006: 485@ = 0 // integer values 
0006: 501@ = 16 // integer values 
0006: 503@ = 16 // integer values 

:POOL2_48187
0051: return 

:POOL2_48189
0006: 485@ = 1 // integer values 
0006: 504@ = -1 // integer values 
0087: 491@ = 483@ // floating-point values only 
0063: 491@ -= 487@ // floating-point values 
0087: 492@ = 484@ // floating-point values only 
0063: 492@ -= 488@ // floating-point values 
00D6: if or
0025:   98@ > 483@ // floating-point values 
0025:   483@ > 99@ // floating-point values 
0025:   100@ > 484@ // floating-point values 
0025:   484@ > 101@ // floating-point values 
004D: jump_if_false @POOL2_48750 
0007: 505@ = -99999.9 // floating-point values 
0007: 506@ = -99999.9 // floating-point values 
0006: 39@ = 0 // integer values 
00D6: if and
05B0: (unknown) 487@ 488@ 483@ 484@ 98@ 100@ 98@ 101@ 505@ 506@ 
8039:   not  515@ == 1 // integer values 
004D: jump_if_false @POOL2_48369 
0006: 39@ = 1 // integer values 
0002: jump @POOL2_48554 

:POOL2_48369
00D6: if and
05B0: (unknown) 487@ 488@ 483@ 484@ 99@ 100@ 99@ 101@ 505@ 506@ 
8039:   not  515@ == 2 // integer values 
004D: jump_if_false @POOL2_48433 
0006: 39@ = 2 // integer values 
0002: jump @POOL2_48554 

:POOL2_48433
00D6: if and
05B0: (unknown) 487@ 488@ 483@ 484@ 98@ 100@ 99@ 100@ 505@ 506@ 
8039:   not  515@ == 3 // integer values 
004D: jump_if_false @POOL2_48497 
0006: 39@ = 3 // integer values 
0002: jump @POOL2_48554 

:POOL2_48497
00D6: if and
05B0: (unknown) 487@ 488@ 483@ 484@ 98@ 101@ 99@ 101@ 505@ 506@ 
8039:   not  515@ == 4 // integer values 
004D: jump_if_false @POOL2_48554 
0006: 39@ = 4 // integer values 

:POOL2_48554
0509: 42@ = distance between point 483@ 484@ and point 487@ 488@ 
00D6: if 
0021:   42@ > 0.0 // floating-point values 
004D: jump_if_false @POOL2_48608 
0073: 491@ /= 42@ // floating-point values 
0073: 492@ /= 42@ // floating-point values 

:POOL2_48608
00D6: if or
0039:   39@ == 1 // integer values 
0039:   39@ == 2 // integer values 
004D: jump_if_false @POOL2_48659 
0087: 507@ = 491@ // floating-point values only 
0013: 507@ *= -1.0 // floating-point values 
0087: 508@ = 492@ // floating-point values only 

:POOL2_48659
00D6: if or
0039:   39@ == 3 // integer values 
0039:   39@ == 4 // integer values 
004D: jump_if_false @POOL2_48710 
0087: 507@ = 491@ // floating-point values only 
0087: 508@ = 492@ // floating-point values only 
0013: 508@ *= -1.0 // floating-point values 

:POOL2_48710
00D6: if 
8039:   not  39@ == 0 // integer values 
004D: jump_if_false @POOL2_48736 
0085: 515@ = 39@ // integer values and handles 

:POOL2_48736
0006: 485@ = 0 // integer values 
0002: jump @POOL2_48773 

:POOL2_48750
0087: 505@ = 483@ // floating-point values only 
0087: 506@ = 484@ // floating-point values only 
0006: 485@ = 1 // integer values 

:POOL2_48773
0051: return 

:POOL2_48775
00D6: if 
03CA:   object 516@ exists 
004D: jump_if_false @POOL2_48845 
01BB: store_object 516@ position_to 526@ 527@ $TEMPVAR_FLOAT_3 
0087: 520@ = 54@(517@,6f) // floating-point values only 
0063: 520@ -= 526@ // floating-point values 
0087: 521@ = 60@(517@,6f) // floating-point values only 
0063: 521@ -= 527@ // floating-point values 

:POOL2_48845
0509: 42@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 54@(517@,6f) 60@(517@,6f) 
0087: 522@ = 520@ // floating-point values only 
0073: 522@ /= 42@ // floating-point values 
0087: 523@ = 521@ // floating-point values only 
0073: 523@ /= 42@ // floating-point values 
0013: 522@ *= -1.0 // floating-point values 
0013: 523@ *= -1.0 // floating-point values 
0087: 42@ = 52@ // floating-point values only 
0013: 42@ *= 2.0 // floating-point values 
006B: 522@ *= 42@ // floating-point values 
006B: 523@ *= 42@ // floating-point values 
005B: 526@ += 522@ // floating-point values 
005B: 527@ += 523@ // floating-point values 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_49034 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 524@ = 526@ // floating-point values only 
0065: 524@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 525@ = 527@ // floating-point values only 
0065: 525@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_49034
05A4: (unknown) 520@ 521@ 524@ 525@ 519@ 
00D6: if 
0023:   90.0 > 519@ // floating-point values 
004D: jump_if_false @POOL2_49086 
0006: 518@ = 1 // integer values 
0002: jump @POOL2_49093 

:POOL2_49086
0006: 518@ = 0 // integer values 

:POOL2_49093
0051: return 

:POOL2_49095
0006: 530@ = 0 // integer values 
0006: 531@ = 0 // integer values 
0006: 532@ = 0 // integer values 
00D6: if and
03CA:   object 528@ exists 
03CA:   object 529@ exists 
004D: jump_if_false @POOL2_49696 
01BB: store_object 528@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01BB: store_object 529@ position_to 537@ 538@ $TEMPVAR_FLOAT_3 
0087: 533@ = 537@ // floating-point values only 
0065: 533@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 534@ = 538@ // floating-point values only 
0065: 534@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0509: 42@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 537@ 538@ 
0073: 533@ /= 42@ // floating-point values 
0073: 534@ /= 42@ // floating-point values 
0087: 535@ = 534@ // floating-point values only 
0087: 536@ = 533@ // floating-point values only 
0013: 536@ *= -1.0 // floating-point values 
0087: 42@ = 52@ // floating-point values only 
0013: 42@ *= 2.0 // floating-point values 
0013: 42@ *= 0.8 // floating-point values 
0087: 43@ = 535@ // floating-point values only 
006B: 43@ *= 42@ // floating-point values 
0087: 539@ = 537@ // floating-point values only 
005B: 539@ += 43@ // floating-point values 
0087: 43@ = 536@ // floating-point values only 
006B: 43@ *= 42@ // floating-point values 
0087: 540@ = 538@ // floating-point values only 
005B: 540@ += 43@ // floating-point values 
0085: 481@ = 528@ // integer values and handles 
0085: 482@ = 529@ // integer values and handles 
0087: 483@ = 539@ // floating-point values only 
0087: 484@ = 540@ // floating-point values only 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 // integer values 
004D: jump_if_false @POOL2_49412 
0006: 531@ = 1 // integer values 

:POOL2_49412
0087: 42@ = 52@ // floating-point values only 
0013: 42@ *= 2.0 // floating-point values 
0013: 42@ *= -0.8 // floating-point values 
0087: 43@ = 535@ // floating-point values only 
006B: 43@ *= 42@ // floating-point values 
0087: 541@ = 537@ // floating-point values only 
005B: 541@ += 43@ // floating-point values 
0087: 43@ = 536@ // floating-point values only 
006B: 43@ *= 42@ // floating-point values 
0087: 542@ = 538@ // floating-point values only 
005B: 542@ += 43@ // floating-point values 
0085: 481@ = 528@ // integer values and handles 
0085: 482@ = 529@ // integer values and handles 
0087: 483@ = 541@ // floating-point values only 
0087: 484@ = 542@ // floating-point values only 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 // integer values 
004D: jump_if_false @POOL2_49568 
0006: 532@ = 1 // integer values 

:POOL2_49568
00D6: if and
0039:   531@ == 0 // integer values 
0039:   532@ == 0 // integer values 
004D: jump_if_false @POOL2_49600 
0006: 530@ = 0 // integer values 

:POOL2_49600
00D6: if and
0039:   531@ == 1 // integer values 
0039:   532@ == 0 // integer values 
004D: jump_if_false @POOL2_49632 
0006: 530@ = 1 // integer values 

:POOL2_49632
00D6: if and
0039:   531@ == 0 // integer values 
0039:   532@ == 1 // integer values 
004D: jump_if_false @POOL2_49664 
0006: 530@ = 2 // integer values 

:POOL2_49664
00D6: if and
0039:   531@ == 1 // integer values 
0039:   532@ == 1 // integer values 
004D: jump_if_false @POOL2_49696 
0006: 530@ = 3 // integer values 

:POOL2_49696
0051: return 

:POOL2_49698
0006: 545@ = 0 // integer values 
0007: 547@ = 2.5 // floating-point values 
006B: 547@ *= 52@ // floating-point values 
0006: 548@ = 0 // integer values 

:POOL2_49730
00D6: if 
001B:   6 > 548@ // integer values 
004D: jump_if_false @POOL2_49952 
0509: 546@ = distance between point 543@ 544@ and point 54@(548@,6f) 60@(548@,6f) 
00D6: if 
0025:   547@ > 546@ // floating-point values 
004D: jump_if_false @POOL2_49938 
03A9: write_debug_newline 
05B6: 57 // Debug script. Currently ignored by decompiler
0006: 545@ = 1 // integer values 
0006: 548@ = 6 // integer values 

:POOL2_49938
000A: 548@ += 1 // integer values 
0002: jump @POOL2_49730 

:POOL2_49952
0051: return 

:POOL2_49954
0006: 553@ = 0 // integer values 
03A9: write_debug_newline 
05B6: 58 // Debug script. Currently ignored by decompiler
0085: 481@ = 549@ // integer values and handles 
0006: 482@ = 0 // integer values 
0087: 483@ = 551@ // floating-point values only 
0087: 484@ = 552@ // floating-point values only 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 // integer values 
004D: jump_if_false @POOL2_50472 
05B6: 59 // Debug script. Currently ignored by decompiler
0085: 481@ = 550@ // integer values and handles 
0006: 482@ = 0 // integer values 
0087: 483@ = 551@ // floating-point values only 
0087: 484@ = 552@ // floating-point values only 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 // integer values 
004D: jump_if_false @POOL2_50472 
05B6: 60 // Debug script. Currently ignored by decompiler
0006: 553@ = 1 // integer values 

:POOL2_50472
0051: return 

:POOL2_50474
0006: 557@ = 0 // integer values 
0085: 481@ = 549@ // integer values and handles 
0006: 482@ = 0 // integer values 
0087: 483@ = 551@ // floating-point values only 
0087: 484@ = 552@ // floating-point values only 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 // integer values 
004D: jump_if_false @POOL2_50544 
0006: 557@ = 1 // integer values 

:POOL2_50544
0051: return 

:POOL2_50546
0087: 565@ = 52@ // floating-point values only 
0013: 565@ *= 2.0 // floating-point values 
0087: 562@ = 52@ // floating-point values only 
0013: 562@ *= -1.0 // floating-point values 
0087: 566@ = 565@ // floating-point values only 
0013: 566@ *= -1.0 // floating-point values 
0087: 42@ = 565@ // floating-point values only 
006B: 42@ *= 565@ // floating-point values 
0087: 43@ = 52@ // floating-point values only 
006B: 43@ *= 52@ // floating-point values 
0087: 563@ = 42@ // floating-point values only 
0063: 563@ -= 43@ // floating-point values 
01FB: 563@ = square_root 563@ 
0087: 564@ = 563@ // floating-point values only 
0013: 564@ *= -1.0 // floating-point values 
0006: 567@ = 1 // integer values 

:POOL2_50681
00D6: if 
001B:   15 > 567@ // integer values 
004D: jump_if_false @POOL2_50724 
0550: keep_object 82@(567@,16i) in_memory 0 
000A: 567@ += 1 // integer values 
0002: jump @POOL2_50681 

:POOL2_50724
01BC: put_object 83@ at 558@ 559@ 560@ 
0177: set_object 83@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 83@ offset 562@ 564@ 0.0 
01BC: put_object 91@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 91@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ offset 565@ 0.0 0.0 
01BC: put_object 85@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 85@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ offset 562@ 564@ 0.0 
01BC: put_object 89@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 89@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ offset 565@ 0.0 0.0 
01BC: put_object 90@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 90@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 90@ offset 565@ 0.0 0.0 
01BC: put_object 92@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 92@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ offset 562@ 564@ 0.0 
01BC: put_object 93@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 93@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ offset 565@ 0.0 0.0 
01BC: put_object 84@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 84@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 84@ offset 565@ 0.0 0.0 
01BC: put_object 97@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 97@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 97@ offset 565@ 0.0 0.0 
01BC: put_object 87@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 87@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ offset 562@ 564@ 0.0 
01BC: put_object 88@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 88@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 88@ offset 565@ 0.0 0.0 
01BC: put_object 94@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 94@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 94@ offset 565@ 0.0 0.0 
01BC: put_object 95@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 95@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 95@ offset 565@ 0.0 0.0 
01BC: put_object 86@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 86@ z_angle_to 561@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 86@ offset 565@ 0.0 0.0 
01BC: put_object 96@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 96@ z_angle_to 561@ 
0051: return 

:POOL2_51426
0007: 602@ = -0.96 // floating-point values 
0007: 603@ = 0.49 // floating-point values 
0007: 604@ = 0.97 // floating-point values 
0007: 605@ = 0.49 // floating-point values 
0007: 606@ = 0.97 // floating-point values 
0007: 607@ = -0.49 // floating-point values 
0007: 608@ = -0.96 // floating-point values 
0007: 609@ = -0.49 // floating-point values 
0400: create_coordinate 571@ 572@ 573@ from_object 82@ offset 0.0 -5.0 0.0 
01BB: store_object 82@ position_to 574@ 575@ 576@ 
02CE: $TEMPVAR_FLOAT_3 = ground_z 574@ 575@ 576@ 
0400: create_coordinate 577@ 578@ 579@ from_object 163@ offset 602@ 603@ 0.0 
0400: create_coordinate 580@ 581@ 582@ from_object 163@ offset 604@ 605@ 0.0 
00D6: if 
05B0: (unknown) 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
004D: jump_if_false @POOL2_51712 
0089: 585@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 589@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 593@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0087: 616@ = 604@ // floating-point values only 
0063: 616@ -= 602@ // floating-point values 
0087: 617@ = 605@ // floating-point values only 
0063: 617@ -= 603@ // floating-point values 

:POOL2_51712
0400: create_coordinate 577@ 578@ 579@ from_object 163@ offset 606@ 607@ 0.0 
00D6: if 
05B0: (unknown) 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
004D: jump_if_false @POOL2_51836 
0089: 585@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 589@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 593@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0087: 616@ = 606@ // floating-point values only 
0063: 616@ -= 604@ // floating-point values 
0087: 617@ = 607@ // floating-point values only 
0063: 617@ -= 605@ // floating-point values 

:POOL2_51836
0400: create_coordinate 580@ 581@ 582@ from_object 163@ offset 608@ 609@ 0.0 
00D6: if 
05B0: (unknown) 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
004D: jump_if_false @POOL2_51960 
0089: 585@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 589@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 593@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0087: 616@ = 608@ // floating-point values only 
0063: 616@ -= 606@ // floating-point values 
0087: 617@ = 609@ // floating-point values only 
0063: 617@ -= 607@ // floating-point values 

:POOL2_51960
0400: create_coordinate 577@ 578@ 579@ from_object 163@ offset 602@ 603@ 0.0 
00D6: if 
05B0: (unknown) 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
004D: jump_if_false @POOL2_52084 
0089: 585@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 589@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 593@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0087: 616@ = 602@ // floating-point values only 
0063: 616@ -= 608@ // floating-point values 
0087: 617@ = 603@ // floating-point values only 
0063: 617@ -= 609@ // floating-point values 

:POOL2_52084
0087: 614@ = 574@ // floating-point values only 
0063: 614@ -= 571@ // floating-point values 
0087: 615@ = 575@ // floating-point values only 
0063: 615@ -= 572@ // floating-point values 
05A4: (unknown) 614@ 615@ 616@ 617@ 613@ 
00D6: if 
0021:   613@ > 90.0 // floating-point values 
004D: jump_if_false @POOL2_52174 
000B: 613@ += -180.0 // floating-point values 
0013: 613@ *= -1.0 // floating-point values 

:POOL2_52174
0087: 169@ = 574@ // floating-point values only 
0063: 169@ -= 585@ // floating-point values 
0087: 170@ = 575@ // floating-point values only 
0063: 170@ -= 589@ // floating-point values 
0087: 171@ = 576@ // floating-point values only 
0063: 171@ -= 593@ // floating-point values 
0604: get_point 169@ 170@ angle 597@ 
0087: 595@ = 597@ // floating-point values only 
0087: 596@ = 597@ // floating-point values only 
0087: 598@ = 597@ // floating-point values only 
0087: 594@ = 593@ // floating-point values only 
0087: 591@ = 593@ // floating-point values only 
0087: 592@ = 593@ // floating-point values only 
0509: 599@ = distance between point 574@ 575@ and point 585@ 589@ 
0073: 169@ /= 599@ // floating-point values 
0073: 170@ /= 599@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 3.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 3.0 // floating-point values 
0087: 583@ = 585@ // floating-point values only 
0065: 583@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 587@ = 589@ // floating-point values only 
0065: 587@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 1.0 // floating-point values 
0087: 610@ = 585@ // floating-point values only 
0065: 610@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 611@ = 589@ // floating-point values only 
0065: 611@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 612@ = 593@ // floating-point values only 
00D6: if 
0023:   0.25 > 599@ // floating-point values 
004D: jump_if_false @POOL2_52493 
0006: 600@ = 1 // integer values 
0002: jump @POOL2_52570 

:POOL2_52493
00D6: if 
0023:   0.65 > 599@ // floating-point values 
004D: jump_if_false @POOL2_52528 
0006: 600@ = 2 // integer values 
0002: jump @POOL2_52570 

:POOL2_52528
00D6: if 
0023:   1.1 > 599@ // floating-point values 
004D: jump_if_false @POOL2_52563 
0006: 600@ = 3 // integer values 
0002: jump @POOL2_52570 

:POOL2_52563
0006: 600@ = 4 // integer values 

:POOL2_52570
00D6: if 
0021:   613@ > 70.0 // floating-point values 
004D: jump_if_false @POOL2_52623 
000A: 600@ += 1 // integer values 
00D6: if 
0019:   600@ > 4 // integer values 
004D: jump_if_false @POOL2_52623 
0006: 600@ = 4 // integer values 

:POOL2_52623
00D6: if 
0039:   600@ == 1 // integer values 
004D: jump_if_false @POOL2_52709 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 0.615 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 0.615 // floating-point values 
0087: 584@ = 574@ // floating-point values only 
0065: 584@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 588@ = 575@ // floating-point values only 
0065: 588@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_52709
00D6: if 
0039:   600@ == 2 // integer values 
004D: jump_if_false @POOL2_52795 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 1.0 // floating-point values 
0087: 584@ = 574@ // floating-point values only 
0065: 584@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 588@ = 575@ // floating-point values only 
0065: 588@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_52795
00D6: if 
0039:   600@ == 3 // integer values 
004D: jump_if_false @POOL2_52881 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 1.6 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 1.6 // floating-point values 
0087: 584@ = 574@ // floating-point values only 
0065: 584@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 588@ = 575@ // floating-point values only 
0065: 588@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_52881
00D6: if 
0039:   600@ == 4 // integer values 
004D: jump_if_false @POOL2_52967 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 2.1 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 2.1 // floating-point values 
0087: 584@ = 574@ // floating-point values only 
0065: 584@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 588@ = 575@ // floating-point values only 
0065: 588@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_52967
0509: $11352 = distance between point 574@ 575@ and point 584@ 588@ 
0087: 42@ = 599@ // floating-point values only 
000B: 42@ += 0.3 // floating-point values 
00D6: if 
0027:   42@ > $11352 // floating-point values only 
004D: jump_if_false @POOL2_53103 
0087: 42@ = 599@ // floating-point values only 
000B: 42@ += 0.3 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
006D: $TEMPVAR_FLOAT_1 *= 42@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
006D: $TEMPVAR_FLOAT_2 *= 42@ // floating-point values 
0087: 584@ = 574@ // floating-point values only 
0065: 584@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 588@ = 575@ // floating-point values only 
0065: 588@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_53103
00D6: if 
0039:   600@ == 1 // integer values 
004D: jump_if_false @POOL2_53189 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 0.655 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 0.655 // floating-point values 
0087: 586@ = 574@ // floating-point values only 
0065: 586@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 590@ = 575@ // floating-point values only 
0065: 590@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_53189
00D6: if 
0039:   600@ == 2 // integer values 
004D: jump_if_false @POOL2_53275 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 1.0 // floating-point values 
0087: 586@ = 574@ // floating-point values only 
0065: 586@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 590@ = 575@ // floating-point values only 
0065: 590@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_53275
00D6: if 
0039:   600@ == 3 // integer values 
004D: jump_if_false @POOL2_53361 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 1.6 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 1.6 // floating-point values 
0087: 586@ = 574@ // floating-point values only 
0065: 586@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 590@ = 575@ // floating-point values only 
0065: 590@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_53361
00D6: if 
0039:   600@ == 4 // integer values 
004D: jump_if_false @POOL2_53447 
0088: $TEMPVAR_FLOAT_1 = 169@ // floating-point values only 
0011: $TEMPVAR_FLOAT_1 *= 2.1 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 170@ // floating-point values only 
0011: $TEMPVAR_FLOAT_2 *= 2.1 // floating-point values 
0087: 586@ = 574@ // floating-point values only 
0065: 586@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 590@ = 575@ // floating-point values only 
0065: 590@ -= $TEMPVAR_FLOAT_2 // floating-point values 

:POOL2_53447
0051: return 

:POOL2_53449
038D: create_texture 1 position 618@ 619@ scale 620@ 621@ color 128 128 128 alpha 255 
038D: create_texture 2 position 622@ 623@ scale 624@ 625@ color 128 128 128 alpha 255 
00D6: if or
00E1:   key_pressed 180@ 1 
00E1:   key_pressed 180@ 0 
004D: jump_if_false @POOL2_54000 
0494: get_joystick_data 180@ $11281 $11282 $11283 $11284 
008D: $TEMPVAR_FLOAT_1 = integer_to_float $11281 
008D: $TEMPVAR_FLOAT_2 = integer_to_float $11282 
0015: $TEMPVAR_FLOAT_1 /= 128.0 // floating-point values 
0015: $TEMPVAR_FLOAT_2 /= 128.0 // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 5.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 5.0 // floating-point values 
0087: 42@ = 622@ // floating-point values only 
005D: 42@ += $TEMPVAR_FLOAT_1 // floating-point values 
0087: 44@ = 620@ // floating-point values only 
0017: 44@ /= 2.0 // floating-point values 
0087: 43@ = 618@ // floating-point values only 
005B: 43@ += 44@ // floating-point values 
00D6: if 
0025:   43@ > 42@ // floating-point values 
004D: jump_if_false @POOL2_53715 
0087: 43@ = 618@ // floating-point values only 
0063: 43@ -= 44@ // floating-point values 
00D6: if 
0025:   42@ > 43@ // floating-point values 
004D: jump_if_false @POOL2_53715 
0088: $TEMPVAR_FLOAT_1 = 42@ // floating-point values only 

:POOL2_53715
0087: 42@ = 623@ // floating-point values only 
005D: 42@ += $TEMPVAR_FLOAT_2 // floating-point values 
0087: 44@ = 621@ // floating-point values only 
0017: 44@ /= 2.0 // floating-point values 
0087: 43@ = 619@ // floating-point values only 
005B: 43@ += 44@ // floating-point values 
00D6: if 
0025:   43@ > 42@ // floating-point values 
004D: jump_if_false @POOL2_53827 
0087: 43@ = 619@ // floating-point values only 
0063: 43@ -= 44@ // floating-point values 
00D6: if 
0025:   42@ > 43@ // floating-point values 
004D: jump_if_false @POOL2_53827 
0088: $TEMPVAR_FLOAT_2 = 42@ // floating-point values only 

:POOL2_53827
0509: 42@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 618@ 619@ 
0087: 43@ = 620@ // floating-point values only 
0017: 43@ /= 3.2 // floating-point values 
00D6: if 
0025:   42@ > 43@ // floating-point values 
004D: jump_if_false @POOL2_53984 
0089: 169@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 169@ -= 618@ // floating-point values 
0089: 170@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 170@ -= 619@ // floating-point values 
0073: 169@ /= 42@ // floating-point values 
0073: 170@ /= 42@ // floating-point values 
006B: 169@ *= 43@ // floating-point values 
006B: 170@ *= 43@ // floating-point values 
0087: 622@ = 618@ // floating-point values only 
005B: 622@ += 169@ // floating-point values 
0087: 623@ = 619@ // floating-point values only 
005B: 623@ += 170@ // floating-point values 
0002: jump @POOL2_54000 

:POOL2_53984
0089: 622@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 623@ = $TEMPVAR_FLOAT_2 // floating-point values only 

:POOL2_54000
0051: return 

:POOL2_54002
0087: 631@ = 52@ // floating-point values only 
0013: 631@ *= 2.0 // floating-point values 
0006: 629@ = 1 // integer values 

:POOL2_54027
00D6: if 
001B:   16 > 629@ // integer values 
004D: jump_if_false @POOL2_54229 
00D6: if 
03CA:   object 82@(629@,16i) exists 
004D: jump_if_false @POOL2_54215 
01BB: store_object 82@(629@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 630@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 627@ 628@ 
00D6: if 
0025:   631@ > 630@ // floating-point values 
004D: jump_if_false @POOL2_54215 
0087: 632@ = 627@ // floating-point values only 
0065: 632@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 633@ = 628@ // floating-point values only 
0065: 633@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0073: 632@ /= 630@ // floating-point values 
0073: 633@ /= 630@ // floating-point values 
006B: 632@ *= 631@ // floating-point values 
006B: 633@ *= 631@ // floating-point values 
0089: 627@ = $TEMPVAR_FLOAT_1 // floating-point values only 
005B: 627@ += 632@ // floating-point values 
0089: 628@ = $TEMPVAR_FLOAT_2 // floating-point values only 
005B: 628@ += 633@ // floating-point values 

:POOL2_54215
000A: 629@ += 1 // integer values 
0002: jump @POOL2_54027 

:POOL2_54229
0087: 630@ = 98@ // floating-point values only 
00D6: if 
0025:   630@ > 627@ // floating-point values 
004D: jump_if_false @POOL2_54264 
0087: 627@ = 630@ // floating-point values only 

:POOL2_54264
0087: 630@ = 99@ // floating-point values only 
00D6: if 
0025:   627@ > 630@ // floating-point values 
004D: jump_if_false @POOL2_54299 
0087: 627@ = 630@ // floating-point values only 

:POOL2_54299
0087: 630@ = 100@ // floating-point values only 
00D6: if 
0025:   630@ > 628@ // floating-point values 
004D: jump_if_false @POOL2_54334 
0087: 628@ = 630@ // floating-point values only 

:POOL2_54334
0087: 630@ = 101@ // floating-point values only 
00D6: if 
0025:   628@ > 630@ // floating-point values 
004D: jump_if_false @POOL2_54369 
0087: 628@ = 630@ // floating-point values only 

:POOL2_54369
0051: return 

:POOL2_54371
0400: create_coordinate $6460 $6461 $6462 from_object 163@ offset 0.0 0.0 0.0 
0400: create_coordinate $6463 $6464 $6465 from_object 163@ offset 0.0 -1.0 0.0 
0086: $6466 = $6460 // floating-point values only 
0061: $6466 -= $6463 // floating-point values 
0086: $6468 = $6461 // floating-point values only 
0061: $6468 -= $6464 // floating-point values 
0509: $6470 = distance between point $6460 $6461 and point $6463 $6464 
0071: $6466 /= $6470 // floating-point values 
0071: $6468 /= $6470 // floating-point values 
0086: $6467 = $6468 // floating-point values only 
0086: $6469 = $6466 // floating-point values only 
0011: $6469 *= -1.0 // floating-point values 
0051: return 

:POOL2_54522
0937: (unknown) 29.0 220.0 641@ 647@ 'BJ_TITL' 2  // Fogads
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
0343: set_text_linewidth 640.0 
033E: text_draw 36.0 240.0 'BJ_01'  // sszes tt
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 260.0 'DOLLAR' 155@  // $~1~
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
0343: set_text_linewidth 640.0 
033E: text_draw 36.0 290.0 'BJ_02'  // Minimlis tt
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 310.0 'DOLLAR' $9460  // $~1~
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
0343: set_text_linewidth 640.0 
033E: text_draw 36.0 340.0 'BJ_03'  // Max tt
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 360.0 'DOLLAR' $9461  // $~1~
0051: return 

:POOL2_54829
00D6: if and
0039:   274@ == 0 // integer values 
0039:   271@ == 0 // integer values 
004D: jump_if_false @POOL2_54875 
0006: 635@ = 1 // integer values 
0050: gosub @POOL2_57034 
0002: jump @POOL2_56226 

:POOL2_54875
0937: (unknown) 29.0 220.0 637@ 643@ 'SCORE' 2  // Informcik
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 240.0 'PL_01'  // 1. jtkos
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
00D6: if 
0039:   217@ == 0 // integer values 
004D: jump_if_false @POOL2_55000 
033E: text_draw 36.0 260.0 'PL_12'  // Teli goly

:POOL2_55000
00D6: if 
0039:   217@ == 1 // integer values 
004D: jump_if_false @POOL2_55039 
033E: text_draw 36.0 260.0 'PL_13'  // Cskos goly

:POOL2_55039
00D6: if 
0039:   217@ == -1 // integer values 
004D: jump_if_false @POOL2_55078 
033E: text_draw 36.0 260.0 'PL_15'  // Kezdlks

:POOL2_55078
00D6: if 
0039:   217@ == 2 // integer values 
004D: jump_if_false @POOL2_55117 
033E: text_draw 36.0 260.0 'PL_14'  // Fekete

:POOL2_55117
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @POOL2_55184 
033E: text_draw 36.0 290.0 'PL_02'  // 2. jtkos
0002: jump @POOL2_55205 

:POOL2_55184
033E: text_draw 36.0 290.0 'PL_03'  // Szmtgp

:POOL2_55205
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
00D6: if 
0039:   218@ == 0 // integer values 
004D: jump_if_false @POOL2_55259 
033E: text_draw 36.0 310.0 'PL_12'  // Teli goly

:POOL2_55259
00D6: if 
0039:   218@ == 1 // integer values 
004D: jump_if_false @POOL2_55298 
033E: text_draw 36.0 310.0 'PL_13'  // Cskos goly

:POOL2_55298
00D6: if 
0039:   218@ == -1 // integer values 
004D: jump_if_false @POOL2_55337 
033E: text_draw 36.0 310.0 'PL_15'  // Kezdlks

:POOL2_55337
00D6: if 
0039:   218@ == 2 // integer values 
004D: jump_if_false @POOL2_55376 
033E: text_draw 36.0 310.0 'PL_14'  // Fekete

:POOL2_55376
00D6: if 
0019:   274@ > 0 // integer values 
004D: jump_if_false @POOL2_55696 
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 340.0 'PL_04'  // Hiba!
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
0871: init_jump_table 274@ total_jumps 7 0 @POOL2_55689 jumps 0 @POOL2_55514 1 @POOL2_55521 2 @POOL2_55549 3 @POOL2_55577 4 @POOL2_55605 5 @POOL2_55633 6 @POOL2_55661 

:POOL2_55514
0002: jump @POOL2_55689 

:POOL2_55521
033E: text_draw 36.0 360.0 'FOUL1'  // Egyetlen golyval sem utkoztt a fehr goly!
0002: jump @POOL2_55689 

:POOL2_55549
033E: text_draw 36.0 360.0 'FOUL2'  // Rossz golyhoz rt elszr a fehr goly!
0002: jump @POOL2_55689 

:POOL2_55577
033E: text_draw 36.0 360.0 'FOUL3'  // Elrakta a fehret!
0002: jump @POOL2_55689 

:POOL2_55605
033E: text_draw 36.0 360.0 'FOUL4'  // Rossz golyt rakott el!
0002: jump @POOL2_55689 

:POOL2_55633
033E: text_draw 36.0 360.0 'FOUL5'  // Id eltt rakta el a fekett!
0002: jump @POOL2_55689 

:POOL2_55661
033E: text_draw 36.0 360.0 'FOUL6'  // Egyetlen goly sem rte a falat!
0002: jump @POOL2_55689 

:POOL2_55689
0002: jump @POOL2_56226 

:POOL2_55696
00D6: if 
0019:   271@ > 0 // integer values 
004D: jump_if_false @POOL2_56226 
00D6: if 
0039:   271@ == 1 // integer values 
004D: jump_if_false @POOL2_55888 
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 340.0 'PL_05'  // Elrakott egy golyt!
0006: 39@ = 1 // integer values 

:POOL2_55781
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_55881 
00D6: if 
8039:   not  255@(39@,16i) == 0 // integer values 
004D: jump_if_false @POOL2_55867 
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
045A: text_draw_1number 36.0 360.0 'NUM' 39@  // ~1~
0006: 39@ = 16 // integer values 

:POOL2_55867
000A: 39@ += 1 // integer values 
0002: jump @POOL2_55781 

:POOL2_55881
0002: jump @POOL2_56226 

:POOL2_55888
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 340.0 'PL_06'  // Elrakta a golykat!
0006: 39@ = 1 // integer values 
0085: 40@ = 271@ // integer values and handles 
0007: 42@ = 36.0 // floating-point values 

:POOL2_55955
00D6: if 
0019:   40@ > 0 // integer values 
004D: jump_if_false @POOL2_56226 

:POOL2_55973
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_56219 
00D6: if 
8039:   not  255@(39@,16i) == 0 // integer values 
004D: jump_if_false @POOL2_56180 
00D6: if 
0019:   40@ > 1 // integer values 
004D: jump_if_false @POOL2_56122 
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
0A08: (unknown) 'COMMA' 39@ 41@  // ~1~,
0093: 43@ = integer_to_float 41@ 
045A: text_draw_1number 42@ 360.0 'COMMA' 39@  // ~1~,
005B: 42@ += 43@ // floating-point values 
000A: 39@ += 1 // integer values 
000E: 40@ -= 1 // integer values 
0002: jump @POOL2_56173 

:POOL2_56122
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
045A: text_draw_1number 42@ 360.0 'NUM' 39@  // ~1~
0006: 40@ = -1 // integer values 
0006: 39@ = 16 // integer values 

:POOL2_56173
0002: jump @POOL2_56187 

:POOL2_56180
000A: 39@ += 1 // integer values 

:POOL2_56187
00D6: if 
0029:   39@ >= 16 // integer values 
004D: jump_if_false @POOL2_56212 
0006: 40@ = -1 // integer values 

:POOL2_56212
0002: jump @POOL2_55973 

:POOL2_56219
0002: jump @POOL2_55955 

:POOL2_56226
0051: return 
00D6: if or
0736:   131 
0736:   87 
004D: jump_if_false @POOL2_56258 
000B: 621@ += 1.0 // floating-point values 

:POOL2_56258
00D6: if or
0736:   130 
0736:   90 
004D: jump_if_false @POOL2_56288 
000B: 621@ += -1.0 // floating-point values 

:POOL2_56288
00D6: if or
0736:   128 
0736:   68 
004D: jump_if_false @POOL2_56318 
000B: 620@ += 1.0 // floating-point values 

:POOL2_56318
00D6: if or
0736:   129 
0736:   65 
004D: jump_if_false @POOL2_56348 
000B: 620@ += -1.0 // floating-point values 

:POOL2_56348
00D6: if or
0736:   145 
0736:   87 
004D: jump_if_false @POOL2_56378 
000B: 624@ += 1.0 // floating-point values 

:POOL2_56378
00D6: if or
0736:   139 
0736:   90 
004D: jump_if_false @POOL2_56408 
000B: 624@ += -1.0 // floating-point values 

:POOL2_56408
00D6: if or
0736:   143 
0736:   68 
004D: jump_if_false @POOL2_56438 
000B: 625@ += 1.0 // floating-point values 

:POOL2_56438
00D6: if or
0736:   141 
0736:   65 
004D: jump_if_false @POOL2_56468 
000B: 625@ += -1.0 // floating-point values 

:POOL2_56468
00D6: if 
0736:   137 
004D: jump_if_false @POOL2_57032 
03A9: write_debug_newline 
05B6: 61 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 621@ 
03A9: write_debug_newline 
05B6: 62 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 620@ 
03A9: write_debug_newline 
05B6: 63 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 624@ 
03A9: write_debug_newline 
05B6: 64 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 625@ 

:POOL2_57032
0051: return 

:POOL2_57034
00D6: if 
0039:   635@ == 0 // integer values 
004D: jump_if_false @POOL2_57283 
0006: 39@ = 0 // integer values 
00D6: if 
001B:   3000 > 205@ // integer values 
004D: jump_if_false @POOL2_57085 
0006: 39@ = 1 // integer values 

:POOL2_57085
00D6: if 
0039:   236@ == 1 // integer values 
004D: jump_if_false @POOL2_57142 
0006: 205@ = 0 // integer values 
0006: 39@ = 1 // integer values 
00D6: if 
0019:   198@ > 1 // integer values 
004D: jump_if_false @POOL2_57142 
0006: 198@ = 0 // integer values 

:POOL2_57142
00D6: if 
0039:   198@ == 0 // integer values 
004D: jump_if_false @POOL2_57187 
03E6: remove_text_box 
0512: permanent_text_box 'PL_H3'  // Hasznld a mozgat billentyket a fehr goly beclzshoz.~N~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ - Kameravlts. ~N~~k~~PED_SPRINT~ Lks folytatsa.~N~~k~~VEHICLE_ENTER_EXIT~ Tarts, s kilps.
0006: 205@ = 0 // integer values 
000A: 198@ += 1 // integer values 

:POOL2_57187
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @POOL2_57269 
00D6: if 
0039:   198@ == 1 // integer values 
004D: jump_if_false @POOL2_57262 
00D6: if 
0019:   205@ > 3000 // integer values 
004D: jump_if_false @POOL2_57262 
03E6: remove_text_box 
0512: permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Informcik megjelentse.
000A: 198@ += 1 // integer values 

:POOL2_57262
0002: jump @POOL2_57276 

:POOL2_57269
0006: 39@ = 1 // integer values 

:POOL2_57276
0002: jump @POOL2_57297 

:POOL2_57283
0006: 39@ = 1 // integer values 
0006: 635@ = 0 // integer values 

:POOL2_57297
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @POOL2_57816 
0937: (unknown) 29.0 270.0 638@ 644@ 'SCORE' 2  // Informcik
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 290.0 'PL_01'  // 1. jtkos
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
00D6: if 
0039:   217@ == 0 // integer values 
004D: jump_if_false @POOL2_57440 
033E: text_draw 36.0 310.0 'PL_12'  // Teli goly

:POOL2_57440
00D6: if 
0039:   217@ == 1 // integer values 
004D: jump_if_false @POOL2_57479 
033E: text_draw 36.0 310.0 'PL_13'  // Cskos goly

:POOL2_57479
00D6: if 
0039:   217@ == -1 // integer values 
004D: jump_if_false @POOL2_57518 
033E: text_draw 36.0 310.0 'PL_15'  // Kezdlks

:POOL2_57518
00D6: if 
0039:   217@ == 2 // integer values 
004D: jump_if_false @POOL2_57557 
033E: text_draw 36.0 310.0 'PL_14'  // Fekete

:POOL2_57557
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @POOL2_57624 
033E: text_draw 36.0 340.0 'PL_02'  // 2. jtkos
0002: jump @POOL2_57645 

:POOL2_57624
033E: text_draw 36.0 340.0 'PL_03'  // Szmtgp

:POOL2_57645
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
00D6: if 
0039:   218@ == 0 // integer values 
004D: jump_if_false @POOL2_57699 
033E: text_draw 36.0 360.0 'PL_12'  // Teli goly

:POOL2_57699
00D6: if 
0039:   218@ == 1 // integer values 
004D: jump_if_false @POOL2_57738 
033E: text_draw 36.0 360.0 'PL_13'  // Cskos goly

:POOL2_57738
00D6: if 
0039:   218@ == -1 // integer values 
004D: jump_if_false @POOL2_57777 
033E: text_draw 36.0 360.0 'PL_15'  // Kezdlks

:POOL2_57777
00D6: if 
0039:   218@ == 2 // integer values 
004D: jump_if_false @POOL2_57816 
033E: text_draw 36.0 360.0 'PL_14'  // Fekete

:POOL2_57816
0051: return 

:POOL2_57818
0007: 636@ = 0.4753 // floating-point values 
0007: 642@ = 2.3176 // floating-point values 
0871: init_jump_table $154 total_jumps 4 1 @POOL2_58009 jumps 1 @POOL2_57901 2 @POOL2_57955 3 @POOL2_57982 4 @POOL2_57928 -1 @POOL2_58036 -1 @POOL2_58036 -1 @POOL2_58036 

:POOL2_57901
0007: 637@ = 210.6556 // floating-point values 
0007: 643@ = 426.4957 // floating-point values 
0002: jump @POOL2_58036 

:POOL2_57928
0007: 637@ = 175.0805 // floating-point values 
0007: 643@ = 426.4957 // floating-point values 
0002: jump @POOL2_58036 

:POOL2_57955
0007: 637@ = 190.782 // floating-point values 
0007: 643@ = 409.0 // floating-point values 
0002: jump @POOL2_58036 

:POOL2_57982
0007: 637@ = 214.9799 // floating-point values 
0007: 643@ = 409.0 // floating-point values 
0002: jump @POOL2_58036 

:POOL2_58009
0007: 637@ = 174.4835 // floating-point values 
0007: 643@ = 409.0 // floating-point values 
0002: jump @POOL2_58036 

:POOL2_58036
0871: init_jump_table $154 total_jumps 3 1 @POOL2_58180 jumps 2 @POOL2_58126 3 @POOL2_58153 4 @POOL2_58099 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 

:POOL2_58099
0007: 638@ = 179.098 // floating-point values 
0007: 644@ = 396.8582 // floating-point values 
0002: jump @POOL2_58207 

:POOL2_58126
0007: 638@ = 166.0992 // floating-point values 
0007: 644@ = 396.8582 // floating-point values 
0002: jump @POOL2_58207 

:POOL2_58153
0007: 638@ = 205.4915 // floating-point values 
0007: 644@ = 396.8582 // floating-point values 
0002: jump @POOL2_58207 

:POOL2_58180
0007: 638@ = 157.0 // floating-point values 
0007: 644@ = 396.8582 // floating-point values 
0002: jump @POOL2_58207 

:POOL2_58207
0871: init_jump_table $154 total_jumps 1 1 @POOL2_58295 jumps 3 @POOL2_58270 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 

:POOL2_58270
0087: 639@ = 638@ // floating-point values only 
0007: 645@ = 394.4953 // floating-point values 
0002: jump @POOL2_58322 

:POOL2_58295
0007: 639@ = 168.1938 // floating-point values 
0007: 645@ = 394.4953 // floating-point values 
0002: jump @POOL2_58322 

:POOL2_58322
0007: 640@ = 0.4914 // floating-point values 
0007: 646@ = 2.3977 // floating-point values 
0871: init_jump_table $154 total_jumps 1 1 @POOL2_58432 jumps 3 @POOL2_58405 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 

:POOL2_58405
0007: 641@ = 178.0981 // floating-point values 
0007: 647@ = 409.0 // floating-point values 
0002: jump @POOL2_58459 

:POOL2_58432
0007: 641@ = 157.0 // floating-point values 
0007: 647@ = 409.0 // floating-point values 
0002: jump @POOL2_58459 

:POOL2_58459
0051: return 
00D6: if 
0736:   67 
004D: jump_if_false @POOL2_58526 
000A: 648@ += 1 // integer values 
00D6: if 
0019:   648@ > 5 // integer values 
004D: jump_if_false @POOL2_58508 
0006: 648@ = 0 // integer values 

:POOL2_58508
0663: write_debug_intvar "SCREEN_EDIT" 648@ 

:POOL2_58526
00D6: if 
0736:   131 
004D: jump_if_false @POOL2_58556 
000B: 642@(648@,6f) += -0.1 // floating-point values 

:POOL2_58556
00D6: if 
0736:   130 
004D: jump_if_false @POOL2_58586 
000B: 642@(648@,6f) += 0.1 // floating-point values 

:POOL2_58586
00D6: if 
0736:   128 
004D: jump_if_false @POOL2_58616 
000B: 636@(648@,6f) += 0.1 // floating-point values 

:POOL2_58616
00D6: if 
0736:   129 
004D: jump_if_false @POOL2_58646 
000B: 636@(648@,6f) += -0.1 // floating-point values 

:POOL2_58646
00D6: if 
0736:   137 
004D: jump_if_false @POOL2_59387 
03A9: write_debug_newline 
05B6: 65 // Debug script. Currently ignored by decompiler
03A9: write_debug_newline 
0006: 39@ = 0 // integer values 

:POOL2_58803
00D6: if 
001B:   6 > 39@ // integer values 
004D: jump_if_false @POOL2_59387 
05B6: 66 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 39@ 
05B6: 67 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 636@(39@,6f) 
03A9: write_debug_newline 
05B6: 68 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 39@ 
05B6: 69 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 642@(39@,6f) 
03A9: write_debug_newline 
000A: 39@ += 1 // integer values 
0002: jump @POOL2_58803 

:POOL2_59387
0051: return 

:POOL2_59389
0006: 39@ = 0 // integer values 
00D6: if 
001B:   3000 > 205@ // integer values 
004D: jump_if_false @POOL2_59422 
0006: 39@ = 1 // integer values 

:POOL2_59422
00D6: if 
0039:   198@ == 0 // integer values 
004D: jump_if_false @POOL2_59467 
03E6: remove_text_box 
0512: permanent_text_box 'PL_H6'  // Hasznld a mozgat billentyket a fehr goly pozcionlshoz.~N~~k~~PED_SPRINT~ Folytats.~N~~k~~VEHICLE_ENTER_EXIT~ Tarts, s kilps.
0006: 205@ = 0 // integer values 
000A: 198@ += 1 // integer values 

:POOL2_59467
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @POOL2_59542 
00D6: if 
0039:   198@ == 1 // integer values 
004D: jump_if_false @POOL2_59542 
00D6: if 
0019:   205@ > 3000 // integer values 
004D: jump_if_false @POOL2_59542 
03E6: remove_text_box 
0512: permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Informcik megjelentse.
000A: 198@ += 1 // integer values 

:POOL2_59542
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @POOL2_60139 
0937: (unknown) 29.0 220.0 639@ 645@ 'SCORE' 2  // Informcik
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 240.0 'PL_01'  // 1. jtkos
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
00D6: if 
0039:   217@ == 0 // integer values 
004D: jump_if_false @POOL2_59685 
033E: text_draw 36.0 260.0 'PL_12'  // Teli goly

:POOL2_59685
00D6: if 
0039:   217@ == 1 // integer values 
004D: jump_if_false @POOL2_59724 
033E: text_draw 36.0 260.0 'PL_13'  // Cskos goly

:POOL2_59724
00D6: if 
0039:   217@ == -1 // integer values 
004D: jump_if_false @POOL2_59763 
033E: text_draw 36.0 260.0 'PL_15'  // Kezdlks

:POOL2_59763
00D6: if 
0039:   217@ == 2 // integer values 
004D: jump_if_false @POOL2_59802 
033E: text_draw 36.0 260.0 'PL_14'  // Fekete

:POOL2_59802
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @POOL2_59869 
033E: text_draw 36.0 290.0 'PL_02'  // 2. jtkos
0002: jump @POOL2_59890 

:POOL2_59869
033E: text_draw 36.0 290.0 'PL_03'  // Szmtgp

:POOL2_59890
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
00D6: if 
0039:   218@ == 0 // integer values 
004D: jump_if_false @POOL2_59944 
033E: text_draw 36.0 310.0 'PL_12'  // Teli goly

:POOL2_59944
00D6: if 
0039:   218@ == 1 // integer values 
004D: jump_if_false @POOL2_59983 
033E: text_draw 36.0 310.0 'PL_13'  // Cskos goly

:POOL2_59983
00D6: if 
0039:   218@ == -1 // integer values 
004D: jump_if_false @POOL2_60022 
033E: text_draw 36.0 310.0 'PL_15'  // Kezdlks

:POOL2_60022
00D6: if 
0039:   218@ == 2 // integer values 
004D: jump_if_false @POOL2_60061 
033E: text_draw 36.0 310.0 'PL_14'  // Fekete

:POOL2_60061
0050: gosub @POOL2_60436 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 340.0 'PL_16'  // Kezd lksnl egyik eltallt goly sem rintette a falat. Gyenge ts.
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_width_height 636@ 642@ 
033E: text_draw 36.0 360.0 'PL_17'  // Goly a kzben

:POOL2_60139
0051: return 
033F: set_text_draw_letter_width_height 0.4487 1.5974 
0340: set_text_draw_color 128 148 178 255 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.4487 1.5974 
0340: set_text_draw_color 128 148 178 255 
03E4: set_text_draw_align_right 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.9 2.4 
0340: set_text_draw_color 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.9 2.4 
0340: set_text_draw_color 81 25 29 255 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.54 1.44 
0340: set_text_draw_color 128 148 178 255 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.405 1.08 
0340: set_text_draw_color 128 148 178 255 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.54 1.44 
0340: set_text_draw_color 81 25 29 255 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:POOL2_60436
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 640@ 646@ 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0087: 649@ = 637@ // floating-point values only 
000F: 649@ -= 20.0 // floating-point values 
0343: set_text_linewidth 649@ 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
0051: return 
00D6: if 
0736:   130 
004D: jump_if_false @POOL2_60600 
000B: 650@ += -0.0001 // floating-point values 
0006: 39@ = 0 // integer values 

:POOL2_60536
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_60600 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_60586 
0908: (unknown) 82@(39@,16i) 650@ 

:POOL2_60586
000A: 39@ += 1 // integer values 
0002: jump @POOL2_60536 

:POOL2_60600
00D6: if 
0736:   137 
004D: jump_if_false @POOL2_60680 

:POOL2_60616
00D6: if 
001B:   16 > 39@ // integer values 
004D: jump_if_false @POOL2_60680 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_60666 
0908: (unknown) 82@(39@,16i) 650@ 

:POOL2_60666
000A: 39@ += 1 // integer values 
0002: jump @POOL2_60616 

:POOL2_60680
00D6: if 
0736:   145 
004D: jump_if_false @POOL2_60696 

:POOL2_60696
00D6: if 
0736:   139 
004D: jump_if_false @POOL2_60722 
000B: 203@ += -0.001 // floating-point values 

:POOL2_60722
00D6: if 
0736:   143 
004D: jump_if_false @POOL2_60748 
000B: 204@ += 0.001 // floating-point values 

:POOL2_60748
00D6: if 
0736:   141 
004D: jump_if_false @POOL2_60774 
000B: 204@ += -0.001 // floating-point values 

:POOL2_60774
0051: return 

:POOL2_60776
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:POOL2_60794
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:POOL2_60828
08F6: (unknown) 
09D8: (unknown) 0 
0A3F: (unknown) 0 
0004: $1904 = 0 // integer values 
040D: unload_wav 4 
0006: 39@ = 0 // integer values 

:POOL2_60856
00D6: if 
001B:   10 > 39@ // integer values 
004D: jump_if_false @POOL2_60917 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_60903 
0108: destroy_object 347@(39@,10i) 

:POOL2_60903
000A: 39@ += 1 // integer values 
0002: jump @POOL2_60856 

:POOL2_60917
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_60982 
0647: unknown_action_sequence $9458 
00A0: store_actor $9458 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 223@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0089: 227@ = $TEMPVAR_FLOAT_3 // floating-point values only 

:POOL2_60982
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_61026 
00A0: store_actor $9458 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $9458 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 227@ 

:POOL2_61026
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_61151 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $PLAYER_ACTOR at 221@ 222@ 223@ 
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_61100 
00A0: store_actor $9458 position_to 165@ 166@ 167@ 

:POOL2_61100
0087: 169@ = 165@ // floating-point values only 
0065: 169@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 170@ = 166@ // floating-point values only 
0065: 170@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0604: get_point 169@ 170@ angle $TEMPVAR_ANGLE 
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE 

:POOL2_61151
0247: request_model #POOLCUE 

:POOL2_61156
00D6: if 
8248:   not model #POOLCUE available 
004D: jump_if_false @POOL2_61183 
0001: wait 0 ms 
0002: jump @POOL2_61156 

:POOL2_61183
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_61223 
06AB: (unknown) $PLAYER_ACTOR 0 
070B: (unknown) $PLAYER_ACTOR 0 
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 9999 // Load the weapon model before using this 

:POOL2_61223
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @POOL2_61244 
0108: destroy_object 106@ 

:POOL2_61244
00D6: if 
03CA:   object 107@ exists 
004D: jump_if_false @POOL2_61265 
0108: destroy_object 107@ 

:POOL2_61265
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_61286 
0108: destroy_object 238@ 

:POOL2_61286
00D6: if 
03CA:   object $9459 exists 
004D: jump_if_false @POOL2_61307 
0108: destroy_object $9459 

:POOL2_61307
0249: release_model #POOLCUE 
0249: release_model #K_POOLQ 
04EF: release_animation "POOL" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_61352 
0792: (unknown) $PLAYER_ACTOR 
0619: set_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_61352
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
00BE: text_clear_all 
03E6: remove_text_box 
0004: $ONMISSION = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_61458 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
0615: define_action_sequences 47@ 
05BA: AS_actor -1 chew_gum 1 ms 
05B9: unknown_action_sequence -1 1 
0616: define_action_sequences_end 47@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 47@ 
061B: remove_references_to_action_sequences 47@ 

:POOL2_61458
00D8: mission_cleanup 
0051: return 
0454: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_61511 
01BB: store_object 163@ position_to 165@ 166@ 167@ 
0176: $TEMPVAR_ANGLE = object 163@ z_angle 

:POOL2_61511
0011: $TEMPVAR_ANGLE *= -1.0 // floating-point values 
02F7: 42@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
02F6: 43@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0089: 169@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 169@ -= 165@ // floating-point values 
0089: 170@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 170@ -= 166@ // floating-point values 
0089: 171@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 171@ -= 167@ // floating-point values 
0087: 172@ = 169@ // floating-point values only 
006B: 172@ *= 42@ // floating-point values 
0087: 44@ = 170@ // floating-point values only 
006B: 44@ *= 43@ // floating-point values 
0063: 172@ -= 44@ // floating-point values 
0087: 173@ = 169@ // floating-point values only 
006B: 173@ *= 43@ // floating-point values 
0087: 44@ = 170@ // floating-point values only 
006B: 44@ *= 42@ // floating-point values 
005B: 173@ += 44@ // floating-point values 
03A9: write_debug_newline 
05B6: 70 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 172@ 
03A8: write_debug_float 173@ 
03A8: write_debug_float 171@ 
0463: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 169@ -= 165@ // floating-point values 
0089: 170@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 170@ -= 166@ // floating-point values 
0089: 171@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 171@ -= 167@ // floating-point values 
0087: 172@ = 169@ // floating-point values only 
006B: 172@ *= 42@ // floating-point values 
0087: 44@ = 170@ // floating-point values only 
006B: 44@ *= 43@ // floating-point values 
0063: 172@ -= 44@ // floating-point values 
0087: 173@ = 169@ // floating-point values only 
006B: 173@ *= 43@ // floating-point values 
0087: 44@ = 170@ // floating-point values only 
006B: 44@ *= 42@ // floating-point values 
005B: 173@ += 44@ // floating-point values 
03A9: write_debug_newline 
05B6: 71 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 172@ 
03A8: write_debug_float 173@ 
03A8: write_debug_float 171@ 
0051: return 
0454: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
056D:   carcass_of_actor 215@ valid 
004D: jump_if_false @POOL2_62165 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_62165 
00A0: store_actor 215@ position_to 165@ 166@ 167@ 
0172: $TEMPVAR_ANGLE = actor 215@ z_angle 

:POOL2_62165
0011: $TEMPVAR_ANGLE *= -1.0 // floating-point values 
02F7: 42@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
02F6: 43@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0089: 169@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 169@ -= 165@ // floating-point values 
0089: 170@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 170@ -= 166@ // floating-point values 
0089: 171@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 171@ -= 167@ // floating-point values 
0087: 172@ = 169@ // floating-point values only 
006B: 172@ *= 42@ // floating-point values 
0087: 44@ = 170@ // floating-point values only 
006B: 44@ *= 43@ // floating-point values 
0063: 172@ -= 44@ // floating-point values 
0087: 173@ = 169@ // floating-point values only 
006B: 173@ *= 43@ // floating-point values 
0087: 44@ = 170@ // floating-point values only 
006B: 44@ *= 42@ // floating-point values 
005B: 173@ += 44@ // floating-point values 
03A9: write_debug_newline 
05B6: 72 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 172@ 
03A8: write_debug_float 173@ 
03A8: write_debug_float 171@ 
0463: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 169@ -= 165@ // floating-point values 
0089: 170@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 170@ -= 166@ // floating-point values 
0089: 171@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 171@ -= 167@ // floating-point values 
0087: 172@ = 169@ // floating-point values only 
006B: 172@ *= 42@ // floating-point values 
0087: 44@ = 170@ // floating-point values only 
006B: 44@ *= 43@ // floating-point values 
0063: 172@ -= 44@ // floating-point values 
0087: 173@ = 169@ // floating-point values only 
006B: 173@ *= 43@ // floating-point values 
0087: 44@ = 170@ // floating-point values only 
006B: 44@ *= 42@ // floating-point values 
005B: 173@ += 44@ // floating-point values 
03A9: write_debug_newline 
05B6: 73 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 172@ 
03A8: write_debug_float 173@ 
03A8: write_debug_float 171@ 
0051: return 

//-------------Mission 9---------------
// Originally: Lowrider (Bet And Dance)

:LOWR
03A4: name_thread 'LOWR' 
0050: gosub @LOWR_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @LOWR_38 
0050: gosub @LOWR_27250 

:LOWR_38
0050: gosub @LOWR_27254 
004E: end_thread 

:LOWR_47
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
060A: unknown_create_entity 0 66@ 
060A: unknown_create_entity 2 67@ 

:LOWR_145
0001: wait 0 ms 
00D6: if 
0736:   83 
004D: jump_if_false @LOWR_171 
0006: 36@ = 1 // integer values 

:LOWR_171
000A: 39@ += 1 // integer values 
00D6: if 
0019:   39@ > 22 // integer values 
004D: jump_if_false @LOWR_203 
0006: 39@ = 0 // integer values 

:LOWR_203
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 64@ += 42@ // integer values 
005A: 65@ += 42@ // integer values 
005A: 133@ += 42@ // integer values 
005A: 134@ += 42@ // integer values 
005A: 135@ += 42@ // integer values 
005A: 136@ += 42@ // integer values 
005A: 137@ += 42@ // integer values 
077E: 43@ = active_interior 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @LOWR_319 
005E: $6471 += 42@ // integer values 

:LOWR_319
0871: init_jump_table 34@ total_jumps 7 0 @LOWR_466 jumps 0 @LOWR_382 1 @LOWR_396 2 @LOWR_403 3 @LOWR_410 4 @LOWR_424 5 @LOWR_438 6 @LOWR_452 

:LOWR_382
0050: gosub @LOWR_619 
0002: jump @LOWR_466 

:LOWR_396
0002: jump @LOWR_466 

:LOWR_403
0002: jump @LOWR_466 

:LOWR_410
0050: gosub @LOWR_962 
0002: jump @LOWR_466 

:LOWR_424
0050: gosub @LOWR_9455 
0002: jump @LOWR_466 

:LOWR_438
0050: gosub @LOWR_12559 
0002: jump @LOWR_466 

:LOWR_452
0050: gosub @LOWR_17601 
0002: jump @LOWR_466 

:LOWR_466
0050: gosub @LOWR_19756 
00D6: if 
0736:   80 
004D: jump_if_false @LOWR_495 
0050: gosub @LOWR_26533 

:LOWR_495
00D6: if 
0736:   79 
004D: jump_if_false @LOWR_517 
0050: gosub @LOWR_26635 

:LOWR_517
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @LOWR_617 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @LOWR_601 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @LOWR_585 
0002: jump @LOWR_145 
0002: jump @LOWR_594 

:LOWR_585
0050: gosub @LOWR_27252 
0051: return 

:LOWR_594
0002: jump @LOWR_610 

:LOWR_601
0050: gosub @LOWR_27250 
0051: return 

:LOWR_610
0002: jump @LOWR_619 

:LOWR_617
0051: return 

:LOWR_619
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @LOWR_748 
00A5: 69@ = create_car #PONY at 0.0 0.0 0.0 
009A: 77@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
009A: 99@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 

:LOWR_748
0006: 271@ = 50 // integer values 
0006: 272@ = 1000 // integer values 
0006: 104@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:LOWR_777
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_820 
0006: 105@(43@,22i) = 0 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_777 

:LOWR_820
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0085: 132@ = 130@ // integer values and handles 
0085: 132@ = 130@ // integer values and handles 
0085: 132@ = 130@ // integer values and handles 
0085: 132@ = 130@ // integer values and handles 
0085: 132@ = 130@ // integer values and handles 
0006: 132@ = 0 // integer values 
0007: 269@ = 0.01 // floating-point values 
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @LOWR_930 

:LOWR_930
054C: use_GXT_table 'LOWR' 
0732: (unknown) 567 
0050: gosub @LOWR_27192 
0006: 34@ = 3 // integer values 
0051: return 

:LOWR_962
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @LOWR_2161 
042B: clear_peds_from_cube 1721.117 -1967.489 11.0 1904.391 -1838.315 15.0 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0007: 138@ = 1796.947 // floating-point values 
0007: 145@ = -1924.376 // floating-point values 
0007: 152@ = 13.2937 // floating-point values 
0007: 159@ = 60.9627 // floating-point values 
0007: 139@ = 1802.865 // floating-point values 
0007: 146@ = -1918.742 // floating-point values 
0007: 153@ = 13.2965 // floating-point values 
0007: 160@ = 357.6195 // floating-point values 
0007: 140@ = 1788.992 // floating-point values 
0007: 147@ = -1924.501 // floating-point values 
0007: 154@ = 13.2937 // floating-point values 
0007: 161@ = 305.5176 // floating-point values 
0007: 141@ = 1784.189 // floating-point values 
0007: 148@ = -1913.44 // floating-point values 
0007: 155@ = 13.2957 // floating-point values 
0007: 162@ = 188.9639 // floating-point values 
0007: 142@ = 1790.964 // floating-point values 
0007: 149@ = -1913.898 // floating-point values 
0007: 156@ = 13.2985 // floating-point values 
0007: 163@ = 266.2616 // floating-point values 
0007: 143@ = 1799.899 // floating-point values 
0007: 150@ = -1906.425 // floating-point values 
0007: 157@ = 13.3025 // floating-point values 
0007: 164@ = 184.4735 // floating-point values 
0007: 144@ = 1785.94 // floating-point values 
0007: 151@ = -1904.839 // floating-point values 
0007: 158@ = 13.297 // floating-point values 
0007: 165@ = 152.5742 // floating-point values 
0007: 166@ = 1798.603 // floating-point values 
0007: 188@ = -1908.26 // floating-point values 
0007: 210@ = 12.4388 // floating-point values 
0007: 232@ = 102.3995 // floating-point values 
0007: 167@ = 1798.887 // floating-point values 
0007: 189@ = -1907.668 // floating-point values 
0007: 211@ = 12.4399 // floating-point values 
0007: 233@ = 174.1189 // floating-point values 
0007: 168@ = 1798.834 // floating-point values 
0007: 190@ = -1911.782 // floating-point values 
0007: 212@ = 12.4374 // floating-point values 
0007: 234@ = 158.2591 // floating-point values 
0007: 169@ = 1799.584 // floating-point values 
0007: 191@ = -1912.795 // floating-point values 
0007: 213@ = 12.4368 // floating-point values 
0007: 235@ = 74.6392 // floating-point values 
0007: 170@ = 1800.902 // floating-point values 
0007: 192@ = -1918.714 // floating-point values 
0007: 214@ = 12.4331 // floating-point values 
0007: 236@ = 256.6391 // floating-point values 
0007: 171@ = 1798.166 // floating-point values 
0007: 193@ = -1920.426 // floating-point values 
0007: 215@ = 12.4321 // floating-point values 
0007: 237@ = 19.6592 // floating-point values 
0007: 172@ = 1796.811 // floating-point values 
0007: 194@ = -1920.426 // floating-point values 
0007: 216@ = 12.4321 // floating-point values 
0007: 238@ = 331.8393 // floating-point values 
0007: 173@ = 1787.78 // floating-point values 
0007: 195@ = -1919.071 // floating-point values 
0007: 217@ = 12.4329 // floating-point values 
0007: 239@ = 331.8393 // floating-point values 
0007: 174@ = 1786.71 // floating-point values 
0007: 196@ = -1917.982 // floating-point values 
0007: 218@ = 12.4332 // floating-point values 
0007: 240@ = 285.8198 // floating-point values 
0007: 175@ = 1786.194 // floating-point values 
0007: 197@ = -1907.356 // floating-point values 
0007: 219@ = 12.4327 // floating-point values 
0007: 241@ = 260.4003 // floating-point values 
0007: 176@ = 1786.898 // floating-point values 
0007: 198@ = -1906.531 // floating-point values 
0007: 220@ = 12.4335 // floating-point values 
0007: 242@ = 141.9807 // floating-point values 
0007: 177@ = 1786.23 // floating-point values 
0007: 199@ = -1908.622 // floating-point values 
0007: 221@ = 12.4328 // floating-point values 
0007: 243@ = 327.1608 // floating-point values 
0007: 178@ = 1789.188 // floating-point values 
0007: 200@ = -1919.665 // floating-point values 
0007: 222@ = 12.4325 // floating-point values 
0007: 244@ = 357.2196 // floating-point values 
0007: 179@ = 1788.103 // floating-point values 
0007: 201@ = -1907.949 // floating-point values 
0007: 223@ = 12.4352 // floating-point values 
0007: 245@ = 200.9411 // floating-point values 
0007: 180@ = 1797.996 // floating-point values 
0007: 202@ = -1912.74 // floating-point values 
0007: 224@ = 12.4368 // floating-point values 
0007: 246@ = 312.2806 // floating-point values 
0007: 181@ = 1796.46 // floating-point values 
0007: 203@ = -1908.882 // floating-point values 
0007: 225@ = 12.4368 // floating-point values 
0007: 247@ = 312.2806 // floating-point values 
0247: request_model #VLA1 
0247: request_model #VLA2 
0247: request_model #VLA3 
0247: request_model #BFYPRO 
0247: request_model #HFYST 
0247: request_model #SAVANNA 
0247: request_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_1990
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @LOWR_2032 
0001: wait 0 ms 
0002: jump @LOWR_1990 

:LOWR_2032
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @LOWR_2064 
0001: wait 0 ms 
0002: jump @LOWR_2032 

:LOWR_2064
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWR_2098 
0001: wait 0 ms 
0002: jump @LOWR_2064 

:LOWR_2098
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @LOWR_2134 
018A: 102@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:LOWR_2134
0917: audio_zone 'LOWRIDE' enable_sound 1 
0004: $6471 = 0 // integer values 
000A: 35@ += 1 // integer values 

:LOWR_2161
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @LOWR_9428 
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @LOWR_3625 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @LOWR_3618 
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ color_to 1 0 
0229: set_car 70@ color_to 2 1 
0229: set_car 71@ color_to 3 2 
0229: set_car 72@ color_to 10 3 
0229: set_car 73@ color_to 9 4 
0229: set_car 74@ color_to 6 5 
0229: set_car 75@ color_to 7 6 
03A2: (unknown) 69@ 3 
03A2: (unknown) 73@ 3 
03A2: (unknown) 72@ 3 
07FF: set_car 69@ hydraulics 1 
07FF: set_car 73@ hydraulics 1 
07FF: set_car 72@ hydraulics 1 
02AA: set_car 69@ immune_to_nonplayer 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AA: set_car 72@ immune_to_nonplayer 1 
0006: 43@ = 0 // integer values 

:LOWR_2529
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_2618 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) z_angle_to 159@(43@,7f) 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_2529 

:LOWR_2618
0001: wait 0 ms 
009A: 77@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 79@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 80@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 82@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 83@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 88@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 89@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 78@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 81@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 84@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 87@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 90@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 91@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 92@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 93@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 94@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 95@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 96@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 97@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 98@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
0006: 43@ = 0 // integer values 

:LOWR_3169
00D6: if 
001B:   16 > 43@ // integer values 
004D: jump_if_false @LOWR_3287 
00D6: if 
056D:   carcass_of_actor 77@(43@,22i) valid 
004D: jump_if_false @LOWR_3273 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_3273 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) z_angle_to 232@(43@,22f) 

:LOWR_3273
000A: 43@ += 1 // integer values 
0002: jump @LOWR_3169 

:LOWR_3287
0001: wait 0 ms 
0006: 43@ = 0 // integer values 

:LOWR_3298
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_3362 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_3348 
060B: unknown_actor_use_entity 77@(43@,22i) 67@ 

:LOWR_3348
000A: 43@ += 4 // integer values 
0002: jump @LOWR_3298 

:LOWR_3362
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_3402 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @LOWR_3402 
036A: put_actor 93@ in_car 70@ 

:LOWR_3402
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_3442 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @LOWR_3442 
036A: put_actor 94@ in_car 71@ 

:LOWR_3442
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_3482 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @LOWR_3482 
036A: put_actor 95@ in_car 73@ 

:LOWR_3482
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @LOWR_3522 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_3522 
036A: put_actor 96@ in_car 69@ 

:LOWR_3522
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @LOWR_3562 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_3562 
036A: put_actor 97@ in_car 72@ 

:LOWR_3562
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @LOWR_3604 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @LOWR_3604 
0430: put_actor 98@ into_vehicle 71@ passenger_seat 0 

:LOWR_3604
0006: 128@ = 1 // integer values 
0004: $1906 = 1 // integer values 

:LOWR_3618
0002: jump @LOWR_3766 

:LOWR_3625
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @LOWR_3766 
0006: 43@ = 0 // integer values 

:LOWR_3670
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_3711 
00A6: destroy_car 69@(43@,7i) 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_3670 

:LOWR_3711
0006: 43@ = 0 // integer values 

:LOWR_3718
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_3759 
009B: destroy_actor_instantly 77@(43@,22i) 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_3718 

:LOWR_3759
0006: 128@ = 0 // integer values 

:LOWR_3766
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @LOWR_9015 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @LOWR_8729 
0871: init_jump_table 39@ total_jumps 21 0 @LOWR_8009 jumps 0 @LOWR_3995 1 @LOWR_4371 2 @LOWR_4747 3 @LOWR_4897 4 @LOWR_5047 5 @LOWR_5162 6 @LOWR_5312 
0872: jump_table_jumps 7 @LOWR_5462 8 @LOWR_5578 9 @LOWR_5694 10 @LOWR_6070 11 @LOWR_6253 12 @LOWR_6369 13 @LOWR_6485 14 @LOWR_6792 15 @LOWR_7117 
0872: jump_table_jumps 16 @LOWR_7401 17 @LOWR_7510 18 @LOWR_7619 19 @LOWR_7826 20 @LOWR_8002 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 

:LOWR_3995
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_4364 
062E: (unknown) 77@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_4269 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_4203 
00D6: if 
01AF:   car 74@ 0 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_4155 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @LOWR_4196 

:LOWR_4155
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_4196
0002: jump @LOWR_4244 

:LOWR_4203
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_4244
0616: define_action_sequences_end 49@ 
0618: assign_actor 77@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0002: jump @LOWR_4364 

:LOWR_4269
00D6: if 
0611:   actor 77@ animation_is "M_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_4364 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_4364 
00D6: if 
81AF:   not car 74@ 0 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_4364 
0687: clear_actor_task 77@ 

:LOWR_4364
0002: jump @LOWR_8009 

:LOWR_4371
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_4740 
062E: (unknown) 78@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_4645 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_4579 
00D6: if 
01AF:   car 74@ 0 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_4531 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @LOWR_4572 

:LOWR_4531
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_4572
0002: jump @LOWR_4620 

:LOWR_4579
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_4620
0616: define_action_sequences_end 49@ 
0618: assign_actor 78@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0002: jump @LOWR_4740 

:LOWR_4645
00D6: if 
0611:   actor 78@ animation_is "F_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_4740 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_4740 
00D6: if 
81AF:   not car 74@ 0 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_4740 
0687: clear_actor_task 78@ 

:LOWR_4740
0002: jump @LOWR_8009 

:LOWR_4747
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_4890 
062E: (unknown) 79@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_4890 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_4831 
0677: AS_actor -1 chat_with_actor 80@ 1 1 
0002: jump @LOWR_4872 

:LOWR_4831
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_4872
0616: define_action_sequences_end 49@ 
0618: assign_actor 79@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_4890
0002: jump @LOWR_8009 

:LOWR_4897
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_5040 
062E: (unknown) 80@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_5040 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_4981 
0677: AS_actor -1 chat_with_actor 79@ 0 1 
0002: jump @LOWR_5022 

:LOWR_4981
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_5022
0616: define_action_sequences_end 49@ 
0618: assign_actor 80@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_5040
0002: jump @LOWR_8009 

:LOWR_5047
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_5155 
062E: (unknown) 81@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_5155 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 81@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_5155
0002: jump @LOWR_8009 

:LOWR_5162
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_5305 
062E: (unknown) 82@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_5305 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_5246 
0677: AS_actor -1 chat_with_actor 83@ 0 1 
0002: jump @LOWR_5287 

:LOWR_5246
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_5287
0616: define_action_sequences_end 49@ 
0618: assign_actor 82@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_5305
0002: jump @LOWR_8009 

:LOWR_5312
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_5455 
062E: (unknown) 83@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_5455 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_5396 
0677: AS_actor -1 chat_with_actor 82@ 1 1 
0002: jump @LOWR_5437 

:LOWR_5396
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_5437
0616: define_action_sequences_end 49@ 
0618: assign_actor 83@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_5455
0002: jump @LOWR_8009 

:LOWR_5462
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_5571 
062E: (unknown) 84@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_5571 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_5571
0002: jump @LOWR_8009 

:LOWR_5578
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_5687 
062E: (unknown) 85@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_5687 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 85@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_5687
0002: jump @LOWR_8009 

:LOWR_5694
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_6063 
062E: (unknown) 86@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_5968 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_5902 
00D6: if 
01AF:   car 75@ 0 144@ 151@ 158@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_5854 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @LOWR_5895 

:LOWR_5854
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_5895
0002: jump @LOWR_5943 

:LOWR_5902
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:LOWR_5943
0616: define_action_sequences_end 49@ 
0618: assign_actor 86@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0002: jump @LOWR_6063 

:LOWR_5968
00D6: if 
0611:   actor 86@ animation_is "M_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_6063 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_6063 
00D6: if 
81AF:   not car 75@ 0 144@ 151@ 158@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_6063 
0687: clear_actor_task 86@ 

:LOWR_6063
0002: jump @LOWR_8009 

:LOWR_6070
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_6246 
062E: (unknown) 87@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_6246 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 87@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_6246
0002: jump @LOWR_8009 

:LOWR_6253
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_6362 
062E: (unknown) 88@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_6362 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_6362
0002: jump @LOWR_8009 

:LOWR_6369
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_6478 
062E: (unknown) 89@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_6478 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 1 1 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 89@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_6478
0002: jump @LOWR_8009 

:LOWR_6485
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_6785 
062E: (unknown) 90@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_6785 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1786.718 -1915.878 12.3942 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1796.178 -1919.465 12.3928 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1786.718 -1915.878 12.3942 speed 4 60000 ms 
05D3: AS_actor -1 go_to_point 179@ 201@ 223@ speed 4 60000 ms 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_6726 
0639: AS_actor -1 rotate_to_actor 86@ 

:LOWR_6726
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 90@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_6785
0002: jump @LOWR_8009 

:LOWR_6792
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_7110 
062E: (unknown) 91@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_7110 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1800.367 -1917.394 12.3938 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1789.057 -1917.901 12.3936 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 0 1 1 0 -1 ms 
05D3: AS_actor -1 go_to_point 1788.526 -1907.294 12.3955 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1796.478 -1908.174 12.3983 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 91@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_7110
0002: jump @LOWR_8009 

:LOWR_7117
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_7394 
062E: (unknown) 92@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_7394 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1787.672 -1908.567 12.3949 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1786.719 -1917.107 12.3942 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1787.672 -1908.567 12.3949 speed 4 60000 ms 
05D3: AS_actor -1 go_to_point 181@ 203@ 225@ speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 92@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_7394
0002: jump @LOWR_8009 

:LOWR_7401
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_7503 
062E: (unknown) 93@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_7503 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 93@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_7503
0002: jump @LOWR_8009 

:LOWR_7510
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_7612 
062E: (unknown) 94@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_7612 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 94@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_7612
0002: jump @LOWR_8009 

:LOWR_7619
0006: 43@ = 0 // integer values 

:LOWR_7626
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_7819 
00D6: if 
056E:   carcass_of_car 69@(43@,7i) valid 
004D: jump_if_false @LOWR_7805 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_7775 
00D6: if 
051C:   car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWR_7768 
0227: 44@ = car 69@(43@,7i) health 
00D6: if 
001B:   950 > 44@ // integer values 
004D: jump_if_false @LOWR_7768 
00BC: text_highpriority 'LOW_32' 5000 ms 1  // ~r~A tallkoz feloszlik, mert tkztl az egyik kocsival.
0006: 127@ = 1 // integer values 
0006: 43@ = 7 // integer values 

:LOWR_7768
0002: jump @LOWR_7805 

:LOWR_7775
00BC: text_highpriority 'LOW_32' 5000 ms 1  // ~r~A tallkoz feloszlik, mert tkztl az egyik kocsival.
0006: 127@ = 1 // integer values 
0006: 43@ = 7 // integer values 

:LOWR_7805
000A: 43@ += 1 // integer values 
0002: jump @LOWR_7626 

:LOWR_7819
0002: jump @LOWR_8009 

:LOWR_7826
0006: 43@ = 0 // integer values 

:LOWR_7833
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_7995 
00D6: if 
056D:   carcass_of_actor 77@(43@,22i) valid 
004D: jump_if_false @LOWR_7981 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_7951 
00D6: if 
051A:   actor 77@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWR_7944 
00BC: text_highpriority 'LOW_04' 5000 ms 1  // ~r~A tallkoz elmarad, mert megtmadtl egy tagot.
0006: 127@ = 1 // integer values 
0006: 43@ = 22 // integer values 

:LOWR_7944
0002: jump @LOWR_7981 

:LOWR_7951
00BC: text_highpriority 'LOW_04' 5000 ms 1  // ~r~A tallkoz elmarad, mert megtmadtl egy tagot.
0006: 127@ = 1 // integer values 
0006: 43@ = 22 // integer values 

:LOWR_7981
000A: 43@ += 1 // integer values 
0002: jump @LOWR_7833 

:LOWR_7995
0002: jump @LOWR_8009 

:LOWR_8002
0002: jump @LOWR_8009 

:LOWR_8009
00D6: if 
001B:   300 > 133@ // integer values 
004D: jump_if_false @LOWR_8075 
0007: 254@ = 1.0 // floating-point values 
0007: 257@ = 1.0 // floating-point values 
0007: 260@ = 0.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 
0002: jump @LOWR_8148 

:LOWR_8075
00D6: if 
0019:   133@ > 500 // integer values 
004D: jump_if_false @LOWR_8108 
0006: 133@ = 0 // integer values 
0002: jump @LOWR_8148 

:LOWR_8108
0007: 254@ = 0.0 // floating-point values 
0007: 257@ = 0.0 // floating-point values 
0007: 260@ = 0.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 

:LOWR_8148
00D6: if 
0019:   134@ > 2000 // integer values 
004D: jump_if_false @LOWR_8222 
0209: 283@ = random_int 0 16 
0050: gosub @LOWR_20100 
0087: 255@ = 281@ // floating-point values only 
0087: 258@ = 279@ // floating-point values only 
0087: 261@ = 282@ // floating-point values only 
0087: 264@ = 280@ // floating-point values only 
0006: 134@ = 0 // integer values 

:LOWR_8222
00D6: if 
0019:   135@ > 300 // integer values 
004D: jump_if_false @LOWR_8296 
0209: 283@ = random_int 0 16 
0050: gosub @LOWR_20100 
0087: 256@ = 281@ // floating-point values only 
0087: 259@ = 279@ // floating-point values only 
0087: 262@ = 282@ // floating-point values only 
0087: 265@ = 280@ // floating-point values only 
0006: 135@ = 0 // integer values 

:LOWR_8296
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_8438 
00D6: if 
0803:   car 69@ have_hydraulics 
004D: jump_if_false @LOWR_8438 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
00AA: store_car 69@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 138@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 145@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 269@ // floating-point values 
006B: 51@ *= 269@ // floating-point values 
07D5: apply_momentum_to_vehicle 69@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:LOWR_8438
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_8580 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @LOWR_8580 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
00AA: store_car 72@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 141@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 148@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 269@ // floating-point values 
006B: 51@ *= 269@ // floating-point values 
07D5: apply_momentum_to_vehicle 72@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:LOWR_8580
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @LOWR_8722 
00D6: if 
0803:   car 73@ have_hydraulics 
004D: jump_if_false @LOWR_8722 
07F5: car 73@ control_hydraulics 259@ 265@ 256@ 262@ 
00AA: store_car 73@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 142@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 149@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 269@ // floating-point values 
006B: 51@ *= 269@ // floating-point values 
07D5: apply_momentum_to_vehicle 73@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:LOWR_8722
0002: jump @LOWR_9015 

:LOWR_8729
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @LOWR_9015 
0006: 43@ = 0 // integer values 

:LOWR_8754
00D6: if 
001B:   12 > 43@ // integer values 
004D: jump_if_false @LOWR_8815 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_8801 
0792: (unknown) 77@(43@,22i) 

:LOWR_8801
000A: 43@ += 1 // integer values 
0002: jump @LOWR_8754 

:LOWR_8815
00D6: if 
8039:   not  37@ == 1 // integer values 
004D: jump_if_false @LOWR_8905 
0006: 43@ = 0 // integer values 

:LOWR_8840
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_8905 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_8891 
077A: set_actor 77@(43@,22i) aggressive_to_pedgroup 4 type 0 

:LOWR_8891
000A: 43@ += 1 // integer values 
0002: jump @LOWR_8840 

:LOWR_8905
0006: 43@ = 0 // integer values 

:LOWR_8912
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_8953 
01C2: remove_references_to_actor 77@(43@,22i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_8912 

:LOWR_8953
0006: 43@ = 0 // integer values 

:LOWR_8960
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_9001 
01C3: remove_references_to_car 69@(43@,7i) // Like turning a car into any random car 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_8960 

:LOWR_9001
0006: 37@ = 1 // integer values 
000A: 127@ += 1 // integer values 

:LOWR_9015
00D6: if 
0018:   $6471 > 120000 // integer values 
004D: jump_if_false @LOWR_9066 
00BC: text_highpriority 'LOW_35' 5000 ms 1  // ~r~Az autstnc tallkoz feloszlott.
0006: 37@ = 1 // integer values 
0002: jump @LOWR_9428 

:LOWR_9066
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @LOWR_9403 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
096E:   car $TEMPVAR_ACTOR_CAR lowrider 
004D: jump_if_false @LOWR_9355 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @LOWR_9307 
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
002D:   43@ >= 271@ // integer values 
004D: jump_if_false @LOWR_9256 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 
0006: 35@ = 99 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D9: 68@ = actor $PLAYER_ACTOR car 
016A: fade 0 500 ms 

:LOWR_9225
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_9249 
0001: wait 0 ms 
0002: jump @LOWR_9225 

:LOWR_9249
0002: jump @LOWR_9300 

:LOWR_9256
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @LOWR_9300 
01E5: text_1number_highpriority 'LOW_38' 271@ 5000 ms 1  // ~s~Szksged lesz ~1~ dollrra ahhoz, hogy hogy versenyezhess.
000A: 62@ += 1 // integer values 

:LOWR_9300
0002: jump @LOWR_9348 

:LOWR_9307
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @LOWR_9348 
00BC: text_highpriority 'LOW_36' 5000 ms 1  // ~s~Szksged lesz egy kocsira hidraulikval.
000A: 62@ += 1 // integer values 

:LOWR_9348
0002: jump @LOWR_9396 

:LOWR_9355
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @LOWR_9396 
00BC: text_highpriority 'LOW_36' 5000 ms 1  // ~s~Szksged lesz egy kocsira hidraulikval.
000A: 62@ += 1 // integer values 

:LOWR_9396
0002: jump @LOWR_9428 

:LOWR_9403
00D6: if 
8039:   not  62@ == 0 // integer values 
004D: jump_if_false @LOWR_9428 
0006: 62@ = 0 // integer values 

:LOWR_9428
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @LOWR_9453 
0050: gosub @LOWR_27192 

:LOWR_9453
0051: return 

:LOWR_9455
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @LOWR_10048 
016A: fade 0 500 ms 

:LOWR_9480
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_9504 
0001: wait 0 ms 
0002: jump @LOWR_9480 

:LOWR_9504
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_9525 
09FE: (unknown) 68@ 

:LOWR_9525
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 range 30.0 
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @LOWR_9584 
0164: disable_marker 102@ 

:LOWR_9584
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_9630 
00AB: put_car 68@ at 1793.068 -1904.254 12.3989 
0175: set_car 68@ z_angle_to 171.6728 

:LOWR_9630
0006: 43@ = 0 // integer values 

:LOWR_9637
00D6: if 
001B:   16 > 43@ // integer values 
004D: jump_if_false @LOWR_9698 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_9684 
0792: (unknown) 77@(43@,22i) 

:LOWR_9684
000A: 43@ += 1 // integer values 
0002: jump @LOWR_9637 

:LOWR_9698
0006: 43@ = 0 // integer values 

:LOWR_9705
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_9769 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_9755 
060B: unknown_actor_use_entity 77@(43@,22i) 66@ 

:LOWR_9755
000A: 43@ += 1 // integer values 
0002: jump @LOWR_9705 

:LOWR_9769
0006: 43@ = 0 // integer values 

:LOWR_9776
00D6: if 
001B:   16 > 43@ // integer values 
004D: jump_if_false @LOWR_9874 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_9860 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) z_angle_to 232@(43@,22f) 

:LOWR_9860
000A: 43@ += 1 // integer values 
0002: jump @LOWR_9776 

:LOWR_9874
0006: 43@ = 0 // integer values 

:LOWR_9881
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_9979 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_9965 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) z_angle_to 159@(43@,7f) 

:LOWR_9965
000A: 43@ += 1 // integer values 
0002: jump @LOWR_9881 

:LOWR_9979
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1796.749 -1916.96 13.8583 0.0 0.0 0.0 
0160: point_camera 1796.125 -1916.181 13.807 2 
000A: 35@ += 1 // integer values 

:LOWR_10048
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @LOWR_10073 
000A: 35@ += 1 // integer values 

:LOWR_10073
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @LOWR_10231 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_10231 
0792: (unknown) 95@ 
00A1: put_actor 95@ at 1792.631 -1909.274 12.4371 
0173: set_actor 95@ z_angle_to 331.0204 
015F: set_camera_position 1793.816 -1910.713 14.0346 0.0 0.0 0.0 
0160: point_camera 1793.453 -1909.8 13.8451 2 
016A: fade 1 500 ms 

:LOWR_10200
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_10224 
0001: wait 0 ms 
0002: jump @LOWR_10200 

:LOWR_10224
000A: 35@ += 1 // integer values 

:LOWR_10231
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @LOWR_10698 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_10698 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "LOWRIDER" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" from_file "LOWRIDER" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKF" from_file "LOWRIDER" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" from_file "LOWRIDER" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 95@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0209: 43@ = random_int 0 3 
0871: init_jump_table 43@ total_jumps 3 0 @LOWR_10684 jumps 0 @LOWR_10540 1 @LOWR_10588 2 @LOWR_10636 -1 @LOWR_10684 -1 @LOWR_10684 -1 @LOWR_10684 -1 @LOWR_10684 

:LOWR_10540
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA' // 8-byte strings  // ~z~Szval azt hiszed, hogy lowride lehetsz? Lssuk akkor mit tudsz.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22808 
004F: create_thread @AUDIOL 95@ 0 1 1 0 
0002: jump @LOWR_10684 

:LOWR_10588
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB' // 8-byte strings  // ~z~Ksz vagy egy kis pattogtatsra, pajts?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22809 
004F: create_thread @AUDIOL 95@ 0 1 1 0 
0002: jump @LOWR_10684 

:LOWR_10636
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC' // 8-byte strings  // ~z~Rendben, haver, lssuk, hogy megvan-e a pnz.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22810 
004F: create_thread @AUDIOL 95@ 0 1 1 0 
0002: jump @LOWR_10684 

:LOWR_10684
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:LOWR_10698
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @LOWR_10812 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @LOWR_10812 
00D6: if or
0038:   $11266 == 0 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @LOWR_10812 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
000A: 35@ += 1 // integer values 
0006: 131@ = 1 // integer values 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_10812 
0687: clear_actor_task 95@ 

:LOWR_10812
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @LOWR_10944 
00BE: text_clear_all 
02A3: toggle_widescreen 0 
015F: set_camera_position 1793.485 -1907.354 13.4436 0.0 0.0 0.0 
0160: point_camera 1793.129 -1908.288 13.4481 2 
0085: 273@ = 271@ // integer values and handles 
0085: 43@ = 273@ // integer values and handles 
0012: 43@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 43@ 
0512: permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~Tt nvelse~N~~k~~PED_FIREWEAPON~ Tt cskkentse~N~~k~~PED_SPRINT~ Elfogad~N~~k~~VEHICLE_ENTER_EXIT~ Kilp
03F0: text_draw_toggle 1 
0001: wait 1 ms 
000A: 35@ += 1 // integer values 

:LOWR_10944
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @LOWR_12351 
00D6: if and
09FA: (unknown) 
0A0F: (unknown) 
004D: jump_if_false @LOWR_10990 
03E6: remove_text_box 
0512: permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~Tt nvelse~N~~k~~PED_FIREWEAPON~ Tt cskkentse~N~~k~~PED_SPRINT~ Elfogad~N~~k~~VEHICLE_ENTER_EXIT~ Kilp

:LOWR_10990
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @LOWR_11416 
00D6: if and
8039:   not  274@ == 1 // integer values 
8039:   not  274@ == -1 // integer values 
004D: jump_if_false @LOWR_11365 
00D6: if 
0029:   273@ >= 10000 // integer values 
004D: jump_if_false @LOWR_11066 
0006: 270@ = 1000 // integer values 
0002: jump @LOWR_11170 

:LOWR_11066
00D6: if 
0029:   273@ >= 1000 // integer values 
004D: jump_if_false @LOWR_11099 
0006: 270@ = 100 // integer values 
0002: jump @LOWR_11170 

:LOWR_11099
00D6: if 
0029:   273@ >= 100 // integer values 
004D: jump_if_false @LOWR_11131 
0006: 270@ = 10 // integer values 
0002: jump @LOWR_11170 

:LOWR_11131
00D6: if 
0039:   273@ == 0 // integer values 
004D: jump_if_false @LOWR_11163 
0006: 270@ = 2 // integer values 
0002: jump @LOWR_11170 

:LOWR_11163
0006: 270@ = 1 // integer values 

:LOWR_11170
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
001D:   270@ > 43@ // integer values 
004D: jump_if_false @LOWR_11205 
0085: 270@ = 43@ // integer values and handles 

:LOWR_11205
0085: 43@ = 273@ // integer values and handles 
005A: 43@ += 270@ // integer values 
00D6: if 
001D:   43@ > 272@ // integer values 
004D: jump_if_false @LOWR_11256 
0085: 270@ = 272@ // integer values and handles 
0062: 270@ -= 273@ // integer values 

:LOWR_11256
00D6: if 
001B:   0 > 270@ // integer values 
004D: jump_if_false @LOWR_11281 
0012: 270@ *= -1 // integer values 

:LOWR_11281
005A: 273@ += 270@ // integer values 
005A: 275@ += 270@ // integer values 
0012: 270@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 270@ 
000A: 274@ += 1 // integer values 
00D6: if 
0019:   274@ > 1 // integer values 
004D: jump_if_false @LOWR_11351 
0006: 274@ = 2 // integer values 
0002: jump @LOWR_11358 

:LOWR_11351
0006: 32@ = 0 // integer values 

:LOWR_11358
0002: jump @LOWR_11409 

:LOWR_11365
00D6: if 
0039:   274@ == 1 // integer values 
004D: jump_if_false @LOWR_11409 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @LOWR_11409 
0006: 274@ = 2 // integer values 

:LOWR_11409
0002: jump @LOWR_11807 

:LOWR_11416
00D6: if 
8039:   not  274@ == 0 // integer values 
004D: jump_if_false @LOWR_11441 
0006: 274@ = 0 // integer values 

:LOWR_11441
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @LOWR_11782 
00D6: if 
8039:   not  276@ == 1 // integer values 
004D: jump_if_false @LOWR_11749 
00D6: if 
0019:   273@ > 10000 // integer values 
004D: jump_if_false @LOWR_11510 
0006: 270@ = -1000 // integer values 
0002: jump @LOWR_11582 

:LOWR_11510
00D6: if 
0019:   273@ > 1000 // integer values 
004D: jump_if_false @LOWR_11543 
0006: 270@ = -100 // integer values 
0002: jump @LOWR_11582 

:LOWR_11543
00D6: if 
0019:   273@ > 100 // integer values 
004D: jump_if_false @LOWR_11575 
0006: 270@ = -10 // integer values 
0002: jump @LOWR_11582 

:LOWR_11575
0006: 270@ = -1 // integer values 

:LOWR_11582
0085: 43@ = 273@ // integer values and handles 
005A: 273@ += 270@ // integer values 
00D6: if 
001D:   271@ > 273@ // integer values 
004D: jump_if_false @LOWR_11639 
0006: 273@ = 0 // integer values 
0085: 270@ = 43@ // integer values and handles 
0012: 270@ *= -1 // integer values 

:LOWR_11639
00D6: if 
001D:   271@ > 273@ // integer values 
004D: jump_if_false @LOWR_11673 
0085: 273@ = 271@ // integer values and handles 
0002: jump @LOWR_11696 

:LOWR_11673
0012: 270@ *= -1 // integer values 
0062: 275@ -= 270@ // integer values 
0109: player $PLAYER_CHAR money += 270@ 

:LOWR_11696
000A: 276@ += 1 // integer values 
00D6: if 
0019:   276@ > 1 // integer values 
004D: jump_if_false @LOWR_11735 
0006: 276@ = 2 // integer values 
0002: jump @LOWR_11742 

:LOWR_11735
0006: 32@ = 0 // integer values 

:LOWR_11742
0002: jump @LOWR_11775 

:LOWR_11749
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @LOWR_11775 
0006: 276@ = 2 // integer values 

:LOWR_11775
0002: jump @LOWR_11807 

:LOWR_11782
00D6: if 
8039:   not  276@ == 0 // integer values 
004D: jump_if_false @LOWR_11807 
0006: 276@ = 0 // integer values 

:LOWR_11807
0050: gosub @LOWR_26737 
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @LOWR_11883 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @LOWR_11876 
0093: 46@ = integer_to_float 273@ 
0013: 46@ *= 0.1 // floating-point values 
03E6: remove_text_box 
000A: 35@ += 1 // integer values 

:LOWR_11876
0002: jump @LOWR_11907 

:LOWR_11883
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @LOWR_11907 
0006: 131@ = 0 // integer values 

:LOWR_11907
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @LOWR_12351 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
056E:   carcass_of_car 70@ valid 
004D: jump_if_false @LOWR_11960 
00A6: destroy_car 70@ 

:LOWR_11960
00D6: if 
056E:   carcass_of_car 73@ valid 
004D: jump_if_false @LOWR_11981 
00A6: destroy_car 73@ 

:LOWR_11981
00D6: if 
056E:   carcass_of_car 71@ valid 
004D: jump_if_false @LOWR_12002 
00A6: destroy_car 71@ 

:LOWR_12002
00D6: if 
056E:   carcass_of_car 74@ valid 
004D: jump_if_false @LOWR_12023 
00A6: destroy_car 74@ 

:LOWR_12023
00D6: if 
056E:   carcass_of_car 72@ valid 
004D: jump_if_false @LOWR_12044 
00A6: destroy_car 72@ 

:LOWR_12044
00D6: if 
056D:   carcass_of_actor 78@ valid 
004D: jump_if_false @LOWR_12065 
009B: destroy_actor_instantly 78@ 

:LOWR_12065
00D6: if 
056D:   carcass_of_actor 80@ valid 
004D: jump_if_false @LOWR_12086 
009B: destroy_actor_instantly 80@ 

:LOWR_12086
00D6: if 
056D:   carcass_of_actor 93@ valid 
004D: jump_if_false @LOWR_12107 
009B: destroy_actor_instantly 93@ 

:LOWR_12107
00D6: if 
056D:   carcass_of_actor 83@ valid 
004D: jump_if_false @LOWR_12128 
009B: destroy_actor_instantly 83@ 

:LOWR_12128
00D6: if 
056D:   carcass_of_actor 84@ valid 
004D: jump_if_false @LOWR_12149 
009B: destroy_actor_instantly 84@ 

:LOWR_12149
00D6: if 
056D:   carcass_of_actor 86@ valid 
004D: jump_if_false @LOWR_12170 
009B: destroy_actor_instantly 86@ 

:LOWR_12170
00D6: if 
056D:   carcass_of_actor 87@ valid 
004D: jump_if_false @LOWR_12191 
009B: destroy_actor_instantly 87@ 

:LOWR_12191
00D6: if 
056D:   carcass_of_actor 89@ valid 
004D: jump_if_false @LOWR_12212 
009B: destroy_actor_instantly 89@ 

:LOWR_12212
00D6: if 
056D:   carcass_of_actor 97@ valid 
004D: jump_if_false @LOWR_12233 
009B: destroy_actor_instantly 97@ 

:LOWR_12233
00D6: if 
056D:   carcass_of_actor 90@ valid 
004D: jump_if_false @LOWR_12254 
009B: destroy_actor_instantly 90@ 

:LOWR_12254
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_12313 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_12313 
00D6: if 
00DB:   actor 99@ in_car 68@ 
004D: jump_if_false @LOWR_12313 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_12313
016A: fade 1 500 ms 

:LOWR_12320
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_12344 
0001: wait 0 ms 
0002: jump @LOWR_12320 

:LOWR_12344
0006: 37@ = 1 // integer values 

:LOWR_12351
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @LOWR_12380 
03F0: text_draw_toggle 0 
000A: 35@ += 1 // integer values 

:LOWR_12380
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @LOWR_12405 
000A: 35@ += 1 // integer values 

:LOWR_12405
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @LOWR_12430 
000A: 35@ += 1 // integer values 

:LOWR_12430
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @LOWR_12507 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @LOWR_12507 
00BE: text_clear_all 
016A: fade 0 500 ms 

:LOWR_12476
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_12500 
0001: wait 0 ms 
0002: jump @LOWR_12476 

:LOWR_12500
0006: 35@ = 99 // integer values 

:LOWR_12507
00D6: if 
8039:   not  37@ == 1 // integer values 
004D: jump_if_false @LOWR_12532 
0050: gosub @LOWR_21030 

:LOWR_12532
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @LOWR_12557 
0050: gosub @LOWR_27192 

:LOWR_12557
0051: return 

:LOWR_12559
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @LOWR_12665 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 1788.107 -1903.804 13.3553 0.0 0.0 0.0 
0160: point_camera 1788.944 -1904.343 13.2601 2 
03CB: set_camera 1788.944 -1904.343 13.2601 
000A: 35@ += 1 // integer values 

:LOWR_12665
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @LOWR_15486 
0247: request_model #VLA1 
0247: request_model #VLA2 
0247: request_model #VLA3 
0247: request_model #BFYPRO 
0247: request_model #HFYST 
0247: request_model #SAVANNA 
0247: request_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_12727
00D6: if 
8248:   not model #VLA1 available 
004D: jump_if_false @LOWR_12753 
0001: wait 0 ms 
0002: jump @LOWR_12727 

:LOWR_12753
00D6: if 
8248:   not model #VLA2 available 
004D: jump_if_false @LOWR_12779 
0001: wait 0 ms 
0002: jump @LOWR_12753 

:LOWR_12779
00D6: if 
8248:   not model #VLA3 available 
004D: jump_if_false @LOWR_12805 
0001: wait 0 ms 
0002: jump @LOWR_12779 

:LOWR_12805
00D6: if 
8248:   not model #BFYPRO available 
004D: jump_if_false @LOWR_12831 
0001: wait 0 ms 
0002: jump @LOWR_12805 

:LOWR_12831
00D6: if 
8248:   not model #HFYST available 
004D: jump_if_false @LOWR_12857 
0001: wait 0 ms 
0002: jump @LOWR_12831 

:LOWR_12857
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @LOWR_12889 
0001: wait 0 ms 
0002: jump @LOWR_12857 

:LOWR_12889
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWR_12923 
0001: wait 0 ms 
0002: jump @LOWR_12889 

:LOWR_12923
0007: 138@ = 1798.203 // floating-point values 
0007: 145@ = -1926.222 // floating-point values 
0007: 152@ = 12.3895 // floating-point values 
0007: 159@ = 73.1404 // floating-point values 
0007: 139@ = 1802.864 // floating-point values 
0007: 146@ = -1918.741 // floating-point values 
0007: 153@ = 12.3931 // floating-point values 
0007: 160@ = 357.6193 // floating-point values 
0007: 140@ = 1784.635 // floating-point values 
0007: 147@ = -1924.968 // floating-point values 
0007: 154@ = 12.3901 // floating-point values 
0007: 161@ = 305.062 // floating-point values 
0007: 141@ = 1784.188 // floating-point values 
0007: 148@ = -1913.439 // floating-point values 
0007: 155@ = 12.3923 // floating-point values 
0007: 162@ = 183.5814 // floating-point values 
0007: 142@ = 1792.318 // floating-point values 
0007: 149@ = -1919.513 // floating-point values 
0007: 156@ = 12.3928 // floating-point values 
0007: 163@ = 8.2504 // floating-point values 
0007: 143@ = 1801.462 // floating-point values 
0007: 150@ = -1905.691 // floating-point values 
0007: 157@ = 12.3995 // floating-point values 
0007: 164@ = 189.9314 // floating-point values 
0007: 144@ = 1787.642 // floating-point values 
0007: 151@ = -1901.136 // floating-point values 
0007: 158@ = 12.3949 // floating-point values 
0007: 165@ = 145.4181 // floating-point values 
0007: 166@ = 1800.0 // floating-point values 
0007: 188@ = -1907.83 // floating-point values 
0007: 210@ = 12.4398 // floating-point values 
0007: 232@ = 73.7198 // floating-point values 
0007: 167@ = 1799.846 // floating-point values 
0007: 189@ = -1912.124 // floating-point values 
0007: 211@ = 12.4582 // floating-point values 
0007: 233@ = 48.2386 // floating-point values 
0007: 168@ = 1800.086 // floating-point values 
0007: 190@ = -1910.434 // floating-point values 
0007: 212@ = 12.4372 // floating-point values 
0007: 234@ = 83.7398 // floating-point values 
0007: 169@ = 1801.32 // floating-point values 
0007: 191@ = -1916.427 // floating-point values 
0007: 213@ = 12.4343 // floating-point values 
0007: 235@ = 83.7398 // floating-point values 
0007: 170@ = 1798.54 // floating-point values 
0007: 192@ = -1922.18 // floating-point values 
0007: 214@ = 12.431 // floating-point values 
0007: 236@ = 46.5794 // floating-point values 
0007: 171@ = 1799.49 // floating-point values 
0007: 193@ = -1920.616 // floating-point values 
0007: 215@ = 12.4322 // floating-point values 
0007: 237@ = 46.5794 // floating-point values 
0007: 172@ = 1787.255 // floating-point values 
0007: 194@ = -1926.596 // floating-point values 
0007: 216@ = 12.4283 // floating-point values 
0007: 238@ = 323.6194 // floating-point values 
0007: 173@ = 1786.442 // floating-point values 
0007: 195@ = -1920.201 // floating-point values 
0007: 217@ = 12.4322 // floating-point values 
0007: 239@ = 306.1995 // floating-point values 
0007: 174@ = 1785.824 // floating-point values 
0007: 196@ = -1919.162 // floating-point values 
0007: 218@ = 12.4324 // floating-point values 
0007: 240@ = 294.6196 // floating-point values 
0007: 175@ = 1786.102 // floating-point values 
0007: 197@ = -1913.833 // floating-point values 
0007: 219@ = 12.4327 // floating-point values 
0007: 241@ = 280.7204 // floating-point values 
0007: 176@ = 1786.806 // floating-point values 
0007: 198@ = -1905.246 // floating-point values 
0007: 220@ = 12.4342 // floating-point values 
0007: 242@ = 262.8214 // floating-point values 
0007: 177@ = 1788.693 // floating-point values 
0007: 199@ = -1902.138 // floating-point values 
0007: 221@ = 12.4348 // floating-point values 
0007: 243@ = 247.161 // floating-point values 
0007: 178@ = 1794.616 // floating-point values 
0007: 200@ = -1899.608 // floating-point values 
0007: 222@ = 12.4398 // floating-point values 
0007: 244@ = 191.0618 // floating-point values 
0007: 179@ = 1799.135 // floating-point values 
0007: 201@ = -1902.488 // floating-point values 
0007: 223@ = 12.4431 // floating-point values 
0007: 245@ = 157.4622 // floating-point values 
0007: 180@ = 1795.674 // floating-point values 
0007: 202@ = -1899.569 // floating-point values 
0007: 224@ = 12.4407 // floating-point values 
0007: 246@ = 162.6424 // floating-point values 
0007: 181@ = 1800.369 // floating-point values 
0007: 203@ = -1907.003 // floating-point values 
0007: 225@ = 12.4403 // floating-point values 
0007: 247@ = 77.6197 // floating-point values 
0007: 182@ = 1800.826 // floating-point values 
0007: 204@ = -1917.325 // floating-point values 
0007: 226@ = 12.434 // floating-point values 
0007: 248@ = 36.1793 // floating-point values 
0007: 183@ = 1785.85 // floating-point values 
0007: 205@ = -1917.955 // floating-point values 
0007: 227@ = 12.4324 // floating-point values 
0007: 249@ = 287.0602 // floating-point values 
0007: 184@ = 1788.538 // floating-point values 
0007: 206@ = -1927.091 // floating-point values 
0007: 228@ = 12.428 // floating-point values 
0007: 250@ = 345.1206 // floating-point values 
0007: 185@ = 1787.323 // floating-point values 
0007: 207@ = -1904.11 // floating-point values 
0007: 229@ = 12.4337 // floating-point values 
0007: 251@ = 263.3813 // floating-point values 
0007: 186@ = 1798.39 // floating-point values 
0007: 208@ = -1901.733 // floating-point values 
0007: 230@ = 12.4429 // floating-point values 
0007: 252@ = 142.4208 // floating-point values 
0004: $1020 = -1 // integer values 
0004: $1021 = -1 // integer values 
0007: 269@ = 0.01 // floating-point values 
0006: 43@ = 0 // integer values 

:LOWR_14074
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_14135 
00D6: if 
056E:   carcass_of_car 69@(43@,7i) valid 
004D: jump_if_false @LOWR_14121 
00A6: destroy_car 69@(43@,7i) 

:LOWR_14121
000A: 43@ += 1 // integer values 
0002: jump @LOWR_14074 

:LOWR_14135
0006: 43@ = 0 // integer values 

:LOWR_14142
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_14203 
00D6: if 
056D:   carcass_of_actor 77@(43@,22i) valid 
004D: jump_if_false @LOWR_14189 
009B: destroy_actor_instantly 77@(43@,22i) 

:LOWR_14189
000A: 43@ += 1 // integer values 
0002: jump @LOWR_14142 

:LOWR_14203
00D6: if 
856E:   not carcass_of_car 68@ valid 
004D: jump_if_false @LOWR_14264 
00A5: 68@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 68@ z_angle_to 181.5231 
09FE: (unknown) 68@ 
0002: jump @LOWR_14310 

:LOWR_14264
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_14310 
00AB: put_car 68@ at 1793.496 -1907.423 12.3992 
0175: set_car 68@ z_angle_to 181.5231 

:LOWR_14310
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_14382 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" from_file "LOWRIDER" 4.0 loop 1 0 0 1 -1 ms 

:LOWR_14382
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ color_to 1 0 
0229: set_car 70@ color_to 2 1 
0229: set_car 71@ color_to 3 2 
0229: set_car 72@ color_to 10 3 
0229: set_car 73@ color_to 9 4 
0229: set_car 74@ color_to 6 5 
0229: set_car 75@ color_to 7 6 
0006: 43@ = 0 // integer values 

:LOWR_14613
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_14713 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) z_angle_to 159@(43@,7f) 
0519: lock_vehicle 69@(43@,7i) in_current_position 1 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_14613 

:LOWR_14713
0519: lock_vehicle 73@ in_current_position 0 
03A2: (unknown) 73@ 3 
07FF: set_car 73@ hydraulics 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AC: set_car 73@ immunities 1 1 1 1 1 
009A: 77@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 78@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 79@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 80@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 92@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 93@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 94@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 95@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 96@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
0129: 98@ = create_actor 24 #VLA3 in_car 73@ driverseat 
0006: 43@ = 0 // integer values 

:LOWR_15279
00D6: if 
001B:   21 > 43@ // integer values 
004D: jump_if_false @LOWR_15357 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) z_angle_to 232@(43@,22f) 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_15279 

:LOWR_15357
009A: 99@ = create_actor 24 #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 99@ z_angle_to 232.5412 
00D6: if 
0038:   $6472 == 0 // integer values 
004D: jump_if_false @LOWR_15427 
0952: (unknown) 13 
0008: $6472 += 1 // integer values 
0002: jump @LOWR_15438 

:LOWR_15427
0952: (unknown) 0 
0004: $6472 = 0 // integer values 

:LOWR_15438
0006: 43@ = 0 // integer values 

:LOWR_15445
00D6: if 
84A4:   not  43@ == 2 // integer values OR floating-point values 
004D: jump_if_false @LOWR_15479 
0001: wait 0 ms 
0953: (unknown) 43@ 
0002: jump @LOWR_15445 

:LOWR_15479
000A: 35@ += 1 // integer values 

:LOWR_15486
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @LOWR_15610 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LOWR_15610 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @LOWR_15577 
00D6: if 
8431:   not car $TEMPVAR_ACTOR_CAR car_passenger_seat_free 0 
004D: jump_if_false @LOWR_15577 
0432: 277@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger 0 
009B: destroy_actor_instantly 277@ 

:LOWR_15577
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_15610 
0430: put_actor 99@ into_vehicle $TEMPVAR_ACTOR_CAR passenger_seat 0 
000A: 35@ += 1 // integer values 

:LOWR_15610
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @LOWR_16181 
02A3: toggle_widescreen 0 
015F: set_camera_position 1788.516 -1910.318 14.8901 0.0 0.0 0.0 
0160: point_camera 1789.355 -1909.843 14.6269 2 
0581: toggle_radar 0 
0826: toggle_hud 0 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_15736 
020A: set_car 68@ door_status_to 4 
0221: set_player $PLAYER_CHAR trapped_in_car 1 
02AC: set_car 68@ immunities 1 1 1 1 1 

:LOWR_15736
0007: 266@ = 0.62 // floating-point values 
0007: 267@ = 0.31 // floating-point values 
0007: 268@ = -0.167 // floating-point values 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_15848 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_15848 
00D6: if 
0137:   car 68@ id == #SAVANNA 
004D: jump_if_false @LOWR_15848 
0792: (unknown) 99@ 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle 0.0 with_weapon 0 

:LOWR_15848
0615: define_action_sequences 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 49@ 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_15983 
00D6: if 
0A32: (unknown) 99@ 
004D: jump_if_false @LOWR_15983 
0618: assign_actor 99@ to_action_sequences 49@ 

:LOWR_15983
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
0004: $1020 = -1 // integer values 
0004: $1021 = -1 // integer values 
00D6: if 
001A:   1 > $1022 // integer values 
004D: jump_if_false @LOWR_16034 
0004: $1022 = 1 // integer values 

:LOWR_16034
0093: 46@ = integer_to_float 273@ 
0093: 47@ = integer_to_float 272@ 
0073: 46@ /= 47@ // floating-point values 
0013: 46@ *= 4.0 // floating-point values 
0092: 43@ = float_to_integer 46@ 
005E: $1022 += 43@ // integer values 
00D6: if 
0018:   $1022 > 5 // integer values 
004D: jump_if_false @LOWR_16109 
0004: $1022 = 5 // integer values 

:LOWR_16109
00D6: if 
001A:   1 > $1022 // integer values 
004D: jump_if_false @LOWR_16134 
0004: $1022 = 1 // integer values 

:LOWR_16134
0001: wait 500 ms 
016A: fade 1 500 ms 

:LOWR_16146
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_16170 
0001: wait 0 ms 
0002: jump @LOWR_16146 

:LOWR_16170
00BE: text_clear_all 
0954: (unknown) 
000A: 35@ += 1 // integer values 

:LOWR_16181
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @LOWR_16295 
01B4: set_player $PLAYER_CHAR frozen_state 1 
004F: create_thread @BDISPLY 
004F: create_thread @LOWGAME 68@ 73@ 99@ 
0006: 32@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 130@ = 0 // integer values 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: text_box 'LOW_26'  // A megfelel irnyba nyomogasd a felfggeszts gombokat.
0006: 65@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:LOWR_16295
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @LOWR_16338 
00D6: if 
0038:   $1017 == 1 // integer values 
004D: jump_if_false @LOWR_16338 
000A: 35@ += 1 // integer values 

:LOWR_16338
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @LOWR_17504 
00D6: if 
0038:   $1017 == 1 // integer values 
004D: jump_if_false @LOWR_17497 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @LOWR_16815 
00D6: if or
0019:   136@ > 5000 // integer values 
00E1:   key_pressed 0 13 
004D: jump_if_false @LOWR_16808 
000A: 130@ += 1 // integer values 
00D6: if 
0029:   130@ >= 5 // integer values 
004D: jump_if_false @LOWR_16449 
0006: 130@ = 0 // integer values 

:LOWR_16449
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_16479 
00AA: store_car 68@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:LOWR_16479
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @LOWR_16542 
015F: set_camera_position 1803.978 -1909.369 15.0671 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:LOWR_16542
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @LOWR_16605 
015F: set_camera_position 1795.369 -1900.999 14.1795 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:LOWR_16605
00D6: if 
0039:   130@ == 2 // integer values 
004D: jump_if_false @LOWR_16668 
015F: set_camera_position 1788.793 -1902.99 13.7203 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:LOWR_16668
00D6: if 
0039:   130@ == 3 // integer values 
004D: jump_if_false @LOWR_16731 
015F: set_camera_position 1789.376 -1912.195 14.0671 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:LOWR_16731
00D6: if 
0039:   130@ == 4 // integer values 
004D: jump_if_false @LOWR_16794 
015F: set_camera_position 1796.409 -1912.231 13.8316 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:LOWR_16794
000A: 132@ += 1 // integer values 
0006: 136@ = 0 // integer values 

:LOWR_16808
0002: jump @LOWR_16839 

:LOWR_16815
00D6: if 
80E1:   not key_pressed 0 13 
004D: jump_if_false @LOWR_16839 
0006: 132@ = 0 // integer values 

:LOWR_16839
00D6: if 
0736:   67 
004D: jump_if_false @LOWR_17490 
068D: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_16903 
00AA: store_car 68@ position_to 56@ 57@ 58@ 
0174: $TEMPVAR_ANGLE = car 68@ z_angle 

:LOWR_16903
0011: $TEMPVAR_ANGLE *= -1.0 // floating-point values 
02F7: 46@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
02F6: 47@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 58@ // floating-point values 
0087: 53@ = 50@ // floating-point values only 
006B: 53@ *= 46@ // floating-point values 
0087: 48@ = 51@ // floating-point values only 
006B: 48@ *= 47@ // floating-point values 
0063: 53@ -= 48@ // floating-point values 
0087: 54@ = 50@ // floating-point values only 
006B: 54@ *= 47@ // floating-point values 
0087: 48@ = 51@ // floating-point values only 
006B: 48@ *= 46@ // floating-point values 
005B: 54@ += 48@ // floating-point values 
03A9: write_debug_newline 
05B6: 74 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 53@ 
03A8: write_debug_float 54@ 
03A8: write_debug_float 52@ 
068E: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 58@ // floating-point values 
0087: 53@ = 50@ // floating-point values only 
006B: 53@ *= 46@ // floating-point values 
0087: 48@ = 51@ // floating-point values only 
006B: 48@ *= 47@ // floating-point values 
0063: 53@ -= 48@ // floating-point values 
0087: 54@ = 50@ // floating-point values only 
006B: 54@ *= 47@ // floating-point values 
0087: 48@ = 51@ // floating-point values only 
006B: 48@ *= 46@ // floating-point values 
005B: 54@ += 48@ // floating-point values 
03A9: write_debug_newline 
05B6: 75 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 53@ 
03A8: write_debug_float 54@ 
03A8: write_debug_float 52@ 

:LOWR_17490
0002: jump @LOWR_17504 

:LOWR_17497
000A: 35@ += 1 // integer values 

:LOWR_17504
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @LOWR_17567 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:LOWR_17536
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_17560 
0001: wait 0 ms 
0002: jump @LOWR_17536 

:LOWR_17560
0006: 35@ = 99 // integer values 

:LOWR_17567
0050: gosub @LOWR_23874 
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @LOWR_17599 
0050: gosub @LOWR_27192 

:LOWR_17599
0051: return 

:LOWR_17601
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @LOWR_17639 
0955: (unknown) 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:LOWR_17639
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @LOWR_19108 
0006: 43@ = 0 // integer values 

:LOWR_17664
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_17725 
00D6: if 
056E:   carcass_of_car 69@(43@,7i) valid 
004D: jump_if_false @LOWR_17711 
00A6: destroy_car 69@(43@,7i) 

:LOWR_17711
000A: 43@ += 1 // integer values 
0002: jump @LOWR_17664 

:LOWR_17725
0006: 43@ = 0 // integer values 

:LOWR_17732
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_17793 
00D6: if 
056D:   carcass_of_actor 77@(43@,22i) valid 
004D: jump_if_false @LOWR_17779 
009B: destroy_actor_instantly 77@(43@,22i) 

:LOWR_17779
000A: 43@ += 1 // integer values 
0002: jump @LOWR_17732 

:LOWR_17793
00D6: if 
056D:   carcass_of_actor 99@ valid 
004D: jump_if_false @LOWR_17814 
009B: destroy_actor_instantly 99@ 

:LOWR_17814
00D6: if 
856E:   not carcass_of_car 68@ valid 
004D: jump_if_false @LOWR_17870 
00A5: 68@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 68@ z_angle_to 181.5231 
0002: jump @LOWR_17916 

:LOWR_17870
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_17916 
00AB: put_car 68@ at 1793.496 -1907.423 12.3992 
0175: set_car 68@ z_angle_to 181.5231 

:LOWR_17916
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ color_to 1 0 
0229: set_car 70@ color_to 2 1 
0229: set_car 71@ color_to 3 2 
0229: set_car 72@ color_to 10 3 
0229: set_car 73@ color_to 9 4 
0229: set_car 74@ color_to 6 5 
0229: set_car 75@ color_to 7 6 
0006: 43@ = 0 // integer values 

:LOWR_18147
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_18247 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) z_angle_to 159@(43@,7f) 
0519: lock_vehicle 69@(43@,7i) in_current_position 1 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_18147 

:LOWR_18247
0519: lock_vehicle 73@ in_current_position 0 
03A2: (unknown) 73@ 3 
07FF: set_car 73@ hydraulics 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AC: set_car 73@ immunities 1 1 1 1 1 
009A: 77@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 78@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 79@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 80@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 92@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 93@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 94@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 95@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 96@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
0129: 98@ = create_actor 24 #VLA3 in_car 73@ driverseat 
0006: 43@ = 0 // integer values 

:LOWR_18813
00D6: if 
001B:   21 > 43@ // integer values 
004D: jump_if_false @LOWR_18891 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) z_angle_to 232@(43@,22f) 
000A: 43@ += 1 // integer values 
0002: jump @LOWR_18813 

:LOWR_18891
009A: 99@ = create_actor 24 #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 99@ z_angle_to 232.5412 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_19005 
09FE: (unknown) 68@ 
00D6: if 
8431:   not car 68@ car_passenger_seat_free 0 
004D: jump_if_false @LOWR_18979 
0432: 277@ = get_actor_handle_from_car 68@ passenger 0 
009B: destroy_actor_instantly 277@ 

:LOWR_18979
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_19005 
0430: put_actor 99@ into_vehicle 68@ passenger_seat 0 

:LOWR_19005
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_19077 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" from_file "LOWRIDER" 4.0 loop 1 0 0 1 -1 ms 

:LOWR_19077
0A0B: (unknown) 1793.0 -1908.0 14.0 180.0 
038B: load_requested_models 
0006: 35@ = 99 // integer values 

:LOWR_19108
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @LOWR_19747 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0A0B: (unknown) 1793.0 -1908.0 14.0 180.0 
038B: load_requested_models 
0001: wait 500 ms 
00D6: if 
056E:   carcass_of_car 70@ valid 
004D: jump_if_false @LOWR_19191 
00A6: destroy_car 70@ 

:LOWR_19191
00D6: if 
056E:   carcass_of_car 73@ valid 
004D: jump_if_false @LOWR_19212 
00A6: destroy_car 73@ 

:LOWR_19212
00D6: if 
056E:   carcass_of_car 71@ valid 
004D: jump_if_false @LOWR_19233 
00A6: destroy_car 71@ 

:LOWR_19233
00D6: if 
056E:   carcass_of_car 74@ valid 
004D: jump_if_false @LOWR_19254 
00A6: destroy_car 74@ 

:LOWR_19254
00D6: if 
056E:   carcass_of_car 72@ valid 
004D: jump_if_false @LOWR_19275 
00A6: destroy_car 72@ 

:LOWR_19275
00D6: if 
056D:   carcass_of_actor 78@ valid 
004D: jump_if_false @LOWR_19296 
009B: destroy_actor_instantly 78@ 

:LOWR_19296
00D6: if 
056D:   carcass_of_actor 80@ valid 
004D: jump_if_false @LOWR_19317 
009B: destroy_actor_instantly 80@ 

:LOWR_19317
00D6: if 
056D:   carcass_of_actor 93@ valid 
004D: jump_if_false @LOWR_19338 
009B: destroy_actor_instantly 93@ 

:LOWR_19338
00D6: if 
056D:   carcass_of_actor 83@ valid 
004D: jump_if_false @LOWR_19359 
009B: destroy_actor_instantly 83@ 

:LOWR_19359
00D6: if 
056D:   carcass_of_actor 84@ valid 
004D: jump_if_false @LOWR_19380 
009B: destroy_actor_instantly 84@ 

:LOWR_19380
00D6: if 
056D:   carcass_of_actor 86@ valid 
004D: jump_if_false @LOWR_19401 
009B: destroy_actor_instantly 86@ 

:LOWR_19401
00D6: if 
056D:   carcass_of_actor 87@ valid 
004D: jump_if_false @LOWR_19422 
009B: destroy_actor_instantly 87@ 

:LOWR_19422
00D6: if 
056D:   carcass_of_actor 89@ valid 
004D: jump_if_false @LOWR_19443 
009B: destroy_actor_instantly 89@ 

:LOWR_19443
00D6: if 
056D:   carcass_of_actor 97@ valid 
004D: jump_if_false @LOWR_19464 
009B: destroy_actor_instantly 97@ 

:LOWR_19464
00D6: if 
056D:   carcass_of_actor 90@ valid 
004D: jump_if_false @LOWR_19485 
009B: destroy_actor_instantly 90@ 

:LOWR_19485
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_19530 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_19530 
0792: (unknown) 81@ 
036A: put_actor 81@ in_car 69@ 

:LOWR_19530
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_19575 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_19575 
0792: (unknown) 88@ 
036A: put_actor 88@ in_car 75@ 

:LOWR_19575
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_19615 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_19615 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_19615
016A: fade 1 500 ms 

:LOWR_19622
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_19646 
0001: wait 0 ms 
0002: jump @LOWR_19622 

:LOWR_19646
00D6: if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // integer values 
004D: jump_if_false @LOWR_19713 
0012: 273@ *= 2 // integer values 
01E3: text_1number_styled 'WINNER' 273@ 5000 ms 1  // NYERTL!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 273@ 
0006: 36@ = 1 // integer values 
0002: jump @LOWR_19736 

:LOWR_19713
00BC: text_highpriority 'LOW_33' 5000 ms 1  // ~r~Elvesztetted a versenyt.
0006: 37@ = 1 // integer values 

:LOWR_19736
0001: wait 0 ms 
0050: gosub @LOWR_27192 

:LOWR_19747
0050: gosub @LOWR_23874 
0051: return 

:LOWR_19756
00D6: if 
0736:   52 
004D: jump_if_false @LOWR_19781 
000B: 269@ += 0.01 // floating-point values 

:LOWR_19781
00D6: if 
0736:   53 
004D: jump_if_false @LOWR_19806 
000B: 269@ += -0.01 // floating-point values 

:LOWR_19806
00D6: if 
056E:   carcass_of_car 68@ valid 
004D: jump_if_false @LOWR_19861 
00D6: if 
0119:   car 68@ wrecked 
004D: jump_if_false @LOWR_19861 
00BC: text_highpriority 'LOW_34' 5000 ms 1  // ~r~A kocsidnak lttek.
0006: 37@ = 1 // integer values 

:LOWR_19861
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWR_20038 
00D6: if 
0019:   34@ > 2 // integer values 
004D: jump_if_false @LOWR_20038 
00D6: if 
0039:   278@ == 0 // integer values 
004D: jump_if_false @LOWR_19979 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1793.068 -1904.254 radius 125.0 125.0 
004D: jump_if_false @LOWR_19972 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0006: 278@ = 1 // integer values 

:LOWR_19972
0002: jump @LOWR_20038 

:LOWR_19979
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 1793.068 -1904.254 radius 150.0 150.0 
004D: jump_if_false @LOWR_20038 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0006: 278@ = 0 // integer values 

:LOWR_20038
0051: return 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_20098 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_20098 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle 0.0 with_weapon 0 

:LOWR_20098
0051: return 

:LOWR_20100
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @LOWR_20158 
0007: 279@ = 0.0 // floating-point values 
0007: 280@ = 0.0 // floating-point values 
0007: 281@ = 0.0 // floating-point values 
0007: 282@ = 0.0 // floating-point values 

:LOWR_20158
00D6: if 
0039:   283@ == 1 // integer values 
004D: jump_if_false @LOWR_20216 
0007: 279@ = 0.0 // floating-point values 
0007: 280@ = 0.0 // floating-point values 
0007: 281@ = 0.0 // floating-point values 
0007: 282@ = 1.0 // floating-point values 

:LOWR_20216
00D6: if 
0039:   283@ == 2 // integer values 
004D: jump_if_false @LOWR_20274 
0007: 279@ = 0.0 // floating-point values 
0007: 280@ = 0.0 // floating-point values 
0007: 281@ = 1.0 // floating-point values 
0007: 282@ = 0.0 // floating-point values 

:LOWR_20274
00D6: if 
0039:   283@ == 3 // integer values 
004D: jump_if_false @LOWR_20332 
0007: 279@ = 0.0 // floating-point values 
0007: 280@ = 0.0 // floating-point values 
0007: 281@ = 1.0 // floating-point values 
0007: 282@ = 1.0 // floating-point values 

:LOWR_20332
00D6: if 
0039:   283@ == 4 // integer values 
004D: jump_if_false @LOWR_20390 
0007: 279@ = 0.0 // floating-point values 
0007: 280@ = 1.0 // floating-point values 
0007: 281@ = 0.0 // floating-point values 
0007: 282@ = 0.0 // floating-point values 

:LOWR_20390
00D6: if 
0039:   283@ == 5 // integer values 
004D: jump_if_false @LOWR_20448 
0007: 279@ = 0.0 // floating-point values 
0007: 280@ = 1.0 // floating-point values 
0007: 281@ = 0.0 // floating-point values 
0007: 282@ = 1.0 // floating-point values 

:LOWR_20448
00D6: if 
0039:   283@ == 6 // integer values 
004D: jump_if_false @LOWR_20506 
0007: 279@ = 0.0 // floating-point values 
0007: 280@ = 1.0 // floating-point values 
0007: 281@ = 1.0 // floating-point values 
0007: 282@ = 0.0 // floating-point values 

:LOWR_20506
00D6: if 
0039:   283@ == 7 // integer values 
004D: jump_if_false @LOWR_20564 
0007: 279@ = 0.0 // floating-point values 
0007: 280@ = 1.0 // floating-point values 
0007: 281@ = 1.0 // floating-point values 
0007: 282@ = 1.0 // floating-point values 

:LOWR_20564
00D6: if 
0039:   283@ == 8 // integer values 
004D: jump_if_false @LOWR_20622 
0007: 279@ = 1.0 // floating-point values 
0007: 280@ = 0.0 // floating-point values 
0007: 281@ = 0.0 // floating-point values 
0007: 282@ = 0.0 // floating-point values 

:LOWR_20622
00D6: if 
0039:   283@ == 9 // integer values 
004D: jump_if_false @LOWR_20680 
0007: 279@ = 1.0 // floating-point values 
0007: 280@ = 0.0 // floating-point values 
0007: 281@ = 0.0 // floating-point values 
0007: 282@ = 1.0 // floating-point values 

:LOWR_20680
00D6: if 
0039:   283@ == 10 // integer values 
004D: jump_if_false @LOWR_20738 
0007: 279@ = 1.0 // floating-point values 
0007: 280@ = 0.0 // floating-point values 
0007: 281@ = 1.0 // floating-point values 
0007: 282@ = 0.0 // floating-point values 

:LOWR_20738
00D6: if 
0039:   283@ == 11 // integer values 
004D: jump_if_false @LOWR_20796 
0007: 279@ = 1.0 // floating-point values 
0007: 280@ = 0.0 // floating-point values 
0007: 281@ = 1.0 // floating-point values 
0007: 282@ = 1.0 // floating-point values 

:LOWR_20796
00D6: if 
0039:   283@ == 12 // integer values 
004D: jump_if_false @LOWR_20854 
0007: 279@ = 1.0 // floating-point values 
0007: 280@ = 1.0 // floating-point values 
0007: 281@ = 0.0 // floating-point values 
0007: 282@ = 0.0 // floating-point values 

:LOWR_20854
00D6: if 
0039:   283@ == 13 // integer values 
004D: jump_if_false @LOWR_20912 
0007: 279@ = 1.0 // floating-point values 
0007: 280@ = 1.0 // floating-point values 
0007: 281@ = 0.0 // floating-point values 
0007: 282@ = 1.0 // floating-point values 

:LOWR_20912
00D6: if 
0039:   283@ == 14 // integer values 
004D: jump_if_false @LOWR_20970 
0007: 279@ = 1.0 // floating-point values 
0007: 280@ = 1.0 // floating-point values 
0007: 281@ = 1.0 // floating-point values 
0007: 282@ = 0.0 // floating-point values 

:LOWR_20970
00D6: if 
0039:   283@ == 15 // integer values 
004D: jump_if_false @LOWR_21028 
0007: 279@ = 1.0 // floating-point values 
0007: 280@ = 1.0 // floating-point values 
0007: 281@ = 1.0 // floating-point values 
0007: 282@ = 1.0 // floating-point values 

:LOWR_21028
0051: return 

:LOWR_21030
00D6: if 
001B:   300 > 133@ // integer values 
004D: jump_if_false @LOWR_21096 
0007: 254@ = 1.0 // floating-point values 
0007: 257@ = 1.0 // floating-point values 
0007: 260@ = 0.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 
0002: jump @LOWR_21169 

:LOWR_21096
00D6: if 
0019:   133@ > 500 // integer values 
004D: jump_if_false @LOWR_21129 
0006: 133@ = 0 // integer values 
0002: jump @LOWR_21169 

:LOWR_21129
0007: 254@ = 0.0 // floating-point values 
0007: 257@ = 0.0 // floating-point values 
0007: 260@ = 0.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 

:LOWR_21169
00D6: if 
0019:   134@ > 2000 // integer values 
004D: jump_if_false @LOWR_21243 
0209: 283@ = random_int 0 16 
0050: gosub @LOWR_20100 
0087: 255@ = 281@ // floating-point values only 
0087: 258@ = 279@ // floating-point values only 
0087: 261@ = 282@ // floating-point values only 
0087: 264@ = 280@ // floating-point values only 
0006: 134@ = 0 // integer values 

:LOWR_21243
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_21385 
00D6: if 
0803:   car 69@ have_hydraulics 
004D: jump_if_false @LOWR_21385 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
00AA: store_car 69@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 138@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 145@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 269@ // floating-point values 
006B: 51@ *= 269@ // floating-point values 
07D5: apply_momentum_to_vehicle 69@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:LOWR_21385
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_21527 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @LOWR_21527 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
00AA: store_car 72@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 141@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 148@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 269@ // floating-point values 
006B: 51@ *= 269@ // floating-point values 
07D5: apply_momentum_to_vehicle 72@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:LOWR_21527
0871: init_jump_table 39@ total_jumps 18 0 @LOWR_23872 jumps 0 @LOWR_21720 1 @LOWR_21840 2 @LOWR_21960 3 @LOWR_22076 4 @LOWR_22192 5 @LOWR_22307 6 @LOWR_22423 
0872: jump_table_jumps 7 @LOWR_22539 8 @LOWR_22655 9 @LOWR_22771 10 @LOWR_22891 11 @LOWR_23074 12 @LOWR_23190 13 @LOWR_23306 14 @LOWR_23422 15 @LOWR_23538 
0872: jump_table_jumps 16 @LOWR_23654 17 @LOWR_23763 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 

:LOWR_21720
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_21833 
062E: (unknown) 77@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_21833 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 77@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_21833
0002: jump @LOWR_23872 

:LOWR_21840
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_21953 
062E: (unknown) 78@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_21953 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 78@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_21953
0002: jump @LOWR_23872 

:LOWR_21960
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_22069 
062E: (unknown) 79@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_22069 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_22044 
0677: AS_actor -1 chat_with_actor 80@ 1 1 
0002: jump @LOWR_22051 

:LOWR_22044
05B9: unknown_action_sequence -1 1000 

:LOWR_22051
0616: define_action_sequences_end 49@ 
0618: assign_actor 79@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_22069
0002: jump @LOWR_23872 

:LOWR_22076
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_22185 
062E: (unknown) 80@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_22185 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_22160 
0677: AS_actor -1 chat_with_actor 79@ 0 1 
0002: jump @LOWR_22167 

:LOWR_22160
05B9: unknown_action_sequence -1 1000 

:LOWR_22167
0616: define_action_sequences_end 49@ 
0618: assign_actor 80@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_22185
0002: jump @LOWR_23872 

:LOWR_22192
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_22300 
062E: (unknown) 81@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_22300 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 81@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_22300
0002: jump @LOWR_23872 

:LOWR_22307
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_22416 
062E: (unknown) 82@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_22416 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_22391 
0677: AS_actor -1 chat_with_actor 83@ 0 1 
0002: jump @LOWR_22398 

:LOWR_22391
05B9: unknown_action_sequence -1 1000 

:LOWR_22398
0616: define_action_sequences_end 49@ 
0618: assign_actor 82@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_22416
0002: jump @LOWR_23872 

:LOWR_22423
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_22532 
062E: (unknown) 83@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_22532 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_22507 
0677: AS_actor -1 chat_with_actor 82@ 1 1 
0002: jump @LOWR_22514 

:LOWR_22507
05B9: unknown_action_sequence -1 1000 

:LOWR_22514
0616: define_action_sequences_end 49@ 
0618: assign_actor 83@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_22532
0002: jump @LOWR_23872 

:LOWR_22539
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_22648 
062E: (unknown) 84@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_22648 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_22648
0002: jump @LOWR_23872 

:LOWR_22655
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_22764 
062E: (unknown) 85@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_22764 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 85@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_22764
0002: jump @LOWR_23872 

:LOWR_22771
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_22884 
062E: (unknown) 86@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_22884 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 86@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_22884
0002: jump @LOWR_23872 

:LOWR_22891
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_23067 
062E: (unknown) 87@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_23067 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 87@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_23067
0002: jump @LOWR_23872 

:LOWR_23074
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_23183 
062E: (unknown) 88@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_23183 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_23183
0002: jump @LOWR_23872 

:LOWR_23190
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_23299 
062E: (unknown) 89@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_23299 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 1 1 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 89@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_23299
0002: jump @LOWR_23872 

:LOWR_23306
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_23415 
062E: (unknown) 90@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_23415 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 90@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_23415
0002: jump @LOWR_23872 

:LOWR_23422
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_23531 
062E: (unknown) 91@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_23531 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 91@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_23531
0002: jump @LOWR_23872 

:LOWR_23538
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_23647 
062E: (unknown) 92@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_23647 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 92@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_23647
0002: jump @LOWR_23872 

:LOWR_23654
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_23756 
062E: (unknown) 93@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_23756 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 93@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_23756
0002: jump @LOWR_23872 

:LOWR_23763
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_23865 
062E: (unknown) 94@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_23865 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 94@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_23865
0002: jump @LOWR_23872 

:LOWR_23872
0051: return 

:LOWR_23874
0871: init_jump_table 39@ total_jumps 21 0 @LOWR_26531 jumps 0 @LOWR_24067 1 @LOWR_24187 2 @LOWR_24303 3 @LOWR_24419 4 @LOWR_24539 5 @LOWR_24659 6 @LOWR_24775 
0872: jump_table_jumps 7 @LOWR_24895 8 @LOWR_25011 9 @LOWR_25127 10 @LOWR_25247 11 @LOWR_25363 12 @LOWR_25483 13 @LOWR_25603 14 @LOWR_25719 15 @LOWR_25835 
0872: jump_table_jumps 16 @LOWR_25951 17 @LOWR_26067 18 @LOWR_26183 19 @LOWR_26299 20 @LOWR_26415 -1 @LOWR_26531 -1 @LOWR_26531 -1 @LOWR_26531 -1 @LOWR_26531 

:LOWR_24067
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_24180 
062E: (unknown) 77@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_24180 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 77@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_24180
0002: jump @LOWR_26531 

:LOWR_24187
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_24296 
062E: (unknown) 78@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_24296 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 78@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_24296
0002: jump @LOWR_26531 

:LOWR_24303
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_24412 
062E: (unknown) 79@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_24412 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 79@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_24412
0002: jump @LOWR_26531 

:LOWR_24419
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_24532 
062E: (unknown) 80@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_24532 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 80@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_24532
0002: jump @LOWR_26531 

:LOWR_24539
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_24652 
062E: (unknown) 81@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_24652 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 81@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_24652
0002: jump @LOWR_26531 

:LOWR_24659
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_24768 
062E: (unknown) 82@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_24768 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 82@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_24768
0002: jump @LOWR_26531 

:LOWR_24775
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_24888 
062E: (unknown) 83@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_24888 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 83@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_24888
0002: jump @LOWR_26531 

:LOWR_24895
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_25004 
062E: (unknown) 84@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25004 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25004
0002: jump @LOWR_26531 

:LOWR_25011
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_25120 
062E: (unknown) 85@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25120 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 85@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25120
0002: jump @LOWR_26531 

:LOWR_25127
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_25240 
062E: (unknown) 86@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25240 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 86@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25240
0002: jump @LOWR_26531 

:LOWR_25247
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_25356 
062E: (unknown) 87@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25356 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 87@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25356
0002: jump @LOWR_26531 

:LOWR_25363
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_25476 
062E: (unknown) 88@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25476 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25476
0002: jump @LOWR_26531 

:LOWR_25483
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_25596 
062E: (unknown) 89@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25596 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 89@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25596
0002: jump @LOWR_26531 

:LOWR_25603
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_25712 
062E: (unknown) 90@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25712 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 90@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25712
0002: jump @LOWR_26531 

:LOWR_25719
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_25828 
062E: (unknown) 91@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25828 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 91@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25828
0002: jump @LOWR_26531 

:LOWR_25835
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_25944 
062E: (unknown) 92@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_25944 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 92@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_25944
0002: jump @LOWR_26531 

:LOWR_25951
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_26060 
062E: (unknown) 93@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_26060 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 93@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_26060
0002: jump @LOWR_26531 

:LOWR_26067
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_26176 
062E: (unknown) 94@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_26176 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 94@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_26176
0002: jump @LOWR_26531 

:LOWR_26183
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_26292 
062E: (unknown) 95@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_26292 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 95@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_26292
0002: jump @LOWR_26531 

:LOWR_26299
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @LOWR_26408 
062E: (unknown) 96@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_26408 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 96@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_26408
0002: jump @LOWR_26531 

:LOWR_26415
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @LOWR_26524 
062E: (unknown) 97@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LOWR_26524 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 97@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:LOWR_26524
0002: jump @LOWR_26531 

:LOWR_26531
0051: return 

:LOWR_26533
0006: 43@ = 0 // integer values 

:LOWR_26540
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_26633 
00D6: if 
056D:   carcass_of_actor 77@(43@,22i) valid 
004D: jump_if_false @LOWR_26619 
009B: destroy_actor_instantly 77@(43@,22i) 
0663: write_debug_intvar "PED_DELETED" 43@ 
0006: 43@ = 22 // integer values 
0002: jump @LOWR_26626 

:LOWR_26619
000A: 43@ += 1 // integer values 

:LOWR_26626
0002: jump @LOWR_26540 

:LOWR_26633
0051: return 

:LOWR_26635
0006: 43@ = 0 // integer values 

:LOWR_26642
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_26735 
00D6: if 
056E:   carcass_of_car 69@(43@,7i) valid 
004D: jump_if_false @LOWR_26721 
00A6: destroy_car 69@(43@,7i) 
0663: write_debug_intvar "CAR_DELETED" 43@ 
0006: 43@ = 7 // integer values 
0002: jump @LOWR_26728 

:LOWR_26721
000A: 43@ += 1 // integer values 

:LOWR_26728
0002: jump @LOWR_26642 

:LOWR_26735
0051: return 

:LOWR_26737
0871: init_jump_table $154 total_jumps 1 1 @LOWR_26840 jumps 3 @LOWR_26800 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 

:LOWR_26800
0937: (unknown) 29.0 220.0 173.0 409.0 'BJ_TITL' 2  // Fogads
0002: jump @LOWR_26880 

:LOWR_26840
0937: (unknown) 29.0 220.0 157.0 409.0 'BJ_TITL' 2  // Fogads
0002: jump @LOWR_26880 

:LOWR_26880
0050: gosub @LOWR_27137 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 240.0 'WOF_04'  // Ez a tt
0050: gosub @LOWR_27137 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 260.0 'DOLLAR' 273@  // $~1~
0050: gosub @LOWR_27137 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 290.0 'BJ_02'  // Minimlis tt
0050: gosub @LOWR_27137 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 310.0 'DOLLAR' 271@  // $~1~
0050: gosub @LOWR_27137 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 340.0 'BJ_03'  // Max tt
0050: gosub @LOWR_27137 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 360.0 'DOLLAR' 272@  // $~1~
0051: return 

:LOWR_27137
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
0051: return 

:LOWR_27192
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:LOWR_27250
0051: return 

:LOWR_27252
0051: return 

:LOWR_27254
0917: audio_zone 'LOWRIDE' enable_sound 0 
00D6: if 
056E:   carcass_of_car 68@ valid 
004D: jump_if_false @LOWR_27390 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_27390 
03A2: (unknown) 68@ 4 
0519: lock_vehicle 68@ in_current_position 0 
02AC: set_car 68@ immunities 0 0 0 0 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWR_27351 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:LOWR_27351
020A: set_car 68@ door_status_to 1 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 68@ 
004D: jump_if_false @LOWR_27390 
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 68@ 

:LOWR_27390
0006: 43@ = 0 // integer values 

:LOWR_27397
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @LOWR_27581 
00D6: if 
056E:   carcass_of_car 69@(43@,7i) valid 
004D: jump_if_false @LOWR_27567 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_27558 
00D6: if or
0039:   43@ == 0 // integer values 
0039:   43@ == 3 // integer values 
0039:   43@ == 4 // integer values 
004D: jump_if_false @LOWR_27536 
00D6: if 
0803:   car 69@(43@,7i) have_hydraulics 
004D: jump_if_false @LOWR_27536 
07F5: car 69@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:LOWR_27536
03A2: (unknown) 69@(43@,7i) 2 
07FF: set_car 69@(43@,7i) hydraulics 0 

:LOWR_27558
01C3: remove_references_to_car 69@(43@,7i) // Like turning a car into any random car 

:LOWR_27567
000A: 43@ += 1 // integer values 
0002: jump @LOWR_27397 

:LOWR_27581
0006: 43@ = 0 // integer values 

:LOWR_27588
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @LOWR_27669 
00D6: if 
056D:   carcass_of_actor 77@(43@,22i) valid 
004D: jump_if_false @LOWR_27655 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_27646 

:LOWR_27646
01C2: remove_references_to_actor 77@(43@,22i) // Like turning an actor into a random pedestrian 

:LOWR_27655
000A: 43@ += 1 // integer values 
0002: jump @LOWR_27588 

:LOWR_27669
00D6: if 
056D:   carcass_of_actor 99@ valid 
004D: jump_if_false @LOWR_27690 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 

:LOWR_27690
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
0249: release_model #SAVANNA 
04EF: release_animation "LOWRIDER" 
0164: disable_marker 102@ 
0581: toggle_radar 1 
0953: (unknown) 43@ 
00D6: if 
84A4:   not  43@ == 0 // integer values OR floating-point values 
004D: jump_if_false @LOWR_27780 
0955: (unknown) 

:LOWR_27780
0733: (unknown) 567 
0004: $1044 = 1 // integer values 
065C: unknown_create_def_entity 66@ // unknown_destroy 
065C: unknown_create_def_entity 67@ // unknown_destroy 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 10---------------
// Originally: Beefy Baron

:ZERO5
0050: gosub @ZERO5_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ZERO5_27 
0050: gosub @ZERO5_1896 

:ZERO5_27
0050: gosub @ZERO5_1993 
004E: end_thread 

:ZERO5_36
0006: 66@ = 0 // integer values 
0004: $ONMISSION = 1 // integer values 
0A0E: (unknown) 1 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO5' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 0 ms 
0006: 48@ = 1 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0004: $BEEFYBARON_SCORE = 0 // integer values 
0004: $BEEFYBARON_TIME = 180000 // integer values 
0007: 40@ = -2205.44 // floating-point values 
0007: 41@ = 128.99 // floating-point values 
0007: 42@ = 57.33 // floating-point values 
0007: 43@ = 90.0 // floating-point values 
0007: 44@ = -2227.0 // floating-point values 
0007: 45@ = 113.0 // floating-point values 
0007: 46@ = 35.5 // floating-point values 
0297: (unknown) $PLAYER_CHAR 
0006: 32@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0247: request_model #RCBARON 
0247: request_model #TOPFUN 

:ZERO5_271
00D6: if or
8248:   not model #RCBARON available 
8248:   not model #TOPFUN available 
004D: jump_if_false @ZERO5_303 
0001: wait 0 ms 
0002: jump @ZERO5_271 

:ZERO5_303
09B9: (unknown) 0 
054C: use_GXT_table 'ZERO2' 
08E7: set_entrance_markers 1 

:ZERO5_322
0001: wait 0 ms 
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @ZERO5_351 
0050: gosub @ZERO5_408 

:ZERO5_351
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @ZERO5_376 
0002: jump @ZERO5_1859 

:ZERO5_376
00D6: if 
0039:   53@ == 1 // integer values 
004D: jump_if_false @ZERO5_401 
0002: jump @ZERO5_1896 

:ZERO5_401
0002: jump @ZERO5_322 

:ZERO5_408
0006: 33@ = 0 // integer values 
0395: clear_area 1 at 44@ 45@ 46@ range 1000.0 
00A5: 35@ = create_car #TOPFUN at -2250.9 124.6 28.48 
0587: (unknown) 35@ 0 
0657: open_car 35@ component 4 
0657: open_car 35@ component 5 
036A: put_actor $PLAYER_ACTOR in_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0169: set_fade_color 0 0 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO5_557 
00AB: put_car 35@ at -2233.9 122.6 746.48 
0175: set_car 35@ z_angle_to 90.0 
0519: lock_vehicle 35@ in_current_position 1 

:ZERO5_557
0001: wait 1000 ms 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO5_583 
0508: (unknown) 35@ 

:ZERO5_583
04BB: select_interior 0 // select render area 
08AD: (unknown) $PLAYER_ACTOR -2240.854 129.3346 1.5 
03CB: set_camera 40@ 41@ 42@ 
046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.09 RC_model #RCBARON 
0484: 34@ = player $PLAYER_CHAR rc_car 
0175: set_car 34@ z_angle_to 90.0 
04D6: enable_rc_car_detonation 0 // or opcode 048Ah 
048A: enable_rc_car_detonation 0 // or opcode 04D6h 
0224: set_car 34@ health_to 1000 
02AC: set_car 34@ immunities 0 1 1 0 0 
02A3: toggle_widescreen 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_733 
0158: camera_on_vehicle 34@ 18 2 
0519: lock_vehicle 34@ in_current_position 0 
0001: wait 0 ms 
032A: unknown 1 

:ZERO5_733
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:ZERO5_748
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO5_772 
0001: wait 0 ms 
0002: jump @ZERO5_748 

:ZERO5_772
01B4: set_player $PLAYER_CHAR frozen_state 1 
03C3: set_timer_with_text_to $BEEFYBARON_TIME type 1 text 'ZER2_5'  // ID ~1~
03C4: set_status_text_to $BEEFYBARON_SCORE 0 'ZER2_43'  // Pontszm ~1~
00BC: text_highpriority 'ZER2_45' 5000 ms 1  // ~s~Pusztts el annyit Berkley teherauti kzl amennyit a szintidn bell tudsz!
09BF: set_random_traffic_spawn_to_model #TOPFUN // Load the vehicle model before using this 

:ZERO5_832
00D6: if 
8039:   not  57@ == 1 // integer values 
004D: jump_if_false @ZERO5_1857 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @ZERO5_913 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 1 // integer values 
0006: 53@ = 0 // integer values 
0051: return 

:ZERO5_913
00D6: if 
002A:   0 >= $BEEFYBARON_TIME // integer values 
004D: jump_if_false @ZERO5_1156 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_961 
0918: (unknown) 34@ 0 
01EC: make_car 34@ very_heavy 1 

:ZERO5_961
04DB: exit_rc_mode // on foot version 
0006: 32@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 1 // integer values 
0006: 53@ = 0 // integer values 
01E3: text_1number_styled 'ZER2_43' $BEEFYBARON_SCORE 5000 ms 1  // Pontszm ~1~
0394: play_music 1 
0001: wait 2000 ms 
08AD: (unknown) $PLAYER_ACTOR -2241.854 128.3346 1.5 
03CB: set_camera -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_1120 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_1140 

:ZERO5_1120
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1140
0173: set_actor $PLAYER_ACTOR z_angle_to 183.6951 
04BB: select_interior 6 // select render area 
0051: return 

:ZERO5_1156
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_1681 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @ZERO5_1674 
01BD: 70@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ 0 72@ 73@ 74@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO5_1272 
00AA: store_car 34@ position_to 72@ 73@ 74@ 
0085: 71@ = 70@ // integer values and handles 
000A: 71@ += 4000 // integer values 
0006: 64@ = 0 // integer values 

:ZERO5_1272
00D6: if 
01AF:   car 34@ 0 72@ 73@ 74@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO5_1612 
00D6: if 
001D:   70@ > 71@ // integer values 
004D: jump_if_false @ZERO5_1612 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @ZERO5_1369 
03E5: text_box 'ZER2_4'  // Nyomd meg a ~k~~PED_FIREWEAPON~ gombot az nmegsemmistshez
0006: 64@ = 1 // integer values 

:ZERO5_1369
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @ZERO5_1612 
0006: 53@ = 1 // integer values 
0006: 48@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'ZER2_8' 5000 ms 1  // ~r~A repl felrobbant!
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0224: set_car 34@ health_to 1 
020C: create_explosion_with_radius 0 at 72@ 73@ 74@ 
04DB: exit_rc_mode // on foot version 
0006: 53@ = 1 // integer values 
0006: 48@ = 0 // integer values 
00BC: text_highpriority 'ZER2_8' 5000 ms 1  // ~r~A repl felrobbant!
0001: wait 2000 ms 
08AD: (unknown) $PLAYER_ACTOR -2241.854 128.3346 1.5 
03CB: set_camera -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_1576 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_1596 

:ZERO5_1576
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1596
0173: set_actor $PLAYER_ACTOR z_angle_to 183.6951 
04BB: select_interior 6 // select render area 
0051: return 

:ZERO5_1612
00AA: store_car 34@ position_to 37@ 38@ 39@ 
073E: (unknown) 37@ 38@ 39@ 30.0 459 36@ 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO5_1674 
00AD: set_car 36@ max_speed_to 10.0 

:ZERO5_1674
0002: jump @ZERO5_1839 

:ZERO5_1681
0006: 53@ = 1 // integer values 
0006: 48@ = 0 // integer values 
00BC: text_highpriority 'ZER2_8' 5000 ms 1  // ~r~A repl felrobbant!
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 2000 ms 
08AD: (unknown) $PLAYER_ACTOR -2241.854 128.3346 1.5 
03CB: set_camera -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_1803 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_1823 

:ZERO5_1803
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1823
0173: set_actor $PLAYER_ACTOR z_angle_to 183.6951 
04BB: select_interior 6 // select render area 
0051: return 

:ZERO5_1839
0298: $BEEFYBARON_SCORE = player $PLAYER_CHAR amount_of_models_destroyed 459 
0002: jump @ZERO5_832 

:ZERO5_1857
0051: return 

:ZERO5_1859
01B4: set_player $PLAYER_CHAR frozen_state 1 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO5_1894 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:ZERO5_1894
0051: return 

:ZERO5_1896
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO5_1919 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:ZERO5_1919
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!

:ZERO5_1935
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @ZERO5_1991 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_1984 
04BA: set_car 34@ speed_instantly 0.0 

:ZERO5_1984
0002: jump @ZERO5_1935 

:ZERO5_1991
0051: return 

:ZERO5_1993
0925: (unknown) 
0004: $ONMISSION = 0 // integer values 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ZERO5_2076 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_2076 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO5_2076
01B7: release_weather 
01B4: set_player $PLAYER_CHAR frozen_state 1 
08E7: set_entrance_markers 0 
04DB: exit_rc_mode // on foot version 
0249: release_model #TOPFUN 
0249: release_model #RCBARON 
014F: stop_timer $BEEFYBARON_TIME 
0151: remove_status_text $BEEFYBARON_SCORE 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
09B9: (unknown) 1 
00D8: mission_cleanup 
0051: return 

//-------------Mission 11---------------
// Originally: Big Smoke

:INTRO1
03A4: name_thread 'INTRO1' 
0050: gosub @INTRO1_914 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @INTRO1_38 
0050: gosub @INTRO1_18170 

:INTRO1_38
0050: gosub @INTRO1_18254 
004E: end_thread 

:INTRO1_47
0871: init_jump_table 46@ total_jumps 7 0 @INTRO1_912 jumps 0 @INTRO1_110 1 @INTRO1_212 2 @INTRO1_314 3 @INTRO1_570 4 @INTRO1_628 5 @INTRO1_774 6 @INTRO1_854 

:INTRO1_110
05A9: s$6475 = 'INT1_AB' // 8-byte strings  // ~z~Akarsz vezetni?
05A9: s$6477 = 'INT1_AC' // 8-byte strings  // ~z~Ja, az kirly lenne.
05A9: s$6479 = 'INT1_AR' // 8-byte strings  // ~z~Szp verda, Smoke.
05A9: s$6481 = 'INT1_AA' // 8-byte strings  // ~z~Ismersz. Ez nem egy lopott verda. Befektets. Legyl frank.
04AF: 93@ = unknown_wav_reference 20001 
04AF: 94@ = unknown_wav_reference 20002 
04AF: 95@ = unknown_wav_reference 20016 
04AF: 96@ = unknown_wav_reference 20000 
0006: 63@ = 3 // integer values 
0002: jump @INTRO1_912 

:INTRO1_212
05A9: s$6475 = 'INT1_AI' // 8-byte strings  // ~z~Ballas-ok! Auts tmads! Lnek rnk!
05A9: s$6477 = 'INT1_AJ' // 8-byte strings  // ~z~Auuu, a kurva anydat, az autm!
05A9: s$6479 = 'INT1_AK' // 8-byte strings  // ~z~Vissza kell jutnunk a gettba, ember, tiszta gz errefel!
05A9: s$6481 = 'INT1_AQ' // 8-byte strings  // ~z~Kvessetek!
04AF: 93@ = unknown_wav_reference 20008 
04AF: 94@ = unknown_wav_reference 20009 
04AF: 95@ = unknown_wav_reference 20010 
04AF: 96@ = unknown_wav_reference 20015 
0006: 63@ = 3 // integer values 
0002: jump @INTRO1_912 

:INTRO1_314
05A9: s$6475 = 'INT1_GN' // 8-byte strings  // ~z~Azokkal a fasszop niggerekkel a nyakamban is megmutattam ki az igazi gengszter. Ryder az, nigger!
05A9: s$6477 = 'INT1_GA' // 8-byte strings  // ~z~Teht mikor lpsz le, Carl?
05A9: s$6479 = 'INT1_GB' // 8-byte strings  // ~z~Nem tudom biztosan. gy gondoltam maradhatnk.
05A9: s$6481 = 'INT1_GC' // 8-byte strings  // ~z~Elg szarul mennek itt a dolgok.
05A9: s$6483 = 'INT1_GD' // 8-byte strings  // ~z~Nos, a segtsged az utols dolog, amire szksgnk van.
05A9: s$6485 = 'INT1_GE' // 8-byte strings  // ~z~h ember, nem fogsz bennem csaldni, eskszm.
05A9: s$6487 = 'INT1_GH' // 8-byte strings  // ~z~H, felhvunk pr gett spant s jl, beszvunk. Te is krsz?
05A9: s$6489 = 'INT1_GI' // 8-byte strings  // ~z~Csom dolgom van, s fradt is vagyok. Majd ksbb csatlakozom.
05A9: s$6491 = 'INT1_GJ' // 8-byte strings  // ~z~H figy', ugorj be. Mind ott lesznk.
05A9: s$6493 = 'INT1_GL' // 8-byte strings  // ~z~Jah, s szerezz valami ruht is magadnak, barom.
05A9: s$6495 = 'INT1_GM' // 8-byte strings  // ~z~s egy frizurt is - elg g veled mutakozni!
04AF: 93@ = unknown_wav_reference 20072 
04AF: 94@ = unknown_wav_reference 20059 
04AF: 95@ = unknown_wav_reference 20060 
04AF: 96@ = unknown_wav_reference 20061 
04AF: 97@ = unknown_wav_reference 20062 
04AF: 98@ = unknown_wav_reference 20063 
04AF: 99@ = unknown_wav_reference 20066 
04AF: 100@ = unknown_wav_reference 20067 
04AF: 101@ = unknown_wav_reference 20068 
04AF: 102@ = unknown_wav_reference 20070 
04AF: 103@ = unknown_wav_reference 20071 
0006: 63@ = 10 // integer values 
0002: jump @INTRO1_912 

:INTRO1_570
05A9: s$6475 = 'INT1_CA' // 8-byte strings  // ~z~Picsba! Egy Ballas-i verda van a nyakunkon! Vljunk szt!
05A9: s$6477 = 'INT1_EI' // 8-byte strings  // ~z~Zrkzz fel, te anyaszomort!
04AF: 93@ = unknown_wav_reference 20028 
04AF: 94@ = unknown_wav_reference 20048 
0006: 63@ = 1 // integer values 
0002: jump @INTRO1_912 

:INTRO1_628
05A9: s$6475 = 'INT1_BA' // 8-byte strings  // ~z~Kezd derengeni, ugye, CJ? Nan!
05A9: s$6477 = 'INT1_BC' // 8-byte strings  // ~z~Megvltoztak a dolgok errefel!
05A9: s$6479 = 'INT1_BB' // 8-byte strings  // ~z~CJ, lgy vatos ezen a krnyken, ember.
05A9: s$6481 = 'INT1_BD' // 8-byte strings  // ~z~Hogyan romolhatott meg ennyire?
05A9: s$6483 = 'INT1_AM' // 8-byte strings  // ~z~Azt hittem ez a Csaldok Gyepje?
05A9: s$6485 = 'INT1_AN' // 8-byte strings  // ~z~Ja, ezek a Temple Drive-i csaldok - mr nem futunk velk.
04AF: 93@ = unknown_wav_reference 20017 
04AF: 94@ = unknown_wav_reference 20019 
04AF: 95@ = unknown_wav_reference 20018 
04AF: 96@ = unknown_wav_reference 20020 
04AF: 97@ = unknown_wav_reference 20011 
04AF: 98@ = unknown_wav_reference 20012 
0006: 63@ = 5 // integer values 
0002: jump @INTRO1_912 

:INTRO1_774
05A9: s$6475 = 'INT1_BF' // 8-byte strings  // ~z~Ujra a plyn, gy van kutya?
05A9: s$6477 = 'INT1_BG' // 8-byte strings  // ~z~Mieltt elmentl azeltt is ilyen szar volt?
05A9: s$6479 = 'INT1_BH' // 8-byte strings  // ~z~A Keleti Part teljesen megpuhtott, vrem.
04AF: 93@ = unknown_wav_reference 20022 
04AF: 94@ = unknown_wav_reference 20023 
04AF: 95@ = unknown_wav_reference 20024 
0006: 63@ = 2 // integer values 
0002: jump @INTRO1_912 

:INTRO1_854
05A9: s$6475 = 'INT1_BI' // 8-byte strings  // ~z~Te csak kolonc vagy, CJ!
05A9: s$6477 = 'INT1_BK' // 8-byte strings  // ~z~Mirt kellett neked visszatrned?
04AF: 93@ = unknown_wav_reference 20025 
04AF: 94@ = unknown_wav_reference 20027 
0006: 63@ = 1 // integer values 
0002: jump @INTRO1_912 

:INTRO1_912
0051: return 

:INTRO1_914
0004: $ONMISSION = 1 // integer values 
008B: 65@ = $ACTOR_SMOKE // integer values and handles 
008B: 66@ = $ACTOR_RYDER // integer values and handles 
008B: 67@ = $ACTOR_SWEET // integer values and handles 
0085: 76@ = 34@ // integer values and handles 
0085: 77@ = 36@ // integer values and handles 
0085: 78@ = 35@ // integer values and handles 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0004: $HELP_BICYCLE_1_SHOWN = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 107@ = 3 // integer values 
0006: 115@ = 1 // integer values 
0006: 108@ = 1 // integer values 
0006: 87@ = 0 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'INTRO1' 
00C0: set_current_time 9 0 
0792: (unknown) $PLAYER_ACTOR 
04BB: select_interior 3 // select render area 
02E4: load_cutscene_data 'INTRO1A' 

:INTRO1_1190
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO1_1214 
0001: wait 0 ms 
0002: jump @INTRO1_1190 

:INTRO1_1214
02E7: start_cutscene 
016A: fade 1 1000 ms 

:INTRO1_1223
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO1_1247 
0001: wait 0 ms 
0002: jump @INTRO1_1223 

:INTRO1_1247
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:INTRO1_1260
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_1284 
0001: wait 0 ms 
0002: jump @INTRO1_1260 

:INTRO1_1284
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.2 
09D2: (unknown) 0 
023C: request_special_actor 'SMOKE' as 10 
0247: request_model #PEREN 
038B: load_requested_models 

:INTRO1_1328
00D6: if or
8248:   not model #PEREN available 
823D:   not special_actor 10 loaded 
004D: jump_if_false @INTRO1_1359 
0001: wait 0 ms 
0002: jump @INTRO1_1328 

:INTRO1_1359
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0687: clear_actor_task $PLAYER_ACTOR 
0792: (unknown) $PLAYER_ACTOR 
009A: $ACTOR_SMOKE = create_actor 24 #SPECIAL10 at 2498.91 -1680.5 12.37 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
0173: set_actor $ACTOR_SMOKE z_angle_to 90.0 
00A5: 41@ = create_car #PEREN at 2494.91 -1682.17 12.32 
0249: release_model #PEREN 
0229: set_car 41@ color_to 0 0 
0175: set_car 41@ z_angle_to 90.0 
00A1: put_actor $PLAYER_ACTOR at 2495.59 -1686.96 12.51 
05BA: AS_actor $PLAYER_ACTOR chew_gum 1 ms 
0173: set_actor $PLAYER_ACTOR z_angle_to 32.0 
0792: (unknown) $PLAYER_ACTOR 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 10000 ms 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 41@ 10000 ms 
0395: clear_area 1 at 2494.91 -1682.17 12.32 range 50.0 
0A0B: (unknown) 2495.59 -1686.96 12.51 32.2 
04BB: select_interior 0 // select render area 
041E: set_radio_station 3 
0006: 86@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0050: gosub @INTRO1_47 
016A: fade 1 1500 ms 
015F: set_camera_position 2498.947 -1690.0 14.4011 0.0 0.0 0.0 
0160: point_camera 2498.404 -1689.177 14.2309 2 
0707: start_scene_skip_to @INTRO1_2033 

:INTRO1_1703
00D6: if 
8039:   not  86@ == 2 // integer values 
004D: jump_if_false @INTRO1_1739 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
0002: jump @INTRO1_1703 

:INTRO1_1739
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2498.947 -1690.0 14.4011 position_to 2501.236 -1678.23 17.5252 9000 ms unknown 1 
0920: point_camera 2498.404 -1689.177 14.2309 transverse_to 2500.238 -1678.188 17.4907 9000 ms unknown 1 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_1946 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @INTRO1_1946 

:INTRO1_1855
00D6: if or
80DB:   not actor $PLAYER_ACTOR in_car 41@ 
80DB:   not actor $ACTOR_SMOKE in_car 41@ 
004D: jump_if_false @INTRO1_1946 
0001: wait 0 ms 
00D6: if 
0119:   car 41@ wrecked 
004D: jump_if_false @INTRO1_1909 
0002: jump @INTRO1_18170 

:INTRO1_1909
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @INTRO1_1932 
0002: jump @INTRO1_18170 

:INTRO1_1932
0050: gosub @INTRO1_20418 
0002: jump @INTRO1_1855 

:INTRO1_1946
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_1997 
05D1: AS_actor $PLAYER_ACTOR drive_car 41@ to 2414.68 -1656.38 12.38 speed 10.0 0 404 2 

:INTRO1_1997
00D6: if 
8039:   not  86@ == 4 // integer values 
004D: jump_if_false @INTRO1_2033 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
0002: jump @INTRO1_1997 

:INTRO1_2033
0701: end_scene_skip 
00BE: text_clear_all 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
00BA: text_styled 'FUNERAL' 1000 ms 2  // Sweet s Kendl

:INTRO1_2068
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_2092 
0001: wait 0 ms 
0002: jump @INTRO1_2068 

:INTRO1_2092
0925: (unknown) 
009B: destroy_actor_instantly $ACTOR_SMOKE 
0296: unload_special_actor 10 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_2227 
0792: (unknown) $PLAYER_ACTOR 
00AB: put_car 41@ at 956.6 -1099.47 22.73 
0175: set_car 41@ z_angle_to 0.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_2197 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 910.78 -1075.26 23.29 
0002: jump @INTRO1_2217 

:INTRO1_2197
00A1: put_actor $PLAYER_ACTOR at 910.78 -1075.26 23.29 

:INTRO1_2217
0173: set_actor $PLAYER_ACTOR z_angle_to 265.0 

:INTRO1_2227
03EF: player $PLAYER_CHAR make_safe 
0A0B: (unknown) 910.78 -1075.26 23.29 265.0 
02E4: load_cutscene_data 'INTRO1B' 

:INTRO1_2265
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO1_2289 
0001: wait 0 ms 
0002: jump @INTRO1_2265 

:INTRO1_2289
02E7: start_cutscene 
016A: fade 1 1000 ms 

:INTRO1_2298
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO1_2322 
0001: wait 0 ms 
0002: jump @INTRO1_2298 

:INTRO1_2322
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:INTRO1_2335
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_2359 
0001: wait 0 ms 
0002: jump @INTRO1_2335 

:INTRO1_2359
02EA: end_cutscene 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.2 
023C: request_special_actor 'SWEET' as 1 
023C: request_special_actor 'RYDER2' as 3 
023C: request_special_actor 'SMOKE' as 10 
0247: request_model #PEREN 
0247: request_model #BMX 
0247: request_model #MICRO_UZI 
0247: request_model #VOODOO 
0247: request_model #BALLAS1 
0247: request_model #COLT45 
07C0: load_path 201 
038B: load_requested_models 

:INTRO1_2450
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 10 loaded 
8248:   not model #PEREN available 
8248:   not model #BMX available 
8248:   not model #VOODOO available 
004D: jump_if_false @INTRO1_2499 
0001: wait 0 ms 
0002: jump @INTRO1_2450 

:INTRO1_2499
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #BALLAS1 available 
8248:   not model #COLT45 available 
87C1:   not path 201 available 
004D: jump_if_false @INTRO1_2540 
0001: wait 0 ms 
0002: jump @INTRO1_2499 

:INTRO1_2540
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
041D: set_camera_near_clip 0.2 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 943.71 -1103.5 22.85 range 70.0 
0A0B: (unknown) 943.71 -1103.5 22.85 90.0 
00A5: 51@ = create_car #VOODOO at 1038.5 -954.9 41.5 
0732: (unknown) 412 
0229: set_car 51@ color_to 22 22 
0587: (unknown) 51@ 0 
0129: 50@ = create_actor 25 #BALLAS1 in_car 51@ driverseat 
01C8: 52@ = create_actor 25 #BALLAS1 in_car 51@ passenger_seat 0 
060A: unknown_create_entity 0 110@ 
02E2: set_actor 50@ weapon_accuracy_to 25 
02E2: set_actor 52@ weapon_accuracy_to 25 
07DD: (unknown) 50@ 30 
07DD: (unknown) 52@ 30 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 52@ aggressive_to_pedgroup 4 type 0 
0249: release_model #BALLAS1 
01B2: give_actor 52@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this 
0249: release_model #MICRO_UZI 
01B9: set_actor 50@ armed_weapon_to 28 
020A: set_car 51@ door_status_to 2 
0175: set_car 51@ z_angle_to 100.8 
0224: set_car 51@ health_to 2000 
00A5: 37@ = create_car #BMX at 971.8 -1108.0 23.1 
0224: set_car 37@ health_to 2000 
0175: set_car 37@ z_angle_to 140.0 
053F: set_car 37@ tires_vulnerable 0 
00A5: 76@ = create_car #BMX at 971.4 -1110.5 23.3 
0224: set_car 76@ health_to 2000 
0175: set_car 76@ z_angle_to 110.0 
053F: set_car 76@ tires_vulnerable 0 
04E0: car 76@ abandon_path_radius 30 
00A5: 77@ = create_car #BMX at 971.8 -1115.5 23.1 
0224: set_car 77@ health_to 2000 
0175: set_car 77@ z_angle_to 140.0 
053F: set_car 77@ tires_vulnerable 0 
04E0: car 77@ abandon_path_radius 30 
00A5: 78@ = create_car #BMX at 971.8 -1113.0 23.1 
0224: set_car 78@ health_to 2000 
0175: set_car 78@ z_angle_to 140.0 
053F: set_car 78@ tires_vulnerable 0 
04E0: car 78@ abandon_path_radius 30 
0249: release_model #BMX 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_3087 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03F5: unknown_prepare_car 41@ for_explosion flag 1 
00AB: put_car 41@ at 956.6 -1099.47 22.73 
0175: set_car 41@ z_angle_to 0.0 

:INTRO1_3087
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_3135 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 940.0 -1103.5 22.85 
0002: jump @INTRO1_3155 

:INTRO1_3135
00A1: put_actor $PLAYER_ACTOR at 940.0 -1103.5 22.85 

:INTRO1_3155
0173: set_actor $PLAYER_ACTOR z_angle_to 272.5 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: (unknown) $PLAYER_ACTOR 1 
05D3: AS_actor $PLAYER_ACTOR go_to_point 954.0 -1103.5 22.85 speed 4 20000 ms 
009A: 65@ = create_actor 24 #SPECIAL10 at 942.79 -1104.41 22.85 
0245: set_actor 65@ walk_style_to "FATMAN" 
0223: set_actor 65@ health_to 2000 
0173: set_actor 65@ z_angle_to 184.0 
0568: set_actor 65@ targetable 1 
0446: set_actor 65@ immune_to_headshots 0 
039E: set_actor 65@ jackable 1 
0526: unknown_actor 65@ 1 
05D3: AS_actor 65@ go_to_point 954.0 -1104.41 22.85 speed 4 20000 ms 
060B: unknown_actor_use_entity 65@ 110@ 
08C6: set_actor 65@ stay_on_bike 1 
009A: 66@ = create_actor 24 #SPECIAL03 at 942.9 -1105.79 22.85 
0245: set_actor 66@ walk_style_to "GANG1" 
0223: set_actor 66@ health_to 2000 
0173: set_actor 66@ z_angle_to 50.0 
0568: set_actor 66@ targetable 1 
0446: set_actor 66@ immune_to_headshots 0 
039E: set_actor 66@ jackable 1 
0526: unknown_actor 66@ 1 
05D3: AS_actor 66@ go_to_point 954.0 -1105.79 22.85 speed 4 25000 ms 
060B: unknown_actor_use_entity 66@ 110@ 
08C6: set_actor 66@ stay_on_bike 1 
009A: 67@ = create_actor 24 #SPECIAL01 at 942.96 -1102.0 22.85 
0245: set_actor 67@ walk_style_to "GANG2" 
0223: set_actor 67@ health_to 2000 
0173: set_actor 67@ z_angle_to 96.0 
0568: set_actor 67@ targetable 1 
0446: set_actor 67@ immune_to_headshots 0 
039E: set_actor 67@ jackable 1 
0526: unknown_actor 67@ 1 
05D3: AS_actor 67@ go_to_point 954.0 -1102.0 22.85 speed 4 20000 ms 
060B: unknown_actor_use_entity 67@ 110@ 
08C6: set_actor 67@ stay_on_bike 1 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 
0164: disable_marker 39@ 
0006: 33@ = 0 // integer values 

:INTRO1_3601
00D6: if 
001B:   900 > 33@ // integer values 
004D: jump_if_false @INTRO1_3631 
0001: wait 0 ms 
0002: jump @INTRO1_3601 

:INTRO1_3631
0A0B: (unknown) 940.0 -1103.5 22.85 272.5 
016A: fade 1 500 ms 
0395: clear_area 1 at 949.8 -1100.3 23.0 range 500.0 
015F: set_camera_position 947.9119 -1103.912 23.4476 0.0 0.0 0.0 
0160: point_camera 946.9478 -1103.822 23.6977 2 
0006: 86@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 46@ = 1 // integer values 
0050: gosub @INTRO1_47 
0006: 91@ = 0 // integer values 
0707: start_scene_skip_to @INTRO1_5528 
0006: 33@ = 0 // integer values 

:INTRO1_3791
00D6: if 
001B:   3300 > 33@ // integer values 
004D: jump_if_false @INTRO1_3821 
0001: wait 0 ms 
0002: jump @INTRO1_3791 

:INTRO1_3821
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_3877 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_3877 
00D6: if 
07C1:   path 201 available 
004D: jump_if_false @INTRO1_3877 
05EB: assign_vehicle 51@ to_path 201 

:INTRO1_3877
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_4028 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_3960 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_3960 
0713: actor 52@ drive_by actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 

:INTRO1_3960
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_4028 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_4028 
0713: actor 50@ drive_by actor -1 car 41@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90 

:INTRO1_4028
0006: 33@ = 0 // integer values 

:INTRO1_4035
00D6: if 
001B:   1500 > 33@ // integer values 
004D: jump_if_false @INTRO1_4065 
0001: wait 0 ms 
0002: jump @INTRO1_4035 

:INTRO1_4065
0925: (unknown) 
015F: set_camera_position 951.3326 -1099.652 25.3079 0.0 0.0 0.0 
0160: point_camera 951.9009 -1100.452 25.1184 2 
0006: 33@ = 0 // integer values 

:INTRO1_4125
00D6: if 
001B:   2500 > 33@ // integer values 
004D: jump_if_false @INTRO1_4155 
0001: wait 0 ms 
0002: jump @INTRO1_4125 

:INTRO1_4155
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_4203 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_4203 
0647: unknown_action_sequence 66@ 
05C0: AS_actor 66@ look_at_car 51@ 4000 ms 

:INTRO1_4203
0006: 33@ = 0 // integer values 

:INTRO1_4210
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @INTRO1_4240 
0001: wait 0 ms 
0002: jump @INTRO1_4210 

:INTRO1_4240
00D6: if 
8039:   not  86@ == 1 // integer values 
004D: jump_if_false @INTRO1_4742 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_4510 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_4510 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_4426 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_4426 
0006: 33@ = 0 // integer values 
05C0: AS_actor $PLAYER_ACTOR look_at_car 51@ 4000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_4387 
0647: unknown_action_sequence 65@ 
05C0: AS_actor 65@ look_at_car 51@ 4000 ms 

:INTRO1_4387
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_4419 
0647: unknown_action_sequence 67@ 
05C0: AS_actor 67@ look_at_car 51@ 4000 ms 

:INTRO1_4419
0006: 109@ = 1 // integer values 

:INTRO1_4426
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 951.3326 -1099.652 25.3079 position_to 951.3326 -1099.652 25.3079 7500 ms unknown 1 
0920: point_camera 951.9009 -1100.452 25.1184 transverse_to 951.9258 -1098.847 25.3253 7500 ms unknown 1 

:INTRO1_4510
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @INTRO1_4735 
00D6: if 
0039:   109@ == 1 // integer values 
004D: jump_if_false @INTRO1_4735 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_4728 
0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_4654 
01B2: give_actor 65@ weapon 22 ammo 50 // Load the weapon model before using this 
0173: set_actor 65@ z_angle_to 270.0 
0350: unknown_actor 65@ not_scared_flag 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_4654 
04EB: AS_actor 65@ crouch 1 
05E2: AS_actor 65@ kill_actor 50@ 

:INTRO1_4654
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_4710 
01B2: give_actor 67@ weapon 22 ammo 50 // Load the weapon model before using this 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_4710 
0634: unknown_action_sequence 67@ 50@ 4 2000 100 

:INTRO1_4710
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.5 -1.0 time_on_ground 1000 ms 

:INTRO1_4728
0006: 109@ = 2 // integer values 

:INTRO1_4735
0002: jump @INTRO1_4240 

:INTRO1_4742
0006: 33@ = 0 // integer values 

:INTRO1_4749
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @INTRO1_4779 
0001: wait 0 ms 
0002: jump @INTRO1_4749 

:INTRO1_4779
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_4800 
070C: (unknown) 41@ 

:INTRO1_4800
0006: 33@ = 0 // integer values 
0006: 109@ = 0 // integer values 

:INTRO1_4814
00D6: if 
8039:   not  86@ == 2 // integer values 
004D: jump_if_false @INTRO1_4876 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0019:   33@ > 1600 // integer values 
004D: jump_if_false @INTRO1_4869 
0002: jump @INTRO1_4876 

:INTRO1_4869
0002: jump @INTRO1_4814 

:INTRO1_4876
0395: clear_area 1 at 956.09 -1105.68 22.75 range 50.0 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_4955 
0687: clear_actor_task 52@ 
0605: actor 52@ perform_animation_sequence "CAR_SIT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:INTRO1_4955
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 945.7507 -1103.548 23.0477 
0173: set_actor $PLAYER_ACTOR z_angle_to 252.8 
05BA: AS_actor $PLAYER_ACTOR chew_gum 1 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_5095 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_5095 
0350: unknown_actor 65@ not_scared_flag 0 
05BA: AS_actor 65@ chew_gum 1 ms 
0647: unknown_action_sequence 65@ 
04EB: AS_actor 65@ crouch 0 
00A1: put_actor 65@ at 957.0725 -1106.504 22.7146 
0173: set_actor 65@ z_angle_to 251.1192 
05CB: AS_actor 65@ enter_car_as_driver 76@ -1 ms 

:INTRO1_5095
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_5156 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_5156 
0350: unknown_actor 66@ not_scared_flag 0 
05BA: AS_actor 66@ chew_gum 1 ms 
0647: unknown_action_sequence 66@ 
05CB: AS_actor 66@ enter_car_as_driver 77@ -1 ms 

:INTRO1_5156
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_5237 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_5237 
0350: unknown_actor 67@ not_scared_flag 0 
05BA: AS_actor 67@ chew_gum 1 ms 
0647: unknown_action_sequence 67@ 
00A1: put_actor 67@ at 957.12 -1104.4 22.7146 
05CB: AS_actor 67@ enter_car_as_driver 78@ -1 ms 

:INTRO1_5237
0006: 33@ = 0 // integer values 

:INTRO1_5244
00D6: if 
001B:   100 > 33@ // integer values 
004D: jump_if_false @INTRO1_5273 
0001: wait 0 ms 
0002: jump @INTRO1_5244 

:INTRO1_5273
0925: (unknown) 
015F: set_camera_position 953.489 -1100.465 24.8611 0.0 0.0 0.0 
0160: point_camera 954.1205 -1101.236 24.7823 2 
03CF: load_wav 20014 as 2 
0006: 109@ = 0 // integer values 

:INTRO1_5340
00D6: if 
8039:   not  86@ == 3 // integer values 
004D: jump_if_false @INTRO1_5449 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_5442 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_5442 
0792: (unknown) $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR go_to_point 971.181 -1108.193 22.8672 speed 6 10000 ms 
0006: 109@ = 1 // integer values 

:INTRO1_5442
0002: jump @INTRO1_5340 

:INTRO1_5449
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO1_5475 
0001: wait 0 ms 
0002: jump @INTRO1_5449 

:INTRO1_5475
03D1: play_wav 2 
00BC: text_highpriority 'INT1_AP' 10000 ms 1  // ~z~Ragadj meg egy bicajt s tekerj. Ha mg nem felejtettl el bicajozni.

:INTRO1_5495
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO1_5521 
0001: wait 0 ms 
0002: jump @INTRO1_5495 

:INTRO1_5521
0006: 91@ = 1 // integer values 

:INTRO1_5528
0701: end_scene_skip 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @INTRO1_5817 
00BE: text_clear_all 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:INTRO1_5565
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_5589 
0001: wait 0 ms 
0002: jump @INTRO1_5565 

:INTRO1_5589
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_5665 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_5665 
00A1: put_actor 65@ at 969.2067 -1110.3 22.8672 
0173: set_actor 65@ z_angle_to 273.1099 
04EB: AS_actor 65@ crouch 0 

:INTRO1_5665
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_5727 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_5727 
00A1: put_actor 66@ at 969.1187 -1116.56 22.8552 
0173: set_actor 66@ z_angle_to 298.5085 

:INTRO1_5727
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_5794 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_5794 
0647: unknown_action_sequence 67@ 
00A1: put_actor 67@ at 969.436 -1113.775 22.8593 
0173: set_actor 67@ z_angle_to 267.2885 

:INTRO1_5794
0925: (unknown) 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_5817 
070C: (unknown) 41@ 

:INTRO1_5817
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_5866 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_5866 
04EB: AS_actor 65@ crouch 0 
05CB: AS_actor 65@ enter_car_as_driver 76@ -1 ms 

:INTRO1_5866
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_5908 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_5908 
05CB: AS_actor 66@ enter_car_as_driver 77@ -1 ms 

:INTRO1_5908
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_5955 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_5955 
0647: unknown_action_sequence 67@ 
05CB: AS_actor 67@ enter_car_as_driver 78@ -1 ms 

:INTRO1_5955
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
0249: release_model #PEREN 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_5988 
0555: remove_weapon 22 from_actor 65@ 

:INTRO1_5988
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_6011 
0555: remove_weapon 22 from_actor 67@ 

:INTRO1_6011
0249: release_model #COLT45 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_6044 
05EC: release_vehicle 51@ from_path 
0002: jump @INTRO1_6049 

:INTRO1_6044
05EC: release_vehicle 51@ from_path 

:INTRO1_6049
0873: release_path 201 
0006: 33@ = 0 // integer values 

:INTRO1_6061
00D6: if 
001B:   100 > 33@ // integer values 
004D: jump_if_false @INTRO1_6090 
0001: wait 0 ms 
0002: jump @INTRO1_6061 

:INTRO1_6090
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0647: unknown_action_sequence $PLAYER_ACTOR 
06AB: (unknown) $PLAYER_ACTOR 0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_6148 
0186: 43@ = create_marker_above_car 37@ 
07E0: set_marker 43@ type_to 1 

:INTRO1_6148
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_6209 
00AA: store_car 51@ position_to 116@ 117@ 118@ 
000F: 118@ -= 50.0 // floating-point values 
00AB: put_car 51@ at 116@ 117@ 118@ 
0574: (unknown) 51@ 1 

:INTRO1_6209
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @INTRO1_6352 
0169: set_fade_color 0 0 0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 970.0873 -1107.776 22.8672 
0173: set_actor $PLAYER_ACTOR z_angle_to 254.4577 
0006: 33@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:INTRO1_6284
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @INTRO1_6314 
0001: wait 0 ms 
0002: jump @INTRO1_6284 

:INTRO1_6314
016A: fade 1 500 ms 

:INTRO1_6321
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_6345 
0001: wait 0 ms 
0002: jump @INTRO1_6321 

:INTRO1_6345
01B4: set_player $PLAYER_CHAR frozen_state 1 

:INTRO1_6352
0615: define_action_sequences 82@ 
05D1: AS_actor -1 drive_car -1 to 962.5424 -1128.6 22.6656 speed 8.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1036.602 -1148.942 22.6562 speed 16.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1325.583 -1150.183 22.6484 speed 23.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1644.773 -1051.334 22.8984 speed 23.0 0 481 2 
0616: define_action_sequences_end 82@ 
0615: define_action_sequences 72@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 21.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1786.54 -1191.3 22.95 speed 20.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 21.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 21.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 21.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 25.0 0 481 2 
0616: define_action_sequences_end 72@ 
0615: define_action_sequences 111@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 20.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1784.54 -1191.3 22.95 speed 19.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 20.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 20.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 20.0 0 481 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 24.0 0 481 2 
0616: define_action_sequences_end 111@ 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_7015 
00BC: text_highpriority 'INT2_F4' 10000 ms 1  // ~r~Lezztad a BMX-et!
0002: jump @INTRO1_18170 

:INTRO1_7015
0006: 75@ = 0 // integer values 
0006: 86@ = 3 // integer values 

:INTRO1_7029
00D6: if 
8039:   not  86@ == 4 // integer values 
004D: jump_if_false @INTRO1_7104 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
0050: gosub @INTRO1_18526 
0050: gosub @INTRO1_20094 
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @INTRO1_7097 
0002: jump @INTRO1_18170 

:INTRO1_7097
0002: jump @INTRO1_7029 

:INTRO1_7104
00BC: text_highpriority 'INTRO2E' 10000 ms 1  // ~s~Szllj fel a ~b~bicajra~s~.
04ED: load_animation "MISC" 
0004: $127 = 1 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_7181 
00BC: text_highpriority 'INT2_F2' 10000 ms 1  // ~r~Sweet meghalt!
0002: jump @INTRO1_18170 

:INTRO1_7181
0006: 92@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 46@ = 4 // integer values 
0050: gosub @INTRO1_47 

:INTRO1_7230
00D6: if or
80FE:   not actor $PLAYER_ACTOR 0 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
80FE:   not actor 67@ 0 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_9160 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @INTRO1_7361 
00A1: put_actor $PLAYER_ACTOR at 2473.692 -1684.215 12.4625 
0002: jump @INTRO1_18188 

:INTRO1_7361
0050: gosub @INTRO1_18526 
0050: gosub @INTRO1_20094 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_7421 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_7421 
03D5: remove_text 'INTRO2E'  // ~s~Szllj fel a ~b~bicajra~s~.

:INTRO1_7421
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @INTRO1_7446 
0002: jump @INTRO1_18170 

:INTRO1_7446
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @INTRO1_7504 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @INTRO1_7504 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 92@ = 1 // integer values 

:INTRO1_7504
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @INTRO1_7964 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_7957 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 949.4 -1102.1 23.2 radius 50.0 60.0 25.0 
004D: jump_if_false @INTRO1_7957 
00AB: put_car 51@ at 1079.15 -1084.73 25.43 
0175: set_car 51@ z_angle_to 175.95 
0574: (unknown) 51@ 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_7816 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_7712 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_7712 
0687: clear_actor_task 52@ 
0713: actor 52@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_7712
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_7809 
00D9: 69@ = actor $PLAYER_ACTOR car 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_7809 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_7809 
0687: clear_actor_task 50@ 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_7809 
06E1: unknown_action_sequence 50@ 51@ 69@ 29 30.0 2 

:INTRO1_7809
0002: jump @INTRO1_7950 

:INTRO1_7816
04C4: create_coordinate 122@ 123@ 124@ from_actor $PLAYER_ACTOR offset 0.0 -4.0 0.0 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_7950 
062E: (unknown) 50@ 1489 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_7950 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_7950 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_7950 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 0 2 

:INTRO1_7950
0006: 68@ = 1 // integer values 

:INTRO1_7957
0002: jump @INTRO1_8795 

:INTRO1_7964
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_8717 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_8658 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_8592 
00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@ 
00D6: if and
81AD:   not car 51@ 0 125@ 126@ 50.0 50.0 
82CA:   not car 51@ bounding_sphere_visible 
004D: jump_if_false @INTRO1_8161 
0687: clear_actor_task 50@ 
04C4: create_coordinate 116@ 117@ 118@ from_actor $PLAYER_ACTOR offset 0.0 -40.0 0.0 
02C1: set 119@ 120@ 121@ to_car_path_coords_closest_to 116@ 117@ 118@ 
00AB: put_car 51@ at 119@ 120@ 121@ 
039F: car 51@ race_to 116@ 117@ 
04BA: set_car 51@ speed_instantly 20.0 
0002: jump @INTRO1_8585 

:INTRO1_8161
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_8370 
062E: (unknown) 50@ 1761 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_8266 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_8266 
00D9: 69@ = actor $PLAYER_ACTOR car 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_8266 
06E1: unknown_action_sequence 50@ 51@ 69@ 29 30.0 2 

:INTRO1_8266
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_8363 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_8363 
062E: (unknown) 52@ 1811 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_8363 
0713: actor 52@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_8363
0002: jump @INTRO1_8585 

:INTRO1_8370
04C4: create_coordinate 122@ 123@ 124@ from_actor $PLAYER_ACTOR offset 0.0 -4.0 0.0 
062E: (unknown) 50@ 1489 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_8488 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_8488 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_8488 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 0 2 

:INTRO1_8488
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_8585 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_8585 
062E: (unknown) 52@ 1811 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_8585 
0713: actor 52@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_8585
0002: jump @INTRO1_8651 

:INTRO1_8592
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @INTRO1_8651 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_8651 
0687: clear_actor_task 50@ 
0633: AS_actor 50@ exit_vehicle 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 // integer values 

:INTRO1_8651
0002: jump @INTRO1_8717 

:INTRO1_8658
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @INTRO1_8717 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_8717 
0687: clear_actor_task 52@ 
0633: AS_actor 52@ exit_vehicle 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 // integer values 

:INTRO1_8717
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_8795 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_8795 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 67@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_8795 
0050: gosub @INTRO1_20418 

:INTRO1_8795
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BMX 
004D: jump_if_false @INTRO1_9036 
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 0 // integer values 
004D: jump_if_false @INTRO1_8864 
03E5: text_box 'INTRO2C'  // Hogy gyorsabban hajtsd a bicajod, sd le tbbszr a(z) ~k~~VEHICLE_ACCELERATE~-t.
0006: 32@ = 0 // integer values 
0004: $HELP_BICYCLE_1_SHOWN = 1 // integer values 
0002: jump @INTRO1_9036 

:INTRO1_8864
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 1 // integer values 
004D: jump_if_false @INTRO1_8926 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @INTRO1_8926 
03E5: text_box 'INTRO2D'  // Nyuszi ugrshoz tartsd lenyomva a(z) ~k~~VEHICLE_FIREWEAPON_ALT~ gombot majd engedd fel. Minl tovbb tartod lenyomva a gombot annl magasabbra, ugrik a bicaj.
0006: 32@ = 0 // integer values 
0004: $HELP_BICYCLE_1_SHOWN = 2 // integer values 

:INTRO1_8926
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 2 // integer values 
004D: jump_if_false @INTRO1_8981 
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @INTRO1_8981 
03E5: text_box 'HELP3B'  // Csak egy bizonyos ideig biciklizhetsz gyorsan vagy sprintelhetsz.
0004: $HELP_BICYCLE_1_SHOWN = 3 // integer values 

:INTRO1_8981
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 3 // integer values 
004D: jump_if_false @INTRO1_9036 
00D6: if 
0019:   32@ > 28000 // integer values 
004D: jump_if_false @INTRO1_9036 
03E5: text_box 'HELP3B2'  // Minl tbbet mozogsz, annl magasabb lesz az ~h~llkpessged~w~, gy lassabban fradsz ki.
0004: $HELP_BICYCLE_1_SHOWN = 4 // integer values 

:INTRO1_9036
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_9075 
00BC: text_highpriority 'INT2_F1' 10000 ms 1  // ~r~Smoke meghalt!
0002: jump @INTRO1_18170 

:INTRO1_9075
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_9114 
00BC: text_highpriority 'INT2_F3' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO1_18170 

:INTRO1_9114
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_9153 
00BC: text_highpriority 'INT2_F2' 10000 ms 1  // ~r~Sweet meghalt!
0002: jump @INTRO1_18170 

:INTRO1_9153
0002: jump @INTRO1_7230 

:INTRO1_9160
0006: 113@ = 0 // integer values 
016A: fade 0 500 ms 

:INTRO1_9174
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_9198 
0001: wait 0 ms 
0002: jump @INTRO1_9174 

:INTRO1_9198
015F: set_camera_position 1647.208 -1085.232 24.1633 0.0 0.0 0.0 
0160: point_camera 1646.354 -1084.712 24.164 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0A0B: (unknown) 1637.642 -1063.702 22.8984 152.0807 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO1_9286
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @INTRO1_9330 
0001: wait 0 ms 
04ED: load_animation "MISC" 
016A: fade 0 0 ms 
0002: jump @INTRO1_9286 

:INTRO1_9330
0006: 107@ = 2 // integer values 
00D6: if 
0119:   car 51@ wrecked 
004D: jump_if_false @INTRO1_9374 
0006: 113@ = 1 // integer values 
0006: 107@ = 3 // integer values 
0002: jump @INTRO1_9414 

:INTRO1_9374
00D6: if or
02BF:   car 51@ sunk 
0118:   actor 50@ dead 
0118:   actor 52@ dead 
004D: jump_if_false @INTRO1_9414 
0006: 113@ = 1 // integer values 
0006: 107@ = 3 // integer values 

:INTRO1_9414
022B: create_forbidden_for_peds_cube 1782.802 -1203.497 0.0 1788.272 -1236.15 20.0 
041D: set_camera_near_clip 0.2 
0006: 86@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 46@ = 3 // integer values 
0050: gosub @INTRO1_47 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_9862 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_9862 
0575: (unknown) 67@ 0 
0574: (unknown) 78@ 0 
00D6: if 
80DB:   not actor 67@ in_car 78@ 
004D: jump_if_false @INTRO1_9561 
036A: put_actor 67@ in_car 78@ 

:INTRO1_9561
0395: clear_area 1 at 1644.47 -1072.658 22.9062 range 4.0 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_9827 
00AB: put_car 78@ at 1644.47 -1072.658 22.9062 
0175: set_car 78@ z_angle_to 170.0 
05D1: AS_actor 67@ drive_car 78@ to 1540.298 -1159.188 22.9062 speed 20.0 0 481 2 
04BA: set_car 78@ speed_instantly 10.0 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_9820 
0395: clear_area 1 at 1637.08 -1061.001 22.9114 range 4.0 
00AB: put_car 51@ at 1637.08 -1061.001 22.9114 
0175: set_car 51@ z_angle_to 182.2789 
04BA: set_car 51@ speed_instantly 5.0 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_9779 
0687: clear_actor_task 52@ 

:INTRO1_9779
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_9820 
0687: clear_actor_task 50@ 
06E1: unknown_action_sequence 50@ 51@ 78@ 29 40.0 2 

:INTRO1_9820
0002: jump @INTRO1_9857 

:INTRO1_9827
00AB: put_car 78@ at 1638.166 -1056.298 22.9062 
0175: set_car 78@ z_angle_to 272.6299 

:INTRO1_9857
0164: disable_marker 39@ 

:INTRO1_9862
0395: clear_area 1 at 1638.712 -1050.319 22.8984 range 4.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_10013 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_10013 
0575: (unknown) 65@ 0 
0574: (unknown) 76@ 0 
00D6: if 
80DB:   not actor 65@ in_car 76@ 
004D: jump_if_false @INTRO1_9959 
036A: put_actor 65@ in_car 76@ 

:INTRO1_9959
0395: clear_area 1 at 1640.649 -1055.473 22.9062 range 4.0 
00AB: put_car 76@ at 1640.649 -1055.473 22.9062 
0175: set_car 76@ z_angle_to 260.0 

:INTRO1_10013
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_10140 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_10140 
0575: (unknown) 66@ 0 
0574: (unknown) 77@ 0 
00D6: if 
80DB:   not actor 66@ in_car 77@ 
004D: jump_if_false @INTRO1_10086 
036A: put_actor 66@ in_car 77@ 

:INTRO1_10086
0395: clear_area 1 at 1644.913 -1050.538 22.8984 range 4.0 
00AB: put_car 77@ at 1644.913 -1050.538 22.8984 
0175: set_car 77@ z_angle_to 270.0 

:INTRO1_10140
02A3: toggle_widescreen 1 
0001: wait 100 ms 
00D6: if or
00DF:   actor $PLAYER_ACTOR driving 
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
004D: jump_if_false @INTRO1_10214 
00D9: 69@ = actor $PLAYER_ACTOR car 
00AB: put_car 69@ at 1638.712 -1050.319 22.8984 
0175: set_car 69@ z_angle_to 252.8 
0002: jump @INTRO1_10244 

:INTRO1_10214
00A1: put_actor $PLAYER_ACTOR at 1638.712 -1050.319 22.8984 
0173: set_actor $PLAYER_ACTOR z_angle_to 252.8 

:INTRO1_10244
0395: clear_area 1 at 1636.084 -1093.459 23.7139 range 100.0 
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @INTRO1_10293 
0002: jump @INTRO1_10494 

:INTRO1_10293
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 1647.208 -1085.232 24.1633 position_to 1647.969 -1098.429 24.1724 4100 ms unknown 1 
0920: point_camera 1646.354 -1084.712 24.164 transverse_to 1647.522 -1099.323 24.1731 4100 ms unknown 1 
016A: fade 1 500 ms 
0006: 32@ = 0 // integer values 

:INTRO1_10391
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @INTRO1_10421 
0001: wait 0 ms 
0002: jump @INTRO1_10391 

:INTRO1_10421
00D6: if 
8039:   not  86@ == 1 // integer values 
004D: jump_if_false @INTRO1_10457 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
0002: jump @INTRO1_10421 

:INTRO1_10457
0006: 32@ = 0 // integer values 

:INTRO1_10464
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @INTRO1_10494 
0001: wait 0 ms 
0002: jump @INTRO1_10464 

:INTRO1_10494
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @INTRO1_10526 
0006: 86@ = 1 // integer values 
016A: fade 1 500 ms 

:INTRO1_10526
0925: (unknown) 
015F: set_camera_position 1646.476 -1049.43 23.0659 0.0 0.0 0.0 
0160: point_camera 1645.692 -1049.997 23.3176 2 

:INTRO1_10579
00D6: if 
8039:   not  86@ == 2 // integer values 
004D: jump_if_false @INTRO1_10723 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_10716 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_10716 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_10709 
0605: actor 66@ perform_animation_sequence "BMX_COMEON" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
062E: (unknown) 66@ 1541 53@ 

:INTRO1_10709
0006: 109@ = 1 // integer values 

:INTRO1_10716
0002: jump @INTRO1_10579 

:INTRO1_10723
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_10797 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_10789 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_10789 
0187: 40@ = create_marker_above_actor 66@ 
07E0: set_marker 40@ type_to 1 

:INTRO1_10789
0618: assign_actor 66@ to_action_sequences 72@ 

:INTRO1_10797
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_10842 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_10842 
0618: assign_actor 65@ to_action_sequences 111@ 
061B: remove_references_to_action_sequences 111@ 

:INTRO1_10842
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_11149 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_10991 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_10991 
0792: (unknown) 67@ 
00AB: put_car 78@ at 1540.298 -1159.188 -50.3438 
0001: wait 0 ms 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_10991 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_10991 
00D6: if 
80DF:   not actor 67@ driving 
004D: jump_if_false @INTRO1_10977 
036A: put_actor 67@ in_car 78@ 

:INTRO1_10977
0575: (unknown) 67@ 1 
0574: (unknown) 78@ 1 

:INTRO1_10991
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_11142 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_11142 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_11142 
0792: (unknown) 50@ 
0792: (unknown) 52@ 
00AB: put_car 51@ at 1540.298 -1171.188 -50.3438 
0001: wait 0 ms 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_11142 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_11142 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_11142 
0575: (unknown) 50@ 1 
0575: (unknown) 52@ 1 
0574: (unknown) 51@ 1 

:INTRO1_11142
0002: jump @INTRO1_11189 

:INTRO1_11149
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_11189 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_11189 
0618: assign_actor 67@ to_action_sequences 72@ 

:INTRO1_11189
061B: remove_references_to_action_sequences 72@ 
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0006: 74@ = 1 // integer values 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_11295 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_11279 
00BC: text_highpriority 'INTRO2K' 1000 ms 1  // ~s~Kvesd ~b~Ryder-t~s~.
0002: jump @INTRO1_11295 

:INTRO1_11279
00BC: text_highpriority 'INTRO2E' 10000 ms 1  // ~s~Szllj fel a ~b~bicajra~s~.

:INTRO1_11295
0006: 92@ = 2 // integer values 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_11341 
00BC: text_highpriority 'INT2_F4' 10000 ms 1  // ~r~Lezztad a BMX-et!
0002: jump @INTRO1_18170 

:INTRO1_11341
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_11364 
0002: jump @INTRO1_18170 

:INTRO1_11364
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_11420 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_11413 
0004: $127 = 1 // integer values 
0002: jump @INTRO1_11420 

:INTRO1_11413
0004: $127 = 0 // integer values 

:INTRO1_11420
0006: 68@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 46@ = 6 // integer values 
0006: 64@ = 0 // integer values 
0050: gosub @INTRO1_47 
0006: 32@ = 0 // integer values 
0006: 112@ = 0 // integer values 

:INTRO1_11490
00D6: if or
80FE:   not actor $PLAYER_ACTOR 1 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
8104:   not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_13589 
0001: wait 0 ms 
0050: gosub @INTRO1_18526 
0050: gosub @INTRO1_20094 
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @INTRO1_11606 
0002: jump @INTRO1_18170 

:INTRO1_11606
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @INTRO1_13040 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @INTRO1_12164 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1981.292 -1510.219 2.3844 radius 40.0 40.0 15.0 
004D: jump_if_false @INTRO1_12157 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12157 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12157 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_11896 
0575: (unknown) 50@ 0 
0575: (unknown) 52@ 0 
0574: (unknown) 51@ 0 
00AB: put_car 51@ at 1809.0 -1519.0 7.0 
0175: set_car 51@ z_angle_to 270.0 
00D6: if 
80DF:   not actor 50@ driving 
004D: jump_if_false @INTRO1_11813 
036A: put_actor 50@ in_car 51@ 

:INTRO1_11813
00D6: if 
80DF:   not actor 52@ driving 
004D: jump_if_false @INTRO1_11839 
0430: put_actor 52@ into_vehicle 51@ passenger_seat 0 

:INTRO1_11839
0687: clear_actor_task 52@ 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_11896 
0713: actor 52@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_11896
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_12000 
00D9: 69@ = actor $PLAYER_ACTOR car 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_11993 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_11993 
0687: clear_actor_task 50@ 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_11993 
06E1: unknown_action_sequence 50@ 51@ 69@ 29 30.0 2 

:INTRO1_11993
0002: jump @INTRO1_12150 

:INTRO1_12000
04C4: create_coordinate 122@ 123@ 124@ from_actor $PLAYER_ACTOR offset 0.0 -4.0 0.0 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12150 
062E: (unknown) 50@ 1489 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_12150 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12150 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_12150 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_12150 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 0 2 

:INTRO1_12150
0006: 68@ = 1 // integer values 

:INTRO1_12157
0002: jump @INTRO1_12933 

:INTRO1_12164
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_12933 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12874 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12808 
00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@ 
00D6: if and
81AD:   not car 51@ 0 125@ 126@ 50.0 50.0 
82CA:   not car 51@ bounding_sphere_visible 
004D: jump_if_false @INTRO1_12361 
0687: clear_actor_task 50@ 
04C4: create_coordinate 116@ 117@ 118@ from_actor $PLAYER_ACTOR offset 0.0 -40.0 0.0 
02C1: set 119@ 120@ 121@ to_car_path_coords_closest_to 116@ 117@ 118@ 
00AB: put_car 51@ at 119@ 120@ 121@ 
039F: car 51@ race_to 116@ 117@ 
04BA: set_car 51@ speed_instantly 20.0 
0002: jump @INTRO1_12801 

:INTRO1_12361
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_12570 
062E: (unknown) 50@ 1761 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_12466 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_12466 
00D9: 69@ = actor $PLAYER_ACTOR car 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_12466 
06E1: unknown_action_sequence 50@ 51@ 69@ 29 30.0 2 

:INTRO1_12466
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12563 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_12563 
062E: (unknown) 52@ 1811 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_12563 
0713: actor 52@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_12563
0002: jump @INTRO1_12801 

:INTRO1_12570
04C4: create_coordinate 122@ 123@ 124@ from_actor $PLAYER_ACTOR offset 0.0 -4.0 0.0 
062E: (unknown) 50@ 1489 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_12704 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12704 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_12704 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_12704 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 0 2 

:INTRO1_12704
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12801 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_12801 
062E: (unknown) 52@ 1811 53@ 
00D6: if 
04A4:   53@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO1_12801 
0713: actor 52@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_12801
0002: jump @INTRO1_12867 

:INTRO1_12808
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @INTRO1_12867 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12867 
0687: clear_actor_task 50@ 
0633: AS_actor 50@ exit_vehicle 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 // integer values 

:INTRO1_12867
0002: jump @INTRO1_12933 

:INTRO1_12874
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @INTRO1_12933 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12933 
0687: clear_actor_task 52@ 
0633: AS_actor 52@ exit_vehicle 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 // integer values 

:INTRO1_12933
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_13040 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_13040 
00D6: if 
00FE:   actor 50@ 0 2341.85 -1658.92 12.39 radius 30.0 30.0 30.0 
004D: jump_if_false @INTRO1_13040 
0687: clear_actor_task 50@ 
05D2: AS_actor 50@ run_to_and_hijack_vehicle 51@ max_search_radius 20.0 traffic_behavior 2 
0006: 57@ = 1 // integer values 

:INTRO1_13040
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @INTRO1_13210 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @INTRO1_13178 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_13178 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_13178 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_13178 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_13178 
0050: gosub @INTRO1_20418 
0006: 115@ = 1 // integer values 

:INTRO1_13178
00D6: if 
0019:   86@ > 1 // integer values 
004D: jump_if_false @INTRO1_13203 
0006: 112@ = 1 // integer values 

:INTRO1_13203
0002: jump @INTRO1_13447 

:INTRO1_13210
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @INTRO1_13284 
0006: 86@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 46@ = 5 // integer values 
0006: 64@ = 0 // integer values 
0050: gosub @INTRO1_47 
0006: 32@ = 0 // integer values 
0006: 112@ = 2 // integer values 

:INTRO1_13284
00D6: if 
0039:   112@ == 2 // integer values 
004D: jump_if_false @INTRO1_13447 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @INTRO1_13422 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_13422 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_13422 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_13422 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 65@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_13422 
0050: gosub @INTRO1_20418 
0006: 108@ = 1 // integer values 

:INTRO1_13422
00D6: if 
0019:   86@ > 2 // integer values 
004D: jump_if_false @INTRO1_13447 
0006: 112@ = 3 // integer values 

:INTRO1_13447
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_13486 
00BC: text_highpriority 'INT2_F1' 10000 ms 1  // ~r~Smoke meghalt!
0002: jump @INTRO1_18170 

:INTRO1_13486
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_13525 
00BC: text_highpriority 'INT2_F3' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO1_18170 

:INTRO1_13525
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @INTRO1_13582 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_13582 
00BC: text_highpriority 'INT2_F2' 10000 ms 1  // ~r~Sweet meghalt!
0002: jump @INTRO1_18170 

:INTRO1_13582
0002: jump @INTRO1_11490 

:INTRO1_13589
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 113@ = 0 // integer values 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_13679 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_13679 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_CELEBRATE" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 

:INTRO1_13679
0001: wait 1000 ms 
016A: fade 0 1500 ms 

:INTRO1_13691
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_13715 
0001: wait 0 ms 
0002: jump @INTRO1_13691 

:INTRO1_13715
040D: unload_wav 1 
040D: unload_wav 2 
0110: clear_player $PLAYER_CHAR wanted_level 
07C0: load_path 205 
07C0: load_path 206 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:INTRO1_13757
00D6: if or
87C1:   not path 205 available 
87C1:   not path 206 available 
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @INTRO1_13806 
0001: wait 0 ms 
0002: jump @INTRO1_13757 

:INTRO1_13806
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.2 
0006: 86@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 46@ = 2 // integer values 
0050: gosub @INTRO1_47 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_14035 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_14005 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_13954 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2487.309 -1668.372 12.3438 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 
06AB: (unknown) $PLAYER_ACTOR 1 
0006: 113@ = 1 // integer values 
0002: jump @INTRO1_13998 

:INTRO1_13954
00A1: put_actor $PLAYER_ACTOR at 2487.309 -1668.372 12.3438 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 
06AB: (unknown) $PLAYER_ACTOR 1 
0006: 113@ = 1 // integer values 

:INTRO1_13998
0002: jump @INTRO1_14035 

:INTRO1_14005
00AB: put_car 37@ at 2487.309 -1668.372 12.3438 
0175: set_car 37@ z_angle_to 80.0 

:INTRO1_14035
0395: clear_area 1 at 2487.309 -1668.372 12.3438 range 50.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_14164 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_14164 
0792: (unknown) 65@ 
0575: (unknown) 65@ 0 
0574: (unknown) 76@ 0 
00D6: if 
80DF:   not actor 65@ driving 
004D: jump_if_false @INTRO1_14134 
036A: put_actor 65@ in_car 76@ 

:INTRO1_14134
00AB: put_car 76@ at 2487.172 -1666.301 12.3438 
0175: set_car 76@ z_angle_to 124.2698 

:INTRO1_14164
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_14239 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_14239 
0792: (unknown) 66@ 
0575: (unknown) 66@ 0 
0574: (unknown) 77@ 0 
00D6: if 
80DF:   not actor 66@ driving 
004D: jump_if_false @INTRO1_14239 
036A: put_actor 66@ in_car 77@ 

:INTRO1_14239
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_14334 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_14334 
0792: (unknown) 67@ 
0575: (unknown) 67@ 0 
0574: (unknown) 78@ 0 
00D6: if 
80DF:   not actor 67@ driving 
004D: jump_if_false @INTRO1_14314 
036A: put_actor 67@ in_car 78@ 

:INTRO1_14314
00AB: put_car 78@ at 2371.5 -1654.894 12.3826 

:INTRO1_14334
009B: destroy_actor_instantly 50@ 
009B: destroy_actor_instantly 52@ 
00A6: destroy_car 51@ 
015F: set_camera_position 2409.037 -1672.324 18.3556 0.0 0.0 0.0 
0160: point_camera 2409.954 -1671.944 18.2334 2 
03CB: set_camera 2480.689 -1670.006 13.0061 
015F: set_camera_position 2479.827 -1670.506 12.9206 0.0 0.0 0.0 
0160: point_camera 2480.689 -1670.006 13.0061 2 
0001: wait 1000 ms 
016A: fade 1 1000 ms 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_14530 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_14530 
05EB: assign_vehicle 77@ to_path 206 
06FD: (unknown) 77@ 1.0 

:INTRO1_14530
0006: 109@ = 0 // integer values 

:INTRO1_14537
00D6: if 
8039:   not  86@ == 1 // integer values 
004D: jump_if_false @INTRO1_14842 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_14835 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_14835 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_14828 
0647: unknown_action_sequence 66@ 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 66@ move_mouth 20000 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 30000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_14717 
0605: actor 65@ perform_animation_sequence "BMX_IDLELOOP_02" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 

:INTRO1_14717
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_14778 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 

:INTRO1_14778
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_14828 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_14828 
05EB: assign_vehicle 78@ to_path 205 
06FD: (unknown) 78@ 0.8 

:INTRO1_14828
0006: 109@ = 1 // integer values 

:INTRO1_14835
0002: jump @INTRO1_14537 

:INTRO1_14842
0006: 33@ = 0 // integer values 

:INTRO1_14849
00D6: if 
001B:   200 > 33@ // integer values 
004D: jump_if_false @INTRO1_14879 
0001: wait 0 ms 
0002: jump @INTRO1_14849 

:INTRO1_14879
0707: start_scene_skip_to @INTRO1_17756 
0006: 109@ = 0 // integer values 

:INTRO1_14893
00D6: if 
8039:   not  86@ == 2 // integer values 
004D: jump_if_false @INTRO1_15191 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_15184 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_15184 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15177 
0647: unknown_action_sequence 67@ 
05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 67@ move_mouth 20000 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms 
0605: actor 67@ perform_animation_sequence "BMX_IDLELOOP_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_15118 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 

:INTRO1_15118
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_15177 
0605: actor 65@ perform_animation_sequence "BMX_IDLELOOP_02" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 

:INTRO1_15177
0006: 109@ = 1 // integer values 

:INTRO1_15184
0002: jump @INTRO1_14893 

:INTRO1_15191
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15212 
0968: actor 67@ stop_mouth 

:INTRO1_15212
015F: set_camera_position 2488.323 -1669.926 13.3261 0.0 0.0 0.0 
0160: point_camera 2487.485 -1669.385 13.2679 2 
0006: 109@ = 0 // integer values 

:INTRO1_15270
00D6: if 
8039:   not  86@ == 3 // integer values 
004D: jump_if_false @INTRO1_15535 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_15528 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_15528 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_15521 
0647: unknown_action_sequence 65@ 
05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15399 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms 

:INTRO1_15399
0967: actor $PLAYER_ACTOR move_mouth 20000 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_15478 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_TALKRIGHT_LOOP" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @INTRO1_15521 

:INTRO1_15478
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 1 0 0 0 -1 ms 

:INTRO1_15521
0006: 109@ = 1 // integer values 

:INTRO1_15528
0002: jump @INTRO1_15270 

:INTRO1_15535
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 109@ = 0 // integer values 

:INTRO1_15547
00D6: if 
8039:   not  86@ == 4 // integer values 
004D: jump_if_false @INTRO1_15634 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_15627 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_15627 
0006: 109@ = 1 // integer values 
0967: actor $PLAYER_ACTOR move_mouth 20000 

:INTRO1_15627
0002: jump @INTRO1_15547 

:INTRO1_15634
015F: set_camera_position 2482.804 -1666.785 13.785 0.0 0.0 0.0 
0160: point_camera 2483.778 -1666.774 13.5566 2 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_15751 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 

:INTRO1_15751
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 109@ = 0 // integer values 

:INTRO1_15763
00D6: if 
8039:   not  86@ == 5 // integer values 
004D: jump_if_false @INTRO1_15898 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_15891 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_15891 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15884 
0967: actor 67@ move_mouth 20000 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_15884 
0647: unknown_action_sequence 65@ 
05BF: AS_actor 65@ look_at_actor 67@ 15000 ms 

:INTRO1_15884
0006: 109@ = 1 // integer values 

:INTRO1_15891
0002: jump @INTRO1_15763 

:INTRO1_15898
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15919 
0968: actor 67@ stop_mouth 

:INTRO1_15919
0006: 109@ = 0 // integer values 

:INTRO1_15926
00D6: if 
8039:   not  86@ == 6 // integer values 
004D: jump_if_false @INTRO1_16121 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_16114 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_16114 
0006: 109@ = 1 // integer values 
0967: actor $PLAYER_ACTOR move_mouth 20000 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_16077 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_TALKRIGHT_LOOP" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @INTRO1_16114 

:INTRO1_16077
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 6000 ms 

:INTRO1_16114
0002: jump @INTRO1_15926 

:INTRO1_16121
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_16194 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @INTRO1_16199 

:INTRO1_16194
0687: clear_actor_task $PLAYER_ACTOR 

:INTRO1_16199
015F: set_camera_position 2482.911 -1662.575 14.0425 0.0 0.0 0.0 
0160: point_camera 2483.366 -1663.456 13.914 2 
0006: 109@ = 0 // integer values 

:INTRO1_16257
00D6: if 
8039:   not  86@ == 7 // integer values 
004D: jump_if_false @INTRO1_16392 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_16385 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_16385 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_16378 
0967: actor 67@ move_mouth 20000 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_16378 
0647: unknown_action_sequence 65@ 
05BF: AS_actor 65@ look_at_actor 67@ 15000 ms 

:INTRO1_16378
0006: 109@ = 1 // integer values 

:INTRO1_16385
0002: jump @INTRO1_16257 

:INTRO1_16392
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_16413 
0968: actor 67@ stop_mouth 

:INTRO1_16413
0006: 109@ = 0 // integer values 

:INTRO1_16420
00D6: if 
8039:   not  86@ == 8 // integer values 
004D: jump_if_false @INTRO1_16625 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_16618 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_16618 
0006: 109@ = 1 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 20000 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_16581 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_TALKRIGHT_LOOP" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @INTRO1_16618 

:INTRO1_16581
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 6000 ms 

:INTRO1_16618
0002: jump @INTRO1_16420 

:INTRO1_16625
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @INTRO1_16698 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @INTRO1_16703 

:INTRO1_16698
0687: clear_actor_task $PLAYER_ACTOR 

:INTRO1_16703
015F: set_camera_position 2490.0 -1667.537 13.7938 0.0 0.0 0.0 
0160: point_camera 2489.044 -1667.496 13.5038 2 
0006: 109@ = 0 // integer values 

:INTRO1_16761
00D6: if 
8039:   not  86@ == 9 // integer values 
004D: jump_if_false @INTRO1_16941 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_16934 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_16934 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_16927 
0647: unknown_action_sequence 65@ 
05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 65@ 15000 ms 
0967: actor 65@ move_mouth 20000 
0605: actor 65@ perform_animation_sequence "BMX_TALKLEFT_LOOP" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 

:INTRO1_16927
0006: 109@ = 1 // integer values 

:INTRO1_16934
0002: jump @INTRO1_16761 

:INTRO1_16941
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_17000 
0605: actor 65@ perform_animation_sequence "BMX_IDLELOOP_02" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 

:INTRO1_17000
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_17021 
0968: actor 65@ stop_mouth 

:INTRO1_17021
0006: 33@ = 0 // integer values 

:INTRO1_17028
00D6: if 
001B:   1500 > 33@ // integer values 
004D: jump_if_false @INTRO1_17058 
0001: wait 0 ms 
0002: jump @INTRO1_17028 

:INTRO1_17058
015F: set_camera_position 2474.306 -1668.478 13.4599 0.0 0.0 0.0 
0160: point_camera 2475.302 -1668.458 13.5477 2 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_17135 
0175: set_car 76@ z_angle_to 0.0 

:INTRO1_17135
0006: 109@ = 0 // integer values 

:INTRO1_17142
00D6: if 
8039:   not  86@ == 10 // integer values 
004D: jump_if_false @INTRO1_17277 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_17270 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_17270 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17263 
0647: unknown_action_sequence 66@ 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 15000 ms 
0967: actor 66@ move_mouth 20000 

:INTRO1_17263
0006: 109@ = 1 // integer values 

:INTRO1_17270
0002: jump @INTRO1_17142 

:INTRO1_17277
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17298 
0968: actor 66@ stop_mouth 

:INTRO1_17298
0006: 33@ = 0 // integer values 
0006: 109@ = 0 // integer values 

:INTRO1_17312
00D6: if 
8039:   not  86@ == 11 // integer values 
004D: jump_if_false @INTRO1_17610 
0001: wait 0 ms 
0050: gosub @INTRO1_20418 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @INTRO1_17440 
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_17440 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17440 
0647: unknown_action_sequence 66@ 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 12500 ms 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 12500 ms 
0967: actor 66@ move_mouth 20000 
0006: 109@ = 1 // integer values 

:INTRO1_17440
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @INTRO1_17603 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_17531 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_17531 
0687: clear_actor_task 65@ 
05D1: AS_actor 65@ drive_car 76@ to 2501.244 -1657.769 12.3949 speed 4.0 1 481 2 

:INTRO1_17531
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_17603 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_17603 
0687: clear_actor_task 67@ 
05D1: AS_actor 67@ drive_car 78@ to 2497.169 -1680.446 12.3614 speed 6.0 1 481 2 

:INTRO1_17603
0002: jump @INTRO1_17312 

:INTRO1_17610
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17631 
0968: actor 66@ stop_mouth 

:INTRO1_17631
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17719 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_17719 
00D6: if 
00DF:   actor 66@ driving 
004D: jump_if_false @INTRO1_17719 
0647: unknown_action_sequence 66@ 
05D1: AS_actor 66@ drive_car 77@ to 2466.27 -1690.28 12.51 speed 2.0 1 481 2 

:INTRO1_17719
0006: 33@ = 0 // integer values 

:INTRO1_17726
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @INTRO1_17756 
0001: wait 0 ms 
0002: jump @INTRO1_17726 

:INTRO1_17756
0701: end_scene_skip 
0925: (unknown) 
040D: unload_wav 1 
040D: unload_wav 2 
06AB: (unknown) $PLAYER_ACTOR 0 
07FB: set_interior 'CARLS' accessible 1  // A Johnson hz
0707: start_scene_skip_to @INTRO1_18131 
00BE: text_clear_all 
015F: set_camera_position 2499.306 -1678.921 13.0313 0.0 0.0 0.0 
0160: point_camera 2499.044 -1679.852 13.2865 2 
00A6: destroy_car 76@ 
00A6: destroy_car 77@ 
00A6: destroy_car 78@ 
009B: destroy_actor_instantly 65@ 
009B: destroy_actor_instantly 66@ 
009B: destroy_actor_instantly 67@ 
03E5: text_box 'SAVE_G'  // Elmentheted a jelenlegi llsodat, ha bemsz CJ hzba.
0006: 33@ = 0 // integer values 

:INTRO1_17896
00D6: if 
001B:   6000 > 33@ // integer values 
004D: jump_if_false @INTRO1_17926 
0001: wait 0 ms 
0002: jump @INTRO1_17896 

:INTRO1_17926
015F: set_camera_position 2504.28 -1682.857 15.1427 0.0 0.0 0.0 
0160: point_camera 2504.306 -1683.851 15.0385 2 
03E5: text_box 'SAVE_G2'  // Elmenthetsz egy jrmvet azzal, ha bepakorlsz vele a garzsba.
0006: 33@ = 0 // integer values 

:INTRO1_17995
00D6: if 
001B:   6000 > 33@ // integer values 
004D: jump_if_false @INTRO1_18025 
0001: wait 0 ms 
0002: jump @INTRO1_17995 

:INTRO1_18025
015F: set_camera_position 2494.863 -1683.051 13.0207 0.0 0.0 0.0 
0160: point_camera 2494.939 -1684.037 13.1717 2 
03E5: text_box 'SAVE_G3'  // Stlj a jelzsbe, hogy bemenj Carl hzba.
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 33@ = 0 // integer values 

:INTRO1_18101
00D6: if 
001B:   6000 > 33@ // integer values 
004D: jump_if_false @INTRO1_18131 
0001: wait 0 ms 
0002: jump @INTRO1_18101 

:INTRO1_18131
0701: end_scene_skip 
0687: clear_actor_task $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to 82.97 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0002: jump @INTRO1_18188 

:INTRO1_18170
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:INTRO1_18188
0008: $11254 += 1 // integer values 
0318: set_latest_mission_passed 'INTRO_1'  // Big Smoke
01E3: text_1number_styled 'M_PASSR' 3 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 3 
0459: end_thread_named 'INT' 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0051: return 

:INTRO1_18254
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #PEREN 
0249: release_model #BMX 
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #VOODOO 
0733: (unknown) 412 
0249: release_model #COLT45 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 51@ // Like turning a car into any random car 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C3: remove_references_to_car 76@ // Like turning a car into any random car 
01C3: remove_references_to_car 77@ // Like turning a car into any random car 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
0873: release_path 201 
0873: release_path 205 
0873: release_path 206 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
022A: remove_forbidden_for_peds_cube 1782.802 -1203.497 0.0 1788.272 -1236.15 20.0 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_18442 
05EC: release_vehicle 51@ from_path 
0002: jump @INTRO1_18447 

:INTRO1_18442
05EC: release_vehicle 51@ from_path 

:INTRO1_18447
09D2: (unknown) 1 
00A6: destroy_car 76@ 
00A6: destroy_car 77@ 
00A6: destroy_car 78@ 
034F: destroy_actor_with_fade 65@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 66@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 67@ // The actor fades away like a ghost 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
0296: unload_special_actor 3 
0164: disable_marker 39@ 
0164: disable_marker 40@ 
0164: disable_marker 43@ 
00D8: mission_cleanup 
0051: return 

:INTRO1_18526
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_19581 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_19478 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @INTRO1_18819 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_18819 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 67@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_18686 
00BC: text_highpriority 'INTRO2G' 6000 ms 1  // ~s~Tl messzire keveredtl. Maradj ~b~Sweet-tel~s~.
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @INTRO1_18672 
0006: 115@ = 0 // integer values 

:INTRO1_18672
0004: $127 = 0 // integer values 
0002: jump @INTRO1_18819 

:INTRO1_18686
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @INTRO1_18801 
00D6: if 
0039:   46@ == 4 // integer values 
004D: jump_if_false @INTRO1_18801 
00D6: if 
0019:   86@ > 5 // integer values 
004D: jump_if_false @INTRO1_18801 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_18801 
00D6: if 
00F2:   actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_18801 
0006: 115@ = 1 // integer values 
0050: gosub @INTRO1_20649 

:INTRO1_18801
03D5: remove_text 'INTRO2G'  // ~s~Tl messzire keveredtl. Maradj ~b~Sweet-tel~s~.
0004: $127 = 1 // integer values 

:INTRO1_18819
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @INTRO1_19251 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_19059 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_18944 
00BC: text_highpriority 'INTRO2J' 6000 ms 1  // ~s~Tl messzire keveredtl. Maradj ~b~Ryder-rel~s~.
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @INTRO1_18930 
0006: 115@ = 0 // integer values 

:INTRO1_18930
0004: $127 = 0 // integer values 
0002: jump @INTRO1_19059 

:INTRO1_18944
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @INTRO1_19041 
00D6: if 
0019:   86@ > 1 // integer values 
004D: jump_if_false @INTRO1_19041 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_19041 
00D6: if 
00F2:   actor 66@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_19041 
0006: 115@ = 1 // integer values 
0050: gosub @INTRO1_20649 

:INTRO1_19041
03D5: remove_text 'INTRO2J'  // ~s~Tl messzire keveredtl. Maradj ~b~Ryder-rel~s~.
0004: $127 = 1 // integer values 

:INTRO1_19059
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_19251 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_19143 
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @INTRO1_19136 
0006: 108@ = 0 // integer values 

:INTRO1_19136
0002: jump @INTRO1_19251 

:INTRO1_19143
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @INTRO1_19240 
00D6: if 
0019:   86@ > 2 // integer values 
004D: jump_if_false @INTRO1_19240 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_19240 
00D6: if 
00F2:   actor 65@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_19240 
0006: 108@ = 1 // integer values 
0050: gosub @INTRO1_21344 

:INTRO1_19240
03D5: remove_text 'INTRO2J'  // ~s~Tl messzire keveredtl. Maradj ~b~Ryder-rel~s~.

:INTRO1_19251
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @INTRO1_19471 
0164: disable_marker 43@ 
0004: $127 = 1 // integer values 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @INTRO1_19356 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_19335 
0164: disable_marker 39@ 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 

:INTRO1_19335
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 92@ = 1 // integer values 

:INTRO1_19356
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @INTRO1_19410 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_19410 
0164: disable_marker 39@ 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 

:INTRO1_19410
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @INTRO1_19464 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_19464 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 66@ 
07E0: set_marker 40@ type_to 1 

:INTRO1_19464
0006: 54@ = 1 // integer values 

:INTRO1_19471
0002: jump @INTRO1_19574 

:INTRO1_19478
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @INTRO1_19574 
0164: disable_marker 43@ 
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0186: 43@ = create_marker_above_car 37@ 
07E0: set_marker 43@ type_to 1 
00D6: if 
8039:   not  92@ == 0 // integer values 
004D: jump_if_false @INTRO1_19560 
00BC: text_highpriority 'INTRO2E' 10000 ms 1  // ~s~Szllj fel a ~b~bicajra~s~.

:INTRO1_19560
0004: $127 = 0 // integer values 
0006: 54@ = 0 // integer values 

:INTRO1_19574
0002: jump @INTRO1_19604 

:INTRO1_19581
00BC: text_highpriority 'INT2_F4' 10000 ms 1  // ~r~Lezztad a BMX-et!
0006: 45@ = 1 // integer values 

:INTRO1_19604
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_19650 
00BC: text_highpriority 'INT2_F1' 10000 ms 1  // ~r~Smoke meghalt!
0006: 45@ = 1 // integer values 
0002: jump @INTRO1_19746 

:INTRO1_19650
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @INTRO1_19746 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_19746 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_19746 
00D6: if 
00DB:   actor 65@ in_car 76@ 
004D: jump_if_false @INTRO1_19746 
0687: clear_actor_task 65@ 
0618: assign_actor 65@ to_action_sequences 82@ 
04E0: car 76@ abandon_path_radius 10 
0006: 83@ = 1 // integer values 

:INTRO1_19746
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_19792 
00BC: text_highpriority 'INT2_F3' 10000 ms 1  // ~r~Ryder meghalt!
0006: 45@ = 1 // integer values 
0002: jump @INTRO1_19888 

:INTRO1_19792
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @INTRO1_19888 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_19888 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_19888 
00D6: if 
00DB:   actor 66@ in_car 77@ 
004D: jump_if_false @INTRO1_19888 
0687: clear_actor_task 66@ 
0618: assign_actor 66@ to_action_sequences 82@ 
04E0: car 77@ abandon_path_radius 10 
0006: 85@ = 1 // integer values 

:INTRO1_19888
00D6: if 
8039:   not  92@ == 2 // integer values 
004D: jump_if_false @INTRO1_20048 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_19952 
00BC: text_highpriority 'INT2_F2' 10000 ms 1  // ~r~Sweet meghalt!
0006: 45@ = 1 // integer values 
0002: jump @INTRO1_20048 

:INTRO1_19952
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @INTRO1_20048 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_20048 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_20048 
00D6: if 
00DB:   actor 67@ in_car 78@ 
004D: jump_if_false @INTRO1_20048 
0687: clear_actor_task 67@ 
0618: assign_actor 67@ to_action_sequences 82@ 
04E0: car 78@ abandon_path_radius 10 
0006: 84@ = 1 // integer values 

:INTRO1_20048
00D6: if and
0039:   83@ == 1 // integer values 
0039:   84@ == 1 // integer values 
0039:   85@ == 1 // integer values 
004D: jump_if_false @INTRO1_20092 
061B: remove_references_to_action_sequences 82@ 
0006: 83@ = 2 // integer values 

:INTRO1_20092
0051: return 

:INTRO1_20094
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @INTRO1_20416 
00D6: if 
8118:   not actor 65@(48@,3i) dead 
004D: jump_if_false @INTRO1_20376 
00D6: if 
8119:   not car 76@(48@,3i) wrecked 
004D: jump_if_false @INTRO1_20339 
00D6: if 
00DB:   actor 65@(48@,3i) in_car 76@(48@,3i) 
004D: jump_if_false @INTRO1_20332 
00D6: if 
00F2:   actor 65@(48@,3i) near_actor $PLAYER_ACTOR radius 130.0 130.0 0 
004D: jump_if_false @INTRO1_20277 
00D6: if 
0039:   58@(48@,3i) == 0 // integer values 
004D: jump_if_false @INTRO1_20270 
0575: (unknown) 65@(48@,3i) 0 
0574: (unknown) 76@(48@,3i) 0 
0006: 58@(48@,3i) = 1 // integer values 

:INTRO1_20270
0002: jump @INTRO1_20332 

:INTRO1_20277
00D6: if 
0039:   58@(48@,3i) == 1 // integer values 
004D: jump_if_false @INTRO1_20332 
0575: (unknown) 65@(48@,3i) 1 
0574: (unknown) 76@(48@,3i) 1 
0006: 58@(48@,3i) = 0 // integer values 

:INTRO1_20332
0002: jump @INTRO1_20376 

:INTRO1_20339
0687: clear_actor_task 65@(48@,3i) 
0603: unknown_action_sequence 65@(48@,3i) 2493.82 -1669.91 12.8 7 -1 

:INTRO1_20376
000A: 48@ += 1 // integer values 
00D6: if 
002D:   48@ >= 107@ // integer values 
004D: jump_if_false @INTRO1_20409 
0006: 48@ = 0 // integer values 

:INTRO1_20409
0006: 33@ = 0 // integer values 

:INTRO1_20416
0051: return 

:INTRO1_20418
00D6: if or
0039:   75@ == 0 // integer values 
0039:   75@ == 1 // integer values 
004D: jump_if_false @INTRO1_20488 
00D6: if 
002D:   63@ >= 86@ // integer values 
004D: jump_if_false @INTRO1_20488 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @INTRO1_20488 
0050: gosub @INTRO1_20553 

:INTRO1_20488
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @INTRO1_20551 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @INTRO1_20551 
0006: 75@ = 0 // integer values 
000A: 86@ += 1 // integer values 
0006: 109@ = 0 // integer values 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 

:INTRO1_20551
0051: return 

:INTRO1_20553
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @INTRO1_20589 
03CF: load_wav 93@(86@,14i) as 1 
0006: 75@ = 1 // integer values 

:INTRO1_20589
00D6: if 
0039:   75@ == 1 // integer values 
004D: jump_if_false @INTRO1_20647 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO1_20647 
00BC: text_highpriority $6475(86@,14s) 4000 ms 1 
03D1: play_wav 1 
0006: 75@ = 2 // integer values 

:INTRO1_20647
0051: return 

:INTRO1_20649
040D: unload_wav 2 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @INTRO1_20789 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @INTRO1_20789 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO1_20714 
03CF: load_wav 20040 as 2 

:INTRO1_20714
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @INTRO1_20739 
03CF: load_wav 20041 as 2 

:INTRO1_20739
00D6: if 
0039:   64@ == 2 // integer values 
004D: jump_if_false @INTRO1_20764 
03CF: load_wav 20042 as 2 

:INTRO1_20764
00D6: if 
0039:   64@ == 3 // integer values 
004D: jump_if_false @INTRO1_20789 
03CF: load_wav 20032 as 2 

:INTRO1_20789
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @INTRO1_20925 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @INTRO1_20925 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO1_20850 
03CF: load_wav 20047 as 2 

:INTRO1_20850
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @INTRO1_20875 
03CF: load_wav 20046 as 2 

:INTRO1_20875
00D6: if 
0039:   64@ == 2 // integer values 
004D: jump_if_false @INTRO1_20900 
03CF: load_wav 20048 as 2 

:INTRO1_20900
00D6: if 
0039:   64@ == 3 // integer values 
004D: jump_if_false @INTRO1_20925 
03CF: load_wav 20056 as 2 

:INTRO1_20925
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
0050: gosub @INTRO1_21731 
03D1: play_wav 2 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @INTRO1_21124 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @INTRO1_21124 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO1_21022 
00BC: text_highpriority 'INT1_EA' 3000 ms 1  // ~z~Mozgs, CJ, mozgs!

:INTRO1_21022
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @INTRO1_21056 
00BC: text_highpriority 'INT1_EB' 3000 ms 1  // ~z~Zrkzz fel, CJ!

:INTRO1_21056
00D6: if 
0039:   64@ == 2 // integer values 
004D: jump_if_false @INTRO1_21090 
00BC: text_highpriority 'INT1_EC' 3000 ms 1  // ~z~Gyernk CJ. Tekerj, mint az llat!

:INTRO1_21090
00D6: if 
0039:   64@ == 3 // integer values 
004D: jump_if_false @INTRO1_21124 
00BC: text_highpriority 'INT1_BD' 3000 ms 1  // ~z~Hogyan romolhatott meg ennyire?

:INTRO1_21124
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @INTRO1_21296 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @INTRO1_21296 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO1_21194 
00BC: text_highpriority 'INT1_EH' 3000 ms 1  // ~z~Mozgs, CJ - ne gess minket, nigger!

:INTRO1_21194
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @INTRO1_21228 
00BC: text_highpriority 'INT1_EG' 3000 ms 1  // ~z~Mi a gond, barom? Fradt vagy?

:INTRO1_21228
00D6: if 
0039:   64@ == 2 // integer values 
004D: jump_if_false @INTRO1_21262 
00BC: text_highpriority 'INT1_EI' 3000 ms 1  // ~z~Zrkzz fel, te anyaszomort!

:INTRO1_21262
00D6: if 
0039:   64@ == 3 // integer values 
004D: jump_if_false @INTRO1_21296 
00BC: text_highpriority 'INT1_FG' 3000 ms 1  // ~z~Tipikus, CJ! A teskat htrahagyva, he?

:INTRO1_21296
0050: gosub @INTRO1_22146 
000A: 64@ += 1 // integer values 
00D6: if 
0019:   64@ > 3 // integer values 
004D: jump_if_false @INTRO1_21335 
0006: 64@ = 0 // integer values 

:INTRO1_21335
0006: 32@ = 0 // integer values 
0051: return 

:INTRO1_21344
040D: unload_wav 2 
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @INTRO1_21484 
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @INTRO1_21484 
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @INTRO1_21409 
03CF: load_wav 20049 as 2 

:INTRO1_21409
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @INTRO1_21434 
03CF: load_wav 20043 as 2 

:INTRO1_21434
00D6: if 
0039:   87@ == 2 // integer values 
004D: jump_if_false @INTRO1_21459 
03CF: load_wav 20044 as 2 

:INTRO1_21459
00D6: if 
0039:   87@ == 3 // integer values 
004D: jump_if_false @INTRO1_21484 
03CF: load_wav 20045 as 2 

:INTRO1_21484
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
0050: gosub @INTRO1_21731 
03D1: play_wav 2 
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @INTRO1_21683 
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @INTRO1_21683 
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @INTRO1_21581 
00BC: text_highpriority 'INT1_EJ' 3000 ms 1  // ~z~Mi a gond, CJ? Egy kvr csk is lealz?

:INTRO1_21581
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @INTRO1_21615 
00BC: text_highpriority 'INT1_ED' 3000 ms 1  // ~z~Gyernk ember, zrkzz fel!

:INTRO1_21615
00D6: if 
0039:   87@ == 2 // integer values 
004D: jump_if_false @INTRO1_21649 
00BC: text_highpriority 'INT1_EE' 3000 ms 1  // ~z~Zrkzz fel, CJ!

:INTRO1_21649
00D6: if 
0039:   87@ == 3 // integer values 
004D: jump_if_false @INTRO1_21683 
00BC: text_highpriority 'INT1_EF' 3000 ms 1  // ~z~Ne veszts el minket, CJ!

:INTRO1_21683
0050: gosub @INTRO1_22146 
000A: 87@ += 1 // integer values 
00D6: if 
0019:   87@ > 3 // integer values 
004D: jump_if_false @INTRO1_21722 
0006: 87@ = 0 // integer values 

:INTRO1_21722
0006: 32@ = 0 // integer values 
0051: return 

:INTRO1_21731
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO1_22144 
0001: wait 0 ms 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_21766 

:INTRO1_21766
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_21807 
00BC: text_highpriority 'INT2_F1' 10000 ms 1  // ~r~Smoke meghalt!
0006: 45@ = 1 // integer values 
0051: return 

:INTRO1_21807
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_21848 
00BC: text_highpriority 'INT2_F3' 10000 ms 1  // ~r~Ryder meghalt!
0006: 45@ = 1 // integer values 
0051: return 

:INTRO1_21848
00D6: if 
8039:   not  92@ == 2 // integer values 
004D: jump_if_false @INTRO1_21907 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_21907 
00BC: text_highpriority 'INT2_F2' 10000 ms 1  // ~r~Sweet meghalt!
0006: 45@ = 1 // integer values 
0051: return 

:INTRO1_21907
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @INTRO1_22028 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_22028 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 67@ 0 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_22028 
0051: return 

:INTRO1_22028
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @INTRO1_22137 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_22137 
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_22137 
0051: return 

:INTRO1_22137
0002: jump @INTRO1_21731 

:INTRO1_22144
0051: return 

:INTRO1_22146
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO1_22559 
0001: wait 0 ms 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_22181 

:INTRO1_22181
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_22222 
00BC: text_highpriority 'INT2_F1' 10000 ms 1  // ~r~Smoke meghalt!
0006: 45@ = 1 // integer values 
0051: return 

:INTRO1_22222
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_22263 
00BC: text_highpriority 'INT2_F3' 10000 ms 1  // ~r~Ryder meghalt!
0006: 45@ = 1 // integer values 
0051: return 

:INTRO1_22263
00D6: if 
8039:   not  92@ == 2 // integer values 
004D: jump_if_false @INTRO1_22322 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_22322 
00BC: text_highpriority 'INT2_F2' 10000 ms 1  // ~r~Sweet meghalt!
0006: 45@ = 1 // integer values 
0051: return 

:INTRO1_22322
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @INTRO1_22443 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_22443 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 67@ 0 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_22443 
0051: return 

:INTRO1_22443
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @INTRO1_22552 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_22552 
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_22552 
0051: return 

:INTRO1_22552
0002: jump @INTRO1_22146 

:INTRO1_22559
0051: return 

//-------------Mission 12---------------
// Originally: Ryder

:INTRO2
03A4: name_thread 'INTRO2' 
0050: gosub @INTRO2_908 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @INTRO2_38 
0050: gosub @INTRO2_13550 

:INTRO2_38
0050: gosub @INTRO2_13750 
004E: end_thread 

:INTRO2_47
0871: init_jump_table 40@ total_jumps 5 0 @INTRO2_906 jumps 0 @INTRO2_110 1 @INTRO2_498 2 @INTRO2_600 3 @INTRO2_768 4 @INTRO2_848 -1 @INTRO2_906 -1 @INTRO2_906 

:INTRO2_110
05A9: s$6503 = 'INT2_CA' // 8-byte strings  // ~z~H, mg mindig az reg Reece- a fodrszzlet?
05A9: s$6505 = 'INT2_CB' // 8-byte strings  // ~z~Mint egy rongyos segg fasszop!
05A9: s$6507 = 'INT2_CC' // 8-byte strings  // ~z~vekkel ezeltt elszllt az agya!
05A9: s$6509 = 'INT2_CD' // 8-byte strings  // ~z~Felejtsd el, hogy n a fejem kzelbe engedjem azt a vn faszt!
05A9: s$6511 = 'INT2_CE' // 8-byte strings  // ~z~Ja, azt hiszem, be fogok tpni.
05A9: s$6513 = 'INT2_CF' // 8-byte strings  // ~z~Na mindegy. t perced van.
05A9: s$6515 = 'INT2_CG' // 8-byte strings  // ~z~gy kinyrlak, mint a paprkutyt.
05A9: s$6517 = 'INT2_BA' // 8-byte strings  // ~z~Nos, mikor fogsz megin' tiplizni?
05A9: s$6519 = 'INT2_BB' // 8-byte strings  // ~z~Nem n, azon trm a fejem, hogy itt maradok.
05A9: s$6521 = 'INT2_BC' // 8-byte strings  // ~z~Mirt?
05A9: s$6523 = 'INT2_BD' // 8-byte strings  // ~z~A csaldom, a spanjaim mind itt vannak.
05A9: s$6525 = 'INT2_BE' // 8-byte strings  // ~z~Mi mindig is itt voltunk, faszikm!
05A9: s$6527 = 'INT2_BF' // 8-byte strings  // ~z~Igen, de most hogy visszatrtem kezdem rezni, hogy mit is hinyoltam.
05A9: s$6529 = 'INT2_BG' // 8-byte strings  // ~z~Ne vrd el, hogy kinyaljam a segged vagy brmi.
05A9: s$6531 = 'INT2_BH' // 8-byte strings  // ~z~Szmomra mg mindig egy kisccs vagy.
05A9: s$6533 = 'INT2_BJ' // 8-byte strings  // ~z~Ja, OK. Kszi haver.
05A9: s$6535 = 'INT2_BK' // 8-byte strings  // ~z~Ja, ne is emltsd.
04AF: 70@ = unknown_wav_reference 20211 
04AF: 71@ = unknown_wav_reference 20212 
04AF: 72@ = unknown_wav_reference 20213 
04AF: 73@ = unknown_wav_reference 20214 
04AF: 74@ = unknown_wav_reference 20215 
04AF: 75@ = unknown_wav_reference 20216 
04AF: 76@ = unknown_wav_reference 20217 
04AF: 77@ = unknown_wav_reference 20201 
04AF: 78@ = unknown_wav_reference 20202 
04AF: 79@ = unknown_wav_reference 20203 
04AF: 80@ = unknown_wav_reference 20204 
04AF: 81@ = unknown_wav_reference 20205 
04AF: 82@ = unknown_wav_reference 20206 
04AF: 83@ = unknown_wav_reference 20207 
04AF: 84@ = unknown_wav_reference 20208 
04AF: 85@ = unknown_wav_reference 20209 
04AF: 86@ = unknown_wav_reference 20210 
0006: 50@ = 16 // integer values 
0002: jump @INTRO2_906 

:INTRO2_498
05A9: s$6503 = 'INT2_FA' // 8-byte strings  // ~z~Ember, mi ez? Ht ez a szar tiszta vicc.
05A9: s$6505 = 'INT2_FB' // 8-byte strings  // ~z~Semmi tisztelet a gettra nzve, minden tiszta s rendezett.
05A9: s$6507 = 'INT2_FC' // 8-byte strings  // ~z~Tl vzna vagy, CJ.
05A9: s$6509 = 'INT2_FD' // 8-byte strings  // ~z~Menj s hozz valami kajt. n elszvom ezt. Aztn megyek s adok a melnak.
04AF: 70@ = unknown_wav_reference 20222 
04AF: 71@ = unknown_wav_reference 20223 
04AF: 72@ = unknown_wav_reference 20224 
04AF: 73@ = unknown_wav_reference 20225 
0006: 50@ = 3 // integer values 
0002: jump @INTRO2_906 

:INTRO2_600
05A9: s$6503 = 'INT2_GA' // 8-byte strings  // ~z~Virtsd a lvt! Ez egy rabls!
05A9: s$6505 = 'INT2_GB' // 8-byte strings  // ~z~Ryder! Ezt nem hiszem el!
05A9: s$6507 = 'INT2_GC' // 8-byte strings  // ~z~Nem n vagyok az, kcsg!
05A9: s$6509 = 'INT2_GD' // 8-byte strings  // ~z~Nincs mg egy ilyen kicsi, mint te! Sajnlom az apdat!
05A9: s$6511 = 'INT2_GE' // 8-byte strings  // ~z~A picsba, te rlt! Hzzunk innen!
05A9: s$6513 = 'INT2_GF' // 8-byte strings  // ~z~A j reg CJ! Balek! Eredeti balek!
05A9: s$6515 = 'INT2_HB' // 8-byte strings  // ~z~Oh, a picsba! SPURI!
04AF: 70@ = unknown_wav_reference 20226 
04AF: 71@ = unknown_wav_reference 20227 
04AF: 72@ = unknown_wav_reference 20228 
04AF: 73@ = unknown_wav_reference 20229 
04AF: 74@ = unknown_wav_reference 20230 
04AF: 75@ = unknown_wav_reference 20231 
04AF: 76@ = unknown_wav_reference 20233 
0006: 50@ = 7 // integer values 
0002: jump @INTRO2_906 

:INTRO2_768
05A9: s$6503 = 'INT2_NB' // 8-byte strings  // ~z~Jobb lenne benzni Sweet-hez.
05A9: s$6505 = 'INT2_NC' // 8-byte strings  // ~z~ is arrl a graffitirl duml.
05A9: s$6507 = 'INT2_ND' // 8-byte strings  // ~z~Ksbb, haver.
04AF: 70@ = unknown_wav_reference 20246 
04AF: 71@ = unknown_wav_reference 20247 
04AF: 72@ = unknown_wav_reference 20248 
0006: 50@ = 2 // integer values 
0002: jump @INTRO2_906 

:INTRO2_848
05A9: s$6503 = 'INT2_JA' // 8-byte strings  // ~z~Mire vrsz, kcsg?
05A9: s$6505 = 'INT2_JB' // 8-byte strings  // ~z~Vigyl vissza a Grove-ra, fasszop!
04AF: 70@ = unknown_wav_reference 20236 
04AF: 71@ = unknown_wav_reference 20237 
0006: 50@ = 1 // integer values 
0002: jump @INTRO2_906 

:INTRO2_906
0051: return 

:INTRO2_908
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 36@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0004: $676 = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0004: $88 = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0004: $28 = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0007: 90@ = 0.05 // floating-point values 
0007: 91@ = 0.12 // floating-point values 
0007: 92@ = 0.0 // floating-point values 
076C: set_zone 'IWD1' controlled_by_gang 0 density 5 
076C: set_zone 'IWD2' controlled_by_gang 0 density 5 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 5 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 5 
076C: set_zone 'IWD4' controlled_by_gang 0 density 5 
076C: set_zone 'IWD5' controlled_by_gang 0 density 5 
0001: wait 0 ms 
054C: use_GXT_table 'INTRO2' 
0002: jump @INTRO2_1204 
009A: $FOOD_SELLER = create_actor 24 $SELLER_MODEL at $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER 

:INTRO2_1204
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'INTRO2A' 

:INTRO2_1219
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO2_1243 
0001: wait 0 ms 
0002: jump @INTRO2_1219 

:INTRO2_1243
02E7: start_cutscene 
016A: fade 1 1000 ms 

:INTRO2_1252
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO2_1276 
0001: wait 0 ms 
0002: jump @INTRO2_1252 

:INTRO2_1276
016A: fade 0 0 ms 

:INTRO2_1282
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_1306 
0001: wait 0 ms 
0002: jump @INTRO2_1282 

:INTRO2_1306
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
04BB: select_interior 0 // select render area 
0164: disable_marker $449 
023C: request_special_actor 'RYDER2' as 1 
0247: request_model #PICADOR 
0247: request_model #CIGAR 
0247: request_model #CIGAR_GLOW 
038B: load_requested_models 

:INTRO2_1352
00D6: if or
8248:   not model #PICADOR available 
8248:   not model #CIGAR available 
8248:   not model #CIGAR_GLOW available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @INTRO2_1391 
0001: wait 0 ms 
0002: jump @INTRO2_1352 

:INTRO2_1391
0687: clear_actor_task $PLAYER_ACTOR 
0792: (unknown) $PLAYER_ACTOR 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0395: clear_area 1 at $142 $143 $144 range 6.0 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
00A5: $RYDER_CAR = create_car #PICADOR at $142 $143 $144 
053F: set_car $RYDER_CAR tires_vulnerable 0 
0229: set_car $RYDER_CAR color_to 84 84 
0175: set_car $RYDER_CAR z_angle_to 0.0 
0852: set_car $RYDER_CAR visible_damage 0 
041E: set_radio_station 5 
009A: $ACTOR_RYDER = create_actor 24 #SPECIAL01 at 2475.29 -1687.85 12.51 
060A: unknown_create_entity 0 67@ 
060B: unknown_actor_use_entity $ACTOR_RYDER 67@ 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0173: set_actor $PLAYER_ACTOR z_angle_to 176.0 
0568: set_actor $ACTOR_RYDER targetable 1 
0223: set_actor $ACTOR_RYDER health_to 500 
08AF: (unknown) $ACTOR_RYDER 500 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms 
039E: set_actor $ACTOR_RYDER jackable 1 
0526: unknown_actor $ACTOR_RYDER 1 
09F6: set_actor $ACTOR_RYDER jackable_through_driver_seat 0 
0186: 37@ = create_marker_above_car $RYDER_CAR 
07E0: set_marker 37@ type_to 1 
018A: 34@ = create_checkpoint_at 2074.4 -1800.8 12.5 
0164: disable_marker 34@ 
03CF: load_wav 20200 as 1 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2464.03 -1687.61 12.51 
0173: set_actor $PLAYER_ACTOR z_angle_to 252.27 
04BB: select_interior 0 // select render area 
03CB: set_camera 2464.03 -1687.61 12.51 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 1000 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_1773 
0002: jump @INTRO2_13550 

:INTRO2_1773
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_1796 
0002: jump @INTRO2_13550 

:INTRO2_1796
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_1900 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_1854 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_1854
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_1893 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_1893
0002: jump @INTRO2_1796 

:INTRO2_1900
03D1: play_wav 1 
00BC: text_highpriority 'INT2_AA' 10000 ms 1  // ~z~H, mutasd, hogyan vezetnek a Keleti parton, haver!

:INTRO2_1920
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_2024 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_1978 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_1978
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2017 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_2017
0002: jump @INTRO2_1920 

:INTRO2_2024
0004: $127 = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0050: gosub @INTRO2_47 
03D5: remove_text 'INT2_1'  // ~s~Menj s nzd meg Rydert, az utca vgn lakik.
00BC: text_highpriority 'INT2_6' 6000 ms 1  // ~s~Szllj be ~b~Ryder verdjba~s~!
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2132 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_2132
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2171 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_2171
0004: $169 = 1 // integer values 

:INTRO2_2178
00D6: if or
81AF:   not car $RYDER_CAR $127 2077.84 -1792.59 12.38 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $RYDER_CAR 
80DB:   not actor $ACTOR_RYDER in_car $RYDER_CAR 
89D0:   not  $RYDER_CAR 
004D: jump_if_false @INTRO2_2808 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @INTRO2_2274 
0002: jump @INTRO2_13575 

:INTRO2_2274
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @INTRO2_2358 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2077.84 -1792.59 12.38 radius 15.0 15.0 4.0 
004D: jump_if_false @INTRO2_2358 
03E5: text_box 'HELP44B'  // Menj a jrmveddel, a vrs jelhez.
0006: 48@ = 1 // integer values 

:INTRO2_2358
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2397 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_2397
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2443 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 
0002: jump @INTRO2_2646 

:INTRO2_2443
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_2554 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @INTRO2_2547 
0164: disable_marker 37@ 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2077.84 -1792.59 12.56 
0004: $127 = 1 // integer values 
00BC: text_highpriority 'HOOD2_A' 6000 ms 1  // ~s~Menj el Ryder-rel a ~y~fodrszhoz~s~.
0006: 33@ = 0 // integer values 
0006: 38@ = 1 // integer values 

:INTRO2_2547
0002: jump @INTRO2_2646 

:INTRO2_2554
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @INTRO2_2646 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $RYDER_CAR 
07E0: set_marker 37@ type_to 1 
0004: $127 = 0 // integer values 
0050: gosub @INTRO2_14050 
00BC: text_highpriority 'INT2_6' 6000 ms 1  // ~s~Szllj be ~b~Ryder verdjba~s~!
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 38@ = 0 // integer values 

:INTRO2_2646
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2723 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2723 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_2723 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @INTRO2_2723 
0050: gosub @INTRO2_14968 

:INTRO2_2723
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2762 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_2762
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2801 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_2801
0002: jump @INTRO2_2178 

:INTRO2_2808
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03E6: remove_text_box 
015F: set_camera_position 2086.424 -1783.578 16.9391 0.0 0.0 0.0 
0160: point_camera 2085.602 -1784.142 16.8617 2 
0006: 33@ = 0 // integer values 

:INTRO2_2879
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @INTRO2_2967 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2960 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2960 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_2960 
0050: gosub @INTRO2_14968 

:INTRO2_2960
0002: jump @INTRO2_2879 

:INTRO2_2967
0707: start_scene_skip_to @INTRO2_3138 
015F: set_camera_position 2075.418 -1794.748 14.3637 0.0 0.0 0.0 
0160: point_camera 2074.44 -1794.564 14.2591 2 
03E5: text_box 'INT2_8'  // Stlj a srga jelhez s menj be a fodrszzletbe.
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 33@ = 0 // integer values 

:INTRO2_3050
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @INTRO2_3138 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_3131 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_3131 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_3131 
0050: gosub @INTRO2_14968 

:INTRO2_3131
0002: jump @INTRO2_3050 

:INTRO2_3138
0701: end_scene_skip 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 413.6397 -19.9389 1000.812 
08DC: (unknown) 34@ 2073.042 -1794.563 20.0 
0004: $676 = 0 // integer values 

:INTRO2_3207
00D6: if or
0038:   $676 == 0 // integer values 
80FF:   not actor $PLAYER_ACTOR 0 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 
004D: jump_if_false @INTRO2_3718 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_3305 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_3305
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_3344 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_3344
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @INTRO2_3434 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_3434 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_3434 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_3427 
0050: gosub @INTRO2_14968 
0002: jump @INTRO2_3434 

:INTRO2_3427
0006: 57@ = 1 // integer values 

:INTRO2_3434
077E: 58@ = active_interior 
00D6: if 
0039:   58@ == 2 // integer values 
004D: jump_if_false @INTRO2_3563 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @INTRO2_3556 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 411.68 -21.77 1000.79 radius 10.0 10.0 3.0 
004D: jump_if_false @INTRO2_3556 
00BE: text_clear_all 
00BC: text_highpriority 'INT2_9' 5000 ms 1  // ~s~Stlj a piros jelbe s nyiratkozz meg.
04ED: load_animation "SHOP" 
0006: 59@ = 1 // integer values 

:INTRO2_3556
0002: jump @INTRO2_3652 

:INTRO2_3563
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @INTRO2_3652 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 
004D: jump_if_false @INTRO2_3652 
00BC: text_highpriority 'INT2_8' 10000 ms 1  // Stlj a srga jelhez s menj be a fodrszzletbe.
0006: 59@ = 0 // integer values 

:INTRO2_3652
00D6: if 
0038:   $676 == 0 // integer values 
004D: jump_if_false @INTRO2_3711 
00D6: if 
0038:   $2749 == 1 // integer values 
004D: jump_if_false @INTRO2_3711 
00BC: text_highpriority 'INT2_14' 10000 ms 1  // ~r~Kiakasztottad a boltost!
0002: jump @INTRO2_13550 

:INTRO2_3711
0002: jump @INTRO2_3207 

:INTRO2_3718
016A: fade 0 0 ms 
00BE: text_clear_all 
0164: disable_marker 34@ 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 range 200.0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR chew_gum 10 ms 

:INTRO2_3794
00D6: if 
84EE:   not animation "SHOP" loaded 
004D: jump_if_false @INTRO2_3830 
0001: wait 0 ms 
016A: fade 0 0 ms 
0002: jump @INTRO2_3794 

:INTRO2_3830
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_4299 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4269 

:INTRO2_3862
00D6: if 
04F1:   unknown_car_check $RYDER_CAR 
004D: jump_if_false @INTRO2_3934 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_3921 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_3921
016A: fade 0 0 ms 
0002: jump @INTRO2_3862 

:INTRO2_3934
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4166 
00A1: put_actor $PLAYER_ACTOR at 2072.55 -1794.67 12.56 
0173: set_actor $PLAYER_ACTOR z_angle_to 240.55 
0792: (unknown) $ACTOR_RYDER 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @INTRO2_4028 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2076.492 -1796.413 12.5545 
0002: jump @INTRO2_4048 

:INTRO2_4028
00A1: put_actor $ACTOR_RYDER at 2076.492 -1796.413 12.5545 

:INTRO2_4048
0173: set_actor $ACTOR_RYDER z_angle_to 80.0 
0223: set_actor $ACTOR_RYDER health_to 500 
0107: 46@ = create_object #CIGAR at 2440.58 -1979.89 14.2 
070A: AS_actor $ACTOR_RYDER attach_to_object 46@ offset 0.04 0.1 -0.02 on_bone 5 16 "NULL" "NULL" -1 ms 
0605: actor $ACTOR_RYDER perform_animation_sequence "SMOKE_RYD" from_file "SHOP" 4.0 loop 1 0 0 0 -1 ms 

:INTRO2_4166
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_4236 
0395: clear_area 1 at 2078.09 -1796.21 12.3828 range 100.0 
00AB: put_car $RYDER_CAR at 2078.09 -1796.21 12.3828 
0175: set_car $RYDER_CAR z_angle_to 176.9536 

:INTRO2_4236
068A: (unknown) $RYDER_CAR 2 
068A: (unknown) $RYDER_CAR 3 
0508: (unknown) $RYDER_CAR 
020A: set_car $RYDER_CAR door_status_to 3 
0002: jump @INTRO2_4292 

:INTRO2_4269
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_4292
0002: jump @INTRO2_4322 

:INTRO2_4299
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_4322
0006: 32@ = 0 // integer values 

:INTRO2_4329
00D6: if 
8019:   not  32@ > 400 // integer values 
004D: jump_if_false @INTRO2_4365 
0001: wait 0 ms 
016A: fade 0 0 ms 
0002: jump @INTRO2_4329 

:INTRO2_4365
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4431 
0615: define_action_sequences 45@ 
05D3: AS_actor -1 go_to_point 2075.53 -1796.32 12.55 speed 4 10000 ms 
0647: unknown_action_sequence -1 
05BF: AS_actor -1 look_at_actor $ACTOR_RYDER 4500 ms 
0616: define_action_sequences_end 45@ 

:INTRO2_4431
0618: assign_actor $PLAYER_ACTOR to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
015F: set_camera_position 2074.866 -1800.882 13.4518 0.0 0.0 0.0 
0160: point_camera 2075.067 -1799.903 13.4124 2 
00BE: text_clear_all 
016A: fade 1 500 ms 
0006: 63@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 40@ = 1 // integer values 
0050: gosub @INTRO2_47 
0006: 32@ = 0 // integer values 

:INTRO2_4553
00D6: if 
8019:   not  32@ > 1700 // integer values 
004D: jump_if_false @INTRO2_4590 
0001: wait 0 ms 
0050: gosub @INTRO2_14659 
0002: jump @INTRO2_4553 

:INTRO2_4590
00D6: if 
0038:   $1514 == 1 // integer values 
004D: jump_if_false @INTRO2_4615 
0707: start_scene_skip_to @INTRO2_6462 

:INTRO2_4615
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4647 
0647: unknown_action_sequence $ACTOR_RYDER 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 2000 ms 

:INTRO2_4647
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4700 
0669: 55@ = attach_particle "EXHALE" to_actor $ACTOR_RYDER offset 90@ 91@ 92@ 1 
0883: (unknown) 55@ $ACTOR_RYDER 5 

:INTRO2_4700
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4721 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_4721
00D6: if or
0500:   player $PLAYER_CHAR skin == "TASH" 1 
0500:   player $PLAYER_CHAR skin == "GOATEE" 1 
0500:   player $PLAYER_CHAR skin == "BEARD" 1 
0500:   player $PLAYER_CHAR skin == "PLAYER_FACE" 1 
0500:   player $PLAYER_CHAR skin == "HIGHFADE" 1 
0500:   player $PLAYER_CHAR skin == "FLATTOP" 1 
004D: jump_if_false @INTRO2_5338 
03CF: load_wav 20218 as 1 
03CF: load_wav 20219 as 2 
0006: 64@ = 0 // integer values 

:INTRO2_4848
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_4917 
0001: wait 0 ms 
0050: gosub @INTRO2_14659 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_4910 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_4910 

:INTRO2_4910
0002: jump @INTRO2_4848 

:INTRO2_4917
03D1: play_wav 1 
00BC: text_highpriority 'INT2_DA' 10000 ms 1  // ~z~Picsba! Megmondtam hogy nem normlis a faszi!
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4961 
0967: actor $ACTOR_RYDER move_mouth 2000 

:INTRO2_4961
0006: 64@ = 0 // integer values 

:INTRO2_4968
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_5037 
0001: wait 0 ms 
0050: gosub @INTRO2_14659 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_5030 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_5030 

:INTRO2_5030
0002: jump @INTRO2_4968 

:INTRO2_5037
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5058 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5058
015F: set_camera_position 2074.827 -1797.414 14.233 0.0 0.0 0.0 
0160: point_camera 2075.432 -1796.664 13.9678 2 
0001: wait 1000 ms 
0006: 64@ = 0 // integer values 

:INTRO2_5121
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO2_5190 
0001: wait 0 ms 
0050: gosub @INTRO2_14659 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_5183 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_5183 

:INTRO2_5183
0002: jump @INTRO2_5121 

:INTRO2_5190
03D1: play_wav 2 
00BC: text_highpriority 'INT2_DB' 10000 ms 1  // ~z~Ember, te be vagy tpve!
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5234 
0967: actor $ACTOR_RYDER move_mouth 2000 

:INTRO2_5234
0006: 64@ = 0 // integer values 

:INTRO2_5241
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO2_5310 
0001: wait 0 ms 
0050: gosub @INTRO2_14659 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_5303 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_5303 

:INTRO2_5303
0002: jump @INTRO2_5241 

:INTRO2_5310
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5331 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5331
0002: jump @INTRO2_5627 

:INTRO2_5338
03CF: load_wav 20221 as 1 
03CF: load_wav 65535 as 2 
0006: 64@ = 0 // integer values 

:INTRO2_5361
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_5430 
0001: wait 0 ms 
0050: gosub @INTRO2_14659 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_5423 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_5423 

:INTRO2_5423
0002: jump @INTRO2_5361 

:INTRO2_5430
03D1: play_wav 1 
00BC: text_highpriority 'INT2_EA' 10000 ms 1  // ~z~Tudsz valamit? Visszavonom. Az reg Reece mg mindig nagyon ts.
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5474 
0967: actor $ACTOR_RYDER move_mouth 2000 

:INTRO2_5474
0006: 64@ = 0 // integer values 

:INTRO2_5481
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_5550 
0001: wait 0 ms 
0050: gosub @INTRO2_14659 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_5543 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_5543 

:INTRO2_5543
0002: jump @INTRO2_5481 

:INTRO2_5550
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5571 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5571
015F: set_camera_position 2075.19 -1797.282 14.4799 0.0 0.0 0.0 
0160: point_camera 2075.638 -1796.471 14.103 2 
0001: wait 1000 ms 

:INTRO2_5627
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5648 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5648
0006: 32@ = 0 // integer values 

:INTRO2_5655
00D6: if 
8019:   not  32@ > 1000 // integer values 
004D: jump_if_false @INTRO2_5692 
0001: wait 0 ms 
0050: gosub @INTRO2_14659 
0002: jump @INTRO2_5655 

:INTRO2_5692
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5713 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5713
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5757 
0647: unknown_action_sequence $ACTOR_RYDER 
06A9: AS_actor $ACTOR_RYDER look_at_point 2102.0 -1806.0 14.0 3000 ms 

:INTRO2_5757
0006: 64@ = 0 // integer values 

:INTRO2_5764
00D6: if 
8039:   not  49@ == 1 // integer values 
004D: jump_if_false @INTRO2_5850 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_5836 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_5836 
0006: 64@ = 1 // integer values 

:INTRO2_5836
0050: gosub @INTRO2_14659 
0002: jump @INTRO2_5764 

:INTRO2_5850
0647: unknown_action_sequence $PLAYER_ACTOR 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2102.0 -1806.0 14.0 3000 ms 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2074.23 -1795.03 14.4282 position_to 2074.983 -1798.671 14.4451 12000 ms unknown 1 
0920: point_camera 2077.167 -1795.729 14.1884 transverse_to 2075.973 -1798.734 14.5649 12000 ms unknown 1 
0006: 64@ = 0 // integer values 

:INTRO2_5969
00D6: if 
8039:   not  49@ == 2 // integer values 
004D: jump_if_false @INTRO2_6071 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_6057 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_6057 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_6050 

:INTRO2_6050
0006: 64@ = 1 // integer values 

:INTRO2_6057
0050: gosub @INTRO2_14659 
0002: jump @INTRO2_5969 

:INTRO2_6071
0006: 33@ = 0 // integer values 
0006: 64@ = 0 // integer values 

:INTRO2_6085
00D6: if 
8039:   not  49@ == 3 // integer values 
004D: jump_if_false @INTRO2_6187 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_6173 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_6173 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_6166 

:INTRO2_6166
0006: 64@ = 1 // integer values 

:INTRO2_6173
0050: gosub @INTRO2_14659 
0002: jump @INTRO2_6085 

:INTRO2_6187
0006: 64@ = 0 // integer values 

:INTRO2_6194
00D6: if 
8039:   not  49@ == 4 // integer values 
004D: jump_if_false @INTRO2_6296 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_6282 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_6282 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_6275 

:INTRO2_6275
0006: 64@ = 1 // integer values 

:INTRO2_6282
0050: gosub @INTRO2_14659 
0002: jump @INTRO2_6194 

:INTRO2_6296
00D6: if 
8019:   not  33@ > 18000 // integer values 
004D: jump_if_false @INTRO2_6444 
0001: wait 0 ms 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @INTRO2_6378 
00D6: if 
0019:   33@ > 7500 // integer values 
004D: jump_if_false @INTRO2_6378 
03E5: text_box 'FUDHLP1'  // Ha nem eszel, lefogysz s energit vesztesz. A piros csk jelli, hogy mennyi energid van.
03E7: flash_hud 4 
0006: 44@ = 1 // integer values 

:INTRO2_6378
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @INTRO2_6437 
00D6: if 
0019:   33@ > 13500 // integer values 
004D: jump_if_false @INTRO2_6437 
03E5: text_box 'FUDHLP2'  // Amikor eszel, nvekszik az energid, de ha sokat eszel, elhzol.
03E7: flash_hud -1 
0006: 44@ = 2 // integer values 

:INTRO2_6437
0002: jump @INTRO2_6296 

:INTRO2_6444
00D6: if 
0038:   $1514 == 1 // integer values 
004D: jump_if_false @INTRO2_6472 

:INTRO2_6462
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO2_6472
03E6: remove_text_box 
0925: (unknown) 
00BC: text_highpriority 'HOOD2_B' 10000 ms 1  // ~s~Menj be a ~y~Pizzriba~s~ s vegyl valami kajt.
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_6530 
0852: set_car $RYDER_CAR visible_damage 1 

:INTRO2_6530
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 372.9 -118.8 1000.57 
08DC: (unknown) 34@ 2103.376 -1806.311 20.0 
0006: 59@ = 0 // integer values 
0004: $88 = 1 // integer values 
01EB: set_traffic_density_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 
0006: 33@ = 0 // integer values 
0004: $127 = 1 // integer values 

:INTRO2_6617
00D6: if or
8102:   not actor $PLAYER_ACTOR stopped_near_point_on_foot $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 3.0 sphere 0 
8038:   not  $88 == 3 // integer values 
004D: jump_if_false @INTRO2_7376 
0001: wait 0 ms 
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @INTRO2_6725 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @INTRO2_6725 
03E5: text_box 'FUDHLP3'  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megnzd az llapotot. Ez megmutatja CJ jelenlegi kondijt. Ahnyszor megvltozik az llapot, a kperny bal fels sarkban megjelenik.
0006: 87@ = 1 // integer values 

:INTRO2_6725
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_6764 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_6764
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_6803 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_6803
0050: gosub @INTRO2_14659 
00D6: if 
8038:   not  $88 == 3 // integer values 
004D: jump_if_false @INTRO2_6979 
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 1 // integer values 
004D: jump_if_false @INTRO2_6979 
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @INTRO2_6892 
00BC: text_highpriority 'INT2_10' 10000 ms 1  // ~r~Nem kellet, volna meglnd a boltost!
0002: jump @INTRO2_13550 
0002: jump @INTRO2_6979 

:INTRO2_6892
00D6: if 
8184:   not actor $FOOD_SELLER health >= 99 
004D: jump_if_false @INTRO2_6979 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @INTRO2_6979 
01B2: give_actor $FOOD_SELLER weapon 25 ammo 30 // Load the weapon model before using this 
01B9: set_actor $FOOD_SELLER armed_weapon_to 25 
077A: set_actor $FOOD_SELLER aggressive_to_pedgroup 4 type 0 
0001: wait 1000 ms 
00BC: text_highpriority 'INT2_14' 10000 ms 1  // ~r~Kiakasztottad a boltost!
0002: jump @INTRO2_13550 

:INTRO2_6979
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_7105 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_7105 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @INTRO2_7105 
00D6: if or
81AF:   not car $RYDER_CAR 0 2078.09 -1796.2 12.38 radius 0.2 0.2 2.0 
8184:   not actor $ACTOR_RYDER health >= 499 
004D: jump_if_false @INTRO2_7105 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms 
0006: 68@ = 1 // integer values 

:INTRO2_7105
077E: 58@ = active_interior 
00D6: if 
0039:   58@ == 5 // integer values 
004D: jump_if_false @INTRO2_7301 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @INTRO2_7205 
04ED: load_animation "GANGS" 
04ED: load_animation "FOOD" 
0247: request_model #COLT45 
0247: request_model #CHROMEGUN 
023C: request_special_actor 'RYDER3' as 2 
0247: request_model #WMYPIZZ 
0006: 32@ = 0 // integer values 
0006: 59@ = 1 // integer values 

:INTRO2_7205
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @INTRO2_7294 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 372.05 -130.63 1000.49 radius 20.0 20.0 3.0 
004D: jump_if_false @INTRO2_7294 
00BC: text_highpriority 'INT2_13' 5000 ms 1  // ~s~Stlj a jelhez s vegyl egy pizzt.
0006: 59@ = 2 // integer values 

:INTRO2_7294
0002: jump @INTRO2_7328 

:INTRO2_7301
00D6: if 
0039:   59@ == 2 // integer values 
004D: jump_if_false @INTRO2_7328 
00BE: text_clear_all 
0006: 59@ = 1 // integer values 

:INTRO2_7328
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 // integer values 
004D: jump_if_false @INTRO2_7369 
00BC: text_highpriority 'INT2_14' 10000 ms 1  // ~r~Kiakasztottad a boltost!
0002: jump @INTRO2_13550 

:INTRO2_7369
0002: jump @INTRO2_6617 

:INTRO2_7376
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
041D: set_camera_near_clip 0.1 
064E: (unknown) 55@ 
0249: release_model #CIGAR 
0249: release_model #CIGAR_GLOW 
03CF: load_wav 1828 as 4 

:INTRO2_7416
00D6: if or
84EE:   not animation "FOOD" loaded 
84EE:   not animation "GANGS" loaded 
823D:   not special_actor 2 loaded 
8248:   not model #WMYPIZZ available 
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @INTRO2_7593 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_7506 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_7506
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_7545 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_7545
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 // integer values 
004D: jump_if_false @INTRO2_7586 
00BC: text_highpriority 'INT2_14' 10000 ms 1  // ~r~Kiakasztottad a boltost!
0002: jump @INTRO2_13550 

:INTRO2_7586
0002: jump @INTRO2_7416 

:INTRO2_7593
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_7712 
070B: (unknown) $ACTOR_RYDER 1 
0792: (unknown) $ACTOR_RYDER 
05BA: AS_actor $ACTOR_RYDER chew_gum 100 ms 
00A1: put_actor $ACTOR_RYDER at 375.7327 -125.2345 1000.53 
0173: set_actor $ACTOR_RYDER z_angle_to 201.2298 
0223: set_actor $ACTOR_RYDER health_to 500 
08AF: (unknown) $ACTOR_RYDER 500 
0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_SHIFTY" from_file "SHOP" 4.0 loop 0 0 0 0 -1 ms 

:INTRO2_7712
0395: clear_area 1 at 372.9 -118.8 1000.57 range 20.0 
0395: clear_area 1 at 369.058 -4.92 1000.883 range 20.0 
009A: 35@ = create_actor 24 #WMYPIZZ at 373.14 -117.11 1000.57 
0173: set_actor 35@ z_angle_to 180.0 
060A: unknown_create_entity 2 43@ 
060B: unknown_actor_use_entity 35@ 43@ 
0647: unknown_action_sequence 35@ 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 4700 ms 
0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 372.9 -118.8 1000.57 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 35@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_action_sequences 51@ 
05D3: AS_actor -1 go_to_point 375.2 -119.8 1000.5 speed 4 7000 ms 
0605: actor -1 perform_animation_sequence "ROB_STICKUP_IN" from_file "SHOP" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "ROB_LOOP_THREAT" from_file "SHOP" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 51@ 
0006: 49@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 40@ = 2 // integer values 
0050: gosub @INTRO2_47 
0001: wait 200 ms 
00D6: if 
0038:   $28 == 0 // integer values 
004D: jump_if_false @INTRO2_8088 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_PIZZA" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @INTRO2_8228 

:INTRO2_8088
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 90@ = $TEMPVAR_X_COORD // floating-point values only 
000B: 90@ += 0.355 // floating-point values 
0089: 91@ = $TEMPVAR_Y_COORD // floating-point values only 
000F: 91@ -= 0.116 // floating-point values 
0089: 92@ = $TEMPVAR_Z_COORD // floating-point values only 
000F: 92@ -= 0.048 // floating-point values 
064B: 62@ = create_particle "PUKE" at 90@ 91@ 92@ 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" from_file "FOOD" 4.0 loop 0 0 0 lock 0 time -1 
0947: (unknown) $PLAYER_ACTOR 353 $2563 

:INTRO2_8228
016A: fade 1 500 ms 
043C: unknown_set_game_sounds 1 
015F: set_camera_position 376.4939 -126.0317 1002.396 0.0 0.0 0.0 
0160: point_camera 375.9087 -125.2215 1002.361 2 
0001: wait 4500 ms 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 377.0709 -121.8843 1000.714 position_to 377.3563 -119.1986 1002.57 7000 ms unknown 1 
0920: point_camera 376.4134 -122.6288 1000.598 transverse_to 376.423 -119.1806 1002.211 7000 ms unknown 1 
009B: destroy_actor_instantly $ACTOR_RYDER 
0296: unload_special_actor 1 
009A: $ACTOR_RYDER = create_actor 24 #SPECIAL02 at 376.3327 -125.2345 1000.53 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0568: set_actor $ACTOR_RYDER targetable 1 
0223: set_actor $ACTOR_RYDER health_to 500 
08AF: (unknown) $ACTOR_RYDER 500 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
039E: set_actor $ACTOR_RYDER jackable 1 
0526: unknown_actor $ACTOR_RYDER 1 
060B: unknown_actor_use_entity $ACTOR_RYDER 67@ 
09F6: set_actor $ACTOR_RYDER jackable_through_driver_seat 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_8545 
01B2: give_actor $ACTOR_RYDER weapon 22 ammo 30 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 22 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_8545 
0618: assign_actor $ACTOR_RYDER to_action_sequences 51@ 
061B: remove_references_to_action_sequences 51@ 

:INTRO2_8545
0006: 41@ = 0 // integer values 
0707: start_scene_skip_to @INTRO2_10850 
0006: 32@ = 0 // integer values 
0006: 63@ = 0 // integer values 

:INTRO2_8573
00D6: if 
80FE:   not actor $ACTOR_RYDER 0 375.2 -119.8 1000.5 radius 0.4 0.6 2.0 
004D: jump_if_false @INTRO2_9020 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "EAT_VOMIT_P" 
004D: jump_if_false @INTRO2_8795 
0613: 93@ = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @INTRO2_8744 
00D6: if 
0031:   93@ >= 0.463 // floating-point values 
004D: jump_if_false @INTRO2_8744 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @INTRO2_8737 
09F1: (unknown) $PLAYER_ACTOR 1169 

:INTRO2_8737
0006: 63@ = 1 // integer values 

:INTRO2_8744
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @INTRO2_8795 
00D6: if 
0031:   93@ >= 0.52 // floating-point values 
004D: jump_if_false @INTRO2_8795 
064C: make_particle 62@ visible 
0006: 63@ = 2 // integer values 

:INTRO2_8795
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_8834 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_8834
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_8873 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_8873
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 // integer values 
004D: jump_if_false @INTRO2_8914 
00BC: text_highpriority 'INT2_14' 10000 ms 1  // ~r~Kiakasztottad a boltost!
0002: jump @INTRO2_13550 

:INTRO2_8914
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @INTRO2_9013 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @INTRO2_9013 
00D6: if 
0038:   $28 == 0 // integer values 
004D: jump_if_false @INTRO2_9006 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 3000 ms 

:INTRO2_9006
0006: 69@ = 1 // integer values 

:INTRO2_9013
0002: jump @INTRO2_8573 

:INTRO2_9020
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_9149 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9149 
0687: clear_actor_task 35@ 
0647: unknown_action_sequence 35@ 
05BF: AS_actor 35@ look_at_actor $ACTOR_RYDER 12500 ms 
05BA: AS_actor $PLAYER_ACTOR chew_gum 100 ms 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 10000 ms 
0173: set_actor 35@ z_angle_to 200.0 
0605: actor 35@ perform_animation_sequence "SHP_ROB_HANDSUP" from_file "SHOP" 4.0 loop 1 0 0 0 -1 ms 

:INTRO2_9149
0004: $677 = 1 // integer values 
0006: 64@ = 0 // integer values 

:INTRO2_9163
00D6: if 
8039:   not  49@ == 1 // integer values 
004D: jump_if_false @INTRO2_9274 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_9267 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_9267 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9260 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:INTRO2_9260
0006: 64@ = 1 // integer values 

:INTRO2_9267
0002: jump @INTRO2_9163 

:INTRO2_9274
0006: 64@ = 0 // integer values 

:INTRO2_9281
00D6: if 
8039:   not  49@ == 2 // integer values 
004D: jump_if_false @INTRO2_9444 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_9437 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_9437 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9398 
0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP" from_file "SHOP" 4.0 loop 1 0 0 0 -1 ms 

:INTRO2_9398
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_9430 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms 

:INTRO2_9430
0006: 64@ = 1 // integer values 

:INTRO2_9437
0002: jump @INTRO2_9281 

:INTRO2_9444
0006: 64@ = 0 // integer values 

:INTRO2_9451
00D6: if 
8039:   not  49@ == 3 // integer values 
004D: jump_if_false @INTRO2_9674 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_9667 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_9667 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9575 
0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP_THREAT" from_file "SHOP" 4.0 loop 1 0 0 0 -1 ms 

:INTRO2_9575
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9607 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:INTRO2_9607
0925: (unknown) 
015F: set_camera_position 374.9156 -121.7312 1002.5 0.0 0.0 0.0 
0160: point_camera 374.7307 -120.7778 1002.262 2 
0006: 64@ = 1 // integer values 

:INTRO2_9667
0002: jump @INTRO2_9451 

:INTRO2_9674
0006: 64@ = 0 // integer values 

:INTRO2_9681
00D6: if 
8039:   not  49@ == 4 // integer values 
004D: jump_if_false @INTRO2_9844 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_9837 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_9837 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_9778 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms 

:INTRO2_9778
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9830 
0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP" from_file "SHOP" 4.0 loop 1 0 0 0 -1 ms 

:INTRO2_9830
0006: 64@ = 1 // integer values 

:INTRO2_9837
0002: jump @INTRO2_9681 

:INTRO2_9844
0615: define_action_sequences 42@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "ROB_2IDLE" from_file "SHOP" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 42@ 
0006: 64@ = 0 // integer values 

:INTRO2_9946
00D6: if 
8039:   not  49@ == 5 // integer values 
004D: jump_if_false @INTRO2_10185 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_10178 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_10178 
015F: set_camera_position 371.562 -120.1569 1002.404 0.0 0.0 0.0 
0160: point_camera 372.4125 -119.6767 1002.19 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_10171 
0687: clear_actor_task $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 10000 ms 
0687: clear_actor_task $ACTOR_RYDER 
0647: unknown_action_sequence $ACTOR_RYDER 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 10000 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_RYDER 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:INTRO2_10171
0006: 64@ = 1 // integer values 

:INTRO2_10178
0002: jump @INTRO2_9946 

:INTRO2_10185
0006: 64@ = 0 // integer values 

:INTRO2_10192
00D6: if 
8039:   not  49@ == 6 // integer values 
004D: jump_if_false @INTRO2_10351 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_10344 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_10344 
015F: set_camera_position 374.6357 -121.6844 1001.637 0.0 0.0 0.0 
0160: point_camera 374.5972 -120.6883 1001.716 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_10337 
0618: assign_actor $ACTOR_RYDER to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 

:INTRO2_10337
0006: 64@ = 1 // integer values 

:INTRO2_10344
0002: jump @INTRO2_10192 

:INTRO2_10351
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_10372 
0687: clear_actor_task $ACTOR_RYDER 

:INTRO2_10372
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10438 
0173: set_actor 35@ z_angle_to 180.0 
0605: actor 35@ perform_animation_sequence "SHP_GUN_GRAB" from_file "SHOP" 4.0 loop 0 0 0 1 -1 ms 

:INTRO2_10438
0001: wait 500 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10476 
01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 25 

:INTRO2_10476
0001: wait 500 ms 
015F: set_camera_position 373.03 -116.1498 1002.374 0.0 0.0 0.0 
0160: point_camera 373.0192 -117.1292 1002.173 2 
0001: wait 300 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10576 
0668: AS_actor 35@ rotate_to_point 374.2905 -125.681 1001.308 2000 ms 

:INTRO2_10576
0006: 64@ = 0 // integer values 

:INTRO2_10583
00D6: if 
8039:   not  49@ == 7 // integer values 
004D: jump_if_false @INTRO2_10843 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_10836 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_10836 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 372.0 -120.1 1000.5 
05D7: add_point_to_scmpath 370.5 -132.3 1000.4 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 376.3 -121.0 1000.5 
05D7: add_point_to_scmpath 375.9 -132.0 1000.5 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_10754 
05D8: AS_assign_scmpath to_actor $ACTOR_RYDER flags 6 0 

:INTRO2_10754
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10790 
0647: unknown_action_sequence $ACTOR_RYDER 
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence 35@ 

:INTRO2_10790
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10829 
0668: AS_actor 35@ rotate_to_point 374.2905 -125.681 1001.308 1500 ms 

:INTRO2_10829
0006: 64@ = 1 // integer values 

:INTRO2_10836
0002: jump @INTRO2_10583 

:INTRO2_10843
0006: 41@ = 1 // integer values 

:INTRO2_10850
0701: end_scene_skip 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @INTRO2_10909 
016A: fade 0 0 ms 
00BE: text_clear_all 

:INTRO2_10878
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_10902 
0001: wait 0 ms 
0002: jump @INTRO2_10878 

:INTRO2_10902
0002: jump @INTRO2_10942 

:INTRO2_10909
016A: fade 0 500 ms 
00BE: text_clear_all 

:INTRO2_10918
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_10942 
0001: wait 0 ms 
0002: jump @INTRO2_10918 

:INTRO2_10942
0925: (unknown) 
0395: clear_area 1 at 372.9 -118.8 1000.57 range 100.0 
04BB: select_interior 0 // select render area 
05BA: AS_actor $PLAYER_ACTOR chew_gum 0 ms 
00A1: put_actor $PLAYER_ACTOR at 2102.21 -1806.65 12.4 
0173: set_actor $PLAYER_ACTOR z_angle_to 75.0 
039E: set_actor $PLAYER_ACTOR jackable 1 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_11218 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_11218 
0647: unknown_action_sequence $ACTOR_RYDER 
0647: unknown_action_sequence $PLAYER_ACTOR 
0395: clear_area 1 at 2077.57 -1796.41 12.38 range 100.0 
00AB: put_car $RYDER_CAR at 2077.57 -1796.41 12.0 
0175: set_car $RYDER_CAR z_angle_to 180.0 
0224: set_car $RYDER_CAR health_to 1000 
0395: clear_area 1 at 2098.61 -1801.62 12.39 range 100.0 
00A1: put_actor $ACTOR_RYDER at 2092.61 -1801.62 12.39 
0173: set_actor $ACTOR_RYDER z_angle_to 72.0 
0860: link_actor $ACTOR_RYDER to_interior 0 
020A: set_car $RYDER_CAR door_status_to 1 
07A1: set_walk_speed 6 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 40000 ms 

:INTRO2_11218
01B7: release_weather 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
087C: (unknown) 
04FA: reset_interior_colors 0 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
0006: 38@ = 0 // integer values 
00BC: text_highpriority 'INT2_6' 10000 ms 1  // ~s~Szllj be ~b~Ryder verdjba~s~!
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_11321 
0002: jump @INTRO2_13550 
0002: jump @INTRO2_11350 

:INTRO2_11321
0223: set_actor $ACTOR_RYDER health_to 500 
08AF: (unknown) $ACTOR_RYDER 500 
0187: 47@ = create_marker_above_actor $ACTOR_RYDER 
0164: disable_marker 47@ 

:INTRO2_11350
0164: disable_marker 34@ 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_11398 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $RYDER_CAR 
07E0: set_marker 37@ type_to 1 
0002: jump @INTRO2_11405 

:INTRO2_11398
0002: jump @INTRO2_13550 

:INTRO2_11405
0004: $127 = 1 // integer values 
0006: 60@ = 0 // integer values 
0615: define_action_sequences 54@ 
05D3: AS_actor -1 go_to_point 2102.77 -1806.35 12.55 speed 6 4000 ms 
0668: AS_actor -1 rotate_to_point 2092.67 -1803.64 15.56 1000 ms 
0616: define_action_sequences_end 54@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 20232 as 1 

:INTRO2_11490
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_11516 
0001: wait 0 ms 
0002: jump @INTRO2_11490 

:INTRO2_11516
0A0B: (unknown) 2102.21 -1806.65 12.4 75.0 
016A: fade 1 500 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_11584 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_11584
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_11623 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_11623
0006: 49@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 40@ = 4 // integer values 
0050: gosub @INTRO2_47 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0395: clear_area 1 at 2077.57 -1796.41 12.38 range 20.0 

:INTRO2_11696
00D6: if or
81AF:   not car $RYDER_CAR $127 2473.88 -1692.81 12.52 radius 4.0 4.0 4.0 
80DB:   not actor $ACTOR_RYDER in_car $RYDER_CAR 
8448:   not actor $PLAYER_ACTOR in_car $RYDER_CAR 
89D0:   not  $RYDER_CAR 
004D: jump_if_false @INTRO2_12802 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_11809 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_11809
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_11848 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_11848
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 2104.62 -1806.54 12.55 radius 7.0 6.0 3.0 
004D: jump_if_false @INTRO2_12187 
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @INTRO2_12070 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_12063 
0687: clear_actor_task 35@ 
0792: (unknown) 35@ 
00A1: put_actor 35@ at 2105.32 -1806.24 12.55 
0173: set_actor 35@ z_angle_to 90.0 
01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 25 
02E2: set_actor 35@ weapon_accuracy_to 30 
041D: set_camera_near_clip 0.1 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO2_12036 
03D1: play_wav 1 
00BC: text_highpriority 'INT2_HA' 2000 ms 1  // ~z~Ez a pizza szalon nem kisplys!

:INTRO2_12036
0618: assign_actor 35@ to_action_sequences 54@ 
061B: remove_references_to_action_sequences 54@ 
0006: 32@ = 0 // integer values 
0006: 66@ = 1 // integer values 

:INTRO2_12063
0002: jump @INTRO2_12187 

:INTRO2_12070
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @INTRO2_12187 
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @INTRO2_12187 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_12187 
00D6: if 
00FF:   actor 35@ 0 2102.77 -1806.35 12.55 radius 1.0 1.0 3.0 
004D: jump_if_false @INTRO2_12187 
077A: set_actor 35@ aggressive_to_pedgroup 4 type 0 
0006: 66@ = 2 // integer values 

:INTRO2_12187
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_12296 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_12296 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_12296 
00D6: if 
0448:   actor $ACTOR_RYDER in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_12296 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @INTRO2_12296 
0006: 33@ = 0 // integer values 
0006: 88@ = 1 // integer values 

:INTRO2_12296
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_12717 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_12694 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_12595 
00D6: if 
0448:   actor $ACTOR_RYDER in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_12493 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @INTRO2_12486 
0164: disable_marker 47@ 
0164: disable_marker 37@ 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2473.88 -1692.81 12.52 
0004: $127 = 1 // integer values 
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @INTRO2_12486 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @INTRO2_12486 
00BC: text_highpriority 'INT2_O' 10000 ms 1  // ~s~Vidd ~y~haza~s~ Ryder-t.
0006: 38@ = 1 // integer values 

:INTRO2_12486
0002: jump @INTRO2_12588 

:INTRO2_12493
0164: disable_marker 37@ 
0164: disable_marker 34@ 
0164: disable_marker 47@ 
0187: 47@ = create_marker_above_actor $ACTOR_RYDER 
07E0: set_marker 47@ type_to 1 
00BC: text_highpriority 'INT2_5' 1000 ms 1  // ~s~Magad mgtt hagytad ~b~Ryder-t~s~!
062E: (unknown) $ACTOR_RYDER 1482 65@ 
00D6: if 
04A4:   65@ == 7 // integer values OR floating-point values 
004D: jump_if_false @INTRO2_12581 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms 

:INTRO2_12581
0004: $127 = 0 // integer values 

:INTRO2_12588
0002: jump @INTRO2_12687 

:INTRO2_12595
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @INTRO2_12687 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $RYDER_CAR 
07E0: set_marker 37@ type_to 1 
0004: $127 = 0 // integer values 
0050: gosub @INTRO2_14050 
00BC: text_highpriority 'INT2_6' 10000 ms 1  // ~s~Szllj be ~b~Ryder verdjba~s~!
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 38@ = 0 // integer values 

:INTRO2_12687
0002: jump @INTRO2_12717 

:INTRO2_12694
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_12717
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_12756 
00BC: text_highpriority 'INT2_12' 10000 ms 1  // ~r~Ryder meghalt!
0002: jump @INTRO2_13550 

:INTRO2_12756
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_12795 
00BC: text_highpriority 'INT2_11' 10000 ms 1  // ~r~Ryder kocsija beszart!
0002: jump @INTRO2_13550 

:INTRO2_12795
0002: jump @INTRO2_11696 

:INTRO2_12802
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 49@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 40@ = 3 // integer values 
0050: gosub @INTRO2_47 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_12913 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_12913 
05CD: AS_actor $ACTOR_RYDER exit_car $RYDER_CAR 
0001: wait 700 ms 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_12913 
05CD: AS_actor $PLAYER_ACTOR exit_car $RYDER_CAR 

:INTRO2_12913
016A: fade 0 1600 ms 

:INTRO2_12920
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_12944 
0001: wait 0 ms 
0002: jump @INTRO2_12920 

:INTRO2_12944
02A3: toggle_widescreen 1 
016A: fade 1 1500 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_13034 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @INTRO2_13014 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2467.345 -1688.22 12.5156 
0002: jump @INTRO2_13034 

:INTRO2_13014
00A1: put_actor $ACTOR_RYDER at 2467.345 -1688.22 12.5156 

:INTRO2_13034
0173: set_actor $ACTOR_RYDER z_angle_to 284.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO2_13087 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2468.359 -1687.39 12.518 
0002: jump @INTRO2_13107 

:INTRO2_13087
00A1: put_actor $PLAYER_ACTOR at 2468.359 -1687.39 12.5189 

:INTRO2_13107
0173: set_actor $PLAYER_ACTOR z_angle_to 108.0 
015F: set_camera_position 2464.771 -1687.492 14.2709 0.0 0.0 0.0 
0160: point_camera 2465.75 -1687.675 14.1833 2 
0006: 64@ = 0 // integer values 

:INTRO2_13175
00D6: if 
8039:   not  49@ == 1 // integer values 
004D: jump_if_false @INTRO2_13254 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_13247 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_13247 
0006: 64@ = 1 // integer values 

:INTRO2_13247
0002: jump @INTRO2_13175 

:INTRO2_13254
0006: 64@ = 0 // integer values 

:INTRO2_13261
00D6: if 
8039:   not  49@ == 2 // integer values 
004D: jump_if_false @INTRO2_13340 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_13333 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_13333 
0006: 64@ = 1 // integer values 

:INTRO2_13333
0002: jump @INTRO2_13261 

:INTRO2_13340
0006: 64@ = 0 // integer values 

:INTRO2_13347
00D6: if 
8039:   not  49@ == 3 // integer values 
004D: jump_if_false @INTRO2_13467 
0001: wait 0 ms 
0050: gosub @INTRO2_14968 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @INTRO2_13460 
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_13460 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_13453 
05D3: AS_actor $ACTOR_RYDER go_to_point 2459.79 -1688.18 12.56 speed 4 3000 ms 

:INTRO2_13453
0006: 64@ = 1 // integer values 

:INTRO2_13460
0002: jump @INTRO2_13347 

:INTRO2_13467
05D3: AS_actor $PLAYER_ACTOR go_to_point 2471.58 -1685.73 12.51 speed 4 3000 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_13513 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_13513
0001: wait 1000 ms 
0687: clear_actor_task $PLAYER_ACTOR 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly $ACTOR_RYDER 
0002: jump @INTRO2_13575 

:INTRO2_13550
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0004: $1514 = 1 // integer values 
0051: return 

:INTRO2_13575
0318: set_latest_mission_passed 'INTRO_2'  // Ryder
01E3: text_1number_styled 'M_PASSR' 3 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 3 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
0008: $11254 += 1 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
00D6: if 
0038:   $2655 == 0 // integer values 
004D: jump_if_false @INTRO2_13744 
04CE: $2626 = create_icon_marker_without_sphere 39 at 1971.7 -2036.6 13.5 
04CE: $2627 = create_icon_marker_without_sphere 39 at 2071.6 -1779.9 13.5 
04CE: $2628 = create_icon_marker_without_sphere 39 at 2094.6 2119.0 10.8 
04CE: $2629 = create_icon_marker_without_sphere 39 at -2490.5 -40.1 39.3 
0004: $2655 = 1 // integer values 

:INTRO2_13744
030C: set_mission_points += 1 
0051: return 

:INTRO2_13750
0004: $ONMISSION = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTRO2_13785 
039E: set_actor $PLAYER_ACTOR jackable 0 
0647: unknown_action_sequence $PLAYER_ACTOR 

:INTRO2_13785
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_13808 
053F: set_car $RYDER_CAR tires_vulnerable 1 

:INTRO2_13808
0249: release_model #WMYPIZZ 
0249: release_model #PICADOR 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #CIGAR 
0249: release_model #CIGAR_GLOW 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
0004: $88 = 0 // integer values 
0004: $676 = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker 47@ 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
034F: destroy_actor_with_fade $ACTOR_RYDER // The actor fades away like a ghost 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04CE: $449 = create_icon_marker_without_sphere 63 at 2067.4 -1831.2 13.5 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
076C: set_zone 'IWD1' controlled_by_gang 0 density 20 
076C: set_zone 'IWD2' controlled_by_gang 0 density 20 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 20 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 20 
076C: set_zone 'IWD4' controlled_by_gang 0 density 20 
076C: set_zone 'IWD5' controlled_by_gang 0 density 20 
0004: $169 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:INTRO2_14050
040D: unload_wav 2 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @INTRO2_14081 
03CF: load_wav 34200 as 2 

:INTRO2_14081
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @INTRO2_14108 
03CF: load_wav 34201 as 2 

:INTRO2_14108
00D6: if 
0039:   89@ == 2 // integer values 
004D: jump_if_false @INTRO2_14135 
03CF: load_wav 34202 as 2 

:INTRO2_14135
00D6: if 
0039:   89@ == 3 // integer values 
004D: jump_if_false @INTRO2_14162 
03CF: load_wav 34203 as 2 

:INTRO2_14162
00D6: if 
0039:   89@ == 4 // integer values 
004D: jump_if_false @INTRO2_14189 
03CF: load_wav 34204 as 2 

:INTRO2_14189
00D6: if 
0039:   89@ == 5 // integer values 
004D: jump_if_false @INTRO2_14216 
03CF: load_wav 34205 as 2 

:INTRO2_14216
00D6: if 
0039:   89@ == 6 // integer values 
004D: jump_if_false @INTRO2_14243 
03CF: load_wav 34206 as 2 

:INTRO2_14243
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:INTRO2_14259
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO2_14321 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_14296 
0051: return 

:INTRO2_14296
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_14314 
0051: return 

:INTRO2_14314
0002: jump @INTRO2_14259 

:INTRO2_14321
03D1: play_wav 2 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @INTRO2_14359 
00BC: text_highpriority 'RYDX_AA' 3000 ms 1  // ~z~Pattanj be, CJ.

:INTRO2_14359
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @INTRO2_14393 
00BC: text_highpriority 'RYDX_AB' 3000 ms 1  // ~z~Pattanj be.

:INTRO2_14393
00D6: if 
0039:   89@ == 2 // integer values 
004D: jump_if_false @INTRO2_14427 
00BC: text_highpriority 'RYDX_AC' 3000 ms 1  // ~z~Szlljatok be, ostobk!

:INTRO2_14427
00D6: if 
0039:   89@ == 3 // integer values 
004D: jump_if_false @INTRO2_14461 
00BC: text_highpriority 'RYDX_AD' 3000 ms 1  // ~z~Beszlls, CJ.

:INTRO2_14461
00D6: if 
0039:   89@ == 4 // integer values 
004D: jump_if_false @INTRO2_14495 
00BC: text_highpriority 'RYDX_AE' 3000 ms 1  // ~z~Gondolom, te vezetsz, mi?

:INTRO2_14495
00D6: if 
0039:   89@ == 5 // integer values 
004D: jump_if_false @INTRO2_14529 
00BC: text_highpriority 'RYDX_AF' 3000 ms 1  // ~z~Gyernk CJ, rdemeld ki!

:INTRO2_14529
00D6: if 
0039:   89@ == 6 // integer values 
004D: jump_if_false @INTRO2_14563 
00BC: text_highpriority 'RYDX_AG' 3000 ms 1  // ~z~Elg volt, ember, te vezetsz.

:INTRO2_14563
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO2_14625 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_14600 
0051: return 

:INTRO2_14600
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_14618 
0051: return 

:INTRO2_14618
0002: jump @INTRO2_14563 

:INTRO2_14625
000A: 89@ += 1 // integer values 
00D6: if 
0019:   89@ > 6 // integer values 
004D: jump_if_false @INTRO2_14657 
0006: 89@ = 0 // integer values 

:INTRO2_14657
0051: return 

:INTRO2_14659
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_14966 
00D6: if 
0611:   actor $ACTOR_RYDER animation_is "SMOKE_RYD" 
004D: jump_if_false @INTRO2_14961 
0613: 93@ = actor $ACTOR_RYDER animation "SMOKE_RYD" time 
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @INTRO2_14827 
00D6: if 
0031:   93@ >= 0.785 // floating-point values 
004D: jump_if_false @INTRO2_14827 
0107: 39@ = create_object #CIGAR_GLOW at 2440.58 -1979.89 14.2 
069A: attach_object 39@ to_object 46@ at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0006: 63@ = 1 // integer values 

:INTRO2_14827
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @INTRO2_14893 
00D6: if and
0031:   93@ >= 0.15 // floating-point values 
0023:   0.335 > 93@ // floating-point values 
004D: jump_if_false @INTRO2_14893 
064C: make_particle 55@ visible 
0108: destroy_object 39@ 
0006: 63@ = 2 // integer values 

:INTRO2_14893
00D6: if 
0039:   63@ == 2 // integer values 
004D: jump_if_false @INTRO2_14954 
00D6: if or
0031:   93@ >= 0.335 // floating-point values 
0023:   0.15 > 93@ // floating-point values 
004D: jump_if_false @INTRO2_14954 
064E: (unknown) 55@ 
0006: 63@ = 0 // integer values 

:INTRO2_14954
0002: jump @INTRO2_14966 

:INTRO2_14961
064E: (unknown) 55@ 

:INTRO2_14966
0051: return 

:INTRO2_14968
00D6: if or
0039:   56@ == 0 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @INTRO2_15038 
00D6: if 
002D:   50@ >= 49@ // integer values 
004D: jump_if_false @INTRO2_15038 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @INTRO2_15038 
0050: gosub @INTRO2_15110 

:INTRO2_15038
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @INTRO2_15108 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @INTRO2_15108 
0050: gosub @INTRO2_15459 
0006: 56@ = 0 // integer values 
000A: 49@ += 1 // integer values 
0006: 64@ = 0 // integer values 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 

:INTRO2_15108
0051: return 

:INTRO2_15110
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @INTRO2_15146 
03CF: load_wav 70@(49@,17i) as 1 
0006: 56@ = 1 // integer values 

:INTRO2_15146
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @INTRO2_15211 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO2_15211 
00BC: text_highpriority $6503(49@,17s) 4000 ms 1 
03D1: play_wav 1 
0050: gosub @INTRO2_15213 
0006: 56@ = 2 // integer values 

:INTRO2_15211
0051: return 

:INTRO2_15213
00D6: if or
04A4:   70@(49@,17i) == 20227 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20229 // integer values OR floating-point values 
004D: jump_if_false @INTRO2_15281 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_15281 
0A09: (unknown) 35@ 1 
0967: actor 35@ move_mouth 3000 
0051: return 

:INTRO2_15281
00D6: if or
04A4:   70@(49@,17i) == 20211 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20215 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20202 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20204 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20206 // integer values OR floating-point values 
004D: jump_if_false @INTRO2_15369 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0051: return 

:INTRO2_15369
00D6: if or
04A4:   70@(49@,17i) == 20209 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20230 // integer values OR floating-point values 
004D: jump_if_false @INTRO2_15426 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0002: jump @INTRO2_15457 

:INTRO2_15426
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_15457 
0A09: (unknown) $ACTOR_RYDER 1 
0967: actor $ACTOR_RYDER move_mouth 3000 

:INTRO2_15457
0051: return 

:INTRO2_15459
00D6: if or
04A4:   70@(49@,17i) == 20227 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20229 // integer values OR floating-point values 
004D: jump_if_false @INTRO2_15524 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_15524 
0A09: (unknown) 35@ 0 
0968: actor 35@ stop_mouth 
0051: return 

:INTRO2_15524
00D6: if or
04A4:   70@(49@,17i) == 20211 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20215 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20202 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20204 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20206 // integer values OR floating-point values 
004D: jump_if_false @INTRO2_15609 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:INTRO2_15609
00D6: if or
04A4:   70@(49@,17i) == 20209 // integer values OR floating-point values 
04A4:   70@(49@,17i) == 20230 // integer values OR floating-point values 
004D: jump_if_false @INTRO2_15663 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @INTRO2_15691 

:INTRO2_15663
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_15691 
0A09: (unknown) $ACTOR_RYDER 0 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_15691
0051: return 

//-------------Mission 13---------------
// Originally: Tagging Up Turf

:SWEET1
03A4: name_thread 'SWEET1' 
0050: gosub @SWEET1_468 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SWEET1_38 
0050: gosub @SWEET1_14575 

:SWEET1_38
0050: gosub @SWEET1_14838 
004E: end_thread 
0687: clear_actor_task $PLAYER_ACTOR 

:SWEET1_52
0871: init_jump_table $6548 total_jumps 2 0 @SWEET1_431 jumps 0 @SWEET1_115 1 @SWEET1_249 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 

:SWEET1_115
05A9: s$6551 = 'SWE1_AA' // 8-byte strings  // ~z~H, vrj meg.
05A9: s$6553 = 'SWE1_AB' // 8-byte strings  // ~z~Gondoltad, szvesen lgnl a testvreddel, h?
05A9: s$6555 = 'SWE1_AC' // 8-byte strings  // ~z~h, nyugi kis ember, ne mr. Dhs voltam.
05A9: s$6557 = 'SWE1_AD' // 8-byte strings  // ~z~Akarsz vezetni?
05A9: s$6559 = 'SWE1_AE' // 8-byte strings  // ~z~Igen, persze.
04AE: unknown $6538[0] radar_icon_or_model 37400 
04AE: unknown $6538[1] radar_icon_or_model 37401 
04AE: unknown $6538[2] radar_icon_or_model 37402 
04AE: unknown $6538[3] radar_icon_or_model 37403 
04AE: unknown $6538[4] radar_icon_or_model 37404 
0006: 48@ = 4 // integer values 
0002: jump @SWEET1_431 

:SWEET1_249
05A9: s$6551 = 'SWE1_BN' // 8-byte strings  // ~z~Akrcsak a biciklizs, igaz, fi?
05A9: s$6553 = 'SWE1_BO' // 8-byte strings  // ~z~Ja, minden visszajn.
05A9: s$6555 = 'SWE1_BP' // 8-byte strings  // ~z~Hogy llsz lvval?
05A9: s$6557 = 'SWE1_BQ' // 8-byte strings  // ~z~Ht tudod, elg sovnyan.
05A9: s$6559 = 'SWE1_BX' // 8-byte strings  // ~z~A fakabtok elvettk az sszes lmet, ember, csak egy kis aprm maradt...
05A9: s$6561 = 'SWE1_BT' // 8-byte strings  // ~z~Gyere, vegyl ki egy srt vagy valamit.
05A9: s$6563 = 'SWE1_BU' // 8-byte strings  // ~z~Majd tallkozunk.
04AE: unknown $6538[0] radar_icon_or_model 37435 
04AE: unknown $6538[1] radar_icon_or_model 37436 
04AE: unknown $6538[2] radar_icon_or_model 37437 
04AE: unknown $6538[3] radar_icon_or_model 37438 
04AE: unknown $6538[4] radar_icon_or_model 37443 
04AE: unknown $6538[5] radar_icon_or_model 37441 
04AE: unknown $6538[6] radar_icon_or_model 37442 
0006: 48@ = 6 // integer values 
0002: jump @SWEET1_431 

:SWEET1_431
0051: return 
0002: jump @SWEET1_468 
032B: $6537 = create_weapon_pickup #SPRAYCAN 15 ammo 1000 at 2493.52 -1700.83 14.27 

:SWEET1_468
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET1' 
0395: clear_area 1 at 2527.9 -1667.7 14.1 range 10.0 
02E4: load_cutscene_data 'SWEET1A' 

:SWEET1_527
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1_551 
0001: wait 0 ms 
0002: jump @SWEET1_527 

:SWEET1_551
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET1_560
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1_584 
0001: wait 0 ms 
0002: jump @SWEET1_560 

:SWEET1_584
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:SWEET1_597
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_621 
0001: wait 0 ms 
0002: jump @SWEET1_597 

:SWEET1_621
02EA: end_cutscene 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0004: $6550 = 0 // integer values 
0007: 88@ = 2038.758 // floating-point values 
0007: 89@ = -1624.419 // floating-point values 
0007: 90@ = 2074.503 // floating-point values 
0007: 91@ = -1662.767 // floating-point values 
0007: 92@ = 2345.68 // floating-point values 
0007: 93@ = -1515.79 // floating-point values 
0007: 94@ = 2423.7 // floating-point values 
0007: 95@ = -1393.28 // floating-point values 
0007: 84@ = 2401.6 // floating-point values 
0007: 85@ = -1550.8 // floating-point values 
0007: 86@ = 2396.33 // floating-point values 
0007: 87@ = -1555.12 // floating-point values 
0007: 96@ = 2100.972 // floating-point values 
0007: 97@ = -1646.622 // floating-point values 
0007: 98@ = 2105.264 // floating-point values 
0007: 99@ = -1656.712 // floating-point values 
076C: set_zone 'IWD1' controlled_by_gang 0 density 10 
076C: set_zone 'IWD2' controlled_by_gang 0 density 10 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 10 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 10 
076C: set_zone 'IWD4' controlled_by_gang 0 density 10 
076C: set_zone 'IWD5' controlled_by_gang 0 density 10 
076C: set_zone 'ELS1A' controlled_by_gang 0 density 10 
076C: set_zone 'ELS1B' controlled_by_gang 0 density 10 
076C: set_zone 'ELS2' controlled_by_gang 0 density 10 
076C: set_zone 'ELS3A' controlled_by_gang 0 density 10 
076C: set_zone 'ELS3B' controlled_by_gang 0 density 10 
076C: set_zone 'ELS4' controlled_by_gang 0 density 10 
023C: request_special_actor 'SWEET' as 1 
023C: request_special_actor 'SMOKE' as 10 
0247: request_model #SPRAYCAN 
0247: request_model #GREENWOO 
0247: request_model #BALLAS1 
0247: request_model #BALLAS2 
038B: load_requested_models 

:SWEET1_1170
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 10 loaded 
004D: jump_if_false @SWEET1_1200 
0001: wait 0 ms 
0002: jump @SWEET1_1170 

:SWEET1_1200
00D6: if or
8248:   not model #SPRAYCAN available 
8248:   not model #GREENWOO available 
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS2 available 
004D: jump_if_false @SWEET1_1240 
0001: wait 0 ms 
0002: jump @SWEET1_1200 

:SWEET1_1240
0004: $6547 = 0 // integer values 
0004: $6546 = 0 // integer values 
0004: $6549 = 0 // integer values 
0004: $6548 = 0 // integer values 
0050: gosub @SWEET1_52 
00A1: put_actor $PLAYER_ACTOR at 2516.53 -1671.37 12.88 
0173: set_actor $PLAYER_ACTOR z_angle_to 61.28 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 41 
009A: $ACTOR_SWEET = create_actor 24 #SPECIAL01 at 2518.07 -1668.82 12.85 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0173: set_actor $ACTOR_SWEET z_angle_to 103.76 
060A: unknown_create_entity 0 72@ 
060B: unknown_actor_use_entity $ACTOR_SWEET 72@ 
0568: set_actor $ACTOR_SWEET targetable 1 
01B2: give_actor $ACTOR_SWEET weapon 41 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 41 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
0223: set_actor $ACTOR_SWEET health_to 500 
08AF: (unknown) $ACTOR_SWEET 500 
039E: set_actor $ACTOR_SWEET jackable 1 
0526: unknown_actor $ACTOR_SWEET 1 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 range 10.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #GREENWOO at 2508.16 -1666.47 13.0 
053F: set_car $SWEET_CAR tires_vulnerable 0 
0229: set_car $SWEET_CAR color_to 59 34 
0175: set_car $SWEET_CAR z_angle_to 16.0 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
041E: set_radio_station 3 
009A: $ACTOR_SMOKE = create_actor 24 #SPECIAL10 at 2520.1 -1669.58 13.1 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
0173: set_actor $ACTOR_SMOKE z_angle_to 173.99 
05D3: AS_actor $ACTOR_SMOKE go_to_point 2518.509 -1676.124 13.3855 speed 4 10000 ms 
0703: set_tags_paint_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_paint_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_paint_at 84@ 85@ 86@ 87@ value 0 
0703: set_tags_paint_at 96@ 97@ 98@ 99@ value 0 
0702: $27 = get_tags_paint_value_at 89@ 90@ 91@ 88@ 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 range 40.0 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2512.01 -1671.207 14.2722 0.0 0.0 0.0 
0160: point_camera 2512.938 -1670.842 14.1948 2 
03CB: set_camera 2515.42 -1671.19 14.46 
05D3: AS_actor $ACTOR_SWEET go_to_point 2513.812 -1669.527 12.5348 speed 4 10000 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2512.64 -1671.07 12.5 speed 4 10000 ms 
016A: fade 1 500 ms 

:SWEET1_1887
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_1911 
0001: wait 0 ms 
0002: jump @SWEET1_1887 

:SWEET1_1911
0006: 36@ = 0 // integer values 
0707: start_scene_skip_to @SWEET1_2723 

:SWEET1_1925
00D6: if 
8038:   not  $6547 == 1 // integer values 
004D: jump_if_false @SWEET1_2052 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_2045 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_2045 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2038 
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence $ACTOR_SWEET 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 8000 ms 
05BF: AS_actor $ACTOR_SWEET look_at_actor $PLAYER_ACTOR 8000 ms 

:SWEET1_2038
0004: $6549 = 1 // integer values 

:SWEET1_2045
0002: jump @SWEET1_1925 

:SWEET1_2052
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2076 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 

:SWEET1_2076
0395: clear_area 1 at 2512.26 -1667.83 12.56 range 30.0 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2523.417 -1664.991 15.1254 position_to 2522.961 -1667.46 15.2254 13000 ms unknown 1 
0920: point_camera 2513.694 -1670.609 13.8556 transverse_to 2514.297 -1669.342 13.9372 13000 ms unknown 1 

:SWEET1_2184
00D6: if 
8038:   not  $6547 == 2 // integer values 
004D: jump_if_false @SWEET1_2279 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_2272 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_2272 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2265 

:SWEET1_2265
0004: $6549 = 1 // integer values 

:SWEET1_2272
0002: jump @SWEET1_2184 

:SWEET1_2279
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2295 

:SWEET1_2295
00D6: if 
8038:   not  $6547 == 3 // integer values 
004D: jump_if_false @SWEET1_2427 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_2420 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_2420 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2413 
0605: actor $ACTOR_SWEET perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 6000 ms 

:SWEET1_2413
0004: $6549 = 1 // integer values 

:SWEET1_2420
0002: jump @SWEET1_2295 

:SWEET1_2427
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2443 

:SWEET1_2443
00D6: if 
8038:   not  $6547 == 4 // integer values 
004D: jump_if_false @SWEET1_2538 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_2531 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_2531 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2524 

:SWEET1_2524
0004: $6549 = 1 // integer values 

:SWEET1_2531
0002: jump @SWEET1_2443 

:SWEET1_2538
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2554 

:SWEET1_2554
00D6: if 
8038:   not  $6547 == 5 // integer values 
004D: jump_if_false @SWEET1_2711 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_2704 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_2704 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2697 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_2697 
07A1: set_walk_speed 4 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2510.27 -1669.803 12.4092 speed 4 10000 ms 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 20000 ms 

:SWEET1_2697
0004: $6549 = 1 // integer values 

:SWEET1_2704
0002: jump @SWEET1_2554 

:SWEET1_2711
0001: wait 1000 ms 
0006: 36@ = 1 // integer values 

:SWEET1_2723
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor_instantly $ACTOR_SMOKE 
0296: unload_special_actor 10 
018A: 62@ = create_checkpoint_at 2089.01 -1649.08 12.8 
0164: disable_marker 62@ 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SWEET1_2933 
00A1: put_actor $PLAYER_ACTOR at 2511.68 -1670.33 12.46 
0173: set_actor $PLAYER_ACTOR z_angle_to 62.36 
0647: unknown_action_sequence $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2933 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_2933 
0395: clear_area 1 at 2510.05 -1666.61 12.57 range 1.0 
00A1: put_actor $ACTOR_SWEET at 2510.05 -1666.61 12.57 
0173: set_actor $ACTOR_SWEET z_angle_to 53.89 
0647: unknown_action_sequence $ACTOR_SWEET 
0792: (unknown) $ACTOR_SWEET 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 20000 ms 

:SWEET1_2933
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_3003 
0395: clear_area 1 at 2510.05 -1666.61 12.57 range 1.0 
00A1: put_actor $ACTOR_SWEET at 2510.05 -1666.61 12.57 
0173: set_actor $ACTOR_SWEET z_angle_to 53.89 

:SWEET1_3003
0687: clear_actor_task $PLAYER_ACTOR 
0925: (unknown) 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'SWE1_A' 7000 ms 1  // ~s~Szllj be ~b~Sweet autjba~s~.
0006: 45@ = 0 // integer values 
0004: $127 = 0 // integer values 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3094 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_3094
00D6: if or
81AF:   not car $SWEET_CAR $127 2089.01 -1649.08 12.54 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not  $SWEET_CAR 
004D: jump_if_false @SWEET1_3618 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SWEET1_3182 
0002: jump @SWEET1_14682 

:SWEET1_3182
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_3221 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_3221
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_3262 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_3262
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3308 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 
0002: jump @SWEET1_3492 

:SWEET1_3308
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_3412 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SWEET1_3405 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
018A: 62@ = create_checkpoint_at 2089.01 -1649.08 12.8 
00BC: text_highpriority 'HOOD3_A' 5000 ms 1  // ~s~Menj Sweettel ~y~Idlewoodba~s~.
0004: $127 = 1 // integer values 
0006: 34@ = 1 // integer values 

:SWEET1_3405
0002: jump @SWEET1_3492 

:SWEET1_3412
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SWEET1_3492 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_15166 
00BC: text_highpriority 'SWE1_S' 5000 ms 1  // ~s~Menj vissza ~b~Sweet kocsijba!
0004: $127 = 0 // integer values 
0006: 34@ = 0 // integer values 

:SWEET1_3492
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_3531 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_3531
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_3572 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_3572
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3611 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_3611
0002: jump @SWEET1_3094 

:SWEET1_3618
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 2082.533 -1650.244 14.8007 0.0 0.0 0.0 
0160: point_camera 2083.515 -1650.202 14.6181 2 
04ED: load_animation "GRAFFITI" 
07A6: (unknown) 2100.84 -1648.71 12.42 78@ 79@ 80@ 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3787 
0615: define_action_sequences 66@ 
05CD: AS_actor -1 exit_car $SWEET_CAR 
05D3: AS_actor -1 go_to_point 2100.48 -1649.14 12.47 speed 4 20000 ms 
0668: AS_actor -1 rotate_to_point 78@ 79@ 80@ 15000 ms 
0616: define_action_sequences_end 66@ 

:SWEET1_3787
0703: set_tags_paint_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_paint_at 96@ 97@ 98@ 99@ value 0 
0702: $27 = get_tags_paint_value_at 89@ 90@ 91@ 88@ 
02E2: set_actor $ACTOR_SWEET weapon_accuracy_to 90 
07DD: (unknown) $ACTOR_SWEET 100 
0006: 69@ = 0 // integer values 
02A3: toggle_widescreen 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_3901 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3901 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 

:SWEET1_3901
0001: wait 600 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3930 
05CD: AS_actor $PLAYER_ACTOR exit_car $SWEET_CAR 

:SWEET1_3930
0001: wait 500 ms 
016A: fade 0 1000 ms 

:SWEET1_3942
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_3966 
0001: wait 0 ms 
0002: jump @SWEET1_3942 

:SWEET1_3966
00D6: if 
84EE:   not animation "GRAFFITI" loaded 
004D: jump_if_false @SWEET1_4000 
0001: wait 0 ms 
0002: jump @SWEET1_3966 

:SWEET1_4000
03CF: load_wav 37444 as 1 
03CF: load_wav 37416 as 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1_4061 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2094.7 -1652.05 12.65 
0002: jump @SWEET1_4081 

:SWEET1_4061
00A1: put_actor $PLAYER_ACTOR at 2094.7 -1652.05 12.65 

:SWEET1_4081
0173: set_actor $PLAYER_ACTOR z_angle_to 302.0 
0687: clear_actor_task $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2099.12 -1651.26 12.63 speed 4 20000 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4228 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @SWEET1_4180 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2095.8 -1649.86 12.7 
0002: jump @SWEET1_4200 

:SWEET1_4180
00A1: put_actor $ACTOR_SWEET at 2095.8 -1649.86 12.7 

:SWEET1_4200
0173: set_actor $ACTOR_SWEET z_angle_to 277.0 
0687: clear_actor_task $ACTOR_SWEET 
0618: assign_actor $ACTOR_SWEET to_action_sequences 66@ 
061B: remove_references_to_action_sequences 66@ 

:SWEET1_4228
015F: set_camera_position 2095.531 -1659.485 13.3156 0.0 0.0 0.0 
0160: point_camera 2095.742 -1658.519 13.4672 2 
0395: clear_area 1 at 2094.2 -1652.05 12.65 range 10.0 
0001: wait 500 ms 
016A: fade 1 500 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4347 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 4500 ms 

:SWEET1_4347
0006: 36@ = 0 // integer values 
0707: start_scene_skip_to @SWEET1_5959 
0001: wait 2000 ms 
015F: set_camera_position 2102.11 -1647.672 13.1493 0.0 0.0 0.0 
0160: point_camera 2101.369 -1648.315 13.3438 2 

:SWEET1_4417
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1_4521 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4475 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_4475
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_4514 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_4514
0002: jump @SWEET1_4417 

:SWEET1_4521
03D1: play_wav 2 
00BC: text_highpriority 'SWE1_AR' 10000 ms 1  // ~z~Figyelj azokra a marhkra, amg ezt tfestem.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4565 
0967: actor $ACTOR_SWEET move_mouth 3000 

:SWEET1_4565
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1_4669 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4623 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_4623
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_4662 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_4662
0002: jump @SWEET1_4565 

:SWEET1_4669
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4692 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_4692
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4716 
0646: (unknown) $ACTOR_SWEET 64@ 

:SWEET1_4716
00D6: if 
8039:   not  64@ == 2 // integer values 
004D: jump_if_false @SWEET1_4872 
0001: wait 0 ms 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_4779 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_4779
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4818 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_4818
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_4857 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_4857
0646: (unknown) $ACTOR_SWEET 64@ 
0002: jump @SWEET1_4716 

:SWEET1_4872
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2097.269 -1648.215 14.4973 position_to 2098.319 -1650.517 14.3662 10000 ms unknown 1 
0920: point_camera 2101.626 -1649.577 13.7631 transverse_to 2101.89 -1647.925 13.7316 10000 ms unknown 1 
0512: permanent_text_box 'SWE1_D'  // Nzz a falfirkra s nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot az tfestshez.
0006: 58@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SWEET1_4981
00D6: if 
8038:   not  $27 == 100 // integer values 
004D: jump_if_false @SWEET1_5226 
0001: wait 0 ms 
0702: $27 = get_tags_paint_value_at 97@ 98@ 99@ 96@ 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5059 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_5059
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_5098 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_5098
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_5139 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_5139
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @SWEET1_5219 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET1_5208 
03E5: text_box 'SWE1_F'  // Tartsd nyomva a(z) ~k~~PED_FIREWEAPON~ gombot, amg a falfirka teljesen tfestsre nem kerl.
0006: 32@ = 0 // integer values 
0006: 58@ = 2 // integer values 
0002: jump @SWEET1_5219 

:SWEET1_5208
0512: permanent_text_box 'SWE1_D'  // Nzz a falfirkra s nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot az tfestshez.

:SWEET1_5219
0002: jump @SWEET1_4981 

:SWEET1_5226
0001: wait 1000 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5315 
0173: set_actor $ACTOR_SWEET z_angle_to 280.0 
0605: actor $ACTOR_SWEET perform_animation_sequence "GRAFFITI_CHKOUT" from_file "GRAFFITI" 4.0 loop 0 0 0 0 -1 ms 
062E: (unknown) $ACTOR_SWEET 1541 77@ 

:SWEET1_5315
00D6: if 
84A4:   not  77@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET1_5554 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5376 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_5376
062E: (unknown) $ACTOR_SWEET 1541 77@ 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_5426 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_5426
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_5467 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_5467
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @SWEET1_5547 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET1_5536 
03E5: text_box 'SWE1_F'  // Tartsd nyomva a(z) ~k~~PED_FIREWEAPON~ gombot, amg a falfirka teljesen tfestsre nem kerl.
0006: 32@ = 0 // integer values 
0006: 58@ = 2 // integer values 
0002: jump @SWEET1_5547 

:SWEET1_5536
0512: permanent_text_box 'SWE1_D'  // Nzz a falfirkra s nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot az tfestshez.

:SWEET1_5547
0002: jump @SWEET1_5315 

:SWEET1_5554
0925: (unknown) 
03E6: remove_text_box 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5599 
05D3: AS_actor $ACTOR_SWEET go_to_point 2099.1 -1650.02 12.57 speed 4 20000 ms 

:SWEET1_5599
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5647 
0647: unknown_action_sequence $ACTOR_SWEET 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 4500 ms 
05BF: AS_actor $ACTOR_SWEET look_at_actor $PLAYER_ACTOR 4500 ms 

:SWEET1_5647
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_5751 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5705 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_5705
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_5744 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_5744
0002: jump @SWEET1_5647 

:SWEET1_5751
03D1: play_wav 1 
00BC: text_highpriority 'SWE1_CA' 10000 ms 1  // ~z~Mg kt Ballas falfirka van a terleten.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5795 
0967: actor $ACTOR_SWEET move_mouth 3000 

:SWEET1_5795
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_5899 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5853 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_5853
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_5892 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_5892
0002: jump @SWEET1_5795 

:SWEET1_5899
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5920 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_5920
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2097.56 -1651.36 12.71 speed 4 20000 ms 
0001: wait 500 ms 
0006: 36@ = 1 // integer values 

:SWEET1_5959
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 37445 as 2 
0925: (unknown) 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SWEET1_6174 
016A: fade 0 500 ms 

:SWEET1_6007
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_6031 
0001: wait 0 ms 
0002: jump @SWEET1_6007 

:SWEET1_6031
0703: set_tags_paint_at 96@ 97@ 98@ 99@ value 1 
00A1: put_actor $PLAYER_ACTOR at 2097.56 -1651.36 12.71 
0173: set_actor $PLAYER_ACTOR z_angle_to 99.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_6128 
0792: (unknown) $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 2099.1 -1650.02 12.57 
0173: set_actor $ACTOR_SWEET z_angle_to 99.0 

:SWEET1_6128
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
016A: fade 1 700 ms 

:SWEET1_6150
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_6174 
0001: wait 0 ms 
0002: jump @SWEET1_6150 

:SWEET1_6174
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_6219 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_6219 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 15000 ms 

:SWEET1_6219
0164: disable_marker 56@ 
0164: disable_marker 62@ 
0647: unknown_action_sequence $PLAYER_ACTOR 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 62@ 
018A: 42@ = create_checkpoint_at 2068.31 -1654.0 14.3 
0165: set_marker 42@ color_to 1 
018A: 43@ = create_checkpoint_at 2047.31 -1634.65 13.8 
0165: set_marker 43@ color_to 1 
04EF: release_animation "GRAFFITI" 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_6343 
020A: set_car $SWEET_CAR door_status_to 3 

:SWEET1_6343
0006: 69@ = 1 // integer values 
0702: $27 = get_tags_paint_value_at 89@ 90@ 91@ 88@ 
0703: set_tags_paint_at 88@ 89@ 90@ 91@ value 0 
0006: 65@ = 0 // integer values 

:SWEET1_6390
00D6: if 
8038:   not  $27 == 100 // integer values 
004D: jump_if_false @SWEET1_6963 
0001: wait 0 ms 
00D6: if 
0039:   65@ == 0 // integer values 
004D: jump_if_false @SWEET1_6479 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1_6472 
03D1: play_wav 2 
00BC: text_highpriority 'SWE1_CB' 2500 ms 1  // ~z~Te msz s tfested azokat, n pedig jr motorral vrlak.
0006: 65@ = 1 // integer values 

:SWEET1_6472
0002: jump @SWEET1_6535 

:SWEET1_6479
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @SWEET1_6535 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SWEET1_6535 
00BC: text_highpriority 'SWE1_X' 6000 ms 1  // ~s~Fesd t a megmaradt ~g~falfirkkat~s~ ezen a terletben.
0006: 65@ = 2 // integer values 

:SWEET1_6535
0702: $27 = get_tags_paint_value_at 89@ 90@ 91@ 88@ 
0702: 59@ = get_tags_paint_value_at -1654.589 2063.544 -1650.013 2068.876 
0702: 60@ = get_tags_paint_value_at -1633.986 2047.145 -1638.956 2044.836 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_6641 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_6641
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_6680 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_6680
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_6721 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_6721
00D6: if or
00ED:   actor $PLAYER_ACTOR 0 2043.68 -1635.73 radius 4.0 4.0 
00ED:   actor $PLAYER_ACTOR 0 2067.99 -1652.61 radius 4.0 4.0 
004D: jump_if_false @SWEET1_6910 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @SWEET1_6848 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SWEET1_6848 
03E5: text_box 'SWE1_D'  // Nzz a falfirkra s nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot az tfestshez.
0006: 32@ = 0 // integer values 
0006: 58@ = 1 // integer values 

:SWEET1_6848
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @SWEET1_6910 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET1_6910 
03E5: text_box 'SWE1_F'  // Tartsd nyomva a(z) ~k~~PED_FIREWEAPON~ gombot, amg a falfirka teljesen tfestsre nem kerl.
0006: 32@ = 0 // integer values 
0006: 58@ = 2 // integer values 

:SWEET1_6910
00D6: if 
0039:   59@ == 100 // integer values 
004D: jump_if_false @SWEET1_6933 
0164: disable_marker 42@ 

:SWEET1_6933
00D6: if 
0039:   60@ == 100 // integer values 
004D: jump_if_false @SWEET1_6956 
0164: disable_marker 43@ 

:SWEET1_6956
0002: jump @SWEET1_6390 

:SWEET1_6963
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7011 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
020A: set_car $SWEET_CAR door_status_to 1 

:SWEET1_7011
00BC: text_highpriority 'SWE1_S' 6000 ms 1  // ~s~Menj vissza ~b~Sweet kocsijba!
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7066 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_7066
03CF: load_wav 37417 as 1 

:SWEET1_7075
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_7265 
0001: wait 0 ms 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7139 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_7139
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7178 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_7178
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7217 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_7217
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7258 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_7258
0002: jump @SWEET1_7075 

:SWEET1_7265
0006: 45@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0004: $127 = 1 // integer values 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2338.74 -1500.31 22.83 

:SWEET1_7318
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_7463 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7376 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_7376
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7415 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_7415
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7456 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_7456
0002: jump @SWEET1_7318 

:SWEET1_7463
03D1: play_wav 1 
00BC: text_highpriority 'SWE1_AS' 3000 ms 1  // ~z~Gyernk, kocsikzzunk be a Ballas terletre.

:SWEET1_7483
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_7628 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7541 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_7541
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7580 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_7580
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7621 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_7621
0002: jump @SWEET1_7483 

:SWEET1_7628
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7667 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_7667
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7706 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_7706
0006: 32@ = 0 // integer values 

:SWEET1_7713
00D6: if or
81AF:   not car $SWEET_CAR $127 2338.74 -1500.31 22.83 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not  $SWEET_CAR 
004D: jump_if_false @SWEET1_8342 
0001: wait 0 ms 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @SWEET1_7834 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @SWEET1_7834 
03E5: text_box 'SWE1_Z1'  // Az ellensges bandk terlete veszlyes lehet. Ha tl sokig idzl ott, akkor felhvod magadra a figyelmet.
0006: 39@ = 1 // integer values 

:SWEET1_7834
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7873 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_7873
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7914 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_7914
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7960 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 
0002: jump @SWEET1_8156 

:SWEET1_7960
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_8064 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SWEET1_8057 
0164: disable_marker 41@ 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2338.74 -1500.31 22.83 
00BC: text_highpriority 'HOOD3_B' 5000 ms 1  // ~s~Vezess ~y~Kelet Los Santos-ba~s~.
0006: 34@ = 1 // integer values 
0004: $127 = 1 // integer values 

:SWEET1_8057
0002: jump @SWEET1_8156 

:SWEET1_8064
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SWEET1_8156 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_15166 
00BC: text_highpriority 'SWE1_S' 6000 ms 1  // ~s~Menj vissza ~b~Sweet kocsijba!
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 // integer values 
0006: 34@ = 0 // integer values 

:SWEET1_8156
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @SWEET1_8216 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET1_8216 
00BC: text_highpriority 'HOOD3_B' 5000 ms 1  // ~s~Vezess ~y~Kelet Los Santos-ba~s~.
0006: 58@ = 1 // integer values 

:SWEET1_8216
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8255 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_8255
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_8296 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_8296
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8335 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_8335
0002: jump @SWEET1_7713 

:SWEET1_8342
03CF: load_wav 37420 as 1 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
018A: 43@ = create_checkpoint_at 2396.21 -1469.8 24.9 
0165: set_marker 43@ color_to 1 
018A: 44@ = create_checkpoint_at 2353.22 -1506.54 24.7 
0165: set_marker 44@ color_to 1 
02A3: toggle_widescreen 1 
015F: set_camera_position 2329.675 -1499.911 25.8505 0.0 0.0 0.0 
0160: point_camera 2330.653 -1499.926 25.644 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 100 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8524 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_8524 
05CD: AS_actor $PLAYER_ACTOR exit_car $SWEET_CAR 

:SWEET1_8524
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_8628 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8582 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_8582
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8621 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_8621
0002: jump @SWEET1_8524 

:SWEET1_8628
03D1: play_wav 1 
00BC: text_highpriority 'SWE1_AV' 10000 ms 1  // ~z~Te tfested ezt, n pedig tmegyek egy msik krnykre.

:SWEET1_8648
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_8752 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8706 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_8706
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8745 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_8745
0002: jump @SWEET1_8648 

:SWEET1_8752
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_8814 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8807 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8807 

:SWEET1_8807
0002: jump @SWEET1_8752 

:SWEET1_8814
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8868 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8868 
020A: set_car $SWEET_CAR door_status_to 3 
05D2: AS_actor $ACTOR_SWEET run_to_and_hijack_vehicle $SWEET_CAR max_search_radius 20.0 traffic_behavior 2 

:SWEET1_8868
0006: 58@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0703: set_tags_paint_at 92@ 93@ 94@ 95@ value 0 
0702: $27 = get_tags_paint_value_at 93@ 94@ 95@ 92@ 
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 

:SWEET1_8942
00D6: if 
8038:   not  $27 == 100 // integer values 
004D: jump_if_false @SWEET1_10388 
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @SWEET1_9042 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @SWEET1_9042 
00BC: text_highpriority 'SWE1_M' 6000 ms 1  // ~s~Talld meg s fesd t a ~g~falfirkkat~s~.
03CF: load_wav 37423 as 1 
03CF: load_wav 37427 as 2 
0006: 58@ = 1 // integer values 

:SWEET1_9042
0702: $27 = get_tags_paint_value_at 93@ 94@ 95@ 92@ 
0702: 59@ = get_tags_paint_value_at -1469.8 2387.95 -1463.55 2396.21 
0702: 60@ = get_tags_paint_value_at -1506.54 2354.88 -1511.58 2353.22 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @SWEET1_9343 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2395.61 -1470.52 radius 50.0 50.0 
004D: jump_if_false @SWEET1_9336 
009A: 54@ = create_actor 24 #BALLAS1 at 2400.45 -1470.39 22.97 
0173: set_actor 54@ z_angle_to 82.4 
009A: 55@ = create_actor 24 #BALLAS2 at 2396.48 -1469.9 22.99 
0173: set_actor 55@ z_angle_to 262.64 
0677: AS_actor 55@ chat_with_actor 54@ 0 1 
0677: AS_actor 54@ chat_with_actor 55@ 1 1 
0615: define_action_sequences 47@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR approach_distance 0.5 approach_angle 90.0 -1 ms 
0643: (unknown) 47@ 1 
0616: define_action_sequences_end 47@ 
0615: define_action_sequences 37@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR approach_distance 0.5 approach_angle 270.0 -1 ms 
0643: (unknown) 37@ 1 
0616: define_action_sequences_end 37@ 
0006: 61@ = 1 // integer values 

:SWEET1_9336
0002: jump @SWEET1_10009 

:SWEET1_9343
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @SWEET1_9543 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2395.61 -1470.52 radius 20.0 17.0 
004D: jump_if_false @SWEET1_9543 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_9536 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_9536 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 2400.384 -1472.208 23.9349 0.0 0.0 0.0 
0160: point_camera 2399.49 -1471.763 23.988 2 
03E5: text_box 'SWE1_H'  // Ezek Ballas bandatagok, lilba ltzve. k az eskdt ellensgeid.
0001: wait 500 ms 
0707: start_scene_skip_to @SWEET1_9521 
0001: wait 6500 ms 

:SWEET1_9521
0701: end_scene_skip 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 

:SWEET1_9536
0006: 46@ = 1 // integer values 

:SWEET1_9543
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @SWEET1_9789 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @SWEET1_9616 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET1_9616 
03E5: text_box 'SWE1_I'  // Nyomj ~k~~PED_FIREWEAPON~ gombot, hogy belefjj a spray-jel az ellensg arcba.
0006: 39@ = 1 // integer values 

:SWEET1_9616
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2395.61 -1470.52 radius 5.0 5.0 
004D: jump_if_false @SWEET1_9789 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_9697 
0A09: (unknown) 54@ 1 
05BA: AS_actor 54@ chew_gum 0 ms 
0618: assign_actor 54@ to_action_sequences 47@ 
061B: remove_references_to_action_sequences 47@ 

:SWEET1_9697
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_9782 
0A09: (unknown) 55@ 1 
05BA: AS_actor 55@ chew_gum 0 ms 
0618: assign_actor 55@ to_action_sequences 37@ 
061B: remove_references_to_action_sequences 37@ 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_9775 
03D1: play_wav 1 
00BC: text_highpriority 'SWE1_BA' 2000 ms 1  // ~z~Mi a fasz?

:SWEET1_9775
0006: 32@ = 0 // integer values 

:SWEET1_9782
0006: 46@ = 2 // integer values 

:SWEET1_9789
00D6: if 
0039:   46@ == 2 // integer values 
004D: jump_if_false @SWEET1_9923 
00D6: if or
0039:   59@ == 100 // integer values 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET1_9923 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_9857 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:SWEET1_9857
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_9916 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1_9916 
03D1: play_wav 2 
00BC: text_highpriority 'SWE1_BE' 2000 ms 1  // ~z~Kapd el azt a barmot!

:SWEET1_9916
0006: 46@ = 3 // integer values 

:SWEET1_9923
00D6: if 
0039:   46@ == 3 // integer values 
004D: jump_if_false @SWEET1_10009 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SWEET1_10009 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_9979 
0A09: (unknown) 54@ 0 

:SWEET1_9979
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_10002 
0A09: (unknown) 55@ 0 

:SWEET1_10002
0006: 46@ = 4 // integer values 

:SWEET1_10009
00D6: if 
0039:   59@ == 100 // integer values 
004D: jump_if_false @SWEET1_10032 
0164: disable_marker 43@ 

:SWEET1_10032
00D6: if 
0039:   60@ == 100 // integer values 
004D: jump_if_false @SWEET1_10055 
0164: disable_marker 44@ 

:SWEET1_10055
00D6: if and
00ED:   actor $PLAYER_ACTOR 0 2353.3 -1508.18 radius 3.0 3.0 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SWEET1_10125 
03E5: text_box 'SWE1_G'  // Egy rivlis banda falfirkinak tfjstl a bandd tagjai, jobban tisztelnek majd. Rengeteg ilyen falfirkt fedezhetsz fel Los Santosban.
0006: 32@ = 0 // integer values 
0006: 35@ = 1 // integer values 

:SWEET1_10125
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_10164 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_10164
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_10203 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_10203
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_10244 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_10244
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET1_10381 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_10381 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_10381 
00D6: if and
8205:   not actor $PLAYER_ACTOR near_car $SWEET_CAR radius 30.0 30.0 10.0 unknown 0 
82CA:   not car $SWEET_CAR bounding_sphere_visible 
004D: jump_if_false @SWEET1_10381 
0687: clear_actor_task $ACTOR_SWEET 
00AB: put_car $SWEET_CAR at 2487.172 -1666.301 -100.3438 
0574: (unknown) $SWEET_CAR 1 
0575: (unknown) $ACTOR_SWEET 1 
0006: 38@ = 1 // integer values 

:SWEET1_10381
0002: jump @SWEET1_8942 

:SWEET1_10388
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 2374.0 -1534.1 23.0 
00BC: text_highpriority 'SWE1_Z' 5000 ms 1  // ~s~Menj a ~y~radarjelet~s~ kvetve, hogy megtalld a kvetkez falfirkt.
0703: set_tags_paint_at 84@ 85@ 86@ 87@ value 0 
0702: $27 = get_tags_paint_value_at 85@ 86@ 87@ 84@ 
07C0: load_path 207 

:SWEET1_10477
00D6: if 
8038:   not  $27 == 100 // integer values 
004D: jump_if_false @SWEET1_11272 
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @SWEET1_10559 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @SWEET1_10559 
00BC: text_highpriority 'SWE1_M' 6000 ms 1  // ~s~Talld meg s fesd t a ~g~falfirkkat~s~.
0006: 58@ = 1 // integer values 

:SWEET1_10559
0702: $27 = get_tags_paint_value_at 85@ 86@ 87@ 84@ 
00D6: if 
0038:   $27 == 100 // integer values 
004D: jump_if_false @SWEET1_10599 
0164: disable_marker 42@ 

:SWEET1_10599
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @SWEET1_10720 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 2374.0 -1534.1 23.0 radius 1.4 1.4 2.0 
004D: jump_if_false @SWEET1_10720 
03E5: text_box 'JUMPH1'  // llj a kerts el s nyomd meg a(z) ~k~~PED_JUMPING~ gombot a kerts megmszshoz.
0164: disable_marker 41@ 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2395.43 -1551.69 26.98 
0165: set_marker 42@ color_to 1 
0006: 49@ = 1 // integer values 

:SWEET1_10720
00D6: if and
00ED:   actor $PLAYER_ACTOR 0 2352.3 -1552.1 radius 3.0 3.0 
0039:   49@ == 0 // integer values 
004D: jump_if_false @SWEET1_10783 
03E5: text_box 'JUMPH1'  // llj a kerts el s nyomd meg a(z) ~k~~PED_JUMPING~ gombot a kerts megmszshoz.
0006: 49@ = 1 // integer values 

:SWEET1_10783
00D6: if and
00ED:   actor $PLAYER_ACTOR 0 2420.7 -1572.1 radius 3.0 3.0 
0039:   49@ == 0 // integer values 
004D: jump_if_false @SWEET1_10846 
03E5: text_box 'JUMPH1'  // llj a kerts el s nyomd meg a(z) ~k~~PED_JUMPING~ gombot a kerts megmszshoz.
0006: 49@ = 1 // integer values 

:SWEET1_10846
00D6: if and
00ED:   actor $PLAYER_ACTOR 0 2373.5 -1547.2 radius 3.0 3.0 
0039:   50@ == 0 // integer values 
004D: jump_if_false @SWEET1_10909 
03E5: text_box 'RADAR5'  // Ha a mutat hromszg 'radarjel' fefel mutat, az azt jelenti, hogy a feladat feletted van, s ha a mutat lefel mutat, akkor a feladat alattad van.
0006: 50@ = 1 // integer values 

:SWEET1_10909
00D6: if and
00ED:   actor $PLAYER_ACTOR 0 2378.755 -1555.89 radius 3.0 3.0 
0039:   53@ == 0 // integer values 
004D: jump_if_false @SWEET1_11009 
03E5: text_box 'JUMPH2'  // Nyomd meg a(z) ~k~~PED_JUMPING~ gombot a fal megmszshoz.
0164: disable_marker 41@ 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2395.43 -1551.69 26.98 
0165: set_marker 42@ color_to 1 
0006: 53@ = 1 // integer values 

:SWEET1_11009
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_11050 
00BC: text_highpriority 'SWE1SPF' 10000 ms 1  // ~r~Kell egy spray!
0002: jump @SWEET1_14575 

:SWEET1_11050
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11089 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_11089
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11128 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_11128
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET1_11265 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11265 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11265 
00D6: if or
8205:   not actor $PLAYER_ACTOR near_car $SWEET_CAR radius 100.0 100.0 10.0 unknown 0 
82CA:   not car $SWEET_CAR bounding_sphere_visible 
004D: jump_if_false @SWEET1_11265 
0687: clear_actor_task $ACTOR_SWEET 
00AB: put_car $SWEET_CAR at 2487.172 -1666.301 -100.3438 
0574: (unknown) $SWEET_CAR 1 
0575: (unknown) $ACTOR_SWEET 1 
0006: 38@ = 1 // integer values 

:SWEET1_11265
0002: jump @SWEET1_10477 

:SWEET1_11272
0164: disable_marker 42@ 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11439 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11439 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @SWEET1_11341 
0574: (unknown) $SWEET_CAR 0 
0575: (unknown) $ACTOR_SWEET 0 

:SWEET1_11341
00AB: put_car $SWEET_CAR at 2337.86 -1467.21 22.82 
0175: set_car $SWEET_CAR z_angle_to 180.0 
0001: wait 100 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11439 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11439 
0792: (unknown) $ACTOR_SWEET 
072A: (unknown) $ACTOR_SWEET $SWEET_CAR 
054A: set_actor $ACTOR_SWEET immune_to_car_headshots 0 
0164: disable_marker 41@ 
020A: set_car $SWEET_CAR door_status_to 1 

:SWEET1_11439
00D6: if 
87C1:   not path 207 available 
004D: jump_if_false @SWEET1_11549 
0001: wait 0 ms 
07C0: load_path 207 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11503 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_11503
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11542 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_11542
0002: jump @SWEET1_11439 

:SWEET1_11549
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11654 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11654 
00D6: if 
07C1:   path 207 available 
004D: jump_if_false @SWEET1_11654 
0792: (unknown) $ACTOR_SWEET 
0001: wait 0 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11646 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11646 
072A: (unknown) $ACTOR_SWEET $SWEET_CAR 

:SWEET1_11646
05EB: assign_vehicle $SWEET_CAR to_path 207 

:SWEET1_11654
0001: wait 2000 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11695 
0164: disable_marker 56@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 

:SWEET1_11695
01B4: set_player $PLAYER_CHAR frozen_state 0 
03E6: remove_text_box 
0395: clear_area 1 at 2378.322 -1526.153 23.869 range 50.0 
016A: fade 0 300 ms 

:SWEET1_11735
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_11759 
0001: wait 0 ms 
0002: jump @SWEET1_11735 

:SWEET1_11759
0A0B: (unknown) 2385.444 -1529.335 24.0351 82.7482 
02A3: toggle_widescreen 1 
015F: set_camera_position 2386.444 -1529.313 24.0696 0.0 0.0 0.0 
0160: point_camera 2385.444 -1529.335 24.0351 2 
016A: fade 1 300 ms 
0006: 32@ = 0 // integer values 
03CF: load_wav 37430 as 1 

:SWEET1_11859
00D6: if 
8019:   not  32@ > 3500 // integer values 
004D: jump_if_false @SWEET1_11967 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11921 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_11921
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11960 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_11960
0002: jump @SWEET1_11859 

:SWEET1_11967
015F: set_camera_position 2386.444 -1529.313 24.0696 0.0 0.0 0.0 
0160: point_camera 2385.444 -1529.335 24.0351 2 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12042 
09F7: (unknown) $SWEET_CAR 1147 

:SWEET1_12042
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_12146 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12100 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_12100
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12139 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_12139
0002: jump @SWEET1_12042 

:SWEET1_12146
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12170 
09F7: (unknown) $SWEET_CAR 1147 

:SWEET1_12170
03D1: play_wav 1 
00BC: text_highpriority 'SWE1_BH' 10000 ms 1  // ~z~CARL, GYORSAN, SZLLJ BE!

:SWEET1_12190
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_12294 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12248 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_12248
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12287 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_12287
0002: jump @SWEET1_12190 

:SWEET1_12294
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12341 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12341 
0792: (unknown) $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_vehicle $SWEET_CAR passenger_seat 0 

:SWEET1_12341
0925: (unknown) 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_12369 
0687: clear_actor_task 54@ 
05DE: AS_actor 54@ walk_around_ped_path 

:SWEET1_12369
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_12395 
0687: clear_actor_task 55@ 
05DE: AS_actor 55@ walk_around_ped_path 

:SWEET1_12395
0004: $127 = 0 // integer values 
0006: 34@ = 0 // integer values 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'SWE1_S' 6000 ms 1  // ~s~Menj vissza ~b~Sweet kocsijba!
0164: disable_marker 56@ 
0164: disable_marker 41@ 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12479 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 

:SWEET1_12479
03CF: load_wav 38607 as 1 

:SWEET1_12488
00D6: if or
81AF:   not car $SWEET_CAR $127 2504.735 -1672.45 12.3848 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not  $SWEET_CAR 
004D: jump_if_false @SWEET1_13006 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12593 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_12593
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12639 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 
0002: jump @SWEET1_12921 

:SWEET1_12639
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_12829 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @SWEET1_12725 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_12725 
03D1: play_wav 1 
00BC: text_highpriority 'SWEX_AH' 3000 ms 1  // ~z~Szerezzk vissza a terletet, CJ!
0006: 32@ = 0 // integer values 
0006: 40@ = 1 // integer values 

:SWEET1_12725
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SWEET1_12822 
0164: disable_marker 41@ 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2504.735 -1672.45 12.3848 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET1_12815 
00BC: text_highpriority 'SWE1_B' 6000 ms 1  // ~s~Menj vissza ~y~Sweet hzhoz~s~.
0006: 34@ = 1 // integer values 

:SWEET1_12815
0004: $127 = 1 // integer values 

:SWEET1_12822
0002: jump @SWEET1_12921 

:SWEET1_12829
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SWEET1_12921 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_15166 
00BC: text_highpriority 'SWE1_S' 6000 ms 1  // ~s~Menj vissza ~b~Sweet kocsijba!
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 // integer values 
0006: 34@ = 0 // integer values 

:SWEET1_12921
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12960 
00BC: text_highpriority 'SWE1_P' 10000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET1_14575 

:SWEET1_12960
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12999 
00BC: text_highpriority 'SWE1_Q' 10000 ms 1  // ~r~Tnkretetted Sweet jrgnyt!
0002: jump @SWEET1_14575 

:SWEET1_12999
0002: jump @SWEET1_12488 

:SWEET1_13006
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:SWEET1_13024
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_13048 
0001: wait 0 ms 
0002: jump @SWEET1_13024 

:SWEET1_13048
04ED: load_animation "GANGS" 

:SWEET1_13057
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1_13088 
0001: wait 0 ms 
0002: jump @SWEET1_13057 

:SWEET1_13088
041D: set_camera_near_clip 0.2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13118 
06AB: (unknown) $ACTOR_SWEET 1 

:SWEET1_13118
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: (unknown) $PLAYER_ACTOR 1 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13165 
0968: actor $ACTOR_SWEET stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:SWEET1_13165
0004: $6547 = 0 // integer values 
0004: $6546 = 0 // integer values 
0004: $6549 = 0 // integer values 
0004: $6548 = 1 // integer values 
0050: gosub @SWEET1_52 
015F: set_camera_position 2509.95 -1672.095 13.7315 0.0 0.0 0.0 
0160: point_camera 2510.891 -1672.419 13.8204 2 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2510.153 -1673.551 14.2267 position_to 2509.997 -1671.866 13.9831 18000 ms unknown 1 
0920: point_camera 2510.967 -1672.995 14.0633 transverse_to 2510.885 -1672.317 13.896 18000 ms unknown 1 
01C3: remove_references_to_car $SWEET_CAR // Like turning a car into any random car 
0395: clear_area 1 at 2511.352 -1672.14 12.4588 range 1.0 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1_13412 
00A1: put_actor $PLAYER_ACTOR at 2511.352 -1672.14 12.4588 
0002: jump @SWEET1_13432 

:SWEET1_13412
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.352 -1672.14 12.4588 

:SWEET1_13432
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0395: clear_area 1 at 2511.352 -1673.14 12.4588 range 1.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13560 
0792: (unknown) $ACTOR_SWEET 
00D6: if 
80DF:   not actor $ACTOR_SWEET driving 
004D: jump_if_false @SWEET1_13530 
00A1: put_actor $ACTOR_SWEET at 2511.352 -1673.14 12.4588 
0002: jump @SWEET1_13550 

:SWEET1_13530
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2511.352 -1673.14 12.4588 

:SWEET1_13550
0173: set_actor $ACTOR_SWEET z_angle_to 0.0 

:SWEET1_13560
016A: fade 1 1000 ms 
0001: wait 700 ms 
0007: 100@ = 0.0 // floating-point values 
0004: $6549 = 0 // integer values 

:SWEET1_13589
00D6: if 
8038:   not  $6547 == 1 // integer values 
004D: jump_if_false @SWEET1_13700 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_13693 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_13693 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13686 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 20000 ms 

:SWEET1_13686
0004: $6549 = 1 // integer values 

:SWEET1_13693
0002: jump @SWEET1_13589 

:SWEET1_13700
0004: $6549 = 0 // integer values 

:SWEET1_13707
00D6: if 
8038:   not  $6547 == 2 // integer values 
004D: jump_if_false @SWEET1_13802 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_13795 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_13795 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13788 

:SWEET1_13788
0004: $6549 = 1 // integer values 

:SWEET1_13795
0002: jump @SWEET1_13707 

:SWEET1_13802
0004: $6549 = 0 // integer values 

:SWEET1_13809
00D6: if 
8038:   not  $6547 == 3 // integer values 
004D: jump_if_false @SWEET1_13904 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_13897 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_13897 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13890 

:SWEET1_13890
0004: $6549 = 1 // integer values 

:SWEET1_13897
0002: jump @SWEET1_13809 

:SWEET1_13904
0004: $6549 = 0 // integer values 

:SWEET1_13911
00D6: if 
8038:   not  $6547 == 4 // integer values 
004D: jump_if_false @SWEET1_14043 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_14036 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_14036 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14029 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 6000 ms 

:SWEET1_14029
0004: $6549 = 1 // integer values 

:SWEET1_14036
0002: jump @SWEET1_13911 

:SWEET1_14043
0004: $6549 = 0 // integer values 

:SWEET1_14050
00D6: if 
8038:   not  $6547 == 5 // integer values 
004D: jump_if_false @SWEET1_14145 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_14138 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_14138 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14131 

:SWEET1_14131
0004: $6549 = 1 // integer values 

:SWEET1_14138
0002: jump @SWEET1_14050 

:SWEET1_14145
0004: $6549 = 0 // integer values 

:SWEET1_14152
00D6: if 
8038:   not  $6547 == 6 // integer values 
004D: jump_if_false @SWEET1_14337 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_14330 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_14330 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14323 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14323 
0605: actor $ACTOR_SWEET perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:SWEET1_14323
0004: $6549 = 1 // integer values 

:SWEET1_14330
0002: jump @SWEET1_14152 

:SWEET1_14337
062E: (unknown) $PLAYER_ACTOR 1541 77@ 

:SWEET1_14348
00D6: if 
84A4:   not  77@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET1_14388 
0001: wait 0 ms 
062E: (unknown) $PLAYER_ACTOR 1541 77@ 
0002: jump @SWEET1_14348 

:SWEET1_14388
0004: $6549 = 0 // integer values 

:SWEET1_14395
00D6: if 
8038:   not  $6547 == 7 // integer values 
004D: jump_if_false @SWEET1_14531 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 // integer values 
004D: jump_if_false @SWEET1_14524 
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_14524 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14517 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 2000 ms 
05D3: AS_actor $ACTOR_SWEET go_to_point 2517.397 -1677.352 13.2548 speed 4 20000 ms 

:SWEET1_14517
0004: $6549 = 1 // integer values 

:SWEET1_14524
0002: jump @SWEET1_14395 

:SWEET1_14531
0001: wait 1500 ms 
0647: unknown_action_sequence $PLAYER_ACTOR 
06AB: (unknown) $PLAYER_ACTOR 0 
0925: (unknown) 
009B: destroy_actor_instantly $ACTOR_SWEET 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0002: jump @SWEET1_14682 

:SWEET1_14575
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0703: set_tags_paint_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_paint_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_paint_at 84@ 85@ 86@ 87@ value 0 
0703: set_tags_paint_at 96@ 97@ 98@ 99@ value 0 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_14680 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 

:SWEET1_14680
0051: return 

:SWEET1_14682
0008: $11253 += 1 // integer values 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_14731 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 1000 // Load the weapon model before using this 
0002: jump @SWEET1_14741 

:SWEET1_14731
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 1000 // Load the weapon model before using this 

:SWEET1_14741
0004: $1903 = 1 // integer values 
0215: destroy_pickup $6537 
032B: $6537 = create_weapon_pickup #SPRAYCAN 15 ammo 1000 at 2492.505 -1700.824 1017.8 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'SWEET_1'  // Lefjva
01E3: text_1number_styled 'M_PASSS' 200 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0998: add_respect 3 
0109: player $PLAYER_CHAR money += 200 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:SWEET1_14838
0249: release_model #SPRAYCAN 
0249: release_model #GREENWOO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $ACTOR_SWEET // Like turning an actor into a random pedestrian 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0164: disable_marker 41@ 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
04EF: release_animation "GRAFFITI" 
04EF: release_animation "GANGS" 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 
0873: release_path 207 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_14975 
053F: set_car $SWEET_CAR tires_vulnerable 1 

:SWEET1_14975
076C: set_zone 'IWD1' controlled_by_gang 0 density 30 
076C: set_zone 'IWD2' controlled_by_gang 0 density 30 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 30 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 30 
076C: set_zone 'IWD4' controlled_by_gang 0 density 30 
076C: set_zone 'IWD5' controlled_by_gang 0 density 30 
076C: set_zone 'ELS1A' controlled_by_gang 0 density 30 
076C: set_zone 'ELS1B' controlled_by_gang 0 density 30 
076C: set_zone 'ELS2' controlled_by_gang 0 density 30 
076C: set_zone 'ELS3A' controlled_by_gang 0 density 30 
076C: set_zone 'ELS3B' controlled_by_gang 0 density 30 
076C: set_zone 'ELS4' controlled_by_gang 0 density 30 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:SWEET1_15166
040D: unload_wav 2 
00D6: if 
0038:   $6550 == 0 // integer values 
004D: jump_if_false @SWEET1_15197 
03CF: load_wav 37434 as 2 

:SWEET1_15197
00D6: if 
0038:   $6550 == 1 // integer values 
004D: jump_if_false @SWEET1_15224 
03CF: load_wav 38644 as 2 

:SWEET1_15224
00D6: if 
0038:   $6550 == 2 // integer values 
004D: jump_if_false @SWEET1_15251 
03CF: load_wav 38641 as 2 

:SWEET1_15251
00D6: if 
0038:   $6550 == 3 // integer values 
004D: jump_if_false @SWEET1_15278 
03CF: load_wav 37429 as 2 

:SWEET1_15278
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1_15294
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1_15376 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_15331 
0051: return 

:SWEET1_15331
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_15351 
0051: return 

:SWEET1_15351
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_15369 
0051: return 

:SWEET1_15369
0002: jump @SWEET1_15294 

:SWEET1_15376
03D1: play_wav 2 
00D6: if 
0038:   $6550 == 0 // integer values 
004D: jump_if_false @SWEET1_15414 
00BC: text_highpriority 'SWE1_BM' 3000 ms 1  // ~z~Szlj be, nigger!

:SWEET1_15414
00D6: if 
0038:   $6550 == 1 // integer values 
004D: jump_if_false @SWEET1_15448 
00BC: text_highpriority 'SWEX_BS' 3000 ms 1  // ~z~CJ, ez egyszer, ne legyl kcsg!

:SWEET1_15448
00D6: if 
0038:   $6550 == 2 // integer values 
004D: jump_if_false @SWEET1_15482 
00BC: text_highpriority 'SWEX_BP' 3000 ms 1  // ~z~Ne legyl bunk, CJ!

:SWEET1_15482
00D6: if 
0038:   $6550 == 3 // integer values 
004D: jump_if_false @SWEET1_15516 
00BC: text_highpriority 'SWE1_BG' 3000 ms 1  // ~z~CJ, SZLLJ BE!

:SWEET1_15516
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1_15598 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_15553 
0051: return 

:SWEET1_15553
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_15573 
0051: return 

:SWEET1_15573
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_15591 
0051: return 

:SWEET1_15591
0002: jump @SWEET1_15516 

:SWEET1_15598
0008: $6550 += 1 // integer values 
00D6: if 
0018:   $6550 > 3 // integer values 
004D: jump_if_false @SWEET1_15630 
0004: $6550 = 0 // integer values 

:SWEET1_15630
0051: return 

:SWEET1_15632
00D6: if or
0038:   $6546 == 0 // integer values 
0038:   $6546 == 1 // integer values 
004D: jump_if_false @SWEET1_15702 
00D6: if 
002F:   48@ >= $6547 // integer values 
004D: jump_if_false @SWEET1_15702 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @SWEET1_15702 
0050: gosub @SWEET1_15774 

:SWEET1_15702
00D6: if 
0038:   $6546 == 2 // integer values 
004D: jump_if_false @SWEET1_15772 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET1_15772 
0050: gosub @SWEET1_16013 
0004: $6546 = 0 // integer values 
0008: $6547 += 1 // integer values 
0004: $6549 = 0 // integer values 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 

:SWEET1_15772
0051: return 

:SWEET1_15774
00D6: if 
0038:   $6546 == 0 // integer values 
004D: jump_if_false @SWEET1_15810 
03CF: load_wav $6538($6547,8i) as 1 
0004: $6546 = 1 // integer values 

:SWEET1_15810
00D6: if 
0038:   $6546 == 1 // integer values 
004D: jump_if_false @SWEET1_15875 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_15875 
00BC: text_highpriority $6551($6547,8s) 4000 ms 1 
03D1: play_wav 1 
0050: gosub @SWEET1_15877 
0004: $6546 = 2 // integer values 

:SWEET1_15875
0051: return 

:SWEET1_15877
00D6: if or
04A3:   $6538($6547,8i) == 37401 // integer values OR floating-point values 
04A3:   $6538($6547,8i) == 37404 // integer values OR floating-point values 
04A3:   $6538($6547,8i) == 37436 // integer values OR floating-point values 
04A3:   $6538($6547,8i) == 37438 // integer values OR floating-point values 
04A3:   $6538($6547,8i) == 37443 // integer values OR floating-point values 
004D: jump_if_false @SWEET1_15980 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 2000 
0002: jump @SWEET1_16011 

:SWEET1_15980
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_16011 
0A09: (unknown) $ACTOR_SWEET 1 
0967: actor $ACTOR_SWEET move_mouth 2000 

:SWEET1_16011
0051: return 

:SWEET1_16013
00D6: if or
04A3:   $6538($6547,8i) == 37401 // integer values OR floating-point values 
04A3:   $6538($6547,8i) == 37404 // integer values OR floating-point values 
04A3:   $6538($6547,8i) == 37436 // integer values OR floating-point values 
04A3:   $6538($6547,8i) == 37438 // integer values OR floating-point values 
04A3:   $6538($6547,8i) == 37443 // integer values OR floating-point values 
004D: jump_if_false @SWEET1_16113 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @SWEET1_16141 

:SWEET1_16113
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_16141 
0A09: (unknown) $ACTOR_SWEET 0 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_16141
0051: return 

//-------------Mission 14---------------
// Originally: Cleaning The Hood

:SWEET1B
03A4: name_thread 'SWEET1B' 
0050: gosub @SWEET1B_1079 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SWEET1B_38 
0050: gosub @SWEET1B_15554 

:SWEET1B_38
0050: gosub @SWEET1B_16064 
004E: end_thread 

:SWEET1B_47
0871: init_jump_table 87@ total_jumps 8 0 @SWEET1B_1077 jumps 0 @SWEET1B_175 1 @SWEET1B_381 2 @SWEET1B_563 3 @SWEET1B_625 4 @SWEET1B_783 5 @SWEET1B_845 6 @SWEET1B_907 
0872: jump_table_jumps 7 @SWEET1B_969 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 

:SWEET1B_175
05A9: s$6567 = 'SWE1_ZF' // 8-byte strings  // ~z~H, B Dup csak pr hznyira van innen.
05A9: s$6569 = 'SWE1_YA' // 8-byte strings  // ~z~Teljesen szt van csszva a krnyk, h?
05A9: s$6571 = 'SWE1_YB' // 8-byte strings  // ~z~Ja, prblj csak meg szlni ezeknek a cuccos zombiknak, hogy segtsenek.
05A9: s$6573 = 'SWE1_YC' // 8-byte strings  // ~z~Nem csoda, hogy a Csaldok zllttek.
05A9: s$6575 = 'SWE1_YD' // 8-byte strings  // ~z~Kivve Smoke, Sweet, s tudod, sajt magad is,
05A9: s$6577 = 'SWE1_YE' // 8-byte strings  // ~z~A Grove Street tbb mr nem balhzik.
05A9: s$6579 = 'SWE1_YF' // 8-byte strings  // ~z~Ja, csak tnj el.
05A9: s$6581 = 'SWE1_YG' // 8-byte strings  // ~z~Nan.
04AF: 93@ = unknown_wav_reference 37494 
04AF: 94@ = unknown_wav_reference 37465 
04AF: 95@ = unknown_wav_reference 37466 
04AF: 96@ = unknown_wav_reference 37467 
04AF: 97@ = unknown_wav_reference 37468 
04AF: 98@ = unknown_wav_reference 37469 
04AF: 99@ = unknown_wav_reference 37470 
04AF: 100@ = unknown_wav_reference 37471 
0006: 91@ = 7 // integer values 
0002: jump @SWEET1B_1077 

:SWEET1B_381
05A9: s$6567 = 'SWE1_YM' // 8-byte strings  // ~z~Ember, ismerem ezt a kandrt!
05A9: s$6569 = 'SWE1_YN' // 8-byte strings  // ~z~ egy kcsg, aki az Idlewoodi Front Yard Balla OG-kel lgott.
05A9: s$6571 = 'SWE1_YO' // 8-byte strings  // ~z~Ismerem a lakst, egy kpsre van innen.
05A9: s$6573 = 'SWE1_YP' // 8-byte strings  // ~z~Ellenrzzk le!
05A9: s$6575 = 'SWE1_YQ' // 8-byte strings  // ~z~H, ez nem Front Yard-i terlet?
05A9: s$6577 = 'SWE1_YR' // 8-byte strings  // ~z~Ember, te balfasz vagy?
05A9: s$6579 = 'SWE1_YS' // 8-byte strings  // ~z~Nem, benne vagyok, pajts!
04AF: 93@ = unknown_wav_reference 37476 
04AF: 94@ = unknown_wav_reference 37477 
04AF: 95@ = unknown_wav_reference 37478 
04AF: 96@ = unknown_wav_reference 37479 
04AF: 97@ = unknown_wav_reference 37480 
04AF: 98@ = unknown_wav_reference 37481 
04AF: 99@ = unknown_wav_reference 37482 
0006: 91@ = 6 // integer values 
0002: jump @SWEET1B_1077 

:SWEET1B_563
05A9: s$6567 = 'SWE1_YX' // 8-byte strings  // ~z~J napot kvnok, Balla cucc rusok!
05A9: s$6569 = 'SWE1_YY' // 8-byte strings  // ~z~Grove Street OG rontani jtt!
04AF: 93@ = unknown_wav_reference 37487 
04AF: 94@ = unknown_wav_reference 37488 
0006: 91@ = 1 // integer values 
0002: jump @SWEET1B_1077 

:SWEET1B_625
05A9: s$6567 = 'SWE1_TA' // 8-byte strings  // ~z~Mostmr tudjk a Ballas-ok, hogy a Grove Street-i csaldok visszatrnek.
05A9: s$6569 = 'SWE1_TB' // 8-byte strings  // ~z~Persze, pajts - s ami szmt, nem is futottl el tlem!
05A9: s$6571 = 'SWE1_TC' // 8-byte strings  // ~z~Vltoznak az idk...
05A9: s$6573 = 'SWE1_TD' // 8-byte strings  // ~z~h ember, elg pipk lesznek rnk.
05A9: s$6575 = 'SWE1_TE' // 8-byte strings  // ~z~Ember, majd ksbb figyelmeztetem a bandt.
05A9: s$6577 = 'SWE1_TF' // 8-byte strings  // ~z~s most lvezzk a gyzelem csendjt, fasszop.
04AF: 93@ = unknown_wav_reference 37448 
04AF: 94@ = unknown_wav_reference 37449 
04AF: 95@ = unknown_wav_reference 37450 
04AF: 96@ = unknown_wav_reference 37451 
04AF: 97@ = unknown_wav_reference 37452 
04AF: 98@ = unknown_wav_reference 37453 
0006: 91@ = 5 // integer values 
0002: jump @SWEET1B_1077 

:SWEET1B_783
05A9: s$6567 = 'SWE1_SA' // 8-byte strings  // ~z~H partner, n dolgozom, ember, neked mi kell! Mi kell neked, kutya?
05A9: s$6569 = 'SWE1_SB' // 8-byte strings  // ~z~Kutya, nekem minsgi anyagom van.
04AF: 93@ = unknown_wav_reference 37446 
04AF: 94@ = unknown_wav_reference 37447 
0006: 91@ = 1 // integer values 
0002: jump @SWEET1B_1077 

:SWEET1B_845
05A9: s$6567 = 'SWE1_YT' // 8-byte strings  // ~z~Ember, most komoly kldetsnk van.
05A9: s$6569 = 'SWE1_YU' // 8-byte strings  // ~z~Ember, ne szvd mellre, pajts - mindenki tudja a krnyken, hogy a Ballasok puncik.
04AF: 93@ = unknown_wav_reference 37483 
04AF: 94@ = unknown_wav_reference 37484 
0006: 91@ = 1 // integer values 
0002: jump @SWEET1B_1077 

:SWEET1B_907
05A9: s$6567 = 'SWE1_YV' // 8-byte strings  // ~z~Oo-ee! Ember, egy mrfldrl lehet rezni a crack szagt!
05A9: s$6569 = 'SWE1_YW' // 8-byte strings  // ~z~Ja, ljnk prat s mutatkozzunk be.
04AF: 93@ = unknown_wav_reference 37485 
04AF: 94@ = unknown_wav_reference 37486 
0006: 91@ = 1 // integer values 
0002: jump @SWEET1B_1077 

:SWEET1B_969
05A9: s$6567 = 'SWE1_UA' // 8-byte strings  // ~z~Most mr ltjk, hogy ez nem lesz stagalopp...
05A9: s$6569 = 'SWE1_UB' // 8-byte strings  // ~z~Taln ezeknek a bolondoknak kijrna egy igazi elphols!
05A9: s$6571 = 'SWE1_UC' // 8-byte strings  // ~z~Ja, Grove visszall a lbra, az biztos.
05A9: s$6573 = 'SWE1_UD' // 8-byte strings  // ~z~Ksbb, tes.
04AF: 93@ = unknown_wav_reference 37454 
04AF: 94@ = unknown_wav_reference 37455 
04AF: 95@ = unknown_wav_reference 37456 
04AF: 96@ = unknown_wav_reference 20248 
0006: 91@ = 3 // integer values 
0002: jump @SWEET1B_1077 

:SWEET1B_1077
0051: return 

:SWEET1B_1079
0317: increment_mission_attempts 
0006: 55@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0004: $ONMISSION = 1 // integer values 
0006: 63@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 60@ = 0 // integer values 
01E8: create_forbidden_for_cars_cube 2272.922 -1649.556 14.3311 2266.101 -1633.219 14.3505 
022B: create_forbidden_for_peds_cube 324.1973 1116.758 1082.898 313.1226 1124.197 1082.898 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET1B' 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'SWEET1B' 

:SWEET1B_1336
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1B_1360 
0001: wait 0 ms 
0002: jump @SWEET1B_1336 

:SWEET1B_1360
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET1B_1369
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1B_1393 
0001: wait 0 ms 
0002: jump @SWEET1B_1369 

:SWEET1B_1393
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:SWEET1B_1406
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_1430 
0001: wait 0 ms 
0002: jump @SWEET1B_1406 

:SWEET1B_1430
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0247: request_model #BAT 
0247: request_model #GREENWOO 
023C: request_special_actor 'RYDER2' as 1 
060A: unknown_create_entity 0 75@ 
038B: load_requested_models 

:SWEET1B_1468
00D6: if or
8248:   not model #BAT available 
823D:   not special_actor 1 loaded 
8248:   not model #GREENWOO available 
004D: jump_if_false @SWEET1B_1504 
0001: wait 0 ms 
0002: jump @SWEET1B_1468 

:SWEET1B_1504
09D2: (unknown) 0 
0395: clear_area 1 at 2516.392 -1676.517 13.0041 range 5.0 
0395: clear_area 1 at 2508.742 -1671.132 12.3818 range 5.0 
0395: clear_area 1 at 2516.95 -1675.23 13.05 range 2.0 
009A: $ACTOR_RYDER = create_actor 24 #SPECIAL01 at 2516.392 -1676.517 13.0041 
0173: set_actor $ACTOR_RYDER z_angle_to 45.7 
0746: (unknown) 0 24 0 
0746: (unknown) 0 0 24 
01B2: give_actor $ACTOR_RYDER weapon 5 ammo 3000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 5 
060B: unknown_actor_use_entity $ACTOR_RYDER 75@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
08AF: (unknown) $ACTOR_RYDER 500 
0223: set_actor $ACTOR_RYDER health_to 500 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 1 
0187: 39@ = create_marker_above_actor $ACTOR_RYDER 
07E0: set_marker 39@ type_to 1 
0164: disable_marker 39@ 
00A1: put_actor $PLAYER_ACTOR at 2516.95 -1675.23 13.05 
0173: set_actor $PLAYER_ACTOR z_angle_to 56.0 
03CB: set_camera 2509.81 -1670.89 12.39 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
07CB: (unknown) $ACTOR_RYDER 0 
0A20: (unknown) $PLAYER_CHAR 1 
0864: (unknown) 2165.72 -1673.14 10.0 1 
0864: (unknown) 319.56 1117.64 10.0 1 
09DD: (unknown) 1 
09B5: (unknown) $ACTOR_RYDER 0 
00BC: text_highpriority 'SW1B_A' 10000 ms 1  // ~s~Menj ~y~B Dup krjhoz~s~.
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2508.16 -1666.47 12.3983 range 6.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #GREENWOO at 2508.16 -1666.47 12.3983 
0229: set_car $SWEET_CAR color_to 59 34 
0175: set_car $SWEET_CAR z_angle_to 16.0 
041E: set_radio_station 5 
0249: release_model #GREENWOO 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1200 ms 
018A: 38@ = create_checkpoint_at 2301.07 -1754.4 12.54 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0004: $127 = 1 // integer values 
0006: 32@ = 0 // integer values 
07FB: set_interior 'LACRAK' accessible 0  // Krekk barlang
0006: 58@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0050: gosub @SWEET1B_47 
0395: clear_area 1 at 2301.07 -1754.4 12.54 range 20.0 

:SWEET1B_2099
00D6: if or
80FE:   not actor $PLAYER_ACTOR $127 2301.07 -1754.4 12.54 radius 4.0 4.0 4.0 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_2488 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2216 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_2216
00D6: if 
0735:   83 
004D: jump_if_false @SWEET1B_2238 
0002: jump @SWEET1B_15979 

:SWEET1B_2238
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @SWEET1B_2380 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2380 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_2380 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor $ACTOR_RYDER has_objective 
004D: jump_if_false @SWEET1B_2336 
0050: gosub @SWEET1B_17075 

:SWEET1B_2336
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2380 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_2380 
0050: gosub @SWEET1B_17075 

:SWEET1B_2380
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @SWEET1B_2435 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET1B_2435 
03E5: text_box 'CALLRYD'  // Gyalogosan, nyomj ~k~~GROUP_CONTROL_FWD~-t, hogy visszahvd Rydert, ha tlsgon belemerlne a harcba.
0006: 104@ = 1 // integer values 

:SWEET1B_2435
0050: gosub @SWEET1B_16372 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2481 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_2481
0002: jump @SWEET1B_2099 

:SWEET1B_2488
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
015F: set_camera_position 2301.918 -1746.505 14.009 0.0 0.0 0.0 
0160: point_camera 2301.81 -1747.499 14.0471 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2621 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_2596 
0633: AS_actor $ACTOR_RYDER exit_vehicle 
0002: jump @SWEET1B_2621 

:SWEET1B_2596
05D3: AS_actor $ACTOR_RYDER go_to_point 2298.57 -1775.44 12.56 speed 4 2500 ms 

:SWEET1B_2621
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_2654 
0001: wait 800 ms 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
0002: jump @SWEET1B_2679 

:SWEET1B_2654
05D3: AS_actor $PLAYER_ACTOR go_to_point 2298.57 -1775.44 12.56 speed 4 2500 ms 

:SWEET1B_2679
01C3: remove_references_to_car $SWEET_CAR // Like turning a car into any random car 
016A: fade 0 1700 ms 

:SWEET1B_2691
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_2715 
0001: wait 0 ms 
0002: jump @SWEET1B_2691 

:SWEET1B_2715
04BB: select_interior 3 // select render area 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SWEET1C' 

:SWEET1B_2735
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1B_2759 
0001: wait 0 ms 
0002: jump @SWEET1B_2735 

:SWEET1B_2759
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET1B_2768
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1B_2792 
0001: wait 0 ms 
0002: jump @SWEET1B_2768 

:SWEET1B_2792
02EA: end_cutscene 
016A: fade 0 0 ms 

:SWEET1B_2800
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_2824 
0001: wait 0 ms 
0002: jump @SWEET1B_2800 

:SWEET1B_2824
04BB: select_interior 0 // select render area 
0247: request_model #BMYDRUG 
0247: request_model #FAM3 
04ED: load_animation "DEALER" 
04ED: load_animation "GANGS" 
060A: unknown_create_entity 2 34@ 
060A: unknown_create_entity 3 76@ 
03CF: load_wav 37472 as 1 
038B: load_requested_models 

:SWEET1B_2880
00D6: if or
8248:   not model #BMYDRUG available 
8248:   not model #FAM3 available 
84EE:   not animation "DEALER" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1B_2929 
0001: wait 0 ms 
0002: jump @SWEET1B_2880 

:SWEET1B_2929
0164: disable_marker 38@ 
009A: 48@ = create_actor 25 #FAM3 at 2283.656 -1645.599 14.1598 
060B: unknown_actor_use_entity 48@ 75@ 
009A: 35@ = create_actor 25 #BMYDRUG at 2284.946 -1645.396 14.1413 
08AF: (unknown) 35@ 120 
0223: set_actor 35@ health_to 120 
0173: set_actor 35@ z_angle_to 114.0 
0187: 44@ = create_marker_above_actor 35@ 
060B: unknown_actor_use_entity 35@ 75@ 
07DD: (unknown) 35@ 75 
0A09: (unknown) 35@ 1 
0639: AS_actor 35@ rotate_to_actor 48@ 
0639: AS_actor 48@ rotate_to_actor 35@ 
0575: (unknown) 35@ 1 
0575: (unknown) 48@ 1 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2300.13 -1763.18 12.63 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_3165 
00A1: put_actor $ACTOR_RYDER at 2298.15 -1762.67 12.56 
0173: set_actor $ACTOR_RYDER z_angle_to 355.37 

:SWEET1B_3165
03CB: set_camera 2300.13 -1763.18 12.63 
0615: define_action_sequences 85@ 
05D3: AS_actor -1 go_to_point 2281.116 -1647.527 14.2174 speed 6 10000 ms 
05D3: AS_actor -1 go_to_point 2281.133 -1650.709 14.1714 speed 6 10000 ms 
05D3: AS_actor -1 go_to_point 2238.091 -1661.728 14.469 speed 6 10000 ms 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 85@ 
0615: define_action_sequences 42@ 
0605: actor -1 perform_animation_sequence "DEALER_IDLE" from_file "DEALER" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "DEALER_DEAL" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 42@ 1 
0616: define_action_sequences_end 42@ 
0615: define_action_sequences 40@ 
05BF: AS_actor -1 look_at_actor 35@ 3000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0605: actor -1 perform_animation_sequence "SHOP_PAY" from_file "DEALER" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "DRUGS_BUY" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 40@ 1 
0616: define_action_sequences_end 40@ 
0006: 102@ = 1 // integer values 
016A: fade 1 1000 ms 

:SWEET1B_3486
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_3551 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_3544 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_3544
0002: jump @SWEET1B_3486 

:SWEET1B_3551
03D1: play_wav 1 
00BC: text_highpriority 'SWE1_YH' 3000 ms 1  // ~z~Csak utazzuk krl a krnyket, s keressnk valakit, aki nylvnosan rul.

:SWEET1B_3571
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_3636 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_3629 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_3629
0002: jump @SWEET1B_3571 

:SWEET1B_3636
00BC: text_highpriority 'SW1B_B' 10000 ms 1  // ~s~Verd szt a ~r~crack dlert~s~.

:SWEET1B_3652
00D6: if or
8118:   not actor 35@ dead 
80FE:   not actor $PLAYER_ACTOR 0 2284.946 -1645.396 14.1413 radius 50.0 50.0 8.0 
004D: jump_if_false @SWEET1B_5335 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_3748 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_3748
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @SWEET1B_3803 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET1B_3803 
03E5: text_box 'CALLRYD'  // Gyalogosan, nyomj ~k~~GROUP_CONTROL_FWD~-t, hogy visszahvd Rydert, ha tlsgon belemerlne a harcba.
0006: 104@ = 1 // integer values 

:SWEET1B_3803
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @SWEET1B_3971 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2284.946 -1645.396 14.1413 radius 50.0 50.0 8.0 
004D: jump_if_false @SWEET1B_3964 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_3892 
0575: (unknown) 48@ 0 

:SWEET1B_3892
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_3957 
0575: (unknown) 35@ 0 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_3957 
0618: assign_actor 35@ to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
0618: assign_actor 48@ to_action_sequences 40@ 
061B: remove_references_to_action_sequences 40@ 

:SWEET1B_3957
0006: 52@ = 1 // integer values 

:SWEET1B_3964
0002: jump @SWEET1B_4237 

:SWEET1B_3971
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_4237 
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @SWEET1B_4237 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_4237 
0687: clear_actor_task 35@ 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 3000 ms 
0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR 
060B: unknown_actor_use_entity 35@ 34@ 
0605: actor 35@ perform_animation_sequence "DEALER_IDLE" from_file "DEALER" 4.0 loop 1 0 0 0 -1 ms 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @SWEET1B_4188 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_4188 
0575: (unknown) 48@ 0 
0792: (unknown) 48@ 
0618: assign_actor 48@ to_action_sequences 85@ 
061B: remove_references_to_action_sequences 85@ 
060B: unknown_actor_use_entity 48@ 75@ 
0006: 51@ = 1 // integer values 

:SWEET1B_4188
0006: 58@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 87@ = 4 // integer values 
0050: gosub @SWEET1B_47 
0006: 32@ = 0 // integer values 
0006: 52@ = 2 // integer values 

:SWEET1B_4237
00D6: if 
0039:   52@ == 2 // integer values 
004D: jump_if_false @SWEET1B_4397 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @SWEET1B_4326 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET1B_4326 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_4326 
03E5: text_box 'MEL_HLP'  // Nyomj ~k~~PED_FIREWEAPON~-t, a kzelharci tmadshoz.
0006: 105@ = 1 // integer values 

:SWEET1B_4326
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @SWEET1B_4397 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @SWEET1B_4397 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_4397 
03E5: text_box 'MELHLP2'  // Amg lenyomva tartod a(z) ~k~~PED_LOCK_TARGET~-t, nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy specilis tmadst hajtsl vgre, s ~k~~PED_JUMPING~-t, a blokkolshoz.
0006: 105@ = 2 // integer values 

:SWEET1B_4397
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @SWEET1B_4702 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SWEET1B_4494 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_4487 
0575: (unknown) 48@ 0 
0792: (unknown) 48@ 
0618: assign_actor 48@ to_action_sequences 85@ 
061B: remove_references_to_action_sequences 85@ 
060B: unknown_actor_use_entity 48@ 75@ 
0006: 51@ = 1 // integer values 

:SWEET1B_4487
0002: jump @SWEET1B_4702 

:SWEET1B_4494
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_4639 
00D6: if or
8184:   not actor 35@ health >= 119 
8184:   not actor 48@ health >= 99 
004D: jump_if_false @SWEET1B_4632 
0575: (unknown) 48@ 0 
0792: (unknown) 48@ 
0618: assign_actor 48@ to_action_sequences 85@ 
061B: remove_references_to_action_sequences 85@ 
060B: unknown_actor_use_entity 48@ 75@ 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_4625 
0605: actor 35@ perform_animation_sequence "DEALER_IDLE" from_file "DEALER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET1B_4625
0006: 51@ = 1 // integer values 

:SWEET1B_4632
0002: jump @SWEET1B_4702 

:SWEET1B_4639
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_4702 
0605: actor 35@ perform_animation_sequence "XPRESSSCRATCH" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0006: 51@ = 1 // integer values 

:SWEET1B_4702
00D6: if 
0039:   90@ == 0 // integer values 
004D: jump_if_false @SWEET1B_4876 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_4861 
00D6: if 
0184:   actor 35@ health >= 119 
004D: jump_if_false @SWEET1B_4804 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_4797 
0050: gosub @SWEET1B_17075 

:SWEET1B_4797
0002: jump @SWEET1B_4854 

:SWEET1B_4804
01B2: give_actor 35@ weapon 5 ammo 3000 // Load the weapon model before using this 
087E: set_actor 35@ weapon_droppable 0 
0A09: (unknown) 35@ 0 
040D: unload_wav 1 
00BE: text_clear_all 
0687: clear_actor_task 35@ 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 90@ = 1 // integer values 

:SWEET1B_4854
0002: jump @SWEET1B_4876 

:SWEET1B_4861
040D: unload_wav 1 
040D: unload_wav 2 
0006: 90@ = 1 // integer values 

:SWEET1B_4876
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @SWEET1B_5282 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2284.946 -1645.396 14.1413 radius 20.0 15.0 5.0 
004D: jump_if_false @SWEET1B_5282 
03CF: load_wav 37474 as 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 1000 ms 
02A3: toggle_widescreen 1 
015F: set_camera_position 2283.018 -1649.472 15.0999 0.0 0.0 0.0 
0160: point_camera 2283.326 -1648.525 15.1884 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5232 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_5227 

:SWEET1B_5070
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_5135 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5128 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_5128
0002: jump @SWEET1B_5070 

:SWEET1B_5135
03D1: play_wav 1 
00BC: text_highpriority 'SWE1_YK' 5000 ms 1  // ~z~H, ezt nzd! Valaki cuccot ad el a pajtsunknak!

:SWEET1B_5155
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_5220 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5213 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_5213
0002: jump @SWEET1B_5155 

:SWEET1B_5220
0002: jump @SWEET1B_5232 

:SWEET1B_5227
0001: wait 2000 ms 

:SWEET1B_5232
0001: wait 1000 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_5258 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 

:SWEET1B_5258
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0006: 66@ = 1 // integer values 

:SWEET1B_5282
0050: gosub @SWEET1B_16372 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5328 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_5328
0002: jump @SWEET1B_3652 

:SWEET1B_5335
0249: release_model #FAM3 
0006: 32@ = 0 // integer values 
0164: disable_marker 44@ 

:SWEET1B_5351
00D6: if or
8019:   not  32@ > 2000 // integer values 
8039:   not  78@ == 0 // integer values 
004D: jump_if_false @SWEET1B_5427 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5420 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_5420
0002: jump @SWEET1B_5351 

:SWEET1B_5427
016A: fade 0 500 ms 

:SWEET1B_5434
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_5458 
0001: wait 0 ms 
0002: jump @SWEET1B_5434 

:SWEET1B_5458
04BB: select_interior 0 // select render area 
009B: destroy_actor_instantly 48@ 
0249: release_model #BMYDRUG 
04EF: release_animation "DEALER" 
03CB: set_camera 2283.0 -1644.4 14.2 
0395: clear_area 1 at 2285.17 -1644.74 14.08 range 4.0 
03BA: clear_cars_from_cube 2288.28 -1648.13 14.0 2274.92 -1641.33 14.31 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5610 
0860: link_actor $ACTOR_RYDER to_interior 0 
06AB: (unknown) $ACTOR_RYDER 1 
06C9: remove_actor $ACTOR_RYDER from_group 
0792: (unknown) $ACTOR_RYDER 
0647: unknown_action_sequence $ACTOR_RYDER 

:SWEET1B_5610
0792: (unknown) $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
0860: link_actor $PLAYER_ACTOR to_interior 0 
06AB: (unknown) $PLAYER_ACTOR 1 
0001: wait 1000 ms 
0395: clear_area 1 at 2285.17 -1644.74 14.08 range 5.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_5706 
00A1: put_actor $PLAYER_ACTOR at 2284.462 -1645.925 14.1362 
0002: jump @SWEET1B_5726 

:SWEET1B_5706
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.462 -1645.925 14.1362 

:SWEET1B_5726
0173: set_actor $PLAYER_ACTOR z_angle_to 333.0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5825 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_5795 
00A1: put_actor $ACTOR_RYDER at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_5815 

:SWEET1B_5795
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_5815
0173: set_actor $ACTOR_RYDER z_angle_to 310.0 

:SWEET1B_5825
0006: 108@ = 0 // integer values 
00D6: if 
056D:   carcass_of_actor 35@ valid 
004D: jump_if_false @SWEET1B_5871 
00D6: if 
09A8: (unknown) 35@ 
004D: jump_if_false @SWEET1B_5871 
0006: 108@ = 1 // integer values 

:SWEET1B_5871
015F: set_camera_position 2285.177 -1644.748 14.0885 0.0 0.0 0.0 
0160: point_camera 2284.635 -1645.266 14.7501 2 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @SWEET1B_5947 
052C: set_player $PLAYER_CHAR drunk_visuals 100 

:SWEET1B_5947
0006: 58@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 87@ = 1 // integer values 
0050: gosub @SWEET1B_47 
0001: wait 200 ms 
0647: unknown_action_sequence $PLAYER_ACTOR 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 21000 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6059 
0647: unknown_action_sequence $ACTOR_RYDER 
06A9: AS_actor $ACTOR_RYDER look_at_point 2285.1 -1644.7 14.0 21000 ms 

:SWEET1B_6059
009B: destroy_actor_instantly 35@ 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6201 
00D6: if 
80FF:   not actor $ACTOR_RYDER 0 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 
004D: jump_if_false @SWEET1B_6201 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_6171 
00A1: put_actor $ACTOR_RYDER at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_6191 

:SWEET1B_6171
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_6191
0173: set_actor $ACTOR_RYDER z_angle_to 310.0 

:SWEET1B_6201
0001: wait 200 ms 
016A: fade 1 500 ms 
0001: wait 700 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6355 
00D6: if 
80FF:   not actor $ACTOR_RYDER 0 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 
004D: jump_if_false @SWEET1B_6355 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_6325 
00A1: put_actor $ACTOR_RYDER at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_6345 

:SWEET1B_6325
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_6345
0173: set_actor $ACTOR_RYDER z_angle_to 310.0 

:SWEET1B_6355
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @SWEET1B_6377 

:SWEET1B_6377
0707: start_scene_skip_to @SWEET1B_7388 
0006: 92@ = 0 // integer values 

:SWEET1B_6391
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @SWEET1B_6523 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @SWEET1B_6516 
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @SWEET1B_6516 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6516 
0605: actor $ACTOR_RYDER perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 6000 ms 
0006: 92@ = 1 // integer values 

:SWEET1B_6516
0002: jump @SWEET1B_6391 

:SWEET1B_6523
0006: 92@ = 0 // integer values 

:SWEET1B_6530
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @SWEET1B_6566 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_6530 

:SWEET1B_6566
0006: 92@ = 0 // integer values 

:SWEET1B_6573
00D6: if 
0039:   58@ == 2 // integer values 
004D: jump_if_false @SWEET1B_6684 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @SWEET1B_6677 
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @SWEET1B_6677 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6677 
0647: unknown_action_sequence $ACTOR_RYDER 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 9000 ms 
0006: 92@ = 1 // integer values 

:SWEET1B_6677
0002: jump @SWEET1B_6573 

:SWEET1B_6684
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @SWEET1B_6702 

:SWEET1B_6702
0006: 92@ = 0 // integer values 

:SWEET1B_6709
00D6: if 
0039:   58@ == 3 // integer values 
004D: jump_if_false @SWEET1B_6745 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_6709 

:SWEET1B_6745
0006: 92@ = 0 // integer values 

:SWEET1B_6752
00D6: if 
0039:   58@ == 4 // integer values 
004D: jump_if_false @SWEET1B_6863 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @SWEET1B_6856 
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @SWEET1B_6856 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6856 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 5000 ms 
0006: 92@ = 1 // integer values 

:SWEET1B_6856
0002: jump @SWEET1B_6752 

:SWEET1B_6863
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6895 
0647: unknown_action_sequence $ACTOR_RYDER 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 5000 ms 

:SWEET1B_6895
0006: 92@ = 0 // integer values 

:SWEET1B_6902
00D6: if 
0039:   58@ == 5 // integer values 
004D: jump_if_false @SWEET1B_7040 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @SWEET1B_7033 
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @SWEET1B_7033 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7033 
0605: actor $ACTOR_RYDER perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0006: 92@ = 1 // integer values 

:SWEET1B_7033
0002: jump @SWEET1B_6902 

:SWEET1B_7040
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7094 
0605: actor $ACTOR_RYDER perform_animation_sequence "IDLE_STANCE" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:SWEET1B_7094
0647: unknown_action_sequence $PLAYER_ACTOR 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 20000 ms 
0006: 92@ = 0 // integer values 

:SWEET1B_7129
00D6: if 
0039:   58@ == 6 // integer values 
004D: jump_if_false @SWEET1B_7252 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @SWEET1B_7245 
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @SWEET1B_7245 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7245 
0647: unknown_action_sequence $ACTOR_RYDER 
06A9: AS_actor $ACTOR_RYDER look_at_point 2285.1 -1644.7 14.0 20000 ms 
0006: 92@ = 1 // integer values 

:SWEET1B_7245
0002: jump @SWEET1B_7129 

:SWEET1B_7252
0687: clear_actor_task $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:SWEET1B_7292
00D6: if 
0023:   0.351 > 110@ // floating-point values 
004D: jump_if_false @SWEET1B_7368 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "FIGHTA_G" 
004D: jump_if_false @SWEET1B_7361 
0613: 110@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 

:SWEET1B_7361
0002: jump @SWEET1B_7292 

:SWEET1B_7368
097A: (unknown) 2285.177 -1644.748 14.0885 1136 

:SWEET1B_7388
0701: end_scene_skip 
0687: clear_actor_task $PLAYER_ACTOR 
00BE: text_clear_all 
043C: unknown_set_game_sounds 0 
016A: fade 0 0 ms 
06AB: (unknown) $PLAYER_ACTOR 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7437 
06AB: (unknown) $ACTOR_RYDER 0 

:SWEET1B_7437
0001: wait 1000 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7463 
0647: unknown_action_sequence $ACTOR_RYDER 

:SWEET1B_7463
0647: unknown_action_sequence $PLAYER_ACTOR 
04EF: release_animation "GANGS" 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2171.781 -1676.78 14.0859 
0006: 102@ = 2 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7567 
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
07CB: (unknown) $ACTOR_RYDER 0 
0006: 47@ = 1 // integer values 

:SWEET1B_7567
040D: unload_wav 1 
040D: unload_wav 2 
0925: (unknown) 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 152.235 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0213: 79@ = create_pickup #BAT type 3 at 2285.743 -1647.309 14.0782 
043C: unknown_set_game_sounds 1 
016A: fade 1 1000 ms 
00BE: text_clear_all 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 5 
004D: jump_if_false @SWEET1B_7875 
03CF: load_wav 37491 as 2 
0001: wait 500 ms 

:SWEET1B_7679
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_7790 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7737 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_7737
0050: gosub @SWEET1B_16372 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7783 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_7783
0002: jump @SWEET1B_7679 

:SWEET1B_7790
03D1: play_wav 2 
00BC: text_highpriority 'SWE1_ZC' 3000 ms 1  // ~z~H! Ragadd meg azt az tt!

:SWEET1B_7810
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_7875 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7868 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_7868
0002: jump @SWEET1B_7810 

:SWEET1B_7875
0006: 58@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 87@ = 5 // integer values 
0050: gosub @SWEET1B_47 
0006: 33@ = 0 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7963 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_7963
00BC: text_highpriority 'SW1B_1' 10000 ms 1  // ~s~Menj a ~y~dler lakshoz~s~.
0395: clear_area 1 at 2171.781 -1676.78 14.0859 range 8.0 

:SWEET1B_8003
00D6: if or
80FE:   not actor $PLAYER_ACTOR $127 2171.781 -1676.78 14.0859 radius 3.5 3.5 4.0 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_8442 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_8120 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_8120
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @SWEET1B_8247 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_8247 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor $ACTOR_RYDER has_objective 
004D: jump_if_false @SWEET1B_8203 
0050: gosub @SWEET1B_17075 

:SWEET1B_8203
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_8247 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_8247 
0050: gosub @SWEET1B_17075 

:SWEET1B_8247
0050: gosub @SWEET1B_16372 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @SWEET1B_8325 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET1B_8325 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_8325 
03E5: text_box 'MEL_HLP'  // Nyomj ~k~~PED_FIREWEAPON~-t, a kzelharci tmadshoz.
0006: 105@ = 1 // integer values 

:SWEET1B_8325
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @SWEET1B_8396 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @SWEET1B_8396 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_8396 
03E5: text_box 'MELHLP2'  // Amg lenyomva tartod a(z) ~k~~PED_LOCK_TARGET~-t, nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy specilis tmadst hajtsl vgre, s ~k~~PED_JUMPING~-t, a blokkolshoz.
0006: 105@ = 2 // integer values 

:SWEET1B_8396
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_8435 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_8435
0002: jump @SWEET1B_8003 

:SWEET1B_8442
040D: unload_wav 1 
040D: unload_wav 2 
0006: 58@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 87@ = 6 // integer values 
0050: gosub @SWEET1B_47 
02A3: toggle_widescreen 1 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 2177.072 -1682.038 15.8487 0.0 0.0 0.0 
0160: point_camera 2176.343 -1681.354 15.8969 2 
0006: 33@ = 0 // integer values 

:SWEET1B_8567
00D6: if 
8039:   not  58@ == 1 // integer values 
004D: jump_if_false @SWEET1B_8603 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_8567 

:SWEET1B_8603
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2169.72 -1673.14 13.01 
0006: 102@ = 3 // integer values 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0007: 110@ = 0.0 // floating-point values 
0006: 33@ = 0 // integer values 
0006: 106@ = 0 // integer values 

:SWEET1B_8674
00D6: if 
8039:   not  43@ == 1 // integer values 
004D: jump_if_false @SWEET1B_13696 
0001: wait 0 ms 
077E: 78@ = active_interior 
00D6: if 
0735:   83 
004D: jump_if_false @SWEET1B_8723 
0002: jump @SWEET1B_15979 

:SWEET1B_8723
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_8762 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_8762
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   78@ == 5 // integer values 
004D: jump_if_false @SWEET1B_13032 
084D: (unknown) 0 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 319.15 1120.89 1082.87 radius 20.0 20.0 10.0 
004D: jump_if_false @SWEET1B_13032 
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @SWEET1B_12622 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0395: clear_area 1 at 319.15 1120.89 1082.87 range 100.0 
0164: disable_marker 39@ 
016A: fade 0 0 ms 
0247: request_model #BALLAS1 
0247: request_model #HFYPRO 
0247: request_model #BFYPRO 
0247: request_model #BMYDRUG 
0247: request_model #CIGAR 
04ED: load_animation "CRACK" 
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "BASEBALL" 
038B: load_requested_models 

:SWEET1B_8958
00D6: if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "BLOWJOBZ" loaded 
84EE:   not animation "BASEBALL" loaded 
004D: jump_if_false @SWEET1B_9019 
0001: wait 0 ms 
016A: fade 0 0 ms 
0002: jump @SWEET1B_8958 

:SWEET1B_9019
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYPRO available 
8248:   not model #CIGAR available 
8248:   not model #BMYDRUG available 
004D: jump_if_false @SWEET1B_9067 
0001: wait 0 ms 
016A: fade 0 0 ms 
0002: jump @SWEET1B_9019 

:SWEET1B_9067
0615: define_action_sequences 68@ 
05D3: AS_actor -1 go_to_point 315.81 1122.3 1082.8 speed 6 10000 ms 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_01" from_file "CRACK" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 68@ 
07FB: set_interior 'LACRAK' accessible 0  // Krekk barlang
009A: 61@ = create_actor 5 #HFYPRO at 309.77 1123.5 1082.87 
0860: link_actor 61@ to_interior 5 
0173: set_actor 61@ z_angle_to 107.12 
0812: AS_actor 61@ perform_animation "CRCKIDLE4" from_file "CRACK" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 61@ 75@ 
009A: 36@ = create_actor 25 #HFYPRO at 317.5892 1124.777 1082.867 
0860: link_actor 36@ to_interior 5 
0173: set_actor 36@ z_angle_to 180.0 
0812: AS_actor 36@ perform_animation "CRCKIDLE2" from_file "CRACK" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 36@ 75@ 
009A: 54@ = create_actor 25 #BALLAS1 at 325.0 1119.975 1082.875 
0860: link_actor 54@ to_interior 5 
0173: set_actor 54@ z_angle_to 90.0 
0812: AS_actor 54@ perform_animation "CRCKIDLE1" from_file "CRACK" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 54@ 75@ 
0107: 80@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 54@ attach_to_object 80@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" -1 ms 
009A: 49@ = create_actor 25 #BALLAS1 at 320.1898 1123.292 1082.875 
0860: link_actor 49@ to_interior 5 
0173: set_actor 49@ z_angle_to 177.9659 
0812: AS_actor 49@ perform_animation "CRCKIDLE3" from_file "CRACK" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 49@ 75@ 
0107: 81@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 49@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" -1 ms 
009A: 62@ = create_actor 25 #BALLAS1 at 333.63 1124.51 1082.88 
08AF: (unknown) 62@ 70 
0223: set_actor 62@ health_to 70 
0860: link_actor 62@ to_interior 5 
0173: set_actor 62@ z_angle_to 267.96 
060B: unknown_actor_use_entity 62@ 34@ 
077A: set_actor 62@ aggressive_to_pedgroup 3 type 0 
0107: 82@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 62@ attach_to_object 82@ offset 0.0 0.0 0.0 on_bone 5 16 "NULL" "NULL" -1 ms 
0187: 88@ = create_marker_above_actor 62@ 
08DC: (unknown) 88@ 2167.835 -1672.923 2.0 
009A: 64@ = create_actor 25 #BALLAS1 at 325.0 1129.213 1082.883 
0860: link_actor 64@ to_interior 5 
0173: set_actor 64@ z_angle_to 90.0 
0605: actor 64@ perform_animation_sequence "BJ_COUCH_LOOP_P" from_file "BLOWJOBZ" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 64@ 34@ 
077A: set_actor 64@ aggressive_to_pedgroup 3 type 0 
0187: 89@ = create_marker_above_actor 64@ 
08DC: (unknown) 89@ 2167.835 -1672.923 2.0 
009A: 65@ = create_actor 5 #BFYPRO at 324.0 1129.2 1082.883 
0860: link_actor 65@ to_interior 5 
0173: set_actor 65@ z_angle_to 270.0 
0605: actor 65@ perform_animation_sequence "BJ_COUCH_LOOP_W" from_file "BLOWJOBZ" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 65@ 75@ 
077A: set_actor 65@ aggressive_to_pedgroup 3 type 0 
009A: 59@ = create_actor 25 #BALLAS1 at 333.4072 1124.462 1082.89 
0860: link_actor 59@ to_interior 5 
0173: set_actor 59@ z_angle_to 83.6676 
0812: AS_actor 59@ perform_animation "CRCKIDLE3" from_file "CRACK" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 59@ 75@ 
0107: 81@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 59@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" -1 ms 
009A: 37@ = create_actor 25 #BMYDRUG at 306.03 1121.86 1082.87 
0860: link_actor 37@ to_interior 5 
07DD: (unknown) 37@ 80 
08AF: (unknown) 37@ 150 
0223: set_actor 37@ health_to 150 
0173: set_actor 37@ z_angle_to 263.66 
01B2: give_actor 37@ weapon 5 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 37@ 34@ 
077A: set_actor 37@ aggressive_to_pedgroup 3 type 0 
0187: 45@ = create_marker_above_actor 37@ 
08DC: (unknown) 45@ 2167.835 -1672.923 2.0 
0006: 32@ = 0 // integer values 
03CF: load_wav 37487 as 1 
03CF: load_wav 37488 as 2 

:SWEET1B_10326
00D6: if 
8019:   not  32@ > 1000 // integer values 
004D: jump_if_false @SWEET1B_10362 
0001: wait 0 ms 
016A: fade 0 0 ms 
0002: jump @SWEET1B_10326 

:SWEET1B_10362
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10459 
06C9: remove_actor $ACTOR_RYDER from_group 
0792: (unknown) $ACTOR_RYDER 
0647: unknown_action_sequence $ACTOR_RYDER 
00A1: put_actor $ACTOR_RYDER at 320.12 1118.2 1082.89 
0173: set_actor $ACTOR_RYDER z_angle_to 7.0 
08AD: (unknown) $ACTOR_RYDER 2169.72 -1673.14 20.0 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:SWEET1B_10459
015F: set_camera_position 318.297 1115.438 1085.054 0.0 0.0 0.0 
0160: point_camera 318.7138 1116.318 1084.827 2 
0001: wait 300 ms 
016A: fade 1 1000 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10563 
05D3: AS_actor $ACTOR_RYDER go_to_point 320.0 1122.3 1082.8 speed 4 6000 ms 

:SWEET1B_10563
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_10641 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10634 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
0002: jump @SWEET1B_15554 

:SWEET1B_10634
0002: jump @SWEET1B_10563 

:SWEET1B_10641
03D1: play_wav 1 
00BC: text_highpriority 'SWE1_YX' 10000 ms 1  // ~z~J napot kvnok, Balla cucc rusok!

:SWEET1B_10661
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_10739 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10732 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_10732
0002: jump @SWEET1B_10661 

:SWEET1B_10739
03CF: load_wav 4000 as 1 
0006: 69@ = 0 // integer values 
0707: start_scene_skip_to @SWEET1B_11978 

:SWEET1B_10760
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_10838 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10831 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_10831
0002: jump @SWEET1B_10760 

:SWEET1B_10838
03D1: play_wav 2 
00BC: text_highpriority 'SWE1_YY' 10000 ms 1  // ~z~Grove Street OG rontani jtt!

:SWEET1B_10858
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_10936 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10929 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_10929
0002: jump @SWEET1B_10858 

:SWEET1B_10936
03CF: load_wav 4001 as 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11070 

:SWEET1B_10959
00D6: if 
80FE:   not actor $ACTOR_RYDER 0 320.0 1122.3 1082.8 radius 0.9 0.9 2.0 
004D: jump_if_false @SWEET1B_11070 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11063 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_11063
0002: jump @SWEET1B_10959 

:SWEET1B_11070
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11256 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_11256 
0605: actor $ACTOR_RYDER perform_animation_sequence "BAT_4" from_file "BASEBALL" 4.0 loop 0 0 0 0 -1 ms 
0006: 32@ = 0 // integer values 

:SWEET1B_11146
00D6: if 
8019:   not  32@ > 400 // integer values 
004D: jump_if_false @SWEET1B_11176 
0001: wait 0 ms 
0002: jump @SWEET1B_11146 

:SWEET1B_11176
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_11249 
097A: (unknown) 320.1898 1123.292 1082.875 1135 
0829: AS_actor 49@ perform_animation "CRCKDETH3" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 49@ 0 

:SWEET1B_11249
0006: 92@ = 1 // integer values 

:SWEET1B_11256
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_11380 
05D3: AS_actor 64@ go_to_point 323.8 1124.35 1082.89 speed 4 10000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @SWEET1B_11380 
0687: clear_actor_task 65@ 
00A1: put_actor 65@ at 325.3923 1131.888 1082.883 
0173: set_actor 65@ z_angle_to 246.147 
0605: actor 65@ perform_animation_sequence "COWER" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:SWEET1B_11380
0006: 32@ = 0 // integer values 

:SWEET1B_11387
00D6: if 
8019:   not  32@ > 700 // integer values 
004D: jump_if_false @SWEET1B_11469 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11462 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_11462
0002: jump @SWEET1B_11387 

:SWEET1B_11469
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_11528 
00A1: put_actor 37@ at 310.1843 1122.598 1082.89 
0173: set_actor 37@ z_angle_to 270.0 
0164: disable_marker 38@ 
0618: assign_actor 37@ to_action_sequences 68@ 

:SWEET1B_11528
015F: set_camera_position 319.2787 1121.338 1083.123 0.0 0.0 0.0 
0160: point_camera 318.3951 1121.773 1083.297 2 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 32@ = 0 // integer values 

:SWEET1B_11591
00D6: if 
8019:   not  32@ > 2500 // integer values 
004D: jump_if_false @SWEET1B_11673 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11666 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_11666
0002: jump @SWEET1B_11591 

:SWEET1B_11673
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_11744 
00A1: put_actor 62@ at 329.29 1122.13 1082.88 
0173: set_actor 62@ z_angle_to 90.0 
05D3: AS_actor 62@ go_to_point 325.25 1122.5 1082.88 speed 6 10000 ms 

:SWEET1B_11744
015F: set_camera_position 318.6783 1118.741 1084.642 0.0 0.0 0.0 
0160: point_camera 319.4823 1119.317 1084.494 2 

:SWEET1B_11795
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_11873 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11866 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
0002: jump @SWEET1B_15554 

:SWEET1B_11866
0002: jump @SWEET1B_11795 

:SWEET1B_11873
03D1: play_wav 2 
00BC: text_highpriority 'BALLA_2' 10000 ms 1  // ~z~Bassztok meg, Grove Street bolondok!

:SWEET1B_11893
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_11971 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11964 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_11964
0002: jump @SWEET1B_11893 

:SWEET1B_11971
0006: 69@ = 1 // integer values 

:SWEET1B_11978
0701: end_scene_skip 
03CF: load_wav 34223 as 2 
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @SWEET1B_12417 
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:SWEET1B_12022
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_12046 
0001: wait 0 ms 
0002: jump @SWEET1B_12022 

:SWEET1B_12046
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 4000 as 1 
03CF: load_wav 34223 as 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_12129 
00A1: put_actor 37@ at 310.1843 1122.598 1082.89 
0173: set_actor 37@ z_angle_to 270.0 
0164: disable_marker 38@ 
0618: assign_actor 37@ to_action_sequences 68@ 

:SWEET1B_12129
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_12283 
00A1: put_actor 64@ at 323.5565 1124.362 1082.883 
0173: set_actor 64@ z_angle_to 132.073 
05D3: AS_actor 64@ go_to_point 323.8 1124.35 1082.89 speed 4 10000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @SWEET1B_12283 
0687: clear_actor_task 65@ 
00A1: put_actor 65@ at 325.3923 1131.888 1082.883 
0173: set_actor 65@ z_angle_to 246.147 
0605: actor 65@ perform_animation_sequence "COWER" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:SWEET1B_12283
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_12354 
00A1: put_actor 62@ at 326.96 1122.52 1082.89 
0173: set_actor 62@ z_angle_to 90.0 
05D3: AS_actor 62@ go_to_point 325.25 1122.5 1082.88 speed 4 10000 ms 

:SWEET1B_12354
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_12400 
0829: AS_actor 49@ perform_animation "CRCKDETH3" from_file "CRACK" 4.0 time 0 and_dies 

:SWEET1B_12400
0001: wait 1000 ms 
0647: unknown_action_sequence $PLAYER_ACTOR 
016A: fade 1 500 ms 

:SWEET1B_12417
061B: remove_references_to_action_sequences 68@ 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_12495 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:SWEET1B_12495
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_12566 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_12566 
05E2: AS_actor $ACTOR_RYDER kill_actor 62@ 
05E2: AS_actor 62@ kill_actor $ACTOR_RYDER 
0746: (unknown) 0 24 0 
0746: (unknown) 0 0 24 
070B: (unknown) 62@ 1 

:SWEET1B_12566
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1B_12601 
03D1: play_wav 1 
00BC: text_highpriority 'BALLA_1' 2000 ms 1  // ~z~Grove Street kezd lecsszni!

:SWEET1B_12601
0006: 32@ = 0 // integer values 
0006: 63@ = 1 // integer values 
0002: jump @SWEET1B_13032 

:SWEET1B_12622
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET1B_12701 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @SWEET1B_12701 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1B_12701 
03D1: play_wav 2 
00BC: text_highpriority 'RYDX_BC' 2000 ms 1  // ~z~sd szt ezeket a fasszopkat!
0006: 103@ = 1 // integer values 

:SWEET1B_12701
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @SWEET1B_12761 
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @SWEET1B_12761 
00BC: text_highpriority 'SW1B_B' 6000 ms 1  // ~s~Verd szt a ~r~crack dlert~s~.
0006: 103@ = 2 // integer values 

:SWEET1B_12761
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_12935 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_12935 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @SWEET1B_12864 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET1B_12864 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_12864 
03E5: text_box 'MEL_HLP'  // Nyomj ~k~~PED_FIREWEAPON~-t, a kzelharci tmadshoz.
0006: 105@ = 1 // integer values 

:SWEET1B_12864
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @SWEET1B_12935 
00D6: if 
0019:   32@ > 9000 // integer values 
004D: jump_if_false @SWEET1B_12935 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_12935 
03E5: text_box 'MELHLP2'  // Amg lenyomva tartod a(z) ~k~~PED_LOCK_TARGET~-t, nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy specilis tmadst hajtsl vgre, s ~k~~PED_JUMPING~-t, a blokkolshoz.
0006: 105@ = 2 // integer values 

:SWEET1B_12935
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @SWEET1B_13032 
00D6: if or
0118:   actor 62@ dead 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_13032 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_13032 
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
07CB: (unknown) $ACTOR_RYDER 0 
0006: 63@ = 2 // integer values 

:SWEET1B_13032
00D6: if 
0019:   63@ > 0 // integer values 
004D: jump_if_false @SWEET1B_13241 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_13071 
0164: disable_marker 45@ 

:SWEET1B_13071
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @SWEET1B_13092 
0164: disable_marker 88@ 

:SWEET1B_13092
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @SWEET1B_13113 
0164: disable_marker 89@ 

:SWEET1B_13113
00D6: if and
0118:   actor 64@ dead 
0118:   actor 62@ dead 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_13146 
0006: 43@ = 1 // integer values 

:SWEET1B_13146
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @SWEET1B_13241 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_13241 
00D6: if or
0118:   actor 62@ dead 
0118:   actor 64@ dead 
0104:   actor $PLAYER_ACTOR near_actor 37@ radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @SWEET1B_13241 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
0006: 60@ = 1 // integer values 

:SWEET1B_13241
00D6: if 
0039:   78@ == 5 // integer values 
004D: jump_if_false @SWEET1B_13643 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_13355 
00D6: if 
8184:   not actor 36@ health >= 80 
004D: jump_if_false @SWEET1B_13355 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET1B_13355 
0829: AS_actor 36@ perform_animation "CRCKDETH2" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 36@ 1 
0006: 71@ = 1 // integer values 

:SWEET1B_13355
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_13451 
00D6: if 
8184:   not actor 54@ health >= 80 
004D: jump_if_false @SWEET1B_13451 
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @SWEET1B_13451 
0829: AS_actor 54@ perform_animation "CRCKDETH1" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 54@ 1 
0006: 72@ = 1 // integer values 

:SWEET1B_13451
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_13547 
00D6: if 
8184:   not actor 61@ health >= 80 
004D: jump_if_false @SWEET1B_13547 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @SWEET1B_13547 
0829: AS_actor 61@ perform_animation "CRCKDETH4" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 61@ 1 
0006: 74@ = 1 // integer values 

:SWEET1B_13547
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_13643 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_13643 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @SWEET1B_13643 
0829: AS_actor 59@ perform_animation "CRCKDETH3" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 59@ 1 
0006: 70@ = 1 // integer values 

:SWEET1B_13643
0050: gosub @SWEET1B_16372 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_13689 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_13689
0002: jump @SWEET1B_8674 

:SWEET1B_13696
0001: wait 2000 ms 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
0864: (unknown) 2165.72 -1673.14 10.0 1 
0864: (unknown) 319.56 1117.64 10.0 1 
0249: release_model #BMYDRUG 
0249: release_model #BALLAS1 
0249: release_model #HFYPRO 
0249: release_model #BFYPRO 
0249: release_model #CIGAR 
084D: (unknown) 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_13844 
0792: (unknown) $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: unknown_action_sequence $ACTOR_RYDER 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
07CB: (unknown) $ACTOR_RYDER 0 
0006: 47@ = 1 // integer values 

:SWEET1B_13844
00BC: text_highpriority 'SW1B_F' 10000 ms 1  // ~s~Menj vissza ~y~Sweet' hzhoz~s~.
0164: disable_marker 45@ 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2513.33 -1672.12 12.52 
0004: $127 = 1 // integer values 
0006: 102@ = 4 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_13920 

:SWEET1B_13920
0006: 107@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 87@ = 3 // integer values 
0050: gosub @SWEET1B_47 

:SWEET1B_13962
00D6: if or
80FE:   not actor $PLAYER_ACTOR $127 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
80FE:   not actor $ACTOR_RYDER 0 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET1B_15007 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14091 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_14091
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @SWEET1B_14116 
0050: gosub @SWEET1B_16372 

:SWEET1B_14116
077E: 78@ = active_interior 
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @SWEET1B_14370 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2167.6 -1672.592 14.081 radius 10.0 10.0 4.0 
004D: jump_if_false @SWEET1B_14370 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14363 
00D6: if 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_14363 
0395: clear_area 1 at 2164.961 -1673.758 14.0803 range 1.0 
00A1: put_actor $ACTOR_RYDER at 2164.961 -1673.758 14.0803 
0173: set_actor $ACTOR_RYDER z_angle_to 280.1246 
0860: link_actor $ACTOR_RYDER to_interior 0 
0792: (unknown) $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: unknown_action_sequence $ACTOR_RYDER 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
07CB: (unknown) $ACTOR_RYDER 0 

:SWEET1B_14363
0006: 107@ = 1 // integer values 

:SWEET1B_14370
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_14559 
07FB: set_interior 'LACRAK' accessible 0  // Krekk barlang
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor $ACTOR_RYDER has_objective 
004D: jump_if_false @SWEET1B_14515 
0050: gosub @SWEET1B_17075 

:SWEET1B_14515
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14559 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_14559 
0050: gosub @SWEET1B_17075 

:SWEET1B_14559
00D6: if 
0039:   78@ == 5 // integer values 
004D: jump_if_false @SWEET1B_14961 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_14673 
00D6: if 
8184:   not actor 36@ health >= 80 
004D: jump_if_false @SWEET1B_14673 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET1B_14673 
0829: AS_actor 36@ perform_animation "CRCKDETH2" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 36@ 1 
0006: 71@ = 1 // integer values 

:SWEET1B_14673
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_14769 
00D6: if 
8184:   not actor 54@ health >= 80 
004D: jump_if_false @SWEET1B_14769 
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @SWEET1B_14769 
0829: AS_actor 54@ perform_animation "CRCKDETH1" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 54@ 1 
0006: 72@ = 1 // integer values 

:SWEET1B_14769
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_14865 
00D6: if 
8184:   not actor 61@ health >= 80 
004D: jump_if_false @SWEET1B_14865 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @SWEET1B_14865 
0829: AS_actor 61@ perform_animation "CRCKDETH4" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 61@ 1 
0006: 74@ = 1 // integer values 

:SWEET1B_14865
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_14961 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_14961 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @SWEET1B_14961 
0829: AS_actor 59@ perform_animation "CRCKDETH3" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 59@ 1 
0006: 70@ = 1 // integer values 

:SWEET1B_14961
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_15000 
00BC: text_highpriority 'SW1B_G' 10000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET1B_15554 

:SWEET1B_15000
0002: jump @SWEET1B_13962 

:SWEET1B_15007
0006: 58@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 87@ = 7 // integer values 
0050: gosub @SWEET1B_47 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.2 
0001: wait 500 ms 
016A: fade 0 1000 ms 

:SWEET1B_15072
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_15096 
0001: wait 0 ms 
0002: jump @SWEET1B_15072 

:SWEET1B_15096
04ED: load_animation "GANGS" 

:SWEET1B_15105
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1B_15136 
0001: wait 0 ms 
0002: jump @SWEET1B_15105 

:SWEET1B_15136
015F: set_camera_position 2518.491 -1679.401 14.4781 0.0 0.0 0.0 
0160: point_camera 2518.086 -1678.499 14.6304 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_15230 
00A1: put_actor $PLAYER_ACTOR at 2517.524 -1678.497 13.3912 
0002: jump @SWEET1B_15250 

:SWEET1B_15230
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2517.524 -1678.497 13.3912 

:SWEET1B_15250
0173: set_actor $PLAYER_ACTOR z_angle_to 328.5351 
06AB: (unknown) $PLAYER_ACTOR 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_15399 
0792: (unknown) $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: unknown_action_sequence $ACTOR_RYDER 
0687: clear_actor_task $ACTOR_RYDER 
06AB: (unknown) $ACTOR_RYDER 1 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_15353 
00A1: put_actor $ACTOR_RYDER at 2518.314 -1676.907 13.3726 
0002: jump @SWEET1B_15373 

:SWEET1B_15353
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2518.314 -1676.907 13.3726 

:SWEET1B_15373
0639: AS_actor $ACTOR_RYDER rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_RYDER 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 

:SWEET1B_15399
0001: wait 500 ms 
016A: fade 1 1000 ms 

:SWEET1B_15411
00D6: if 
8039:   not  58@ == 3 // integer values 
004D: jump_if_false @SWEET1B_15447 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_15411 

:SWEET1B_15447
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_15488 
05D3: AS_actor $ACTOR_RYDER go_to_point 2522.997 -1679.196 14.497 speed 4 4000 ms 

:SWEET1B_15488
00D6: if 
8039:   not  58@ == 4 // integer values 
004D: jump_if_false @SWEET1B_15524 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_15488 

:SWEET1B_15524
0001: wait 1000 ms 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
009B: destroy_actor_instantly $ACTOR_RYDER 
0002: jump @SWEET1B_15979 

:SWEET1B_15554
077E: 78@ = active_interior 
00D6: if 
0039:   78@ == 5 // integer values 
004D: jump_if_false @SWEET1B_15590 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang

:SWEET1B_15590
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
077E: 78@ = active_interior 
00D6: if 
0039:   78@ == 5 // integer values 
004D: jump_if_false @SWEET1B_15977 
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @SWEET1B_15977 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_15725 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET1B_15725 
0829: AS_actor 36@ perform_animation "CRCKDETH2" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 36@ 1 
0006: 71@ = 1 // integer values 

:SWEET1B_15725
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_15803 
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @SWEET1B_15803 
0829: AS_actor 54@ perform_animation "CRCKDETH1" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 54@ 1 
0006: 72@ = 1 // integer values 

:SWEET1B_15803
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_15881 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @SWEET1B_15881 
0829: AS_actor 61@ perform_animation "CRCKDETH4" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 61@ 1 
0006: 74@ = 1 // integer values 

:SWEET1B_15881
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_15977 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_15977 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @SWEET1B_15977 
0829: AS_actor 59@ perform_animation "CRCKDETH3" from_file "CRACK" 4.0 time 0 and_dies 
070B: (unknown) 59@ 1 
0006: 70@ = 1 // integer values 

:SWEET1B_15977
0051: return 

:SWEET1B_15979
0008: $11253 += 1 // integer values 
0318: set_latest_mission_passed 'SWEET1B'  // Takarts
01E3: text_1number_styled 'M_PASSR' 3 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 3 
076C: set_zone 'GAN1' controlled_by_gang 1 density 40 
076C: set_zone 'GAN2' controlled_by_gang 1 density 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0051: return 

:SWEET1B_16064
0004: $1012 = 0 // integer values 
0004: $1013 = 0 // integer values 
05A9: s$1014 = 'LACRAK' // 8-byte strings  // Krekk barlang
004F: create_thread @ENTEXT 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET1B_16123 
052C: set_player $PLAYER_CHAR drunk_visuals 0 

:SWEET1B_16123
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01E7: remove_forbidden_for_cars_cube 2272.922 -1649.556 14.3311 2266.101 -1633.219 14.3505 
022A: remove_forbidden_for_peds_cube 324.1973 1116.758 1082.898 313.1226 1124.197 1082.898 
0249: release_model #BMYDRUG 
0249: release_model #BALLAS1 
0249: release_model #BAT 
0249: release_model #FAM3 
0249: release_model #HFYPRO 
0249: release_model #BFYPRO 
0249: release_model #CIGAR 
0249: release_model #GREENWOO 
0864: (unknown) 2165.72 -1673.14 10.0 0 
0864: (unknown) 319.56 1117.64 10.0 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0215: destroy_pickup 79@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 38@ 
0164: disable_marker 39@ 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
034F: destroy_actor_with_fade $ACTOR_RYDER // The actor fades away like a ghost 
0296: unload_special_actor 1 
09D2: (unknown) 1 
00D8: mission_cleanup 
0051: return 

:SWEET1B_16372
077E: 78@ = active_interior 
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_16585 
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @SWEET1B_16578 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @SWEET1B_16496 
07FB: set_interior 'LACRAK' accessible 0  // Krekk barlang

:SWEET1B_16496
0164: disable_marker 45@ 
0164: disable_marker 44@ 
0164: disable_marker 39@ 
0164: disable_marker 38@ 
0187: 39@ = create_marker_above_actor $ACTOR_RYDER 
07E0: set_marker 39@ type_to 1 
06C9: remove_actor $ACTOR_RYDER from_group 
0687: clear_actor_task $ACTOR_RYDER 
0050: gosub @SWEET1B_17920 
00BC: text_highpriority 'SW1B_H' 6000 ms 1  // ~s~Tl tvol vagy ~b~Ryder-tl~s~, menj vissza hozz.
0004: $127 = 0 // integer values 
0006: 47@ = 1 // integer values 

:SWEET1B_16578
0002: jump @SWEET1B_17073 

:SWEET1B_16585
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_16711 
0164: disable_marker 39@ 
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
07CB: (unknown) $ACTOR_RYDER 0 

:SWEET1B_16711
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @SWEET1B_16770 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2301.07 -1754.4 12.54 
00BC: text_highpriority 'SW1B_A' 7000 ms 1  // ~s~Menj ~y~B Dup krjhoz~s~.

:SWEET1B_16770
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @SWEET1B_16833 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_16817 
0164: disable_marker 44@ 
0187: 44@ = create_marker_above_actor 35@ 

:SWEET1B_16817
00BC: text_highpriority 'SW1B_B' 7000 ms 1  // ~s~Verd szt a ~r~crack dlert~s~.

:SWEET1B_16833
00D6: if 
0039:   102@ == 2 // integer values 
004D: jump_if_false @SWEET1B_16910 
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @SWEET1B_16894 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2171.781 -1676.78 14.0859 

:SWEET1B_16894
00BC: text_highpriority 'SW1B_1' 7000 ms 1  // ~s~Menj a ~y~dler lakshoz~s~.

:SWEET1B_16910
00D6: if 
0039:   102@ == 3 // integer values 
004D: jump_if_false @SWEET1B_17000 
07FB: set_interior 'LACRAK' accessible 1  // Krekk barlang
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @SWEET1B_16984 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2169.72 -1673.14 13.01 

:SWEET1B_16984
00BC: text_highpriority 'SW1B_1' 7000 ms 1  // ~s~Menj a ~y~dler lakshoz~s~.

:SWEET1B_17000
00D6: if 
0039:   102@ == 4 // integer values 
004D: jump_if_false @SWEET1B_17059 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: text_highpriority 'SW1B_F' 7000 ms 1  // ~s~Menj vissza ~y~Sweet' hzhoz~s~.

:SWEET1B_17059
0004: $127 = 1 // integer values 
0006: 47@ = 0 // integer values 

:SWEET1B_17073
0051: return 

:SWEET1B_17075
00D6: if or
0039:   101@ == 0 // integer values 
0039:   101@ == 1 // integer values 
004D: jump_if_false @SWEET1B_17145 
00D6: if 
002D:   91@ >= 58@ // integer values 
004D: jump_if_false @SWEET1B_17145 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @SWEET1B_17145 
0050: gosub @SWEET1B_17217 

:SWEET1B_17145
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @SWEET1B_17215 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET1B_17215 
0050: gosub @SWEET1B_17626 
0006: 101@ = 0 // integer values 
000A: 58@ += 1 // integer values 
0006: 92@ = 0 // integer values 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 

:SWEET1B_17215
0051: return 

:SWEET1B_17217
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @SWEET1B_17253 
03CF: load_wav 93@(58@,8i) as 1 
0006: 101@ = 1 // integer values 

:SWEET1B_17253
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @SWEET1B_17318 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1B_17318 
00BC: text_highpriority $6567(58@,8s) 4000 ms 1 
03D1: play_wav 1 
0050: gosub @SWEET1B_17320 
0006: 101@ = 2 // integer values 

:SWEET1B_17318
0051: return 

:SWEET1B_17320
00D6: if or
04A4:   93@(58@,8i) == 37446 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37447 // integer values OR floating-point values 
004D: jump_if_false @SWEET1B_17392 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_17392 
0A09: (unknown) 35@ 1 
0967: actor 35@ move_mouth 3000 
0051: return 

:SWEET1B_17392
00D6: if or
04A4:   93@(58@,8i) == 37465 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37467 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37470 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37480 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37482 // integer values OR floating-point values 
004D: jump_if_false @SWEET1B_17490 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0051: return 

:SWEET1B_17490
00D6: if or
04A4:   93@(58@,8i) == 37448 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37451 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37483 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37486 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37456 // integer values OR floating-point values 
004D: jump_if_false @SWEET1B_17593 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0002: jump @SWEET1B_17624 

:SWEET1B_17593
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_17624 
0A09: (unknown) $ACTOR_RYDER 1 
0967: actor $ACTOR_RYDER move_mouth 3000 

:SWEET1B_17624
0051: return 

:SWEET1B_17626
00D6: if or
04A4:   93@(58@,8i) == 37446 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37447 // integer values OR floating-point values 
004D: jump_if_false @SWEET1B_17695 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_17695 
0A09: (unknown) 35@ 0 
0968: actor 35@ stop_mouth 
0051: return 

:SWEET1B_17695
00D6: if or
04A4:   93@(58@,8i) == 37465 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37467 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37470 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37480 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37482 // integer values OR floating-point values 
004D: jump_if_false @SWEET1B_17790 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET1B_17790
00D6: if or
04A4:   93@(58@,8i) == 37448 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37451 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37483 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37486 // integer values OR floating-point values 
04A4:   93@(58@,8i) == 37456 // integer values OR floating-point values 
004D: jump_if_false @SWEET1B_17890 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @SWEET1B_17918 

:SWEET1B_17890
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_17918 
0A09: (unknown) $ACTOR_RYDER 0 
0968: actor $ACTOR_RYDER stop_mouth 

:SWEET1B_17918
0051: return 

:SWEET1B_17920
040D: unload_wav 2 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @SWEET1B_17951 
03CF: load_wav 34211 as 2 

:SWEET1B_17951
00D6: if 
0039:   109@ == 1 // integer values 
004D: jump_if_false @SWEET1B_17978 
03CF: load_wav 34212 as 2 

:SWEET1B_17978
00D6: if 
0039:   109@ == 2 // integer values 
004D: jump_if_false @SWEET1B_18005 
03CF: load_wav 34213 as 2 

:SWEET1B_18005
00D6: if 
0039:   109@ == 3 // integer values 
004D: jump_if_false @SWEET1B_18032 
03CF: load_wav 34214 as 2 

:SWEET1B_18032
00D6: if 
0039:   109@ == 4 // integer values 
004D: jump_if_false @SWEET1B_18059 
03CF: load_wav 34215 as 2 

:SWEET1B_18059
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1B_18075
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_18119 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_18112 
0051: return 

:SWEET1B_18112
0002: jump @SWEET1B_18075 

:SWEET1B_18119
03D1: play_wav 2 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @SWEET1B_18157 
00BC: text_highpriority 'RYDX_AL' 3000 ms 1  // ~z~H, pancser, vrj meg!

:SWEET1B_18157
00D6: if 
0039:   109@ == 1 // integer values 
004D: jump_if_false @SWEET1B_18191 
00BC: text_highpriority 'RYDX_AM' 3000 ms 1  // ~z~Ne csessz ki velem!

:SWEET1B_18191
00D6: if 
0039:   109@ == 2 // integer values 
004D: jump_if_false @SWEET1B_18225 
00BC: text_highpriority 'RYDX_AN' 3000 ms 1  // ~z~Vrj, CJ!

:SWEET1B_18225
00D6: if 
0039:   109@ == 3 // integer values 
004D: jump_if_false @SWEET1B_18259 
00BC: text_highpriority 'RYDX_AO' 3000 ms 1  // ~z~Vrjl, bolond!

:SWEET1B_18259
00D6: if 
0039:   109@ == 4 // integer values 
004D: jump_if_false @SWEET1B_18293 
00BC: text_highpriority 'RYDX_AP' 3000 ms 1  // ~z~H, CJ, hol vagy?

:SWEET1B_18293
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_18337 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_18330 
0051: return 

:SWEET1B_18330
0002: jump @SWEET1B_18293 

:SWEET1B_18337
000A: 109@ += 1 // integer values 
00D6: if 
0019:   109@ > 4 // integer values 
004D: jump_if_false @SWEET1B_18369 
0006: 109@ = 0 // integer values 

:SWEET1B_18369
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_18385 

:SWEET1B_18385
0051: return 

//-------------Mission 15---------------
// Originally: Drive-Thru

:SWEET3
03A4: name_thread 'SWEET3' 
0050: gosub @SWEET3_1825 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SWEET3_38 
0050: gosub @SWEET3_12890 

:SWEET3_38
0050: gosub @SWEET3_12979 
004E: end_thread 

:SWEET3_47
0871: init_jump_table 79@ total_jumps 8 0 @SWEET3_1823 jumps 1 @SWEET3_175 2 @SWEET3_477 3 @SWEET3_779 4 @SWEET3_1009 5 @SWEET3_1215 6 @SWEET3_1445 7 @SWEET3_1579 
0872: jump_table_jumps 8 @SWEET3_1689 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 

:SWEET3_175
05A9: s$6583 = 'SWE2_BA' // 8-byte strings  // ~z~Hogy halt meg anyu? Beszlnnk kellene rla.
05A9: s$6585 = 'SWE2_BB' // 8-byte strings  // ~z~Ezt meg kell beszlnnk! k Sweet-et akartk elkapni!
05A9: s$6587 = 'SWE2_BC' // 8-byte strings  // ~z~Honnt tudnd te ezt? Tudod, hogy milyenek az emberek.
05A9: s$6589 = 'SWE2_BD' // 8-byte strings  // ~z~Azt mondjk, hogy szeretnek tged,de nem szlnak egy szt se.
05A9: s$6591 = 'SWE2_BE' // 8-byte strings  // ~z~Tlsgosan beijedt.
05A9: s$6593 = 'SWE2_BF' // 8-byte strings  // ~z~Nhnyan azt lltjk, hogy egy zld Sabre-t hasznlnak,
05A9: s$6595 = 'SWE2_BG' // 8-byte strings  // ~z~aztn elhzni.
05A9: s$6597 = 'SWE2_BH' // 8-byte strings  // ~z~Igen, de az emberek szeretnek beszlgetni, nemde?
05A9: s$6599 = 'SWE2_BJ' // 8-byte strings  // ~z~Mindenesetre amirl beszlsz, az lefedi a fl Santos-t.
05A9: s$6601 = 'SWE2_BK' // 8-byte strings  // ~z~Igen, igazad van. Az n hibm.
05A9: s$6603 = 'SWE2_BL' // 8-byte strings  // ~z~H, tes?
05A9: s$6605 = 'SWE2_BM' // 8-byte strings  // ~z~Lefestettk a hzat. Nem ltok szart se.
04AF: 66@ = unknown_wav_reference 37601 
04AF: 67@ = unknown_wav_reference 37602 
04AF: 68@ = unknown_wav_reference 37603 
04AF: 69@ = unknown_wav_reference 37604 
04AF: 70@ = unknown_wav_reference 37605 
04AF: 71@ = unknown_wav_reference 37606 
04AF: 72@ = unknown_wav_reference 37607 
04AF: 73@ = unknown_wav_reference 37608 
04AF: 74@ = unknown_wav_reference 37609 
04AF: 75@ = unknown_wav_reference 37610 
04AF: 76@ = unknown_wav_reference 37611 
04AF: 77@ = unknown_wav_reference 37612 
0006: 58@ = 11 // integer values 
0002: jump @SWEET3_1823 

:SWEET3_477
05A9: s$6583 = 'SWE2_CA' // 8-byte strings  // ~z~Menj neki! Rajta, rajta, nyoms!
05A9: s$6585 = 'SWE2_CC' // 8-byte strings  // ~z~Lpj a gzra, hidegre kell tennnk ezeket a niggereket!
05A9: s$6587 = 'SWE2_GA' // 8-byte strings  // ~z~Mirt nem lsz, Smoke?
05A9: s$6589 = 'SWE2_GB' // 8-byte strings  // ~z~Majd lvk, ha befejeztem az evst.
05A9: s$6591 = 'SWE2_GC' // 8-byte strings  // ~z~Ne tmjed a kibaszott pofdat! Menjnk mr!
05A9: s$6593 = 'SWE2_GD' // 8-byte strings  // ~z~Nem raktrozom, pajts, helyben benyomom.
05A9: s$6595 = 'SWE2_GE' // 8-byte strings  // ~z~H, nyrd ki azt a seggfejet! Francba, ez baromi j szendvics!
05A9: s$6597 = 'SWE2_HA' // 8-byte strings  // ~z~Smoke! Ne tmd mr a fejed, inkbb irtsd a Ballas patknyokat!
05A9: s$6599 = 'SWE2_HB' // 8-byte strings  // ~z~Prblom megenni a kajmat!
05A9: s$6601 = 'SWE2_HC' // 8-byte strings  // ~z~s ezek a bolondok megprbljk lvezni a hallunkat!
05A9: s$6603 = 'SWE2_HD' // 8-byte strings  // ~z~Na gyernk, Smoke, lj!
05A9: s$6605 = 'SWE2_HE' // 8-byte strings  // ~z~H, pp most ettem meg a slt krumplimat!
04AF: 66@ = unknown_wav_reference 37613 
04AF: 67@ = unknown_wav_reference 37615 
04AF: 68@ = unknown_wav_reference 37630 
04AF: 69@ = unknown_wav_reference 37631 
04AF: 70@ = unknown_wav_reference 37632 
04AF: 71@ = unknown_wav_reference 37633 
04AF: 72@ = unknown_wav_reference 37634 
04AF: 73@ = unknown_wav_reference 37635 
04AF: 74@ = unknown_wav_reference 37636 
04AF: 75@ = unknown_wav_reference 37637 
04AF: 76@ = unknown_wav_reference 37638 
04AF: 77@ = unknown_wav_reference 37639 
0006: 58@ = 11 // integer values 
0002: jump @SWEET3_1823 

:SWEET3_779
05A9: s$6583 = 'SWE2_MA' // 8-byte strings  // ~z~Francba! Ez aztn komoly szarsg volt!
05A9: s$6585 = 'SWE2_MB' // 8-byte strings  // ~z~Igen, ember, ezek a Ballas bolondok tbb nem fogjk ezt megprblni!
05A9: s$6587 = 'SWE2_MC' // 8-byte strings  // ~z~Carl, menjnk vissza a Grove-ba!
05A9: s$6589 = 'SWE2_MD' // 8-byte strings  // ~z~Rendben, azon vagyok.
05A9: s$6591 = 'SWE2_ME' // 8-byte strings  // ~z~Oh ember! Ez a kaja megtlttt egy bendt!
05A9: s$6593 = 'SWE2_MF' // 8-byte strings  // ~z~Te aljas fasszop!
05A9: s$6595 = 'SWE2_MG' // 8-byte strings  // ~z~Legkzelebb ljl te is, klnben n magam llek le!
05A9: s$6597 = 'SWE2_MH' // 8-byte strings  // ~z~Smoke, szles vagy, ember, gy rtem, szles!
05A9: s$6599 = 'SWE2_MJ' // 8-byte strings  // ~z~s ezrt szeretsz engem, bbi!
04AF: 66@ = unknown_wav_reference 37651 
04AF: 67@ = unknown_wav_reference 37652 
04AF: 68@ = unknown_wav_reference 37653 
04AF: 69@ = unknown_wav_reference 37654 
04AF: 70@ = unknown_wav_reference 37655 
04AF: 71@ = unknown_wav_reference 37656 
04AF: 72@ = unknown_wav_reference 37657 
04AF: 73@ = unknown_wav_reference 37658 
04AF: 74@ = unknown_wav_reference 37659 
0006: 58@ = 8 // integer values 
0002: jump @SWEET3_1823 

:SWEET3_1009
05A9: s$6583 = 'SWE2_NA' // 8-byte strings  // ~z~Ez egy pont a Grove-nak!
05A9: s$6585 = 'SWE2_NB' // 8-byte strings  // ~z~Mit mondasz, Smoke?
05A9: s$6587 = 'SWE2_NC' // 8-byte strings  // ~z~Mindssze annyit tettl, hogy felzabltad az sszes kajmat!
05A9: s$6589 = 'SWE2_ND' // 8-byte strings  // ~z~Igen, majdnem kihlt!
05A9: s$6591 = 'SWE2_NE' // 8-byte strings  // ~z~Bejttk egy srre?
05A9: s$6593 = 'SWE2_NF' // 8-byte strings  // ~z~Nem, bbi, vissza kell mennem a krmba.
05A9: s$6595 = 'SWE2_NG' // 8-byte strings  // ~z~CJ, elfuvarozol?
05A9: s$6597 = 'SWE2_NH' // 8-byte strings  // ~z~Rendben Smoke, menjnk. Majd jvk, srcok.
04AF: 66@ = unknown_wav_reference 37660 
04AF: 67@ = unknown_wav_reference 37661 
04AF: 68@ = unknown_wav_reference 37662 
04AF: 69@ = unknown_wav_reference 37663 
04AF: 70@ = unknown_wav_reference 37664 
04AF: 71@ = unknown_wav_reference 37665 
04AF: 72@ = unknown_wav_reference 37666 
04AF: 73@ = unknown_wav_reference 37667 
0006: 58@ = 7 // integer values 
0002: jump @SWEET3_1823 

:SWEET3_1215
05A9: s$6583 = 'SWE2_OA' // 8-byte strings  // ~z~Mi volt nlad ott htul, Smoke?
05A9: s$6585 = 'SWE2_OB' // 8-byte strings  // ~z~Ember, ha meg tudod enni a kajdat, amg mindenki ms elveszti a sajtjt
05A9: s$6587 = 'SWE2_OC' // 8-byte strings  // ~z~s hibztatlak, egyenes pajtsom.
05A9: s$6589 = 'SWE2_OD' // 8-byte strings  // ~z~Mi?
05A9: s$6591 = 'SWE2_OE' // 8-byte strings  // ~z~Semmi, semmi. Csak valami kltemny, amit olvastam.
05A9: s$6593 = 'SWE2_OF' // 8-byte strings  // ~z~H Smoke, mondd el, mirt kltztl el a Grove-bl?
05A9: s$6595 = 'SWE2_OG' // 8-byte strings  // ~z~Ember, kaptam nmi pnzt a nnmtl - gy rtem, szp hely meg minden,
05A9: s$6597 = 'SWE2_OH' // 8-byte strings  // ~z~de a Grove-ot, ahol a spanjaim vannak, rkre a szvembe zrtam.
05A9: s$6599 = 'SWE2_OJ' // 8-byte strings  // ~z~Igen, ok, pajts.
04AF: 66@ = unknown_wav_reference 37668 
04AF: 67@ = unknown_wav_reference 37669 
04AF: 68@ = unknown_wav_reference 37670 
04AF: 69@ = unknown_wav_reference 37671 
04AF: 70@ = unknown_wav_reference 37672 
04AF: 71@ = unknown_wav_reference 37673 
04AF: 72@ = unknown_wav_reference 37674 
04AF: 73@ = unknown_wav_reference 37675 
04AF: 74@ = unknown_wav_reference 37676 
0006: 58@ = 8 // integer values 
0002: jump @SWEET3_1823 

:SWEET3_1445
05A9: s$6583 = 'SWE2_PA' // 8-byte strings  // ~z~H ksz, Carl. H, hinyoztl mr a krnykrl, bbi.
05A9: s$6585 = 'SWE2_PB' // 8-byte strings  // ~z~Ksz, ember. Brcsak Sweet is ezt gondoln.
05A9: s$6587 = 'SWE2_PC' // 8-byte strings  // ~z~Nem gondolja komolyan, CJ.
05A9: s$6589 = 'SWE2_PD' // 8-byte strings  // ~z~Mg mindig fel van dlva az anyuktok miatt, ember.
05A9: s$6591 = 'SWE2_PE' // 8-byte strings  // ~z~Tessk, vegyl magadnak egy kis fvet s lazts, Smoke fizeti.
04AF: 66@ = unknown_wav_reference 37677 
04AF: 67@ = unknown_wav_reference 37678 
04AF: 68@ = unknown_wav_reference 37679 
04AF: 69@ = unknown_wav_reference 37680 
04AF: 70@ = unknown_wav_reference 37681 
0006: 58@ = 4 // integer values 
0002: jump @SWEET3_1823 

:SWEET3_1579
05A9: s$6583 = 'SWE2_DA' // 8-byte strings  // ~z~A kedvencem!
05A9: s$6585 = 'SWE2_DB' // 8-byte strings  // ~z~o, picsba! A ketchup kifolyt az lsre!
05A9: s$6587 = 'SWE2_DC' // 8-byte strings  // ~z~Az zlet rajtad ll, fasszop, az zlet rajtad ll!
05A9: s$6589 = 'SWE2_DD' // 8-byte strings  // ~z~De ez telibe vgta a nadrgot!
04AF: 66@ = unknown_wav_reference 37616 
04AF: 67@ = unknown_wav_reference 37617 
04AF: 68@ = unknown_wav_reference 37618 
04AF: 69@ = unknown_wav_reference 37619 
0006: 58@ = 3 // integer values 
0002: jump @SWEET3_1823 

:SWEET3_1689
05A9: s$6583 = 'SWE2_EA' // 8-byte strings  // ~z~CJ, figyelj az istenverte tra!
05A9: s$6585 = 'SWE2_EB' // 8-byte strings  // ~z~llj le, fasszop, ez nem egy stakocsikzs!
05A9: s$6587 = 'SWE2_EC' // 8-byte strings  // ~z~Az dtm! Az egsz a padlra mltt!
05A9: s$6589 = 'SWE2_ED' // 8-byte strings  // ~z~Nos, majd lenyalhatod, ha vgeztnk.
05A9: s$6591 = 'SWE2_EE' // 8-byte strings  // ~z~Most tartsd a szemed a Ballas autn!
04AF: 66@ = unknown_wav_reference 37620 
04AF: 67@ = unknown_wav_reference 37621 
04AF: 68@ = unknown_wav_reference 37622 
04AF: 69@ = unknown_wav_reference 37623 
04AF: 70@ = unknown_wav_reference 37624 
0006: 58@ = 4 // integer values 
0002: jump @SWEET3_1823 

:SWEET3_1823
0051: return 

:SWEET3_1825
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0085: 89@ = 45@ // integer values and handles 
0085: 90@ = 46@ // integer values and handles 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET3' 
0247: request_model #GREENWOO 

:SWEET3_2003
00D6: if 
8248:   not model #GREENWOO available 
004D: jump_if_false @SWEET3_2030 
0001: wait 0 ms 
0002: jump @SWEET3_2003 

:SWEET3_2030
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2516.636 -1675.691 13.0101 range 15.0 
0395: clear_area 1 at 2508.795 -1671.707 12.3892 range 15.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #GREENWOO at 2508.7 -1671.7 12.3 
02AC: set_car $SWEET_CAR immunities 0 1 0 0 0 
0229: set_car $SWEET_CAR color_to 59 34 
0175: set_car $SWEET_CAR z_angle_to 166.9 
053F: set_car $SWEET_CAR tires_vulnerable 0 
0249: release_model #GREENWOO 
02E4: load_cutscene_data 'SWEET2A' 

:SWEET3_2180
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET3_2204 
0001: wait 0 ms 
0002: jump @SWEET3_2180 

:SWEET3_2204
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET3_2213
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET3_2237 
0001: wait 0 ms 
0002: jump @SWEET3_2213 

:SWEET3_2237
016A: fade 0 0 ms 

:SWEET3_2243
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_2267 
0001: wait 0 ms 
0002: jump @SWEET3_2243 

:SWEET3_2267
02EA: end_cutscene 
023C: request_special_actor 'SMOKE' as 1 
023C: request_special_actor 'SWEET' as 2 
023C: request_special_actor 'RYDER2' as 3 
0247: request_model #TEC9 
0247: request_model #CIGAR 
038B: load_requested_models 

:SWEET3_2319
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #TEC9 available 
004D: jump_if_false @SWEET3_2358 
0001: wait 0 ms 
0002: jump @SWEET3_2319 

:SWEET3_2358
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @SWEET3_2384 
0001: wait 0 ms 
0002: jump @SWEET3_2358 

:SWEET3_2384
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_2819 
009A: $ACTOR_SMOKE = create_actor 24 #SPECIAL01 at 2511.514 -1671.464 12.4607 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
0173: set_actor $ACTOR_SMOKE z_angle_to 84.5 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 1 10000 ms 
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SMOKE targetable 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
0223: set_actor $ACTOR_SMOKE health_to 500 
039E: set_actor $ACTOR_SMOKE jackable 1 
0526: unknown_actor $ACTOR_SMOKE 1 
060A: unknown_create_entity 0 93@ 
060B: unknown_actor_use_entity $ACTOR_SMOKE 93@ 
09F6: set_actor $ACTOR_SMOKE jackable_through_driver_seat 0 
009A: $ACTOR_SWEET = create_actor 24 #SPECIAL02 at 2507.886 -1667.8 12.3881 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0173: set_actor $ACTOR_SWEET z_angle_to 167.8 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 2 10000 ms 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
0223: set_actor $ACTOR_SWEET health_to 500 
039E: set_actor $ACTOR_SWEET jackable 1 
0526: unknown_actor $ACTOR_SWEET 1 
060A: unknown_create_entity 0 94@ 
060B: unknown_actor_use_entity $ACTOR_SWEET 94@ 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
009A: $ACTOR_RYDER = create_actor 24 #SPECIAL03 at 2506.348 -1673.591 12.3784 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0173: set_actor $ACTOR_RYDER z_angle_to 346.0 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 0 10000 ms 
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
0223: set_actor $ACTOR_RYDER health_to 500 
039E: set_actor $ACTOR_RYDER jackable 1 
0526: unknown_actor $ACTOR_RYDER 1 
060A: unknown_create_entity 0 95@ 
060B: unknown_actor_use_entity $ACTOR_RYDER 95@ 
09F6: set_actor $ACTOR_RYDER jackable_through_driver_seat 0 
0746: (unknown) 0 8 24 
0746: (unknown) 0 24 8 

:SWEET3_2819
041E: set_radio_station 3 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0169: set_fade_color 0 0 0 
0395: clear_area 1 at 2516.54 -1671.2 12.87 range 2.0 
00A1: put_actor $PLAYER_ACTOR at 2516.54 -1671.2 12.87 
0173: set_actor $PLAYER_ACTOR z_angle_to 81.2 
0A0B: (unknown) 2516.54 -1671.2 12.87 81.2 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
016A: fade 1 1000 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_2967 
0002: jump @SWEET3_12890 

:SWEET3_2967
0006: 33@ = 0 // integer values 
03CF: load_wav 37600 as 1 

:SWEET3_2983
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET3_3048 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3041 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_3041
0002: jump @SWEET3_2983 

:SWEET3_3048
03D1: play_wav 1 
00BC: text_highpriority 'SWE2_AA' 10000 ms 1  // ~z~Carl, te vezetsz. Smoke mindjrt rosszul lesz.

:SWEET3_3068
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET3_3133 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3126 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_3126
0002: jump @SWEET3_3068 

:SWEET3_3133
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 79@ = 1 // integer values 
0050: gosub @SWEET3_47 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3207 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_3207
00BC: text_highpriority 'TWAR2_A' 6000 ms 1  // ~s~Szllj be a ~b~kocsiba~s~.
0006: 33@ = 0 // integer values 
0004: $127 = 0 // integer values 
0006: 59@ = 0 // integer values 

:SWEET3_3244
00D6: if or
81AF:   not car $SWEET_CAR $127 2404.1 -1891.5 12.3 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not  $SWEET_CAR 
004D: jump_if_false @SWEET3_4433 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SWEET3_3332 
0002: jump @SWEET3_12908 

:SWEET3_3332
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3378 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 
0002: jump @SWEET3_4270 

:SWEET3_3378
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_4270 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SWEET3_3670 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_3583 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @SWEET3_3511 
0164: disable_marker 39@ 
018A: 39@ = create_checkpoint_at 2404.1 -1891.5 12.3 
00BC: text_highpriority 'TWAR2_C' 6000 ms 1  // ~s~Vezess a ~Y~Cluckin' Bell~s~ tteremhez.
0004: $127 = 1 // integer values 
0006: 33@ = 0 // integer values 
0006: 59@ = 1 // integer values 

:SWEET3_3511
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @SWEET3_3569 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @SWEET3_3562 
0050: gosub @SWEET3_13144 
0006: 43@ = 1 // integer values 

:SWEET3_3562
0002: jump @SWEET3_3576 

:SWEET3_3569
0050: gosub @SWEET3_13144 

:SWEET3_3576
0002: jump @SWEET3_3670 

:SWEET3_3583
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @SWEET3_3670 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_15488 
00BC: text_highpriority 'TW2_X' 3000 ms 1  // ~s~Szllj vissza a ~b~kocsiba~s~.
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 // integer values 
0006: 59@ = 0 // integer values 

:SWEET3_3670
00D6: if 
8185:   not car $SWEET_CAR health >= 250 
004D: jump_if_false @SWEET3_4270 
03CF: load_wav 37647 as 2 

:SWEET3_3698
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_3880 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_3756 
00BC: text_highpriority 'SWE3_E' 2000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET3_12890 

:SWEET3_3756
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_3795 
00BC: text_highpriority 'SWE3_F' 2000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET3_12890 

:SWEET3_3795
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_3834 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_3834
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3873 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_3873
0002: jump @SWEET3_3698 

:SWEET3_3880
040D: unload_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'SWE2_KC' 2000 ms 1  // ~z~A verdnk szt lett cseszve - mindenki szlljon ki!
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SWEET3_4065 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_4065 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_3978 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_3978
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_4018 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_4018
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_4058 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_4058
0006: 56@ = 1 // integer values 

:SWEET3_4065
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_4247 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_4123 
00BC: text_highpriority 'SWE3_E' 2000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET3_12890 

:SWEET3_4123
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_4162 
00BC: text_highpriority 'SWE3_F' 2000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET3_12890 

:SWEET3_4162
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_4201 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_4201
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_4240 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_4240
0002: jump @SWEET3_4065 

:SWEET3_4247
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_4270
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_4309 
00BC: text_highpriority 'SWE3_E' 2000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET3_12890 

:SWEET3_4309
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_4348 
00BC: text_highpriority 'SWE3_F' 2000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET3_12890 

:SWEET3_4348
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_4387 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_4387
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_4426 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_4426
0002: jump @SWEET3_3244 

:SWEET3_4433
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
015F: set_camera_position 2405.975 -1882.475 15.2036 0.0 0.0 0.0 
0160: point_camera 2405.569 -1883.389 15.2158 2 
016A: fade 0 1000 ms 

:SWEET3_4504
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_4528 
0001: wait 0 ms 
0002: jump @SWEET3_4504 

:SWEET3_4528
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_4571 
00A1: put_actor $PLAYER_ACTOR at 2364.193 -1914.077 12.4235 
0002: jump @SWEET3_4591 

:SWEET3_4571
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2364.193 -1914.077 12.4235 

:SWEET3_4591
009B: destroy_actor_instantly $ACTOR_SMOKE 
009B: destroy_actor_instantly $ACTOR_SWEET 
009B: destroy_actor_instantly $ACTOR_RYDER 
00A6: destroy_car $SWEET_CAR 
0249: release_model #FAM3 
0249: release_model #BALLAS2 
0249: release_model #GREENWOO 
0249: release_model #TEC9 
0249: release_model #VOODOO 
0249: release_model #CIGAR 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0A0B: (unknown) 2397.644 -1880.276 23.8686 160.0 
0395: clear_area 1 at 2404.1 -1891.5 12.3 range 120.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: set_streaming 0 
02E4: load_cutscene_data 'SWEET2B' 

:SWEET3_4716
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET3_4740 
0001: wait 0 ms 
0002: jump @SWEET3_4716 

:SWEET3_4740
0395: clear_area 1 at 2404.1 -1891.5 12.3 range 120.0 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET3_4773
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET3_4797 
0001: wait 0 ms 
0002: jump @SWEET3_4773 

:SWEET3_4797
016A: fade 0 0 ms 

:SWEET3_4803
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_4827 
0001: wait 0 ms 
0002: jump @SWEET3_4803 

:SWEET3_4827
02EA: end_cutscene 
0247: request_model #VOODOO 
0247: request_model #FAM3 
0247: request_model #FAM2 
0247: request_model #BALLAS2 
0247: request_model #GREENWOO 
023C: request_special_actor 'SMOKE' as 1 
023C: request_special_actor 'SWEET' as 2 
023C: request_special_actor 'RYDER2' as 3 
0247: request_model #TEC9 
038B: load_requested_models 

:SWEET3_4897
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #FAM3 available 
8248:   not model #BALLAS2 available 
8248:   not model #GREENWOO available 
004D: jump_if_false @SWEET3_4937 
0001: wait 0 ms 
0002: jump @SWEET3_4897 

:SWEET3_4937
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #TEC9 available 
004D: jump_if_false @SWEET3_4976 
0001: wait 0 ms 
0002: jump @SWEET3_4937 

:SWEET3_4976
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 39@ 
0615: define_action_sequences 65@ 
05D1: AS_actor -1 drive_car -1 to 2410.739 -1960.027 12.3906 speed 13.0 0 412 2 
05D1: AS_actor -1 drive_car -1 to 2326.903 -1969.676 12.3738 speed 15.0 0 412 2 
05D1: AS_actor -1 drive_car -1 to 2235.262 -1891.301 12.3828 speed 18.0 0 412 2 
05D1: AS_actor -1 drive_car -1 to 2094.307 -1891.856 12.3738 speed 18.0 0 412 2 
05D1: AS_actor -1 drive_car -1 to 2105.82 -1754.177 12.3984 speed 20.0 0 412 2 
05D1: AS_actor -1 drive_car -1 to 2321.914 -1736.094 12.3828 speed 20.0 0 412 2 
05D1: AS_actor -1 drive_car -1 to 2498.32 -1658.28 12.36 speed 20.0 0 412 2 
05D1: AS_actor -1 drive_car -1 to 2502.89 -1674.71 12.37 speed 15.0 0 412 2 
0616: define_action_sequences_end 65@ 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #GREENWOO at 2396.36 -1917.96 12.38 
02AC: set_car $SWEET_CAR immunities 0 1 0 0 0 
0229: set_car $SWEET_CAR color_to 59 34 
053F: set_car $SWEET_CAR tires_vulnerable 0 
0249: release_model #GREENWOO 
01C8: $ACTOR_SMOKE = create_actor 24 #SPECIAL01 in_car $SWEET_CAR passenger_seat 2 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
0173: set_actor $ACTOR_SMOKE z_angle_to 84.5 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 1 10000 ms 
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SMOKE targetable 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
0223: set_actor $ACTOR_SMOKE health_to 500 
039E: set_actor $ACTOR_SMOKE jackable 1 
0526: unknown_actor $ACTOR_SMOKE 1 
060B: unknown_actor_use_entity $ACTOR_SMOKE 93@ 
09F6: set_actor $ACTOR_SMOKE jackable_through_driver_seat 0 
01C8: $ACTOR_SWEET = create_actor 24 #SPECIAL02 in_car $SWEET_CAR passenger_seat 1 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0173: set_actor $ACTOR_SWEET z_angle_to 167.8 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 2 10000 ms 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
0223: set_actor $ACTOR_SWEET health_to 500 
039E: set_actor $ACTOR_SWEET jackable 1 
0526: unknown_actor $ACTOR_SWEET 1 
060B: unknown_actor_use_entity $ACTOR_SWEET 94@ 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
01C8: $ACTOR_RYDER = create_actor 24 #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0173: set_actor $ACTOR_RYDER z_angle_to 346.0 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 0 10000 ms 
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
0223: set_actor $ACTOR_RYDER health_to 500 
039E: set_actor $ACTOR_RYDER jackable 1 
0526: unknown_actor $ACTOR_RYDER 1 
060B: unknown_actor_use_entity $ACTOR_RYDER 95@ 
09F6: set_actor $ACTOR_RYDER jackable_through_driver_seat 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_5792 
0395: clear_area 1 at 2396.36 -1917.96 12.38 range 10.0 
00AB: put_car $SWEET_CAR at 2396.36 -1917.96 12.38 
0175: set_car $SWEET_CAR z_angle_to 267.3 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_5792 
036A: put_actor $PLAYER_ACTOR in_car $SWEET_CAR 

:SWEET3_5792
0395: clear_area 1 at 2411.31 -1928.837 12.3906 range 10.0 
00A5: 40@ = create_car #VOODOO at 2411.31 -1928.837 12.3906 
0229: set_car 40@ color_to 22 22 
053F: set_car 40@ tires_vulnerable 0 
0587: (unknown) 40@ 0 
0224: set_car 40@ health_to 3000 
020A: set_car 40@ door_status_to 3 
0175: set_car 40@ z_angle_to 178.7106 
0186: 52@ = create_marker_above_car 40@ 
0129: 89@ = create_actor 25 #BALLAS2 in_car 40@ driverseat 
0446: set_actor 89@ immune_to_headshots 0 
01B2: give_actor 89@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 89@ armed_weapon_to 32 
02E2: set_actor 89@ weapon_accuracy_to 40 
0618: assign_actor 89@ to_action_sequences 65@ 
061B: remove_references_to_action_sequences 65@ 
01C8: 90@ = create_actor 25 #BALLAS2 in_car 40@ passenger_seat 0 
0446: set_actor 90@ immune_to_headshots 0 
01B2: give_actor 90@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 90@ armed_weapon_to 32 
02E2: set_actor 90@ weapon_accuracy_to 40 
0713: actor 90@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 60 
009A: 53@ = create_actor 24 #FAM2 at 2506.45 -1681.02 12.53 
0173: set_actor 53@ z_angle_to 80.0 
0223: set_actor 53@ health_to 30 
01B2: give_actor 53@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: unknown_actor 53@ not_scared_flag 1 
0568: set_actor 53@ targetable 1 
009A: 54@ = create_actor 24 #FAM3 at 2507.3 -1680.1 13.0 
0173: set_actor 54@ z_angle_to 90.0 
0223: set_actor 54@ health_to 30 
01B2: give_actor 54@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: unknown_actor 54@ not_scared_flag 1 
0568: set_actor 54@ targetable 1 
0677: AS_actor 53@ chat_with_actor 54@ 1 1 
0677: AS_actor 54@ chat_with_actor 53@ 0 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_6296 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_6296 
0224: set_car $SWEET_CAR health_to 3100 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_6296 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 32 
0713: actor $ACTOR_RYDER drive_by actor -1 car 40@ point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 45 

:SWEET3_6296
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_6383 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_6383 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_6383 
0713: actor $ACTOR_SWEET drive_by actor -1 car 40@ point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 45 

:SWEET3_6383
0249: release_model #VOODOO 
0249: release_model #FAM3 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 33@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0746: (unknown) 0 8 24 
0746: (unknown) 0 24 8 
0746: (unknown) 4 25 0 
0A0B: (unknown) 2396.36 -1917.96 12.38 267.3 
016A: fade 1 1000 ms 
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 79@ = 2 // integer values 
0050: gosub @SWEET3_47 
0006: 43@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
09D2: (unknown) 0 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0002: jump @SWEET3_6579 
0187: 81@ = create_marker_above_actor 89@ 
0187: 82@ = create_marker_above_actor 90@ 

:SWEET3_6579
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_9366 
0001: wait 0 ms 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_7609 
077E: 80@ = active_interior 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SWEET3_7609 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @SWEET3_7609 
00D6: if and
01AF:   car 40@ 0 2502.89 -1674.71 12.37 radius 8.0 8.0 5.0 
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7609 
016A: fade 0 500 ms 

:SWEET3_6724
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_6748 
0001: wait 0 ms 
0002: jump @SWEET3_6724 

:SWEET3_6748
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
077E: 80@ = active_interior 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_6802 
00D9: 62@ = actor $PLAYER_ACTOR car 
0519: lock_vehicle 62@ in_current_position 1 
0002: jump @SWEET3_6809 

:SWEET3_6802
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:SWEET3_6809
04BB: select_interior 0 // select render area 
04E4: unknown_refresh_game_renderer_at 2497.299 -1679.542 
0A0B: (unknown) 2513.544 -1682.85 14.1195 41.0 
0395: clear_area 1 at 2513.544 -1682.85 14.1195 range 70.0 
015F: set_camera_position 2514.399 -1683.345 14.2746 0.0 0.0 0.0 
0160: point_camera 2513.544 -1682.85 14.1195 2 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_6989 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_6989 
05D1: AS_actor 89@ drive_car 40@ to 2386.24 -1658.95 12.38 speed 1.0 2 412 3 

:SWEET3_6989
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7010 
0687: clear_actor_task 90@ 

:SWEET3_7010
016A: fade 1 500 ms 
0006: 32@ = 0 // integer values 

:SWEET3_7024
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @SWEET3_7054 
0001: wait 0 ms 
0002: jump @SWEET3_7024 

:SWEET3_7054
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_7182 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET3_7175 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7175 
00D6: if 
00DB:   actor 90@ in_car 40@ 
004D: jump_if_false @SWEET3_7175 
0687: clear_actor_task 90@ 
02E2: set_actor 90@ weapon_accuracy_to 50 
07DD: (unknown) 90@ 90 
0713: actor 90@ drive_by actor -1 car -1 point 2507.65 -1681.24 12.8469 radius 5000.0 8 1 firing_rate 100 

:SWEET3_7175
0002: jump @SWEET3_7189 

:SWEET3_7182
0002: jump @SWEET3_9366 

:SWEET3_7189
0006: 32@ = 0 // integer values 

:SWEET3_7196
00D6: if or
8118:   not actor 54@ dead 
8118:   not actor 53@ dead 
004D: jump_if_false @SWEET3_7308 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @SWEET3_7261 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET3_7261 
05BE: AS_kill_actor 54@ 

:SWEET3_7261
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET3_7301 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @SWEET3_7301 
05BE: AS_kill_actor 53@ 

:SWEET3_7301
0002: jump @SWEET3_7196 

:SWEET3_7308
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_7375 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_7375 
05D1: AS_actor 89@ drive_car 40@ to 2386.24 -1658.95 12.38 speed 30.0 2 412 3 

:SWEET3_7375
0006: 32@ = 0 // integer values 

:SWEET3_7382
00D6: if 
8019:   not  32@ > 3000 // integer values 
004D: jump_if_false @SWEET3_7412 
0001: wait 0 ms 
0002: jump @SWEET3_7382 

:SWEET3_7412
016A: fade 0 500 ms 

:SWEET3_7419
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_7443 
0001: wait 0 ms 
0002: jump @SWEET3_7419 

:SWEET3_7443
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_7464 
0792: (unknown) 89@ 

:SWEET3_7464
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7485 
0792: (unknown) 90@ 

:SWEET3_7485
00A6: destroy_car 40@ 
009B: destroy_actor_instantly 89@ 
009B: destroy_actor_instantly 90@ 
04BB: select_interior 80@ // select render area 
00A0: store_actor $PLAYER_ACTOR position_to 107@ 108@ 109@ 
03CB: set_camera 107@ 108@ 109@ 
0001: wait 100 ms 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_7595 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @SWEET3_7588 
0519: lock_vehicle 62@ in_current_position 0 

:SWEET3_7588
0002: jump @SWEET3_7602 

:SWEET3_7595
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 

:SWEET3_7602
016A: fade 1 500 ms 

:SWEET3_7609
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @SWEET3_7685 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET3_7678 
0164: disable_marker 52@ 
0050: gosub @SWEET3_16169 
00BC: text_highpriority 'K_BALLA' 6000 ms 1  // ~s~ld meg a ~r~Ballas~s~ bandatagokat.
0006: 44@ = 1 // integer values 

:SWEET3_7678
0002: jump @SWEET3_7778 

:SWEET3_7685
00D6: if 
8185:   not car 40@ health >= 250 
004D: jump_if_false @SWEET3_7778 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET3_7778 
0164: disable_marker 52@ 
0050: gosub @SWEET3_16169 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7771 
00BC: text_highpriority 'K_BALLA' 6000 ms 1  // ~s~ld meg a ~r~Ballas~s~ bandatagokat.

:SWEET3_7771
0006: 44@ = 1 // integer values 

:SWEET3_7778
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @SWEET3_8004 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @SWEET3_7900 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7856 
0164: disable_marker 81@ 
0187: 81@ = create_marker_above_actor 90@ 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 // integer values 

:SWEET3_7856
0050: gosub @SWEET3_16169 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7900 
00BC: text_highpriority 'K_BALLA' 6000 ms 1  // ~s~ld meg a ~r~Ballas~s~ bandatagokat.

:SWEET3_7900
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @SWEET3_8004 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_7960 
0164: disable_marker 82@ 
0187: 82@ = create_marker_above_actor 89@ 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 // integer values 

:SWEET3_7960
0050: gosub @SWEET3_16169 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_8004 
00BC: text_highpriority 'K_BALLA' 6000 ms 1  // ~s~ld meg a ~r~Ballas~s~ bandatagokat.

:SWEET3_8004
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @SWEET3_8025 
0164: disable_marker 81@ 

:SWEET3_8025
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @SWEET3_8046 
0164: disable_marker 82@ 

:SWEET3_8046
00D6: if or
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @SWEET3_8090 
00BC: text_highpriority 'TW2_Y' 6000 ms 1  // ~r~Nem tudtad megvdeni a pajtsaidat.
0002: jump @SWEET3_12890 

:SWEET3_8090
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_8136 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 
0002: jump @SWEET3_9187 

:SWEET3_8136
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9187 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SWEET3_8743 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_8658 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @SWEET3_8264 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_8241 
0186: 52@ = create_marker_above_car 40@ 

:SWEET3_8241
00BC: text_highpriority 'SWE3_B' 3000 ms 1  // ~s~Kapd el a ~r~bandakocsit~s~, mieltt sztlvik a pajtsaidat!
0006: 59@ = 1 // integer values 

:SWEET3_8264
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SWEET3_8308 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @SWEET3_8308 
0050: gosub @SWEET3_13144 

:SWEET3_8308
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @SWEET3_8363 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @SWEET3_8363 
03E5: text_box 'SWE3_H'  // ~s~A kocsidban lv bandatagok tzet nyitnak az ellensgre, ha kzel kerlsz hozzjuk.
0006: 100@ = 1 // integer values 

:SWEET3_8363
0227: 34@ = car $SWEET_CAR health 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @SWEET3_8489 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SWEET3_8489 
00D6: if 
0019:   86@ > 11 // integer values 
004D: jump_if_false @SWEET3_8489 
0085: 35@ = 34@ // integer values and handles 
000E: 35@ -= 60 // integer values 
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 79@ = 7 // integer values 
0006: 37@ = 1 // integer values 
0050: gosub @SWEET3_47 
0006: 36@ = 1 // integer values 

:SWEET3_8489
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @SWEET3_8607 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SWEET3_8607 
00D6: if 
0019:   86@ > 3 // integer values 
004D: jump_if_false @SWEET3_8607 
0085: 35@ = 34@ // integer values and handles 
000E: 35@ -= 60 // integer values 
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 79@ = 8 // integer values 
0006: 37@ = 2 // integer values 
0050: gosub @SWEET3_47 
0006: 36@ = 1 // integer values 

:SWEET3_8607
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @SWEET3_8651 
00D6: if 
8185:   not car $SWEET_CAR health >= 35@ 
004D: jump_if_false @SWEET3_8651 
0006: 36@ = 0 // integer values 

:SWEET3_8651
0002: jump @SWEET3_8743 

:SWEET3_8658
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @SWEET3_8743 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_15488 
00BC: text_highpriority 'TW2_X' 3000 ms 1  // ~s~Szllj vissza a ~b~kocsiba~s~.
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 59@ = 0 // integer values 

:SWEET3_8743
00D6: if 
8185:   not car $SWEET_CAR health >= 250 
004D: jump_if_false @SWEET3_9187 
03CF: load_wav 37645 as 2 

:SWEET3_8771
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_8797 
0001: wait 0 ms 
0002: jump @SWEET3_8771 

:SWEET3_8797
040D: unload_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'SWE2_KA' 2000 ms 1  // ~z~Ah! Kigyulladtunk! Mindenki mentse az rhjt! Futs!
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SWEET3_8982 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_8982 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_8895 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_8895
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_8935 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_8935
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_8975 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_8975
0006: 56@ = 1 // integer values 

:SWEET3_8982
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_9164 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_9040 
00BC: text_highpriority 'SWE3_E' 2000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET3_12890 

:SWEET3_9040
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_9079 
00BC: text_highpriority 'SWE3_F' 2000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET3_12890 

:SWEET3_9079
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_9118 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_9118
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9157 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_9157
0002: jump @SWEET3_8982 

:SWEET3_9164
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_9187
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_9226 
00BC: text_highpriority 'SWE3_E' 2000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET3_12890 

:SWEET3_9226
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_9265 
00BC: text_highpriority 'SWE3_F' 2000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET3_12890 

:SWEET3_9265
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_9304 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_9304
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9343 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_9343
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @SWEET3_9359 

:SWEET3_9359
0002: jump @SWEET3_6579 

:SWEET3_9366
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_9387 
0687: clear_actor_task $ACTOR_SWEET 

:SWEET3_9387
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_9408 
0687: clear_actor_task $ACTOR_RYDER 

:SWEET3_9408
0164: disable_marker 81@ 
0164: disable_marker 82@ 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9499 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_9492 
0004: $127 = 1 // integer values 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2513.33 -1672.12 12.52 
0002: jump @SWEET3_9499 

:SWEET3_9492
0004: $127 = 0 // integer values 

:SWEET3_9499
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_9538 
00BC: text_highpriority 'SWE3_E' 2000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET3_12890 

:SWEET3_9538
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 79@ = 3 // integer values 
0050: gosub @SWEET3_47 
0006: 32@ = 0 // integer values 
0006: 43@ = 0 // integer values 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9669 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_9653 
00BC: text_highpriority 'TW2_W' 6000 ms 1  // ~s~Menj vissza ~y~Sweet hzhoz~s~.
0002: jump @SWEET3_9669 

:SWEET3_9653
00BC: text_highpriority 'TW2_X' 6000 ms 1  // ~s~Szllj vissza a ~b~kocsiba~s~.

:SWEET3_9669
00D6: if or
81AF:   not car $SWEET_CAR $127 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not  $SWEET_CAR 
004D: jump_if_false @SWEET3_10709 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9781 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 
0002: jump @SWEET3_10546 

:SWEET3_9781
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_10546 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SWEET3_10102 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_10010 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @SWEET3_9919 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: text_highpriority 'TW2_W' 6000 ms 1  // ~s~Menj vissza ~y~Sweet hzhoz~s~.
0004: $127 = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 59@ = 1 // integer values 

:SWEET3_9919
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @SWEET3_9996 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @SWEET3_9989 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_9989 
0050: gosub @SWEET3_13144 
0006: 43@ = 1 // integer values 

:SWEET3_9989
0002: jump @SWEET3_10003 

:SWEET3_9996
0050: gosub @SWEET3_13144 

:SWEET3_10003
0002: jump @SWEET3_10102 

:SWEET3_10010
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @SWEET3_10102 
0164: disable_marker 52@ 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_15488 
00BC: text_highpriority 'TW2_X' 6000 ms 1  // ~s~Szllj vissza a ~b~kocsiba~s~.
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 // integer values 
0006: 59@ = 0 // integer values 

:SWEET3_10102
00D6: if 
8185:   not car $SWEET_CAR health >= 250 
004D: jump_if_false @SWEET3_10546 
03CF: load_wav 37646 as 2 

:SWEET3_10130
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_10156 
0001: wait 0 ms 
0002: jump @SWEET3_10130 

:SWEET3_10156
040D: unload_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'SWE2_KB' 2000 ms 1  // ~z~H, ezek a fasszopk fel fognak robbani, el onnan!
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SWEET3_10341 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_10341 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_10254 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_10254
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_10294 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_10294
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_10334 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_10334
0006: 56@ = 1 // integer values 

:SWEET3_10341
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_10523 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_10399 
00BC: text_highpriority 'SWE3_E' 2000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET3_12890 

:SWEET3_10399
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_10438 
00BC: text_highpriority 'SWE3_F' 2000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET3_12890 

:SWEET3_10438
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_10477 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_10477
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_10516 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_10516
0002: jump @SWEET3_10341 

:SWEET3_10523
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_10546
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_10585 
00BC: text_highpriority 'SWE3_E' 2000 ms 1  // ~r~Sweet halott!
0002: jump @SWEET3_12890 

:SWEET3_10585
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_10624 
00BC: text_highpriority 'SWE3_F' 2000 ms 1  // ~r~Ryder halott!
0002: jump @SWEET3_12890 

:SWEET3_10624
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_10663 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_10663
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_10702 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_10702
0002: jump @SWEET3_9669 

:SWEET3_10709
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 2502.764 -1670.778 18.432 0.0 0.0 0.0 
0160: point_camera 2503.673 -1670.851 18.0218 2 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 79@ = 4 // integer values 
0050: gosub @SWEET3_47 
0006: 43@ = 0 // integer values 

:SWEET3_10821
00D6: if 
8039:   not  86@ == 1 // integer values 
004D: jump_if_false @SWEET3_10857 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_10821 

:SWEET3_10857
0006: 38@ = 0 // integer values 
0707: start_scene_skip_to @SWEET3_11206 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_10903 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 15000 ms 

:SWEET3_10903
00D6: if 
8039:   not  86@ == 3 // integer values 
004D: jump_if_false @SWEET3_10939 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_10903 

:SWEET3_10939
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2522.371 -1679.26 15.9361 position_to 2516.479 -1680.764 17.4286 17000 ms unknown 1 
0920: point_camera 2521.535 -1678.784 15.6635 transverse_to 2516.381 -1679.917 16.9049 17000 ms unknown 1 

:SWEET3_11023
00D6: if 
8039:   not  86@ == 8 // integer values 
004D: jump_if_false @SWEET3_11059 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_11023 

:SWEET3_11059
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11124 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_11124 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_SWEET go_to_point 2519.388 -1678.689 13.707 speed 4 5000 ms 

:SWEET3_11124
0001: wait 500 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11194 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_11194 
05CD: AS_actor $ACTOR_RYDER exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_RYDER go_to_point 2519.388 -1678.689 13.707 speed 4 5000 ms 

:SWEET3_11194
0001: wait 6000 ms 
0006: 38@ = 1 // integer values 

:SWEET3_11206
0701: end_scene_skip 
0647: unknown_action_sequence $PLAYER_ACTOR 
00BE: text_clear_all 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET3_11269 
016A: fade 0 500 ms 

:SWEET3_11240
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_11264 
0001: wait 0 ms 
0002: jump @SWEET3_11240 

:SWEET3_11264
0001: wait 500 ms 

:SWEET3_11269
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0925: (unknown) 
009B: destroy_actor_instantly $ACTOR_RYDER 
009B: destroy_actor_instantly $ACTOR_SWEET 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET3_11351 
016A: fade 1 500 ms 

:SWEET3_11327
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_11351 
0001: wait 0 ms 
0002: jump @SWEET3_11327 

:SWEET3_11351
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 79@ = 5 // integer values 
0050: gosub @SWEET3_47 
0006: 43@ = 0 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11439 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_11439
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11520 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_11513 
0004: $127 = 1 // integer values 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0002: jump @SWEET3_11520 

:SWEET3_11513
0004: $127 = 0 // integer values 

:SWEET3_11520
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11594 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_11578 
00BC: text_highpriority 'TW2_Z' 6000 ms 1  // ~s~Fuvarozd el Smoke-ot a ~y~hzhoz~s~.
0002: jump @SWEET3_11594 

:SWEET3_11578
00BC: text_highpriority 'TW2_X' 6000 ms 1  // ~s~Szllj vissza a ~b~kocsiba~s~.

:SWEET3_11594
00D6: if or
81AF:   not car $SWEET_CAR $127 2066.465 -1695.444 12.5547 radius 4.0 3.5 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not  $SWEET_CAR 
004D: jump_if_false @SWEET3_12398 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11706 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 
0002: jump @SWEET3_12313 

:SWEET3_11706
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12313 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SWEET3_12027 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_11935 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @SWEET3_11844 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
00BC: text_highpriority 'TW2_Z' 6000 ms 1  // ~s~Fuvarozd el Smoke-ot a ~y~hzhoz~s~.
0004: $127 = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 59@ = 1 // integer values 

:SWEET3_11844
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @SWEET3_11921 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @SWEET3_11914 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_11914 
0050: gosub @SWEET3_13144 
0006: 43@ = 1 // integer values 

:SWEET3_11914
0002: jump @SWEET3_11928 

:SWEET3_11921
0050: gosub @SWEET3_13144 

:SWEET3_11928
0002: jump @SWEET3_12027 

:SWEET3_11935
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @SWEET3_12027 
0164: disable_marker 52@ 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_15001 
00BC: text_highpriority 'TW2_X' 6000 ms 1  // ~s~Szllj vissza a ~b~kocsiba~s~.
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 // integer values 
0006: 59@ = 0 // integer values 

:SWEET3_12027
00D6: if 
8185:   not car $SWEET_CAR health >= 250 
004D: jump_if_false @SWEET3_12313 
03CF: load_wav 37646 as 2 

:SWEET3_12055
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_12081 
0001: wait 0 ms 
0002: jump @SWEET3_12055 

:SWEET3_12081
040D: unload_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'SWE2_KB' 2000 ms 1  // ~z~H, ezek a fasszopk fel fognak robbani, el onnan!
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SWEET3_12186 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12186 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12179 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 10000 ms 

:SWEET3_12179
0006: 56@ = 1 // integer values 

:SWEET3_12186
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_12290 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12244 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_12244
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12283 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_12283
0002: jump @SWEET3_12186 

:SWEET3_12290
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_12313
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12352 
00BC: text_highpriority 'SWE3_G' 2000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET3_12890 

:SWEET3_12352
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12391 
00BC: text_highpriority 'SWE3_D' 2000 ms 1  // ~r~A kocsi szttrt!
0002: jump @SWEET3_12890 

:SWEET3_12391
0002: jump @SWEET3_11594 

:SWEET3_12398
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 79@ = 6 // integer values 
0050: gosub @SWEET3_47 
0006: 43@ = 0 // integer values 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2079.109 -1703.561 17.6928 position_to 2067.162 -1703.315 13.4746 17000 ms unknown 1 
0920: point_camera 2078.251 -1703.206 17.3208 transverse_to 2067.105 -1702.33 13.6396 17000 ms unknown 1 
0001: wait 500 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12580 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 15000 ms 

:SWEET3_12580
0006: 38@ = 0 // integer values 
0707: start_scene_skip_to @SWEET3_12743 

:SWEET3_12594
00D6: if 
8039:   not  86@ == 1 // integer values 
004D: jump_if_false @SWEET3_12630 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_12594 

:SWEET3_12630
00D6: if 
8039:   not  86@ == 5 // integer values 
004D: jump_if_false @SWEET3_12666 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_12630 

:SWEET3_12666
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12731 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12731 
05CD: AS_actor $ACTOR_SMOKE exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_SMOKE go_to_point 2058.404 -1697.166 12.5547 speed 4 8000 ms 

:SWEET3_12731
0001: wait 5000 ms 
0006: 38@ = 1 // integer values 

:SWEET3_12743
0701: end_scene_skip 
0647: unknown_action_sequence $PLAYER_ACTOR 
00BE: text_clear_all 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET3_12806 
016A: fade 0 500 ms 

:SWEET3_12777
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_12801 
0001: wait 0 ms 
0002: jump @SWEET3_12777 

:SWEET3_12801
0001: wait 500 ms 

:SWEET3_12806
040D: unload_wav 1 
040D: unload_wav 2 
0925: (unknown) 
009B: destroy_actor_instantly $ACTOR_SMOKE 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET3_12883 
016A: fade 1 500 ms 

:SWEET3_12859
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_12883 
0001: wait 0 ms 
0002: jump @SWEET3_12859 

:SWEET3_12883
0002: jump @SWEET3_12908 

:SWEET3_12890
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SWEET3_12908
0318: set_latest_mission_passed 'SWEET_3'  // Vizit
01E3: text_1number_styled 'M_PASSS' 200 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0998: add_respect 5 
0109: player $PLAYER_CHAR money += 200 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0008: $11253 += 1 // integer values 
0629: change_stat 302 to 1 // integer 
030C: set_mission_points += 1 
0051: return 

:SWEET3_12979
034F: destroy_actor_with_fade $ACTOR_SMOKE // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_RYDER // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
09D2: (unknown) 1 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_13041 
053F: set_car $SWEET_CAR tires_vulnerable 1 

:SWEET3_13041
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #BALLAS2 
0249: release_model #GREENWOO 
0249: release_model #TEC9 
0249: release_model #VOODOO 
0249: release_model #CIGAR 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
040D: unload_wav 1 
040D: unload_wav 2 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:SWEET3_13144
00D6: if or
0039:   85@ == 0 // integer values 
0039:   85@ == 1 // integer values 
004D: jump_if_false @SWEET3_13214 
00D6: if 
002D:   58@ >= 86@ // integer values 
004D: jump_if_false @SWEET3_13214 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @SWEET3_13214 
0050: gosub @SWEET3_13286 

:SWEET3_13214
00D6: if 
0039:   85@ == 2 // integer values 
004D: jump_if_false @SWEET3_13284 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET3_13284 
0050: gosub @SWEET3_14207 
0006: 85@ = 0 // integer values 
000A: 86@ += 1 // integer values 
0006: 87@ = 0 // integer values 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 

:SWEET3_13284
0051: return 

:SWEET3_13286
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @SWEET3_13322 
03CF: load_wav 66@(86@,13i) as 1 
0006: 85@ = 1 // integer values 

:SWEET3_13322
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @SWEET3_13387 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET3_13387 
00BC: text_highpriority $6583(86@,13s) 4000 ms 1 
03D1: play_wav 1 
0050: gosub @SWEET3_13389 
0006: 85@ = 2 // integer values 

:SWEET3_13387
0051: return 

:SWEET3_13389
00D6: if or
04A4:   66@(86@,13i) == 37601 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37611 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37632 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37654 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37667 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37668 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_13501 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0051: return 

:SWEET3_13501
00D6: if or
04A4:   66@(86@,13i) == 37671 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37673 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37676 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37678 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_13585 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0051: return 

:SWEET3_13585
00D6: if or
04A4:   66@(86@,13i) == 37612 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37613 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37615 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37637 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37638 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37658 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_13713 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_13713 
0A09: (unknown) $ACTOR_SWEET 1 
0967: actor $ACTOR_SWEET move_mouth 3000 
0051: return 

:SWEET3_13713
00D6: if or
04A4:   66@(86@,13i) == 37664 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37652 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37653 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37623 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37624 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_13827 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_13827 
0A09: (unknown) $ACTOR_SWEET 1 
0967: actor $ACTOR_SWEET move_mouth 3000 
0051: return 

:SWEET3_13827
00D6: if or
04A4:   66@(86@,13i) == 37651 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37656 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37657 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37661 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37662 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37622 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_13955 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_13955 
0A09: (unknown) $ACTOR_RYDER 1 
0967: actor $ACTOR_RYDER move_mouth 3000 
0051: return 

:SWEET3_13955
00D6: if or
04A4:   66@(86@,13i) == 37617 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37619 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37620 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14041 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14041 
0A09: (unknown) $ACTOR_RYDER 1 
0967: actor $ACTOR_RYDER move_mouth 3000 
0051: return 

:SWEET3_14041
00D6: if or
04A4:   66@(86@,13i) == 37602 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37606 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37607 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37610 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37630 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37635 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14174 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14167 
0A09: (unknown) $ACTOR_RYDER 1 
0967: actor $ACTOR_RYDER move_mouth 3000 

:SWEET3_14167
0002: jump @SWEET3_14205 

:SWEET3_14174
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_14205 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET3_14205
0051: return 

:SWEET3_14207
00D6: if or
04A4:   66@(86@,13i) == 37601 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37611 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37632 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37654 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37667 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37668 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14316 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET3_14316
00D6: if or
04A4:   66@(86@,13i) == 37671 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37673 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37676 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37678 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14397 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET3_14397
00D6: if or
04A4:   66@(86@,13i) == 37612 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37613 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37615 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37637 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37638 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37658 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14522 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_14522 
0A09: (unknown) $ACTOR_SWEET 0 
0968: actor $ACTOR_SWEET stop_mouth 
0051: return 

:SWEET3_14522
00D6: if or
04A4:   66@(86@,13i) == 37664 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37652 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37653 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37623 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37624 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14633 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_14633 
0A09: (unknown) $ACTOR_SWEET 0 
0968: actor $ACTOR_SWEET stop_mouth 
0051: return 

:SWEET3_14633
00D6: if or
04A4:   66@(86@,13i) == 37651 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37656 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37657 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37661 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37662 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37622 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14758 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14758 
0A09: (unknown) $ACTOR_RYDER 0 
0968: actor $ACTOR_RYDER stop_mouth 
0051: return 

:SWEET3_14758
00D6: if or
04A4:   66@(86@,13i) == 37617 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37619 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37620 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14841 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14841 
0A09: (unknown) $ACTOR_RYDER 0 
0968: actor $ACTOR_RYDER stop_mouth 
0051: return 

:SWEET3_14841
00D6: if or
04A4:   66@(86@,13i) == 37602 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37606 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37607 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37610 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37630 // integer values OR floating-point values 
04A4:   66@(86@,13i) == 37635 // integer values OR floating-point values 
004D: jump_if_false @SWEET3_14971 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14964 
0A09: (unknown) $ACTOR_RYDER 0 
0968: actor $ACTOR_RYDER stop_mouth 

:SWEET3_14964
0002: jump @SWEET3_14999 

:SWEET3_14971
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_14999 
0A09: (unknown) $ACTOR_SMOKE 0 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET3_14999
0051: return 

:SWEET3_15001
040D: unload_wav 2 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @SWEET3_15032 
03CF: load_wav 35800 as 2 

:SWEET3_15032
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @SWEET3_15059 
03CF: load_wav 35801 as 2 

:SWEET3_15059
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @SWEET3_15086 
03CF: load_wav 35802 as 2 

:SWEET3_15086
00D6: if 
0039:   51@ == 3 // integer values 
004D: jump_if_false @SWEET3_15113 
03CF: load_wav 35803 as 2 

:SWEET3_15113
00D6: if 
0039:   51@ == 4 // integer values 
004D: jump_if_false @SWEET3_15140 
03CF: load_wav 35804 as 2 

:SWEET3_15140
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_15156
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_15218 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_15193 
0051: return 

:SWEET3_15193
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_15211 
0051: return 

:SWEET3_15211
0002: jump @SWEET3_15156 

:SWEET3_15218
03D1: play_wav 2 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @SWEET3_15256 
00BC: text_highpriority 'SMOX_AA' 3000 ms 1  // ~z~Szllj be

:SWEET3_15256
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @SWEET3_15290 
00BC: text_highpriority 'SMOX_AB' 3000 ms 1  // ~z~A kocsiban!

:SWEET3_15290
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @SWEET3_15324 
00BC: text_highpriority 'SMOX_AC' 3000 ms 1  // ~z~Szllj be a kocsiba!

:SWEET3_15324
00D6: if 
0039:   51@ == 3 // integer values 
004D: jump_if_false @SWEET3_15358 
00BC: text_highpriority 'SMOX_AD' 3000 ms 1  // ~z~Gyernk, playa, szllj be!

:SWEET3_15358
00D6: if 
0039:   51@ == 4 // integer values 
004D: jump_if_false @SWEET3_15392 
00BC: text_highpriority 'SMOX_AE' 3000 ms 1  // ~z~Gyernk, tuds, szllj be a kocsiba!

:SWEET3_15392
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_15454 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_15429 
0051: return 

:SWEET3_15429
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_15447 
0051: return 

:SWEET3_15447
0002: jump @SWEET3_15392 

:SWEET3_15454
000A: 51@ += 1 // integer values 
00D6: if 
0019:   51@ > 4 // integer values 
004D: jump_if_false @SWEET3_15486 
0006: 51@ = 0 // integer values 

:SWEET3_15486
0051: return 

:SWEET3_15488
040D: unload_wav 2 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @SWEET3_15519 
03CF: load_wav 34205 as 2 

:SWEET3_15519
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @SWEET3_15546 
03CF: load_wav 37434 as 2 

:SWEET3_15546
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @SWEET3_15573 
03CF: load_wav 38641 as 2 

:SWEET3_15573
00D6: if 
0039:   51@ == 3 // integer values 
004D: jump_if_false @SWEET3_15600 
03CF: load_wav 34202 as 2 

:SWEET3_15600
00D6: if 
0039:   51@ == 4 // integer values 
004D: jump_if_false @SWEET3_15627 
03CF: load_wav 38644 as 2 

:SWEET3_15627
00D6: if 
0039:   51@ == 5 // integer values 
004D: jump_if_false @SWEET3_15654 
03CF: load_wav 34203 as 2 

:SWEET3_15654
00D6: if 
0039:   51@ == 6 // integer values 
004D: jump_if_false @SWEET3_15681 
03CF: load_wav 37429 as 2 

:SWEET3_15681
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_15697
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_15795 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_15734 
0051: return 

:SWEET3_15734
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_15752 
0051: return 

:SWEET3_15752
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_15770 
0051: return 

:SWEET3_15770
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_15788 
0051: return 

:SWEET3_15788
0002: jump @SWEET3_15697 

:SWEET3_15795
03D1: play_wav 2 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @SWEET3_15833 
00BC: text_highpriority 'RYDX_AF' 3000 ms 1  // ~z~Gyernk CJ, rdemeld ki!

:SWEET3_15833
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @SWEET3_15867 
00BC: text_highpriority 'SWE1_BM' 3000 ms 1  // ~z~Szlj be, nigger!

:SWEET3_15867
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @SWEET3_15901 
00BC: text_highpriority 'SWEX_BP' 3000 ms 1  // ~z~Ne legyl bunk, CJ!

:SWEET3_15901
00D6: if 
0039:   51@ == 3 // integer values 
004D: jump_if_false @SWEET3_15935 
00BC: text_highpriority 'RYDX_AC' 3000 ms 1  // ~z~Szlljatok be, ostobk!

:SWEET3_15935
00D6: if 
0039:   51@ == 4 // integer values 
004D: jump_if_false @SWEET3_15969 
00BC: text_highpriority 'SWEX_BS' 3000 ms 1  // ~z~CJ, ez egyszer, ne legyl kcsg!

:SWEET3_15969
00D6: if 
0039:   51@ == 5 // integer values 
004D: jump_if_false @SWEET3_16003 
00BC: text_highpriority 'RYDX_AD' 3000 ms 1  // ~z~Beszlls, CJ.

:SWEET3_16003
00D6: if 
0039:   51@ == 6 // integer values 
004D: jump_if_false @SWEET3_16037 
00BC: text_highpriority 'SWE1_BG' 3000 ms 1  // ~z~CJ, SZLLJ BE!

:SWEET3_16037
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_16135 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_16074 
0051: return 

:SWEET3_16074
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_16092 
0051: return 

:SWEET3_16092
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_16110 
0051: return 

:SWEET3_16110
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_16128 
0051: return 

:SWEET3_16128
0002: jump @SWEET3_16037 

:SWEET3_16135
000A: 51@ += 1 // integer values 
00D6: if 
0019:   51@ > 6 // integer values 
004D: jump_if_false @SWEET3_16167 
0006: 51@ = 0 // integer values 

:SWEET3_16167
0051: return 

:SWEET3_16169
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_16298 
0164: disable_marker 81@ 
0187: 81@ = create_marker_above_actor 89@ 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_16298 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_16298 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_16298 
0687: clear_actor_task $ACTOR_RYDER 
0713: actor $ACTOR_RYDER drive_by actor 89@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 70 

:SWEET3_16298
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_16427 
0164: disable_marker 82@ 
0187: 82@ = create_marker_above_actor 90@ 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_16427 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_16427 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_16427 
0687: clear_actor_task $ACTOR_SWEET 
0713: actor $ACTOR_SWEET drive_by actor 90@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 70 

:SWEET3_16427
0051: return 

//-------------Mission 16---------------
// Originally: Nines And AK's

:SWEET2
03A4: name_thread 'SWEET2' 
0050: gosub @SWEET2_1108 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SWEET2_38 
0050: gosub @SWEET2_20176 

:SWEET2_38
0050: gosub @SWEET2_20360 
004E: end_thread 

:SWEET2_47
0871: init_jump_table 39@ total_jumps 4 0 @SWEET2_1106 jumps 0 @SWEET2_110 1 @SWEET2_340 2 @SWEET2_690 3 @SWEET2_872 -1 @SWEET2_1106 -1 @SWEET2_1106 -1 @SWEET2_1106 

:SWEET2_110
05A9: s$6609[0] = 'SWE3_AA' // 8-byte strings  // ~z~Mi trtnt a csaldokkal, hov tnt a szeretet?
05A9: s$6609[1] = 'SWE3_AB' // 8-byte strings  // ~z~Gebaszok elfordulnak.
05A9: s$6609[2] = 'SWE3_AC' // 8-byte strings  // ~z~A Seville blamlja a Templet, a Temple blamlja a Grove-t.
05A9: s$6609[3] = 'SWE3_AD' // 8-byte strings  // ~z~A rossz vrbl csak rossz vr szlethet.
05A9: s$6609[4] = 'SWE3_AE' // 8-byte strings  // ~z~Ha olvasod a knyvet, akkor a vilgot is olyannak ltod, bbi!
05A9: s$6609[5] = 'SWE3_AF' // 8-byte strings  // ~z~Ja, nos tudod, hogy komolyan kell venned.
05A9: s$6609[6] = 'SWE3_AH' // 8-byte strings  // ~z~Becsllek tged, Carl. Egy vezet vagy, egy ltnok.
05A9: s$6609[7] = 'SWE3_AJ' // 8-byte strings  // ~z~Emlkezz rm, amikor a cscsra rsz.
05A9: s$6609[8] = 'SWE3_AK' // 8-byte strings  // ~z~Pihenj egyet, Smoke. Mosott szar vagy.
04AF: 66@ = unknown_wav_reference 37800 
04AF: 67@ = unknown_wav_reference 37801 
04AF: 68@ = unknown_wav_reference 37802 
04AF: 69@ = unknown_wav_reference 37803 
04AF: 70@ = unknown_wav_reference 37804 
04AF: 71@ = unknown_wav_reference 37805 
04AF: 72@ = unknown_wav_reference 37806 
04AF: 73@ = unknown_wav_reference 37807 
04AF: 74@ = unknown_wav_reference 37808 
0006: 48@ = 8 // integer values 
0002: jump @SWEET2_1106 

:SWEET2_340
05A9: s$6609[0] = 'SWE3_GA' // 8-byte strings  // ~z~Fenbe, te egy hidegvr gyilkos vagy, haver!
05A9: s$6609[1] = 'SWE3_GB' // 8-byte strings  // ~z~De emlkezz arra, hogy az igazi er bellrl fakad, testvrem.
05A9: s$6609[2] = 'SWE3_GC' // 8-byte strings  // ~z~Hallgass a fira.
05A9: s$6609[3] = 'SWE3_GD' // 8-byte strings  // ~z~Igen, azt hiszem Liberty nem puhtott el, mi?
05A9: s$6609[4] = 'SWE3_GE' // 8-byte strings  // ~z~H, vlljunk szt.
05A9: s$6609[5] = 'SWE3_GF' // 8-byte strings  // ~z~H, majd mg beszlnk, Emmet.
05A9: s$6609[6] = 'SWE3_GG' // 8-byte strings  // ~z~100%-ban mgttetek llok, srcok.
05A9: s$6609[7] = 'SWE3_GH' // 8-byte strings  // ~z~Ne feledd, nem tlem kaptad.
05A9: s$6609[8] = 'SWE3_GJ' // 8-byte strings  // ~z~s emlkkezz erre. Emmet a fegyverek lelhelye!
05A9: s$6609[9] = 'SWE3_GK' // 8-byte strings  // ~z~Csakis kivl minsg cuccokat rulok.
05A9: s$6609[10] = 'SWE3_GL' // 8-byte strings  // ~z~s n bszkn szolglom a kzssget, immron 30 ve!
05A9: s$6609[11] = 'SWE3_GM' // 8-byte strings  // ~z~rlt vn bolond. H, te vezetsz, ember
05A9: s$6609[12] = 'SWE3_GN' // 8-byte strings  // ~z~Ennl a cszlinl a mzeumi gyuk is jabbak. Hov megynk?
05A9: s$6609[13] = 'SWE3_GO' // 8-byte strings  // ~z~Igazn fradt vagyok, haver, vigyl engem haza, kicsi.
04AF: 66@ = unknown_wav_reference 37850 
04AF: 67@ = unknown_wav_reference 37851 
04AF: 68@ = unknown_wav_reference 37852 
04AF: 69@ = unknown_wav_reference 37853 
04AF: 70@ = unknown_wav_reference 37854 
04AF: 71@ = unknown_wav_reference 37855 
04AF: 72@ = unknown_wav_reference 37856 
04AF: 73@ = unknown_wav_reference 37857 
04AF: 74@ = unknown_wav_reference 37858 
04AF: 75@ = unknown_wav_reference 37859 
04AF: 76@ = unknown_wav_reference 37860 
04AF: 77@ = unknown_wav_reference 37861 
04AF: 78@ = unknown_wav_reference 37862 
04AF: 79@ = unknown_wav_reference 37863 
0006: 48@ = 13 // integer values 
0002: jump @SWEET2_1106 

:SWEET2_690
05A9: s$6609[0] = 'SWE3_HA' // 8-byte strings  // ~z~Mi a helyzet, ember, szar van a palacsintban?
05A9: s$6609[1] = 'SWE3_HB' // 8-byte strings  // ~z~Az embereknek ki kell nyitniuk a szemket s kitrni a szvket, CJ.
05A9: s$6609[2] = 'SWE3_HC' // 8-byte strings  // ~z~Mirl beszlsz?
05A9: s$6609[3] = 'SWE3_HD' // 8-byte strings  // ~z~Azokrl a dntsekrl beszlek, amikkel minden ember szembesl, testvr.
05A9: s$6609[4] = 'SWE3_HE' // 8-byte strings  // ~z~Nha valsgosnak ltszanak, mskor pedig egyltaln nincs vlaszts.
05A9: s$6609[5] = 'SWE3_HF' // 8-byte strings  // ~z~Legalbb mg mindig marhasgokat beszlsz. Egyltaln nem vltoztl.
05A9: s$6609[6] = 'SWE3_HG' // 8-byte strings  // ~z~Ki, n? Nem, soha.
04AF: 66@ = unknown_wav_reference 37864 
04AF: 67@ = unknown_wav_reference 37865 
04AF: 68@ = unknown_wav_reference 37866 
04AF: 69@ = unknown_wav_reference 37867 
04AF: 70@ = unknown_wav_reference 37868 
04AF: 71@ = unknown_wav_reference 37869 
04AF: 72@ = unknown_wav_reference 37870 
0006: 48@ = 6 // integer values 
0002: jump @SWEET2_1106 

:SWEET2_872
05A9: s$6609[0] = 'MSWE07A' // 8-byte strings  // ~z~Beszlj.
05A9: s$6609[1] = 'MSWE07B' // 8-byte strings  // ~z~Azt hittem, hogy kpviseled...
05A9: s$6609[2] = 'MSWE07C' // 8-byte strings  // ~z~Mi?
05A9: s$6609[3] = 'MSWE07D' // 8-byte strings  // ~z~Javts ki, ha tvednk, de n gy tudtam, hogy jra a Grove Streeten jrklsz.
05A9: s$6609[4] = 'MSWE07E' // 8-byte strings  // ~z~Mr mondtam!
05A9: s$6609[5] = 'MSWE07F' // 8-byte strings  // ~z~Nos, mg nem ltom rajtad a szneket!
05A9: s$6609[6] = 'MSWE07G' // 8-byte strings  // ~z~A zszlhoz kell replnd, ember!
05A9: s$6609[7] = 'MSWE07H' // 8-byte strings  // ~z~Senki nem fog tisztelni, ha mg a sajt terletedet sem tiszteled!
05A9: s$6609[8] = 'MSWE07J' // 8-byte strings  // ~z~Rendben, ember, az n hibm. Csak mg nem volt idm belekezdeni.
05A9: s$6609[9] = 'MSWE07K' // 8-byte strings  // ~z~Van egy Binco a gett tornaterem sarkn, menj szerezz egy kis zldet!
04AF: 66@ = unknown_wav_reference 29066 
04AF: 67@ = unknown_wav_reference 29067 
04AF: 68@ = unknown_wav_reference 29068 
04AF: 69@ = unknown_wav_reference 29069 
04AF: 70@ = unknown_wav_reference 29070 
04AF: 71@ = unknown_wav_reference 29071 
04AF: 72@ = unknown_wav_reference 29072 
04AF: 73@ = unknown_wav_reference 29073 
04AF: 74@ = unknown_wav_reference 29074 
04AF: 75@ = unknown_wav_reference 29075 
0006: 48@ = 9 // integer values 
0002: jump @SWEET2_1106 

:SWEET2_1106
0051: return 

:SWEET2_1108
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 36@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0007: 89@ = 2440.58 // floating-point values 
0007: 94@ = -1979.89 // floating-point values 
0007: 99@ = 14.1 // floating-point values 
0007: 90@ = 2440.14 // floating-point values 
0007: 95@ = -1976.5 // floating-point values 
0007: 100@ = 13.4 // floating-point values 
0007: 91@ = 2440.95 // floating-point values 
0007: 96@ = -1973.76 // floating-point values 
0007: 101@ = 14.2 // floating-point values 
0007: 92@ = 2448.97 // floating-point values 
0007: 97@ = -1973.29 // floating-point values 
0007: 102@ = 13.35 // floating-point values 
0007: 93@ = 2444.35 // floating-point values 
0007: 98@ = -1970.61 // floating-point values 
0007: 103@ = 13.8 // floating-point values 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET2' 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'SWEET3A' 

:SWEET2_1367
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET2_1391 
0001: wait 0 ms 
0002: jump @SWEET2_1367 

:SWEET2_1391
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET2_1400
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET2_1424 
0001: wait 0 ms 
0002: jump @SWEET2_1400 

:SWEET2_1424
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:SWEET2_1437
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_1461 
0001: wait 0 ms 
0002: jump @SWEET2_1437 

:SWEET2_1461
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
01B5: force_weather 1 
023C: request_special_actor 'SMOKE' as 10 
0247: request_model #GLENDALE 
038B: load_requested_models 

:SWEET2_1491
00D6: if or
823D:   not special_actor 10 loaded 
8248:   not model #GLENDALE available 
004D: jump_if_false @SWEET2_1522 
0001: wait 0 ms 
0002: jump @SWEET2_1491 

:SWEET2_1522
060A: unknown_create_entity 0 52@ 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2506.23 -1675.75 12.37 range 6.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: $SMOKE_CAR = create_car #GLENDALE at 2506.23 -1675.75 12.37 
0229: set_car $SMOKE_CAR color_to 98 14 
0175: set_car $SMOKE_CAR z_angle_to 148.0 
041E: set_radio_station 3 
0746: (unknown) 0 8 24 
0746: (unknown) 0 24 8 
009A: $ACTOR_SMOKE = create_actor 24 #SPECIAL10 at 2505.869 -1672.723 12.3778 
0173: set_actor $ACTOR_SMOKE z_angle_to 160.0 
0223: set_actor $ACTOR_SMOKE health_to 500 
0568: set_actor $ACTOR_SMOKE targetable 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
081A: actor $ACTOR_SMOKE weapon_skill 1 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 100 
07DD: (unknown) $ACTOR_SMOKE 30 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
09F6: set_actor $ACTOR_SMOKE jackable_through_driver_seat 0 
060B: unknown_actor_use_entity $ACTOR_SMOKE 52@ 
00A1: put_actor $PLAYER_ACTOR at 2515.28 -1673.44 12.73 
0173: set_actor $PLAYER_ACTOR z_angle_to 81.2 
03CB: set_camera 2516.54 -1671.2 12.87 
016A: fade 1 1000 ms 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'SWE2_A' 10000 ms 1  // ~s~Menj Smoke-kal ~y~Emmet hzhoz~s~.
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SMOKE_CAR passenger_seat 0 5000 ms 
039E: set_actor $ACTOR_SMOKE jackable 1 
0526: unknown_actor $ACTOR_SMOKE 1 
0186: 44@ = create_marker_above_car $SMOKE_CAR 
07E0: set_marker 44@ type_to 1 
018A: 35@ = create_checkpoint_at 2453.07 -2003.96 12.56 
0164: disable_marker 35@ 
0004: $127 = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0050: gosub @SWEET2_47 
0006: 33@ = 0 // integer values 
0006: 56@ = 0 // integer values 

:SWEET2_1949
00D6: if or
81AF:   not car $SMOKE_CAR $127 2453.07 -2003.96 12.56 radius 4.0 4.0 4.0 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
89D0:   not  $SMOKE_CAR 
004D: jump_if_false @SWEET2_2420 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SWEET2_2037 
0002: jump @SWEET2_20226 

:SWEET2_2037
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_2312 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_2282 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SMOKE_CAR 
004D: jump_if_false @SWEET2_2183 
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @SWEET2_2150 
0164: disable_marker 44@ 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2453.07 -2003.96 12.56 
0004: $127 = 1 // integer values 
0006: 45@ = 1 // integer values 

:SWEET2_2150
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @SWEET2_2176 
0050: gosub @SWEET2_20628 

:SWEET2_2176
0002: jump @SWEET2_2275 

:SWEET2_2183
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @SWEET2_2275 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $SMOKE_CAR 
07E0: set_marker 44@ type_to 1 
0050: gosub @SWEET2_20873 
00BC: text_highpriority 'SWE2_L' 6000 ms 1  // ~s~Szjj vissza ~b~Smoke autjba~s~.
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 // integer values 
0006: 45@ = 0 // integer values 

:SWEET2_2275
0002: jump @SWEET2_2305 

:SWEET2_2282
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_2305
0002: jump @SWEET2_2335 

:SWEET2_2312
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_2335
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_2374 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_2374
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_2413 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_2413
0002: jump @SWEET2_1949 

:SWEET2_2420
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2452.949 -2011.824 16.3096 0.0 0.0 0.0 
0160: point_camera 2452.98 -2010.903 15.9217 2 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_2642 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_2642 
0615: define_action_sequences 37@ 
05CD: AS_actor -1 exit_car $SMOKE_CAR 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2453.515 -1980.771 12.5547 
05D7: add_point_to_scmpath 2450.486 -1981.659 12.5547 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_action_sequences_end 37@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 37@ 
061B: remove_references_to_action_sequences 37@ 
0001: wait 800 ms 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_2642 
05CD: AS_actor $PLAYER_ACTOR exit_car $SMOKE_CAR 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2453.29 -1983.71 12.54 speed 4 5000 ms 

:SWEET2_2642
0001: wait 2000 ms 
0050: gosub @SWEET2_22112 
016A: fade 0 1000 ms 

:SWEET2_2661
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_2685 
0001: wait 0 ms 
0002: jump @SWEET2_2661 

:SWEET2_2685
08F4: (unknown) 0 
0395: clear_area 0 at 2448.734 -1976.193 12.5469 range 200.0 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SWEET3B' 

:SWEET2_2729
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET2_2753 
0001: wait 0 ms 
0002: jump @SWEET2_2729 

:SWEET2_2753
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET2_2762
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET2_2786 
0001: wait 0 ms 
0002: jump @SWEET2_2762 

:SWEET2_2786
016A: fade 0 0 ms 

:SWEET2_2792
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_2816 
0001: wait 0 ms 
0002: jump @SWEET2_2792 

:SWEET2_2816
02EA: end_cutscene 
023C: request_special_actor 'EMMET' as 1 
0247: request_model #DYN_WINE_BIG 
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
04ED: load_animation "COLT45" 
04ED: load_animation "FAT" 
0247: request_model #COLT45 
0247: request_model #TAMPA 
038B: load_requested_models 

:SWEET2_2882
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #DYN_WINE_BIG available 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
8248:   not model #COLT45 available 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @SWEET2_2945 
0001: wait 0 ms 
0002: jump @SWEET2_2882 

:SWEET2_2945
00D6: if or
8248:   not model #TAMPA available 
84EE:   not animation "FAT" loaded 
004D: jump_if_false @SWEET2_2979 
0001: wait 0 ms 
0002: jump @SWEET2_2945 

:SWEET2_2979
0395: clear_area 1 at 2446.49 -1966.47 12.54 range 4.0 
0674: set_car_model #TAMPA numberplate "_FELTCH_" 
00A5: 83@ = create_car #TAMPA at 2446.49 -1965.0 12.54 
0175: set_car 83@ z_angle_to 101.85 
020A: set_car 83@ door_status_to 2 
02AC: set_car 83@ immunities 1 1 1 1 1 
009A: 63@ = create_actor 24 #SPECIAL01 at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ z_angle_to 75.6292 
0223: set_actor 63@ health_to 600 
0568: set_actor 63@ targetable 1 
0446: set_actor 63@ immune_to_headshots 0 
0164: disable_marker 35@ 
041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3195 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 

:SWEET2_3195
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.2 
03CF: load_wav 37811 as 1 
016A: fade 1 1000 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3282 
0792: (unknown) $ACTOR_SMOKE 
00A1: put_actor $ACTOR_SMOKE at 2450.465 -1980.577 12.5469 
0173: set_actor $ACTOR_SMOKE z_angle_to 79.2792 

:SWEET2_3282
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] z_angle_to 90.0 
035D: toggle_object $1754[0] targetable 1 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_3361 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR z_angle_to 100.2244 

:SWEET2_3361
015F: set_camera_position 2445.797 -1976.585 14.8864 0.0 0.0 0.0 
0160: point_camera 2444.983 -1977.151 14.7514 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_3455 
00A1: put_actor $PLAYER_ACTOR at 2453.82 -1978.777 12.5469 
0002: jump @SWEET2_3475 

:SWEET2_3455
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.82 -1978.777 12.5469 

:SWEET2_3475
0173: set_actor $PLAYER_ACTOR z_angle_to 89.5159 
0006: 38@ = 0 // integer values 
0001: wait 2500 ms 
015F: set_camera_position 2451.364 -1980.395 14.288 0.0 0.0 0.0 
0160: point_camera 2450.365 -1980.363 14.2636 2 
0006: 62@ = 0 // integer values 
0615: define_action_sequences 54@ 
0668: AS_actor -1 rotate_to_point 89@ 94@ 99@ 1300 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_02" from_file "CRACK" 4.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0616: define_action_sequences_end 54@ 

:SWEET2_3729
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_3794 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3787 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_3787
0002: jump @SWEET2_3729 

:SWEET2_3794
03D1: play_wav 1 
00BC: text_highpriority 'SWE3_BC' 10000 ms 1  // ~z~Dglj meg, te kis Balla veg, geci!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3845 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_3845
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_3910 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3903 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_3903
0002: jump @SWEET2_3845 

:SWEET2_3910
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3946 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 54@ 
061B: remove_references_to_action_sequences 54@ 

:SWEET2_3946
0006: 84@ = 0 // integer values 

:SWEET2_3953
00D6: if 
8039:   not  36@ == 1 // integer values 
004D: jump_if_false @SWEET2_4810 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_4066 
00D6: if 
0458:   player $PLAYER_CHAR targeting_object $1754[0] 
004D: jump_if_false @SWEET2_4024 
0050: gosub @SWEET2_20530 
0002: jump @SWEET2_4031 

:SWEET2_4024
0050: gosub @SWEET2_20583 

:SWEET2_4031
00D6: if 
0366:   object $1754[0] blown_up 
004D: jump_if_false @SWEET2_4066 
035D: toggle_object $1754[0] targetable 0 
0108: destroy_object $1754[0] 
000A: 36@ += 1 // integer values 

:SWEET2_4066
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 2448.96 -1973.544 13.3074 radius 13.0 13.0 10.0 
004D: jump_if_false @SWEET2_4216 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET2_4209 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: text_highpriority 'SWE2_J' 10000 ms 1  // ~s~Menj vissza ~y~Emmet telepre~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_4202 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_4202
0006: 38@ = 1 // integer values 

:SWEET2_4209
0002: jump @SWEET2_4364 

:SWEET2_4216
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @SWEET2_4279 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_4279 
048F: (unknown) $ACTOR_SMOKE 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 1 // integer values 

:SWEET2_4279
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @SWEET2_4364 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_4330 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_4330
0512: permanent_text_box 'HOOD2A'  // Nyomj ~k~~PED_LOCK_TARGET~ gombot a clzshoz s ~k~~PED_FIREWEAPON~ gombot a tzelshez.
00BC: text_highpriority 'SWE2_G' 10000 ms 1  // ~s~Ldd az res veget.
0006: 38@ = 0 // integer values 

:SWEET2_4364
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @SWEET2_4686 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_4686 
062E: (unknown) $ACTOR_SMOKE 1541 55@ 
0646: (unknown) $ACTOR_SMOKE 64@ 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @SWEET2_4686 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2439.859 -1979.678 14.4278 0.0 0.0 0.0 
0160: point_camera 2440.833 -1979.794 14.235 2 
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_4521 
0723: break_object $1754[0] intensity 1 

:SWEET2_4521
0001: wait 1000 ms 
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_4602 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ z_angle_to 75.6292 

:SWEET2_4602
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
0006: 36@ = 0 // integer values 
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 2440.58 -1979.89 14.2 
0177: set_object $1754[0] z_angle_to 90.0 
035D: toggle_object $1754[0] targetable 1 
0512: permanent_text_box 'HOOD2A'  // Nyomj ~k~~PED_LOCK_TARGET~ gombot a clzshoz s ~k~~PED_FIREWEAPON~ gombot a tzelshez.
0006: 62@ = 1 // integer values 

:SWEET2_4686
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_4725 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_4725
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_4764 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_4764
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_4803 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_4803
0002: jump @SWEET2_3953 

:SWEET2_4810
03CF: load_wav 37831 as 1 

:SWEET2_4819
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_4923 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_4877 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_4877
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_4916 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_4916
0002: jump @SWEET2_4819 

:SWEET2_4923
03D1: play_wav 1 
00BC: text_highpriority 'SWE3_DC' 10000 ms 1  // ~z~Ah, Beverly annyira bszke lenne rd, fi.
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_5017 
0A09: (unknown) 63@ 1 
0967: actor 63@ move_mouth 3000 
0605: actor 63@ perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 

:SWEET2_5017
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_5121 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_5075 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_5075
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_5114 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_5114
0002: jump @SWEET2_5017 

:SWEET2_5121
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_5149 
0687: clear_actor_task 63@ 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_5149
01B4: set_player $PLAYER_CHAR frozen_state 0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 37809 as 2 
0001: wait 1000 ms 
0006: 36@ = 0 // integer values 
0001: wait 1000 ms 
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_5246 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR z_angle_to 100.2244 

:SWEET2_5246
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] z_angle_to 90.0 
035D: toggle_object $1754[0] targetable 1 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] z_angle_to 90.0 
035D: toggle_object $1754[1] targetable 1 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] z_angle_to 90.0 
035D: toggle_object $1754[2] targetable 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_5388 
00A1: put_actor $PLAYER_ACTOR at 2453.82 -1978.777 12.5469 
0002: jump @SWEET2_5408 

:SWEET2_5388
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.82 -1978.777 12.5469 

:SWEET2_5408
0173: set_actor $PLAYER_ACTOR z_angle_to 89.5159 
015F: set_camera_position 2447.379 -1977.062 15.2851 0.0 0.0 0.0 
0160: point_camera 2446.391 -1977.011 15.1366 2 
0001: wait 2500 ms 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2451.388 -1981.104 14.5206 position_to 2451.738 -1980.585 14.5765 8000 ms unknown 1 
0920: point_camera 2450.426 -1980.924 14.3127 transverse_to 2450.858 -1980.187 14.318 8000 ms unknown 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 65.0 
0006: 38@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0615: define_action_sequences 60@ 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_02" from_file "CRACK" 4.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0643: (unknown) 60@ 1 
0616: define_action_sequences_end 60@ 
0615: define_action_sequences 54@ 
0605: actor -1 perform_animation_sequence "COLT45_FIRE" from_file "COLT45" 4.0 loop 0 0 0 1 2000 ms 
0668: AS_actor -1 rotate_to_point 89@ 94@ 99@ 1300 ms 
0668: AS_actor -1 rotate_to_point 90@ 95@ 100@ 1300 ms 
0668: AS_actor -1 rotate_to_point 91@ 96@ 101@ 1300 ms 
0618: assign_actor -1 to_action_sequences 60@ 
0616: define_action_sequences_end 54@ 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_5882 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 54@ 
061B: remove_references_to_action_sequences 54@ 

:SWEET2_5882
0006: 84@ = 0 // integer values 

:SWEET2_5889
00D6: if 
8039:   not  36@ == 3 // integer values 
004D: jump_if_false @SWEET2_7177 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_6022 
00D6: if 
0458:   player $PLAYER_CHAR targeting_object $1754(42@,10i) 
004D: jump_if_false @SWEET2_5968 
0050: gosub @SWEET2_20530 
0002: jump @SWEET2_5975 

:SWEET2_5968
0050: gosub @SWEET2_20583 

:SWEET2_5975
00D6: if 
0366:   object $1754(42@,10i) blown_up 
004D: jump_if_false @SWEET2_6022 
035D: toggle_object $1754(42@,10i) targetable 0 
0108: destroy_object $1754(42@,10i) 
000A: 36@ += 1 // integer values 

:SWEET2_6022
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 2448.96 -1973.544 13.3074 radius 13.0 13.0 10.0 
004D: jump_if_false @SWEET2_6172 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET2_6165 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: text_highpriority 'SWE2_J' 10000 ms 1  // ~s~Menj vissza ~y~Emmet telepre~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_6158 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_6158
0006: 38@ = 1 // integer values 

:SWEET2_6165
0002: jump @SWEET2_6320 

:SWEET2_6172
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @SWEET2_6235 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6235 
048F: (unknown) $ACTOR_SMOKE 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 1 // integer values 

:SWEET2_6235
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @SWEET2_6320 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_6286 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_6286
0512: permanent_text_box 'HOOD2B'  // Ha mr becloztl, akkor a clpontok kztt tudsz vltani a(z) ~k~~PED_CYCLE_WEAPON_LEFT~ vagy a(z) ~k~~PED_CYCLE_WEAPON_RIGHT~ gombbal.
00BC: text_highpriority 'SWE2_H' 10000 ms 1  // ~s~Ldd az res vegeket.
0006: 38@ = 0 // integer values 

:SWEET2_6320
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @SWEET2_7021 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_7021 
062E: (unknown) $ACTOR_SMOKE 1541 55@ 
0646: (unknown) $ACTOR_SMOKE 64@ 
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @SWEET2_6419 
0001: wait 700 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_6419 
0723: break_object $1754[0] intensity 1 

:SWEET2_6419
00D6: if 
0039:   64@ == 2 // integer values 
004D: jump_if_false @SWEET2_6465 
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_6465 
0723: break_object $1754[1] intensity 1 

:SWEET2_6465
00D6: if 
0039:   64@ == 3 // integer values 
004D: jump_if_false @SWEET2_7021 

:SWEET2_6483
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_6548 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6541 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_6541
0002: jump @SWEET2_6483 

:SWEET2_6548
03D1: play_wav 2 
00BC: text_highpriority 'SWE3_BA' 10000 ms 1  // ~z~Francba, n vagyok a legjobb!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6599 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_6599
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_6627 
0723: break_object $1754[2] intensity 1 

:SWEET2_6627
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_6692 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6685 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_6685
0002: jump @SWEET2_6627 

:SWEET2_6692
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6715 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_6715
0001: wait 1000 ms 
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_6796 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ z_angle_to 75.6292 

:SWEET2_6796
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
0512: permanent_text_box 'HOOD2B'  // Ha mr becloztl, akkor a clpontok kztt tudsz vltani a(z) ~k~~PED_CYCLE_WEAPON_LEFT~ vagy a(z) ~k~~PED_CYCLE_WEAPON_RIGHT~ gombbal.
0006: 36@ = 0 // integer values 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_6854 
035D: toggle_object $1754[0] targetable 0 

:SWEET2_6854
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] z_angle_to 90.0 
035D: toggle_object $1754[0] targetable 1 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_6915 
035D: toggle_object $1754[1] targetable 0 

:SWEET2_6915
0108: destroy_object $1754[1] 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] z_angle_to 90.0 
035D: toggle_object $1754[1] targetable 1 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_6976 
035D: toggle_object $1754[2] targetable 0 

:SWEET2_6976
0108: destroy_object $1754[2] 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] z_angle_to 90.0 
035D: toggle_object $1754[2] targetable 1 
0006: 62@ = 1 // integer values 

:SWEET2_7021
000A: 42@ += 1 // integer values 
00D6: if 
0029:   42@ >= 3 // integer values 
004D: jump_if_false @SWEET2_7053 
0006: 42@ = 0 // integer values 

:SWEET2_7053
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_7092 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_7092
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_7131 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_7131
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_7170 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_7170
0002: jump @SWEET2_5889 

:SWEET2_7177
03CF: load_wav 37829 as 1 

:SWEET2_7186
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_7290 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_7244 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_7244
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_7283 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_7283
0002: jump @SWEET2_7186 

:SWEET2_7290
03D1: play_wav 1 
00BC: text_highpriority 'SWE3_DA' 10000 ms 1  // ~z~Igen, ez mr igazi Grove Street-i stlus!
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_7384 
0A09: (unknown) 63@ 1 
0967: actor 63@ move_mouth 3000 
0605: actor 63@ perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 

:SWEET2_7384
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_7488 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_7442 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_7442
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_7481 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_7481
0002: jump @SWEET2_7384 

:SWEET2_7488
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_7516 
0687: clear_actor_task 63@ 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_7516
01B4: set_player $PLAYER_CHAR frozen_state 0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 37812 as 1 
03CF: load_wav 37813 as 2 
0001: wait 1000 ms 
0006: 36@ = 0 // integer values 
0001: wait 1000 ms 
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_7622 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR z_angle_to 100.2244 

:SWEET2_7622
0007: 89@ = 2440.58 // floating-point values 
0007: 94@ = -1979.89 // floating-point values 
0007: 99@ = 14.1 // floating-point values 
0007: 90@ = 2440.14 // floating-point values 
0007: 95@ = -1976.5 // floating-point values 
0007: 100@ = 13.4 // floating-point values 
0007: 91@ = 2440.66 // floating-point values 
0007: 96@ = -1973.76 // floating-point values 
0007: 101@ = 14.1 // floating-point values 
0007: 92@ = 2448.97 // floating-point values 
0007: 97@ = -1973.29 // floating-point values 
0007: 102@ = 13.3 // floating-point values 
0007: 93@ = 2444.35 // floating-point values 
0007: 98@ = -1970.61 // floating-point values 
0007: 103@ = 13.7 // floating-point values 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] z_angle_to 90.0 
035D: toggle_object $1754[0] targetable 1 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] z_angle_to 90.0 
035D: toggle_object $1754[1] targetable 1 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] z_angle_to 90.0 
035D: toggle_object $1754[2] targetable 1 
0107: $1754[3] = create_object #DYN_WINE_BIG at 92@ 97@ 102@ 
0177: set_object $1754[3] z_angle_to 90.0 
035D: toggle_object $1754[3] targetable 1 
0107: $1754[4] = create_object #DYN_WINE_BIG at 93@ 98@ 103@ 
0177: set_object $1754[4] z_angle_to 90.0 
035D: toggle_object $1754[4] targetable 1 
015F: set_camera_position 2453.755 -1978.959 15.389 0.0 0.0 0.0 
0160: point_camera 2452.837 -1978.61 15.1996 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_8031 
00A1: put_actor $PLAYER_ACTOR at 2453.82 -1978.777 12.5469 
0002: jump @SWEET2_8051 

:SWEET2_8031
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.82 -1978.777 12.5469 

:SWEET2_8051
0173: set_actor $PLAYER_ACTOR z_angle_to 89.5159 
0001: wait 2500 ms 
015F: set_camera_position 2449.041 -1977.732 12.9667 0.0 0.0 0.0 
0160: point_camera 2449.835 -1978.326 13.0934 2 
0173: set_actor $PLAYER_ACTOR z_angle_to 65.0 
0006: 38@ = 0 // integer values 
0006: 62@ = 0 // integer values 
061B: remove_references_to_action_sequences 60@ 
0615: define_action_sequences 59@ 
05BA: AS_actor -1 chew_gum 5000 ms 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_02" from_file "CRACK" 4.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 59@ 1 
0616: define_action_sequences_end 59@ 
0615: define_action_sequences 60@ 
05D4: AS_actor -1 rotate_angle 77.0 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "FAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "FAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "FAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "FAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "FAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "FAT" 4.0 loop 0 0 0 0 -1 ms 
0618: assign_actor -1 to_action_sequences 59@ 
0616: define_action_sequences_end 60@ 
0615: define_action_sequences 58@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point 2450.48 -1981.65 12.55 speed 4 4000 ms 
0618: assign_actor -1 to_action_sequences 60@ 
0616: define_action_sequences_end 58@ 
0615: define_action_sequences 54@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 
0668: AS_actor -1 rotate_to_point 89@ 94@ 99@ 1400 ms 
0668: AS_actor -1 rotate_to_point 90@ 95@ 100@ 1400 ms 
0668: AS_actor -1 rotate_to_point 91@ 96@ 101@ 1400 ms 
0668: AS_actor -1 rotate_to_point 92@ 97@ 102@ 1400 ms 
0668: AS_actor -1 rotate_to_point 93@ 98@ 103@ 1400 ms 
0618: assign_actor -1 to_action_sequences 58@ 
0616: define_action_sequences_end 54@ 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_8771 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 54@ 
061B: remove_references_to_action_sequences 54@ 

:SWEET2_8771
0006: 40@ = 0 // integer values 
0006: 84@ = 0 // integer values 

:SWEET2_8785
00D6: if 
8039:   not  36@ == 5 // integer values 
004D: jump_if_false @SWEET2_11793 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_8918 
00D6: if 
0458:   player $PLAYER_CHAR targeting_object $1754(42@,10i) 
004D: jump_if_false @SWEET2_8864 
0050: gosub @SWEET2_20530 
0002: jump @SWEET2_8871 

:SWEET2_8864
0050: gosub @SWEET2_20583 

:SWEET2_8871
00D6: if 
0366:   object $1754(42@,10i) blown_up 
004D: jump_if_false @SWEET2_8918 
035D: toggle_object $1754(42@,10i) targetable 0 
0108: destroy_object $1754(42@,10i) 
000A: 36@ += 1 // integer values 

:SWEET2_8918
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 2448.96 -1973.544 13.3074 radius 13.0 13.0 10.0 
004D: jump_if_false @SWEET2_9068 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET2_9061 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: text_highpriority 'SWE2_J' 10000 ms 1  // ~s~Menj vissza ~y~Emmet telepre~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_9054 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_9054
0006: 38@ = 1 // integer values 

:SWEET2_9061
0002: jump @SWEET2_9197 

:SWEET2_9068
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @SWEET2_9131 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9131 
048F: (unknown) $ACTOR_SMOKE 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 1 // integer values 

:SWEET2_9131
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @SWEET2_9197 
0164: disable_marker 35@ 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 10 // Load the weapon model before using this 
0512: permanent_text_box 'HOOD2F'  // A clzsi pontossgot guggolssal nvelheted, a(z) ~k~~PED_DUCK~ gombot megnyomva.
00BC: text_highpriority 'SWE2_I' 10000 ms 1  // ~s~Prbld meg guggolva lni az vegeket.
0006: 38@ = 0 // integer values 

:SWEET2_9197
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @SWEET2_11637 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11637 
062E: (unknown) $ACTOR_SMOKE 1541 55@ 
0646: (unknown) $ACTOR_SMOKE 64@ 
00D6: if 
0039:   64@ == 2 // integer values 
004D: jump_if_false @SWEET2_9585 
015F: set_camera_position 2452.865 -1977.859 13.739 0.0 0.0 0.0 
0160: point_camera 2451.901 -1978.117 13.6752 2 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @SWEET2_9585 

:SWEET2_9337
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_9402 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9395 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_9395
0002: jump @SWEET2_9337 

:SWEET2_9402
03D1: play_wav 1 
00BC: text_highpriority 'SWE3_BD' 10000 ms 1  // ~z~Vdd a segged!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9453 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_9453
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_9481 
0723: break_object $1754[0] intensity 1 

:SWEET2_9481
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_9546 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9539 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_9539
0002: jump @SWEET2_9481 

:SWEET2_9546
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9569 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_9569
03CF: load_wav 37814 as 1 
0006: 40@ = 1 // integer values 

:SWEET2_9585
00D6: if 
0039:   64@ == 3 // integer values 
004D: jump_if_false @SWEET2_9928 
015F: set_camera_position 2452.979 -1980.734 13.866 0.0 0.0 0.0 
0160: point_camera 2452.089 -1980.282 13.8231 2 
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @SWEET2_9928 

:SWEET2_9672
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_9737 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9730 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_9730
0002: jump @SWEET2_9672 

:SWEET2_9737
03D1: play_wav 2 
00BC: text_highpriority 'SWE3_BE' 10000 ms 1  // ~z~s a segged!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9788 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_9788
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_9816 
0723: break_object $1754[1] intensity 1 

:SWEET2_9816
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_9881 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9874 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_9874
0002: jump @SWEET2_9816 

:SWEET2_9881
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9912 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_9912
03CF: load_wav 37815 as 2 
0006: 40@ = 2 // integer values 

:SWEET2_9928
00D6: if 
0039:   64@ == 4 // integer values 
004D: jump_if_false @SWEET2_10326 
015F: set_camera_position 2453.303 -1979.46 14.432 0.0 0.0 0.0 
0160: point_camera 2452.354 -1979.243 14.2053 2 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @SWEET2_10060 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10060 
048F: (unknown) $ACTOR_SMOKE 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 2 // integer values 

:SWEET2_10060
00D6: if 
0039:   40@ == 2 // integer values 
004D: jump_if_false @SWEET2_10326 

:SWEET2_10078
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_10143 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10136 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_10136
0002: jump @SWEET2_10078 

:SWEET2_10143
03D1: play_wav 1 
00BC: text_highpriority 'SWE3_BF' 10000 ms 1  // ~z~Te is akarsz?
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10194 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_10194
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_10222 
0723: break_object $1754[2] intensity 1 

:SWEET2_10222
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_10287 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10280 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_10280
0002: jump @SWEET2_10222 

:SWEET2_10287
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10310 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_10310
03CF: load_wav 37810 as 1 
0006: 40@ = 3 // integer values 

:SWEET2_10326
00D6: if 
0039:   64@ == 5 // integer values 
004D: jump_if_false @SWEET2_10661 
015F: set_camera_position 2449.363 -1971.914 13.768 0.0 0.0 0.0 
0160: point_camera 2449.492 -1972.896 13.6288 2 
00D6: if 
0039:   40@ == 3 // integer values 
004D: jump_if_false @SWEET2_10661 

:SWEET2_10413
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_10478 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10471 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_10471
0002: jump @SWEET2_10413 

:SWEET2_10478
03D1: play_wav 2 
00BC: text_highpriority 'SWE3_BG' 10000 ms 1  // ~z~Jghideg, bbi!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10529 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_10529
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[3] exists 
004D: jump_if_false @SWEET2_10557 
0723: break_object $1754[3] intensity 1 

:SWEET2_10557
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_10622 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10615 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_10615
0002: jump @SWEET2_10557 

:SWEET2_10622
03CF: load_wav 37873 as 2 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10654 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_10654
0006: 40@ = 4 // integer values 

:SWEET2_10661
00D6: if 
0039:   64@ == 6 // integer values 
004D: jump_if_false @SWEET2_11637 
015F: set_camera_position 2442.503 -1967.336 14.1262 0.0 0.0 0.0 
0160: point_camera 2443.092 -1968.133 13.9918 2 
00D6: if 
0039:   84@ == 2 // integer values 
004D: jump_if_false @SWEET2_10793 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10793 
048F: (unknown) $ACTOR_SMOKE 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 3 // integer values 

:SWEET2_10793
00D6: if 
0039:   40@ == 4 // integer values 
004D: jump_if_false @SWEET2_11050 

:SWEET2_10811
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_10876 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10869 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_10869
0002: jump @SWEET2_10811 

:SWEET2_10876
03D1: play_wav 1 
00BC: text_highpriority 'SWE3_BB' 10000 ms 1  // ~z~Tudtam, hogy n vagyok a Kivlasztott!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10927 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_10927
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[4] exists 
004D: jump_if_false @SWEET2_10955 
0723: break_object $1754[4] intensity 1 

:SWEET2_10955
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_11020 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11013 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_11013
0002: jump @SWEET2_10955 

:SWEET2_11020
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11043 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_11043
0006: 40@ = 5 // integer values 

:SWEET2_11050
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_11115 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11108 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_11108
0002: jump @SWEET2_11050 

:SWEET2_11115
03D1: play_wav 2 
00BC: text_highpriority 'SWE3_ZZ' 10000 ms 1  // ~z~Oh, ember, nzd csak! 'Big Smoke Klnleges gynk'!

:SWEET2_11135
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_11200 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11193 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_11193
0002: jump @SWEET2_11135 

:SWEET2_11200
00BC: text_highpriority 'SWE2_I' 10000 ms 1  // ~s~Prbld meg guggolva lni az vegeket.
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_11292 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ z_angle_to 75.6292 

:SWEET2_11292
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
0512: permanent_text_box 'HOOD2F'  // A clzsi pontossgot guggolssal nvelheted, a(z) ~k~~PED_DUCK~ gombot megnyomva.
0006: 36@ = 0 // integer values 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_11348 
035D: toggle_object $1754[0] targetable 0 

:SWEET2_11348
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] z_angle_to 90.0 
035D: toggle_object $1754[0] targetable 1 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_11409 
035D: toggle_object $1754[1] targetable 0 

:SWEET2_11409
0108: destroy_object $1754[1] 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] z_angle_to 90.0 
035D: toggle_object $1754[1] targetable 1 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_11470 
035D: toggle_object $1754[2] targetable 0 

:SWEET2_11470
0108: destroy_object $1754[2] 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] z_angle_to 90.0 
035D: toggle_object $1754[2] targetable 1 
00D6: if 
03CA:   object $1754[3] exists 
004D: jump_if_false @SWEET2_11531 
035D: toggle_object $1754[3] targetable 0 

:SWEET2_11531
0108: destroy_object $1754[3] 
0107: $1754[3] = create_object #DYN_WINE_BIG at 92@ 97@ 102@ 
0177: set_object $1754[3] z_angle_to 90.0 
035D: toggle_object $1754[3] targetable 1 
00D6: if 
03CA:   object $1754[4] exists 
004D: jump_if_false @SWEET2_11592 
035D: toggle_object $1754[4] targetable 0 

:SWEET2_11592
0108: destroy_object $1754[4] 
0107: $1754[4] = create_object #DYN_WINE_BIG at 93@ 98@ 103@ 
0177: set_object $1754[4] z_angle_to 90.0 
035D: toggle_object $1754[4] targetable 1 
0006: 62@ = 1 // integer values 

:SWEET2_11637
000A: 42@ += 1 // integer values 
00D6: if 
0029:   42@ >= 5 // integer values 
004D: jump_if_false @SWEET2_11669 
0006: 42@ = 0 // integer values 

:SWEET2_11669
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11708 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_11708
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_11747 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_11747
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_11786 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_11786
0002: jump @SWEET2_8785 

:SWEET2_11793
03CF: load_wav 37835 as 1 

:SWEET2_11802
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_11906 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11860 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_11860
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_11899 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_11899
0002: jump @SWEET2_11802 

:SWEET2_11906
03D1: play_wav 1 
00BC: text_highpriority 'SWE3_DG' 10000 ms 1  // ~z~h, annyira bszke vagyok rd!
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_12000 
0A09: (unknown) 63@ 1 
0967: actor 63@ move_mouth 3000 
0605: actor 63@ perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 

:SWEET2_12000
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_12104 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_12058 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_12058
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_12097 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_12097
0002: jump @SWEET2_12000 

:SWEET2_12104
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_12132 
0687: clear_actor_task 63@ 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_12132
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 1000 ms 
0006: 36@ = 0 // integer values 
0001: wait 1000 ms 
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_12271 
00AB: put_car 83@ at 2446.49 -1966.47 12.54 
0175: set_car 83@ z_angle_to 101.85 
015F: set_camera_position 2447.223 -1971.384 14.5714 0.0 0.0 0.0 
0160: point_camera 2447.07 -1970.434 14.2998 2 

:SWEET2_12271
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_12317 
00A1: put_actor 63@ at 2452.69 -1980.218 12.5469 
0173: set_actor 63@ z_angle_to 44.7926 

:SWEET2_12317
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_12363 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR z_angle_to 100.2244 

:SWEET2_12363
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_12406 
00A1: put_actor $PLAYER_ACTOR at 2446.11 -1974.53 12.54 
0002: jump @SWEET2_12426 

:SWEET2_12406
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2446.11 -1974.53 12.54 

:SWEET2_12426
0173: set_actor $PLAYER_ACTOR z_angle_to 349.81 
00BC: text_highpriority 'SWE2_F' 10000 ms 1  // ~s~Hasznld a manulis clzst az aut benzintankjnak kilvshez.
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_12529 
0001: wait 3000 ms 
015F: set_camera_position 2448.249 -1968.608 13.7351 0.0 0.0 0.0 
0160: point_camera 2447.919 -1967.707 13.4528 2 
0001: wait 2000 ms 

:SWEET2_12529
0512: permanent_text_box 'HOOD2C'  // A manulis clzshoz tartsd nyomva a(z) ~k~~PED_LOCK_TARGET~ gombot s hasznld a kameramozgatst a clzshoz.
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 38@ = 0 // integer values 
0006: 62@ = 0 // integer values 

:SWEET2_12569
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_13089 
0001: wait 0 ms 
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 2451.95 -1978.93 12.55 radius 13.0 13.0 10.0 
004D: jump_if_false @SWEET2_12739 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET2_12732 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: text_highpriority 'SWE2_J' 10000 ms 1  // ~s~Menj vissza ~y~Emmet telepre~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_12725 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_12725
0006: 38@ = 1 // integer values 

:SWEET2_12732
0002: jump @SWEET2_12824 

:SWEET2_12739
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @SWEET2_12824 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_12790 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_12790
0512: permanent_text_box 'HOOD2C'  // A manulis clzshoz tartsd nyomva a(z) ~k~~PED_LOCK_TARGET~ gombot s hasznld a kameramozgatst a clzshoz.
00BC: text_highpriority 'SWE2_F' 10000 ms 1  // ~s~Hasznld a manulis clzst az aut benzintankjnak kilvshez.
0006: 38@ = 0 // integer values 

:SWEET2_12824
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @SWEET2_12965 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_12965 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_12912 
02AB: set_actor 63@ immunities 0 0 1 0 0 
0223: set_actor 63@ health_to 600 

:SWEET2_12912
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_12943 
02AC: set_car 83@ immunities 0 0 0 0 0 

:SWEET2_12943
02AB: set_actor $PLAYER_ACTOR immunities 0 0 1 0 0 
0006: 62@ = 1 // integer values 

:SWEET2_12965
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_13004 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_13004
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_13043 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_13043
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_13082 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_13082
0002: jump @SWEET2_12569 

:SWEET2_13089
03E6: remove_text_box 
0110: clear_player $PLAYER_CHAR wanted_level 
0249: release_model #TAMPA 
0001: wait 2000 ms 
0110: clear_player $PLAYER_CHAR wanted_level 
016A: fade 0 500 ms 

:SWEET2_13118
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_13142 
0001: wait 0 ms 
0002: jump @SWEET2_13118 

:SWEET2_13142
0A0B: (unknown) 2450.567 -1975.641 12.5469 288.0 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.2 
04ED: load_animation "GANGS" 

:SWEET2_13213
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET2_13244 
0001: wait 0 ms 
0002: jump @SWEET2_13213 

:SWEET2_13244
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 39@ = 1 // integer values 
0050: gosub @SWEET2_47 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_13322 
00A1: put_actor $PLAYER_ACTOR at 2450.567 -1975.641 12.5469 
0002: jump @SWEET2_13342 

:SWEET2_13322
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2450.567 -1975.641 12.5469 

:SWEET2_13342
0173: set_actor $PLAYER_ACTOR z_angle_to 288.25 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_13484 
00A1: put_actor $ACTOR_SMOKE at 2452.741 -1976.45 12.5469 
0173: set_actor $ACTOR_SMOKE z_angle_to 345.3302 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_13484 
0223: set_actor 63@ health_to 600 
00A1: put_actor 63@ at 2452.846 -1975.1 12.5469 
0173: set_actor 63@ z_angle_to 160.25 
0639: AS_actor $ACTOR_SMOKE rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
0647: unknown_action_sequence 63@ 
05BF: AS_actor 63@ look_at_actor $PLAYER_ACTOR 30000 ms 

:SWEET2_13484
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_13530 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR z_angle_to 100.2244 

:SWEET2_13530
0395: clear_area 1 at 2453.029 -2001.059 12.554 range 30.0 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 1 500 ms 
015F: set_camera_position 2450.107 -1977.553 14.0919 0.0 0.0 0.0 
0160: point_camera 2450.777 -1976.838 13.8915 2 
0006: 82@ = 0 // integer values 

:SWEET2_13623
00D6: if 
8039:   not  80@ == 1 // integer values 
004D: jump_if_false @SWEET2_13878 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_13754 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_13754 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_13754 
0605: actor $ACTOR_SMOKE perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0006: 82@ = 1 // integer values 

:SWEET2_13754
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_13793 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_13793
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_13832 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_13832
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_13871 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_13871
0002: jump @SWEET2_13623 

:SWEET2_13878
0006: 88@ = 0 // integer values 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2452.646 -2003.876 12.554 range 50.0 
0707: start_scene_skip_to @SWEET2_17099 
0006: 82@ = 0 // integer values 

:SWEET2_13937
00D6: if 
8039:   not  80@ == 2 // integer values 
004D: jump_if_false @SWEET2_14149 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_14025 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_14025 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14025 
0006: 82@ = 1 // integer values 

:SWEET2_14025
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_14064 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_14064
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14103 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_14103
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_14142 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_14142
0002: jump @SWEET2_13937 

:SWEET2_14149
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14170 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_14170
0006: 82@ = 0 // integer values 

:SWEET2_14177
00D6: if 
8039:   not  80@ == 3 // integer values 
004D: jump_if_false @SWEET2_14389 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_14265 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_14265 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_14265 
0006: 82@ = 1 // integer values 

:SWEET2_14265
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_14304 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_14304
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14343 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_14343
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_14382 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_14382
0002: jump @SWEET2_14177 

:SWEET2_14389
0006: 82@ = 0 // integer values 

:SWEET2_14396
00D6: if 
8039:   not  80@ == 4 // integer values 
004D: jump_if_false @SWEET2_14608 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_14484 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_14484 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14484 
0006: 82@ = 1 // integer values 

:SWEET2_14484
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_14523 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_14523
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14562 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_14562
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_14601 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_14601
0002: jump @SWEET2_14396 

:SWEET2_14608
0006: 82@ = 0 // integer values 

:SWEET2_14615
00D6: if 
8039:   not  80@ == 5 // integer values 
004D: jump_if_false @SWEET2_14827 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_14703 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_14703 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14703 
0006: 82@ = 1 // integer values 

:SWEET2_14703
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_14742 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_14742
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14781 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_14781
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_14820 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_14820
0002: jump @SWEET2_14615 

:SWEET2_14827
05D3: AS_actor $PLAYER_ACTOR go_to_point 2452.642 -1998.219 12.554 speed 4 20000 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14893 
05D3: AS_actor $ACTOR_SMOKE go_to_point 2454.951 -1998.658 12.554 speed 4 20000 ms 

:SWEET2_14893
0006: 82@ = 0 // integer values 

:SWEET2_14900
00D6: if 
8039:   not  80@ == 6 // integer values 
004D: jump_if_false @SWEET2_15112 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_14988 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_14988 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14988 
0006: 82@ = 1 // integer values 

:SWEET2_14988
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_15027 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_15027
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_15066 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_15066
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_15105 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_15105
0002: jump @SWEET2_14900 

:SWEET2_15112
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_15165 
05D3: AS_actor 63@ go_to_point 2453.32 -1987.714 12.5469 speed 4 20000 ms 
0245: set_actor 63@ walk_style_to "GANG1" 

:SWEET2_15165
00A1: put_actor $PLAYER_ACTOR at 2452.079 -1978.844 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0687: clear_actor_task $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2452.642 -1998.219 12.554 speed 4 20000 ms 
0006: 82@ = 0 // integer values 

:SWEET2_15232
00D6: if 
8039:   not  80@ == 7 // integer values 
004D: jump_if_false @SWEET2_15444 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_15320 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_15320 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_15320 
0006: 82@ = 1 // integer values 

:SWEET2_15320
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_15359 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_15359
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_15398 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_15398
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_15437 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_15437
0002: jump @SWEET2_15232 

:SWEET2_15444
015F: set_camera_position 2453.588 -1992.36 14.707 0.0 0.0 0.0 
0160: point_camera 2453.538 -1991.412 14.3914 2 
0006: 82@ = 0 // integer values 

:SWEET2_15502
00D6: if 
8039:   not  80@ == 8 // integer values 
004D: jump_if_false @SWEET2_15714 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_15590 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_15590 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_15590 
0006: 82@ = 1 // integer values 

:SWEET2_15590
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_15629 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_15629
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_15668 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_15668
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_15707 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_15707
0002: jump @SWEET2_15502 

:SWEET2_15714
0006: 82@ = 0 // integer values 

:SWEET2_15721
00D6: if 
8039:   not  80@ == 9 // integer values 
004D: jump_if_false @SWEET2_15933 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_15809 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_15809 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_15809 
0006: 82@ = 1 // integer values 

:SWEET2_15809
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_15848 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_15848
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_15887 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_15887
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_15926 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_15926
0002: jump @SWEET2_15721 

:SWEET2_15933
0006: 82@ = 0 // integer values 

:SWEET2_15940
00D6: if 
8039:   not  80@ == 10 // integer values 
004D: jump_if_false @SWEET2_16195 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SWEET2_16071 
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_16071 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_16071 
0605: actor 63@ perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0006: 82@ = 1 // integer values 

:SWEET2_16071
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_16110 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_16110
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16149 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_16149
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16188 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_16188
0002: jump @SWEET2_15940 

:SWEET2_16195
00D6: if 
8039:   not  80@ == 11 // integer values 
004D: jump_if_false @SWEET2_16348 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_16263 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_16263
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16302 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_16302
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16341 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_16341
0002: jump @SWEET2_16195 

:SWEET2_16348
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_16369 
0687: clear_actor_task 63@ 

:SWEET2_16369
0395: clear_area 1 at 2453.029 -2001.059 12.554 range 10.0 
015F: set_camera_position 2453.569 -1992.405 16.0824 0.0 0.0 0.0 
0160: point_camera 2453.603 -1993.318 15.6741 2 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16512 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16512 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SMOKE_CAR passenger_seat 0 50000 ms 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver $SMOKE_CAR 50000 ms 

:SWEET2_16512
00D6: if 
8039:   not  80@ == 12 // integer values 
004D: jump_if_false @SWEET2_16665 
0001: wait 0 ms 
0050: gosub @SWEET2_20628 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_16580 
00BC: text_highpriority 'SWE2_K' 10000 ms 1  // ~r~Meglted Emmet-et!
0002: jump @SWEET2_20176 

:SWEET2_16580
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16619 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_16619
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16658 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_16658
0002: jump @SWEET2_16512 

:SWEET2_16665
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16813 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16813 

:SWEET2_16697
00D6: if or
8448:   not actor $PLAYER_ACTOR in_car $SMOKE_CAR 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
004D: jump_if_false @SWEET2_16813 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16767 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_16767
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16806 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_16806
0002: jump @SWEET2_16697 

:SWEET2_16813
015F: set_camera_position 2456.758 -1999.253 15.2969 0.0 0.0 0.0 
0160: point_camera 2456.231 -2000.027 14.947 2 

:SWEET2_16864
00D6: if 
8039:   not  80@ == 13 // integer values 
004D: jump_if_false @SWEET2_16978 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16925 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_16925
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16964 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_16964
0050: gosub @SWEET2_20628 
0002: jump @SWEET2_16864 

:SWEET2_16978
00D6: if 
8039:   not  80@ == 14 // integer values 
004D: jump_if_false @SWEET2_17092 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_17039 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_17039
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_17078 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_17078
0050: gosub @SWEET2_20628 
0002: jump @SWEET2_16978 

:SWEET2_17092
0006: 88@ = 1 // integer values 

:SWEET2_17099
0701: end_scene_skip 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SWEET2_17281 
00BE: text_clear_all 
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:SWEET2_17150
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_17174 
0001: wait 0 ms 
0002: jump @SWEET2_17150 

:SWEET2_17174
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0925: (unknown) 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_17270 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_17270 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_17244 
036A: put_actor $PLAYER_ACTOR in_car $SMOKE_CAR 

:SWEET2_17244
00D6: if 
80DF:   not actor $ACTOR_SMOKE driving 
004D: jump_if_false @SWEET2_17270 
0430: put_actor $ACTOR_SMOKE into_vehicle $SMOKE_CAR passenger_seat 0 

:SWEET2_17270
0001: wait 100 ms 
016A: fade 1 500 ms 

:SWEET2_17281
009B: destroy_actor_instantly 63@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
08F4: (unknown) 99 
000A: 41@ += 60 // integer values 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_17340 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 41@ 

:SWEET2_17340
00BC: text_highpriority 'SWE2_D' 10000 ms 1  // ~s~Fuvarozd el Smoke-ot ~y~haza~s~.
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_17397 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $SMOKE_CAR 
07E0: set_marker 44@ type_to 1 

:SWEET2_17397
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_17433 
0187: 46@ = create_marker_above_actor $ACTOR_SMOKE 
07E0: set_marker 46@ type_to 1 
0164: disable_marker 46@ 

:SWEET2_17433
018A: 35@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0164: disable_marker 35@ 
0004: $127 = 1 // integer values 
0006: 47@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 39@ = 2 // integer values 
0050: gosub @SWEET2_47 
0050: gosub @SWEET2_22369 
0006: 56@ = 0 // integer values 
01B7: release_weather 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
0249: release_model #COLT45 
0249: release_model #DYN_WINE_BIG 
0249: release_model #TAMPA 
0296: unload_special_actor 1 

:SWEET2_17618
00D6: if or
81AF:   not car $SMOKE_CAR $127 2066.465 -1695.444 12.5547 radius 4.0 4.0 4.0 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
89D0:   not  $SMOKE_CAR 
004D: jump_if_false @SWEET2_18388 
0001: wait 0 ms 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_17893 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET2_17762 
00D6: if 
0039:   53@ == 1 // integer values 
004D: jump_if_false @SWEET2_17762 
03E5: text_box 'HELP53'  // Nyomj ~k~~PED_CYCLE_WEAPON_LEFT~-t vagy ~k~~PED_CYCLE_WEAPON_RIGHT~-t, hogy vlaszthass az elrhet fegyverek kztt.
0006: 32@ = 0 // integer values 
0006: 53@ = 2 // integer values 

:SWEET2_17762
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET2_17824 
00D6: if 
0039:   53@ == 2 // integer values 
004D: jump_if_false @SWEET2_17824 
03E5: text_box 'HOOD2D'  // A ~h~fegyverjrtassgod~w~ nvekszik minen egyes leadott, pontos lvs utn.
0006: 32@ = 0 // integer values 
0006: 53@ = 3 // integer values 

:SWEET2_17824
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET2_17886 
00D6: if 
0039:   53@ == 3 // integer values 
004D: jump_if_false @SWEET2_17886 
03E5: text_box 'HOOD2E'  // A magas ~h~fegyverjrtassg~w~emeli a fegyverekkel kapcsolatos tapasztalataidat. Nyomj ~k~~PED_ANSWER_PHONE~ gombot, hogy megnzd a fegyverjrtassgot.
0006: 32@ = 0 // integer values 
0006: 53@ = 4 // integer values 

:SWEET2_17886
0002: jump @SWEET2_17982 

:SWEET2_17893
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET2_17982 
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @SWEET2_17982 
03E5: text_box 'EMMET_G'  // Brmikor megltogathatod Emmet-et, ha fegyverre van szksged!
0164: disable_marker $MARKER_EMMETS_GUN 
04CE: $MARKER_EMMETS_GUN = create_icon_marker_without_sphere 18 at 2447.364 -1974.496 12.5469 
0006: 32@ = 0 // integer values 
0006: 53@ = 1 // integer values 

:SWEET2_17982
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18280 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_18250 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SMOKE_CAR 
004D: jump_if_false @SWEET2_18151 
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @SWEET2_18111 
0164: disable_marker 44@ 
0164: disable_marker 35@ 
00BC: text_highpriority 'SWE2_D' 6000 ms 1  // ~s~Fuvarozd el Smoke-ot ~y~haza~s~.
018A: 35@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0004: $127 = 1 // integer values 
0006: 45@ = 1 // integer values 

:SWEET2_18111
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @SWEET2_18144 
0050: gosub @SWEET2_20628 
0006: 56@ = 1 // integer values 

:SWEET2_18144
0002: jump @SWEET2_18243 

:SWEET2_18151
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @SWEET2_18243 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $SMOKE_CAR 
07E0: set_marker 44@ type_to 1 
0050: gosub @SWEET2_20873 
00BC: text_highpriority 'SWE2_L' 6000 ms 1  // ~s~Szjj vissza ~b~Smoke autjba~s~.
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 // integer values 
0006: 45@ = 0 // integer values 

:SWEET2_18243
0002: jump @SWEET2_18273 

:SWEET2_18250
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_18273
0002: jump @SWEET2_18303 

:SWEET2_18280
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_18303
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_18342 
00BC: text_highpriority 'SWE2_C' 10000 ms 1  // ~r~Hazavgtad Smoke verdjt!
0002: jump @SWEET2_20176 

:SWEET2_18342
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18381 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_18381
0002: jump @SWEET2_17618 

:SWEET2_18388
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2086.01 -1699.698 17.7495 0.0 0.0 0.0 
0160: point_camera 2085.06 -1699.831 17.4682 2 
0247: request_model #CELLPHONE 
0001: wait 1000 ms 
016A: fade 0 1000 ms 

:SWEET2_18474
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_18498 
0001: wait 0 ms 
0002: jump @SWEET2_18474 

:SWEET2_18498
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SWEET2_18525 
0001: wait 0 ms 
0002: jump @SWEET2_18498 

:SWEET2_18525
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18635 
00D6: if 
80DF:   not actor $ACTOR_SMOKE driving 
004D: jump_if_false @SWEET2_18584 
00A1: put_actor $ACTOR_SMOKE at 2071.169 -1703.06 12.5538 
0002: jump @SWEET2_18604 

:SWEET2_18584
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2071.169 -1703.06 12.5538 

:SWEET2_18604
0173: set_actor $ACTOR_SMOKE z_angle_to 162.3527 
0687: clear_actor_task $ACTOR_SMOKE 
0647: unknown_action_sequence $ACTOR_SMOKE 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 4000 ms 

:SWEET2_18635
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_18678 
00A1: put_actor $PLAYER_ACTOR at 2071.554 -1704.375 12.5538 
0002: jump @SWEET2_18698 

:SWEET2_18678
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2071.554 -1704.375 12.5538 

:SWEET2_18698
0173: set_actor $PLAYER_ACTOR z_angle_to 12.5041 
0687: clear_actor_task $PLAYER_ACTOR 
015F: set_camera_position 2069.607 -1704.63 14.2313 0.0 0.0 0.0 
0160: point_camera 2070.475 -1704.174 14.0353 2 
0001: wait 1000 ms 
016A: fade 1 1000 ms 
03CF: load_wav 37871 as 1 
03CF: load_wav 37872 as 2 
03CF: load_wav 23000 as 3 

:SWEET2_18801
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_18866 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18859 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_18859
0002: jump @SWEET2_18801 

:SWEET2_18866
03D1: play_wav 1 
00BC: text_highpriority 'SWE3_JA' 10000 ms 1  // ~z~Ksz, CJ, majd tallkozunk.
0050: gosub @SWEET2_21360 

:SWEET2_18893
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_18958 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18951 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_18951
0002: jump @SWEET2_18893 

:SWEET2_18958
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18979 
0647: unknown_action_sequence $ACTOR_SMOKE 

:SWEET2_18979
0050: gosub @SWEET2_21742 

:SWEET2_18986
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_19051 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_19044 
00BC: text_highpriority 'SWE2_B' 10000 ms 1  // ~r~Smoke halott!
0002: jump @SWEET2_20176 

:SWEET2_19044
0002: jump @SWEET2_18986 

:SWEET2_19051
03D1: play_wav 2 
00BC: text_highpriority 'SWE3_JB' 10000 ms 1  // ~z~Ksbb, Smoke.
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_19127 
05D3: AS_actor $ACTOR_SMOKE go_to_point 2065.1 -1703.4 13.15 speed 4 4000 ms 

:SWEET2_19127
0001: wait 1000 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_19173 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2073.287 -1702.104 12.5469 speed 4 4000 ms 

:SWEET2_19173
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
00BE: text_clear_all 
0001: wait 1000 ms 
015F: set_camera_position 2072.723 -1699.737 14.1283 0.0 0.0 0.0 
0160: point_camera 2072.934 -1700.67 13.8382 2 
009B: destroy_actor_instantly $ACTOR_SMOKE 

:SWEET2_19248
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SWEET2_19274 
0001: wait 0 ms 
0002: jump @SWEET2_19248 

:SWEET2_19274
03D1: play_wav 3 
0006: 32@ = 0 // integer values 

:SWEET2_19285
00D6: if 
83D2:   not wav 3 ended 
004D: jump_if_false @SWEET2_19337 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @SWEET2_19330 
0002: jump @SWEET2_19337 

:SWEET2_19330
0002: jump @SWEET2_19285 

:SWEET2_19337
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 39@ = 3 // integer values 
0050: gosub @SWEET2_47 
0687: clear_actor_task $PLAYER_ACTOR 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 1800 ms 
0006: 85@ = 0 // integer values 
0006: 65@ = 0 // integer values 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
0249: release_model #COLT45 
0249: release_model #GLENDALE 
0249: release_model #DYN_WINE_BIG 
0249: release_model #TAMPA 
0296: unload_special_actor 10 
0296: unload_special_actor 1 

:SWEET2_19458
00D6: if 
80FE:   not actor $PLAYER_ACTOR 1 2246.972 -1660.779 14.2856 radius 3.5 4.0 4.0 
004D: jump_if_false @SWEET2_19706 
0001: wait 0 ms 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @SWEET2_19618 
0050: gosub @SWEET2_20628 
00D6: if 
0019:   80@ > 0 // integer values 
004D: jump_if_false @SWEET2_19618 
00D6: if or
0039:   80@ == 10 // integer values 
00E1:   key_pressed 0 15 
004D: jump_if_false @SWEET2_19618 
040D: unload_wav 1 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
00BC: text_highpriority 'COLORS' 6000 ms 1  // Nzz be a ~y~Binco~s~ boltba s ltsd magadra a Grove Street szneit!
0006: 85@ = 1 // integer values 

:SWEET2_19618
00D6: if 
0039:   65@ == 0 // integer values 
004D: jump_if_false @SWEET2_19699 
00D6: if 
0019:   80@ > 0 // integer values 
004D: jump_if_false @SWEET2_19699 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2246.972 -1660.779 14.2856 
0006: 65@ = 1 // integer values 

:SWEET2_19699
0002: jump @SWEET2_19458 

:SWEET2_19706
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2253.099 -1644.225 16.6501 0.0 0.0 0.0 
0160: point_camera 2252.774 -1645.161 16.5203 2 
00BC: text_highpriority 'S2HELP1' 6000 ms 1  // ~s~Menj be a ~y~Binco ruhaboltba~s~.
0001: wait 2500 ms 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 87@ = 0 // integer values 

:SWEET2_19809
00D6: if 
8039:   not  87@ == 2 // integer values 
004D: jump_if_false @SWEET2_20156 
0001: wait 0 ms 
077E: 86@ = active_interior 
00D6: if 
0039:   86@ == 15 // integer values 
004D: jump_if_false @SWEET2_20048 
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @SWEET2_20048 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 208.0279 -107.9499 1004.133 radius 10.0 10.0 5.0 
004D: jump_if_false @SWEET2_20048 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
0001: wait 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 213.0277 -102.9124 1006.376 0.0 0.0 0.0 
0160: point_camera 213.7582 -102.2797 1006.119 2 
00BC: text_highpriority 'S2HELP2' 6000 ms 1  // ~s~Stlj a jelhez, hogy felprblj pr j gnct.
0001: wait 4000 ms 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03E5: text_box 'HELWARD'  // Minden ruhadarab, amit megveszel, megtallhat lesz a rejtekhelyeid ruhsszeknyeiben.
0006: 87@ = 1 // integer values 

:SWEET2_20048
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @SWEET2_20149 
00D6: if 
0039:   86@ == 0 // integer values 
004D: jump_if_false @SWEET2_20149 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2244.48 -1664.06 14.469 radius 10.0 10.0 5.0 
004D: jump_if_false @SWEET2_20149 
0164: disable_marker 35@ 
0001: wait 2000 ms 
0006: 87@ = 2 // integer values 

:SWEET2_20149
0002: jump @SWEET2_19809 

:SWEET2_20156
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @SWEET2_20226 

:SWEET2_20176
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_20219 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 5 

:SWEET2_20219
0164: disable_marker $MARKER_EMMETS_GUN 
0051: return 

:SWEET2_20226
0008: $11253 += 1 // integer values 
0318: set_latest_mission_passed 'SWEET_2'  // Kilencesek s AK-k
01E3: text_1number_styled 'M_PASSR' 4 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 4 
0164: disable_marker $MARKER_EMMETS_GUN 
04CE: $MARKER_EMMETS_GUN = create_icon_marker_without_sphere 18 at 2447.364 -1974.496 12.5469 
032B: $PICKUP_EMMETS_COLT45 = create_weapon_pickup #COLT45 15 ammo 16 at 2447.773 -1975.663 13.0 
00D6: if 
0038:   $2656 == 0 // integer values 
004D: jump_if_false @SWEET2_20345 
0004: $2656 = 1 // integer values 

:SWEET2_20345
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: set_mission_points += 1 
0051: return 

:SWEET2_20360
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
034F: destroy_actor_with_fade $ACTOR_SMOKE // The actor fades away like a ghost 
034F: destroy_actor_with_fade 63@ // The actor fades away like a ghost 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0249: release_model #COLT45 
0249: release_model #GLENDALE 
0249: release_model #DYN_WINE_BIG 
0249: release_model #CELLPHONE 
0249: release_model #TAMPA 
0050: gosub @SWEET2_22369 
0296: unload_special_actor 10 
0296: unload_special_actor 1 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
08F4: (unknown) 99 
01B7: release_weather 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_20510 
02AC: set_car 83@ immunities 0 0 0 0 0 

:SWEET2_20510
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03E6: remove_text_box 
00D8: mission_cleanup 
0051: return 

:SWEET2_20530
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_20581 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_20581 
0655: unknown_action_sequence $ACTOR_SMOKE $1754(42@,10i) 5000 

:SWEET2_20581
0051: return 

:SWEET2_20583
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_20624 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_20624 
0647: unknown_action_sequence $ACTOR_SMOKE 

:SWEET2_20624
0051: return 
0051: return 

:SWEET2_20628
00D6: if or
0039:   81@ == 0 // integer values 
0039:   81@ == 1 // integer values 
004D: jump_if_false @SWEET2_20698 
00D6: if 
002D:   48@ >= 80@ // integer values 
004D: jump_if_false @SWEET2_20698 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @SWEET2_20698 
0050: gosub @SWEET2_20770 

:SWEET2_20698
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SWEET2_20768 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET2_20768 
0050: gosub @SWEET2_21742 
0006: 81@ = 0 // integer values 
000A: 80@ += 1 // integer values 
0006: 82@ = 0 // integer values 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 

:SWEET2_20768
0051: return 

:SWEET2_20770
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @SWEET2_20806 
03CF: load_wav 66@(80@,14i) as 1 
0006: 81@ = 1 // integer values 

:SWEET2_20806
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @SWEET2_20871 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET2_20871 
00BC: text_highpriority $6609(80@,14s) 4000 ms 1 
03D1: play_wav 1 
0050: gosub @SWEET2_21360 
0006: 81@ = 2 // integer values 

:SWEET2_20871
0051: return 

:SWEET2_20873
040D: unload_wav 2 
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @SWEET2_20904 
03CF: load_wav 35800 as 2 

:SWEET2_20904
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @SWEET2_20931 
03CF: load_wav 35801 as 2 

:SWEET2_20931
00D6: if 
0039:   57@ == 2 // integer values 
004D: jump_if_false @SWEET2_20958 
03CF: load_wav 35802 as 2 

:SWEET2_20958
00D6: if 
0039:   57@ == 3 // integer values 
004D: jump_if_false @SWEET2_20985 
03CF: load_wav 35803 as 2 

:SWEET2_20985
00D6: if 
0039:   57@ == 4 // integer values 
004D: jump_if_false @SWEET2_21012 
03CF: load_wav 35804 as 2 

:SWEET2_21012
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET2_21028
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_21090 
0001: wait 0 ms 
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_21065 
0051: return 

:SWEET2_21065
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_21083 
0051: return 

:SWEET2_21083
0002: jump @SWEET2_21028 

:SWEET2_21090
03D1: play_wav 2 
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @SWEET2_21128 
00BC: text_highpriority 'SMOX_AA' 3000 ms 1  // ~z~Szllj be

:SWEET2_21128
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @SWEET2_21162 
00BC: text_highpriority 'SMOX_AB' 3000 ms 1  // ~z~A kocsiban!

:SWEET2_21162
00D6: if 
0039:   57@ == 2 // integer values 
004D: jump_if_false @SWEET2_21196 
00BC: text_highpriority 'SMOX_AC' 3000 ms 1  // ~z~Szllj be a kocsiba!

:SWEET2_21196
00D6: if 
0039:   57@ == 3 // integer values 
004D: jump_if_false @SWEET2_21230 
00BC: text_highpriority 'SMOX_AD' 3000 ms 1  // ~z~Gyernk, playa, szllj be!

:SWEET2_21230
00D6: if 
0039:   57@ == 4 // integer values 
004D: jump_if_false @SWEET2_21264 
00BC: text_highpriority 'SMOX_AE' 3000 ms 1  // ~z~Gyernk, tuds, szllj be a kocsiba!

:SWEET2_21264
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_21326 
0001: wait 0 ms 
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_21301 
0051: return 

:SWEET2_21301
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_21319 
0051: return 

:SWEET2_21319
0002: jump @SWEET2_21264 

:SWEET2_21326
000A: 57@ += 1 // integer values 
00D6: if 
0019:   57@ > 4 // integer values 
004D: jump_if_false @SWEET2_21358 
0006: 57@ = 0 // integer values 

:SWEET2_21358
0051: return 

:SWEET2_21360
00D6: if or
04A4:   66@(80@,14i) == 37800 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37805 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37808 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37862 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37864 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37866 // integer values OR floating-point values 
004D: jump_if_false @SWEET2_21472 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0051: return 

:SWEET2_21472
00D6: if or
04A4:   66@(80@,14i) == 37869 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 29066 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 29068 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 29070 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 29074 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37872 // integer values OR floating-point values 
004D: jump_if_false @SWEET2_21576 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0051: return 

:SWEET2_21576
00D6: if or
04A4:   66@(80@,14i) == 37852 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37856 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37857 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37858 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37859 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37860 // integer values OR floating-point values 
004D: jump_if_false @SWEET2_21709 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_21702 
0A09: (unknown) 63@ 1 
0967: actor 63@ move_mouth 3000 

:SWEET2_21702
0002: jump @SWEET2_21740 

:SWEET2_21709
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_21740 
0A09: (unknown) $ACTOR_SMOKE 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 

:SWEET2_21740
0051: return 

:SWEET2_21742
00D6: if or
04A4:   66@(80@,14i) == 37800 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37805 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37808 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37862 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37864 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37866 // integer values OR floating-point values 
004D: jump_if_false @SWEET2_21851 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET2_21851
00D6: if or
04A4:   66@(80@,14i) == 37869 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 29066 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 29068 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 29070 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 29074 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37872 // integer values OR floating-point values 
004D: jump_if_false @SWEET2_21952 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET2_21952
00D6: if or
04A4:   66@(80@,14i) == 37852 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37856 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37857 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37858 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37859 // integer values OR floating-point values 
04A4:   66@(80@,14i) == 37860 // integer values OR floating-point values 
004D: jump_if_false @SWEET2_22082 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_22075 
0A09: (unknown) 63@ 0 
0968: actor 63@ stop_mouth 

:SWEET2_22075
0002: jump @SWEET2_22110 

:SWEET2_22082
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_22110 
0A09: (unknown) $ACTOR_SMOKE 0 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_22110
0051: return 

:SWEET2_22112
076C: set_zone 'ELS1A' controlled_by_gang 0 density 0 
076C: set_zone 'ELS1B' controlled_by_gang 0 density 0 
076C: set_zone 'ELS2' controlled_by_gang 0 density 0 
076C: set_zone 'ELS3A' controlled_by_gang 0 density 0 
076C: set_zone 'ELS3B' controlled_by_gang 0 density 0 
076C: set_zone 'ELS4' controlled_by_gang 0 density 0 
076C: set_zone 'LIND1A' controlled_by_gang 0 density 0 
076C: set_zone 'LIND1B' controlled_by_gang 0 density 0 
076C: set_zone 'LIND2A' controlled_by_gang 0 density 0 
076C: set_zone 'LIND2B' controlled_by_gang 0 density 0 
076C: set_zone 'LIND3' controlled_by_gang 0 density 0 
076C: set_zone 'IWD1' controlled_by_gang 0 density 0 
076C: set_zone 'IWD2' controlled_by_gang 0 density 0 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 0 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 0 
076C: set_zone 'IWD4' controlled_by_gang 0 density 0 
076C: set_zone 'IWD5' controlled_by_gang 0 density 0 
0051: return 

:SWEET2_22369
076C: set_zone 'ELS1A' controlled_by_gang 0 density 30 
076C: set_zone 'ELS1B' controlled_by_gang 0 density 30 
076C: set_zone 'ELS2' controlled_by_gang 0 density 30 
076C: set_zone 'ELS3A' controlled_by_gang 0 density 30 
076C: set_zone 'ELS3B' controlled_by_gang 0 density 30 
076C: set_zone 'ELS4' controlled_by_gang 0 density 30 
076C: set_zone 'LIND1A' controlled_by_gang 0 density 20 
076C: set_zone 'LIND1B' controlled_by_gang 0 density 20 
076C: set_zone 'LIND2A' controlled_by_gang 0 density 20 
076C: set_zone 'LIND2B' controlled_by_gang 0 density 20 
076C: set_zone 'LIND3' controlled_by_gang 0 density 20 
076C: set_zone 'IWD1' controlled_by_gang 0 density 30 
076C: set_zone 'IWD2' controlled_by_gang 0 density 30 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 30 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 30 
076C: set_zone 'IWD4' controlled_by_gang 0 density 30 
076C: set_zone 'IWD5' controlled_by_gang 0 density 30 
0051: return 

//-------------Mission 17---------------
// Originally: Drive-By

:SWEET4
03A4: name_thread 'SWEET4' 
0050: gosub @SWEET4_4512 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SWEET4_38 
0050: gosub @SWEET4_23767 

:SWEET4_38
0050: gosub @SWEET4_23857 
004E: end_thread 

:SWEET4_47
0247: request_model #GREENWOO 
0247: request_model #TEC9 
0247: request_model #COLT45 
023C: request_special_actor 'SMOKE' as 10 
023C: request_special_actor 'RYDER2' as 2 
023C: request_special_actor 'SWEET' as 3 
038B: load_requested_models 

:SWEET4_103
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #TEC9 available 
8248:   not model #COLT45 available 
823D:   not special_actor 10 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @SWEET4_152 
0001: wait 0 ms 
0002: jump @SWEET4_103 

:SWEET4_152
0051: return 

:SWEET4_154
0007: 397@ = 2510.76 // floating-point values 
0007: 398@ = -1665.82 // floating-point values 
0007: 399@ = 12.3835 // floating-point values 
0007: 400@ = 213.1638 // floating-point values 
0395: clear_area 1 at 397@ 398@ 399@ range 1.0 
009A: 394@ = create_actor 4 #SPECIAL10 at 397@ 398@ 399@ 
09F6: set_actor 394@ jackable_through_driver_seat 0 
01B2: give_actor 394@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 394@ armed_weapon_to 32 
0173: set_actor 394@ z_angle_to 400@ 
02E2: set_actor 394@ weapon_accuracy_to 90 
0245: set_actor 394@ walk_style_to "FATMAN" 
02AB: set_actor 394@ immunities 1 0 0 0 0 
0051: return 

:SWEET4_300
0007: 404@ = 2509.39 // floating-point values 
0007: 405@ = -1672.07 // floating-point values 
0007: 406@ = 12.3835 // floating-point values 
0007: 407@ = 59.592 // floating-point values 
0395: clear_area 1 at 404@ 405@ 406@ range 1.0 
009A: 401@ = create_actor 4 #SPECIAL02 at 404@ 405@ 406@ 
09F6: set_actor 401@ jackable_through_driver_seat 0 
01B2: give_actor 401@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 401@ armed_weapon_to 32 
0173: set_actor 401@ z_angle_to 407@ 
02E2: set_actor 401@ weapon_accuracy_to 90 
0245: set_actor 401@ walk_style_to "GANG1" 
02AB: set_actor 401@ immunities 1 0 0 0 0 
0051: return 
01C2: remove_references_to_actor 401@ // Like turning an actor into a random pedestrian 
0051: return 

:SWEET4_452
0007: 411@ = 2514.29 // floating-point values 
0007: 412@ = -1670.46 // floating-point values 
0007: 413@ = 12.3835 // floating-point values 
0007: 414@ = 41.1276 // floating-point values 
0395: clear_area 1 at 411@ 412@ 413@ range 1.0 
009A: 408@ = create_actor 4 #SPECIAL03 at 411@ 412@ 413@ 
09F6: set_actor 408@ jackable_through_driver_seat 0 
01B2: give_actor 408@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 408@ armed_weapon_to 32 
0173: set_actor 408@ z_angle_to 414@ 
02E2: set_actor 408@ weapon_accuracy_to 90 
0245: set_actor 408@ walk_style_to "GANG2" 
02AB: set_actor 408@ immunities 1 0 0 0 0 
0051: return 

:SWEET4_597
0247: request_model #BALLAS1 
0247: request_model #BALLAS2 
0247: request_model #COLT45 
0247: request_model #VOODOO 
0247: request_model #SPRAYCAN 
038B: load_requested_models 

:SWEET4_622
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS2 available 
8248:   not model #COLT45 available 
8248:   not model #VOODOO available 
8248:   not model #SPRAYCAN available 
004D: jump_if_false @SWEET4_667 
0001: wait 0 ms 
0002: jump @SWEET4_622 

:SWEET4_667
04ED: load_animation "GANGS" 
04ED: load_animation "GHANDS" 
04ED: load_animation "GHETTO_DB" 

:SWEET4_699
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "GHANDS" loaded 
84EE:   not animation "GHETTO_DB" loaded 
004D: jump_if_false @SWEET4_753 
0001: wait 0 ms 
0002: jump @SWEET4_699 

:SWEET4_753
0006: 42@ = 1 // integer values 
0051: return 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 
009A: 195@ = create_actor 7 #BALLAS1 at 465@ 483@ 501@ 
009A: 326@ = create_actor 7 #BALLAS1 at 465@ 483@ 501@ 
0187: 395@ = create_marker_above_actor 394@ 
0187: 409@ = create_marker_above_actor 408@ 
0187: 402@ = create_marker_above_actor 401@ 

:SWEET4_842
0007: 527@ = 2077.18 // floating-point values 
0007: 531@ = -1362.05 // floating-point values 
0007: 535@ = 23.65 // floating-point values 
0007: 539@ = 180.0 // floating-point values 
0007: 451@ = 2079.42 // floating-point values 
0007: 469@ = -1364.08 // floating-point values 
0007: 487@ = 23.04 // floating-point values 
0007: 505@ = 314.1323 // floating-point values 
0395: clear_area 1 at 527@ 531@ 535@ range 0.5 
00A5: 523@ = create_car #VOODOO at 527@ 531@ 535@ 
0129: 415@ = create_actor 7 #BALLAS1 in_car 523@ driverseat 
0175: set_car 523@ z_angle_to 539@ 
0732: (unknown) 412 
0657: open_car 523@ component 2 
01B2: give_actor 415@ weapon 32 ammo $6639 // Load the weapon model before using this 
02E2: set_actor 415@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_1033 
0187: 433@ = create_marker_above_actor 415@ 

:SWEET4_1033
0007: 452@ = 2075.95 // floating-point values 
0007: 470@ = -1365.74 // floating-point values 
0007: 488@ = 24.02 // floating-point values 
0007: 506@ = 315.85 // floating-point values 
0395: clear_area 1 at 452@ 470@ 488@ range 0.5 
009A: 416@ = create_actor 7 #BALLAS2 at 452@ 470@ 488@ 
01B2: give_actor 416@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 416@ z_angle_to 506@ 
02E2: set_actor 416@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_1161 
0187: 434@ = create_marker_above_actor 416@ 

:SWEET4_1161
0007: 453@ = 2079.87 // floating-point values 
0007: 471@ = -1361.88 // floating-point values 
0007: 489@ = 24.02 // floating-point values 
0007: 507@ = 54.15 // floating-point values 
0395: clear_area 1 at 453@ 471@ 489@ range 0.5 
009A: 417@ = create_actor 7 #BALLAS1 at 453@ 471@ 489@ 
01B2: give_actor 417@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 417@ z_angle_to 507@ 
02E2: set_actor 417@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_1289 
0187: 435@ = create_marker_above_actor 417@ 

:SWEET4_1289
0007: 454@ = 2079.34 // floating-point values 
0007: 472@ = -1360.02 // floating-point values 
0007: 490@ = 24.02 // floating-point values 
0007: 508@ = 214.36 // floating-point values 
0395: clear_area 1 at 454@ 472@ 490@ range 0.5 
009A: 418@ = create_actor 7 #BALLAS1 at 454@ 472@ 490@ 
01B2: give_actor 418@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 418@ z_angle_to 508@ 
02E2: set_actor 418@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_1417 
0187: 436@ = create_marker_above_actor 418@ 

:SWEET4_1417
0051: return 

:SWEET4_1419
0007: 528@ = 2101.57 // floating-point values 
0007: 532@ = -1287.65 // floating-point values 
0007: 536@ = 24.17 // floating-point values 
0007: 540@ = 5.0 // floating-point values 
0007: 455@ = 2101.57 // floating-point values 
0007: 473@ = -1287.65 // floating-point values 
0007: 491@ = 24.17 // floating-point values 
0007: 509@ = 5.0 // floating-point values 
0395: clear_area 1 at 455@ 473@ 491@ range 0.5 
00A5: 524@ = create_car #VOODOO at 528@ 532@ 536@ 
0129: 419@ = create_actor 7 #BALLAS1 in_car 524@ driverseat 
0175: set_car 524@ z_angle_to 540@ 
04E1: open_and_freeze_trunk_of_car 524@ 
01B2: give_actor 419@ weapon 32 ammo $6639 // Load the weapon model before using this 
02E2: set_actor 419@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_1603 
0187: 437@ = create_marker_above_actor 419@ 

:SWEET4_1603
0007: 456@ = 2101.58 // floating-point values 
0007: 474@ = -1291.78 // floating-point values 
0007: 492@ = 24.02 // floating-point values 
0007: 510@ = 182.8706 // floating-point values 
0395: clear_area 1 at 456@ 474@ 492@ range 0.5 
009A: 420@ = create_actor 7 #BALLAS2 at 456@ 474@ 492@ 
01B2: give_actor 420@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 420@ z_angle_to 510@ 
02E2: set_actor 420@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_1731 
0187: 438@ = create_marker_above_actor 420@ 

:SWEET4_1731
0007: 457@ = 2099.3 // floating-point values 
0007: 475@ = -1291.12 // floating-point values 
0007: 493@ = 24.02 // floating-point values 
0007: 511@ = 105.53 // floating-point values 
0395: clear_area 1 at 457@ 475@ 493@ range 0.5 
009A: 421@ = create_actor 7 #BALLAS1 at 457@ 475@ 493@ 
01B2: give_actor 421@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 421@ z_angle_to 511@ 
02E2: set_actor 421@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_1859 
0187: 439@ = create_marker_above_actor 421@ 

:SWEET4_1859
0007: 458@ = 2093.84 // floating-point values 
0007: 476@ = -1290.07 // floating-point values 
0007: 494@ = 23.15 // floating-point values 
0007: 512@ = 58.035 // floating-point values 
0395: clear_area 1 at 458@ 476@ 494@ range 0.5 
009A: 422@ = create_actor 7 #BALLAS2 at 458@ 476@ 494@ 
01B2: give_actor 422@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 422@ z_angle_to 512@ 
02E2: set_actor 422@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_1987 
0187: 440@ = create_marker_above_actor 422@ 

:SWEET4_1987
0051: return 

:SWEET4_1989
0007: 459@ = 2161.07 // floating-point values 
0007: 477@ = -1265.92 // floating-point values 
0007: 495@ = 23.02 // floating-point values 
0007: 513@ = 257.59 // floating-point values 
0395: clear_area 1 at 459@ 477@ 495@ range 0.5 
009A: 423@ = create_actor 7 #BALLAS1 at 459@ 477@ 495@ 
01B2: give_actor 423@ weapon 32 ammo $6639 // Load the weapon model before using this 
0173: set_actor 423@ z_angle_to 513@ 
02E2: set_actor 423@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_2117 
0187: 441@ = create_marker_above_actor 423@ 

:SWEET4_2117
0007: 460@ = 2162.18 // floating-point values 
0007: 478@ = -1264.69 // floating-point values 
0007: 496@ = 23.03 // floating-point values 
0007: 514@ = 238.46 // floating-point values 
0395: clear_area 1 at 460@ 478@ 496@ range 0.5 
009A: 424@ = create_actor 7 #BALLAS1 at 460@ 478@ 496@ 
01B2: give_actor 424@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 424@ z_angle_to 514@ 
02E2: set_actor 424@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_2245 
0187: 442@ = create_marker_above_actor 424@ 

:SWEET4_2245
0007: 461@ = 2162.97 // floating-point values 
0007: 479@ = -1261.92 // floating-point values 
0007: 497@ = 23.02 // floating-point values 
0007: 515@ = 45.33 // floating-point values 
0395: clear_area 1 at 461@ 479@ 497@ range 0.5 
009A: 425@ = create_actor 7 #BALLAS2 at 461@ 479@ 497@ 
01B2: give_actor 425@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 425@ z_angle_to 515@ 
02E2: set_actor 425@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_2373 
0187: 443@ = create_marker_above_actor 425@ 

:SWEET4_2373
0007: 462@ = 2160.12 // floating-point values 
0007: 480@ = -1262.98 // floating-point values 
0007: 498@ = 23.03 // floating-point values 
0007: 516@ = 18.46 // floating-point values 
0395: clear_area 1 at 462@ 480@ 498@ range 0.5 
009A: 426@ = create_actor 7 #BALLAS2 at 462@ 480@ 498@ 
01B2: give_actor 426@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 426@ z_angle_to 516@ 
02E2: set_actor 426@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_2501 
0187: 444@ = create_marker_above_actor 426@ 

:SWEET4_2501
0051: return 

:SWEET4_2503
0007: 463@ = 1983.8 // floating-point values 
0007: 481@ = -1235.98 // floating-point values 
0007: 499@ = 20.17 // floating-point values 
0007: 517@ = 318.72 // floating-point values 
0395: clear_area 1 at 463@ 481@ 499@ range 0.5 
009A: 427@ = create_actor 7 #BALLAS1 at 463@ 481@ 499@ 
01B2: give_actor 427@ weapon 32 ammo $6639 // Load the weapon model before using this 
0173: set_actor 427@ z_angle_to 517@ 
02E2: set_actor 427@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_2631 
0187: 445@ = create_marker_above_actor 427@ 

:SWEET4_2631
0007: 464@ = 1981.3 // floating-point values 
0007: 482@ = -1233.94 // floating-point values 
0007: 500@ = 20.04 // floating-point values 
0007: 518@ = 254.99 // floating-point values 
0395: clear_area 1 at 464@ 482@ 500@ range 0.5 
009A: 428@ = create_actor 7 #BALLAS2 at 464@ 482@ 500@ 
01B2: give_actor 428@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 428@ z_angle_to 518@ 
02E2: set_actor 428@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_2759 
0187: 446@ = create_marker_above_actor 428@ 

:SWEET4_2759
0007: 465@ = 1986.67 // floating-point values 
0007: 483@ = -1239.76 // floating-point values 
0007: 501@ = 19.17 // floating-point values 
0007: 519@ = 98.28 // floating-point values 
0395: clear_area 1 at 465@ 483@ 501@ range 0.5 
009A: 429@ = create_actor 7 #BALLAS1 at 465@ 483@ 501@ 
01B2: give_actor 429@ weapon 41 ammo $6639 // Load the weapon model before using this 
0638: AS_actor 429@ stay_put 1 
0173: set_actor 429@ z_angle_to 519@ 
02E2: set_actor 429@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_2894 
0187: 447@ = create_marker_above_actor 429@ 

:SWEET4_2894
0007: 466@ = 1986.54 // floating-point values 
0007: 484@ = -1233.03 // floating-point values 
0007: 502@ = 20.07 // floating-point values 
0007: 520@ = 143.42 // floating-point values 
0395: clear_area 1 at 466@ 484@ 502@ range 0.5 
009A: 430@ = create_actor 7 #BALLAS2 at 466@ 484@ 502@ 
01B2: give_actor 430@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 430@ z_angle_to 520@ 
02E2: set_actor 430@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_3022 
0187: 448@ = create_marker_above_actor 430@ 

:SWEET4_3022
0051: return 

:SWEET4_3024
01C2: remove_references_to_actor 415@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 416@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 417@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 418@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 419@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 420@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 421@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 422@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 424@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 425@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 426@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 427@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 428@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 430@ // Like turning an actor into a random pedestrian 
0051: return 

:SWEET4_3106
0007: 545@ = 2508.16 // floating-point values 
0007: 546@ = -1666.47 // floating-point values 
0007: 547@ = 13.0 // floating-point values 
0007: 548@ = 16.0 // floating-point values 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
0395: clear_area 1 at 545@ 546@ 547@ range 6.0 
00A5: 543@ = create_car #GREENWOO at 545@ 546@ 547@ 
0229: set_car 543@ color_to 59 34 
0175: set_car 543@ z_angle_to 548@ 
0186: 544@ = create_marker_above_car 543@ 
07E0: set_marker 544@ type_to 1 
053F: set_car 543@ tires_vulnerable 0 
0224: set_car 543@ health_to 1450 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0051: return 

:SWEET4_3259
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_3296 
00D6: if 
82CA:   not car 543@ bounding_sphere_visible 
004D: jump_if_false @SWEET4_3296 
00A6: destroy_car 543@ 

:SWEET4_3296
0249: release_model #GREENWOO 
0051: return 

:SWEET4_3303
0051: return 

:SWEET4_3305
0051: return 

:SWEET4_3307
00D6: if and
8118:   not actor 423@ dead 
8118:   not actor 424@ dead 
8118:   not actor 425@ dead 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_3377 
062F: 192@ = create_group_type 0 
0630: put_actor 423@ in_group 192@ as_leader 
0631: put_actor 424@ in_group 192@ 
0631: put_actor 425@ in_group 192@ 
0631: put_actor 426@ in_group 192@ 

:SWEET4_3377
0051: return 

:SWEET4_3379
00D6: if and
8118:   not actor 427@ dead 
8118:   not actor 428@ dead 
8118:   not actor 429@ dead 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_3449 
062F: 193@ = create_group_type 0 
0630: put_actor 427@ in_group 193@ as_leader 
0631: put_actor 428@ in_group 193@ 
0631: put_actor 429@ in_group 193@ 
0631: put_actor 430@ in_group 193@ 

:SWEET4_3449
0051: return 

:SWEET4_3451
00D6: if and
8119:   not car 523@ wrecked 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_3502 
0615: define_action_sequences 98@ 
05CD: AS_actor -1 exit_car 523@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 98@ 

:SWEET4_3502
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_3580 
0615: define_action_sequences 99@ 
0637: unknown_action_sequence -1 2075.15 -1363.85 23.85 6 0.5 5.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 99@ 

:SWEET4_3580
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3636 
0615: define_action_sequences 100@ 
0673: AS_actor -1 dive_to_offset 1.0 1.0 time_on_ground 500 ms 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 100@ 

:SWEET4_3636
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3746 
0615: define_action_sequences 118@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" from_file "GANGS" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 0 ms 
0616: define_action_sequences_end 118@ 

:SWEET4_3746
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3785 
0615: define_action_sequences 101@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 101@ 

:SWEET4_3785
0051: return 

:SWEET4_3787
00D6: if and
8119:   not car 524@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3860 
0615: define_action_sequences 102@ 
05CD: AS_actor -1 exit_car 524@ 
0637: unknown_action_sequence -1 545@ 546@ 547@ 4 1.0 5.0 $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 102@ 

:SWEET4_3860
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3899 
0615: define_action_sequences 103@ 
06E3: AS_actor -1 roll_sideways 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 103@ 

:SWEET4_3899
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3966 
0615: define_action_sequences 104@ 
0637: unknown_action_sequence -1 2080.66 -1292.61 24.02 6 0.5 5.0 $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 104@ 

:SWEET4_3966
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4033 
0615: define_action_sequences 105@ 
0637: unknown_action_sequence -1 2132.0 -1307.0 24.0 6 1.0 5.0 $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 105@ 

:SWEET4_4033
0051: return 

:SWEET4_4035
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4136 
0615: define_action_sequences 106@ 
0637: unknown_action_sequence -1 2163.0 -1262.0 24.0 6 1.0 5.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 2080.0 -1261.0 24.0 6 1.0 5.0 $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 106@ 

:SWEET4_4136
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4169 
0615: define_action_sequences 107@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 107@ 

:SWEET4_4169
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_4213 
0615: define_action_sequences 108@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 108@ 

:SWEET4_4213
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4314 
0615: define_action_sequences 109@ 
0637: unknown_action_sequence -1 2163.0 -1262.0 24.0 6 1.0 5.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 2080.0 -1261.0 24.0 6 1.0 5.0 $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 109@ 

:SWEET4_4314
0051: return 

:SWEET4_4316
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4377 
0615: define_action_sequences 110@ 
0637: unknown_action_sequence -1 545@ 546@ 547@ 4 1.0 5.0 $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 110@ 

:SWEET4_4377
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_4415 
0615: define_action_sequences 111@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 111@ 

:SWEET4_4415
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4477 
0615: define_action_sequences 112@ 
0668: AS_actor -1 rotate_to_point 1984.21 -1239.04 20.5 6000 ms 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 -1 ms 
0616: define_action_sequences_end 112@ 

:SWEET4_4477
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4510 
0615: define_action_sequences 113@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_action_sequences_end 113@ 

:SWEET4_4510
0051: return 

:SWEET4_4512
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0004: $6637 = 0 // integer values 
0006: 43@ = 0 // integer values 
0004: $6638 = 30 // integer values 
0004: $6639 = 30000 // integer values 
0004: $6659 = 0 // integer values 
0004: $6660 = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 396@ = 0 // integer values 
0006: 403@ = 0 // integer values 
0006: 410@ = 0 // integer values 
0004: $6661 = 0 // integer values 
0004: $6662 = 0 // integer values 
0004: $6663 = 0 // integer values 
0004: $6664 = 0 // integer values 
0004: $6665 = 0 // integer values 
0004: $6666 = 0 // integer values 
0004: $6667 = 0 // integer values 
0004: $6668 = 0 // integer values 
0006: 77@ = 0 // integer values 
0004: $6640 = 0 // integer values 
0004: $6641 = 0 // integer values 
0004: $6642 = 0 // integer values 
0004: $6643 = 0 // integer values 
0004: $6644 = 0 // integer values 
0004: $6645 = 0 // integer values 
0004: $6646 = 0 // integer values 
0004: $6647 = 0 // integer values 
0004: $6648 = 0 // integer values 
0004: $6649 = 0 // integer values 
0004: $6650 = 0 // integer values 
0004: $6651 = 0 // integer values 
0004: $6652 = 0 // integer values 
0004: $6653 = 0 // integer values 
0004: $6654 = 0 // integer values 
0004: $6655 = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 98@ = 1 // integer values 
0006: 99@ = 2 // integer values 
0006: 100@ = 3 // integer values 
0006: 101@ = 4 // integer values 
0006: 117@ = 5 // integer values 
0006: 116@ = 6 // integer values 
0006: 96@ = 7 // integer values 
0006: 97@ = 8 // integer values 
0006: 118@ = 9 // integer values 
0006: 77@ = 0 // integer values 
0007: 85@ = 25.0 // floating-point values 
0007: 451@ = 2227.72 // floating-point values 
0007: 469@ = -1315.79 // floating-point values 
0007: 487@ = 24.04 // floating-point values 
0007: 456@ = 2099.8 // floating-point values 
0007: 474@ = -1288.37 // floating-point values 
0007: 492@ = 24.35 // floating-point values 
0007: 461@ = 2184.97 // floating-point values 
0007: 479@ = -1230.92 // floating-point values 
0007: 497@ = 24.02 // floating-point values 
0007: 466@ = 2157.77 // floating-point values 
0007: 484@ = -1345.03 // floating-point values 
0007: 502@ = 24.04 // floating-point values 
0007: 89@ = 2507.0 // floating-point values 
0007: 90@ = -1671.0 // floating-point values 
0007: 91@ = 12.0 // floating-point values 
0007: 119@ = 2500.026 // floating-point values 
0007: 129@ = -1661.18 // floating-point values 
0007: 139@ = 17.763 // floating-point values 
0007: 120@ = 2194.35 // floating-point values 
0007: 130@ = -1380.42 // floating-point values 
0007: 140@ = 24.34 // floating-point values 
0007: 121@ = 2082.42 // floating-point values 
0007: 131@ = -1362.58 // floating-point values 
0007: 141@ = 26.81 // floating-point values 
0007: 122@ = 2078.99 // floating-point values 
0007: 132@ = -1366.22 // floating-point values 
0007: 142@ = 25.09 // floating-point values 
0007: 123@ = 2152.0 // floating-point values 
0007: 133@ = -1339.0 // floating-point values 
0007: 143@ = 30.0 // floating-point values 
0007: 124@ = 2502.16 // floating-point values 
0007: 134@ = -1661.95 // floating-point values 
0007: 144@ = 15.76 // floating-point values 
0007: 125@ = 2509.18 // floating-point values 
0007: 135@ = -1662.81 // floating-point values 
0007: 145@ = 14.07 // floating-point values 
0007: 126@ = 2510.63 // floating-point values 
0007: 136@ = -1665.81 // floating-point values 
0007: 146@ = 13.83 // floating-point values 
0007: 127@ = 2511.89 // floating-point values 
0007: 137@ = -1668.39 // floating-point values 
0007: 147@ = 14.26 // floating-point values 
0007: 128@ = 0.0 // floating-point values 
0007: 138@ = 0.0 // floating-point values 
0007: 148@ = 0.0 // floating-point values 
0007: 54@ = 2132.239 // floating-point values 
0007: 55@ = -1379.652 // floating-point values 
0007: 56@ = 22.8281 // floating-point values 
0007: 455@ = 2101.57 // floating-point values 
0007: 473@ = -1287.65 // floating-point values 
0007: 491@ = 24.17 // floating-point values 
0007: 509@ = 5.0 // floating-point values 
0007: 459@ = 2161.07 // floating-point values 
0007: 477@ = -1265.92 // floating-point values 
0007: 495@ = 23.02 // floating-point values 
0007: 513@ = 257.59 // floating-point values 
0007: 463@ = 1983.8 // floating-point values 
0007: 481@ = -1235.98 // floating-point values 
0007: 499@ = 20.17 // floating-point values 
0007: 517@ = 318.72 // floating-point values 
0006: 391@ = 1 // integer values 
0006: 392@ = 2 // integer values 
0006: 389@ = 0 // integer values 
0006: 393@ = 1 // integer values 
0006: 390@ = 0 // integer values 
05AA: 204@s = 'SWE4_AA' // 8-byte strings 
05AA: 206@s = 'SWE4_AB' // 8-byte strings 
05AA: 208@s = 'SWE4_AC' // 8-byte strings 
05AA: 210@s = 'SWE4_AD' // 8-byte strings 
05AA: 212@s = 'SWE4_AE' // 8-byte strings 
05AA: 214@s = 'SWE4_AF' // 8-byte strings 
05AA: 216@s = 'SWE4_AG' // 8-byte strings 
05AA: 218@s = 'SWE4_AH' // 8-byte strings 
05AA: 220@s = 'SWE4_AI' // 8-byte strings 
05AA: 222@s = 'SWE4_AJ' // 8-byte strings 
05AA: 224@s = 'SWE4_AK' // 8-byte strings 
05AA: 226@s = 'SWE4_BA' // 8-byte strings 
05AA: 228@s = 'SWE4_BB' // 8-byte strings 
05AA: 230@s = 'SWE4_BC' // 8-byte strings 
05AA: 232@s = 'SWE4_BD' // 8-byte strings 
05AA: 234@s = 'SWE4_BE' // 8-byte strings 
05AA: 236@s = 'SWE4_CA' // 8-byte strings 
05AA: 238@s = 'SWE4_CB' // 8-byte strings 
05AA: 240@s = 'SWE4_CC' // 8-byte strings 
05AA: 242@s = 'SWE4_DA' // 8-byte strings 
05AA: 244@s = 'SWE4_DB' // 8-byte strings 
05AA: 246@s = 'SWE4_DC' // 8-byte strings 
05AA: 248@s = 'SWE4_DD' // 8-byte strings 
05AA: 250@s = 'SWE4_DE' // 8-byte strings 
05AA: 252@s = 'SWE4_DF' // 8-byte strings 
05AA: 254@s = 'SWE4_EA' // 8-byte strings 
05AA: 256@s = 'SWE4_EB' // 8-byte strings 
05AA: 258@s = 'SWE4_EC' // 8-byte strings 
05AA: 260@s = 'SWE4_FA' // 8-byte strings 
05AA: 262@s = 'SWE4_FB' // 8-byte strings 
05AA: 264@s = 'SWE4_FC' // 8-byte strings 
05AA: 266@s = 'SWE4_FD' // 8-byte strings 
05AA: 268@s = 'SWE4_GA' // 8-byte strings 
05AA: 270@s = 'SWE4_GB' // 8-byte strings 
05AA: 272@s = 'SWE4_HA' // 8-byte strings 
05AA: 274@s = 'SWE4_HB' // 8-byte strings 
05AA: 276@s = 'SWE4_KA' // 8-byte strings 
05AA: 278@s = 'SWE4_KB' // 8-byte strings 
05AA: 280@s = 'SWE4_KC' // 8-byte strings 
05AA: 282@s = 'SWE4_KD' // 8-byte strings 
05AA: 284@s = 'SWE4_KF' // 8-byte strings 
05AA: 286@s = 'SWE4_KG' // 8-byte strings 
05AA: 288@s = 'SWE4_KH' // 8-byte strings 
05AA: 290@s = 'SWE4_KE' // 8-byte strings 
05AA: 292@s = 'SWE4_KI' // 8-byte strings 
05AA: 294@s = 'SWE4_LA' // 8-byte strings 
05AA: 296@s = 'SWE4_LB' // 8-byte strings 
05AA: 298@s = 'SWE4_LC' // 8-byte strings 
05AA: 300@s = 'SWE4_MA' // 8-byte strings 
05AA: 302@s = 'SWE4_MB' // 8-byte strings 
05AA: 304@s = 'SWE4_MC' // 8-byte strings 
05AA: 306@s = 'SWE4_MD' // 8-byte strings 
05AA: 308@s = 'SWE4_NA' // 8-byte strings 
05AA: 310@s = 'SWE4_NB' // 8-byte strings 
05AA: 312@s = 'SWE4_NC' // 8-byte strings 
05AA: 314@s = 'SWE4_OA' // 8-byte strings 
05AA: 316@s = 'SWE4_OB' // 8-byte strings 
05AA: 318@s = 'SWE4_OC' // 8-byte strings 
05AA: 320@s = 'SWE4_PA' // 8-byte strings 
05AA: 322@s = 'SWE4_PB' // 8-byte strings 
05AA: 324@s = 'SWE4_PC' // 8-byte strings 
04AF: 328@ = unknown_wav_reference 38000 
04AF: 329@ = unknown_wav_reference 38001 
04AF: 330@ = unknown_wav_reference 38002 
04AF: 331@ = unknown_wav_reference 38003 
04AF: 332@ = unknown_wav_reference 38004 
04AF: 333@ = unknown_wav_reference 38005 
04AF: 334@ = unknown_wav_reference 38006 
04AF: 335@ = unknown_wav_reference 38007 
04AF: 336@ = unknown_wav_reference 38008 
04AF: 337@ = unknown_wav_reference 38009 
04AF: 338@ = unknown_wav_reference 38010 
04AF: 339@ = unknown_wav_reference 38011 
04AF: 340@ = unknown_wav_reference 38012 
04AF: 341@ = unknown_wav_reference 38013 
04AF: 342@ = unknown_wav_reference 38014 
04AF: 343@ = unknown_wav_reference 38015 
04AF: 344@ = unknown_wav_reference 38016 
04AF: 345@ = unknown_wav_reference 38017 
04AF: 346@ = unknown_wav_reference 38018 
04AF: 347@ = unknown_wav_reference 38019 
04AF: 348@ = unknown_wav_reference 38020 
04AF: 349@ = unknown_wav_reference 38021 
04AF: 350@ = unknown_wav_reference 38022 
04AF: 351@ = unknown_wav_reference 38023 
04AF: 352@ = unknown_wav_reference 38024 
04AF: 353@ = unknown_wav_reference 38025 
04AF: 354@ = unknown_wav_reference 38026 
04AF: 355@ = unknown_wav_reference 38027 
04AF: 356@ = unknown_wav_reference 38028 
04AF: 357@ = unknown_wav_reference 38029 
04AF: 358@ = unknown_wav_reference 38030 
04AF: 359@ = unknown_wav_reference 38031 
04AF: 360@ = unknown_wav_reference 38032 
04AF: 361@ = unknown_wav_reference 38033 
04AF: 362@ = unknown_wav_reference 38034 
04AF: 363@ = unknown_wav_reference 38035 
04AF: 364@ = unknown_wav_reference 38036 
04AF: 365@ = unknown_wav_reference 38037 
04AF: 366@ = unknown_wav_reference 38038 
04AF: 367@ = unknown_wav_reference 38039 
04AF: 368@ = unknown_wav_reference 38041 
04AF: 369@ = unknown_wav_reference 38042 
04AF: 370@ = unknown_wav_reference 38043 
04AF: 371@ = unknown_wav_reference 38040 
04AF: 372@ = unknown_wav_reference 38044 
04AF: 373@ = unknown_wav_reference 38045 
04AF: 374@ = unknown_wav_reference 38046 
04AF: 375@ = unknown_wav_reference 38047 
04AF: 376@ = unknown_wav_reference 38048 
04AF: 377@ = unknown_wav_reference 38049 
04AF: 378@ = unknown_wav_reference 38050 
04AF: 379@ = unknown_wav_reference 38051 
04AF: 380@ = unknown_wav_reference 38052 
04AF: 381@ = unknown_wav_reference 38053 
04AF: 382@ = unknown_wav_reference 38054 
04AF: 383@ = unknown_wav_reference 38055 
04AF: 384@ = unknown_wav_reference 38056 
04AF: 385@ = unknown_wav_reference 38057 
04AF: 386@ = unknown_wav_reference 38058 
04AF: 387@ = unknown_wav_reference 38059 
04AF: 388@ = unknown_wav_reference 38060 
03D5: remove_text 'M_FAIL'  // ~r~KLDETS SIKERTELEN!
054C: use_GXT_table 'SWEET4' 
0395: clear_area 0 at 2518.0 -1673.0 14.0 range 50.0 
016A: fade 0 1000 ms 

:SWEET4_7087
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_7111 
0001: wait 0 ms 
0002: jump @SWEET4_7087 

:SWEET4_7111
02E4: load_cutscene_data 'SWEET4A' 
016A: fade 0 0 ms 

:SWEET4_7128
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET4_7152 
0001: wait 0 ms 
0002: jump @SWEET4_7128 

:SWEET4_7152
016A: fade 0 0 ms 
02E7: start_cutscene 
016A: fade 0 0 ms 
016A: fade 1 1000 ms 

:SWEET4_7173
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET4_7197 
0001: wait 0 ms 
0002: jump @SWEET4_7173 

:SWEET4_7197
016A: fade 0 0 ms 

:SWEET4_7203
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_7227 
0001: wait 0 ms 
0002: jump @SWEET4_7203 

:SWEET4_7227
02EA: end_cutscene 
043C: unknown_set_game_sounds 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
041E: set_radio_station 7 
08EA: (unknown) 0 
0050: gosub @SWEET4_47 
0050: gosub @SWEET4_154 
0050: gosub @SWEET4_300 
0050: gosub @SWEET4_452 
0050: gosub @SWEET4_3106 
00D6: if and
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_7461 
07A1: set_walk_speed 4 
0615: define_action_sequences 97@ 
05BA: AS_actor -1 chew_gum 1000 ms 
05CA: AS_actor -1 enter_car 543@ passenger_seat 0 -1 ms 
0616: define_action_sequences_end 97@ 
0618: assign_actor 394@ to_action_sequences 97@ 
07A1: set_walk_speed 4 
05CA: AS_actor 401@ enter_car 543@ passenger_seat 1 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor 408@ enter_car 543@ passenger_seat 2 -1 ms 
060A: unknown_create_entity 0 47@ 
060B: unknown_actor_use_entity 394@ 47@ 
060B: unknown_actor_use_entity 401@ 47@ 
060B: unknown_actor_use_entity 408@ 47@ 
039E: set_actor $PLAYER_ACTOR jackable 1 
039E: set_actor 394@ jackable 1 
039E: set_actor 401@ jackable 1 
039E: set_actor 408@ jackable 1 
01BD: $6669 = current_time_in_ms 
0004: $6672 = -1 // integer values 

:SWEET4_7461
050F: 53@ = get_max_wanted_level 
01F0: set_max_wanted_level_to 0 
099E: (unknown) 0 
072C: (unknown) 0 
0373: set_camera_directly_behind_player 
03C7: unknown_maybe_cops_density 0.7 
07B4: (unknown) $PLAYER_CHAR 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_7540 
00A1: put_actor $PLAYER_ACTOR at 2516.92 -1679.45 13.42 
0173: set_actor $PLAYER_ACTOR z_angle_to 27.25 

:SWEET4_7540
0050: gosub @SWEET4_597 
00BC: text_highpriority 'SWE4_00' 5000 ms 1  // ~s~Szllj be a ~b~kocsiba~s~.
01BD: 61@ = current_time_in_ms 
0085: 73@ = 67@ // integer values and handles 
0062: 73@ -= 61@ // integer values 
0169: set_fade_color 0 0 0 
016A: fade 1 500 ms 

:SWEET4_7599
0001: wait 0 ms 
00D6: if 
8039:   not  389@ == 0 // integer values 
004D: jump_if_false @SWEET4_8083 
00D6: if 
0039:   390@ == 0 // integer values 
004D: jump_if_false @SWEET4_7667 
00D6: if 
03D0:   wav 392@ loaded 
004D: jump_if_false @SWEET4_7660 
040D: unload_wav 392@ 

:SWEET4_7660
0006: 390@ = 1 // integer values 

:SWEET4_7667
00D6: if 
0039:   390@ == 1 // integer values 
004D: jump_if_false @SWEET4_7711 
03CF: load_wav 327@(389@,62i) as 391@ 
0050: gosub @SWEET4_24441 
0006: 390@ = 2 // integer values 

:SWEET4_7711
00D6: if 
0039:   390@ == 2 // integer values 
004D: jump_if_false @SWEET4_7820 
00D6: if 
03D0:   wav 391@ loaded 
004D: jump_if_false @SWEET4_7820 
00D6: if 
8039:   not  326@ == 0 // integer values 
004D: jump_if_false @SWEET4_7794 
00D6: if 
8118:   not actor 326@ dead 
004D: jump_if_false @SWEET4_7794 
0967: actor 326@ move_mouth 10000 
0A09: (unknown) 326@ 1 

:SWEET4_7794
03D1: play_wav 391@ 
00BC: text_highpriority 202@(389@,62s) 10000 ms 1 
0006: 390@ = 3 // integer values 

:SWEET4_7820
00D6: if 
0039:   390@ == 3 // integer values 
004D: jump_if_false @SWEET4_8083 
00D6: if 
03D2:   wav 391@ ended 
004D: jump_if_false @SWEET4_8022 
03D5: remove_text 202@(389@,62s) 
00D6: if 
8039:   not  326@ == 0 // integer values 
004D: jump_if_false @SWEET4_7909 
00D6: if 
8118:   not actor 326@ dead 
004D: jump_if_false @SWEET4_7909 
0968: actor 326@ stop_mouth 
0A09: (unknown) 326@ 0 

:SWEET4_7909
00D6: if 
0039:   391@ == 1 // integer values 
004D: jump_if_false @SWEET4_7948 
0006: 391@ = 2 // integer values 
0006: 392@ = 1 // integer values 
0002: jump @SWEET4_7962 

:SWEET4_7948
0006: 391@ = 1 // integer values 
0006: 392@ = 2 // integer values 

:SWEET4_7962
0006: 389@ = 0 // integer values 
0006: 390@ = 0 // integer values 
00D6: if 
0038:   $6672 == 2 // integer values 
004D: jump_if_false @SWEET4_8008 
0004: $6672 = 6 // integer values 
0002: jump @SWEET4_8015 

:SWEET4_8008
0008: $6672 += 1 // integer values 

:SWEET4_8015
0002: jump @SWEET4_8083 

:SWEET4_8022
00D6: if 
83D0:   not wav 392@ loaded 
004D: jump_if_false @SWEET4_8083 
00D6: if 
001B:   60 > 389@ // integer values 
004D: jump_if_false @SWEET4_8083 
0085: 393@ = 389@ // integer values and handles 
000A: 393@ += 1 // integer values 
03CF: load_wav 327@(393@,62i) as 392@ 

:SWEET4_8083
00D6: if 
0735:   83 
004D: jump_if_false @SWEET4_8105 
0002: jump @SWEET4_23785 

:SWEET4_8105
00D6: if or
001A:   8 > $6637 // integer values 
0038:   $6637 == 666 // integer values 
004D: jump_if_false @SWEET4_8180 
00D6: if or
0118:   actor 394@ dead 
0118:   actor 401@ dead 
0118:   actor 408@ dead 
004D: jump_if_false @SWEET4_8180 
00BC: text_highpriority 'SWE4_04' 5000 ms 1  // ~r~A spanjaid nem ltk tl.
0002: jump @SWEET4_23767 

:SWEET4_8180
00D6: if 
0119:   car 543@ wrecked 
004D: jump_if_false @SWEET4_8219 
00BC: text_highpriority 'SWE4_04' 5000 ms 1  // ~r~A spanjaid nem ltk tl.
0002: jump @SWEET4_23767 

:SWEET4_8219
00D6: if 
0038:   $6637 == 0 // integer values 
004D: jump_if_false @SWEET4_9178 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_9178 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_9178 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_8373 
00BE: text_clear_all 
0647: unknown_action_sequence 394@ 
0164: disable_marker 544@ 
0164: disable_marker 395@ 
0164: disable_marker 402@ 
0164: disable_marker 409@ 
01BD: $6669 = current_time_in_ms 
0004: $6659 = 0 // integer values 
0004: $6637 = 1 // integer values 

:SWEET4_8373
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_9178 
00D6: if 
0039:   396@ == 0 // integer values 
004D: jump_if_false @SWEET4_8456 
00D6: if 
80DB:   not actor 394@ in_car 543@ 
004D: jump_if_false @SWEET4_8456 
0164: disable_marker 544@ 
0187: 395@ = create_marker_above_actor 394@ 
07E0: set_marker 395@ type_to 1 
0006: 396@ = 1 // integer values 

:SWEET4_8456
00D6: if 
0039:   396@ == 1 // integer values 
004D: jump_if_false @SWEET4_8570 
00D6: if 
80DB:   not actor 394@ in_car 543@ 
004D: jump_if_false @SWEET4_8570 
00D6: if 
8203:   not actor 394@ near_car_on_foot 543@ radius 8.0 8.0 unknown 0 
004D: jump_if_false @SWEET4_8546 
00BC: text_highpriority 'SWE4_09' 100 ms 1  // ~s~Htrahagytad ~b~Smoke-ot~s~!
0002: jump @SWEET4_8570 

:SWEET4_8546
05CA: AS_actor 394@ enter_car 543@ passenger_seat 0 -1 ms 
01BD: 61@ = current_time_in_ms 
0006: 396@ = 2 // integer values 

:SWEET4_8570
00D6: if 
0039:   396@ == 2 // integer values 
004D: jump_if_false @SWEET4_8654 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // integer values and handles 
0062: 73@ -= 61@ // integer values 
00D6: if 
0019:   73@ > 1000 // integer values 
004D: jump_if_false @SWEET4_8654 
00D6: if 
0019:   73@ > 3000 // integer values 
004D: jump_if_false @SWEET4_8654 
0006: 396@ = 1 // integer values 

:SWEET4_8654
00D6: if 
0039:   403@ == 0 // integer values 
004D: jump_if_false @SWEET4_8718 
00D6: if 
80DB:   not actor 401@ in_car 543@ 
004D: jump_if_false @SWEET4_8718 
0164: disable_marker 544@ 
0187: 402@ = create_marker_above_actor 401@ 
07E0: set_marker 402@ type_to 1 
0006: 403@ = 1 // integer values 

:SWEET4_8718
00D6: if 
0039:   403@ == 1 // integer values 
004D: jump_if_false @SWEET4_8832 
00D6: if 
80DB:   not actor 401@ in_car 543@ 
004D: jump_if_false @SWEET4_8832 
00D6: if 
8203:   not actor 401@ near_car_on_foot 543@ radius 8.0 8.0 unknown 0 
004D: jump_if_false @SWEET4_8808 
00BC: text_highpriority 'SWE4_10' 100 ms 1  // ~s~Magad mgtt hagytad ~b~Ryder-t~s~!
0002: jump @SWEET4_8832 

:SWEET4_8808
05CA: AS_actor 401@ enter_car 543@ passenger_seat 1 -1 ms 
01BD: 61@ = current_time_in_ms 
0006: 403@ = 2 // integer values 

:SWEET4_8832
00D6: if 
0039:   403@ == 2 // integer values 
004D: jump_if_false @SWEET4_8916 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // integer values and handles 
0062: 73@ -= 61@ // integer values 
00D6: if 
0019:   73@ > 1000 // integer values 
004D: jump_if_false @SWEET4_8916 
00D6: if 
0019:   73@ > 3000 // integer values 
004D: jump_if_false @SWEET4_8916 
0006: 403@ = 1 // integer values 

:SWEET4_8916
00D6: if 
0039:   410@ == 0 // integer values 
004D: jump_if_false @SWEET4_8980 
00D6: if 
80DB:   not actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_8980 
0164: disable_marker 544@ 
0187: 409@ = create_marker_above_actor 408@ 
07E0: set_marker 409@ type_to 1 
0006: 410@ = 1 // integer values 

:SWEET4_8980
00D6: if 
0039:   410@ == 1 // integer values 
004D: jump_if_false @SWEET4_9094 
00D6: if 
80DB:   not actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_9094 
00D6: if 
8203:   not actor 408@ near_car_on_foot 543@ radius 8.0 8.0 unknown 0 
004D: jump_if_false @SWEET4_9070 
00BC: text_highpriority 'SWE4_11' 100 ms 1  // ~s~Htrahagytad ~b~Sweet-et~s~!
0002: jump @SWEET4_9094 

:SWEET4_9070
05CA: AS_actor 408@ enter_car 543@ passenger_seat 2 -1 ms 
01BD: 61@ = current_time_in_ms 
0006: 410@ = 2 // integer values 

:SWEET4_9094
00D6: if 
0039:   410@ == 2 // integer values 
004D: jump_if_false @SWEET4_9178 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // integer values and handles 
0062: 73@ -= 61@ // integer values 
00D6: if 
0019:   73@ > 1000 // integer values 
004D: jump_if_false @SWEET4_9178 
00D6: if 
0019:   73@ > 3000 // integer values 
004D: jump_if_false @SWEET4_9178 
0006: 410@ = 1 // integer values 

:SWEET4_9178
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_10149 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_10149 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_10149 
00D6: if 
0038:   $6637 == 1 // integer values 
004D: jump_if_false @SWEET4_9293 
0004: $6637 = 2 // integer values 

:SWEET4_9293
00D6: if 
0038:   $6637 == 2 // integer values 
004D: jump_if_false @SWEET4_9351 
0004: $6660 = 0 // integer values 
03DE: set_pedestrians_density_multiplier_to 0.0 
018A: 57@ = create_checkpoint_at 54@ 55@ 56@ 
01BD: 61@ = current_time_in_ms 
0004: $6637 = 3 // integer values 

:SWEET4_9351
00D6: if 
0038:   $6637 == 3 // integer values 
004D: jump_if_false @SWEET4_9509 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @SWEET4_9439 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // integer values and handles 
0062: 73@ -= 61@ // integer values 
00D6: if 
0019:   73@ > 6000 // integer values 
004D: jump_if_false @SWEET4_9439 
01BD: 61@ = current_time_in_ms 
0006: 43@ = 1 // integer values 

:SWEET4_9439
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @SWEET4_9509 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // integer values and handles 
0062: 73@ -= 61@ // integer values 
00D6: if 
0019:   73@ > 5000 // integer values 
004D: jump_if_false @SWEET4_9509 
01BD: 61@ = current_time_in_ms 
0006: 43@ = 2 // integer values 

:SWEET4_9509
00D6: if 
0038:   $6637 == 3 // integer values 
004D: jump_if_false @SWEET4_10149 
00D6: if and
0038:   $6666 == 0 // integer values 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SWEET4_10149 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_10149 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 54@ 55@ 56@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @SWEET4_9635 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @SWEET4_9635 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SWEET4_9635
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 54@ 55@ 56@ radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @SWEET4_10149 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_10149 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0004: $6672 = 9 // integer values 
0164: disable_marker 57@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
016A: fade 0 300 ms 
01BD: $6669 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GDB_CAR_PLY" from_file "GHETTO_DB" 4.0 loop 0 0 0 0 0 ms 
01B9: set_actor 394@ armed_weapon_to 32 
0605: actor 394@ perform_animation_sequence "GDB_CAR_SMO" from_file "GHETTO_DB" 4.0 loop 0 0 0 0 0 ms 
01B9: set_actor 408@ armed_weapon_to 32 
0605: actor 408@ perform_animation_sequence "GDB_CAR_SWE" from_file "GHETTO_DB" 4.0 loop 0 0 0 0 0 ms 
01B9: set_actor 401@ armed_weapon_to 32 
0605: actor 401@ perform_animation_sequence "GDB_CAR_RYD" from_file "GHETTO_DB" 4.0 loop 0 0 0 0 0 ms 
0852: set_car 543@ visible_damage 0 
0107: 198@ = create_object #KB_BEER at 2440.58 -1979.89 14.2 
0050: gosub @SWEET4_842 
0050: gosub @SWEET4_3303 
0050: gosub @SWEET4_3451 
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_10049 
06AB: (unknown) 418@ 1 
070A: AS_actor 418@ attach_to_object 198@ offset 0.1 0.1 0.0 on_bone 6 16 "NULL" "NULL" -1 ms 

:SWEET4_10049
0247: request_model #LAEROAD30 

:SWEET4_10053
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_10077 
0001: wait 0 ms 
0002: jump @SWEET4_10053 

:SWEET4_10077
00D6: if 
8248:   not model #LAEROAD30 available 
004D: jump_if_false @SWEET4_10103 
0001: wait 0 ms 
0002: jump @SWEET4_10077 

:SWEET4_10103
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_10128 
0697: (unknown) 543@ 4 1 

:SWEET4_10128
0004: $6637 = 4 // integer values 
0006: 34@ = 1 // integer values 
0004: $6665 = 1 // integer values 

:SWEET4_10149
00D6: if and
0038:   $6637 == 4 // integer values 
0038:   $6660 == 0 // integer values 
004D: jump_if_false @SWEET4_10233 
00D6: if and
8118:   not actor 401@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_10233 
00D6: if and
8119:   not car 543@ wrecked 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_10233 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0004: $6660 = 1 // integer values 

:SWEET4_10233
00D6: if 
0038:   $6637 == 4 // integer values 
004D: jump_if_false @SWEET4_11507 
00D6: if 
0018:   $6660 > 0 // integer values 
004D: jump_if_false @SWEET4_10349 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 2000 // integer values 
004D: jump_if_false @SWEET4_10349 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SWEET4_10349 
00BE: text_clear_all 
0004: $6672 = 14 // integer values 
0006: 50@ = 1 // integer values 
0004: $6660 = 4 // integer values 

:SWEET4_10349
00D6: if 
0038:   $6660 == 1 // integer values 
004D: jump_if_false @SWEET4_10603 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 300 // integer values 
004D: jump_if_false @SWEET4_10603 
00D6: if 
0038:   $6665 == 1 // integer values 
004D: jump_if_false @SWEET4_10603 
00D6: if 
8118:   not actor 401@ dead 
004D: jump_if_false @SWEET4_10603 
041D: set_camera_near_clip 0.1 
0407: create_coordinate 120@ 130@ 140@ from_car 543@ offset -0.337 1.566 0.657 
0407: create_coordinate 122@ 132@ 142@ from_car 543@ offset 0.038 -1.033 0.088 
015F: set_camera_position 120@ 130@ 140@ 0.0 0.0 0.0 
0160: point_camera 122@ 132@ 142@ 2 
01BD: 59@ = current_time_in_ms 
0169: set_fade_color 0 0 0 
016A: fade 1 300 ms 

:SWEET4_10565
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_10589 
0001: wait 0 ms 
0002: jump @SWEET4_10565 

:SWEET4_10589
0004: $6672 = 9 // integer values 
0004: $6660 = 2 // integer values 

:SWEET4_10603
00D6: if 
0038:   $6660 == 2 // integer values 
004D: jump_if_false @SWEET4_10725 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 10700 // integer values 
004D: jump_if_false @SWEET4_10725 
00D6: if 
0038:   $6665 == 1 // integer values 
004D: jump_if_false @SWEET4_10725 
0169: set_fade_color 0 0 0 
016A: fade 0 300 ms 

:SWEET4_10694
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_10718 
0001: wait 0 ms 
0002: jump @SWEET4_10694 

:SWEET4_10718
0004: $6660 = 31 // integer values 

:SWEET4_10725
00D6: if 
0038:   $6660 == 31 // integer values 
004D: jump_if_false @SWEET4_10887 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 11000 // integer values 
004D: jump_if_false @SWEET4_10887 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 0 
015F: set_camera_position 2098.139 -1385.882 30.5735 0.0 0.0 0.0 
0160: point_camera 2098.952 -1385.364 30.3086 2 
016A: fade 1 300 ms 

:SWEET4_10856
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_10880 
0001: wait 0 ms 
0002: jump @SWEET4_10856 

:SWEET4_10880
0004: $6660 = 3 // integer values 

:SWEET4_10887
00D6: if 
0038:   $6660 == 3 // integer values 
004D: jump_if_false @SWEET4_11146 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 13000 // integer values 
004D: jump_if_false @SWEET4_11146 
00D6: if 
0038:   $6665 == 1 // integer values 
004D: jump_if_false @SWEET4_11146 
00D6: if 
8119:   not car 523@ wrecked 
004D: jump_if_false @SWEET4_11146 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2098.139 -1385.882 30.5735 position_to 2075.787 -1369.657 23.6289 3500 ms unknown 1 
0920: point_camera 2098.952 -1385.364 30.3086 transverse_to 2076.316 -1368.814 23.7227 3500 ms unknown 1 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_11115 
0605: actor 417@ perform_animation_sequence "GSIGN1" from_file "GHANDS" 4.0 loop 0 0 0 0 0 ms 

:SWEET4_11115
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_11139 
0618: assign_actor 416@ to_action_sequences 118@ 

:SWEET4_11139
0004: $6660 = 4 // integer values 

:SWEET4_11146
00D6: if 
0038:   $6660 == 4 // integer values 
004D: jump_if_false @SWEET4_11233 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if or
0019:   71@ > 20000 // integer values 
0039:   50@ == 1 // integer values 
004D: jump_if_false @SWEET4_11233 
0169: set_fade_color 0 0 0 
016A: fade 0 300 ms 
0004: $6660 = 6 // integer values 

:SWEET4_11233
00D6: if 
0038:   $6660 == 6 // integer values 
004D: jump_if_false @SWEET4_11507 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if or
0019:   71@ > 21000 // integer values 
0039:   50@ == 1 // integer values 
004D: jump_if_false @SWEET4_11507 
00BE: text_clear_all 
0004: $6672 = 14 // integer values 
0249: release_model #LAEROAD30 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0169: set_fade_color 0 0 0 
016A: fade 1 300 ms 
04EF: release_animation "GANGS" 
04EF: release_animation "GHANDS" 
01BD: 62@ = current_time_in_ms 
01BD: 63@ = current_time_in_ms 
01BD: 64@ = current_time_in_ms 
03E5: text_box 'SWE4_13'  // Nyomj ~k~~VEHICLE_LOOKLEFT~ vagy ~k~~VEHICLE_LOOKRIGHT~ billentyt, hogy balra vagy jobbra nzzhess ki a kocsibl.
0698: (unknown) 543@ 4 
0395: clear_area 1 at 54@ 55@ 56@ range 4.0 
0852: set_car 543@ visible_damage 1 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_11486 
0227: $6674 = car 543@ health 
00D6: if 
0018:   $6674 > 250 // integer values 
004D: jump_if_false @SWEET4_11471 
000C: $6674 -= 250 // integer values 

:SWEET4_11471
0084: $6673 = $6674 // integer values and handles 
0014: $6673 /= 10 // integer values 

:SWEET4_11486
0004: $6659 = 1 // integer values 
0006: 50@ = 0 // integer values 
0004: $6637 = 5 // integer values 

:SWEET4_11507
00D6: if and
0038:   $6637 == 5 // integer values 
0028:   $6660 >= 6 // integer values 
004D: jump_if_false @SWEET4_12776 
01BD: 70@ = current_time_in_ms 
0085: 76@ = 70@ // integer values and handles 
0062: 76@ -= 64@ // integer values 
00D6: if 
0019:   76@ > 5000 // integer values 
004D: jump_if_false @SWEET4_11634 
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @SWEET4_11634 
0151: remove_status_text $6673 
03C4: set_status_text_to $6673 1 'SWE4_08'  // KOCSI LLAPOTA
03E5: text_box 'SWE4_15'  // Ennek a segtsgvel meglthatod az ellensgek helyzett.
01BD: 62@ = current_time_in_ms 
0006: 84@ = 1 // integer values 

:SWEET4_11634
00D6: if and
0038:   $6661 == 0 // integer values 
0038:   $6665 == 1 // integer values 
004D: jump_if_false @SWEET4_11839 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_11839 
00D6: if and
8118:   not actor 415@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_11839 
00D6: if or
01AF:   car 543@ 0 451@ 469@ 487@ radius 85@ 85@ 85@ 
02E0:   actor 394@ aggressive 
004D: jump_if_false @SWEET4_11839 
00D6: if and
8118:   not actor 416@ dead 
8118:   not actor 417@ dead 
8118:   not actor 418@ dead 
8119:   not car 523@ wrecked 
004D: jump_if_false @SWEET4_11839 
0108: destroy_object 198@ 
01B9: set_actor 418@ armed_weapon_to 22 
0618: assign_actor 415@ to_action_sequences 98@ 
061B: remove_references_to_action_sequences 98@ 
0618: assign_actor 416@ to_action_sequences 99@ 
061B: remove_references_to_action_sequences 99@ 
0618: assign_actor 417@ to_action_sequences 100@ 
061B: remove_references_to_action_sequences 100@ 
0618: assign_actor 418@ to_action_sequences 101@ 
061B: remove_references_to_action_sequences 101@ 
0004: $6661 = 1 // integer values 

:SWEET4_11839
00D6: if and
0038:   $6662 == 0 // integer values 
0038:   $6666 == 1 // integer values 
004D: jump_if_false @SWEET4_12032 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12032 
00D6: if and
8118:   not actor 419@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_12032 
00D6: if or
01AF:   car 543@ 0 455@ 473@ 491@ radius 85@ 85@ 85@ 
02E0:   actor 394@ aggressive 
004D: jump_if_false @SWEET4_12032 
00D6: if and
8118:   not actor 420@ dead 
8118:   not actor 421@ dead 
8118:   not actor 422@ dead 
8119:   not car 524@ wrecked 
004D: jump_if_false @SWEET4_12032 
0618: assign_actor 419@ to_action_sequences 102@ 
061B: remove_references_to_action_sequences 102@ 
0618: assign_actor 420@ to_action_sequences 103@ 
061B: remove_references_to_action_sequences 103@ 
0618: assign_actor 421@ to_action_sequences 104@ 
061B: remove_references_to_action_sequences 104@ 
0618: assign_actor 422@ to_action_sequences 105@ 
061B: remove_references_to_action_sequences 105@ 
0004: $6662 = 1 // integer values 

:SWEET4_12032
00D6: if and
0038:   $6663 == 0 // integer values 
0038:   $6667 == 1 // integer values 
004D: jump_if_false @SWEET4_12220 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12220 
00D6: if and
8118:   not actor 423@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_12220 
00D6: if or
01AF:   car 543@ 0 459@ 477@ 495@ radius 85@ 85@ 85@ 
02E0:   actor 394@ aggressive 
004D: jump_if_false @SWEET4_12220 
00D6: if and
8118:   not actor 424@ dead 
8118:   not actor 425@ dead 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_12220 
0618: assign_actor 423@ to_action_sequences 106@ 
061B: remove_references_to_action_sequences 106@ 
0618: assign_actor 424@ to_action_sequences 107@ 
061B: remove_references_to_action_sequences 107@ 
0618: assign_actor 425@ to_action_sequences 108@ 
061B: remove_references_to_action_sequences 108@ 
0618: assign_actor 426@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 
0004: $6663 = 1 // integer values 

:SWEET4_12220
00D6: if and
0038:   $6664 == 0 // integer values 
0038:   $6668 == 1 // integer values 
004D: jump_if_false @SWEET4_12408 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12408 
00D6: if and
8118:   not actor 427@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_12408 
00D6: if or
01AF:   car 543@ 0 463@ 481@ 499@ radius 85@ 85@ 85@ 
02E0:   actor 394@ aggressive 
004D: jump_if_false @SWEET4_12408 
00D6: if and
8118:   not actor 428@ dead 
8118:   not actor 429@ dead 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_12408 
0618: assign_actor 427@ to_action_sequences 110@ 
061B: remove_references_to_action_sequences 110@ 
0618: assign_actor 428@ to_action_sequences 111@ 
061B: remove_references_to_action_sequences 111@ 
0618: assign_actor 429@ to_action_sequences 112@ 
061B: remove_references_to_action_sequences 112@ 
0618: assign_actor 430@ to_action_sequences 113@ 
061B: remove_references_to_action_sequences 113@ 
0004: $6664 = 1 // integer values 

:SWEET4_12408
00D6: if and
0038:   $6666 == 0 // integer values 
0039:   34@ == 2 // integer values 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_12552 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12552 
00D6: if 
80C2:   not sphere_onscreen 455@ 473@ 491@ 4.0 
004D: jump_if_false @SWEET4_12552 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 455@ 473@ 491@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_12552 
0050: gosub @SWEET4_1419 
0050: gosub @SWEET4_3305 
0050: gosub @SWEET4_3787 
0249: release_model #VOODOO 
0004: $6666 = 1 // integer values 

:SWEET4_12552
00D6: if and
0038:   $6667 == 0 // integer values 
0039:   34@ == 3 // integer values 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_12664 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12664 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 459@ 477@ 495@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_12664 
0050: gosub @SWEET4_1989 
0050: gosub @SWEET4_3307 
0050: gosub @SWEET4_4035 
0004: $6667 = 1 // integer values 

:SWEET4_12664
00D6: if and
0038:   $6668 == 0 // integer values 
0039:   34@ == 4 // integer values 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_12776 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12776 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 463@ 481@ 499@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_12776 
0050: gosub @SWEET4_2503 
0050: gosub @SWEET4_3379 
0050: gosub @SWEET4_4316 
0004: $6668 = 1 // integer values 

:SWEET4_12776
00D6: if 
0018:   $6637 > 4 // integer values 
004D: jump_if_false @SWEET4_14711 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_13089 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_13089 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_13089 
00D6: if 
8495:   not car 543@ burning 
004D: jump_if_false @SWEET4_13059 
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @SWEET4_12946 
0151: remove_status_text $6673 
03C4: set_status_text_to $6673 1 'SWE4_08'  // KOCSI LLAPOTA
0006: 48@ = 0 // integer values 

:SWEET4_12946
0227: $6674 = car 543@ health 
000C: $6674 -= 250 // integer values 
0084: $6673 = $6674 // integer values and handles 
0014: $6673 /= 12 // integer values 
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 2067.0 -1831.0 13.0 radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @SWEET4_13052 
00D6: if 
0038:   $6674 == 750 // integer values 
004D: jump_if_false @SWEET4_13052 
0224: set_car 543@ health_to 1450 

:SWEET4_13052
0002: jump @SWEET4_13089 

:SWEET4_13059
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @SWEET4_13089 
0151: remove_status_text $6673 
0006: 48@ = 1 // integer values 

:SWEET4_13089
01BD: 68@ = current_time_in_ms 
0085: 74@ = 68@ // integer values and handles 
0062: 74@ -= 62@ // integer values 
00D6: if or
0019:   74@ > 2000 // integer values 
0118:   actor 195@ dead 
004D: jump_if_false @SWEET4_13200 
04AF: 41@ = unknown_wav_reference 8 
0085: 194@ = 408@ // integer values and handles 
0050: gosub @SWEET4_24150 
04AF: 41@ = unknown_wav_reference 8 
0085: 194@ = 401@ // integer values and handles 
0050: gosub @SWEET4_24150 
04AF: 41@ = unknown_wav_reference 8 
0085: 194@ = 394@ // integer values and handles 
0050: gosub @SWEET4_24150 

:SWEET4_13200
00D6: if 
0038:   $6665 == 1 // integer values 
004D: jump_if_false @SWEET4_13589 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SWEET4_13589 
00D6: if 
0038:   $6640 == 0 // integer values 
004D: jump_if_false @SWEET4_13294 
00D6: if 
0118:   actor 415@ dead 
004D: jump_if_false @SWEET4_13294 
0164: disable_marker 433@ 
01C2: remove_references_to_actor 415@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6640 = 1 // integer values 

:SWEET4_13294
00D6: if 
0038:   $6641 == 0 // integer values 
004D: jump_if_false @SWEET4_13352 
00D6: if 
0118:   actor 416@ dead 
004D: jump_if_false @SWEET4_13352 
0164: disable_marker 434@ 
01C2: remove_references_to_actor 416@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6641 = 1 // integer values 

:SWEET4_13352
00D6: if 
0038:   $6642 == 0 // integer values 
004D: jump_if_false @SWEET4_13410 
00D6: if 
0118:   actor 417@ dead 
004D: jump_if_false @SWEET4_13410 
0164: disable_marker 435@ 
01C2: remove_references_to_actor 417@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6642 = 1 // integer values 

:SWEET4_13410
00D6: if 
0038:   $6643 == 0 // integer values 
004D: jump_if_false @SWEET4_13468 
00D6: if 
0118:   actor 418@ dead 
004D: jump_if_false @SWEET4_13468 
0164: disable_marker 436@ 
01C2: remove_references_to_actor 418@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6643 = 1 // integer values 

:SWEET4_13468
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SWEET4_13589 
00D6: if and
0038:   $6640 == 1 // integer values 
0038:   $6641 == 1 // integer values 
0038:   $6642 == 1 // integer values 
0038:   $6643 == 1 // integer values 
004D: jump_if_false @SWEET4_13589 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_13575 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_13575 
0006: 389@ = 46 // integer values 

:SWEET4_13575
0006: 34@ = 2 // integer values 
0006: 35@ = 1 // integer values 

:SWEET4_13589
00D6: if 
0038:   $6666 == 1 // integer values 
004D: jump_if_false @SWEET4_13978 
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @SWEET4_13978 
00D6: if 
0038:   $6644 == 0 // integer values 
004D: jump_if_false @SWEET4_13683 
00D6: if 
0118:   actor 419@ dead 
004D: jump_if_false @SWEET4_13683 
0164: disable_marker 437@ 
01C2: remove_references_to_actor 419@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6644 = 1 // integer values 

:SWEET4_13683
00D6: if 
0038:   $6645 == 0 // integer values 
004D: jump_if_false @SWEET4_13741 
00D6: if 
0118:   actor 420@ dead 
004D: jump_if_false @SWEET4_13741 
0164: disable_marker 438@ 
01C2: remove_references_to_actor 420@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6645 = 1 // integer values 

:SWEET4_13741
00D6: if 
0038:   $6646 == 0 // integer values 
004D: jump_if_false @SWEET4_13799 
00D6: if 
0118:   actor 421@ dead 
004D: jump_if_false @SWEET4_13799 
0164: disable_marker 439@ 
01C2: remove_references_to_actor 421@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6646 = 1 // integer values 

:SWEET4_13799
00D6: if 
0038:   $6647 == 0 // integer values 
004D: jump_if_false @SWEET4_13857 
00D6: if 
0118:   actor 422@ dead 
004D: jump_if_false @SWEET4_13857 
0164: disable_marker 440@ 
01C2: remove_references_to_actor 422@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6647 = 1 // integer values 

:SWEET4_13857
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SWEET4_13978 
00D6: if and
0038:   $6644 == 1 // integer values 
0038:   $6645 == 1 // integer values 
0038:   $6646 == 1 // integer values 
0038:   $6647 == 1 // integer values 
004D: jump_if_false @SWEET4_13978 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_13964 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_13964 
0006: 389@ = 47 // integer values 

:SWEET4_13964
0006: 34@ = 3 // integer values 
0006: 36@ = 1 // integer values 

:SWEET4_13978
00D6: if 
0038:   $6667 == 1 // integer values 
004D: jump_if_false @SWEET4_14367 
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @SWEET4_14367 
00D6: if 
0038:   $6648 == 0 // integer values 
004D: jump_if_false @SWEET4_14072 
00D6: if 
0118:   actor 423@ dead 
004D: jump_if_false @SWEET4_14072 
0164: disable_marker 441@ 
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6648 = 1 // integer values 

:SWEET4_14072
00D6: if 
0038:   $6649 == 0 // integer values 
004D: jump_if_false @SWEET4_14130 
00D6: if 
0118:   actor 424@ dead 
004D: jump_if_false @SWEET4_14130 
0164: disable_marker 442@ 
01C2: remove_references_to_actor 424@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6649 = 1 // integer values 

:SWEET4_14130
00D6: if 
0038:   $6650 == 0 // integer values 
004D: jump_if_false @SWEET4_14188 
00D6: if 
0118:   actor 425@ dead 
004D: jump_if_false @SWEET4_14188 
0164: disable_marker 443@ 
01C2: remove_references_to_actor 425@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6650 = 1 // integer values 

:SWEET4_14188
00D6: if 
0038:   $6651 == 0 // integer values 
004D: jump_if_false @SWEET4_14246 
00D6: if 
0118:   actor 426@ dead 
004D: jump_if_false @SWEET4_14246 
0164: disable_marker 444@ 
01C2: remove_references_to_actor 426@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6651 = 1 // integer values 

:SWEET4_14246
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @SWEET4_14367 
00D6: if and
0038:   $6648 == 1 // integer values 
0038:   $6649 == 1 // integer values 
0038:   $6650 == 1 // integer values 
0038:   $6651 == 1 // integer values 
004D: jump_if_false @SWEET4_14367 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_14353 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_14353 
0006: 389@ = 48 // integer values 

:SWEET4_14353
0006: 34@ = 4 // integer values 
0006: 37@ = 1 // integer values 

:SWEET4_14367
00D6: if 
0038:   $6668 == 1 // integer values 
004D: jump_if_false @SWEET4_14711 
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @SWEET4_14711 
00D6: if 
0038:   $6652 == 0 // integer values 
004D: jump_if_false @SWEET4_14461 
00D6: if 
0118:   actor 427@ dead 
004D: jump_if_false @SWEET4_14461 
0164: disable_marker 445@ 
01C2: remove_references_to_actor 427@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6652 = 1 // integer values 

:SWEET4_14461
00D6: if 
0038:   $6653 == 0 // integer values 
004D: jump_if_false @SWEET4_14519 
00D6: if 
0118:   actor 428@ dead 
004D: jump_if_false @SWEET4_14519 
0164: disable_marker 446@ 
01C2: remove_references_to_actor 428@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6653 = 1 // integer values 

:SWEET4_14519
00D6: if 
0038:   $6654 == 0 // integer values 
004D: jump_if_false @SWEET4_14577 
00D6: if 
0118:   actor 429@ dead 
004D: jump_if_false @SWEET4_14577 
0164: disable_marker 447@ 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6654 = 1 // integer values 

:SWEET4_14577
00D6: if 
0038:   $6655 == 0 // integer values 
004D: jump_if_false @SWEET4_14635 
00D6: if 
0118:   actor 430@ dead 
004D: jump_if_false @SWEET4_14635 
0164: disable_marker 448@ 
01C2: remove_references_to_actor 430@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 // integer values 
0004: $6655 = 1 // integer values 

:SWEET4_14635
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET4_14711 
00D6: if and
0038:   $6652 == 1 // integer values 
0038:   $6653 == 1 // integer values 
0038:   $6654 == 1 // integer values 
0038:   $6655 == 1 // integer values 
004D: jump_if_false @SWEET4_14711 
01BD: $6669 = current_time_in_ms 
0006: 34@ = 1 // integer values 
0006: 38@ = 0 // integer values 

:SWEET4_14711
00D6: if 
0038:   $6637 == 5 // integer values 
004D: jump_if_false @SWEET4_16502 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_16171 
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @SWEET4_15199 
00D6: if and
01C1:   car 543@ stopped 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_15199 
01BD: 59@ = current_time_in_ms 
0209: 44@ = random_int 0 5 
0004: $6638 = 50 // integer values 
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_14832 
02E2: set_actor 415@ weapon_accuracy_to $6638 

:SWEET4_14832
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_14856 
02E2: set_actor 416@ weapon_accuracy_to $6638 

:SWEET4_14856
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_14880 
02E2: set_actor 417@ weapon_accuracy_to $6638 

:SWEET4_14880
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_14904 
02E2: set_actor 418@ weapon_accuracy_to $6638 

:SWEET4_14904
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_14928 
02E2: set_actor 419@ weapon_accuracy_to $6638 

:SWEET4_14928
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_14952 
02E2: set_actor 420@ weapon_accuracy_to $6638 

:SWEET4_14952
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_14976 
02E2: set_actor 421@ weapon_accuracy_to $6638 

:SWEET4_14976
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_15000 
02E2: set_actor 422@ weapon_accuracy_to $6638 

:SWEET4_15000
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_15024 
02E2: set_actor 423@ weapon_accuracy_to $6638 

:SWEET4_15024
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_15048 
02E2: set_actor 424@ weapon_accuracy_to $6638 

:SWEET4_15048
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_15072 
02E2: set_actor 425@ weapon_accuracy_to $6638 

:SWEET4_15072
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_15096 
02E2: set_actor 426@ weapon_accuracy_to $6638 

:SWEET4_15096
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_15120 
02E2: set_actor 427@ weapon_accuracy_to $6638 

:SWEET4_15120
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_15144 
02E2: set_actor 428@ weapon_accuracy_to $6638 

:SWEET4_15144
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_15168 
02E2: set_actor 429@ weapon_accuracy_to $6638 

:SWEET4_15168
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_15192 
02E2: set_actor 430@ weapon_accuracy_to $6638 

:SWEET4_15192
0006: 45@ = 1 // integer values 

:SWEET4_15199
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @SWEET4_15699 
01BD: 69@ = current_time_in_ms 
0085: 75@ = 69@ // integer values and handles 
0062: 75@ -= 63@ // integer values 
00D6: if 
0019:   75@ > 3000 // integer values 
004D: jump_if_false @SWEET4_15699 
00D6: if 
01C1:   car 543@ stopped 
004D: jump_if_false @SWEET4_15692 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 250 // integer values 
004D: jump_if_false @SWEET4_15685 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET4_15375 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_15375 
0006: 389@ = 20 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 // integer values 

:SWEET4_15375
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @SWEET4_15437 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_15437 
0006: 389@ = 21 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 // integer values 

:SWEET4_15437
00D6: if 
0039:   44@ == 2 // integer values 
004D: jump_if_false @SWEET4_15499 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_15499 
0006: 389@ = 22 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 // integer values 

:SWEET4_15499
00D6: if 
0039:   44@ == 3 // integer values 
004D: jump_if_false @SWEET4_15561 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_15561 
0006: 389@ = 23 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 // integer values 

:SWEET4_15561
00D6: if 
0039:   44@ == 4 // integer values 
004D: jump_if_false @SWEET4_15623 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_15623 
0006: 389@ = 24 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 // integer values 

:SWEET4_15623
00D6: if 
0039:   44@ == 5 // integer values 
004D: jump_if_false @SWEET4_15685 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_15685 
0006: 389@ = 25 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 // integer values 

:SWEET4_15685
0002: jump @SWEET4_15699 

:SWEET4_15692
0006: 45@ = 2 // integer values 

:SWEET4_15699
00D6: if 
0039:   45@ == 2 // integer values 
004D: jump_if_false @SWEET4_16171 
00D6: if 
81C1:   not car 543@ stopped 
004D: jump_if_false @SWEET4_16171 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 3100 // integer values 
004D: jump_if_false @SWEET4_15780 
0006: 45@ = 0 // integer values 

:SWEET4_15780
0004: $6638 = 30 // integer values 
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_15811 
02E2: set_actor 415@ weapon_accuracy_to $6638 

:SWEET4_15811
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_15835 
02E2: set_actor 416@ weapon_accuracy_to $6638 

:SWEET4_15835
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_15859 
02E2: set_actor 417@ weapon_accuracy_to $6638 

:SWEET4_15859
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_15883 
02E2: set_actor 418@ weapon_accuracy_to $6638 

:SWEET4_15883
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_15907 
02E2: set_actor 419@ weapon_accuracy_to $6638 

:SWEET4_15907
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_15931 
02E2: set_actor 420@ weapon_accuracy_to $6638 

:SWEET4_15931
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_15955 
02E2: set_actor 421@ weapon_accuracy_to $6638 

:SWEET4_15955
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_15979 
02E2: set_actor 422@ weapon_accuracy_to $6638 

:SWEET4_15979
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_16003 
02E2: set_actor 423@ weapon_accuracy_to $6638 

:SWEET4_16003
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_16027 
02E2: set_actor 424@ weapon_accuracy_to $6638 

:SWEET4_16027
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_16051 
02E2: set_actor 425@ weapon_accuracy_to $6638 

:SWEET4_16051
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_16075 
02E2: set_actor 426@ weapon_accuracy_to $6638 

:SWEET4_16075
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_16099 
02E2: set_actor 427@ weapon_accuracy_to $6638 

:SWEET4_16099
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_16123 
02E2: set_actor 428@ weapon_accuracy_to $6638 

:SWEET4_16123
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_16147 
02E2: set_actor 429@ weapon_accuracy_to $6638 

:SWEET4_16147
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_16171 
02E2: set_actor 430@ weapon_accuracy_to $6638 

:SWEET4_16171
00D6: if 
0039:   77@ == 16 // integer values 
004D: jump_if_false @SWEET4_16233 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_16233 
0006: 389@ = 33 // integer values 
01BD: 82@ = current_time_in_ms 
0006: 77@ = 17 // integer values 

:SWEET4_16233
00D6: if 
0039:   77@ == 17 // integer values 
004D: jump_if_false @SWEET4_16502 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // integer values and handles 
0062: 80@ -= 82@ // integer values 
00D6: if 
0019:   80@ > 3000 // integer values 
004D: jump_if_false @SWEET4_16502 
0335: set_free_paynspray_to 1 
00BE: text_clear_all 
01F0: set_max_wanted_level_to 53@ 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @SWEET4_16331 
099E: (unknown) 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SWEET4_16331
020A: set_car 543@ door_status_to 1 
0151: remove_status_text $6673 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
01BD: 82@ = current_time_in_ms 
03DE: set_pedestrians_density_multiplier_to 0.5 
0164: disable_marker 433@ 
0164: disable_marker 434@ 
0164: disable_marker 435@ 
0164: disable_marker 436@ 
0164: disable_marker 437@ 
0164: disable_marker 438@ 
0164: disable_marker 439@ 
0164: disable_marker 440@ 
0164: disable_marker 441@ 
0164: disable_marker 442@ 
0164: disable_marker 443@ 
0164: disable_marker 444@ 
0164: disable_marker 445@ 
0164: disable_marker 446@ 
0164: disable_marker 447@ 
0164: disable_marker 448@ 
01BD: $6669 = current_time_in_ms 
0004: $6672 = 14 // integer values 
0004: $6660 = 0 // integer values 
0004: $6637 = 6 // integer values 
03C7: unknown_maybe_cops_density 1.0 
0006: 83@ = 0 // integer values 

:SWEET4_16502
00D6: if and
0038:   $6637 == 6 // integer values 
0038:   $6672 == 18 // integer values 
004D: jump_if_false @SWEET4_18034 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // integer values and handles 
0062: 80@ -= 82@ // integer values 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @SWEET4_16608 
00D6: if 
0019:   80@ > 500 // integer values 
004D: jump_if_false @SWEET4_16608 
03E5: text_box 'SWE4_07'  // A spray zlet ikonja egy spray-knt van feltntetve a radaron.
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_16608
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @SWEET4_16679 
00D6: if 
0019:   80@ > 1000 // integer values 
004D: jump_if_false @SWEET4_16679 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_16679
00D6: if 
0039:   83@ == 2 // integer values 
004D: jump_if_false @SWEET4_16728 
00D6: if 
0019:   80@ > 1500 // integer values 
004D: jump_if_false @SWEET4_16728 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_16728
00D6: if 
0039:   83@ == 3 // integer values 
004D: jump_if_false @SWEET4_16799 
00D6: if 
0019:   80@ > 2000 // integer values 
004D: jump_if_false @SWEET4_16799 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_16799
00D6: if 
0039:   83@ == 4 // integer values 
004D: jump_if_false @SWEET4_16848 
00D6: if 
0019:   80@ > 2500 // integer values 
004D: jump_if_false @SWEET4_16848 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_16848
00D6: if 
0039:   83@ == 5 // integer values 
004D: jump_if_false @SWEET4_16919 
00D6: if 
0019:   80@ > 3000 // integer values 
004D: jump_if_false @SWEET4_16919 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_16919
00D6: if 
0039:   83@ == 6 // integer values 
004D: jump_if_false @SWEET4_16968 
00D6: if 
0019:   80@ > 3500 // integer values 
004D: jump_if_false @SWEET4_16968 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_16968
00D6: if 
0039:   83@ == 7 // integer values 
004D: jump_if_false @SWEET4_17039 
00D6: if 
0019:   80@ > 4000 // integer values 
004D: jump_if_false @SWEET4_17039 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_17039
00D6: if 
0039:   83@ == 8 // integer values 
004D: jump_if_false @SWEET4_17088 
00D6: if 
0019:   80@ > 4500 // integer values 
004D: jump_if_false @SWEET4_17088 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_17088
00D6: if 
0039:   83@ == 9 // integer values 
004D: jump_if_false @SWEET4_17159 
00D6: if 
0019:   80@ > 5000 // integer values 
004D: jump_if_false @SWEET4_17159 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_17159
00D6: if 
0039:   83@ == 10 // integer values 
004D: jump_if_false @SWEET4_17208 
00D6: if 
0019:   80@ > 5500 // integer values 
004D: jump_if_false @SWEET4_17208 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_17208
00D6: if 
0039:   83@ == 11 // integer values 
004D: jump_if_false @SWEET4_17279 
00D6: if 
0019:   80@ > 6000 // integer values 
004D: jump_if_false @SWEET4_17279 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_17279
00D6: if 
0039:   83@ == 12 // integer values 
004D: jump_if_false @SWEET4_17328 
00D6: if 
0019:   80@ > 6500 // integer values 
004D: jump_if_false @SWEET4_17328 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_17328
00D6: if 
0039:   83@ == 13 // integer values 
004D: jump_if_false @SWEET4_17399 
00D6: if 
0019:   80@ > 7000 // integer values 
004D: jump_if_false @SWEET4_17399 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_17399
00D6: if 
0039:   83@ == 14 // integer values 
004D: jump_if_false @SWEET4_17448 
00D6: if 
0019:   80@ > 7500 // integer values 
004D: jump_if_false @SWEET4_17448 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_17448
00D6: if 
0039:   83@ == 15 // integer values 
004D: jump_if_false @SWEET4_17519 
00D6: if 
0019:   80@ > 8000 // integer values 
004D: jump_if_false @SWEET4_17519 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_17519
00D6: if 
0039:   83@ == 16 // integer values 
004D: jump_if_false @SWEET4_17568 
00D6: if 
0019:   80@ > 8500 // integer values 
004D: jump_if_false @SWEET4_17568 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_17568
00D6: if 
0039:   83@ == 17 // integer values 
004D: jump_if_false @SWEET4_17639 
00D6: if 
0019:   80@ > 9000 // integer values 
004D: jump_if_false @SWEET4_17639 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 // integer values 

:SWEET4_17639
00D6: if 
0039:   83@ == 18 // integer values 
004D: jump_if_false @SWEET4_17688 
00D6: if 
0019:   80@ > 9500 // integer values 
004D: jump_if_false @SWEET4_17688 
0164: disable_marker $449 
000A: 83@ += 1 // integer values 

:SWEET4_17688
00D6: if 
0039:   83@ == 19 // integer values 
004D: jump_if_false @SWEET4_17784 
00D6: if 
0019:   80@ > 10000 // integer values 
004D: jump_if_false @SWEET4_17784 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
0164: disable_marker $6658 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 
000A: 83@ += 1 // integer values 

:SWEET4_17784
00D6: if 
0038:   $6660 == 0 // integer values 
004D: jump_if_false @SWEET4_17891 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_17891 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 2075.55 -1831.09 12.21 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @SWEET4_17891 
00BE: text_clear_all 
03E5: text_box 'SWE4_06'  // Vezesd a jrmvet a spay zletbe, hogy megsznjn a ~h~krzsi szinted~w~, hogy ~h~javtsd ~w~s ~h~jrafesd ~w~a jrmvet. Kltsg - ~h~$100~w~. Ez alkalommal ingyen.
0164: disable_marker $6658 
0004: $6660 = 1 // integer values 

:SWEET4_17891
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @SWEET4_18034 
00D6: if or
0100:   actor $PLAYER_ACTOR near_point_in_car 2075.55 -1831.09 12.21 radius 20.0 20.0 20.0 sphere 1 
0100:   actor $PLAYER_ACTOR near_point_in_car 1024.55 -1039.09 35.21 radius 20.0 20.0 20.0 sphere 1 
004D: jump_if_false @SWEET4_18027 
03E6: remove_text_box 
01BD: 59@ = current_time_in_ms 
0164: disable_marker $6658 
0004: $6637 = 7 // integer values 
0004: $6660 = 0 // integer values 
0002: jump @SWEET4_18034 

:SWEET4_18027
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SWEET4_18034
00D6: if 
0038:   $6637 == 7 // integer values 
004D: jump_if_false @SWEET4_18673 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 5000 // integer values 
004D: jump_if_false @SWEET4_18183 
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @SWEET4_18183 
0335: set_free_paynspray_to 0 
03E5: text_box 'WANT_L'  // A krzsi szintedet felfggesztettk, ha elkvetsz egy bntettet, mialatt a csillagok villognak, a teljes krzsi szinted jbl beiktatdik.
018A: 58@ = create_checkpoint_at 545@ 546@ 547@ 
0164: disable_marker $449 
04CE: $449 = create_icon_marker_without_sphere 63 at 2067.4 -1831.2 13.5 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0006: 43@ = 3 // integer values 

:SWEET4_18183
00D6: if 
0039:   43@ == 3 // integer values 
004D: jump_if_false @SWEET4_18301 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 5000 // integer values 
004D: jump_if_false @SWEET4_18301 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @SWEET4_18294 
0004: $6672 = 18 // integer values 
01BD: $6669 = current_time_in_ms 
00BC: text_highpriority 'SWE4_14' 8000 ms 1  // ~s~Vidd vissza a spanokat a ~y~gettba~s~.
0006: 49@ = 1 // integer values 

:SWEET4_18294
0006: 43@ = 4 // integer values 

:SWEET4_18301
00D6: if 
0039:   43@ == 4 // integer values 
004D: jump_if_false @SWEET4_18673 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_18673 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_18673 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 545@ 546@ 547@ radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @SWEET4_18673 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_18673 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06C7: unknown_action_sequence $PLAYER_ACTOR 543@ 6 2000000 
0395: clear_area 0 at 2518.0 -1673.0 14.0 range 50.0 
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 0.0 
02A3: toggle_widescreen 1 
016A: fade 0 300 ms 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GDB_CAR2_PLY" from_file "GHETTO_DB" 4.0 loop 0 0 0 1 0 ms 
01B9: set_actor 394@ armed_weapon_to 32 
0605: actor 394@ perform_animation_sequence "GDB_CAR2_SMO" from_file "GHETTO_DB" 4.0 loop 0 0 0 0 0 ms 
01B9: set_actor 408@ armed_weapon_to 32 
0605: actor 408@ perform_animation_sequence "GDB_CAR2_SWE" from_file "GHETTO_DB" 4.0 loop 0 0 0 0 0 ms 
06AB: (unknown) $PLAYER_ACTOR 1 
0852: set_car 543@ visible_damage 0 
0004: $6660 = 0 // integer values 
0004: $6637 = 8 // integer values 

:SWEET4_18673
00D6: if 
0038:   $6637 == 8 // integer values 
004D: jump_if_false @SWEET4_19980 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_19980 
00D6: if 
0038:   $6660 == 0 // integer values 
004D: jump_if_false @SWEET4_19114 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @SWEET4_19005 
00D6: if 
0039:   390@ == 0 // integer values 
004D: jump_if_false @SWEET4_19005 
00D6: if 
01C1:   car 543@ stopped 
004D: jump_if_false @SWEET4_19005 
00D6: if 
8118:   not actor 401@ dead 
004D: jump_if_false @SWEET4_18858 
0697: (unknown) 543@ 4 1 
0169: set_fade_color 0 0 0 
0615: define_action_sequences 117@ 
05CD: AS_actor -1 exit_car 543@ 
05D3: AS_actor -1 go_to_point 2513.79 -1663.09 14.56 speed 4 -2 ms 
0616: define_action_sequences_end 117@ 
0618: assign_actor 401@ to_action_sequences 117@ 

:SWEET4_18858
0407: create_coordinate 120@ 130@ 140@ from_car 543@ offset -0.4 1.566 0.657 
0407: create_coordinate 122@ 132@ 142@ from_car 543@ offset 0.038 -1.033 0.088 
015F: set_camera_position 120@ 130@ 140@ 0.0 0.0 0.0 
0160: point_camera 122@ 132@ 142@ 2 
016A: fade 1 300 ms 

:SWEET4_18962
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_18986 
0001: wait 0 ms 
0002: jump @SWEET4_18962 

:SWEET4_18986
0006: 389@ = 42 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 1 // integer values 

:SWEET4_19005
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @SWEET4_19114 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 1000 // integer values 
004D: jump_if_false @SWEET4_19114 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_19114 
0006: 389@ = 43 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 2 // integer values 
0004: $6660 = 3 // integer values 

:SWEET4_19114
00D6: if 
0038:   $6660 == 3 // integer values 
004D: jump_if_false @SWEET4_19453 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 1000 // integer values 
004D: jump_if_false @SWEET4_19239 
034F: destroy_actor_with_fade 401@ // The actor fades away like a ghost 
00D6: if 
0039:   52@ == 2 // integer values 
004D: jump_if_false @SWEET4_19239 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_19239 
0006: 389@ = 44 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 3 // integer values 

:SWEET4_19239
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0039:   52@ == 3 // integer values 
004D: jump_if_false @SWEET4_19341 
00D6: if 
0019:   71@ > 1000 // integer values 
004D: jump_if_false @SWEET4_19341 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_19341 
0006: 389@ = 45 // integer values 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 4 // integer values 

:SWEET4_19341
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_19453 
00D6: if 
0019:   71@ > 1000 // integer values 
004D: jump_if_false @SWEET4_19453 
062E: (unknown) 408@ 1541 410@ 
00D6: if or
04A4:   410@ == 7 // integer values OR floating-point values 
0039:   52@ == 4 // integer values 
004D: jump_if_false @SWEET4_19453 
0618: assign_actor 408@ to_action_sequences 117@ 
01BD: 59@ = current_time_in_ms 
0004: $6660 = 4 // integer values 

:SWEET4_19453
00D6: if 
0038:   $6660 == 4 // integer values 
004D: jump_if_false @SWEET4_19570 
00D6: if 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_19570 
062E: (unknown) 394@ 1541 396@ 
00D6: if or
04A4:   396@ == 7 // integer values OR floating-point values 
0039:   390@ == 0 // integer values 
004D: jump_if_false @SWEET4_19570 
0618: assign_actor 394@ to_action_sequences 117@ 
0001: wait 100 ms 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 117@ 
01BD: 59@ = current_time_in_ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
0004: $6660 = 5 // integer values 

:SWEET4_19570
00D6: if 
0038:   $6660 == 5 // integer values 
004D: jump_if_false @SWEET4_19837 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 1000 // integer values 
004D: jump_if_false @SWEET4_19837 

:SWEET4_19628
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_19652 
0001: wait 0 ms 
0002: jump @SWEET4_19628 

:SWEET4_19652
0605: actor $PLAYER_ACTOR perform_animation_sequence "GDB_CAR2_PLY" from_file "GHETTO_DB" 4.0 loop 0 0 0 0 1 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET4_19740 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.0 -1671.0 12.5 
0002: jump @SWEET4_19760 

:SWEET4_19740
00A1: put_actor $PLAYER_ACTOR at 2511.0 -1671.0 12.5 

:SWEET4_19760
0605: actor $PLAYER_ACTOR perform_animation_sequence "GDB_CAR2_PLY" from_file "GHETTO_DB" 4.0 loop 0 0 0 0 1 ms 
0173: set_actor $PLAYER_ACTOR z_angle_to 223.0 
034F: destroy_actor_with_fade 408@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 394@ // The actor fades away like a ghost 
01BD: 59@ = current_time_in_ms 
0004: $6660 = 7 // integer values 

:SWEET4_19837
00D6: if 
0038:   $6660 == 7 // integer values 
004D: jump_if_false @SWEET4_19980 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 100 // integer values 
004D: jump_if_false @SWEET4_19980 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_19980 
009B: destroy_actor_instantly 394@ 
009B: destroy_actor_instantly 394@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
016A: fade 1 2000 ms 

:SWEET4_19942
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_19966 
0001: wait 0 ms 
0002: jump @SWEET4_19942 

:SWEET4_19966
0002: jump @SWEET4_23785 
0004: $6660 = 8 // integer values 

:SWEET4_19980
00D6: if and
0018:   $6637 > 2 // integer values 
001A:   8 > $6637 // integer values 
004D: jump_if_false @SWEET4_22023 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_20710 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_20710 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 543@ 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @SWEET4_20710 
0508: (unknown) 543@ 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @SWEET4_20129 
0615: define_action_sequences 96@ 
0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_vehicle 543@ max_search_radius 50.0 traffic_behavior 2 
0616: define_action_sequences_end 96@ 
0006: 51@ = 1 // integer values 

:SWEET4_20129
0006: 46@ = 0 // integer values 
0006: 79@ = 15000 // integer values 
0186: 544@ = create_marker_above_car 543@ 
07E0: set_marker 544@ type_to 1 
00D6: if 
0038:   $6637 == 3 // integer values 
004D: jump_if_false @SWEET4_20182 
0164: disable_marker 57@ 

:SWEET4_20182
00D6: if 
0038:   $6637 == 5 // integer values 
004D: jump_if_false @SWEET4_20645 
0151: remove_status_text $6673 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SWEET4_20315 
00D6: if 
0038:   $6640 == 0 // integer values 
004D: jump_if_false @SWEET4_20246 
0164: disable_marker 433@ 

:SWEET4_20246
00D6: if 
0038:   $6641 == 0 // integer values 
004D: jump_if_false @SWEET4_20269 
0164: disable_marker 434@ 

:SWEET4_20269
00D6: if 
0038:   $6642 == 0 // integer values 
004D: jump_if_false @SWEET4_20292 
0164: disable_marker 435@ 

:SWEET4_20292
00D6: if 
0038:   $6643 == 0 // integer values 
004D: jump_if_false @SWEET4_20315 
0164: disable_marker 436@ 

:SWEET4_20315
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @SWEET4_20425 
00D6: if 
0038:   $6644 == 0 // integer values 
004D: jump_if_false @SWEET4_20356 
0164: disable_marker 437@ 

:SWEET4_20356
00D6: if 
0038:   $6645 == 0 // integer values 
004D: jump_if_false @SWEET4_20379 
0164: disable_marker 438@ 

:SWEET4_20379
00D6: if 
0038:   $6646 == 0 // integer values 
004D: jump_if_false @SWEET4_20402 
0164: disable_marker 439@ 

:SWEET4_20402
00D6: if 
0038:   $6647 == 0 // integer values 
004D: jump_if_false @SWEET4_20425 
0164: disable_marker 440@ 

:SWEET4_20425
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @SWEET4_20535 
00D6: if 
0038:   $6648 == 0 // integer values 
004D: jump_if_false @SWEET4_20466 
0164: disable_marker 441@ 

:SWEET4_20466
00D6: if 
0038:   $6649 == 0 // integer values 
004D: jump_if_false @SWEET4_20489 
0164: disable_marker 442@ 

:SWEET4_20489
00D6: if 
0038:   $6650 == 0 // integer values 
004D: jump_if_false @SWEET4_20512 
0164: disable_marker 443@ 

:SWEET4_20512
00D6: if 
0038:   $6651 == 0 // integer values 
004D: jump_if_false @SWEET4_20535 
0164: disable_marker 444@ 

:SWEET4_20535
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @SWEET4_20645 
00D6: if 
0038:   $6652 == 0 // integer values 
004D: jump_if_false @SWEET4_20576 
0164: disable_marker 445@ 

:SWEET4_20576
00D6: if 
0038:   $6653 == 0 // integer values 
004D: jump_if_false @SWEET4_20599 
0164: disable_marker 446@ 

:SWEET4_20599
00D6: if 
0038:   $6654 == 0 // integer values 
004D: jump_if_false @SWEET4_20622 
0164: disable_marker 447@ 

:SWEET4_20622
00D6: if 
0038:   $6655 == 0 // integer values 
004D: jump_if_false @SWEET4_20645 
0164: disable_marker 448@ 

:SWEET4_20645
00D6: if 
0038:   $6637 == 6 // integer values 
004D: jump_if_false @SWEET4_20668 
0164: disable_marker $6658 

:SWEET4_20668
00D6: if 
0038:   $6637 == 7 // integer values 
004D: jump_if_false @SWEET4_20691 
0164: disable_marker 58@ 

:SWEET4_20691
020A: set_car 543@ door_status_to 1 
01BD: 61@ = current_time_in_ms 
0004: $6659 = 1 // integer values 

:SWEET4_20710
00D6: if 
0038:   $6659 == 1 // integer values 
004D: jump_if_false @SWEET4_22023 
00D6: if 
0029:   78@ >= 0 // integer values 
004D: jump_if_false @SWEET4_21067 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // integer values and handles 
0062: 73@ -= 61@ // integer values 
0006: 79@ = 10000 // integer values 
0062: 79@ -= 73@ // integer values 
0085: 78@ = 79@ // integer values and handles 
0016: 78@ /= 1000 // integer values 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @SWEET4_20838 
01BD: 59@ = current_time_in_ms 
0209: 44@ = random_int 0 2 
0006: 46@ = 1 // integer values 

:SWEET4_20838
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @SWEET4_21067 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // integer values and handles 
0062: 71@ -= 59@ // integer values 
00D6: if 
0019:   71@ > 200 // integer values 
004D: jump_if_false @SWEET4_21067 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET4_20953 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_20953 
0006: 389@ = 26 // integer values 
0006: 44@ = 5 // integer values 

:SWEET4_20953
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @SWEET4_21010 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_21010 
0006: 389@ = 27 // integer values 
0006: 44@ = 5 // integer values 

:SWEET4_21010
00D6: if 
0039:   44@ == 2 // integer values 
004D: jump_if_false @SWEET4_21067 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_21067 
0006: 389@ = 28 // integer values 
0006: 44@ = 5 // integer values 

:SWEET4_21067
00D6: if and
001B:   100 > 79@ // integer values 
0019:   79@ > 0 // integer values 
004D: jump_if_false @SWEET4_21135 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 15.0 15.0 15.0 unknown 0 
004D: jump_if_false @SWEET4_21135 
020A: set_car 543@ door_status_to 2 

:SWEET4_21135
00D6: if 
001B:   0 > 78@ // integer values 
004D: jump_if_false @SWEET4_21160 
0006: 78@ = 0 // integer values 

:SWEET4_21160
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @SWEET4_21297 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 15.0 15.0 15.0 unknown 0 
004D: jump_if_false @SWEET4_21297 
00D6: if 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_21297 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_21297 
020A: set_car 543@ door_status_to 2 
0618: assign_actor 394@ to_action_sequences 96@ 
00BE: text_clear_all 
0006: 389@ = 29 // integer values 
01BD: 61@ = current_time_in_ms 
0164: disable_marker 544@ 
0004: $6637 = 666 // integer values 

:SWEET4_21297
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_22023 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_22023 
0006: 46@ = 0 // integer values 
0164: disable_marker 544@ 
00D6: if 
0038:   $6637 == 3 // integer values 
004D: jump_if_false @SWEET4_21381 
018A: 57@ = create_checkpoint_at 54@ 55@ 56@ 

:SWEET4_21381
00D6: if 
0038:   $6637 == 5 // integer values 
004D: jump_if_false @SWEET4_21902 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @SWEET4_21438 
0151: remove_status_text $6673 
03C4: set_status_text_to $6673 1 'SWE4_08'  // KOCSI LLAPOTA

:SWEET4_21438
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_21467 
0164: disable_marker 433@ 
0187: 433@ = create_marker_above_actor 415@ 

:SWEET4_21467
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_21496 
0164: disable_marker 434@ 
0187: 434@ = create_marker_above_actor 416@ 

:SWEET4_21496
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_21525 
0164: disable_marker 435@ 
0187: 435@ = create_marker_above_actor 417@ 

:SWEET4_21525
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_21554 
0164: disable_marker 436@ 
0187: 436@ = create_marker_above_actor 418@ 

:SWEET4_21554
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_21583 
0164: disable_marker 437@ 
0187: 437@ = create_marker_above_actor 419@ 

:SWEET4_21583
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_21612 
0164: disable_marker 438@ 
0187: 438@ = create_marker_above_actor 420@ 

:SWEET4_21612
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_21641 
0164: disable_marker 439@ 
0187: 439@ = create_marker_above_actor 421@ 

:SWEET4_21641
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_21670 
0164: disable_marker 440@ 
0187: 440@ = create_marker_above_actor 422@ 

:SWEET4_21670
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_21699 
0164: disable_marker 441@ 
0187: 441@ = create_marker_above_actor 423@ 

:SWEET4_21699
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_21728 
0164: disable_marker 442@ 
0187: 442@ = create_marker_above_actor 424@ 

:SWEET4_21728
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_21757 
0164: disable_marker 443@ 
0187: 443@ = create_marker_above_actor 425@ 

:SWEET4_21757
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_21786 
0164: disable_marker 444@ 
0187: 444@ = create_marker_above_actor 426@ 

:SWEET4_21786
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_21815 
0164: disable_marker 445@ 
0187: 445@ = create_marker_above_actor 427@ 

:SWEET4_21815
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_21844 
0164: disable_marker 446@ 
0187: 446@ = create_marker_above_actor 428@ 

:SWEET4_21844
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_21873 
0164: disable_marker 447@ 
0187: 447@ = create_marker_above_actor 429@ 

:SWEET4_21873
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_21902 
0164: disable_marker 448@ 
0187: 448@ = create_marker_above_actor 430@ 

:SWEET4_21902
00D6: if 
0038:   $6637 == 6 // integer values 
004D: jump_if_false @SWEET4_21965 
0004: $6672 = 18 // integer values 
01BD: 82@ = current_time_in_ms 
000E: 82@ -= 5000 // integer values 
0164: disable_marker $6658 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 

:SWEET4_21965
00D6: if 
0038:   $6637 == 7 // integer values 
004D: jump_if_false @SWEET4_22002 
0164: disable_marker 58@ 
018A: 58@ = create_checkpoint_at 89@ 90@ 91@ 

:SWEET4_22002
00BE: text_clear_all 
0006: 78@ = 1 // integer values 
01BD: $6669 = current_time_in_ms 
0004: $6659 = 0 // integer values 

:SWEET4_22023
00D6: if 
0038:   $6637 == 666 // integer values 
004D: jump_if_false @SWEET4_22158 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // integer values and handles 
0062: 73@ -= 61@ // integer values 
00D6: if 
0019:   73@ > 1000 // integer values 
004D: jump_if_false @SWEET4_22158 
00D6: if and
8118:   not actor 394@ dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_22158 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22158 
05D2: AS_actor 394@ run_to_and_hijack_vehicle 543@ max_search_radius 50.0 traffic_behavior 2 
0006: 389@ = 32 // integer values 
0004: $6637 = 667 // integer values 

:SWEET4_22158
00D6: if 
0038:   $6637 == 667 // integer values 
004D: jump_if_false @SWEET4_22257 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_22257 
00D6: if or
82CA:   not car 543@ bounding_sphere_visible 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 50.0 50.0 50.0 unknown 0 
004D: jump_if_false @SWEET4_22257 
00BC: text_highpriority 'SWE4_05' 5000 ms 1  // ~r~Biztos, hogy megtennd a gettrt?
0002: jump @SWEET4_23767 

:SWEET4_22257
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @SWEET4_23760 
00D6: if 
0038:   $6637 == 3 // integer values 
004D: jump_if_false @SWEET4_22691 
00D6: if 
0038:   $6672 == -1 // integer values 
004D: jump_if_false @SWEET4_22398 
00D6: if 
0039:   390@ == 0 // integer values 
004D: jump_if_false @SWEET4_22344 
00BB: text_lowpriority 'SWE4_01' 100 ms 1  // ~s~Vezesd a pajtsaidat ~y~Ballas terletre~s~.

:SWEET4_22344
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // integer values and handles 
0060: $6671 -= $6669 // integer values 
00D6: if 
0018:   $6671 > 3000 // integer values 
004D: jump_if_false @SWEET4_22398 
00BE: text_clear_all 
0008: $6672 += 1 // integer values 
01BD: $6669 = current_time_in_ms 

:SWEET4_22398
00D6: if 
0038:   $6672 == 0 // integer values 
004D: jump_if_false @SWEET4_22448 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22448 
0006: 389@ = 1 // integer values 

:SWEET4_22448
00D6: if 
0038:   $6672 == 1 // integer values 
004D: jump_if_false @SWEET4_22498 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22498 
0006: 389@ = 2 // integer values 

:SWEET4_22498
00D6: if 
0038:   $6672 == 2 // integer values 
004D: jump_if_false @SWEET4_22548 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22548 
0006: 389@ = 5 // integer values 

:SWEET4_22548
00D6: if 
0038:   $6672 == 6 // integer values 
004D: jump_if_false @SWEET4_22598 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22598 
0006: 389@ = 9 // integer values 

:SWEET4_22598
00D6: if 
0038:   $6672 == 7 // integer values 
004D: jump_if_false @SWEET4_22648 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22648 
0006: 389@ = 10 // integer values 

:SWEET4_22648
00D6: if 
0038:   $6672 == 8 // integer values 
004D: jump_if_false @SWEET4_22691 
00D6: if 
0039:   390@ == 0 // integer values 
004D: jump_if_false @SWEET4_22691 
0006: 389@ = 11 // integer values 

:SWEET4_22691
00D6: if 
0038:   $6637 == 4 // integer values 
004D: jump_if_false @SWEET4_23067 
00D6: if 
0038:   $6672 == 9 // integer values 
004D: jump_if_false @SWEET4_22759 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22759 
0006: 389@ = 12 // integer values 

:SWEET4_22759
00D6: if 
0038:   $6672 == 10 // integer values 
004D: jump_if_false @SWEET4_22809 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22809 
0006: 389@ = 13 // integer values 

:SWEET4_22809
00D6: if 
0038:   $6672 == 11 // integer values 
004D: jump_if_false @SWEET4_22859 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22859 
0006: 389@ = 14 // integer values 

:SWEET4_22859
00D6: if 
0038:   $6672 == 12 // integer values 
004D: jump_if_false @SWEET4_22909 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_22909 
0006: 389@ = 15 // integer values 

:SWEET4_22909
00D6: if 
0038:   $6672 == 13 // integer values 
004D: jump_if_false @SWEET4_23067 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_23067 
0006: 389@ = 16 // integer values 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_23011 
0605: actor 417@ perform_animation_sequence "GSIGN3" from_file "GHANDS" 4.0 loop 0 0 0 0 0 ms 

:SWEET4_23011
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_23067 
0605: actor 418@ perform_animation_sequence "DRNKBR_PRTL" from_file "GANGS" 4.0 loop 0 0 0 0 0 ms 

:SWEET4_23067
00D6: if 
0038:   $6637 == 6 // integer values 
004D: jump_if_false @SWEET4_23445 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @SWEET4_23299 
00D6: if 
0038:   $6672 == 14 // integer values 
004D: jump_if_false @SWEET4_23188 
00BB: text_lowpriority 'SWE4_12' 100 ms 1  // ~s~Ktcsillagos krzsi szinted van, a zsaruk ldzni fognak.
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // integer values and handles 
0060: $6671 -= $6669 // integer values 
00D6: if 
0018:   $6671 > 4000 // integer values 
004D: jump_if_false @SWEET4_23188 
0008: $6672 += 1 // integer values 
01BD: $6669 = current_time_in_ms 

:SWEET4_23188
00D6: if 
0038:   $6672 == 15 // integer values 
004D: jump_if_false @SWEET4_23292 
00BB: text_lowpriority 'SWE4_03' 100 ms 1  // ~s~Juss el a ~y~spray boltba~s~, hogy lerzd a zsarukat!
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // integer values and handles 
0060: $6671 -= $6669 // integer values 
00D6: if 
0018:   $6671 > 4000 // integer values 
004D: jump_if_false @SWEET4_23292 
01BD: 82@ = current_time_in_ms 
0008: $6672 += 1 // integer values 
0008: $6672 += 1 // integer values 
0008: $6672 += 1 // integer values 
01BD: $6669 = current_time_in_ms 

:SWEET4_23292
0002: jump @SWEET4_23445 

:SWEET4_23299
00D6: if 
0038:   $6672 == 14 // integer values 
004D: jump_if_false @SWEET4_23349 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_23349 
0006: 389@ = 55 // integer values 

:SWEET4_23349
00D6: if 
0038:   $6672 == 15 // integer values 
004D: jump_if_false @SWEET4_23399 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_23399 
0006: 389@ = 56 // integer values 

:SWEET4_23399
00D6: if 
0038:   $6672 == 16 // integer values 
004D: jump_if_false @SWEET4_23445 
00BB: text_lowpriority 'SWE4_03' 4000 ms 1  // ~s~Juss el a ~y~spray boltba~s~, hogy lerzd a zsarukat!
0008: $6672 += 1 // integer values 
01BD: $6669 = current_time_in_ms 

:SWEET4_23445
00D6: if and
0038:   $6637 == 7 // integer values 
0039:   43@ == 4 // integer values 
004D: jump_if_false @SWEET4_23760 
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // integer values and handles 
0060: $6671 -= $6669 // integer values 
00D6: if 
0018:   $6671 > 6000 // integer values 
004D: jump_if_false @SWEET4_23560 
00D6: if 
0038:   $6672 == 18 // integer values 
004D: jump_if_false @SWEET4_23560 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_23560 
0006: 389@ = 37 // integer values 

:SWEET4_23560
00D6: if 
0038:   $6672 == 19 // integer values 
004D: jump_if_false @SWEET4_23610 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_23610 
0006: 389@ = 38 // integer values 

:SWEET4_23610
00D6: if 
0038:   $6672 == 20 // integer values 
004D: jump_if_false @SWEET4_23660 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_23660 
0006: 389@ = 39 // integer values 

:SWEET4_23660
00D6: if 
0038:   $6672 == 21 // integer values 
004D: jump_if_false @SWEET4_23710 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_23710 
0006: 389@ = 40 // integer values 

:SWEET4_23710
00D6: if 
0038:   $6672 == 22 // integer values 
004D: jump_if_false @SWEET4_23760 
00D6: if and
0039:   390@ == 0 // integer values 
0039:   389@ == 0 // integer values 
004D: jump_if_false @SWEET4_23760 
0006: 389@ = 41 // integer values 

:SWEET4_23760
0002: jump @SWEET4_7599 

:SWEET4_23767
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SWEET4_23785
0746: (unknown) 4 7 0 
0008: $11253 += 1 // integer values 
0318: set_latest_mission_passed 'SWEET_4'  // Rajtats
030C: set_mission_points += 1 
0109: player $PLAYER_CHAR money += 500 
0998: add_respect 6 
01E3: text_1number_styled 'M_PASSS' 500 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:SWEET4_23857
0050: gosub @SWEET4_3259 
0050: gosub @SWEET4_3024 
034F: destroy_actor_with_fade 408@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 401@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 394@ // The actor fades away like a ghost 
0296: unload_special_actor 10 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TEC9 
0249: release_model #COLT45 
0249: release_model #VOODOO 
0249: release_model #SPRAYCAN 
04EF: release_animation "GHANDS" 
04EF: release_animation "GANGS" 
0164: disable_marker 544@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 433@ 
0164: disable_marker 434@ 
0164: disable_marker 435@ 
0164: disable_marker 436@ 
0164: disable_marker 437@ 
0164: disable_marker 438@ 
0164: disable_marker 439@ 
0164: disable_marker 440@ 
0164: disable_marker 441@ 
0164: disable_marker 442@ 
0164: disable_marker 443@ 
0164: disable_marker 444@ 
0164: disable_marker 445@ 
0164: disable_marker 446@ 
0164: disable_marker 447@ 
0164: disable_marker 448@ 
0164: disable_marker $449 
0164: disable_marker $6658 
04CE: $449 = create_icon_marker_without_sphere 63 at 2067.4 -1831.2 13.5 
0335: set_free_paynspray_to 0 
03C7: unknown_maybe_cops_density 1.0 
01F0: set_max_wanted_level_to 53@ 
099E: (unknown) 1 
072C: (unknown) 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0733: (unknown) 412 
04EF: release_animation "GHETTO_DB" 
0151: remove_status_text $6673 
043C: unknown_set_game_sounds 1 
08EA: (unknown) 1 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:SWEET4_24150
00D6: if 
8118:   not actor 194@ dead 
004D: jump_if_false @SWEET4_24180 
00A0: store_actor 194@ position_to 86@ 87@ 88@ 

:SWEET4_24180
0006: 195@ = -1 // integer values 
0007: 199@ = 99999.9 // floating-point values 
0006: 39@ = 0 // integer values 

:SWEET4_24204
00D6: if 
001B:   18 > 39@ // integer values 
004D: jump_if_false @SWEET4_24350 
00D6: if 
8118:   not actor 415@(39@,18i) dead 
004D: jump_if_false @SWEET4_24336 
00A0: store_actor 415@(39@,18i) position_to 451@(39@,18f) 469@(39@,18f) 487@(39@,18f) 
0509: 200@ = distance between point 86@ 87@ and point 451@(39@,18f) 469@(39@,18f) 
00D6: if 
0025:   199@ > 200@ // floating-point values 
004D: jump_if_false @SWEET4_24336 
0087: 199@ = 200@ // floating-point values only 
0085: 195@ = 415@(39@,18i) // integer values and handles 

:SWEET4_24336
000A: 39@ += 1 // integer values 
0002: jump @SWEET4_24204 

:SWEET4_24350
00D6: if 
0029:   195@ >= 0 // integer values 
004D: jump_if_false @SWEET4_24434 
00D6: if and
8118:   not actor 195@ dead 
8118:   not actor 194@ dead 
004D: jump_if_false @SWEET4_24434 
0713: actor 194@ drive_by actor 195@ car -1 point 0.0 0.0 0.0 radius 40.0 41@ 40@ firing_rate 99 
01B9: set_actor 194@ armed_weapon_to 32 

:SWEET4_24434
01BD: 62@ = current_time_in_ms 
0051: return 

:SWEET4_24441
00D6: if and
8019:   not  389@ > 11 // integer values 
801B:   not  17 > 389@ // integer values 
004D: jump_if_false @SWEET4_24473 
0006: 326@ = 0 // integer values 

:SWEET4_24473
00D6: if and
8019:   not  389@ > 41 // integer values 
801B:   not  46 > 389@ // integer values 
004D: jump_if_false @SWEET4_24505 
0006: 326@ = 0 // integer values 

:SWEET4_24505
00D6: if or
0039:   389@ == 12 // integer values 
0039:   389@ == 14 // integer values 
0039:   389@ == 16 // integer values 
0039:   389@ == 42 // integer values 
0039:   389@ == 43 // integer values 
004D: jump_if_false @SWEET4_24559 
0085: 326@ = 408@ // integer values and handles 

:SWEET4_24559
00D6: if or
0039:   389@ == 13 // integer values 
0039:   389@ == 44 // integer values 
004D: jump_if_false @SWEET4_24592 
008B: 326@ = $PLAYER_ACTOR // integer values and handles 

:SWEET4_24592
00D6: if 
0039:   389@ == 15 // integer values 
004D: jump_if_false @SWEET4_24618 
0085: 326@ = 401@ // integer values and handles 

:SWEET4_24618
00D6: if 
0039:   389@ == 45 // integer values 
004D: jump_if_false @SWEET4_24644 
0085: 326@ = 394@ // integer values and handles 

:SWEET4_24644
0051: return 

//-------------Mission 18---------------
// Originally: Sweet's Girl

:HOODS5
03A4: name_thread 'HOODS5' 
0050: gosub @HOODS5_251 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HOODS5_38 
0050: gosub @HOODS5_15256 

:HOODS5_38
0050: gosub @HOODS5_15329 
004E: end_thread 
00D6: if 
0039:   127@ == 99 // integer values 
004D: jump_if_false @HOODS5_251 
032B: 50@ = create_weapon_pickup #COLT45 3 ammo 20 at 2444.895 -1981.524 13.933 
02A8: 49@ = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: 48@ = create_marker 6 at 2444.895 -1981.524 13.933 
009A: 75@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 43@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 37@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
0187: 71@ = create_marker_above_actor 75@ 
0187: 72@ = create_marker_above_actor 75@ 
0187: 201@ = create_marker_above_actor 75@ 
0187: 202@ = create_marker_above_actor 75@ 
03DC: 167@ = create_marker_above_pickup 50@ 

:HOODS5_251
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0A20: (unknown) $PLAYER_CHAR 1 
0006: 154@ = 14 // integer values 
0006: 155@ = 15 // integer values 
0006: 156@ = 16 // integer values 
0006: 157@ = 17 // integer values 
0006: 158@ = 18 // integer values 
0006: 161@ = 21 // integer values 
0006: 148@ = 0 // integer values 
077A: set_actor $PLAYER_ACTOR aggressive_to_pedgroup 4 type 24 

:HOODS5_325
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @HOODS5_351 
0002: jump @HOODS5_15274 

:HOODS5_351
00D6: if 
0735:   68 
004D: jump_if_false @HOODS5_454 
00A1: put_actor $PLAYER_ACTOR at 2769.492 -1967.329 12.3834 
0006: 36@ = 0 // integer values 

:HOODS5_393
00D6: if 
001B:   6 > 36@ // integer values 
004D: jump_if_false @HOODS5_454 
00D6: if 
8118:   not actor 37@(36@,6i) dead 
004D: jump_if_false @HOODS5_440 
05BE: AS_kill_actor 37@(36@,6i) 

:HOODS5_440
000A: 36@ += 1 // integer values 
0002: jump @HOODS5_393 

:HOODS5_454
00D6: if 
0735:   70 
004D: jump_if_false @HOODS5_476 
0006: 127@ = 7 // integer values 

:HOODS5_476
0871: init_jump_table 127@ total_jumps 9 0 @HOODS5_737 jumps 0 @HOODS5_604 1 @HOODS5_625 2 @HOODS5_639 3 @HOODS5_653 4 @HOODS5_667 5 @HOODS5_681 6 @HOODS5_695 
0872: jump_table_jumps 7 @HOODS5_709 8 @HOODS5_723 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 

:HOODS5_604
0050: gosub @HOODS5_918 
0006: 127@ = 1 // integer values 
0002: jump @HOODS5_737 

:HOODS5_625
0050: gosub @HOODS5_1302 
0002: jump @HOODS5_737 

:HOODS5_639
0050: gosub @HOODS5_3513 
0002: jump @HOODS5_737 

:HOODS5_653
0050: gosub @HOODS5_4668 
0002: jump @HOODS5_737 

:HOODS5_667
0050: gosub @HOODS5_5153 
0002: jump @HOODS5_737 

:HOODS5_681
0050: gosub @HOODS5_5483 
0002: jump @HOODS5_737 

:HOODS5_695
0050: gosub @HOODS5_7802 
0002: jump @HOODS5_737 

:HOODS5_709
0050: gosub @HOODS5_9684 
0002: jump @HOODS5_737 

:HOODS5_723
0002: jump @HOODS5_15274 
0002: jump @HOODS5_737 

:HOODS5_737
0050: gosub @HOODS5_792 
0050: gosub @HOODS5_890 
0050: gosub @HOODS5_13224 
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @HOODS5_783 
0002: jump @HOODS5_15256 

:HOODS5_783
0002: jump @HOODS5_325 
0051: return 

:HOODS5_792
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @HOODS5_888 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @HOODS5_849 
0006: 126@ = 1 // integer values 
00BB: text_lowpriority 'SW5_L' 4000 ms 1  // ~r~Sweet meghalt!

:HOODS5_849
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @HOODS5_888 
0006: 126@ = 1 // integer values 
00BB: text_lowpriority 'SW5_M' 4000 ms 1  // ~r~Sweet bartnje meghalt!

:HOODS5_888
0051: return 

:HOODS5_890
00D6: if 
0214:   pickup $PICKUP_EMMETS_COLT45 picked_up 
004D: jump_if_false @HOODS5_916 
0164: disable_marker 49@ 
0164: disable_marker 167@ 

:HOODS5_916
0051: return 

:HOODS5_918
0395: clear_area 1 at $138 $139 $140 range 5.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0247: request_model #CELLPHONE 
0247: request_model #BFYRI 
0247: request_model #TEC9 
0247: request_model #SENTINEL 
0247: request_model #COLT45 
0247: request_model #GREENWOO 
0247: request_model #FAM1 
0247: request_model #FAM2 
023C: request_special_actor 'SWEET' as 1 
038B: load_requested_models 

:HOODS5_995
00D6: if or
8248:   not model #CELLPHONE available 
8248:   not model #BFYRI available 
8248:   not model #TEC9 available 
8248:   not model #COLT45 available 
8248:   not model #SENTINEL available 
004D: jump_if_false @HOODS5_1041 
0001: wait 0 ms 
0002: jump @HOODS5_995 

:HOODS5_1041
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
8248:   not model #GREENWOO available 
004D: jump_if_false @HOODS5_1080 
0001: wait 0 ms 
0002: jump @HOODS5_1041 

:HOODS5_1080
04ED: load_animation "SWEET" 
04ED: load_animation "GANGS" 

:HOODS5_1098
00D6: if or
84EE:   not animation "SWEET" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @HOODS5_1138 
0001: wait 0 ms 
0002: jump @HOODS5_1098 

:HOODS5_1138
07C0: load_path 153 
07C0: load_path 154 

:HOODS5_1148
00D6: if or
87C1:   not path 153 available 
87C1:   not path 154 available 
004D: jump_if_false @HOODS5_1180 
0001: wait 0 ms 
0002: jump @HOODS5_1148 

:HOODS5_1180
060A: unknown_create_entity 0 99@ 
060A: unknown_create_entity 2 100@ 
060A: unknown_create_entity 2 47@ 
0746: (unknown) 4 26 24 
0746: (unknown) 4 24 26 
0708: unknown_add_entity_item 47@ 12 
0708: unknown_add_entity_item 47@ 9 
0708: unknown_add_entity_item 47@ 31 
0004: $6675 = 0 // integer values 
0004: $6676 = 0 // integer values 
0004: $6677 = 0 // integer values 
0004: $6678 = 0 // integer values 
0004: $6679 = 0 // integer values 
0004: $6680 = 0 // integer values 
0007: 198@ = 99999.0 // floating-point values 
0007: 199@ = 99999.0 // floating-point values 
0051: return 

:HOODS5_1302
00D6: if 
0019:   148@ > 1 // integer values 
004D: jump_if_false @HOODS5_1379 
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @HOODS5_1379 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @HOODS5_1379 
0006: 148@ = 7 // integer values 
0006: 147@ = 1 // integer values 
0006: 355@ = 5 // integer values 
0006: 35@ = 0 // integer values 

:HOODS5_1379
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @HOODS5_1786 
054C: use_GXT_table 'SWEET5' 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'SWEET5A' 

:HOODS5_1437
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HOODS5_1461 
0001: wait 0 ms 
0002: jump @HOODS5_1437 

:HOODS5_1461
02E7: start_cutscene 
016A: fade 1 1000 ms 

:HOODS5_1470
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HOODS5_1494 
0001: wait 0 ms 
0002: jump @HOODS5_1470 

:HOODS5_1494
016A: fade 0 0 ms 

:HOODS5_1500
00D6: if 
016B:   fading 
004D: jump_if_false @HOODS5_1524 
0001: wait 0 ms 
0002: jump @HOODS5_1500 

:HOODS5_1524
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
018A: 48@ = create_checkpoint_at 2775.793 -1942.909 15.6576 
08FB: set_radar_checkpoint 48@ type_to 2 
02A8: 49@ = create_marker 18 at 2444.895 -1981.524 13.933 
0215: destroy_pickup $PICKUP_EMMETS_COLT45 
032B: $PICKUP_EMMETS_COLT45 = create_weapon_pickup #COLT45 15 ammo 16 at 2447.773 -1975.663 13.0 
03DC: 167@ = create_marker_above_pickup $PICKUP_EMMETS_COLT45 
018B: show_on_radar 167@ 1 
04E4: unknown_refresh_game_renderer_at 2770.116 -1915.896 
00A1: put_actor $PLAYER_ACTOR at 2770.116 -1915.896 11.651 
0792: (unknown) $PLAYER_ACTOR 
03CB: set_camera 2770.116 -1915.896 11.651 
015F: set_camera_position 2770.897 -1915.951 12.6746 0.0 0.0 0.0 
0160: point_camera 2770.337 -1916.334 13.4091 2 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
016A: fade 1 1500 ms 
0006: 352@ = 29 // integer values 
0006: 148@ = 1 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2000 // integer values 

:HOODS5_1786
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @HOODS5_1860 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_1860 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2200 // integer values 
0006: 355@ = 3 // integer values 
0006: 148@ = 20 // integer values 

:HOODS5_1860
00D6: if 
0039:   148@ == 20 // integer values 
004D: jump_if_false @HOODS5_2062 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_2062 
00D6: if 
0039:   352@ == 0 // integer values 
004D: jump_if_false @HOODS5_2062 
009A: 75@ = create_actor 26 #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 105@ = create_car #GREENWOO at 2745.545 -1942.74 12.5394 
0175: set_car 105@ z_angle_to 90.0 
0173: set_actor 75@ z_angle_to 0.0 
009A: 43@ = create_actor 26 #BFYRI at 2751.282 -1948.867 16.3125 
0173: set_actor 43@ z_angle_to 0.0 
060B: unknown_actor_use_entity 43@ 99@ 
0085: 399@ = 75@ // integer values and handles 
0085: 400@ = 43@ // integer values and handles 
0006: 352@ = 1 // integer values 
0006: 354@ = 7 // integer values 
0006: 148@ = 2 // integer values 

:HOODS5_2062
00D6: if 
0039:   148@ == 2 // integer values 
004D: jump_if_false @HOODS5_2469 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_2469 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_2150 
0615: define_action_sequences 68@ 
04EB: AS_actor -1 crouch 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_action_sequences_end 68@ 
0618: assign_actor 75@ to_action_sequences 68@ 
061B: remove_references_to_action_sequences 68@ 

:HOODS5_2150
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_2233 
0615: define_action_sequences 68@ 
05B9: unknown_action_sequence -1 500 
0605: actor -1 perform_animation_sequence "DUCK_COWER" from_file "PED" 8.0 loop 0 0 0 0 16000 ms 
0616: define_action_sequences_end 68@ 
0618: assign_actor 43@ to_action_sequences 68@ 
061B: remove_references_to_action_sequences 68@ 

:HOODS5_2233
009A: 37@ = create_actor 25 #FAM2 at 2751.515 -1973.178 16.3051 
02E2: set_actor 37@ weapon_accuracy_to 40 
060B: unknown_actor_use_entity 37@ 99@ 
01B2: give_actor 37@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 37@ crouch 1 
0615: define_action_sequences 68@ 
05B9: unknown_action_sequence -1 2500 
05D3: AS_actor -1 go_to_point 2751.791 -1964.08 16.3125 speed 4 -2 ms 
05B9: unknown_action_sequence -1 3500 
05D3: AS_actor -1 go_to_point 2751.791 -1954.08 16.3125 speed 4 -2 ms 
0616: define_action_sequences_end 68@ 
0618: assign_actor 37@ to_action_sequences 68@ 
061B: remove_references_to_action_sequences 68@ 
009A: 38@ = create_actor 25 #FAM1 at 2753.197 -1973.946 16.3051 
02E2: set_actor 38@ weapon_accuracy_to 40 
01B2: give_actor 38@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 38@ crouch 1 
0668: AS_actor 38@ rotate_to_point 2753.15 -1949.642 16.5866 -2 ms 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2000 // integer values 
0006: 148@ = 3 // integer values 

:HOODS5_2469
00D6: if 
0039:   148@ == 3 // integer values 
004D: jump_if_false @HOODS5_2598 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_2598 
00D6: if 
0039:   352@ == 3 // integer values 
004D: jump_if_false @HOODS5_2598 
015F: set_camera_position 2753.784 -1947.466 16.489 0.0 0.0 0.0 
0160: point_camera 2753.255 -1948.292 16.6835 2 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 4000 // integer values 
0006: 148@ = 4 // integer values 

:HOODS5_2598
00D6: if 
0039:   148@ == 4 // integer values 
004D: jump_if_false @HOODS5_2658 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_2658 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 4000 // integer values 
0006: 148@ = 5 // integer values 

:HOODS5_2658
00D6: if 
0039:   148@ == 5 // integer values 
004D: jump_if_false @HOODS5_2791 
00D6: if 
0039:   352@ == 7 // integer values 
004D: jump_if_false @HOODS5_2791 
015F: set_camera_position 2770.897 -1915.951 12.6746 0.0 0.0 0.0 
0160: point_camera 2770.337 -1916.334 13.4091 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_2768 
02E2: set_actor 75@ weapon_accuracy_to 100 

:HOODS5_2768
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 4500 // integer values 
0006: 148@ = 21 // integer values 

:HOODS5_2791
00D6: if 
0039:   148@ == 21 // integer values 
004D: jump_if_false @HOODS5_2858 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_2858 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 148@ = 6 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 1000 // integer values 

:HOODS5_2858
00D6: if 
0039:   148@ == 6 // integer values 
004D: jump_if_false @HOODS5_3111 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_3111 
015F: set_camera_position 2756.252 -1949.02 17.513 0.0 0.0 0.0 
0160: point_camera 2755.402 -1949.518 17.3404 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_3088 
0792: (unknown) 75@ 
04EB: AS_actor 75@ crouch 1 
01B2: give_actor 75@ weapon 22 ammo 500 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 22 
0173: set_actor 75@ z_angle_to 180.0 
0615: define_action_sequences 68@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HOODS5_3070 
074D: AS_actor -1 turns_to_and_look_at_actor 37@ -2 ms 

:HOODS5_3070
0616: define_action_sequences_end 68@ 
0618: assign_actor 75@ to_action_sequences 68@ 
061B: remove_references_to_action_sequences 68@ 

:HOODS5_3088
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2500 // integer values 
0006: 148@ = 7 // integer values 

:HOODS5_3111
00D6: if 
0039:   148@ == 7 // integer values 
004D: jump_if_false @HOODS5_3171 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_3171 
00BE: text_clear_all 
0006: 166@ = 1 // integer values 
016A: fade 0 1000 ms 
0006: 148@ = 8 // integer values 

:HOODS5_3171
00D6: if 
0039:   148@ == 8 // integer values 
004D: jump_if_false @HOODS5_3345 
00D6: if 
816B:   not fading 
004D: jump_if_false @HOODS5_3345 
04E4: unknown_refresh_game_renderer_at 2518.789 -1677.22 
00A1: put_actor $PLAYER_ACTOR at 2518.448 -1677.224 13.4109 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.691 
03CB: set_camera 2510.284 -1674.066 14.5338 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 300 // integer values 
0006: 148@ = 9 // integer values 
0004: $6681 = 100 // integer values 
0209: 170@ = random_int 2500 6000 
005A: 170@ += 32@ // integer values 
03C4: set_status_text_to $6681 1 'SW5_A3'  // SWEET
0209: 170@ = random_int 2500 6000 
005A: 170@ += 32@ // integer values 

:HOODS5_3345
00D6: if 
0039:   148@ == 9 // integer values 
004D: jump_if_false @HOODS5_3511 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_3511 
016A: fade 1 1500 ms 
009B: destroy_actor_instantly 75@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 43@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
062E: (unknown) $PLAYER_ACTOR 1833 34@ 
00BB: text_lowpriority 'SW5_A2' 6000 ms 1  // ~S~Juss el Sweet-hez, mieltt a Seville Boulevard kivgzi.
00BB: text_lowpriority 'SW5_17' 6000 ms 1  // ~s~Menj el ~g~Emmethez~s~, ha kell egy stukker.
01B4: set_player $PLAYER_CHAR frozen_state 1 
08F6: (unknown) 
02A3: toggle_widescreen 0 
06AB: (unknown) $PLAYER_ACTOR 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03C7: unknown_maybe_cops_density 0.2 
0006: 147@ = 1 // integer values 
0006: 127@ = 2 // integer values 

:HOODS5_3511
0051: return 

:HOODS5_3513
00D6: if 
001D:   32@ > 170@ // integer values 
004D: jump_if_false @HOODS5_3616 
0209: 170@ = random_int 2500 6000 
005A: 170@ += 32@ // integer values 
0209: 171@ = random_int 2 4 
0066: $6681 -= 171@ // integer values 
00D6: if 
002A:   0 >= $6681 // integer values 
004D: jump_if_false @HOODS5_3616 
0004: $6681 = 0 // integer values 
00BB: text_lowpriority 'SW5_L' 4000 ms 1  // ~r~Sweet meghalt!
0006: 125@ = 1 // integer values 

:HOODS5_3616
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @HOODS5_4349 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2775.793 -1942.909 15.6576 radius 100.0 100.0 50.0 
004D: jump_if_false @HOODS5_4349 
08EA: (unknown) 0 
0006: 97@ = 1 // integer values 
00BB: text_lowpriority 'SW5_J' 4000 ms 1  // ~s~A Seville Boulevard Csald sarokba szortotta Sweet-et a bartnje laksn. Iktasd ki azokat a ~r~Seville csvkat~s~!
0007: 106@ = 2761.516 // floating-point values 
0007: 112@ = -1972.028 // floating-point values 
0007: 118@ = 12.5459 // floating-point values 
04AF: 140@ = unknown_wav_reference 105 
0007: 107@ = 2761.599 // floating-point values 
0007: 113@ = -1955.673 // floating-point values 
0007: 119@ = 12.5469 // floating-point values 
04AF: 141@ = unknown_wav_reference 106 
0007: 108@ = 2768.451 // floating-point values 
0007: 114@ = -1972.605 // floating-point values 
0007: 120@ = 12.3837 // floating-point values 
04AF: 142@ = unknown_wav_reference 105 
0007: 109@ = 2761.551 // floating-point values 
0007: 115@ = -1980.099 // floating-point values 
0007: 121@ = 12.5478 // floating-point values 
04AF: 143@ = unknown_wav_reference 106 
0007: 110@ = 2752.159 // floating-point values 
0007: 116@ = -1979.574 // floating-point values 
0007: 122@ = 14.0469 // floating-point values 
04AF: 144@ = unknown_wav_reference 106 
0007: 111@ = 2768.451 // floating-point values 
0007: 117@ = -1972.605 // floating-point values 
0007: 123@ = 12.3837 // floating-point values 
04AF: 145@ = unknown_wav_reference 105 
00A5: 172@ = create_car #GREENWOO at 2766.923 -1974.348 12.3783 
0175: set_car 172@ z_angle_to 4.0 
0006: 36@ = 0 // integer values 

:HOODS5_3971
00D6: if 
001B:   5 > 36@ // integer values 
004D: jump_if_false @HOODS5_4165 
009A: 37@(36@,6i) = create_actor 24 140@(36@,6i) at 106@(36@,6f) 112@(36@,6f) 118@(36@,6f) 
02E2: set_actor 37@(36@,6i) weapon_accuracy_to 65 
00D6: if or
0039:   36@ == 0 // integer values 
0039:   36@ == 3 // integer values 
004D: jump_if_false @HOODS5_4087 
01B2: give_actor 37@(36@,6i) weapon 32 ammo 99999 // Load the weapon model before using this 
0002: jump @HOODS5_4103 

:HOODS5_4087
01B2: give_actor 37@(36@,6i) weapon 22 ammo 99999 // Load the weapon model before using this 

:HOODS5_4103
04EB: AS_actor 37@(36@,6i) crouch 1 
0668: AS_actor 37@(36@,6i) rotate_to_point 2750.957 -1968.016 17.9291 -2 ms 
0816: (unknown) 37@(36@,6i) 1 
000A: 36@ += 1 // integer values 
0002: jump @HOODS5_3971 

:HOODS5_4165
0187: 51@ = create_marker_above_actor 37@ 
0187: 52@ = create_marker_above_actor 38@ 
0187: 53@ = create_marker_above_actor 39@ 
0187: 54@ = create_marker_above_actor 40@ 
0187: 55@ = create_marker_above_actor 41@ 
0164: disable_marker 48@ 
060B: unknown_actor_use_entity 37@ 47@ 
060B: unknown_actor_use_entity 38@ 47@ 
060B: unknown_actor_use_entity 39@ 47@ 
060B: unknown_actor_use_entity 40@ 47@ 
060B: unknown_actor_use_entity 41@ 47@ 
0770: (unknown) 37@ 1 
0770: (unknown) 38@ 1 
0770: (unknown) 39@ 1 
0770: (unknown) 40@ 1 
0770: (unknown) 41@ 1 
01E8: create_forbidden_for_cars_cube 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 

:HOODS5_4349
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @HOODS5_4666 
0050: gosub @HOODS5_11951 
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @HOODS5_4474 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2782.693 -1921.125 11.7984 2746.098 -1993.905 16.9599 
004D: jump_if_false @HOODS5_4474 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_4474 
0006: 146@ = 1 // integer values 
03E5: text_box 'SW5_19'  // Hasznlj alacsony falakat s trgyakat fedezknek. Nyomj ~k~~PED_DUCK~ gombot a guggolshoz.

:HOODS5_4474
0006: 36@ = 0 // integer values 
0006: 57@ = 0 // integer values 

:HOODS5_4488
00D6: if 
001B:   5 > 36@ // integer values 
004D: jump_if_false @HOODS5_4587 
00D6: if 
0118:   actor 37@(36@,6i) dead 
004D: jump_if_false @HOODS5_4549 
0164: disable_marker 51@(36@,6i) 
000A: 57@ += 1 // integer values 
0002: jump @HOODS5_4573 

:HOODS5_4549
02E2: set_actor 37@(36@,6i) weapon_accuracy_to 173@ 
07DD: (unknown) 37@(36@,6i) 173@ 

:HOODS5_4573
000A: 36@ += 1 // integer values 
0002: jump @HOODS5_4488 

:HOODS5_4587
0085: 173@ = 57@ // integer values and handles 
0012: 173@ *= 6 // integer values 
000A: 173@ += 60 // integer values 
00D6: if 
0039:   57@ == 5 // integer values 
004D: jump_if_false @HOODS5_4666 
0006: 148@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 127@ = 3 // integer values 
08F4: (unknown) 0 

:HOODS5_4666
0051: return 

:HOODS5_4668
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @HOODS5_4709 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 1500 // integer values 
0006: 148@ = 1 // integer values 

:HOODS5_4709
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @HOODS5_4781 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_4781 
0006: 352@ = 29 // integer values 
0151: remove_status_text $6681 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2500 // integer values 
0006: 148@ = 2 // integer values 

:HOODS5_4781
00D6: if 
0039:   148@ == 2 // integer values 
004D: jump_if_false @HOODS5_4848 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_4848 
0006: 352@ = 29 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2500 // integer values 
0006: 148@ = 3 // integer values 

:HOODS5_4848
00D6: if 
0039:   148@ == 3 // integer values 
004D: jump_if_false @HOODS5_4943 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_4943 
00D6: if and
8818:   not (unknown) $PLAYER_ACTOR 
89DE:   not (unknown) $PLAYER_ACTOR 
004D: jump_if_false @HOODS5_4943 
0006: 174@ = 1 // integer values 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2500 // integer values 
0006: 148@ = 4 // integer values 

:HOODS5_4943
00D6: if 
0039:   148@ == 4 // integer values 
004D: jump_if_false @HOODS5_5001 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_5001 
0006: 148@ = 5 // integer values 
0006: 352@ = 8 // integer values 
0006: 354@ = 2 // integer values 

:HOODS5_5001
00D6: if 
0039:   148@ == 5 // integer values 
004D: jump_if_false @HOODS5_5151 
00D6: if 
0039:   352@ == 0 // integer values 
004D: jump_if_false @HOODS5_5151 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
018A: 48@ = create_checkpoint_at 2764.272 -1979.494 12.5394 
091D: (unknown) 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
091E: (unknown) 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
00BB: text_lowpriority 'SW5_14' 5000 ms 1  // ~s~Lopj egy ngyajts kocsit, hogy ~y~felvedd~s~ Sweet-et s a njt.
0006: 127@ = 4 // integer values 

:HOODS5_5151
0051: return 

:HOODS5_5153
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 2764.272 -1979.494 12.5394 radius 4.0 4.0 4.0 
004D: jump_if_false @HOODS5_5481 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_5481 
00D9: 59@ = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_5481 
01EA: 60@ = car 59@ max_passengers 
00D6: if 
001B:   2 > 60@ // integer values 
004D: jump_if_false @HOODS5_5315 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @HOODS5_5308 
00BC: text_highpriority 'SW5_G' 5000 ms 1  // ~s~Szerezz egy ngyajts jrmvet.
0006: 61@ = 1 // integer values 

:HOODS5_5308
0002: jump @HOODS5_5481 

:HOODS5_5315
08EC: 104@ = car 59@ type 
0441: 102@ = car 59@ model 
00D6: if or
04A4:   104@ == 0 // integer values OR floating-point values 
04A4:   104@ == 1 // integer values OR floating-point values 
04A4:   104@ == 2 // integer values OR floating-point values 
04A4:   104@ == 3 // integer values OR floating-point values 
04A4:   102@ == 596 // integer values OR floating-point values 
04A4:   102@ == 420 // integer values OR floating-point values 
004D: jump_if_false @HOODS5_5465 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06C7: unknown_action_sequence $PLAYER_ACTOR 59@ 6 2000000 
016A: fade 0 800 ms 

:HOODS5_5415
00D6: if 
016B:   fading 
004D: jump_if_false @HOODS5_5439 
0001: wait 0 ms 
0002: jump @HOODS5_5415 

:HOODS5_5439
0006: 127@ = 5 // integer values 
0006: 148@ = 0 // integer values 
0164: disable_marker 48@ 
0002: jump @HOODS5_5481 

:HOODS5_5465
00BC: text_highpriority 'SW5_16' 1000 ms 1  // Sweetnek egy menekl aut kell, nem ilyen!

:HOODS5_5481
0051: return 

:HOODS5_5483
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @HOODS5_5532 
0006: 130@ = 1 // integer values 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HOODS5_5532 
0006: 131@ = 1 // integer values 

:HOODS5_5532
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HOODS5_5648 
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @HOODS5_5641 
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_5641 
00D6: if and
8039:   not  148@ == 0 // integer values 
8039:   not  148@ == 5 // integer values 
004D: jump_if_false @HOODS5_5641 
0006: 148@ = 4 // integer values 
0006: 35@ = 0 // integer values 
0006: 131@ = 1 // integer values 
0006: 355@ = 5 // integer values 

:HOODS5_5641
0002: jump @HOODS5_5673 

:HOODS5_5648
00D6: if 
0039:   131@ == 1 // integer values 
004D: jump_if_false @HOODS5_5673 
0006: 131@ = 0 // integer values 

:HOODS5_5673
00D6: if 
0039:   148@ == 5 // integer values 
004D: jump_if_false @HOODS5_5740 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_5740 
016A: fade 1 800 ms 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 3000 // integer values 
0006: 148@ = 1 // integer values 

:HOODS5_5740
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @HOODS5_6493 
00BE: text_clear_all 
03BA: clear_cars_from_cube 2746.504 -2001.61 10.775 2789.562 -1927.154 21.633 
01E8: create_forbidden_for_cars_cube 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
0708: unknown_add_entity_item 47@ 36 
0709: unknown_set_entity_item 47@ 36 1022 0.0 100.0 0.0 0.0 1 0 
009A: 75@ = create_actor 26 #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 43@ = create_actor 26 #BFYRI at 2751.282 -1948.867 16.3125 
0085: 399@ = 75@ // integer values and handles 
0085: 400@ = 43@ // integer values and handles 
0446: set_actor 75@ immune_to_headshots 0 
0446: set_actor 43@ immune_to_headshots 0 
02A9: set_actor 75@ immune_to_nonplayer 0 
02A9: set_actor 43@ immune_to_nonplayer 0 
00A5: 62@ = create_car #SENTINEL at 2766.665 -1901.943 10.005 
00A5: 63@ = create_car #SENTINEL at 2772.638 -1903.127 10.1479 
0175: set_car 62@ z_angle_to 180.0 
0175: set_car 63@ z_angle_to 180.0 
073B: (unknown) 62@ 1 
073B: (unknown) 63@ 1 
05EB: assign_vehicle 62@ to_path 153 
05EB: assign_vehicle 63@ to_path 154 
0129: 65@ = create_actor 24 #FAM1 in_car 63@ driverseat 
0129: 64@ = create_actor 24 #FAM1 in_car 62@ driverseat 
060B: unknown_actor_use_entity 64@ 47@ 
060B: unknown_actor_use_entity 65@ 47@ 
01B2: give_actor 64@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 65@ weapon 22 ammo 99999 // Load the weapon model before using this 
06FD: (unknown) 62@ 0.0 
06FD: (unknown) 63@ 0.0 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_6293 
00AB: put_car 59@ at 2763.96 -1978.898 12.5394 
0175: set_car 59@ z_angle_to 0.0 
00D6: if 
8431:   not car 59@ car_passenger_seat_free 0 
004D: jump_if_false @HOODS5_6260 
0432: 175@ = get_actor_handle_from_car 59@ passenger 0 
009B: destroy_actor_instantly 175@ 

:HOODS5_6260
00D6: if 
8431:   not car 59@ car_passenger_seat_free 1 
004D: jump_if_false @HOODS5_6293 
0432: 175@ = get_actor_handle_from_car 59@ passenger 1 
009B: destroy_actor_instantly 175@ 

:HOODS5_6293
015F: set_camera_position 2756.231 -1949.667 18.0543 0.0 0.0 0.0 
0160: point_camera 2755.751 -1950.535 17.9303 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2752.402 -1974.076 16.3125 
00A1: put_actor 43@ at 2752.312 -1952.896 16.3051 
0173: set_actor 43@ z_angle_to 180.0 
05D8: AS_assign_scmpath to_actor 43@ flags 6 0 
00A1: put_actor 75@ at 2752.395 -1950.699 16.3125 
0173: set_actor 75@ z_angle_to 180.0 
0615: define_action_sequences 68@ 
05B9: unknown_action_sequence -1 1000 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 68@ 
0618: assign_actor 75@ to_action_sequences 68@ 
061B: remove_references_to_action_sequences 68@ 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 500 // integer values 
0006: 148@ = 5 // integer values 

:HOODS5_6493
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @HOODS5_6771 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_6771 
015F: set_camera_position 2764.601 -1986.696 15.021 0.0 0.0 0.0 
0160: point_camera 2764.32 -1985.751 14.8511 2 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_6715 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_6656 
00A1: put_actor 43@ at 2760.358 -1979.501 12.5394 
0173: set_actor 43@ z_angle_to 330.0 
05CA: AS_actor 43@ enter_car 59@ passenger_seat 1 5000 ms 

:HOODS5_6656
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_6715 
00A1: put_actor 75@ at 2767.224 -1981.524 12.381 
0173: set_actor 75@ z_angle_to 0.0 
05CA: AS_actor 75@ enter_car 59@ passenger_seat 0 5000 ms 

:HOODS5_6715
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_6748 
06FD: (unknown) 63@ 1.0 
0006: 66@ = 1 // integer values 

:HOODS5_6748
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 500 // integer values 
0006: 148@ = 2 // integer values 

:HOODS5_6771
00D6: if 
0039:   148@ == 2 // integer values 
004D: jump_if_false @HOODS5_6864 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_6864 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_6841 
06FD: (unknown) 62@ 1.0 
0006: 66@ = 1 // integer values 

:HOODS5_6841
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2000 // integer values 
0006: 148@ = 3 // integer values 

:HOODS5_6864
00D6: if 
0039:   148@ == 3 // integer values 
004D: jump_if_false @HOODS5_6931 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_6931 
0006: 352@ = 12 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2000 // integer values 
0006: 148@ = 4 // integer values 

:HOODS5_6931
00D6: if 
0039:   148@ == 4 // integer values 
004D: jump_if_false @HOODS5_7800 
00D6: if 
0039:   176@ == 0 // integer values 
004D: jump_if_false @HOODS5_7041 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_7041 
00D6: if 
860E:   not car 62@ is_assigned_to_existing_path 
004D: jump_if_false @HOODS5_7041 
00AF: set_car 62@ driver_behaviour_to 5 
00AD: set_car 62@ max_speed_to 60.0 
0224: set_car 62@ health_to 2500 
088B: 0.1 = vehicle 62@ form_drag_multiplier 
0006: 176@ = 1 // integer values 

:HOODS5_7041
00D6: if 
0039:   177@ == 0 // integer values 
004D: jump_if_false @HOODS5_7133 
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_7133 
00D6: if 
860E:   not car 63@ is_assigned_to_existing_path 
004D: jump_if_false @HOODS5_7133 
00AF: set_car 63@ driver_behaviour_to 5 
00AD: set_car 63@ max_speed_to 60.0 
0224: set_car 63@ health_to 2500 
088B: 0.1 = vehicle 63@ form_drag_multiplier 
0006: 177@ = 1 // integer values 

:HOODS5_7133
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_7800 
00D6: if 
0039:   352@ == 0 // integer values 
004D: jump_if_false @HOODS5_7800 
0006: 66@ = 1 // integer values 
091D: (unknown) 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
091E: (unknown) 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_7275 
0811: 59@ = actor $PLAYER_ACTOR car 
088B: 5.0 = vehicle 59@ form_drag_multiplier 

:HOODS5_7275
00D6: if 
0039:   131@ == 1 // integer values 
004D: jump_if_false @HOODS5_7367 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_7330 
00D6: if 
060E:   car 62@ is_assigned_to_existing_path 
004D: jump_if_false @HOODS5_7330 
06C5: (unknown) 62@ 

:HOODS5_7330
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_7367 
00D6: if 
060E:   car 63@ is_assigned_to_existing_path 
004D: jump_if_false @HOODS5_7367 
06C5: (unknown) 63@ 

:HOODS5_7367
00D6: if and
8119:   not car 62@ wrecked 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_7458 
00AF: set_car 62@ driver_behaviour_to 5 
00AF: set_car 63@ driver_behaviour_to 3 
00AD: set_car 62@ max_speed_to 60.0 
00AD: set_car 63@ max_speed_to 60.0 
0224: set_car 62@ health_to 2500 
0224: set_car 63@ health_to 2500 
088B: 0.1 = vehicle 62@ form_drag_multiplier 
088B: 0.1 = vehicle 63@ form_drag_multiplier 

:HOODS5_7458
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 59@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_7619 
0631: put_actor 75@ in_group $PLAYER_GROUP 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: (unknown) 75@ 0 
07CB: (unknown) 43@ 0 
01B2: give_actor 75@ weapon 22 ammo 9999 // Load the weapon model before using this 
00D6: if 
80DB:   not actor 75@ in_car 59@ 
004D: jump_if_false @HOODS5_7585 
0792: (unknown) 75@ 
0430: put_actor 75@ into_vehicle 59@ passenger_seat 0 

:HOODS5_7585
00D6: if 
80DB:   not actor 43@ in_car 59@ 
004D: jump_if_false @HOODS5_7619 
0792: (unknown) 43@ 
0430: put_actor 43@ into_vehicle 59@ passenger_seat 1 

:HOODS5_7619
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_7687 
0615: define_action_sequences 68@ 
06C7: unknown_action_sequence -1 63@ 1 1500 
06C7: unknown_action_sequence -1 63@ 14 1000 
0616: define_action_sequences_end 68@ 
0618: assign_actor 65@ to_action_sequences 68@ 
061B: remove_references_to_action_sequences 68@ 

:HOODS5_7687
00D6: if and
8119:   not car 62@ wrecked 
8118:   not actor 64@ dead 
004D: jump_if_false @HOODS5_7721 
06C7: unknown_action_sequence 64@ 62@ 1 1500 

:HOODS5_7721
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
06AB: (unknown) $PLAYER_ACTOR 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
00BB: text_lowpriority 'SW5_I' 5000 ms 1  // ~s~Menj vissza a ~y~gettba~s~.
0006: 127@ = 6 // integer values 
0006: 125@ = 1 // integer values 
0085: 153@ = 32@ // integer values and handles 
000A: 153@ += 3000 // integer values 
0006: 164@ = 0 // integer values 
08F6: (unknown) 

:HOODS5_7800
0051: return 

:HOODS5_7802
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @HOODS5_7938 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_7938 
0811: 149@ = actor $PLAYER_ACTOR car 
0227: 150@ = car 149@ health 
00D6: if 
001B:   900 > 150@ // integer values 
004D: jump_if_false @HOODS5_7938 
00D6: if 
0039:   352@ == 0 // integer values 
004D: jump_if_false @HOODS5_7938 
00D6: if 
001D:   32@ > 153@ // integer values 
004D: jump_if_false @HOODS5_7938 
0006: 352@ = 13 // integer values 
0006: 152@ = 1 // integer values 
0085: 153@ = 32@ // integer values and handles 
000A: 153@ += 6000 // integer values 

:HOODS5_7938
00D6: if 
001D:   32@ > 153@ // integer values 
004D: jump_if_false @HOODS5_8497 
00D6: if and
8119:   not car 62@ wrecked 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_8349 
00D6: if or
0207:   actor $PLAYER_ACTOR near_car_in_car 62@ radius 20.0 20.0 10.0 unknown 0 
0207:   actor $PLAYER_ACTOR near_car_in_car 63@ radius 20.0 20.0 10.0 unknown 0 
004D: jump_if_false @HOODS5_8194 
0209: 151@ = random_int 0 5 
0006: 165@ = 0 // integer values 

:HOODS5_8055
00D6: if 
0039:   154@(151@,7i) == 0 // integer values 
004D: jump_if_false @HOODS5_8148 
000A: 151@ += 1 // integer values 
000A: 165@ += 1 // integer values 
00D6: if 
0019:   151@ > 4 // integer values 
004D: jump_if_false @HOODS5_8116 
0006: 151@ = 0 // integer values 

:HOODS5_8116
00D6: if 
0019:   165@ > 4 // integer values 
004D: jump_if_false @HOODS5_8141 
0002: jump @HOODS5_8171 

:HOODS5_8141
0002: jump @HOODS5_8055 

:HOODS5_8148
0085: 352@ = 154@(151@,7i) // integer values and handles 
0006: 154@(151@,7i) = 0 // integer values 

:HOODS5_8171
0085: 153@ = 32@ // integer values and handles 
000A: 153@ += 7500 // integer values 
0002: jump @HOODS5_8342 

:HOODS5_8194
0209: 151@ = random_int 0 1 
0006: 165@ = 0 // integer values 

:HOODS5_8210
00D6: if 
0039:   161@(151@,3i) == 0 // integer values 
004D: jump_if_false @HOODS5_8303 
000A: 151@ += 1 // integer values 
000A: 165@ += 1 // integer values 
00D6: if 
0019:   151@ > 1 // integer values 
004D: jump_if_false @HOODS5_8271 
0006: 151@ = 0 // integer values 

:HOODS5_8271
00D6: if 
0019:   165@ > 2 // integer values 
004D: jump_if_false @HOODS5_8296 
0002: jump @HOODS5_8481 

:HOODS5_8296
0002: jump @HOODS5_8210 

:HOODS5_8303
0085: 352@ = 161@(151@,3i) // integer values and handles 
0006: 161@(151@,3i) = 0 // integer values 
0085: 153@ = 32@ // integer values and handles 
000A: 153@ += 7500 // integer values 

:HOODS5_8342
0002: jump @HOODS5_8497 

:HOODS5_8349
0209: 151@ = random_int 0 2 
0006: 165@ = 0 // integer values 

:HOODS5_8365
00D6: if 
0039:   161@(151@,3i) == 0 // integer values 
004D: jump_if_false @HOODS5_8458 
000A: 151@ += 1 // integer values 
000A: 165@ += 1 // integer values 
00D6: if 
0019:   151@ > 1 // integer values 
004D: jump_if_false @HOODS5_8426 
0006: 151@ = 0 // integer values 

:HOODS5_8426
00D6: if 
0019:   165@ > 2 // integer values 
004D: jump_if_false @HOODS5_8451 
0002: jump @HOODS5_8481 

:HOODS5_8451
0002: jump @HOODS5_8365 

:HOODS5_8458
0085: 352@ = 161@(151@,3i) // integer values and handles 
0006: 161@(151@,3i) = 0 // integer values 

:HOODS5_8481
0085: 153@ = 32@ // integer values and handles 
000A: 153@ += 7500 // integer values 

:HOODS5_8497
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_8712 
00D6: if 
86EE:   not actor 75@ in_group $PLAYER_GROUP 
004D: jump_if_false @HOODS5_8712 
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @HOODS5_8609 
0006: 69@ = 1 // integer values 
00BB: text_lowpriority 'SW5_T' 4000 ms 1  // ~s~Htrahagytad ~b~Sweetet~s~! Menj vissza rte.
00D6: if 
875C:   not marker 71@ enabled 
004D: jump_if_false @HOODS5_8604 
0187: 71@ = create_marker_above_actor 75@ 
07E0: set_marker 71@ type_to 1 

:HOODS5_8604
0164: disable_marker 73@ 

:HOODS5_8609
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 75@ radius 6.0 6.0 0 
0039:   69@ == 1 // integer values 
004D: jump_if_false @HOODS5_8712 
0006: 69@ = 0 // integer values 
0631: put_actor 75@ in_group $PLAYER_GROUP 
07CB: (unknown) 75@ 0 
0164: disable_marker 71@ 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @HOODS5_8712 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 

:HOODS5_8712
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_8934 
00D6: if 
86EE:   not actor 43@ in_group $PLAYER_GROUP 
004D: jump_if_false @HOODS5_8934 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @HOODS5_8824 
0006: 70@ = 1 // integer values 
00BB: text_lowpriority 'SW5_U' 4000 ms 1  // ~s~Htrahagytad ~b~Sweet bartnjt~s~! Menj vissza rte.
00D6: if 
875C:   not marker 72@ enabled 
004D: jump_if_false @HOODS5_8819 
0187: 72@ = create_marker_above_actor 43@ 
07E0: set_marker 72@ type_to 1 

:HOODS5_8819
0164: disable_marker 73@ 

:HOODS5_8824
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 6.0 6.0 0 
0039:   70@ == 1 // integer values 
004D: jump_if_false @HOODS5_8934 
0006: 70@ = 0 // integer values 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: (unknown) 43@ 0 
0164: disable_marker 72@ 
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @HOODS5_8934 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 

:HOODS5_8934
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @HOODS5_9054 
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_9054 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 sphere 0 
004D: jump_if_false @HOODS5_9054 
00A0: store_actor $PLAYER_ACTOR position_to 85@ 86@ 87@ 
0172: 91@ = actor $PLAYER_ACTOR z_angle 
0006: 66@ = 2 // integer values 
0085: 67@ = 32@ // integer values and handles 
000A: 67@ += 800 // integer values 

:HOODS5_9054
00D6: if and
0039:   66@ == 2 // integer values 
0039:   103@ == 0 // integer values 
004D: jump_if_false @HOODS5_9284 
00D6: if 
001D:   32@ > 67@ // integer values 
004D: jump_if_false @HOODS5_9284 
04D3: unknown_race_stuff $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 2 88@ 89@ 90@ 
00D6: if 
80C2:   not sphere_onscreen 85@ 86@ 87@ 8.0 
004D: jump_if_false @HOODS5_9284 
00D6: if 
8101:   not actor $PLAYER_ACTOR stopped_near_point 88@ 89@ 90@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @HOODS5_9284 
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_9284 
00D6: if 
81F4:   not car 63@ flipped 
004D: jump_if_false @HOODS5_9284 
00D6: if 
00DB:   actor 65@ in_car 63@ 
004D: jump_if_false @HOODS5_9284 
00AB: put_car 63@ at 85@ 86@ 87@ 
0175: set_car 63@ z_angle_to 91@ 
04BA: set_car 63@ speed_instantly 25.0 
0006: 66@ = 1 // integer values 

:HOODS5_9284
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_9682 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @HOODS5_9464 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2509.062 -1672.527 12.386 radius 63.0 63.0 60.0 
004D: jump_if_false @HOODS5_9464 
0006: 103@ = 1 // integer values 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_9421 
00AF: set_car 62@ driver_behaviour_to 1 
00AD: set_car 62@ max_speed_to 20.0 
01C3: remove_references_to_car 62@ // Like turning a car into any random car 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:HOODS5_9421
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_9464 
00AF: set_car 63@ driver_behaviour_to 1 
00AD: set_car 63@ max_speed_to 20.0 
01C3: remove_references_to_car 63@ // Like turning a car into any random car 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:HOODS5_9464
00D6: if and
0039:   70@ == 0 // integer values 
0039:   69@ == 0 // integer values 
004D: jump_if_false @HOODS5_9682 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 2509.062 -1672.527 12.386 radius 4.0 4.0 4.0 
004D: jump_if_false @HOODS5_9682 
00D6: if and
00FE:   actor 75@ 0 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
00FE:   actor 43@ 0 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
004D: jump_if_false @HOODS5_9682 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_9668 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 

:HOODS5_9668
0006: 127@ = 7 // integer values 
0006: 148@ = 0 // integer values 

:HOODS5_9682
0051: return 

:HOODS5_9684
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @HOODS5_9732 
0006: 125@ = 0 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 600 // integer values 
0006: 148@ = 12 // integer values 

:HOODS5_9732
00D6: if 
0039:   148@ == 12 // integer values 
004D: jump_if_false @HOODS5_10395 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_10395 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_9801 
0811: 59@ = actor $PLAYER_ACTOR car 
0441: 129@ = car 59@ model 

:HOODS5_9801
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_9832 
02AB: set_actor 75@ immunities 1 1 1 1 1 

:HOODS5_9832
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_9863 
02AB: set_actor 43@ immunities 1 1 1 1 1 

:HOODS5_9863
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
03BA: clear_cars_from_cube 2472.102 -1646.181 19.6421 2517.383 -1691.232 9.4098 
042B: clear_peds_from_cube 2472.102 -1646.181 19.6421 2517.383 -1691.232 9.4098 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_9992 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 62@ 
004D: jump_if_false @HOODS5_9992 
00A6: destroy_car 62@ 

:HOODS5_9992
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_10032 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 63@ 
004D: jump_if_false @HOODS5_10032 
00A6: destroy_car 63@ 

:HOODS5_10032
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_10099 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_10099 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
00AB: put_car 59@ at 2507.709 -1672.192 13.458 
0175: set_car 59@ z_angle_to 340.0 

:HOODS5_10099
015F: set_camera_position 2514.24 -1679.268 14.5054 0.0 0.0 0.0 
0160: point_camera 2513.649 -1678.482 14.3221 2 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_10246 
0811: $TEMPVAR_ACTOR_CAR = actor 43@ car 
00D6: if 
0038:   $TEMPVAR_ACTOR_CAR == -1 // integer values 
004D: jump_if_false @HOODS5_10246 
00A1: put_actor 43@ at 2509.821 -1675.815 12.5469 
0173: set_actor 43@ z_angle_to 337.0 
05D3: AS_actor 43@ go_to_point 2512.229 -1672.784 12.4531 speed 4 -2 ms 

:HOODS5_10246
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_10342 
0811: $TEMPVAR_ACTOR_CAR = actor 75@ car 
00D6: if 
0038:   $TEMPVAR_ACTOR_CAR == -1 // integer values 
004D: jump_if_false @HOODS5_10342 
00A1: put_actor 75@ at 2508.821 -1675.815 12.5469 
0173: set_actor 75@ z_angle_to 337.0 
05D3: AS_actor 75@ go_to_point 2511.229 -1672.784 12.4531 speed 4 -2 ms 

:HOODS5_10342
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_10388 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 300 // integer values 
0006: 148@ = 10 // integer values 
0002: jump @HOODS5_10395 

:HOODS5_10388
0006: 148@ = 2 // integer values 

:HOODS5_10395
00D6: if 
0039:   148@ == 10 // integer values 
004D: jump_if_false @HOODS5_10502 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_10502 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_10502 
0811: $TEMPVAR_ACTOR_CAR = actor 43@ car 
00D6: if 
8038:   not  $TEMPVAR_ACTOR_CAR == -1 // integer values 
004D: jump_if_false @HOODS5_10479 
0633: AS_actor 43@ exit_vehicle 

:HOODS5_10479
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 400 // integer values 
0006: 148@ = 11 // integer values 

:HOODS5_10502
00D6: if 
0039:   148@ == 11 // integer values 
004D: jump_if_false @HOODS5_10609 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_10609 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_10609 
0811: $TEMPVAR_ACTOR_CAR = actor 75@ car 
00D6: if 
8038:   not  $TEMPVAR_ACTOR_CAR == -1 // integer values 
004D: jump_if_false @HOODS5_10586 
0633: AS_actor 75@ exit_vehicle 

:HOODS5_10586
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2000 // integer values 
0006: 148@ = 1 // integer values 

:HOODS5_10609
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @HOODS5_10653 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_10653 
0006: 148@ = 2 // integer values 

:HOODS5_10653
00D6: if 
0039:   148@ == 2 // integer values 
004D: jump_if_false @HOODS5_11132 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_10694 
0338: set_car 59@ visibility 0 

:HOODS5_10694
015F: set_camera_position 2509.713 -1671.558 13.5033 0.0 0.0 0.0 
0160: point_camera 2510.19 -1672.389 13.8387 2 
0972: (unknown) $PLAYER_ACTOR 2509.892 -1672.469 13.5032 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_11006 
009B: destroy_actor_instantly 75@ 
009A: 75@ = create_actor 4 #SPECIAL01 at 2752.341 -1948.867 16.3125 
01B9: set_actor 75@ armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06C9: remove_actor 75@ from_group 
06C9: remove_actor 43@ from_group 
0792: (unknown) 75@ 
0792: (unknown) 43@ 
0972: (unknown) 75@ 2510.792 -1672.469 13.5032 
0972: (unknown) 43@ 2510.792 -1673.469 13.5032 
0173: set_actor 75@ z_angle_to 90.0 
0173: set_actor 43@ z_angle_to 90.0 
0812: AS_actor 75@ perform_animation "SWEET_ASS_SLAP" from_file "SWEET" 4.0 loop 0 0 0 lock 0 time -2 
0812: AS_actor 43@ perform_animation "HO_ASS_SLAPPED" from_file "SWEET" 4.0 loop 0 0 0 lock 0 time -2 

:HOODS5_11006
0085: 399@ = 75@ // integer values and handles 
0004: $7248 = 1 // integer values 
0006: 203@ = 23 // integer values 
0006: 227@ = 5 // integer values 
0006: 207@ = 100 // integer values 
0006: 208@ = 1900 // integer values 
0006: 209@ = 4200 // integer values 
0006: 210@ = 6000 // integer values 
0006: 211@ = 8000 // integer values 
0006: 217@ = 23 // integer values 
0006: 218@ = 24 // integer values 
0006: 219@ = 25 // integer values 
0006: 220@ = 26 // integer values 
0006: 221@ = 27 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 1700 // integer values 
0006: 148@ = 3 // integer values 

:HOODS5_11132
00D6: if 
0039:   148@ == 3 // integer values 
004D: jump_if_false @HOODS5_11251 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_11251 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11228 
0812: AS_actor 75@ perform_animation "PRTIAL_GNGTLKA" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time -2 

:HOODS5_11228
0006: 148@ = 4 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 300 // integer values 

:HOODS5_11251
00D6: if 
0039:   148@ == 4 // integer values 
004D: jump_if_false @HOODS5_11352 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_11352 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_11329 
05F5: unknown_action_sequence 43@ 2516.686 -1675.86 13.1227 4 5500 

:HOODS5_11329
0006: 148@ = 5 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 2000 // integer values 

:HOODS5_11352
00D6: if 
0039:   148@ == 5 // integer values 
004D: jump_if_false @HOODS5_11503 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_11503 
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -2 ms 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11480 
0812: AS_actor 75@ perform_animation "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time 3400 

:HOODS5_11480
0006: 148@ = 7 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 4000 // integer values 

:HOODS5_11503
00D6: if 
0039:   148@ == 7 // integer values 
004D: jump_if_false @HOODS5_11691 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_11691 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11668 
0812: AS_actor 75@ perform_animation "SWEET_HNDSHLDR_01" from_file "SWEET" 4.0 loop 0 0 0 lock 0 time -2 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYR_HNDSHLDR_01" from_file "SWEET" 4.0 loop 0 0 0 lock 0 time -2 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_11668 
009B: destroy_actor_instantly 43@ 

:HOODS5_11668
0006: 148@ = 8 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 3500 // integer values 

:HOODS5_11691
00D6: if 
0039:   148@ == 8 // integer values 
004D: jump_if_false @HOODS5_11799 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_11799 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11776 
04D7: lock_actor 75@ in_current_position 0 
05F5: unknown_action_sequence 75@ 2516.686 -1675.86 13.1227 4 5500 

:HOODS5_11776
0006: 148@ = 9 // integer values 
0085: 35@ = 32@ // integer values and handles 
000A: 35@ += 1500 // integer values 

:HOODS5_11799
00D6: if 
0039:   148@ == 9 // integer values 
004D: jump_if_false @HOODS5_11949 
00D6: if 
001D:   32@ > 35@ // integer values 
004D: jump_if_false @HOODS5_11949 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11857 
009B: destroy_actor_instantly 75@ 

:HOODS5_11857
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_11878 
009B: destroy_actor_instantly 43@ 

:HOODS5_11878
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_11901 
0338: set_car 59@ visibility 1 

:HOODS5_11901
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
02A3: toggle_widescreen 0 
06AB: (unknown) $PLAYER_ACTOR 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: (unknown) 
0006: 127@ = 8 // integer values 

:HOODS5_11949
0051: return 

:HOODS5_11951
00D6: if 
001D:   32@ > 179@ // integer values 
004D: jump_if_false @HOODS5_13222 
0085: 179@ = 32@ // integer values and handles 
000A: 179@ += 50 // integer values 
000A: 180@ += 1 // integer values 
00D6: if 
0039:   180@ == 5 // integer values 
004D: jump_if_false @HOODS5_12017 
0006: 180@ = 0 // integer values 

:HOODS5_12017
00D6: if 
8118:   not actor 37@(180@,6i) dead 
004D: jump_if_false @HOODS5_13109 
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @HOODS5_12085 
00D6: if 
051A:   actor 37@(180@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HOODS5_12085 
0006: 96@ = 1 // integer values 

:HOODS5_12085
00A0: store_actor 37@(180@,6i) position_to 82@ 83@ 84@ 
00A0: store_actor $PLAYER_ACTOR position_to 85@ 86@ 87@ 
0509: 200@ = distance between point 85@ 86@ and point 82@ 83@ 
00D6: if 
803B:   not  193@ == 180@ // integer values 
004D: jump_if_false @HOODS5_12211 
00D6: if 
0025:   198@ > 200@ // floating-point values 
004D: jump_if_false @HOODS5_12204 
0085: 194@ = 193@ // integer values and handles 
0087: 199@ = 198@ // floating-point values only 
0087: 198@ = 200@ // floating-point values only 
0085: 193@ = 180@ // integer values and handles 

:HOODS5_12204
0002: jump @HOODS5_12219 

:HOODS5_12211
0087: 198@ = 200@ // floating-point values only 

:HOODS5_12219
00D6: if 
803B:   not  194@ == 180@ // integer values 
004D: jump_if_false @HOODS5_12299 
00D6: if 
803B:   not  193@ == 180@ // integer values 
004D: jump_if_false @HOODS5_12292 
00D6: if 
0025:   199@ > 200@ // floating-point values 
004D: jump_if_false @HOODS5_12292 
0085: 194@ = 180@ // integer values and handles 
0087: 199@ = 200@ // floating-point values only 

:HOODS5_12292
0002: jump @HOODS5_12307 

:HOODS5_12299
0087: 199@ = 200@ // floating-point values only 

:HOODS5_12307
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_12573 
0811: 59@ = actor $PLAYER_ACTOR car 
02E3: 188@ = car 59@ speed 
00D6: if 
0021:   188@ > 5.0 // floating-point values 
004D: jump_if_false @HOODS5_12573 
0208: 197@ = random_float -0.2 0.2 
0087: 196@ = 188@ // floating-point values only 
0013: 196@ *= 1.6 // floating-point values 
005B: 196@ += 197@ // floating-point values 
00D6: if 
0025:   196@ > 200@ // floating-point values 
004D: jump_if_false @HOODS5_12573 
0087: 196@ = 87@ // floating-point values only 
0063: 196@ -= 84@ // floating-point values 
0097: make 196@ absolute_float 
00D6: if 
0023:   1.0 > 196@ // floating-point values 
004D: jump_if_false @HOODS5_12573 
0087: 195@ = 82@ // floating-point values only 
0063: 195@ -= 85@ // floating-point values 
0087: 196@ = 83@ // floating-point values only 
0063: 196@ -= 86@ // floating-point values 
0604: get_point 195@ 196@ angle 190@ 
0174: 189@ = car 59@ z_angle 
0087: 195@ = 190@ // floating-point values only 
0063: 195@ -= 189@ // floating-point values 
0097: make 195@ absolute_float 
00D6: if 
0023:   5.0 > 195@ // floating-point values 
004D: jump_if_false @HOODS5_12573 
0006: 96@ = 1 // integer values 
0006: 181@(180@,6i) = 4 // integer values 

:HOODS5_12573
00D6: if 
0039:   181@(180@,6i) == 4 // integer values 
004D: jump_if_false @HOODS5_12661 
062E: (unknown) 37@(180@,6i) 1651 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HOODS5_12661 
0673: AS_actor 37@(180@,6i) dive_to_offset 1.0 0.0 time_on_ground 500 ms 
0006: 181@(180@,6i) = 5 // integer values 

:HOODS5_12661
00D6: if 
0039:   181@(180@,6i) == 5 // integer values 
004D: jump_if_false @HOODS5_12727 
062E: (unknown) 37@(180@,6i) 1651 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HOODS5_12727 
0006: 181@(180@,6i) = 0 // integer values 

:HOODS5_12727
00D6: if 
0039:   181@(180@,6i) == 0 // integer values 
004D: jump_if_false @HOODS5_12805 
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @HOODS5_12805 
00D6: if or
003B:   180@ == 193@ // integer values 
003B:   180@ == 194@ // integer values 
004D: jump_if_false @HOODS5_12805 
0006: 181@(180@,6i) = 1 // integer values 

:HOODS5_12805
00D6: if 
0039:   181@(180@,6i) == 1 // integer values 
004D: jump_if_false @HOODS5_13102 
062E: (unknown) 37@(180@,6i) 1869 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HOODS5_12953 
062E: (unknown) 37@(180@,6i) 1506 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HOODS5_12953 
0209: 187@ = random_int 0 2 
00D6: if 
0039:   187@ == 0 // integer values 
004D: jump_if_false @HOODS5_12941 
074D: AS_actor 37@(180@,6i) turns_to_and_look_at_actor $PLAYER_ACTOR -2 ms 
0002: jump @HOODS5_12953 

:HOODS5_12941
05E2: AS_actor 37@(180@,6i) kill_actor $PLAYER_ACTOR 

:HOODS5_12953
00D6: if and
803B:   not  180@ == 193@ // integer values 
803B:   not  180@ == 194@ // integer values 
004D: jump_if_false @HOODS5_13102 
062E: (unknown) 37@(180@,6i) 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HOODS5_13102 
0615: define_action_sequences 68@ 
05F5: unknown_action_sequence -1 106@(180@,6f) 112@(180@,6f) 118@(180@,6f) 6 6000 
0668: AS_actor -1 rotate_to_point 2750.957 -1968.016 17.9291 -2 ms 
0616: define_action_sequences_end 68@ 
0618: assign_actor 37@(180@,6i) to_action_sequences 68@ 
061B: remove_references_to_action_sequences 68@ 
0006: 181@(180@,6i) = 0 // integer values 

:HOODS5_13102
0002: jump @HOODS5_13222 

:HOODS5_13109
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @HOODS5_13134 
0006: 96@ = 1 // integer values 

:HOODS5_13134
00D6: if 
003B:   180@ == 193@ // integer values 
004D: jump_if_false @HOODS5_13186 
0085: 193@ = 194@ // integer values and handles 
0087: 198@ = 199@ // floating-point values only 
0006: 194@ = 0 // integer values 
0007: 199@ = 99999.0 // floating-point values 

:HOODS5_13186
00D6: if 
003B:   180@ == 194@ // integer values 
004D: jump_if_false @HOODS5_13222 
0006: 194@ = 0 // integer values 
0007: 199@ = 99999.0 // floating-point values 

:HOODS5_13222
0051: return 

:HOODS5_13224
00D6: if 
8039:   not  203@ == 0 // integer values 
004D: jump_if_false @HOODS5_13424 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @HOODS5_13302 
0006: 204@ = 1 // integer values 
0085: 205@ = 32@ // integer values and handles 
0006: 206@ = 0 // integer values 
0085: 408@ = 205@ // integer values and handles 
005A: 408@ += 207@(206@,10i) // integer values 

:HOODS5_13302
00D6: if 
0039:   204@ == 1 // integer values 
004D: jump_if_false @HOODS5_13424 
00D6: if 
001D:   32@ > 408@ // integer values 
004D: jump_if_false @HOODS5_13424 
0085: 352@ = 217@(206@,10i) // integer values and handles 
000A: 206@ += 1 // integer values 
000E: 227@ -= 1 // integer values 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @HOODS5_13404 
0006: 203@ = 0 // integer values 
0006: 204@ = 0 // integer values 
0002: jump @HOODS5_13424 

:HOODS5_13404
0085: 408@ = 205@ // integer values and handles 
005A: 408@ += 207@(206@,10i) // integer values 

:HOODS5_13424
0871: init_jump_table 355@ total_jumps 6 0 @HOODS5_15254 jumps 0 @HOODS5_13487 1 @HOODS5_14396 2 @HOODS5_14925 3 @HOODS5_15001 4 @HOODS5_15059 5 @HOODS5_15173 -1 @HOODS5_15254 

:HOODS5_13487
05AA: 230@s = 'MSWE13A' // 8-byte strings 
04AF: 309@ = unknown_wav_reference 29137 
05AA: 232@s = 'MSWE13B' // 8-byte strings 
04AF: 310@ = unknown_wav_reference 29138 
05AA: 234@s = 'MSWE13C' // 8-byte strings 
04AF: 311@ = unknown_wav_reference 29139 
05AA: 236@s = 'MSWE13D' // 8-byte strings 
04AF: 312@ = unknown_wav_reference 29140 
05AA: 238@s = 'MSWE13E' // 8-byte strings 
04AF: 313@ = unknown_wav_reference 29141 
05AA: 240@s = 'MSWE13F' // 8-byte strings 
04AF: 314@ = unknown_wav_reference 29142 
05AA: 242@s = 'MSWE13G' // 8-byte strings 
04AF: 315@ = unknown_wav_reference 29143 
05AA: 244@s = 'SWE5_FA' // 8-byte strings 
04AF: 316@ = unknown_wav_reference 38226 
05AA: 246@s = 'SWE5_FB' // 8-byte strings 
04AF: 317@ = unknown_wav_reference 38227 
05AA: 248@s = 'SWE5_GH' // 8-byte strings 
04AF: 318@ = unknown_wav_reference 38235 
05AA: 250@s = 'SWE5_CA' // 8-byte strings 
04AF: 319@ = unknown_wav_reference 38216 
05AA: 252@s = 'SWE5_CC' // 8-byte strings 
04AF: 320@ = unknown_wav_reference 38218 
05AA: 254@s = 'SWE5_GA' // 8-byte strings 
04AF: 321@ = unknown_wav_reference 38228 
05AA: 256@s = 'SWE5_GC' // 8-byte strings 
04AF: 322@ = unknown_wav_reference 38230 
05AA: 258@s = 'SWE5_GD' // 8-byte strings 
04AF: 323@ = unknown_wav_reference 38231 
05AA: 260@s = 'SWE5_GE' // 8-byte strings 
04AF: 324@ = unknown_wav_reference 38232 
05AA: 262@s = 'SWE5_GF' // 8-byte strings 
04AF: 325@ = unknown_wav_reference 38233 
05AA: 264@s = 'SWE5_GG' // 8-byte strings 
04AF: 326@ = unknown_wav_reference 38234 
05AA: 266@s = 'SWE5_GJ' // 8-byte strings 
04AF: 327@ = unknown_wav_reference 38236 
05AA: 268@s = 'SWE5_GK' // 8-byte strings 
04AF: 328@ = unknown_wav_reference 38237 
05AA: 270@s = 'SWE5_GB' // 8-byte strings 
04AF: 329@ = unknown_wav_reference 38229 
05AA: 272@s = 'SWE5_GL' // 8-byte strings 
04AF: 330@ = unknown_wav_reference 38238 
05AA: 274@s = 'SWE5_EA' // 8-byte strings 
04AF: 331@ = unknown_wav_reference 38221 
05AA: 276@s = 'SWE5_EB' // 8-byte strings 
04AF: 332@ = unknown_wav_reference 38222 
05AA: 278@s = 'SWE5_EC' // 8-byte strings 
04AF: 333@ = unknown_wav_reference 38223 
05AA: 280@s = 'SWE5_ED' // 8-byte strings 
04AF: 334@ = unknown_wav_reference 38224 
05AA: 282@s = 'SWE5_EE' // 8-byte strings 
04AF: 335@ = unknown_wav_reference 38225 
05AA: 286@s = 'MOBRING' // 8-byte strings 
04AF: 337@ = unknown_wav_reference 23000 
0006: 358@ = 1 // integer values 
0006: 359@ = 0 // integer values 
0006: 360@ = 0 // integer values 
0006: 361@ = 0 // integer values 
0006: 362@ = 0 // integer values 
0006: 363@ = 1 // integer values 
0006: 364@ = 0 // integer values 
0006: 365@ = 0 // integer values 
0006: 366@ = 0 // integer values 
0006: 367@ = 3 // integer values 
0006: 368@ = 0 // integer values 
0006: 369@ = 0 // integer values 
0006: 370@ = 2 // integer values 
0006: 371@ = 2 // integer values 
0006: 372@ = 2 // integer values 
0006: 373@ = 1 // integer values 
0006: 374@ = 1 // integer values 
0006: 375@ = 1 // integer values 
0006: 376@ = 3 // integer values 
0006: 377@ = 3 // integer values 
0006: 378@ = 2 // integer values 
0006: 379@ = 3 // integer values 
0006: 380@ = 2 // integer values 
0006: 381@ = 2 // integer values 
0006: 382@ = 2 // integer values 
0006: 383@ = 1 // integer values 
0006: 384@ = 2 // integer values 
0006: 385@ = 2 // integer values 
0006: 386@ = 0 // integer values 
008B: 398@ = $PLAYER_ACTOR // integer values and handles 
0006: 355@ = 1 // integer values 
03CF: load_wav 309@ as 1 
03CF: load_wav 310@ as 2 
0006: 349@ = 1 // integer values 
0006: 350@ = 2 // integer values 
0002: jump @HOODS5_15254 

:HOODS5_14396
00D6: if 
8039:   not  352@ == 0 // integer values 
004D: jump_if_false @HOODS5_14918 
00D6: if 
001D:   32@ > 356@ // integer values 
004D: jump_if_false @HOODS5_14918 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @HOODS5_14918 
00D6: if 
003B:   349@ == 352@ // integer values 
004D: jump_if_false @HOODS5_14485 
0006: 351@ = 1 // integer values 
0002: jump @HOODS5_14548 

:HOODS5_14485
00D6: if 
003B:   350@ == 352@ // integer values 
004D: jump_if_false @HOODS5_14518 
0006: 351@ = 2 // integer values 
0002: jump @HOODS5_14548 

:HOODS5_14518
0006: 351@ = 1 // integer values 
0085: 349@ = 352@ // integer values and handles 
040D: unload_wav 1 
03CF: load_wav 308@(352@,40i) as 1 

:HOODS5_14548
00D6: if 
03D0:   wav 351@ loaded 
004D: jump_if_false @HOODS5_14906 
00D6: if 
8039:   not  357@(352@,40i) == 0 // integer values 
004D: jump_if_false @HOODS5_14679 
0085: 405@ = 357@(352@,40i) // integer values and handles 
0085: 406@ = 397@(405@,7i) // integer values and handles 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_14679 
0949: link_wav 351@ to_actor 406@ 
00D6: if 
894D:   not (unknown) 406@ 
004D: jump_if_false @HOODS5_14672 
0006: 404@ = 1 // integer values 
0967: actor 406@ move_mouth 15000 
0002: jump @HOODS5_14679 

:HOODS5_14672
094E: (unknown) 406@ 0 

:HOODS5_14679
00D6: if 
0039:   357@(352@,40i) == 0 // integer values 
004D: jump_if_false @HOODS5_14708 
0006: 404@ = 1 // integer values 

:HOODS5_14708
00D6: if 
0039:   404@ == 1 // integer values 
004D: jump_if_false @HOODS5_14899 
03D1: play_wav 351@ 
00BE: text_clear_all 
00BB: text_lowpriority 228@(352@,40s) 10000 ms 1 
000A: 355@ += 1 // integer values 
0006: 404@ = 0 // integer values 
000A: 352@ += 1 // integer values 
0085: 353@ = 352@ // integer values and handles 
00D6: if 
8039:   not  308@(352@,40i) == 0 // integer values 
004D: jump_if_false @HOODS5_14899 
00D6: if 
0039:   351@ == 1 // integer values 
004D: jump_if_false @HOODS5_14861 
00D6: if 
803B:   not  350@ == 352@ // integer values 
004D: jump_if_false @HOODS5_14854 
03CF: load_wav 308@(352@,40i) as 2 
0085: 350@ = 352@ // integer values and handles 

:HOODS5_14854
0002: jump @HOODS5_14899 

:HOODS5_14861
00D6: if 
803B:   not  349@ == 352@ // integer values 
004D: jump_if_false @HOODS5_14899 
03CF: load_wav 308@(352@,40i) as 1 
0085: 349@ = 352@ // integer values and handles 

:HOODS5_14899
0002: jump @HOODS5_14918 

:HOODS5_14906
03CF: load_wav 308@(352@,40i) as 351@ 

:HOODS5_14918
0002: jump @HOODS5_15254 

:HOODS5_14925
00D6: if 
03D2:   wav 351@ ended 
004D: jump_if_false @HOODS5_14955 
000A: 355@ += 1 // integer values 
0002: jump @HOODS5_14994 

:HOODS5_14955
00D6: if 
056D:   carcass_of_actor 406@ valid 
004D: jump_if_false @HOODS5_14994 
00D6: if 
0118:   actor 406@ dead 
004D: jump_if_false @HOODS5_14994 
000A: 355@ += 1 // integer values 

:HOODS5_14994
0002: jump @HOODS5_15254 

:HOODS5_15001
040D: unload_wav 351@ 
0006: 348@(351@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_15045 
0968: actor 406@ stop_mouth 
094F: (unknown) 406@ 

:HOODS5_15045
000A: 355@ += 1 // integer values 
0002: jump @HOODS5_15254 

:HOODS5_15059
000A: 352@ += 1 // integer values 
00D6: if 
8039:   not  308@(352@,40i) == 0 // integer values 
004D: jump_if_false @HOODS5_15112 
03CF: load_wav 308@(352@,40i) as 351@ 
0085: 348@(351@,3i) = 352@ // integer values and handles 

:HOODS5_15112
000E: 354@ -= 1 // integer values 
00D6: if 
8019:   not  354@ > 0 // integer values 
004D: jump_if_false @HOODS5_15151 
0006: 352@ = 0 // integer values 
0002: jump @HOODS5_15159 

:HOODS5_15151
0085: 352@ = 353@ // integer values and handles 

:HOODS5_15159
0006: 355@ = 1 // integer values 
0002: jump @HOODS5_15254 

:HOODS5_15173
0006: 355@ = 1 // integer values 
0006: 352@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 227@ = 0 // integer values 
040D: unload_wav 351@ 
0006: 348@(351@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_15247 
094F: (unknown) 406@ 

:HOODS5_15247
0002: jump @HOODS5_15254 

:HOODS5_15254
0051: return 

:HOODS5_15256
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:HOODS5_15274
0008: $11253 += 1 // integer values 
0318: set_latest_mission_passed 'SWEET_5'  // Sweet csaja
030C: set_mission_points += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'M_PASSR' 7 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 7 
0051: return 

:HOODS5_15329
0004: $ONMISSION = 0 // integer values 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
08F4: (unknown) 99 
00D6: if 
056D:   carcass_of_actor 75@ valid 
004D: jump_if_false @HOODS5_15413 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_15413 
02AB: set_actor 75@ immunities 0 0 0 0 0 
02A9: set_actor 75@ immune_to_nonplayer 0 
0568: set_actor 75@ targetable 0 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 

:HOODS5_15413
00D6: if 
056D:   carcass_of_actor 43@ valid 
004D: jump_if_false @HOODS5_15479 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_15479 
02AB: set_actor 43@ immunities 0 0 0 0 0 
02A9: set_actor 43@ immune_to_nonplayer 0 
0568: set_actor 43@ targetable 0 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 

:HOODS5_15479
0006: 36@ = 0 // integer values 

:HOODS5_15486
00D6: if 
001B:   5 > 36@ // integer values 
004D: jump_if_false @HOODS5_15527 
01C2: remove_references_to_actor 37@(36@,6i) // Like turning an actor into a random pedestrian 
000A: 36@ += 1 // integer values 
0002: jump @HOODS5_15486 

:HOODS5_15527
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HOODS5_15550 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:HOODS5_15550
04EF: release_animation "SWEET" 
04EF: release_animation "GANGS" 
0249: release_model #CELLPHONE 
0249: release_model #BFYRI 
0249: release_model #TEC9 
0249: release_model #SENTINEL 
0249: release_model #COLT45 
0249: release_model #GREENWOO 
0249: release_model #FAM1 
0249: release_model #FAM2 
0296: unload_special_actor 1 
0873: release_path 153 
0873: release_path 154 
091D: (unknown) 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
091E: (unknown) 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
091D: (unknown) 2463.375 -1702.694 17.9193 2508.735 -1644.574 10.5835 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @HOODS5_15736 
01C3: remove_references_to_car 105@ // Like turning a car into any random car 

:HOODS5_15736
0151: remove_status_text $6681 
077B: set_actor $PLAYER_ACTOR neutral_to_pedgroup 4 type 24 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 48@ 
0164: disable_marker 73@ 
0164: disable_marker 49@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
03C7: unknown_maybe_cops_density 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
06D0: (unknown) 1 
065C: unknown_create_def_entity 47@ // unknown_destroy 
065C: unknown_create_def_entity 99@ // unknown_destroy 
08EA: (unknown) 1 
0A20: (unknown) $PLAYER_CHAR 0 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 19---------------
// Originally: Cesar Vialpando

:SWEET6
03A4: name_thread 'SWEET6' 
0050: gosub @SWEET6_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SWEET6_38 
0050: gosub @SWEET6_35869 

:SWEET6_38
0050: gosub @SWEET6_35987 
004E: end_thread 

:SWEET6_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
060A: unknown_create_entity 0 66@ 
060A: unknown_create_entity 2 67@ 

:SWEET6_147
0001: wait 0 ms 
00D6: if 
0736:   83 
004D: jump_if_false @SWEET6_173 
0006: 36@ = 1 // integer values 

:SWEET6_173
000A: 39@ += 1 // integer values 
00D6: if 
0019:   39@ > 22 // integer values 
004D: jump_if_false @SWEET6_205 
0006: 39@ = 0 // integer values 

:SWEET6_205
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 64@ += 42@ // integer values 
005A: 65@ += 42@ // integer values 
005A: 136@ += 42@ // integer values 
005A: 137@ += 42@ // integer values 
005A: 138@ += 42@ // integer values 
005A: 139@ += 42@ // integer values 
005A: 140@ += 42@ // integer values 
0050: gosub @SWEET6_567 
0871: init_jump_table 34@ total_jumps 7 0 @SWEET6_458 jumps 0 @SWEET6_360 1 @SWEET6_374 2 @SWEET6_388 3 @SWEET6_402 4 @SWEET6_416 5 @SWEET6_430 6 @SWEET6_444 

:SWEET6_360
0050: gosub @SWEET6_1384 
0002: jump @SWEET6_458 

:SWEET6_374
0050: gosub @SWEET6_1725 
0002: jump @SWEET6_458 

:SWEET6_388
0050: gosub @SWEET6_2086 
0002: jump @SWEET6_458 

:SWEET6_402
0050: gosub @SWEET6_7461 
0002: jump @SWEET6_458 

:SWEET6_416
0050: gosub @SWEET6_16650 
0002: jump @SWEET6_458 

:SWEET6_430
0050: gosub @SWEET6_19491 
0002: jump @SWEET6_458 

:SWEET6_444
0050: gosub @SWEET6_24612 
0002: jump @SWEET6_458 

:SWEET6_458
0050: gosub @SWEET6_28453 

:SWEET6_465
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SWEET6_565 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @SWEET6_549 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SWEET6_533 
0002: jump @SWEET6_147 
0002: jump @SWEET6_542 

:SWEET6_533
0050: gosub @SWEET6_35894 
0051: return 

:SWEET6_542
0002: jump @SWEET6_558 

:SWEET6_549
0050: gosub @SWEET6_35869 
0051: return 

:SWEET6_558
0002: jump @SWEET6_567 

:SWEET6_565
0051: return 

:SWEET6_567
00D6: if 
0736:   88 
004D: jump_if_false @SWEET6_658 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @SWEET6_632 
0006: 68@ = 1 // integer values 
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump @SWEET6_658 

:SWEET6_632
0006: 68@ = 0 // integer values 
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:SWEET6_658
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @SWEET6_1382 
00D6: if 
0736:   32 
004D: jump_if_false @SWEET6_725 
000A: 69@ += 1 // integer values 
00D6: if 
0019:   69@ > 3 // integer values 
004D: jump_if_false @SWEET6_723 
0006: 69@ = 0 // integer values 

:SWEET6_723
086A: nop 

:SWEET6_725
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @SWEET6_935 
008A: $6682 = 34@ // integer values and handles 
008A: $6683 = 35@ // integer values and handles 
008A: $6684 = 62@ // integer values and handles 
008A: $6685 = 64@ // integer values and handles 
008A: $6686 = 63@ // integer values and handles 
008A: $6687 = 65@ // integer values and handles 
008A: $6688 = 32@ // integer values and handles 
008A: $6689 = 33@ // integer values and handles 
065D: $6682 "M_STAGE" // same as 0660 
065D: $6683 "M_GOALS" // same as 0660 
065D: $6684 "DIALOGUE_FLAG" // same as 0660 
065D: $6685 "DIALOGUE_TIMER" // same as 0660 
065D: $6686 "HELP_FLAG" // same as 0660 
065D: $6687 "HELP_TIMER" // same as 0660 
065D: $6688 "TIMERA" // same as 0660 
065D: $6689 "TIMERB" // same as 0660 

:SWEET6_935
00D6: if 
0039:   69@ == 2 // integer values 
004D: jump_if_false @SWEET6_1054 
008A: $6682 = 107@ // integer values and handles 
0084: $6683 = $1920 // integer values and handles 
008A: $6689 = 130@ // integer values and handles 
065D: $6682 "CAR_HYD_FLAG" // same as 0660 
065D: $6683 "SW6_MISSION_ATTEMPTS" // same as 0660 
065D: $6689 "PLAYER_HAS_ATTACKED_MEET" // same as 0660 

:SWEET6_1054
00D6: if 
0039:   69@ == 3 // integer values 
004D: jump_if_false @SWEET6_1132 
008A: $6682 = 131@ // integer values and handles 
008A: $6683 = 276@ // integer values and handles 
065D: $6682 "MEETING_IS_LOADED" // same as 0660 
065D: $6683 "CURRENT_WAGER" // same as 0660 

:SWEET6_1132
00D6: if 
0736:   98 
004D: jump_if_false @SWEET6_1154 
0006: 38@ = 1 // integer values 

:SWEET6_1154
00D6: if 
0736:   80 
004D: jump_if_false @SWEET6_1242 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @SWEET6_1217 
0006: 70@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @SWEET6_1242 

:SWEET6_1217
0006: 70@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:SWEET6_1242
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @SWEET6_1267 
0002: jump @SWEET6_465 

:SWEET6_1267
00D6: if 
0736:   136 
004D: jump_if_false @SWEET6_1290 
000A: 35@ += 1 // integer values 

:SWEET6_1290
00D6: if 
0736:   135 
004D: jump_if_false @SWEET6_1313 
000E: 35@ -= 1 // integer values 

:SWEET6_1313
00D6: if 
0736:   134 
004D: jump_if_false @SWEET6_1336 
000A: 34@ += 1 // integer values 

:SWEET6_1336
00D6: if 
0736:   133 
004D: jump_if_false @SWEET6_1359 
000E: 34@ -= 1 // integer values 

:SWEET6_1359
00D6: if 
0736:   146 
004D: jump_if_false @SWEET6_1382 
0006: 35@ = 99 // integer values 

:SWEET6_1382
0051: return 

:SWEET6_1384
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @SWEET6_1529 
00A5: 72@ = create_car #PONY at 0.0 0.0 0.0 
009A: 80@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
018A: 105@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 106@ = create_checkpoint_at 0.0 0.0 0.0 
018A: $1499 = create_checkpoint_at 0.0 0.0 0.0 
018A: $1344 = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_1529
0006: 107@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:SWEET6_1543
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_1586 
0006: 108@(43@,22i) = 0 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_1543 

:SWEET6_1586
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0007: 272@ = 0.01 // floating-point values 
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @SWEET6_1669 
018A: $6690 = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_1669
054C: use_GXT_table 'SWEET6' 
0732: (unknown) 567 
0006: 274@ = 50 // integer values 
0006: 275@ = 1000 // integer values 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0050: gosub @SWEET6_35811 
0051: return 

:SWEET6_1725
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SWEET6_1858 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'SWEET6A' 

:SWEET6_1758
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET6_1782 
0001: wait 0 ms 
0002: jump @SWEET6_1758 

:SWEET6_1782
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET6_1791
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET6_1815 
0001: wait 0 ms 
0002: jump @SWEET6_1791 

:SWEET6_1815
02EA: end_cutscene 
016A: fade 0 0 ms 

:SWEET6_1823
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_1847 
0001: wait 0 ms 
0002: jump @SWEET6_1823 

:SWEET6_1847
04BB: select_interior 0 // select render area 
000A: 35@ += 1 // integer values 

:SWEET6_1858
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SWEET6_2034 
03CB: set_camera 2519.575 -1677.88 13.7661 
00A1: put_actor $PLAYER_ACTOR at 2519.575 -1677.88 13.7661 
0173: set_actor $PLAYER_ACTOR z_angle_to 107.8934 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at 2519.575 -1677.88 13.7661 range 1000.0 
016A: fade 1 500 ms 

:SWEET6_1967
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_1991 
0001: wait 0 ms 
0002: jump @SWEET6_1967 

:SWEET6_1991
00BB: text_lowpriority 'S6_01' 10000 ms 1  // ~s~Menj a garzshoz ~y~Willowfield-be~s~.
018A: 105@ = create_checkpoint_at 2653.016 -2009.172 12.5547 
000A: 35@ += 1 // integer values 

:SWEET6_2034
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SWEET6_2059 
0006: 35@ = 99 // integer values 

:SWEET6_2059
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SWEET6_2084 
0050: gosub @SWEET6_35811 

:SWEET6_2084
0051: return 

:SWEET6_2086
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SWEET6_2354 
0006: 43@ = 0 // integer values 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 2653.016 -2009.172 12.5547 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET6_2305 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_2213 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @SWEET6_2213 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 43@ = 1 // integer values 

:SWEET6_2213
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @SWEET6_2259 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @SWEET6_2259 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 43@ = 1 // integer values 

:SWEET6_2259
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @SWEET6_2305 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_2298 
0164: disable_marker 105@ 

:SWEET6_2298
000A: 35@ += 1 // integer values 

:SWEET6_2305
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @SWEET6_2354 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @SWEET6_2354 
00A1: put_actor $PLAYER_ACTOR at $1751 $1752 $1753 

:SWEET6_2354
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SWEET6_2433 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_2426 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @SWEET6_2419 
000A: 35@ += 1 // integer values 

:SWEET6_2419
0002: jump @SWEET6_2433 

:SWEET6_2426
000A: 35@ += 1 // integer values 

:SWEET6_2433
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SWEET6_2957 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:SWEET6_2465
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_2489 
0001: wait 0 ms 
0002: jump @SWEET6_2465 

:SWEET6_2489
00BE: text_clear_all 
04E4: unknown_refresh_game_renderer_at 2644.252 -2028.246 
03CB: set_camera 2644.252 -2028.246 12.5547 
02A3: toggle_widescreen 1 
015F: set_camera_position 2640.362 -2011.104 14.9634 0.0 0.0 0.0 
0160: point_camera 2640.959 -2011.886 14.7846 2 
06AB: (unknown) $PLAYER_ACTOR 1 
08F5: (unknown) 
0395: clear_area 1 at 2648.941 -2017.247 12.5625 range 15.0 
0395: clear_area 1 at 2643.875 -2029.439 12.5547 range 15.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2641.743 -2015.496 12.6446 
0173: set_actor $PLAYER_ACTOR z_angle_to 214.4731 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0004: $56 = 1 // integer values 
0247: request_model #WMYMECH 
0247: request_model #SAVANNA 
038B: load_requested_models 

:SWEET6_2699
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #SAVANNA available 
004D: jump_if_false @SWEET6_2730 
0001: wait 0 ms 
0002: jump @SWEET6_2699 

:SWEET6_2730
04ED: load_animation "CAR" 
04ED: load_animation "GANGS" 

:SWEET6_2746
00D6: if or
84EE:   not animation "CAR" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET6_2784 
0001: wait 0 ms 
0002: jump @SWEET6_2746 

:SWEET6_2784
07C0: load_path 552 

:SWEET6_2789
00D6: if 
87C1:   not path 552 available 
004D: jump_if_false @SWEET6_2816 
0001: wait 0 ms 
0002: jump @SWEET6_2789 

:SWEET6_2816
00A5: 71@ = create_car #SAVANNA at 2644.252 -2028.246 12.5547 
0175: set_car 71@ z_angle_to 358.8272 
07FF: set_car 71@ hydraulics 1 
04E0: car 71@ abandon_path_radius 40 
00AE: unknown_set_car 71@ to_ignore_traffic_lights 3 
0129: 79@ = create_actor 4 #WMYMECH in_car 71@ driverseat 
060B: unknown_actor_use_entity 79@ 66@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 79@ 99999 ms 
016A: fade 1 500 ms 

:SWEET6_2910
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_2934 
0001: wait 0 ms 
0002: jump @SWEET6_2910 

:SWEET6_2934
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 // integer values 

:SWEET6_2957
00D6: if and
0019:   35@ > 2 // integer values 
001B:   17 > 35@ // integer values 
004D: jump_if_false @SWEET6_3006 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SWEET6_3006 
0006: 35@ = 17 // integer values 

:SWEET6_3006
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SWEET6_3122 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3122 
0519: lock_vehicle 71@ in_current_position 0 
04BA: set_car 71@ speed_instantly 2.0 
00AD: set_car 71@ max_speed_to 4.0 
02C2: car 71@ drive_to_point 2644.462 -2016.282 12.5547 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 43@ = 0 // integer values 
03A2: (unknown) 71@ 3 
000A: 35@ += 1 // integer values 

:SWEET6_3122
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SWEET6_3563 
00D6: if 
001B:   15000 > 32@ // integer values 
004D: jump_if_false @SWEET6_3510 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3503 
00D6: if 
01B0:   car 71@ stopped 0 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET6_3278 
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_3264 
07F5: car 71@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_3264
000A: 35@ += 1 // integer values 
0002: jump @SWEET6_3503 

:SWEET6_3278
00D6: if 
001B:   2 > 43@ // integer values 
004D: jump_if_false @SWEET6_3470 
00D6: if and
001B:   1800 > 33@ // integer values 
0019:   33@ > 1500 // integer values 
004D: jump_if_false @SWEET6_3370 
0005: $1023 = 1.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 1.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 
0002: jump @SWEET6_3470 

:SWEET6_3370
00D6: if 
0019:   33@ > 1800 // integer values 
004D: jump_if_false @SWEET6_3470 
00D6: if 
001B:   2500 > 33@ // integer values 
004D: jump_if_false @SWEET6_3455 
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 
0002: jump @SWEET6_3470 

:SWEET6_3455
0006: 33@ = 1300 // integer values 
000A: 43@ += 1 // integer values 

:SWEET6_3470
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_3503 
07F5: car 71@ control_hydraulics $1023 $1024 $1025 $1026 

:SWEET6_3503
0002: jump @SWEET6_3563 

:SWEET6_3510
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3563 
00AB: put_car 71@ at 2644.462 -2017.282 12.5547 
0175: set_car 71@ z_angle_to 358.5157 
000A: 35@ += 1 // integer values 

:SWEET6_3563
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SWEET6_3708 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_3708 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3625 
05CD: AS_actor -1 exit_car 71@ 

:SWEET6_3625
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 79@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_3708
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SWEET6_3800 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_3800 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3800 
00D6: if 
80DB:   not actor 79@ in_car 71@ 
004D: jump_if_false @SWEET6_3800 
00D6: if 
044B:   actor 79@ has_objective 
004D: jump_if_false @SWEET6_3800 
000A: 35@ += 1 // integer values 

:SWEET6_3800
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SWEET6_4173 
015F: set_camera_position 2640.2 -2018.059 14.3965 0.0 0.0 0.0 
0160: point_camera 2641.135 -2017.758 14.2101 2 
00A1: put_actor $PLAYER_ACTOR at 2642.658 -2015.291 12.5947 
0173: set_actor $PLAYER_ACTOR z_angle_to 181.4479 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_3955 
00A1: put_actor 79@ at 2641.862 -2018.108 12.2327 
0173: set_actor 79@ z_angle_to 353.04 
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_3955
0792: (unknown) $PLAYER_ACTOR 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4031 
05BF: AS_actor -1 look_at_actor 79@ 99999 ms 
05D3: AS_actor -1 go_to_point 2642.391 -2016.581 12.5947 speed 4 5000 ms 
0639: AS_actor -1 rotate_to_actor 79@ 
0002: jump @SWEET6_4038 

:SWEET6_4031
05B9: unknown_action_sequence -1 1000 

:SWEET6_4038
0616: define_action_sequences_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4151 
0792: (unknown) 79@ 
0615: define_action_sequences 49@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 79@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_4151
0006: 62@ = 0 // integer values 
0006: 32@ = 500 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_4173
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SWEET6_4597 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4286 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor 79@ position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0604: get_point 50@ 51@ angle $TEMPVAR_ANGLE 
0173: set_actor 79@ z_angle_to $TEMPVAR_ANGLE 

:SWEET6_4286
00D6: if and
0038:   $11266 == 0 // integer values 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SWEET6_4597 
0871: init_jump_table 62@ total_jumps 4 0 @SWEET6_4597 jumps 0 @SWEET6_4375 1 @SWEET6_4441 2 @SWEET6_4507 3 @SWEET6_4562 -1 @SWEET6_4597 -1 @SWEET6_4597 -1 @SWEET6_4597 

:SWEET6_4375
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KA' // 8-byte strings  // ~z~Szval, te vagy Sweet tesja, mi?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22833 
004F: create_thread @AUDIOL 79@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 22834 as 2 
000A: 62@ += 1 // integer values 
0002: jump @SWEET6_4597 

:SWEET6_4441
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KB' // 8-byte strings  // ~z~Ide telefonlt, s azt mondta, hogy valami zzs, pattog verdt keresel.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22834 
004F: create_thread @AUDIOL 79@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 22835 as 1 
000A: 62@ += 1 // integer values 
0002: jump @SWEET6_4597 

:SWEET6_4507
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KC' // 8-byte strings  // ~z~Nos n jvk neki egyel, teht itt van, majd ez megoldja a trkkt.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22835 
004F: create_thread @AUDIOL 79@ 0 1 1 1 
000A: 62@ += 1 // integer values 
0002: jump @SWEET6_4597 

:SWEET6_4562
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4583 
0687: clear_actor_task 79@ 

:SWEET6_4583
000A: 35@ += 1 // integer values 
0002: jump @SWEET6_4597 

:SWEET6_4597
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SWEET6_4750 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_4750 
041E: set_radio_station 0 
0647: unknown_action_sequence $PLAYER_ACTOR 
0615: define_action_sequences 49@ 
05CB: AS_actor -1 enter_car_as_driver 71@ 10000 ms 
0605: actor -1 perform_animation_sequence "SIT_RELAXED" from_file "CAR" 4.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4743 
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_4743
000A: 35@ += 1 // integer values 

:SWEET6_4750
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @SWEET6_4838 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_4838 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 71@ 
844B:   not actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @SWEET6_4838 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4831 
04D7: lock_actor 79@ in_current_position 1 

:SWEET6_4831
000A: 35@ += 1 // integer values 

:SWEET6_4838
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @SWEET6_5129 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_5129 
0615: define_action_sequences 49@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 79@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 35@ += 1 // integer values 
0006: 43@ = 0 // integer values 
0006: 32@ = 500 // integer values 
0006: 33@ = 0 // integer values 
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 
0006: 62@ = 0 // integer values 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_5129 
03A2: (unknown) 71@ 3 

:SWEET6_5129
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @SWEET6_5832 
00D6: if and
0038:   $11266 == 0 // integer values 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SWEET6_5524 
0871: init_jump_table 62@ total_jumps 5 0 @SWEET6_5524 jumps 0 @SWEET6_5236 1 @SWEET6_5302 2 @SWEET6_5368 3 @SWEET6_5434 4 @SWEET6_5489 -1 @SWEET6_5524 -1 @SWEET6_5524 

:SWEET6_5236
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KD' // 8-byte strings  // ~z~Ezek az egyedi lengscsillaptk hazig fognak ugrltatni. Prbld ki a kicsikt.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22836 
004F: create_thread @AUDIOL 79@ 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 22837 as 1 
000A: 62@ += 1 // integer values 
0002: jump @SWEET6_5524 

:SWEET6_5302
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KE' // 8-byte strings  // ~z~Nagyon npszer a spanok krben - mg versenyeket is rendeznek.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22837 
004F: create_thread @AUDIOL 79@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 22838 as 2 
000A: 62@ += 1 // integer values 
0002: jump @SWEET6_5524 

:SWEET6_5368
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KF' // 8-byte strings  // ~z~ltalban a Unity lloms mellett tallod ket.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22838 
004F: create_thread @AUDIOL 79@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 22839 as 1 
000A: 62@ += 1 // integer values 
0002: jump @SWEET6_5524 

:SWEET6_5434
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KG' // 8-byte strings  // ~z~Ha brmikor tuningolni szeretnd a verddat, nyugodtan gyere vissza, ember.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22839 
004F: create_thread @AUDIOL 79@ 0 1 1 1 
000A: 62@ += 1 // integer values 
0002: jump @SWEET6_5524 

:SWEET6_5489
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_5510 
0687: clear_actor_task 79@ 

:SWEET6_5510
000A: 35@ += 1 // integer values 
0002: jump @SWEET6_5524 

:SWEET6_5524
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_5832 
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @SWEET6_5739 
00D6: if and
001B:   1800 > 33@ // integer values 
0019:   33@ > 1500 // integer values 
004D: jump_if_false @SWEET6_5632 
0005: $1023 = 1.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 1.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 
0002: jump @SWEET6_5732 

:SWEET6_5632
00D6: if 
0019:   33@ > 1800 // integer values 
004D: jump_if_false @SWEET6_5732 
00D6: if 
001B:   2500 > 33@ // integer values 
004D: jump_if_false @SWEET6_5717 
0005: $1023 = 0.0 // floating-point values 
0005: $1024 = 0.0 // floating-point values 
0005: $1025 = 0.0 // floating-point values 
0005: $1026 = 0.0 // floating-point values 
0002: jump @SWEET6_5732 

:SWEET6_5717
0006: 33@ = 1300 // integer values 
000A: 43@ += 1 // integer values 

:SWEET6_5732
0002: jump @SWEET6_5799 

:SWEET6_5739
00D6: if 
0039:   43@ == 4 // integer values 
004D: jump_if_false @SWEET6_5799 
0605: actor $PLAYER_ACTOR perform_animation_sequence "TAP_HAND" from_file "CAR" 4.0 loop 1 0 0 0 -1 ms 
000A: 43@ += 1 // integer values 

:SWEET6_5799
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_5832 
07F5: car 71@ control_hydraulics $1023 $1024 $1025 $1026 

:SWEET6_5832
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_5894 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAP_HAND" 
004D: jump_if_false @SWEET6_5894 
0393: actor $PLAYER_ACTOR perform_animation "TAP_HAND" at 0.5 times_normal_rate 

:SWEET6_5894
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @SWEET6_6075 
00D6: if 
0038:   $1920 == 0 // integer values 
004D: jump_if_false @SWEET6_6068 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_5983 
0687: clear_actor_task 79@ 
04D7: lock_actor 79@ in_current_position 0 
05D3: AS_actor 79@ go_to_point 2641.231 -2020.621 12.7578 speed 4 5000 ms 

:SWEET6_5983
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6040 
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_6040 
07F5: car 71@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_6040
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @SWEET6_6075 

:SWEET6_6068
0006: 35@ = 17 // integer values 

:SWEET6_6075
00D6: if 
0039:   35@ == 14 // integer values 
004D: jump_if_false @SWEET6_6219 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SWEET6_6219 
015F: set_camera_position 2643.985 -2023.749 14.95 0.0 0.0 0.0 
0160: point_camera 2644.091 -2022.8 14.6533 2 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6219 
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
05EB: assign_vehicle 71@ to_path 552 
05ED: (unknown) 71@ 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:SWEET6_6219
00D6: if 
0039:   35@ == 15 // integer values 
004D: jump_if_false @SWEET6_6307 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SWEET6_6307 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6307 
00D6: if 
060E:   car 71@ is_assigned_to_existing_path 
004D: jump_if_false @SWEET6_6307 
05EE: (unknown) 71@ 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:SWEET6_6307
00D6: if 
0039:   35@ == 16 // integer values 
004D: jump_if_false @SWEET6_6372 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6372 
00D6: if or
82CA:   not car 71@ bounding_sphere_visible 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET6_6372 
000A: 35@ += 1 // integer values 

:SWEET6_6372
00D6: if 
0039:   35@ == 17 // integer values 
004D: jump_if_false @SWEET6_6642 
00BE: text_clear_all 
02A3: toggle_widescreen 0 
08F6: (unknown) 
02EB: restore_camera_with_jumpcut 
06AB: (unknown) $PLAYER_ACTOR 0 
0004: $56 = 0 // integer values 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6562 
00D6: if 
060E:   car 71@ is_assigned_to_existing_path 
004D: jump_if_false @SWEET6_6451 
05EC: release_vehicle 71@ from_path 

:SWEET6_6451
0519: lock_vehicle 71@ in_current_position 0 
00D6: if 
056D:   carcass_of_actor 79@ valid 
004D: jump_if_false @SWEET6_6479 
009B: destroy_actor_instantly 79@ 

:SWEET6_6479
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
00D6: if 
060E:   car 71@ is_assigned_to_existing_path 
004D: jump_if_false @SWEET6_6513 
05EC: release_vehicle 71@ from_path 

:SWEET6_6513
0174: $TEMPVAR_ANGLE = car 71@ z_angle 
00AB: put_car 71@ at 2644.258 -2026.526 12.5469 
0175: set_car 71@ z_angle_to 2.3109 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03C8: rotate_player-180-degrees 
02EB: restore_camera_with_jumpcut 

:SWEET6_6562
009B: destroy_actor_instantly 79@ 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8038:   not  $1920 == 0 // integer values 
004D: jump_if_false @SWEET6_6635 
0006: 35@ = 99 // integer values 
0002: jump @SWEET6_6642 

:SWEET6_6635
000A: 35@ += 1 // integer values 

:SWEET6_6642
00D6: if 
0039:   35@ == 18 // integer values 
004D: jump_if_false @SWEET6_6708 
0164: disable_marker 105@ 
018A: 105@ = create_checkpoint_at 2645.112 -2045.745 12.607 
00BC: text_highpriority 'S6_38' 7000 ms 1  // ~s~Vezesd el a lowridert a ~y~tuning garzsba~s~.
000A: 35@ += 1 // integer values 

:SWEET6_6708
00D6: if 
0039:   35@ == 19 // integer values 
004D: jump_if_false @SWEET6_6959 
00D6: if 
8038:   not  $10082 == 0 // integer values 
004D: jump_if_false @SWEET6_6765 
00BE: text_clear_all 
0164: disable_marker 105@ 
000A: 35@ += 1 // integer values 
0002: jump @SWEET6_6959 

:SWEET6_6765
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6959 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_6875 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_6821 
0164: disable_marker 105@ 

:SWEET6_6821
00D6: if 
875C:   not marker 106@ enabled 
004D: jump_if_false @SWEET6_6868 
0186: 106@ = create_marker_above_car 71@ 
07E0: set_marker 106@ type_to 1 
00BC: text_highpriority 'S6_23' 5000 ms 1  // ~s~Szllj vissza a ~b~lowriderbe~s~.

:SWEET6_6868
0002: jump @SWEET6_6959 

:SWEET6_6875
00D6: if 
075C:   marker 106@ enabled 
004D: jump_if_false @SWEET6_6907 
0164: disable_marker 106@ 
03D5: remove_text 'S6_23'  // ~s~Szllj vissza a ~b~lowriderbe~s~.

:SWEET6_6907
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_6959 
018A: 105@ = create_checkpoint_at 2645.112 -2045.745 12.607 
00BC: text_highpriority 'S6_38' 7000 ms 1  // ~s~Vezesd el a lowridert a ~y~tuning garzsba~s~.

:SWEET6_6959
00D6: if 
0039:   35@ == 20 // integer values 
004D: jump_if_false @SWEET6_7124 
00D6: if and
0038:   $10082 == 3 // integer values 
0038:   $10083 == 3 // integer values 
004D: jump_if_false @SWEET6_7054 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_7047 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_7047 
0175: set_car 71@ z_angle_to 0.0 

:SWEET6_7047
0006: 35@ = 99 // integer values 

:SWEET6_7054
00D6: if 
0038:   $10082 == 0 // integer values 
004D: jump_if_false @SWEET6_7124 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_7117 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_7117 
0175: set_car 71@ z_angle_to 0.0 

:SWEET6_7117
0006: 35@ = 99 // integer values 

:SWEET6_7124
00D6: if 
0019:   35@ > 12 // integer values 
004D: jump_if_false @SWEET6_7356 
0006: 43@ = 0 // integer values 
00D6: if and
0038:   $10082 == 3 // integer values 
0038:   $10083 == 3 // integer values 
004D: jump_if_false @SWEET6_7181 
0006: 43@ = 1 // integer values 

:SWEET6_7181
00D6: if 
0038:   $10082 == 0 // integer values 
004D: jump_if_false @SWEET6_7206 
0006: 43@ = 1 // integer values 

:SWEET6_7206
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @SWEET6_7356 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_7356 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_7319 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_7312 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @SWEET6_7312 
01C3: remove_references_to_car 71@ // Like turning a car into any random car 
00D9: 71@ = actor $PLAYER_ACTOR car 

:SWEET6_7312
0002: jump @SWEET6_7356 

:SWEET6_7319
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @SWEET6_7356 
01C3: remove_references_to_car 71@ // Like turning a car into any random car 
00D9: 71@ = actor $PLAYER_ACTOR car 

:SWEET6_7356
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SWEET6_7459 
08F6: (unknown) 
0008: $1920 += 1 // integer values 
00BE: text_clear_all 
00D6: if 
056D:   carcass_of_actor 79@ valid 
004D: jump_if_false @SWEET6_7406 
009B: destroy_actor_instantly 79@ 

:SWEET6_7406
0004: $56 = 1 // integer values 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
0873: release_path 552 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0050: gosub @SWEET6_35811 

:SWEET6_7459
0051: return 

:SWEET6_7461
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SWEET6_8679 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_7537 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_7537 
00BC: text_highpriority 'S6_03' 7000 ms 1  // ~s~Menj el a ~y~lowrider tallkozra~s~.
0002: jump @SWEET6_7537 

:SWEET6_7537
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_7573 
018A: 105@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_7573
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0007: 141@ = 1796.947 // floating-point values 
0007: 148@ = -1924.376 // floating-point values 
0007: 155@ = 13.2937 // floating-point values 
0007: 162@ = 60.9627 // floating-point values 
0007: 142@ = 1802.865 // floating-point values 
0007: 149@ = -1918.742 // floating-point values 
0007: 156@ = 13.2965 // floating-point values 
0007: 163@ = 357.6195 // floating-point values 
0007: 143@ = 1788.992 // floating-point values 
0007: 150@ = -1924.501 // floating-point values 
0007: 157@ = 13.2937 // floating-point values 
0007: 164@ = 305.5176 // floating-point values 
0007: 144@ = 1784.189 // floating-point values 
0007: 151@ = -1913.44 // floating-point values 
0007: 158@ = 13.2957 // floating-point values 
0007: 165@ = 188.9639 // floating-point values 
0007: 145@ = 1790.964 // floating-point values 
0007: 152@ = -1913.898 // floating-point values 
0007: 159@ = 13.2985 // floating-point values 
0007: 166@ = 266.2616 // floating-point values 
0007: 146@ = 1799.899 // floating-point values 
0007: 153@ = -1906.425 // floating-point values 
0007: 160@ = 13.3025 // floating-point values 
0007: 167@ = 184.4735 // floating-point values 
0007: 147@ = 1785.94 // floating-point values 
0007: 154@ = -1904.839 // floating-point values 
0007: 161@ = 13.297 // floating-point values 
0007: 168@ = 152.5742 // floating-point values 
0007: 169@ = 1798.603 // floating-point values 
0007: 191@ = -1908.26 // floating-point values 
0007: 213@ = 12.4388 // floating-point values 
0007: 235@ = 102.3995 // floating-point values 
0007: 170@ = 1798.887 // floating-point values 
0007: 192@ = -1907.668 // floating-point values 
0007: 214@ = 12.4399 // floating-point values 
0007: 236@ = 174.1189 // floating-point values 
0007: 171@ = 1798.834 // floating-point values 
0007: 193@ = -1911.782 // floating-point values 
0007: 215@ = 12.4374 // floating-point values 
0007: 237@ = 158.2591 // floating-point values 
0007: 172@ = 1799.584 // floating-point values 
0007: 194@ = -1912.795 // floating-point values 
0007: 216@ = 12.4368 // floating-point values 
0007: 238@ = 74.6392 // floating-point values 
0007: 173@ = 1800.902 // floating-point values 
0007: 195@ = -1918.714 // floating-point values 
0007: 217@ = 12.4331 // floating-point values 
0007: 239@ = 256.6391 // floating-point values 
0007: 174@ = 1798.166 // floating-point values 
0007: 196@ = -1920.426 // floating-point values 
0007: 218@ = 12.4321 // floating-point values 
0007: 240@ = 19.6592 // floating-point values 
0007: 175@ = 1796.811 // floating-point values 
0007: 197@ = -1920.426 // floating-point values 
0007: 219@ = 12.4321 // floating-point values 
0007: 241@ = 331.8393 // floating-point values 
0007: 176@ = 1787.78 // floating-point values 
0007: 198@ = -1919.071 // floating-point values 
0007: 220@ = 12.4329 // floating-point values 
0007: 242@ = 331.8393 // floating-point values 
0007: 177@ = 1786.71 // floating-point values 
0007: 199@ = -1917.982 // floating-point values 
0007: 221@ = 12.4332 // floating-point values 
0007: 243@ = 285.8198 // floating-point values 
0007: 178@ = 1786.194 // floating-point values 
0007: 200@ = -1907.356 // floating-point values 
0007: 222@ = 12.4327 // floating-point values 
0007: 244@ = 260.4003 // floating-point values 
0007: 179@ = 1786.898 // floating-point values 
0007: 201@ = -1906.531 // floating-point values 
0007: 223@ = 12.4335 // floating-point values 
0007: 245@ = 141.9807 // floating-point values 
0007: 180@ = 1786.23 // floating-point values 
0007: 202@ = -1908.622 // floating-point values 
0007: 224@ = 12.4328 // floating-point values 
0007: 246@ = 327.1608 // floating-point values 
0007: 181@ = 1789.188 // floating-point values 
0007: 203@ = -1919.665 // floating-point values 
0007: 225@ = 12.4325 // floating-point values 
0007: 247@ = 357.2196 // floating-point values 
0007: 182@ = 1788.103 // floating-point values 
0007: 204@ = -1907.949 // floating-point values 
0007: 226@ = 12.4352 // floating-point values 
0007: 248@ = 200.9411 // floating-point values 
0007: 183@ = 1797.996 // floating-point values 
0007: 205@ = -1912.74 // floating-point values 
0007: 227@ = 12.4368 // floating-point values 
0007: 249@ = 312.2806 // floating-point values 
0007: 184@ = 1796.46 // floating-point values 
0007: 206@ = -1908.882 // floating-point values 
0007: 228@ = 12.4368 // floating-point values 
0007: 250@ = 312.2806 // floating-point values 
0247: request_model #VLA1 
0247: request_model #VLA2 
0247: request_model #VLA3 
0247: request_model #BFYPRO 
0247: request_model #HFYST 
0247: request_model #SAVANNA 
0247: request_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_8551
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @SWEET6_8593 
0001: wait 0 ms 
0002: jump @SWEET6_8551 

:SWEET6_8593
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @SWEET6_8625 
0001: wait 0 ms 
0002: jump @SWEET6_8593 

:SWEET6_8625
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @SWEET6_8659 
0001: wait 0 ms 
0002: jump @SWEET6_8625 

:SWEET6_8659
0917: audio_zone 'LOWRIDE' enable_sound 1 
000A: 35@ += 1 // integer values 

:SWEET6_8679
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SWEET6_16308 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @SWEET6_8778 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @SWEET6_8778 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_8778 
00AB: put_car 71@ at 1800.978 -1895.775 12.4046 
0175: set_car 71@ z_angle_to 136.3521 

:SWEET6_8778
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_8961 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_8888 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_8834 
0164: disable_marker 105@ 

:SWEET6_8834
00D6: if 
875C:   not marker 106@ enabled 
004D: jump_if_false @SWEET6_8881 
00BC: text_highpriority 'S6_35' 5000 ms 1  // ~s~Magaddal kell vinned a ~b~lowridert ~s~.
0186: 106@ = create_marker_above_car 71@ 
07E0: set_marker 106@ type_to 1 

:SWEET6_8881
0002: jump @SWEET6_8961 

:SWEET6_8888
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_8940 
00BC: text_highpriority 'S6_03' 7000 ms 1  // ~s~Menj el a ~y~lowrider tallkozra~s~.
018A: 105@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_8940
00D6: if 
075C:   marker 106@ enabled 
004D: jump_if_false @SWEET6_8961 
0164: disable_marker 106@ 

:SWEET6_8961
0006: 43@ = 0 // integer values 
00D6: if and
0038:   $10082 == 3 // integer values 
0038:   $10083 == 3 // integer values 
004D: jump_if_false @SWEET6_9000 
0006: 43@ = 1 // integer values 

:SWEET6_9000
00D6: if 
0038:   $10082 == 0 // integer values 
004D: jump_if_false @SWEET6_9025 
0006: 43@ = 1 // integer values 

:SWEET6_9025
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @SWEET6_9175 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_9175 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_9138 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_9131 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @SWEET6_9131 
01C3: remove_references_to_car 71@ // Like turning a car into any random car 
00D9: 71@ = actor $PLAYER_ACTOR car 

:SWEET6_9131
0002: jump @SWEET6_9175 

:SWEET6_9138
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @SWEET6_9175 
01C3: remove_references_to_car 71@ // Like turning a car into any random car 
00D9: 71@ = actor $PLAYER_ACTOR car 

:SWEET6_9175
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @SWEET6_10678 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @SWEET6_10671 
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
0229: set_car 72@ color_to 1 0 
0229: set_car 73@ color_to 2 1 
0229: set_car 74@ color_to 3 2 
0229: set_car 75@ color_to 10 3 
03A2: (unknown) 72@ 3 
03A2: (unknown) 75@ 3 
07FF: set_car 72@ hydraulics 1 
07FF: set_car 75@ hydraulics 1 
02AA: set_car 72@ immune_to_nonplayer 1 
02AA: set_car 75@ immune_to_nonplayer 1 
0001: wait 0 ms 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 76@ color_to 9 4 
0229: set_car 77@ color_to 6 5 
0229: set_car 78@ color_to 7 6 
03A2: (unknown) 76@ 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
0001: wait 0 ms 
0006: 43@ = 0 // integer values 

:SWEET6_9533
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_9642 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_9628 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) z_angle_to 162@(43@,7f) 
020A: set_car 72@(43@,7i) door_status_to 3 

:SWEET6_9628
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_9533 

:SWEET6_9642
0001: wait 0 ms 
009A: 80@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 82@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 83@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 85@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 86@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 91@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 92@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 81@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 84@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 87@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 90@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 93@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 94@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 95@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 96@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 97@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 98@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 99@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 100@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 101@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
0001: wait 0 ms 
0006: 43@ = 0 // integer values 

:SWEET6_10197
00D6: if 
001B:   16 > 43@ // integer values 
004D: jump_if_false @SWEET6_10315 
00D6: if 
056D:   carcass_of_actor 80@(43@,22i) valid 
004D: jump_if_false @SWEET6_10301 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_10301 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) z_angle_to 235@(43@,22f) 

:SWEET6_10301
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_10197 

:SWEET6_10315
0006: 43@ = 0 // integer values 

:SWEET6_10322
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_10406 
00D6: if 
056D:   carcass_of_actor 80@(43@,22i) valid 
004D: jump_if_false @SWEET6_10392 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_10392 
060B: unknown_actor_use_entity 80@(43@,22i) 67@ 

:SWEET6_10392
000A: 43@ += 4 // integer values 
0002: jump @SWEET6_10322 

:SWEET6_10406
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_10446 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @SWEET6_10446 
036A: put_actor 96@ in_car 73@ 

:SWEET6_10446
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_10486 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SWEET6_10486 
036A: put_actor 97@ in_car 74@ 

:SWEET6_10486
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_10526 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_10526 
036A: put_actor 98@ in_car 76@ 

:SWEET6_10526
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @SWEET6_10566 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_10566 
036A: put_actor 99@ in_car 72@ 

:SWEET6_10566
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SWEET6_10606 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_10606 
036A: put_actor 100@ in_car 75@ 

:SWEET6_10606
00D6: if 
056D:   carcass_of_actor 101@ valid 
004D: jump_if_false @SWEET6_10664 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_10664 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SWEET6_10664 
0430: put_actor 101@ into_vehicle 74@ passenger_seat 0 

:SWEET6_10664
0006: 131@ = 1 // integer values 

:SWEET6_10671
0002: jump @SWEET6_10819 

:SWEET6_10678
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @SWEET6_10819 
0006: 43@ = 0 // integer values 

:SWEET6_10723
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_10764 
00A6: destroy_car 72@(43@,7i) 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_10723 

:SWEET6_10764
0006: 43@ = 0 // integer values 

:SWEET6_10771
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_10812 
009B: destroy_actor_instantly 80@(43@,22i) 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_10771 

:SWEET6_10812
0006: 131@ = 0 // integer values 

:SWEET6_10819
00D6: if 
0039:   131@ == 1 // integer values 
004D: jump_if_false @SWEET6_16043 
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @SWEET6_15775 
00D6: if 
001B:   300 > 136@ // integer values 
004D: jump_if_false @SWEET6_10921 
0007: 257@ = 1.0 // floating-point values 
0007: 260@ = 1.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 
0007: 266@ = 0.0 // floating-point values 
0002: jump @SWEET6_10994 

:SWEET6_10921
00D6: if 
0019:   136@ > 500 // integer values 
004D: jump_if_false @SWEET6_10954 
0006: 136@ = 0 // integer values 
0002: jump @SWEET6_10994 

:SWEET6_10954
0007: 257@ = 0.0 // floating-point values 
0007: 260@ = 0.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 
0007: 266@ = 0.0 // floating-point values 

:SWEET6_10994
00D6: if 
0019:   137@ > 2000 // integer values 
004D: jump_if_false @SWEET6_11068 
0209: 296@ = random_int 0 16 
0050: gosub @SWEET6_28797 
0087: 258@ = 294@ // floating-point values only 
0087: 261@ = 292@ // floating-point values only 
0087: 264@ = 295@ // floating-point values only 
0087: 267@ = 293@ // floating-point values only 
0006: 137@ = 0 // integer values 

:SWEET6_11068
00D6: if 
0019:   138@ > 300 // integer values 
004D: jump_if_false @SWEET6_11142 
0209: 296@ = random_int 0 16 
0050: gosub @SWEET6_28797 
0087: 259@ = 294@ // floating-point values only 
0087: 262@ = 292@ // floating-point values only 
0087: 265@ = 295@ // floating-point values only 
0087: 268@ = 293@ // floating-point values only 
0006: 138@ = 0 // integer values 

:SWEET6_11142
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_11284 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @SWEET6_11284 
07F5: car 72@ control_hydraulics 260@ 266@ 257@ 263@ 
00AA: store_car 72@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 141@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 148@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 272@ // floating-point values 
006B: 51@ *= 272@ // floating-point values 
07D5: apply_momentum_to_vehicle 72@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:SWEET6_11284
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_11426 
00D6: if 
0803:   car 75@ have_hydraulics 
004D: jump_if_false @SWEET6_11426 
07F5: car 75@ control_hydraulics 261@ 267@ 258@ 264@ 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 144@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 151@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 272@ // floating-point values 
006B: 51@ *= 272@ // floating-point values 
07D5: apply_momentum_to_vehicle 75@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:SWEET6_11426
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_11568 
00D6: if 
0803:   car 76@ have_hydraulics 
004D: jump_if_false @SWEET6_11568 
07F5: car 76@ control_hydraulics 262@ 268@ 259@ 265@ 
00AA: store_car 76@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 145@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 152@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 272@ // floating-point values 
006B: 51@ *= 272@ // floating-point values 
07D5: apply_momentum_to_vehicle 76@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:SWEET6_11568
0871: init_jump_table 39@ total_jumps 20 0 @SWEET6_15768 jumps 0 @SWEET6_11761 1 @SWEET6_12137 2 @SWEET6_12513 3 @SWEET6_12663 4 @SWEET6_12813 5 @SWEET6_12928 6 @SWEET6_13078 
0872: jump_table_jumps 7 @SWEET6_13228 8 @SWEET6_13344 9 @SWEET6_13460 10 @SWEET6_13836 11 @SWEET6_14019 12 @SWEET6_14135 13 @SWEET6_14251 14 @SWEET6_14558 15 @SWEET6_14883 
0872: jump_table_jumps 16 @SWEET6_15167 17 @SWEET6_15276 18 @SWEET6_15385 19 @SWEET6_15592 -1 @SWEET6_15768 -1 @SWEET6_15768 -1 @SWEET6_15768 -1 @SWEET6_15768 -1 @SWEET6_15768 

:SWEET6_11761
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_12130 
062E: (unknown) 80@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_12035 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_11969 
00D6: if 
01AF:   car 77@ 0 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_11921 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @SWEET6_11962 

:SWEET6_11921
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_11962
0002: jump @SWEET6_12010 

:SWEET6_11969
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_12010
0616: define_action_sequences_end 49@ 
0618: assign_actor 80@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0002: jump @SWEET6_12130 

:SWEET6_12035
00D6: if 
0611:   actor 80@ animation_is "M_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_12130 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_12130 
00D6: if 
81AF:   not car 77@ 0 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_12130 
0687: clear_actor_task 80@ 

:SWEET6_12130
0002: jump @SWEET6_15768 

:SWEET6_12137
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_12506 
062E: (unknown) 81@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_12411 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_12345 
00D6: if 
01AF:   car 77@ 0 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_12297 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @SWEET6_12338 

:SWEET6_12297
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_12338
0002: jump @SWEET6_12386 

:SWEET6_12345
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_12386
0616: define_action_sequences_end 49@ 
0618: assign_actor 81@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0002: jump @SWEET6_12506 

:SWEET6_12411
00D6: if 
0611:   actor 81@ animation_is "F_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_12506 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_12506 
00D6: if 
81AF:   not car 77@ 0 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_12506 
0687: clear_actor_task 81@ 

:SWEET6_12506
0002: jump @SWEET6_15768 

:SWEET6_12513
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_12656 
062E: (unknown) 82@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_12656 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_12597 
0677: AS_actor -1 chat_with_actor 83@ 1 1 
0002: jump @SWEET6_12638 

:SWEET6_12597
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_12638
0616: define_action_sequences_end 49@ 
0618: assign_actor 82@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_12656
0002: jump @SWEET6_15768 

:SWEET6_12663
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_12806 
062E: (unknown) 83@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_12806 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_12747 
0677: AS_actor -1 chat_with_actor 82@ 0 1 
0002: jump @SWEET6_12788 

:SWEET6_12747
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_12788
0616: define_action_sequences_end 49@ 
0618: assign_actor 83@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_12806
0002: jump @SWEET6_15768 

:SWEET6_12813
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_12921 
062E: (unknown) 84@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_12921 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_12921
0002: jump @SWEET6_15768 

:SWEET6_12928
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_13071 
062E: (unknown) 85@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_13071 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_13012 
0677: AS_actor -1 chat_with_actor 86@ 0 1 
0002: jump @SWEET6_13053 

:SWEET6_13012
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_13053
0616: define_action_sequences_end 49@ 
0618: assign_actor 85@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_13071
0002: jump @SWEET6_15768 

:SWEET6_13078
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_13221 
062E: (unknown) 86@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_13221 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_13162 
0677: AS_actor -1 chat_with_actor 85@ 1 1 
0002: jump @SWEET6_13203 

:SWEET6_13162
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_13203
0616: define_action_sequences_end 49@ 
0618: assign_actor 86@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_13221
0002: jump @SWEET6_15768 

:SWEET6_13228
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_13337 
062E: (unknown) 87@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_13337 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 87@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_13337
0002: jump @SWEET6_15768 

:SWEET6_13344
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_13453 
062E: (unknown) 88@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_13453 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_13453
0002: jump @SWEET6_15768 

:SWEET6_13460
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_13829 
062E: (unknown) 89@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_13734 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET6_13668 
00D6: if 
01AF:   car 78@ 0 147@ 154@ 161@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_13620 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0002: jump @SWEET6_13661 

:SWEET6_13620
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_13661
0002: jump @SWEET6_13709 

:SWEET6_13668
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 

:SWEET6_13709
0616: define_action_sequences_end 49@ 
0618: assign_actor 89@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0002: jump @SWEET6_13829 

:SWEET6_13734
00D6: if 
0611:   actor 89@ animation_is "M_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_13829 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET6_13829 
00D6: if 
81AF:   not car 78@ 0 147@ 154@ 161@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_13829 
0687: clear_actor_task 89@ 

:SWEET6_13829
0002: jump @SWEET6_15768 

:SWEET6_13836
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_14012 
062E: (unknown) 90@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_14012 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 90@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_14012
0002: jump @SWEET6_15768 

:SWEET6_14019
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_14128 
062E: (unknown) 91@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_14128 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 91@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_14128
0002: jump @SWEET6_15768 

:SWEET6_14135
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_14244 
062E: (unknown) 92@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_14244 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 1 1 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 92@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_14244
0002: jump @SWEET6_15768 

:SWEET6_14251
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_14551 
062E: (unknown) 93@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_14551 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1786.718 -1915.878 12.3942 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1796.178 -1919.465 12.3928 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1786.718 -1915.878 12.3942 speed 4 60000 ms 
05D3: AS_actor -1 go_to_point 182@ 204@ 226@ speed 4 60000 ms 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_14492 
0639: AS_actor -1 rotate_to_actor 89@ 

:SWEET6_14492
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 93@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_14551
0002: jump @SWEET6_15768 

:SWEET6_14558
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_14876 
062E: (unknown) 94@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_14876 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1800.367 -1917.394 12.3938 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1789.057 -1917.901 12.3936 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 0 1 1 0 -1 ms 
05D3: AS_actor -1 go_to_point 1788.526 -1907.294 12.3955 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1796.478 -1908.174 12.3983 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 94@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_14876
0002: jump @SWEET6_15768 

:SWEET6_14883
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_15160 
062E: (unknown) 95@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_15160 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1787.672 -1908.567 12.3949 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1786.719 -1917.107 12.3942 speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 1787.672 -1908.567 12.3949 speed 4 60000 ms 
05D3: AS_actor -1 go_to_point 184@ 206@ 228@ speed 4 60000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 95@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_15160
0002: jump @SWEET6_15768 

:SWEET6_15167
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_15269 
062E: (unknown) 96@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_15269 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 96@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_15269
0002: jump @SWEET6_15768 

:SWEET6_15276
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_15378 
062E: (unknown) 97@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_15378 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 97@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_15378
0002: jump @SWEET6_15768 

:SWEET6_15385
0006: 43@ = 0 // integer values 

:SWEET6_15392
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_15585 
00D6: if 
056E:   carcass_of_car 72@(43@,7i) valid 
004D: jump_if_false @SWEET6_15571 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_15541 
00D6: if 
051C:   car 72@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET6_15534 
0227: 44@ = car 72@(43@,7i) health 
00D6: if 
001B:   950 > 44@ // integer values 
004D: jump_if_false @SWEET6_15534 
00BC: text_highpriority 'S6_32' 5000 ms 1  // ~r~A tallkoz felbomlott, mert baszakodtl az egyik kocsijukkal.
0006: 130@ = 1 // integer values 
0006: 43@ = 7 // integer values 

:SWEET6_15534
0002: jump @SWEET6_15571 

:SWEET6_15541
00BC: text_highpriority 'S6_32' 5000 ms 1  // ~r~A tallkoz felbomlott, mert baszakodtl az egyik kocsijukkal.
0006: 130@ = 1 // integer values 
0006: 43@ = 7 // integer values 

:SWEET6_15571
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_15392 

:SWEET6_15585
0002: jump @SWEET6_15768 

:SWEET6_15592
0006: 43@ = 0 // integer values 

:SWEET6_15599
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_15761 
00D6: if 
056D:   carcass_of_actor 80@(43@,22i) valid 
004D: jump_if_false @SWEET6_15747 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_15717 
00D6: if 
051A:   actor 80@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET6_15710 
00BC: text_highpriority 'S6_04' 5000 ms 1  // ~r~Megtmadtl egy csapattagot a tallkoz feloszlik.
0006: 130@ = 1 // integer values 
0006: 43@ = 22 // integer values 

:SWEET6_15710
0002: jump @SWEET6_15747 

:SWEET6_15717
00BC: text_highpriority 'S6_04' 5000 ms 1  // ~r~Megtmadtl egy csapattagot a tallkoz feloszlik.
0006: 130@ = 1 // integer values 
0006: 43@ = 22 // integer values 

:SWEET6_15747
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_15599 

:SWEET6_15761
0002: jump @SWEET6_15768 

:SWEET6_15768
0002: jump @SWEET6_16043 

:SWEET6_15775
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @SWEET6_16043 
0006: 43@ = 0 // integer values 

:SWEET6_15800
00D6: if 
001B:   12 > 43@ // integer values 
004D: jump_if_false @SWEET6_15861 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_15847 
0792: (unknown) 80@(43@,22i) 

:SWEET6_15847
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_15800 

:SWEET6_15861
0006: 43@ = 0 // integer values 

:SWEET6_15868
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_15933 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_15919 
077A: set_actor 80@(43@,22i) aggressive_to_pedgroup 4 type 0 

:SWEET6_15919
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_15868 

:SWEET6_15933
0006: 43@ = 0 // integer values 

:SWEET6_15940
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_15981 
01C2: remove_references_to_actor 80@(43@,22i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_15940 

:SWEET6_15981
0006: 43@ = 0 // integer values 

:SWEET6_15988
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_16029 
01C3: remove_references_to_car 72@(43@,7i) // Like turning a car into any random car 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_15988 

:SWEET6_16029
0006: 37@ = 1 // integer values 
000A: 130@ += 1 // integer values 

:SWEET6_16043
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16308 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_16308 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @SWEET6_16301 
00D6: if 
09D0:   71@ 
004D: jump_if_false @SWEET6_16294 
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
002D:   43@ >= 274@ // integer values 
004D: jump_if_false @SWEET6_16198 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0006: 35@ = 99 // integer values 
0002: jump @SWEET6_16294 

:SWEET6_16198
00D6: if and
0038:   $11266 == 0 // integer values 
876F:   not text_priority_displaying 
004D: jump_if_false @SWEET6_16294 
00D6: if 
0039:   280@ == 0 // integer values 
004D: jump_if_false @SWEET6_16294 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_AK' // 8-byte strings  // ~z~Nincs elg zsd, haver.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22806 
004F: create_thread @AUDIOL -1 0 0 1 0 
000A: 280@ += 1 // integer values 
03E5: text_box 'S6_40'  // Szksged lesz $50-ra, hogy rszt vehess a lowrider versenyen.

:SWEET6_16294
0002: jump @SWEET6_16308 

:SWEET6_16301
0006: 280@ = 0 // integer values 

:SWEET6_16308
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @SWEET6_16404 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 2644.069 -2029.135 radius 20.0 20.0 
004D: jump_if_false @SWEET6_16397 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @SWEET6_16397 
03E5: text_box 'S6_22'  // Brmikor visszatrhetsz a garzsba. A radaron egy csavarkulcs ikonnal van feltntetve.
000A: 281@ += 1 // integer values 

:SWEET6_16397
0002: jump @SWEET6_16583 

:SWEET6_16404
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @SWEET6_16497 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16490 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_16490 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @SWEET6_16490 
03E5: text_box 'S6_36'  // Mozgasd a felfggesztsi belltsokat, hogy irnytsd a hidraulikus felfggesztst. Nyomj ~k~~TOGGLE_SUBMISSIONS~ gombot, hogy pattoghass!
000A: 282@ += 1 // integer values 

:SWEET6_16490
0002: jump @SWEET6_16583 

:SWEET6_16497
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @SWEET6_16583 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16583 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_16583 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @SWEET6_16583 
03E5: text_box 'S6_41'  // Nyomj ~k~~VEHICLE_HORN~ gombot, hogy rgztsd a kocsi hidraulikjt valamilyen llsban.
000A: 282@ += 1 // integer values 

:SWEET6_16583
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SWEET6_16648 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_16648 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @SWEET6_16648 
0050: gosub @SWEET6_35811 

:SWEET6_16648
0051: return 

:SWEET6_16650
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SWEET6_17274 
016A: fade 0 500 ms 

:SWEET6_16675
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_16699 
0001: wait 0 ms 
0002: jump @SWEET6_16675 

:SWEET6_16699
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16720 
09FE: (unknown) 71@ 

:SWEET6_16720
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 range 30.0 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_16779 
0164: disable_marker 105@ 

:SWEET6_16779
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16825 
00AB: put_car 71@ at 1793.068 -1904.254 12.3989 
0175: set_car 71@ z_angle_to 171.6728 

:SWEET6_16825
0006: 43@ = 0 // integer values 

:SWEET6_16832
00D6: if 
001B:   16 > 43@ // integer values 
004D: jump_if_false @SWEET6_16893 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_16879 
0792: (unknown) 80@(43@,22i) 

:SWEET6_16879
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_16832 

:SWEET6_16893
0006: 43@ = 0 // integer values 

:SWEET6_16900
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_16964 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_16950 
060B: unknown_actor_use_entity 80@(43@,22i) 66@ 

:SWEET6_16950
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_16900 

:SWEET6_16964
0006: 43@ = 0 // integer values 

:SWEET6_16971
00D6: if 
001B:   16 > 43@ // integer values 
004D: jump_if_false @SWEET6_17069 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_17055 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) z_angle_to 235@(43@,22f) 

:SWEET6_17055
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_16971 

:SWEET6_17069
0006: 43@ = 0 // integer values 

:SWEET6_17076
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_17174 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_17160 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) z_angle_to 162@(43@,7f) 

:SWEET6_17160
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_17076 

:SWEET6_17174
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1796.749 -1916.96 13.8583 0.0 0.0 0.0 
0160: point_camera 1796.125 -1916.181 13.807 2 
016A: fade 1 500 ms 

:SWEET6_17243
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_17267 
0001: wait 0 ms 
0002: jump @SWEET6_17243 

:SWEET6_17267
000A: 35@ += 1 // integer values 

:SWEET6_17274
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SWEET6_17392 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_17378 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_17336 
05CD: AS_actor -1 exit_car 76@ 

:SWEET6_17336
05D3: AS_actor -1 go_to_point 1792.631 -1909.274 12.4371 speed 4 10000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 98@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_17378
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_17392
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SWEET6_17544 
00D6: if or
0019:   32@ > 5000 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @SWEET6_17544 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_17544 
0792: (unknown) 98@ 
00A1: put_actor 98@ at 1792.631 -1909.274 12.4371 
0173: set_actor 98@ z_angle_to 331.0204 
015F: set_camera_position 1793.816 -1910.713 14.0346 0.0 0.0 0.0 
0160: point_camera 1793.453 -1909.8 13.8451 2 
000A: 35@ += 1 // integer values 

:SWEET6_17544
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SWEET6_17994 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_17994 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "LOWRIDER" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" from_file "LOWRIDER" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKF" from_file "LOWRIDER" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" from_file "LOWRIDER" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 98@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0209: 43@ = random_int 0 3 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @SWEET6_17849 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA' // 8-byte strings  // ~z~Szval azt hiszed, hogy lowride lehetsz? Lssuk akkor mit tudsz.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22808 
004F: create_thread @AUDIOL 98@ 0 1 1 0 

:SWEET6_17849
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @SWEET6_17908 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB' // 8-byte strings  // ~z~Ksz vagy egy kis pattogtatsra, pajts?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22809 
004F: create_thread @AUDIOL 98@ 0 1 1 0 

:SWEET6_17908
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @SWEET6_17967 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC' // 8-byte strings  // ~z~Rendben, haver, lssuk, hogy megvan-e a pnz.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22810 
004F: create_thread @AUDIOL 98@ 0 1 1 0 

:SWEET6_17967
0001: wait 1000 ms 
03F0: text_draw_toggle 1 
0001: wait 1 ms 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_17994
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SWEET6_18089 
00D6: if or
0038:   $11266 == 0 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @SWEET6_18089 
000A: 35@ += 1 // integer values 
0006: 134@ = 1 // integer values 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_18089 
0687: clear_actor_task 98@ 

:SWEET6_18089
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SWEET6_18211 
02A3: toggle_widescreen 0 
015F: set_camera_position 1793.485 -1907.354 13.4436 0.0 0.0 0.0 
0160: point_camera 1793.129 -1908.288 13.4481 2 
0085: 276@ = 274@ // integer values and handles 
0085: 43@ = 276@ // integer values and handles 
0012: 43@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 43@ 
0512: permanent_text_box 'S6_37'  // ~k~~PED_JUMPING~ Tt nvelse~N~~k~~PED_FIREWEAPON~ Tt cskkentse~N~~k~~PED_SPRINT~ Tovbb
000A: 35@ += 1 // integer values 

:SWEET6_18211
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SWEET6_19174 
00D6: if and
09FA: (unknown) 
0A0F: (unknown) 
004D: jump_if_false @SWEET6_18257 
03E6: remove_text_box 
0512: permanent_text_box 'S6_37'  // ~k~~PED_JUMPING~ Tt nvelse~N~~k~~PED_FIREWEAPON~ Tt cskkentse~N~~k~~PED_SPRINT~ Tovbb

:SWEET6_18257
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @SWEET6_18683 
00D6: if and
8039:   not  277@ == 1 // integer values 
8039:   not  277@ == -1 // integer values 
004D: jump_if_false @SWEET6_18632 
00D6: if 
0029:   276@ >= 10000 // integer values 
004D: jump_if_false @SWEET6_18333 
0006: 273@ = 1000 // integer values 
0002: jump @SWEET6_18437 

:SWEET6_18333
00D6: if 
0029:   276@ >= 1000 // integer values 
004D: jump_if_false @SWEET6_18366 
0006: 273@ = 100 // integer values 
0002: jump @SWEET6_18437 

:SWEET6_18366
00D6: if 
0029:   276@ >= 100 // integer values 
004D: jump_if_false @SWEET6_18398 
0006: 273@ = 10 // integer values 
0002: jump @SWEET6_18437 

:SWEET6_18398
00D6: if 
0039:   276@ == 0 // integer values 
004D: jump_if_false @SWEET6_18430 
0006: 273@ = 2 // integer values 
0002: jump @SWEET6_18437 

:SWEET6_18430
0006: 273@ = 1 // integer values 

:SWEET6_18437
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
001D:   273@ > 43@ // integer values 
004D: jump_if_false @SWEET6_18472 
0085: 273@ = 43@ // integer values and handles 

:SWEET6_18472
0085: 43@ = 276@ // integer values and handles 
005A: 43@ += 273@ // integer values 
00D6: if 
001D:   43@ > 275@ // integer values 
004D: jump_if_false @SWEET6_18523 
0085: 273@ = 275@ // integer values and handles 
0062: 273@ -= 276@ // integer values 

:SWEET6_18523
00D6: if 
001B:   0 > 273@ // integer values 
004D: jump_if_false @SWEET6_18548 
0012: 273@ *= -1 // integer values 

:SWEET6_18548
005A: 276@ += 273@ // integer values 
005A: 278@ += 273@ // integer values 
0012: 273@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 273@ 
000A: 277@ += 1 // integer values 
00D6: if 
0019:   277@ > 1 // integer values 
004D: jump_if_false @SWEET6_18618 
0006: 277@ = 2 // integer values 
0002: jump @SWEET6_18625 

:SWEET6_18618
0006: 32@ = 0 // integer values 

:SWEET6_18625
0002: jump @SWEET6_18676 

:SWEET6_18632
00D6: if 
0039:   277@ == 1 // integer values 
004D: jump_if_false @SWEET6_18676 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SWEET6_18676 
0006: 277@ = 2 // integer values 

:SWEET6_18676
0002: jump @SWEET6_19074 

:SWEET6_18683
00D6: if 
8039:   not  277@ == 0 // integer values 
004D: jump_if_false @SWEET6_18708 
0006: 277@ = 0 // integer values 

:SWEET6_18708
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @SWEET6_19049 
00D6: if 
8039:   not  279@ == 1 // integer values 
004D: jump_if_false @SWEET6_19016 
00D6: if 
0019:   276@ > 10000 // integer values 
004D: jump_if_false @SWEET6_18777 
0006: 273@ = -1000 // integer values 
0002: jump @SWEET6_18849 

:SWEET6_18777
00D6: if 
0019:   276@ > 1000 // integer values 
004D: jump_if_false @SWEET6_18810 
0006: 273@ = -100 // integer values 
0002: jump @SWEET6_18849 

:SWEET6_18810
00D6: if 
0019:   276@ > 100 // integer values 
004D: jump_if_false @SWEET6_18842 
0006: 273@ = -10 // integer values 
0002: jump @SWEET6_18849 

:SWEET6_18842
0006: 273@ = -1 // integer values 

:SWEET6_18849
0085: 43@ = 276@ // integer values and handles 
005A: 276@ += 273@ // integer values 
00D6: if 
001D:   274@ > 276@ // integer values 
004D: jump_if_false @SWEET6_18906 
0006: 276@ = 0 // integer values 
0085: 273@ = 43@ // integer values and handles 
0012: 273@ *= -1 // integer values 

:SWEET6_18906
00D6: if 
001D:   274@ > 276@ // integer values 
004D: jump_if_false @SWEET6_18940 
0085: 276@ = 274@ // integer values and handles 
0002: jump @SWEET6_18963 

:SWEET6_18940
0012: 273@ *= -1 // integer values 
0062: 278@ -= 273@ // integer values 
0109: player $PLAYER_CHAR money += 273@ 

:SWEET6_18963
000A: 279@ += 1 // integer values 
00D6: if 
0019:   279@ > 1 // integer values 
004D: jump_if_false @SWEET6_19002 
0006: 279@ = 2 // integer values 
0002: jump @SWEET6_19009 

:SWEET6_19002
0006: 32@ = 0 // integer values 

:SWEET6_19009
0002: jump @SWEET6_19042 

:SWEET6_19016
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SWEET6_19042 
0006: 279@ = 2 // integer values 

:SWEET6_19042
0002: jump @SWEET6_19074 

:SWEET6_19049
00D6: if 
8039:   not  279@ == 0 // integer values 
004D: jump_if_false @SWEET6_19074 
0006: 279@ = 0 // integer values 

:SWEET6_19074
0050: gosub @SWEET6_35356 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @SWEET6_19150 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SWEET6_19143 
0093: 46@ = integer_to_float 276@ 
0013: 46@ *= 0.1 // floating-point values 
03E6: remove_text_box 
000A: 35@ += 1 // integer values 

:SWEET6_19143
0002: jump @SWEET6_19174 

:SWEET6_19150
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @SWEET6_19174 
0006: 134@ = 0 // integer values 

:SWEET6_19174
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SWEET6_19207 
03F0: text_draw_toggle 0 
02A3: toggle_widescreen 1 
000A: 35@ += 1 // integer values 

:SWEET6_19207
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SWEET6_19255 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_19255 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_19255
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SWEET6_19380 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_19380 
07A1: set_walk_speed 4 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1791.433 -1911.414 12.4371 speed 4 10000 ms 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_19348 
05CB: AS_actor -1 enter_car_as_driver 76@ 5000 ms 

:SWEET6_19348
0616: define_action_sequences_end 49@ 
0618: assign_actor 98@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_19380
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @SWEET6_19457 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET6_19457 
00BE: text_clear_all 
016A: fade 0 500 ms 

:SWEET6_19426
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_19450 
0001: wait 0 ms 
0002: jump @SWEET6_19426 

:SWEET6_19450
0006: 35@ = 99 // integer values 

:SWEET6_19457
0050: gosub @SWEET6_29727 
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SWEET6_19489 
0050: gosub @SWEET6_35811 

:SWEET6_19489
0051: return 

:SWEET6_19491
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SWEET6_19597 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 1788.107 -1903.804 13.3553 0.0 0.0 0.0 
0160: point_camera 1788.944 -1904.343 13.2601 2 
03CB: set_camera 1788.944 -1904.343 13.2601 
000A: 35@ += 1 // integer values 

:SWEET6_19597
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SWEET6_22317 
0247: request_model #VLA1 
0247: request_model #VLA2 
0247: request_model #VLA3 
0247: request_model #BFYPRO 
0247: request_model #HFYST 
0247: request_model #SAVANNA 
0247: request_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_19659
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @SWEET6_19701 
0001: wait 0 ms 
0002: jump @SWEET6_19659 

:SWEET6_19701
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @SWEET6_19733 
0001: wait 0 ms 
0002: jump @SWEET6_19701 

:SWEET6_19733
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @SWEET6_19767 
0001: wait 0 ms 
0002: jump @SWEET6_19733 

:SWEET6_19767
0007: 141@ = 1798.203 // floating-point values 
0007: 148@ = -1926.222 // floating-point values 
0007: 155@ = 12.3895 // floating-point values 
0007: 162@ = 73.1404 // floating-point values 
0007: 142@ = 1802.864 // floating-point values 
0007: 149@ = -1918.741 // floating-point values 
0007: 156@ = 12.3931 // floating-point values 
0007: 163@ = 357.6193 // floating-point values 
0007: 143@ = 1784.635 // floating-point values 
0007: 150@ = -1924.968 // floating-point values 
0007: 157@ = 12.3901 // floating-point values 
0007: 164@ = 305.062 // floating-point values 
0007: 144@ = 1784.188 // floating-point values 
0007: 151@ = -1913.439 // floating-point values 
0007: 158@ = 12.3923 // floating-point values 
0007: 165@ = 183.5814 // floating-point values 
0007: 145@ = 1792.318 // floating-point values 
0007: 152@ = -1919.513 // floating-point values 
0007: 159@ = 12.3928 // floating-point values 
0007: 166@ = 8.2504 // floating-point values 
0007: 146@ = 1801.462 // floating-point values 
0007: 153@ = -1905.691 // floating-point values 
0007: 160@ = 12.3995 // floating-point values 
0007: 167@ = 189.9314 // floating-point values 
0007: 147@ = 1787.642 // floating-point values 
0007: 154@ = -1901.136 // floating-point values 
0007: 161@ = 12.3949 // floating-point values 
0007: 168@ = 145.4181 // floating-point values 
0007: 169@ = 1800.0 // floating-point values 
0007: 191@ = -1907.83 // floating-point values 
0007: 213@ = 12.4398 // floating-point values 
0007: 235@ = 73.7198 // floating-point values 
0007: 170@ = 1799.846 // floating-point values 
0007: 192@ = -1912.124 // floating-point values 
0007: 214@ = 12.4582 // floating-point values 
0007: 236@ = 48.2386 // floating-point values 
0007: 171@ = 1800.086 // floating-point values 
0007: 193@ = -1910.434 // floating-point values 
0007: 215@ = 12.4372 // floating-point values 
0007: 237@ = 83.7398 // floating-point values 
0007: 172@ = 1801.32 // floating-point values 
0007: 194@ = -1916.427 // floating-point values 
0007: 216@ = 12.4343 // floating-point values 
0007: 238@ = 83.7398 // floating-point values 
0007: 173@ = 1798.54 // floating-point values 
0007: 195@ = -1922.18 // floating-point values 
0007: 217@ = 12.431 // floating-point values 
0007: 239@ = 46.5794 // floating-point values 
0007: 174@ = 1799.49 // floating-point values 
0007: 196@ = -1920.616 // floating-point values 
0007: 218@ = 12.4322 // floating-point values 
0007: 240@ = 46.5794 // floating-point values 
0007: 175@ = 1787.255 // floating-point values 
0007: 197@ = -1926.596 // floating-point values 
0007: 219@ = 12.4283 // floating-point values 
0007: 241@ = 323.6194 // floating-point values 
0007: 176@ = 1786.442 // floating-point values 
0007: 198@ = -1920.201 // floating-point values 
0007: 220@ = 12.4322 // floating-point values 
0007: 242@ = 306.1995 // floating-point values 
0007: 177@ = 1785.824 // floating-point values 
0007: 199@ = -1919.162 // floating-point values 
0007: 221@ = 12.4324 // floating-point values 
0007: 243@ = 294.6196 // floating-point values 
0007: 178@ = 1786.102 // floating-point values 
0007: 200@ = -1913.833 // floating-point values 
0007: 222@ = 12.4327 // floating-point values 
0007: 244@ = 280.7204 // floating-point values 
0007: 179@ = 1786.806 // floating-point values 
0007: 201@ = -1905.246 // floating-point values 
0007: 223@ = 12.4342 // floating-point values 
0007: 245@ = 262.8214 // floating-point values 
0007: 180@ = 1788.693 // floating-point values 
0007: 202@ = -1902.138 // floating-point values 
0007: 224@ = 12.4348 // floating-point values 
0007: 246@ = 247.161 // floating-point values 
0007: 181@ = 1794.616 // floating-point values 
0007: 203@ = -1899.608 // floating-point values 
0007: 225@ = 12.4398 // floating-point values 
0007: 247@ = 191.0618 // floating-point values 
0007: 182@ = 1799.135 // floating-point values 
0007: 204@ = -1902.488 // floating-point values 
0007: 226@ = 12.4431 // floating-point values 
0007: 248@ = 157.4622 // floating-point values 
0007: 183@ = 1795.674 // floating-point values 
0007: 205@ = -1899.569 // floating-point values 
0007: 227@ = 12.4407 // floating-point values 
0007: 249@ = 162.6424 // floating-point values 
0007: 184@ = 1800.369 // floating-point values 
0007: 206@ = -1907.003 // floating-point values 
0007: 228@ = 12.4403 // floating-point values 
0007: 250@ = 77.6197 // floating-point values 
0007: 185@ = 1800.826 // floating-point values 
0007: 207@ = -1917.325 // floating-point values 
0007: 229@ = 12.434 // floating-point values 
0007: 251@ = 36.1793 // floating-point values 
0007: 186@ = 1785.85 // floating-point values 
0007: 208@ = -1917.955 // floating-point values 
0007: 230@ = 12.4324 // floating-point values 
0007: 252@ = 287.0602 // floating-point values 
0007: 187@ = 1788.538 // floating-point values 
0007: 209@ = -1927.091 // floating-point values 
0007: 231@ = 12.428 // floating-point values 
0007: 253@ = 345.1206 // floating-point values 
0007: 188@ = 1787.323 // floating-point values 
0007: 210@ = -1904.11 // floating-point values 
0007: 232@ = 12.4337 // floating-point values 
0007: 254@ = 263.3813 // floating-point values 
0007: 189@ = 1798.39 // floating-point values 
0007: 211@ = -1901.733 // floating-point values 
0007: 233@ = 12.4429 // floating-point values 
0007: 255@ = 142.4208 // floating-point values 
0007: 272@ = 0.01 // floating-point values 
0006: 43@ = 0 // integer values 

:SWEET6_20904
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_20965 
00D6: if 
056E:   carcass_of_car 72@(43@,7i) valid 
004D: jump_if_false @SWEET6_20951 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_20951
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_20904 

:SWEET6_20965
0006: 43@ = 0 // integer values 

:SWEET6_20972
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_21033 
00D6: if 
056D:   carcass_of_actor 80@(43@,22i) valid 
004D: jump_if_false @SWEET6_21019 
009B: destroy_actor_instantly 80@(43@,22i) 

:SWEET6_21019
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_20972 

:SWEET6_21033
00D6: if 
856E:   not carcass_of_car 71@ valid 
004D: jump_if_false @SWEET6_21089 
00A5: 71@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 71@ z_angle_to 181.5231 
0002: jump @SWEET6_21135 

:SWEET6_21089
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_21135 
00AB: put_car 71@ at 1793.496 -1907.423 12.3992 
0175: set_car 71@ z_angle_to 181.5231 

:SWEET6_21135
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_21207 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" from_file "LOWRIDER" 4.0 loop 1 0 0 1 -1 ms 

:SWEET6_21207
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 72@ color_to 1 0 
0229: set_car 73@ color_to 2 1 
0229: set_car 74@ color_to 3 2 
0229: set_car 75@ color_to 10 3 
0229: set_car 76@ color_to 9 4 
0229: set_car 77@ color_to 6 5 
0229: set_car 78@ color_to 7 6 
0006: 43@ = 0 // integer values 

:SWEET6_21438
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_21538 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) z_angle_to 162@(43@,7f) 
0519: lock_vehicle 72@(43@,7i) in_current_position 1 
020A: set_car 72@(43@,7i) door_status_to 3 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_21438 

:SWEET6_21538
0519: lock_vehicle 76@ in_current_position 0 
03A2: (unknown) 76@ 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
02AC: set_car 76@ immunities 1 1 1 1 1 
009A: 80@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 92@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 93@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 94@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 95@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 96@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 98@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 99@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 100@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
0129: 101@ = create_actor 24 #VLA3 in_car 76@ driverseat 
0006: 43@ = 0 // integer values 

:SWEET6_22104
00D6: if 
001B:   21 > 43@ // integer values 
004D: jump_if_false @SWEET6_22182 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) z_angle_to 235@(43@,22f) 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_22104 

:SWEET6_22182
009A: 102@ = create_actor 24 #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 102@ z_angle_to 232.5412 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22265 
00D6: if 
8431:   not car 71@ car_passenger_seat_free 0 
004D: jump_if_false @SWEET6_22265 
0432: 283@ = get_actor_handle_from_car 71@ passenger 0 
009B: destroy_actor_instantly 283@ 

:SWEET6_22265
0952: (unknown) 0 
0006: 43@ = 0 // integer values 

:SWEET6_22276
00D6: if 
84A4:   not  43@ == 2 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_22310 
0001: wait 0 ms 
0953: (unknown) 43@ 
0002: jump @SWEET6_22276 

:SWEET6_22310
000A: 35@ += 1 // integer values 

:SWEET6_22317
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SWEET6_22470 
016A: fade 1 500 ms 

:SWEET6_22342
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_22366 
0001: wait 0 ms 
0002: jump @SWEET6_22342 

:SWEET6_22366
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_22461 
07A1: set_walk_speed 4 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1791.178 -1905.84 12.3975 speed 4 10000 ms 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22443 
05CA: AS_actor -1 enter_car 71@ passenger_seat 0 5000 ms 

:SWEET6_22443
0616: define_action_sequences_end 49@ 
0618: assign_actor 102@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_22461
00BE: text_clear_all 
000A: 35@ += 1 // integer values 

:SWEET6_22470
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SWEET6_22591 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @SWEET6_22577 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_22570 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22570 
00D6: if 
00DB:   actor 102@ in_car 71@ 
004D: jump_if_false @SWEET6_22570 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:SWEET6_22570
0002: jump @SWEET6_22591 

:SWEET6_22577
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:SWEET6_22591
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SWEET6_23185 
016A: fade 0 500 ms 

:SWEET6_22616
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_22640 
0001: wait 0 ms 
0002: jump @SWEET6_22616 

:SWEET6_22640
0826: toggle_hud 0 
02A3: toggle_widescreen 0 
015F: set_camera_position 1788.516 -1910.318 14.8901 0.0 0.0 0.0 
0160: point_camera 1789.355 -1909.843 14.6269 2 
0581: toggle_radar 0 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22748 
020A: set_car 71@ door_status_to 4 
0221: set_player $PLAYER_CHAR trapped_in_car 1 
02AC: set_car 71@ immunities 1 1 1 1 1 

:SWEET6_22748
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_22813 
0792: (unknown) 102@ 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22813 
00D6: if 
0431:   car 71@ car_passenger_seat_free 0 
004D: jump_if_false @SWEET6_22813 
0430: put_actor 102@ into_vehicle 71@ passenger_seat 0 

:SWEET6_22813
0007: 269@ = 0.62 // floating-point values 
0007: 270@ = 0.31 // floating-point values 
0007: 271@ = -0.167 // floating-point values 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22925 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_22925 
00D6: if 
0137:   car 71@ id == #SAVANNA 
004D: jump_if_false @SWEET6_22925 
0792: (unknown) 102@ 
0464: put_actor 102@ into_turret_on_car 71@ at_car_offset 269@ 270@ 271@ position 0 shooting_angle 0.0 with_weapon 0 

:SWEET6_22925
0615: define_action_sequences 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" from_file "LOWRIDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 49@ 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_23060 
00D6: if 
0A32: (unknown) 102@ 
004D: jump_if_false @SWEET6_23060 
0618: assign_actor 102@ to_action_sequences 49@ 

:SWEET6_23060
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
00BE: text_clear_all 
0004: $1020 = -1 // integer values 
0004: $1021 = -1 // integer values 
00D6: if 
0038:   $1920 == 0 // integer values 
004D: jump_if_false @SWEET6_23120 
0004: $1022 = 2 // integer values 
0002: jump @SWEET6_23145 

:SWEET6_23120
00D6: if 
001A:   1 > $1022 // integer values 
004D: jump_if_false @SWEET6_23145 
0004: $1022 = 1 // integer values 

:SWEET6_23145
016A: fade 1 500 ms 

:SWEET6_23152
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_23176 
0001: wait 0 ms 
0002: jump @SWEET6_23152 

:SWEET6_23176
0954: (unknown) 
000A: 35@ += 1 // integer values 

:SWEET6_23185
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SWEET6_23299 
01B4: set_player $PLAYER_CHAR frozen_state 1 
004F: create_thread @BDISPLY 
004F: create_thread @LOWGAME 71@ 76@ 102@ 
0006: 32@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 133@ = 0 // integer values 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: text_box 'S6_39'  // Hasznld a felfggesztsi belltsokat, hogy a zene ritmusra pattoghass.
0006: 65@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_23299
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SWEET6_23342 
00D6: if 
0038:   $1017 == 1 // integer values 
004D: jump_if_false @SWEET6_23342 
000A: 35@ += 1 // integer values 

:SWEET6_23342
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SWEET6_24508 
00D6: if 
0038:   $1017 == 1 // integer values 
004D: jump_if_false @SWEET6_24501 
00D6: if 
0039:   135@ == 0 // integer values 
004D: jump_if_false @SWEET6_23819 
00D6: if or
0019:   139@ > 5000 // integer values 
00E1:   key_pressed 0 13 
004D: jump_if_false @SWEET6_23812 
000A: 133@ += 1 // integer values 
00D6: if 
0029:   133@ >= 5 // integer values 
004D: jump_if_false @SWEET6_23453 
0006: 133@ = 0 // integer values 

:SWEET6_23453
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_23483 
00AA: store_car 71@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SWEET6_23483
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @SWEET6_23546 
015F: set_camera_position 1803.978 -1909.369 15.0671 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:SWEET6_23546
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @SWEET6_23609 
015F: set_camera_position 1795.369 -1900.999 14.1795 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:SWEET6_23609
00D6: if 
0039:   133@ == 2 // integer values 
004D: jump_if_false @SWEET6_23672 
015F: set_camera_position 1788.793 -1902.99 13.7203 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:SWEET6_23672
00D6: if 
0039:   133@ == 3 // integer values 
004D: jump_if_false @SWEET6_23735 
015F: set_camera_position 1789.376 -1912.195 14.0671 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:SWEET6_23735
00D6: if 
0039:   133@ == 4 // integer values 
004D: jump_if_false @SWEET6_23798 
015F: set_camera_position 1796.409 -1912.231 13.8316 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:SWEET6_23798
000A: 135@ += 1 // integer values 
0006: 139@ = 0 // integer values 

:SWEET6_23812
0002: jump @SWEET6_23843 

:SWEET6_23819
00D6: if 
80E1:   not key_pressed 0 13 
004D: jump_if_false @SWEET6_23843 
0006: 135@ = 0 // integer values 

:SWEET6_23843
00D6: if 
0736:   67 
004D: jump_if_false @SWEET6_24494 
068D: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_23907 
00AA: store_car 71@ position_to 56@ 57@ 58@ 
0174: $TEMPVAR_ANGLE = car 71@ z_angle 

:SWEET6_23907
0011: $TEMPVAR_ANGLE *= -1.0 // floating-point values 
02F7: 46@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
02F6: 47@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 58@ // floating-point values 
0087: 53@ = 50@ // floating-point values only 
006B: 53@ *= 46@ // floating-point values 
0087: 48@ = 51@ // floating-point values only 
006B: 48@ *= 47@ // floating-point values 
0063: 53@ -= 48@ // floating-point values 
0087: 54@ = 50@ // floating-point values only 
006B: 54@ *= 47@ // floating-point values 
0087: 48@ = 51@ // floating-point values only 
006B: 48@ *= 46@ // floating-point values 
005B: 54@ += 48@ // floating-point values 
03A9: write_debug_newline 
05B6: 76 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 53@ 
03A8: write_debug_float 54@ 
03A8: write_debug_float 52@ 
068E: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 58@ // floating-point values 
0087: 53@ = 50@ // floating-point values only 
006B: 53@ *= 46@ // floating-point values 
0087: 48@ = 51@ // floating-point values only 
006B: 48@ *= 47@ // floating-point values 
0063: 53@ -= 48@ // floating-point values 
0087: 54@ = 50@ // floating-point values only 
006B: 54@ *= 47@ // floating-point values 
0087: 48@ = 51@ // floating-point values only 
006B: 48@ *= 46@ // floating-point values 
005B: 54@ += 48@ // floating-point values 
03A9: write_debug_newline 
05B6: 77 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 53@ 
03A8: write_debug_float 54@ 
03A8: write_debug_float 52@ 

:SWEET6_24494
0002: jump @SWEET6_24508 

:SWEET6_24501
000A: 35@ += 1 // integer values 

:SWEET6_24508
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SWEET6_24578 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0004: $1044 = 1 // integer values 
016A: fade 0 500 ms 

:SWEET6_24547
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_24571 
0001: wait 0 ms 
0002: jump @SWEET6_24547 

:SWEET6_24571
0006: 35@ = 99 // integer values 

:SWEET6_24578
0050: gosub @SWEET6_32571 
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SWEET6_24610 
0050: gosub @SWEET6_35811 

:SWEET6_24610
0051: return 

:SWEET6_24612
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SWEET6_24726 
0955: (unknown) 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 1785.766 -1924.333 14.4648 0.0 0.0 0.0 
0160: point_camera 1786.283 -1923.492 14.3015 2 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_24719 
09FE: (unknown) 71@ 

:SWEET6_24719
000A: 35@ += 1 // integer values 

:SWEET6_24726
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SWEET6_26214 
0006: 43@ = 0 // integer values 

:SWEET6_24751
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_24812 
00D6: if 
056E:   carcass_of_car 72@(43@,7i) valid 
004D: jump_if_false @SWEET6_24798 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_24798
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_24751 

:SWEET6_24812
0006: 43@ = 0 // integer values 

:SWEET6_24819
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_24880 
00D6: if 
056D:   carcass_of_actor 80@(43@,22i) valid 
004D: jump_if_false @SWEET6_24866 
009B: destroy_actor_instantly 80@(43@,22i) 

:SWEET6_24866
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_24819 

:SWEET6_24880
00D6: if 
056D:   carcass_of_actor 102@ valid 
004D: jump_if_false @SWEET6_24901 
009B: destroy_actor_instantly 102@ 

:SWEET6_24901
00D6: if 
856E:   not carcass_of_car 71@ valid 
004D: jump_if_false @SWEET6_24957 
00A5: 71@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 71@ z_angle_to 181.5231 
0002: jump @SWEET6_25003 

:SWEET6_24957
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_25003 
00AB: put_car 71@ at 1793.496 -1907.423 12.3992 
0175: set_car 71@ z_angle_to 181.5231 

:SWEET6_25003
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 72@ color_to 1 0 
0229: set_car 73@ color_to 2 1 
0229: set_car 74@ color_to 3 2 
0229: set_car 75@ color_to 10 3 
0229: set_car 76@ color_to 9 4 
0229: set_car 77@ color_to 6 5 
0229: set_car 78@ color_to 7 6 
0006: 43@ = 0 // integer values 

:SWEET6_25234
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_25334 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) z_angle_to 162@(43@,7f) 
0519: lock_vehicle 72@(43@,7i) in_current_position 1 
020A: set_car 72@(43@,7i) door_status_to 3 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_25234 

:SWEET6_25334
0519: lock_vehicle 76@ in_current_position 0 
03A2: (unknown) 76@ 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
02AC: set_car 76@ immunities 1 1 1 1 1 
009A: 80@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor 24 #VLA3 at 0.0 0.0 0.0 
009A: 92@ = create_actor 24 #VLA1 at 0.0 0.0 0.0 
009A: 93@ = create_actor 24 #VLA2 at 0.0 0.0 0.0 
009A: 94@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 95@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 96@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
009A: 98@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 99@ = create_actor 24 #BFYPRO at 0.0 0.0 0.0 
009A: 100@ = create_actor 24 #HFYST at 0.0 0.0 0.0 
0129: 101@ = create_actor 24 #VLA3 in_car 76@ driverseat 
0006: 43@ = 0 // integer values 

:SWEET6_25900
00D6: if 
001B:   21 > 43@ // integer values 
004D: jump_if_false @SWEET6_25978 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) z_angle_to 235@(43@,22f) 
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_25900 

:SWEET6_25978
009A: 102@ = create_actor 24 #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 102@ z_angle_to 232.5412 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_26087 
01E9: 43@ = car 71@ num_passengers 
00D6: if 
0019:   43@ > 0 // integer values 
004D: jump_if_false @SWEET6_26061 
0002: jump @SWEET6_26087 

:SWEET6_26061
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_26087 
0430: put_actor 102@ into_vehicle 71@ passenger_seat 0 

:SWEET6_26087
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_26159 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" from_file "LOWRIDER" 4.0 loop 1 0 0 1 -1 ms 

:SWEET6_26159
03CB: set_camera 1791.574 -1911.437 12.4378 
016A: fade 1 1000 ms 

:SWEET6_26183
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_26207 
0001: wait 0 ms 
0002: jump @SWEET6_26183 

:SWEET6_26207
000A: 35@ += 1 // integer values 

:SWEET6_26214
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SWEET6_26332 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_26332 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_26276 
05CD: AS_actor -1 exit_car 76@ 

:SWEET6_26276
05D3: AS_actor -1 go_to_point 1791.574 -1911.437 12.4378 speed 4 10000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 101@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_26332
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SWEET6_26555 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET6_26555 
015F: set_camera_position 1795.43 -1905.018 13.6653 0.0 0.0 0.0 
0160: point_camera 1795.144 -1905.968 13.5431 2 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_26541 
0792: (unknown) 101@ 
00A1: put_actor 101@ at 1795.968 -1909.333 12.4389 
0173: set_actor 101@ z_angle_to 20.3199 
0615: define_action_sequences 49@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 101@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_26541
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_26555
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SWEET6_26885 
00D6: if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // integer values 
004D: jump_if_false @SWEET6_26729 
0209: 43@ = random_int 0 2 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @SWEET6_26667 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_CA' // 8-byte strings  // ~z~Lttam mr rosszabat, jl csinltad.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22811 
004F: create_thread @AUDIOL 101@ 0 1 1 0 
0002: jump @SWEET6_26708 

:SWEET6_26667
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_CB' // 8-byte strings  // ~z~Egsz j vagy kezd ltedre, eh!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22812 
004F: create_thread @AUDIOL 101@ 0 1 1 0 

:SWEET6_26708
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @SWEET6_26880 

:SWEET6_26729
000C: $1022 -= 1 // integer values 
0209: 43@ = random_int 0 2 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @SWEET6_26811 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_DA' // 8-byte strings  // ~z~A pattogs taln a kezdknek val.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22813 
004F: create_thread @AUDIOL 101@ 0 1 1 0 
0002: jump @SWEET6_26852 

:SWEET6_26811
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_DB' // 8-byte strings  // ~z~H pajts, taln el kne menned golfozni vagy valami ilyesmi.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 22814 
004F: create_thread @AUDIOL 101@ 0 1 1 0 

:SWEET6_26852
0006: 32@ = 0 // integer values 
000A: 35@ += 2 // integer values 
0012: 276@ *= -1 // integer values 
0006: 32@ = 0 // integer values 

:SWEET6_26880
0001: wait 1000 ms 

:SWEET6_26885
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SWEET6_27042 
00D6: if or
0038:   $11266 == 0 // integer values 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET6_27042 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_27042 
0687: clear_actor_task 101@ 
0647: unknown_action_sequence 101@ 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1794.299 -1917.246 12.4339 speed 4 10000 ms 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_27010 
05CB: AS_actor -1 enter_car_as_driver 76@ 10000 ms 

:SWEET6_27010
0616: define_action_sequences_end 49@ 
0618: assign_actor 101@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 2 // integer values 

:SWEET6_27042
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SWEET6_27203 
00D6: if or
0038:   $11266 == 0 // integer values 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET6_27203 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_27203 
0687: clear_actor_task 101@ 
0647: unknown_action_sequence 101@ 
07A1: set_walk_speed 4 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 1794.299 -1917.246 12.4339 speed 4 10000 ms 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_27171 
05CB: AS_actor -1 enter_car_as_driver 76@ 10000 ms 

:SWEET6_27171
0616: define_action_sequences_end 49@ 
0618: assign_actor 101@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_27203
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SWEET6_27318 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET6_27318 
00D6: if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // integer values 
004D: jump_if_false @SWEET6_27280 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @SWEET6_27318 

:SWEET6_27280
016A: fade 0 500 ms 

:SWEET6_27287
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_27311 
0001: wait 0 ms 
0002: jump @SWEET6_27287 

:SWEET6_27311
0006: 35@ = 99 // integer values 

:SWEET6_27318
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SWEET6_27350 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SWEET6_27350
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SWEET6_27801 
016A: fade 0 500 ms 

:SWEET6_27375
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_27399 
0001: wait 0 ms 
0002: jump @SWEET6_27375 

:SWEET6_27399
0006: 43@ = 0 // integer values 

:SWEET6_27406
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_27467 
00D6: if 
056E:   carcass_of_car 72@(43@,7i) valid 
004D: jump_if_false @SWEET6_27453 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_27453
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_27406 

:SWEET6_27467
0006: 43@ = 0 // integer values 

:SWEET6_27474
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_27535 
00D6: if 
056D:   carcass_of_actor 80@(43@,22i) valid 
004D: jump_if_false @SWEET6_27521 
009B: destroy_actor_instantly 80@(43@,22i) 

:SWEET6_27521
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_27474 

:SWEET6_27535
00D6: if 
056D:   carcass_of_actor 102@ valid 
004D: jump_if_false @SWEET6_27556 
009B: destroy_actor_instantly 102@ 

:SWEET6_27556
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
04EF: release_animation "LOWRIDER" 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_27689 
09FE: (unknown) 71@ 
0395: clear_area 1 at 1784.757 -1890.923 12.399 range 25.0 
00AB: put_car 71@ at 1784.757 -1889.923 12.399 
0175: set_car 71@ z_angle_to 90.0 
0519: lock_vehicle 71@ in_current_position 1 

:SWEET6_27689
0001: wait 500 ms 
02E4: load_cutscene_data 'SWEET6B' 

:SWEET6_27705
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET6_27729 
0001: wait 0 ms 
0002: jump @SWEET6_27705 

:SWEET6_27729
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET6_27738
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET6_27762 
0001: wait 0 ms 
0002: jump @SWEET6_27738 

:SWEET6_27762
02EA: end_cutscene 
016A: fade 0 0 ms 

:SWEET6_27770
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_27794 
0001: wait 0 ms 
0002: jump @SWEET6_27770 

:SWEET6_27794
0006: 35@ = 99 // integer values 

:SWEET6_27801
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SWEET6_28444 
0006: 43@ = 0 // integer values 

:SWEET6_27826
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_27887 
00D6: if 
056E:   carcass_of_car 72@(43@,7i) valid 
004D: jump_if_false @SWEET6_27873 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_27873
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_27826 

:SWEET6_27887
0006: 43@ = 0 // integer values 

:SWEET6_27894
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_27955 
00D6: if 
056D:   carcass_of_actor 80@(43@,22i) valid 
004D: jump_if_false @SWEET6_27941 
009B: destroy_actor_instantly 80@(43@,22i) 

:SWEET6_27941
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_27894 

:SWEET6_27955
00D6: if 
056D:   carcass_of_actor 102@ valid 
004D: jump_if_false @SWEET6_27976 
009B: destroy_actor_instantly 102@ 

:SWEET6_27976
0247: request_model #REMINGTN 
0247: request_model #SAVANNA 
0247: request_model #VLA1 
0247: request_model #VLA2 
0247: request_model #VLA3 

:SWEET6_27998
00D6: if or
8248:   not model #REMINGTN available 
8248:   not model #SAVANNA available 
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
004D: jump_if_false @SWEET6_28042 
0001: wait 0 ms 
0002: jump @SWEET6_27998 

:SWEET6_28042
00A5: 284@ = create_car #REMINGTN at 1787.266 -1925.162 12.39 
0175: set_car 284@ z_angle_to 24.6517 
00A5: 285@ = create_car #SAVANNA at 1799.919 -1926.14 12.3895 
0175: set_car 285@ z_angle_to 341.4824 
0129: 286@ = create_actor 4 #VLA1 in_car 284@ driverseat 
0129: 287@ = create_actor 4 #VLA1 in_car 285@ driverseat 
009A: 288@ = create_actor 4 #VLA1 at 1796.7 -1915.742 12.3946 
0173: set_actor 288@ z_angle_to 80.7 
009A: 289@ = create_actor 4 #VLA2 at 1791.622 -1919.621 12.3927 
0173: set_actor 289@ z_angle_to 10.9 
009A: 290@ = create_actor 4 #VLA3 at 1786.067 -1911.462 12.3937 
0173: set_actor 290@ z_angle_to 120.0 
0249: release_model #REMINGTN 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01C2: remove_references_to_actor 288@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 289@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 286@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 287@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 284@ // Like turning a car into any random car 
01C3: remove_references_to_car 285@ // Like turning a car into any random car 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_28329 
0519: lock_vehicle 71@ in_current_position 1 

:SWEET6_28329
03CB: set_camera 1793.989 -1908.417 12.3995 
016A: fade 1 1500 ms 

:SWEET6_28353
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_28377 
0001: wait 0 ms 
0002: jump @SWEET6_28353 

:SWEET6_28377
00D6: if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // integer values 
004D: jump_if_false @SWEET6_28410 
0006: 36@ = 1 // integer values 
0002: jump @SWEET6_28433 

:SWEET6_28410
00BC: text_highpriority 'S6_33' 5000 ms 1  // ~r~Elvesztetted a lowrider versenyt.
0006: 37@ = 1 // integer values 

:SWEET6_28433
0001: wait 0 ms 
0050: gosub @SWEET6_35811 

:SWEET6_28444
0050: gosub @SWEET6_32571 
0051: return 

:SWEET6_28453
00D6: if 
0736:   52 
004D: jump_if_false @SWEET6_28478 
000B: 272@ += 0.01 // floating-point values 

:SWEET6_28478
00D6: if 
0736:   53 
004D: jump_if_false @SWEET6_28503 
000B: 272@ += -0.01 // floating-point values 

:SWEET6_28503
00D6: if 
056E:   carcass_of_car 71@ valid 
004D: jump_if_false @SWEET6_28558 
00D6: if 
0119:   car 71@ wrecked 
004D: jump_if_false @SWEET6_28558 
00BC: text_highpriority 'S6_34' 5000 ms 1  // ~r~A lowriderednek annyi.
0006: 37@ = 1 // integer values 

:SWEET6_28558
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_28735 
00D6: if 
0019:   34@ > 2 // integer values 
004D: jump_if_false @SWEET6_28735 
00D6: if 
0039:   291@ == 0 // integer values 
004D: jump_if_false @SWEET6_28676 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1793.068 -1904.254 radius 125.0 125.0 
004D: jump_if_false @SWEET6_28669 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0006: 291@ = 1 // integer values 

:SWEET6_28669
0002: jump @SWEET6_28735 

:SWEET6_28676
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 1793.068 -1904.254 radius 150.0 150.0 
004D: jump_if_false @SWEET6_28735 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0006: 291@ = 0 // integer values 

:SWEET6_28735
0051: return 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_28795 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_28795 
0464: put_actor 102@ into_turret_on_car 71@ at_car_offset 269@ 270@ 271@ position 0 shooting_angle 0.0 with_weapon 0 

:SWEET6_28795
0051: return 

:SWEET6_28797
00D6: if 
0039:   296@ == 0 // integer values 
004D: jump_if_false @SWEET6_28855 
0007: 292@ = 0.0 // floating-point values 
0007: 293@ = 0.0 // floating-point values 
0007: 294@ = 0.0 // floating-point values 
0007: 295@ = 0.0 // floating-point values 

:SWEET6_28855
00D6: if 
0039:   296@ == 1 // integer values 
004D: jump_if_false @SWEET6_28913 
0007: 292@ = 0.0 // floating-point values 
0007: 293@ = 0.0 // floating-point values 
0007: 294@ = 0.0 // floating-point values 
0007: 295@ = 1.0 // floating-point values 

:SWEET6_28913
00D6: if 
0039:   296@ == 2 // integer values 
004D: jump_if_false @SWEET6_28971 
0007: 292@ = 0.0 // floating-point values 
0007: 293@ = 0.0 // floating-point values 
0007: 294@ = 1.0 // floating-point values 
0007: 295@ = 0.0 // floating-point values 

:SWEET6_28971
00D6: if 
0039:   296@ == 3 // integer values 
004D: jump_if_false @SWEET6_29029 
0007: 292@ = 0.0 // floating-point values 
0007: 293@ = 0.0 // floating-point values 
0007: 294@ = 1.0 // floating-point values 
0007: 295@ = 1.0 // floating-point values 

:SWEET6_29029
00D6: if 
0039:   296@ == 4 // integer values 
004D: jump_if_false @SWEET6_29087 
0007: 292@ = 0.0 // floating-point values 
0007: 293@ = 1.0 // floating-point values 
0007: 294@ = 0.0 // floating-point values 
0007: 295@ = 0.0 // floating-point values 

:SWEET6_29087
00D6: if 
0039:   296@ == 5 // integer values 
004D: jump_if_false @SWEET6_29145 
0007: 292@ = 0.0 // floating-point values 
0007: 293@ = 1.0 // floating-point values 
0007: 294@ = 0.0 // floating-point values 
0007: 295@ = 1.0 // floating-point values 

:SWEET6_29145
00D6: if 
0039:   296@ == 6 // integer values 
004D: jump_if_false @SWEET6_29203 
0007: 292@ = 0.0 // floating-point values 
0007: 293@ = 1.0 // floating-point values 
0007: 294@ = 1.0 // floating-point values 
0007: 295@ = 0.0 // floating-point values 

:SWEET6_29203
00D6: if 
0039:   296@ == 7 // integer values 
004D: jump_if_false @SWEET6_29261 
0007: 292@ = 0.0 // floating-point values 
0007: 293@ = 1.0 // floating-point values 
0007: 294@ = 1.0 // floating-point values 
0007: 295@ = 1.0 // floating-point values 

:SWEET6_29261
00D6: if 
0039:   296@ == 8 // integer values 
004D: jump_if_false @SWEET6_29319 
0007: 292@ = 1.0 // floating-point values 
0007: 293@ = 0.0 // floating-point values 
0007: 294@ = 0.0 // floating-point values 
0007: 295@ = 0.0 // floating-point values 

:SWEET6_29319
00D6: if 
0039:   296@ == 9 // integer values 
004D: jump_if_false @SWEET6_29377 
0007: 292@ = 1.0 // floating-point values 
0007: 293@ = 0.0 // floating-point values 
0007: 294@ = 0.0 // floating-point values 
0007: 295@ = 1.0 // floating-point values 

:SWEET6_29377
00D6: if 
0039:   296@ == 10 // integer values 
004D: jump_if_false @SWEET6_29435 
0007: 292@ = 1.0 // floating-point values 
0007: 293@ = 0.0 // floating-point values 
0007: 294@ = 1.0 // floating-point values 
0007: 295@ = 0.0 // floating-point values 

:SWEET6_29435
00D6: if 
0039:   296@ == 11 // integer values 
004D: jump_if_false @SWEET6_29493 
0007: 292@ = 1.0 // floating-point values 
0007: 293@ = 0.0 // floating-point values 
0007: 294@ = 1.0 // floating-point values 
0007: 295@ = 1.0 // floating-point values 

:SWEET6_29493
00D6: if 
0039:   296@ == 12 // integer values 
004D: jump_if_false @SWEET6_29551 
0007: 292@ = 1.0 // floating-point values 
0007: 293@ = 1.0 // floating-point values 
0007: 294@ = 0.0 // floating-point values 
0007: 295@ = 0.0 // floating-point values 

:SWEET6_29551
00D6: if 
0039:   296@ == 13 // integer values 
004D: jump_if_false @SWEET6_29609 
0007: 292@ = 1.0 // floating-point values 
0007: 293@ = 1.0 // floating-point values 
0007: 294@ = 0.0 // floating-point values 
0007: 295@ = 1.0 // floating-point values 

:SWEET6_29609
00D6: if 
0039:   296@ == 14 // integer values 
004D: jump_if_false @SWEET6_29667 
0007: 292@ = 1.0 // floating-point values 
0007: 293@ = 1.0 // floating-point values 
0007: 294@ = 1.0 // floating-point values 
0007: 295@ = 0.0 // floating-point values 

:SWEET6_29667
00D6: if 
0039:   296@ == 15 // integer values 
004D: jump_if_false @SWEET6_29725 
0007: 292@ = 1.0 // floating-point values 
0007: 293@ = 1.0 // floating-point values 
0007: 294@ = 1.0 // floating-point values 
0007: 295@ = 1.0 // floating-point values 

:SWEET6_29725
0051: return 

:SWEET6_29727
00D6: if 
001B:   300 > 136@ // integer values 
004D: jump_if_false @SWEET6_29793 
0007: 257@ = 1.0 // floating-point values 
0007: 260@ = 1.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 
0007: 266@ = 0.0 // floating-point values 
0002: jump @SWEET6_29866 

:SWEET6_29793
00D6: if 
0019:   136@ > 500 // integer values 
004D: jump_if_false @SWEET6_29826 
0006: 136@ = 0 // integer values 
0002: jump @SWEET6_29866 

:SWEET6_29826
0007: 257@ = 0.0 // floating-point values 
0007: 260@ = 0.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 
0007: 266@ = 0.0 // floating-point values 

:SWEET6_29866
00D6: if 
0019:   137@ > 2000 // integer values 
004D: jump_if_false @SWEET6_29940 
0209: 296@ = random_int 0 16 
0050: gosub @SWEET6_28797 
0087: 258@ = 294@ // floating-point values only 
0087: 261@ = 292@ // floating-point values only 
0087: 264@ = 295@ // floating-point values only 
0087: 267@ = 293@ // floating-point values only 
0006: 137@ = 0 // integer values 

:SWEET6_29940
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_30082 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @SWEET6_30082 
07F5: car 72@ control_hydraulics 260@ 266@ 257@ 263@ 
00AA: store_car 72@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 141@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 148@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 272@ // floating-point values 
006B: 51@ *= 272@ // floating-point values 
07D5: apply_momentum_to_vehicle 72@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:SWEET6_30082
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_30224 
00D6: if 
0803:   car 75@ have_hydraulics 
004D: jump_if_false @SWEET6_30224 
07F5: car 75@ control_hydraulics 261@ 267@ 258@ 264@ 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 144@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 151@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 50@ *= 272@ // floating-point values 
006B: 51@ *= 272@ // floating-point values 
07D5: apply_momentum_to_vehicle 75@ direction 50@ 51@ 0.0 0.0 0.0 0.0 

:SWEET6_30224
0871: init_jump_table 39@ total_jumps 18 0 @SWEET6_32569 jumps 0 @SWEET6_30417 1 @SWEET6_30537 2 @SWEET6_30657 3 @SWEET6_30773 4 @SWEET6_30889 5 @SWEET6_31004 6 @SWEET6_31120 
0872: jump_table_jumps 7 @SWEET6_31236 8 @SWEET6_31352 9 @SWEET6_31468 10 @SWEET6_31588 11 @SWEET6_31771 12 @SWEET6_31887 13 @SWEET6_32003 14 @SWEET6_32119 15 @SWEET6_32235 
0872: jump_table_jumps 16 @SWEET6_32351 17 @SWEET6_32460 -1 @SWEET6_32569 -1 @SWEET6_32569 -1 @SWEET6_32569 -1 @SWEET6_32569 -1 @SWEET6_32569 -1 @SWEET6_32569 -1 @SWEET6_32569 

:SWEET6_30417
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_30530 
062E: (unknown) 80@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_30530 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 80@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_30530
0002: jump @SWEET6_32569 

:SWEET6_30537
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_30650 
062E: (unknown) 81@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_30650 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 81@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_30650
0002: jump @SWEET6_32569 

:SWEET6_30657
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_30766 
062E: (unknown) 82@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_30766 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_30741 
0677: AS_actor -1 chat_with_actor 83@ 1 1 
0002: jump @SWEET6_30748 

:SWEET6_30741
05B9: unknown_action_sequence -1 1000 

:SWEET6_30748
0616: define_action_sequences_end 49@ 
0618: assign_actor 82@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_30766
0002: jump @SWEET6_32569 

:SWEET6_30773
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_30882 
062E: (unknown) 83@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_30882 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_30857 
0677: AS_actor -1 chat_with_actor 82@ 0 1 
0002: jump @SWEET6_30864 

:SWEET6_30857
05B9: unknown_action_sequence -1 1000 

:SWEET6_30864
0616: define_action_sequences_end 49@ 
0618: assign_actor 83@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_30882
0002: jump @SWEET6_32569 

:SWEET6_30889
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_30997 
062E: (unknown) 84@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_30997 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_30997
0002: jump @SWEET6_32569 

:SWEET6_31004
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_31113 
062E: (unknown) 85@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_31113 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_31088 
0677: AS_actor -1 chat_with_actor 86@ 0 1 
0002: jump @SWEET6_31095 

:SWEET6_31088
05B9: unknown_action_sequence -1 1000 

:SWEET6_31095
0616: define_action_sequences_end 49@ 
0618: assign_actor 85@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_31113
0002: jump @SWEET6_32569 

:SWEET6_31120
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_31229 
062E: (unknown) 86@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_31229 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_31204 
0677: AS_actor -1 chat_with_actor 85@ 1 1 
0002: jump @SWEET6_31211 

:SWEET6_31204
05B9: unknown_action_sequence -1 1000 

:SWEET6_31211
0616: define_action_sequences_end 49@ 
0618: assign_actor 86@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_31229
0002: jump @SWEET6_32569 

:SWEET6_31236
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_31345 
062E: (unknown) 87@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_31345 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 87@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_31345
0002: jump @SWEET6_32569 

:SWEET6_31352
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_31461 
062E: (unknown) 88@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_31461 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_31461
0002: jump @SWEET6_32569 

:SWEET6_31468
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_31581 
062E: (unknown) 89@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_31581 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 89@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_31581
0002: jump @SWEET6_32569 

:SWEET6_31588
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_31764 
062E: (unknown) 90@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_31764 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 90@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_31764
0002: jump @SWEET6_32569 

:SWEET6_31771
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_31880 
062E: (unknown) 91@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_31880 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 91@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_31880
0002: jump @SWEET6_32569 

:SWEET6_31887
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_31996 
062E: (unknown) 92@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_31996 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 1 1 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 92@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_31996
0002: jump @SWEET6_32569 

:SWEET6_32003
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_32112 
062E: (unknown) 93@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_32112 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 93@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_32112
0002: jump @SWEET6_32569 

:SWEET6_32119
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_32228 
062E: (unknown) 94@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_32228 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 94@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_32228
0002: jump @SWEET6_32569 

:SWEET6_32235
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_32344 
062E: (unknown) 95@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_32344 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 95@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_32344
0002: jump @SWEET6_32569 

:SWEET6_32351
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_32453 
062E: (unknown) 96@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_32453 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 96@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_32453
0002: jump @SWEET6_32569 

:SWEET6_32460
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_32562 
062E: (unknown) 97@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_32562 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 97@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_32562
0002: jump @SWEET6_32569 

:SWEET6_32569
0051: return 

:SWEET6_32571
0871: init_jump_table 39@ total_jumps 21 0 @SWEET6_35228 jumps 0 @SWEET6_32764 1 @SWEET6_32884 2 @SWEET6_33000 3 @SWEET6_33116 4 @SWEET6_33236 5 @SWEET6_33356 6 @SWEET6_33472 
0872: jump_table_jumps 7 @SWEET6_33592 8 @SWEET6_33708 9 @SWEET6_33824 10 @SWEET6_33944 11 @SWEET6_34060 12 @SWEET6_34180 13 @SWEET6_34300 14 @SWEET6_34416 15 @SWEET6_34532 
0872: jump_table_jumps 16 @SWEET6_34648 17 @SWEET6_34764 18 @SWEET6_34880 19 @SWEET6_34996 20 @SWEET6_35112 -1 @SWEET6_35228 -1 @SWEET6_35228 -1 @SWEET6_35228 -1 @SWEET6_35228 

:SWEET6_32764
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_32877 
062E: (unknown) 80@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_32877 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 80@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_32877
0002: jump @SWEET6_35228 

:SWEET6_32884
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_32993 
062E: (unknown) 81@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_32993 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 81@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_32993
0002: jump @SWEET6_35228 

:SWEET6_33000
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_33109 
062E: (unknown) 82@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_33109 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 82@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_33109
0002: jump @SWEET6_35228 

:SWEET6_33116
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_33229 
062E: (unknown) 83@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_33229 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 83@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_33229
0002: jump @SWEET6_35228 

:SWEET6_33236
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_33349 
062E: (unknown) 84@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_33349 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_33349
0002: jump @SWEET6_35228 

:SWEET6_33356
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_33465 
062E: (unknown) 85@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_33465 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 85@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_33465
0002: jump @SWEET6_35228 

:SWEET6_33472
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_33585 
062E: (unknown) 86@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_33585 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 86@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_33585
0002: jump @SWEET6_35228 

:SWEET6_33592
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_33701 
062E: (unknown) 87@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_33701 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 87@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_33701
0002: jump @SWEET6_35228 

:SWEET6_33708
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_33817 
062E: (unknown) 88@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_33817 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_33817
0002: jump @SWEET6_35228 

:SWEET6_33824
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_33937 
062E: (unknown) 89@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_33937 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 89@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_33937
0002: jump @SWEET6_35228 

:SWEET6_33944
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_34053 
062E: (unknown) 90@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34053 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 90@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34053
0002: jump @SWEET6_35228 

:SWEET6_34060
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_34173 
062E: (unknown) 91@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34173 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 91@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34173
0002: jump @SWEET6_35228 

:SWEET6_34180
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_34293 
062E: (unknown) 92@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34293 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 92@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34293
0002: jump @SWEET6_35228 

:SWEET6_34300
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_34409 
062E: (unknown) 93@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34409 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 93@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34409
0002: jump @SWEET6_35228 

:SWEET6_34416
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_34525 
062E: (unknown) 94@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34525 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 94@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34525
0002: jump @SWEET6_35228 

:SWEET6_34532
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_34641 
062E: (unknown) 95@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34641 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 95@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34641
0002: jump @SWEET6_35228 

:SWEET6_34648
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_34757 
062E: (unknown) 96@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34757 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 96@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34757
0002: jump @SWEET6_35228 

:SWEET6_34764
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_34873 
062E: (unknown) 97@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34873 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 97@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34873
0002: jump @SWEET6_35228 

:SWEET6_34880
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_34989 
062E: (unknown) 98@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_34989 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 98@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_34989
0002: jump @SWEET6_35228 

:SWEET6_34996
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @SWEET6_35105 
062E: (unknown) 99@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_35105 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 99@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_35105
0002: jump @SWEET6_35228 

:SWEET6_35112
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SWEET6_35221 
062E: (unknown) 100@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_35221 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 100@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:SWEET6_35221
0002: jump @SWEET6_35228 

:SWEET6_35228
0051: return 
033F: set_text_draw_letter_width_height 0.9 2.4 
0340: set_text_draw_color 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.9 2.4 
0340: set_text_draw_color 81 25 29 255 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.54 1.44 
0340: set_text_draw_color 128 148 178 255 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:SWEET6_35356
0871: init_jump_table $154 total_jumps 1 1 @SWEET6_35459 jumps 3 @SWEET6_35419 -1 @SWEET6_35499 -1 @SWEET6_35499 -1 @SWEET6_35499 -1 @SWEET6_35499 -1 @SWEET6_35499 -1 @SWEET6_35499 

:SWEET6_35419
0937: (unknown) 29.0 220.0 173.0 409.0 'BJ_TITL' 2  // Fogads
0002: jump @SWEET6_35499 

:SWEET6_35459
0937: (unknown) 29.0 220.0 157.0 409.0 'BJ_TITL' 2  // Fogads
0002: jump @SWEET6_35499 

:SWEET6_35499
0050: gosub @SWEET6_35756 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 240.0 'WOF_04'  // Ez a tt
0050: gosub @SWEET6_35756 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 260.0 'DOLLAR' 276@  // $~1~
0050: gosub @SWEET6_35756 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 290.0 'BJ_02'  // Minimlis tt
0050: gosub @SWEET6_35756 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 310.0 'DOLLAR' 274@  // $~1~
0050: gosub @SWEET6_35756 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 340.0 'BJ_03'  // Max tt
0050: gosub @SWEET6_35756 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 360.0 'DOLLAR' 275@  // $~1~
0051: return 

:SWEET6_35756
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
0051: return 

:SWEET6_35811
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:SWEET6_35869
0004: $56 = 1 // integer values 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SWEET6_35894
0012: 276@ *= 2 // integer values 
01E3: text_1number_styled 'M_PASS' 276@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 276@ 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: set_mission_points += 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $11253 += 1 // integer values 
0004: $MISSION_CESAR_VIALPANDO_PASSED = 1 // integer values 
0004: $56 = 0 // integer values 
0318: set_latest_mission_passed 'SWEET_6'  // Cesar Vialpando
014C: set_parked_car_generator $2789 cars_to_generate_to 101 
0051: return 

:SWEET6_35987
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0917: audio_zone 'LOWRIDE' enable_sound 0 
00D6: if 
056E:   carcass_of_car 71@ valid 
004D: jump_if_false @SWEET6_36139 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_36139 
03A2: (unknown) 71@ 4 
0519: lock_vehicle 71@ in_current_position 0 
02AC: set_car 71@ immunities 0 0 0 0 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_36100 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:SWEET6_36100
020A: set_car 71@ door_status_to 1 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_36139 
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 

:SWEET6_36139
0006: 43@ = 0 // integer values 

:SWEET6_36146
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @SWEET6_36330 
00D6: if 
056E:   carcass_of_car 72@(43@,7i) valid 
004D: jump_if_false @SWEET6_36316 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_36307 
00D6: if or
0039:   43@ == 0 // integer values 
0039:   43@ == 3 // integer values 
0039:   43@ == 4 // integer values 
004D: jump_if_false @SWEET6_36285 
00D6: if 
0803:   car 72@(43@,7i) have_hydraulics 
004D: jump_if_false @SWEET6_36285 
07F5: car 72@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_36285
03A2: (unknown) 72@(43@,7i) 2 
07FF: set_car 72@(43@,7i) hydraulics 0 

:SWEET6_36307
01C3: remove_references_to_car 72@(43@,7i) // Like turning a car into any random car 

:SWEET6_36316
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_36146 

:SWEET6_36330
0006: 43@ = 0 // integer values 

:SWEET6_36337
00D6: if 
001B:   22 > 43@ // integer values 
004D: jump_if_false @SWEET6_36418 
00D6: if 
056D:   carcass_of_actor 80@(43@,22i) valid 
004D: jump_if_false @SWEET6_36404 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_36395 

:SWEET6_36395
01C2: remove_references_to_actor 80@(43@,22i) // Like turning an actor into a random pedestrian 

:SWEET6_36404
000A: 43@ += 1 // integer values 
0002: jump @SWEET6_36337 

:SWEET6_36418
00D6: if 
056D:   carcass_of_actor 79@ valid 
004D: jump_if_false @SWEET6_36439 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 

:SWEET6_36439
00D6: if 
056D:   carcass_of_actor 102@ valid 
004D: jump_if_false @SWEET6_36460 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 

:SWEET6_36460
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
04EF: release_animation "LOWRIDER" 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0151: remove_status_text $LOWR_PLAYER_POINTS 
0151: remove_status_text $LOWR_OPPOSITION_POINTS 
0581: toggle_radar 1 
0953: (unknown) 43@ 
00D6: if 
84A4:   not  43@ == 0 // integer values OR floating-point values 
004D: jump_if_false @SWEET6_36576 
0955: (unknown) 

:SWEET6_36576
0733: (unknown) 567 
0004: $1044 = 1 // integer values 
065C: unknown_create_def_entity 66@ // unknown_destroy 
065C: unknown_create_def_entity 67@ // unknown_destroy 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 20---------------
// Originally: Los Sepulcros

:SWEET7
03A4: name_thread 'SWEET7' 
0050: gosub @SWEET7_54 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SWEET7_38 
0050: gosub @SWEET7_32404 

:SWEET7_38
0050: gosub @SWEET7_32498 
004E: end_thread 
0006: 546@ = 0 // integer values 

:SWEET7_54
0317: increment_mission_attempts 
054C: use_GXT_table 'SWEET7' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 
01B6: set_weather 1 

:SWEET7_104
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_128 
0001: wait 0 ms 
0002: jump @SWEET7_104 

:SWEET7_128
02E4: load_cutscene_data 'SWEET7A' 

:SWEET7_139
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET7_163 
0001: wait 0 ms 
0002: jump @SWEET7_139 

:SWEET7_163
0395: clear_area 1 at 2508.975 -1671.537 12.3853 range 500.0 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SWEET7_196
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET7_220 
0001: wait 0 ms 
0002: jump @SWEET7_196 

:SWEET7_220
016A: fade 0 0 ms 

:SWEET7_226
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_250 
0001: wait 0 ms 
0002: jump @SWEET7_226 

:SWEET7_250
02EA: end_cutscene 
01B7: release_weather 
0001: wait 0 ms 
00A1: put_actor $PLAYER_ACTOR at 2515.207 -1674.086 12.7552 
0173: set_actor $PLAYER_ACTOR z_angle_to 54.1779 
023C: request_special_actor 'SWEET' as 1 
0247: request_model #GREENWOO 
0247: request_model #WMOPREA 
0247: request_model #BFYRI 
0247: request_model #ADMIRAL 
0247: request_model #SADLER 
0247: request_model #MICRO_UZI 
0247: request_model #COLT45 
0247: request_model #CHROMEGUN 
0247: request_model #BALLAS3 
0247: request_model #BALLAS2 
0247: request_model #BALLAS1 
0247: request_model #FAM3 
0247: request_model #FAM2 
0247: request_model #FAM1 
04ED: load_animation "GRAVEYARD" 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:SWEET7_389
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #WMOPREA available 
8248:   not model #BFYRI available 
8248:   not model #ADMIRAL available 
8248:   not model #SADLER available 
004D: jump_if_false @SWEET7_433 
0001: wait 0 ms 
0002: jump @SWEET7_389 

:SWEET7_433
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #GREENWOO available 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @SWEET7_475 
0001: wait 0 ms 
0002: jump @SWEET7_433 

:SWEET7_475
00D6: if or
8248:   not model #BALLAS3 available 
8248:   not model #BALLAS2 available 
8248:   not model #BALLAS1 available 
004D: jump_if_false @SWEET7_509 
0001: wait 0 ms 
0002: jump @SWEET7_475 

:SWEET7_509
00D6: if or
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
8248:   not model #FAM1 available 
84EE:   not animation "GRAVEYARD" loaded 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @SWEET7_567 
0001: wait 0 ms 
0002: jump @SWEET7_509 

:SWEET7_567
0001: wait 500 ms 
0006: 302@ = 0 // integer values 
0006: 286@ = 0 // integer values 
0006: 285@ = 0 // integer values 
0006: 278@ = 0 // integer values 
0006: 279@ = 0 // integer values 
0006: 280@ = 0 // integer values 
0006: 276@ = 0 // integer values 
0006: 277@ = 0 // integer values 
0004: $6693 = 0 // integer values 
0006: 275@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 274@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 55@ = -13 // integer values 
0006: 61@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 303@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0007: 135@ = 806.4608 // floating-point values 
0007: 136@ = -1129.844 // floating-point values 
0007: 137@ = 952.2434 // floating-point values 
0007: 138@ = -1051.841 // floating-point values 
0007: 141@ = 931.9752 // floating-point values 
0007: 151@ = -1062.447 // floating-point values 
0007: 161@ = 23.6757 // floating-point values 
0007: 171@ = 921.2714 // floating-point values 
0007: 181@ = -1064.736 // floating-point values 
0007: 191@ = 23.327 // floating-point values 
0007: 201@ = 920.3427 // floating-point values 
0007: 211@ = -1061.403 // floating-point values 
0007: 221@ = 23.6757 // floating-point values 
0007: 231@ = 921.269 // floating-point values 
0007: 241@ = -1081.521 // floating-point values 
0007: 251@ = 23.623 // floating-point values 
0007: 142@ = 922.6375 // floating-point values 
0007: 152@ = -1122.282 // floating-point values 
0007: 162@ = 23.0028 // floating-point values 
0007: 143@ = 899.537 // floating-point values 
0007: 153@ = -1114.694 // floating-point values 
0007: 163@ = 23.232 // floating-point values 
0007: 172@ = 913.2869 // floating-point values 
0007: 182@ = -1092.168 // floating-point values 
0007: 192@ = 23.1942 // floating-point values 
0007: 202@ = 911.2869 // floating-point values 
0007: 212@ = -1092.168 // floating-point values 
0007: 222@ = 22.1942 // floating-point values 
0007: 232@ = 914.2869 // floating-point values 
0007: 242@ = -1092.168 // floating-point values 
0007: 252@ = 25.1942 // floating-point values 
0007: 173@ = 886.0813 // floating-point values 
0007: 183@ = -1114.898 // floating-point values 
0007: 193@ = 22.9879 // floating-point values 
0007: 203@ = 883.5623 // floating-point values 
0007: 213@ = -1112.94 // floating-point values 
0007: 223@ = 23.0419 // floating-point values 
0007: 233@ = 881.4856 // floating-point values 
0007: 243@ = -1116.985 // floating-point values 
0007: 253@ = 23.0419 // floating-point values 
0007: 144@ = 907.4198 // floating-point values 
0007: 154@ = -1101.579 // floating-point values 
0007: 164@ = 23.2969 // floating-point values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0004: $6693 = 240000 // integer values 
01E8: create_forbidden_for_cars_cube 2297.038 -1664.6 10.8474 2324.865 -1652.124 14.8382 
022B: create_forbidden_for_peds_cube 2297.038 -1664.6 10.8474 2324.865 -1652.124 14.8382 
076D: get_zone 'GAN1' controlled_by_gang 1 density 35@ 
076D: get_zone 'GAN2' controlled_by_gang 1 density 36@ 
076C: set_zone 'GAN1' controlled_by_gang 1 density 0 
076C: set_zone 'GAN2' controlled_by_gang 1 density 0 
0006: 53@ = 0 // integer values 
050F: 287@ = get_max_wanted_level 
0395: clear_area 1 at 954.4976 -1103.594 22.8015 range 10.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
0395: clear_area 1 at 2508.084 -1671.19 12.3794 range 500.0 
00A5: 78@ = create_car #GREENWOO at 2508.084 -1671.19 12.3794 
0175: set_car 78@ z_angle_to 354.4729 
053F: set_car 78@ tires_vulnerable 0 
0229: set_car 78@ color_to 59 34 
0657: open_car 78@ component 3 
00A5: 79@ = create_car #ADMIRAL at 925.7109 -1122.968 22.9909 
0175: set_car 79@ z_angle_to 330.8056 
0229: set_car 79@ color_to 59 34 
053F: set_car 79@ tires_vulnerable 0 
02AC: set_car 79@ immunities 0 0 1 0 0 
02AC: set_car 79@ immunities 1 1 1 1 1 
020A: set_car 79@ door_status_to 2 
0169: set_fade_color 0 0 0 
0373: set_camera_directly_behind_player 
060A: unknown_create_entity 0 92@ 
060A: unknown_create_entity 0 93@ 
060A: unknown_create_entity 2 94@ 
060A: unknown_create_entity 3 95@ 
009A: 105@ = create_actor 24 #BALLAS1 at 885.1994 -1075.546 23.3273 
060B: unknown_actor_use_entity 105@ 92@ 
0173: set_actor 105@ z_angle_to 170.0 
02E2: set_actor 105@ weapon_accuracy_to 90 
0226: 550@ = actor 105@ health 
0223: set_actor 105@ health_to 120 
009A: 107@ = create_actor 24 #BALLAS2 at 883.2532 -1075.496 23.3273 
060B: unknown_actor_use_entity 107@ 92@ 
0173: set_actor 107@ z_angle_to 175.0 
02E2: set_actor 107@ weapon_accuracy_to 90 
0223: set_actor 107@ health_to 120 
009A: 109@ = create_actor 24 #BALLAS2 at 881.4261 -1077.114 23.3203 
060B: unknown_actor_use_entity 109@ 92@ 
0173: set_actor 109@ z_angle_to 275.0 
02E2: set_actor 109@ weapon_accuracy_to 90 
0223: set_actor 109@ health_to 120 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_1917 
01B2: give_actor 105@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 105@ perform_animation_sequence "MRNM_LOOP" from_file "GRAVEYARD" 4.0 loop 1 0 0 0 -1 ms 

:SWEET7_1917
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_1943 
01B2: give_actor 107@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_1943
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_2011 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 109@ perform_animation_sequence "MRNM_LOOP" from_file "GRAVEYARD" 10.0 loop 1 0 0 0 -1 ms 

:SWEET7_2011
029B: 134@ = init_object #CASKET_LAW at 885.6575 -1077.412 23.3188 
009A: 96@ = create_actor 4 #WMOPREA at 886.6391 -1079.178 23.3136 
0605: actor 96@ perform_animation_sequence "PRST_LOOPA" from_file "GRAVEYARD" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 96@ 93@ 
0173: set_actor 96@ z_angle_to 24.0 
0249: release_model #WMOPREA 
009A: 97@ = create_actor 5 #BFYRI at 884.9761 -1079.983 23.3133 
0605: actor 97@ perform_animation_sequence "MRNF_LOOP" from_file "GRAVEYARD" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 97@ 93@ 
0173: set_actor 97@ z_angle_to 4.0 
0249: release_model #BFYRI 
0395: clear_area 1 at 2297.971 -1628.015 13.7028 range 20.0 
009A: 263@ = create_actor 8 #FAM1 at 2509.418 -1663.134 12.5872 
0173: set_actor 263@ z_angle_to 214.5012 
060B: unknown_actor_use_entity 263@ 93@ 
0446: set_actor 263@ immune_to_headshots 0 
039E: set_actor 263@ jackable 1 
0526: unknown_actor 263@ 1 
09F6: set_actor 263@ jackable_through_driver_seat 0 
0605: actor 263@ perform_animation_sequence "M_SMKLEAN_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 0 -1 ms 
009A: 264@ = create_actor 8 #FAM2 at 2504.471 -1675.764 12.3709 
0173: set_actor 264@ z_angle_to 277.5012 
060B: unknown_actor_use_entity 264@ 93@ 
0446: set_actor 264@ immune_to_headshots 0 
039E: set_actor 264@ jackable 1 
0526: unknown_actor 264@ 1 
09F6: set_actor 264@ jackable_through_driver_seat 0 
0605: actor 264@ perform_animation_sequence "M_SMKSTND_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 0 -1 ms 
01E8: create_forbidden_for_cars_cube 135@ 136@ 0.0 137@ 138@ 60.0 
022B: create_forbidden_for_peds_cube 135@ 136@ 0.0 137@ 138@ 60.0 
0652: 281@ = stat 68 // integer 
0956: 301@ = get_respect 
00D6: if 
0019:   301@ > 1 // integer values 
004D: jump_if_false @SWEET7_2695 
0006: 55@ = 3 // integer values 
009A: $ACTOR_SWEET = create_actor 25 #SPECIAL01 at 2509.59 -1672.237 12.3934 
0173: set_actor $ACTOR_SWEET z_angle_to 239.0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_2614 
020A: set_car 78@ door_status_to 3 
0519: lock_vehicle 78@ in_current_position 1 

:SWEET7_2614
01B2: give_actor $ACTOR_SWEET weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
0223: set_actor $ACTOR_SWEET health_to 1000 
08AF: (unknown) $ACTOR_SWEET 1000 
039E: set_actor $ACTOR_SWEET jackable 1 
0526: unknown_actor $ACTOR_SWEET 1 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
041E: set_radio_station 7 
0006: 32@ = 0 // integer values 
0002: jump @SWEET7_3089 

:SWEET7_2695
009A: $ACTOR_SWEET = create_actor 25 #SPECIAL01 at 2511.343 -1674.936 12.5473 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_2750 
020A: set_car 78@ door_status_to 3 
0519: lock_vehicle 78@ in_current_position 1 

:SWEET7_2750
08AF: (unknown) $ACTOR_SWEET 1000 
039E: set_actor $ACTOR_SWEET jackable 1 
01B2: give_actor $ACTOR_SWEET weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
0223: set_actor $ACTOR_SWEET health_to 1000 
08AF: (unknown) $ACTOR_SWEET 1000 
039E: set_actor $ACTOR_SWEET jackable 1 
0526: unknown_actor $ACTOR_SWEET 1 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
009A: 289@ = create_actor 7 #BALLAS1 at 2262.797 -1348.54 22.985 
01B2: give_actor 289@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 289@ 93@ 
009A: 290@ = create_actor 7 #BALLAS2 at 2263.582 -1346.65 22.9838 
0173: set_actor 290@ z_angle_to 140.0 
01B2: give_actor 290@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 290@ 93@ 
0677: AS_actor 289@ chat_with_actor 290@ 1 1 
0677: AS_actor 290@ chat_with_actor 289@ 0 1 
009A: 291@ = create_actor 7 #BALLAS3 at 2261.85 -1345.101 22.9864 
0173: set_actor 291@ z_angle_to 224.0 
01B2: give_actor 291@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 291@ 93@ 
0605: actor 291@ perform_animation_sequence "MRNM_LOOP" from_file "GRAVEYARD" 10.0 loop 1 0 0 0 -1 ms 
0296: unload_special_actor 1 
0187: 292@ = create_marker_above_actor 289@ 
0187: 293@ = create_marker_above_actor 290@ 
0187: 294@ = create_marker_above_actor 291@ 
0006: 55@ = 0 // integer values 
0006: 282@ = -10 // integer values 
0006: 33@ = 0 // integer values 

:SWEET7_3089
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
0006: 32@ = 0 // integer values 

:SWEET7_3104
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @SWEET7_3134 
0001: wait 0 ms 
0002: jump @SWEET7_3104 

:SWEET7_3134
0249: release_model #SADLER 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at 2508.16 -1666.47 13.0 range 10.0 
016A: fade 1 1000 ms 
07AF: 260@ = player $PLAYER_CHAR group 
0746: (unknown) 0 8 0 
07B4: (unknown) $PLAYER_CHAR 0 
0940: (unknown) 260@ 1 
00D6: if 
0039:   274@ == 13 // integer values 
004D: jump_if_false @SWEET7_3289 
0187: 40@ = create_marker_above_actor $PLAYER_ACTOR 
00A5: 78@ = create_car #GREENWOO at 2508.975 -1671.537 12.3853 
0186: 43@ = create_marker_above_car 78@ 
009A: 98@ = create_actor 24 #BALLAS1 at 885.1994 -1075.546 23.3273 

:SWEET7_3289
0006: 304@ = 0 // integer values 
0006: 532@ = 1 // integer values 
0006: 533@ = 2 // integer values 
0006: 534@ = 0 // integer values 
0006: 535@ = 1 // integer values 
0006: 536@ = 0 // integer values 
0006: 537@ = 0 // integer values 
05AA: 312@s = 'SWE7_AA' // 8-byte strings 
05AA: 314@s = 'SWE7_AB' // 8-byte strings 
05AA: 316@s = 'SWE7_AC' // 8-byte strings 
05AA: 318@s = 'SWE7_AD' // 8-byte strings 
05AA: 320@s = 'SWE7_AE' // 8-byte strings 
05AA: 322@s = 'SWE7_AF' // 8-byte strings 
05AA: 324@s = 'SWE7_AG' // 8-byte strings 
05AA: 326@s = 'SWE7_AH' // 8-byte strings 
05AA: 328@s = 'SWE7_BA' // 8-byte strings 
05AA: 330@s = 'SWE7_BB' // 8-byte strings 
05AA: 332@s = 'SWE7_BC' // 8-byte strings 
05AA: 334@s = 'SWE7_BD' // 8-byte strings 
05AA: 336@s = 'SWE7_BE' // 8-byte strings 
05AA: 338@s = 'SWE7_CA' // 8-byte strings 
05AA: 340@s = 'SWE7_CB' // 8-byte strings 
05AA: 342@s = 'SWE7_CC' // 8-byte strings 
05AA: 344@s = 'SWE7_DA' // 8-byte strings 
05AA: 346@s = 'SWE7_DB' // 8-byte strings 
05AA: 348@s = 'SWE7_DC' // 8-byte strings 
05AA: 350@s = 'SWE7_DD' // 8-byte strings 
05AA: 352@s = 'SWE7_DE' // 8-byte strings 
05AA: 354@s = 'SWE7_EA' // 8-byte strings 
05AA: 356@s = 'SWE7_EB' // 8-byte strings 
05AA: 358@s = 'SWE7_EC' // 8-byte strings 
05AA: 360@s = 'SWE7_ED' // 8-byte strings 
05AA: 362@s = 'SWE7_EE' // 8-byte strings 
05AA: 364@s = 'SWE7_EF' // 8-byte strings 
05AA: 366@s = 'SWE7_EG' // 8-byte strings 
05AA: 368@s = 'SWE7_EH' // 8-byte strings 
05AA: 370@s = 'SWE7_EJ' // 8-byte strings 
05AA: 372@s = 'SWE7_EK' // 8-byte strings 
05AA: 374@s = 'SWE7_FA' // 8-byte strings 
05AA: 376@s = 'SWE7_FB' // 8-byte strings 
05AA: 378@s = 'SWE7_GA' // 8-byte strings 
05AA: 380@s = 'SWE7_GB' // 8-byte strings 
05AA: 382@s = 'SWE7_GC' // 8-byte strings 
05AA: 384@s = 'SWE7_HA' // 8-byte strings 
05AA: 386@s = 'SWE7_HB' // 8-byte strings 
05AA: 388@s = 'SWE7_HC' // 8-byte strings 
05AA: 390@s = 'SWE7_JA' // 8-byte strings 
05AA: 392@s = 'SWE7_JB' // 8-byte strings 
05AA: 394@s = 'SWE7_JC' // 8-byte strings 
05AA: 396@s = 'SWE7_KA' // 8-byte strings 
05AA: 398@s = 'SWE7_KB' // 8-byte strings 
05AA: 400@s = 'SWE7_KC' // 8-byte strings 
05AA: 402@s = 'SWE7_LA' // 8-byte strings 
05AA: 404@s = 'SWE7_LB' // 8-byte strings 
05AA: 406@s = 'SWE7_LC' // 8-byte strings 
05AA: 408@s = 'SWE7_MA' // 8-byte strings 
05AA: 410@s = 'SWE7_MB' // 8-byte strings 
05AA: 412@s = 'SWE7_MC' // 8-byte strings 
05AA: 414@s = 'SWE7_MD' // 8-byte strings 
05AA: 416@s = 'SWE7_NA' // 8-byte strings 
05AA: 418@s = 'SWE7_NB' // 8-byte strings 
05AA: 420@s = 'SWE7_OA' // 8-byte strings 
05AA: 422@s = 'SWE7_OB' // 8-byte strings 
05AA: 424@s = 'SWE7_PA' // 8-byte strings 
05AA: 426@s = 'SWE7_PB' // 8-byte strings 
05AA: 428@s = 'SWE7_PC' // 8-byte strings 
05AA: 430@s = 'SWE7_PD' // 8-byte strings 
05AA: 432@s = 'SWE7_QA' // 8-byte strings 
05AA: 434@s = 'SWE7_QB' // 8-byte strings 
05AA: 436@s = 'SWE7_QC' // 8-byte strings 
05AA: 438@s = 'SWE7_RA' // 8-byte strings 
05AA: 440@s = 'SWE7_RB' // 8-byte strings 
05AA: 442@s = 'SWE7_RC' // 8-byte strings 
05AA: 444@s = 'SWE7_SA' // 8-byte strings 
05AA: 446@s = 'SWE7_SB' // 8-byte strings 
05AA: 448@s = 'SWE7_SC' // 8-byte strings 
05AA: 450@s = 'SWE7_TA' // 8-byte strings 
05AA: 452@s = 'SWE7_TB' // 8-byte strings 
05AA: 454@s = 'SWE7_TC' // 8-byte strings 
04AF: 459@ = unknown_wav_reference 38400 
04AF: 460@ = unknown_wav_reference 38401 
04AF: 461@ = unknown_wav_reference 38402 
04AF: 462@ = unknown_wav_reference 38403 
04AF: 463@ = unknown_wav_reference 38404 
04AF: 464@ = unknown_wav_reference 38405 
04AF: 465@ = unknown_wav_reference 38406 
04AF: 466@ = unknown_wav_reference 38407 
04AF: 467@ = unknown_wav_reference 38408 
04AF: 468@ = unknown_wav_reference 38409 
04AF: 469@ = unknown_wav_reference 38410 
04AF: 470@ = unknown_wav_reference 38411 
04AF: 471@ = unknown_wav_reference 38412 
04AF: 472@ = unknown_wav_reference 38413 
04AF: 473@ = unknown_wav_reference 38414 
04AF: 474@ = unknown_wav_reference 38415 
04AF: 475@ = unknown_wav_reference 38416 
04AF: 476@ = unknown_wav_reference 38417 
04AF: 477@ = unknown_wav_reference 38418 
04AF: 478@ = unknown_wav_reference 38419 
04AF: 479@ = unknown_wav_reference 38420 
04AF: 480@ = unknown_wav_reference 38421 
04AF: 481@ = unknown_wav_reference 38422 
04AF: 482@ = unknown_wav_reference 38423 
04AF: 483@ = unknown_wav_reference 38424 
04AF: 484@ = unknown_wav_reference 38425 
04AF: 485@ = unknown_wav_reference 38426 
04AF: 486@ = unknown_wav_reference 38427 
04AF: 487@ = unknown_wav_reference 38428 
04AF: 488@ = unknown_wav_reference 38429 
04AF: 489@ = unknown_wav_reference 38430 
04AF: 490@ = unknown_wav_reference 38431 
04AF: 491@ = unknown_wav_reference 38432 
04AF: 492@ = unknown_wav_reference 38433 
04AF: 493@ = unknown_wav_reference 38434 
04AF: 494@ = unknown_wav_reference 38435 
04AF: 495@ = unknown_wav_reference 38436 
04AF: 496@ = unknown_wav_reference 38437 
04AF: 497@ = unknown_wav_reference 38438 
04AF: 498@ = unknown_wav_reference 38439 
04AF: 499@ = unknown_wav_reference 38440 
04AF: 500@ = unknown_wav_reference 38441 
04AF: 501@ = unknown_wav_reference 38442 
04AF: 502@ = unknown_wav_reference 38443 
04AF: 503@ = unknown_wav_reference 38444 
04AF: 504@ = unknown_wav_reference 38445 
04AF: 505@ = unknown_wav_reference 38446 
04AF: 506@ = unknown_wav_reference 38447 
04AF: 507@ = unknown_wav_reference 38448 
04AF: 508@ = unknown_wav_reference 38449 
04AF: 509@ = unknown_wav_reference 38450 
04AF: 510@ = unknown_wav_reference 38451 
04AF: 511@ = unknown_wav_reference 38452 
04AF: 512@ = unknown_wav_reference 38453 
04AF: 513@ = unknown_wav_reference 38454 
04AF: 514@ = unknown_wav_reference 38455 
04AF: 515@ = unknown_wav_reference 38456 
04AF: 516@ = unknown_wav_reference 38457 
04AF: 517@ = unknown_wav_reference 38458 
04AF: 518@ = unknown_wav_reference 38459 
04AF: 519@ = unknown_wav_reference 38460 
04AF: 520@ = unknown_wav_reference 38461 
04AF: 521@ = unknown_wav_reference 38462 
04AF: 522@ = unknown_wav_reference 38463 
04AF: 523@ = unknown_wav_reference 38464 
04AF: 524@ = unknown_wav_reference 38465 
04AF: 525@ = unknown_wav_reference 38466 
04AF: 526@ = unknown_wav_reference 38467 
04AF: 527@ = unknown_wav_reference 38468 
04AF: 528@ = unknown_wav_reference 38469 
04AF: 529@ = unknown_wav_reference 38470 
04AF: 530@ = unknown_wav_reference 38471 

:SWEET7_5066
0001: wait 0 ms 
00D6: if 
0039:   304@ == 0 // integer values 
004D: jump_if_false @SWEET7_5102 
03CF: load_wav 22600 as 3 
0006: 304@ = 1 // integer values 

:SWEET7_5102
00D6: if 
0039:   304@ == 1 // integer values 
004D: jump_if_false @SWEET7_5142 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SWEET7_5142 
0006: 304@ = 2 // integer values 

:SWEET7_5142
00D6: if 
0039:   304@ == 2 // integer values 
004D: jump_if_false @SWEET7_5237 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_5237 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 97@ radius 200.0 200.0 0 
004D: jump_if_false @SWEET7_5237 
03D7: set_wav 3 location 884.9761 -1079.983 23.3133 
03D1: play_wav 3 
0006: 304@ = 3 // integer values 

:SWEET7_5237
00D6: if 
8039:   not  534@ == 0 // integer values 
004D: jump_if_false @SWEET7_5590 
00D6: if 
0039:   536@ == 0 // integer values 
004D: jump_if_false @SWEET7_5308 
00D6: if 
03D0:   wav 533@ loaded 
004D: jump_if_false @SWEET7_5294 
040D: unload_wav 533@ 

:SWEET7_5294
0006: 536@ = 1 // integer values 
0006: 537@ = 1 // integer values 

:SWEET7_5308
00D6: if 
0039:   536@ == 1 // integer values 
004D: jump_if_false @SWEET7_5345 
03CF: load_wav 458@(534@,74i) as 532@ 
0006: 536@ = 2 // integer values 

:SWEET7_5345
00D6: if 
0039:   536@ == 2 // integer values 
004D: jump_if_false @SWEET7_5405 
00D6: if 
03D0:   wav 532@ loaded 
004D: jump_if_false @SWEET7_5405 
03D1: play_wav 532@ 
00BC: text_highpriority 310@(534@,74s) 10000 ms 1 
0006: 536@ = 3 // integer values 

:SWEET7_5405
00D6: if 
0039:   536@ == 3 // integer values 
004D: jump_if_false @SWEET7_5590 
00D6: if 
03D2:   wav 532@ ended 
004D: jump_if_false @SWEET7_5529 
03D5: remove_text 310@(534@,74s) 
00D6: if 
0039:   532@ == 1 // integer values 
004D: jump_if_false @SWEET7_5487 
0006: 532@ = 2 // integer values 
0006: 533@ = 1 // integer values 
0002: jump @SWEET7_5501 

:SWEET7_5487
0006: 532@ = 1 // integer values 
0006: 533@ = 2 // integer values 

:SWEET7_5501
0006: 534@ = 0 // integer values 
0006: 536@ = 0 // integer values 
0006: 537@ = 0 // integer values 
0002: jump @SWEET7_5590 

:SWEET7_5529
00D6: if 
83D0:   not wav 533@ loaded 
004D: jump_if_false @SWEET7_5590 
00D6: if 
001B:   72 > 534@ // integer values 
004D: jump_if_false @SWEET7_5590 
0085: 535@ = 534@ // integer values and handles 
000A: 535@ += 1 // integer values 
03CF: load_wav 458@(535@,74i) as 533@ 

:SWEET7_5590
00D6: if 
0735:   83 
004D: jump_if_false @SWEET7_5612 
0002: jump @SWEET7_32422 

:SWEET7_5612
00D6: if 
0735:   87 
004D: jump_if_false @SWEET7_5663 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_5663 
00AB: put_car 78@ at 794.203 -1059.185 23.6844 

:SWEET7_5663
07F6: get_group_info 260@ 262@ 261@ 
00D6: if 
001B:   1 > 53@ // integer values 
004D: jump_if_false @SWEET7_5798 
00D6: if 
001A:   1 > $6693 // integer values 
004D: jump_if_false @SWEET7_5741 
014F: stop_timer $6693 
00BE: text_clear_all 
0209: 540@ = random_int 0 2 
0006: 539@ = 31 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_5741
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_5798 
00D6: if 
0495:   car 78@ burning 
004D: jump_if_false @SWEET7_5798 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR664' 6000 ms 1  // ~r~Sweet autja szt van trve,  tl okos ahhoz, hogy ilyen roncsba visszaszlljon!
0002: jump @SWEET7_32404 

:SWEET7_5798
0652: 281@ = stat 68 // integer 
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @SWEET7_7160 
00D6: if 
001B:   0 > 282@ // integer values 
004D: jump_if_false @SWEET7_6176 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_6176 
0871: init_jump_table 282@ total_jumps 9 0 @SWEET7_6176 jumps -10 @SWEET7_5987 -9 @SWEET7_6008 -8 @SWEET7_6029 -7 @SWEET7_6050 -6 @SWEET7_6071 -5 @SWEET7_6092 -4 @SWEET7_6113 
0872: jump_table_jumps -3 @SWEET7_6134 -2 @SWEET7_6155 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 

:SWEET7_5987
0006: 534@ = 1 // integer values 
0006: 282@ = -9 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6008
0006: 534@ = 2 // integer values 
0006: 282@ = -8 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6029
0006: 534@ = 3 // integer values 
0006: 282@ = -7 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6050
0006: 534@ = 4 // integer values 
0006: 282@ = -6 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6071
0006: 534@ = 5 // integer values 
0006: 282@ = -5 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6092
0006: 534@ = 6 // integer values 
0006: 282@ = -4 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6113
0006: 534@ = 7 // integer values 
0006: 282@ = -3 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6134
0006: 534@ = 8 // integer values 
0006: 282@ = -2 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6155
0006: 534@ = 0 // integer values 
0006: 282@ = 0 // integer values 
0002: jump @SWEET7_6176 

:SWEET7_6176
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_6301 
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @SWEET7_6244 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR612' 6000 ms 1  // ~s~Juss el a Ballas terletre s iktass ki pr kemny ~r~bandatagot~s~ , hogy tiszteletet szerezz.
0006: 282@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:SWEET7_6244
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @SWEET7_6301 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @SWEET7_6301 
00BE: text_clear_all 
03E5: text_box 'HELP101'  // Tiszteletet, klnbz kldetsek teljestsvel, rivlis banda tagok meggyilkolsval, terlet szerzssel s jellssel szerezhetsz.
0006: 282@ = 2 // integer values 

:SWEET7_6301
00D6: if 
0039:   284@ == 0 // integer values 
004D: jump_if_false @SWEET7_6390 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET7_6390 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_6390 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_6390 
0687: clear_actor_task $ACTOR_SWEET 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
0006: 32@ = 0 // integer values 

:SWEET7_6390
00D6: if 
056D:   carcass_of_actor $ACTOR_SWEET valid 
004D: jump_if_false @SWEET7_6450 
00D6: if 
051A:   actor $ACTOR_SWEET damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_6450 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR618' 6000 ms 1  // ~r~Ha durva vagy Sweettel, attl mg nem fognak tisztelni!
0002: jump @SWEET7_32404 

:SWEET7_6450
00D6: if 
0039:   295@ == 0 // integer values 
004D: jump_if_false @SWEET7_6510 
00D6: if 
056D:   carcass_of_actor 289@ valid 
004D: jump_if_false @SWEET7_6510 
00D6: if 
051A:   actor 289@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_6510 
0006: 295@ = 1 // integer values 

:SWEET7_6510
00D6: if 
0039:   295@ == 0 // integer values 
004D: jump_if_false @SWEET7_6570 
00D6: if 
056D:   carcass_of_actor 290@ valid 
004D: jump_if_false @SWEET7_6570 
00D6: if 
051A:   actor 290@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_6570 
0006: 295@ = 1 // integer values 

:SWEET7_6570
00D6: if 
0039:   295@ == 0 // integer values 
004D: jump_if_false @SWEET7_6630 
00D6: if 
056D:   carcass_of_actor 291@ valid 
004D: jump_if_false @SWEET7_6630 
00D6: if 
051A:   actor 291@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_6630 
0006: 295@ = 1 // integer values 

:SWEET7_6630
00D6: if 
0039:   295@ == 1 // integer values 
004D: jump_if_false @SWEET7_6742 
00D6: if 
8118:   not actor 289@ dead 
004D: jump_if_false @SWEET7_6677 
0687: clear_actor_task 289@ 
05E2: AS_actor 289@ kill_actor $PLAYER_ACTOR 

:SWEET7_6677
00D6: if 
8118:   not actor 290@ dead 
004D: jump_if_false @SWEET7_6706 
0687: clear_actor_task 290@ 
05E2: AS_actor 290@ kill_actor $PLAYER_ACTOR 

:SWEET7_6706
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @SWEET7_6735 
0687: clear_actor_task 291@ 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:SWEET7_6735
0006: 295@ = 2 // integer values 

:SWEET7_6742
00D6: if 
0039:   296@ == 0 // integer values 
004D: jump_if_false @SWEET7_6801 
00D6: if 
0118:   actor 289@ dead 
004D: jump_if_false @SWEET7_6801 
0623: add 35 to_stat 68 
0164: disable_marker 292@ 
0652: 281@ = stat 68 // integer 
0006: 296@ = 1 // integer values 

:SWEET7_6801
00D6: if 
0039:   297@ == 0 // integer values 
004D: jump_if_false @SWEET7_6860 
00D6: if 
0118:   actor 290@ dead 
004D: jump_if_false @SWEET7_6860 
0623: add 35 to_stat 68 
0164: disable_marker 293@ 
0652: 281@ = stat 68 // integer 
0006: 297@ = 1 // integer values 

:SWEET7_6860
00D6: if 
0039:   298@ == 0 // integer values 
004D: jump_if_false @SWEET7_6919 
00D6: if 
0118:   actor 291@ dead 
004D: jump_if_false @SWEET7_6919 
0623: add 35 to_stat 68 
0164: disable_marker 294@ 
0652: 281@ = stat 68 // integer 
0006: 298@ = 1 // integer values 

:SWEET7_6919
00D6: if 
0118:   actor 289@ dead 
004D: jump_if_false @SWEET7_6999 
00D6: if 
0118:   actor 290@ dead 
004D: jump_if_false @SWEET7_6999 
00D6: if 
0118:   actor 291@ dead 
004D: jump_if_false @SWEET7_6999 
0652: 281@ = stat 68 // integer 
00D6: if 
001B:   100 > 281@ // integer values 
004D: jump_if_false @SWEET7_6999 
0629: change_stat 68 to 200 // integer 

:SWEET7_6999
0956: 301@ = get_respect 
00D6: if 
0019:   301@ > 1 // integer values 
004D: jump_if_false @SWEET7_7160 
01C2: remove_references_to_actor 289@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 291@ // Like turning an actor into a random pedestrian 
0164: disable_marker 292@ 
0164: disable_marker 293@ 
0164: disable_marker 294@ 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR617' 6000 ms 1  // ~s~Elg tiszteletet szereztl. Csatlakozz Sweethez a ~b~kocsijnl~s~.
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_7160 
020A: set_car 78@ door_status_to 3 
0006: 55@ = 1 // integer values 
0006: 284@ = 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7160 
0687: clear_actor_task $ACTOR_SWEET 
05CA: AS_actor $ACTOR_SWEET enter_car 78@ passenger_seat 0 20000 ms 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 

:SWEET7_7160
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @SWEET7_7386 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @SWEET7_7275 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7275 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_7275 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 78@ 
004D: jump_if_false @SWEET7_7275 
0519: lock_vehicle 78@ in_current_position 0 
020A: set_car 78@ door_status_to 1 
0657: open_car 78@ component 2 
0006: 284@ = 2 // integer values 

:SWEET7_7275
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_7386 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_7386 
0164: disable_marker 41@ 
0652: 281@ = stat 68 // integer 
018A: 267@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7365 
0A09: (unknown) $ACTOR_SWEET 1 

:SWEET7_7365
0006: 55@ = 2 // integer values 
0006: 44@ = 0 // integer values 
0006: 539@ = 1 // integer values 

:SWEET7_7386
00D6: if 
0039:   55@ == 2 // integer values 
004D: jump_if_false @SWEET7_8598 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_8598 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_7682 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_7682 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_7682 
0871: init_jump_table 539@ total_jumps 5 0 @SWEET7_7682 jumps 1 @SWEET7_7538 2 @SWEET7_7559 3 @SWEET7_7580 4 @SWEET7_7601 5 @SWEET7_7622 -1 @SWEET7_7682 -1 @SWEET7_7682 

:SWEET7_7538
0006: 534@ = 10 // integer values 
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_7682 

:SWEET7_7559
0006: 534@ = 11 // integer values 
0006: 539@ = 3 // integer values 
0002: jump @SWEET7_7682 

:SWEET7_7580
0006: 534@ = 12 // integer values 
0006: 539@ = 4 // integer values 
0002: jump @SWEET7_7682 

:SWEET7_7601
0006: 534@ = 13 // integer values 
0006: 539@ = 5 // integer values 
0002: jump @SWEET7_7682 

:SWEET7_7622
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR650' 6000 ms 1  // ~s~Vezess a kzeli Grove Street-i ~y~lghelyre~s~ nmi segtsgrt.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7668 
0A09: (unknown) $ACTOR_SWEET 0 

:SWEET7_7668
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_7682 

:SWEET7_7682
00D6: if 
0019:   541@ > 0 // integer values 
004D: jump_if_false @SWEET7_7905 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_7905 
0871: init_jump_table 541@ total_jumps 2 0 @SWEET7_7905 jumps 1 @SWEET7_7781 2 @SWEET7_7845 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 

:SWEET7_7781
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_7806 
0006: 534@ = 24 // integer values 

:SWEET7_7806
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_7831 
0006: 534@ = 26 // integer values 

:SWEET7_7831
0006: 541@ = 2 // integer values 
0002: jump @SWEET7_7905 

:SWEET7_7845
0006: 534@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7875 
0A09: (unknown) $ACTOR_SWEET 0 

:SWEET7_7875
00BC: text_highpriority 'TWAR645' 6000 ms 1  // ~s~Szllj be a ~b~kocsiba~s~ s vezess!
0006: 541@ = 0 // integer values 
0002: jump @SWEET7_7905 

:SWEET7_7905
00D6: if 
0019:   542@ > 0 // integer values 
004D: jump_if_false @SWEET7_8080 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_8080 
0871: init_jump_table 542@ total_jumps 2 0 @SWEET7_8080 jumps 1 @SWEET7_8004 2 @SWEET7_8043 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 

:SWEET7_8004
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_8029 
0006: 534@ = 25 // integer values 

:SWEET7_8029
0006: 542@ = 2 // integer values 
0002: jump @SWEET7_8080 

:SWEET7_8043
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR650' 6000 ms 1  // ~s~Vezess a kzeli Grove Street-i ~y~lghelyre~s~ nmi segtsgrt.
0006: 542@ = 0 // integer values 
0002: jump @SWEET7_8080 

:SWEET7_8080
0652: 281@ = stat 68 // integer 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET7_8180 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_8180 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 
0164: disable_marker 267@ 
00BE: text_clear_all 
0006: 44@ = 1 // integer values 
0006: 539@ = 0 // integer values 
0006: 541@ = 1 // integer values 
0209: 540@ = random_int 0 2 

:SWEET7_8180
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @SWEET7_8274 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_8274 
0164: disable_marker 41@ 
018A: 267@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
00BE: text_clear_all 
0006: 44@ = 0 // integer values 
0006: 539@ = 0 // integer values 
0006: 542@ = 1 // integer values 
0209: 540@ = random_int 0 1 

:SWEET7_8274
077E: 34@ = active_interior 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SWEET7_8317 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @SWEET7_8317 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SWEET7_8317
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_8598 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 2460.499 -1656.57 12.3125 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @SWEET7_8598 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
01C1:   car 78@ stopped 
004D: jump_if_false @SWEET7_8598 
0519: lock_vehicle 78@ in_current_position 1 
0395: clear_area 1 at 2268.039 -1670.695 14.3594 range 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
0006: 539@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0746: (unknown) 0 8 0 
07B4: (unknown) $PLAYER_CHAR 1 
0164: disable_marker 267@ 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_8598 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_8598 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 // integer values 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 // integer values 
0006: 285@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 55@ = 4 // integer values 
0006: 270@ = 1 // integer values 
0209: 540@ = random_int 0 3 

:SWEET7_8598
00D6: if 
0039:   55@ == 3 // integer values 
004D: jump_if_false @SWEET7_8802 
0519: lock_vehicle 78@ in_current_position 1 
0395: clear_area 1 at 2268.039 -1670.695 14.3594 range 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
0006: 539@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0746: (unknown) 0 8 0 
07B4: (unknown) $PLAYER_CHAR 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_8802 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_8802 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 // integer values 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 // integer values 
0006: 285@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 55@ = 4 // integer values 
0006: 270@ = 1 // integer values 
0209: 540@ = random_int 0 3 

:SWEET7_8802
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @SWEET7_8868 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @SWEET7_8868 
03D5: remove_text 'TWAR652'  // ~s~Csatlakoztasd azokat a ~b~bandatagokat~s~. Elgg tisztelnek ahhoz, hogy segtsenek.
03E5: text_box 'TWAR660'  // Tartsd nyomva a(z) ~k~~PED_LOCK_TARGET~ gombot, hogy beclozz bandatagot s nyomj ~k~~GROUP_CONTROL_FWD~ vagy ~k~~GROUP_CONTROL_BWD~ gombot, hogy csatlakozzon a banddhoz.
0006: 285@ = 2 // integer values 

:SWEET7_8868
00D6: if 
0039:   270@ == 1 // integer values 
004D: jump_if_false @SWEET7_9644 
00D6: if 
0039:   268@ == 1 // integer values 
004D: jump_if_false @SWEET7_8951 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_8951 
00D6: if 
06EE:   actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_8951 
0164: disable_marker 265@ 
0006: 268@ = 0 // integer values 

:SWEET7_8951
00D6: if 
0039:   269@ == 1 // integer values 
004D: jump_if_false @SWEET7_9016 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_9016 
00D6: if 
06EE:   actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_9016 
0164: disable_marker 266@ 
0006: 269@ = 0 // integer values 

:SWEET7_9016
00D6: if 
0039:   268@ == 0 // integer values 
004D: jump_if_false @SWEET7_9103 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_9103 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_9103 
0164: disable_marker 41@ 
0006: 55@ = 4 // integer values 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 // integer values 

:SWEET7_9103
00D6: if 
0039:   269@ == 0 // integer values 
004D: jump_if_false @SWEET7_9190 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_9190 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_9190 
0164: disable_marker 41@ 
0006: 55@ = 4 // integer values 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 // integer values 

:SWEET7_9190
07F6: get_group_info 260@ 262@ 261@ 
00D6: if 
0019:   261@ > 1 // integer values 
004D: jump_if_false @SWEET7_9588 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_9303 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_9303 
03E6: remove_text_box 
0512: permanent_text_box 'TWAR662'  // A(z) ~k~~GROUP_CONTROL_FWD~ vagy a(z) ~k~~GROUP_CONTROL_BWD~ gomb nyomvatartsa vagy, ha tl messze kerlsz tlk a bandd sztoszlsval jr.
00D6: if 
001B:   11 > 543@ // integer values 
004D: jump_if_false @SWEET7_9303 
00BE: text_clear_all 
0209: 540@ = random_int 0 2 
0006: 543@ = 11 // integer values 

:SWEET7_9303
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_9387 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_9387 
03E6: remove_text_box 
0512: permanent_text_box 'TWAR662'  // A(z) ~k~~GROUP_CONTROL_FWD~ vagy a(z) ~k~~GROUP_CONTROL_BWD~ gomb nyomvatartsa vagy, ha tl messze kerlsz tlk a bandd sztoszlsval jr.
00D6: if 
001B:   11 > 543@ // integer values 
004D: jump_if_false @SWEET7_9387 
00BE: text_clear_all 
0209: 540@ = random_int 0 2 
0006: 543@ = 11 // integer values 

:SWEET7_9387
00D6: if 
0019:   543@ > 10 // integer values 
004D: jump_if_false @SWEET7_9588 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_9588 
0871: init_jump_table 543@ total_jumps 2 0 @SWEET7_9588 jumps 11 @SWEET7_9486 12 @SWEET7_9550 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 

:SWEET7_9486
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_9511 
0006: 534@ = 20 // integer values 

:SWEET7_9511
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_9536 
0006: 534@ = 21 // integer values 

:SWEET7_9536
0006: 543@ = 12 // integer values 
0002: jump @SWEET7_9588 

:SWEET7_9550
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR659' 6000 ms 1  // ~s~Van kt embered a csoportodban, de nem azok, akik a munkhoz kellenek! Ez alkalommal vedd fel a kt megfelelt!
0006: 543@ = 999 // integer values 
0002: jump @SWEET7_9588 

:SWEET7_9588
00D6: if 
001B:   2 > 261@ // integer values 
004D: jump_if_false @SWEET7_9644 
00D6: if 
0039:   285@ == 2 // integer values 
004D: jump_if_false @SWEET7_9644 
03E6: remove_text_box 
0512: permanent_text_box 'TWAR660'  // Tartsd nyomva a(z) ~k~~PED_LOCK_TARGET~ gombot, hogy beclozz bandatagot s nyomj ~k~~GROUP_CONTROL_FWD~ vagy ~k~~GROUP_CONTROL_BWD~ gombot, hogy csatlakozzon a banddhoz.
0006: 543@ = 0 // integer values 

:SWEET7_9644
00D6: if 
0039:   55@ == 4 // integer values 
004D: jump_if_false @SWEET7_10303 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_10115 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_10115 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_10115 jumps 1 @SWEET7_9761 2 @SWEET7_10024 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 

:SWEET7_9761
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_9844 
0006: 534@ = 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_9844 
0687: clear_actor_task $ACTOR_SWEET 
0605: actor $ACTOR_SWEET perform_animation_sequence "ENDCHAT_01" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:SWEET7_9844
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_9927 
0006: 534@ = 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_9927 
0687: clear_actor_task $ACTOR_SWEET 
0605: actor $ACTOR_SWEET perform_animation_sequence "ENDCHAT_01" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:SWEET7_9927
00D6: if 
0039:   540@ == 2 // integer values 
004D: jump_if_false @SWEET7_10010 
0006: 534@ = 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10010 
0687: clear_actor_task $ACTOR_SWEET 
0605: actor $ACTOR_SWEET perform_animation_sequence "ENDCHAT_01" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:SWEET7_10010
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_10115 

:SWEET7_10024
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR652' 6000 ms 1  // ~s~Csatlakoztasd azokat a ~b~bandatagokat~s~. Elgg tisztelnek ahhoz, hogy segtsenek.
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_10101 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10101 
0687: clear_actor_task $ACTOR_SWEET 
05CA: AS_actor $ACTOR_SWEET enter_car 78@ passenger_seat 0 20000 ms 
041E: set_radio_station 7 

:SWEET7_10101
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_10115 

:SWEET7_10115
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_10303 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_10303 
00D6: if 
06EE:   actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_10303 
00D6: if 
06EE:   actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_10303 
03E6: remove_text_box 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR654' 5500 ms 1  // ~s~Szllj be a ~b~kocsiba~s~ a bandddal s vidd el ket a temetsre.
0006: 286@ = 1 // integer values 
0006: 33@ = 0 // integer values 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_10296 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10296 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 78@ 
004D: jump_if_false @SWEET7_10296 
020A: set_car 78@ door_status_to 1 
0186: 41@ = create_marker_above_car 78@ 
07E0: set_marker 41@ type_to 1 
041E: set_radio_station 7 

:SWEET7_10296
0006: 55@ = 10 // integer values 

:SWEET7_10303
00D6: if 
0039:   286@ == 1 // integer values 
004D: jump_if_false @SWEET7_10347 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @SWEET7_10347 
0006: 286@ = 2 // integer values 

:SWEET7_10347
00D6: if 
0039:   55@ == 10 // integer values 
004D: jump_if_false @SWEET7_10659 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_10659 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_10659 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_10659 
00D6: if 
0448:   actor 263@ in_car 78@ 
004D: jump_if_false @SWEET7_10659 
00D6: if 
0448:   actor 264@ in_car 78@ 
004D: jump_if_false @SWEET7_10659 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_10659 
0519: lock_vehicle 78@ in_current_position 0 
03E6: remove_text_box 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @SWEET7_10567 
03C3: set_timer_with_text_to $6693 type 1 text 'TWAR620'  // Id
076C: set_zone 'GAN1' controlled_by_gang 1 density 35@ 
076C: set_zone 'GAN2' controlled_by_gang 1 density 36@ 
04EF: release_animation "SMOKING" 
0006: 302@ = 1 // integer values 

:SWEET7_10567
0164: disable_marker 41@ 
018A: 42@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
0006: 270@ = 1 // integer values 
0006: 44@ = 0 // integer values 
0006: 539@ = 1 // integer values 
0006: 55@ = 20 // integer values 
0006: 32@ = 0 // integer values 
01E8: create_forbidden_for_cars_cube 772.243 -1050.323 10.2931 806.2723 -1130.195 23.8359 

:SWEET7_10659
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @SWEET7_10726 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SWEET7_10726 
00D6: if 
001B:   10 > 53@ // integer values 
004D: jump_if_false @SWEET7_10726 
0006: 53@ = 10 // integer values 
0006: 37@ = 0 // integer values 

:SWEET7_10726
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @SWEET7_10768 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SWEET7_10768 
0006: 133@ = 15 // integer values 

:SWEET7_10768
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10809 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR638' 10000 ms 1  // ~r~Sweet meghalt! Ez nem volt a terv rsze!
0002: jump @SWEET7_32404 

:SWEET7_10809
00D6: if 
0119:   car 79@ wrecked 
004D: jump_if_false @SWEET7_10882 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10882 
00D6: if 
80DF:   not actor $ACTOR_SWEET driving 
004D: jump_if_false @SWEET7_10882 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR648' 6000 ms 1  // ~r~Ez a kocsi mg hasznunkra vlhatott volna! Nem kellett volna elpuszttani!
0002: jump @SWEET7_32404 

:SWEET7_10882
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @SWEET7_12788 
00D6: if 
0039:   55@ == 20 // integer values 
004D: jump_if_false @SWEET7_12788 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_12788 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_11207 
00D6: if 
0039:   278@ == 0 // integer values 
004D: jump_if_false @SWEET7_11008 
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @SWEET7_11008 
03E5: text_box 'TWAR656'  // Minl magasabbban ll a tiszteleted, annl tbb tagot toborozhatsz.
0006: 278@ = 1 // integer values 

:SWEET7_11008
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_11207 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_11207 
0871: init_jump_table 539@ total_jumps 4 0 @SWEET7_11207 jumps 1 @SWEET7_11107 2 @SWEET7_11128 3 @SWEET7_11149 4 @SWEET7_11170 -1 @SWEET7_11207 -1 @SWEET7_11207 -1 @SWEET7_11207 

:SWEET7_11107
0006: 534@ = 23 // integer values 
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_11207 

:SWEET7_11128
0006: 534@ = 35 // integer values 
0006: 539@ = 3 // integer values 
0002: jump @SWEET7_11207 

:SWEET7_11149
0006: 534@ = 36 // integer values 
0006: 539@ = 4 // integer values 
0002: jump @SWEET7_11207 

:SWEET7_11170
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR631' 6000 ms 1  // ~s~Mindenki beszllt. Vezess a ~y~temet~s~ htuljhoz, mieltt Kane megrkezik.
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_11207 

:SWEET7_11207
00D6: if 
0019:   541@ > 0 // integer values 
004D: jump_if_false @SWEET7_11407 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_11407 
0871: init_jump_table 541@ total_jumps 2 0 @SWEET7_11407 jumps 1 @SWEET7_11306 2 @SWEET7_11370 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 

:SWEET7_11306
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_11331 
0006: 534@ = 24 // integer values 

:SWEET7_11331
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_11356 
0006: 534@ = 26 // integer values 

:SWEET7_11356
0006: 541@ = 2 // integer values 
0002: jump @SWEET7_11407 

:SWEET7_11370
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR632' 6000 ms 1  // ~s~Gyorsan szllj vissza a bandatagjaiddal a ~b~kocsiba~s~.
0006: 541@ = 0 // integer values 
0002: jump @SWEET7_11407 

:SWEET7_11407
00D6: if 
0019:   542@ > 0 // integer values 
004D: jump_if_false @SWEET7_11582 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_11582 
0871: init_jump_table 542@ total_jumps 2 0 @SWEET7_11582 jumps 1 @SWEET7_11506 2 @SWEET7_11545 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 

:SWEET7_11506
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_11531 
0006: 534@ = 25 // integer values 

:SWEET7_11531
0006: 542@ = 2 // integer values 
0002: jump @SWEET7_11582 

:SWEET7_11545
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR631' 6000 ms 1  // ~s~Mindenki beszllt. Vezess a ~y~temet~s~ htuljhoz, mieltt Kane megrkezik.
0006: 542@ = 0 // integer values 
0002: jump @SWEET7_11582 

:SWEET7_11582
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET7_11675 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_11675 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 
0164: disable_marker 42@ 
00BE: text_clear_all 
0006: 44@ = 1 // integer values 
0006: 539@ = 0 // integer values 
0006: 541@ = 1 // integer values 
0209: 540@ = random_int 0 2 

:SWEET7_11675
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @SWEET7_11839 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_11839 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_11839 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_11839 
00D6: if 
0448:   actor 263@ in_car 78@ 
004D: jump_if_false @SWEET7_11839 
00D6: if 
0448:   actor 264@ in_car 78@ 
004D: jump_if_false @SWEET7_11839 
0164: disable_marker 41@ 
018A: 42@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
00BE: text_clear_all 
0006: 44@ = 0 // integer values 
0006: 539@ = 0 // integer values 
0006: 542@ = 1 // integer values 
0209: 540@ = random_int 0 1 

:SWEET7_11839
077E: 34@ = active_interior 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SWEET7_11882 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @SWEET7_11882 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SWEET7_11882
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET7_12788 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_12788 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 799.0102 -1074.032 23.0115 radius 3.8 3.8 4.0 sphere 1 
004D: jump_if_false @SWEET7_12788 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
01C1:   car 78@ stopped 
004D: jump_if_false @SWEET7_12788 
0164: disable_marker 42@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
014F: stop_timer $6693 
016A: fade 0 500 ms 

:SWEET7_12014
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_12038 
0001: wait 0 ms 
0002: jump @SWEET7_12014 

:SWEET7_12038
015F: set_camera_position 790.7784 -1072.139 26.2131 0.0 0.0 0.0 
0160: point_camera 791.6847 -1072.378 25.8645 2 
03CB: set_camera 803.5742 -1075.752 23.3957 
0001: wait 0 ms 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_12133 
0519: lock_vehicle 78@ in_current_position 1 

:SWEET7_12133
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
016A: fade 1 1000 ms 

:SWEET7_12151
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_12175 
0001: wait 0 ms 
0002: jump @SWEET7_12151 

:SWEET7_12175
014F: stop_timer $6693 
016A: fade 1 1000 ms 

:SWEET7_12187
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_12211 
0001: wait 0 ms 
0002: jump @SWEET7_12187 

:SWEET7_12211
0006: 270@ = 0 // integer values 
0006: 53@ = 1 // integer values 
0006: 133@ = 1 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_12264 
0006: 534@ = 29 // integer values 

:SWEET7_12264
00D6: if 
0039:   53@ == -999 // integer values 
004D: jump_if_false @SWEET7_12437 
009A: 81@ = create_actor 25 #FAM2 at 820.7578 -1078.671 22.9313 
0173: set_actor 81@ z_angle_to 258.1012 
060B: unknown_actor_use_entity 81@ 93@ 
0223: set_actor 81@ health_to 500 
08AF: (unknown) 81@ 500 
0568: set_actor 81@ targetable 1 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 82@ = create_actor 25 #FAM2 at 820.2401 -1075.763 23.0894 
0173: set_actor 82@ z_angle_to 200.7 
060B: unknown_actor_use_entity 82@ 93@ 
0223: set_actor 82@ health_to 500 
08AF: (unknown) 82@ 500 
0568: set_actor 82@ targetable 1 
01B2: give_actor 82@ weapon 28 ammo 99999 // Load the weapon model before using this 

:SWEET7_12437
0249: release_model #FAM2 
0249: release_model #FAM3 
0249: release_model #FAM1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_12558 
060B: unknown_actor_use_entity $ACTOR_SWEET 93@ 
0687: clear_actor_task $ACTOR_SWEET 
0187: 39@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 39@ type_to 1 
0615: define_action_sequences 83@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 804.576 -1075.794 23.3946 speed 4 10000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 83@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 83@ 
061B: remove_references_to_action_sequences 83@ 
0006: 32@ = 0 // integer values 

:SWEET7_12558
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @SWEET7_12588 
0001: wait 0 ms 
0002: jump @SWEET7_12558 

:SWEET7_12588
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_12673 
060B: unknown_actor_use_entity 263@ 93@ 
06C9: remove_actor 263@ from_group 
0687: clear_actor_task 263@ 
0615: define_action_sequences 272@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 804.8553 -1074.422 23.4385 speed 4 10000 ms 
0616: define_action_sequences_end 272@ 
0618: assign_actor 263@ to_action_sequences 272@ 
061B: remove_references_to_action_sequences 272@ 

:SWEET7_12673
00D6: if 
001B:   1750 > 32@ // integer values 
004D: jump_if_false @SWEET7_12703 
0001: wait 0 ms 
0002: jump @SWEET7_12673 

:SWEET7_12703
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_12788 
060B: unknown_actor_use_entity 264@ 93@ 
06C9: remove_actor 264@ from_group 
0687: clear_actor_task 264@ 
0615: define_action_sequences 273@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 805.1254 -1072.344 23.5187 speed 6 10000 ms 
0616: define_action_sequences_end 273@ 
0618: assign_actor 264@ to_action_sequences 273@ 
061B: remove_references_to_action_sequences 273@ 

:SWEET7_12788
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @SWEET7_12839 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SWEET7_12839 
0006: 133@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:SWEET7_12839
00D6: if 
0039:   133@ == 4 // integer values 
004D: jump_if_false @SWEET7_13226 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SWEET7_12908 
00D6: if 
0039:   303@ == 0 // integer values 
004D: jump_if_false @SWEET7_12908 
0006: 38@ = 1 // integer values 
0006: 303@ = 1 // integer values 

:SWEET7_12908
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SWEET7_13226 
0395: clear_area 1 at 804.576 -1075.794 23.3946 range 5.0 
015F: set_camera_position 813.1065 -1071.708 27.3524 0.0 0.0 0.0 
0160: point_camera 812.2476 -1072.201 27.2129 2 
0006: 133@ = 5 // integer values 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_13027 

:SWEET7_13027
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET7_13108 
0687: clear_actor_task $PLAYER_ACTOR 
0615: define_action_sequences 549@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 803.7976 -1075.882 23.3933 speed 6 10000 ms 
05D4: AS_actor -1 rotate_angle 272.0 
0616: define_action_sequences_end 549@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 549@ 
061B: remove_references_to_action_sequences 549@ 

:SWEET7_13108
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_13226 
0687: clear_actor_task 264@ 
00A1: put_actor 264@ at 805.1254 -1072.344 23.5187 
0173: set_actor 264@ z_angle_to 230.0 
0615: define_action_sequences 273@ 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point 820.4114 -1076.603 23.0623 speed 6 10000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 273@ 
0618: assign_actor 264@ to_action_sequences 273@ 
061B: remove_references_to_action_sequences 273@ 

:SWEET7_13226
00D6: if 
0039:   133@ == 5 // integer values 
004D: jump_if_false @SWEET7_13381 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @SWEET7_13381 
0395: clear_area 1 at 804.576 -1075.794 23.3946 range 5.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_13367 
0687: clear_actor_task $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 804.576 -1075.794 23.3946 
0173: set_actor $ACTOR_SWEET z_angle_to 271.0 
0615: define_action_sequences 83@ 
078F: unknown_action_sequence -1 1 
0616: define_action_sequences_end 83@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 83@ 
061B: remove_references_to_action_sequences 83@ 

:SWEET7_13367
0006: 32@ = 0 // integer values 
0006: 133@ = 6 // integer values 

:SWEET7_13381
00D6: if 
0039:   133@ == 6 // integer values 
004D: jump_if_false @SWEET7_13543 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SWEET7_13543 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_13529 
0687: clear_actor_task 263@ 
00A1: put_actor 263@ at 804.8553 -1074.422 23.4385 
0173: set_actor 263@ z_angle_to 262.0 
0615: define_action_sequences 272@ 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point 818.4114 -1076.603 23.0623 speed 6 10000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 272@ 
0618: assign_actor 263@ to_action_sequences 272@ 
061B: remove_references_to_action_sequences 272@ 

:SWEET7_13529
0006: 133@ = 10 // integer values 
0006: 32@ = 0 // integer values 

:SWEET7_13543
00D6: if 
0039:   133@ == 10 // integer values 
004D: jump_if_false @SWEET7_13665 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET7_13665 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_13626 
0687: clear_actor_task $ACTOR_SWEET 
05D3: AS_actor $ACTOR_SWEET go_to_point 818.4114 -1076.603 23.0623 speed 6 10000 ms 

:SWEET7_13626
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_13651 
0006: 534@ = 31 // integer values 

:SWEET7_13651
0006: 133@ = 13 // integer values 
0006: 32@ = 0 // integer values 

:SWEET7_13665
00D6: if 
0039:   133@ == 13 // integer values 
004D: jump_if_false @SWEET7_13727 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_13727 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET7_13727 
0006: 133@ = 15 // integer values 

:SWEET7_13727
00D6: if 
0039:   133@ == 15 // integer values 
004D: jump_if_false @SWEET7_13960 
0006: 38@ = 0 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 133@ = 20 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR635' 6000 ms 1  // ~s~Mssz t a falon s tallkozz ~b~Sweet-tel~s~ s az embereivel.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_13858 
0792: (unknown) $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 818.4114 -1076.603 23.0623 
0173: set_actor $ACTOR_SWEET z_angle_to 279.0 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 

:SWEET7_13858
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_13909 
0792: (unknown) 263@ 
00A1: put_actor 263@ at 816.0391 -1072.607 23.71 
0173: set_actor 263@ z_angle_to 248.0 

:SWEET7_13909
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_13960 
0792: (unknown) 264@ 
00A1: put_actor 264@ at 815.9681 -1073.723 23.5666 
0173: set_actor 264@ z_angle_to 253.0 

:SWEET7_13960
00D6: if 
0039:   53@ == 1 // integer values 
004D: jump_if_false @SWEET7_14244 
00D6: if 
0039:   55@ == 20 // integer values 
004D: jump_if_false @SWEET7_14244 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_14244 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @SWEET7_14153 
00D6: if 
00FE:   actor $ACTOR_SWEET 0 818.4114 -1076.603 23.0623 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET7_14153 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 2.0 2.0 0 
004D: jump_if_false @SWEET7_14153 
0687: clear_actor_task $ACTOR_SWEET 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_14130 

:SWEET7_14130
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_14146 

:SWEET7_14146
0006: 68@ = 1 // integer values 

:SWEET7_14153
00D6: if 
00FE:   actor $ACTOR_SWEET 0 818.4114 -1076.603 23.0623 radius 2.0 2.0 2.0 
004D: jump_if_false @SWEET7_14244 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 2.0 2.0 0 
004D: jump_if_false @SWEET7_14244 
0006: 53@ = 4 // integer values 
0164: disable_marker 39@ 

:SWEET7_14244
00D6: if 
001B:   1 > 53@ // integer values 
004D: jump_if_false @SWEET7_14303 
00D6: if 
0119:   car 78@ wrecked 
004D: jump_if_false @SWEET7_14303 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR633' 8000 ms 1  // ~r~Szttrted Sweet kocsijt, s a melt sem sikerlt elvgezni!
0002: jump @SWEET7_32404 

:SWEET7_14303
00D6: if 
001B:   5 > 53@ // integer values 
004D: jump_if_false @SWEET7_15562 
00D6: if 
056D:   carcass_of_actor 263@ valid 
004D: jump_if_false @SWEET7_14379 
00D6: if 
0118:   actor 263@ dead 
004D: jump_if_false @SWEET7_14379 
00BE: text_clear_all 
0209: 540@ = random_int 0 3 
0006: 539@ = 21 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_14379
00D6: if 
056D:   carcass_of_actor 264@ valid 
004D: jump_if_false @SWEET7_14437 
00D6: if 
0118:   actor 264@ dead 
004D: jump_if_false @SWEET7_14437 
00BE: text_clear_all 
0209: 540@ = random_int 0 3 
0006: 539@ = 21 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_14437
00D6: if 
056D:   carcass_of_actor 105@ valid 
004D: jump_if_false @SWEET7_14662 
00D6: if 
051A:   actor 105@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_14662 
0006: 69@ = 1 // integer values 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_14508 
0687: clear_actor_task 105@ 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14508
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_14537 
0687: clear_actor_task 107@ 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_14537
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_14566 
0687: clear_actor_task 109@ 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14566
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_14602 
0687: clear_actor_task 97@ 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_14602
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_14638 
0687: clear_actor_task 96@ 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_14638
0209: 540@ = random_int 0 3 
0006: 539@ = 41 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_14662
00D6: if 
056D:   carcass_of_actor 107@ valid 
004D: jump_if_false @SWEET7_14887 
00D6: if 
051A:   actor 107@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_14887 
0006: 69@ = 1 // integer values 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_14733 
0687: clear_actor_task 107@ 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_14733
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_14762 
0687: clear_actor_task 105@ 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14762
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_14791 
0687: clear_actor_task 109@ 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14791
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_14827 
0687: clear_actor_task 97@ 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_14827
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_14863 
0687: clear_actor_task 96@ 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_14863
0209: 540@ = random_int 0 3 
0006: 539@ = 41 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_14887
00D6: if 
056D:   carcass_of_actor 109@ valid 
004D: jump_if_false @SWEET7_15112 
00D6: if 
051A:   actor 109@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_15112 
0006: 69@ = 1 // integer values 
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_14958 
0687: clear_actor_task 109@ 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14958
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_14987 
0687: clear_actor_task 105@ 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14987
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_15016 
0687: clear_actor_task 107@ 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15016
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_15052 
0687: clear_actor_task 97@ 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_15052
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_15088 
0687: clear_actor_task 96@ 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_15088
0209: 540@ = random_int 0 3 
0006: 539@ = 41 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_15112
00D6: if 
056D:   carcass_of_actor 96@ valid 
004D: jump_if_false @SWEET7_15337 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_15337 
0006: 69@ = 1 // integer values 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_15183 
0687: clear_actor_task 105@ 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_15183
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_15212 
0687: clear_actor_task 107@ 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15212
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_15241 
0687: clear_actor_task 109@ 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_15241
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_15277 
0687: clear_actor_task 97@ 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_15277
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_15313 
0687: clear_actor_task 96@ 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_15313
0209: 540@ = random_int 0 3 
0006: 539@ = 41 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_15337
00D6: if 
056D:   carcass_of_actor 97@ valid 
004D: jump_if_false @SWEET7_15562 
00D6: if 
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_15562 
0006: 69@ = 1 // integer values 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_15408 
0687: clear_actor_task 105@ 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_15408
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_15437 
0687: clear_actor_task 107@ 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15437
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_15466 
0687: clear_actor_task 109@ 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_15466
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_15502 
0687: clear_actor_task 97@ 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_15502
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_15538 
0687: clear_actor_task 96@ 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_15538
0209: 540@ = random_int 0 3 
0006: 539@ = 41 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_15562
00D6: if 
0039:   53@ == 999 // integer values 
004D: jump_if_false @SWEET7_16519 
00D6: if and
0019:   539@ > 20 // integer values 
001B:   30 > 539@ // integer values 
004D: jump_if_false @SWEET7_15820 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_15820 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_15820 jumps 21 @SWEET7_15687 22 @SWEET7_15776 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 

:SWEET7_15687
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_15712 
0006: 534@ = 17 // integer values 

:SWEET7_15712
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_15737 
0006: 534@ = 18 // integer values 

:SWEET7_15737
00D6: if 
0039:   540@ == 2 // integer values 
004D: jump_if_false @SWEET7_15762 
0006: 534@ = 19 // integer values 

:SWEET7_15762
0006: 539@ = 22 // integer values 
0002: jump @SWEET7_15820 

:SWEET7_15776
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR658' 6000 ms 1  // ~r~Ez a munka aligha lesz knyebb, emberhtrnyban!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_32404 
0002: jump @SWEET7_15820 

:SWEET7_15820
00D6: if and
0019:   539@ > 30 // integer values 
001B:   40 > 539@ // integer values 
004D: jump_if_false @SWEET7_16034 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_16034 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_16034 jumps 31 @SWEET7_15926 32 @SWEET7_15990 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 

:SWEET7_15926
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_15951 
0006: 534@ = 27 // integer values 

:SWEET7_15951
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_15976 
0006: 534@ = 28 // integer values 

:SWEET7_15976
0006: 539@ = 32 // integer values 
0002: jump @SWEET7_16034 

:SWEET7_15990
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR619' 6000 ms 1  // ~r~A temets vget r! Kane tl fogja lni ezt a napot!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_32404 
0002: jump @SWEET7_16034 

:SWEET7_16034
00D6: if and
0019:   539@ > 40 // integer values 
001B:   50 > 539@ // integer values 
004D: jump_if_false @SWEET7_16273 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_16273 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_16273 jumps 41 @SWEET7_16140 42 @SWEET7_16229 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 

:SWEET7_16140
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_16165 
0006: 534@ = 37 // integer values 

:SWEET7_16165
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_16190 
0006: 534@ = 38 // integer values 

:SWEET7_16190
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_16215 
0006: 534@ = 39 // integer values 

:SWEET7_16215
0006: 539@ = 42 // integer values 
0002: jump @SWEET7_16273 

:SWEET7_16229
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR625' 6000 ms 1  // ~r~Tl hamar kezdted el a rajtatst! Kane most mr nem fog megrkezni!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_32404 
0002: jump @SWEET7_16273 

:SWEET7_16273
00D6: if and
0019:   539@ > 60 // integer values 
001B:   70 > 539@ // integer values 
004D: jump_if_false @SWEET7_16519 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_16519 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_16519 jumps 61 @SWEET7_16379 62 @SWEET7_16468 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 

:SWEET7_16379
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_16404 
0006: 534@ = 61 // integer values 

:SWEET7_16404
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_16429 
0006: 534@ = 62 // integer values 

:SWEET7_16429
00D6: if 
0039:   540@ == 2 // integer values 
004D: jump_if_false @SWEET7_16454 
0006: 534@ = 63 // integer values 

:SWEET7_16454
0006: 539@ = 62 // integer values 
0002: jump @SWEET7_16519 

:SWEET7_16468
0006: 534@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR627' 8000 ms 1  // ~r~Tl ks! Kane mr a sajt krnykn van! Mr nem biztonsgos folytatni az ldzst!
009B: destroy_actor_instantly 98@ 
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_32404 
0002: jump @SWEET7_16519 

:SWEET7_16519
00D6: if 
0039:   53@ == 4 // integer values 
004D: jump_if_false @SWEET7_17027 
0006: 53@ = 5 // integer values 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_16584 
0508: (unknown) 78@ 
0519: lock_vehicle 78@ in_current_position 0 
020A: set_car 78@ door_status_to 3 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 

:SWEET7_16584
0395: clear_area 1 at 894.0744 -1073.497 23.3203 range 125.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A5: 76@ = create_car #ADMIRAL at 897.3787 -1073.502 23.3203 
0175: set_car 76@ z_angle_to 90.2 
0229: set_car 76@ color_to 25 40 
020A: set_car 76@ door_status_to 3 
02AC: set_car 76@ immunities 1 1 1 1 1 
0249: release_model #ADMIRAL 
01C8: 98@ = create_actor 24 #BALLAS3 in_car 76@ passenger_seat 0 
0129: 101@ = create_actor 24 #BALLAS2 in_car 76@ driverseat 
01B2: give_actor 101@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 98@ 92@ 
060B: unknown_actor_use_entity 101@ 92@ 
0223: set_actor 98@ health_to 260 
08AF: (unknown) 98@ 300 
02E2: set_actor 98@ weapon_accuracy_to 100 
035F: set_actor 98@ armour_to 100 
02A9: set_actor 98@ immune_to_nonplayer 1 
0446: set_actor 98@ immune_to_headshots 0 
054A: set_actor 98@ immune_to_car_headshots 0 
0856: (unknown) 98@ 0 
009A: 111@ = create_actor 24 #BALLAS2 at 876.4128 -1068.866 23.3745 
060B: unknown_actor_use_entity 111@ 93@ 
0173: set_actor 111@ z_angle_to 166.6 
01B2: give_actor 111@ weapon 28 ammo 2000 // Load the weapon model before using this 
02A9: set_actor 111@ immune_to_nonplayer 1 
02E2: set_actor 111@ weapon_accuracy_to 90 
0223: set_actor 111@ health_to 120 
009A: 112@ = create_actor 24 #BALLAS2 at 922.7446 -1066.214 23.3203 
060B: unknown_actor_use_entity 112@ 93@ 
0173: set_actor 112@ z_angle_to 66.6 
01B2: give_actor 112@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: (unknown) 112@ 15 
02A9: set_actor 112@ immune_to_nonplayer 1 
02E2: set_actor 112@ weapon_accuracy_to 90 
0223: set_actor 112@ health_to 120 
009A: 113@ = create_actor 24 #BALLAS2 at 922.4503 -1117.908 23.0517 
060B: unknown_actor_use_entity 113@ 93@ 
0173: set_actor 113@ z_angle_to 357.6 
01B2: give_actor 113@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: (unknown) 113@ 15 
02A9: set_actor 113@ immune_to_nonplayer 1 
02E2: set_actor 113@ weapon_accuracy_to 90 
0223: set_actor 113@ health_to 120 

:SWEET7_17027
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET7_17559 
00D6: if and
0019:   53@ > 4 // integer values 
001B:   999 > 53@ // integer values 
004D: jump_if_false @SWEET7_17559 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_17110 
0226: $6692 = actor 98@ health 
0084: $6691 = $6692 // integer values and handles 
0014: $6691 /= 3 // integer values 

:SWEET7_17110
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SWEET7_17505 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_17505 
0164: disable_marker 40@ 
0006: 53@ = 1352 // integer values 
0050: gosub @SWEET7_31278 
00BE: text_clear_all 
0006: 71@ = 1 // integer values 
0006: 62@ = 99 // integer values 
0006: 63@ = 99 // integer values 
0006: 64@ = 99 // integer values 
0006: 539@ = 1 // integer values 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_17311 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_17311 
020A: set_car 79@ door_status_to 1 
020A: set_car 79@ door_status_to 3 
0687: clear_actor_task $ACTOR_SWEET 
0615: define_action_sequences 87@ 
05D3: AS_actor -1 go_to_point 930.8062 -1114.459 23.094 speed 6 10000 ms 
05CA: AS_actor -1 enter_car 79@ passenger_seat -1 30000 ms 
0616: define_action_sequences_end 87@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 87@ 
061B: remove_references_to_action_sequences 87@ 

:SWEET7_17311
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_17408 
0687: clear_actor_task 81@ 
0615: define_action_sequences 300@ 
05D3: AS_actor -1 go_to_point 945.3914 -1100.376 23.2999 speed 6 -1 ms 
0667: AS_actor -1 aim_at_point 969.3931 -1098.341 22.877 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 300@ 
0618: assign_actor 81@ to_action_sequences 300@ 
061B: remove_references_to_action_sequences 300@ 

:SWEET7_17408
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_17505 
0687: clear_actor_task 82@ 
0615: define_action_sequences 299@ 
05D3: AS_actor -1 go_to_point 944.9411 -1106.773 23.2539 speed 6 -1 ms 
0667: AS_actor -1 aim_at_point 970.9636 -1107.962 22.8672 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 299@ 
0618: assign_actor 82@ to_action_sequences 299@ 
061B: remove_references_to_action_sequences 299@ 

:SWEET7_17505
00D6: if 
0019:   132@ > 0 // integer values 
004D: jump_if_false @SWEET7_17559 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_17559 
0164: disable_marker 40@ 
0006: 53@ = 1352 // integer values 
0006: 71@ = 4 // integer values 

:SWEET7_17559
00D6: if 
0039:   71@ == 4 // integer values 
004D: jump_if_false @SWEET7_17721 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_17721 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_17721 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 79@ 
004D: jump_if_false @SWEET7_17721 
020A: set_car 79@ door_status_to 1 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_17721 
0006: 276@ = 1 // integer values 
0687: clear_actor_task $ACTOR_SWEET 
0164: disable_marker 43@ 
018A: 271@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0373: set_camera_directly_behind_player 
0006: 71@ = 8 // integer values 
0006: 44@ = 0 // integer values 
0006: 539@ = 1 // integer values 

:SWEET7_17721
00D6: if 
0039:   71@ == 8 // integer values 
004D: jump_if_false @SWEET7_18514 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SWEET7_17914 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_17914 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_17914 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_17914 jumps 1 @SWEET7_17856 2 @SWEET7_17877 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 

:SWEET7_17856
0006: 534@ = 69 // integer values 
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_17914 

:SWEET7_17877
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR646' 6000 ms 1  // ~s~Kane halott, vidd ~y~haza~s~ Sweetet ppsgben!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_17914 

:SWEET7_17914
00D6: if 
0019:   132@ > 0 // integer values 
004D: jump_if_false @SWEET7_18133 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_18133 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_18133 
0871: init_jump_table 539@ total_jumps 4 0 @SWEET7_18133 jumps 1 @SWEET7_18031 2 @SWEET7_18052 3 @SWEET7_18073 4 @SWEET7_18094 -1 @SWEET7_18133 -1 @SWEET7_18133 -1 @SWEET7_18133 

:SWEET7_18031
0006: 534@ = 64 // integer values 
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_18133 

:SWEET7_18052
0006: 534@ = 65 // integer values 
0006: 539@ = 3 // integer values 
0002: jump @SWEET7_18133 

:SWEET7_18073
0006: 534@ = 66 // integer values 
0006: 539@ = 4 // integer values 
0002: jump @SWEET7_18133 

:SWEET7_18094
0006: 534@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR646' 6000 ms 1  // ~s~Kane halott, vidd ~y~haza~s~ Sweetet ppsgben!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_18133 

:SWEET7_18133
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_18514 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET7_18238 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_18238 
0006: 539@ = 0 // integer values 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
0164: disable_marker 271@ 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR645' 6000 ms 1  // ~s~Szllj be a ~b~kocsiba~s~ s vezess!
0006: 44@ = 1 // integer values 

:SWEET7_18238
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @SWEET7_18332 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_18332 
0164: disable_marker 43@ 
018A: 271@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR647' 8000 ms 1  // ~s~Vidd ~y~haza~s~ ppsgben Sweetet!
0006: 44@ = 0 // integer values 

:SWEET7_18332
077E: 34@ = active_interior 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SWEET7_18375 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @SWEET7_18375 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SWEET7_18375
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_18514 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 79@ 
004D: jump_if_false @SWEET7_18514 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_18514 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 2501.634 -1674.131 12.3689 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @SWEET7_18514 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
01C1:   car 79@ stopped 
004D: jump_if_false @SWEET7_18514 
0164: disable_marker 271@ 
00BE: text_clear_all 
0006: 71@ = 74 // integer values 

:SWEET7_18514
00D6: if 
0039:   71@ == 74 // integer values 
004D: jump_if_false @SWEET7_18727 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 1 at 2501.634 -1674.131 12.3689 range 5.0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2499.582 -1682.395 15.2226 0.0 0.0 0.0 
0160: point_camera 2499.969 -1681.485 15.079 2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_18699 
0615: define_action_sequences 85@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2516.634 -1673.847 13.9671 speed 4 20000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 85@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 85@ 
061B: remove_references_to_action_sequences 85@ 

:SWEET7_18699
0006: 33@ = 0 // integer values 
0006: 539@ = 1 // integer values 
0006: 71@ = 77 // integer values 
0006: 288@ = 1 // integer values 

:SWEET7_18727
00D6: if 
0039:   288@ == 1 // integer values 
004D: jump_if_false @SWEET7_18949 
0006: 71@ = 77 // integer values 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_18949 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_18949 
0871: init_jump_table 539@ total_jumps 4 0 @SWEET7_18949 jumps 1 @SWEET7_18851 2 @SWEET7_18872 3 @SWEET7_18893 4 @SWEET7_18914 -1 @SWEET7_18949 -1 @SWEET7_18949 -1 @SWEET7_18949 

:SWEET7_18851
0006: 534@ = 70 // integer values 
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_18949 

:SWEET7_18872
0006: 534@ = 71 // integer values 
0006: 539@ = 3 // integer values 
0002: jump @SWEET7_18949 

:SWEET7_18893
0006: 534@ = 72 // integer values 
0006: 539@ = 4 // integer values 
0002: jump @SWEET7_18949 

:SWEET7_18914
0006: 534@ = 0 // integer values 
0006: 71@ = 80 // integer values 
0006: 288@ = 2 // integer values 
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_18949 

:SWEET7_18949
00D6: if 
0039:   288@ == 2 // integer values 
004D: jump_if_false @SWEET7_19003 
0373: set_camera_directly_behind_player 
009B: destroy_actor_instantly $ACTOR_SWEET 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0002: jump @SWEET7_32422 

:SWEET7_19003
00D6: if 
0039:   53@ == 5 // integer values 
004D: jump_if_false @SWEET7_19303 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 0 ms 
016A: fade 0 1500 ms 

:SWEET7_19039
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_19063 
0001: wait 0 ms 
0002: jump @SWEET7_19039 

:SWEET7_19063
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_19093 
0446: set_actor 81@ immune_to_headshots 0 

:SWEET7_19093
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_19116 
0446: set_actor 82@ immune_to_headshots 0 

:SWEET7_19116
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_19137 
0687: clear_actor_task $ACTOR_SWEET 

:SWEET7_19137
02A3: toggle_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 816.8154 -1075.383 23.3516 
0173: set_actor $PLAYER_ACTOR z_angle_to 277.0 
015F: set_camera_position 822.0925 -1077.878 23.6895 0.0 0.0 0.0 
0160: point_camera 821.1437 -1077.566 23.7335 2 
03CB: set_camera 803.9182 -1078.626 23.3515 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:SWEET7_19251
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_19275 
0001: wait 0 ms 
0002: jump @SWEET7_19251 

:SWEET7_19275
0006: 53@ = 6 // integer values 
0006: 539@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:SWEET7_19303
00D6: if 
0039:   53@ == 6 // integer values 
004D: jump_if_false @SWEET7_20129 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_19553 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_19553 
0871: init_jump_table 539@ total_jumps 4 0 @SWEET7_19553 jumps 1 @SWEET7_19420 2 @SWEET7_19434 3 @SWEET7_19493 4 @SWEET7_19514 -1 @SWEET7_19553 -1 @SWEET7_19553 -1 @SWEET7_19553 

:SWEET7_19420
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_19553 

:SWEET7_19434
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_19479 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_19479 
0687: clear_actor_task $ACTOR_SWEET 
0639: AS_actor $ACTOR_SWEET rotate_to_actor 98@ 

:SWEET7_19479
0006: 539@ = 3 // integer values 
0002: jump @SWEET7_19553 

:SWEET7_19493
0006: 534@ = 34 // integer values 
0006: 539@ = 4 // integer values 
0002: jump @SWEET7_19553 

:SWEET7_19514
0006: 534@ = 0 // integer values 
03E5: text_box 'TWAR661'  // Nyomj ~k~~GROUP_CONTROL_BWD~ gombot, hogy a banddat egy helyben tartsd vagy nyomj ~k~~GROUP_CONTROL_FWD~ gombot, hogy kvessenek.
0006: 546@ = 1 // integer values 
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_19553 

:SWEET7_19553
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @SWEET7_19617 
00D6: if 
0039:   546@ == 1 // integer values 
004D: jump_if_false @SWEET7_19617 
03E6: remove_text_box 
03E5: text_box 'TWAR662'  // A(z) ~k~~GROUP_CONTROL_FWD~ vagy a(z) ~k~~GROUP_CONTROL_BWD~ gomb nyomvatartsa vagy, ha tl messze kerlsz tlk a bandd sztoszlsval jr.
0006: 546@ = 2 // integer values 
0006: 33@ = 0 // integer values 

:SWEET7_19617
00D6: if 
0039:   546@ == 2 // integer values 
004D: jump_if_false @SWEET7_20129 
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @SWEET7_20129 
03E6: remove_text_box 
015F: set_camera_position 891.9803 -1068.343 23.6669 0.0 0.0 0.0 
0160: point_camera 891.3828 -1069.141 23.7373 2 
0006: 37@ = 1 // integer values 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @SWEET7_19830 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_19830 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_19830 
05D1: AS_actor 101@ drive_car 76@ to 875.3232 -1073.502 23.3364 speed 10.0 2 0 2 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_19823 
0006: 534@ = 40 // integer values 

:SWEET7_19823
0006: 75@ = 1 // integer values 

:SWEET7_19830
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_20129 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_20129 
00D6: if 
01AF:   car 76@ 0 875.3232 -1071.941 23.3364 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_20129 
00D6: if 
01C1:   car 76@ stopped 
004D: jump_if_false @SWEET7_20129 
0006: 53@ = 7 // integer values 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_19958 
0006: 545@ = 0 // integer values 

:SWEET7_19958
015F: set_camera_position 871.9701 -1069.503 25.6673 0.0 0.0 0.0 
0160: point_camera 872.7517 -1070.042 25.353 2 
020A: set_car 76@ door_status_to 1 
02AC: set_car 76@ immunities 0 0 0 0 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_20122 
0615: define_action_sequences 99@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 869.1639 -1071.619 25.2208 speed 4 10000 ms 
05D3: AS_actor -1 go_to_point 892.7105 -1077.929 23.2684 speed 4 10000 ms 
0616: define_action_sequences_end 99@ 
0618: assign_actor 98@ to_action_sequences 99@ 
061B: remove_references_to_action_sequences 99@ 

:SWEET7_20122
0006: 32@ = 0 // integer values 

:SWEET7_20129
00D6: if 
0039:   53@ == 7 // integer values 
004D: jump_if_false @SWEET7_20273 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SWEET7_20273 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_20257 
0615: define_action_sequences 102@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 873.9978 -1077.988 23.3203 speed 4 10000 ms 
05D3: AS_actor -1 go_to_point 833.1347 -1095.187 22.8281 speed 4 10000 ms 
0616: define_action_sequences_end 102@ 
0618: assign_actor 101@ to_action_sequences 102@ 
061B: remove_references_to_action_sequences 102@ 

:SWEET7_20257
00BE: text_clear_all 
0006: 53@ = 8 // integer values 
0006: 539@ = 1 // integer values 

:SWEET7_20273
00D6: if 
0039:   53@ == 8 // integer values 
004D: jump_if_false @SWEET7_20479 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_20453 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_20453 
0871: init_jump_table 539@ total_jumps 3 0 @SWEET7_20453 jumps 1 @SWEET7_20390 2 @SWEET7_20411 3 @SWEET7_20432 -1 @SWEET7_20453 -1 @SWEET7_20453 -1 @SWEET7_20453 -1 @SWEET7_20453 

:SWEET7_20390
0006: 534@ = 41 // integer values 
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_20453 

:SWEET7_20411
0006: 534@ = 42 // integer values 
0006: 539@ = 3 // integer values 
0002: jump @SWEET7_20453 

:SWEET7_20432
0006: 534@ = 0 // integer values 
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_20453 

:SWEET7_20453
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @SWEET7_20479 
0006: 53@ = 10 // integer values 

:SWEET7_20479
00D6: if 
0039:   53@ == 10 // integer values 
004D: jump_if_false @SWEET7_21122 
0006: 37@ = 0 // integer values 
0006: 539@ = 0 // integer values 
0006: 270@ = 99 // integer values 
00A1: put_actor $PLAYER_ACTOR at 817.3972 -1076.164 23.1065 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_20584 
00A1: put_actor 263@ at 820.5947 -1074.517 23.1755 
0173: set_actor 263@ z_angle_to 176.0 

:SWEET7_20584
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_20630 
00A1: put_actor 264@ at 818.3846 -1079.001 22.929 
0173: set_actor 264@ z_angle_to 291.0 

:SWEET7_20630
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_20733 
0792: (unknown) 98@ 
00D6: if 
80DF:   not actor 98@ driving 
004D: jump_if_false @SWEET7_20687 
00A1: put_actor 98@ at 890.4531 -1063.368 23.7342 

:SWEET7_20687
00D6: if 
00DF:   actor 98@ driving 
004D: jump_if_false @SWEET7_20723 
0362: remove_actor 98@ from_car_and_place_at 890.4531 -1063.368 23.7342 

:SWEET7_20723
05D4: AS_actor 98@ rotate_angle 84.0 

:SWEET7_20733
0173: set_actor $PLAYER_ACTOR z_angle_to 255.0 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "SMOKING" 
04EF: release_animation "GRAVEYARD" 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_20843 
0792: (unknown) 101@ 
00A1: put_actor 101@ at 844.5107 -1101.66 22.8516 
05D4: AS_actor 101@ rotate_angle 135.0 
01B2: give_actor 101@ weapon 22 ammo 2000 // Load the weapon model before using this 
035F: set_actor 101@ armour_to 50 

:SWEET7_20843
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_20911 
00AB: put_car 76@ at 875.3232 -1073.502 23.3364 
0175: set_car 76@ z_angle_to 89.0 
020A: set_car 76@ door_status_to 1 
02AC: set_car 76@ immunities 0 0 0 0 0 

:SWEET7_20911
01B4: set_player $PLAYER_CHAR frozen_state 1 
0940: (unknown) 260@ 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_20975 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_20975 
0631: put_actor 263@ in_group 260@ 
087F: (unknown) 263@ 1 

:SWEET7_20975
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_21025 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_21025 
0631: put_actor 264@ in_group 260@ 
087F: (unknown) 264@ 1 

:SWEET7_21025
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_21054 
060B: unknown_actor_use_entity 101@ 93@ 
0687: clear_actor_task 101@ 

:SWEET7_21054
0638: AS_actor 101@ stay_put 1 
0006: 53@ = 15 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_21099 
0187: 40@ = create_marker_above_actor 98@ 
0165: set_marker 40@ color_to 0 

:SWEET7_21099
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_21120 
00A6: destroy_car 78@ 

:SWEET7_21120
03E6: remove_text_box 

:SWEET7_21122
00D6: if 
0039:   53@ == 15 // integer values 
004D: jump_if_false @SWEET7_21672 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_21578 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_21273 
0615: define_action_sequences 84@ 
05D3: AS_actor -1 go_to_point 832.3179 -1081.627 22.9332 speed 6 10000 ms 
0637: unknown_action_sequence -1 833.9351 -1101.966 22.8281 6 100.0 1.0 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_action_sequences_end 84@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 84@ 
061B: remove_references_to_action_sequences 84@ 

:SWEET7_21273
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_21388 
0687: clear_actor_task 81@ 
0615: define_action_sequences 88@ 
05D3: AS_actor -1 go_to_point 828.6603 -1080.408 23.03 speed 7 10000 ms 
0637: unknown_action_sequence -1 832.5559 -1104.067 22.8281 7 100.0 1.0 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_action_sequences_end 88@ 
0618: assign_actor 81@ to_action_sequences 88@ 
061B: remove_references_to_action_sequences 88@ 

:SWEET7_21388
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_21503 
0687: clear_actor_task 82@ 
0615: define_action_sequences 90@ 
05D3: AS_actor -1 go_to_point 832.2366 -1077.225 23.1896 speed 7 10000 ms 
0637: unknown_action_sequence -1 835.7187 -1097.325 22.8784 7 100.0 1.0 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_action_sequences_end 90@ 
0618: assign_actor 82@ to_action_sequences 90@ 
061B: remove_references_to_action_sequences 90@ 

:SWEET7_21503
0050: gosub @SWEET7_30508 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_21578 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_21578 
0615: define_action_sequences 104@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $ACTOR_SWEET 
0616: define_action_sequences_end 104@ 
0618: assign_actor 101@ to_action_sequences 104@ 
061B: remove_references_to_action_sequences 104@ 

:SWEET7_21578
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @SWEET7_21638 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_21617 
009B: destroy_actor_instantly 97@ 

:SWEET7_21617
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_21638 
009B: destroy_actor_instantly 96@ 

:SWEET7_21638
0006: 33@ = 0 // integer values 
0006: 61@ = 1 // integer values 
0006: 539@ = 1 // integer values 
0209: 540@ = random_int 0 3 
040D: unload_wav 3 

:SWEET7_21672
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @SWEET7_22268 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_21915 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_21915 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_21915 jumps 1 @SWEET7_21789 2 @SWEET7_21878 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 

:SWEET7_21789
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_21814 
0006: 534@ = 43 // integer values 

:SWEET7_21814
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_21839 
0006: 534@ = 44 // integer values 

:SWEET7_21839
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_21864 
0006: 534@ = 45 // integer values 

:SWEET7_21864
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_21915 

:SWEET7_21878
00BC: text_highpriority 'TWAR636' 8000 ms 1  // ~s~ld meg ~r~Kane-t~s~, ne hagyd, hogy elmenekljn!
0006: 534@ = 0 // integer values 
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_21915 

:SWEET7_21915
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @SWEET7_22028 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @SWEET7_22028 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_22028 
0687: clear_actor_task 101@ 
0605: actor 101@ perform_animation_sequence "KO_SHOT_FACE" from_file "PED" 8.0 loop 0 0 0 1 -1 ms 
0223: set_actor 101@ health_to 0 
0006: 70@ = 1 // integer values 
00BE: text_clear_all 

:SWEET7_22028
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @SWEET7_22268 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_22073 
0687: clear_actor_task 101@ 
05BE: AS_kill_actor 101@ 

:SWEET7_22073
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET7_22147 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_22147 
0687: clear_actor_task $ACTOR_SWEET 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 872.7859 -1100.792 22.8437 
0006: 65@ = 1 // integer values 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 6 0 

:SWEET7_22147
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_22203 
0687: clear_actor_task 81@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 882.445 -1102.041 22.8281 
0006: 66@ = 1 // integer values 
05D8: AS_assign_scmpath to_actor 81@ flags 7 0 

:SWEET7_22203
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_22259 
0687: clear_actor_task 82@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 888.5107 -1099.935 21.8918 
0006: 67@ = 1 // integer values 
05D8: AS_assign_scmpath to_actor 82@ flags 7 0 

:SWEET7_22259
0006: 61@ = 2 // integer values 
00BE: text_clear_all 

:SWEET7_22268
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET7_22405 
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @SWEET7_22405 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_22405 
00D6: if 
00FE:   actor $ACTOR_SWEET 0 872.7859 -1100.792 22.8437 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_22405 
0687: clear_actor_task $ACTOR_SWEET 
05D3: AS_actor $ACTOR_SWEET go_to_point 875.9534 -1079.515 23.3203 speed 6 10000 ms 
0006: 65@ = 2 // integer values 

:SWEET7_22405
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @SWEET7_22524 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_22524 
00D6: if 
00FE:   actor 81@ 0 882.445 -1102.041 22.8281 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_22524 
0687: clear_actor_task 81@ 
05D3: AS_actor 81@ go_to_point 881.3811 -1088.896 23.1974 speed 6 10000 ms 
0006: 66@ = 2 // integer values 

:SWEET7_22524
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @SWEET7_22643 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_22643 
00D6: if 
00FE:   actor 82@ 0 888.5107 -1099.935 21.8918 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_22643 
0687: clear_actor_task 82@ 
05D3: AS_actor 82@ go_to_point 893.6727 -1077.295 23.2759 speed 7 10000 ms 
0006: 67@ = 2 // integer values 

:SWEET7_22643
00D6: if 
0019:   61@ > 0 // integer values 
004D: jump_if_false @SWEET7_23117 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET7_22825 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @SWEET7_22825 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_22825 
00D6: if 
00FE:   actor $ACTOR_SWEET 0 875.9534 -1079.515 23.3203 radius 2.0 2.0 3.0 
004D: jump_if_false @SWEET7_22825 
0687: clear_actor_task $ACTOR_SWEET 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_22818 
0615: define_action_sequences 86@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 105@ 
0616: define_action_sequences_end 86@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 86@ 
061B: remove_references_to_action_sequences 86@ 

:SWEET7_22818
0006: 64@ = 1 // integer values 

:SWEET7_22825
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @SWEET7_22971 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_22971 
00D6: if 
00FE:   actor 81@ 0 881.3811 -1088.896 23.1974 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_22971 
0687: clear_actor_task 81@ 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_22964 
0615: define_action_sequences 89@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_action_sequences_end 89@ 
0618: assign_actor 81@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 

:SWEET7_22964
0006: 62@ = 1 // integer values 

:SWEET7_22971
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @SWEET7_23117 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_23117 
00D6: if 
00FE:   actor 82@ 0 893.6727 -1077.295 23.2759 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_23117 
0687: clear_actor_task 82@ 
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_23110 
0615: define_action_sequences 91@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 109@ 
0616: define_action_sequences_end 91@ 
0618: assign_actor 82@ to_action_sequences 91@ 
061B: remove_references_to_action_sequences 91@ 

:SWEET7_23110
0006: 63@ = 1 // integer values 

:SWEET7_23117
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @SWEET7_23203 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_23203 
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_23196 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_23196 
0687: clear_actor_task 81@ 
05E2: AS_actor 81@ kill_actor 111@ 

:SWEET7_23196
0006: 62@ = 2 // integer values 

:SWEET7_23203
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @SWEET7_23289 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_23282 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_23282 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_23282 
0687: clear_actor_task 82@ 
05E2: AS_actor 82@ kill_actor 112@ 

:SWEET7_23282
0006: 63@ = 2 // integer values 

:SWEET7_23289
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET7_23411 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SWEET7_23411 
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @SWEET7_23411 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_23411 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_23404 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_23404 
0687: clear_actor_task $ACTOR_SWEET 
05E2: AS_actor $ACTOR_SWEET kill_actor 113@ 

:SWEET7_23404
0006: 64@ = 2 // integer values 

:SWEET7_23411
00D6: if 
0039:   62@ == 2 // integer values 
004D: jump_if_false @SWEET7_23497 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_23497 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_23497 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_23490 
0687: clear_actor_task 81@ 
05E2: AS_actor 81@ kill_actor 98@ 

:SWEET7_23490
0006: 62@ = 3 // integer values 

:SWEET7_23497
00D6: if 
0039:   63@ == 2 // integer values 
004D: jump_if_false @SWEET7_23583 
00D6: if 
0118:   actor 112@ dead 
004D: jump_if_false @SWEET7_23583 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_23583 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_23576 
0687: clear_actor_task 82@ 
05E2: AS_actor 82@ kill_actor 98@ 

:SWEET7_23576
0006: 63@ = 3 // integer values 

:SWEET7_23583
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @SWEET7_23705 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SWEET7_23705 
00D6: if 
0039:   64@ == 2 // integer values 
004D: jump_if_false @SWEET7_23705 
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @SWEET7_23705 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_23705 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_23698 
0687: clear_actor_task $ACTOR_SWEET 
05E2: AS_actor $ACTOR_SWEET kill_actor 98@ 

:SWEET7_23698
0006: 64@ = 3 // integer values 

:SWEET7_23705
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @SWEET7_23913 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_23913 
00D6: if 
00FE:   actor 98@ 0 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_23827 
0856: (unknown) 98@ 1 
0687: clear_actor_task 98@ 
0634: unknown_action_sequence 98@ $PLAYER_ACTOR 4 3000 50 
0006: 59@ = 2 // integer values 

:SWEET7_23827
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @SWEET7_23913 
00D6: if 
00FE:   actor 98@ 0 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 20.0 20.0 5.0 
004D: jump_if_false @SWEET7_23913 
0050: gosub @SWEET7_30206 
0006: 60@ = 2 // integer values 

:SWEET7_23913
00D6: if 
0039:   59@ == 3 // integer values 
004D: jump_if_false @SWEET7_24150 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24150 
00D6: if 
00FE:   actor 98@ 0 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_24064 
0687: clear_actor_task 98@ 
0634: unknown_action_sequence 98@ $PLAYER_ACTOR 4 3000 50 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_24057 
0687: clear_actor_task 112@ 
0634: unknown_action_sequence 112@ $PLAYER_ACTOR 4 3000 50 

:SWEET7_24057
0006: 59@ = 4 // integer values 

:SWEET7_24064
00D6: if 
0039:   60@ == 2 // integer values 
004D: jump_if_false @SWEET7_24150 
00D6: if 
00FE:   actor 98@ 0 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 20.0 20.0 5.0 
004D: jump_if_false @SWEET7_24150 
0050: gosub @SWEET7_30206 
0006: 60@ = 3 // integer values 

:SWEET7_24150
00D6: if 
0039:   59@ == 5 // integer values 
004D: jump_if_false @SWEET7_24265 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24265 
00D6: if 
00FE:   actor 98@ 0 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_24265 
0687: clear_actor_task 98@ 
0634: unknown_action_sequence 98@ $PLAYER_ACTOR 4 3000 50 
0006: 59@ = 6 // integer values 

:SWEET7_24265
00D6: if 
0039:   59@ == 7 // integer values 
004D: jump_if_false @SWEET7_24380 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24380 
00D6: if 
00FE:   actor 98@ 0 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_24380 
0687: clear_actor_task 98@ 
0638: AS_actor 98@ stay_put 0 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 59@ = 8 // integer values 

:SWEET7_24380
00D6: if 
0039:   53@ == 20 // integer values 
004D: jump_if_false @SWEET7_24890 
00D6: if 
8039:   not  53@ == 25 // integer values 
004D: jump_if_false @SWEET7_24505 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24505 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_24505 
0006: 53@ = 25 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 // integer values 
0006: 60@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SWEET7_24505
00D6: if 
8039:   not  53@ == 25 // integer values 
004D: jump_if_false @SWEET7_24593 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24593 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_24593 
0006: 53@ = 25 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 // integer values 
0006: 60@ = 1 // integer values 

:SWEET7_24593
00D6: if 
8039:   not  53@ == 25 // integer values 
004D: jump_if_false @SWEET7_24669 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_24669 
0006: 56@ = 1 // integer values 
0006: 53@ = 25 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 // integer values 
0006: 60@ = 1 // integer values 

:SWEET7_24669
00D6: if 
8039:   not  53@ == 25 // integer values 
004D: jump_if_false @SWEET7_24745 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_24745 
0006: 57@ = 1 // integer values 
0006: 53@ = 25 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 // integer values 
0006: 60@ = 1 // integer values 

:SWEET7_24745
00D6: if 
8039:   not  53@ == 25 // integer values 
004D: jump_if_false @SWEET7_24821 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_24821 
0006: 58@ = 1 // integer values 
0006: 53@ = 25 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 // integer values 
0006: 60@ = 1 // integer values 

:SWEET7_24821
00D6: if 
8039:   not  53@ == 25 // integer values 
004D: jump_if_false @SWEET7_24890 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_24890 
0006: 53@ = 25 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 // integer values 
0006: 60@ = 1 // integer values 

:SWEET7_24890
00D6: if 
0039:   53@ == 25 // integer values 
004D: jump_if_false @SWEET7_25114 
00D6: if 
0039:   59@ == 2 // integer values 
004D: jump_if_false @SWEET7_25114 
00D6: if 
8039:   not  53@ == 30 // integer values 
004D: jump_if_false @SWEET7_25026 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25026 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_25026 
0006: 53@ = 30 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 3 // integer values 
0006: 60@ = 2 // integer values 

:SWEET7_25026
00D6: if 
8039:   not  53@ == 30 // integer values 
004D: jump_if_false @SWEET7_25114 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25114 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_25114 
0006: 53@ = 30 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 3 // integer values 
0006: 60@ = 2 // integer values 

:SWEET7_25114
00D6: if 
0039:   53@ == 30 // integer values 
004D: jump_if_false @SWEET7_25324 
00D6: if 
0039:   59@ == 4 // integer values 
004D: jump_if_false @SWEET7_25324 
00D6: if 
8039:   not  53@ == 35 // integer values 
004D: jump_if_false @SWEET7_25243 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25243 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_25243 
0006: 53@ = 35 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 5 // integer values 

:SWEET7_25243
00D6: if 
8039:   not  53@ == 35 // integer values 
004D: jump_if_false @SWEET7_25324 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25324 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_25324 
0006: 53@ = 35 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 5 // integer values 

:SWEET7_25324
00D6: if 
0039:   53@ == 35 // integer values 
004D: jump_if_false @SWEET7_25548 
00D6: if 
0039:   59@ == 6 // integer values 
004D: jump_if_false @SWEET7_25548 
00D6: if 
8039:   not  53@ == 40 // integer values 
004D: jump_if_false @SWEET7_25460 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25460 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 10.0 10.0 0 
004D: jump_if_false @SWEET7_25460 
0006: 53@ = 40 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 7 // integer values 
0006: 53@ = 50 // integer values 

:SWEET7_25460
00D6: if 
8039:   not  53@ == 40 // integer values 
004D: jump_if_false @SWEET7_25548 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25548 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_25548 
0006: 53@ = 40 // integer values 
000A: 139@ += 1 // integer values 
0050: gosub @SWEET7_30126 
0006: 59@ = 7 // integer values 
0006: 53@ = 50 // integer values 

:SWEET7_25548
00D6: if 
0039:   53@ == 50 // integer values 
004D: jump_if_false @SWEET7_25813 
00A5: 77@ = create_car #GREENWOO at 960.0995 -1032.099 29.0858 
0175: set_car 77@ z_angle_to 180.4729 
0229: set_car 77@ color_to 0 2 
053F: set_car 77@ tires_vulnerable 0 
0129: 122@ = create_actor 4 #BALLAS2 in_car 77@ driverseat 
0446: set_actor 122@ immune_to_headshots 0 
060B: unknown_actor_use_entity 122@ 93@ 
01C8: 117@ = create_actor 24 #BALLAS2 in_car 77@ passenger_seat 1 
060B: unknown_actor_use_entity 117@ 93@ 
01B2: give_actor 117@ weapon 25 ammo 2000 // Load the weapon model before using this 
07DD: (unknown) 117@ 15 
01C8: 119@ = create_actor 24 #BALLAS1 in_car 77@ passenger_seat 2 
060B: unknown_actor_use_entity 119@ 93@ 
01B2: give_actor 119@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: (unknown) 119@ 15 
0249: release_model #GREENWOO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
020A: set_car 77@ door_status_to 3 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_25813 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_25813 
05D1: AS_actor 122@ drive_car 77@ to 955.9623 -1100.14 22.7516 speed 10.0 2 0 2 
0006: 53@ = 55 // integer values 

:SWEET7_25813
00D6: if 
0039:   277@ == 0 // integer values 
004D: jump_if_false @SWEET7_25909 
00D6: if and
0019:   53@ > 50 // integer values 
001B:   999 > 53@ // integer values 
004D: jump_if_false @SWEET7_25909 
00D6: if 
0118:   actor 122@ dead 
004D: jump_if_false @SWEET7_25909 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25902 
0687: clear_actor_task 98@ 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 

:SWEET7_25902
0006: 277@ = 1 // integer values 

:SWEET7_25909
00D6: if 
0039:   53@ == 55 // integer values 
004D: jump_if_false @SWEET7_26096 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_26096 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26096 
00D6: if 
01AF:   car 77@ 0 955.9623 -1100.14 22.7516 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_26096 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_26096 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26096 
05D1: AS_actor 122@ drive_car 77@ to 929.9791 -1103.645 22.8506 speed 10.0 2 0 3 
0006: 53@ = 60 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_26096 

:SWEET7_26096
00D6: if 
0039:   53@ == 60 // integer values 
004D: jump_if_false @SWEET7_26454 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26454 
00D6: if 
01AF:   car 77@ 0 929.9791 -1103.645 22.8506 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_26454 
00D6: if 
01C1:   car 77@ stopped 
004D: jump_if_false @SWEET7_26454 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_26282 
0687: clear_actor_task 98@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_26282 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26282 
0006: 539@ = 1 // integer values 
0209: 540@ = random_int 0 3 
05CA: AS_actor 98@ enter_car 77@ passenger_seat 0 -2 ms 
0006: 53@ = 65 // integer values 

:SWEET7_26282
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @SWEET7_26368 
0687: clear_actor_task 117@ 
0615: define_action_sequences 118@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 916.3773 -1107.937 23.1694 speed 6 10000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 118@ 
0618: assign_actor 117@ to_action_sequences 118@ 
061B: remove_references_to_action_sequences 118@ 
0006: 53@ = 65 // integer values 

:SWEET7_26368
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @SWEET7_26454 
0687: clear_actor_task 119@ 
0615: define_action_sequences 120@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 918.4471 -1094.806 23.4897 speed 6 10000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 120@ 
0618: assign_actor 119@ to_action_sequences 120@ 
061B: remove_references_to_action_sequences 120@ 
0006: 53@ = 65 // integer values 

:SWEET7_26454
00D6: if 
0039:   53@ == 65 // integer values 
004D: jump_if_false @SWEET7_27065 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_26697 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_26697 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_26697 jumps 1 @SWEET7_26571 2 @SWEET7_26660 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 

:SWEET7_26571
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_26596 
0006: 534@ = 46 // integer values 

:SWEET7_26596
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_26621 
0006: 534@ = 47 // integer values 

:SWEET7_26621
00D6: if 
0039:   540@ == 2 // integer values 
004D: jump_if_false @SWEET7_26646 
0006: 534@ = 48 // integer values 

:SWEET7_26646
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_26697 

:SWEET7_26660
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR626' 6000 ms 1  // ~r~Kane~s~ arra a verdra startol. Kapd el!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_26697 

:SWEET7_26697
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_26791 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26791 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_26791 
0687: clear_actor_task 122@ 
0615: define_action_sequences 103@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 103@ 
0618: assign_actor 122@ to_action_sequences 103@ 
061B: remove_references_to_action_sequences 103@ 
0006: 53@ = 90 // integer values 

:SWEET7_26791
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_27065 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_27065 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_27065 
00D6: if 
0448:   actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_27065 
0164: disable_marker 40@ 
0477: set_car 77@ animation 3 6000 ms 
020A: set_car 77@ door_status_to 3 
039E: set_actor 98@ jackable 1 
039E: set_actor 98@ jackable 1 
0526: unknown_actor 98@ 1 
0006: 53@ = 70 // integer values 
0006: 32@ = 0 // integer values 
00BE: text_clear_all 
0006: 539@ = 11 // integer values 
0209: 540@ = random_int 0 4 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_26963 
020A: set_car 79@ door_status_to 1 
020A: set_car 79@ door_status_to 3 

:SWEET7_26963
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_27065 
0187: 39@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 39@ type_to 1 
0687: clear_actor_task $ACTOR_SWEET 
0615: define_action_sequences 121@ 
05D3: AS_actor -1 go_to_point 930.8062 -1114.459 23.094 speed 6 10000 ms 
05CA: AS_actor -1 enter_car 79@ passenger_seat -1 30000 ms 
0616: define_action_sequences_end 121@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 121@ 
061B: remove_references_to_action_sequences 121@ 
0006: 132@ = 1 // integer values 

:SWEET7_27065
00D6: if 
0039:   53@ == 70 // integer values 
004D: jump_if_false @SWEET7_27427 
00D6: if 
0019:   539@ > 10 // integer values 
004D: jump_if_false @SWEET7_27333 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_27333 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_27333 jumps 11 @SWEET7_27182 12 @SWEET7_27296 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 

:SWEET7_27182
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_27207 
0006: 534@ = 49 // integer values 

:SWEET7_27207
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_27232 
0006: 534@ = 50 // integer values 

:SWEET7_27232
00D6: if 
0039:   540@ == 2 // integer values 
004D: jump_if_false @SWEET7_27257 
0006: 534@ = 51 // integer values 

:SWEET7_27257
00D6: if 
0039:   540@ == 3 // integer values 
004D: jump_if_false @SWEET7_27282 
0006: 534@ = 52 // integer values 

:SWEET7_27282
0006: 539@ = 12 // integer values 
0002: jump @SWEET7_27333 

:SWEET7_27296
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR629' 6000 ms 1  // ~s~Kane elmenekl! Kvesd ~b~Sweetet~s~, el fogja lopni azt a kocsit!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_27333 

:SWEET7_27333
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SWEET7_27427 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_27427 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_27427 
05D1: AS_actor 122@ drive_car 77@ to 1952.432 -1136.238 24.621 speed 20.0 0 0 2 
00BE: text_clear_all 
0006: 53@ = 75 // integer values 

:SWEET7_27427
00D6: if 
0039:   53@ == 75 // integer values 
004D: jump_if_false @SWEET7_27966 
00D6: if 
0019:   539@ > 10 // integer values 
004D: jump_if_false @SWEET7_27697 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_27697 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_27697 jumps 11 @SWEET7_27544 12 @SWEET7_27658 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 

:SWEET7_27544
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_27569 
0006: 534@ = 49 // integer values 

:SWEET7_27569
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_27594 
0006: 534@ = 50 // integer values 

:SWEET7_27594
00D6: if 
0039:   540@ == 2 // integer values 
004D: jump_if_false @SWEET7_27619 
0006: 534@ = 51 // integer values 

:SWEET7_27619
00D6: if 
0039:   540@ == 3 // integer values 
004D: jump_if_false @SWEET7_27644 
0006: 534@ = 52 // integer values 

:SWEET7_27644
0006: 539@ = 12 // integer values 
0002: jump @SWEET7_27697 

:SWEET7_27658
0006: 534@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR629' 6000 ms 1  // ~s~Kane elmenekl! Kvesd ~b~Sweetet~s~, el fogja lopni azt a kocsit!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_27697 

:SWEET7_27697
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_27966 
00D6: if 
00FE:   actor 98@ 0 1952.432 -1136.238 24.621 radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_27820 
0006: 53@ = 80 // integer values 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_27820 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_27820 
0687: clear_actor_task 122@ 
05D2: AS_actor 122@ run_to_and_hijack_vehicle 77@ max_search_radius 30.0 traffic_behavior 2 

:SWEET7_27820
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_27966 
00D6: if 
80DB:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_27893 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @SWEET7_27893 
0687: clear_actor_task 98@ 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 73@ = 1 // integer values 

:SWEET7_27893
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_27966 
00D6: if 
80DB:   not actor 122@ in_car 77@ 
004D: jump_if_false @SWEET7_27966 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @SWEET7_27966 
0687: clear_actor_task 122@ 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
0006: 74@ = 1 // integer values 

:SWEET7_27966
00D6: if 
0039:   53@ == 80 // integer values 
004D: jump_if_false @SWEET7_28238 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_28238 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_28238 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 98@ radius 50.0 50.0 50.0 sphere 0 
004D: jump_if_false @SWEET7_28092 
00D6: if 
82CA:   not car 77@ bounding_sphere_visible 
004D: jump_if_false @SWEET7_28092 
0209: 540@ = random_int 0 3 
0006: 539@ = 61 // integer values 
0006: 53@ = 999 // integer values 

:SWEET7_28092
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_28165 
00D6: if 
80DB:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_28165 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @SWEET7_28165 
0687: clear_actor_task 98@ 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 73@ = 1 // integer values 

:SWEET7_28165
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_28238 
00D6: if 
80DB:   not actor 122@ in_car 77@ 
004D: jump_if_false @SWEET7_28238 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @SWEET7_28238 
0687: clear_actor_task 122@ 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
0006: 74@ = 1 // integer values 

:SWEET7_28238
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @SWEET7_28572 
0050: gosub @SWEET7_31754 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_28441 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_28441 
0871: init_jump_table 539@ total_jumps 3 0 @SWEET7_28441 jumps 1 @SWEET7_28362 2 @SWEET7_28383 3 @SWEET7_28404 -1 @SWEET7_28441 -1 @SWEET7_28441 -1 @SWEET7_28441 -1 @SWEET7_28441 

:SWEET7_28362
0006: 534@ = 67 // integer values 
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_28441 

:SWEET7_28383
0006: 534@ = 68 // integer values 
0006: 539@ = 3 // integer values 
0002: jump @SWEET7_28441 

:SWEET7_28404
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR628' 6000 ms 1  // ~s~Kane halott! Iktasd ki a maradk ~r~embereit~s~ !
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_28441 

:SWEET7_28441
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @SWEET7_28572 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_28572 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_28572 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR644' 6000 ms 1  // ~s~Szllj be a ~b~kocsiba~s~ s fuvarozd Sweetet haza!
00D6: if 
0448:   actor $ACTOR_SWEET in_car 79@ 
004D: jump_if_false @SWEET7_28550 
020A: set_car 79@ door_status_to 1 

:SWEET7_28550
02AC: set_car 79@ immunities 0 0 0 0 0 
0006: 71@ = 4 // integer values 

:SWEET7_28572
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @SWEET7_28681 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_28681 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_28681 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 79@ 
004D: jump_if_false @SWEET7_28681 
00BE: text_clear_all 
0006: 539@ = 1 // integer values 
0209: 540@ = random_int 0 2 
020A: set_car 79@ door_status_to 1 
0224: set_car 79@ health_to 1000 
0006: 132@ = 2 // integer values 

:SWEET7_28681
00D6: if 
0039:   132@ == 2 // integer values 
004D: jump_if_false @SWEET7_29040 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_28901 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_28901 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_28901 jumps 1 @SWEET7_28798 2 @SWEET7_28862 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 

:SWEET7_28798
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_28823 
0006: 534@ = 53 // integer values 

:SWEET7_28823
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_28848 
0006: 534@ = 54 // integer values 

:SWEET7_28848
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_28901 

:SWEET7_28862
0006: 534@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR640' 6000 ms 1  // ~s~Sweet telepakolta ezt a ~b~kocsit~s~! Szllj be!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_28901 

:SWEET7_28901
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_29040 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_29040 
02AC: set_car 79@ immunities 0 0 0 0 0 
020A: set_car 79@ door_status_to 1 
0164: disable_marker 39@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29012 
0187: 40@ = create_marker_above_actor 98@ 
00BE: text_clear_all 
0006: 539@ = 1 // integer values 
0209: 540@ = random_int 0 2 
0006: 44@ = 0 // integer values 

:SWEET7_29012
0006: 276@ = 1 // integer values 
0006: 132@ = 3 // integer values 
0006: 275@ = 1 // integer values 
0006: 544@ = 1 // integer values 

:SWEET7_29040
00D6: if 
0039:   132@ == 3 // integer values 
004D: jump_if_false @SWEET7_29480 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29480 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_29480 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_29309 
00D6: if 
0019:   539@ > 0 // integer values 
004D: jump_if_false @SWEET7_29309 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_29309 
0871: init_jump_table 539@ total_jumps 2 0 @SWEET7_29309 jumps 1 @SWEET7_29208 2 @SWEET7_29272 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 

:SWEET7_29208
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_29233 
0006: 534@ = 55 // integer values 

:SWEET7_29233
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_29258 
0006: 534@ = 56 // integer values 

:SWEET7_29258
0006: 539@ = 2 // integer values 
0002: jump @SWEET7_29309 

:SWEET7_29272
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR641' 6000 ms 1  // ~s~Kvesd ~r~Kane-t~s~ s ld meg!
0006: 539@ = 0 // integer values 
0002: jump @SWEET7_29309 

:SWEET7_29309
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @SWEET7_29391 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_29391 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
0164: disable_marker 40@ 
00BE: text_clear_all 
00BC: text_highpriority 'TWAR643' 6000 ms 1  // ~s~Nehezebb lesz elkapni Kane-t gyalog! Azonnal szllj vissza a ~b~jrmbe~s~!
0006: 44@ = 1 // integer values 

:SWEET7_29391
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @SWEET7_29480 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_29480 
0164: disable_marker 43@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29473 
0187: 40@ = create_marker_above_actor 98@ 
00BC: text_highpriority 'TWAR641' 6000 ms 1  // ~s~Kvesd ~r~Kane-t~s~ s ld meg!

:SWEET7_29473
0006: 44@ = 0 // integer values 

:SWEET7_29480
00D6: if 
0039:   275@ == 1 // integer values 
004D: jump_if_false @SWEET7_29625 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_29625 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29625 
00D6: if 
00F2:   actor $ACTOR_SWEET near_actor 98@ radius 30.0 30.0 0 
004D: jump_if_false @SWEET7_29625 
0687: clear_actor_task $ACTOR_SWEET 
0713: actor $ACTOR_SWEET drive_by actor 98@ car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
0006: 275@ = 2 // integer values 
0006: 544@ = 1 // integer values 
0209: 540@ = random_int 0 4 

:SWEET7_29625
00D6: if 
0039:   275@ == 2 // integer values 
004D: jump_if_false @SWEET7_29968 
00D6: if 
0019:   544@ > 0 // integer values 
004D: jump_if_false @SWEET7_29893 
00D6: if 
0039:   537@ == 0 // integer values 
004D: jump_if_false @SWEET7_29893 
0871: init_jump_table 544@ total_jumps 2 0 @SWEET7_29893 jumps 1 @SWEET7_29742 2 @SWEET7_29856 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 

:SWEET7_29742
00D6: if 
0039:   540@ == 0 // integer values 
004D: jump_if_false @SWEET7_29767 
0006: 534@ = 57 // integer values 

:SWEET7_29767
00D6: if 
0039:   540@ == 1 // integer values 
004D: jump_if_false @SWEET7_29792 
0006: 534@ = 58 // integer values 

:SWEET7_29792
00D6: if 
0039:   540@ == 2 // integer values 
004D: jump_if_false @SWEET7_29817 
0006: 534@ = 59 // integer values 

:SWEET7_29817
00D6: if 
0039:   540@ == 3 // integer values 
004D: jump_if_false @SWEET7_29842 
0006: 534@ = 60 // integer values 

:SWEET7_29842
0006: 544@ = 2 // integer values 
0002: jump @SWEET7_29893 

:SWEET7_29856
0006: 534@ = 0 // integer values 
00BC: text_highpriority 'TWAR649' 6000 ms 1  // ~s~Vezesd a kocsit ~r~Kane-hez~s~ kzel, gy Sweet simn le tudja lni!
0006: 544@ = 0 // integer values 
0002: jump @SWEET7_29893 

:SWEET7_29893
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_29968 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29968 
00D6: if 
80F2:   not actor $ACTOR_SWEET near_actor 98@ radius 40.0 40.0 0 
004D: jump_if_false @SWEET7_29968 
0687: clear_actor_task $ACTOR_SWEET 
0006: 275@ = 1 // integer values 

:SWEET7_29968
00D6: if 
0039:   276@ == 1 // integer values 
004D: jump_if_false @SWEET7_30048 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 875.3232 -1071.941 23.3364 radius 400.0 400.0 100.0 
004D: jump_if_false @SWEET7_30048 
0050: gosub @SWEET7_32180 
0006: 276@ = 2 // integer values 

:SWEET7_30048
00D6: if 
0039:   279@ == 1 // integer values 
004D: jump_if_false @SWEET7_30119 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @SWEET7_30119 
03E6: remove_text_box 
03E5: text_box 'TWAR801'  // Hogy a bandd kvessen, nyomj ~k~~GROUP_CONTROL_FWD~ gombot.
0006: 279@ = 2 // integer values 
0006: 280@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:SWEET7_30119
0002: jump @SWEET7_5066 

:SWEET7_30126
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_30204 
0615: define_action_sequences 100@ 
0688: unknown_action_sequence -1 0 0 0 
05D3: AS_actor -1 go_to_point 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) speed 7 -2 ms 
0616: define_action_sequences_end 100@ 
0618: assign_actor 98@ to_action_sequences 100@ 
061B: remove_references_to_action_sequences 100@ 

:SWEET7_30204
0051: return 

:SWEET7_30206
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_30298 
0615: define_action_sequences 106@ 
0637: unknown_action_sequence -1 170@(139@,10f) 180@(139@,10f) 190@(139@,10f) 6 100.0 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 106@ 
0618: assign_actor 105@ to_action_sequences 106@ 
061B: remove_references_to_action_sequences 106@ 

:SWEET7_30298
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_30404 
0615: define_action_sequences 108@ 
0637: unknown_action_sequence -1 200@(139@,10f) 210@(139@,10f) 220@(139@,10f) 6 100.0 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 5000 70 
0616: define_action_sequences_end 108@ 
0618: assign_actor 107@ to_action_sequences 108@ 
061B: remove_references_to_action_sequences 108@ 

:SWEET7_30404
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_30506 
0648: (unknown) 109@ 150.0 
0615: define_action_sequences 110@ 
0637: unknown_action_sequence -1 230@(139@,10f) 240@(139@,10f) 250@(139@,10f) 6 100.0 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 110@ 
0618: assign_actor 109@ to_action_sequences 110@ 
061B: remove_references_to_action_sequences 110@ 

:SWEET7_30506
0051: return 

:SWEET7_30508
0006: 53@ = 20 // integer values 
0006: 54@ = 1 // integer values 
0006: 279@ = 1 // integer values 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_30562 
01B2: give_actor 105@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30562
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_30588 
01B2: give_actor 107@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30588
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_30614 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30614
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_30640 
01B2: give_actor 98@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30640
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_30781 
0615: define_action_sequences 100@ 
00D6: if 
0039:   139@ == 3 // integer values 
004D: jump_if_false @SWEET7_30702 
05D3: AS_actor -1 go_to_point 889.4055 -1057.06 24.0241 speed 7 -2 ms 

:SWEET7_30702
00D6: if 
001B:   3 > 139@ // integer values 
004D: jump_if_false @SWEET7_30743 
05D3: AS_actor -1 go_to_point 889.4055 -1057.06 24.0241 speed 7 -2 ms 

:SWEET7_30743
0638: AS_actor -1 stay_put 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 50 
0616: define_action_sequences_end 100@ 
0618: assign_actor 98@ to_action_sequences 100@ 
061B: remove_references_to_action_sequences 100@ 

:SWEET7_30781
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_30877 
0648: (unknown) 105@ 150.0 
0615: define_action_sequences 106@ 
0637: unknown_action_sequence -1 884.8275 -1057.997 24.8115 6 100.0 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 106@ 
0618: assign_actor 105@ to_action_sequences 106@ 
061B: remove_references_to_action_sequences 106@ 

:SWEET7_30877
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_30987 
0648: (unknown) 107@ 150.0 
0615: define_action_sequences 108@ 
0637: unknown_action_sequence -1 880.5971 -1057.468 25.9345 6 100.0 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 5000 70 
0616: define_action_sequences_end 108@ 
0618: assign_actor 107@ to_action_sequences 108@ 
061B: remove_references_to_action_sequences 108@ 

:SWEET7_30987
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_31083 
0648: (unknown) 109@ 150.0 
0615: define_action_sequences 110@ 
0637: unknown_action_sequence -1 881.8948 -1061.774 24.2952 6 100.0 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 110@ 
0618: assign_actor 109@ to_action_sequences 110@ 
061B: remove_references_to_action_sequences 110@ 

:SWEET7_31083
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_31152 
0648: (unknown) 111@ 150.0 
0615: define_action_sequences 114@ 
0638: AS_actor -1 stay_put 0 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 5000 70 
0616: define_action_sequences_end 114@ 
0618: assign_actor 111@ to_action_sequences 114@ 
061B: remove_references_to_action_sequences 114@ 

:SWEET7_31152
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_31214 
0648: (unknown) 112@ 150.0 
0615: define_action_sequences 115@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 115@ 
0618: assign_actor 112@ to_action_sequences 115@ 
061B: remove_references_to_action_sequences 115@ 

:SWEET7_31214
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_31276 
0648: (unknown) 113@ 150.0 
0615: define_action_sequences 116@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 116@ 
0618: assign_actor 113@ to_action_sequences 116@ 
061B: remove_references_to_action_sequences 116@ 

:SWEET7_31276
0051: return 

:SWEET7_31278
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_31323 
0187: 45@ = create_marker_above_actor 105@ 
0168: show_on_radar 45@ 2 
000A: 123@ += 1 // integer values 
0006: 124@ = 1 // integer values 

:SWEET7_31323
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_31368 
0187: 46@ = create_marker_above_actor 107@ 
0168: show_on_radar 46@ 2 
000A: 123@ += 1 // integer values 
0006: 125@ = 1 // integer values 

:SWEET7_31368
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_31413 
0187: 47@ = create_marker_above_actor 109@ 
0168: show_on_radar 47@ 2 
000A: 123@ += 1 // integer values 
0006: 126@ = 1 // integer values 

:SWEET7_31413
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_31458 
0187: 48@ = create_marker_above_actor 111@ 
0168: show_on_radar 48@ 2 
000A: 123@ += 1 // integer values 
0006: 127@ = 1 // integer values 

:SWEET7_31458
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_31503 
0187: 49@ = create_marker_above_actor 112@ 
0168: show_on_radar 49@ 2 
000A: 123@ += 1 // integer values 
0006: 128@ = 1 // integer values 

:SWEET7_31503
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_31548 
0187: 50@ = create_marker_above_actor 113@ 
0168: show_on_radar 50@ 2 
000A: 123@ += 1 // integer values 
0006: 129@ = 1 // integer values 

:SWEET7_31548
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @SWEET7_31632 
0687: clear_actor_task 117@ 
0615: define_action_sequences 118@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 118@ 
0618: assign_actor 117@ to_action_sequences 118@ 
061B: remove_references_to_action_sequences 118@ 
0187: 51@ = create_marker_above_actor 117@ 
0168: show_on_radar 51@ 2 
000A: 123@ += 1 // integer values 
0006: 130@ = 1 // integer values 

:SWEET7_31632
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @SWEET7_31716 
0687: clear_actor_task 119@ 
0615: define_action_sequences 120@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 120@ 
0618: assign_actor 119@ to_action_sequences 120@ 
061B: remove_references_to_action_sequences 120@ 
0187: 52@ = create_marker_above_actor 119@ 
0168: show_on_radar 52@ 2 
000A: 123@ += 1 // integer values 
0006: 131@ = 1 // integer values 

:SWEET7_31716
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_31752 
0687: clear_actor_task 122@ 
05DD: AS_actor 122@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:SWEET7_31752
0051: return 

:SWEET7_31754
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @SWEET7_31807 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_31807 
0164: disable_marker 45@ 
000E: 123@ -= 1 // integer values 
0006: 124@ = 2 // integer values 

:SWEET7_31807
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @SWEET7_31860 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_31860 
0164: disable_marker 46@ 
000E: 123@ -= 1 // integer values 
0006: 125@ = 2 // integer values 

:SWEET7_31860
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @SWEET7_31913 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_31913 
0164: disable_marker 47@ 
000E: 123@ -= 1 // integer values 
0006: 126@ = 2 // integer values 

:SWEET7_31913
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @SWEET7_31966 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_31966 
0164: disable_marker 48@ 
000E: 123@ -= 1 // integer values 
0006: 127@ = 2 // integer values 

:SWEET7_31966
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @SWEET7_32019 
00D6: if 
0118:   actor 112@ dead 
004D: jump_if_false @SWEET7_32019 
000E: 123@ -= 1 // integer values 
0164: disable_marker 49@ 
0006: 128@ = 2 // integer values 

:SWEET7_32019
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @SWEET7_32072 
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @SWEET7_32072 
0164: disable_marker 50@ 
000E: 123@ -= 1 // integer values 
0006: 129@ = 2 // integer values 

:SWEET7_32072
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @SWEET7_32125 
00D6: if 
0118:   actor 117@ dead 
004D: jump_if_false @SWEET7_32125 
0164: disable_marker 51@ 
000E: 123@ -= 1 // integer values 
0006: 130@ = 2 // integer values 

:SWEET7_32125
00D6: if 
0039:   131@ == 1 // integer values 
004D: jump_if_false @SWEET7_32178 
00D6: if 
0118:   actor 119@ dead 
004D: jump_if_false @SWEET7_32178 
0164: disable_marker 52@ 
000E: 123@ -= 1 // integer values 
0006: 131@ = 2 // integer values 

:SWEET7_32178
0051: return 

:SWEET7_32180
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_32276 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_32236 
00D6: if 
8448:   not actor 263@ in_car 79@ 
004D: jump_if_false @SWEET7_32236 
01C2: remove_references_to_actor 263@ // Like turning an actor into a random pedestrian 

:SWEET7_32236
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_32276 
00D6: if 
8448:   not actor 264@ in_car 79@ 
004D: jump_if_false @SWEET7_32276 
01C2: remove_references_to_actor 264@ // Like turning an actor into a random pedestrian 

:SWEET7_32276
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_32332 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_32332 
00D6: if 
8448:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_32332 
01C3: remove_references_to_car 77@ // Like turning a car into any random car 

:SWEET7_32332
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 119@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 112@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 76@ // Like turning a car into any random car 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
0051: return 

:SWEET7_32404
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SWEET7_32422
0652: 281@ = stat 68 // integer 
0652: 281@ = stat 68 // integer 
0318: set_latest_mission_passed 'SWEET_7'  // Los Sepulcros
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 10 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 10 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $11253 += 1 // integer values 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0051: return 

:SWEET7_32498
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01E7: remove_forbidden_for_cars_cube 2297.038 -1664.6 10.8474 2324.865 -1652.124 14.8382 
022A: remove_forbidden_for_peds_cube 2297.038 -1664.6 10.8474 2324.865 -1652.124 14.8382 
076C: set_zone 'GAN1' controlled_by_gang 1 density 35@ 
076C: set_zone 'GAN2' controlled_by_gang 1 density 36@ 
040D: unload_wav 3 
03E6: remove_text_box 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0110: clear_player $PLAYER_CHAR wanted_level 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 
01B7: release_weather 
0296: unload_special_actor 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_32670 
0446: set_actor 263@ immune_to_headshots 1 
0223: set_actor 263@ health_to 100 
01C2: remove_references_to_actor 263@ // Like turning an actor into a random pedestrian 

:SWEET7_32670
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_32705 
0446: set_actor 264@ immune_to_headshots 1 
0223: set_actor 264@ health_to 100 
01C2: remove_references_to_actor 264@ // Like turning an actor into a random pedestrian 

:SWEET7_32705
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0164: disable_marker 41@ 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 267@ 
0164: disable_marker 265@ 
0164: disable_marker 266@ 
0164: disable_marker 292@ 
0164: disable_marker 293@ 
0164: disable_marker 294@ 
0164: disable_marker 271@ 
014F: stop_timer $6693 
04EF: release_animation "GRAVEYARD" 
04EF: release_animation "SMOKING" 
0249: release_model #GREENWOO 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #ADMIRAL 
0249: release_model #SADLER 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #FAM1 
0249: release_model #WMOPREA 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #BALLAS3 
0249: release_model #BFYRI 
01E7: remove_forbidden_for_cars_cube 772.243 -1050.323 10.2931 806.2723 -1130.195 23.8359 
01E7: remove_forbidden_for_cars_cube 135@ 136@ 0.0 137@ 138@ 60.0 
022A: remove_forbidden_for_peds_cube 135@ 136@ 0.0 137@ 138@ 60.0 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 21---------------
// Originally: Doberman

:CRASH4
03A4: name_thread 'CRASH4' 
0050: gosub @CRASH4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CRASH4_38 
0050: gosub @CRASH4_6164 

:CRASH4_38
0050: gosub @CRASH4_6365 
004E: end_thread 

:CRASH4_47
0004: $ONMISSION = 1 // integer values 
0004: $2576 = 1 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0007: 56@ = 0.0 // floating-point values 
0007: 57@ = 0.0 // floating-point values 
0006: 59@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 70@ = 0 // integer values 
0004: $2575 = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
0A0E: (unknown) 1 
0001: wait 1000 ms 
054C: use_GXT_table 'CRASH2' 
076C: set_zone 'GLN1' controlled_by_gang 0 density 40 
076C: set_zone 'GLN1' controlled_by_gang 1 density 0 
076D: get_zone 'GLN1' controlled_by_gang 2 density 71@ 
076D: get_zone 'GLN1' controlled_by_gang 7 density 72@ 
076C: set_zone 'GLN1' controlled_by_gang 2 density 0 
076C: set_zone 'GLN1' controlled_by_gang 7 density 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
060A: unknown_create_entity 2 43@ 
0247: request_model #BALLAS1 
0247: request_model #BALLAS2 
0247: request_model #TEC9 
04ED: load_animation "GANGS" 
04ED: load_animation "SMOKING" 
0247: request_model #CIGAR 
0247: request_model #FAM2 
0247: request_model #FAM3 
038B: load_requested_models 

:CRASH4_442
00D6: if or
8248:   not model #BALLAS2 available 
8248:   not model #TEC9 available 
8248:   not model #BALLAS1 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @CRASH4_486 
0001: wait 0 ms 
0002: jump @CRASH4_442 

:CRASH4_486
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #CIGAR available 
8248:   not model #FAM2 available 
8248:   not model #FAM3 available 
004D: jump_if_false @CRASH4_531 
0001: wait 0 ms 
0002: jump @CRASH4_486 

:CRASH4_531
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
03CB: set_camera 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F5: (unknown) 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 1 at 1350.177 -1264.921 14.7166 range 1.0 
015F: set_camera_position 1350.177 -1264.921 14.7166 0.0 0.0 0.0 
0160: point_camera 1350.987 -1265.499 14.8167 2 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 

:CRASH4_730
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_754 
0001: wait 0 ms 
0002: jump @CRASH4_730 

:CRASH4_754
00BC: text_highpriority 'AMUHLP' 10000 ms 1  // ~s~Ez a fegyverkereskeds, itt vehetsz fegyvereket s tltnyt.
0707: start_scene_skip_to @CRASH4_814 
0006: 32@ = 0 // integer values 

:CRASH4_784
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @CRASH4_814 
0001: wait 0 ms 
0002: jump @CRASH4_784 

:CRASH4_814
0701: end_scene_skip 
03D5: remove_text 'AMUHLP'  // ~s~Ez a fegyverkereskeds, itt vehetsz fegyvereket s tltnyt.
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CRASH4_842
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_866 
0001: wait 0 ms 
0002: jump @CRASH4_842 

:CRASH4_866
0247: request_model #LAEJEFFERSALPHA 
0247: request_model #LAELODPARK02 
0247: request_model #LAEMACPARK02 

:CRASH4_879
00D6: if or
8248:   not model #LAEJEFFERSALPHA available 
8248:   not model #LAELODPARK02 available 
8248:   not model #LAEMACPARK02 available 
004D: jump_if_false @CRASH4_914 
0001: wait 0 ms 
0002: jump @CRASH4_879 

:CRASH4_914
038B: load_requested_models 
02A3: toggle_widescreen 1 
00D6: if 
0038:   $2413 == 1 // integer values 
004D: jump_if_false @CRASH4_945 
0707: start_scene_skip_to @CRASH4_2100 

:CRASH4_945
00A1: put_actor $PLAYER_ACTOR at 1859.931 -1137.139 22.946 
0A0B: (unknown) 1859.931 -1137.139 22.946 89.9 
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @CRASH4_1339 
0395: clear_area 1 at 1924.632 -1126.623 24.135 range 30.0 
009A: 53@ = create_actor 24 #BALLAS2 at 1924.632 -1126.623 24.135 
02A9: set_actor 53@ immune_to_nonplayer 1 
0173: set_actor 53@ z_angle_to 180.0 
0107: 60@ = create_object #CIGAR at 1924.632 -1126.623 24.135 
070A: AS_actor 53@ attach_to_object 60@ offset 0.04 0.1 -0.02 on_bone 5 16 "NULL" "NULL" -1 ms 
0812: AS_actor 53@ perform_animation "M_SMKLEAN_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 lock 0 time -1 
009A: 54@ = create_actor 24 #BALLAS1 at 1921.157 -1127.438 24.048 
02A9: set_actor 54@ immune_to_nonplayer 1 
0173: set_actor 54@ z_angle_to 270.0 
0812: AS_actor 54@ perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
009A: 55@ = create_actor 24 #BALLAS2 at 1922.157 -1127.438 24.048 
02A9: set_actor 55@ immune_to_nonplayer 1 
0173: set_actor 55@ z_angle_to 90.0 
0812: AS_actor 55@ perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
0006: 62@ = 1 // integer values 

:CRASH4_1339
015F: set_camera_position 1858.909 -1136.102 26.7903 0.0 0.0 0.0 
0160: point_camera 1859.867 -1136.38 26.725 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
0169: set_fade_color 0 0 0 
016A: fade 1 2000 ms 

:CRASH4_1412
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_1436 
0001: wait 0 ms 
0002: jump @CRASH4_1412 

:CRASH4_1436
00BC: text_highpriority 'CM2_10' 20000 ms 1  // ~s~Ez a Glen Park, Ballas terlet.
0006: 32@ = 0 // integer values 

:CRASH4_1459
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @CRASH4_1489 
0001: wait 0 ms 
0002: jump @CRASH4_1459 

:CRASH4_1489
03D5: remove_text 'CM2_10'  // ~s~Ez a Glen Park, Ballas terlet.
015F: set_camera_position 1916.77 -1130.479 26.9978 0.0 0.0 0.0 
0160: point_camera 1917.738 -1130.27 26.8593 2 
00BC: text_highpriority 'CM2_11' 20000 ms 1  // ~s~Foglald el a terletket, hogy te irnytsd.
0006: 32@ = 0 // integer values 

:CRASH4_1574
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @CRASH4_1774 
0001: wait 0 ms 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @CRASH4_1767 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @CRASH4_1767 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CRASH4_1767 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @CRASH4_1767 
0812: AS_actor 54@ perform_animation "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time -1 
0007: 56@ = 0.0 // floating-point values 
0812: AS_actor 55@ perform_animation "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time -1 
0007: 57@ = 0.0 // floating-point values 
0006: 49@ = 1 // integer values 

:CRASH4_1767
0002: jump @CRASH4_1574 

:CRASH4_1774
03D5: remove_text 'CM2_11'  // ~s~Foglald el a terletket, hogy te irnytsd.
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CRASH4_1800
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_1824 
0001: wait 0 ms 
0002: jump @CRASH4_1800 

:CRASH4_1824
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
03D5: remove_text 'CM2_2' 
04E4: unknown_refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0A0B: (unknown) 1363.689 -1280.441 12.5469 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @CRASH4_1994 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 
009B: destroy_actor_instantly 55@ 
0108: destroy_object 60@ 

:CRASH4_1994
0249: release_model #CIGAR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
08F6: (unknown) 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 

:CRASH4_2030
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_2054 
0001: wait 0 ms 
0002: jump @CRASH4_2030 

:CRASH4_2054
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00D6: if 
0038:   $2413 == 1 // integer values 
004D: jump_if_false @CRASH4_2401 
0006: 44@ = 1 // integer values 

:CRASH4_2100
0701: end_scene_skip 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @CRASH4_2401 
00BE: text_clear_all 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CRASH4_2137
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_2161 
0001: wait 0 ms 
0002: jump @CRASH4_2137 

:CRASH4_2161
03DE: set_pedestrians_density_multiplier_to 1.0 
04E4: unknown_refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0A0B: (unknown) 1363.689 -1280.441 12.5469 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @CRASH4_2327 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 
009B: destroy_actor_instantly 55@ 
0108: destroy_object 60@ 

:CRASH4_2327
0249: release_model #CIGAR 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 

:CRASH4_2361
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_2385 
0001: wait 0 ms 
0002: jump @CRASH4_2361 

:CRASH4_2385
0373: set_camera_directly_behind_player 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 

:CRASH4_2401
0004: $2413 = 1 // integer values 
02A8: 52@ = create_marker 6 at 1362.895 -1281.008 12.586 
076C: set_zone 'GLN1' controlled_by_gang 0 density 40 
076C: set_zone 'GLN1' controlled_by_gang 1 density 0 
0983: (unknown) 1 
08AC: hide_gang_war_zone_colors_on_radar 1 
08B3: set_zone 'GLN1' only_available_zone_for_gangwars 
03C7: unknown_maybe_cops_density 0.5 
08A3: (unknown) 1 
0004: $2577 = 1 // integer values 
00BC: text_highpriority 'CM2_3' 8000 ms 1  // ~s~Menj  ~y~Glen Parkba, Ballas Terlet~s~ s foglald el. Ha fegyver kell, ugorj be az ~b~Ammu-Nationbe~s~.
02A8: 45@ = create_marker 62 at 1932.351 -1189.647 19.063 

:CRASH4_2535
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_2787 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @CRASH4_2586 
0002: jump @CRASH4_6251 

:CRASH4_2586
00D6: if 
0039:   67@ == 0 // integer values 
004D: jump_if_false @CRASH4_2693 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2444.895 -1981.524 13.933 radius 880.0 880.0 100.0 
004D: jump_if_false @CRASH4_2693 
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @CRASH4_2693 
03E5: text_box 'CM2_18'  // A Ballas terletek piros sznek a trkpen.
0006: 33@ = 0 // integer values 
0006: 67@ = 1 // integer values 

:CRASH4_2693
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @CRASH4_2764 
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @CRASH4_2764 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @CRASH4_2764 
03E5: text_box 'CM2_19'  // A radar ikon mutatja, ha tmadjk valamelyik terletedet, addig ltod a radaron, amg tid a hely.
0006: 67@ = 2 // integer values 

:CRASH4_2764
076D: get_zone 'GLN1' controlled_by_gang 0 density 47@ 
0002: jump @CRASH4_2535 

:CRASH4_2787
0164: disable_marker 52@ 
00BC: text_highpriority 'CM2_5' 8000 ms 1  // ~s~Tmadd meg menet kzben az ellensges banda tagokat.
0006: 32@ = 0 // integer values 

:CRASH4_2815
00D6: if 
887A:   not gang_war_provoking 
004D: jump_if_false @CRASH4_3079 
0001: wait 0 ms 
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_2905 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CRASH4_2898 
00BC: text_highpriority 'CM2_6' 8000 ms 1  // ~s~Menj vissza a ~y~Glen Parkba~s~!
0006: 46@ = 1 // integer values 

:CRASH4_2898
0002: jump @CRASH4_2957 

:CRASH4_2905
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @CRASH4_2957 
03D5: remove_text 'CM2_6'  // ~s~Menj vissza a ~y~Glen Parkba~s~!
00BC: text_highpriority 'CM2_5' 8000 ms 1  // ~s~Tmadd meg menet kzben az ellensges banda tagokat.
0006: 46@ = 0 // integer values 

:CRASH4_2957
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @CRASH4_3019 
00D6: if 
0029:   32@ >= 60000 // integer values 
004D: jump_if_false @CRASH4_3019 
00BC: text_highpriority 'CM2_5' 8000 ms 1  // ~s~Tmadd meg menet kzben az ellensges banda tagokat.
0006: 73@ = 1 // integer values 

:CRASH4_3019
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @CRASH4_3072 
00D6: if 
0029:   32@ >= 70000 // integer values 
004D: jump_if_false @CRASH4_3072 
0006: 32@ = 0 // integer values 
0006: 73@ = 0 // integer values 

:CRASH4_3072
0002: jump @CRASH4_2815 

:CRASH4_3079
03D5: remove_text 'CM2_5'  // ~s~Tmadd meg menet kzben az ellensges banda tagokat.
0006: 32@ = 0 // integer values 

:CRASH4_3097
00D6: if 
8039:   not  47@ == 0 // integer values 
004D: jump_if_false @CRASH4_3439 
0001: wait 0 ms 
076D: get_zone 'GLN1' controlled_by_gang 0 density 47@ 
076D: get_zone 'GLN1' controlled_by_gang 1 density 74@ 
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_3310 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CRASH4_3217 
00BC: text_highpriority 'CM2_6' 8000 ms 1  // ~s~Menj vissza a ~y~Glen Parkba~s~!
0006: 46@ = 1 // integer values 

:CRASH4_3217
00D6: if 
887A:   not gang_war_provoking 
004D: jump_if_false @CRASH4_3296 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CRASH4_3289 
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @CRASH4_3289 
00BC: text_highpriority 'CM2_17' 8000 ms 1  // ~s~Visszavettk a terletet!
0006: 66@ = 1 // integer values 

:CRASH4_3289
0002: jump @CRASH4_3303 

:CRASH4_3296
0006: 66@ = 0 // integer values 

:CRASH4_3303
0002: jump @CRASH4_3432 

:CRASH4_3310
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @CRASH4_3346 
03D5: remove_text 'CM2_6'  // ~s~Menj vissza a ~y~Glen Parkba~s~!
0006: 46@ = 0 // integer values 

:CRASH4_3346
00D6: if 
887A:   not gang_war_provoking 
004D: jump_if_false @CRASH4_3425 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CRASH4_3418 
00D6: if 
0039:   65@ == 0 // integer values 
004D: jump_if_false @CRASH4_3418 
00BC: text_highpriority 'CM2_16' 8000 ms 1  // ~s~Tmadd meg a rivlis banda tagokat, hogy elfoglald a terletket!
0006: 65@ = 1 // integer values 

:CRASH4_3418
0002: jump @CRASH4_3432 

:CRASH4_3425
0006: 65@ = 0 // integer values 

:CRASH4_3432
0002: jump @CRASH4_3097 

:CRASH4_3439
0164: disable_marker 45@ 
03D5: remove_text 'CM2_16'  // ~s~Tmadd meg a rivlis banda tagokat, hogy elfoglald a terletket!
03D5: remove_text 'CM2_17'  // ~s~Visszavettk a terletet!
03D5: remove_text 'CM2_6'  // ~s~Menj vissza a ~y~Glen Parkba~s~!
03D5: remove_text 'CM2_5'  // ~s~Tmadd meg menet kzben az ellensges banda tagokat.
076C: set_zone 'GLN1' controlled_by_gang 0 density 0 
08A3: (unknown) 0 
0001: wait 5000 ms 
0983: (unknown) 0 
0050: gosub @ENTEXT_63 

:CRASH4_3523
00D6: if 
8038:   not  $38 == 1 // integer values 
004D: jump_if_false @CRASH4_3559 
0001: wait 0 ms 
0050: gosub @ENTEXT_63 
0002: jump @CRASH4_3523 

:CRASH4_3559
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CRASH4_3597
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_3621 
0001: wait 0 ms 
0002: jump @CRASH4_3597 

:CRASH4_3621
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: (unknown) 
02A3: toggle_widescreen 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH4_3728 
0395: clear_area 1 at 1859.931 -1137.139 22.946 range 2.0 
00A1: put_actor $PLAYER_ACTOR at 1859.931 -1137.139 22.946 
0173: set_actor $PLAYER_ACTOR z_angle_to 284.0 
03CB: set_camera 1859.931 -1137.139 22.946 
0002: jump @CRASH4_3834 

:CRASH4_3728
00D9: 75@ = actor $PLAYER_ACTOR car 
0395: clear_area 1 at 1859.931 -1137.139 22.946 range 2.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1859.931 -1137.139 22.946 

:CRASH4_3780
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH4_3807 
0001: wait 0 ms 
0002: jump @CRASH4_3780 

:CRASH4_3807
0173: set_actor $PLAYER_ACTOR z_angle_to 284.0 
03CB: set_camera 1859.931 -1137.139 22.946 

:CRASH4_3834
015F: set_camera_position 1859.828 -1136.18 33.7679 0.0 0.0 0.0 
0160: point_camera 1860.751 -1136.463 33.508 2 
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @CRASH4_4064 
009A: 53@ = create_actor 24 #FAM2 at 1910.336 -1154.475 22.699 
0173: set_actor 53@ z_angle_to 131.345 
02A9: set_actor 53@ immune_to_nonplayer 1 
0812: AS_actor 53@ perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
009A: 54@ = create_actor 24 #FAM3 at 1907.99 -1157.554 22.932 
0173: set_actor 54@ z_angle_to 318.746 
02A9: set_actor 54@ immune_to_nonplayer 1 
0812: AS_actor 54@ perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
0006: 63@ = 1 // integer values 

:CRASH4_4064
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:CRASH4_4079
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_4103 
0001: wait 0 ms 
0002: jump @CRASH4_4079 

:CRASH4_4103
00D6: if 
0038:   $2414 == 1 // integer values 
004D: jump_if_false @CRASH4_4128 
0707: start_scene_skip_to @CRASH4_4658 

:CRASH4_4128
00BC: text_highpriority 'CM2_12' 20000 ms 1  // ~s~A terletet most a Grove streeti csald vezeti, a trkpen zlddel van jellve.
0006: 32@ = 0 // integer values 

:CRASH4_4151
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @CRASH4_4181 
0001: wait 0 ms 
0002: jump @CRASH4_4151 

:CRASH4_4181
03D5: remove_text 'CM2_12'  // ~s~A terletet most a Grove streeti csald vezeti, a trkpen zlddel van jellve.
015F: set_camera_position 1891.889 -1163.394 25.5792 0.0 0.0 0.0 
0160: point_camera 1892.865 -1163.187 25.5167 2 
00BC: text_highpriority 'CM2_13' 20000 ms 1  // ~s~A bandatrsaid mr ezen a krnyken is nyomulnak.
0006: 32@ = 0 // integer values 

:CRASH4_4266
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @CRASH4_4296 
0001: wait 0 ms 
0002: jump @CRASH4_4266 

:CRASH4_4296
03D5: remove_text 'CM2_13'  // ~s~A bandatrsaid mr ezen a krnyken is nyomulnak.
00BC: text_highpriority 'CM2_14' 20000 ms 1  // ~s~A terleteidet folyamatosan tmadni fogjk s meg kell vdened ket.
0006: 32@ = 0 // integer values 

:CRASH4_4330
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @CRASH4_4360 
0001: wait 0 ms 
0002: jump @CRASH4_4330 

:CRASH4_4360
03D5: remove_text 'CM2_14'  // ~s~A terleteidet folyamatosan tmadni fogjk s meg kell vdened ket.
015F: set_camera_position 1859.828 -1136.18 33.7679 0.0 0.0 0.0 
0160: point_camera 1860.751 -1136.463 33.508 2 
00BC: text_highpriority 'CM2_15' 20000 ms 1  // ~s~Ha megtmadjk valamelyik terletedet, piros ikon jelli a radaron.
0006: 32@ = 0 // integer values 

:CRASH4_4445
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @CRASH4_4475 
0001: wait 0 ms 
0002: jump @CRASH4_4445 

:CRASH4_4475
03D5: remove_text 'CM2_15'  // ~s~Ha megtmadjk valamelyik terletedet, piros ikon jelli a radaron.
00BC: text_highpriority 'CM2_20' 20000 ms 1  // Pnzt s megbecslst kapsz, ha elfoglalsz egy terletet. A pnzt a Grove Streeten tallod.
0006: 32@ = 0 // integer values 

:CRASH4_4509
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @CRASH4_4539 
0001: wait 0 ms 
0002: jump @CRASH4_4509 

:CRASH4_4539
03D5: remove_text 'CM2_20'  // Pnzt s megbecslst kapsz, ha elfoglalsz egy terletet. A pnzt a Grove Streeten tallod.
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CRASH4_4565
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_4589 
0001: wait 0 ms 
0002: jump @CRASH4_4565 

:CRASH4_4589
00BE: text_clear_all 
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @CRASH4_4619 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 

:CRASH4_4619
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0038:   $2414 == 1 // integer values 
004D: jump_if_false @CRASH4_4754 
0006: 61@ = 1 // integer values 
0004: $2414 = 1 // integer values 

:CRASH4_4658
0701: end_scene_skip 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @CRASH4_4754 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CRASH4_4693
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_4717 
0001: wait 0 ms 
0002: jump @CRASH4_4693 

:CRASH4_4717
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @CRASH4_4754 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 

:CRASH4_4754
0004: $2414 = 1 // integer values 
015F: set_camera_position 1914.107 -1130.994 27.8685 0.0 0.0 0.0 
0160: point_camera 1914.841 -1130.332 27.7162 2 
00D6: if 
0038:   $1794 == 0 // integer values 
004D: jump_if_false @CRASH4_4844 
03CF: load_wav 10830 as 1 
0002: jump @CRASH4_4901 

:CRASH4_4844
00D6: if 
0038:   $1794 == 1 // integer values 
004D: jump_if_false @CRASH4_4876 
03CF: load_wav 10831 as 1 
0002: jump @CRASH4_4901 

:CRASH4_4876
00D6: if 
0038:   $1794 == 2 // integer values 
004D: jump_if_false @CRASH4_4901 
03CF: load_wav 10832 as 1 

:CRASH4_4901
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CRASH4_4927 
0001: wait 0 ms 
0002: jump @CRASH4_4901 

:CRASH4_4927
0395: clear_area 0 at 1922.439 -1118.043 25.125 range 10.0 
009A: 34@ = create_actor 25 #BALLAS2 at 1922.439 -1118.043 25.125 
0173: set_actor 34@ z_angle_to 180.0 
02A9: set_actor 34@ immune_to_nonplayer 1 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
02AB: set_actor 34@ immunities 1 1 1 1 1 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5079 
05D3: AS_actor 34@ go_to_point 1922.328 -1127.938 24.078 speed 6 -1 ms 
0002: jump @CRASH4_5086 

:CRASH4_5079
0006: 38@ = 1 // integer values 

:CRASH4_5086
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_5110 
0001: wait 0 ms 
0002: jump @CRASH4_5086 

:CRASH4_5110
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5298 
0A09: (unknown) 34@ 1 
00D6: if 
0038:   $1794 == 0 // integer values 
004D: jump_if_false @CRASH4_5188 
00BC: text_highpriority 'CRA2_ZA' 10000 ms 1  // ~z~Tenpenny felhzott!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 
0002: jump @CRASH4_5291 

:CRASH4_5188
00D6: if 
0038:   $1794 == 1 // integer values 
004D: jump_if_false @CRASH4_5243 
00BC: text_highpriority 'CRA2_ZB' 10000 ms 1  // ~z~Az a rohadk C.R.A.S.H.tbaszott!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 
0002: jump @CRASH4_5291 

:CRASH4_5243
00D6: if 
0038:   $1794 == 2 // integer values 
004D: jump_if_false @CRASH4_5291 
00BC: text_highpriority 'CRA2_ZC' 10000 ms 1  // ~z~Tenpenny elrult!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 

:CRASH4_5291
0002: jump @CRASH4_5338 

:CRASH4_5298
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny felhzott!
03D5: remove_text 'CRA2_ZB'  // ~z~Az a rohadk C.R.A.S.H.tbaszott!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny elrult!
0006: 38@ = 1 // integer values 

:CRASH4_5338
0707: start_scene_skip_to @CRASH4_5732 
0006: 32@ = 0 // integer values 

:CRASH4_5352
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @CRASH4_5530 
0001: wait 0 ms 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CRASH4_5523 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @CRASH4_5475 
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CRASH4_5428 
040D: unload_wav 1 

:CRASH4_5428
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny felhzott!
03D5: remove_text 'CRA2_ZB'  // ~z~Az a rohadk C.R.A.S.H.tbaszott!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny elrult!
0006: 38@ = 1 // integer values 
0002: jump @CRASH4_5523 

:CRASH4_5475
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CRASH4_5523 
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny felhzott!
03D5: remove_text 'CRA2_ZB'  // ~z~Az a rohadk C.R.A.S.H.tbaszott!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny elrult!

:CRASH4_5523
0002: jump @CRASH4_5352 

:CRASH4_5530
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CRASH4_5578 
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny felhzott!
03D5: remove_text 'CRA2_ZB'  // ~z~Az a rohadk C.R.A.S.H.tbaszott!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny elrult!

:CRASH4_5578
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5613 
0968: actor 34@ stop_mouth 
0A09: (unknown) 34@ 0 
0002: jump @CRASH4_5620 

:CRASH4_5613
0006: 38@ = 1 // integer values 

:CRASH4_5620
08F6: (unknown) 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5713 
060B: unknown_actor_use_entity 34@ 43@ 
0187: 35@ = create_marker_above_actor 34@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02AB: set_actor 34@ immunities 0 0 0 0 0 
0002: jump @CRASH4_5725 

:CRASH4_5713
0164: disable_marker 35@ 
0006: 38@ = 1 // integer values 

:CRASH4_5725
0006: 64@ = 1 // integer values 

:CRASH4_5732
0701: end_scene_skip 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @CRASH4_6023 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CRASH4_5767
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_5791 
0001: wait 0 ms 
0002: jump @CRASH4_5767 

:CRASH4_5791
08F6: (unknown) 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5882 
0395: clear_area 0 at 1922.903 -1128.477 24.092 range 2.0 
00A1: put_actor 34@ at 1922.903 -1128.477 24.092 
0173: set_actor 34@ z_angle_to 180.0 
0968: actor 34@ stop_mouth 
0A09: (unknown) 34@ 0 
0002: jump @CRASH4_5889 

:CRASH4_5882
0006: 38@ = 1 // integer values 

:CRASH4_5889
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:CRASH4_5912
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_5936 
0001: wait 0 ms 
0002: jump @CRASH4_5912 

:CRASH4_5936
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_6011 
0187: 35@ = create_marker_above_actor 34@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02AB: set_actor 34@ immunities 0 0 0 0 0 
0002: jump @CRASH4_6023 

:CRASH4_6011
0164: disable_marker 35@ 
0006: 38@ = 1 // integer values 

:CRASH4_6023
0008: $1794 += 1 // integer values 
00D6: if 
0018:   $1794 > 2 // integer values 
004D: jump_if_false @CRASH4_6055 
0004: $1794 = 0 // integer values 

:CRASH4_6055
00BC: text_highpriority 'CM2_8' 8000 ms 1  // ~s~Kizavartad a ~r~fvest~w~ , nyrd ki!

:CRASH4_6071
00D6: if 
8039:   not  38@ == 1 // integer values 
004D: jump_if_false @CRASH4_6157 
0001: wait 0 ms 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CRASH4_6150 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @CRASH4_6150 
03D5: remove_text 'CM2_7' 
0164: disable_marker 35@ 
0006: 38@ = 1 // integer values 

:CRASH4_6150
0002: jump @CRASH4_6071 

:CRASH4_6157
0002: jump @CRASH4_6251 

:CRASH4_6164
076C: set_zone 'GLN1' controlled_by_gang 0 density 40 
076C: set_zone 'GLN1' controlled_by_gang 1 density 0 
076C: set_zone 'GLN1' controlled_by_gang 2 density 71@ 
076C: set_zone 'GLN1' controlled_by_gang 7 density 72@ 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0004: $2577 = 0 // integer values 
0051: return 

:CRASH4_6251
0008: $11253 += 1 // integer values 
0318: set_latest_mission_passed 'CRASH_2'  // Vadszat
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 40 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $GS_GANG_CASH 
004F: create_thread @TCASH 
00D6: if 
0038:   $11356 == 0 // integer values 
004D: jump_if_false @CRASH4_6363 
0004: $11356 = 1 // integer values 

:CRASH4_6363
0051: return 

:CRASH4_6365
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
03DE: set_pedestrians_density_multiplier_to 1.0 
0983: (unknown) 0 
0004: $ONMISSION = 0 // integer values 
0004: $2576 = 0 // integer values 
0164: disable_marker 45@ 
0164: disable_marker 35@ 
0164: disable_marker 52@ 
08A3: (unknown) 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TEC9 
0249: release_model #FAM2 
0249: release_model #FAM3 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
0108: destroy_object 60@ 
0249: release_model #CIGAR 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 
009B: destroy_actor_instantly 55@ 
065C: unknown_create_def_entity 43@ // unknown_destroy 
00D8: mission_cleanup 
0051: return 

//-------------Mission 22---------------
// Originally: Burning Desire

:CRASH1
03A4: name_thread 'CRASH1' 
0050: gosub @CRASH1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CRASH1_38 
0050: gosub @CRASH1_41227 

:CRASH1_38
0050: gosub @CRASH1_41349 
004E: end_thread 

:CRASH1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 47@ = 1 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = -1 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 56@ = 1 // integer values 
0006: 213@ = 0 // integer values 

:CRASH1_210
0006: 57@(213@,3i) = 0 // integer values 
000A: 213@ += 1 // integer values 
0029:   213@ >= 3 // integer values 
004D: jump_if_false @CRASH1_210 
0006: 355@ = 0 // integer values 
0006: 356@ = 0 // integer values 
0006: 357@ = 0 // integer values 
0006: 358@ = 0 // integer values 
0006: 359@ = 0 // integer values 
0006: 360@ = 0 // integer values 
0006: 361@ = 0 // integer values 
0006: 198@ = 0 // integer values 
0006: 314@ = 0 // integer values 
0006: 315@ = 0 // integer values 
0006: 316@ = 0 // integer values 
0006: 323@ = 0 // integer values 
0006: 322@ = 0 // integer values 
0006: 313@ = 0 // integer values 
0006: 317@ = 0 // integer values 
0006: 325@ = 0 // integer values 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 336@ = 0 // integer values 
0006: 340@ = 0 // integer values 
0006: 342@ = 0 // integer values 
0006: 345@ = 0 // integer values 
0006: 346@ = 1 // integer values 
0006: 347@ = 1 // integer values 
0006: 348@ = 0 // integer values 
0006: 349@ = 0 // integer values 
0006: 350@ = 0 // integer values 
0006: 210@ = 0 // integer values 
00D6: if 
0039:   34@ == -99 // integer values 
004D: jump_if_false @CRASH1_1160 
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 98@ = create_car #VOODOO at 0.0 0.0 0.0 
00A5: 99@ = create_car #VOODOO at 0.0 0.0 0.0 
00A5: 100@ = create_car #COPCARLA at 0.0 0.0 0.0 
0006: 213@ = 0 // integer values 

:CRASH1_575
009A: 87@(213@,5i) = create_actor 14 #LSV3 at 0.0 0.0 0.0 
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_575 
0006: 213@ = 0 // integer values 

:CRASH1_631
009A: 92@(213@,2i) = create_actor 14 #LSV3 at 0.0 0.0 0.0 
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_631 
009A: 94@ = create_actor 14 #LSV2 at 0.0 0.0 0.0 
009A: 95@ = create_actor 5 #GANGRL3 at 0.0 0.0 0.0 
009A: 96@ = create_actor 14 #LSV2 at 0.0 0.0 0.0 
009A: 97@ = create_actor 14 #LSV2 at 0.0 0.0 0.0 
0006: 213@ = 0 // integer values 

:CRASH1_784
029B: 101@(213@,8i) = init_object #BD_WINDOW at 0.0 0.0 0.0 
000A: 213@ += 1 // integer values 
0029:   213@ >= 8 // integer values 
004D: jump_if_false @CRASH1_784 
0107: 114@ = create_object #CR1_DOOR at 0.0 0.0 0.0 
0107: 119@ = create_object #BREAK_WALL_1B at 0.0 0.0 0.0 
0107: 120@ = create_object #BREAK_WALL_2B at 0.0 0.0 0.0 
0107: 121@ = create_object #BREAK_WALL_3B at 0.0 0.0 0.0 
0107: 119@ = create_object #BD_FIRE1_O at 0.0 0.0 0.0 
0326: 138@ = create_actor 94@ fire 
0326: 139@ = create_actor 95@ fire 
0326: 140@ = create_actor 96@ fire 
0326: 141@ = create_actor 97@ fire 
0006: 213@ = 0 // integer values 

:CRASH1_985
02CF: 142@(213@,21i) = create_fire_at 0.0 0.0 0.0 0 1 
000A: 213@ += 1 // integer values 
0029:   213@ >= 21 // integer values 
004D: jump_if_false @CRASH1_985 
0006: 213@ = 0 // integer values 

:CRASH1_1041
02CF: 163@(213@,4i) = create_fire_at 0.0 0.0 0.0 0 1 
000A: 213@ += 1 // integer values 
0029:   213@ >= 4 // integer values 
004D: jump_if_false @CRASH1_1041 
032B: 135@ = create_weapon_pickup #FIRE_EX 3 ammo 0 at 0.0 0.0 0.0 
032B: 132@ = create_weapon_pickup #MOLOTOV 3 ammo 0 at 0.0 0.0 0.0 
0187: 131@ = create_marker_above_actor 95@ 
03DC: 128@ = create_marker_above_pickup 132@ 

:CRASH1_1160
054C: use_GXT_table 'CRASH1' 
0050: gosub @CRASH1_38857 
060A: unknown_create_entity 0 180@ 
060A: unknown_create_entity 2 181@ 
0050: gosub @CRASH1_39065 

:CRASH1_1199
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @CRASH1_1232 
0006: 36@ = 1 // integer values 
0002: jump @CRASH1_1651 

:CRASH1_1232
0050: gosub @CRASH1_36706 
0050: gosub @CRASH1_37130 
00D6: if or
0039:   38@ == 1 // integer values 
0039:   39@ == 1 // integer values 
004D: jump_if_false @CRASH1_1278 
0002: jump @CRASH1_1651 

:CRASH1_1278
0050: gosub @CRASH1_38228 
0050: gosub @CRASH1_38262 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CRASH1_1322 
0006: 37@ = 1 // integer values 
0002: jump @CRASH1_1651 

:CRASH1_1322
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @CRASH1_1380 
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:CRASH1_1380
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @CRASH1_1405 
0050: gosub @CRASH1_1838 

:CRASH1_1405
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @CRASH1_1430 
0050: gosub @CRASH1_2345 

:CRASH1_1430
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @CRASH1_1455 
0050: gosub @CRASH1_3600 

:CRASH1_1455
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @CRASH1_1480 
0050: gosub @CRASH1_5983 

:CRASH1_1480
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @CRASH1_1505 
0050: gosub @CRASH1_8432 

:CRASH1_1505
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @CRASH1_1530 
0050: gosub @CRASH1_10291 

:CRASH1_1530
00D6: if 
0039:   34@ == 7 // integer values 
004D: jump_if_false @CRASH1_1555 
0050: gosub @CRASH1_13180 

:CRASH1_1555
00D6: if 
0039:   34@ == 8 // integer values 
004D: jump_if_false @CRASH1_1580 
0006: 36@ = 1 // integer values 

:CRASH1_1580
00D6: if 
0039:   34@ == 50 // integer values 
004D: jump_if_false @CRASH1_1605 
0050: gosub @CRASH1_15449 

:CRASH1_1605
00D6: if 
0039:   34@ == 51 // integer values 
004D: jump_if_false @CRASH1_1630 
0006: 38@ = 1 // integer values 

:CRASH1_1630
0050: gosub @CRASH1_38301 
0050: gosub @CRASH1_38357 
0050: gosub @CRASH1_32145 

:CRASH1_1651
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CRASH1_1834 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @CRASH1_1735 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CRASH1_1719 
0002: jump @CRASH1_1199 
0002: jump @CRASH1_1728 

:CRASH1_1719
0050: gosub @CRASH1_41291 
0051: return 

:CRASH1_1728
0002: jump @CRASH1_1827 

:CRASH1_1735
0050: gosub @CRASH1_41227 
00D6: if or
0039:   314@ == 1 // integer values 
00A4:   actor $PLAYER_ACTOR 0 2350.405 -1181.907 26.8553 2353.484 -1170.524 30.0687 
004D: jump_if_false @CRASH1_1825 
0006: 34@ = 50 // integer values 
0006: 35@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0002: jump @CRASH1_1199 

:CRASH1_1825
0051: return 

:CRASH1_1827
0002: jump @CRASH1_1836 

:CRASH1_1834
0051: return 

:CRASH1_1836
0051: return 

:CRASH1_1838
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CRASH1_1900 
00BC: text_highpriority 'CRA1_00' 15000 ms 1  // ~s~Tenpenny elrejtett nehny ~g~molotovot~s~ egy Los Santosi siktorban. Keresd meg ket.
0050: gosub @CRASH1_16457 
0006: 349@ = 0 // integer values 
0006: 204@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_1900
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CRASH1_1969 
00D6: if 
0214:   pickup 132@ picked_up 
004D: jump_if_false @CRASH1_1969 
0164: disable_marker 128@ 
0006: 349@ = 0 // integer values 
0085: 204@ = 45@ // integer values and handles 
000A: 204@ += 5000 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_1969
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_1994 
000A: 35@ += 1 // integer values 

:CRASH1_1994
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CRASH1_2055 
00BC: text_highpriority 'CRA1_01' 5000 ms 1  // ~s~Van molotovod, menj a ~y~banda hzhoz~s~ s gyjtsd fel.
018A: 122@ = create_checkpoint_at 2351.904 -1170.826 28.5 
000A: 35@ += 1 // integer values 

:CRASH1_2055
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CRASH1_2146 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2350.168 -1164.938 radius 300.0 300.0 
004D: jump_if_false @CRASH1_2146 
0050: gosub @CRASH1_39609 
0050: gosub @CRASH1_39708 
0050: gosub @CRASH1_40373 
0050: gosub @CRASH1_40881 
000A: 35@ += 1 // integer values 

:CRASH1_2146
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CRASH1_2245 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_2245 
0164: disable_marker 122@ 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0006: 348@ = 1 // integer values 
0006: 35@ = 99 // integer values 

:CRASH1_2245
00D6: if 
0039:   349@ == 0 // integer values 
004D: jump_if_false @CRASH1_2318 
00D6: if 
8039:   not  204@ == 0 // integer values 
004D: jump_if_false @CRASH1_2318 
00D6: if 
001D:   45@ > 204@ // integer values 
004D: jump_if_false @CRASH1_2318 
03E5: text_box 'MOLOTOV'  // Tartsd lenyomva a ~k~~PED_FIREWEAPON~ -t, hogy eldobd a molotovot. Tartsd nyomva a ~k~~PED_FIREWEAPON~ -t, hogy messzebbre repljn. vatosan! Ha nem dobod elg messzire, te is meggsz.
0006: 349@ = 1 // integer values 

:CRASH1_2318
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CRASH1_2343 
0050: gosub @CRASH1_38827 

:CRASH1_2343
0051: return 

:CRASH1_2345
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CRASH1_2476 
0006: 297@ = 0 // integer values 
0006: 298@ = 0 // integer values 
0006: 299@ = 0 // integer values 
0006: 300@ = 0 // integer values 
0006: 301@ = 0 // integer values 
0006: 313@ = 0 // integer values 
0006: 332@ = 0 // integer values 
0006: 333@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 187@ = -1 // integer values 
0006: 205@ = 0 // integer values 
0050: gosub @CRASH1_18730 
0050: gosub @CRASH1_19322 
06D0: (unknown) 0 
03C7: unknown_maybe_cops_density 0.3 
0828: (unknown) 1 
000A: 35@ += 1 // integer values 

:CRASH1_2476
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CRASH1_2533 
00BC: text_highpriority 'CRA1_02' 6000 ms 1  // ~s~Gyjtsd fel a hzat. Dobd a molotovokat az  ~r~5 lenti ablakba~s~.
0085: 204@ = 45@ // integer values and handles 
000A: 204@ += 7000 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_2533
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_2631 
0006: 213@ = 0 // integer values 

:CRASH1_2558
0085: 217@ = 213@ // integer values and handles 
0050: gosub @CRASH1_20309 
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_2558 
00D6: if 
001D:   45@ > 204@ // integer values 
004D: jump_if_false @CRASH1_2631 
03E5: text_box 'WINDOWS'  // Az ablakok betrshez, lj rjuk fegyverrel, vagy dobd be ket molotovval.
000A: 35@ += 1 // integer values 

:CRASH1_2631
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CRASH1_2733 
0006: 213@ = 0 // integer values 

:CRASH1_2656
0085: 217@ = 213@ // integer values and handles 
0050: gosub @CRASH1_20309 
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_2656 
00D6: if 
0039:   209@ == 5 // integer values 
004D: jump_if_false @CRASH1_2733 
00BC: text_highpriority 'CRA1_04' 3000 ms 1  // ~s~Frank. A hz mindjrt leg.
0006: 35@ = 99 // integer values 

:CRASH1_2733
0006: 213@ = 0 // integer values 

:CRASH1_2740
0085: 216@ = 213@ // integer values and handles 
0050: gosub @CRASH1_16525 
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_2740 
00D6: if 
0039:   313@ == 1 // integer values 
004D: jump_if_false @CRASH1_2808 
0050: gosub @CRASH1_21015 
0002: jump @CRASH1_2815 

:CRASH1_2808
0050: gosub @CRASH1_20662 

:CRASH1_2815
0050: gosub @CRASH1_21168 
00D6: if 
8039:   not  205@ == 0 // integer values 
004D: jump_if_false @CRASH1_3150 
00D6: if 
001D:   45@ > 205@ // integer values 
004D: jump_if_false @CRASH1_3150 
0006: 205@ = 0 // integer values 
0006: 214@ = 0 // integer values 
0006: 213@ = 0 // integer values 

:CRASH1_2880
00D6: if 
0039:   302@(213@,5i) == 1 // integer values 
004D: jump_if_false @CRASH1_2909 
000A: 214@ += 1 // integer values 

:CRASH1_2909
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_2880 
000A: 209@ += 1 // integer values 
00D6: if 
803B:   not  214@ == 209@ // integer values 
004D: jump_if_false @CRASH1_3006 
00D6: if 
001D:   209@ > 214@ // integer values 
004D: jump_if_false @CRASH1_2990 
0085: 209@ = 214@ // integer values and handles 
0002: jump @CRASH1_3006 

:CRASH1_2990
0085: 205@ = 45@ // integer values and handles 
000A: 205@ += 500 // integer values 

:CRASH1_3006
00D6: if 
001B:   5 > 209@ // integer values 
004D: jump_if_false @CRASH1_3031 
0050: gosub @CRASH1_20473 

:CRASH1_3031
0006: 351@ = 0 // integer values 
0006: 213@ = 0 // integer values 

:CRASH1_3045
00D6: if 
0039:   351@ == 0 // integer values 
004D: jump_if_false @CRASH1_3129 
00D6: if and
0039:   302@(213@,5i) == 1 // integer values 
0039:   307@(213@,5i) == 0 // integer values 
004D: jump_if_false @CRASH1_3129 
0085: 191@ = 213@ // integer values and handles 
0050: gosub @CRASH1_23203 
0006: 307@(213@,5i) = 1 // integer values 
0006: 351@ = 1 // integer values 

:CRASH1_3129
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_3045 

:CRASH1_3150
00D6: if 
0039:   297@ == 0 // integer values 
004D: jump_if_false @CRASH1_3410 
0007: 289@ = 2337.666 // floating-point values 
000F: 289@ -= 31.0 // floating-point values 
0007: 291@ = -1180.994 // floating-point values 
000F: 291@ -= 38.0 // floating-point values 
0007: 293@ = 31.7513 // floating-point values 
000F: 293@ -= 8.0 // floating-point values 
0007: 290@ = 2337.666 // floating-point values 
000B: 290@ += 31.0 // floating-point values 
0007: 292@ = -1180.994 // floating-point values 
000B: 292@ += 38.0 // floating-point values 
0007: 294@ = 31.7513 // floating-point values 
000B: 294@ += 8.0 // floating-point values 
00D6: if 
0039:   332@ == 0 // integer values 
004D: jump_if_false @CRASH1_3344 
00D6: if 
02EE:   projectile_in_cube 289@ 291@ 293@ 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_3344 
0006: 332@ = 1 // integer values 

:CRASH1_3344
00D6: if 
0039:   333@ == 0 // integer values 
004D: jump_if_false @CRASH1_3410 
0786: (unknown) 289@ 291@ 293@ 290@ 292@ 294@ 214@ 
00D6: if 
0019:   214@ > 0 // integer values 
004D: jump_if_false @CRASH1_3410 
0006: 333@ = 1 // integer values 

:CRASH1_3410
00D6: if 
0039:   348@ == 1 // integer values 
004D: jump_if_false @CRASH1_3504 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_3497 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0006: 348@ = 0 // integer values 

:CRASH1_3497
0002: jump @CRASH1_3573 

:CRASH1_3504
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_3573 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0006: 348@ = 1 // integer values 

:CRASH1_3573
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CRASH1_3598 
0050: gosub @CRASH1_38827 

:CRASH1_3598
0051: return 

:CRASH1_3600
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CRASH1_3751 
0006: 191@ = 5 // integer values 
0050: gosub @CRASH1_23203 
0006: 192@ = 0 // integer values 
0050: gosub @CRASH1_24873 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 3000 // integer values 
0006: 329@ = 0 // integer values 
0006: 334@ = 0 // integer values 
0006: 335@ = 0 // integer values 
0006: 352@ = 0 // integer values 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 337@ = 0 // integer values 
0006: 347@ = 1 // integer values 
0006: 206@ = 0 // integer values 
03C7: unknown_maybe_cops_density 0.0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 6603 as 3 
000A: 35@ += 1 // integer values 

:CRASH1_3751
00D6: if 
0039:   359@ == 1 // integer values 
004D: jump_if_false @CRASH1_3794 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_3794 
0006: 37@ = 1 // integer values 
0051: return 

:CRASH1_3794
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CRASH1_3903 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_3903 
016A: fade 0 400 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 2500 // integer values 
0050: gosub @CRASH1_26362 
0050: gosub @CRASH1_26452 
0006: 341@ = 0 // integer values 
0006: 50@ = 1 // integer values 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 // integer values 

:CRASH1_3903
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_4000 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_3953 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_4000 

:CRASH1_3953
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_4000 
0050: gosub @CRASH1_23105 
0006: 329@ = 1 // integer values 
0006: 352@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_4000
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CRASH1_4087 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_4050 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_4087 

:CRASH1_4050
00D6: if and
001D:   45@ > 200@ // integer values 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_4087 
0050: gosub @CRASH1_26665 
000A: 35@ += 1 // integer values 

:CRASH1_4087
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CRASH1_4229 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_4137 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_4229 

:CRASH1_4137
00D6: if and
0118:   actor 94@ dead 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_4175 
0050: gosub @CRASH1_26924 
000A: 35@ += 1 // integer values 

:CRASH1_4175
0085: 219@ = 200@ // integer values and handles 
000A: 219@ += 8000 // integer values 
00D6: if and
8118:   not actor 94@ dead 
001D:   45@ > 219@ // integer values 
004D: jump_if_false @CRASH1_4229 
0050: gosub @CRASH1_26924 
000A: 35@ += 1 // integer values 

:CRASH1_4229
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CRASH1_4411 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_4279 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_4411 

:CRASH1_4279
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_4411 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @CRASH1_4337 
00D6: if 
8366:   not object 106@ blown_up 
004D: jump_if_false @CRASH1_4337 
0723: break_object 106@ intensity 1 

:CRASH1_4337
0006: 197@ = 4 // integer values 
0050: gosub @CRASH1_25459 
0006: 335@ = 1 // integer values 
0006: 56@ = 0 // integer values 
0050: gosub @CRASH1_33143 
00BC: text_highpriority 'CRA1_05' 4600 ms 1  // ~s~Bent maradt egy lny az g hzban, meg kell mentened t.
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 4300 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_4411
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @CRASH1_4524 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_4461 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_4524 

:CRASH1_4461
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_4524 
016A: fade 0 300 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 1000 // integer values 
0050: gosub @CRASH1_18650 
0050: gosub @CRASH1_23025 
000A: 35@ += 1 // integer values 

:CRASH1_4524
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @CRASH1_4688 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_4574 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_4688 

:CRASH1_4574
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_4688 
0050: gosub @CRASH1_26993 
0007: 282@ = 2352.037 // floating-point values 
0007: 283@ = -1170.318 // floating-point values 
0007: 284@ = 26.9702 // floating-point values 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
0006: 192@ = 2 // integer values 
0050: gosub @CRASH1_24873 
016A: fade 1 200 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 200 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_4688
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @CRASH1_4824 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_4738 
0006: 35@ = 50 // integer values 
0002: jump @CRASH1_4824 

:CRASH1_4738
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_4824 
0006: 329@ = 0 // integer values 
0006: 352@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0050: gosub @CRASH1_28246 
0085: 206@ = 45@ // integer values and handles 
000A: 206@ += 9000 // integer values 
00BB: text_lowpriority 'CRA1_06' 4000 ms 1  // ~s~Menj be az ~y~els ajtn~s~.
000A: 35@ += 1 // integer values 

:CRASH1_4824
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @CRASH1_5086 
00D6: if 
0039:   314@ == 1 // integer values 
004D: jump_if_false @CRASH1_5036 
0164: disable_marker 122@ 
0006: 341@ = 0 // integer values 
0006: 206@ = 0 // integer values 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_4968 
08AD: (unknown) 95@ 2352.114 -1170.61 8.0 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
000B: 284@ += 999.0 // floating-point values 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_4968
02D1: remove_fire 138@ 
0006: 192@ = 4 // integer values 
0050: gosub @CRASH1_24873 
0006: 197@ = 6 // integer values 
0050: gosub @CRASH1_25459 
0050: gosub @CRASH1_26123 
0050: gosub @CRASH1_26184 
0050: gosub @CRASH1_40944 
0006: 35@ = 99 // integer values 
0002: jump @CRASH1_5086 

:CRASH1_5036
0006: 213@ = 0 // integer values 

:CRASH1_5043
0085: 216@ = 213@ // integer values and handles 
0050: gosub @CRASH1_16525 
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_5043 
0050: gosub @CRASH1_21168 

:CRASH1_5086
00D6: if and
0039:   352@ == 1 // integer values 
08D0: (unknown) 
0039:   354@ == 0 // integer values 
004D: jump_if_false @CRASH1_5120 
0006: 354@ = 1 // integer values 

:CRASH1_5120
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @CRASH1_5175 
016A: fade 0 500 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 500 // integer values 
0006: 353@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_5175
00D6: if 
0039:   35@ == 51 // integer values 
004D: jump_if_false @CRASH1_5249 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_5249 
0050: gosub @CRASH1_16094 
016A: fade 1 1500 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_5249
00D6: if 
0039:   35@ == 52 // integer values 
004D: jump_if_false @CRASH1_5367 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_5367 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 329@ = 0 // integer values 
0006: 352@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0050: gosub @CRASH1_28246 
0085: 206@ = 45@ // integer values and handles 
000A: 206@ += 9000 // integer values 
00BB: text_lowpriority 'CRA1_06' 4000 ms 1  // ~s~Menj be az ~y~els ajtn~s~.
0006: 35@ = 9 // integer values 

:CRASH1_5367
0050: gosub @CRASH1_27063 
00D6: if 
0039:   353@ == 0 // integer values 
004D: jump_if_false @CRASH1_5435 
0006: 213@ = 0 // integer values 

:CRASH1_5399
0085: 216@ = 213@ // integer values and handles 
0050: gosub @CRASH1_16525 
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_5399 

:CRASH1_5435
00D6: if 
0039:   353@ == 0 // integer values 
004D: jump_if_false @CRASH1_5460 
0050: gosub @CRASH1_21168 

:CRASH1_5460
00D6: if 
0039:   337@ == 1 // integer values 
004D: jump_if_false @CRASH1_5485 
0050: gosub @CRASH1_28317 

:CRASH1_5485
00D6: if 
0019:   206@ > 0 // integer values 
004D: jump_if_false @CRASH1_5536 
00D6: if 
001D:   45@ > 206@ // integer values 
004D: jump_if_false @CRASH1_5536 
0006: 206@ = 0 // integer values 
0006: 341@ = 1 // integer values 

:CRASH1_5536
00D6: if 
0039:   347@ == 1 // integer values 
004D: jump_if_false @CRASH1_5602 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 range 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 range 1.5 

:CRASH1_5602
00D6: if and
88B7:   not test 54@ bit 3 
0039:   341@ == 1 // integer values 
004D: jump_if_false @CRASH1_5793 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2340.262 -1170.538 24.9859 2351.095 -1164.287 28.2183 
004D: jump_if_false @CRASH1_5793 
00D6: if or
0039:   49@ == 2 // integer values 
0039:   49@ == 1 // integer values 
004D: jump_if_false @CRASH1_5727 
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @CRASH1_5720 
0051: return 

:CRASH1_5720
0050: gosub @CRASH1_33172 

:CRASH1_5727
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @CRASH1_5761 
0006: 50@ = 3 // integer values 
0050: gosub @CRASH1_32981 
0051: return 

:CRASH1_5761
00D6: if and
0039:   49@ == 3 // integer values 
8039:   not  48@ == 2 // integer values 
004D: jump_if_false @CRASH1_5793 
0050: gosub @CRASH1_33143 

:CRASH1_5793
00D6: if 
0039:   348@ == 1 // integer values 
004D: jump_if_false @CRASH1_5887 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_5880 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0006: 348@ = 0 // integer values 

:CRASH1_5880
0002: jump @CRASH1_5956 

:CRASH1_5887
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_5956 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0006: 348@ = 1 // integer values 

:CRASH1_5956
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CRASH1_5981 
0050: gosub @CRASH1_38827 

:CRASH1_5981
0051: return 

:CRASH1_5983
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CRASH1_6083 
0050: gosub @CRASH1_28623 
0006: 327@ = 0 // integer values 
0006: 330@ = 0 // integer values 
0006: 352@ = 0 // integer values 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 338@ = 0 // integer values 
0006: 339@ = 0 // integer values 
0006: 350@ = 0 // integer values 
0006: 190@ = -1 // integer values 
0249: release_model #CR_AMMOBOX 
000A: 35@ += 1 // integer values 

:CRASH1_6083
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_6108 
0006: 37@ = 1 // integer values 
0051: return 

:CRASH1_6108
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CRASH1_6133 
000A: 35@ += 1 // integer values 

:CRASH1_6133
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_6513 
0007: 289@ = 2344.751 // floating-point values 
000F: 289@ -= 1.5 // floating-point values 
0007: 291@ = -1181.161 // floating-point values 
000F: 291@ -= 1.5 // floating-point values 
0007: 293@ = 1030.961 // floating-point values 
000F: 293@ -= 0.5 // floating-point values 
0007: 290@ = 2344.751 // floating-point values 
000B: 290@ += 1.5 // floating-point values 
0007: 292@ = -1181.161 // floating-point values 
000B: 292@ += 1.5 // floating-point values 
0007: 294@ = 1030.961 // floating-point values 
000B: 294@ += 1.5 // floating-point values 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 289@ 291@ 293@ 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_6513 
0164: disable_marker 131@ 
0006: 347@ = 0 // integer values 
02AB: set_actor 95@ immunities 0 0 0 0 0 
0006: 350@ = 1 // integer values 
00D6: if 
8214:   not pickup 135@ picked_up 
004D: jump_if_false @CRASH1_6506 
016A: fade 0 500 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 550 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0007: 285@ = 180.0 // floating-point values 
0173: set_actor 95@ z_angle_to 285@ 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0007: 284@ = 1030.969 // floating-point values 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0006: 211@ = 99 // integer values 
0006: 201@ = 0 // integer values 
0006: 330@ = 1 // integer values 
0006: 352@ = 1 // integer values 
0050: gosub @CRASH1_33172 
0006: 50@ = 5 // integer values 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_6513 

:CRASH1_6506
0006: 35@ = 10 // integer values 

:CRASH1_6513
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CRASH1_6679 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_6563 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_6679 

:CRASH1_6563
00D6: if 
8039:   not  49@ == 5 // integer values 
004D: jump_if_false @CRASH1_6595 
0006: 50@ = 5 // integer values 
0050: gosub @CRASH1_32981 

:CRASH1_6595
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_6679 
03DC: 122@ = create_marker_above_pickup 135@ 
08DC: (unknown) 122@ 2352.114 -1170.61 3.0 
0050: gosub @CRASH1_28934 
016A: fade 1 500 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 550 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_6679
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CRASH1_6801 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_6729 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_6801 

:CRASH1_6729
00D6: if 
8039:   not  49@ == 5 // integer values 
004D: jump_if_false @CRASH1_6761 
0006: 50@ = 5 // integer values 
0050: gosub @CRASH1_32981 

:CRASH1_6761
00D6: if and
001D:   45@ > 200@ // integer values 
0039:   49@ == 5 // integer values 
004D: jump_if_false @CRASH1_6801 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 // integer values 

:CRASH1_6801
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CRASH1_6876 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_6851 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_6876 

:CRASH1_6851
00D6: if 
08B7:   test 54@ bit 5 
004D: jump_if_false @CRASH1_6876 
000A: 35@ += 1 // integer values 

:CRASH1_6876
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @CRASH1_6972 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_6926 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_6972 

:CRASH1_6926
00D6: if 
8039:   not  49@ == 6 // integer values 
004D: jump_if_false @CRASH1_6965 
0006: 50@ = 6 // integer values 
0050: gosub @CRASH1_32981 
0002: jump @CRASH1_6972 

:CRASH1_6965
000A: 35@ += 1 // integer values 

:CRASH1_6972
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @CRASH1_7087 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_7022 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_7087 

:CRASH1_7022
015F: set_camera_position 2329.68 -1172.025 1030.137 0.0 0.0 0.0 
0160: point_camera 2328.868 -1172.534 1029.854 2 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 // integer values 

:CRASH1_7087
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @CRASH1_7198 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_7137 
0006: 35@ = 50 // integer values 
0002: jump @CRASH1_7198 

:CRASH1_7137
00D6: if 
08B7:   test 54@ bit 6 
004D: jump_if_false @CRASH1_7198 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 330@ = 0 // integer values 
0006: 352@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_7198
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @CRASH1_7262 
0006: 50@ = 7 // integer values 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 7 // integer values 
004D: jump_if_false @CRASH1_7262 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 // integer values 

:CRASH1_7262
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @CRASH1_7362 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_7362 
0164: disable_marker 122@ 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_7334 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_7334
0050: gosub @CRASH1_33172 
0006: 50@ = 8 // integer values 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 // integer values 

:CRASH1_7362
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @CRASH1_7679 
0007: 289@ = 2344.751 // floating-point values 
000F: 289@ -= 1.5 // floating-point values 
0007: 291@ = -1181.161 // floating-point values 
000F: 291@ -= 1.5 // floating-point values 
0007: 293@ = 1030.961 // floating-point values 
000F: 293@ -= 0.5 // floating-point values 
0007: 290@ = 2344.751 // floating-point values 
000B: 290@ += 1.5 // floating-point values 
0007: 292@ = -1181.161 // floating-point values 
000B: 292@ += 1.5 // floating-point values 
0007: 294@ = 1030.961 // floating-point values 
000B: 294@ += 1.5 // floating-point values 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 289@ 291@ 293@ 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_7679 
00D6: if 
8039:   not  49@ == 8 // integer values 
004D: jump_if_false @CRASH1_7568 
0006: 50@ = 8 // integer values 
0050: gosub @CRASH1_32981 

:CRASH1_7568
00D6: if 
0039:   49@ == 8 // integer values 
004D: jump_if_false @CRASH1_7679 
0050: gosub @CRASH1_33143 
0007: 285@ = 180.0 // floating-point values 
0173: set_actor 95@ z_angle_to 285@ 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0007: 284@ = 1030.969 // floating-point values 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 3000 // integer values 
0006: 211@ = 99 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_7679
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @CRASH1_7802 
00D6: if 
0019:   200@ > 0 // integer values 
004D: jump_if_false @CRASH1_7752 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_7752 
0006: 200@ = 0 // integer values 
03E5: text_box 'CRA1_35'  // A tz kzept oltsad, gy knnyebb lesz.

:CRASH1_7752
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 6.0 6.0 1.0 sphere 0 
004D: jump_if_false @CRASH1_7802 
0223: set_actor 95@ health_to 100 
0006: 35@ = 99 // integer values 

:CRASH1_7802
00D6: if and
0039:   352@ == 1 // integer values 
08D0: (unknown) 
0039:   354@ == 0 // integer values 
004D: jump_if_false @CRASH1_7836 
0006: 354@ = 1 // integer values 

:CRASH1_7836
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @CRASH1_7918 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 211@ = 0 // integer values 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 330@ = 0 // integer values 
0006: 352@ = 0 // integer values 
0006: 35@ = 10 // integer values 

:CRASH1_7918
0050: gosub @CRASH1_27063 
0050: gosub @CRASH1_28317 
00D6: if and
0039:   314@ == 0 // integer values 
0039:   315@ == 1 // integer values 
004D: jump_if_false @CRASH1_7971 
0006: 338@ = 1 // integer values 
0006: 315@ = 0 // integer values 

:CRASH1_7971
00D6: if 
0039:   338@ == 1 // integer values 
004D: jump_if_false @CRASH1_8016 
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_8016 
0006: 338@ = 0 // integer values 
0006: 339@ = 1 // integer values 

:CRASH1_8016
00D6: if 
0039:   339@ == 1 // integer values 
004D: jump_if_false @CRASH1_8070 
00D6: if 
816B:   not fading 
004D: jump_if_false @CRASH1_8070 
0006: 339@ = 0 // integer values 
00BC: text_highpriority 'CRA1_10' 5000 ms 1  // ~s~Lemaradt a ~b~lny~s~. Menj vissza rte.

:CRASH1_8070
0395: clear_area 0 at 255@ 256@ 257@ range 3.0 
00D6: if 
0039:   327@ == 0 // integer values 
004D: jump_if_false @CRASH1_8158 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_8158 
0006: 327@ = 1 // integer values 
00BC: text_highpriority 'CRA1_09' 4000 ms 1  // ~s~Vidd fel a tzoltkszlket s mentsd meg a ~b~lnyt~s~.
03E5: text_box 'FIRE_EX'  // Nyomj ~k~~PED_FIREWEAPON~ -t, hogy hasznld a tzoltkszlket. Nyomj ~k~~PED_LOCK_TARGET~ -t, a clzshoz. A tz kzept oltsd, gy knnyebb lesz.

:CRASH1_8158
00D6: if 
0039:   347@ == 1 // integer values 
004D: jump_if_false @CRASH1_8224 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 range 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 range 1.5 

:CRASH1_8224
00D6: if 
0039:   314@ == 0 // integer values 
004D: jump_if_false @CRASH1_8405 
00D6: if 
0039:   348@ == 1 // integer values 
004D: jump_if_false @CRASH1_8336 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_8329 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0006: 348@ = 0 // integer values 

:CRASH1_8329
0002: jump @CRASH1_8405 

:CRASH1_8336
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_8405 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0006: 348@ = 1 // integer values 

:CRASH1_8405
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CRASH1_8430 
0050: gosub @CRASH1_38827 

:CRASH1_8430
0051: return 

:CRASH1_8432
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CRASH1_8840 
0006: 346@ = 1 // integer values 
00D6: if 
02D0:   fire 163@ extinguished 
004D: jump_if_false @CRASH1_8480 
0006: 346@ = 0 // integer values 

:CRASH1_8480
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @CRASH1_29056 
0249: release_model #LSV2 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CRASH1_8526 
08A6: set_vehicle 98@ component 0 rotation_to 0.0 

:CRASH1_8526
0006: 322@ = 0 // integer values 
0006: 196@ = 0 // integer values 
0006: 192@ = 3 // integer values 
0050: gosub @CRASH1_24873 
0151: remove_status_text $6694 
0006: 194@ = 3 // integer values 
0006: 195@ = 3 // integer values 
0007: 282@ = 2319.717 // floating-point values 
0007: 283@ = -1178.556 // floating-point values 
0007: 284@ = 1030.969 // floating-point values 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
08DC: (unknown) 122@ 2352.114 -1170.61 3.0 
0006: 324@ = 1 // integer values 
0006: 352@ = 0 // integer values 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
03CF: load_wav 6602 as 3 
04D7: lock_actor 95@ in_current_position 0 
05D3: AS_actor 95@ go_to_point 2345.627 -1175.844 1030.969 speed 6 -2 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 
015F: set_camera_position 2349.768 -1177.159 1031.791 0.0 0.0 0.0 
0160: point_camera 2348.849 -1176.765 1031.828 2 
00D6: if 
0039:   346@ == 1 // integer values 
004D: jump_if_false @CRASH1_8794 
0006: 192@ = 4 // integer values 
0050: gosub @CRASH1_24873 

:CRASH1_8794
0006: 191@ = 1 // integer values 
0050: gosub @CRASH1_24064 
02A3: toggle_widescreen 1 
0006: 352@ = 1 // integer values 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_8840
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CRASH1_8952 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_8890 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_8952 

:CRASH1_8890
0006: 50@ = 9 // integer values 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 9 // integer values 
004D: jump_if_false @CRASH1_8952 
0050: gosub @CRASH1_33143 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_8952
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_9073 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_9002 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_9073 

:CRASH1_9002
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_9073 
062E: (unknown) 95@ 1491 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_9073 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 
0639: AS_actor 95@ rotate_to_actor $PLAYER_ACTOR 
000A: 35@ += 1 // integer values 

:CRASH1_9073
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CRASH1_9178 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_9123 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_9178 

:CRASH1_9123
00D6: if and
08B7:   test 54@ bit 9 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_9178 
03D1: play_wav 3 
0006: 193@ = 1 // integer values 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 100 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_9178
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CRASH1_9319 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_9228 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_9319 

:CRASH1_9228
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_9319 
015F: set_camera_position 2347.942 -1179.954 1031.858 0.0 0.0 0.0 
0160: point_camera 2346.95 -1179.89 1031.961 2 
0006: 50@ = 10 // integer values 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 // integer values 

:CRASH1_9319
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CRASH1_9450 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_9369 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_9450 

:CRASH1_9369
00D6: if 
8039:   not  49@ == 10 // integer values 
004D: jump_if_false @CRASH1_9401 
0006: 50@ = 10 // integer values 
0050: gosub @CRASH1_32981 

:CRASH1_9401
0003: shake_camera 40 
00D6: if and
0039:   193@ == 5 // integer values 
03D2:   wav 3 ended 
004D: jump_if_false @CRASH1_9450 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_9450
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @CRASH1_9639 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_9500 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_9639 

:CRASH1_9500
00D6: if 
8039:   not  49@ == 10 // integer values 
004D: jump_if_false @CRASH1_9532 
0006: 50@ = 10 // integer values 
0050: gosub @CRASH1_32981 

:CRASH1_9532
00D6: if and
001D:   45@ > 200@ // integer values 
0039:   49@ == 10 // integer values 
004D: jump_if_false @CRASH1_9639 
015F: set_camera_position 2348.495 -1176.45 1031.486 0.0 0.0 0.0 
0160: point_camera 2347.538 -1176.732 1031.558 2 
0050: gosub @CRASH1_33143 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 3000 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_9639
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @CRASH1_9757 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_9689 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_9757 

:CRASH1_9689
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_9757 
00D6: if 
0039:   346@ == 0 // integer values 
004D: jump_if_false @CRASH1_9750 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2344.738 -1180.853 1030.976 speed 4 -2 ms 

:CRASH1_9750
000A: 35@ += 1 // integer values 

:CRASH1_9757
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @CRASH1_9854 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_9807 
0006: 35@ = 50 // integer values 
0002: jump @CRASH1_9854 

:CRASH1_9807
00D6: if 
08B7:   test 54@ bit 10 
004D: jump_if_false @CRASH1_9854 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 352@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_9854
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @CRASH1_9879 
0006: 35@ = 99 // integer values 

:CRASH1_9879
00D6: if and
0039:   352@ == 1 // integer values 
08D0: (unknown) 
0039:   354@ == 0 // integer values 
004D: jump_if_false @CRASH1_9913 
0006: 354@ = 1 // integer values 

:CRASH1_9913
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @CRASH1_9968 
016A: fade 0 500 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 500 // integer values 
0006: 353@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_9968
00D6: if 
0039:   35@ == 51 // integer values 
004D: jump_if_false @CRASH1_10192 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_10192 
00D6: if 
88B7:   not test 54@ bit 9 
004D: jump_if_false @CRASH1_10037 
0050: gosub @CRASH1_33172 
08BD: set 54@ bit 10 

:CRASH1_10037
00D6: if 
88B7:   not test 54@ bit 10 
004D: jump_if_false @CRASH1_10062 
0050: gosub @CRASH1_33172 

:CRASH1_10062
00D6: if 
001B:   5 > 193@ // integer values 
004D: jump_if_false @CRASH1_10147 
00D6: if 
0837:   object 119@ animation_is "BD_FIRE1" 
004D: jump_if_false @CRASH1_10140 
083A: set_object 119@ animation "BD_FIRE1" progress_to 1.0 
0006: 193@ = 3 // integer values 
0002: jump @CRASH1_10147 

:CRASH1_10140
0006: 193@ = 4 // integer values 

:CRASH1_10147
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 1500 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_10192
00D6: if 
0039:   35@ == 52 // integer values 
004D: jump_if_false @CRASH1_10257 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_10257 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 352@ = 0 // integer values 
0006: 35@ = 9 // integer values 

:CRASH1_10257
0050: gosub @CRASH1_31027 
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CRASH1_10289 
0050: gosub @CRASH1_38827 

:CRASH1_10289
0051: return 

:CRASH1_10291
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_10316 
0006: 37@ = 1 // integer values 
0051: return 

:CRASH1_10316
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CRASH1_10369 
0006: 352@ = 0 // integer values 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 331@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_10369
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CRASH1_10394 
000A: 35@ += 1 // integer values 

:CRASH1_10394
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_10419 
000A: 35@ += 1 // integer values 

:CRASH1_10419
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CRASH1_10476 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 5000 // integer values 
0085: 207@ = 200@ // integer values and handles 
000E: 207@ -= 3000 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_10476
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CRASH1_10595 
00D6: if 
8039:   not  207@ == 0 // integer values 
004D: jump_if_false @CRASH1_10545 
00D6: if 
001D:   45@ > 207@ // integer values 
004D: jump_if_false @CRASH1_10545 
03CF: load_wav 6600 as 3 
0006: 207@ = 0 // integer values 

:CRASH1_10545
00D6: if and
001D:   45@ > 200@ // integer values 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_10595 
03D1: play_wav 3 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 2000 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_10595
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CRASH1_10682 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_10678 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 5000 // integer values 
0085: 207@ = 200@ // integer values and handles 
000E: 207@ -= 3000 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_10682 

:CRASH1_10678
0003: shake_camera 80 

:CRASH1_10682
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @CRASH1_10801 
00D6: if 
8039:   not  207@ == 0 // integer values 
004D: jump_if_false @CRASH1_10751 
00D6: if 
001D:   45@ > 207@ // integer values 
004D: jump_if_false @CRASH1_10751 
03CF: load_wav 6601 as 3 
0006: 207@ = 0 // integer values 

:CRASH1_10751
00D6: if and
001D:   45@ > 200@ // integer values 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_10801 
03D1: play_wav 3 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_10801
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @CRASH1_10856 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_10852 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_10856 

:CRASH1_10852
0003: shake_camera 40 

:CRASH1_10856
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @CRASH1_11024 
00D6: if 
0039:   322@ == 1 // integer values 
004D: jump_if_false @CRASH1_11024 
0395: clear_area 1 at 2351.762 -1178.75 26.9753 range 15.0 
00A1: put_actor 95@ at 2352.262 -1176.75 26.9753 
0173: set_actor 95@ z_angle_to 0.0 
08AD: (unknown) 95@ 2352.114 -1170.61 8.0 
0860: link_actor 95@ to_interior 0 
0792: (unknown) 95@ 
07FB: set_interior 'GANG' accessible 0  // Vagos banda hz
0164: disable_marker 122@ 
0050: gosub @CRASH1_33172 
0006: 50@ = 12 // integer values 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 // integer values 

:CRASH1_11024
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @CRASH1_11274 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
015F: set_camera_position 2354.589 -1166.262 27.87 0.0 0.0 0.0 
0160: point_camera 2353.826 -1166.89 28.0181 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_action_sequences 220@ 
05D3: AS_actor -1 go_to_point 2351.97 -1169.26 27.013 speed 4 -2 ms 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_action_sequences_end 220@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 220@ 
061B: remove_references_to_action_sequences 220@ 
0615: define_action_sequences 220@ 
05D3: AS_actor -1 go_to_point 2351.97 -1170.26 27.013 speed 6 -2 ms 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_action_sequences_end 220@ 
0618: assign_actor 95@ to_action_sequences 220@ 
061B: remove_references_to_action_sequences 220@ 
0247: request_model #FIRETRUK 
0247: request_model #LAFD1 
038B: load_requested_models 
0006: 331@ = 1 // integer values 
0006: 352@ = 1 // integer values 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_11274
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @CRASH1_11456 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_11324 
0006: 35@ = 50 // integer values 
0002: jump @CRASH1_11456 

:CRASH1_11324
00D6: if 
8039:   not  49@ == 12 // integer values 
004D: jump_if_false @CRASH1_11356 
0006: 50@ = 12 // integer values 
0050: gosub @CRASH1_32981 

:CRASH1_11356
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_11456 
00D6: if 
0039:   49@ == 12 // integer values 
004D: jump_if_false @CRASH1_11456 
062E: (unknown) 95@ -1 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_11456 
062E: (unknown) $PLAYER_ACTOR -1 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_11456 
000A: 35@ += 1 // integer values 

:CRASH1_11456
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @CRASH1_11675 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_11506 
0006: 35@ = 50 // integer values 
0002: jump @CRASH1_11675 

:CRASH1_11506
0804: AS_actor 95@ walk_to 2351.97 -1170.26 27.013 stop_angle 0.0 0.2 perform_animation "GRLFRD_KISS_03" from_file "BD_FIRE" 4.0 loop 0 0 0 lock 0 -1 ms 
0804: AS_actor $PLAYER_ACTOR walk_to 2351.97 -1169.26 27.013 stop_angle 180.0 0.2 perform_animation "PLAYA_KISS_03" from_file "BD_FIRE" 4.0 loop 0 0 0 lock 0 -1 ms 
0050: gosub @CRASH1_33143 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 1000 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_11675
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @CRASH1_11871 
00D6: if 
0039:   354@ == 1 // integer values 
004D: jump_if_false @CRASH1_11725 
0006: 35@ = 50 // integer values 
0002: jump @CRASH1_11871 

:CRASH1_11725
00D6: if and
8611:   not actor 95@ animation_is "GRLFRD_KISS_03" 
8611:   not actor $PLAYER_ACTOR animation_is "PLAYA_KISS_03" 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_11871 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
09DD: (unknown) 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: (unknown) 95@ 1 
07CB: (unknown) 95@ 0 
0850: (unknown) 95@ $PLAYER_ACTOR 
0A20: (unknown) $PLAYER_CHAR 1 
0006: 331@ = 0 // integer values 
0006: 352@ = 0 // integer values 
0986: (unknown) 
000A: 35@ += 1 // integer values 

:CRASH1_11871
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @CRASH1_11917 
00D6: if and
0248:   model #FIRETRUK available 
0248:   model #LAFD1 available 
004D: jump_if_false @CRASH1_11917 
0006: 35@ = 99 // integer values 

:CRASH1_11917
00D6: if and
0039:   352@ == 1 // integer values 
08D0: (unknown) 
0039:   354@ == 0 // integer values 
004D: jump_if_false @CRASH1_11951 
0006: 354@ = 1 // integer values 

:CRASH1_11951
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @CRASH1_12161 
00D6: if 
0611:   actor 95@ animation_is "GRLFRD_KISS_03" 
004D: jump_if_false @CRASH1_12027 
0614: set_actor 95@ animation "GRLFRD_KISS_03" progress_to 1.0 

:CRASH1_12027
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLAYA_KISS_03" 
004D: jump_if_false @CRASH1_12083 
0614: set_actor $PLAYER_ACTOR animation "PLAYA_KISS_03" progress_to 1.0 

:CRASH1_12083
00D6: if 
88B7:   not test 54@ bit 12 
004D: jump_if_false @CRASH1_12108 
0050: gosub @CRASH1_33172 

:CRASH1_12108
0792: (unknown) 95@ 
0792: (unknown) $PLAYER_ACTOR 
0085: 200@ = 45@ // integer values and handles 
0006: 353@ = 0 // integer values 
0006: 354@ = 0 // integer values 
0006: 331@ = 0 // integer values 
0006: 352@ = 0 // integer values 
0006: 35@ = 12 // integer values 

:CRASH1_12161
00D6: if 
0039:   331@ == 0 // integer values 
004D: jump_if_false @CRASH1_12186 
0050: gosub @CRASH1_29132 

:CRASH1_12186
0050: gosub @CRASH1_31027 
0050: gosub @CRASH1_31470 
0050: gosub @CRASH1_31657 
0007: 289@ = 2319.994 // floating-point values 
000F: 289@ -= 1.5 // floating-point values 
0007: 291@ = -1179.218 // floating-point values 
000F: 291@ -= 1.5 // floating-point values 
0007: 293@ = 1030.976 // floating-point values 
000F: 293@ -= 1.2 // floating-point values 
0007: 290@ = 2319.994 // floating-point values 
000B: 290@ += 1.5 // floating-point values 
0007: 292@ = -1179.218 // floating-point values 
000B: 292@ += 1.5 // floating-point values 
0007: 294@ = 1030.976 // floating-point values 
000B: 294@ += 1.2 // floating-point values 
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 289@ 291@ 293@ 290@ 292@ 294@ 
0039:   324@ == 1 // integer values 
004D: jump_if_false @CRASH1_12446 
0164: disable_marker 122@ 
0007: 282@ = 2353.085 // floating-point values 
0007: 283@ = -1181.1 // floating-point values 
0007: 284@ = 1026.97 // floating-point values 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
08DC: (unknown) 122@ 2352.114 -1170.61 3.0 
0006: 324@ = 0 // integer values 

:CRASH1_12446
0395: clear_area 0 at 255@ 256@ 257@ range 3.0 
00D6: if and
0039:   314@ == 0 // integer values 
0039:   315@ == 1 // integer values 
004D: jump_if_false @CRASH1_12536 
0006: 315@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06C9: remove_actor 95@ from_group 
05BA: AS_actor 95@ chew_gum -2 ms 
04D7: lock_actor 95@ in_current_position 1 
0006: 323@ = 1 // integer values 
0006: 336@ = 0 // integer values 

:CRASH1_12536
00D6: if and
0039:   314@ == 0 // integer values 
0039:   323@ == 1 // integer values 
004D: jump_if_false @CRASH1_12765 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2351.575 -1166.19 26.4524 radius 4.0 4.0 4.0 
004D: jump_if_false @CRASH1_12765 
00D6: if 
816B:   not fading 
004D: jump_if_false @CRASH1_12765 
00D6: if or
00A4:   actor 95@ 0 2340.097 -1188.51 1025.577 2352.977 -1179.882 1028.184 
00A4:   actor 95@ 0 2344.22 -1179.892 1025.577 2349.831 -1171.664 1028.184 
004D: jump_if_false @CRASH1_12735 
0006: 322@ = 1 // integer values 
0006: 323@ = 0 // integer values 
04D7: lock_actor 95@ in_current_position 0 
0002: jump @CRASH1_12765 

:CRASH1_12735
00BC: text_highpriority 'CRA1_10' 8000 ms 1  // ~s~Lemaradt a ~b~lny~s~. Menj vissza rte.
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 336@ = 1 // integer values 

:CRASH1_12765
00D6: if and
0039:   314@ == 1 // integer values 
0039:   336@ == 1 // integer values 
004D: jump_if_false @CRASH1_12844 
0006: 336@ = 0 // integer values 
04D7: lock_actor 95@ in_current_position 0 
09DD: (unknown) 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: (unknown) 95@ 1 
07CB: (unknown) 95@ 0 
0A20: (unknown) $PLAYER_CHAR 1 
0006: 190@ = 2 // integer values 

:CRASH1_12844
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_12901 
041A: 214@ = actor $PLAYER_ACTOR weapon 42 ammo 
00D6: if 
001B:   500 > 214@ // integer values 
004D: jump_if_false @CRASH1_12901 
017B: set_actor $PLAYER_ACTOR weapon 42 ammo_to 30000 

:CRASH1_12901
00D6: if 
0039:   342@ == 1 // integer values 
004D: jump_if_false @CRASH1_12972 
08C3: clear 54@ bit 11 
0006: 50@ = 11 // integer values 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 11 // integer values 
004D: jump_if_false @CRASH1_12972 
0050: gosub @CRASH1_33143 
0006: 342@ = 0 // integer values 

:CRASH1_12972
00D6: if 
0039:   314@ == 0 // integer values 
004D: jump_if_false @CRASH1_13153 
00D6: if 
0039:   348@ == 1 // integer values 
004D: jump_if_false @CRASH1_13084 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_13077 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0006: 348@ = 0 // integer values 

:CRASH1_13077
0002: jump @CRASH1_13153 

:CRASH1_13084
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_13153 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0006: 348@ = 1 // integer values 

:CRASH1_13153
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CRASH1_13178 
0050: gosub @CRASH1_38827 

:CRASH1_13178
0051: return 

:CRASH1_13180
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CRASH1_13324 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0050: gosub @CRASH1_31844 
0007: 258@ = 2402.307 // floating-point values 
0007: 259@ = -1727.53 // floating-point values 
0007: 260@ = 12.3906 // floating-point values 
018A: 122@ = create_checkpoint_at 258@ 259@ 260@ 
0164: disable_marker 131@ 
0006: 325@ = 0 // integer values 
0006: 326@ = 0 // integer values 
0006: 336@ = 0 // integer values 
0006: 50@ = 13 // integer values 
0050: gosub @CRASH1_32981 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) 95@ 1 
000A: 35@ += 1 // integer values 

:CRASH1_13324
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_13367 
00D6: if 
0039:   326@ == 0 // integer values 
004D: jump_if_false @CRASH1_13367 
0006: 37@ = 1 // integer values 
0051: return 

:CRASH1_13367
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CRASH1_13449 
00D6: if 
8039:   not  49@ == 13 // integer values 
004D: jump_if_false @CRASH1_13417 
0006: 50@ = 13 // integer values 
0050: gosub @CRASH1_32981 

:CRASH1_13417
00D6: if 
0039:   49@ == 13 // integer values 
004D: jump_if_false @CRASH1_13449 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 // integer values 

:CRASH1_13449
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_13773 
0006: 351@ = 0 // integer values 
00D6: if 
00FE:   actor 95@ 1 258@ 259@ 260@ radius 3.0 3.0 3.0 
004D: jump_if_false @CRASH1_13580 
0006: 351@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_13580 
03C0: $TEMPVAR_ACTOR_CAR = actor 95@ car 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @CRASH1_13580 
0006: 351@ = 0 // integer values 

:CRASH1_13580
00D6: if 
0039:   351@ == 1 // integer values 
004D: jump_if_false @CRASH1_13773 
06C9: remove_actor 95@ from_group 
0164: disable_marker 122@ 
0164: disable_marker 131@ 
0006: 326@ = 1 // integer values 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
0395: clear_area 1 at 2401.52 -1722.074 12.6072 range 8.0 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_13715 
03C0: $TEMPVAR_ACTOR_CAR = actor 95@ car 
00AA: store_car $TEMPVAR_ACTOR_CAR position_to 282@ 283@ 284@ 
0395: clear_area 1 at 282@ 283@ 284@ range 5.0 

:CRASH1_13715
015F: set_camera_position 2392.542 -1727.949 14.991 0.0 0.0 0.0 
0160: point_camera 2393.458 -1727.558 14.9067 2 
000A: 35@ += 1 // integer values 

:CRASH1_13773
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CRASH1_13861 
0006: 50@ = 16 // integer values 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 16 // integer values 
004D: jump_if_false @CRASH1_13861 
0050: gosub @CRASH1_33143 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_13854 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_13854
000A: 35@ += 1 // integer values 

:CRASH1_13861
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CRASH1_13904 
00D6: if 
08B7:   test 54@ bit 16 
004D: jump_if_false @CRASH1_13904 
000A: 35@ += 1 // integer values 

:CRASH1_13904
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CRASH1_13968 
0006: 50@ = 17 // integer values 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 17 // integer values 
004D: jump_if_false @CRASH1_13968 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 // integer values 

:CRASH1_13968
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @CRASH1_14028 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_14021 
0633: AS_actor 95@ exit_vehicle 
000A: 35@ += 1 // integer values 
0002: jump @CRASH1_14028 

:CRASH1_14021
0006: 35@ = 8 // integer values 

:CRASH1_14028
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @CRASH1_14082 
062E: (unknown) 95@ 1587 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_14082 
000A: 35@ += 1 // integer values 

:CRASH1_14082
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @CRASH1_14155 
05D3: AS_actor 95@ go_to_point 2402.052 -1719.716 12.6181 speed 6 -2 ms 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_14148 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_14148
000A: 35@ += 1 // integer values 

:CRASH1_14155
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @CRASH1_14400 
062E: (unknown) 95@ 1491 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_14400 
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // floating-point values only 
0087: 292@ = 283@ // floating-point values only 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // floating-point values only 
0087: 291@ = 283@ // floating-point values only 
0087: 282@ = 289@ // floating-point values only 
0063: 282@ -= 290@ // floating-point values 
0087: 283@ = 291@ // floating-point values only 
0063: 283@ -= 292@ // floating-point values 
0604: get_point 282@ 283@ angle 285@ 
0804: AS_actor 95@ walk_to 2402.052 -1719.716 12.6181 stop_angle 285@ 0.2 perform_animation "BD_GF_WAVE" from_file "BD_FIRE" 4.0 loop 0 0 0 lock 0 -1 ms 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_14393 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_14393
000A: 35@ += 1 // integer values 

:CRASH1_14400
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @CRASH1_14464 
0006: 50@ = 18 // integer values 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 18 // integer values 
004D: jump_if_false @CRASH1_14464 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 // integer values 

:CRASH1_14464
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @CRASH1_14582 
00D6: if 
0611:   actor 95@ animation_is "BD_GF_WAVE" 
004D: jump_if_false @CRASH1_14582 
0613: 295@ = actor 95@ animation "BD_GF_WAVE" time 
00D6: if 
0043:   295@ == 1.0 // floating-point values 
004D: jump_if_false @CRASH1_14582 
05D3: AS_actor 95@ go_to_point 2401.857 -1717.01 12.6334 speed 6 -2 ms 
000A: 35@ += 1 // integer values 

:CRASH1_14582
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @CRASH1_14656 
062E: (unknown) 95@ 1491 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_14656 
009B: destroy_actor_instantly 95@ 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A09: (unknown) $PLAYER_ACTOR 0 
000A: 35@ += 1 // integer values 

:CRASH1_14656
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @CRASH1_14699 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: 1 cars_can_be_damaged 
0006: 35@ = 99 // integer values 

:CRASH1_14699
00D6: if 
0039:   326@ == 0 // integer values 
004D: jump_if_false @CRASH1_14803 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_14770 
00D6: if 
0039:   325@ == 0 // integer values 
004D: jump_if_false @CRASH1_14763 
0006: 325@ = 1 // integer values 
0792: (unknown) 95@ 

:CRASH1_14763
0002: jump @CRASH1_14803 

:CRASH1_14770
00D6: if 
0039:   325@ == 1 // integer values 
004D: jump_if_false @CRASH1_14803 
0006: 325@ = 0 // integer values 
0850: (unknown) 95@ $PLAYER_ACTOR 

:CRASH1_14803
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_15122 
09E8: 214@ = actor $PLAYER_ACTOR active_interior 
09E8: 215@ = actor 95@ active_interior 
00D6: if 
003B:   214@ == 215@ // integer values 
004D: jump_if_false @CRASH1_15122 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
00A0: store_actor $PLAYER_ACTOR position_to 286@ 287@ 288@ 
050A: 296@ = distance_between 282@ 283@ 284@ and 286@ 287@ 288@ 
00D6: if 
0039:   336@ == 1 // integer values 
004D: jump_if_false @CRASH1_15041 
00D6: if 
0023:   20.0 > 296@ // floating-point values 
004D: jump_if_false @CRASH1_15034 
0006: 336@ = 0 // integer values 
0687: clear_actor_task 95@ 
09DD: (unknown) 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: (unknown) 95@ 1 
07CB: (unknown) 95@ 0 
0A20: (unknown) $PLAYER_CHAR 1 
00D6: if 
0039:   325@ == 0 // integer values 
004D: jump_if_false @CRASH1_15015 
0850: (unknown) 95@ $PLAYER_ACTOR 

:CRASH1_15015
018A: 122@ = create_checkpoint_at 258@ 259@ 260@ 
0164: disable_marker 131@ 

:CRASH1_15034
0002: jump @CRASH1_15122 

:CRASH1_15041
00D6: if 
0021:   296@ > 50.0 // floating-point values 
004D: jump_if_false @CRASH1_15122 
0006: 336@ = 1 // integer values 
00BC: text_highpriority 'CRA1_12' 7000 ms 1  // ~s~Lemaradt a ~b~csaj~s~. Menj vissza rte s vidd haza.
06C9: remove_actor 95@ from_group 
0792: (unknown) 95@ 
05BA: AS_actor 95@ chew_gum -2 ms 
0164: disable_marker 122@ 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_15122
00D6: if and
8118:   not actor 95@ dead 
0039:   326@ == 0 // integer values 
004D: jump_if_false @CRASH1_15262 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_15262 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if and
00DB:   actor 95@ in_car $TEMPVAR_ACTOR_CAR 
81C1:   not car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @CRASH1_15262 
00D6: if and
88B7:   not test 54@ bit 14 
0039:   49@ == 0 // integer values 
004D: jump_if_false @CRASH1_15262 
0006: 50@ = 14 // integer values 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 14 // integer values 
004D: jump_if_false @CRASH1_15262 
0050: gosub @CRASH1_33143 

:CRASH1_15262
00D6: if and
8118:   not actor 95@ dead 
0039:   326@ == 0 // integer values 
004D: jump_if_false @CRASH1_15422 
00D6: if and
88B7:   not test 54@ bit 15 
8039:   not  49@ == 15 // integer values 
004D: jump_if_false @CRASH1_15422 
00D6: if 
00FE:   actor 95@ 0 258@ 259@ 260@ radius 30.0 30.0 20.0 
004D: jump_if_false @CRASH1_15422 
0050: gosub @CRASH1_33172 
0006: 50@ = 15 // integer values 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 15 // integer values 
004D: jump_if_false @CRASH1_15398 
0050: gosub @CRASH1_33143 

:CRASH1_15398
0395: clear_area 1 at 2401.52 -1722.074 12.6072 range 8.0 

:CRASH1_15422
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CRASH1_15447 
0050: gosub @CRASH1_38827 

:CRASH1_15447
0051: return 

:CRASH1_15449
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CRASH1_15512 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 1000 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_15512
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CRASH1_15587 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_15587 
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_15587
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_15849 
00D6: if and
816B:   not fading 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_15849 
00D6: if 
0039:   314@ == 0 // integer values 
004D: jump_if_false @CRASH1_15693 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_15693 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2351.733 -1179.042 26.9753 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 

:CRASH1_15693
04BB: select_interior 0 // select render area 
0395: clear_area 1 at 2351.961 -1172.073 26.9765 range 8.0 
03CB: set_camera 2351.961 -1172.073 26.9765 
00A1: put_actor $PLAYER_ACTOR at 2351.961 -1172.073 26.9765 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
015F: set_camera_position 2345.044 -1170.015 32.0063 0.0 0.0 0.0 
0160: point_camera 2345.8 -1169.822 31.381 2 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 1000 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_15849
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CRASH1_15940 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_15940 
016A: fade 1 500 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2351.928 -1166.08 26.4593 speed 6 -2 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:CRASH1_15940
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CRASH1_16045 
00D6: if 
001D:   45@ > 200@ // integer values 
004D: jump_if_false @CRASH1_16045 
062E: (unknown) $PLAYER_ACTOR 1491 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_16045 
00A1: put_actor $PLAYER_ACTOR at 2351.928 -1166.08 26.4593 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
0006: 35@ = 99 // integer values 

:CRASH1_16045
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CRASH1_16092 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0050: gosub @CRASH1_38827 

:CRASH1_16092
0051: return 

:CRASH1_16094
00D6: if 
0039:   334@ == 0 // integer values 
004D: jump_if_false @CRASH1_16169 
09CA: set_object 114@ immunities 0 0 0 0 0 
07F7: set_object 114@ indestructible 1 
0392: object 114@ toggle_in_moving_list 1 
0723: break_object 114@ intensity 1 
0006: 197@ = 0 // integer values 
0050: gosub @CRASH1_25459 
0002: jump @CRASH1_16183 

:CRASH1_16169
0006: 192@ = 2 // integer values 
0050: gosub @CRASH1_24873 

:CRASH1_16183
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CRASH1_16244 
00A1: put_actor 94@ at 2352.181 -1164.893 26.4392 
0326: 138@ = create_actor 94@ fire 
0223: set_actor 94@ health_to 1 
0792: (unknown) 94@ 
05BE: AS_kill_actor 94@ 

:CRASH1_16244
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @CRASH1_16265 
0108: destroy_object 106@ 

:CRASH1_16265
00D6: if 
0039:   335@ == 0 // integer values 
004D: jump_if_false @CRASH1_16297 
0006: 197@ = 4 // integer values 
0050: gosub @CRASH1_25459 

:CRASH1_16297
0164: disable_marker 122@ 
0007: 282@ = 2352.037 // floating-point values 
0007: 283@ = -1170.318 // floating-point values 
0007: 284@ = 26.9702 // floating-point values 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
0050: gosub @CRASH1_26993 
0006: 216@ = 0 // integer values 

:CRASH1_16360
00D6: if 
8118:   not actor 87@(216@,5i) dead 
004D: jump_if_false @CRASH1_16409 
00D6: if 
0039:   182@(216@,5i) == 6 // integer values 
004D: jump_if_false @CRASH1_16409 
0050: gosub @CRASH1_18650 

:CRASH1_16409
000A: 216@ += 1 // integer values 
0029:   216@ >= 5 // integer values 
004D: jump_if_false @CRASH1_16360 
00D6: if 
0039:   187@ == 5 // integer values 
004D: jump_if_false @CRASH1_16455 
0050: gosub @CRASH1_23025 

:CRASH1_16455
0051: return 

:CRASH1_16457
0007: 282@ = 1785.698 // floating-point values 
0007: 283@ = -1222.105 // floating-point values 
0007: 284@ = 16.9119 // floating-point values 
0006: 214@ = 0 // integer values 
032B: 132@ = create_weapon_pickup #MOLOTOV 3 ammo 20 at 282@ 283@ 284@ 
03DC: 128@ = create_marker_above_pickup 132@ 
0051: return 

:CRASH1_16525
00D6: if 
0118:   actor 87@(216@,5i) dead 
004D: jump_if_false @CRASH1_16554 
0006: 299@ = 1 // integer values 
0051: return 

:CRASH1_16554
0871: init_jump_table 182@(216@,5i) total_jumps 8 0 @CRASH1_16802 jumps -1 @CRASH1_16686 0 @CRASH1_16711 1 @CRASH1_16725 2 @CRASH1_16739 3 @CRASH1_16753 4 @CRASH1_16760 5 @CRASH1_16774 
0872: jump_table_jumps 6 @CRASH1_16788 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 

:CRASH1_16686
0050: gosub @CRASH1_16804 
0006: 182@(216@,5i) = 0 // integer values 
0002: jump @CRASH1_16802 

:CRASH1_16711
0050: gosub @CRASH1_17015 
0002: jump @CRASH1_16802 

:CRASH1_16725
0050: gosub @CRASH1_17569 
0002: jump @CRASH1_16802 

:CRASH1_16739
0050: gosub @CRASH1_18020 
0002: jump @CRASH1_16802 

:CRASH1_16753
0002: jump @CRASH1_16802 

:CRASH1_16760
0050: gosub @CRASH1_17664 
0002: jump @CRASH1_16802 

:CRASH1_16774
0050: gosub @CRASH1_18158 
0002: jump @CRASH1_16802 

:CRASH1_16788
0050: gosub @CRASH1_18210 
0002: jump @CRASH1_16802 

:CRASH1_16802
0051: return 

:CRASH1_16804
0871: init_jump_table 216@ total_jumps 2 1 @CRASH1_16964 jumps 0 @CRASH1_16867 1 @CRASH1_16916 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 

:CRASH1_16867
0812: AS_actor 87@(216@,5i) perform_animation "WASH_UP" from_file "BD_FIRE" 1.0 loop 1 0 0 lock 0 time -1 
0002: jump @CRASH1_17013 

:CRASH1_16916
0605: actor 87@(216@,5i) perform_animation_sequence "PHONE_TALK" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 
0002: jump @CRASH1_17013 

:CRASH1_16964
0605: actor 87@(216@,5i) perform_animation_sequence "M_SMKLEAN_LOOP" from_file "BD_FIRE" 1.0 loop 1 0 0 0 -1 ms 

:CRASH1_17013
0051: return 

:CRASH1_17015
00D6: if 
0039:   301@ == 1 // integer values 
004D: jump_if_false @CRASH1_17042 
0050: gosub @CRASH1_17618 
0051: return 

:CRASH1_17042
00D6: if and
0039:   332@ == 1 // integer values 
0039:   333@ == 1 // integer values 
004D: jump_if_false @CRASH1_17076 
0050: gosub @CRASH1_17618 
0051: return 

:CRASH1_17076
00D6: if 
0039:   298@ == 1 // integer values 
004D: jump_if_false @CRASH1_17103 
0050: gosub @CRASH1_17848 
0051: return 

:CRASH1_17103
00D6: if 
0039:   299@ == 1 // integer values 
004D: jump_if_false @CRASH1_17130 
0050: gosub @CRASH1_17618 
0051: return 

:CRASH1_17130
00D6: if 
051A:   actor 87@(216@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CRASH1_17169 
0050: gosub @CRASH1_17618 
0006: 299@ = 1 // integer values 
0051: return 

:CRASH1_17169
00D6: if 
0039:   297@ == 1 // integer values 
004D: jump_if_false @CRASH1_17189 
0051: return 

:CRASH1_17189
0871: init_jump_table 216@ total_jumps 5 0 @CRASH1_17497 jumps 0 @CRASH1_17252 1 @CRASH1_17301 2 @CRASH1_17350 3 @CRASH1_17399 4 @CRASH1_17448 -1 @CRASH1_17497 -1 @CRASH1_17497 

:CRASH1_17252
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17294 
0050: gosub @CRASH1_17499 

:CRASH1_17294
0002: jump @CRASH1_17497 

:CRASH1_17301
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17343 
0050: gosub @CRASH1_17499 

:CRASH1_17343
0002: jump @CRASH1_17497 

:CRASH1_17350
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17392 
0050: gosub @CRASH1_17499 

:CRASH1_17392
0002: jump @CRASH1_17497 

:CRASH1_17399
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17441 
0050: gosub @CRASH1_17499 

:CRASH1_17441
0002: jump @CRASH1_17497 

:CRASH1_17448
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17490 
0050: gosub @CRASH1_17499 

:CRASH1_17490
0002: jump @CRASH1_17497 

:CRASH1_17497
0051: return 

:CRASH1_17499
0947: (unknown) 87@(216@,5i) 2 221@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_17549 
05D9: AS_actor 87@(216@,5i) run_to_actor $PLAYER_ACTOR stop_within_radius 5000 3.0 ms 

:CRASH1_17549
0006: 182@(216@,5i) = 1 // integer values 
0006: 297@ = 1 // integer values 
0051: return 

:CRASH1_17569
062E: (unknown) 87@(216@,5i) 1497 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_17616 
0006: 298@ = 1 // integer values 
0050: gosub @CRASH1_17618 

:CRASH1_17616
0051: return 

:CRASH1_17618
0792: (unknown) 87@(216@,5i) 
060B: unknown_actor_use_entity 87@(216@,5i) 181@ 
05E2: AS_actor 87@(216@,5i) kill_actor $PLAYER_ACTOR 
0006: 182@(216@,5i) = 4 // integer values 
0051: return 

:CRASH1_17664
00D6: if 
0039:   329@ == 1 // integer values 
004D: jump_if_false @CRASH1_17695 
0006: 182@(216@,5i) = 5 // integer values 
0051: return 

:CRASH1_17695
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // floating-point values only 
0087: 291@ = 283@ // floating-point values only 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // floating-point values only 
0087: 292@ = 283@ // floating-point values only 
0509: 295@ = distance between point 289@ 291@ and point 290@ 292@ 
00D6: if 
0021:   295@ > 38.0 // floating-point values 
004D: jump_if_false @CRASH1_17806 
0050: gosub @CRASH1_17848 
0051: return 

:CRASH1_17806
062E: (unknown) 87@(216@,5i) 1506 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_17846 
0050: gosub @CRASH1_17618 

:CRASH1_17846
0051: return 

:CRASH1_17848
00D6: if 
0039:   329@ == 1 // integer values 
004D: jump_if_false @CRASH1_17879 
0006: 182@(216@,5i) = 5 // integer values 
0051: return 

:CRASH1_17879
0792: (unknown) 87@(216@,5i) 
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // floating-point values only 
0087: 291@ = 283@ // floating-point values only 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // floating-point values only 
0087: 292@ = 283@ // floating-point values only 
0087: 282@ = 289@ // floating-point values only 
0063: 282@ -= 290@ // floating-point values 
0087: 283@ = 291@ // floating-point values only 
0063: 283@ -= 292@ // floating-point values 
0604: get_point 282@ 283@ angle 285@ 
05D4: AS_actor 87@(216@,5i) rotate_angle 285@ 
0006: 182@(216@,5i) = 2 // integer values 
0051: return 

:CRASH1_18020
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // floating-point values only 
0087: 291@ = 283@ // floating-point values only 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // floating-point values only 
0087: 292@ = 283@ // floating-point values only 
0509: 295@ = distance between point 289@ 291@ and point 290@ 292@ 
00D6: if 
0023:   35.0 > 295@ // floating-point values 
004D: jump_if_false @CRASH1_18131 
0050: gosub @CRASH1_17618 
0051: return 

:CRASH1_18131
00D6: if 
0039:   300@ == 1 // integer values 
004D: jump_if_false @CRASH1_18156 
0050: gosub @CRASH1_17848 

:CRASH1_18156
0051: return 

:CRASH1_18158
0050: gosub @CRASH1_18329 
0792: (unknown) 87@(216@,5i) 
060B: unknown_actor_use_entity 87@(216@,5i) 180@ 
05BA: AS_actor 87@(216@,5i) chew_gum -2 ms 
0006: 182@(216@,5i) = 6 // integer values 
0051: return 

:CRASH1_18210
00D6: if 
0039:   329@ == 1 // integer values 
004D: jump_if_false @CRASH1_18283 
062E: (unknown) 87@(216@,5i) 1466 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_18281 
0792: (unknown) 87@(216@,5i) 
05BA: AS_actor 87@(216@,5i) chew_gum -2 ms 

:CRASH1_18281
0051: return 

:CRASH1_18283
0792: (unknown) 87@(216@,5i) 
060B: unknown_actor_use_entity 87@(216@,5i) 181@ 
05E2: AS_actor 87@(216@,5i) kill_actor $PLAYER_ACTOR 
0006: 182@(216@,5i) = 4 // integer values 
0051: return 

:CRASH1_18329
00A0: store_actor 87@(216@,5i) position_to 261@(216@,5f) 266@(216@,5f) 271@(216@,5f) 
0871: init_jump_table 210@ total_jumps 7 1 @CRASH1_18639 jumps 0 @CRASH1_18422 1 @CRASH1_18453 2 @CRASH1_18484 3 @CRASH1_18515 4 @CRASH1_18546 5 @CRASH1_18577 6 @CRASH1_18608 

:CRASH1_18422
00A1: put_actor 87@(216@,5i) at 2319.314 -1202.897 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18453
00A1: put_actor 87@(216@,5i) at 2315.977 -1204.658 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18484
00A1: put_actor 87@(216@,5i) at 2318.991 -1207.222 26.9615 
0002: jump @CRASH1_18641 

:CRASH1_18515
00A1: put_actor 87@(216@,5i) at 2315.745 -1210.296 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18546
00A1: put_actor 87@(216@,5i) at 2318.09 -1212.916 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18577
00A1: put_actor 87@(216@,5i) at 2314.109 -1215.641 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18608
00A1: put_actor 87@(216@,5i) at 2316.042 -1219.501 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18639
0051: return 

:CRASH1_18641
000A: 210@ += 1 // integer values 
0051: return 

:CRASH1_18650
0006: 213@ = 0 // integer values 

:CRASH1_18657
00D6: if 
8118:   not actor 87@(213@,5i) dead 
004D: jump_if_false @CRASH1_18707 
00A1: put_actor 87@(213@,5i) at 261@(213@,5f) 266@(213@,5f) 271@(213@,5f) 

:CRASH1_18707
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_18657 
0051: return 

:CRASH1_18730
0007: 282@ = 2346.047 // floating-point values 
0007: 283@ = -1189.661 // floating-point values 
0007: 284@ = 27.9709 // floating-point values 
0006: 214@ = 0 // integer values 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) mass 1 
0007: 282@ = 2336.045 // floating-point values 
0007: 283@ = -1189.661 // floating-point values 
0007: 284@ = 27.9709 // floating-point values 
000A: 214@ += 1 // integer values 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) mass 1 
0007: 282@ = 2326.409 // floating-point values 
0007: 283@ = -1189.661 // floating-point values 
0007: 284@ = 27.9709 // floating-point values 
000A: 214@ += 1 // integer values 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) mass 1 
0007: 282@ = 2345.898 // floating-point values 
0007: 283@ = -1170.044 // floating-point values 
0007: 284@ = 27.9709 // floating-point values 
000A: 214@ += 1 // integer values 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) mass 1 
0007: 282@ = 2326.407 // floating-point values 
0007: 283@ = -1170.044 // floating-point values 
0007: 284@ = 27.9709 // floating-point values 
000A: 214@ += 1 // integer values 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) mass 1 
0051: return 

:CRASH1_19322
0006: 214@ = 0 // integer values 
0007: 222@(214@,5f) = 2345.979 // floating-point values 
000F: 222@(214@,5f) -= 2.1 // floating-point values 
0007: 227@(214@,5f) = 2345.979 // floating-point values 
000B: 227@(214@,5f) += 2.1 // floating-point values 
0007: 232@(214@,5f) = -1188.8 // floating-point values 
000F: 232@(214@,5f) -= 0.8 // floating-point values 
0007: 237@(214@,5f) = -1188.8 // floating-point values 
000B: 237@(214@,5f) += 0.8 // floating-point values 
0007: 242@(214@,5f) = 28.8649 // floating-point values 
000F: 242@(214@,5f) -= 1.2 // floating-point values 
0007: 247@(214@,5f) = 28.8649 // floating-point values 
000B: 247@(214@,5f) += 1.2 // floating-point values 
0006: 302@(214@,5i) = 0 // integer values 
0006: 307@(214@,5i) = 0 // integer values 
000A: 214@ += 1 // integer values 
0007: 222@(214@,5f) = 2336.188 // floating-point values 
000F: 222@(214@,5f) -= 2.1 // floating-point values 
0007: 227@(214@,5f) = 2336.188 // floating-point values 
000B: 227@(214@,5f) += 2.1 // floating-point values 
0007: 232@(214@,5f) = -1188.8 // floating-point values 
000F: 232@(214@,5f) -= 0.8 // floating-point values 
0007: 237@(214@,5f) = -1188.8 // floating-point values 
000B: 237@(214@,5f) += 0.8 // floating-point values 
0007: 242@(214@,5f) = 28.8649 // floating-point values 
000F: 242@(214@,5f) -= 1.2 // floating-point values 
0007: 247@(214@,5f) = 28.8649 // floating-point values 
000B: 247@(214@,5f) += 1.2 // floating-point values 
0006: 302@(214@,5i) = 0 // integer values 
0006: 307@(214@,5i) = 0 // integer values 
000A: 214@ += 1 // integer values 
0007: 222@(214@,5f) = 2326.255 // floating-point values 
000F: 222@(214@,5f) -= 2.1 // floating-point values 
0007: 227@(214@,5f) = 2326.255 // floating-point values 
000B: 227@(214@,5f) += 2.1 // floating-point values 
0007: 232@(214@,5f) = -1188.8 // floating-point values 
000F: 232@(214@,5f) -= 0.8 // floating-point values 
0007: 237@(214@,5f) = -1188.8 // floating-point values 
000B: 237@(214@,5f) += 0.8 // floating-point values 
0007: 242@(214@,5f) = 28.8649 // floating-point values 
000F: 242@(214@,5f) -= 1.2 // floating-point values 
0007: 247@(214@,5f) = 28.8649 // floating-point values 
000B: 247@(214@,5f) += 1.2 // floating-point values 
0006: 302@(214@,5i) = 0 // integer values 
0006: 307@(214@,5i) = 0 // integer values 
000A: 214@ += 1 // integer values 
0007: 222@(214@,5f) = 2346.116 // floating-point values 
000F: 222@(214@,5f) -= 2.1 // floating-point values 
0007: 227@(214@,5f) = 2346.116 // floating-point values 
000B: 227@(214@,5f) += 2.1 // floating-point values 
0007: 232@(214@,5f) = -1171.0 // floating-point values 
000F: 232@(214@,5f) -= 0.8 // floating-point values 
0007: 237@(214@,5f) = -1171.0 // floating-point values 
000B: 237@(214@,5f) += 0.8 // floating-point values 
0007: 242@(214@,5f) = 28.8649 // floating-point values 
000F: 242@(214@,5f) -= 1.2 // floating-point values 
0007: 247@(214@,5f) = 28.8649 // floating-point values 
000B: 247@(214@,5f) += 1.2 // floating-point values 
0006: 302@(214@,5i) = 0 // integer values 
0006: 307@(214@,5i) = 0 // integer values 
000A: 214@ += 1 // integer values 
0007: 222@(214@,5f) = 2326.255 // floating-point values 
000F: 222@(214@,5f) -= 2.1 // floating-point values 
0007: 227@(214@,5f) = 2326.255 // floating-point values 
000B: 227@(214@,5f) += 2.1 // floating-point values 
0007: 232@(214@,5f) = -1171.0 // floating-point values 
000F: 232@(214@,5f) -= 0.8 // floating-point values 
0007: 237@(214@,5f) = -1171.0 // floating-point values 
000B: 237@(214@,5f) += 0.8 // floating-point values 
0007: 242@(214@,5f) = 28.8649 // floating-point values 
000F: 242@(214@,5f) -= 1.2 // floating-point values 
0007: 247@(214@,5f) = 28.8649 // floating-point values 
000B: 247@(214@,5f) += 1.2 // floating-point values 
0006: 302@(214@,5i) = 0 // integer values 
0006: 307@(214@,5i) = 0 // integer values 
0051: return 

:CRASH1_20309
00D6: if 
0039:   302@(217@,5i) == 1 // integer values 
004D: jump_if_false @CRASH1_20333 
0051: return 

:CRASH1_20333
00D6: if 
02EE:   projectile_in_cube 222@(217@,5f) 232@(217@,5f) 242@(217@,5f) 227@(217@,5f) 237@(217@,5f) 247@(217@,5f) 
004D: jump_if_false @CRASH1_20471 
00D6: if 
8366:   not object 101@(217@,8i) blown_up 
004D: jump_if_false @CRASH1_20419 
0723: break_object 101@(217@,8i) intensity 1 

:CRASH1_20419
0006: 302@(217@,5i) = 1 // integer values 
0006: 301@ = 1 // integer values 
0108: destroy_object 109@(217@,5i) 
0164: disable_marker 123@(217@,5i) 
0085: 205@ = 45@ // integer values and handles 
000A: 205@ += 500 // integer values 

:CRASH1_20471
0051: return 

:CRASH1_20473
0209: 214@ = random_int 0 5 
0871: init_jump_table 214@ total_jumps 5 0 @CRASH1_20660 jumps 0 @CRASH1_20545 1 @CRASH1_20568 2 @CRASH1_20591 3 @CRASH1_20614 4 @CRASH1_20637 -1 @CRASH1_20660 -1 @CRASH1_20660 

:CRASH1_20545
00BC: text_highpriority 'CRA1_30' 4000 ms 1  // ~s~Gyjtsd be! Gyjtsd a kvetkezt!
0002: jump @CRASH1_20660 

:CRASH1_20568
00BC: text_highpriority 'CRA1_31' 4000 ms 1  // ~s~Tz! Gyernk.
0002: jump @CRASH1_20660 

:CRASH1_20591
00BC: text_highpriority 'CRA1_32' 4000 ms 1  // ~s~Szp lvs! Kicsit tbb ilyen kne.
0002: jump @CRASH1_20660 

:CRASH1_20614
00BC: text_highpriority 'CRA1_33' 4000 ms 1  // ~s~Frankn fog gni. Gyjts be mg tbbet.
0002: jump @CRASH1_20660 

:CRASH1_20637
00BC: text_highpriority 'CRA1_34' 4000 ms 1  // ~s~gj, angyalom, gj. Most a msik szobba.
0002: jump @CRASH1_20660 

:CRASH1_20660
0051: return 

:CRASH1_20662
041A: 218@ = actor $PLAYER_ACTOR weapon 18 ammo 
00D6: if and
0039:   218@ == 0 // integer values 
001B:   5 > 209@ // integer values 
004D: jump_if_false @CRASH1_21013 
00D6: if 
0039:   345@ == 0 // integer values 
004D: jump_if_false @CRASH1_20740 
0085: 208@ = 45@ // integer values and handles 
000A: 208@ += 3000 // integer values 
0006: 345@ = 1 // integer values 
0051: return 

:CRASH1_20740
00D6: if 
801D:   not  45@ > 208@ // integer values 
004D: jump_if_false @CRASH1_20761 
0051: return 

:CRASH1_20761
0006: 208@ = 0 // integer values 
0006: 345@ = 0 // integer values 
0007: 282@ = 2337.602 // floating-point values 
0007: 283@ = -1169.369 // floating-point values 
0007: 284@ = 28.2207 // floating-point values 
0006: 214@ = 0 // integer values 
032B: 133@(214@,2i) = create_weapon_pickup #MOLOTOV 3 ammo 20 at 282@ 283@ 284@ 
03DC: 129@(214@,2i) = create_marker_above_pickup 133@(214@,2i) 
0007: 282@ = 2334.129 // floating-point values 
0007: 283@ = -1200.438 // floating-point values 
0007: 284@ = 28.1609 // floating-point values 
000A: 214@ += 1 // integer values 
032B: 133@(214@,2i) = create_weapon_pickup #MOLOTOV 3 ammo 20 at 282@ 283@ 284@ 
03DC: 129@(214@,2i) = create_marker_above_pickup 133@(214@,2i) 
0006: 213@ = 0 // integer values 

:CRASH1_20938
00D6: if 
0039:   302@(213@,5i) == 0 // integer values 
004D: jump_if_false @CRASH1_20969 
0164: disable_marker 123@(213@,5i) 

:CRASH1_20969
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_20938 
00BC: text_highpriority 'CRA1_03' 5000 ms 1  // ~s~Van mg a kzelben pr ~g~molotov~s~.
0006: 313@ = 1 // integer values 

:CRASH1_21013
0051: return 

:CRASH1_21015
00D6: if or
0214:   pickup 133@ picked_up 
0214:   pickup 134@ picked_up 
004D: jump_if_false @CRASH1_21166 
0006: 213@ = 0 // integer values 

:CRASH1_21043
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_21043 
0006: 213@ = 0 // integer values 

:CRASH1_21089
00D6: if 
0039:   302@(213@,5i) == 0 // integer values 
004D: jump_if_false @CRASH1_21138 
0188: 123@(213@,5i) = create_marker_above_object 109@(213@,5i) 
0165: set_marker 123@(213@,5i) color_to 0 

:CRASH1_21138
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_21089 
0006: 313@ = 0 // integer values 

:CRASH1_21166
0051: return 

:CRASH1_21168
0871: init_jump_table 187@ total_jumps 7 0 @CRASH1_21329 jumps -1 @CRASH1_21231 0 @CRASH1_21245 1 @CRASH1_21259 2 @CRASH1_21273 3 @CRASH1_21287 4 @CRASH1_21301 5 @CRASH1_21315 

:CRASH1_21231
0050: gosub @CRASH1_21331 
0002: jump @CRASH1_21329 

:CRASH1_21245
0050: gosub @CRASH1_21609 
0002: jump @CRASH1_21329 

:CRASH1_21259
0050: gosub @CRASH1_21703 
0002: jump @CRASH1_21329 

:CRASH1_21273
0050: gosub @CRASH1_21766 
0002: jump @CRASH1_21329 

:CRASH1_21287
0050: gosub @CRASH1_21874 
0002: jump @CRASH1_21329 

:CRASH1_21301
0050: gosub @CRASH1_22007 
0002: jump @CRASH1_21329 

:CRASH1_21315
0050: gosub @CRASH1_22347 
0002: jump @CRASH1_21329 

:CRASH1_21329
0051: return 

:CRASH1_21331
00D6: if 
8039:   not  209@ == 2 // integer values 
004D: jump_if_false @CRASH1_21351 
0051: return 

:CRASH1_21351
0007: 282@ = 2370.792 // floating-point values 
0007: 283@ = -1250.899 // floating-point values 
0007: 284@ = 22.8451 // floating-point values 
0007: 285@ = 358.0048 // floating-point values 
0395: clear_area 0 at 282@ 283@ 284@ range 10.0 
00A5: 99@ = create_car #VOODOO at 282@ 283@ 284@ 
0175: set_car 99@ z_angle_to 285@ 
00AD: set_car 99@ max_speed_to 100.0 
00AE: unknown_set_car 99@ to_ignore_traffic_lights 2 
0006: 214@ = 0 // integer values 
0129: 92@(214@,2i) = create_actor 14 #LSV2 in_car 99@ driverseat 
01B2: give_actor 92@(214@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: (unknown) 92@(214@,2i) 1 
000A: 214@ += 1 // integer values 
01C8: 92@(214@,2i) = create_actor 14 #LSV1 in_car 99@ passenger_seat 0 
01B2: give_actor 92@(214@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: (unknown) 92@(214@,2i) 1 
0007: 252@ = 2370.792 // floating-point values 
0007: 253@ = -1185.662 // floating-point values 
0007: 254@ = 26.4297 // floating-point values 
00A7: car 99@ drive_to 252@ 253@ 254@ 
0006: 187@ = 0 // integer values 
0006: 357@ = 1 // integer values 
0051: return 

:CRASH1_21609
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @CRASH1_21634 
0006: 187@ = 2 // integer values 
0051: return 

:CRASH1_21634
00D6: if 
01AD:   car 99@ 0 252@ 253@ 6.0 6.0 
004D: jump_if_false @CRASH1_21701 
0477: set_car 99@ animation 7 500 ms 
0085: 199@ = 45@ // integer values and handles 
000A: 199@ += 350 // integer values 
0006: 187@ = 1 // integer values 

:CRASH1_21701
0051: return 

:CRASH1_21703
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @CRASH1_21728 
0006: 187@ = 2 // integer values 
0051: return 

:CRASH1_21728
00D6: if 
001D:   45@ > 199@ // integer values 
004D: jump_if_false @CRASH1_21764 
0477: set_car 99@ animation 4 5000 ms 
0006: 187@ = 2 // integer values 

:CRASH1_21764
0051: return 

:CRASH1_21766
00D6: if or
0119:   car 99@ wrecked 
01C1:   car 99@ stopped 
004D: jump_if_false @CRASH1_21872 
0006: 216@ = 0 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_21826 
05CD: AS_actor 92@(216@,2i) exit_car 99@ 

:CRASH1_21826
000A: 216@ += 1 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_21865 
05CD: AS_actor 92@(216@,2i) exit_car 99@ 

:CRASH1_21865
0006: 187@ = 3 // integer values 

:CRASH1_21872
0051: return 

:CRASH1_21874
0006: 216@ = 0 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_21936 
062E: (unknown) 92@(216@,2i) 1485 40@ 
00D6: if 
84A4:   not  40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_21936 
0051: return 

:CRASH1_21936
000A: 216@ += 1 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_21998 
062E: (unknown) 92@(216@,2i) 1485 40@ 
00D6: if 
84A4:   not  40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_21998 
0051: return 

:CRASH1_21998
0006: 187@ = 4 // integer values 
0051: return 

:CRASH1_22007
00D6: if 
0039:   329@ == 1 // integer values 
004D: jump_if_false @CRASH1_22159 
0006: 216@ = 0 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22084 
0792: (unknown) 92@(216@,2i) 
060B: unknown_actor_use_entity 92@(216@,2i) 180@ 
05BA: AS_actor 92@(216@,2i) chew_gum -2 ms 

:CRASH1_22084
000A: 216@ += 1 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22143 
0792: (unknown) 92@(216@,2i) 
060B: unknown_actor_use_entity 92@(216@,2i) 180@ 
05BA: AS_actor 92@(216@,2i) chew_gum -2 ms 

:CRASH1_22143
0050: gosub @CRASH1_22656 
0006: 187@ = 5 // integer values 
0051: return 

:CRASH1_22159
0006: 216@ = 0 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22252 
062E: (unknown) 92@(216@,2i) 1506 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_22252 
0792: (unknown) 92@(216@,2i) 
060B: unknown_actor_use_entity 92@(216@,2i) 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22252
000A: 216@ += 1 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22345 
062E: (unknown) 92@(216@,2i) 1506 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_22345 
0792: (unknown) 92@(216@,2i) 
060B: unknown_actor_use_entity 92@(216@,2i) 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22345
0051: return 

:CRASH1_22347
00D6: if 
0039:   329@ == 1 // integer values 
004D: jump_if_false @CRASH1_22527 
0006: 216@ = 0 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22445 
062E: (unknown) 92@(216@,2i) 1466 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_22445 
0792: (unknown) 92@(216@,2i) 
05BA: AS_actor 92@(216@,2i) chew_gum -2 ms 

:CRASH1_22445
000A: 216@ += 1 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22525 
062E: (unknown) 92@(216@,2i) 1466 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_22525 
0792: (unknown) 92@(216@,2i) 
05BA: AS_actor 92@(216@,2i) chew_gum -2 ms 

:CRASH1_22525
0051: return 

:CRASH1_22527
0006: 216@ = 0 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22587 
0792: (unknown) 92@(216@,2i) 
060B: unknown_actor_use_entity 92@(216@,2i) 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22587
000A: 216@ += 1 // integer values 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22647 
0792: (unknown) 92@(216@,2i) 
060B: unknown_actor_use_entity 92@(216@,2i) 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22647
0006: 187@ = 4 // integer values 
0051: return 

:CRASH1_22656
0006: 213@ = 0 // integer values 

:CRASH1_22663
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_23002 
00A0: store_actor 92@(213@,2i) position_to 276@(213@,2f) 278@(213@,2f) 280@(213@,2f) 
0871: init_jump_table 210@ total_jumps 7 1 @CRASH1_22993 jumps 0 @CRASH1_22776 1 @CRASH1_22807 2 @CRASH1_22838 3 @CRASH1_22869 4 @CRASH1_22900 5 @CRASH1_22931 6 @CRASH1_22962 

:CRASH1_22776
00A1: put_actor 92@(213@,2i) at 2319.314 -1202.897 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22807
00A1: put_actor 92@(213@,2i) at 2315.977 -1204.658 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22838
00A1: put_actor 92@(213@,2i) at 2318.991 -1207.222 26.9615 
0002: jump @CRASH1_22995 

:CRASH1_22869
00A1: put_actor 92@(213@,2i) at 2315.745 -1210.296 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22900
00A1: put_actor 92@(213@,2i) at 2318.09 -1212.916 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22931
00A1: put_actor 92@(213@,2i) at 2314.109 -1215.641 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22962
00A1: put_actor 92@(213@,2i) at 2316.042 -1219.501 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22993
0051: return 

:CRASH1_22995
000A: 210@ += 1 // integer values 

:CRASH1_23002
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_22663 
0051: return 

:CRASH1_23025
0006: 213@ = 0 // integer values 

:CRASH1_23032
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_23082 
00A1: put_actor 92@(213@,2i) at 276@(213@,2f) 278@(213@,2f) 280@(213@,2f) 

:CRASH1_23082
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_23032 
0051: return 

:CRASH1_23105
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
015F: set_camera_position 2335.339 -1159.13 30.4689 0.0 0.0 0.0 
0160: point_camera 2336.154 -1159.707 30.42 2 
016A: fade 1 1000 ms 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 1500 // integer values 
0051: return 

:CRASH1_23203
00D6: if 
0039:   191@ == 5 // integer values 
004D: jump_if_false @CRASH1_23223 
031A: remove_all_fires 

:CRASH1_23223
00D6: if or
0039:   191@ == 5 // integer values 
0039:   191@ == 3 // integer values 
004D: jump_if_false @CRASH1_23384 
0209: 214@ = random_int 2 4 
02CF: 142@ = create_fire_at 2346.355 -1172.734 27.2957 1 214@ 
0209: 214@ = random_int 1 4 
02CF: 143@ = create_fire_at 2345.484 -1171.842 27.2957 0 214@ 
0209: 214@ = random_int 2 4 
02CF: 144@ = create_fire_at 2348.171 -1173.493 27.2957 0 214@ 
0209: 214@ = random_int 2 4 
02CF: 145@ = create_fire_at 2348.387 -1172.34 27.2957 1 214@ 

:CRASH1_23384
00D6: if or
0039:   191@ == 5 // integer values 
0039:   191@ == 0 // integer values 
004D: jump_if_false @CRASH1_23545 
0209: 214@ = random_int 1 4 
02CF: 146@ = create_fire_at 2347.983 -1187.069 27.2891 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 147@ = create_fire_at 2347.792 -1186.253 27.2891 1 214@ 
0209: 214@ = random_int 2 4 
02CF: 148@ = create_fire_at 2346.15 -1186.639 27.2891 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 149@ = create_fire_at 2345.988 -1188.301 27.2891 1 214@ 

:CRASH1_23545
00D6: if or
0039:   191@ == 5 // integer values 
0039:   191@ == 1 // integer values 
004D: jump_if_false @CRASH1_23706 
0209: 214@ = random_int 1 4 
02CF: 150@ = create_fire_at 2334.972 -1187.806 27.082 1 214@ 
0209: 214@ = random_int 1 4 
02CF: 151@ = create_fire_at 2334.182 -1188.269 27.008 0 214@ 
0209: 214@ = random_int 2 4 
02CF: 152@ = create_fire_at 2335.786 -1188.25 27.7429 1 214@ 
0209: 214@ = random_int 1 4 
02CF: 153@ = create_fire_at 2335.467 -1187.143 27.5372 0 214@ 

:CRASH1_23706
00D6: if or
0039:   191@ == 5 // integer values 
0039:   191@ == 2 // integer values 
004D: jump_if_false @CRASH1_23901 
0209: 214@ = random_int 2 4 
02CF: 154@ = create_fire_at 2323.431 -1185.613 27.2891 1 214@ 
0209: 214@ = random_int 1 4 
02CF: 155@ = create_fire_at 2324.549 -1186.614 27.2891 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 156@ = create_fire_at 2325.371 -1184.383 27.2891 1 214@ 
0209: 214@ = random_int 2 4 
02CF: 157@ = create_fire_at 2324.762 -1187.462 27.2891 0 214@ 
0209: 214@ = random_int 1 3 
02CF: 158@ = create_fire_at 2324.716 -1188.478 30.58 1 214@ 

:CRASH1_23901
00D6: if or
0039:   191@ == 5 // integer values 
0039:   191@ == 4 // integer values 
004D: jump_if_false @CRASH1_24062 
0209: 214@ = random_int 2 4 
02CF: 159@ = create_fire_at 2322.239 -1172.971 27.1409 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 160@ = create_fire_at 2322.22 -1174.752 27.2031 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 161@ = create_fire_at 2323.696 -1174.429 27.2131 1 214@ 
0209: 214@ = random_int 2 4 
02CF: 162@ = create_fire_at 2325.159 -1172.793 27.1539 1 214@ 

:CRASH1_24062
0051: return 

:CRASH1_24064
00D6: if 
0039:   191@ == 0 // integer values 
004D: jump_if_false @CRASH1_24084 
031A: remove_all_fires 

:CRASH1_24084
00D6: if 
0039:   191@ == 1 // integer values 
004D: jump_if_false @CRASH1_24139 
0006: 213@ = 0 // integer values 

:CRASH1_24109
02D1: remove_fire 142@(213@,21i) 
000A: 213@ += 1 // integer values 
0029:   213@ >= 8 // integer values 
004D: jump_if_false @CRASH1_24109 

:CRASH1_24139
0209: 214@ = random_int 1 3 
02CF: 142@ = create_fire_at 2345.646 -1178.38 1027.153 1 214@ 
0209: 214@ = random_int 1 3 
02CF: 143@ = create_fire_at 2344.558 -1178.334 1027.125 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 144@ = create_fire_at 2345.027 -1177.208 1027.165 0 214@ 
0209: 214@ = random_int 1 3 
02CF: 145@ = create_fire_at 2347.865 -1173.929 1027.224 1 214@ 
0209: 214@ = random_int 1 3 
02CF: 146@ = create_fire_at 2349.136 -1187.914 1027.259 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 147@ = create_fire_at 2348.798 -1186.306 1027.281 1 214@ 
0209: 214@ = random_int 1 3 
02CF: 148@ = create_fire_at 2347.625 -1187.324 1027.268 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 149@ = create_fire_at 2347.587 -1184.596 1027.134 1 214@ 
00D6: if 
0039:   191@ == 0 // integer values 
004D: jump_if_false @CRASH1_24871 
0209: 214@ = random_int 1 3 
02CF: 150@ = create_fire_at 2334.972 -1187.806 1027.182 1 214@ 
0209: 214@ = random_int 1 3 
02CF: 151@ = create_fire_at 2334.182 -1188.269 1027.108 0 214@ 
0209: 214@ = random_int 1 3 
02CF: 152@ = create_fire_at 2335.786 -1188.25 1027.743 1 214@ 
0209: 214@ = random_int 1 4 
02CF: 153@ = create_fire_at 2335.467 -1187.143 1027.537 0 214@ 
0209: 214@ = random_int 1 3 
02CF: 154@ = create_fire_at 2321.82 -1179.514 1027.767 1 214@ 
0209: 214@ = random_int 1 3 
02CF: 155@ = create_fire_at 2321.454 -1181.044 1027.224 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 156@ = create_fire_at 2322.788 -1181.093 1027.172 1 214@ 
0209: 214@ = random_int 1 3 
02CF: 157@ = create_fire_at 2321.852 -1183.062 1027.112 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 158@ = create_fire_at 2322.611 -1184.014 1027.133 0 214@ 
0209: 214@ = random_int 1 3 
02CF: 159@ = create_fire_at 2322.239 -1172.971 1027.141 0 214@ 
0209: 214@ = random_int 1 3 
02CF: 160@ = create_fire_at 2322.22 -1174.752 1027.203 0 214@ 
0209: 214@ = random_int 1 4 
02CF: 161@ = create_fire_at 2323.696 -1174.429 1027.213 1 214@ 
0209: 214@ = random_int 1 3 
02CF: 162@ = create_fire_at 2325.159 -1172.793 1027.154 1 214@ 

:CRASH1_24871
0051: return 

:CRASH1_24873
0871: init_jump_table 192@ total_jumps 7 0 @CRASH1_25457 jumps 0 @CRASH1_24936 1 @CRASH1_24967 2 @CRASH1_24998 3 @CRASH1_25010 4 @CRASH1_25089 5 @CRASH1_25125 6 @CRASH1_25222 

:CRASH1_24936
02CF: 163@ = create_fire_at 2345.464 -1174.033 31.1 0 3 
0002: jump @CRASH1_25457 

:CRASH1_24967
02CF: 164@ = create_fire_at 2352.1 -1171.25 26.97 0 2 
0002: jump @CRASH1_25457 

:CRASH1_24998
02D1: remove_fire 164@ 
0002: jump @CRASH1_25457 

:CRASH1_25010
02CF: 164@ = create_fire_at 2340.364 -1184.928 1031.1 0 3 
02CF: 165@ = create_fire_at 2332.483 -1180.889 1031.1 0 3 
02CF: 166@ = create_fire_at 2326.081 -1178.825 1027.2 0 3 
0002: jump @CRASH1_25457 

:CRASH1_25089
02D1: remove_fire 163@ 
02CF: 163@ = create_fire_at 2344.884 -1178.697 1031.1 0 3 
0002: jump @CRASH1_25457 

:CRASH1_25125
0006: 213@ = 0 // integer values 

:CRASH1_25132
0006: 318@(213@,4i) = 1 // integer values 
00D6: if 
0973:   fire 163@(213@,4i) exist 
004D: jump_if_false @CRASH1_25194 
00D6: if 
02D0:   fire 163@(213@,4i) extinguished 
004D: jump_if_false @CRASH1_25194 
0006: 318@(213@,4i) = 0 // integer values 

:CRASH1_25194
000A: 213@ += 1 // integer values 
0029:   213@ >= 4 // integer values 
004D: jump_if_false @CRASH1_25132 
0002: jump @CRASH1_25457 

:CRASH1_25222
0006: 214@ = 3 // integer values 
00D6: if 
0039:   318@ == 0 // integer values 
004D: jump_if_false @CRASH1_25254 
0006: 214@ = 1 // integer values 

:CRASH1_25254
02CF: 163@ = create_fire_at 2344.884 -1178.697 1031.1 0 214@ 
0006: 214@ = 3 // integer values 
00D6: if 
0039:   319@ == 0 // integer values 
004D: jump_if_false @CRASH1_25311 
0006: 214@ = 1 // integer values 

:CRASH1_25311
02CF: 164@ = create_fire_at 2340.364 -1184.928 1031.1 0 214@ 
0006: 214@ = 3 // integer values 
00D6: if 
0039:   320@ == 0 // integer values 
004D: jump_if_false @CRASH1_25368 
0006: 214@ = 1 // integer values 

:CRASH1_25368
02CF: 165@ = create_fire_at 2332.483 -1180.889 1031.1 0 214@ 
0006: 214@ = 3 // integer values 
00D6: if 
0039:   321@ == 0 // integer values 
004D: jump_if_false @CRASH1_25425 
0006: 214@ = 1 // integer values 

:CRASH1_25425
02CF: 166@ = create_fire_at 2326.081 -1178.825 1027.2 0 214@ 
0002: jump @CRASH1_25457 

:CRASH1_25457
0051: return 

:CRASH1_25459
0871: init_jump_table 197@ total_jumps 7 0 @CRASH1_26121 jumps 0 @CRASH1_25522 1 @CRASH1_25603 2 @CRASH1_25620 3 @CRASH1_25970 4 @CRASH1_26014 5 @CRASH1_26059 6 @CRASH1_26071 

:CRASH1_25522
064B: 177@ = create_particle "TEARGASAD" at 2351.718 -1170.982 26.7609 1 
064C: make_particle 177@ visible 
064B: 179@ = create_particle "TEARGAS" at 2351.813 -1181.29 1029.783 1 
064C: make_particle 179@ visible 
0002: jump @CRASH1_26121 

:CRASH1_25603
0650: destroy_particle 177@ 
0650: destroy_particle 179@ 
0002: jump @CRASH1_26121 

:CRASH1_25620
0669: 168@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 0.0 2.0 1 
0669: 169@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 2.0 1.8 1 
0669: 170@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 -2.0 2.0 1 
0669: 171@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 1.0 5.0 1.5 1 
0669: 172@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -1.0 8.0 1.8 1 
0669: 173@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 2.0 0.0 1.5 1 
0669: 174@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -2.0 0.0 1.5 1 
0669: 175@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -2.0 2.0 1.5 1 
0669: 176@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 2.0 2.0 1.5 1 
0006: 213@ = 0 // integer values 

:CRASH1_25933
064C: make_particle 168@(213@,9i) visible 
000A: 213@ += 1 // integer values 
0029:   213@ >= 9 // integer values 
004D: jump_if_false @CRASH1_25933 
0002: jump @CRASH1_26121 

:CRASH1_25970
0006: 213@ = 0 // integer values 

:CRASH1_25977
0650: destroy_particle 168@(213@,9i) 
000A: 213@ += 1 // integer values 
0029:   213@ >= 9 // integer values 
004D: jump_if_false @CRASH1_25977 
0002: jump @CRASH1_26121 

:CRASH1_26014
064B: 178@ = create_particle "TEARGASAD" at 2345.007 -1171.812 33.996 1 
064C: make_particle 178@ visible 
0002: jump @CRASH1_26121 

:CRASH1_26059
0650: destroy_particle 178@ 
0002: jump @CRASH1_26121 

:CRASH1_26071
0650: destroy_particle 177@ 
064B: 177@ = create_particle "TEARGASAD" at 2351.718 -1175.129 26.7609 1 
064C: make_particle 177@ visible 
0002: jump @CRASH1_26121 

:CRASH1_26121
0051: return 

:CRASH1_26123
0007: 255@ = 2322.639 // floating-point values 
0007: 256@ = -1176.537 // floating-point values 
0007: 257@ = 1027.756 // floating-point values 
032B: 135@ = create_weapon_pickup #FIRE_EX 3 ammo 30000 at 255@ 256@ 257@ 
0006: 317@ = 1 // integer values 
0051: return 

:CRASH1_26184
029B: 115@ = init_object #CR1_DOOR at 2342.708 -1177.826 1031.002 
029B: 116@ = init_object #CR1_DOOR at 2338.402 -1177.832 1030.985 
029B: 117@ = init_object #CR1_DOOR at 2333.665 -1173.932 1030.977 
029B: 118@ = init_object #CR1_DOOR at 2335.968 -1179.435 1030.969 
0177: set_object 118@ z_angle_to 89.3975 
0006: 213@ = 0 // integer values 

:CRASH1_26289
0566: object 115@(213@,4i) set_interior 5 
000A: 213@ += 1 // integer values 
0029:   213@ >= 4 // integer values 
004D: jump_if_false @CRASH1_26289 
0006: 213@ = 0 // integer values 

:CRASH1_26328
07F7: set_object 115@(213@,4i) indestructible 0 
000A: 213@ += 1 // integer values 
0029:   213@ >= 4 // integer values 
004D: jump_if_false @CRASH1_26328 
0051: return 

:CRASH1_26362
0007: 282@ = 2352.325 // floating-point values 
0007: 283@ = -1179.79 // floating-point values 
0007: 284@ = 26.9766 // floating-point values 
0007: 285@ = 2.8064 // floating-point values 
009A: 94@ = create_actor 14 #LSV3 at 282@ 283@ 284@ 
0860: link_actor 94@ to_interior 5 
0173: set_actor 94@ z_angle_to 285@ 
060B: unknown_actor_use_entity 94@ 180@ 
0006: 358@ = 1 // integer values 
0051: return 

:CRASH1_26452
0007: 282@ = 2345.907 // floating-point values 
0007: 283@ = -1171.659 // floating-point values 
0007: 284@ = 30.9688 // floating-point values 
0007: 285@ = 359.0737 // floating-point values 
009A: 95@ = create_actor 5 #GANGRL3 at 282@ 283@ 284@ 
0860: link_actor 95@ to_interior 5 
0173: set_actor 95@ z_angle_to 285@ 
0223: set_actor 95@ health_to 100 
0568: set_actor 95@ targetable 1 
02AB: set_actor 95@ immunities 0 1 1 0 0 
077A: set_actor 95@ aggressive_to_pedgroup 0 type 0 
04D7: lock_actor 95@ in_current_position 1 
0812: AS_actor 95@ perform_animation "BD_PANIC_LOOP" from_file "BD_FIRE" 4.0 loop 1 0 0 lock 0 time -1 
0006: 211@ = 0 // integer values 
0209: 214@ = random_int 500 2000 
0085: 201@ = 45@ // integer values and handles 
005A: 201@ += 214@ // integer values 
094E: (unknown) 95@ 0 
0006: 359@ = 1 // integer values 
0051: return 

:CRASH1_26665
09CA: set_object 114@ immunities 0 0 0 0 0 
07F7: set_object 114@ indestructible 1 
0392: object 114@ toggle_in_moving_list 1 
0381: throw_object 114@ distance 0.0 15.0 0.0 
0723: break_object 114@ intensity 1 
064B: 167@ = create_particle "EXPLOSION_DOOR" at 2351.918 -1171.014 28.1817 1 
064F: (unknown) 167@ 
03D1: play_wav 3 
0006: 197@ = 0 // integer values 
0050: gosub @CRASH1_25459 
0006: 192@ = 1 // integer values 
0050: gosub @CRASH1_24873 
0006: 334@ = 1 // integer values 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @CRASH1_26821 
0051: return 

:CRASH1_26821
0615: define_action_sequences 220@ 
05D3: AS_actor -1 go_to_point 2352.181 -1164.893 26.4392 speed 6 -2 ms 
05BE: AS_kill_actor -1 
0616: define_action_sequences_end 220@ 
0618: assign_actor 94@ to_action_sequences 220@ 
061B: remove_references_to_action_sequences 220@ 
02AB: set_actor 94@ immunities 0 1 0 0 0 
02D1: remove_fire 138@ 
0326: 138@ = create_actor 94@ fire 
0223: set_actor 94@ health_to 55 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 4000 // integer values 
0051: return 

:CRASH1_26924
015F: set_camera_position 2343.56 -1168.507 32.4408 0.0 0.0 0.0 
0160: point_camera 2344.391 -1169.01 32.6753 2 
0085: 200@ = 45@ // integer values and handles 
000A: 200@ += 200 // integer values 
0051: return 

:CRASH1_26993
07FB: set_interior 'GANG' accessible 1  // Vagos banda hz
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
03CB: set_camera 282@ 283@ 284@ 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04BB: select_interior 0 // select render area 
0051: return 

:CRASH1_27063
00D6: if or
0118:   actor 95@ dead 
0039:   211@ == 99 // integer values 
004D: jump_if_false @CRASH1_27088 
0051: return 

:CRASH1_27088
00D6: if 
001D:   201@ > 45@ // integer values 
004D: jump_if_false @CRASH1_27109 
0051: return 

:CRASH1_27109
00D6: if 
0039:   211@ == 0 // integer values 
004D: jump_if_false @CRASH1_27186 
00D6: if 
0039:   350@ == 1 // integer values 
004D: jump_if_false @CRASH1_27170 
0085: 201@ = 45@ // integer values and handles 
000A: 201@ += 120000 // integer values 
0002: jump @CRASH1_27179 

:CRASH1_27170
0209: 211@ = random_int 1 5 

:CRASH1_27179
0002: jump @CRASH1_27544 

:CRASH1_27186
0007: 295@ = 1.0 // floating-point values 
0871: init_jump_table 211@ total_jumps 4 0 @CRASH1_27487 jumps 1 @CRASH1_27259 2 @CRASH1_27316 3 @CRASH1_27373 4 @CRASH1_27430 -1 @CRASH1_27487 -1 @CRASH1_27487 -1 @CRASH1_27487 

:CRASH1_27259
00D6: if 
0611:   actor 95@ animation_is "BD_PANIC_01" 
004D: jump_if_false @CRASH1_27309 
0613: 295@ = actor 95@ animation "BD_PANIC_01" time 

:CRASH1_27309
0002: jump @CRASH1_27487 

:CRASH1_27316
00D6: if 
0611:   actor 95@ animation_is "BD_PANIC_02" 
004D: jump_if_false @CRASH1_27366 
0613: 295@ = actor 95@ animation "BD_PANIC_02" time 

:CRASH1_27366
0002: jump @CRASH1_27487 

:CRASH1_27373
00D6: if 
0611:   actor 95@ animation_is "BD_PANIC_03" 
004D: jump_if_false @CRASH1_27423 
0613: 295@ = actor 95@ animation "BD_PANIC_03" time 

:CRASH1_27423
0002: jump @CRASH1_27487 

:CRASH1_27430
00D6: if 
0611:   actor 95@ animation_is "BD_PANIC_04" 
004D: jump_if_false @CRASH1_27480 
0613: 295@ = actor 95@ animation "BD_PANIC_04" time 

:CRASH1_27480
0002: jump @CRASH1_27487 

:CRASH1_27487
00D6: if 
8043:   not  295@ == 1.0 // floating-point values 
004D: jump_if_false @CRASH1_27510 
0051: return 

:CRASH1_27510
0006: 211@ = 0 // integer values 
0209: 214@ = random_int 500 2000 
0085: 201@ = 45@ // integer values and handles 
005A: 201@ += 214@ // integer values 

:CRASH1_27544
0871: init_jump_table 211@ total_jumps 5 0 @CRASH1_27885 jumps 0 @CRASH1_27607 1 @CRASH1_27689 2 @CRASH1_27738 3 @CRASH1_27787 4 @CRASH1_27836 -1 @CRASH1_27885 -1 @CRASH1_27885 

:CRASH1_27607
00D6: if 
8611:   not actor 95@ animation_is "BD_PANIC_LOOP" 
004D: jump_if_false @CRASH1_27682 
0812: AS_actor 95@ perform_animation "BD_PANIC_LOOP" from_file "BD_FIRE" 4.0 loop 1 0 0 lock 0 time -1 

:CRASH1_27682
0002: jump @CRASH1_27885 

:CRASH1_27689
0812: AS_actor 95@ perform_animation "BD_PANIC_01" from_file "BD_FIRE" 1.0 loop 0 0 0 lock 0 time -1 
0002: jump @CRASH1_27885 

:CRASH1_27738
0812: AS_actor 95@ perform_animation "BD_PANIC_02" from_file "BD_FIRE" 1.0 loop 0 0 0 lock 0 time -1 
0002: jump @CRASH1_27885 

:CRASH1_27787
0812: AS_actor 95@ perform_animation "BD_PANIC_03" from_file "BD_FIRE" 1.0 loop 0 0 0 lock 0 time -1 
0002: jump @CRASH1_27885 

:CRASH1_27836
0812: AS_actor 95@ perform_animation "BD_PANIC_04" from_file "BD_FIRE" 1.0 loop 0 0 0 lock 0 time -1 
0002: jump @CRASH1_27885 

:CRASH1_27885
00D6: if 
0039:   341@ == 0 // integer values 
004D: jump_if_false @CRASH1_27905 
0051: return 

:CRASH1_27905
00D6: if and
8039:   not  49@ == 1 // integer values 
8039:   not  49@ == 2 // integer values 
8039:   not  49@ == 0 // integer values 
004D: jump_if_false @CRASH1_27939 
0051: return 

:CRASH1_27939
00D6: if 
0039:   211@ == 0 // integer values 
004D: jump_if_false @CRASH1_28132 
00D6: if or
08B7:   test 54@ bit 1 
08B7:   test 54@ bit 2 
004D: jump_if_false @CRASH1_27996 
08C3: clear 54@ bit 1 
08C3: clear 54@ bit 2 

:CRASH1_27996
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @CRASH1_28130 
0209: 214@ = random_int 0 3 
0871: init_jump_table 214@ total_jumps 2 1 @CRASH1_28128 jumps 0 @CRASH1_28086 1 @CRASH1_28107 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 

:CRASH1_28086
0006: 50@ = 1 // integer values 
0050: gosub @CRASH1_32981 
0002: jump @CRASH1_28130 

:CRASH1_28107
0006: 50@ = 2 // integer values 
0050: gosub @CRASH1_32981 
0002: jump @CRASH1_28130 

:CRASH1_28128
0051: return 

:CRASH1_28130
0051: return 

:CRASH1_28132
00D6: if and
0029:   211@ >= 1 // integer values 
002B:   4 >= 211@ // integer values 
004D: jump_if_false @CRASH1_28244 
00D6: if and
0039:   48@ == 1 // integer values 
00A4:   actor $PLAYER_ACTOR 0 2327.242 -1175.052 24.6005 2361.952 -1149.091 28.2697 
004D: jump_if_false @CRASH1_28244 
00D6: if 
0039:   49@ == 2 // integer values 
004D: jump_if_false @CRASH1_28237 
0006: 56@ = 0 // integer values 

:CRASH1_28237
0050: gosub @CRASH1_33143 

:CRASH1_28244
0051: return 

:CRASH1_28246
00BC: text_highpriority 'CRA1_07' 5000 ms 1  // A lny fent van. Nincs tl sok idd, siess, mindjrt megg.
0004: $6694 = 100 // integer values 
0085: 202@ = 45@ // integer values and handles 
000A: 202@ += 3000 // integer values 
03C4: set_status_text_to $6694 1 'CRA1_70'  // Lny
0006: 337@ = 1 // integer values 
0223: set_actor 95@ health_to 100 
0051: return 

:CRASH1_28317
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_28335 
0051: return 

:CRASH1_28335
0226: 214@ = actor 95@ health 
00D6: if 
001D:   45@ > 202@ // integer values 
004D: jump_if_false @CRASH1_28465 
000E: 214@ -= 1 // integer values 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
06C3: (unknown) 282@ 283@ 284@ 1.2 215@ 
00D6: if and
0019:   215@ > 0 // integer values 
0039:   314@ == 1 // integer values 
004D: jump_if_false @CRASH1_28449 
0085: 202@ = 45@ // integer values and handles 
000A: 202@ += 100 // integer values 
0002: jump @CRASH1_28465 

:CRASH1_28449
0085: 202@ = 45@ // integer values and handles 
000A: 202@ += 3000 // integer values 

:CRASH1_28465
00D6: if 
001B:   0 > 214@ // integer values 
004D: jump_if_false @CRASH1_28490 
0006: 214@ = 0 // integer values 

:CRASH1_28490
00D6: if 
0039:   214@ == 0 // integer values 
004D: jump_if_false @CRASH1_28605 
0792: (unknown) 95@ 
02D1: remove_fire 139@ 
0326: 139@ = create_actor 95@ fire 
0223: set_actor 95@ health_to 20 
05BE: AS_kill_actor 95@ 
04D7: lock_actor 95@ in_current_position 0 
0006: 211@ = 99 // integer values 
0151: remove_status_text $6694 
00BC: text_highpriority 'CRA1_50' 5000 ms 1  // ~r~A lny megslt!
0006: 340@ = 1 // integer values 
0007: 285@ = 180.0 // floating-point values 
0173: set_actor 95@ z_angle_to 285@ 
0002: jump @CRASH1_28613 

:CRASH1_28605
0223: set_actor 95@ health_to 214@ 

:CRASH1_28613
008A: $6694 = 214@ // integer values and handles 
0051: return 

:CRASH1_28623
0007: 282@ = 2342.742 // floating-point values 
0007: 283@ = -1184.731 // floating-point values 
0007: 284@ = 1026.976 // floating-point values 
0007: 285@ = 274.3023 // floating-point values 
009A: 96@ = create_actor 14 #LSV3 at 282@ 283@ 284@ 
08AD: (unknown) 96@ 2352.114 -1170.61 2.0 
0860: link_actor 96@ to_interior 5 
0173: set_actor 96@ z_angle_to 285@ 
060B: unknown_actor_use_entity 96@ 180@ 
0223: set_actor 96@ health_to 20 
08AF: (unknown) 96@ 100 
077A: set_actor 96@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 96@ weapon_accuracy_to 5 
0326: 140@ = create_actor 96@ fire 
0762: (unknown) 96@ 
0006: 188@ = 0 // integer values 
0007: 282@ = 2322.563 // floating-point values 
0007: 283@ = -1185.218 // floating-point values 
0007: 284@ = 1026.976 // floating-point values 
0007: 285@ = 292.9689 // floating-point values 
009A: 97@ = create_actor 14 #LSV1 at 282@ 283@ 284@ 
08AD: (unknown) 97@ 2352.114 -1170.61 2.0 
0860: link_actor 97@ to_interior 5 
0173: set_actor 97@ z_angle_to 285@ 
060B: unknown_actor_use_entity 97@ 180@ 
0223: set_actor 97@ health_to 20 
08AF: (unknown) 97@ 100 
077A: set_actor 97@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 97@ weapon_accuracy_to 5 
0326: 141@ = create_actor 97@ fire 
0762: (unknown) 97@ 
0006: 189@ = 0 // integer values 
0006: 360@ = 1 // integer values 
0051: return 

:CRASH1_28934
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 2344.535 -1181.745 1030.961 
0173: set_actor $PLAYER_ACTOR z_angle_to 359.8736 
015F: set_camera_position 2344.624 -1185.354 1033.783 0.0 0.0 0.0 
0160: point_camera 2344.694 -1184.373 1033.602 2 
0006: 192@ = 4 // integer values 
0050: gosub @CRASH1_24873 
0006: 191@ = 1 // integer values 
0050: gosub @CRASH1_24064 
0051: return 

:CRASH1_29056
0006: 213@ = 0 // integer values 

:CRASH1_29063
034F: destroy_actor_with_fade 87@(213@,5i) // The actor fades away like a ghost 
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_29063 
0006: 213@ = 0 // integer values 

:CRASH1_29100
034F: destroy_actor_with_fade 92@(213@,2i) // The actor fades away like a ghost 
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_29100 
0051: return 

:CRASH1_29132
0871: init_jump_table 190@ total_jumps 5 0 @CRASH1_29657 jumps -1 @CRASH1_29195 0 @CRASH1_29250 1 @CRASH1_29382 2 @CRASH1_29466 3 @CRASH1_29492 -1 @CRASH1_29657 -1 @CRASH1_29657 

:CRASH1_29195
09DD: (unknown) 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: (unknown) 95@ 1 
07CB: (unknown) 95@ 0 
0850: (unknown) 95@ $PLAYER_ACTOR 
0A20: (unknown) $PLAYER_CHAR 1 
0006: 190@ = 0 // integer values 
0002: jump @CRASH1_29657 

:CRASH1_29250
0006: 328@ = 0 // integer values 
00D6: if 
0039:   314@ == 1 // integer values 
004D: jump_if_false @CRASH1_29375 
0050: gosub @CRASH1_29659 
00D6: if 
0039:   328@ == 1 // integer values 
004D: jump_if_false @CRASH1_29333 
0006: 342@ = 1 // integer values 
0792: (unknown) 95@ 
05BA: AS_actor 95@ chew_gum -2 ms 
0006: 190@ = 1 // integer values 
0002: jump @CRASH1_29375 

:CRASH1_29333
062E: (unknown) 95@ 2128 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CRASH1_29375 
0792: (unknown) 95@ 
0850: (unknown) 95@ $PLAYER_ACTOR 

:CRASH1_29375
0002: jump @CRASH1_29657 

:CRASH1_29382
0006: 328@ = 0 // integer values 
00D6: if 
0039:   314@ == 1 // integer values 
004D: jump_if_false @CRASH1_29459 
0050: gosub @CRASH1_29659 
00D6: if 
0039:   328@ == 0 // integer values 
004D: jump_if_false @CRASH1_29459 
0792: (unknown) 95@ 
0850: (unknown) 95@ $PLAYER_ACTOR 
0006: 342@ = 0 // integer values 
0006: 190@ = 0 // integer values 

:CRASH1_29459
0002: jump @CRASH1_29657 

:CRASH1_29466
0792: (unknown) 95@ 
05BA: AS_actor 95@ chew_gum -2 ms 
0006: 190@ = 3 // integer values 
0002: jump @CRASH1_29657 

:CRASH1_29492
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 6.0 6.0 1.0 sphere 0 
004D: jump_if_false @CRASH1_29650 
0006: 328@ = 0 // integer values 
00D6: if 
0039:   314@ == 1 // integer values 
004D: jump_if_false @CRASH1_29650 
0050: gosub @CRASH1_29659 
00D6: if 
0039:   328@ == 0 // integer values 
004D: jump_if_false @CRASH1_29600 
0850: (unknown) 95@ $PLAYER_ACTOR 
0006: 190@ = 0 // integer values 
0002: jump @CRASH1_29650 

:CRASH1_29600
0615: define_action_sequences 220@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 chew_gum -2 ms 
0616: define_action_sequences_end 220@ 
0618: assign_actor 95@ to_action_sequences 220@ 
061B: remove_references_to_action_sequences 220@ 
0006: 342@ = 1 // integer values 
0006: 190@ = 1 // integer values 

:CRASH1_29650
0002: jump @CRASH1_29657 

:CRASH1_29657
0051: return 

:CRASH1_29659
0871: init_jump_table 196@ total_jumps 5 0 @CRASH1_31025 jumps 0 @CRASH1_29722 1 @CRASH1_29952 2 @CRASH1_30182 3 @CRASH1_30412 4 @CRASH1_30642 -1 @CRASH1_31025 -1 @CRASH1_31025 

:CRASH1_29722
0007: 289@ = 2345.5 // floating-point values 
000F: 289@ -= 2.0 // floating-point values 
0007: 291@ = -1177.122 // floating-point values 
000F: 291@ -= 2.0 // floating-point values 
0007: 293@ = 1030.969 // floating-point values 
000F: 293@ -= 0.5 // floating-point values 
0007: 290@ = 2345.5 // floating-point values 
000B: 290@ += 2.0 // floating-point values 
0007: 292@ = -1177.122 // floating-point values 
000B: 292@ += 2.0 // floating-point values 
0007: 294@ = 1030.969 // floating-point values 
000B: 294@ += 1.5 // floating-point values 
00D6: if 
00A4:   actor 95@ 0 289@ 291@ 293@ 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_29945 
00D6: if 
0973:   fire 163@ exist 
004D: jump_if_false @CRASH1_29938 
00D6: if 
02D0:   fire 163@ extinguished 
004D: jump_if_false @CRASH1_29924 
000A: 196@ += 1 // integer values 
0002: jump @CRASH1_29931 

:CRASH1_29924
0006: 328@ = 1 // integer values 

:CRASH1_29931
0002: jump @CRASH1_29945 

:CRASH1_29938
000A: 196@ += 1 // integer values 

:CRASH1_29945
0002: jump @CRASH1_31025 

:CRASH1_29952
0007: 289@ = 2342.795 // floating-point values 
000F: 289@ -= 2.0 // floating-point values 
0007: 291@ = -1184.971 // floating-point values 
000F: 291@ -= 2.0 // floating-point values 
0007: 293@ = 1030.969 // floating-point values 
000F: 293@ -= 0.5 // floating-point values 
0007: 290@ = 2342.795 // floating-point values 
000B: 290@ += 2.0 // floating-point values 
0007: 292@ = -1184.971 // floating-point values 
000B: 292@ += 2.0 // floating-point values 
0007: 294@ = 1030.969 // floating-point values 
000B: 294@ += 1.5 // floating-point values 
00D6: if 
00A4:   actor 95@ 0 289@ 291@ 293@ 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_30175 
00D6: if 
0973:   fire 164@ exist 
004D: jump_if_false @CRASH1_30168 
00D6: if 
02D0:   fire 164@ extinguished 
004D: jump_if_false @CRASH1_30154 
000A: 196@ += 1 // integer values 
0002: jump @CRASH1_30161 

:CRASH1_30154
0006: 328@ = 1 // integer values 

:CRASH1_30161
0002: jump @CRASH1_30175 

:CRASH1_30168
000A: 196@ += 1 // integer values 

:CRASH1_30175
0002: jump @CRASH1_31025 

:CRASH1_30182
0007: 289@ = 2334.445 // floating-point values 
000F: 289@ -= 2.0 // floating-point values 
0007: 291@ = -1181.463 // floating-point values 
000F: 291@ -= 2.0 // floating-point values 
0007: 293@ = 1030.969 // floating-point values 
000F: 293@ -= 0.5 // floating-point values 
0007: 290@ = 2334.445 // floating-point values 
000B: 290@ += 2.0 // floating-point values 
0007: 292@ = -1181.463 // floating-point values 
000B: 292@ += 2.0 // floating-point values 
0007: 294@ = 1030.969 // floating-point values 
000B: 294@ += 1.5 // floating-point values 
00D6: if 
00A4:   actor 95@ 0 289@ 291@ 293@ 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_30405 
00D6: if 
0973:   fire 165@ exist 
004D: jump_if_false @CRASH1_30398 
00D6: if 
02D0:   fire 165@ extinguished 
004D: jump_if_false @CRASH1_30384 
000A: 196@ += 1 // integer values 
0002: jump @CRASH1_30391 

:CRASH1_30384
0006: 328@ = 1 // integer values 

:CRASH1_30391
0002: jump @CRASH1_30405 

:CRASH1_30398
000A: 196@ += 1 // integer values 

:CRASH1_30405
0002: jump @CRASH1_31025 

:CRASH1_30412
0007: 289@ = 2325.854 // floating-point values 
000F: 289@ -= 2.5 // floating-point values 
0007: 291@ = -1182.636 // floating-point values 
000F: 291@ -= 2.5 // floating-point values 
0007: 293@ = 1026.984 // floating-point values 
000F: 293@ -= 0.5 // floating-point values 
0007: 290@ = 2325.854 // floating-point values 
000B: 290@ += 2.5 // floating-point values 
0007: 292@ = -1182.636 // floating-point values 
000B: 292@ += 2.5 // floating-point values 
0007: 294@ = 1026.984 // floating-point values 
000B: 294@ += 1.5 // floating-point values 
00D6: if 
00A4:   actor 95@ 0 289@ 291@ 293@ 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_30635 
00D6: if 
0973:   fire 166@ exist 
004D: jump_if_false @CRASH1_30628 
00D6: if 
02D0:   fire 166@ extinguished 
004D: jump_if_false @CRASH1_30614 
000A: 196@ += 1 // integer values 
0002: jump @CRASH1_30621 

:CRASH1_30614
0006: 328@ = 1 // integer values 

:CRASH1_30621
0002: jump @CRASH1_30635 

:CRASH1_30628
000A: 196@ += 1 // integer values 

:CRASH1_30635
0002: jump @CRASH1_31025 

:CRASH1_30642
0007: 289@ = 2342.961 // floating-point values 
000F: 289@ -= 2.0 // floating-point values 
0007: 291@ = -1176.906 // floating-point values 
000F: 291@ -= 2.0 // floating-point values 
0007: 293@ = 1026.976 // floating-point values 
000F: 293@ -= 0.5 // floating-point values 
0007: 290@ = 2342.961 // floating-point values 
000B: 290@ += 2.0 // floating-point values 
0007: 292@ = -1176.906 // floating-point values 
000B: 292@ += 2.0 // floating-point values 
0007: 294@ = 1026.976 // floating-point values 
000B: 294@ += 1.5 // floating-point values 
00D6: if 
00A4:   actor 95@ 0 289@ 291@ 293@ 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_31018 
0007: 289@ = 2344.99 // floating-point values 
0007: 291@ = -1178.398 // floating-point values 
0007: 293@ = 1026.976 // floating-point values 
0006: 213@ = 0 // integer values 

:CRASH1_30835
00D6: if 
0973:   fire 142@(213@,21i) exist 
004D: jump_if_false @CRASH1_30946 
00D6: if 
82D0:   not fire 142@(213@,21i) extinguished 
004D: jump_if_false @CRASH1_30946 
06F5: create_coordinate 290@ 292@ 294@ from_fire 142@(213@,21i) 
050A: 295@ = distance_between 289@ 291@ 293@ and 290@ 292@ 294@ 
00D6: if 
0033:   3.0 >= 295@ // floating-point values 
004D: jump_if_false @CRASH1_30946 
0006: 328@ = 1 // integer values 
0051: return 

:CRASH1_30946
000A: 213@ += 1 // integer values 
0029:   213@ >= 21 // integer values 
004D: jump_if_false @CRASH1_30835 
06C3: (unknown) 289@ 291@ 293@ 3.0 214@ 
00D6: if 
8039:   not  214@ == 0 // integer values 
004D: jump_if_false @CRASH1_31011 
0006: 328@ = 1 // integer values 

:CRASH1_31011
000A: 196@ += 1 // integer values 

:CRASH1_31018
0002: jump @CRASH1_31025 

:CRASH1_31025
0051: return 

:CRASH1_31027
0006: 214@ = 0 // integer values 
0871: init_jump_table 193@(214@,3i) total_jumps 6 0 @CRASH1_31468 jumps 0 @CRASH1_31101 1 @CRASH1_31108 2 @CRASH1_31213 3 @CRASH1_31317 4 @CRASH1_31378 5 @CRASH1_31461 -1 @CRASH1_31468 

:CRASH1_31101
0002: jump @CRASH1_31468 

:CRASH1_31108
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_1A 
0007: 282@ = 2338.0 // floating-point values 
0007: 283@ = -1180.0 // floating-point values 
0007: 284@ = 1030.5 // floating-point values 
0007: 285@ = 90.0 // floating-point values 
029B: 119@(214@,3i) = init_object #BD_FIRE1_O at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) z_angle_to 285@ 
0006: 193@(214@,3i) = 2 // integer values 
0002: jump @CRASH1_31468 

:CRASH1_31213
00D6: if 
03CA:   object 119@(214@,3i) exists 
004D: jump_if_false @CRASH1_31310 
00D6: if 
075A:   119@(214@,3i) "BD_FIRE1" "BD_FIRE" 1000.0 0 1 
004D: jump_if_false @CRASH1_31299 
0006: 193@(214@,3i) = 3 // integer values 
0002: jump @CRASH1_31310 

:CRASH1_31299
0006: 193@(214@,3i) = 4 // integer values 

:CRASH1_31310
0002: jump @CRASH1_31468 

:CRASH1_31317
0839: (unknown) 119@(214@,3i) "BD_FIRE1" 295@ 
00D6: if 
0043:   295@ == 1.0 // floating-point values 
004D: jump_if_false @CRASH1_31371 
0006: 193@(214@,3i) = 4 // integer values 

:CRASH1_31371
0002: jump @CRASH1_31468 

:CRASH1_31378
0108: destroy_object 119@(214@,3i) 
0249: release_model #BD_FIRE1_O 
0007: 282@ = 2338.126 // floating-point values 
0007: 283@ = -1181.917 // floating-point values 
0007: 284@ = 1033.188 // floating-point values 
029B: 119@(214@,3i) = init_object #BREAK_WALL_1B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 5 // integer values 
0002: jump @CRASH1_31468 

:CRASH1_31461
0002: jump @CRASH1_31468 

:CRASH1_31468
0051: return 

:CRASH1_31470
0006: 214@ = 1 // integer values 
0871: init_jump_table 193@(214@,3i) total_jumps 5 0 @CRASH1_31655 jumps 0 @CRASH1_31544 1 @CRASH1_31551 2 @CRASH1_31558 3 @CRASH1_31565 4 @CRASH1_31648 -1 @CRASH1_31655 -1 @CRASH1_31655 

:CRASH1_31544
0002: jump @CRASH1_31655 

:CRASH1_31551
0002: jump @CRASH1_31655 

:CRASH1_31558
0002: jump @CRASH1_31655 

:CRASH1_31565
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_2A 
0007: 282@ = 2330.402 // floating-point values 
0007: 283@ = -1179.15 // floating-point values 
0007: 284@ = 1030.55 // floating-point values 
029B: 119@(214@,3i) = init_object #BREAK_WALL_2B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 4 // integer values 
0002: jump @CRASH1_31655 

:CRASH1_31648
0002: jump @CRASH1_31655 

:CRASH1_31655
0051: return 

:CRASH1_31657
0006: 214@ = 2 // integer values 
0871: init_jump_table 193@(214@,3i) total_jumps 5 0 @CRASH1_31842 jumps 0 @CRASH1_31731 1 @CRASH1_31738 2 @CRASH1_31745 3 @CRASH1_31752 4 @CRASH1_31835 -1 @CRASH1_31842 -1 @CRASH1_31842 

:CRASH1_31731
0002: jump @CRASH1_31842 

:CRASH1_31738
0002: jump @CRASH1_31842 

:CRASH1_31745
0002: jump @CRASH1_31842 

:CRASH1_31752
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_3A 
0007: 282@ = 2340.293 // floating-point values 
0007: 283@ = -1182.294 // floating-point values 
0007: 284@ = 1026.957 // floating-point values 
029B: 119@(214@,3i) = init_object #BREAK_WALL_3B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 4 // integer values 
0002: jump @CRASH1_31842 

:CRASH1_31835
0002: jump @CRASH1_31842 

:CRASH1_31842
0051: return 

:CRASH1_31844
085A: (unknown) 407 2340.637 -1152.722 25.9686 
0051: return 

:CRASH1_31866
0006: 213@ = 0 // integer values 

:CRASH1_31873
00D6: if 
0039:   343@(213@,2i) == 0 // integer values 
004D: jump_if_false @CRASH1_31910 
0085: 212@ = 213@ // integer values and handles 
0050: gosub @CRASH1_31933 

:CRASH1_31910
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_31873 
0051: return 

:CRASH1_31933
00D6: if 
0039:   343@(212@,2i) == 1 // integer values 
004D: jump_if_false @CRASH1_31957 
0051: return 

:CRASH1_31957
0871: init_jump_table 212@ total_jumps 2 1 @CRASH1_32114 jumps 0 @CRASH1_32020 1 @CRASH1_32067 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 

:CRASH1_32020
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2338.55 -1186.939 1027.976 unknown 1 
0006: 343@(212@,2i) = 1 // integer values 
0002: jump @CRASH1_32143 

:CRASH1_32067
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2348.184 -1173.164 1031.976 unknown 1 
0006: 343@(212@,2i) = 1 // integer values 
0002: jump @CRASH1_32143 

:CRASH1_32114
0663: write_debug_intvar "ILLEGAL_CASH_PICKUP_ID" 212@ 

:CRASH1_32143
0051: return 

:CRASH1_32145
0871: init_jump_table 48@ total_jumps 5 1 @CRASH1_32229 jumps 0 @CRASH1_32208 1 @CRASH1_32208 2 @CRASH1_32215 3 @CRASH1_32208 4 @CRASH1_32208 -1 @CRASH1_32265 -1 @CRASH1_32265 

:CRASH1_32208
0002: jump @CRASH1_32265 

:CRASH1_32215
0050: gosub @CRASH1_32405 
0002: jump @CRASH1_32265 

:CRASH1_32229
0662: write_debug_message "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:CRASH1_32265
0051: return 

:CRASH1_32267
00D6: if 
003B:   53@ == 52@ // integer values 
004D: jump_if_false @CRASH1_32288 
0051: return 

:CRASH1_32288
0006: 214@ = 1 // integer values 
0006: 57@(214@,3i) = 1 // integer values 
03CF: load_wav 60@(53@,9i) as 214@ 
000A: 53@ += 1 // integer values 
00D6: if 
003B:   53@ == 52@ // integer values 
004D: jump_if_false @CRASH1_32346 
0051: return 

:CRASH1_32346
000A: 214@ += 1 // integer values 
00D6: if 
0019:   214@ > 2 // integer values 
004D: jump_if_false @CRASH1_32373 
0051: return 

:CRASH1_32373
0006: 57@(214@,3i) = 1 // integer values 
03CF: load_wav 60@(53@,9i) as 214@ 
000A: 53@ += 1 // integer values 
0051: return 

:CRASH1_32405
0050: gosub @CRASH1_33674 
00D6: if 
0039:   48@ == 3 // integer values 
004D: jump_if_false @CRASH1_32439 
0050: gosub @CRASH1_32673 
0051: return 

:CRASH1_32439
0871: init_jump_table 57@(47@,3i) total_jumps 4 1 @CRASH1_32640 jumps 0 @CRASH1_32506 1 @CRASH1_32515 2 @CRASH1_32551 3 @CRASH1_32608 -1 @CRASH1_32671 -1 @CRASH1_32671 -1 @CRASH1_32671 

:CRASH1_32506
0051: return 
0002: jump @CRASH1_32671 

:CRASH1_32515
00D6: if 
83D0:   not wav 47@ loaded 
004D: jump_if_false @CRASH1_32533 
0051: return 

:CRASH1_32533
0006: 57@(47@,3i) = 2 // integer values 
0002: jump @CRASH1_32671 

:CRASH1_32551
03D1: play_wav 47@ 
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @CRASH1_32588 
00BC: text_highpriority 69@(51@,9s) 10000 ms 1 

:CRASH1_32588
0006: 57@(47@,3i) = 3 // integer values 
0051: return 
0002: jump @CRASH1_32671 

:CRASH1_32608
00D6: if 
83D2:   not wav 47@ ended 
004D: jump_if_false @CRASH1_32626 
0051: return 

:CRASH1_32626
0050: gosub @CRASH1_32726 
0002: jump @CRASH1_32671 

:CRASH1_32640
0662: write_debug_message "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:CRASH1_32671
0051: return 

:CRASH1_32673
0006: 214@ = 1 // integer values 

:CRASH1_32680
00D6: if 
002B:   2 >= 214@ // integer values 
004D: jump_if_false @CRASH1_32717 
040D: unload_wav 214@ 
000A: 214@ += 1 // integer values 
0002: jump @CRASH1_32680 

:CRASH1_32717
0050: gosub @CRASH1_32855 
0051: return 

:CRASH1_32726
0006: 57@(47@,3i) = 0 // integer values 
000A: 51@ += 1 // integer values 
00D6: if 
003B:   51@ == 52@ // integer values 
004D: jump_if_false @CRASH1_32772 
0050: gosub @CRASH1_32855 
0051: return 

:CRASH1_32772
00D6: if 
001D:   52@ > 53@ // integer values 
004D: jump_if_false @CRASH1_32821 
0006: 57@(47@,3i) = 1 // integer values 
03CF: load_wav 60@(53@,9i) as 47@ 
000A: 53@ += 1 // integer values 

:CRASH1_32821
000A: 47@ += 1 // integer values 
00D6: if 
0019:   47@ > 2 // integer values 
004D: jump_if_false @CRASH1_32853 
0006: 47@ = 1 // integer values 

:CRASH1_32853
0051: return 

:CRASH1_32855
08BF: set 54@ bit 49@ 
0006: 49@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 47@ = 1 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 214@ = 1 // integer values 

:CRASH1_32919
00D6: if 
001B:   2 > 214@ // integer values 
004D: jump_if_false @CRASH1_32962 
0006: 57@(214@,3i) = 0 // integer values 
000A: 214@ += 1 // integer values 
0002: jump @CRASH1_32919 

:CRASH1_32962
03EB: clear_small_messages_only 
0085: 55@ = 45@ // integer values and handles 
000A: 55@ += 120 // integer values 
0051: return 

:CRASH1_32981
00D6: if 
8039:   not  48@ == 0 // integer values 
004D: jump_if_false @CRASH1_33006 
0050: gosub @CRASH1_33172 

:CRASH1_33006
00D6: if 
001D:   55@ > 45@ // integer values 
004D: jump_if_false @CRASH1_33027 
0051: return 

:CRASH1_33027
0006: 55@ = 0 // integer values 
0085: 49@ = 50@ // integer values and handles 
0006: 50@ = 0 // integer values 
0006: 47@ = 1 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 56@ = 1 // integer values 
0006: 214@ = 1 // integer values 

:CRASH1_33091
00D6: if 
001B:   2 > 214@ // integer values 
004D: jump_if_false @CRASH1_33134 
0006: 57@(214@,3i) = 0 // integer values 
000A: 214@ += 1 // integer values 
0002: jump @CRASH1_33091 

:CRASH1_33134
0050: gosub @CRASH1_33201 
0051: return 

:CRASH1_33143
00D6: if 
8039:   not  48@ == 1 // integer values 
004D: jump_if_false @CRASH1_33163 
0051: return 

:CRASH1_33163
0006: 48@ = 2 // integer values 
0051: return 

:CRASH1_33172
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @CRASH1_33192 
0051: return 

:CRASH1_33192
0050: gosub @CRASH1_32673 
0051: return 

:CRASH1_33201
0871: init_jump_table 49@ total_jumps 17 1 @CRASH1_33632 jumps 1 @CRASH1_33394 2 @CRASH1_33408 3 @CRASH1_33422 5 @CRASH1_33436 6 @CRASH1_33450 7 @CRASH1_33464 8 @CRASH1_33478 
0872: jump_table_jumps 9 @CRASH1_33492 10 @CRASH1_33506 11 @CRASH1_33520 12 @CRASH1_33534 13 @CRASH1_33548 14 @CRASH1_33562 15 @CRASH1_33576 16 @CRASH1_33590 17 @CRASH1_33604 
0872: jump_table_jumps 18 @CRASH1_33618 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 

:CRASH1_33394
0050: gosub @CRASH1_34116 
0002: jump @CRASH1_33658 

:CRASH1_33408
0050: gosub @CRASH1_34523 
0002: jump @CRASH1_33658 

:CRASH1_33422
0050: gosub @CRASH1_34749 
0002: jump @CRASH1_33658 

:CRASH1_33436
0050: gosub @CRASH1_34888 
0002: jump @CRASH1_33658 

:CRASH1_33450
0050: gosub @CRASH1_35028 
0002: jump @CRASH1_33658 

:CRASH1_33464
0050: gosub @CRASH1_35059 
0002: jump @CRASH1_33658 

:CRASH1_33478
0050: gosub @CRASH1_35090 
0002: jump @CRASH1_33658 

:CRASH1_33492
0050: gosub @CRASH1_35230 
0002: jump @CRASH1_33658 

:CRASH1_33506
0050: gosub @CRASH1_35261 
0002: jump @CRASH1_33658 

:CRASH1_33520
0050: gosub @CRASH1_35401 
0002: jump @CRASH1_33658 

:CRASH1_33534
0050: gosub @CRASH1_35866 
0002: jump @CRASH1_33658 

:CRASH1_33548
0050: gosub @CRASH1_35897 
0002: jump @CRASH1_33658 

:CRASH1_33562
0050: gosub @CRASH1_36074 
0002: jump @CRASH1_33658 

:CRASH1_33576
0050: gosub @CRASH1_36473 
0002: jump @CRASH1_33658 

:CRASH1_33590
0050: gosub @CRASH1_36504 
0002: jump @CRASH1_33658 

:CRASH1_33604
0050: gosub @CRASH1_36644 
0002: jump @CRASH1_33658 

:CRASH1_33618
0050: gosub @CRASH1_36675 
0002: jump @CRASH1_33658 

:CRASH1_33632
0662: write_debug_message "UNKNOWN_CONVERSATION" 
0051: return 

:CRASH1_33658
0050: gosub @CRASH1_32267 
0006: 48@ = 1 // integer values 
0051: return 

:CRASH1_33674
0871: init_jump_table 49@ total_jumps 15 0 @CRASH1_33834 jumps 3 @CRASH1_33802 5 @CRASH1_33802 6 @CRASH1_33802 7 @CRASH1_33802 8 @CRASH1_33802 9 @CRASH1_33802 10 @CRASH1_33802 
0872: jump_table_jumps 11 @CRASH1_33802 12 @CRASH1_33802 13 @CRASH1_33802 14 @CRASH1_33802 15 @CRASH1_33802 16 @CRASH1_33802 17 @CRASH1_33802 18 @CRASH1_33802 -1 @CRASH1_33834 

:CRASH1_33802
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CRASH1_33827 
0006: 48@ = 3 // integer values 
0051: return 

:CRASH1_33827
0002: jump @CRASH1_33834 

:CRASH1_33834
0871: init_jump_table 49@ total_jumps 16 0 @CRASH1_33994 jumps 1 @CRASH1_33962 2 @CRASH1_33962 5 @CRASH1_33962 6 @CRASH1_33962 7 @CRASH1_33962 8 @CRASH1_33962 9 @CRASH1_33962 
0872: jump_table_jumps 10 @CRASH1_33962 11 @CRASH1_33962 12 @CRASH1_33962 13 @CRASH1_33962 14 @CRASH1_33962 15 @CRASH1_33962 16 @CRASH1_33962 17 @CRASH1_33962 18 @CRASH1_33962 

:CRASH1_33962
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_33987 
0006: 48@ = 3 // integer values 
0051: return 

:CRASH1_33987
0002: jump @CRASH1_33994 

:CRASH1_33994
0871: init_jump_table 49@ total_jumps 1 0 @CRASH1_34114 jumps 14 @CRASH1_34057 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 

:CRASH1_34057
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_34082 
0006: 48@ = 3 // integer values 
0051: return 

:CRASH1_34082
00D6: if 
80DF:   not actor 95@ driving 
004D: jump_if_false @CRASH1_34107 
0006: 48@ = 3 // integer values 
0051: return 

:CRASH1_34107
0002: jump @CRASH1_34114 

:CRASH1_34114
0051: return 

:CRASH1_34116
0209: 214@ = random_int 0 9 
0871: init_jump_table 214@ total_jumps 9 0 @CRASH1_34514 jumps 0 @CRASH1_34253 1 @CRASH1_34282 2 @CRASH1_34311 3 @CRASH1_34340 4 @CRASH1_34369 5 @CRASH1_34398 6 @CRASH1_34427 
0872: jump_table_jumps 7 @CRASH1_34456 8 @CRASH1_34485 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 

:CRASH1_34253
04AF: 60@ = unknown_wav_reference 10600 
05AA: 69@s = 'CRA1_AA' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34282
04AF: 60@ = unknown_wav_reference 10601 
05AA: 69@s = 'CRA1_AB' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34311
04AF: 60@ = unknown_wav_reference 10602 
05AA: 69@s = 'CRA1_AC' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34340
04AF: 60@ = unknown_wav_reference 10603 
05AA: 69@s = 'CRA1_AD' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34369
04AF: 60@ = unknown_wav_reference 10604 
05AA: 69@s = 'CRA1_AE' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34398
04AF: 60@ = unknown_wav_reference 10605 
05AA: 69@s = 'CRA1_AF' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34427
04AF: 60@ = unknown_wav_reference 10606 
05AA: 69@s = 'CRA1_AG' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34456
04AF: 60@ = unknown_wav_reference 10607 
05AA: 69@s = 'CRA1_AH' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34485
04AF: 60@ = unknown_wav_reference 10609 
05AA: 69@s = 'CRA1_AJ' // 8-byte strings 
0002: jump @CRASH1_34514 

:CRASH1_34514
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_34523
0209: 214@ = random_int 0 5 
0871: init_jump_table 214@ total_jumps 5 0 @CRASH1_34740 jumps 0 @CRASH1_34595 1 @CRASH1_34624 2 @CRASH1_34653 3 @CRASH1_34682 4 @CRASH1_34711 -1 @CRASH1_34740 -1 @CRASH1_34740 

:CRASH1_34595
04AF: 60@ = unknown_wav_reference 10610 
05AA: 69@s = 'CRA1_BA' // 8-byte strings 
0002: jump @CRASH1_34740 

:CRASH1_34624
04AF: 60@ = unknown_wav_reference 10611 
05AA: 69@s = 'CRA1_BB' // 8-byte strings 
0002: jump @CRASH1_34740 

:CRASH1_34653
04AF: 60@ = unknown_wav_reference 10612 
05AA: 69@s = 'CRA1_BC' // 8-byte strings 
0002: jump @CRASH1_34740 

:CRASH1_34682
04AF: 60@ = unknown_wav_reference 10613 
05AA: 69@s = 'CRA1_BD' // 8-byte strings 
0002: jump @CRASH1_34740 

:CRASH1_34711
04AF: 60@ = unknown_wav_reference 10614 
05AA: 69@s = 'CRA1_BE' // 8-byte strings 
0002: jump @CRASH1_34740 

:CRASH1_34740
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_34749
0209: 214@ = random_int 0 2 
0871: init_jump_table 214@ total_jumps 2 0 @CRASH1_34879 jumps 0 @CRASH1_34821 1 @CRASH1_34850 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 

:CRASH1_34821
04AF: 60@ = unknown_wav_reference 10620 
05AA: 69@s = 'CRA1_CA' // 8-byte strings 
0002: jump @CRASH1_34879 

:CRASH1_34850
04AF: 60@ = unknown_wav_reference 10621 
05AA: 69@s = 'CRA1_CB' // 8-byte strings 
0002: jump @CRASH1_34879 

:CRASH1_34879
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_34888
0006: 214@ = 0 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10626 
05AA: 69@(214@,9s) = 'CRA1_EA' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10627 
05AA: 69@(214@,9s) = 'CRA1_EB' // 8-byte strings 
000A: 214@ += 1 // integer values 
00D6: if 
0019:   214@ > 9 // integer values 
004D: jump_if_false @CRASH1_35018 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35018
0085: 52@ = 214@ // integer values and handles 
0051: return 

:CRASH1_35028
04AF: 60@ = unknown_wav_reference 10628 
05AA: 69@s = 'CRA1_EC' // 8-byte strings 
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_35059
04AF: 60@ = unknown_wav_reference 10629 
05AA: 69@s = 'CRA1_ED' // 8-byte strings 
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_35090
0006: 214@ = 0 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10630 
05AA: 69@(214@,9s) = 'CRA1_FA' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10631 
05AA: 69@(214@,9s) = 'CRA1_FB' // 8-byte strings 
000A: 214@ += 1 // integer values 
00D6: if 
0019:   214@ > 9 // integer values 
004D: jump_if_false @CRASH1_35220 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35220
0085: 52@ = 214@ // integer values and handles 
0051: return 

:CRASH1_35230
04AF: 60@ = unknown_wav_reference 10632 
05AA: 69@s = 'CRA1_GA' // 8-byte strings 
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_35261
0006: 214@ = 0 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10633 
05AA: 69@(214@,9s) = 'CRA1_GB' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10634 
05AA: 69@(214@,9s) = 'CRA1_GC' // 8-byte strings 
000A: 214@ += 1 // integer values 
00D6: if 
0019:   214@ > 9 // integer values 
004D: jump_if_false @CRASH1_35391 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35391
0085: 52@ = 214@ // integer values and handles 
0051: return 

:CRASH1_35401
0209: 214@ = random_int 0 11 
0871: init_jump_table 214@ total_jumps 11 0 @CRASH1_35857 jumps 0 @CRASH1_35538 1 @CRASH1_35567 2 @CRASH1_35596 3 @CRASH1_35625 4 @CRASH1_35654 5 @CRASH1_35683 6 @CRASH1_35712 
0872: jump_table_jumps 7 @CRASH1_35741 8 @CRASH1_35770 9 @CRASH1_35799 10 @CRASH1_35828 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 

:CRASH1_35538
04AF: 60@ = unknown_wav_reference 10635 
05AA: 69@s = 'CRA1_HA' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35567
04AF: 60@ = unknown_wav_reference 10636 
05AA: 69@s = 'CRA1_HB' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35596
04AF: 60@ = unknown_wav_reference 10637 
05AA: 69@s = 'CRA1_HC' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35625
04AF: 60@ = unknown_wav_reference 10638 
05AA: 69@s = 'CRA1_HD' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35654
04AF: 60@ = unknown_wav_reference 10639 
05AA: 69@s = 'CRA1_HE' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35683
04AF: 60@ = unknown_wav_reference 10640 
05AA: 69@s = 'CRA1_HF' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35712
04AF: 60@ = unknown_wav_reference 10641 
05AA: 69@s = 'CRA1_HG' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35741
04AF: 60@ = unknown_wav_reference 10642 
05AA: 69@s = 'CRA1_HH' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35770
04AF: 60@ = unknown_wav_reference 10643 
05AA: 69@s = 'CRA1_HJ' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35799
04AF: 60@ = unknown_wav_reference 10644 
05AA: 69@s = 'CRA1_HK' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35828
04AF: 60@ = unknown_wav_reference 10645 
05AA: 69@s = 'CRA1_HL' // 8-byte strings 
0002: jump @CRASH1_35857 

:CRASH1_35857
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_35866
04AF: 60@ = unknown_wav_reference 10646 
05AA: 69@s = 'CRA1_JA' // 8-byte strings 
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_35897
0006: 214@ = 0 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10647 
05AA: 69@(214@,9s) = 'CRA1_JB' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10648 
05AA: 69@(214@,9s) = 'CRA1_JC' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10649 
05AA: 69@(214@,9s) = 'CRA1_JD' // 8-byte strings 
000A: 214@ += 1 // integer values 
00D6: if 
0019:   214@ > 9 // integer values 
004D: jump_if_false @CRASH1_36064 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36064
0085: 52@ = 214@ // integer values and handles 
0051: return 

:CRASH1_36074
0006: 214@ = 0 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10650 
05AA: 69@(214@,9s) = 'CRA1_KA' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10651 
05AA: 69@(214@,9s) = 'CRA1_KB' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10652 
05AA: 69@(214@,9s) = 'CRA1_KC' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10653 
05AA: 69@(214@,9s) = 'CRA1_KD' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10654 
05AA: 69@(214@,9s) = 'CRA1_KE' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10655 
05AA: 69@(214@,9s) = 'CRA1_KF' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10656 
05AA: 69@(214@,9s) = 'CRA1_KG' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10657 
05AA: 69@(214@,9s) = 'CRA1_KH' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10658 
05AA: 69@(214@,9s) = 'CRA1_KJ' // 8-byte strings 
000A: 214@ += 1 // integer values 
00D6: if 
0019:   214@ > 9 // integer values 
004D: jump_if_false @CRASH1_36463 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36463
0085: 52@ = 214@ // integer values and handles 
0051: return 

:CRASH1_36473
04AF: 60@ = unknown_wav_reference 10659 
05AA: 69@s = 'CRA1_LA' // 8-byte strings 
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_36504
0006: 214@ = 0 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10660 
05AA: 69@(214@,9s) = 'CRA1_MA' // 8-byte strings 
000A: 214@ += 1 // integer values 
04AF: 60@(214@,9i) = unknown_wav_reference 10661 
05AA: 69@(214@,9s) = 'CRA1_MB' // 8-byte strings 
000A: 214@ += 1 // integer values 
00D6: if 
0019:   214@ > 9 // integer values 
004D: jump_if_false @CRASH1_36634 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36634
0085: 52@ = 214@ // integer values and handles 
0051: return 

:CRASH1_36644
04AF: 60@ = unknown_wav_reference 10662 
05AA: 69@s = 'CRA1_MC' // 8-byte strings 
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_36675
04AF: 60@ = unknown_wav_reference 10663 
05AA: 69@s = 'CRA1_MD' // 8-byte strings 
0006: 52@ = 1 // integer values 
0051: return 

:CRASH1_36706
00D6: if 
0736:   32 
004D: jump_if_false @CRASH1_36755 
000A: 46@ += 1 // integer values 
00D6: if 
0019:   46@ > 2 // integer values 
004D: jump_if_false @CRASH1_36753 
0006: 46@ = 0 // integer values 

:CRASH1_36753
086A: nop 

:CRASH1_36755
0226: 214@ = actor $PLAYER_ACTOR health 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_36787 
0226: 215@ = actor 95@ health 

:CRASH1_36787
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @CRASH1_37000 
008A: $6695 = 34@ // integer values and handles 
008A: $6696 = 35@ // integer values and handles 
008A: $6697 = 45@ // integer values and handles 
008A: $6698 = 214@ // integer values and handles 
008A: $6699 = 215@ // integer values and handles 
008A: $6700 = 190@ // integer values and handles 
0004: $6701 = 0 // integer values 
0004: $6702 = 0 // integer values 
065D: $6701 "IGNORE" // same as 0660 
065D: $6702 "IGNORE" // same as 0660 
065D: $6695 "M_STAGE" // same as 0660 
065D: $6696 "M_GOALS" // same as 0660 
065D: $6697 "M_MISSION_TIMER" // same as 0660 
065D: $6698 "PLAYER_HEALTH" // same as 0660 
065D: $6699 "COOCHIE_HEALTH" // same as 0660 
065D: $6700 "AICOOCHIE" // same as 0660 

:CRASH1_37000
00D6: if 
0039:   46@ == 2 // integer values 
004D: jump_if_false @CRASH1_37018 

:CRASH1_37018
00D6: if 
0736:   98 
004D: jump_if_false @CRASH1_37040 
0006: 38@ = 1 // integer values 

:CRASH1_37040
00D6: if 
0736:   80 
004D: jump_if_false @CRASH1_37128 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @CRASH1_37103 
0006: 39@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @CRASH1_37128 

:CRASH1_37103
0006: 39@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:CRASH1_37128
0051: return 

:CRASH1_37130
00D6: if 
8736:   not  74 
004D: jump_if_false @CRASH1_37147 
0051: return 

:CRASH1_37147
00D6: if and
0039:   34@ == 1 // integer values 
001B:   3 > 35@ // integer values 
004D: jump_if_false @CRASH1_37294 
0395: clear_area 0 at 2311.234 -1150.613 25.8027 range 0.5 
03CB: set_camera 2311.234 -1150.613 25.8027 
0173: set_actor $PLAYER_ACTOR z_angle_to 266.3994 
00A1: put_actor $PLAYER_ACTOR at 2311.234 -1150.613 25.8027 
0373: set_camera_directly_behind_player 
0164: disable_marker 122@ 
0164: disable_marker 128@ 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 18 
004D: jump_if_false @CRASH1_37287 
0215: destroy_pickup 132@ 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 20 // Load the weapon model before using this 

:CRASH1_37287
0006: 35@ = 3 // integer values 

:CRASH1_37294
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @CRASH1_37707 
0006: 213@ = 0 // integer values 

:CRASH1_37319
00D6: if 
0039:   302@(213@,5i) == 0 // integer values 
004D: jump_if_false @CRASH1_37412 
00D6: if 
8366:   not object 101@(213@,8i) blown_up 
004D: jump_if_false @CRASH1_37372 
0723: break_object 101@(213@,8i) intensity 1 

:CRASH1_37372
0006: 302@(213@,5i) = 1 // integer values 
0006: 307@(213@,5i) = 1 // integer values 
0108: destroy_object 109@(213@,5i) 
0164: disable_marker 123@(213@,5i) 

:CRASH1_37412
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_37319 
0006: 209@ = 5 // integer values 
00D6: if 
0039:   313@ == 1 // integer values 
004D: jump_if_false @CRASH1_37504 
0006: 213@ = 0 // integer values 

:CRASH1_37465
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_37465 

:CRASH1_37504
00D6: if 
0039:   312@ == 1 // integer values 
004D: jump_if_false @CRASH1_37532 
0215: destroy_pickup 132@ 
0164: disable_marker 128@ 

:CRASH1_37532
00D6: if 
0039:   355@ == 1 // integer values 
004D: jump_if_false @CRASH1_37616 
0006: 213@ = 0 // integer values 

:CRASH1_37557
00D6: if 
8118:   not actor 87@(213@,5i) dead 
004D: jump_if_false @CRASH1_37595 
0792: (unknown) 87@(213@,5i) 
05BE: AS_kill_actor 87@(213@,5i) 

:CRASH1_37595
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_37557 

:CRASH1_37616
00D6: if 
0039:   357@ == 1 // integer values 
004D: jump_if_false @CRASH1_37700 
0006: 213@ = 0 // integer values 

:CRASH1_37641
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_37679 
0792: (unknown) 92@(213@,2i) 
05BE: AS_kill_actor 92@(213@,2i) 

:CRASH1_37679
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_37641 

:CRASH1_37700
0050: gosub @CRASH1_38827 

:CRASH1_37707
00D6: if and
0039:   34@ == 4 // integer values 
001B:   10 > 35@ // integer values 
004D: jump_if_false @CRASH1_37896 
0006: 327@ = 1 // integer values 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_37772 
01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 30000 // Load the weapon model before using this 
0164: disable_marker 122@ 

:CRASH1_37772
0395: clear_area 0 at 2336.51 -1181.342 1030.969 range 0.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 279.3672 
00A1: put_actor $PLAYER_ACTOR at 2336.51 -1181.342 1030.969 
0373: set_camera_directly_behind_player 
0006: 347@ = 0 // integer values 
02AB: set_actor 95@ immunities 0 0 0 0 0 
00D6: if 
8039:   not  49@ == 0 // integer values 
004D: jump_if_false @CRASH1_37875 
0050: gosub @CRASH1_33172 

:CRASH1_37875
0006: 50@ = 8 // integer values 
0050: gosub @CRASH1_32981 
0006: 35@ = 11 // integer values 

:CRASH1_37896
00D6: if and
0039:   34@ == 6 // integer values 
001B:   8 > 35@ // integer values 
004D: jump_if_false @CRASH1_38059 
0164: disable_marker 122@ 
0395: clear_area 0 at 2350.36 -1180.56 1026.976 range 0.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 266.3335 
00A1: put_actor $PLAYER_ACTOR at 2350.36 -1180.56 1026.976 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_38052 
0395: clear_area 0 at 2349.07 -1181.505 1026.983 range 0.5 
0173: set_actor 95@ z_angle_to 266.6129 
00A1: put_actor 95@ at 2349.07 -1181.505 1026.983 

:CRASH1_38052
0006: 35@ = 8 // integer values 

:CRASH1_38059
00D6: if and
0039:   34@ == 7 // integer values 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CRASH1_38226 
0395: clear_area 0 at 2423.539 -1721.212 12.9061 range 0.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 154.9302 
00A1: put_actor $PLAYER_ACTOR at 2423.539 -1721.212 12.9061 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_38226 
00D6: if 
80DF:   not actor 95@ driving 
004D: jump_if_false @CRASH1_38226 
0395: clear_area 0 at 2419.168 -1718.17 12.7866 range 0.5 
0173: set_actor 95@ z_angle_to 75.9556 
00A1: put_actor 95@ at 2419.168 -1718.17 12.7866 

:CRASH1_38226
0051: return 

:CRASH1_38228
000A: 41@ += 1 // integer values 
00D6: if 
0019:   41@ > 9 // integer values 
004D: jump_if_false @CRASH1_38260 
0006: 41@ = 0 // integer values 

:CRASH1_38260
0051: return 

:CRASH1_38262
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // integer values and handles 
0062: 44@ -= 43@ // integer values 
0085: 43@ = 42@ // integer values and handles 
005A: 45@ += 44@ // integer values 
0051: return 

:CRASH1_38301
01BD: 219@ = current_time_in_ms 
0006: 300@ = 0 // integer values 
00D6: if 
001D:   219@ > 198@ // integer values 
004D: jump_if_false @CRASH1_38355 
0006: 300@ = 1 // integer values 
0085: 198@ = 219@ // integer values and handles 
000A: 198@ += 3000 // integer values 

:CRASH1_38355
0051: return 

:CRASH1_38357
00D6: if 
0039:   314@ == 1 // integer values 
004D: jump_if_false @CRASH1_38489 
077E: 214@ = active_interior 
00D6: if 
8039:   not  214@ == 5 // integer values 
004D: jump_if_false @CRASH1_38487 
0006: 314@ = 0 // integer values 
0006: 316@ = 1 // integer values 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0006: 197@ = 3 // integer values 
0050: gosub @CRASH1_25459 
08FD: (unknown) 0 
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @CRASH1_38469 
0006: 192@ = 5 // integer values 
0050: gosub @CRASH1_24873 

:CRASH1_38469
0006: 191@ = 5 // integer values 
0050: gosub @CRASH1_23203 
075B: (unknown) 0 

:CRASH1_38487
0051: return 

:CRASH1_38489
00D6: if 
0039:   314@ == 0 // integer values 
004D: jump_if_false @CRASH1_38825 
09E8: 214@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   316@ == 1 // integer values 
004D: jump_if_false @CRASH1_38567 
00D6: if 
0039:   214@ == 5 // integer values 
004D: jump_if_false @CRASH1_38560 
0051: return 
0002: jump @CRASH1_38567 

:CRASH1_38560
0006: 316@ = 0 // integer values 

:CRASH1_38567
00D6: if 
0039:   214@ == 5 // integer values 
004D: jump_if_false @CRASH1_38825 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if 
08F9:   v$5311 == "GANG" // 16-byte strings 
004D: jump_if_false @CRASH1_38825 
0006: 314@ = 1 // integer values 
0006: 315@ = 1 // integer values 
0006: 323@ = 0 // integer values 
0006: 203@ = 0 // integer values 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
0006: 197@ = 2 // integer values 
0050: gosub @CRASH1_25459 
08FD: (unknown) 1 
093E: (unknown) $PLAYER_ACTOR 0.3 
022A: remove_forbidden_for_peds_cube 2300.0 -1200.0 1000.0 2370.0 -1160.0 1050.0 
0006: 191@ = 0 // integer values 
0050: gosub @CRASH1_24064 
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @CRASH1_38756 
0006: 192@ = 4 // integer values 
0050: gosub @CRASH1_24873 

:CRASH1_38756
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @CRASH1_38788 
0006: 192@ = 6 // integer values 
0050: gosub @CRASH1_24873 

:CRASH1_38788
0050: gosub @CRASH1_31866 
075B: (unknown) 50 
09A6: (unknown) 1 
03D5: remove_text 'CRA1_06'  // ~s~Menj be az ~y~els ajtn~s~.
03D5: remove_text 'CRA1_10'  // ~s~Lemaradt a ~b~lny~s~. Menj vissza rte.

:CRASH1_38825
0051: return 

:CRASH1_38827
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:CRASH1_38857
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CRASH1_38872
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_38896 
0001: wait 0 ms 
0002: jump @CRASH1_38872 

:CRASH1_38896
04BB: select_interior 17 // select render area 
00A1: put_actor $PLAYER_ACTOR at 1038.17 -1335.221 12.5493 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
02E4: load_cutscene_data 'CRASH1A' 

:CRASH1_38941
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CRASH1_38965 
0001: wait 0 ms 
0002: jump @CRASH1_38941 

:CRASH1_38965
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:CRASH1_38982
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CRASH1_39006 
0001: wait 0 ms 
0002: jump @CRASH1_38982 

:CRASH1_39006
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:CRASH1_39020
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_39044 
0001: wait 0 ms 
0002: jump @CRASH1_39020 

:CRASH1_39044
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0051: return 

:CRASH1_39065
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CRASH1_39092 
0001: wait 0 ms 
0002: jump @CRASH1_39065 

:CRASH1_39092
0050: gosub @CRASH1_39285 
0050: gosub @CRASH1_39563 
0395: clear_area 0 at 1038.17 -1335.221 12.5493 range 0.5 
03CB: set_camera 1038.17 -1335.221 12.5493 
00A1: put_actor $PLAYER_ACTOR at 1038.17 -1335.221 12.5493 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
00A5: 100@ = create_car #COPCARLA at 1032.438 -1330.931 12.3864 
0175: set_car 100@ z_angle_to 270.0 
020A: set_car 100@ door_status_to 1 
01C3: remove_references_to_car 100@ // Like turning a car into any random car 
07FB: set_interior 'GANG' accessible 0  // Vagos banda hz
0108: destroy_object $2665 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
0004: $2332 = 1 // integer values 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
0050: gosub @CRASH1_38827 
0051: return 

:CRASH1_39285
0247: request_model #VOODOO 
0247: request_model #COPCARLA 
0247: request_model #LSV1 
0247: request_model #LSV2 
0247: request_model #LSV3 
0247: request_model #GANGRL3 
0247: request_model #COLT45 
0247: request_model #MOLOTOV 
0247: request_model #FIRE_EX 
0247: request_model #BREAK_WALL_1A 
0247: request_model #BREAK_WALL_2A 
0247: request_model #BREAK_WALL_3A 
0247: request_model #BREAK_WALL_1B 
0247: request_model #BREAK_WALL_2B 
0247: request_model #BREAK_WALL_3B 
0247: request_model #BD_FIRE1_O 
0247: request_model #CR_AMMOBOX 
038B: load_requested_models 

:CRASH1_39369
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #COPCARLA available 
004D: jump_if_false @CRASH1_39401 
0001: wait 0 ms 
0002: jump @CRASH1_39369 

:CRASH1_39401
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #GANGRL3 available 
004D: jump_if_false @CRASH1_39440 
0001: wait 0 ms 
0002: jump @CRASH1_39401 

:CRASH1_39440
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MOLOTOV available 
8248:   not model #FIRE_EX available 
004D: jump_if_false @CRASH1_39477 
0001: wait 0 ms 
0002: jump @CRASH1_39440 

:CRASH1_39477
00D6: if or
8248:   not model #BREAK_WALL_1B available 
8248:   not model #BREAK_WALL_2B available 
8248:   not model #BREAK_WALL_3B available 
8248:   not model #BD_FIRE1_O available 
004D: jump_if_false @CRASH1_39519 
0001: wait 0 ms 
0002: jump @CRASH1_39477 

:CRASH1_39519
00D6: if or
8248:   not model #CR_AMMOBOX available 
8248:   not model #BREAK_WALL_1A available 
8248:   not model #BREAK_WALL_2A available 
8248:   not model #BREAK_WALL_3A available 
004D: jump_if_false @CRASH1_39561 
0001: wait 0 ms 
0002: jump @CRASH1_39519 

:CRASH1_39561
0051: return 

:CRASH1_39563
04ED: load_animation "BD_FIRE" 

:CRASH1_39574
00D6: if 
84EE:   not animation "BD_FIRE" loaded 
004D: jump_if_false @CRASH1_39607 
0001: wait 0 ms 
0002: jump @CRASH1_39574 

:CRASH1_39607
0051: return 

:CRASH1_39609
0007: 282@ = 2351.236 // floating-point values 
0007: 283@ = -1161.075 // floating-point values 
0007: 284@ = 27.4175 // floating-point values 
0007: 285@ = 268.343 // floating-point values 
0395: clear_area 0 at 282@ 283@ 284@ range 10.0 
00A5: 98@ = create_car #VOODOO at 282@ 283@ 284@ 
0175: set_car 98@ z_angle_to 285@ 
0657: open_car 98@ component 0 
0006: 356@ = 1 // integer values 
0051: return 

:CRASH1_39708
0007: 282@ = 2354.26 // floating-point values 
0007: 283@ = -1161.106 // floating-point values 
0007: 284@ = 26.4678 // floating-point values 
0007: 285@ = 80.3034 // floating-point values 
0006: 214@ = 0 // integer values 
009A: 87@(214@,5i) = create_actor 14 #LSV3 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: (unknown) 87@(214@,5i) 1 
060B: unknown_actor_use_entity 87@(214@,5i) 180@ 
0006: 182@(214@,5i) = -1 // integer values 
0007: 282@ = 2349.739 // floating-point values 
0007: 283@ = -1165.192 // floating-point values 
0007: 284@ = 26.3933 // floating-point values 
0007: 285@ = 65.0946 // floating-point values 
000A: 214@ += 1 // integer values 
009A: 87@(214@,5i) = create_actor 14 #LSV2 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: (unknown) 87@(214@,5i) 1 
060B: unknown_actor_use_entity 87@(214@,5i) 180@ 
0006: 182@(214@,5i) = -1 // integer values 
0007: 282@ = 2354.245 // floating-point values 
0007: 283@ = -1170.401 // floating-point values 
0007: 284@ = 26.9609 // floating-point values 
0007: 285@ = 1.1416 // floating-point values 
000A: 214@ += 1 // integer values 
009A: 87@(214@,5i) = create_actor 14 #LSV1 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: (unknown) 87@(214@,5i) 1 
060B: unknown_actor_use_entity 87@(214@,5i) 180@ 
0006: 182@(214@,5i) = -1 // integer values 
0007: 282@ = 2315.006 // floating-point values 
0007: 283@ = -1189.825 // floating-point values 
0007: 284@ = 27.0045 // floating-point values 
0007: 285@ = 52.4876 // floating-point values 
000A: 214@ += 1 // integer values 
009A: 87@(214@,5i) = create_actor 14 #LSV2 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: (unknown) 87@(214@,5i) 1 
060B: unknown_actor_use_entity 87@(214@,5i) 180@ 
02E2: set_actor 87@(214@,5i) weapon_accuracy_to 15 
0006: 182@(214@,5i) = -1 // integer values 
0007: 282@ = 2349.953 // floating-point values 
0007: 283@ = -1204.126 // floating-point values 
0007: 284@ = 26.9609 // floating-point values 
0007: 285@ = 348.4 // floating-point values 
000A: 214@ += 1 // integer values 
009A: 87@(214@,5i) = create_actor 14 #LSV1 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: (unknown) 87@(214@,5i) 1 
060B: unknown_actor_use_entity 87@(214@,5i) 180@ 
0006: 182@(214@,5i) = -1 // integer values 
0006: 355@ = 1 // integer values 
0051: return 

:CRASH1_40373
0007: 282@ = 2345.914 // floating-point values 
0007: 283@ = -1188.633 // floating-point values 
0007: 284@ = 28.969 // floating-point values 
0006: 214@ = 0 // integer values 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2336.023 // floating-point values 
0007: 283@ = -1188.633 // floating-point values 
0007: 284@ = 28.969 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2326.164 // floating-point values 
0007: 283@ = -1188.633 // floating-point values 
0007: 284@ = 28.969 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2345.977 // floating-point values 
0007: 283@ = -1170.977 // floating-point values 
0007: 284@ = 28.969 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) z_angle_to 180.0 
0007: 282@ = 2326.57 // floating-point values 
0007: 283@ = -1170.984 // floating-point values 
0007: 284@ = 28.953 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) z_angle_to 180.0 
0007: 282@ = 2345.977 // floating-point values 
0007: 283@ = -1170.977 // floating-point values 
0007: 284@ = 32.953 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 101@(214@,8i) = init_object #BD_WINDOW_SHATTER at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) z_angle_to 180.0 
0007: 282@ = 2336.023 // floating-point values 
0007: 283@ = -1188.633 // floating-point values 
0007: 284@ = 32.961 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2345.914 // floating-point values 
0007: 283@ = -1188.633 // floating-point values 
0007: 284@ = 32.961 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0051: return 

:CRASH1_40881
0107: 114@ = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object 114@ z_angle_to 90.0 
0392: object 114@ toggle_in_moving_list 0 
07F7: set_object 114@ indestructible 0 
09CA: set_object 114@ immunities 1 1 1 1 1 
0051: return 

:CRASH1_40944
0007: 282@ = 2338.126 // floating-point values 
0007: 283@ = -1181.917 // floating-point values 
0007: 284@ = 1033.188 // floating-point values 
0006: 214@ = 0 // integer values 
029B: 119@(214@,3i) = init_object #BREAK_WALL_1A at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) z_angle_to 90.0 
0006: 193@(214@,3i) = 0 // integer values 
0007: 282@ = 2330.402 // floating-point values 
0007: 283@ = -1179.15 // floating-point values 
0007: 284@ = 1030.55 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 119@(214@,3i) = init_object #BREAK_WALL_2A at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 0 // integer values 
0007: 282@ = 2340.293 // floating-point values 
0007: 283@ = -1182.294 // floating-point values 
0007: 284@ = 1026.963 // floating-point values 
000A: 214@ += 1 // integer values 
029B: 119@(214@,3i) = init_object #BREAK_WALL_3A at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) z_angle_to 90.0 
0006: 193@(214@,3i) = 0 // integer values 
0006: 213@ = 0 // integer values 

:CRASH1_41186
0566: object 119@(213@,3i) set_interior 5 
000A: 213@ += 1 // integer values 
0029:   213@ >= 3 // integer values 
004D: jump_if_false @CRASH1_41186 
0006: 361@ = 1 // integer values 
0051: return 

:CRASH1_41227
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if and
0039:   340@ == 0 // integer values 
0039:   359@ == 1 // integer values 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_41289 
00BC: text_highpriority 'CRA1_51' 5000 ms 1  // ~r~A lny meghalt!

:CRASH1_41289
0051: return 

:CRASH1_41291
01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1  // KLDETS TELJESTVE!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'CRASH_1'  // Tzes vgy
030C: set_mission_points += 1 
0008: $11255 += 1 // integer values 
08BA: set $406 bit 0 
0051: return 

:CRASH1_41349
00D6: if 
0039:   355@ == 1 // integer values 
004D: jump_if_false @CRASH1_41411 
0006: 213@ = 0 // integer values 

:CRASH1_41374
01C2: remove_references_to_actor 87@(213@,5i) // Like turning an actor into a random pedestrian 
000A: 213@ += 1 // integer values 
0029:   213@ >= 5 // integer values 
004D: jump_if_false @CRASH1_41374 
0006: 355@ = 0 // integer values 

:CRASH1_41411
00D6: if 
0039:   356@ == 1 // integer values 
004D: jump_if_false @CRASH1_41441 
01C3: remove_references_to_car 98@ // Like turning a car into any random car 
0006: 356@ = 0 // integer values 

:CRASH1_41441
00D6: if 
0039:   313@ == 1 // integer values 
004D: jump_if_false @CRASH1_41512 
0006: 213@ = 0 // integer values 

:CRASH1_41466
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_41466 
0006: 313@ = 0 // integer values 

:CRASH1_41512
0006: 213@ = 0 // integer values 

:CRASH1_41519
0215: destroy_pickup 136@(213@,2i) 
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_41519 
00D6: if 
0039:   357@ == 1 // integer values 
004D: jump_if_false @CRASH1_41616 
01C3: remove_references_to_car 99@ // Like turning a car into any random car 
0006: 213@ = 0 // integer values 

:CRASH1_41579
01C2: remove_references_to_actor 92@(213@,2i) // Like turning an actor into a random pedestrian 
000A: 213@ += 1 // integer values 
0029:   213@ >= 2 // integer values 
004D: jump_if_false @CRASH1_41579 
0006: 357@ = 0 // integer values 

:CRASH1_41616
00D6: if 
0039:   358@ == 1 // integer values 
004D: jump_if_false @CRASH1_41651 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
02D1: remove_fire 138@ 
0006: 358@ = 0 // integer values 

:CRASH1_41651
00D6: if 
0039:   359@ == 1 // integer values 
004D: jump_if_false @CRASH1_41696 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 
0151: remove_status_text $6694 
02D1: remove_fire 139@ 
0006: 359@ = 1 // integer values 

:CRASH1_41696
00D6: if 
0039:   360@ == 1 // integer values 
004D: jump_if_false @CRASH1_41731 
034F: destroy_actor_with_fade 96@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 97@ // The actor fades away like a ghost 
0006: 360@ = 0 // integer values 

:CRASH1_41731
00D6: if 
0039:   317@ == 1 // integer values 
004D: jump_if_false @CRASH1_41761 
0215: destroy_pickup 135@ 
0006: 317@ = 0 // integer values 

:CRASH1_41761
0164: disable_marker 122@ 
0164: disable_marker 128@ 
04EF: release_animation "BD_FIRE" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRASH1_41843 
0555: remove_weapon 18 from_actor $PLAYER_ACTOR 
0555: remove_weapon 42 from_actor $PLAYER_ACTOR 
093E: (unknown) $PLAYER_ACTOR 1.0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A20: (unknown) $PLAYER_CHAR 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:CRASH1_41843
00D6: if 
0039:   314@ == 1 // integer values 
004D: jump_if_false @CRASH1_41875 
0006: 197@ = 3 // integer values 
0050: gosub @CRASH1_25459 

:CRASH1_41875
0006: 197@ = 1 // integer values 
0050: gosub @CRASH1_25459 
0006: 197@ = 5 // integer values 
0050: gosub @CRASH1_25459 
0249: release_model #VOODOO 
0249: release_model #COPCARLA 
0249: release_model #FIRETRUK 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #GANGRL3 
0249: release_model #LAFD1 
0249: release_model #COLT45 
0249: release_model #MOLOTOV 
0249: release_model #FIRE_EX 
0249: release_model #BREAK_WALL_1A 
0249: release_model #BREAK_WALL_2A 
0249: release_model #BREAK_WALL_3A 
0249: release_model #BREAK_WALL_1B 
0249: release_model #BREAK_WALL_2B 
0249: release_model #BREAK_WALL_3B 
0249: release_model #BD_FIRE1_O 
0249: release_model #CR_AMMOBOX 
08FD: (unknown) 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
075B: (unknown) 0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
06D0: (unknown) 1 
07FB: set_interior 'GANG' accessible 0  // Vagos banda hz
07B4: (unknown) $PLAYER_CHAR 1 
0004: $2332 = 0 // integer values 
0107: $2665 = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object $2665 z_angle_to 90.0 
0392: object $2665 toggle_in_moving_list 0 
07F7: set_object $2665 indestructible 0 
09CA: set_object $2665 immunities 1 1 1 1 1 
01C7: remove_object_from_mission_cleanup_list $2665 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 23---------------
// Originally: Gray Imports

:DRUGS3
03A4: name_thread 'DRUGS3' 
0050: gosub @DRUGS3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DRUGS3_38 
0050: gosub @DRUGS3_19343 

:DRUGS3_38
0050: gosub @DRUGS3_19412 
004E: end_thread 

:DRUGS3_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'CRASH3' 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0395: clear_area 0 at 1036.86 -1336.49 20.0 range 20.0 
02E4: load_cutscene_data 'CRASH3A' 

:DRUGS3_116
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS3_140 
0001: wait 0 ms 
0002: jump @DRUGS3_116 

:DRUGS3_140
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DRUGS3_149
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS3_173 
0001: wait 0 ms 
0002: jump @DRUGS3_149 

:DRUGS3_173
016A: fade 0 0 ms 

:DRUGS3_179
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_203 
0001: wait 0 ms 
0002: jump @DRUGS3_179 

:DRUGS3_203
02EA: end_cutscene 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0247: request_model #FORKLIFT 
0247: request_model #MULE 
0247: request_model #MP5LNG 
0247: request_model #SEC_KEYPAD 
0247: request_model #KMB_RAMP 
0247: request_model #BANSHEE 
0247: request_model #PCJ600 
07C0: load_path 342 
038B: load_requested_models 

:DRUGS3_260
00D6: if or
8248:   not model #FORKLIFT available 
8248:   not model #MULE available 
87C1:   not path 342 available 
004D: jump_if_false @DRUGS3_297 
0001: wait 0 ms 
0002: jump @DRUGS3_260 

:DRUGS3_297
00D6: if or
8248:   not model #SEC_KEYPAD available 
8248:   not model #MP5LNG available 
8248:   not model #KMB_RAMP available 
8248:   not model #BANSHEE available 
8248:   not model #PCJ600 available 
004D: jump_if_false @DRUGS3_344 
0001: wait 0 ms 
0002: jump @DRUGS3_297 

:DRUGS3_344
03C7: unknown_maybe_cops_density 0.1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
060A: unknown_create_entity 0 52@ 
0708: unknown_add_entity_item 52@ 7 
0709: unknown_set_entity_item 52@ 7 1000 50.0 50.0 50.0 50.0 1 1 
060A: unknown_create_entity 3 53@ 
00A1: put_actor $PLAYER_ACTOR at 1038.0 -1339.0 12.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 1.0 
0373: set_camera_directly_behind_player 
0A0B: (unknown) 1038.0 -1340.99 13.94 1.0 
016A: fade 1 1500 ms 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 181@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0006: 183@ = 0 // integer values 
0006: 184@ = 0 // integer values 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 
0006: 187@ = 0 // integer values 
00D6: if 
0018:   $6703 > 0 // integer values 
004D: jump_if_false @DRUGS3_850 
0950: trip_skip 2263.378 -2226.33 12.4 angle 47.416 

:DRUGS3_850
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DRUGS3_876 
0002: jump @DRUGS3_19361 

:DRUGS3_876
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @DRUGS3_937 
018A: 137@ = create_checkpoint_at 2247.639 -2202.144 12.59 
00BC: text_highpriority 'CSH3_1' 7000 ms 1  // ~s~Menj a ~y~dokkba~w~, ott zletelnek az oroszok s a Ballas.
0006: 141@ = 1 // integer values 

:DRUGS3_937
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @DRUGS3_3398 
00D6: if 
00EC:   actor $PLAYER_ACTOR 1 2247.639 -2202.144 radius 3.0 3.0 
004D: jump_if_false @DRUGS3_3398 
00D6: if 
0038:   $6703 == 0 // integer values 
004D: jump_if_false @DRUGS3_1018 
0004: $6703 = 1 // integer values 

:DRUGS3_1018
0951: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06D0: (unknown) 0 
016A: fade 0 500 ms 

:DRUGS3_1038
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_1062 
0001: wait 0 ms 
0002: jump @DRUGS3_1038 

:DRUGS3_1062
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS3_1126 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
02AC: set_car $TEMPVAR_ACTOR_CAR immunities 0 1 1 0 0 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 128.0 
0224: set_car $TEMPVAR_ACTOR_CAR health_to 2000 
0002: jump @DRUGS3_1136 

:DRUGS3_1126
0173: set_actor $PLAYER_ACTOR z_angle_to 128.0 

:DRUGS3_1136
0395: clear_area 1 at 2174.896 -2258.914 150.0 range 150.0 
0247: request_model #IMCMPTRKDRL_LAS 
0247: request_model #IMCMPTRKDRR_LAS 
0247: request_model #IMCOMPMOVEDR1_LAS 
0247: request_model #WMYMECH 
0247: request_model #COLT45 
0247: request_model #BARREL4 
07C0: load_path 310 
07C0: load_path 328 
07C0: load_path 329 
07C0: load_path 309 
07C0: load_path 347 
038B: load_requested_models 

:DRUGS3_1216
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #COLT45 available 
8248:   not model #BARREL4 available 
004D: jump_if_false @DRUGS3_1252 
0001: wait 0 ms 
0002: jump @DRUGS3_1216 

:DRUGS3_1252
00D6: if or
87C1:   not path 310 available 
87C1:   not path 328 available 
87C1:   not path 329 available 
87C1:   not path 309 available 
004D: jump_if_false @DRUGS3_1294 
0001: wait 0 ms 
0002: jump @DRUGS3_1252 

:DRUGS3_1294
00D6: if or
87C1:   not path 347 available 
8248:   not model #IMCMPTRKDRL_LAS available 
8248:   not model #IMCMPTRKDRR_LAS available 
8248:   not model #IMCOMPMOVEDR1_LAS available 
004D: jump_if_false @DRUGS3_1336 
0001: wait 0 ms 
0002: jump @DRUGS3_1294 

:DRUGS3_1336
03CB: set_camera 2212.02 -2225.45 12.24 
0107: 34@ = create_object #IMCMPTRKDRL_LAS at 2192.925 -2231.824 14.205 
0107: 35@ = create_object #IMCMPTRKDRR_LAS at 2195.072 -2229.589 14.205 
0177: set_object 34@ z_angle_to 135.0 
0177: set_object 35@ z_angle_to 85.0 
0107: 36@ = create_object #IMCMPTRKDRL_LAS at 2200.184 -2224.419 14.205 
0107: 37@ = create_object #IMCMPTRKDRR_LAS at 2202.432 -2222.266 14.205 
0177: set_object 36@ z_angle_to 135.0 
0177: set_object 37@ z_angle_to 85.0 
0107: 38@ = create_object #IMCMPTRKDRL_LAS at 2207.766 -2217.281 14.205 
0107: 39@ = create_object #IMCMPTRKDRR_LAS at 2210.014 -2215.058 14.205 
0177: set_object 38@ z_angle_to 135.0 
0177: set_object 39@ z_angle_to 85.0 
0107: 40@ = create_object #IMCMPTRKDRL_LAS at 2215.096 -2210.761 14.205 
0107: 41@ = create_object #IMCMPTRKDRR_LAS at 2217.344 -2208.537 14.205 
0177: set_object 40@ z_angle_to 135.0 
0177: set_object 41@ z_angle_to 85.0 
029B: 42@ = init_object #KMB_RAMP at 2193.418 -2231.352 14.183 
029B: 43@ = init_object #KMB_RAMP at 2194.642 -2230.128 14.183 
029B: 44@ = init_object #KMB_RAMP at 2200.686 -2224.019 14.183 
029B: 45@ = init_object #KMB_RAMP at 2201.91 -2222.795 14.183 
029B: 46@ = init_object #KMB_RAMP at 2208.243 -2216.833 14.183 
029B: 47@ = init_object #KMB_RAMP at 2209.468 -2215.609 14.183 
029B: 48@ = init_object #KMB_RAMP at 2215.489 -2210.406 14.183 
029B: 49@ = init_object #KMB_RAMP at 2216.713 -2209.182 14.183 
0453: object 42@ set_rotation 0.0 0.0 45.0 
0453: object 43@ set_rotation 0.0 0.0 45.0 
0453: object 44@ set_rotation 0.0 0.0 45.0 
0453: object 45@ set_rotation 0.0 0.0 45.0 
0453: object 46@ set_rotation 0.0 0.0 45.0 
0453: object 47@ set_rotation 0.0 0.0 45.0 
0453: object 48@ set_rotation 0.0 0.0 45.0 
0453: object 49@ set_rotation 0.0 0.0 45.0 
029B: 50@ = init_object #IMCOMPMOVEDR1_LAS at 2178.073 -2254.384 15.9 
0177: set_object 50@ z_angle_to 224.0 
0107: 51@ = create_object #SEC_KEYPAD at 2174.896 -2258.914 15.0 
0550: keep_object 51@ in_memory 1 
0177: set_object 51@ z_angle_to 35.23 
071F: set_object 51@ mass 10 
0875: (unknown) 51@ 1 
0107: 73@ = create_object #BARREL4 at 2187.538 -2255.581 12.51 
0875: (unknown) 73@ 1 
00A5: 58@ = create_car #MULE at 2175.94 -2268.1 12.66 
0175: set_car 58@ z_angle_to 48.24 
0224: set_car 58@ health_to 450 
00A5: 59@ = create_car #MULE at 2159.395 -2295.29 12.688 
0175: set_car 59@ z_angle_to 44.51 
0224: set_car 59@ health_to 450 
00A5: 60@ = create_car #FORKLIFT at 2174.87 -2289.22 12.06 
0175: set_car 60@ z_angle_to 321.59 
0129: 62@ = create_actor 24 #WMYMECH in_car 60@ driverseat 
04E0: car 60@ abandon_path_radius 150 
060B: unknown_actor_use_entity 62@ 52@ 
00A5: 61@ = create_car #FORKLIFT at 2193.25 -2256.4 12.25 
0175: set_car 61@ z_angle_to 266.92 
0129: 63@ = create_actor 24 #WMYMECH in_car 61@ driverseat 
04E0: car 61@ abandon_path_radius 150 
060B: unknown_actor_use_entity 63@ 52@ 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_2503 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_2503 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_2503 
0107: 71@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0875: (unknown) 71@ 1 
0107: 72@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: (unknown) 72@ 1 
0681: attach_object 71@ to_car 60@ at_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ at_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 62@ drive_car 60@ to 2179.49 -2280.46 14.03 speed 5.0 0 0 3 

:DRUGS3_2503
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_2724 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_2724 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_2724 
0107: 69@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0875: (unknown) 69@ 1 
0107: 70@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: (unknown) 70@ 1 
0681: attach_object 69@ to_car 61@ at_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ at_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 63@ drive_car 61@ to 2209.1 -2253.64 12.25 speed 6.0 0 0 3 

:DRUGS3_2724
00A5: 54@ = create_car #BANSHEE at 2207.7 -2246.157 12.597 
0129: 83@ = create_actor 24 #WMYMECH in_car 54@ driverseat 
060B: unknown_actor_use_entity 83@ 52@ 
00A5: 55@ = create_car #PCJ600 at 2212.9 -2241.6 12.59 
0129: 84@ = create_actor 24 #WMYMECH in_car 55@ driverseat 
060B: unknown_actor_use_entity 84@ 52@ 
00A5: 56@ = create_car #BANSHEE at 2218.87 -2234.29 12.6 
0129: 85@ = create_actor 24 #WMYMECH in_car 56@ driverseat 
060B: unknown_actor_use_entity 85@ 52@ 
00A5: 57@ = create_car #PCJ600 at 2224.3 -2228.19 12.597 
0129: 86@ = create_actor 24 #WMYMECH in_car 57@ driverseat 
060B: unknown_actor_use_entity 86@ 52@ 
009A: 64@ = create_actor 24 #WMYMECH at 2181.97 -2252.695 13.82 
0173: set_actor 64@ z_angle_to 231.26 
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 64@ 52@ 
02E2: set_actor 64@ weapon_accuracy_to 30 
009A: 65@ = create_actor 24 #WMYMECH at 2189.65 -2250.05 12.597 
0173: set_actor 65@ z_angle_to 229.24 
060B: unknown_actor_use_entity 65@ 52@ 
01B2: give_actor 65@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 65@ weapon_accuracy_to 30 
009A: 66@ = create_actor 24 #WMYMECH at 2193.126 -2233.95 12.59 
0173: set_actor 66@ z_angle_to 249.77 
060B: unknown_actor_use_entity 66@ 52@ 
01B2: give_actor 66@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 66@ weapon_accuracy_to 30 
009A: 67@ = create_actor 24 #WMYMECH at 2199.71 -2257.841 12.597 
0173: set_actor 67@ z_angle_to 347.22 
060B: unknown_actor_use_entity 67@ 52@ 
01B2: give_actor 67@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 67@ weapon_accuracy_to 30 
009A: 68@ = create_actor 24 #WMYMECH at 2200.2 -2256.49 12.597 
0173: set_actor 68@ z_angle_to 168.1 
0677: AS_actor 67@ chat_with_actor 68@ 1 1 
060B: unknown_actor_use_entity 68@ 52@ 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 68@ weapon_accuracy_to 30 
0677: AS_actor 68@ chat_with_actor 67@ 0 1 
015F: set_camera_position 2256.623 -2213.522 23.0389 0.0 0.0 0.0 
0160: point_camera 2255.702 -2213.832 22.8027 2 
02A3: toggle_widescreen 1 
016A: fade 1 500 ms 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_3391 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @DRUGS3_3391 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @DRUGS3_3391 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @DRUGS3_3391 
05EB: assign_vehicle 55@ to_path 310 
05EB: assign_vehicle 56@ to_path 328 
05EB: assign_vehicle 57@ to_path 329 
05EB: assign_vehicle 54@ to_path 309 
00BC: text_highpriority 'CSH3_2' 5000 ms 1  // ~s~Az oroszok s a Ballas bent tallkoznak, a raktr hts rszben.

:DRUGS3_3391
0006: 141@ = 2 // integer values 

:DRUGS3_3398
00D6: if 
0039:   141@ == 2 // integer values 
004D: jump_if_false @DRUGS3_3490 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_3483 
00D6: if 
060E:   car 54@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS3_3483 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_3483 
05ED: (unknown) 54@ 
0006: 32@ = 0 // integer values 
0006: 141@ = 3 // integer values 

:DRUGS3_3483
0707: start_scene_skip_to @DRUGS3_5144 

:DRUGS3_3490
00D6: if 
0039:   141@ == 3 // integer values 
004D: jump_if_false @DRUGS3_3679 
00D6: if 
0019:   32@ > 5499 // integer values 
004D: jump_if_false @DRUGS3_3679 
015F: set_camera_position 2207.014 -2244.207 13.7376 0.0 0.0 0.0 
0160: point_camera 2206.333 -2243.486 13.613 2 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_3628 
0605: actor 66@ perform_animation_sequence "HANDSUP" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:DRUGS3_3628
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_3679 
00D6: if 
060E:   car 54@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS3_3679 
05EE: (unknown) 54@ 
0006: 32@ = 0 // integer values 
0006: 141@ = 4 // integer values 

:DRUGS3_3679
00D6: if 
0039:   141@ == 4 // integer values 
004D: jump_if_false @DRUGS3_3833 
00D6: if 
0019:   32@ > 1799 // integer values 
004D: jump_if_false @DRUGS3_3833 
015F: set_camera_position 2205.371 -2235.253 14.1153 0.0 0.0 0.0 
0160: point_camera 2204.374 -2235.265 14.0397 2 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_3819 
0605: actor 66@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:DRUGS3_3819
0006: 32@ = 0 // integer values 
0006: 141@ = 5 // integer values 

:DRUGS3_3833
00D6: if 
0039:   141@ == 5 // integer values 
004D: jump_if_false @DRUGS3_4088 
00D6: if 
0019:   32@ > 3150 // integer values 
004D: jump_if_false @DRUGS3_4088 
00BC: text_highpriority 'CSH3_3' 7000 ms 2  // ~s~Ki kell tallnotok, hogy juttok be.
015F: set_camera_position 2210.3 -2254.067 16.7105 0.0 0.0 0.0 
0160: point_camera 2209.311 -2254.181 16.6143 2 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS3_3989 
0605: actor 68@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:DRUGS3_3989
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_4074 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_4074 
00D6: if 
8448:   not actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_4074 
05D1: AS_actor 62@ drive_car 60@ to 2187.88 -2265.11 12.6 speed 6.0 0 0 3 

:DRUGS3_4074
0006: 32@ = 0 // integer values 
0006: 141@ = 6 // integer values 

:DRUGS3_4088
00D6: if 
0019:   32@ > 2999 // integer values 
004D: jump_if_false @DRUGS3_5126 
00D6: if 
0039:   141@ == 6 // integer values 
004D: jump_if_false @DRUGS3_5126 
009A: 87@ = create_actor 24 #WMYMECH at 2177.95 -2261.002 13.818 
0173: set_actor 87@ z_angle_to 45.4 
060B: unknown_actor_use_entity 87@ 52@ 
015F: set_camera_position 2187.079 -2255.27 15.5563 0.0 0.0 0.0 
0160: point_camera 2186.082 -2255.316 15.5002 2 
0615: define_action_sequences 75@ 
05D3: AS_actor -1 go_to_point 2175.29 -2259.22 14.8 speed 6 -1 ms 
0605: actor -1 perform_animation_sequence "ATM" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 75@ 
0618: assign_actor 87@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @DRUGS3_4345 
0605: actor 64@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:DRUGS3_4345
00D6: if 
8039:   not  142@ == 6 // integer values 
004D: jump_if_false @DRUGS3_5119 
0001: wait 0 ms 
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @DRUGS3_4453 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4453 
00D6: if 
00F0:   actor 87@ stopped 0 2175.29 -2259.22 radius 3.0 3.0 
004D: jump_if_false @DRUGS3_4453 
0006: 33@ = 0 // integer values 
0006: 142@ = 1 // integer values 

:DRUGS3_4453
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @DRUGS3_4583 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4583 
00D6: if 
00F0:   actor 87@ stopped 0 2175.29 -2259.22 radius 3.0 3.0 
004D: jump_if_false @DRUGS3_4583 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DRUGS3_4583 
05D4: AS_actor 87@ rotate_angle 308.1 
097B: play_sound 50@ on_object 1035 
0006: 33@ = 0 // integer values 
0006: 159@ = 1 // integer values 
0006: 142@ = 2 // integer values 

:DRUGS3_4583
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @DRUGS3_4686 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4686 
062E: (unknown) 87@ 1492 77@ 
00D6: if or
04A4:   77@ == 7 // integer values OR floating-point values 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DRUGS3_4686 
05D3: AS_actor 87@ go_to_point 2179.523 -2256.364 14.81 speed 6 5000 ms 
0006: 159@ = 2 // integer values 

:DRUGS3_4686
00D6: if 
0039:   142@ == 2 // integer values 
004D: jump_if_false @DRUGS3_4799 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4799 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_4799 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.15 flag 0 
004D: jump_if_false @DRUGS3_4799 
097B: play_sound 50@ on_object 1036 
0006: 142@ = 3 // integer values 

:DRUGS3_4799
00D6: if 
0039:   142@ == 3 // integer values 
004D: jump_if_false @DRUGS3_4903 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4903 
00D6: if 
00ED:   actor 87@ 0 2179.522 -2256.364 radius 1.0 1.0 
004D: jump_if_false @DRUGS3_4903 
05D3: AS_actor 87@ go_to_point 2173.5 -2250.35 14.81 speed 6 5000 ms 
0006: 142@ = 4 // integer values 

:DRUGS3_4903
00D6: if 
0039:   142@ == 4 // integer values 
004D: jump_if_false @DRUGS3_5015 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_5015 
00D6: if 
00ED:   actor 87@ 0 2174.31 -2251.09 radius 1.0 1.0 
004D: jump_if_false @DRUGS3_5015 
05D3: AS_actor 87@ go_to_point 2168.66 -2254.904 14.59 speed 6 5000 ms 
097B: play_sound 50@ on_object 1035 
0006: 142@ = 5 // integer values 

:DRUGS3_5015
00D6: if 
0039:   142@ == 5 // integer values 
004D: jump_if_false @DRUGS3_5112 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_5112 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 15.9 speed 0.0 0.0 0.15 flag 0 
004D: jump_if_false @DRUGS3_5112 
097B: play_sound 50@ on_object 1036 
0006: 142@ = 6 // integer values 

:DRUGS3_5112
0002: jump @DRUGS3_4345 

:DRUGS3_5119
0006: 141@ = 7 // integer values 

:DRUGS3_5126
00D6: if 
0039:   141@ == 7 // integer values 
004D: jump_if_false @DRUGS3_6312 

:DRUGS3_5144
0701: end_scene_skip 
016A: fade 0 500 ms 

:DRUGS3_5153
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_5177 
0001: wait 0 ms 
0002: jump @DRUGS3_5153 

:DRUGS3_5177
097B: play_sound 50@ on_object 1036 
0006: 159@ = 0 // integer values 
05EC: release_vehicle 54@ from_path 
05EC: release_vehicle 55@ from_path 
05EC: release_vehicle 56@ from_path 
05EC: release_vehicle 57@ from_path 
0108: destroy_object 50@ 
0108: destroy_object 42@ 
0108: destroy_object 43@ 
0108: destroy_object 44@ 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
0108: destroy_object 49@ 
0108: destroy_object 34@ 
0108: destroy_object 35@ 
0108: destroy_object 36@ 
0108: destroy_object 37@ 
0108: destroy_object 38@ 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
0108: destroy_object 41@ 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
00A6: destroy_car 56@ 
00A6: destroy_car 57@ 
00A6: destroy_car 60@ 
00A6: destroy_car 61@ 
009B: destroy_actor_instantly 62@ 
009B: destroy_actor_instantly 63@ 
0108: destroy_object 69@ 
0108: destroy_object 70@ 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
009B: destroy_actor_instantly 83@ 
009B: destroy_actor_instantly 84@ 
009B: destroy_actor_instantly 85@ 
009B: destroy_actor_instantly 86@ 
009B: destroy_actor_instantly 87@ 
0395: clear_area 0 at 2192.925 -2231.824 100.0 range 100.0 
0107: 34@ = create_object #IMCMPTRKDRL_LAS at 2192.925 -2231.824 14.205 
0107: 35@ = create_object #IMCMPTRKDRR_LAS at 2195.072 -2229.589 14.205 
0177: set_object 34@ z_angle_to 315.0 
0177: set_object 35@ z_angle_to 315.0 
0107: 36@ = create_object #IMCMPTRKDRL_LAS at 2200.184 -2224.419 14.205 
0107: 37@ = create_object #IMCMPTRKDRR_LAS at 2202.432 -2222.266 14.205 
0177: set_object 36@ z_angle_to 315.0 
0177: set_object 37@ z_angle_to 315.0 
0107: 38@ = create_object #IMCMPTRKDRL_LAS at 2207.766 -2217.281 14.205 
0107: 39@ = create_object #IMCMPTRKDRR_LAS at 2210.014 -2215.058 14.205 
0177: set_object 38@ z_angle_to 315.0 
0177: set_object 39@ z_angle_to 315.0 
0107: 40@ = create_object #IMCMPTRKDRL_LAS at 2215.096 -2210.761 14.205 
0107: 41@ = create_object #IMCMPTRKDRR_LAS at 2217.344 -2208.537 14.205 
0177: set_object 40@ z_angle_to 315.0 
0177: set_object 41@ z_angle_to 315.0 
029B: 50@ = init_object #IMCOMPMOVEDR1_LAS at 2178.073 -2254.384 15.9 
0177: set_object 50@ z_angle_to 224.0 
00A5: 60@ = create_car #FORKLIFT at 2176.89 -2291.75 12.25 
0175: set_car 60@ z_angle_to 321.59 
0129: 62@ = create_actor 24 #WMYMECH in_car 60@ driverseat 
01B2: give_actor 62@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 62@ weapon_accuracy_to 30 
04E0: car 60@ abandon_path_radius 150 
060B: unknown_actor_use_entity 62@ 52@ 
0224: set_car 60@ health_to 600 
02AA: set_car 60@ immune_to_nonplayer 1 
00A5: 61@ = create_car #FORKLIFT at 2210.81 -2253.72 12.598 
0175: set_car 61@ z_angle_to 71.09 
0129: 63@ = create_actor 24 #WMYMECH in_car 61@ driverseat 
01B2: give_actor 63@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 63@ weapon_accuracy_to 30 
04E0: car 61@ abandon_path_radius 150 
060B: unknown_actor_use_entity 63@ 52@ 
02AA: set_car 61@ immune_to_nonplayer 1 
0224: set_car 61@ health_to 600 
0107: 69@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0107: 70@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: (unknown) 69@ 1 
0875: (unknown) 70@ 1 
0681: attach_object 69@ to_car 61@ at_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ at_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2186.507 -2244.993 15.81 
0213: 134@ = create_pickup #BODYARMOUR type 3 at 2146.559 -2244.46 13.58 
0213: 135@ = create_pickup #HEALTH type 3 at 2158.82 -2232.747 13.59 
0247: request_model #BALLAS1 
0247: request_model #IMY_BBOX 
04ED: load_animation "SWAT" 
04ED: load_animation "DODGE" 
07C0: load_path 347 
023C: request_special_actor 'ANDRE' as 1 
038B: load_requested_models 

:DRUGS3_6144
00D6: if or
8248:   not model #BALLAS1 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #IMY_BBOX available 
87C1:   not path 347 available 
004D: jump_if_false @DRUGS3_6188 
0001: wait 0 ms 
0002: jump @DRUGS3_6144 

:DRUGS3_6188
00D6: if or
84EE:   not animation "DODGE" loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DRUGS3_6223 
0001: wait 0 ms 
0002: jump @DRUGS3_6188 

:DRUGS3_6223
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0164: disable_marker 137@ 
018A: 137@ = create_checkpoint_at 2178.38 -2254.89 13.81 
016A: fade 1 500 ms 
029B: 111@ = init_object #IMY_LA_DOOR at 2118.088 -2274.635 20.867 
0177: set_object 111@ z_angle_to 225.0 
0006: 141@ = 8 // integer values 

:DRUGS3_6312
00D6: if 
0039:   141@ == 8 // integer values 
004D: jump_if_false @DRUGS3_9925 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @DRUGS3_6434 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_6434 
00D6: if 
8366:   not object 51@ blown_up 
004D: jump_if_false @DRUGS3_6434 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object 51@ offset 15.0 15.0 4.0 unknown 0 
004D: jump_if_false @DRUGS3_6434 
03E5: text_box 'CSH3_7'  // Az ajt zrva van. Ldd szt a riasztt, hogy kinyljon.
0006: 149@ = 1 // integer values 

:DRUGS3_6434
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @DRUGS3_6538 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_6538 
00D6: if 
8366:   not object 51@ blown_up 
004D: jump_if_false @DRUGS3_6538 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object 51@ offset 5.0 5.0 4.0 unknown 0 
004D: jump_if_false @DRUGS3_6538 
03E5: text_box 'CSH3_7'  // Az ajt zrva van. Ldd szt a riasztt, hogy kinyljon.
0006: 149@ = 2 // integer values 

:DRUGS3_6538
00D6: if 
0039:   149@ == 2 // integer values 
004D: jump_if_false @DRUGS3_6631 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_6631 
00D6: if 
8366:   not object 51@ blown_up 
004D: jump_if_false @DRUGS3_6631 
00D6: if 
8474:   not actor $PLAYER_ACTOR near_object 51@ offset 5.0 5.0 4.0 unknown 0 
004D: jump_if_false @DRUGS3_6631 
0006: 149@ = 1 // integer values 

:DRUGS3_6631
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_6672 
00D6: if 
0366:   object 51@ blown_up 
004D: jump_if_false @DRUGS3_6672 
00BE: text_clear_all 
0006: 141@ = 9 // integer values 

:DRUGS3_6672
00D6: if 
0039:   147@ == 0 // integer values 
004D: jump_if_false @DRUGS3_9007 
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @DRUGS3_6783 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @DRUGS3_6783 
00D6: if 
05F6:   $PLAYER_ACTOR 2198.686 -2180.832 2116.212 -2263.317 82.0 0 
004D: jump_if_false @DRUGS3_6783 
0006: 144@ = 1 // integer values 
0006: 145@ = 1 // integer values 

:DRUGS3_6783
00D6: if 
05F6:   $PLAYER_ACTOR 2172.36 -2207.176 2116.212 -2263.317 82.0 0 
004D: jump_if_false @DRUGS3_6849 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS3_6849 
0006: 147@ = 1 // integer values 

:DRUGS3_6849
00D6: if 
05F6:   $PLAYER_ACTOR 2198.686 -2180.832 2116.212 -2263.317 82.0 0 
004D: jump_if_false @DRUGS3_6938 
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @DRUGS3_6915 
0006: 147@ = 1 // integer values 

:DRUGS3_6915
00D6: if 
068C: (unknown) $PLAYER_CHAR 
004D: jump_if_false @DRUGS3_6938 
0006: 147@ = 1 // integer values 

:DRUGS3_6938
00D6: if 
056D:   carcass_of_actor 62@ valid 
004D: jump_if_false @DRUGS3_6980 
00D6: if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_6980 
0006: 147@ = 1 // integer values 

:DRUGS3_6980
00D6: if 
056D:   carcass_of_actor 63@ valid 
004D: jump_if_false @DRUGS3_7022 
00D6: if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7022 
0006: 147@ = 1 // integer values 

:DRUGS3_7022
00D6: if 
056D:   carcass_of_actor 64@ valid 
004D: jump_if_false @DRUGS3_7064 
00D6: if 
051A:   actor 64@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7064 
0006: 147@ = 1 // integer values 

:DRUGS3_7064
00D6: if 
056D:   carcass_of_actor 65@ valid 
004D: jump_if_false @DRUGS3_7106 
00D6: if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7106 
0006: 147@ = 1 // integer values 

:DRUGS3_7106
00D6: if 
056D:   carcass_of_actor 66@ valid 
004D: jump_if_false @DRUGS3_7148 
00D6: if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7148 
0006: 147@ = 1 // integer values 

:DRUGS3_7148
00D6: if 
056D:   carcass_of_actor 67@ valid 
004D: jump_if_false @DRUGS3_7190 
00D6: if 
051A:   actor 67@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7190 
0006: 147@ = 1 // integer values 

:DRUGS3_7190
00D6: if 
056D:   carcass_of_actor 68@ valid 
004D: jump_if_false @DRUGS3_7232 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7232 
0006: 147@ = 1 // integer values 

:DRUGS3_7232
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @DRUGS3_7350 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_7350 
00D6: if 
05F6:   $PLAYER_ACTOR 2198.686 -2180.832 2116.212 -2263.317 82.0 0 
004D: jump_if_false @DRUGS3_7350 
06A8: AS_actor 66@ run_to_and_look_at_actor $PLAYER_ACTOR approach_distance 1.5 approach_angle 0.0 -1 ms 
03CF: load_wav 11008 as 1 
03CF: load_wav 11010 as 2 
0006: 145@ = 2 // integer values 

:DRUGS3_7350
00D6: if 
0039:   145@ == 2 // integer values 
004D: jump_if_false @DRUGS3_7436 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_7436 
00D6: if 
00F2:   actor 66@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
004D: jump_if_false @DRUGS3_7436 
0949: link_wav 1 to_actor 66@ 
0949: link_wav 2 to_actor 66@ 
0006: 145@ = 3 // integer values 

:DRUGS3_7436
00D6: if 
0039:   145@ == 3 // integer values 
004D: jump_if_false @DRUGS3_7512 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_7512 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS3_7512 
03D1: play_wav 1 
00BC: text_highpriority 'CRA3_EA' 3000 ms 1  // ~z~H, ki a fasz vagy?
0006: 145@ = 4 // integer values 

:DRUGS3_7512
00D6: if 
0039:   145@ == 4 // integer values 
004D: jump_if_false @DRUGS3_7609 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_7609 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS3_7609 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS3_7609 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'CRA3_EC' 3000 ms 1  // ~z~Oda dugod az orrod, ahova nem kne!
0006: 145@ = 5 // integer values 

:DRUGS3_7609
00D6: if 
0039:   145@ == 5 // integer values 
004D: jump_if_false @DRUGS3_7658 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS3_7658 
00BE: text_clear_all 
0006: 147@ = 1 // integer values 
0006: 145@ = 6 // integer values 

:DRUGS3_7658
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @DRUGS3_7784 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_7784 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_7784 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_7784 
00D6: if 
02CA:   car 61@ bounding_sphere_visible 
004D: jump_if_false @DRUGS3_7784 
05D1: AS_actor 63@ drive_car 61@ to 2195.84 -2251.522 12.598 speed 5.0 0 0 3 
0006: 144@ = 2 // integer values 

:DRUGS3_7784
00D6: if 
0039:   144@ == 2 // integer values 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
01AE:   car 61@ stopped 0 2195.84 -2251.522 radius 3.0 3.0 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_7958 
05BF: AS_actor 63@ look_at_actor 65@ 30000 ms 
05D3: AS_actor 65@ go_to_point 2197.896 -2249.251 12.59 speed 4 -1 ms 

:DRUGS3_7958
0006: 144@ = 3 // integer values 

:DRUGS3_7965
00D6: if 
0039:   144@ == 3 // integer values 
004D: jump_if_false @DRUGS3_8097 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_8097 
00D6: if 
0449:   actor 63@ in_a_car 
004D: jump_if_false @DRUGS3_8097 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_8097 
00D6: if 
00F0:   actor 65@ stopped 0 2197.896 -2249.251 radius 3.0 3.0 
004D: jump_if_false @DRUGS3_8097 
0639: AS_actor 65@ rotate_to_actor 63@ 
05BF: AS_actor 63@ look_at_actor 65@ 60000 ms 
0006: 144@ = 4 // integer values 

:DRUGS3_8097
00D6: if 
0039:   144@ == 4 // integer values 
004D: jump_if_false @DRUGS3_8244 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_8244 
00D6: if 
0449:   actor 63@ in_a_car 
004D: jump_if_false @DRUGS3_8244 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_8244 
00D6: if 
00F0:   actor 65@ stopped 0 2197.896 -2249.251 radius 3.0 3.0 
004D: jump_if_false @DRUGS3_8244 
0605: actor 65@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 144@ = 5 // integer values 

:DRUGS3_8244
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @DRUGS3_8320 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8320 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8320 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8320 
0006: 143@ = 1 // integer values 

:DRUGS3_8320
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @DRUGS3_8563 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8563 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8563 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8563 
00D6: if 
07C1:   path 347 available 
004D: jump_if_false @DRUGS3_8563 
085E: assign_vehicle 60@ to_looped_path 347 
0107: 71@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0107: 72@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0681: attach_object 71@ to_car 60@ at_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ at_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0875: (unknown) 71@ 1 
0875: (unknown) 72@ 1 
0006: 146@ = 1 // integer values 
0006: 143@ = 2 // integer values 

:DRUGS3_8563
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @DRUGS3_8662 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8662 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8662 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8662 
00D6: if 
860E:   not car 60@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS3_8662 
0006: 32@ = 0 // integer values 
0006: 143@ = 3 // integer values 

:DRUGS3_8662
00D6: if 
0039:   143@ == 3 // integer values 
004D: jump_if_false @DRUGS3_8757 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8757 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8757 
00D6: if 
00DB:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8757 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @DRUGS3_8757 
0006: 143@ = 0 // integer values 

:DRUGS3_8757
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @DRUGS3_8881 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8881 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8881 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8881 
00D6: if 
01AD:   car 60@ 0 2179.18 -2270.92 2.0 2.0 
004D: jump_if_false @DRUGS3_8881 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
0006: 146@ = 0 // integer values 

:DRUGS3_8881
00D6: if 
001B:   4 > 143@ // integer values 
004D: jump_if_false @DRUGS3_9007 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8995 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8976 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8957 
0002: jump @DRUGS3_8969 

:DRUGS3_8957
05EC: release_vehicle 60@ from_path 
0006: 143@ = 4 // integer values 

:DRUGS3_8969
0002: jump @DRUGS3_8988 

:DRUGS3_8976
05EC: release_vehicle 60@ from_path 
0006: 143@ = 4 // integer values 

:DRUGS3_8988
0002: jump @DRUGS3_9007 

:DRUGS3_8995
05EC: release_vehicle 60@ from_path 
0006: 143@ = 4 // integer values 

:DRUGS3_9007
00D6: if 
0039:   147@ == 1 // integer values 
004D: jump_if_false @DRUGS3_9461 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @DRUGS3_9086 
0085: 112@ = 67@ // integer values and handles 
0007: 116@ = 2203.12 // floating-point values 
0007: 117@ = -2264.767 // floating-point values 
0007: 118@ = 14.0 // floating-point values 
0050: gosub @DRUGS3_18833 

:DRUGS3_9086
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS3_9147 
0085: 112@ = 68@ // integer values and handles 
0007: 116@ = 2188.586 // floating-point values 
0007: 117@ = -2258.273 // floating-point values 
0007: 118@ = 14.0 // floating-point values 
0050: gosub @DRUGS3_18706 

:DRUGS3_9147
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_9208 
0085: 112@ = 65@ // integer values and handles 
0007: 116@ = 2207.985 // floating-point values 
0007: 117@ = -2244.51 // floating-point values 
0007: 118@ = 14.0 // floating-point values 
0050: gosub @DRUGS3_18833 

:DRUGS3_9208
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_9232 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 

:DRUGS3_9232
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @DRUGS3_9263 
0085: 112@ = 64@ // integer values and handles 
0050: gosub @DRUGS3_18882 

:DRUGS3_9263
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_9361 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_9361 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_9361 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_9361 
05EC: release_vehicle 60@ from_path 
06E1: unknown_action_sequence 62@ 60@ -1 2 6.0 3 
0006: 185@ = 1 // integer values 

:DRUGS3_9361
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_9454 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_9454 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_9454 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_9454 
06E1: unknown_action_sequence 63@ 61@ -1 2 5.0 3 
0006: 186@ = 1 // integer values 

:DRUGS3_9454
0006: 147@ = 2 // integer values 

:DRUGS3_9461
00D6: if 
0039:   185@ == 1 // integer values 
004D: jump_if_false @DRUGS3_9569 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_9569 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_9569 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_9569 
00D6: if 
0A1B: (unknown) 62@ $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_9569 
06C7: unknown_action_sequence 62@ 60@ 3 2000 
0006: 185@ = 2 // integer values 

:DRUGS3_9569
00D6: if 
0039:   185@ == 2 // integer values 
004D: jump_if_false @DRUGS3_9693 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_9693 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_9693 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_9693 
062E: (unknown) 62@ 1735 132@ 
00D6: if 
04A4:   132@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS3_9693 
06E1: unknown_action_sequence 62@ 60@ -1 2 6.0 3 
0006: 185@ = 1 // integer values 

:DRUGS3_9693
00D6: if 
0039:   186@ == 1 // integer values 
004D: jump_if_false @DRUGS3_9801 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_9801 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_9801 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_9801 
00D6: if 
0A1B: (unknown) 63@ $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_9801 
06C7: unknown_action_sequence 63@ 61@ 3 2000 
0006: 186@ = 2 // integer values 

:DRUGS3_9801
00D6: if 
0039:   186@ == 2 // integer values 
004D: jump_if_false @DRUGS3_9925 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_9925 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_9925 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_9925 
062E: (unknown) 63@ 1735 132@ 
00D6: if 
04A4:   132@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS3_9925 
06E1: unknown_action_sequence 63@ 61@ -1 2 6.0 3 
0006: 186@ = 1 // integer values 

:DRUGS3_9925
00D6: if 
0039:   141@ == 9 // integer values 
004D: jump_if_false @DRUGS3_10758 
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @DRUGS3_10758 
00BC: text_highpriority 'CSH3_13' 5000 ms 1  // ~s~Htul, az ~r~irodban ~s~lesz a tallka.
0108: destroy_object 51@ 
0249: release_model #SEC_KEYPAD 
018C: play_sound 65535 at 2181.127 -2251.999 14.036 
018D: 76@ = create_sound 65535 at 2181.127 -2251.999 14.036 
0164: disable_marker 137@ 
0828: (unknown) 0 
009A: 101@ = create_actor 23 #SPECIAL01 at 2125.8 -2274.24 19.67 
0173: set_actor 101@ z_angle_to 221.579 
060B: unknown_actor_use_entity 101@ 52@ 
0223: set_actor 101@ health_to 1000 
08AF: (unknown) 101@ 1000 
03FE: set_actor 101@ money 3000 
0446: set_actor 101@ immune_to_headshots 0 
0946: (unknown) 101@ 1 
0187: 138@ = create_marker_above_actor 101@ 
009A: 109@ = create_actor 24 #BALLAS1 at 2129.216 -2281.78 19.6719 
0173: set_actor 109@ z_angle_to 314.7061 
060B: unknown_actor_use_entity 109@ 52@ 
01B2: give_actor 109@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: actor 109@ weapon_skill 2 
02E2: set_actor 109@ weapon_accuracy_to 20 
0223: set_actor 109@ health_to 50 
009A: 110@ = create_actor 24 #BALLAS1 at 2124.154 -2277.243 19.6719 
0173: set_actor 110@ z_angle_to 241.1202 
060B: unknown_actor_use_entity 110@ 52@ 
01B2: give_actor 110@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: actor 110@ weapon_skill 2 
02E2: set_actor 110@ weapon_accuracy_to 20 
0223: set_actor 110@ health_to 50 
0006: 179@ = 1 // integer values 
009A: 83@ = create_actor 24 #WMYMECH at 2172.73 -2249.83 12.6 
0173: set_actor 83@ z_angle_to 227.0 
060B: unknown_actor_use_entity 83@ 52@ 
01B2: give_actor 83@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 20 
0223: set_actor 83@ health_to 30 
009A: 84@ = create_actor 24 #WMYMECH at 2168.42 -2252.714 12.59 
0173: set_actor 84@ z_angle_to 250.942 
060B: unknown_actor_use_entity 84@ 52@ 
01B2: give_actor 84@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 84@ weapon_accuracy_to 20 
07DD: (unknown) 84@ 30 
0223: set_actor 84@ health_to 20 
009A: 85@ = create_actor 24 #WMYMECH at 2174.66 -2248.6 12.6 
0173: set_actor 85@ z_angle_to 227.0 
060B: unknown_actor_use_entity 85@ 52@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: (unknown) 85@ 0 
02E2: set_actor 85@ weapon_accuracy_to 20 
009A: 87@ = create_actor 24 #WMYMECH at 2163.072 -2246.027 12.59 
0173: set_actor 87@ z_angle_to 224.58 
060B: unknown_actor_use_entity 87@ 52@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 87@ weapon_accuracy_to 20 
009A: 88@ = create_actor 24 #WMYMECH at 2158.03 -2233.23 12.59 
0173: set_actor 88@ z_angle_to 230.37 
060B: unknown_actor_use_entity 88@ 52@ 
01B2: give_actor 88@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 88@ weapon_accuracy_to 20 
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @DRUGS3_10671 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS3_10671 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 155@ = 1 // integer values 

:DRUGS3_10671
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @DRUGS3_10720 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DRUGS3_10720 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
0006: 157@ = 1 // integer values 

:DRUGS3_10720
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_10744 
097B: play_sound 50@ on_object 1035 

:DRUGS3_10744
0006: 150@ = 1 // integer values 
0006: 141@ = 10 // integer values 

:DRUGS3_10758
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @DRUGS3_10855 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_10855 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.1 flag 0 
004D: jump_if_false @DRUGS3_10855 
097B: play_sound 50@ on_object 1036 
0006: 150@ = 2 // integer values 

:DRUGS3_10855
00D6: if 
0039:   141@ == 10 // integer values 
004D: jump_if_false @DRUGS3_11049 
00D6: if 
05F6:   $PLAYER_ACTOR 2167.955 -2253.054 2175.023 -2245.327 -11.5 0 
004D: jump_if_false @DRUGS3_10923 
0006: 141@ = 11 // integer values 

:DRUGS3_10923
00D6: if 
056D:   carcass_of_actor 83@ valid 
004D: jump_if_false @DRUGS3_10965 
00D6: if 
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_10965 
0006: 141@ = 11 // integer values 

:DRUGS3_10965
00D6: if 
056D:   carcass_of_actor 84@ valid 
004D: jump_if_false @DRUGS3_11007 
00D6: if 
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_11007 
0006: 141@ = 11 // integer values 

:DRUGS3_11007
00D6: if 
056D:   carcass_of_actor 85@ valid 
004D: jump_if_false @DRUGS3_11049 
00D6: if 
051A:   actor 85@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_11049 
0006: 141@ = 11 // integer values 

:DRUGS3_11049
00D6: if 
0039:   141@ == 11 // integer values 
004D: jump_if_false @DRUGS3_18446 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DRUGS3_11176 
00D6: if 
0019:   32@ > 0 // integer values 
004D: jump_if_false @DRUGS3_11176 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @DRUGS3_11176 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @DRUGS3_11176 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @DRUGS3_11176 
03E5: text_box 'CSH3_10'  // Nyomj ~k~~PED_LOCK_TARGET~ -t mikzben clzol s oldalazni fogsz.
0006: 32@ = 0 // integer values 
0006: 178@ = 1 // integer values 

:DRUGS3_11176
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DRUGS3_11238 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @DRUGS3_11238 
03E5: text_box 'CSH3_11'  // Mikzben oldalazol, tudsz clozni, kvesd a kamert.
0006: 32@ = 0 // integer values 
0006: 178@ = 2 // integer values 

:DRUGS3_11238
00D6: if 
0039:   178@ == 2 // integer values 
004D: jump_if_false @DRUGS3_11300 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @DRUGS3_11300 
03E5: text_box 'CSH3_12'  // Ha oldalazol, jobban tudsz clozni, knnyebben kiltsz a sarkok mgl.
0006: 32@ = 0 // integer values 
0006: 178@ = 3 // integer values 

:DRUGS3_11300
00D6: if 
0039:   178@ == 3 // integer values 
004D: jump_if_false @DRUGS3_11362 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @DRUGS3_11362 
03E5: text_box 'CSH3_52'  // A forgshoz vegyl fel egy fegyvert, clozz folyamatosan, nyomd a ~k~~PED_LOCK_TARGET~ -t s a ~k~~GO_LEFT~-t vagy a  ~k~~GO_RIGHT~-t
0006: 32@ = 0 // integer values 
0006: 178@ = 4 // integer values 

:DRUGS3_11362
00D6: if 
0039:   178@ == 4 // integer values 
004D: jump_if_false @DRUGS3_11417 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @DRUGS3_11417 
03E5: text_box 'CSH3_51'  // Ha gurulsz a fldn, knnyen meg tudod lepni az ellenfeleidet, knnyebben el tudod kerlni a golykat.
0006: 178@ = 5 // integer values 

:DRUGS3_11417
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @DRUGS3_11761 
00D6: if 
0039:   156@ == 0 // integer values 
004D: jump_if_false @DRUGS3_11491 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DRUGS3_11491 
0085: 112@ = 84@ // integer values and handles 
0050: gosub @DRUGS3_18882 
0006: 156@ = 1 // integer values 

:DRUGS3_11491
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @DRUGS3_11547 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_11547 
0085: 112@ = 87@ // integer values and handles 
0050: gosub @DRUGS3_19119 
0006: 159@ = 1 // integer values 

:DRUGS3_11547
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @DRUGS3_11654 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_11642 
00D6: if or
051A:   actor 87@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 87@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @DRUGS3_11635 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0006: 159@ = 2 // integer values 

:DRUGS3_11635
0002: jump @DRUGS3_11654 

:DRUGS3_11642
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 // integer values 

:DRUGS3_11654
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @DRUGS3_11761 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @DRUGS3_11761 
00D6: if or
05F6:   $PLAYER_ACTOR 2161.927 -2243.252 2168.71 -2237.79 10.0 0 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_11761 
0085: 112@ = 88@ // integer values and handles 
0050: gosub @DRUGS3_19036 
0006: 160@ = 1 // integer values 

:DRUGS3_11761
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @DRUGS3_12231 
00D6: if 
05F6:   $PLAYER_ACTOR 2160.659 -2244.409 2168.71 -2237.79 12.0 0 
004D: jump_if_false @DRUGS3_12231 
0249: release_model #MULE 
0249: release_model #SEC_KEYPAD 
0249: release_model #KMB_RAMP 
01C3: remove_references_to_car 60@ // Like turning a car into any random car 
01C3: remove_references_to_car 61@ // Like turning a car into any random car 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 69@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 70@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 71@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 72@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 73@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 58@ // Like turning a car into any random car 
01C3: remove_references_to_car 59@ // Like turning a car into any random car 
009A: 89@ = create_actor 24 #WMYMECH at 2149.249 -2243.958 12.6 
0173: set_actor 89@ z_angle_to 312.4132 
060B: unknown_actor_use_entity 89@ 52@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 89@ weapon_accuracy_to 20 
0223: set_actor 89@ health_to 50 
009A: 90@ = create_actor 24 #WMYMECH at 2156.04 -2250.73 12.59 
0173: set_actor 90@ z_angle_to 46.763 
060B: unknown_actor_use_entity 90@ 52@ 
01B2: give_actor 90@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 90@ weapon_accuracy_to 20 
0107: 69@ = create_object #BARREL4 at 2149.725 -2249.85 12.35 
0107: 70@ = create_object #BARREL4 at 2162.399 -2259.433 12.35 
0107: 71@ = create_object #BARREL4 at 2152.317 -2270.389 12.35 
0107: 72@ = create_object #BARREL4 at 2139.31 -2270.019 14.7 
0875: (unknown) 69@ 1 
0875: (unknown) 70@ 1 
0875: (unknown) 71@ 1 
0875: (unknown) 72@ 1 
0107: 102@ = create_object #IMY_BBOX at 2140.91 -2260.2 18.1 
0177: set_object 102@ z_angle_to 317.068 
071F: set_object 102@ mass 1000 
0875: (unknown) 102@ 1 
0006: 152@ = 1 // integer values 

:DRUGS3_12231
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @DRUGS3_12498 
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @DRUGS3_12305 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DRUGS3_12305 
0085: 112@ = 89@ // integer values and handles 
0050: gosub @DRUGS3_19119 
0006: 161@ = 1 // integer values 

:DRUGS3_12305
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @DRUGS3_12412 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DRUGS3_12400 
00D6: if or
051A:   actor 89@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 89@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @DRUGS3_12393 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0006: 161@ = 2 // integer values 

:DRUGS3_12393
0002: jump @DRUGS3_12412 

:DRUGS3_12400
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
0006: 161@ = 2 // integer values 

:DRUGS3_12412
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @DRUGS3_12498 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @DRUGS3_12498 
0085: 112@ = 90@ // integer values and handles 
0007: 116@ = 2152.019 // floating-point values 
0007: 117@ = -2246.949 // floating-point values 
0007: 118@ = 12.595 // floating-point values 
0050: gosub @DRUGS3_18964 
0006: 162@ = 1 // integer values 

:DRUGS3_12498
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13164 
00D6: if 
05F6:   $PLAYER_ACTOR 2157.47 -2246.72 2152.737 -2251.857 -10.0 0 
004D: jump_if_false @DRUGS3_13164 
009A: 92@ = create_actor 24 #WMYMECH at 2164.943 -2259.275 12.594 
0173: set_actor 92@ z_angle_to 46.776 
060B: unknown_actor_use_entity 92@ 52@ 
01B2: give_actor 92@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 92@ weapon_accuracy_to 30 
07DD: (unknown) 92@ 20 
009A: 93@ = create_actor 24 #WMYMECH at 2159.296 -2256.66 12.59 
0173: set_actor 93@ z_angle_to 46.776 
060B: unknown_actor_use_entity 93@ 52@ 
01B2: give_actor 93@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 93@ weapon_accuracy_to 20 
0856: (unknown) 93@ 0 
07DD: (unknown) 93@ 20 
009A: 94@ = create_actor 24 #WMYMECH at 2137.578 -2262.216 12.59 
0173: set_actor 94@ z_angle_to 211.9 
060B: unknown_actor_use_entity 94@ 52@ 
01B2: give_actor 94@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 94@ weapon_accuracy_to 10 
009A: 95@ = create_actor 24 #WMYMECH at 2138.008 -2253.369 12.59 
0173: set_actor 95@ z_angle_to 139.993 
060B: unknown_actor_use_entity 95@ 52@ 
01B2: give_actor 95@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 95@ weapon_accuracy_to 10 
009A: 96@ = create_actor 24 #WMYMECH at 2151.545 -2279.607 13.82 
0173: set_actor 96@ z_angle_to 46.63 
060B: unknown_actor_use_entity 96@ 52@ 
01B2: give_actor 96@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 96@ weapon_accuracy_to 10 
009A: 97@ = create_actor 24 #WMYMECH at 2140.695 -2259.877 12.5547 
0173: set_actor 97@ z_angle_to 259.7427 
060B: unknown_actor_use_entity 97@ 52@ 
01B2: give_actor 97@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 97@ weapon_accuracy_to 10 
07DD: (unknown) 97@ 20 
009A: 98@ = create_actor 24 #WMYMECH at 2141.763 -2261.277 12.5547 
0173: set_actor 98@ z_angle_to 259.742 
060B: unknown_actor_use_entity 98@ 52@ 
01B2: give_actor 98@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 98@ weapon_accuracy_to 10 
07DD: (unknown) 98@ 20 
009A: 99@ = create_actor 24 #BALLAS1 at 2131.561 -2279.424 19.712 
0173: set_actor 99@ z_angle_to 313.176 
060B: unknown_actor_use_entity 99@ 52@ 
01B2: give_actor 99@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 99@ weapon_accuracy_to 10 
07DD: (unknown) 99@ 20 
009A: 100@ = create_actor 24 #BALLAS1 at 2128.952 -2282.271 19.712 
0173: set_actor 100@ z_angle_to 313.176 
060B: unknown_actor_use_entity 100@ 52@ 
01B2: give_actor 100@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 100@ weapon_accuracy_to 10 
07DD: (unknown) 100@ 20 
0006: 153@ = 1 // integer values 

:DRUGS3_13164
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @DRUGS3_13294 
00D6: if 
0039:   164@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13238 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @DRUGS3_13238 
0085: 112@ = 92@ // integer values and handles 
0050: gosub @DRUGS3_18882 
0006: 164@ = 1 // integer values 

:DRUGS3_13238
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13294 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @DRUGS3_13294 
0085: 112@ = 93@ // integer values and handles 
0050: gosub @DRUGS3_18882 
0006: 165@ = 1 // integer values 

:DRUGS3_13294
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @DRUGS3_14045 
00D6: if 
05F6:   $PLAYER_ACTOR 2160.728 -2254.586 2152.4 -2263.3 10.0 0 
004D: jump_if_false @DRUGS3_14045 
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13464 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_13389 

:DRUGS3_13389
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @DRUGS3_13464 
0085: 112@ = 94@ // integer values and handles 
0007: 116@ = 2148.945 // floating-point values 
0007: 117@ = -2273.314 // floating-point values 
0007: 118@ = 13.595 // floating-point values 
0856: (unknown) 94@ 0 
0050: gosub @DRUGS3_18706 
0006: 166@ = 1 // integer values 

:DRUGS3_13464
00D6: if 
0039:   167@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13587 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DRUGS3_13587 
0085: 112@ = 95@ // integer values and handles 
0007: 116@ = 2133.613 // floating-point values 
0007: 117@ = -2258.067 // floating-point values 
0007: 118@ = 12.59 // floating-point values 
0007: 119@ = 2143.387 // floating-point values 
0007: 120@ = -2267.5 // floating-point values 
0007: 121@ = 13.595 // floating-point values 
04EB: AS_actor 95@ crouch 1 
0050: gosub @DRUGS3_18761 
0006: 167@ = 1 // integer values 

:DRUGS3_13587
00D6: if 
0039:   168@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13680 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @DRUGS3_13680 
0085: 112@ = 96@ // integer values and handles 
0007: 116@ = 2140.375 // floating-point values 
0007: 117@ = -2269.66 // floating-point values 
0007: 118@ = 13.59 // floating-point values 
04EB: AS_actor 96@ crouch 1 
0050: gosub @DRUGS3_18706 
0006: 168@ = 1 // integer values 

:DRUGS3_13680
00D6: if 
0039:   171@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13803 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @DRUGS3_13803 
0085: 112@ = 99@ // integer values and handles 
0007: 116@ = 2134.504 // floating-point values 
0007: 117@ = -2276.708 // floating-point values 
0007: 118@ = 19.712 // floating-point values 
0007: 119@ = 2130.845 // floating-point values 
0007: 120@ = -2272.55 // floating-point values 
0007: 121@ = 19.71 // floating-point values 
0856: (unknown) 99@ 0 
0050: gosub @DRUGS3_18761 
0006: 171@ = 1 // integer values 

:DRUGS3_13803
00D6: if 
0039:   172@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13926 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @DRUGS3_13926 
0085: 112@ = 100@ // integer values and handles 
0007: 116@ = 2134.788 // floating-point values 
0007: 117@ = -2275.941 // floating-point values 
0007: 118@ = 19.712 // floating-point values 
0007: 119@ = 2139.879 // floating-point values 
0007: 120@ = -2270.926 // floating-point values 
0007: 121@ = 18.0 // floating-point values 
0856: (unknown) 100@ 0 
0050: gosub @DRUGS3_18761 
0006: 172@ = 1 // integer values 

:DRUGS3_13926
00D6: if 
0039:   169@ == 0 // integer values 
004D: jump_if_false @DRUGS3_13982 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_13982 
0085: 112@ = 97@ // integer values and handles 
0050: gosub @DRUGS3_18882 
0006: 169@ = 1 // integer values 

:DRUGS3_13982
00D6: if 
0039:   170@ == 0 // integer values 
004D: jump_if_false @DRUGS3_14038 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_14038 
0085: 112@ = 98@ // integer values and handles 
0050: gosub @DRUGS3_18882 
0006: 170@ = 1 // integer values 

:DRUGS3_14038
0006: 154@ = 1 // integer values 

:DRUGS3_14045
00D6: if 
0039:   173@ == 0 // integer values 
004D: jump_if_false @DRUGS3_14209 
00D6: if 
05FC:   $PLAYER_ACTOR 2136.48 -2266.78 28.0 2145.55 -2275.04 18.0 -20.0 0 
004D: jump_if_false @DRUGS3_14209 
0249: release_model #IMCMPTRKDRL_LAS 
0249: release_model #IMCMPTRKDRR_LAS 
0249: release_model #IMCOMPMOVEDR1_LAS 
00BC: text_highpriority 'CSH3_53' 7000 ms 1  // ~s~Nyrd ki az ~r~orosz fegyvercsempszeket~s~ az irodban!
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @DRUGS3_14178 
0085: 112@ = 109@ // integer values and handles 
0050: gosub @DRUGS3_18882 

:DRUGS3_14178
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @DRUGS3_14202 
05E2: AS_actor 110@ kill_actor $PLAYER_ACTOR 

:DRUGS3_14202
0006: 173@ = 1 // integer values 

:DRUGS3_14209
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @DRUGS3_14250 
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @DRUGS3_14250 
0006: 179@ = 2 // integer values 

:DRUGS3_14250
00D6: if 
0039:   179@ == 2 // integer values 
004D: jump_if_false @DRUGS3_14275 
0002: jump @DRUGS3_19361 

:DRUGS3_14275
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @DRUGS3_14312 
00D6: if 
075C:   marker 138@ enabled 
004D: jump_if_false @DRUGS3_14312 
0164: disable_marker 138@ 

:DRUGS3_14312
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @DRUGS3_14467 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_14467 
071E: (unknown) 102@ 103@ 
00D6: if 
001B:   1000 > 103@ // integer values 
004D: jump_if_false @DRUGS3_14467 
09CA: set_object 102@ immunities 1 1 1 1 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_14453 
0173: set_actor 98@ z_angle_to 200.025 
0812: AS_actor 98@ perform_animation "CRUSH_JUMP" from_file "DODGE" 1000.0 loop 0 1 1 lock 1 time -1 

:DRUGS3_14453
0006: 33@ = 0 // integer values 
0006: 174@ = 1 // integer values 

:DRUGS3_14467
00D6: if 
0039:   174@ == 1 // integer values 
004D: jump_if_false @DRUGS3_14647 
00D6: if 
0019:   33@ > 1500 // integer values 
004D: jump_if_false @DRUGS3_14647 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_14647 
01BC: put_object 102@ at 2140.91 -2260.2 18.1 
0392: object 102@ toggle_in_moving_list 1 
0382: set_object 102@ collision_detection 1 
038C: object 102@ scatter 0.0 0.0 -2.0 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_14633 
0619: set_actor 97@ collision_detection 0 
0812: AS_actor 97@ perform_animation "CRUSHED" from_file "DODGE" 1000.0 loop 0 1 1 lock 1 time -1 

:DRUGS3_14633
0006: 33@ = 0 // integer values 
0006: 174@ = 2 // integer values 

:DRUGS3_14647
00D6: if 
0039:   174@ == 2 // integer values 
004D: jump_if_false @DRUGS3_14742 
00D6: if 
0019:   33@ > 600 // integer values 
004D: jump_if_false @DRUGS3_14742 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_14712 
0568: set_actor 97@ targetable 1 
034F: destroy_actor_with_fade 97@ // The actor fades away like a ghost 

:DRUGS3_14712
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_14735 
0568: set_actor 98@ targetable 1 

:DRUGS3_14735
0006: 174@ = 3 // integer values 

:DRUGS3_14742
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @DRUGS3_14788 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @DRUGS3_14788 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0006: 155@ = 2 // integer values 

:DRUGS3_14788
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @DRUGS3_14834 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @DRUGS3_14834 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0006: 156@ = 2 // integer values 

:DRUGS3_14834
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @DRUGS3_14880 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @DRUGS3_14880 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
0006: 157@ = 2 // integer values 

:DRUGS3_14880
00D6: if 
0019:   159@ > 0 // integer values 
004D: jump_if_false @DRUGS3_14944 
00D6: if 
001B:   3 > 159@ // integer values 
004D: jump_if_false @DRUGS3_14944 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @DRUGS3_14944 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 // integer values 

:DRUGS3_14944
00D6: if 
0039:   160@ == 1 // integer values 
004D: jump_if_false @DRUGS3_14990 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @DRUGS3_14990 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
0006: 160@ = 2 // integer values 

:DRUGS3_14990
00D6: if 
0019:   161@ > 0 // integer values 
004D: jump_if_false @DRUGS3_15054 
00D6: if 
001B:   3 > 161@ // integer values 
004D: jump_if_false @DRUGS3_15054 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @DRUGS3_15054 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
0006: 161@ = 3 // integer values 

:DRUGS3_15054
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @DRUGS3_15100 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @DRUGS3_15100 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 // integer values 

:DRUGS3_15100
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @DRUGS3_15146 
00D6: if 
0118:   actor 92@ dead 
004D: jump_if_false @DRUGS3_15146 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
0006: 164@ = 2 // integer values 

:DRUGS3_15146
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @DRUGS3_15192 
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @DRUGS3_15192 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
0006: 165@ = 2 // integer values 

:DRUGS3_15192
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @DRUGS3_15238 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @DRUGS3_15238 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
0006: 166@ = 2 // integer values 

:DRUGS3_15238
00D6: if 
0039:   167@ == 1 // integer values 
004D: jump_if_false @DRUGS3_15284 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @DRUGS3_15284 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
0006: 167@ = 2 // integer values 

:DRUGS3_15284
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @DRUGS3_15330 
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @DRUGS3_15330 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 // integer values 

:DRUGS3_15330
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @DRUGS3_15376 
00D6: if 
0118:   actor 99@ dead 
004D: jump_if_false @DRUGS3_15376 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0006: 171@ = 2 // integer values 

:DRUGS3_15376
00D6: if 
0039:   172@ == 1 // integer values 
004D: jump_if_false @DRUGS3_15422 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @DRUGS3_15422 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
0006: 172@ = 2 // integer values 

:DRUGS3_15422
00D6: if 
0039:   173@ == 1 // integer values 
004D: jump_if_false @DRUGS3_16461 
00D6: if 
05FC:   $PLAYER_ACTOR 2125.14 -2270.97 27.0 2121.09 -2275.33 19.0 14.0 0 
004D: jump_if_false @DRUGS3_16461 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 83@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 84@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 85@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 86@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 87@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 88@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 89@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 90@ // The actor fades away like a ghost 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
00A6: destroy_car 60@ 
0395: clear_area 0 at 2185.53 -2271.95 50.0 range 50.0 
0249: release_model #BALLAS1 
0107: 74@ = create_object #BARREL4 at 2170.366 -2337.439 12.54 
0875: (unknown) 74@ 1 
00A5: 60@ = create_car #FORKLIFT at 2122.092 -2307.141 12.5693 
0175: set_car 60@ z_angle_to 265.9861 
053F: set_car 60@ tires_vulnerable 0 
00A5: 54@ = create_car #BANSHEE at 2190.07 -2269.8 12.5693 
0175: set_car 54@ z_angle_to 308.99 
0224: set_car 54@ health_to 1000 
00A5: 55@ = create_car #PCJ600 at 2175.75 -2280.57 12.5693 
0175: set_car 55@ z_angle_to 315.41 
053F: set_car 55@ tires_vulnerable 0 
032B: 136@ = create_weapon_pickup #MP5LNG 3 ammo 250 at 2175.614 -2282.959 13.54 
009A: 83@ = create_actor 24 #WMYMECH at 2132.698 -2303.37 13.699 
0173: set_actor 83@ z_angle_to 826.228 
060B: unknown_actor_use_entity 83@ 52@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 30 
0085: 112@ = 83@ // integer values and handles 
0050: gosub @DRUGS3_18882 
009A: 84@ = create_actor 24 #WMYMECH at 2138.06 -2308.614 19.7 
0173: set_actor 84@ z_angle_to 60.478 
060B: unknown_actor_use_entity 84@ 52@ 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 84@ weapon_accuracy_to 30 
0085: 112@ = 84@ // integer values and handles 
0050: gosub @DRUGS3_18926 
009A: 85@ = create_actor 24 #WMYMECH at 2144.007 -2295.194 19.676 
0173: set_actor 85@ z_angle_to 119.8487 
060B: unknown_actor_use_entity 85@ 52@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
0856: (unknown) 85@ 0 
0223: set_actor 85@ health_to 50 
02E2: set_actor 85@ weapon_accuracy_to 30 
0085: 112@ = 85@ // integer values and handles 
0050: gosub @DRUGS3_18926 
009A: 86@ = create_actor 24 #WMYMECH at 2131.56 -2313.6 12.5719 
0173: set_actor 86@ z_angle_to 265.9861 
060B: unknown_actor_use_entity 86@ 52@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: (unknown) 86@ 0 
02E2: set_actor 86@ weapon_accuracy_to 30 
0085: 112@ = 86@ // integer values and handles 
0050: gosub @DRUGS3_18882 
009A: 88@ = create_actor 24 #WMYMECH at 2183.367 -2293.234 12.5 
0173: set_actor 88@ z_angle_to 148.671 
060B: unknown_actor_use_entity 88@ 52@ 
01B2: give_actor 88@ weapon 29 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
0223: set_actor 88@ health_to 50 
0085: 112@ = 88@ // integer values and handles 
0050: gosub @DRUGS3_18926 
009A: 89@ = create_actor 24 #WMYMECH at 2165.737 -2324.289 17.515 
0173: set_actor 89@ z_angle_to 224.6632 
060B: unknown_actor_use_entity 89@ 52@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 89@ health_to 70 
02E2: set_actor 89@ weapon_accuracy_to 30 
0085: 112@ = 89@ // integer values and handles 
0050: gosub @DRUGS3_18926 
009A: 90@ = create_actor 24 #WMYMECH at 2170.07 -2334.498 12.547 
0173: set_actor 90@ z_angle_to 89.2721 
060B: unknown_actor_use_entity 90@ 52@ 
01B2: give_actor 90@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 90@ health_to 50 
0085: 112@ = 90@ // integer values and handles 
0050: gosub @DRUGS3_18926 
00D6: if 
03CA:   object 111@ exists 
004D: jump_if_false @DRUGS3_16396 
0177: set_object 111@ z_angle_to 90.0 
0002: jump @DRUGS3_16401 

:DRUGS3_16396
0108: destroy_object 111@ 

:DRUGS3_16401
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_16454 
0605: actor 101@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 2000 ms 

:DRUGS3_16454
0006: 173@ = 2 // integer values 

:DRUGS3_16461
00D6: if 
0039:   173@ == 2 // integer values 
004D: jump_if_false @DRUGS3_16689 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_16689 
00D6: if or
0019:   32@ > 750 // integer values 
051A:   actor 101@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 101@ 
004D: jump_if_false @DRUGS3_16689 
009A: 87@ = create_actor 24 #WMYMECH at 2135.46 -2296.64 12.9 
0173: set_actor 87@ z_angle_to 337.5533 
060B: unknown_actor_use_entity 87@ 52@ 
01B2: give_actor 87@ weapon 22 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0085: 112@ = 87@ // integer values and handles 
0050: gosub @DRUGS3_18926 
0615: define_action_sequences 113@ 
05F5: unknown_action_sequence -1 2128.43 -2292.01 13.75 6 350000 
05F5: unknown_action_sequence -1 2185.5 -2274.8 13.75 7 350000 
0616: define_action_sequences_end 113@ 
0618: assign_actor 101@ to_action_sequences 113@ 
061B: remove_references_to_action_sequences 113@ 
0006: 173@ = 3 // integer values 

:DRUGS3_16689
00D6: if 
0039:   173@ == 3 // integer values 
004D: jump_if_false @DRUGS3_16773 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_16773 
00D6: if 
00EC:   actor 101@ 0 2185.5 -2274.8 radius 10.0 10.0 
004D: jump_if_false @DRUGS3_16773 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
0006: 173@ = 4 // integer values 

:DRUGS3_16773
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
0039:   173@ == 4 // integer values 
004D: jump_if_false @DRUGS3_17553 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 101@ radius 200.0 200.0 0 
004D: jump_if_false @DRUGS3_16877 
00D6: if 
82CB:   not actor 101@ bounding_sphere_visible 
004D: jump_if_false @DRUGS3_16877 
00BC: text_highpriority 'CSH3_55' 5000 ms 1  // ~r~Meglgott!
0002: jump @DRUGS3_19343 

:DRUGS3_16877
00D6: if 
001B:   2 > 182@ // integer values 
004D: jump_if_false @DRUGS3_17553 
00D6: if 
0039:   182@ == 1 // integer values 
004D: jump_if_false @DRUGS3_16970 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_16970 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
003C:   $TEMPVAR_ACTOR_CAR == 54@ // integer values 
004D: jump_if_false @DRUGS3_16970 
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 // integer values 

:DRUGS3_16970
00D6: if 
0039:   182@ == 0 // integer values 
004D: jump_if_false @DRUGS3_17185 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17171 
00D6: if 
01AD:   car 54@ 0 2190.07 -2269.8 6.0 6.0 
004D: jump_if_false @DRUGS3_17150 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_17129 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @DRUGS3_17108 
0687: clear_actor_task 101@ 
05CB: AS_actor 101@ enter_car_as_driver 54@ -2 ms 
0006: 182@ = 1 // integer values 
0002: jump @DRUGS3_17122 

:DRUGS3_17108
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 // integer values 

:DRUGS3_17122
0002: jump @DRUGS3_17143 

:DRUGS3_17129
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 // integer values 

:DRUGS3_17143
0002: jump @DRUGS3_17164 

:DRUGS3_17150
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 // integer values 

:DRUGS3_17164
0002: jump @DRUGS3_17185 

:DRUGS3_17171
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 // integer values 

:DRUGS3_17185
00D6: if 
0039:   182@ == 1 // integer values 
004D: jump_if_false @DRUGS3_17421 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @DRUGS3_17407 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17400 
00D6: if 
00DB:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_17400 
00D6: if 
00F2:   actor 101@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @DRUGS3_17400 
00BC: text_highpriority 'CSH3_54' 5000 ms 1  // ~s~Meglg egy ~r~kocsival~s~! Menj utna s nyrd ki!
0223: set_actor 101@ health_to 100 
0446: set_actor 101@ immune_to_headshots 1 
00A7: car 54@ drive_to 2246.61 -2204.78 13.65 
00AD: set_car 54@ max_speed_to 20.0 
00AE: unknown_set_car 54@ to_ignore_traffic_lights 2 
01E8: create_forbidden_for_cars_cube 2203.8 -2174.63 0.0 2279.2 -2234.63 18.21 
0006: 183@ = 1 // integer values 
0006: 182@ = 2 // integer values 

:DRUGS3_17400
0002: jump @DRUGS3_17421 

:DRUGS3_17407
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 // integer values 

:DRUGS3_17421
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17539 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @DRUGS3_17488 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_17488 
0050: gosub @DRUGS3_18627 
0006: 184@ = 1 // integer values 

:DRUGS3_17488
00D6: if 
0039:   184@ == 1 // integer values 
004D: jump_if_false @DRUGS3_17532 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_17532 
0006: 184@ = 0 // integer values 

:DRUGS3_17532
0002: jump @DRUGS3_17553 

:DRUGS3_17539
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 // integer values 

:DRUGS3_17553
00D6: if 
0039:   183@ == 1 // integer values 
004D: jump_if_false @DRUGS3_17649 
00D6: if 
8449:   not actor 101@ in_a_car 
004D: jump_if_false @DRUGS3_17649 
05DD: AS_actor 101@ flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 500000 ms 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17642 
00D6: if 
060E:   car 54@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS3_17642 
05EC: release_vehicle 54@ from_path 

:DRUGS3_17642
0006: 183@ = 2 // integer values 

:DRUGS3_17649
00D6: if 
0039:   182@ == 2 // integer values 
004D: jump_if_false @DRUGS3_17854 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17854 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_17854 
00D6: if 
01AD:   car 54@ 0 2246.61 -2204.78 10.0 10.0 
004D: jump_if_false @DRUGS3_17854 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 60@ // Like turning a car into any random car 
00A9: set_car 54@ to_normal_driver 
0705: (unknown) 54@ 342 
06FD: (unknown) 54@ 0.85 
01E8: create_forbidden_for_cars_cube 2203.8 -2174.63 0.0 2279.2 -2234.63 18.21 
0006: 187@ = 1 // integer values 
0006: 182@ = 3 // integer values 

:DRUGS3_17854
00D6: if 
0039:   182@ == 3 // integer values 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
0039:   187@ == 1 // integer values 
004D: jump_if_false @DRUGS3_17989 
00D6: if 
060E:   car 54@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS3_17989 
00D6: if 
80F2:   not actor 101@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRUGS3_17989 
06FD: (unknown) 54@ 0.4 
0006: 187@ = 2 // integer values 

:DRUGS3_17989
00D6: if 
0039:   187@ == 2 // integer values 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
060E:   car 54@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
00F2:   actor 101@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRUGS3_18071 
06FD: (unknown) 54@ 0.85 
0006: 187@ = 1 // integer values 

:DRUGS3_18071
00D6: if 
0039:   182@ == 3 // integer values 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
01AD:   car 54@ 0 1440.92 -1594.59 20.0 20.0 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
060E:   car 54@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS3_18188 
05EC: release_vehicle 54@ from_path 
00A9: set_car 54@ to_normal_driver 

:DRUGS3_18188
05D2: AS_actor 101@ run_to_and_hijack_vehicle 54@ max_search_radius 25.0 traffic_behavior 2 
0006: 182@ = 4 // integer values 

:DRUGS3_18210
00D6: if 
0019:   173@ > 1 // integer values 
004D: jump_if_false @DRUGS3_18446 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_18446 
0050: gosub @DRUGS3_18495 
00D6: if 
0039:   180@ == 0 // integer values 
004D: jump_if_false @DRUGS3_18316 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DRUGS3_18316 
04AF: 80@ = unknown_wav_reference 11004 
05AA: 81@s = 'CRA3_DB' // 8-byte strings 
0050: gosub @DRUGS3_18453 

:DRUGS3_18316
00D6: if 
0039:   180@ == 1 // integer values 
004D: jump_if_false @DRUGS3_18381 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DRUGS3_18381 
04AF: 80@ = unknown_wav_reference 11005 
05AA: 81@s = 'CRA3_DC' // 8-byte strings 
0050: gosub @DRUGS3_18453 

:DRUGS3_18381
00D6: if 
0039:   180@ == 2 // integer values 
004D: jump_if_false @DRUGS3_18446 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DRUGS3_18446 
04AF: 80@ = unknown_wav_reference 11006 
05AA: 81@s = 'CRA3_DD' // 8-byte strings 
0050: gosub @DRUGS3_18453 

:DRUGS3_18446
0002: jump @DRUGS3_850 

:DRUGS3_18453
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DRUGS3_18493 
03CF: load_wav 80@ as 1 
05AA: 78@s = 81@s // 8-byte strings 
0006: 181@ = 1 // integer values 

:DRUGS3_18493
0051: return 

:DRUGS3_18495
00D6: if 
0039:   181@ == 1 // integer values 
004D: jump_if_false @DRUGS3_18572 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS3_18572 
00BC: text_highpriority 78@s 4000 ms 1 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_18561 
0949: link_wav 1 to_actor 101@ 

:DRUGS3_18561
03D1: play_wav 1 
0006: 181@ = 2 // integer values 

:DRUGS3_18572
00D6: if 
0039:   181@ == 2 // integer values 
004D: jump_if_false @DRUGS3_18625 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS3_18625 
000A: 180@ += 1 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 181@ = 0 // integer values 

:DRUGS3_18625
0051: return 

:DRUGS3_18627
0223: set_actor 101@ health_to 100 
08AF: (unknown) 101@ 100 
0615: define_action_sequences 114@ 
05F5: unknown_action_sequence -1 2191.422 -2183.429 13.55 6 -2 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 500000 ms 
0616: define_action_sequences_end 114@ 
0618: assign_actor 101@ to_action_sequences 114@ 
061B: remove_references_to_action_sequences 114@ 
0051: return 

:DRUGS3_18706
0615: define_action_sequences 124@ 
05D3: AS_actor -1 go_to_point 116@ 117@ 118@ speed 6 -1 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 124@ 
0618: assign_actor 112@ to_action_sequences 124@ 
061B: remove_references_to_action_sequences 124@ 
0051: return 

:DRUGS3_18761
0615: define_action_sequences 125@ 
05D3: AS_actor -1 go_to_point 116@ 117@ 118@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 119@ 120@ 121@ speed 6 -1 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 125@ 
0618: assign_actor 112@ to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 
0051: return 

:DRUGS3_18833
0615: define_action_sequences 123@ 
05D3: AS_actor -1 go_to_point 116@ 117@ 118@ speed 6 -1 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 123@ 
0618: assign_actor 112@ to_action_sequences 123@ 
061B: remove_references_to_action_sequences 123@ 
0051: return 

:DRUGS3_18882
0615: define_action_sequences 122@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 122@ 
0618: assign_actor 112@ to_action_sequences 122@ 
061B: remove_references_to_action_sequences 122@ 
0051: return 

:DRUGS3_18926
0615: define_action_sequences 129@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 129@ 
0618: assign_actor 112@ to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 
0051: return 

:DRUGS3_18964
0615: define_action_sequences 128@ 
0637: unknown_action_sequence -1 116@ 117@ 118@ 6 0.5 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 128@ 
0618: assign_actor 112@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 
0051: return 

:DRUGS3_19036
0615: define_action_sequences 127@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 127@ 
0618: assign_actor 112@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 
0051: return 

:DRUGS3_19119
0615: define_action_sequences 126@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_L" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 126@ 1 
0616: define_action_sequences_end 126@ 
0618: assign_actor 112@ to_action_sequences 126@ 
061B: remove_references_to_action_sequences 126@ 
0051: return 

:DRUGS3_19343
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DRUGS3_19361
01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1  // KLDETS TELJESTVE!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'CRASH_3'  // Szrkeimport
0008: $11255 += 1 // integer values 
0051: return 

:DRUGS3_19412
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DRUGS3_19443 
02AC: set_car $TEMPVAR_ACTOR_CAR immunities 0 0 0 0 0 

:DRUGS3_19443
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_19464 
0108: destroy_object 50@ 

:DRUGS3_19464
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @DRUGS3_19485 
0108: destroy_object 35@ 

:DRUGS3_19485
00D6: if 
03CA:   object 36@ exists 
004D: jump_if_false @DRUGS3_19506 
0108: destroy_object 37@ 

:DRUGS3_19506
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRUGS3_19527 
0108: destroy_object 39@ 

:DRUGS3_19527
00D6: if 
03CA:   object 40@ exists 
004D: jump_if_false @DRUGS3_19548 
0108: destroy_object 41@ 

:DRUGS3_19548
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_19569 
0108: destroy_object 50@ 

:DRUGS3_19569
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_19590 
0108: destroy_object 51@ 

:DRUGS3_19590
01E7: remove_forbidden_for_cars_cube 2203.8 -2174.63 0.0 2279.2 -2234.63 18.21 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
04EF: release_animation "SWAT" 
04EF: release_animation "DODGE" 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0108: destroy_object 102@ 
01C3: remove_references_to_car 58@ // Like turning a car into any random car 
01C3: remove_references_to_car 59@ // Like turning a car into any random car 
01C3: remove_references_to_car 60@ // Like turning a car into any random car 
01C3: remove_references_to_car 61@ // Like turning a car into any random car 
0215: destroy_pickup 136@ 
034F: destroy_actor_with_fade 83@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 84@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 85@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 86@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 87@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 88@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 89@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 90@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 92@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 93@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 94@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 95@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 96@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 97@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 98@ // The actor fades away like a ghost 
03C7: unknown_maybe_cops_density 1.0 
0249: release_model #WMYMECH 
0249: release_model #COLT45 
0249: release_model #BARREL4 
0249: release_model #FORKLIFT 
0249: release_model #MULE 
0249: release_model #MP5LNG 
0249: release_model #SEC_KEYPAD 
0249: release_model #KMB_RAMP 
0249: release_model #BANSHEE 
0249: release_model #PCJ600 
0249: release_model #IMCMPTRKDRL_LAS 
0249: release_model #IMCMPTRKDRR_LAS 
0249: release_model #IMCOMPMOVEDR1_LAS 
0249: release_model #BALLAS1 
0249: release_model #IMY_BBOX 
0249: release_model #PCJ600 
0296: unload_special_actor 1 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @DRUGS3_19881 
053F: set_car 55@ tires_vulnerable 1 

:DRUGS3_19881
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_19904 
053F: set_car 60@ tires_vulnerable 1 

:DRUGS3_19904
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DRUGS3_19935 
02AC: set_car $TEMPVAR_ACTOR_CAR immunities 0 0 1 0 0 

:DRUGS3_19935
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
06D0: (unknown) 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 24---------------
// Originally: Home Invasion

:GUNS1
03A4: name_thread 'GUNS1' 
0050: gosub @GUNS1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GUNS1_38 
0050: gosub @GUNS1_40642 

:GUNS1_38
0050: gosub @GUNS1_40737 
004E: end_thread 

:GUNS1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:GUNS1_75
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_99 
0001: wait 0 ms 
0002: jump @GUNS1_75 

:GUNS1_99
01B5: force_weather 1 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_148 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:GUNS1_148
054C: use_GXT_table 'RYDER1' 
02E4: load_cutscene_data 'RYDER1A' 

:GUNS1_170
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GUNS1_194 
0001: wait 0 ms 
0002: jump @GUNS1_170 

:GUNS1_194
0395: clear_area 1 at 2464.0 -1714.0 14.0 range 100.0 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:GUNS1_227
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GUNS1_251 
0001: wait 0 ms 
0002: jump @GUNS1_227 

:GUNS1_251
016A: fade 0 0 ms 

:GUNS1_257
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_281 
0001: wait 0 ms 
0002: jump @GUNS1_257 

:GUNS1_281
01B7: release_weather 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
060A: unknown_create_entity 2 39@ 
07E5: unknown_copy_entity 39@ 41@ 
060A: unknown_create_entity 0 40@ 
02FA: garage 'BURG_LK' change_to_type 19 
06AE: unknown_group_creator 0 42@ 
06AD: unknown_group_use_entity $PLAYER_GROUP 42@ 
0749: unknown_group_add_item 42@ 54 
0749: unknown_group_add_item 42@ 55 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0004: $6705 = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 70@ = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0007: 167@ = 0.0 // floating-point values 
0007: 166@ = 0.0 // floating-point values 
0006: 47@ = 0 // integer values 
0006: 48@ = 2 // integer values 
0006: 50@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0004: $6704 = 0 // integer values 
0007: 132@ = 2809.0 // floating-point values 
0007: 139@ = -1168.0 // floating-point values 
0007: 146@ = 1024.572 // floating-point values 
0007: 133@ = 2820.033 // floating-point values 
0007: 140@ = -1165.836 // floating-point values 
0007: 147@ = 1024.696 // floating-point values 
0007: 134@ = 2819.54 // floating-point values 
0007: 141@ = -1170.556 // floating-point values 
0007: 148@ = 1028.297 // floating-point values 
0007: 135@ = 2817.02 // floating-point values 
0007: 142@ = -1165.202 // floating-point values 
0007: 149@ = 1028.305 // floating-point values 
0007: 136@ = 2812.656 // floating-point values 
0007: 143@ = -1168.58 // floating-point values 
0007: 150@ = 1028.296 // floating-point values 
0007: 137@ = 2812.611 // floating-point values 
0007: 144@ = -1172.732 // floating-point values 
0007: 151@ = 1024.695 // floating-point values 
0007: 138@ = 2803.68 // floating-point values 
0007: 145@ = -1161.312 // floating-point values 
0007: 152@ = 1028.305 // floating-point values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 171@ = 0 // integer values 
00D6: if 
0039:   52@ == 999999 // integer values 
004D: jump_if_false @GUNS1_1040 
018A: 108@ = create_checkpoint_at 0.0 0.0 0.0 

:GUNS1_1040
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 264@ = 0 // integer values 
0006: 265@ = 0 // integer values 
0006: 266@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 268@ = 0 // integer values 
0006: 269@ = 0 // integer values 
0006: 270@ = 0 // integer values 
0006: 271@ = 0 // integer values 
0006: 272@ = 0 // integer values 
05A9: s$6706[1] = 'RYD1_AA' // 8-byte strings  // ~z~Mr jszaka van, te hgagy!
05A9: s$6706[2] = 'RYD1_AB' // 8-byte strings  // ~z~Hol van az a vn fasszop? Hol a pokolban van?
05A9: s$6706[3] = 'RYD1_AC' // 8-byte strings  // ~z~Nyugi, ember. Mg ott sem vagyunk.
05A9: s$6706[4] = 'RYD1_AD' // 8-byte strings  // ~z~Igen, igaz, Carl. Neked mindig igazad van.
05A9: s$6706[5] = 'RYD1_AE' // 8-byte strings  // ~z~Ez az n pajtsom. Rendben r.
05A9: s$6706[6] = 'RYD1_AF' // 8-byte strings  // ~z~Pofa be.
05A9: s$6706[7] = 'RYD1_AG' // 8-byte strings  // ~z~Nem llthatsz meg.
05A9: s$6706[8] = 'RYD1_AH' // 8-byte strings  // ~z~Ki nem tud?
05A9: s$6706[9] = 'RYD1_AJ' // 8-byte strings  // ~z~Mindegy.
05A9: s$6706[10] = 'RYD1_BA' // 8-byte strings  // ~z~Trjk fel a helyet.
05A9: s$6706[11] = 'RYD1_BB' // 8-byte strings  // ~z~Egy pillanat. Trj be, ragadd meg a fegyvereket, majd tns.
05A9: s$6706[12] = 'RYD1_BC' // 8-byte strings  // ~z~Igen, igen, vettem - ninja stlus. Rendben...
05A9: s$6706[13] = 'RYD1_BD' // 8-byte strings  // ~z~Gyere ki, te vn paraszt!
05A9: s$6706[14] = 'RYD1_BE' // 8-byte strings  // ~z~Kussolj!
05A9: s$6706[15] = 'RYD1_BF' // 8-byte strings  // ~z~Nem llthat meg, te pancser, Carl!
05A9: s$6706[16] = 'RYD1_CA' // 8-byte strings  // ~z~Ok, bolond, te msz be - n meg figyelek.
05A9: s$6706[17] = 'RYD1_CB' // 8-byte strings  // ~z~CJ! Mit fogunk kapni?
05A9: s$6706[18] = 'RYD1_CC' // 8-byte strings  // ~z~Sshhhhh! Csend, pajts. Ott vannnak. Csak adj egy percet.
05A9: s$6706[19] = 'RYD1_CD' // 8-byte strings  // ~z~Azt hittem, hogy odakint fogsz vrakozni!
05A9: s$6706[20] = 'RYD1_CE' // 8-byte strings  // ~z~Ez j tlet! n majd bent leszek!
05A9: s$6706[21] = 'RYD1_CF' // 8-byte strings  // ~z~Uram, adj ert.
05A9: s$6706[22] = 'RYD1_ZA' // 8-byte strings  // ~z~Csak gy tovbb, CJ!
05A9: s$6706[23] = 'RYD1_ZB' // 8-byte strings  // ~z~Mit mondtam n mindannyitoknak? Hatalamas sikert aratunk!
05A9: s$6706[24] = 'RYD1_ZC' // 8-byte strings  // ~z~Menj vissza s foszd ki a helyet!
05A9: s$6706[25] = 'RYD1_ZD' // 8-byte strings  // ~z~Bven van mg hely, pajts.
05A9: s$6706[26] = 'RYD1_ZE' // 8-byte strings  // ~z~Siess, CJ!
05A9: s$6706[27] = 'RYD1_ZF' // 8-byte strings  // ~z~Iktasd ki mindennel, amid csak van!
05A9: s$6706[28] = 'RYD1_ZG' // 8-byte strings  // ~z~Gyernk, CJ, ki tudjuk rteni ezt a placcot!
05A9: s$6706[29] = 'RYD1_ZH' // 8-byte strings  // ~z~Mg bven van hely LB teherautjban!
05A9: s$6706[30] = 'RYD1_ZJ' // 8-byte strings  // ~z~Ember, mindentl meg fogjuk fosztani!
05A9: s$6706[31] = 'RYD1_ZK' // 8-byte strings  // ~z~Te egy tehetsges betr vagy, pajts!
05A9: s$6706[32] = 'RYD1_ZL' // 8-byte strings  // ~z~Gyernk, csak gy tovbb!
05A9: s$6706[33] = 'RYD1_ZM' // 8-byte strings  // ~z~Kpesek vagyunk arra, hogy visszaszerezzk ezt az egyet!
05A9: s$6706[34] = 'RYD1_ZN' // 8-byte strings  // ~z~Mg egy kirnduls, CJ, van mg idnk!
05A9: s$6706[35] = 'RYD1_DA' // 8-byte strings  // ~z~Japk!
05A9: s$6706[36] = 'RYD1_DB' // 8-byte strings  // ~z~Szlljatok le rlam, ti vietkongi kcsgk!
05A9: s$6706[37] = 'RYD1_DC' // 8-byte strings  // ~z~Ezt Kenny-rt!
05A9: s$6706[38] = 'RYD1_DD' // 8-byte strings  // ~z~Tnjnk innen fel!
05A9: s$6706[39] = 'RYD1_DE' // 8-byte strings  // ~z~Lopkods komcsi fattyak!
05A9: s$6706[40] = 'RYD1_DF' // 8-byte strings  // ~z~Fenbe!
05A9: s$6706[41] = 'RYD1_DG' // 8-byte strings  // ~z~Hzzunk el innen!
05A9: s$6706[42] = 'RYD1_DH' // 8-byte strings  // ~z~Elszr n!
05A9: s$6706[43] = 'RYD1_DJ' // 8-byte strings  // ~z~Ez a picsa felhvta a zsarukat!
05A9: s$6706[44] = 'RYD1_DK' // 8-byte strings  // ~z~Kifstlm ket!
05A9: s$6706[45] = 'RYD1_DL' // 8-byte strings  // ~z~Csak tntessk el innen ezt a cuccot!
05A9: s$6706[46] = 'RYD1_EA' // 8-byte strings  // ~z~Te idita baromarc.
05A9: s$6706[47] = 'RYD1_EB' // 8-byte strings  // ~z~Mit tettem n? Te voltl, aki felkeltette az reg dilinyst!
05A9: s$6706[48] = 'RYD1_EC' // 8-byte strings  // ~z~Meg kell szntetnnk a krzst, ember!
05A9: s$6706[49] = 'RYD1_ED' // 8-byte strings  // ~z~Van egy festkmhely Idlewoodban, ami elg nagy ahhoz, hogy befogadjon egy ekkora teherautt.
05A9: s$6706[50] = 'RYD1_FA' // 8-byte strings  // ~z~Rendben, most mr megvagyunk.
05A9: s$6706[51] = 'RYD1_FB' // 8-byte strings  // ~z~LB-nek van egy raktra a Seville Boulevard csald terletn, amit hasznlhatunk.
05A9: s$6706[52] = 'RYD1_FC' // 8-byte strings  // ~z~Rajta vagyok!
05A9: s$6706[53] = 'RYD1_GA' // 8-byte strings  // ~z~Komolyan, Ryder, ssze kell tartanod neked is.
05A9: s$6706[54] = 'RYD1_GB' // 8-byte strings  // ~z~Mi? Nem fogom felkapni a vizet, ha te sem leszel pancser.
05A9: s$6706[55] = 'RYD1_GC' // 8-byte strings  // ~z~Maradj ott, pajts.
05A9: s$6706[56] = 'RYD1_GD' // 8-byte strings  // ~z~Pancser!
05A9: s$6706[57] = 'RYD1_GE' // 8-byte strings  // ~z~Felejtsd el.
05A9: s$6706[58] = 'RYD1_GF' // 8-byte strings  // ~z~Felejtsd el, bolond!
05A9: s$6706[59] = 'RYD1_GG' // 8-byte strings  // ~z~Egy nap majd azt fogod kvnni, hogy brcsak ne hztl volna fel!
05A9: s$6706[60] = 'RYD1_GH' // 8-byte strings  // ~z~Hallottam valamit?
05A9: s$6706[61] = 'RYD1_GJ' // 8-byte strings  // ~z~gy hangzik, a pancser megint magyarzkodik!
05A9: s$6706[62] = 'RYD1_GK' // 8-byte strings  // ~z~Ember, ez gyerekes.
05A9: s$6706[63] = 'RYD1_GL' // 8-byte strings  // ~z~Ember, tbb nem szlok hozzd, bolond.
05A9: s$6706[64] = 'RYD1_HA' // 8-byte strings  // ~z~Megint jl elbasztad, CJ, az istenverte rlt vezetsi stlusoddal!
05A9: s$6706[65] = 'RYD1_HB' // 8-byte strings  // ~z~Most haladjunk a Pay'n'Spray-be!
05A9: s$6706[66] = 'RYD1_JA' // 8-byte strings  // ~z~Ltod, mondtam. Egyszer!
05A9: s$6706[67] = 'RYD1_JB' // 8-byte strings  // ~z~Ja, ez aztn igazi vihar volt.
05A9: s$6706[68] = 'RYD1_KA' // 8-byte strings  // ~z~Mondd, CJ - minden nap ez a szarsg megy itt, pajts.
05A9: s$6706[69] = 'RYD1_KB' // 8-byte strings  // ~z~Figyelj, semmilyen fasszop nem fog ingyen dolgozni, plne nem egy ilyen nagy bands auttolvaj.
05A9: s$6706[70] = 'RYD1_KC' // 8-byte strings  // ~z~Teht te msz rtk.
05A9: s$6706[71] = 'RYD1_KD' // 8-byte strings  // ~z~A megyben lv sszes hz egy raks szar ahhoz, hogy kiraboljuk.
05A9: s$6706[72] = 'RYD1_KE' // 8-byte strings  // ~z~Van biztostsuk - nem fog nekik hinyozni innen semmi.
05A9: s$6706[73] = 'RYD1_KF' // 8-byte strings  // ~z~Csak hozd ide vissza s LB buss jutalmat ad rte.
05A9: s$6706[74] = 'RYD1_KG' // 8-byte strings  // ~z~Ok, nzd, fradt vagyok, majd ksbb tallkozunk.
05A9: s$6706[75] = 'RYD1_KH' // 8-byte strings  // ~z~Rendben, koma. Csak gondolkozz azon, amit mondtam.
05A9: s$6706[76] = 'RYDX_AC' // 8-byte strings  // ~z~Szlljatok be, ostobk!
05A9: s$6706[77] = 'RYD1_LA' // 8-byte strings  // ~z~Ryder! Pancser!
05A9: s$6706[78] = 'RYD1_LB' // 8-byte strings  // ~z~Ryder, hol a pokolba vagy, ember?
05A9: s$6706[79] = 'RYD1_LC' // 8-byte strings  // ~z~A clpont a segg, Ryder!
05A9: s$6706[80] = 'RYDX_BG' // 8-byte strings  // ~z~h, eltnk innen!
05A9: s$6706[81] = 'RYDX_BI' // 8-byte strings  // ~z~, bazd meg, halott vagyok!
04AF: 173@ = unknown_wav_reference 33600 
04AF: 174@ = unknown_wav_reference 33601 
04AF: 175@ = unknown_wav_reference 33602 
04AF: 176@ = unknown_wav_reference 33603 
04AF: 177@ = unknown_wav_reference 33604 
04AF: 178@ = unknown_wav_reference 33605 
04AF: 179@ = unknown_wav_reference 33606 
04AF: 180@ = unknown_wav_reference 33607 
04AF: 181@ = unknown_wav_reference 33608 
04AF: 182@ = unknown_wav_reference 33609 
04AF: 183@ = unknown_wav_reference 33610 
04AF: 184@ = unknown_wav_reference 33611 
04AF: 185@ = unknown_wav_reference 33612 
04AF: 186@ = unknown_wav_reference 33613 
04AF: 187@ = unknown_wav_reference 33614 
04AF: 188@ = unknown_wav_reference 33615 
04AF: 189@ = unknown_wav_reference 33616 
04AF: 190@ = unknown_wav_reference 33617 
04AF: 191@ = unknown_wav_reference 33618 
04AF: 192@ = unknown_wav_reference 33619 
04AF: 193@ = unknown_wav_reference 33620 
04AF: 194@ = unknown_wav_reference 33664 
04AF: 195@ = unknown_wav_reference 33665 
04AF: 196@ = unknown_wav_reference 33666 
04AF: 197@ = unknown_wav_reference 33667 
04AF: 198@ = unknown_wav_reference 33668 
04AF: 199@ = unknown_wav_reference 33669 
04AF: 200@ = unknown_wav_reference 33670 
04AF: 201@ = unknown_wav_reference 33671 
04AF: 202@ = unknown_wav_reference 33672 
04AF: 203@ = unknown_wav_reference 33673 
04AF: 204@ = unknown_wav_reference 33674 
04AF: 205@ = unknown_wav_reference 33675 
04AF: 206@ = unknown_wav_reference 33676 
04AF: 207@ = unknown_wav_reference 65535 
04AF: 208@ = unknown_wav_reference 33621 
04AF: 209@ = unknown_wav_reference 33622 
04AF: 210@ = unknown_wav_reference 33623 
04AF: 211@ = unknown_wav_reference 33624 
04AF: 212@ = unknown_wav_reference 33625 
04AF: 213@ = unknown_wav_reference 33626 
04AF: 214@ = unknown_wav_reference 33627 
04AF: 215@ = unknown_wav_reference 33628 
04AF: 216@ = unknown_wav_reference 33629 
04AF: 217@ = unknown_wav_reference 33630 
04AF: 218@ = unknown_wav_reference 33631 
04AF: 219@ = unknown_wav_reference 33632 
04AF: 220@ = unknown_wav_reference 33633 
04AF: 221@ = unknown_wav_reference 33634 
04AF: 222@ = unknown_wav_reference 33635 
04AF: 223@ = unknown_wav_reference 33636 
04AF: 224@ = unknown_wav_reference 33637 
04AF: 225@ = unknown_wav_reference 33638 
04AF: 226@ = unknown_wav_reference 33639 
04AF: 227@ = unknown_wav_reference 33640 
04AF: 228@ = unknown_wav_reference 33641 
04AF: 229@ = unknown_wav_reference 33642 
04AF: 230@ = unknown_wav_reference 33643 
04AF: 231@ = unknown_wav_reference 33644 
04AF: 232@ = unknown_wav_reference 33645 
04AF: 233@ = unknown_wav_reference 33646 
04AF: 234@ = unknown_wav_reference 33647 
04AF: 235@ = unknown_wav_reference 33648 
04AF: 236@ = unknown_wav_reference 33649 
04AF: 237@ = unknown_wav_reference 33650 
04AF: 238@ = unknown_wav_reference 33651 
04AF: 239@ = unknown_wav_reference 33652 
04AF: 240@ = unknown_wav_reference 33653 
04AF: 241@ = unknown_wav_reference 33654 
04AF: 242@ = unknown_wav_reference 33655 
04AF: 243@ = unknown_wav_reference 33656 
04AF: 244@ = unknown_wav_reference 33657 
04AF: 245@ = unknown_wav_reference 33658 
04AF: 246@ = unknown_wav_reference 33659 
04AF: 247@ = unknown_wav_reference 33660 
04AF: 248@ = unknown_wav_reference 34202 
04AF: 249@ = unknown_wav_reference 33661 
04AF: 250@ = unknown_wav_reference 33662 
04AF: 251@ = unknown_wav_reference 33663 
04AF: 252@ = unknown_wav_reference 34227 
04AF: 253@ = unknown_wav_reference 34229 
04AF: 274@ = unknown_wav_reference 19600 
04AF: 275@ = unknown_wav_reference 41800 
04AF: 276@ = unknown_wav_reference 19601 
0006: 277@ = 0 // integer values 
0006: 278@ = 0 // integer values 
0006: 279@ = 0 // integer values 
0004: $2332 = 1 // integer values 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @GUNS1_4925 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
0006: 77@ = 1 // integer values 
00C0: set_current_time 22 0 
07FB: set_interior 'BURHOUS' accessible 0  // Colonel Fuhrberger
0247: request_model #BOXBURG 
04ED: load_animation "CAR_CHAT" 
023C: request_special_actor 'RYDER2' as 1 

:GUNS1_3253
00D6: if or
8248:   not model #BOXBURG available 
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GUNS1_3296 
0001: wait 0 ms 
0002: jump @GUNS1_3253 

:GUNS1_3296
0395: clear_area 1 at 2470.656 -1689.649 12.5198 range 100.0 
0674: set_car_model #BOXBURG numberplate "__SWAG__" 
00A5: 102@ = create_car #BOXBURG at 2476.682 -1679.566 12.3451 
0175: set_car 102@ z_angle_to 48.737 
009A: 98@ = create_actor 23 #SPECIAL01 at 2475.168 -1686.482 12.5007 
039E: set_actor 98@ jackable 1 
060B: unknown_actor_use_entity 98@ 39@ 
0708: unknown_add_entity_item 39@ 9 
0708: unknown_add_entity_item 39@ 79 
0708: unknown_add_entity_item 39@ 43 
0708: unknown_add_entity_item 39@ 73 
0708: unknown_add_entity_item 39@ 41 
0709: unknown_set_entity_item 39@ 9 251 0.0 100.0 0.0 0.0 1 1 
0245: set_actor 98@ walk_style_to "GANG1" 
0568: set_actor 98@ targetable 1 
0223: set_actor 98@ health_to 200 
0446: set_actor 98@ immune_to_headshots 0 
0175: set_car 102@ z_angle_to 30.0 
00D6: if 
0039:   77@ == 999 // integer values 
004D: jump_if_false @GUNS1_3555 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 

:GUNS1_3555
00BE: text_clear_all 
0006: 55@ = 1 // integer values 
0006: 59@ = 1 // integer values 
0006: 53@ = 1 // integer values 
0006: 51@ = 1 // integer values 
03CB: set_camera 2475.0 -1699.0 15.0 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2473.483 -1686.599 12.5154 
0173: set_actor $PLAYER_ACTOR z_angle_to 14.9748 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 2473.527 -1680.036 12.3551 speed 4 6000 ms 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car_as_driver 102@ 5000 ms 
0616: define_action_sequences_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 
0173: set_actor 98@ z_angle_to 349.379 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 2480.925 -1682.348 12.3381 speed 6 6000 ms 
05D3: AS_actor -1 go_to_point 2478.305 -1677.06 12.3478 speed 6 6000 ms 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 3000 ms 
0616: define_action_sequences_end 129@ 
0618: assign_actor 98@ to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 
015F: set_camera_position 2470.383 -1675.816 13.2161 0.0 0.0 0.0 
0160: point_camera 2471.166 -1676.424 13.347 2 
02A3: toggle_widescreen 1 
0395: clear_area 1 at 2470.656 -1689.649 12.5198 range 100.0 
00C0: set_current_time 22 0 
016A: fade 1 1000 ms 

:GUNS1_3880
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_3904 
0001: wait 0 ms 
0002: jump @GUNS1_3880 

:GUNS1_3904
0707: start_scene_skip_to @GUNS1_4448 
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 254@ = 76 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 263@ = 0 // integer values 

:GUNS1_3960
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_4448 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_4317 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_4042 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_4035 
040D: unload_wav 256@ 

:GUNS1_4035
0006: 257@ = 1 // integer values 

:GUNS1_4042
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_4079 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_4079
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_4139 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_4139 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_4139
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_4317 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_4256 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_4221 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_4235 

:GUNS1_4221
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_4235
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_4317 

:GUNS1_4256
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_4317 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_4317 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_4317
00D6: if 
0019:   32@ > 15000 // integer values 
004D: jump_if_false @GUNS1_4343 
0006: 52@ = 1 // integer values 

:GUNS1_4343
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_4430 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_4416 
00D6: if and
0448:   actor 98@ in_car 102@ 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_4409 
0006: 52@ = 1 // integer values 

:GUNS1_4409
0002: jump @GUNS1_4423 

:GUNS1_4416
0006: 52@ = 1 // integer values 

:GUNS1_4423
0002: jump @GUNS1_4437 

:GUNS1_4430
0006: 52@ = 1 // integer values 

:GUNS1_4437
0001: wait 0 ms 
0002: jump @GUNS1_3960 

:GUNS1_4448
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @GUNS1_4766 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
00BE: text_clear_all 
0396: 0 useless_flag 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
016A: fade 0 1000 ms 

:GUNS1_4578
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_4602 
0001: wait 0 ms 
0002: jump @GUNS1_4578 

:GUNS1_4602
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_4690 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_4690 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_4663 
0430: put_actor 98@ into_vehicle 102@ passenger_seat 0 

:GUNS1_4663
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_4690 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_4690
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
09DD: (unknown) 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_4766 
00D6: if 
86EE:   not actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_4766 
08F4: (unknown) 1 
0631: put_actor 98@ in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 0 
07CB: (unknown) 98@ 0 

:GUNS1_4766
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
00C0: set_current_time 22 0 
04EF: release_animation "CAR_CHAT" 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0793: (unknown) 
0006: 88@ = 1 // integer values 
087B: set_player $PLAYER_CHAR clothes "BALACLAVA" "BALACLAVA" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
03D6: remove_big_text 'BOXBURG'  // Boxville
00BB: text_lowpriority 'GUNS130' 5000 ms 1  // ~s~Parkolj le a ~y~hzhoz~s~ kzel s szerezd meg a fegyvereket napfelkelte eltt.
016A: fade 1 1000 ms 

:GUNS1_4876
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_4900 
0001: wait 0 ms 
0002: jump @GUNS1_4876 

:GUNS1_4900
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0038:   $2880 == 1 // integer values 
004D: jump_if_false @GUNS1_4925 

:GUNS1_4925
0001: wait 0 ms 
00D6: if 
0735:   32 
004D: jump_if_false @GUNS1_4975 
0002: jump @GUNS1_40660 
009A: 99@ = create_actor 24 #WMOPJ at 2817.269 -1169.875 28.272 

:GUNS1_4975
00D6: if 
0735:   49 
004D: jump_if_false @GUNS1_5010 
00A1: put_actor $PLAYER_ACTOR at 2834.0 -1182.0 25.0 

:GUNS1_5010
00D6: if 
0735:   50 
004D: jump_if_false @GUNS1_5045 
00A1: put_actor $PLAYER_ACTOR at 2492.0 -1666.0 12.0 

:GUNS1_5045
00D6: if 
0735:   52 
004D: jump_if_false @GUNS1_5067 
0006: 35@ = 4 // integer values 

:GUNS1_5067
00D6: if 
0735:   51 
004D: jump_if_false @GUNS1_5089 
0006: 51@ = 8 // integer values 

:GUNS1_5089
00D6: if 
0735:   99 
004D: jump_if_false @GUNS1_5114 
0004: $6704 = 6000000 // integer values 

:GUNS1_5114
00D6: if 
0735:   48 
004D: jump_if_false @GUNS1_5137 
0004: $6704 = 5000 // integer values 

:GUNS1_5137
00D6: if 
0735:   83 
004D: jump_if_false @GUNS1_5159 
0002: jump @GUNS1_40660 

:GUNS1_5159
00D6: if 
0039:   53@ == 1 // integer values 
004D: jump_if_false @GUNS1_5564 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @GUNS1_5325 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_5302 
016A: fade 0 1000 ms 

:GUNS1_5231
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_5255 
0001: wait 0 ms 
0002: jump @GUNS1_5231 

:GUNS1_5255
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:GUNS1_5278
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_5302 
0001: wait 0 ms 
0002: jump @GUNS1_5278 

:GUNS1_5302
00BB: text_lowpriority 'GUNS125' 5000 ms 1  // ~r~Ryder halott!
0002: jump @GUNS1_40642 

:GUNS1_5325
00D6: if 
0119:   car 102@ wrecked 
004D: jump_if_false @GUNS1_5471 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_5448 
016A: fade 0 1000 ms 

:GUNS1_5377
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_5401 
0001: wait 0 ms 
0002: jump @GUNS1_5377 

:GUNS1_5401
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:GUNS1_5424
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_5448 
0001: wait 0 ms 
0002: jump @GUNS1_5424 

:GUNS1_5448
00BB: text_lowpriority 'GUNS122' 5000 ms 1  // ~r~A teheraut felrobbant!
0002: jump @GUNS1_40642 

:GUNS1_5471
077E: 37@ = active_interior 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GUNS1_5564 
00D6: if 
001B:   8 > 51@ // integer values 
004D: jump_if_false @GUNS1_5564 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_5564 
00BB: text_lowpriority 'RYD1_37' 5000 ms 1  // ~r~Tbb nem kell viselned a smaszkot.
0002: jump @GUNS1_40642 

:GUNS1_5564
00D6: if and
0039:   51@ == 1 // integer values 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_5670 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_5670 
0164: disable_marker 104@ 
0006: 55@ = 0 // integer values 
00BE: text_clear_all 
018A: 105@ = create_checkpoint_at 2819.9 -1181.7 25.15 
00BB: text_lowpriority 'GUNS130' 5000 ms 1  // ~s~Parkolj le a ~y~hzhoz~s~ kzel s szerezd meg a fegyvereket napfelkelte eltt.
0006: 56@ = 1 // integer values 
0006: 51@ = 2 // integer values 

:GUNS1_5670
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @GUNS1_8410 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_6720 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_6272 
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @GUNS1_5934 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @GUNS1_5794 
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @GUNS1_5794 
0164: disable_marker 108@ 
0006: 57@ = 0 // integer values 

:GUNS1_5794
0164: disable_marker 105@ 
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @GUNS1_5829 
0164: disable_marker 108@ 
0006: 57@ = 0 // integer values 

:GUNS1_5829
0006: 56@ = 0 // integer values 
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @GUNS1_5856 
0006: 44@ = 1 // integer values 

:GUNS1_5856
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS128' 5000 ms 1  // ~s~Elhagytad a ~b~teherautt~s~! Menj vissza hozz!
0006: 254@ = 76 // integer values 
0006: 257@ = 0 // integer values 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0A31: (unknown) $PLAYER_CHAR 1 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 // integer values 
0002: jump @GUNS1_6265 

:GUNS1_5934
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_6265 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_5998 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_5991 
040D: unload_wav 256@ 

:GUNS1_5991
0006: 257@ = 1 // integer values 

:GUNS1_5998
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_6035 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_6035
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_6096 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_6096 
0949: link_wav 255@ to_actor 98@ 
03D1: play_wav 255@ 
000A: 43@ += 1 // integer values 
0006: 257@ = 3 // integer values 

:GUNS1_6096
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_6265 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_6204 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_6169 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_6183 

:GUNS1_6169
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_6183
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_6265 

:GUNS1_6204
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_6265 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_6265 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_6265
0002: jump @GUNS1_6416 

:GUNS1_6272
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @GUNS1_6379 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @GUNS1_6372 
0A31: (unknown) $PLAYER_CHAR 0 
0164: disable_marker 104@ 
0006: 55@ = 0 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS130' 5000 ms 1  // ~s~Parkolj le a ~y~hzhoz~s~ kzel s szerezd meg a fegyvereket napfelkelte eltt.
018A: 105@ = create_checkpoint_at 2819.9 -1181.7 25.15 
0006: 56@ = 1 // integer values 

:GUNS1_6372
0002: jump @GUNS1_6416 

:GUNS1_6379
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @GUNS1_6416 
0A31: (unknown) $PLAYER_CHAR 0 
0164: disable_marker 104@ 
0006: 55@ = 0 // integer values 

:GUNS1_6416
00D6: if 
00DB:   actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_6511 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @GUNS1_6504 
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @GUNS1_6483 
0164: disable_marker 108@ 
0006: 57@ = 0 // integer values 

:GUNS1_6483
0006: 59@ = 1 // integer values 
0006: 58@ = 0 // integer values 
0006: 59@ = 1 // integer values 

:GUNS1_6504
0002: jump @GUNS1_6720 

:GUNS1_6511
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @GUNS1_6536 
0006: 59@ = 0 // integer values 

:GUNS1_6536
00D6: if and
0039:   57@ == 0 // integer values 
0039:   55@ == 0 // integer values 
004D: jump_if_false @GUNS1_6633 
0164: disable_marker 105@ 
0006: 56@ = 0 // integer values 
0187: 108@ = create_marker_above_actor 98@ 
07E0: set_marker 108@ type_to 1 
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @GUNS1_6608 
0006: 44@ = 1 // integer values 

:GUNS1_6608
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS143' 5000 ms 1  // ~s~Htrahagytad ~b~Ryder-t~s~. Menj vissza rte.
0006: 57@ = 1 // integer values 

:GUNS1_6633
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @GUNS1_6677 
05CA: AS_actor 98@ enter_car 102@ passenger_seat 0 -2 ms 
0006: 58@ = 1 // integer values 
0002: jump @GUNS1_6720 

:GUNS1_6677
062E: (unknown) 98@ 1482 38@ 
00D6: if and
84A4:   not  38@ == 0 // integer values OR floating-point values 
84A4:   not  38@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GUNS1_6720 
0006: 58@ = 0 // integer values 

:GUNS1_6720
00D6: if and
0039:   59@ == 1 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GUNS1_8248 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @GUNS1_6836 
00D6: if 
001B:   8 > 43@ // integer values 
004D: jump_if_false @GUNS1_6836 
00BB: text_lowpriority 'GUNS135' 4000 ms 1  // Amint mondtam....
000E: 43@ -= 1 // integer values 
00D6: if 
001B:   0 > 43@ // integer values 
004D: jump_if_false @GUNS1_6829 
0006: 43@ = 0 // integer values 

:GUNS1_6829
0006: 44@ = 0 // integer values 

:GUNS1_6836
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @GUNS1_8248 
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @GUNS1_8248 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_7218 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_6936 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_6929 
040D: unload_wav 256@ 

:GUNS1_6929
0006: 257@ = 1 // integer values 

:GUNS1_6936
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_6973 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_6973
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_7040 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_7040 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
000A: 43@ += 1 // integer values 
0006: 257@ = 3 // integer values 

:GUNS1_7040
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_7218 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_7157 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_7122 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_7136 

:GUNS1_7122
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_7136
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_7218 

:GUNS1_7157
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_7218 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_7218 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_7218
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_8248 
0871: init_jump_table 259@ total_jumps 8 1 @GUNS1_8125 jumps 0 @GUNS1_7359 1 @GUNS1_7441 2 @GUNS1_7525 3 @GUNS1_7633 4 @GUNS1_7741 5 @GUNS1_7825 6 @GUNS1_7933 
0872: jump_table_jumps 7 @GUNS1_8017 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 

:GUNS1_7359
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_7434 
0006: 254@ = 2 // integer values 
0006: 259@ = 1 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_7429 
0967: actor 98@ move_mouth 5000 
0A09: (unknown) 98@ 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:GUNS1_7429
01BD: 262@ = current_time_in_ms 

:GUNS1_7434
0002: jump @GUNS1_8248 

:GUNS1_7441
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_7518 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_7518 
0006: 254@ = 3 // integer values 
0006: 259@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_7518
0002: jump @GUNS1_8248 

:GUNS1_7525
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_7626 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_7626 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_7607 
0967: actor 98@ move_mouth 4000 

:GUNS1_7607
0006: 254@ = 4 // integer values 
0006: 259@ = 3 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_7626
0002: jump @GUNS1_8248 

:GUNS1_7633
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_7734 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_7734 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_7715 
0967: actor 98@ move_mouth 4000 

:GUNS1_7715
0006: 254@ = 5 // integer values 
0006: 259@ = 4 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_7734
0002: jump @GUNS1_8248 

:GUNS1_7741
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_7818 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_7818 
0006: 254@ = 6 // integer values 
0006: 259@ = 5 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_7818
0002: jump @GUNS1_8248 

:GUNS1_7825
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_7926 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_7926 
0006: 254@ = 7 // integer values 
0006: 259@ = 6 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_7921 
0967: actor 98@ move_mouth 3000 

:GUNS1_7921
01BD: 262@ = current_time_in_ms 

:GUNS1_7926
0002: jump @GUNS1_8248 

:GUNS1_7933
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_8010 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_8010 
0006: 254@ = 8 // integer values 
0006: 259@ = 7 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_8010
0002: jump @GUNS1_8248 

:GUNS1_8017
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_8118 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_8118 
0006: 254@ = 9 // integer values 
0006: 259@ = 8 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_8113 
0967: actor 98@ move_mouth 3000 

:GUNS1_8113
01BD: 262@ = current_time_in_ms 

:GUNS1_8118
0002: jump @GUNS1_8248 

:GUNS1_8125
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_8241 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_8241 
0006: 258@ = 1 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_8225 
0A09: (unknown) 98@ 0 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor 98@ stop_mouth 

:GUNS1_8225
00BB: text_lowpriority 'GUNS130' 5000 ms 1  // ~s~Parkolj le a ~y~hzhoz~s~ kzel s szerezd meg a fegyvereket napfelkelte eltt.

:GUNS1_8241
0002: jump @GUNS1_8248 

:GUNS1_8248
00D6: if and
0039:   59@ == 1 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GUNS1_8410 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 2819.9 -1181.7 25.15 radius 4.0 4.0 2.5 sphere 1 
004D: jump_if_false @GUNS1_8410 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 
0164: disable_marker 105@ 
0006: 56@ = 0 // integer values 
0006: 44@ = 0 // integer values 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00BE: text_clear_all 
0395: clear_area 1 at 2819.9 -1181.7 25.15 range 30.0 
0006: 51@ = 3 // integer values 

:GUNS1_8410
00D6: if and
001B:   4 > 51@ // integer values 
0039:   80@ == 1 // integer values 
004D: jump_if_false @GUNS1_8590 
00D6: if 
0038:   $6704 == 0 // integer values 
004D: jump_if_false @GUNS1_8590 
00BE: text_clear_all 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_8567 
016A: fade 0 1000 ms 

:GUNS1_8496
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_8520 
0001: wait 0 ms 
0002: jump @GUNS1_8496 

:GUNS1_8520
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:GUNS1_8543
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_8567 
0001: wait 0 ms 
0002: jump @GUNS1_8543 

:GUNS1_8567
00BB: text_lowpriority 'RYD1_35' 5000 ms 1  // ~r~Tl sokig vrtl a betrsre, most mr nincsen jszaka!
0002: jump @GUNS1_40642 

:GUNS1_8590
00D6: if 
0039:   51@ == 3 // integer values 
004D: jump_if_false @GUNS1_11412 
00D6: if 
0038:   $2880 == 0 // integer values 
004D: jump_if_false @GUNS1_8633 
0004: $2880 = 1 // integer values 

:GUNS1_8633
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0396: 1 useless_flag 
0707: start_scene_skip_to @GUNS1_10796 
015F: set_camera_position 2798.645 -1190.165 31.8647 0.0 0.0 0.0 
0160: point_camera 2799.488 -1189.684 31.6214 2 
00BE: text_clear_all 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 

:GUNS1_8778
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @GUNS1_10796 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_9139 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_8864 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_8857 
040D: unload_wav 256@ 

:GUNS1_8857
0006: 257@ = 1 // integer values 

:GUNS1_8864
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_8901 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_8901
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_8961 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_8961 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_8961
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_9139 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_9078 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_9043 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_9057 

:GUNS1_9043
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_9057
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_9139 

:GUNS1_9078
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_9139 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_9139 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_9139
0871: init_jump_table 259@ total_jumps 7 1 @GUNS1_10717 jumps 0 @GUNS1_9202 1 @GUNS1_9320 2 @GUNS1_9483 3 @GUNS1_9619 4 @GUNS1_10172 5 @GUNS1_10395 6 @GUNS1_10583 

:GUNS1_9202
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_9313 
0006: 254@ = 10 // integer values 
0006: 259@ = 1 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_9308 
0967: actor 98@ move_mouth 4000 
0615: define_action_sequences 125@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2809.281 -1181.609 24.6181 speed 4 -1 ms 
0616: define_action_sequences_end 125@ 
0618: assign_actor 98@ to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 

:GUNS1_9308
01BD: 262@ = current_time_in_ms 

:GUNS1_9313
0002: jump @GUNS1_10789 

:GUNS1_9320
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_9476 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_9476 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_9407 
0968: actor 98@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 5000 

:GUNS1_9407
0615: define_action_sequences 124@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2808.119 -1182.255 24.6181 speed 4 -1 ms 
0616: define_action_sequences_end 124@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 124@ 
061B: remove_references_to_action_sequences 124@ 
0006: 254@ = 11 // integer values 
0006: 259@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_9476
0002: jump @GUNS1_10789 

:GUNS1_9483
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_9612 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_9612 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_9570 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 98@ move_mouth 4000 

:GUNS1_9570
0006: 254@ = 12 // integer values 
04ED: load_animation "ON_LOOKERS" 
04ED: load_animation "GANGS" 
0006: 259@ = 3 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_9612
0002: jump @GUNS1_10789 

:GUNS1_9619
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_10165 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_10165 

:GUNS1_9677
00D6: if or
84EE:   not animation "ON_LOOKERS" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_9722 
0001: wait 0 ms 
0002: jump @GUNS1_9677 

:GUNS1_9722
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @GUNS1_9949 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_9949 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_9949 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 98@ 
00A1: put_actor $PLAYER_ACTOR at 2808.119 -1182.255 24.3693 
0173: set_actor $PLAYER_ACTOR z_angle_to 353.059 
00A1: put_actor 98@ at 2809.281 -1181.609 24.3693 
0173: set_actor 98@ z_angle_to 30.6396 
015F: set_camera_position 2804.06 -1181.834 25.8646 0.0 0.0 0.0 
0160: point_camera 2804.96 -1181.406 25.9365 2 
0508: (unknown) 102@ 
020A: set_car 102@ door_status_to 2 
068A: (unknown) 102@ 2 
068A: (unknown) 102@ 3 
0519: lock_vehicle 102@ in_current_position 1 
0006: 73@ = 1 // integer values 

:GUNS1_9949
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10122 
0615: define_action_sequences 126@ 
0605: actor -1 perform_animation_sequence "SHOUT_IN" from_file "ON_LOOKERS" 1000.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1000.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_OUT" from_file "ON_LOOKERS" 1000.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 126@ 
0618: assign_actor 98@ to_action_sequences 126@ 
061B: remove_references_to_action_sequences 126@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 98@ 

:GUNS1_10122
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10146 
0967: actor 98@ move_mouth 4000 

:GUNS1_10146
0006: 254@ = 13 // integer values 
0006: 259@ = 4 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_10165
0002: jump @GUNS1_10789 

:GUNS1_10172
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_10388 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_10388 
04ED: load_animation "GANGS" 

:GUNS1_10239
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_10270 
0001: wait 0 ms 
0002: jump @GUNS1_10239 

:GUNS1_10270
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10299 
0968: actor 98@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 

:GUNS1_10299
0006: 254@ = 14 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10376 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 98@ 5000 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:GUNS1_10376
0006: 259@ = 5 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_10388
0002: jump @GUNS1_10789 

:GUNS1_10395
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_10576 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_10576 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10482 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 98@ move_mouth 4000 

:GUNS1_10482
0006: 254@ = 15 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10564 
05BF: AS_actor 98@ look_at_actor $PLAYER_ACTOR 3000 ms 
0605: actor 98@ perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:GUNS1_10564
0006: 259@ = 6 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_10576
0002: jump @GUNS1_10789 

:GUNS1_10583
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_10710 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_10710 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10665 
0967: actor 98@ move_mouth 4000 

:GUNS1_10665
0006: 254@ = 16 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10698 
0647: unknown_action_sequence 98@ 
05C2: AS_actor 98@ show_the_finger 

:GUNS1_10698
0006: 259@ = 7 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_10710
0002: jump @GUNS1_10789 

:GUNS1_10717
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_10782 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_10782 
0006: 258@ = 1 // integer values 

:GUNS1_10782
0002: jump @GUNS1_10789 

:GUNS1_10789
0002: jump @GUNS1_8778 

:GUNS1_10796
0701: end_scene_skip 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10824 
0968: actor 98@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_10824
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0396: 0 useless_flag 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @GUNS1_11073 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_11073 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 98@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GUNS1_10930 
00A1: put_actor $PLAYER_ACTOR at 2808.119 -1182.255 24.3693 
0002: jump @GUNS1_10950 

:GUNS1_10930
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2808.119 -1182.255 24.3693 

:GUNS1_10950
0173: set_actor $PLAYER_ACTOR z_angle_to 10.3905 
00D6: if 
80DF:   not actor 98@ driving 
004D: jump_if_false @GUNS1_11003 
0972: (unknown) 98@ 2809.281 -1181.609 24.6181 
0002: jump @GUNS1_11023 

:GUNS1_11003
0362: remove_actor 98@ from_car_and_place_at 2809.281 -1181.609 24.6181 

:GUNS1_11023
0173: set_actor 98@ z_angle_to 30.6396 
0508: (unknown) 102@ 
020A: set_car 102@ door_status_to 2 
068A: (unknown) 102@ 2 
068A: (unknown) 102@ 3 
0519: lock_vehicle 102@ in_current_position 1 
0006: 73@ = 1 // integer values 

:GUNS1_11073
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_11099 
0792: (unknown) 98@ 
0647: unknown_action_sequence 98@ 

:GUNS1_11099
0792: (unknown) $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
04EF: release_animation "ON_LOOKERS" 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
07FB: set_interior 'BURHOUS' accessible 1  // Colonel Fuhrberger
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
018A: 109@ = create_checkpoint_at 2808.0 -1177.0 26.0 
00BB: text_lowpriority 'RYD1_39' 5000 ms 1  // Lpj be a ~y~hzba~s~.
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_11405 
00D6: if 
06EE:   actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_11227 
06C9: remove_actor 98@ from_group 

:GUNS1_11227
0615: define_action_sequences 128@ 
05D3: AS_actor -1 go_to_point 2829.412 -1187.152 23.8422 speed 4 -2 ms 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
05D3: AS_actor -1 go_to_point 2811.438 -1185.982 24.2707 speed 4 -2 ms 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.408 24.3621 2500 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0643: (unknown) 128@ 1 
0616: define_action_sequences_end 128@ 
0618: assign_actor 98@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 

:GUNS1_11405
0006: 51@ = 4 // integer values 

:GUNS1_11412
00D6: if 
0039:   51@ == 4 // integer values 
004D: jump_if_false @GUNS1_12539 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2808.0 -1170.0 1026.0 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR 0 2807.96 -1176.236 24.3824 radius 1.2 1.2 3.0 
004D: jump_if_false @GUNS1_12539 
00BE: text_clear_all 
0164: disable_marker 109@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:GUNS1_11536
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_11560 
0001: wait 0 ms 
0002: jump @GUNS1_11536 

:GUNS1_11560
00BE: text_clear_all 
03E6: remove_text_box 
0581: toggle_radar 0 
0826: toggle_hud 0 
015F: set_camera_position 2806.792 -1168.75 1025.883 0.0 0.0 0.0 
0160: point_camera 2807.339 -1169.586 1025.903 2 
075B: (unknown) 90 
02A3: toggle_widescreen 1 
0792: (unknown) $PLAYER_ACTOR 
04BB: select_interior 8 // select render area 
03CB: set_camera 2807.62 -1169.88 1024.578 
04BB: select_interior 8 // select render area 
08AD: (unknown) $PLAYER_ACTOR 2807.96 -1176.236 20.0 
00A1: put_actor $PLAYER_ACTOR at 2807.62 -1171.9 1024.578 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0007: 167@ = 0.0 // floating-point values 
0004: $6705 = 0 // integer values 
04BB: select_interior 8 // select render area 
022B: create_forbidden_for_peds_cube 2775.0 -1196.4 0.0 2840.0 -1141.0 40.0 
0395: clear_area 1 at 2808.73 -1168.32 1024.6 range 100.0 
03CB: set_camera 2808.73 -1168.32 1024.6 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_11828 
0687: clear_actor_task 98@ 

:GUNS1_11828
0247: request_model #DB_AMMO 

:GUNS1_11833
00D6: if 
8248:   not model #DB_AMMO available 
004D: jump_if_false @GUNS1_11860 
0001: wait 0 ms 
0002: jump @GUNS1_11833 

:GUNS1_11860
0006: 34@ = 0 // integer values 

:GUNS1_11867
00D6: if 
001B:   7 > 34@ // integer values 
004D: jump_if_false @GUNS1_12073 
0107: 117@(34@,7i) = create_object #DB_AMMO at 132@(34@,7f) 139@(34@,7f) 146@(34@,7f) 
0188: 110@(34@,7i) = create_marker_above_object 117@(34@,7i) 
01BB: store_object 117@(34@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 // floating-point values 
004D: jump_if_false @GUNS1_11997 
08DC: (unknown) 110@(34@,7i) 2807.844 -1176.985 10.0 

:GUNS1_11997
0006: 81@(34@,7i) = 1 // integer values 
0566: object 117@(34@,7i) set_interior 8 
08E9: set_object 117@(34@,7i) liftable 1 
0382: set_object 117@(34@,7i) collision_detection 1 
0392: object 117@(34@,7i) toggle_in_moving_list 1 
000A: 47@ += 1 // integer values 
000A: 34@ += 1 // integer values 
0002: jump @GUNS1_11867 

:GUNS1_12073
04ED: load_animation "INT_HOUSE" 
04ED: load_animation "GANGS" 

:GUNS1_12095
00D6: if or
84EE:   not animation "INT_HOUSE" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_12139 
0001: wait 0 ms 
0002: jump @GUNS1_12095 

:GUNS1_12139
0247: request_model #WMOPJ 
0247: request_model #CHROMEGUN 

:GUNS1_12148
00D6: if or
8248:   not model #WMOPJ available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @GUNS1_12179 
0001: wait 0 ms 
0002: jump @GUNS1_12148 

:GUNS1_12179
009A: 99@ = create_actor 24 #WMOPJ at 2816.857 -1169.075 1028.172 
0860: link_actor 99@ to_interior 8 
0446: set_actor 99@ immune_to_headshots 1 
0985: (unknown) 2816.857 -1169.075 1028.172 4.0 -150 0 99@ 
060B: unknown_actor_use_entity 99@ 40@ 
00A1: put_actor 99@ at 2816.857 -1169.075 1028.172 
0173: set_actor 99@ z_angle_to 90.0 
01B2: give_actor 99@ weapon 25 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 99@ armed_weapon_to 0 
0605: actor 99@ perform_animation_sequence "BED_LOOP_R" from_file "INT_HOUSE" 4.0 loop 1 0 0 0 -1 ms 
015F: set_camera_position 2806.792 -1168.75 1025.883 0.0 0.0 0.0 
0160: point_camera 2807.339 -1169.586 1025.903 2 
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @GUNS1_12459 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 range 50.0 
0006: 95@ = 1 // integer values 

:GUNS1_12459
0006: 61@ = 1 // integer values 
000A: 35@ += 1 // integer values 
0164: disable_marker 110@ 
0006: 81@ = 0 // integer values 
0108: destroy_object 117@ 
000E: 47@ -= 1 // integer values 
016A: fade 1 500 ms 

:GUNS1_12504
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_12528 
0001: wait 0 ms 
0002: jump @GUNS1_12504 

:GUNS1_12528
0826: toggle_hud 1 
0006: 51@ = 5 // integer values 

:GUNS1_12539
00D6: if 
001B:   7 > 51@ // integer values 
004D: jump_if_false @GUNS1_12774 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @GUNS1_12767 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if 
0018:   $TIME_HOURS > 21 // integer values 
004D: jump_if_false @GUNS1_12667 
0006: 49@ = 24 // integer values 
0064: 49@ -= $TIME_HOURS // integer values 
000A: 49@ += 6 // integer values 
0012: 49@ *= 60000 // integer values 
008A: $6704 = 49@ // integer values and handles 
0006: 49@ = 60000 // integer values 
0064: 49@ -= $TIME_MINS // integer values 
0058: $6704 += $TIME_MINS // integer values 

:GUNS1_12667
00D6: if 
001A:   5 > $TIME_HOURS // integer values 
004D: jump_if_false @GUNS1_12744 
0006: 49@ = 6 // integer values 
0064: 49@ -= $TIME_HOURS // integer values 
0012: 49@ *= 60000 // integer values 
008A: $6704 = 49@ // integer values and handles 
0006: 49@ = 60000 // integer values 
0064: 49@ -= $TIME_MINS // integer values 
0058: $6704 += $TIME_MINS // integer values 

:GUNS1_12744
03C3: set_timer_with_text_to $6704 type 1 text 'RYD1_41'  // NAPFELKELTE
0006: 80@ = 1 // integer values 

:GUNS1_12767
0002: jump @GUNS1_12804 

:GUNS1_12774
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @GUNS1_12804 
014F: stop_timer $6704 
0006: 80@ = 0 // integer values 

:GUNS1_12804
00D6: if 
0039:   51@ == 5 // integer values 
004D: jump_if_false @GUNS1_14412 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 range 50.0 
0396: 1 useless_flag 
0707: start_scene_skip_to @GUNS1_13763 
03E6: remove_text_box 
0512: permanent_text_box 'RYD1_92'  // Minden alkalommal csendben kell maradnod.

:GUNS1_12870
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GUNS1_12894 
0001: wait 0 ms 
0002: jump @GUNS1_12870 

:GUNS1_12894
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 

:GUNS1_12908
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_12968 
00D6: if or
0019:   32@ > 4000 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_12957 
0006: 52@ = 1 // integer values 

:GUNS1_12957
0001: wait 0 ms 
0002: jump @GUNS1_12908 

:GUNS1_12968
03E6: remove_text_box 
0512: permanent_text_box 'RYD1_93'  // Tartsd nyomva a ~k~~SNEAK_ABOUT~ gombot, a lopakodshoz.

:GUNS1_12981
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GUNS1_13005 
0001: wait 0 ms 
0002: jump @GUNS1_12981 

:GUNS1_13005
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 

:GUNS1_13019
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_13079 
00D6: if or
0019:   32@ > 4000 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_13068 
0006: 52@ = 1 // integer values 

:GUNS1_13068
0001: wait 0 ms 
0002: jump @GUNS1_13019 

:GUNS1_13079
015F: set_camera_position 2815.59 -1169.15 1029.45 0.0 0.0 0.0 
0160: point_camera 2820.48 -1173.33 1028.01 2 
03E6: remove_text_box 
0512: permanent_text_box 'RYD1_94'  // Ha tl nagy zajt csapsz, akkor felbreszted a bentlakkat.

:GUNS1_13143
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GUNS1_13167 
0001: wait 0 ms 
0002: jump @GUNS1_13143 

:GUNS1_13167
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 277@ = 3 // integer values 
0006: 278@ = 0 // integer values 
0006: 279@ = 0 // integer values 

:GUNS1_13202
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_13451 
00D6: if 
8039:   not  277@ == 0 // integer values 
004D: jump_if_false @GUNS1_13409 
00D6: if 
0039:   278@ == 0 // integer values 
004D: jump_if_false @GUNS1_13282 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_13275 
040D: unload_wav 3 

:GUNS1_13275
0006: 278@ = 1 // integer values 

:GUNS1_13282
00D6: if 
0039:   278@ == 1 // integer values 
004D: jump_if_false @GUNS1_13318 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 // integer values 

:GUNS1_13318
00D6: if 
0039:   278@ == 2 // integer values 
004D: jump_if_false @GUNS1_13362 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_13362 
03D1: play_wav 3 
0006: 278@ = 3 // integer values 

:GUNS1_13362
00D6: if 
0039:   278@ == 3 // integer values 
004D: jump_if_false @GUNS1_13409 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_13409 
0006: 277@ = 0 // integer values 
0006: 278@ = 0 // integer values 

:GUNS1_13409
00D6: if or
0019:   32@ > 4000 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_13440 
0006: 52@ = 1 // integer values 

:GUNS1_13440
0001: wait 0 ms 
0002: jump @GUNS1_13202 

:GUNS1_13451
0512: permanent_text_box 'RYD1_95'  // Legyen gondod r, hogy a zajmr ne rje el a maximum rtket.

:GUNS1_13462
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GUNS1_13486 
0001: wait 0 ms 
0002: jump @GUNS1_13462 

:GUNS1_13486
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 277@ = 3 // integer values 
0006: 278@ = 0 // integer values 

:GUNS1_13514
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_13763 
00D6: if 
8039:   not  277@ == 0 // integer values 
004D: jump_if_false @GUNS1_13721 
00D6: if 
0039:   278@ == 0 // integer values 
004D: jump_if_false @GUNS1_13594 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_13587 
040D: unload_wav 3 

:GUNS1_13587
0006: 278@ = 1 // integer values 

:GUNS1_13594
00D6: if 
0039:   278@ == 1 // integer values 
004D: jump_if_false @GUNS1_13630 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 // integer values 

:GUNS1_13630
00D6: if 
0039:   278@ == 2 // integer values 
004D: jump_if_false @GUNS1_13674 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_13674 
03D1: play_wav 3 
0006: 278@ = 3 // integer values 

:GUNS1_13674
00D6: if 
0039:   278@ == 3 // integer values 
004D: jump_if_false @GUNS1_13721 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_13721 
0006: 277@ = 0 // integer values 
0006: 278@ = 0 // integer values 

:GUNS1_13721
00D6: if or
0019:   32@ > 4000 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_13752 
0006: 52@ = 1 // integer values 

:GUNS1_13752
0001: wait 0 ms 
0002: jump @GUNS1_13514 

:GUNS1_13763
0701: end_scene_skip 
040D: unload_wav 3 
0396: 0 useless_flag 
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_14191 
0395: clear_area 1 at 2812.9 -1181.13 1024.396 range 100.0 
00AB: put_car 102@ at 2811.846 -1183.291 24.2764 
0175: set_car 102@ z_angle_to 246.9816 
0657: open_car 102@ component 4 
0657: open_car 102@ component 5 
0687: clear_actor_task 98@ 
0407: create_coordinate 154@ 155@ 156@ from_car 102@ offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ z_angle 
000F: 153@ -= 180.0 // floating-point values 
00D6: if 
0023:   180.0 > 153@ // floating-point values 
004D: jump_if_false @GUNS1_13949 
000B: 153@ += 360.0 // floating-point values 

:GUNS1_13949
0792: (unknown) 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ z_angle_to 17.5866 
0407: create_coordinate 154@ 155@ 156@ from_car 102@ offset 0.0 -4.0 0.0 
0615: define_action_sequences 128@ 
05D3: AS_actor -1 go_to_point 2829.412 -1187.152 23.8422 speed 4 -2 ms 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
05D3: AS_actor -1 go_to_point 2811.438 -1185.982 24.2707 speed 4 -2 ms 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.408 24.3621 2500 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0643: (unknown) 128@ 1 
0616: define_action_sequences_end 128@ 
0618: assign_actor 98@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 

:GUNS1_14191
0792: (unknown) $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "GANGS" 
0007: 167@ = 0.0 // floating-point values 
0004: $6705 = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @GUNS1_14311 
0007: 167@ = 0.0 // floating-point values 
0004: $6705 = 0 // integer values 
0004: $6705 = 0 // integer values 
03C4: set_status_text_to $6705 1 'GUNS1_5'  // Zaj
0581: toggle_radar 0 
0006: 94@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:GUNS1_14311
0006: 95@ = 1 // integer values 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 51@ = 6 // integer values 
0004: $6705 = 0 // integer values 
0007: 167@ = 0.0 // floating-point values 

:GUNS1_14412
00D6: if and
0039:   96@ == 0 // integer values 
001B:   7 > 51@ // integer values 
004D: jump_if_false @GUNS1_16262 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @GUNS1_14535 
00D6: if 
0039:   51@ == 6 // integer values 
004D: jump_if_false @GUNS1_14535 
00D6: if 
0019:   33@ > 2500 // integer values 
004D: jump_if_false @GUNS1_14535 
00BE: text_clear_all 
00BB: text_lowpriority 'RYD1_40' 5000 ms 1  // Tallj egy ~g~ldt~s~.
01E4: text_1number_lowpriority 'RYD1_97' 3 5000 ms 1  // ~s~El kell lopnod legalbb ~1~ fegyveres ldt.
0006: 91@ = 1 // integer values 

:GUNS1_14535
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @GUNS1_16262 
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @GUNS1_16262 
077E: 37@ = active_interior 
00D6: if 
0039:   37@ == 8 // integer values 
004D: jump_if_false @GUNS1_14736 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2807.62 -1171.9 1024.578 radius 50.0 50.0 50.0 
004D: jump_if_false @GUNS1_14729 
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @GUNS1_14729 
0004: $6705 = 0 // integer values 
0007: 167@ = 0.0 // floating-point values 
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @GUNS1_14729 
03C4: set_status_text_to $6705 1 'GUNS1_5'  // Zaj
059C: (unknown) $6705 0 
0581: toggle_radar 0 
0006: 94@ = 1 // integer values 

:GUNS1_14729
0002: jump @GUNS1_16262 

:GUNS1_14736
00D6: if 
0038:   $6704 == 0 // integer values 
004D: jump_if_false @GUNS1_16262 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_14857 
0687: clear_actor_task 99@ 
00A1: put_actor 99@ at 2806.996 -1169.809 1024.612 
0173: set_actor 99@ z_angle_to 193.7598 
060B: unknown_actor_use_entity 99@ 39@ 
065C: unknown_create_def_entity 40@ // unknown_destroy 
077A: set_actor 99@ aggressive_to_pedgroup 4 type 0 
0615: define_action_sequences 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 127@ 
0618: assign_actor 99@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 

:GUNS1_14857
0006: 49@ = 0 // integer values 

:GUNS1_14864
00D6: if 
001B:   7 > 49@ // integer values 
004D: jump_if_false @GUNS1_14969 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_14913 
08E9: set_object 117@(49@,7i) liftable 0 

:GUNS1_14913
00D6: if 
0039:   81@(49@,7i) == 1 // integer values 
004D: jump_if_false @GUNS1_14955 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 // integer values 

:GUNS1_14955
000A: 49@ += 1 // integer values 
0002: jump @GUNS1_14864 

:GUNS1_14969
014F: stop_timer $6704 
0151: remove_status_text $6705 
0581: toggle_radar 1 
00D6: if 
0019:   35@ > 3 // integer values 
004D: jump_if_false @GUNS1_15020 
014F: stop_timer $6704 
0006: 51@ = 7 // integer values 
0002: jump @GUNS1_16255 

:GUNS1_15020
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @GUNS1_16109 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_16109 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
020A: set_car 102@ door_status_to 1 
0519: lock_vehicle 102@ in_current_position 0 
03CB: set_camera 2807.858 -1188.103 25.4725 
015F: set_camera_position 2807.858 -1188.103 25.4725 0.0 0.0 0.0 
0160: point_camera 2808.792 -1187.748 25.4449 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_action_sequences 127@ 
00D6: if 
0019:   51@ > 5 // integer values 
004D: jump_if_false @GUNS1_15246 
05D3: AS_actor -1 go_to_point 2812.091 -1186.198 24.2658 speed 6 10000 ms 

:GUNS1_15246
05CB: AS_actor -1 enter_car_as_driver 102@ 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 
0616: define_action_sequences_end 127@ 
0618: assign_actor 98@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:GUNS1_15348
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_16109 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_15705 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_15430 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_15423 
040D: unload_wav 256@ 

:GUNS1_15423
0006: 257@ = 1 // integer values 

:GUNS1_15430
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_15467 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_15467
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_15527 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_15527 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_15527
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_15705 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_15644 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_15609 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_15623 

:GUNS1_15609
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_15623
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_15705 

:GUNS1_15644
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_15705 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_15705 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_15705
0871: init_jump_table 259@ total_jumps 2 1 @GUNS1_15949 jumps 0 @GUNS1_15768 1 @GUNS1_15836 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 

:GUNS1_15768
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_15829 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_15810 
0967: actor 98@ move_mouth 5000 

:GUNS1_15810
0006: 254@ = 81 // integer values 
0006: 259@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_15829
0002: jump @GUNS1_16019 

:GUNS1_15836
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_15942 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_15942 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_15915 
0968: actor 98@ stop_mouth 

:GUNS1_15915
0967: actor $PLAYER_ACTOR move_mouth 5000 
0006: 254@ = 77 // integer values 
0006: 259@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_15942
0002: jump @GUNS1_16019 

:GUNS1_15949
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_16012 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_16012 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_16012
0002: jump @GUNS1_16019 

:GUNS1_16019
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_16053 
062E: (unknown) 98@ 1560 38@ 
0002: jump @GUNS1_16060 

:GUNS1_16053
0006: 52@ = 1 // integer values 

:GUNS1_16060
00D6: if or
0019:   32@ > 15000 // integer values 
04A4:   38@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GUNS1_16098 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 52@ = 1 // integer values 

:GUNS1_16098
0001: wait 0 ms 
0002: jump @GUNS1_15348 

:GUNS1_16109
00BE: text_clear_all 
0687: clear_actor_task $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_16232 
016A: fade 0 1000 ms 

:GUNS1_16161
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_16185 
0001: wait 0 ms 
0002: jump @GUNS1_16161 

:GUNS1_16185
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:GUNS1_16208
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_16232 
0001: wait 0 ms 
0002: jump @GUNS1_16208 

:GUNS1_16232
00BB: text_lowpriority 'RYD1_96' 5000 ms 1  // ~r~Nem sikerlt ellopnod elegend dobozt.
0002: jump @GUNS1_40642 

:GUNS1_16255
0006: 94@ = 0 // integer values 

:GUNS1_16262
00D6: if 
001B:   7 > 51@ // integer values 
004D: jump_if_false @GUNS1_16395 
00A0: store_actor $PLAYER_ACTOR position_to 160@ 161@ 162@ 
00D6: if 
0021:   162@ > 900.0 // floating-point values 
004D: jump_if_false @GUNS1_16370 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @GUNS1_16363 
077E: 37@ = active_interior 
00D6: if 
0039:   37@ == 8 // integer values 
004D: jump_if_false @GUNS1_16363 
0006: 92@ = 1 // integer values 

:GUNS1_16363
0002: jump @GUNS1_16395 

:GUNS1_16370
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @GUNS1_16395 
0006: 92@ = 0 // integer values 

:GUNS1_16395
00D6: if 
0019:   51@ > 2 // integer values 
004D: jump_if_false @GUNS1_23696 
00D6: if 
001B:   7 > 51@ // integer values 
004D: jump_if_false @GUNS1_23696 
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @GUNS1_23696 
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @GUNS1_23696 
077E: 37@ = active_interior 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GUNS1_16731 
00D6: if 
0039:   95@ == 1 // integer values 
004D: jump_if_false @GUNS1_16634 
040D: unload_wav 3 
0006: 277@ = 3 // integer values 
0006: 278@ = 0 // integer values 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @GUNS1_16589 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_16589 
0566: object 117@(36@,7i) set_interior 0 

:GUNS1_16589
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @GUNS1_16623 
0151: remove_status_text $6705 
0581: toggle_radar 1 
0006: 94@ = 0 // integer values 

:GUNS1_16623
0006: 95@ = 0 // integer values 
075B: (unknown) 0 

:GUNS1_16634
00D6: if 
0018:   $6705 > 11 // integer values 
004D: jump_if_false @GUNS1_16714 
000C: $6705 -= 10 // integer values 
00D6: if 
0021:   167@ > 11.0 // floating-point values 
004D: jump_if_false @GUNS1_16697 
000F: 167@ -= 10.0 // floating-point values 
0002: jump @GUNS1_16707 

:GUNS1_16697
0007: 167@ = 0.0 // floating-point values 

:GUNS1_16707
0002: jump @GUNS1_16731 

:GUNS1_16714
0007: 167@ = 0.0 // floating-point values 
0004: $6705 = 0 // integer values 

:GUNS1_16731
00D6: if 
0039:   37@ == 8 // integer values 
004D: jump_if_false @GUNS1_17507 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2809.0 -1169.0 1026.0 radius 30.0 30.0 30.0 
004D: jump_if_false @GUNS1_17507 
00D6: if 
8039:   not  277@ == 0 // integer values 
004D: jump_if_false @GUNS1_17023 
00D6: if 
0039:   278@ == 0 // integer values 
004D: jump_if_false @GUNS1_16859 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_16852 
040D: unload_wav 3 

:GUNS1_16852
0006: 278@ = 1 // integer values 

:GUNS1_16859
00D6: if 
0039:   278@ == 1 // integer values 
004D: jump_if_false @GUNS1_16895 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 // integer values 

:GUNS1_16895
00D6: if 
0039:   278@ == 2 // integer values 
004D: jump_if_false @GUNS1_16962 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_16962 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_16955 
0949: link_wav 3 to_actor 99@ 
03D1: play_wav 3 

:GUNS1_16955
0006: 278@ = 3 // integer values 

:GUNS1_16962
00D6: if 
0039:   278@ == 3 // integer values 
004D: jump_if_false @GUNS1_17016 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_17016 
0006: 277@ = 0 // integer values 
0006: 278@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:GUNS1_17016
0002: jump @GUNS1_17049 

:GUNS1_17023
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @GUNS1_17049 
0006: 277@ = 3 // integer values 

:GUNS1_17049
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_17173 
00A0: store_actor $PLAYER_ACTOR position_to 160@ 161@ 162@ 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @GUNS1_17130 
0855: 166@ = noise_level_at 160@ 161@ 162@ unknown -1 
0013: 166@ *= 1.6 // floating-point values 
0002: jump @GUNS1_17173 

:GUNS1_17130
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @GUNS1_17156 
0006: 79@ = 1 // integer values 

:GUNS1_17156
0004: $6705 = 0 // integer values 
0007: 167@ = 0.0 // floating-point values 

:GUNS1_17173
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @GUNS1_17289 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 range 50.0 
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @GUNS1_17278 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_17278 
0566: object 117@(36@,7i) set_interior 8 

:GUNS1_17278
075B: (unknown) 90 
0006: 95@ = 1 // integer values 

:GUNS1_17289
00D6: if 
0021:   166@ > 20.0 // floating-point values 
004D: jump_if_false @GUNS1_17328 
000F: 166@ -= 20.0 // floating-point values 
005B: 167@ += 166@ // floating-point values 

:GUNS1_17328
0013: 167@ *= 0.99 // floating-point values 
0090: $6705 = float_to_integer 167@ 
00D6: if 
0028:   $6705 >= 100 // integer values 
004D: jump_if_false @GUNS1_17408 
0004: $6705 = 100 // integer values 
00D6: if 
0039:   171@ == 0 // integer values 
004D: jump_if_false @GUNS1_17401 
01BD: 169@ = current_time_in_ms 
0006: 171@ = 1 // integer values 

:GUNS1_17401
0002: jump @GUNS1_17433 

:GUNS1_17408
00D6: if 
001A:   0 > $6705 // integer values 
004D: jump_if_false @GUNS1_17433 
0004: $6705 = 0 // integer values 

:GUNS1_17433
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_17507 
00D6: if or
051A:   actor 99@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor $PLAYER_ACTOR near_actor 99@ radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @GUNS1_17507 
0006: 171@ = 2 // integer values 
0004: $6705 = 100 // integer values 

:GUNS1_17507
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @GUNS1_18421 
01BD: 168@ = current_time_in_ms 
0085: 170@ = 168@ // integer values and handles 
0062: 170@ -= 169@ // integer values 
00D6: if 
0019:   170@ > 1500 // integer values 
004D: jump_if_false @GUNS1_18421 
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @GUNS1_18414 
040D: unload_wav 3 
0006: 277@ = 0 // integer values 
0006: 278@ = 0 // integer values 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2816.096 -1169.522 1029.081 0.0 0.0 0.0 
0160: point_camera 2817.093 -1169.588 1029.055 2 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 

:GUNS1_17735
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @GUNS1_18340 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_18096 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_17821 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_17814 
040D: unload_wav 256@ 

:GUNS1_17814
0006: 257@ = 1 // integer values 

:GUNS1_17821
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_17858 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_17858
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_17918 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_17918 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_17918
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_18096 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_18035 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_18000 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_18014 

:GUNS1_18000
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_18014
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_18096 

:GUNS1_18035
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_18096 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_18096 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_18096
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_18333 
0871: init_jump_table 259@ total_jumps 1 1 @GUNS1_18240 jumps 0 @GUNS1_18172 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 

:GUNS1_18172
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_18233 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_18214 
0967: actor 99@ move_mouth 5000 

:GUNS1_18214
0006: 254@ = 36 // integer values 
0006: 259@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_18233
0002: jump @GUNS1_18333 

:GUNS1_18240
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_18326 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_18301 
0968: actor 99@ stop_mouth 

:GUNS1_18301
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_18326 
0006: 258@ = 1 // integer values 

:GUNS1_18326
0002: jump @GUNS1_18333 

:GUNS1_18333
0002: jump @GUNS1_17735 

:GUNS1_18340
00BB: text_lowpriority 'GUNS134' 3000 ms 1  // ~s~Tl nagy zajt csapsz, lopakodnod kell!
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0006: 171@ = 0 // integer values 
0004: $6705 = 0 // integer values 
0007: 167@ = 0.0 // floating-point values 
0006: 93@ = 1 // integer values 
0006: 277@ = 3 // integer values 
0002: jump @GUNS1_18421 

:GUNS1_18414
0006: 171@ = 2 // integer values 

:GUNS1_18421
00D6: if or
0039:   171@ == 2 // integer values 
0038:   $6704 == 0 // integer values 
004D: jump_if_false @GUNS1_23336 
040D: unload_wav 3 
0006: 278@ = 0 // integer values 
0006: 277@ = 0 // integer values 
0006: 49@ = 0 // integer values 

:GUNS1_18471
00D6: if 
001B:   7 > 49@ // integer values 
004D: jump_if_false @GUNS1_18576 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_18520 
08E9: set_object 117@(49@,7i) liftable 0 

:GUNS1_18520
00D6: if 
0039:   81@(49@,7i) == 1 // integer values 
004D: jump_if_false @GUNS1_18562 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 // integer values 

:GUNS1_18562
000A: 49@ += 1 // integer values 
0002: jump @GUNS1_18471 

:GUNS1_18576
00D6: if 
0039:   37@ == 8 // integer values 
004D: jump_if_false @GUNS1_21937 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_21930 
0226: 49@ = actor 99@ health 
00D6: if 
001B:   20 > 49@ // integer values 
004D: jump_if_false @GUNS1_18643 
0223: set_actor 99@ health_to 20 

:GUNS1_18643
040D: unload_wav 3 
0792: (unknown) 99@ 
0575: (unknown) 99@ 0 
04C4: create_coordinate 157@ 158@ 159@ from_actor $PLAYER_ACTOR offset 1.0 1.0 0.0 
0395: clear_area 1 at 2808.123 -1172.823 1024.612 range 10.0 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 99@ radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @GUNS1_18778 
00A1: put_actor $PLAYER_ACTOR at 2817.229 -1166.11 1028.172 
0173: set_actor $PLAYER_ACTOR z_angle_to 94.7698 

:GUNS1_18778
00A1: put_actor 99@ at 2815.961 -1169.392 1028.172 
0173: set_actor 99@ z_angle_to 14.1 
015F: set_camera_position 2816.242 -1168.358 1029.485 0.0 0.0 0.0 
0160: point_camera 2815.674 -1169.144 1029.729 2 
0615: define_action_sequences 127@ 
05C8: AS_actor -1 look_around 
05C2: AS_actor -1 show_the_finger 
0616: define_action_sequences_end 127@ 
0618: assign_actor 99@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0687: clear_actor_task $PLAYER_ACTOR 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
00D6: if 
001B:   4 > 35@ // integer values 
004D: jump_if_false @GUNS1_18973 
00A1: put_actor $PLAYER_ACTOR at 2807.525 -1167.076 1024.578 
0173: set_actor $PLAYER_ACTOR z_angle_to 169.2411 

:GUNS1_18973
01B9: set_actor 99@ armed_weapon_to 25 
0707: start_scene_skip_to @GUNS1_19768 
00BE: text_clear_all 
00D6: if 
0018:   $6704 > 0 // integer values 
004D: jump_if_false @GUNS1_19054 
040D: unload_wav 3 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_19047 
0968: actor 99@ stop_mouth 
0967: actor 99@ move_mouth 4000 
0006: 254@ = 39 // integer values 

:GUNS1_19047
0002: jump @GUNS1_19084 

:GUNS1_19054
00BB: text_lowpriority 'RYD1_36' 4000 ms 1  // Mr reggel van...vrj egy percet, valami itt nem stimmel!
0006: 278@ = 0 // integer values 
0006: 277@ = 1 // integer values 

:GUNS1_19084
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:GUNS1_19154
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_19768 
00D6: if 
8039:   not  277@ == 0 // integer values 
004D: jump_if_false @GUNS1_19373 
00D6: if 
0039:   278@ == 0 // integer values 
004D: jump_if_false @GUNS1_19234 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_19227 
040D: unload_wav 3 

:GUNS1_19227
0006: 278@ = 1 // integer values 

:GUNS1_19234
00D6: if 
0039:   278@ == 1 // integer values 
004D: jump_if_false @GUNS1_19270 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 // integer values 

:GUNS1_19270
00D6: if 
0039:   278@ == 2 // integer values 
004D: jump_if_false @GUNS1_19314 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_19314 
03D1: play_wav 3 
0006: 278@ = 3 // integer values 

:GUNS1_19314
00D6: if 
0039:   278@ == 3 // integer values 
004D: jump_if_false @GUNS1_19373 
00D6: if or
03D2:   wav 3 ended 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @GUNS1_19373 
040D: unload_wav 3 
0006: 277@ = 0 // integer values 
0006: 278@ = 0 // integer values 

:GUNS1_19373
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_19665 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_19437 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_19430 
040D: unload_wav 256@ 

:GUNS1_19430
0006: 257@ = 1 // integer values 

:GUNS1_19437
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_19474 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_19474
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_19534 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_19534 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_19534
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_19665 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_19665 
03D5: remove_text $6706(254@,82s) 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_19598 
0968: actor 99@ stop_mouth 

:GUNS1_19598
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_19637 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_19651 

:GUNS1_19637
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_19651
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 

:GUNS1_19665
00D6: if 
0118:   actor 99@ dead 
004D: jump_if_false @GUNS1_19695 
0006: 52@ = 1 // integer values 
0002: jump @GUNS1_19731 

:GUNS1_19695
062E: (unknown) 99@ 1560 38@ 
00D6: if 
04A4:   38@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GUNS1_19731 
0006: 52@ = 1 // integer values 

:GUNS1_19731
00D6: if 
0019:   32@ > 15000 // integer values 
004D: jump_if_false @GUNS1_19757 
0006: 52@ = 1 // integer values 

:GUNS1_19757
0001: wait 0 ms 
0002: jump @GUNS1_19154 

:GUNS1_19768
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
06AB: (unknown) $PLAYER_ACTOR 0 
04EF: release_animation "GANGS" 
0006: 60@ = 0 // integer values 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_20085 
0968: actor 99@ stop_mouth 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2811.882 -1167.57 1029.22 radius 9.1 7.2 5.0 
0021:   162@ > 1029.0 // floating-point values 
004D: jump_if_false @GUNS1_19947 
0615: define_action_sequences 127@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius -1 5.0 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 127@ 
0618: assign_actor 99@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 
0002: jump @GUNS1_20085 

:GUNS1_19947
00A1: put_actor 99@ at 2804.325 -1162.254 1028.18 
0173: set_actor 99@ z_angle_to 180.0 
0615: define_action_sequences 127@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 10000 ms 
0637: unknown_action_sequence -1 2803.977 -1168.157 1025.375 6 0.5 0.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 2806.996 -1169.809 1024.612 6 0.5 0.0 $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 127@ 
0618: assign_actor 99@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 

:GUNS1_20085
0687: clear_actor_task $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_20121 
0687: clear_actor_task 98@ 
0647: unknown_action_sequence 98@ 

:GUNS1_20121
0395: clear_area 1 at 2806.996 -1169.209 1024.612 range 50.0 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_20284 
0687: clear_actor_task 98@ 
0407: create_coordinate 154@ 155@ 156@ from_car 102@ offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ z_angle 
000F: 153@ -= 180.0 // floating-point values 
00D6: if 
0023:   180.0 > 153@ // floating-point values 
004D: jump_if_false @GUNS1_20249 
000B: 153@ += 360.0 // floating-point values 

:GUNS1_20249
0792: (unknown) 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ z_angle_to 17.5866 

:GUNS1_20284
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_20330 
060B: unknown_actor_use_entity 99@ 39@ 
065C: unknown_create_def_entity 40@ // unknown_destroy 
077A: set_actor 99@ aggressive_to_pedgroup 4 type 0 
0746: (unknown) 4 24 0 

:GUNS1_20330
04EF: release_animation "INT_HOUSE" 
00D6: if 
0019:   35@ > 3 // integer values 
004D: jump_if_false @GUNS1_20465 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_20407 
0615: define_action_sequences 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 127@ 
0618: assign_actor 99@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 

:GUNS1_20407
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
00BB: text_lowpriority 'RYD1_44' 4000 ms 1  // ~s~Mr nem tudsz tbb ldt megfjni, szllj vissza a ~b~teherautba~s~.
0006: 43@ = 0 // integer values 
0002: jump @GUNS1_21930 

:GUNS1_20465
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 

:GUNS1_20535
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @GUNS1_20996 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_20835 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_20621 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_20614 
040D: unload_wav 256@ 

:GUNS1_20614
0006: 257@ = 1 // integer values 

:GUNS1_20621
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_20658 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_20658
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_20718 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_20718 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_20718
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_20835 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_20835 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_20800 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_20814 

:GUNS1_20800
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_20814
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 1 // integer values 

:GUNS1_20835
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_20989 
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @GUNS1_20989 
0006: 254@ = 38 // integer values 
00A1: put_actor $PLAYER_ACTOR at 2807.525 -1167.076 1024.578 
0173: set_actor $PLAYER_ACTOR z_angle_to 169.2411 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2807.626 -1178.272 1024.578 speed 6 6000 ms 
061B: remove_references_to_action_sequences 127@ 
015F: set_camera_position 2809.671 -1173.223 1025.994 0.0 0.0 0.0 
0160: point_camera 2808.816 -1172.714 1025.891 2 

:GUNS1_20989
0002: jump @GUNS1_20535 

:GUNS1_20996
0006: 52@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:GUNS1_21010
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_21120 
062E: (unknown) $PLAYER_ACTOR 1491 38@ 
00D6: if or
0019:   32@ > 10000 // integer values 
04A4:   38@ == 7 // integer values OR floating-point values 
00FE:   actor $PLAYER_ACTOR 0 2807.626 -1174.272 1024.578 radius 1.3 1.3 3.0 
004D: jump_if_false @GUNS1_21109 
0006: 52@ = 1 // integer values 

:GUNS1_21109
0001: wait 0 ms 
0002: jump @GUNS1_21010 

:GUNS1_21120
016A: fade 0 1500 ms 

:GUNS1_21127
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_21151 
0001: wait 0 ms 
0002: jump @GUNS1_21127 

:GUNS1_21151
0687: clear_actor_task $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2808.784 -1178.054 24.3559 
0173: set_actor $PLAYER_ACTOR z_angle_to 231.7034 
04BB: select_interior 0 // select render area 
08AD: (unknown) $PLAYER_ACTOR 2807.776 -1174.782 20.0 
015F: set_camera_position 2807.473 -1176.314 25.8373 0.0 0.0 0.0 
0160: point_camera 2808.318 -1176.847 25.8125 2 
04E4: unknown_refresh_game_renderer_at 2808.784 -1178.054 
03CB: set_camera 2808.784 -1178.054 24.0 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_21311 
00A6: destroy_car 102@ 

:GUNS1_21311
01C3: remove_references_to_car 102@ // Like turning a car into any random car 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_21337 
009B: destroy_actor_instantly 98@ 

:GUNS1_21337
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
0615: define_action_sequences 127@ 
05D3: AS_actor -1 go_to_point 2814.974 -1181.695 24.2639 speed 6 10000 ms 
05C8: AS_actor -1 look_around 
0616: define_action_sequences_end 127@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_21438 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:GUNS1_21438
016A: fade 1 1000 ms 

:GUNS1_21445
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_21469 
0001: wait 0 ms 
0002: jump @GUNS1_21445 

:GUNS1_21469
0006: 254@ = 78 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:GUNS1_21518
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_21930 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_21875 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_21600 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_21593 
040D: unload_wav 256@ 

:GUNS1_21593
0006: 257@ = 1 // integer values 

:GUNS1_21600
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_21637 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_21637
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_21697 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_21697 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_21697
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_21875 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_21814 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_21779 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_21793 

:GUNS1_21779
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_21793
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_21875 

:GUNS1_21814
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_21875 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_21875 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_21875
062E: (unknown) $PLAYER_ACTOR 1560 38@ 
00D6: if or
0019:   32@ > 10000 // integer values 
04A4:   38@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GUNS1_21919 
0006: 52@ = 1 // integer values 

:GUNS1_21919
0001: wait 0 ms 
0002: jump @GUNS1_21518 

:GUNS1_21930
0002: jump @GUNS1_23100 

:GUNS1_21937
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_23100 
0687: clear_actor_task 99@ 
00A1: put_actor 99@ at 2806.996 -1169.809 1024.612 
0173: set_actor 99@ z_angle_to 193.7598 
060B: unknown_actor_use_entity 99@ 39@ 
065C: unknown_create_def_entity 40@ // unknown_destroy 
077A: set_actor 99@ aggressive_to_pedgroup 4 type 0 
0615: define_action_sequences 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 127@ 
0618: assign_actor 99@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 
00D6: if 
8019:   not  35@ > 3 // integer values 
004D: jump_if_false @GUNS1_23100 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_23100 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
020A: set_car 102@ door_status_to 1 
0519: lock_vehicle 102@ in_current_position 0 
015F: set_camera_position 2807.858 -1188.103 25.4725 0.0 0.0 0.0 
0160: point_camera 2808.792 -1187.748 25.4449 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_action_sequences 127@ 
00D6: if 
0019:   51@ > 5 // integer values 
004D: jump_if_false @GUNS1_22242 
05D3: AS_actor -1 go_to_point 2816.727 -1185.688 24.2433 speed 6 10000 ms 

:GUNS1_22242
05CB: AS_actor -1 enter_car_as_driver 102@ 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 
0616: define_action_sequences_end 127@ 
0618: assign_actor 98@ to_action_sequences 127@ 
061B: remove_references_to_action_sequences 127@ 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:GUNS1_22344
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_23100 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_22701 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_22426 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_22419 
040D: unload_wav 256@ 

:GUNS1_22419
0006: 257@ = 1 // integer values 

:GUNS1_22426
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_22463 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_22463
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_22523 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_22523 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_22523
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_22701 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_22640 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_22605 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_22619 

:GUNS1_22605
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_22619
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_22701 

:GUNS1_22640
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_22701 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_22701 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_22701
0871: init_jump_table 259@ total_jumps 2 1 @GUNS1_22945 jumps 0 @GUNS1_22764 1 @GUNS1_22832 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 

:GUNS1_22764
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_22825 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_22806 
0967: actor 98@ move_mouth 5000 

:GUNS1_22806
0006: 254@ = 80 // integer values 
0006: 259@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_22825
0002: jump @GUNS1_23015 

:GUNS1_22832
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_22938 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_22938 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_22911 
0968: actor 98@ stop_mouth 

:GUNS1_22911
0967: actor $PLAYER_ACTOR move_mouth 5000 
0006: 254@ = 77 // integer values 
0006: 259@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_22938
0002: jump @GUNS1_23015 

:GUNS1_22945
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_23008 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_23008 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_23008
0002: jump @GUNS1_23015 

:GUNS1_23015
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_23049 
062E: (unknown) 98@ 1560 38@ 
0002: jump @GUNS1_23056 

:GUNS1_23049
0006: 52@ = 1 // integer values 

:GUNS1_23056
00D6: if or
0019:   32@ > 15000 // integer values 
04A4:   38@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GUNS1_23089 
0006: 52@ = 1 // integer values 

:GUNS1_23089
0001: wait 0 ms 
0002: jump @GUNS1_22344 

:GUNS1_23100
014F: stop_timer $6704 
0151: remove_status_text $6705 
0581: toggle_radar 1 
0006: 94@ = 0 // integer values 
0006: 96@ = 1 // integer values 
00D6: if 
0019:   35@ > 3 // integer values 
004D: jump_if_false @GUNS1_23172 
014F: stop_timer $6704 
0006: 96@ = 1 // integer values 
0006: 51@ = 7 // integer values 
0002: jump @GUNS1_23329 

:GUNS1_23172
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0687: clear_actor_task $PLAYER_ACTOR 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_23306 
016A: fade 0 1000 ms 

:GUNS1_23235
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_23259 
0001: wait 0 ms 
0002: jump @GUNS1_23235 

:GUNS1_23259
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:GUNS1_23282
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_23306 
0001: wait 0 ms 
0002: jump @GUNS1_23282 

:GUNS1_23306
00BB: text_lowpriority 'RYD1_96' 5000 ms 1  // ~r~Nem sikerlt ellopnod elegend dobozt.
0002: jump @GUNS1_40642 

:GUNS1_23329
0002: jump @GUNS1_23696 

:GUNS1_23336
0085: 45@ = 46@ // integer values and handles 
0064: 45@ -= $6705 // integer values 
008B: 46@ = $6705 // integer values and handles 
00D6: if and
0018:   $6705 > 30 // integer values 
001A:   60 > $6705 // integer values 
004D: jump_if_false @GUNS1_23525 
00D6: if 
001B:   0 > 45@ // integer values 
004D: jump_if_false @GUNS1_23464 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @GUNS1_23457 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_23457 
00BB: text_lowpriority 'GUNS134' 4000 ms 1  // ~s~Tl nagy zajt csapsz, lopakodnod kell!
0006: 44@ = 1 // integer values 

:GUNS1_23457
0002: jump @GUNS1_23525 

:GUNS1_23464
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @GUNS1_23525 
00D6: if and
876F:   not text_priority_displaying 
8039:   not  44@ == 2 // integer values 
004D: jump_if_false @GUNS1_23525 
00BB: text_lowpriority 'GUNS134' 3000 ms 1  // ~s~Tl nagy zajt csapsz, lopakodnod kell!
0006: 44@ = 2 // integer values 

:GUNS1_23525
00D6: if 
0018:   $6705 > 59 // integer values 
004D: jump_if_false @GUNS1_23678 
00D6: if 
001B:   0 > 45@ // integer values 
004D: jump_if_false @GUNS1_23624 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @GUNS1_23617 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_23617 
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS1_7' 4000 ms 1  // Hhhhrrummphh
0006: 44@ = 3 // integer values 

:GUNS1_23617
0002: jump @GUNS1_23678 

:GUNS1_23624
00D6: if 
0039:   44@ == 2 // integer values 
004D: jump_if_false @GUNS1_23678 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_23678 
00BB: text_lowpriority 'GUNS1_7' 4000 ms 1  // Hhhhrrummphh
0006: 44@ = 3 // integer values 

:GUNS1_23678
00D6: if 
001A:   51 > $6705 // integer values 
004D: jump_if_false @GUNS1_23696 

:GUNS1_23696
00D6: if 
0039:   51@ == 6 // integer values 
004D: jump_if_false @GUNS1_25675 
0006: 49@ = 0 // integer values 

:GUNS1_23721
00D6: if 
001B:   7 > 49@ // integer values 
004D: jump_if_false @GUNS1_23952 
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @GUNS1_23896 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_23889 
00D6: if 
0039:   81@(49@,7i) == 0 // integer values 
004D: jump_if_false @GUNS1_23889 
0188: 110@(49@,7i) = create_marker_above_object 117@(49@,7i) 
01BB: store_object 117@(49@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 // floating-point values 
004D: jump_if_false @GUNS1_23878 
08DC: (unknown) 110@(49@,7i) 2807.844 -1176.985 10.0 

:GUNS1_23878
0006: 81@(49@,7i) = 1 // integer values 

:GUNS1_23889
0002: jump @GUNS1_23938 

:GUNS1_23896
00D6: if 
0039:   81@(49@,7i) == 1 // integer values 
004D: jump_if_false @GUNS1_23938 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 // integer values 

:GUNS1_23938
000A: 49@ += 1 // integer values 
0002: jump @GUNS1_23721 

:GUNS1_23952
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_24319 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_24016 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_24009 
040D: unload_wav 256@ 

:GUNS1_24009
0006: 257@ = 1 // integer values 

:GUNS1_24016
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_24053 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_24053
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_24113 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_24113 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_24113
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_24319 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_24319 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0019:   47@ > 0 // integer values 
004D: jump_if_false @GUNS1_24231 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @GUNS1_24215 
00BC: text_highpriority 'GUNS147' 5000 ms 1  // ~s~Menj s fjj meg egy msik dobozt.
0002: jump @GUNS1_24231 

:GUNS1_24215
00BC: text_highpriority 'RYD1_2' 5000 ms 1  // Tallj egy ~g~ldt~s~, vagy szllj be a ~b~teherautba~s~ s hzz el azzal a mennyisggel, ami jelenleg megvan.

:GUNS1_24231
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_24270 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_24284 

:GUNS1_24270
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_24284
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_24319 
0968: actor 98@ stop_mouth 

:GUNS1_24319
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @GUNS1_25609 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_25602 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_25602 
0519: lock_vehicle 102@ in_current_position 0 
0508: (unknown) 102@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2810.199 -1187.979 25.1092 0.0 0.0 0.0 
0160: point_camera 2811.069 -1187.504 25.2425 2 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 154@ 155@ 156@ range 25.0 
0108: destroy_object 117@(36@,7i) 
0151: remove_status_text $6705 
0581: toggle_radar 1 
0006: 94@ = 0 // integer values 
0164: disable_marker 104@ 
0006: 55@ = 0 // integer values 
034F: destroy_actor_with_fade 99@ // The actor fades away like a ghost 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0108: destroy_object 117@ 
0108: destroy_object 118@ 
0108: destroy_object 119@ 
0108: destroy_object 120@ 
0108: destroy_object 121@ 
0108: destroy_object 122@ 
0108: destroy_object 123@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0249: release_model #WMOPJ 
0249: release_model #DB_AMMO 
0249: release_model #CHROMEGUN 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
04EF: release_animation "INT_HOUSE" 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_24726 
0615: define_action_sequences 128@ 
05D3: AS_actor -1 go_to_point 2812.091 -1186.198 24.2658 speed 6 10000 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 4000 ms 
0616: define_action_sequences_end 128@ 
0618: assign_actor 98@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 

:GUNS1_24726
07FB: set_interior 'BURHOUS' accessible 0  // Colonel Fuhrberger
0006: 254@ = 38 // integer values 
0006: 257@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 33@ = 0 // integer values 
0006: 52@ = 0 // integer values 

:GUNS1_24781
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_25343 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_25138 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_24863 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_24856 
040D: unload_wav 256@ 

:GUNS1_24856
0006: 257@ = 1 // integer values 

:GUNS1_24863
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_24900 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_24900
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_24960 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_24960 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_24960
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_25138 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_25077 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_25042 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_25056 

:GUNS1_25042
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_25056
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_25138 

:GUNS1_25077
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_25138 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_25138 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_25138
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_25192 
00D6: if 
0448:   actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_25185 
0006: 52@ = 1 // integer values 

:GUNS1_25185
0002: jump @GUNS1_25306 

:GUNS1_25192
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_25299 
016A: fade 0 1000 ms 

:GUNS1_25228
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_25252 
0001: wait 0 ms 
0002: jump @GUNS1_25228 

:GUNS1_25252
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:GUNS1_25275
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_25299 
0001: wait 0 ms 
0002: jump @GUNS1_25275 

:GUNS1_25299
0002: jump @GUNS1_40642 

:GUNS1_25306
00D6: if 
0019:   33@ > 15000 // integer values 
004D: jump_if_false @GUNS1_25332 
0006: 52@ = 1 // integer values 

:GUNS1_25332
0001: wait 0 ms 
0002: jump @GUNS1_24781 

:GUNS1_25343
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_25404 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_25404 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_25404 
0430: put_actor 98@ into_vehicle 102@ passenger_seat 0 

:GUNS1_25404
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 58@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 264@ = 1 // integer values 
0006: 51@ = 8 // integer values 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS124' 10000 ms 1  // ~s~Juss vissza psgben a ~y~raktrba~s~.
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 // integer values 

:GUNS1_25602
0002: jump @GUNS1_25675 

:GUNS1_25609
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @GUNS1_25675 
00D6: if 
0019:   35@ > 3 // integer values 
004D: jump_if_false @GUNS1_25675 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_25675 
020A: set_car 102@ door_status_to 1 
0006: 97@ = 1 // integer values 

:GUNS1_25675
00D6: if and
0039:   51@ == 6 // integer values 
0039:   60@ == 0 // integer values 
004D: jump_if_false @GUNS1_26447 
0006: 76@ = 0 // integer values 
0006: 34@ = 0 // integer values 
00D6: if 
001D:   48@ > 47@ // integer values 
004D: jump_if_false @GUNS1_25872 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_25842 
016A: fade 0 1000 ms 

:GUNS1_25771
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_25795 
0001: wait 0 ms 
0002: jump @GUNS1_25771 

:GUNS1_25795
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:GUNS1_25818
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_25842 
0001: wait 0 ms 
0002: jump @GUNS1_25818 

:GUNS1_25842
00BB: text_lowpriority 'RYD1_32' 5000 ms 1  // ~r~Nem maradtak elg fegyverek ahhoz, hogy megteljen a teheraut!
0002: jump @GUNS1_40642 
0002: jump @GUNS1_25897 

:GUNS1_25872
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @GUNS1_25897 
0006: 51@ = 7 // integer values 

:GUNS1_25897
00D6: if 
001B:   7 > 34@ // integer values 
004D: jump_if_false @GUNS1_26420 
00D6: if 
0039:   61@(34@,7i) == 0 // integer values 
004D: jump_if_false @GUNS1_26080 
00D6: if 
03CA:   object 117@(34@,7i) exists 
004D: jump_if_false @GUNS1_26053 
00D6: if 
04E7:   object 117@(34@,7i) in_water 
004D: jump_if_false @GUNS1_26046 
01C4: remove_references_to_object 117@(34@,7i) // This object will now disappear when the player looks away 
00D6: if 
0039:   81@(34@,7i) == 1 // integer values 
004D: jump_if_false @GUNS1_26028 
0164: disable_marker 110@(34@,7i) 
0006: 81@(34@,7i) = 0 // integer values 

:GUNS1_26028
0006: 61@(34@,7i) = 1 // integer values 
000E: 47@ -= 1 // integer values 

:GUNS1_26046
0002: jump @GUNS1_26080 

:GUNS1_26053
01C4: remove_references_to_object 117@(34@,7i) // This object will now disappear when the player looks away 
0006: 61@(34@,7i) = 1 // integer values 
000E: 47@ -= 1 // integer values 

:GUNS1_26080
00D6: if and
0039:   61@(34@,7i) == 0 // integer values 
0039:   60@ == 0 // integer values 
004D: jump_if_false @GUNS1_26406 
00D6: if 
0475:   unknown_actor $PLAYER_ACTOR near 117@(34@,7i) radius 1.5 1.5 1.5 0 
004D: jump_if_false @GUNS1_26406 
0006: 76@ = 1 // integer values 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @GUNS1_26217 
00D6: if 
0039:   90@ == 0 // integer values 
004D: jump_if_false @GUNS1_26210 
0512: permanent_text_box 'GUNS118'  // Nyomj ~k~~VEHICLE_ENTER_EXIT~ gombot, a lda felvtelhez.
0006: 90@ = 1 // integer values 

:GUNS1_26210
0006: 75@ = 1 // integer values 

:GUNS1_26217
00D6: if 
03CA:   object 117@(34@,7i) exists 
004D: jump_if_false @GUNS1_26406 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object 117@(34@,7i) 
004D: jump_if_false @GUNS1_26406 
03E6: remove_text_box 
0006: 75@ = 0 // integer values 
0085: 36@ = 34@ // integer values and handles 
00D6: if and
8118:   not actor 98@ dead 
0039:   55@ == 0 // integer values 
004D: jump_if_false @GUNS1_26388 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_26388 
0006: 56@ = 0 // integer values 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
00BE: text_clear_all 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @GUNS1_26381 
00BB: text_lowpriority 'GUNS146' 10000 ms 1  // ~s~Vidd vissza a fegyvereket a teherautba.
0006: 89@ = 1 // integer values 

:GUNS1_26381
0006: 55@ = 1 // integer values 

:GUNS1_26388
0006: 61@(34@,7i) = 1 // integer values 
0006: 60@ = 1 // integer values 

:GUNS1_26406
000A: 34@ += 1 // integer values 
0002: jump @GUNS1_25897 

:GUNS1_26420
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @GUNS1_26447 
03E6: remove_text_box 
0006: 75@ = 0 // integer values 

:GUNS1_26447
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @GUNS1_26636 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_26636 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object 117@(36@,7i) 
004D: jump_if_false @GUNS1_26515 
0002: jump @GUNS1_26636 

:GUNS1_26515
0006: 61@(36@,7i) = 0 // integer values 
0006: 60@ = 0 // integer values 
0164: disable_marker 104@ 
0006: 55@ = 0 // integer values 
00D6: if and
0039:   56@ == 0 // integer values 
8039:   not  35@ == 5 // integer values 
004D: jump_if_false @GUNS1_26636 
00BE: text_clear_all 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @GUNS1_26613 
00BB: text_lowpriority 'RYD1_40' 5000 ms 1  // Tallj egy ~g~ldt~s~.
0002: jump @GUNS1_26629 

:GUNS1_26613
00BB: text_lowpriority 'RYD1_2' 5000 ms 1  // Tallj egy ~g~ldt~s~, vagy szllj be a ~b~teherautba~s~ s hzz el azzal a mennyisggel, ami jelenleg megvan.

:GUNS1_26629
0006: 56@ = 1 // integer values 

:GUNS1_26636
00D6: if and
0039:   60@ == 1 // integer values 
0039:   51@ == 6 // integer values 
004D: jump_if_false @GUNS1_28121 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_28121 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 154@ 155@ 24.0 radius 1.5 1.5 2.0 
004D: jump_if_false @GUNS1_28112 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @GUNS1_26816 
0615: define_action_sequences 128@ 
05D3: AS_actor -1 go_to_point 2811.438 -1185.982 24.2707 speed 4 10000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 128@ 
0618: assign_actor 98@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 
0512: permanent_text_box 'RYD1_30'  // Nyomj ~k~~VEHICLE_ENTER_EXIT~ gombot, hogy betedd a ldt a ~b~teherautba~s~.
0006: 75@ = 1 // integer values 

:GUNS1_26816
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GUNS1_28105 
03E6: remove_text_box 
00BE: text_clear_all 
0006: 75@ = 0 // integer values 
000A: 35@ += 1 // integer values 
000A: 50@ += 50 // integer values 
0006: 72@ = 0 // integer values 
000E: 48@ -= 1 // integer values 
000E: 47@ -= 1 // integer values 
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @GUNS1_26960 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_26946 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_26939 
0967: actor 98@ move_mouth 4000 

:GUNS1_26939
0006: 254@ = 33 // integer values 

:GUNS1_26946
0006: 51@ = 7 // integer values 
0002: jump @GUNS1_27501 

:GUNS1_26960
0871: init_jump_table 35@ total_jumps 7 1 @GUNS1_27445 jumps 2 @GUNS1_27023 3 @GUNS1_27079 4 @GUNS1_27135 5 @GUNS1_27221 6 @GUNS1_27277 7 @GUNS1_27333 8 @GUNS1_27389 

:GUNS1_27023
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_27072 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27065 
0967: actor 98@ move_mouth 4000 

:GUNS1_27065
0006: 254@ = 22 // integer values 

:GUNS1_27072
0002: jump @GUNS1_27501 

:GUNS1_27079
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_27128 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27121 
0967: actor 98@ move_mouth 4000 

:GUNS1_27121
0006: 254@ = 23 // integer values 

:GUNS1_27128
0002: jump @GUNS1_27501 

:GUNS1_27135
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_27214 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27177 
0967: actor 98@ move_mouth 4000 

:GUNS1_27177
0006: 97@ = 1 // integer values 
0006: 254@ = 31 // integer values 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_27214 
020A: set_car 102@ door_status_to 1 

:GUNS1_27214
0002: jump @GUNS1_27501 

:GUNS1_27221
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_27270 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27263 
0967: actor 98@ move_mouth 4000 

:GUNS1_27263
0006: 254@ = 25 // integer values 

:GUNS1_27270
0002: jump @GUNS1_27501 

:GUNS1_27277
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_27326 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27319 
0967: actor 98@ move_mouth 4000 

:GUNS1_27319
0006: 254@ = 27 // integer values 

:GUNS1_27326
0002: jump @GUNS1_27501 

:GUNS1_27333
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_27382 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27375 
0967: actor 98@ move_mouth 4000 

:GUNS1_27375
0006: 254@ = 24 // integer values 

:GUNS1_27382
0002: jump @GUNS1_27501 

:GUNS1_27389
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_27438 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27431 
0967: actor 98@ move_mouth 4000 

:GUNS1_27431
0006: 254@ = 32 // integer values 

:GUNS1_27438
0002: jump @GUNS1_27501 

:GUNS1_27445
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_27494 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27487 
0967: actor 98@ move_mouth 4000 

:GUNS1_27487
0006: 254@ = 26 // integer values 

:GUNS1_27494
0002: jump @GUNS1_27501 

:GUNS1_27501
0687: clear_actor_task 98@ 
05C2: AS_actor 98@ show_the_finger 
0615: define_action_sequences 128@ 
05D3: AS_actor -1 go_to_point 2829.412 -1187.152 23.8422 speed 4 -2 ms 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
05D3: AS_actor -1 go_to_point 2811.438 -1185.982 24.2707 speed 4 -2 ms 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.408 24.3621 2500 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0643: (unknown) 128@ 1 
0616: define_action_sequences_end 128@ 
0618: assign_actor 98@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 
0006: 60@ = 0 // integer values 
00D6: if 
8039:   not  97@ == 1 // integer values 
004D: jump_if_false @GUNS1_27726 
0164: disable_marker 104@ 
0006: 55@ = 0 // integer values 

:GUNS1_27726
00D6: if and
0019:   35@ > 1 // integer values 
0039:   72@ == 0 // integer values 
004D: jump_if_false @GUNS1_27902 
0006: 52@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_27902 

:GUNS1_27785
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_27857 
00D6: if or
8737:   not actor $PLAYER_ACTOR holding_object 117@(36@,7i) 
0118:   actor $PLAYER_ACTOR dead 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @GUNS1_27846 
0006: 52@ = 1 // integer values 

:GUNS1_27846
0001: wait 0 ms 
0002: jump @GUNS1_27785 

:GUNS1_27857
01C4: remove_references_to_object 117@(36@,7i) // This object will now disappear when the player looks away 
0108: destroy_object 117@(36@,7i) 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 72@ = 1 // integer values 

:GUNS1_27902
00D6: if and
0039:   56@ == 0 // integer values 
0019:   47@ > 0 // integer values 
004D: jump_if_false @GUNS1_28105 
0006: 49@ = 0 // integer values 

:GUNS1_27934
00D6: if 
001B:   7 > 49@ // integer values 
004D: jump_if_false @GUNS1_28098 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_28084 
00D6: if 
0039:   81@(49@,7i) == 0 // integer values 
004D: jump_if_false @GUNS1_28084 
0188: 110@(49@,7i) = create_marker_above_object 117@(49@,7i) 
01BB: store_object 117@(49@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 // floating-point values 
004D: jump_if_false @GUNS1_28073 
08DC: (unknown) 110@(49@,7i) 2807.844 -1176.985 10.0 

:GUNS1_28073
0006: 81@(49@,7i) = 1 // integer values 

:GUNS1_28084
000A: 49@ += 1 // integer values 
0002: jump @GUNS1_27934 

:GUNS1_28098
0006: 56@ = 1 // integer values 

:GUNS1_28105
0002: jump @GUNS1_28121 

:GUNS1_28112
03E6: remove_text_box 
0006: 75@ = 0 // integer values 

:GUNS1_28121
00D6: if 
0039:   51@ == 7 // integer values 
004D: jump_if_false @GUNS1_32228 
077E: 37@ = active_interior 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GUNS1_31628 
0006: 44@ = 0 // integer values 
0006: 43@ = 0 // integer values 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
016A: fade 0 1000 ms 

:GUNS1_28206
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_28230 
0001: wait 0 ms 
0002: jump @GUNS1_28206 

:GUNS1_28230
02EB: restore_camera_with_jumpcut 
075B: (unknown) 0 
00BE: text_clear_all 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 154@ 155@ 156@ range 25.0 
0108: destroy_object 117@(36@,7i) 
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @GUNS1_28307 
0151: remove_status_text $6705 
0581: toggle_radar 1 
0006: 94@ = 0 // integer values 

:GUNS1_28307
0164: disable_marker 104@ 
0006: 55@ = 0 // integer values 
034F: destroy_actor_with_fade 99@ // The actor fades away like a ghost 
0108: destroy_object 117@ 
0108: destroy_object 118@ 
0108: destroy_object 119@ 
0108: destroy_object 120@ 
0108: destroy_object 121@ 
0108: destroy_object 122@ 
0108: destroy_object 123@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0249: release_model #WMOPJ 
0249: release_model #DB_AMMO 
0249: release_model #CHROMEGUN 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
04EF: release_animation "INT_HOUSE" 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_28710 
0687: clear_actor_task 98@ 
0407: create_coordinate 154@ 155@ 156@ from_car 102@ offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ z_angle 
000F: 153@ -= 180.0 // floating-point values 
00D6: if 
0023:   180.0 > 153@ // floating-point values 
004D: jump_if_false @GUNS1_28530 
000B: 153@ += 360.0 // floating-point values 

:GUNS1_28530
0792: (unknown) 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ z_angle_to 17.5866 
04C4: create_coordinate 154@ 155@ 156@ from_actor 98@ offset 1.0 1.0 0.0 
00A1: put_actor $PLAYER_ACTOR at 154@ 155@ 156@ 
00A1: put_actor $PLAYER_ACTOR at 2806.928 -1178.878 24.4038 
0173: set_actor $PLAYER_ACTOR z_angle_to 260.0 
0407: create_coordinate 154@ 155@ 156@ from_car 102@ offset 3.5 0.0 0.0 
0407: create_coordinate 157@ 158@ 159@ from_car 102@ offset -3.5 0.0 0.0 
020A: set_car 102@ door_status_to 1 
0519: lock_vehicle 102@ in_current_position 0 

:GUNS1_28710
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @GUNS1_30743 
0247: request_model #COLT45 
0247: request_model #LAPD1 
0247: request_model #COPCARLA 

:GUNS1_28743
00D6: if or
8248:   not model #LAPD1 available 
8248:   not model #COPCARLA available 
8248:   not model #COLT45 available 
004D: jump_if_false @GUNS1_28780 
0001: wait 0 ms 
0002: jump @GUNS1_28743 

:GUNS1_28780
0674: set_car_model #COPCARLA numberplate "TH3_P1G5" 
00A5: 103@ = create_car #COPCARLA at 2841.16 -1237.64 21.56 
0397: car 103@ siren = 1 
0175: set_car 103@ z_angle_to 10.0 
0129: 100@ = create_actor 6 #LAPD1 in_car 103@ driverseat 
01B2: give_actor 100@ weapon 22 ammo 3000 // Load the weapon model before using this 
01C8: 101@ = create_actor 6 #LAPD1 in_car 103@ passenger_seat 0 
01B2: give_actor 101@ weapon 22 ammo 3000 // Load the weapon model before using this 
00D6: if and
8119:   not car 102@ wrecked 
8119:   not car 103@ wrecked 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_29041 
0615: define_action_sequences 130@ 
05D1: AS_actor -1 drive_car 103@ to 2833.26 -1186.69 23.8 speed 30.0 0 0 2 
05CD: AS_actor -1 exit_car 103@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_to_point 154@ 155@ 156@ 10000 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 100@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 
0615: define_action_sequences 131@ 
05CD: AS_actor -1 exit_car 103@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_to_point 157@ 158@ 159@ 10000 ms 
0616: define_action_sequences_end 131@ 

:GUNS1_29041
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_29062 
0508: (unknown) 102@ 

:GUNS1_29062
015F: set_camera_position 2835.015 -1176.018 25.3376 0.0 0.0 0.0 
0160: point_camera 2834.264 -1176.677 25.3009 2 
04E4: unknown_refresh_game_renderer_at 2835.015 -1176.018 
03CB: set_camera 2835.015 -1176.018 25.3376 
016A: fade 1 1000 ms 

:GUNS1_29149
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_29173 
0001: wait 0 ms 
0002: jump @GUNS1_29149 

:GUNS1_29173
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 

:GUNS1_29257
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @GUNS1_30604 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_29618 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_29343 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_29336 
040D: unload_wav 256@ 

:GUNS1_29336
0006: 257@ = 1 // integer values 

:GUNS1_29343
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_29380 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_29380
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_29440 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_29440 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_29440
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_29618 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_29557 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_29522 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_29536 

:GUNS1_29522
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_29536
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_29618 

:GUNS1_29557
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_29618 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_29618 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_29618
0871: init_jump_table 259@ total_jumps 4 1 @GUNS1_30384 jumps 0 @GUNS1_29681 1 @GUNS1_29776 2 @GUNS1_29860 3 @GUNS1_30300 -1 @GUNS1_30597 -1 @GUNS1_30597 -1 @GUNS1_30597 

:GUNS1_29681
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_29769 
015F: set_camera_position 2835.015 -1176.018 25.3376 0.0 0.0 0.0 
0160: point_camera 2834.264 -1176.677 25.3009 2 
0006: 254@ = 43 // integer values 
0006: 259@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_29769
0002: jump @GUNS1_30597 

:GUNS1_29776
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_29853 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_29853 
0006: 254@ = 44 // integer values 
0006: 259@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_29853
0002: jump @GUNS1_30597 

:GUNS1_29860
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_30293 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_30293 
062E: (unknown) 100@ 1560 38@ 
00D6: if 
04A4:   38@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GUNS1_30293 
0646: (unknown) 100@ 38@ 
00D6: if or
0039:   38@ == 1 // integer values 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @GUNS1_30293 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GUNS1_30293 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @GUNS1_30293 
00D6: if 
8119:   not car 103@ wrecked 
004D: jump_if_false @GUNS1_30293 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_30293 
0006: 254@ = 45 // integer values 
0006: 259@ = 3 // integer values 
01BD: 262@ = current_time_in_ms 
0618: assign_actor 101@ to_action_sequences 131@ 
061B: remove_references_to_action_sequences 131@ 
015F: set_camera_position 2807.873 -1178.356 24.8046 0.0 0.0 0.0 
0160: point_camera 2808.721 -1178.87 24.9362 2 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_30286 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_30286 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 2814.042 -1181.376 24.2701 speed 6 6000 ms 
07A1: set_walk_speed 6 
05CB: AS_actor -1 enter_car_as_driver 102@ 5000 ms 
0616: define_action_sequences_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 
0615: define_action_sequences 128@ 
05D3: AS_actor -1 go_to_point 2812.091 -1186.198 24.2658 speed 6 6000 ms 
07A1: set_walk_speed 6 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 3000 ms 
0616: define_action_sequences_end 128@ 
0618: assign_actor 98@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 

:GUNS1_30286
0006: 70@ = 1 // integer values 

:GUNS1_30293
0002: jump @GUNS1_30597 

:GUNS1_30300
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_30377 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_30377 
0006: 254@ = 46 // integer values 
0006: 259@ = 4 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_30377
0002: jump @GUNS1_30597 

:GUNS1_30384
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_30590 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_30590 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_30495 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_30495 
0687: clear_actor_task $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_30495
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_30583 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_30583 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_30556 
0430: put_actor 98@ into_vehicle 102@ passenger_seat 0 

:GUNS1_30556
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_30583 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_30583
0006: 258@ = 1 // integer values 

:GUNS1_30590
0002: jump @GUNS1_30597 

:GUNS1_30597
0002: jump @GUNS1_29257 

:GUNS1_30604
0006: 264@ = 0 // integer values 
00BB: text_lowpriority 'GUNS123' 10000 ms 1  // ~s~Tl nagy a krzs. Rzd le a zsarukat.
02A8: 106@ = create_marker 63 at 2067.4 -1831.2 13.5 
0006: 71@ = 1 // integer values 
0006: 69@ = 1 // integer values 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @GUNS1_30688 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:GUNS1_30688
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_30712 
05E2: AS_actor 100@ kill_actor $PLAYER_ACTOR 

:GUNS1_30712
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @GUNS1_30736 
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR 

:GUNS1_30736
0002: jump @GUNS1_31333 

:GUNS1_30743
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_30764 
0508: (unknown) 102@ 

:GUNS1_30764
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
015F: set_camera_position 2818.67 -1182.264 24.8706 0.0 0.0 0.0 
0160: point_camera 2817.702 -1182.449 25.0366 2 
016A: fade 1 1000 ms 
04E4: unknown_refresh_game_renderer_at 2814.042 -1181.376 
03CB: set_camera 2814.042 -1181.376 24.2701 

:GUNS1_30867
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_30891 
0001: wait 0 ms 
0002: jump @GUNS1_30867 

:GUNS1_30891
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_31036 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 2814.042 -1181.376 24.2701 speed 4 6000 ms 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car_as_driver 102@ 6000 ms 
0616: define_action_sequences_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 
0615: define_action_sequences 128@ 
05D3: AS_actor -1 go_to_point 2812.091 -1186.198 24.2658 speed 4 6000 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 4000 ms 
0616: define_action_sequences_end 128@ 
0618: assign_actor 98@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 

:GUNS1_31036
0006: 264@ = 1 // integer values 
0006: 33@ = 0 // integer values 
0006: 52@ = 0 // integer values 

:GUNS1_31057
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_31288 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_31137 
00D6: if and
0448:   actor 98@ in_car 102@ 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_31130 
0006: 52@ = 1 // integer values 

:GUNS1_31130
0002: jump @GUNS1_31251 

:GUNS1_31137
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @GUNS1_31244 
016A: fade 0 1000 ms 

:GUNS1_31173
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_31197 
0001: wait 0 ms 
0002: jump @GUNS1_31173 

:GUNS1_31197
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:GUNS1_31220
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_31244 
0001: wait 0 ms 
0002: jump @GUNS1_31220 

:GUNS1_31244
0002: jump @GUNS1_40642 

:GUNS1_31251
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @GUNS1_31277 
0006: 52@ = 1 // integer values 

:GUNS1_31277
0001: wait 0 ms 
0002: jump @GUNS1_31057 

:GUNS1_31288
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS124' 10000 ms 1  // ~s~Juss vissza psgben a ~y~raktrba~s~.
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 // integer values 

:GUNS1_31333
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_31421 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_31421 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_31394 
0430: put_actor 98@ into_vehicle 102@ passenger_seat 0 

:GUNS1_31394
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_31421 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_31421
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_31495 
00D6: if 
86EE:   not actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_31495 
09DD: (unknown) 1 
0631: put_actor 98@ in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 0 
07CB: (unknown) 98@ 0 

:GUNS1_31495
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0006: 58@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 51@ = 8 // integer values 
0006: 43@ = 0 // integer values 
0002: jump @GUNS1_32228 

:GUNS1_31628
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_31899 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_31692 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_31685 
040D: unload_wav 256@ 

:GUNS1_31685
0006: 257@ = 1 // integer values 

:GUNS1_31692
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_31729 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_31729
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_31789 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_31789 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_31789
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_31899 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_31899 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_31871 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_31885 

:GUNS1_31871
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_31885
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 

:GUNS1_31899
00D6: if and
8118:   not actor 98@ dead 
001B:   3 > 43@ // integer values 
004D: jump_if_false @GUNS1_32149 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_32142 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @GUNS1_32000 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_31993 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0006: 254@ = 38 // integer values 
0006: 43@ = 1 // integer values 

:GUNS1_31993
0002: jump @GUNS1_32142 

:GUNS1_32000
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @GUNS1_32086 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_32079 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_32065 
0967: actor 99@ move_mouth 4000 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_32065
0006: 254@ = 36 // integer values 
0006: 43@ = 2 // integer values 

:GUNS1_32079
0002: jump @GUNS1_32142 

:GUNS1_32086
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_32142 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_32128 
0967: actor 98@ move_mouth 4000 

:GUNS1_32128
0006: 254@ = 37 // integer values 
0006: 43@ = 3 // integer values 

:GUNS1_32142
0002: jump @GUNS1_32167 

:GUNS1_32149
00BE: text_clear_all 
00BB: text_lowpriority 'RYD1_44' 4000 ms 1  // ~s~Mr nem tudsz tbb ldt megfjni, szllj vissza a ~b~teherautba~s~.

:GUNS1_32167
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @GUNS1_32228 
0164: disable_marker 104@ 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_32228 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 // integer values 

:GUNS1_32228
00D6: if 
0039:   51@ == 8 // integer values 
004D: jump_if_false @GUNS1_40633 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_32535 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_32310 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_32303 
040D: unload_wav 256@ 

:GUNS1_32303
0006: 257@ = 1 // integer values 

:GUNS1_32310
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_32347 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_32347
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_32425 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_32425 
03D1: play_wav 255@ 
00D6: if 
8039:   not  254@ == 76 // integer values 
004D: jump_if_false @GUNS1_32418 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 

:GUNS1_32418
0006: 257@ = 3 // integer values 

:GUNS1_32425
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_32535 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_32535 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_32507 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_32521 

:GUNS1_32507
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_32521
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 

:GUNS1_32535
00D6: if 
0039:   264@ == 0 // integer values 
004D: jump_if_false @GUNS1_33075 
00D6: if 
0039:   266@ == 0 // integer values 
004D: jump_if_false @GUNS1_33068 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_33068 
0871: init_jump_table 265@ total_jumps 4 1 @GUNS1_32966 jumps 0 @GUNS1_32647 1 @GUNS1_32714 2 @GUNS1_32798 3 @GUNS1_32882 -1 @GUNS1_33068 -1 @GUNS1_33068 -1 @GUNS1_33068 

:GUNS1_32647
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_32707 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_32695 
0A09: (unknown) 98@ 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:GUNS1_32695
0006: 265@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_32707
0002: jump @GUNS1_33068 

:GUNS1_32714
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_32791 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_32791 
0006: 254@ = 47 // integer values 
0006: 265@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_32791
0002: jump @GUNS1_33068 

:GUNS1_32798
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_32875 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_32875 
0006: 254@ = 48 // integer values 
0006: 265@ = 3 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_32875
0002: jump @GUNS1_33068 

:GUNS1_32882
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_32959 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_32959 
0006: 254@ = 49 // integer values 
0006: 265@ = 4 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_32959
0002: jump @GUNS1_33068 

:GUNS1_32966
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_33061 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_33061 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33054 
0A09: (unknown) 98@ 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:GUNS1_33054
0006: 266@ = 1 // integer values 

:GUNS1_33061
0002: jump @GUNS1_33068 

:GUNS1_33068
0002: jump @GUNS1_35104 

:GUNS1_33075
00D6: if 
0039:   264@ == 1 // integer values 
004D: jump_if_false @GUNS1_33545 
00D6: if 
0039:   268@ == 0 // integer values 
004D: jump_if_false @GUNS1_33538 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_33538 
0871: init_jump_table 267@ total_jumps 3 1 @GUNS1_33429 jumps 0 @GUNS1_33187 1 @GUNS1_33261 2 @GUNS1_33345 -1 @GUNS1_33538 -1 @GUNS1_33538 -1 @GUNS1_33538 -1 @GUNS1_33538 

:GUNS1_33187
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_33254 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33235 
0A09: (unknown) 98@ 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:GUNS1_33235
0006: 254@ = 50 // integer values 
0006: 267@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_33254
0002: jump @GUNS1_33538 

:GUNS1_33261
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_33338 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_33338 
0006: 254@ = 51 // integer values 
0006: 267@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_33338
0002: jump @GUNS1_33538 

:GUNS1_33345
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_33422 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_33422 
0006: 254@ = 52 // integer values 
0006: 267@ = 3 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_33422
0002: jump @GUNS1_33538 

:GUNS1_33429
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_33531 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_33531 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33517 
0A09: (unknown) 98@ 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:GUNS1_33517
0006: 268@ = 1 // integer values 
0006: 264@ = 3 // integer values 

:GUNS1_33531
0002: jump @GUNS1_33538 

:GUNS1_33538
0002: jump @GUNS1_35104 

:GUNS1_33545
00D6: if 
0039:   264@ == 2 // integer values 
004D: jump_if_false @GUNS1_33911 
00D6: if 
0039:   272@ == 0 // integer values 
004D: jump_if_false @GUNS1_33904 
0871: init_jump_table 271@ total_jumps 2 1 @GUNS1_33802 jumps 0 @GUNS1_33644 1 @GUNS1_33718 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 

:GUNS1_33644
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_33711 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33692 
0A09: (unknown) 98@ 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:GUNS1_33692
0006: 254@ = 64 // integer values 
0006: 271@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_33711
0002: jump @GUNS1_33904 

:GUNS1_33718
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_33795 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_33795 
0006: 254@ = 65 // integer values 
0006: 271@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_33795
0002: jump @GUNS1_33904 

:GUNS1_33802
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_33897 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_33897 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33890 
0A09: (unknown) 98@ 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:GUNS1_33890
0006: 272@ = 1 // integer values 

:GUNS1_33897
0002: jump @GUNS1_33904 

:GUNS1_33904
0002: jump @GUNS1_35104 

:GUNS1_33911
00D6: if 
0039:   264@ == 3 // integer values 
004D: jump_if_false @GUNS1_35104 
00D6: if 
0039:   270@ == 0 // integer values 
004D: jump_if_false @GUNS1_35104 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GUNS1_35104 
0871: init_jump_table 269@ total_jumps 11 1 @GUNS1_35002 jumps 0 @GUNS1_34088 1 @GUNS1_34162 2 @GUNS1_34246 3 @GUNS1_34330 4 @GUNS1_34414 5 @GUNS1_34498 6 @GUNS1_34582 
0872: jump_table_jumps 7 @GUNS1_34666 8 @GUNS1_34750 9 @GUNS1_34834 10 @GUNS1_34918 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 

:GUNS1_34088
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34155 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_34136 
0A09: (unknown) 98@ 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:GUNS1_34136
0006: 254@ = 53 // integer values 
0006: 269@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34155
0002: jump @GUNS1_35104 

:GUNS1_34162
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34239 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34239 
0006: 254@ = 54 // integer values 
0006: 269@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34239
0002: jump @GUNS1_35104 

:GUNS1_34246
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34323 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34323 
0006: 254@ = 55 // integer values 
0006: 269@ = 3 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34323
0002: jump @GUNS1_35104 

:GUNS1_34330
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34407 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34407 
0006: 254@ = 56 // integer values 
0006: 269@ = 4 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34407
0002: jump @GUNS1_35104 

:GUNS1_34414
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34491 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34491 
0006: 254@ = 57 // integer values 
0006: 269@ = 5 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34491
0002: jump @GUNS1_35104 

:GUNS1_34498
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34575 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34575 
0006: 254@ = 58 // integer values 
0006: 269@ = 6 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34575
0002: jump @GUNS1_35104 

:GUNS1_34582
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34659 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34659 
0006: 254@ = 59 // integer values 
0006: 269@ = 7 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34659
0002: jump @GUNS1_35104 

:GUNS1_34666
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34743 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34743 
0006: 254@ = 60 // integer values 
0006: 269@ = 8 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34743
0002: jump @GUNS1_35104 

:GUNS1_34750
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34827 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34827 
0006: 254@ = 61 // integer values 
0006: 269@ = 9 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34827
0002: jump @GUNS1_35104 

:GUNS1_34834
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34911 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34911 
0006: 254@ = 62 // integer values 
0006: 269@ = 10 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34911
0002: jump @GUNS1_35104 

:GUNS1_34918
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_34995 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_34995 
0006: 254@ = 63 // integer values 
0006: 269@ = 11 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_34995
0002: jump @GUNS1_35104 

:GUNS1_35002
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_35097 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_35097 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_35090 
0A09: (unknown) 98@ 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:GUNS1_35090
0006: 270@ = 1 // integer values 

:GUNS1_35097
0002: jump @GUNS1_35104 

:GUNS1_35104
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_35742 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_35742 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_35375 
0006: 54@ = 0 // integer values 
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @GUNS1_35368 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @GUNS1_35210 
0164: disable_marker 107@ 
0006: 68@ = 0 // integer values 

:GUNS1_35210
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @GUNS1_35240 
0164: disable_marker 106@ 
0006: 69@ = 0 // integer values 

:GUNS1_35240
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @GUNS1_35270 
0164: disable_marker 108@ 
0006: 57@ = 0 // integer values 

:GUNS1_35270
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @GUNS1_35290 
0006: 44@ = 1 // integer values 

:GUNS1_35290
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS128' 2000 ms 1  // ~s~Elhagytad a ~b~teherautt~s~! Menj vissza hozz!
0A31: (unknown) $PLAYER_CHAR 1 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 // integer values 
0006: 254@ = 76 // integer values 
0006: 257@ = 0 // integer values 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0006: 264@ = 99 // integer values 

:GUNS1_35368
0002: jump @GUNS1_35742 

:GUNS1_35375
0006: 54@ = 1 // integer values 
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @GUNS1_35433 
0A31: (unknown) $PLAYER_CHAR 0 
0164: disable_marker 104@ 
0006: 264@ = 3 // integer values 
0006: 55@ = 0 // integer values 
0002: jump @GUNS1_35742 

:GUNS1_35433
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_35698 
0006: 59@ = 0 // integer values 
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @GUNS1_35604 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @GUNS1_35507 
0164: disable_marker 107@ 
0006: 68@ = 0 // integer values 

:GUNS1_35507
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @GUNS1_35537 
0164: disable_marker 106@ 
0006: 69@ = 0 // integer values 

:GUNS1_35537
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @GUNS1_35557 
0006: 44@ = 1 // integer values 

:GUNS1_35557
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS143' 2000 ms 1  // ~s~Htrahagytad ~b~Ryder-t~s~. Menj vissza rte.
0187: 108@ = create_marker_above_actor 98@ 
07E0: set_marker 108@ type_to 1 
0006: 264@ = 99 // integer values 
0006: 57@ = 1 // integer values 

:GUNS1_35604
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @GUNS1_35648 
05CA: AS_actor 98@ enter_car 102@ passenger_seat 0 -2 ms 
0006: 58@ = 1 // integer values 
0002: jump @GUNS1_35691 

:GUNS1_35648
062E: (unknown) 98@ 1482 38@ 
00D6: if and
84A4:   not  38@ == 0 // integer values OR floating-point values 
84A4:   not  38@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GUNS1_35691 
0006: 58@ = 0 // integer values 

:GUNS1_35691
0002: jump @GUNS1_35742 

:GUNS1_35698
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @GUNS1_35735 
0164: disable_marker 108@ 
0006: 57@ = 0 // integer values 
0006: 264@ = 3 // integer values 

:GUNS1_35735
0006: 59@ = 1 // integer values 

:GUNS1_35742
00D6: if and
0039:   59@ == 1 // integer values 
0039:   54@ == 1 // integer values 
004D: jump_if_false @GUNS1_40633 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @GUNS1_39819 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 2742.0 -2008.0 13.0 radius 15.0 15.0 4.0 sphere 0 
004D: jump_if_false @GUNS1_39749 
00BE: text_clear_all 
00BB: text_lowpriority 'RYD1_34' 3000 ms 1  // ~s~Parkolj a teherautval a ~y~raktrba~s~.
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 2741.241 -2011.274 13.5869 radius 2.9 3.2 5.0 sphere 0 
004D: jump_if_false @GUNS1_39672 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
016A: fade 0 1500 ms 

:GUNS1_35915
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_35939 
0001: wait 0 ms 
0002: jump @GUNS1_35915 

:GUNS1_35939
0395: clear_area 1 at 2741.241 -2011.274 13.5869 range 10.0 
02A3: toggle_widescreen 1 
0164: disable_marker 107@ 
00BE: text_clear_all 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_36014 
00D6: if 
06EE:   actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_36014 
06C9: remove_actor 98@ from_group 

:GUNS1_36014
03CB: set_camera 2745.47 -2003.59 15.53 
015F: set_camera_position 2745.47 -2003.59 15.53 0.0 0.0 0.0 
0160: point_camera 2737.34 -2002.24 11.65 2 
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @GUNS1_36123 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
0006: 88@ = 0 // integer values 

:GUNS1_36123
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GUNS1_36166 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2741.0 -2007.14 13.0 
0002: jump @GUNS1_36186 

:GUNS1_36166
00A1: put_actor $PLAYER_ACTOR at 2741.0 -2008.14 13.0 

:GUNS1_36186
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_36265 
00D6: if 
00DF:   actor 98@ driving 
004D: jump_if_false @GUNS1_36245 
0362: remove_actor 98@ from_car_and_place_at 2740.0 -2008.14 13.0 
0002: jump @GUNS1_36265 

:GUNS1_36245
00A1: put_actor 98@ at 2740.0 -2007.14 13.0 

:GUNS1_36265
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_36291 
00A6: destroy_car 102@ 
01C3: remove_references_to_car 102@ // Like turning a car into any random car 

:GUNS1_36291
0395: clear_area 1 at 2741.0 -2005.0 14.14 range 50.0 
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 

:GUNS1_36385
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @GUNS1_37564 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_36746 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_36471 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_36464 
040D: unload_wav 256@ 

:GUNS1_36464
0006: 257@ = 1 // integer values 

:GUNS1_36471
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_36508 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_36508
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_36568 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_36568 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_36568
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_36746 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_36685 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_36650 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_36664 

:GUNS1_36650
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_36664
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_36746 

:GUNS1_36685
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_36746 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_36746 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_36746
0871: init_jump_table 259@ total_jumps 3 1 @GUNS1_37459 jumps 0 @GUNS1_36809 1 @GUNS1_37122 2 @GUNS1_37249 -1 @GUNS1_37557 -1 @GUNS1_37557 -1 @GUNS1_37557 -1 @GUNS1_37557 

:GUNS1_36809
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_37115 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_36858 
0967: actor 98@ move_mouth 4000 
0A09: (unknown) 98@ 1 

:GUNS1_36858
0006: 254@ = 66 // integer values 
0006: 259@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37084 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 2741.0 -2005.0 14.14 speed 4 6000 ms 
05D3: AS_actor -1 go_to_point 2741.0 -2001.0 14.14 speed 4 6000 ms 
0639: AS_actor -1 rotate_to_actor 98@ 
0616: define_action_sequences_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 2740.0 -2005.0 14.14 speed 4 6000 ms 
05D3: AS_actor -1 go_to_point 2740.0 -2001.0 14.14 speed 4 6000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 129@ 
0618: assign_actor 98@ to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 

:GUNS1_37084
016A: fade 1 1500 ms 

:GUNS1_37091
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_37115 
0001: wait 0 ms 
0002: jump @GUNS1_37091 

:GUNS1_37115
0002: jump @GUNS1_37557 

:GUNS1_37122
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_37242 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_37242 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37209 
0967: actor $PLAYER_ACTOR move_mouth 4000 
0968: actor 98@ stop_mouth 

:GUNS1_37209
0006: 254@ = 67 // integer values 
0006: 52@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 259@ = 2 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_37242
0002: jump @GUNS1_37557 

:GUNS1_37249
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_37452 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_37452 
062E: (unknown) $PLAYER_ACTOR 1560 38@ 
00D6: if or
04A4:   38@ == 7 // integer values OR floating-point values 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @GUNS1_37452 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37360 

:GUNS1_37360
0361: close_garage 'BURG_LK' 

:GUNS1_37371
00D6: if 
83B1:   not garage 'BURG_LK' door_closed 
004D: jump_if_false @GUNS1_37404 
0001: wait 0 ms 
0002: jump @GUNS1_37371 

:GUNS1_37404
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37433 
0967: actor 98@ move_mouth 5000 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_37433
0006: 254@ = 68 // integer values 
0006: 259@ = 3 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_37452
0002: jump @GUNS1_37557 

:GUNS1_37459
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_37550 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_37550 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37543 
0687: clear_actor_task 98@ 

:GUNS1_37543
0006: 258@ = 1 // integer values 

:GUNS1_37550
0002: jump @GUNS1_37557 

:GUNS1_37557
0002: jump @GUNS1_36385 

:GUNS1_37564
016A: fade 0 1000 ms 

:GUNS1_37571
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_37595 
0001: wait 0 ms 
0002: jump @GUNS1_37571 

:GUNS1_37595
00A1: put_actor $PLAYER_ACTOR at 2161.0 -1664.0 22.0 
015F: set_camera_position 2168.154 -1686.374 15.6932 0.0 0.0 0.0 
0160: point_camera 2168.094 -1685.377 15.7351 2 
04E4: unknown_refresh_game_renderer_at 2168.154 -1686.374 
03CB: set_camera 2168.154 -1686.374 15.6932 
016A: fade 1 1000 ms 

:GUNS1_37702
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_37726 
0001: wait 0 ms 
0002: jump @GUNS1_37702 

:GUNS1_37726
03E6: remove_text_box 
0512: permanent_text_box 'RYD1_88'  // Betrhetsz hzakba jszaknknt, ha nem vagy kldetsen.

:GUNS1_37739
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GUNS1_37763 
0001: wait 0 ms 
0002: jump @GUNS1_37739 

:GUNS1_37763
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 

:GUNS1_37777
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_37837 
00D6: if or
0019:   32@ > 4000 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_37826 
0006: 52@ = 1 // integer values 

:GUNS1_37826
0001: wait 0 ms 
0002: jump @GUNS1_37777 

:GUNS1_37837
03E6: remove_text_box 
0512: permanent_text_box 'RYD1_90'  // Rengeteg hzba be lehet trni s sok j cuccot meg lehet fjni a tulajdonosaiktl.

:GUNS1_37850
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GUNS1_37874 
0001: wait 0 ms 
0002: jump @GUNS1_37850 

:GUNS1_37874
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 

:GUNS1_37888
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_37948 
00D6: if or
0019:   32@ > 4000 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_37937 
0006: 52@ = 1 // integer values 

:GUNS1_37937
0001: wait 0 ms 
0002: jump @GUNS1_37888 

:GUNS1_37948
03E6: remove_text_box 
016A: fade 0 1000 ms 

:GUNS1_37957
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_37981 
0001: wait 0 ms 
0002: jump @GUNS1_37957 

:GUNS1_37981
00A1: put_actor $PLAYER_ACTOR at 2272.0 -1792.0 14.0 
015F: set_camera_position 2255.539 -1783.703 13.6049 0.0 0.0 0.0 
0160: point_camera 2254.882 -1784.445 13.7333 2 
04E4: unknown_refresh_game_renderer_at 2254.208 -1790.232 
03CB: set_camera 2254.208 -1790.232 13.1057 
014C: set_parked_car_generator $2775 cars_to_generate_to 0 
0395: clear_area 1 at 2251.028 -1788.661 12.7625 range 10.0 
00A5: 102@ = create_car #BOXBURG at 2251.028 -1788.661 12.9625 
0175: set_car 102@ z_angle_to 358.9591 
016A: fade 1 1000 ms 

:GUNS1_38152
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_38176 
0001: wait 0 ms 
0002: jump @GUNS1_38152 

:GUNS1_38176
0512: permanent_text_box 'RYD1_89'  // Szksged lesz erre a tpus tehetautra, hogy elkezdd a betrst.

:GUNS1_38187
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GUNS1_38211 
0001: wait 0 ms 
0002: jump @GUNS1_38187 

:GUNS1_38211
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 

:GUNS1_38225
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_38285 
00D6: if or
0019:   32@ > 4000 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_38274 
0006: 52@ = 1 // integer values 

:GUNS1_38274
0001: wait 0 ms 
0002: jump @GUNS1_38225 

:GUNS1_38285
03E6: remove_text_box 
0512: permanent_text_box 'RYD1_91'  // Rakd tele a teherautt, majd vidd vissza a raktrba.

:GUNS1_38298
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @GUNS1_38322 
0001: wait 0 ms 
0002: jump @GUNS1_38298 

:GUNS1_38322
0006: 32@ = 0 // integer values 
0006: 52@ = 0 // integer values 

:GUNS1_38336
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_38396 
00D6: if or
0019:   32@ > 4000 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_38385 
0006: 52@ = 1 // integer values 

:GUNS1_38385
0001: wait 0 ms 
0002: jump @GUNS1_38336 

:GUNS1_38396
03E6: remove_text_box 
016A: fade 0 1000 ms 

:GUNS1_38405
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_38429 
0001: wait 0 ms 
0002: jump @GUNS1_38405 

:GUNS1_38429
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_38455 
00A6: destroy_car 102@ 
01C3: remove_references_to_car 102@ // Like turning a car into any random car 

:GUNS1_38455
00A1: put_actor $PLAYER_ACTOR at 2741.0 -2001.0 12.5547 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2745.47 -2003.59 15.53 0.0 0.0 0.0 
0160: point_camera 2737.34 -2002.24 11.65 2 
04E4: unknown_refresh_game_renderer_at 2745.47 -2003.59 
03CB: set_camera 2745.47 -2003.59 15.53 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_38631 
00A1: put_actor 98@ at 2740.0 -2001.0 12.5547 
0173: set_actor 98@ z_angle_to 230.0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 98@ 
0639: AS_actor 98@ rotate_to_actor $PLAYER_ACTOR 

:GUNS1_38631
016A: fade 1 1000 ms 

:GUNS1_38638
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_38662 
0001: wait 0 ms 
0002: jump @GUNS1_38638 

:GUNS1_38662
0006: 254@ = 0 // integer values 
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 

:GUNS1_38732
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @GUNS1_39558 
00D6: if 
8039:   not  254@ == 0 // integer values 
004D: jump_if_false @GUNS1_39093 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_38818 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_38811 
040D: unload_wav 256@ 

:GUNS1_38811
0006: 257@ = 1 // integer values 

:GUNS1_38818
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @GUNS1_38855 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 // integer values 

:GUNS1_38855
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @GUNS1_38915 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_38915 
03D1: play_wav 255@ 
00BC: text_highpriority $6706(254@,82s) 10000 ms 1 
0006: 257@ = 3 // integer values 

:GUNS1_38915
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @GUNS1_39093 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_39032 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @GUNS1_38997 
0006: 255@ = 2 // integer values 
0006: 256@ = 1 // integer values 
0002: jump @GUNS1_39011 

:GUNS1_38997
0006: 255@ = 1 // integer values 
0006: 256@ = 2 // integer values 

:GUNS1_39011
0006: 254@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0002: jump @GUNS1_39093 

:GUNS1_39032
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_39093 
00D6: if 
001B:   76 > 254@ // integer values 
004D: jump_if_false @GUNS1_39093 
0085: 263@ = 254@ // integer values and handles 
000A: 263@ += 1 // integer values 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_39093
0871: init_jump_table 259@ total_jumps 2 1 @GUNS1_39453 jumps 0 @GUNS1_39156 1 @GUNS1_39265 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 

:GUNS1_39156
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_39258 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_39203 
0967: actor $PLAYER_ACTOR move_mouth 5000 
0968: actor 98@ stop_mouth 

:GUNS1_39203
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0006: 254@ = 74 // integer values 
0006: 259@ = 1 // integer values 
01BD: 262@ = current_time_in_ms 

:GUNS1_39258
0002: jump @GUNS1_39551 

:GUNS1_39265
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_39446 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_39446 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_39357 
0967: actor 98@ move_mouth 5000 
0968: actor $PLAYER_ACTOR stop_mouth 
0687: clear_actor_task $PLAYER_ACTOR 

:GUNS1_39357
0006: 254@ = 75 // integer values 
0006: 259@ = 2 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_39441 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 2761.0 -2002.0 14.0 speed 4 10000 ms 
0616: define_action_sequences_end 129@ 
0618: assign_actor 98@ to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 

:GUNS1_39441
01BD: 262@ = current_time_in_ms 

:GUNS1_39446
0002: jump @GUNS1_39551 

:GUNS1_39453
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // integer values and handles 
0062: 260@ -= 262@ // integer values 
00D6: if 
0019:   260@ > 1000 // integer values 
004D: jump_if_false @GUNS1_39544 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @GUNS1_39544 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_39537 
0968: actor 98@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_39537
0006: 258@ = 1 // integer values 

:GUNS1_39544
0002: jump @GUNS1_39551 

:GUNS1_39551
0002: jump @GUNS1_38732 

:GUNS1_39558
0006: 52@ = 0 // integer values 

:GUNS1_39565
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @GUNS1_39638 
062E: (unknown) $PLAYER_ACTOR 1560 38@ 
00D6: if or
04A4:   38@ == 7 // integer values OR floating-point values 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @GUNS1_39627 
0006: 52@ = 1 // integer values 

:GUNS1_39627
0001: wait 0 ms 
0002: jump @GUNS1_39565 

:GUNS1_39638
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0A09: (unknown) $PLAYER_ACTOR 0 
0002: jump @GUNS1_40660 
0002: jump @GUNS1_39742 

:GUNS1_39672
00FE:   actor $PLAYER_ACTOR 1 2741.0 -2010.0 13.5 radius 4.0 4.0 5.0 
00D6: if 
83B0:   not garage 'BURG_LK' door_open 
004D: jump_if_false @GUNS1_39742 
0360: open_garage 'BURG_LK' 

:GUNS1_39742
0002: jump @GUNS1_39819 

:GUNS1_39749
00FE:   actor $PLAYER_ACTOR 1 2742.0 -2000.0 13.0 radius 4.0 4.0 5.0 
00D6: if 
83B1:   not garage 'BURG_LK' door_closed 
004D: jump_if_false @GUNS1_39819 
0361: close_garage 'BURG_LK' 

:GUNS1_39819
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @GUNS1_40234 
0006: 268@ = 0 // integer values 
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @GUNS1_40091 
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 2067.4 -1831.2 radius 15.0 15.0 
004D: jump_if_false @GUNS1_39999 
00D6: if and
0039:   71@ == 1 // integer values 
0039:   74@ == 0 // integer values 
004D: jump_if_false @GUNS1_39992 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_39978 
0397: car 103@ siren = 0 
06E1: unknown_action_sequence 100@ 103@ 102@ 10 20.0 0 

:GUNS1_39978
0006: 74@ = 1 // integer values 
0006: 71@ = 0 // integer values 

:GUNS1_39992
0002: jump @GUNS1_40091 

:GUNS1_39999
00D6: if and
0039:   74@ == 1 // integer values 
0039:   71@ == 0 // integer values 
004D: jump_if_false @GUNS1_40091 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_40077 
0397: car 103@ siren = 1 
06E1: unknown_action_sequence 100@ 103@ 102@ 3 33.0 3 

:GUNS1_40077
0006: 74@ = 0 // integer values 
0006: 71@ = 1 // integer values 

:GUNS1_40091
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @GUNS1_40227 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @GUNS1_40148 
0164: disable_marker 107@ 
00BE: text_clear_all 
0006: 264@ = 2 // integer values 
0006: 68@ = 0 // integer values 

:GUNS1_40148
02A8: 106@ = create_marker 63 at 2067.4 -1831.2 13.5 
0006: 69@ = 1 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'GUNS123' 5000 ms 1  // ~s~Tl nagy a krzs. Rzd le a zsarukat.
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @GUNS1_40227 
0006: 264@ = 2 // integer values 
0006: 78@ = 0 // integer values 

:GUNS1_40227
0002: jump @GUNS1_40633 

:GUNS1_40234
0006: 272@ = 0 // integer values 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @GUNS1_40332 
00D6: if 
001B:   11 > 43@ // integer values 
004D: jump_if_false @GUNS1_40332 
00BB: text_lowpriority 'GUNS135' 4000 ms 1  // Amint mondtam....
000E: 43@ -= 1 // integer values 
00D6: if 
001B:   0 > 43@ // integer values 
004D: jump_if_false @GUNS1_40325 
0006: 43@ = 0 // integer values 

:GUNS1_40325
0006: 44@ = 0 // integer values 

:GUNS1_40332
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @GUNS1_40548 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @GUNS1_40380 
0164: disable_marker 106@ 
0006: 69@ = 0 // integer values 

:GUNS1_40380
00BE: text_clear_all 
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 2067.4 -1831.2 radius 15.0 15.0 
004D: jump_if_false @GUNS1_40448 
0001: wait 3000 ms 
00BB: text_lowpriority 'GUNS124' 5000 ms 1  // ~s~Juss vissza psgben a ~y~raktrba~s~.
0002: jump @GUNS1_40464 

:GUNS1_40448
00BB: text_lowpriority 'GUNS124' 5000 ms 1  // ~s~Juss vissza psgben a ~y~raktrba~s~.

:GUNS1_40464
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @GUNS1_40514 
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @GUNS1_40507 
0006: 264@ = 1 // integer values 

:GUNS1_40507
0002: jump @GUNS1_40521 

:GUNS1_40514
0006: 264@ = 3 // integer values 

:GUNS1_40521
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 // integer values 

:GUNS1_40548
00D6: if and
0039:   71@ == 1 // integer values 
0039:   74@ == 0 // integer values 
004D: jump_if_false @GUNS1_40633 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_40633 
0397: car 103@ siren = 0 
06E1: unknown_action_sequence 100@ 103@ 102@ 1 20.0 2 
0006: 71@ = 0 // integer values 

:GUNS1_40633
0002: jump @GUNS1_4925 
0051: return 

:GUNS1_40642
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:GUNS1_40660
0085: 50@ = 35@ // integer values and handles 
0012: 50@ *= 50 // integer values 
01E3: text_1number_styled 'M_PASSR' 3 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 3 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'RYDER_1'  // Invzi
0008: $11260 += 1 // integer values 
0051: return 

:GUNS1_40737
0004: $ONMISSION = 0 // integer values 
0004: $2332 = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
075B: (unknown) 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_40790 
0A09: (unknown) $PLAYER_ACTOR 0 

:GUNS1_40790
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
07FB: set_interior 'BURHOUS' accessible 1  // Colonel Fuhrberger
06AB: (unknown) $PLAYER_ACTOR 0 
0164: disable_marker 108@ 
0164: disable_marker 105@ 
0164: disable_marker 104@ 
0164: disable_marker 109@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0151: remove_status_text $6705 
0581: toggle_radar 1 
0826: toggle_hud 1 
014F: stop_timer $6704 
0249: release_model #BOXBURG 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #WMOPJ 
0249: release_model #LAPD1 
0249: release_model #COPCARLA 
0249: release_model #DB_AMMO 
04EF: release_animation "CARRY" 
04EF: release_animation "GANGS" 
04EF: release_animation "POLICE" 
04EF: release_animation "INT_HOUSE" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "CAR_CHAT" 
034F: destroy_actor_with_fade 98@ // The actor fades away like a ghost 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 103@ // Like turning a car into any random car 
01C3: remove_references_to_car 102@ // Like turning a car into any random car 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_41099 
060B: unknown_actor_use_entity 99@ 41@ 
077A: set_actor 99@ aggressive_to_pedgroup 4 type 0 

:GUNS1_41099
0296: unload_special_actor 1 
065C: unknown_create_def_entity 39@ // unknown_destroy 
065C: unknown_create_def_entity 40@ // unknown_destroy 
065C: unknown_create_def_entity 41@ // unknown_destroy 
065C: unknown_create_def_entity 42@ // unknown_destroy 
091E: (unknown) 2775.0 -1196.4 20.0 2840.0 -1141.0 35.0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 25---------------
// Originally: Catalyst

:RYDER3
03A4: name_thread 'RYDER3' 
0050: gosub @RYDER3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RYDER3_38 
0050: gosub @RYDER3_18057 

:RYDER3_38
0050: gosub @RYDER3_18237 
004E: end_thread 

:RYDER3_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
09DD: (unknown) 1 
0006: 89@ = 0 // integer values 
0004: $6870 = 0 // integer values 
0006: 95@ = 2 // integer values 
0006: 102@ = 0 // integer values 
054C: use_GXT_table 'RYDER3' 
060A: unknown_create_entity 2 72@ 
060A: unknown_create_entity 0 105@ 
01EB: set_traffic_density_to 0.5 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:RYDER3_135
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_159 
0001: wait 0 ms 
0002: jump @RYDER3_135 

:RYDER3_159
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'RYDER3A' 

:RYDER3_174
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RYDER3_198 
0001: wait 0 ms 
0002: jump @RYDER3_174 

:RYDER3_198
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:RYDER3_215
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RYDER3_239 
0001: wait 0 ms 
0002: jump @RYDER3_215 

:RYDER3_239
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:RYDER3_253
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_277 
0001: wait 0 ms 
0002: jump @RYDER3_253 

:RYDER3_277
02EA: end_cutscene 
00BE: text_clear_all 
02A3: toggle_widescreen 0 
04BB: select_interior 0 // select render area 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0247: request_model #PICADOR 
0247: request_model #MICRO_UZI 
0247: request_model #COLT45 
0247: request_model #CR_GUNCRATE 
0247: request_model #CR_AMMOBOX 
0247: request_model #FAM1 
04ED: load_animation "BOX" 
04ED: load_animation "RYDER" 
04ED: load_animation "SWAT" 
0247: request_model #LSV1 
0247: request_model #LSV2 
0247: request_model #LSV3 
0247: request_model #FREIGHT 
0247: request_model #FREIFLAT 
0247: request_model #GREENWOO 
0247: request_model #FAM1 
0247: request_model #FAM2 
023C: request_special_actor 'RYDER2' as 1 
038B: load_requested_models 

:RYDER3_399
00D6: if or
8248:   not model #PICADOR available 
8248:   not model #MICRO_UZI available 
8248:   not model #COLT45 available 
8248:   not model #CR_GUNCRATE available 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @RYDER3_446 
0001: wait 0 ms 
0002: jump @RYDER3_399 

:RYDER3_446
00D6: if or
8248:   not model #FAM1 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "BOX" loaded 
84EE:   not animation "RYDER" loaded 
004D: jump_if_false @RYDER3_492 
0001: wait 0 ms 
0002: jump @RYDER3_446 

:RYDER3_492
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
004D: jump_if_false @RYDER3_536 
0001: wait 0 ms 
0002: jump @RYDER3_492 

:RYDER3_536
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
84EE:   not animation "SWAT" loaded 
004D: jump_if_false @RYDER3_579 
0001: wait 0 ms 
0002: jump @RYDER3_536 

:RYDER3_579
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_2059 
0050: gosub @RYDER3_18930 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0615: define_action_sequences 51@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 51@ 1 
0616: define_action_sequences_end 51@ 
0615: define_action_sequences 52@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 52@ 1 
0616: define_action_sequences_end 52@ 
0615: define_action_sequences 76@ 
0605: actor -1 perform_animation_sequence "COWER" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 2000 
0616: define_action_sequences_end 76@ 
0615: define_action_sequences 75@ 
0605: actor -1 perform_animation_sequence "RYD_BECKON_01" from_file "RYDER" 1.0 loop 0 0 0 0 -1 ms 
05B9: unknown_action_sequence -1 20000 
0643: (unknown) 75@ 1 
0616: define_action_sequences_end 75@ 
0615: define_action_sequences 40@ 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 2290.584 -1142.411 25.7144 6 -1 
0603: unknown_action_sequence -1 2288.539 -1133.753 25.7076 6 -1 
05D4: AS_actor -1 rotate_angle 253.83 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 40@ 
0615: define_action_sequences 66@ 
0603: unknown_action_sequence -1 2289.092 -1117.049 25.9062 6 -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 66@ 
0615: define_action_sequences 67@ 
0603: unknown_action_sequence -1 2285.11 -1117.117 25.9062 6 -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 67@ 
0395: clear_area 1 at 2477.135 -1683.116 12.3782 range 10.0 
0395: clear_area 1 at 2469.224 -1672.496 12.484 range 10.0 
0395: clear_area 0 at 2472.783 -1685.696 12.5153 range 0.5 
03CB: set_camera 2472.783 -1685.696 12.5153 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_1446 
00A1: put_actor $PLAYER_ACTOR at 2472.783 -1685.696 12.5153 
0173: set_actor $PLAYER_ACTOR z_angle_to 336.6331 
0373: set_camera_directly_behind_player 

:RYDER3_1446
0506: vehicle_model #PICADOR set_next_variation 4 4 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
00A5: 108@ = create_car #PICADOR at 2476.035 -1678.379 12.3457 
053F: set_car 108@ tires_vulnerable 0 
0175: set_car 108@ z_angle_to 43.9007 
0224: set_car 108@ health_to 2000 
0186: 99@ = create_marker_above_car 108@ 
07E0: set_marker 99@ type_to 1 
02AA: set_car 108@ immune_to_nonplayer 1 
0229: set_car 108@ color_to 84 84 
00AD: set_car 108@ max_speed_to 5.0 
018B: show_on_radar 99@ 0 
04E0: car 108@ abandon_path_radius 250 
01C8: $ACTOR_RYDER = create_actor 24 #SPECIAL01 in_car 108@ passenger_seat 0 
09F6: set_actor $ACTOR_RYDER jackable_through_driver_seat 0 
0296: unload_special_actor 1 
0173: set_actor $ACTOR_RYDER z_angle_to 121.9883 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0223: set_actor $ACTOR_RYDER health_to 800 
08AF: (unknown) $ACTOR_RYDER 800 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
0568: set_actor $ACTOR_RYDER targetable 1 
01B2: give_actor $ACTOR_RYDER weapon 28 ammo 9999 // Load the weapon model before using this 
039E: set_actor $ACTOR_RYDER jackable 1 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
077A: set_actor $ACTOR_RYDER aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity $ACTOR_RYDER 72@ 
0746: (unknown) 1 24 24 
0746: (unknown) 1 24 0 
0746: (unknown) 1 25 25 
0006: 109@ = 0 // integer values 

:RYDER3_1724
00D6: if 
001B:   10 > 109@ // integer values 
004D: jump_if_false @RYDER3_1767 
0006: 110@(109@,10i) = -1 // integer values 
000A: 109@ += 1 // integer values 
0002: jump @RYDER3_1724 

:RYDER3_1767
0006: 109@ = 0 // integer values 
0004: $6871 = 0 // integer values 
0004: $6872 = 10 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = -1 // integer values 
0006: 124@ = 5 // integer values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @RYDER3_1848 
029B: 110@(109@,10i) = init_object #GUNBOX at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER3_1848
0006: 89@ = 0 // integer values 
01E8: create_forbidden_for_cars_cube 2284.0 -1151.0 10.0 2288.0 -1147.0 30.0 
01E8: create_forbidden_for_cars_cube 2287.321 -1132.571 10.0 2360.839 -1177.134 40.0 
01E8: create_forbidden_for_cars_cube 2311.676 -1375.397 10.0 2292.365 -1303.102 40.0 
01E8: create_forbidden_for_cars_cube 2268.695 -1138.541 10.0 2282.362 -1159.604 40.0 
01E8: create_forbidden_for_cars_cube 2307.537 -1162.624 10.0 2266.351 -1136.99 40.0 
06D7: toggle_train_traffic 0 
08EA: (unknown) 0 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = -151 // integer values 
0006: 32@ = 0 // integer values 
03C7: unknown_maybe_cops_density 0.0 

:RYDER3_2059
029B: 128@ = init_object #TMP_BIN at 2295.391 -1129.812 26.4 
0177: set_object 128@ z_angle_to 187.2863 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_2119 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 108@ 5000 ms 

:RYDER3_2119
015F: set_camera_position 2473.642 -1674.005 13.6679 0.0 0.0 0.0 
0160: point_camera 2473.832 -1674.969 13.4843 2 
0050: gosub @RYDER3_19023 
00BC: text_highpriority 'RYD3_Z' 6000 ms 1  // ~s~Vezesd el Ryder teherautjt ~s~a ~y~lszeres vonathoz~s~.
0006: 33@ = 0 // integer values 

:RYDER3_2200
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @RYDER3_2247 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @RYDER3_2240 

:RYDER3_2240
0002: jump @RYDER3_2200 

:RYDER3_2247
0050: gosub @RYDER3_18958 

:RYDER3_2254
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18050 
0001: wait 0 ms 
0050: gosub @RYDER3_19056 
0050: gosub @RYDER3_20126 
00D6: if 
0736:   83 
004D: jump_if_false @RYDER3_2310 
0002: jump @RYDER3_18136 

:RYDER3_2310
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2290.65 -1148.723 25.7508 radius 275.0 275.0 200.0 
004D: jump_if_false @RYDER3_2372 
01EB: set_traffic_density_to 0.0 
0002: jump @RYDER3_2397 

:RYDER3_2372
00D6: if 
001B:   10 > 89@ // integer values 
004D: jump_if_false @RYDER3_2397 
01EB: set_traffic_density_to 1.0 

:RYDER3_2397
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @RYDER3_3444 
00D6: if and
0248:   model #FREIGHT available 
0248:   model #FREIFLAT available 
004D: jump_if_false @RYDER3_3444 
06D8: 129@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
020A: set_car 129@ door_status_to 2 
06DC: set_train 129@ acc 0.0 
06DD: set_train 129@ speed 0.0 
0519: lock_vehicle 129@ in_current_position 1 
06DE: 163@ = car_handle_from_train_handle 129@ 
0107: 74@ = create_object #AMMOTRN_OBJ at 2278.177 -1144.882 27.5107 
0681: attach_object 74@ to_car 163@ at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0107: 91@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 91@ to_car 163@ at_offset 0.5 -5.5 -0.8 rotation 0.0 0.0 145.0 
0107: 92@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 92@ to_car 163@ at_offset 0.5 6.0 -0.8 rotation 0.0 0.0 60.0 
0107: 93@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 93@ to_car 163@ at_offset -0.5 8.0 -0.8 rotation 0.0 0.0 130.0 
0107: 61@ = create_object #CR_GUNCRATE at 2287.744 -1131.75 25.7431 
0177: set_object 61@ z_angle_to 85.7739 
0107: 62@ = create_object #CR_GUNCRATE at 2287.358 -1131.091 25.7449 
0177: set_object 62@ z_angle_to 209.4727 
0107: 63@ = create_object #CR_GUNCRATE at 2287.664 -1127.056 25.8118 
0177: set_object 63@ z_angle_to 97.4572 
0107: 64@ = create_object #CR_GUNCRATE at 2287.431 -1125.586 25.8256 
0177: set_object 64@ z_angle_to 176.9109 
0006: 102@ = 1 // integer values 
0746: (unknown) 4 24 25 
0746: (unknown) 4 25 0 
0746: (unknown) 4 25 24 
009A: 142@ = create_actor 4 #FAM2 at 2291.969 -1131.63 25.7468 
0173: set_actor 142@ z_angle_to 188.6236 
0812: AS_actor 142@ perform_animation "KO_SHOT_FRONT" from_file "PED" 2.0 loop 0 0 0 lock 1 time -1 
0619: set_actor 142@ collision_detection 0 
0568: set_actor 142@ targetable 1 
060B: unknown_actor_use_entity 142@ 105@ 
009A: 143@ = create_actor 4 #LSV1 at 2290.66 -1146.023 25.7507 
0173: set_actor 143@ z_angle_to 180.7254 
0812: AS_actor 143@ perform_animation "KO_SHOT_FRONT" from_file "PED" 2.0 loop 0 0 0 lock 1 time -1 
0619: set_actor 143@ collision_detection 0 
0568: set_actor 143@ targetable 1 
060B: unknown_actor_use_entity 143@ 105@ 
009A: 130@ = create_actor 25 #LSV1 at 2295.683 -1128.682 25.8647 
0173: set_actor 130@ z_angle_to 175.3117 
0638: AS_actor 130@ stay_put 1 
0770: (unknown) 130@ 1 
009A: 131@ = create_actor 25 #LSV2 at 2289.14 -1131.133 25.7539 
0173: set_actor 131@ z_angle_to 190.007 
0638: AS_actor 131@ stay_put 1 
0770: (unknown) 131@ 1 
009A: 132@ = create_actor 25 #LSV2 at 2293.741 -1130.342 25.8004 
0173: set_actor 132@ z_angle_to 178.0093 
04EB: AS_actor 132@ crouch 1 
0638: AS_actor 132@ stay_put 1 
0770: (unknown) 132@ 1 
009A: 133@ = create_actor 25 #LSV3 at 2285.522 -1135.369 28.0 
0173: set_actor 133@ z_angle_to 202.6963 
02A9: set_actor 133@ immune_to_nonplayer 1 
0638: AS_actor 133@ stay_put 1 
0770: (unknown) 133@ 1 
009A: 144@ = create_actor 24 #FAM1 at 2296.282 -1158.184 25.6529 
0173: set_actor 144@ z_angle_to 9.002 
04EB: AS_actor 144@ crouch 1 
0638: AS_actor 144@ stay_put 1 
009A: 145@ = create_actor 24 #FAM2 at 2287.524 -1150.041 25.7574 
0173: set_actor 145@ z_angle_to 347.622 
0638: AS_actor 145@ stay_put 1 
04EB: AS_actor 145@ crouch 1 
009A: 146@ = create_actor 24 #FAM1 at 2301.257 -1157.372 25.597 
0173: set_actor 146@ z_angle_to 9.002 
0638: AS_actor 146@ stay_put 1 

:RYDER3_3444
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_3561 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 108@ 
0039:   89@ == 0 // integer values 
004D: jump_if_false @RYDER3_3561 
0006: 33@ = 0 // integer values 
041E: set_radio_station 5 
06D7: toggle_train_traffic 0 
0006: 122@ = 4 // integer values 
000A: 89@ += 1 // integer values 
018B: show_on_radar 99@ 0 
018A: 34@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_radar_checkpoint 34@ type_to 0 
0006: 101@ = 1 // integer values 

:RYDER3_3561
00D6: if or
0039:   89@ == 1 // integer values 
0039:   89@ == 2 // integer values 
004D: jump_if_false @RYDER3_4014 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_4014 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_3688 
00D6: if 
8039:   not  101@ == 1 // integer values 
004D: jump_if_false @RYDER3_3681 
018B: show_on_radar 99@ 0 
018B: show_on_radar 34@ 3 
00BC: text_highpriority 'RYD3_Z' 6000 ms 1  // ~s~Vezesd el Ryder teherautjt ~s~a ~y~lszeres vonathoz~s~.
0006: 101@ = 1 // integer values 

:RYDER3_3681
0002: jump @RYDER3_4014 

:RYDER3_3688
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @RYDER3_3959 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_3729 
0A09: (unknown) $ACTOR_RYDER 0 

:RYDER3_3729
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_3752 
0A09: (unknown) $PLAYER_ACTOR 0 

:RYDER3_3752
018B: show_on_radar 34@ 0 
018B: show_on_radar 99@ 3 
0209: $6870 = random_int 0 3 
0871: init_jump_table $6870 total_jumps 3 0 @RYDER3_3952 jumps 0 @RYDER3_3838 1 @RYDER3_3876 2 @RYDER3_3914 -1 @RYDER3_3952 -1 @RYDER3_3952 -1 @RYDER3_3952 -1 @RYDER3_3952 

:RYDER3_3838
05AA: 106@s = 'RYD3_NA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34062 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_3952 

:RYDER3_3876
05AA: 106@s = 'RYD3_NB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34063 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_3952 

:RYDER3_3914
05AA: 106@s = 'RYD3_NC' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34064 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_3952 

:RYDER3_3952
0006: 101@ = 2 // integer values 

:RYDER3_3959
00D6: if and
0039:   95@ == 2 // integer values 
0039:   101@ == 2 // integer values 
004D: jump_if_false @RYDER3_4007 
00BC: text_highpriority 'RYD3_Q' 4000 ms 1  // Szllj vissza ~b~Ryder teherautjba~s~!
0006: 101@ = 0 // integer values 

:RYDER3_4007
0006: 87@ = 1 // integer values 

:RYDER3_4014
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @RYDER3_5344 
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @RYDER3_4772 
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 0 // integer values 
004D: jump_if_false @RYDER3_4159 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_4098 
0A09: (unknown) $ACTOR_RYDER 1 

:RYDER3_4098
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_4121 
0A09: (unknown) $PLAYER_ACTOR 1 

:RYDER3_4121
05AA: 106@s = 'RYD3_AD' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34003 
0050: gosub @RYDER3_20106 
0006: 85@ = 1 // integer values 

:RYDER3_4159
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 1 // integer values 
004D: jump_if_false @RYDER3_4222 
05AA: 106@s = 'RYD3_AE' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34004 
0050: gosub @RYDER3_20106 
0006: 85@ = 2 // integer values 

:RYDER3_4222
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 2 // integer values 
004D: jump_if_false @RYDER3_4285 
05AA: 106@s = 'RYD3_BA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34005 
0050: gosub @RYDER3_20106 
0006: 85@ = 3 // integer values 

:RYDER3_4285
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 3 // integer values 
004D: jump_if_false @RYDER3_4348 
05AA: 106@s = 'RYD3_BB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34006 
0050: gosub @RYDER3_20106 
0006: 85@ = 4 // integer values 

:RYDER3_4348
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 4 // integer values 
004D: jump_if_false @RYDER3_4411 
05AA: 106@s = 'RYD3_BC' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34007 
0050: gosub @RYDER3_20106 
0006: 85@ = 5 // integer values 

:RYDER3_4411
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 5 // integer values 
004D: jump_if_false @RYDER3_4474 
05AA: 106@s = 'RYD3_BD' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34008 
0050: gosub @RYDER3_20106 
0006: 85@ = 6 // integer values 

:RYDER3_4474
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 6 // integer values 
004D: jump_if_false @RYDER3_4537 
05AA: 106@s = 'RYD3_BE' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34009 
0050: gosub @RYDER3_20106 
0006: 85@ = 7 // integer values 

:RYDER3_4537
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 7 // integer values 
004D: jump_if_false @RYDER3_4600 
05AA: 106@s = 'RYD3_BG' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34011 
0050: gosub @RYDER3_20106 
0006: 85@ = 8 // integer values 

:RYDER3_4600
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 8 // integer values 
004D: jump_if_false @RYDER3_4663 
05AA: 106@s = 'RYD3_BH' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34012 
0050: gosub @RYDER3_20106 
0006: 85@ = 9 // integer values 

:RYDER3_4663
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 9 // integer values 
004D: jump_if_false @RYDER3_4772 
05AA: 106@s = 'RYD3_BJ' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34013 
0050: gosub @RYDER3_20106 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_4742 
0489: set_actor $ACTOR_RYDER audible 0 

:RYDER3_4742
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_4765 
0489: set_actor $PLAYER_ACTOR audible 0 

:RYDER3_4765
0006: 85@ = 10 // integer values 

:RYDER3_4772
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2290.65 -1148.723 25.7508 radius 200.0 200.0 200.0 
0039:   102@ == 1 // integer values 
004D: jump_if_false @RYDER3_5275 
0006: 36@ = 0 // integer values 

:RYDER3_4834
00D6: if 
8118:   not actor 130@(36@,6i) dead 
004D: jump_if_false @RYDER3_4997 
0638: AS_actor 130@(36@,6i) stay_put 1 
0187: 136@(36@,6i) = create_marker_above_actor 130@(36@,6i) 
00D6: if or
0039:   36@ == 3 // integer values 
0039:   36@ == 0 // integer values 
004D: jump_if_false @RYDER3_4938 
081A: actor 130@(36@,6i) weapon_skill 2 
01B2: give_actor 130@(36@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_4963 

:RYDER3_4938
01B2: give_actor 130@(36@,6i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 130@(36@,6i) armed_weapon_to 28 

:RYDER3_4963
07DD: (unknown) 130@(36@,6i) 50 
02E2: set_actor 130@(36@,6i) weapon_accuracy_to 50 
060B: unknown_actor_use_entity 130@(36@,6i) 72@ 

:RYDER3_4997
000A: 36@ += 1 // integer values 
0029:   36@ >= 4 // integer values 
004D: jump_if_false @RYDER3_4834 
0006: 36@ = 0 // integer values 

:RYDER3_5025
00D6: if 
8118:   not actor 144@(36@,4i) dead 
004D: jump_if_false @RYDER3_5247 
0568: set_actor 144@(36@,4i) targetable 1 
0638: AS_actor 144@(36@,4i) stay_put 1 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @RYDER3_5116 
0223: set_actor 144@(36@,4i) health_to 200 
08AF: (unknown) 144@(36@,4i) 200 
0002: jump @RYDER3_5138 

:RYDER3_5116
0223: set_actor 144@(36@,4i) health_to 50 
08AF: (unknown) 144@(36@,4i) 50 

:RYDER3_5138
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @RYDER3_5188 
081A: actor 144@(36@,4i) weapon_skill 2 
01B2: give_actor 144@(36@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_5213 

:RYDER3_5188
01B2: give_actor 144@(36@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 144@(36@,4i) armed_weapon_to 28 

:RYDER3_5213
07DD: (unknown) 144@(36@,4i) 70 
02E2: set_actor 144@(36@,4i) weapon_accuracy_to 70 
060B: unknown_actor_use_entity 144@(36@,4i) 72@ 

:RYDER3_5247
000A: 36@ += 1 // integer values 
0029:   36@ >= 3 // integer values 
004D: jump_if_false @RYDER3_5025 
0006: 102@ = 2 // integer values 

:RYDER3_5275
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2290.65 -1148.723 25.7508 radius 100.0 100.0 200.0 
004D: jump_if_false @RYDER3_5344 
000A: 89@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0006: 85@ = 0 // integer values 

:RYDER3_5344
00D6: if 
0039:   89@ == 2 // integer values 
004D: jump_if_false @RYDER3_6821 
0006: 36@ = 0 // integer values 

:RYDER3_5369
00D6: if and
0118:   actor 130@(36@,6i) dead 
8039:   not  130@(36@,6i) == 0 // integer values 
004D: jump_if_false @RYDER3_5449 
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_5449 
0164: disable_marker 136@(36@,6i) 
0006: 136@(36@,6i) = 0 // integer values 
01C2: remove_references_to_actor 130@(36@,6i) // Like turning an actor into a random pedestrian 

:RYDER3_5449
000A: 36@ += 1 // integer values 
0029:   36@ >= 4 // integer values 
004D: jump_if_false @RYDER3_5369 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_5524 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_5517 
0002: jump @RYDER3_5524 

:RYDER3_5517
0006: 88@ = 1 // integer values 

:RYDER3_5524
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2290.65 -1148.723 25.7508 radius 100.0 100.0 100.0 
0039:   86@ == 0 // integer values 
004D: jump_if_false @RYDER3_6120 
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @RYDER3_5756 
0615: define_action_sequences 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 2291.724 -1138.648 25.6745 speed 6 -2 ms 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_5664 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_5664
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_5687 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_5687
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_5710 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_5710
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_5733 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_5733
0616: define_action_sequences_end 149@ 
0792: (unknown) 145@ 
0618: assign_actor 145@ to_action_sequences 149@ 
061B: remove_references_to_action_sequences 149@ 

:RYDER3_5756
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @RYDER3_5933 
0615: define_action_sequences 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 2297.533 -1137.578 25.8778 speed 6 -2 ms 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_5841 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_5841
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_5864 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_5864
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_5887 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_5887
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_5910 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_5910
0616: define_action_sequences_end 149@ 
0792: (unknown) 144@ 
0618: assign_actor 144@ to_action_sequences 149@ 
061B: remove_references_to_action_sequences 149@ 

:RYDER3_5933
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @RYDER3_6106 
0615: define_action_sequences 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 2290.118 -1141.78 25.7024 speed 6 -2 ms 
05D6: clear_scmpath 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_6014 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_6014
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_6037 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_6037
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_6060 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_6060
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_6083 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_6083
0616: define_action_sequences_end 149@ 
0792: (unknown) 146@ 
0618: assign_actor 146@ to_action_sequences 149@ 
061B: remove_references_to_action_sequences 149@ 

:RYDER3_6106
0006: 86@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:RYDER3_6120
00D6: if and
0039:   88@ == 0 // integer values 
0039:   86@ == 1 // integer values 
004D: jump_if_false @RYDER3_6271 
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 0 // integer values 
004D: jump_if_false @RYDER3_6208 
05AA: 106@s = 'RYD3_CA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34014 
0050: gosub @RYDER3_20106 
0006: 85@ = 1 // integer values 

:RYDER3_6208
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 1 // integer values 
004D: jump_if_false @RYDER3_6271 
05AA: 106@s = 'RYD3_CB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34015 
0050: gosub @RYDER3_20106 
0006: 85@ = 2 // integer values 

:RYDER3_6271
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_6436 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_6379 
00BC: text_highpriority 'RYD3_Q' 5000 ms 1  // Szllj vissza ~b~Ryder teherautjba~s~!
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @RYDER3_6372 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car 108@ 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 1 // integer values 

:RYDER3_6372
0002: jump @RYDER3_6436 

:RYDER3_6379
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @RYDER3_6436 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_radar_checkpoint 34@ type_to 0 
0006: 39@ = 0 // integer values 

:RYDER3_6436
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_6821 
00D6: if 
01B0:   car 108@ stopped 0 2289.591 -1135.625 25.6863 radius 40.0 40.0 40.0 
004D: jump_if_false @RYDER3_6821 
0164: disable_marker 34@ 
00D6: if 
075C:   marker 99@ enabled 
004D: jump_if_false @RYDER3_6533 
018B: show_on_radar 99@ 0 

:RYDER3_6533
00D6: if or
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
8118:   not actor 132@ dead 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_6595 
05AA: 106@s = 'RYD3_CC' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34016 
0050: gosub @RYDER3_20106 

:RYDER3_6595
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_6814 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_6814 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 108@ 
004D: jump_if_false @RYDER3_6814 
0615: define_action_sequences 148@ 
05CD: AS_actor -1 exit_car 108@ 
04EB: AS_actor -1 crouch 1 
0603: unknown_action_sequence -1 2295.104 -1148.028 25.7612 6 -1 
0688: unknown_action_sequence -1 1 1 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_6727 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_6727
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_6750 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_6750
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_6773 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_6773
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_6796 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_6796
0616: define_action_sequences_end 148@ 
0687: clear_actor_task $ACTOR_RYDER 
0618: assign_actor $ACTOR_RYDER to_action_sequences 148@ 

:RYDER3_6814
000A: 89@ += 1 // integer values 

:RYDER3_6821
00D6: if and
0039:   89@ == 3 // integer values 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RYDER3_6924 
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_6870 
0638: AS_actor 131@ stay_put 0 

:RYDER3_6870
00D6: if or
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
8118:   not actor 132@ dead 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_6917 
00BC: text_highpriority 'RYD3_M' 5000 ms 1  // ~s~Ldd le a vonatot elrabl ~r~Vagosokat ~s~!

:RYDER3_6917
000A: 89@ += 1 // integer values 

:RYDER3_6924
00D6: if 
0039:   89@ == 4 // integer values 
004D: jump_if_false @RYDER3_7170 
0006: 36@ = 0 // integer values 

:RYDER3_6949
00D6: if and
0118:   actor 130@(36@,6i) dead 
8039:   not  130@(36@,6i) == 0 // integer values 
004D: jump_if_false @RYDER3_7029 
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_7029 
0164: disable_marker 136@(36@,6i) 
0006: 136@(36@,6i) = 0 // integer values 
01C2: remove_references_to_actor 130@(36@,6i) // Like turning an actor into a random pedestrian 

:RYDER3_7029
000A: 36@ += 1 // integer values 
0029:   36@ >= 4 // integer values 
004D: jump_if_false @RYDER3_6949 
00D6: if and
0118:   actor 130@ dead 
0118:   actor 131@ dead 
0118:   actor 132@ dead 
0118:   actor 133@ dead 
004D: jump_if_false @RYDER3_7113 
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @RYDER3_7113 
0006: 32@ = 0 // integer values 
0006: 84@ = 1 // integer values 

:RYDER3_7113
00D6: if and
0039:   84@ == 1 // integer values 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @RYDER3_7170 
000A: 89@ += 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_7170 
0618: assign_actor $ACTOR_RYDER to_action_sequences 40@ 

:RYDER3_7170
00D6: if 
0039:   89@ == 5 // integer values 
004D: jump_if_false @RYDER3_7202 
0006: 32@ = 0 // integer values 
000A: 89@ += 1 // integer values 

:RYDER3_7202
00D6: if 
0039:   89@ == 6 // integer values 
004D: jump_if_false @RYDER3_8266 
0050: gosub @RYDER3_18990 
0247: request_model #GREENWOO 
0247: request_model #MICRO_UZI 
0247: request_model #BALLAS1 
0247: request_model #BALLAS3 
0247: request_model #COLT45 

:RYDER3_7250
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #MICRO_UZI available 
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS3 available 
8248:   not model #COLT45 available 
004D: jump_if_false @RYDER3_7295 
0001: wait 0 ms 
0002: jump @RYDER3_7250 

:RYDER3_7295
00A5: 150@ = create_car #GREENWOO at 2340.055 -1151.432 25.9546 
0175: set_car 150@ z_angle_to 92.6857 
00A7: car 150@ drive_to 2313.414 -1150.093 25.7997 
00AE: unknown_set_car 150@ to_ignore_traffic_lights 3 
00AD: set_car 150@ max_speed_to 25.0 
0129: 151@ = create_actor 25 #BALLAS1 in_car 150@ driverseat 
0173: set_actor 151@ z_angle_to 227.7265 
01C8: 152@ = create_actor 25 #BALLAS3 in_car 150@ passenger_seat 0 
0173: set_actor 152@ z_angle_to 301.1901 
01C8: 153@ = create_actor 25 #BALLAS1 in_car 150@ passenger_seat 1 
0173: set_actor 153@ z_angle_to 82.8733 
02A9: set_actor 153@ immune_to_nonplayer 1 
01C8: 154@ = create_actor 25 #BALLAS3 in_car 150@ passenger_seat 2 
0173: set_actor 154@ z_angle_to 82.8733 
02A9: set_actor 154@ immune_to_nonplayer 1 
0006: 36@ = 0 // integer values 

:RYDER3_7480
0187: 155@(36@,4i) = create_marker_above_actor 151@(36@,4i) 
00D6: if 
0039:   36@ == 3 // integer values 
004D: jump_if_false @RYDER3_7546 
081A: actor 151@(36@,4i) weapon_skill 2 
01B2: give_actor 151@(36@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_7571 

:RYDER3_7546
01B2: give_actor 151@(36@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 151@(36@,4i) armed_weapon_to 28 

:RYDER3_7571
0223: set_actor 151@(36@,4i) health_to 200 
08AF: (unknown) 151@(36@,4i) 200 
07DD: (unknown) 151@(36@,4i) 40 
02E2: set_actor 151@(36@,4i) weapon_accuracy_to 40 
060B: unknown_actor_use_entity 151@(36@,4i) 72@ 
0770: (unknown) 151@(36@,4i) 1 
000A: 36@ += 1 // integer values 
0029:   36@ >= 4 // integer values 
004D: jump_if_false @RYDER3_7480 
0050: gosub @RYDER3_18930 
0A0B: (unknown) 2287.296 -1140.38 25.6779 252.6459 
015F: set_camera_position 2283.144 -1135.652 28.6919 0.0 0.0 0.0 
00D6: if 
8119:   not car 150@ wrecked 
004D: jump_if_false @RYDER3_7747 
0158: camera_on_vehicle 150@ 15 2 

:RYDER3_7747
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_7799 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @RYDER3_7799 
06BA: unknown_action_sequence $PLAYER_ACTOR 2313.414 -1150.093 25.7997 

:RYDER3_7799
0006: 36@ = 0 // integer values 

:RYDER3_7806
00D6: if 
8118:   not actor 144@(36@,4i) dead 
004D: jump_if_false @RYDER3_7881 
00D6: if 
80DF:   not actor 144@(36@,4i) driving 
004D: jump_if_false @RYDER3_7881 
06BA: unknown_action_sequence 144@(36@,4i) 2313.414 -1150.093 25.7997 
0638: AS_actor 144@(36@,4i) stay_put 1 

:RYDER3_7881
000A: 36@ += 1 // integer values 
0029:   36@ >= 3 // integer values 
004D: jump_if_false @RYDER3_7806 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_8102 
0615: define_action_sequences 159@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 2295.693 -1142.469 25.8392 speed 6 -2 ms 
06BA: unknown_action_sequence -1 2313.414 -1150.093 25.7997 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @RYDER3_7994 
05E2: AS_actor -1 kill_actor 151@ 

:RYDER3_7994
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @RYDER3_8017 
05E2: AS_actor -1 kill_actor 152@ 

:RYDER3_8017
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @RYDER3_8040 
05E2: AS_actor -1 kill_actor 153@ 

:RYDER3_8040
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @RYDER3_8063 
05E2: AS_actor -1 kill_actor 154@ 

:RYDER3_8063
0616: define_action_sequences_end 159@ 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @RYDER3_8097 
0792: (unknown) $ACTOR_RYDER 
0618: assign_actor $ACTOR_RYDER to_action_sequences 159@ 

:RYDER3_8097
061B: remove_references_to_action_sequences 159@ 

:RYDER3_8102
0050: gosub @RYDER3_19023 
00BC: text_highpriority 'RYD3_2' 3000 ms 1  // ~s~Vdd meg a vonatot a ~r~Ballastl~s~!
0001: wait 1000 ms 
0006: 33@ = 0 // integer values 

:RYDER3_8137
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @RYDER3_8191 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @RYDER3_8184 
0002: jump @RYDER3_8191 

:RYDER3_8184
0002: jump @RYDER3_8137 

:RYDER3_8191
0050: gosub @RYDER3_18958 
00BC: text_highpriority 'RYD3_DA' 3000 ms 1  // ~z~Na, mi ez? Van pr Ballas, akik be akarnak szllni a buliba?
05AA: 106@s = 'RYD3_DA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34018 
0050: gosub @RYDER3_20106 
0006: 85@ = 0 // integer values 
0006: 33@ = 0 // integer values 
000A: 89@ += 1 // integer values 

:RYDER3_8266
00D6: if 
0039:   89@ == 7 // integer values 
004D: jump_if_false @RYDER3_8350 
00D6: if 
8119:   not car 150@ wrecked 
004D: jump_if_false @RYDER3_8350 
00D6: if 
01AE:   car 150@ stopped 0 2304.182 -1142.619 radius 15.0 15.0 
004D: jump_if_false @RYDER3_8350 
068B: (unknown) 150@ 
000A: 89@ += 1 // integer values 

:RYDER3_8350
00D6: if 
0039:   89@ == 8 // integer values 
004D: jump_if_false @RYDER3_9092 
0006: 36@ = 0 // integer values 

:RYDER3_8375
00D6: if and
0118:   actor 151@(36@,4i) dead 
8039:   not  151@(36@,4i) == 0 // integer values 
004D: jump_if_false @RYDER3_8455 
00D6: if 
075C:   marker 155@(36@,4i) enabled 
004D: jump_if_false @RYDER3_8455 
0164: disable_marker 155@(36@,4i) 
0006: 155@(36@,4i) = 0 // integer values 
01C2: remove_references_to_actor 151@(36@,4i) // Like turning an actor into a random pedestrian 

:RYDER3_8455
000A: 36@ += 1 // integer values 
0029:   36@ >= 4 // integer values 
004D: jump_if_false @RYDER3_8375 
00D6: if and
0019:   33@ > 3000 // integer values 
0039:   85@ == 0 // integer values 
004D: jump_if_false @RYDER3_8700 
05AA: 106@s = 'RYD3_DB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34019 
0050: gosub @RYDER3_20106 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @RYDER3_8573 
0603: unknown_action_sequence 151@ 2299.284 -1133.929 27.3281 6 -1 

:RYDER3_8573
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @RYDER3_8613 
0603: unknown_action_sequence 152@ 2291.226 -1140.169 25.6912 6 -1 

:RYDER3_8613
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @RYDER3_8653 
0603: unknown_action_sequence 153@ 2298.09 -1144.036 25.919 6 -1 

:RYDER3_8653
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @RYDER3_8693 
0603: unknown_action_sequence 154@ 2291.842 -1129.22 25.7756 6 -1 

:RYDER3_8693
0006: 85@ = 1 // integer values 

:RYDER3_8700
00D6: if and
0039:   95@ == 2 // integer values 
0039:   85@ == 1 // integer values 
004D: jump_if_false @RYDER3_8763 
05AA: 106@s = 'RYD3_DC' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34020 
0050: gosub @RYDER3_20106 
0006: 85@ = 2 // integer values 

:RYDER3_8763
00D6: if and
0118:   actor 151@ dead 
0118:   actor 152@ dead 
0118:   actor 153@ dead 
0118:   actor 154@ dead 
004D: jump_if_false @RYDER3_9092 
000A: 89@ += 1 // integer values 
018A: 68@ = create_checkpoint_at 2287.147 -1121.702 25.8903 
08FB: set_radar_checkpoint 68@ type_to 0 
05AA: 106@s = 'RYD3_EA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34021 
0050: gosub @RYDER3_20106 
0006: 85@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_9085 
0615: define_action_sequences 161@ 
05D4: AS_actor -1 rotate_angle 77.6187 
0605: actor -1 perform_animation_sequence "IDLE_ARMED" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 
05B9: unknown_action_sequence -1 2000 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "RYD_BECKON_01" from_file "RYDER" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 161@ 1 
0616: define_action_sequences_end 161@ 
0615: define_action_sequences 160@ 
05D3: AS_actor -1 go_to_point 2294.854 -1143.85 25.814 speed 6 -2 ms 
05D3: AS_actor -1 go_to_point 2290.716 -1122.997 25.8774 speed 6 -2 ms 
0618: assign_actor -1 to_action_sequences 161@ 
0616: define_action_sequences_end 160@ 
0792: (unknown) $ACTOR_RYDER 
0618: assign_actor $ACTOR_RYDER to_action_sequences 160@ 
061B: remove_references_to_action_sequences 161@ 
061B: remove_references_to_action_sequences 160@ 

:RYDER3_9085
0006: 33@ = 0 // integer values 

:RYDER3_9092
00D6: if 
0039:   89@ == 9 // integer values 
004D: jump_if_false @RYDER3_10641 
00D6: if and
0019:   33@ > 4000 // integer values 
0039:   85@ == 0 // integer values 
004D: jump_if_false @RYDER3_9159 
00BC: text_highpriority 'RYD3_1' 4000 ms 1  // ~s~Mssz fel a ~y~vonat~s~ htuljra.
0006: 85@ = 1 // integer values 

:RYDER3_9159
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 2287.147 -1121.702 25.8903 radius 1.2 1.2 3.0 
004D: jump_if_false @RYDER3_10641 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_9230 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:RYDER3_9230
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @RYDER3_9251 
0164: disable_marker 68@ 

:RYDER3_9251
0050: gosub @RYDER3_18930 
009B: destroy_actor_instantly 133@ 
0960: (unknown) $PLAYER_CHAR 0 
015F: set_camera_position 2288.881 -1117.758 28.0044 0.0 0.0 0.0 
0160: point_camera 2288.3 -1118.549 27.8136 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_9396 
00A1: put_actor $PLAYER_ACTOR at 2287.147 -1121.702 25.8903 
0173: set_actor $PLAYER_ACTOR z_angle_to 91.8747 
078F: unknown_action_sequence $PLAYER_ACTOR 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 

:RYDER3_9396
0001: wait 1000 ms 
0050: gosub @RYDER3_18990 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_9502 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @RYDER3_9472 
00A1: put_actor $PLAYER_ACTOR at 2284.766 -1121.5 27.386 
0002: jump @RYDER3_9492 

:RYDER3_9472
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.766 -1121.5 27.386 

:RYDER3_9492
0173: set_actor $PLAYER_ACTOR z_angle_to 220.0 

:RYDER3_9502
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_9512
00D6: if or
87C1:   not path 486 available 
87C1:   not path 490 available 
004D: jump_if_false @RYDER3_9544 
0001: wait 0 ms 
0002: jump @RYDER3_9512 

:RYDER3_9544
0395: clear_area 1 at 2284.732 -1121.916 27.0 range 50.0 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_9711 
009A: 162@ = create_actor 24 #FAM1 at 2294.554 -1156.382 25.6646 
0173: set_actor 162@ z_angle_to 9.002 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_9661 
00D6: if 
80DB:   not actor 162@ in_car 108@ 
004D: jump_if_false @RYDER3_9661 
036A: put_actor 162@ in_car 108@ 

:RYDER3_9661
00D6: if 
0118:   actor 162@ dead 
004D: jump_if_false @RYDER3_9706 
0129: 162@ = create_actor 24 #FAM1 in_car 108@ driverseat 
0568: set_actor 162@ targetable 1 
01B2: give_actor 162@ weapon 28 ammo 9999 // Load the weapon model before using this 

:RYDER3_9706
0508: (unknown) 108@ 

:RYDER3_9711
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_9763 
0186: 70@ = create_marker_above_car 108@ 
07E0: set_marker 70@ type_to 1 
0224: set_car 108@ health_to 5000 
0223: set_actor 162@ health_to 500 

:RYDER3_9763
009B: destroy_actor_instantly $ACTOR_RYDER 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_9798 
00AA: store_car 108@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER3_9798
009A: $ACTOR_RYDER = create_actor 24 #SPECIAL01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0223: set_actor $ACTOR_RYDER health_to 500 
077C: (unknown) $ACTOR_RYDER 4 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_9880 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -0.85 0.65 position 1 shooting_angle 360.0 with_weapon 28 

:RYDER3_9880
02AB: set_actor $ACTOR_RYDER immunities 1 1 0 1 1 
0688: unknown_action_sequence $ACTOR_RYDER 0 0 0 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_9941 
0688: unknown_action_sequence 162@ 0 0 0 
060B: unknown_actor_use_entity 162@ 105@ 

:RYDER3_9941
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_9970 
05EB: assign_vehicle 108@ to_path 486 
05ED: (unknown) 108@ 

:RYDER3_9970
0001: wait 800 ms 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_10006 
0519: lock_vehicle 129@ in_current_position 0 
05EB: assign_vehicle 129@ to_path 490 

:RYDER3_10006
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0006: 36@ = 0 // integer values 

:RYDER3_10033
009B: destroy_actor_instantly 144@(36@,4i) 
000A: 36@ += 1 // integer values 
0029:   36@ >= 3 // integer values 
004D: jump_if_false @RYDER3_10033 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: (unknown) 2288.516 -1136.404 28.5557 149.2199 
015F: set_camera_position 2288.516 -1136.404 28.5557 0.0 0.0 0.0 
0160: point_camera 2288.295 -1137.368 28.41 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_10201 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2284.766 -1121.5 27.386 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 

:RYDER3_10201
0001: wait 200 ms 
00D6: if and
8119:   not car 108@ wrecked 
060E:   car 108@ is_assigned_to_existing_path 
004D: jump_if_false @RYDER3_10232 
05EE: (unknown) 108@ 

:RYDER3_10232
0050: gosub @RYDER3_19023 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
040D: unload_wav 1 
03CF: load_wav 34022 as 1 

:RYDER3_10266
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_10292 
0001: wait 0 ms 
0002: jump @RYDER3_10266 

:RYDER3_10292
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_FA' 2000 ms 1  // ~z~Francba, mi ez?
0001: wait 2000 ms 
040D: unload_wav 1 
03CF: load_wav 34023 as 1 

:RYDER3_10330
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_10356 
0001: wait 0 ms 
0002: jump @RYDER3_10330 

:RYDER3_10356
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_FB' 4000 ms 1  // ~z~Htsd le magad, barom, kzvetlenl mgtted lesznk!
0001: wait 4000 ms 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_10474 
0858: (unknown) $PLAYER_CHAR 225.0 225.0 
06DE: 163@ = car_handle_from_train_handle 129@ 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 163@ at_car_offset 0.0 -8.0 0.9 position 0 shooting_angle 360.0 with_weapon 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0619: set_actor $PLAYER_ACTOR collision_detection 0 

:RYDER3_10474
0050: gosub @RYDER3_18958 
01EB: set_traffic_density_to 0.0 
09A3: (unknown) 1 
05AA: 106@s = 'RYD3_GA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34024 
0050: gosub @RYDER3_20106 
0006: 33@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0004: $6873 = 90000 // integer values 
03C3: set_timer_with_text_to $6873 type 1 text 'RYD3_3'  // Id
0004: $6874 = 0 // integer values 
0006: 122@ = 0 // integer values 
04F7: status_text $6874 1 line 1 'RYD3_E'  // Energia
04F7: status_text $6872 0 line 2 'RYD3_F'  // Ldk
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_10634 
0687: clear_actor_task $ACTOR_RYDER 

:RYDER3_10634
000A: 89@ += 1 // integer values 

:RYDER3_10641
00D6: if 
0039:   89@ == 10 // integer values 
004D: jump_if_false @RYDER3_13809 
00D6: if and
0019:   33@ > 5000 // integer values 
0039:   85@ == 0 // integer values 
004D: jump_if_false @RYDER3_10703 
0512: permanent_text_box 'RYD3_D'  // Nyomj ~k~~PED_FIREWEAPON~ gombot az ersebb dobshoz, majd engedd el a ~k~~PED_FIREWEAPON~ gombot, a dobshoz.
0006: 85@ = 1 // integer values 

:RYDER3_10703
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @RYDER3_10969 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_10962 
0687: clear_actor_task $ACTOR_RYDER 
0209: $6870 = random_int 0 3 
0871: init_jump_table $6870 total_jumps 3 0 @RYDER3_10962 jumps 0 @RYDER3_10815 1 @RYDER3_10864 2 @RYDER3_10913 -1 @RYDER3_10962 -1 @RYDER3_10962 -1 @RYDER3_10962 -1 @RYDER3_10962 

:RYDER3_10815
0605: actor $ACTOR_RYDER perform_animation_sequence "RYD_BECKON_01" from_file "RYDER" 1.0 loop 0 0 0 0 -1 ms 
0002: jump @RYDER3_10962 

:RYDER3_10864
0605: actor $ACTOR_RYDER perform_animation_sequence "RYD_BECKON_02" from_file "RYDER" 1.0 loop 0 0 0 0 -1 ms 
0002: jump @RYDER3_10962 

:RYDER3_10913
0605: actor $ACTOR_RYDER perform_animation_sequence "RYD_BECKON_03" from_file "RYDER" 1.0 loop 0 0 0 0 -1 ms 
0002: jump @RYDER3_10962 

:RYDER3_10962
0006: 32@ = 0 // integer values 

:RYDER3_10969
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @RYDER3_13746 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_11064 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $ACTOR_RYDER position_to 44@ 45@ 46@ 
0067: $TEMPVAR_FLOAT_1 -= 44@ // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 45@ // floating-point values 
0604: get_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 angle $TEMPVAR_ANGLE 
0173: set_actor $ACTOR_RYDER z_angle_to $TEMPVAR_ANGLE 

:RYDER3_11064
00D6: if 
8038:   not  $6871 == 10 // integer values 
004D: jump_if_false @RYDER3_11529 
00D6: if or
00E1:   key_pressed 0 17 
00E1:   key_pressed 0 4 
004D: jump_if_false @RYDER3_11184 
005E: $6874 += 124@ // integer values 
00D6: if 
0018:   $6874 > 100 // integer values 
004D: jump_if_false @RYDER3_11138 
0004: $6874 = 100 // integer values 

:RYDER3_11138
00D6: if 
001A:   0 > $6874 // integer values 
004D: jump_if_false @RYDER3_11170 
0004: $6874 = 0 // integer values 
0006: 124@ = 50 // integer values 

:RYDER3_11170
000A: 164@ += 1 // integer values 
0002: jump @RYDER3_11529 

:RYDER3_11184
00D6: if 
0019:   164@ > 0 // integer values 
004D: jump_if_false @RYDER3_11529 
00D6: if 
0018:   $6874 > 20 // integer values 
004D: jump_if_false @RYDER3_11515 
008F: 165@ = integer_to_float $6874 
0017: 165@ /= 2.0 // floating-point values 
068D: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
068E: (unknown) 44@ 45@ 46@ 
00D6: if 
03CA:   object 110@(109@,10i) exists 
004D: jump_if_false @RYDER3_11289 
0108: destroy_object 110@(109@,10i) 

:RYDER3_11289
029B: 110@(109@,10i) = init_object 127@ at 44@ 45@ 46@ 
04D9: object 110@(109@,10i) set_scripted_collision_check 1 
0085: 166@(109@,10i) = 127@ // integer values and handles 
0065: 44@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0065: 45@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0065: 46@ -= $TEMPVAR_FLOAT_3 // floating-point values 
006B: 44@ *= 165@ // floating-point values 
006B: 45@ *= 165@ // floating-point values 
006B: 46@ *= 165@ // floating-point values 
0392: object 110@(109@,10i) toggle_in_moving_list 1 
0382: set_object 110@(109@,10i) collision_detection 1 
06A2: get_vehicle 163@ velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 47@ = $TEMPVAR_FLOAT_1 // floating-point values only 
005B: 47@ += 44@ // floating-point values 
0089: 48@ = $TEMPVAR_FLOAT_2 // floating-point values only 
005B: 48@ += 45@ // floating-point values 
0089: 49@ = $TEMPVAR_FLOAT_3 // floating-point values only 
005B: 49@ += 46@ // floating-point values 
0381: throw_object 110@(109@,10i) distance 47@ 48@ 49@ 
000A: 109@ += 1 // integer values 
00D6: if 
0039:   109@ == 10 // integer values 
004D: jump_if_false @RYDER3_11515 
0006: 109@ = 0 // integer values 

:RYDER3_11515
0006: 164@ = 0 // integer values 
0004: $6874 = 0 // integer values 

:RYDER3_11529
0006: 176@ = 0 // integer values 

:RYDER3_11536
00D6: if 
001B:   10 > 176@ // integer values 
004D: jump_if_false @RYDER3_13746 
00D6: if and
03CA:   object 110@(176@,10i) exists 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_13732 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $ACTOR_RYDER offset 0.0 1.0 0.5 
00D6: if 
04E6:   unknown_object 110@(176@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @RYDER3_12488 
00D6: if and
0039:   122@ == 0 // integer values 
8118:   not actor $ACTOR_RYDER dead 
8038:   not  $6871 == 10 // integer values 
004D: jump_if_false @RYDER3_12481 
0382: set_object 110@(176@,10i) collision_detection 0 
070A: AS_actor $ACTOR_RYDER attach_to_object 110@(176@,10i) offset 0.0 0.3 0.0 on_bone 6 16 "CATCH_BOX" "BOX" 0 ms 
0006: 32@ = 0 // integer values 
0209: $6870 = random_int 0 2 
0871: init_jump_table $6871 total_jumps 6 0 @RYDER3_12331 jumps 1 @RYDER3_11823 3 @RYDER3_11917 5 @RYDER3_12011 7 @RYDER3_12105 8 @RYDER3_12199 9 @RYDER3_12293 -1 @RYDER3_12331 

:RYDER3_11823
00D6: if 
0038:   $6870 == 0 // integer values 
004D: jump_if_false @RYDER3_11879 
05AA: 106@s = 'RYD3_HA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34027 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_11910 

:RYDER3_11879
05AA: 106@s = 'RYD3_HB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34028 
0050: gosub @RYDER3_20106 

:RYDER3_11910
0002: jump @RYDER3_12331 

:RYDER3_11917
00D6: if 
0038:   $6870 == 0 // integer values 
004D: jump_if_false @RYDER3_11973 
05AA: 106@s = 'RYD3_HC' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34029 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12004 

:RYDER3_11973
05AA: 106@s = 'RYD3_HD' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34030 
0050: gosub @RYDER3_20106 

:RYDER3_12004
0002: jump @RYDER3_12331 

:RYDER3_12011
00D6: if 
0038:   $6870 == 0 // integer values 
004D: jump_if_false @RYDER3_12067 
05AA: 106@s = 'RYD3_HE' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34031 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12098 

:RYDER3_12067
05AA: 106@s = 'RYD3_HF' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34032 
0050: gosub @RYDER3_20106 

:RYDER3_12098
0002: jump @RYDER3_12331 

:RYDER3_12105
00D6: if 
0038:   $6870 == 0 // integer values 
004D: jump_if_false @RYDER3_12161 
05AA: 106@s = 'RYD3_HG' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34033 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12192 

:RYDER3_12161
05AA: 106@s = 'RYD3_HH' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34034 
0050: gosub @RYDER3_20106 

:RYDER3_12192
0002: jump @RYDER3_12331 

:RYDER3_12199
00D6: if 
0038:   $6870 == 0 // integer values 
004D: jump_if_false @RYDER3_12255 
05AA: 106@s = 'RYD3_HJ' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34035 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12286 

:RYDER3_12255
05AA: 106@s = 'RYD3_HK' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34036 
0050: gosub @RYDER3_20106 

:RYDER3_12286
0002: jump @RYDER3_12331 

:RYDER3_12293
05AA: 106@s = 'RYD3_HM' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34038 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12331 

:RYDER3_12331
0085: 123@ = 176@ // integer values and handles 
0008: $6871 += 1 // integer values 
00D6: if 
0018:   $6872 > 0 // integer values 
004D: jump_if_false @RYDER3_12371 
000C: $6872 -= 1 // integer values 

:RYDER3_12371
00D6: if 
0038:   $6871 == 5 // integer values 
004D: jump_if_false @RYDER3_12445 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_12413 
0223: set_actor $ACTOR_RYDER health_to 5000 

:RYDER3_12413
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_12437 
0223: set_actor 162@ health_to 5000 

:RYDER3_12437
0006: 127@ = -135 // integer values 

:RYDER3_12445
00D6: if 
0038:   $6871 == 10 // integer values 
004D: jump_if_false @RYDER3_12474 
09A3: (unknown) 0 
01EB: set_traffic_density_to 1.0 

:RYDER3_12474
000A: 122@ += 1 // integer values 

:RYDER3_12481
0002: jump @RYDER3_13064 

:RYDER3_12488
00D6: if and
0039:   166@(176@,10i) == -135 // integer values 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_13064 
00D6: if 
031D:   actor $ACTOR_RYDER hit_by_weapon 51 
004D: jump_if_false @RYDER3_12839 
0209: $6870 = random_int 0 6 
0871: init_jump_table $6870 total_jumps 6 0 @RYDER3_12834 jumps 0 @RYDER3_12606 1 @RYDER3_12644 2 @RYDER3_12682 3 @RYDER3_12720 4 @RYDER3_12758 5 @RYDER3_12796 -1 @RYDER3_12834 

:RYDER3_12606
05AA: 106@s = 'RYD3_JA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34040 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12644
05AA: 106@s = 'RYD3_JB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34041 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12682
05AA: 106@s = 'RYD3_JC' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34042 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12720
05AA: 106@s = 'RYD3_JD' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34043 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12758
05AA: 106@s = 'RYD3_JE' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34044 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12796
05AA: 106@s = 'RYD3_JF' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34045 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12834
0467: clear_actor $ACTOR_RYDER last_weapon_damage 

:RYDER3_12839
00D6: if 
04DA:   has_object 110@(176@,10i) collided 
004D: jump_if_false @RYDER3_13057 
000A: 126@ += 1 // integer values 
00D6: if 
0019:   126@ > 4 // integer values 
004D: jump_if_false @RYDER3_13050 
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_13050 
00D6: if 
8179:   not actor $ACTOR_RYDER picked_up_object 110@(176@,10i) 
004D: jump_if_false @RYDER3_13050 
00D6: if 
8179:   not actor 162@ picked_up_object 110@(176@,10i) 
004D: jump_if_false @RYDER3_13050 
01BB: store_object 110@(176@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0723: break_object 110@(176@,10i) intensity 1 
097B: play_sound 110@(176@,10i) on_object 1159 
064B: 100@ = create_particle "EXPLOSION_SMALL" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1 
064F: (unknown) 100@ 
01C4: remove_references_to_object 110@(176@,10i) // This object will now disappear when the player looks away 
0006: 110@(176@,10i) = 0 // integer values 

:RYDER3_13050
0002: jump @RYDER3_13064 

:RYDER3_13057
0006: 126@ = 0 // integer values 

:RYDER3_13064
00D6: if 
03CA:   object 110@(176@,10i) exists 
004D: jump_if_false @RYDER3_13139 
00D6: if 
8471:   not unknown_actor $PLAYER_ACTOR near_object 110@(176@,10i) radius 100.0 100.0 unknown 0 
004D: jump_if_false @RYDER3_13139 
01C4: remove_references_to_object 110@(176@,10i) // This object will now disappear when the player looks away 
0006: 110@(176@,10i) = 0 // integer values 

:RYDER3_13139
00D6: if 
0039:   122@ == 1 // integer values 
004D: jump_if_false @RYDER3_13732 
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_13189 
062E: (unknown) $ACTOR_RYDER 1802 $416 

:RYDER3_13189
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER3_13732 
00D6: if 
0019:   123@ > -1 // integer values 
004D: jump_if_false @RYDER3_13725 
0871: init_jump_table 82@ total_jumps 5 0 @RYDER3_13642 jumps 0 @RYDER3_13288 2 @RYDER3_13363 4 @RYDER3_13438 6 @RYDER3_13506 8 @RYDER3_13574 -1 @RYDER3_13642 -1 @RYDER3_13642 

:RYDER3_13288
0107: 79@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 79@ to_car 108@ at_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
0382: set_object 79@ collision_detection 0 
0002: jump @RYDER3_13642 

:RYDER3_13363
0107: 77@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 77@ to_car 108@ at_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
0382: set_object 77@ collision_detection 0 
0002: jump @RYDER3_13642 

:RYDER3_13438
0107: 78@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 78@ to_car 108@ at_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
0002: jump @RYDER3_13642 

:RYDER3_13506
0107: 80@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 80@ to_car 108@ at_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
0002: jump @RYDER3_13642 

:RYDER3_13574
0107: 81@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 81@ to_car 108@ at_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 
0002: jump @RYDER3_13642 

:RYDER3_13642
000A: 82@ += 1 // integer values 
00D6: if 
0029:   82@ >= 10 // integer values 
004D: jump_if_false @RYDER3_13696 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
000A: 89@ += 1 // integer values 
0002: jump @RYDER3_13725 

:RYDER3_13696
00D6: if 
03CA:   object 110@(123@,10i) exists 
004D: jump_if_false @RYDER3_13725 
0108: destroy_object 110@(123@,10i) 

:RYDER3_13725
0006: 122@ = 0 // integer values 

:RYDER3_13732
000A: 176@ += 1 // integer values 
0002: jump @RYDER3_11536 

:RYDER3_13746
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_13809 
00D6: if 
001A:   10 > $6873 // integer values 
004D: jump_if_false @RYDER3_13809 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
0006: 125@ = 1 // integer values 
000A: 89@ += 1 // integer values 

:RYDER3_13809
00D6: if and
0039:   89@ == 11 // integer values 
0039:   95@ == 2 // integer values 
004D: jump_if_false @RYDER3_14621 
0050: gosub @RYDER3_18990 
01EB: set_traffic_density_to 1.0 
03E6: remove_text_box 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_13871 
05EC: release_vehicle 108@ from_path 

:RYDER3_13871
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @RYDER3_14078 
00AA: store_car 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02CE: 177@ = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 163@ offset -2.0 -1.0 -1.0 
0407: create_coordinate 44@ 45@ 46@ from_car 163@ offset 0.0 -4.0 -1.0 
0407: create_coordinate 47@ 48@ 49@ from_car 163@ offset 0.0 10.0 -0.5 
0407: create_coordinate 179@ 180@ 181@ from_car 163@ offset 0.0 -50.0 0.0 
0174: $TEMPVAR_ANGLE = car 163@ z_angle 
0174: 178@ = car 163@ z_angle 
000D: $TEMPVAR_ANGLE -= 50.0 // floating-point values 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_14078 
05EC: release_vehicle 129@ from_path 

:RYDER3_14078
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_14128 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04EF: release_animation "BOX" 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 

:RYDER3_14128
06D9: (unknown) 
0108: destroy_object 74@ 
0108: destroy_object 91@ 
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0960: (unknown) $PLAYER_CHAR 1 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_14235 
0519: lock_vehicle 108@ in_current_position 0 
00AB: put_car 108@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 177@ 
0175: set_car 108@ z_angle_to $TEMPVAR_ANGLE 
00A1: put_actor $PLAYER_ACTOR at 44@ 45@ 177@ 
03A2: (unknown) 108@ 0 
020A: set_car 108@ door_status_to 1 

:RYDER3_14235
0050: gosub @RYDER3_18930 
015F: set_camera_position 47@ 48@ 49@ 0.0 0.0 0.0 
0A0B: (unknown) 47@ 48@ 49@ 178@ 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_14356 
0158: camera_on_vehicle 108@ 15 2 
009B: destroy_actor_instantly 162@ 
01C8: 162@ = create_actor 24 #FAM1 in_car 108@ passenger_seat 0 
0223: set_actor 162@ health_to 800 
08AF: (unknown) 162@ 800 
0446: set_actor 162@ immune_to_headshots 0 
0568: set_actor 162@ targetable 1 

:RYDER3_14356
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_14409 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle 15.0 with_weapon 28 

:RYDER3_14409
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_14441 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 108@ 4000 ms 

:RYDER3_14441
0050: gosub @RYDER3_19023 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @RYDER3_14532 
040D: unload_wav 1 
03CF: load_wav 34046 as 1 

:RYDER3_14479
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_14505 
0001: wait 0 ms 
0002: jump @RYDER3_14479 

:RYDER3_14505
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_JG' 2000 ms 1  // ~z~Olyan rossz vagy, mint a vezetsed!
0002: jump @RYDER3_14591 

:RYDER3_14532
040D: unload_wav 1 
03CF: load_wav 34039 as 1 

:RYDER3_14545
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_14571 
0001: wait 0 ms 
0002: jump @RYDER3_14545 

:RYDER3_14571
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_HN' 2000 ms 1  // ~z~Ugorj a kocsira s tns innen, bolond!

:RYDER3_14591
0001: wait 4000 ms 
0050: gosub @RYDER3_18958 
09A3: (unknown) 0 
0006: 32@ = 0 // integer values 
0006: 89@ = 35 // integer values 

:RYDER3_14621
00D6: if 
0039:   89@ == 12 // integer values 
004D: jump_if_false @RYDER3_14685 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @RYDER3_14678 
0006: 89@ = 35 // integer values 
0006: 69@ = 1 // integer values 
0002: jump @RYDER3_14685 

:RYDER3_14678
0006: 89@ = 35 // integer values 

:RYDER3_14685
00D6: if 
0039:   89@ == 35 // integer values 
004D: jump_if_false @RYDER3_15113 
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @RYDER3_14724 
0164: disable_marker 70@ 

:RYDER3_14724
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @RYDER3_14938 
0050: gosub @RYDER3_18990 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_14770 
00A6: destroy_car 129@ 

:RYDER3_14770
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_14791 
009B: destroy_actor_instantly $ACTOR_RYDER 

:RYDER3_14791
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_14812 
009B: destroy_actor_instantly 162@ 

:RYDER3_14812
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_14860 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_14860 
036A: put_actor $PLAYER_ACTOR in_car 108@ 

:RYDER3_14860
0006: 176@ = 0 // integer values 

:RYDER3_14867
00D6: if 
001B:   10 > 176@ // integer values 
004D: jump_if_false @RYDER3_14908 
0108: destroy_object 110@(176@,10i) 
000A: 176@ += 1 // integer values 
0002: jump @RYDER3_14867 

:RYDER3_14908
0050: gosub @RYDER3_19023 
00BC: text_highpriority 'RYD3_T' 4000 ms 1  // ~r~Nem szereztl elegend dobozt.
0002: jump @RYDER3_18057 

:RYDER3_14938
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_14994 
077A: set_actor $ACTOR_RYDER aggressive_to_pedgroup 4 type 6 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: unknown_action_sequence $ACTOR_RYDER 1 1 1 
060B: unknown_actor_use_entity $ACTOR_RYDER 72@ 

:RYDER3_14994
05AA: 106@s = 'RYD3_KA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34047 
0050: gosub @RYDER3_20106 
0006: 33@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
08FB: set_radar_checkpoint 34@ type_to 0 
03C7: unknown_maybe_cops_density 1.0 
010D: set_player $PLAYER_CHAR wanted_level_to 3 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
000A: 89@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:RYDER3_15113
00D6: if and
0039:   89@ == 36 // integer values 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RYDER3_15192 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_15162 
04EB: AS_actor $ACTOR_RYDER crouch 1 

:RYDER3_15162
00BC: text_highpriority 'RYD3_13' 7000 ms 1  // ~s~Vedd ignybe a kzeli ~y~pay 'n' spray~s~ mhelyt, hogy lerzhasd a zsarukat.
000A: 89@ += 1 // integer values 
0006: 39@ = 0 // integer values 

:RYDER3_15192
00D6: if 
0039:   89@ == 37 // integer values 
004D: jump_if_false @RYDER3_17965 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_15466 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_15313 
00BC: text_highpriority 'RYD3_Q' 5000 ms 1  // Szllj vissza ~b~Ryder teherautjba~s~!
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @RYDER3_15306 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car 108@ 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 1 // integer values 

:RYDER3_15306
0002: jump @RYDER3_15415 

:RYDER3_15313
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @RYDER3_15415 
0164: disable_marker 34@ 
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @RYDER3_15381 
018A: 34@ = create_checkpoint_at 2446.887 -1661.962 12.3047 
0002: jump @RYDER3_15401 

:RYDER3_15381
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 

:RYDER3_15401
08FB: set_radar_checkpoint 34@ type_to 0 
0006: 39@ = 0 // integer values 

:RYDER3_15415
00D6: if and
01F4:   car 108@ flipped 
0039:   97@ == 0 // integer values 
004D: jump_if_false @RYDER3_15466 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_15459 
05BE: AS_kill_actor $ACTOR_RYDER 

:RYDER3_15459
0006: 97@ = 1 // integer values 

:RYDER3_15466
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_15956 
00D6: if and
02E0:   actor $ACTOR_RYDER aggressive 
0019:   33@ > 10000 // integer values 
876F:   not text_priority_displaying 
004D: jump_if_false @RYDER3_15956 
0006: 33@ = 0 // integer values 
0209: $6870 = random_int 0 8 
0871: init_jump_table $6870 total_jumps 8 0 @RYDER3_15956 jumps 0 @RYDER3_15652 1 @RYDER3_15690 2 @RYDER3_15728 3 @RYDER3_15766 4 @RYDER3_15804 5 @RYDER3_15842 6 @RYDER3_15880 
0872: jump_table_jumps 7 @RYDER3_15918 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 

:RYDER3_15652
05AA: 106@s = 'RYD3_LA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34049 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15690
05AA: 106@s = 'RYD3_LB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34050 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15728
05AA: 106@s = 'RYD3_LC' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34051 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15766
05AA: 106@s = 'RYD3_LD' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34052 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15804
05AA: 106@s = 'RYD3_LE' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34053 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15842
05AA: 106@s = 'RYD3_LF' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34054 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15880
05AA: 106@s = 'RYD3_LG' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34055 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15918
05AA: 106@s = 'RYD3_LH' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34056 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15956
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
0039:   39@ == 0 // integer values 
004D: jump_if_false @RYDER3_17965 
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_16318 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @RYDER3_16184 
00D6: if and
0039:   103@ == 0 // integer values 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_16177 
0792: (unknown) $ACTOR_RYDER 
077C: (unknown) $ACTOR_RYDER 4 
060B: unknown_actor_use_entity $ACTOR_RYDER 105@ 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: unknown_action_sequence $ACTOR_RYDER 0 0 0 
04EB: AS_actor $ACTOR_RYDER crouch 1 
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_16112 
0164: disable_marker 34@ 

:RYDER3_16112
05AA: 106@s = 'RYD3_KB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 34048 
0050: gosub @RYDER3_20106 
0006: 32@ = 0 // integer values 
018A: 34@ = create_checkpoint_at 2451.38 -1661.609 12.3047 
0006: 103@ = 1 // integer values 

:RYDER3_16177
0002: jump @RYDER3_16318 

:RYDER3_16184
00D6: if and
0039:   103@ == 1 // integer values 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_16318 
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_16228 
0164: disable_marker 34@ 

:RYDER3_16228
0792: (unknown) $ACTOR_RYDER 
077A: set_actor $ACTOR_RYDER aggressive_to_pedgroup 4 type 6 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: unknown_action_sequence $ACTOR_RYDER 1 1 1 
060B: unknown_actor_use_entity $ACTOR_RYDER 72@ 
04EB: AS_actor $ACTOR_RYDER crouch 1 
00BC: text_highpriority 'RYD3_I' 7000 ms 1  // ~s~Le kell rznod a zsarukat! Hasznld a kzeli pay 'n' spray-t.
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
0006: 103@ = 0 // integer values 

:RYDER3_16318
00D6: if and
810F:   not player $PLAYER_CHAR wanted_level > 0 
0019:   32@ > 4000 // integer values 
0039:   104@ == 0 // integer values 
004D: jump_if_false @RYDER3_16374 
00BC: text_highpriority 'RYD3101' 7000 ms 1  // ~s~Vidd vissza a ldkat a ~y~Grove Streetre~s~.
0006: 104@ = 1 // integer values 

:RYDER3_16374
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @RYDER3_17965 
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 2446.887 -1661.962 12.3047 radius 4.0 4.0 4.0 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_17965 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2483.618 -1666.092 12.3594 range 50.0 
0050: gosub @RYDER3_18990 
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_16542 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -1.3 0.8 position 0 shooting_angle 15.0 with_weapon 28 

:RYDER3_16542
0164: disable_marker 34@ 
07C0: load_path 104 
04ED: load_animation "GANGS" 

:RYDER3_16560
00D6: if or
87C1:   not path 104 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @RYDER3_16595 
0001: wait 0 ms 
0002: jump @RYDER3_16560 

:RYDER3_16595
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_16662 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_16645 
0430: put_actor $PLAYER_ACTOR into_vehicle 108@ passenger_seat 0 

:RYDER3_16645
05EB: assign_vehicle 108@ to_path 104 
0706: (unknown) 108@ 1.0 

:RYDER3_16662
0050: gosub @RYDER3_18930 
015F: set_camera_position 2444.796 -1650.005 24.6868 0.0 0.0 0.0 
0160: point_camera 2445.629 -1650.483 24.4081 2 
009B: destroy_actor_instantly 162@ 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_16752 
0688: unknown_action_sequence $ACTOR_RYDER 0 0 0 

:RYDER3_16752
0050: gosub @RYDER3_19023 
040D: unload_wav 1 
03CF: load_wav 34057 as 1 

:RYDER3_16772
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_16798 
0001: wait 0 ms 
0002: jump @RYDER3_16772 

:RYDER3_16798
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_MA' 8000 ms 1  // ~z~Fenbe, ember, az anyagod durva volt!
0006: 33@ = 0 // integer values 

:RYDER3_16825
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_16851 
0001: wait 0 ms 
0002: jump @RYDER3_16825 

:RYDER3_16851
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34058 as 1 

:RYDER3_16866
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_16892 
0001: wait 0 ms 
0002: jump @RYDER3_16866 

:RYDER3_16892
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_MB' 8000 ms 1  // ~z~Te is, pajts!
0006: 33@ = 0 // integer values 

:RYDER3_16919
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_16945 
0001: wait 0 ms 
0002: jump @RYDER3_16919 

:RYDER3_16945
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34059 as 1 

:RYDER3_16960
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_16986 
0001: wait 0 ms 
0002: jump @RYDER3_16960 

:RYDER3_16986
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_MC' 8000 ms 1  // ~z~LB majd jn, hogy elraktrozza ezt a szart.
0006: 33@ = 0 // integer values 

:RYDER3_17013
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_17039 
0001: wait 0 ms 
0002: jump @RYDER3_17013 

:RYDER3_17039
00BE: text_clear_all 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_17098 
015F: set_camera_position 2472.576 -1675.462 14.0837 0.0 0.0 0.0 
0158: camera_on_vehicle 108@ 15 2 

:RYDER3_17098
0001: wait 5000 ms 
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @RYDER3_17965 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_17224 
0687: clear_actor_task $ACTOR_RYDER 
04EB: AS_actor $ACTOR_RYDER crouch 0 
05EC: release_vehicle 108@ from_path 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 108@ offset 0.0 10.0 0.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 4 -2 ms 
05D3: AS_actor $ACTOR_RYDER go_to_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 4 -2 ms 

:RYDER3_17224
040D: unload_wav 1 
03CF: load_wav 34060 as 1 

:RYDER3_17237
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_17263 
0001: wait 0 ms 
0002: jump @RYDER3_17237 

:RYDER3_17263
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_MD' 8000 ms 1  // ~z~Ok, ksbb.
0006: 33@ = 0 // integer values 

:RYDER3_17290
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_17316 
0001: wait 0 ms 
0002: jump @RYDER3_17290 

:RYDER3_17316
00BE: text_clear_all 
0001: wait 1500 ms 
00D6: if 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @RYDER3_17944 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_17466 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @RYDER3_17402 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2471.343 -1684.306 12.5159 
0002: jump @RYDER3_17422 

:RYDER3_17402
00A1: put_actor $PLAYER_ACTOR at 2471.343 -1684.306 12.5159 

:RYDER3_17422
0792: (unknown) $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to 238.6571 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR offset 0.0 1.0 -1.0 

:RYDER3_17466
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_17780 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @RYDER3_17524 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER3_17538 

:RYDER3_17524
00A1: put_actor $ACTOR_RYDER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER3_17538
0007: 50@ = 238.6571 // floating-point values 
000F: 50@ -= 180.0 // floating-point values 
0792: (unknown) $ACTOR_RYDER 
0173: set_actor $ACTOR_RYDER z_angle_to 50@ 
0615: define_action_sequences 35@ 
0804: AS_actor -1 walk_to 2471.343 -1684.306 12.5159 stop_angle 238.6571 0.4 perform_animation "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 lock 0 -1 ms 
05BF: AS_actor -1 look_at_actor $ACTOR_RYDER 3000 ms 
0616: define_action_sequences_end 35@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 35@ 
061B: remove_references_to_action_sequences 35@ 
0615: define_action_sequences 35@ 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 stop_angle 50@ 0.4 perform_animation "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 lock 0 -1 ms 
05D3: AS_actor -1 go_to_point 2465.728 -1687.025 12.5184 speed 4 -2 ms 
0616: define_action_sequences_end 35@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 35@ 
061B: remove_references_to_action_sequences 35@ 

:RYDER3_17780
015F: set_camera_position 2472.521 -1683.47 14.0526 0.0 0.0 0.0 
0160: point_camera 2472.001 -1684.324 14.0313 2 
040D: unload_wav 1 
03CF: load_wav 34061 as 1 

:RYDER3_17844
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_17870 
0001: wait 0 ms 
0002: jump @RYDER3_17844 

:RYDER3_17870
03D1: play_wav 1 
00BC: text_highpriority 'RYD3_ME' 8000 ms 1  // ~z~Egy letre, CJ, egy letre - hallottad?
0006: 33@ = 0 // integer values 

:RYDER3_17897
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_17923 
0001: wait 0 ms 
0002: jump @RYDER3_17897 

:RYDER3_17923
00BE: text_clear_all 
0001: wait 1000 ms 
0050: gosub @RYDER3_18990 
0002: jump @RYDER3_17953 

:RYDER3_17944
04ED: load_animation "GANGS" 

:RYDER3_17953
009B: destroy_actor_instantly $ACTOR_RYDER 
0002: jump @RYDER3_18136 

:RYDER3_17965
00D6: if 
0119:   car 108@ wrecked 
004D: jump_if_false @RYDER3_18004 
00BC: text_highpriority 'RYD3_14' 5000 ms 1  // ~r~Ryder teherautja felrobbant!
0002: jump @RYDER3_18057 

:RYDER3_18004
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_18043 
00BC: text_highpriority 'RYD3_B' 5000 ms 1  // ~r~Ryder halott!
0002: jump @RYDER3_18057 

:RYDER3_18043
0002: jump @RYDER3_2254 

:RYDER3_18050
0002: jump @RYDER3_18057 

:RYDER3_18057
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18080 
0A09: (unknown) $PLAYER_ACTOR 0 

:RYDER3_18080
03C7: unknown_maybe_cops_density 1.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18118 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 

:RYDER3_18118
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:RYDER3_18136
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18159 
0A09: (unknown) $PLAYER_ACTOR 0 

:RYDER3_18159
0050: gosub @RYDER3_18958 
03C7: unknown_maybe_cops_density 1.0 
0373: set_camera_directly_behind_player 
0050: gosub @RYDER3_19023 
01E3: text_1number_styled 'M_PASSR' 7 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 7 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $11260 += 1 // integer values 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'RYDER_3'  // Vonatozs
0051: return 

:RYDER3_18237
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18260 
0A09: (unknown) $PLAYER_ACTOR 0 

:RYDER3_18260
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_18281 
034F: destroy_actor_with_fade $ACTOR_RYDER // The actor fades away like a ghost 

:RYDER3_18281
09A3: (unknown) 0 
03C7: unknown_maybe_cops_density 1.0 
0960: (unknown) $PLAYER_CHAR 1 
0873: release_path 490 
0873: release_path 486 
0873: release_path 104 
00D6: if 
8118:   not actor 142@ dead 
004D: jump_if_false @RYDER3_18334 
009B: destroy_actor_instantly 142@ 

:RYDER3_18334
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @RYDER3_18355 
009B: destroy_actor_instantly 143@ 

:RYDER3_18355
0006: 36@ = 0 // integer values 

:RYDER3_18362
00D6: if 
075C:   marker 155@(36@,4i) enabled 
004D: jump_if_false @RYDER3_18391 
0164: disable_marker 155@(36@,4i) 

:RYDER3_18391
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_18420 
0164: disable_marker 136@(36@,6i) 

:RYDER3_18420
000A: 36@ += 1 // integer values 
0029:   36@ >= 4 // integer values 
004D: jump_if_false @RYDER3_18362 
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @RYDER3_18462 
0164: disable_marker 70@ 

:RYDER3_18462
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_18483 
0164: disable_marker 34@ 

:RYDER3_18483
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @RYDER3_18504 
0164: disable_marker 68@ 

:RYDER3_18504
00D6: if 
075C:   marker 99@ enabled 
004D: jump_if_false @RYDER3_18525 
0164: disable_marker 99@ 

:RYDER3_18525
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0108: destroy_object 91@ 
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 81@ 
0108: destroy_object 77@ 
0108: destroy_object 78@ 
0108: destroy_object 79@ 
0108: destroy_object 80@ 
08EA: (unknown) 1 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
06D7: toggle_train_traffic 1 
0249: release_model #PICADOR 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #CR_GUNCRATE 
0249: release_model #CR_AMMOBOX 
0249: release_model #FAM1 
0249: release_model #FAM2 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #GREENWOO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS3 
0249: release_model #MICRO_UZI 
0249: release_model #SANCHEZ 
04EF: release_animation "BOX" 
04EF: release_animation "GANGS" 
04EF: release_animation "RYDER" 
04EF: release_animation "SWAT" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0296: unload_special_actor 1 
091D: (unknown) 2284.0 -1151.0 10.0 2288.0 -1147.0 30.0 
091D: (unknown) 2287.321 -1132.571 10.0 2360.839 -1177.134 40.0 
091D: (unknown) 2311.676 -1375.397 10.0 2292.365 -1303.102 40.0 
091D: (unknown) 2268.695 -1138.541 10.0 2282.362 -1159.604 40.0 
091D: (unknown) 2307.537 -1162.624 10.0 2266.351 -1136.99 40.0 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: unknown_maybe_cops_density 1.0 
00D8: mission_cleanup 
0051: return 

:RYDER3_18930
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
00BE: text_clear_all 
03E6: remove_text_box 
0051: return 

:RYDER3_18958
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
00BE: text_clear_all 
0051: return 

:RYDER3_18990
016A: fade 0 500 ms 

:RYDER3_18997
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_19021 
0001: wait 0 ms 
0002: jump @RYDER3_18997 

:RYDER3_19021
0051: return 

:RYDER3_19023
016A: fade 1 500 ms 

:RYDER3_19030
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_19054 
0001: wait 0 ms 
0002: jump @RYDER3_19030 

:RYDER3_19054
0051: return 

:RYDER3_19056
00D6: if 
0736:   65 
004D: jump_if_false @RYDER3_19172 
0247: request_model #PICADOR 

:RYDER3_19076
00D6: if 
8248:   not model #PICADOR available 
004D: jump_if_false @RYDER3_19103 
0001: wait 0 ms 
0002: jump @RYDER3_19076 

:RYDER3_19103
00A5: 182@ = create_car #PICADOR at 2298.39 -1149.012 25.7656 
0175: set_car 182@ z_angle_to 45.766 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_19160 
036A: put_actor $PLAYER_ACTOR in_car 182@ 

:RYDER3_19160
0249: release_model #PICADOR 
0006: 89@ = 50 // integer values 

:RYDER3_19172
00D6: if 
0736:   66 
004D: jump_if_false @RYDER3_19260 
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_19197
00D6: if or
87C1:   not path 486 available 
87C1:   not path 490 available 
004D: jump_if_false @RYDER3_19229 
0001: wait 0 ms 
0002: jump @RYDER3_19197 

:RYDER3_19229
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_19260 
0519: lock_vehicle 129@ in_current_position 0 
05EB: assign_vehicle 129@ to_path 490 

:RYDER3_19260
00D6: if 
0736:   68 
004D: jump_if_false @RYDER3_19425 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0247: request_model #FREIGHT 
0247: request_model #FREIFLAT 
0247: request_model #GREENWOO 
07C0: load_path 106 

:RYDER3_19308
00D6: if 
87C1:   not path 106 available 
004D: jump_if_false @RYDER3_19334 
0001: wait 0 ms 
0002: jump @RYDER3_19308 

:RYDER3_19334
00D6: if or
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #GREENWOO available 
004D: jump_if_false @RYDER3_19371 
0001: wait 0 ms 
0002: jump @RYDER3_19334 

:RYDER3_19371
06D8: 183@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
06DC: set_train 183@ acc 0.0 
06DD: set_train 183@ speed 0.0 

:RYDER3_19425
00D6: if 
0736:   70 
004D: jump_if_false @RYDER3_19498 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_19498 
0605: actor $ACTOR_RYDER perform_animation_sequence "RYD_BECKON_01" from_file "RYDER" 1.0 loop 0 0 0 0 -1 ms 

:RYDER3_19498
00D6: if 
0736:   75 
004D: jump_if_false @RYDER3_19520 
0004: $6871 = 9 // integer values 

:RYDER3_19520
00D6: if 
0736:   72 
004D: jump_if_false @RYDER3_19683 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_19683 
04ED: load_animation "CARRY" 

:RYDER3_19560
00D6: if 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @RYDER3_19591 
0001: wait 0 ms 
0002: jump @RYDER3_19560 

:RYDER3_19591
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
029B: 110@ = init_object 127@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0382: set_object 110@ collision_detection 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 110@ offset 0.0 0.3 0.0 on_bone 6 16 "CATCH_BOX" "BOX" 0 ms 
04EF: release_animation "CARRY" 

:RYDER3_19683
00D6: if 
0736:   80 
004D: jump_if_false @RYDER3_19754 
07C0: load_path 486 

:RYDER3_19703
00D6: if 
87C1:   not path 486 available 
004D: jump_if_false @RYDER3_19730 
0001: wait 0 ms 
0002: jump @RYDER3_19703 

:RYDER3_19730
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_19754 
05EB: assign_vehicle 108@ to_path 486 

:RYDER3_19754
00D6: if 
0736:   73 
004D: jump_if_false @RYDER3_20104 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_20104 
0107: 79@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 79@ to_car 108@ at_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
0382: set_object 79@ collision_detection 0 
0107: 77@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 77@ to_car 108@ at_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
0382: set_object 77@ collision_detection 0 
0107: 78@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 78@ to_car 108@ at_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
0107: 80@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 80@ to_car 108@ at_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
0107: 81@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 81@ to_car 108@ at_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 

:RYDER3_20104
0051: return 

:RYDER3_20106
040D: unload_wav 1 
03CF: load_wav 96@ as 1 
0006: 95@ = 0 // integer values 
0051: return 

:RYDER3_20126
00D6: if and
03D0:   wav 1 loaded 
0039:   95@ == 0 // integer values 
004D: jump_if_false @RYDER3_20169 
03D1: play_wav 1 
00BC: text_highpriority 106@s 10000 ms 1 
0006: 95@ = 1 // integer values 

:RYDER3_20169
00D6: if and
03D2:   wav 1 ended 
0039:   95@ == 1 // integer values 
004D: jump_if_false @RYDER3_20207 
040D: unload_wav 1 
03D5: remove_text 106@s 
0006: 95@ = 2 // integer values 

:RYDER3_20207
0051: return 

//-------------Mission 26---------------
// Originally: Robbing Uncle Sam

:RYDER2
03A4: name_thread 'RYDER2' 
0050: gosub @RYDER2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RYDER2_38 
0050: gosub @RYDER2_41371 

:RYDER2_38
0050: gosub @RYDER2_41484 
004E: end_thread 

:RYDER2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 

:RYDER2_98
0001: wait 0 ms 
000A: 38@ += 1 // integer values 
00D6: if 
0019:   38@ > 9 // integer values 
004D: jump_if_false @RYDER2_134 
0006: 38@ = 0 // integer values 

:RYDER2_134
01BD: 39@ = current_time_in_ms 
0085: 41@ = 39@ // integer values and handles 
0062: 41@ -= 40@ // integer values 
0085: 40@ = 39@ // integer values and handles 
005A: 141@ += 41@ // integer values 
005A: 142@ += 41@ // integer values 
005A: 144@ += 41@ // integer values 
0006: 42@ = 0 // integer values 

:RYDER2_194
00D6: if 
001B:   9 > 42@ // integer values 
004D: jump_if_false @RYDER2_238 
005A: 181@(42@,9i) += 41@ // integer values 
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_194 

:RYDER2_238
005A: 51@ += 41@ // integer values 
005A: 52@ += 41@ // integer values 
005A: 53@ += 41@ // integer values 
005A: 54@ += 41@ // integer values 
005A: 55@ += 41@ // integer values 
005A: 56@ += 41@ // integer values 
005A: 57@ += 41@ // integer values 
00D6: if 
0736:   83 
004D: jump_if_false @RYDER2_316 
0006: 36@ = 1 // integer values 

:RYDER2_316
0050: gosub @RYDER2_988 

:RYDER2_323
0871: init_jump_table 34@ total_jumps 8 0 @RYDER2_563 jumps 0 @RYDER2_451 1 @RYDER2_465 2 @RYDER2_479 3 @RYDER2_493 4 @RYDER2_507 5 @RYDER2_521 6 @RYDER2_535 
0872: jump_table_jumps 7 @RYDER2_549 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 

:RYDER2_451
0050: gosub @RYDER2_1573 
0002: jump @RYDER2_563 

:RYDER2_465
0050: gosub @RYDER2_3425 
0002: jump @RYDER2_563 

:RYDER2_479
0050: gosub @RYDER2_6998 
0002: jump @RYDER2_563 

:RYDER2_493
0050: gosub @RYDER2_11724 
0002: jump @RYDER2_563 

:RYDER2_507
0050: gosub @RYDER2_12859 
0002: jump @RYDER2_563 

:RYDER2_521
0050: gosub @RYDER2_14158 
0002: jump @RYDER2_563 

:RYDER2_535
0050: gosub @RYDER2_18224 
0002: jump @RYDER2_563 

:RYDER2_549
0050: gosub @RYDER2_30303 
0002: jump @RYDER2_563 

:RYDER2_563
0050: gosub @RYDER2_32060 
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @RYDER2_602 
0006: 203@ = 0 // integer values 
0002: jump @RYDER2_323 

:RYDER2_602
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @RYDER2_668 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @RYDER2_652 
0002: jump @RYDER2_98 
0002: jump @RYDER2_661 

:RYDER2_652
0050: gosub @RYDER2_41389 
0051: return 

:RYDER2_661
0002: jump @RYDER2_677 

:RYDER2_668
0050: gosub @RYDER2_41371 
0051: return 

:RYDER2_677
0002: jump @RYDER2_988 
009A: $ACTOR_RYDER = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: 282@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 281@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 308@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 313@ = create_object #WOODENBOX at 0.0 0.0 0.0 
00A5: 96@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 97@ = create_car #PONY at 0.0 0.0 0.0 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 120@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 121@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 122@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 123@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 93@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 340@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 

:RYDER2_988
00D6: if 
0736:   88 
004D: jump_if_false @RYDER2_1102 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @RYDER2_1076 
0006: 58@ = 1 // integer values 
0662: write_debug_message "LEVEL_DEBUG_ON" 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_1069 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 

:RYDER2_1069
0002: jump @RYDER2_1102 

:RYDER2_1076
0006: 58@ = 0 // integer values 
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:RYDER2_1102
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @RYDER2_1571 
00D6: if 
0736:   32 
004D: jump_if_false @RYDER2_1169 
000A: 59@ += 1 // integer values 
00D6: if 
0019:   59@ > 2 // integer values 
004D: jump_if_false @RYDER2_1167 
0006: 59@ = 0 // integer values 

:RYDER2_1167
086A: nop 

:RYDER2_1169
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @RYDER2_1409 
008A: $6875 = 34@ // integer values and handles 
008A: $6876 = 35@ // integer values and handles 
008A: $6877 = 134@ // integer values and handles 
008A: $6878 = 132@ // integer values and handles 
0088: $6887 = 253@ // floating-point values only 
008A: $6880 = 49@ // integer values and handles 
008A: $6881 = 50@ // integer values and handles 
0084: $6882 = $11266 // integer values and handles 
065D: $6875 "M_STAGE" // same as 0660 
065D: $6876 "M_GOALS" // same as 0660 
065D: $6877 "RYDER_STAGE" // same as 0660 
065D: $6878 "WAREHOUSE_OPENED" // same as 0660 
065E: (unknown) $6887 "GATE2_TARGET_Z" 
065D: $6880 "DIALOGUE_FLAG" // same as 0660 
065D: $6881 "DIALOGUE_FLAG2" // same as 0660 
065D: $6882 "AUDIO_LINE_IS_ACTIVE" // same as 0660 

:RYDER2_1409
00D6: if 
0039:   59@ == 2 // integer values 
004D: jump_if_false @RYDER2_1571 
008A: $6875 = 279@ // integer values and handles 
008A: $6876 = 127@ // integer values and handles 
008A: $6877 = 336@ // integer values and handles 
008A: $6878 = 32@ // integer values and handles 
008A: $6879 = 51@ // integer values and handles 
065D: $6875 "RYDER_GET_BOX_FLAG" // same as 0660 
065D: $6876 "LOADED_BOXES" // same as 0660 
065D: $6877 "SPAWN_THIS_MANY_GUARDS" // same as 0660 
065D: $6878 "TIMERA" // same as 0660 
065D: $6879 "SPAWN_TIMER" // same as 0660 

:RYDER2_1571
0051: return 

:RYDER2_1573
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RYDER2_3246 
0004: $ACTOR_RYDER = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0004: $6891 = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 198@ = 0 // integer values 
0006: 199@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 42@ = 0 // integer values 

:RYDER2_1787
00D6: if 
001B:   9 > 42@ // integer values 
004D: jump_if_false @RYDER2_1830 
0006: 172@(42@,9i) = 0 // integer values 
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_1787 

:RYDER2_1830
0006: 120@ = 0 // integer values 
0006: 193@ = 0 // integer values 
0006: 196@ = 0 // integer values 
0006: 197@ = 0 // integer values 
0006: 307@ = 0 // integer values 
0006: 202@ = 0 // integer values 
0006: 200@ = 6 // integer values 
0007: 242@ = 2720.623 // floating-point values 
0007: 243@ = -2405.432 // floating-point values 
0007: 244@ = 13.989 // floating-point values 
0007: 245@ = 2774.361 // floating-point values 
0007: 246@ = -2417.829 // floating-point values 
0007: 247@ = 14.675 // floating-point values 
0007: 347@ = 2721.0 // floating-point values 
0007: 357@ = -2380.0 // floating-point values 
0007: 367@ = 16.3507 // floating-point values 
0007: 377@ = 173.3713 // floating-point values 
0007: 387@ = 2721.6 // floating-point values 
0007: 397@ = -2384.638 // floating-point values 
0007: 407@ = 16.3403 // floating-point values 
0007: 417@ = 2732.872 // floating-point values 
0007: 427@ = -2385.677 // floating-point values 
0007: 437@ = 12.625 // floating-point values 
0007: 447@ = 2763.692 // floating-point values 
0007: 457@ = -2411.258 // floating-point values 
0007: 467@ = 12.6276 // floating-point values 
0007: 348@ = 2729.35 // floating-point values 
0007: 358@ = -2451.07 // floating-point values 
0007: 368@ = 16.6007 // floating-point values 
0007: 378@ = 247.5382 // floating-point values 
0007: 388@ = 2734.908 // floating-point values 
0007: 398@ = -2451.32 // floating-point values 
0007: 408@ = 16.5938 // floating-point values 
0007: 418@ = 2735.176 // floating-point values 
0007: 428@ = -2437.915 // floating-point values 
0007: 438@ = 12.6362 // floating-point values 
0007: 448@ = 2763.772 // floating-point values 
0007: 458@ = -2428.203 // floating-point values 
0007: 468@ = 12.4725 // floating-point values 
0007: 349@ = 2748.555 // floating-point values 
0007: 359@ = -2453.049 // floating-point values 
0007: 369@ = 12.8623 // floating-point values 
0007: 379@ = 347.9489 // floating-point values 
0007: 389@ = 2748.595 // floating-point values 
0007: 399@ = -2446.587 // floating-point values 
0007: 409@ = 12.6432 // floating-point values 
0007: 419@ = 2757.586 // floating-point values 
0007: 429@ = -2434.761 // floating-point values 
0007: 439@ = 12.4876 // floating-point values 
0007: 449@ = 2766.158 // floating-point values 
0007: 459@ = -2432.014 // floating-point values 
0007: 469@ = 12.6485 // floating-point values 
0007: 350@ = 2793.516 // floating-point values 
0007: 360@ = -2394.284 // floating-point values 
0007: 370@ = 12.8623 // floating-point values 
0007: 380@ = 178.5569 // floating-point values 
0007: 390@ = 2793.473 // floating-point values 
0007: 400@ = -2398.662 // floating-point values 
0007: 410@ = 12.6323 // floating-point values 
0007: 420@ = 2799.573 // floating-point values 
0007: 430@ = -2403.292 // floating-point values 
0007: 440@ = 12.6308 // floating-point values 
0007: 450@ = 2799.251 // floating-point values 
0007: 460@ = -2410.985 // floating-point values 
0007: 470@ = 12.6309 // floating-point values 
0007: 351@ = 2721.0 // floating-point values 
0007: 361@ = -2380.0 // floating-point values 
0007: 371@ = 16.3507 // floating-point values 
0007: 381@ = 186.1396 // floating-point values 
0007: 391@ = 2721.502 // floating-point values 
0007: 401@ = -2383.609 // floating-point values 
0007: 411@ = 16.3403 // floating-point values 
0007: 421@ = 2733.744 // floating-point values 
0007: 431@ = -2386.227 // floating-point values 
0007: 441@ = 12.625 // floating-point values 
0007: 451@ = 2754.885 // floating-point values 
0007: 461@ = -2409.502 // floating-point values 
0007: 471@ = 12.5104 // floating-point values 
0007: 352@ = 2729.35 // floating-point values 
0007: 362@ = -2451.07 // floating-point values 
0007: 372@ = 16.6007 // floating-point values 
0007: 382@ = 246.8993 // floating-point values 
0007: 392@ = 2734.468 // floating-point values 
0007: 402@ = -2450.824 // floating-point values 
0007: 412@ = 16.5938 // floating-point values 
0007: 422@ = 2735.573 // floating-point values 
0007: 432@ = -2436.667 // floating-point values 
0007: 442@ = 12.6361 // floating-point values 
0007: 452@ = 2759.36 // floating-point values 
0007: 462@ = -2420.356 // floating-point values 
0007: 472@ = 12.4948 // floating-point values 
0007: 353@ = 2748.551 // floating-point values 
0007: 363@ = -2452.828 // floating-point values 
0007: 373@ = 12.8623 // floating-point values 
0007: 383@ = 339.2833 // floating-point values 
0007: 393@ = 2750.67 // floating-point values 
0007: 403@ = -2442.944 // floating-point values 
0007: 413@ = 12.6432 // floating-point values 
0007: 423@ = 2758.147 // floating-point values 
0007: 433@ = -2440.491 // floating-point values 
0007: 443@ = 12.4936 // floating-point values 
0007: 453@ = 2769.029 // floating-point values 
0007: 463@ = -2430.337 // floating-point values 
0007: 473@ = 12.6485 // floating-point values 
0007: 354@ = 2793.638 // floating-point values 
0007: 364@ = -2395.226 // floating-point values 
0007: 374@ = 12.8623 // floating-point values 
0007: 384@ = 170.3273 // floating-point values 
0007: 394@ = 2793.903 // floating-point values 
0007: 404@ = -2399.063 // floating-point values 
0007: 414@ = 12.6322 // floating-point values 
0007: 424@ = 2799.384 // floating-point values 
0007: 434@ = -2403.474 // floating-point values 
0007: 444@ = 12.6309 // floating-point values 
0007: 454@ = 2799.41 // floating-point values 
0007: 464@ = -2414.336 // floating-point values 
0007: 474@ = 12.6309 // floating-point values 
0007: 355@ = 2799.764 // floating-point values 
0007: 365@ = -2433.002 // floating-point values 
0007: 375@ = 12.6308 // floating-point values 
0007: 385@ = 358.8697 // floating-point values 
0007: 395@ = 2799.902 // floating-point values 
0007: 405@ = -2425.694 // floating-point values 
0007: 415@ = 12.6307 // floating-point values 
0007: 425@ = 2796.654 // floating-point values 
0007: 435@ = -2420.463 // floating-point values 
0007: 445@ = 12.6315 // floating-point values 
0007: 455@ = 2786.01 // floating-point values 
0007: 465@ = -2414.445 // floating-point values 
0007: 475@ = 12.6341 // floating-point values 
0007: 356@ = 2800.008 // floating-point values 
0007: 366@ = -2432.285 // floating-point values 
0007: 376@ = 12.6307 // floating-point values 
0007: 386@ = 2.0796 // floating-point values 
0007: 396@ = 2800.023 // floating-point values 
0007: 406@ = -2426.153 // floating-point values 
0007: 416@ = 12.6307 // floating-point values 
0007: 426@ = 2790.801 // floating-point values 
0007: 436@ = -2421.917 // floating-point values 
0007: 446@ = 12.633 // floating-point values 
0007: 456@ = 2786.337 // floating-point values 
0007: 466@ = -2421.433 // floating-point values 
0007: 476@ = 12.634 // floating-point values 
000A: 35@ += 1 // integer values 

:RYDER2_3246
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RYDER2_3282 
054C: use_GXT_table 'RYDER2' 
000A: 35@ += 1 // integer values 

:RYDER2_3282
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
060A: unknown_create_entity 0 237@ 
060A: unknown_create_entity 2 236@ 
060A: unknown_create_entity 2 235@ 
060A: unknown_create_entity 0 238@ 
03CF: load_wav 1823 as 3 

:RYDER2_3333
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @RYDER2_3359 
0001: wait 0 ms 
0002: jump @RYDER2_3333 

:RYDER2_3359
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @RYDER2_3391 
03C7: unknown_maybe_cops_density 0.2 
0006: 35@ = 99 // integer values 

:RYDER2_3391
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @RYDER2_3423 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:RYDER2_3423
0051: return 

:RYDER2_3425
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RYDER2_3581 
0395: clear_area 1 at 2463.475 -1713.428 12.5025 range 20.0 
02E4: load_cutscene_data 'RYDER2A' 

:RYDER2_3478
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RYDER2_3502 
0001: wait 0 ms 
0002: jump @RYDER2_3478 

:RYDER2_3502
02E7: start_cutscene 
016A: fade 1 1000 ms 

:RYDER2_3511
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RYDER2_3535 
0001: wait 0 ms 
0002: jump @RYDER2_3511 

:RYDER2_3535
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:RYDER2_3548
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_3572 
0001: wait 0 ms 
0002: jump @RYDER2_3548 

:RYDER2_3572
02EA: end_cutscene 
000A: 35@ += 1 // integer values 

:RYDER2_3581
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RYDER2_4528 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0395: clear_area 1 at 2472.81 -1690.97 12.53 range 5.0 
0247: request_model #MULE 
023C: request_special_actor 'RYDER2' as 1 
0247: request_model #COLT45 

:RYDER2_3653
00D6: if or
8248:   not model #MULE available 
823D:   not special_actor 1 loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @RYDER2_3689 
0001: wait 0 ms 
0002: jump @RYDER2_3653 

:RYDER2_3689
0A20: (unknown) $PLAYER_CHAR 1 
0506: vehicle_model #MULE set_next_variation -1 -1 
00A5: 95@ = create_car #MULE at 2475.908 -1679.621 12.3447 
0175: set_car 95@ z_angle_to 69.0573 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
053F: set_car 95@ tires_vulnerable 0 
0957: (unknown) 95@ 0 
0732: (unknown) 414 
01C8: $ACTOR_RYDER = create_actor 25 #SPECIAL01 in_car 95@ passenger_seat 0 
09F6: set_actor $ACTOR_RYDER jackable_through_driver_seat 0 
01B2: give_actor $ACTOR_RYDER weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor $ACTOR_RYDER weapon_accuracy_to 70 
08AF: (unknown) $ACTOR_RYDER 500 
0223: set_actor $ACTOR_RYDER health_to 500 
0688: unknown_action_sequence $ACTOR_RYDER 0 0 0 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
060B: unknown_actor_use_entity $ACTOR_RYDER 235@ 
0708: unknown_add_entity_item 235@ 79 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 999999 ms 
00BC: text_highpriority 'RY2_03' 7000 ms 1  // ~s~Szllj be a ~b~teherautba~s~ Ryderhez.
0006: 49@ = 0 // integer values 
039E: set_actor $ACTOR_RYDER jackable 1 
0245: set_actor $ACTOR_RYDER walk_style_to "MAN" 
00A1: put_actor $PLAYER_ACTOR at 2474.87 -1698.465 12.521 
0173: set_actor $PLAYER_ACTOR z_angle_to 4.8941 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 0 ms 

:RYDER2_3979
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_4003 
0001: wait 0 ms 
0002: jump @RYDER2_3979 

:RYDER2_4003
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 32@ = 0 // integer values 
029B: 240@ = init_object #KMB_FRONTGATE at 242@ 243@ 244@ 
0400: create_coordinate 248@ 249@ 250@ from_object 240@ offset 0.0 10.0 0.0 
029B: 241@ = init_object #WAREHOUSE_DOOR2B at 245@ 246@ 247@ 
0400: create_coordinate 251@ 252@ 253@ from_object 241@ offset 0.0 0.0 4.0 
029B: 257@ = init_object #KMB_FRONTGATE at 2720.623 -2504.023 13.989 
0400: create_coordinate 254@ 255@ 256@ from_object 257@ offset 0.0 10.0 0.0 
029B: 258@ = init_object #WAREHOUSE_DOOR2B at 2774.361 -2493.922 14.675 
029B: 259@ = init_object #WAREHOUSE_DOOR2B at 2774.361 -2455.925 14.675 
029B: 87@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2405.394 14.58 
029B: 88@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2430.215 14.58 
029B: 89@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2443.486 14.58 
029B: 90@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2468.254 14.58 
029B: 91@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2481.711 14.58 
029B: 92@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2506.313 14.58 
0006: 42@ = 0 // integer values 

:RYDER2_4352
00D6: if 
001B:   6 > 42@ // integer values 
004D: jump_if_false @RYDER2_4395 
0550: keep_object 87@(42@,6i) in_memory 1 
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_4352 

:RYDER2_4395
0107: 60@ = create_object #SEC_KEYPAD at 2720.475 -2411.856 13.8768 
0177: set_object 60@ z_angle_to 90.0 
071F: set_object 60@ mass 10 
0550: keep_object 60@ in_memory 1 
0382: set_object 60@ collision_detection 0 
0107: 61@ = create_object #SEC_KEYPAD at 2774.148 -2423.23 14.2684 
0177: set_object 61@ z_angle_to 270.0 
071F: set_object 61@ mass 10 
0550: keep_object 61@ in_memory 1 
0382: set_object 61@ collision_detection 0 
041E: set_radio_station 5 
0006: 49@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_4528
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @RYDER2_4689 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_4689 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_4689 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_4689 
0164: disable_marker 120@ 
018A: 120@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
00BC: text_highpriority 'RY2_02' 7000 ms 1  // ~s~Vezess az ~y~ceni dokkoki~s~ gyrhoz.
0006: 54@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_4689 
0647: unknown_action_sequence $ACTOR_RYDER 

:RYDER2_4689
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @RYDER2_6394 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @RYDER2_4762 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @RYDER2_4762 
00A1: put_actor $PLAYER_ACTOR at 2699.293 -2395.013 12.6172 

:RYDER2_4762
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_4919 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_4919 
00D6: if 
01AF:   car 95@ 1 2699.293 -2395.013 12.6172 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_4919 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_4919 
00D6: if 
09D0:   95@ 
004D: jump_if_false @RYDER2_4919 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 120@ 
0006: 35@ = 99 // integer values 

:RYDER2_4919
00D6: if 
0019:   54@ > 7500 // integer values 
004D: jump_if_false @RYDER2_6394 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_6394 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @RYDER2_6394 
00D9: $TEMPVAR_ACTOR_CAR = actor $ACTOR_RYDER car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @RYDER2_6394 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @RYDER2_6394 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @RYDER2_6394 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_6394 
0871: init_jump_table 50@ total_jumps 10 0 @RYDER2_6394 jumps 0 @RYDER2_5178 1 @RYDER2_5255 2 @RYDER2_5383 3 @RYDER2_5511 4 @RYDER2_5639 5 @RYDER2_5767 6 @RYDER2_5895 
0872: jump_table_jumps 7 @RYDER2_6023 8 @RYDER2_6151 9 @RYDER2_6279 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 

:RYDER2_5178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_AA' // 8-byte strings  // ~z~Gondolod, hogy el tudnd vezetni ezt a teherautt anlkl, hogy mindkettnket kinyrnl?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33800 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0 
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 33805 as 1 
0002: jump @RYDER2_6394 

:RYDER2_5255
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CA' // 8-byte strings  // ~z~H, Ryder, hova megynk?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33805 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_5323 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
0002: jump @RYDER2_5349 

:RYDER2_5323
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_5349
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 2 
03CF: load_wav 33806 as 2 
0002: jump @RYDER2_6394 

:RYDER2_5383
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CB' // 8-byte strings  // ~z~ceni dokkok.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33806 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_5451 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1 
0002: jump @RYDER2_5477 

:RYDER2_5451
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_5477
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 33807 as 1 
0002: jump @RYDER2_6394 

:RYDER2_5511
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CC' // 8-byte strings  // ~z~Hogy szereztk meg ezt a teherautt? Nem volt kint, amikor keresztljttem.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33807 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_5579 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
0002: jump @RYDER2_5605 

:RYDER2_5579
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_5605
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 2 
03CF: load_wav 33808 as 2 
0002: jump @RYDER2_6394 

:RYDER2_5639
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CD' // 8-byte strings  // ~z~A pajtsom, LB olyan, mint egy ram pontossg ninja! Nagyon megbzhat.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33808 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_5707 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1 
0002: jump @RYDER2_5733 

:RYDER2_5707
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_5733
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 33809 as 1 
0002: jump @RYDER2_6394 

:RYDER2_5767
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CE' // 8-byte strings  // ~z~Veletek, fasszopkkal ellenttben...
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33809 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_5835 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 1 
0002: jump @RYDER2_5861 

:RYDER2_5835
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_5861
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 2 
03CF: load_wav 33810 as 2 
0002: jump @RYDER2_6394 

:RYDER2_5895
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CF' // 8-byte strings  // ~z~Pihenj egyet, ember.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33810 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_5963 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 2 1 
0002: jump @RYDER2_5989 

:RYDER2_5963
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_5989
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 33811 as 1 
0002: jump @RYDER2_6394 

:RYDER2_6023
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CG' // 8-byte strings  // ~z~Elvesztettem a kis testvremet s most elvesztettem anyut.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33811 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_6091 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
0002: jump @RYDER2_6117 

:RYDER2_6091
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_6117
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 2 
03CF: load_wav 33812 as 2 
0002: jump @RYDER2_6394 

:RYDER2_6151
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CH' // 8-byte strings  // ~z~Nem szmt, hogy ez a vros mennyi szart seper rd, CJ, ssze kell tartanod a pajtsaiddal!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33812 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_6219 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1 
0002: jump @RYDER2_6245 

:RYDER2_6219
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_6245
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 33813 as 1 
0002: jump @RYDER2_6394 

:RYDER2_6279
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CJ' // 8-byte strings  // ~z~Ja, asszem...
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33813 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_6347 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
0002: jump @RYDER2_6373 

:RYDER2_6347
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_6373
000A: 50@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_6394 

:RYDER2_6394
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @RYDER2_6426 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:RYDER2_6426
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_6996 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_6913 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @RYDER2_6539 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
0164: disable_marker 120@ 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_6531 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 999999 ms 

:RYDER2_6531
0006: 32@ = 20001 // integer values 

:RYDER2_6539
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_6906 
00D6: if 
0019:   32@ > 60000 // integer values 
004D: jump_if_false @RYDER2_6608 
00BC: text_highpriority 'RY2_03' 7000 ms 1  // ~s~Szllj be a ~b~teherautba~s~ Ryderhez.
0006: 49@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:RYDER2_6608
00D6: if 
0019:   35@ > 2 // integer values 
004D: jump_if_false @RYDER2_6906 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @RYDER2_6906 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_6906 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_6906 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @RYDER2_6906 
0209: 42@ = random_int 0 3 
0871: init_jump_table 42@ total_jumps 3 0 @RYDER2_6880 jumps 0 @RYDER2_6787 1 @RYDER2_6818 2 @RYDER2_6849 -1 @RYDER2_6880 -1 @RYDER2_6880 -1 @RYDER2_6880 -1 @RYDER2_6880 

:RYDER2_6787
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BA' // 8-byte strings  // ~z~H, CJ, nem baszakodsz megint velnk, ugye?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33802 
0002: jump @RYDER2_6880 

:RYDER2_6818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BB' // 8-byte strings  // ~z~Gyernk, CJ, nem rnk r egsz nap!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33803 
0002: jump @RYDER2_6880 

:RYDER2_6849
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BC' // 8-byte strings  // ~z~Pattanj be s vezess, fasszop!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33804 
0002: jump @RYDER2_6880 

:RYDER2_6880
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
000A: 49@ += 1 // integer values 

:RYDER2_6906
0002: jump @RYDER2_6996 

:RYDER2_6913
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_6996 
0164: disable_marker 119@ 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_6996 
0164: disable_marker 120@ 
018A: 120@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_6996 
0647: unknown_action_sequence $ACTOR_RYDER 

:RYDER2_6996
0051: return 

:RYDER2_6998
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RYDER2_7039 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 49@ = -1 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_7039
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RYDER2_7096 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_7096 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_7096 
000A: 35@ += 1 // integer values 

:RYDER2_7096
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @RYDER2_8829 
016A: fade 0 500 ms 

:RYDER2_7121
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_7145 
0001: wait 0 ms 
0002: jump @RYDER2_7121 

:RYDER2_7145
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_7191 
00AB: put_car 95@ at 2699.623 -2394.787 12.6172 
0175: set_car 95@ z_angle_to 267.9095 

:RYDER2_7191
0395: clear_area 1 at 2720.611 -2405.38 12.4609 range 30.0 
0395: clear_area 1 at 2768.74 -2413.788 12.6172 range 30.0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2688.57 -2394.186 17.6992 0.0 0.0 0.0 
0160: point_camera 2689.455 -2394.599 17.4888 2 
0247: request_model #CJ_CARDBRD_PICKUP 
0247: request_model #ARMY 
0247: request_model #COLT45 
0247: request_model #FORKLIFT 
038B: load_requested_models 

:RYDER2_7316
00D6: if or
8248:   not model #CJ_CARDBRD_PICKUP available 
8248:   not model #ARMY available 
8248:   not model #COLT45 available 
8248:   not model #FORKLIFT available 
004D: jump_if_false @RYDER2_7358 
0001: wait 0 ms 
0002: jump @RYDER2_7316 

:RYDER2_7358
029B: 66@ = init_object #CJ_CARDBRD_PICKUP at 2796.875 -2417.142 13.23 
029B: 67@ = init_object #CJ_CARDBRD_PICKUP at 2798.009 -2417.107 13.23 
029B: 68@ = init_object #CJ_CARDBRD_PICKUP at 2796.9 -2418.31 13.23 
029B: 69@ = init_object #CJ_CARDBRD_PICKUP at 2798.013 -2418.325 13.23 
029B: 73@ = init_object #CJ_CARDBRD_PICKUP at 2799.886 -2381.203 13.23 
029B: 74@ = init_object #CJ_CARDBRD_PICKUP at 2799.958 -2379.72 13.23 
029B: 75@ = init_object #CJ_CARDBRD_PICKUP at 2763.531 -2401.935 13.23 
029B: 76@ = init_object #CJ_CARDBRD_PICKUP at 2802.75 -2449.835 13.23 
029B: 77@ = init_object #CJ_CARDBRD_PICKUP at 2802.915 -2448.575 13.23 
029B: 78@ = init_object #CJ_CARDBRD_PICKUP at 2802.906 -2446.827 13.23 
029B: 79@ = init_object #CJ_CARDBRD_PICKUP at 2788.932 -2431.271 13.23 
029B: 80@ = init_object #CJ_CARDBRD_PICKUP at 2790.398 -2431.336 13.23 
029B: 81@ = init_object #CJ_CARDBRD_PICKUP at 2778.698 -2442.433 13.23 
029B: 82@ = init_object #CJ_CARDBRD_PICKUP at 2763.565 -2400.641 13.23 
029B: 83@ = init_object #CJ_CARDBRD_PICKUP at 2780.851 -2392.737 13.23 
029B: 84@ = init_object #CJ_CARDBRD_PICKUP at 2795.094 -2469.49 13.23 
029B: 85@ = init_object #CJ_CARDBRD_PICKUP at 2803.067 -2428.38 13.23 
0177: set_object 66@ z_angle_to 91.9411 
0177: set_object 67@ z_angle_to 0.032 
0177: set_object 68@ z_angle_to 89.8612 
0177: set_object 69@ z_angle_to 1.6342 
0177: set_object 73@ z_angle_to 6.8174 
0177: set_object 74@ z_angle_to 19.1807 
0177: set_object 75@ z_angle_to 339.113 
0177: set_object 76@ z_angle_to 352.3154 
0177: set_object 77@ z_angle_to 2.8386 
0177: set_object 78@ z_angle_to 3.2099 
0177: set_object 79@ z_angle_to 266.6248 
0177: set_object 80@ z_angle_to 4.6663 
0177: set_object 81@ z_angle_to 175.8277 
0177: set_object 82@ z_angle_to 344.0064 
0177: set_object 83@ z_angle_to 355.9493 
0177: set_object 84@ z_angle_to 1.9283 
0177: set_object 85@ z_angle_to 358.0803 
0006: 42@ = 0 // integer values 

:RYDER2_7926
00D6: if 
001B:   25 > 42@ // integer values 
004D: jump_if_false @RYDER2_8042 
0001: wait 0 ms 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_8028 
0392: object 62@(42@,25i) toggle_in_moving_list 1 
0209: 43@ = random_int 1 8 
0906: (unknown) 62@(42@,25i) 1000.0 
0908: (unknown) 62@(42@,25i) 1000.0 
0085: 147@(42@,25i) = 43@ // integer values and handles 

:RYDER2_8028
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_7926 

:RYDER2_8042
009A: 102@ = create_actor 24 #ARMY at 2773.722 -2423.388 12.6311 
0173: set_actor 102@ z_angle_to 68.8849 
04C4: create_coordinate 204@ 205@ 206@ from_actor 102@ offset 0.0 1.5 0.0 
009A: 103@ = create_actor 24 #ARMY at 2721.944 -2411.565 12.6198 
0173: set_actor 103@ z_angle_to 0.0 
009A: 104@ = create_actor 24 #ARMY at 2789.524 -2416.372 12.6333 
0173: set_actor 104@ z_angle_to 202.4407 
009A: 105@ = create_actor 24 #ARMY at 2790.231 -2418.837 12.6331 
0173: set_actor 105@ z_angle_to 23.3411 
009A: 106@ = create_actor 24 #ARMY at 2774.911 -2404.303 12.6311 
0173: set_actor 106@ z_angle_to 77.8711 
062F: 239@ = create_group_type 2 
0006: 42@ = 0 // integer values 

:RYDER2_8260
00D6: if 
001B:   5 > 42@ // integer values 
004D: jump_if_false @RYDER2_8452 
01B2: give_actor 102@(42@,9i) weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 102@(42@,9i) weapon_accuracy_to 35 
0223: set_actor 102@(42@,9i) health_to 100 
0688: unknown_action_sequence 102@(42@,9i) 0 0 0 
060B: unknown_actor_use_entity 102@(42@,9i) 236@ 
060F: (unknown) 102@(42@,9i) 100.0 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @RYDER2_8390 
0630: put_actor 102@ in_group 239@ as_leader 
0002: jump @RYDER2_8427 

:RYDER2_8390
00D6: if and
8039:   not  42@ == 2 // integer values 
8039:   not  42@ == 3 // integer values 
004D: jump_if_false @RYDER2_8427 
0631: put_actor 102@(42@,9i) in_group 239@ 

:RYDER2_8427
087F: (unknown) 102@(42@,9i) 1 
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_8260 

:RYDER2_8452
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @RYDER2_8476 
060B: unknown_actor_use_entity 104@ 237@ 

:RYDER2_8476
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @RYDER2_8500 
060B: unknown_actor_use_entity 105@ 237@ 

:RYDER2_8500
00A5: 99@ = create_car #FORKLIFT at 2791.426 -2418.577 12.66 
0175: set_car 99@ z_angle_to 90.0 
0249: release_model #FORKLIFT 
02AC: set_car 99@ immunities 1 0 0 0 0 
00AB: put_car 99@ at 2758.241 -2372.314 12.6172 
0175: set_car 99@ z_angle_to 180.3774 
053F: set_car 99@ tires_vulnerable 0 
0224: set_car 99@ health_to 3000 
0129: 112@ = create_actor 24 #ARMY in_car 99@ driverseat 
0247: request_model #MESA 

:RYDER2_8616
00D6: if 
8248:   not model #MESA available 
004D: jump_if_false @RYDER2_8643 
0001: wait 0 ms 
0002: jump @RYDER2_8616 

:RYDER2_8643
00A5: 98@ = create_car #MESA at 2688.963 -2407.676 12.4609 
0175: set_car 98@ z_angle_to 270.0 
0129: 111@ = create_actor 24 #ARMY in_car 98@ driverseat 
02C2: car 98@ drive_to_point 2712.854 -2407.825 12.4684 
0249: release_model #MESA 
0229: set_car 98@ color_to 37 37 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @RYDER2_8784 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2776.53 -2401.042 12.625 
05D7: add_point_to_scmpath 2798.933 -2400.342 12.631 
05D8: AS_assign_scmpath to_actor 106@ flags 4 3 

:RYDER2_8784
016A: fade 1 500 ms 

:RYDER2_8791
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_8815 
0001: wait 0 ms 
0002: jump @RYDER2_8791 

:RYDER2_8815
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_8829
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @RYDER2_9099 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_9099 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_9099 
00D6: if 
01AF:   car 98@ 0 2712.854 -2407.825 12.4684 radius 15.0 15.0 15.0 
004D: jump_if_false @RYDER2_9099 
015F: set_camera_position 2700.626 -2392.21 14.9203 0.0 0.0 0.0 
0160: point_camera 2701.092 -2393.088 14.8109 2 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_9024 
02C2: car 99@ drive_to_point 2768.74 -2413.788 12.6172 
04E0: car 99@ abandon_path_radius 200 

:RYDER2_9024
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_9078 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_9078 
05C0: AS_actor $ACTOR_RYDER look_at_car 98@ 5000 ms 
05C0: AS_actor $PLAYER_ACTOR look_at_car 98@ 6000 ms 

:RYDER2_9078
0006: 32@ = 0 // integer values 
000A: 49@ += 1 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_9099
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @RYDER2_9219 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_9219 
00D6: if 
01B0:   car 98@ stopped 0 2712.854 -2407.825 12.4684 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_9219 
000A: 35@ += 1 // integer values 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_9212 
097B: play_sound 240@ on_object 1126 

:RYDER2_9212
0006: 32@ = 0 // integer values 

:RYDER2_9219
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @RYDER2_9310 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_9310 
00D6: if 
034E: move_object 240@ to 248@ 249@ 250@ speed 0.0 0.2 0.0 flag 0 
004D: jump_if_false @RYDER2_9310 
000A: 35@ += 1 // integer values 
097B: play_sound 240@ on_object 1127 

:RYDER2_9310
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @RYDER2_9484 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_9484 
015F: set_camera_position 2723.094 -2413.245 14.2659 0.0 0.0 0.0 
0160: point_camera 2722.548 -2412.414 14.1704 2 
00A7: car 98@ drive_to 2758.492 -2454.51 12.4766 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_9441 
0173: set_actor 102@ z_angle_to 275.0 

:RYDER2_9441
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @RYDER2_9470 
05C0: AS_actor 103@ look_at_car 98@ 999999 ms 

:RYDER2_9470
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:RYDER2_9484
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @RYDER2_9593 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @RYDER2_9593 
015F: set_camera_position 2770.979 -2426.933 13.3413 0.0 0.0 0.0 
0160: point_camera 2771.185 -2425.977 13.5536 2 
0006: 32@ = 0 // integer values 
0006: 201@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_9593
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @RYDER2_9875 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_9810 
00D6: if 
01B0:   car 99@ stopped 0 2768.74 -2413.788 12.6172 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_9810 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_9810 
0615: define_action_sequences 48@ 
06BA: unknown_action_sequence -1 2774.267 -2423.22 14.3429 
0605: actor -1 perform_animation_sequence "ATM" from_file "PED" 4.0 loop 0 0 0 0 1000 ms 
05D3: AS_actor -1 go_to_point 2773.722 -2423.388 12.6311 speed 4 5000 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_action_sequences_end 48@ 
0618: assign_actor 102@ to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_9810
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @RYDER2_9875 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_9875 
00AB: put_car 99@ at 2768.74 -2413.788 12.6172 
0175: set_car 99@ z_angle_to 225.6142 

:RYDER2_9875
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @RYDER2_10105 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_10105 
00D6: if 
0611:   actor 102@ animation_is "ATM" 
004D: jump_if_false @RYDER2_10030 
00D6: if 
0039:   201@ == 0 // integer values 
004D: jump_if_false @RYDER2_9962 
0006: 33@ = 0 // integer values 
000A: 201@ += 1 // integer values 

:RYDER2_9962
00D6: if 
0039:   201@ == 1 // integer values 
004D: jump_if_false @RYDER2_10030 
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @RYDER2_10030 
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_10030 
097B: play_sound 61@ on_object 1028 
000A: 201@ += 1 // integer values 

:RYDER2_10030
062E: (unknown) 102@ 1560 42@ 
00D6: if or
04A4:   42@ == 7 // integer values OR floating-point values 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RYDER2_10105 
0006: 32@ = 0 // integer values 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_10098 
097B: play_sound 241@ on_object 1035 

:RYDER2_10098
000A: 35@ += 1 // integer values 

:RYDER2_10105
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @RYDER2_10239 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_10239 
00D6: if 
034E: move_object 241@ to 251@ 252@ 253@ speed 0.0 0.0 0.1 flag 0 
004D: jump_if_false @RYDER2_10239 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_10239 
00A7: car 99@ drive_to 2785.354 -2416.744 12.6187 
0006: 32@ = 0 // integer values 
097B: play_sound 241@ on_object 1036 
000A: 35@ += 1 // integer values 

:RYDER2_10239
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @RYDER2_10307 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RYDER2_10307 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_10300 
097B: play_sound 241@ on_object 1035 

:RYDER2_10300
000A: 35@ += 1 // integer values 

:RYDER2_10307
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @RYDER2_10398 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_10398 
00D6: if 
034E: move_object 241@ to 245@ 246@ 247@ speed 0.0 0.0 0.2 flag 0 
004D: jump_if_false @RYDER2_10398 
097B: play_sound 241@ on_object 1036 
000A: 35@ += 1 // integer values 

:RYDER2_10398
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @RYDER2_10449 
00D6: if and
0019:   32@ > 2000 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_10449 
0006: 35@ = 99 // integer values 

:RYDER2_10449
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @RYDER2_11105 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_11105 
0871: init_jump_table 49@ total_jumps 8 0 @RYDER2_11105 jumps 0 @RYDER2_10614 1 @RYDER2_10691 2 @RYDER2_10712 3 @RYDER2_10789 4 @RYDER2_10866 5 @RYDER2_10943 6 @RYDER2_11020 
0872: jump_table_jumps 7 @RYDER2_11041 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 

:RYDER2_10614
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DA' // 8-byte strings  // ~z~Ez a helyszn - Nemzetrsgi Raktr.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33814 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33815 as 2 
000A: 49@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_11105 

:RYDER2_10691
000A: 49@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_11105 

:RYDER2_10712
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DB' // 8-byte strings  // ~z~Ember, ez a szarsg nagyon komolynak nz ki.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33815 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33816 as 1 
000A: 49@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_11105 

:RYDER2_10789
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DC' // 8-byte strings  // ~z~Felkszltnk erre?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33816 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33817 as 2 
000A: 49@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_11105 

:RYDER2_10866
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DD' // 8-byte strings  // ~z~Ez egy nemzetr, bolond! Egy htvgi katona!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33817 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33818 as 1 
000A: 49@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_11105 

:RYDER2_10943
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DE' // 8-byte strings  // ~z~Semmihez sem rtek, a Grove Streeti OG-khoz kpest!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33818 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33819 as 2 
000A: 49@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_11105 

:RYDER2_11020
000A: 49@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_11105 

:RYDER2_11041
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DF' // 8-byte strings  // ~z~Na gyere ide s nyisd ki ezt az tkozott kaput!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33819 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
000A: 49@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @RYDER2_11105 

:RYDER2_11105
00D6: if 
0019:   35@ > 2 // integer values 
004D: jump_if_false @RYDER2_11147 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @RYDER2_11147 
0006: 35@ = 99 // integer values 

:RYDER2_11147
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @RYDER2_11722 
016A: fade 0 250 ms 

:RYDER2_11172
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_11196 
0001: wait 0 ms 
0002: jump @RYDER2_11172 

:RYDER2_11196
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_11220 
097B: play_sound 240@ on_object 1127 

:RYDER2_11220
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_11244 
097B: play_sound 241@ on_object 1036 

:RYDER2_11244
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_11334 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2700.758 -2392.45 12.6172 
0173: set_actor $PLAYER_ACTOR z_angle_to 236.0759 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_11334 
0792: (unknown) $ACTOR_RYDER 
036A: put_actor $ACTOR_RYDER in_car 95@ 

:RYDER2_11334
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_11380 
00AB: put_car 99@ at 2791.426 -2418.31 13.66 
0175: set_car 99@ z_angle_to 270.0 

:RYDER2_11380
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @RYDER2_11401 
009B: destroy_actor_instantly 112@ 

:RYDER2_11401
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_11447 
00AB: put_car 98@ at 2748.055 -2394.427 12.6419 
0175: set_car 98@ z_angle_to 174.3167 

:RYDER2_11447
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @RYDER2_11468 
009B: destroy_actor_instantly 111@ 

:RYDER2_11468
01BC: put_object 240@ at 242@ 243@ 244@ 
01BC: put_object 241@ at 245@ 246@ 247@ 
0006: 42@ = 0 // integer values 

:RYDER2_11503
00D6: if 
001B:   25 > 42@ // integer values 
004D: jump_if_false @RYDER2_11612 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_11598 
0550: keep_object 62@(42@,25i) in_memory 0 
0381: throw_object 62@(42@,25i) distance 0.0 0.0 0.0 
0392: object 62@(42@,25i) toggle_in_moving_list 0 
0382: set_object 62@(42@,25i) collision_detection 1 

:RYDER2_11598
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_11503 

:RYDER2_11612
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_11637 
0689: break_car 95@ component 1 visible 0 

:RYDER2_11637
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @RYDER2_11658 
0647: unknown_action_sequence 103@ 

:RYDER2_11658
06D0: (unknown) 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 250 ms 

:RYDER2_11677
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_11701 
0001: wait 0 ms 
0002: jump @RYDER2_11677 

:RYDER2_11701
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:RYDER2_11722
0051: return 

:RYDER2_11724
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RYDER2_11944 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_11779 
0382: set_object 60@ collision_detection 1 
035D: toggle_object 60@ targetable 0 
0550: keep_object 60@ in_memory 1 

:RYDER2_11779
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_11816 
0382: set_object 61@ collision_detection 1 
035D: toggle_object 61@ targetable 0 
0550: keep_object 61@ in_memory 1 

:RYDER2_11816
00BB: text_lowpriority 'RY2_59' 7000 ms 1  // ~s~Nyisd ki a fkaput, a fal msik oldaln lv ~r~gombjnak~s~ kilvsvel.
0164: disable_marker 122@ 
018A: 122@ = create_checkpoint_at 2722.075 -2411.271 12.6198 
0165: set_marker 122@ color_to 0 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_11894 
0519: lock_vehicle 95@ in_current_position 1 
020A: set_car 95@ door_status_to 3 

:RYDER2_11894
0006: 191@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_11930 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 99999 ms 

:RYDER2_11930
0006: 142@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_11944
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RYDER2_12542 
00D6: if 
0039:   133@ == 2 // integer values 
004D: jump_if_false @RYDER2_12139 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_12132 
0164: disable_marker 122@ 
07C0: load_path 523 

:RYDER2_12006
00D6: if 
87C1:   not path 523 available 
004D: jump_if_false @RYDER2_12033 
0001: wait 0 ms 
0002: jump @RYDER2_12006 

:RYDER2_12033
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_12057 
05EB: assign_vehicle 95@ to_path 523 

:RYDER2_12057
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_12078 
0647: unknown_action_sequence $ACTOR_RYDER 

:RYDER2_12078
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_GA' // 8-byte strings  // ~z~Szp munka, CJ, biztos voltam benne, hogy ez egy ngyilkos kldets!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33823 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0001: wait 100 ms 
0006: 35@ = 99 // integer values 

:RYDER2_12132
0002: jump @RYDER2_12542 

:RYDER2_12139
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_12401 
00D6: if 
0206:   actor $PLAYER_ACTOR near_car_on_foot 95@ radius 5.0 5.0 3.0 unknown 0 
004D: jump_if_false @RYDER2_12401 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @RYDER2_12401 
00D6: if 
0039:   190@ == 0 // integer values 
004D: jump_if_false @RYDER2_12308 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_12294 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_EA' // 8-byte strings  // ~z~Nyisd ki azt a kibaszott kaput, CJ!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33820 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 142@ = 0 // integer values 

:RYDER2_12294
000A: 190@ += 1 // integer values 
0002: jump @RYDER2_12401 

:RYDER2_12308
00D6: if 
0039:   190@ == 1 // integer values 
004D: jump_if_false @RYDER2_12401 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_12394 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_EB' // 8-byte strings  // ~z~Menj ahhoz a falhoz s nyisd ki azt az tkozott kaput!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33821 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 142@ = 0 // integer values 

:RYDER2_12394
0006: 190@ = 0 // integer values 

:RYDER2_12401
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_12542 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_12542 
00D6: if 
0019:   142@ > 40000 // integer values 
004D: jump_if_false @RYDER2_12542 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_12542 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_FA' // 8-byte strings  // ~z~Ember, csak ldd ki a gombot az tkozott fkapu mellett!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33822 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 142@ = 0 // integer values 

:RYDER2_12542
00D6: if 
8039:   not  35@ == 99 // integer values 
004D: jump_if_false @RYDER2_12811 
00D6: if 
0039:   38@ == 9 // integer values 
004D: jump_if_false @RYDER2_12811 
00D6: if and
8039:   not  132@ == 0 // integer values 
0039:   133@ == 0 // integer values 
004D: jump_if_false @RYDER2_12698 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
004D: jump_if_false @RYDER2_12691 
00D6: if 
0019:   51@ > 30000 // integer values 
004D: jump_if_false @RYDER2_12691 
0006: 336@ = 3 // integer values 
0050: gosub @RYDER2_39981 
0006: 51@ = 0 // integer values 

:RYDER2_12691
0002: jump @RYDER2_12811 

:RYDER2_12698
00D6: if and
0039:   133@ == 0 // integer values 
0039:   132@ == 0 // integer values 
004D: jump_if_false @RYDER2_12811 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
004D: jump_if_false @RYDER2_12811 
00D6: if 
0019:   51@ > 30000 // integer values 
004D: jump_if_false @RYDER2_12811 
0006: 336@ = 3 // integer values 
0050: gosub @RYDER2_39981 
0006: 51@ = 0 // integer values 

:RYDER2_12811
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @RYDER2_12857 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 191@ = 0 // integer values 
0006: 336@ = 0 // integer values 

:RYDER2_12857
0051: return 

:RYDER2_12859
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RYDER2_13006 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_13006 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_13006 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @RYDER2_12999 
018A: 123@ = create_checkpoint_at 2773.101 -2423.418 12.6269 
0165: set_marker 123@ color_to 0 
00BB: text_lowpriority 'RY2_60' 7000 ms 1  // ~s~Nyisd ki a raktr ajtajt, a falon lv ~r~gomb~s~ kilvsvel.
0006: 54@ = 0 // integer values 
0006: 49@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @RYDER2_13006 

:RYDER2_12999
000A: 35@ += 1 // integer values 

:RYDER2_13006
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RYDER2_13092 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13092 
00D6: if 
860E:   not car 95@ is_assigned_to_existing_path 
004D: jump_if_false @RYDER2_13092 
0519: lock_vehicle 95@ in_current_position 1 
0006: 49@ = 0 // integer values 
0006: 54@ = 20000 // integer values 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:RYDER2_13092
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @RYDER2_13577 
00D6: if 
8039:   not  132@ == 0 // integer values 
004D: jump_if_false @RYDER2_13233 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13226 
0164: disable_marker 123@ 
07C0: load_path 524 

:RYDER2_13154
00D6: if 
87C1:   not path 524 available 
004D: jump_if_false @RYDER2_13181 
0001: wait 0 ms 
0002: jump @RYDER2_13154 

:RYDER2_13181
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13205 
05EB: assign_vehicle 95@ to_path 524 

:RYDER2_13205
0006: 32@ = 0 // integer values 
0006: 49@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_13226
0002: jump @RYDER2_13577 

:RYDER2_13233
00D6: if 
0019:   54@ > 20000 // integer values 
004D: jump_if_false @RYDER2_13577 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_13577 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @RYDER2_13577 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_13577 
0871: init_jump_table 49@ total_jumps 3 0 @RYDER2_13577 jumps 0 @RYDER2_13385 1 @RYDER2_13449 2 @RYDER2_13513 -1 @RYDER2_13577 -1 @RYDER2_13577 -1 @RYDER2_13577 -1 @RYDER2_13577 

:RYDER2_13385
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_GB' // 8-byte strings  // ~z~Most nyisd ki a raktrat s foglald le ezeket a fasszopkat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33824 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
000A: 49@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_13577 

:RYDER2_13449
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LA' // 8-byte strings  // ~z~Gyernk, CJ, nem rnk r egsz nap!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33833 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
000A: 49@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_13577 

:RYDER2_13513
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE' // 8-byte strings  // ~z~Mivel jtszadozol, CJ?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33837 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_13577 

:RYDER2_13577
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @RYDER2_13754 
0006: 49@ = 0 // integer values 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_13754 
0209: 42@ = random_int 0 2 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @RYDER2_13704 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_HA' // 8-byte strings  // ~z~Ok, bent vagyunk, mozgs, Ryder!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33825 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
000A: 35@ += 1 // integer values 
0002: jump @RYDER2_13754 

:RYDER2_13704
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_HB' // 8-byte strings  // ~z~Igen, nyitott az zletre. Fedezd ezt a teherautt.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33826 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
000A: 35@ += 1 // integer values 

:RYDER2_13754
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @RYDER2_13842 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13842 
00D6: if 
860E:   not car 95@ is_assigned_to_existing_path 
004D: jump_if_false @RYDER2_13818 
0006: 35@ = 99 // integer values 
0002: jump @RYDER2_13842 

:RYDER2_13818
00D6: if 
0019:   32@ > 10600 // integer values 
004D: jump_if_false @RYDER2_13842 
05EC: release_vehicle 95@ from_path 

:RYDER2_13842
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @RYDER2_13904 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13890 
0519: lock_vehicle 95@ in_current_position 1 
09B0: (unknown) 95@ 0 

:RYDER2_13890
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:RYDER2_13904
00D6: if 
0039:   191@ == 0 // integer values 
004D: jump_if_false @RYDER2_14026 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_14026 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_14026 
00D6: if 
80DB:   not actor $ACTOR_RYDER in_car 95@ 
004D: jump_if_false @RYDER2_14026 
00D6: if 
060E:   car 95@ is_assigned_to_existing_path 
004D: jump_if_false @RYDER2_14001 
05ED: (unknown) 95@ 
0519: lock_vehicle 95@ in_current_position 1 

:RYDER2_14001
05CB: AS_actor $ACTOR_RYDER enter_car_as_driver 95@ 10000 ms 
0006: 32@ = 0 // integer values 
000A: 191@ += 1 // integer values 

:RYDER2_14026
00D6: if 
0039:   191@ == 1 // integer values 
004D: jump_if_false @RYDER2_14156 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_14130 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_14130 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 95@ 
004D: jump_if_false @RYDER2_14130 
00D6: if 
060E:   car 95@ is_assigned_to_existing_path 
004D: jump_if_false @RYDER2_14123 
05EE: (unknown) 95@ 
0519: lock_vehicle 95@ in_current_position 0 

:RYDER2_14123
0006: 191@ = 0 // integer values 

:RYDER2_14130
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @RYDER2_14156 
0006: 191@ = 0 // integer values 

:RYDER2_14156
0051: return 

:RYDER2_14158
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @RYDER2_14201 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @RYDER2_14201 
0085: 127@ = 200@ // integer values and handles 

:RYDER2_14201
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RYDER2_14623 
04ED: load_animation "RYDER" 

:RYDER2_14228
00D6: if 
84EE:   not animation "RYDER" loaded 
004D: jump_if_false @RYDER2_14259 
0001: wait 0 ms 
0002: jump @RYDER2_14228 

:RYDER2_14259
0006: 266@ = 0 // integer values 
008A: $6892 = 200@ // integer values and handles 
04F7: status_text $6892 0 line 2 'RY2_21'  // Dobozok
04F7: status_text $6891 1 line 1 'RY2_19'  // Ryder
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_14432 
00D6: if 
0137:   car 95@ id == #MULE 
004D: jump_if_false @RYDER2_14403 
0407: create_coordinate 260@ 261@ 262@ from_car 95@ offset 0.0 -5.5 0.6 
0407: create_coordinate 263@ 264@ 265@ from_car 95@ offset 3.0 5.5 0.6 

:RYDER2_14403
01EC: make_car 95@ very_heavy 1 
03AB: set_car 95@ do_nothing 1 
0224: set_car 95@ health_to 2500 
020A: set_car 95@ door_status_to 3 

:RYDER2_14432
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_14505 
0708: unknown_add_entity_item 235@ 12 
077A: set_actor $ACTOR_RYDER aggressive_to_pedgroup 0 type 0 
077A: set_actor $ACTOR_RYDER aggressive_to_pedgroup 4 type 24 
0688: unknown_action_sequence $ACTOR_RYDER 1 1 1 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_14505 
0164: disable_marker 119@ 

:RYDER2_14505
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_14576 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_14576 
00BB: text_lowpriority 'RY2_55' 5000 ms 1  // ~s~Szllj be az ~b~emelvills targoncba~s~.
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 99@ 
07E0: set_marker 119@ type_to 1 

:RYDER2_14576
0006: 197@ = 1 // integer values 
0006: 267@ = 0 // integer values 
0006: 54@ = -4000 // integer values 
0006: 49@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0001: wait 0 ms 
000A: 35@ += 1 // integer values 

:RYDER2_14623
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @RYDER2_14703 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_14703 
00D6: if 
044B:   actor $ACTOR_RYDER has_objective 
004D: jump_if_false @RYDER2_14703 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_14703 
0519: lock_vehicle 95@ in_current_position 1 
0006: 267@ = 1 // integer values 

:RYDER2_14703
00D6: if 
0039:   266@ == 0 // integer values 
004D: jump_if_false @RYDER2_14807 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_14800 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_KB' // 8-byte strings  // ~z~Majd n vdem a seggnket, amg te a targoncval sszegyjtd a dobozokat.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33831 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 266@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:RYDER2_14800
0002: jump @RYDER2_14869 

:RYDER2_14807
00D6: if 
0039:   266@ == 1 // integer values 
004D: jump_if_false @RYDER2_14869 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @RYDER2_14869 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_14869 
0006: 266@ = 2 // integer values 

:RYDER2_14869
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RYDER2_15031 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_15031 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_15031 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 99@ 
0039:   266@ == 2 // integer values 
004D: jump_if_false @RYDER2_14994 
00D6: if 
001B:   1 > 268@ // integer values 
004D: jump_if_false @RYDER2_14969 
0006: 268@ = 1 // integer values 

:RYDER2_14969
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0001: wait 0 ms 
0002: jump @RYDER2_15031 

:RYDER2_14994
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_15031 
03D5: remove_text 'RY2_55'  // ~s~Szllj be az ~b~emelvills targoncba~s~.
0006: 268@ = 1 // integer values 

:RYDER2_15031
00D6: if and
0019:   268@ > 0 // integer values 
001B:   5 > 268@ // integer values 
004D: jump_if_false @RYDER2_15239 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_15239 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_15237 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_15230 
0871: init_jump_table 268@ total_jumps 3 0 @RYDER2_15223 jumps 1 @RYDER2_15169 2 @RYDER2_15187 3 @RYDER2_15205 -1 @RYDER2_15223 -1 @RYDER2_15223 -1 @RYDER2_15223 -1 @RYDER2_15223 

:RYDER2_15169
03E5: text_box 'RY2_69'  // Helyezd az emelvillkat a doboz al, majd emeld meg a lda felemelshez.
0002: jump @RYDER2_15223 

:RYDER2_15187
03E5: text_box 'RY2_68'  // Hasznld a ~k~~VEHICLE_TURRETUP~ s a ~k~~VEHICLE_TURRETDOWN~ gombokat, az emelvilla irnytshoz.
0002: jump @RYDER2_15223 

:RYDER2_15205
03E5: text_box 'RY2_71'  // Hasznld a ~k~~VEHICLE_LOOKLEFT~ s a ~k~~VEHICLE_LOOKRIGHT~ gombokat, a balra s jobbra pillantshoz.
0002: jump @RYDER2_15223 

:RYDER2_15223
000A: 268@ += 1 // integer values 

:RYDER2_15230
0002: jump @RYDER2_15239 

:RYDER2_15237
03E6: remove_text_box 

:RYDER2_15239
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @RYDER2_15264 
000A: 35@ += 3 // integer values 

:RYDER2_15264
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @RYDER2_15482 
00D6: if and
88FE:   not text_box_displaying 
876F:   not text_priority_displaying 
004D: jump_if_false @RYDER2_15482 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_15482 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @RYDER2_15482 
0871: init_jump_table 49@ total_jumps 2 0 @RYDER2_15482 jumps 0 @RYDER2_15397 1 @RYDER2_15461 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 

:RYDER2_15397
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_KA' // 8-byte strings  // ~z~Ok, pajts, tltsk tele ezt a szart!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33830 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
000A: 49@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_15482 

:RYDER2_15461
0006: 49@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @RYDER2_15482 

:RYDER2_15482
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @RYDER2_15573 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @RYDER2_15573 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_15573 
0006: 51@ = 0 // integer values 
0006: 33@ = 30000 // integer values 
0006: 142@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_15573
00D6: if and
0019:   35@ > 5 // integer values 
0019:   51@ > 30000 // integer values 
004D: jump_if_false @RYDER2_15613 
0006: 336@ = 1 // integer values 
0006: 51@ = 0 // integer values 

:RYDER2_15613
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @RYDER2_16040 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_16040 
00D6: if and
88FE:   not text_box_displaying 
876F:   not text_priority_displaying 
004D: jump_if_false @RYDER2_16040 
0006: 192@ = 1 // integer values 
00D6: if 
0019:   142@ > 30000 // integer values 
004D: jump_if_false @RYDER2_16040 
0871: init_jump_table 143@ total_jumps 5 0 @RYDER2_16001 jumps 0 @RYDER2_15751 1 @RYDER2_15801 2 @RYDER2_15851 3 @RYDER2_15901 4 @RYDER2_15951 -1 @RYDER2_16001 -1 @RYDER2_16001 

:RYDER2_15751
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LA' // 8-byte strings  // ~z~Gyernk, CJ, nem rnk r egsz nap!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33833 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0002: jump @RYDER2_16001 

:RYDER2_15801
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LB' // 8-byte strings  // ~z~Mozogj, CJ!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33834 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0002: jump @RYDER2_16001 

:RYDER2_15851
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LC' // 8-byte strings  // ~z~A szitu kezd melegedni, hzzunk innen!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33835 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0002: jump @RYDER2_16001 

:RYDER2_15901
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LD' // 8-byte strings  // ~z~Trj magadhoz, CJ!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33836 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0002: jump @RYDER2_16001 

:RYDER2_15951
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE' // 8-byte strings  // ~z~Mivel jtszadozol, CJ?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33837 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0002: jump @RYDER2_16001 

:RYDER2_16001
000A: 143@ += 1 // integer values 
00D6: if 
0019:   143@ > 4 // integer values 
004D: jump_if_false @RYDER2_16033 
0006: 143@ = 0 // integer values 

:RYDER2_16033
0006: 142@ = 0 // integer values 

:RYDER2_16040
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_16114 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_16107 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_16107 
03D5: remove_text 'RY2_55'  // ~s~Szllj be az ~b~emelvills targoncba~s~.
0164: disable_marker 119@ 

:RYDER2_16107
0002: jump @RYDER2_16283 

:RYDER2_16114
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_16283 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_16213 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 99@ 
07E0: set_marker 119@ type_to 1 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_16190 
0164: disable_marker 120@ 

:RYDER2_16190
00BB: text_lowpriority 'RY2_55' 5000 ms 1  // ~s~Szllj be az ~b~emelvills targoncba~s~.
0002: jump @RYDER2_16283 

:RYDER2_16213
00D6: if 
0029:   35@ >= 1 // integer values 
004D: jump_if_false @RYDER2_16283 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_16283 
0164: disable_marker 120@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_16283 
0186: 120@ = create_marker_above_car 95@ 
07E0: set_marker 120@ type_to 1 

:RYDER2_16283
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_17245 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @RYDER2_16555 
062E: (unknown) $ACTOR_RYDER 1560 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_16555 

:RYDER2_16346
00D6: if 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @RYDER2_16388 
04ED: load_animation "COLT45" 
0001: wait 0 ms 
0002: jump @RYDER2_16346 

:RYDER2_16388
0615: define_action_sequences 48@ 
05D3: AS_actor -1 go_to_point 263@ 264@ 265@ speed 4 -2 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 
0605: actor -1 perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 
0605: actor -1 perform_animation_sequence "COLT45_RELOAD" from_file "COLT45" 4.0 loop 0 1 1 0 -1 ms 
0616: define_action_sequences_end 48@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 

:RYDER2_16555
0006: 42@ = 0 // integer values 

:RYDER2_16562
00D6: if 
001B:   25 > 42@ // integer values 
004D: jump_if_false @RYDER2_16841 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_16827 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_16827 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ offset 0.0 -2.61 1.04 
00D6: if 
04E6:   unknown_object 62@(42@,25i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.71 1.0 1.12 unknown 0 
004D: jump_if_false @RYDER2_16827 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_16827 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_16827 
00D6: if 
844B:   not actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @RYDER2_16827 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_16827 
00D6: if 
0039:   270@ == 0 // integer values 
004D: jump_if_false @RYDER2_16786 
0006: 270@ = 1 // integer values 

:RYDER2_16786
00D6: if 
0019:   56@ > 500 // integer values 
004D: jump_if_false @RYDER2_16827 
0085: 272@ = 42@ // integer values and handles 
000A: 271@ += 1 // integer values 
0006: 56@ = 0 // integer values 

:RYDER2_16827
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_16562 

:RYDER2_16841
00D6: if 
0039:   270@ == 0 // integer values 
004D: jump_if_false @RYDER2_16866 
0006: 56@ = 0 // integer values 

:RYDER2_16866
00D6: if 
8039:   not  271@ == 0 // integer values 
004D: jump_if_false @RYDER2_17245 
0871: init_jump_table 271@ total_jumps 4 0 @RYDER2_17245 jumps 1 @RYDER2_16947 2 @RYDER2_17070 3 @RYDER2_17110 4 @RYDER2_17195 -1 @RYDER2_17245 -1 @RYDER2_17245 -1 @RYDER2_17245 

:RYDER2_16947
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_16976 
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 99@ 

:RYDER2_16976
02A3: toggle_widescreen 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 2767.481 -2410.592 14.7201 0.0 0.0 0.0 
0160: point_camera 2768.132 -2411.346 14.6336 2 
0108: destroy_object 62@(272@,25i) 
000A: 127@ += 1 // integer values 
000A: 271@ += 1 // integer values 
0002: jump @RYDER2_17245 

:RYDER2_17070
00D6: if 
0019:   56@ > 1000 // integer values 
004D: jump_if_false @RYDER2_17103 
0006: 56@ = 0 // integer values 
000A: 271@ += 1 // integer values 

:RYDER2_17103
0002: jump @RYDER2_17245 

:RYDER2_17110
00D6: if 
0019:   56@ > 1000 // integer values 
004D: jump_if_false @RYDER2_17143 
000A: 271@ += 1 // integer values 
0002: jump @RYDER2_17188 

:RYDER2_17143
00D6: if 
001B:   500 > 56@ // integer values 
004D: jump_if_false @RYDER2_17188 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_17188 
04BA: set_car 99@ speed_instantly -5.0 

:RYDER2_17188
0002: jump @RYDER2_17245 

:RYDER2_17195
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 270@ = 0 // integer values 
0006: 271@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 269@ = 1 // integer values 
0002: jump @RYDER2_17245 

:RYDER2_17245
00D6: if 
0039:   38@ == 7 // integer values 
004D: jump_if_false @RYDER2_17614 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_17614 
00D6: if and
031D:   actor $ACTOR_RYDER hit_by_weapon 22 
0019:   57@ > 40000 // integer values 
004D: jump_if_false @RYDER2_17614 
000A: 273@ += 1 // integer values 
00D6: if 
0019:   273@ > 4 // integer values 
004D: jump_if_false @RYDER2_17339 
0006: 273@ = 1 // integer values 

:RYDER2_17339
0871: init_jump_table 273@ total_jumps 4 0 @RYDER2_17602 jumps 1 @RYDER2_17402 2 @RYDER2_17452 3 @RYDER2_17502 4 @RYDER2_17552 -1 @RYDER2_17602 -1 @RYDER2_17602 -1 @RYDER2_17602 

:RYDER2_17402
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MA' // 8-byte strings  // ~z~Picsba, CJ! Picsba!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33842 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_17602 

:RYDER2_17452
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MC' // 8-byte strings  // ~z~Tl sok az tkozott htvgi katona!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33844 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_17602 

:RYDER2_17502
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MD' // 8-byte strings  // ~z~znlenek ki a fazembl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33845 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_17602 

:RYDER2_17552
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ME' // 8-byte strings  // ~z~Kcsg biztonsgi r!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33846 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_17602 

:RYDER2_17602
0467: clear_actor $ACTOR_RYDER last_weapon_damage 
0006: 57@ = 0 // integer values 

:RYDER2_17614
00D6: if and
002D:   127@ >= 200@ // integer values 
0039:   271@ == 0 // integer values 
004D: jump_if_false @RYDER2_17736 
0151: remove_status_text $6892 
00D6: if 
8039:   not  328@ == -1 // integer values 
004D: jump_if_false @RYDER2_17729 
00D6: if 
03CA:   object 62@(328@,25i) exists 
004D: jump_if_false @RYDER2_17729 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_17729 
00D6: if 
0737:   actor $ACTOR_RYDER holding_object 62@(328@,25i) 
004D: jump_if_false @RYDER2_17729 
070B: (unknown) $ACTOR_RYDER 1 

:RYDER2_17729
0006: 35@ = 99 // integer values 

:RYDER2_17736
00D6: if and
0019:   55@ > 30000 // integer values 
8039:   not  35@ == 99 // integer values 
001B:   1 > 202@ // integer values 
004D: jump_if_false @RYDER2_18161 
00D6: if and
0038:   $11266 == 0 // integer values 
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_18161 
00D6: if 
0039:   38@ == 5 // integer values 
004D: jump_if_false @RYDER2_18161 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2775.781 -2406.82 10.638 2801.433 -2429.618 15.3143 
004D: jump_if_false @RYDER2_18161 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:RYDER2_17871
00D6: if 
001B:   25 > 42@ // integer values 
004D: jump_if_false @RYDER2_18009 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_17995 
00D6: if 
8366:   not object 62@(42@,25i) blown_up 
004D: jump_if_false @RYDER2_17995 
00D6: if 
04EA:   unknown_object 62@(42@,25i) in_cube 2774.308 -2405.28 12.6803 2801.607 -2430.073 15.3896 unknown 0 
004D: jump_if_false @RYDER2_17995 
000A: 43@ += 1 // integer values 
0006: 42@ = 25 // integer values 

:RYDER2_17995
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_17871 

:RYDER2_18009
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @RYDER2_18161 
0209: 42@ = random_int 0 2 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @RYDER2_18104 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LH' // 8-byte strings  // ~z~Van mg odakint!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33840 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_18147 

:RYDER2_18104
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LJ' // 8-byte strings  // ~z~Mg tbb lda van odakint, CJ!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33841 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 

:RYDER2_18147
0006: 55@ = 0 // integer values 
000A: 202@ += 1 // integer values 

:RYDER2_18161
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @RYDER2_18200 
0006: 203@ = 1 // integer values 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:RYDER2_18200
0050: gosub @RYDER2_39981 
0085: 306@ = 127@ // integer values and handles 
0050: gosub @RYDER2_36940 
0051: return 

:RYDER2_18224
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RYDER2_18386 
0006: 278@ = 0 // integer values 
0006: 279@ = 0 // integer values 
0006: 280@ = 0 // integer values 
0006: 281@ = 0 // integer values 
0006: 42@ = 0 // integer values 

:RYDER2_18277
00D6: if 
001B:   10 > 42@ // integer values 
004D: jump_if_false @RYDER2_18320 
0006: 282@(42@,10i) = 0 // integer values 
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_18277 

:RYDER2_18320
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0006: 304@ = 4 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_18365 
060B: unknown_actor_use_entity $ACTOR_RYDER 237@ 

:RYDER2_18365
0006: 49@ = 0 // integer values 
0006: 292@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_18386
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RYDER2_18674 
0007: 296@ = 2765.999 // floating-point values 
0007: 297@ = -2419.777 // floating-point values 
0007: 298@ = 12.6396 // floating-point values 
0395: clear_area 1 at 296@ 297@ 298@ range 1.5 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2761.119 -2421.157 14.5289 0.0 0.0 0.0 
0160: point_camera 2762.002 -2420.691 14.4766 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_18599 
02AB: set_actor $ACTOR_RYDER immunities 1 1 1 1 1 
0792: (unknown) $ACTOR_RYDER 
00A1: put_actor $ACTOR_RYDER at 296@ 297@ 298@ 
0173: set_actor $ACTOR_RYDER z_angle_to 270.0 
05D3: AS_actor $ACTOR_RYDER go_to_point 2771.352 -2418.072 12.644 speed 6 5000 ms 

:RYDER2_18599
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_18660 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND' // 8-byte strings  // ~z~Gyernk, CJ, eleget szereztnk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33851 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 

:RYDER2_18660
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_18674
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @RYDER2_18732 
00D6: if and
0019:   32@ > 2500 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_18732 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:RYDER2_18732
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @RYDER2_19177 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_19069 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_19069 
0792: (unknown) $ACTOR_RYDER 
0464: put_actor $ACTOR_RYDER into_turret_on_car 95@ at_car_offset 0.0 -3.0 0.9 position 2 shooting_angle 180.0 with_weapon 0 
0151: remove_status_text $6891 
08AF: (unknown) $ACTOR_RYDER 350 
0223: set_actor $ACTOR_RYDER health_to 350 
0107: 94@ = create_object #NF_PED_COLL at 0.0 0.0 0.0 
0681: attach_object 94@ to_car 95@ at_offset -0.5 -2.0 0.0 rotation 0.0 0.0 0.0 
02AB: set_actor $ACTOR_RYDER immunities 1 1 1 1 1 
08D2: object 94@ scale_model 0.5 
09CA: set_object 94@ immunities 0 1 1 1 0 
0006: 299@ = 1000 // integer values 
0006: 292@ = 1 // integer values 
0006: 293@ = 1 // integer values 
0615: define_action_sequences 48@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 2000 ms 
0812: AS_actor -1 perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 lock 1 time 2000 
0812: AS_actor -1 perform_animation "VAN_STAND" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 48@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 

:RYDER2_19069
015F: set_camera_position 2774.323 -2420.589 14.8944 0.0 0.0 0.0 
0160: point_camera 2773.441 -2420.132 14.7784 2 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NB' // 8-byte strings  // ~z~CJ, pattanj be elre s juttass ki minket innen!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33849 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_19177
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @RYDER2_19374 
00D6: if and
0019:   32@ > 2500 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_19374 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'RY2_67' 5000 ms 1  // ~s~Szllj be a ~b~teherautba~s~.
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_19329 
0164: disable_marker 119@ 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
02AC: set_car 95@ immunities 0 0 1 0 0 
0519: lock_vehicle 95@ in_current_position 0 
09B0: (unknown) 95@ 1 
020A: set_car 95@ door_status_to 1 

:RYDER2_19329
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_19360 
02AB: set_actor $ACTOR_RYDER immunities 0 0 0 0 0 

:RYDER2_19360
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:RYDER2_19374
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @RYDER2_19786 
0006: 43@ = 0 // integer values 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_19747 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_19452 
0006: 43@ = 1 // integer values 
09AD: vehicle_camera_mode 3 
0002: jump @RYDER2_19747 

:RYDER2_19452
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_19747 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_19747 
00D6: if or
0019:   32@ > 30000 // integer values 
0039:   43@ == 1 // integer values 
004D: jump_if_false @RYDER2_19747 
0209: 42@ = random_int 0 3 
0871: init_jump_table 42@ total_jumps 3 0 @RYDER2_19733 jumps 0 @RYDER2_19583 1 @RYDER2_19633 2 @RYDER2_19683 -1 @RYDER2_19733 -1 @RYDER2_19733 -1 @RYDER2_19733 -1 @RYDER2_19733 

:RYDER2_19583
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NA' // 8-byte strings  // ~z~Ok, CJ, induljunk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33848 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_19733 

:RYDER2_19633
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NC' // 8-byte strings  // ~z~Te vagy a kormnynl, CJ, vigyl ki minket!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33850 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_19733 

:RYDER2_19683
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND' // 8-byte strings  // ~z~Gyernk, CJ, eleget szereztnk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33851 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_19733 

:RYDER2_19733
0006: 49@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:RYDER2_19747
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @RYDER2_19786 
0006: 32@ = 0 // integer values 
0006: 54@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_19786
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @RYDER2_20804 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_20804 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_20804 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_20439 
0519: lock_vehicle 95@ in_current_position 0 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_19889 
0164: disable_marker 119@ 

:RYDER2_19889
0164: disable_marker 120@ 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_19946 
018A: 120@ = create_checkpoint_at 2454.626 -1972.534 12.5617 
00BC: text_highpriority 'RY2_66' 6000 ms 1  // ~s~Haladj a raktrhoz ~y~Willowfieldbe~s~.

:RYDER2_19946
0006: 32@ = 0 // integer values 
0247: request_model #PATRIOT 
0247: request_model #ARMY 

:RYDER2_19963
00D6: if or
8248:   not model #PATRIOT available 
8248:   not model #ARMY available 
004D: jump_if_false @RYDER2_19995 
0001: wait 0 ms 
0002: jump @RYDER2_19963 

:RYDER2_19995
00A5: 96@ = create_car #PATRIOT at 2780.718 -2456.103 12.6354 
0175: set_car 96@ z_angle_to 90.0 
01EC: make_car 96@ very_heavy 1 
020A: set_car 96@ door_status_to 3 
02AC: set_car 96@ immunities 1 1 1 1 1 
00A5: 97@ = create_car #PATRIOT at 2780.557 -2493.346 12.6287 
0175: set_car 97@ z_angle_to 90.0 
01EC: make_car 97@ very_heavy 1 
020A: set_car 97@ door_status_to 3 
02AC: set_car 97@ immunities 1 1 1 1 1 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_20260 
0129: 113@ = create_actor 24 #ARMY in_car 96@ driverseat 
0688: unknown_action_sequence 113@ 0 0 0 
00AE: unknown_set_car 96@ to_ignore_traffic_lights 2 
00AD: set_car 96@ max_speed_to 50.0 
02AC: set_car 96@ immunities 0 0 0 0 0 
0423: car 96@ improve_handling 2.0 
01EC: make_car 96@ very_heavy 1 
0224: set_car 96@ health_to 1300 
01C8: 117@ = create_actor 24 #ARMY in_car 96@ passenger_seat 0 
077A: set_actor 117@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 117@ 237@ 
01B2: give_actor 117@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_20260
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_20401 
0129: 114@ = create_actor 24 #ARMY in_car 97@ driverseat 
0688: unknown_action_sequence 114@ 0 0 0 
00AE: unknown_set_car 97@ to_ignore_traffic_lights 2 
00AD: set_car 97@ max_speed_to 50.0 
02AC: set_car 97@ immunities 0 0 0 0 0 
0423: car 97@ improve_handling 2.0 
01EC: make_car 97@ very_heavy 1 
0224: set_car 97@ health_to 1300 
01C8: 118@ = create_actor 24 #ARMY in_car 97@ passenger_seat 0 
077A: set_actor 118@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 118@ 237@ 
01B2: give_actor 118@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_20401
0249: release_model #PATRIOT 
0249: release_model #ARMY 
0006: 54@ = 0 // integer values 
0006: 49@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @RYDER2_20804 

:RYDER2_20439
00D6: if 
0019:   54@ > 20000 // integer values 
004D: jump_if_false @RYDER2_20804 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_20804 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_20804 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @RYDER2_20804 
0209: 42@ = random_int 0 4 
0871: init_jump_table 42@ total_jumps 4 0 @RYDER2_20797 jumps 0 @RYDER2_20597 1 @RYDER2_20647 2 @RYDER2_20697 3 @RYDER2_20747 -1 @RYDER2_20797 -1 @RYDER2_20797 -1 @RYDER2_20797 

:RYDER2_20597
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NA' // 8-byte strings  // ~z~Ok, CJ, induljunk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33848 
004F: create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0 
0002: jump @RYDER2_20797 

:RYDER2_20647
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NB' // 8-byte strings  // ~z~CJ, pattanj be elre s juttass ki minket innen!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33849 
004F: create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0 
0002: jump @RYDER2_20797 

:RYDER2_20697
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NC' // 8-byte strings  // ~z~Te vagy a kormnynl, CJ, vigyl ki minket!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33850 
004F: create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0 
0002: jump @RYDER2_20797 

:RYDER2_20747
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND' // 8-byte strings  // ~z~Gyernk, CJ, eleget szereztnk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33851 
004F: create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0 
0002: jump @RYDER2_20797 

:RYDER2_20797
0006: 54@ = 0 // integer values 

:RYDER2_20804
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @RYDER2_20918 
0400: create_coordinate 248@ 249@ 250@ from_object 258@ offset 0.0 0.0 4.0 
0400: create_coordinate 251@ 252@ 253@ from_object 259@ offset 0.0 0.0 4.0 
00D6: if 
03CA:   object 258@ exists 
004D: jump_if_false @RYDER2_20904 
097B: play_sound 258@ on_object 1035 

:RYDER2_20904
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_20918
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @RYDER2_21059 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @RYDER2_21059 
00D6: if and
034E: move_object 258@ to 248@ 249@ 250@ speed 0.0 0.0 0.2 flag 0 
034E: move_object 259@ to 251@ 252@ 253@ speed 0.0 0.0 0.15 flag 0 
004D: jump_if_false @RYDER2_21059 
00D6: if 
03CA:   object 258@ exists 
004D: jump_if_false @RYDER2_21052 
097B: play_sound 258@ on_object 1036 

:RYDER2_21052
000A: 35@ += 1 // integer values 

:RYDER2_21059
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @RYDER2_21387 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_21103 
04BA: set_car 96@ speed_instantly 20.0 

:RYDER2_21103
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_21129 
04BA: set_car 97@ speed_instantly 20.0 

:RYDER2_21129
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 54@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 33854 as 1 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_21231 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_21231 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_21231 
06E1: unknown_action_sequence 113@ 96@ 95@ 2 50.0 2 

:RYDER2_21231
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_21299 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_21299 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_21299 
06E1: unknown_action_sequence 114@ 97@ 95@ 4 50.0 2 

:RYDER2_21299
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_21373 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_21373 
072F: (unknown) 96@ 1.0 2000 1 1 1 -1 
072F: (unknown) 97@ 1.0 2000 1 1 1 -1 

:RYDER2_21373
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:RYDER2_21387
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @RYDER2_21554 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_21554 
0209: 42@ = random_int 0 2 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @RYDER2_21497 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_OA' // 8-byte strings  // ~z~Van egy raktruk Willowfieldben! INDULS!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33852 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0 
0002: jump @RYDER2_21540 

:RYDER2_21497
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_OB' // 8-byte strings  // ~z~LB-nek van egy helye Willowfieldben - lpj a gzra!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33853 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0 

:RYDER2_21540
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_21554
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @RYDER2_22311 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @RYDER2_22311 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22311 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_22311 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_22311 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @RYDER2_22311 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_22311 
0871: init_jump_table 50@ total_jumps 8 0 @RYDER2_22304 jumps 0 @RYDER2_21806 1 @RYDER2_21876 2 @RYDER2_21946 3 @RYDER2_22016 4 @RYDER2_22086 5 @RYDER2_22163 6 @RYDER2_22233 
0872: jump_table_jumps 7 @RYDER2_22290 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 

:RYDER2_21806
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PA' // 8-byte strings  // ~z~Fenbe, ember, ezek az iditk egyszeren nem adjk fel!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33854 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33855 as 2 
000A: 50@ += 1 // integer values 
0002: jump @RYDER2_22304 

:RYDER2_21876
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PB' // 8-byte strings  // ~z~Mi folyik ott?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33855 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33856 as 1 
000A: 50@ += 1 // integer values 
0002: jump @RYDER2_22304 

:RYDER2_21946
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PC' // 8-byte strings  // ~z~Ezeknek a brkatonknek chip van a vlllukon!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33856 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33857 as 2 
000A: 50@ += 1 // integer values 
0002: jump @RYDER2_22304 

:RYDER2_22016
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PD' // 8-byte strings  // ~z~Szp rmek, ember.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33857 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33858 as 1 
000A: 50@ += 1 // integer values 
0002: jump @RYDER2_22304 

:RYDER2_22086
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PE' // 8-byte strings  // ~z~H, tl nagy a sly, dobj ki pr ldt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33858 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33859 as 2 
000A: 50@ += 1 // integer values 
000A: 279@ += 1 // integer values 
0002: jump @RYDER2_22304 

:RYDER2_22163
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PF' // 8-byte strings  // ~z~Rendben, nzzk csak t.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33859 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33860 as 1 
000A: 50@ += 1 // integer values 
0002: jump @RYDER2_22304 

:RYDER2_22233
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PG' // 8-byte strings  // ~z~Dudlj egyet, n rjuk dobok egy ldt.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33860 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
000A: 50@ += 1 // integer values 
0002: jump @RYDER2_22304 

:RYDER2_22290
000A: 35@ += 1 // integer values 
0002: jump @RYDER2_22304 

:RYDER2_22304
0006: 54@ = 0 // integer values 

:RYDER2_22311
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @RYDER2_22336 
000A: 35@ += 1 // integer values 

:RYDER2_22336
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @RYDER2_22414 
03E5: text_box 'RY2_72'  // Nyomj ~k~~VEHICLE_HORN~ gombot, hogy Ryder eldobjon egy dobozt.
0006: 293@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 193@ = 0 // integer values 
0006: 194@ = 0 // integer values 
0006: 195@ = 0 // integer values 
0006: 49@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:RYDER2_22414
00D6: if 
0039:   35@ == 14 // integer values 
004D: jump_if_false @RYDER2_24516 
00D6: if 
0039:   193@ == 0 // integer values 
004D: jump_if_false @RYDER2_22499 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @RYDER2_22499 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22499 
053F: set_car 95@ tires_vulnerable 1 
0006: 193@ = 1 // integer values 

:RYDER2_22499
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22617 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_22617 
00D6: if 
01AF:   car 95@ 1 2454.626 -1972.534 12.5617 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_22617 
00D6: if 
09D0:   95@ 
004D: jump_if_false @RYDER2_22617 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 120@ 
0006: 35@ = 99 // integer values 

:RYDER2_22617
00D6: if 
0735:   137 
004D: jump_if_false @RYDER2_22669 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22669 
00AB: put_car 95@ at 2454.626 -1972.534 12.5617 

:RYDER2_22669
00D6: if 
0039:   195@ == 0 // integer values 
004D: jump_if_false @RYDER2_22832 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22832 
00D6: if 
01AD:   car 95@ 0 2454.626 -1972.534 40.0 40.0 
004D: jump_if_false @RYDER2_22832 
00D6: if 
056E:   carcass_of_car 96@ valid 
004D: jump_if_false @RYDER2_22762 
01C3: remove_references_to_car 96@ // Like turning a car into any random car 

:RYDER2_22762
00D6: if 
056D:   carcass_of_actor 113@ valid 
004D: jump_if_false @RYDER2_22783 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 

:RYDER2_22783
00D6: if 
056E:   carcass_of_car 97@ valid 
004D: jump_if_false @RYDER2_22804 
01C3: remove_references_to_car 97@ // Like turning a car into any random car 

:RYDER2_22804
00D6: if 
056D:   carcass_of_actor 114@ valid 
004D: jump_if_false @RYDER2_22825 
01C2: remove_references_to_actor 114@ // Like turning an actor into a random pedestrian 

:RYDER2_22825
000A: 195@ += 1 // integer values 

:RYDER2_22832
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_24310 
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @RYDER2_24310 
00D6: if 
8039:   not  194@ == 99 // integer values 
004D: jump_if_false @RYDER2_24310 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @RYDER2_24310 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_24310 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_24310 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_24310 
0871: init_jump_table 194@ total_jumps 10 0 @RYDER2_24310 jumps 0 @RYDER2_23101 1 @RYDER2_23178 2 @RYDER2_23306 3 @RYDER2_23434 4 @RYDER2_23562 5 @RYDER2_23690 6 @RYDER2_23818 
0872: jump_table_jumps 7 @RYDER2_23946 8 @RYDER2_24074 9 @RYDER2_24202 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 

:RYDER2_23101
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SA' // 8-byte strings  // ~z~Nem fogok tbb veled lgni, pajts, amg felkapod a vizet.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33866 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33867 as 2 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_23178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SB' // 8-byte strings  // ~z~Baszakszik az agyaddal.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33867 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_23246 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
0002: jump @RYDER2_23272 

:RYDER2_23246
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_23272
040D: unload_wav 1 
03CF: load_wav 33868 as 1 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_23306
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SC' // 8-byte strings  // ~z~Mondhatsz amit akarsz, bolond. Nem tudod, hogy mi folyik itt.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33868 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_23374 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
0002: jump @RYDER2_23400 

:RYDER2_23374
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_23400
040D: unload_wav 2 
03CF: load_wav 33869 as 2 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_23434
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SD' // 8-byte strings  // ~z~s ez mit jelentsen?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33869 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_23502 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
0002: jump @RYDER2_23528 

:RYDER2_23502
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_23528
040D: unload_wav 1 
03CF: load_wav 33870 as 1 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_23562
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SE' // 8-byte strings  // ~z~Tbb nem hallgatom ezt a lszarsgot.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33870 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_23630 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
0002: jump @RYDER2_23656 

:RYDER2_23630
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_23656
040D: unload_wav 2 
03CF: load_wav 33871 as 2 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_23690
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SF' // 8-byte strings  // ~z~Nlunk vannak a fegyverek. Te nem vagy gengszter, pajts.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33871 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_23758 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
0002: jump @RYDER2_23784 

:RYDER2_23758
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_23784
040D: unload_wav 1 
03CF: load_wav 33872 as 1 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_23818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SG' // 8-byte strings  // ~z~Simn szeretnd? Nem akarhatod, hogy ne legyen baj. Majd komolyra veszem.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33872 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_23886 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
0002: jump @RYDER2_23912 

:RYDER2_23886
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_23912
040D: unload_wav 2 
03CF: load_wav 33873 as 2 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_23946
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SH' // 8-byte strings  // ~z~Nem tudnd igazbl, ha jl pofn tallna, pajts,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33873 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_24014 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
0002: jump @RYDER2_24040 

:RYDER2_24014
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_24040
040D: unload_wav 1 
03CF: load_wav 33874 as 1 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_24074
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SJ' // 8-byte strings  // ~z~ami megtenn, ha te tnl elszr.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33874 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_24142 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
0002: jump @RYDER2_24168 

:RYDER2_24142
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
0006: 49@ = 0 // integer values 

:RYDER2_24168
040D: unload_wav 2 
03CF: load_wav 33875 as 2 
000A: 194@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_24202
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SK' // 8-byte strings  // ~z~Nem hallgatok rd, Carl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33875 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @RYDER2_24270 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
0002: jump @RYDER2_24296 

:RYDER2_24270
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0 
0006: 49@ = 0 // integer values 

:RYDER2_24296
0006: 194@ = 99 // integer values 
0002: jump @RYDER2_24310 

:RYDER2_24310
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_24516 
00D6: if and
8019:   not  194@ > 0 // integer values 
802B:   not  99 >= 194@ // integer values 
004D: jump_if_false @RYDER2_24516 
00D6: if 
0039:   304@ == 0 // integer values 
004D: jump_if_false @RYDER2_24516 
0006: 293@ = 1 // integer values 
0209: 42@ = random_int 0 2 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @RYDER2_24459 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_RA' // 8-byte strings  // ~z~Tbbet mr nem dobok ki, meg kell tartanunk prat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33864 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 1 // integer values 
0002: jump @RYDER2_24509 

:RYDER2_24459
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_RB' // 8-byte strings  // ~z~Bocsi, CJ, de pr dobozt meg kell tartanunk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33865 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 1 // integer values 

:RYDER2_24509
000E: 304@ -= 1 // integer values 

:RYDER2_24516
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @RYDER2_24580 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_24580 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_24580 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:RYDER2_24580
0050: gosub @RYDER2_36940 
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @RYDER2_24861 
071E: (unknown) 94@ 42@ 
00D6: if 
001D:   299@ > 42@ // integer values 
004D: jump_if_false @RYDER2_24848 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_24848 
0226: 42@ = actor $ACTOR_RYDER health 
000A: 42@ += -17 // integer values 
00D6: if 
001B:   1 > 42@ // integer values 
004D: jump_if_false @RYDER2_24686 
0006: 42@ = 1 // integer values 

:RYDER2_24686
0223: set_actor $ACTOR_RYDER health_to 42@ 
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @RYDER2_24717 
05BE: AS_kill_actor $ACTOR_RYDER 

:RYDER2_24717
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $ACTOR_RYDER offset 0.5 0.2 0.4 
0208: 207@ = random_float -1.0 1.0 
0208: 208@ = random_float -1.0 1.0 
0208: 209@ = random_float -1.0 1.0 
00D6: if 
056D:   carcass_of_actor $ACTOR_RYDER valid 
004D: jump_if_false @RYDER2_24848 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_24848 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 offset 207@ 208@ 209@ density 20 on_actor $ACTOR_RYDER 

:RYDER2_24848
0900: (unknown) 94@ 
071E: (unknown) 94@ 299@ 

:RYDER2_24861
00D6: if 
0039:   292@ == 1 // integer values 
004D: jump_if_false @RYDER2_27193 
00D6: if 
0039:   293@ == 0 // integer values 
004D: jump_if_false @RYDER2_25018 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_25018 
00D6: if 
0039:   280@ == 0 // integer values 
004D: jump_if_false @RYDER2_24994 
00D6: if 
00E1:   key_pressed 0 18 
004D: jump_if_false @RYDER2_24987 
0006: 280@ = 1 // integer values 
00D6: if or
0039:   279@ == 0 // integer values 
0039:   279@ == 3 // integer values 
004D: jump_if_false @RYDER2_24987 
000A: 279@ += 1 // integer values 

:RYDER2_24987
0002: jump @RYDER2_25018 

:RYDER2_24994
00D6: if 
80E1:   not key_pressed 0 18 
004D: jump_if_false @RYDER2_25018 
0006: 280@ = 0 // integer values 

:RYDER2_25018
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_25084 
0174: $TEMPVAR_ANGLE = car 95@ z_angle 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_25076 
0009: $TEMPVAR_ANGLE += 180.0 // floating-point values 
0173: set_actor $ACTOR_RYDER z_angle_to $TEMPVAR_ANGLE 

:RYDER2_25076
06BE: 274@ = car 95@ y_angle 

:RYDER2_25084
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_25108 
0174: 275@ = car 95@ z_angle 

:RYDER2_25108
0087: 277@ = 275@ // floating-point values only 
0063: 277@ -= 276@ // floating-point values 
00D6: if 
0023:   -180.0 > 277@ // floating-point values 
004D: jump_if_false @RYDER2_25155 
000B: 277@ += 360.0 // floating-point values 

:RYDER2_25155
00D6: if 
0021:   277@ > 180.0 // floating-point values 
004D: jump_if_false @RYDER2_25186 
000B: 277@ += -360.0 // floating-point values 

:RYDER2_25186
0087: 276@ = 275@ // floating-point values only 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_27193 
00D6: if 
0039:   279@ == 0 // integer values 
004D: jump_if_false @RYDER2_25850 
00D6: if 
0023:   -60.0 > 274@ // floating-point values 
004D: jump_if_false @RYDER2_25320 
00D6: if 
8039:   not  278@ == 1 // integer values 
004D: jump_if_false @RYDER2_25313 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_L" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 1 // integer values 

:RYDER2_25313
0002: jump @RYDER2_25843 

:RYDER2_25320
00D6: if 
0021:   274@ > 60.0 // floating-point values 
004D: jump_if_false @RYDER2_25412 
00D6: if 
8039:   not  278@ == 2 // integer values 
004D: jump_if_false @RYDER2_25405 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_R" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 2 // integer values 

:RYDER2_25405
0002: jump @RYDER2_25843 

:RYDER2_25412
00D6: if 
0023:   -5.0 > 274@ // floating-point values 
004D: jump_if_false @RYDER2_25504 
00D6: if 
8039:   not  278@ == 3 // integer values 
004D: jump_if_false @RYDER2_25497 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_L" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 3 // integer values 

:RYDER2_25497
0002: jump @RYDER2_25843 

:RYDER2_25504
00D6: if 
0021:   274@ > 5.0 // floating-point values 
004D: jump_if_false @RYDER2_25596 
00D6: if 
8039:   not  278@ == 4 // integer values 
004D: jump_if_false @RYDER2_25589 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_R" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 4 // integer values 

:RYDER2_25589
0002: jump @RYDER2_25843 

:RYDER2_25596
00D6: if 
0023:   -2.0 > 277@ // floating-point values 
004D: jump_if_false @RYDER2_25688 
00D6: if 
8039:   not  278@ == 4 // integer values 
004D: jump_if_false @RYDER2_25681 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_R" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 4 // integer values 

:RYDER2_25681
0002: jump @RYDER2_25843 

:RYDER2_25688
00D6: if 
0021:   277@ > 2.0 // floating-point values 
004D: jump_if_false @RYDER2_25780 
00D6: if 
8039:   not  278@ == 3 // integer values 
004D: jump_if_false @RYDER2_25773 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_L" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 3 // integer values 

:RYDER2_25773
0002: jump @RYDER2_25843 

:RYDER2_25780
00D6: if 
8039:   not  278@ == 0 // integer values 
004D: jump_if_false @RYDER2_25843 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 0 // integer values 

:RYDER2_25843
0002: jump @RYDER2_27193 

:RYDER2_25850
00D6: if 
0039:   279@ == 1 // integer values 
004D: jump_if_false @RYDER2_26070 
00D6: if 
8039:   not  278@ == 5 // integer values 
004D: jump_if_false @RYDER2_25941 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_PICKUP_S" from_file "RYDER" 1000.0 loop 0 0 0 lock 0 time -1 
0006: 278@ = 5 // integer values 
0002: jump @RYDER2_26070 

:RYDER2_25941
062E: (unknown) $ACTOR_RYDER 2066 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_26070 
00A0: store_actor $ACTOR_RYDER position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0107: 281@ = create_object #CM_BOX at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
070A: AS_actor $ACTOR_RYDER attach_to_object 281@ offset -0.096 0.246 0.142 on_bone 6 16 "NULL" "NULL" 1 ms 
0382: set_object 281@ collision_detection 0 
000E: 306@ -= 1 // integer values 
000E: 304@ -= 1 // integer values 
000A: 279@ += 1 // integer values 

:RYDER2_26070
00D6: if 
0039:   279@ == 2 // integer values 
004D: jump_if_false @RYDER2_26197 
00D6: if 
8039:   not  278@ == 6 // integer values 
004D: jump_if_false @RYDER2_26161 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_PICKUP_E" from_file "RYDER" 1000.0 loop 0 0 0 lock 0 time -1 
0006: 278@ = 6 // integer values 
0002: jump @RYDER2_26197 

:RYDER2_26161
062E: (unknown) $ACTOR_RYDER 2066 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_26197 
000A: 279@ += 1 // integer values 

:RYDER2_26197
00D6: if 
0039:   279@ == 3 // integer values 
004D: jump_if_false @RYDER2_26868 
00D6: if 
0023:   -60.0 > 274@ // floating-point values 
004D: jump_if_false @RYDER2_26321 
00D6: if 
8039:   not  278@ == 1 // integer values 
004D: jump_if_false @RYDER2_26314 
0050: gosub @RYDER2_39790 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_L" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 1 // integer values 
0006: 279@ = 0 // integer values 

:RYDER2_26314
0002: jump @RYDER2_26868 

:RYDER2_26321
00D6: if 
0021:   274@ > 60.0 // floating-point values 
004D: jump_if_false @RYDER2_26427 
00D6: if 
8039:   not  278@ == 2 // integer values 
004D: jump_if_false @RYDER2_26420 
0050: gosub @RYDER2_39790 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_R" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 2 // integer values 
0006: 279@ = 0 // integer values 

:RYDER2_26420
0002: jump @RYDER2_26868 

:RYDER2_26427
00D6: if 
0023:   -5.0 > 274@ // floating-point values 
004D: jump_if_false @RYDER2_26520 
00D6: if 
8039:   not  278@ == 7 // integer values 
004D: jump_if_false @RYDER2_26513 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_R" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 7 // integer values 

:RYDER2_26513
0002: jump @RYDER2_26868 

:RYDER2_26520
00D6: if 
0021:   274@ > 5.0 // floating-point values 
004D: jump_if_false @RYDER2_26613 
00D6: if 
8039:   not  278@ == 8 // integer values 
004D: jump_if_false @RYDER2_26606 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_L" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 8 // integer values 

:RYDER2_26606
0002: jump @RYDER2_26868 

:RYDER2_26613
00D6: if 
0023:   -2.0 > 277@ // floating-point values 
004D: jump_if_false @RYDER2_26706 
00D6: if 
8039:   not  278@ == 7 // integer values 
004D: jump_if_false @RYDER2_26699 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_R" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 7 // integer values 

:RYDER2_26699
0002: jump @RYDER2_26868 

:RYDER2_26706
00D6: if 
0021:   277@ > 2.0 // floating-point values 
004D: jump_if_false @RYDER2_26799 
00D6: if 
8039:   not  278@ == 8 // integer values 
004D: jump_if_false @RYDER2_26792 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_L" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 8 // integer values 

:RYDER2_26792
0002: jump @RYDER2_26868 

:RYDER2_26799
00D6: if 
8039:   not  278@ == 9 // integer values 
004D: jump_if_false @RYDER2_26868 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND_CRATE" from_file "RYDER" 4.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 9 // integer values 

:RYDER2_26868
00D6: if 
0039:   279@ == 4 // integer values 
004D: jump_if_false @RYDER2_27037 
00D6: if 
8039:   not  278@ == 10 // integer values 
004D: jump_if_false @RYDER2_26956 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_THROW" from_file "RYDER" 1000.0 loop 0 0 0 lock 0 time -1 
0006: 278@ = 10 // integer values 
0002: jump @RYDER2_27037 

:RYDER2_26956
00D6: if 
0611:   actor $ACTOR_RYDER animation_is "VAN_THROW" 
004D: jump_if_false @RYDER2_27037 
0613: 45@ = actor $ACTOR_RYDER animation "VAN_THROW" time 
00D6: if 
0021:   45@ > 0.292 // floating-point values 
004D: jump_if_false @RYDER2_27037 
0050: gosub @RYDER2_39790 
000A: 279@ += 1 // integer values 

:RYDER2_27037
00D6: if 
0039:   279@ == 5 // integer values 
004D: jump_if_false @RYDER2_27193 
062E: (unknown) $ACTOR_RYDER 2066 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_27193 
00D6: if 
8039:   not  278@ == 0 // integer values 
004D: jump_if_false @RYDER2_27147 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND" from_file "RYDER" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 278@ = 0 // integer values 

:RYDER2_27147
00D6: if 
0019:   304@ > 0 // integer values 
004D: jump_if_false @RYDER2_27179 
0006: 279@ = 1 // integer values 
0002: jump @RYDER2_27193 

:RYDER2_27179
0006: 279@ = 0 // integer values 
0006: 293@ = 1 // integer values 

:RYDER2_27193
00D6: if 
8039:   not  292@ == 0 // integer values 
004D: jump_if_false @RYDER2_27270 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_27270 
0226: 42@ = actor $ACTOR_RYDER health 
00D6: if 
001B:   100 > 42@ // integer values 
004D: jump_if_false @RYDER2_27270 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
05BE: AS_kill_actor $ACTOR_RYDER 
0006: 292@ = 0 // integer values 

:RYDER2_27270
0006: 42@ = 0 // integer values 

:RYDER2_27277
00D6: if 
001B:   5 > 42@ // integer values 
004D: jump_if_false @RYDER2_27634 
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_27620 
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_27414 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_27414 
00D6: if 
0897: (unknown) 96@ 282@(42@,10i) 
004D: jump_if_false @RYDER2_27414 
01BB: store_object 282@(42@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27414
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_27513 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_27513 
00D6: if 
0897: (unknown) 97@ 282@(42@,10i) 
004D: jump_if_false @RYDER2_27513 
01BB: store_object 282@(42@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27513
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_27620 
071E: (unknown) 282@(42@,10i) 43@ 
00D6: if 
001B:   950 > 43@ // integer values 
004D: jump_if_false @RYDER2_27620 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_27620 
01BB: store_object 282@(42@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27620
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_27277 

:RYDER2_27634
00D6: if 
0019:   35@ > 4 // integer values 
004D: jump_if_false @RYDER2_27803 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_27803 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_27751 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_27708 
0164: disable_marker 119@ 

:RYDER2_27708
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_27744 
018A: 120@ = create_checkpoint_at 2454.626 -1972.534 12.5617 

:RYDER2_27744
0002: jump @RYDER2_27803 

:RYDER2_27751
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @RYDER2_27782 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 

:RYDER2_27782
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_27803 
0164: disable_marker 120@ 

:RYDER2_27803
00D6: if 
0029:   35@ >= 13 // integer values 
004D: jump_if_false @RYDER2_28235 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_28235 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_28235 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_28235 
00D6: if and
8019:   not  194@ > 0 // integer values 
802B:   not  99 >= 194@ // integer values 
004D: jump_if_false @RYDER2_28235 
00D6: if 
0019:   54@ > 15000 // integer values 
004D: jump_if_false @RYDER2_28235 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_28235 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_28235 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_28235 
0209: 42@ = random_int 0 3 
0871: init_jump_table 42@ total_jumps 3 0 @RYDER2_28228 jumps 0 @RYDER2_28057 1 @RYDER2_28114 2 @RYDER2_28171 -1 @RYDER2_28228 -1 @RYDER2_28228 -1 @RYDER2_28228 -1 @RYDER2_28228 

:RYDER2_28057
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QA' // 8-byte strings  // ~z~Hov msz? Pancser! PANCSER!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33861 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 1 // integer values 
0002: jump @RYDER2_28228 

:RYDER2_28114
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QB' // 8-byte strings  // ~z~Ember, mindvgig tudtam, hogy pancser vagy!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33862 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 1 // integer values 
0002: jump @RYDER2_28228 

:RYDER2_28171
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QC' // 8-byte strings  // ~z~Nem vltoztl, CJ. Pancser! Mg mindig pancser!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33863 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0006: 49@ = 1 // integer values 
0002: jump @RYDER2_28228 

:RYDER2_28228
0006: 54@ = 0 // integer values 

:RYDER2_28235
00D6: if 
0039:   38@ == 4 // integer values 
004D: jump_if_false @RYDER2_28788 
00D6: if 
056E:   carcass_of_car 96@ valid 
004D: jump_if_false @RYDER2_28788 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_28788 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_28357 
00D6: if 
80DB:   not actor 113@ in_car 96@ 
004D: jump_if_false @RYDER2_28357 
062E: (unknown) 113@ 1506 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_28357 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:RYDER2_28357
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @RYDER2_28788 
00D6: if 
00DB:   actor 117@ in_car 96@ 
004D: jump_if_false @RYDER2_28751 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_28744 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_28580 
02E3: 45@ = car 95@ speed 
00D6: if 
0023:   5.0 > 45@ // floating-point values 
004D: jump_if_false @RYDER2_28573 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_28573 
00D6: if 
0104:   actor 117@ near_actor $ACTOR_RYDER radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_28573 
062E: (unknown) 117@ 1811 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_28573 
0713: actor 117@ drive_by actor -1 car 95@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_28573
0002: jump @RYDER2_28744 

:RYDER2_28580
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 96@ 
004D: jump_if_false @RYDER2_28707 
00D6: if 
0104:   actor 117@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_28700 
062E: (unknown) 117@ 1811 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_28700 
0713: actor 117@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_28700
0002: jump @RYDER2_28744 

:RYDER2_28707
062E: (unknown) 117@ 1506 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_28744 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:RYDER2_28744
0002: jump @RYDER2_28788 

:RYDER2_28751
062E: (unknown) 117@ 1506 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_28788 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:RYDER2_28788
00D6: if 
0039:   38@ == 8 // integer values 
004D: jump_if_false @RYDER2_29341 
00D6: if 
056E:   carcass_of_car 97@ valid 
004D: jump_if_false @RYDER2_29341 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_29341 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_28910 
00D6: if 
80DB:   not actor 114@ in_car 97@ 
004D: jump_if_false @RYDER2_28910 
062E: (unknown) 114@ 1506 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_28910 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 

:RYDER2_28910
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @RYDER2_29341 
00D6: if 
00DB:   actor 118@ in_car 97@ 
004D: jump_if_false @RYDER2_29304 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_29297 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_29133 
02E3: 45@ = car 95@ speed 
00D6: if 
0023:   5.0 > 45@ // floating-point values 
004D: jump_if_false @RYDER2_29126 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_29126 
00D6: if 
0104:   actor 118@ near_actor $ACTOR_RYDER radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_29126 
062E: (unknown) 118@ 1811 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_29126 
0713: actor 118@ drive_by actor -1 car 95@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_29126
0002: jump @RYDER2_29297 

:RYDER2_29133
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 97@ 
004D: jump_if_false @RYDER2_29260 
00D6: if 
0104:   actor 118@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_29253 
062E: (unknown) 118@ 1811 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_29253 
0713: actor 118@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_29253
0002: jump @RYDER2_29297 

:RYDER2_29260
062E: (unknown) 118@ 1506 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_29297 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:RYDER2_29297
0002: jump @RYDER2_29341 

:RYDER2_29304
062E: (unknown) 118@ 1506 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_29341 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:RYDER2_29341
00D6: if and
0039:   38@ == 0 // integer values 
0019:   35@ > 10 // integer values 
004D: jump_if_false @RYDER2_29821 
00D6: if 
056E:   carcass_of_car 96@ valid 
004D: jump_if_false @RYDER2_29821 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_29821 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_29821 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ offset 0.0 -20.0 0.0 
00D6: if 
81AD:   not car 96@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 40.0 40.0 
004D: jump_if_false @RYDER2_29821 
00D6: if 
82CA:   not car 96@ bounding_sphere_visible 
004D: jump_if_false @RYDER2_29821 
0006: 42@ = 1 // integer values 
0006: 43@ = 0 // integer values 

:RYDER2_29507
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @RYDER2_29706 
04D3: unknown_race_stuff $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 42@ 207@ 208@ 209@ 
00D6: if and
80C2:   not sphere_onscreen 207@ 208@ 209@ 5.0 
838A:   not car_in_cube 207@ 208@ 209@ 5.0 5.0 5.0 
004D: jump_if_false @RYDER2_29667 
0509: 45@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 207@ 208@ 
00D6: if 
0021:   45@ > 30.0 // floating-point values 
004D: jump_if_false @RYDER2_29653 
0006: 43@ = -1 // integer values 
0002: jump @RYDER2_29660 

:RYDER2_29653
0006: 43@ = 1 // integer values 

:RYDER2_29660
0002: jump @RYDER2_29699 

:RYDER2_29667
000A: 42@ += 1 // integer values 
00D6: if 
0019:   42@ > 10 // integer values 
004D: jump_if_false @RYDER2_29699 
0006: 43@ = -1 // integer values 

:RYDER2_29699
0002: jump @RYDER2_29507 

:RYDER2_29706
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @RYDER2_29821 
00AA: store_car 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 294@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 294@ -= 207@ // floating-point values 
0089: 295@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 295@ -= 208@ // floating-point values 
0604: get_point 294@ 295@ angle $TEMPVAR_ANGLE 
0395: clear_area 1 at 207@ 208@ 209@ range 5.0 
00AB: put_car 96@ at 207@ 208@ 209@ 
0175: set_car 96@ z_angle_to $TEMPVAR_ANGLE 

:RYDER2_29821
00D6: if and
0039:   38@ == 1 // integer values 
0019:   35@ > 10 // integer values 
004D: jump_if_false @RYDER2_30301 
00D6: if 
056E:   carcass_of_car 97@ valid 
004D: jump_if_false @RYDER2_30301 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_30301 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_30301 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ offset 0.0 -20.0 0.0 
00D6: if 
81AD:   not car 97@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 40.0 40.0 
004D: jump_if_false @RYDER2_30301 
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @RYDER2_30301 
0006: 42@ = 1 // integer values 
0006: 43@ = 0 // integer values 

:RYDER2_29987
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @RYDER2_30186 
04D3: unknown_race_stuff $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 42@ 207@ 208@ 209@ 
00D6: if and
80C2:   not sphere_onscreen 207@ 208@ 209@ 5.0 
838A:   not car_in_cube 207@ 208@ 209@ 5.0 5.0 5.0 
004D: jump_if_false @RYDER2_30147 
0509: 45@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 207@ 208@ 
00D6: if 
0021:   45@ > 30.0 // floating-point values 
004D: jump_if_false @RYDER2_30133 
0006: 43@ = -1 // integer values 
0002: jump @RYDER2_30140 

:RYDER2_30133
0006: 43@ = 1 // integer values 

:RYDER2_30140
0002: jump @RYDER2_30179 

:RYDER2_30147
000A: 42@ += 1 // integer values 
00D6: if 
0019:   42@ > 10 // integer values 
004D: jump_if_false @RYDER2_30179 
0006: 43@ = -1 // integer values 

:RYDER2_30179
0002: jump @RYDER2_29987 

:RYDER2_30186
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @RYDER2_30301 
00AA: store_car 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 294@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 294@ -= 207@ // floating-point values 
0089: 295@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 295@ -= 208@ // floating-point values 
0604: get_point 294@ 295@ angle $TEMPVAR_ANGLE 
0395: clear_area 1 at 207@ 208@ 209@ range 5.0 
00AB: put_car 97@ at 207@ 208@ 209@ 
0175: set_car 97@ z_angle_to $TEMPVAR_ANGLE 

:RYDER2_30301
0051: return 

:RYDER2_30303
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RYDER2_31011 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:RYDER2_30335
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_30359 
0001: wait 0 ms 
0002: jump @RYDER2_30335 

:RYDER2_30359
0247: request_model #FAM1 
0247: request_model #FAM2 

:RYDER2_30367
00D6: if or
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
004D: jump_if_false @RYDER2_30397 
0001: wait 0 ms 
0002: jump @RYDER2_30367 

:RYDER2_30397
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_30443 
00AB: put_car 95@ at 2455.708 -1972.858 12.5469 
0175: set_car 95@ z_angle_to 343.4514 

:RYDER2_30443
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_30475 
0687: clear_actor_task $ACTOR_RYDER 

:RYDER2_30475
0395: clear_area 1 at 2447.901 -1980.542 12.8338 range 20.0 
015F: set_camera_position 2447.901 -1980.542 12.8338 0.0 0.0 0.0 
0160: point_camera 2448.484 -1979.735 12.929 2 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_30571 
009B: destroy_actor_instantly 113@ 

:RYDER2_30571
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_30592 
009B: destroy_actor_instantly 114@ 

:RYDER2_30592
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_30613 
00A6: destroy_car 96@ 

:RYDER2_30613
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_30634 
00A6: destroy_car 97@ 

:RYDER2_30634
009A: 115@ = create_actor 4 #FAM1 at 2448.476 -1980.751 12.5947 
009A: 116@ = create_actor 4 #FAM2 at 2447.553 -1979.883 12.5947 
0173: set_actor 115@ z_angle_to 316.4611 
0173: set_actor 116@ z_angle_to 319.2614 
060B: unknown_actor_use_entity 115@ 237@ 
060B: unknown_actor_use_entity 116@ 237@ 
0249: release_model #FAM1 
0249: release_model #FAM2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_30872 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0792: (unknown) $ACTOR_RYDER 
00D6: if 
03CA:   object 281@ exists 
004D: jump_if_false @RYDER2_30773 
0108: destroy_object 281@ 

:RYDER2_30773
00A1: put_actor $ACTOR_RYDER at 2453.002 -1976.576 12.5469 
0173: set_actor $ACTOR_RYDER z_angle_to 5.1526 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0615: define_action_sequences 48@ 
05D3: AS_actor -1 go_to_point 2452.702 -1972.939 12.5469 speed 4 10000 ms 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_action_sequences_end 48@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 

:RYDER2_30872
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2452.29 -1971.682 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 153.4741 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_30934 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 115@ 4000 ms 

:RYDER2_30934
040D: unload_wav 1 
040D: unload_wav 2 
0004: $11266 = 0 // integer values 
00BE: text_clear_all 
0006: 49@ = 0 // integer values 
0006: 54@ = 1000 // integer values 
0006: 32@ = 0 // integer values 
016A: fade 1 500 ms 

:RYDER2_30980
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_31004 
0001: wait 0 ms 
0002: jump @RYDER2_30980 

:RYDER2_31004
000A: 35@ += 1 // integer values 

:RYDER2_31011
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @RYDER2_31740 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_31740 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @RYDER2_31740 
0871: init_jump_table 49@ total_jumps 4 0 @RYDER2_31740 jumps 0 @RYDER2_31129 1 @RYDER2_31288 2 @RYDER2_31365 3 @RYDER2_31579 -1 @RYDER2_31740 -1 @RYDER2_31740 -1 @RYDER2_31740 

:RYDER2_31129
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TA' // 8-byte strings  // ~z~Ez a szar kemny volt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33876 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33877 as 2 
000A: 49@ += 1 // integer values 
0006: 54@ = 0 // integer values 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_31240 
05D3: AS_actor 115@ go_to_point 2451.915 -1977.506 12.5947 speed 4 10000 ms 

:RYDER2_31240
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @RYDER2_31281 
05D3: AS_actor 116@ go_to_point 2450.546 -1976.361 12.5947 speed 4 10000 ms 

:RYDER2_31281
0002: jump @RYDER2_31740 

:RYDER2_31288
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TB' // 8-byte strings  // ~z~Kemny? Ember, ez a szar tnyleg szar volt.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33877 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33878 as 1 
000A: 49@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_31740 

:RYDER2_31365
015F: set_camera_position 2450.046 -1966.412 15.1296 0.0 0.0 0.0 
0160: point_camera 2450.561 -1967.251 14.9539 2 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TC' // 8-byte strings  // ~z~Ember, azt mondtad, hogy benne vagy a pajtsaidrt, visztont csak magyarzkodsz.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33878 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
000A: 49@ += 1 // integer values 
0006: 54@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_31572 
0615: define_action_sequences 48@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 1 1 0 2000 ms 
05D3: AS_actor -1 go_to_point 2452.239 -1980.224 12.5469 speed 4 10000 ms 
0616: define_action_sequences_end 48@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 

:RYDER2_31572
0002: jump @RYDER2_31740 

:RYDER2_31579
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_31649 
0615: define_action_sequences 48@ 
05B9: unknown_action_sequence -1 2000 
05D3: AS_actor -1 go_to_point 2452.951 -1982.92 12.5469 speed 4 10000 ms 
0616: define_action_sequences_end 48@ 
0618: assign_actor 115@ to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 

:RYDER2_31649
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @RYDER2_31719 
0615: define_action_sequences 48@ 
05B9: unknown_action_sequence -1 1500 
05D3: AS_actor -1 go_to_point 2452.006 -1983.186 12.5469 speed 4 10000 ms 
0616: define_action_sequences_end 48@ 
0618: assign_actor 116@ to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 

:RYDER2_31719
000A: 49@ += 1 // integer values 
0006: 54@ = 0 // integer values 
0002: jump @RYDER2_31740 

:RYDER2_31740
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RYDER2_31844 
00D6: if and
0019:   49@ > 3 // integer values 
0019:   54@ > 5000 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_31820 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @RYDER2_31813 
000A: 35@ += 1 // integer values 

:RYDER2_31813
0002: jump @RYDER2_31844 

:RYDER2_31820
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @RYDER2_31844 
000A: 35@ += 1 // integer values 

:RYDER2_31844
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @RYDER2_32058 
016A: fade 0 1000 ms 

:RYDER2_31869
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_31893 
0001: wait 0 ms 
0002: jump @RYDER2_31869 

:RYDER2_31893
009B: destroy_actor_instantly 115@ 
009B: destroy_actor_instantly 116@ 
009B: destroy_actor_instantly $ACTOR_RYDER 
0006: 42@ = 0 // integer values 

:RYDER2_31915
00D6: if 
001B:   5 > 42@ // integer values 
004D: jump_if_false @RYDER2_31976 
00D6: if 
03CA:   object 308@(42@,5i) exists 
004D: jump_if_false @RYDER2_31962 
0108: destroy_object 308@(42@,5i) 

:RYDER2_31962
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_31915 

:RYDER2_31976
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_31997 
0108: destroy_object 313@ 

:RYDER2_31997
040D: unload_wav 1 
040D: unload_wav 2 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 1000 ms 

:RYDER2_32020
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_32044 
0001: wait 0 ms 
0002: jump @RYDER2_32020 

:RYDER2_32044
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 36@ = 1 // integer values 

:RYDER2_32058
0051: return 

:RYDER2_32060
00D6: if 
056D:   carcass_of_actor $ACTOR_RYDER valid 
004D: jump_if_false @RYDER2_32115 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_32115 
0006: 37@ = 1 // integer values 
00BC: text_highpriority 'RY2_22' 5000 ms 1  // ~r~Ryder mr trtnelem.

:RYDER2_32115
00D6: if 
056E:   carcass_of_car 95@ valid 
004D: jump_if_false @RYDER2_32209 
00D6: if 
0119:   car 95@ wrecked 
004D: jump_if_false @RYDER2_32209 
00D6: if 
0039:   292@ == 1 // integer values 
004D: jump_if_false @RYDER2_32186 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_32186 
05BE: AS_kill_actor $ACTOR_RYDER 

:RYDER2_32186
0006: 37@ = 1 // integer values 
00BC: text_highpriority 'RY2_25' 5000 ms 1  // ~r~A teheraut felrobbant.

:RYDER2_32209
00D6: if 
001B:   6 > 34@ // integer values 
004D: jump_if_false @RYDER2_32328 
00D6: if 
056E:   carcass_of_car 99@ valid 
004D: jump_if_false @RYDER2_32328 
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @RYDER2_32289 
0006: 37@ = 1 // integer values 
00BC: text_highpriority 'RY2_40' 5000 ms 1  // ~r~A targonca mr trtnelem.
0002: jump @RYDER2_32328 

:RYDER2_32289
00D6: if 
02BF:   car 99@ sunk 
004D: jump_if_false @RYDER2_32328 
0006: 37@ = 1 // integer values 
00BC: text_highpriority 'RY2_40' 5000 ms 1  // ~r~A targonca mr trtnelem.

:RYDER2_32328
00D6: if and
0019:   34@ > 2 // integer values 
001B:   6 > 34@ // integer values 
004D: jump_if_false @RYDER2_32677 
00D6: if 
0039:   38@ == 6 // integer values 
004D: jump_if_false @RYDER2_32677 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:RYDER2_32385
00D6: if 
001B:   25 > 42@ // integer values 
004D: jump_if_false @RYDER2_32510 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_32496 
00D6: if 
84E7:   not object 62@(42@,25i) in_water 
004D: jump_if_false @RYDER2_32496 
01BB: store_object 62@(42@,25i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 0.0 // floating-point values 
004D: jump_if_false @RYDER2_32489 
000A: 43@ += 1 // integer values 

:RYDER2_32489
0002: jump @RYDER2_32496 

:RYDER2_32496
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_32385 

:RYDER2_32510
00D6: if 
001E:   $6892 > 43@ // integer values 
004D: jump_if_false @RYDER2_32677 
0209: 42@ = random_int 0 2 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @RYDER2_32606 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LF' // 8-byte strings  // ~z~H, ne trd ssze a ldk tartalmt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33838 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
0002: jump @RYDER2_32649 

:RYDER2_32606
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE' // 8-byte strings  // ~z~Mivel jtszadozol, CJ?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33837 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 

:RYDER2_32649
0001: wait 4000 ms 
00BC: text_highpriority 'RY2_58' 5000 ms 1  // ~r~Tl sok doboz ment tnkre!
0006: 37@ = 1 // integer values 

:RYDER2_32677
00D6: if 
0029:   34@ >= 3 // integer values 
004D: jump_if_false @RYDER2_33146 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @RYDER2_32793 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_32786 
00D6: if 
0366:   object 60@ blown_up 
004D: jump_if_false @RYDER2_32786 
000A: 133@ += 1 // integer values 
00BE: text_clear_all 
097B: play_sound 60@ on_object 1107 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_32786 
097B: play_sound 240@ on_object 1126 

:RYDER2_32786
0002: jump @RYDER2_32884 

:RYDER2_32793
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @RYDER2_32884 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_32884 
00D6: if 
034E: move_object 240@ to 248@ 249@ 250@ speed 0.0 0.2 0.0 flag 0 
004D: jump_if_false @RYDER2_32884 
097B: play_sound 240@ on_object 1127 
000A: 133@ += 1 // integer values 

:RYDER2_32884
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @RYDER2_33024 
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_33017 
00D6: if 
0366:   object 61@ blown_up 
004D: jump_if_false @RYDER2_33017 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @RYDER2_32955 
0108: destroy_object 87@ 

:RYDER2_32955
00D6: if 
03CA:   object 88@ exists 
004D: jump_if_false @RYDER2_32976 
0108: destroy_object 88@ 

:RYDER2_32976
097B: play_sound 61@ on_object 1107 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_33008 
097B: play_sound 241@ on_object 1035 

:RYDER2_33008
00BE: text_clear_all 
000A: 132@ += 1 // integer values 

:RYDER2_33017
0002: jump @RYDER2_33146 

:RYDER2_33024
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @RYDER2_33146 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_33146 
00D6: if 
034E: move_object 241@ to 251@ 252@ 253@ speed 0.1 0.1 0.1 flag 0 
004D: jump_if_false @RYDER2_33146 
097B: play_sound 241@ on_object 1036 
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @RYDER2_33131 
0164: disable_marker 120@ 

:RYDER2_33131
000A: 132@ += 1 // integer values 
0006: 144@ = 30000 // integer values 

:RYDER2_33146
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @RYDER2_33241 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 2721.0 -2329.852 2810.548 -2565.934 
004D: jump_if_false @RYDER2_33234 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @RYDER2_33227 
0006: 126@ = 1 // integer values 

:RYDER2_33227
0002: jump @RYDER2_33241 

:RYDER2_33234
0006: 126@ = 0 // integer values 

:RYDER2_33241
008A: $6892 = 200@ // integer values and handles 
0066: $6892 -= 127@ // integer values 
00D6: if 
001A:   0 > $6892 // integer values 
004D: jump_if_false @RYDER2_33282 
0004: $6892 = 0 // integer values 

:RYDER2_33282
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @RYDER2_33395 
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @RYDER2_33395 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_33395 
077A: set_actor $ACTOR_RYDER aggressive_to_pedgroup 4 type 24 
0688: unknown_action_sequence $ACTOR_RYDER 0 1 0 
0709: unknown_set_entity_item 235@ 36 1022 0.0 100.0 0.0 0.0 1 0 
0006: 131@ = 1 // integer values 

:RYDER2_33395
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_33486 
0226: $6891 = actor $ACTOR_RYDER health 
008F: 45@ = integer_to_float $6891 
0017: 45@ /= 500.0 // floating-point values 
0013: 45@ *= 100.0 // floating-point values 
00D6: if 
0021:   45@ > 100.0 // floating-point values 
004D: jump_if_false @RYDER2_33478 
0007: 45@ = 100.0 // floating-point values 

:RYDER2_33478
0090: $6891 = float_to_integer 45@ 

:RYDER2_33486
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @RYDER2_34287 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @RYDER2_34280 
0006: 42@ = 0 // integer values 

:RYDER2_33529
00D6: if 
001B:   5 > 42@ // integer values 
004D: jump_if_false @RYDER2_33623 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_33609 
00D6: if or
051A:   actor 102@(42@,9i) damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 102@(42@,9i) 
004D: jump_if_false @RYDER2_33609 
0006: 124@ = 1 // integer values 

:RYDER2_33609
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_33529 

:RYDER2_33623
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @RYDER2_34212 
0006: 42@ = 0 // integer values 

:RYDER2_33648
00D6: if 
001B:   5 > 42@ // integer values 
004D: jump_if_false @RYDER2_34212 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_34198 
00D6: if 
0039:   172@(42@,9i) == 0 // integer values 
004D: jump_if_false @RYDER2_33950 
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @RYDER2_33950 
00D6: if 
0364:   actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RYDER2_33865 
0635: AS_actor 102@(42@,9i) aim_at_actor $PLAYER_ACTOR 10000 ms 
00D6: if 
0039:   300@ == 0 // integer values 
004D: jump_if_false @RYDER2_33836 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VA' // 8-byte strings  // ~z~H, alljon meg ott, ahol van!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33883 
004F: create_thread @AUDIOL 102@(42@,9i) 0 1 1 0 
000A: 300@ += 1 // integer values 

:RYDER2_33836
0006: 181@(42@,9i) = 0 // integer values 
000A: 172@(42@,9i) += 1 // integer values 
0002: jump @RYDER2_33950 

:RYDER2_33865
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 102@(42@,9i) radius 5.0 5.0 2.0 sphere 0 
004D: jump_if_false @RYDER2_33950 
062E: (unknown) 102@(42@,9i) 1593 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @RYDER2_33950 
0639: AS_actor 102@(42@,9i) rotate_to_actor $PLAYER_ACTOR 

:RYDER2_33950
00D6: if 
0039:   172@(42@,9i) == 1 // integer values 
004D: jump_if_false @RYDER2_34198 
00D6: if 
0019:   181@(42@,9i) > 8000 // integer values 
004D: jump_if_false @RYDER2_34162 
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @RYDER2_34155 
0209: 43@ = random_int 0 2 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @RYDER2_34094 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VB' // 8-byte strings  // ~z~Behatolt szleltem, riadt bekapcsolni!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33884 
004F: create_thread @AUDIOL 102@(42@,9i) 0 1 1 0 
0002: jump @RYDER2_34141 

:RYDER2_34094
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VG' // 8-byte strings  // ~z~RIADT BEKAPCSOLNI!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33889 
004F: create_thread @AUDIOL 102@(42@,9i) 0 1 1 0 

:RYDER2_34141
0006: 124@ = 1 // integer values 
0006: 42@ = 5 // integer values 

:RYDER2_34155
0002: jump @RYDER2_34198 

:RYDER2_34162
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @RYDER2_34198 
0006: 172@(42@,9i) = 0 // integer values 
0006: 300@ = 0 // integer values 

:RYDER2_34198
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_33648 

:RYDER2_34212
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @RYDER2_34280 
0006: 42@ = 0 // integer values 

:RYDER2_34237
00D6: if 
001B:   9 > 42@ // integer values 
004D: jump_if_false @RYDER2_34280 
0006: 172@(42@,9i) = 0 // integer values 
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_34237 

:RYDER2_34280
0002: jump @RYDER2_35168 

:RYDER2_34287
00D6: if 
001B:   9 > 38@ // integer values 
004D: jump_if_false @RYDER2_35168 
00D6: if 
8118:   not actor 102@(38@,9i) dead 
004D: jump_if_false @RYDER2_35168 
0871: init_jump_table 38@ total_jumps 4 1 @RYDER2_35094 jumps 1 @RYDER2_34388 2 @RYDER2_34468 3 @RYDER2_34698 4 @RYDER2_34921 -1 @RYDER2_35168 -1 @RYDER2_35168 -1 @RYDER2_35168 

:RYDER2_34388
00D6: if 
0039:   172@(38@,9i) == 0 // integer values 
004D: jump_if_false @RYDER2_34461 
0615: define_action_sequences 48@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 48@ 
0618: assign_actor 102@(38@,9i) to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 
000A: 172@(38@,9i) += 1 // integer values 

:RYDER2_34461
0002: jump @RYDER2_35168 

:RYDER2_34468
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @RYDER2_34691 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @RYDER2_34622 
077A: set_actor 104@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 104@ aggressive_to_pedgroup 4 type 25 
0688: unknown_action_sequence 104@ 0 0 0 
0615: define_action_sequences 48@ 
05D3: AS_actor -1 go_to_point 2785.752 -2413.019 12.6316 speed 6 -2 ms 
07BC: unknown_action_sequence -1 236@ 
0688: unknown_action_sequence -1 1 1 0 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_action_sequence -1 1 
0616: define_action_sequences_end 48@ 
0618: assign_actor 104@ to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 
000A: 174@ += 1 // integer values 

:RYDER2_34622
00D6: if 
0039:   174@ == 1 // integer values 
004D: jump_if_false @RYDER2_34691 
00D6: if 
0104:   actor 104@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_34691 
05E2: AS_actor 104@ kill_actor $PLAYER_ACTOR 
000A: 174@ += 1 // integer values 

:RYDER2_34691
0002: jump @RYDER2_35168 

:RYDER2_34698
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @RYDER2_34914 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @RYDER2_34845 
077A: set_actor 105@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 105@ aggressive_to_pedgroup 4 type 25 
0688: unknown_action_sequence 105@ 0 0 0 
0615: define_action_sequences 48@ 
05D3: AS_actor -1 go_to_point 2786.663 -2422.235 12.634 speed 6 -2 ms 
07BC: unknown_action_sequence -1 236@ 
0688: unknown_action_sequence -1 1 1 0 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_action_sequence -1 1 
0616: define_action_sequences_end 48@ 
0618: assign_actor 105@ to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 

:RYDER2_34845
00D6: if 
0039:   175@ == 1 // integer values 
004D: jump_if_false @RYDER2_34914 
00D6: if 
0104:   actor 105@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_34914 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 
000A: 175@ += 1 // integer values 

:RYDER2_34914
0002: jump @RYDER2_35168 

:RYDER2_34921
00D6: if 
0039:   176@ == 0 // integer values 
004D: jump_if_false @RYDER2_35018 
0615: define_action_sequences 48@ 
05D3: AS_actor -1 go_to_point 2764.928 -2402.124 12.625 speed 6 -2 ms 
0638: AS_actor -1 stay_put 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 1 3000 90 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 48@ 
0618: assign_actor 106@ to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 
000A: 176@ += 1 // integer values 

:RYDER2_35018
00D6: if 
0039:   176@ == 1 // integer values 
004D: jump_if_false @RYDER2_35087 
00D6: if 
0104:   actor 106@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_35087 
05E2: AS_actor 106@ kill_actor $PLAYER_ACTOR 
000A: 176@ += 1 // integer values 

:RYDER2_35087
0002: jump @RYDER2_35168 

:RYDER2_35094
00D6: if 
0039:   172@(38@,9i) == 0 // integer values 
004D: jump_if_false @RYDER2_35161 
0615: define_action_sequences 48@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 48@ 
0618: assign_actor 102@(38@,9i) to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 
000A: 172@(38@,9i) += 1 // integer values 

:RYDER2_35161
0002: jump @RYDER2_35168 

:RYDER2_35168
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @RYDER2_35667 
0006: 42@ = 0 // integer values 

:RYDER2_35193
00D6: if 
001B:   25 > 42@ // integer values 
004D: jump_if_false @RYDER2_35667 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_35653 
00D6: if 
0366:   object 62@(42@,25i) blown_up 
004D: jump_if_false @RYDER2_35653 
01BB: store_object 62@(42@,25i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0685:   object 62@(42@,25i) attached 
004D: jump_if_false @RYDER2_35296 
0002: jump @RYDER2_35637 

:RYDER2_35296
00D6: if 
0039:   147@(42@,25i) == 1 // integer values 
004D: jump_if_false @RYDER2_35350 
032B: 210@(42@,25i) = create_weapon_pickup #COLT45 3 ammo 30 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35350
00D6: if 
0039:   147@(42@,25i) == 2 // integer values 
004D: jump_if_false @RYDER2_35401 
0213: 210@(42@,25i) = create_pickup #BODYARMOUR type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35401
00D6: if 
0039:   147@(42@,25i) == 3 // integer values 
004D: jump_if_false @RYDER2_35455 
032B: 210@(42@,25i) = create_weapon_pickup #GRENADE 3 ammo 6 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35455
00D6: if 
0039:   147@(42@,25i) == 4 // integer values 
004D: jump_if_false @RYDER2_35507 
0213: 210@(42@,25i) = create_pickup #HEALTH type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35507
00D6: if 
0039:   147@(42@,25i) == 5 // integer values 
004D: jump_if_false @RYDER2_35536 
0002: jump @RYDER2_35637 

:RYDER2_35536
00D6: if 
0039:   147@(42@,25i) == 6 // integer values 
004D: jump_if_false @RYDER2_35590 
032B: 210@(42@,25i) = create_weapon_pickup #MICRO_UZI 3 ammo 30 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35590
00D6: if 
0039:   147@(42@,25i) == 7 // integer values 
004D: jump_if_false @RYDER2_35637 
032B: 210@(42@,25i) = create_weapon_pickup #CHROMEGUN 3 ammo 30 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_35637
000A: 145@ += 1 // integer values 
0108: destroy_object 62@(42@,25i) 

:RYDER2_35653
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_35193 

:RYDER2_35667
00D6: if 
0039:   197@ == 1 // integer values 
004D: jump_if_false @RYDER2_36077 
00D6: if 
0039:   196@ == 0 // integer values 
004D: jump_if_false @RYDER2_35912 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_35905 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_35905 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_35905 
00D6: if 
860E:   not car 95@ is_assigned_to_existing_path 
004D: jump_if_false @RYDER2_35905 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_35905 
00D6: if 
80DB:   not actor $ACTOR_RYDER in_car 95@ 
004D: jump_if_false @RYDER2_35905 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_35905 
0006: 196@ = 1 // integer values 
0519: lock_vehicle 95@ in_current_position 1 
099A: set_car 95@ collision_detection 0 
00D6: if 
83CA:   not object 93@ exists 
004D: jump_if_false @RYDER2_35905 
00AA: store_car 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 95@ z_angle 
029B: 93@ = init_object #FAKE_MULE_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 93@ z_angle_to $TEMPVAR_ANGLE 

:RYDER2_35905
0002: jump @RYDER2_36077 

:RYDER2_35912
00D6: if 
0039:   271@ == 0 // integer values 
004D: jump_if_false @RYDER2_36077 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_35979 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_35972 
0006: 196@ = 0 // integer values 

:RYDER2_35972
0002: jump @RYDER2_35986 

:RYDER2_35979
0006: 196@ = 0 // integer values 

:RYDER2_35986
00D6: if 
0039:   196@ == 0 // integer values 
004D: jump_if_false @RYDER2_36077 
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @RYDER2_36047 
01BB: store_object 93@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 93@ z_angle 
0108: destroy_object 93@ 

:RYDER2_36047
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_36077 
099A: set_car 95@ collision_detection 1 
0519: lock_vehicle 95@ in_current_position 0 

:RYDER2_36077
00D6: if and
0039:   38@ == 3 // integer values 
0029:   34@ >= 3 // integer values 
004D: jump_if_false @RYDER2_36430 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_36430 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_36277 
00D6: if 
8366:   not object 60@ blown_up 
004D: jump_if_false @RYDER2_36277 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2722.114 -2412.055 12.6198 radius 2.0 2.0 2.0 
004D: jump_if_false @RYDER2_36252 
00D6: if 
0039:   301@ == 0 // integer values 
004D: jump_if_false @RYDER2_36245 
00BC: text_highpriority 'RY2_61' 5000 ms 1  // ~s~Ldd ki a ~r~gombot~s~, hogy kinyisd a fkaput.
000A: 301@ += 1 // integer values 

:RYDER2_36245
0002: jump @RYDER2_36277 

:RYDER2_36252
00D6: if 
8039:   not  301@ == 0 // integer values 
004D: jump_if_false @RYDER2_36277 
0006: 301@ = 0 // integer values 

:RYDER2_36277
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_36430 
00D6: if 
8366:   not object 61@ blown_up 
004D: jump_if_false @RYDER2_36430 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2773.101 -2423.418 12.6269 radius 2.0 2.0 2.0 
004D: jump_if_false @RYDER2_36405 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @RYDER2_36398 
00BC: text_highpriority 'RY2_62' 5000 ms 1  // ~s~Ldd ki a ~r~gombot~s~, hogy kinyisd a raktrajtt.
000A: 302@ += 1 // integer values 

:RYDER2_36398
0002: jump @RYDER2_36430 

:RYDER2_36405
00D6: if 
8039:   not  302@ == 0 // integer values 
004D: jump_if_false @RYDER2_36430 
0006: 302@ = 0 // integer values 

:RYDER2_36430
00D6: if 
0039:   38@ == 4 // integer values 
004D: jump_if_false @RYDER2_36848 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_36848 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_36848 
00D6: if 
060E:   car 95@ is_assigned_to_existing_path 
004D: jump_if_false @RYDER2_36848 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ offset 0.0 10.0 0.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_36823 
00D6: if 
0039:   303@ == 0 // integer values 
004D: jump_if_false @RYDER2_36816 
0209: 42@ = random_int 0 3 
0871: init_jump_table 42@ total_jumps 3 0 @RYDER2_36809 jumps 0 @RYDER2_36659 1 @RYDER2_36709 2 @RYDER2_36759 -1 @RYDER2_36809 -1 @RYDER2_36809 -1 @RYDER2_36809 -1 @RYDER2_36809 

:RYDER2_36659
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JA' // 8-byte strings  // ~z~Tnj el az istenverte tbl, CJ!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33827 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0002: jump @RYDER2_36809 

:RYDER2_36709
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JB' // 8-byte strings  // ~z~Prbld meg nem kifingatni magad a teheraut alatt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33828 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0002: jump @RYDER2_36809 

:RYDER2_36759
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JC' // 8-byte strings  // ~z~Ha azt akarod, hogy elsselek, akkor csak mondd!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33829 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
0002: jump @RYDER2_36809 

:RYDER2_36809
000A: 303@ += 1 // integer values 

:RYDER2_36816
0002: jump @RYDER2_36848 

:RYDER2_36823
00D6: if 
8039:   not  303@ == 0 // integer values 
004D: jump_if_false @RYDER2_36848 
0006: 303@ = 0 // integer values 

:RYDER2_36848
00D6: if 
0039:   145@ == 3 // integer values 
004D: jump_if_false @RYDER2_36938 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @RYDER2_36938 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LG' // 8-byte strings  // ~z~Azok a ldk kellenek neknk, CJ!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 33839 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
000A: 145@ += 1 // integer values 

:RYDER2_36938
0051: return 

:RYDER2_36940
00D6: if 
0039:   306@ == 6 // integer values 
004D: jump_if_false @RYDER2_36972 
0006: 307@ = 1 // integer values 
0006: 306@ = 5 // integer values 

:RYDER2_36972
00D6: if 
0039:   307@ == 1 // integer values 
004D: jump_if_false @RYDER2_37097 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37090 
00D6: if 
83CA:   not object 313@ exists 
004D: jump_if_false @RYDER2_37090 
0107: 313@ = create_object #CM_BOX at 0.0 0.0 0.0 
0382: set_object 313@ collision_detection 0 
0681: attach_object 313@ to_car 95@ at_offset 0.6223 -2.3101 0.2002 rotation 0.0 0.0 317.0214 

:RYDER2_37090
0002: jump @RYDER2_37118 

:RYDER2_37097
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_37118 
0108: destroy_object 313@ 

:RYDER2_37118
0871: init_jump_table 306@ total_jumps 6 0 @RYDER2_39063 jumps 0 @RYDER2_37181 1 @RYDER2_37256 2 @RYDER2_37431 3 @RYDER2_37706 4 @RYDER2_38081 5 @RYDER2_38556 -1 @RYDER2_39063 

:RYDER2_37181
0006: 314@ = 0 // integer values 

:RYDER2_37188
00D6: if 
001B:   5 > 314@ // integer values 
004D: jump_if_false @RYDER2_37249 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_37235 
0108: destroy_object 308@(314@,5i) 

:RYDER2_37235
000A: 314@ += 1 // integer values 
0002: jump @RYDER2_37188 

:RYDER2_37249
0002: jump @RYDER2_39063 

:RYDER2_37256
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_37356 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37356 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ at_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37356
0006: 314@ = 1 // integer values 

:RYDER2_37363
00D6: if 
001B:   5 > 314@ // integer values 
004D: jump_if_false @RYDER2_37424 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_37410 
0108: destroy_object 308@(314@,5i) 

:RYDER2_37410
000A: 314@ += 1 // integer values 
0002: jump @RYDER2_37363 

:RYDER2_37424
0002: jump @RYDER2_39063 

:RYDER2_37431
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_37531 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37531 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ at_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37531
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_37631 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37631 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ at_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37631
0006: 314@ = 2 // integer values 

:RYDER2_37638
00D6: if 
001B:   5 > 314@ // integer values 
004D: jump_if_false @RYDER2_37699 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_37685 
0108: destroy_object 308@(314@,5i) 

:RYDER2_37685
000A: 314@ += 1 // integer values 
0002: jump @RYDER2_37638 

:RYDER2_37699
0002: jump @RYDER2_39063 

:RYDER2_37706
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_37806 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37806 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ at_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_37806
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_37906 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37906 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ at_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37906
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_38006 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38006 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ at_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38006
0006: 314@ = 3 // integer values 

:RYDER2_38013
00D6: if 
001B:   5 > 314@ // integer values 
004D: jump_if_false @RYDER2_38074 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_38060 
0108: destroy_object 308@(314@,5i) 

:RYDER2_38060
000A: 314@ += 1 // integer values 
0002: jump @RYDER2_38013 

:RYDER2_38074
0002: jump @RYDER2_39063 

:RYDER2_38081
00D6: if 
83CA:   not object 311@ exists 
004D: jump_if_false @RYDER2_38181 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38181 
0107: 311@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 311@ collision_detection 0 
0681: attach_object 311@ to_car 95@ at_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_38181
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_38281 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38281 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ at_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_38281
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_38381 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38381 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ at_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38381
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_38481 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38481 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ at_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38481
0006: 314@ = 4 // integer values 

:RYDER2_38488
00D6: if 
001B:   5 > 314@ // integer values 
004D: jump_if_false @RYDER2_38549 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_38535 
0108: destroy_object 308@(314@,5i) 

:RYDER2_38535
000A: 314@ += 1 // integer values 
0002: jump @RYDER2_38488 

:RYDER2_38549
0002: jump @RYDER2_39063 

:RYDER2_38556
00D6: if 
83CA:   not object 312@ exists 
004D: jump_if_false @RYDER2_38656 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38656 
0107: 312@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 312@ collision_detection 0 
0681: attach_object 312@ to_car 95@ at_offset -0.4374 -1.7451 0.9021 rotation 0.0 0.0 210.1588 

:RYDER2_38656
00D6: if 
83CA:   not object 311@ exists 
004D: jump_if_false @RYDER2_38756 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38756 
0107: 311@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 311@ collision_detection 0 
0681: attach_object 311@ to_car 95@ at_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_38756
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_38856 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38856 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ at_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_38856
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_38956 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38956 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ at_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38956
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_39056 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_39056 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ at_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_39056
0002: jump @RYDER2_39063 

:RYDER2_39063
0051: return 

:RYDER2_39065
0006: 316@ = -1 // integer values 
0006: 315@ = 0 // integer values 

:RYDER2_39079
00D6: if 
001B:   10 > 315@ // integer values 
004D: jump_if_false @RYDER2_39146 
00D6: if 
83CA:   not object 282@(315@,10i) exists 
004D: jump_if_false @RYDER2_39132 
0085: 316@ = 315@ // integer values and handles 
0006: 315@ = 10 // integer values 

:RYDER2_39132
000A: 315@ += 1 // integer values 
0002: jump @RYDER2_39079 

:RYDER2_39146
00D6: if 
8039:   not  316@ == -1 // integer values 
004D: jump_if_false @RYDER2_39201 
0085: 282@(316@,10i) = 281@ // integer values and handles 
0006: 53@ = 0 // integer values 
04D9: object 282@(316@,10i) set_scripted_collision_check 1 
000E: 127@ -= 1 // integer values 

:RYDER2_39201
0051: return 

:RYDER2_39203
00D6: if 
0039:   318@ == -999 // integer values 
004D: jump_if_false @RYDER2_39246 
009A: 317@ = create_actor 24 #MALE01 at 0.0 0.0 0.0 

:RYDER2_39246
00D6: if 
8118:   not actor 317@ dead 
004D: jump_if_false @RYDER2_39440 
01B2: give_actor 317@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 317@ weapon_accuracy_to 32 
0223: set_actor 317@ health_to 100 
060B: unknown_actor_use_entity 317@ 236@ 
077A: set_actor 317@ aggressive_to_pedgroup 4 type 0 
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @RYDER2_39332 
077A: set_actor 317@ aggressive_to_pedgroup 4 type 25 

:RYDER2_39332
0688: unknown_action_sequence 317@ 1 1 1 
060F: (unknown) 317@ 100.0 
00D6: if 
87FD:   not group 239@ alive 
004D: jump_if_false @RYDER2_39381 
0632: release_group 239@ 
062F: 239@ = create_group_type 2 

:RYDER2_39381
07F6: get_group_info 239@ 318@ 319@ 
00D6: if 
0039:   318@ == 0 // integer values 
004D: jump_if_false @RYDER2_39425 
0630: put_actor 317@ in_group 239@ as_leader 
0002: jump @RYDER2_39433 

:RYDER2_39425
0631: put_actor 317@ in_group 239@ 

:RYDER2_39433
087F: (unknown) 317@ 1 

:RYDER2_39440
0051: return 
0007: 320@ = 999999.0 // floating-point values 
0006: 321@ = -1 // integer values 
0007: 322@ = 0.0 // floating-point values 
0007: 323@ = 0.0 // floating-point values 
0007: 324@ = 0.0 // floating-point values 
0006: 42@ = 0 // integer values 

:RYDER2_39496
00D6: if 
001B:   25 > 42@ // integer values 
004D: jump_if_false @RYDER2_39756 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_39742 
00D6: if 
8737:   not actor $PLAYER_ACTOR holding_object 62@(42@,25i) 
004D: jump_if_false @RYDER2_39742 
00D6: if 
8685:   not object 62@(42@,25i) attached 
004D: jump_if_false @RYDER2_39742 
00D6: if 
8366:   not object 62@(42@,25i) blown_up 
004D: jump_if_false @RYDER2_39742 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_39627 
00A0: store_actor $ACTOR_RYDER position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_39627
01BB: store_object 62@(42@,25i) position_to 325@ 326@ 327@ 
0509: 45@ = distance between point 325@ 326@ and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0023:   6.0 > 45@ // floating-point values 
004D: jump_if_false @RYDER2_39742 
00D6: if 
0025:   320@ > 45@ // floating-point values 
004D: jump_if_false @RYDER2_39742 
0087: 320@ = 45@ // floating-point values only 
0085: 321@ = 42@ // integer values and handles 
0087: 322@ = 325@ // floating-point values only 
0087: 323@ = 326@ // floating-point values only 
0087: 324@ = 327@ // floating-point values only 

:RYDER2_39742
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_39496 

:RYDER2_39756
0085: 328@ = 321@ // integer values and handles 
0087: 325@ = 322@ // floating-point values only 
0087: 326@ = 323@ // floating-point values only 
0087: 327@ = 324@ // floating-point values only 
0051: return 

:RYDER2_39790
01BB: store_object 281@ position_to 329@ 330@ 331@ 
07C3: get_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 
070B: (unknown) $ACTOR_RYDER 1 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_39860 
02F8: 294@ = vehicle 95@ z_angle_sine 
02F9: 295@ = vehicle 95@ z_angle_cosine 

:RYDER2_39860
0013: 294@ *= -10.0 // floating-point values 
0013: 295@ *= -10.0 // floating-point values 
01BC: put_object 281@ at 329@ 330@ 331@ 
07C4: set_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 
0392: object 281@ toggle_in_moving_list 1 
0382: set_object 281@ collision_detection 1 
038C: object 281@ scatter 294@ 295@ 0.0 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_39965 
050E: (unknown) 281@ 95@ 

:RYDER2_39965
0050: gosub @RYDER2_39065 
0006: 281@ = 0 // integer values 
0051: return 

:RYDER2_39981
00D6: if 
0019:   336@ > 0 // integer values 
004D: jump_if_false @RYDER2_40761 
0871: init_jump_table 339@ total_jumps 4 0 @RYDER2_40754 jumps 0 @RYDER2_40062 1 @RYDER2_40104 2 @RYDER2_40279 3 @RYDER2_40545 -1 @RYDER2_40754 -1 @RYDER2_40754 -1 @RYDER2_40754 

:RYDER2_40062
00D6: if 
8248:   not model #ARMY available 
004D: jump_if_false @RYDER2_40090 
0247: request_model #ARMY 
0002: jump @RYDER2_40097 

:RYDER2_40090
000A: 339@ += 1 // integer values 

:RYDER2_40097
0002: jump @RYDER2_40754 

:RYDER2_40104
0006: 345@ = -1 // integer values 
0006: 346@ = 0 // integer values 

:RYDER2_40118
00D6: if 
001B:   5 > 346@ // integer values 
004D: jump_if_false @RYDER2_40247 
00D6: if 
056D:   carcass_of_actor 340@(346@,5i) valid 
004D: jump_if_false @RYDER2_40218 
00D6: if 
0118:   actor 340@(346@,5i) dead 
004D: jump_if_false @RYDER2_40211 
01C2: remove_references_to_actor 340@(346@,5i) // Like turning an actor into a random pedestrian 
0006: 340@(346@,5i) = 0 // integer values 
0085: 345@ = 346@ // integer values and handles 
0006: 346@ = 5 // integer values 

:RYDER2_40211
0002: jump @RYDER2_40233 

:RYDER2_40218
0085: 345@ = 346@ // integer values and handles 
0006: 346@ = 5 // integer values 

:RYDER2_40233
000A: 346@ += 1 // integer values 
0002: jump @RYDER2_40118 

:RYDER2_40247
00D6: if 
8039:   not  345@ == -1 // integer values 
004D: jump_if_false @RYDER2_40272 
000A: 339@ += 1 // integer values 

:RYDER2_40272
0002: jump @RYDER2_40754 

:RYDER2_40279
00D6: if or
0039:   338@ == 3 // integer values 
0039:   338@ == 7 // integer values 
0039:   338@ == 8 // integer values 
0039:   338@ == 9 // integer values 
004D: jump_if_false @RYDER2_40332 
000A: 338@ += 1 // integer values 
0002: jump @RYDER2_40279 

:RYDER2_40332
00D6: if 
0019:   338@ > 9 // integer values 
004D: jump_if_false @RYDER2_40357 
0006: 338@ = 0 // integer values 

:RYDER2_40357
00D6: if 
803B:   not  338@ == 337@ // integer values 
004D: jump_if_false @RYDER2_40506 
00D6: if 
80C2:   not sphere_onscreen 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) 2.0 
004D: jump_if_false @RYDER2_40492 
00D6: if 
838A:   not car_in_cube 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) 1.5 1.5 2.0 
004D: jump_if_false @RYDER2_40478 
000A: 339@ += 1 // integer values 
0002: jump @RYDER2_40485 

:RYDER2_40478
000A: 338@ += 1 // integer values 

:RYDER2_40485
0002: jump @RYDER2_40499 

:RYDER2_40492
000A: 338@ += 1 // integer values 

:RYDER2_40499
0002: jump @RYDER2_40513 

:RYDER2_40506
000A: 338@ += 1 // integer values 

:RYDER2_40513
00D6: if 
0019:   338@ > 9 // integer values 
004D: jump_if_false @RYDER2_40538 
0006: 338@ = 0 // integer values 

:RYDER2_40538
0002: jump @RYDER2_40754 

:RYDER2_40545
009A: 340@(345@,5i) = create_actor 24 #ARMY at 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) 
0085: 317@ = 340@(345@,5i) // integer values and handles 
0050: gosub @RYDER2_39203 
0615: define_action_sequences 48@ 
0688: unknown_action_sequence -1 1 1 1 
05D3: AS_actor -1 go_to_point 387@(338@,10f) 397@(338@,10f) 407@(338@,10f) speed 6 -2 ms 
05D3: AS_actor -1 go_to_point 417@(338@,10f) 427@(338@,10f) 437@(338@,10f) speed 6 -2 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_40703 
05D9: AS_actor -1 run_to_actor $ACTOR_RYDER stop_within_radius 20000 25.0 ms 

:RYDER2_40703
0616: define_action_sequences_end 48@ 
0618: assign_actor 340@(345@,5i) to_action_sequences 48@ 
061B: remove_references_to_action_sequences 48@ 
0085: 337@ = 338@ // integer values and handles 
000A: 336@ += -1 // integer values 
0006: 339@ = 0 // integer values 
0002: jump @RYDER2_40754 

:RYDER2_40754
0002: jump @RYDER2_40768 

:RYDER2_40761
0006: 339@ = 0 // integer values 

:RYDER2_40768
0051: return 
00D6: if 
0736:   66 
004D: jump_if_false @RYDER2_40841 
000A: 477@ += 1 // integer values 
00D6: if 
0019:   477@ > 24 // integer values 
004D: jump_if_false @RYDER2_40817 
0006: 477@ = 0 // integer values 

:RYDER2_40817
0663: write_debug_intvar "ADJUST_BOX_NUMBER" 477@ 

:RYDER2_40841
00D6: if 
03CA:   object 62@(477@,25i) exists 
004D: jump_if_false @RYDER2_40938 
01BB: store_object 62@(477@,25i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 62@(477@,25i) z_angle 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
024F: create_corona 0.2 2 0 with_color 255 0 0 at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -1.0 // floating-point values 

:RYDER2_40938
00D6: if 
0736:   131 
004D: jump_if_false @RYDER2_40964 
0009: $TEMPVAR_FLOAT_2 += 0.1 // floating-point values 

:RYDER2_40964
00D6: if 
0736:   130 
004D: jump_if_false @RYDER2_40990 
0009: $TEMPVAR_FLOAT_2 += -0.1 // floating-point values 

:RYDER2_40990
00D6: if 
0736:   128 
004D: jump_if_false @RYDER2_41016 
0009: $TEMPVAR_FLOAT_1 += 0.1 // floating-point values 

:RYDER2_41016
00D6: if 
0736:   129 
004D: jump_if_false @RYDER2_41042 
0009: $TEMPVAR_FLOAT_1 += -0.1 // floating-point values 

:RYDER2_41042
00D6: if 
0736:   145 
004D: jump_if_false @RYDER2_41068 
0009: $TEMPVAR_FLOAT_3 += 0.01 // floating-point values 

:RYDER2_41068
00D6: if 
0736:   139 
004D: jump_if_false @RYDER2_41094 
0009: $TEMPVAR_FLOAT_3 += -0.01 // floating-point values 

:RYDER2_41094
00D6: if 
0736:   141 
004D: jump_if_false @RYDER2_41120 
0009: $TEMPVAR_ANGLE += 1.0 // floating-point values 

:RYDER2_41120
00D6: if 
0736:   143 
004D: jump_if_false @RYDER2_41146 
0009: $TEMPVAR_ANGLE += -1.0 // floating-point values 

:RYDER2_41146
00D6: if 
03CA:   object 62@(477@,25i) exists 
004D: jump_if_false @RYDER2_41196 
01BC: put_object 62@(477@,25i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 62@(477@,25i) z_angle_to $TEMPVAR_ANGLE 

:RYDER2_41196
00D6: if 
0736:   137 
004D: jump_if_false @RYDER2_41369 
03A9: write_debug_newline 
05B6: 78 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 477@ 
03A8: write_debug_float $TEMPVAR_FLOAT_1 
03A8: write_debug_float $TEMPVAR_FLOAT_2 
03A8: write_debug_float $TEMPVAR_FLOAT_3 
03A8: write_debug_float $TEMPVAR_ANGLE 

:RYDER2_41369
0051: return 

:RYDER2_41371
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:RYDER2_41389
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RYDER_2'  // Angyalbrben
01E3: text_1number_styled 'M_PASSR' 10 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: set_mission_points += 1 
00D6: if 
0038:   $ALL_TAGS_SPRAYED == 0 // integer values 
004D: jump_if_false @RYDER2_41468 
0237: gang_weapons 1 22 32 0 

:RYDER2_41468
0629: change_stat 310 to 1 // integer 
0008: $11260 += 1 // integer values 
0051: return 

:RYDER2_41484
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RYDER2_41507 
0A20: (unknown) $PLAYER_CHAR 0 

:RYDER2_41507
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_41537 
0519: lock_vehicle 95@ in_current_position 0 
09B0: (unknown) 95@ 1 

:RYDER2_41537
09AD: vehicle_camera_mode 2 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_41562 
01C3: remove_references_to_car 98@ // Like turning a car into any random car 

:RYDER2_41562
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @RYDER2_41762 
0006: 42@ = 0 // integer values 

:RYDER2_41587
00D6: if 
001B:   9 > 42@ // integer values 
004D: jump_if_false @RYDER2_41671 
00D6: if 
056D:   carcass_of_actor 102@(42@,9i) valid 
004D: jump_if_false @RYDER2_41657 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_41657 
05E2: AS_actor 102@(42@,9i) kill_actor $PLAYER_ACTOR 

:RYDER2_41657
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_41587 

:RYDER2_41671
0006: 42@ = 0 // integer values 

:RYDER2_41678
00D6: if 
001B:   5 > 42@ // integer values 
004D: jump_if_false @RYDER2_41762 
00D6: if 
056D:   carcass_of_actor 340@(42@,5i) valid 
004D: jump_if_false @RYDER2_41748 
00D6: if 
8118:   not actor 340@(42@,5i) dead 
004D: jump_if_false @RYDER2_41748 
05E2: AS_actor 340@(42@,5i) kill_actor $PLAYER_ACTOR 

:RYDER2_41748
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_41678 

:RYDER2_41762
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_41783 
034F: destroy_actor_with_fade $ACTOR_RYDER // The actor fades away like a ghost 

:RYDER2_41783
01C4: remove_references_to_object 240@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 241@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 257@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 258@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 259@ // This object will now disappear when the player looks away 
0006: 42@ = 0 // integer values 

:RYDER2_41815
00D6: if 
001B:   25 > 42@ // integer values 
004D: jump_if_false @RYDER2_41898 
01C4: remove_references_to_object 62@(42@,25i) // This object will now disappear when the player looks away 
00D6: if 
8039:   not  210@(42@,25i) == 0 // integer values 
004D: jump_if_false @RYDER2_41884 
0215: destroy_pickup 210@(42@,25i) 
0006: 210@(42@,25i) = 0 // integer values 

:RYDER2_41884
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_41815 

:RYDER2_41898
0006: 42@ = 0 // integer values 

:RYDER2_41905
00D6: if 
001B:   5 > 42@ // integer values 
004D: jump_if_false @RYDER2_41937 
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_41905 

:RYDER2_41937
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0006: 42@ = 0 // integer values 

:RYDER2_41969
00D6: if 
001B:   5 > 42@ // integer values 
004D: jump_if_false @RYDER2_42030 
00D6: if 
03CA:   object 308@(42@,5i) exists 
004D: jump_if_false @RYDER2_42016 
0108: destroy_object 308@(42@,5i) 

:RYDER2_42016
000A: 42@ += 1 // integer values 
0002: jump @RYDER2_41969 

:RYDER2_42030
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_42051 
0108: destroy_object 313@ 

:RYDER2_42051
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @RYDER2_42072 
0108: destroy_object 93@ 

:RYDER2_42072
00D6: if 
056E:   carcass_of_car 95@ valid 
004D: jump_if_false @RYDER2_42118 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_42118 
0519: lock_vehicle 95@ in_current_position 0 
099A: set_car 95@ collision_detection 1 

:RYDER2_42118
06D0: (unknown) 1 
065C: unknown_create_def_entity 237@ // unknown_destroy 
065C: unknown_create_def_entity 236@ // unknown_destroy 
065C: unknown_create_def_entity 235@ // unknown_destroy 
065C: unknown_create_def_entity 238@ // unknown_destroy 
0733: (unknown) 414 
0151: remove_status_text $6892 
0151: remove_status_text $6891 
0249: release_model #ARMY 
0249: release_model #MULE 
0249: release_model #PATRIOT 
0249: release_model #MESA 
0249: release_model #COLT45 
0249: release_model #CJ_CARDBRD_PICKUP 
0249: release_model #FAM1 
0249: release_model #FAM2 
04EF: release_animation "RYDER" 
04EF: release_animation "COLT45" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 27---------------
// Originally: OG Loc

:TWAR7
03A4: name_thread 'TWAR7' 
0050: gosub @TWAR7_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TWAR7_38 
0050: gosub @TWAR7_23165 

:TWAR7_38
0050: gosub @TWAR7_23240 
004E: end_thread 

:TWAR7_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'SMOKE1' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TWAR7_130 
009A: $ACTOR_OG_LOC = create_actor 25 #SPECIAL03 at 1543.2 -1687.0 12.5 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:TWAR7_130
00BE: text_clear_all 
0001: wait 0 ms 
0006: 67@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 70@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0007: 133@ = 0.0 // floating-point values 
0007: 134@ = 0.0 // floating-point values 
0007: 135@ = 0.0 // floating-point values 
0007: 136@ = 0.0 // floating-point values 
0007: 137@ = 0.0 // floating-point values 
0007: 138@ = 0.0 // floating-point values 
0007: 139@ = 0.0 // floating-point values 
0007: 140@ = 0.0 // floating-point values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0007: 141@ = 0.0 // floating-point values 
0007: 142@ = 0.0 // floating-point values 
0007: 143@ = 0.0 // floating-point values 
0007: 144@ = 0.0 // floating-point values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0007: 82@ = 0.0 // floating-point values 
08F5: (unknown) 
0395: clear_area 1 at 2072.3 -1695.2 12.5 range 80.0 
0107: 65@ = create_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 12.5 
02E4: load_cutscene_data 'SMOKE1A' 

:TWAR7_515
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TWAR7_539 
0001: wait 0 ms 
0002: jump @TWAR7_515 

:TWAR7_539
02E7: start_cutscene 
016A: fade 1 1000 ms 

:TWAR7_548
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TWAR7_572 
0001: wait 0 ms 
0002: jump @TWAR7_548 

:TWAR7_572
016A: fade 0 0 ms 

:TWAR7_578
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_602 
0001: wait 0 ms 
0002: jump @TWAR7_578 

:TWAR7_602
02EA: end_cutscene 
0108: destroy_object 65@ 
08F6: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
0247: request_model #GLENDALE 
023C: request_special_actor 'SMOKE' as 1 
023C: request_special_actor 'SWEET' as 2 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
0A20: (unknown) $PLAYER_CHAR 1 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
08F5: (unknown) 
015F: set_camera_position 2073.87 -1682.701 14.1963 0.0 0.0 0.0 
0160: point_camera 2073.698 -1683.686 14.1768 2 
060A: unknown_create_entity 2 148@ 
07E5: unknown_copy_entity 65542 149@ 
06AE: unknown_group_creator 0 146@ 
0749: unknown_group_add_item 146@ 54 
074A: unknown_group_set_item_params 146@ 54 1513 100.0 100.0 100.0 100.0 1 1 
0749: unknown_group_add_item 146@ 36 
074A: unknown_group_set_item_params 146@ 36 1510 0.0 100.0 0.0 0.0 1 0 
0749: unknown_group_add_item 146@ 71 
0749: unknown_group_add_item 146@ 9 
06AD: unknown_group_use_entity $PLAYER_GROUP 146@ 
0395: clear_area 1 at 2075.0 -1688.5 12.29 range 10.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 37@ = create_car #GLENDALE at 2075.0 -1688.5 12.29 
0175: set_car 37@ z_angle_to 359.74 
0229: set_car 37@ color_to 98 14 
0294: set_car 37@ sprayable 0 
041E: set_radio_station 3 
0395: clear_area 1 at 2077.0 -1691.1 12.5 range 1.0 
009A: $ACTOR_SMOKE = create_actor 25 #SPECIAL01 at 2077.0 -1691.1 12.5 
09F6: set_actor $ACTOR_SMOKE jackable_through_driver_seat 0 
0173: set_actor $ACTOR_SMOKE z_angle_to 255.7 
0568: set_actor $ACTOR_SMOKE targetable 1 
039E: set_actor $ACTOR_SMOKE jackable 1 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car 37@ passenger_seat 0 -2 ms 
060B: unknown_actor_use_entity $ACTOR_SMOKE 149@ 
0395: clear_area 1 at 2075.3 -1693.4 12.5 range 1.0 
009A: $ACTOR_SWEET = create_actor 25 #SPECIAL02 at 2075.3 -1693.4 12.5 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET targetable 1 
039E: set_actor $ACTOR_SWEET jackable 1 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car 37@ passenger_seat 2 -2 ms 
060B: unknown_actor_use_entity $ACTOR_SWEET 149@ 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at 2072.9 -1690.6 12.5 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2072.9 -1690.6 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 33.0 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 37@ -2 ms 
06D7: toggle_train_traffic 0 
06DB: (unknown) 
09D2: (unknown) 0 
07FB: set_interior 'LAHS1A' accessible 0  // Hz
016A: fade 1 500 ms 
0006: 69@ = 1 // integer values 
0707: start_scene_skip_to @TWAR7_1756 

:TWAR7_1306
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @TWAR7_1332 
0002: jump @TWAR7_23183 

:TWAR7_1332
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_1364 
0002: jump @TWAR7_23165 

:TWAR7_1364
00D6: if or
0039:   67@ == 0 // integer values 
0039:   67@ == 1 // integer values 
004D: jump_if_false @TWAR7_1674 
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @TWAR7_1674 
00D6: if 
0A36: (unknown) 
004D: jump_if_false @TWAR7_1674 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_SWEET 0 
0A09: (unknown) $ACTOR_SMOKE 0 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 
00D6: if 
0118:   actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_1598 
04ED: load_animation "CAR_CHAT" 
023C: request_special_actor 'OGLOC' as 3 
038B: load_requested_models 
009A: $ACTOR_OG_LOC = create_actor 25 #SPECIAL03 at 1543.2 -1687.0 12.5 
09F6: set_actor $ACTOR_OG_LOC jackable_through_driver_seat 0 
0173: set_actor $ACTOR_OG_LOC z_angle_to 97.2 
0568: set_actor $ACTOR_OG_LOC targetable 1 
039E: set_actor $ACTOR_OG_LOC jackable 1 
0446: set_actor $ACTOR_OG_LOC immune_to_headshots 0 
02A9: set_actor $ACTOR_OG_LOC immune_to_nonplayer 1 
0430: put_actor $ACTOR_OG_LOC into_vehicle 37@ passenger_seat -1 
060F: (unknown) $ACTOR_OG_LOC 80.0 

:TWAR7_1598
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 
00BC: text_highpriority 'SMK1_10' 7000 ms 1  // ~s~Vezess ~y~Freddy hzhoz~s~.
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1000 ms 
0006: 85@ = 2 // integer values 
0006: 68@ = 2 // integer values 
0006: 67@ = 1 // integer values 

:TWAR7_1674
00D6: if 
0039:   67@ == 0 // integer values 
004D: jump_if_false @TWAR7_2248 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_2248 
00D6: if 
00DB:   actor $ACTOR_SMOKE in_car 37@ 
004D: jump_if_false @TWAR7_2248 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car 37@ 
004D: jump_if_false @TWAR7_2248 
0006: 69@ = 0 // integer values 

:TWAR7_1756
0701: end_scene_skip 
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_1790 
0002: jump @TWAR7_23165 

:TWAR7_1790
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @TWAR7_1914 
016A: fade 0 500 ms 

:TWAR7_1815
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_1839 
0001: wait 0 ms 
0002: jump @TWAR7_1815 

:TWAR7_1839
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_1871 
0002: jump @TWAR7_23165 

:TWAR7_1871
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
0792: (unknown) $ACTOR_SMOKE 
0430: put_actor $ACTOR_SMOKE into_vehicle 37@ passenger_seat 0 
0792: (unknown) $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_vehicle 37@ passenger_seat 2 

:TWAR7_1914
00D6: if 
0038:   $2704 == 1 // integer values 
004D: jump_if_false @TWAR7_2009 
09E0: (unknown) 1526.9 -1654.5 12.1 180.0 37@ 
00D6: if 
0038:   $2705 == 0 // integer values 
004D: jump_if_false @TWAR7_1993 
03E5: text_box 'SKIP_1'  // Ha ezt mr korbban vgignzted, nyomd meg a(z)  ~k~~CONVERSATION_YES~ billentyt a jelenet tugrshoz.
0004: $2705 = 1 // integer values 

:TWAR7_1993
00BC: text_highpriority 'SMK1_02' 7000 ms 1  // ~s~Menj s vedd fel OG Loc-ot a ~y~rendrsgrl~s~.

:TWAR7_2009
00D6: if 
0038:   $2704 == 2 // integer values 
004D: jump_if_false @TWAR7_2095 
0A35: (unknown) 2453.8 -1305.0 22.5 0.0 37@ 
00D6: if 
0038:   $2705 == 0 // integer values 
004D: jump_if_false @TWAR7_2088 
03E5: text_box 'SKIP_1'  // Ha ezt mr korbban vgignzted, nyomd meg a(z)  ~k~~CONVERSATION_YES~ billentyt a jelenet tugrshoz.
0004: $2705 = 1 // integer values 

:TWAR7_2088
0006: 81@ = 1 // integer values 

:TWAR7_2095
018A: 66@ = create_checkpoint_at 1532.8 -1672.9 12.4 
06AB: (unknown) $PLAYER_ACTOR 0 
08F6: (unknown) 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @TWAR7_2220 
016A: fade 1 500 ms 

:TWAR7_2164
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_2188 
0001: wait 0 ms 
0002: jump @TWAR7_2164 

:TWAR7_2188
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_2220 
0002: jump @TWAR7_23165 

:TWAR7_2220
0006: 33@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 71@ = 1 // integer values 
0006: 67@ = 1 // integer values 

:TWAR7_2248
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @TWAR7_4048 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_2624 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_2388 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_2388 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @TWAR7_2388 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_SMOKE 1 
0A09: (unknown) $ACTOR_SWEET 1 
0006: 83@ = 1 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
0006: 85@ = 1 // integer values 

:TWAR7_2388
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @TWAR7_2452 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_2452 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_SMOKE 0 
0A09: (unknown) $ACTOR_SWEET 0 
0006: 85@ = 2 // integer values 

:TWAR7_2452
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_2503 
00D6: if 
0735:   81 
004D: jump_if_false @TWAR7_2503 
00A1: put_actor $PLAYER_ACTOR at 1531.4 -1693.7 12.4 

:TWAR7_2503
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_2624 
00D6: if 
00DB:   actor $ACTOR_SMOKE in_car 37@ 
004D: jump_if_false @TWAR7_2624 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car 37@ 
004D: jump_if_false @TWAR7_2624 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 1532.8 -1672.9 12.4 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @TWAR7_2624 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 68@ = 1 // integer values 

:TWAR7_2624
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_3598 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_SMOKE 0 
0A09: (unknown) $ACTOR_SWEET 0 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 
00D6: if 
0038:   $2704 == 0 // integer values 
004D: jump_if_false @TWAR7_2712 
0004: $2704 = 1 // integer values 

:TWAR7_2712
0951: (unknown) 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:TWAR7_2729
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_2753 
0001: wait 0 ms 
0002: jump @TWAR7_2729 

:TWAR7_2753
03EF: player $PLAYER_CHAR make_safe 
03AF: set_streaming 0 
0395: clear_area 1 at 1532.8 -1672.9 12.4 range 300.0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1496.5 -1672.6 13.2 
009B: destroy_actor_instantly $ACTOR_SMOKE 
009B: destroy_actor_instantly $ACTOR_SWEET 
00A6: destroy_car 37@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #GLENDALE 
0390: load_txd_dictionary 'LD_BUM' 
038F: request_texture "BUM2" as 1 // Load dictionary with 0390 first 
038F: request_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: text_draw_toggle 1 
02E4: load_cutscene_data 'SMOKE1B' 

:TWAR7_2903
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TWAR7_2927 
0001: wait 0 ms 
0002: jump @TWAR7_2903 

:TWAR7_2927
02E7: start_cutscene 
016A: fade 1 1000 ms 
0006: 32@ = 0 // integer values 

:TWAR7_2943
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TWAR7_2967 
0001: wait 0 ms 
0002: jump @TWAR7_2943 

:TWAR7_2967
02EA: end_cutscene 
016A: fade 0 0 ms 

:TWAR7_2975
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_2999 
0001: wait 0 ms 
0002: jump @TWAR7_2975 

:TWAR7_2999
03F0: text_draw_toggle 0 
0391: release_txd_dictionary 
0247: request_model #GLENDALE 
04ED: load_animation "CAR_CHAT" 
023C: request_special_actor 'SMOKE' as 1 
023C: request_special_actor 'SWEET' as 2 
023C: request_special_actor 'OGLOC' as 3 
038B: load_requested_models 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 37@ = create_car #GLENDALE at 1532.8 -1672.9 12.4 
0175: set_car 37@ z_angle_to 184.0 
0229: set_car 37@ color_to 98 14 
0294: set_car 37@ sprayable 0 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
041E: set_radio_station 3 
009A: $ACTOR_SMOKE = create_actor 25 #SPECIAL01 at 2072.3 -1697.2 12.5 
09F6: set_actor $ACTOR_SMOKE jackable_through_driver_seat 0 
0173: set_actor $ACTOR_SMOKE z_angle_to 255.7 
0568: set_actor $ACTOR_SMOKE targetable 1 
039E: set_actor $ACTOR_SMOKE jackable 1 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
05CA: AS_actor $ACTOR_SMOKE enter_car 37@ passenger_seat 0 -2 ms 
060B: unknown_actor_use_entity $ACTOR_SMOKE 149@ 
0430: put_actor $ACTOR_SMOKE into_vehicle 37@ passenger_seat -1 
009A: $ACTOR_SWEET = create_actor 25 #SPECIAL02 at 2072.3 -1696.2 12.5 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET targetable 1 
039E: set_actor $ACTOR_SWEET jackable 1 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
05CA: AS_actor $ACTOR_SWEET enter_car 37@ passenger_seat 2 -2 ms 
060B: unknown_actor_use_entity $ACTOR_SWEET 149@ 
0430: put_actor $ACTOR_SWEET into_vehicle 37@ passenger_seat -1 
009A: $ACTOR_OG_LOC = create_actor 25 #SPECIAL03 at 1543.2 -1687.0 12.5 
09F6: set_actor $ACTOR_OG_LOC jackable_through_driver_seat 0 
0173: set_actor $ACTOR_OG_LOC z_angle_to 97.2 
0568: set_actor $ACTOR_OG_LOC targetable 1 
039E: set_actor $ACTOR_OG_LOC jackable 1 
0446: set_actor $ACTOR_OG_LOC immune_to_headshots 0 
02A9: set_actor $ACTOR_OG_LOC immune_to_nonplayer 1 
0430: put_actor $ACTOR_OG_LOC into_vehicle 37@ passenger_seat -1 
060F: (unknown) $ACTOR_OG_LOC 80.0 
0708: unknown_add_entity_item 148@ 79 
0708: unknown_add_entity_item 148@ 36 
0709: unknown_set_entity_item 148@ 36 1022 0.0 100.0 0.0 0.0 1 1 
060B: unknown_actor_use_entity $ACTOR_OG_LOC 148@ 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_3554 
0002: jump @TWAR7_23165 

:TWAR7_3554
016A: fade 1 1000 ms 
00BC: text_highpriority 'SMK1_10' 7000 ms 1  // ~s~Vezess ~y~Freddy hzhoz~s~.
0006: 33@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 68@ = 2 // integer values 

:TWAR7_3598
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_4048 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_3727 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_3727 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @TWAR7_3727 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_SMOKE 1 
0A09: (unknown) $ACTOR_SWEET 1 
0A09: (unknown) $ACTOR_OG_LOC 1 
0006: 83@ = 2 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
0006: 85@ = 1 // integer values 

:TWAR7_3727
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @TWAR7_3798 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_3798 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_SMOKE 0 
0A09: (unknown) $ACTOR_SWEET 0 
0A09: (unknown) $ACTOR_OG_LOC 0 
0006: 85@ = 2 // integer values 

:TWAR7_3798
00D6: if 
00DF:   actor $ACTOR_OG_LOC driving 
004D: jump_if_false @TWAR7_3897 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_3897 
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @TWAR7_3897 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @TWAR7_3897 
00D6: if 
0735:   81 
004D: jump_if_false @TWAR7_3897 
00A1: put_actor $PLAYER_ACTOR at 2454.7 -1294.5 22.7 

:TWAR7_3897
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_4048 
00D6: if 
00DB:   actor $ACTOR_SMOKE in_car 37@ 
004D: jump_if_false @TWAR7_4048 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car 37@ 
004D: jump_if_false @TWAR7_4048 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 2454.4 -1284.5 22.7 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @TWAR7_4048 
00D6: if 
0038:   $2704 == 1 // integer values 
004D: jump_if_false @TWAR7_4027 
0004: $2704 = 2 // integer values 

:TWAR7_4027
0006: 85@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 2 // integer values 

:TWAR7_4048
00D6: if 
0039:   67@ == 2 // integer values 
004D: jump_if_false @TWAR7_5665 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_4312 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
09F5: (unknown) 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position 2451.2 -1295.1 24.8 0.0 0.0 0.0 
0160: point_camera 2459.7 -1284.6 26.5 2 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_SMOKE 0 
0A09: (unknown) $ACTOR_SWEET 0 
0A09: (unknown) $ACTOR_OG_LOC 0 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 
0006: 69@ = 1 // integer values 
0707: start_scene_skip_to @TWAR7_4925 
0605: actor $ACTOR_OG_LOC perform_animation_sequence "CAR_SC1_BR" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 -1 ms 
0006: 83@ = 3 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
0006: 32@ = 0 // integer values 
0006: 68@ = 1 // integer values 

:TWAR7_4312
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_4439 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @TWAR7_4439 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" from_file "CAR_CHAT" 6.0 loop 0 0 0 1 -1 ms 
0605: actor $ACTOR_SWEET perform_animation_sequence "CAR_SC1_BL" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 -1 ms 
0006: 68@ = 2 // integer values 

:TWAR7_4439
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_4524 
00D6: if 
0039:   84@ == 4 // integer values 
004D: jump_if_false @TWAR7_4524 
0605: actor $ACTOR_SMOKE perform_animation_sequence "CAR_SC1_FR" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 -1 ms 
0006: 68@ = 3 // integer values 

:TWAR7_4524
00D6: if 
0039:   68@ == 3 // integer values 
004D: jump_if_false @TWAR7_4711 
03A1: unknown_clear_point 2468.8 -1278.2 29.1 radius 1.2 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_4711 
00D6: if 
01C1:   car 37@ stopped 
004D: jump_if_false @TWAR7_4711 
0615: define_action_sequences 145@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2457.4 -1286.1 23.0 speed 6 60000 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0615: define_action_sequences 145@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2458.4 -1287.8 23.0 speed 6 60000 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 68@ = 4 // integer values 

:TWAR7_4711
00D6: if 
0039:   68@ == 4 // integer values 
004D: jump_if_false @TWAR7_4860 
03A1: unknown_clear_point 2468.8 -1278.2 29.1 radius 1.2 
062E: (unknown) $PLAYER_ACTOR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TWAR7_4860 
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @TWAR7_4816 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2472.8 -1277.9 28.9 

:TWAR7_4816
036A: put_actor $ACTOR_SMOKE in_car 37@ 
020A: set_car 37@ door_status_to 2 
05D2: AS_actor $ACTOR_SMOKE run_to_and_hijack_vehicle 37@ max_search_radius 15.0 traffic_behavior 2 
0006: 32@ = 0 // integer values 
0006: 68@ = 5 // integer values 

:TWAR7_4860
00D6: if 
0039:   68@ == 5 // integer values 
004D: jump_if_false @TWAR7_5665 
03A1: unknown_clear_point 2468.8 -1278.2 29.1 radius 1.2 
00D6: if 
0019:   32@ > 0 // integer values 
004D: jump_if_false @TWAR7_5665 
0006: 69@ = 0 // integer values 

:TWAR7_4925
0701: end_scene_skip 
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_4959 
0002: jump @TWAR7_23165 

:TWAR7_4959
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @TWAR7_5339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 
016A: fade 0 500 ms 

:TWAR7_5001
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_5069 
03A1: unknown_clear_point 2468.8 -1278.2 29.1 radius 1.2 
0001: wait 0 ms 
03A1: unknown_clear_point 2468.8 -1278.2 29.1 radius 1.2 
0002: jump @TWAR7_5001 

:TWAR7_5069
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_5101 
0002: jump @TWAR7_23165 

:TWAR7_5101
0395: clear_area 1 at 2457.4 -1286.1 23.0 range 1.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2457.4 -1286.1 23.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 230.2 
0395: clear_area 1 at 2458.4 -1287.8 23.0 range 1.0 
0792: (unknown) $ACTOR_OG_LOC 
00A1: put_actor $ACTOR_OG_LOC at 2458.4 -1287.8 23.0 
0173: set_actor $ACTOR_OG_LOC z_angle_to 230.2 
0395: clear_area 1 at 2452.4 -1267.6 23.8 range 5.0 
00AB: put_car 37@ at 2452.4 -1267.6 23.8 
0175: set_car 37@ z_angle_to 0.0 
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @TWAR7_5309 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2472.8 -1277.9 28.9 

:TWAR7_5309
036A: put_actor $ACTOR_SMOKE in_car 37@ 
020A: set_car 37@ door_status_to 2 
05D2: AS_actor $ACTOR_SMOKE run_to_and_hijack_vehicle 37@ max_search_radius 15.0 traffic_behavior 2 

:TWAR7_5339
0615: define_action_sequences 145@ 
05D3: AS_actor -1 go_to_point 2463.5 -1286.9 25.2 speed 6 -2 ms 
05D3: AS_actor -1 go_to_point 2463.9 -1278.4 29.0 speed 6 -2 ms 
05D3: AS_actor -1 go_to_point 2467.8 -1277.1 28.9 speed 6 -2 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2468.8 -1278.4 28.9 
07E0: set_marker 66@ type_to 0 
06AB: (unknown) $PLAYER_ACTOR 0 
08F6: (unknown) 
02A3: toggle_widescreen 0 
09F5: (unknown) 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
00BC: text_highpriority 'SMK1_03' 7000 ms 1  // ~s~Menj s ~y~csengess be~s~.
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @TWAR7_5651 
016A: fade 1 500 ms 

:TWAR7_5551
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_5619 
03A1: unknown_clear_point 2468.8 -1278.2 29.1 radius 1.2 
0001: wait 0 ms 
03A1: unknown_clear_point 2468.8 -1278.2 29.1 radius 1.2 
0002: jump @TWAR7_5551 

:TWAR7_5619
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_5651 
0002: jump @TWAR7_23165 

:TWAR7_5651
0006: 68@ = 0 // integer values 
0006: 67@ = 3 // integer values 

:TWAR7_5665
00D6: if 
0039:   67@ == 3 // integer values 
004D: jump_if_false @TWAR7_8884 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_5756 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 
004D: jump_if_false @TWAR7_5756 
0006: 68@ = 1 // integer values 

:TWAR7_5756
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_6760 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0006: 83@ = 0 // integer values 
016A: fade 0 500 ms 

:TWAR7_5802
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_5826 
0001: wait 0 ms 
0002: jump @TWAR7_5802 

:TWAR7_5826
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_5858 
0002: jump @TWAR7_23165 

:TWAR7_5858
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
09F5: (unknown) 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0247: request_model #PCJ600 
0247: request_model #TEC9 
0247: request_model #LSV2 
0247: request_model #MICRO_UZI 
04ED: load_animation "CRIB" 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
04ED: load_animation "RAPPING" 
0390: load_txd_dictionary 'LD_BUM' 
038F: request_texture "BUM1" as 1 // Load dictionary with 0390 first 
038F: request_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: text_draw_toggle 1 
03CF: load_wav 1817 as 3 

:TWAR7_5983
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @TWAR7_6009 
0001: wait 0 ms 
0002: jump @TWAR7_5983 

:TWAR7_6009
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_6041 
0002: jump @TWAR7_23165 

:TWAR7_6041
038B: load_requested_models 
0395: clear_area 1 at 2471.0 -1285.1 28.3 range 30.0 
00A5: 36@ = create_car #PCJ600 at 2471.0 -1285.1 28.3 
0175: set_car 36@ z_angle_to 272.5 
053F: set_car 36@ tires_vulnerable 0 
0395: clear_area 1 at 2488.2 -1279.9 30.0 range 30.0 
00A5: 35@ = create_car #PCJ600 at 2488.2 -1279.9 30.0 
02AA: set_car 35@ immune_to_nonplayer 1 
0175: set_car 35@ z_angle_to 286.4 
07EE: car 35@ enable_tire_marks 1 
053F: set_car 35@ tires_vulnerable 0 
02AC: set_car 35@ immunities 1 1 1 1 1 
0395: clear_area 1 at 2483.9 -1280.2 29.4 range 30.0 
009A: 34@ = create_actor 24 #LSV2 at 2483.9 -1280.2 29.4 
0A09: (unknown) 34@ 1 
03FE: set_actor 34@ money 500 
0173: set_actor 34@ z_angle_to 261.6 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
0446: set_actor 34@ immune_to_headshots 0 
02A9: set_actor 34@ immune_to_nonplayer 1 
08C6: set_actor 34@ stay_on_bike 1 
0350: unknown_actor 34@ not_scared_flag 1 
02AB: set_actor 34@ immunities 1 1 0 1 1 
07DD: (unknown) 34@ 20 
060B: unknown_actor_use_entity 34@ 149@ 
0615: define_action_sequences 147@ 
0713: actor -1 drive_by actor 34@ car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 
0616: define_action_sequences_end 147@ 
087D: assign_sequence $PLAYER_GROUP to_group 147@ 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_OG_LOC 
0395: clear_area 1 at 2468.0 -1278.5 29.1 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2468.0 -1278.5 29.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 269.4 
0395: clear_area 1 at 2467.4 -1275.8 28.8 range 1.0 
00A1: put_actor $ACTOR_OG_LOC at 2467.4 -1275.8 28.8 
0173: set_actor $ACTOR_OG_LOC z_angle_to 282.8 
0615: define_action_sequences 145@ 
05D3: AS_actor -1 go_to_point 2469.2 -1278.7 29.3 speed 4 60000 ms 
05D4: AS_actor -1 rotate_angle 262.0 
0605: actor -1 perform_animation_sequence "CRIB_USE_SWITCH" from_file "CRIB" 4.0 loop 0 0 0 0 800 ms 
05BF: AS_actor -1 look_at_actor $ACTOR_OG_LOC 7000 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 69@ = 1 // integer values 
0707: start_scene_skip_to @TWAR7_8172 
00BE: text_clear_all 
015F: set_camera_position 2461.7 -1273.7 30.0 0.0 0.0 0.0 
0160: point_camera 2470.1 -1277.1 30.7 2 
016A: fade 1 500 ms 

:TWAR7_6697
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_6721 
0001: wait 0 ms 
0002: jump @TWAR7_6697 

:TWAR7_6721
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_6753 
0002: jump @TWAR7_23165 

:TWAR7_6753
0006: 68@ = 2 // integer values 

:TWAR7_6760
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_6884 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CRIB_USE_SWITCH" 
004D: jump_if_false @TWAR7_6884 
0613: 82@ = actor $PLAYER_ACTOR animation "CRIB_USE_SWITCH" time 
00D6: if 
0021:   82@ > 0.65 // floating-point values 
004D: jump_if_false @TWAR7_6884 
097A: (unknown) 2469.2 -1278.7 29.3 1102 
0006: 68@ = 3 // integer values 

:TWAR7_6884
00D6: if 
0039:   68@ == 3 // integer values 
004D: jump_if_false @TWAR7_7086 
062E: (unknown) $PLAYER_ACTOR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TWAR7_7086 
0615: define_action_sequences 145@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point 2467.8 -1274.4 28.8 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 2468.6 -1273.3 28.8 speed 4 -2 ms 
05D4: AS_actor -1 rotate_angle 278.7 
0616: define_action_sequences_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 83@ = 4 // integer values 
0006: 84@ = 0 // integer values 
0006: 130@ = 5 // integer values 
0050: gosub @TWAR7_29760 
0006: 68@ = 4 // integer values 

:TWAR7_7086
00D6: if 
0039:   68@ == 4 // integer values 
004D: jump_if_false @TWAR7_7198 
00D6: if 
0019:   84@ > 2 // integer values 
004D: jump_if_false @TWAR7_7198 
0615: define_action_sequences 145@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0605: actor -1 perform_animation_sequence "PLYR_SHKHEAD" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 68@ = 5 // integer values 

:TWAR7_7198
00D6: if 
0039:   68@ == 5 // integer values 
004D: jump_if_false @TWAR7_7402 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_7402 
0615: define_action_sequences 145@ 
0605: actor -1 perform_animation_sequence "BNG_WNDW" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0615: define_action_sequences 145@ 
0605: actor -1 perform_animation_sequence "LAUGH_01" from_file "RAPPING" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 83@ = 4 // integer values 
0006: 84@ = 5 // integer values 
0006: 130@ = 9 // integer values 
0050: gosub @TWAR7_29760 
0006: 32@ = 0 // integer values 
0006: 68@ = 6 // integer values 

:TWAR7_7402
00D6: if 
0039:   68@ == 6 // integer values 
004D: jump_if_false @TWAR7_7512 
00D6: if 
0611:   actor $ACTOR_OG_LOC animation_is "BNG_WNDW" 
004D: jump_if_false @TWAR7_7512 
0613: 82@ = actor $ACTOR_OG_LOC animation "BNG_WNDW" time 
00D6: if 
0021:   82@ > 0.4 // floating-point values 
004D: jump_if_false @TWAR7_7512 
097A: (unknown) 2468.6 -1273.3 28.8 1103 
0006: 68@ = 7 // integer values 

:TWAR7_7512
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_8884 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_8884 
00D6: if 
0039:   68@ == 7 // integer values 
004D: jump_if_false @TWAR7_7698 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_7698 
0615: define_action_sequences 145@ 
05CB: AS_actor -1 enter_car_as_driver 35@ -1 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor 34@ to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 83@ = 4 // integer values 
0006: 84@ = 9 // integer values 
0006: 130@ = 10 // integer values 
0050: gosub @TWAR7_29760 
015F: set_camera_position 2495.4 -1282.3 32.6 0.0 0.0 0.0 
0160: point_camera 2479.2 -1272.5 30.5 2 
0006: 68@ = 8 // integer values 

:TWAR7_7698
00D6: if 
0039:   68@ == 8 // integer values 
004D: jump_if_false @TWAR7_7756 
00D6: if 
00DB:   actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_7756 
05EB: assign_vehicle 35@ to_path 30 
0006: 32@ = 0 // integer values 
0006: 68@ = 9 // integer values 

:TWAR7_7756
00D6: if 
0039:   68@ == 9 // integer values 
004D: jump_if_false @TWAR7_8070 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @TWAR7_8070 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_8070 
0395: clear_area 1 at 2468.4 -1282.4 28.8 range 1.0 
00A1: put_actor $ACTOR_OG_LOC at 2468.4 -1282.4 28.8 
0173: set_actor $ACTOR_OG_LOC z_angle_to 171.7 
07A1: set_walk_speed 6 
0615: define_action_sequences 145@ 
05CA: AS_actor -1 enter_car 36@ passenger_seat -1 -2 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0395: clear_area 1 at 2467.4 -1281.2 28.8 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2467.4 -1281.2 28.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 171.7 
07A1: set_walk_speed 6 
0615: define_action_sequences 145@ 
05CB: AS_actor -1 enter_car_as_driver 36@ -2 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
015F: set_camera_position 2460.9 -1283.7 30.6 0.0 0.0 0.0 
0160: point_camera 2472.6 -1284.4 31.1 2 
0006: 83@ = 5 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
0006: 68@ = 10 // integer values 

:TWAR7_8070
00D6: if 
0039:   68@ == 10 // integer values 
004D: jump_if_false @TWAR7_8884 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_8884 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_8884 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_8884 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 36@ 
00DB:   actor $ACTOR_OG_LOC in_car 36@ 
004D: jump_if_false @TWAR7_8884 
0006: 69@ = 0 // integer values 

:TWAR7_8172
0701: end_scene_skip 
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_8206 
0002: jump @TWAR7_23165 

:TWAR7_8206
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @TWAR7_8454 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0006: 83@ = 0 // integer values 
016A: fade 0 500 ms 

:TWAR7_8252
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_8276 
0001: wait 0 ms 
0002: jump @TWAR7_8252 

:TWAR7_8276
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_8308 
0002: jump @TWAR7_23165 

:TWAR7_8308
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_8372 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_8372 
0687: clear_actor_task 34@ 
00D6: if 
80DB:   not actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_8372 
036A: put_actor 34@ in_car 35@ 

:TWAR7_8372
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_8454 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_OG_LOC 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_8425 
036A: put_actor $PLAYER_ACTOR in_car 36@ 

:TWAR7_8425
00D6: if 
80DB:   not actor $ACTOR_OG_LOC in_car 36@ 
004D: jump_if_false @TWAR7_8454 
072B: (unknown) $ACTOR_OG_LOC 36@ -1 

:TWAR7_8454
0563: set_player $PLAYER_CHAR driveby_ammo_to 78 
01B2: give_actor $ACTOR_OG_LOC weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_OG_LOC armed_weapon_to 32 
09DD: (unknown) 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
0006: 72@ = 1 // integer values 
0006: 71@ = 1 // integer values 
077A: set_actor $ACTOR_OG_LOC aggressive_to_pedgroup 4 type 24 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_8596 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_8596 
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_8566 
05EC: release_vehicle 35@ from_path 

:TWAR7_8566
00AB: put_car 35@ at 2521.2 -1359.0 27.3 
0175: set_car 35@ z_angle_to 295.2 

:TWAR7_8596
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
04EF: release_animation "RAPPING" 
03E6: remove_text_box 
00BC: text_highpriority 'SMK1_04' 7000 ms 1  // ~s~Kapd el s ld meg ~r~Freddy-t~s~!
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_8690 
0187: 66@ = create_marker_above_actor 34@ 
07E0: set_marker 66@ type_to 0 

:TWAR7_8690
06AB: (unknown) $PLAYER_ACTOR 0 
09F5: (unknown) 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @TWAR7_8797 
016A: fade 1 500 ms 

:TWAR7_8741
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_8765 
0001: wait 0 ms 
0002: jump @TWAR7_8741 

:TWAR7_8765
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_8797 
0002: jump @TWAR7_23165 

:TWAR7_8797
03F0: text_draw_toggle 0 
0391: release_txd_dictionary 
009B: destroy_actor_instantly $ACTOR_SMOKE 
009B: destroy_actor_instantly $ACTOR_SWEET 
00A6: destroy_car 37@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #GLENDALE 
040D: unload_wav 3 
00D6: if or
0119:   car 35@ wrecked 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_8863 
0002: jump @TWAR7_23165 

:TWAR7_8863
0006: 85@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 4 // integer values 

:TWAR7_8884
00D6: if 
0019:   67@ > 3 // integer values 
004D: jump_if_false @TWAR7_18503 
00D6: if 
001B:   15 > 67@ // integer values 
004D: jump_if_false @TWAR7_18503 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_18369 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_18228 
00D6: if 
0039:   67@ == 4 // integer values 
004D: jump_if_false @TWAR7_9847 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_9084 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_9084 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_9084 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_9077 
0006: 83@ = 6 // integer values 
0006: 84@ = 0 // integer values 
0006: 130@ = 1 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_9077
0006: 85@ = 1 // integer values 

:TWAR7_9084
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_9300 
01E8: create_forbidden_for_cars_cube 2563.7 -1435.0 10.0 2580.3 -1266.4 100.6 
01E8: create_forbidden_for_cars_cube 2635.0 -1434.4 10.0 2652.0 -1263.6 100.0 
01E8: create_forbidden_for_cars_cube 2714.9 -1501.6 10.0 2746.1 -1266.4 100.0 
0376: 40@ = create_random_actor 2579.8 -1348.3 35.5 
05BE: AS_kill_actor 40@ 
0376: 41@ = create_random_actor 2578.8 -1348.3 35.5 
0173: set_actor 41@ z_angle_to 260.0 
0605: actor 41@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0006: 73@ = 1 // integer values 

:TWAR7_9300
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_9395 
00D6: if 
01AD:   car 35@ 0 2582.6 -1351.8 5.0 5.0 
004D: jump_if_false @TWAR7_9395 
01E7: remove_forbidden_for_cars_cube 2563.7 -1435.0 10.0 2580.3 -1266.4 100.6 
0006: 73@ = 2 // integer values 

:TWAR7_9395
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @TWAR7_9490 
00D6: if 
01AD:   car 35@ 0 2653.0 -1329.8 5.0 5.0 
004D: jump_if_false @TWAR7_9490 
01E7: remove_forbidden_for_cars_cube 2635.0 -1434.4 10.0 2652.0 -1263.6 100.0 
0006: 73@ = 3 // integer values 

:TWAR7_9490
00D6: if 
0039:   73@ == 3 // integer values 
004D: jump_if_false @TWAR7_9585 
00D6: if 
01AD:   car 35@ 0 2748.3 -1320.3 5.0 5.0 
004D: jump_if_false @TWAR7_9585 
01E7: remove_forbidden_for_cars_cube 2714.9 -1501.6 10.0 2746.1 -1266.4 100.0 
0006: 73@ = 4 // integer values 

:TWAR7_9585
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_9668 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_9668 
05EB: assign_vehicle 35@ to_path 31 
0873: release_path 30 
0006: 68@ = 1 // integer values 

:TWAR7_9668
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_9833 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_9833 
01E7: remove_forbidden_for_cars_cube 2563.7 -1435.0 10.0 2580.3 -1266.4 100.6 
01E7: remove_forbidden_for_cars_cube 2635.0 -1434.4 10.0 2652.0 -1263.6 100.0 
01E7: remove_forbidden_for_cars_cube 2714.9 -1501.6 10.0 2746.1 -1266.4 100.0 
0006: 32@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 67@ = 5 // integer values 

:TWAR7_9833
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_9847
00D6: if 
0039:   67@ == 5 // integer values 
004D: jump_if_false @TWAR7_10859 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_9986 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_9961 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_9954 
0006: 83@ = 6 // integer values 
0006: 84@ = 1 // integer values 
0006: 130@ = 2 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_9954
0006: 85@ = 1 // integer values 

:TWAR7_9961
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_9986 
0006: 85@ = 1 // integer values 

:TWAR7_9986
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_10171 
01E8: create_forbidden_for_cars_cube 2713.9 -1499.3 10.0 2746.6 -1266.3 100.0 
01E8: create_forbidden_for_cars_cube 2714.6 -1249.9 10.0 2744.7 -1332.9 100.0 
01E8: create_forbidden_for_cars_cube 2634.6 -1396.6 10.0 2651.0 -1264.2 100.0 
01E8: create_forbidden_for_cars_cube 2635.1 -1248.0 10.0 2651.0 -1055.3 100.0 
01E8: create_forbidden_for_cars_cube 2651.5 -1263.8 10.0 2579.5 -1248.7 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_10171
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_10298 
00D6: if 
01AD:   car 35@ 0 2712.7 -1265.7 5.0 5.0 
004D: jump_if_false @TWAR7_10298 
01E7: remove_forbidden_for_cars_cube 2713.9 -1499.3 10.0 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube 2714.6 -1249.9 10.0 2744.7 -1332.9 100.0 
0006: 73@ = 2 // integer values 

:TWAR7_10298
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @TWAR7_10457 
00D6: if 
01AD:   car 35@ 0 2630.5 -1248.3 5.0 5.0 
004D: jump_if_false @TWAR7_10457 
01E7: remove_forbidden_for_cars_cube 2634.6 -1396.6 10.0 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube 2635.1 -1248.0 10.0 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube 2651.5 -1263.8 10.0 2579.5 -1248.7 100.0 
0006: 73@ = 3 // integer values 

:TWAR7_10457
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_10606 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_10606 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_10561 
02AB: set_actor 34@ immunities 0 0 0 0 0 

:TWAR7_10561
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_10592 
02AC: set_car 35@ immunities 0 0 0 0 0 

:TWAR7_10592
05EB: assign_vehicle 35@ to_path 32 
0006: 68@ = 1 // integer values 

:TWAR7_10606
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_10845 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_10845 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01E7: remove_forbidden_for_cars_cube 2713.9 -1499.3 10.0 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube 2714.6 -1249.9 10.0 2744.7 -1332.9 100.0 
01E7: remove_forbidden_for_cars_cube 2634.6 -1396.6 10.0 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube 2635.1 -1248.0 10.0 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube 2651.5 -1263.8 10.0 2579.5 -1248.7 100.0 
0006: 32@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 6 // integer values 

:TWAR7_10845
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_10859
00D6: if 
0039:   67@ == 6 // integer values 
004D: jump_if_false @TWAR7_11888 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_11025 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 35.0 35.0 0 
004D: jump_if_false @TWAR7_11000 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_10993 
0006: 83@ = 6 // integer values 
0006: 84@ = 2 // integer values 
0006: 130@ = 3 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_10993
0006: 85@ = 1 // integer values 

:TWAR7_11000
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_11025 
0006: 85@ = 1 // integer values 

:TWAR7_11025
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_11210 
01E8: create_forbidden_for_cars_cube 2563.7 -1248.6 10.0 2578.9 -1192.2 100.0 
01E8: create_forbidden_for_cars_cube 2443.7 -1249.2 10.0 2459.1 -1191.9 100.0 
01E8: create_forbidden_for_cars_cube 2363.5 -1253.4 10.0 2378.7 -1145.5 100.0 
01E8: create_forbidden_for_cars_cube 2311.2 -1144.7 10.0 2379.1 -1162.1 100.0 
01E8: create_forbidden_for_cars_cube 2239.9 -1130.0 10.0 2017.6 -928.3 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_11210
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_11305 
00D6: if 
01AD:   car 35@ 0 2563.2 -1191.8 5.0 5.0 
004D: jump_if_false @TWAR7_11305 
01E7: remove_forbidden_for_cars_cube 2563.7 -1248.6 10.0 2578.9 -1192.2 100.6 
0006: 73@ = 2 // integer values 

:TWAR7_11305
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @TWAR7_11400 
00D6: if 
01AD:   car 35@ 0 2442.4 -1191.4 5.0 5.0 
004D: jump_if_false @TWAR7_11400 
01E7: remove_forbidden_for_cars_cube 2443.7 -1249.2 10.0 2459.1 -1191.9 100.0 
0006: 73@ = 3 // integer values 

:TWAR7_11400
00D6: if 
0039:   73@ == 3 // integer values 
004D: jump_if_false @TWAR7_11495 
00D6: if 
01AD:   car 35@ 0 2360.1 -1164.8 5.0 5.0 
004D: jump_if_false @TWAR7_11495 
01E7: remove_forbidden_for_cars_cube 2363.5 -1253.4 10.0 2378.7 -1145.5 100.0 
0006: 73@ = 4 // integer values 

:TWAR7_11495
00D6: if 
0039:   73@ == 4 // integer values 
004D: jump_if_false @TWAR7_11590 
00D6: if 
01AD:   car 35@ 0 2315.0 -1145.9 5.0 5.0 
004D: jump_if_false @TWAR7_11590 
01E7: remove_forbidden_for_cars_cube 2311.2 -1144.7 10.0 2379.1 -1162.1 100.0 
0006: 73@ = 5 // integer values 

:TWAR7_11590
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_11677 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_11677 
05EB: assign_vehicle 35@ to_path 33 
0006: 68@ = 1 // integer values 

:TWAR7_11677
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_11874 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_11874 
01E7: remove_forbidden_for_cars_cube 2563.7 -1248.6 10.0 2578.9 -1192.2 100.6 
01E7: remove_forbidden_for_cars_cube 2443.7 -1249.2 10.0 2459.1 -1191.9 100.0 
01E7: remove_forbidden_for_cars_cube 2363.5 -1253.4 10.0 2378.7 -1145.5 100.0 
01E7: remove_forbidden_for_cars_cube 2311.2 -1144.7 10.0 2379.1 -1162.1 100.0 
0006: 32@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 7 // integer values 

:TWAR7_11874
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_11888
00D6: if 
0039:   67@ == 7 // integer values 
004D: jump_if_false @TWAR7_12388 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_12034 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_12009 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_12002 
0006: 83@ = 6 // integer values 
0006: 84@ = 3 // integer values 
0006: 130@ = 4 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_12002
0006: 85@ = 1 // integer values 

:TWAR7_12009
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_12034 
0006: 85@ = 1 // integer values 

:TWAR7_12034
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_12091 
01E8: create_forbidden_for_cars_cube 1930.6 -1031.9 10.0 1574.4 -879.9 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_12091
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_12186 
00D6: if 
01AD:   car 35@ 0 2149.8 -996.1 5.0 5.0 
004D: jump_if_false @TWAR7_12186 
01E7: remove_forbidden_for_cars_cube 2239.9 -1130.0 10.0 2017.6 -928.3 100.0 
0006: 73@ = 2 // integer values 

:TWAR7_12186
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_12273 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_12273 
05EB: assign_vehicle 35@ to_path 34 
0006: 68@ = 1 // integer values 

:TWAR7_12273
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_12374 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_12374 
01E7: remove_forbidden_for_cars_cube 2239.9 -1130.0 10.0 2017.6 -928.3 100.0 
0006: 32@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 8 // integer values 

:TWAR7_12374
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_12388
00D6: if 
0039:   67@ == 8 // integer values 
004D: jump_if_false @TWAR7_13968 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_12527 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_12502 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_12495 
0006: 83@ = 6 // integer values 
0006: 84@ = 4 // integer values 
0006: 130@ = 5 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_12495
0006: 85@ = 1 // integer values 

:TWAR7_12502
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_12527 
0006: 85@ = 1 // integer values 

:TWAR7_12527
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_12584 
01E8: create_forbidden_for_cars_cube 1879.6 -1024.3 10.0 1600.0 -1521.7 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_12584
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_12679 
00D6: if 
01AD:   car 35@ 0 1819.4 -1034.0 5.0 5.0 
004D: jump_if_false @TWAR7_12679 
01E7: remove_forbidden_for_cars_cube 1930.6 -1031.9 10.0 1574.4 -879.9 100.0 
0006: 73@ = 2 // integer values 

:TWAR7_12679
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @TWAR7_12774 
00D6: if 
01AD:   car 35@ 0 1755.3 -1489.1 5.0 5.0 
004D: jump_if_false @TWAR7_12774 
01E7: remove_forbidden_for_cars_cube 1879.6 -1024.3 10.0 1552.0 -1521.7 100.0 
0006: 73@ = 3 // integer values 

:TWAR7_12774
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_13714 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_13714 
04AF: 78@ = unknown_wav_reference 410 
0050: gosub @TWAR7_26138 
00A5: 42@ = create_car #MANANA at 1688.5 -1111.7 58.5 
0560: 42@ = create_random_driver_in_car 52@ 
0587: (unknown) 42@ 1 
0175: set_car 42@ z_angle_to 322.3 
05EB: assign_vehicle 42@ to_path 50 
04AF: 78@ = unknown_wav_reference 410 
0050: gosub @TWAR7_26138 
00A5: 43@ = create_car #MANANA at 1679.7 -1131.6 59.7 
0560: 43@ = create_random_driver_in_car 53@ 
0587: (unknown) 43@ 1 
0175: set_car 43@ z_angle_to 321.2 
05EB: assign_vehicle 43@ to_path 51 
00A5: 44@ = create_car #PCJ600 at 1644.8 -1177.5 54.3 
0560: 44@ = create_random_driver_in_car 54@ 
0587: (unknown) 44@ 1 
0175: set_car 44@ z_angle_to 320.8 
05EB: assign_vehicle 44@ to_path 52 
04AF: 78@ = unknown_wav_reference 410 
0050: gosub @TWAR7_26138 
00A5: 45@ = create_car #MANANA at 1637.0 -1203.8 51.5 
0560: 45@ = create_random_driver_in_car 55@ 
0587: (unknown) 45@ 1 
0175: set_car 45@ z_angle_to 350.3 
05EB: assign_vehicle 45@ to_path 53 
09B2: (unknown) 1 74@ 75@ 
00D6: if 
0029:   74@ >= 0 // integer values 
004D: jump_if_false @TWAR7_13210 
0085: 78@ = 74@ // integer values and handles 
0050: gosub @TWAR7_26138 
00A5: 46@ = create_car 74@ at 1618.2 -1306.4 35.6 
0175: set_car 46@ z_angle_to 343.7 
0587: (unknown) 46@ 1 
0560: 46@ = create_random_driver_in_car 56@ 
05EB: assign_vehicle 46@ to_path 54 

:TWAR7_13210
09B2: (unknown) 1 74@ 75@ 
00D6: if 
0029:   74@ >= 0 // integer values 
004D: jump_if_false @TWAR7_13308 
0085: 78@ = 74@ // integer values and handles 
0050: gosub @TWAR7_26138 
00A5: 47@ = create_car 74@ at 1621.8 -1317.9 33.0 
0175: set_car 47@ z_angle_to 348.7 
0587: (unknown) 47@ 1 
0560: 47@ = create_random_driver_in_car 57@ 
05EB: assign_vehicle 47@ to_path 55 

:TWAR7_13308
09B2: (unknown) 1 74@ 75@ 
00D6: if 
0029:   74@ >= 0 // integer values 
004D: jump_if_false @TWAR7_13406 
0085: 78@ = 74@ // integer values and handles 
0050: gosub @TWAR7_26138 
00A5: 48@ = create_car 74@ at 1615.6 -1327.7 31.5 
0175: set_car 48@ z_angle_to 352.1 
0587: (unknown) 48@ 1 
0560: 48@ = create_random_driver_in_car 58@ 
05EB: assign_vehicle 48@ to_path 56 

:TWAR7_13406
09B2: (unknown) 1 74@ 75@ 
00D6: if 
0029:   74@ >= 0 // integer values 
004D: jump_if_false @TWAR7_13504 
0085: 78@ = 74@ // integer values and handles 
0050: gosub @TWAR7_26138 
00A5: 49@ = create_car 74@ at 1612.3 -1394.0 27.6 
0175: set_car 49@ z_angle_to 353.6 
0587: (unknown) 49@ 1 
0560: 49@ = create_random_driver_in_car 59@ 
05EB: assign_vehicle 49@ to_path 57 

:TWAR7_13504
09B2: (unknown) 1 74@ 75@ 
00D6: if 
0029:   74@ >= 0 // integer values 
004D: jump_if_false @TWAR7_13602 
0085: 78@ = 74@ // integer values and handles 
0050: gosub @TWAR7_26138 
00A5: 50@ = create_car 74@ at 1612.3 -1462.2 27.1 
0175: set_car 50@ z_angle_to 357.2 
0587: (unknown) 50@ 1 
0560: 50@ = create_random_driver_in_car 60@ 
05EB: assign_vehicle 50@ to_path 58 

:TWAR7_13602
09B2: (unknown) 1 74@ 75@ 
00D6: if 
0029:   74@ >= 0 // integer values 
004D: jump_if_false @TWAR7_13700 
0085: 78@ = 74@ // integer values and handles 
0050: gosub @TWAR7_26138 
00A5: 51@ = create_car 74@ at 1663.4 -1457.0 24.3 
0175: set_car 51@ z_angle_to 51.9 
0587: (unknown) 51@ 1 
0560: 51@ = create_random_driver_in_car 61@ 
05EB: assign_vehicle 51@ to_path 60 

:TWAR7_13700
05EB: assign_vehicle 35@ to_path 35 
0006: 68@ = 1 // integer values 

:TWAR7_13714
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_13821 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_13755 
0006: 68@ = 2 // integer values 

:TWAR7_13755
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @TWAR7_13821 
00D6: if 
01AD:   car 51@ 0 1601.4 -1389.5 5.0 5.0 
004D: jump_if_false @TWAR7_13821 
05EC: release_vehicle 51@ from_path 
0006: 68@ = 2 // integer values 

:TWAR7_13821
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_13954 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_13954 
01E7: remove_forbidden_for_cars_cube 1930.6 -1031.9 10.0 1574.4 -879.9 100.0 
01E7: remove_forbidden_for_cars_cube 1879.6 -1024.3 10.0 1552.0 -1521.7 100.0 
0006: 32@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 9 // integer values 

:TWAR7_13954
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_13968
00D6: if 
0039:   67@ == 9 // integer values 
004D: jump_if_false @TWAR7_14628 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_14114 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_14089 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_14082 
0006: 83@ = 6 // integer values 
0006: 84@ = 5 // integer values 
0006: 130@ = 6 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_14082
0006: 85@ = 1 // integer values 

:TWAR7_14089
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_14114 
0006: 85@ = 1 // integer values 

:TWAR7_14114
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_14171 
01E8: create_forbidden_for_cars_cube 1725.8 -1433.3 10.0 1838.0 -1459.4 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_14171
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_14266 
00D6: if 
01AD:   car 35@ 0 1781.3 -1437.9 5.0 5.0 
004D: jump_if_false @TWAR7_14266 
01E7: remove_forbidden_for_cars_cube 1725.8 -1433.3 10.0 1838.0 -1459.4 100.0 
0006: 73@ = 2 // integer values 

:TWAR7_14266
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_14513 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_14513 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C3: remove_references_to_car 46@ // Like turning a car into any random car 
01C3: remove_references_to_car 47@ // Like turning a car into any random car 
01C3: remove_references_to_car 48@ // Like turning a car into any random car 
01C3: remove_references_to_car 49@ // Like turning a car into any random car 
01C3: remove_references_to_car 50@ // Like turning a car into any random car 
01C3: remove_references_to_car 51@ // Like turning a car into any random car 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0376: 38@ = create_random_actor 1778.4 -1343.1 14.7 
0173: set_actor 38@ z_angle_to 180.0 
0376: 39@ = create_random_actor 1778.4 -1344.1 14.7 
0173: set_actor 39@ z_angle_to 0.0 
05EB: assign_vehicle 35@ to_path 36 
0006: 68@ = 1 // integer values 

:TWAR7_14513
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_14614 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_14614 
01E7: remove_forbidden_for_cars_cube 1725.8 -1433.3 10.0 1838.0 -1459.4 100.0 
0006: 32@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 10 // integer values 

:TWAR7_14614
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_14628
00D6: if 
0039:   67@ == 10 // integer values 
004D: jump_if_false @TWAR7_15329 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_14774 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_14749 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_14742 
0006: 83@ = 6 // integer values 
0006: 84@ = 6 // integer values 
0006: 130@ = 7 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_14742
0006: 85@ = 1 // integer values 

:TWAR7_14749
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_14774 
0006: 85@ = 1 // integer values 

:TWAR7_14774
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_14895 
01E8: create_forbidden_for_cars_cube 1838.4 -1453.6 10.0 1853.7 -1303.4 100.0 
01E8: create_forbidden_for_cars_cube 1979.3 -1468.7 10.0 1853.5 -1452.5 100.0 
01E8: create_forbidden_for_cars_cube 2334.0 -1556.1 10.0 2350.5 -1489.7 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_14895
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_14990 
00D6: if 
01AD:   car 35@ 0 1855.7 -1379.0 5.0 5.0 
004D: jump_if_false @TWAR7_14990 
01E7: remove_forbidden_for_cars_cube 1838.4 -1453.6 10.0 1853.7 -1303.4 100.0 
0006: 73@ = 2 // integer values 

:TWAR7_14990
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @TWAR7_15085 
00D6: if 
01AD:   car 35@ 0 1971.5 -1474.6 5.0 5.0 
004D: jump_if_false @TWAR7_15085 
01E7: remove_forbidden_for_cars_cube 1979.3 -1468.7 10.0 1853.5 -1452.5 100.0 
0006: 73@ = 3 // integer values 

:TWAR7_15085
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_15172 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_15172 
05EB: assign_vehicle 35@ to_path 37 
0006: 68@ = 1 // integer values 

:TWAR7_15172
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_15315 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_15315 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01E7: remove_forbidden_for_cars_cube 1838.4 -1453.6 10.0 1853.7 -1303.4 100.0 
01E7: remove_forbidden_for_cars_cube 1979.3 -1468.7 10.0 1853.5 -1452.5 100.0 
0006: 32@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 11 // integer values 

:TWAR7_15315
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_15329
00D6: if 
0039:   67@ == 11 // integer values 
004D: jump_if_false @TWAR7_15893 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_15475 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_15450 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_15443 
0006: 83@ = 6 // integer values 
0006: 84@ = 7 // integer values 
0006: 130@ = 8 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_15443
0006: 85@ = 1 // integer values 

:TWAR7_15450
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_15475 
0006: 85@ = 1 // integer values 

:TWAR7_15475
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_15532 
01E8: create_forbidden_for_cars_cube 2350.1 -1516.0 10.0 2423.9 -1532.5 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_15532
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_15659 
00D6: if 
01AD:   car 35@ 0 2394.8 -1508.7 5.0 5.0 
004D: jump_if_false @TWAR7_15659 
01E7: remove_forbidden_for_cars_cube 2350.1 -1516.0 10.0 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube 2334.0 -1556.1 10.0 2350.5 -1489.7 100.0 
0006: 73@ = 2 // integer values 

:TWAR7_15659
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_15746 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_15746 
05EB: assign_vehicle 35@ to_path 38 
0006: 68@ = 1 // integer values 

:TWAR7_15746
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_15879 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_15879 
01E7: remove_forbidden_for_cars_cube 2350.1 -1516.0 10.0 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube 2334.0 -1556.1 10.0 2350.5 -1489.7 100.0 
0006: 32@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 12 // integer values 

:TWAR7_15879
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_15893
00D6: if 
0039:   67@ == 12 // integer values 
004D: jump_if_false @TWAR7_16393 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_16039 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_16014 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_16007 
0006: 83@ = 6 // integer values 
0006: 84@ = 8 // integer values 
0006: 130@ = 9 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_16007
0006: 85@ = 1 // integer values 

:TWAR7_16014
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_16039 
0006: 85@ = 1 // integer values 

:TWAR7_16039
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_16096 
01E8: create_forbidden_for_cars_cube 2379.8 -1373.3 10.0 2423.7 -1452.6 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_16096
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_16191 
00D6: if 
01AD:   car 35@ 0 2398.6 -1432.4 5.0 5.0 
004D: jump_if_false @TWAR7_16191 
01E7: remove_forbidden_for_cars_cube 2379.8 -1373.3 10.0 2423.7 -1452.6 100.0 
0006: 73@ = 2 // integer values 

:TWAR7_16191
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_16278 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_16278 
05EB: assign_vehicle 35@ to_path 39 
0006: 68@ = 1 // integer values 

:TWAR7_16278
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_16379 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_16379 
01E7: remove_forbidden_for_cars_cube 2379.8 -1373.3 10.0 2423.7 -1452.6 100.0 
0006: 32@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 13 // integer values 

:TWAR7_16379
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 

:TWAR7_16393
00D6: if 
0039:   67@ == 13 // integer values 
004D: jump_if_false @TWAR7_17814 
0050: gosub @TWAR7_25433 
0050: gosub @TWAR7_25171 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_16553 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_16528 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_16521 
0006: 83@ = 6 // integer values 
0006: 84@ = 9 // integer values 
0006: 130@ = 10 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_16521
0006: 85@ = 1 // integer values 

:TWAR7_16528
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_16553 
0006: 85@ = 1 // integer values 

:TWAR7_16553
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TWAR7_16706 
01E8: create_forbidden_for_cars_cube 2363.5 -1291.7 10.0 2379.5 -1181.2 100.0 
01E8: create_forbidden_for_cars_cube 2295.9 -1291.5 10.0 2311.5 -1162.3 100.0 
01E8: create_forbidden_for_cars_cube 2333.9 -1392.1 10.0 2220.2 -1377.1 100.0 
01E8: create_forbidden_for_cars_cube 2334.6 -1493.6 10.0 2219.8 -1475.2 100.0 
0006: 73@ = 1 // integer values 

:TWAR7_16706
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TWAR7_16801 
00D6: if 
01AD:   car 35@ 0 2362.8 -1259.3 5.0 5.0 
004D: jump_if_false @TWAR7_16801 
01E7: remove_forbidden_for_cars_cube 2363.5 -1291.7 10.0 2379.5 -1181.2 100.0 
0006: 73@ = 2 // integer values 

:TWAR7_16801
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @TWAR7_16896 
00D6: if 
01AD:   car 35@ 0 2294.5 -1263.5 5.0 5.0 
004D: jump_if_false @TWAR7_16896 
01E7: remove_forbidden_for_cars_cube 2295.9 -1291.5 10.0 2311.5 -1162.3 100.0 
0006: 73@ = 3 // integer values 

:TWAR7_16896
00D6: if 
0039:   73@ == 3 // integer values 
004D: jump_if_false @TWAR7_16991 
00D6: if 
01AD:   car 35@ 0 2284.2 -1393.8 5.0 5.0 
004D: jump_if_false @TWAR7_16991 
01E7: remove_forbidden_for_cars_cube 2333.9 -1392.1 10.0 2220.2 -1377.1 100.0 
0006: 73@ = 4 // integer values 

:TWAR7_16991
00D6: if 
0039:   73@ == 4 // integer values 
004D: jump_if_false @TWAR7_17086 
00D6: if 
01AD:   car 35@ 0 2293.8 -1491.7 5.0 5.0 
004D: jump_if_false @TWAR7_17086 
01E7: remove_forbidden_for_cars_cube 2334.6 -1493.6 10.0 2219.8 -1475.2 100.0 
0006: 73@ = 5 // integer values 

:TWAR7_17086
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_17395 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @TWAR7_17395 
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_17233 
009A: 62@ = create_actor 25 #LSV3 at 2301.9 -1504.1 24.3 
0173: set_actor 62@ z_angle_to 358.5 
01B2: give_actor 62@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: (unknown) 62@ 1 
060B: unknown_actor_use_entity 62@ 149@ 

:TWAR7_17233
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_17307 
009A: 63@ = create_actor 25 #LSV3 at 2302.5 -1502.3 24.3 
0173: set_actor 63@ z_angle_to 18.5 
01B2: give_actor 63@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: (unknown) 63@ 1 
060B: unknown_actor_use_entity 63@ 149@ 

:TWAR7_17307
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_17381 
009A: 64@ = create_actor 25 #LSV3 at 2300.6 -1503.9 24.3 
0173: set_actor 64@ z_angle_to 5.9 
01B2: give_actor 64@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: (unknown) 64@ 1 
060B: unknown_actor_use_entity 64@ 149@ 

:TWAR7_17381
05EB: assign_vehicle 35@ to_path 40 
0006: 68@ = 1 // integer values 

:TWAR7_17395
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_17646 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_17646 
01E7: remove_forbidden_for_cars_cube 2363.5 -1291.7 10.0 2379.5 -1181.2 100.0 
01E7: remove_forbidden_for_cars_cube 2295.9 -1291.5 10.0 2311.5 -1162.3 100.0 
01E7: remove_forbidden_for_cars_cube 2333.9 -1392.1 10.0 2220.2 -1377.1 100.0 
01E7: remove_forbidden_for_cars_cube 2334.6 -1493.6 10.0 2219.8 -1475.2 100.0 
0615: define_action_sequences 145@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2300.3 -1502.8 24.3 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 205.1 
0616: define_action_sequences_end 145@ 
0618: assign_actor 34@ to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_17639 
07EE: car 35@ enable_tire_marks 0 

:TWAR7_17639
0006: 68@ = 2 // integer values 

:TWAR7_17646
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_17814 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_17814 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_17735 
06C9: remove_actor $ACTOR_OG_LOC from_group 

:TWAR7_17735
09F4: (unknown) $ACTOR_OG_LOC 1 
0648: (unknown) $ACTOR_OG_LOC 50.0 
0615: define_action_sequences 145@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor 34@ 
0616: define_action_sequences_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 85@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 67@ = 14 // integer values 

:TWAR7_17814
00D6: if 
0039:   67@ == 14 // integer values 
004D: jump_if_false @TWAR7_18221 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_17912 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_17912 
0006: 83@ = 7 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
0006: 33@ = 0 // integer values 
0006: 85@ = 1 // integer values 

:TWAR7_17912
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @TWAR7_17976 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_17976 
0006: 83@ = 17 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
0006: 85@ = 2 // integer values 

:TWAR7_17976
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_18221 
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor 34@ 
02A9: set_actor 34@ immune_to_nonplayer 0 
0615: define_action_sequences 145@ 
0633: AS_actor -1 exit_vehicle 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
05E2: AS_actor -1 kill_actor $ACTOR_OG_LOC 
0616: define_action_sequences_end 145@ 
0618: assign_actor 34@ to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_18108 
062E: (unknown) 62@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TWAR7_18108 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 

:TWAR7_18108
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_18161 
062E: (unknown) 63@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TWAR7_18161 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:TWAR7_18161
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_18214 
062E: (unknown) 64@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TWAR7_18214 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:TWAR7_18214
0006: 68@ = 1 // integer values 

:TWAR7_18221
0002: jump @TWAR7_18362 

:TWAR7_18228
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_18264 
05DB: AS_actor 62@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 -2 ms 

:TWAR7_18264
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_18295 
05DB: AS_actor 63@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 -2 ms 

:TWAR7_18295
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_18326 
05DB: AS_actor 64@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 -2 ms 

:TWAR7_18326
040D: unload_wav 1 
040D: unload_wav 2 
0006: 32@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 67@ = 15 // integer values 

:TWAR7_18362
0002: jump @TWAR7_18503 

:TWAR7_18369
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_18405 
05DB: AS_actor 62@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 -2 ms 

:TWAR7_18405
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_18436 
05DB: AS_actor 63@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 -2 ms 

:TWAR7_18436
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_18467 
05DB: AS_actor 64@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 -2 ms 

:TWAR7_18467
040D: unload_wav 1 
040D: unload_wav 2 
0006: 32@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 67@ = 15 // integer values 

:TWAR7_18503
00D6: if 
0039:   67@ == 15 // integer values 
004D: jump_if_false @TWAR7_21068 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_19984 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @TWAR7_19984 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @TWAR7_19984 
00BE: text_clear_all 
016A: fade 0 500 ms 

:TWAR7_18592
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_18616 
0001: wait 0 ms 
0002: jump @TWAR7_18592 

:TWAR7_18616
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_18648 
0002: jump @TWAR7_23165 

:TWAR7_18648
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 
009B: destroy_actor_instantly 62@ 
009B: destroy_actor_instantly 63@ 
009B: destroy_actor_instantly 64@ 
091D: (unknown) 2563.7 -1435.0 10.0 2580.3 -1266.4 100.6 
091D: (unknown) 2635.0 -1434.4 10.0 2652.0 -1263.6 100.0 
091D: (unknown) 2714.9 -1501.6 10.0 2746.1 -1266.4 100.0 
091D: (unknown) 2713.9 -1499.3 10.0 2746.6 -1266.3 100.0 
091D: (unknown) 2714.6 -1249.9 10.0 2744.7 -1332.9 100.0 
091D: (unknown) 2634.6 -1396.6 10.0 2651.0 -1264.2 100.0 
091D: (unknown) 2635.1 -1248.0 10.0 2651.0 -1055.3 100.0 
091D: (unknown) 2651.5 -1263.8 10.0 2579.5 -1248.7 100.0 
091D: (unknown) 2563.7 -1248.6 10.0 2578.9 -1192.2 100.6 
091D: (unknown) 2443.7 -1249.2 10.0 2459.1 -1191.9 100.0 
091D: (unknown) 2363.5 -1253.4 10.0 2378.7 -1145.5 100.0 
091D: (unknown) 2311.2 -1144.7 10.0 2379.1 -1162.1 100.0 
091D: (unknown) 2239.9 -1130.0 10.0 2017.6 -928.3 100.0 
091D: (unknown) 1930.6 -1031.9 10.0 1574.4 -879.9 100.0 
091D: (unknown) 1879.6 -1024.3 10.0 1552.0 -1521.7 100.0 
091D: (unknown) 1725.8 -1433.3 10.0 1838.0 -1459.4 100.0 
091D: (unknown) 1838.4 -1453.6 10.0 1853.7 -1303.4 100.0 
091D: (unknown) 1979.3 -1468.7 10.0 1853.5 -1452.5 100.0 
091D: (unknown) 2334.0 -1556.1 10.0 2350.5 -1489.7 100.0 
091D: (unknown) 2350.1 -1516.0 10.0 2423.9 -1532.5 100.0 
091D: (unknown) 2379.8 -1373.3 10.0 2423.7 -1452.6 100.0 
091D: (unknown) 2363.5 -1291.7 10.0 2379.5 -1181.2 100.0 
091D: (unknown) 2295.9 -1291.5 10.0 2311.5 -1162.3 100.0 
091D: (unknown) 2333.9 -1392.1 10.0 2220.2 -1377.1 100.0 
091D: (unknown) 2334.6 -1493.6 10.0 2219.8 -1475.2 100.0 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #PCJ600 
04ED: load_animation "MISC" 
038B: load_requested_models 
04E4: unknown_refresh_game_renderer_at 2293.4 -1490.2 
0A0B: (unknown) 2293.4 -1490.2 22.2 90.0 
0395: clear_area 1 at 2293.4 -1490.2 22.2 range 20.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
09F5: (unknown) 1 
08F5: (unknown) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_19616 
07EE: car 35@ enable_tire_marks 0 

:TWAR7_19616
0792: (unknown) $PLAYER_ACTOR 
00A0: store_actor $PLAYER_ACTOR position_to 141@ 142@ 143@ 
0172: 144@ = actor $PLAYER_ACTOR z_angle 
06C9: remove_actor $ACTOR_OG_LOC from_group 
0792: (unknown) $ACTOR_OG_LOC 
0395: clear_area 1 at 2290.4 -1490.2 22.3 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2290.4 -1490.2 22.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 265.8 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2295.6 -1490.5 21.3 speed 4 -1 ms 
0470: 76@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: (unknown) $ACTOR_OG_LOC 
0395: clear_area 1 at 2295.3 -1491.3 22.3 range 1.0 
00A1: put_actor $ACTOR_OG_LOC at 2295.3 -1491.3 22.3 
0173: set_actor $ACTOR_OG_LOC z_angle_to 268.4 
0667: AS_actor $ACTOR_OG_LOC aim_at_point 2299.3 -1490.6 22.8 10000 ms 
015F: set_camera_position 2299.3 -1490.6 22.8 0.0 0.0 0.0 
0160: point_camera 2255.6 -1493.3 38.3 2 
0006: 83@ = 8 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
0006: 68@ = 1 // integer values 
016A: fade 1 1500 ms 

:TWAR7_19914
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_19938 
0001: wait 0 ms 
0002: jump @TWAR7_19914 

:TWAR7_19938
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_19970 
0002: jump @TWAR7_23165 

:TWAR7_19970
0006: 69@ = 1 // integer values 
0707: start_scene_skip_to @TWAR7_20578 

:TWAR7_19984
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_20115 
062E: (unknown) $PLAYER_ACTOR 1491 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TWAR7_20115 
0639: AS_actor $ACTOR_OG_LOC rotate_to_actor $PLAYER_ACTOR 
0615: define_action_sequences 145@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0605: actor -1 perform_animation_sequence "IDLE_CHAT_02" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 68@ = 2 // integer values 

:TWAR7_20115
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_20199 
00D6: if 
0019:   84@ > 2 // integer values 
004D: jump_if_false @TWAR7_20199 
0687: clear_actor_task $PLAYER_ACTOR 
0605: actor $ACTOR_OG_LOC perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 68@ = 3 // integer values 

:TWAR7_20199
00D6: if 
0039:   68@ == 3 // integer values 
004D: jump_if_false @TWAR7_20283 
00D6: if 
0019:   84@ > 3 // integer values 
004D: jump_if_false @TWAR7_20283 
0687: clear_actor_task $ACTOR_OG_LOC 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 68@ = 4 // integer values 

:TWAR7_20283
00D6: if 
0039:   68@ == 4 // integer values 
004D: jump_if_false @TWAR7_20367 
00D6: if 
0019:   84@ > 4 // integer values 
004D: jump_if_false @TWAR7_20367 
0687: clear_actor_task $PLAYER_ACTOR 
0605: actor $ACTOR_OG_LOC perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 68@ = 5 // integer values 

:TWAR7_20367
00D6: if 
0039:   68@ == 5 // integer values 
004D: jump_if_false @TWAR7_20451 
00D6: if 
0019:   84@ > 5 // integer values 
004D: jump_if_false @TWAR7_20451 
0687: clear_actor_task $ACTOR_OG_LOC 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 68@ = 6 // integer values 

:TWAR7_20451
00D6: if 
0039:   68@ == 6 // integer values 
004D: jump_if_false @TWAR7_20535 
00D6: if 
0019:   84@ > 6 // integer values 
004D: jump_if_false @TWAR7_20535 
0687: clear_actor_task $PLAYER_ACTOR 
0605: actor $ACTOR_OG_LOC perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 68@ = 7 // integer values 

:TWAR7_20535
00D6: if 
0039:   68@ == 7 // integer values 
004D: jump_if_false @TWAR7_21068 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_21068 
0006: 69@ = 0 // integer values 

:TWAR7_20578
0701: end_scene_skip 
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_20612 
0002: jump @TWAR7_23165 

:TWAR7_20612
0687: clear_actor_task $ACTOR_OG_LOC 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @TWAR7_20652 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 

:TWAR7_20652
016A: fade 0 500 ms 

:TWAR7_20659
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_20683 
0001: wait 0 ms 
0002: jump @TWAR7_20659 

:TWAR7_20683
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_20715 
0002: jump @TWAR7_23165 

:TWAR7_20715
0792: (unknown) $PLAYER_ACTOR 
000F: 143@ -= 1.0 // floating-point values 
0395: clear_area 1 at 141@ 142@ 143@ range 1.0 
04E4: unknown_refresh_game_renderer_at 141@ 142@ 
038B: load_requested_models 
00A1: put_actor $PLAYER_ACTOR at 141@ 142@ 143@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 144@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 76@ 
0792: (unknown) $ACTOR_OG_LOC 
02C0: set 137@ 138@ 139@ to_ped_path_coords_closest_to 141@ 142@ 143@ 
04E4: unknown_refresh_game_renderer_at 137@ 138@ 
038B: load_requested_models 
000B: 139@ += 2.0 // floating-point values 
02CE: 143@ = ground_z 137@ 138@ 139@ 
0395: clear_area 1 at 137@ 138@ 143@ range 1.0 
00A1: put_actor $ACTOR_OG_LOC at 137@ 138@ 143@ 
09DD: (unknown) 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
0006: 72@ = 1 // integer values 
03CB: set_camera 141@ 142@ 143@ 
04EF: release_animation "MISC" 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 783.2 -1630.3 12.2 
07E0: set_marker 66@ type_to 1 
02A3: toggle_widescreen 0 
09F5: (unknown) 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1500 ms 

:TWAR7_20984
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_21008 
0001: wait 0 ms 
0002: jump @TWAR7_20984 

:TWAR7_21008
0050: gosub @TWAR7_24235 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_21040 
0002: jump @TWAR7_23165 

:TWAR7_21040
0006: 68@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 67@ = 16 // integer values 
0006: 33@ = 0 // integer values 

:TWAR7_21068
00D6: if 
0039:   67@ == 16 // integer values 
004D: jump_if_false @TWAR7_21370 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_21150 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TWAR7_21150 
0006: 83@ = 9 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
0006: 85@ = 1 // integer values 

:TWAR7_21150
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_21209 
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @TWAR7_21209 
00BC: text_highpriority 'SMK1_13' 8500 ms 1  // ~s~Vidd el OG Loc-ot a szemlyzeti bejrhoz a ~y~Burger Shot~s~ htuljnl.
0006: 85@ = 2 // integer values 

:TWAR7_21209
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_21363 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_21363 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
004D: jump_if_false @TWAR7_21363 
00D6: if 
00FE:   actor $ACTOR_OG_LOC 0 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
004D: jump_if_false @TWAR7_21363 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 68@ = 0 // integer values 
0006: 67@ = 17 // integer values 

:TWAR7_21363
0050: gosub @TWAR7_25171 

:TWAR7_21370
00D6: if 
0039:   67@ == 17 // integer values 
004D: jump_if_false @TWAR7_21765 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_21629 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
09F5: (unknown) 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
06C9: remove_actor $ACTOR_OG_LOC from_group 
0615: define_action_sequences 145@ 
05B9: unknown_action_sequence -1 1500 
0633: AS_actor -1 exit_vehicle 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0616: define_action_sequences_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0615: define_action_sequences 145@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 792.1 -1626.0 12.4 speed 4 -2 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 83@ = 10 // integer values 
0006: 84@ = 0 // integer values 
0050: gosub @TWAR7_29760 
015F: set_camera_position 776.7145 -1637.248 14.084 0.0 0.0 0.0 
0160: point_camera 777.5906 -1636.769 14.1398 2 
0006: 68@ = 1 // integer values 

:TWAR7_21629
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_21765 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TWAR7_21765 
016A: fade 0 500 ms 

:TWAR7_21672
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_21696 
0001: wait 0 ms 
0002: jump @TWAR7_21672 

:TWAR7_21696
009B: destroy_actor_instantly $ACTOR_OG_LOC 
0164: disable_marker 66@ 
09F5: (unknown) 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 

:TWAR7_21734
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_21758 
0001: wait 0 ms 
0002: jump @TWAR7_21734 

:TWAR7_21758
0002: jump @TWAR7_23183 

:TWAR7_21765
00D6: if 
0019:   67@ > 3 // integer values 
004D: jump_if_false @TWAR7_21882 
00D6: if 
001B:   14 > 67@ // integer values 
004D: jump_if_false @TWAR7_21882 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_21882 
062E: (unknown) 34@ 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TWAR7_21882 
0713: actor 34@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 

:TWAR7_21882
00D6: if 
0019:   67@ > 3 // integer values 
004D: jump_if_false @TWAR7_21995 
00D6: if 
001B:   15 > 67@ // integer values 
004D: jump_if_false @TWAR7_21995 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_21995 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 34@ radius 250.0 250.0 0 
004D: jump_if_false @TWAR7_21995 
00D6: if 
82CB:   not actor 34@ bounding_sphere_visible 
004D: jump_if_false @TWAR7_21995 
0006: 68@ = 0 // integer values 
0006: 67@ = 20 // integer values 

:TWAR7_21995
00D6: if 
0039:   67@ == 20 // integer values 
004D: jump_if_false @TWAR7_22472 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_22273 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_22201 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_22201 
00D6: if 
00DB:   actor $ACTOR_OG_LOC in_car 36@ 
004D: jump_if_false @TWAR7_22201 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
00BC: text_highpriority 'SMK1_12' 4000 ms 1  // ~r~Freddy elmeneklt!
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_22151 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:TWAR7_22151
06C9: remove_actor $ACTOR_OG_LOC from_group 
0615: define_action_sequences 145@ 
0633: AS_actor -1 exit_vehicle 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_action_sequences 145@ 
061B: remove_references_to_action_sequences 145@ 
0006: 32@ = 0 // integer values 
0006: 68@ = 1 // integer values 

:TWAR7_22201
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_22224 
0006: 68@ = 2 // integer values 

:TWAR7_22224
00D6: if 
0118:   actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_22247 
0006: 68@ = 2 // integer values 

:TWAR7_22247
00D6: if 
80DB:   not actor $ACTOR_OG_LOC in_car 36@ 
004D: jump_if_false @TWAR7_22273 
0006: 68@ = 2 // integer values 

:TWAR7_22273
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_22429 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @TWAR7_22429 
016A: fade 0 500 ms 

:TWAR7_22317
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_22341 
0001: wait 0 ms 
0002: jump @TWAR7_22317 

:TWAR7_22341
009B: destroy_actor_instantly $ACTOR_OG_LOC 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_22369 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:TWAR7_22369
0164: disable_marker 66@ 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 

:TWAR7_22398
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_22422 
0001: wait 0 ms 
0002: jump @TWAR7_22398 

:TWAR7_22422
0006: 68@ = 2 // integer values 

:TWAR7_22429
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_22472 
00BE: text_clear_all 
00BC: text_highpriority 'SMK1_12' 4000 ms 1  // ~r~Freddy elmeneklt!
0002: jump @TWAR7_23165 

:TWAR7_22472
00D6: if 
0039:   67@ == 3 // integer values 
004D: jump_if_false @TWAR7_22528 
00D6: if 
87C1:   not path 30 available 
004D: jump_if_false @TWAR7_22509 
07C0: load_path 30 

:TWAR7_22509
00D6: if 
87C1:   not path 31 available 
004D: jump_if_false @TWAR7_22528 
07C0: load_path 31 

:TWAR7_22528
00D6: if 
0039:   67@ == 4 // integer values 
004D: jump_if_false @TWAR7_22565 
00D6: if 
87C1:   not path 32 available 
004D: jump_if_false @TWAR7_22565 
07C0: load_path 32 

:TWAR7_22565
00D6: if 
0039:   67@ == 5 // integer values 
004D: jump_if_false @TWAR7_22602 
00D6: if 
87C1:   not path 33 available 
004D: jump_if_false @TWAR7_22602 
07C0: load_path 33 

:TWAR7_22602
00D6: if 
0039:   67@ == 6 // integer values 
004D: jump_if_false @TWAR7_22639 
00D6: if 
87C1:   not path 34 available 
004D: jump_if_false @TWAR7_22639 
07C0: load_path 34 

:TWAR7_22639
00D6: if 
0039:   67@ == 7 // integer values 
004D: jump_if_false @TWAR7_22871 
00D6: if 
87C1:   not path 35 available 
004D: jump_if_false @TWAR7_22676 
07C0: load_path 35 

:TWAR7_22676
00D6: if 
87C1:   not path 50 available 
004D: jump_if_false @TWAR7_22695 
07C0: load_path 50 

:TWAR7_22695
00D6: if 
87C1:   not path 51 available 
004D: jump_if_false @TWAR7_22714 
07C0: load_path 51 

:TWAR7_22714
00D6: if 
87C1:   not path 52 available 
004D: jump_if_false @TWAR7_22733 
07C0: load_path 52 

:TWAR7_22733
00D6: if 
87C1:   not path 53 available 
004D: jump_if_false @TWAR7_22752 
07C0: load_path 53 

:TWAR7_22752
00D6: if 
87C1:   not path 54 available 
004D: jump_if_false @TWAR7_22771 
07C0: load_path 54 

:TWAR7_22771
00D6: if 
87C1:   not path 55 available 
004D: jump_if_false @TWAR7_22790 
07C0: load_path 55 

:TWAR7_22790
00D6: if 
87C1:   not path 56 available 
004D: jump_if_false @TWAR7_22809 
07C0: load_path 56 

:TWAR7_22809
00D6: if 
87C1:   not path 57 available 
004D: jump_if_false @TWAR7_22828 
07C0: load_path 57 

:TWAR7_22828
00D6: if 
87C1:   not path 58 available 
004D: jump_if_false @TWAR7_22847 
07C0: load_path 58 

:TWAR7_22847
00D6: if 
87C1:   not path 35 available 
004D: jump_if_false @TWAR7_22866 
07C0: load_path 60 

:TWAR7_22866
0247: request_model #MANANA 

:TWAR7_22871
00D6: if 
0039:   67@ == 8 // integer values 
004D: jump_if_false @TWAR7_22908 
00D6: if 
87C1:   not path 36 available 
004D: jump_if_false @TWAR7_22908 
07C0: load_path 36 

:TWAR7_22908
00D6: if 
0039:   67@ == 9 // integer values 
004D: jump_if_false @TWAR7_22950 
0249: release_model #MANANA 
00D6: if 
87C1:   not path 37 available 
004D: jump_if_false @TWAR7_22950 
07C0: load_path 37 

:TWAR7_22950
00D6: if 
0039:   67@ == 10 // integer values 
004D: jump_if_false @TWAR7_22987 
00D6: if 
87C1:   not path 38 available 
004D: jump_if_false @TWAR7_22987 
07C0: load_path 38 

:TWAR7_22987
00D6: if 
0039:   67@ == 11 // integer values 
004D: jump_if_false @TWAR7_23024 
00D6: if 
87C1:   not path 39 available 
004D: jump_if_false @TWAR7_23024 
07C0: load_path 39 

:TWAR7_23024
00D6: if 
0039:   67@ == 12 // integer values 
004D: jump_if_false @TWAR7_23065 
00D6: if 
87C1:   not path 40 available 
004D: jump_if_false @TWAR7_23061 
07C0: load_path 40 

:TWAR7_23061
0247: request_model #LSV3 

:TWAR7_23065
00D6: if 
0019:   67@ > 0 // integer values 
004D: jump_if_false @TWAR7_23108 
00D6: if 
001B:   3 > 67@ // integer values 
004D: jump_if_false @TWAR7_23108 
0050: gosub @TWAR7_24652 

:TWAR7_23108
00D6: if 
0019:   67@ > 3 // integer values 
004D: jump_if_false @TWAR7_23151 
00D6: if 
001B:   14 > 67@ // integer values 
004D: jump_if_false @TWAR7_23151 
0050: gosub @TWAR7_24861 

:TWAR7_23151
0050: gosub @TWAR7_27369 
0002: jump @TWAR7_1306 

:TWAR7_23165
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:TWAR7_23183
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASSR' 5 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SMOKE_1'  // OG Loc
030C: set_mission_points += 1 
0008: $11259 += 1 // integer values 
0051: return 

:TWAR7_23240
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @TWAR7_23258 
02EB: restore_camera_with_jumpcut 

:TWAR7_23258
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TWAR7_23281 
0A09: (unknown) $PLAYER_ACTOR 0 

:TWAR7_23281
09F5: (unknown) 0 
0164: disable_marker 66@ 
040D: unload_wav 3 
0249: release_model #MANANA 
0249: release_model #PCJ600 
0249: release_model #TEC9 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #GLENDALE 
0249: release_model #MICRO_UZI 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "RAPPING" 
091D: (unknown) 2563.7 -1435.0 10.0 2580.3 -1266.4 100.6 
091D: (unknown) 2635.0 -1434.4 10.0 2652.0 -1263.6 100.0 
091D: (unknown) 2714.9 -1501.6 10.0 2746.1 -1266.4 100.0 
091D: (unknown) 2713.9 -1499.3 10.0 2746.6 -1266.3 100.0 
091D: (unknown) 2714.6 -1249.9 10.0 2744.7 -1332.9 100.0 
091D: (unknown) 2634.6 -1396.6 10.0 2651.0 -1264.2 100.0 
091D: (unknown) 2635.1 -1248.0 10.0 2651.0 -1055.3 100.0 
091D: (unknown) 2651.5 -1263.8 10.0 2579.5 -1248.7 100.0 
091D: (unknown) 2563.7 -1248.6 10.0 2578.9 -1192.2 100.6 
091D: (unknown) 2443.7 -1249.2 10.0 2459.1 -1191.9 100.0 
091D: (unknown) 2363.5 -1253.4 10.0 2378.7 -1145.5 100.0 
091D: (unknown) 2311.2 -1144.7 10.0 2379.1 -1162.1 100.0 
091D: (unknown) 2239.9 -1130.0 10.0 2017.6 -928.3 100.0 
091D: (unknown) 1930.6 -1031.9 10.0 1574.4 -879.9 100.0 
091D: (unknown) 1879.6 -1024.3 10.0 1552.0 -1521.7 100.0 
091D: (unknown) 1725.8 -1433.3 10.0 1838.0 -1459.4 100.0 
091D: (unknown) 1838.4 -1453.6 10.0 1853.7 -1303.4 100.0 
091D: (unknown) 1979.3 -1468.7 10.0 1853.5 -1452.5 100.0 
091D: (unknown) 2334.0 -1556.1 10.0 2350.5 -1489.7 100.0 
091D: (unknown) 2350.1 -1516.0 10.0 2423.9 -1532.5 100.0 
091D: (unknown) 2379.8 -1373.3 10.0 2423.7 -1452.6 100.0 
091D: (unknown) 2363.5 -1291.7 10.0 2379.5 -1181.2 100.0 
091D: (unknown) 2295.9 -1291.5 10.0 2311.5 -1162.3 100.0 
091D: (unknown) 2333.9 -1392.1 10.0 2220.2 -1377.1 100.0 
091D: (unknown) 2334.6 -1493.6 10.0 2219.8 -1475.2 100.0 
07FB: set_interior 'LAHS1A' accessible 1  // Hz
06D7: toggle_train_traffic 1 
034F: destroy_actor_with_fade $ACTOR_SMOKE // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_OG_LOC // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
09D2: (unknown) 1 
061B: remove_references_to_action_sequences 147@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:TWAR7_24235
00D6: if 
001B:   4 > 67@ // integer values 
004D: jump_if_false @TWAR7_24376 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @TWAR7_24294 
00BE: text_clear_all 
00BC: text_highpriority 'SMK1_06' 7000 ms 1  // ~r~Big Smoke meghalt!
0006: 70@ = 1 // integer values 

:TWAR7_24294
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @TWAR7_24335 
00BE: text_clear_all 
00BC: text_highpriority 'SMK1_07' 7000 ms 1  // ~r~Sweet meghalt!
0006: 70@ = 1 // integer values 

:TWAR7_24335
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @TWAR7_24376 
00BE: text_clear_all 
00BC: text_highpriority 'SMK1_08' 7000 ms 1  // ~r~Smoke kocsija felrobbant.
0006: 70@ = 1 // integer values 

:TWAR7_24376
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @TWAR7_24437 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_24437 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @TWAR7_24437 
0006: 70@ = 0 // integer values 

:TWAR7_24437
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @TWAR7_24514 
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_24514 
00D6: if 
0118:   actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_24514 
00BE: text_clear_all 
00BC: text_highpriority 'SMK1_05' 7000 ms 1  // ~r~OG Loc meghalt!
0006: 70@ = 1 // integer values 

:TWAR7_24514
00D6: if 
0019:   67@ > 1 // integer values 
004D: jump_if_false @TWAR7_24573 
00D6: if 
0118:   actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_24573 
00BE: text_clear_all 
00BC: text_highpriority 'SMK1_05' 7000 ms 1  // ~r~OG Loc meghalt!
0006: 70@ = 1 // integer values 

:TWAR7_24573
00D6: if 
0019:   67@ > 3 // integer values 
004D: jump_if_false @TWAR7_24650 
00D6: if 
001B:   15 > 67@ // integer values 
004D: jump_if_false @TWAR7_24650 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_24650 
00BE: text_clear_all 
00BC: text_highpriority 'SMK1_14' 7000 ms 1  // ~r~A szksges motor felrobbant!
0006: 70@ = 1 // integer values 

:TWAR7_24650
0051: return 

:TWAR7_24652
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @TWAR7_24795 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_24795 
03D5: remove_text 'SMK1_01'  // ~s~Szllj vissza ~b~Smoke autjba~s~.
0164: disable_marker 66@ 
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @TWAR7_24788 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_24768 
018A: 66@ = create_checkpoint_at 1532.8 -1672.9 12.4 
0002: jump @TWAR7_24788 

:TWAR7_24768
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:TWAR7_24788
0006: 71@ = 1 // integer values 

:TWAR7_24795
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @TWAR7_24859 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_24859 
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 37@ 
07E0: set_marker 66@ type_to 1 
0006: 71@ = 0 // integer values 

:TWAR7_24859
0051: return 

:TWAR7_24861
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @TWAR7_25169 
00D6: if 
0019:   67@ > 3 // integer values 
004D: jump_if_false @TWAR7_25169 
00D6: if 
001B:   14 > 67@ // integer values 
004D: jump_if_false @TWAR7_25169 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @TWAR7_25042 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_25042 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_25042 
03D5: remove_text 86@(84@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Szllj vissza a ~b~motorra~s~.
03D5: remove_text 'SMK1_04'  // ~s~Kapd el s ld meg ~r~Freddy-t~s~!
00BC: text_highpriority 'SMK1_04' 7000 ms 1  // ~s~Kapd el s ld meg ~r~Freddy-t~s~!
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor 34@ 
07E0: set_marker 66@ type_to 0 
0006: 71@ = 1 // integer values 

:TWAR7_25042
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @TWAR7_25169 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_25169 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_25169 
03D5: remove_text 86@(84@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Szllj vissza a ~b~motorra~s~.
03D5: remove_text 'SMK1_04'  // ~s~Kapd el s ld meg ~r~Freddy-t~s~!
00BC: text_highpriority 'SMK1_11' 7000 ms 1  // ~s~Szllj vissza a ~b~motorra~s~.
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 36@ 
07E0: set_marker 66@ type_to 1 
0006: 71@ = 0 // integer values 

:TWAR7_25169
0051: return 

:TWAR7_25171
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @TWAR7_25235 
00D6: if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_25235 
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor $ACTOR_OG_LOC 
07E0: set_marker 66@ type_to 1 
0006: 72@ = 0 // integer values 

:TWAR7_25235
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @TWAR7_25431 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_OG_LOC radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @TWAR7_25431 
00D6: if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_25320 
09DD: (unknown) 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 

:TWAR7_25320
00D6: if 
001B:   16 > 67@ // integer values 
004D: jump_if_false @TWAR7_25399 
0164: disable_marker 66@ 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_25377 
0187: 66@ = create_marker_above_actor 34@ 
0002: jump @TWAR7_25392 

:TWAR7_25377
0186: 66@ = create_marker_above_car 36@ 
07E0: set_marker 66@ type_to 1 

:TWAR7_25392
0002: jump @TWAR7_25424 

:TWAR7_25399
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 783.2 -1630.3 12.2 

:TWAR7_25424
0006: 72@ = 1 // integer values 

:TWAR7_25431
0051: return 

:TWAR7_25433
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_26099 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_26092 
00D6: if 
00DB:   actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_26055 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @TWAR7_25544 
00D6: if or
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_25544 
0224: set_car 35@ health_to 350 
0006: 80@ = 1 // integer values 

:TWAR7_25544
00A0: store_actor $PLAYER_ACTOR position_to 133@ 134@ 137@ 
00AA: store_car 35@ position_to 135@ 136@ 137@ 
0509: 137@ = distance between point 133@ 134@ and point 135@ 136@ 
00D6: if 
0023:   21.0 > 137@ // floating-point values 
004D: jump_if_false @TWAR7_25653 
0017: 137@ /= 20.0 // floating-point values 
0087: 138@ = 137@ // floating-point values only 
0007: 137@ = 2.0 // floating-point values 
0063: 137@ -= 138@ // floating-point values 
0002: jump @TWAR7_25699 

:TWAR7_25653
000F: 137@ -= 20.0 // floating-point values 
0017: 137@ /= 90.0 // floating-point values 
0087: 138@ = 137@ // floating-point values only 
0007: 137@ = 1.0 // floating-point values 
0063: 137@ -= 138@ // floating-point values 

:TWAR7_25699
0087: 140@ = 137@ // floating-point values only 
00D6: if 
0021:   140@ > 2.0 // floating-point values 
004D: jump_if_false @TWAR7_25738 
0007: 140@ = 2.0 // floating-point values 

:TWAR7_25738
00D6: if 
0023:   0.5 > 140@ // floating-point values 
004D: jump_if_false @TWAR7_25769 
0007: 140@ = 0.5 // floating-point values 

:TWAR7_25769
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_25793 
06FD: (unknown) 35@ 140@ 

:TWAR7_25793
00D6: if 
0039:   67@ == 8 // integer values 
004D: jump_if_false @TWAR7_26021 
00D6: if 
001B:   10 > 79@ // integer values 
004D: jump_if_false @TWAR7_26014 
00D6: if 
8119:   not car 42@(79@,10i) wrecked 
004D: jump_if_false @TWAR7_26000 
00D6: if 
8118:   not actor 52@(79@,10i) dead 
004D: jump_if_false @TWAR7_25971 
00D6: if 
00DB:   actor 52@(79@,10i) in_car 42@(79@,10i) 
004D: jump_if_false @TWAR7_25935 
00D6: if 
060E:   car 42@(79@,10i) is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_25928 
06FD: (unknown) 42@(79@,10i) 140@ 

:TWAR7_25928
0002: jump @TWAR7_25964 

:TWAR7_25935
00D6: if 
060E:   car 42@(79@,10i) is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_25964 
05EC: release_vehicle 42@(79@,10i) from_path 

:TWAR7_25964
0002: jump @TWAR7_26000 

:TWAR7_25971
00D6: if 
060E:   car 42@(79@,10i) is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_26000 
05EC: release_vehicle 42@(79@,10i) from_path 

:TWAR7_26000
000A: 79@ += 1 // integer values 
0002: jump @TWAR7_26021 

:TWAR7_26014
0006: 79@ = 0 // integer values 

:TWAR7_26021
00D6: if 
80DB:   not actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_26048 
036A: put_actor 34@ in_car 35@ 

:TWAR7_26048
0002: jump @TWAR7_26092 

:TWAR7_26055
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_26092 
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_26092 
05EC: release_vehicle 35@ from_path 

:TWAR7_26092
0002: jump @TWAR7_26136 

:TWAR7_26099
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_26136 
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @TWAR7_26136 
05EC: release_vehicle 35@ from_path 

:TWAR7_26136
0051: return 

:TWAR7_26138
0209: 77@ = random_int 1 37 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @TWAR7_26180 
0674: set_car_model 78@ numberplate "GOT_M00_" 

:TWAR7_26180
00D6: if 
0039:   77@ == 2 // integer values 
004D: jump_if_false @TWAR7_26213 
0674: set_car_model 78@ numberplate "M00TV_4U" 

:TWAR7_26213
00D6: if 
0039:   77@ == 3 // integer values 
004D: jump_if_false @TWAR7_26246 
0674: set_car_model 78@ numberplate "MATHEW_2" 

:TWAR7_26246
00D6: if 
0039:   77@ == 4 // integer values 
004D: jump_if_false @TWAR7_26279 
0674: set_car_model 78@ numberplate "D4_DEW0R" 

:TWAR7_26279
00D6: if 
0039:   77@ == 5 // integer values 
004D: jump_if_false @TWAR7_26312 
0674: set_car_model 78@ numberplate "D0DE_777" 

:TWAR7_26312
00D6: if 
0039:   77@ == 6 // integer values 
004D: jump_if_false @TWAR7_26345 
0674: set_car_model 78@ numberplate "DAM0_666" 

:TWAR7_26345
00D6: if 
0039:   77@ == 7 // integer values 
004D: jump_if_false @TWAR7_26378 
0674: set_car_model 78@ numberplate "C0NEY_88" 

:TWAR7_26378
00D6: if 
0039:   77@ == 8 // integer values 
004D: jump_if_false @TWAR7_26411 
0674: set_car_model 78@ numberplate "PRE4CHER" 

:TWAR7_26411
00D6: if 
0039:   77@ == 9 // integer values 
004D: jump_if_false @TWAR7_26444 
0674: set_car_model 78@ numberplate "DBP_4NDY" 

:TWAR7_26444
00D6: if 
0039:   77@ == 10 // integer values 
004D: jump_if_false @TWAR7_26477 
0674: set_car_model 78@ numberplate "EV1L_SLY" 

:TWAR7_26477
00D6: if 
0039:   77@ == 11 // integer values 
004D: jump_if_false @TWAR7_26510 
0674: set_car_model 78@ numberplate "N1_R4V3N" 

:TWAR7_26510
00D6: if 
0039:   77@ == 12 // integer values 
004D: jump_if_false @TWAR7_26543 
0674: set_car_model 78@ numberplate "D1VX_Z00" 

:TWAR7_26543
00D6: if 
0039:   77@ == 13 // integer values 
004D: jump_if_false @TWAR7_26575 
0674: set_car_model 78@ numberplate "MR_B3NN" 

:TWAR7_26575
00D6: if 
0039:   77@ == 14 // integer values 
004D: jump_if_false @TWAR7_26608 
0674: set_car_model 78@ numberplate "R3D_R4SP" 

:TWAR7_26608
00D6: if 
0039:   77@ == 15 // integer values 
004D: jump_if_false @TWAR7_26641 
0674: set_car_model 78@ numberplate "LA_B0MBA" 

:TWAR7_26641
00D6: if 
0039:   77@ == 16 // integer values 
004D: jump_if_false @TWAR7_26674 
0674: set_car_model 78@ numberplate "L3337_0G" 

:TWAR7_26674
00D6: if 
0039:   77@ == 17 // integer values 
004D: jump_if_false @TWAR7_26707 
0674: set_car_model 78@ numberplate "BUDD4H_X" 

:TWAR7_26707
00D6: if 
0039:   77@ == 18 // integer values 
004D: jump_if_false @TWAR7_26740 
0674: set_car_model 78@ numberplate "T3H_BUCK" 

:TWAR7_26740
00D6: if 
0039:   77@ == 19 // integer values 
004D: jump_if_false @TWAR7_26773 
0674: set_car_model 78@ numberplate "CHUNKY_1" 

:TWAR7_26773
00D6: if 
0039:   77@ == 20 // integer values 
004D: jump_if_false @TWAR7_26806 
0674: set_car_model 78@ numberplate "EV1L_BNZ" 

:TWAR7_26806
00D6: if 
0039:   77@ == 21 // integer values 
004D: jump_if_false @TWAR7_26839 
0674: set_car_model 78@ numberplate "S4ND_M4N" 

:TWAR7_26839
00D6: if 
0039:   77@ == 22 // integer values 
004D: jump_if_false @TWAR7_26872 
0674: set_car_model 78@ numberplate "RKK_DBP1" 

:TWAR7_26872
00D6: if 
0039:   77@ == 23 // integer values 
004D: jump_if_false @TWAR7_26905 
0674: set_car_model 78@ numberplate "RE1_K0KU" 

:TWAR7_26905
00D6: if 
0039:   77@ == 24 // integer values 
004D: jump_if_false @TWAR7_26938 
0674: set_car_model 78@ numberplate "S3XY_JUD" 

:TWAR7_26938
00D6: if 
0039:   77@ == 25 // integer values 
004D: jump_if_false @TWAR7_26971 
0674: set_car_model 78@ numberplate "SUNRA_93" 

:TWAR7_26971
00D6: if 
0039:   77@ == 26 // integer values 
004D: jump_if_false @TWAR7_27004 
0674: set_car_model 78@ numberplate "UG_FUX69" 

:TWAR7_27004
00D6: if 
0039:   77@ == 27 // integer values 
004D: jump_if_false @TWAR7_27037 
0674: set_car_model 78@ numberplate "LI0N_CUM" 

:TWAR7_27037
00D6: if 
0039:   77@ == 28 // integer values 
004D: jump_if_false @TWAR7_27070 
0674: set_car_model 78@ numberplate "RKK_PWND" 

:TWAR7_27070
00D6: if 
0039:   77@ == 29 // integer values 
004D: jump_if_false @TWAR7_27103 
0674: set_car_model 78@ numberplate "HAZE_B0B" 

:TWAR7_27103
00D6: if 
0039:   77@ == 30 // integer values 
004D: jump_if_false @TWAR7_27136 
0674: set_car_model 78@ numberplate "T3H_FLUF" 

:TWAR7_27136
00D6: if 
0039:   77@ == 31 // integer values 
004D: jump_if_false @TWAR7_27169 
0674: set_car_model 78@ numberplate "BM_4NDY_" 

:TWAR7_27169
00D6: if 
0039:   77@ == 32 // integer values 
004D: jump_if_false @TWAR7_27202 
0674: set_car_model 78@ numberplate "BM_D34N_" 

:TWAR7_27202
00D6: if 
0039:   77@ == 33 // integer values 
004D: jump_if_false @TWAR7_27235 
0674: set_car_model 78@ numberplate "BM_L4C3Y" 

:TWAR7_27235
00D6: if 
0039:   77@ == 34 // integer values 
004D: jump_if_false @TWAR7_27268 
0674: set_car_model 78@ numberplate "BM_D3V__" 

:TWAR7_27268
00D6: if 
0039:   77@ == 35 // integer values 
004D: jump_if_false @TWAR7_27301 
0674: set_car_model 78@ numberplate "NU_SK00L" 

:TWAR7_27301
00D6: if 
0039:   77@ == 36 // integer values 
004D: jump_if_false @TWAR7_27334 
0674: set_car_model 78@ numberplate "G4L_AVET" 

:TWAR7_27334
00D6: if 
0039:   77@ == 37 // integer values 
004D: jump_if_false @TWAR7_27367 
0674: set_car_model 78@ numberplate "M0J0_J0J" 

:TWAR7_27367
0051: return 

:TWAR7_27369
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @TWAR7_28388 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_27658 
00D6: if or
0039:   83@ == 1 // integer values 
0039:   83@ == 2 // integer values 
004D: jump_if_false @TWAR7_27658 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_27651 
0050: gosub @TWAR7_32082 
0050: gosub @TWAR7_32189 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_27548 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @TWAR7_27517 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_27548 

:TWAR7_27517
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_27548
00D6: if or
0039:   68@ == 1 // integer values 
0039:   68@ == 2 // integer values 
004D: jump_if_false @TWAR7_27644 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_27613 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_27644 

:TWAR7_27613
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_27644
0002: jump @TWAR7_27658 

:TWAR7_27651
0006: 83@ = 0 // integer values 

:TWAR7_27658
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_27794 
00D6: if 
001B:   11 > 83@ // integer values 
004D: jump_if_false @TWAR7_27794 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_27721 
000A: 84@ += 1 // integer values 

:TWAR7_27721
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 86@(84@,13s) 
0085: 132@ = 83@ // integer values and handles 
0085: 131@ = 84@ // integer values and handles 
0006: 83@ = 11 // integer values 
0209: 84@ = random_int 0 5 
0085: 130@ = 84@ // integer values and handles 
000A: 130@ += 1 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_27794
00D6: if 
0039:   83@ == 11 // integer values 
004D: jump_if_false @TWAR7_28119 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28067 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_28044 
0050: gosub @TWAR7_32082 
0050: gosub @TWAR7_32189 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_27948 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @TWAR7_27917 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_27948 

:TWAR7_27917
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_27948
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @TWAR7_28037 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_28006 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_28037 

:TWAR7_28006
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_28037
0002: jump @TWAR7_28067 

:TWAR7_28044
00BC: text_highpriority 'SMK1_01' 11000 ms 1  // ~s~Szllj vissza ~b~Smoke autjba~s~.
0006: 83@ = 12 // integer values 

:TWAR7_28067
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28119 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 13 // integer values 
0006: 84@ = 0 // integer values 
00BE: text_clear_all 

:TWAR7_28119
00D6: if 
0039:   83@ == 12 // integer values 
004D: jump_if_false @TWAR7_28172 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28172 
0006: 83@ = 13 // integer values 
0006: 84@ = 0 // integer values 
00BE: text_clear_all 

:TWAR7_28172
00D6: if 
0039:   83@ == 13 // integer values 
004D: jump_if_false @TWAR7_28388 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28314 
0006: 33@ = 0 // integer values 
0085: 83@ = 132@ // integer values and handles 
0085: 84@ = 131@ // integer values and handles 
0050: gosub @TWAR7_29760 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @TWAR7_28314 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @TWAR7_28298 
00BC: text_highpriority 'SMK1_02' 7000 ms 1  // ~s~Menj s vedd fel OG Loc-ot a ~y~rendrsgrl~s~.
0002: jump @TWAR7_28314 

:TWAR7_28298
00BC: text_highpriority 'SMK1_10' 7000 ms 1  // ~s~Vezess ~y~Freddy hzhoz~s~.

:TWAR7_28314
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28388 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 11 // integer values 
0209: 84@ = random_int 0 5 
0085: 130@ = 84@ // integer values and handles 
000A: 130@ += 1 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_28388
00D6: if or
0039:   83@ == 3 // integer values 
0039:   83@ == 4 // integer values 
0039:   83@ == 5 // integer values 
0039:   83@ == 8 // integer values 
0039:   83@ == 10 // integer values 
004D: jump_if_false @TWAR7_28488 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_28481 
0050: gosub @TWAR7_32082 
0050: gosub @TWAR7_32189 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_28488 

:TWAR7_28481
0006: 83@ = 0 // integer values 

:TWAR7_28488
00D6: if 
0019:   67@ > 3 // integer values 
004D: jump_if_false @TWAR7_29494 
00D6: if or
001B:   14 > 67@ // integer values 
0039:   67@ == 16 // integer values 
004D: jump_if_false @TWAR7_29494 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_28887 
00D6: if 
0104:   actor $ACTOR_OG_LOC near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @TWAR7_28880 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor $ACTOR_OG_LOC has_objective 
004D: jump_if_false @TWAR7_28733 
00D6: if 
0039:   83@ == 9 // integer values 
004D: jump_if_false @TWAR7_28733 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_28726 
0050: gosub @TWAR7_32082 
0050: gosub @TWAR7_32189 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_28688 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_28719 

:TWAR7_28688
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_28719
0002: jump @TWAR7_28733 

:TWAR7_28726
0006: 83@ = 0 // integer values 

:TWAR7_28733
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_OG_LOC driving 
004D: jump_if_false @TWAR7_28880 
00D6: if 
0039:   83@ == 9 // integer values 
004D: jump_if_false @TWAR7_28880 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_28873 
0050: gosub @TWAR7_32082 
0050: gosub @TWAR7_32189 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_28835 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_28866 

:TWAR7_28835
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_28866
0002: jump @TWAR7_28880 

:TWAR7_28873
0006: 83@ = 0 // integer values 

:TWAR7_28880
0002: jump @TWAR7_29004 

:TWAR7_28887
00D6: if 
001B:   14 > 83@ // integer values 
004D: jump_if_false @TWAR7_29004 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_28931 
000A: 84@ += 1 // integer values 

:TWAR7_28931
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
00BE: text_clear_all 
0085: 132@ = 83@ // integer values and handles 
0085: 131@ = 84@ // integer values and handles 
0006: 83@ = 14 // integer values 
0209: 84@ = random_int 0 3 
0085: 130@ = 84@ // integer values and handles 
000A: 130@ += 1 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_29004
00D6: if 
0039:   83@ == 14 // integer values 
004D: jump_if_false @TWAR7_29195 
00D6: if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_29172 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_29142 
0050: gosub @TWAR7_32082 
0050: gosub @TWAR7_32189 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_29104 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_29135 

:TWAR7_29104
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_29135
0002: jump @TWAR7_29165 

:TWAR7_29142
00BC: text_highpriority 'SMK1_09' 7000 ms 1  // ~s~Elhagytad ~b~OG Loc-ot~s~.
0006: 83@ = 15 // integer values 

:TWAR7_29165
0002: jump @TWAR7_29195 

:TWAR7_29172
00BC: text_highpriority 'SMK1_09' 7000 ms 1  // ~s~Elhagytad ~b~OG Loc-ot~s~.
0006: 83@ = 15 // integer values 

:TWAR7_29195
00D6: if 
0039:   83@ == 15 // integer values 
004D: jump_if_false @TWAR7_29248 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_29248 
0006: 83@ = 16 // integer values 
0006: 84@ = 0 // integer values 
00BE: text_clear_all 

:TWAR7_29248
00D6: if 
0039:   83@ == 16 // integer values 
004D: jump_if_false @TWAR7_29494 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_29439 
0006: 33@ = 0 // integer values 
0085: 83@ = 132@ // integer values and handles 
0085: 84@ = 131@ // integer values and handles 
0050: gosub @TWAR7_29760 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @TWAR7_29432 
00D6: if 
001B:   14 > 67@ // integer values 
004D: jump_if_false @TWAR7_29416 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_29393 
00BC: text_highpriority 'SMK1_04' 7000 ms 1  // ~s~Kapd el s ld meg ~r~Freddy-t~s~!
0002: jump @TWAR7_29409 

:TWAR7_29393
00BC: text_highpriority 'SMK1_11' 7000 ms 1  // ~s~Szllj vissza a ~b~motorra~s~.

:TWAR7_29409
0002: jump @TWAR7_29432 

:TWAR7_29416
00BC: text_highpriority 'SMK1_13' 8500 ms 1  // ~s~Vidd el OG Loc-ot a szemlyzeti bejrhoz a ~y~Burger Shot~s~ htuljnl.

:TWAR7_29432
0002: jump @TWAR7_29494 

:TWAR7_29439
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 14 // integer values 
0209: 84@ = random_int 0 3 
0085: 130@ = 84@ // integer values and handles 
000A: 130@ += 1 // integer values 
0050: gosub @TWAR7_29760 

:TWAR7_29494
00D6: if or
0039:   83@ == 6 // integer values 
0039:   83@ == 7 // integer values 
004D: jump_if_false @TWAR7_29627 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_29620 
0050: gosub @TWAR7_32082 
0050: gosub @TWAR7_32189 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_29582 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_29613 

:TWAR7_29582
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_29613
0002: jump @TWAR7_29627 

:TWAR7_29620
0006: 83@ = 0 // integer values 

:TWAR7_29627
00D6: if 
0039:   83@ == 17 // integer values 
004D: jump_if_false @TWAR7_29758 
00D6: if 
001D:   125@ > 84@ // integer values 
004D: jump_if_false @TWAR7_29751 
0050: gosub @TWAR7_32082 
0050: gosub @TWAR7_32189 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_29713 
0050: gosub @TWAR7_32343 
0002: jump @TWAR7_29744 

:TWAR7_29713
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_29744
0002: jump @TWAR7_29758 

:TWAR7_29751
0006: 83@ = 0 // integer values 

:TWAR7_29758
0051: return 

:TWAR7_29760
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @TWAR7_29977 
05AA: 86@s = 'SMO1_AA' // 8-byte strings 
05AA: 88@s = 'SMO1_AC' // 8-byte strings 
05AA: 90@s = 'SMO1_AD' // 8-byte strings 
05AA: 92@s = 'SMO1_AE' // 8-byte strings 
05AA: 94@s = 'SMO1_AF' // 8-byte strings 
05AA: 96@s = 'SMO1_AG' // 8-byte strings 
05AA: 98@s = 'SMO1_AH' // 8-byte strings 
05AA: 100@s = 'SMO1_AJ' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35000 
04AF: 113@ = unknown_wav_reference 35001 
04AF: 114@ = unknown_wav_reference 35002 
04AF: 115@ = unknown_wav_reference 35003 
04AF: 116@ = unknown_wav_reference 35004 
04AF: 117@ = unknown_wav_reference 35005 
04AF: 118@ = unknown_wav_reference 35006 
04AF: 119@ = unknown_wav_reference 35007 
0006: 125@ = 8 // integer values 

:TWAR7_29977
00D6: if 
0039:   83@ == 2 // integer values 
004D: jump_if_false @TWAR7_30170 
05AA: 86@s = 'SMO1_BA' // 8-byte strings 
05AA: 88@s = 'SMO1_BB' // 8-byte strings 
05AA: 90@s = 'SMO1_BC' // 8-byte strings 
05AA: 92@s = 'SMO1_BD' // 8-byte strings 
05AA: 94@s = 'SMO1_BE' // 8-byte strings 
05AA: 96@s = 'SMO1_BF' // 8-byte strings 
05AA: 98@s = 'SMO1_BG' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35008 
04AF: 113@ = unknown_wav_reference 35009 
04AF: 114@ = unknown_wav_reference 35010 
04AF: 115@ = unknown_wav_reference 35011 
04AF: 116@ = unknown_wav_reference 35012 
04AF: 117@ = unknown_wav_reference 35013 
04AF: 118@ = unknown_wav_reference 35014 
0006: 125@ = 7 // integer values 

:TWAR7_30170
00D6: if 
0039:   83@ == 3 // integer values 
004D: jump_if_false @TWAR7_30363 
05AA: 86@s = 'SMO1_CA' // 8-byte strings 
05AA: 88@s = 'SMO1_CB' // 8-byte strings 
05AA: 90@s = 'SMO1_CC' // 8-byte strings 
05AA: 92@s = 'SMO1_CD' // 8-byte strings 
05AA: 94@s = 'SMO1_CE' // 8-byte strings 
05AA: 96@s = 'SMO1_CF' // 8-byte strings 
05AA: 98@s = 'SMO1_CG' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35015 
04AF: 113@ = unknown_wav_reference 35016 
04AF: 114@ = unknown_wav_reference 35017 
04AF: 115@ = unknown_wav_reference 35018 
04AF: 116@ = unknown_wav_reference 35019 
04AF: 117@ = unknown_wav_reference 35020 
04AF: 118@ = unknown_wav_reference 35021 
0006: 125@ = 7 // integer values 

:TWAR7_30363
00D6: if 
0039:   83@ == 4 // integer values 
004D: jump_if_false @TWAR7_30629 
05AA: 86@s = 'SMO1_CH' // 8-byte strings 
05AA: 88@s = 'SMO1_DB' // 8-byte strings 
05AA: 90@s = 'SMO1_CJ' // 8-byte strings 
05AA: 92@s = 'SMO1_CK' // 8-byte strings 
05AA: 94@s = 'SMO1_CL' // 8-byte strings 
05AA: 96@s = 'SMO1_CM' // 8-byte strings 
05AA: 98@s = 'SMO1_CN' // 8-byte strings 
05AA: 100@s = 'SMO1_CO' // 8-byte strings 
05AA: 102@s = 'SMO1_CP' // 8-byte strings 
05AA: 104@s = 'SMO1_DA' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35022 
04AF: 113@ = unknown_wav_reference 35031 
04AF: 114@ = unknown_wav_reference 35023 
04AF: 115@ = unknown_wav_reference 35024 
04AF: 116@ = unknown_wav_reference 35025 
04AF: 117@ = unknown_wav_reference 35026 
04AF: 118@ = unknown_wav_reference 35027 
04AF: 119@ = unknown_wav_reference 35028 
04AF: 120@ = unknown_wav_reference 35029 
04AF: 121@ = unknown_wav_reference 35030 
0085: 125@ = 130@ // integer values and handles 

:TWAR7_30629
00D6: if 
0039:   83@ == 5 // integer values 
004D: jump_if_false @TWAR7_30702 
05AA: 86@s = 'SMO1_EA' // 8-byte strings 
05AA: 88@s = 'SMO1_EB' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35033 
04AF: 113@ = unknown_wav_reference 35034 
0006: 125@ = 2 // integer values 

:TWAR7_30702
00D6: if 
0039:   83@ == 6 // integer values 
004D: jump_if_false @TWAR7_30968 
05AA: 86@s = 'SMO1_FA' // 8-byte strings 
05AA: 88@s = 'SMO1_FB' // 8-byte strings 
05AA: 90@s = 'SMO1_FC' // 8-byte strings 
05AA: 92@s = 'SMO1_FD' // 8-byte strings 
05AA: 94@s = 'SMO1_FE' // 8-byte strings 
05AA: 96@s = 'SMO1_FF' // 8-byte strings 
05AA: 98@s = 'SMO1_FG' // 8-byte strings 
05AA: 100@s = 'SMO1_FH' // 8-byte strings 
05AA: 102@s = 'SMO1_FJ' // 8-byte strings 
05AA: 104@s = 'SMO1_FK' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35035 
04AF: 113@ = unknown_wav_reference 35036 
04AF: 114@ = unknown_wav_reference 35037 
04AF: 115@ = unknown_wav_reference 35038 
04AF: 116@ = unknown_wav_reference 35039 
04AF: 117@ = unknown_wav_reference 35040 
04AF: 118@ = unknown_wav_reference 35041 
04AF: 119@ = unknown_wav_reference 35042 
04AF: 120@ = unknown_wav_reference 35043 
04AF: 121@ = unknown_wav_reference 35044 
0085: 125@ = 130@ // integer values and handles 

:TWAR7_30968
00D6: if 
0039:   83@ == 7 // integer values 
004D: jump_if_false @TWAR7_31041 
05AA: 86@s = 'SMO1_GA' // 8-byte strings 
05AA: 88@s = 'SMO1_GB' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35047 
04AF: 113@ = unknown_wav_reference 35048 
0006: 125@ = 2 // integer values 

:TWAR7_31041
00D6: if 
0039:   83@ == 8 // integer values 
004D: jump_if_false @TWAR7_31258 
05AA: 86@s = 'SMO1_HA' // 8-byte strings 
05AA: 88@s = 'SMO1_HB' // 8-byte strings 
05AA: 90@s = 'SMO1_HC' // 8-byte strings 
05AA: 92@s = 'SMO1_HD' // 8-byte strings 
05AA: 94@s = 'SMO1_HE' // 8-byte strings 
05AA: 96@s = 'SMO1_HF' // 8-byte strings 
05AA: 98@s = 'SMO1_HG' // 8-byte strings 
05AA: 100@s = 'SMO1_HH' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35053 
04AF: 113@ = unknown_wav_reference 35054 
04AF: 114@ = unknown_wav_reference 35055 
04AF: 115@ = unknown_wav_reference 35056 
04AF: 116@ = unknown_wav_reference 35057 
04AF: 117@ = unknown_wav_reference 35058 
04AF: 118@ = unknown_wav_reference 35059 
04AF: 119@ = unknown_wav_reference 35060 
0006: 125@ = 8 // integer values 

:TWAR7_31258
00D6: if 
0039:   83@ == 9 // integer values 
004D: jump_if_false @TWAR7_31523 
05AA: 86@s = 'SMO1_JA' // 8-byte strings 
05AA: 88@s = 'SMO1_JB' // 8-byte strings 
05AA: 90@s = 'SMO1_JC' // 8-byte strings 
05AA: 92@s = 'SMO1_JD' // 8-byte strings 
05AA: 94@s = 'SMO1_JG' // 8-byte strings 
05AA: 96@s = 'SMO1_JM' // 8-byte strings 
05AA: 98@s = 'SMO1_JH' // 8-byte strings 
05AA: 100@s = 'SMO1_JJ' // 8-byte strings 
05AA: 102@s = 'SMO1_JK' // 8-byte strings 
05AA: 104@s = 'SMO1_JL' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35061 
04AF: 113@ = unknown_wav_reference 35062 
04AF: 114@ = unknown_wav_reference 35063 
04AF: 115@ = unknown_wav_reference 35064 
04AF: 116@ = unknown_wav_reference 35065 
04AF: 117@ = unknown_wav_reference 35070 
04AF: 118@ = unknown_wav_reference 35066 
04AF: 119@ = unknown_wav_reference 35067 
04AF: 120@ = unknown_wav_reference 35068 
04AF: 121@ = unknown_wav_reference 35069 
0006: 125@ = 10 // integer values 

:TWAR7_31523
00D6: if 
0039:   83@ == 10 // integer values 
004D: jump_if_false @TWAR7_31668 
05AA: 86@s = 'SMO1_KA' // 8-byte strings 
05AA: 88@s = 'SMO1_KB' // 8-byte strings 
05AA: 90@s = 'SMO1_KC' // 8-byte strings 
05AA: 92@s = 'SMO1_KD' // 8-byte strings 
05AA: 94@s = 'SMO1_KE' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35071 
04AF: 113@ = unknown_wav_reference 35072 
04AF: 114@ = unknown_wav_reference 35073 
04AF: 115@ = unknown_wav_reference 35074 
04AF: 116@ = unknown_wav_reference 35075 
0006: 125@ = 5 // integer values 

:TWAR7_31668
00D6: if 
0039:   83@ == 11 // integer values 
004D: jump_if_false @TWAR7_31838 
05AA: 86@s = 'SMOX_AA' // 8-byte strings 
05AA: 88@s = 'SMOX_AB' // 8-byte strings 
05AA: 90@s = 'SMOX_AC' // 8-byte strings 
05AA: 92@s = 'SMOX_AD' // 8-byte strings 
05AA: 94@s = 'SMOX_AE' // 8-byte strings 
05AA: 96@s = 'SMOX_AF' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35800 
04AF: 113@ = unknown_wav_reference 35801 
04AF: 114@ = unknown_wav_reference 35802 
04AF: 115@ = unknown_wav_reference 35803 
04AF: 116@ = unknown_wav_reference 35804 
04AF: 117@ = unknown_wav_reference 35805 
0085: 125@ = 130@ // integer values and handles 

:TWAR7_31838
00D6: if 
0039:   83@ == 14 // integer values 
004D: jump_if_false @TWAR7_31930 
05AA: 86@s = 'LOCX_AA' // 8-byte strings 
05AA: 88@s = 'LOCX_AB' // 8-byte strings 
05AA: 90@s = 'LOCX_AC' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 22400 
04AF: 113@ = unknown_wav_reference 22401 
04AF: 114@ = unknown_wav_reference 22402 
0085: 125@ = 130@ // integer values and handles 

:TWAR7_31930
00D6: if 
0039:   83@ == 17 // integer values 
004D: jump_if_false @TWAR7_32051 
05AA: 86@s = 'SMO1_GC' // 8-byte strings 
05AA: 88@s = 'SMO1_GD' // 8-byte strings 
05AA: 90@s = 'SMO1_GE' // 8-byte strings 
05AA: 92@s = 'SMO1_GF' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 35049 
04AF: 113@ = unknown_wav_reference 35050 
04AF: 114@ = unknown_wav_reference 35051 
04AF: 115@ = unknown_wav_reference 35052 
0006: 125@ = 4 // integer values 

:TWAR7_32051
0085: 128@ = 84@ // integer values and handles 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 129@ = 1 // integer values 
0051: return 

:TWAR7_32082
00D6: if 
001D:   125@ > 128@ // integer values 
004D: jump_if_false @TWAR7_32187 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @TWAR7_32144 
03CF: load_wav 112@(128@,13i) as 1 
000A: 128@ += 1 // integer values 
0006: 126@ = 1 // integer values 

:TWAR7_32144
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @TWAR7_32187 
03CF: load_wav 112@(128@,13i) as 2 
000A: 128@ += 1 // integer values 
0006: 127@ = 1 // integer values 

:TWAR7_32187
0051: return 

:TWAR7_32189
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @TWAR7_32265 
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @TWAR7_32265 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TWAR7_32265 
03D1: play_wav 1 
00BC: text_highpriority 86@(84@,13s) 4500 ms 1 
0006: 126@ = 2 // integer values 

:TWAR7_32265
00D6: if 
0039:   129@ == 2 // integer values 
004D: jump_if_false @TWAR7_32341 
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @TWAR7_32341 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TWAR7_32341 
03D1: play_wav 2 
00BC: text_highpriority 86@(84@,13s) 4500 ms 1 
0006: 127@ = 2 // integer values 

:TWAR7_32341
0051: return 

:TWAR7_32343
00D6: if 
0039:   126@ == 2 // integer values 
004D: jump_if_false @TWAR7_32406 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TWAR7_32406 
03D5: remove_text 86@(84@,13s) 
000A: 84@ += 1 // integer values 
0006: 129@ = 2 // integer values 
0006: 126@ = 0 // integer values 

:TWAR7_32406
00D6: if 
0039:   127@ == 2 // integer values 
004D: jump_if_false @TWAR7_32469 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TWAR7_32469 
03D5: remove_text 86@(84@,13s) 
000A: 84@ += 1 // integer values 
0006: 129@ = 1 // integer values 
0006: 127@ = 0 // integer values 

:TWAR7_32469
0051: return 

//-------------Mission 28---------------
// Originally: Running Dog

:SMOKE2
03A4: name_thread 'SMOKE2' 
0050: gosub @SMOKE2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SMOKE2_38 
0050: gosub @SMOKE2_11327 

:SMOKE2_38
0050: gosub @SMOKE2_11407 
004E: end_thread 

:SMOKE2_47
0317: increment_mission_attempts 
054C: use_GXT_table 'SMOKE2' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0007: 36@ = 2068.42 // floating-point values 
0007: 37@ = -1694.87 // floating-point values 
0007: 38@ = 13.3 // floating-point values 
0007: 39@ = 270.0 // floating-point values 
0005: $6893 = 2514.34 // floating-point values 
0005: $6894 = -1411.93 // floating-point values 
0005: $6895 = 27.41 // floating-point values 
0006: 162@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 46@ = 22 // integer values 
0007: 47@ = 2459.8 // floating-point values 
0007: 69@ = -1402.19 // floating-point values 
0007: 91@ = 24.06 // floating-point values 
0007: 48@ = 2442.07 // floating-point values 
0007: 70@ = -1370.23 // floating-point values 
0007: 92@ = 24.06 // floating-point values 
0007: 49@ = 2414.49 // floating-point values 
0007: 71@ = -1369.36 // floating-point values 
0007: 93@ = 24.76 // floating-point values 
0007: 50@ = 2410.19 // floating-point values 
0007: 72@ = -1364.03 // floating-point values 
0007: 94@ = 24.75 // floating-point values 
0007: 51@ = 2399.68 // floating-point values 
0007: 73@ = -1358.24 // floating-point values 
0007: 95@ = 24.93 // floating-point values 
0007: 52@ = 2381.88 // floating-point values 
0007: 74@ = -1354.88 // floating-point values 
0007: 96@ = 24.08 // floating-point values 
0007: 53@ = 2343.29 // floating-point values 
0007: 75@ = -1351.41 // floating-point values 
0007: 97@ = 24.06 // floating-point values 
0007: 54@ = 2336.29 // floating-point values 
0007: 76@ = -1310.99 // floating-point values 
0007: 98@ = 24.29 // floating-point values 
0007: 55@ = 2257.07 // floating-point values 
0007: 77@ = -1291.85 // floating-point values 
0007: 99@ = 24.01 // floating-point values 
0007: 56@ = 2241.61 // floating-point values 
0007: 78@ = -1281.61 // floating-point values 
0007: 100@ = 24.42 // floating-point values 
0007: 57@ = 2241.61 // floating-point values 
0007: 79@ = -1264.68 // floating-point values 
0007: 101@ = 24.37 // floating-point values 
0007: 58@ = 2239.48 // floating-point values 
0007: 80@ = -1260.91 // floating-point values 
0007: 102@ = 23.98 // floating-point values 
0007: 59@ = 2241.18 // floating-point values 
0007: 81@ = -1257.88 // floating-point values 
0007: 103@ = 23.99 // floating-point values 
0007: 60@ = 2241.18 // floating-point values 
0007: 82@ = -1254.46 // floating-point values 
0007: 104@ = 24.46 // floating-point values 
0007: 61@ = 2241.18 // floating-point values 
0007: 83@ = -1238.3 // floating-point values 
0007: 105@ = 25.21 // floating-point values 
0007: 62@ = 2221.54 // floating-point values 
0007: 84@ = -1235.75 // floating-point values 
0007: 106@ = 24.62 // floating-point values 
0007: 63@ = 2202.27 // floating-point values 
0007: 85@ = -1236.72 // floating-point values 
0007: 107@ = 24.0 // floating-point values 
0007: 64@ = 2202.21 // floating-point values 
0007: 86@ = -1257.05 // floating-point values 
0007: 108@ = 23.91 // floating-point values 
0007: 65@ = 2199.57 // floating-point values 
0007: 87@ = -1263.15 // floating-point values 
0007: 109@ = 23.92 // floating-point values 
0007: 66@ = 2199.08 // floating-point values 
0007: 88@ = -1279.44 // floating-point values 
0007: 110@ = 24.57 // floating-point values 
0007: 67@ = 2182.07 // floating-point values 
0007: 89@ = -1280.2 // floating-point values 
0007: 111@ = 24.68 // floating-point values 
0007: 68@ = 2175.18 // floating-point values 
0007: 90@ = -1282.82 // floating-point values 
0007: 112@ = 24.02 // floating-point values 
0007: 126@ = 2117.86 // floating-point values 
0007: 127@ = -1071.42 // floating-point values 
0007: 128@ = 24.64 // floating-point values 
0006: 129@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:SMOKE2_1021
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_1045 
0001: wait 0 ms 
0002: jump @SMOKE2_1021 

:SMOKE2_1045
0395: clear_area 0 at 2069.9 -1702.73 12.59 range 100.0 
0247: request_model #LAE_SMOKECUTSCENE 

:SMOKE2_1074
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @SMOKE2_1101 
0001: wait 0 ms 
0002: jump @SMOKE2_1074 

:SMOKE2_1101
029B: 187@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE2A' 

:SMOKE2_1135
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE2_1159 
0001: wait 0 ms 
0002: jump @SMOKE2_1135 

:SMOKE2_1159
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SMOKE2_1168
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE2_1192 
0001: wait 0 ms 
0002: jump @SMOKE2_1168 

:SMOKE2_1192
016A: fade 0 0 ms 

:SMOKE2_1198
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_1222 
0001: wait 0 ms 
0002: jump @SMOKE2_1198 

:SMOKE2_1222
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 187@ 
023C: request_special_actor 'SMOKE' as 1 
0247: request_model #GLENDALE 
0247: request_model #COLT45 
038B: load_requested_models 

:SMOKE2_1266
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #GLENDALE available 
8248:   not model #COLT45 available 
004D: jump_if_false @SMOKE2_1302 
0001: wait 0 ms 
0002: jump @SMOKE2_1266 

:SMOKE2_1302
0050: gosub @SMOKE2_5382 
03CB: set_camera 2069.9 -1702.73 12.59 
0395: clear_area 0 at 2069.9 -1702.73 12.59 range 100.0 
0395: clear_area 0 at $6893 $6894 $6895 range 100.0 
01E8: create_forbidden_for_cars_cube 2488.0 -1431.93 25.41 2528.0 -1391.93 29.41 
01E8: create_forbidden_for_cars_cube 2252.89 -1286.37 22.25 2258.89 -1280.37 28.25 
041E: set_radio_station 3 
00A1: put_actor $PLAYER_ACTOR at 2070.87 -1703.01 12.55 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   182@ == 1 // integer values 
004D: jump_if_false @SMOKE2_1678 
00A5: 34@ = create_car #GLENDALE at 0.0 0.0 -100.0 
0186: 183@ = create_marker_above_car 34@ 
009A: 35@ = create_actor 24 #SPECIAL01 at 0.0 0.0 -100.0 
009A: 41@ = create_actor 25 #LSV1 at 0.0 0.0 -100.0 
00A5: 42@ = create_car #SENTINEL at 0.0 0.0 -100.0 
0129: 43@ = create_actor 25 #LSV2 in_car 42@ driverseat 
009A: 44@ = create_actor 25 #LSV2 at 0.0 0.0 -100.0 
009A: 45@ = create_actor 25 #LSV3 at 0.0 0.0 -100.0 

:SMOKE2_1678
022B: create_forbidden_for_peds_cube 2458.5 -1410.63 24.06 2504.27 -1395.83 28.55 
0615: define_action_sequences 115@ 
05D3: AS_actor -1 go_to_point 47@ 69@ 91@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 48@ 70@ 92@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 49@ 71@ 93@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 50@ 72@ 94@ speed 6 -1 ms 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point 51@ 73@ 95@ speed 6 -1 ms 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point 52@ 74@ 96@ speed 6 -1 ms 
0616: define_action_sequences_end 115@ 
0615: define_action_sequences 116@ 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point 53@ 75@ 97@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 54@ 76@ 98@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 55@ 77@ 99@ speed 7 -1 ms 
05D3: AS_actor -1 go_to_point 2254.09 -1283.83 25.18 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 56@ 78@ 100@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 57@ 79@ 101@ speed 6 -1 ms 
078F: unknown_action_sequence -1 1 
0616: define_action_sequences_end 116@ 
0615: define_action_sequences 117@ 
05D3: AS_actor -1 go_to_point 58@ 80@ 102@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 59@ 81@ 103@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 60@ 82@ 104@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 61@ 83@ 105@ speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point 62@ 84@ 106@ speed 6 -1 ms 
078F: unknown_action_sequence -1 1 
0616: define_action_sequences_end 117@ 
0615: define_action_sequences 118@ 
05D3: AS_actor -1 go_to_point 63@ 85@ 107@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 64@ 86@ 108@ speed 6 -1 ms 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point 65@ 87@ 109@ speed 6 -1 ms 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point 66@ 88@ 110@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 67@ 89@ 111@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 68@ 90@ 112@ speed 6 -1 ms 
0616: define_action_sequences_end 118@ 
0615: define_action_sequences 114@ 
0618: assign_actor -1 to_action_sequences 115@ 
0618: assign_actor -1 to_action_sequences 116@ 
0618: assign_actor -1 to_action_sequences 117@ 
0618: assign_actor -1 to_action_sequences 118@ 
0616: define_action_sequences_end 114@ 
00BC: text_highpriority 'SMK2_1' 10000 ms 0  // ~s~Szllj be Big Smoke ~b~autjba.

:SMOKE2_2258
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SMOKE2_2284 
0002: jump @SMOKE2_11352 

:SMOKE2_2284
00D6: if and
8039:   not  162@ == 1 // integer values 
8118:   not actor 35@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_2436 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_2436 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at $6893 $6894 $6895 
0006: 162@ = 1 // integer values 
0006: 163@ = 1 // integer values 
00BC: text_highpriority 'SMK2_2' 11000 ms 0  // ~s~Vidd el Big Smoke-ot a ~y~tallkozra.~N~~s~Ha kell egy fegyver, akkor ugorj be Emmet hzba.
032B: 40@ = create_weapon_pickup #COLT45 3 ammo 100 at 2444.895 -1981.524 13.933 
02A8: 186@ = create_marker 18 at 2444.895 -1981.524 13.933 
0006: 32@ = 0 // integer values 

:SMOKE2_2436
00D6: if and
0039:   162@ == 1 // integer values 
8039:   not  166@ == 1 // integer values 
8118:   not actor 35@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_3206 
00D6: if 
8039:   not  167@ == 1 // integer values 
004D: jump_if_false @SMOKE2_2517 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_2517 
0164: disable_marker 186@ 
0006: 167@ = 1 // integer values 

:SMOKE2_2517
00D6: if and
0039:   163@ == 1 // integer values 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_2743 
0164: disable_marker 184@ 
0186: 183@ = create_marker_above_car 34@ 
07E0: set_marker 183@ type_to 1 
0050: gosub @SMOKE2_10751 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE2_2613 
040D: unload_wav 2 
00BC: text_highpriority 'SMK2_7' 4000 ms 0  // ~r~Big Smoke meghalt!
0002: jump @SMOKE2_11327 

:SMOKE2_2613
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_2652 
00BC: text_highpriority 'SMK2_12' 5000 ms 0  // ~r~Big Smoke autja felrobbant!
0002: jump @SMOKE2_11327 

:SMOKE2_2652
00D6: if or
80EC:   not actor $PLAYER_ACTOR 0 2444.895 -1981.524 radius 20.0 20.0 
0039:   167@ == 1 // integer values 
004D: jump_if_false @SMOKE2_2720 
00BC: text_highpriority 'SMK2_3' 5000 ms 0  // ~s~Szllj vissza Big Smoke ~b~autjba.
0002: jump @SMOKE2_2736 

:SMOKE2_2720
00BC: text_highpriority 'SMK2_16' 5000 ms 0  // ~s~Szerezz egy fegyvert, majd szllj vissza Big Smoke ~b~autjba~s~.

:SMOKE2_2736
0006: 163@ = 0 // integer values 

:SMOKE2_2743
00D6: if and
0039:   163@ == 0 // integer values 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_2829 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at $6893 $6894 $6895 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @SMOKE2_2822 
00BC: text_highpriority 'SMK2_15' 5000 ms 0  // ~s~Vidd el Big Smoke-ot a ~y~tallkozra.

:SMOKE2_2822
0006: 163@ = 1 // integer values 

:SMOKE2_2829
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @SMOKE2_3005 
00D6: if and
8039:   not  164@ == 1 // integer values 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @SMOKE2_2917 
0006: 161@ = 2 // integer values 
0050: gosub @SMOKE2_9893 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_2910 
0A09: (unknown) 35@ 1 

:SMOKE2_2910
0006: 164@ = 1 // integer values 

:SMOKE2_2917
00D6: if and
0039:   164@ == 1 // integer values 
8039:   not  165@ == 1 // integer values 
004D: jump_if_false @SMOKE2_3005 
00D6: if 
001D:   159@ > 158@ // integer values 
004D: jump_if_false @SMOKE2_2975 
0050: gosub @SMOKE2_10520 
0002: jump @SMOKE2_3005 

:SMOKE2_2975
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_2998 
0A09: (unknown) 35@ 0 

:SMOKE2_2998
0006: 165@ = 1 // integer values 

:SMOKE2_3005
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @SMOKE2_3206 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car $6893 $6894 $6895 radius 4.0 4.0 2.0 sphere 1 
004D: jump_if_false @SMOKE2_3206 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 166@ = 1 // integer values 
0164: disable_marker 184@ 
0164: disable_marker 186@ 
091D: (unknown) 2488.0 -1431.93 25.41 2528.0 -1391.93 29.41 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3144 
0A09: (unknown) 35@ 0 

:SMOKE2_3144
0050: gosub @SMOKE2_5582 
01E8: create_forbidden_for_cars_cube 2164.51 -1287.88 20.0 2170.88 -1267.88 30.0 
00BC: text_highpriority 'SMK2_17' 10000 ms 0  // ~s~Vadszd le a ~r~bandatagot~s~.
0006: 32@ = 0 // integer values 

:SMOKE2_3206
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @SMOKE2_5048 
00D6: if and
8039:   not  168@ == 1 // integer values 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @SMOKE2_3275 
0512: permanent_text_box 'SMK2_H1'  // Nyomogasd gyors temben a ~k~~PED_SPRINT~ gombot, a sprintelshez.
0006: 168@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SMOKE2_3275
00D6: if and
0039:   168@ == 1 // integer values 
8039:   not  169@ == 1 // integer values 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @SMOKE2_3333 
0512: permanent_text_box 'SMK2_H2'  // Hasznlhatod a sprintelst egy kis ideig, amg ki nem fradsz.
0006: 169@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SMOKE2_3333
00D6: if and
0039:   169@ == 1 // integer values 
8039:   not  170@ == 1 // integer values 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @SMOKE2_3391 
0512: permanent_text_box 'SPRSTAM'  // Minl tbbet sprintelsz, annl magasabb lesz az ~h~llkpessged~w~, gy ksbb fogsz kifradni.
0006: 170@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SMOKE2_3391
00D6: if and
0039:   170@ == 1 // integer values 
8039:   not  171@ == 1 // integer values 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @SMOKE2_3433 
03E6: remove_text_box 
0006: 171@ = 1 // integer values 

:SMOKE2_3433
00D6: if 
8039:   not  173@ == 1 // integer values 
004D: jump_if_false @SMOKE2_3673 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3549 
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 5.0 5.0 0 
8039:   not  172@ == 1 // integer values 
004D: jump_if_false @SMOKE2_3549 
0006: 161@ = 1 // integer values 
0050: gosub @SMOKE2_9893 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3542 
0A09: (unknown) 35@ 1 

:SMOKE2_3542
0006: 172@ = 1 // integer values 

:SMOKE2_3549
00D6: if and
0039:   172@ == 1 // integer values 
0039:   161@ == 1 // integer values 
004D: jump_if_false @SMOKE2_3673 
00D6: if 
001D:   159@ > 158@ // integer values 
004D: jump_if_false @SMOKE2_3643 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3623 
0050: gosub @SMOKE2_10520 
0002: jump @SMOKE2_3636 

:SMOKE2_3623
040D: unload_wav 1 
00BE: text_clear_all 
0006: 173@ = 1 // integer values 

:SMOKE2_3636
0002: jump @SMOKE2_3673 

:SMOKE2_3643
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3666 
0A09: (unknown) 35@ 0 

:SMOKE2_3666
0006: 173@ = 1 // integer values 

:SMOKE2_3673
00D6: if 
8039:   not  174@ == 1 // integer values 
004D: jump_if_false @SMOKE2_3806 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2354.11 -1355.54 radius 15.0 15.0 
004D: jump_if_false @SMOKE2_3806 
0006: 113@ = 0 // integer values 

:SMOKE2_3736
00D6: if 
001B:   2 > 113@ // integer values 
004D: jump_if_false @SMOKE2_3799 
00D6: if 
8118:   not actor 44@(113@,2i) dead 
004D: jump_if_false @SMOKE2_3785 
0816: (unknown) 44@(113@,2i) 0 

:SMOKE2_3785
000A: 113@ += 1 // integer values 
0002: jump @SMOKE2_3736 

:SMOKE2_3799
0006: 174@ = 1 // integer values 

:SMOKE2_3806
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_4137 
00D6: if 
8039:   not  175@ == 1 // integer values 
004D: jump_if_false @SMOKE2_3912 
062E: (unknown) 41@ 1952 122@ 
00D6: if 
04A4:   122@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SMOKE2_3912 
07A4: (unknown) 41@ 119@ 120@ 
00D6: if and
0039:   119@ == 1 // integer values 
0039:   120@ == 4 // integer values 
004D: jump_if_false @SMOKE2_3912 
0006: 175@ = 1 // integer values 

:SMOKE2_3912
00D6: if 
8039:   not  175@ == 1 // integer values 
004D: jump_if_false @SMOKE2_4037 
00D6: if 
0611:   actor 41@ animation_is "RUN_GANG1" 
004D: jump_if_false @SMOKE2_3978 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.5 times_normal_rate 

:SMOKE2_3978
00D6: if 
0611:   actor 41@ animation_is "SPRINT_CIVI" 
004D: jump_if_false @SMOKE2_4030 
0393: actor 41@ perform_animation "SPRINT_CIVI" at 1.5 times_normal_rate 

:SMOKE2_4030
0002: jump @SMOKE2_4137 

:SMOKE2_4037
00D6: if 
0611:   actor 41@ animation_is "RUN_GANG1" 
004D: jump_if_false @SMOKE2_4085 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.2 times_normal_rate 

:SMOKE2_4085
00D6: if 
0611:   actor 41@ animation_is "SPRINT_CIVI" 
004D: jump_if_false @SMOKE2_4137 
0393: actor 41@ perform_animation "SPRINT_CIVI" at 1.2 times_normal_rate 

:SMOKE2_4137
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_5041 
00D6: if 
8039:   not  176@ == 1 // integer values 
004D: jump_if_false @SMOKE2_4314 
0085: 113@ = 46@ // integer values and handles 
000E: 113@ -= 1 // integer values 
062E: (unknown) 41@ 1952 122@ 
00D6: if and
04A4:   122@ == 7 // integer values OR floating-point values 
00FE:   actor 41@ 0 47@(113@,22f) 69@(113@,22f) 91@(113@,22f) radius 10.0 10.0 10.0 
004D: jump_if_false @SMOKE2_4314 
0006: 176@ = 1 // integer values 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_4314 
00D6: if 
8495:   not car 42@ burning 
004D: jump_if_false @SMOKE2_4314 
05CA: AS_actor 41@ enter_car 42@ passenger_seat 0 -2 ms 

:SMOKE2_4314
00D6: if 
8039:   not  180@ == 1 // integer values 
004D: jump_if_false @SMOKE2_4384 
00D6: if and
8118:   not actor 43@ dead 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_4384 
00D6: if 
0495:   car 42@ burning 
004D: jump_if_false @SMOKE2_4384 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 180@ = 1 // integer values 

:SMOKE2_4384
00D6: if and
0039:   176@ == 1 // integer values 
8039:   not  177@ == 1 // integer values 
004D: jump_if_false @SMOKE2_5034 
00D6: if 
8039:   not  178@ == 1 // integer values 
004D: jump_if_false @SMOKE2_4743 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_4631 
00D6: if 
00DB:   actor 41@ in_car 42@ 
004D: jump_if_false @SMOKE2_4631 
0006: 178@ = 1 // integer values 
05D2: AS_actor 43@ run_to_and_hijack_vehicle 42@ max_search_radius 30.0 traffic_behavior 2 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 41@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
091D: (unknown) 2164.51 -1287.88 20.0 2170.88 -1267.88 30.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_4608 
00BC: text_highpriority 'SMK2_9' 10000 ms 0  // ~s~A ~r~bandatag~s~ egy kocsival menekl!~N~Kapd el, mieltt elszkik.
0002: jump @SMOKE2_4624 

:SMOKE2_4608
00BC: text_highpriority 'SMK2_8' 10000 ms 0  // ~s~A ~r~bandatag~s~ egy kocsiban menekl!~N~Szerezz egy jrmvet s ldzd.

:SMOKE2_4624
0006: 32@ = 0 // integer values 

:SMOKE2_4631
00D6: if 
8039:   not  178@ == 1 // integer values 
004D: jump_if_false @SMOKE2_4743 
00D6: if or
0119:   car 42@ wrecked 
0118:   actor 43@ dead 
004D: jump_if_false @SMOKE2_4702 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 9999999 ms 
0006: 177@ = 1 // integer values 
0002: jump @SMOKE2_4743 

:SMOKE2_4702
00D6: if 
0495:   car 42@ burning 
004D: jump_if_false @SMOKE2_4743 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 9999999 ms 
0006: 177@ = 1 // integer values 

:SMOKE2_4743
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @SMOKE2_5034 
00D6: if 
8039:   not  177@ == 1 // integer values 
004D: jump_if_false @SMOKE2_4889 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_4889 
046C: 125@ = car 42@ driver 
00D6: if or
0495:   car 42@ burning 
0039:   125@ == -1 // integer values 
004D: jump_if_false @SMOKE2_4889 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 9999999 ms 
00D6: if and
8118:   not actor 43@ dead 
8039:   not  180@ == 1 // integer values 
004D: jump_if_false @SMOKE2_4882 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 180@ = 1 // integer values 

:SMOKE2_4882
0006: 177@ = 1 // integer values 

:SMOKE2_4889
00D6: if 
8039:   not  177@ == 1 // integer values 
004D: jump_if_false @SMOKE2_5034 
00D6: if and
8039:   not  179@ == 1 // integer values 
0019:   32@ > 180000 // integer values 
004D: jump_if_false @SMOKE2_5034 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_5034 
00D6: if and
00DB:   actor 43@ in_car 42@ 
00DB:   actor 41@ in_car 42@ 
004D: jump_if_false @SMOKE2_5034 
05D1: AS_actor 43@ drive_car 42@ to 126@ 127@ 128@ speed 30.0 0 0 2 
0006: 179@ = 1 // integer values 
00BC: text_highpriority 'SMK2_10' 7000 ms 0  // ~s~Kapd el a ~r~bandatagot~s~, mieltt elrn a cljt!

:SMOKE2_5034
0002: jump @SMOKE2_5048 

:SMOKE2_5041
0002: jump @SMOKE2_11352 

:SMOKE2_5048
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE2_5087 
00BC: text_highpriority 'SMK2_7' 4000 ms 0  // ~r~Big Smoke meghalt!
0002: jump @SMOKE2_11327 

:SMOKE2_5087
00D6: if and
8039:   not  166@ == 1 // integer values 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_5133 
00BC: text_highpriority 'SMK2_12' 5000 ms 0  // ~r~Big Smoke autja felrobbant!
0002: jump @SMOKE2_11327 

:SMOKE2_5133
00D6: if and
0039:   176@ == 1 // integer values 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_5210 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 41@ radius 300.0 300.0 0 
004D: jump_if_false @SMOKE2_5210 
00BC: text_highpriority 'SMK2_11' 4000 ms 0  // ~r~Elmeneklt!
0002: jump @SMOKE2_11327 

:SMOKE2_5210
00D6: if and
0039:   179@ == 1 // integer values 
8039:   not  177@ == 1 // integer values 
8118:   not actor 41@ dead 
8118:   not actor 43@ dead 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_5375 
00D6: if and
00DB:   actor 41@ in_car 42@ 
00DB:   actor 43@ in_car 42@ 
01AF:   car 42@ 0 126@ 127@ 128@ radius 6.0 6.0 4.0 
004D: jump_if_false @SMOKE2_5375 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @SMOKE2_5347 
0050: gosub @SMOKE2_8283 
0002: jump @SMOKE2_5352 

:SMOKE2_5347
034F: destroy_actor_with_fade 41@ // The actor fades away like a ghost 

:SMOKE2_5352
00BC: text_highpriority 'SMK2_11' 4000 ms 0  // ~r~Elmeneklt!
0002: jump @SMOKE2_11327 

:SMOKE2_5375
0002: jump @SMOKE2_2258 

:SMOKE2_5382
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 34@ = create_car #GLENDALE at 36@ 37@ 38@ 
0175: set_car 34@ z_angle_to 39@ 
0229: set_car 34@ color_to 98 14 
0186: 183@ = create_marker_above_car 34@ 
07E0: set_marker 183@ type_to 1 
01C8: 35@ = create_actor 24 #SPECIAL01 in_car 34@ passenger_seat 0 
0223: set_actor 35@ health_to 500 
08AF: (unknown) 35@ 500 
01B2: give_actor 35@ weapon 22 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 35@ immune_to_nonplayer 1 
0568: set_actor 35@ targetable 1 
0446: set_actor 35@ immune_to_headshots 0 
0245: set_actor 35@ walk_style_to "FATMAN" 
039E: set_actor 35@ jackable 1 
0526: unknown_actor 35@ 1 
09F6: set_actor 35@ jackable_through_driver_seat 0 
07E5: unknown_copy_entity -1 124@ 
0708: unknown_add_entity_item 124@ 79 
060B: unknown_actor_use_entity 35@ 124@ 
077C: (unknown) 35@ 3 
077C: (unknown) 35@ 4 
0051: return 

:SMOKE2_5582
016A: fade 0 1000 ms 

:SMOKE2_5589
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_5613 
0001: wait 0 ms 
0002: jump @SMOKE2_5589 

:SMOKE2_5613
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0395: clear_area 1 at $6893 $6894 $6895 range 150.0 
01E8: create_forbidden_for_cars_cube 2441.38 -1405.59 15.0 2460.42 -1368.34 40.0 
022B: create_forbidden_for_peds_cube 2441.38 -1405.59 15.0 2460.42 -1368.34 40.0 
01EB: set_traffic_density_to 0.0 
09B2: (unknown) 1 192@ 193@ 
00D6: if 
8039:   not  192@ == -1 // integer values 
004D: jump_if_false @SMOKE2_5822 
00A5: 188@ = create_car 192@ at 2448.31 -1392.34 23.68 
0560: 188@ = create_random_driver_in_car 190@ 
0175: set_car 188@ z_angle_to 180.0 
00A5: 189@ = create_car 192@ at 2453.7 -1408.14 23.68 
0560: 189@ = create_random_driver_in_car 191@ 
0175: set_car 189@ z_angle_to 0.0 

:SMOKE2_5822
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_5932 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_5877 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2473.6 -1420.86 27.88 

:SMOKE2_5877
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_5932 
00D6: if 
00DB:   actor 35@ in_car 34@ 
004D: jump_if_false @SMOKE2_5932 
0362: remove_actor 35@ from_car_and_place_at 2470.6 -1420.86 27.88 

:SMOKE2_5932
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SMOKE2B' 

:SMOKE2_5960
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE2_5984 
0001: wait 0 ms 
0002: jump @SMOKE2_5960 

:SMOKE2_5984
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SMOKE2_5993
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE2_6017 
0001: wait 0 ms 
0002: jump @SMOKE2_5993 

:SMOKE2_6017
016A: fade 0 0 ms 

:SMOKE2_6023
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_6047 
0001: wait 0 ms 
0002: jump @SMOKE2_6023 

:SMOKE2_6047
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
01EB: set_traffic_density_to 1.0 
0247: request_model #LSV1 
0247: request_model #LSV2 
0247: request_model #LSV3 
0247: request_model #SENTINEL 
0247: request_model #MICRO_UZI 
038B: load_requested_models 

:SMOKE2_6091
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #SENTINEL available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SMOKE2_6135 
0001: wait 0 ms 
0002: jump @SMOKE2_6091 

:SMOKE2_6135
05AA: 130@s = 'SMO2B11' // 8-byte strings 
04AF: 148@ = unknown_wav_reference 35200 
0209: $6896 = random_int 0 3 
00D6: if 
0038:   $6896 == 0 // integer values 
004D: jump_if_false @SMOKE2_6210 
05AA: 132@s = 'SMO2_CA' // 8-byte strings 
04AF: 149@ = unknown_wav_reference 35214 

:SMOKE2_6210
00D6: if 
0038:   $6896 == 1 // integer values 
004D: jump_if_false @SMOKE2_6252 
05AA: 132@s = 'SMO2_CB' // 8-byte strings 
04AF: 149@ = unknown_wav_reference 35215 

:SMOKE2_6252
00D6: if 
0038:   $6896 == 2 // integer values 
004D: jump_if_false @SMOKE2_6294 
05AA: 132@s = 'SMO2_CC' // 8-byte strings 
04AF: 149@ = unknown_wav_reference 35216 

:SMOKE2_6294
03CF: load_wav 148@ as 1 
03CF: load_wav 149@ as 2 

:SMOKE2_6308
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE2_6338 
0001: wait 0 ms 
0002: jump @SMOKE2_6308 

:SMOKE2_6338
03CB: set_camera 2471.99 -1402.32 27.82 
009A: 41@ = create_actor 25 #LSV1 at 2471.99 -1402.32 27.82 
0173: set_actor 41@ z_angle_to 90.0 
0223: set_actor 41@ health_to 200 
08AF: (unknown) 41@ 200 
03FE: set_actor 41@ money 500 
02A9: set_actor 41@ immune_to_nonplayer 1 
01B2: give_actor 41@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 41@ weapon_accuracy_to 5 
0350: unknown_actor 41@ not_scared_flag 1 
077C: (unknown) 41@ 3 
077C: (unknown) 41@ 4 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_6484 
0618: assign_actor 41@ to_action_sequences 114@ 

:SMOKE2_6484
00A1: put_actor $PLAYER_ACTOR at 2473.99 -1402.32 27.82 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_6560 
00A1: put_actor 35@ at 2474.99 -1402.32 27.82 
0173: set_actor 35@ z_angle_to 90.0 

:SMOKE2_6560
015F: set_camera_position 2460.993 -1400.991 24.5671 0.0 0.0 0.0 
0160: point_camera 2461.876 -1401.406 24.7836 2 
016A: fade 1 1000 ms 

:SMOKE2_6618
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_6642 
0001: wait 0 ms 
0002: jump @SMOKE2_6618 

:SMOKE2_6642
0006: 181@ = 1 // integer values 
0707: start_scene_skip_to @SMOKE2_7459 
0001: wait 2000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 47@ 69@ 91@ 
05D7: add_point_to_scmpath 48@ 70@ 92@ 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_6786 
0615: define_action_sequences 121@ 
05D3: AS_actor -1 go_to_point 47@ 69@ 91@ speed 6 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 121@ 
0618: assign_actor 35@ to_action_sequences 121@ 
061B: remove_references_to_action_sequences 121@ 

:SMOKE2_6786
03D1: play_wav 1 
00BC: text_highpriority 130@s 10000 ms 1 
0001: wait 4000 ms 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8039:   not  192@ == -1 // integer values 
004D: jump_if_false @SMOKE2_6884 
00D6: if and
8118:   not actor 190@ dead 
8119:   not car 188@ wrecked 
004D: jump_if_false @SMOKE2_6884 
05D1: AS_actor 190@ drive_car 188@ to 2448.31 -1429.92 23.68 speed 10.0 0 0 3 

:SMOKE2_6884
015F: set_camera_position 2459.716 -1406.529 23.4481 0.0 0.0 0.0 
0160: point_camera 2459.658 -1405.536 23.553 2 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_7070 
062E: (unknown) 35@ 1560 122@ 
00D6: if 
04A4:   122@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SMOKE2_7070 
0646: (unknown) 35@ 119@ 

:SMOKE2_6988
00D6: if 
002B:   0 >= 119@ // integer values 
004D: jump_if_false @SMOKE2_7070 
0001: wait 0 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_7063 
062E: (unknown) 35@ 1560 122@ 
00D6: if 
04A4:   122@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SMOKE2_7063 
0646: (unknown) 35@ 119@ 

:SMOKE2_7063
0002: jump @SMOKE2_6988 

:SMOKE2_7070
03D1: play_wav 2 
00BC: text_highpriority 132@s 10000 ms 1 

:SMOKE2_7084
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE2_7110 
0001: wait 0 ms 
0002: jump @SMOKE2_7084 

:SMOKE2_7110
040D: unload_wav 2 
00BE: text_clear_all 
0001: wait 1000 ms 
0395: clear_area 0 at 49@ 71@ 93@ range 35.0 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7193 
00A1: put_actor 41@ at 49@ 71@ 23.74 
0173: set_actor 41@ z_angle_to 45.0 
07A0: (unknown) 41@ 114@ 0 3 

:SMOKE2_7193
015F: set_camera_position 2406.65 -1358.0 25.33 0.0 0.0 0.0 
0160: point_camera 50@ 72@ 94@ 2 
0001: wait 1000 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7391 
062E: (unknown) 41@ 1952 122@ 
00D6: if 
04A4:   122@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SMOKE2_7391 
07A4: (unknown) 41@ 119@ 120@ 

:SMOKE2_7299
00D6: if and
0039:   119@ == 0 // integer values 
002B:   3 >= 120@ // integer values 
004D: jump_if_false @SMOKE2_7391 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7384 
062E: (unknown) 41@ 1952 122@ 
00D6: if 
04A4:   122@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SMOKE2_7384 
07A4: (unknown) 41@ 119@ 120@ 

:SMOKE2_7384
0002: jump @SMOKE2_7299 

:SMOKE2_7391
0001: wait 2200 ms 
015F: set_camera_position 2404.81 -1354.37 25.71 0.0 0.0 0.0 
0160: point_camera 2401.4 -1356.79 25.31 2 
0001: wait 4500 ms 
0006: 181@ = 0 // integer values 

:SMOKE2_7459
0701: end_scene_skip 
00D6: if 
0039:   181@ == 1 // integer values 
004D: jump_if_false @SMOKE2_7665 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_7597 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @SMOKE2_7534 
0362: remove_actor 35@ from_car_and_place_at 47@ 69@ 23.06 
0002: jump @SMOKE2_7550 

:SMOKE2_7534
00A1: put_actor 35@ at 47@ 69@ 23.06 

:SMOKE2_7550
0173: set_actor 35@ z_angle_to 90.0 
0605: actor 35@ perform_animation_sequence "IDLE_TIRED" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:SMOKE2_7597
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7655 
00A1: put_actor 41@ at 2390.73 -1355.69 23.74 
0173: set_actor 41@ z_angle_to 81.47 
07A0: (unknown) 41@ 114@ 0 7 

:SMOKE2_7655
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 

:SMOKE2_7665
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7767 
07E5: unknown_copy_entity -1 123@ 
0708: unknown_add_entity_item 123@ 79 
0708: unknown_add_entity_item 123@ 9 
0708: unknown_add_entity_item 123@ 15 
0708: unknown_add_entity_item 123@ 31 
0708: unknown_add_entity_item 123@ 43 
0708: unknown_add_entity_item 123@ 36 
0708: unknown_add_entity_item 123@ 37 
0708: unknown_add_entity_item 123@ 11 
0708: unknown_add_entity_item 123@ 20 
060B: unknown_actor_use_entity 41@ 123@ 
0187: 185@ = create_marker_above_actor 41@ 

:SMOKE2_7767
0395: clear_area 0 at 2170.68 -1282.01 23.7 range 100.0 
00A5: 42@ = create_car #SENTINEL at 2170.68 -1282.01 23.7 
0129: 43@ = create_actor 25 #LSV2 in_car 42@ driverseat 
0175: set_car 42@ z_angle_to 357.03 
02AA: set_car 42@ immune_to_nonplayer 1 
053F: set_car 42@ tires_vulnerable 0 
020A: set_car 42@ door_status_to 3 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 22 ammo 99999 // Load the weapon model before using this 
0395: clear_area 0 at 2353.86 -1356.92 23.41 range 5.0 
009A: 44@ = create_actor 25 #LSV2 at 2353.86 -1356.92 23.41 
009A: 45@ = create_actor 25 #LSV3 at 2354.11 -1355.54 23.41 
0173: set_actor 44@ z_angle_to 90.0 
0173: set_actor 45@ z_angle_to 270.0 
0006: 113@ = 0 // integer values 

:SMOKE2_7975
00D6: if 
001B:   2 > 113@ // integer values 
004D: jump_if_false @SMOKE2_8090 
02A9: set_actor 44@(113@,2i) immune_to_nonplayer 1 
01B2: give_actor 44@(113@,2i) weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 44@(113@,2i) weapon_accuracy_to 50 
077C: (unknown) 44@(113@,2i) 3 
077C: (unknown) 44@(113@,2i) 4 
0816: (unknown) 44@(113@,2i) 1 
05E2: AS_actor 44@(113@,2i) kill_actor $PLAYER_ACTOR 
000A: 113@ += 1 // integer values 
0002: jump @SMOKE2_7975 

:SMOKE2_8090
0249: release_model #LSV3 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_8133 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 48@ 70@ 23.05 
0002: jump @SMOKE2_8149 

:SMOKE2_8133
00A1: put_actor $PLAYER_ACTOR at 48@ 70@ 23.05 

:SMOKE2_8149
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
091D: (unknown) 2441.38 -1405.59 15.0 2460.42 -1368.34 40.0 
091E: (unknown) 2441.38 -1405.59 15.0 2460.42 -1368.34 40.0 
00D6: if 
8039:   not  192@ == -1 // integer values 
004D: jump_if_false @SMOKE2_8261 
01C3: remove_references_to_car 188@ // Like turning a car into any random car 
01C2: remove_references_to_actor 190@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ // Like turning a car into any random car 
01C2: remove_references_to_actor 191@ // Like turning an actor into a random pedestrian 

:SMOKE2_8261
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0687: clear_actor_task $PLAYER_ACTOR 
0051: return 

:SMOKE2_8283
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_8321 
02AB: set_actor 41@ immunities 1 1 1 1 1 

:SMOKE2_8321
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_8352 
02AB: set_actor 43@ immunities 1 1 1 1 1 

:SMOKE2_8352
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_8383 
02AC: set_car 42@ immunities 1 1 1 1 1 

:SMOKE2_8383
016A: fade 0 1000 ms 

:SMOKE2_8390
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_8414 
0001: wait 0 ms 
0002: jump @SMOKE2_8390 

:SMOKE2_8414
0395: clear_area 0 at 126@ 127@ 128@ range 100.0 
01E8: create_forbidden_for_cars_cube 2108.5 -1080.59 4.73 2128.5 -1060.59 44.73 
022B: create_forbidden_for_peds_cube 2108.5 -1080.59 4.73 2128.5 -1060.59 44.73 
00A0: store_actor $PLAYER_ACTOR position_to 195@ 196@ 197@ 
0172: 198@ = actor $PLAYER_ACTOR z_angle 
092E: (unknown) 195@ 196@ 0 200@ 
02CE: 199@ = ground_z 195@ 196@ 197@ 
00D6: if 
0025:   200@ > 199@ // floating-point values 
004D: jump_if_false @SMOKE2_8572 
0087: 199@ = 200@ // floating-point values only 

:SMOKE2_8572
04E4: unknown_refresh_game_renderer_at 126@ 127@ 
03CB: set_camera 126@ 127@ 128@ 
01E8: create_forbidden_for_cars_cube 2082.91 -1107.01 4.53 2102.91 -1087.01 44.53 
022B: create_forbidden_for_peds_cube 2082.91 -1107.01 4.53 2102.91 -1087.01 44.53 
0395: clear_area 0 at 2092.91 -1097.01 24.53 range 20.0 
00A1: put_actor $PLAYER_ACTOR at 2092.91 -1097.01 -100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_8733 
00D9: 194@ = actor $PLAYER_ACTOR car 
0175: set_car 194@ z_angle_to 242.86 

:SMOKE2_8733
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_8907 
00AB: put_car 42@ at 126@ 127@ -100.0 
0175: set_car 42@ z_angle_to 50.74 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_8842 
0792: (unknown) 41@ 
00D6: if 
00DF:   actor 41@ driving 
004D: jump_if_false @SMOKE2_8832 
0362: remove_actor 41@ from_car_and_place_at 2115.98 -1059.43 24.75 

:SMOKE2_8832
0430: put_actor 41@ into_vehicle 42@ passenger_seat 0 

:SMOKE2_8842
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_8907 
0792: (unknown) 43@ 
00D6: if 
00DF:   actor 43@ driving 
004D: jump_if_false @SMOKE2_8899 
0362: remove_actor 43@ from_car_and_place_at 2117.04 -1061.53 24.53 

:SMOKE2_8899
036A: put_actor 43@ in_car 42@ 

:SMOKE2_8907
0001: wait 1000 ms 
02A3: toggle_widescreen 1 
015F: set_camera_position 2110.56 -1067.61 25.27 0.0 0.0 0.0 
0160: point_camera 2114.84 -1067.77 25.63 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_9105 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2121.0 -1068.03 23.82 
05D7: add_point_to_scmpath 2127.23 -1061.17 28.33 
05D7: add_point_to_scmpath 2139.74 -1066.82 34.06 
05D7: add_point_to_scmpath 2143.63 -1066.27 34.06 
05D7: add_point_to_scmpath 2157.15 -1072.39 39.48 
0615: define_action_sequences 201@ 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 201@ 
0618: assign_actor 41@ to_action_sequences 201@ 
061B: remove_references_to_action_sequences 201@ 

:SMOKE2_9105
016A: fade 1 500 ms 

:SMOKE2_9112
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_9200 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_9193 
00D6: if 
0611:   actor 41@ animation_is "RUN_GANG1" 
004D: jump_if_false @SMOKE2_9193 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9193
0002: jump @SMOKE2_9112 

:SMOKE2_9200
0006: 202@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 181@ = 1 // integer values 
0707: start_scene_skip_to @SMOKE2_9525 

:SMOKE2_9228
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SMOKE2_9518 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_9511 
00D6: if 
0611:   actor 41@ animation_is "RUN_GANG1" 
004D: jump_if_false @SMOKE2_9314 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9314
00D6: if 
8039:   not  202@ == 1 // integer values 
004D: jump_if_false @SMOKE2_9438 
00D6: if 
00FF:   actor 41@ 0 2143.63 -1066.27 34.06 radius 4.0 4.0 4.0 
004D: jump_if_false @SMOKE2_9438 
015F: set_camera_position 2131.97 -1067.61 33.57 0.0 0.0 0.0 
0160: point_camera 2137.38 -1068.03 34.43 2 
0006: 202@ = 1 // integer values 

:SMOKE2_9438
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SMOKE2_9511 
00D6: if 
00FF:   actor 41@ 0 2157.15 -1072.39 39.48 radius 6.0 6.0 4.0 
004D: jump_if_false @SMOKE2_9511 
0006: 203@ = 1 // integer values 

:SMOKE2_9511
0002: jump @SMOKE2_9228 

:SMOKE2_9518
0006: 181@ = 0 // integer values 

:SMOKE2_9525
0701: end_scene_skip 
016A: fade 0 1000 ms 

:SMOKE2_9534
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_9622 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_9615 
00D6: if 
0611:   actor 41@ animation_is "RUN_GANG1" 
004D: jump_if_false @SMOKE2_9615 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9615
0002: jump @SMOKE2_9534 

:SMOKE2_9622
04E4: unknown_refresh_game_renderer_at 195@ 196@ 
03CB: set_camera 195@ 196@ 199@ 
00A1: put_actor $PLAYER_ACTOR at 195@ 196@ 199@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_9694 
00D9: 194@ = actor $PLAYER_ACTOR car 
0175: set_car 194@ z_angle_to 198@ 
0002: jump @SMOKE2_9702 

:SMOKE2_9694
0173: set_actor $PLAYER_ACTOR z_angle_to 198@ 

:SMOKE2_9702
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 43@ 
00A6: destroy_car 42@ 
091D: (unknown) 2108.5 -1080.59 4.73 2128.5 -1060.59 44.73 
091E: (unknown) 2108.5 -1080.59 4.73 2128.5 -1060.59 44.73 
091D: (unknown) 2082.91 -1107.01 4.53 2102.91 -1087.01 44.53 
091E: (unknown) 2082.91 -1107.01 4.53 2102.91 -1087.01 44.53 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1000 ms 

:SMOKE2_9867
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_9891 
0001: wait 0 ms 
0002: jump @SMOKE2_9867 

:SMOKE2_9891
0051: return 

:SMOKE2_9893
0871: init_jump_table 161@ total_jumps 3 1 @SMOKE2_10484 jumps 0 @SMOKE2_9956 1 @SMOKE2_10105 2 @SMOKE2_10254 -1 @SMOKE2_10491 -1 @SMOKE2_10491 -1 @SMOKE2_10491 -1 @SMOKE2_10491 

:SMOKE2_9956
0209: $6896 = random_int 0 3 
00D6: if 
0038:   $6896 == 0 // integer values 
004D: jump_if_false @SMOKE2_10007 
05AA: 130@s = 'SMO2_CA' // 8-byte strings 
04AF: 148@ = unknown_wav_reference 35214 

:SMOKE2_10007
00D6: if 
0038:   $6896 == 1 // integer values 
004D: jump_if_false @SMOKE2_10049 
05AA: 130@s = 'SMO2_CB' // 8-byte strings 
04AF: 148@ = unknown_wav_reference 35215 

:SMOKE2_10049
00D6: if 
0038:   $6896 == 2 // integer values 
004D: jump_if_false @SMOKE2_10091 
05AA: 130@s = 'SMO2_CC' // 8-byte strings 
04AF: 148@ = unknown_wav_reference 35216 

:SMOKE2_10091
0006: 159@ = 1 // integer values 
0002: jump @SMOKE2_10491 

:SMOKE2_10105
0209: $6896 = random_int 0 3 
00D6: if 
0038:   $6896 == 0 // integer values 
004D: jump_if_false @SMOKE2_10156 
05AA: 130@s = 'SMO2_DA' // 8-byte strings 
04AF: 148@ = unknown_wav_reference 35217 

:SMOKE2_10156
00D6: if 
0038:   $6896 == 1 // integer values 
004D: jump_if_false @SMOKE2_10198 
05AA: 130@s = 'SMO2_DB' // 8-byte strings 
04AF: 148@ = unknown_wav_reference 35218 

:SMOKE2_10198
00D6: if 
0038:   $6896 == 2 // integer values 
004D: jump_if_false @SMOKE2_10240 
05AA: 130@s = 'SMO2_DC' // 8-byte strings 
04AF: 148@ = unknown_wav_reference 35219 

:SMOKE2_10240
0006: 159@ = 1 // integer values 
0002: jump @SMOKE2_10491 

:SMOKE2_10254
05AA: 130@s = 'SMO2_BA' // 8-byte strings 
04AF: 148@ = unknown_wav_reference 35203 
05AA: 132@s = 'SMO2_BB' // 8-byte strings 
04AF: 149@ = unknown_wav_reference 35204 
05AA: 134@s = 'SMO2_BC' // 8-byte strings 
04AF: 150@ = unknown_wav_reference 35205 
05AA: 136@s = 'SMO2_BD' // 8-byte strings 
04AF: 151@ = unknown_wav_reference 35206 
05AA: 138@s = 'SMO2_BE' // 8-byte strings 
04AF: 152@ = unknown_wav_reference 35207 
05AA: 140@s = 'SMO2_BF' // 8-byte strings 
04AF: 153@ = unknown_wav_reference 35208 
05AA: 142@s = 'SMO2_BG' // 8-byte strings 
04AF: 154@ = unknown_wav_reference 35209 
05AA: 144@s = 'SMO2_BH' // 8-byte strings 
04AF: 155@ = unknown_wav_reference 35210 
05AA: 146@s = 'SMO2_BJ' // 8-byte strings 
04AF: 156@ = unknown_wav_reference 35211 
0006: 159@ = 9 // integer values 
0002: jump @SMOKE2_10491 

:SMOKE2_10484
0002: jump @SMOKE2_10491 

:SMOKE2_10491
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 160@ = 0 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0051: return 

:SMOKE2_10520
00D6: if or
0039:   157@ == 0 // integer values 
0039:   157@ == 1 // integer values 
004D: jump_if_false @SMOKE2_10590 
00D6: if 
001D:   159@ > 158@ // integer values 
004D: jump_if_false @SMOKE2_10590 
00D6: if 
0019:   33@ > 200 // integer values 
004D: jump_if_false @SMOKE2_10590 
0050: gosub @SMOKE2_10655 

:SMOKE2_10590
00D6: if 
0039:   157@ == 2 // integer values 
004D: jump_if_false @SMOKE2_10653 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE2_10653 
0006: 157@ = 0 // integer values 
000A: 158@ += 1 // integer values 
0006: 160@ = 0 // integer values 
00BE: text_clear_all 
0006: 33@ = 0 // integer values 

:SMOKE2_10653
0051: return 

:SMOKE2_10655
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @SMOKE2_10691 
03CF: load_wav 148@(158@,9i) as 1 
0006: 157@ = 1 // integer values 

:SMOKE2_10691
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @SMOKE2_10749 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE2_10749 
00BC: text_highpriority 130@(158@,9s) 10000 ms 1 
03D1: play_wav 1 
0006: 157@ = 2 // integer values 

:SMOKE2_10749
0051: return 

:SMOKE2_10751
040D: unload_wav 2 
0871: init_jump_table 129@ total_jumps 5 1 @SMOKE2_10898 jumps 0 @SMOKE2_10818 1 @SMOKE2_10834 2 @SMOKE2_10850 3 @SMOKE2_10866 4 @SMOKE2_10882 -1 @SMOKE2_10905 -1 @SMOKE2_10905 

:SMOKE2_10818
03CF: load_wav 35800 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10834
03CF: load_wav 35801 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10850
03CF: load_wav 35802 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10866
03CF: load_wav 35803 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10882
03CF: load_wav 35804 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10898
0002: jump @SMOKE2_10905 

:SMOKE2_10905
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SMOKE2_10914
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE2_11009 
0001: wait 0 ms 
00D6: if or
0118:   actor 35@ dead 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_10956 
0051: return 

:SMOKE2_10956
00D6: if 
8039:   not  167@ == 1 // integer values 
004D: jump_if_false @SMOKE2_11002 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_11002 
0164: disable_marker 186@ 
0006: 167@ = 1 // integer values 

:SMOKE2_11002
0002: jump @SMOKE2_10914 

:SMOKE2_11009
03D1: play_wav 2 
0871: init_jump_table 129@ total_jumps 5 1 @SMOKE2_11191 jumps 0 @SMOKE2_11076 1 @SMOKE2_11099 2 @SMOKE2_11122 3 @SMOKE2_11145 4 @SMOKE2_11168 -1 @SMOKE2_11198 -1 @SMOKE2_11198 

:SMOKE2_11076
00BC: text_highpriority 'SMOX_AA' 3000 ms 1  // ~z~Szllj be
0002: jump @SMOKE2_11198 

:SMOKE2_11099
00BC: text_highpriority 'SMOX_AB' 3000 ms 1  // ~z~A kocsiban!
0002: jump @SMOKE2_11198 

:SMOKE2_11122
00BC: text_highpriority 'SMOX_AC' 3000 ms 1  // ~z~Szllj be a kocsiba!
0002: jump @SMOKE2_11198 

:SMOKE2_11145
00BC: text_highpriority 'SMOX_AD' 3000 ms 1  // ~z~Gyernk, playa, szllj be!
0002: jump @SMOKE2_11198 

:SMOKE2_11168
00BC: text_highpriority 'SMOX_AE' 3000 ms 1  // ~z~Gyernk, tuds, szllj be a kocsiba!
0002: jump @SMOKE2_11198 

:SMOKE2_11191
0002: jump @SMOKE2_11198 

:SMOKE2_11198
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE2_11293 
0001: wait 0 ms 
00D6: if or
0118:   actor 35@ dead 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_11240 
0051: return 

:SMOKE2_11240
00D6: if 
8039:   not  167@ == 1 // integer values 
004D: jump_if_false @SMOKE2_11286 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_11286 
0164: disable_marker 186@ 
0006: 167@ = 1 // integer values 

:SMOKE2_11286
0002: jump @SMOKE2_11198 

:SMOKE2_11293
000A: 129@ += 1 // integer values 
00D6: if 
0019:   129@ > 4 // integer values 
004D: jump_if_false @SMOKE2_11325 
0006: 129@ = 0 // integer values 

:SMOKE2_11325
0051: return 

:SMOKE2_11327
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0004: $MISSION_RUNNING_DOG_FAILED = 1 // integer values 
0051: return 

:SMOKE2_11352
0008: $11259 += 1 // integer values 
0318: set_latest_mission_passed 'SMOKE_2'  // A menekl ember
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 3 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 3 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:SMOKE2_11407
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #GLENDALE 
0249: release_model #SENTINEL 
0249: release_model #COLT45 
0249: release_model #MICRO_UZI 
0296: unload_special_actor 1 
034F: destroy_actor_with_fade 35@ // The actor fades away like a ghost 
0215: destroy_pickup 40@ 
0164: disable_marker 186@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0164: disable_marker 185@ 
061B: remove_references_to_action_sequences 114@ 
061B: remove_references_to_action_sequences 115@ 
061B: remove_references_to_action_sequences 116@ 
061B: remove_references_to_action_sequences 117@ 
061B: remove_references_to_action_sequences 118@ 
061B: remove_references_to_action_sequences 121@ 
061B: remove_references_to_action_sequences 201@ 
03E6: remove_text_box 
065C: unknown_create_def_entity 123@ // unknown_destroy 
065C: unknown_create_def_entity 124@ // unknown_destroy 
091E: (unknown) 2458.5 -1410.63 24.06 2504.27 -1395.83 28.55 
091D: (unknown) 2488.0 -1431.93 25.41 2528.0 -1391.93 29.41 
091D: (unknown) 2252.89 -1286.37 22.25 2258.89 -1280.37 28.25 
091D: (unknown) 2164.51 -1287.88 20.0 2170.88 -1267.88 30.0 
091D: (unknown) 2108.5 -1080.59 4.73 2128.5 -1060.59 44.73 
091E: (unknown) 2108.5 -1080.59 4.73 2128.5 -1060.59 44.73 
091D: (unknown) 2082.91 -1107.01 4.53 2102.91 -1087.01 44.53 
091E: (unknown) 2082.91 -1107.01 4.53 2102.91 -1087.01 44.53 
091D: (unknown) 2441.38 -1405.59 15.0 2460.42 -1368.34 40.0 
091E: (unknown) 2441.38 -1405.59 15.0 2460.42 -1368.34 40.0 
01EB: set_traffic_density_to 1.0 
05D6: clear_scmpath 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 29---------------
// Originally: Wrong Side of the Tracks

:SMOKE3
03A4: name_thread 'SMOKE3' 
0050: gosub @SMOKE3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SMOKE3_38 
0050: gosub @SMOKE3_20097 

:SMOKE3_38
0050: gosub @SMOKE3_20170 
004E: end_thread 

:SMOKE3_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'SMOKE3' 
01B6: set_weather 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 range 150.0 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:SMOKE3_114
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_138 
0001: wait 0 ms 
0002: jump @SMOKE3_114 

:SMOKE3_138
0247: request_model #LAE_SMOKECUTSCENE 

:SMOKE3_143
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @SMOKE3_170 
0001: wait 0 ms 
0002: jump @SMOKE3_143 

:SMOKE3_170
029B: 131@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE3A' 

:SMOKE3_204
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE3_228 
0001: wait 0 ms 
0002: jump @SMOKE3_204 

:SMOKE3_228
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SMOKE3_237
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE3_261 
0001: wait 0 ms 
0002: jump @SMOKE3_237 

:SMOKE3_261
016A: fade 0 0 ms 

:SMOKE3_267
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_291 
0001: wait 0 ms 
0002: jump @SMOKE3_267 

:SMOKE3_291
02EA: end_cutscene 
01B7: release_weather 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 131@ 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 
016A: fade 0 1000 ms 

:SMOKE3_338
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_362 
0001: wait 0 ms 
0002: jump @SMOKE3_338 

:SMOKE3_362
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0247: request_model #STREAK 
0247: request_model #STREAKC 
0247: request_model #IMMMCRAN 
0247: request_model #GLENDALE 
0247: request_model #TEC9 
040D: unload_wav 1 
03CF: load_wav 35400 as 1 
040D: unload_wav 2 
03CF: load_wav 35803 as 2 
023C: request_special_actor 'SMOKE' as 1 
038B: load_requested_models 

:SMOKE3_437
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_467 
0001: wait 0 ms 
0002: jump @SMOKE3_437 

:SMOKE3_467
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @SMOKE3_493 
0001: wait 0 ms 
0002: jump @SMOKE3_467 

:SMOKE3_493
00D6: if or
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
8248:   not model #IMMMCRAN available 
8248:   not model #TEC9 available 
8248:   not model #GLENDALE available 
004D: jump_if_false @SMOKE3_540 
0001: wait 0 ms 
0002: jump @SMOKE3_493 

:SMOKE3_540
060A: unknown_create_entity 0 74@ 
060A: unknown_create_entity 0 76@ 
0708: unknown_add_entity_item 76@ 9 
060A: unknown_create_entity 0 75@ 
0708: unknown_add_entity_item 75@ 9 
0708: unknown_add_entity_item 75@ 12 
0708: unknown_add_entity_item 75@ 56 
0746: (unknown) 4 24 0 
0395: clear_area 0 at 1682.618 -1957.88 150.0 range 150.0 
06D7: toggle_train_traffic 0 
06DB: (unknown) 
06D8: 40@ = create_train_at 1725.55 -1953.278 12.5 type 11 direction 0 
06DC: set_train 40@ acc 0.0 
06DD: set_train 40@ speed 0.0 
078A: 43@ = create_carriage_on_train 40@ position 1 
078A: 44@ = create_carriage_on_train 40@ position 2 
02AC: set_car 40@ immunities 1 1 1 1 1 
09CF: set_train 40@ flag 0 
020A: set_car 40@ door_status_to 2 
020A: set_car 43@ door_status_to 2 
020A: set_car 44@ door_status_to 2 
02AC: set_car 43@ immunities 1 1 1 1 1 
02AC: set_car 44@ immunities 1 1 1 1 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 range 150.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 78@ = create_car #GLENDALE at 2058.86 -1694.612 12.297 
0229: set_car 78@ color_to 98 14 
0175: set_car 78@ z_angle_to 271.822 
0224: set_car 78@ health_to 1000 
01C8: $ACTOR_SMOKE = create_actor 23 #SPECIAL01 in_car 78@ passenger_seat 0 
09F6: set_actor $ACTOR_SMOKE jackable_through_driver_seat 0 
0223: set_actor $ACTOR_SMOKE health_to 500 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
0568: set_actor $ACTOR_SMOKE targetable 1 
060B: unknown_actor_use_entity $ACTOR_SMOKE 74@ 
039E: set_actor $ACTOR_SMOKE jackable 1 
0526: unknown_actor $ACTOR_SMOKE 1 
0828: (unknown) 1 
041E: set_radio_station 5 
036A: put_actor $PLAYER_ACTOR in_car 78@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
0A45: (unknown) 0.3 
016A: fade 1 500 ms 
0A09: (unknown) $ACTOR_SMOKE 1 
0A09: (unknown) $PLAYER_ACTOR 1 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @SMOKE3_1289 
018A: 118@ = create_checkpoint_at 1783.211 -1933.133 12.597 
0006: 103@ = 1 // integer values 
0006: 80@ = 1 // integer values 

:SMOKE3_1289
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SMOKE3_1315 
0002: jump @SMOKE3_20115 

:SMOKE3_1315
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @SMOKE3_1429 
03D1: play_wav 1 
00BC: text_highpriority 'SMO3_AA' 5000 ms 1  // ~z~Hov, Smoke?
0006: 103@ = 2 // integer values 

:SMOKE3_1429
00D6: if 
0039:   103@ == 2 // integer values 
004D: jump_if_false @SMOKE3_1484 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_1484 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35401 as 1 
0006: 103@ = 3 // integer values 

:SMOKE3_1484
00D6: if 
0039:   103@ == 3 // integer values 
004D: jump_if_false @SMOKE3_1563 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_1563 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_1563 
03D1: play_wav 1 
00BC: text_highpriority 'SMO3_AB' 5000 ms 1  // ~z~Unity lloms.
0006: 103@ = 4 // integer values 

:SMOKE3_1563
00D6: if 
0039:   103@ == 4 // integer values 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_1625 
00BE: text_clear_all 
040D: unload_wav 1 
00BC: text_highpriority 'SMK3_1' 5000 ms 1  // ~s~Vezess a ~y~Unity llomsra~s~.
0006: 103@ = 5 // integer values 

:SMOKE3_1625
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @SMOKE3_1907 
00D6: if or
0039:   80@ == 1 // integer values 
0039:   80@ == 10 // integer values 
004D: jump_if_false @SMOKE3_1907 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @SMOKE3_1781 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_1781 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_1781 
0186: 123@ = create_marker_above_car 78@ 
07E0: set_marker 123@ type_to 1 
0164: disable_marker 118@ 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'SMOX_AD' 2000 ms 1  // ~z~Gyernk, playa, szllj be!
0006: 80@ = 10 // integer values 
0006: 92@ = 1 // integer values 

:SMOKE3_1781
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @SMOKE3_1907 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_1907 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_1907 
0164: disable_marker 123@ 
018A: 118@ = create_checkpoint_at 1783.211 -1933.133 12.597 
00D6: if 
0039:   103@ == 5 // integer values 
004D: jump_if_false @SMOKE3_1893 
00BC: text_highpriority 'SMK3_1' 12000 ms 1  // ~s~Vezess a ~y~Unity llomsra~s~.

:SMOKE3_1893
0006: 80@ = 1 // integer values 
0006: 92@ = 0 // integer values 

:SMOKE3_1907
00D6: if or
0039:   80@ == 1 // integer values 
0039:   80@ == 10 // integer values 
004D: jump_if_false @SMOKE3_1971 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_1971 
00BC: text_highpriority 'SMK3_21' 5000 ms 1  // ~r~Big Smoke meghalt!
0002: jump @SMOKE3_20097 

:SMOKE3_1971
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @SMOKE3_10214 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_10214 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_2820 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @SMOKE3_2820 
00D6: if 
0448:   actor $ACTOR_SMOKE in_car 78@ 
004D: jump_if_false @SMOKE3_2820 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_2820 
00D6: if 
01AD:   car 78@ 1 1783.211 -1933.133 4.2 4.2 
004D: jump_if_false @SMOKE3_2820 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:SMOKE3_2133
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_2157 
0001: wait 0 ms 
0002: jump @SMOKE3_2133 

:SMOKE3_2157
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_2203 
00AB: put_car 78@ at 1783.418 -1933.055 12.3862 
0175: set_car 78@ z_angle_to 178.4615 

:SMOKE3_2203
0247: request_model #LSV1 
0247: request_model #LSV2 
0247: request_model #LSV3 
0247: request_model #MP5LNG 
0247: request_model #SANCHEZ 
0247: request_model #TRNTRK8_LAS 
04ED: load_animation "TRAIN" 
04ED: load_animation "GANGS" 
040D: unload_wav 1 
03CF: load_wav 35412 as 1 
040D: unload_wav 2 
03CF: load_wav 35413 as 2 
023C: request_special_actor 'SMOKE' as 1 
04ED: load_animation "GANGS" 
04ED: load_animation "TRAIN" 
038B: load_requested_models 

:SMOKE3_2307
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "TRAIN" loaded 
004D: jump_if_false @SMOKE3_2347 
0001: wait 0 ms 
0002: jump @SMOKE3_2307 

:SMOKE3_2347
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_2377 
0001: wait 0 ms 
0002: jump @SMOKE3_2347 

:SMOKE3_2377
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #SANCHEZ available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SMOKE3_2421 
0001: wait 0 ms 
0002: jump @SMOKE3_2377 

:SMOKE3_2421
03CB: set_camera 1684.53 -1948.48 20.66 
0395: clear_area 0 at 1682.618 -1957.88 150.0 range 150.0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 94@ = 1 // integer values 
0164: disable_marker 118@ 
0395: clear_area 0 at 1699.31 -1938.799 100.0 range 100.0 
029B: 52@ = init_object #IMMMCRAN at 2194.438 -1912.756 11.907 
0177: set_object 52@ z_angle_to 0.0 
009A: 34@ = create_actor 24 #LSV1 at 1682.546 -1959.222 20.99 
0173: set_actor 34@ z_angle_to 0.0 
0648: (unknown) 34@ 500.0 
02AB: set_actor 34@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 34@ 75@ 
009A: 35@ = create_actor 24 #LSV3 at 1682.546 -1958.222 20.99 
0173: set_actor 35@ z_angle_to 180.0 
0648: (unknown) 35@ 500.0 
02AB: set_actor 35@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 35@ 75@ 
009A: 36@ = create_actor 24 #LSV2 at 1681.038 -1958.03 20.99 
0173: set_actor 36@ z_angle_to 182.467 
0648: (unknown) 36@ 500.0 
02AB: set_actor 36@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 36@ 75@ 
009A: 37@ = create_actor 24 #LSV3 at 1681.129 -1959.63 20.99 
0173: set_actor 37@ z_angle_to 6.22 
0648: (unknown) 37@ 500.0 
02AB: set_actor 37@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 37@ 75@ 
0006: 81@ = 1 // integer values 

:SMOKE3_2820
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @SMOKE3_3049 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_3049 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3049 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3049 
0395: clear_area 0 at 1682.618 -1957.88 150.0 range 150.0 
015F: set_camera_position 1780.728 -1937.955 13.443 0.0 0.0 0.0 
0160: point_camera 1781.311 -1937.148 13.3475 2 
03CB: set_camera 1687.04 -1946.6 21.79 
0A0B: (unknown) 1735.16 -1945.29 14.44 88.46 
016A: fade 1 750 ms 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 
00BC: text_highpriority 'SMO3_BA' 5000 ms 1  // ~z~Mit keresnk, Smoke?
0006: 32@ = 0 // integer values 
0006: 81@ = 2 // integer values 

:SMOKE3_3049
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @SMOKE3_3272 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SMOKE3_3272 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3272 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3272 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_3272 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35414 as 1 
03D1: play_wav 2 
0967: actor $ACTOR_SMOKE move_mouth 10000 
00BC: text_highpriority 'SMO3_BB' 5000 ms 1  // ~z~A Vagos tagok tallkoznak pr San Fierooi Rifa-val, hogy valamifle zletet kssenek.
0006: 101@ = 0 // integer values 
0707: start_scene_skip_to @SMOKE3_8003 
05CD: AS_actor $ACTOR_SMOKE exit_car 78@ 
0001: wait 100 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3234 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 3500 ms 

:SMOKE3_3234
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3258 
05CD: AS_actor $PLAYER_ACTOR exit_car 78@ 

:SMOKE3_3258
0006: 32@ = 0 // integer values 
0006: 81@ = 3 // integer values 

:SMOKE3_3272
00D6: if 
0039:   81@ == 3 // integer values 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
80DF:   not actor $ACTOR_SMOKE driving 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_3545 
015F: set_camera_position 1778.61 -1938.675 12.9064 0.0 0.0 0.0 
0160: point_camera 1779.275 -1937.944 13.0581 2 
00A1: put_actor $PLAYER_ACTOR at 1783.92 -1936.33 12.6 
0173: set_actor $PLAYER_ACTOR z_angle_to 117.0 
05D3: AS_actor $ACTOR_SMOKE go_to_point 1775.3 -1939.23 12.9 speed 4 -1 ms 
0615: define_action_sequences 64@ 
05BF: AS_actor -1 look_at_actor $ACTOR_SMOKE 10000 ms 
05D3: AS_actor -1 go_to_point 1776.63 -1940.18 13.66 speed 4 -1 ms 
0616: define_action_sequences_end 64@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 64@ 
061B: remove_references_to_action_sequences 64@ 
0006: 32@ = 0 // integer values 
0006: 81@ = 4 // integer values 

:SMOKE3_3545
00D6: if 
0039:   81@ == 4 // integer values 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8449:   not actor $ACTOR_SMOKE in_a_car 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SMOKE3_3955 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 
00BC: text_highpriority 'SMO3_BC' 5000 ms 1  // ~z~San Fierro?
015F: set_camera_position 1732.47 -1945.045 12.9171 0.0 0.0 0.0 
0160: point_camera 1731.492 -1945.129 13.1107 2 
00A1: put_actor $ACTOR_SMOKE at 1737.2 -1944.2 12.6 
0173: set_actor $ACTOR_SMOKE z_angle_to 88.5 
00A1: put_actor $PLAYER_ACTOR at 1737.2 -1945.7 12.6 
0173: set_actor $PLAYER_ACTOR z_angle_to 88.5 
05D3: AS_actor $ACTOR_SMOKE go_to_point 1718.04 -1944.2 13.6 speed 4 -1 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1718.04 -1945.7 13.6 speed 4 -1 ms 
040D: unload_wav 2 
03CF: load_wav 35415 as 2 
0006: 32@ = 0 // integer values 
0006: 81@ = 5 // integer values 

:SMOKE3_3955
00D6: if 
0039:   81@ == 5 // integer values 
004D: jump_if_false @SMOKE3_4043 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_4043 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35416 as 1 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 
00BC: text_highpriority 'SMO3_BD' 5000 ms 1  // ~z~Azt hittem, hgy az szak-mexikiak nem vegylnek a Los Santosi kezdkkel.
0006: 81@ = 6 // integer values 

:SMOKE3_4043
00D6: if 
0039:   81@ == 6 // integer values 
004D: jump_if_false @SMOKE3_4154 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_4154 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35417 as 2 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_4140 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 
00BC: text_highpriority 'SMO3_BE' 5000 ms 1  // ~z~Picsba, elkaptl.

:SMOKE3_4140
0006: 32@ = 0 // integer values 
0006: 81@ = 7 // integer values 

:SMOKE3_4154
00D6: if 
0039:   81@ == 7 // integer values 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_4615 
015F: set_camera_position 1726.028 -1944.924 13.9132 0.0 0.0 0.0 
0160: point_camera 1725.059 -1945.168 13.9694 2 
0605: actor 35@ perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor 34@ perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor 37@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0605: actor 36@ perform_animation_sequence "PRTIAL_GNGTLKG" from_file "GANGS" 4.0 loop 1 0 0 0 -1 ms 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1724.08 -1946.27 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 86.93 
0792: (unknown) $ACTOR_SMOKE 
00A1: put_actor $ACTOR_SMOKE at 1723.93 -1944.52 12.5 
0173: set_actor $ACTOR_SMOKE z_angle_to 93.27 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 
00BC: text_highpriority 'SMO3_BF' 5000 ms 1  // ~z~gy nznek ki, mint akiket keresnk!
040D: unload_wav 1 
03CF: load_wav 35418 as 1 
0006: 32@ = 0 // integer values 
0006: 81@ = 8 // integer values 

:SMOKE3_4615
00D6: if 
0039:   81@ == 8 // integer values 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_4834 
062E: (unknown) 34@ 1541 38@ 
00D6: if or
04A4:   38@ == 7 // integer values OR floating-point values 
0019:   32@ > 1750 // integer values 
004D: jump_if_false @SMOKE3_4834 
05BF: AS_actor 34@ look_at_actor $ACTOR_SMOKE 10000 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_4788 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_4788
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_4815 
05BF: AS_actor 36@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_4815
0792: (unknown) $PLAYER_ACTOR 
0006: 32@ = 0 // integer values 
0006: 81@ = 9 // integer values 

:SMOKE3_4834
00D6: if 
0039:   81@ == 9 // integer values 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
0019:   32@ > 0 // integer values 
004D: jump_if_false @SMOKE3_5140 
040D: unload_wav 2 
03CF: load_wav 35419 as 2 
015F: set_camera_position 1721.344 -1943.875 13.8732 0.0 0.0 0.0 
0160: point_camera 1722.211 -1944.373 13.8443 2 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 10000 ms 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 
00BC: text_highpriority 'SMO3_BG' 5000 ms 1  // ~z~A kcsgk szrevettek!
0605: actor $ACTOR_SMOKE perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0006: 33@ = 0 // integer values 
0006: 81@ = 10 // integer values 

:SMOKE3_5140
00D6: if 
0039:   81@ == 10 // integer values 
004D: jump_if_false @SMOKE3_5820 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_5820 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_5820 
00BE: text_clear_all 
00A5: 54@ = create_car #SANCHEZ at 1778.624 -1939.905 12.5598 
0175: set_car 54@ z_angle_to 176.7993 
0224: set_car 54@ health_to 10000 
053F: set_car 54@ tires_vulnerable 0 
02AC: set_car 54@ immunities 1 1 1 1 1 
0229: set_car 54@ color_to 6 6 
0006: 114@ = 1 // integer values 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_5301 
0224: set_car 78@ health_to 10000 
053F: set_car 78@ tires_vulnerable 0 

:SMOKE3_5301
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_5379 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1682.254 -1953.64 20.985 
0173: set_actor 34@ z_angle_to 266.36 
05D3: AS_actor 34@ go_to_point 1799.49 -1953.73 12.23 speed 6 50000 ms 

:SMOKE3_5379
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_5457 
0792: (unknown) 35@ 
00A1: put_actor 35@ at 1679.256 -1953.635 20.985 
0173: set_actor 35@ z_angle_to 266.36 
05D3: AS_actor 35@ go_to_point 1799.49 -1953.73 12.23 speed 6 50000 ms 

:SMOKE3_5457
0001: wait 250 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_5540 
0792: (unknown) 36@ 
00A1: put_actor 36@ at 1676.74 -1953.59 20.985 
0173: set_actor 36@ z_angle_to 266.36 
05D3: AS_actor 36@ go_to_point 1799.49 -1953.73 12.23 speed 6 50000 ms 

:SMOKE3_5540
0001: wait 250 ms 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_5623 
0792: (unknown) 37@ 
00A1: put_actor 37@ at 1675.3 -1953.67 20.985 
0173: set_actor 37@ z_angle_to 266.389 
05D3: AS_actor 37@ go_to_point 1799.49 -1953.73 12.23 speed 6 50000 ms 

:SMOKE3_5623
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_5656 
06DD: set_train 40@ speed 15.0 
0006: 86@ = 1 // integer values 

:SMOKE3_5656
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 1703.548 -1951.496 16.9714 position_to 1750.548 -1951.496 16.9714 10000 ms unknown 1 
0920: point_camera 1702.549 -1951.514 16.9159 transverse_to 1702.549 -1951.514 16.9159 10000 ms unknown 1 
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_5813 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SMOKE 
00A1: put_actor $PLAYER_ACTOR at 1715.0 -1946.79 12.6 
00A1: put_actor $ACTOR_SMOKE at 1712.36 -1944.47 12.6 

:SMOKE3_5813
0006: 81@ = 11 // integer values 

:SMOKE3_5820
00D6: if 
0019:   81@ > 10 // integer values 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
001B:   14 > 81@ // integer values 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @SMOKE3_6761 
0407: create_coordinate 46@ 47@ 48@ from_car 43@ offset 0.0 9.84 3.0 
0407: create_coordinate 49@ 50@ 51@ from_car 44@ offset 0.0 9.84 3.0 
00D6: if 
8019:   not  81@ > 11 // integer values 
004D: jump_if_false @SMOKE3_6073 
00A0: store_actor 35@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0160: point_camera $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 18.0 2 

:SMOKE3_6073
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @SMOKE3_6187 
00D6: if 
00FE:   actor 34@ 0 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6187 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0085: 61@ = 34@ // integer values and handles 
0050: gosub @SMOKE3_19945 
0006: 82@ = 1 // integer values 

:SMOKE3_6187
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @SMOKE3_6269 
00D6: if 
00FE:   actor 34@ 0 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6269 
0085: 61@ = 34@ // integer values and handles 
0050: gosub @SMOKE3_19945 
0006: 82@ = 2 // integer values 

:SMOKE3_6269
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @SMOKE3_6351 
00D6: if 
00FE:   actor 35@ 0 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6351 
0085: 61@ = 35@ // integer values and handles 
0050: gosub @SMOKE3_19945 
0006: 83@ = 1 // integer values 

:SMOKE3_6351
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @SMOKE3_6433 
00D6: if 
00FE:   actor 35@ 0 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6433 
0085: 61@ = 35@ // integer values and handles 
0050: gosub @SMOKE3_19945 
0006: 83@ = 2 // integer values 

:SMOKE3_6433
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @SMOKE3_6515 
00D6: if 
00FE:   actor 36@ 0 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6515 
0085: 61@ = 36@ // integer values and handles 
0050: gosub @SMOKE3_19945 
0006: 84@ = 1 // integer values 

:SMOKE3_6515
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @SMOKE3_6597 
00D6: if 
00FE:   actor 36@ 0 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6597 
0085: 61@ = 36@ // integer values and handles 
0050: gosub @SMOKE3_19945 
0006: 84@ = 2 // integer values 

:SMOKE3_6597
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @SMOKE3_6679 
00D6: if 
00FE:   actor 37@ 0 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6679 
0085: 61@ = 37@ // integer values and handles 
0050: gosub @SMOKE3_19945 
0006: 85@ = 1 // integer values 

:SMOKE3_6679
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
00FE:   actor 37@ 0 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6761 
0085: 61@ = 37@ // integer values and handles 
0050: gosub @SMOKE3_19945 
0006: 85@ = 2 // integer values 

:SMOKE3_6761
00D6: if 
0039:   81@ == 11 // integer values 
004D: jump_if_false @SMOKE3_6895 
00D6: if 
0019:   33@ > 4200 // integer values 
004D: jump_if_false @SMOKE3_6895 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_6895 
05D3: AS_actor $ACTOR_SMOKE go_to_point 1765.99 -1944.25 13.75 speed 6 100000 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1771.1 -1946.12 13.75 speed 6 100000 ms 
03D1: play_wav 2 
00BC: text_highpriority 'SMO3_BH' 5000 ms 1  // ~z~El kell kapnunk azokat az iditkat!
0006: 81@ = 12 // integer values 

:SMOKE3_6895
00D6: if 
0039:   81@ == 12 // integer values 
004D: jump_if_false @SMOKE3_6941 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_6941 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 81@ = 13 // integer values 

:SMOKE3_6941
00D6: if 
0039:   81@ == 13 // integer values 
004D: jump_if_false @SMOKE3_7016 
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @SMOKE3_7016 
016A: fade 0 500 ms 

:SMOKE3_6985
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_7009 
0001: wait 0 ms 
0002: jump @SMOKE3_6985 

:SMOKE3_7009
0006: 81@ = 14 // integer values 

:SMOKE3_7016
00D6: if 
0039:   81@ == 14 // integer values 
004D: jump_if_false @SMOKE3_7962 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_7962 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_7962 
07C7: put_train 40@ at 1880.06 -1953.67 12.44 
06DD: set_train 40@ speed 10.0 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009A: 34@ = create_actor 24 #LSV1 at 1682.618 -1957.88 20.9453 
0085: 61@ = 34@ // integer values and handles 
0050: gosub @SMOKE3_20002 
0446: set_actor 34@ immune_to_headshots 0 
009A: 35@ = create_actor 24 #LSV3 at 1682.99 -1947.17 20.03 
0085: 61@ = 35@ // integer values and handles 
0050: gosub @SMOKE3_20002 
0446: set_actor 35@ immune_to_headshots 0 
009A: 36@ = create_actor 24 #LSV3 at 1681.618 -1957.88 20.9453 
0085: 61@ = 36@ // integer values and handles 
0050: gosub @SMOKE3_20002 
0446: set_actor 36@ immune_to_headshots 0 
009A: 37@ = create_actor 27 #LSV3 at 1682.5 -1945.17 20.033 
0085: 61@ = 37@ // integer values and handles 
0050: gosub @SMOKE3_20002 
0446: set_actor 37@ immune_to_headshots 0 
02AB: set_actor 34@ immunities 0 0 1 0 0 
02AB: set_actor 35@ immunities 0 0 1 0 0 
02AB: set_actor 36@ immunities 0 0 1 0 0 
0464: put_actor 34@ into_turret_on_car 40@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle 360.0 with_weapon 29 
0464: put_actor 35@ into_turret_on_car 40@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle 360.0 with_weapon 29 
0464: put_actor 36@ into_turret_on_car 40@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle 360.0 with_weapon 29 
0464: put_actor 37@ into_turret_on_car 40@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle 360.0 with_weapon 29 
060B: unknown_actor_use_entity 34@ 75@ 
060B: unknown_actor_use_entity 35@ 75@ 
060B: unknown_actor_use_entity 36@ 75@ 
060B: unknown_actor_use_entity 37@ 76@ 
02E2: set_actor 34@ weapon_accuracy_to 10 
02E2: set_actor 35@ weapon_accuracy_to 10 
02E2: set_actor 36@ weapon_accuracy_to 10 
02E2: set_actor 37@ weapon_accuracy_to 10 
07DD: (unknown) 34@ 20 
07DD: (unknown) 35@ 20 
07DD: (unknown) 36@ 30 
07DD: (unknown) 37@ 20 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @SMOKE3_7627 
08AF: (unknown) 34@ 500 
08AF: (unknown) 35@ 500 
08AF: (unknown) 36@ 500 
0223: set_actor 34@ health_to 500 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 500 

:SMOKE3_7627
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @SMOKE3_7693 
08AF: (unknown) 34@ 480 
08AF: (unknown) 35@ 500 
08AF: (unknown) 36@ 450 
0223: set_actor 34@ health_to 480 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 450 

:SMOKE3_7693
00D6: if 
0039:   98@ == 2 // integer values 
004D: jump_if_false @SMOKE3_7759 
08AF: (unknown) 34@ 450 
08AF: (unknown) 35@ 450 
08AF: (unknown) 36@ 450 
0223: set_actor 34@ health_to 450 
0223: set_actor 35@ health_to 450 
0223: set_actor 36@ health_to 450 

:SMOKE3_7759
00D6: if 
0039:   98@ == 3 // integer values 
004D: jump_if_false @SMOKE3_7825 
08AF: (unknown) 34@ 350 
08AF: (unknown) 35@ 350 
08AF: (unknown) 36@ 350 
0223: set_actor 34@ health_to 350 
0223: set_actor 35@ health_to 350 
0223: set_actor 36@ health_to 350 

:SMOKE3_7825
00D6: if 
0019:   98@ > 3 // integer values 
004D: jump_if_false @SMOKE3_7891 
08AF: (unknown) 34@ 300 
08AF: (unknown) 35@ 300 
08AF: (unknown) 36@ 300 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 300 
0223: set_actor 36@ health_to 300 

:SMOKE3_7891
02AB: set_actor 37@ immunities 1 1 1 1 1 
0187: 119@ = create_marker_above_actor 34@ 
0187: 120@ = create_marker_above_actor 35@ 
0187: 121@ = create_marker_above_actor 36@ 
0187: 122@ = create_marker_above_actor 37@ 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SMOKE 
0006: 32@ = 0 // integer values 
0006: 81@ = 15 // integer values 

:SMOKE3_7962
00D6: if 
0039:   81@ == 15 // integer values 
004D: jump_if_false @SMOKE3_10214 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_10214 
0006: 101@ = 1 // integer values 

:SMOKE3_8003
0701: end_scene_skip 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @SMOKE3_9413 
016A: fade 0 0 ms 

:SMOKE3_8029
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_8053 
0001: wait 0 ms 
0002: jump @SMOKE3_8029 

:SMOKE3_8053
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
06D9: (unknown) 
0108: destroy_object 52@ 
029B: 52@ = init_object #IMMMCRAN at 2194.438 -1912.756 11.907 
0177: set_object 52@ z_angle_to 0.0 
06D8: 40@ = create_train_at 1880.06 -1953.67 12.44 type 11 direction 0 
09CF: set_train 40@ flag 0 
06DC: set_train 40@ acc 10.0 
06DD: set_train 40@ speed 10.0 
078A: 43@ = create_carriage_on_train 40@ position 1 
078A: 44@ = create_carriage_on_train 40@ position 2 
02AC: set_car 40@ immunities 1 1 1 1 1 
020A: set_car 40@ door_status_to 2 
020A: set_car 43@ door_status_to 2 
020A: set_car 44@ door_status_to 2 
02AC: set_car 43@ immunities 1 1 1 1 1 
02AC: set_car 44@ immunities 1 1 1 1 1 
009A: 34@ = create_actor 24 #LSV1 at 1682.618 -1957.88 20.9453 
0085: 61@ = 34@ // integer values and handles 
0050: gosub @SMOKE3_20002 
0446: set_actor 34@ immune_to_headshots 0 
009A: 35@ = create_actor 24 #LSV3 at 1682.99 -1947.17 20.03 
0085: 61@ = 35@ // integer values and handles 
0050: gosub @SMOKE3_20002 
0446: set_actor 35@ immune_to_headshots 0 
009A: 36@ = create_actor 24 #LSV3 at 1681.618 -1957.88 20.9453 
0085: 61@ = 36@ // integer values and handles 
0050: gosub @SMOKE3_20002 
0446: set_actor 36@ immune_to_headshots 0 
009A: 37@ = create_actor 27 #LSV3 at 1682.5 -1945.17 20.033 
0085: 61@ = 37@ // integer values and handles 
0050: gosub @SMOKE3_20002 
0446: set_actor 37@ immune_to_headshots 0 
02AB: set_actor 34@ immunities 0 0 1 0 0 
02AB: set_actor 35@ immunities 0 0 1 0 0 
02AB: set_actor 36@ immunities 0 0 1 0 0 
0464: put_actor 34@ into_turret_on_car 40@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle 360.0 with_weapon 29 
0464: put_actor 35@ into_turret_on_car 40@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle 360.0 with_weapon 29 
0464: put_actor 36@ into_turret_on_car 40@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle 360.0 with_weapon 29 
0464: put_actor 37@ into_turret_on_car 40@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle 360.0 with_weapon 29 
060B: unknown_actor_use_entity 34@ 75@ 
060B: unknown_actor_use_entity 35@ 75@ 
060B: unknown_actor_use_entity 36@ 75@ 
060B: unknown_actor_use_entity 37@ 76@ 
02E2: set_actor 34@ weapon_accuracy_to 10 
02E2: set_actor 35@ weapon_accuracy_to 10 
02E2: set_actor 36@ weapon_accuracy_to 10 
02E2: set_actor 37@ weapon_accuracy_to 10 
07DD: (unknown) 34@ 20 
07DD: (unknown) 35@ 20 
07DD: (unknown) 36@ 30 
07DD: (unknown) 37@ 20 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @SMOKE3_8791 
08AF: (unknown) 34@ 500 
08AF: (unknown) 35@ 500 
08AF: (unknown) 36@ 500 
0223: set_actor 34@ health_to 500 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 500 

:SMOKE3_8791
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @SMOKE3_8857 
08AF: (unknown) 34@ 480 
08AF: (unknown) 35@ 500 
08AF: (unknown) 36@ 450 
0223: set_actor 34@ health_to 480 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 450 

:SMOKE3_8857
00D6: if 
0039:   98@ == 2 // integer values 
004D: jump_if_false @SMOKE3_8923 
08AF: (unknown) 34@ 450 
08AF: (unknown) 35@ 450 
08AF: (unknown) 36@ 450 
0223: set_actor 34@ health_to 450 
0223: set_actor 35@ health_to 450 
0223: set_actor 36@ health_to 450 

:SMOKE3_8923
00D6: if 
0039:   98@ == 3 // integer values 
004D: jump_if_false @SMOKE3_8989 
08AF: (unknown) 34@ 300 
08AF: (unknown) 35@ 350 
08AF: (unknown) 36@ 350 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 350 
0223: set_actor 36@ health_to 350 

:SMOKE3_8989
00D6: if 
0019:   98@ > 3 // integer values 
004D: jump_if_false @SMOKE3_9055 
08AF: (unknown) 34@ 300 
08AF: (unknown) 35@ 300 
08AF: (unknown) 36@ 300 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 300 
0223: set_actor 36@ health_to 300 

:SMOKE3_9055
0187: 119@ = create_marker_above_actor 34@ 
0187: 120@ = create_marker_above_actor 35@ 
0187: 121@ = create_marker_above_actor 36@ 
0187: 122@ = create_marker_above_actor 37@ 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @SMOKE3_9177 
00A5: 54@ = create_car #SANCHEZ at 1778.624 -1939.905 12.5598 
0175: set_car 54@ z_angle_to 176.7993 
0224: set_car 54@ health_to 10000 
02AC: set_car 54@ immunities 1 1 1 1 1 
053F: set_car 54@ tires_vulnerable 0 
0229: set_car 54@ color_to 6 6 

:SMOKE3_9177
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_9208 
0224: set_car 78@ health_to 10000 
053F: set_car 78@ tires_vulnerable 0 

:SMOKE3_9208
02AB: set_actor 37@ immunities 1 1 1 1 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_9322 
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @SMOKE3_9292 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 1772.918 -1941.495 12.567 
0173: set_actor $ACTOR_SMOKE z_angle_to 269.216 
0002: jump @SMOKE3_9322 

:SMOKE3_9292
00A1: put_actor $ACTOR_SMOKE at 1772.918 -1941.495 12.567 
0173: set_actor $ACTOR_SMOKE z_angle_to 269.216 

:SMOKE3_9322
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_9375 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR z_angle_to 263.195 
0002: jump @SMOKE3_9405 

:SMOKE3_9375
00A1: put_actor $PLAYER_ACTOR at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR z_angle_to 263.195 

:SMOKE3_9405
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 

:SMOKE3_9413
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_9720 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 1 
00A1: put_actor $PLAYER_ACTOR at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR z_angle_to 263.195 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_9516 
00A1: put_actor $ACTOR_SMOKE at 1772.918 -1941.495 12.567 
0173: set_actor $ACTOR_SMOKE z_angle_to 269.216 

:SMOKE3_9516
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SMOKE 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
09DD: (unknown) 1 
0631: put_actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP separation_range 30.0 
06AE: unknown_group_creator 0 77@ 
0749: unknown_group_add_item 77@ 9 
0749: unknown_group_add_item 77@ 41 
0749: unknown_group_add_item 77@ 36 
06AD: unknown_group_use_entity $PLAYER_GROUP 77@ 
077A: set_actor $ACTOR_SMOKE aggressive_to_pedgroup 4 type 24 
060B: unknown_actor_use_entity $ACTOR_SMOKE 74@ 
0688: unknown_action_sequence $ACTOR_SMOKE 0 1 0 
074A: unknown_group_set_item_params 77@ 36 1510 0.0 100.0 0.0 0.0 1 0 
0709: unknown_set_entity_item 74@ 36 1022 0.0 100.0 0.0 0.0 1 0 
0A20: (unknown) $PLAYER_CHAR 1 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01EB: set_traffic_density_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 

:SMOKE3_9720
00BE: text_clear_all 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_9753 
0186: 125@ = create_marker_above_car 54@ 
07E0: set_marker 125@ type_to 1 

:SMOKE3_9753
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_9791 
02E2: set_actor 37@ weapon_accuracy_to 20 
0085: 61@ = 37@ // integer values and handles 
0050: gosub @SMOKE3_20043 

:SMOKE3_9791
01E8: create_forbidden_for_cars_cube 2261.14 -1141.45 18.0 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube 2270.69 -1391.75 20.28 2315.81 -1375.58 26.88 
01E8: create_forbidden_for_cars_cube 2257.3 -1491.95 20.63 2299.7 -1477.32 26.12 
01E8: create_forbidden_for_cars_cube 2235.25 -1656.59 12.68 2176.75 -1629.89 15.0 
01E8: create_forbidden_for_cars_cube 2221.43 -1721.07 10.09 2174.01 -172.72 15.73 
01E8: create_forbidden_for_cars_cube 2234.09 -1723.3 14.0 2178.22 -1742.47 10.0 
01E8: create_forbidden_for_cars_cube 2261.14 -1141.45 18.0 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube 1956.91 -1936.01 10.07 1965.61 -1978.99 14.45 
01E8: create_forbidden_for_cars_cube 2181.3 -1892.0 10.0 2222.36 -1897.71 15.0 
00BC: text_highpriority 'SMK3_2' 7000 ms 1  // ~s~Szllj a ~b~motorra ~s~Big Smoke-kal, ldzd a ~r~Vagos bandatagokat ~s~s iktasd ki ket!
04EF: release_animation "GANGS" 
0249: release_model #LSV2 
0006: 96@ = 1 // integer values 
0006: 80@ = 2 // integer values 
000A: 98@ += 1 // integer values 
0006: 102@ = 1 // integer values 
0709: unknown_set_entity_item 75@ 36 1000 0.0 100.0 0.0 0.0 0 1 
016A: fade 1 1000 ms 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
09EF: (unknown) 468 1.0 1.0 0.12 
0249: release_model #TRNTRK8_LAS 
0006: 81@ = 14 // integer values 

:SMOKE3_10214
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @SMOKE3_10302 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_10302 
00D6: if 
0449:   actor $ACTOR_SMOKE in_a_car 
004D: jump_if_false @SMOKE3_10302 
0164: disable_marker 125@ 
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 32 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 70 
0006: 102@ = 2 // integer values 

:SMOKE3_10302
00D6: if 
0039:   81@ == 14 // integer values 
004D: jump_if_false @SMOKE3_10370 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @SMOKE3_10370 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_10370 
0164: disable_marker 125@ 
09AD: vehicle_camera_mode 3 
0006: 112@ = 1 // integer values 

:SMOKE3_10370
00D6: if 
0039:   80@ == 2 // integer values 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
001B:   2 > 93@ // integer values 
004D: jump_if_false @SMOKE3_10629 
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @SMOKE3_10551 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2272.57 -1494.89 radius 40.0 40.0 
004D: jump_if_false @SMOKE3_10551 
00A5: 56@ = create_car #GLENDALE at 2295.777 -1481.268 22.91 
0129: 60@ = create_actor 4 #LSV1 in_car 56@ driverseat 
0175: set_car 56@ z_angle_to 88.47 
02C2: car 56@ drive_to_point 2280.45 -1480.961 22.483 
00AD: set_car 56@ max_speed_to 6.5 
00AE: unknown_set_car 56@ to_ignore_traffic_lights 0 
0006: 93@ = 1 // integer values 

:SMOKE3_10551
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @SMOKE3_10629 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 2280.45 -1480.961 radius 50.0 50.0 
004D: jump_if_false @SMOKE3_10629 
01C3: remove_references_to_car 56@ // Like turning a car into any random car 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0249: release_model #GLENDALE 
0006: 93@ = 2 // integer values 

:SMOKE3_10629
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_13944 
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @SMOKE3_10785 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius 50.0 50.0 unknown 0 
004D: jump_if_false @SMOKE3_10785 
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @SMOKE3_10722 
06DD: set_train 40@ speed 15.0 

:SMOKE3_10722
00D6: if 
0019:   97@ > 1 // integer values 
004D: jump_if_false @SMOKE3_10750 
06DD: set_train 40@ speed 18.0 

:SMOKE3_10750
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @SMOKE3_10778 
06DD: set_train 40@ speed 10.0 

:SMOKE3_10778
0006: 96@ = 2 // integer values 

:SMOKE3_10785
00D6: if 
0039:   96@ == 2 // integer values 
004D: jump_if_false @SMOKE3_10876 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 45.0 45.0 unknown 0 
004D: jump_if_false @SMOKE3_10876 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @SMOKE3_10859 
0006: 97@ = 1 // integer values 

:SMOKE3_10859
06DD: set_train 40@ speed 28.0 
0006: 96@ = 1 // integer values 

:SMOKE3_10876
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @SMOKE3_10977 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @SMOKE3_10977 
00D6: if 
0019:   97@ > 1 // integer values 
004D: jump_if_false @SMOKE3_10960 
06DD: set_train 40@ speed 32.5 
0002: jump @SMOKE3_10970 

:SMOKE3_10960
06DD: set_train 40@ speed 30.0 

:SMOKE3_10970
0006: 96@ = 3 // integer values 

:SMOKE3_10977
00D6: if 
0039:   96@ == 3 // integer values 
004D: jump_if_false @SMOKE3_11033 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @SMOKE3_11033 
0006: 96@ = 2 // integer values 

:SMOKE3_11033
00D6: if 
001B:   15 > 91@ // integer values 
004D: jump_if_false @SMOKE3_11773 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @SMOKE3_11250 
00D6: if 
01AD:   car 40@ 0 2282.12 -1439.76 20.0 20.0 
004D: jump_if_false @SMOKE3_11250 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 2289.69 -1034.14 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_11243 
06D8: 41@ = create_train_at 2289.69 -1034.14 26.29 type 11 direction 1 
06DC: set_train 41@ acc 30.0 
06DD: set_train 41@ speed 15.0 
0107: 53@ = create_object #IMY_TRACK_BARRIER at 2151.289 -664.906 52.1 
0177: set_object 53@ z_angle_to 50.36 
0006: 97@ = 2 // integer values 
0006: 91@ = 1 // integer values 
0002: jump @SMOKE3_11250 

:SMOKE3_11243
0006: 91@ = 15 // integer values 

:SMOKE3_11250
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @SMOKE3_11339 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_11339 
00D6: if 
01AD:   car 41@ 0 2288.31 -1408.91 20.0 20.0 
004D: jump_if_false @SMOKE3_11339 
06DD: set_train 41@ speed 0.0 
0006: 91@ = 2 // integer values 

:SMOKE3_11339
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @SMOKE3_11432 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_11432 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 41@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @SMOKE3_11432 
00D6: if 
82CA:   not car 41@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_11432 
07BD: destroy_train 41@ 
0006: 91@ = 3 // integer values 

:SMOKE3_11432
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @SMOKE3_11591 
00D6: if 
01AD:   car 40@ 0 2176.87 -689.51 20.0 20.0 
004D: jump_if_false @SMOKE3_11591 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 2283.36 -336.9 radius 30.0 30.0 
004D: jump_if_false @SMOKE3_11584 
06D8: 41@ = create_train_at 2283.36 -336.9 37.27 type 11 direction 1 
06DC: set_train 41@ acc 30.0 
06DD: set_train 41@ speed 15.0 
0006: 91@ = 4 // integer values 
0002: jump @SMOKE3_11591 

:SMOKE3_11584
0006: 91@ = 15 // integer values 

:SMOKE3_11591
00D6: if 
0039:   91@ == 4 // integer values 
004D: jump_if_false @SMOKE3_11680 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_11680 
00D6: if 
01AD:   car 41@ 0 2052.08 -583.31 20.0 20.0 
004D: jump_if_false @SMOKE3_11680 
06DD: set_train 41@ speed 0.0 
0006: 91@ = 5 // integer values 

:SMOKE3_11680
00D6: if 
0039:   91@ == 5 // integer values 
004D: jump_if_false @SMOKE3_11773 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_11773 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 41@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @SMOKE3_11773 
00D6: if 
82CA:   not car 41@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_11773 
07BD: destroy_train 41@ 
0006: 91@ = 6 // integer values 

:SMOKE3_11773
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @SMOKE3_12085 
00D6: if 
01AD:   car 40@ 0 2198.0 -1913.0 12.0 12.0 
004D: jump_if_false @SMOKE3_12085 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_11852 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_11852
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_11875 
05C5: AS_actor 35@ cower -1 ms 

:SMOKE3_11875
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_11898 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_11898
00A5: 57@ = create_car #GLENDALE at 2200.07 -1731.94 12.28 
0175: set_car 57@ z_angle_to 277.116 
009A: 58@ = create_actor 26 #MALE01 at 2201.55 -1728.59 12.43 
0173: set_actor 58@ z_angle_to 285.1 
009A: 59@ = create_actor 26 #MALE01 at 2202.93 -1728.36 12.43 
0173: set_actor 59@ z_angle_to 393.56 
0605: actor 58@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0605: actor 59@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 97@ = 1 // integer values 
0006: 104@ = 1 // integer values 

:SMOKE3_12085
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @SMOKE3_12241 
00D6: if 
81AD:   not car 40@ 0 2198.0 -1913.0 12.0 12.0 
004D: jump_if_false @SMOKE3_12241 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12172 
0085: 61@ = 34@ // integer values and handles 
0050: gosub @SMOKE3_20002 

:SMOKE3_12172
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_12203 
0085: 61@ = 35@ // integer values and handles 
0050: gosub @SMOKE3_20002 

:SMOKE3_12203
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12234 
0085: 61@ = 36@ // integer values and handles 
0050: gosub @SMOKE3_20002 

:SMOKE3_12234
0006: 104@ = 2 // integer values 

:SMOKE3_12241
00D6: if 
0039:   104@ == 2 // integer values 
004D: jump_if_false @SMOKE3_12373 
00D6: if 
01AD:   car 40@ 0 2285.58 -1353.75 20.0 20.0 
004D: jump_if_false @SMOKE3_12373 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12320 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_12320
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_12343 
05C5: AS_actor 35@ cower -1 ms 

:SMOKE3_12343
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12366 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_12366
0006: 104@ = 3 // integer values 

:SMOKE3_12373
00D6: if 
0039:   104@ == 3 // integer values 
004D: jump_if_false @SMOKE3_12582 
00D6: if 
81AD:   not car 40@ 0 2285.58 -1353.75 20.0 20.0 
004D: jump_if_false @SMOKE3_12582 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12460 
0085: 61@ = 34@ // integer values and handles 
0050: gosub @SMOKE3_20002 

:SMOKE3_12460
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_12491 
0085: 61@ = 35@ // integer values and handles 
0050: gosub @SMOKE3_20002 

:SMOKE3_12491
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12522 
0085: 61@ = 36@ // integer values and handles 
0050: gosub @SMOKE3_20002 

:SMOKE3_12522
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_12543 
05BE: AS_kill_actor 37@ 

:SMOKE3_12543
0108: destroy_object 52@ 
0249: release_model #IMMMCRAN 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0006: 105@ = 1 // integer values 
0006: 104@ = 4 // integer values 

:SMOKE3_12582
00D6: if 
0039:   104@ == 4 // integer values 
004D: jump_if_false @SMOKE3_12691 
00D6: if 
01AD:   car 40@ 0 2121.0 -361.0 18.0 18.0 
004D: jump_if_false @SMOKE3_12691 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12661 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_12661
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12684 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_12684
0006: 104@ = 5 // integer values 

:SMOKE3_12691
00D6: if 
0039:   104@ == 5 // integer values 
004D: jump_if_false @SMOKE3_12816 
00D6: if 
81AD:   not car 40@ 0 2121.0 -361.0 18.0 18.0 
004D: jump_if_false @SMOKE3_12816 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12778 
0085: 61@ = 34@ // integer values and handles 
0050: gosub @SMOKE3_20002 

:SMOKE3_12778
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12809 
0085: 61@ = 36@ // integer values and handles 
0050: gosub @SMOKE3_20002 

:SMOKE3_12809
0006: 104@ = 6 // integer values 

:SMOKE3_12816
00D6: if 
0039:   104@ == 6 // integer values 
004D: jump_if_false @SMOKE3_12886 
00D6: if 
81AD:   not car 40@ 0 2121.0 -361.0 18.0 18.0 
004D: jump_if_false @SMOKE3_12886 
0006: 97@ = 3 // integer values 
0006: 104@ = 7 // integer values 

:SMOKE3_12886
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @SMOKE3_12973 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_12973 
00D6: if 
01AD:   car 40@ 0 2285.53 -1120.59 20.0 20.0 
004D: jump_if_false @SMOKE3_12973 
060B: unknown_actor_use_entity 35@ 76@ 
0006: 105@ = 2 // integer values 

:SMOKE3_12973
00D6: if 
0039:   105@ == 2 // integer values 
004D: jump_if_false @SMOKE3_13098 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13098 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 30.0 30.0 unknown 0 
004D: jump_if_false @SMOKE3_13098 
0812: AS_actor 35@ perform_animation "TRAN_STMB" from_file "TRAIN" 4.0 loop 0 0 0 lock 1 time -1 
02AB: set_actor 35@ immunities 1 1 1 1 1 
0006: 105@ = 3 // integer values 

:SMOKE3_13098
00D6: if 
0039:   105@ == 3 // integer values 
004D: jump_if_false @SMOKE3_13250 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13250 
00D6: if 
0611:   actor 35@ animation_is "TRAN_STMB" 
004D: jump_if_false @SMOKE3_13250 
0613: 39@ = actor 35@ animation "TRAN_STMB" time 
00D6: if 
0043:   39@ == 1.0 // floating-point values 
004D: jump_if_false @SMOKE3_13250 
0812: AS_actor 35@ perform_animation "TRAN_HNG" from_file "TRAIN" 4.0 loop 1 0 0 lock 0 time -1 
0006: 32@ = 0 // integer values 
0006: 105@ = 4 // integer values 

:SMOKE3_13250
00D6: if 
0039:   105@ == 4 // integer values 
004D: jump_if_false @SMOKE3_13348 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @SMOKE3_13348 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13348 
0812: AS_actor 35@ perform_animation "TRAN_GTUP" from_file "TRAIN" 4.0 loop 0 0 0 lock 0 time -1 
0006: 105@ = 5 // integer values 

:SMOKE3_13348
00D6: if 
0039:   105@ == 5 // integer values 
004D: jump_if_false @SMOKE3_13503 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13503 
00D6: if 
0611:   actor 35@ animation_is "TRAN_GTUP" 
004D: jump_if_false @SMOKE3_13503 
0613: 39@ = actor 35@ animation "TRAN_GTUP" time 
00D6: if 
0043:   39@ == 1.0 // floating-point values 
004D: jump_if_false @SMOKE3_13503 
060B: unknown_actor_use_entity 35@ 75@ 
0085: 61@ = 35@ // integer values and handles 
0050: gosub @SMOKE3_20002 
04EF: release_animation "TRAIN" 
02AB: set_actor 35@ immunities 0 0 0 0 0 
0006: 105@ = 6 // integer values 

:SMOKE3_13503
00D6: if 
0019:   105@ > 0 // integer values 
004D: jump_if_false @SMOKE3_13571 
00D6: if 
001B:   6 > 105@ // integer values 
004D: jump_if_false @SMOKE3_13571 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13571 
0174: 45@ = car 40@ z_angle 
0173: set_actor 35@ z_angle_to 45@ 

:SMOKE3_13571
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @SMOKE3_13819 
00D6: if 
03CA:   object 52@ exists 
004D: jump_if_false @SMOKE3_13788 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_13781 
00D6: if 
00EC:   actor 37@ 0 2197.53 -1913.39 radius 3.0 3.0 
004D: jump_if_false @SMOKE3_13781 
0688: unknown_action_sequence 37@ 0 0 0 
0465: remove_actor 37@ from_turret_mode 
0619: set_actor 37@ collision_detection 0 
04F4: align_actor 37@ with_scripted_file_path_object 52@ offset 2.85 -0.7 5.9 0 360.0 0 
0173: set_actor 37@ z_angle_to 0.0 
0812: AS_actor 37@ perform_animation "TRAN_OUCH" from_file "TRAIN" 4.0 loop 0 0 0 lock 1 time -1 
0006: 90@ = 1 // integer values 
0006: 106@ = 1 // integer values 
0164: disable_marker 122@ 

:SMOKE3_13781
0002: jump @SMOKE3_13819 

:SMOKE3_13788
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_13819 
02AB: set_actor 37@ immunities 0 0 0 0 0 

:SMOKE3_13819
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @SMOKE3_13944 
00D6: if 
03CA:   object 52@ exists 
004D: jump_if_false @SMOKE3_13885 
0176: 45@ = object 52@ z_angle 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_13885 
0173: set_actor 37@ z_angle_to 45@ 

:SMOKE3_13885
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_13944 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 37@ radius 50.0 50.0 0 
004D: jump_if_false @SMOKE3_13944 
034F: destroy_actor_with_fade 37@ // The actor fades away like a ghost 
0006: 106@ = 2 // integer values 

:SMOKE3_13944
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @SMOKE3_14013 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @SMOKE3_14013 
0006: 87@ = 1 // integer values 
000A: 116@ += 1 // integer values 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @SMOKE3_14013 
0164: disable_marker 119@ 

:SMOKE3_14013
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SMOKE3_14082 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE3_14082 
0006: 88@ = 1 // integer values 
000A: 116@ += 1 // integer values 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @SMOKE3_14082 
0164: disable_marker 120@ 

:SMOKE3_14082
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @SMOKE3_14151 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @SMOKE3_14151 
0006: 89@ = 1 // integer values 
000A: 116@ += 1 // integer values 
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @SMOKE3_14151 
0164: disable_marker 121@ 

:SMOKE3_14151
00D6: if 
0039:   90@ == 0 // integer values 
004D: jump_if_false @SMOKE3_14220 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SMOKE3_14220 
0006: 90@ = 1 // integer values 
000A: 116@ += 1 // integer values 
00D6: if 
075C:   marker 122@ enabled 
004D: jump_if_false @SMOKE3_14220 
0164: disable_marker 122@ 

:SMOKE3_14220
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @SMOKE3_14285 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @SMOKE3_14285 
00D6: if 
051D:   cars 57@ and 40@ collided 
004D: jump_if_false @SMOKE3_14285 
020B: explode_car 57@ 
0006: 108@ = 1 // integer values 

:SMOKE3_14285
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @SMOKE3_14315 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
0006: 108@ = 2 // integer values 

:SMOKE3_14315
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @SMOKE3_14907 
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SMOKE3_14907 
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @SMOKE3_14907 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SMOKE3_14907 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_14507 
00D6: if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_14484 
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 // integer values 
0006: 109@ = 1 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 115@ = 1 // integer values 
0002: jump @SMOKE3_14507 

:SMOKE3_14484
0006: 115@ = 2 // integer values 
00BC: text_highpriority 'SMK3_18' 5000 ms 1  // ~s~Htrahagytad ~b~Big Smoke-ot ~s~! Menj vissza rte!

:SMOKE3_14507
0A45: (unknown) -1.0 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #MP5LNG 
0249: release_model #STREAK 
0249: release_model #STREAKC 
07BE: release_train 40@ 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube 2261.14 -1141.45 18.0 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube 2270.69 -1391.75 20.28 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube 2268.75 -1390.8 20.86 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube 2257.3 -1491.95 20.63 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube 2235.25 -1656.59 12.68 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube 2221.43 -1721.07 10.09 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube 2234.09 -1723.3 14.0 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube 2261.14 -1141.45 18.0 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube 1956.91 -1936.01 10.07 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube 2181.3 -1892.0 10.0 2222.36 -1897.71 15.0 
0006: 80@ = 3 // integer values 

:SMOKE3_14907
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_14946 
00BC: text_highpriority 'SMK3_21' 5000 ms 1  // ~r~Big Smoke meghalt!
0002: jump @SMOKE3_20097 

:SMOKE3_14946
00D6: if 
0039:   80@ == 2 // integer values 
004D: jump_if_false @SMOKE3_15587 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @SMOKE3_15009 
0005: $TEMPVAR_FLOAT_1 = 320.0 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 320.0 // floating-point values 
0002: jump @SMOKE3_15029 

:SMOKE3_15009
0005: $TEMPVAR_FLOAT_1 = 200.0 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 200.0 // floating-point values 

:SMOKE3_15029
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_15587 
00D6: if 
82CA:   not car 40@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_15587 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 unknown 0 
004D: jump_if_false @SMOKE3_15587 
00D6: if or
8118:   not actor 34@ dead 
8118:   not actor 35@ dead 
8118:   not actor 36@ dead 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_15587 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
077E: 79@ = active_interior 
00D6: if 
8039:   not  79@ == 0 // integer values 
004D: jump_if_false @SMOKE3_15289 
016A: fade 0 250 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_15191 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 

:SMOKE3_15191
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_15215 
0001: wait 0 ms 
0002: jump @SMOKE3_15191 

:SMOKE3_15215
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_15289 
04BB: select_interior 0 // select render area 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
00A0: store_actor $ACTOR_SMOKE position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 
03CB: set_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
016A: fade 1 250 ms 

:SMOKE3_15289
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_15364 
0006: 109@ = 1 // integer values 
0944: (unknown) $ACTOR_SMOKE 
05DE: AS_actor $ACTOR_SMOKE walk_around_ped_path 
00A0: store_actor $ACTOR_SMOKE position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 range 100.0 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_15364
03CF: load_wav 35451 as 2 

:SMOKE3_15373
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_15399 
0001: wait 0 ms 
0002: jump @SMOKE3_15373 

:SMOKE3_15399
00BC: text_highpriority 'SMO3_MC' 4000 ms 1  // ~z~Mindssze azt a francos vonatot kellett volna kvetnnk, CJ!
03D1: play_wav 2 

:SMOKE3_15419
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_15445 
0001: wait 0 ms 
0002: jump @SMOKE3_15419 

:SMOKE3_15445
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
8039:   not  79@ == 0 // integer values 
004D: jump_if_false @SMOKE3_15544 
016A: fade 0 500 ms 

:SMOKE3_15476
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_15500 
0001: wait 0 ms 
0002: jump @SMOKE3_15476 

:SMOKE3_15500
04BB: select_interior 79@ // select render area 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03CB: set_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
016A: fade 1 250 ms 

:SMOKE3_15544
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor_instantly $ACTOR_SMOKE 
00BC: text_highpriority 'SMK3_13' 5000 ms 1  // ~r~Elvesztetted ket! Legkzelebb tarts lpst a vonattal!
0002: jump @SMOKE3_20097 

:SMOKE3_15587
00D6: if 
0039:   80@ == 2 // integer values 
004D: jump_if_false @SMOKE3_16048 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_16048 
00D6: if 
01AD:   car 40@ 0 2790.52 223.63 15.0 15.0 
004D: jump_if_false @SMOKE3_16048 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
06DC: set_train 40@ acc 20.0 
06DD: set_train 40@ speed 20.0 
015F: set_camera_position 2796.839 222.9677 10.7646 0.0 0.0 0.0 
0158: camera_on_vehicle 40@ 15 2 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_15802 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00AB: put_car $TEMPVAR_ACTOR_CAR at 2814.828 154.135 17.2 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 9.0 
00AD: set_car $TEMPVAR_ACTOR_CAR max_speed_to 0.0 
0002: jump @SMOKE3_15832 

:SMOKE3_15802
00A1: put_actor $PLAYER_ACTOR at 2814.828 154.135 17.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 9.0 

:SMOKE3_15832
0001: wait 3000 ms 
02EB: restore_camera_with_jumpcut 
0001: wait 0 ms 
0006: 109@ = 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_15890 
0944: (unknown) $ACTOR_SMOKE 
05DE: AS_actor $ACTOR_SMOKE walk_around_ped_path 
00A0: store_actor $ACTOR_SMOKE position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SMOKE3_15890
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 range 100.0 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 35451 as 2 

:SMOKE3_15927
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_15953 
0001: wait 0 ms 
0002: jump @SMOKE3_15927 

:SMOKE3_15953
00BC: text_highpriority 'SMO3_MC' 4000 ms 1  // ~z~Mindssze azt a francos vonatot kellett volna kvetnnk, CJ!
03D1: play_wav 2 

:SMOKE3_15973
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_15999 
0001: wait 0 ms 
0002: jump @SMOKE3_15973 

:SMOKE3_15999
00BE: text_clear_all 
040D: unload_wav 2 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor_instantly $ACTOR_SMOKE 
00BC: text_highpriority 'SMK3_20' 10000 ms 1  // ~r~Elmenekltek!
0002: jump @SMOKE3_20097 

:SMOKE3_16048
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
0449:   actor $ACTOR_SMOKE in_a_car 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_16921 
0050: gosub @SMOKE3_19795 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16198 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16198 
04AF: 128@ = unknown_wav_reference 35420 
05AA: 129@s = 'SMO3_CA' // 8-byte strings 
0050: gosub @SMOKE3_19753 
0006: 33@ = 0 // integer values 

:SMOKE3_16198
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @SMOKE3_16291 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16291 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @SMOKE3_16291 
04AF: 128@ = unknown_wav_reference 35429 
05AA: 129@s = 'SMO3_EB' // 8-byte strings 
0050: gosub @SMOKE3_19753 
0006: 33@ = 0 // integer values 

:SMOKE3_16291
00D6: if 
0039:   110@ == 2 // integer values 
004D: jump_if_false @SMOKE3_16412 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16412 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_16412 
00D6: if 
0202:   actor $ACTOR_SMOKE near_car 40@ radius 50.0 50.0 unknown 0 
004D: jump_if_false @SMOKE3_16412 
04AF: 128@ = unknown_wav_reference 35428 
05AA: 129@s = 'SMO3_EA' // 8-byte strings 
0006: 117@ = 1 // integer values 
0050: gosub @SMOKE3_19753 

:SMOKE3_16412
00D6: if 
0039:   110@ == 3 // integer values 
004D: jump_if_false @SMOKE3_16526 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16526 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_16526 
00D6: if 
0202:   actor $ACTOR_SMOKE near_car 41@ radius 165.0 165.0 unknown 0 
004D: jump_if_false @SMOKE3_16526 
04AF: 128@ = unknown_wav_reference 35431 
05AA: 129@s = 'SMO3_FA' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_16526
00D6: if 
0039:   110@ == 4 // integer values 
004D: jump_if_false @SMOKE3_16631 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16631 
00D6: if 
00EC:   actor $ACTOR_SMOKE 0 2180.22 -689.43 radius 60.0 60.0 
004D: jump_if_false @SMOKE3_16631 
04AF: 128@ = unknown_wav_reference 35437 
05AA: 129@s = 'SMO3_HA' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_16631
00D6: if 
0039:   110@ == 5 // integer values 
004D: jump_if_false @SMOKE3_16752 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16752 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_16752 
00D6: if 
0202:   actor $ACTOR_SMOKE near_car 41@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @SMOKE3_16752 
04AF: 128@ = unknown_wav_reference 35433 
05AA: 129@s = 'SMO3_FC' // 8-byte strings 
0050: gosub @SMOKE3_19753 
0006: 33@ = 0 // integer values 

:SMOKE3_16752
00D6: if 
0039:   110@ == 6 // integer values 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
0019:   33@ > 11000 // integer values 
004D: jump_if_false @SMOKE3_16921 
04AF: 128@ = unknown_wav_reference 35430 
05AA: 129@s = 'SMO3_EC' // 8-byte strings 
00D6: if 
03CA:   object 53@ exists 
004D: jump_if_false @SMOKE3_16868 
00D6: if 
82CC:   not unknown_object 53@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_16868 
0108: destroy_object 53@ 

:SMOKE3_16868
0249: release_model #IMY_TRACK_BARRIER 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_16914 
00D6: if 
001B:   3 > 116@ // integer values 
004D: jump_if_false @SMOKE3_16914 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 85 

:SMOKE3_16914
0050: gosub @SMOKE3_19753 

:SMOKE3_16921
00D6: if 
0039:   80@ == 3 // integer values 
004D: jump_if_false @SMOKE3_18401 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @SMOKE3_18401 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17005 
040D: unload_wav 1 
03CF: load_wav 35460 as 1 
01C4: remove_references_to_object 53@ // This object will now disappear when the player looks away 
0249: release_model #IMY_TRACK_BARRIER 
0006: 113@ = 1 // integer values 

:SMOKE3_17005
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @SMOKE3_17065 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_17065 
00BC: text_highpriority 'SMO3_PC' 4000 ms 1  // ~z~H, hzzunk innen, mieltt a zsaruk megjelennek, ember.
03D1: play_wav 1 
0006: 113@ = 2 // integer values 

:SMOKE3_17065
00D6: if 
0039:   113@ == 2 // integer values 
004D: jump_if_false @SMOKE3_17118 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_17118 
00BE: text_clear_all 
040D: unload_wav 1 
0006: 113@ = 3 // integer values 
0006: 33@ = 0 // integer values 

:SMOKE3_17118
00D6: if 
0039:   113@ == 3 // integer values 
004D: jump_if_false @SMOKE3_17185 
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @SMOKE3_17185 
00BC: text_highpriority 'SMK3_22' 6000 ms 1  // ~s~Vidd vissza Big Smoke-ot a ~y~hzba~s~.
0006: 33@ = 0 // integer values 
0006: 113@ = 4 // integer values 

:SMOKE3_17185
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
0039:   113@ == 4 // integer values 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
0449:   actor $ACTOR_SMOKE in_a_car 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_17839 
0050: gosub @SMOKE3_19795 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17370 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17370 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @SMOKE3_17370 
04AF: 128@ = unknown_wav_reference 35477 
05AA: 129@s = 'SMO3_RA' // 8-byte strings 
0050: gosub @SMOKE3_19753 
0006: 33@ = 0 // integer values 

:SMOKE3_17370
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @SMOKE3_17437 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17437 
04AF: 128@ = unknown_wav_reference 35478 
05AA: 129@s = 'SMO3_RB' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_17437
00D6: if 
0039:   110@ == 2 // integer values 
004D: jump_if_false @SMOKE3_17504 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17504 
04AF: 128@ = unknown_wav_reference 35479 
05AA: 129@s = 'SMO3_RC' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_17504
00D6: if 
0039:   110@ == 3 // integer values 
004D: jump_if_false @SMOKE3_17571 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17571 
04AF: 128@ = unknown_wav_reference 35480 
05AA: 129@s = 'SMO3_RD' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_17571
00D6: if 
0039:   110@ == 4 // integer values 
004D: jump_if_false @SMOKE3_17638 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17638 
04AF: 128@ = unknown_wav_reference 35481 
05AA: 129@s = 'SMO3_RE' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_17638
00D6: if 
0039:   110@ == 5 // integer values 
004D: jump_if_false @SMOKE3_17705 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17705 
04AF: 128@ = unknown_wav_reference 35482 
05AA: 129@s = 'SMO3_RF' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_17705
00D6: if 
0039:   110@ == 6 // integer values 
004D: jump_if_false @SMOKE3_17772 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17772 
04AF: 128@ = unknown_wav_reference 35483 
05AA: 129@s = 'SMO3_RG' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_17772
00D6: if 
0039:   110@ == 7 // integer values 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_17839 
04AF: 128@ = unknown_wav_reference 35484 
05AA: 129@s = 'SMO3_RH' // 8-byte strings 
0050: gosub @SMOKE3_19753 

:SMOKE3_17839
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @SMOKE3_18362 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18362 
00D6: if 
00EC:   actor $PLAYER_ACTOR 1 2061.68 -1694.71 radius 4.0 4.0 
004D: jump_if_false @SMOKE3_18362 
00D6: if 
00EC:   actor $ACTOR_SMOKE 0 2061.68 -1694.71 radius 4.0 4.0 
004D: jump_if_false @SMOKE3_18362 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 
02A3: toggle_widescreen 1 
0006: 113@ = 5 // integer values 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_17982
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_18006 
0001: wait 0 ms 
0002: jump @SMOKE3_17982 

:SMOKE3_18006
0792: (unknown) $PLAYER_ACTOR 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18051 
06C9: remove_actor $ACTOR_SMOKE from_group 
0792: (unknown) $ACTOR_SMOKE 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 0 

:SMOKE3_18051
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_18104 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2060.325 -1694.805 12.5547 
0173: set_actor $PLAYER_ACTOR z_angle_to 91.3046 
0002: jump @SMOKE3_18134 

:SMOKE3_18104
00A1: put_actor $PLAYER_ACTOR at 2060.325 -1694.805 12.5547 
0173: set_actor $PLAYER_ACTOR z_angle_to 91.3046 

:SMOKE3_18134
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @SMOKE3_18187 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2057.75 -1694.79 12.554 
0173: set_actor $ACTOR_SMOKE z_angle_to 273.188 
0002: jump @SMOKE3_18217 

:SMOKE3_18187
00A1: put_actor $ACTOR_SMOKE at 2057.75 -1694.79 12.554 
0173: set_actor $ACTOR_SMOKE z_angle_to 273.188 

:SMOKE3_18217
0395: clear_area 1 at 2057.75 -1694.79 100.0 range 100.0 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_18287 
00AB: put_car 54@ at 2060.3 -1697.975 9.0 
0175: set_car 54@ z_angle_to 88.04 

:SMOKE3_18287
04ED: load_animation "GANGS" 
03CF: load_wav 35485 as 1 
03CF: load_wav 35486 as 2 
038B: load_requested_models 

:SMOKE3_18316
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SMOKE3_18355 
0001: wait 0 ms 
0002: jump @SMOKE3_18316 

:SMOKE3_18355
0006: 80@ = 4 // integer values 

:SMOKE3_18362
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18401 
00BC: text_highpriority 'SMK3_21' 5000 ms 1  // ~r~Big Smoke meghalt!
0002: jump @SMOKE3_20097 

:SMOKE3_18401
00D6: if 
0039:   80@ == 4 // integer values 
004D: jump_if_false @SMOKE3_19143 
015F: set_camera_position 2061.814 -1692.773 13.1148 0.0 0.0 0.0 
0160: point_camera 2061.089 -1693.453 13.2238 2 
016A: fade 1 500 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18564 
0605: actor $ACTOR_SMOKE perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 10000 
00BC: text_highpriority 'SMO3_SA' 4000 ms 1  // ~z~H, jobb, ha lekopsz, CJ.

:SMOKE3_18564
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SMOKE3_18590 
0001: wait 0 ms 
0002: jump @SMOKE3_18564 

:SMOKE3_18590
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35487 as 1 
03D1: play_wav 2 
00BC: text_highpriority 'SMO3_SB' 4000 ms 1  // ~z~Nem akarom, hogy ezek a C.R.A.S.H. barmok szarba keverjenek!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18677 
0605: actor $ACTOR_SMOKE perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:SMOKE3_18677
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_18703 
0001: wait 0 ms 
0002: jump @SMOKE3_18677 

:SMOKE3_18703
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18729 
0687: clear_actor_task $ACTOR_SMOKE 
0968: actor $ACTOR_SMOKE stop_mouth 

:SMOKE3_18729
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 35488 as 2 
015F: set_camera_position 2055.851 -1692.644 14.0837 0.0 0.0 0.0 
0160: point_camera 2056.581 -1693.324 14.0171 2 

:SMOKE3_18795
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SMOKE3_18821 
0001: wait 0 ms 
0002: jump @SMOKE3_18795 

:SMOKE3_18821
03D1: play_wav 1 
00BC: text_highpriority 'SMO3_SC' 5000 ms 1  // ~z~Rendben, pajts. Vigyzz azokkal a kandrokkal.
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:SMOKE3_18877
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SMOKE3_18903 
0001: wait 0 ms 
0002: jump @SMOKE3_18877 

:SMOKE3_18903
00BE: text_clear_all 

:SMOKE3_18905
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_18931 
0001: wait 0 ms 
0002: jump @SMOKE3_18905 

:SMOKE3_18931
03D1: play_wav 2 
00BC: text_highpriority 'SMO3_SD' 5000 ms 1  // ~z~Majd tallkozunk ksbb.

:SMOKE3_18951
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_18977 
0001: wait 0 ms 
0002: jump @SMOKE3_18951 

:SMOKE3_18977
016A: fade 0 1500 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_19048 
05D3: AS_actor $ACTOR_SMOKE go_to_point 2058.027 -1697.166 13.55 speed 4 -1 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2072.723 -1694.359 13.55 speed 4 -1 ms 

:SMOKE3_19048
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_19072 
0001: wait 0 ms 
0002: jump @SMOKE3_19048 

:SMOKE3_19072
009B: destroy_actor_instantly $ACTOR_SMOKE 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2072.723 -1694.359 12.54 
0173: set_actor $PLAYER_ACTOR z_angle_to 272.637 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 500 ms 
00BE: text_clear_all 
0002: jump @SMOKE3_20115 

:SMOKE3_19143
00D6: if or
0039:   80@ == 2 // integer values 
0039:   80@ == 3 // integer values 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @SMOKE3_19327 
00D6: if 
86EE:   not actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_19327 
00BC: text_highpriority 'SMK3_18' 5000 ms 1  // ~s~Htrahagytad ~b~Big Smoke-ot ~s~! Menj vissza rte!
0187: 118@ = create_marker_above_actor $ACTOR_SMOKE 
07E0: set_marker 118@ type_to 1 
00D6: if 
0039:   80@ == 2 // integer values 
004D: jump_if_false @SMOKE3_19290 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 

:SMOKE3_19290
00D6: if 
0039:   80@ == 3 // integer values 
004D: jump_if_false @SMOKE3_19320 
0164: disable_marker 124@ 
0006: 107@ = 0 // integer values 

:SMOKE3_19320
0006: 95@ = 1 // integer values 

:SMOKE3_19327
00D6: if 
0039:   95@ == 1 // integer values 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_SMOKE radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
02CB:   actor $ACTOR_SMOKE bounding_sphere_visible 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
86EE:   not actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_19434 
0631: put_actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP separation_range 30.0 

:SMOKE3_19434
0164: disable_marker 118@ 
00D6: if 
0039:   80@ == 2 // integer values 
004D: jump_if_false @SMOKE3_19569 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_19481 
0187: 119@ = create_marker_above_actor 34@ 

:SMOKE3_19481
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_19505 
0187: 120@ = create_marker_above_actor 35@ 

:SMOKE3_19505
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_19529 
0187: 121@ = create_marker_above_actor 36@ 

:SMOKE3_19529
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_19553 
0187: 122@ = create_marker_above_actor 37@ 

:SMOKE3_19553
00BC: text_highpriority 'SMK3_3' 5000 ms 1  // ~s~ldzd a ~r~Vagos bandatagokat ~s~ s iktasd ki ket!

:SMOKE3_19569
00D6: if 
0039:   80@ == 3 // integer values 
004D: jump_if_false @SMOKE3_19648 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @SMOKE3_19648 
00BC: text_highpriority 'SMK3_22' 5000 ms 1  // ~s~Vidd vissza Big Smoke-ot a ~y~hzba~s~.
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 // integer values 

:SMOKE3_19648
00D6: if 
0039:   115@ == 2 // integer values 
004D: jump_if_false @SMOKE3_19739 
00D6: if 
0039:   80@ == 3 // integer values 
004D: jump_if_false @SMOKE3_19739 
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 // integer values 
0006: 109@ = 1 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 115@ = 1 // integer values 

:SMOKE3_19739
0006: 95@ = 0 // integer values 

:SMOKE3_19746
0002: jump @SMOKE3_1289 

:SMOKE3_19753
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @SMOKE3_19793 
03CF: load_wav 128@ as 1 
05AA: 126@s = 129@s // 8-byte strings 
0006: 111@ = 1 // integer values 

:SMOKE3_19793
0051: return 

:SMOKE3_19795
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @SMOKE3_19849 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_19849 
00BC: text_highpriority 126@s 4000 ms 1 
03D1: play_wav 1 
0006: 111@ = 2 // integer values 

:SMOKE3_19849
00D6: if 
0039:   111@ == 2 // integer values 
004D: jump_if_false @SMOKE3_19943 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_19943 
000A: 110@ += 1 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @SMOKE3_19936 
00BC: text_highpriority 'SMK3_25' 6000 ms 1  // ~s~Maradj a vonat els vagonja mellet, hogy Big Smoke le tudja puffantani a ~r~Vagos bandatagokat~s~.
0006: 117@ = 2 // integer values 

:SMOKE3_19936
0006: 111@ = 0 // integer values 

:SMOKE3_19943
0051: return 

:SMOKE3_19945
0615: define_action_sequences 62@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 go_to_point 1799.49 -1953.73 12.23 speed 6 50000 ms 
0616: define_action_sequences_end 62@ 
0618: assign_actor 61@ to_action_sequences 62@ 
061B: remove_references_to_action_sequences 62@ 
0051: return 

:SMOKE3_20002
0615: define_action_sequences 63@ 
0638: AS_actor -1 stay_put 1 
0688: unknown_action_sequence -1 1 0 0 
0616: define_action_sequences_end 63@ 
0618: assign_actor 61@ to_action_sequences 63@ 
061B: remove_references_to_action_sequences 63@ 
0051: return 

:SMOKE3_20043
0615: define_action_sequences 65@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_20077 
05E2: AS_actor -1 kill_actor $ACTOR_SMOKE 

:SMOKE3_20077
0616: define_action_sequences_end 65@ 
0618: assign_actor 61@ to_action_sequences 65@ 
061B: remove_references_to_action_sequences 65@ 
0051: return 

:SMOKE3_20097
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SMOKE3_20115
0008: $11259 += 1 // integer values 
0318: set_latest_mission_passed 'SMOKE_3'  // A snek rossz oldaln
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 5 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:SMOKE3_20170
0004: $ONMISSION = 0 // integer values 
02EB: restore_camera_with_jumpcut 
09AD: vehicle_camera_mode 2 
01C4: remove_references_to_object 53@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 52@ // This object will now disappear when the player looks away 
0249: release_model #IMY_TRACK_BARRIER 
0A45: (unknown) -1.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SMOKE3_20232 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 

:SMOKE3_20232
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_20255 
053F: set_car 54@ tires_vulnerable 1 

:SMOKE3_20255
06DA: (unknown) 
06D7: toggle_train_traffic 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
034F: destroy_actor_with_fade 34@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 35@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 36@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 37@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_SMOKE // The actor fades away like a ghost 
01E7: remove_forbidden_for_cars_cube 2261.14 -1141.45 18.0 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube 2270.69 -1391.75 20.28 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube 2268.75 -1390.8 20.86 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube 2257.3 -1491.95 20.63 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube 2235.25 -1656.59 12.68 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube 2221.43 -1721.07 10.09 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube 2234.09 -1723.3 14.0 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube 2261.14 -1141.45 18.0 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube 1956.91 -1936.01 10.07 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube 2181.3 -1892.0 10.0 2222.36 -1897.71 15.0 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #SANCHEZ 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #IMMMCRAN 
0249: release_model #ESPERANT 
0249: release_model #GLENDALE 
0249: release_model #TEC9 
0249: release_model #TRNTRK8_LAS 
0296: unload_special_actor 1 
04EF: release_animation "TRAIN" 
04EF: release_animation "GANGS" 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_20767 
09CF: set_train 40@ flag 1 

:SMOKE3_20767
09F0: (unknown) 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_20822 
0224: set_car 54@ health_to 1000 
053F: set_car 54@ tires_vulnerable 1 
02AC: set_car 54@ immunities 0 0 0 0 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:SMOKE3_20822
01B7: release_weather 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_20855 
0224: set_car 78@ health_to 1000 
053F: set_car 78@ tires_vulnerable 1 

:SMOKE3_20855
01C3: remove_references_to_car 54@ // Like turning a car into any random car 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 30---------------
// Originally: Just Business

:DRUGS1
03A4: name_thread 'DRUGS1' 
0050: gosub @DRUGS1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DRUGS1_38 
0050: gosub @DRUGS1_52025 

:DRUGS1_38
0050: gosub @DRUGS1_52098 
004E: end_thread 

:DRUGS1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'SMOKE4' 
0395: clear_area 1 at 2060.0 -1694.0 50.0 range 50.0 
01B6: set_weather 1 
0247: request_model #LAE_SMOKECUTSCENE 

:DRUGS1_104
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @DRUGS1_131 
0001: wait 0 ms 
0002: jump @DRUGS1_104 

:DRUGS1_131
029B: 290@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE4A' 

:DRUGS1_165
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS1_189 
0001: wait 0 ms 
0002: jump @DRUGS1_165 

:DRUGS1_189
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DRUGS1_198
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS1_222 
0001: wait 0 ms 
0002: jump @DRUGS1_198 

:DRUGS1_222
016A: fade 0 0 ms 

:DRUGS1_228
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_252 
0001: wait 0 ms 
0002: jump @DRUGS1_228 

:DRUGS1_252
02EA: end_cutscene 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 290@ 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0247: request_model #GLENDALE 
0247: request_model #WFYRI 
0247: request_model #WFYST 
0247: request_model #MAFFA 
0247: request_model #MAFFB 
023C: request_special_actor 'SMOKE' as 1 
03CF: load_wav 35802 as 2 
038B: load_requested_models 

:DRUGS1_322
00D6: if or
8248:   not model #GLENDALE available 
8248:   not model #MAFFA available 
8248:   not model #MAFFA available 
8248:   not model #WFYRI available 
8248:   not model #WFYST available 
004D: jump_if_false @DRUGS1_365 
0001: wait 0 ms 
0002: jump @DRUGS1_322 

:DRUGS1_365
00D6: if or
823D:   not special_actor 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_395 
0001: wait 0 ms 
0002: jump @DRUGS1_365 

:DRUGS1_395
0006: 90@ = 0 // integer values 
0004: $6898 = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 282@ = 0 // integer values 
0006: 283@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 242@ = 0 // integer values 
0006: 243@ = 0 // integer values 
0006: 244@ = 0 // integer values 
0006: 245@ = 0 // integer values 
0006: 246@ = 0 // integer values 
0006: 247@ = 0 // integer values 
0006: 248@ = 0 // integer values 
0006: 249@ = 0 // integer values 
0006: 250@ = 0 // integer values 
0006: 251@ = 0 // integer values 
0006: 252@ = 0 // integer values 
0006: 253@ = 0 // integer values 
0006: 254@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 264@ = 0 // integer values 
0006: 265@ = 0 // integer values 
0006: 266@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 268@ = 0 // integer values 
0006: 269@ = 0 // integer values 
0006: 270@ = 0 // integer values 
0006: 271@ = 0 // integer values 
0006: 272@ = 0 // integer values 
0006: 273@ = 0 // integer values 
0006: 274@ = 0 // integer values 
0006: 275@ = 0 // integer values 
0006: 276@ = 0 // integer values 
0006: 277@ = 0 // integer values 
0006: 278@ = 0 // integer values 
0006: 279@ = 0 // integer values 
0006: 280@ = 0 // integer values 
0006: 281@ = 0 // integer values 
0006: 284@ = 0 // integer values 
0006: 285@ = 0 // integer values 
0006: 286@ = 0 // integer values 
0006: 287@ = 0 // integer values 
060A: unknown_create_entity 0 35@ 
060A: unknown_create_entity 0 36@ 
0709: unknown_set_entity_item 36@ 49 311 0.0 100.0 100.0 100.0 0 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 range 150.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 34@ = create_car #GLENDALE at 2058.86 -1694.612 12.297 
041E: set_radio_station 5 
0229: set_car 34@ color_to 98 14 
0175: set_car 34@ z_angle_to 271.822 
0224: set_car 34@ health_to 1000 
01C8: $ACTOR_SMOKE = create_actor 23 #SPECIAL01 in_car 34@ passenger_seat 0 
09F6: set_actor $ACTOR_SMOKE jackable_through_driver_seat 0 
09B5: (unknown) $ACTOR_SMOKE 0 
0223: set_actor $ACTOR_SMOKE health_to 500 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
0568: set_actor $ACTOR_SMOKE targetable 1 
060B: unknown_actor_use_entity $ACTOR_SMOKE 35@ 
039E: set_actor $ACTOR_SMOKE jackable 1 
0526: unknown_actor $ACTOR_SMOKE 1 
0828: (unknown) 1 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
03C7: unknown_maybe_cops_density 0.0 
06D0: (unknown) 0 
016A: fade 1 1500 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0489: set_actor $PLAYER_ACTOR audible 1 
01E8: create_forbidden_for_cars_cube 1694.12 -1604.33 5.0 1805.94 -1593.12 15.0 
00BC: text_highpriority 'DGS1_1' 6000 ms 1  // ~s~Vidd el Big Smoke-ot ~s~a ~y~belvrosba~s~.
0006: 33@ = 0 // integer values 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
0A09: (unknown) $ACTOR_SMOKE 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:DRUGS1_1348
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DRUGS1_1374 
0002: jump @DRUGS1_52043 

:DRUGS1_1374
00D6: if 
8019:   not  280@ > 7 // integer values 
004D: jump_if_false @DRUGS1_1431 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_1431 
00BC: text_highpriority 'DGS1_60' 7000 ms 1  // ~r~Smoke meghalt!
0002: jump @DRUGS1_52025 

:DRUGS1_1431
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @DRUGS1_9251 
00D6: if 
0039:   90@ == 11 // integer values 
004D: jump_if_false @DRUGS1_1567 
00D6: if 
001A:   6 > $6898 // integer values 
004D: jump_if_false @DRUGS1_1567 
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 1744.2 -1686.68 1698.34 -1616.4 
004D: jump_if_false @DRUGS1_1567 
00D6: if 
82CB:   not actor $ACTOR_SMOKE bounding_sphere_visible 
004D: jump_if_false @DRUGS1_1567 
0321: kill_actor $ACTOR_SMOKE 
00BC: text_highpriority 'DGS1_3' 7000 ms 1  // ~r~Egyedl hagytad Smoke-ot, aki emiatt meghalt! Legkzelebb maradj kzel hozz!
0002: jump @DRUGS1_52025 

:DRUGS1_1567
00D6: if 
0039:   90@ == 0 // integer values 
004D: jump_if_false @DRUGS1_1698 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_1698 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_1698 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_1698 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_1698 
018A: 88@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BC: text_highpriority 'DGS1_1' 10000 ms 1  // ~s~Vidd el Big Smoke-ot ~s~a ~y~belvrosba~s~.
0006: 90@ = 1 // integer values 

:DRUGS1_1698
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @DRUGS1_1986 
00D6: if or
0039:   90@ == 1 // integer values 
0039:   90@ == 100 // integer values 
004D: jump_if_false @DRUGS1_1986 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @DRUGS1_1854 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_1854 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_1854 
0186: 87@ = create_marker_above_car 34@ 
07E0: set_marker 87@ type_to 1 
0164: disable_marker 88@ 
0006: 90@ = 100 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
03D1: play_wav 2 
00BC: text_highpriority 'SMOX_AC' 2000 ms 1  // ~z~Szllj be a kocsiba!
0006: 91@ = 1 // integer values 

:DRUGS1_1854
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @DRUGS1_1986 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_1986 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_1986 
0164: disable_marker 87@ 
018A: 88@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
0019:   282@ > 12 // integer values 
004D: jump_if_false @DRUGS1_1972 
00BC: text_highpriority 'DGS1_1' 5000 ms 1  // ~s~Vidd el Big Smoke-ot ~s~a ~y~belvrosba~s~.

:DRUGS1_1972
0006: 90@ = 1 // integer values 
0006: 91@ = 0 // integer values 

:DRUGS1_1986
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @DRUGS1_2968 
0050: gosub @DRUGS1_51642 
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2097 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2097 
00D6: if 
0019:   33@ > 6500 // integer values 
004D: jump_if_false @DRUGS1_2097 
04AF: 239@ = unknown_wav_reference 35600 
05AA: 240@s = 'SMO4_AA' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2097
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @DRUGS1_2164 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2164 
04AF: 239@ = unknown_wav_reference 35601 
05AA: 240@s = 'SMO4_AB' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2164
00D6: if 
0039:   282@ == 2 // integer values 
004D: jump_if_false @DRUGS1_2231 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2231 
04AF: 239@ = unknown_wav_reference 35602 
05AA: 240@s = 'SMO4_AC' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2231
00D6: if 
0039:   282@ == 3 // integer values 
004D: jump_if_false @DRUGS1_2298 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2298 
04AF: 239@ = unknown_wav_reference 35603 
05AA: 240@s = 'SMO4_AD' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2298
00D6: if 
0039:   282@ == 4 // integer values 
004D: jump_if_false @DRUGS1_2365 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2365 
04AF: 239@ = unknown_wav_reference 35604 
05AA: 240@s = 'SMO4_AE' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2365
00D6: if 
0039:   282@ == 5 // integer values 
004D: jump_if_false @DRUGS1_2432 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2432 
04AF: 239@ = unknown_wav_reference 35605 
05AA: 240@s = 'SMO4_AF' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2432
00D6: if 
0039:   282@ == 6 // integer values 
004D: jump_if_false @DRUGS1_2499 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2499 
04AF: 239@ = unknown_wav_reference 35606 
05AA: 240@s = 'SMO4_AG' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2499
00D6: if 
0039:   282@ == 7 // integer values 
004D: jump_if_false @DRUGS1_2566 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2566 
04AF: 239@ = unknown_wav_reference 35607 
05AA: 240@s = 'SMO4_AH' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2566
00D6: if 
0039:   282@ == 7 // integer values 
004D: jump_if_false @DRUGS1_2633 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2633 
04AF: 239@ = unknown_wav_reference 35608 
05AA: 240@s = 'SMO4_AJ' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2633
00D6: if 
0039:   282@ == 8 // integer values 
004D: jump_if_false @DRUGS1_2700 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2700 
04AF: 239@ = unknown_wav_reference 35609 
05AA: 240@s = 'SMO4_AK' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2700
00D6: if 
0039:   282@ == 9 // integer values 
004D: jump_if_false @DRUGS1_2767 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2767 
04AF: 239@ = unknown_wav_reference 35610 
05AA: 240@s = 'SMO4_AL' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2767
00D6: if 
0039:   282@ == 10 // integer values 
004D: jump_if_false @DRUGS1_2834 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2834 
04AF: 239@ = unknown_wav_reference 35611 
05AA: 240@s = 'SMO4_AM' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2834
00D6: if 
0039:   282@ == 11 // integer values 
004D: jump_if_false @DRUGS1_2901 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2901 
04AF: 239@ = unknown_wav_reference 35612 
05AA: 240@s = 'SMO4_AN' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2901
00D6: if 
0039:   282@ == 12 // integer values 
004D: jump_if_false @DRUGS1_2968 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_2968 
04AF: 239@ = unknown_wav_reference 35613 
05AA: 240@s = 'SMO4_AO' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_2968
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
0448:   actor $ACTOR_SMOKE in_car 34@ 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
01AF:   car 34@ 1 1722.568 -1597.92 12.45 radius 4.0 4.0 5.0 
004D: jump_if_false @DRUGS1_5137 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08E7: set_entrance_markers 1 
01F0: set_max_wanted_level_to 0 
0006: 122@ = 0 // integer values 
0395: clear_area 1 at 1722.568 -1597.92 300.0 range 300.0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 1711.449 -1576.924 30.3531 0.0 0.0 0.0 
0160: point_camera 1711.628 -1577.821 29.9486 2 
0633: AS_actor $ACTOR_SMOKE exit_vehicle 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
016A: fade 0 2000 ms 

:DRUGS1_3236
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_3260 
0001: wait 0 ms 
0002: jump @DRUGS1_3236 

:DRUGS1_3260
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0247: request_model #MICRO_UZI 
0247: request_model #COLT45 
0247: request_model #MP5LNG 
04ED: load_animation "JST_BUISNESS" 
040D: unload_wav 1 
03CF: load_wav 35614 as 1 
040D: unload_wav 2 
03CF: load_wav 35615 as 2 
038B: load_requested_models 

:DRUGS1_3326
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MP5LNG available 
84EE:   not animation "JST_BUISNESS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_3382 
0001: wait 0 ms 
0002: jump @DRUGS1_3326 

:DRUGS1_3382
00D6: if 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRUGS1_3409 
0001: wait 0 ms 
0002: jump @DRUGS1_3382 

:DRUGS1_3409
009A: 37@ = create_actor 24 #WFYST at 1718.282 -1633.178 19.2035 
0489: set_actor 37@ audible 1 
0173: set_actor 37@ z_angle_to 59.5412 
0812: AS_actor 37@ perform_animation "SEAT_IDLE" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 37@ 35@ 
0489: set_actor 37@ audible 1 
009A: 38@ = create_actor 24 #WFYST at 1717.72 -1633.952 19.2029 
0173: set_actor 38@ z_angle_to 313.3566 
0489: set_actor 38@ audible 1 
0812: AS_actor 38@ perform_animation "SEAT_IDLE" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 38@ 35@ 
0489: set_actor 38@ audible 1 
009A: 39@ = create_actor 24 #WFYST at 1712.811 -1629.454 19.201 
0173: set_actor 39@ z_angle_to 48.5227 
0489: set_actor 39@ audible 1 
0812: AS_actor 39@ perform_animation "SEAT_IDLE" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 39@ 35@ 
0489: set_actor 39@ audible 1 
009A: 40@ = create_actor 24 #WFYST at 1712.146 -1630.165 19.2003 
0173: set_actor 40@ z_angle_to 322.1413 
0489: set_actor 40@ audible 1 
0812: AS_actor 40@ perform_animation "SEAT_IDLE" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 40@ 35@ 
0489: set_actor 40@ audible 1 
009A: 41@ = create_actor 24 #WFYST at 1732.528 -1627.45 19.2044 
0173: set_actor 41@ z_angle_to 275.6598 
0489: set_actor 41@ audible 1 
0812: AS_actor 41@ perform_animation "SEAT_IDLE" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
060B: unknown_actor_use_entity 41@ 35@ 
0489: set_actor 41@ audible 1 
009A: 42@ = create_actor 24 #MAFFA at 1729.973 -1649.115 19.274 
0173: set_actor 42@ z_angle_to 11.051 
060B: unknown_actor_use_entity 42@ 35@ 
01B2: give_actor 42@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 18 
0223: set_actor 42@ health_to 35 
0187: 214@ = create_marker_above_actor 42@ 
018B: show_on_radar 214@ 2 
0168: show_on_radar 214@ 2 
0961: (unknown) 42@ 1 
009A: 43@ = create_actor 24 #MAFFB at 1729.971 -1657.139 19.278 
0173: set_actor 43@ z_angle_to 21.106 
0223: set_actor 43@ health_to 10 
060B: unknown_actor_use_entity 43@ 35@ 
081A: actor 43@ weapon_skill 2 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 60 
0860: link_actor 43@ to_interior 18 
0187: 215@ = create_marker_above_actor 43@ 
018B: show_on_radar 215@ 2 
0168: show_on_radar 215@ 2 
0961: (unknown) 43@ 1 
07DD: (unknown) 43@ 50 
009A: 44@ = create_actor 24 #MAFFB at 1722.311 -1658.636 19.108 
0173: set_actor 44@ z_angle_to 352.526 
060B: unknown_actor_use_entity 44@ 36@ 
081A: actor 44@ weapon_skill 2 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 18 
0187: 216@ = create_marker_above_actor 44@ 
018B: show_on_radar 216@ 2 
0168: show_on_radar 216@ 2 
0961: (unknown) 44@ 1 
009A: 45@ = create_actor 24 #MAFFA at 1712.399 -1657.463 19.26 
0223: set_actor 45@ health_to 150 
0173: set_actor 45@ z_angle_to 323.108 
060B: unknown_actor_use_entity 45@ 36@ 
081A: actor 45@ weapon_skill 2 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 18 
02E2: set_actor 45@ weapon_accuracy_to 50 
0187: 217@ = create_marker_above_actor 45@ 
018B: show_on_radar 217@ 2 
0168: show_on_radar 217@ 2 
0961: (unknown) 45@ 1 
08AF: (unknown) 45@ 150 
0223: set_actor 45@ health_to 150 
07DD: (unknown) 45@ 50 
009A: 46@ = create_actor 24 #MAFFA at 1712.763 -1664.816 19.273 
0173: set_actor 46@ z_angle_to 329.331 
060B: unknown_actor_use_entity 46@ 36@ 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 50 
08AF: (unknown) 46@ 150 
0223: set_actor 46@ health_to 150 
0860: link_actor 46@ to_interior 18 
0187: 218@ = create_marker_above_actor 46@ 
018B: show_on_radar 218@ 2 
0168: show_on_radar 218@ 2 
0961: (unknown) 46@ 1 
009A: 47@ = create_actor 24 #MAFFA at 1718.711 -1655.182 19.108 
0173: set_actor 47@ z_angle_to 327.782 
060B: unknown_actor_use_entity 47@ 35@ 
081A: actor 47@ weapon_skill 2 
01B2: give_actor 47@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 18 
02E2: set_actor 47@ weapon_accuracy_to 60 
0187: 219@ = create_marker_above_actor 47@ 
018B: show_on_radar 219@ 2 
0168: show_on_radar 219@ 2 
0961: (unknown) 47@ 1 
009A: 48@ = create_actor 24 #MAFFB at 1701.8 -1650.28 19.26 
0173: set_actor 48@ z_angle_to 265.623 
060B: unknown_actor_use_entity 48@ 35@ 
081A: actor 48@ weapon_skill 2 
01B2: give_actor 48@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: (unknown) 48@ 150 
0223: set_actor 48@ health_to 150 
0860: link_actor 48@ to_interior 18 
0187: 220@ = create_marker_above_actor 48@ 
018B: show_on_radar 220@ 2 
0168: show_on_radar 220@ 2 
0961: (unknown) 48@ 1 
07DD: (unknown) 48@ 50 
009A: 51@ = create_actor 24 #MAFFB at 1719.6 -1671.764 22.741 
0223: set_actor 51@ health_to 5 
0173: set_actor 51@ z_angle_to 11.45 
060B: unknown_actor_use_entity 51@ 35@ 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: (unknown) 51@ 0 
0860: link_actor 51@ to_interior 18 
0187: 223@ = create_marker_above_actor 51@ 
018B: show_on_radar 223@ 2 
0168: show_on_radar 223@ 2 
0961: (unknown) 51@ 1 
009A: 52@ = create_actor 24 #MAFFB at 1701.897 -1668.039 19.23 
0173: set_actor 52@ z_angle_to 276.178 
060B: unknown_actor_use_entity 52@ 35@ 
081A: actor 52@ weapon_skill 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
02E2: set_actor 52@ weapon_accuracy_to 60 
0187: 224@ = create_marker_above_actor 52@ 
018B: show_on_radar 224@ 2 
0168: show_on_radar 224@ 2 
0961: (unknown) 52@ 1 
08AF: (unknown) 52@ 150 
0223: set_actor 52@ health_to 150 
009A: 53@ = create_actor 24 #MAFFA at 1725.037 -1672.69 22.735 
0173: set_actor 53@ z_angle_to 127.283 
060B: unknown_actor_use_entity 53@ 35@ 
081A: actor 53@ weapon_skill 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 60 
0860: link_actor 53@ to_interior 18 
0187: 225@ = create_marker_above_actor 53@ 
018B: show_on_radar 225@ 2 
0168: show_on_radar 225@ 2 
0961: (unknown) 53@ 1 
07DD: (unknown) 53@ 50 
009A: 54@ = create_actor 24 #MAFFA at 1733.358 -1664.599 22.747 
0173: set_actor 54@ z_angle_to 141.981 
060B: unknown_actor_use_entity 54@ 35@ 
081A: actor 54@ weapon_skill 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 50 
0860: link_actor 54@ to_interior 18 
0187: 226@ = create_marker_above_actor 54@ 
018B: show_on_radar 226@ 2 
0168: show_on_radar 226@ 2 
0961: (unknown) 54@ 1 
08AF: (unknown) 54@ 150 
0223: set_actor 54@ health_to 150 
0A0B: (unknown) 1726.993 -1628.007 20.2 8.98 
0A0B: (unknown) 1726.993 -1628.007 20.2 169.7 
0006: 90@ = 2 // integer values 

:DRUGS1_5137
00D6: if 
0039:   90@ == 2 // integer values 
004D: jump_if_false @DRUGS1_5401 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5401 
00D6: if 
80DF:   not actor $ACTOR_SMOKE driving 
004D: jump_if_false @DRUGS1_5401 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS1_5401 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SMOKE 
00A1: put_actor $PLAYER_ACTOR at 1726.04 -1632.521 19.18 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
00A1: put_actor $ACTOR_SMOKE at 1726.815 -1633.001 19.18 
0173: set_actor $ACTOR_SMOKE z_angle_to 180.0 
009A: 63@ = create_actor 24 #WFYRI at 1727.757 -1632.918 19.18 
0173: set_actor 63@ z_angle_to 270.0 
060B: unknown_actor_use_entity 63@ 35@ 
0489: set_actor 63@ audible 1 
0006: 33@ = 0 // integer values 
015F: set_camera_position 1728.489 -1633.539 20.16 0.0 0.0 0.0 
0160: point_camera 1726.404 -1632.053 20.279 2 
0006: 32@ = 0 // integer values 
0006: 99@ = 1 // integer values 
0006: 90@ = 8 // integer values 

:DRUGS1_5401
00D6: if 
0039:   90@ == 8 // integer values 
004D: jump_if_false @DRUGS1_6890 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @DRUGS1_5472 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DRUGS1_5472 
00BE: text_clear_all 
016A: fade 1 500 ms 
0006: 99@ = 2 // integer values 

:DRUGS1_5472
00D6: if 
0039:   99@ == 2 // integer values 
004D: jump_if_false @DRUGS1_5710 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5710 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS1_5710 
0619: set_actor 63@ collision_detection 0 
0619: set_actor $ACTOR_SMOKE collision_detection 0 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYER_01" from_file "JST_BUISNESS" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor $ACTOR_SMOKE perform_animation "SMOKE_01" from_file "JST_BUISNESS" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor 63@ perform_animation "GIRL_01" from_file "JST_BUISNESS" 1000.0 loop 0 0 0 lock 1 time -1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 33@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0707: start_scene_skip_to @DRUGS1_6960 
0006: 99@ = 3 // integer values 

:DRUGS1_5710
00D6: if 
0039:   99@ == 3 // integer values 
004D: jump_if_false @DRUGS1_5849 
00D6: if 
0019:   33@ > 2066 // integer values 
004D: jump_if_false @DRUGS1_5849 
015F: set_camera_position 1726.35 -1630.824 20.7289 0.0 0.0 0.0 
0160: point_camera 1726.411 -1631.822 20.7195 2 
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5826 
0967: actor $ACTOR_SMOKE move_mouth 10000 

:DRUGS1_5826
00BC: text_highpriority 'SMO4_BA' 5000 ms 1  // ~z~Nzd, Carl, mieltt bestlok, tudni szeretnm, hogy biztos vagy-e ebben a szarsgban, ember.
0006: 99@ = 4 // integer values 

:DRUGS1_5849
00D6: if 
0039:   99@ == 4 // integer values 
004D: jump_if_false @DRUGS1_6023 
00D6: if 
0019:   33@ > 4999 // integer values 
004D: jump_if_false @DRUGS1_6023 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6023 
015F: set_camera_position 1726.37 -1633.38 20.6705 0.0 0.0 0.0 
0160: point_camera 1726.416 -1632.381 20.6667 2 
00BE: text_clear_all 
03D1: play_wav 2 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5979 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_5979
00BC: text_highpriority 'SMO4_BB' 5000 ms 1  // ~z~Nzd, Smoke, visszamegynk. Grove-osok vagyunk!
0967: actor $PLAYER_ACTOR move_mouth 10000 
040D: unload_wav 1 
03CF: load_wav 35616 as 1 
0006: 99@ = 5 // integer values 

:DRUGS1_6023
00D6: if 
0039:   99@ == 5 // integer values 
004D: jump_if_false @DRUGS1_6140 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_6140 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_6140 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_6104 
0967: actor $ACTOR_SMOKE move_mouth 10000 

:DRUGS1_6104
00BC: text_highpriority 'SMO4_BC' 5000 ms 1  // ~z~Errl beszltem, az n kutym!
040D: unload_wav 2 
03CF: load_wav 35617 as 2 
0006: 99@ = 6 // integer values 

:DRUGS1_6140
00D6: if 
0039:   99@ == 6 // integer values 
004D: jump_if_false @DRUGS1_6224 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6224 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_6224 
03D1: play_wav 2 
00BC: text_highpriority 'SMO4_BD' 5000 ms 1  // ~z~H figyu, ha hallasz valami szarsgot, akkor gyere s tzelj, oks?
03CF: load_wav 35618 as 1 
0006: 99@ = 7 // integer values 

:DRUGS1_6224
00D6: if 
0039:   99@ == 7 // integer values 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
0019:   33@ > 9999 // integer values 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_6328 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_6328
0792: (unknown) 63@ 
00A1: put_actor 63@ at 1732.785 -1633.043 19.2 
0173: set_actor 63@ z_angle_to 0.0 
0812: AS_actor 63@ perform_animation "GIRL_02" from_file "JST_BUISNESS" 1000.0 loop 0 0 0 lock 1 time -1 
03D1: play_wav 1 
00BC: text_highpriority 'SMO4_BE' 3000 ms 1  // ~z~Biztos, kutya.
041D: set_camera_near_clip 0.09 
0967: actor $PLAYER_ACTOR move_mouth 2000 
040D: unload_wav 2 
03CF: load_wav 35619 as 2 
0006: 129@ = 1 // integer values 
0006: 99@ = 8 // integer values 

:DRUGS1_6468
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @DRUGS1_6513 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6513 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 129@ = 2 // integer values 

:DRUGS1_6513
00D6: if 
0039:   99@ == 8 // integer values 
004D: jump_if_false @DRUGS1_6678 
00D6: if 
0019:   33@ > 18500 // integer values 
004D: jump_if_false @DRUGS1_6678 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_6678 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6678 
015F: set_camera_position 1725.094 -1632.446 20.7074 0.0 0.0 0.0 
0160: point_camera 1726.091 -1632.391 20.6711 2 
041D: set_camera_near_clip 0.1 
03D1: play_wav 2 
00BC: text_highpriority 'SMO4_BF' 3000 ms 1  // ~z~H, bbi, akarsz trsasgot?
040D: unload_wav 1 
03CF: load_wav 35620 as 1 
0006: 99@ = 9 // integer values 

:DRUGS1_6678
00D6: if 
0039:   99@ == 9 // integer values 
004D: jump_if_false @DRUGS1_6758 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_6758 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_6758 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00BC: text_highpriority 'SMO4_BG' 5000 ms 1  // ~z~Gennyldk!
0006: 99@ = 10 // integer values 

:DRUGS1_6758
00D6: if 
0039:   99@ == 10 // integer values 
004D: jump_if_false @DRUGS1_6890 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6890 
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_6890 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLAYER_01" 
004D: jump_if_false @DRUGS1_6890 
0613: 62@ = actor $PLAYER_ACTOR animation "PLAYER_01" time 
00D6: if 
0043:   62@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS1_6890 
0006: 90@ = 10 // integer values 
0006: 99@ = 11 // integer values 

:DRUGS1_6890
00D6: if 
0039:   90@ == 10 // integer values 
004D: jump_if_false @DRUGS1_9251 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DRUGS1_9251 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9251 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 93@ = 1 // integer values 

:DRUGS1_6960
0701: end_scene_skip 
016A: fade 0 1000 ms 

:DRUGS1_6969
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_6993 
0001: wait 0 ms 
0002: jump @DRUGS1_6969 

:DRUGS1_6993
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
04BB: select_interior 18 // select render area 
03CB: set_camera 1722.81 -1658.54 20.19 
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @DRUGS1_8359 
00BE: text_clear_all 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 48@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 52@ 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 
0249: release_model #WFYRI 
0249: release_model #WFYST 
00A6: destroy_car 34@ 
0249: release_model #GLENDALE 
009A: 42@ = create_actor 24 #MAFFA at 1729.973 -1649.115 19.274 
0173: set_actor 42@ z_angle_to 11.051 
060B: unknown_actor_use_entity 42@ 35@ 
01B2: give_actor 42@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 18 
0223: set_actor 42@ health_to 35 
0187: 214@ = create_marker_above_actor 42@ 
018B: show_on_radar 214@ 2 
0168: show_on_radar 214@ 2 
0961: (unknown) 42@ 1 
009A: 43@ = create_actor 24 #MAFFB at 1729.971 -1657.139 19.278 
0223: set_actor 43@ health_to 10 
0173: set_actor 43@ z_angle_to 21.106 
060B: unknown_actor_use_entity 43@ 35@ 
081A: actor 43@ weapon_skill 2 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 60 
0860: link_actor 43@ to_interior 18 
0187: 215@ = create_marker_above_actor 43@ 
018B: show_on_radar 215@ 2 
0168: show_on_radar 215@ 2 
07DD: (unknown) 43@ 50 
0961: (unknown) 43@ 1 
009A: 44@ = create_actor 24 #MAFFB at 1722.311 -1658.636 19.108 
0173: set_actor 44@ z_angle_to 352.526 
060B: unknown_actor_use_entity 44@ 36@ 
081A: actor 44@ weapon_skill 2 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 18 
0187: 216@ = create_marker_above_actor 44@ 
018B: show_on_radar 216@ 2 
0168: show_on_radar 216@ 2 
0961: (unknown) 44@ 1 
009A: 45@ = create_actor 24 #MAFFA at 1712.399 -1657.463 19.26 
0223: set_actor 45@ health_to 150 
0173: set_actor 45@ z_angle_to 323.108 
060B: unknown_actor_use_entity 45@ 36@ 
081A: actor 45@ weapon_skill 2 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 18 
0187: 217@ = create_marker_above_actor 45@ 
018B: show_on_radar 217@ 2 
0168: show_on_radar 217@ 2 
02E2: set_actor 45@ weapon_accuracy_to 60 
0961: (unknown) 45@ 1 
08AF: (unknown) 45@ 150 
0223: set_actor 45@ health_to 150 
07DD: (unknown) 45@ 50 
009A: 46@ = create_actor 24 #MAFFA at 1712.763 -1664.816 19.273 
0173: set_actor 46@ z_angle_to 329.331 
060B: unknown_actor_use_entity 46@ 36@ 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 70 
08AF: (unknown) 46@ 150 
0223: set_actor 46@ health_to 150 
0860: link_actor 46@ to_interior 18 
0187: 218@ = create_marker_above_actor 46@ 
018B: show_on_radar 218@ 2 
0168: show_on_radar 218@ 2 
0961: (unknown) 46@ 1 
009A: 47@ = create_actor 24 #MAFFA at 1718.711 -1655.182 19.108 
0173: set_actor 47@ z_angle_to 327.782 
060B: unknown_actor_use_entity 47@ 35@ 
081A: actor 47@ weapon_skill 2 
01B2: give_actor 47@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 18 
0187: 219@ = create_marker_above_actor 47@ 
018B: show_on_radar 219@ 2 
0168: show_on_radar 219@ 2 
02E2: set_actor 47@ weapon_accuracy_to 60 
0961: (unknown) 47@ 1 
009A: 48@ = create_actor 24 #MAFFB at 1701.8 -1650.28 19.26 
0173: set_actor 48@ z_angle_to 265.623 
060B: unknown_actor_use_entity 48@ 35@ 
081A: actor 48@ weapon_skill 2 
01B2: give_actor 48@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: (unknown) 48@ 150 
0223: set_actor 48@ health_to 150 
0860: link_actor 48@ to_interior 18 
0187: 220@ = create_marker_above_actor 48@ 
018B: show_on_radar 220@ 2 
0168: show_on_radar 220@ 2 
0961: (unknown) 48@ 1 
07DD: (unknown) 48@ 60 
009A: 51@ = create_actor 24 #MAFFB at 1719.6 -1671.764 22.741 
0223: set_actor 51@ health_to 5 
0173: set_actor 51@ z_angle_to 11.45 
060B: unknown_actor_use_entity 51@ 35@ 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: (unknown) 51@ 0 
0860: link_actor 51@ to_interior 18 
0187: 223@ = create_marker_above_actor 51@ 
018B: show_on_radar 223@ 2 
0168: show_on_radar 223@ 2 
0961: (unknown) 51@ 1 
009A: 52@ = create_actor 24 #MAFFB at 1701.897 -1668.039 19.23 
0173: set_actor 52@ z_angle_to 276.178 
060B: unknown_actor_use_entity 52@ 35@ 
081A: actor 52@ weapon_skill 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
02E2: set_actor 52@ weapon_accuracy_to 60 
0187: 224@ = create_marker_above_actor 52@ 
018B: show_on_radar 224@ 2 
0168: show_on_radar 224@ 2 
0961: (unknown) 52@ 1 
08AF: (unknown) 52@ 150 
0223: set_actor 52@ health_to 150 
009A: 53@ = create_actor 24 #MAFFA at 1725.037 -1672.69 22.735 
0173: set_actor 53@ z_angle_to 127.283 
060B: unknown_actor_use_entity 53@ 35@ 
081A: actor 53@ weapon_skill 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 60 
0860: link_actor 53@ to_interior 18 
0187: 225@ = create_marker_above_actor 53@ 
018B: show_on_radar 225@ 2 
0168: show_on_radar 225@ 2 
0961: (unknown) 53@ 1 
07DD: (unknown) 53@ 50 
009A: 54@ = create_actor 24 #MAFFA at 1733.358 -1664.599 22.747 
0173: set_actor 54@ z_angle_to 141.981 
060B: unknown_actor_use_entity 54@ 35@ 
081A: actor 54@ weapon_skill 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 65 
0860: link_actor 54@ to_interior 18 
0187: 226@ = create_marker_above_actor 54@ 
018B: show_on_radar 226@ 2 
0168: show_on_radar 226@ 2 
0961: (unknown) 54@ 1 
08AF: (unknown) 54@ 150 
0223: set_actor 54@ health_to 150 

:DRUGS1_8359
00D6: if 
0038:   $6898 == 0 // integer values 
004D: jump_if_false @DRUGS1_8626 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_8626 
0792: (unknown) $ACTOR_SMOKE 
0619: set_actor $ACTOR_SMOKE collision_detection 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0968: actor $ACTOR_SMOKE stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
00A1: put_actor $ACTOR_SMOKE at 1727.884 -1641.127 19.2323 
0173: set_actor $ACTOR_SMOKE z_angle_to 182.5173 
08AD: (unknown) $ACTOR_SMOKE 1727.009 -1635.826 1.0 
0187: 89@ = create_marker_above_actor $ACTOR_SMOKE 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 100 
0860: link_actor $ACTOR_SMOKE to_interior 18 
07E0: set_marker 89@ type_to 1 
08AD: (unknown) $PLAYER_ACTOR 1727.009 -1635.826 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
03CB: set_camera 1727.884 -1641.127 19.2323 
01B2: give_actor $ACTOR_SMOKE weapon 28 ammo 99999 // Load the weapon model before using this 
08AF: (unknown) $ACTOR_SMOKE 500 
0223: set_actor $ACTOR_SMOKE health_to 500 
0226: $6897 = actor $ACTOR_SMOKE health 
07DD: (unknown) $ACTOR_SMOKE 55 
0014: $6897 /= 5 // integer values 
03C4: set_status_text_to $6897 1 'DGS1_58'  // Smoke
04EB: AS_actor $ACTOR_SMOKE crouch 1 
0004: $6898 = 1 // integer values 

:DRUGS1_8626
040D: unload_wav 1 
03CF: load_wav 35624 as 1 
02A3: toggle_widescreen 1 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1725.933 -1638.374 19.2232 
0173: set_actor $PLAYER_ACTOR z_angle_to 174.7897 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_8709 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 

:DRUGS1_8709
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS1_8735 
0001: wait 0 ms 
0002: jump @DRUGS1_8709 

:DRUGS1_8735
016A: fade 1 250 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_8777 
03D1: play_wav 1 
00BC: text_highpriority 'SMO4_BL' 2500 ms 1  // ~z~CJ, gyere ide - oh ht itt vagy!

:DRUGS1_8777
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_8832 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_8832 
0085: 79@ = 42@ // integer values and handles 
008B: 80@ = $ACTOR_SMOKE // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_8832
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_8887 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_8887 
0085: 79@ = 44@ // integer values and handles 
008B: 80@ = $ACTOR_SMOKE // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_8887
015F: set_camera_position 1726.528 -1637.829 21.257 0.0 0.0 0.0 
0160: point_camera 1726.477 -1638.779 20.9496 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1724.626 -1640.693 20.2245 speed 4 -1 ms 
0006: 32@ = 0 // integer values 

:DRUGS1_8976
00D6: if or
80EF:   not actor $PLAYER_ACTOR stopped 0 1724.626 -1640.693 radius 1.5 1.5 
8019:   not  32@ > 1500 // integer values 
004D: jump_if_false @DRUGS1_9033 
0001: wait 0 ms 
0002: jump @DRUGS1_8976 

:DRUGS1_9033
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_9050 
00BE: text_clear_all 

:DRUGS1_9050
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0792: (unknown) $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
02A3: toggle_widescreen 0 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "JST_BUISNESS" 
0164: disable_marker 88@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
009B: destroy_actor_instantly 40@ 
0249: release_model #WFYST 
0249: release_model #WFYRI 
009B: destroy_actor_instantly 63@ 
00A6: destroy_car 34@ 
0249: release_model #GLENDALE 
01B4: set_player $PLAYER_CHAR frozen_state 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9198 
02AB: set_actor $ACTOR_SMOKE immunities 0 0 0 0 0 

:DRUGS1_9198
040D: unload_wav 1 
0006: 123@ = 1 // integer values 
0006: 282@ = 0 // integer values 
0006: 283@ = 0 // integer values 
0006: 125@ = 1 // integer values 
0006: 90@ = 11 // integer values 
0006: 32@ = 0 // integer values 
0006: 128@ = 2 // integer values 

:DRUGS1_9251
00D6: if 
0039:   90@ == 11 // integer values 
004D: jump_if_false @DRUGS1_15741 
00D6: if 
0039:   128@ == 2 // integer values 
004D: jump_if_false @DRUGS1_15741 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9318 
0226: $6897 = actor $ACTOR_SMOKE health 
0014: $6897 /= 5 // integer values 

:DRUGS1_9318
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @DRUGS1_13730 
00D6: if 
0038:   $6898 == 1 // integer values 
004D: jump_if_false @DRUGS1_9811 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_9393 
0085: 79@ = 43@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_9393
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_9432 
0085: 79@ = 45@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_9432
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_9487 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9487 
0085: 79@ = 46@ // integer values and handles 
008B: 80@ = $ACTOR_SMOKE // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_9487
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_9526 
0085: 79@ = 47@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_9526
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_9565 
0085: 79@ = 51@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_9565
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_9664 
0085: 79@ = 53@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0007: 81@ = 1728.416 // floating-point values 
0007: 82@ = -1669.709 // floating-point values 
0007: 83@ = 22.8493 // floating-point values 
0007: 84@ = 1721.637 // floating-point values 
0007: 85@ = -1662.946 // floating-point values 
0007: 86@ = 20.27 // floating-point values 
0050: gosub @DRUGS1_51806 

:DRUGS1_9664
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9797 
0006: 122@ = 1 // integer values 
0615: define_action_sequences 69@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_9727 
05E2: AS_actor -1 kill_actor 42@ 

:DRUGS1_9727
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_9750 
05E2: AS_actor -1 kill_actor 43@ 

:DRUGS1_9750
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 go_to_point 1727.717 -1658.271 20.277 speed 6 -1 ms 
0616: define_action_sequences_end 69@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 69@ 
061B: remove_references_to_action_sequences 69@ 

:DRUGS1_9797
0006: 32@ = 0 // integer values 
0004: $6898 = 2 // integer values 

:DRUGS1_9811
00D6: if 
0038:   $6898 == 2 // integer values 
004D: jump_if_false @DRUGS1_10022 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_10022 
062E: (unknown) $ACTOR_SMOKE 1560 77@ 
00D6: if 
04A4:   77@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS1_10022 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 50 
0615: define_action_sequences 70@ 
0006: 122@ = 2 // integer values 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_9922 
05E2: AS_actor -1 kill_actor 44@ 

:DRUGS1_9922
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_9945 
05E2: AS_actor -1 kill_actor 52@ 

:DRUGS1_9945
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_9968 
05E2: AS_actor -1 kill_actor 53@ 

:DRUGS1_9968
0638: AS_actor -1 stay_put 0 
05F5: unknown_action_sequence -1 1719.854 -1666.667 20.271 6 -1 
0616: define_action_sequences_end 70@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 70@ 
061B: remove_references_to_action_sequences 70@ 
0004: $6898 = 3 // integer values 

:DRUGS1_10022
00D6: if 
0038:   $6898 == 3 // integer values 
004D: jump_if_false @DRUGS1_10226 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_10226 
062E: (unknown) $ACTOR_SMOKE 1560 77@ 
00D6: if 
04A4:   77@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS1_10226 
0006: 122@ = 3 // integer values 
0615: define_action_sequences 71@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_10126 
05E2: AS_actor -1 kill_actor 46@ 

:DRUGS1_10126
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_10149 
05E2: AS_actor -1 kill_actor 47@ 

:DRUGS1_10149
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_10172 
05E2: AS_actor -1 kill_actor 48@ 

:DRUGS1_10172
0638: AS_actor -1 stay_put 0 
05F5: unknown_action_sequence -1 1713.96 -1668.24 19.27 6 -1 
0616: define_action_sequences_end 71@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 71@ 
061B: remove_references_to_action_sequences 71@ 
0004: $6898 = 4 // integer values 

:DRUGS1_10226
00D6: if 
0038:   $6898 == 4 // integer values 
004D: jump_if_false @DRUGS1_10407 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_10407 
062E: (unknown) $ACTOR_SMOKE 1560 77@ 
00D6: if 
04A4:   77@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS1_10407 
0006: 122@ = 4 // integer values 
0615: define_action_sequences 72@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_10336 
05E2: AS_actor -1 kill_actor 45@ 

:DRUGS1_10336
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_10359 
05E2: AS_actor -1 kill_actor 51@ 

:DRUGS1_10359
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_10382 
05E2: AS_actor -1 kill_actor 54@ 

:DRUGS1_10382
0616: define_action_sequences_end 72@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 72@ 
061B: remove_references_to_action_sequences 72@ 
0004: $6898 = 5 // integer values 

:DRUGS1_10407
00D6: if 
0038:   $6898 == 5 // integer values 
004D: jump_if_false @DRUGS1_10542 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_10542 
062E: (unknown) $ACTOR_SMOKE 1560 77@ 
00D6: if 
04A4:   77@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS1_10542 
0006: 122@ = 5 // integer values 
0615: define_action_sequences 73@ 
0638: AS_actor -1 stay_put 0 
05F5: unknown_action_sequence -1 1704.45 -1667.71 19.68 6 -1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 73@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 73@ 
061B: remove_references_to_action_sequences 73@ 
0004: $6898 = 6 // integer values 

:DRUGS1_10542
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @DRUGS1_10617 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_10617 
00D6: if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_10617 
0638: AS_actor 44@ stay_put 0 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 
0006: 94@ = 1 // integer values 

:DRUGS1_10617
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @DRUGS1_10732 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 1727.0 -1637.0 20.0 radius 3.0 3.0 5.0 
00FE:   actor $PLAYER_ACTOR 0 1700.19 -1667.58 20.0 radius 6.5 6.5 5.0 
004D: jump_if_false @DRUGS1_10732 
034F: destroy_actor_with_fade 41@ // The actor fades away like a ghost 
0006: 95@ = 1 // integer values 

:DRUGS1_10732
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11010 
00D6: if 
056D:   carcass_of_actor 48@ valid 
004D: jump_if_false @DRUGS1_11010 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 1707.16 -1643.73 17.0 1735.9 -1653.46 22.0 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_11010 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_10904 
0085: 79@ = 48@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0007: 81@ = 1725.069 // floating-point values 
0007: 82@ = -1649.467 // floating-point values 
0007: 83@ = 19.27 // floating-point values 
03FE: set_actor 48@ money 250 
0050: gosub @DRUGS1_51894 

:DRUGS1_10904
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_11003 
0085: 79@ = 52@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0007: 81@ = 1717.0 // floating-point values 
0007: 82@ = -1667.75 // floating-point values 
0007: 83@ = 20.27 // floating-point values 
0007: 84@ = 1715.609 // floating-point values 
0007: 85@ = -1657.258 // floating-point values 
0007: 86@ = 20.271 // floating-point values 
0050: gosub @DRUGS1_51806 

:DRUGS1_11003
0006: 96@ = 1 // integer values 

:DRUGS1_11010
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11211 
00D6: if 
056D:   carcass_of_actor 54@ valid 
004D: jump_if_false @DRUGS1_11211 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 1738.42 -1651.07 17.0 1698.7 -1659.61 22.0 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_11211 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_11204 
0085: 79@ = 54@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0007: 81@ = 1729.928 // floating-point values 
0007: 82@ = -1667.75 // floating-point values 
0007: 83@ = 22.85 // floating-point values 
0007: 84@ = 1725.52 // floating-point values 
0007: 85@ = -1663.737 // floating-point values 
0007: 86@ = 20.5 // floating-point values 
0050: gosub @DRUGS1_51806 

:DRUGS1_11204
0006: 98@ = 1 // integer values 

:DRUGS1_11211
00D6: if 
001A:   7 > $6898 // integer values 
004D: jump_if_false @DRUGS1_11867 
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11287 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_11287 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0164: disable_marker 214@ 
000A: 124@ += 1 // integer values 
0006: 102@ = 1 // integer values 

:DRUGS1_11287
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11345 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_11345 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0164: disable_marker 215@ 
000A: 124@ += 1 // integer values 
0006: 103@ = 1 // integer values 

:DRUGS1_11345
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11403 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_11403 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0164: disable_marker 216@ 
000A: 124@ += 1 // integer values 
0006: 104@ = 1 // integer values 

:DRUGS1_11403
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11461 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_11461 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0164: disable_marker 217@ 
000A: 124@ += 1 // integer values 
0006: 105@ = 1 // integer values 

:DRUGS1_11461
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11519 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_11519 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0164: disable_marker 218@ 
000A: 124@ += 1 // integer values 
0006: 106@ = 1 // integer values 

:DRUGS1_11519
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11577 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_11577 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 219@ 
000A: 124@ += 1 // integer values 
0006: 107@ = 1 // integer values 

:DRUGS1_11577
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11635 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_11635 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0164: disable_marker 220@ 
000A: 124@ += 1 // integer values 
0006: 108@ = 1 // integer values 

:DRUGS1_11635
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11693 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_11693 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 223@ 
000A: 124@ += 1 // integer values 
0006: 111@ = 1 // integer values 

:DRUGS1_11693
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11751 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS1_11751 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
0164: disable_marker 224@ 
000A: 124@ += 1 // integer values 
0006: 112@ = 1 // integer values 

:DRUGS1_11751
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11809 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS1_11809 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 225@ 
000A: 124@ += 1 // integer values 
0006: 113@ = 1 // integer values 

:DRUGS1_11809
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11867 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_11867 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0164: disable_marker 226@ 
000A: 124@ += 1 // integer values 
0006: 114@ = 1 // integer values 

:DRUGS1_11867
00D6: if 
0039:   90@ == 11 // integer values 
004D: jump_if_false @DRUGS1_12510 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12510 
0050: gosub @DRUGS1_51642 
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11977 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_11977 
04AF: 239@ = unknown_wav_reference 35627 
05AA: 240@s = 'SMO4_BO' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_11977
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @DRUGS1_12044 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12044 
04AF: 239@ = unknown_wav_reference 35654 
05AA: 240@s = 'SMO4_EK' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_12044
00D6: if 
0039:   282@ == 2 // integer values 
004D: jump_if_false @DRUGS1_12111 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12111 
04AF: 239@ = unknown_wav_reference 35637 
05AA: 240@s = 'SMO4_DA' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_12111
00D6: if 
0039:   282@ == 3 // integer values 
004D: jump_if_false @DRUGS1_12178 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12178 
04AF: 239@ = unknown_wav_reference 35626 
05AA: 240@s = 'SMO4_BN' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_12178
00D6: if 
0039:   282@ == 4 // integer values 
004D: jump_if_false @DRUGS1_12245 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12245 
04AF: 239@ = unknown_wav_reference 35628 
05AA: 240@s = 'SMO4_BP' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_12245
00D6: if 
0039:   282@ == 5 // integer values 
004D: jump_if_false @DRUGS1_12312 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12312 
04AF: 239@ = unknown_wav_reference 35651 
05AA: 240@s = 'SMO4_EG' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_12312
00D6: if 
0039:   282@ == 6 // integer values 
004D: jump_if_false @DRUGS1_12379 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12379 
04AF: 239@ = unknown_wav_reference 35653 
05AA: 240@s = 'SMO4_EJ' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_12379
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12443 
00D6: if or
0038:   $6898 == 6 // integer values 
0039:   124@ == 11 // integer values 
004D: jump_if_false @DRUGS1_12443 
0006: 283@ = 0 // integer values 
0006: 282@ = 12 // integer values 
0006: 127@ = 1 // integer values 

:DRUGS1_12443
00D6: if 
0039:   282@ == 12 // integer values 
004D: jump_if_false @DRUGS1_12510 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_12510 
04AF: 239@ = unknown_wav_reference 35644 
05AA: 240@s = 'SMO4_DJ' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_12510
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @DRUGS1_12553 
03E5: text_box 'DGS1_63'  // A guggols kzbeni lvs nveli a pontossgot.
0006: 33@ = 0 // integer values 
0006: 125@ = 2 // integer values 

:DRUGS1_12553
00D6: if 
0039:   125@ == 2 // integer values 
004D: jump_if_false @DRUGS1_12615 
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @DRUGS1_12615 
03E5: text_box 'DGS1_2'  // Ha az ellensg fedezkbe bjik, akkor tancsosabb manulis clzst hasznlni lvs kzben.
0006: 33@ = 0 // integer values 
0006: 125@ = 3 // integer values 

:DRUGS1_12615
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_13730 
00D6: if 
00FF:   actor $ACTOR_SMOKE 0 1704.45 -1667.71 19.68 radius 6.0 6.0 4.0 
004D: jump_if_false @DRUGS1_13730 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 1700.49 -1667.87 19.46 radius 8.5 8.5 4.0 
004D: jump_if_false @DRUGS1_13730 
00D6: if or
0038:   $6898 == 6 // integer values 
0039:   124@ == 11 // integer values 
004D: jump_if_false @DRUGS1_13730 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 
016A: fade 0 500 ms 

:DRUGS1_12774
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_12798 
0001: wait 0 ms 
0002: jump @DRUGS1_12774 

:DRUGS1_12798
01B4: set_player $PLAYER_CHAR frozen_state 0 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_12909 
04BB: select_interior 0 // select render area 
0860: link_actor $ACTOR_SMOKE to_interior 0 
0792: (unknown) $ACTOR_SMOKE 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $ACTOR_SMOKE at 1696.229 -1669.133 19.23 
0173: set_actor $ACTOR_SMOKE z_angle_to 86.7366 
00A1: put_actor $PLAYER_ACTOR at 1696.339 -1666.897 19.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 85.4 

:DRUGS1_12909
009A: 49@ = create_actor 24 #MAFFB at 1682.685 -1671.516 19.24 
0173: set_actor 49@ z_angle_to 289.407 
060B: unknown_actor_use_entity 49@ 35@ 
081A: actor 49@ weapon_skill 2 
01B2: give_actor 49@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 49@ weapon_accuracy_to 50 
0223: set_actor 49@ health_to 150 
0187: 214@ = create_marker_above_actor 49@ 
018B: show_on_radar 214@ 2 
0168: show_on_radar 214@ 2 
0961: (unknown) 49@ 1 
009A: 55@ = create_actor 24 #MAFFA at 1676.529 -1676.516 20.47 
0173: set_actor 55@ z_angle_to 299.59 
060B: unknown_actor_use_entity 55@ 35@ 
01B2: give_actor 55@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 55@ weapon_accuracy_to 30 
0223: set_actor 55@ health_to 150 
0856: (unknown) 55@ 0 
0187: 215@ = create_marker_above_actor 55@ 
018B: show_on_radar 215@ 2 
0168: show_on_radar 215@ 2 
0961: (unknown) 55@ 1 
009A: 56@ = create_actor 24 #MAFFA at 1645.896 -1667.693 20.472 
0173: set_actor 56@ z_angle_to 270.18 
060B: unknown_actor_use_entity 56@ 35@ 
081A: actor 56@ weapon_skill 2 
01B2: give_actor 56@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 56@ weapon_accuracy_to 60 
0223: set_actor 56@ health_to 150 
0187: 216@ = create_marker_above_actor 56@ 
018B: show_on_radar 216@ 2 
0168: show_on_radar 216@ 2 
0961: (unknown) 56@ 1 
009A: 57@ = create_actor 24 #MAFFA at 1663.022 -1685.541 20.469 
0173: set_actor 57@ z_angle_to 301.304 
060B: unknown_actor_use_entity 57@ 35@ 
01B2: give_actor 57@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 57@ weapon_accuracy_to 50 
0223: set_actor 57@ health_to 125 
0187: 217@ = create_marker_above_actor 57@ 
018B: show_on_radar 217@ 2 
0168: show_on_radar 217@ 2 
0961: (unknown) 57@ 1 
009A: 58@ = create_actor 24 #MAFFA at 1663.079 -1676.61 20.468 
0173: set_actor 58@ z_angle_to 268.5 
060B: unknown_actor_use_entity 58@ 35@ 
01B2: give_actor 58@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 58@ weapon_accuracy_to 60 
08AF: (unknown) 58@ 125 
0223: set_actor 58@ health_to 125 
0856: (unknown) 58@ 0 
0187: 218@ = create_marker_above_actor 58@ 
018B: show_on_radar 218@ 2 
0168: show_on_radar 218@ 2 
0961: (unknown) 58@ 1 
009A: 59@ = create_actor 24 #MAFFA at 1662.793 -1670.124 20.463 
0173: set_actor 59@ z_angle_to 268.5 
060B: unknown_actor_use_entity 59@ 35@ 
01B2: give_actor 59@ weapon 29 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 1 
02E2: set_actor 59@ weapon_accuracy_to 60 
08AF: (unknown) 59@ 150 
0223: set_actor 59@ health_to 150 
0187: 219@ = create_marker_above_actor 59@ 
018B: show_on_radar 219@ 2 
0168: show_on_radar 219@ 2 
0961: (unknown) 59@ 1 
009A: 50@ = create_actor 24 #MAFFA at 1698.51 -1678.459 19.233 
0173: set_actor 50@ z_angle_to 99.699 
060B: unknown_actor_use_entity 50@ 35@ 
081A: actor 50@ weapon_skill 2 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 50@ weapon_accuracy_to 30 
0223: set_actor 50@ health_to 150 
0187: 220@ = create_marker_above_actor 50@ 
018B: show_on_radar 220@ 2 
0168: show_on_radar 220@ 2 
0961: (unknown) 50@ 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0001: wait 500 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_13679 
02AB: set_actor $ACTOR_SMOKE immunities 0 0 0 0 0 

:DRUGS1_13679
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 750 ms 
0006: 124@ = 0 // integer values 
0004: $6898 = 6 // integer values 
0006: 282@ = 0 // integer values 
0006: 283@ = 0 // integer values 
0006: 126@ = 1 // integer values 

:DRUGS1_13730
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @DRUGS1_15741 
00D6: if 
0038:   $6898 == 6 // integer values 
004D: jump_if_false @DRUGS1_13923 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_13923 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 80 
0615: define_action_sequences 74@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 1690.24 -1669.363 21.46 speed 6 -1 ms 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_13852 
05E2: AS_actor -1 kill_actor 49@ 

:DRUGS1_13852
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_13875 
05E2: AS_actor -1 kill_actor 55@ 

:DRUGS1_13875
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_13898 
05E2: AS_actor -1 kill_actor 56@ 

:DRUGS1_13898
0616: define_action_sequences_end 74@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 74@ 
061B: remove_references_to_action_sequences 74@ 
0004: $6898 = 7 // integer values 

:DRUGS1_13923
00D6: if 
0038:   $6898 == 7 // integer values 
004D: jump_if_false @DRUGS1_14121 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14121 
062E: (unknown) $ACTOR_SMOKE 1560 77@ 
00D6: if 
04A4:   77@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS1_14121 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 60 
0615: define_action_sequences 75@ 
05F5: unknown_action_sequence -1 1669.82 -1671.917 21.43 6 -1 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_14050 
05E2: AS_actor -1 kill_actor 58@ 

:DRUGS1_14050
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_14073 
05E2: AS_actor -1 kill_actor 56@ 

:DRUGS1_14073
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_14096 
05E2: AS_actor -1 kill_actor 59@ 

:DRUGS1_14096
0616: define_action_sequences_end 75@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 
0004: $6898 = 8 // integer values 

:DRUGS1_14121
00D6: if 
0038:   $6898 == 8 // integer values 
004D: jump_if_false @DRUGS1_14266 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14266 
062E: (unknown) $ACTOR_SMOKE 1560 77@ 
00D6: if 
04A4:   77@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS1_14266 
0615: define_action_sequences 76@ 
04EB: AS_actor -1 crouch 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_14218 
05E2: AS_actor -1 kill_actor 50@ 

:DRUGS1_14218
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_14241 
05E2: AS_actor -1 kill_actor 57@ 

:DRUGS1_14241
0616: define_action_sequences_end 76@ 
0618: assign_actor $ACTOR_SMOKE to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
0004: $6898 = 9 // integer values 

:DRUGS1_14266
00D6: if 
0038:   $6898 == 9 // integer values 
004D: jump_if_false @DRUGS1_14357 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14357 
062E: (unknown) $ACTOR_SMOKE 1560 77@ 
00D6: if or
04A4:   77@ == 7 // integer values OR floating-point values 
0039:   124@ == 7 // integer values 
004D: jump_if_false @DRUGS1_14357 
0006: 33@ = 0 // integer values 
0006: 284@ = 1 // integer values 
0006: 90@ = 12 // integer values 

:DRUGS1_14357
00D6: if 
0039:   124@ == 7 // integer values 
004D: jump_if_false @DRUGS1_14396 
0006: 33@ = 0 // integer values 
0006: 284@ = 1 // integer values 
0006: 90@ = 12 // integer values 

:DRUGS1_14396
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DRUGS1_14680 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14680 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_14485 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14485 
0085: 79@ = 49@ // integer values and handles 
008B: 80@ = $ACTOR_SMOKE // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_14485
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_14524 
0085: 79@ = 55@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_14524
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_14579 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14579 
0085: 79@ = 57@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_14579
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_14618 
0085: 79@ = 58@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_14618
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_14673 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14673 
0085: 79@ = 59@ // integer values and handles 
008B: 80@ = $ACTOR_SMOKE // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_14673
0006: 100@ = 1 // integer values 

:DRUGS1_14680
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @DRUGS1_14859 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14859 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_14783 
0085: 79@ = 50@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0007: 81@ = 1669.863 // floating-point values 
0007: 82@ = -1679.125 // floating-point values 
0007: 83@ = 20.47 // floating-point values 
0050: gosub @DRUGS1_51751 

:DRUGS1_14783
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_14852 
0085: 79@ = 56@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0007: 81@ = 1675.149 // floating-point values 
0007: 82@ = -1667.818 // floating-point values 
0007: 83@ = 20.47 // floating-point values 
0050: gosub @DRUGS1_51751 

:DRUGS1_14852
0006: 101@ = 1 // integer values 

:DRUGS1_14859
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @DRUGS1_14926 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_14926 
04AF: 239@ = unknown_wav_reference 35646 
05AA: 240@s = 'SMO4_EB' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_14926
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @DRUGS1_14993 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_14993 
04AF: 239@ = unknown_wav_reference 35625 
05AA: 240@s = 'SMO4_BM' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_14993
00D6: if 
0039:   282@ == 2 // integer values 
004D: jump_if_false @DRUGS1_15060 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15060 
04AF: 239@ = unknown_wav_reference 35642 
05AA: 240@s = 'SMO4_DG' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_15060
00D6: if 
0039:   282@ == 3 // integer values 
004D: jump_if_false @DRUGS1_15127 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15127 
04AF: 239@ = unknown_wav_reference 35620 
05AA: 240@s = 'SMO4_BG' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_15127
00D6: if 
0039:   282@ == 4 // integer values 
004D: jump_if_false @DRUGS1_15194 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15194 
04AF: 239@ = unknown_wav_reference 35648 
05AA: 240@s = 'SMO4_ED' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_15194
00D6: if 
0039:   282@ == 5 // integer values 
004D: jump_if_false @DRUGS1_15261 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15261 
04AF: 239@ = unknown_wav_reference 35650 
05AA: 240@s = 'SMO4_EF' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_15261
00D6: if 
0039:   282@ == 6 // integer values 
004D: jump_if_false @DRUGS1_15328 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15328 
04AF: 239@ = unknown_wav_reference 35652 
05AA: 240@s = 'SMO4_EH' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_15328
0050: gosub @DRUGS1_51642 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15393 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_15393 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 214@ 
000A: 124@ += 1 // integer values 
0006: 109@ = 1 // integer values 

:DRUGS1_15393
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15451 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_15451 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0164: disable_marker 215@ 
000A: 124@ += 1 // integer values 
0006: 115@ = 1 // integer values 

:DRUGS1_15451
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15509 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_15509 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0164: disable_marker 216@ 
000A: 124@ += 1 // integer values 
0006: 116@ = 1 // integer values 

:DRUGS1_15509
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15567 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_15567 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 217@ 
000A: 124@ += 1 // integer values 
0006: 117@ = 1 // integer values 

:DRUGS1_15567
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15625 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @DRUGS1_15625 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0164: disable_marker 218@ 
000A: 124@ += 1 // integer values 
0006: 118@ = 1 // integer values 

:DRUGS1_15625
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15683 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @DRUGS1_15683 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 219@ 
000A: 124@ += 1 // integer values 
0006: 119@ = 1 // integer values 

:DRUGS1_15683
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @DRUGS1_15741 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_15741 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0164: disable_marker 220@ 
000A: 124@ += 1 // integer values 
0006: 110@ = 1 // integer values 

:DRUGS1_15741
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @DRUGS1_15785 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @DRUGS1_15785 
0006: 284@ = 2 // integer values 

:DRUGS1_15785
00D6: if 
0039:   284@ == 2 // integer values 
004D: jump_if_false @DRUGS1_17081 
00D6: if 
0039:   90@ == 12 // integer values 
004D: jump_if_false @DRUGS1_16282 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16282 
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
07CC: player $PLAYER_CHAR disable_key_15 0 
0395: clear_area 0 at 1672.32 -1697.259 200.0 range 200.0 
015F: set_camera_position 1672.32 -1697.259 20.6216 0.0 0.0 0.0 
0160: point_camera 1672.069 -1696.5 21.2228 2 
0151: remove_status_text $6897 
0164: disable_marker 89@ 
0792: (unknown) $ACTOR_SMOKE 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $ACTOR_SMOKE at 1668.756 -1689.291 20.869 
0173: set_actor $ACTOR_SMOKE z_angle_to 203.5 
00A1: put_actor $PLAYER_ACTOR at 1667.26 -1683.5 20.869 
0173: set_actor $PLAYER_ACTOR z_angle_to 203.5 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #MAFFB 
040D: unload_wav 2 
03CF: load_wav 35658 as 2 
07C0: load_path 250 
07C0: load_path 251 
07C0: load_path 252 
0247: request_model #BF400 
0001: wait 100 ms 
038B: load_requested_models 

:DRUGS1_16065
00D6: if or
87C1:   not path 250 available 
87C1:   not path 251 available 
87C1:   not path 252 available 
8248:   not model #BF400 available 
004D: jump_if_false @DRUGS1_16107 
0001: wait 0 ms 
0002: jump @DRUGS1_16065 

:DRUGS1_16107
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_16133 
0001: wait 0 ms 
0002: jump @DRUGS1_16107 

:DRUGS1_16133
009B: destroy_actor_instantly 63@ 
0395: clear_area 0 at 1668.67 -1694.68 19.97 range 200.0 
0674: set_car_model #BF400 numberplate "_IMY_AK" 
00A5: 161@ = create_car #BF400 at 1671.791 -1695.106 19.48 
0175: set_car 161@ z_angle_to 117.5347 
02AC: set_car 161@ immunities 0 1 1 1 1 
0460: set_camera_pointing_time 0.0 3000 
053F: set_car 161@ tires_vulnerable 0 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0224: set_car 161@ health_to 2000 
053F: set_car 161@ tires_vulnerable 0 
0006: 32@ = 0 // integer values 
0006: 90@ = 13 // integer values 

:DRUGS1_16282
00D6: if 
0039:   90@ == 13 // integer values 
004D: jump_if_false @DRUGS1_16397 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16397 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_16397 
015F: set_camera_position 1672.32 -1697.259 20.6216 0.0 0.0 0.0 
0160: point_camera 1672.069 -1696.5 20.6212 1 
0006: 32@ = 0 // integer values 
0006: 90@ = 14 // integer values 

:DRUGS1_16397
00D6: if 
0039:   90@ == 14 // integer values 
004D: jump_if_false @DRUGS1_16528 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16528 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_16528 
00D6: if 
0019:   32@ > 900 // integer values 
004D: jump_if_false @DRUGS1_16528 
05CB: AS_actor $ACTOR_SMOKE enter_car_as_driver 161@ 5000 ms 
05CA: AS_actor $PLAYER_ACTOR enter_car 161@ passenger_seat 0 5000 ms 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'SMO4_EO' 5000 ms 1  // ~z~Itt az id, hogy visszatrj, bbi, gyernk!
0006: 127@ = 2 // integer values 
0006: 90@ = 15 // integer values 

:DRUGS1_16528
00D6: if 
0039:   90@ == 15 // integer values 
004D: jump_if_false @DRUGS1_16737 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16737 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_16737 
00D6: if 
0448:   actor $ACTOR_SMOKE in_car 161@ 
004D: jump_if_false @DRUGS1_16737 
015F: set_camera_position 1672.983 -1692.091 19.8891 0.0 0.0 0.0 
0160: point_camera 1672.57 -1692.998 19.9589 2 
0158: camera_on_vehicle 161@ 15 2 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1674.371 -1695.097 19.814 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
05CA: AS_actor $PLAYER_ACTOR enter_car 161@ passenger_seat 0 5000 ms 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 2000 ms 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
08C6: set_actor $ACTOR_SMOKE stay_on_bike 1 
0006: 90@ = 16 // integer values 

:DRUGS1_16737
00D6: if 
0039:   90@ == 16 // integer values 
004D: jump_if_false @DRUGS1_16837 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16837 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_16837 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @DRUGS1_16837 
041E: set_radio_station 6 
0647: unknown_action_sequence $ACTOR_SMOKE 
05EB: assign_vehicle 161@ to_path 250 
0006: 32@ = 0 // integer values 
0006: 90@ = 17 // integer values 

:DRUGS1_16837
00D6: if 
0039:   90@ == 17 // integer values 
004D: jump_if_false @DRUGS1_17030 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_17030 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_17030 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @DRUGS1_17030 
00D6: if 
0019:   32@ > 1600 // integer values 
004D: jump_if_false @DRUGS1_17030 
015F: set_camera_position 1623.331 -1705.448 19.7991 0.0 0.0 0.0 
0160: point_camera 1624.331 -1705.475 19.7991 2 
05EC: release_vehicle 161@ from_path 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_17009 
05EB: assign_vehicle 161@ to_path 251 

:DRUGS1_17009
0006: 32@ = 0 // integer values 
0006: 284@ = 3 // integer values 
0006: 90@ = 18 // integer values 

:DRUGS1_17030
00D6: if 
0039:   127@ == 2 // integer values 
004D: jump_if_false @DRUGS1_17081 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_17081 
03D5: remove_text 'SMO4_EO'  // ~z~Itt az id, hogy visszatrj, bbi, gyernk!
0006: 127@ = 3 // integer values 

:DRUGS1_17081
00D6: if or
0039:   243@ == 0 // integer values 
0039:   243@ == 1 // integer values 
0039:   243@ == 2 // integer values 
0039:   243@ == 3 // integer values 
004D: jump_if_false @DRUGS1_17303 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_17303 
00D6: if 
8019:   not  280@ > 3 // integer values 
004D: jump_if_false @DRUGS1_17303 
0227: $6899 = car 161@ health 
000C: $6899 -= 1000 // integer values 
00D6: if 
002A:   0 >= $6899 // integer values 
004D: jump_if_false @DRUGS1_17296 
0004: $6899 = 0 // integer values 
02AC: set_car 161@ immunities 0 0 0 0 0 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_17261 
02AB: set_actor $ACTOR_SMOKE immunities 0 0 0 0 0 
05BE: AS_kill_actor $ACTOR_SMOKE 

:DRUGS1_17261
020B: explode_car 161@ 
00BC: text_highpriority 'DGS1_60' 7000 ms 1  // ~r~Smoke meghalt!
0002: jump @DRUGS1_52025 
0002: jump @DRUGS1_17303 

:DRUGS1_17296
0014: $6899 /= 10 // integer values 

:DRUGS1_17303
00D6: if 
0039:   243@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
0039:   90@ == 18 // integer values 
004D: jump_if_false @DRUGS1_18642 
00D6: if 
0019:   32@ > 700 // integer values 
004D: jump_if_false @DRUGS1_18642 
0005: $TEMPVAR_FLOAT_3 = 19.7991 // floating-point values 
07C0: load_path 253 
07C0: load_path 254 
07C0: load_path 255 
07C0: load_path 256 
07C0: load_path 257 
0247: request_model #SULTAN 
0247: request_model #KMB_SKIP 
0247: request_model #NEBULA 
0247: request_model #COACH 
0247: request_model #PACKER 
040D: unload_wav 1 
03CF: load_wav 35663 as 1 
038B: load_requested_models 

:DRUGS1_17433
00D6: if or
87C1:   not path 253 available 
87C1:   not path 254 available 
87C1:   not path 255 available 
87C1:   not path 256 available 
87C1:   not path 257 available 
004D: jump_if_false @DRUGS1_17480 
0001: wait 0 ms 
0002: jump @DRUGS1_17433 

:DRUGS1_17480
00D6: if or
8248:   not model #SULTAN available 
8248:   not model #KMB_SKIP available 
8248:   not model #NEBULA available 
8248:   not model #COACH available 
8248:   not model #PACKER available 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS1_17531 
0001: wait 0 ms 
0002: jump @DRUGS1_17480 

:DRUGS1_17531
0107: 162@ = create_object #KMB_SKIP at 1563.603 -1437.107 12.347 
0177: set_object 162@ z_angle_to 90.4568 
0550: keep_object 162@ in_memory 1 
00A5: 163@ = create_car #COACH at 1552.209 -1437.3 12.3828 
0175: set_car 163@ z_angle_to 90.2081 
0519: lock_vehicle 163@ in_current_position 1 
00A5: 164@ = create_car #COACH at 1539.759 -1437.34 12.3906 
0175: set_car 164@ z_angle_to 90.2081 
0519: lock_vehicle 164@ in_current_position 1 
00A5: 165@ = create_car #NEBULA at 1680.473 -1589.874 13.23 
0175: set_car 165@ z_angle_to 87.883 
0229: set_car 165@ color_to 3 3 
0129: 177@ = create_actor 24 #MALE01 in_car 165@ driverseat 
060B: unknown_actor_use_entity 177@ 35@ 
00A5: 166@ = create_car #NEBULA at 1594.553 -1595.039 13.243 
0175: set_car 166@ z_angle_to 271.189 
0229: set_car 166@ color_to 8 8 
0129: 178@ = create_actor 24 #MALE01 in_car 166@ driverseat 
060B: unknown_actor_use_entity 178@ 35@ 
00A5: 167@ = create_car #NEBULA at 1655.527 -1550.667 13.226 
0175: set_car 167@ z_angle_to 180.735 
0229: set_car 167@ color_to 51 51 
0129: 179@ = create_actor 24 #MALE01 in_car 167@ driverseat 
060B: unknown_actor_use_entity 179@ 35@ 
00A5: 168@ = create_car #NEBULA at 1655.391 -1463.511 13.22 
0175: set_car 168@ z_angle_to 180.735 
0229: set_car 168@ color_to 4 4 
01EC: make_car 168@ very_heavy 1 
0129: 180@ = create_actor 24 #MALE01 in_car 168@ driverseat 
060B: unknown_actor_use_entity 180@ 35@ 
00A5: 169@ = create_car #NEBULA at 1660.788 -1563.222 13.23 
0175: set_car 169@ z_angle_to 358.832 
0229: set_car 169@ color_to 73 73 
0129: 181@ = create_actor 24 #MALE01 in_car 169@ driverseat 
060B: unknown_actor_use_entity 181@ 35@ 
00A5: 170@ = create_car #NEBULA at 1660.594 -1522.353 13.225 
0175: set_car 170@ z_angle_to 358.832 
0229: set_car 170@ color_to 99 99 
0129: 182@ = create_actor 24 #MALE01 in_car 170@ driverseat 
060B: unknown_actor_use_entity 182@ 35@ 
00A5: 171@ = create_car #NEBULA at 1693.236 -1589.973 13.224 
0175: set_car 171@ z_angle_to 91.298 
0229: set_car 171@ color_to 2 2 
01EC: make_car 171@ very_heavy 1 
0129: 183@ = create_actor 24 #MALE01 in_car 171@ driverseat 
060B: unknown_actor_use_entity 183@ 35@ 
00A5: 188@ = create_car #PACKER at 1590.891 -1590.689 13.09 
09C4: set_car 188@ gas_tank_explosion 0 
0175: set_car 188@ z_angle_to 273.516 
0224: set_car 188@ health_to 3000 
02AA: set_car 188@ immune_to_nonplayer 1 
0129: 42@ = create_actor 24 #MAFFA in_car 188@ driverseat 
060B: unknown_actor_use_entity 42@ 35@ 
054A: set_actor 42@ immune_to_car_headshots 0 
0186: 209@ = create_marker_above_car 188@ 
018B: show_on_radar 209@ 2 
0168: show_on_radar 209@ 2 
02AC: set_car 188@ immunities 0 1 1 1 1 
0006: 275@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:DRUGS1_18232
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 13.8442 // floating-point values 
004D: jump_if_false @DRUGS1_18635 
0001: wait 0 ms 
007E: $TEMPVAR_FLOAT_3 -= unknown_inaccurate_float_timer 0.02 // floating-point values 
015F: set_camera_position 1623.331 -1705.448 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0160: point_camera 1624.331 -1705.475 $TEMPVAR_FLOAT_3 2 
00D6: if 
0039:   271@ == 0 // integer values 
004D: jump_if_false @DRUGS1_18628 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DRUGS1_18628 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_18628 
00D6: if 
860E:   not car 161@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS1_18628 
00A5: 189@ = create_car #BF400 at 1665.25 -1716.98 12.75 
09C4: set_car 189@ gas_tank_explosion 0 
0175: set_car 189@ z_angle_to 84.0 
0224: set_car 189@ health_to 800 
0129: 43@ = create_actor 24 #MAFFA in_car 189@ driverseat 
060B: unknown_actor_use_entity 43@ 35@ 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 1 
01C8: 44@ = create_actor 24 #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 44@ 35@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 1 
0186: 214@ = create_marker_above_car 189@ 
018B: show_on_radar 214@ 2 
0168: show_on_radar 214@ 2 
0006: 247@ = 1 // integer values 
0006: 260@ = 1 // integer values 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_18587 
05EB: assign_vehicle 161@ to_path 252 
06FD: (unknown) 161@ 0.9 

:DRUGS1_18587
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_18621 
05EB: assign_vehicle 189@ to_path 256 
06FD: (unknown) 189@ 0.9 

:DRUGS1_18621
0006: 271@ = 1 // integer values 

:DRUGS1_18628
0002: jump @DRUGS1_18232 

:DRUGS1_18635
0006: 90@ = 19 // integer values 

:DRUGS1_18642
00D6: if 
0039:   90@ == 19 // integer values 
004D: jump_if_false @DRUGS1_19044 
00D6: if 
0019:   32@ > 8500 // integer values 
004D: jump_if_false @DRUGS1_19044 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_19044 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_19044 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor $PLAYER_ACTOR drive_by actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: (unknown) $PLAYER_CHAR 95.5 200.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03C4: set_status_text_to $6899 1 'DGS1_59'  // Motor
000A: 288@ += 1 // integer values 
00D6: if 
0019:   288@ > 1 // integer values 
004D: jump_if_false @DRUGS1_18843 
0006: 289@ = 30 // integer values 
0002: jump @DRUGS1_18850 

:DRUGS1_18843
0006: 289@ = 92 // integer values 

:DRUGS1_18850
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_18915 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 43@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_18915
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_18967 
0713: actor 44@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_18967
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 
03E5: text_box 'DGS1_64'  // Hogy krbenzz, amg a motoron vagy, hasznld a kameramozgat gombokat. A tzelshez nyomj ~k~~PED_FIREWEAPON~ gombot.
0006: 282@ = 0 // integer values 
0006: 283@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 122@ = 200 // integer values 
0006: 90@ = 20 // integer values 

:DRUGS1_19044
00D6: if 
0039:   122@ == 200 // integer values 
004D: jump_if_false @DRUGS1_19084 
00D6: if 
08FE:   text_box_displaying 
004D: jump_if_false @DRUGS1_19084 
0006: 122@ = 201 // integer values 

:DRUGS1_19084
00D6: if 
0039:   122@ == 201 // integer values 
004D: jump_if_false @DRUGS1_19135 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @DRUGS1_19135 
03E5: text_box 'DGS1_65'  // Emellett hasznlhatod a ~k~~VEHICLE_FIREWEAPON_ALT~ gombot, a tzelshez.
0006: 122@ = 202 // integer values 

:DRUGS1_19135
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
0039:   242@ == 0 // integer values 
004D: jump_if_false @DRUGS1_19427 
00D6: if 
01AD:   car 161@ 0 1620.59 -1612.14 7.0 7.0 
004D: jump_if_false @DRUGS1_19427 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_19270 
00A7: car 165@ drive_to 1571.424 -1590.02 13.23 
00AD: set_car 165@ max_speed_to 13.5 
04BA: set_car 165@ speed_instantly 13.5 
00AE: unknown_set_car 165@ to_ignore_traffic_lights 4 

:DRUGS1_19270
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_19333 
00A7: car 166@ drive_to 1681.473 -1595.059 13.22 
00AD: set_car 166@ max_speed_to 13.5 
04BA: set_car 166@ speed_instantly 4.5 
00AE: unknown_set_car 166@ to_ignore_traffic_lights 4 

:DRUGS1_19333
00D6: if 
8119:   not car 171@ wrecked 
004D: jump_if_false @DRUGS1_19386 
00A7: car 171@ drive_to 1582.411 -1590.115 13.228 
00AD: set_car 171@ max_speed_to 9.0 
00AE: unknown_set_car 171@ to_ignore_traffic_lights 4 

:DRUGS1_19386
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_19420 
05EB: assign_vehicle 188@ to_path 255 
06FD: (unknown) 188@ 0.9 

:DRUGS1_19420
0006: 242@ = 1 // integer values 

:DRUGS1_19427
00D6: if 
0039:   242@ == 1 // integer values 
004D: jump_if_false @DRUGS1_19732 
00D6: if 
01AD:   car 161@ 0 1654.1 -1589.48 10.0 10.0 
004D: jump_if_false @DRUGS1_19732 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_19536 
00A7: car 167@ drive_to 1655.839 -1576.842 13.226 
00AD: set_car 167@ max_speed_to 9.0 
00AE: unknown_set_car 167@ to_ignore_traffic_lights 4 

:DRUGS1_19536
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_19599 
00A7: car 168@ drive_to 1655.593 -1559.511 13.227 
00AD: set_car 168@ max_speed_to 9.0 
04BA: set_car 168@ speed_instantly 9.0 
00AE: unknown_set_car 168@ to_ignore_traffic_lights 4 

:DRUGS1_19599
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_19662 
00A7: car 169@ drive_to 1702.0 -1444.0 13.0 
00AD: set_car 169@ max_speed_to 9.0 
04BA: set_car 169@ speed_instantly 10.8 
00AE: unknown_set_car 169@ to_ignore_traffic_lights 4 

:DRUGS1_19662
00D6: if 
8119:   not car 170@ wrecked 
004D: jump_if_false @DRUGS1_19725 
00A7: car 170@ drive_to 1702.0 -1444.0 13.0 
00AD: set_car 170@ max_speed_to 9.0 
04BA: set_car 170@ speed_instantly 9.0 
00AE: unknown_set_car 170@ to_ignore_traffic_lights 4 

:DRUGS1_19725
0006: 242@ = 2 // integer values 

:DRUGS1_19732
00D6: if 
0039:   242@ == 2 // integer values 
004D: jump_if_false @DRUGS1_20099 
00D6: if 
01AD:   car 161@ 0 1657.56 -1537.29 10.0 10.0 
004D: jump_if_false @DRUGS1_20099 
00A5: 194@ = create_car #BF400 at 1702.127 -1496.87 12.95 
09C4: set_car 194@ gas_tank_explosion 0 
0175: set_car 194@ z_angle_to 26.5 
0224: set_car 194@ health_to 800 
0129: 49@ = create_actor 24 #MAFFA in_car 194@ driverseat 
060B: unknown_actor_use_entity 49@ 35@ 
02A9: set_actor 49@ immune_to_nonplayer 1 
0223: set_actor 49@ health_to 10 
01C8: 50@ = create_actor 24 #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 50@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 50@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 50@ 35@ 
0223: set_actor 50@ health_to 10 
0186: 215@ = create_marker_above_car 194@ 
018B: show_on_radar 215@ 2 
0168: show_on_radar 215@ 2 
0006: 248@ = 1 // integer values 
0006: 261@ = 1 // integer values 
00A5: 172@ = create_car #NEBULA at 1622.005 -1443.498 13.229 
0175: set_car 172@ z_angle_to 266.928 
0229: set_car 172@ color_to 115 115 
01EC: make_car 172@ very_heavy 1 
0129: 184@ = create_actor 24 #MALE01 in_car 172@ driverseat 
060B: unknown_actor_use_entity 184@ 35@ 
00A5: 173@ = create_car #NEBULA at 1536.288 -1443.049 13.224 
0175: set_car 173@ z_angle_to 269.939 
0229: set_car 173@ color_to 122 122 
01EC: make_car 173@ very_heavy 1 
0129: 185@ = create_actor 24 #MALE01 in_car 173@ driverseat 
060B: unknown_actor_use_entity 185@ 35@ 
0006: 242@ = 3 // integer values 

:DRUGS1_20099
00D6: if 
0039:   242@ == 3 // integer values 
004D: jump_if_false @DRUGS1_20452 
00D6: if 
01AD:   car 161@ 0 1657.94 -1468.93 15.0 15.0 
004D: jump_if_false @DRUGS1_20452 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_20179 
05EB: assign_vehicle 194@ to_path 257 

:DRUGS1_20179
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_20262 
00D6: if 
001B:   3 > 288@ // integer values 
004D: jump_if_false @DRUGS1_20262 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 49@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_20262
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_20314 
0713: actor 50@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_20314
00A6: destroy_car 165@ 
00A6: destroy_car 166@ 
00A6: destroy_car 171@ 
00D6: if 
8119:   not car 172@ wrecked 
004D: jump_if_false @DRUGS1_20382 
00A7: car 172@ drive_to 1720.037 -1444.137 13.222 
00AD: set_car 172@ max_speed_to 9.0 
00AE: unknown_set_car 172@ to_ignore_traffic_lights 4 

:DRUGS1_20382
00D6: if 
8119:   not car 173@ wrecked 
004D: jump_if_false @DRUGS1_20445 
00A7: car 173@ drive_to 1654.817 -1492.993 13.22 
00AD: set_car 173@ max_speed_to 13.5 
04BA: set_car 173@ speed_instantly 20.0 
00AE: unknown_set_car 173@ to_ignore_traffic_lights 4 

:DRUGS1_20445
0006: 242@ = 4 // integer values 

:DRUGS1_20452
00D6: if 
0039:   242@ == 4 // integer values 
004D: jump_if_false @DRUGS1_20515 
00D6: if 
01AD:   car 161@ 0 1631.77 -1441.31 12.0 12.0 
004D: jump_if_false @DRUGS1_20515 
0006: 242@ = 5 // integer values 

:DRUGS1_20515
00D6: if 
0039:   242@ == 5 // integer values 
004D: jump_if_false @DRUGS1_20677 
00D6: if 
01AD:   car 161@ 0 1545.68 -1437.35 10.0 10.0 
004D: jump_if_false @DRUGS1_20677 
00A5: 175@ = create_car #NEBULA at 1394.751 -1427.224 13.24 
0175: set_car 175@ z_angle_to 184.525 
0229: set_car 175@ color_to 99 99 
00A7: car 175@ drive_to 1441.028 -1443.271 13.234 
00AD: set_car 175@ max_speed_to 13.5 
00AE: unknown_set_car 175@ to_ignore_traffic_lights 4 
0129: 181@ = create_actor 24 #MALE01 in_car 175@ driverseat 
060B: unknown_actor_use_entity 181@ 35@ 
0006: 242@ = 6 // integer values 

:DRUGS1_20677
00D6: if 
0039:   242@ == 6 // integer values 
004D: jump_if_false @DRUGS1_21513 
00D6: if 
01AD:   car 161@ 0 1508.7 -1440.86 10.0 10.0 
004D: jump_if_false @DRUGS1_21513 
00A6: destroy_car 172@ 
00A6: destroy_car 167@ 
00A6: destroy_car 168@ 
00A5: 176@ = create_car #COACH at 1457.689 -1371.728 13.235 
0175: set_car 176@ z_angle_to 177.712 
05EB: assign_vehicle 176@ to_path 253 
06FD: (unknown) 176@ 0.9 
00A5: 190@ = create_car #SULTAN at 1374.507 -1394.312 13.272 
0224: set_car 190@ health_to 400 
0175: set_car 190@ z_angle_to 193.922 
01C8: 52@ = create_actor 24 #MAFFA in_car 190@ passenger_seat 0 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 52@ 35@ 
0713: actor 52@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 70 
0186: 230@ = create_marker_above_car 190@ 
018B: show_on_radar 230@ 2 
0168: show_on_radar 230@ 2 
00A5: 191@ = create_car #SULTAN at 1374.577 -1401.141 13.102 
0175: set_car 191@ z_angle_to 349.825 
0229: set_car 191@ color_to 0 0 
0224: set_car 191@ health_to 500 
00A5: 192@ = create_car #SULTAN at 1374.362 -1407.883 13.239 
0175: set_car 192@ z_angle_to 194.852 
0224: set_car 192@ health_to 500 
0186: 228@ = create_marker_above_car 192@ 
018B: show_on_radar 228@ 2 
0168: show_on_radar 228@ 2 
00A5: 193@ = create_car #SULTAN at 1401.058 -1430.891 12.3905 
0175: set_car 193@ z_angle_to 10.385 
0224: set_car 193@ health_to 500 
0186: 229@ = create_marker_above_car 193@ 
018B: show_on_radar 229@ 2 
0168: show_on_radar 229@ 2 
0657: open_car 193@ component 2 
0657: open_car 193@ component 3 
009A: 53@ = create_actor 24 #MAFFA at 1399.464 -1431.604 12.3905 
060B: unknown_actor_use_entity 53@ 35@ 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 53@ health_to 100 
0085: 79@ = 53@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 
0187: 235@ = create_marker_above_actor 53@ 
018B: show_on_radar 235@ 2 
0168: show_on_radar 235@ 2 
009A: 61@ = create_actor 24 #MAFFA at 1401.466 -1427.389 12.3905 
060B: unknown_actor_use_entity 61@ 35@ 
01B2: give_actor 61@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 61@ health_to 100 
0085: 79@ = 61@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 
0187: 236@ = create_marker_above_actor 61@ 
018B: show_on_radar 236@ 2 
0168: show_on_radar 236@ 2 
009A: 54@ = create_actor 24 #MAFFA at 1374.992 -1397.639 12.438 
060B: unknown_actor_use_entity 54@ 35@ 
01B2: give_actor 54@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 54@ health_to 100 
0085: 79@ = 54@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 
0187: 226@ = create_marker_above_actor 54@ 
018B: show_on_radar 226@ 2 
0168: show_on_radar 226@ 2 
009A: 55@ = create_actor 24 #MAFFA at 1374.543 -1404.678 12.425 
060B: unknown_actor_use_entity 55@ 35@ 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 55@ health_to 100 
0085: 79@ = 55@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 
0187: 227@ = create_marker_above_actor 55@ 
018B: show_on_radar 227@ 2 
0168: show_on_radar 227@ 2 
0006: 242@ = 7 // integer values 

:DRUGS1_21513
00D6: if 
0039:   242@ == 7 // integer values 
004D: jump_if_false @DRUGS1_21811 
00D6: if 
860E:   not car 161@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS1_21811 
00D6: if 
01AD:   car 161@ 0 1395.844 -1408.105 5.0 5.0 
004D: jump_if_false @DRUGS1_21811 
0519: lock_vehicle 161@ in_current_position 1 
0164: disable_marker 209@ 
05EC: release_vehicle 189@ from_path 
0164: disable_marker 214@ 
05EC: release_vehicle 194@ from_path 
0164: disable_marker 215@ 
01C2: remove_references_to_actor 177@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 178@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 179@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 180@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 181@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 182@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 183@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 184@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 185@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 165@ // Like turning a car into any random car 
01C3: remove_references_to_car 166@ // Like turning a car into any random car 
01C3: remove_references_to_car 167@ // Like turning a car into any random car 
01C3: remove_references_to_car 168@ // Like turning a car into any random car 
01C3: remove_references_to_car 171@ // Like turning a car into any random car 
01C3: remove_references_to_car 172@ // Like turning a car into any random car 
01C3: remove_references_to_car 175@ // Like turning a car into any random car 
01C3: remove_references_to_car 176@ // Like turning a car into any random car 
00A6: destroy_car 169@ 
00A6: destroy_car 170@ 
00A6: destroy_car 173@ 
0249: release_model #COACH 
0249: release_model #KMB_SKIP 
0249: release_model #NEBULA 
0108: destroy_object 162@ 
00A6: destroy_car 163@ 
00A6: destroy_car 164@ 
01C3: remove_references_to_car 176@ // Like turning a car into any random car 
00A6: destroy_car 194@ 
009B: destroy_actor_instantly 49@ 
009B: destroy_actor_instantly 50@ 
00A6: destroy_car 189@ 
00A6: destroy_car 188@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
01C3: remove_references_to_car 175@ // Like turning a car into any random car 
0006: 32@ = 0 // integer values 
0006: 242@ = 8 // integer values 

:DRUGS1_21811
00D6: if 
0019:   242@ > 7 // integer values 
004D: jump_if_false @DRUGS1_21918 
00D6: if 
0039:   244@ == 0 // integer values 
004D: jump_if_false @DRUGS1_21918 
00D6: if 
80C2:   not sphere_onscreen 1400.41 -1447.12 12.3 10.0 
004D: jump_if_false @DRUGS1_21918 
0395: clear_area 0 at 1400.41 -1447.12 12.3 range 50.0 
0006: 244@ = 1 // integer values 
001B:   9 > 242@ // integer values 

:DRUGS1_21918
00D6: if 
0039:   242@ == 8 // integer values 
004D: jump_if_false @DRUGS1_21998 
07C0: load_path 258 
07C0: load_path 259 
07C0: load_path 260 
07C0: load_path 261 
07C0: load_path 262 
07C0: load_path 263 
07C0: load_path 264 
07C0: load_path 265 
07C0: load_path 266 
07C0: load_path 267 
07C0: load_path 268 
0006: 242@ = 9 // integer values 

:DRUGS1_21998
00D6: if 
0039:   242@ == 9 // integer values 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 258 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 259 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 260 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 261 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 262 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 263 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 264 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 265 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 266 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 267 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 268 available 
004D: jump_if_false @DRUGS1_22225 
0006: 243@ = 1 // integer values 
0006: 242@ = 10 // integer values 

:DRUGS1_22225
00D6: if 
0039:   275@ == 1 // integer values 
004D: jump_if_false @DRUGS1_22271 
00D6: if 
0119:   car 188@ wrecked 
004D: jump_if_false @DRUGS1_22271 
05EC: release_vehicle 188@ from_path 
0006: 275@ = 2 // integer values 

:DRUGS1_22271
00D6: if 
0039:   247@ == 1 // integer values 
004D: jump_if_false @DRUGS1_22519 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_22519 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_22328 
0002: jump @DRUGS1_22519 

:DRUGS1_22328
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_22477 
00D6: if 
00DB:   actor 44@ in_car 189@ 
004D: jump_if_false @DRUGS1_22470 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_22470 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 44@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 44@ in_car 189@ 
0713: actor 44@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 // integer values 

:DRUGS1_22470
0002: jump @DRUGS1_22519 

:DRUGS1_22477
04BA: set_car 189@ speed_instantly 18.0 
05EC: release_vehicle 189@ from_path 
07DB: apply_rotary_impulse_to_vehicle 189@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 // integer values 

:DRUGS1_22519
00D6: if 
0039:   247@ == 2 // integer values 
004D: jump_if_false @DRUGS1_22611 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_22611 
05EC: release_vehicle 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_22604 
04BA: set_car 189@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 189@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_22604
0006: 247@ = 3 // integer values 

:DRUGS1_22611
00D6: if 
0039:   260@ == 1 // integer values 
004D: jump_if_false @DRUGS1_22698 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_22698 
00D6: if or
0118:   actor 44@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_22698 
05EC: release_vehicle 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ // Like turning a car into any random car 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 // integer values 

:DRUGS1_22698
00D6: if 
0039:   248@ == 1 // integer values 
004D: jump_if_false @DRUGS1_22946 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_22946 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_22755 
0002: jump @DRUGS1_22946 

:DRUGS1_22755
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_22904 
00D6: if 
00DB:   actor 50@ in_car 194@ 
004D: jump_if_false @DRUGS1_22897 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_22897 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 50@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 50@ in_car 194@ 
0713: actor 50@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 // integer values 

:DRUGS1_22897
0002: jump @DRUGS1_22946 

:DRUGS1_22904
04BA: set_car 194@ speed_instantly 15.0 
05EC: release_vehicle 194@ from_path 
07DB: apply_rotary_impulse_to_vehicle 194@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 // integer values 

:DRUGS1_22946
00D6: if 
0039:   248@ == 2 // integer values 
004D: jump_if_false @DRUGS1_23038 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_23038 
05EC: release_vehicle 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_23031 
04BA: set_car 194@ speed_instantly 15.0 
07DB: apply_rotary_impulse_to_vehicle 194@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_23031
0006: 248@ = 3 // integer values 

:DRUGS1_23038
00D6: if 
0039:   261@ == 1 // integer values 
004D: jump_if_false @DRUGS1_23125 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_23125 
00D6: if or
0118:   actor 50@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_23125 
05EC: release_vehicle 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ // Like turning a car into any random car 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 // integer values 

:DRUGS1_23125
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_23162 
00D6: if 
075C:   marker 226@ enabled 
004D: jump_if_false @DRUGS1_23162 
0164: disable_marker 226@ 

:DRUGS1_23162
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_23199 
00D6: if 
075C:   marker 227@ enabled 
004D: jump_if_false @DRUGS1_23199 
0164: disable_marker 227@ 

:DRUGS1_23199
00D6: if 
0119:   car 190@ wrecked 
004D: jump_if_false @DRUGS1_23236 
00D6: if 
075C:   marker 230@ enabled 
004D: jump_if_false @DRUGS1_23236 
0164: disable_marker 230@ 

:DRUGS1_23236
00D6: if 
0119:   car 192@ wrecked 
004D: jump_if_false @DRUGS1_23273 
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @DRUGS1_23273 
0164: disable_marker 228@ 

:DRUGS1_23273
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23354 
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_23354 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_23354 
00D6: if 
051D:   cars 169@ and 188@ collided 
004D: jump_if_false @DRUGS1_23354 
020B: explode_car 169@ 
0006: 286@ = 1 // integer values 

:DRUGS1_23354
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
8119:   not car 170@ wrecked 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
051D:   cars 170@ and 188@ collided 
004D: jump_if_false @DRUGS1_23435 
020B: explode_car 170@ 
0006: 287@ = 1 // integer values 

:DRUGS1_23435
00D6: if or
0039:   90@ == 20 // integer values 
0039:   243@ == 1 // integer values 
004D: jump_if_false @DRUGS1_25482 
00D6: if 
001B:   3 > 245@ // integer values 
004D: jump_if_false @DRUGS1_25482 
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23545 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23545 
04AF: 239@ = unknown_wav_reference 35664 
05AA: 240@s = 'SMO4_FB' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_23545
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @DRUGS1_23612 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23612 
04AF: 239@ = unknown_wav_reference 35662 
05AA: 240@s = 'SMO4_ES' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_23612
00D6: if 
0039:   285@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23675 
00D6: if 
01AD:   car 161@ 0 1659.49 -1580.97 50.0 50.0 
004D: jump_if_false @DRUGS1_23675 
0006: 285@ = 1 // integer values 

:DRUGS1_23675
00D6: if 
0039:   282@ == 2 // integer values 
004D: jump_if_false @DRUGS1_23760 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23760 
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @DRUGS1_23760 
04AF: 239@ = unknown_wav_reference 35666 
05AA: 240@s = 'SMO4_FD' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_23760
00D6: if 
0039:   282@ == 3 // integer values 
004D: jump_if_false @DRUGS1_23827 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23827 
04AF: 239@ = unknown_wav_reference 35667 
05AA: 240@s = 'SMO4_FE' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_23827
00D6: if 
0039:   282@ == 4 // integer values 
004D: jump_if_false @DRUGS1_23894 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23894 
04AF: 239@ = unknown_wav_reference 35668 
05AA: 240@s = 'SMO4_FF' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_23894
00D6: if 
0039:   282@ == 5 // integer values 
004D: jump_if_false @DRUGS1_23961 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_23961 
04AF: 239@ = unknown_wav_reference 35669 
05AA: 240@s = 'SMO4_FG' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_23961
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @DRUGS1_24024 
00D6: if 
01AD:   car 161@ 0 1638.05 -1440.64 60.0 60.0 
004D: jump_if_false @DRUGS1_24024 
0006: 285@ = 2 // integer values 

:DRUGS1_24024
00D6: if 
0039:   282@ == 6 // integer values 
004D: jump_if_false @DRUGS1_24109 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24109 
00D6: if 
0039:   285@ == 2 // integer values 
004D: jump_if_false @DRUGS1_24109 
04AF: 239@ = unknown_wav_reference 35665 
05AA: 240@s = 'SMO4_FC' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24109
00D6: if 
0039:   285@ == 2 // integer values 
004D: jump_if_false @DRUGS1_24172 
00D6: if 
01AD:   car 161@ 0 1579.33 -1438.05 55.0 55.0 
004D: jump_if_false @DRUGS1_24172 
0006: 285@ = 3 // integer values 

:DRUGS1_24172
00D6: if 
0039:   282@ == 7 // integer values 
004D: jump_if_false @DRUGS1_24257 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24257 
00D6: if 
0039:   285@ == 3 // integer values 
004D: jump_if_false @DRUGS1_24257 
04AF: 239@ = unknown_wav_reference 35671 
05AA: 240@s = 'SMO4_FJ' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24257
00D6: if 
0039:   282@ == 8 // integer values 
004D: jump_if_false @DRUGS1_24324 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24324 
04AF: 239@ = unknown_wav_reference 35672 
05AA: 240@s = 'SMO4_FK' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24324
00D6: if 
0039:   285@ == 3 // integer values 
004D: jump_if_false @DRUGS1_24424 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_24410 
00D6: if 
01AD:   car 161@ 0 1432.61 -1438.66 12.0 12.0 
004D: jump_if_false @DRUGS1_24403 
0006: 285@ = 4 // integer values 

:DRUGS1_24403
0002: jump @DRUGS1_24424 

:DRUGS1_24410
0006: 285@ = 4 // integer values 
0006: 282@ = 12 // integer values 

:DRUGS1_24424
00D6: if 
0039:   282@ == 9 // integer values 
004D: jump_if_false @DRUGS1_24509 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24509 
00D6: if 
0039:   285@ == 4 // integer values 
004D: jump_if_false @DRUGS1_24509 
04AF: 239@ = unknown_wav_reference 35673 
05AA: 240@s = 'SMO4_FL' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24509
00D6: if 
0039:   282@ == 10 // integer values 
004D: jump_if_false @DRUGS1_24576 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24576 
04AF: 239@ = unknown_wav_reference 35674 
05AA: 240@s = 'SMO4_FM' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24576
00D6: if 
0039:   285@ == 4 // integer values 
004D: jump_if_false @DRUGS1_24639 
00D6: if 
01AD:   car 161@ 0 1406.73 -1393.15 10.0 10.0 
004D: jump_if_false @DRUGS1_24639 
0006: 285@ = 5 // integer values 

:DRUGS1_24639
00D6: if 
0039:   282@ == 11 // integer values 
004D: jump_if_false @DRUGS1_24724 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24724 
00D6: if 
0039:   285@ == 5 // integer values 
004D: jump_if_false @DRUGS1_24724 
04AF: 239@ = unknown_wav_reference 35675 
05AA: 240@s = 'SMO4_GA' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24724
00D6: if 
0039:   282@ == 12 // integer values 
004D: jump_if_false @DRUGS1_24791 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24791 
04AF: 239@ = unknown_wav_reference 35676 
05AA: 240@s = 'SMO4_GB' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24791
00D6: if 
0039:   282@ == 13 // integer values 
004D: jump_if_false @DRUGS1_24858 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24858 
04AF: 239@ = unknown_wav_reference 35677 
05AA: 240@s = 'SMO4_GD' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24858
00D6: if 
0039:   282@ == 14 // integer values 
004D: jump_if_false @DRUGS1_24925 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24925 
04AF: 239@ = unknown_wav_reference 35678 
05AA: 240@s = 'SMO4_GE' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24925
00D6: if 
0039:   282@ == 15 // integer values 
004D: jump_if_false @DRUGS1_24992 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_24992 
04AF: 239@ = unknown_wav_reference 35679 
05AA: 240@s = 'SMO4_GF' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_24992
00D6: if 
0039:   282@ == 16 // integer values 
004D: jump_if_false @DRUGS1_25059 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_25059 
04AF: 239@ = unknown_wav_reference 35680 
05AA: 240@s = 'SMO4_GG' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_25059
00D6: if 
0039:   282@ == 17 // integer values 
004D: jump_if_false @DRUGS1_25126 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_25126 
04AF: 239@ = unknown_wav_reference 35681 
05AA: 240@s = 'SMO4_GH' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_25126
00D6: if 
0039:   282@ == 18 // integer values 
004D: jump_if_false @DRUGS1_25193 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_25193 
04AF: 239@ = unknown_wav_reference 35682 
05AA: 240@s = 'SMO4_GJ' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_25193
00D6: if 
0039:   282@ == 19 // integer values 
004D: jump_if_false @DRUGS1_25260 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_25260 
04AF: 239@ = unknown_wav_reference 35661 
05AA: 240@s = 'SMO4_ER' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_25260
00D6: if 
0039:   285@ == 5 // integer values 
004D: jump_if_false @DRUGS1_25323 
00D6: if 
01AD:   car 161@ 0 1362.39 -1590.12 15.0 15.0 
004D: jump_if_false @DRUGS1_25323 
0006: 285@ = 6 // integer values 

:DRUGS1_25323
00D6: if 
0039:   282@ == 20 // integer values 
004D: jump_if_false @DRUGS1_25408 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_25408 
00D6: if 
0039:   285@ == 6 // integer values 
004D: jump_if_false @DRUGS1_25408 
04AF: 239@ = unknown_wav_reference 35683 
05AA: 240@s = 'SMO4_GK' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_25408
00D6: if 
0039:   282@ == 21 // integer values 
004D: jump_if_false @DRUGS1_25475 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_25475 
04AF: 239@ = unknown_wav_reference 35655 
05AA: 240@s = 'SMO4_EL' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_25475
0050: gosub @DRUGS1_51642 

:DRUGS1_25482
00D6: if 
0039:   243@ == 1 // integer values 
004D: jump_if_false @DRUGS1_32582 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_32582 
00D6: if 
0039:   245@ == 0 // integer values 
004D: jump_if_false @DRUGS1_26818 
00A5: 189@ = create_car #BF400 at 1446.923 -1429.569 12.1 
09C4: set_car 189@ gas_tank_explosion 0 
0175: set_car 189@ z_angle_to 174.719 
0129: 42@ = create_actor 24 #MAFFA in_car 189@ driverseat 
060B: unknown_actor_use_entity 42@ 35@ 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor 24 #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 43@ 35@ 
0186: 214@ = create_marker_above_car 189@ 
018B: show_on_radar 214@ 2 
0168: show_on_radar 214@ 2 
0006: 247@ = 1 // integer values 
0006: 260@ = 1 // integer values 
00A5: 194@ = create_car #BF400 at 1377.421 -1571.321 12.1 
09C4: set_car 194@ gas_tank_explosion 0 
0175: set_car 194@ z_angle_to 166.577 
0129: 44@ = create_actor 24 #MAFFA in_car 194@ driverseat 
060B: unknown_actor_use_entity 44@ 35@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor 24 #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 45@ health_to 10 
02A9: set_actor 45@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 45@ 35@ 
0186: 215@ = create_marker_above_car 194@ 
018B: show_on_radar 215@ 2 
0168: show_on_radar 215@ 2 
0006: 248@ = 1 // integer values 
0006: 261@ = 1 // integer values 
00A5: 195@ = create_car #BF400 at 1361.086 -1665.478 12.62 
09C4: set_car 195@ gas_tank_explosion 0 
0175: set_car 195@ z_angle_to 187.657 
0129: 46@ = create_actor 24 #MAFFA in_car 195@ driverseat 
060B: unknown_actor_use_entity 46@ 35@ 
0223: set_actor 46@ health_to 50 
01C8: 47@ = create_actor 24 #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 47@ 35@ 
0223: set_actor 47@ health_to 10 
0186: 216@ = create_marker_above_car 195@ 
018B: show_on_radar 216@ 2 
0168: show_on_radar 216@ 2 
0006: 249@ = 1 // integer values 
0006: 262@ = 1 // integer values 
00A5: 196@ = create_car #BF400 at 1365.219 -1420.908 12.104 
09C4: set_car 196@ gas_tank_explosion 0 
0175: set_car 196@ z_angle_to 353.946 
0129: 56@ = create_actor 24 #MAFFA in_car 196@ driverseat 
060B: unknown_actor_use_entity 56@ 35@ 
0223: set_actor 56@ health_to 10 
02A9: set_actor 56@ immune_to_nonplayer 1 
01C8: 57@ = create_actor 24 #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 57@ health_to 10 
02A9: set_actor 57@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 57@ 35@ 
0186: 217@ = create_marker_above_car 196@ 
018B: show_on_radar 217@ 2 
0168: show_on_radar 217@ 2 
0006: 250@ = 1 // integer values 
0006: 263@ = 1 // integer values 
00A5: 165@ = create_car #SULTAN at 1374.372 -1665.108 12.91 
09C4: set_car 165@ gas_tank_explosion 0 
0175: set_car 165@ z_angle_to 176.22 
0129: 48@ = create_actor 24 #MAFFA in_car 165@ driverseat 
060B: unknown_actor_use_entity 48@ 35@ 
01C8: 49@ = create_actor 24 #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 49@ health_to 10 
060B: unknown_actor_use_entity 49@ 35@ 
0186: 210@ = create_marker_above_car 165@ 
018B: show_on_radar 210@ 2 
0168: show_on_radar 210@ 2 
0006: 265@ = 1 // integer values 
0006: 255@ = 1 // integer values 
00A5: 166@ = create_car #SULTAN at 1373.704 -1633.619 12.935 
09C4: set_car 166@ gas_tank_explosion 0 
0175: set_car 166@ z_angle_to 176.22 
0129: 50@ = create_actor 24 #MAFFA in_car 166@ driverseat 
060B: unknown_actor_use_entity 50@ 35@ 
01C8: 51@ = create_actor 24 #MAFFA in_car 166@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 51@ 35@ 
0223: set_actor 51@ health_to 10 
0186: 211@ = create_marker_above_car 166@ 
018B: show_on_radar 211@ 2 
0168: show_on_radar 211@ 2 
0006: 266@ = 1 // integer values 
0006: 256@ = 1 // integer values 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_26461 
0519: lock_vehicle 161@ in_current_position 0 
05EB: assign_vehicle 161@ to_path 258 

:DRUGS1_26461
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_26636 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_26636 
05EB: assign_vehicle 189@ to_path 259 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_26584 
00D6: if 
001B:   2 > 288@ // integer values 
004D: jump_if_false @DRUGS1_26584 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 42@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26584
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_26636 
0713: actor 43@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_26636
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_26811 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_26676 
05EB: assign_vehicle 196@ to_path 264 

:DRUGS1_26676
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_26759 
00D6: if 
001B:   3 > 288@ // integer values 
004D: jump_if_false @DRUGS1_26759 
01B2: give_actor 56@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 56@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26759
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_26811 
0713: actor 57@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_26811
0006: 245@ = 1 // integer values 

:DRUGS1_26818
00D6: if 
0039:   245@ == 1 // integer values 
004D: jump_if_false @DRUGS1_27125 
00D6: if 
01AD:   car 161@ 0 1374.62 -1549.64 10.0 10.0 
004D: jump_if_false @DRUGS1_27125 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_27033 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_26981 
05EB: assign_vehicle 194@ to_path 260 
00D6: if 
001B:   2 > 288@ // integer values 
004D: jump_if_false @DRUGS1_26981 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 44@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26981
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_27033 
0713: actor 45@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_27033
00A6: destroy_car 176@ 
00A6: destroy_car 190@ 
00A6: destroy_car 191@ 
00A6: destroy_car 192@ 
00A6: destroy_car 193@ 
009B: destroy_actor_instantly 52@ 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 
009B: destroy_actor_instantly 55@ 
009B: destroy_actor_instantly 61@ 
0164: disable_marker 235@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 236@ 
0164: disable_marker 230@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0006: 245@ = 2 // integer values 

:DRUGS1_27125
00D6: if 
0039:   245@ == 2 // integer values 
004D: jump_if_false @DRUGS1_27464 
00D6: if 
01AD:   car 161@ 0 1361.086 -1665.478 10.0 10.0 
004D: jump_if_false @DRUGS1_27464 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_27221 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_27221 
05EB: assign_vehicle 195@ to_path 261 

:DRUGS1_27221
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_27273 
0713: actor 47@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_27273
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_27313 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_27313 
05EB: assign_vehicle 165@ to_path 262 

:DRUGS1_27313
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_27365 
0713: actor 49@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:DRUGS1_27365
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_27405 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_27405 
05EB: assign_vehicle 166@ to_path 263 

:DRUGS1_27405
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_27457 
0713: actor 51@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:DRUGS1_27457
0006: 245@ = 3 // integer values 

:DRUGS1_27464
00D6: if 
0039:   245@ == 3 // integer values 
004D: jump_if_false @DRUGS1_28454 
00D6: if 
01AD:   car 161@ 1 1530.0 -1742.0 10.0 10.0 
004D: jump_if_false @DRUGS1_28454 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_27562 
02AC: set_car 161@ immunities 1 1 1 1 1 

:DRUGS1_27562
0005: $Z_CAMERA = 0.2 // floating-point values 
0007: 204@ = 0.0 // floating-point values 
0679: put_camera_on_vehicle 161@ offset 0.0 -2.0 $Z_CAMERA point_to_offset 0.0 0.0 204@ 0.0 2 
0792: (unknown) $PLAYER_ACTOR 
0430: put_actor $PLAYER_ACTOR into_vehicle 161@ passenger_seat 0 
05EC: release_vehicle 189@ from_path 
00A6: destroy_car 189@ 
0164: disable_marker 214@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
05EC: release_vehicle 194@ from_path 
00A6: destroy_car 194@ 
0164: disable_marker 215@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
05EC: release_vehicle 195@ from_path 
00A6: destroy_car 195@ 
0164: disable_marker 216@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
05EC: release_vehicle 196@ from_path 
00A6: destroy_car 196@ 
0164: disable_marker 217@ 
009B: destroy_actor_instantly 56@ 
009B: destroy_actor_instantly 57@ 
05EC: release_vehicle 165@ from_path 
00A6: destroy_car 165@ 
0164: disable_marker 210@ 
009B: destroy_actor_instantly 48@ 
009B: destroy_actor_instantly 49@ 
05EC: release_vehicle 166@ from_path 
00A6: destroy_car 166@ 
0164: disable_marker 211@ 
009B: destroy_actor_instantly 50@ 
009B: destroy_actor_instantly 51@ 
00A5: 189@ = create_car #BF400 at 1505.103 -1733.09 3.05 
09C4: set_car 189@ gas_tank_explosion 0 
0175: set_car 189@ z_angle_to 258.539 
0129: 42@ = create_actor 24 #MAFFA in_car 189@ driverseat 
060B: unknown_actor_use_entity 42@ 35@ 
0223: set_actor 42@ health_to 10 
01C8: 43@ = create_actor 24 #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
060B: unknown_actor_use_entity 43@ 35@ 
00A5: 194@ = create_car #BF400 at 1487.213 -1734.792 3.25 
09C4: set_car 194@ gas_tank_explosion 0 
0175: set_car 194@ z_angle_to 250.829 
0129: 44@ = create_actor 24 #MAFFA in_car 194@ driverseat 
060B: unknown_actor_use_entity 44@ 35@ 
0223: set_actor 44@ health_to 10 
01C8: 45@ = create_actor 24 #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 45@ health_to 20 
060B: unknown_actor_use_entity 45@ 35@ 
00A5: 165@ = create_car #SULTAN at 1496.864 -1731.303 6.3 
09C4: set_car 165@ gas_tank_explosion 0 
0175: set_car 165@ z_angle_to 255.305 
0129: 48@ = create_actor 24 #MAFFA in_car 165@ driverseat 
060B: unknown_actor_use_entity 48@ 35@ 
01C8: 49@ = create_actor 24 #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 49@ 35@ 
0223: set_actor 49@ health_to 10 
00A5: 188@ = create_car #PACKER at 1550.873 -1737.122 14.1055 
09C4: set_car 188@ gas_tank_explosion 0 
0175: set_car 188@ z_angle_to 245.14 
0129: 197@ = create_actor 24 #MAFFA in_car 188@ driverseat 
054A: set_actor 197@ immune_to_car_headshots 0 
02AC: set_car 188@ immunities 1 1 1 1 1 
02AB: set_actor 197@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 197@ 35@ 
01C8: 198@ = create_actor 24 #MAFFA in_car 188@ passenger_seat 0 
01B2: give_actor 198@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 198@ 35@ 
00A5: 208@ = create_car #SULTAN at 1550.873 -1737.122 -14.1055 
09C4: set_car 208@ gas_tank_explosion 0 
0175: set_car 208@ z_angle_to 256.415 
02AC: set_car 208@ immunities 1 1 1 1 1 
0683: attach_car 208@ to_car 188@ at_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
0006: 269@ = 0 // integer values 
00A5: 207@ = create_car #SULTAN at 1550.873 -1737.122 14.1055 
09C4: set_car 207@ gas_tank_explosion 0 
0175: set_car 207@ z_angle_to 256.415 
02AC: set_car 207@ immunities 1 1 1 1 1 
0683: attach_car 207@ to_car 188@ at_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
0006: 270@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 246@ = 1 // integer values 
0006: 245@ = 4 // integer values 

:DRUGS1_28454
00D6: if 
0039:   246@ == 1 // integer values 
004D: jump_if_false @DRUGS1_28613 
00D6: if 
01AD:   car 161@ 1 1550.52 -1749.19 10.0 10.0 
004D: jump_if_false @DRUGS1_28613 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_28534 
05EB: assign_vehicle 188@ to_path 265 

:DRUGS1_28534
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_28558 
05EB: assign_vehicle 189@ to_path 266 

:DRUGS1_28558
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_28582 
05EB: assign_vehicle 165@ to_path 267 

:DRUGS1_28582
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_28606 
05EB: assign_vehicle 194@ to_path 268 

:DRUGS1_28606
0006: 246@ = 2 // integer values 

:DRUGS1_28613
00D6: if 
0039:   245@ == 4 // integer values 
004D: jump_if_false @DRUGS1_28743 
00D6: if 
0019:   32@ > 250 // integer values 
004D: jump_if_false @DRUGS1_28743 
00D6: if 
0022:   0.8 > $Z_CAMERA // floating-point values 
004D: jump_if_false @DRUGS1_28736 
0078: $Z_CAMERA += unknown_inaccurate_float_timer 0.008 // floating-point values 
0079: 204@ += unknown_inaccurate_float_timer 0.008 // floating-point 
0679: put_camera_on_vehicle 161@ offset 0.0 -2.0 $Z_CAMERA point_to_offset 0.0 0.0 204@ 0.0 2 
0002: jump @DRUGS1_28743 

:DRUGS1_28736
0006: 245@ = 5 // integer values 

:DRUGS1_28743
00D6: if 
0039:   245@ == 5 // integer values 
004D: jump_if_false @DRUGS1_28866 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @DRUGS1_28866 
015F: set_camera_position 1605.591 -1766.793 3.3342 0.0 0.0 0.0 
0160: point_camera 1604.774 -1766.255 3.5404 2 
015D: set_gamespeed 0.9 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 276@ = 1 // integer values 
0006: 245@ = 6 // integer values 

:DRUGS1_28866
00D6: if 
0039:   245@ == 6 // integer values 
004D: jump_if_false @DRUGS1_28920 
00D6: if 
0019:   32@ > 800 // integer values 
004D: jump_if_false @DRUGS1_28920 
0005: $TEMPVAR_FLOAT_3 = 0.3 // floating-point values 
0006: 245@ = 7 // integer values 

:DRUGS1_28920
00D6: if 
0039:   245@ == 7 // integer values 
004D: jump_if_false @DRUGS1_29024 
00D6: if 
0022:   0.6 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @DRUGS1_28981 
0009: $TEMPVAR_FLOAT_3 += 0.001 // floating-point values 
015D: set_gamespeed $TEMPVAR_FLOAT_3 
0002: jump @DRUGS1_29024 

:DRUGS1_28981
00D6: if or
0019:   32@ > 2500 // integer values 
0020:   $TEMPVAR_FLOAT_3 > 0.6 // floating-point values 
004D: jump_if_false @DRUGS1_29024 
0006: 245@ = 7 // integer values 
015D: set_gamespeed 0.5 

:DRUGS1_29024
00D6: if 
0039:   245@ == 7 // integer values 
004D: jump_if_false @DRUGS1_29104 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DRUGS1_29104 
0160: point_camera 1605.782 -1765.834 3.5404 1 
0005: $TEMPVAR_FLOAT_3 = 0.5 // floating-point values 
0006: 32@ = 0 // integer values 
0006: 245@ = 8 // integer values 

:DRUGS1_29104
00D6: if 
0039:   245@ == 8 // integer values 
004D: jump_if_false @DRUGS1_29215 
00D6: if 
0022:   1.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @DRUGS1_29165 
0009: $TEMPVAR_FLOAT_3 += 0.01 // floating-point values 
015D: set_gamespeed $TEMPVAR_FLOAT_3 
0002: jump @DRUGS1_29215 

:DRUGS1_29165
00D6: if or
0019:   32@ > 1000 // integer values 
0020:   $TEMPVAR_FLOAT_3 > 0.9 // floating-point values 
004D: jump_if_false @DRUGS1_29215 
0006: 245@ = 9 // integer values 
0006: 32@ = 0 // integer values 
015D: set_gamespeed 1.0 

:DRUGS1_29215
00D6: if 
0039:   245@ == 9 // integer values 
004D: jump_if_false @DRUGS1_29266 
00D6: if 
0019:   32@ > 2800 // integer values 
004D: jump_if_false @DRUGS1_29266 
0006: 243@ = 2 // integer values 
0006: 245@ = 10 // integer values 

:DRUGS1_29266
00D6: if 
0039:   276@ == 1 // integer values 
004D: jump_if_false @DRUGS1_29378 
00D6: if 
0019:   33@ > 1242 // integer values 
004D: jump_if_false @DRUGS1_29378 
08EB: create_sparks_at 1580.85 -1752.32 12.91 direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.75 -1749.51 12.92 direction 0.0 0.0 1.0 density 100 
0006: 276@ = 2 // integer values 

:DRUGS1_29378
00D6: if 
0039:   276@ == 2 // integer values 
004D: jump_if_false @DRUGS1_29490 
00D6: if 
0019:   33@ > 1400 // integer values 
004D: jump_if_false @DRUGS1_29490 
08EB: create_sparks_at 1580.74 -1752.68 12.87 direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1749.75 12.91 direction 0.0 0.0 1.0 density 60 
0006: 276@ = 3 // integer values 

:DRUGS1_29490
00D6: if 
0039:   276@ == 3 // integer values 
004D: jump_if_false @DRUGS1_29602 
00D6: if 
0019:   33@ > 1500 // integer values 
004D: jump_if_false @DRUGS1_29602 
08EB: create_sparks_at 1580.85 -1752.32 12.91 direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1752.32 12.91 direction 0.0 0.0 1.0 density 80 
0006: 276@ = 4 // integer values 

:DRUGS1_29602
00D6: if 
0039:   276@ == 4 // integer values 
004D: jump_if_false @DRUGS1_29714 
00D6: if 
0019:   33@ > 1600 // integer values 
004D: jump_if_false @DRUGS1_29714 
08EB: create_sparks_at 1580.85 -1752.32 12.91 direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.75 -1749.51 12.92 direction 0.0 0.0 1.0 density 60 
0006: 276@ = 5 // integer values 

:DRUGS1_29714
00D6: if 
0039:   276@ == 5 // integer values 
004D: jump_if_false @DRUGS1_29826 
00D6: if 
0019:   33@ > 1700 // integer values 
004D: jump_if_false @DRUGS1_29826 
08EB: create_sparks_at 1580.74 -1752.68 12.87 direction 0.0 0.0 1.0 density 80 
08EB: create_sparks_at 1580.85 -1749.75 12.91 direction 0.0 0.0 1.0 density 100 
0006: 276@ = 6 // integer values 

:DRUGS1_29826
00D6: if 
0039:   276@ == 6 // integer values 
004D: jump_if_false @DRUGS1_29938 
00D6: if 
0019:   33@ > 1800 // integer values 
004D: jump_if_false @DRUGS1_29938 
08EB: create_sparks_at 1580.85 -1752.32 12.91 direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.85 -1752.32 12.91 direction 0.0 0.0 1.0 density 80 
0006: 276@ = 7 // integer values 

:DRUGS1_29938
00D6: if 
0039:   276@ == 7 // integer values 
004D: jump_if_false @DRUGS1_30016 
00D6: if 
0019:   33@ > 2404 // integer values 
004D: jump_if_false @DRUGS1_30016 
08EB: create_sparks_at 1599.28 -1757.56 3.11 direction 0.0 0.0 1.0 density 60 
0006: 276@ = 8 // integer values 

:DRUGS1_30016
00D6: if 
0039:   276@ == 8 // integer values 
004D: jump_if_false @DRUGS1_30128 
00D6: if 
0019:   33@ > 3418 // integer values 
004D: jump_if_false @DRUGS1_30128 
08EB: create_sparks_at 1599.76 1757.96 3.14 direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1601.69 -1758.73 3.18 direction 0.0 0.0 1.0 density 60 
0006: 276@ = 9 // integer values 

:DRUGS1_30128
00D6: if 
0039:   276@ == 9 // integer values 
004D: jump_if_false @DRUGS1_30206 
00D6: if 
0019:   33@ > 3598 // integer values 
004D: jump_if_false @DRUGS1_30206 
08EB: create_sparks_at 1605.46 -1763.14 3.18 direction 0.0 0.0 1.0 density 100 
0006: 276@ = 10 // integer values 

:DRUGS1_30206
00D6: if 
0039:   276@ == 10 // integer values 
004D: jump_if_false @DRUGS1_30284 
00D6: if 
0019:   33@ > 3600 // integer values 
004D: jump_if_false @DRUGS1_30284 
08EB: create_sparks_at 1605.46 -1763.14 3.18 direction 0.0 0.0 1.0 density 80 
0006: 276@ = 11 // integer values 

:DRUGS1_30284
00D6: if 
001B:   4 > 245@ // integer values 
004D: jump_if_false @DRUGS1_32582 
00D6: if 
0039:   247@ == 1 // integer values 
004D: jump_if_false @DRUGS1_30550 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_30550 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_30359 
0002: jump @DRUGS1_30550 

:DRUGS1_30359
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_30508 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_30501 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_30501 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 // integer values 

:DRUGS1_30501
0002: jump @DRUGS1_30550 

:DRUGS1_30508
04BA: set_car 189@ speed_instantly 18.0 
05EC: release_vehicle 189@ from_path 
07DB: apply_rotary_impulse_to_vehicle 189@ about_an_axis 1.5 3.3999 4.1003 through_center_of_mass 
0006: 247@ = 2 // integer values 

:DRUGS1_30550
00D6: if 
0039:   247@ == 2 // integer values 
004D: jump_if_false @DRUGS1_30642 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_30642 
05EC: release_vehicle 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_30635 
04BA: set_car 189@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 189@ about_an_axis 1.5 3.3999 4.1003 through_center_of_mass 

:DRUGS1_30635
0006: 247@ = 3 // integer values 

:DRUGS1_30642
00D6: if 
0039:   260@ == 1 // integer values 
004D: jump_if_false @DRUGS1_30729 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_30729 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_30729 
05EC: release_vehicle 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ // Like turning a car into any random car 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 // integer values 

:DRUGS1_30729
00D6: if 
0039:   248@ == 1 // integer values 
004D: jump_if_false @DRUGS1_30977 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_30977 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_30786 
0002: jump @DRUGS1_30977 

:DRUGS1_30786
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_30935 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_30928 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_30928 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 // integer values 

:DRUGS1_30928
0002: jump @DRUGS1_30977 

:DRUGS1_30935
04BA: set_car 194@ speed_instantly 15.0 
05EC: release_vehicle 194@ from_path 
07DB: apply_rotary_impulse_to_vehicle 194@ about_an_axis 5.5 3.3999 5.1003 through_center_of_mass 
0006: 248@ = 2 // integer values 

:DRUGS1_30977
00D6: if 
0039:   248@ == 2 // integer values 
004D: jump_if_false @DRUGS1_31069 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_31069 
05EC: release_vehicle 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_31062 
04BA: set_car 194@ speed_instantly 15.0 
07DB: apply_rotary_impulse_to_vehicle 194@ about_an_axis 5.5 3.3999 5.1003 through_center_of_mass 

:DRUGS1_31062
0006: 248@ = 3 // integer values 

:DRUGS1_31069
00D6: if 
0039:   261@ == 1 // integer values 
004D: jump_if_false @DRUGS1_31156 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_31156 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_31156 
05EC: release_vehicle 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ // Like turning a car into any random car 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 // integer values 

:DRUGS1_31156
00D6: if 
0039:   249@ == 1 // integer values 
004D: jump_if_false @DRUGS1_31405 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_31405 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_31213 
0002: jump @DRUGS1_31405 

:DRUGS1_31213
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_31363 
00D6: if 
00DB:   actor 47@ in_car 195@ 
004D: jump_if_false @DRUGS1_31356 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_31356 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 195@ 
0713: actor 47@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 
0006: 249@ = 2 // integer values 

:DRUGS1_31356
0002: jump @DRUGS1_31405 

:DRUGS1_31363
04BA: set_car 195@ speed_instantly 15.0 
05EC: release_vehicle 195@ from_path 
07DB: apply_rotary_impulse_to_vehicle 195@ about_an_axis 1.5 4.3999 5.1003 through_center_of_mass 
0006: 249@ = 2 // integer values 

:DRUGS1_31405
00D6: if 
0039:   249@ == 2 // integer values 
004D: jump_if_false @DRUGS1_31497 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_31497 
05EC: release_vehicle 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_31490 
04BA: set_car 195@ speed_instantly 15.0 
07DB: apply_rotary_impulse_to_vehicle 195@ about_an_axis 1.5 4.3999 5.1003 through_center_of_mass 

:DRUGS1_31490
0006: 249@ = 3 // integer values 

:DRUGS1_31497
00D6: if 
0039:   262@ == 1 // integer values 
004D: jump_if_false @DRUGS1_31584 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_31584 
00D6: if or
0118:   actor 47@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_31584 
05EC: release_vehicle 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ // Like turning a car into any random car 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 // integer values 

:DRUGS1_31584
00D6: if 
0039:   250@ == 1 // integer values 
004D: jump_if_false @DRUGS1_31833 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_31833 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_31641 
0002: jump @DRUGS1_31833 

:DRUGS1_31641
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_31791 
00D6: if 
00DB:   actor 57@ in_car 196@ 
004D: jump_if_false @DRUGS1_31784 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_31784 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 196@ 
0713: actor 57@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 
0006: 250@ = 2 // integer values 

:DRUGS1_31784
0002: jump @DRUGS1_31833 

:DRUGS1_31791
04BA: set_car 196@ speed_instantly 15.0 
05EC: release_vehicle 196@ from_path 
07DB: apply_rotary_impulse_to_vehicle 196@ about_an_axis 2.5 3.3999 3.1003 through_center_of_mass 
0006: 250@ = 2 // integer values 

:DRUGS1_31833
00D6: if 
0039:   250@ == 2 // integer values 
004D: jump_if_false @DRUGS1_31925 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_31925 
05EC: release_vehicle 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_31918 
04BA: set_car 196@ speed_instantly 15.0 
07DB: apply_rotary_impulse_to_vehicle 196@ about_an_axis 2.5 3.3999 3.1003 through_center_of_mass 

:DRUGS1_31918
0006: 250@ = 3 // integer values 

:DRUGS1_31925
00D6: if 
0039:   263@ == 1 // integer values 
004D: jump_if_false @DRUGS1_32012 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_32012 
00D6: if or
0118:   actor 57@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_32012 
05EC: release_vehicle 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ // Like turning a car into any random car 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 // integer values 

:DRUGS1_32012
00D6: if 
0039:   265@ == 1 // integer values 
004D: jump_if_false @DRUGS1_32164 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_32164 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_32069 
0002: jump @DRUGS1_32164 

:DRUGS1_32069
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_32152 
00D6: if 
00DB:   actor 49@ in_car 165@ 
004D: jump_if_false @DRUGS1_32145 
046C: 205@ = car 165@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_32145 
0676: AS_actor 49@ in_car 165@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 // integer values 

:DRUGS1_32145
0002: jump @DRUGS1_32164 

:DRUGS1_32152
05EC: release_vehicle 165@ from_path 
0006: 265@ = 2 // integer values 

:DRUGS1_32164
00D6: if 
0039:   265@ == 2 // integer values 
004D: jump_if_false @DRUGS1_32210 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_32210 
05EC: release_vehicle 165@ from_path 
0006: 265@ = 3 // integer values 

:DRUGS1_32210
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @DRUGS1_32297 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_32297 
00D6: if or
0118:   actor 49@ dead 
0119:   car 165@ wrecked 
004D: jump_if_false @DRUGS1_32297 
05EC: release_vehicle 165@ from_path 
0164: disable_marker 210@ 
01C3: remove_references_to_car 165@ // Like turning a car into any random car 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 255@ = 2 // integer values 

:DRUGS1_32297
00D6: if 
0039:   266@ == 1 // integer values 
004D: jump_if_false @DRUGS1_32449 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_32449 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_32354 
0002: jump @DRUGS1_32449 

:DRUGS1_32354
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_32437 
00D6: if 
00DB:   actor 51@ in_car 166@ 
004D: jump_if_false @DRUGS1_32430 
046C: 205@ = car 166@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_32430 
0676: AS_actor 51@ in_car 166@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 // integer values 

:DRUGS1_32430
0002: jump @DRUGS1_32449 

:DRUGS1_32437
05EC: release_vehicle 166@ from_path 
0006: 266@ = 2 // integer values 

:DRUGS1_32449
00D6: if 
0039:   266@ == 2 // integer values 
004D: jump_if_false @DRUGS1_32495 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_32495 
05EC: release_vehicle 166@ from_path 
0006: 266@ = 3 // integer values 

:DRUGS1_32495
00D6: if 
0039:   256@ == 1 // integer values 
004D: jump_if_false @DRUGS1_32582 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_32582 
00D6: if or
0118:   actor 51@ dead 
0119:   car 166@ wrecked 
004D: jump_if_false @DRUGS1_32582 
05EC: release_vehicle 166@ from_path 
01C3: remove_references_to_car 166@ // Like turning a car into any random car 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 211@ 
0006: 256@ = 2 // integer values 

:DRUGS1_32582
00D6: if 
0039:   243@ == 2 // integer values 
004D: jump_if_false @DRUGS1_42323 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_42323 
00D6: if 
0039:   272@ == 0 // integer values 
004D: jump_if_false @DRUGS1_34556 
016A: fade 0 0 ms 
05EC: release_vehicle 189@ from_path 
00A6: destroy_car 189@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
05EC: release_vehicle 194@ from_path 
00A6: destroy_car 194@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
05EC: release_vehicle 165@ from_path 
00A6: destroy_car 165@ 
009B: destroy_actor_instantly 48@ 
009B: destroy_actor_instantly 49@ 
00A6: destroy_car 208@ 
00A6: destroy_car 207@ 
05EC: release_vehicle 188@ from_path 
00A6: destroy_car 188@ 
009B: destroy_actor_instantly 197@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_32746 
05EC: release_vehicle 161@ from_path 

:DRUGS1_32746
07C0: load_path 269 
07C0: load_path 270 
07C0: load_path 271 
07C0: load_path 272 
07C0: load_path 273 
07C0: load_path 274 
07C0: load_path 275 
07C0: load_path 276 
07C0: load_path 277 
07C0: load_path 278 
07C0: load_path 279 
07C0: load_path 280 
07C0: load_path 281 
038B: load_requested_models 

:DRUGS1_32813
00D6: if or
87C1:   not path 273 available 
87C1:   not path 274 available 
87C1:   not path 275 available 
87C1:   not path 276 available 
87C1:   not path 277 available 
004D: jump_if_false @DRUGS1_32860 
0001: wait 0 ms 
0002: jump @DRUGS1_32813 

:DRUGS1_32860
00D6: if or
87C1:   not path 278 available 
87C1:   not path 279 available 
87C1:   not path 280 available 
87C1:   not path 281 available 
004D: jump_if_false @DRUGS1_32902 
0001: wait 0 ms 
0002: jump @DRUGS1_32860 

:DRUGS1_32902
00D6: if or
87C1:   not path 269 available 
87C1:   not path 270 available 
87C1:   not path 271 available 
87C1:   not path 272 available 
004D: jump_if_false @DRUGS1_32944 
0001: wait 0 ms 
0002: jump @DRUGS1_32902 

:DRUGS1_32944
00A5: 188@ = create_car #PACKER at 1601.914 -1755.917 4.6 
09C4: set_car 188@ gas_tank_explosion 0 
0175: set_car 188@ z_angle_to 256.415 
0129: 197@ = create_actor 24 #MAFFA in_car 188@ driverseat 
054A: set_actor 197@ immune_to_car_headshots 0 
02AC: set_car 188@ immunities 1 1 1 1 1 
02AB: set_actor 197@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 197@ 35@ 
02A9: set_actor 197@ immune_to_nonplayer 1 
0186: 209@ = create_marker_above_car 188@ 
018B: show_on_radar 209@ 2 
0168: show_on_radar 209@ 2 
00A5: 208@ = create_car #SULTAN at 1550.873 -1737.122 -14.1055 
09C4: set_car 208@ gas_tank_explosion 0 
0175: set_car 208@ z_angle_to 256.415 
02AC: set_car 208@ immunities 1 1 1 1 1 
0683: attach_car 208@ to_car 188@ at_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
0006: 273@ = 1 // integer values 
00A5: 207@ = create_car #SULTAN at 1550.873 -1737.122 14.1055 
09C4: set_car 207@ gas_tank_explosion 0 
0175: set_car 207@ z_angle_to 256.415 
02AC: set_car 207@ immunities 1 1 1 1 1 
0683: attach_car 207@ to_car 188@ at_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
0006: 274@ = 1 // integer values 
00A5: 189@ = create_car #BF400 at 1505.103 -1733.09 3.05 
09C4: set_car 189@ gas_tank_explosion 0 
0175: set_car 189@ z_angle_to 258.539 
02AC: set_car 189@ immunities 0 1 1 1 0 
0129: 42@ = create_actor 24 #MAFFA in_car 189@ driverseat 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 10 
060B: unknown_actor_use_entity 42@ 35@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor 24 #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 10 
060B: unknown_actor_use_entity 43@ 35@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
0006: 247@ = 1 // integer values 
0006: 260@ = 1 // integer values 
0186: 214@ = create_marker_above_car 189@ 
018B: show_on_radar 214@ 2 
0168: show_on_radar 214@ 2 
00A5: 194@ = create_car #BF400 at 1487.213 -1734.792 3.25 
09C4: set_car 194@ gas_tank_explosion 0 
0175: set_car 194@ z_angle_to 258.716 
02AC: set_car 194@ immunities 0 1 1 1 0 
0129: 44@ = create_actor 24 #MAFFA in_car 194@ driverseat 
060B: unknown_actor_use_entity 44@ 35@ 
02A9: set_actor 44@ immune_to_nonplayer 1 
0223: set_actor 44@ health_to 20 
01C8: 45@ = create_actor 24 #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 45@ 35@ 
02A9: set_actor 45@ immune_to_nonplayer 1 
0223: set_actor 45@ health_to 30 
0006: 248@ = 1 // integer values 
0006: 261@ = 1 // integer values 
0186: 215@ = create_marker_above_car 194@ 
018B: show_on_radar 215@ 2 
0168: show_on_radar 215@ 2 
00A5: 165@ = create_car #SULTAN at 1496.864 -1731.303 6.3 
09C4: set_car 165@ gas_tank_explosion 0 
0175: set_car 165@ z_angle_to 257.724 
0129: 46@ = create_actor 24 #MAFFA in_car 165@ driverseat 
060B: unknown_actor_use_entity 46@ 35@ 
054A: set_actor 46@ immune_to_car_headshots 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor 24 #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 47@ 35@ 
0223: set_actor 47@ health_to 10 
0006: 265@ = 1 // integer values 
0006: 255@ = 1 // integer values 
0186: 210@ = create_marker_above_car 165@ 
018B: show_on_radar 210@ 2 
0168: show_on_radar 210@ 2 
0224: set_car 165@ health_to 1000 
0001: wait 0 ms 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_33824 
05EB: assign_vehicle 188@ to_path 269 

:DRUGS1_33824
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_33848 
05EB: assign_vehicle 208@ to_path 270 

:DRUGS1_33848
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_33872 
05EB: assign_vehicle 207@ to_path 271 

:DRUGS1_33872
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_33896 
05EB: assign_vehicle 161@ to_path 272 

:DRUGS1_33896
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_33934 
0684: detach_car 208@ 20.0 180.0 0.0 collision_detection 0 

:DRUGS1_33934
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_33972 
0684: detach_car 207@ 20.0 180.0 0.0 collision_detection 0 

:DRUGS1_33972
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_33996 
05EB: assign_vehicle 189@ to_path 273 

:DRUGS1_33996
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_34020 
05EB: assign_vehicle 194@ to_path 274 

:DRUGS1_34020
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_34044 
05EB: assign_vehicle 165@ to_path 275 

:DRUGS1_34044
0713: actor $PLAYER_ACTOR drive_by actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: (unknown) $PLAYER_CHAR 346.2 359.0 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_34138 
02AC: set_car 161@ immunities 0 1 1 1 1 

:DRUGS1_34138
016A: fade 1 250 ms 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 285@ = 0 // integer values 
0006: 282@ = 0 // integer values 
0006: 283@ = 0 // integer values 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_34220 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 

:DRUGS1_34220
0006: 33@ = 0 // integer values 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_34279 
0713: actor 43@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34279
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_34362 
00D6: if 
001B:   3 > 288@ // integer values 
004D: jump_if_false @DRUGS1_34362 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 42@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_34362
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_34445 
00D6: if 
001B:   2 > 288@ // integer values 
004D: jump_if_false @DRUGS1_34445 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 44@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_34445
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_34497 
0713: actor 45@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34497
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_34549 
0713: actor 47@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34549
0006: 272@ = 1 // integer values 

:DRUGS1_34556
00D6: if 
0039:   272@ == 1 // integer values 
004D: jump_if_false @DRUGS1_35101 
00D6: if 
01AD:   car 161@ 0 1905.28 -1831.57 12.0 12.0 
004D: jump_if_false @DRUGS1_35101 
00A5: 166@ = create_car #SULTAN at 2002.102 -1890.368 8.108 
09C4: set_car 166@ gas_tank_explosion 0 
0175: set_car 166@ z_angle_to 44.1 
05EB: assign_vehicle 166@ to_path 276 
0129: 48@ = create_actor 24 #MAFFA in_car 166@ driverseat 
060B: unknown_actor_use_entity 48@ 35@ 
054A: set_actor 48@ immune_to_car_headshots 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
01C8: 49@ = create_actor 24 #MAFFA in_car 166@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 49@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 49@ 35@ 
0223: set_actor 49@ health_to 10 
0006: 266@ = 1 // integer values 
0006: 256@ = 1 // integer values 
0186: 211@ = create_marker_above_car 166@ 
018B: show_on_radar 211@ 2 
0168: show_on_radar 211@ 2 
0224: set_car 166@ health_to 1100 
02AC: set_car 166@ immunities 0 1 0 0 0 
00A5: 167@ = create_car #SULTAN at 2008.843 -1897.323 8.1 
09C4: set_car 167@ gas_tank_explosion 0 
0175: set_car 167@ z_angle_to 44.1 
05EB: assign_vehicle 167@ to_path 277 
02AC: set_car 167@ immunities 0 1 1 1 0 
02AA: set_car 167@ immune_to_nonplayer 1 
0129: 50@ = create_actor 24 #MAFFA in_car 167@ driverseat 
060B: unknown_actor_use_entity 50@ 35@ 
02A9: set_actor 50@ immune_to_nonplayer 1 
01C8: 51@ = create_actor 24 #MAFFA in_car 167@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 51@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 51@ 35@ 
0223: set_actor 51@ health_to 10 
0006: 267@ = 1 // integer values 
0006: 257@ = 1 // integer values 
0186: 212@ = create_marker_above_car 167@ 
018B: show_on_radar 212@ 2 
0168: show_on_radar 212@ 2 
0224: set_car 167@ health_to 700 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_35042 
0713: actor 49@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:DRUGS1_35042
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_35094 
0713: actor 51@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:DRUGS1_35094
0006: 272@ = 2 // integer values 

:DRUGS1_35101
00D6: if 
0039:   272@ == 2 // integer values 
004D: jump_if_false @DRUGS1_35810 
00D6: if 
01AD:   car 161@ 0 2101.55 -1850.81 12.0 12.0 
004D: jump_if_false @DRUGS1_35810 
00A5: 196@ = create_car #BF400 at 2093.446 -1836.207 12.72 
09C4: set_car 196@ gas_tank_explosion 0 
0175: set_car 196@ z_angle_to 267.18 
02AC: set_car 196@ immunities 0 1 1 1 0 
0129: 52@ = create_actor 24 #MAFFA in_car 196@ driverseat 
0223: set_actor 52@ health_to 50 
060B: unknown_actor_use_entity 52@ 35@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
01C8: 53@ = create_actor 24 #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 53@ 35@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
0223: set_actor 53@ health_to 10 
0006: 250@ = 1 // integer values 
0006: 263@ = 1 // integer values 
0186: 217@ = create_marker_above_car 196@ 
018B: show_on_radar 217@ 2 
0168: show_on_radar 217@ 2 
05EB: assign_vehicle 196@ to_path 279 
00A5: 195@ = create_car #BF400 at 2018.735 -1900.925 8.108 
09C4: set_car 195@ gas_tank_explosion 0 
0175: set_car 195@ z_angle_to 258.716 
02AC: set_car 195@ immunities 0 1 1 1 0 
0129: 54@ = create_actor 24 #MAFFA in_car 195@ driverseat 
060B: unknown_actor_use_entity 54@ 35@ 
02A9: set_actor 54@ immune_to_nonplayer 1 
01C8: 55@ = create_actor 24 #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 55@ 35@ 
02A9: set_actor 55@ immune_to_nonplayer 1 
0223: set_actor 54@ health_to 10 
02A9: set_actor 54@ immune_to_nonplayer 10 
0223: set_actor 55@ health_to 30 
02A9: set_actor 55@ immune_to_nonplayer 10 
0006: 249@ = 1 // integer values 
0006: 262@ = 1 // integer values 
0186: 216@ = create_marker_above_car 195@ 
018B: show_on_radar 216@ 2 
0168: show_on_radar 216@ 2 
05EB: assign_vehicle 195@ to_path 278 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_35616 
00D6: if 
001B:   4 > 288@ // integer values 
004D: jump_if_false @DRUGS1_35616 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 52@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_35616
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_35699 
00D6: if 
001B:   4 > 288@ // integer values 
004D: jump_if_false @DRUGS1_35699 
01B2: give_actor 54@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 54@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_35699
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_35751 
0713: actor 53@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:DRUGS1_35751
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_35803 
0713: actor 55@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:DRUGS1_35803
0006: 272@ = 3 // integer values 

:DRUGS1_35810
00D6: if 
0039:   272@ == 3 // integer values 
004D: jump_if_false @DRUGS1_36241 
00D6: if 
01AD:   car 161@ 0 2425.93 -1874.76 10.0 10.0 
004D: jump_if_false @DRUGS1_36241 
00A6: destroy_car 208@ 
00A6: destroy_car 207@ 
00A6: destroy_car 189@ 
00A6: destroy_car 194@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
00A6: destroy_car 165@ 
00A6: destroy_car 166@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 48@ 
009B: destroy_actor_instantly 49@ 
00A5: 206@ = create_car #BF400 at 2417.1 -1876.578 12.92 
09C4: set_car 206@ gas_tank_explosion 0 
0175: set_car 206@ z_angle_to 271.4 
05EB: assign_vehicle 206@ to_path 280 
02AC: set_car 206@ immunities 0 1 1 1 0 
0129: 56@ = create_actor 24 #MAFFA in_car 206@ driverseat 
060B: unknown_actor_use_entity 56@ 35@ 
02A9: set_actor 56@ immune_to_nonplayer 1 
01C8: 57@ = create_actor 24 #MAFFA in_car 206@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 57@ 35@ 
02A9: set_actor 57@ immune_to_nonplayer 1 
0223: set_actor 56@ health_to 10 
0223: set_actor 57@ health_to 10 
0006: 251@ = 1 // integer values 
0006: 264@ = 1 // integer values 
0186: 218@ = create_marker_above_car 206@ 
018B: show_on_radar 218@ 2 
0168: show_on_radar 218@ 2 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_36169 
0713: actor 57@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_36169
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_36234 
01B2: give_actor 56@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 56@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_36234
0006: 272@ = 4 // integer values 

:DRUGS1_36241
00D6: if 
0039:   272@ == 4 // integer values 
004D: jump_if_false @DRUGS1_36524 
00D6: if 
01AD:   car 161@ 0 2499.36 -1871.699 10.0 10.0 
004D: jump_if_false @DRUGS1_36524 
00A5: 168@ = create_car #SULTAN at 2529.256 -1892.9 13.24 
09C4: set_car 168@ gas_tank_explosion 0 
0175: set_car 168@ z_angle_to 269.177 
05EB: assign_vehicle 168@ to_path 281 
0224: set_car 168@ health_to 600 
0129: 58@ = create_actor 24 #MAFFA in_car 168@ driverseat 
060B: unknown_actor_use_entity 58@ 35@ 
02A9: set_actor 58@ immune_to_nonplayer 1 
01C8: 59@ = create_actor 24 #MAFFA in_car 168@ passenger_seat 0 
01B2: give_actor 59@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 59@ 35@ 
0006: 268@ = 1 // integer values 
0006: 258@ = 1 // integer values 
0186: 213@ = create_marker_above_car 168@ 
018B: show_on_radar 213@ 2 
0168: show_on_radar 213@ 2 
0224: set_car 168@ health_to 800 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_36517 
0713: actor 59@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_36517
0006: 272@ = 5 // integer values 

:DRUGS1_36524
00D6: if 
0039:   272@ == 5 // integer values 
004D: jump_if_false @DRUGS1_36588 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_36588 
00D6: if 
86AA:   not (unknown) 188@ 
004D: jump_if_false @DRUGS1_36588 
0519: lock_vehicle 188@ in_current_position 1 
0006: 272@ = 6 // integer values 

:DRUGS1_36588
00D6: if 
0039:   272@ == 6 // integer values 
004D: jump_if_false @DRUGS1_36656 
00D6: if 
0039:   279@ == 0 // integer values 
004D: jump_if_false @DRUGS1_36656 
00D6: if 
0039:   243@ == 2 // integer values 
004D: jump_if_false @DRUGS1_36656 
0006: 279@ = 1 // integer values 
0006: 277@ = 1 // integer values 

:DRUGS1_36656
00D6: if 
0039:   273@ == 1 // integer values 
004D: jump_if_false @DRUGS1_36810 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_36810 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_36810 
00D6: if 
0019:   33@ > 26250 // integer values 
004D: jump_if_false @DRUGS1_36810 
00D6: if or
8039:   not  265@ == 3 // integer values 
8039:   not  255@ == 2 // integer values 
004D: jump_if_false @DRUGS1_36810 
02AC: set_car 208@ immunities 0 0 0 0 0 
05EC: release_vehicle 208@ from_path 
0224: set_car 208@ health_to 200 
07DB: apply_rotary_impulse_to_vehicle 208@ about_an_axis 1.5 -2.3999 4.1003 through_center_of_mass 
020B: explode_car 208@ 
0006: 273@ = 2 // integer values 

:DRUGS1_36810
00D6: if 
0039:   273@ == 2 // integer values 
004D: jump_if_false @DRUGS1_36875 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_36875 
00D6: if 
0019:   33@ > 26900 // integer values 
004D: jump_if_false @DRUGS1_36875 
020B: explode_car 165@ 
0006: 273@ = 3 // integer values 

:DRUGS1_36875
00D6: if 
0039:   274@ == 1 // integer values 
004D: jump_if_false @DRUGS1_36976 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_36976 
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_36976 
00D6: if 
0019:   33@ > 35647 // integer values 
004D: jump_if_false @DRUGS1_36976 
02AC: set_car 207@ immunities 0 0 0 0 0 
0224: set_car 207@ health_to 500 
0006: 274@ = 2 // integer values 

:DRUGS1_36976
00D6: if 
0039:   274@ == 2 // integer values 
004D: jump_if_false @DRUGS1_37043 
00D6: if 
0019:   33@ > 35800 // integer values 
004D: jump_if_false @DRUGS1_37043 
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_37043 
020B: explode_car 207@ 
0006: 274@ = 3 // integer values 

:DRUGS1_37043
00D6: if 
0039:   274@ == 3 // integer values 
004D: jump_if_false @DRUGS1_37110 
00D6: if 
0019:   33@ > 36500 // integer values 
004D: jump_if_false @DRUGS1_37110 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_37110 
020B: explode_car 166@ 
0006: 274@ = 4 // integer values 

:DRUGS1_37110
00D6: if 
0039:   247@ == 1 // integer values 
004D: jump_if_false @DRUGS1_37358 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_37358 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_37167 
0002: jump @DRUGS1_37358 

:DRUGS1_37167
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_37316 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_37309 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_37309 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 // integer values 

:DRUGS1_37309
0002: jump @DRUGS1_37358 

:DRUGS1_37316
04BA: set_car 189@ speed_instantly 18.0 
05EC: release_vehicle 189@ from_path 
07DB: apply_rotary_impulse_to_vehicle 189@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 // integer values 

:DRUGS1_37358
00D6: if 
0039:   247@ == 2 // integer values 
004D: jump_if_false @DRUGS1_37450 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_37450 
05EC: release_vehicle 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_37443 
04BA: set_car 189@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 189@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_37443
0006: 247@ = 3 // integer values 

:DRUGS1_37450
00D6: if 
0039:   260@ == 1 // integer values 
004D: jump_if_false @DRUGS1_37537 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_37537 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_37537 
05EC: release_vehicle 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ // Like turning a car into any random car 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 // integer values 

:DRUGS1_37537
00D6: if 
0039:   248@ == 1 // integer values 
004D: jump_if_false @DRUGS1_37785 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_37785 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_37594 
0002: jump @DRUGS1_37785 

:DRUGS1_37594
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_37743 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_37736 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_37736 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 // integer values 

:DRUGS1_37736
0002: jump @DRUGS1_37785 

:DRUGS1_37743
04BA: set_car 194@ speed_instantly 18.0 
05EC: release_vehicle 194@ from_path 
07DB: apply_rotary_impulse_to_vehicle 194@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 // integer values 

:DRUGS1_37785
00D6: if 
0039:   248@ == 2 // integer values 
004D: jump_if_false @DRUGS1_37877 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_37877 
05EC: release_vehicle 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_37870 
04BA: set_car 194@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 194@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_37870
0006: 248@ = 3 // integer values 

:DRUGS1_37877
00D6: if 
0039:   261@ == 1 // integer values 
004D: jump_if_false @DRUGS1_37964 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_37964 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_37964 
05EC: release_vehicle 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ // Like turning a car into any random car 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 // integer values 

:DRUGS1_37964
00D6: if 
0039:   265@ == 1 // integer values 
004D: jump_if_false @DRUGS1_38116 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_38116 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_38021 
0002: jump @DRUGS1_38116 

:DRUGS1_38021
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_38104 
00D6: if 
00DB:   actor 47@ in_car 165@ 
004D: jump_if_false @DRUGS1_38097 
046C: 205@ = car 165@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_38097 
0676: AS_actor 47@ in_car 165@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 // integer values 

:DRUGS1_38097
0002: jump @DRUGS1_38116 

:DRUGS1_38104
05EC: release_vehicle 165@ from_path 
0006: 265@ = 2 // integer values 

:DRUGS1_38116
00D6: if 
0039:   265@ == 2 // integer values 
004D: jump_if_false @DRUGS1_38183 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_38183 
05EC: release_vehicle 165@ from_path 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_38176 
00A9: set_car 165@ to_normal_driver 

:DRUGS1_38176
0006: 265@ = 3 // integer values 

:DRUGS1_38183
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @DRUGS1_38291 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_38291 
00D6: if or
0118:   actor 47@ dead 
0119:   car 165@ wrecked 
004D: jump_if_false @DRUGS1_38291 
05EC: release_vehicle 165@ from_path 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_38264 
00A9: set_car 165@ to_normal_driver 

:DRUGS1_38264
0164: disable_marker 210@ 
01C3: remove_references_to_car 165@ // Like turning a car into any random car 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 255@ = 2 // integer values 

:DRUGS1_38291
00D6: if 
0039:   266@ == 1 // integer values 
004D: jump_if_false @DRUGS1_38443 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_38443 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_38348 
0002: jump @DRUGS1_38443 

:DRUGS1_38348
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_38431 
00D6: if 
00DB:   actor 49@ in_car 166@ 
004D: jump_if_false @DRUGS1_38424 
046C: 205@ = car 166@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_38424 
0676: AS_actor 49@ in_car 166@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 // integer values 

:DRUGS1_38424
0002: jump @DRUGS1_38443 

:DRUGS1_38431
05EC: release_vehicle 166@ from_path 
0006: 266@ = 2 // integer values 

:DRUGS1_38443
00D6: if 
0039:   266@ == 2 // integer values 
004D: jump_if_false @DRUGS1_38510 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_38510 
05EC: release_vehicle 166@ from_path 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_38503 
00A9: set_car 166@ to_normal_driver 

:DRUGS1_38503
0006: 266@ = 3 // integer values 

:DRUGS1_38510
00D6: if 
0039:   256@ == 1 // integer values 
004D: jump_if_false @DRUGS1_38618 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_38618 
00D6: if or
0118:   actor 49@ dead 
0119:   car 166@ wrecked 
004D: jump_if_false @DRUGS1_38618 
05EC: release_vehicle 166@ from_path 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_38591 
00A9: set_car 166@ to_normal_driver 

:DRUGS1_38591
0164: disable_marker 211@ 
01C3: remove_references_to_car 166@ // Like turning a car into any random car 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 // integer values 

:DRUGS1_38618
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @DRUGS1_38770 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_38770 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_38675 
0002: jump @DRUGS1_38770 

:DRUGS1_38675
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_38758 
00D6: if 
00DB:   actor 51@ in_car 167@ 
004D: jump_if_false @DRUGS1_38751 
046C: 205@ = car 167@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_38751 
0676: AS_actor 51@ in_car 167@ move_from_passengerseat_to_driverseat 
0006: 267@ = 2 // integer values 

:DRUGS1_38751
0002: jump @DRUGS1_38770 

:DRUGS1_38758
05EC: release_vehicle 167@ from_path 
0006: 267@ = 2 // integer values 

:DRUGS1_38770
00D6: if 
0039:   267@ == 2 // integer values 
004D: jump_if_false @DRUGS1_38837 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_38837 
05EC: release_vehicle 167@ from_path 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_38830 
00A9: set_car 167@ to_normal_driver 

:DRUGS1_38830
0006: 267@ = 3 // integer values 

:DRUGS1_38837
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @DRUGS1_38945 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_38945 
00D6: if or
0118:   actor 51@ dead 
0119:   car 167@ wrecked 
004D: jump_if_false @DRUGS1_38945 
05EC: release_vehicle 167@ from_path 
0164: disable_marker 212@ 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_38923 
00A9: set_car 167@ to_normal_driver 

:DRUGS1_38923
01C3: remove_references_to_car 167@ // Like turning a car into any random car 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 // integer values 

:DRUGS1_38945
00D6: if 
0039:   250@ == 1 // integer values 
004D: jump_if_false @DRUGS1_39193 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_39193 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_39002 
0002: jump @DRUGS1_39193 

:DRUGS1_39002
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_39151 
00D6: if 
00DB:   actor 53@ in_car 196@ 
004D: jump_if_false @DRUGS1_39144 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_39144 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 53@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 53@ in_car 196@ 
0713: actor 53@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 250@ = 2 // integer values 

:DRUGS1_39144
0002: jump @DRUGS1_39193 

:DRUGS1_39151
04BA: set_car 196@ speed_instantly 18.0 
05EC: release_vehicle 196@ from_path 
07DB: apply_rotary_impulse_to_vehicle 196@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 250@ = 2 // integer values 

:DRUGS1_39193
00D6: if 
0039:   250@ == 2 // integer values 
004D: jump_if_false @DRUGS1_39285 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS1_39285 
05EC: release_vehicle 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_39278 
04BA: set_car 196@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 196@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_39278
0006: 250@ = 3 // integer values 

:DRUGS1_39285
00D6: if 
0039:   263@ == 1 // integer values 
004D: jump_if_false @DRUGS1_39372 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS1_39372 
00D6: if or
0118:   actor 53@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_39372 
05EC: release_vehicle 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ // Like turning a car into any random car 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 // integer values 

:DRUGS1_39372
00D6: if 
0039:   249@ == 1 // integer values 
004D: jump_if_false @DRUGS1_39620 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_39620 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_39429 
0002: jump @DRUGS1_39620 

:DRUGS1_39429
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_39578 
00D6: if 
00DB:   actor 55@ in_car 195@ 
004D: jump_if_false @DRUGS1_39571 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_39571 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 55@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 55@ in_car 195@ 
0713: actor 55@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 249@ = 2 // integer values 

:DRUGS1_39571
0002: jump @DRUGS1_39620 

:DRUGS1_39578
04BA: set_car 195@ speed_instantly 18.0 
05EC: release_vehicle 195@ from_path 
07DB: apply_rotary_impulse_to_vehicle 195@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 249@ = 2 // integer values 

:DRUGS1_39620
00D6: if 
0039:   249@ == 2 // integer values 
004D: jump_if_false @DRUGS1_39712 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_39712 
05EC: release_vehicle 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_39705 
04BA: set_car 195@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 195@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_39705
0006: 249@ = 3 // integer values 

:DRUGS1_39712
00D6: if 
0039:   262@ == 1 // integer values 
004D: jump_if_false @DRUGS1_39799 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_39799 
00D6: if or
0118:   actor 55@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_39799 
05EC: release_vehicle 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ // Like turning a car into any random car 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 // integer values 

:DRUGS1_39799
00D6: if 
0039:   251@ == 1 // integer values 
004D: jump_if_false @DRUGS1_40047 
00D6: if 
8119:   not car 206@ wrecked 
004D: jump_if_false @DRUGS1_40047 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_39856 
0002: jump @DRUGS1_40047 

:DRUGS1_39856
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_40005 
00D6: if 
00DB:   actor 57@ in_car 206@ 
004D: jump_if_false @DRUGS1_39998 
046C: 205@ = car 206@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_39998 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 206@ 
0713: actor 57@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 251@ = 2 // integer values 

:DRUGS1_39998
0002: jump @DRUGS1_40047 

:DRUGS1_40005
04BA: set_car 206@ speed_instantly 18.0 
05EC: release_vehicle 206@ from_path 
07DB: apply_rotary_impulse_to_vehicle 206@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 251@ = 2 // integer values 

:DRUGS1_40047
00D6: if 
0039:   251@ == 2 // integer values 
004D: jump_if_false @DRUGS1_40139 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_40139 
05EC: release_vehicle 206@ from_path 
00D6: if 
8119:   not car 206@ wrecked 
004D: jump_if_false @DRUGS1_40132 
04BA: set_car 206@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 206@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_40132
0006: 251@ = 3 // integer values 

:DRUGS1_40139
00D6: if 
0039:   264@ == 1 // integer values 
004D: jump_if_false @DRUGS1_40226 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_40226 
00D6: if or
0118:   actor 57@ dead 
0119:   car 206@ wrecked 
004D: jump_if_false @DRUGS1_40226 
05EC: release_vehicle 206@ from_path 
0164: disable_marker 218@ 
01C3: remove_references_to_car 206@ // Like turning a car into any random car 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 264@ = 2 // integer values 

:DRUGS1_40226
00D6: if 
0039:   268@ == 1 // integer values 
004D: jump_if_false @DRUGS1_40378 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_40378 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_40283 
0002: jump @DRUGS1_40378 

:DRUGS1_40283
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_40366 
00D6: if 
00DB:   actor 59@ in_car 168@ 
004D: jump_if_false @DRUGS1_40359 
046C: 205@ = car 168@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_40359 
0676: AS_actor 59@ in_car 168@ move_from_passengerseat_to_driverseat 
0006: 268@ = 2 // integer values 

:DRUGS1_40359
0002: jump @DRUGS1_40378 

:DRUGS1_40366
05EC: release_vehicle 168@ from_path 
0006: 268@ = 2 // integer values 

:DRUGS1_40378
00D6: if 
0039:   268@ == 2 // integer values 
004D: jump_if_false @DRUGS1_40445 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @DRUGS1_40445 
05EC: release_vehicle 168@ from_path 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_40438 
00A9: set_car 168@ to_normal_driver 

:DRUGS1_40438
0006: 268@ = 3 // integer values 

:DRUGS1_40445
00D6: if 
0039:   258@ == 1 // integer values 
004D: jump_if_false @DRUGS1_40553 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @DRUGS1_40553 
00D6: if or
0118:   actor 59@ dead 
0119:   car 168@ wrecked 
004D: jump_if_false @DRUGS1_40553 
05EC: release_vehicle 168@ from_path 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_40526 
00A9: set_car 168@ to_normal_driver 

:DRUGS1_40526
0164: disable_marker 213@ 
01C3: remove_references_to_car 168@ // Like turning a car into any random car 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0006: 258@ = 2 // integer values 

:DRUGS1_40553
00D6: if 
0019:   272@ > 0 // integer values 
004D: jump_if_false @DRUGS1_42323 
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @DRUGS1_40638 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_40638 
04AF: 239@ = unknown_wav_reference 35689 
05AA: 240@s = 'SMO4_HA' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_40638
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @DRUGS1_40705 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_40705 
04AF: 239@ = unknown_wav_reference 35690 
05AA: 240@s = 'SMO4_HB' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_40705
00D6: if 
0039:   282@ == 2 // integer values 
004D: jump_if_false @DRUGS1_40772 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_40772 
04AF: 239@ = unknown_wav_reference 35691 
05AA: 240@s = 'SMO4_HC' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_40772
00D6: if 
0039:   282@ == 3 // integer values 
004D: jump_if_false @DRUGS1_40839 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_40839 
04AF: 239@ = unknown_wav_reference 35692 
05AA: 240@s = 'SMO4_HD' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_40839
00D6: if 
0039:   282@ == 4 // integer values 
004D: jump_if_false @DRUGS1_40906 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_40906 
04AF: 239@ = unknown_wav_reference 35693 
05AA: 240@s = 'SMO4_HE' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_40906
00D6: if 
0039:   282@ == 5 // integer values 
004D: jump_if_false @DRUGS1_40973 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_40973 
04AF: 239@ = unknown_wav_reference 35694 
05AA: 240@s = 'SMO4_HF' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_40973
00D6: if 
0039:   282@ == 6 // integer values 
004D: jump_if_false @DRUGS1_41040 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41040 
04AF: 239@ = unknown_wav_reference 35695 
05AA: 240@s = 'SMO4_HH' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41040
00D6: if 
0039:   282@ == 7 // integer values 
004D: jump_if_false @DRUGS1_41107 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41107 
04AF: 239@ = unknown_wav_reference 35696 
05AA: 240@s = 'SMO4_HJ' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41107
00D6: if 
0039:   282@ == 8 // integer values 
004D: jump_if_false @DRUGS1_41174 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41174 
04AF: 239@ = unknown_wav_reference 35661 
05AA: 240@s = 'SMO4_ER' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41174
00D6: if 
0039:   285@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41237 
00D6: if 
01AD:   car 161@ 0 2047.59 -1850.32 12.0 12.0 
004D: jump_if_false @DRUGS1_41237 
0006: 285@ = 1 // integer values 

:DRUGS1_41237
00D6: if 
0039:   282@ == 9 // integer values 
004D: jump_if_false @DRUGS1_41322 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41322 
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @DRUGS1_41322 
04AF: 239@ = unknown_wav_reference 35700 
05AA: 240@s = 'SMO4_HN' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41322
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @DRUGS1_41385 
00D6: if 
01AD:   car 161@ 0 2121.17 -1853.67 12.0 12.0 
004D: jump_if_false @DRUGS1_41385 
0006: 285@ = 2 // integer values 

:DRUGS1_41385
00D6: if 
0039:   282@ == 10 // integer values 
004D: jump_if_false @DRUGS1_41470 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41470 
00D6: if 
0039:   285@ == 2 // integer values 
004D: jump_if_false @DRUGS1_41470 
04AF: 239@ = unknown_wav_reference 35685 
05AA: 240@s = 'SMO4_GM' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41470
00D6: if 
0039:   282@ == 11 // integer values 
004D: jump_if_false @DRUGS1_41537 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41537 
04AF: 239@ = unknown_wav_reference 35688 
05AA: 240@s = 'SMO4_GP' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41537
00D6: if 
0039:   285@ == 2 // integer values 
004D: jump_if_false @DRUGS1_41600 
00D6: if 
01AD:   car 161@ 0 2216.75 -1854.73 12.0 12.0 
004D: jump_if_false @DRUGS1_41600 
0006: 285@ = 3 // integer values 

:DRUGS1_41600
00D6: if 
0039:   282@ == 12 // integer values 
004D: jump_if_false @DRUGS1_41685 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41685 
00D6: if 
0039:   285@ == 3 // integer values 
004D: jump_if_false @DRUGS1_41685 
04AF: 239@ = unknown_wav_reference 35702 
05AA: 240@s = 'SMO4_HP' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41685
00D6: if 
0039:   282@ == 13 // integer values 
004D: jump_if_false @DRUGS1_41752 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41752 
04AF: 239@ = unknown_wav_reference 35705 
05AA: 240@s = 'SMO4_HS' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41752
00D6: if 
0039:   282@ == 14 // integer values 
004D: jump_if_false @DRUGS1_41819 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41819 
04AF: 239@ = unknown_wav_reference 35706 
05AA: 240@s = 'SMO4_HT' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41819
00D6: if 
0039:   285@ == 3 // integer values 
004D: jump_if_false @DRUGS1_41882 
00D6: if 
01AD:   car 161@ 0 2435.94 -1874.57 12.0 12.0 
004D: jump_if_false @DRUGS1_41882 
0006: 285@ = 4 // integer values 

:DRUGS1_41882
00D6: if 
0039:   282@ == 15 // integer values 
004D: jump_if_false @DRUGS1_41967 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_41967 
00D6: if 
0039:   285@ == 4 // integer values 
004D: jump_if_false @DRUGS1_41967 
04AF: 239@ = unknown_wav_reference 35684 
05AA: 240@s = 'SMO4_GL' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_41967
00D6: if 
0039:   282@ == 16 // integer values 
004D: jump_if_false @DRUGS1_42034 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_42034 
04AF: 239@ = unknown_wav_reference 35686 
05AA: 240@s = 'SMO4_GN' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_42034
00D6: if 
0039:   285@ == 4 // integer values 
004D: jump_if_false @DRUGS1_42097 
00D6: if 
01AD:   car 161@ 0 2539.11 -1865.31 12.0 12.0 
004D: jump_if_false @DRUGS1_42097 
0006: 285@ = 5 // integer values 

:DRUGS1_42097
00D6: if 
0039:   282@ == 17 // integer values 
004D: jump_if_false @DRUGS1_42182 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_42182 
00D6: if 
0039:   285@ == 4 // integer values 
004D: jump_if_false @DRUGS1_42182 
04AF: 239@ = unknown_wav_reference 35709 
05AA: 240@s = 'SMO4_JA' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_42182
00D6: if 
0039:   282@ == 18 // integer values 
004D: jump_if_false @DRUGS1_42249 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_42249 
04AF: 239@ = unknown_wav_reference 35710 
05AA: 240@s = 'SMO4_JB' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_42249
00D6: if 
0039:   282@ == 19 // integer values 
004D: jump_if_false @DRUGS1_42316 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_42316 
04AF: 239@ = unknown_wav_reference 35711 
05AA: 240@s = 'SMO4_JC' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_42316
0050: gosub @DRUGS1_51642 

:DRUGS1_42323
00D6: if 
0039:   279@ == 1 // integer values 
004D: jump_if_false @DRUGS1_44336 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_44336 
00D6: if 
0039:   277@ == 1 // integer values 
004D: jump_if_false @DRUGS1_43285 
00D6: if 
01AD:   car 161@ 0 2565.98 -1747.12 12.0 12.0 
004D: jump_if_false @DRUGS1_43285 
016A: fade 0 0 ms 
07C0: load_path 282 
07C0: load_path 283 
07C0: load_path 284 
07C0: load_path 285 
07C0: load_path 286 
0247: request_model #STORM_DRAIN_COVER 
0247: request_model #BARREL4 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AC: set_car 161@ immunities 1 1 1 1 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_42511 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 

:DRUGS1_42511
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_42549 
0657: open_car 188@ component 2 

:DRUGS1_42549
0007: 130@ = 2569.144 // floating-point values 
0007: 131@ = -1676.185 // floating-point values 
0007: 132@ = 2.915 // floating-point values 
0007: 133@ = 2569.512 // floating-point values 
0007: 134@ = -1677.112 // floating-point values 
0007: 135@ = 2.8487 // floating-point values 
015F: set_camera_position 2578.406 -1668.328 1.3204 0.0 0.0 0.0 
0160: point_camera 2577.852 -1669.157 1.4051 2 
05EC: release_vehicle 189@ from_path 
00A6: destroy_car 189@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
05EC: release_vehicle 194@ from_path 
00A6: destroy_car 194@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
05EC: release_vehicle 165@ from_path 
00A6: destroy_car 165@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
05EC: release_vehicle 166@ from_path 
00A6: destroy_car 166@ 
009B: destroy_actor_instantly 48@ 
009B: destroy_actor_instantly 49@ 
05EC: release_vehicle 167@ from_path 
00A6: destroy_car 167@ 
009B: destroy_actor_instantly 50@ 
009B: destroy_actor_instantly 51@ 
05EC: release_vehicle 196@ from_path 
00A6: destroy_car 196@ 
009B: destroy_actor_instantly 52@ 
009B: destroy_actor_instantly 53@ 
05EC: release_vehicle 195@ from_path 
00A6: destroy_car 195@ 
009B: destroy_actor_instantly 54@ 
009B: destroy_actor_instantly 55@ 
05EC: release_vehicle 206@ from_path 
00A6: destroy_car 206@ 
009B: destroy_actor_instantly 56@ 
009B: destroy_actor_instantly 57@ 
05EC: release_vehicle 168@ from_path 
00A6: destroy_car 168@ 
009B: destroy_actor_instantly 58@ 
009B: destroy_actor_instantly 59@ 
00A5: 165@ = create_car #SULTAN at 2575.871 -1676.557 0.7246 
0175: set_car 165@ z_angle_to 85.0235 
02AC: set_car 165@ immunities 1 0 0 0 0 
00A5: 166@ = create_car #SULTAN at 2567.348 -1675.912 0.7398 
0175: set_car 166@ z_angle_to 263.7667 
02AC: set_car 166@ immunities 1 0 0 0 0 
009A: 37@ = create_actor 24 #MAFFA at 2578.022 -1674.761 0.7667 
0173: set_actor 37@ z_angle_to 162.2371 
060B: unknown_actor_use_entity 37@ 35@ 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 37@ rotate_to_point 2574.87 -1686.48 2.02 3000 ms 
009A: 38@ = create_actor 24 #MAFFA at 2574.336 -1674.478 0.7734 
0173: set_actor 38@ z_angle_to 162.2371 
060B: unknown_actor_use_entity 38@ 35@ 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 38@ rotate_to_point 2572.21 -1686.56 3.13 3000 ms 
04EB: AS_actor 38@ crouch 1 
009A: 39@ = create_actor 24 #MAFFA at 2569.295 -1674.4 0.7752 
0173: set_actor 39@ z_angle_to 170.9985 
060B: unknown_actor_use_entity 39@ 35@ 
01B2: give_actor 39@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 39@ rotate_to_point 2566.95 -1686.14 2.5 3000 ms 
009A: 40@ = create_actor 24 #MAFFA at 2565.314 -1673.921 0.7864 
0173: set_actor 40@ z_angle_to 170.9985 
060B: unknown_actor_use_entity 40@ 35@ 
01B2: give_actor 40@ weapon 28 ammo 9999 // Load the weapon model before using this 
04EB: AS_actor 40@ crouch 1 
0668: AS_actor 40@ rotate_to_point 2564.35 -1786.51 2.18 3000 ms 
00D6: if 
060E:   car 161@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS1_43271 
05EC: release_vehicle 161@ from_path 

:DRUGS1_43271
0006: 243@ = 3 // integer values 
0006: 277@ = 2 // integer values 

:DRUGS1_43285
00D6: if 
0039:   277@ == 2 // integer values 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 282 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 283 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 284 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 285 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 286 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
0248:   model #STORM_DRAIN_COVER available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
0248:   model #BARREL4 available 
004D: jump_if_false @DRUGS1_43422 
0006: 277@ = 3 // integer values 

:DRUGS1_43422
0871: init_jump_table 277@ total_jumps 3 0 @DRUGS1_43747 jumps 3 @DRUGS1_43485 7 @DRUGS1_43580 8 @DRUGS1_43636 -1 @DRUGS1_43747 -1 @DRUGS1_43747 -1 @DRUGS1_43747 -1 @DRUGS1_43747 

:DRUGS1_43485
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_43573 
0006: 32@ = 0 // integer values 
05EB: assign_vehicle 161@ to_path 282 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_43540 
0224: set_car 188@ health_to 300 

:DRUGS1_43540
0005: $TEMPVAR_FLOAT_3 = 1.0 // floating-point values 
0006: 277@ = 7 // integer values 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_43573 

:DRUGS1_43573
0002: jump @DRUGS1_43747 

:DRUGS1_43580
0006: 277@ = 8 // integer values 
016A: fade 1 250 ms 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0002: jump @DRUGS1_43747 

:DRUGS1_43636
0050: gosub @DRUGS1_50496 
0050: gosub @DRUGS1_50750 
0050: gosub @DRUGS1_51225 
00D6: if 
0019:   32@ > 1800 // integer values 
004D: jump_if_false @DRUGS1_43740 
00D6: if 
0039:   278@ == 0 // integer values 
004D: jump_if_false @DRUGS1_43701 
0006: 278@ = 1 // integer values 

:DRUGS1_43701
015F: set_camera_position 130@ 131@ 132@ 0.0 0.0 0.0 
0160: point_camera 133@ 134@ 135@ 2 

:DRUGS1_43740
0002: jump @DRUGS1_43747 

:DRUGS1_43747
00D6: if 
0039:   278@ == 1 // integer values 
004D: jump_if_false @DRUGS1_43928 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS1_43804 
0085: 79@ = 37@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_43804
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS1_43843 
0085: 79@ = 38@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_43843
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @DRUGS1_43882 
0085: 79@ = 39@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_43882
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRUGS1_43921 
0085: 79@ = 40@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_43921
0006: 278@ = 2 // integer values 

:DRUGS1_43928
00D6: if 
0039:   278@ == 2 // integer values 
004D: jump_if_false @DRUGS1_43972 
00D6: if 
0019:   33@ > 3400 // integer values 
004D: jump_if_false @DRUGS1_43972 
0006: 278@ = 3 // integer values 

:DRUGS1_43972
00D6: if 
0039:   278@ == 3 // integer values 
004D: jump_if_false @DRUGS1_44082 
00D6: if 
0019:   33@ > 3480 // integer values 
004D: jump_if_false @DRUGS1_44082 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_44082 
0519: lock_vehicle 188@ in_current_position 0 
020B: explode_car 188@ 
020C: create_explosion_with_radius 0 at 2570.228 -1684.949 2.2595 
020C: create_explosion_with_radius 1 at 2570.228 -1684.949 2.2595 
0006: 278@ = 4 // integer values 

:DRUGS1_44082
00D6: if 
0039:   278@ == 4 // integer values 
004D: jump_if_false @DRUGS1_44166 
00D6: if 
0019:   33@ > 3550 // integer values 
004D: jump_if_false @DRUGS1_44166 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_44159 
020B: explode_car 165@ 
020C: create_explosion_with_radius 1 at 2575.269 -1677.076 1.0414 

:DRUGS1_44159
0006: 278@ = 5 // integer values 

:DRUGS1_44166
00D6: if 
0039:   278@ == 5 // integer values 
004D: jump_if_false @DRUGS1_44250 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_44250 
00D6: if 
0019:   33@ > 3625 // integer values 
004D: jump_if_false @DRUGS1_44250 
020B: explode_car 166@ 
020C: create_explosion_with_radius 2 at 2568.749 -1676.139 1.209 
0006: 278@ = 6 // integer values 

:DRUGS1_44250
00D6: if 
0019:   277@ > 7 // integer values 
004D: jump_if_false @DRUGS1_44336 
00D6: if 
0019:   33@ > 4599 // integer values 
004D: jump_if_false @DRUGS1_44336 
0713: actor $PLAYER_ACTOR drive_by actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0006: 279@ = 2 // integer values 
0006: 277@ = 10 // integer values 

:DRUGS1_44336
00D6: if 
0039:   279@ == 2 // integer values 
004D: jump_if_false @DRUGS1_50489 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_50489 
00D6: if 
0039:   280@ == 0 // integer values 
004D: jump_if_false @DRUGS1_45931 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0858: (unknown) $PLAYER_CHAR 263.0 350.0 
02EB: restore_camera_with_jumpcut 
02AC: set_car 161@ immunities 0 1 1 1 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_44462 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 

:DRUGS1_44462
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
029B: 152@ = init_object #STORM_DRAIN_COVER at 2631.852 -1482.75 18.109 
0006: 281@ = 1 // integer values 
0006: 282@ = 0 // integer values 
0006: 283@ = 0 // integer values 
0006: 285@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 35713 as 1 
071F: set_object 152@ mass 150 
0107: 153@ = create_object #BARREL4 at 2786.521 -1416.051 15.31 
0107: 154@ = create_object #BARREL4 at 2787.548 -1418.323 15.31 
0107: 155@ = create_object #BARREL4 at 2824.324 -1418.704 15.31 
0107: 156@ = create_object #BARREL4 at 2822.16 -1419.988 15.31 
0107: 157@ = create_object #BARREL4 at 2823.05 -1418.747 15.3 
0249: release_model #PACKER 
00A5: 168@ = create_car #SULTAN at 2601.689 -1600.107 3.1106 
0175: set_car 168@ z_angle_to 61.4469 
0006: 258@ = 1 // integer values 
00A5: 169@ = create_car #SULTAN at 2595.717 -1558.29 8.4514 
0175: set_car 169@ z_angle_to 287.8971 
0006: 259@ = 1 // integer values 
009A: 48@ = create_actor 24 #MAFFA at 2601.441 -1597.461 3.2207 
0173: set_actor 48@ z_angle_to 135.3988 
0223: set_actor 48@ health_to 20 
060B: unknown_actor_use_entity 48@ 35@ 
01B2: give_actor 48@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 231@ = create_marker_above_actor 48@ 
018B: show_on_radar 231@ 2 
0168: show_on_radar 231@ 2 
009A: 49@ = create_actor 24 #MAFFA at 2596.765 -1559.589 8.277 
0173: set_actor 49@ z_angle_to 201.1592 
0223: set_actor 49@ health_to 20 
060B: unknown_actor_use_entity 49@ 35@ 
01B2: give_actor 49@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 232@ = create_marker_above_actor 49@ 
018B: show_on_radar 232@ 2 
0168: show_on_radar 232@ 2 
009A: 50@ = create_actor 24 #MAFFA at 2596.941 -1555.855 8.9717 
0173: set_actor 50@ z_angle_to 201.1592 
0223: set_actor 50@ health_to 20 
060B: unknown_actor_use_entity 50@ 35@ 
01B2: give_actor 50@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 233@ = create_marker_above_actor 50@ 
018B: show_on_radar 233@ 2 
0168: show_on_radar 233@ 2 
009A: 51@ = create_actor 24 #MAFFA at 2624.819 -1494.002 15.4086 
0173: set_actor 51@ z_angle_to 145.1087 
0223: set_actor 51@ health_to 10 
060B: unknown_actor_use_entity 51@ 35@ 
01B2: give_actor 51@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 234@ = create_marker_above_actor 51@ 
018B: show_on_radar 234@ 2 
0168: show_on_radar 234@ 2 
009A: 53@ = create_actor 24 #MAFFA at 2625.413 -1496.587 15.3563 
0173: set_actor 53@ z_angle_to 153.8693 
0223: set_actor 53@ health_to 10 
060B: unknown_actor_use_entity 53@ 35@ 
01B2: give_actor 53@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 235@ = create_marker_above_actor 53@ 
018B: show_on_radar 235@ 2 
0168: show_on_radar 235@ 2 
00A5: 189@ = create_car #BF400 at 2539.344 -1712.77 12.4719 
0175: set_car 189@ z_angle_to 287.1995 
0129: 42@ = create_actor 24 #MAFFA in_car 189@ driverseat 
060B: unknown_actor_use_entity 42@ 35@ 
01C8: 43@ = create_actor 24 #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 43@ 35@ 
0186: 214@ = create_marker_above_car 189@ 
018B: show_on_radar 214@ 2 
0168: show_on_radar 214@ 2 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 10 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 10 
0006: 247@ = 1 // integer values 
0006: 260@ = 1 // integer values 
00A5: 194@ = create_car #BF400 at 2533.568 -1714.569 12.4874 
09C4: set_car 194@ gas_tank_explosion 0 
0175: set_car 194@ z_angle_to 287.5564 
0129: 44@ = create_actor 24 #MAFFA in_car 194@ driverseat 
060B: unknown_actor_use_entity 44@ 35@ 
01C8: 45@ = create_actor 24 #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 45@ 35@ 
0186: 215@ = create_marker_above_car 194@ 
018B: show_on_radar 215@ 2 
0168: show_on_radar 215@ 2 
0223: set_actor 44@ health_to 50 
0223: set_actor 45@ health_to 50 
0006: 248@ = 1 // integer values 
0006: 261@ = 1 // integer values 
00A5: 195@ = create_car #BF400 at 2529.683 -1715.803 12.4991 
09C4: set_car 195@ gas_tank_explosion 0 
0175: set_car 195@ z_angle_to 287.7722 
0129: 46@ = create_actor 24 #MAFFA in_car 195@ driverseat 
060B: unknown_actor_use_entity 46@ 35@ 
01C8: 47@ = create_actor 24 #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 47@ 35@ 
0186: 216@ = create_marker_above_car 195@ 
018B: show_on_radar 216@ 2 
0168: show_on_radar 216@ 2 
0223: set_actor 46@ health_to 30 
02A9: set_actor 46@ immune_to_nonplayer 10 
0223: set_actor 47@ health_to 30 
02A9: set_actor 47@ immune_to_nonplayer 10 
0006: 249@ = 1 // integer values 
0006: 262@ = 1 // integer values 
00A5: 196@ = create_car #BF400 at 2524.542 -1717.461 12.5175 
09C4: set_car 196@ gas_tank_explosion 0 
0175: set_car 196@ z_angle_to 287.8176 
0129: 56@ = create_actor 24 #MAFFA in_car 196@ driverseat 
060B: unknown_actor_use_entity 56@ 35@ 
01C8: 57@ = create_actor 24 #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 57@ 35@ 
0186: 217@ = create_marker_above_car 196@ 
018B: show_on_radar 217@ 2 
0168: show_on_radar 217@ 2 
0006: 250@ = 1 // integer values 
0006: 263@ = 1 // integer values 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_45768 
0085: 79@ = 48@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_45768
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_45807 
0085: 79@ = 49@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_45807
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_45846 
0085: 79@ = 50@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51943 

:DRUGS1_45846
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_45885 
0085: 79@ = 51@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_45885
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_45924 
0085: 79@ = 53@ // integer values and handles 
008B: 80@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS1_51987 

:DRUGS1_45924
0006: 280@ = 1 // integer values 

:DRUGS1_45931
00D6: if 
0039:   280@ == 1 // integer values 
004D: jump_if_false @DRUGS1_46339 
00D6: if 
01AD:   car 161@ 0 2580.74 -1621.47 15.0 15.0 
004D: jump_if_false @DRUGS1_46339 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_46011 
05EB: assign_vehicle 189@ to_path 283 

:DRUGS1_46011
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_46035 
05EB: assign_vehicle 194@ to_path 284 

:DRUGS1_46035
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_46059 
05EB: assign_vehicle 195@ to_path 285 

:DRUGS1_46059
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_46083 
05EB: assign_vehicle 196@ to_path 286 

:DRUGS1_46083
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_46135 
0713: actor 43@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46135
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_46188 
0713: actor 45@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 289@ 

:DRUGS1_46188
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_46240 
0713: actor 47@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46240
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_46292 
0713: actor 57@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46292
01C3: remove_references_to_car 165@ // Like turning a car into any random car 
01C3: remove_references_to_car 188@ // Like turning a car into any random car 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 166@ // Like turning a car into any random car 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 280@ = 2 // integer values 

:DRUGS1_46339
00D6: if 
0039:   280@ == 2 // integer values 
004D: jump_if_false @DRUGS1_46480 
00D6: if 
01AD:   car 161@ 0 2676.96 -1432.1 12.0 12.0 
004D: jump_if_false @DRUGS1_46480 
009B: destroy_actor_instantly 48@ 
009B: destroy_actor_instantly 49@ 
009B: destroy_actor_instantly 50@ 
00A6: destroy_car 168@ 
00A6: destroy_car 169@ 
00A6: destroy_car 188@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 231@ 
0164: disable_marker 232@ 
0164: disable_marker 233@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
040D: unload_wav 2 
03CF: load_wav 35726 as 2 
0006: 280@ = 3 // integer values 

:DRUGS1_46480
00D6: if 
0039:   280@ == 3 // integer values 
004D: jump_if_false @DRUGS1_46682 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_46682 
00D6: if 
01AD:   car 161@ 0 2825.37 -1538.43 7.0 7.0 
004D: jump_if_false @DRUGS1_46682 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 2823.755 -1537.138 10.0736 0.0 0.0 0.0 
0160: point_camera 2823.25 -1537.966 10.3176 2 
040D: unload_wav 1 
00BE: text_clear_all 
03CF: load_wav 35727 as 1 

:DRUGS1_46629
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_46655 
0001: wait 0 ms 
0002: jump @DRUGS1_46629 

:DRUGS1_46655
03D1: play_wav 2 
00BC: text_highpriority 'SMO4_JS' 5000 ms 1  // ~z~Lehagytuk ket, Smoke!
0006: 280@ = 4 // integer values 

:DRUGS1_46682
00D6: if 
0039:   280@ == 4 // integer values 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
01AE:   car 161@ stopped 0 2825.37 -1538.43 radius 5.0 5.0 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_46940 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: text_highpriority 'SMO4_KA' 5000 ms 1  // ~z~Ember, jobb, ha sztoszlunk.
040D: unload_wav 2 
03CF: load_wav 35729 as 2 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
00A6: destroy_car 189@ 
0164: disable_marker 214@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 46@ 
00A6: destroy_car 194@ 
0164: disable_marker 215@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 48@ 
00A6: destroy_car 195@ 
0164: disable_marker 216@ 
009B: destroy_actor_instantly 56@ 
009B: destroy_actor_instantly 57@ 
00A6: destroy_car 196@ 
0164: disable_marker 217@ 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 10000 ms 
0006: 32@ = 0 // integer values 
0006: 280@ = 5 // integer values 

:DRUGS1_46940
00D6: if 
0039:   280@ == 5 // integer values 
004D: jump_if_false @DRUGS1_47149 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_47149 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_47149 
015F: set_camera_position 2819.666 -1542.108 10.2063 0.0 0.0 0.0 
0160: point_camera 2820.401 -1541.444 10.3396 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47065 
0967: actor $ACTOR_SMOKE move_mouth 10000 

:DRUGS1_47065
03D1: play_wav 2 
00BC: text_highpriority 'SMO4_KC' 5000 ms 1  // ~z~thajtok egy jabb tlezrson.
040D: unload_wav 1 
03CF: load_wav 35730 as 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 80 // Load the weapon model before using this 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS1_47142 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 

:DRUGS1_47142
0006: 280@ = 6 // integer values 

:DRUGS1_47149
00D6: if 
0039:   280@ == 6 // integer values 
004D: jump_if_false @DRUGS1_47228 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS1_47228 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47228 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 15000 ms 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 15000 ms 
0006: 280@ = 7 // integer values 

:DRUGS1_47228
00D6: if 
0039:   280@ == 7 // integer values 
004D: jump_if_false @DRUGS1_47318 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_47318 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_47318 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: text_highpriority 'SMO4_KD' 5000 ms 1  // ~z~Ember, komoly szarsg volt ott!
040D: unload_wav 2 
03CF: load_wav 35731 as 2 
0006: 280@ = 8 // integer values 

:DRUGS1_47318
00D6: if 
0039:   280@ == 8 // integer values 
004D: jump_if_false @DRUGS1_47437 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_47437 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_47437 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47387 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_47387
00BE: text_clear_all 
03D1: play_wav 2 
00BC: text_highpriority 'SMO4_KE' 5000 ms 1  // ~z~Igen, persze.
0967: actor $PLAYER_ACTOR move_mouth 10000 
040D: unload_wav 1 
03CF: load_wav 35732 as 1 
0006: 280@ = 9 // integer values 

:DRUGS1_47437
00D6: if 
0039:   280@ == 9 // integer values 
004D: jump_if_false @DRUGS1_47534 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_47534 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_47534 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: text_highpriority 'SMO4_KF' 5000 ms 1  // ~z~Figyelj, mi itt nem lghatunk - majd ksb tallkozunk, pajts.
040D: unload_wav 2 
03CF: load_wav 35733 as 2 
0006: 32@ = 0 // integer values 
0006: 280@ = 10 // integer values 

:DRUGS1_47534
00D6: if 
0039:   280@ == 10 // integer values 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_47738 
0968: actor $PLAYER_ACTOR stop_mouth 
04E0: car 161@ abandon_path_radius 200 
05D1: AS_actor $ACTOR_SMOKE drive_car 161@ to 2804.5 -1538.95 10.38 speed 6.0 0 0 3 
03D1: play_wav 2 
00BC: text_highpriority 'SMO4_KG' 2500 ms 1  // ~z~Nagyon szeretlek, bbi!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47724 
0967: actor $ACTOR_SMOKE move_mouth 10000 

:DRUGS1_47724
0006: 32@ = 0 // integer values 
0006: 280@ = 11 // integer values 

:DRUGS1_47738
00D6: if 
0039:   280@ == 11 // integer values 
004D: jump_if_false @DRUGS1_47857 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DRUGS1_47857 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_47857 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47811 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_47811
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00A6: destroy_car 161@ 
009B: destroy_actor_instantly $ACTOR_SMOKE 
0151: remove_status_text $6899 
00BE: text_clear_all 
0002: jump @DRUGS1_52043 
0006: 280@ = 12 // integer values 

:DRUGS1_47857
00D6: if 
0039:   281@ == 1 // integer values 
004D: jump_if_false @DRUGS1_47984 
00D6: if 
07F0: (unknown) 2631.852 -1482.75 18.109 10.0 -168 
004D: jump_if_false @DRUGS1_47984 
00D6: if 
08FF: (unknown) 152@ 28 
004D: jump_if_false @DRUGS1_47945 
00BE: text_clear_all 
0006: 281@ = 2 // integer values 
0002: jump @DRUGS1_47984 

:DRUGS1_47945
0227: $6899 = car 161@ health 
000C: $6899 -= 100 // integer values 
0224: set_car 161@ health_to $6899 
0014: $6899 /= 10 // integer values 
00BE: text_clear_all 
0006: 281@ = 3 // integer values 

:DRUGS1_47984
00D6: if 
0019:   280@ > 0 // integer values 
004D: jump_if_false @DRUGS1_48651 
00D6: if 
001B:   4 > 280@ // integer values 
004D: jump_if_false @DRUGS1_48651 
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48087 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48087 
04AF: 239@ = unknown_wav_reference 35713 
05AA: 240@s = 'SMO4_JE' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_48087
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @DRUGS1_48154 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48154 
04AF: 239@ = unknown_wav_reference 35714 
05AA: 240@s = 'SMO4_JF' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_48154
00D6: if 
0039:   282@ == 2 // integer values 
004D: jump_if_false @DRUGS1_48221 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48221 
04AF: 239@ = unknown_wav_reference 35715 
05AA: 240@s = 'SMO4_JG' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_48221
00D6: if 
0039:   282@ == 3 // integer values 
004D: jump_if_false @DRUGS1_48362 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48362 
00D6: if 
0039:   281@ == 2 // integer values 
004D: jump_if_false @DRUGS1_48313 
04AF: 239@ = unknown_wav_reference 35716 
05AA: 240@s = 'SMO4_JH' // 8-byte strings 
0050: gosub @DRUGS1_51600 
0002: jump @DRUGS1_48362 

:DRUGS1_48313
00D6: if 
0039:   281@ == 3 // integer values 
004D: jump_if_false @DRUGS1_48362 
04AF: 239@ = unknown_wav_reference 35717 
05AA: 240@s = 'SMO4_JJ' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_48362
00D6: if 
0039:   285@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48425 
00D6: if 
01AD:   car 161@ 0 2647.31 -1457.67 10.0 10.0 
004D: jump_if_false @DRUGS1_48425 
0006: 285@ = 1 // integer values 

:DRUGS1_48425
00D6: if 
0039:   282@ == 4 // integer values 
004D: jump_if_false @DRUGS1_48510 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48510 
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @DRUGS1_48510 
04AF: 239@ = unknown_wav_reference 35718 
05AA: 240@s = 'SMO4_JK' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_48510
00D6: if 
0039:   282@ == 5 // integer values 
004D: jump_if_false @DRUGS1_48577 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48577 
04AF: 239@ = unknown_wav_reference 35719 
05AA: 240@s = 'SMO4_JL' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_48577
00D6: if 
0039:   282@ == 6 // integer values 
004D: jump_if_false @DRUGS1_48644 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_48644 
04AF: 239@ = unknown_wav_reference 35723 
05AA: 240@s = 'SMO4_JP' // 8-byte strings 
0050: gosub @DRUGS1_51600 

:DRUGS1_48644
0050: gosub @DRUGS1_51642 

:DRUGS1_48651
00D6: if 
0039:   258@ == 1 // integer values 
004D: jump_if_false @DRUGS1_48716 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_48716 
00D6: if 
051C:   car 168@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_48716 
020B: explode_car 168@ 
0006: 258@ = 2 // integer values 

:DRUGS1_48716
00D6: if 
0039:   259@ == 1 // integer values 
004D: jump_if_false @DRUGS1_48781 
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_48781 
00D6: if 
051C:   car 169@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_48781 
020B: explode_car 169@ 
0006: 259@ = 2 // integer values 

:DRUGS1_48781
00D6: if 
0039:   247@ == 1 // integer values 
004D: jump_if_false @DRUGS1_49029 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_49029 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_48838 
0002: jump @DRUGS1_49029 

:DRUGS1_48838
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_48987 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_48980 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_48980 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 // integer values 

:DRUGS1_48980
0002: jump @DRUGS1_49029 

:DRUGS1_48987
04BA: set_car 189@ speed_instantly 18.0 
05EC: release_vehicle 189@ from_path 
07DB: apply_rotary_impulse_to_vehicle 189@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 // integer values 

:DRUGS1_49029
00D6: if 
0039:   247@ == 2 // integer values 
004D: jump_if_false @DRUGS1_49121 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_49121 
05EC: release_vehicle 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_49114 
04BA: set_car 189@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 189@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49114
0006: 247@ = 3 // integer values 

:DRUGS1_49121
00D6: if 
0039:   260@ == 1 // integer values 
004D: jump_if_false @DRUGS1_49208 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_49208 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_49208 
05EC: release_vehicle 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ // Like turning a car into any random car 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 // integer values 

:DRUGS1_49208
00D6: if 
0039:   248@ == 1 // integer values 
004D: jump_if_false @DRUGS1_49456 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_49456 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_49265 
0002: jump @DRUGS1_49456 

:DRUGS1_49265
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_49414 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_49407 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_49407 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 // integer values 

:DRUGS1_49407
0002: jump @DRUGS1_49456 

:DRUGS1_49414
04BA: set_car 194@ speed_instantly 18.0 
05EC: release_vehicle 194@ from_path 
07DB: apply_rotary_impulse_to_vehicle 194@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 // integer values 

:DRUGS1_49456
00D6: if 
0039:   248@ == 2 // integer values 
004D: jump_if_false @DRUGS1_49548 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_49548 
05EC: release_vehicle 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_49541 
04BA: set_car 194@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 194@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49541
0006: 248@ = 3 // integer values 

:DRUGS1_49548
00D6: if 
0039:   261@ == 1 // integer values 
004D: jump_if_false @DRUGS1_49635 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_49635 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_49635 
05EC: release_vehicle 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ // Like turning a car into any random car 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 // integer values 

:DRUGS1_49635
00D6: if 
0039:   249@ == 1 // integer values 
004D: jump_if_false @DRUGS1_49883 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_49883 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_49692 
0002: jump @DRUGS1_49883 

:DRUGS1_49692
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_49841 
00D6: if 
00DB:   actor 47@ in_car 195@ 
004D: jump_if_false @DRUGS1_49834 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_49834 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 195@ 
0713: actor 47@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 249@ = 2 // integer values 

:DRUGS1_49834
0002: jump @DRUGS1_49883 

:DRUGS1_49841
04BA: set_car 195@ speed_instantly 18.0 
05EC: release_vehicle 195@ from_path 
07DB: apply_rotary_impulse_to_vehicle 195@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 249@ = 2 // integer values 

:DRUGS1_49883
00D6: if 
0039:   249@ == 2 // integer values 
004D: jump_if_false @DRUGS1_49975 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_49975 
05EC: release_vehicle 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_49968 
04BA: set_car 195@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 195@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49968
0006: 249@ = 3 // integer values 

:DRUGS1_49975
00D6: if 
0039:   262@ == 1 // integer values 
004D: jump_if_false @DRUGS1_50062 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_50062 
00D6: if or
0118:   actor 47@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_50062 
05EC: release_vehicle 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ // Like turning a car into any random car 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 // integer values 

:DRUGS1_50062
00D6: if 
0039:   250@ == 1 // integer values 
004D: jump_if_false @DRUGS1_50310 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_50310 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_50119 
0002: jump @DRUGS1_50310 

:DRUGS1_50119
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_50268 
00D6: if 
00DB:   actor 57@ in_car 196@ 
004D: jump_if_false @DRUGS1_50261 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 // integer values 
004D: jump_if_false @DRUGS1_50261 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 196@ 
0713: actor 57@ drive_by actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 250@ = 2 // integer values 

:DRUGS1_50261
0002: jump @DRUGS1_50310 

:DRUGS1_50268
04BA: set_car 196@ speed_instantly 18.0 
05EC: release_vehicle 196@ from_path 
07DB: apply_rotary_impulse_to_vehicle 196@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 250@ = 2 // integer values 

:DRUGS1_50310
00D6: if 
0039:   250@ == 2 // integer values 
004D: jump_if_false @DRUGS1_50402 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_50402 
05EC: release_vehicle 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_50395 
04BA: set_car 196@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 196@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_50395
0006: 250@ = 3 // integer values 

:DRUGS1_50402
00D6: if 
0039:   263@ == 1 // integer values 
004D: jump_if_false @DRUGS1_50489 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_50489 
00D6: if or
0118:   actor 57@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_50489 
05EC: release_vehicle 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ // Like turning a car into any random car 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 // integer values 

:DRUGS1_50489
0002: jump @DRUGS1_1348 

:DRUGS1_50496
0871: init_jump_table 151@ total_jumps 3 0 @DRUGS1_50748 jumps 0 @DRUGS1_50559 1 @DRUGS1_50590 2 @DRUGS1_50669 -1 @DRUGS1_50748 -1 @DRUGS1_50748 -1 @DRUGS1_50748 -1 @DRUGS1_50748 

:DRUGS1_50559
015D: set_gamespeed 0.8 
0007: 158@ = 0.8 // floating-point values 
000A: 151@ += 1 // integer values 
0002: jump @DRUGS1_50748 

:DRUGS1_50590
00D6: if 
0019:   33@ > 3200 // integer values 
004D: jump_if_false @DRUGS1_50662 
007F: 158@ -= unknown_inaccurate_float_timer 0.05 // floating-point 
00D6: if 
0023:   0.3 > 158@ // floating-point values 
004D: jump_if_false @DRUGS1_50657 
0007: 158@ = 0.3 // floating-point values 
000A: 151@ += 1 // integer values 

:DRUGS1_50657
015D: set_gamespeed 158@ 

:DRUGS1_50662
0002: jump @DRUGS1_50748 

:DRUGS1_50669
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @DRUGS1_50741 
0079: 158@ += unknown_inaccurate_float_timer 0.05 // floating-point 
00D6: if 
0021:   158@ > 1.0 // floating-point values 
004D: jump_if_false @DRUGS1_50736 
0007: 158@ = 1.0 // floating-point values 
000A: 151@ += 1 // integer values 

:DRUGS1_50736
015D: set_gamespeed 158@ 

:DRUGS1_50741
0002: jump @DRUGS1_50748 

:DRUGS1_50748
0051: return 

:DRUGS1_50750
0871: init_jump_table 159@ total_jumps 3 0 @DRUGS1_51223 jumps 0 @DRUGS1_50813 1 @DRUGS1_50983 2 @DRUGS1_51108 -1 @DRUGS1_51223 -1 @DRUGS1_51223 -1 @DRUGS1_51223 -1 @DRUGS1_51223 

:DRUGS1_50813
00AA: store_car 161@ position_to 133@ 134@ 135@ 
0407: create_coordinate 130@ 131@ 132@ from_car 161@ offset 1.0 -2.5 0.0 
0007: 130@ = 2563.28 // floating-point values 
0007: 131@ = -1737.328 // floating-point values 
0007: 132@ = 1.1412 // floating-point values 
0007: 133@ = 2562.65 // floating-point values 
0007: 134@ = -1734.725 // floating-point values 
0007: 135@ = 1.1991 // floating-point values 
0007: 136@ = 0.001 // floating-point values 
0007: 137@ = 0.0 // floating-point values 
0007: 139@ = 0.03 // floating-point values 
0007: 140@ = 0.1 // floating-point values 
0007: 148@ = 0.47 // floating-point values 
0007: 141@ = 0.003 // floating-point values 
000A: 159@ += 1 // integer values 

:DRUGS1_50983
00D6: if 
001B:   2900 > 33@ // integer values 
004D: jump_if_false @DRUGS1_51091 
007B: 139@ += unknown_inaccurate_float_timer 136@ // floating-point 
007B: 137@ += unknown_inaccurate_float_timer 137@ // floating-point 
007B: 140@ += unknown_inaccurate_float_timer 137@ // floating-point 
00D6: if 
0025:   140@ > 148@ // floating-point values 
004D: jump_if_false @DRUGS1_51053 
0087: 140@ = 148@ // floating-point values only 

:DRUGS1_51053
007B: 130@ += unknown_inaccurate_float_timer 139@ // floating-point 
007B: 131@ += unknown_inaccurate_float_timer 140@ // floating-point 
007B: 132@ += unknown_inaccurate_float_timer 141@ // floating-point 
0002: jump @DRUGS1_51223 
0002: jump @DRUGS1_51108 

:DRUGS1_51091
0007: 136@ = -0.01 // floating-point values 
000A: 159@ += 1 // integer values 

:DRUGS1_51108
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @DRUGS1_51216 
007B: 139@ += unknown_inaccurate_float_timer 136@ // floating-point 
007B: 137@ += unknown_inaccurate_float_timer 137@ // floating-point 
007B: 140@ += unknown_inaccurate_float_timer 137@ // floating-point 
00D6: if 
0025:   140@ > 148@ // floating-point values 
004D: jump_if_false @DRUGS1_51178 
0087: 140@ = 148@ // floating-point values only 

:DRUGS1_51178
007B: 130@ += unknown_inaccurate_float_timer 139@ // floating-point 
007B: 131@ += unknown_inaccurate_float_timer 140@ // floating-point 
007B: 132@ += unknown_inaccurate_float_timer 141@ // floating-point 
0002: jump @DRUGS1_51223 
0002: jump @DRUGS1_51223 

:DRUGS1_51216
000A: 159@ += 1 // integer values 

:DRUGS1_51223
0051: return 

:DRUGS1_51225
0871: init_jump_table 160@ total_jumps 3 0 @DRUGS1_51598 jumps 0 @DRUGS1_51288 1 @DRUGS1_51365 2 @DRUGS1_51464 -1 @DRUGS1_51598 -1 @DRUGS1_51598 -1 @DRUGS1_51598 -1 @DRUGS1_51598 

:DRUGS1_51288
0007: 143@ = 0.007 // floating-point values 
0007: 144@ = 0.012 // floating-point values 
0007: 145@ = 0.045 // floating-point values 
0007: 146@ = 0.06 // floating-point values 
0007: 149@ = 0.32 // floating-point values 
0007: 147@ = 0.005 // floating-point values 
0007: 150@ = 0.1 // floating-point values 
000A: 160@ += 1 // integer values 

:DRUGS1_51365
00D6: if 
001B:   2800 > 33@ // integer values 
004D: jump_if_false @DRUGS1_51457 
007B: 146@ += unknown_inaccurate_float_timer 143@ // floating-point 
00D6: if 
0025:   146@ > 149@ // floating-point values 
004D: jump_if_false @DRUGS1_51419 
0087: 146@ = 149@ // floating-point values only 

:DRUGS1_51419
007B: 133@ += unknown_inaccurate_float_timer 145@ // floating-point 
007B: 134@ += unknown_inaccurate_float_timer 146@ // floating-point 
007B: 135@ += unknown_inaccurate_float_timer 147@ // floating-point 
0002: jump @DRUGS1_51598 
0002: jump @DRUGS1_51464 

:DRUGS1_51457
000A: 160@ += 1 // integer values 

:DRUGS1_51464
00D6: if 
001B:   3600 > 33@ // integer values 
004D: jump_if_false @DRUGS1_51584 
007B: 146@ += unknown_inaccurate_float_timer 143@ // floating-point 
00D6: if 
0025:   146@ > 149@ // floating-point values 
004D: jump_if_false @DRUGS1_51518 
0087: 146@ = 149@ // floating-point values only 

:DRUGS1_51518
007B: 147@ += unknown_inaccurate_float_timer 144@ // floating-point 
00D6: if 
0025:   147@ > 150@ // floating-point values 
004D: jump_if_false @DRUGS1_51553 
0087: 147@ = 150@ // floating-point values only 

:DRUGS1_51553
007B: 133@ += unknown_inaccurate_float_timer 145@ // floating-point 
007B: 134@ += unknown_inaccurate_float_timer 146@ // floating-point 
007B: 135@ += unknown_inaccurate_float_timer 147@ // floating-point 
0002: jump @DRUGS1_51591 

:DRUGS1_51584
000A: 160@ += 1 // integer values 

:DRUGS1_51591
0002: jump @DRUGS1_51598 

:DRUGS1_51598
0051: return 

:DRUGS1_51600
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @DRUGS1_51640 
03CF: load_wav 239@ as 1 
05AA: 237@s = 240@s // 8-byte strings 
0006: 283@ = 1 // integer values 

:DRUGS1_51640
0051: return 

:DRUGS1_51642
00D6: if 
0039:   283@ == 1 // integer values 
004D: jump_if_false @DRUGS1_51696 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_51696 
00BC: text_highpriority 237@s 4000 ms 1 
03D1: play_wav 1 
0006: 283@ = 2 // integer values 

:DRUGS1_51696
00D6: if 
0039:   283@ == 2 // integer values 
004D: jump_if_false @DRUGS1_51749 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_51749 
000A: 282@ += 1 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 283@ = 0 // integer values 

:DRUGS1_51749
0051: return 

:DRUGS1_51751
0615: define_action_sequences 78@ 
05D3: AS_actor -1 go_to_point 81@ 82@ 83@ speed 6 -1 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_action_sequences_end 78@ 
0618: assign_actor 79@ to_action_sequences 78@ 
061B: remove_references_to_action_sequences 78@ 
0051: return 

:DRUGS1_51806
0615: define_action_sequences 65@ 
0637: unknown_action_sequence -1 81@ 82@ 83@ 6 0.5 1.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 84@ 85@ 86@ 6 0.5 1.0 $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_action_sequences_end 65@ 
0618: assign_actor 79@ to_action_sequences 65@ 
061B: remove_references_to_action_sequences 65@ 
0051: return 

:DRUGS1_51894
0615: define_action_sequences 66@ 
05D3: AS_actor -1 go_to_point 81@ 82@ 83@ speed 6 -1 ms 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_action_sequences_end 66@ 
0618: assign_actor 79@ to_action_sequences 66@ 
061B: remove_references_to_action_sequences 66@ 
0051: return 

:DRUGS1_51943
0615: define_action_sequences 67@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_action_sequences_end 67@ 
0618: assign_actor 79@ to_action_sequences 67@ 
061B: remove_references_to_action_sequences 67@ 
0051: return 

:DRUGS1_51987
0615: define_action_sequences 68@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_action_sequences_end 68@ 
0618: assign_actor 79@ to_action_sequences 68@ 
061B: remove_references_to_action_sequences 68@ 
0051: return 

:DRUGS1_52025
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DRUGS1_52043
0008: $11259 += 1 // integer values 
0318: set_latest_mission_passed 'SMOKE_4'  // Ez csak zlet
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 10 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0394: play_music 1 
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DRUGS1_52098
0004: $ONMISSION = 0 // integer values 
01E7: remove_forbidden_for_cars_cube 1694.12 -1604.33 5.0 1805.94 -1593.12 15.0 
034F: destroy_actor_with_fade $ACTOR_SMOKE // The actor fades away like a ghost 
0296: unload_special_actor 1 
08E7: set_entrance_markers 0 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 209@ 
0164: disable_marker 210@ 
0164: disable_marker 211@ 
0164: disable_marker 212@ 
0164: disable_marker 213@ 
0164: disable_marker 214@ 
0164: disable_marker 215@ 
0164: disable_marker 216@ 
0164: disable_marker 217@ 
0164: disable_marker 218@ 
0164: disable_marker 219@ 
0164: disable_marker 220@ 
0164: disable_marker 229@ 
0164: disable_marker 223@ 
0164: disable_marker 224@ 
0164: disable_marker 225@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0164: disable_marker 230@ 
0164: disable_marker 231@ 
0164: disable_marker 232@ 
0164: disable_marker 233@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 236@ 
07B4: (unknown) $PLAYER_CHAR 1 
08F4: (unknown) 99 
0249: release_model #GLENDALE 
0249: release_model #WFYRI 
0249: release_model #WFYST 
0249: release_model #MAFFA 
0249: release_model #MAFFB 
0249: release_model #BF400 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
04EF: release_animation "JST_BUISNESS" 
0249: release_model #SULTAN 
0249: release_model #KMB_SKIP 
0249: release_model #NEBULA 
0249: release_model #COACH 
0249: release_model #PACKER 
0249: release_model #STORM_DRAIN_COVER 
0249: release_model #BARREL4 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
01F0: set_max_wanted_level_to 4 
0151: remove_status_text $6897 
0151: remove_status_text $6899 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS1_52492 
0489: set_actor $PLAYER_ACTOR audible 0 
07CC: player $PLAYER_CHAR disable_key_15 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:DRUGS1_52492
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_52515 
08C6: set_actor $ACTOR_SMOKE stay_on_bike 0 

:DRUGS1_52515
01B7: release_weather 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
06D0: (unknown) 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS1_52900 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_52588 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52588
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_52612 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52612
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_52636 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52636
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_52660 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52660
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_52684 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52684
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_52708 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52708
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_52732 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52732
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_52756 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52756
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_52780 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52780
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_52804 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52804
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_52828 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52828
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_52852 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52852
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_52876 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52876
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_52900 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52900
0051: return 

//-------------Mission 31---------------
// Originally: Life's a Beach

:MUSIC1
03A4: name_thread 'MUSIC1' 
0050: gosub @MUSIC1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MUSIC1_38 
0050: gosub @MUSIC1_15556 

:MUSIC1_38
0050: gosub @MUSIC1_15629 
004E: end_thread 

:MUSIC1_47
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP1' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0007: 34@ = 526.84 // floating-point values 
0007: 35@ = -1885.19 // floating-point values 
0007: 36@ = 2.4 // floating-point values 
0087: 39@ = 34@ // floating-point values only 
000B: 39@ += 2.5 // floating-point values 
0087: 40@ = 35@ // floating-point values only 
000B: 40@ += 3.5 // floating-point values 
0007: 41@ = 2.79 // floating-point values 
0087: 42@ = 34@ // floating-point values only 
000F: 42@ -= 7.0 // floating-point values 
0087: 43@ = 35@ // floating-point values only 
000F: 43@ -= 9.8 // floating-point values 
0007: 44@ = 2.06 // floating-point values 
0087: 48@ = 39@ // floating-point values only 
000B: 48@ += 9.0 // floating-point values 
0087: 49@ = 40@ // floating-point values only 
000B: 49@ += 4.0 // floating-point values 
0087: 50@ = 41@ // floating-point values only 
0007: 51@ = 340.0 // floating-point values 
0007: 52@ = 1643.42 // floating-point values 
0007: 53@ = -1524.69 // floating-point values 
0007: 54@ = 12.61 // floating-point values 
0087: 56@ = 48@ // floating-point values only 
000F: 56@ -= 1.08 // floating-point values 
0087: 57@ = 49@ // floating-point values only 
000F: 57@ -= 3.05 // floating-point values 
0087: 58@ = 56@ // floating-point values only 
000F: 58@ -= 0.54 // floating-point values 
0087: 59@ = 57@ // floating-point values only 
000F: 59@ -= 1.53 // floating-point values 
0007: 60@ = 3.14 // floating-point values 
0006: 61@ = 21 // integer values 
0087: 83@ = 39@ // floating-point values only 
000B: 83@ += 10.0 // floating-point values 
0087: 104@ = 40@ // floating-point values only 
000F: 104@ -= 6.0 // floating-point values 
0007: 125@ = 300.0 // floating-point values 
0087: 84@ = 83@ // floating-point values only 
000B: 84@ += 3.0 // floating-point values 
0087: 105@ = 104@ // floating-point values only 
0087: 126@ = 125@ // floating-point values only 
000B: 126@ += 120.0 // floating-point values 
0087: 85@ = 83@ // floating-point values only 
000B: 85@ += 3.0 // floating-point values 
0087: 106@ = 104@ // floating-point values only 
000B: 106@ += 3.0 // floating-point values 
0087: 127@ = 125@ // floating-point values only 
000B: 127@ += 240.0 // floating-point values 
0087: 86@ = 34@ // floating-point values only 
000B: 86@ += 17.5 // floating-point values 
0087: 107@ = 35@ // floating-point values only 
000B: 107@ += 3.0 // floating-point values 
0007: 128@ = 270.0 // floating-point values 
0087: 87@ = 86@ // floating-point values only 
000B: 87@ += 1.0 // floating-point values 
0087: 108@ = 107@ // floating-point values only 
0087: 129@ = 128@ // floating-point values only 
000F: 129@ -= 180.0 // floating-point values 
0087: 88@ = 39@ // floating-point values only 
000F: 88@ -= 2.0 // floating-point values 
0087: 109@ = 40@ // floating-point values only 
000F: 109@ -= 8.0 // floating-point values 
0007: 130@ = 315.0 // floating-point values 
0087: 89@ = 88@ // floating-point values only 
000B: 89@ += 2.5 // floating-point values 
0087: 110@ = 109@ // floating-point values only 
0087: 131@ = 130@ // floating-point values only 
000B: 131@ += 90.0 // floating-point values 
0087: 90@ = 88@ // floating-point values only 
000B: 90@ += 2.5 // floating-point values 
0087: 111@ = 109@ // floating-point values only 
000B: 111@ += 2.5 // floating-point values 
0087: 132@ = 130@ // floating-point values only 
000B: 132@ += 180.0 // floating-point values 
0087: 91@ = 88@ // floating-point values only 
0087: 112@ = 109@ // floating-point values only 
000B: 112@ += 2.5 // floating-point values 
0087: 133@ = 130@ // floating-point values only 
000B: 133@ += 270.0 // floating-point values 
0087: 92@ = 34@ // floating-point values only 
000B: 92@ += 12.0 // floating-point values 
0087: 113@ = 35@ // floating-point values only 
000F: 113@ -= 9.5 // floating-point values 
0007: 134@ = 0.0 // floating-point values 
0087: 93@ = 92@ // floating-point values only 
000F: 93@ -= 0.5 // floating-point values 
0087: 114@ = 113@ // floating-point values only 
000B: 114@ += 1.5 // floating-point values 
0087: 135@ = 134@ // floating-point values only 
000B: 135@ += 180.0 // floating-point values 
0087: 94@ = 42@ // floating-point values only 
0087: 115@ = 43@ // floating-point values only 
000B: 115@ += 5.0 // floating-point values 
0007: 136@ = 200.0 // floating-point values 
0087: 95@ = 42@ // floating-point values only 
000B: 95@ += 3.0 // floating-point values 
0087: 116@ = 43@ // floating-point values only 
000B: 116@ += 3.5 // floating-point values 
0007: 137@ = 170.0 // floating-point values 
0087: 96@ = 42@ // floating-point values only 
000B: 96@ += 4.0 // floating-point values 
0087: 117@ = 43@ // floating-point values only 
0007: 138@ = 0.0 // floating-point values 
0087: 97@ = 42@ // floating-point values only 
000B: 97@ += 5.0 // floating-point values 
0087: 118@ = 43@ // floating-point values only 
000B: 118@ += 2.0 // floating-point values 
0007: 139@ = 270.0 // floating-point values 
0087: 98@ = 39@ // floating-point values only 
000B: 98@ += 1.0 // floating-point values 
0087: 119@ = 40@ // floating-point values only 
000B: 119@ += 6.0 // floating-point values 
0007: 140@ = 270.0 // floating-point values 
0087: 99@ = 98@ // floating-point values only 
000B: 99@ += 1.5 // floating-point values 
0087: 120@ = 119@ // floating-point values only 
000B: 120@ += 1.5 // floating-point values 
0087: 141@ = 140@ // floating-point values only 
000F: 141@ -= 90.0 // floating-point values 
0087: 100@ = 98@ // floating-point values only 
000B: 100@ += 3.0 // floating-point values 
0087: 121@ = 119@ // floating-point values only 
0087: 142@ = 140@ // floating-point values only 
000F: 142@ -= 180.0 // floating-point values 
0087: 101@ = 98@ // floating-point values only 
000B: 101@ += 1.5 // floating-point values 
0087: 122@ = 119@ // floating-point values only 
000F: 122@ -= 1.5 // floating-point values 
0087: 143@ = 140@ // floating-point values only 
000F: 143@ -= 270.0 // floating-point values 
0087: 102@ = 48@ // floating-point values only 
000F: 102@ -= 3.0 // floating-point values 
0087: 123@ = 49@ // floating-point values only 
000F: 123@ -= 1.0 // floating-point values 
0007: 144@ = 0.0 // floating-point values 
0087: 103@ = 102@ // floating-point values only 
0087: 124@ = 123@ // floating-point values only 
000B: 124@ += 1.0 // floating-point values 
0087: 145@ = 144@ // floating-point values only 
000B: 145@ += 180.0 // floating-point values 
0007: 162@ = 20.0 // floating-point values 
0087: 163@ = 162@ // floating-point values only 
0013: 163@ *= 4.0 // floating-point values 
0006: 146@ = 7 // integer values 
0050: gosub @MUSIC1_13984 
0006: 187@ = 0 // integer values 
0006: 188@ = 0 // integer values 
0006: 190@ = 0 // integer values 
0006: 192@ = 0 // integer values 
0006: 193@ = 0 // integer values 
0006: 194@ = 0 // integer values 
0006: 195@ = 0 // integer values 
0006: 197@ = 0 // integer values 
0006: 198@ = 0 // integer values 
0006: 199@ = 0 // integer values 
0006: 200@ = 0 // integer values 
0006: 201@ = 0 // integer values 
0006: 202@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 204@ = 0 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 205@ = 0 // integer values 
0006: 206@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 268@ = 0 // integer values 
0006: 269@ = 0 // integer values 
0006: 231@ = 0 // integer values 
0006: 170@ = 0 // integer values 

:MUSIC1_1557
00D6: if 
001D:   61@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_1653 
0006: 210@(170@,21i) = 0 // integer values 
0006: 232@(170@,21i) = 0 // integer values 
00D6: if 
001D:   146@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_1639 
0006: 253@(170@,7i) = 0 // integer values 
0006: 260@(170@,7i) = 0 // integer values 

:MUSIC1_1639
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_1557 

:MUSIC1_1653
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:MUSIC1_1668
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_1692 
0001: wait 0 ms 
0002: jump @MUSIC1_1668 

:MUSIC1_1692
0395: clear_area 0 at 809.5818 -1630.573 12.5469 range 100.0 
03CB: set_camera 809.5818 -1630.573 12.5469 
08F5: (unknown) 
02E4: load_cutscene_data 'STRAP1A' 

:MUSIC1_1746
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC1_1770 
0001: wait 0 ms 
0002: jump @MUSIC1_1746 

:MUSIC1_1770
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MUSIC1_1779
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC1_1803 
0001: wait 0 ms 
0002: jump @MUSIC1_1779 

:MUSIC1_1803
016A: fade 0 0 ms 

:MUSIC1_1809
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_1833 
0001: wait 0 ms 
0002: jump @MUSIC1_1809 

:MUSIC1_1833
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08F6: (unknown) 
0247: request_model #VOODOO 
0247: request_model #ESPERANT 
0247: request_model #OCEANIC 
0247: request_model #PONY 
0247: request_model #MP5LNG 
0247: request_model #BFYST 
0247: request_model #WFYST 
0247: request_model #BMYST 
0247: request_model #WMYRO 
0247: request_model #WFYCLOT 
0247: request_model #WMYST 
0247: request_model #WMYCLOT 
0247: request_model #BMYDJ 
0247: request_model #WFYRI 
0247: request_model #OFYRI 
06E9: request_car_component #WHEEL_OR1 
08A9: load_external_script 35 (DANCE) 
038B: load_requested_models 

:MUSIC1_1922
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #ESPERANT available 
8248:   not model #OCEANIC available 
8248:   not model #PONY available 
8248:   not model #MP5LNG available 
004D: jump_if_false @MUSIC1_1969 
0001: wait 0 ms 
0002: jump @MUSIC1_1922 

:MUSIC1_1969
00D6: if 
8248:   not model #BFYST available 
004D: jump_if_false @MUSIC1_1995 
0001: wait 0 ms 
0002: jump @MUSIC1_1969 

:MUSIC1_1995
00D6: if or
8248:   not model #WFYST available 
8248:   not model #BMYST available 
8248:   not model #WMYRO available 
8248:   not model #WFYCLOT available 
8248:   not model #WMYST available 
8248:   not model #WMYCLOT available 
004D: jump_if_false @MUSIC1_2043 
0001: wait 0 ms 
0002: jump @MUSIC1_1995 

:MUSIC1_2043
00D6: if or
8248:   not model #BMYDJ available 
8248:   not model #WFYRI available 
8248:   not model #OFYRI available 
004D: jump_if_false @MUSIC1_2077 
0001: wait 0 ms 
0002: jump @MUSIC1_2043 

:MUSIC1_2077
00D6: if or
86EA:   not car_component #WHEEL_OR1 available 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_2108 
0001: wait 0 ms 
0002: jump @MUSIC1_2077 

:MUSIC1_2108
02FA: garage 'MUL_LAN' change_to_type 19 
022B: create_forbidden_for_peds_cube 502.15 -1913.39 -5.0 558.86 -1838.87 10.0 
03CB: set_camera 809.5818 -1630.573 12.5469 
01B6: set_weather 1 
00A1: put_actor $PLAYER_ACTOR at 809.5818 -1630.573 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 176.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 
00BC: text_highpriority 'MUS1_5' 10000 ms 0  // ~s~Menj a ~y~strand buliba~s~.
00D6: if 
0039:   192@ == 1 // integer values 
004D: jump_if_false @MUSIC1_2489 
00A5: 47@ = create_car #PONY at 0.0 0.0 -100.0 
0186: 272@ = create_marker_above_car 47@ 
009A: 55@ = create_actor 24 #BFYST at 0.0 0.0 -100.0 
0615: define_action_sequences 181@ 
05BA: AS_actor -1 chew_gum -2 ms 
0616: define_action_sequences_end 181@ 
0006: 170@ = 0 // integer values 

:MUSIC1_2361
00D6: if 
001D:   61@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_2422 
009A: 62@(170@,21i) = create_actor 24 #BFYST at 0.0 0.0 -100.0 
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_2361 

:MUSIC1_2422
0006: 170@ = 0 // integer values 

:MUSIC1_2429
00D6: if 
001D:   146@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_2489 
00A5: 147@(170@,7i) = create_car #VOODOO at 0.0 0.0 -100.0 
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_2429 

:MUSIC1_2489
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @MUSIC1_2515 
0002: jump @MUSIC1_15574 

:MUSIC1_2515
01B6: set_weather 1 
00D6: if 
8039:   not  193@ == 1 // integer values 
004D: jump_if_false @MUSIC1_2925 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 34@ 35@ radius 200.0 200.0 
004D: jump_if_false @MUSIC1_2925 
0395: clear_area 0 at 34@ 35@ 36@ range 100.0 
0050: gosub @MUSIC1_6819 
0087: 274@ = 39@ // floating-point values only 
000B: 274@ += 0.15 // floating-point values 
0087: 275@ = 40@ // floating-point values only 
000B: 275@ += 0.15 // floating-point values 
029B: 45@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.6 
0087: 274@ = 42@ // floating-point values only 
000B: 274@ += 0.15 // floating-point values 
0087: 275@ = 43@ // floating-point values only 
000B: 275@ += 0.15 // floating-point values 
029B: 46@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.31 
08D2: object 45@ scale_model 0.5 
08D2: object 46@ scale_model 0.5 
07F7: set_object 45@ indestructible 0 
07F7: set_object 46@ indestructible 0 
0917: audio_zone 'BEACH' enable_sound 1 
0001: wait 1500 ms 
0050: gosub @MUSIC1_8085 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_2788 
04D7: lock_actor 55@ in_current_position 1 

:MUSIC1_2788
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_2811 
0519: lock_vehicle 47@ in_current_position 1 

:MUSIC1_2811
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @MUSIC1_2834 
0550: keep_object 45@ in_memory 1 

:MUSIC1_2834
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @MUSIC1_2857 
0550: keep_object 46@ in_memory 1 

:MUSIC1_2857
064B: 37@ = create_particle "FIRE" at 39@ 40@ 41@ 1 
064B: 38@ = create_particle "FIRE" at 42@ 43@ 44@ 1 
064C: make_particle 37@ visible 
064C: make_particle 38@ visible 
0006: 270@ = 1 // integer values 
0006: 193@ = 1 // integer values 

:MUSIC1_2925
00D6: if 
0039:   193@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6812 
00BF: 175@ = current_time_hours, 176@ = current_time_minutes 
00D6: if and
0029:   175@ >= 6 // integer values 
001B:   22 > 175@ // integer values 
004D: jump_if_false @MUSIC1_3018 
00D6: if 
0039:   270@ == 1 // integer values 
004D: jump_if_false @MUSIC1_3011 
064E: (unknown) 37@ 
064E: (unknown) 38@ 
0006: 270@ = 0 // integer values 

:MUSIC1_3011
0002: jump @MUSIC1_3053 

:MUSIC1_3018
00D6: if 
0039:   270@ == 0 // integer values 
004D: jump_if_false @MUSIC1_3053 
064C: make_particle 37@ visible 
064C: make_particle 38@ visible 
0006: 270@ = 1 // integer values 

:MUSIC1_3053
00D6: if and
8039:   not  194@ == 1 // integer values 
00EC:   actor $PLAYER_ACTOR 0 34@ 35@ radius 50.0 50.0 
004D: jump_if_false @MUSIC1_3108 
0050: gosub @MUSIC1_14856 
0006: 194@ = 1 // integer values 

:MUSIC1_3108
00D6: if 
0039:   203@ == 0 // integer values 
004D: jump_if_false @MUSIC1_6025 
00D6: if and
8039:   not  195@ == 1 // integer values 
8039:   not  197@ == 1 // integer values 
8039:   not  199@ == 1 // integer values 
004D: jump_if_false @MUSIC1_3314 
00D6: if and
8118:   not actor 55@ dead 
00FF:   actor $PLAYER_ACTOR 1 58@ 59@ 60@ radius 1.2 1.2 2.0 
004D: jump_if_false @MUSIC1_3314 
0164: disable_marker 271@ 
0687: clear_actor_task 55@ 
0173: set_actor 55@ z_angle_to 110.0 
0050: gosub @MUSIC1_12841 
03E5: text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t
0006: 195@ = 1 // integer values 
0006: 196@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A1: put_actor $PLAYER_ACTOR at 58@ 59@ 2.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 290.0 
0A25: (unknown) 0.031 -2.152 
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:MUSIC1_3314
00D6: if and
0039:   195@ == 1 // integer values 
8039:   not  197@ == 1 // integer values 
004D: jump_if_false @MUSIC1_4324 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_4324 
00D6: if 
071A:   55@ 287@s 
004D: jump_if_false @MUSIC1_4018 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_3400 
08A9: load_external_script 35 (DANCE) 

:MUSIC1_3400
016A: fade 0 1000 ms 

:MUSIC1_3407
00D6: if or
016B:   fading 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_3435 
0001: wait 0 ms 
0002: jump @MUSIC1_3407 

:MUSIC1_3435
03E6: remove_text_box 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_3480 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0 
0002: jump @MUSIC1_3500 

:MUSIC1_3480
00A1: put_actor $PLAYER_ACTOR at 533.81 -1891.64 -100.0 

:MUSIC1_3500
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0395: clear_area 0 at 533.81 -1891.64 2.27 range 10.0 
0006: 170@ = 0 // integer values 

:MUSIC1_3538
00D6: if 
001D:   146@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_3668 
00D6: if 
8119:   not car 147@(170@,7i) wrecked 
004D: jump_if_false @MUSIC1_3645 
00D6: if 
01AF:   car 147@(170@,7i) 0 533.81 -1891.64 2.27 radius 10.0 10.0 10.0 
004D: jump_if_false @MUSIC1_3638 
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_3638
0002: jump @MUSIC1_3654 

:MUSIC1_3645
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_3654
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_3538 

:MUSIC1_3668
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_3774 
08ED: (unknown) 55@ 
0792: (unknown) 55@ 
0173: set_actor 55@ z_angle_to 110.0 
0615: define_action_sequences 182@ 
0605: actor -1 perform_animation_sequence "DAN_LOOP_A" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 182@ 1 
0616: define_action_sequences_end 182@ 
0618: assign_actor 55@ to_action_sequences 182@ 
061B: remove_references_to_action_sequences 182@ 

:MUSIC1_3774
0917: audio_zone 'BEACH' enable_sound 0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @MUSIC1_3808 
0792: (unknown) 65@ 

:MUSIC1_3808
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_3829 
0792: (unknown) 66@ 

:MUSIC1_3829
00BE: text_clear_all 
00BC: text_highpriority 'MUS1_4' 10000 ms 0  // ~s~rj el 2500 vagy tbb pontot, hogy hozzfrhess a DJ furgonhoz.
0006: 170@ = 0 // integer values 

:MUSIC1_3854
00D6: if 
001B:   5 > 170@ // integer values 
004D: jump_if_false @MUSIC1_3970 
0005: $5315(170@,5f) = 531.18 // floating-point values 
0005: $5320(170@,5f) = -1893.8 // floating-point values 
0005: $5325(170@,5f) = 3.45 // floating-point values 
0005: $5330(170@,5f) = 533.94 // floating-point values 
0005: $5335(170@,5f) = -1891.82 // floating-point values 
0005: $5340(170@,5f) = 3.44 // floating-point values 
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_3854 

:MUSIC1_3970
08BA: set $5295 bit 31 
0913: run_external_script 35 533.81 -1891.64 -100.0 51@ 1 -1 
0006: 197@ = 1 // integer values 
0002: jump @MUSIC1_4324 

:MUSIC1_4018
00D6: if 
8039:   not  196@ == 1 // integer values 
004D: jump_if_false @MUSIC1_4215 
00D6: if or
071A:   55@ 285@s 
071A:   55@ 289@s 
004D: jump_if_false @MUSIC1_4077 
0006: 196@ = 1 // integer values 
0002: jump @MUSIC1_4208 

:MUSIC1_4077
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0 
004D: jump_if_false @MUSIC1_4122 
0006: 33@ = 0 // integer values 
0002: jump @MUSIC1_4208 

:MUSIC1_4122
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @MUSIC1_4208 
08ED: (unknown) 55@ 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ z_angle_to 51@ 
0618: assign_actor 55@ to_action_sequences 181@ 
0006: 195@ = 0 // integer values 
0006: 196@ = 0 // integer values 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_4208
0002: jump @MUSIC1_4324 

:MUSIC1_4215
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 58@ 59@ 60@ radius 1.2 1.2 2.0 
004D: jump_if_false @MUSIC1_4324 
0006: 196@ = 0 // integer values 
08ED: (unknown) 55@ 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ z_angle_to 51@ 
0618: assign_actor 55@ to_action_sequences 181@ 
0006: 195@ = 0 // integer values 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_4324
00D6: if and
0039:   197@ == 1 // integer values 
8039:   not  199@ == 1 // integer values 
004D: jump_if_false @MUSIC1_4626 
00D6: if and
88B4:   not test $5295 bit 31 
8039:   not  198@ == 1 // integer values 
004D: jump_if_false @MUSIC1_4510 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_4402 
0792: (unknown) 55@ 

:MUSIC1_4402
00BE: text_clear_all 
00D6: if 
0028:   $5296 >= 2500 // integer values 
004D: jump_if_false @MUSIC1_4482 
0917: audio_zone 'BEACH' enable_sound 1 
0050: gosub @MUSIC1_13655 
03E5: text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t
0006: 199@ = 1 // integer values 
0006: 200@ = 1 // integer values 
0006: 196@ = 0 // integer values 
0002: jump @MUSIC1_4510 

:MUSIC1_4482
0006: 191@ = 1 // integer values 
0050: gosub @MUSIC1_15131 
0006: 32@ = 0 // integer values 
0006: 198@ = 1 // integer values 

:MUSIC1_4510
00D6: if 
0039:   198@ == 1 // integer values 
004D: jump_if_false @MUSIC1_4626 
00D6: if and
001D:   189@ > 188@ // integer values 
0039:   191@ == 1 // integer values 
004D: jump_if_false @MUSIC1_4584 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_4577 
0050: gosub @MUSIC1_15302 

:MUSIC1_4577
0002: jump @MUSIC1_4626 

:MUSIC1_4584
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @MUSIC1_4626 
00BC: text_highpriority 'MUS1_8' 5000 ms 0  // ~r~Ezt mg gyakorolnod kell!
0002: jump @MUSIC1_15556 

:MUSIC1_4626
00D6: if and
0039:   199@ == 1 // integer values 
8039:   not  201@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5227 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_5227 
00D6: if 
8039:   not  200@ == 1 // integer values 
004D: jump_if_false @MUSIC1_4786 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 58@ 59@ 60@ radius 1.2 1.2 2.0 
004D: jump_if_false @MUSIC1_4779 
0164: disable_marker 271@ 
0687: clear_actor_task 55@ 
0173: set_actor 55@ z_angle_to 110.0 
0050: gosub @MUSIC1_13655 
03E5: text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t
0006: 200@ = 1 // integer values 
0006: 196@ = 0 // integer values 

:MUSIC1_4779
0002: jump @MUSIC1_5227 

:MUSIC1_4786
00D6: if or
071A:   55@ 'VYES1' 
071A:   55@ 'VYES2' 
004D: jump_if_false @MUSIC1_4923 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_4916 
08ED: (unknown) 55@ 
03E6: remove_text_box 
07A1: set_walk_speed 4 
04D7: lock_actor 55@ in_current_position 0 
05CA: AS_actor 55@ enter_car 47@ passenger_seat 0 -1 ms 
0186: 272@ = create_marker_above_car 47@ 
07E0: set_marker 272@ type_to 1 
0006: 200@ = 0 // integer values 
0006: 201@ = 1 // integer values 
00BB: text_lowpriority 'MUS1_7' 10000 ms 0  // ~s~Nyld le a ~b~DJ furgont.

:MUSIC1_4916
0002: jump @MUSIC1_5227 

:MUSIC1_4923
00D6: if 
8039:   not  196@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5118 
00D6: if 
071A:   55@ 'VLATE' 
004D: jump_if_false @MUSIC1_4980 
0006: 196@ = 1 // integer values 
0002: jump @MUSIC1_5111 

:MUSIC1_4980
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0 
004D: jump_if_false @MUSIC1_5025 
0006: 33@ = 0 // integer values 
0002: jump @MUSIC1_5111 

:MUSIC1_5025
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @MUSIC1_5111 
08ED: (unknown) 55@ 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ z_angle_to 51@ 
0618: assign_actor 55@ to_action_sequences 181@ 
0006: 200@ = 0 // integer values 
0006: 196@ = 0 // integer values 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_5111
0002: jump @MUSIC1_5227 

:MUSIC1_5118
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 58@ 59@ 60@ radius 1.2 1.2 2.0 
004D: jump_if_false @MUSIC1_5227 
0006: 196@ = 0 // integer values 
08ED: (unknown) 55@ 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ z_angle_to 51@ 
0618: assign_actor 55@ to_action_sequences 181@ 
0006: 200@ = 0 // integer values 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_5227
00D6: if and
0039:   201@ == 1 // integer values 
8039:   not  202@ == 1 // integer values 
8118:   not actor 55@ dead 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_5330 
00D6: if 
00DB:   actor 55@ in_car 47@ 
004D: jump_if_false @MUSIC1_5330 
020A: set_car 47@ door_status_to 1 
095E: vehicle 47@ component 4 manipulation 1 value -1.0 
095E: vehicle 47@ component 5 manipulation 1 value -1.0 
0852: set_car 47@ visible_damage 1 
0006: 202@ = 1 // integer values 

:MUSIC1_5330
00D6: if 
8039:   not  268@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5770 
00D6: if and
00EC:   actor $PLAYER_ACTOR 0 34@ 35@ radius 162@ 162@ 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @MUSIC1_5397 
0006: 268@ = 1 // integer values 
0002: jump @MUSIC1_5571 

:MUSIC1_5397
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC1_5427 
0006: 268@ = 1 // integer values 
0002: jump @MUSIC1_5460 

:MUSIC1_5427
00D6: if or
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
074F: (unknown) 55@ 31 
004D: jump_if_false @MUSIC1_5460 
0006: 268@ = 1 // integer values 

:MUSIC1_5460
0006: 170@ = 0 // integer values 

:MUSIC1_5467
00D6: if and
001D:   61@ > 170@ // integer values 
8039:   not  268@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5571 
00D6: if 
0118:   actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_5527 
0006: 268@ = 1 // integer values 
0002: jump @MUSIC1_5557 

:MUSIC1_5527
00D6: if 
051A:   actor 62@(170@,21i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC1_5557 
0006: 268@ = 1 // integer values 

:MUSIC1_5557
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_5467 

:MUSIC1_5571
00D6: if 
0039:   268@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5738 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8039:   not  202@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5634 
0050: gosub @MUSIC1_10052 
0050: gosub @MUSIC1_10452 
0002: jump @MUSIC1_5718 

:MUSIC1_5634
00D6: if 
8039:   not  209@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5666 
0050: gosub @MUSIC1_10726 
0006: 209@ = 1 // integer values 

:MUSIC1_5666
00D6: if and
8118:   not actor 55@ dead 
8039:   not  231@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5718 
01B9: set_actor 55@ armed_weapon_to 29 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
0006: 231@ = 1 // integer values 
0961: (unknown) 55@ 1 

:MUSIC1_5718
0917: audio_zone 'BEACH' enable_sound 0 
0002: jump @MUSIC1_5770 

:MUSIC1_5738
00D6: if or
8039:   not  197@ == 1 // integer values 
0039:   199@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5770 
0050: gosub @MUSIC1_9958 

:MUSIC1_5770
00D6: if and
0039:   202@ == 1 // integer values 
0039:   268@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5827 
00D6: if and
0039:   209@ == 1 // integer values 
8039:   not  269@ == 1 // integer values 
004D: jump_if_false @MUSIC1_5827 
0050: gosub @MUSIC1_11354 

:MUSIC1_5827
00D6: if and
8039:   not  207@ == 1 // integer values 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_5927 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_5927 
0164: disable_marker 272@ 
0006: 207@ = 1 // integer values 
0006: 208@ = 1 // integer values 
0519: lock_vehicle 47@ in_current_position 0 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'MUS1_19' 7000 ms 0  // ~s~Vidd vissza a furgont a ~y~garzsba.
018A: 273@ = create_checkpoint_at 52@ 53@ 54@ 

:MUSIC1_5927
00D6: if 
0039:   207@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6025 
0050: gosub @MUSIC1_14690 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_6025 
00D6: if 
81AD:   not car 47@ 0 34@ 35@ 162@ 162@ 
004D: jump_if_false @MUSIC1_6025 
02AA: set_car 47@ immune_to_nonplayer 0 
0006: 203@ = 1 // integer values 
0917: audio_zone 'BEACH' enable_sound 0 

:MUSIC1_6025
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6555 
00D6: if and
8039:   not  204@ == 1 // integer values 
8118:   not actor 55@ dead 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_6115 
0615: define_action_sequences 177@ 
0622: AS_actor -1 bail_car 47@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 177@ 
0618: assign_actor 55@ to_action_sequences 177@ 
061B: remove_references_to_action_sequences 177@ 
0006: 204@ = 1 // integer values 

:MUSIC1_6115
00D6: if and
0039:   204@ == 1 // integer values 
8118:   not actor 55@ dead 
8039:   not  205@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6228 
062E: (unknown) 55@ 1560 178@ 
00D6: if 
84A4:   not  178@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC1_6228 
0646: (unknown) 55@ 179@ 
00D6: if 
0029:   179@ >= 0 // integer values 
004D: jump_if_false @MUSIC1_6228 
0006: 191@ = 0 // integer values 
0050: gosub @MUSIC1_15131 
01B9: set_actor 55@ armed_weapon_to 29 
0006: 205@ = 1 // integer values 

:MUSIC1_6228
00D6: if and
0039:   205@ == 1 // integer values 
8039:   not  206@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6336 
00D6: if and
001D:   189@ > 188@ // integer values 
0039:   191@ == 0 // integer values 
004D: jump_if_false @MUSIC1_6329 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_6309 
0050: gosub @MUSIC1_15302 
0002: jump @MUSIC1_6322 

:MUSIC1_6309
040D: unload_wav 1 
00BE: text_clear_all 
0006: 206@ = 1 // integer values 

:MUSIC1_6322
0002: jump @MUSIC1_6336 

:MUSIC1_6329
0006: 206@ = 1 // integer values 

:MUSIC1_6336
00D6: if 
8039:   not  209@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6368 
0050: gosub @MUSIC1_10726 
0006: 209@ = 1 // integer values 

:MUSIC1_6368
00D6: if 
8039:   not  269@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6393 
0050: gosub @MUSIC1_11354 

:MUSIC1_6393
00D6: if and
0039:   209@ == 1 // integer values 
8039:   not  267@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6462 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 34@ 35@ radius 163@ 163@ 
004D: jump_if_false @MUSIC1_6462 
0050: gosub @MUSIC1_10228 
0006: 267@ = 1 // integer values 

:MUSIC1_6462
00D6: if and
0039:   209@ == 1 // integer values 
8119:   not car 47@ wrecked 
8039:   not  269@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6548 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 47@ 
00EE:   actor $PLAYER_ACTOR 0 52@ 53@ radius 50.0 50.0 
004D: jump_if_false @MUSIC1_6548 
0050: gosub @MUSIC1_11771 
0006: 269@ = 1 // integer values 

:MUSIC1_6548
0050: gosub @MUSIC1_14690 

:MUSIC1_6555
00D6: if 
8039:   not  202@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6664 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC1_6621 
00BE: text_clear_all 
00BC: text_highpriority 'MUS1_18' 5000 ms 0  // ~r~Meghalt a DJ!
0002: jump @MUSIC1_15556 
0002: jump @MUSIC1_6664 

:MUSIC1_6621
00D6: if 
0039:   268@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6664 
00BE: text_clear_all 
00BC: text_highpriority 'MUS1_21' 5000 ms 0  // ~r~Elcseszted a bulit!
0002: jump @MUSIC1_15556 

:MUSIC1_6664
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_6712 
00BE: text_clear_all 
00BC: text_highpriority 'MUS1_20' 5000 ms 0  // ~r~A furgon sszetrt!
0002: jump @MUSIC1_15556 
0002: jump @MUSIC1_6812 

:MUSIC1_6712
00D6: if 
0039:   207@ == 1 // integer values 
004D: jump_if_false @MUSIC1_6812 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_6812 
00D6: if 
01AF:   car 47@ 1 52@ 53@ 54@ radius 4.0 4.0 2.0 
004D: jump_if_false @MUSIC1_6812 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @MUSIC1_11889 
0002: jump @MUSIC1_15574 

:MUSIC1_6812
0002: jump @MUSIC1_2489 

:MUSIC1_6819
0006: 170@ = 0 // integer values 
0007: 164@ = -30.0 // floating-point values 

:MUSIC1_6836
00D6: if 
001D:   146@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_7108 
02F7: 165@ = sinus 164@ // cosine swapped with sinus 
02F6: 166@ = cosine 164@ // sinus swapped with cosine 
006B: 165@ *= 162@ // floating-point values 
006B: 166@ *= 162@ // floating-point values 
005B: 165@ += 34@ // floating-point values 
005B: 166@ += 35@ // floating-point values 
00D6: if or
0039:   170@ == 0 // integer values 
0039:   170@ == 3 // integer values 
0039:   170@ == 6 // integer values 
004D: jump_if_false @MUSIC1_6965 
00A5: 147@(170@,7i) = create_car #VOODOO at 165@ 166@ -100.0 
0002: jump @MUSIC1_7043 

:MUSIC1_6965
00D6: if or
0039:   170@ == 1 // integer values 
0039:   170@ == 7 // integer values 
004D: jump_if_false @MUSIC1_7020 
00A5: 147@(170@,7i) = create_car #OCEANIC at 165@ 166@ -100.0 
0002: jump @MUSIC1_7043 

:MUSIC1_7020
00A5: 147@(170@,7i) = create_car #ESPERANT at 165@ 166@ -100.0 

:MUSIC1_7043
0007: 168@ = 90.0 // floating-point values 
005B: 168@ += 164@ // floating-point values 
0175: set_car 147@(170@,7i) z_angle_to 168@ 
020A: set_car 147@(170@,7i) door_status_to 2 
000B: 164@ += 37.0 // floating-point values 
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_6836 

:MUSIC1_7108
0506: vehicle_model #PONY set_next_variation 0 0 
00A5: 47@ = create_car #PONY at 48@ 49@ 50@ 
06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@ 
0175: set_car 47@ z_angle_to 51@ 
00A9: set_car 47@ to_normal_driver 
02AA: set_car 47@ immune_to_nonplayer 1 
0224: set_car 47@ health_to 5000 
0229: set_car 47@ color_to 4 4 
053F: set_car 47@ tires_vulnerable 0 
0423: car 47@ improve_handling 2.0 
0657: open_car 47@ component 4 
0657: open_car 47@ component 5 
020A: set_car 47@ door_status_to 3 
0852: set_car 47@ visible_damage 0 
0001: wait 1000 ms 
009A: 55@ = create_actor 24 #BFYST at 56@ 57@ -100.0 
0173: set_actor 55@ z_angle_to 51@ 
02A9: set_actor 55@ immune_to_nonplayer 1 
01B2: give_actor 55@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 55@ armed_weapon_to 0 
0006: 231@ = 0 // integer values 
07E5: unknown_copy_entity 65542 180@ 
0709: unknown_set_entity_item 180@ 31 413 100.0 100.0 100.0 100.0 0 1 
060B: unknown_actor_use_entity 55@ 180@ 
0006: 170@ = 0 // integer values 

:MUSIC1_7352
00D6: if 
001D:   61@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_8025 
00D6: if or
0039:   170@ == 0 // integer values 
0039:   170@ == 4 // integer values 
0039:   170@ == 7 // integer values 
0039:   170@ == 11 // integer values 
004D: jump_if_false @MUSIC1_7449 
009A: 62@(170@,21i) = create_actor 24 #BMYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7449
00D6: if or
0039:   170@ == 6 // integer values 
0039:   170@ == 3 // integer values 
0039:   170@ == 2 // integer values 
004D: jump_if_false @MUSIC1_7520 
009A: 62@(170@,21i) = create_actor 24 #WMYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7520
00D6: if or
0039:   170@ == 9 // integer values 
0039:   170@ == 14 // integer values 
0039:   170@ == 17 // integer values 
0039:   170@ == 19 // integer values 
004D: jump_if_false @MUSIC1_7599 
009A: 62@(170@,21i) = create_actor 24 #WFYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7599
00D6: if 
0039:   170@ == 12 // integer values 
004D: jump_if_false @MUSIC1_7656 
009A: 62@(170@,21i) = create_actor 24 #WMYRO at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7656
00D6: if or
0039:   170@ == 16 // integer values 
0039:   170@ == 10 // integer values 
004D: jump_if_false @MUSIC1_7720 
009A: 62@(170@,21i) = create_actor 24 #WFYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7720
00D6: if or
0039:   170@ == 5 // integer values 
0039:   170@ == 15 // integer values 
004D: jump_if_false @MUSIC1_7785 
009A: 62@(170@,21i) = create_actor 24 #WMYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7785
00D6: if or
0039:   170@ == 8 // integer values 
0039:   170@ == 13 // integer values 
004D: jump_if_false @MUSIC1_7849 
009A: 62@(170@,21i) = create_actor 24 #BMYDJ at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7849
00D6: if or
0039:   170@ == 1 // integer values 
0039:   170@ == 20 // integer values 
004D: jump_if_false @MUSIC1_7913 
009A: 62@(170@,21i) = create_actor 24 #OFYRI at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7913
009A: 62@(170@,21i) = create_actor 24 #WFYRI at 83@(170@,21f) 104@(170@,21f) -100.0 

:MUSIC1_7945
0173: set_actor 62@(170@,21i) z_angle_to 125@(170@,21f) 
01B2: give_actor 62@(170@,21i) weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 62@(170@,21i) armed_weapon_to 0 
060B: unknown_actor_use_entity 62@(170@,21i) 180@ 
0006: 210@(170@,21i) = 0 // integer values 
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_7352 

:MUSIC1_8025
0249: release_model #VOODOO 
0249: release_model #ESPERANT 
0249: release_model #OCEANIC 
0249: release_model #WFYST 
0249: release_model #BMYST 
0249: release_model #WMYRO 
0249: release_model #WFYCLOT 
0249: release_model #WMYST 
0249: release_model #WMYCLOT 
0249: release_model #BMYDJ 
0249: release_model #WFYRI 
0249: release_model #OFYRI 
06EB: release_car_component #WHEEL_OR1 
0051: return 

:MUSIC1_8085
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
04ED: load_animation "BEACH" 
04ED: load_animation "SCRATCHING" 

:MUSIC1_8126
00D6: if or
84EE:   not animation "BAR" loaded 
84EE:   not animation "DANCING" loaded 
84EE:   not animation "BEACH" loaded 
84EE:   not animation "SCRATCHING" loaded 
004D: jump_if_false @MUSIC1_8189 
0001: wait 0 ms 
0002: jump @MUSIC1_8126 

:MUSIC1_8189
0615: define_action_sequences 181@ 
0605: actor -1 perform_animation_sequence "SCLNG_R" from_file "SCRATCHING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 181@ 1 
0616: define_action_sequences_end 181@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_8270 
0618: assign_actor 55@ to_action_sequences 181@ 

:MUSIC1_8270
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @MUSIC1_8354 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_A" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 62@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_8354
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC1_8438 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_B" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 63@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_8438
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @MUSIC1_8522 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_D" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 64@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_8522
00D6: if and
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_8567 
0677: AS_actor 65@ chat_with_actor 66@ 1 1 
0677: AS_actor 66@ chat_with_actor 65@ 0 1 

:MUSIC1_8567
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @MUSIC1_8653 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 67@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_8653
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @MUSIC1_8741 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 68@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_8741
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MUSIC1_8827 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 69@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_8827
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @MUSIC1_8915 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 70@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_8915
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @MUSIC1_9003 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_W_LOOP" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 71@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9003
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @MUSIC1_9091 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 72@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9091
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MUSIC1_9179 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 73@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9179
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @MUSIC1_9265 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 74@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9265
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC1_9345 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "BATHER" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 75@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9345
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC1_9434 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "SITNWAIT_LOOP_W" from_file "BEACH" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 76@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9434
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC1_9518 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_B" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 77@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9518
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @MUSIC1_9602 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_C" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 78@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9602
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @MUSIC1_9686 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_D" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 79@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9686
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @MUSIC1_9770 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_E" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 183@ 1 
0616: define_action_sequences_end 183@ 
0618: assign_actor 80@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:MUSIC1_9770
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @MUSIC1_9863 
0615: define_action_sequences 173@ 
0605: actor -1 perform_animation_sequence "DNK_STNDF_LOOP" from_file "BAR" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 4000 
0643: (unknown) 173@ 1 
0616: define_action_sequences_end 173@ 
0618: assign_actor 81@ to_action_sequences 173@ 
061B: remove_references_to_action_sequences 173@ 

:MUSIC1_9863
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @MUSIC1_9956 
0615: define_action_sequences 174@ 
0605: actor -1 perform_animation_sequence "DNK_STNDF_LOOP" from_file "BAR" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 2200 
0643: (unknown) 174@ 1 
0616: define_action_sequences_end 174@ 
0618: assign_actor 82@ to_action_sequences 174@ 
061B: remove_references_to_action_sequences 174@ 

:MUSIC1_9956
0051: return 

:MUSIC1_9958
00D6: if and
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_10050 
062E: (unknown) 65@ 1655 277@ 
062E: (unknown) 66@ 1655 278@ 
00D6: if and
04A4:   277@ == 7 // integer values OR floating-point values 
04A4:   278@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC1_10050 
0677: AS_actor 65@ chat_with_actor 66@ 1 1 
0677: AS_actor 66@ chat_with_actor 65@ 0 1 

:MUSIC1_10050
0051: return 

:MUSIC1_10052
0006: 170@ = 5 // integer values 

:MUSIC1_10059
00D6: if 
002B:   8 >= 170@ // integer values 
004D: jump_if_false @MUSIC1_10167 
00D6: if and
8118:   not actor 62@(170@,21i) dead 
0039:   210@(170@,21i) == 0 // integer values 
004D: jump_if_false @MUSIC1_10153 
01B9: set_actor 62@(170@,21i) armed_weapon_to 29 
05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR 
0006: 210@(170@,21i) = 1 // integer values 
0961: (unknown) 62@(170@,21i) 1 

:MUSIC1_10153
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_10059 

:MUSIC1_10167
00D6: if and
8118:   not actor 55@ dead 
0039:   231@ == 0 // integer values 
004D: jump_if_false @MUSIC1_10226 
01B9: set_actor 55@ armed_weapon_to 29 
04D7: lock_actor 55@ in_current_position 0 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
0006: 231@ = 1 // integer values 
0961: (unknown) 55@ 1 

:MUSIC1_10226
0051: return 

:MUSIC1_10228
0006: 170@ = 0 // integer values 

:MUSIC1_10235
00D6: if 
001D:   61@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_10339 
00D6: if 
8039:   not  232@(170@,21i) == 1 // integer values 
004D: jump_if_false @MUSIC1_10325 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_10325 
00D6: if 
82CB:   not actor 62@(170@,21i) bounding_sphere_visible 
004D: jump_if_false @MUSIC1_10325 
009B: destroy_actor_instantly 62@(170@,21i) 

:MUSIC1_10325
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_10235 

:MUSIC1_10339
0006: 170@ = 0 // integer values 

:MUSIC1_10346
00D6: if 
001D:   146@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_10450 
00D6: if 
8039:   not  253@(170@,7i) == 1 // integer values 
004D: jump_if_false @MUSIC1_10436 
00D6: if 
8119:   not car 147@(170@,7i) wrecked 
004D: jump_if_false @MUSIC1_10436 
00D6: if 
82CA:   not car 147@(170@,7i) bounding_sphere_visible 
004D: jump_if_false @MUSIC1_10436 
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_10436
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_10346 

:MUSIC1_10450
0051: return 

:MUSIC1_10452
0006: 170@ = 0 // integer values 

:MUSIC1_10459
00D6: if 
001D:   61@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_10570 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_10556 
00D6: if or
001B:   5 > 170@ // integer values 
0019:   170@ > 8 // integer values 
004D: jump_if_false @MUSIC1_10556 
05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 9999999 ms 
0961: (unknown) 62@(170@,21i) 1 

:MUSIC1_10556
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_10459 

:MUSIC1_10570
00D6: if 
8119:   not car 148@ wrecked 
004D: jump_if_false @MUSIC1_10647 
020A: set_car 148@ door_status_to 3 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC1_10619 
05CB: AS_actor 77@ enter_car_as_driver 148@ -1 ms 

:MUSIC1_10619
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @MUSIC1_10647 
05CA: AS_actor 78@ enter_car 148@ passenger_seat 0 -1 ms 

:MUSIC1_10647
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @MUSIC1_10724 
020A: set_car 149@ door_status_to 3 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @MUSIC1_10696 
05CB: AS_actor 79@ enter_car_as_driver 149@ -1 ms 

:MUSIC1_10696
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @MUSIC1_10724 
05CA: AS_actor 80@ enter_car 149@ passenger_seat 0 -1 ms 

:MUSIC1_10724
0051: return 

:MUSIC1_10726
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_11352 
0006: 169@ = 0 // integer values 
0006: 172@ = 0 // integer values 

:MUSIC1_10756
00D6: if 
001D:   146@ > 172@ // integer values 
004D: jump_if_false @MUSIC1_11063 
00D6: if 
8119:   not car 147@(172@,7i) wrecked 
004D: jump_if_false @MUSIC1_11049 
046C: 161@ = car 147@(172@,7i) driver 
00D6: if and
0039:   161@ == -1 // integer values 
8039:   not  253@(172@,7i) == 1 // integer values 
001B:   2 > 169@ // integer values 
004D: jump_if_false @MUSIC1_11049 
0006: 171@ = 0 // integer values 

:MUSIC1_10850
00D6: if 
001D:   61@ > 171@ // integer values 
004D: jump_if_false @MUSIC1_11049 
00D6: if and
8118:   not actor 62@(171@,21i) dead 
8039:   not  232@(171@,21i) == 1 // integer values 
004D: jump_if_false @MUSIC1_11035 
020A: set_car 147@(172@,7i) door_status_to 3 
06E1: unknown_action_sequence 62@(171@,21i) 147@(172@,7i) -1 2 30.0 2 
0085: 154@(172@,7i) = 62@(171@,21i) // integer values and handles 
0006: 260@(172@,7i) = 1 // integer values 
01EC: make_car 147@(172@,7i) very_heavy 1 
03AB: set_car 147@(172@,7i) do_nothing 1 
02AA: set_car 147@(172@,7i) immune_to_nonplayer 1 
0006: 232@(171@,21i) = 1 // integer values 
0006: 253@(172@,7i) = 1 // integer values 
000A: 169@ += 1 // integer values 
0085: 171@ = 61@ // integer values and handles 

:MUSIC1_11035
000A: 171@ += 1 // integer values 
0002: jump @MUSIC1_10850 

:MUSIC1_11049
000A: 172@ += 1 // integer values 
0002: jump @MUSIC1_10756 

:MUSIC1_11063
065C: unknown_create_def_entity 180@ // unknown_destroy 
07E5: unknown_copy_entity -1 180@ 
0708: unknown_add_entity_item 180@ 7 
0006: 170@ = 0 // integer values 

:MUSIC1_11089
00D6: if 
001D:   61@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_11328 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_11314 
00D6: if 
8039:   not  232@(170@,21i) == 1 // integer values 
004D: jump_if_false @MUSIC1_11291 
00D6: if and
0029:   170@ >= 5 // integer values 
002B:   8 >= 170@ // integer values 
004D: jump_if_false @MUSIC1_11251 
0350: unknown_actor 62@(170@,21i) not_scared_flag 1 
01B9: set_actor 62@(170@,21i) armed_weapon_to 29 
05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR 
0006: 210@(170@,21i) = 1 // integer values 
0961: (unknown) 62@(170@,21i) 1 
077A: set_actor 62@(170@,21i) aggressive_to_pedgroup 4 type 0 
0002: jump @MUSIC1_11284 

:MUSIC1_11251
05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 9999999 ms 
0961: (unknown) 62@(170@,21i) 1 

:MUSIC1_11284
0002: jump @MUSIC1_11302 

:MUSIC1_11291
0961: (unknown) 62@(170@,21i) 0 

:MUSIC1_11302
060B: unknown_actor_use_entity 62@(170@,21i) 180@ 

:MUSIC1_11314
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_11089 

:MUSIC1_11328
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_11352 
060B: unknown_actor_use_entity 55@ 180@ 

:MUSIC1_11352
0051: return 

:MUSIC1_11354
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_11586 
0006: 172@ = 0 // integer values 

:MUSIC1_11377
00D6: if 
001D:   146@ > 172@ // integer values 
004D: jump_if_false @MUSIC1_11586 
00D6: if and
8119:   not car 147@(172@,7i) wrecked 
0039:   253@(172@,7i) == 1 // integer values 
004D: jump_if_false @MUSIC1_11572 
00D6: if 
8118:   not actor 154@(172@,7i) dead 
004D: jump_if_false @MUSIC1_11572 
00D6: if and
80DB:   not actor 154@(172@,7i) in_car 147@(172@,7i) 
0039:   260@(172@,7i) == 0 // integer values 
004D: jump_if_false @MUSIC1_11523 
06E1: unknown_action_sequence 154@(172@,7i) 147@(172@,7i) -1 2 30.0 2 
0006: 260@(172@,7i) = 1 // integer values 

:MUSIC1_11523
00D6: if and
00DB:   actor 154@(172@,7i) in_car 147@(172@,7i) 
0039:   260@(172@,7i) == 1 // integer values 
004D: jump_if_false @MUSIC1_11572 
0006: 260@(172@,7i) = 0 // integer values 

:MUSIC1_11572
000A: 172@ += 1 // integer values 
0002: jump @MUSIC1_11377 

:MUSIC1_11586
0051: return 
0006: 170@ = 0 // integer values 

:MUSIC1_11595
00D6: if 
001D:   146@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_11769 
00D6: if and
8119:   not car 147@(170@,7i) wrecked 
0039:   253@(170@,7i) == 1 // integer values 
004D: jump_if_false @MUSIC1_11755 
046C: 161@ = car 147@(170@,7i) driver 
00D6: if and
82CA:   not car 147@(170@,7i) bounding_sphere_visible 
8039:   not  161@ == -1 // integer values 
8202:   not actor $PLAYER_ACTOR near_car 147@(170@,7i) radius 100.0 100.0 unknown 0 
004D: jump_if_false @MUSIC1_11755 
04C4: create_coordinate 165@ 166@ 167@ from_actor $PLAYER_ACTOR offset 0.0 -10.0 -1.0 
00AB: put_car 147@(170@,7i) at 165@ 166@ 167@ 

:MUSIC1_11755
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_11595 

:MUSIC1_11769
0051: return 

:MUSIC1_11771
0006: 172@ = 0 // integer values 

:MUSIC1_11778
00D6: if 
001D:   146@ > 172@ // integer values 
004D: jump_if_false @MUSIC1_11887 
00D6: if and
8119:   not car 147@(172@,7i) wrecked 
8118:   not actor 154@(172@,7i) dead 
0039:   253@(172@,7i) == 1 // integer values 
004D: jump_if_false @MUSIC1_11873 
05D1: AS_actor 154@(172@,7i) drive_car 147@(172@,7i) to 34@ 35@ 36@ speed 30.0 0 0 2 

:MUSIC1_11873
000A: 172@ += 1 // integer values 
0002: jump @MUSIC1_11778 

:MUSIC1_11887
0051: return 

:MUSIC1_11889
016A: fade 0 1000 ms 

:MUSIC1_11896
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_11920 
0001: wait 0 ms 
0002: jump @MUSIC1_11896 

:MUSIC1_11920
0360: open_garage 'MUL_LAN' 

:MUSIC1_11931
00D6: if 
83B0:   not garage 'MUL_LAN' door_open 
004D: jump_if_false @MUSIC1_11964 
0001: wait 0 ms 
0002: jump @MUSIC1_11931 

:MUSIC1_11964
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_12005 
00BE: text_clear_all 
00BC: text_highpriority 'MUS1_20' 5000 ms 0  // ~r~A furgon sszetrt!
0002: jump @MUSIC1_15556 

:MUSIC1_12005
0395: clear_area 0 at 52@ 53@ 54@ range 50.0 
0006: 172@ = 0 // integer values 

:MUSIC1_12030
00D6: if 
001D:   146@ > 172@ // integer values 
004D: jump_if_false @MUSIC1_12103 
00D6: if 
0039:   253@(172@,7i) == 1 // integer values 
004D: jump_if_false @MUSIC1_12089 
009B: destroy_actor_instantly 154@(172@,7i) 
00A6: destroy_car 147@(172@,7i) 

:MUSIC1_12089
000A: 172@ += 1 // integer values 
0002: jump @MUSIC1_12030 

:MUSIC1_12103
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_12185 
00AB: put_car 47@ at 52@ 53@ 54@ 
0175: set_car 47@ z_angle_to 0.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_12185 
036A: put_actor $PLAYER_ACTOR in_car 47@ 

:MUSIC1_12185
0001: wait 500 ms 
015F: set_camera_position 1640.75 -1528.1 14.25 0.0 0.0 0.0 
0160: point_camera 1642.49 -1522.89 14.11 2 
016A: fade 1 500 ms 

:MUSIC1_12248
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_12272 
0001: wait 0 ms 
0002: jump @MUSIC1_12248 

:MUSIC1_12272
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_12313 
00BE: text_clear_all 
00BC: text_highpriority 'MUS1_20' 5000 ms 0  // ~r~A furgon sszetrt!
0002: jump @MUSIC1_15556 

:MUSIC1_12313
0006: 279@ = 1 // integer values 
0707: start_scene_skip_to @MUSIC1_12579 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_12452 
0615: define_action_sequences 280@ 
05D1: AS_actor -1 drive_car 47@ to 1643.48 -1515.73 13.82 speed 5.0 1 0 2 
05CD: AS_actor -1 exit_car 47@ 
05D3: AS_actor -1 go_to_point 1641.91 -1517.64 12.62 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 1641.91 -1522.36 12.61 speed 4 -1 ms 
0616: define_action_sequences_end 280@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 280@ 
061B: remove_references_to_action_sequences 280@ 

:MUSIC1_12452
0001: wait 1000 ms 
062E: (unknown) $PLAYER_ACTOR 1560 178@ 
00D6: if 
84A4:   not  178@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC1_12567 
0646: (unknown) $PLAYER_ACTOR 179@ 

:MUSIC1_12494
00D6: if and
002B:   1 >= 179@ // integer values 
84A4:   not  178@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC1_12567 
0001: wait 0 ms 
062E: (unknown) $PLAYER_ACTOR 1560 178@ 
00D6: if 
84A4:   not  178@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC1_12560 
0646: (unknown) $PLAYER_ACTOR 179@ 

:MUSIC1_12560
0002: jump @MUSIC1_12494 

:MUSIC1_12567
0001: wait 2000 ms 
0006: 279@ = 0 // integer values 

:MUSIC1_12579
0701: end_scene_skip 
00D6: if 
0039:   279@ == 1 // integer values 
004D: jump_if_false @MUSIC1_12599 

:MUSIC1_12599
016A: fade 0 500 ms 

:MUSIC1_12606
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_12630 
0001: wait 0 ms 
0002: jump @MUSIC1_12606 

:MUSIC1_12630
0361: close_garage 'MUL_LAN' 

:MUSIC1_12641
00D6: if 
83B1:   not garage 'MUL_LAN' door_closed 
004D: jump_if_false @MUSIC1_12674 
0001: wait 0 ms 
0002: jump @MUSIC1_12641 

:MUSIC1_12674
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_12715 
00BE: text_clear_all 
00BC: text_highpriority 'MUS1_20' 5000 ms 0  // ~r~A furgon sszetrt!
0002: jump @MUSIC1_15556 

:MUSIC1_12715
06AB: (unknown) $PLAYER_ACTOR 0 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_12764 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 52@ 53@ 54@ 
0002: jump @MUSIC1_12778 

:MUSIC1_12764
00A1: put_actor $PLAYER_ACTOR at 52@ 53@ 54@ 

:MUSIC1_12778
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
00A6: destroy_car 47@ 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 

:MUSIC1_12815
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_12839 
0001: wait 0 ms 
0002: jump @MUSIC1_12815 

:MUSIC1_12839
0051: return 

:MUSIC1_12841
0717: (unknown) 55@ 
0209: $6900 = random_int 0 2 
0209: $6901 = random_int 0 3 
00D6: if 
0038:   $6900 == 0 // integer values 
004D: jump_if_false @MUSIC1_13094 
0871: init_jump_table $6901 total_jumps 3 1 @MUSIC1_13080 jumps 0 @MUSIC1_12945 1 @MUSIC1_12990 2 @MUSIC1_13035 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087 

:MUSIC1_12945
05AA: 281@s = 'HI1' // 8-byte strings 
04AF: 291@ = unknown_wav_reference 21420 
04AF: 292@ = unknown_wav_reference 21422 
04AF: 293@ = unknown_wav_reference 21421 
0002: jump @MUSIC1_13087 

:MUSIC1_12990
05AA: 281@s = 'HI3' // 8-byte strings 
04AF: 291@ = unknown_wav_reference 21426 
04AF: 292@ = unknown_wav_reference 21428 
04AF: 293@ = unknown_wav_reference 21427 
0002: jump @MUSIC1_13087 

:MUSIC1_13035
05AA: 281@s = 'HI5' // 8-byte strings 
04AF: 291@ = unknown_wav_reference 21432 
04AF: 292@ = unknown_wav_reference 21434 
04AF: 293@ = unknown_wav_reference 21433 
0002: jump @MUSIC1_13087 

:MUSIC1_13080
0002: jump @MUSIC1_13087 

:MUSIC1_13087
0002: jump @MUSIC1_13299 

:MUSIC1_13094
0871: init_jump_table $6901 total_jumps 3 1 @MUSIC1_13292 jumps 0 @MUSIC1_13157 1 @MUSIC1_13202 2 @MUSIC1_13247 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299 

:MUSIC1_13157
05AA: 281@s = 'HI2' // 8-byte strings 
04AF: 291@ = unknown_wav_reference 21423 
04AF: 292@ = unknown_wav_reference 21425 
04AF: 293@ = unknown_wav_reference 21424 
0002: jump @MUSIC1_13299 

:MUSIC1_13202
05AA: 281@s = 'HI4' // 8-byte strings 
04AF: 291@ = unknown_wav_reference 21429 
04AF: 292@ = unknown_wav_reference 21431 
04AF: 293@ = unknown_wav_reference 21430 
0002: jump @MUSIC1_13299 

:MUSIC1_13247
05AA: 281@s = 'HI6' // 8-byte strings 
04AF: 291@ = unknown_wav_reference 21435 
04AF: 292@ = unknown_wav_reference 21437 
04AF: 293@ = unknown_wav_reference 21436 
0002: jump @MUSIC1_13299 

:MUSIC1_13292
0002: jump @MUSIC1_13299 

:MUSIC1_13299
0209: $6900 = random_int 0 2 
00D6: if 
0038:   $6900 == 0 // integer values 
004D: jump_if_false @MUSIC1_13371 
05AA: 283@s = 'DOFFE1' // 8-byte strings 
04AF: 294@ = unknown_wav_reference 21404 
04AF: 295@ = unknown_wav_reference 21406 
04AF: 296@ = unknown_wav_reference 21405 
0002: jump @MUSIC1_13409 

:MUSIC1_13371
05AA: 283@s = 'DOFFE3' // 8-byte strings 
04AF: 294@ = unknown_wav_reference 21410 
04AF: 295@ = unknown_wav_reference 21412 
04AF: 296@ = unknown_wav_reference 21411 

:MUSIC1_13409
0209: $6900 = random_int 0 2 
00D6: if 
0038:   $6900 == 0 // integer values 
004D: jump_if_false @MUSIC1_13465 
05AA: 285@s = 'BEXIT1' // 8-byte strings 
04AF: 297@ = unknown_wav_reference 21400 
0002: jump @MUSIC1_13487 

:MUSIC1_13465
05AA: 285@s = 'BEXIT2' // 8-byte strings 
04AF: 297@ = unknown_wav_reference 21401 

:MUSIC1_13487
05AA: 287@s = 'DSTAR2' // 8-byte strings 
04AF: 298@ = unknown_wav_reference 21417 
0209: $6900 = random_int 0 2 
00D6: if 
0038:   $6900 == 0 // integer values 
004D: jump_if_false @MUSIC1_13565 
05AA: 289@s = 'GEXIT1' // 8-byte strings 
04AF: 299@ = unknown_wav_reference 21418 
0002: jump @MUSIC1_13587 

:MUSIC1_13565
05AA: 289@s = 'GEXIT2' // 8-byte strings 
04AF: 299@ = unknown_wav_reference 21419 

:MUSIC1_13587
0A18: (unknown) 281@s 283@s 285@s 291@ 292@ 293@ 
0A3C: (unknown) 285@s 297@ 
0A18: (unknown) 283@s 287@s 289@s 294@ 295@ 296@ 
0A3C: (unknown) 287@s 298@ 
0A3C: (unknown) 289@s 299@ 
0719: (unknown) 
0051: return 

:MUSIC1_13655
0717: (unknown) 55@ 
0209: $6900 = random_int 0 2 
00D6: if 
0038:   $6900 == 0 // integer values 
004D: jump_if_false @MUSIC1_13732 
05AA: 300@s = 'VOFFE1' // 8-byte strings 
04AF: 304@ = unknown_wav_reference 21443 
04AF: 305@ = unknown_wav_reference 21445 
04AF: 306@ = unknown_wav_reference 21444 
0002: jump @MUSIC1_13770 

:MUSIC1_13732
05AA: 300@s = 'VOFFE2' // 8-byte strings 
04AF: 304@ = unknown_wav_reference 21446 
04AF: 305@ = unknown_wav_reference 21448 
04AF: 306@ = unknown_wav_reference 21447 

:MUSIC1_13770
0209: $6900 = random_int 0 2 
00D6: if 
0038:   $6900 == 0 // integer values 
004D: jump_if_false @MUSIC1_13842 
05AA: 302@s = 'VSURE1' // 8-byte strings 
04AF: 307@ = unknown_wav_reference 21449 
04AF: 308@ = unknown_wav_reference 21451 
04AF: 309@ = unknown_wav_reference 21450 
0002: jump @MUSIC1_13880 

:MUSIC1_13842
05AA: 302@s = 'VSURE2' // 8-byte strings 
04AF: 307@ = unknown_wav_reference 21452 
04AF: 308@ = unknown_wav_reference 21454 
04AF: 309@ = unknown_wav_reference 21453 

:MUSIC1_13880
0A18: (unknown) 300@s 'VYES2' 302@s 304@ 305@ 306@ 
0A3C: (unknown) 'VYES2' 21456 
0A18: (unknown) 302@s 'VLATE' 'VYES1' 307@ 308@ 309@ 
0A3C: (unknown) 'VLATE' 21442 
0A3C: (unknown) 'VYES1' 21455 
0719: (unknown) 
0051: return 

:MUSIC1_13984
0087: 310@ = 39@ // floating-point values only 
0063: 310@ -= 34@ // floating-point values 
0087: 311@ = 40@ // floating-point values only 
0063: 311@ -= 35@ // floating-point values 
0050: gosub @MUSIC1_14436 
0087: 39@ = 312@ // floating-point values only 
0087: 40@ = 313@ // floating-point values only 
0007: 41@ = 2.68 // floating-point values 
0087: 310@ = 42@ // floating-point values only 
0063: 310@ -= 34@ // floating-point values 
0087: 311@ = 43@ // floating-point values only 
0063: 311@ -= 35@ // floating-point values 
0050: gosub @MUSIC1_14436 
0087: 42@ = 312@ // floating-point values only 
0087: 43@ = 313@ // floating-point values only 
0007: 44@ = 2.39 // floating-point values 
0087: 310@ = 48@ // floating-point values only 
0063: 310@ -= 34@ // floating-point values 
0087: 311@ = 49@ // floating-point values only 
0063: 311@ -= 35@ // floating-point values 
0050: gosub @MUSIC1_14436 
0087: 48@ = 312@ // floating-point values only 
0087: 49@ = 313@ // floating-point values only 
0007: 50@ = 3.42 // floating-point values 
000F: 51@ -= 51.0 // floating-point values 
0087: 310@ = 56@ // floating-point values only 
0063: 310@ -= 34@ // floating-point values 
0087: 311@ = 57@ // floating-point values only 
0063: 311@ -= 35@ // floating-point values 
0050: gosub @MUSIC1_14436 
0087: 56@ = 312@ // floating-point values only 
0087: 57@ = 313@ // floating-point values only 
0087: 310@ = 58@ // floating-point values only 
0063: 310@ -= 34@ // floating-point values 
0087: 311@ = 59@ // floating-point values only 
0063: 311@ -= 35@ // floating-point values 
0050: gosub @MUSIC1_14436 
0087: 58@ = 312@ // floating-point values only 
0087: 59@ = 313@ // floating-point values only 
0007: 60@ = 2.31 // floating-point values 
0006: 170@ = 0 // integer values 

:MUSIC1_14316
00D6: if 
001D:   61@ > 170@ // integer values 
004D: jump_if_false @MUSIC1_14434 
0087: 310@ = 83@(170@,21f) // floating-point values only 
0063: 310@ -= 34@ // floating-point values 
0087: 311@ = 104@(170@,21f) // floating-point values only 
0063: 311@ -= 35@ // floating-point values 
0050: gosub @MUSIC1_14436 
0087: 83@(170@,21f) = 312@ // floating-point values only 
0087: 104@(170@,21f) = 313@ // floating-point values only 
000F: 125@(170@,21f) -= 51.0 // floating-point values 
000A: 170@ += 1 // integer values 
0002: jump @MUSIC1_14316 

:MUSIC1_14434
0051: return 

:MUSIC1_14436
0087: 314@ = 310@ // floating-point values only 
006B: 314@ *= 310@ // floating-point values 
0087: 315@ = 311@ // floating-point values only 
006B: 315@ *= 311@ // floating-point values 
0087: 317@ = 314@ // floating-point values only 
005B: 317@ += 315@ // floating-point values 
01FB: 316@ = square_root 317@ 
0087: 318@ = 311@ // floating-point values only 
0073: 318@ /= 316@ // floating-point values 
0087: 319@ = 310@ // floating-point values only 
0073: 319@ /= 316@ // floating-point values 
02F7: 320@ = sinus 51.0 // cosine swapped with sinus 
02F6: 321@ = cosine 51.0 // sinus swapped with cosine 
0087: 322@ = 318@ // floating-point values only 
006B: 322@ *= 320@ // floating-point values 
0087: 323@ = 319@ // floating-point values only 
006B: 323@ *= 321@ // floating-point values 
0087: 324@ = 319@ // floating-point values only 
006B: 324@ *= 320@ // floating-point values 
0087: 325@ = 318@ // floating-point values only 
006B: 325@ *= 321@ // floating-point values 
0087: 326@ = 322@ // floating-point values only 
0063: 326@ -= 323@ // floating-point values 
0087: 327@ = 324@ // floating-point values only 
005B: 327@ += 325@ // floating-point values 
0087: 312@ = 316@ // floating-point values only 
006B: 312@ *= 327@ // floating-point values 
0087: 313@ = 316@ // floating-point values only 
006B: 313@ *= 326@ // floating-point values 
005B: 312@ += 34@ // floating-point values 
005B: 313@ += 35@ // floating-point values 
0051: return 

:MUSIC1_14690
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_14854 
00D6: if 
0039:   208@ == 1 // integer values 
004D: jump_if_false @MUSIC1_14793 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_14786 
0164: disable_marker 273@ 
0186: 272@ = create_marker_above_car 47@ 
07E0: set_marker 272@ type_to 1 
00BC: text_highpriority 'MUS1_6' 7000 ms 0  // ~s~Szllj vissza a ~b~DJ furgonba~s~.
0006: 208@ = 0 // integer values 

:MUSIC1_14786
0002: jump @MUSIC1_14854 

:MUSIC1_14793
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_14854 
0164: disable_marker 272@ 
018A: 273@ = create_checkpoint_at 52@ 53@ 54@ 
00BC: text_highpriority 'MUS1_19' 7000 ms 0  // ~s~Vidd vissza a furgont a ~y~garzsba.
0006: 208@ = 1 // integer values 

:MUSIC1_14854
0051: return 

:MUSIC1_14856
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
00BC: text_highpriority 'MUS1_2' 10000 ms 0  // ~s~Ha megrkeztl a strand partira, menj s dumlj a ~y~DJ-vel~s~.
015F: set_camera_position 532.87 -1893.69 3.29 0.0 0.0 0.0 
0160: point_camera 533.97 -1892.67 3.3 2 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -100.0 
0087: 328@ = 34@ // floating-point values only 
0065: 328@ -= $TEMPVAR_X_COORD // floating-point values 
0087: 329@ = 35@ // floating-point values only 
0065: 329@ -= $TEMPVAR_Y_COORD // floating-point values 
0604: get_point 328@ 329@ angle $TEMPVAR_ANGLE 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_15040 
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE 
0002: jump @MUSIC1_15061 

:MUSIC1_15040
03C0: 330@ = actor $PLAYER_ACTOR car 
00A9: set_car 330@ to_normal_driver 
0175: set_car 330@ z_angle_to $TEMPVAR_ANGLE 

:MUSIC1_15061
0001: wait 2000 ms 
0006: 279@ = 1 // integer values 
0707: start_scene_skip_to @MUSIC1_15092 
0001: wait 8000 ms 
0006: 279@ = 0 // integer values 

:MUSIC1_15092
0701: end_scene_skip 
00D6: if 
0039:   279@ == 1 // integer values 
004D: jump_if_false @MUSIC1_15112 

:MUSIC1_15112
00BE: text_clear_all 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 

:MUSIC1_15131
0871: init_jump_table 191@ total_jumps 2 1 @MUSIC1_15266 jumps 0 @MUSIC1_15194 1 @MUSIC1_15230 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 

:MUSIC1_15194
05AA: 184@s = 'LOC1_YT' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 21656 
0006: 189@ = 1 // integer values 
0002: jump @MUSIC1_15273 

:MUSIC1_15230
05AA: 184@s = 'DNCEF1' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 21402 
0006: 189@ = 1 // integer values 
0002: jump @MUSIC1_15273 

:MUSIC1_15266
0002: jump @MUSIC1_15273 

:MUSIC1_15273
0006: 187@ = 0 // integer values 
0006: 188@ = 0 // integer values 
0006: 190@ = 0 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0051: return 

:MUSIC1_15302
00D6: if or
0039:   187@ == 0 // integer values 
0039:   187@ == 1 // integer values 
004D: jump_if_false @MUSIC1_15372 
00D6: if 
001D:   189@ > 188@ // integer values 
004D: jump_if_false @MUSIC1_15372 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @MUSIC1_15372 
0050: gosub @MUSIC1_15430 

:MUSIC1_15372
00D6: if 
0039:   187@ == 2 // integer values 
004D: jump_if_false @MUSIC1_15428 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC1_15428 
0006: 187@ = 0 // integer values 
000A: 188@ += 1 // integer values 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 

:MUSIC1_15428
0051: return 

:MUSIC1_15430
00D6: if 
0039:   187@ == 0 // integer values 
004D: jump_if_false @MUSIC1_15466 
03CF: load_wav 186@(188@,1i) as 1 
0006: 187@ = 1 // integer values 

:MUSIC1_15466
00D6: if 
0039:   187@ == 1 // integer values 
004D: jump_if_false @MUSIC1_15554 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC1_15554 
00BC: text_highpriority 184@(188@,1s) 10000 ms 1 
00D6: if and
0039:   191@ == 1 // integer values 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_15543 
0949: link_wav 1 to_actor 55@ 

:MUSIC1_15543
03D1: play_wav 1 
0006: 187@ = 2 // integer values 

:MUSIC1_15554
0051: return 

:MUSIC1_15556
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:MUSIC1_15574
0008: $11257 += 1 // integer values 
0318: set_latest_mission_passed 'STRAP_1'  // Tenger-parti
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 3 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 3 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:MUSIC1_15629
0249: release_model #VOODOO 
0249: release_model #ESPERANT 
0249: release_model #OCEANIC 
0249: release_model #PONY 
0249: release_model #MP5LNG 
0249: release_model #BFYST 
0249: release_model #WFYST 
0249: release_model #BMYST 
0249: release_model #WMYRO 
0249: release_model #WFYCLOT 
0249: release_model #WMYST 
0249: release_model #WMYCLOT 
0249: release_model #BMYDJ 
0249: release_model #WFYRI 
0249: release_model #OFYRI 
06EB: release_car_component #WHEEL_OR1 
01C4: remove_references_to_object 45@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 46@ // This object will now disappear when the player looks away 
090F: end_external_script 35 (DANCE) 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
04EF: release_animation "BEACH" 
04EF: release_animation "SCRATCHING" 
0164: disable_marker 271@ 
0164: disable_marker 272@ 
0164: disable_marker 273@ 
0650: destroy_particle 37@ 
0650: destroy_particle 38@ 
061B: remove_references_to_action_sequences 173@ 
061B: remove_references_to_action_sequences 174@ 
061B: remove_references_to_action_sequences 177@ 
061B: remove_references_to_action_sequences 280@ 
061B: remove_references_to_action_sequences 181@ 
061B: remove_references_to_action_sequences 182@ 
061B: remove_references_to_action_sequences 183@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC1_15839 
06AB: (unknown) $PLAYER_ACTOR 0 

:MUSIC1_15839
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_15867 
08ED: (unknown) 55@ 
04D7: lock_actor 55@ in_current_position 0 

:MUSIC1_15867
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_15890 
0852: set_car 47@ visible_damage 1 

:MUSIC1_15890
065C: unknown_create_def_entity 180@ // unknown_destroy 
03E6: remove_text_box 
0917: audio_zone 'BEACH' enable_sound 0 
091E: (unknown) 502.15 -1913.39 -5.0 558.86 -1838.87 10.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 32---------------
// Originally: Madd Dogg's Rhymes

:MUSIC2
03A4: name_thread 'MUSIC2' 
0050: gosub @MUSIC2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MUSIC2_38 
0050: gosub @MUSIC2_10509 

:MUSIC2_38
0050: gosub @MUSIC2_10582 
004E: end_thread 

:MUSIC2_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP2' 
0169: set_fade_color 0 0 0 
04BB: select_interior 10 // select render area 
016A: fade 0 2000 ms 

:MUSIC2_86
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_110 
0001: wait 0 ms 
0002: jump @MUSIC2_86 

:MUSIC2_110
02E4: load_cutscene_data 'STRAP2A' 

:MUSIC2_121
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC2_145 
0001: wait 0 ms 
0002: jump @MUSIC2_121 

:MUSIC2_145
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MUSIC2_154
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC2_178 
0001: wait 0 ms 
0002: jump @MUSIC2_154 

:MUSIC2_178
02EA: end_cutscene 
016A: fade 0 0 ms 

:MUSIC2_186
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_210 
0001: wait 0 ms 
0002: jump @MUSIC2_186 

:MUSIC2_210
04BB: select_interior 0 // select render area 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0247: request_model #HUNTLEY 
0247: request_model #STAFFORD 
0247: request_model #KMB_RHYMESBOOK 
0247: request_model #CJ_JUICE_CAN 
0247: request_model #SILENCED 
0247: request_model #MTBIKE 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 21803 as 1 
03CF: load_wav 21804 as 2 
038B: load_requested_models 

:MUSIC2_281
00D6: if or
8248:   not model #HUNTLEY available 
8248:   not model #STAFFORD available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MUSIC2_321 
0001: wait 0 ms 
0002: jump @MUSIC2_281 

:MUSIC2_321
00D6: if or
8248:   not model #KMB_RHYMESBOOK available 
8248:   not model #CJ_JUICE_CAN available 
8248:   not model #SILENCED available 
8248:   not model #MTBIKE available 
004D: jump_if_false @MUSIC2_363 
0001: wait 0 ms 
0002: jump @MUSIC2_321 

:MUSIC2_363
018A: 61@ = create_checkpoint_at 1239.032 -741.106 94.76 
00A1: put_actor $PLAYER_ACTOR at 790.0 -1626.0 12.5 
03CB: set_camera 790.0 -1626.0 12.5 
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR z_angle_to 356.0 
060A: unknown_create_entity 4 45@ 
060A: unknown_create_entity 0 46@ 
0746: (unknown) 4 24 0 
0746: (unknown) 0 24 24 
07FB: set_interior 'MDDOGS' accessible 1  // Madd Dogg kglije 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
016A: fade 1 1500 ms 
0006: 70@ = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
00BC: text_highpriority 'STP2_1' 10000 ms 1  // ~s~Menj ~y~Madd Dogg kecjhoz~s~.
00D6: if 
0018:   $6902 > 0 // integer values 
004D: jump_if_false @MUSIC2_745 
0950: trip_skip 1242.659 -748.503 94.33 angle 191.586 

:MUSIC2_745
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @MUSIC2_771 
0002: jump @MUSIC2_10527 

:MUSIC2_771
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @MUSIC2_973 
00D6: if 
05F6:   $PLAYER_ACTOR 1222.799 -735.563 1348.407 -759.322 -100.0 0 
004D: jump_if_false @MUSIC2_973 
00D6: if 
0038:   $6902 == 0 // integer values 
004D: jump_if_false @MUSIC2_857 
0004: $6902 = 1 // integer values 

:MUSIC2_857
0951: (unknown) 
0164: disable_marker 61@ 
018A: 61@ = create_checkpoint_at 1298.66 -795.58 83.84 
00BC: text_highpriority 'STP2_2' 5000 ms 1  // ~s~A ~y~fbejrat ~s~a kec hts rsznl van.
00A5: 35@ = create_car #HUNTLEY at 1243.154 -805.76 83.188 
0175: set_car 35@ z_angle_to 1.533 
00A5: 36@ = create_car #STAFFORD at 1255.024 -804.587 83.934 
0175: set_car 36@ z_angle_to 182.9 
0006: 70@ = 1 // integer values 

:MUSIC2_973
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @MUSIC2_1832 
09E8: 34@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @MUSIC2_1832 
03C7: unknown_maybe_cops_density 0.0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1256.623 -801.0125 1084.091 0.0 0.0 0.0 
0160: point_camera 1255.93 -801.7316 1084.044 2 
00A1: put_actor $PLAYER_ACTOR at 1299.352 -792.6416 1083.008 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0395: clear_area 0 at 1299.352 -792.6416 200.0 range 200.0 
04ED: load_animation "CRIB" 
04ED: load_animation "VENDING" 
0247: request_model #KNIFECUR 
0247: request_model #WBDYG1 
0247: request_model #WBDYG2 
0247: request_model #MICRO_UZI 
03CF: load_wav 23600 as 3 
038B: load_requested_models 
03CB: set_camera 1256.623 -801.0125 1084.091 

:MUSIC2_1196
00D6: if or
84EE:   not animation "CRIB" loaded 
84EE:   not animation "VENDING" loaded 
8248:   not model #KNIFECUR available 
8248:   not model #WBDYG1 available 
0247: request_model #WBDYG2 
83D0:   not wav 3 loaded 
004D: jump_if_false @MUSIC2_1254 
0001: wait 0 ms 
0002: jump @MUSIC2_1196 

:MUSIC2_1254
01B4: set_player $PLAYER_CHAR frozen_state 0 
075B: (unknown) 100 
0164: disable_marker 61@ 
009A: 37@ = create_actor 24 #WBDYG1 at 1301.98 -785.31 1083.05 
08AD: (unknown) 37@ 1298.78 -798.2 1.0 
0648: (unknown) 37@ 2.0 
0173: set_actor 37@ z_angle_to 358.83 
060B: unknown_actor_use_entity 37@ 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: show_on_radar 62@ 2 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 90 
087E: set_actor 37@ weapon_droppable 0 
0860: link_actor 37@ to_interior 5 
00BC: text_highpriority 'STP2_3' 7000 ms 1  // ~s~A ~g~rm gyjtemny ~s~ Madd Dogg hang studijban van.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_1701 
0001: wait 1000 ms 
009A: 38@ = create_actor 24 #WBDYG2 at 1249.063 -769.8262 1083.023 
08AD: (unknown) 38@ 1298.78 -798.2 1.0 
0860: link_actor 38@ to_interior 5 
0173: set_actor 38@ z_angle_to 270.552 
0648: (unknown) 38@ 5.0 
060B: unknown_actor_use_entity 38@ 45@ 
0001: wait 3500 ms 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_1545 
05D3: AS_actor 38@ go_to_point 1262.056 -769.9772 1083.988 speed 4 -1 ms 

:MUSIC2_1545
0001: wait 500 ms 
015F: set_camera_position 1260.744 -769.5749 1085.258 0.0 0.0 0.0 
0160: point_camera 1259.781 -769.5841 1084.988 2 
00BC: text_highpriority 'STP2_39' 7000 ms 1  // ~r~Madd Dogg szemlyi testrei ~s~rzik a kect. Ne hasznlj lfegyvert a rm gyjtemny keresse kzben - mert szrevesznek. Lopakodj.
0001: wait 7000 ms 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 1299.504 -793.3958 1084.693 0.0 0.0 0.0 
0160: point_camera 1299.589 -792.3994 1084.684 2 
00BC: text_highpriority 'STP2_5' 7000 ms 1  // ~s~Az els ~r~r ~s~nem lt tged. Ez az jelenti, hogy nyugodtan mg lopahodhatsz s ~h~csendben meglheted~s~ valami csendes fegyverrel.
0001: wait 7000 ms 

:MUSIC2_1701
0701: end_scene_skip 
009B: destroy_actor_instantly 38@ 
0213: 59@ = create_pickup #KMB_RHYMESBOOK type 3 at 1256.871 -801.048 1084.063 
03DC: 61@ = create_marker_above_pickup 59@ 
08DC: (unknown) 61@ 1298.78 -798.2 1.0 
08E7: set_entrance_markers 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
00A6: destroy_car 35@ 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
00A6: destroy_car 36@ 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 
0006: 70@ = 2 // integer values 

:MUSIC2_1832
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @MUSIC2_6610 
00D6: if 
0039:   70@ == 2 // integer values 
004D: jump_if_false @MUSIC2_6610 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @MUSIC2_1922 
03E5: text_box 'STP2_7'  // ~s~A jrrz ~r~rk ~s~pirosan villognak a radaron s a jelk abba az irnyba mutat, amerre nznek.
03E7: flash_hud 8 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 71@ = 1 // integer values 

:MUSIC2_1922
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @MUSIC2_1970 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @MUSIC2_1970 
03E7: flash_hud -1 
0006: 79@ = 1 // integer values 

:MUSIC2_1970
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_2301 
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @MUSIC2_2052 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @MUSIC2_2052 
03E5: text_box 'STP2_9'  // Gugolva stlva sokkal kevesebb zajt csapsz. Gugolj le s clozd meg az ~r~rt.
03E7: flash_hud -1 
0006: 32@ = 0 // integer values 
0006: 71@ = 2 // integer values 

:MUSIC2_2052
00D6: if 
0039:   71@ == 2 // integer values 
004D: jump_if_false @MUSIC2_2139 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_2139 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 5.0 5.0 0 
0019:   32@ > 9500 // integer values 
004D: jump_if_false @MUSIC2_2139 
0006: 32@ = 0 // integer values 
0006: 71@ = 3 // integer values 

:MUSIC2_2139
00D6: if 
0039:   71@ == 3 // integer values 
004D: jump_if_false @MUSIC2_2228 
00D6: if or
0019:   32@ > 10000 // integer values 
0611:   actor $PLAYER_ACTOR animation_is "KILL_PARTIAL" 
0457:   player $PLAYER_CHAR aiming_at_actor 37@ 
004D: jump_if_false @MUSIC2_2228 
03E5: text_box 'STP2_10'  // gy hasznld a csendes gyilkols mdot, hogy lopakodj kzel az rhz, mikzben lenyomva tartod a(z) ~k~~PED_LOCK_TARGET~ gombot s csak akkor nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot amikor a fegyvered megjelenik.
0006: 32@ = 0 // integer values 
0006: 71@ = 4 // integer values 

:MUSIC2_2228
00D6: if 
0039:   71@ == 4 // integer values 
004D: jump_if_false @MUSIC2_2301 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "KILL_PARTIAL" 
004D: jump_if_false @MUSIC2_2301 
03E5: text_box 'STP2_11'  // A(z) ~k~~PED_FIREWEAPON~ gombbal csendben nyrd ki.
0006: 32@ = 0 // integer values 
0006: 71@ = 5 // integer values 

:MUSIC2_2301
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @MUSIC2_3036 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1290.907 -781.423 1083.59 radius 4.3 4.3 6.0 
004D: jump_if_false @MUSIC2_3036 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_2390 
0006: 96@ = 1 // integer values 

:MUSIC2_2390
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0792: (unknown) $PLAYER_ACTOR 
041D: set_camera_near_clip 0.1 
0395: clear_area 0 at 1290.907 -781.423 100.0 range 100.0 
009A: 38@ = create_actor 24 #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: (unknown) 38@ 1298.78 -798.2 1.0 
0860: link_actor 38@ to_interior 5 
0173: set_actor 38@ z_angle_to 350.151 
0648: (unknown) 38@ 5.0 
060B: unknown_actor_use_entity 38@ 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: show_on_radar 63@ 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 90 
087E: set_actor 38@ weapon_droppable 0 
0754: (unknown) 
0755: (unknown) 1289.988 -766.581 1084.063 "NONE" "NONE" 
0755: (unknown) 1270.314 -766.564 1084.063 "ROADCROSS" "PED" 
0755: (unknown) 1270.074 -782.155 1084.063 "NONE" "NONE" 
0755: (unknown) 1290.246 -782.463 1084.056 "ROADCROSS" "PED" 
0817: (unknown) 38@ 4 3 
00A1: put_actor $PLAYER_ACTOR at 1297.599 -781.234 1083.048 
0173: set_actor $PLAYER_ACTOR z_angle_to 89.58 
015F: set_camera_position 1291.055 -784.506 1084.514 0.0 0.0 0.0 
0160: point_camera 1290.55 -783.6482 1084.417 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_2910 
009B: destroy_actor_instantly 37@ 
009A: 37@ = create_actor 24 #WBDYG1 at 1304.189 -785.871 1084.048 
08AD: (unknown) 37@ 1298.78 -798.2 1.0 
0860: link_actor 37@ to_interior 5 
0648: (unknown) 37@ 2.0 
0173: set_actor 37@ z_angle_to 311.2134 
060B: unknown_actor_use_entity 37@ 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: show_on_radar 62@ 2 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 90 
087E: set_actor 37@ weapon_droppable 0 

:MUSIC2_2910
00BC: text_highpriority 'STP2_13' 6000 ms 1  // ~s~Egy ~r~r ~s~jrrzik a medencnl. Figyeld meg az tjt s megltod, hogy tudsz tjutni rajta.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_2943 
0001: wait 4000 ms 

:MUSIC2_2943
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @MUSIC2_2981 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_2981
0006: 96@ = 0 // integer values 
02A3: toggle_widescreen 0 
00BC: text_highpriority 'STP2_14' 5000 ms 1  // ~s~Van egy csom rnykos hely, ahol elrejtzhetsz. Ha az rnykos rszen vagy az ~r~r ~s~nem fog szrevenni.
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 72@ = 1 // integer values 
0006: 71@ = 6 // integer values 

:MUSIC2_3036
00D6: if 
0039:   71@ == 6 // integer values 
004D: jump_if_false @MUSIC2_3080 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @MUSIC2_3080 
0006: 71@ = 7 // integer values 

:MUSIC2_3080
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MUSIC2_4088 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1260.104 -769.51 1083.06 radius 5.0 5.0 6.0 
004D: jump_if_false @MUSIC2_4088 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_3169 
0006: 96@ = 1 // integer values 

:MUSIC2_3169
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0792: (unknown) $PLAYER_ACTOR 
00BE: text_clear_all 
0395: clear_area 0 at 1260.104 -769.51 100.0 range 100.0 
009A: 39@ = create_actor 24 #WBDYG2 at 1249.598 -780.06 1083.063 
08AD: (unknown) 39@ 1298.78 -798.2 1.0 
0860: link_actor 39@ to_interior 5 
02E2: set_actor 39@ weapon_accuracy_to 90 
0173: set_actor 39@ z_angle_to 355.188 
0648: (unknown) 39@ 5.0 
060B: unknown_actor_use_entity 39@ 45@ 
05D3: AS_actor 39@ go_to_point 1250.092 -769.277 1083.064 speed 4 -1 ms 
015F: set_camera_position 1249.856 -766.8402 1084.777 0.0 0.0 0.0 
0160: point_camera 1249.814 -767.8293 1084.636 2 
00A1: put_actor $PLAYER_ACTOR at 1266.494 -769.705 1083.06 
0173: set_actor $PLAYER_ACTOR z_angle_to 92.259 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_3669 
009B: destroy_actor_instantly 38@ 
009A: 38@ = create_actor 24 #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: (unknown) 38@ 1298.78 -798.2 1.0 
0173: set_actor 38@ z_angle_to 350.151 
0648: (unknown) 38@ 2.0 
060B: unknown_actor_use_entity 38@ 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: show_on_radar 63@ 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 90 
087E: set_actor 38@ weapon_droppable 0 
0754: (unknown) 
0755: (unknown) 1289.988 -766.581 1084.063 "NONE" "NONE" 
0755: (unknown) 1270.314 -766.564 1084.063 "ROADCROSS" "PED" 
0755: (unknown) 1270.074 -782.155 1084.063 "NONE" "NONE" 
0755: (unknown) 1290.246 -782.463 1084.056 "ROADCROSS" "PED" 
0817: (unknown) 38@ 4 3 

:MUSIC2_3669
00BC: text_highpriority 'STP2_15' 3000 ms 1  // ~s~Jn egy ~r~r ~s~.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_3844 
0001: wait 1000 ms 
00BC: text_highpriority 'STP2_16' 4000 ms 1  // ~s~Tallj egy megfelel helyet mieltt szrevesz. rnykos helyet keress.
015F: set_camera_position 1267.405 -769.6973 1084.667 0.0 0.0 0.0 
0160: point_camera 1266.412 -769.6685 1084.551 2 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC2_3815 
00A1: put_actor 39@ at 1249.598 -780.06 1083.063 
0173: set_actor 39@ z_angle_to 355.188 

:MUSIC2_3815
0001: wait 2000 ms 
0160: point_camera 1266.912 -770.5618 1084.569 1 
0001: wait 2000 ms 

:MUSIC2_3844
0701: end_scene_skip 
009B: destroy_actor_instantly 39@ 
009A: 39@ = create_actor 24 #WBDYG2 at 1249.634 -781.405 1083.5 
08AD: (unknown) 39@ 1298.78 -798.2 1.0 
0860: link_actor 39@ to_interior 5 
0173: set_actor 39@ z_angle_to 357.273 
0187: 64@ = create_marker_above_actor 39@ 
018B: show_on_radar 64@ 2 
0648: (unknown) 39@ 5.0 
060B: unknown_actor_use_entity 39@ 45@ 
0615: define_action_sequences 58@ 
05F5: unknown_action_sequence -1 1267.96 -769.792 1084.06 4 -2 
0643: (unknown) 58@ 1 
0616: define_action_sequences_end 58@ 
0618: assign_actor 39@ to_action_sequences 58@ 
061B: remove_references_to_action_sequences 58@ 
01B2: give_actor 39@ weapon 28 ammo 50 // Load the weapon model before using this 
02E2: set_actor 39@ weapon_accuracy_to 90 
087E: set_actor 39@ weapon_droppable 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @MUSIC2_4061 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_4061
0006: 96@ = 0 // integer values 
00BE: text_clear_all 
03E5: text_box 'STP2_41'  // Ha a radaron a tged jell, fehr jel kkre vltozik az azt jelenti, hogy az rnykban rejtzkdsz gy biztonsgban vagy a jrrz rktl.
0006: 73@ = 1 // integer values 

:MUSIC2_4088
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @MUSIC2_6068 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1249.466 -789.487 1083.063 radius 7.5 7.5 6.0 
004D: jump_if_false @MUSIC2_6068 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @MUSIC2_4192 
03D7: set_wav 3 location 1276.31 -793.92 1084.12 
03D1: play_wav 3 

:MUSIC2_4192
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_4215 
0006: 96@ = 1 // integer values 

:MUSIC2_4215
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 0 at 1249.466 -789.487 100.0 range 100.0 
00A1: put_actor $PLAYER_ACTOR at 1249.825 -780.682 1083.06 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.659 
00BE: text_clear_all 
009A: 40@ = create_actor 24 #WBDYG2 at 1258.271 -793.395 1083.289 
08AD: (unknown) 40@ 1298.78 -798.2 1.0 
0860: link_actor 40@ to_interior 5 
0173: set_actor 40@ z_angle_to 354.328 
0187: 65@ = create_marker_above_actor 40@ 
018B: show_on_radar 65@ 2 
0648: (unknown) 40@ 5.0 
060B: unknown_actor_use_entity 40@ 45@ 
087E: set_actor 40@ weapon_droppable 0 
029B: 47@ = init_object #CJ_JUICE_CAN at 1258.25 -792.64 1084.16 
07E4: (unknown) -172 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0015: $TEMPVAR_FLOAT_2 /= 2.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 0.027 // floating-point values 
009A: 41@ = create_actor 24 #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: (unknown) 41@ 1298.78 -798.2 1.0 
02E2: set_actor 41@ weapon_accuracy_to 100 
0860: link_actor 41@ to_interior 5 
0173: set_actor 41@ z_angle_to 180.0 
060B: unknown_actor_use_entity 41@ 45@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_4668 
0615: define_action_sequences 49@ 
070A: AS_actor -1 attach_to_object 47@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 "VEND_USE_PT2" "VENDING" 0 ms 
070A: AS_actor -1 attach_to_object 47@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 "VEND_DRINK2_P" "VENDING" 0 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 40@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:MUSIC2_4668
015F: set_camera_position 1251.82 -788.354 1084.502 0.0 0.0 0.0 
0160: point_camera 1252.463 -789.1154 1084.42 2 
00BC: text_highpriority 'STP2_19' 5000 ms 1  // ~s~Ha itt simn tmsz az ~r~r ~s~ki fog szrni. Prblj gugolva tmenni a brpult eltt, gy nem fog meg ltni.
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_5002 
009B: destroy_actor_instantly 38@ 
009A: 38@ = create_actor 24 #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: (unknown) 38@ 1298.78 -798.2 1.0 
0173: set_actor 38@ z_angle_to 350.151 
0648: (unknown) 38@ 2.0 
060B: unknown_actor_use_entity 38@ 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: show_on_radar 63@ 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 100 
087E: set_actor 38@ weapon_droppable 0 
0754: (unknown) 
0755: (unknown) 1289.988 -766.581 1084.063 "NONE" "NONE" 
0755: (unknown) 1270.314 -766.564 1084.063 "ROADCROSS" "PED" 
0755: (unknown) 1270.074 -782.155 1084.063 "NONE" "NONE" 
0755: (unknown) 1290.246 -782.463 1084.056 "ROADCROSS" "PED" 
0817: (unknown) 38@ 4 3 

:MUSIC2_5002
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC2_5133 
009B: destroy_actor_instantly 39@ 
009A: 39@ = create_actor 24 #WBDYG2 at 1267.96 -769.792 1084.06 
08AD: (unknown) 39@ 1298.78 -798.2 1.0 
0173: set_actor 39@ z_angle_to 0.141 
0187: 64@ = create_marker_above_actor 39@ 
018B: show_on_radar 64@ 2 
0648: (unknown) 39@ 5.0 
060B: unknown_actor_use_entity 39@ 45@ 
01B2: give_actor 39@ weapon 28 ammo 50 // Load the weapon model before using this 
02E2: set_actor 39@ weapon_accuracy_to 100 
087E: set_actor 39@ weapon_droppable 0 

:MUSIC2_5133
0001: wait 1750 ms 
0707: start_scene_skip_to @MUSIC2_5543 
0001: wait 2000 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_5218 
0605: actor 41@ perform_animation_sequence "PED_CONSOLE_LOOP" from_file "CRIB" 4.0 loop 1 0 0 0 -1 ms 
0967: actor 41@ move_mouth 10000 

:MUSIC2_5218
0001: wait 500 ms 
015F: set_camera_position 1274.983 -790.5506 1084.063 0.0 0.0 0.0 
0160: point_camera 1275.575 -791.356 1084.035 2 
00BC: text_highpriority 'LOC2_BA' 4000 ms 1  // ~z~Ez szops. gyrtem a fnyvisszaverds miatt basztam el.
03D1: play_wav 1 

:MUSIC2_5294
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MUSIC2_5320 
0001: wait 0 ms 
0002: jump @MUSIC2_5294 

:MUSIC2_5320
015F: set_camera_position 1276.301 -794.5306 1084.231 0.0 0.0 0.0 
0160: point_camera 1276.292 -793.5345 1084.143 2 
00BC: text_highpriority 'LOC2_BB' 4000 ms 1  // ~z~Tanner, nyald ki az lepem!
03D1: play_wav 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_5517 
0615: define_action_sequences 50@ 
0605: actor -1 perform_animation_sequence "PED_CONSOLE_LOOSE" from_file "CRIB" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PED_CONSOLE_LOOP" from_file "CRIB" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 50@ 
0618: assign_actor 41@ to_action_sequences 50@ 
061B: remove_references_to_action_sequences 50@ 

:MUSIC2_5517
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MUSIC2_5543 
0001: wait 0 ms 
0002: jump @MUSIC2_5517 

:MUSIC2_5543
0701: end_scene_skip 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009A: 40@ = create_actor 24 #WBDYG2 at 1258.271 -793.395 1083.289 
08AD: (unknown) 40@ 1298.78 -798.2 1.0 
0173: set_actor 40@ z_angle_to 354.328 
0605: actor 40@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0187: 65@ = create_marker_above_actor 40@ 
018B: show_on_radar 65@ 2 
060B: unknown_actor_use_entity 40@ 45@ 
087E: set_actor 40@ weapon_droppable 0 
01B2: give_actor 40@ weapon 28 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 40@ weapon_accuracy_to 100 
074E: (unknown) 40@ 5.0 1 
009A: 41@ = create_actor 24 #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: (unknown) 41@ 1298.78 -798.2 1.0 
0173: set_actor 41@ z_angle_to 180.0 
060B: unknown_actor_use_entity 41@ 45@ 
087E: set_actor 41@ weapon_droppable 0 
01B2: give_actor 41@ weapon 28 ammo 5000 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: show_on_radar 66@ 2 
02E2: set_actor 41@ weapon_accuracy_to 100 
074E: (unknown) 41@ 5.0 1 
009A: 43@ = create_actor 24 #WBDYG2 at 1262.533 -805.139 1083.056 
08AD: (unknown) 43@ 1298.78 -798.2 1.0 
0173: set_actor 43@ z_angle_to 359.265 
060B: unknown_actor_use_entity 43@ 45@ 
0187: 68@ = create_marker_above_actor 43@ 
018B: show_on_radar 68@ 2 
087E: set_actor 43@ weapon_droppable 0 
01B2: give_actor 43@ weapon 28 ammo 5555 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 100 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_5972 
0605: actor 41@ perform_animation_sequence "PED_CONSOLE_LOOP" from_file "CRIB" 4.0 loop 1 0 0 0 -1 ms 

:MUSIC2_5972
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @MUSIC2_6022 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_6022
0006: 96@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 71@ = 9 // integer values 
03E5: text_box 'STP2_36'  // Maradj gugolva, amg tmsz a brpult eltt.
0006: 74@ = 1 // integer values 

:MUSIC2_6068
00D6: if 
0039:   74@ == 1 // integer values 
004D: jump_if_false @MUSIC2_6260 
06AC: $TEMPVAR_FLOAT_1 = actor $PLAYER_ACTOR movement_speed 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_6260 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 1246.77 -785.08 1083.26 1255.87 -797.69 1090.0 
0020:   $TEMPVAR_FLOAT_1 > 0.0 // floating-point values 
004D: jump_if_false @MUSIC2_6260 
0173: set_actor 40@ z_angle_to 168.503 
0615: define_action_sequences 51@ 
05D3: AS_actor -1 go_to_point 1256.29 -795.6 1084.289 speed 4 -1 ms 
0605: actor -1 perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 51@ 
0618: assign_actor 40@ to_action_sequences 51@ 
061B: remove_references_to_action_sequences 51@ 
0006: 74@ = 2 // integer values 

:MUSIC2_6260
00D6: if 
0214:   pickup 59@ picked_up 
004D: jump_if_false @MUSIC2_6388 
0164: disable_marker 61@ 
018A: 61@ = create_checkpoint_at 1298.74 -797.46 1083.4 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC2_6324 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:MUSIC2_6324
08DC: (unknown) 61@ 1298.78 -798.2 1.0 
00BC: text_highpriority 'STP2_40' 7000 ms 1  // ~y~Lpj le ~s~a kecbl s vidd el a rm gyjtemnyt OG loc-nak. Most mr nyugodtan hasznlhatod a fegyvereidet, ettl fggetlenl tovbbra is nagyobb biztonsgban vagy, ha elbjsz a jrrz ~r~rktl ~s~.
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 70@ = 3 // integer values 
0006: 85@ = 1 // integer values 

:MUSIC2_6388
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @MUSIC2_6425 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @MUSIC2_6425 
0164: disable_marker 62@ 

:MUSIC2_6425
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @MUSIC2_6462 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @MUSIC2_6462 
0164: disable_marker 63@ 

:MUSIC2_6462
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @MUSIC2_6499 
00D6: if 
075C:   marker 64@ enabled 
004D: jump_if_false @MUSIC2_6499 
0164: disable_marker 64@ 

:MUSIC2_6499
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @MUSIC2_6536 
00D6: if 
075C:   marker 65@ enabled 
004D: jump_if_false @MUSIC2_6536 
0164: disable_marker 65@ 

:MUSIC2_6536
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @MUSIC2_6573 
00D6: if 
075C:   marker 66@ enabled 
004D: jump_if_false @MUSIC2_6573 
0164: disable_marker 66@ 

:MUSIC2_6573
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @MUSIC2_6610 
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @MUSIC2_6610 
0164: disable_marker 68@ 

:MUSIC2_6610
00D6: if 
0039:   70@ == 3 // integer values 
004D: jump_if_false @MUSIC2_8699 
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @MUSIC2_8011 
08E7: set_entrance_markers 0 
032B: 60@ = create_weapon_pickup #SILENCED 3 ammo 30 at 1237.418 -808.5872 1084.09 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
009A: 37@ = create_actor 24 #WBDYG1 at 1243.53 -812.19 1083.04 
08AD: (unknown) 37@ 1298.78 -798.2 1.0 
0173: set_actor 37@ z_angle_to 270.948 
060B: unknown_actor_use_entity 37@ 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: show_on_radar 62@ 2 
01B2: give_actor 37@ weapon 23 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 37@ 2.0 
05F5: unknown_action_sequence 37@ 1270.694 -802.518 1084.05 4 -2 
074E: (unknown) 37@ 10.0 1 
02E2: set_actor 37@ weapon_accuracy_to 100 
009A: 38@ = create_actor 24 #WBDYG2 at 1280.02 -789.01 1083.05 
08AD: (unknown) 38@ 1298.78 -798.2 1.0 
0173: set_actor 38@ z_angle_to 91.837 
060B: unknown_actor_use_entity 38@ 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: show_on_radar 63@ 2 
01B2: give_actor 38@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: (unknown) 38@ 5.0 1 
02E2: set_actor 38@ weapon_accuracy_to 100 
009A: 42@ = create_actor 24 #WBDYG1 at 1249.768 -780.616 1084.063 
08AD: (unknown) 42@ 1298.78 -798.2 1.0 
0173: set_actor 42@ z_angle_to 3.43 
0187: 67@ = create_marker_above_actor 42@ 
018B: show_on_radar 67@ 2 
060B: unknown_actor_use_entity 42@ 45@ 
01B2: give_actor 42@ weapon 23 ammo 99999 // Load the weapon model before using this 
0754: (unknown) 
0755: (unknown) 1249.799 -769.679 1084.063 "ROADCROSS" "PED" 
0755: (unknown) 1267.62 -769.651 1084.06 "NONE" "NONE" 
0755: (unknown) 1249.799 -769.679 1084.063 "NONE" "NONE" 
0755: (unknown) 1249.768 -780.616 1084.063 "NONE" "NONE" 
0817: (unknown) 42@ 4 3 
074E: (unknown) 42@ 15.0 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_7347 
009B: destroy_actor_instantly 41@ 
009A: 41@ = create_actor 24 #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: (unknown) 41@ 1298.78 -798.2 1.0 
0173: set_actor 41@ z_angle_to 180.0 
060B: unknown_actor_use_entity 41@ 46@ 
01B2: give_actor 41@ weapon 23 ammo 99999 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: show_on_radar 66@ 2 
0605: actor 41@ perform_animation_sequence "PED_CONSOLE_LOOP" from_file "CRIB" 4.0 loop 1 0 0 0 -1 ms 
074E: (unknown) 41@ 20.0 1 
0002: jump @MUSIC2_7463 

:MUSIC2_7347
034F: destroy_actor_with_fade 41@ // The actor fades away like a ghost 
009A: 41@ = create_actor 24 #WBDYG1 at 1270.616 -792.298 1084.047 
08AD: (unknown) 41@ 1298.78 -798.2 1.0 
0173: set_actor 41@ z_angle_to 186.126 
060B: unknown_actor_use_entity 41@ 46@ 
01B2: give_actor 41@ weapon 23 ammo 99999 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: show_on_radar 66@ 2 
06B0: AS_actor 41@ sit_down 400000 ms 
074E: (unknown) 41@ 20.0 1 

:MUSIC2_7463
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_7622 
009B: destroy_actor_instantly 40@ 
009A: 40@ = create_actor 24 #WBDYG2 at 1256.492 -795.662 1084.282 
08AD: (unknown) 40@ 1298.78 -798.2 1.0 
0173: set_actor 40@ z_angle_to 186.842 
0605: actor 40@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0187: 65@ = create_marker_above_actor 40@ 
018B: show_on_radar 65@ 2 
060B: unknown_actor_use_entity 40@ 46@ 
01B2: give_actor 40@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: (unknown) 40@ 10.0 1 
0002: jump @MUSIC2_7758 

:MUSIC2_7622
034F: destroy_actor_with_fade 40@ // The actor fades away like a ghost 
009A: 40@ = create_actor 24 #WBDYG2 at 1252.99 -795.461 1083.282 
08AD: (unknown) 40@ 1298.78 -798.2 1.0 
0173: set_actor 40@ z_angle_to 186.842 
0605: actor 40@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0187: 65@ = create_marker_above_actor 40@ 
018B: show_on_radar 65@ 2 
060B: unknown_actor_use_entity 40@ 46@ 
01B2: give_actor 40@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: (unknown) 40@ 10.0 1 

:MUSIC2_7758
009A: 44@ = create_actor 24 #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: (unknown) 44@ 1298.78 -798.2 1.0 
0173: set_actor 44@ z_angle_to 350.151 
0648: (unknown) 44@ 5.0 
060B: unknown_actor_use_entity 44@ 46@ 
0187: 69@ = create_marker_above_actor 44@ 
018B: show_on_radar 69@ 2 
01B2: give_actor 44@ weapon 23 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 44@ weapon_accuracy_to 100 
0754: (unknown) 
0755: (unknown) 1289.988 -766.581 1084.063 "NONE" "NONE" 
0755: (unknown) 1270.314 -766.564 1084.063 "ROADCROSS" "PED" 
0755: (unknown) 1270.074 -782.155 1084.063 "NONE" "NONE" 
0755: (unknown) 1290.246 -782.463 1084.056 "ROADCROSS" "PED" 
0817: (unknown) 44@ 4 3 
0006: 78@ = 0 // integer values 
0006: 85@ = 2 // integer values 

:MUSIC2_8011
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @MUSIC2_8132 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1282.61 -787.389 1084.063 radius 6.0 6.0 6.0 
004D: jump_if_false @MUSIC2_8132 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_8101 
060B: unknown_actor_use_entity 40@ 45@ 

:MUSIC2_8101
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_8125 
060B: unknown_actor_use_entity 41@ 45@ 

:MUSIC2_8125
0006: 94@ = 1 // integer values 

:MUSIC2_8132
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @MUSIC2_8229 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 1249.61 -772.86 1083.46 radius 7.0 7.0 5.0 
004D: jump_if_false @MUSIC2_8229 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @MUSIC2_8229 
060B: unknown_actor_use_entity 44@ 45@ 
0006: 78@ = 1 // integer values 

:MUSIC2_8229
00D6: if 
0019:   85@ > 0 // integer values 
004D: jump_if_false @MUSIC2_8302 
00D6: if 
0039:   71@ == 9 // integer values 
004D: jump_if_false @MUSIC2_8302 
00D6: if 
0019:   32@ > 8500 // integer values 
004D: jump_if_false @MUSIC2_8302 
03E5: text_box 'STP2_33'  // Az ~r~rknek ~w~hangtompts fegyvereik vannak. Ha sikerl megszerezned az egyiket, ezzel majd csendben vgezhetsz a tbbi rrel.
0006: 71@ = 10 // integer values 

:MUSIC2_8302
09E8: 34@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @MUSIC2_8403 
0164: disable_marker 61@ 

:MUSIC2_8333
00D6: if 
816B:   not fading 
004D: jump_if_false @MUSIC2_8357 
0001: wait 0 ms 
0002: jump @MUSIC2_8333 

:MUSIC2_8357
00A1: put_actor $PLAYER_ACTOR at 1299.664 -800.546 83.148 
0173: set_actor $PLAYER_ACTOR z_angle_to 271.284 
0373: set_camera_directly_behind_player 
0006: 85@ = 2 // integer values 
0006: 70@ = 4 // integer values 

:MUSIC2_8403
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @MUSIC2_8440 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @MUSIC2_8440 
0164: disable_marker 62@ 

:MUSIC2_8440
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @MUSIC2_8477 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @MUSIC2_8477 
0164: disable_marker 63@ 

:MUSIC2_8477
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @MUSIC2_8514 
00D6: if 
075C:   marker 64@ enabled 
004D: jump_if_false @MUSIC2_8514 
0164: disable_marker 64@ 

:MUSIC2_8514
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @MUSIC2_8551 
00D6: if 
075C:   marker 65@ enabled 
004D: jump_if_false @MUSIC2_8551 
0164: disable_marker 65@ 

:MUSIC2_8551
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @MUSIC2_8588 
00D6: if 
075C:   marker 66@ enabled 
004D: jump_if_false @MUSIC2_8588 
0164: disable_marker 66@ 

:MUSIC2_8588
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @MUSIC2_8625 
00D6: if 
075C:   marker 67@ enabled 
004D: jump_if_false @MUSIC2_8625 
0164: disable_marker 67@ 

:MUSIC2_8625
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @MUSIC2_8662 
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @MUSIC2_8662 
0164: disable_marker 68@ 

:MUSIC2_8662
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @MUSIC2_8699 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @MUSIC2_8699 
0164: disable_marker 69@ 

:MUSIC2_8699
00D6: if 
0039:   85@ == 2 // integer values 
004D: jump_if_false @MUSIC2_8988 
00D6: if 
0039:   70@ == 4 // integer values 
004D: jump_if_false @MUSIC2_8988 
018A: 61@ = create_checkpoint_at 790.0 -1631.0 12.43 
040D: unload_wav 3 
00A5: 53@ = create_car #MTBIKE at 1306.718 -797.24 83.66 
0175: set_car 53@ z_angle_to 206.253 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
0249: release_model #KMB_RHYMESBOOK 
0249: release_model #CJ_JUICE_CAN 
0249: release_model #SILENCED 
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
0249: release_model #KNIFECUR 
075B: (unknown) 0 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
00BC: text_highpriority 'STP2_30' 7000 ms 1  // ~s~El kell vinned a rm gyjtemny OG Loc-nak. A ~y~Burger Shot-nl~s~ van.
0006: 70@ = 5 // integer values 
0006: 32@ = 0 // integer values 

:MUSIC2_8988
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @MUSIC2_9048 
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @MUSIC2_9048 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 53@ 
004D: jump_if_false @MUSIC2_9048 
0006: 97@ = 1 // integer values 

:MUSIC2_9048
00D6: if 
0039:   70@ == 5 // integer values 
004D: jump_if_false @MUSIC2_9582 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 788.05 -1630.31 12.42 radius 2.0 2.0 5.0 
004D: jump_if_false @MUSIC2_9582 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
016A: fade 0 1000 ms 

:MUSIC2_9132
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_9156 
0001: wait 0 ms 
0002: jump @MUSIC2_9132 

:MUSIC2_9156
0395: clear_area 1 at -1095.488 -1630.609 50.0 range 50.0 
01C3: remove_references_to_car 53@ // Like turning a car into any random car 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC2_9276 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00AB: put_car $TEMPVAR_ACTOR_CAR at 784.686 -1613.7 12.22 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 353.08 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 785.75 -1632.84 12.43 
0173: set_actor $PLAYER_ACTOR z_angle_to 316.0 
0002: jump @MUSIC2_9306 

:MUSIC2_9276
00A1: put_actor $PLAYER_ACTOR at 785.75 -1632.84 12.43 
0173: set_actor $PLAYER_ACTOR z_angle_to 316.0 

:MUSIC2_9306
04ED: load_animation "GANGS" 
023C: request_special_actor 'OGLOC' as 1 
040D: unload_wav 1 
03CF: load_wav 21805 as 1 
040D: unload_wav 2 
03CF: load_wav 21806 as 2 
038B: load_requested_models 

:MUSIC2_9352
00D6: if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MUSIC2_9391 
0001: wait 0 ms 
0002: jump @MUSIC2_9352 

:MUSIC2_9391
009A: 52@ = create_actor 23 #SPECIAL01 at 792.72 -1626.6 12.43 
0173: set_actor 52@ z_angle_to 114.71 
060B: unknown_actor_use_entity 52@ 46@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0489: set_actor 52@ audible 1 
0489: set_actor $PLAYER_ACTOR audible 1 
016A: fade 1 2000 ms 
0006: 95@ = 1 // integer values 
015F: set_camera_position 785.7997 -1635.43 13.4579 0.0 0.0 0.0 
0160: point_camera 786.2913 -1634.565 13.3583 2 
05D3: AS_actor $PLAYER_ACTOR go_to_point 788.98 -1629.61 12.59 speed 4 -1 ms 
05D3: AS_actor 52@ go_to_point 788.98 -1629.61 12.59 speed 4 -1 ms 
0006: 32@ = 0 // integer values 
0006: 70@ = 6 // integer values 

:MUSIC2_9582
00D6: if 
0039:   70@ == 6 // integer values 
004D: jump_if_false @MUSIC2_9837 
00D6: if 
0019:   32@ > 2440 // integer values 
004D: jump_if_false @MUSIC2_9837 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC2_9837 
015F: set_camera_position 788.2733 -1628.832 13.9503 0.0 0.0 0.0 
0160: point_camera 788.473 -1629.811 13.9214 2 
00A1: put_actor $PLAYER_ACTOR at 787.973 -1630.274 12.42 
0173: set_actor $PLAYER_ACTOR z_angle_to 310.378 
00A1: put_actor 52@ at 788.7348 -1629.626 12.42 
0173: set_actor 52@ z_angle_to 130.378 
0792: (unknown) 52@ 
0792: (unknown) $PLAYER_ACTOR 
0605: actor 52@ perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0006: 70@ = 7 // integer values 

:MUSIC2_9837
00D6: if 
0019:   70@ > 4 // integer values 
004D: jump_if_false @MUSIC2_10502 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC2_10502 
00D6: if 
0039:   95@ == 1 // integer values 
004D: jump_if_false @MUSIC2_9924 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 
00BC: text_highpriority 'LOC2_CA' 5000 ms 1  // ~z~H Loc, megvan amit krtl.
0006: 95@ = 2 // integer values 

:MUSIC2_9924
00D6: if 
0039:   95@ == 2 // integer values 
004D: jump_if_false @MUSIC2_9982 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC2_9982 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 21807 as 1 
0006: 95@ = 3 // integer values 

:MUSIC2_9982
00D6: if 
0039:   95@ == 3 // integer values 
004D: jump_if_false @MUSIC2_10035 
03D1: play_wav 2 
00BC: text_highpriority 'LOC2_CB' 5000 ms 1  // ~z~Tes, te isten kirly vagy, haver!
0967: actor 52@ move_mouth 10000 
0006: 95@ = 4 // integer values 

:MUSIC2_10035
00D6: if 
0039:   95@ == 4 // integer values 
004D: jump_if_false @MUSIC2_10093 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC2_10093 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor 52@ stop_mouth 
03CF: load_wav 21808 as 2 
0006: 95@ = 5 // integer values 

:MUSIC2_10093
00D6: if 
0039:   95@ == 5 // integer values 
004D: jump_if_false @MUSIC2_10161 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC2_10161 
00BC: text_highpriority 'LOC2_CC' 5000 ms 1  // ~z~H, majd kereslek.
0967: actor $PLAYER_ACTOR move_mouth 10000 
03D1: play_wav 1 
0006: 95@ = 6 // integer values 

:MUSIC2_10161
00D6: if 
0039:   95@ == 6 // integer values 
004D: jump_if_false @MUSIC2_10208 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC2_10208 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 95@ = 7 // integer values 

:MUSIC2_10208
00D6: if 
0039:   95@ == 7 // integer values 
004D: jump_if_false @MUSIC2_10366 
015F: set_camera_position 773.2047 -1633.066 17.7324 0.0 0.0 0.0 
0160: point_camera 774.1813 -1632.908 17.5877 2 
03D1: play_wav 2 
00BC: text_highpriority 'LOC2_DC' 5000 ms 1  // ~z~Bke, pajts!
0967: actor 52@ move_mouth 4000 
05D3: AS_actor $PLAYER_ACTOR go_to_point 806.1331 -1630.219 12.3906 speed 4 60000 ms 
05D3: AS_actor 52@ go_to_point 793.8177 -1625.155 12.3828 speed 4 60000 ms 
0006: 95@ = 8 // integer values 

:MUSIC2_10366
00D6: if 
0039:   95@ == 8 // integer values 
004D: jump_if_false @MUSIC2_10502 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC2_10502 
016A: fade 0 1000 ms 
00BE: text_clear_all 
040D: unload_wav 2 

:MUSIC2_10412
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_10436 
0001: wait 0 ms 
0002: jump @MUSIC2_10412 

:MUSIC2_10436
00A1: put_actor $PLAYER_ACTOR at 808.299 -1630.424 12.42 
0173: set_actor $PLAYER_ACTOR z_angle_to 254.602 
016A: fade 1 1000 ms 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0002: jump @MUSIC2_10527 
0006: 95@ = 9 // integer values 

:MUSIC2_10502
0002: jump @MUSIC2_745 

:MUSIC2_10509
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:MUSIC2_10527
0318: set_latest_mission_passed 'STRAP_2'  // Madd Dogg dalai
01E3: text_1number_styled 'M_PASSR' 4 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 4 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0008: $11257 += 1 // integer values 
0051: return 

:MUSIC2_10582
08F4: (unknown) 99 
034F: destroy_actor_with_fade 52@ // The actor fades away like a ghost 
0215: destroy_pickup 60@ 
07FB: set_interior 'MADDOGS' accessible 0  // Madd Dogg krja
07FB: set_interior 'MDDOGS' accessible 0  // Madd Dogg kglije 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC2_10652 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
07B4: (unknown) $PLAYER_CHAR 1 

:MUSIC2_10652
03C7: unknown_maybe_cops_density 1.0 
075B: (unknown) 0 
0489: set_actor $PLAYER_ACTOR audible 0 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0215: destroy_pickup 59@ 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
0249: release_model #MTBIKE 
0249: release_model #MICRO_UZI 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
0249: release_model #KMB_RHYMESBOOK 
0249: release_model #CJ_JUICE_CAN 
0249: release_model #SILENCED 
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
0249: release_model #KNIFECUR 
0004: $ONMISSION = 0 // integer values 
08E7: set_entrance_markers 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 33---------------
// Originally: Management Issues

:MUSIC3
03A4: name_thread 'MUSIC3' 
0050: gosub @MUSIC3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MUSIC3_38 
0050: gosub @MUSIC3_15492 

:MUSIC3_38
0050: gosub @MUSIC3_15574 
004E: end_thread 

:MUSIC3_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP3' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MUSIC3_805 
0107: 90@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1123.2 22.9 
0107: 91@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1127.2 22.9 
0107: 92@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1131.2 22.9 
0107: 93@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1123.2 22.9 
0107: 94@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1127.2 22.9 
0107: 95@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1131.2 22.9 
0107: 96@ = create_object #DYN_ROADBARRIER_2 at 1016.5 -1133.2 22.9 
0107: 97@ = create_object #DYN_ROADBARRIER_2 at 1012.5 -1133.2 22.9 
0107: 98@ = create_object #DYN_ROADBARRIER_2 at 1008.5 -1133.2 22.9 
0107: 99@ = create_object #DYN_ROADBARRIER_2 at 1028.5 -1133.2 22.9 
0107: 100@ = create_object #DYN_ROADBARRIER_2 at 1032.5 -1133.2 22.9 
0107: 101@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 78@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 79@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 80@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 81@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 82@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 83@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 84@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 85@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 86@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 87@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 88@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 89@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
018A: 113@ = create_checkpoint_at 1118.3 -1140.9 22.2 
009A: 63@ = create_actor 25 #LAPD1 at 1023.4 -1121.0 22.9 
009A: 70@ = create_actor 25 #LAPD1 at 1023.4 -1121.0 22.9 
00A5: 67@ = create_car #ELEGANT at 1174.1 -926.8 43.6 
009A: 65@ = create_actor 25 #LAPD1 at 1023.4 -1121.0 22.9 
009A: 64@ = create_actor 25 #LAPD1 at 1023.4 -1121.0 22.9 
009A: 111@ = create_actor 25 #LAPD1 at 1023.4 -1121.0 22.9 

:MUSIC3_805
00BE: text_clear_all 
0001: wait 0 ms 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0005: $TEMPVAR_FLOAT_1 = 0.0 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 0.0 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.0 // floating-point values 
0006: 140@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
04AF: 136@ = unknown_wav_reference 24 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0007: 225@ = 0.0 // floating-point values 
0007: 226@ = 0.0 // floating-point values 
0007: 227@ = 0.0 // floating-point values 
0007: 228@ = 0.0 // floating-point values 
0007: 229@ = 0.0 // floating-point values 
0007: 230@ = 0.0 // floating-point values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0004: $TIME_MINS = 0 // integer values 
0006: 150@ = 0 // integer values 
0007: 157@ = 0.0 // floating-point values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 220@ = 0 // integer values 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 
0006: 223@ = 0 // integer values 
0006: 224@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 171@ = 0 // integer values 
08F5: (unknown) 
04BB: select_interior 10 // select render area 
0169: set_fade_color 0 0 0 
02E4: load_cutscene_data 'STRAP3A' 

:MUSIC3_1314
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC3_1338 
0001: wait 0 ms 
0002: jump @MUSIC3_1314 

:MUSIC3_1338
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MUSIC3_1347
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC3_1371 
0001: wait 0 ms 
0002: jump @MUSIC3_1347 

:MUSIC3_1371
016A: fade 0 0 ms 

:MUSIC3_1377
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1401 
0001: wait 0 ms 
0002: jump @MUSIC3_1377 

:MUSIC3_1401
04BB: select_interior 0 // select render area 
02EA: end_cutscene 
08F6: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
0247: request_model #WBDYG1 
0247: request_model #ELEGANT 
0247: request_model #COLT45 
0247: request_model #CELLPHONE 
03CF: load_wav 24600 as 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
07E5: unknown_copy_entity 65542 233@ 
060A: unknown_create_entity 2 234@ 
0395: clear_area 1 at 1214.8 -921.7 41.7 range 5.0 
04AF: 169@ = unknown_wav_reference 507 
0050: gosub @MUSIC3_23296 
00A5: 73@ = create_car #ELEGANT at 1214.8 -921.7 41.7 
0175: set_car 73@ z_angle_to 169.3 
0229: set_car 73@ color_to 0 0 
0294: set_car 73@ sprayable 0 
02AA: set_car 73@ immune_to_nonplayer 1 
020A: set_car 73@ door_status_to 1 
02AA: set_car 73@ immune_to_nonplayer 1 
053F: set_car 73@ tires_vulnerable 0 
0186: 113@ = create_marker_above_car 73@ 
0129: 76@ = create_actor 25 #WBDYG1 in_car 73@ driverseat 
01B2: give_actor 76@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 76@ 234@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 range 5.0 
04AF: 169@ = unknown_wav_reference 507 
0050: gosub @MUSIC3_23296 
00A5: 72@ = create_car #ELEGANT at 1297.6 -1137.2 22.5 
0175: set_car 72@ z_angle_to 90.0 
02AA: set_car 72@ immune_to_nonplayer 1 
0229: set_car 72@ color_to 0 0 
04BD: unknown_car 72@ 1 
020A: set_car 72@ door_status_to 3 
0574: (unknown) 72@ 1 
053F: set_car 72@ tires_vulnerable 0 
0395: clear_area 1 at 1316.5 -1137.2 22.5 range 5.0 
04AF: 169@ = unknown_wav_reference 507 
0050: gosub @MUSIC3_23296 
00A5: 74@ = create_car #ELEGANT at 1316.5 -1137.2 22.5 
0175: set_car 74@ z_angle_to 90.0 
02AA: set_car 74@ immune_to_nonplayer 1 
0229: set_car 74@ color_to 0 0 
04BD: unknown_car 74@ 1 
020A: set_car 74@ door_status_to 3 
00AE: unknown_set_car 74@ to_ignore_traffic_lights 1 
0574: (unknown) 74@ 1 
053F: set_car 74@ tires_vulnerable 0 
04E0: car 74@ abandon_path_radius 50 
0852: set_car 74@ visible_damage 0 
0994: (unknown) 76.6 -1527.6 4.1 
0994: (unknown) 162.2 -1394.6 46.8 
0994: (unknown) 273.2 -980.9 47.4 
0994: (unknown) 362.8 -1147.8 77.0 
0994: (unknown) 378.1 -1147.4 77.0 
0994: (unknown) 1536.4 -994.8 41.5 
0994: (unknown) 1638.7 -1177.5 54.1 
0994: (unknown) 1873.9 -1009.4 35.0 
0994: (unknown) 2887.8 -1121.4 9.8 
0994: (unknown) 165.8 -1185.3 51.8 
0994: (unknown) 695.7 -995.6 51.0 
0994: (unknown) 794.8 -1033.6 23.7 
0994: (unknown) 1311.1 -701.7 91.7 
0994: (unknown) 2838.7 -1024.2 21.5 
00BC: text_highpriority 'STP3_01' 7000 ms 1  // ~s~Madd Dogg Manager-nek egyik ~r~sofre~s~ a vros msik rszben lv Burger Shot-ban kajzik.
00BB: text_lowpriority 'STP3_02' 7000 ms 1  // ~s~Menj s ksd el az ~r~autjt~s~ aztn tallkozz a msik kt sofrrel este 10 eltt.
0395: clear_area 1 at 794.6 -1597.1 12.5 range 1.0 
03CB: set_camera 794.6 -1597.1 12.5 
00A1: put_actor $PLAYER_ACTOR at 794.6 -1597.1 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 45.0 
00C0: set_current_time 16 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
09D2: (unknown) 0 
0006: 33@ = 0 // integer values 
016A: fade 1 500 ms 

:MUSIC3_2268
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @MUSIC3_2294 
0002: jump @MUSIC3_15510 

:MUSIC3_2294
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_2326 
0002: jump @MUSIC3_15492 

:MUSIC3_2326
01BD: 144@ = current_time_in_ms 
0085: 143@ = 144@ // integer values and handles 
0062: 143@ -= 145@ // integer values 
0085: 145@ = 144@ // integer values and handles 
0062: 146@ -= 143@ // integer values 
005A: 159@ += 143@ // integer values 
00BF: 149@ = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @MUSIC3_4538 
00D6: if 
0735:   81 
004D: jump_if_false @MUSIC3_2442 
00A1: put_actor $PLAYER_ACTOR at 1179.5 -920.3 42.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 99.7 

:MUSIC3_2442
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MUSIC3_2593 
00D6: if or
0039:   123@ == 1 // integer values 
0039:   123@ == 2 // integer values 
004D: jump_if_false @MUSIC3_2593 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 73@ radius 25.0 25.0 25.0 unknown 0 
004D: jump_if_false @MUSIC3_2593 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_2579 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_2572 
00BB: text_lowpriority 'STP3_19' 7000 ms 1  // ~s~Trd ssze az ~r~autjt~s~ , hogy kiszlljon a sofr.

:MUSIC3_2572
0002: jump @MUSIC3_2586 

:MUSIC3_2579
0006: 175@ = 2 // integer values 

:MUSIC3_2586
0006: 175@ = 1 // integer values 

:MUSIC3_2593
00D6: if 
0039:   175@ == 1 // integer values 
004D: jump_if_false @MUSIC3_2753 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_2746 
00D6: if 
8448:   not actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_2739 
03D5: remove_text 'STP3_19'  // ~s~Trd ssze az ~r~autjt~s~ , hogy kiszlljon a sofr.
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @MUSIC3_2732 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_2732 
0006: 174@ = 1 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 

:MUSIC3_2732
0006: 175@ = 2 // integer values 

:MUSIC3_2739
0002: jump @MUSIC3_2753 

:MUSIC3_2746
0006: 175@ = 2 // integer values 

:MUSIC3_2753
00D6: if 
0039:   175@ == 2 // integer values 
004D: jump_if_false @MUSIC3_2872 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_2872 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_2872 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_2865 
03D5: remove_text 'STP3_19'  // ~s~Trd ssze az ~r~autjt~s~ , hogy kiszlljon a sofr.
00BB: text_lowpriority 'STP3_11' 7000 ms 1  // ~S~Szllj be az ~r~autba~s~.
0006: 175@ = 3 // integer values 
0002: jump @MUSIC3_2872 

:MUSIC3_2865
0006: 175@ = 3 // integer values 

:MUSIC3_2872
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_3325 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_3325 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 76@ radius 250.0 250.0 0 
0019:   149@ > 17 // integer values 
004D: jump_if_false @MUSIC3_3325 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @MUSIC3_3318 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_3097 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0006: 174@ = 7 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 1 // integer values 
0050: gosub @MUSIC3_24527 
0A09: (unknown) $PLAYER_ACTOR 1 
0006: 124@ = 1 // integer values 
0707: start_scene_skip_to @MUSIC3_3486 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 // integer values 
0006: 167@ = 1 // integer values 
0006: 123@ = 1 // integer values 
0002: jump @MUSIC3_3311 

:MUSIC3_3097
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_3262 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_3262 
0615: define_action_sequences 232@ 
05CB: AS_actor -1 enter_car_as_driver 73@ -1 ms 
05D1: AS_actor -1 drive_car 73@ to 1211.0 -932.3 41.9 speed 15.0 0 1 0 
05D1: AS_actor -1 drive_car 73@ to 1160.8 -1027.5 31.4 speed 15.0 0 1 0 
05D2: AS_actor -1 run_to_and_hijack_vehicle 73@ max_search_radius 15.0 traffic_behavior 0 
0616: define_action_sequences_end 232@ 
0618: assign_actor 76@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
072F: (unknown) 73@ 0.5 4000 1 1 1 7 

:MUSIC3_3262
0006: 174@ = 7 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 5 // integer values 
0050: gosub @MUSIC3_24527 
0A09: (unknown) $PLAYER_ACTOR 1 
0006: 167@ = 3 // integer values 
0006: 123@ = 1 // integer values 

:MUSIC3_3311
0002: jump @MUSIC3_3325 

:MUSIC3_3318
0006: 123@ = 1 // integer values 

:MUSIC3_3325
00D6: if 
0039:   167@ == 1 // integer values 
004D: jump_if_false @MUSIC3_3415 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @MUSIC3_3415 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_3415 
0006: 174@ = 7 // integer values 
0006: 176@ = 1 // integer values 
0006: 177@ = 2 // integer values 
0050: gosub @MUSIC3_24527 
0006: 167@ = 2 // integer values 

:MUSIC3_3415
00D6: if 
0039:   167@ == 2 // integer values 
004D: jump_if_false @MUSIC3_3703 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_3703 
0006: 174@ = 7 // integer values 
0006: 176@ = 2 // integer values 
0006: 177@ = 5 // integer values 
0050: gosub @MUSIC3_24527 
0006: 124@ = 0 // integer values 

:MUSIC3_3486
0701: end_scene_skip 
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_3520 
0002: jump @MUSIC3_15492 

:MUSIC3_3520
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_3685 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_3685 
0615: define_action_sequences 232@ 
05CB: AS_actor -1 enter_car_as_driver 73@ -1 ms 
05D1: AS_actor -1 drive_car 73@ to 1211.0 -932.3 41.9 speed 15.0 0 1 0 
05D1: AS_actor -1 drive_car 73@ to 1160.8 -1027.5 31.4 speed 15.0 0 1 0 
05D2: AS_actor -1 run_to_and_hijack_vehicle 73@ max_search_radius 15.0 traffic_behavior 0 
0616: define_action_sequences_end 232@ 
0618: assign_actor 76@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
072F: (unknown) 73@ 0.5 4000 1 1 1 7 

:MUSIC3_3685
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0006: 167@ = 3 // integer values 

:MUSIC3_3703
00D6: if 
0039:   167@ == 3 // integer values 
004D: jump_if_false @MUSIC3_3873 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_3789 
062E: (unknown) $PLAYER_ACTOR 1833 $416 
00D6: if 
04A3:   $416 == 1 // integer values OR floating-point values 
004D: jump_if_false @MUSIC3_3775 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:MUSIC3_3775
0A09: (unknown) $PLAYER_ACTOR 0 
0006: 167@ = 4 // integer values 

:MUSIC3_3789
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @MUSIC3_3873 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
062E: (unknown) $PLAYER_ACTOR 1833 $416 
00D6: if 
04A3:   $416 == 1 // integer values OR floating-point values 
004D: jump_if_false @MUSIC3_3859 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:MUSIC3_3859
0A09: (unknown) $PLAYER_ACTOR 0 
0006: 167@ = 4 // integer values 

:MUSIC3_3873
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @MUSIC3_3985 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_3985 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_3985 
00D6: if 
0019:   149@ > 20 // integer values 
004D: jump_if_false @MUSIC3_3985 
05D1: AS_actor 76@ drive_car 73@ to 1316.4 -1136.5 22.9 speed 15.0 0 1 2 
0006: 123@ = 2 // integer values 

:MUSIC3_3985
00D6: if 
0039:   123@ == 2 // integer values 
004D: jump_if_false @MUSIC3_4106 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_4106 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_4106 
00D6: if 
01AD:   car 73@ 0 1316.4 -1136.5 5.0 5.0 
004D: jump_if_false @MUSIC3_4106 
00BC: text_highpriority 'STP3_03' 4000 ms 1  // ~r~Tl lass voltl!
0006: 150@ = 1 // integer values 
0006: 122@ = 9 // integer values 

:MUSIC3_4106
00D6: if 
0019:   123@ > 0 // integer values 
004D: jump_if_false @MUSIC3_4339 
00D6: if 
001B:   3 > 123@ // integer values 
004D: jump_if_false @MUSIC3_4339 
00D6: if 
051C:   car 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_4223 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_4211 
0615: define_action_sequences 232@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 76@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_4211
03CD: car 73@ remove_from_stuck_car_check 
0006: 123@ = 3 // integer values 

:MUSIC3_4223
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_4327 
00D6: if 
80DB:   not actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_4320 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_4308 
0615: define_action_sequences 232@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 76@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_4308
03CD: car 73@ remove_from_stuck_car_check 
0006: 123@ = 3 // integer values 

:MUSIC3_4320
0002: jump @MUSIC3_4339 

:MUSIC3_4327
03CD: car 73@ remove_from_stuck_car_check 
0006: 123@ = 3 // integer values 

:MUSIC3_4339
00D6: if 
0019:   149@ > 21 // integer values 
004D: jump_if_false @MUSIC3_4371 
0006: 150@ = 0 // integer values 
0006: 122@ = 9 // integer values 

:MUSIC3_4371
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 73@ radius 60.0 60.0 unknown 0 
004D: jump_if_false @MUSIC3_4416 
02AA: set_car 73@ immune_to_nonplayer 0 
0002: jump @MUSIC3_4423 

:MUSIC3_4416
02AA: set_car 73@ immune_to_nonplayer 1 

:MUSIC3_4423
00D6: if 
0039:   123@ == 3 // integer values 
004D: jump_if_false @MUSIC3_4538 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_4538 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
03D5: remove_text 'STP3_11'  // ~S~Szllj be az ~r~autba~s~.
00BB: text_lowpriority 'STP3_33' 7000 ms 1  // ~s~Menj s tallkozz a tbbi ~y~sofrrel~s~ mg este 10 eltt. ssze ne trd az autt!
0249: release_model #CELLPHONE 
0006: 175@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 122@ = 1 // integer values 

:MUSIC3_4538
00D6: if 
0039:   122@ == 1 // integer values 
004D: jump_if_false @MUSIC3_5519 
00D6: if 
0735:   81 
004D: jump_if_false @MUSIC3_4601 
00A1: put_actor $PLAYER_ACTOR at 1306.4 -1137.5 22.5 
0175: set_car 73@ z_angle_to 90.0 

:MUSIC3_4601
00D6: if 
0019:   149@ > 21 // integer values 
004D: jump_if_false @MUSIC3_4633 
0006: 150@ = 0 // integer values 
0006: 122@ = 9 // integer values 

:MUSIC3_4633
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_4899 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_4899 
00D6: if or
8185:   not car 73@ health >= 700 
03C9:   car 73@ damaged 
004D: jump_if_false @MUSIC3_4773 
03D5: remove_text 'STP3_33'  // ~s~Menj s tallkozz a tbbi ~y~sofrrel~s~ mg este 10 eltt. ssze ne trd az autt!
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MUSIC3_4773 
0164: disable_marker $450 
02A8: $450 = create_marker 63 at 488.0 -1734.0 34.4 
00BB: text_lowpriority 'STP3_22' 11000 ms 1  // ~s~Lezztad a verdt, menj s javttatsd meg.
0006: 175@ = 1 // integer values 

:MUSIC3_4773
00D6: if 
0185:   car 73@ health >= 700 
004D: jump_if_false @MUSIC3_4899 
00D6: if 
83C9:   not car 73@ damaged 
004D: jump_if_false @MUSIC3_4899 
03D5: remove_text 'STP3_22'  // ~s~Lezztad a verdt, menj s javttatsd meg.
0164: disable_marker $450 
04CE: $450 = create_icon_marker_without_sphere 63 at 488.0 -1734.0 34.4 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
0006: 160@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 123@ = 1 // integer values 

:MUSIC3_4899
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @MUSIC3_4959 
00D6: if 
0019:   159@ > 4000 // integer values 
004D: jump_if_false @MUSIC3_4959 
00BB: text_lowpriority 'STP3_33' 7000 ms 1  // ~s~Menj s tallkozz a tbbi ~y~sofrrel~s~ mg este 10 eltt. ssze ne trd az autt!
0006: 160@ = 1 // integer values 

:MUSIC3_4959
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @MUSIC3_5408 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_5408 
00D6: if 
01AF:   car 73@ 1 1306.4 -1137.5 22.5 radius 4.0 4.0 4.0 
004D: jump_if_false @MUSIC3_5217 
0174: 157@ = car 73@ z_angle 
00D6: if 
0021:   157@ > 95.0 // floating-point values 
004D: jump_if_false @MUSIC3_5110 
00D6: if 
0033:   360.0 >= 157@ // floating-point values 
004D: jump_if_false @MUSIC3_5110 
00BC: text_highpriority 'STP3_25' 7000 ms 1  // ~s~Ugyangy parkold le a verdt, ahogyan a tbbi aut ll.

:MUSIC3_5110
00D6: if 
0023:   85.0 > 157@ // floating-point values 
004D: jump_if_false @MUSIC3_5168 
00D6: if 
0031:   157@ >= 0.0 // floating-point values 
004D: jump_if_false @MUSIC3_5168 
00BC: text_highpriority 'STP3_25' 7000 ms 1  // ~s~Ugyangy parkold le a verdt, ahogyan a tbbi aut ll.

:MUSIC3_5168
00D6: if 
0031:   157@ >= 85.0 // floating-point values 
004D: jump_if_false @MUSIC3_5217 
00D6: if 
0033:   95.0 >= 157@ // floating-point values 
004D: jump_if_false @MUSIC3_5217 
0006: 123@ = 2 // integer values 

:MUSIC3_5217
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @MUSIC3_5327 
00D6: if 
01AF:   car 73@ 0 1306.4 -1137.5 22.5 radius 15.0 30.0 30.0 
004D: jump_if_false @MUSIC3_5327 
00D6: if or
02CA:   car 72@ bounding_sphere_visible 
02CA:   car 74@ bounding_sphere_visible 
004D: jump_if_false @MUSIC3_5327 
00BC: text_highpriority 'STP3_25' 7000 ms 1  // ~s~Ugyangy parkold le a verdt, ahogyan a tbbi aut ll.
0006: 161@ = 1 // integer values 

:MUSIC3_5327
00D6: if or
8185:   not car 73@ health >= 700 
03C9:   car 73@ damaged 
004D: jump_if_false @MUSIC3_5408 
0164: disable_marker 113@ 
0164: disable_marker $450 
02A8: $450 = create_marker 63 at 488.0 -1734.0 34.4 
00BE: text_clear_all 
00BB: text_lowpriority 'STP3_22' 11000 ms 1  // ~s~Lezztad a verdt, menj s javttatsd meg.
0006: 123@ = 0 // integer values 

:MUSIC3_5408
00D6: if 
0185:   car 73@ health >= 700 
004D: jump_if_false @MUSIC3_5512 
00D6: if 
83C9:   not car 73@ damaged 
004D: jump_if_false @MUSIC3_5512 
00D6: if 
0039:   123@ == 2 // integer values 
004D: jump_if_false @MUSIC3_5512 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0164: disable_marker 113@ 
0164: disable_marker $450 
04CE: $450 = create_icon_marker_without_sphere 63 at 488.0 -1734.0 34.4 
0006: 122@ = 2 // integer values 

:MUSIC3_5512
0050: gosub @MUSIC3_20691 

:MUSIC3_5519
00D6: if 
0039:   122@ == 9 // integer values 
004D: jump_if_false @MUSIC3_5551 
0006: 123@ = 0 // integer values 
0006: 122@ = 10 // integer values 

:MUSIC3_5551
00D6: if 
0039:   122@ == 10 // integer values 
004D: jump_if_false @MUSIC3_7206 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @MUSIC3_6507 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_6507 
00BE: text_clear_all 
016A: fade 0 500 ms 

:MUSIC3_5621
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_5645 
0001: wait 0 ms 
0002: jump @MUSIC3_5621 

:MUSIC3_5645
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1306.4 -1137.5 radius 20.0 20.0 
004D: jump_if_false @MUSIC3_5766 
0395: clear_area 1 at 1247.1 -1156.0 22.7 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 1247.1 -1156.0 22.7 

:MUSIC3_5766
03CB: set_camera 1305.5 -1131.7 22.6 
00A6: destroy_car 72@ 
01C3: remove_references_to_car 73@ // Like turning a car into any random car 
009B: destroy_actor_instantly 76@ 
00A6: destroy_car 74@ 
041E: set_radio_station 11 
0395: clear_area 1 at 1303.5 -1131.5 22.6 range 5.0 
009A: 75@ = create_actor 25 #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ z_angle_to 168.1 
060B: unknown_actor_use_entity 75@ 233@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 range 5.0 
04AF: 169@ = unknown_wav_reference 507 
0050: gosub @MUSIC3_23296 
00A5: 72@ = create_car #ELEGANT at 1297.6 -1137.2 22.5 
0175: set_car 72@ z_angle_to 90.0 
0229: set_car 72@ color_to 0 0 
04BD: unknown_car 72@ 1 
05CB: AS_actor 75@ enter_car_as_driver 72@ -1 ms 
0395: clear_area 1 at 1305.5 -1131.7 22.6 range 5.0 
009A: 77@ = create_actor 25 #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ z_angle_to 168.1 
060B: unknown_actor_use_entity 77@ 233@ 
0395: clear_area 1 at 1316.5 -1137.2 22.5 range 5.0 
04AF: 169@ = unknown_wav_reference 507 
0050: gosub @MUSIC3_23296 
00A5: 74@ = create_car #ELEGANT at 1316.5 -1137.2 22.5 
0175: set_car 74@ z_angle_to 90.0 
0229: set_car 74@ color_to 0 0 
04BD: unknown_car 74@ 1 
04E0: car 74@ abandon_path_radius 50 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @MUSIC3_6278 
0395: clear_area 1 at 1306.4 -1137.5 22.5 range 5.0 
04AF: 169@ = unknown_wav_reference 507 
0050: gosub @MUSIC3_23296 
00A5: 73@ = create_car #ELEGANT at 1306.4 -1137.5 22.5 
0175: set_car 73@ z_angle_to 90.0 
0229: set_car 73@ color_to 0 0 
04BD: unknown_car 74@ 1 
04E0: car 73@ abandon_path_radius 50 
0209: 140@ = random_int 0 3 
0129: 76@ = create_actor 25 135@(140@,5i) in_car 73@ driverseat 
0002: jump @MUSIC3_6352 

:MUSIC3_6278
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_6352 
00D6: if 
01AD:   car 73@ 0 1306.4 -1137.5 20.0 20.0 
004D: jump_if_false @MUSIC3_6352 
00AB: put_car 73@ at 1247.5 -1151.8 22.6 

:MUSIC3_6352
015F: set_camera_position 1292.8 -1143.5 24.3 0.0 0.0 0.0 
0160: point_camera 1302.3 -1136.2 24.0 2 
00BE: text_clear_all 
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @MUSIC3_6446 
00BC: text_highpriority 'STP3_20' 8000 ms 1  // ~r~Tl lass voltl! Madd Dogg tbbi verdja elhzott nlkled.
0002: jump @MUSIC3_6462 

:MUSIC3_6446
00BC: text_highpriority 'STP3_21' 8000 ms 1  // ~r~Tl lass voltl! Madd Dogg verdja elhzott!

:MUSIC3_6462
016A: fade 1 500 ms 

:MUSIC3_6469
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_6493 
0001: wait 0 ms 
0002: jump @MUSIC3_6469 

:MUSIC3_6493
0006: 32@ = 0 // integer values 
0006: 123@ = 1 // integer values 

:MUSIC3_6507
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @MUSIC3_6593 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @MUSIC3_6593 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_6586 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_6586 
05CB: AS_actor 77@ enter_car_as_driver 74@ -1 ms 

:MUSIC3_6586
0006: 123@ = 2 // integer values 

:MUSIC3_6593
00D6: if 
0039:   123@ == 2 // integer values 
004D: jump_if_false @MUSIC3_6959 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_6959 
062E: (unknown) 77@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC3_6959 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_6744 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_6744 
0615: define_action_sequences 231@ 
05D1: AS_actor -1 drive_car 72@ to 1103.3 -1140.9 22.7 speed 15.0 1 1 2 
0616: define_action_sequences_end 231@ 
0618: assign_actor 75@ to_action_sequences 231@ 
061B: remove_references_to_action_sequences 231@ 

:MUSIC3_6744
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_6839 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_6839 
0615: define_action_sequences 231@ 
05B9: unknown_action_sequence -1 500 
05D1: AS_actor -1 drive_car 74@ to 1103.3 -1140.9 22.7 speed 15.0 1 1 2 
0616: define_action_sequences_end 231@ 
0618: assign_actor 77@ to_action_sequences 231@ 
061B: remove_references_to_action_sequences 231@ 

:MUSIC3_6839
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @MUSIC3_6952 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_6952 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_6952 
0615: define_action_sequences 231@ 
05B9: unknown_action_sequence -1 1000 
05D1: AS_actor -1 drive_car 73@ to 1103.3 -1140.9 22.7 speed 15.0 1 1 2 
0616: define_action_sequences_end 231@ 
0618: assign_actor 76@ to_action_sequences 231@ 
061B: remove_references_to_action_sequences 231@ 

:MUSIC3_6952
0006: 123@ = 3 // integer values 

:MUSIC3_6959
00D6: if 
0039:   123@ == 3 // integer values 
004D: jump_if_false @MUSIC3_7206 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_7206 
00D6: if 
82CA:   not car 72@ bounding_sphere_visible 
004D: jump_if_false @MUSIC3_7206 
016A: fade 0 500 ms 

:MUSIC3_7016
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_7040 
0001: wait 0 ms 
0002: jump @MUSIC3_7016 

:MUSIC3_7040
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A0: store_actor $PLAYER_ACTOR position_to 225@ 226@ 227@ 
03CB: set_camera 225@ 226@ 227@ 
00BE: text_clear_all 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @MUSIC3_7152 
00BC: text_highpriority 'STP3_20' 5500 ms 1  // ~r~Tl lass voltl! Madd Dogg tbbi verdja elhzott nlkled.
0002: jump @MUSIC3_7168 

:MUSIC3_7152
00BC: text_highpriority 'STP3_21' 5500 ms 1  // ~r~Tl lass voltl! Madd Dogg verdja elhzott!

:MUSIC3_7168
016A: fade 1 500 ms 

:MUSIC3_7175
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_7199 
0001: wait 0 ms 
0002: jump @MUSIC3_7175 

:MUSIC3_7199
0002: jump @MUSIC3_15492 

:MUSIC3_7206
00D6: if 
0039:   122@ == 2 // integer values 
004D: jump_if_false @MUSIC3_9825 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @MUSIC3_7589 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
0917: audio_zone 'AWARDS' enable_sound 1 
09F5: (unknown) 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 1303.5 -1131.5 22.6 range 5.0 
009A: 75@ = create_actor 25 #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ z_angle_to 168.1 
01B2: give_actor 75@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 75@ 233@ 
0395: clear_area 1 at 1305.5 -1131.7 22.6 range 5.0 
009A: 77@ = create_actor 25 #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ z_angle_to 168.1 
01B2: give_actor 77@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 77@ 233@ 
0395: clear_area 1 at 1306.4 -1137.5 22.5 range 5.0 
00AB: put_car 73@ at 1306.4 -1137.5 22.5 
0175: set_car 73@ z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position 1288.6 -1146.2 28.9 0.0 0.0 0.0 
0160: point_camera 1301.0 -1137.2 23.3 2 
0574: (unknown) 72@ 0 
05CB: AS_actor 75@ enter_car_as_driver 72@ -1 ms 
0006: 32@ = 0 // integer values 
0006: 126@ = 1 // integer values 

:MUSIC3_7589
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @MUSIC3_7680 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @MUSIC3_7680 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_7659 
0574: (unknown) 74@ 0 
05CB: AS_actor 77@ enter_car_as_driver 74@ -1 ms 

:MUSIC3_7659
0006: 124@ = 1 // integer values 
0707: start_scene_skip_to @MUSIC3_8918 
0006: 126@ = 2 // integer values 

:MUSIC3_7680
00D6: if 
0039:   126@ == 2 // integer values 
004D: jump_if_false @MUSIC3_7778 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_7778 
062E: (unknown) 77@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC3_7778 
0006: 174@ = 8 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 2 // integer values 
0050: gosub @MUSIC3_24527 
0006: 126@ = 3 // integer values 

:MUSIC3_7778
00D6: if 
0039:   126@ == 3 // integer values 
004D: jump_if_false @MUSIC3_8154 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_8154 
016A: fade 0 500 ms 

:MUSIC3_7821
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_7845 
0001: wait 0 ms 
0002: jump @MUSIC3_7821 

:MUSIC3_7845
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_7877 
0002: jump @MUSIC3_15492 

:MUSIC3_7877
0247: request_model #BMYRI 
0247: request_model #WFYRI 
0247: request_model #CAMERA 
0247: request_model #STRETCH 
0247: request_model #LAPD1 
0247: request_model #DYN_ROADBARRIER_2 
038B: load_requested_models 
041E: set_radio_station 11 

:MUSIC3_7911
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @MUSIC3_7947 
0001: wait 0 ms 
0050: gosub @MUSIC3_16507 
0002: jump @MUSIC3_7911 

:MUSIC3_7947
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_7979 
0002: jump @MUSIC3_15492 

:MUSIC3_7979
00C0: set_current_time 22 0 
0395: clear_area 1 at 1022.2 -1133.2 24.0 range 80.0 
03CB: set_camera 1022.2 -1133.2 24.0 
015F: set_camera_position 996.6 -1144.4 29.8 0.0 0.0 0.0 
0160: point_camera 1018.9 -1133.7 23.5 2 
016A: fade 1 500 ms 

:MUSIC3_8084
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_8108 
0001: wait 0 ms 
0002: jump @MUSIC3_8084 

:MUSIC3_8108
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_8140 
0002: jump @MUSIC3_15492 

:MUSIC3_8140
0006: 126@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:MUSIC3_8154
00D6: if 
0039:   126@ == 4 // integer values 
004D: jump_if_false @MUSIC3_8322 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @MUSIC3_8315 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MUSIC3_8315 
062E: (unknown) 69@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC3_8315 
0407: create_coordinate 225@ 226@ $TEMPVAR_FLOAT_3 from_car 66@ offset 1.7 1.5 0.0 
0615: define_action_sequences 231@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 225@ 226@ 227@ speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_action_sequences_end 231@ 
0618: assign_actor 69@ to_action_sequences 231@ 
061B: remove_references_to_action_sequences 231@ 

:MUSIC3_8315
0006: 126@ = 5 // integer values 

:MUSIC3_8322
00D6: if 
0039:   126@ == 5 // integer values 
004D: jump_if_false @MUSIC3_8445 
0050: gosub @MUSIC3_20239 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @MUSIC3_8445 
015F: set_camera_position 1026.3 -1123.6 24.3 0.0 0.0 0.0 
0160: point_camera 1023.6 -1123.8 24.3 2 
0006: 174@ = 11 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 
0006: 126@ = 6 // integer values 

:MUSIC3_8445
00D6: if 
0039:   126@ == 6 // integer values 
004D: jump_if_false @MUSIC3_8561 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_8561 
0006: 174@ = 12 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @MUSIC3_8554 
0605: actor 65@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:MUSIC3_8554
0006: 126@ = 7 // integer values 

:MUSIC3_8561
00D6: if 
0039:   126@ == 7 // integer values 
004D: jump_if_false @MUSIC3_8875 
0050: gosub @MUSIC3_20239 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_8875 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_8875 
016A: fade 0 500 ms 

:MUSIC3_8629
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_8653 
0001: wait 0 ms 
0002: jump @MUSIC3_8629 

:MUSIC3_8653
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_8685 
0002: jump @MUSIC3_15492 

:MUSIC3_8685
0395: clear_area 1 at 1305.5 -1131.7 22.6 range 60.0 
03CB: set_camera 1305.5 -1131.7 22.6 
015F: set_camera_position 1288.6 -1146.2 28.9 0.0 0.0 0.0 
0160: point_camera 1301.0 -1137.2 23.3 2 
016A: fade 1 500 ms 

:MUSIC3_8784
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_8808 
0001: wait 0 ms 
0002: jump @MUSIC3_8784 

:MUSIC3_8808
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_8840 
0002: jump @MUSIC3_15492 

:MUSIC3_8840
0006: 174@ = 8 // integer values 
0006: 176@ = 2 // integer values 
0006: 177@ = 4 // integer values 
0050: gosub @MUSIC3_24527 
0006: 126@ = 8 // integer values 

:MUSIC3_8875
00D6: if 
0039:   126@ == 8 // integer values 
004D: jump_if_false @MUSIC3_9825 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_9825 
0006: 124@ = 0 // integer values 

:MUSIC3_8918
0701: end_scene_skip 
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_8952 
0002: jump @MUSIC3_15492 

:MUSIC3_8952
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @MUSIC3_9507 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
016A: fade 0 500 ms 

:MUSIC3_8994
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_9018 
0001: wait 0 ms 
0002: jump @MUSIC3_8994 

:MUSIC3_9018
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_9050 
0002: jump @MUSIC3_15492 

:MUSIC3_9050
0574: (unknown) 72@ 0 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_9141 
0395: clear_area 1 at 1303.5 -1131.5 22.6 range 5.0 
009A: 75@ = create_actor 25 #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ z_angle_to 168.1 
01B2: give_actor 75@ weapon 22 ammo 3000 // Load the weapon model before using this 

:MUSIC3_9141
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_9184 
00D6: if 
80DB:   not actor 75@ in_car 72@ 
004D: jump_if_false @MUSIC3_9184 
036A: put_actor 75@ in_car 72@ 

:MUSIC3_9184
0574: (unknown) 74@ 0 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_9311 
0209: 140@ = random_int 0 3 
0395: clear_area 1 at 1305.5 -1131.7 22.6 range 5.0 
009A: 77@ = create_actor 25 #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ z_angle_to 168.1 
01B2: give_actor 77@ weapon 22 ammo 3000 // Load the weapon model before using this 
00D6: if 
80DB:   not actor 77@ in_car 74@ 
004D: jump_if_false @MUSIC3_9311 
036A: put_actor 77@ in_car 74@ 

:MUSIC3_9311
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_9354 
00D6: if 
80DB:   not actor 77@ in_car 74@ 
004D: jump_if_false @MUSIC3_9354 
036A: put_actor 77@ in_car 74@ 

:MUSIC3_9354
0395: clear_area 1 at 1306.4 -1137.5 22.5 range 5.0 
00AB: put_car 73@ at 1306.4 -1137.5 22.5 
0175: set_car 73@ z_angle_to 90.0 
0247: request_model #BMYRI 
0247: request_model #WFYRI 
0247: request_model #CAMERA 
0247: request_model #STRETCH 
0247: request_model #LAPD1 
038B: load_requested_models 

:MUSIC3_9433
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @MUSIC3_9469 
0001: wait 0 ms 
0050: gosub @MUSIC3_16507 
0002: jump @MUSIC3_9433 

:MUSIC3_9469
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_9501 
0002: jump @MUSIC3_15492 

:MUSIC3_9501
00C0: set_current_time 22 0 

:MUSIC3_9507
04BD: unknown_car 72@ 1 
04BD: unknown_car 73@ 1 
04BD: unknown_car 74@ 1 
009B: destroy_actor_instantly 65@ 
009B: destroy_actor_instantly 64@ 
009B: destroy_actor_instantly 111@ 
009B: destroy_actor_instantly 69@ 
009B: destroy_actor_instantly 70@ 
00A6: destroy_car 66@ 
00A6: destroy_car 67@ 
0249: release_model #BMYRI 
0249: release_model #WFYRI 
0249: release_model #STRETCH 
020A: set_car 73@ door_status_to 2 
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BB: text_lowpriority 'STP3_06' 7000 ms 1  // ~s~Maradj pontosan a kt msik aut kztt, amg meg nem rkeztek a djkiosztra.
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @MUSIC3_9708 
016A: fade 1 500 ms 

:MUSIC3_9652
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_9676 
0001: wait 0 ms 
0002: jump @MUSIC3_9652 

:MUSIC3_9676
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_9708 
0002: jump @MUSIC3_15492 

:MUSIC3_9708
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_9758 
05D1: AS_actor 75@ drive_car 72@ to 1015.1 -1139.2 22.7 speed 15.0 1 1 2 

:MUSIC3_9758
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_9804 
07F8: car 74@ follow_vehicle 72@ radius 27.0 
00AD: set_car 74@ max_speed_to 15.0 
00AE: unknown_set_car 74@ to_ignore_traffic_lights 1 

:MUSIC3_9804
0006: 175@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 122@ = 3 // integer values 

:MUSIC3_9825
00D6: if 
0039:   122@ == 3 // integer values 
004D: jump_if_false @MUSIC3_10352 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MUSIC3_9934 
00D6: if 
01AD:   car 72@ 0 1094.8 -1142.6 3.0 3.0 
004D: jump_if_false @MUSIC3_9934 
0006: 174@ = 8 // integer values 
0006: 176@ = 4 // integer values 
0006: 177@ = 5 // integer values 
0050: gosub @MUSIC3_24527 
0006: 175@ = 1 // integer values 

:MUSIC3_9934
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_10045 
00D6: if 
01AD:   car 72@ 0 1015.1 -1139.2 3.0 3.0 
004D: jump_if_false @MUSIC3_10045 
0407: create_coordinate 225@ 226@ $TEMPVAR_FLOAT_3 from_car 72@ offset 0.0 -12.0 0.0 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 225@ 226@ 227@ 
0006: 123@ = 1 // integer values 

:MUSIC3_10045
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @MUSIC3_10210 
00D6: if 
01AD:   car 73@ 0 225@ 226@ 9.0 9.0 
004D: jump_if_false @MUSIC3_10120 
00BC: text_highpriority 'STP3_32' 7000 ms 1  // ~s~llj meg itt az autval.
0002: jump @MUSIC3_10122 

:MUSIC3_10120
00BE: text_clear_all 

:MUSIC3_10122
00D6: if and
01AE:   car 73@ stopped 0 225@ 226@ radius 10.0 10.0 
0448:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_10210 
0164: disable_marker 113@ 
00BE: text_clear_all 
0006: 123@ = 0 // integer values 
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @MUSIC3_10210 
0006: 175@ = 0 // integer values 
0006: 122@ = 4 // integer values 

:MUSIC3_10210
0050: gosub @MUSIC3_20942 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_10277 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_10277 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_12' 4000 ms 1  // ~r~Elhagytad az autt s felhvtad magadra a figyelmet!
0002: jump @MUSIC3_15492 

:MUSIC3_10277
0050: gosub @MUSIC3_21416 
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @MUSIC3_10352 
0050: gosub @MUSIC3_18903 
00D6: if 
0039:   129@ == 4 // integer values 
004D: jump_if_false @MUSIC3_10352 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_24' 4000 ms 1  // ~r~Madd Dogg Manager-e beparzott s nem hajland kijnni!
0002: jump @MUSIC3_15492 

:MUSIC3_10352
00D6: if 
0039:   122@ == 4 // integer values 
004D: jump_if_false @MUSIC3_13180 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_11976 
00BE: text_clear_all 
016A: fade 0 500 ms 

:MUSIC3_10397
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_10421 
0001: wait 0 ms 
0002: jump @MUSIC3_10397 

:MUSIC3_10421
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_10453 
0002: jump @MUSIC3_15492 

:MUSIC3_10453
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
09F5: (unknown) 1 
0A09: (unknown) $PLAYER_ACTOR 1 
041E: set_radio_station 11 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0247: request_model #BMYRI 
0247: request_model #HFYRI 
038B: load_requested_models 
0708: unknown_add_entity_item 233@ 13 
0395: clear_area 1 at 1021.0 -1122.0 22.9 range 50.0 
009A: 104@ = create_actor 25 #WBDYG1 at 1021.0 -1122.0 22.9 
0173: set_actor 104@ z_angle_to 180.0 
0245: set_actor 104@ walk_style_to "GANG2" 
060B: unknown_actor_use_entity 104@ 233@ 
02A9: set_actor 104@ immune_to_nonplayer 1 
01B2: give_actor 104@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 120 
05D3: AS_actor -1 go_to_point 1021.0 -1133.7 22.9 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 0 -1 ms 
0616: define_action_sequences_end 232@ 
0618: assign_actor 104@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
009A: 105@ = create_actor 25 #WBDYG1 at 1022.2 -1122.0 22.9 
0173: set_actor 105@ z_angle_to 180.0 
0245: set_actor 104@ walk_style_to "GANG1" 
060B: unknown_actor_use_entity 105@ 233@ 
02A9: set_actor 105@ immune_to_nonplayer 1 
01B2: give_actor 105@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 100 
05D3: AS_actor -1 go_to_point 1022.2 -1133.7 22.9 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 1 -1 ms 
0616: define_action_sequences_end 232@ 
0618: assign_actor 105@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
009A: 106@ = create_actor 25 #WBDYG1 at 1023.4 -1122.0 22.9 
01B2: give_actor 106@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 106@ z_angle_to 180.0 
060B: unknown_actor_use_entity 106@ 233@ 
02A9: set_actor 106@ immune_to_nonplayer 1 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 100 
05D3: AS_actor -1 go_to_point 1023.4 -1133.7 22.9 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 2 -1 ms 
0616: define_action_sequences_end 232@ 
0618: assign_actor 106@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
009A: 102@ = create_actor 15 #BMYRI at 1021.6 -1123.2 22.9 
0A09: (unknown) 102@ 1 
09F6: set_actor 102@ jackable_through_driver_seat 0 
0245: set_actor 104@ walk_style_to "GANG2" 
0173: set_actor 102@ z_angle_to 187.9 
060B: unknown_actor_use_entity 102@ 233@ 
0164: disable_marker 113@ 
0982: (unknown) 102@ 1 
02A9: set_actor 102@ immune_to_nonplayer 1 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 100 
05D3: AS_actor -1 go_to_point 1021.6 -1134.9 22.9 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 73@ passenger_seat 1 -1 ms 
0616: define_action_sequences_end 232@ 
0618: assign_actor 102@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
009A: 103@ = create_actor 15 #HFYRI at 1022.8 -1123.2 22.9 
09F6: set_actor 103@ jackable_through_driver_seat 0 
0173: set_actor 103@ z_angle_to 187.9 
060B: unknown_actor_use_entity 103@ 233@ 
02A9: set_actor 103@ immune_to_nonplayer 1 
0982: (unknown) 103@ 1 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 100 
05D3: AS_actor -1 go_to_point 1022.8 -1134.9 22.9 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 73@ passenger_seat 2 -1 ms 
0616: define_action_sequences_end 232@ 
0618: assign_actor 103@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 103@ -2 ms 
009A: 108@ = create_actor 25 #WBDYG1 at 1022.2 -1124.4 22.9 
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
0245: set_actor 104@ walk_style_to "GANG1" 
0173: set_actor 108@ z_angle_to 180.0 
060B: unknown_actor_use_entity 108@ 233@ 
02A9: set_actor 108@ immune_to_nonplayer 1 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 50 
05D3: AS_actor -1 go_to_point 1022.2 -1136.1 22.9 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 0 -1 ms 
0616: define_action_sequences_end 232@ 
0618: assign_actor 108@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
009A: 109@ = create_actor 25 #WBDYG1 at 1023.4 -1124.4 22.9 
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 109@ z_angle_to 180.0 
060B: unknown_actor_use_entity 109@ 233@ 
02A9: set_actor 109@ immune_to_nonplayer 1 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 50 
05D3: AS_actor -1 go_to_point 1023.4 -1136.1 22.9 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 1 -1 ms 
0616: define_action_sequences_end 232@ 
0618: assign_actor 109@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
009A: 110@ = create_actor 25 #WBDYG1 at 1021.4 -1125.6 22.9 
01B2: give_actor 110@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 110@ z_angle_to 180.0 
060B: unknown_actor_use_entity 110@ 233@ 
02A9: set_actor 110@ immune_to_nonplayer 1 
0615: define_action_sequences 232@ 
05D3: AS_actor -1 go_to_point 1021.4 -1137.3 22.9 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 2 -1 ms 
0616: define_action_sequences_end 232@ 
0618: assign_actor 110@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_11694 
0395: clear_area 1 at 1015.1 -1139.2 22.9 range 50.0 
00AB: put_car 72@ at 1015.1 -1139.2 22.9 
0175: set_car 72@ z_angle_to 90.0 

:MUSIC3_11694
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_11764 
0395: clear_area 1 at 1025.1 -1139.2 22.9 range 50.0 
00AB: put_car 73@ at 1025.1 -1139.2 22.9 
0175: set_car 73@ z_angle_to 90.0 

:MUSIC3_11764
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_11834 
0395: clear_area 1 at 1035.1 -1139.2 22.9 range 50.0 
00AB: put_car 74@ at 1035.1 -1139.2 22.9 
0175: set_car 74@ z_angle_to 90.0 

:MUSIC3_11834
020A: set_car 73@ door_status_to 1 
015F: set_camera_position 1021.4 -1135.3 23.5 0.0 0.0 0.0 
0160: point_camera 1021.7 -1124.1 25.2 2 
016A: fade 1 500 ms 

:MUSIC3_11899
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_11923 
0001: wait 0 ms 
0002: jump @MUSIC3_11899 

:MUSIC3_11923
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_11955 
0002: jump @MUSIC3_15492 

:MUSIC3_11955
0006: 124@ = 1 // integer values 
0707: start_scene_skip_to @MUSIC3_12301 
0006: 123@ = 1 // integer values 

:MUSIC3_11976
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @MUSIC3_12106 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_12106 
00D6: if 
00A3:   actor 102@ 0 1019.7 -1130.2 1025.7 -1135.0 
004D: jump_if_false @MUSIC3_12106 
015F: set_camera_position 1024.7 -1141.7 24.0 0.0 0.0 0.0 
0160: point_camera 1024.6 -1138.7 23.9 2 
0006: 123@ = 2 // integer values 

:MUSIC3_12106
00D6: if 
0039:   123@ == 2 // integer values 
004D: jump_if_false @MUSIC3_12214 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_12214 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_12214 
00D6: if 
00DB:   actor 102@ in_car 73@ 
004D: jump_if_false @MUSIC3_12214 
041E: set_radio_station 7 
0006: 174@ = 2 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 
0006: 32@ = 0 // integer values 
0006: 123@ = 3 // integer values 

:MUSIC3_12214
00D6: if 
0039:   123@ == 3 // integer values 
004D: jump_if_false @MUSIC3_12261 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_12261 
03D1: play_wav 3 
0006: 123@ = 4 // integer values 

:MUSIC3_12261
00D6: if 
0039:   123@ == 4 // integer values 
004D: jump_if_false @MUSIC3_13173 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @MUSIC3_13173 
0006: 124@ = 0 // integer values 

:MUSIC3_12301
0701: end_scene_skip 
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_12335 
0002: jump @MUSIC3_15492 

:MUSIC3_12335
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @MUSIC3_12817 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
016A: fade 0 500 ms 

:MUSIC3_12377
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_12401 
0001: wait 0 ms 
0002: jump @MUSIC3_12377 

:MUSIC3_12401
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_12433 
0002: jump @MUSIC3_15492 

:MUSIC3_12433
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_12575 
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_12491 
00D6: if 
80DF:   not actor 104@ driving 
004D: jump_if_false @MUSIC3_12491 
0430: put_actor 104@ into_vehicle 72@ passenger_seat 0 

:MUSIC3_12491
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_12533 
00D6: if 
80DF:   not actor 105@ driving 
004D: jump_if_false @MUSIC3_12533 
0430: put_actor 105@ into_vehicle 72@ passenger_seat 1 

:MUSIC3_12533
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_12575 
00D6: if 
80DF:   not actor 106@ driving 
004D: jump_if_false @MUSIC3_12575 
0430: put_actor 106@ into_vehicle 72@ passenger_seat 2 

:MUSIC3_12575
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_12675 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_12633 
00D6: if 
80DF:   not actor 102@ driving 
004D: jump_if_false @MUSIC3_12633 
0430: put_actor 102@ into_vehicle 73@ passenger_seat 1 

:MUSIC3_12633
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @MUSIC3_12675 
00D6: if 
80DF:   not actor 103@ driving 
004D: jump_if_false @MUSIC3_12675 
0430: put_actor 103@ into_vehicle 73@ passenger_seat 2 

:MUSIC3_12675
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_12817 
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_12733 
00D6: if 
80DF:   not actor 108@ driving 
004D: jump_if_false @MUSIC3_12733 
0430: put_actor 108@ into_vehicle 74@ passenger_seat 0 

:MUSIC3_12733
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_12775 
00D6: if 
80DF:   not actor 109@ driving 
004D: jump_if_false @MUSIC3_12775 
0430: put_actor 109@ into_vehicle 74@ passenger_seat 1 

:MUSIC3_12775
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_12817 
00D6: if 
80DF:   not actor 110@ driving 
004D: jump_if_false @MUSIC3_12817 
0430: put_actor 110@ into_vehicle 74@ passenger_seat 2 

:MUSIC3_12817
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_12938 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_12938 
0615: define_action_sequences 232@ 
05D1: AS_actor -1 drive_car 72@ to 964.6 -1055.1 27.6 speed 15.0 1 1 2 
05D1: AS_actor -1 drive_car 72@ to 965.0 -1036.4 29.0 speed 15.0 1 1 2 
0616: define_action_sequences_end 232@ 
0618: assign_actor 75@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_12938
0647: unknown_action_sequence $PLAYER_ACTOR 
00BE: text_clear_all 
00BB: text_lowpriority 'STP3_08' 7000 ms 1  // ~s~Van egy ~y~stg~s~ Dlen ahol elslyesztheted a verdt.
00BB: text_lowpriority 'STP3_09' 7000 ms 1  // ~s~Slyeszd el a verdt, de vigyzz hogy senki se lsson!
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 836.9 -2041.5 11.8 
0709: unknown_set_entity_item 233@ 13 917 0.0 100.0 0.0 0.0 0 1 
020A: set_car 73@ door_status_to 2 
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @MUSIC3_13152 
016A: fade 1 500 ms 

:MUSIC3_13096
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_13120 
0001: wait 0 ms 
0002: jump @MUSIC3_13096 

:MUSIC3_13120
0050: gosub @MUSIC3_16151 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @MUSIC3_13152 
0002: jump @MUSIC3_15492 

:MUSIC3_13152
0006: 32@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 122@ = 5 // integer values 

:MUSIC3_13173
0050: gosub @MUSIC3_20239 

:MUSIC3_13180
00D6: if 
0039:   122@ == 5 // integer values 
004D: jump_if_false @MUSIC3_14684 
0050: gosub @MUSIC3_22280 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_13691 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MUSIC3_13288 
00D6: if 
0019:   32@ > 14000 // integer values 
004D: jump_if_false @MUSIC3_13288 
0006: 174@ = 3 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 
0006: 175@ = 1 // integer values 

:MUSIC3_13288
00D6: if 
0039:   175@ == 1 // integer values 
004D: jump_if_false @MUSIC3_13352 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_13352 
0006: 174@ = 4 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 
0006: 175@ = 2 // integer values 

:MUSIC3_13352
00D6: if 
0039:   175@ == 2 // integer values 
004D: jump_if_false @MUSIC3_13416 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_13416 
0006: 174@ = 5 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 
0006: 175@ = 3 // integer values 

:MUSIC3_13416
00D6: if 
0039:   175@ == 3 // integer values 
004D: jump_if_false @MUSIC3_13575 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 789.4 -1798.8 10.0 896.9 -1763.6 20.0 
004D: jump_if_false @MUSIC3_13575 
00D6: if 
0039:   174@ == 5 // integer values 
004D: jump_if_false @MUSIC3_13575 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
00BE: text_clear_all 
0006: 174@ = 10 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 
0006: 175@ = 4 // integer values 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_13568 
0A09: (unknown) 102@ 0 

:MUSIC3_13568
0A09: (unknown) $PLAYER_ACTOR 0 

:MUSIC3_13575
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @MUSIC3_13691 
00D6: if 
894D:   not (unknown) 103@ 
004D: jump_if_false @MUSIC3_13691 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MUSIC3_13655 
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @MUSIC3_13655 
0947: (unknown) 103@ 346 151@ 

:MUSIC3_13655
00D6: if or
0039:   175@ == 3 // integer values 
0039:   175@ == 4 // integer values 
004D: jump_if_false @MUSIC3_13691 
0947: (unknown) 103@ 346 151@ 

:MUSIC3_13691
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_14192 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_13951 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_13951 
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @MUSIC3_13833 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 853.7 -1810.1 10.0 818.5 -1874.0 20.0 
004D: jump_if_false @MUSIC3_13833 
00BC: text_highpriority 'STP3_35' 7000 ms 1  // ~s~Tartsd a sebessget egszen a stg vgig, aztn nyomd meg s tartsd lenyomva a(z) ~k~~VEHICLE_ENTER_EXIT~ gombot, hogy kiugorhass.
0006: 163@ = 1 // integer values 

:MUSIC3_13833
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @MUSIC3_13951 
02E3: 158@ = car 73@ speed 
00D6: if 
0021:   158@ > 10.0 // floating-point values 
004D: jump_if_false @MUSIC3_13951 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 820.0 -2004.0 10.0 852.4 -2068.0 20.0 
004D: jump_if_false @MUSIC3_13951 
00BC: text_highpriority 'STP3_34' 7000 ms 1  // ~s~Nyomd meg s tartsd lenyomva a(z) ~k~~VEHICLE_ENTER_EXIT~ gombot a verda elhagyshoz!
0006: 163@ = 2 // integer values 

:MUSIC3_13951
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_14150 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_14150 
00D6: if 
00B1:   car 73@ 0 855.6 -2067.9 5.0 812.6 -2085.9 20.0 
004D: jump_if_false @MUSIC3_14150 
015D: set_gamespeed 0.3 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 // integer values 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
015F: set_camera_position 813.5 -2128.9 2.2 0.0 0.0 0.0 
0160: point_camera 847.6 -2068.1 11.7 2 
0050: gosub @MUSIC3_22080 
0006: 175@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 123@ = 1 // integer values 

:MUSIC3_14150
00D6: if 
02BF:   car 73@ sunk 
004D: jump_if_false @MUSIC3_14192 
0164: disable_marker 113@ 
0050: gosub @MUSIC3_22080 
0006: 174@ = 0 // integer values 
0006: 123@ = 2 // integer values 

:MUSIC3_14192
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @MUSIC3_14301 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MUSIC3_14256 
0006: 174@ = 6 // integer values 
0006: 176@ = 0 // integer values 
0050: gosub @MUSIC3_24527 
0006: 175@ = 1 // integer values 

:MUSIC3_14256
00D6: if or
02BF:   car 73@ sunk 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @MUSIC3_14301 
015D: set_gamespeed 1.0 
0006: 32@ = 0 // integer values 
0006: 123@ = 2 // integer values 

:MUSIC3_14301
00D6: if 
0039:   123@ == 2 // integer values 
004D: jump_if_false @MUSIC3_14433 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @MUSIC3_14433 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @MUSIC3_14433 
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @MUSIC3_14395 
0006: 32@ = 0 // integer values 
0006: 122@ = 7 // integer values 
0002: jump @MUSIC3_14433 

:MUSIC3_14395
01B4: set_player $PLAYER_CHAR frozen_state 1 
08F6: (unknown) 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 123@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 122@ = 6 // integer values 

:MUSIC3_14433
00D6: if or
00E1:   key_pressed 0 15 
0019:   32@ > 11000 // integer values 
004D: jump_if_false @MUSIC3_14460 
03E6: remove_text_box 

:MUSIC3_14460
00D6: if 
001B:   4 > 129@ // integer values 
004D: jump_if_false @MUSIC3_14485 
0050: gosub @MUSIC3_18903 

:MUSIC3_14485
00D6: if 
001B:   3 > 164@ // integer values 
004D: jump_if_false @MUSIC3_14510 
0050: gosub @MUSIC3_19534 

:MUSIC3_14510
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_14684 
00D6: if 
82BF:   not car 73@ sunk 
004D: jump_if_false @MUSIC3_14684 
00D6: if 
0118:   actor 102@ dead 
004D: jump_if_false @MUSIC3_14585 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_31' 4000 ms 1  // ~r~Nem slyesztetted el a verdt!
0002: jump @MUSIC3_15492 

:MUSIC3_14585
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_14684 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_14684 
00D6: if 
01C1:   car 73@ stopped 
004D: jump_if_false @MUSIC3_14684 
05CF: actor 102@ exit_car 73@ and_leave_door_opened 2316.4 -1519.2 24.3 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_18' 4000 ms 1  // ~r~Hagytad meglpni Madd Dogg Manager-t!
0002: jump @MUSIC3_15492 

:MUSIC3_14684
00D6: if 
0039:   122@ == 6 // integer values 
004D: jump_if_false @MUSIC3_15315 
0050: gosub @MUSIC3_22280 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_14986 
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @MUSIC3_14766 
0006: 32@ = 0 // integer values 
0006: 122@ = 7 // integer values 
0002: jump @MUSIC3_14986 

:MUSIC3_14766
0164: disable_marker 113@ 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_14795 
0187: 114@ = create_marker_above_actor 75@ 

:MUSIC3_14795
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_14819 
0187: 115@ = create_marker_above_actor 77@ 

:MUSIC3_14819
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_14843 
0187: 116@ = create_marker_above_actor 104@ 

:MUSIC3_14843
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_14867 
0187: 117@ = create_marker_above_actor 105@ 

:MUSIC3_14867
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_14891 
0187: 118@ = create_marker_above_actor 106@ 

:MUSIC3_14891
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_14915 
0187: 119@ = create_marker_above_actor 108@ 

:MUSIC3_14915
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_14939 
0187: 120@ = create_marker_above_actor 109@ 

:MUSIC3_14939
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_14963 
0187: 121@ = create_marker_above_actor 110@ 

:MUSIC3_14963
00BC: text_highpriority 'STP3_26' 11000 ms 1  // ~s~Az egyik ~r~sofr~s~ kiszrta, hogy elintzted Madd Dogg Manager-t. Csinld ki ket!
0006: 123@ = 1 // integer values 

:MUSIC3_14986
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_15025 
0164: disable_marker 114@ 

:MUSIC3_15025
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_15046 
0164: disable_marker 115@ 

:MUSIC3_15046
00D6: if 
0118:   actor 104@ dead 
004D: jump_if_false @MUSIC3_15067 
0164: disable_marker 116@ 

:MUSIC3_15067
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @MUSIC3_15088 
0164: disable_marker 117@ 

:MUSIC3_15088
00D6: if 
0118:   actor 106@ dead 
004D: jump_if_false @MUSIC3_15109 
0164: disable_marker 118@ 

:MUSIC3_15109
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @MUSIC3_15130 
0164: disable_marker 119@ 

:MUSIC3_15130
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @MUSIC3_15151 
0164: disable_marker 120@ 

:MUSIC3_15151
00D6: if 
0118:   actor 110@ dead 
004D: jump_if_false @MUSIC3_15172 
0164: disable_marker 121@ 

:MUSIC3_15172
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 104@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 106@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 110@ dead 
004D: jump_if_false @MUSIC3_15315 
0006: 32@ = 2000 // integer values 
0006: 122@ = 7 // integer values 

:MUSIC3_15315
00D6: if 
0039:   122@ == 7 // integer values 
004D: jump_if_false @MUSIC3_15376 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @MUSIC3_15376 
01B4: set_player $PLAYER_CHAR frozen_state 1 
08F6: (unknown) 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @MUSIC3_15510 

:MUSIC3_15376
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @MUSIC3_15478 
00D6: if or
0039:   122@ == 0 // integer values 
0039:   122@ == 1 // integer values 
004D: jump_if_false @MUSIC3_15478 
00D6: if 
0039:   149@ == 21 // integer values 
004D: jump_if_false @MUSIC3_15478 
00D6: if 
0018:   $TIME_MINS > 30 // integer values 
004D: jump_if_false @MUSIC3_15478 
00BB: text_lowpriority 'STP3_28' 7000 ms 1  // ~s~Siess, este 10 eltt tallkoznod kell a tbbi sofrrel!
0006: 162@ = 1 // integer values 

:MUSIC3_15478
0050: gosub @MUSIC3_25765 
0002: jump @MUSIC3_2268 

:MUSIC3_15492
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:MUSIC3_15510
0008: $11257 += 1 // integer values 
00BE: text_clear_all 
0629: change_stat 303 to 1 // integer 
01E3: text_1number_styled 'M_PASSR' 5 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 5 
0318: set_latest_mission_passed 'STRAP_3'  // Tz a vz al
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: set_mission_points += 1 
0051: return 

:MUSIC3_15574
0917: audio_zone 'AWARDS' enable_sound 0 
015D: set_gamespeed 1.0 
02A3: toggle_widescreen 0 
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @MUSIC3_15616 
02EB: restore_camera_with_jumpcut 

:MUSIC3_15616
0164: disable_marker 113@ 
0164: disable_marker $450 
04CE: $450 = create_icon_marker_without_sphere 63 at 488.0 -1734.0 34.4 
034F: destroy_actor_with_fade 102@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 103@ // The actor fades away like a ghost 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_15681 
0A21: (unknown) 72@ 0 

:MUSIC3_15681
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_15704 
0A21: (unknown) 74@ 0 

:MUSIC3_15704
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_15727 
020A: set_car 73@ door_status_to 1 

:MUSIC3_15727
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MUSIC3_15750 
0A09: (unknown) $PLAYER_ACTOR 0 

:MUSIC3_15750
09F5: (unknown) 0 
0249: release_model #WBDYG1 
0249: release_model #LAPD1 
0249: release_model #BMYRI 
0249: release_model #WFYRI 
0249: release_model #BMYRI 
0249: release_model #HFYRI 
0249: release_model #STRETCH 
0249: release_model #ELEGANT 
0249: release_model #COLT45 
0249: release_model #CAMERA 
0249: release_model #DYN_ROADBARRIER_2 
0249: release_model #CELLPHONE 
0995: (unknown) 
091D: (unknown) 802.1 -1150.2 10.0 1156.9 -1131.2 50.0 
091E: (unknown) 802.1 -1150.2 10.0 1156.9 -1131.2 50.0 
091D: (unknown) 1053.2 -1146.1 10.0 1072.5 -1215.5 50.0 
091E: (unknown) 1053.2 -1146.1 10.0 1072.5 -1215.5 50.0 
091D: (unknown) 932.9 -1154.4 10.0 951.8 -1215.4 50.0 
091E: (unknown) 932.9 -1154.4 10.0 951.8 -1215.4 50.0 
091D: (unknown) 972.1 -1135.4 10.0 952.9 -1044.3 50.0 
091E: (unknown) 972.1 -1135.4 10.0 952.9 -1044.3 50.0 
091D: (unknown) 1072.8 -1135.0 10.0 1092.4 -1045.5 50.0 
091E: (unknown) 1072.8 -1135.0 10.0 1092.4 -1045.5 50.0 
09D2: (unknown) 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:MUSIC3_16151
00D6: if 
001B:   5 > 122@ // integer values 
004D: jump_if_false @MUSIC3_16210 
00D6: if 
0119:   car 73@ wrecked 
004D: jump_if_false @MUSIC3_16210 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_10' 4000 ms 1  // ~r~A konvoj verda sszetrt!
0006: 125@ = 1 // integer values 

:MUSIC3_16210
00D6: if 
001B:   5 > 122@ // integer values 
004D: jump_if_false @MUSIC3_16310 
00D6: if 
0119:   car 72@ wrecked 
004D: jump_if_false @MUSIC3_16269 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_10' 4000 ms 1  // ~r~A konvoj verda sszetrt!
0006: 125@ = 1 // integer values 

:MUSIC3_16269
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @MUSIC3_16310 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_10' 4000 ms 1  // ~r~A konvoj verda sszetrt!
0006: 125@ = 1 // integer values 

:MUSIC3_16310
00D6: if 
0039:   122@ == 3 // integer values 
004D: jump_if_false @MUSIC3_16387 
00D6: if 
001B:   4 > 123@ // integer values 
004D: jump_if_false @MUSIC3_16387 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @MUSIC3_16387 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_16' 4000 ms 1  // ~r~Kinyrtl egy zsarut s felhvtad magadra a figyelmet!
0006: 125@ = 1 // integer values 

:MUSIC3_16387
00D6: if 
0019:   122@ > 2 // integer values 
004D: jump_if_false @MUSIC3_16505 
00D6: if 
001B:   5 > 122@ // integer values 
004D: jump_if_false @MUSIC3_16505 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_16464 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_17' 4000 ms 1  // ~r~Meglted az egyik sofr kollgt!
0006: 125@ = 1 // integer values 

:MUSIC3_16464
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_16505 
00BE: text_clear_all 
00BC: text_highpriority 'STP3_17' 4000 ms 1  // ~r~Meglted az egyik sofr kollgt!
0006: 125@ = 1 // integer values 

:MUSIC3_16505
0051: return 

:MUSIC3_16507
00D6: if 
001B:   20 > 132@ // integer values 
004D: jump_if_false @MUSIC3_18894 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @MUSIC3_18661 
009A: 65@ = create_actor 4 #BMYRI at 1023.4 -1123.6 22.9 
0173: set_actor 65@ z_angle_to 267.1 
0588: (unknown) 65@ 1 
060B: unknown_actor_use_entity 65@ 233@ 
009A: 64@ = create_actor 5 #WFYRI at 1023.1 -1124.6 22.9 
0173: set_actor 64@ z_angle_to 296.3 
0588: (unknown) 64@ 1 
060B: unknown_actor_use_entity 64@ 233@ 
009A: 111@ = create_actor 5 #WFYRI at 1025.0 -1124.6 22.9 
0173: set_actor 111@ z_angle_to 90.0 
0588: (unknown) 111@ 1 
060B: unknown_actor_use_entity 111@ 233@ 
0107: 78@ = create_object #DYN_ROADBARRIER_2 at 1092.7 -1144.2 22.7 
0177: set_object 78@ z_angle_to 0.0 
0382: set_object 78@ collision_detection 1 
0107: 79@ = create_object #DYN_ROADBARRIER_2 at 1092.7 -1148.8 22.7 
0177: set_object 79@ z_angle_to 90.0 
0382: set_object 79@ collision_detection 1 
01E8: create_forbidden_for_cars_cube 802.1 -1150.2 10.0 1156.9 -1131.2 50.0 
022B: create_forbidden_for_peds_cube 802.1 -1150.2 10.0 1156.9 -1131.2 50.0 
0107: 80@ = create_object #DYN_ROADBARRIER_2 at 1062.5 -1159.4 22.6 
0177: set_object 80@ z_angle_to 180.0 
0382: set_object 80@ collision_detection 1 
0107: 81@ = create_object #DYN_ROADBARRIER_2 at 1054.4 -1159.4 22.6 
0177: set_object 81@ z_angle_to 180.0 
0382: set_object 81@ collision_detection 1 
01E8: create_forbidden_for_cars_cube 1053.2 -1146.1 10.0 1072.5 -1215.5 50.0 
022B: create_forbidden_for_peds_cube 1053.2 -1146.1 10.0 1072.5 -1215.5 50.0 
0107: 82@ = create_object #DYN_ROADBARRIER_2 at 944.5 -1159.4 22.6 
0177: set_object 82@ z_angle_to 180.0 
0382: set_object 82@ collision_detection 1 
0107: 83@ = create_object #DYN_ROADBARRIER_2 at 940.0 -1159.4 22.6 
0177: set_object 83@ z_angle_to 180.0 
0382: set_object 83@ collision_detection 1 
01E8: create_forbidden_for_cars_cube 932.9 -1154.4 10.0 951.8 -1215.4 50.0 
022B: create_forbidden_for_peds_cube 932.9 -1154.4 10.0 951.8 -1215.4 50.0 
0107: 84@ = create_object #DYN_ROADBARRIER_2 at 931.3 -1148.8 22.7 
0177: set_object 84@ z_angle_to 90.0 
0382: set_object 84@ collision_detection 1 
0107: 85@ = create_object #DYN_ROADBARRIER_2 at 931.3 -1139.9 22.7 
0177: set_object 85@ z_angle_to 90.0 
0382: set_object 85@ collision_detection 1 
0107: 86@ = create_object #DYN_ROADBARRIER_2 at 960.2 -1130.4 22.7 
0177: set_object 86@ z_angle_to 180.0 
0382: set_object 86@ collision_detection 1 
0107: 87@ = create_object #DYN_ROADBARRIER_2 at 967.4 -1130.4 22.7 
0177: set_object 87@ z_angle_to 90.0 
0382: set_object 87@ collision_detection 1 
01E8: create_forbidden_for_cars_cube 972.1 -1135.4 10.0 952.9 -1044.3 50.0 
022B: create_forbidden_for_peds_cube 972.1 -1135.4 10.0 952.9 -1044.3 50.0 
0107: 88@ = create_object #DYN_ROADBARRIER_2 at 1080.6 -1130.7 22.7 
0177: set_object 88@ z_angle_to 180.0 
0382: set_object 88@ collision_detection 1 
0107: 89@ = create_object #DYN_ROADBARRIER_2 at 1085.5 -1130.6 22.7 
0177: set_object 89@ z_angle_to 180.0 
0382: set_object 89@ collision_detection 1 
01E8: create_forbidden_for_cars_cube 1072.8 -1135.0 10.0 1092.4 -1045.5 50.0 
022B: create_forbidden_for_peds_cube 1072.8 -1135.0 10.0 1092.4 -1045.5 50.0 
0107: 90@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1123.2 22.9 
0177: set_object 90@ z_angle_to 90.0 
0382: set_object 90@ collision_detection 0 
0107: 91@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1127.2 22.9 
0177: set_object 91@ z_angle_to 90.0 
0382: set_object 91@ collision_detection 0 
0107: 92@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1131.2 22.9 
0177: set_object 92@ z_angle_to 90.0 
0382: set_object 92@ collision_detection 0 
0107: 93@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1123.2 22.9 
0177: set_object 93@ z_angle_to 90.0 
0382: set_object 93@ collision_detection 0 
0107: 94@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1127.2 22.9 
0177: set_object 94@ z_angle_to 90.0 
0382: set_object 94@ collision_detection 0 
0107: 95@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1131.2 22.9 
0177: set_object 95@ z_angle_to 90.0 
0382: set_object 95@ collision_detection 0 
0107: 96@ = create_object #DYN_ROADBARRIER_2 at 1016.5 -1133.2 22.9 
0177: set_object 96@ z_angle_to 180.0 
0382: set_object 96@ collision_detection 0 
0107: 97@ = create_object #DYN_ROADBARRIER_2 at 1012.5 -1133.2 22.9 
0177: set_object 97@ z_angle_to 180.0 
0382: set_object 97@ collision_detection 0 
0107: 98@ = create_object #DYN_ROADBARRIER_2 at 1008.5 -1133.2 22.9 
0177: set_object 98@ z_angle_to 180.0 
0382: set_object 98@ collision_detection 0 
0107: 99@ = create_object #DYN_ROADBARRIER_2 at 1028.5 -1133.2 22.9 
0177: set_object 99@ z_angle_to 180.0 
0382: set_object 99@ collision_detection 0 
0107: 100@ = create_object #DYN_ROADBARRIER_2 at 1032.5 -1133.2 22.9 
0177: set_object 100@ z_angle_to 180.0 
0382: set_object 100@ collision_detection 0 
0107: 101@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0177: set_object 101@ z_angle_to 180.0 
0382: set_object 101@ collision_detection 0 
009A: 55@ = create_actor 25 #LAPD1 at 1025.3 -1124.9 22.9 
01B2: give_actor 55@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 55@ z_angle_to 276.6 
0588: (unknown) 55@ 1 
009A: 56@ = create_actor 25 #LAPD1 at 1024.7 -1129.1 22.9 
01B2: give_actor 56@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 56@ z_angle_to 276.6 
0588: (unknown) 56@ 1 
009A: 57@ = create_actor 25 #LAPD1 at 1024.7 -1133.8 22.9 
01B2: give_actor 57@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 57@ z_angle_to 276.6 
0588: (unknown) 57@ 1 
009A: 58@ = create_actor 25 #LAPD1 at 1020.4 -1125.2 22.9 
01B2: give_actor 58@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 58@ z_angle_to 92.2 
0588: (unknown) 58@ 1 
009A: 59@ = create_actor 25 #LAPD1 at 1020.4 -1129.1 22.9 
01B2: give_actor 59@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 59@ z_angle_to 92.2 
0588: (unknown) 59@ 1 
009A: 60@ = create_actor 25 #LAPD1 at 1020.4 -1133.5 22.9 
01B2: give_actor 60@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 60@ z_angle_to 92.2 
0588: (unknown) 60@ 1 
009A: 61@ = create_actor 25 #LAPD1 at 1032.6 -1115.5 22.9 
01B2: give_actor 61@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 61@ z_angle_to 173.9 
0588: (unknown) 61@ 1 
009A: 62@ = create_actor 25 #LAPD1 at 1012.0 -1115.8 22.9 
01B2: give_actor 62@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 62@ z_angle_to 187.9 
0588: (unknown) 62@ 1 
00A5: 66@ = create_car #STRETCH at 1031.4 -1138.6 22.7 
0129: 69@ = create_actor 25 #WBDYG1 in_car 66@ driverseat 
0175: set_car 66@ z_angle_to 90.0 
0588: (unknown) 69@ 1 
0615: define_action_sequences 231@ 
0638: AS_actor -1 stay_put 1 
05D1: AS_actor -1 drive_car 66@ to 1023.3 -1138.6 22.7 speed 15.0 1 1 2 
0616: define_action_sequences_end 231@ 
0618: assign_actor 69@ to_action_sequences 231@ 
061B: remove_references_to_action_sequences 231@ 
00A5: 67@ = create_car #STRETCH at 1042.8 -1138.6 22.7 
0129: 70@ = create_actor 25 #WBDYG1 in_car 67@ driverseat 
0175: set_car 67@ z_angle_to 90.0 
0588: (unknown) 70@ 1 
009A: 63@ = create_actor 25 #LAPD1 at 1093.7 -1145.2 22.7 
01B2: give_actor 63@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 63@ z_angle_to 274.6 
0588: (unknown) 63@ 1 
060B: unknown_actor_use_entity 63@ 233@ 
0376: 112@ = create_random_actor 1023.6 -1122.3 22.9 
0337: set_actor 112@ visibility 0 
0619: set_actor 112@ collision_detection 0 
060B: unknown_actor_use_entity 112@ 233@ 
0350: unknown_actor 112@ not_scared_flag 1 

:MUSIC3_18661
0050: gosub @MUSIC3_20019 
0376: 34@(132@,21i) = create_random_actor 225@ 226@ 22.9 
0173: set_actor 34@(132@,21i) z_angle_to $TEMPVAR_ANGLE 
060F: (unknown) 34@(132@,21i) 0.0 
0350: unknown_actor 34@(132@,21i) not_scared_flag 1 
01B2: give_actor 34@(132@,21i) weapon 43 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 34@(132@,21i) 233@ 
0588: (unknown) 34@(132@,21i) 1 
00D6: if 
001B:   5 > 132@ // integer values 
004D: jump_if_false @MUSIC3_18869 
0615: define_action_sequences 232@ 
0209: 152@ = random_int 500 2000 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @MUSIC3_18822 
07A5: AS_actor -1 attack_actor 112@ 152@ ms 

:MUSIC3_18822
0209: 152@ = random_int 1500 4000 
05B9: unknown_action_sequence -1 152@ 
0643: (unknown) 232@ 1 
0616: define_action_sequences_end 232@ 
0618: assign_actor 34@(132@,21i) to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_18869
0588: (unknown) 34@(132@,21i) 1 
000A: 132@ += 1 // integer values 
0002: jump @MUSIC3_18901 

:MUSIC3_18894
0006: 130@ = 1 // integer values 

:MUSIC3_18901
0051: return 

:MUSIC3_18903
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @MUSIC3_19153 
00D6: if 
001B:   20 > 131@ // integer values 
004D: jump_if_false @MUSIC3_19030 
00D6: if 
0118:   actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_18966 
0006: 129@ = 1 // integer values 

:MUSIC3_18966
00D6: if 
8118:   not actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_19016 
00D6: if 
051A:   actor 34@(131@,21i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_19016 
0006: 129@ = 1 // integer values 

:MUSIC3_19016
000A: 131@ += 1 // integer values 
0002: jump @MUSIC3_19037 

:MUSIC3_19030
0006: 131@ = 0 // integer values 

:MUSIC3_19037
00D6: if 
001B:   8 > 141@ // integer values 
004D: jump_if_false @MUSIC3_19146 
00D6: if 
0118:   actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_19082 
0006: 129@ = 1 // integer values 

:MUSIC3_19082
00D6: if 
8118:   not actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_19132 
00D6: if 
051A:   actor 55@(141@,9i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_19132 
0006: 129@ = 1 // integer values 

:MUSIC3_19132
000A: 141@ += 1 // integer values 
0002: jump @MUSIC3_19153 

:MUSIC3_19146
0006: 141@ = 0 // integer values 

:MUSIC3_19153
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @MUSIC3_19192 
0006: 131@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 129@ = 2 // integer values 

:MUSIC3_19192
00D6: if 
0039:   129@ == 2 // integer values 
004D: jump_if_false @MUSIC3_19399 
00D6: if 
001B:   20 > 131@ // integer values 
004D: jump_if_false @MUSIC3_19392 
00D6: if 
8118:   not actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_19378 
062E: (unknown) 34@(131@,21i) 1499 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC3_19314 
0961: (unknown) 34@(131@,21i) 1 
05DB: AS_actor 34@(131@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 80.0 10000000 ms 

:MUSIC3_19314
00D6: if 
80F2:   not actor 34@(131@,21i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_19378 
00D6: if 
82CB:   not actor 34@(131@,21i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_19378 
01C2: remove_references_to_actor 34@(131@,21i) // Like turning an actor into a random pedestrian 

:MUSIC3_19378
000A: 131@ += 1 // integer values 
0002: jump @MUSIC3_19399 

:MUSIC3_19392
0006: 129@ = 3 // integer values 

:MUSIC3_19399
00D6: if 
0039:   129@ == 3 // integer values 
004D: jump_if_false @MUSIC3_19532 
00D6: if 
001B:   8 > 141@ // integer values 
004D: jump_if_false @MUSIC3_19525 
00D6: if 
8118:   not actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_19511 
062E: (unknown) 55@(141@,9i) 1764 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @MUSIC3_19511 
0961: (unknown) 55@(141@,9i) 1 
06E4: (unknown) 55@(141@,9i) $PLAYER_ACTOR 

:MUSIC3_19511
000A: 141@ += 1 // integer values 
0002: jump @MUSIC3_19532 

:MUSIC3_19525
0006: 129@ = 4 // integer values 

:MUSIC3_19532
0051: return 

:MUSIC3_19534
00D6: if 
0039:   164@ == 0 // integer values 
004D: jump_if_false @MUSIC3_19675 
00D6: if 
001B:   8 > 165@ // integer values 
004D: jump_if_false @MUSIC3_19668 
00D6: if 
8118:   not actor 55@(165@,9i) dead 
004D: jump_if_false @MUSIC3_19654 
00D6: if 
80F2:   not actor 55@(165@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_19654 
00D6: if 
82CB:   not actor 55@(165@,9i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_19654 
01C2: remove_references_to_actor 55@(165@,9i) // Like turning an actor into a random pedestrian 

:MUSIC3_19654
000A: 165@ += 1 // integer values 
0002: jump @MUSIC3_19675 

:MUSIC3_19668
0006: 164@ = 1 // integer values 

:MUSIC3_19675
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @MUSIC3_19816 
00D6: if 
001B:   8 > 166@ // integer values 
004D: jump_if_false @MUSIC3_19809 
00D6: if 
8118:   not actor 55@(166@,9i) dead 
004D: jump_if_false @MUSIC3_19795 
00D6: if 
80F2:   not actor 55@(166@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_19795 
00D6: if 
82CB:   not actor 55@(166@,9i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_19795 
01C2: remove_references_to_actor 55@(166@,9i) // Like turning an actor into a random pedestrian 

:MUSIC3_19795
000A: 166@ += 1 // integer values 
0002: jump @MUSIC3_19816 

:MUSIC3_19809
0006: 164@ = 2 // integer values 

:MUSIC3_19816
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @MUSIC3_20017 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 1015.1 -1139.2 radius 80.0 80.0 
004D: jump_if_false @MUSIC3_20017 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 94@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 95@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 96@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 97@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 98@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 99@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 100@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 101@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 79@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 85@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 87@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
0249: release_model #DYN_ROADBARRIER_2 
0917: audio_zone 'AWARDS' enable_sound 0 
0006: 164@ = 3 // integer values 

:MUSIC3_20017
0051: return 

:MUSIC3_20019
0208: 225@ = random_float 1016.2 1030.8 
0208: 226@ = random_float -1122.3 -1133.7 
00D6: if 
0023:   1020.0 > 225@ // floating-point values 
004D: jump_if_false @MUSIC3_20087 
0005: $TEMPVAR_ANGLE = 280.1 // floating-point values 
0002: jump @MUSIC3_20097 

:MUSIC3_20087
0005: $TEMPVAR_ANGLE = 96.5 // floating-point values 

:MUSIC3_20097
00D6: if and
0023:   1027.4 > 225@ // floating-point values 
0021:   225@ > 1019.8 // floating-point values 
004D: jump_if_false @MUSIC3_20135 
0002: jump @MUSIC3_20019 

:MUSIC3_20135
00D6: if 
001D:   133@ > 134@ // integer values 
004D: jump_if_false @MUSIC3_20237 
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@(134@,21i) dead 
004D: jump_if_false @MUSIC3_20223 
00D6: if 
00EC:   actor 34@(134@,21i) 0 225@ 226@ radius 1.0 1.0 
004D: jump_if_false @MUSIC3_20223 
0002: jump @MUSIC3_20019 

:MUSIC3_20223
000A: 134@ += 1 // integer values 
0002: jump @MUSIC3_20135 

:MUSIC3_20237
0051: return 

:MUSIC3_20239
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @MUSIC3_20271 
0050: gosub @MUSIC3_20497 
0002: jump @MUSIC3_20367 

:MUSIC3_20271
00D6: if 
001D:   170@ > 127@ // integer values 
004D: jump_if_false @MUSIC3_20304 
000A: 127@ += 1 // integer values 
0002: jump @MUSIC3_20367 

:MUSIC3_20304
09E5: (unknown) 225@ 226@ 227@ 255 255 255 200.0 
064B: 172@ = create_particle "CAMFLASH" at 225@ 226@ 227@ 1 
064F: (unknown) 172@ 
0006: 127@ = 0 // integer values 

:MUSIC3_20367
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @MUSIC3_20399 
0050: gosub @MUSIC3_20497 
0002: jump @MUSIC3_20495 

:MUSIC3_20399
00D6: if 
001D:   171@ > 128@ // integer values 
004D: jump_if_false @MUSIC3_20432 
000A: 128@ += 1 // integer values 
0002: jump @MUSIC3_20495 

:MUSIC3_20432
09E5: (unknown) 228@ 229@ 230@ 255 255 255 200.0 
064B: 173@ = create_particle "CAMFLASH" at 228@ 229@ 230@ 1 
064F: (unknown) 173@ 
0006: 128@ = 0 // integer values 

:MUSIC3_20495
0051: return 

:MUSIC3_20497
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @MUSIC3_20593 
0209: 170@ = random_int 1 10 
0209: 133@ = random_int 0 20 
00D6: if 
8118:   not actor 34@(133@,21i) dead 
004D: jump_if_false @MUSIC3_20593 
04C4: create_coordinate 225@ 226@ $TEMPVAR_FLOAT_3 from_actor 34@(133@,21i) offset 0.0 0.3 0.5 
000A: 127@ += 1 // integer values 

:MUSIC3_20593
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @MUSIC3_20689 
0209: 171@ = random_int 1 10 
0209: 133@ = random_int 0 20 
00D6: if 
8118:   not actor 34@(133@,21i) dead 
004D: jump_if_false @MUSIC3_20689 
04C4: create_coordinate 228@ 229@ 230@ from_actor 34@(133@,21i) offset 0.0 0.3 0.5 
000A: 128@ += 1 // integer values 

:MUSIC3_20689
0051: return 

:MUSIC3_20691
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @MUSIC3_20830 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_20830 
0164: disable_marker 113@ 
03D5: remove_text 'STP3_13'  // ~s~Szllj vissza az ~b~autba~s~ s folytatsd a kldetst.
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_20769 
0006: 175@ = 0 // integer values 

:MUSIC3_20769
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @MUSIC3_20823 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
00BB: text_lowpriority 'STP3_33' 7000 ms 1  // ~s~Menj s tallkozz a tbbi ~y~sofrrel~s~ mg este 10 eltt. ssze ne trd az autt!

:MUSIC3_20823
0006: 142@ = 1 // integer values 

:MUSIC3_20830
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @MUSIC3_20940 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_20940 
0164: disable_marker 113@ 
0186: 113@ = create_marker_above_car 73@ 
07E0: set_marker 113@ type_to 1 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @MUSIC3_20933 
03D5: remove_text 'STP3_33'  // ~s~Menj s tallkozz a tbbi ~y~sofrrel~s~ mg este 10 eltt. ssze ne trd az autt!
00BB: text_lowpriority 'STP3_13' 7000 ms 1  // ~s~Szllj vissza az ~b~autba~s~ s folytatsd a kldetst.

:MUSIC3_20933
0006: 142@ = 0 // integer values 

:MUSIC3_20940
0051: return 

:MUSIC3_20942
00D6: if 
0039:   147@ == 0 // integer values 
004D: jump_if_false @MUSIC3_21006 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 35.0 35.0 unknown 0 
004D: jump_if_false @MUSIC3_20999 
0006: 146@ = 5000 // integer values 

:MUSIC3_20999
0006: 147@ = 1 // integer values 

:MUSIC3_21006
00D6: if 
0039:   147@ == 1 // integer values 
004D: jump_if_false @MUSIC3_21414 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 35.0 35.0 unknown 0 
004D: jump_if_false @MUSIC3_21385 
00D6: if 
0019:   146@ > 4000 // integer values 
004D: jump_if_false @MUSIC3_21100 
0006: 148@ = 5 // integer values 
01E5: text_1number_highpriority 'STP3_14' 148@ 4000 ms 1  // ~s~~1~ msodperced maradt, hogy csatlakozz a konvojhoz.

:MUSIC3_21100
00D6: if 
001B:   4000 > 146@ // integer values 
004D: jump_if_false @MUSIC3_21164 
00D6: if 
0019:   146@ > 3000 // integer values 
004D: jump_if_false @MUSIC3_21164 
0006: 148@ = 4 // integer values 
01E5: text_1number_highpriority 'STP3_14' 148@ 4000 ms 1  // ~s~~1~ msodperced maradt, hogy csatlakozz a konvojhoz.

:MUSIC3_21164
00D6: if 
001B:   3000 > 146@ // integer values 
004D: jump_if_false @MUSIC3_21228 
00D6: if 
0019:   146@ > 2000 // integer values 
004D: jump_if_false @MUSIC3_21228 
0006: 148@ = 3 // integer values 
01E5: text_1number_highpriority 'STP3_14' 148@ 4000 ms 1  // ~s~~1~ msodperced maradt, hogy csatlakozz a konvojhoz.

:MUSIC3_21228
00D6: if 
001B:   2000 > 146@ // integer values 
004D: jump_if_false @MUSIC3_21292 
00D6: if 
0019:   146@ > 1000 // integer values 
004D: jump_if_false @MUSIC3_21292 
0006: 148@ = 2 // integer values 
01E5: text_1number_highpriority 'STP3_14' 148@ 4000 ms 1  // ~s~~1~ msodperced maradt, hogy csatlakozz a konvojhoz.

:MUSIC3_21292
00D6: if 
001B:   1000 > 146@ // integer values 
004D: jump_if_false @MUSIC3_21337 
0006: 148@ = 1 // integer values 
01E5: text_1number_highpriority 'STP3_15' 148@ 4000 ms 1  // ~s~~1~ msodperced maradt, hogy csatlakozz a konvojhoz.

:MUSIC3_21337
00D6: if 
001B:   0 > 146@ // integer values 
004D: jump_if_false @MUSIC3_21378 
00BC: text_highpriority 'STP3_07' 4000 ms 1  // ~r~Nagyon elcsatangoltl s ezzel felhvtad magadra a tbbi sofr figyelmt!
0006: 125@ = 1 // integer values 

:MUSIC3_21378
0002: jump @MUSIC3_21414 

:MUSIC3_21385
03D5: remove_text 'STP3_14'  // ~s~~1~ msodperced maradt, hogy csatlakozz a konvojhoz.
03D5: remove_text 'STP3_15'  // ~s~~1~ msodperced maradt, hogy csatlakozz a konvojhoz.
0006: 147@ = 0 // integer values 

:MUSIC3_21414
0051: return 

:MUSIC3_21416
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MUSIC3_21518 
00D6: if 
8185:   not car 72@ health >= 950 
004D: jump_if_false @MUSIC3_21476 
00BC: text_highpriority 'STP3_30' 4000 ms 1  // ~s~Ne trd ssze a verdt!
0006: 175@ = 1 // integer values 

:MUSIC3_21476
00D6: if 
8185:   not car 74@ health >= 950 
004D: jump_if_false @MUSIC3_21518 
00BC: text_highpriority 'STP3_30' 4000 ms 1  // ~s~Ne trd ssze a verdt!
0006: 175@ = 1 // integer values 

:MUSIC3_21518
00D6: if 
0039:   175@ == 1 // integer values 
004D: jump_if_false @MUSIC3_21624 
00D6: if 
8185:   not car 72@ health >= 850 
004D: jump_if_false @MUSIC3_21580 
00BE: text_clear_all 
00BB: text_lowpriority 'STP3_23' 4000 ms 1  // ~r~A tbbi sofr kiszrta, hogy milyen szarul vezetsz.
0006: 175@ = 2 // integer values 

:MUSIC3_21580
00D6: if 
8185:   not car 74@ health >= 850 
004D: jump_if_false @MUSIC3_21624 
00BE: text_clear_all 
00BB: text_lowpriority 'STP3_23' 4000 ms 1  // ~r~A tbbi sofr kiszrta, hogy milyen szarul vezetsz.
0006: 175@ = 2 // integer values 

:MUSIC3_21624
00D6: if 
0039:   175@ == 2 // integer values 
004D: jump_if_false @MUSIC3_21704 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_21666 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 

:MUSIC3_21666
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_21690 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:MUSIC3_21690
0006: 32@ = 0 // integer values 
0006: 175@ = 3 // integer values 

:MUSIC3_21704
00D6: if 
0039:   175@ == 3 // integer values 
004D: jump_if_false @MUSIC3_21748 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @MUSIC3_21748 
0006: 125@ = 1 // integer values 

:MUSIC3_21748
0051: return 

:MUSIC3_21750
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_21807 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 150 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 104@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_21807
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_21857 
0615: define_action_sequences 232@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 105@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_21857
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_21913 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 100 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 106@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_21913
0051: return 

:MUSIC3_21915
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_21972 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 150 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 108@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_21972
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_22022 
0615: define_action_sequences 232@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 109@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_22022
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_22078 
0615: define_action_sequences 232@ 
05B9: unknown_action_sequence -1 100 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 110@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 

:MUSIC3_22078
0051: return 

:MUSIC3_22080
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22134 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 72@ radius 160.0 160.0 unknown 0 
004D: jump_if_false @MUSIC3_22134 
000A: 155@ += 1 // integer values 

:MUSIC3_22134
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_22188 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 160.0 160.0 unknown 0 
004D: jump_if_false @MUSIC3_22188 
000A: 155@ += 1 // integer values 

:MUSIC3_22188
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22233 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_22233 
06C7: unknown_action_sequence 75@ 72@ 6 3000 

:MUSIC3_22233
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_22278 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_22278 
06C7: unknown_action_sequence 77@ 74@ 6 3000 

:MUSIC3_22278
0051: return 

:MUSIC3_22280
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @MUSIC3_22432 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22432 
00D6: if 
8204:   not actor $PLAYER_ACTOR near_car_in_car 72@ radius 15.0 15.0 unknown 0 
004D: jump_if_false @MUSIC3_22432 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_22432 
0A21: (unknown) 72@ 1 
00AD: set_car 72@ max_speed_to 100.0 
04BD: unknown_car 72@ 0 
072F: (unknown) 72@ 0.5 4000 1 1 1 7 
06E1: unknown_action_sequence 75@ 72@ -1 4 35.0 2 
0006: 153@ = 1 // integer values 

:MUSIC3_22432
00D6: if 
0039:   122@ == 6 // integer values 
004D: jump_if_false @MUSIC3_22787 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @MUSIC3_22787 
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @MUSIC3_22590 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22590 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_22590 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @MUSIC3_22583 
06E1: unknown_action_sequence 75@ 72@ -1 4 35.0 2 
0006: 153@ = 2 // integer values 
0002: jump @MUSIC3_22590 

:MUSIC3_22583
0006: 153@ = 2 // integer values 

:MUSIC3_22590
00D6: if 
0039:   153@ == 2 // integer values 
004D: jump_if_false @MUSIC3_22787 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_22787 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22787 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_22766 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 72@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @MUSIC3_22759 
0687: clear_actor_task 75@ 
0615: define_action_sequences 232@ 
06C7: unknown_action_sequence -1 72@ 6 3000 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 75@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
0050: gosub @MUSIC3_21750 
020A: set_car 72@ door_status_to 1 
0006: 153@ = 3 // integer values 

:MUSIC3_22759
0002: jump @MUSIC3_22787 

:MUSIC3_22766
0050: gosub @MUSIC3_21750 
020A: set_car 72@ door_status_to 1 
0006: 153@ = 3 // integer values 

:MUSIC3_22787
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @MUSIC3_22939 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_22939 
00D6: if 
8204:   not actor $PLAYER_ACTOR near_car_in_car 74@ radius 15.0 15.0 unknown 0 
004D: jump_if_false @MUSIC3_22939 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_22939 
0A21: (unknown) 74@ 1 
00AD: set_car 74@ max_speed_to 100.0 
04BD: unknown_car 74@ 0 
072F: (unknown) 74@ 0.5 4000 1 1 1 7 
06E1: unknown_action_sequence 77@ 74@ -1 4 35.0 2 
0006: 154@ = 1 // integer values 

:MUSIC3_22939
00D6: if 
0039:   122@ == 6 // integer values 
004D: jump_if_false @MUSIC3_23294 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @MUSIC3_23294 
00D6: if 
0039:   154@ == 1 // integer values 
004D: jump_if_false @MUSIC3_23097 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_23097 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_23097 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 74@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @MUSIC3_23090 
06E1: unknown_action_sequence 77@ 74@ -1 4 35.0 2 
0006: 154@ = 2 // integer values 
0002: jump @MUSIC3_23097 

:MUSIC3_23090
0006: 154@ = 2 // integer values 

:MUSIC3_23097
00D6: if 
0039:   154@ == 2 // integer values 
004D: jump_if_false @MUSIC3_23294 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_23294 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_23294 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_23273 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 15.0 15.0 unknown 0 
004D: jump_if_false @MUSIC3_23266 
0687: clear_actor_task 77@ 
0615: define_action_sequences 232@ 
06C7: unknown_action_sequence -1 74@ 6 3000 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 232@ 
0618: assign_actor 77@ to_action_sequences 232@ 
061B: remove_references_to_action_sequences 232@ 
0050: gosub @MUSIC3_21915 
020A: set_car 74@ door_status_to 1 
0006: 154@ = 3 // integer values 

:MUSIC3_23266
0002: jump @MUSIC3_23294 

:MUSIC3_23273
0050: gosub @MUSIC3_21915 
020A: set_car 74@ door_status_to 1 
0006: 154@ = 3 // integer values 

:MUSIC3_23294
0051: return 

:MUSIC3_23296
0209: 168@ = random_int 1 37 
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @MUSIC3_23338 
0674: set_car_model 169@ numberplate "GOT_M00_" 

:MUSIC3_23338
00D6: if 
0039:   168@ == 2 // integer values 
004D: jump_if_false @MUSIC3_23371 
0674: set_car_model 169@ numberplate "M00TV_4U" 

:MUSIC3_23371
00D6: if 
0039:   168@ == 3 // integer values 
004D: jump_if_false @MUSIC3_23404 
0674: set_car_model 169@ numberplate "MATHEW_2" 

:MUSIC3_23404
00D6: if 
0039:   168@ == 4 // integer values 
004D: jump_if_false @MUSIC3_23437 
0674: set_car_model 169@ numberplate "D4_DEW0R" 

:MUSIC3_23437
00D6: if 
0039:   168@ == 5 // integer values 
004D: jump_if_false @MUSIC3_23470 
0674: set_car_model 169@ numberplate "D0DE_777" 

:MUSIC3_23470
00D6: if 
0039:   168@ == 6 // integer values 
004D: jump_if_false @MUSIC3_23503 
0674: set_car_model 169@ numberplate "DAM0_666" 

:MUSIC3_23503
00D6: if 
0039:   168@ == 7 // integer values 
004D: jump_if_false @MUSIC3_23536 
0674: set_car_model 169@ numberplate "C0NEY_88" 

:MUSIC3_23536
00D6: if 
0039:   168@ == 8 // integer values 
004D: jump_if_false @MUSIC3_23569 
0674: set_car_model 169@ numberplate "PRE4CHER" 

:MUSIC3_23569
00D6: if 
0039:   168@ == 9 // integer values 
004D: jump_if_false @MUSIC3_23602 
0674: set_car_model 169@ numberplate "DBP_4NDY" 

:MUSIC3_23602
00D6: if 
0039:   168@ == 10 // integer values 
004D: jump_if_false @MUSIC3_23635 
0674: set_car_model 169@ numberplate "EV1L_SLY" 

:MUSIC3_23635
00D6: if 
0039:   168@ == 11 // integer values 
004D: jump_if_false @MUSIC3_23668 
0674: set_car_model 169@ numberplate "N1_R4V3N" 

:MUSIC3_23668
00D6: if 
0039:   168@ == 12 // integer values 
004D: jump_if_false @MUSIC3_23701 
0674: set_car_model 169@ numberplate "D1VX_Z00" 

:MUSIC3_23701
00D6: if 
0039:   168@ == 13 // integer values 
004D: jump_if_false @MUSIC3_23733 
0674: set_car_model 169@ numberplate "MR_B3NN" 

:MUSIC3_23733
00D6: if 
0039:   168@ == 14 // integer values 
004D: jump_if_false @MUSIC3_23766 
0674: set_car_model 169@ numberplate "R3D_R4SP" 

:MUSIC3_23766
00D6: if 
0039:   168@ == 15 // integer values 
004D: jump_if_false @MUSIC3_23799 
0674: set_car_model 169@ numberplate "LA_B0MBA" 

:MUSIC3_23799
00D6: if 
0039:   168@ == 16 // integer values 
004D: jump_if_false @MUSIC3_23832 
0674: set_car_model 169@ numberplate "L3337_0G" 

:MUSIC3_23832
00D6: if 
0039:   168@ == 17 // integer values 
004D: jump_if_false @MUSIC3_23865 
0674: set_car_model 169@ numberplate "BUDD4H_X" 

:MUSIC3_23865
00D6: if 
0039:   168@ == 18 // integer values 
004D: jump_if_false @MUSIC3_23898 
0674: set_car_model 169@ numberplate "T3H_BUCK" 

:MUSIC3_23898
00D6: if 
0039:   168@ == 19 // integer values 
004D: jump_if_false @MUSIC3_23931 
0674: set_car_model 169@ numberplate "CHUNKY_1" 

:MUSIC3_23931
00D6: if 
0039:   168@ == 20 // integer values 
004D: jump_if_false @MUSIC3_23964 
0674: set_car_model 169@ numberplate "EV1L_BNZ" 

:MUSIC3_23964
00D6: if 
0039:   168@ == 21 // integer values 
004D: jump_if_false @MUSIC3_23997 
0674: set_car_model 169@ numberplate "S4ND_M4N" 

:MUSIC3_23997
00D6: if 
0039:   168@ == 22 // integer values 
004D: jump_if_false @MUSIC3_24030 
0674: set_car_model 169@ numberplate "RKK_DBP1" 

:MUSIC3_24030
00D6: if 
0039:   168@ == 23 // integer values 
004D: jump_if_false @MUSIC3_24063 
0674: set_car_model 169@ numberplate "RE1_K0KU" 

:MUSIC3_24063
00D6: if 
0039:   168@ == 24 // integer values 
004D: jump_if_false @MUSIC3_24096 
0674: set_car_model 169@ numberplate "S3XY_JUD" 

:MUSIC3_24096
00D6: if 
0039:   168@ == 25 // integer values 
004D: jump_if_false @MUSIC3_24129 
0674: set_car_model 169@ numberplate "SUNRA_93" 

:MUSIC3_24129
00D6: if 
0039:   168@ == 26 // integer values 
004D: jump_if_false @MUSIC3_24162 
0674: set_car_model 169@ numberplate "UG_FUX69" 

:MUSIC3_24162
00D6: if 
0039:   168@ == 27 // integer values 
004D: jump_if_false @MUSIC3_24195 
0674: set_car_model 169@ numberplate "LI0N_CUM" 

:MUSIC3_24195
00D6: if 
0039:   168@ == 28 // integer values 
004D: jump_if_false @MUSIC3_24228 
0674: set_car_model 169@ numberplate "RKK_PWND" 

:MUSIC3_24228
00D6: if 
0039:   168@ == 29 // integer values 
004D: jump_if_false @MUSIC3_24261 
0674: set_car_model 169@ numberplate "HAZE_B0B" 

:MUSIC3_24261
00D6: if 
0039:   168@ == 30 // integer values 
004D: jump_if_false @MUSIC3_24294 
0674: set_car_model 169@ numberplate "T3H_FLUF" 

:MUSIC3_24294
00D6: if 
0039:   168@ == 31 // integer values 
004D: jump_if_false @MUSIC3_24327 
0674: set_car_model 169@ numberplate "BM_4NDY_" 

:MUSIC3_24327
00D6: if 
0039:   168@ == 32 // integer values 
004D: jump_if_false @MUSIC3_24360 
0674: set_car_model 169@ numberplate "BM_D34N_" 

:MUSIC3_24360
00D6: if 
0039:   168@ == 33 // integer values 
004D: jump_if_false @MUSIC3_24393 
0674: set_car_model 169@ numberplate "BM_L4C3Y" 

:MUSIC3_24393
00D6: if 
0039:   168@ == 34 // integer values 
004D: jump_if_false @MUSIC3_24426 
0674: set_car_model 169@ numberplate "BM_D3V__" 

:MUSIC3_24426
00D6: if 
0039:   168@ == 35 // integer values 
004D: jump_if_false @MUSIC3_24459 
0674: set_car_model 169@ numberplate "NU_SK00L" 

:MUSIC3_24459
00D6: if 
0039:   168@ == 36 // integer values 
004D: jump_if_false @MUSIC3_24492 
0674: set_car_model 169@ numberplate "G4L_AVET" 

:MUSIC3_24492
00D6: if 
0039:   168@ == 37 // integer values 
004D: jump_if_false @MUSIC3_24525 
0674: set_car_model 169@ numberplate "M0J0_J0J" 

:MUSIC3_24525
0051: return 

:MUSIC3_24527
00D6: if 
0039:   174@ == 1 // integer values 
004D: jump_if_false @MUSIC3_24574 
05AA: 178@s = 'LOC3_AA' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22000 
0006: 220@ = 1 // integer values 

:MUSIC3_24574
00D6: if 
0039:   174@ == 2 // integer values 
004D: jump_if_false @MUSIC3_24709 
05AA: 178@s = 'LOC3_BA' // 8-byte strings 
05AA: 180@s = 'LOC3_BB' // 8-byte strings 
05AA: 182@s = 'LOC3_BC' // 8-byte strings 
05AA: 184@s = 'LOC3_BD' // 8-byte strings 
05AA: 186@s = 'LOC3_BE' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22001 
04AF: 207@ = unknown_wav_reference 22002 
04AF: 208@ = unknown_wav_reference 22003 
04AF: 209@ = unknown_wav_reference 22004 
04AF: 210@ = unknown_wav_reference 22005 
0006: 220@ = 5 // integer values 

:MUSIC3_24709
00D6: if 
0039:   174@ == 3 // integer values 
004D: jump_if_false @MUSIC3_24778 
05AA: 178@s = 'LOC3_CA' // 8-byte strings 
05AA: 180@s = 'LOC3_CB' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22006 
04AF: 207@ = unknown_wav_reference 22007 
0006: 220@ = 2 // integer values 

:MUSIC3_24778
00D6: if 
0039:   174@ == 4 // integer values 
004D: jump_if_false @MUSIC3_24913 
05AA: 178@s = 'LOC3_DA' // 8-byte strings 
05AA: 180@s = 'LOC3_DB' // 8-byte strings 
05AA: 182@s = 'LOC3_DC' // 8-byte strings 
05AA: 184@s = 'LOC3_DD' // 8-byte strings 
05AA: 186@s = 'LOC3_EA' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22008 
04AF: 207@ = unknown_wav_reference 22009 
04AF: 208@ = unknown_wav_reference 22010 
04AF: 209@ = unknown_wav_reference 22011 
04AF: 210@ = unknown_wav_reference 22012 
0006: 220@ = 5 // integer values 

:MUSIC3_24913
00D6: if 
0039:   174@ == 5 // integer values 
004D: jump_if_false @MUSIC3_25158 
05AA: 178@s = 'LOC3_EB' // 8-byte strings 
05AA: 180@s = 'LOC3_EC' // 8-byte strings 
05AA: 182@s = 'LOC3_ED' // 8-byte strings 
05AA: 184@s = 'LOC3_EE' // 8-byte strings 
05AA: 186@s = 'LOC3_EF' // 8-byte strings 
05AA: 188@s = 'LOC3_EG' // 8-byte strings 
05AA: 190@s = 'LOC3_EH' // 8-byte strings 
05AA: 192@s = 'LOC3_EJ' // 8-byte strings 
05AA: 194@s = 'LOC3_EK' // 8-byte strings 
05AA: 196@s = 'LOC3_EL' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22013 
04AF: 207@ = unknown_wav_reference 22014 
04AF: 208@ = unknown_wav_reference 22015 
04AF: 209@ = unknown_wav_reference 22016 
04AF: 210@ = unknown_wav_reference 22017 
04AF: 211@ = unknown_wav_reference 22018 
04AF: 212@ = unknown_wav_reference 22019 
04AF: 213@ = unknown_wav_reference 22020 
04AF: 214@ = unknown_wav_reference 22021 
04AF: 215@ = unknown_wav_reference 22022 
0006: 220@ = 10 // integer values 

:MUSIC3_25158
00D6: if 
0039:   174@ == 6 // integer values 
004D: jump_if_false @MUSIC3_25205 
05AA: 178@s = 'LOC3_EO' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22025 
0006: 220@ = 1 // integer values 

:MUSIC3_25205
00D6: if 
0039:   174@ == 7 // integer values 
004D: jump_if_false @MUSIC3_25341 
05AA: 178@s = 'MOBRING' // 8-byte strings 
05AA: 180@s = 'MLOC04A' // 8-byte strings 
05AA: 182@s = 'MLOC04B' // 8-byte strings 
05AA: 184@s = 'MLOC04C' // 8-byte strings 
05AA: 186@s = 'MLOC04D' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 23000 
04AF: 207@ = unknown_wav_reference 27419 
04AF: 208@ = unknown_wav_reference 27420 
04AF: 209@ = unknown_wav_reference 27421 
04AF: 210@ = unknown_wav_reference 27422 
0085: 220@ = 177@ // integer values and handles 

:MUSIC3_25341
00D6: if 
0039:   174@ == 8 // integer values 
004D: jump_if_false @MUSIC3_25477 
05AA: 178@s = 'LOC3_FA' // 8-byte strings 
05AA: 180@s = 'LOC3_FB' // 8-byte strings 
05AA: 182@s = 'LOC3_FC' // 8-byte strings 
05AA: 184@s = 'LOC3_FE' // 8-byte strings 
05AA: 186@s = 'LOC3_FF' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22026 
04AF: 207@ = unknown_wav_reference 22027 
04AF: 208@ = unknown_wav_reference 22028 
04AF: 209@ = unknown_wav_reference 22030 
04AF: 210@ = unknown_wav_reference 22031 
0085: 220@ = 177@ // integer values and handles 

:MUSIC3_25477
00D6: if 
0039:   174@ == 9 // integer values 
004D: jump_if_false @MUSIC3_25591 
05AA: 178@s = 'LOC3_GA' // 8-byte strings 
05AA: 180@s = 'LOC3_GB' // 8-byte strings 
05AA: 182@s = 'LOC3_GC' // 8-byte strings 
05AA: 184@s = 'LOC3_GD' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22032 
04AF: 207@ = unknown_wav_reference 22033 
04AF: 208@ = unknown_wav_reference 22034 
04AF: 209@ = unknown_wav_reference 22035 
0085: 220@ = 177@ // integer values and handles 

:MUSIC3_25591
00D6: if 
0039:   174@ == 10 // integer values 
004D: jump_if_false @MUSIC3_25640 
05AA: 178@s = 'RYD1_BE' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 33613 
0006: 220@ = 1 // integer values 

:MUSIC3_25640
00D6: if 
0039:   174@ == 11 // integer values 
004D: jump_if_false @MUSIC3_25687 
05AA: 178@s = 'LOC3_JA' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22038 
0006: 220@ = 1 // integer values 

:MUSIC3_25687
00D6: if 
0039:   174@ == 12 // integer values 
004D: jump_if_false @MUSIC3_25734 
05AA: 178@s = 'LOC3_JB' // 8-byte strings 
04AF: 206@ = unknown_wav_reference 22039 
0006: 220@ = 1 // integer values 

:MUSIC3_25734
0085: 223@ = 176@ // integer values and handles 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 
0006: 224@ = 1 // integer values 
0051: return 

:MUSIC3_25765
00D6: if 
0039:   174@ == 1 // integer values 
004D: jump_if_false @MUSIC3_25891 
00D6: if 
001D:   220@ > 176@ // integer values 
004D: jump_if_false @MUSIC3_25884 
0050: gosub @MUSIC3_26531 
0050: gosub @MUSIC3_26638 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_25846 
0050: gosub @MUSIC3_26792 
0002: jump @MUSIC3_25877 

:MUSIC3_25846
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 

:MUSIC3_25877
0002: jump @MUSIC3_25891 

:MUSIC3_25884
0006: 174@ = 0 // integer values 

:MUSIC3_25891
00D6: if or
0039:   174@ == 7 // integer values 
0039:   174@ == 2 // integer values 
0039:   174@ == 6 // integer values 
0039:   174@ == 11 // integer values 
0039:   174@ == 12 // integer values 
004D: jump_if_false @MUSIC3_25991 
00D6: if 
001D:   220@ > 176@ // integer values 
004D: jump_if_false @MUSIC3_25984 
0050: gosub @MUSIC3_26531 
0050: gosub @MUSIC3_26638 
0050: gosub @MUSIC3_26792 
0002: jump @MUSIC3_25991 

:MUSIC3_25984
0006: 174@ = 0 // integer values 

:MUSIC3_25991
00D6: if 
0039:   122@ == 5 // integer values 
004D: jump_if_false @MUSIC3_26285 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @MUSIC3_26285 
00D6: if or
0039:   174@ == 3 // integer values 
0039:   174@ == 4 // integer values 
0039:   174@ == 5 // integer values 
0039:   174@ == 10 // integer values 
004D: jump_if_false @MUSIC3_26285 
00D6: if 
001D:   220@ > 176@ // integer values 
004D: jump_if_false @MUSIC3_26278 
0050: gosub @MUSIC3_26531 
0050: gosub @MUSIC3_26638 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_26240 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_26202 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_26164 
0050: gosub @MUSIC3_26792 
0002: jump @MUSIC3_26195 

:MUSIC3_26164
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 

:MUSIC3_26195
0002: jump @MUSIC3_26233 

:MUSIC3_26202
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 

:MUSIC3_26233
0002: jump @MUSIC3_26271 

:MUSIC3_26240
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 

:MUSIC3_26271
0002: jump @MUSIC3_26285 

:MUSIC3_26278
0006: 174@ = 0 // integer values 

:MUSIC3_26285
00D6: if or
0039:   174@ == 8 // integer values 
0039:   174@ == 9 // integer values 
004D: jump_if_false @MUSIC3_26529 
00D6: if 
001D:   220@ > 176@ // integer values 
004D: jump_if_false @MUSIC3_26522 
0050: gosub @MUSIC3_26531 
0050: gosub @MUSIC3_26638 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_26484 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_26446 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_26408 
0050: gosub @MUSIC3_26792 
0002: jump @MUSIC3_26439 

:MUSIC3_26408
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 

:MUSIC3_26439
0002: jump @MUSIC3_26477 

:MUSIC3_26446
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 

:MUSIC3_26477
0002: jump @MUSIC3_26515 

:MUSIC3_26484
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 

:MUSIC3_26515
0002: jump @MUSIC3_26529 

:MUSIC3_26522
0006: 174@ = 0 // integer values 

:MUSIC3_26529
0051: return 

:MUSIC3_26531
00D6: if 
001D:   220@ > 223@ // integer values 
004D: jump_if_false @MUSIC3_26636 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @MUSIC3_26593 
03CF: load_wav 206@(223@,14i) as 1 
000A: 223@ += 1 // integer values 
0006: 221@ = 1 // integer values 

:MUSIC3_26593
00D6: if 
0039:   222@ == 0 // integer values 
004D: jump_if_false @MUSIC3_26636 
03CF: load_wav 206@(223@,14i) as 2 
000A: 223@ += 1 // integer values 
0006: 222@ = 1 // integer values 

:MUSIC3_26636
0051: return 

:MUSIC3_26638
00D6: if 
0039:   224@ == 1 // integer values 
004D: jump_if_false @MUSIC3_26714 
00D6: if 
0039:   221@ == 1 // integer values 
004D: jump_if_false @MUSIC3_26714 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC3_26714 
03D1: play_wav 1 
00BC: text_highpriority 178@(176@,14s) 4500 ms 1 
0006: 221@ = 2 // integer values 

:MUSIC3_26714
00D6: if 
0039:   224@ == 2 // integer values 
004D: jump_if_false @MUSIC3_26790 
00D6: if 
0039:   222@ == 1 // integer values 
004D: jump_if_false @MUSIC3_26790 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MUSIC3_26790 
03D1: play_wav 2 
00BC: text_highpriority 178@(176@,14s) 4500 ms 1 
0006: 222@ = 2 // integer values 

:MUSIC3_26790
0051: return 

:MUSIC3_26792
00D6: if 
0039:   221@ == 2 // integer values 
004D: jump_if_false @MUSIC3_26855 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC3_26855 
03D5: remove_text 178@(176@,14s) 
000A: 176@ += 1 // integer values 
0006: 224@ = 2 // integer values 
0006: 221@ = 0 // integer values 

:MUSIC3_26855
00D6: if 
0039:   222@ == 2 // integer values 
004D: jump_if_false @MUSIC3_26918 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC3_26918 
03D5: remove_text 178@(176@,14s) 
000A: 176@ += 1 // integer values 
0006: 224@ = 1 // integer values 
0006: 222@ = 0 // integer values 

:MUSIC3_26918
0051: return 

//-------------Mission 34---------------
// Originally: House Party

:MUSIC5
03A4: name_thread 'MUSIC5' 
0050: gosub @MUSIC5_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MUSIC5_38 
0050: gosub @MUSIC5_15871 

:MUSIC5_38
0050: gosub @MUSIC5_16013 
004E: end_thread 

:MUSIC5_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP4' 
00BE: text_clear_all 
0001: wait 0 ms 
0004: $36 = 1 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
04AF: 89@ = unknown_wav_reference 106 
04AF: 90@ = unknown_wav_reference 107 
04AF: 91@ = unknown_wav_reference 107 
04AF: 92@ = unknown_wav_reference 103 
04AF: 93@ = unknown_wav_reference 103 
04AF: 94@ = unknown_wav_reference 104 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0007: 141@ = 0.0 // floating-point values 
0007: 142@ = 0.0 // floating-point values 
0007: 143@ = 0.0 // floating-point values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 104@ = 75 // integer values 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
014C: set_parked_car_generator $2768 cars_to_generate_to 0 
0395: clear_area 1 at 791.7 -1627.0 12.3 range 10.0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: (unknown) 
0169: set_fade_color 0 0 0 
00D6: if 
0038:   $1939 == 0 // integer values 
004D: jump_if_false @MUSIC5_609 
0395: clear_area 0 at 782.5 -1619.3 12.0 range 5.0 
09B2: (unknown) 1 102@ 103@ 
00D6: if 
0029:   102@ >= 0 // integer values 
004D: jump_if_false @MUSIC5_506 
00A5: 64@ = create_car 102@ at 782.5 -1619.3 12.0 
0175: set_car 64@ z_angle_to 270.0 

:MUSIC5_506
0395: clear_area 0 at 782.5 -1604.8 12.0 range 5.0 
09B2: (unknown) 1 102@ 103@ 
00D6: if 
0029:   102@ >= 0 // integer values 
004D: jump_if_false @MUSIC5_591 
00A5: 65@ = create_car 102@ at 782.5 -1604.8 12.0 
0175: set_car 65@ z_angle_to 270.0 

:MUSIC5_591
02E4: load_cutscene_data 'STRAP4A' 
0002: jump @MUSIC5_673 

:MUSIC5_609
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @MUSIC5_673 
0395: clear_area 0 at 2484.9 -1649.2 12.5 range 160.0 
04BB: select_interior 3 // select render area 
02E4: load_cutscene_data 'STRP4B1' 
0006: 97@ = 1 // integer values 

:MUSIC5_673
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC5_697 
0001: wait 0 ms 
0002: jump @MUSIC5_673 

:MUSIC5_697
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MUSIC5_706
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC5_730 
0001: wait 0 ms 
0002: jump @MUSIC5_706 

:MUSIC5_730
016A: fade 0 0 ms 

:MUSIC5_736
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_760 
0001: wait 0 ms 
0002: jump @MUSIC5_736 

:MUSIC5_760
01C3: remove_references_to_car 64@ // Like turning a car into any random car 
01C3: remove_references_to_car 65@ // Like turning a car into any random car 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @MUSIC5_1053 
00D6: if 
856A:   not (unknown) 
004D: jump_if_false @MUSIC5_1053 
0395: clear_area 0 at 2484.9 -1649.2 12.5 range 160.0 
0169: set_fade_color 0 0 0 
0247: request_model #GREENWOO 
038B: load_requested_models 
0395: clear_area 1 at 2503.0 -1658.8 12.3 range 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: 34@ = create_car #GREENWOO at 2503.0 -1658.8 13.0 
0229: set_car 34@ color_to 59 34 
0175: set_car 34@ z_angle_to 234.0 
04BB: select_interior 0 // select render area 
02E4: load_cutscene_data 'STRP4B2' 

:MUSIC5_945
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC5_969 
0001: wait 0 ms 
0002: jump @MUSIC5_945 

:MUSIC5_969
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MUSIC5_978
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC5_1002 
0001: wait 0 ms 
0002: jump @MUSIC5_978 

:MUSIC5_1002
016A: fade 0 0 ms 

:MUSIC5_1008
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1032 
0001: wait 0 ms 
0002: jump @MUSIC5_1008 

:MUSIC5_1032
02EA: end_cutscene 
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 97@ = 0 // integer values 

:MUSIC5_1053
08F6: (unknown) 
0169: set_fade_color 0 0 0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0001: wait 0 ms 
00D6: if 
0038:   $1939 == 0 // integer values 
004D: jump_if_false @MUSIC5_1112 
016A: fade 1 0 ms 
0002: jump @MUSIC5_15889 

:MUSIC5_1112
0247: request_model #FAM2 
0247: request_model #FAM3 
0247: request_model #BALLAS2 
0247: request_model #BALLAS3 
0247: request_model #GREENWOO 
0247: request_model #TAHOMA 
0247: request_model #VOODOO 
0247: request_model #MOLOTOV 
0247: request_model #TEC9 
023C: request_special_actor 'SWEET' as 1 
023C: request_special_actor 'RYDER2' as 2 
03CF: load_wav 19800 as 3 

:MUSIC5_1186
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @MUSIC5_1212 
0001: wait 0 ms 
0002: jump @MUSIC5_1186 

:MUSIC5_1212
03D7: set_wav 3 location 2482.0 -1646.3 12.8 
03D1: play_wav 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
0746: (unknown) 4 24 25 
0746: (unknown) 4 24 0 
0746: (unknown) 4 25 24 
0746: (unknown) 4 26 24 
0746: (unknown) 0 25 26 
0746: (unknown) 0 26 25 
0746: (unknown) 0 25 0 
0746: (unknown) 0 26 0 
0746: (unknown) 0 24 24 
0746: (unknown) 0 25 25 
0746: (unknown) 0 26 26 
07AF: 147@ = player $PLAYER_CHAR group 
06F0: set_group 147@ separation_range 1000.0 
06AE: unknown_group_creator 0 151@ 
0749: unknown_group_add_item 151@ 55 
0749: unknown_group_add_item 151@ 54 
074A: unknown_group_set_item_params 151@ 15 1502 0.0 100.0 0.0 0.0 0 1 
06AD: unknown_group_use_entity 147@ 151@ 
07B3: (unknown) 147@ 2 
060A: unknown_create_entity 2 145@ 
07E5: unknown_copy_entity 65542 146@ 
0708: unknown_add_entity_item 146@ 13 
0708: unknown_add_entity_item 145@ 13 
009A: $ACTOR_SWEET = create_actor 26 #SPECIAL01 at 2485.5 -1647.7 13.3 
0568: set_actor $ACTOR_SWEET targetable 1 
0173: set_actor $ACTOR_SWEET z_angle_to 196.6 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
0350: unknown_actor $ACTOR_SWEET not_scared_flag 1 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 3000 // Load the weapon model before using this 
035F: set_actor $ACTOR_SWEET armour_to 100 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
060B: unknown_actor_use_entity $ACTOR_SWEET 146@ 
0395: clear_area 1 at 2503.0 -1658.8 12.3 range 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: 34@ = create_car #GREENWOO at 2503.0 -1658.8 13.0 
0229: set_car 34@ color_to 59 34 
0175: set_car 34@ z_angle_to 234.0 
020A: set_car 34@ door_status_to 3 
01EC: make_car 34@ very_heavy 1 
02AC: set_car 34@ immunities 1 1 0 0 0 
0209: 95@ = random_int 0 3 
009A: 63@ = create_actor 26 89@(95@,6i) at 2487.1 -1647.7 13.3 
0568: set_actor 63@ targetable 1 
0173: set_actor 63@ z_angle_to 158.9 
02A9: set_actor 63@ immune_to_nonplayer 1 
0350: unknown_actor 63@ not_scared_flag 1 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 63@ 146@ 
0395: clear_area 1 at 2496.7 -1683.4 13.0 range 5.0 
04AF: 99@ = unknown_wav_reference 412 
0050: gosub @MUSIC5_16418 
00A5: 35@ = create_car #VOODOO at 2496.7 -1683.4 13.0 
0175: set_car 35@ z_angle_to 272.5 
020A: set_car 35@ door_status_to 3 
01EC: make_car 35@ very_heavy 1 
02AC: set_car 35@ immunities 1 1 0 0 0 
009A: $ACTOR_RYDER = create_actor 26 #SPECIAL02 at 2484.1 -1641.2 13.5 
0350: unknown_actor $ACTOR_RYDER not_scared_flag 1 
0568: set_actor $ACTOR_RYDER targetable 1 
0173: set_actor $ACTOR_RYDER z_angle_to 180.0 
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity $ACTOR_RYDER 146@ 
0209: 95@ = random_int 0 3 
009A: 36@ = create_actor 25 89@(95@,6i) at 2486.2 -1642.2 13.5 
0350: unknown_actor 36@ not_scared_flag 1 
0568: set_actor 36@ targetable 1 
0173: set_actor 36@ z_angle_to 180.0 
01B2: give_actor 36@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 36@ 146@ 
0209: 95@ = random_int 0 3 
009A: 37@ = create_actor 25 89@(95@,6i) at 2486.2 -1641.2 13.5 
0350: unknown_actor 37@ not_scared_flag 1 
0568: set_actor 37@ targetable 1 
0173: set_actor 37@ z_angle_to 180.0 
01B2: give_actor 37@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 37@ 146@ 
0209: 95@ = random_int 0 3 
009A: 39@ = create_actor 25 89@(95@,6i) at 2486.2 -1639.2 13.5 
0350: unknown_actor 39@ not_scared_flag 1 
0568: set_actor 39@ targetable 1 
0173: set_actor 39@ z_angle_to 180.0 
01B2: give_actor 39@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 39@ 146@ 
04AF: 99@ = unknown_wav_reference 566 
0050: gosub @MUSIC5_16418 
00A5: 43@ = create_car #TAHOMA at 2227.6 -1667.8 13.7 
0175: set_car 43@ z_angle_to 342.3 
02AC: set_car 43@ immunities 1 1 0 0 0 
020A: set_car 43@ door_status_to 3 
0209: 95@ = random_int 3 6 
0129: 47@ = create_actor 24 89@(95@,6i) in_car 43@ driverseat 
0816: (unknown) 47@ 1 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 47@ 146@ 
062F: 149@ = create_group_type 2 
06F0: set_group 149@ separation_range 300.0 
06AD: unknown_group_use_entity 149@ 151@ 
0630: put_actor 47@ in_group 149@ as_leader 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0209: 95@ = random_int 3 6 
01C8: 48@ = create_actor 24 89@(95@,6i) in_car 43@ passenger_seat 0 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 48@ 1 
060B: unknown_actor_use_entity 48@ 146@ 
0631: put_actor 48@ in_group 149@ 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0209: 95@ = random_int 3 6 
01C8: 49@ = create_actor 24 89@(95@,6i) in_car 43@ passenger_seat 1 
02A9: set_actor 49@ immune_to_nonplayer 1 
0446: set_actor 49@ immune_to_headshots 0 
035F: set_actor 49@ armour_to 100 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 49@ 146@ 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0209: 95@ = random_int 3 6 
01C8: 50@ = create_actor 24 89@(95@,6i) in_car 43@ passenger_seat 2 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 50@ 146@ 
0631: put_actor 50@ in_group 149@ 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
04AF: 99@ = unknown_wav_reference 566 
0050: gosub @MUSIC5_16418 
00A5: 44@ = create_car #TAHOMA at 2224.6 -1677.9 13.2 
0175: set_car 44@ z_angle_to 342.3 
02AC: set_car 44@ immunities 1 1 0 0 0 
020A: set_car 44@ door_status_to 3 
0209: 95@ = random_int 3 6 
0129: 51@ = create_actor 24 89@(95@,6i) in_car 44@ driverseat 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 51@ 1 
060B: unknown_actor_use_entity 51@ 146@ 
0631: put_actor 51@ in_group 149@ 
02E2: set_actor 51@ weapon_accuracy_to 104@ 
0209: 95@ = random_int 3 6 
01C8: 52@ = create_actor 24 89@(95@,6i) in_car 44@ passenger_seat 0 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 52@ 146@ 
0631: put_actor 52@ in_group 149@ 
02E2: set_actor 52@ weapon_accuracy_to 104@ 
0209: 95@ = random_int 3 6 
01C8: 53@ = create_actor 24 89@(95@,6i) in_car 44@ passenger_seat 1 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 53@ 1 
060B: unknown_actor_use_entity 53@ 146@ 
0631: put_actor 53@ in_group 149@ 
02E2: set_actor 53@ weapon_accuracy_to 104@ 
0209: 95@ = random_int 3 6 
01C8: 54@ = create_actor 24 89@(95@,6i) in_car 44@ passenger_seat 2 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 54@ 1 
060B: unknown_actor_use_entity 54@ 146@ 
0631: put_actor 54@ in_group 149@ 
02E2: set_actor 54@ weapon_accuracy_to 104@ 
04BB: select_interior 0 // select render area 
03CB: set_camera 2484.9 -1649.2 12.5 
0395: clear_area 0 at 2484.9 -1649.2 12.5 range 160.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0828: (unknown) 1 
07C0: load_path 22 
07C0: load_path 23 
0395: clear_area 1 at 2492.4 -1632.0 12.4 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2492.4 -1632.0 12.4 
015F: set_camera_position 2483.0 -1649.8 12.5 0.0 0.0 0.0 
0160: point_camera 2494.3 -1650.3 16.6 2 
09F5: (unknown) 1 
09D2: (unknown) 0 

:MUSIC5_3034
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @MUSIC5_3060 
0002: jump @MUSIC5_15889 

:MUSIC5_3060
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_3099 
0002: jump @MUSIC5_15871 

:MUSIC5_3099
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @MUSIC5_7138 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @MUSIC5_4059 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_3206 
0615: define_action_sequences 144@ 
05F5: unknown_action_sequence -1 2498.5 -1652.3 12.5 6 -1 
05CB: AS_actor -1 enter_car_as_driver 34@ -1 ms 
0616: define_action_sequences_end 144@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_3206
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_3293 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_3293 
0615: define_action_sequences 144@ 
05F5: unknown_action_sequence -1 2487.4 -1657.9 12.3 6 -1 
05CB: AS_actor -1 enter_car_as_driver 35@ -1 ms 
0616: define_action_sequences_end 144@ 
0618: assign_actor 63@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_3293
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @MUSIC5_3431 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 500 
05D3: AS_actor -1 go_to_point 2486.1 -1646.7 12.9 speed 4 1 ms 
05D3: AS_actor -1 go_to_point 2485.1 -1652.7 12.3 speed 6 -1 ms 
05F5: unknown_action_sequence -1 2478.4 -1649.1 12.5 6 -1 
05F5: unknown_action_sequence -1 2478.2 -1631.4 12.5 6 -1 
0616: define_action_sequences_end 144@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_3431
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_3624 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 1000 
05D3: AS_actor -1 go_to_point 2487.1 -1646.7 12.9 speed 4 1 ms 
05D3: AS_actor -1 go_to_point 2487.1 -1654.7 12.3 speed 6 -1 ms 
05F5: unknown_action_sequence -1 2472.3 -1652.8 12.5 6 -1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 9000 
05F5: unknown_action_sequence -1 2466.3 -1660.7 12.2 6 -1 
05D4: AS_actor -1 rotate_angle 88.6 
0616: define_action_sequences_end 144@ 
0618: assign_actor 36@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_3624
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_3793 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 1500 
05D3: AS_actor -1 go_to_point 2486.1 -1646.7 12.9 speed 4 1 ms 
05D3: AS_actor -1 go_to_point 2486.1 -1654.7 12.3 speed 6 -1 ms 
05F5: unknown_action_sequence -1 2467.6 -1649.2 12.5 6 -1 
05D4: AS_actor -1 rotate_angle 110.0 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 144@ 
0618: assign_actor 37@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_3793
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_3986 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 3000 
05D3: AS_actor -1 go_to_point 2486.1 -1646.7 12.9 speed 4 1 ms 
05D3: AS_actor -1 go_to_point 2486.1 -1654.7 12.3 speed 6 -1 ms 
05F5: unknown_action_sequence -1 2473.4 -1652.7 12.5 6 -1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 9000 
05F5: unknown_action_sequence -1 2463.8 -1663.6 12.2 6 -1 
05D4: AS_actor -1 rotate_angle 116.3 
0616: define_action_sequences_end 144@ 
0618: assign_actor 39@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_3986
016A: fade 1 1000 ms 
0006: 105@ = 1 // integer values 
0209: 107@ = random_int 0 3 
0085: 108@ = 107@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @MUSIC5_17649 
0006: 82@ = 1 // integer values 
0707: start_scene_skip_to @MUSIC5_5676 
0006: 32@ = 0 // integer values 
0006: 81@ = 1 // integer values 

:MUSIC5_4059
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @MUSIC5_4205 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_4205 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @MUSIC5_4205 
0006: 105@ = 2 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 2 // integer values 
0050: gosub @MUSIC5_17649 
015F: set_camera_position 2501.5 -1650.5 13.3 0.0 0.0 0.0 
0160: point_camera 2498.9 -1682.1 16.3 2 
0006: 32@ = 0 // integer values 
0006: 81@ = 2 // integer values 

:MUSIC5_4205
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @MUSIC5_5334 
00D6: if 
0039:   86@ == 0 // integer values 
004D: jump_if_false @MUSIC5_4491 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @MUSIC5_4491 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MUSIC5_4372 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_4372 
0615: define_action_sequences 144@ 
05D1: AS_actor -1 drive_car 43@ to 2435.3 -1661.1 12.2 speed 30.0 0 0 2 
06C7: unknown_action_sequence -1 43@ 8 200 
06C7: unknown_action_sequence -1 43@ 6 400 
0616: define_action_sequences_end 144@ 
0618: assign_actor 47@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_4372
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MUSIC5_4484 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @MUSIC5_4484 
0615: define_action_sequences 144@ 
05D1: AS_actor -1 drive_car 44@ to 2440.8 -1656.9 12.2 speed 30.0 0 0 2 
06C7: unknown_action_sequence -1 44@ 7 200 
06C7: unknown_action_sequence -1 44@ 6 400 
0616: define_action_sequences_end 144@ 
0618: assign_actor 51@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_4484
0006: 86@ = 1 // integer values 

:MUSIC5_4491
00D6: if or
001B:   2 > 84@ // integer values 
001B:   2 > 85@ // integer values 
004D: jump_if_false @MUSIC5_5264 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_5014 
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @MUSIC5_4800 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car 34@ 
004D: jump_if_false @MUSIC5_4793 
016A: fade 0 500 ms 

:MUSIC5_4576
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_4600 
0001: wait 0 ms 
0002: jump @MUSIC5_4576 

:MUSIC5_4600
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_4632 
0002: jump @MUSIC5_15871 

:MUSIC5_4632
03CB: set_camera 2459.275 -1653.263 13.0938 
015F: set_camera_position 2459.275 -1653.263 13.0938 0.0 0.0 0.0 
0160: point_camera 2460.089 -1653.843 13.1158 2 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_4723 
05EB: assign_vehicle 34@ to_path 22 

:MUSIC5_4723
016A: fade 1 500 ms 

:MUSIC5_4730
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_4754 
0001: wait 0 ms 
0002: jump @MUSIC5_4730 

:MUSIC5_4754
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_4786 
0002: jump @MUSIC5_15871 

:MUSIC5_4786
0006: 84@ = 1 // integer values 

:MUSIC5_4793
0002: jump @MUSIC5_5014 

:MUSIC5_4800
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_5014 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @MUSIC5_5014 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @MUSIC5_5014 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 2000 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2458.9 -1665.6 12.2 speed 6 -2 ms 
05D3: AS_actor -1 go_to_point 2465.0 -1666.4 12.2 speed 6 -2 ms 
05F5: unknown_action_sequence -1 2465.3 -1654.6 12.2 6 -2 
05D4: AS_actor -1 rotate_angle 107.0 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 144@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0006: 84@ = 2 // integer values 

:MUSIC5_5014
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_5257 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_5257 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @MUSIC5_5104 
00D6: if 
00DB:   actor 63@ in_car 35@ 
004D: jump_if_false @MUSIC5_5097 
05EB: assign_vehicle 35@ to_path 23 
0006: 85@ = 1 // integer values 

:MUSIC5_5097
0002: jump @MUSIC5_5257 

:MUSIC5_5104
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @MUSIC5_5257 
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @MUSIC5_5257 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 2000 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2458.2 -1655.0 12.2 speed 6 -2 ms 
05D3: AS_actor -1 go_to_point 2461.1 -1650.8 12.2 speed 6 -2 ms 
05F5: unknown_action_sequence -1 2467.4 -1657.7 12.2 6 -2 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_action_sequences_end 144@ 
0618: assign_actor 63@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0006: 85@ = 2 // integer values 

:MUSIC5_5257
0002: jump @MUSIC5_5334 

:MUSIC5_5264
016A: fade 0 500 ms 

:MUSIC5_5271
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_5295 
0001: wait 0 ms 
0002: jump @MUSIC5_5271 

:MUSIC5_5295
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_5327 
0002: jump @MUSIC5_15871 

:MUSIC5_5327
0006: 81@ = 3 // integer values 

:MUSIC5_5334
00D6: if 
0039:   81@ == 3 // integer values 
004D: jump_if_false @MUSIC5_5607 
03CB: set_camera 2404.5 -1672.3 15.8 
04AF: 99@ = unknown_wav_reference 566 
0050: gosub @MUSIC5_16418 
00A5: 61@ = create_car #TAHOMA at 2485.0 -1682.5 15.0 
020A: set_car 61@ door_status_to 3 
01EC: make_car 61@ very_heavy 1 
02AC: set_car 61@ immunities 1 1 0 0 0 
0175: set_car 61@ z_angle_to 90.0 
0925: (unknown) 
0930: (unknown) 1 
092F: (unknown) 1 
0936: set_camera 2404.5 -1672.3 15.8 position_to 2408.6 -1672.7 15.9 5000 ms unknown 1 
0920: point_camera 2384.8 -1665.4 13.4 transverse_to 2416.5 -1665.3 13.9 5000 ms unknown 1 
016A: fade 1 500 ms 

:MUSIC5_5537
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_5561 
0001: wait 0 ms 
0002: jump @MUSIC5_5537 

:MUSIC5_5561
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_5593 
0002: jump @MUSIC5_15871 

:MUSIC5_5593
0006: 32@ = 0 // integer values 
0006: 81@ = 4 // integer values 

:MUSIC5_5607
00D6: if 
0039:   81@ == 4 // integer values 
004D: jump_if_false @MUSIC5_5651 
00D6: if 
0019:   32@ > 5800 // integer values 
004D: jump_if_false @MUSIC5_5651 
0006: 81@ = 5 // integer values 

:MUSIC5_5651
00D6: if 
0039:   81@ == 5 // integer values 
004D: jump_if_false @MUSIC5_7138 
0006: 82@ = 0 // integer values 

:MUSIC5_5676
0701: end_scene_skip 
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_5710 
0002: jump @MUSIC5_15871 

:MUSIC5_5710
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 // integer values 
016A: fade 0 500 ms 

:MUSIC5_5734
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_5758 
0001: wait 0 ms 
0002: jump @MUSIC5_5734 

:MUSIC5_5758
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_5790 
0002: jump @MUSIC5_15871 

:MUSIC5_5790
0925: (unknown) 
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @MUSIC5_5904 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MUSIC5_5856 
00AB: put_car 43@ at 2453.1 -1663.0 12.3 
0175: set_car 43@ z_angle_to 217.2 

:MUSIC5_5856
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MUSIC5_5902 
00AB: put_car 44@ at 2452.2 -1651.9 12.3 
0175: set_car 44@ z_angle_to 314.2 

:MUSIC5_5902
00BE: text_clear_all 

:MUSIC5_5904
00D6: if 
0119:   car 61@ wrecked 
004D: jump_if_false @MUSIC5_5997 
04AF: 99@ = unknown_wav_reference 566 
0050: gosub @MUSIC5_16418 
00A5: 61@ = create_car #TAHOMA at 2485.0 -1682.5 15.0 
020A: set_car 61@ door_status_to 3 
01EC: make_car 61@ very_heavy 1 
02AC: set_car 61@ immunities 1 1 0 0 0 
0175: set_car 61@ z_angle_to 90.0 

:MUSIC5_5997
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_6064 
00D6: if 
060E:   car 34@ is_assigned_to_existing_path 
004D: jump_if_false @MUSIC5_6034 
05EC: release_vehicle 34@ from_path 

:MUSIC5_6034
00AB: put_car 34@ at 2462.3 -1662.4 12.1 
0175: set_car 34@ z_angle_to 325.8 

:MUSIC5_6064
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_6131 
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @MUSIC5_6101 
05EC: release_vehicle 35@ from_path 

:MUSIC5_6101
00AB: put_car 35@ at 2463.4 -1656.1 12.0 
0175: set_car 35@ z_angle_to 50.5 

:MUSIC5_6131
0792: (unknown) $ACTOR_SWEET 
0395: clear_area 1 at 2465.3 -1654.6 12.2 range 1.0 
00A1: put_actor $ACTOR_SWEET at 2465.3 -1654.6 12.2 
0173: set_actor $ACTOR_SWEET z_angle_to 107.0 
060B: unknown_actor_use_entity $ACTOR_SWEET 145@ 
062F: 148@ = create_group_type 2 
06AD: unknown_group_use_entity 148@ 151@ 
0630: put_actor $ACTOR_SWEET in_group 148@ as_leader 
0615: define_action_sequences 144@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 144@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_6380 
0792: (unknown) 63@ 
0395: clear_area 1 at 2467.4 -1657.7 12.2 range 1.0 
00A1: put_actor 63@ at 2467.4 -1657.7 12.2 
0173: set_actor 63@ z_angle_to 107.0 
060B: unknown_actor_use_entity 63@ 145@ 
0631: put_actor 63@ in_group 148@ 

:MUSIC5_6380
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_6539 
0792: (unknown) 36@ 
0395: clear_area 1 at 2466.3 -1660.7 12.2 range 1.0 
00A1: put_actor 36@ at 2466.3 -1660.7 12.2 
0173: set_actor 36@ z_angle_to 88.6 
060B: unknown_actor_use_entity 36@ 145@ 
0631: put_actor 36@ in_group 147@ 
0615: define_action_sequences 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 144@ 
0618: assign_actor 36@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_6539
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_6698 
0792: (unknown) 37@ 
0395: clear_area 1 at 2467.6 -1649.2 12.5 range 1.0 
00A1: put_actor 37@ at 2467.6 -1649.2 12.5 
0173: set_actor 37@ z_angle_to 110.0 
060B: unknown_actor_use_entity 37@ 145@ 
0631: put_actor 37@ in_group 147@ 
0615: define_action_sequences 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 144@ 
0618: assign_actor 37@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_6698
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_6857 
0792: (unknown) 39@ 
0395: clear_area 1 at 2462.3 -1665.7 12.2 range 1.0 
00A1: put_actor 39@ at 2462.3 -1665.7 12.2 
0173: set_actor 39@ z_angle_to 76.9 
060B: unknown_actor_use_entity 39@ 145@ 
0631: put_actor 39@ in_group 147@ 
0615: define_action_sequences 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 144@ 
0618: assign_actor 39@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_6857
03CB: set_camera 2487.3 -1650.7 12.5 
0395: clear_area 1 at 2469.7 -1657.0 12.3 range 1.0 
08C7: (unknown) $PLAYER_ACTOR 2469.7 -1657.0 12.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
032B: 62@ = create_weapon_pickup #TEC9 2 ammo 120 at 2466.0 -1656.1 13.3 
0709: unknown_set_entity_item 145@ 13 917 0.0 100.0 0.0 0.0 0 1 
009B: destroy_actor_instantly $ACTOR_RYDER 
0296: unload_special_actor 2 
0006: 105@ = 2 // integer values 
0006: 107@ = 2 // integer values 
0006: 108@ = 4 // integer values 
0050: gosub @MUSIC5_17649 
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 1500 ms 

:MUSIC5_7061
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_7085 
0001: wait 0 ms 
0002: jump @MUSIC5_7061 

:MUSIC5_7085
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_7117 
0002: jump @MUSIC5_15871 

:MUSIC5_7117
0006: 32@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 80@ = 1 // integer values 

:MUSIC5_7138
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @MUSIC5_8230 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @MUSIC5_7215 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @MUSIC5_7215 
00BB: text_lowpriority 'STP4_02' 11000 ms 1  // ~s~Vdd meg a krnykedet a ~r~tmadktl~s~.
0006: 106@ = 1 // integer values 

:MUSIC5_7215
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @MUSIC5_7861 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_7305 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 1200 
0633: AS_actor -1 exit_vehicle 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 47@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0187: 66@ = create_marker_above_actor 47@ 
0168: show_on_radar 66@ 1 

:MUSIC5_7305
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @MUSIC5_7386 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 500 
0633: AS_actor -1 exit_vehicle 
05D4: AS_actor -1 rotate_angle 295.1 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 48@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: show_on_radar 67@ 1 

:MUSIC5_7386
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @MUSIC5_7458 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 2200 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 49@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: show_on_radar 68@ 1 

:MUSIC5_7458
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @MUSIC5_7530 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 2000 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 50@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: show_on_radar 69@ 1 

:MUSIC5_7530
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @MUSIC5_7611 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 1800 
0633: AS_actor -1 exit_vehicle 
05D4: AS_actor -1 rotate_angle 245.3 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 51@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0187: 70@ = create_marker_above_actor 51@ 
0168: show_on_radar 70@ 1 

:MUSIC5_7611
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC5_7692 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 2300 
0633: AS_actor -1 exit_vehicle 
05D4: AS_actor -1 rotate_angle 268.6 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 52@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0187: 71@ = create_marker_above_actor 52@ 
0168: show_on_radar 71@ 1 

:MUSIC5_7692
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @MUSIC5_7773 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 2100 
0633: AS_actor -1 exit_vehicle 
05D4: AS_actor -1 rotate_angle 225.8 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 53@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0187: 72@ = create_marker_above_actor 53@ 
0168: show_on_radar 72@ 1 

:MUSIC5_7773
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @MUSIC5_7854 
0615: define_action_sequences 144@ 
05B9: unknown_action_sequence -1 1200 
0633: AS_actor -1 exit_vehicle 
05D4: AS_actor -1 rotate_angle 236.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 54@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0187: 73@ = create_marker_above_actor 54@ 
0168: show_on_radar 73@ 1 

:MUSIC5_7854
0006: 81@ = 1 // integer values 

:MUSIC5_7861
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @MUSIC5_8162 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 80@ = 2 // integer values 

:MUSIC5_8162
00D6: if 
001B:   10 > 88@ // integer values 
004D: jump_if_false @MUSIC5_8223 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_8209 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_8209
000A: 88@ += 1 // integer values 
0002: jump @MUSIC5_8230 

:MUSIC5_8223
0006: 88@ = 0 // integer values 

:MUSIC5_8230
00D6: if 
0039:   80@ == 2 // integer values 
004D: jump_if_false @MUSIC5_9775 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @MUSIC5_9291 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @MUSIC5_9291 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @MUSIC5_9291 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
0395: clear_area 1 at 2425.8 -1636.6 26.2 range 5.0 
04AF: 99@ = unknown_wav_reference 566 
0050: gosub @MUSIC5_16418 
00A5: 45@ = create_car #TAHOMA at 2425.8 -1636.6 26.2 
0175: set_car 45@ z_angle_to 166.8 
0395: clear_area 1 at 2441.6 -1658.6 25.2 range 5.0 
009A: 47@ = create_actor 24 89@(95@,6i) at 2441.6 -1658.6 25.2 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0173: set_actor 47@ z_angle_to 262.7 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 47@ not_scared_flag 1 
062F: 150@ = create_group_type 2 
06F0: set_group 150@ separation_range 300.0 
0223: set_actor 47@ health_to 10 
060B: unknown_actor_use_entity 47@ 146@ 
06AD: unknown_group_use_entity 150@ 151@ 
0630: put_actor 47@ in_group 150@ as_leader 
0187: 66@ = create_marker_above_actor 47@ 
0168: show_on_radar 66@ 1 
0615: define_action_sequences 144@ 
099F: unknown_action_sequence -1 1 
05B9: unknown_action_sequence -1 500 
078F: unknown_action_sequence -1 0 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 47@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2441.6 -1660.2 25.1 range 5.0 
009A: 48@ = create_actor 24 89@(95@,6i) at 2441.6 -1660.2 25.1 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0173: set_actor 48@ z_angle_to 265.9 
02A9: set_actor 48@ immune_to_nonplayer 1 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
0223: set_actor 48@ health_to 10 
0350: unknown_actor 48@ not_scared_flag 1 
060B: unknown_actor_use_entity 48@ 146@ 
0631: put_actor 48@ in_group 150@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: show_on_radar 67@ 1 
0615: define_action_sequences 144@ 
099F: unknown_action_sequence -1 1 
05B9: unknown_action_sequence -1 600 
078F: unknown_action_sequence -1 0 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 48@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2441.6 -1665.2 24.6 range 5.0 
009A: 49@ = create_actor 24 89@(95@,6i) at 2441.6 -1665.2 24.6 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0173: set_actor 49@ z_angle_to 273.6 
02A9: set_actor 49@ immune_to_nonplayer 1 
0223: set_actor 49@ health_to 10 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 49@ not_scared_flag 1 
060B: unknown_actor_use_entity 49@ 146@ 
0631: put_actor 49@ in_group 150@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: show_on_radar 68@ 1 
0615: define_action_sequences 144@ 
099F: unknown_action_sequence -1 1 
05B9: unknown_action_sequence -1 1700 
078F: unknown_action_sequence -1 0 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 49@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2441.6 -1655.4 25.6 range 5.0 
009A: 50@ = create_actor 24 89@(95@,6i) at 2441.6 -1655.4 25.6 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
0173: set_actor 50@ z_angle_to 280.0 
02A9: set_actor 50@ immune_to_nonplayer 1 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
0223: set_actor 50@ health_to 10 
0350: unknown_actor 50@ not_scared_flag 1 
060B: unknown_actor_use_entity 50@ 146@ 
0631: put_actor 50@ in_group 150@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: show_on_radar 69@ 1 
0615: define_action_sequences 144@ 
099F: unknown_action_sequence -1 1 
05B9: unknown_action_sequence -1 2000 
078F: unknown_action_sequence -1 0 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 50@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 50@ 
015F: set_camera_position 2474.3 -1660.9 14.1 0.0 0.0 0.0 
0160: point_camera 2449.8 -1657.2 19.1 2 
0006: 105@ = 2 // integer values 
0006: 107@ = 5 // integer values 
0006: 108@ = 6 // integer values 
0050: gosub @MUSIC5_17649 
0707: start_scene_skip_to @MUSIC5_9328 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 81@ = 1 // integer values 

:MUSIC5_9291
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @MUSIC5_9498 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @MUSIC5_9498 

:MUSIC5_9328
0701: end_scene_skip 
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_9362 
0002: jump @MUSIC5_15871 

:MUSIC5_9362
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @MUSIC5_9397 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 // integer values 

:MUSIC5_9397
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_9435 
0668: AS_actor 37@ rotate_to_point 2443.9 -1659.9 24.6 -2 ms 

:MUSIC5_9435
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_9456 
0321: kill_actor 39@ 

:MUSIC5_9456
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 106@ = 0 // integer values 
0006: 81@ = 2 // integer values 

:MUSIC5_9498
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @MUSIC5_9707 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @MUSIC5_9575 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @MUSIC5_9575 
00BB: text_lowpriority 'STP4_03' 11000 ms 1  // ~s~~r~Ellennsgek~s~ vannak fenn a hdon.
0006: 106@ = 1 // integer values 

:MUSIC5_9575
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_9707 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_9707 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_9707 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_9707 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 80@ = 3 // integer values 

:MUSIC5_9707
00D6: if 
001B:   4 > 88@ // integer values 
004D: jump_if_false @MUSIC5_9768 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_9754 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_9754
000A: 88@ += 1 // integer values 
0002: jump @MUSIC5_9775 

:MUSIC5_9768
0006: 88@ = 0 // integer values 

:MUSIC5_9775
00D6: if 
0039:   80@ == 3 // integer values 
004D: jump_if_false @MUSIC5_14610 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @MUSIC5_11429 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @MUSIC5_11429 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @MUSIC5_11429 
00BE: text_clear_all 
016A: fade 0 500 ms 

:MUSIC5_9864
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_9888 
0001: wait 0 ms 
0002: jump @MUSIC5_9864 

:MUSIC5_9888
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_9920 
0002: jump @MUSIC5_15871 

:MUSIC5_9920
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
09F5: (unknown) 1 
0708: unknown_add_entity_item 146@ 13 
0708: unknown_add_entity_item 145@ 13 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2473.5 -1655.2 12.1 radius 5.0 5.0 5.0 
004D: jump_if_false @MUSIC5_10058 
0395: clear_area 1 at 2475.8 -1663.6 12.3 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2475.8 -1663.6 12.3 

:MUSIC5_10058
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_10135 
0395: clear_area 1 at 2473.5 -1655.2 12.1 range 5.0 
00AB: put_car 35@ at 2473.5 -1655.2 12.1 
0175: set_car 35@ z_angle_to 267.2 
0002: jump @MUSIC5_10236 

:MUSIC5_10135
0395: clear_area 1 at 2473.5 -1655.2 12.1 range 5.0 
04AF: 99@ = unknown_wav_reference 412 
0050: gosub @MUSIC5_16418 
00A5: 35@ = create_car #VOODOO at 2473.5 -1655.2 12.1 
0175: set_car 35@ z_angle_to 267.2 
020A: set_car 35@ door_status_to 3 
01EC: make_car 35@ very_heavy 1 
02AC: set_car 35@ immunities 1 1 0 0 0 

:MUSIC5_10236
0395: clear_area 1 at 2480.7 -1729.2 12.2 range 5.0 
04AF: 99@ = unknown_wav_reference 566 
0050: gosub @MUSIC5_16418 
00A5: 46@ = create_car #TAHOMA at 2480.7 -1729.2 12.2 
0175: set_car 46@ z_angle_to 105.1 
020A: set_car 46@ door_status_to 3 
0395: clear_area 1 at 2481.2 -1718.2 12.5 range 5.0 
009A: 47@ = create_actor 24 89@(95@,6i) at 2481.2 -1718.2 12.5 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0173: set_actor 47@ z_angle_to 353.4 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 47@ not_scared_flag 1 
060B: unknown_actor_use_entity 47@ 146@ 
062F: 150@ = create_group_type 2 
06F0: set_group 150@ separation_range 300.0 
06AD: unknown_group_use_entity 150@ 151@ 
0630: put_actor 47@ in_group 150@ as_leader 
0187: 66@ = create_marker_above_actor 47@ 
0168: show_on_radar 66@ 1 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2481.2 -1688.1 12.5 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0668: AS_actor -1 rotate_to_point 2480.2 -1680.1 12.5 10000 ms 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 47@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2482.1 -1720.2 12.5 range 5.0 
009A: 48@ = create_actor 24 89@(95@,6i) at 2482.1 -1720.2 12.5 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0173: set_actor 48@ z_angle_to 352.8 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 48@ 146@ 
0631: put_actor 48@ in_group 150@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: show_on_radar 67@ 1 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2482.1 -1689.8 12.5 speed 6 -1 ms 
0668: AS_actor -1 rotate_to_point 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 48@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2481.0 -1718.2 12.5 range 5.0 
009A: 49@ = create_actor 24 89@(95@,6i) at 2481.0 -1718.2 12.5 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0173: set_actor 49@ z_angle_to 352.8 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 49@ not_scared_flag 1 
060B: unknown_actor_use_entity 49@ 146@ 
0631: put_actor 49@ in_group 150@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: show_on_radar 68@ 1 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2481.0 -1687.8 12.5 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0668: AS_actor -1 rotate_to_point 2480.2 -1680.1 13.5 10000 ms 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 49@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2480.3 -1719.2 12.5 range 5.0 
009A: 50@ = create_actor 24 89@(95@,6i) at 2480.3 -1719.2 12.5 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
0173: set_actor 50@ z_angle_to 352.8 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 50@ 146@ 
0631: put_actor 50@ in_group 150@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: show_on_radar 69@ 1 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2480.3 -1689.7 12.5 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0668: AS_actor -1 rotate_to_point 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 50@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0A0B: (unknown) 2478.8 -1708.1 12.9 190.0 
015F: set_camera_position 2481.0 -1682.5 12.9 0.0 0.0 0.0 
0160: point_camera 2487.4 -1700.0 16.7 2 
016A: fade 1 500 ms 

:MUSIC5_11317
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_11341 
0001: wait 0 ms 
0002: jump @MUSIC5_11317 

:MUSIC5_11341
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_11373 
0002: jump @MUSIC5_15871 

:MUSIC5_11373
0006: 105@ = 2 // integer values 
0006: 107@ = 6 // integer values 
0006: 108@ = 7 // integer values 
0050: gosub @MUSIC5_17649 
0006: 82@ = 1 // integer values 
0707: start_scene_skip_to @MUSIC5_11473 
0006: 32@ = 0 // integer values 
0006: 81@ = 1 // integer values 

:MUSIC5_11429
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @MUSIC5_13449 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @MUSIC5_13449 
0006: 82@ = 0 // integer values 

:MUSIC5_11473
0701: end_scene_skip 
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_11507 
0002: jump @MUSIC5_15871 

:MUSIC5_11507
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @MUSIC5_11542 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 // integer values 

:MUSIC5_11542
016A: fade 0 500 ms 

:MUSIC5_11549
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_11573 
0001: wait 0 ms 
0002: jump @MUSIC5_11549 

:MUSIC5_11573
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_11605 
0002: jump @MUSIC5_15871 

:MUSIC5_11605
0792: (unknown) $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to 215.5 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_11768 
0792: (unknown) $ACTOR_SWEET 
0395: clear_area 1 at 2472.5 -1666.2 12.3 range 1.0 
00A1: put_actor $ACTOR_SWEET at 2472.5 -1666.2 12.3 
0173: set_actor $ACTOR_SWEET z_angle_to 234.4 
0350: unknown_actor $ACTOR_SWEET not_scared_flag 0 
0615: define_action_sequences 144@ 
07BC: unknown_action_sequence -1 146@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point 2476.1 -1673.4 12.5 speed 4 -1 ms 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_11768
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_11862 
0792: (unknown) 63@ 
0350: unknown_actor 63@ not_scared_flag 0 
0615: define_action_sequences 144@ 
07BC: unknown_action_sequence -1 146@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point 2478.2 -1673.7 12.5 speed 6 -1 ms 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 63@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_11862
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_11956 
0792: (unknown) 36@ 
0350: unknown_actor 36@ not_scared_flag 0 
0615: define_action_sequences 144@ 
07BC: unknown_action_sequence -1 146@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point 2481.2 -1682.9 12.5 speed 6 -1 ms 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 36@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_11956
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_12050 
0792: (unknown) 37@ 
0350: unknown_actor 37@ not_scared_flag 0 
0615: define_action_sequences 144@ 
07BC: unknown_action_sequence -1 146@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point 2482.2 -1682.9 12.5 speed 6 -1 ms 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 37@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_12050
0709: unknown_set_entity_item 145@ 13 917 0.0 100.0 0.0 0.0 0 1 
074A: unknown_group_set_item_params 151@ 15 1502 0.0 100.0 0.0 0.0 0 1 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_12169 
0792: (unknown) 47@ 
0615: define_action_sequences 144@ 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 47@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_12169
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @MUSIC5_12220 
0792: (unknown) 48@ 
0615: define_action_sequences 144@ 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 48@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_12220
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @MUSIC5_12271 
0792: (unknown) 49@ 
0615: define_action_sequences 144@ 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 49@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_12271
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @MUSIC5_12376 
0792: (unknown) 50@ 
0395: clear_area 1 at 2489.6 -1683.3 12.5 range 1.0 
00A1: put_actor 50@ at 2489.6 -1683.3 12.5 
0173: set_actor 50@ z_angle_to 45.5 
0615: define_action_sequences 144@ 
07BC: unknown_action_sequence -1 145@ 
0616: define_action_sequences_end 144@ 
0618: assign_actor 50@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_12376
0395: clear_area 1 at 2469.4 -1708.9 12.5 range 5.0 
009A: 51@ = create_actor 24 89@(95@,6i) at 2469.4 -1708.9 12.5 
02E2: set_actor 51@ weapon_accuracy_to 104@ 
0173: set_actor 51@ z_angle_to 352.8 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 51@ 145@ 
0631: put_actor 51@ in_group 150@ 
0187: 70@ = create_marker_above_actor 51@ 
0168: show_on_radar 70@ 1 
0615: define_action_sequences 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 51@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2467.1 -1710.8 12.5 range 5.0 
009A: 52@ = create_actor 24 89@(95@,6i) at 2467.1 -1710.8 12.5 
02E2: set_actor 52@ weapon_accuracy_to 104@ 
0173: set_actor 52@ z_angle_to 352.8 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 52@ 145@ 
0631: put_actor 52@ in_group 150@ 
0187: 71@ = create_marker_above_actor 52@ 
0168: show_on_radar 71@ 1 
0615: define_action_sequences 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 52@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2529.3 -1691.6 12.5 range 5.0 
009A: 53@ = create_actor 24 89@(95@,6i) at 2529.3 -1691.6 12.5 
02E2: set_actor 53@ weapon_accuracy_to 104@ 
0173: set_actor 53@ z_angle_to 352.8 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 53@ 145@ 
0631: put_actor 53@ in_group 150@ 
0187: 72@ = create_marker_above_actor 53@ 
0168: show_on_radar 72@ 1 
0615: define_action_sequences 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 53@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2529.7 -1690.1 12.5 range 5.0 
009A: 54@ = create_actor 24 89@(95@,6i) at 2529.7 -1690.1 12.5 
02E2: set_actor 54@ weapon_accuracy_to 104@ 
0173: set_actor 54@ z_angle_to 352.8 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 54@ 145@ 
0631: put_actor 54@ in_group 150@ 
0187: 73@ = create_marker_above_actor 54@ 
0168: show_on_radar 73@ 1 
0615: define_action_sequences 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 54@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
0395: clear_area 1 at 2478.7 -1645.7 12.5 range 5.0 
009A: 55@ = create_actor 24 89@(95@,6i) at 2478.7 -1645.7 12.5 
02E2: set_actor 55@ weapon_accuracy_to 104@ 
0173: set_actor 55@ z_angle_to 180.0 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 55@ not_scared_flag 1 
060B: unknown_actor_use_entity 55@ 146@ 
0395: clear_area 1 at 2477.7 -1645.7 12.5 range 5.0 
009A: 56@ = create_actor 24 89@(95@,6i) at 2477.7 -1645.7 12.5 
02E2: set_actor 56@ weapon_accuracy_to 104@ 
0173: set_actor 56@ z_angle_to 180.0 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 56@ not_scared_flag 1 
060B: unknown_actor_use_entity 56@ 146@ 
0395: clear_area 1 at 2478.7 -1644.7 12.5 range 5.0 
009A: 57@ = create_actor 24 89@(95@,6i) at 2478.7 -1644.7 12.5 
02E2: set_actor 57@ weapon_accuracy_to 104@ 
0173: set_actor 57@ z_angle_to 180.0 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 57@ not_scared_flag 1 
060B: unknown_actor_use_entity 57@ 146@ 
0395: clear_area 1 at 2477.7 -1644.7 12.5 range 5.0 
009A: 58@ = create_actor 24 89@(95@,6i) at 2477.7 -1644.7 12.5 
02E2: set_actor 58@ weapon_accuracy_to 104@ 
0173: set_actor 58@ z_angle_to 180.0 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 58@ not_scared_flag 1 
060B: unknown_actor_use_entity 58@ 146@ 
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BB: text_lowpriority 'STP4_04' 11000 ms 1  // ~s~Segts Sweet-nek leverni az utols ~r~ellensgeket~s~ is.
016A: fade 1 500 ms 

:MUSIC5_13379
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_13403 
0001: wait 0 ms 
0002: jump @MUSIC5_13379 

:MUSIC5_13403
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_13435 
0002: jump @MUSIC5_15871 

:MUSIC5_13435
0006: 32@ = 0 // integer values 
0006: 81@ = 2 // integer values 

:MUSIC5_13449
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @MUSIC5_13811 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_13572 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_13572 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_13572 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_13572 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_13572 
0006: 96@ = 1 // integer values 

:MUSIC5_13572
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @MUSIC5_13598 
0006: 96@ = 1 // integer values 

:MUSIC5_13598
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2478.5 -1646.2 radius 7.0 7.0 
004D: jump_if_false @MUSIC5_13643 
0006: 96@ = 1 // integer values 

:MUSIC5_13643
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC5_13685 
00D6: if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_13685 
0006: 96@ = 1 // integer values 

:MUSIC5_13685
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @MUSIC5_13727 
00D6: if 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_13727 
0006: 96@ = 1 // integer values 

:MUSIC5_13727
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @MUSIC5_13769 
00D6: if 
051A:   actor 57@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_13769 
0006: 96@ = 1 // integer values 

:MUSIC5_13769
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @MUSIC5_13811 
00D6: if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_13811 
0006: 96@ = 1 // integer values 

:MUSIC5_13811
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @MUSIC5_14207 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC5_13916 
062F: 149@ = create_group_type 2 
06F0: set_group 149@ separation_range 300.0 
060B: unknown_actor_use_entity 55@ 145@ 
06AD: unknown_group_use_entity 149@ 151@ 
0630: put_actor 55@ in_group 149@ as_leader 
0187: 74@ = create_marker_above_actor 55@ 
0168: show_on_radar 74@ 1 
0350: unknown_actor 55@ not_scared_flag 0 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:MUSIC5_13916
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @MUSIC5_13978 
060B: unknown_actor_use_entity 56@ 145@ 
0631: put_actor 56@ in_group 149@ 
0187: 75@ = create_marker_above_actor 56@ 
0168: show_on_radar 75@ 1 
0350: unknown_actor 56@ not_scared_flag 0 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:MUSIC5_13978
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @MUSIC5_14108 
060B: unknown_actor_use_entity 57@ 145@ 
0631: put_actor 57@ in_group 149@ 
0187: 76@ = create_marker_above_actor 57@ 
0168: show_on_radar 76@ 1 
0350: unknown_actor 57@ not_scared_flag 0 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2477.3 -1651.4 12.5 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 2464.0 -1653.4 12.5 speed 6 -1 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 57@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_14108
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @MUSIC5_14170 
060B: unknown_actor_use_entity 58@ 145@ 
0631: put_actor 58@ in_group 149@ 
0187: 77@ = create_marker_above_actor 58@ 
0168: show_on_radar 77@ 1 
0350: unknown_actor 58@ not_scared_flag 0 
05E2: AS_actor 58@ kill_actor $ACTOR_SWEET 

:MUSIC5_14170
00BE: text_clear_all 
0006: 105@ = 2 // integer values 
0006: 107@ = 7 // integer values 
0006: 108@ = 8 // integer values 
0050: gosub @MUSIC5_17649 
0006: 96@ = 2 // integer values 

:MUSIC5_14207
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @MUSIC5_14542 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 80@ = 4 // integer values 

:MUSIC5_14542
00D6: if 
001B:   12 > 88@ // integer values 
004D: jump_if_false @MUSIC5_14603 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_14589 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_14589
000A: 88@ += 1 // integer values 
0002: jump @MUSIC5_14610 

:MUSIC5_14603
0006: 88@ = 0 // integer values 

:MUSIC5_14610
00D6: if 
0039:   80@ == 4 // integer values 
004D: jump_if_false @MUSIC5_15794 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @MUSIC5_15451 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @MUSIC5_15451 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @MUSIC5_15451 
00BE: text_clear_all 
016A: fade 0 500 ms 

:MUSIC5_14699
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_14723 
0001: wait 0 ms 
0002: jump @MUSIC5_14699 

:MUSIC5_14723
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_14755 
0002: jump @MUSIC5_15871 

:MUSIC5_14755
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
00D6: if 
8038:   not  $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @MUSIC5_14819 
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:MUSIC5_14819
09F5: (unknown) 1 
0395: clear_area 1 at 2484.9 -1649.2 12.5 range 160.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2484.2 -1666.2 12.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 336.7 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2486.7 -1650.1 12.3 speed 4 -1 ms 
05B9: unknown_action_sequence -1 1000 
05D3: AS_actor -1 go_to_point 2486.7 -1646.0 12.5 speed 4 -1 ms 
0616: define_action_sequences_end 144@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_15064 
0792: (unknown) $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 2487.2 -1666.1 12.3 
0173: set_actor $ACTOR_SWEET z_angle_to 4.3 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2486.7 -1645.1 12.3 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 178.8 
0616: define_action_sequences_end 144@ 
0618: assign_actor $ACTOR_SWEET to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_15064
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_15115 
0792: (unknown) 63@ 
00A1: put_actor 63@ at 2488.9 -1649.0 12.5 
0173: set_actor 63@ z_angle_to 177.2 

:MUSIC5_15115
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_15212 
0792: (unknown) 36@ 
00A1: put_actor 36@ at 2484.2 -1669.1 12.3 
0173: set_actor 36@ z_angle_to 177.2 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2488.4 -1650.8 12.3 speed 4 -1 ms 
0616: define_action_sequences_end 144@ 
0618: assign_actor 36@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_15212
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_15309 
0792: (unknown) 37@ 
00A1: put_actor 37@ at 2485.2 -1669.1 12.3 
0173: set_actor 37@ z_angle_to 177.2 
0615: define_action_sequences 144@ 
05D3: AS_actor -1 go_to_point 2489.4 -1650.7 12.3 speed 4 -1 ms 
0616: define_action_sequences_end 144@ 
0618: assign_actor 37@ to_action_sequences 144@ 
061B: remove_references_to_action_sequences 144@ 

:MUSIC5_15309
0006: 105@ = 3 // integer values 
0006: 107@ = 0 // integer values 
0050: gosub @MUSIC5_17649 
015F: set_camera_position 2480.7 -1660.5 13.1 0.0 0.0 0.0 
0160: point_camera 2498.7 -1656.6 17.9 2 
016A: fade 1 500 ms 

:MUSIC5_15388
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_15412 
0001: wait 0 ms 
0002: jump @MUSIC5_15388 

:MUSIC5_15412
0050: gosub @MUSIC5_16375 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @MUSIC5_15444 
0002: jump @MUSIC5_15871 

:MUSIC5_15444
0006: 81@ = 1 // integer values 

:MUSIC5_15451
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @MUSIC5_15545 
00D6: if 
0039:   107@ == 4 // integer values 
004D: jump_if_false @MUSIC5_15545 
015F: set_camera_position 2471.554 -1656.166 18.379 0.0 0.0 0.0 
0160: point_camera 2472.425 -1655.676 18.402 2 
0006: 81@ = 2 // integer values 

:MUSIC5_15545
00D6: if 
0039:   81@ == 2 // integer values 
004D: jump_if_false @MUSIC5_15595 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @MUSIC5_15595 
0006: 32@ = 0 // integer values 
0006: 81@ = 3 // integer values 

:MUSIC5_15595
00D6: if 
0039:   81@ == 3 // integer values 
004D: jump_if_false @MUSIC5_15794 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @MUSIC5_15794 
016A: fade 0 2500 ms 

:MUSIC5_15639
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_15663 
0001: wait 0 ms 
0002: jump @MUSIC5_15639 

:MUSIC5_15663
00BF: 100@ = current_time_hours, 101@ = current_time_minutes 
000A: 100@ += 6 // integer values 
00C0: set_current_time 100@ 101@ 
009B: destroy_actor_instantly $ACTOR_SWEET 
0296: unload_special_actor 1 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2486.6 -1649.9 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 177.8 
09F5: (unknown) 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
016A: fade 1 2500 ms 

:MUSIC5_15763
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_15787 
0001: wait 0 ms 
0002: jump @MUSIC5_15763 

:MUSIC5_15787
0002: jump @MUSIC5_15889 

:MUSIC5_15794
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 2484.9 -1663.5 radius 300.0 300.0 
004D: jump_if_false @MUSIC5_15857 
00BE: text_clear_all 
00BC: text_highpriority 'STP4_06' 7000 ms 1  // ~r~Tl sokan estek el a banddbl.
0002: jump @MUSIC5_15871 

:MUSIC5_15857
0050: gosub @MUSIC5_18109 
0002: jump @MUSIC5_3034 

:MUSIC5_15871
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:MUSIC5_15889
00D6: if 
0038:   $1939 == 0 // integer values 
004D: jump_if_false @MUSIC5_15951 
016A: fade 1 500 ms 
00BC: text_highpriority 'STP4_07' 11000 ms 1  // ~S~Szerezz valami j ruht s frizurt, aztn menj el OG Loc hzibulijba, este 8 s reggel 6 kztt.
0008: $11257 += 1 // integer values 
0004: $1939 = 1 // integer values 
0002: jump @MUSIC5_16011 

:MUSIC5_15951
0629: change_stat 337 to 1 // integer 
01E3: text_1number_styled 'M_PASSR' 10 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'STRAP_4'  // Hzibuli
030C: set_mission_points += 1 
0008: $11257 += 1 // integer values 

:MUSIC5_16011
0051: return 

:MUSIC5_16013
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @MUSIC5_16031 
02EB: restore_camera_with_jumpcut 

:MUSIC5_16031
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_16076 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities 0 0 0 0 0 
01EC: make_car 34@ very_heavy 0 

:MUSIC5_16076
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_16121 
020A: set_car 35@ door_status_to 1 
02AC: set_car 35@ immunities 0 0 0 0 0 
01EC: make_car 35@ very_heavy 0 

:MUSIC5_16121
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @MUSIC5_16166 
020A: set_car 61@ door_status_to 1 
02AC: set_car 61@ immunities 0 0 0 0 0 
01EC: make_car 61@ very_heavy 0 

:MUSIC5_16166
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0004: $36 = 0 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MUSIC5_16266 
0A09: (unknown) $PLAYER_ACTOR 0 

:MUSIC5_16266
09F5: (unknown) 0 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_RYDER // The actor fades away like a ghost 
0249: release_model #FAM2 
0249: release_model #FAM3 
0249: release_model #BALLAS2 
0249: release_model #BALLAS3 
0249: release_model #GREENWOO 
0249: release_model #TAHOMA 
0249: release_model #VOODOO 
0249: release_model #MOLOTOV 
0249: release_model #TEC9 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
0215: destroy_pickup 62@ 
09D2: (unknown) 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:MUSIC5_16375
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_16416 
00BE: text_clear_all 
00BC: text_highpriority 'STP4_05' 7000 ms 1  // ~r~Sweet-et kinyrtk!
0006: 83@ = 1 // integer values 

:MUSIC5_16416
0051: return 

:MUSIC5_16418
0209: 98@ = random_int 1 37 
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @MUSIC5_16460 
0674: set_car_model 99@ numberplate "GOT_M00_" 

:MUSIC5_16460
00D6: if 
0039:   98@ == 2 // integer values 
004D: jump_if_false @MUSIC5_16493 
0674: set_car_model 99@ numberplate "M00TV_4U" 

:MUSIC5_16493
00D6: if 
0039:   98@ == 3 // integer values 
004D: jump_if_false @MUSIC5_16526 
0674: set_car_model 99@ numberplate "MATHEW_2" 

:MUSIC5_16526
00D6: if 
0039:   98@ == 4 // integer values 
004D: jump_if_false @MUSIC5_16559 
0674: set_car_model 99@ numberplate "D4_DEW0R" 

:MUSIC5_16559
00D6: if 
0039:   98@ == 5 // integer values 
004D: jump_if_false @MUSIC5_16592 
0674: set_car_model 99@ numberplate "D0DE_777" 

:MUSIC5_16592
00D6: if 
0039:   98@ == 6 // integer values 
004D: jump_if_false @MUSIC5_16625 
0674: set_car_model 99@ numberplate "DAM0_666" 

:MUSIC5_16625
00D6: if 
0039:   98@ == 7 // integer values 
004D: jump_if_false @MUSIC5_16658 
0674: set_car_model 99@ numberplate "C0NEY_88" 

:MUSIC5_16658
00D6: if 
0039:   98@ == 8 // integer values 
004D: jump_if_false @MUSIC5_16691 
0674: set_car_model 99@ numberplate "PRE4CHER" 

:MUSIC5_16691
00D6: if 
0039:   98@ == 9 // integer values 
004D: jump_if_false @MUSIC5_16724 
0674: set_car_model 99@ numberplate "DBP_4NDY" 

:MUSIC5_16724
00D6: if 
0039:   98@ == 10 // integer values 
004D: jump_if_false @MUSIC5_16757 
0674: set_car_model 99@ numberplate "EV1L_SLY" 

:MUSIC5_16757
00D6: if 
0039:   98@ == 11 // integer values 
004D: jump_if_false @MUSIC5_16790 
0674: set_car_model 99@ numberplate "N1_R4V3N" 

:MUSIC5_16790
00D6: if 
0039:   98@ == 12 // integer values 
004D: jump_if_false @MUSIC5_16823 
0674: set_car_model 99@ numberplate "D1VX_Z00" 

:MUSIC5_16823
00D6: if 
0039:   98@ == 13 // integer values 
004D: jump_if_false @MUSIC5_16855 
0674: set_car_model 99@ numberplate "MR_B3NN" 

:MUSIC5_16855
00D6: if 
0039:   98@ == 14 // integer values 
004D: jump_if_false @MUSIC5_16888 
0674: set_car_model 99@ numberplate "R3D_R4SP" 

:MUSIC5_16888
00D6: if 
0039:   98@ == 15 // integer values 
004D: jump_if_false @MUSIC5_16921 
0674: set_car_model 99@ numberplate "LA_B0MBA" 

:MUSIC5_16921
00D6: if 
0039:   98@ == 16 // integer values 
004D: jump_if_false @MUSIC5_16954 
0674: set_car_model 99@ numberplate "L3337_0G" 

:MUSIC5_16954
00D6: if 
0039:   98@ == 17 // integer values 
004D: jump_if_false @MUSIC5_16987 
0674: set_car_model 99@ numberplate "BUDD4H_X" 

:MUSIC5_16987
00D6: if 
0039:   98@ == 18 // integer values 
004D: jump_if_false @MUSIC5_17020 
0674: set_car_model 99@ numberplate "T3H_BUCK" 

:MUSIC5_17020
00D6: if 
0039:   98@ == 19 // integer values 
004D: jump_if_false @MUSIC5_17053 
0674: set_car_model 99@ numberplate "CHUNKY_1" 

:MUSIC5_17053
00D6: if 
0039:   98@ == 20 // integer values 
004D: jump_if_false @MUSIC5_17086 
0674: set_car_model 99@ numberplate "EV1L_BNZ" 

:MUSIC5_17086
00D6: if 
0039:   98@ == 21 // integer values 
004D: jump_if_false @MUSIC5_17119 
0674: set_car_model 99@ numberplate "S4ND_M4N" 

:MUSIC5_17119
00D6: if 
0039:   98@ == 22 // integer values 
004D: jump_if_false @MUSIC5_17152 
0674: set_car_model 99@ numberplate "RKK_DBP1" 

:MUSIC5_17152
00D6: if 
0039:   98@ == 23 // integer values 
004D: jump_if_false @MUSIC5_17185 
0674: set_car_model 99@ numberplate "RE1_K0KU" 

:MUSIC5_17185
00D6: if 
0039:   98@ == 24 // integer values 
004D: jump_if_false @MUSIC5_17218 
0674: set_car_model 99@ numberplate "S3XY_JUD" 

:MUSIC5_17218
00D6: if 
0039:   98@ == 25 // integer values 
004D: jump_if_false @MUSIC5_17251 
0674: set_car_model 99@ numberplate "SUNRA_93" 

:MUSIC5_17251
00D6: if 
0039:   98@ == 26 // integer values 
004D: jump_if_false @MUSIC5_17284 
0674: set_car_model 99@ numberplate "UG_FUX69" 

:MUSIC5_17284
00D6: if 
0039:   98@ == 27 // integer values 
004D: jump_if_false @MUSIC5_17317 
0674: set_car_model 99@ numberplate "LI0N_CUM" 

:MUSIC5_17317
00D6: if 
0039:   98@ == 28 // integer values 
004D: jump_if_false @MUSIC5_17350 
0674: set_car_model 99@ numberplate "RKK_PWND" 

:MUSIC5_17350
00D6: if 
0039:   98@ == 29 // integer values 
004D: jump_if_false @MUSIC5_17383 
0674: set_car_model 99@ numberplate "HAZE_B0B" 

:MUSIC5_17383
00D6: if 
0039:   98@ == 30 // integer values 
004D: jump_if_false @MUSIC5_17416 
0674: set_car_model 99@ numberplate "T3H_FLUF" 

:MUSIC5_17416
00D6: if 
0039:   98@ == 31 // integer values 
004D: jump_if_false @MUSIC5_17449 
0674: set_car_model 99@ numberplate "BM_4NDY_" 

:MUSIC5_17449
00D6: if 
0039:   98@ == 32 // integer values 
004D: jump_if_false @MUSIC5_17482 
0674: set_car_model 99@ numberplate "BM_D34N_" 

:MUSIC5_17482
00D6: if 
0039:   98@ == 33 // integer values 
004D: jump_if_false @MUSIC5_17515 
0674: set_car_model 99@ numberplate "BM_L4C3Y" 

:MUSIC5_17515
00D6: if 
0039:   98@ == 34 // integer values 
004D: jump_if_false @MUSIC5_17548 
0674: set_car_model 99@ numberplate "BM_D3V__" 

:MUSIC5_17548
00D6: if 
0039:   98@ == 35 // integer values 
004D: jump_if_false @MUSIC5_17581 
0674: set_car_model 99@ numberplate "NU_SK00L" 

:MUSIC5_17581
00D6: if 
0039:   98@ == 36 // integer values 
004D: jump_if_false @MUSIC5_17614 
0674: set_car_model 99@ numberplate "G4L_AVET" 

:MUSIC5_17614
00D6: if 
0039:   98@ == 37 // integer values 
004D: jump_if_false @MUSIC5_17647 
0674: set_car_model 99@ numberplate "M0J0_J0J" 

:MUSIC5_17647
0051: return 

:MUSIC5_17649
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @MUSIC5_17741 
05AA: 109@s = 'LOC4_CA' // 8-byte strings 
05AA: 111@s = 'LOC4_CB' // 8-byte strings 
05AA: 113@s = 'LOC4_CC' // 8-byte strings 
04AF: 127@ = unknown_wav_reference 22215 
04AF: 128@ = unknown_wav_reference 22216 
04AF: 129@ = unknown_wav_reference 22217 
0085: 136@ = 108@ // integer values and handles 

:MUSIC5_17741
00D6: if 
0039:   105@ == 2 // integer values 
004D: jump_if_false @MUSIC5_17921 
05AA: 109@s = 'LOC4_AA' // 8-byte strings 
05AA: 111@s = 'LOC4_AB' // 8-byte strings 
05AA: 113@s = 'LOC4_AC' // 8-byte strings 
05AA: 115@s = 'LOC4_AE' // 8-byte strings 
05AA: 119@s = 'LOC4_AF' // 8-byte strings 
05AA: 121@s = 'LOC4_AG' // 8-byte strings 
05AA: 123@s = 'LOC4_AH' // 8-byte strings 
04AF: 127@ = unknown_wav_reference 22200 
04AF: 128@ = unknown_wav_reference 22201 
04AF: 129@ = unknown_wav_reference 22202 
04AF: 130@ = unknown_wav_reference 22204 
04AF: 132@ = unknown_wav_reference 22205 
04AF: 133@ = unknown_wav_reference 22206 
04AF: 134@ = unknown_wav_reference 22207 
0085: 136@ = 108@ // integer values and handles 

:MUSIC5_17921
00D6: if 
0039:   105@ == 3 // integer values 
004D: jump_if_false @MUSIC5_18078 
05AA: 109@s = 'LOC4_BA' // 8-byte strings 
05AA: 111@s = 'LOC4_BB' // 8-byte strings 
05AA: 113@s = 'LOC4_BC' // 8-byte strings 
05AA: 115@s = 'LOC4_BD' // 8-byte strings 
05AA: 117@s = 'LOC4_BE' // 8-byte strings 
05AA: 119@s = 'LOC4_BG' // 8-byte strings 
04AF: 127@ = unknown_wav_reference 22208 
04AF: 128@ = unknown_wav_reference 22209 
04AF: 129@ = unknown_wav_reference 22210 
04AF: 130@ = unknown_wav_reference 22211 
04AF: 131@ = unknown_wav_reference 22212 
04AF: 132@ = unknown_wav_reference 22214 
0006: 136@ = 6 // integer values 

:MUSIC5_18078
0085: 139@ = 107@ // integer values and handles 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 140@ = 1 // integer values 
0051: return 

:MUSIC5_18109
00D6: if 
0039:   105@ == 2 // integer values 
004D: jump_if_false @MUSIC5_18235 
00D6: if 
001D:   136@ > 107@ // integer values 
004D: jump_if_false @MUSIC5_18228 
0050: gosub @MUSIC5_18316 
0050: gosub @MUSIC5_18423 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_18190 
0050: gosub @MUSIC5_18577 
0002: jump @MUSIC5_18221 

:MUSIC5_18190
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 109@(107@,9s) 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 

:MUSIC5_18221
0002: jump @MUSIC5_18235 

:MUSIC5_18228
0006: 105@ = 0 // integer values 

:MUSIC5_18235
00D6: if or
0039:   105@ == 1 // integer values 
0039:   105@ == 3 // integer values 
004D: jump_if_false @MUSIC5_18314 
00D6: if 
001D:   136@ > 107@ // integer values 
004D: jump_if_false @MUSIC5_18307 
0050: gosub @MUSIC5_18316 
0050: gosub @MUSIC5_18423 
0050: gosub @MUSIC5_18577 
0002: jump @MUSIC5_18314 

:MUSIC5_18307
0006: 105@ = 0 // integer values 

:MUSIC5_18314
0051: return 

:MUSIC5_18316
00D6: if 
001D:   136@ > 139@ // integer values 
004D: jump_if_false @MUSIC5_18421 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @MUSIC5_18378 
03CF: load_wav 127@(139@,9i) as 1 
000A: 139@ += 1 // integer values 
0006: 137@ = 1 // integer values 

:MUSIC5_18378
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @MUSIC5_18421 
03CF: load_wav 127@(139@,9i) as 2 
000A: 139@ += 1 // integer values 
0006: 138@ = 1 // integer values 

:MUSIC5_18421
0051: return 

:MUSIC5_18423
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @MUSIC5_18499 
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @MUSIC5_18499 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC5_18499 
03D1: play_wav 1 
00BC: text_highpriority 109@(107@,9s) 4500 ms 1 
0006: 137@ = 2 // integer values 

:MUSIC5_18499
00D6: if 
0039:   140@ == 2 // integer values 
004D: jump_if_false @MUSIC5_18575 
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @MUSIC5_18575 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MUSIC5_18575 
03D1: play_wav 2 
00BC: text_highpriority 109@(107@,9s) 4500 ms 1 
0006: 138@ = 2 // integer values 

:MUSIC5_18575
0051: return 

:MUSIC5_18577
00D6: if 
0039:   137@ == 2 // integer values 
004D: jump_if_false @MUSIC5_18640 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC5_18640 
03D5: remove_text 109@(107@,9s) 
000A: 107@ += 1 // integer values 
0006: 140@ = 2 // integer values 
0006: 137@ = 0 // integer values 

:MUSIC5_18640
00D6: if 
0039:   138@ == 2 // integer values 
004D: jump_if_false @MUSIC5_18703 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC5_18703 
03D5: remove_text 109@(107@,9s) 
000A: 107@ += 1 // integer values 
0006: 140@ = 1 // integer values 
0006: 138@ = 0 // integer values 

:MUSIC5_18703
0051: return 

//-------------Mission 35---------------
// Originally: Race Tournament / 8-track / Dirt Track

:CPRACE
0050: gosub @CPRACE_112 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CPRACE_43 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @CPRACE_103 

:CPRACE_43
00D6: if or
0039:   53@ == 0 // integer values 
0039:   53@ == 3 // integer values 
004D: jump_if_false @CPRACE_103 
016A: fade 0 2000 ms 
0111: set_wasted_busted_check_to 0 

:CPRACE_79
00D6: if 
016B:   fading 
004D: jump_if_false @CPRACE_103 
0001: wait 0 ms 
0002: jump @CPRACE_79 

:CPRACE_103
0050: gosub @CPRACE_51322 
004E: end_thread 

:CPRACE_112
0004: $ONMISSION = 1 // integer values 
0004: $2332 = 1 // integer values 
03A4: name_thread 'CPRACE' 
0001: wait 0 ms 
08E7: set_entrance_markers 1 
054C: use_GXT_table 'RACETOR' 
00D6: if 
0038:   $121 == 1 // integer values 
004D: jump_if_false @CPRACE_372 
04AF: 49@ = unknown_wav_reference 1 
0006: 53@ = 0 // integer values 
00D6: if 
0038:   $CURRENT_RACE == 0 // integer values 
004D: jump_if_false @CPRACE_220 
0006: 50@ = 0 // integer values 
0006: 51@ = 8 // integer values 

:CPRACE_220
00D6: if 
0038:   $CURRENT_RACE == 1 // integer values 
004D: jump_if_false @CPRACE_252 
0006: 50@ = 9 // integer values 
0006: 51@ = 14 // integer values 

:CPRACE_252
00D6: if 
0038:   $CURRENT_RACE == 2 // integer values 
004D: jump_if_false @CPRACE_284 
0006: 50@ = 15 // integer values 
0006: 51@ = 18 // integer values 

:CPRACE_284
00D6: if 
0038:   $CURRENT_RACE == 3 // integer values 
004D: jump_if_false @CPRACE_316 
0006: 50@ = 19 // integer values 
0006: 51@ = 24 // integer values 

:CPRACE_316
00D6: if or
001F:   50@ > $RACE_INDEX // integer values 
001E:   $RACE_INDEX > 51@ // integer values 
004D: jump_if_false @CPRACE_351 
008A: $RACE_INDEX = 50@ // integer values and handles 

:CPRACE_351
0006: 52@ = 0 // integer values 
0050: gosub @CPRACE_46969 
0002: jump @CPRACE_425 

:CPRACE_372
04AF: 49@ = unknown_wav_reference 2 
00D6: if or
0038:   $RACE_INDEX == 25 // integer values 
0038:   $RACE_INDEX == 26 // integer values 
004D: jump_if_false @CPRACE_418 
0006: 53@ = 3 // integer values 
0002: jump @CPRACE_425 

:CPRACE_418
0006: 53@ = 2 // integer values 

:CPRACE_425
00D6: if 
04A4:   49@ == 10 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_1239 
018A: 54@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06D5: 449@ = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 205@ radius 6.0 

:CPRACE_488
000B: 363@(253@,16f) += 3.0 // floating-point values 
02CE: 363@(253@,16f) = ground_z 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00D6: if 
0023:   0.0 > 363@(253@,16f) // floating-point values 
004D: jump_if_false @CPRACE_591 
00D6: if 
081E: (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_591 
0007: 363@(253@,16f) = 0.0 // floating-point values 

:CPRACE_591
00A5: 379@(253@,16i) = create_car 716@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0175: set_car 379@(253@,16i) z_angle_to $TEMPVAR_ANGLE 
0840: link_car 379@(253@,16i) to_interior 221@ 
020A: set_car 379@(253@,16i) door_status_to 3 
00D6: if 
0038:   $RACE_INDEX == 25 // integer values 
004D: jump_if_false @CPRACE_693 
0224: set_car 379@(253@,16i) health_to 2200 

:CPRACE_693
00D6: if 
0038:   $RACE_INDEX == 26 // integer values 
004D: jump_if_false @CPRACE_742 
0224: set_car 379@(253@,16i) health_to 10000 
02AC: set_car 379@(253@,16i) immunities 0 0 0 1 0 

:CPRACE_742
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_933 
02AC: set_car 379@(253@,16i) immunities 0 1 0 0 0 
03AB: set_car 379@(253@,16i) do_nothing 1 
02AA: set_car 379@(253@,16i) immune_to_nonplayer 1 
00D6: if 
04A4:   49@ == 6 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_915 

:CPRACE_819
00D6: if 
04F1:   unknown_car_check 379@(253@,16i) 
004D: jump_if_false @CPRACE_915 
0001: wait 0 ms 
00D6: if 
0119:   car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_908 
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_906 
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_906 
0004: $1846 = 1 // integer values 

:CPRACE_906
0051: return 

:CPRACE_908
0002: jump @CPRACE_819 

:CPRACE_915
0587: (unknown) 379@(253@,16i) 0 
0002: jump @CPRACE_944 

:CPRACE_933
0587: (unknown) 379@(253@,16i) 1 

:CPRACE_944
00D6: if 
8039:   not  209@ == -1 // integer values 
004D: jump_if_false @CPRACE_985 
0229: set_car 379@(253@,16i) color_to 209@(253@,6i) 215@(253@,6i) 

:CPRACE_985
00D6: if 
081E: (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_1037 
04E0: car 379@(253@,16i) abandon_path_radius 40 
02DB: set_boat 379@(253@,16i) speed_to 50.0 
0002: jump @CPRACE_1237 

:CPRACE_1037
00D6: if 
0820: (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_1089 
0519: lock_vehicle 379@(253@,16i) in_current_position 1 
04BA: set_car 379@(253@,16i) speed_instantly 10.0 
0002: jump @CPRACE_1237 

:CPRACE_1089
00D6: if 
081F: (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_1141 
0519: lock_vehicle 379@(253@,16i) in_current_position 1 
04BA: set_car 379@(253@,16i) speed_instantly 10.0 
0002: jump @CPRACE_1237 

:CPRACE_1141
039C: (unknown) 379@(253@,16i) 1 
053F: set_car 379@(253@,16i) tires_vulnerable 0 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_1192 
03ED: (unknown) 379@(253@,16i) 1 

:CPRACE_1192
04E0: car 379@(253@,16i) abandon_path_radius 5 
00AE: unknown_set_car 379@(253@,16i) to_ignore_traffic_lights 2 
00AD: set_car 379@(253@,16i) max_speed_to 50.0 
00A9: set_car 379@(253@,16i) to_normal_driver 

:CPRACE_1237
0051: return 

:CPRACE_1239
0005: $6903 = 70.3919 // floating-point values 
0005: $6917 = 154.6278 // floating-point values 
0005: $6931 = 0.6617 // floating-point values 
0005: $6945 = 2.5845 // floating-point values 
0005: $6918 = 203.8119 // floating-point values 
0005: $6932 = 0.7208 // floating-point values 
0005: $6946 = 2.5114 // floating-point values 
0005: $6919 = 228.9919 // floating-point values 
0005: $6933 = 0.7377 // floating-point values 
0005: $6947 = 2.2364 // floating-point values 
0005: $6920 = 279.6367 // floating-point values 
0005: $6922 = 333.4643 // floating-point values 
0005: $6923 = 358.6443 // floating-point values 
0005: $6924 = 25.18 // floating-point values 
0007: 55@ = 2357.239 // floating-point values 
0007: 56@ = 1321.193 // floating-point values 
0007: 57@ = 3300.968 // floating-point values 
0007: 58@ = 3646.799 // floating-point values 
0007: 59@ = 3880.677 // floating-point values 
0007: 60@ = 4216.273 // floating-point values 
0007: 61@ = 8410.458 // floating-point values 
0007: 62@ = 4817.636 // floating-point values 
0007: 63@ = 4817.636 // floating-point values 
0007: 64@ = 3203.229 // floating-point values 
0007: 65@ = 3265.028 // floating-point values 
0007: 66@ = 1901.285 // floating-point values 
0007: 67@ = 2644.297 // floating-point values 
0007: 68@ = 8372.679 // floating-point values 
0007: 69@ = 10760.5 // floating-point values 
0007: 70@ = 7806.102 // floating-point values 
0007: 71@ = 4307.65 // floating-point values 
0007: 72@ = 4696.661 // floating-point values 
0007: 73@ = 5960.28 // floating-point values 
0007: 74@ = 6826.647 // floating-point values 
0007: 75@ = 12299.14 // floating-point values 
0007: 76@ = 17384.62 // floating-point values 
0007: 77@ = 4922.472 // floating-point values 
0007: 78@ = 4398.5 // floating-point values 
0007: 79@ = 4970.742 // floating-point values 
0007: 80@ = 0.0 // floating-point values 
0007: 81@ = 0.0 // floating-point values 
0007: 82@ = 0.0 // floating-point values 
0007: 83@ = 0.0 // floating-point values 
0007: 84@ = 0.0 // floating-point values 
05AA: 85@s = 'RACE00' // 8-byte strings 
05AA: 87@s = 'RACE01' // 8-byte strings 
05AA: 89@s = 'RACE02' // 8-byte strings 
05AA: 91@s = 'RACE03' // 8-byte strings 
05AA: 93@s = 'RACE04' // 8-byte strings 
05AA: 95@s = 'RACE05' // 8-byte strings 
05AA: 97@s = 'RACE06' // 8-byte strings 
05AA: 99@s = 'RACE07' // 8-byte strings 
05AA: 101@s = 'RACE08' // 8-byte strings 
05AA: 103@s = 'RACE09' // 8-byte strings 
05AA: 105@s = 'RACE10' // 8-byte strings 
05AA: 107@s = 'RACE11' // 8-byte strings 
05AA: 109@s = 'RACE12' // 8-byte strings 
05AA: 111@s = 'RACE13' // 8-byte strings 
05AA: 113@s = 'RACE14' // 8-byte strings 
05AA: 115@s = 'RACE15' // 8-byte strings 
05AA: 117@s = 'RACE16' // 8-byte strings 
05AA: 119@s = 'RACE17' // 8-byte strings 
05AA: 121@s = 'RACE18' // 8-byte strings 
05AA: 123@s = 'RACE19' // 8-byte strings 
05AA: 125@s = 'RACE20' // 8-byte strings 
05AA: 127@s = 'RACE21' // 8-byte strings 
05AA: 129@s = 'RACE22' // 8-byte strings 
05AA: 131@s = 'RACE23' // 8-byte strings 
05AA: 133@s = 'RACE24' // 8-byte strings 
04AF: 145@ = unknown_wav_reference 259 
04AF: 146@ = unknown_wav_reference 261 
04AF: 147@ = unknown_wav_reference 263 
04AF: 148@ = unknown_wav_reference 265 
04AF: 149@ = unknown_wav_reference 267 
04AF: 150@ = unknown_wav_reference 269 
04AF: 151@ = unknown_wav_reference 271 
04AF: 152@ = unknown_wav_reference 273 
04AF: 153@ = unknown_wav_reference 275 
04AF: 154@ = unknown_wav_reference 277 
04AF: 155@ = unknown_wav_reference 279 
04AF: 156@ = unknown_wav_reference 281 
04AF: 157@ = unknown_wav_reference 283 
04AF: 158@ = unknown_wav_reference 285 
04AF: 159@ = unknown_wav_reference 287 
04AF: 160@ = unknown_wav_reference 289 
04AF: 161@ = unknown_wav_reference 291 
04AF: 162@ = unknown_wav_reference 293 
04AF: 163@ = unknown_wav_reference 295 
04AF: 164@ = unknown_wav_reference 296 
04AF: 165@ = unknown_wav_reference 297 
04AF: 166@ = unknown_wav_reference 298 
04AF: 167@ = unknown_wav_reference 299 
04AF: 168@ = unknown_wav_reference 300 
04AF: 169@ = unknown_wav_reference 301 
04AF: 170@ = unknown_wav_reference 48 
04AF: 171@ = unknown_wav_reference 220 
04AF: 175@ = unknown_wav_reference 258 
04AF: 176@ = unknown_wav_reference 260 
04AF: 177@ = unknown_wav_reference 262 
04AF: 178@ = unknown_wav_reference 264 
04AF: 179@ = unknown_wav_reference 266 
04AF: 180@ = unknown_wav_reference 268 
04AF: 181@ = unknown_wav_reference 270 
04AF: 182@ = unknown_wav_reference 272 
04AF: 183@ = unknown_wav_reference 274 
04AF: 184@ = unknown_wav_reference 276 
04AF: 185@ = unknown_wav_reference 278 
04AF: 186@ = unknown_wav_reference 280 
04AF: 187@ = unknown_wav_reference 282 
04AF: 188@ = unknown_wav_reference 284 
04AF: 189@ = unknown_wav_reference 286 
04AF: 190@ = unknown_wav_reference 288 
04AF: 191@ = unknown_wav_reference 290 
04AF: 192@ = unknown_wav_reference 292 
04AF: 193@ = unknown_wav_reference 294 
04AF: 200@ = unknown_wav_reference 172 
04AF: 201@ = unknown_wav_reference 221 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
09FF: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04AF: 205@ = unknown_wav_reference 0 
03F0: text_draw_toggle 1 
0912: (unknown) 1 355 370 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
0581: toggle_radar 0 
0006: 206@ = 0 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 25 // integer values 
0006: 209@ = -1 // integer values 
0006: 221@ = 0 // integer values 
0006: 222@ = 0 // integer values 
0006: 223@ = 0 // integer values 
0006: 224@ = 1 // integer values 
0006: 225@ = 0 // integer values 
0006: 226@ = 0 // integer values 
0006: 227@ = 0 // integer values 
00D6: if 
0735:   82 
004D: jump_if_false @CPRACE_2627 
0004: $164 = 0 // integer values 
0004: $6959 = 0 // integer values 
065D: $6959 "COORDS" // same as 0660 
01B4: set_player $PLAYER_CHAR frozen_state 1 
04AF: 49@ = unknown_wav_reference 0 
0006: 228@ = 1 // integer values 
0002: jump @CPRACE_2634 

:CPRACE_2627
0004: $164 = -1 // integer values 

:CPRACE_2634
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
001B:   13 > 49@ // integer values 
004D: jump_if_false @CPRACE_2668 
0006: 229@ = 0 // integer values 

:CPRACE_2668
0006: 253@ = 0 // integer values 
0871: init_jump_table 49@ total_jumps 15 0 @CPRACE_20800 jumps 0 @CPRACE_2803 1 @CPRACE_5836 2 @CPRACE_7391 3 @CPRACE_7577 4 @CPRACE_7924 5 @CPRACE_8660 6 @CPRACE_8772 
0872: jump_table_jumps 7 @CPRACE_11220 8 @CPRACE_11297 9 @CPRACE_11382 10 @CPRACE_11467 11 @CPRACE_12351 12 @CPRACE_12351 13 @CPRACE_19581 14 @CPRACE_20083 -1 @CPRACE_20800 

:CPRACE_2803
00D6: if 
0018:   $164 > -1 // integer values 
004D: jump_if_false @CPRACE_4452 
00D6: if 
0735:   82 
004D: jump_if_false @CPRACE_4445 
00D6: if 
0039:   228@ == 0 // integer values 
004D: jump_if_false @CPRACE_4438 
00D6: if 
0038:   $164 == 0 // integer values 
004D: jump_if_false @CPRACE_2909 
0008: $6959 += 1 // integer values 
00BC: text_highpriority 'CHEATON' 800 ms 1  // Szkript hibakeres md BE
0004: $164 = 1 // integer values 
0002: jump @CPRACE_4431 

:CPRACE_2909
00D6: if 
0735:   151 
004D: jump_if_false @CPRACE_4401 
0006: 224@ = 1 // integer values 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 79 // Debug script. Currently ignored by decompiler
0006: 256@ = 6 // integer values 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 80 // Debug script. Currently ignored by decompiler
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
03A9: write_debug_newline 
0006: 252@ = 0 // integer values 

:CPRACE_3258
00D6: if 
001D:   256@ > 252@ // integer values 
004D: jump_if_false @CPRACE_3558 
03A9: write_debug_newline 
05B6: 81 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 252@ 
05B6: 82 // Debug script. Currently ignored by decompiler
000A: 252@ += 1 // integer values 
0002: jump @CPRACE_3258 

:CPRACE_3558
0085: 716@ = 230@ // integer values and handles 
0085: 717@ = 230@ // integer values and handles 
0085: 718@ = 230@ // integer values and handles 
0085: 719@ = 230@ // integer values and handles 
0085: 720@ = 230@ // integer values and handles 
0085: 721@ = 230@ // integer values and handles 
03A9: write_debug_newline 
0006: 252@ = 0 // integer values 

:CPRACE_3615
00D6: if 
001D:   256@ > 252@ // integer values 
004D: jump_if_false @CPRACE_3920 
03A9: write_debug_newline 
05B6: 83 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 252@ 
05B6: 84 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 230@ 
000A: 252@ += 1 // integer values 
0002: jump @CPRACE_3615 

:CPRACE_3920
0088: $TEMPVAR_FLOAT_1 = 454@ // floating-point values only 
0088: $TEMPVAR_FLOAT_2 = 536@ // floating-point values only 
0088: $TEMPVAR_FLOAT_3 = 618@ // floating-point values only 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 85 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_1 
03A9: write_debug_newline 
05B6: 86 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_2 
03A9: write_debug_newline 
05B6: 87 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_3 
00BC: text_highpriority 'LABEL' 1000 ms 1 
0006: 49@ = 3 // integer values 
0004: $6959 = 0 // integer values 
0004: $164 = 0 // integer values 
0002: jump @CPRACE_4431 

:CPRACE_4401
0004: $6959 = 0 // integer values 
00BC: text_highpriority 'CHEATOF' 800 ms 1  // Hibajelz md KI
0004: $164 = 0 // integer values 

:CPRACE_4431
0006: 228@ = 1 // integer values 

:CPRACE_4438
0002: jump @CPRACE_4452 

:CPRACE_4445
0006: 228@ = 0 // integer values 

:CPRACE_4452
00D6: if 
0038:   $164 == 1 // integer values 
004D: jump_if_false @CPRACE_5829 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_5829 
00D6: if 
0038:   $6959 == 0 // integer values 
004D: jump_if_false @CPRACE_4567 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @CPRACE_4560 
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @CPRACE_4553 
0008: $6959 += 1 // integer values 
0006: 235@ = 1 // integer values 

:CPRACE_4553
0002: jump @CPRACE_4567 

:CPRACE_4560
0006: 235@ = 0 // integer values 

:CPRACE_4567
00D6: if 
0018:   $6959 > 0 // integer values 
004D: jump_if_false @CPRACE_5829 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_5829 
03C0: 443@ = actor $PLAYER_ACTOR car 
0441: 230@ = car 443@ model 
00D6: if or
081F: (unknown) 230@ 
0820: (unknown) 230@ 
004D: jump_if_false @CPRACE_4656 
0454: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @CPRACE_4670 

:CPRACE_4656
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_4670
050A: $11352 = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 231@ 232@ 233@ 
008E: 234@ = float_to_integer $11352 
0050: gosub @CPRACE_47589 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' 234@  // Verseny: ~1~
00D6: if or
0020:   $11352 > 200.0 // floating-point values 
00E1:   key_pressed 0 17 
004D: jump_if_false @CPRACE_5822 
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @CPRACE_5815 
00BC: text_highpriority 'TEXXYZ4' 800 ms 1  // VERSENY koordintk rsa a D:\SA_PS2\TEMP_DEBUG.TXT fjlba
000C: $6959 -= 1 // integer values 
03A9: write_debug_newline 
05B6: 88 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $6959 
05B6: 89 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_1 
03A9: write_debug_newline 
05B6: 90 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $6959 
05B6: 91 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_2 
03A9: write_debug_newline 
05B6: 92 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $6959 
05B6: 93 // Debug script. Currently ignored by decompiler
00D6: if 
081E: (unknown) 230@ 
004D: jump_if_false @CPRACE_5659 
0002: jump @CPRACE_5719 

:CPRACE_5659
00D6: if 
0820: (unknown) 230@ 
004D: jump_if_false @CPRACE_5682 
0002: jump @CPRACE_5719 

:CPRACE_5682
00D6: if 
081F: (unknown) 230@ 
004D: jump_if_false @CPRACE_5705 
0002: jump @CPRACE_5719 

:CPRACE_5705
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_5719
03A8: write_debug_float $TEMPVAR_FLOAT_3 
03A9: write_debug_newline 
0089: 454@($6959,82f) = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 536@($6959,82f) = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 618@($6959,82f) = $TEMPVAR_FLOAT_3 // floating-point values only 
0089: 231@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 232@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 233@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0008: $6959 += 1 // integer values 
008B: 250@ = $6959 // integer values and handles 
0008: $6959 += 1 // integer values 
0006: 235@ = 1 // integer values 

:CPRACE_5815
0002: jump @CPRACE_5829 

:CPRACE_5822
0006: 235@ = 0 // integer values 

:CPRACE_5829
0002: jump @CPRACE_20800 

:CPRACE_5836
0826: toggle_hud 0 
0581: toggle_radar 0 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 
00D6: if 
84A3:   not  $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_5879 
0989: (unknown) 250 
0002: jump @CPRACE_5884 

:CPRACE_5879
0989: (unknown) 200 

:CPRACE_5884
0512: permanent_text_box 'RACES33'  // Hasznld a(z) ~k~~GO_LEFT~ vagy ~k~~GO_RIGHT~ billentyket egy verseny kivlasztshoz.~n~~k~~PED_SPRINT~ Verseny kezdse~n~~k~~VEHICLE_ENTER_EXIT~ Kilps
0494: get_joystick_data 0 236@ 237@ 238@ 239@ 
00D6: if or
001B:   -100 > 237@ // integer values 
0019:   236@ > 100 // integer values 
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 11 
004D: jump_if_false @CPRACE_6028 
00D6: if 
0039:   240@ == 0 // integer values 
004D: jump_if_false @CPRACE_6021 
00D6: if 
001F:   51@ > $RACE_INDEX // integer values 
004D: jump_if_false @CPRACE_5999 
0008: $RACE_INDEX += 1 // integer values 
0002: jump @CPRACE_6007 

:CPRACE_5999
008A: $RACE_INDEX = 50@ // integer values and handles 

:CPRACE_6007
0050: gosub @CPRACE_46969 
0006: 240@ = 1 // integer values 

:CPRACE_6021
0002: jump @CPRACE_6035 

:CPRACE_6028
0006: 240@ = 0 // integer values 

:CPRACE_6035
00D6: if or
0019:   237@ > 100 // integer values 
001B:   -100 > 236@ // integer values 
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
004D: jump_if_false @CPRACE_6152 
00D6: if 
0039:   241@ == 0 // integer values 
004D: jump_if_false @CPRACE_6145 
00D6: if 
001E:   $RACE_INDEX > 50@ // integer values 
004D: jump_if_false @CPRACE_6123 
000C: $RACE_INDEX -= 1 // integer values 
0002: jump @CPRACE_6131 

:CPRACE_6123
008A: $RACE_INDEX = 51@ // integer values and handles 

:CPRACE_6131
0050: gosub @CPRACE_46969 
0006: 241@ = 1 // integer values 

:CPRACE_6145
0002: jump @CPRACE_6159 

:CPRACE_6152
0006: 241@ = 0 // integer values 

:CPRACE_6159
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CPRACE_6229 
00D6: if 
0039:   242@ == 0 // integer values 
004D: jump_if_false @CPRACE_6222 
0391: release_txd_dictionary 
0826: toggle_hud 1 
0581: toggle_radar 1 
03E6: remove_text_box 
0006: 53@ = 1 // integer values 
0051: return 
0006: 242@ = 1 // integer values 

:CPRACE_6222
0002: jump @CPRACE_6236 

:CPRACE_6229
0006: 242@ = 0 // integer values 

:CPRACE_6236
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CPRACE_6317 
00D6: if 
0039:   243@ == 0 // integer values 
004D: jump_if_false @CPRACE_6310 
00D6: if 
0018:   $RACE_INDEX > -1 // integer values 
004D: jump_if_false @CPRACE_6303 
016A: fade 0 500 ms 
0006: 49@ = 2 // integer values 

:CPRACE_6303
0006: 243@ = 1 // integer values 

:CPRACE_6310
0002: jump @CPRACE_6324 

:CPRACE_6317
0006: 243@ = 0 // integer values 

:CPRACE_6324
0937: (unknown) 53.0 130.0 597.0 410.0 'RACES_0' 3  // Versenyek
0050: gosub @CPRACE_47589 
0343: set_text_linewidth 320.0 
033F: set_text_draw_letter_width_height $6931 $6945 
033E: text_draw $6903 $6917 85@($RACE_INDEX,30s) 
0050: gosub @CPRACE_47589 
033F: set_text_draw_letter_width_height $6932 $6946 
033E: text_draw $6903 $6918 'RACES36'  // Plyahossz
0050: gosub @CPRACE_47589 
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height $6933 $6947 
0086: $6919 = $6918 // floating-point values only 
0059: $6919 += $6924 // floating-point values 
00D6: if 
0424:   metric 
004D: jump_if_false @CPRACE_6624 
0087: 244@ = 55@($RACE_INDEX,30f) // floating-point values only 
0017: 244@ /= 1000.0 // floating-point values 
0092: 246@ = float_to_integer 244@ 
0093: 47@ = integer_to_float 246@ 
0087: 245@ = 244@ // floating-point values only 
0063: 245@ -= 47@ // floating-point values 
0092: 247@ = float_to_integer 245@ 
00D6: if 
001B:   10 > 247@ // integer values 
004D: jump_if_false @CPRACE_6594 
045B: text_draw_2numbers $6903 $6919 'RACES35' 246@ 247@  // ~1~.0~1~ km
0002: jump @CPRACE_6617 

:CPRACE_6594
045B: text_draw_2numbers $6903 $6919 'RACES34' 246@ 247@  // ~1~.~1~ km

:CPRACE_6617
0002: jump @CPRACE_6767 

:CPRACE_6624
0087: 248@ = 55@($RACE_INDEX,30f) // floating-point values only 
0017: 248@ /= 1609.0 // floating-point values 
0092: 246@ = float_to_integer 248@ 
0093: 47@ = integer_to_float 246@ 
0087: 245@ = 248@ // floating-point values only 
0063: 245@ -= 47@ // floating-point values 
0013: 245@ *= 100.0 // floating-point values 
0092: 247@ = float_to_integer 245@ 
00D6: if 
001B:   10 > 247@ // integer values 
004D: jump_if_false @CPRACE_6744 
045B: text_draw_2numbers $6903 $6919 'RACES47' 246@ 247@  // ~1~.0~1~ mrfld
0002: jump @CPRACE_6767 

:CPRACE_6744
045B: text_draw_2numbers $6903 $6919 'RACES46' 246@ 247@  // ~1~.~1~ mrfld

:CPRACE_6767
0050: gosub @CPRACE_47589 
033F: set_text_draw_letter_width_height $6932 $6946 
033E: text_draw $6903 $6920 'RACES38'  // Legjobb Id
0050: gosub @CPRACE_47589 
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height $6933 $6947 
0086: $6921 = $6920 // floating-point values only 
0059: $6921 += $6924 // floating-point values 
00D6: if 
0038:   $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) == 999999999 // integer values 
004D: jump_if_false @CPRACE_6893 
033E: text_draw $6903 $6921 'RACES45'  // Ismeretlen
0002: jump @CPRACE_7018 

:CPRACE_6893
008B: 452@ = $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) // integer values and handles 
0016: 452@ /= 60 // integer values 
0085: 36@ = 452@ // integer values and handles 
0012: 36@ *= 60 // integer values 
008B: 453@ = $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) // integer values and handles 
0062: 453@ -= 36@ // integer values 
00D6: if 
001B:   10 > 453@ // integer values 
004D: jump_if_false @CPRACE_6995 
045B: text_draw_2numbers $6903 $6921 'RACES40' 452@ 453@  // ~1~:0~1~
0002: jump @CPRACE_7018 

:CPRACE_6995
045B: text_draw_2numbers $6903 $6921 'RACES39' 452@ 453@  // ~1~:~1~

:CPRACE_7018
00D6: if 
8038:   not  $CURRENT_RACE == 3 // integer values 
004D: jump_if_false @CPRACE_7332 
0050: gosub @CPRACE_47589 
033F: set_text_draw_letter_width_height $6932 $6946 
033E: text_draw $6903 $6922 'RACES37'  // Legjobb helyezs
0050: gosub @CPRACE_47589 
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height $6933 $6947 
0086: $6923 = $6922 // floating-point values only 
0059: $6923 += $6924 // floating-point values 
00D6: if 
0038:   $RACES_BEST_RESULT($RACE_INDEX,30i) == 1 // integer values 
004D: jump_if_false @CPRACE_7159 
033E: text_draw $6903 $6923 'RACES41'  // Els
0002: jump @CPRACE_7332 

:CPRACE_7159
00D6: if 
0038:   $RACES_BEST_RESULT($RACE_INDEX,30i) == 2 // integer values 
004D: jump_if_false @CPRACE_7205 
033E: text_draw $6903 $6923 'RACES42'  // Msodik
0002: jump @CPRACE_7332 

:CPRACE_7205
00D6: if 
0038:   $RACES_BEST_RESULT($RACE_INDEX,30i) == 3 // integer values 
004D: jump_if_false @CPRACE_7251 
033E: text_draw $6903 $6923 'RACES43'  // Harmadik
0002: jump @CPRACE_7332 

:CPRACE_7251
00D6: if and
0018:   $RACES_BEST_RESULT($RACE_INDEX,30i) > 3 // integer values 
001A:   100 > $RACES_BEST_RESULT($RACE_INDEX,30i) // integer values 
004D: jump_if_false @CPRACE_7315 
045A: text_draw_1number $6903 $6923 'RACES44' $RACES_BEST_RESULT($RACE_INDEX,30i)  // ~1~.
0002: jump @CPRACE_7332 

:CPRACE_7315
033E: text_draw $6903 $6923 'RACES45'  // Ismeretlen

:CPRACE_7332
008B: 36@ = $RACE_INDEX // integer values and handles 
000A: 36@ += 1 // integer values 
038D: create_texture 36@ position 454.98 268.18 scale 256.0 256.0 color 180 180 180 alpha 255 
0002: jump @CPRACE_20800 

:CPRACE_7391
00D6: if 
816B:   not fading 
004D: jump_if_false @CPRACE_7570 
0989: (unknown) 200 
0391: release_txd_dictionary 
03E6: remove_text_box 
0050: gosub @CPRACE_20807 
09B9: (unknown) 0 
0826: toggle_hud 1 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_7457 
0581: toggle_radar 1 
0002: jump @CPRACE_7475 

:CPRACE_7457
057E: make_radar_grey 1 
09BA: (unknown) 0 
09AC: (unknown) 1 
04F9: interior_colors 2 0 

:CPRACE_7475
0004: $10493 = 1 // integer values 
00D6: if 
0038:   $2300($RACE_INDEX,30i) == 0 // integer values 
004D: jump_if_false @CPRACE_7538 
00D6: if and
0038:   $RACE_INDEX == 0 // integer values 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_7536 
0002: jump @CPRACE_7538 

:CPRACE_7536
0317: increment_mission_attempts 

:CPRACE_7538
00D6: if 
0038:   $RACE_INDEX == 23 // integer values 
004D: jump_if_false @CPRACE_7563 
014C: set_parked_car_generator $5189[1] cars_to_generate_to 0 

:CPRACE_7563
0006: 49@ = 3 // integer values 

:CPRACE_7570
0002: jump @CPRACE_20800 

:CPRACE_7577
0085: 249@ = 250@ // integer values and handles 
000E: 249@ -= 1 // integer values 
0085: 251@ = 224@ // integer values and handles 
000E: 251@ -= 1 // integer values 
0006: 252@ = 0 // integer values 
0006: 253@ = 0 // integer values 
0006: 254@ = 0 // integer values 
0006: 255@ = 0 // integer values 

:CPRACE_7635
00D6: if 
001D:   256@ > 253@ // integer values 
004D: jump_if_false @CPRACE_7712 
0006: 257@(253@,16i) = 0 // integer values 
0006: 273@(253@,16i) = 0 // integer values 
0006: 289@(253@,16i) = 0 // integer values 
0006: 305@(253@,16i) = 0 // integer values 
000A: 253@ += 1 // integer values 
0002: jump @CPRACE_7635 

:CPRACE_7712
0006: 253@ = 0 // integer values 
0006: 321@ = -1 // integer values 
0006: 49@ = 4 // integer values 
00D6: if 
04A4:   205@ == 3 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_7877 
00D6: if or
0038:   $RACE_INDEX == 22 // integer values 
0038:   $RACE_INDEX == 23 // integer values 
0038:   $RACE_INDEX == 24 // integer values 
004D: jump_if_false @CPRACE_7830 
0007: 322@ = 12.0 // floating-point values 
0007: 323@ = 12.0 // floating-point values 
0007: 324@ = 12.0 // floating-point values 
0007: 325@ = 6.0 // floating-point values 
0002: jump @CPRACE_7870 

:CPRACE_7830
0007: 322@ = 25.0 // floating-point values 
0007: 323@ = 25.0 // floating-point values 
0007: 324@ = 25.0 // floating-point values 
0007: 325@ = 12.0 // floating-point values 

:CPRACE_7870
0002: jump @CPRACE_7917 

:CPRACE_7877
0007: 322@ = 12.0 // floating-point values 
0007: 323@ = 12.0 // floating-point values 
0007: 324@ = 7.0 // floating-point values 
0007: 325@ = 6.0 // floating-point values 

:CPRACE_7917
0002: jump @CPRACE_20800 

:CPRACE_7924
0006: 252@ = 0 // integer values 

:CPRACE_7931
00D6: if 
001D:   256@ > 252@ // integer values 
004D: jump_if_false @CPRACE_8154 
00D6: if 
04A4:   700@(252@,16i) == 290 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_8099 
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_8017 
023C: request_special_actor 'CESAR' as 1 
023C: request_special_actor 'KENDL' as 2 

:CPRACE_8017
00D6: if 
0038:   $RACE_INDEX == 7 // integer values 
004D: jump_if_false @CPRACE_8048 
023C: request_special_actor 'WUZIMU' as 1 

:CPRACE_8048
00D6: if 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_8092 
023C: request_special_actor 'WUZIMU' as 1 
023C: request_special_actor 'CAT' as 2 

:CPRACE_8092
0002: jump @CPRACE_8108 

:CPRACE_8099
0247: request_model 700@(252@,16i) 

:CPRACE_8108
00D6: if 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_8131 
06E9: request_car_component #WHEEL_OR1 

:CPRACE_8131
0247: request_model 716@(252@,16i) 
000A: 252@ += 1 // integer values 
0002: jump @CPRACE_7931 

:CPRACE_8154
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 
038B: load_requested_models 
0006: 326@ = 0 // integer values 

:CPRACE_8178
00D6: if 
0039:   326@ == 0 // integer values 
004D: jump_if_false @CPRACE_8646 
0001: wait 0 ms 
0006: 326@ = 1 // integer values 
0006: 252@ = 0 // integer values 

:CPRACE_8214
00D6: if 
001D:   256@ > 252@ // integer values 
004D: jump_if_false @CPRACE_8639 
00D6: if 
04A4:   700@(252@,16i) == 290 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_8498 
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CPRACE_8385 
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_8309 
023C: request_special_actor 'CESAR' as 1 
0006: 326@ = 0 // integer values 

:CPRACE_8309
00D6: if 
0038:   $RACE_INDEX == 7 // integer values 
004D: jump_if_false @CPRACE_8347 
023C: request_special_actor 'WUZIMU' as 1 
0006: 326@ = 0 // integer values 

:CPRACE_8347
00D6: if 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_8385 
023C: request_special_actor 'WUZIMU' as 1 
0006: 326@ = 0 // integer values 

:CPRACE_8385
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_8438 
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CPRACE_8438 
023C: request_special_actor 'KENDL' as 2 
0006: 326@ = 0 // integer values 

:CPRACE_8438
00D6: if 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_8491 
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CPRACE_8491 
023C: request_special_actor 'CAT' as 2 
0006: 326@ = 0 // integer values 

:CPRACE_8491
0002: jump @CPRACE_8534 

:CPRACE_8498
00D6: if 
8248:   not model 700@(252@,16i) available 
004D: jump_if_false @CPRACE_8534 
0247: request_model 700@(252@,16i) 
0006: 326@ = 0 // integer values 

:CPRACE_8534
00D6: if 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_8580 
00D6: if 
86EA:   not car_component #WHEEL_OR1 available 
004D: jump_if_false @CPRACE_8580 
06E9: request_car_component #WHEEL_OR1 
0006: 326@ = 0 // integer values 

:CPRACE_8580
00D6: if 
8248:   not model 716@(252@,16i) available 
004D: jump_if_false @CPRACE_8625 
0247: request_model 700@(252@,16i) 
0247: request_model 716@(252@,16i) 
0006: 326@ = 0 // integer values 

:CPRACE_8625
000A: 252@ += 1 // integer values 
0002: jump @CPRACE_8214 

:CPRACE_8639
0002: jump @CPRACE_8178 

:CPRACE_8646
0006: 49@ = 5 // integer values 
0002: jump @CPRACE_20800 

:CPRACE_8660
01EB: set_traffic_density_to 0.0 
0395: clear_area 0 at 454@ 536@ 618@ range 30.0 
00D6: if 
0038:   $121 == 1 // integer values 
004D: jump_if_false @CPRACE_8708 
0792: (unknown) $PLAYER_ACTOR 

:CPRACE_8708
00A1: put_actor $PLAYER_ACTOR at 454@ 536@ 618@ 
0860: link_actor $PLAYER_ACTOR to_interior 221@ 
04BB: select_interior 221@ // select render area 
04E4: unknown_refresh_game_renderer_at 454@ 536@ 
02EB: restore_camera_with_jumpcut 
03CB: set_camera 454@ 536@ 618@ 
0915: (unknown) 
0006: 49@ = 6 // integer values 
0002: jump @CPRACE_20800 

:CPRACE_8772
00D6: if and
04EE:   animation "CAR" loaded 
04EE:   animation "RIOT" loaded 
004D: jump_if_false @CPRACE_11198 
00A5: 443@ = create_car 716@ at 454@ 536@ 618@ 
039F: car 443@ race_to 455@ 537@ 
0085: 36@ = 256@ // integer values and handles 
000E: 36@ -= 1 // integer values 
0006: 253@ = 0 // integer values 

:CPRACE_8848
00D6: if 
001D:   256@ > 253@ // integer values 
004D: jump_if_false @CPRACE_11173 
00D6: if 
0019:   256@ > 1 // integer values 
004D: jump_if_false @CPRACE_9265 
07E4: (unknown) 716@ 329@ 330@ $TEMPVAR_FLOAT_3 327@ 328@ $TEMPVAR_FLOAT_3 
0013: 329@ *= -1.0 // floating-point values 
005B: 327@ += 329@ // floating-point values 
00D6: if 
0023:   2.0 > 327@ // floating-point values 
004D: jump_if_false @CPRACE_8957 
0007: 327@ = 2.0 // floating-point values 

:CPRACE_8957
0087: 329@ = 327@ // floating-point values only 
0013: 329@ *= -1.0 // floating-point values 
0013: 330@ *= -1.0 // floating-point values 
005B: 328@ += 330@ // floating-point values 
0085: 254@ = 253@ // integer values and handles 
0016: 254@ /= 2 // integer values 
0012: 254@ *= 2 // integer values 
00D6: if 
003B:   254@ == 253@ // integer values 
004D: jump_if_false @CPRACE_9083 
0088: $TEMPVAR_FLOAT_1 = 327@ // floating-point values only 
0093: 47@ = integer_to_float 253@ 
006B: 47@ *= 328@ // floating-point values 
0013: 47@ *= -1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 47@ // floating-point values only 
0002: jump @CPRACE_9140 

:CPRACE_9083
0088: $TEMPVAR_FLOAT_1 = 329@ // floating-point values only 
0085: 255@ = 253@ // integer values and handles 
000E: 255@ -= 1 // integer values 
0093: 47@ = integer_to_float 255@ 
006B: 47@ *= 328@ // floating-point values 
0013: 47@ *= -1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 47@ // floating-point values only 

:CPRACE_9140
00D6: if 
0119:   car 443@ wrecked 
004D: jump_if_false @CPRACE_9201 
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_9199 
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_9199 
0004: $1846 = 1 // integer values 

:CPRACE_9199
0051: return 

:CPRACE_9201
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 0.0 
0174: $TEMPVAR_ANGLE = car 443@ z_angle 
0089: 331@(253@,16f) = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 347@(253@,16f) = $TEMPVAR_FLOAT_2 // floating-point values only 
0002: jump @CPRACE_9329 

:CPRACE_9265
0174: $TEMPVAR_ANGLE = car 443@ z_angle 
0088: $TEMPVAR_FLOAT_1 = 331@(253@,16f) // floating-point values only 
0088: $TEMPVAR_FLOAT_2 = 347@(253@,16f) // floating-point values only 
0087: 331@(253@,16f) = 454@ // floating-point values only 
0087: 347@(253@,16f) = 536@ // floating-point values only 
0088: $TEMPVAR_FLOAT_3 = 618@ // floating-point values only 

:CPRACE_9329
00D6: if 
881E:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_9403 
00D6: if 
881F:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_9403 
00D6: if 
8820:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_9403 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_9403
0089: 363@(253@,16f) = $TEMPVAR_FLOAT_3 // floating-point values only 
00D6: if 
001D:   36@ > 253@ // integer values 
004D: jump_if_false @CPRACE_9756 
0050: gosub @CPRACE_488 
0129: 395@(253@,16i) = create_actor 4 700@(253@,16i) in_car 379@(253@,16i) driverseat 
00D6: if 
04A4:   700@(253@,16i) == 290 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_9552 
00D6: if or
0038:   $RACE_INDEX == 0 // integer values 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_9533 
01C8: 411@ = create_actor 5 #SPECIAL02 in_car 379@(253@,16i) passenger_seat 0 

:CPRACE_9533
02AC: set_car 379@(253@,16i) immunities 1 1 1 0 1 

:CPRACE_9552
00D6: if 
0019:   221@ > 0 // integer values 
004D: jump_if_false @CPRACE_9614 
00D6: if 
0039:   321@ == -1 // integer values 
004D: jump_if_false @CPRACE_9602 
07E5: unknown_copy_entity -1 321@ 
0708: unknown_add_entity_item 321@ 79 

:CPRACE_9602
060B: unknown_actor_use_entity 395@(253@,16i) 321@ 

:CPRACE_9614
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) immune_to_car_headshots 0 
0446: set_actor 395@(253@,16i) immune_to_headshots 0 
0568: set_actor 395@(253@,16i) targetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) jackable 0 
04D8: set_actor 395@(253@,16i) ability_to_swim 0 
0223: set_actor 395@(253@,16i) health_to 500 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_9738 
0187: 412@(253@,16i) = create_marker_above_actor 395@(253@,16i) 

:CPRACE_9738
018B: show_on_radar 412@(253@,16i) 1 
0002: jump @CPRACE_11159 

:CPRACE_9756
00D6: if 
881E:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_10754 
00D6: if 
881F:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_10754 
00D6: if 
8820:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_10754 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_10754 
060A: unknown_create_entity 0 428@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset -4.0435 6.5755 -0.8 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 429@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0961: (unknown) 429@ 1 
060B: unknown_actor_use_entity 429@ 428@ 
06BA: unknown_action_sequence 429@ 454@ 536@ 618@ 
029B: 430@ = init_object #KMB_GOFLAG at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
070A: AS_actor 429@ attach_to_object 430@ offset 0.062 0.027 -0.15 on_bone 5 16 "FLAG_DROP" "CAR" 0 ms 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset -5.6392 2.9435 -0.8 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 431@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset -6.0071 -2.0778 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 432@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset -7.6039 -5.0807 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 433@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset -7.0724 -6.4057 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 434@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset -5.9988 -13.553 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 435@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset 6.073 -15.2059 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 436@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset 7.2639 -12.9933 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 437@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset 5.8429 -7.7069 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 438@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset 8.4135 -3.7971 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 439@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset 6.2507 0.3634 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 440@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ offset 8.6397 2.419 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 441@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 252@ = 0 // integer values 

:CPRACE_10623
00D6: if 
001B:   11 > 252@ // integer values 
004D: jump_if_false @CPRACE_10754 
060B: unknown_actor_use_entity 431@(252@,11i) 428@ 
0961: (unknown) 431@(252@,11i) 1 
0615: define_action_sequences 38@ 
0050: gosub @CPRACE_50643 
0643: (unknown) 38@ 1 
0616: define_action_sequences_end 38@ 
0615: define_action_sequences 37@ 
06BA: unknown_action_sequence -1 454@ 536@ 618@ 
0618: assign_actor -1 to_action_sequences 38@ 
0616: define_action_sequences_end 37@ 
0618: assign_actor 431@(252@,11i) to_action_sequences 37@ 
061B: remove_references_to_action_sequences 38@ 
061B: remove_references_to_action_sequences 37@ 
000A: 252@ += 1 // integer values 
0002: jump @CPRACE_10623 

:CPRACE_10754
00A6: destroy_car 443@ 
008B: 395@(253@,16i) = $PLAYER_ACTOR // integer values and handles 
0085: 442@ = 253@ // integer values and handles 
000B: 363@(442@,16f) += 3.0 // floating-point values 
02CE: 363@(442@,16f) = ground_z 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
00D6: if 
0023:   0.0 > 363@(442@,16f) // floating-point values 
004D: jump_if_false @CPRACE_10882 
00D6: if 
081E: (unknown) 716@(442@,16i) 
004D: jump_if_false @CPRACE_10882 
0007: 363@(442@,16f) = 0.0 // floating-point values 

:CPRACE_10882
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_10947 
0811: 379@(442@,16i) = actor $PLAYER_ACTOR car 
00AB: put_car 379@(442@,16i) at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
0002: jump @CPRACE_11070 

:CPRACE_10947
00A5: 379@(442@,16i) = create_car 716@(442@,16i) at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
00D6: if 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_11017 
06E7: 36@ = add_car_component #WHEEL_OR1 to_car 379@(442@,16i) 

:CPRACE_11017
00D6: if 
8039:   not  209@ == -1 // integer values 
004D: jump_if_false @CPRACE_11058 
0229: set_car 379@(442@,16i) color_to 209@(442@,6i) 215@(442@,6i) 

:CPRACE_11058
036A: put_actor $PLAYER_ACTOR in_car 379@(442@,16i) 

:CPRACE_11070
0840: link_car 379@(442@,16i) to_interior 221@ 
0175: set_car 379@(442@,16i) z_angle_to $TEMPVAR_ANGLE 
00D6: if or
081F: (unknown) 716@(442@,16i) 
0820: (unknown) 716@(442@,16i) 
004D: jump_if_false @CPRACE_11148 
0519: lock_vehicle 379@(442@,16i) in_current_position 1 
04BA: set_car 379@(442@,16i) speed_instantly 10.0 

:CPRACE_11148
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 

:CPRACE_11159
000A: 253@ += 1 // integer values 
0002: jump @CPRACE_8848 

:CPRACE_11173
01B4: set_player $PLAYER_CHAR frozen_state 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 49@ = 7 // integer values 
0002: jump @CPRACE_11213 

:CPRACE_11198
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 

:CPRACE_11213
0002: jump @CPRACE_20800 

:CPRACE_11220
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
097A: (unknown) 0.0 0.0 0.0 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // integer values and handles 
0008: $6960 += 999 // integer values 
0006: 49@ = 8 // integer values 
0002: jump @CPRACE_20800 

:CPRACE_11297
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // integer values 
004D: jump_if_false @CPRACE_11375 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
097A: (unknown) 0.0 0.0 0.0 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // integer values and handles 
0008: $6960 += 999 // integer values 
0006: 49@ = 9 // integer values 

:CPRACE_11375
0002: jump @CPRACE_20800 

:CPRACE_11382
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // integer values 
004D: jump_if_false @CPRACE_11460 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
097A: (unknown) 0.0 0.0 0.0 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // integer values and handles 
0008: $6960 += 999 // integer values 
0006: 49@ = 10 // integer values 

:CPRACE_11460
0002: jump @CPRACE_20800 

:CPRACE_11467
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // integer values 
004D: jump_if_false @CPRACE_12344 
00BA: text_styled 'RACES_7' 800 ms 4  // RAJT!
097A: (unknown) 0.0 0.0 0.0 1057 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: 1 cars_can_be_damaged 
0006: 253@ = 0 // integer values 

:CPRACE_11547
00D6: if 
001B:   11 > 253@ // integer values 
004D: jump_if_false @CPRACE_11588 
01C2: remove_references_to_actor 431@(253@,11i) // Like turning an actor into a random pedestrian 
000A: 253@ += 1 // integer values 
0002: jump @CPRACE_11547 

:CPRACE_11588
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CAR" 
0006: 253@ = 0 // integer values 

:CPRACE_11607
00D6: if 
001D:   256@ > 253@ // integer values 
004D: jump_if_false @CPRACE_11829 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_11815 
02AA: set_car 379@(253@,16i) immune_to_nonplayer 0 
00D6: if 
881E:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_11815 
00D6: if 
881F:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_11804 
00D6: if 
8820:   not (unknown) 716@(253@,16i) 
004D: jump_if_false @CPRACE_11786 
00D6: if 
803B:   not  253@ == 442@ // integer values 
004D: jump_if_false @CPRACE_11779 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_11779 
072F: (unknown) 379@(253@,16i) 3.0 4000 1 1 1 -1 

:CPRACE_11779
0002: jump @CPRACE_11797 

:CPRACE_11786
0519: lock_vehicle 379@(253@,16i) in_current_position 0 

:CPRACE_11797
0002: jump @CPRACE_11815 

:CPRACE_11804
0519: lock_vehicle 379@(253@,16i) in_current_position 0 

:CPRACE_11815
000A: 253@ += 1 // integer values 
0002: jump @CPRACE_11607 

:CPRACE_11829
01EB: set_traffic_density_to 1.0 
0005: $6903 = 582.7242 // floating-point values 
0005: $6917 = 356.2812 // floating-point values 
0005: $6931 = 52.2072 // floating-point values 
0005: $6945 = 52.2072 // floating-point values 
0005: $6904 = 584.0833 // floating-point values 
0005: $6918 = 329.3647 // floating-point values 
0005: $6932 = 0.4943 // floating-point values 
0005: $6946 = 2.097 // floating-point values 
0005: $6905 = 570.6411 // floating-point values 
0005: $6919 = 323.5937 // floating-point values 
0005: $6933 = 0.9127 // floating-point values 
0005: $6947 = 4.8106 // floating-point values 
0005: $6906 = 585.941 // floating-point values 
0005: $6920 = 345.6341 // floating-point values 
0005: $6934 = 0.4197 // floating-point values 
0005: $6948 = 1.8511 // floating-point values 
0005: $6907 = 582.7242 // floating-point values 
0005: $6921 = 359.0323 // floating-point values 
0005: $6935 = 0.4993 // floating-point values 
0005: $6949 = 2.637 // floating-point values 
0005: $6908 = 582.7242 // floating-point values 
0005: $6922 = 356.2812 // floating-point values 
0005: $6936 = 56.2072 // floating-point values 
0005: $6950 = 56.2072 // floating-point values 
0005: $6909 = 582.7242 // floating-point values 
0005: $6923 = 356.2812 // floating-point values 
0005: $6937 = 58.2072 // floating-point values 
0005: $6951 = 58.2072 // floating-point values 
0005: $6910 = 582.7242 // floating-point values 
0005: $6924 = 400.7518 // floating-point values 
0005: $6938 = 58.2072 // floating-point values 
0005: $6952 = 32.7789 // floating-point values 
0005: $6911 = 582.7242 // floating-point values 
0005: $6925 = 400.2518 // floating-point values 
0005: $6939 = 56.2072 // floating-point values 
0005: $6953 = 31.7789 // floating-point values 
0005: $6912 = 582.7242 // floating-point values 
0005: $6926 = 399.2518 // floating-point values 
0005: $6940 = 52.2072 // floating-point values 
0005: $6954 = 29.7789 // floating-point values 
0005: $6913 = 560.4862 // floating-point values 
0005: $6927 = 384.5027 // floating-point values 
0005: $6941 = 0.5 // floating-point values 
0005: $6955 = 1.5393 // floating-point values 
0084: $6960 = $CURRENT_TIME_IN_MS2 // integer values and handles 
008B: 206@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
00D6: if 
0039:   256@ == 1 // integer values 
004D: jump_if_false @CPRACE_12333 
0004: $6960 = 0 // integer values 
03C3: set_timer_with_text_to $6960 type 0 text 'TIMER'  // ID

:CPRACE_12333
0A0E: (unknown) 2 
0006: 49@ = 11 // integer values 

:CPRACE_12344
0002: jump @CPRACE_20800 

:CPRACE_12351
00D6: if 
001D:   256@ > 253@ // integer values 
004D: jump_if_false @CPRACE_18590 
00D6: if 
8118:   not actor 395@(253@,16i) dead 
004D: jump_if_false @CPRACE_18123 
00D6: if 
001B:   13 > 49@ // integer values 
004D: jump_if_false @CPRACE_12732 
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_12732 
00D6: if 
001D:   273@(253@,16i) > 273@(442@,16i) // integer values 
004D: jump_if_false @CPRACE_12472 
000A: 229@ += 1 // integer values 
0002: jump @CPRACE_12732 

:CPRACE_12472
00D6: if 
003B:   273@(442@,16i) == 273@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_12732 
00D6: if 
001D:   257@(253@,16i) > 257@(442@,16i) // integer values 
004D: jump_if_false @CPRACE_12540 
000A: 229@ += 1 // integer values 
0002: jump @CPRACE_12732 

:CPRACE_12540
00D6: if 
001D:   257@(253@,16i) > 249@ // integer values 
004D: jump_if_false @CPRACE_12577 
000A: 229@ += 1 // integer values 
0002: jump @CPRACE_12732 

:CPRACE_12577
00D6: if 
003B:   257@(442@,16i) == 257@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_12732 
00A0: store_actor 395@(253@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 444@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 445@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00D6: if 
0025:   445@ > 444@ // floating-point values 
004D: jump_if_false @CPRACE_12732 
000A: 229@ += 1 // integer values 

:CPRACE_12732
00D6: if 
0039:   49@ == 12 // integer values 
004D: jump_if_false @CPRACE_15498 
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_14121 
00D6: if 
8119:   not car 379@(442@,16i) wrecked 
004D: jump_if_false @CPRACE_13748 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 379@(442@,16i) 
004D: jump_if_false @CPRACE_13359 
00D6: if 
0039:   207@ == 1 // integer values 
004D: jump_if_false @CPRACE_13352 
03D5: remove_text 'RACES21'  // ~s~Van ~1~ msodperced, hogy visszatrj a ~b~jrmhz ~s~, klnben kizrnak a versenybl.
0164: disable_marker 54@ 
000F: 363@(253@,16f) -= 1000.0 // floating-point values 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_13345 
0006: 254@ = 0 // integer values 
0085: 36@ = 256@ // integer values and handles 
000E: 36@ -= 1 // integer values 

:CPRACE_12904
00D6: if 
001D:   36@ > 254@ // integer values 
004D: jump_if_false @CPRACE_12984 
00D6: if 
8118:   not actor 395@(254@,16i) dead 
004D: jump_if_false @CPRACE_12970 
0187: 412@(254@,16i) = create_marker_above_actor 395@(254@,16i) 
018B: show_on_radar 412@(254@,16i) 1 

:CPRACE_12970
000A: 254@ += 1 // integer values 
0002: jump @CPRACE_12904 

:CPRACE_12984
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0165: set_marker 54@ color_to 0 
018B: show_on_radar 54@ 2 
0168: show_on_radar 54@ 3 
00D6: if and
003B:   257@(253@,16i) == 249@ // integer values 
003B:   273@(253@,16i) == 251@ // integer values 
004D: jump_if_false @CPRACE_13243 
00D6: if 
04A4:   205@ == 3 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_13188 
0085: 36@ = 257@(253@,16i) // integer values and handles 
000E: 36@ -= 1 // integer values 
00D6: if 
001B:   0 > 36@ // integer values 
004D: jump_if_false @CPRACE_13128 
0006: 36@ = 0 // integer values 

:CPRACE_13128
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
0002: jump @CPRACE_13236 

:CPRACE_13188
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_13236
0002: jump @CPRACE_13345 

:CPRACE_13243
0085: 36@ = 257@(253@,16i) // integer values and handles 
000A: 36@ += 1 // integer values 
00D6: if 
003B:   257@(253@,16i) == 249@ // integer values 
004D: jump_if_false @CPRACE_13292 
0006: 36@ = 1 // integer values 

:CPRACE_13292
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_13345
0006: 207@ = 0 // integer values 

:CPRACE_13352
0002: jump @CPRACE_13741 

:CPRACE_13359
00D6: if 
0039:   207@ == 0 // integer values 
004D: jump_if_false @CPRACE_13507 
06D6: destroy_racing_checkpoint 449@ 
0164: disable_marker 54@ 
0006: 254@ = 0 // integer values 
0085: 36@ = 256@ // integer values and handles 
000E: 36@ -= 1 // integer values 

:CPRACE_13409
00D6: if 
001D:   36@ > 254@ // integer values 
004D: jump_if_false @CPRACE_13451 
0164: disable_marker 412@(254@,16i) 
000A: 254@ += 1 // integer values 
0002: jump @CPRACE_13409 

:CPRACE_13451
0186: 54@ = create_marker_above_car 379@(442@,16i) 
07E0: set_marker 54@ type_to 1 
000B: 363@(253@,16f) += 1000.0 // floating-point values 
008B: 446@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 446@ += 25400 // integer values 
0006: 207@ = 1 // integer values 

:CPRACE_13507
0085: 453@ = 446@ // integer values and handles 
0064: 453@ -= $CURRENT_TIME_IN_MS2 // integer values 
0016: 453@ /= 1000 // integer values 
00D6: if 
001B:   1 > 453@ // integer values 
004D: jump_if_false @CPRACE_13556 
0006: 453@ = 0 // integer values 

:CPRACE_13556
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 446@ // integer values 
004D: jump_if_false @CPRACE_13670 
00BC: text_highpriority 'RACES20' 5000 ms 1  // ~r~Kizrtak a versenybl, mert elhagytad a jrmved.
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_13625 
00BA: text_styled 'M_FAIL' 3000 ms 1  // ~r~KLDETS SIKERTELEN!

:CPRACE_13625
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_13668 
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_13668 
0004: $1846 = 1 // integer values 

:CPRACE_13668
0051: return 

:CPRACE_13670
00D6: if 
0039:   453@ == 1 // integer values 
004D: jump_if_false @CPRACE_13718 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'RACE_21' 453@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy visszatrj a ~b~jrmhz ~s~, klnben kizrnak a versenybl.
0002: jump @CPRACE_13741 

:CPRACE_13718
09C1: (unknown) 0 
01E5: text_1number_highpriority 'RACES21' 453@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy visszatrj a ~b~jrmhz ~s~, klnben kizrnak a versenybl.

:CPRACE_13741
0002: jump @CPRACE_14114 

:CPRACE_13748
00D6: if 
02BF:   car 379@(442@,16i) sunk 
004D: jump_if_false @CPRACE_14019 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_13917 
03C0: 443@ = actor $PLAYER_ACTOR car 
00D6: if 
803B:   not  443@ == 379@(442@,16i) // integer values 
004D: jump_if_false @CPRACE_13910 
00BC: text_highpriority 'RACES24' 5000 ms 1  // ~r~Kizrtak a versenybl, mert sszetrted a jrmved.
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_13865 
00BA: text_styled 'M_FAIL' 3000 ms 1  // ~r~KLDETS SIKERTELEN!

:CPRACE_13865
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_13908 
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_13908 
0004: $1846 = 1 // integer values 

:CPRACE_13908
0051: return 

:CPRACE_13910
0002: jump @CPRACE_14012 

:CPRACE_13917
00BC: text_highpriority 'RACES24' 5000 ms 1  // ~r~Kizrtak a versenybl, mert sszetrted a jrmved.
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_13967 
00BA: text_styled 'M_FAIL' 3000 ms 1  // ~r~KLDETS SIKERTELEN!

:CPRACE_13967
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_14010 
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_14010 
0004: $1846 = 1 // integer values 

:CPRACE_14010
0051: return 

:CPRACE_14012
0002: jump @CPRACE_14114 

:CPRACE_14019
00BC: text_highpriority 'RACES24' 5000 ms 1  // ~r~Kizrtak a versenybl, mert sszetrted a jrmved.
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_14069 
00BA: text_styled 'M_FAIL' 3000 ms 1  // ~r~KLDETS SIKERTELEN!

:CPRACE_14069
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_14112 
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_14112 
0004: $1846 = 1 // integer values 

:CPRACE_14112
0051: return 

:CPRACE_14114
0002: jump @CPRACE_15498 

:CPRACE_14121
00D6: if 
001D:   250@ > 257@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_15498 
00D6: if 
00DF:   actor 395@(253@,16i) driving 
004D: jump_if_false @CPRACE_14412 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_14405 
0085: 36@ = 257@(442@,16i) // integer values and handles 
000A: 36@ += 4 // integer values 
03C0: 443@ = actor 395@(253@,16i) car 
00D6: if 
001D:   257@(253@,16i) > 36@ // integer values 
004D: jump_if_false @CPRACE_14253 
00AD: set_car 443@ max_speed_to 25.0 
0002: jump @CPRACE_14312 

:CPRACE_14253
00D6: if or
0038:   $RACE_INDEX == 7 // integer values 
0038:   $RACE_INDEX == 8 // integer values 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_14302 
00AD: set_car 443@ max_speed_to 35.0 
0002: jump @CPRACE_14312 

:CPRACE_14302
00AD: set_car 443@ max_speed_to 50.0 

:CPRACE_14312
00D6: if 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_14405 
00D6: if or
01AD:   car 443@ 0 -882.9833 -47.9468 24.61 25.64 
01AD:   car 443@ 0 -843.0954 -141.9169 24.59 -29.24 
004D: jump_if_false @CPRACE_14405 
00AD: set_car 443@ max_speed_to 30.0 

:CPRACE_14405
0002: jump @CPRACE_14933 

:CPRACE_14412
00D6: if 
0038:   $RACE_INDEX == 25 // integer values 
004D: jump_if_false @CPRACE_14444 
0002: jump @CPRACE_18141 
0002: jump @CPRACE_14933 

:CPRACE_14444
00D6: if 
0039:   305@(253@,16i) == 0 // integer values 
004D: jump_if_false @CPRACE_14490 
008B: 305@(253@,16i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 305@(253@,16i) += 8000 // integer values 

:CPRACE_14490
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 305@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_14933 
00D6: if 
803B:   not  257@(253@,16i) == 257@(442@,16i) // integer values 
004D: jump_if_false @CPRACE_14933 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 30.0 30.0 0 
004D: jump_if_false @CPRACE_14922 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 331@(253@,16f) 347@(253@,16f) radius 30.0 30.0 
004D: jump_if_false @CPRACE_14904 
00D6: if 
838A:   not car_in_cube 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 4.0 4.0 3.0 
004D: jump_if_false @CPRACE_14886 
00D6: if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
004D: jump_if_false @CPRACE_14868 
00D6: if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 4.0 
004D: jump_if_false @CPRACE_14850 
01C3: remove_references_to_car 379@(253@,16i) // Like turning a car into any random car 
0050: gosub @CPRACE_488 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // integer values and handles 
000A: 36@ += 1 // integer values 
00D6: if 
001D:   250@ > 36@ // integer values 
004D: jump_if_false @CPRACE_14832 
039F: car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
04BA: set_car 379@(253@,16i) speed_instantly 20.0 

:CPRACE_14832
0006: 305@(253@,16i) = 0 // integer values 
0002: jump @CPRACE_14861 

:CPRACE_14850
0006: 305@(253@,16i) = 0 // integer values 

:CPRACE_14861
0002: jump @CPRACE_14879 

:CPRACE_14868
0006: 305@(253@,16i) = 0 // integer values 

:CPRACE_14879
0002: jump @CPRACE_14897 

:CPRACE_14886
0006: 305@(253@,16i) = 0 // integer values 

:CPRACE_14897
0002: jump @CPRACE_14915 

:CPRACE_14904
0006: 305@(253@,16i) = 0 // integer values 

:CPRACE_14915
0002: jump @CPRACE_14933 

:CPRACE_14922
0006: 305@(253@,16i) = 0 // integer values 

:CPRACE_14933
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_15498 
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 

:CPRACE_14965
00D6: if 
001D:   256@ > 252@ // integer values 
004D: jump_if_false @CPRACE_15047 
0085: 447@ = 257@(252@,16i) // integer values and handles 
000E: 447@ -= 4 // integer values 
00D6: if 
001D:   447@ > 257@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_15033 
000A: 255@ += 1 // integer values 

:CPRACE_15033
000A: 252@ += 1 // integer values 
0002: jump @CPRACE_14965 

:CPRACE_15047
00D6: if 
0019:   255@ > 0 // integer values 
004D: jump_if_false @CPRACE_15498 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 150.0 150.0 0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 331@(253@,16f) 347@(253@,16f) radius 150.0 150.0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
80EC:   not actor 395@(253@,16i) 0 331@(253@,16f) 347@(253@,16f) radius 40.0 40.0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
838A:   not car_in_cube 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 4.0 4.0 3.0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
004D: jump_if_false @CPRACE_15498 
00D6: if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 4.0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
0449:   actor 395@(253@,16i) in_a_car 
004D: jump_if_false @CPRACE_15391 
00A1: put_actor 395@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0085: 36@ = 257@(253@,16i) // integer values and handles 
000A: 36@ += 1 // integer values 
039F: car 443@ race_to 454@(36@,82f) 536@(36@,82f) 
0002: jump @CPRACE_15498 

:CPRACE_15391
01C3: remove_references_to_car 379@(253@,16i) // Like turning a car into any random car 
0050: gosub @CPRACE_488 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // integer values and handles 
000A: 36@ += 1 // integer values 
00D6: if 
001D:   250@ > 36@ // integer values 
004D: jump_if_false @CPRACE_15498 
039F: car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
04BA: set_car 379@(253@,16i) speed_instantly 20.0 

:CPRACE_15498
0006: 36@ = 0 // integer values 
00D6: if 
0100:   actor 395@(253@,16i) near_point_in_car 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 322@ 323@ 324@ sphere 0 
004D: jump_if_false @CPRACE_15571 
0006: 36@ = 1 // integer values 
0002: jump @CPRACE_15700 

:CPRACE_15571
00D6: if 
07D6:   395@(253@,16i) $PLAYER_ACTOR 
004D: jump_if_false @CPRACE_15700 
00D6: if 
0735:   83 
004D: jump_if_false @CPRACE_15700 
04E4: unknown_refresh_game_renderer_at 331@(253@,16f) 347@(253@,16f) 
03CB: set_camera 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0088: $TEMPVAR_FLOAT_1 = 363@(253@,16f) // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 1.0 // floating-point values 
00A1: put_actor 395@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 

:CPRACE_15700
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CPRACE_18116 
00D6: if 
0039:   49@ == 11 // integer values 
004D: jump_if_false @CPRACE_15743 
0006: 49@ = 12 // integer values 

:CPRACE_15743
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_15809 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_15809 
097A: (unknown) 0.0 0.0 0.0 1058 
0164: disable_marker 54@ 

:CPRACE_15809
000A: 257@(253@,16i) += 1 // integer values 
00D6: if 
001D:   250@ > 257@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_15910 
0085: 36@ = 257@(253@,16i) // integer values and handles 
0087: 331@(253@,16f) = 454@(36@,82f) // floating-point values only 
0087: 347@(253@,16f) = 536@(36@,82f) // floating-point values only 
0087: 363@(253@,16f) = 618@(36@,82f) // floating-point values only 
0002: jump @CPRACE_16948 

:CPRACE_15910
00D6: if 
001D:   224@ > 273@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_15944 
000A: 273@(253@,16i) += 1 // integer values 

:CPRACE_15944
00D6: if 
003B:   273@(253@,16i) == 224@ // integer values 
004D: jump_if_false @CPRACE_16620 
00D6: if 
07D6:   395@(253@,16i) $PLAYER_ACTOR 
004D: jump_if_false @CPRACE_16209 
00D6: if 
0019:   224@ > 1 // integer values 
004D: jump_if_false @CPRACE_16119 
008B: 448@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 448@ -= 206@ // integer values 
0016: 448@ /= 1000 // integer values 
00D6: if 
001E:   $RACES_NEW_BEST_TIME($RACE_INDEX,30i) > 448@ // integer values 
004D: jump_if_false @CPRACE_16119 
008A: $RACES_NEW_BEST_TIME($RACE_INDEX,30i) = 448@ // integer values and handles 
00D6: if 
0038:   $RACE_INDEX == 25 // integer values 
004D: jump_if_false @CPRACE_16093 
042E: (unknown) 212 448@ 

:CPRACE_16093
00D6: if 
0038:   $RACE_INDEX == 26 // integer values 
004D: jump_if_false @CPRACE_16119 
042E: (unknown) 219 448@ 

:CPRACE_16119
06D6: destroy_racing_checkpoint 449@ 
0164: disable_marker 54@ 
0006: 49@ = 13 // integer values 
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_16188 
00D6: if 
0019:   229@ > 0 // integer values 
004D: jump_if_false @CPRACE_16188 
00BA: text_styled 'M_FAIL' 3000 ms 1  // ~r~KLDETS SIKERTELEN!

:CPRACE_16188
0007: 363@(253@,16f) = 99999.0 // floating-point values 
0002: jump @CPRACE_16613 

:CPRACE_16209
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_16238 
03CD: car 379@(253@,16i) remove_from_stuck_car_check 

:CPRACE_16238
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_16548 
062E: (unknown) 395@(253@,16i) 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_16541 
0615: define_action_sequences 37@ 
06AC: 47@ = actor 395@(253@,16i) movement_speed 
0092: 36@ = float_to_integer 47@ 
0012: 36@ *= -100 // integer values 
000A: 36@ += 4000 // integer values 
00D6: if 
001B:   10 > 36@ // integer values 
004D: jump_if_false @CPRACE_16354 
0006: 36@ = 10 // integer values 

:CPRACE_16354
06C7: unknown_action_sequence -1 -1 9 36@ 
0209: 36@ = random_int 0 5 
00D6: if or
0039:   36@ == 0 // integer values 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CPRACE_16430 
06C7: unknown_action_sequence -1 -1 7 200 
06C7: unknown_action_sequence -1 -1 4 250000 
0002: jump @CPRACE_16454 

:CPRACE_16430
06C7: unknown_action_sequence -1 -1 8 200 
06C7: unknown_action_sequence -1 -1 5 250000 

:CPRACE_16454
06C7: unknown_action_sequence -1 -1 6 250000 
06C7: unknown_action_sequence -1 -1 6 250000 
06C7: unknown_action_sequence -1 -1 6 250000 
06C7: unknown_action_sequence -1 -1 6 250000 
05D2: AS_actor -1 run_to_and_hijack_vehicle -1 max_search_radius 100.0 traffic_behavior 2 
0616: define_action_sequences_end 37@ 
0618: assign_actor 395@(253@,16i) to_action_sequences 37@ 
061B: remove_references_to_action_sequences 37@ 

:CPRACE_16541
0002: jump @CPRACE_16599 

:CPRACE_16548
062E: (unknown) 395@(253@,16i) 1490 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_16599 
05D2: AS_actor 395@(253@,16i) run_to_and_hijack_vehicle -1 max_search_radius 100.0 traffic_behavior 2 

:CPRACE_16599
0007: 363@(253@,16f) = 99999.0 // floating-point values 

:CPRACE_16613
0002: jump @CPRACE_16948 

:CPRACE_16620
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_16877 
008B: 448@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 448@ -= 206@ // integer values 
0016: 448@ /= 1000 // integer values 
00D6: if 
001E:   $RACES_NEW_BEST_TIME($RACE_INDEX,30i) > 448@ // integer values 
004D: jump_if_false @CPRACE_16869 
008A: $RACES_NEW_BEST_TIME($RACE_INDEX,30i) = 448@ // integer values and handles 
00D6: if 
0038:   $RACE_INDEX == 25 // integer values 
004D: jump_if_false @CPRACE_16728 
042E: (unknown) 212 448@ 

:CPRACE_16728
00D6: if 
0038:   $RACE_INDEX == 26 // integer values 
004D: jump_if_false @CPRACE_16754 
042E: (unknown) 219 448@ 

:CPRACE_16754
0085: 452@ = 448@ // integer values and handles 
0016: 452@ /= 60 // integer values 
0085: 36@ = 452@ // integer values and handles 
0012: 36@ *= 60 // integer values 
0085: 453@ = 448@ // integer values and handles 
0062: 453@ -= 36@ // integer values 
00D6: if 
001B:   10 > 453@ // integer values 
004D: jump_if_false @CPRACE_16847 
02FD: text_2numbers_lowpriority 'LAPTIM0' 452@ 453@ 5000 ms 1  // j rekord krid: ~1~:0~1~
0002: jump @CPRACE_16869 

:CPRACE_16847
02FD: text_2numbers_lowpriority 'LAPTIME' 452@ 453@ 5000 ms 1  // j rekord krid: ~1~:~1~

:CPRACE_16869
008B: 206@ = $CURRENT_TIME_IN_MS2 // integer values and handles 

:CPRACE_16877
0006: 257@(253@,16i) = 0 // integer values 
0085: 36@ = 257@(253@,16i) // integer values and handles 
0087: 331@(253@,16f) = 454@(36@,82f) // floating-point values only 
0087: 347@(253@,16f) = 536@(36@,82f) // floating-point values only 
0087: 363@(253@,16f) = 618@(36@,82f) // floating-point values only 

:CPRACE_16948
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_17405 
00D6: if 
8043:   not  363@(253@,16f) == 99999.0 // floating-point values 
004D: jump_if_false @CPRACE_17398 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_17066 
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0165: set_marker 54@ color_to 0 
018B: show_on_radar 54@ 2 
0168: show_on_radar 54@ 3 
06D6: destroy_racing_checkpoint 449@ 

:CPRACE_17066
00D6: if and
003B:   257@(253@,16i) == 249@ // integer values 
003B:   273@(253@,16i) == 251@ // integer values 
004D: jump_if_false @CPRACE_17278 
00D6: if 
04A4:   205@ == 3 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_17223 
0085: 36@ = 257@(253@,16i) // integer values and handles 
000E: 36@ -= 1 // integer values 
00D6: if 
001B:   0 > 36@ // integer values 
004D: jump_if_false @CPRACE_17163 
0006: 36@ = 0 // integer values 

:CPRACE_17163
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
0002: jump @CPRACE_17271 

:CPRACE_17223
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_17271
0002: jump @CPRACE_17398 

:CPRACE_17278
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @CPRACE_17398 
0085: 36@ = 257@(253@,16i) // integer values and handles 
000A: 36@ += 1 // integer values 
00D6: if 
003B:   257@(253@,16i) == 249@ // integer values 
004D: jump_if_false @CPRACE_17345 
0006: 36@ = 1 // integer values 

:CPRACE_17345
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_17398
0002: jump @CPRACE_18116 

:CPRACE_17405
00D6: if 
8043:   not  363@(253@,16f) == 99999.0 // floating-point values 
004D: jump_if_false @CPRACE_18116 
00D6: if 
04A9:   actor 395@(253@,16i) driving_helicopter 
004D: jump_if_false @CPRACE_17660 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_17603 
00D6: if 
00DB:   actor 395@(253@,16i) in_car 379@(253@,16i) 
004D: jump_if_false @CPRACE_17546 
04A2: heli 379@(253@,16i) fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 0.0 363@(253@,16f) 
0002: jump @CPRACE_17596 

:CPRACE_17546
03C0: 443@ = actor 395@(253@,16i) car 
04A2: heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 0.0 363@(253@,16f) 

:CPRACE_17596
0002: jump @CPRACE_17653 

:CPRACE_17603
03C0: 443@ = actor 395@(253@,16i) car 
04A2: heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 0.0 363@(253@,16f) 

:CPRACE_17653
0002: jump @CPRACE_18116 

:CPRACE_17660
00D6: if 
04AB:   actor 395@(253@,16i) driving_plane 
004D: jump_if_false @CPRACE_17890 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_17833 
00D6: if 
00DB:   actor 395@(253@,16i) in_car 379@(253@,16i) 
004D: jump_if_false @CPRACE_17776 
04D2: unknown_RC_car 379@(253@,16i) race_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 0.0 363@(253@,16f) 
0002: jump @CPRACE_17826 

:CPRACE_17776
03C0: 443@ = actor 395@(253@,16i) car 
04D2: unknown_RC_car 443@ race_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 0.0 363@(253@,16f) 

:CPRACE_17826
0002: jump @CPRACE_17883 

:CPRACE_17833
03C0: 443@ = actor 395@(253@,16i) car 
04D2: unknown_RC_car 443@ race_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 0.0 363@(253@,16f) 

:CPRACE_17883
0002: jump @CPRACE_18116 

:CPRACE_17890
062E: (unknown) 395@(253@,16i) 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_18116 
062E: (unknown) 395@(253@,16i) 1490 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_18116 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_18068 
05D1: AS_actor 395@(253@,16i) drive_car 379@(253@,16i) to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 716@(253@,16i) 2 
00D6: if 
001D:   257@(253@,16i) > 250@ // integer values 
004D: jump_if_false @CPRACE_18061 
03CD: car 379@(253@,16i) remove_from_stuck_car_check 

:CPRACE_18061
0002: jump @CPRACE_18116 

:CPRACE_18068
05D1: AS_actor 395@(253@,16i) drive_car -1 to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 716@(253@,16i) 2 

:CPRACE_18116
0002: jump @CPRACE_18576 

:CPRACE_18123
00D6: if 
0019:   221@ > 0 // integer values 
004D: jump_if_false @CPRACE_18426 

:CPRACE_18141
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_18419 
00D6: if 
838A:   not car_in_cube 732@ 733@ 734@ 2.5 2.5 2.5 
004D: jump_if_false @CPRACE_18419 
0006: 257@(253@,16i) = 1 // integer values 
0164: disable_marker 412@(253@,16i) 
01C3: remove_references_to_car 379@(253@,16i) // Like turning a car into any random car 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 
0087: 331@(253@,16f) = 732@ // floating-point values only 
0087: 347@(253@,16f) = 733@ // floating-point values only 
0087: 363@(253@,16f) = 734@ // floating-point values only 
0088: $TEMPVAR_ANGLE = 735@ // floating-point values only 
0050: gosub @CPRACE_488 
0129: 395@(253@,16i) = create_actor 4 700@(253@,16i) in_car 379@(253@,16i) driverseat 
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) immune_to_car_headshots 0 
0446: set_actor 395@(253@,16i) immune_to_headshots 0 
0568: set_actor 395@(253@,16i) targetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) jackable 0 
04D8: set_actor 395@(253@,16i) ability_to_swim 0 
0223: set_actor 395@(253@,16i) health_to 500 
04BA: set_car 379@(253@,16i) speed_instantly 25.0 

:CPRACE_18419
0002: jump @CPRACE_18576 

:CPRACE_18426
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // integer values 
004D: jump_if_false @CPRACE_18576 
00D6: if 
001B:   13 > 49@ // integer values 
004D: jump_if_false @CPRACE_18529 
00D6: if or
003B:   257@(442@,16i) == 257@(253@,16i) // integer values 
001D:   257@(253@,16i) > 257@(442@,16i) // integer values 
001D:   257@(253@,16i) > 249@ // integer values 
004D: jump_if_false @CPRACE_18529 
000A: 229@ += 1 // integer values 

:CPRACE_18529
00D6: if 
84AD:   not actor 395@(253@,16i) touching_water 
004D: jump_if_false @CPRACE_18576 
0164: disable_marker 412@(253@,16i) 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 379@(253@,16i) // Like turning a car into any random car 

:CPRACE_18576
000A: 253@ += 1 // integer values 
0002: jump @CPRACE_12351 

:CPRACE_18590
00D6: if 
0019:   256@ > 1 // integer values 
004D: jump_if_false @CPRACE_19517 
038E: draw_box position $6909 $6923 scale $6937 $6951 color 0 0 0 alpha 255 
038E: draw_box position $6908 $6922 scale $6936 $6950 color 134 155 184 alpha 255 
038E: draw_box position $6903 $6917 scale $6931 $6945 color 0 0 0 alpha 255 
00D6: if 
0019:   224@ > 1 // integer values 
004D: jump_if_false @CPRACE_18950 
038E: draw_box position $6910 $6924 scale $6938 $6952 color 0 0 0 alpha 255 
038E: draw_box position $6911 $6925 scale $6939 $6953 color 134 155 184 alpha 255 
038E: draw_box position $6912 $6926 scale $6940 $6954 color 0 0 0 alpha 255 
0085: 36@ = 273@(442@,16i) // integer values and handles 
000A: 36@ += 1 // integer values 
00D6: if 
001D:   36@ > 224@ // integer values 
004D: jump_if_false @CPRACE_18816 
0085: 36@ = 224@ // integer values and handles 

:CPRACE_18816
0050: gosub @CPRACE_47589 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_18863 
0005: $6941 = 0.4235 // floating-point values 
0002: jump @CPRACE_18908 

:CPRACE_18863
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_18898 
0005: $6941 = 0.3786 // floating-point values 
0002: jump @CPRACE_18908 

:CPRACE_18898
0005: $6941 = 0.5 // floating-point values 

:CPRACE_18908
033F: set_text_draw_letter_width_height $6941 $6955 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 600.0 
045B: text_draw_2numbers $6913 $6927 'RACES32' 36@ 224@  // KR ~1~/~1~

:CPRACE_18950
0085: 450@ = 229@ // integer values and handles 
000A: 450@ += 1 // integer values 
0050: gosub @CPRACE_47589 
00D6: if 
0039:   223@ == 1 // integer values 
004D: jump_if_false @CPRACE_19002 
0340: set_text_draw_color 180 25 29 255 

:CPRACE_19002
033F: set_text_draw_letter_width_height $6932 $6946 
00D6: if 
0039:   450@ == 1 // integer values 
004D: jump_if_false @CPRACE_19045 
033E: text_draw $6904 $6918 'ST'  // .

:CPRACE_19045
00D6: if 
0039:   450@ == 2 // integer values 
004D: jump_if_false @CPRACE_19080 
033E: text_draw $6904 $6918 'ND'  // .

:CPRACE_19080
00D6: if 
0039:   450@ == 3 // integer values 
004D: jump_if_false @CPRACE_19115 
033E: text_draw $6904 $6918 'RD'  // .

:CPRACE_19115
00D6: if 
0019:   450@ > 3 // integer values 
004D: jump_if_false @CPRACE_19150 
033E: text_draw $6904 $6918 'TH'  // .

:CPRACE_19150
0050: gosub @CPRACE_47589 
00D6: if 
0039:   223@ == 1 // integer values 
004D: jump_if_false @CPRACE_19187 
0340: set_text_draw_color 180 25 29 255 

:CPRACE_19187
033F: set_text_draw_letter_width_height $6933 $6947 
0342: set_text_draw_centered 1 
045A: text_draw_1number $6905 $6919 'NUMBER' 450@  // ~1~
0050: gosub @CPRACE_47589 
00D6: if 
0039:   223@ == 1 // integer values 
004D: jump_if_false @CPRACE_19256 
0340: set_text_draw_color 180 25 29 255 

:CPRACE_19256
033F: set_text_draw_letter_width_height $6934 $6948 
045A: text_draw_1number $6906 $6920 'OUT_OF' 256@  // /~1~
00D6: if 
001B:   13 > 49@ // integer values 
004D: jump_if_false @CPRACE_19326 
008B: 451@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0064: 451@ -= $6960 // integer values 
0016: 451@ /= 1000 // integer values 

:CPRACE_19326
0085: 452@ = 451@ // integer values and handles 
0016: 452@ /= 60 // integer values 
00D6: if 
0019:   452@ > 99 // integer values 
004D: jump_if_false @CPRACE_19366 
0006: 452@ = 99 // integer values 

:CPRACE_19366
0085: 36@ = 452@ // integer values and handles 
0012: 36@ *= 60 // integer values 
0085: 453@ = 451@ // integer values and handles 
0062: 453@ -= 36@ // integer values 
0050: gosub @CPRACE_47589 
00D6: if 
0039:   222@ == 1 // integer values 
004D: jump_if_false @CPRACE_19434 
0340: set_text_draw_color 180 25 29 255 

:CPRACE_19434
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_width_height $6935 $6949 
00D6: if 
0019:   453@ > 9 // integer values 
004D: jump_if_false @CPRACE_19494 
045B: text_draw_2numbers $6907 $6921 'TIME' 452@ 453@  // ~1~:~1~
0002: jump @CPRACE_19517 

:CPRACE_19494
045B: text_draw_2numbers $6907 $6921 'TIME_0' 452@ 453@  // ~1~:0~1~

:CPRACE_19517
00D6: if 
0038:   $RACE_INDEX == 7 // integer values 
004D: jump_if_false @CPRACE_19542 
0050: gosub @CPRACE_46259 

:CPRACE_19542
00D6: if or
0038:   $RACE_INDEX == 25 // integer values 
0038:   $RACE_INDEX == 26 // integer values 
004D: jump_if_false @CPRACE_19574 
0050: gosub @CPRACE_50975 

:CPRACE_19574
0002: jump @CPRACE_20800 

:CPRACE_19581
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_19761 
00D6: if 
0039:   450@ == 1 // integer values 
004D: jump_if_false @CPRACE_19713 
00D6: if or
0038:   $RACE_INDEX == 7 // integer values 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_19649 
0008: $11269 += 1 // integer values 

:CPRACE_19649
00D6: if 
0038:   $RACE_INDEX == 0 // integer values 
004D: jump_if_false @CPRACE_19701 
01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 1000 
0008: $11261 += 1 // integer values 

:CPRACE_19701
0110: clear_player $PLAYER_CHAR wanted_level 
0002: jump @CPRACE_19761 

:CPRACE_19713
00D6: if or
0038:   $RACE_INDEX == 0 // integer values 
0038:   $RACE_INDEX == 7 // integer values 
0038:   $RACE_INDEX == 8 // integer values 
004D: jump_if_false @CPRACE_19761 
00BA: text_styled 'M_FAIL' 3000 ms 1  // ~r~KLDETS SIKERTELEN!

:CPRACE_19761
014F: stop_timer $6960 
00D6: if 
001E:   $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) > 451@ // integer values 
004D: jump_if_false @CPRACE_19854 
00D6: if 
0039:   256@ == 1 // integer values 
004D: jump_if_false @CPRACE_19823 
008B: 451@ = $6960 // integer values and handles 
0016: 451@ /= 1000 // integer values 

:CPRACE_19823
008A: $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) = 451@ // integer values and handles 
042E: (unknown) 145@($RACE_INDEX,30i) 451@ 
0006: 222@ = 1 // integer values 

:CPRACE_19854
00D6: if 
0019:   256@ > 1 // integer values 
004D: jump_if_false @CPRACE_19926 
00D6: if 
001E:   $RACES_BEST_RESULT($RACE_INDEX,30i) > 450@ // integer values 
004D: jump_if_false @CPRACE_19926 
008A: $RACES_BEST_RESULT($RACE_INDEX,30i) = 450@ // integer values and handles 
0582: save_hotring_best_result 175@($RACE_INDEX,30i) 450@ 
0006: 223@ = 1 // integer values 

:CPRACE_19926
0005: $6903 = 208.0665 // floating-point values 
0005: $6917 = 297.9241 // floating-point values 
0005: $6931 = 474.2788 // floating-point values 
0005: $6945 = 383.4714 // floating-point values 
0005: $6904 = 229.648 // floating-point values 
0005: $6918 = 313.8785 // floating-point values 
0005: $6932 = 0.5858 // floating-point values 
0005: $6946 = 2.5296 // floating-point values 
0005: $6905 = 455.3051 // floating-point values 
0005: $6933 = 0.4116 // floating-point values 
0005: $6920 = 339.1096 // floating-point values 
0005: $6934 = 0.5858 // floating-point values 
0050: gosub @CPRACE_48580 
0084: $6960 = $CURRENT_TIME_IN_MS2 // integer values and handles 
0008: $6960 += 8000 // integer values 
0006: 49@ = 14 // integer values 
0002: jump @CPRACE_20800 

:CPRACE_20083
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_20121 
0086: $6932 = $6934 // floating-point values only 
0002: jump @CPRACE_20129 

:CPRACE_20121
0086: $6932 = $6933 // floating-point values only 

:CPRACE_20129
00D6: if 
0039:   256@ == 1 // integer values 
004D: jump_if_false @CPRACE_20197 
0086: $TEMPVAR_FLOAT_2 = $6917 // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 25.0 // floating-point values 
0937: (unknown) $6903 $TEMPVAR_FLOAT_2 $6931 $6945 'DUMMY' 3 
0002: jump @CPRACE_20272 

:CPRACE_20197
00D6: if 
0039:   450@ == 1 // integer values 
004D: jump_if_false @CPRACE_20247 
0937: (unknown) $6903 $6917 $6931 $6945 'RACES18' 3  // Gyztl!
0002: jump @CPRACE_20272 

:CPRACE_20247
0937: (unknown) $6903 $6917 $6931 $6945 'RACES_8' 3  // Vesztettl!

:CPRACE_20272
00D6: if 
0019:   256@ > 1 // integer values 
004D: jump_if_false @CPRACE_20544 
0050: gosub @CPRACE_47589 
0341: unknown_text_stuff 1 
033F: set_text_draw_letter_width_height $6932 $6946 
00D6: if 
0039:   223@ == 1 // integer values 
004D: jump_if_false @CPRACE_20351 
033E: text_draw $6904 $6918 'TOP_POS'  // j legjobb helyezs:
0002: jump @CPRACE_20368 

:CPRACE_20351
033E: text_draw $6904 $6918 'RACES30'  // Helyezs:

:CPRACE_20368
0050: gosub @CPRACE_47589 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_width_height $6932 $6946 
0340: set_text_draw_color 180 180 180 255 
00D6: if 
0039:   450@ == 1 // integer values 
004D: jump_if_false @CPRACE_20436 
033E: text_draw $6905 $6918 'RACES26'  // Els

:CPRACE_20436
00D6: if 
0039:   450@ == 2 // integer values 
004D: jump_if_false @CPRACE_20471 
033E: text_draw $6905 $6918 'RACES27'  // Msodik

:CPRACE_20471
00D6: if 
0039:   450@ == 3 // integer values 
004D: jump_if_false @CPRACE_20506 
033E: text_draw $6905 $6918 'RACES28'  // Harmadik

:CPRACE_20506
00D6: if 
0019:   450@ > 3 // integer values 
004D: jump_if_false @CPRACE_20544 
045A: text_draw_1number $6905 $6918 'RACES29' 450@  // ~1~.

:CPRACE_20544
0050: gosub @CPRACE_47589 
0341: unknown_text_stuff 1 
033F: set_text_draw_letter_width_height $6932 $6946 
00D6: if 
0039:   222@ == 1 // integer values 
004D: jump_if_false @CPRACE_20605 
033E: text_draw $6904 $6920 'TOPTIME'  // j rekordid:
0002: jump @CPRACE_20622 

:CPRACE_20605
033E: text_draw $6904 $6920 'RACES31'  // Id:

:CPRACE_20622
0085: 452@ = 451@ // integer values and handles 
0016: 452@ /= 60 // integer values 
0085: 36@ = 452@ // integer values and handles 
0012: 36@ *= 60 // integer values 
0085: 453@ = 451@ // integer values and handles 
0062: 453@ -= 36@ // integer values 
0050: gosub @CPRACE_47589 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_width_height $6932 $6946 
0340: set_text_draw_color 180 180 180 255 
00D6: if 
0019:   453@ > 9 // integer values 
004D: jump_if_false @CPRACE_20749 
045B: text_draw_2numbers $6905 $6920 'TIME' 452@ 453@  // ~1~:~1~
0002: jump @CPRACE_20772 

:CPRACE_20749
045B: text_draw_2numbers $6905 $6920 'TIME_0' 452@ 453@  // ~1~:0~1~

:CPRACE_20772
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // integer values 
004D: jump_if_false @CPRACE_20793 
0051: return 

:CPRACE_20793
0002: jump @CPRACE_20800 

:CPRACE_20800
0002: jump @CPRACE_2634 

:CPRACE_20807
0871: init_jump_table $RACE_INDEX total_jumps 27 0 @CPRACE_46257 jumps 0 @CPRACE_21065 1 @CPRACE_21611 2 @CPRACE_22053 3 @CPRACE_22735 4 @CPRACE_23417 5 @CPRACE_24159 6 @CPRACE_25111 
0872: jump_table_jumps 7 @CPRACE_26033 8 @CPRACE_27087 9 @CPRACE_28201 10 @CPRACE_28889 11 @CPRACE_29607 12 @CPRACE_30199 13 @CPRACE_30797 14 @CPRACE_32145 15 @CPRACE_33523 
0872: jump_table_jumps 16 @CPRACE_34451 17 @CPRACE_35313 18 @CPRACE_36235 19 @CPRACE_36977 20 @CPRACE_38115 21 @CPRACE_40063 22 @CPRACE_42251 23 @CPRACE_43149 24 @CPRACE_44047 
0872: jump_table_jumps 25 @CPRACE_44975 26 @CPRACE_45524 -1 @CPRACE_46257 -1 @CPRACE_46257 -1 @CPRACE_46257 -1 @CPRACE_46257 -1 @CPRACE_46257 -1 @CPRACE_46257 -1 @CPRACE_46257 

:CPRACE_21065
0007: 454@ = 1492.407 // floating-point values 
0007: 536@ = -1872.365 // floating-point values 
0007: 618@ = 15.8 // floating-point values 
0007: 455@ = 1384.262 // floating-point values 
0007: 537@ = -1872.015 // floating-point values 
0007: 619@ = 12.3828 // floating-point values 
0007: 456@ = 1075.442 // floating-point values 
0007: 538@ = -1851.978 // floating-point values 
0007: 620@ = 12.391 // floating-point values 
0007: 457@ = 647.3663 // floating-point values 
0007: 539@ = -1734.185 // floating-point values 
0007: 621@ = 12.4844 // floating-point values 
0007: 458@ = 627.2474 // floating-point values 
0007: 540@ = -1228.55 // floating-point values 
0007: 622@ = 16.9893 // floating-point values 
0007: 459@ = 497.0043 // floating-point values 
0007: 541@ = -1282.818 // floating-point values 
0007: 623@ = 14.6513 // floating-point values 
0007: 460@ = 500.412 // floating-point values 
0007: 542@ = -1326.649 // floating-point values 
0007: 624@ = 14.8178 // floating-point values 
0007: 461@ = 401.0033 // floating-point values 
0007: 543@ = -1404.457 // floating-point values 
0007: 625@ = 32.8973 // floating-point values 
0007: 462@ = 420.3067 // floating-point values 
0007: 544@ = -1450.714 // floating-point values 
0007: 626@ = 29.5842 // floating-point values 
0007: 463@ = 329.1244 // floating-point values 
0007: 545@ = -1631.112 // floating-point values 
0007: 627@ = 32.1247 // floating-point values 
0007: 464@ = 366.4376 // floating-point values 
0007: 546@ = -1647.348 // floating-point values 
0007: 628@ = 31.7176 // floating-point values 
0007: 465@ = 369.98 // floating-point values 
0007: 547@ = -2030.34 // floating-point values 
0007: 629@ = 5.55 // floating-point values 
0006: 250@ = 12 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 133 
04AF: 701@ = unknown_wav_reference 217 
04AF: 702@ = unknown_wav_reference 157 
04AF: 703@ = unknown_wav_reference 248 
04AF: 704@ = unknown_wav_reference 290 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 517 
04AF: 717@ = unknown_wav_reference 534 
04AF: 718@ = unknown_wav_reference 517 
04AF: 719@ = unknown_wav_reference 536 
04AF: 720@ = unknown_wav_reference 567 
04AF: 721@ = unknown_wav_reference 536 
0006: 209@ = 6 // integer values 
0006: 215@ = 0 // integer values 
0006: 210@ = 8 // integer values 
0006: 216@ = 0 // integer values 
0006: 211@ = 2 // integer values 
0006: 217@ = 1 // integer values 
0006: 212@ = 0 // integer values 
0006: 218@ = 0 // integer values 
0006: 213@ = 3 // integer values 
0006: 219@ = 3 // integer values 
0002: jump @CPRACE_46257 

:CPRACE_21611
0007: 454@ = 2875.192 // floating-point values 
0007: 536@ = -1458.85 // floating-point values 
0007: 618@ = 10.5892 // floating-point values 
0007: 455@ = 2875.362 // floating-point values 
0007: 537@ = -1404.768 // floating-point values 
0007: 619@ = 10.7143 // floating-point values 
0007: 456@ = 2797.037 // floating-point values 
0007: 538@ = -1291.152 // floating-point values 
0007: 620@ = 41.389 // floating-point values 
0007: 457@ = 2609.984 // floating-point values 
0007: 539@ = -1256.458 // floating-point values 
0007: 621@ = 47.9322 // floating-point values 
0007: 458@ = 2371.282 // floating-point values 
0007: 540@ = -1280.477 // floating-point values 
0007: 622@ = 23.6341 // floating-point values 
0007: 459@ = 2450.557 // floating-point values 
0007: 541@ = -1444.24 // floating-point values 
0007: 623@ = 23.6318 // floating-point values 
0007: 460@ = 2618.436 // floating-point values 
0007: 542@ = -1444.826 // floating-point values 
0007: 624@ = 31.6234 // floating-point values 
0007: 461@ = 2657.3 // floating-point values 
0007: 543@ = -1404.327 // floating-point values 
0007: 625@ = 30.0795 // floating-point values 
0007: 462@ = 2680.506 // floating-point values 
0007: 544@ = -1489.556 // floating-point values 
0007: 626@ = 30.2098 // floating-point values 
0007: 463@ = 2755.952 // floating-point values 
0007: 545@ = -1488.515 // floating-point values 
0007: 627@ = 29.3812 // floating-point values 
0087: 464@ = 454@ // floating-point values only 
0087: 546@ = 536@ // floating-point values only 
0087: 628@ = 618@ // floating-point values only 
0006: 250@ = 11 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 461 
04AF: 717@ = unknown_wav_reference 521 
04AF: 718@ = unknown_wav_reference 522 
04AF: 719@ = unknown_wav_reference 461 
04AF: 720@ = unknown_wav_reference 521 
04AF: 721@ = unknown_wav_reference 522 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_22053
0007: 454@ = 261.7816 // floating-point values 
0007: 536@ = -1243.111 // floating-point values 
0007: 618@ = 71.8851 // floating-point values 
0007: 455@ = 312.9973 // floating-point values 
0007: 537@ = -1206.853 // floating-point values 
0007: 619@ = 74.9057 // floating-point values 
0007: 456@ = 440.3485 // floating-point values 
0007: 538@ = -1186.672 // floating-point values 
0007: 620@ = 67.2076 // floating-point values 
0007: 457@ = 623.8817 // floating-point values 
0007: 539@ = -1109.967 // floating-point values 
0007: 621@ = 45.6186 // floating-point values 
0007: 458@ = 745.0934 // floating-point values 
0007: 540@ = -951.0351 // floating-point values 
0007: 622@ = 53.766 // floating-point values 
0007: 459@ = 873.6384 // floating-point values 
0007: 541@ = -860.0975 // floating-point values 
0007: 623@ = 76.5242 // floating-point values 
0007: 460@ = 1053.818 // floating-point values 
0007: 542@ = -777.5837 // floating-point values 
0007: 624@ = 104.7803 // floating-point values 
0007: 461@ = 1248.368 // floating-point values 
0007: 543@ = -731.3474 // floating-point values 
0007: 625@ = 93.7346 // floating-point values 
0007: 462@ = 1372.402 // floating-point values 
0007: 544@ = -675.6946 // floating-point values 
0007: 626@ = 92.6217 // floating-point values 
0007: 463@ = 1328.011 // floating-point values 
0007: 545@ = -583.8703 // floating-point values 
0007: 627@ = 93.4113 // floating-point values 
0007: 464@ = 1167.314 // floating-point values 
0007: 546@ = -633.0795 // floating-point values 
0007: 628@ = 102.7501 // floating-point values 
0007: 465@ = 968.4116 // floating-point values 
0007: 547@ = -646.252 // floating-point values 
0007: 629@ = 120.7201 // floating-point values 
0007: 466@ = 791.077 // floating-point values 
0007: 548@ = -800.4396 // floating-point values 
0007: 630@ = 65.0537 // floating-point values 
0007: 467@ = 620.9355 // floating-point values 
0007: 549@ = -905.8031 // floating-point values 
0007: 631@ = 62.1261 // floating-point values 
0007: 468@ = 454.9853 // floating-point values 
0007: 550@ = -1013.546 // floating-point values 
0007: 632@ = 92.0091 // floating-point values 
0007: 469@ = 276.8912 // floating-point values 
0007: 551@ = -1104.159 // floating-point values 
0007: 633@ = 80.0612 // floating-point values 
0007: 470@ = 141.6012 // floating-point values 
0007: 552@ = -1247.267 // floating-point values 
0007: 634@ = 43.792 // floating-point values 
0007: 471@ = 192.4688 // floating-point values 
0007: 553@ = -1380.597 // floating-point values 
0007: 635@ = 47.6608 // floating-point values 
0087: 472@ = 454@ // floating-point values only 
0087: 554@ = 536@ // floating-point values only 
0087: 636@ = 618@ // floating-point values only 
0006: 250@ = 19 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 461 
04AF: 717@ = unknown_wav_reference 521 
04AF: 718@ = unknown_wav_reference 522 
04AF: 719@ = unknown_wav_reference 461 
04AF: 720@ = unknown_wav_reference 521 
04AF: 721@ = unknown_wav_reference 521 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_22735
0007: 454@ = 1927.48 // floating-point values 
0007: 536@ = -1515.516 // floating-point values 
0007: 618@ = 2.2978 // floating-point values 
0007: 455@ = 2018.4 // floating-point values 
0007: 537@ = -1515.405 // floating-point values 
0007: 619@ = 2.4054 // floating-point values 
0007: 456@ = 2179.006 // floating-point values 
0007: 538@ = -1559.661 // floating-point values 
0007: 620@ = 1.1797 // floating-point values 
0007: 457@ = 2370.138 // floating-point values 
0007: 539@ = -1619.553 // floating-point values 
0007: 621@ = 7.3323 // floating-point values 
0007: 458@ = 2570.841 // floating-point values 
0007: 540@ = -1619.056 // floating-point values 
0007: 622@ = 17.6841 // floating-point values 
0007: 459@ = 2756.846 // floating-point values 
0007: 541@ = -1657.173 // floating-point values 
0007: 623@ = 11.5191 // floating-point values 
0007: 460@ = 2915.178 // floating-point values 
0007: 542@ = -1534.362 // floating-point values 
0007: 624@ = 9.875 // floating-point values 
0007: 461@ = 2916.228 // floating-point values 
0007: 543@ = -1333.491 // floating-point values 
0007: 625@ = 9.875 // floating-point values 
0007: 462@ = 2819.331 // floating-point values 
0007: 544@ = -1142.638 // floating-point values 
0007: 626@ = 15.7018 // floating-point values 
0007: 463@ = 2622.646 // floating-point values 
0007: 545@ = -1152.872 // floating-point values 
0007: 627@ = 50.4181 // floating-point values 
0007: 464@ = 2423.186 // floating-point values 
0007: 546@ = -1154.169 // floating-point values 
0007: 628@ = 30.5642 // floating-point values 
0007: 465@ = 2167.046 // floating-point values 
0007: 547@ = -1101.915 // floating-point values 
0007: 629@ = 24.3864 // floating-point values 
0007: 466@ = 2006.077 // floating-point values 
0007: 548@ = -1027.839 // floating-point values 
0007: 630@ = 34.3152 // floating-point values 
0007: 467@ = 1835.824 // floating-point values 
0007: 549@ = -991.5906 // floating-point values 
0007: 631@ = 35.8824 // floating-point values 
0007: 468@ = 1636.313 // floating-point values 
0007: 550@ = -1005.15 // floating-point values 
0007: 632@ = 49.8831 // floating-point values 
0007: 469@ = 1617.024 // floating-point values 
0007: 551@ = -1215.833 // floating-point values 
0007: 633@ = 51.0566 // floating-point values 
0007: 470@ = 1577.972 // floating-point values 
0007: 552@ = -1417.831 // floating-point values 
0007: 634@ = 27.6154 // floating-point values 
0007: 471@ = 1722.823 // floating-point values 
0007: 553@ = -1525.932 // floating-point values 
0007: 635@ = 18.3927 // floating-point values 
0087: 472@ = 454@ // floating-point values only 
0087: 554@ = 536@ // floating-point values only 
0087: 636@ = 618@ // floating-point values only 
0006: 250@ = 19 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 461 
04AF: 717@ = unknown_wav_reference 521 
04AF: 718@ = unknown_wav_reference 522 
04AF: 719@ = unknown_wav_reference 461 
04AF: 720@ = unknown_wav_reference 521 
04AF: 721@ = unknown_wav_reference 521 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_23417
0007: 454@ = 1357.656 // floating-point values 
0007: 536@ = -1361.67 // floating-point values 
0007: 618@ = 12.3828 // floating-point values 
0007: 455@ = 1357.689 // floating-point values 
0007: 537@ = -1186.404 // floating-point values 
0007: 619@ = 20.2744 // floating-point values 
0007: 456@ = 1369.741 // floating-point values 
0007: 538@ = -1000.526 // floating-point values 
0007: 620@ = 27.02 // floating-point values 
0007: 457@ = 1505.818 // floating-point values 
0007: 539@ = -868.7814 // floating-point values 
0007: 621@ = 61.0462 // floating-point values 
0007: 458@ = 1452.794 // floating-point values 
0007: 540@ = -711.5325 // floating-point values 
0007: 622@ = 89.8766 // floating-point values 
0007: 459@ = 1253.572 // floating-point values 
0007: 541@ = -729.2587 // floating-point values 
0007: 623@ = 93.4292 // floating-point values 
0007: 460@ = 1059.306 // floating-point values 
0007: 542@ = -775.9847 // floating-point values 
0007: 624@ = 105.3241 // floating-point values 
0007: 461@ = 878.665 // floating-point values 
0007: 543@ = -858.1913 // floating-point values 
0007: 625@ = 76.8826 // floating-point values 
0007: 462@ = 721.7916 // floating-point values 
0007: 544@ = -980.4561 // floating-point values 
0007: 626@ = 51.9555 // floating-point values 
0007: 463@ = 571.0251 // floating-point values 
0007: 545@ = -1045.203 // floating-point values 
0007: 627@ = 72.2876 // floating-point values 
0007: 464@ = 373.2952 // floating-point values 
0007: 546@ = -1075.644 // floating-point values 
0007: 628@ = 72.8049 // floating-point values 
0007: 465@ = 288.4963 // floating-point values 
0007: 547@ = -1249.747 // floating-point values 
0007: 629@ = 72.721 // floating-point values 
0007: 466@ = 481.2224 // floating-point values 
0007: 548@ = -1240.976 // floating-point values 
0007: 630@ = 19.3512 // floating-point values 
0007: 467@ = 518.334 // floating-point values 
0007: 549@ = -1377.603 // floating-point values 
0007: 631@ = 14.9457 // floating-point values 
0007: 468@ = 448.0064 // floating-point values 
0007: 550@ = -1540.832 // floating-point values 
0007: 632@ = 27.8796 // floating-point values 
0007: 469@ = 487.4595 // floating-point values 
0007: 551@ = -1661.575 // floating-point values 
0007: 633@ = 20.74 // floating-point values 
0007: 470@ = 687.2253 // floating-point values 
0007: 552@ = -1673.48 // floating-point values 
0007: 634@ = 10.7959 // floating-point values 
0007: 471@ = 866.4786 // floating-point values 
0007: 553@ = -1584.698 // floating-point values 
0007: 635@ = 12.3828 // floating-point values 
0007: 472@ = 1066.729 // floating-point values 
0007: 554@ = -1572.305 // floating-point values 
0007: 636@ = 12.375 // floating-point values 
0007: 473@ = 1261.214 // floating-point values 
0007: 555@ = -1572.243 // floating-point values 
0007: 637@ = 12.3906 // floating-point values 
0087: 474@ = 454@ // floating-point values only 
0087: 556@ = 536@ // floating-point values only 
0087: 638@ = 618@ // floating-point values only 
0006: 250@ = 21 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 558 
04AF: 717@ = unknown_wav_reference 555 
04AF: 718@ = unknown_wav_reference 496 
04AF: 719@ = unknown_wav_reference 555 
04AF: 720@ = unknown_wav_reference 405 
04AF: 721@ = unknown_wav_reference 550 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_24159
0007: 454@ = 852.0544 // floating-point values 
0007: 536@ = -1405.622 // floating-point values 
0007: 618@ = 12.217 // floating-point values 
0007: 455@ = 1102.789 // floating-point values 
0007: 537@ = -1405.766 // floating-point values 
0007: 619@ = 12.428 // floating-point values 
0007: 456@ = 1353.038 // floating-point values 
0007: 538@ = -1405.544 // floating-point values 
0007: 620@ = 12.3251 // floating-point values 
0007: 457@ = 1600.965 // floating-point values 
0007: 539@ = -1440.852 // floating-point values 
0007: 621@ = 12.3828 // floating-point values 
0007: 458@ = 1850.622 // floating-point values 
0007: 540@ = -1461.777 // floating-point values 
0007: 622@ = 12.3984 // floating-point values 
0007: 454@ = 831.7679 // floating-point values 
0007: 536@ = -1405.588 // floating-point values 
0007: 618@ = 12.3849 // floating-point values 
0007: 455@ = 1031.822 // floating-point values 
0007: 537@ = -1405.615 // floating-point values 
0007: 619@ = 12.0966 // floating-point values 
0007: 456@ = 1232.144 // floating-point values 
0007: 538@ = -1405.732 // floating-point values 
0007: 620@ = 12.0633 // floating-point values 
0007: 457@ = 1429.508 // floating-point values 
0007: 539@ = -1439.091 // floating-point values 
0007: 621@ = 12.3828 // floating-point values 
0007: 458@ = 1630.18 // floating-point values 
0007: 540@ = -1440.858 // floating-point values 
0007: 622@ = 12.3828 // floating-point values 
0007: 459@ = 1829.527 // floating-point values 
0007: 541@ = -1460.804 // floating-point values 
0007: 623@ = 12.3448 // floating-point values 
0007: 460@ = 2029.979 // floating-point values 
0007: 542@ = -1463.381 // floating-point values 
0007: 624@ = 14.4553 // floating-point values 
0007: 461@ = 2175.822 // floating-point values 
0007: 543@ = -1384.403 // floating-point values 
0007: 625@ = 22.8281 // floating-point values 
0007: 462@ = 2342.426 // floating-point values 
0007: 544@ = -1442.324 // floating-point values 
0007: 626@ = 22.8281 // floating-point values 
0007: 463@ = 2191.875 // floating-point values 
0007: 545@ = -1545.934 // floating-point values 
0007: 627@ = 1.1724 // floating-point values 
0007: 464@ = 1997.078 // floating-point values 
0007: 546@ = -1499.951 // floating-point values 
0007: 628@ = 2.3804 // floating-point values 
0007: 465@ = 1797.064 // floating-point values 
0007: 547@ = -1500.874 // floating-point values 
0007: 629@ = 6.8307 // floating-point values 
0007: 466@ = 1641.002 // floating-point values 
0007: 548@ = -1439.345 // floating-point values 
0007: 630@ = 27.0747 // floating-point values 
0007: 467@ = 1627.555 // floating-point values 
0007: 549@ = -1280.703 // floating-point values 
0007: 631@ = 41.885 // floating-point values 
0007: 468@ = 1683.507 // floating-point values 
0007: 550@ = -1089.012 // floating-point values 
0007: 632@ = 55.7917 // floating-point values 
0007: 469@ = 1566.054 // floating-point values 
0007: 551@ = -927.5945 // floating-point values 
0007: 633@ = 42.7541 // floating-point values 
0007: 470@ = 1366.105 // floating-point values 
0007: 552@ = -933.6759 // floating-point values 
0007: 634@ = 33.1953 // floating-point values 
0007: 471@ = 1166.087 // floating-point values 
0007: 553@ = -941.9011 // floating-point values 
0007: 635@ = 41.8697 // floating-point values 
0007: 472@ = 966.715 // floating-point values 
0007: 554@ = -962.2038 // floating-point values 
0007: 636@ = 38.1905 // floating-point values 
0007: 473@ = 784.2582 // floating-point values 
0007: 555@ = -1043.979 // floating-point values 
0007: 637@ = 23.6177 // floating-point values 
0007: 474@ = 677.2552 // floating-point values 
0007: 556@ = -1164.128 // floating-point values 
0007: 638@ = 14.164 // floating-point values 
0007: 475@ = 627.7037 // floating-point values 
0007: 557@ = -1337.904 // floating-point values 
0007: 639@ = 12.4227 // floating-point values 
0087: 476@ = 454@ // floating-point values only 
0087: 558@ = 536@ // floating-point values only 
0087: 640@ = 618@ // floating-point values only 
0006: 250@ = 23 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 429 
04AF: 717@ = unknown_wav_reference 541 
04AF: 718@ = unknown_wav_reference 402 
04AF: 719@ = unknown_wav_reference 429 
04AF: 720@ = unknown_wav_reference 541 
04AF: 721@ = unknown_wav_reference 506 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_25111
0007: 454@ = 1331.926 // floating-point values 
0007: 536@ = -2280.51 // floating-point values 
0007: 618@ = 13.1732 // floating-point values 
0007: 455@ = 1331.775 // floating-point values 
0007: 537@ = -2541.682 // floating-point values 
0007: 619@ = 13.1765 // floating-point values 
0007: 456@ = 1544.308 // floating-point values 
0007: 538@ = -2684.983 // floating-point values 
0007: 620@ = 7.5074 // floating-point values 
0007: 457@ = 1945.946 // floating-point values 
0007: 539@ = -2685.131 // floating-point values 
0007: 621@ = 6.5549 // floating-point values 
0007: 458@ = 2175.141 // floating-point values 
0007: 540@ = -2557.994 // floating-point values 
0007: 622@ = 13.173 // floating-point values 
0007: 459@ = 2352.719 // floating-point values 
0007: 541@ = -2222.223 // floating-point values 
0007: 623@ = 13.1737 // floating-point values 
0007: 460@ = 2740.522 // floating-point values 
0007: 542@ = -2168.782 // floating-point values 
0007: 624@ = 10.7349 // floating-point values 
0007: 461@ = 2844.832 // floating-point values 
0007: 543@ = -1812.965 // floating-point values 
0007: 625@ = 10.6737 // floating-point values 
0007: 462@ = 2926.094 // floating-point values 
0007: 544@ = -1421.263 // floating-point values 
0007: 626@ = 10.657 // floating-point values 
0007: 463@ = 2888.946 // floating-point values 
0007: 545@ = -1022.685 // floating-point values 
0007: 627@ = 10.6607 // floating-point values 
0007: 464@ = 2896.483 // floating-point values 
0007: 546@ = -621.0989 // floating-point values 
0007: 628@ = 10.63 // floating-point values 
0007: 465@ = 2718.623 // floating-point values 
0007: 547@ = -273.2495 // floating-point values 
0007: 629@ = 27.6705 // floating-point values 
0007: 466@ = 2774.299 // floating-point values 
0007: 548@ = 119.9424 // floating-point values 
0007: 630@ = 22.8712 // floating-point values 
0007: 467@ = 2612.82 // floating-point values 
0007: 549@ = 327.3945 // floating-point values 
0007: 631@ = 25.6764 // floating-point values 
0007: 468@ = 2213.983 // floating-point values 
0007: 550@ = 324.9601 // floating-point values 
0007: 632@ = 32.5307 // floating-point values 
0007: 469@ = 1817.184 // floating-point values 
0007: 551@ = 278.3323 // floating-point values 
0007: 633@ = 21.5314 // floating-point values 
0007: 470@ = 1621.185 // floating-point values 
0007: 552@ = 312.8743 // floating-point values 
0007: 634@ = 20.8534 // floating-point values 
0007: 471@ = 1608.029 // floating-point values 
0007: 553@ = 372.27 // floating-point values 
0007: 635@ = 26.4284 // floating-point values 
0007: 472@ = 1658.672 // floating-point values 
0007: 554@ = 317.3336 // floating-point values 
0007: 636@ = 30.0474 // floating-point values 
0007: 473@ = 1651.536 // floating-point values 
0007: 555@ = -68.8376 // floating-point values 
0007: 637@ = 35.9156 // floating-point values 
0007: 474@ = 1668.653 // floating-point values 
0007: 556@ = -369.1116 // floating-point values 
0007: 638@ = 34.3923 // floating-point values 
0007: 475@ = 1699.785 // floating-point values 
0007: 557@ = -665.8258 // floating-point values 
0007: 639@ = 43.3311 // floating-point values 
0007: 476@ = 1640.03 // floating-point values 
0007: 558@ = -1062.329 // floating-point values 
0007: 640@ = 60.8035 // floating-point values 
0007: 477@ = 1594.408 // floating-point values 
0007: 559@ = -1457.834 // floating-point values 
0007: 641@ = 28.3679 // floating-point values 
0007: 478@ = 1622.355 // floating-point values 
0007: 560@ = -1856.504 // floating-point values 
0007: 642@ = 25.4707 // floating-point values 
0007: 479@ = 1452.159 // floating-point values 
0007: 561@ = -2117.271 // floating-point values 
0007: 643@ = 13.1726 // floating-point values 
0087: 480@ = 454@ // floating-point values only 
0087: 562@ = 536@ // floating-point values only 
0087: 644@ = 618@ // floating-point values only 
0006: 250@ = 27 // integer values 
0006: 256@ = 4 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 451 
04AF: 717@ = unknown_wav_reference 429 
04AF: 718@ = unknown_wav_reference 415 
04AF: 719@ = unknown_wav_reference 541 
04AF: 720@ = unknown_wav_reference 451 
04AF: 721@ = unknown_wav_reference 411 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_26033
0007: 454@ = 1559.983 // floating-point values 
0007: 536@ = 17.468 // floating-point values 
0007: 618@ = 26.1563 // floating-point values 
0007: 455@ = 1556.426 // floating-point values 
0007: 537@ = -94.0345 // floating-point values 
0007: 619@ = 19.4957 // floating-point values 
0007: 456@ = 1434.738 // floating-point values 
0007: 538@ = -214.9645 // floating-point values 
0007: 620@ = 7.3527 // floating-point values 
0007: 457@ = 1321.254 // floating-point values 
0007: 539@ = -195.8984 // floating-point values 
0007: 621@ = 15.7447 // floating-point values 
0007: 458@ = 1211.007 // floating-point values 
0007: 540@ = -102.6927 // floating-point values 
0007: 622@ = 39.3603 // floating-point values 
0007: 459@ = 892.2923 // floating-point values 
0007: 541@ = -88.1123 // floating-point values 
0007: 623@ = 22.4405 // floating-point values 
0007: 460@ = 789.9247 // floating-point values 
0007: 542@ = -124.3171 // floating-point values 
0007: 624@ = 21.3365 // floating-point values 
0007: 461@ = 659.6545 // floating-point values 
0007: 543@ = -196.7497 // floating-point values 
0007: 625@ = 11.7663 // floating-point values 
0007: 462@ = 419.4744 // floating-point values 
0007: 544@ = -302.5507 // floating-point values 
0007: 626@ = 6.446 // floating-point values 
0007: 463@ = 289.8085 // floating-point values 
0007: 545@ = -380.3828 // floating-point values 
0007: 627@ = 7.8753 // floating-point values 
0007: 464@ = 207.4451 // floating-point values 
0007: 546@ = -298.923 // floating-point values 
0007: 628@ = 0.4375 // floating-point values 
0007: 465@ = 182.497 // floating-point values 
0007: 547@ = -217.8004 // floating-point values 
0007: 629@ = 0.4216 // floating-point values 
0007: 466@ = 22.0727 // floating-point values 
0007: 548@ = -207.7681 // floating-point values 
0007: 630@ = 0.5827 // floating-point values 
0007: 467@ = -114.231 // floating-point values 
0007: 549@ = -132.3417 // floating-point values 
0007: 631@ = 2.1236 // floating-point values 
0007: 468@ = -38.4818 // floating-point values 
0007: 550@ = 140.8613 // floating-point values 
0007: 632@ = 2.1234 // floating-point values 
0007: 469@ = -141.4718 // floating-point values 
0007: 551@ = 187.6611 // floating-point values 
0007: 633@ = 6.2406 // floating-point values 
0007: 470@ = -329.7878 // floating-point values 
0007: 552@ = 173.921 // floating-point values 
0007: 634@ = 5.403 // floating-point values 
0007: 471@ = -507.6872 // floating-point values 
0007: 553@ = 221.0444 // floating-point values 
0007: 635@ = 8.7633 // floating-point values 
0007: 472@ = -661.1096 // floating-point values 
0007: 554@ = 226.3879 // floating-point values 
0007: 636@ = 16.7064 // floating-point values 
0007: 473@ = -618.4406 // floating-point values 
0007: 555@ = -67.8995 // floating-point values 
0007: 637@ = 62.3489 // floating-point values 
0007: 474@ = -507.8417 // floating-point values 
0007: 556@ = -45.9077 // floating-point values 
0007: 638@ = 59.2556 // floating-point values 
0007: 475@ = -520.6511 // floating-point values 
0007: 557@ = 79.6011 // floating-point values 
0007: 639@ = 32.2117 // floating-point values 
0007: 476@ = -715.4454 // floating-point values 
0007: 558@ = 225.1288 // floating-point values 
0007: 640@ = 0.2899 // floating-point values 
0007: 477@ = -770.0811 // floating-point values 
0007: 559@ = 130.1324 // floating-point values 
0007: 641@ = 9.4651 // floating-point values 
0007: 478@ = -738.1151 // floating-point values 
0007: 560@ = 25.555 // floating-point values 
0007: 642@ = 32.2336 // floating-point values 
0007: 479@ = -885.785 // floating-point values 
0007: 561@ = -41.3927 // floating-point values 
0007: 643@ = 33.2347 // floating-point values 
0007: 480@ = -716.4521 // floating-point values 
0007: 562@ = 5.1206 // floating-point values 
0007: 644@ = 59.1055 // floating-point values 
0007: 481@ = -759.2693 // floating-point values 
0007: 563@ = -92.0455 // floating-point values 
0007: 645@ = 64.8686 // floating-point values 
0007: 482@ = -826.881 // floating-point values 
0007: 564@ = -167.7603 // floating-point values 
0007: 646@ = 64.99 // floating-point values 
0007: 483@ = -728.9467 // floating-point values 
0007: 565@ = -173.5218 // floating-point values 
0007: 647@ = 65.1248 // floating-point values 
0007: 484@ = -544.8638 // floating-point values 
0007: 566@ = -189.4458 // floating-point values 
0007: 648@ = 77.8383 // floating-point values 
0006: 250@ = 31 // integer values 
0006: 256@ = 4 // integer values 
04AF: 700@ = unknown_wav_reference 101 
04AF: 701@ = unknown_wav_reference 23 
04AF: 702@ = unknown_wav_reference 290 
04AF: 703@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 439 
04AF: 717@ = unknown_wav_reference 475 
04AF: 718@ = unknown_wav_reference 526 
04AF: 719@ = unknown_wav_reference 475 
0006: 209@ = 4 // integer values 
0006: 215@ = 80 // integer values 
0006: 210@ = 3 // integer values 
0006: 216@ = 80 // integer values 
0006: 211@ = 5 // integer values 
0006: 217@ = 80 // integer values 
0002: jump @CPRACE_46257 

:CPRACE_27087
0007: 454@ = -544.8638 // floating-point values 
0007: 536@ = -189.4458 // floating-point values 
0007: 618@ = 81.8383 // floating-point values 
0007: 455@ = -728.9467 // floating-point values 
0007: 537@ = -173.5218 // floating-point values 
0007: 619@ = 65.1248 // floating-point values 
0007: 456@ = -826.881 // floating-point values 
0007: 538@ = -167.7603 // floating-point values 
0007: 620@ = 64.99 // floating-point values 
0007: 457@ = -759.2693 // floating-point values 
0007: 539@ = -92.0455 // floating-point values 
0007: 621@ = 64.8686 // floating-point values 
0007: 458@ = -716.4521 // floating-point values 
0007: 540@ = 5.1206 // floating-point values 
0007: 622@ = 59.1055 // floating-point values 
0007: 459@ = -885.785 // floating-point values 
0007: 541@ = -41.3927 // floating-point values 
0007: 623@ = 33.2347 // floating-point values 
0007: 460@ = -738.1151 // floating-point values 
0007: 542@ = 25.555 // floating-point values 
0007: 624@ = 32.2336 // floating-point values 
0007: 461@ = -770.0811 // floating-point values 
0007: 543@ = 130.1324 // floating-point values 
0007: 625@ = 9.4651 // floating-point values 
0007: 462@ = -715.4454 // floating-point values 
0007: 544@ = 225.1288 // floating-point values 
0007: 626@ = 0.2899 // floating-point values 
0007: 463@ = -624.6024 // floating-point values 
0007: 545@ = 187.2405 // floating-point values 
0007: 627@ = 15.4381 // floating-point values 
0007: 464@ = -520.6511 // floating-point values 
0007: 546@ = 79.6011 // floating-point values 
0007: 628@ = 32.2117 // floating-point values 
0007: 465@ = -507.8417 // floating-point values 
0007: 547@ = -45.9077 // floating-point values 
0007: 629@ = 59.2556 // floating-point values 
0007: 466@ = -618.4406 // floating-point values 
0007: 548@ = -67.8995 // floating-point values 
0007: 630@ = 62.3489 // floating-point values 
0007: 467@ = -658.3503 // floating-point values 
0007: 549@ = 146.4855 // floating-point values 
0007: 631@ = 28.2693 // floating-point values 
0007: 468@ = -507.6872 // floating-point values 
0007: 550@ = 221.0444 // floating-point values 
0007: 632@ = 8.7633 // floating-point values 
0007: 469@ = -329.7878 // floating-point values 
0007: 551@ = 173.921 // floating-point values 
0007: 633@ = 5.5 // floating-point values 
0007: 470@ = -149.4881 // floating-point values 
0007: 552@ = 189.6471 // floating-point values 
0007: 634@ = 7.2644 // floating-point values 
0007: 471@ = -38.4818 // floating-point values 
0007: 553@ = 140.8613 // floating-point values 
0007: 635@ = 2.1234 // floating-point values 
0007: 472@ = -114.231 // floating-point values 
0007: 554@ = -132.3417 // floating-point values 
0007: 636@ = 2.1236 // floating-point values 
0007: 473@ = 22.0727 // floating-point values 
0007: 555@ = -207.7681 // floating-point values 
0007: 637@ = 0.5827 // floating-point values 
0007: 474@ = 182.497 // floating-point values 
0007: 556@ = -217.8004 // floating-point values 
0007: 638@ = 0.4216 // floating-point values 
0007: 475@ = 207.4451 // floating-point values 
0007: 557@ = -298.923 // floating-point values 
0007: 639@ = 0.4375 // floating-point values 
0007: 476@ = 279.6441 // floating-point values 
0007: 558@ = -378.3416 // floating-point values 
0007: 640@ = 7.9003 // floating-point values 
0007: 477@ = 419.4744 // floating-point values 
0007: 559@ = -302.5507 // floating-point values 
0007: 641@ = 6.446 // floating-point values 
0007: 478@ = 573.52 // floating-point values 
0007: 560@ = -202.8494 // floating-point values 
0007: 642@ = 13.7118 // floating-point values 
0007: 479@ = 748.4567 // floating-point values 
0007: 561@ = -150.8298 // floating-point values 
0007: 643@ = 18.3722 // floating-point values 
0007: 480@ = 820.4231 // floating-point values 
0007: 562@ = -111.5991 // floating-point values 
0007: 644@ = 23.2476 // floating-point values 
0007: 481@ = 1000.324 // floating-point values 
0007: 563@ = -80.3516 // floating-point values 
0007: 645@ = 21.0326 // floating-point values 
0007: 482@ = 1187.393 // floating-point values 
0007: 564@ = -83.879 // floating-point values 
0007: 646@ = 35.2576 // floating-point values 
0007: 483@ = 1265.846 // floating-point values 
0007: 565@ = -153.0857 // floating-point values 
0007: 647@ = 36.8097 // floating-point values 
0007: 484@ = 1434.738 // floating-point values 
0007: 566@ = -214.9645 // floating-point values 
0007: 648@ = 7.3527 // floating-point values 
0007: 485@ = 1548.962 // floating-point values 
0007: 567@ = -146.2702 // floating-point values 
0007: 649@ = 16.4932 // floating-point values 
0007: 486@ = 1559.983 // floating-point values 
0007: 568@ = 17.468 // floating-point values 
0007: 650@ = 23.1563 // floating-point values 
0006: 250@ = 33 // integer values 
0006: 256@ = 4 // integer values 
04AF: 700@ = unknown_wav_reference 101 
04AF: 701@ = unknown_wav_reference 23 
04AF: 702@ = unknown_wav_reference 290 
04AF: 703@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 477 
04AF: 717@ = unknown_wav_reference 560 
04AF: 718@ = unknown_wav_reference 562 
04AF: 719@ = unknown_wav_reference 477 
0006: 209@ = 4 // integer values 
0006: 215@ = 80 // integer values 
0006: 210@ = 3 // integer values 
0006: 216@ = 80 // integer values 
0006: 211@ = 5 // integer values 
0006: 217@ = 80 // integer values 
0002: jump @CPRACE_46257 

:CPRACE_28201
0007: 454@ = -796.8273 // floating-point values 
0007: 536@ = -2468.529 // floating-point values 
0007: 618@ = 83.6549 // floating-point values 
0007: 455@ = -938.5198 // floating-point values 
0007: 537@ = -2364.511 // floating-point values 
0007: 619@ = 57.0608 // floating-point values 
0007: 456@ = -1065.656 // floating-point values 
0007: 538@ = -2379.436 // floating-point values 
0007: 620@ = 46.5486 // floating-point values 
0007: 457@ = -1247.823 // floating-point values 
0007: 539@ = -2313.528 // floating-point values 
0007: 621@ = 19.8007 // floating-point values 
0007: 458@ = -1356.137 // floating-point values 
0007: 540@ = -2180.365 // floating-point values 
0007: 622@ = 21.3467 // floating-point values 
0007: 459@ = -1541.303 // floating-point values 
0007: 541@ = -2154.782 // floating-point values 
0007: 623@ = 5.8607 // floating-point values 
0007: 460@ = -1674.876 // floating-point values 
0007: 542@ = -2235.132 // floating-point values 
0007: 624@ = 33.8691 // floating-point values 
0007: 461@ = -1839.937 // floating-point values 
0007: 543@ = -2349.368 // floating-point values 
0007: 625@ = 31.9587 // floating-point values 
0007: 462@ = -1841.037 // floating-point values 
0007: 544@ = -2454.4 // floating-point values 
0007: 626@ = 27.4044 // floating-point values 
0007: 463@ = -1702.044 // floating-point values 
0007: 545@ = -2587.976 // floating-point values 
0007: 627@ = 26.1706 // floating-point values 
0007: 464@ = -1508.332 // floating-point values 
0007: 546@ = -2634.733 // floating-point values 
0007: 628@ = 46.8766 // floating-point values 
0007: 465@ = -1310.905 // floating-point values 
0007: 547@ = -2637.832 // floating-point values 
0007: 629@ = 12.808 // floating-point values 
0007: 466@ = -1122.616 // floating-point values 
0007: 548@ = -2652.592 // floating-point values 
0007: 630@ = 15.4117 // floating-point values 
0007: 467@ = -934.2363 // floating-point values 
0007: 549@ = -2668.473 // floating-point values 
0007: 631@ = 80.3479 // floating-point values 
0007: 468@ = -753.5882 // floating-point values 
0007: 550@ = -2672.785 // floating-point values 
0007: 632@ = 84.0788 // floating-point values 
0007: 469@ = -668.018 // floating-point values 
0007: 551@ = -2496.988 // floating-point values 
0007: 633@ = 37.5787 // floating-point values 
0007: 470@ = -550.4019 // floating-point values 
0007: 552@ = -2334.538 // floating-point values 
0007: 634@ = 26.8502 // floating-point values 
0007: 471@ = -366.3848 // floating-point values 
0007: 553@ = -2257.25 // floating-point values 
0007: 635@ = 41.7144 // floating-point values 
0007: 472@ = -276.1146 // floating-point values 
0007: 554@ = -2189.364 // floating-point values 
0007: 636@ = 27.7264 // floating-point values 
0006: 250@ = 19 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 468 
04AF: 717@ = unknown_wav_reference 468 
04AF: 718@ = unknown_wav_reference 468 
04AF: 719@ = unknown_wav_reference 468 
04AF: 720@ = unknown_wav_reference 468 
04AF: 721@ = unknown_wav_reference 468 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_28889
0007: 454@ = -1936.791 // floating-point values 
0007: 536@ = -2452.235 // floating-point values 
0007: 618@ = 29.6377 // floating-point values 
0007: 455@ = -1862.54 // floating-point values 
0007: 537@ = -2379.436 // floating-point values 
0007: 619@ = 30.1425 // floating-point values 
0007: 456@ = -1690.144 // floating-point values 
0007: 538@ = -2303.846 // floating-point values 
0007: 620@ = 43.3626 // floating-point values 
0007: 457@ = -1676.317 // floating-point values 
0007: 539@ = -2132.699 // floating-point values 
0007: 621@ = 35.2082 // floating-point values 
0007: 458@ = -1855.421 // floating-point values 
0007: 540@ = -2087.117 // floating-point values 
0007: 622@ = 58.3697 // floating-point values 
0007: 459@ = -1919.802 // floating-point values 
0007: 541@ = -1937.457 // floating-point values 
0007: 623@ = 78.5313 // floating-point values 
0007: 460@ = -1749.334 // floating-point values 
0007: 542@ = -1899.519 // floating-point values 
0007: 624@ = 95.8199 // floating-point values 
0007: 461@ = -1571.292 // floating-point values 
0007: 543@ = -1904.166 // floating-point values 
0007: 625@ = 84.3076 // floating-point values 
0007: 462@ = -1483.784 // floating-point values 
0007: 544@ = -1783.286 // floating-point values 
0007: 626@ = 49.8768 // floating-point values 
0007: 463@ = -1429.878 // floating-point values 
0007: 545@ = -1915.641 // floating-point values 
0007: 627@ = 25.1751 // floating-point values 
0007: 464@ = -1301.801 // floating-point values 
0007: 546@ = -2084.054 // floating-point values 
0007: 628@ = 22.9116 // floating-point values 
0007: 465@ = -1269.912 // floating-point values 
0007: 547@ = -2248.736 // floating-point values 
0007: 629@ = 21.3152 // floating-point values 
0007: 466@ = -1146.514 // floating-point values 
0007: 548@ = -2371.508 // floating-point values 
0007: 630@ = 27.0467 // floating-point values 
0007: 467@ = -959.5773 // floating-point values 
0007: 549@ = -2306.27 // floating-point values 
0007: 631@ = 56.1859 // floating-point values 
0007: 468@ = -867.9595 // floating-point values 
0007: 550@ = -2180.891 // floating-point values 
0007: 632@ = 25.6567 // floating-point values 
0007: 469@ = -843.4177 // floating-point values 
0007: 551@ = -2018.734 // floating-point values 
0007: 633@ = 20.9828 // floating-point values 
0007: 470@ = -767.7295 // floating-point values 
0007: 552@ = -1865.533 // floating-point values 
0007: 634@ = 11.4149 // floating-point values 
0007: 471@ = -666.3682 // floating-point values 
0007: 553@ = -1996.276 // floating-point values 
0007: 635@ = 23.9143 // floating-point values 
0007: 472@ = -486.6196 // floating-point values 
0007: 554@ = -2025.765 // floating-point values 
0007: 636@ = 48.245 // floating-point values 
0007: 473@ = -323.4612 // floating-point values 
0007: 555@ = -1914.206 // floating-point values 
0007: 637@ = 11.1951 // floating-point values 
0006: 250@ = 20 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 568 
04AF: 717@ = unknown_wav_reference 568 
04AF: 718@ = unknown_wav_reference 568 
04AF: 719@ = unknown_wav_reference 568 
04AF: 720@ = unknown_wav_reference 568 
04AF: 721@ = unknown_wav_reference 568 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_29607
0007: 454@ = -2728.309 // floating-point values 
0007: 536@ = -310.8731 // floating-point values 
0007: 618@ = 6.0391 // floating-point values 
0007: 455@ = -2668.671 // floating-point values 
0007: 537@ = -251.6207 // floating-point values 
0007: 619@ = 5.4984 // floating-point values 
0007: 456@ = -2655.978 // floating-point values 
0007: 538@ = -104.6751 // floating-point values 
0007: 620@ = 2.9982 // floating-point values 
0007: 457@ = -2460.835 // floating-point values 
0007: 539@ = -69.9766 // floating-point values 
0007: 621@ = 31.2 // floating-point values 
0007: 458@ = -2421.263 // floating-point values 
0007: 540@ = 55.6089 // floating-point values 
0007: 622@ = 34.0156 // floating-point values 
0007: 459@ = -2545.26 // floating-point values 
0007: 541@ = 137.9111 // floating-point values 
0007: 623@ = 15.2177 // floating-point values 
0007: 460@ = -2604.136 // floating-point values 
0007: 542@ = 136.8579 // floating-point values 
0007: 624@ = 3.1797 // floating-point values 
0007: 461@ = -2558.661 // floating-point values 
0007: 543@ = 245.625 // floating-point values 
0007: 625@ = 10.7931 // floating-point values 
0007: 462@ = -2578.504 // floating-point values 
0007: 544@ = 345.8331 // floating-point values 
0007: 626@ = 7.2168 // floating-point values 
0007: 463@ = -2706.282 // floating-point values 
0007: 545@ = 317.6024 // floating-point values 
0007: 627@ = 3.1797 // floating-point values 
0007: 464@ = -2809.244 // floating-point values 
0007: 546@ = 232.3965 // floating-point values 
0007: 628@ = 6.0313 // floating-point values 
0007: 465@ = -2757.749 // floating-point values 
0007: 547@ = 138.2248 // floating-point values 
0007: 629@ = 5.9033 // floating-point values 
0007: 466@ = -2758.39 // floating-point values 
0007: 548@ = -43.991 // floating-point values 
0007: 630@ = 6.1263 // floating-point values 
0007: 467@ = -2756.892 // floating-point values 
0007: 549@ = -184.0135 // floating-point values 
0007: 631@ = 5.8843 // floating-point values 
0007: 468@ = -2812.464 // floating-point values 
0007: 550@ = -299.5974 // floating-point values 
0007: 632@ = 6.039 // floating-point values 
0087: 469@ = 454@ // floating-point values only 
0087: 551@ = 536@ // floating-point values only 
0087: 633@ = 618@ // floating-point values only 
0006: 250@ = 16 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 571 
04AF: 717@ = unknown_wav_reference 571 
04AF: 718@ = unknown_wav_reference 571 
04AF: 719@ = unknown_wav_reference 571 
04AF: 720@ = unknown_wav_reference 571 
04AF: 721@ = unknown_wav_reference 571 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_30199
0007: 454@ = -2657.164 // floating-point values 
0007: 536@ = 1153.872 // floating-point values 
0007: 618@ = 34.7396 // floating-point values 
0007: 455@ = -2593.221 // floating-point values 
0007: 537@ = 1217.854 // floating-point values 
0007: 619@ = 34.7402 // floating-point values 
0007: 456@ = -2312.288 // floating-point values 
0007: 538@ = 1176.387 // floating-point values 
0007: 620@ = 49.608 // floating-point values 
0007: 457@ = -2157.193 // floating-point values 
0007: 539@ = 1268.196 // floating-point values 
0007: 621@ = 26.0127 // floating-point values 
0007: 458@ = -1959.526 // floating-point values 
0007: 540@ = 1287.205 // floating-point values 
0007: 622@ = 6.7514 // floating-point values 
0007: 459@ = -1741.076 // floating-point values 
0007: 541@ = 1325.298 // floating-point values 
0007: 623@ = 6.083 // floating-point values 
0007: 460@ = -1759.865 // floating-point values 
0007: 542@ = 1269.147 // floating-point values 
0007: 624@ = 8.8598 // floating-point values 
0007: 461@ = -1884.242 // floating-point values 
0007: 543@ = 1160.69 // floating-point values 
0007: 625@ = 45.0107 // floating-point values 
0007: 462@ = -1897.101 // floating-point values 
0007: 544@ = 960.1686 // floating-point values 
0007: 626@ = 34.7366 // floating-point values 
0007: 463@ = -1998.178 // floating-point values 
0007: 545@ = 841.1865 // floating-point values 
0007: 627@ = 45.0219 // floating-point values 
0007: 464@ = -2189.258 // floating-point values 
0007: 546@ = 808.5273 // floating-point values 
0007: 628@ = 56.0602 // floating-point values 
0007: 465@ = -2389.186 // floating-point values 
0007: 547@ = 808.6409 // floating-point values 
0007: 629@ = 34.7495 // floating-point values 
0007: 466@ = -2589.692 // floating-point values 
0007: 548@ = 808.5219 // floating-point values 
0007: 630@ = 49.5411 // floating-point values 
0007: 467@ = -2711.488 // floating-point values 
0007: 549@ = 812.8809 // floating-point values 
0007: 631@ = 48.9309 // floating-point values 
0007: 468@ = -2750.894 // floating-point values 
0007: 550@ = 890.6993 // floating-point values 
0007: 632@ = 65.8952 // floating-point values 
0007: 469@ = -2653.912 // floating-point values 
0007: 551@ = 1157.345 // floating-point values 
0007: 633@ = 34.7386 // floating-point values 
0006: 250@ = 16 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 559 
04AF: 717@ = unknown_wav_reference 589 
04AF: 718@ = unknown_wav_reference 559 
04AF: 719@ = unknown_wav_reference 565 
04AF: 720@ = unknown_wav_reference 558 
04AF: 721@ = unknown_wav_reference 602 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_30797
0007: 454@ = -1584.141 // floating-point values 
0007: 536@ = 1053.439 // floating-point values 
0007: 618@ = 6.8392 // floating-point values 
0007: 455@ = -1584.128 // floating-point values 
0007: 537@ = 1150.261 // floating-point values 
0007: 619@ = 6.8387 // floating-point values 
0007: 456@ = -1699.077 // floating-point values 
0007: 538@ = 1312.02 // floating-point values 
0007: 620@ = 6.8293 // floating-point values 
0007: 457@ = -1875.891 // floating-point values 
0007: 539@ = 1352.059 // floating-point values 
0007: 621@ = 6.8322 // floating-point values 
0007: 458@ = -2060.741 // floating-point values 
0007: 540@ = 1274.452 // floating-point values 
0007: 622@ = 8.0659 // floating-point values 
0007: 459@ = -2258.306 // floating-point values 
0007: 541@ = 1257.682 // floating-point values 
0007: 623@ = 42.6038 // floating-point values 
0007: 460@ = -2143.281 // floating-point values 
0007: 542@ = 1075.652 // floating-point values 
0007: 624@ = 79.1249 // floating-point values 
0007: 461@ = -2143.141 // floating-point values 
0007: 543@ = 896.6196 // floating-point values 
0007: 625@ = 79.6432 // floating-point values 
0007: 462@ = -2143.084 // floating-point values 
0007: 544@ = 696.6971 // floating-point values 
0007: 626@ = 67.6451 // floating-point values 
0007: 463@ = -2146.737 // floating-point values 
0007: 545@ = 532.8465 // floating-point values 
0007: 627@ = 34.8181 // floating-point values 
0007: 464@ = -2055.564 // floating-point values 
0007: 546@ = 504.0781 // floating-point values 
0007: 628@ = 34.8168 // floating-point values 
0007: 465@ = -1968.175 // floating-point values 
0007: 547@ = 605.5881 // floating-point values 
0007: 629@ = 34.8199 // floating-point values 
0007: 466@ = -1820.393 // floating-point values 
0007: 548@ = 475.0548 // floating-point values 
0007: 630@ = 23.4295 // floating-point values 
0007: 467@ = -1876.903 // floating-point values 
0007: 549@ = 288.4981 // floating-point values 
0007: 631@ = 32.6699 // floating-point values 
0007: 468@ = -1897.585 // floating-point values 
0007: 550@ = 87.7896 // floating-point values 
0007: 632@ = 37.9384 // floating-point values 
0007: 469@ = -1911.151 // floating-point values 
0007: 551@ = -214.2394 // floating-point values 
0007: 633@ = 38.032 // floating-point values 
0007: 470@ = -1910.974 // floating-point values 
0007: 552@ = -515.5727 // floating-point values 
0007: 634@ = 38.0323 // floating-point values 
0007: 471@ = -1910.675 // floating-point values 
0007: 553@ = -816.3037 // floating-point values 
0007: 635@ = 44.7432 // floating-point values 
0007: 472@ = -1910.658 // floating-point values 
0007: 554@ = -1117.408 // floating-point values 
0007: 636@ = 38.0214 // floating-point values 
0007: 473@ = -1907.276 // floating-point values 
0007: 555@ = -1317.626 // floating-point values 
0007: 637@ = 39.3164 // floating-point values 
0007: 474@ = -1996.896 // floating-point values 
0007: 556@ = -1289.264 // floating-point values 
0007: 638@ = 37.3518 // floating-point values 
0007: 475@ = -2153.53 // floating-point values 
0007: 557@ = -1031.597 // floating-point values 
0007: 639@ = 32.3638 // floating-point values 
0007: 476@ = -2205.567 // floating-point values 
0007: 558@ = -859.1885 // floating-point values 
0007: 640@ = 54.6872 // floating-point values 
0007: 477@ = -2202.666 // floating-point values 
0007: 559@ = -759.2505 // floating-point values 
0007: 641@ = 62.3413 // floating-point values 
0007: 478@ = -2352.255 // floating-point values 
0007: 560@ = -775.5399 // floating-point values 
0007: 642@ = 95.1597 // floating-point values 
0007: 479@ = -2421.544 // floating-point values 
0007: 561@ = -610.6656 // floating-point values 
0007: 643@ = 132.3493 // floating-point values 
0007: 480@ = -2627.138 // floating-point values 
0007: 562@ = -496.4363 // floating-point values 
0007: 644@ = 70.09 // floating-point values 
0007: 481@ = -2351.247 // floating-point values 
0007: 563@ = -460.0875 // floating-point values 
0007: 645@ = 79.9485 // floating-point values 
0007: 482@ = -2599.996 // floating-point values 
0007: 564@ = -372.7368 // floating-point values 
0007: 646@ = 43.7794 // floating-point values 
0007: 483@ = -2702.314 // floating-point values 
0007: 565@ = -530.1367 // floating-point values 
0007: 647@ = 12.4366 // floating-point values 
0007: 484@ = -2699.197 // floating-point values 
0007: 566@ = -401.205 // floating-point values 
0007: 648@ = 7.7008 // floating-point values 
0007: 485@ = -2210.255 // floating-point values 
0007: 567@ = -348.0724 // floating-point values 
0007: 649@ = 36.8384 // floating-point values 
0007: 486@ = -1897.734 // floating-point values 
0007: 568@ = -314.4976 // floating-point values 
0007: 650@ = 48.9384 // floating-point values 
0007: 487@ = -1890.36 // floating-point values 
0007: 569@ = -45.4288 // floating-point values 
0007: 651@ = 38.0312 // floating-point values 
0007: 488@ = -1886.556 // floating-point values 
0007: 570@ = 55.293 // floating-point values 
0007: 652@ = 38.0326 // floating-point values 
0007: 489@ = -1848.038 // floating-point values 
0007: 571@ = 242.5393 // floating-point values 
0007: 653@ = 30.825 // floating-point values 
0007: 490@ = -1736.635 // floating-point values 
0007: 572@ = 316.5836 // floating-point values 
0007: 654@ = 6.039 // floating-point values 
0007: 491@ = -1682.981 // floating-point values 
0007: 573@ = 367.1342 // floating-point values 
0007: 655@ = 6.028 // floating-point values 
0007: 492@ = -1559.293 // floating-point values 
0007: 574@ = 528.332 // floating-point values 
0007: 656@ = 6.8409 // floating-point values 
0007: 493@ = -1535.552 // floating-point values 
0007: 575@ = 827.4427 // floating-point values 
0007: 657@ = 6.8401 // floating-point values 
0007: 494@ = -1584.129 // floating-point values 
0007: 576@ = 1115.6 // floating-point values 
0007: 658@ = 6.8376 // floating-point values 
0006: 250@ = 41 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 402 
04AF: 717@ = unknown_wav_reference 560 
04AF: 718@ = unknown_wav_reference 506 
04AF: 719@ = unknown_wav_reference 506 
04AF: 720@ = unknown_wav_reference 477 
04AF: 721@ = unknown_wav_reference 603 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_32145
0007: 454@ = -1761.655 // floating-point values 
0007: 536@ = -606.3881 // floating-point values 
0007: 618@ = 15.8961 // floating-point values 
0007: 455@ = -1760.54 // floating-point values 
0007: 537@ = -686.4133 // floating-point values 
0007: 619@ = 24.2389 // floating-point values 
0007: 456@ = -1502.876 // floating-point values 
0007: 538@ = -820.2545 // floating-point values 
0007: 620@ = 61.3357 // floating-point values 
0007: 457@ = -1219.332 // floating-point values 
0007: 539@ = -759.4814 // floating-point values 
0007: 621@ = 62.0285 // floating-point values 
0007: 458@ = -1096.152 // floating-point values 
0007: 540@ = -489.1358 // floating-point values 
0007: 622@ = 32.7156 // floating-point values 
0007: 459@ = -911.5416 // floating-point values 
0007: 541@ = -455.9558 // floating-point values 
0007: 623@ = 26.7166 // floating-point values 
0007: 460@ = -621.3364 // floating-point values 
0007: 542@ = -393.158 // floating-point values 
0007: 624@ = 22.1878 // floating-point values 
0007: 461@ = -395.5605 // floating-point values 
0007: 543@ = -533.522 // floating-point values 
0007: 625@ = 17.6561 // floating-point values 
0007: 462@ = -372.2669 // floating-point values 
0007: 544@ = -819.4839 // floating-point values 
0007: 626@ = 28.1926 // floating-point values 
0007: 463@ = -584.5377 // floating-point values 
0007: 545@ = -1160.572 // floating-point values 
0007: 627@ = 21.8153 // floating-point values 
0007: 464@ = -659.3533 // floating-point values 
0007: 546@ = -1548.814 // floating-point values 
0007: 628@ = 22.1495 // floating-point values 
0007: 465@ = -717.1517 // floating-point values 
0007: 547@ = -1697.205 // floating-point values 
0007: 629@ = 48.2586 // floating-point values 
0007: 466@ = -714.6181 // floating-point values 
0007: 548@ = -1395.094 // floating-point values 
0007: 630@ = 60.5799 // floating-point values 
0007: 467@ = -764.046 // floating-point values 
0007: 549@ = -1385.027 // floating-point values 
0007: 631@ = 82.2146 // floating-point values 
0007: 468@ = -762.7014 // floating-point values 
0007: 550@ = -1685.041 // floating-point values 
0007: 632@ = 96.9103 // floating-point values 
0007: 469@ = -945.4141 // floating-point values 
0007: 551@ = -1903.227 // floating-point values 
0007: 633@ = 81.3436 // floating-point values 
0007: 470@ = -1104.541 // floating-point values 
0007: 552@ = -2155.325 // floating-point values 
0007: 634@ = 34.6761 // floating-point values 
0007: 471@ = -1186.201 // floating-point values 
0007: 553@ = -2444.541 // floating-point values 
0007: 635@ = 54.4532 // floating-point values 
0007: 472@ = -982.3237 // floating-point values 
0007: 554@ = -2611.624 // floating-point values 
0007: 636@ = 86.253 // floating-point values 
0007: 473@ = -713.2529 // floating-point values 
0007: 555@ = -2336.617 // floating-point values 
0007: 637@ = 36.4201 // floating-point values 
0007: 474@ = -512.3461 // floating-point values 
0007: 556@ = -2166.417 // floating-point values 
0007: 638@ = 53.5212 // floating-point values 
0007: 475@ = -258.5978 // floating-point values 
0007: 557@ = -2074.872 // floating-point values 
0007: 639@ = 36.648 // floating-point values 
0007: 476@ = -260.1367 // floating-point values 
0007: 558@ = -1777.191 // floating-point values 
0007: 640@ = 7.5735 // floating-point values 
0007: 477@ = -57.3444 // floating-point values 
0007: 559@ = -1601.375 // floating-point values 
0007: 641@ = 1.3776 // floating-point values 
0007: 478@ = -124.296 // floating-point values 
0007: 560@ = -1466.575 // floating-point values 
0007: 642@ = 2.4045 // floating-point values 
0007: 479@ = -143.4815 // floating-point values 
0007: 561@ = -1270.317 // floating-point values 
0007: 643@ = 2.404 // floating-point values 
0007: 480@ = -113.7683 // floating-point values 
0007: 562@ = -998.821 // floating-point values 
0007: 644@ = 23.9178 // floating-point values 
0007: 481@ = -377.3843 // floating-point values 
0007: 563@ = -838.2166 // floating-point values 
0007: 645@ = 47.1444 // floating-point values 
0007: 482@ = -626.0056 // floating-point values 
0007: 564@ = -989.012 // floating-point values 
0007: 646@ = 66.0268 // floating-point values 
0007: 483@ = -877.4561 // floating-point values 
0007: 565@ = -1097.426 // floating-point values 
0007: 647@ = 96.1699 // floating-point values 
0007: 484@ = -925.9376 // floating-point values 
0007: 566@ = -1391.353 // floating-point values 
0007: 648@ = 126.2905 // floating-point values 
0007: 485@ = -1219.141 // floating-point values 
0007: 567@ = -1347.248 // floating-point values 
0007: 649@ = 122.5235 // floating-point values 
0007: 486@ = -1407.723 // floating-point values 
0007: 568@ = -1414.45 // floating-point values 
0007: 650@ = 104.9232 // floating-point values 
0007: 487@ = -1577.013 // floating-point values 
0007: 569@ = -1168.802 // floating-point values 
0007: 651@ = 102.3586 // floating-point values 
0007: 488@ = -1626.067 // floating-point values 
0007: 570@ = -882.9627 // floating-point values 
0007: 652@ = 97.5243 // floating-point values 
0007: 489@ = -1744.303 // floating-point values 
0007: 571@ = -853.2858 // floating-point values 
0007: 653@ = 77.1834 // floating-point values 
0007: 490@ = -1684.612 // floating-point values 
0007: 572@ = -1143.29 // floating-point values 
0007: 654@ = 72.4364 // floating-point values 
0007: 491@ = -1549.538 // floating-point values 
0007: 573@ = -1286.347 // floating-point values 
0007: 655@ = 57.1135 // floating-point values 
0007: 492@ = -1525.757 // floating-point values 
0007: 574@ = -1383.531 // floating-point values 
0007: 656@ = 45.1796 // floating-point values 
0007: 493@ = -1626.142 // floating-point values 
0007: 575@ = -1375.587 // floating-point values 
0007: 657@ = 45.2062 // floating-point values 
0007: 494@ = -1800.174 // floating-point values 
0007: 576@ = -1016.79 // floating-point values 
0007: 658@ = 51.6322 // floating-point values 
0007: 495@ = -1817.478 // floating-point values 
0007: 577@ = -617.6195 // floating-point values 
0007: 659@ = 15.9507 // floating-point values 
0006: 250@ = 42 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 451 
04AF: 717@ = unknown_wav_reference 415 
04AF: 718@ = unknown_wav_reference 411 
04AF: 719@ = unknown_wav_reference 451 
04AF: 720@ = unknown_wav_reference 429 
04AF: 721@ = unknown_wav_reference 541 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_33523
0007: 454@ = -2001.856 // floating-point values 
0007: 536@ = 1076.302 // floating-point values 
0007: 618@ = 54.5637 // floating-point values 
0007: 455@ = -2302.386 // floating-point values 
0007: 537@ = 1076.754 // floating-point values 
0007: 619@ = 54.5859 // floating-point values 
0007: 456@ = -2596.785 // floating-point values 
0007: 538@ = 1136.728 // floating-point values 
0007: 620@ = 54.4297 // floating-point values 
0007: 457@ = -2673.767 // floating-point values 
0007: 539@ = 1427.293 // floating-point values 
0007: 621@ = 54.4271 // floating-point values 
0007: 458@ = -2673.775 // floating-point values 
0007: 540@ = 1728.238 // floating-point values 
0007: 622@ = 66.8937 // floating-point values 
0007: 459@ = -2673.807 // floating-point values 
0007: 541@ = 2028.896 // floating-point values 
0007: 623@ = 57.2377 // floating-point values 
0007: 460@ = -2731.742 // floating-point values 
0007: 542@ = 2323.183 // floating-point values 
0007: 624@ = 67.5411 // floating-point values 
0007: 461@ = -2622.094 // floating-point values 
0007: 543@ = 2602.597 // floating-point values 
0007: 625@ = 68.7 // floating-point values 
0007: 462@ = -2322.772 // floating-point values 
0007: 544@ = 2637.1 // floating-point values 
0007: 626@ = 53.2135 // floating-point values 
0007: 463@ = -2027.122 // floating-point values 
0007: 545@ = 2585.865 // floating-point values 
0007: 627@ = 53.9804 // floating-point values 
0007: 464@ = -1885.621 // floating-point values 
0007: 546@ = 2321.522 // floating-point values 
0007: 628@ = 38.5395 // floating-point values 
0007: 465@ = -1675.296 // floating-point values 
0007: 547@ = 2107.697 // floating-point values 
0007: 629@ = 17.3995 // floating-point values 
0007: 466@ = -1629.976 // floating-point values 
0007: 548@ = 1810.828 // floating-point values 
0007: 630@ = 11.059 // floating-point values 
0007: 467@ = -1347.988 // floating-point values 
0007: 549@ = 1705.67 // floating-point values 
0007: 631@ = 4.8179 // floating-point values 
0007: 468@ = -1125.87 // floating-point values 
0007: 550@ = 1504.095 // floating-point values 
0007: 632@ = 22.1877 // floating-point values 
0007: 469@ = -1010.766 // floating-point values 
0007: 551@ = 1227.044 // floating-point values 
0007: 633@ = 31.1773 // floating-point values 
0007: 470@ = -908.7908 // floating-point values 
0007: 552@ = 944.9431 // floating-point values 
0007: 634@ = 17.337 // floating-point values 
0007: 471@ = -744.0402 // floating-point values 
0007: 553@ = 694.0286 // floating-point values 
0007: 635@ = 16.9982 // floating-point values 
0007: 472@ = -469.1425 // floating-point values 
0007: 554@ = 573.061 // floating-point values 
0007: 636@ = 16.0649 // floating-point values 
0007: 473@ = -168.3162 // floating-point values 
0007: 555@ = 562.0268 // floating-point values 
0007: 637@ = 14.9046 // floating-point values 
0007: 474@ = 110.1296 // floating-point values 
0007: 556@ = 673.4105 // floating-point values 
0007: 638@ = 4.6336 // floating-point values 
0007: 475@ = 400.681 // floating-point values 
0007: 557@ = 749.8367 // floating-point values 
0007: 639@ = 5.0607 // floating-point values 
0007: 476@ = 686.3097 // floating-point values 
0007: 558@ = 656.6995 // floating-point values 
0007: 640@ = 7.8963 // floating-point values 
0007: 477@ = 975.3585 // floating-point values 
0007: 559@ = 738.1249 // floating-point values 
0007: 641@ = 9.6719 // floating-point values 
0007: 478@ = 1242.045 // floating-point values 
0007: 560@ = 876.267 // floating-point values 
0007: 642@ = 13.1519 // floating-point values 
0007: 479@ = 1226.81 // floating-point values 
0007: 561@ = 1169.877 // floating-point values 
0007: 643@ = 5.8125 // floating-point values 
0007: 480@ = 1226.664 // floating-point values 
0007: 562@ = 1469.936 // floating-point values 
0007: 644@ = 5.742 // floating-point values 
0006: 250@ = 27 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 451 
04AF: 717@ = unknown_wav_reference 415 
04AF: 718@ = unknown_wav_reference 411 
04AF: 719@ = unknown_wav_reference 451 
04AF: 720@ = unknown_wav_reference 429 
04AF: 721@ = unknown_wav_reference 429 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_34451
0007: 454@ = -878.0113 // floating-point values 
0007: 536@ = 1947.484 // floating-point values 
0007: 618@ = 59.1845 // floating-point values 
0007: 455@ = -857.6418 // floating-point values 
0007: 537@ = 1873.25 // floating-point values 
0007: 619@ = 59.183 // floating-point values 
0007: 456@ = -1030.689 // floating-point values 
0007: 538@ = 1853.546 // floating-point values 
0007: 620@ = 58.8558 // floating-point values 
0007: 457@ = -1093.182 // floating-point values 
0007: 539@ = 1748.023 // floating-point values 
0007: 621@ = 31.6318 // floating-point values 
0007: 458@ = -902.488 // floating-point values 
0007: 540@ = 1687.666 // floating-point values 
0007: 622@ = 26.267 // floating-point values 
0007: 459@ = -847.1951 // floating-point values 
0007: 541@ = 1495.58 // floating-point values 
0007: 623@ = 17.5443 // floating-point values 
0007: 460@ = -782.4052 // floating-point values 
0007: 542@ = 1305.81 // floating-point values 
0007: 624@ = 12.6016 // floating-point values 
0007: 461@ = -616.3677 // floating-point values 
0007: 543@ = 1193.645 // floating-point values 
0007: 625@ = 9.2126 // floating-point values 
0007: 462@ = -474.1805 // floating-point values 
0007: 544@ = 1052.086 // floating-point values 
0007: 626@ = 10.0313 // floating-point values 
0007: 463@ = -319.1918 // floating-point values 
0007: 545@ = 925.6066 // floating-point values 
0007: 627@ = 10.3099 // floating-point values 
0007: 464@ = -267.4492 // floating-point values 
0007: 546@ = 825.0159 // floating-point values 
0007: 628@ = 13.2739 // floating-point values 
0007: 465@ = -188.4539 // floating-point values 
0007: 547@ = 1007.19 // floating-point values 
0007: 629@ = 18.5885 // floating-point values 
0007: 466@ = -164.8873 // floating-point values 
0007: 548@ = 1198.263 // floating-point values 
0007: 630@ = 18.5938 // floating-point values 
0007: 467@ = -142.1028 // floating-point values 
0007: 549@ = 1250.022 // floating-point values 
0007: 631@ = 18.5869 // floating-point values 
0007: 468@ = -341.5205 // floating-point values 
0007: 550@ = 1265.695 // floating-point values 
0007: 632@ = 22.1515 // floating-point values 
0007: 469@ = -440.031 // floating-point values 
0007: 551@ = 1439.669 // floating-point values 
0007: 633@ = 32.334 // floating-point values 
0007: 470@ = -438.1716 // floating-point values 
0007: 552@ = 1639.673 // floating-point values 
0007: 634@ = 34.6319 // floating-point values 
0007: 471@ = -381.6811 // floating-point values 
0007: 553@ = 1831.026 // floating-point values 
0007: 635@ = 49.8567 // floating-point values 
0007: 472@ = -433.4627 // floating-point values 
0007: 554@ = 1883.992 // floating-point values 
0007: 636@ = 59.8611 // floating-point values 
0007: 473@ = -465.4392 // floating-point values 
0007: 555@ = 1768.532 // floating-point values 
0007: 637@ = 71.9576 // floating-point values 
0007: 474@ = -464.5399 // floating-point values 
0007: 556@ = 1968.423 // floating-point values 
0007: 638@ = 81.2536 // floating-point values 
0007: 475@ = -411.0666 // floating-point values 
0007: 557@ = 2074.596 // floating-point values 
0007: 639@ = 60.6433 // floating-point values 
0007: 476@ = -610.1716 // floating-point values 
0007: 558@ = 2050.887 // floating-point values 
0007: 640@ = 59.1798 // floating-point values 
0007: 477@ = -790.69 // floating-point values 
0007: 559@ = 2053.91 // floating-point values 
0007: 641@ = 59.1798 // floating-point values 
0087: 478@ = 454@ // floating-point values only 
0087: 560@ = 536@ // floating-point values only 
0087: 642@ = 618@ // floating-point values only 
0006: 250@ = 25 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 461 
04AF: 717@ = unknown_wav_reference 521 
04AF: 718@ = unknown_wav_reference 522 
04AF: 719@ = unknown_wav_reference 461 
04AF: 720@ = unknown_wav_reference 521 
04AF: 721@ = unknown_wav_reference 522 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_35313
0007: 454@ = -375.6397 // floating-point values 
0007: 536@ = 2204.217 // floating-point values 
0007: 618@ = 41.0938 // floating-point values 
0007: 455@ = -388.8497 // floating-point values 
0007: 537@ = 2258.056 // floating-point values 
0007: 619@ = 40.9952 // floating-point values 
0007: 456@ = -410.6823 // floating-point values 
0007: 538@ = 2455.747 // floating-point values 
0007: 620@ = 42.9124 // floating-point values 
0007: 457@ = -608.4162 // floating-point values 
0007: 539@ = 2447.19 // floating-point values 
0007: 621@ = 71.7551 // floating-point values 
0007: 458@ = -715.864 // floating-point values 
0007: 540@ = 2536.594 // floating-point values 
0007: 622@ = 72.7592 // floating-point values 
0007: 459@ = -713.7043 // floating-point values 
0007: 541@ = 2697.466 // floating-point values 
0007: 623@ = 53.2852 // floating-point values 
0007: 460@ = -912.5499 // floating-point values 
0007: 542@ = 2721.987 // floating-point values 
0007: 624@ = 44.8627 // floating-point values 
0007: 461@ = -1112.754 // floating-point values 
0007: 543@ = 2698.651 // floating-point values 
0007: 625@ = 44.875 // floating-point values 
0007: 462@ = -1238.17 // floating-point values 
0007: 544@ = 2679.86 // floating-point values 
0007: 626@ = 45.9321 // floating-point values 
0007: 463@ = -1359.55 // floating-point values 
0007: 545@ = 2659.557 // floating-point values 
0007: 627@ = 50.4683 // floating-point values 
0007: 464@ = -1545.773 // floating-point values 
0007: 546@ = 2732.354 // floating-point values 
0007: 628@ = 61.3062 // floating-point values 
0007: 465@ = -1746.036 // floating-point values 
0007: 547@ = 2727.448 // floating-point values 
0007: 629@ = 59.0648 // floating-point values 
0007: 466@ = -1860.247 // floating-point values 
0007: 548@ = 2563.043 // floating-point values 
0007: 630@ = 48.8929 // floating-point values 
0007: 467@ = -2002.133 // floating-point values 
0007: 549@ = 2422.603 // floating-point values 
0007: 631@ = 32.9752 // floating-point values 
0007: 468@ = -1961.462 // floating-point values 
0007: 550@ = 2227.891 // floating-point values 
0007: 632@ = 10.7077 // floating-point values 
0007: 469@ = -1807.124 // floating-point values 
0007: 551@ = 2100.1 // floating-point values 
0007: 633@ = 7.4268 // floating-point values 
0007: 470@ = -1782.09 // floating-point values 
0007: 552@ = 1901.775 // floating-point values 
0007: 634@ = 14.7248 // floating-point values 
0007: 471@ = -1591.908 // floating-point values 
0007: 553@ = 1837.29 // floating-point values 
0007: 635@ = 24.8515 // floating-point values 
0007: 472@ = -1392.057 // floating-point values 
0007: 554@ = 1852.968 // floating-point values 
0007: 636@ = 35.4945 // floating-point values 
0007: 473@ = -1199.365 // floating-point values 
0007: 555@ = 1799.638 // floating-point values 
0007: 637@ = 40.4346 // floating-point values 
0007: 474@ = -1008.306 // floating-point values 
0007: 556@ = 1855.604 // floating-point values 
0007: 638@ = 61.6784 // floating-point values 
0007: 475@ = -857.7028 // floating-point values 
0007: 557@ = 1874.014 // floating-point values 
0007: 639@ = 59.1758 // floating-point values 
0007: 476@ = -758.5721 // floating-point values 
0007: 558@ = 2048.232 // floating-point values 
0007: 640@ = 59.1866 // floating-point values 
0007: 477@ = -563.1158 // floating-point values 
0007: 559@ = 2005.574 // floating-point values 
0007: 641@ = 59.2474 // floating-point values 
0007: 478@ = -468.9791 // floating-point values 
0007: 560@ = 2056.811 // floating-point values 
0007: 642@ = 59.875 // floating-point values 
0007: 479@ = -392.3245 // floating-point values 
0007: 561@ = 2154.448 // floating-point values 
0007: 643@ = 42.1847 // floating-point values 
0087: 480@ = 454@ // floating-point values only 
0087: 562@ = 536@ // floating-point values only 
0087: 644@ = 618@ // floating-point values only 
0006: 250@ = 27 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 461 
04AF: 717@ = unknown_wav_reference 521 
04AF: 718@ = unknown_wav_reference 522 
04AF: 719@ = unknown_wav_reference 461 
04AF: 720@ = unknown_wav_reference 521 
04AF: 721@ = unknown_wav_reference 521 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_36235
0007: 454@ = 1446.426 // floating-point values 
0007: 536@ = 834.0658 // floating-point values 
0007: 618@ = 5.8125 // floating-point values 
0007: 455@ = 1747.259 // floating-point values 
0007: 537@ = 834.025 // floating-point values 
0007: 619@ = 8.6815 // floating-point values 
0007: 456@ = 2047.335 // floating-point values 
0007: 538@ = 834.1916 // floating-point values 
0007: 620@ = 5.7422 // floating-point values 
0007: 457@ = 2348.722 // floating-point values 
0007: 539@ = 834.1481 // floating-point values 
0007: 621@ = 5.7422 // floating-point values 
0007: 458@ = 2637.92 // floating-point values 
0007: 540@ = 915.6277 // floating-point values 
0007: 622@ = 5.7498 // floating-point values 
0007: 459@ = 2726.824 // floating-point values 
0007: 541@ = 1202.266 // floating-point values 
0007: 623@ = 5.7422 // floating-point values 
0007: 460@ = 2726.698 // floating-point values 
0007: 542@ = 1502.967 // floating-point values 
0007: 624@ = 5.7422 // floating-point values 
0007: 461@ = 2726.958 // floating-point values 
0007: 543@ = 1804.343 // floating-point values 
0007: 625@ = 5.7393 // floating-point values 
0007: 462@ = 2726.579 // floating-point values 
0007: 544@ = 2125.796 // floating-point values 
0007: 626@ = 5.7269 // floating-point values 
0007: 463@ = 2705.172 // floating-point values 
0007: 545@ = 2405.567 // floating-point values 
0007: 627@ = 5.7277 // floating-point values 
0007: 464@ = 2489.267 // floating-point values 
0007: 546@ = 2614.273 // floating-point values 
0007: 628@ = 4.1679 // floating-point values 
0007: 465@ = 2188.479 // floating-point values 
0007: 547@ = 2609.629 // floating-point values 
0007: 629@ = 5.8164 // floating-point values 
0007: 466@ = 1898.309 // floating-point values 
0007: 548@ = 2529.155 // floating-point values 
0007: 630@ = 5.8125 // floating-point values 
0007: 467@ = 1603.524 // floating-point values 
0007: 549@ = 2473.083 // floating-point values 
0007: 631@ = 5.8516 // floating-point values 
0007: 468@ = 1305.181 // floating-point values 
0007: 550@ = 2439.19 // floating-point values 
0007: 632@ = 5.7422 // floating-point values 
0007: 469@ = 1208.232 // floating-point values 
0007: 551@ = 2154.514 // floating-point values 
0007: 633@ = 5.7422 // floating-point values 
0007: 470@ = 1208.38 // floating-point values 
0007: 552@ = 1853.837 // floating-point values 
0007: 634@ = 5.7422 // floating-point values 
0007: 471@ = 1208.322 // floating-point values 
0007: 553@ = 1553.025 // floating-point values 
0007: 635@ = 5.7422 // floating-point values 
0007: 472@ = 1208.126 // floating-point values 
0007: 554@ = 1252.556 // floating-point values 
0007: 636@ = 5.7498 // floating-point values 
0007: 473@ = 1229.187 // floating-point values 
0007: 555@ = 952.9079 // floating-point values 
0007: 637@ = 5.8125 // floating-point values 
0087: 474@ = 454@ // floating-point values only 
0087: 556@ = 536@ // floating-point values only 
0087: 638@ = 618@ // floating-point values only 
0006: 250@ = 21 // integer values 
0006: 256@ = 6 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 451 
04AF: 717@ = unknown_wav_reference 562 
04AF: 718@ = unknown_wav_reference 415 
04AF: 719@ = unknown_wav_reference 411 
04AF: 720@ = unknown_wav_reference 562 
04AF: 721@ = unknown_wav_reference 451 
0050: gosub @CPRACE_47657 
0002: jump @CPRACE_46257 

:CPRACE_36977
0007: 454@ = 1796.901 // floating-point values 
0007: 536@ = -2593.329 // floating-point values 
0007: 618@ = 12.5982 // floating-point values 
0007: 455@ = 1596.915 // floating-point values 
0007: 537@ = -2592.123 // floating-point values 
0007: 619@ = 25.9969 // floating-point values 
0007: 456@ = 1425.429 // floating-point values 
0007: 538@ = -2549.107 // floating-point values 
0007: 620@ = 37.8234 // floating-point values 
0007: 457@ = 1280.556 // floating-point values 
0007: 539@ = -2394.586 // floating-point values 
0007: 621@ = 52.2127 // floating-point values 
0007: 458@ = 1296.165 // floating-point values 
0007: 540@ = -2194.131 // floating-point values 
0007: 622@ = 72.3519 // floating-point values 
0007: 459@ = 1317.012 // floating-point values 
0007: 541@ = -1995.026 // floating-point values 
0007: 623@ = 77.657 // floating-point values 
0007: 460@ = 1385.216 // floating-point values 
0007: 542@ = -1807.25 // floating-point values 
0007: 624@ = 64.6153 // floating-point values 
0007: 461@ = 1501.202 // floating-point values 
0007: 543@ = -1642.892 // floating-point values 
0007: 625@ = 78.2774 // floating-point values 
0007: 462@ = 1597.783 // floating-point values 
0007: 544@ = -1466.853 // floating-point values 
0007: 626@ = 87.9007 // floating-point values 
0007: 463@ = 1621.693 // floating-point values 
0007: 545@ = -1267.59 // floating-point values 
0007: 627@ = 84.5704 // floating-point values 
0007: 464@ = 1592.626 // floating-point values 
0007: 546@ = -1069.313 // floating-point values 
0007: 628@ = 87.8825 // floating-point values 
0007: 465@ = 1477.096 // floating-point values 
0007: 547@ = -905.3071 // floating-point values 
0007: 629@ = 103.4455 // floating-point values 
0007: 466@ = 1388.884 // floating-point values 
0007: 548@ = -725.4239 // floating-point values 
0007: 630@ = 125.9394 // floating-point values 
0007: 467@ = 1320.715 // floating-point values 
0007: 549@ = -536.3066 // floating-point values 
0007: 631@ = 127.73 // floating-point values 
0007: 468@ = 1233.948 // floating-point values 
0007: 550@ = -356.5205 // floating-point values 
0007: 632@ = 103.7008 // floating-point values 
0007: 469@ = 1235.221 // floating-point values 
0007: 551@ = -155.8231 // floating-point values 
0007: 633@ = 83.5 // floating-point values 
0007: 470@ = 1362.454 // floating-point values 
0007: 552@ = -2.0532 // floating-point values 
0007: 634@ = 70.1118 // floating-point values 
0007: 471@ = 1562.073 // floating-point values 
0007: 553@ = -27.0897 // floating-point values 
0007: 635@ = 64.6716 // floating-point values 
0007: 472@ = 1670.313 // floating-point values 
0007: 554@ = -196.5335 // floating-point values 
0007: 636@ = 77.4671 // floating-point values 
0007: 473@ = 1698.697 // floating-point values 
0007: 555@ = -394.7666 // floating-point values 
0007: 637@ = 84.513 // floating-point values 
0007: 474@ = 1841.239 // floating-point values 
0007: 556@ = -535.4985 // floating-point values 
0007: 638@ = 105.1396 // floating-point values 
0007: 475@ = 1999.777 // floating-point values 
0007: 557@ = -658.853 // floating-point values 
0007: 639@ = 125.3019 // floating-point values 
0007: 476@ = 2117.771 // floating-point values 
0007: 558@ = -819.4944 // floating-point values 
0007: 640@ = 144.8639 // floating-point values 
0007: 477@ = 2200.181 // floating-point values 
0007: 559@ = -1001.27 // floating-point values 
0007: 641@ = 129.4889 // floating-point values 
0007: 478@ = 2265.805 // floating-point values 
0007: 560@ = -1184.584 // floating-point values 
0007: 642@ = 83.0669 // floating-point values 
0007: 479@ = 2296.145 // floating-point values 
0007: 561@ = -1383.394 // floating-point values 
0007: 643@ = 62.1655 // floating-point values 
0007: 480@ = 2321.608 // floating-point values 
0007: 562@ = -1582.03 // floating-point values 
0007: 644@ = 63.1144 // floating-point values 
0007: 481@ = 2400.442 // floating-point values 
0007: 563@ = -1766.227 // floating-point values 
0007: 645@ = 56.7954 // floating-point values 
0007: 482@ = 2525.256 // floating-point values 
0007: 564@ = -1922.68 // floating-point values 
0007: 646@ = 52.2529 // floating-point values 
0007: 483@ = 2593.726 // floating-point values 
0007: 565@ = -2111.734 // floating-point values 
0007: 647@ = 53.1139 // floating-point values 
0007: 484@ = 2575.049 // floating-point values 
0007: 566@ = -2313.631 // floating-point values 
0007: 648@ = 53.9683 // floating-point values 
0007: 485@ = 2455.397 // floating-point values 
0007: 567@ = -2476.633 // floating-point values 
0007: 649@ = 54.8922 // floating-point values 
0007: 486@ = 2264.071 // floating-point values 
0007: 568@ = -2548.592 // floating-point values 
0007: 650@ = 55.7578 // floating-point values 
0007: 487@ = 2065.285 // floating-point values 
0007: 569@ = -2571.635 // floating-point values 
0007: 651@ = 56.5966 // floating-point values 
0007: 488@ = 1862.502 // floating-point values 
0007: 570@ = -2582.099 // floating-point values 
0007: 652@ = 54.6357 // floating-point values 
0006: 250@ = 35 // integer values 
0006: 256@ = 1 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 476 
04AF: 717@ = unknown_wav_reference 476 
04AF: 718@ = unknown_wav_reference 476 
04AF: 719@ = unknown_wav_reference 476 
04AF: 205@ = unknown_wav_reference 3 
0002: jump @CPRACE_46257 

:CPRACE_38115
0007: 454@ = -1582.67 // floating-point values 
0007: 536@ = -89.9953 // floating-point values 
0007: 618@ = 13.1683 // floating-point values 
0007: 455@ = -1439.186 // floating-point values 
0007: 537@ = 53.2109 // floating-point values 
0007: 619@ = 30.0 // floating-point values 
0007: 456@ = -1286.686 // floating-point values 
0007: 538@ = 185.0573 // floating-point values 
0007: 620@ = 32.9885 // floating-point values 
0007: 457@ = -1091.876 // floating-point values 
0007: 539@ = 137.3885 // floating-point values 
0007: 621@ = 46.7629 // floating-point values 
0007: 458@ = -1042.169 // floating-point values 
0007: 540@ = -59.4087 // floating-point values 
0007: 622@ = 43.603 // floating-point values 
0007: 459@ = -1047.567 // floating-point values 
0007: 541@ = -259.0437 // floating-point values 
0007: 623@ = 23.8409 // floating-point values 
0007: 460@ = -1126.559 // floating-point values 
0007: 542@ = -445.5607 // floating-point values 
0007: 624@ = 28.0502 // floating-point values 
0007: 461@ = -1261.24 // floating-point values 
0007: 543@ = -598.8228 // floating-point values 
0007: 625@ = 37.4576 // floating-point values 
0007: 462@ = -1444.803 // floating-point values 
0007: 544@ = -690.5997 // floating-point values 
0007: 626@ = 52.7263 // floating-point values 
0007: 463@ = -1649.008 // floating-point values 
0007: 545@ = -681.264 // floating-point values 
0007: 627@ = 60.8852 // floating-point values 
0007: 464@ = -1845.585 // floating-point values 
0007: 546@ = -636.4395 // floating-point values 
0007: 628@ = 61.1217 // floating-point values 
0007: 465@ = -2044.818 // floating-point values 
0007: 547@ = -658.4432 // floating-point values 
0007: 629@ = 71.2804 // floating-point values 
0007: 466@ = -2206.165 // floating-point values 
0007: 548@ = -778.5996 // floating-point values 
0007: 630@ = 85.9739 // floating-point values 
0007: 467@ = -2240.928 // floating-point values 
0007: 549@ = -976.7443 // floating-point values 
0007: 631@ = 75.2422 // floating-point values 
0007: 468@ = -2139.48 // floating-point values 
0007: 550@ = -1148.617 // floating-point values 
0007: 632@ = 61.3795 // floating-point values 
0007: 469@ = -2028.634 // floating-point values 
0007: 551@ = -1315.712 // floating-point values 
0007: 633@ = 40.653 // floating-point values 
0007: 470@ = -1884.623 // floating-point values 
0007: 552@ = -1459.337 // floating-point values 
0007: 634@ = 37.0927 // floating-point values 
0007: 471@ = -1725.283 // floating-point values 
0007: 553@ = -1581.193 // floating-point values 
0007: 635@ = 51.3609 // floating-point values 
0007: 472@ = -1548.501 // floating-point values 
0007: 554@ = -1676.223 // floating-point values 
0007: 636@ = 63.2502 // floating-point values 
0007: 473@ = -1368.613 // floating-point values 
0007: 555@ = -1769.197 // floating-point values 
0007: 637@ = 52.099 // floating-point values 
0007: 474@ = -1327.042 // floating-point values 
0007: 556@ = -1980.883 // floating-point values 
0007: 638@ = 35.4768 // floating-point values 
0007: 475@ = -1462.659 // floating-point values 
0007: 557@ = -2110.34 // floating-point values 
0007: 639@ = 22.6174 // floating-point values 
0007: 476@ = -1551.068 // floating-point values 
0007: 558@ = -2287.276 // floating-point values 
0007: 640@ = 56.7071 // floating-point values 
0007: 477@ = -1624.645 // floating-point values 
0007: 559@ = -2464.302 // floating-point values 
0007: 641@ = 115.5442 // floating-point values 
0007: 478@ = -1735.012 // floating-point values 
0007: 560@ = -2633.092 // floating-point values 
0007: 642@ = 101.7228 // floating-point values 
0007: 479@ = -1673.618 // floating-point values 
0007: 561@ = -2817.32 // floating-point values 
0007: 643@ = 50.492 // floating-point values 
0007: 480@ = -1529.398 // floating-point values 
0007: 562@ = -2958.864 // floating-point values 
0007: 644@ = 35.2493 // floating-point values 
0007: 481@ = -1331.87 // floating-point values 
0007: 563@ = -3016.815 // floating-point values 
0007: 645@ = 36.5563 // floating-point values 
0007: 482@ = -1140.517 // floating-point values 
0007: 564@ = -2957.838 // floating-point values 
0007: 646@ = 35.4633 // floating-point values 
0007: 483@ = -1133.483 // floating-point values 
0007: 565@ = -2757.115 // floating-point values 
0007: 647@ = 30.2641 // floating-point values 
0007: 484@ = -1219.593 // floating-point values 
0007: 566@ = -2575.6 // floating-point values 
0007: 648@ = 35.8018 // floating-point values 
0007: 485@ = -1227.193 // floating-point values 
0007: 567@ = -2375.099 // floating-point values 
0007: 649@ = 31.7209 // floating-point values 
0007: 486@ = -1172.746 // floating-point values 
0007: 568@ = -2182.804 // floating-point values 
0007: 650@ = 45.2393 // floating-point values 
0007: 487@ = -1144.312 // floating-point values 
0007: 569@ = -1988.018 // floating-point values 
0007: 651@ = 83.1497 // floating-point values 
0007: 488@ = -1021.386 // floating-point values 
0007: 570@ = -1832.821 // floating-point values 
0007: 652@ = 115.2484 // floating-point values 
0007: 489@ = -943.5054 // floating-point values 
0007: 571@ = -1647.992 // floating-point values 
0007: 653@ = 133.3276 // floating-point values 
0007: 490@ = -900.7032 // floating-point values 
0007: 572@ = -1450.585 // floating-point values 
0007: 654@ = 142.0757 // floating-point values 
0007: 491@ = -884.4996 // floating-point values 
0007: 573@ = -1249.642 // floating-point values 
0007: 655@ = 148.1781 // floating-point values 
0007: 492@ = -880.2889 // floating-point values 
0007: 574@ = -1048.99 // floating-point values 
0007: 656@ = 158.8745 // floating-point values 
0007: 493@ = -936.6008 // floating-point values 
0007: 575@ = -855.3414 // floating-point values 
0007: 657@ = 160.157 // floating-point values 
0007: 494@ = -972.9082 // floating-point values 
0007: 576@ = -660.9503 // floating-point values 
0007: 658@ = 116.3043 // floating-point values 
0007: 495@ = -980.3859 // floating-point values 
0007: 577@ = -464.2646 // floating-point values 
0007: 659@ = 79.1644 // floating-point values 
0007: 496@ = -818.388 // floating-point values 
0007: 578@ = -348.3954 // floating-point values 
0007: 660@ = 51.4388 // floating-point values 
0007: 497@ = -617.8265 // floating-point values 
0007: 579@ = -330.2328 // floating-point values 
0007: 661@ = 37.1987 // floating-point values 
0007: 498@ = -415.4925 // floating-point values 
0007: 580@ = -339.8519 // floating-point values 
0007: 662@ = 28.2761 // floating-point values 
0007: 499@ = -248.3391 // floating-point values 
0007: 581@ = -451.8987 // floating-point values 
0007: 663@ = 18.5819 // floating-point values 
0007: 500@ = -192.9961 // floating-point values 
0007: 582@ = -643.989 // floating-point values 
0007: 664@ = 8.889 // floating-point values 
0007: 501@ = -128.7125 // floating-point values 
0007: 583@ = -835.6478 // floating-point values 
0007: 665@ = 24.9195 // floating-point values 
0007: 502@ = 63.3296 // floating-point values 
0007: 584@ = -892.0873 // floating-point values 
0007: 666@ = 40.4431 // floating-point values 
0007: 503@ = 236.1952 // floating-point values 
0007: 585@ = -791.0125 // floating-point values 
0007: 667@ = 46.7307 // floating-point values 
0007: 504@ = 298.5167 // floating-point values 
0007: 586@ = -600.2706 // floating-point values 
0007: 668@ = 53.5437 // floating-point values 
0007: 505@ = 326.4258 // floating-point values 
0007: 587@ = -400.9587 // floating-point values 
0007: 669@ = 50.4641 // floating-point values 
0007: 506@ = 308.5928 // floating-point values 
0007: 588@ = -201.9229 // floating-point values 
0007: 670@ = 40.3219 // floating-point values 
0007: 507@ = 244.4628 // floating-point values 
0007: 589@ = -8.211 // floating-point values 
0007: 671@ = 31.0744 // floating-point values 
0007: 508@ = 129.2121 // floating-point values 
0007: 590@ = 155.3022 // floating-point values 
0007: 672@ = 27.6231 // floating-point values 
0007: 509@ = -37.7018 // floating-point values 
0007: 591@ = 268.3331 // floating-point values 
0007: 673@ = 26.3544 // floating-point values 
0007: 510@ = -224.3873 // floating-point values 
0007: 592@ = 341.0904 // floating-point values 
0007: 674@ = 28.1078 // floating-point values 
0007: 511@ = -420.1607 // floating-point values 
0007: 593@ = 382.1896 // floating-point values 
0007: 675@ = 29.8681 // floating-point values 
0007: 512@ = -622.4773 // floating-point values 
0007: 594@ = 381.915 // floating-point values 
0007: 676@ = 31.6354 // floating-point values 
0007: 513@ = -822.824 // floating-point values 
0007: 595@ = 370.0051 // floating-point values 
0007: 677@ = 33.4142 // floating-point values 
0007: 514@ = -1012.349 // floating-point values 
0007: 596@ = 300.3856 // floating-point values 
0007: 678@ = 35.7468 // floating-point values 
0007: 515@ = -1193.1 // floating-point values 
0007: 597@ = 214.7394 // floating-point values 
0007: 679@ = 38.0629 // floating-point values 
0006: 250@ = 62 // integer values 
0006: 256@ = 1 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 513 
04AF: 717@ = unknown_wav_reference 513 
04AF: 718@ = unknown_wav_reference 513 
04AF: 719@ = unknown_wav_reference 513 
04AF: 205@ = unknown_wav_reference 3 
0002: jump @CPRACE_46257 

:CPRACE_40063
0007: 454@ = 366.982 // floating-point values 
0007: 536@ = 2502.595 // floating-point values 
0007: 618@ = 15.5571 // floating-point values 
0007: 455@ = 116.652 // floating-point values 
0007: 537@ = 2502.902 // floating-point values 
0007: 619@ = 47.5682 // floating-point values 
0007: 456@ = -133.6242 // floating-point values 
0007: 538@ = 2524.392 // floating-point values 
0007: 620@ = 55.1281 // floating-point values 
0007: 457@ = -377.8474 // floating-point values 
0007: 539@ = 2588.068 // floating-point values 
0007: 621@ = 67.6866 // floating-point values 
0007: 458@ = -604.1302 // floating-point values 
0007: 540@ = 2694.639 // floating-point values 
0007: 622@ = 84.7931 // floating-point values 
0007: 459@ = -838.685 // floating-point values 
0007: 541@ = 2779.901 // floating-point values 
0007: 623@ = 69.2036 // floating-point values 
0007: 460@ = -1045.629 // floating-point values 
0007: 542@ = 2639.279 // floating-point values 
0007: 624@ = 69.0984 // floating-point values 
0007: 461@ = -984.3267 // floating-point values 
0007: 543@ = 2395.508 // floating-point values 
0007: 625@ = 64.5187 // floating-point values 
0007: 462@ = -873.4733 // floating-point values 
0007: 544@ = 2171.186 // floating-point values 
0007: 626@ = 64.5549 // floating-point values 
0007: 463@ = -770.134 // floating-point values 
0007: 545@ = 1943.248 // floating-point values 
0007: 627@ = 70.927 // floating-point values 
0007: 464@ = -653.4092 // floating-point values 
0007: 546@ = 1720.47 // floating-point values 
0007: 628@ = 47.6015 // floating-point values 
0007: 465@ = -578.5898 // floating-point values 
0007: 547@ = 1481.972 // floating-point values 
0007: 629@ = 21.5084 // floating-point values 
0007: 466@ = -521.8337 // floating-point values 
0007: 548@ = 1238.437 // floating-point values 
0007: 630@ = 11.6736 // floating-point values 
0007: 467@ = -469.9443 // floating-point values 
0007: 549@ = 995.721 // floating-point values 
0007: 631@ = 51.4066 // floating-point values 
0007: 468@ = -525.42 // floating-point values 
0007: 550@ = 750.7462 // floating-point values 
0007: 632@ = 44.2215 // floating-point values 
0007: 469@ = -664.0441 // floating-point values 
0007: 551@ = 541.0659 // floating-point values 
0007: 633@ = 15.9243 // floating-point values 
0007: 470@ = -914.7918 // floating-point values 
0007: 552@ = 536.2426 // floating-point values 
0007: 634@ = 11.804 // floating-point values 
0007: 471@ = -1131.918 // floating-point values 
0007: 553@ = 661.8135 // floating-point values 
0007: 635@ = 13.6564 // floating-point values 
0007: 472@ = -1309.833 // floating-point values 
0007: 554@ = 839.316 // floating-point values 
0007: 636@ = 10.7039 // floating-point values 
0007: 473@ = -1449.372 // floating-point values 
0007: 555@ = 1045.777 // floating-point values 
0007: 637@ = 31.9947 // floating-point values 
0007: 474@ = -1603.122 // floating-point values 
0007: 556@ = 1243.21 // floating-point values 
0007: 638@ = 38.6648 // floating-point values 
0007: 475@ = -1813.101 // floating-point values 
0007: 557@ = 1379.44 // floating-point values 
0007: 639@ = 28.4044 // floating-point values 
0007: 476@ = -2061.488 // floating-point values 
0007: 558@ = 1418.548 // floating-point values 
0007: 640@ = 22.0099 // floating-point values 
0007: 477@ = -2312.469 // floating-point values 
0007: 559@ = 1430.699 // floating-point values 
0007: 641@ = 42.3744 // floating-point values 
0007: 478@ = -2522.745 // floating-point values 
0007: 560@ = 1564.194 // floating-point values 
0007: 642@ = 75.9034 // floating-point values 
0007: 479@ = -2689.238 // floating-point values 
0007: 561@ = 1753.745 // floating-point values 
0007: 643@ = 99.5865 // floating-point values 
0007: 480@ = -2759.371 // floating-point values 
0007: 562@ = 1994.265 // floating-point values 
0007: 644@ = 110.8744 // floating-point values 
0007: 481@ = -2682.772 // floating-point values 
0007: 563@ = 2233.097 // floating-point values 
0007: 645@ = 113.4608 // floating-point values 
0007: 482@ = -2493.907 // floating-point values 
0007: 564@ = 2397.506 // floating-point values 
0007: 646@ = 102.0156 // floating-point values 
0007: 483@ = -2245.109 // floating-point values 
0007: 565@ = 2418.773 // floating-point values 
0007: 647@ = 83.5877 // floating-point values 
0007: 484@ = -1994.605 // floating-point values 
0007: 566@ = 2407.942 // floating-point values 
0007: 648@ = 87.4376 // floating-point values 
0007: 485@ = -1751.471 // floating-point values 
0007: 567@ = 2349.74 // floating-point values 
0007: 649@ = 90.2881 // floating-point values 
0007: 486@ = -1535.099 // floating-point values 
0007: 568@ = 2217.656 // floating-point values 
0007: 650@ = 75.7349 // floating-point values 
0007: 487@ = -1305.302 // floating-point values 
0007: 569@ = 2118.716 // floating-point values 
0007: 651@ = 74.7752 // floating-point values 
0007: 488@ = -1064.807 // floating-point values 
0007: 570@ = 2187.768 // floating-point values 
0007: 652@ = 66.2415 // floating-point values 
0007: 489@ = -814.3556 // floating-point values 
0007: 571@ = 2195.872 // floating-point values 
0007: 653@ = 56.1521 // floating-point values 
0007: 490@ = -563.2742 // floating-point values 
0007: 572@ = 2203.33 // floating-point values 
0007: 654@ = 60.9129 // floating-point values 
0007: 491@ = -313.3741 // floating-point values 
0007: 573@ = 2229.26 // floating-point values 
0007: 655@ = 73.2015 // floating-point values 
0007: 492@ = -66.3647 // floating-point values 
0007: 574@ = 2178.082 // floating-point values 
0007: 656@ = 71.9294 // floating-point values 
0007: 493@ = 186.4198 // floating-point values 
0007: 575@ = 2211.213 // floating-point values 
0007: 657@ = 71.6732 // floating-point values 
0007: 494@ = 390.8383 // floating-point values 
0007: 576@ = 2356.514 // floating-point values 
0007: 658@ = 65.1402 // floating-point values 
0007: 495@ = 639.1594 // floating-point values 
0007: 577@ = 2385.26 // floating-point values 
0007: 659@ = 47.4816 // floating-point values 
0007: 496@ = 857.994 // floating-point values 
0007: 578@ = 2510.157 // floating-point values 
0007: 660@ = 50.2583 // floating-point values 
0007: 497@ = 929.9869 // floating-point values 
0007: 579@ = 2748.352 // floating-point values 
0007: 661@ = 77.8011 // floating-point values 
0007: 498@ = 760.5828 // floating-point values 
0007: 580@ = 2935.73 // floating-point values 
0007: 662@ = 91.5673 // floating-point values 
0007: 499@ = 512.0109 // floating-point values 
0007: 581@ = 2901.74 // floating-point values 
0007: 663@ = 93.8596 // floating-point values 
0007: 500@ = 309.843 // floating-point values 
0007: 582@ = 2752.892 // floating-point values 
0007: 664@ = 93.5908 // floating-point values 
0007: 501@ = 153.0242 // floating-point values 
0007: 583@ = 2560.321 // floating-point values 
0007: 665@ = 64.3547 // floating-point values 
0007: 502@ = 18.2657 // floating-point values 
0007: 584@ = 2347.904 // floating-point values 
0007: 666@ = 66.4087 // floating-point values 
0007: 503@ = -99.4455 // floating-point values 
0007: 585@ = 2126.343 // floating-point values 
0007: 667@ = 75.4819 // floating-point values 
0007: 504@ = -257.6325 // floating-point values 
0007: 586@ = 1931.184 // floating-point values 
0007: 668@ = 75.4922 // floating-point values 
0007: 505@ = -392.7389 // floating-point values 
0007: 587@ = 1720.594 // floating-point values 
0007: 669@ = 94.1061 // floating-point values 
0007: 506@ = -499.7809 // floating-point values 
0007: 588@ = 1492.545 // floating-point values 
0007: 670@ = 58.172 // floating-point values 
0007: 507@ = -687.7847 // floating-point values 
0007: 589@ = 1327.026 // floating-point values 
0007: 671@ = 45.0028 // floating-point values 
0007: 508@ = -881.8704 // floating-point values 
0007: 590@ = 1169.769 // floating-point values 
0007: 672@ = 68.6343 // floating-point values 
0007: 509@ = -1075.92 // floating-point values 
0007: 591@ = 1008.155 // floating-point values 
0007: 673@ = 61.9286 // floating-point values 
0007: 510@ = -1272.957 // floating-point values 
0007: 592@ = 852.6403 // floating-point values 
0007: 674@ = 61.1137 // floating-point values 
0007: 511@ = -1457.539 // floating-point values 
0007: 593@ = 680.1183 // floating-point values 
0007: 675@ = 69.2464 // floating-point values 
0007: 512@ = -1634.648 // floating-point values 
0007: 594@ = 496.5454 // floating-point values 
0007: 676@ = 79.7593 // floating-point values 
0007: 513@ = -1839.814 // floating-point values 
0007: 595@ = 342.0907 // floating-point values 
0007: 677@ = 77.0974 // floating-point values 
0007: 514@ = -2063.729 // floating-point values 
0007: 596@ = 218.3637 // floating-point values 
0007: 678@ = 74.2748 // floating-point values 
0007: 515@ = -2305.256 // floating-point values 
0007: 597@ = 145.857 // floating-point values 
0007: 679@ = 72.5908 // floating-point values 
0007: 516@ = -2554.304 // floating-point values 
0007: 598@ = 126.6046 // floating-point values 
0007: 680@ = 96.9355 // floating-point values 
0007: 517@ = -2745.509 // floating-point values 
0007: 599@ = -33.5993 // floating-point values 
0007: 681@ = 80.174 // floating-point values 
0007: 518@ = -2863.942 // floating-point values 
0007: 600@ = -255.546 // floating-point values 
0007: 682@ = 62.7643 // floating-point values 
0007: 519@ = -2912.281 // floating-point values 
0007: 601@ = -500.7706 // floating-point values 
0007: 683@ = 51.8291 // floating-point values 
0007: 520@ = -2947.388 // floating-point values 
0007: 602@ = -759.2774 // floating-point values 
0007: 684@ = 44.0041 // floating-point values 
0007: 521@ = -2962.423 // floating-point values 
0007: 603@ = -1011.332 // floating-point values 
0007: 685@ = 42.2517 // floating-point values 
0007: 522@ = -2955.506 // floating-point values 
0007: 604@ = -1276.023 // floating-point values 
0007: 686@ = 45.302 // floating-point values 
0007: 523@ = -3000.904 // floating-point values 
0007: 605@ = -1528.563 // floating-point values 
0007: 687@ = 51.004 // floating-point values 
0006: 250@ = 70 // integer values 
0006: 256@ = 1 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 520 
04AF: 717@ = unknown_wav_reference 520 
04AF: 718@ = unknown_wav_reference 520 
04AF: 719@ = unknown_wav_reference 520 
04AF: 205@ = unknown_wav_reference 3 
0002: jump @CPRACE_46257 

:CPRACE_42251
0007: 454@ = 381.9952 // floating-point values 
0007: 536@ = 2542.088 // floating-point values 
0007: 618@ = 15.6876 // floating-point values 
0007: 455@ = 304.6997 // floating-point values 
0007: 537@ = 2547.057 // floating-point values 
0007: 619@ = 37.975 // floating-point values 
0007: 456@ = -97.4654 // floating-point values 
0007: 538@ = 2554.841 // floating-point values 
0007: 620@ = 32.4746 // floating-point values 
0007: 457@ = -102.6455 // floating-point values 
0007: 539@ = 2699.236 // floating-point values 
0007: 621@ = 63.5945 // floating-point values 
0007: 458@ = -221.948 // floating-point values 
0007: 540@ = 2718.08 // floating-point values 
0007: 622@ = 82.385 // floating-point values 
0007: 459@ = -418.3279 // floating-point values 
0007: 541@ = 2691.081 // floating-point values 
0007: 623@ = 78.5077 // floating-point values 
0007: 460@ = -392.2611 // floating-point values 
0007: 542@ = 2492.193 // floating-point values 
0007: 624@ = 84.257 // floating-point values 
0007: 461@ = -360.1944 // floating-point values 
0007: 543@ = 2294.638 // floating-point values 
0007: 625@ = 79.344 // floating-point values 
0007: 462@ = -238.1485 // floating-point values 
0007: 544@ = 2230.007 // floating-point values 
0007: 626@ = 81.9684 // floating-point values 
0007: 463@ = -287.1143 // floating-point values 
0007: 545@ = 2091.03 // floating-point values 
0007: 627@ = 70.2663 // floating-point values 
0007: 464@ = -481.0875 // floating-point values 
0007: 546@ = 2051.74 // floating-point values 
0007: 628@ = 76.2466 // floating-point values 
0007: 465@ = -665.1192 // floating-point values 
0007: 547@ = 2131.252 // floating-point values 
0007: 629@ = 77.2696 // floating-point values 
0007: 466@ = -845.4529 // floating-point values 
0007: 548@ = 2218.861 // floating-point values 
0007: 630@ = 80.0327 // floating-point values 
0007: 467@ = -1044.866 // floating-point values 
0007: 549@ = 2207.615 // floating-point values 
0007: 631@ = 67.0078 // floating-point values 
0007: 468@ = -1234.234 // floating-point values 
0007: 550@ = 2142.393 // floating-point values 
0007: 632@ = 66.1648 // floating-point values 
0007: 469@ = -1424.931 // floating-point values 
0007: 551@ = 2205.699 // floating-point values 
0007: 633@ = 70.8862 // floating-point values 
0007: 470@ = -1571.237 // floating-point values 
0007: 552@ = 2247.766 // floating-point values 
0007: 634@ = 65.1073 // floating-point values 
0007: 471@ = -1745.637 // floating-point values 
0007: 553@ = 2292.511 // floating-point values 
0007: 635@ = 49.3695 // floating-point values 
0007: 472@ = -1945.602 // floating-point values 
0007: 554@ = 2285.913 // floating-point values 
0007: 636@ = 44.2433 // floating-point values 
0007: 473@ = -1953.881 // floating-point values 
0007: 555@ = 2484.877 // floating-point values 
0007: 637@ = 63.2602 // floating-point values 
0007: 474@ = -1895.095 // floating-point values 
0007: 556@ = 2633.034 // floating-point values 
0007: 638@ = 74.4549 // floating-point values 
0007: 475@ = -1706.873 // floating-point values 
0007: 557@ = 2703.232 // floating-point values 
0007: 639@ = 72.8798 // floating-point values 
0007: 476@ = -1505.724 // floating-point values 
0007: 558@ = 2721.034 // floating-point values 
0007: 640@ = 69.9706 // floating-point values 
0007: 477@ = -1305.595 // floating-point values 
0007: 559@ = 2708.321 // floating-point values 
0007: 641@ = 66.4619 // floating-point values 
0007: 478@ = -1105.89 // floating-point values 
0007: 560@ = 2731.611 // floating-point values 
0007: 642@ = 62.9933 // floating-point values 
0007: 479@ = -905.1519 // floating-point values 
0007: 561@ = 2728.83 // floating-point values 
0007: 643@ = 64.0124 // floating-point values 
0007: 480@ = -704.1036 // floating-point values 
0007: 562@ = 2733.898 // floating-point values 
0007: 644@ = 66.2347 // floating-point values 
0006: 250@ = 27 // integer values 
0006: 256@ = 1 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 487 
04AF: 717@ = unknown_wav_reference 487 
04AF: 718@ = unknown_wav_reference 487 
04AF: 719@ = unknown_wav_reference 487 
04AF: 205@ = unknown_wav_reference 3 
0002: jump @CPRACE_46257 

:CPRACE_43149
0007: 454@ = -1962.871 // floating-point values 
0007: 536@ = 628.0812 // floating-point values 
0007: 618@ = 150.2844 // floating-point values 
0007: 455@ = -1848.34 // floating-point values 
0007: 537@ = 531.9294 // floating-point values 
0007: 619@ = 86.1743 // floating-point values 
0007: 456@ = -1827.913 // floating-point values 
0007: 538@ = 399.3668 // floating-point values 
0007: 620@ = 29.91 // floating-point values 
0007: 457@ = -1751.361 // floating-point values 
0007: 539@ = 326.9781 // floating-point values 
0007: 621@ = 25.4958 // floating-point values 
0007: 458@ = -1647.958 // floating-point values 
0007: 540@ = 412.8291 // floating-point values 
0007: 622@ = 26.6578 // floating-point values 
0007: 459@ = -1560.512 // floating-point values 
0007: 541@ = 532.7433 // floating-point values 
0007: 623@ = 18.6913 // floating-point values 
0007: 460@ = -1572.197 // floating-point values 
0007: 542@ = 638.3369 // floating-point values 
0007: 624@ = 25.3806 // floating-point values 
0007: 461@ = -1700.555 // floating-point values 
0007: 543@ = 706.7762 // floating-point values 
0007: 625@ = 53.3757 // floating-point values 
0007: 462@ = -1715.507 // floating-point values 
0007: 544@ = 777.6501 // floating-point values 
0007: 626@ = 45.9312 // floating-point values 
0007: 463@ = -1715.978 // floating-point values 
0007: 545@ = 978.3165 // floating-point values 
0007: 627@ = 51.989 // floating-point values 
0007: 464@ = -1714.958 // floating-point values 
0007: 546@ = 1178.562 // floating-point values 
0007: 628@ = 54.9734 // floating-point values 
0007: 465@ = -1912.922 // floating-point values 
0007: 547@ = 1146.255 // floating-point values 
0007: 629@ = 56.3473 // floating-point values 
0007: 466@ = -2003.248 // floating-point values 
0007: 548@ = 982.3228 // floating-point values 
0007: 630@ = 58.819 // floating-point values 
0007: 467@ = -2006.168 // floating-point values 
0007: 549@ = 810.2207 // floating-point values 
0007: 631@ = 54.1756 // floating-point values 
0007: 468@ = -1959.234 // floating-point values 
0007: 550@ = 713.3063 // floating-point values 
0007: 632@ = 75.2571 // floating-point values 
0007: 469@ = -1793.007 // floating-point values 
0007: 551@ = 730.7606 // floating-point values 
0007: 633@ = 44.6388 // floating-point values 
0007: 470@ = -1593.731 // floating-point values 
0007: 552@ = 732.4928 // floating-point values 
0007: 634@ = 20.5721 // floating-point values 
0007: 471@ = -1533.424 // floating-point values 
0007: 553@ = 923.6081 // floating-point values 
0007: 635@ = 29.4493 // floating-point values 
0007: 472@ = -1489.172 // floating-point values 
0007: 554@ = 1118.737 // floating-point values 
0007: 636@ = 17.2211 // floating-point values 
0007: 473@ = -1605.045 // floating-point values 
0007: 555@ = 1284.044 // floating-point values 
0007: 637@ = 27.5543 // floating-point values 
0007: 474@ = -1787.921 // floating-point values 
0007: 556@ = 1365.81 // floating-point values 
0007: 638@ = 32.2595 // floating-point values 
0007: 475@ = -1986.429 // floating-point values 
0007: 557@ = 1319.338 // floating-point values 
0007: 639@ = 23.0384 // floating-point values 
0007: 476@ = -2185.996 // floating-point values 
0007: 558@ = 1345.112 // floating-point values 
0007: 640@ = 19.4206 // floating-point values 
0007: 477@ = -2384.599 // floating-point values 
0007: 559@ = 1380.588 // floating-point values 
0007: 641@ = 17.9485 // floating-point values 
0007: 478@ = -2537.759 // floating-point values 
0007: 560@ = 1369.641 // floating-point values 
0007: 642@ = 23.8562 // floating-point values 
0007: 479@ = -2719.315 // floating-point values 
0007: 561@ = 1345.675 // floating-point values 
0007: 643@ = 32.2039 // floating-point values 
0007: 480@ = -2875.142 // floating-point values 
0007: 562@ = 1245.782 // floating-point values 
0007: 644@ = 20.7763 // floating-point values 
0006: 250@ = 27 // integer values 
0006: 256@ = 1 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 488 
04AF: 717@ = unknown_wav_reference 488 
04AF: 718@ = unknown_wav_reference 488 
04AF: 719@ = unknown_wav_reference 488 
04AF: 205@ = unknown_wav_reference 3 
0002: jump @CPRACE_46257 

:CPRACE_44047
0007: 454@ = 1765.608 // floating-point values 
0007: 536@ = -2285.911 // floating-point values 
0007: 618@ = 25.9621 // floating-point values 
0007: 455@ = 1764.294 // floating-point values 
0007: 537@ = -2084.371 // floating-point values 
0007: 619@ = 26.0431 // floating-point values 
0007: 456@ = 1649.402 // floating-point values 
0007: 538@ = -1920.231 // floating-point values 
0007: 620@ = 40.6173 // floating-point values 
0007: 457@ = 1552.024 // floating-point values 
0007: 539@ = -1745.273 // floating-point values 
0007: 621@ = 30.0462 // floating-point values 
0007: 458@ = 1419.031 // floating-point values 
0007: 540@ = -1595.618 // floating-point values 
0007: 622@ = 25.4285 // floating-point values 
0007: 459@ = 1402.089 // floating-point values 
0007: 541@ = -1441.622 // floating-point values 
0007: 623@ = 18.2271 // floating-point values 
0007: 460@ = 1545.335 // floating-point values 
0007: 542@ = -1431.194 // floating-point values 
0007: 624@ = 36.437 // floating-point values 
0007: 461@ = 1653.446 // floating-point values 
0007: 543@ = -1305.841 // floating-point values 
0007: 625@ = 49.6078 // floating-point values 
0007: 462@ = 1786.094 // floating-point values 
0007: 544@ = -1276.766 // floating-point values 
0007: 626@ = 22.6321 // floating-point values 
0007: 463@ = 1901.04 // floating-point values 
0007: 545@ = -1221.949 // floating-point values 
0007: 627@ = 34.699 // floating-point values 
0007: 464@ = 1848.224 // floating-point values 
0007: 546@ = -1097.652 // floating-point values 
0007: 628@ = 46.0898 // floating-point values 
0007: 465@ = 1649.377 // floating-point values 
0007: 547@ = -1085.296 // floating-point values 
0007: 629@ = 36.7768 // floating-point values 
0007: 466@ = 1487.205 // floating-point values 
0007: 548@ = -970.0334 // floating-point values 
0007: 630@ = 60.1281 // floating-point values 
0007: 467@ = 1304.22 // floating-point values 
0007: 549@ = -1038.929 // floating-point values 
0007: 631@ = 39.8547 // floating-point values 
0007: 468@ = 1215.798 // floating-point values 
0007: 550@ = -1218.862 // floating-point values 
0007: 632@ = 27.923 // floating-point values 
0007: 469@ = 1302.613 // floating-point values 
0007: 551@ = -1399.126 // floating-point values 
0007: 633@ = 26.3812 // floating-point values 
0007: 470@ = 1437.015 // floating-point values 
0007: 552@ = -1321.431 // floating-point values 
0007: 634@ = 45.396 // floating-point values 
0007: 471@ = 1609.09 // floating-point values 
0007: 553@ = -1299.497 // floating-point values 
0007: 635@ = 25.0714 // floating-point values 
0007: 472@ = 1791.42 // floating-point values 
0007: 554@ = -1381.364 // floating-point values 
0007: 636@ = 35.17 // floating-point values 
0007: 473@ = 1827.021 // floating-point values 
0007: 555@ = -1567.279 // floating-point values 
0007: 637@ = 22.9243 // floating-point values 
0007: 474@ = 1628.196 // floating-point values 
0007: 556@ = -1600.6 // floating-point values 
0007: 638@ = 38.8226 // floating-point values 
0007: 475@ = 1450.908 // floating-point values 
0007: 557@ = -1694.839 // floating-point values 
0007: 639@ = 25.2192 // floating-point values 
0007: 476@ = 1389.812 // floating-point values 
0007: 558@ = -1852.984 // floating-point values 
0007: 640@ = 24.997 // floating-point values 
0007: 477@ = 1206.609 // floating-point values 
0007: 559@ = -1933.723 // floating-point values 
0007: 641@ = 57.1028 // floating-point values 
0007: 478@ = 1053.461 // floating-point values 
0007: 560@ = -2063.933 // floating-point values 
0007: 642@ = 70.7254 // floating-point values 
0007: 479@ = 1048.698 // floating-point values 
0007: 561@ = -2265.503 // floating-point values 
0007: 643@ = 47.2394 // floating-point values 
0007: 480@ = 1224.402 // floating-point values 
0007: 562@ = -2359.494 // floating-point values 
0007: 644@ = 28.5888 // floating-point values 
0007: 481@ = 1425.61 // floating-point values 
0007: 563@ = -2360.047 // floating-point values 
0007: 645@ = 28.3338 // floating-point values 
0006: 250@ = 28 // integer values 
0006: 256@ = 1 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 425 
04AF: 717@ = unknown_wav_reference 425 
04AF: 718@ = unknown_wav_reference 425 
04AF: 719@ = unknown_wav_reference 425 
04AF: 205@ = unknown_wav_reference 3 
0002: jump @CPRACE_46257 

:CPRACE_44975
0007: 454@ = -1398.355 // floating-point values 
0007: 536@ = -197.2079 // floating-point values 
0007: 618@ = 1043.119 // floating-point values 
0007: 455@ = -1398.988 // floating-point values 
0007: 537@ = -188.7892 // floating-point values 
0007: 619@ = 1043.202 // floating-point values 
0007: 456@ = -1465.939 // floating-point values 
0007: 538@ = -134.0836 // floating-point values 
0007: 620@ = 1046.011 // floating-point values 
0007: 457@ = -1530.138 // floating-point values 
0007: 539@ = -193.3988 // floating-point values 
0007: 621@ = 1050.756 // floating-point values 
0007: 458@ = -1415.686 // floating-point values 
0007: 540@ = -274.1765 // floating-point values 
0007: 622@ = 1051.148 // floating-point values 
0007: 459@ = -1305.178 // floating-point values 
0007: 541@ = -143.5283 // floating-point values 
0007: 623@ = 1050.125 // floating-point values 
0007: 460@ = -1302.774 // floating-point values 
0007: 542@ = -268.6358 // floating-point values 
0007: 624@ = 1048.487 // floating-point values 
0087: 461@ = 454@ // floating-point values only 
0087: 543@ = 536@ // floating-point values only 
0087: 625@ = 618@ // floating-point values only 
0007: 732@ = -1406.327 // floating-point values 
0007: 733@ = -265.7914 // floating-point values 
0007: 734@ = 1042.656 // floating-point values 
0007: 735@ = 346.3297 // floating-point values 
0006: 250@ = 8 // integer values 
0006: 221@ = 7 // integer values 
0006: 224@ = 12 // integer values 
0006: 256@ = 12 // integer values 
04AF: 700@ = unknown_wav_reference 7 
04AF: 701@ = unknown_wav_reference 7 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 7 
04AF: 704@ = unknown_wav_reference 7 
04AF: 705@ = unknown_wav_reference 7 
04AF: 706@ = unknown_wav_reference 7 
04AF: 707@ = unknown_wav_reference 7 
04AF: 708@ = unknown_wav_reference 7 
04AF: 709@ = unknown_wav_reference 7 
04AF: 710@ = unknown_wav_reference 7 
04AF: 711@ = unknown_wav_reference 7 
04AF: 712@ = unknown_wav_reference 7 
04AF: 713@ = unknown_wav_reference 7 
04AF: 714@ = unknown_wav_reference 7 
04AF: 715@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 503 
04AF: 717@ = unknown_wav_reference 502 
04AF: 718@ = unknown_wav_reference 494 
04AF: 719@ = unknown_wav_reference 503 
04AF: 720@ = unknown_wav_reference 502 
04AF: 721@ = unknown_wav_reference 494 
04AF: 722@ = unknown_wav_reference 502 
04AF: 723@ = unknown_wav_reference 494 
04AF: 724@ = unknown_wav_reference 503 
04AF: 725@ = unknown_wav_reference 494 
04AF: 726@ = unknown_wav_reference 503 
04AF: 727@ = unknown_wav_reference 503 
04AF: 728@ = unknown_wav_reference 494 
04AF: 729@ = unknown_wav_reference 502 
04AF: 730@ = unknown_wav_reference 494 
04AF: 731@ = unknown_wav_reference 502 
0002: jump @CPRACE_46257 

:CPRACE_45524
0007: 454@ = -1354.358 // floating-point values 
0007: 536@ = -590.5628 // floating-point values 
0007: 618@ = 1055.453 // floating-point values 
0007: 455@ = -1431.177 // floating-point values 
0007: 537@ = -588.3124 // floating-point values 
0007: 619@ = 1054.512 // floating-point values 
0007: 456@ = -1516.874 // floating-point values 
0007: 538@ = -635.0942 // floating-point values 
0007: 620@ = 1050.275 // floating-point values 
0007: 457@ = -1500.678 // floating-point values 
0007: 539@ = -719.0175 // floating-point values 
0007: 621@ = 1051.643 // floating-point values 
0007: 458@ = -1387.502 // floating-point values 
0007: 540@ = -743.1501 // floating-point values 
0007: 622@ = 1051.016 // floating-point values 
0007: 459@ = -1295.54 // floating-point values 
0007: 541@ = -705.3506 // floating-point values 
0007: 623@ = 1055.255 // floating-point values 
0007: 460@ = -1365.312 // floating-point values 
0007: 542@ = -666.0998 // floating-point values 
0007: 624@ = 1055.058 // floating-point values 
0007: 461@ = -1486.5 // floating-point values 
0007: 543@ = -636.4586 // floating-point values 
0007: 625@ = 1052.225 // floating-point values 
0007: 462@ = -1447.86 // floating-point values 
0007: 544@ = -690.3426 // floating-point values 
0007: 626@ = 1052.834 // floating-point values 
0007: 463@ = -1389.908 // floating-point values 
0007: 545@ = -720.9943 // floating-point values 
0007: 627@ = 1055.119 // floating-point values 
0007: 464@ = -1370.685 // floating-point values 
0007: 546@ = -687.8977 // floating-point values 
0007: 628@ = 1053.783 // floating-point values 
0007: 465@ = -1399.136 // floating-point values 
0007: 547@ = -635.8359 // floating-point values 
0007: 629@ = 1051.043 // floating-point values 
0007: 466@ = -1308.639 // floating-point values 
0007: 548@ = -649.4201 // floating-point values 
0007: 630@ = 1054.972 // floating-point values 
0087: 467@ = 454@ // floating-point values only 
0087: 549@ = 536@ // floating-point values only 
0087: 631@ = 618@ // floating-point values only 
0007: 732@ = -1344.163 // floating-point values 
0007: 733@ = -598.8836 // floating-point values 
0007: 734@ = 1051.829 // floating-point values 
0007: 735@ = 103.3822 // floating-point values 
0006: 250@ = 14 // integer values 
0006: 221@ = 4 // integer values 
0006: 224@ = 6 // integer values 
0006: 256@ = 12 // integer values 
04AF: 700@ = unknown_wav_reference 100 
04AF: 701@ = unknown_wav_reference 133 
04AF: 702@ = unknown_wav_reference 7 
04AF: 703@ = unknown_wav_reference 181 
04AF: 704@ = unknown_wav_reference 60 
04AF: 705@ = unknown_wav_reference 34 
04AF: 706@ = unknown_wav_reference 198 
04AF: 707@ = unknown_wav_reference 250 
04AF: 708@ = unknown_wav_reference 7 
04AF: 709@ = unknown_wav_reference 100 
04AF: 710@ = unknown_wav_reference 34 
04AF: 711@ = unknown_wav_reference 7 
04AF: 712@ = unknown_wav_reference 7 
04AF: 713@ = unknown_wav_reference 7 
04AF: 714@ = unknown_wav_reference 7 
04AF: 715@ = unknown_wav_reference 7 
04AF: 716@ = unknown_wav_reference 468 
04AF: 717@ = unknown_wav_reference 468 
04AF: 718@ = unknown_wav_reference 468 
04AF: 719@ = unknown_wav_reference 468 
04AF: 720@ = unknown_wav_reference 468 
04AF: 721@ = unknown_wav_reference 468 
04AF: 722@ = unknown_wav_reference 468 
04AF: 723@ = unknown_wav_reference 468 
04AF: 724@ = unknown_wav_reference 468 
04AF: 725@ = unknown_wav_reference 468 
04AF: 726@ = unknown_wav_reference 468 
04AF: 727@ = unknown_wav_reference 468 
04AF: 728@ = unknown_wav_reference 468 
04AF: 729@ = unknown_wav_reference 468 
04AF: 730@ = unknown_wav_reference 468 
04AF: 731@ = unknown_wav_reference 468 
0002: jump @CPRACE_46257 

:CPRACE_46257
0051: return 

:CPRACE_46259
00D6: if 
0039:   736@ == 0 // integer values 
004D: jump_if_false @CPRACE_46332 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -148.2144 87.3396 2.1234 radius 280.0 280.0 30.0 
004D: jump_if_false @CPRACE_46332 
0006: 736@ = 1 // integer values 

:CPRACE_46332
00D6: if 
0039:   736@ == 1 // integer values 
004D: jump_if_false @CPRACE_46366 
0006: 736@ = 2 // integer values 
0247: request_model #COMBINE 
0247: request_model #VHMYELV 

:CPRACE_46366
00D6: if 
0039:   736@ == 2 // integer values 
004D: jump_if_false @CPRACE_46520 
00D6: if and
0248:   model #COMBINE available 
0248:   model #VHMYELV available 
004D: jump_if_false @CPRACE_46520 
0006: 736@ = 3 // integer values 
00A5: 738@ = create_car #COMBINE at -128.2144 80.3396 2.1234 
0175: set_car 738@ z_angle_to 250.5799 
0129: 740@ = create_actor 4 #VHMYELV in_car 738@ driverseat 
0249: release_model #COMBINE 
0249: release_model #VHMYELV 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -95.8304 68.27 3.4764 
05D7: add_point_to_scmpath -77.3806 70.3096 3.5478 
07E7: AS_assign_scmpath_to_actor 740@ in_car 738@ speed 7.5 flags 2 0 3 

:CPRACE_46520
00D6: if 
0039:   736@ == 3 // integer values 
004D: jump_if_false @CPRACE_46616 
00D6: if 
8118:   not actor 740@ dead 
004D: jump_if_false @CPRACE_46616 
062E: (unknown) 740@ 2023 742@ 
00D6: if 
04A4:   742@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_46616 
0006: 736@ = 4 // integer values 
00D6: if 
8119:   not car 738@ wrecked 
004D: jump_if_false @CPRACE_46611 
01C3: remove_references_to_car 738@ // Like turning a car into any random car 

:CPRACE_46611
01C2: remove_references_to_actor 740@ // Like turning an actor into a random pedestrian 

:CPRACE_46616
00D6: if 
0039:   737@ == 0 // integer values 
004D: jump_if_false @CPRACE_46689 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -542.1076 230.7356 11.6475 radius 320.0 320.0 30.0 
004D: jump_if_false @CPRACE_46689 
0006: 737@ = 1 // integer values 

:CPRACE_46689
00D6: if 
0039:   737@ == 1 // integer values 
004D: jump_if_false @CPRACE_46723 
0006: 737@ = 2 // integer values 
0247: request_model #WALTON 
0247: request_model #VHMYELV 

:CPRACE_46723
00D6: if 
0039:   737@ == 2 // integer values 
004D: jump_if_false @CPRACE_46856 
00D6: if and
0248:   model #WALTON available 
0248:   model #VHMYELV available 
004D: jump_if_false @CPRACE_46856 
0006: 737@ = 3 // integer values 
00A5: 739@ = create_car #WALTON at -542.1076 230.7356 11.6475 
0175: set_car 739@ z_angle_to 262.8685 
0129: 741@ = create_actor 4 #VHMYELV in_car 739@ driverseat 
0249: release_model #WALTON 
0249: release_model #VHMYELV 
05D1: AS_actor 741@ drive_car 739@ to -270.5629 199.0073 6.99 speed 11.5 0 0 2 

:CPRACE_46856
00D6: if 
0039:   737@ == 3 // integer values 
004D: jump_if_false @CPRACE_46967 
00D6: if 
8118:   not actor 741@ dead 
004D: jump_if_false @CPRACE_46967 
062E: (unknown) 741@ 1489 742@ 
00D6: if 
04A4:   742@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CPRACE_46967 
0006: 737@ = 4 // integer values 
00D6: if 
8119:   not car 739@ wrecked 
004D: jump_if_false @CPRACE_46962 
05D2: AS_actor 741@ run_to_and_hijack_vehicle 739@ max_search_radius 11.5 traffic_behavior 2 
01C3: remove_references_to_car 739@ // Like turning a car into any random car 

:CPRACE_46962
01C2: remove_references_to_actor 741@ // Like turning an actor into a random pedestrian 

:CPRACE_46967
0051: return 

:CPRACE_46969
00D6: if 
001A:   6 > $RACE_INDEX // integer values 
004D: jump_if_false @CPRACE_47099 
00D6: if 
8039:   not  52@ == 1 // integer values 
004D: jump_if_false @CPRACE_47099 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE1' 
038F: request_texture "RACE00" as 1 // Load dictionary with 0390 first 
038F: request_texture "RACE01" as 2 // Load dictionary with 0390 first 
038F: request_texture "RACE02" as 3 // Load dictionary with 0390 first 
038F: request_texture "RACE03" as 4 // Load dictionary with 0390 first 
038F: request_texture "RACE04" as 5 // Load dictionary with 0390 first 
038F: request_texture "RACE05" as 6 // Load dictionary with 0390 first 
0006: 52@ = 1 // integer values 
0051: return 

:CPRACE_47099
00D6: if and
0018:   $RACE_INDEX > 5 // integer values 
001A:   12 > $RACE_INDEX // integer values 
004D: jump_if_false @CPRACE_47236 
00D6: if 
8039:   not  52@ == 2 // integer values 
004D: jump_if_false @CPRACE_47236 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE2' 
038F: request_texture "RACE06" as 7 // Load dictionary with 0390 first 
038F: request_texture "RACE07" as 8 // Load dictionary with 0390 first 
038F: request_texture "RACE08" as 9 // Load dictionary with 0390 first 
038F: request_texture "RACE09" as 10 // Load dictionary with 0390 first 
038F: request_texture "RACE10" as 11 // Load dictionary with 0390 first 
038F: request_texture "RACE11" as 12 // Load dictionary with 0390 first 
0006: 52@ = 2 // integer values 
0051: return 

:CPRACE_47236
00D6: if and
0018:   $RACE_INDEX > 11 // integer values 
001A:   18 > $RACE_INDEX // integer values 
004D: jump_if_false @CPRACE_47373 
00D6: if 
8039:   not  52@ == 3 // integer values 
004D: jump_if_false @CPRACE_47373 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE3' 
038F: request_texture "RACE12" as 13 // Load dictionary with 0390 first 
038F: request_texture "RACE13" as 14 // Load dictionary with 0390 first 
038F: request_texture "RACE14" as 15 // Load dictionary with 0390 first 
038F: request_texture "RACE15" as 16 // Load dictionary with 0390 first 
038F: request_texture "RACE16" as 17 // Load dictionary with 0390 first 
038F: request_texture "RACE17" as 18 // Load dictionary with 0390 first 
0006: 52@ = 3 // integer values 
0051: return 

:CPRACE_47373
00D6: if and
0018:   $RACE_INDEX > 17 // integer values 
001A:   24 > $RACE_INDEX // integer values 
004D: jump_if_false @CPRACE_47510 
00D6: if 
8039:   not  52@ == 4 // integer values 
004D: jump_if_false @CPRACE_47510 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE4' 
038F: request_texture "RACE18" as 19 // Load dictionary with 0390 first 
038F: request_texture "RACE19" as 20 // Load dictionary with 0390 first 
038F: request_texture "RACE20" as 21 // Load dictionary with 0390 first 
038F: request_texture "RACE21" as 22 // Load dictionary with 0390 first 
038F: request_texture "RACE22" as 23 // Load dictionary with 0390 first 
038F: request_texture "RACE23" as 24 // Load dictionary with 0390 first 
0006: 52@ = 4 // integer values 
0051: return 

:CPRACE_47510
00D6: if and
0018:   $RACE_INDEX > 23 // integer values 
001A:   30 > $RACE_INDEX // integer values 
004D: jump_if_false @CPRACE_47587 
00D6: if 
8039:   not  52@ == 5 // integer values 
004D: jump_if_false @CPRACE_47587 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE5' 
038F: request_texture "RACE24" as 25 // Load dictionary with 0390 first 
0006: 52@ = 5 // integer values 
0051: return 

:CPRACE_47587
0051: return 

:CPRACE_47589
0340: set_text_draw_color 134 155 184 255 
033F: set_text_draw_letter_width_height 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0051: return 

:CPRACE_47657
0006: 254@ = 0 // integer values 
0085: 255@ = 256@ // integer values and handles 
000E: 255@ -= 1 // integer values 

:CPRACE_47679
00D6: if 
001D:   255@ > 254@ // integer values 
004D: jump_if_false @CPRACE_48578 
0209: 253@ = random_int 0 32 
0871: init_jump_table 253@ total_jumps 32 0 @CPRACE_48564 jumps 0 @CPRACE_47965 1 @CPRACE_47983 2 @CPRACE_48001 3 @CPRACE_48019 4 @CPRACE_48037 5 @CPRACE_48055 6 @CPRACE_48073 
0872: jump_table_jumps 7 @CPRACE_48091 8 @CPRACE_48109 9 @CPRACE_48127 10 @CPRACE_48146 11 @CPRACE_48165 12 @CPRACE_48184 13 @CPRACE_48203 14 @CPRACE_48222 15 @CPRACE_48241 
0872: jump_table_jumps 16 @CPRACE_48260 17 @CPRACE_48279 18 @CPRACE_48298 19 @CPRACE_48317 20 @CPRACE_48336 21 @CPRACE_48355 22 @CPRACE_48374 23 @CPRACE_48393 24 @CPRACE_48412 
0872: jump_table_jumps 25 @CPRACE_48431 26 @CPRACE_48450 27 @CPRACE_48469 28 @CPRACE_48488 29 @CPRACE_48507 30 @CPRACE_48526 31 @CPRACE_48545 -1 @CPRACE_48564 -1 @CPRACE_48564 

:CPRACE_47965
04AF: 700@(254@,16i) = unknown_wav_reference 34 
0002: jump @CPRACE_48564 

:CPRACE_47983
04AF: 700@(254@,16i) = unknown_wav_reference 60 
0002: jump @CPRACE_48564 

:CPRACE_48001
04AF: 700@(254@,16i) = unknown_wav_reference 69 
0002: jump @CPRACE_48564 

:CPRACE_48019
04AF: 700@(254@,16i) = unknown_wav_reference 96 
0002: jump @CPRACE_48564 

:CPRACE_48037
04AF: 700@(254@,16i) = unknown_wav_reference 100 
0002: jump @CPRACE_48564 

:CPRACE_48055
04AF: 700@(254@,16i) = unknown_wav_reference 101 
0002: jump @CPRACE_48564 

:CPRACE_48073
04AF: 700@(254@,16i) = unknown_wav_reference 112 
0002: jump @CPRACE_48564 

:CPRACE_48091
04AF: 700@(254@,16i) = unknown_wav_reference 122 
0002: jump @CPRACE_48564 

:CPRACE_48109
04AF: 700@(254@,16i) = unknown_wav_reference 125 
0002: jump @CPRACE_48564 

:CPRACE_48127
04AF: 700@(254@,16i) = unknown_wav_reference 128 
0002: jump @CPRACE_48564 

:CPRACE_48146
04AF: 700@(254@,16i) = unknown_wav_reference 131 
0002: jump @CPRACE_48564 

:CPRACE_48165
04AF: 700@(254@,16i) = unknown_wav_reference 133 
0002: jump @CPRACE_48564 

:CPRACE_48184
04AF: 700@(254@,16i) = unknown_wav_reference 140 
0002: jump @CPRACE_48564 

:CPRACE_48203
04AF: 700@(254@,16i) = unknown_wav_reference 142 
0002: jump @CPRACE_48564 

:CPRACE_48222
04AF: 700@(254@,16i) = unknown_wav_reference 151 
0002: jump @CPRACE_48564 

:CPRACE_48241
04AF: 700@(254@,16i) = unknown_wav_reference 157 
0002: jump @CPRACE_48564 

:CPRACE_48260
04AF: 700@(254@,16i) = unknown_wav_reference 170 
0002: jump @CPRACE_48564 

:CPRACE_48279
04AF: 700@(254@,16i) = unknown_wav_reference 181 
0002: jump @CPRACE_48564 

:CPRACE_48298
04AF: 700@(254@,16i) = unknown_wav_reference 183 
0002: jump @CPRACE_48564 

:CPRACE_48317
04AF: 700@(254@,16i) = unknown_wav_reference 186 
0002: jump @CPRACE_48564 

:CPRACE_48336
04AF: 700@(254@,16i) = unknown_wav_reference 192 
0002: jump @CPRACE_48564 

:CPRACE_48355
04AF: 700@(254@,16i) = unknown_wav_reference 198 
0002: jump @CPRACE_48564 

:CPRACE_48374
04AF: 700@(254@,16i) = unknown_wav_reference 201 
0002: jump @CPRACE_48564 

:CPRACE_48393
04AF: 700@(254@,16i) = unknown_wav_reference 206 
0002: jump @CPRACE_48564 

:CPRACE_48412
04AF: 700@(254@,16i) = unknown_wav_reference 211 
0002: jump @CPRACE_48564 

:CPRACE_48431
04AF: 700@(254@,16i) = unknown_wav_reference 217 
0002: jump @CPRACE_48564 

:CPRACE_48450
04AF: 700@(254@,16i) = unknown_wav_reference 220 
0002: jump @CPRACE_48564 

:CPRACE_48469
04AF: 700@(254@,16i) = unknown_wav_reference 223 
0002: jump @CPRACE_48564 

:CPRACE_48488
04AF: 700@(254@,16i) = unknown_wav_reference 233 
0002: jump @CPRACE_48564 

:CPRACE_48507
04AF: 700@(254@,16i) = unknown_wav_reference 246 
0002: jump @CPRACE_48564 

:CPRACE_48526
04AF: 700@(254@,16i) = unknown_wav_reference 248 
0002: jump @CPRACE_48564 

:CPRACE_48545
04AF: 700@(254@,16i) = unknown_wav_reference 250 
0002: jump @CPRACE_48564 

:CPRACE_48564
000A: 254@ += 1 // integer values 
0002: jump @CPRACE_47679 

:CPRACE_48578
0051: return 

:CPRACE_48580
00D6: if or
0039:   450@ == 1 // integer values 
0039:   256@ == 1 // integer values 
004D: jump_if_false @CPRACE_50538 
0394: play_music 1 
0871: init_jump_table $RACE_INDEX total_jumps 27 0 @CPRACE_50538 jumps 0 @CPRACE_48867 1 @CPRACE_48955 2 @CPRACE_49014 3 @CPRACE_49073 4 @CPRACE_49132 5 @CPRACE_49191 6 @CPRACE_49250 
0872: jump_table_jumps 7 @CPRACE_49309 8 @CPRACE_49383 9 @CPRACE_49435 10 @CPRACE_49494 11 @CPRACE_49553 12 @CPRACE_49612 13 @CPRACE_49671 14 @CPRACE_49730 15 @CPRACE_49789 
0872: jump_table_jumps 16 @CPRACE_49848 17 @CPRACE_49907 18 @CPRACE_49966 19 @CPRACE_50025 20 @CPRACE_50084 21 @CPRACE_50143 22 @CPRACE_50202 23 @CPRACE_50261 24 @CPRACE_50320 
0872: jump_table_jumps 25 @CPRACE_50379 26 @CPRACE_50462 -1 @CPRACE_50538 -1 @CPRACE_50538 -1 @CPRACE_50538 -1 @CPRACE_50538 -1 @CPRACE_50538 -1 @CPRACE_50538 -1 @CPRACE_50538 

:CPRACE_48867
00D6: if 
0038:   $2300[0] == 0 // integer values 
004D: jump_if_false @CPRACE_48948 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
00D6: if 
0038:   $121 == 0 // integer values 
004D: jump_if_false @CPRACE_48932 
0318: set_latest_mission_passed 'CESAR_1'  // Autverseny, Low-rider
0002: jump @CPRACE_48941 

:CPRACE_48932
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 

:CPRACE_48941
0004: $2300[0] = 1 // integer values 

:CPRACE_48948
0002: jump @CPRACE_50538 

:CPRACE_48955
00D6: if 
0038:   $2300[1] == 0 // integer values 
004D: jump_if_false @CPRACE_49007 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[1] = 1 // integer values 

:CPRACE_49007
0002: jump @CPRACE_50538 

:CPRACE_49014
00D6: if 
0038:   $2300[2] == 0 // integer values 
004D: jump_if_false @CPRACE_49066 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[2] = 1 // integer values 

:CPRACE_49066
0002: jump @CPRACE_50538 

:CPRACE_49073
00D6: if 
0038:   $2300[3] == 0 // integer values 
004D: jump_if_false @CPRACE_49125 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[3] = 1 // integer values 

:CPRACE_49125
0002: jump @CPRACE_50538 

:CPRACE_49132
00D6: if 
0038:   $2300[4] == 0 // integer values 
004D: jump_if_false @CPRACE_49184 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[4] = 1 // integer values 

:CPRACE_49184
0002: jump @CPRACE_50538 

:CPRACE_49191
00D6: if 
0038:   $2300[5] == 0 // integer values 
004D: jump_if_false @CPRACE_49243 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[5] = 1 // integer values 

:CPRACE_49243
0002: jump @CPRACE_50538 

:CPRACE_49250
00D6: if 
0038:   $2300[6] == 0 // integer values 
004D: jump_if_false @CPRACE_49302 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[6] = 1 // integer values 

:CPRACE_49302
0002: jump @CPRACE_50538 

:CPRACE_49309
00D6: if 
0038:   $2300[7] == 0 // integer values 
004D: jump_if_false @CPRACE_49376 
030C: set_mission_points += 1 
004F: create_thread @CASHWIN 5000 5000 
0109: player $PLAYER_CHAR money += 5000 
0008: $2330 += 1 // integer values 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[7] = 1 // integer values 

:CPRACE_49376
0002: jump @CPRACE_50538 

:CPRACE_49383
00D6: if 
0038:   $2300[8] == 0 // integer values 
004D: jump_if_false @CPRACE_49428 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[8] = 1 // integer values 

:CPRACE_49428
0002: jump @CPRACE_50538 

:CPRACE_49435
00D6: if 
0038:   $2300[9] == 0 // integer values 
004D: jump_if_false @CPRACE_49487 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[9] = 1 // integer values 

:CPRACE_49487
0002: jump @CPRACE_50538 

:CPRACE_49494
00D6: if 
0038:   $2300[10] == 0 // integer values 
004D: jump_if_false @CPRACE_49546 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[10] = 1 // integer values 

:CPRACE_49546
0002: jump @CPRACE_50538 

:CPRACE_49553
00D6: if 
0038:   $2300[11] == 0 // integer values 
004D: jump_if_false @CPRACE_49605 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[11] = 1 // integer values 

:CPRACE_49605
0002: jump @CPRACE_50538 

:CPRACE_49612
00D6: if 
0038:   $2300[12] == 0 // integer values 
004D: jump_if_false @CPRACE_49664 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[12] = 1 // integer values 

:CPRACE_49664
0002: jump @CPRACE_50538 

:CPRACE_49671
00D6: if 
0038:   $2300[13] == 0 // integer values 
004D: jump_if_false @CPRACE_49723 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[13] = 1 // integer values 

:CPRACE_49723
0002: jump @CPRACE_50538 

:CPRACE_49730
00D6: if 
0038:   $2300[14] == 0 // integer values 
004D: jump_if_false @CPRACE_49782 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[14] = 1 // integer values 

:CPRACE_49782
0002: jump @CPRACE_50538 

:CPRACE_49789
00D6: if 
0038:   $2300[15] == 0 // integer values 
004D: jump_if_false @CPRACE_49841 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[15] = 1 // integer values 

:CPRACE_49841
0002: jump @CPRACE_50538 

:CPRACE_49848
00D6: if 
0038:   $2300[16] == 0 // integer values 
004D: jump_if_false @CPRACE_49900 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[16] = 1 // integer values 

:CPRACE_49900
0002: jump @CPRACE_50538 

:CPRACE_49907
00D6: if 
0038:   $2300[17] == 0 // integer values 
004D: jump_if_false @CPRACE_49959 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[17] = 1 // integer values 

:CPRACE_49959
0002: jump @CPRACE_50538 

:CPRACE_49966
00D6: if 
0038:   $2300[18] == 0 // integer values 
004D: jump_if_false @CPRACE_50018 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[18] = 1 // integer values 

:CPRACE_50018
0002: jump @CPRACE_50538 

:CPRACE_50025
00D6: if 
0038:   $2300[19] == 0 // integer values 
004D: jump_if_false @CPRACE_50077 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[19] = 1 // integer values 

:CPRACE_50077
0002: jump @CPRACE_50538 

:CPRACE_50084
00D6: if 
0038:   $2300[20] == 0 // integer values 
004D: jump_if_false @CPRACE_50136 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[20] = 1 // integer values 

:CPRACE_50136
0002: jump @CPRACE_50538 

:CPRACE_50143
00D6: if 
0038:   $2300[21] == 0 // integer values 
004D: jump_if_false @CPRACE_50195 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[21] = 1 // integer values 

:CPRACE_50195
0002: jump @CPRACE_50538 

:CPRACE_50202
00D6: if 
0038:   $2300[22] == 0 // integer values 
004D: jump_if_false @CPRACE_50254 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[22] = 1 // integer values 

:CPRACE_50254
0002: jump @CPRACE_50538 

:CPRACE_50261
00D6: if 
0038:   $2300[23] == 0 // integer values 
004D: jump_if_false @CPRACE_50313 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[23] = 1 // integer values 

:CPRACE_50313
0002: jump @CPRACE_50538 

:CPRACE_50320
00D6: if 
0038:   $2300[24] == 0 // integer values 
004D: jump_if_false @CPRACE_50372 
030C: set_mission_points += 1 
0008: $2330 += 1 // integer values 
0050: gosub @CPRACE_50540 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $2300[24] = 1 // integer values 

:CPRACE_50372
0002: jump @CPRACE_50538 

:CPRACE_50379
00D6: if 
0038:   $2300[25] == 0 // integer values 
004D: jump_if_false @CPRACE_50455 
004F: create_thread @CASHWIN 10000 5000 
0109: player $PLAYER_CHAR money += 10000 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'STAD_03'  // 8-as verseny
014C: set_parked_car_generator $2786 cars_to_generate_to 101 
014C: set_parked_car_generator $2787 cars_to_generate_to 101 
0004: $2300[25] = 1 // integer values 

:CPRACE_50455
0002: jump @CPRACE_50538 

:CPRACE_50462
00D6: if 
0038:   $2300[26] == 0 // integer values 
004D: jump_if_false @CPRACE_50531 
004F: create_thread @CASHWIN 25000 5000 
0109: player $PLAYER_CHAR money += 25000 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'STAD_01'  // Salakmotor versenyzs
014C: set_parked_car_generator $2788 cars_to_generate_to 101 
0004: $2300[26] = 1 // integer values 

:CPRACE_50531
0002: jump @CPRACE_50538 

:CPRACE_50538
0051: return 

:CPRACE_50540
00D6: if 
003C:   $2330 == 208@ // integer values 
004D: jump_if_false @CPRACE_50619 
00D6: if 
0038:   $2331 == 0 // integer values 
004D: jump_if_false @CPRACE_50612 
004F: create_thread @CASHWIN 1000000 5000 45 
0109: player $PLAYER_CHAR money += 1000000 
0004: $2331 = 1 // integer values 

:CPRACE_50612
0002: jump @CPRACE_50641 

:CPRACE_50619
004F: create_thread @CASHWIN 10000 5000 
0109: player $PLAYER_CHAR money += 10000 

:CPRACE_50641
0051: return 

:CPRACE_50643
0006: 254@ = 0 // integer values 

:CPRACE_50650
0209: 255@ = random_int 0 5 
0871: init_jump_table 255@ total_jumps 5 0 @CPRACE_50952 jumps 0 @CPRACE_50722 1 @CPRACE_50767 2 @CPRACE_50816 3 @CPRACE_50861 4 @CPRACE_50905 -1 @CPRACE_50952 -1 @CPRACE_50952 

:CPRACE_50722
0605: actor -1 perform_animation_sequence "RIOT_CHANT" from_file "RIOT" 4.0 loop 1 0 0 0 2700 ms 
0002: jump @CPRACE_50952 

:CPRACE_50767
0605: actor -1 perform_animation_sequence "RIOT_CHALLENGE" from_file "RIOT" 4.0 loop 1 0 0 0 2000 ms 
0002: jump @CPRACE_50952 

:CPRACE_50816
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT" 4.0 loop 1 0 0 0 2000 ms 
0002: jump @CPRACE_50952 

:CPRACE_50861
0605: actor -1 perform_animation_sequence "RIOT_FUKU" from_file "RIOT" 4.0 loop 1 0 0 0 3000 ms 
0002: jump @CPRACE_50952 

:CPRACE_50905
0605: actor -1 perform_animation_sequence "RIOT_PUNCHES" from_file "RIOT" 4.0 loop 1 0 0 0 2200 ms 
0002: jump @CPRACE_50952 

:CPRACE_50952
000A: 254@ += 1 // integer values 
0029:   254@ >= 7 // integer values 
004D: jump_if_false @CPRACE_50650 
0051: return 

:CPRACE_50975
00D6: if 
0039:   225@ == 0 // integer values 
004D: jump_if_false @CPRACE_51172 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @CPRACE_51172 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 226@ // integer values 
004D: jump_if_false @CPRACE_51172 
040D: unload_wav 4 
0209: 227@ = random_int 0 4 
0871: init_jump_table 227@ total_jumps 4 0 @CPRACE_51165 jumps 0 @CPRACE_51103 1 @CPRACE_51119 2 @CPRACE_51135 3 @CPRACE_51151 -1 @CPRACE_51165 -1 @CPRACE_51165 -1 @CPRACE_51165 

:CPRACE_51103
03CF: load_wav 36200 as 4 
0002: jump @CPRACE_51165 

:CPRACE_51119
03CF: load_wav 36202 as 4 
0002: jump @CPRACE_51165 

:CPRACE_51135
03CF: load_wav 36205 as 4 
0002: jump @CPRACE_51165 

:CPRACE_51151
03CF: load_wav 1827 as 4 
0002: jump @CPRACE_51165 

:CPRACE_51165
000A: 225@ += 1 // integer values 

:CPRACE_51172
00D6: if 
0039:   225@ == 1 // integer values 
004D: jump_if_false @CPRACE_51280 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @CPRACE_51280 
00D6: if 
0039:   227@ == 3 // integer values 
004D: jump_if_false @CPRACE_51250 
097A: (unknown) 0.0 0.0 0.0 1164 
0002: jump @CPRACE_51254 

:CPRACE_51250
03D1: play_wav 4 

:CPRACE_51254
0209: 226@ = random_int 2000 10000 
005C: 226@ += $CURRENT_TIME_IN_MS2 // integer values 
0006: 225@ = 0 // integer values 

:CPRACE_51280
0051: return 
0051: return 
0051: return 
0007: 47@ = 0.0 // floating-point values 
0007: 47@ = 0.0 // floating-point values 
0007: 47@ = 0.0 // floating-point values 
0051: return 
0051: return 
0051: return 

:CPRACE_51322
00D6: if or
0039:   53@ == 0 // integer values 
0039:   53@ == 1 // integer values 
0039:   53@ == 3 // integer values 
004D: jump_if_false @CPRACE_51846 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_51846 
00D6: if 
0039:   53@ == 3 // integer values 
004D: jump_if_false @CPRACE_51511 
00D6: if 
0038:   $RACE_INDEX == 25 // integer values 
004D: jump_if_false @CPRACE_51446 
0005: $TEMPVAR_FLOAT_1 = 2693.184 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -1699.655 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 9.3891 // floating-point values 
0005: $TEMPVAR_ANGLE = 34.2987 // floating-point values 

:CPRACE_51446
00D6: if 
0038:   $RACE_INDEX == 26 // integer values 
004D: jump_if_false @CPRACE_51504 
0005: $TEMPVAR_FLOAT_1 = 1101.781 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 1604.578 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 11.5506 // floating-point values 
0005: $TEMPVAR_ANGLE = 353.1771 // floating-point values 

:CPRACE_51504
0002: jump @CPRACE_51758 

:CPRACE_51511
00D6: if 
0038:   $CURRENT_RACE == 0 // integer values 
004D: jump_if_false @CPRACE_51573 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_LS($CURRENT_RACE,4f) // floating-point values only 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_LS($CURRENT_RACE,4f) // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 4.0 // floating-point values 
0005: $TEMPVAR_ANGLE = 180.0 // floating-point values 

:CPRACE_51573
00D6: if 
0038:   $CURRENT_RACE == 1 // integer values 
004D: jump_if_false @CPRACE_51635 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_LS($CURRENT_RACE,4f) // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 4.0 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_LS($CURRENT_RACE,4f) // floating-point values only 
0005: $TEMPVAR_ANGLE = 90.0 // floating-point values 

:CPRACE_51635
00D6: if or
0038:   $CURRENT_RACE == 2 // integer values 
0038:   $CURRENT_RACE == 3 // integer values 
004D: jump_if_false @CPRACE_51704 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_LS($CURRENT_RACE,4f) // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 4.0 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_LS($CURRENT_RACE,4f) // floating-point values only 
0005: $TEMPVAR_ANGLE = 90.0 // floating-point values 

:CPRACE_51704
00D6: if 
8039:   not  53@ == 1 // integer values 
004D: jump_if_false @CPRACE_51746 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_LS($CURRENT_RACE,4f) // floating-point values only 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_LS($CURRENT_RACE,4f) // floating-point values only 

:CPRACE_51746
0086: $TEMPVAR_FLOAT_3 = $Z_RACE_LS($CURRENT_RACE,4f) // floating-point values only 

:CPRACE_51758
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 0.5 
04E4: unknown_refresh_game_renderer_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
03CB: set_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0915: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 2000 ms 
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_51846
0006: 253@ = 0 // integer values 

:CPRACE_51853
00D6: if 
001D:   256@ > 253@ // integer values 
004D: jump_if_false @CPRACE_51973 
00D6: if 
803B:   not  253@ == 442@ // integer values 
004D: jump_if_false @CPRACE_51932 
00D6: if 
87D6:   not  395@(253@,16i) $PLAYER_ACTOR 
004D: jump_if_false @CPRACE_51932 
01C3: remove_references_to_car 379@(253@,16i) // Like turning a car into any random car 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 

:CPRACE_51932
0249: release_model 700@(253@,16i) 
0249: release_model 716@(253@,16i) 
0164: disable_marker 412@(253@,16i) 
000A: 253@ += 1 // integer values 
0002: jump @CPRACE_51853 

:CPRACE_51973
034F: destroy_actor_with_fade 411@ // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
00D6: if 
0018:   $1513 > 0 // integer values 
004D: jump_if_false @CPRACE_52011 
0004: $1513 = 6 // integer values 

:CPRACE_52011
01C2: remove_references_to_actor 411@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
0006: 253@ = 0 // integer values 

:CPRACE_52028
00D6: if 
001B:   11 > 253@ // integer values 
004D: jump_if_false @CPRACE_52065 
01C2: remove_references_to_actor 441@ // Like turning an actor into a random pedestrian 
000A: 253@ += 1 // integer values 
0002: jump @CPRACE_52028 

:CPRACE_52065
00D6: if 
0038:   $RACE_INDEX == 23 // integer values 
004D: jump_if_false @CPRACE_52108 
00D6: if 
0038:   $1955 == 1 // integer values 
004D: jump_if_false @CPRACE_52108 
014C: set_parked_car_generator $5189[1] cars_to_generate_to 101 

:CPRACE_52108
0164: disable_marker 54@ 
06D6: destroy_racing_checkpoint 449@ 
0108: destroy_object 430@ 
014F: stop_timer $6960 
04EF: release_animation "RIOT" 
04EF: release_animation "CAR" 
03F0: text_draw_toggle 0 
0912: (unknown) 0 380 464 
01EB: set_traffic_density_to 1.0 
08E7: set_entrance_markers 0 
0581: toggle_radar 1 
09B9: (unknown) 1 
09BA: (unknown) 1 
09AC: (unknown) 0 
057E: make_radar_grey 0 
0826: toggle_hud 1 
04FA: reset_interior_colors 0 
0989: (unknown) 200 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_52224 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_52224
0004: $10493 = 0 // integer values 
0004: $2332 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 36---------------
// Originally: Lowrider (High Stakes)

:CESAR1
03A4: name_thread 'CESAR1' 
0050: gosub @CESAR1_1165 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CESAR1_38 
0050: gosub @CESAR1_4957 

:CESAR1_38
0050: gosub @CESAR1_5008 
004E: end_thread 

:CESAR1_47
0247: request_model #VLA1 
0247: request_model #REMINGTN 
0247: request_model #MAJESTIC 
0247: request_model #SAVANNA 
0247: request_model #BLADE 
038B: load_requested_models 

:CESAR1_73
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #REMINGTN available 
8248:   not model #MAJESTIC available 
8248:   not model #SAVANNA available 
8248:   not model #BLADE available 
004D: jump_if_false @CESAR1_119 
0001: wait 0 ms 
0002: jump @CESAR1_73 

:CESAR1_119
023C: request_special_actor 'CESAR' as 1 
023C: request_special_actor 'KENDL' as 2 
038B: load_requested_models 

:CESAR1_147
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CESAR1_177 
0001: wait 0 ms 
0002: jump @CESAR1_147 

:CESAR1_177
0051: return 
0186: 116@ = create_marker_above_car $2197 
0051: return 
018A: 42@ = create_checkpoint_at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 

:CESAR1_203
07C0: load_path 172 

:CESAR1_208
00D6: if 
87C1:   not path 172 available 
004D: jump_if_false @CESAR1_235 
0001: wait 0 ms 
0002: jump @CESAR1_208 

:CESAR1_235
0007: 128@ = 1793.687 // floating-point values 
0007: 129@ = -2138.686 // floating-point values 
0007: 130@ = 12.5547 // floating-point values 
0007: 131@ = 0.1899 // floating-point values 
0395: clear_area 1 at 128@ 129@ 130@ range 20.5 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 125@ = create_car #SAVANNA at 128@ 129@ 130@ 
0587: (unknown) 125@ 0 
0732: (unknown) 567 
0229: set_car 125@ color_to 3 3 
0129: 123@ = create_actor 4 #SPECIAL01 in_car 125@ driverseat 
01C8: 127@ = create_actor 5 #SPECIAL02 in_car 125@ passenger_seat 0 
0175: set_car 125@ z_angle_to 131@ 
00AD: set_car 125@ max_speed_to 35.0 
00AE: unknown_set_car 125@ to_ignore_traffic_lights 3 
01EC: make_car 125@ very_heavy 1 
020A: set_car 125@ door_status_to 3 
02AC: set_car 125@ immunities 1 1 1 1 1 
053F: set_car 125@ tires_vulnerable 0 
02AB: set_actor 123@ immunities 1 1 1 1 1 
02AB: set_actor 127@ immunities 1 1 1 1 1 
054A: set_actor 123@ immune_to_car_headshots 0 
054A: set_actor 127@ immune_to_car_headshots 0 
0051: return 
0186: 126@ = create_marker_above_car 125@ 

:CESAR1_489
0007: 142@ = 1492.304 // floating-point values 
0007: 146@ = -1869.023 // floating-point values 
0007: 150@ = 12.3828 // floating-point values 
0007: 154@ = 90.0 // floating-point values 
0395: clear_area 1 at 142@ 146@ 150@ range 2.5 
00A5: 138@ = create_car #MAJESTIC at 142@ 146@ 150@ 
0587: (unknown) 138@ 0 
0229: set_car 138@ color_to 6 0 
0175: set_car 138@ z_angle_to 154@ 
0129: 134@ = create_actor 14 #VLA1 in_car 138@ driverseat 
02AB: set_actor 134@ immunities 1 1 1 1 1 
00AD: set_car 138@ max_speed_to 35.0 
00AE: unknown_set_car 138@ to_ignore_traffic_lights 3 
020A: set_car 138@ door_status_to 3 
02AC: set_car 138@ immunities 1 1 1 0 1 
053F: set_car 138@ tires_vulnerable 0 
0007: 143@ = 1492.304 // floating-point values 
0007: 147@ = -1875.023 // floating-point values 
0007: 151@ = 12.3828 // floating-point values 
0007: 155@ = 90.0 // floating-point values 
0395: clear_area 1 at 143@ 147@ 151@ range 2.5 
00A5: 139@ = create_car #REMINGTN at 143@ 147@ 151@ 
0587: (unknown) 139@ 0 
0732: (unknown) 534 
0229: set_car 139@ color_to 8 0 
0175: set_car 139@ z_angle_to 155@ 
0129: 135@ = create_actor 14 #VLA1 in_car 139@ driverseat 
02AB: set_actor 135@ immunities 1 1 1 1 1 
00AD: set_car 139@ max_speed_to 35.0 
00AE: unknown_set_car 139@ to_ignore_traffic_lights 3 
020A: set_car 139@ door_status_to 3 
02AC: set_car 139@ immunities 1 1 1 1 1 
053F: set_car 139@ tires_vulnerable 0 
0007: 144@ = 1504.304 // floating-point values 
0007: 148@ = -1869.023 // floating-point values 
0007: 152@ = 12.3828 // floating-point values 
0007: 156@ = 90.0 // floating-point values 
0395: clear_area 1 at 144@ 148@ 152@ range 2.5 
00A5: 140@ = create_car #MAJESTIC at 144@ 148@ 152@ 
0587: (unknown) 140@ 0 
0732: (unknown) 517 
0229: set_car 140@ color_to 2 1 
0175: set_car 140@ z_angle_to 156@ 
0129: 136@ = create_actor 14 #VLA1 in_car 140@ driverseat 
02AB: set_actor 136@ immunities 1 1 1 1 1 
00AD: set_car 140@ max_speed_to 35.0 
00AE: unknown_set_car 140@ to_ignore_traffic_lights 3 
020A: set_car 140@ door_status_to 3 
02AC: set_car 140@ immunities 1 1 1 1 1 
053F: set_car 140@ tires_vulnerable 0 
0007: 145@ = 1504.304 // floating-point values 
0007: 149@ = -1875.023 // floating-point values 
0007: 153@ = 12.3828 // floating-point values 
0007: 157@ = 90.0 // floating-point values 
0395: clear_area 1 at 145@ 149@ 153@ range 2.5 
00A5: 141@ = create_car #BLADE at 145@ 149@ 153@ 
0587: (unknown) 141@ 0 
0175: set_car 141@ z_angle_to 157@ 
0129: 137@ = create_actor 14 #VLA1 in_car 141@ driverseat 
00AD: set_car 141@ max_speed_to 35.0 
00AE: unknown_set_car 141@ to_ignore_traffic_lights 3 
020A: set_car 141@ door_status_to 3 
02AC: set_car 141@ immunities 1 1 1 1 1 
053F: set_car 141@ tires_vulnerable 0 
0051: return 

:CESAR1_1165
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'CESAR1' 
07B4: (unknown) $PLAYER_CHAR 0 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = -1 // integer values 
0004: $2336 = 0 // integer values 
0006: 39@ = 2 // integer values 
0006: 38@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 115@ = 1 // integer values 
0006: 113@ = 1 // integer values 
0006: 114@ = 2 // integer values 
0006: 112@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 41@ = 4 // integer values 
0007: 50@ = 1820.44 // floating-point values 
0007: 51@ = -2117.32 // floating-point values 
0007: 52@ = 13.09 // floating-point values 
0007: 56@ = 1518.304 // floating-point values 
0007: 57@ = -1875.023 // floating-point values 
0007: 58@ = 12.3828 // floating-point values 
0007: 53@ = 1518.304 // floating-point values 
0007: 54@ = -1869.023 // floating-point values 
0007: 55@ = 12.3828 // floating-point values 
05AA: 61@s = 'CES1_AA' // 8-byte strings 
05AA: 63@s = 'CES1_AB' // 8-byte strings 
05AA: 65@s = 'CES1_AC' // 8-byte strings 
05AA: 67@s = 'CES1_AD' // 8-byte strings 
05AA: 69@s = 'CES1_BA' // 8-byte strings 
05AA: 71@s = 'CES1_BB' // 8-byte strings 
05AA: 73@s = 'CES1_BC' // 8-byte strings 
05AA: 75@s = 'CES1_BD' // 8-byte strings 
05AA: 77@s = 'CES1_CA' // 8-byte strings 
05AA: 79@s = 'CES1_CB' // 8-byte strings 
05AA: 81@s = 'CES1_CC' // 8-byte strings 
05AA: 83@s = 'CES1_CD' // 8-byte strings 
05AA: 85@s = 'CES1_CE' // 8-byte strings 
05AA: 87@s = 'CES1_CF' // 8-byte strings 
04AF: 95@ = unknown_wav_reference 10000 
04AF: 96@ = unknown_wav_reference 10001 
04AF: 97@ = unknown_wav_reference 10002 
04AF: 98@ = unknown_wav_reference 10003 
04AF: 99@ = unknown_wav_reference 10004 
04AF: 100@ = unknown_wav_reference 10005 
04AF: 101@ = unknown_wav_reference 10006 
04AF: 102@ = unknown_wav_reference 10007 
04AF: 103@ = unknown_wav_reference 10008 
04AF: 104@ = unknown_wav_reference 10009 
04AF: 105@ = unknown_wav_reference 10010 
04AF: 106@ = unknown_wav_reference 10011 
04AF: 107@ = unknown_wav_reference 10012 
04AF: 108@ = unknown_wav_reference 10013 
01EB: set_traffic_density_to 0.0 
00D9: $2197 = actor $PLAYER_ACTOR car 
00AB: put_car $2197 at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 
0175: set_car $2197 z_angle_to 270.0 
0395: clear_area 1 at 1796.0 -2118.0 14.0 range 25.0 
02E4: load_cutscene_data 'CESAR1A' 

:CESAR1_1759
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CESAR1_1783 
0001: wait 0 ms 
0002: jump @CESAR1_1759 

:CESAR1_1783
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CESAR1_1792
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CESAR1_1816 
0001: wait 0 ms 
0002: jump @CESAR1_1792 

:CESAR1_1816
016A: fade 0 0 ms 

:CESAR1_1822
00D6: if 
016B:   fading 
004D: jump_if_false @CESAR1_1846 
0001: wait 0 ms 
0002: jump @CESAR1_1822 

:CESAR1_1846
02EA: end_cutscene 
0395: clear_area 1 at 1796.0 -2118.0 14.0 range 15.0 
01EB: set_traffic_density_to 0.5 
0050: gosub @CESAR1_47 
0169: set_fade_color 0 0 0 
01BD: 46@ = current_time_in_ms 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:CESAR1_1908
0001: wait 0 ms 
00D6: if 
8039:   not  111@ == 0 // integer values 
004D: jump_if_false @CESAR1_2251 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @CESAR1_1976 
00D6: if 
03D0:   wav 114@ loaded 
004D: jump_if_false @CESAR1_1969 
040D: unload_wav 114@ 

:CESAR1_1969
0006: 112@ = 1 // integer values 

:CESAR1_1976
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @CESAR1_2013 
03CF: load_wav 94@(111@,17i) as 113@ 
0006: 112@ = 2 // integer values 

:CESAR1_2013
00D6: if 
0039:   112@ == 2 // integer values 
004D: jump_if_false @CESAR1_2073 
00D6: if 
03D0:   wav 113@ loaded 
004D: jump_if_false @CESAR1_2073 
03D1: play_wav 113@ 
00BC: text_highpriority 59@(111@,17s) 10000 ms 1 
0006: 112@ = 3 // integer values 

:CESAR1_2073
00D6: if 
0039:   112@ == 3 // integer values 
004D: jump_if_false @CESAR1_2251 
00D6: if 
03D2:   wav 113@ ended 
004D: jump_if_false @CESAR1_2190 
03D5: remove_text 59@(111@,17s) 
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @CESAR1_2155 
0006: 113@ = 2 // integer values 
0006: 114@ = 1 // integer values 
0002: jump @CESAR1_2169 

:CESAR1_2155
0006: 113@ = 1 // integer values 
0006: 114@ = 2 // integer values 

:CESAR1_2169
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0002: jump @CESAR1_2251 

:CESAR1_2190
00D6: if 
83D0:   not wav 114@ loaded 
004D: jump_if_false @CESAR1_2251 
00D6: if 
001B:   60 > 111@ // integer values 
004D: jump_if_false @CESAR1_2251 
0085: 115@ = 111@ // integer values and handles 
000A: 115@ += 1 // integer values 
03CF: load_wav 94@(115@,17i) as 114@ 

:CESAR1_2251
00D6: if 
0735:   83 
004D: jump_if_false @CESAR1_2280 
0008: $11261 += 1 // integer values 
0002: jump @CESAR1_4999 

:CESAR1_2280
00D6: if 
0019:   34@ > 0 // integer values 
004D: jump_if_false @CESAR1_2305 
0050: gosub @CESAR1_5106 

:CESAR1_2305
00D6: if and
0019:   34@ > 0 // integer values 
001B:   666 > 34@ // integer values 
004D: jump_if_false @CESAR1_2370 
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @CESAR1_2370 
00BC: text_highpriority 'CES1_09' 7000 ms 1  // ~r~Sztverted Caesar verdjt!
0002: jump @CESAR1_4957 

:CESAR1_2370
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @CESAR1_3200 
00D6: if 
0039:   36@ == -1 // integer values 
004D: jump_if_false @CESAR1_2481 
00D6: if and
8119:   not car $2197 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CESAR1_2481 
036A: put_actor $PLAYER_ACTOR in_car $2197 
00BE: text_clear_all 
01BD: 43@ = current_time_in_ms 
0050: gosub @CESAR1_203 
02A3: toggle_widescreen 1 
016A: fade 1 500 ms 
016A: fade 1 500 ms 
016A: fade 1 500 ms 
0006: 36@ = 0 // integer values 

:CESAR1_2481
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CESAR1_2736 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_2736 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_2736 
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_2736 
01BD: 44@ = current_time_in_ms 
0085: 45@ = 44@ // integer values and handles 
0062: 45@ -= 43@ // integer values 
00D6: if and
8118:   not actor 123@ dead 
8118:   not actor 127@ dead 
004D: jump_if_false @CESAR1_2736 
02AB: set_actor 123@ immunities 1 1 1 1 1 
02AB: set_actor 127@ immunities 1 1 1 1 1 
054A: set_actor 123@ immune_to_car_headshots 0 
054A: set_actor 127@ immune_to_car_headshots 0 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_2670 
05EB: assign_vehicle 125@ to_path 172 

:CESAR1_2670
015F: set_camera_position 1786.331 -2120.066 12.8592 0.0 0.0 0.0 
0160: point_camera 1787.309 -2120.129 13.0548 2 
0227: 117@ = car $2197 health 
0006: 36@ = 2 // integer values 

:CESAR1_2736
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_3200 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CESAR1_2881 
00D6: if 
0100:   actor 123@ near_point_in_car 1802.126 -2110.103 12.3902 radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @CESAR1_2881 
015F: set_camera_position 1825.202 -2100.55 18.3156 0.0 0.0 0.0 
0160: point_camera 1824.693 -2101.373 18.0676 2 
0006: 36@ = 2 // integer values 

:CESAR1_2881
00D6: if 
0039:   36@ == 2 // integer values 
004D: jump_if_false @CESAR1_3168 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_3168 
00D6: if 
00DB:   actor 123@ in_car 125@ 
004D: jump_if_false @CESAR1_3168 
00D6: if 
0100:   actor 123@ near_point_in_car 50@ 51@ 52@ radius 25.0 25.0 25.0 sphere 0 
004D: jump_if_false @CESAR1_3168 
00D6: if 
860E:   not car 125@ is_assigned_to_existing_path 
004D: jump_if_false @CESAR1_3168 
0615: define_action_sequences 49@ 
05D1: AS_actor -1 drive_car 125@ to 1533.008 -1877.243 12.3828 speed 20.0 1 0 2 
05D1: AS_actor -1 drive_car 125@ to 53@ 54@ 55@ speed 12.0 1 0 2 
0616: define_action_sequences_end 49@ 
0618: assign_actor 123@ to_action_sequences 49@ 
072F: (unknown) 125@ 1.0 2000 1 1 1 2 
0164: disable_marker 126@ 
0186: 126@ = create_marker_above_car 125@ 
07E0: set_marker 126@ type_to 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0006: 35@ = 1 // integer values 
00BC: text_highpriority 'CES1_04' 5000 ms 2  // ~s~Kvesd ~b~Cesart ~s~ a versenyhez.
0006: 39@ = 2 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 36@ = 3 // integer values 

:CESAR1_3168
00D6: if 
0039:   36@ == 3 // integer values 
004D: jump_if_false @CESAR1_3200 
0050: gosub @CESAR1_489 
0006: 34@ = 1 // integer values 

:CESAR1_3200
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @CESAR1_4924 
00D6: if 
0039:   36@ == 3 // integer values 
004D: jump_if_false @CESAR1_3340 
01BD: 46@ = current_time_in_ms 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @CESAR1_3264 
054A: set_actor 134@ immune_to_car_headshots 0 

:CESAR1_3264
00D6: if 
8118:   not actor 135@ dead 
004D: jump_if_false @CESAR1_3287 
054A: set_actor 135@ immune_to_car_headshots 0 

:CESAR1_3287
00D6: if 
8118:   not actor 136@ dead 
004D: jump_if_false @CESAR1_3310 
054A: set_actor 136@ immune_to_car_headshots 0 

:CESAR1_3310
00D6: if 
8118:   not actor 137@ dead 
004D: jump_if_false @CESAR1_3333 
054A: set_actor 137@ immune_to_car_headshots 0 

:CESAR1_3333
0006: 36@ = 4 // integer values 

:CESAR1_3340
00D6: if 
0039:   36@ == 4 // integer values 
004D: jump_if_false @CESAR1_4776 
00D6: if 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_4776 
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_3883 
062E: (unknown) 123@ 1489 37@ 
00D6: if 
04A4:   37@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CESAR1_3445 
00D6: if 
06FC: (unknown) 125@ 
004D: jump_if_false @CESAR1_3445 
03CD: car 125@ remove_from_stuck_car_check 

:CESAR1_3445
00D6: if 
8100:   not actor 123@ near_point_in_car 53@ 54@ 55@ radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @CESAR1_3627 
00AA: store_car $2197 position_to 119@ 120@ 121@ 
00AA: store_car 125@ position_to 128@ 129@ 130@ 
0509: 132@ = distance between point 119@ 120@ and point 128@ 129@ 
0007: 133@ = 1000.0 // floating-point values 
0073: 133@ /= 132@ // floating-point values 
00D6: if 
0021:   133@ > 30.0 // floating-point values 
004D: jump_if_false @CESAR1_3581 
0007: 133@ = 30.0 // floating-point values 

:CESAR1_3581
00D6: if 
0023:   12.0 > 133@ // floating-point values 
004D: jump_if_false @CESAR1_3612 
0007: 133@ = 12.0 // floating-point values 

:CESAR1_3612
00AD: set_car 125@ max_speed_to 133@ 
0002: jump @CESAR1_3637 

:CESAR1_3627
00AD: set_car 125@ max_speed_to 12.0 

:CESAR1_3637
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CESAR1_3746 
00D6: if 
0100:   actor 123@ near_point_in_car 53@ 54@ 55@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CESAR1_3746 
0164: disable_marker 126@ 
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: text_highpriority 'CES1_05' 10000 ms 1  // ~s~Menj a  ~y~starthoz~s~.
0006: 39@ = 5 // integer values 
0006: 38@ = 1 // integer values 

:CESAR1_3746
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CESAR1_3883 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CESAR1_3883 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @CESAR1_3883 
00D6: if 
001B:   4 > 40@ // integer values 
004D: jump_if_false @CESAR1_3883 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 1 // integer values 
00BE: text_clear_all 
008A: $6961 = 40@ // integer values and handles 
000A: 40@ += 1 // integer values 

:CESAR1_3883
0227: 118@ = car $2197 health 
00D6: if 
001D:   117@ > 118@ // integer values 
004D: jump_if_false @CESAR1_4053 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CESAR1_4053 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CESAR1_4053 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @CESAR1_4053 
00D6: if 
001B:   8 > 41@ // integer values 
004D: jump_if_false @CESAR1_4053 
0085: 117@ = 118@ // integer values and handles 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 1 // integer values 
008A: $6961 = 41@ // integer values and handles 
000A: 41@ += 1 // integer values 

:CESAR1_4053
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @CESAR1_4652 
00D6: if 
0038:   $6961 == 0 // integer values 
004D: jump_if_false @CESAR1_4133 
00D6: if and
0039:   112@ == 0 // integer values 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CESAR1_4133 
0006: 111@ = 1 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4133
00D6: if 
0038:   $6961 == 1 // integer values 
004D: jump_if_false @CESAR1_4195 
00D6: if and
0039:   112@ == 0 // integer values 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CESAR1_4195 
0006: 111@ = 2 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4195
00D6: if 
0038:   $6961 == 2 // integer values 
004D: jump_if_false @CESAR1_4257 
00D6: if and
0039:   112@ == 0 // integer values 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CESAR1_4257 
0006: 111@ = 3 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4257
00D6: if 
0038:   $6961 == 3 // integer values 
004D: jump_if_false @CESAR1_4319 
00D6: if and
0039:   112@ == 0 // integer values 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CESAR1_4319 
0006: 111@ = 4 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4319
00D6: if 
0038:   $6961 == 4 // integer values 
004D: jump_if_false @CESAR1_4381 
00D6: if and
0039:   112@ == 0 // integer values 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CESAR1_4381 
0006: 111@ = 5 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4381
00D6: if 
0038:   $6961 == 5 // integer values 
004D: jump_if_false @CESAR1_4443 
00D6: if and
0039:   112@ == 0 // integer values 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CESAR1_4443 
0006: 111@ = 6 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4443
00D6: if 
0038:   $6961 == 6 // integer values 
004D: jump_if_false @CESAR1_4505 
00D6: if and
0039:   112@ == 0 // integer values 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CESAR1_4505 
0006: 111@ = 7 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4505
00D6: if 
0038:   $6961 == 7 // integer values 
004D: jump_if_false @CESAR1_4567 
00D6: if and
0039:   112@ == 0 // integer values 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CESAR1_4567 
0006: 111@ = 8 // integer values 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4567
00D6: if 
0038:   $6961 == 8 // integer values 
004D: jump_if_false @CESAR1_4652 
00BC: text_highpriority 'CES1_04' 100 ms 1  // ~s~Kvesd ~b~Cesart ~s~ a versenyhez.
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // integer values and handles 
0062: 48@ -= 46@ // integer values 
00D6: if 
0019:   48@ > 5000 // integer values 
004D: jump_if_false @CESAR1_4652 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 // integer values 

:CESAR1_4652
00D6: if 
0039:   39@ == 2 // integer values 
004D: jump_if_false @CESAR1_4776 
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // integer values and handles 
0062: 48@ -= 46@ // integer values 
00D6: if 
0019:   48@ > 6000 // integer values 
004D: jump_if_false @CESAR1_4776 
00D6: if and
8119:   not car 138@ wrecked 
8119:   not car 139@ wrecked 
8119:   not car 140@ wrecked 
8119:   not car 141@ wrecked 
004D: jump_if_false @CESAR1_4769 
0519: lock_vehicle 138@ in_current_position 1 
0519: lock_vehicle 139@ in_current_position 1 
0519: lock_vehicle 140@ in_current_position 1 
0519: lock_vehicle 141@ in_current_position 1 

:CESAR1_4769
0006: 39@ = 0 // integer values 

:CESAR1_4776
00D6: if and
8119:   not car 125@ wrecked 
8118:   not actor 123@ dead 
004D: jump_if_false @CESAR1_4924 
00D6: if and
8119:   not car $2197 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CESAR1_4924 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_4924 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 56@ 57@ 58@ radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @CESAR1_4924 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:CESAR1_4893
00D6: if 
016B:   fading 
004D: jump_if_false @CESAR1_4917 
0001: wait 0 ms 
0002: jump @CESAR1_4893 

:CESAR1_4917
0002: jump @CESAR1_4999 

:CESAR1_4924
00D6: if 
0039:   34@ == 666 // integer values 
004D: jump_if_false @CESAR1_4950 
0002: jump @CESAR1_4957 

:CESAR1_4950
0002: jump @CESAR1_1908 

:CESAR1_4957
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #MAJESTIC 
0249: release_model #REMINGTN 
0249: release_model #BLADE 
0051: return 

:CESAR1_4999
0004: $2336 = 1 // integer values 
0051: return 

:CESAR1_5008
0164: disable_marker 116@ 
0164: disable_marker 126@ 
0164: disable_marker 124@ 
0164: disable_marker 42@ 
0249: release_model #VLA1 
00A6: destroy_car 125@ 
00A6: destroy_car 138@ 
00A6: destroy_car 139@ 
00A6: destroy_car 140@ 
00A6: destroy_car 141@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
00D6: if 
8039:   not  34@ == 666 // integer values 
004D: jump_if_false @CESAR1_5104 
016A: fade 0 0 ms 

:CESAR1_5104
0051: return 

:CESAR1_5106
00D6: if 
0119:   car $2197 wrecked 
004D: jump_if_false @CESAR1_5146 
00BC: text_highpriority 'CES1_08' 5000 ms 1  // ~r~Sztverted a kocsit!
0006: 34@ = 666 // integer values 

:CESAR1_5146
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_5518 
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CESAR1_5302 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_5302 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @CESAR1_5302 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CESAR1_5245 
0164: disable_marker 126@ 

:CESAR1_5245
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @CESAR1_5268 
0164: disable_marker 124@ 

:CESAR1_5268
0006: 39@ = 10 // integer values 
0164: disable_marker 116@ 
0186: 116@ = create_marker_above_car $2197 
07E0: set_marker 116@ type_to 1 
0006: 35@ = 0 // integer values 

:CESAR1_5302
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CESAR1_5518 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @CESAR1_5353 
00BC: text_highpriority 'CES1_06' 100 ms 1  // ~s~Szllj vissza a ~b~kocsiba~s~.

:CESAR1_5353
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_5518 
00BE: text_clear_all 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @CESAR1_5518 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CESAR1_5446 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_5446 
0164: disable_marker 126@ 
0186: 126@ = create_marker_above_car 125@ 
07E0: set_marker 126@ type_to 1 

:CESAR1_5446
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @CESAR1_5499 
0164: disable_marker 124@ 
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: text_highpriority 'CES1_05' 10000 ms 1  // ~s~Menj a  ~y~starthoz~s~.

:CESAR1_5499
0164: disable_marker 116@ 
0006: 39@ = 0 // integer values 
0006: 35@ = 1 // integer values 

:CESAR1_5518
0051: return 

//-------------Mission 37---------------
// Originally: Reuniting The Families

:DRUGS4
03A4: name_thread 'DRUGS4' 
0050: gosub @DRUGS4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DRUGS4_38 
0050: gosub @DRUGS4_67705 

:DRUGS4_38
0050: gosub @DRUGS4_67827 
004E: end_thread 

:DRUGS4_47
0317: increment_mission_attempts 
054C: use_GXT_table 'LAFIN1' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'FINAL1A' 

:DRUGS4_86
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS4_110 
0001: wait 0 ms 
0002: jump @DRUGS4_86 

:DRUGS4_110
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DRUGS4_119
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS4_143 
0001: wait 0 ms 
0002: jump @DRUGS4_119 

:DRUGS4_143
02EA: end_cutscene 
016A: fade 0 0 ms 

:DRUGS4_151
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_175 
0001: wait 0 ms 
0002: jump @DRUGS4_151 

:DRUGS4_175
04BB: select_interior 0 // select render area 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
03CB: set_camera 2517.237 -1671.341 12.9 
01B6: set_weather 1 
0247: request_model #GREENWOO 
0247: request_model #FAM3 
0247: request_model #FAM2 
0247: request_model #CHROMEGUN 
023C: request_special_actor 'SWEET' as 1 
023C: request_special_actor 'SMOKE' as 2 
023C: request_special_actor 'RYDER2' as 3 
07C0: load_path 350 
0247: request_model #MP5LNG 
0247: request_model #COLT45 
0247: request_model #SWAT 
03CF: load_wav 35803 as 2 
07C0: load_path 352 
07C0: load_path 353 
038B: load_requested_models 

:DRUGS4_321
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_360 
0001: wait 0 ms 
0002: jump @DRUGS4_321 

:DRUGS4_360
00D6: if or
8248:   not model #CHROMEGUN available 
87C1:   not path 350 available 
8248:   not model #MP5LNG available 
8248:   not model #COLT45 available 
8248:   not model #SWAT available 
004D: jump_if_false @DRUGS4_407 
0001: wait 0 ms 
0002: jump @DRUGS4_360 

:DRUGS4_407
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
87C1:   not path 352 available 
87C1:   not path 353 available 
004D: jump_if_false @DRUGS4_451 
0001: wait 0 ms 
0002: jump @DRUGS4_407 

:DRUGS4_451
08F4: (unknown) 0 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 181@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 294@ = 0 // integer values 
0006: 295@ = 0 // integer values 
0006: 296@ = 0 // integer values 
0006: 297@ = 0 // integer values 
0006: 298@ = 0 // integer values 
0006: 299@ = 0 // integer values 
0006: 300@ = 0 // integer values 
0006: 301@ = 0 // integer values 
0006: 302@ = 0 // integer values 
0006: 303@ = 0 // integer values 
0006: 304@ = 0 // integer values 
0006: 305@ = 0 // integer values 
0006: 306@ = 0 // integer values 
0006: 307@ = 0 // integer values 
0006: 308@ = 0 // integer values 
0006: 309@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 311@ = 0 // integer values 
0006: 312@ = 0 // integer values 
0006: 313@ = 0 // integer values 
0006: 314@ = 0 // integer values 
0006: 315@ = 0 // integer values 
0006: 316@ = 0 // integer values 
0006: 317@ = 0 // integer values 
0006: 318@ = 0 // integer values 
0006: 319@ = 0 // integer values 
0006: 320@ = 0 // integer values 
0006: 321@ = 0 // integer values 
0006: 322@ = 0 // integer values 
0006: 323@ = 0 // integer values 
0006: 324@ = 0 // integer values 
0006: 325@ = 0 // integer values 
0006: 326@ = 0 // integer values 
0006: 327@ = 0 // integer values 
0006: 328@ = 0 // integer values 
0006: 329@ = 0 // integer values 
0006: 330@ = 0 // integer values 
0006: 331@ = 0 // integer values 
060A: unknown_create_entity 0 55@ 
0708: unknown_add_entity_item 55@ 12 
060A: unknown_create_entity 3 56@ 
060A: unknown_create_entity 2 57@ 
0395: clear_area 1 at 2514.316 -1673.395 150.0 range 150.0 
00C0: set_current_time 19 30 
00A1: put_actor $PLAYER_ACTOR at 2517.237 -1671.341 12.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 63.048 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #GREENWOO at 2508.07 -1672.114 12.0957 
0852: set_car $SWEET_CAR visible_damage 0 
0175: set_car $SWEET_CAR z_angle_to 167.195 
02AA: set_car $SWEET_CAR immune_to_nonplayer 1 
0186: 183@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 183@ type_to 1 
0229: set_car $SWEET_CAR color_to 59 34 
009A: $ACTOR_SWEET = create_actor 23 #SPECIAL01 at 2511.005 -1672.268 12.493 
0173: set_actor $ACTOR_SWEET z_angle_to 62.083 
0568: set_actor $ACTOR_SWEET targetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 1 5000 ms 
039E: set_actor $ACTOR_SWEET jackable 1 
0526: unknown_actor $ACTOR_SWEET 1 
060B: unknown_actor_use_entity $ACTOR_SWEET 55@ 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
009A: $ACTOR_SMOKE = create_actor 23 #SPECIAL02 at 2505.318 -1674.747 12.376 
0173: set_actor $ACTOR_SMOKE z_angle_to 356.374 
0568: set_actor $ACTOR_SMOKE targetable 1 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 0 5000 ms 
039E: set_actor $ACTOR_SMOKE jackable 1 
0526: unknown_actor $ACTOR_SMOKE 1 
060B: unknown_actor_use_entity $ACTOR_SMOKE 55@ 
0568: set_actor $ACTOR_SMOKE targetable 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
09F6: set_actor $ACTOR_SMOKE jackable_through_driver_seat 0 
009A: $ACTOR_RYDER = create_actor 23 #SPECIAL03 at 2506.57 -1667.753 12.376 
0173: set_actor $ACTOR_RYDER z_angle_to 171.457 
0568: set_actor $ACTOR_RYDER targetable 1 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 2 5000 ms 
039E: set_actor $ACTOR_RYDER jackable 1 
0526: unknown_actor $ACTOR_RYDER 1 
060B: unknown_actor_use_entity $ACTOR_RYDER 55@ 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
09F6: set_actor $ACTOR_RYDER jackable_through_driver_seat 0 
00BC: text_highpriority 'LAF1_1' 10000 ms 1  // ~s~Szllj be a ~b~kocsiba ~s~s vidd a bandt a motelhez, a tallkra.
0489: set_actor $PLAYER_ACTOR audible 1 
03C7: unknown_maybe_cops_density 0.0 
0828: (unknown) 1 
01E8: create_forbidden_for_cars_cube 2180.18 -1130.28 21.2 2276.82 -1151.26 28.0 
022B: create_forbidden_for_peds_cube 2180.18 -1130.28 21.2 2276.82 -1151.26 28.0 
06D0: (unknown) 0 
016A: fade 1 500 ms 

:DRUGS4_1708
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DRUGS4_1734 
0002: jump @DRUGS4_67765 

:DRUGS4_1734
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
0448:   actor $ACTOR_RYDER in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
0448:   actor $ACTOR_SMOKE in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_1978 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2256.239 -1146.909 25.121 
041E: set_radio_station 7 
00BC: text_highpriority 'LAF1_3' 7000 ms 1  // ~s~Vidd a bandt a tallkozra, a ~y~motelhez~s~.
07FB: set_interior 'MOTEL2' accessible 0  // Motel
0006: 32@ = 0 // integer values 
0006: 130@ = 1 // integer values 
0006: 128@ = 1 // integer values 
0006: 129@ = 1 // integer values 

:DRUGS4_1978
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @DRUGS4_3127 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2087 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2087 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @DRUGS4_2087 
04AF: 106@ = unknown_wav_reference 15826 
05AA: 107@s = 'FIN1_GA' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2087
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DRUGS4_2152 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2152 
04AF: 106@ = unknown_wav_reference 15827 
05AA: 107@s = 'FIN1_GB' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2152
00D6: if 
0039:   178@ == 2 // integer values 
004D: jump_if_false @DRUGS4_2217 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2217 
04AF: 106@ = unknown_wav_reference 15828 
05AA: 107@s = 'FIN1_GC' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2217
00D6: if 
0039:   178@ == 3 // integer values 
004D: jump_if_false @DRUGS4_2282 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2282 
04AF: 106@ = unknown_wav_reference 15829 
05AA: 107@s = 'FIN1_GD' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2282
00D6: if 
0039:   178@ == 4 // integer values 
004D: jump_if_false @DRUGS4_2347 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2347 
04AF: 106@ = unknown_wav_reference 15830 
05AA: 107@s = 'FIN1_GE' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2347
00D6: if 
0039:   178@ == 5 // integer values 
004D: jump_if_false @DRUGS4_2412 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2412 
04AF: 106@ = unknown_wav_reference 15832 
05AA: 107@s = 'FIN1_GG' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2412
00D6: if 
0039:   178@ == 6 // integer values 
004D: jump_if_false @DRUGS4_2477 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2477 
04AF: 106@ = unknown_wav_reference 15834 
05AA: 107@s = 'FIN1_GI' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2477
00D6: if 
0039:   178@ == 7 // integer values 
004D: jump_if_false @DRUGS4_2542 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2542 
04AF: 106@ = unknown_wav_reference 15835 
05AA: 107@s = 'FIN1_GJ' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2542
00D6: if 
0039:   178@ == 8 // integer values 
004D: jump_if_false @DRUGS4_2607 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2607 
04AF: 106@ = unknown_wav_reference 15836 
05AA: 107@s = 'FIN1_GK' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2607
00D6: if 
0039:   178@ == 9 // integer values 
004D: jump_if_false @DRUGS4_2672 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2672 
04AF: 106@ = unknown_wav_reference 15837 
05AA: 107@s = 'FIN1_GL' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2672
00D6: if 
0039:   178@ == 10 // integer values 
004D: jump_if_false @DRUGS4_2737 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2737 
04AF: 106@ = unknown_wav_reference 15838 
05AA: 107@s = 'FIN1_GM' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2737
00D6: if 
0039:   178@ == 11 // integer values 
004D: jump_if_false @DRUGS4_2802 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2802 
04AF: 106@ = unknown_wav_reference 15839 
05AA: 107@s = 'FIN1_GN' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2802
00D6: if 
0039:   178@ == 12 // integer values 
004D: jump_if_false @DRUGS4_2867 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2867 
04AF: 106@ = unknown_wav_reference 15840 
05AA: 107@s = 'FIN1_GO' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2867
00D6: if 
0039:   178@ == 13 // integer values 
004D: jump_if_false @DRUGS4_2932 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2932 
04AF: 106@ = unknown_wav_reference 15841 
05AA: 107@s = 'FIN1_GP' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2932
00D6: if 
0039:   178@ == 14 // integer values 
004D: jump_if_false @DRUGS4_2997 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_2997 
04AF: 106@ = unknown_wav_reference 15842 
05AA: 107@s = 'FIN1_GQ' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_2997
00D6: if 
0039:   178@ == 15 // integer values 
004D: jump_if_false @DRUGS4_3062 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_3062 
04AF: 106@ = unknown_wav_reference 15843 
05AA: 107@s = 'FIN1_GR' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_3062
00D6: if 
0039:   178@ == 16 // integer values 
004D: jump_if_false @DRUGS4_3127 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_3127 
04AF: 106@ = unknown_wav_reference 15844 
05AA: 107@s = 'FIN1_GS' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_3127
00D6: if or
0039:   128@ == 1 // integer values 
0039:   128@ == 100 // integer values 
004D: jump_if_false @DRUGS4_3375 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_3375 
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @DRUGS4_3259 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_3259 
0164: disable_marker 184@ 
0186: 183@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 183@ type_to 1 
03D1: play_wav 2 
00BC: text_highpriority 'SMOX_AD' 2000 ms 1  // ~z~Gyernk, playa, szllj be!
0006: 128@ = 100 // integer values 
0006: 130@ = 0 // integer values 

:DRUGS4_3259
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @DRUGS4_3375 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_3375 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2256.239 -1146.909 25.121 
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
0019:   178@ > 16 // integer values 
004D: jump_if_false @DRUGS4_3361 
00BC: text_highpriority 'LAF1_3' 5000 ms 1  // ~s~Vidd a bandt a tallkozra, a ~y~motelhez~s~.

:DRUGS4_3361
0006: 128@ = 1 // integer values 
0006: 130@ = 1 // integer values 

:DRUGS4_3375
00D6: if or
0039:   128@ == 0 // integer values 
0039:   128@ == 1 // integer values 
0039:   128@ == 100 // integer values 
004D: jump_if_false @DRUGS4_3495 
00D6: if or
0118:   actor $ACTOR_SWEET dead 
0118:   actor $ACTOR_SMOKE dead 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_3456 
00BC: text_highpriority 'LAF1_71' 5000 ms 1  // ~r~A haverjaid meghaltak!
0002: jump @DRUGS4_67705 

:DRUGS4_3456
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_3495 
00BC: text_highpriority 'LAF1_72' 5000 ms 1  // ~r~Az aut sszetrt
0002: jump @DRUGS4_67705 

:DRUGS4_3495
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
01AD:   car $SWEET_CAR 1 2256.239 -1146.909 4.4 4.4 
004D: jump_if_false @DRUGS4_3712 
040D: unload_wav 1 
040D: unload_wav 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F0: set_max_wanted_level_to 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2223.769 -1141.832 200.0 range 200.0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03C7: unknown_maybe_cops_density 0.0 
00BE: text_clear_all 
0006: 128@ = 2 // integer values 

:DRUGS4_3712
00D6: if 
0039:   128@ == 2 // integer values 
004D: jump_if_false @DRUGS4_4462 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_4462 
0395: clear_area 0 at 2223.971 -1149.75 200.0 range 200.0 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:DRUGS4_3788
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_3812 
0001: wait 0 ms 
0002: jump @DRUGS4_3788 

:DRUGS4_3812
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15848 as 1 
03CF: load_wav 15849 as 2 
0247: request_model #POLMAV 
0247: request_model #ENFORCER 
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 

:DRUGS4_3858
00D6: if or
8248:   not model #POLMAV available 
8248:   not model #ENFORCER available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @DRUGS4_3910 
0001: wait 0 ms 
0002: jump @DRUGS4_3858 

:DRUGS4_3910
009A: 34@ = create_actor 26 #FAM3 at 2220.37 -1160.318 24.7265 
0173: set_actor 34@ z_angle_to 272.7973 
0605: actor 34@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 8.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 34@ 55@ 
0568: set_actor 34@ targetable 1 
0001: wait 250 ms 
009A: 35@ = create_actor 26 #FAM2 at 2221.564 -1160.359 24.7265 
0173: set_actor 35@ z_angle_to 85.7682 
0605: actor 35@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 8.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 35@ 55@ 
0568: set_actor 35@ targetable 1 
009A: 36@ = create_actor 26 #FAM2 at 2227.224 -1172.07 24.7265 
0173: set_actor 36@ z_angle_to 359.1032 
060B: unknown_actor_use_entity 36@ 55@ 
0568: set_actor 36@ targetable 1 
009A: 37@ = create_actor 26 #FAM3 at 2226.389 -1171.688 24.7265 
0173: set_actor 37@ z_angle_to 278.7767 
0605: actor 37@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 8.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 37@ 55@ 
0568: set_actor 37@ targetable 1 
0A0B: (unknown) 2236.146 -1146.359 25.4346 34.0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_4326 
00A9: set_car $SWEET_CAR to_normal_driver 
00AB: put_car $SWEET_CAR at 2278.411 -1147.018 25.5 
0175: set_car $SWEET_CAR z_angle_to 80.53 
0925: (unknown) 
015F: set_camera_position 2236.146 -1146.359 25.4346 0.0 0.0 0.0 

:DRUGS4_4326
03CB: set_camera 2226.389 -1171.688 24.7265 
016A: fade 1 250 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_4374 
05EB: assign_vehicle $SWEET_CAR to_path 350 

:DRUGS4_4374
0936: set_camera 2236.146 -1146.359 25.4346 position_to 2236.146 -1146.359 25.4346 2500 ms unknown 1 
0920: point_camera 2235.937 -1145.381 25.444 transverse_to 2235.364 -1145.735 25.444 2500 ms unknown 1 
0006: 32@ = 0 // integer values 
0006: 128@ = 3 // integer values 

:DRUGS4_4462
00D6: if 
0039:   128@ == 3 // integer values 
004D: jump_if_false @DRUGS4_4603 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @DRUGS4_4603 
0006: 142@ = 0 // integer values 
0707: start_scene_skip_to @DRUGS4_11249 
015F: set_camera_position 2220.674 -1161.401 26.4187 0.0 0.0 0.0 
0160: point_camera 2220.948 -1160.44 26.3852 2 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_4589 
0697: (unknown) $SWEET_CAR 4 0 

:DRUGS4_4589
0006: 32@ = 0 // integer values 
0006: 128@ = 4 // integer values 

:DRUGS4_4603
00D6: if 
0039:   128@ == 4 // integer values 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
0019:   32@ > 2750 // integer values 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
060E:   car $SWEET_CAR is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_4755 
05EC: release_vehicle $SWEET_CAR from_path 

:DRUGS4_4755
041D: set_camera_near_clip 0.1 
00AB: put_car $SWEET_CAR at 2224.357 -1149.741 24.8342 
0175: set_car $SWEET_CAR z_angle_to 180.1644 
015F: set_camera_position 2224.384 -1150.745 26.0663 0.0 0.0 0.0 
0160: point_camera 2224.389 -1149.749 25.9763 2 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 -1 ms 
0605: actor $ACTOR_SWEET perform_animation_sequence "CAR_SC1_BL" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 -1 ms 
0605: actor $ACTOR_SMOKE perform_animation_sequence "CAR_SC1_FR" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 -1 ms 
0605: actor $ACTOR_RYDER perform_animation_sequence "CAR_SC1_BR" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 -1 ms 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_HA' 5000 ms 1  // ~z~Ok, pontosan egy rosszfi, krnknt - a tbbieknek itt kell vrniuk.
0967: actor $ACTOR_SWEET move_mouth 10000 

:DRUGS4_5039
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_5065 
0001: wait 0 ms 
0002: jump @DRUGS4_5039 

:DRUGS4_5065
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5092 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_5092
03CF: load_wav 15850 as 1 
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_HB' 5000 ms 1  // ~z~Ha minden jl megy, ott lesznk, tes.
0967: actor $PLAYER_ACTOR move_mouth 10000 

:DRUGS4_5127
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_5153 
0001: wait 0 ms 
0002: jump @DRUGS4_5127 

:DRUGS4_5153
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 128@ = 5 // integer values 

:DRUGS4_5171
00D6: if 
0039:   128@ == 5 // integer values 
004D: jump_if_false @DRUGS4_5322 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_5322 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5322 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_HC' 5000 ms 1  // ~z~Kszi, haver, de mr vgeztem ezekkel a srcokkal.
0967: actor $ACTOR_SWEET move_mouth 10000 

:DRUGS4_5248
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_5274 
0001: wait 0 ms 
0002: jump @DRUGS4_5248 

:DRUGS4_5274
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5297 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_5297
040D: unload_wav 1 
03CF: load_wav 15851 as 1 
03CF: load_wav 15852 as 2 
0006: 128@ = 6 // integer values 

:DRUGS4_5322
00D6: if 
0039:   128@ == 6 // integer values 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_5438 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 
0006: 128@ = 7 // integer values 

:DRUGS4_5438
00D6: if 
0039:   128@ == 7 // integer values 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8448:   not actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_5698 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2223.625 -1146.995 26.1711 0.0 0.0 0.0 
0160: point_camera 2224.356 -1147.677 26.2099 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2230.81 -1159.59 24.4 
05D7: add_point_to_scmpath 2233.75 -1159.83 25.29 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 6 0 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC2_FL" from_file "CAR_CHAT" 8.0 loop 0 0 0 1 -1 ms 
0006: 32@ = 0 // integer values 
0006: 128@ = 8 // integer values 

:DRUGS4_5698
00D6: if 
0039:   128@ == 8 // integer values 
004D: jump_if_false @DRUGS4_5855 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5855 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_5855 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_5855 
00D6: if 
00ED:   actor $ACTOR_SWEET 0 2233.75 -1159.83 radius 2.8 2.8 
004D: jump_if_false @DRUGS4_5816 
0006: 128@ = 9 // integer values 
0002: jump @DRUGS4_5855 

:DRUGS4_5816
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @DRUGS4_5855 
00A1: put_actor $ACTOR_SWEET at 2233.75 -1159.83 25.29 

:DRUGS4_5855
00D6: if 
0039:   128@ == 9 // integer values 
004D: jump_if_false @DRUGS4_6227 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6227 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6227 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_6227 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 2225.06 -1148.192 26.0902 0.0 0.0 0.0 
0160: point_camera 2224.446 -1148.98 26.0466 2 
009B: destroy_actor_instantly $ACTOR_SWEET 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC3_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor $ACTOR_SMOKE perform_animation_sequence "CAR_SC3_FR" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor $ACTOR_RYDER perform_animation_sequence "CAR_SC3_BR" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_HD' 5000 ms 1  // ~z~Nem tetszik ez nekem, ember. Nzd meg az sszes csald vezrt! Rgebben mind Grove Streetiek voltak.
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6153 
0967: actor $ACTOR_RYDER move_mouth 10000 

:DRUGS4_6153
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_6179 
0001: wait 0 ms 
0002: jump @DRUGS4_6153 

:DRUGS4_6179
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6200 
0968: actor $ACTOR_RYDER stop_mouth 

:DRUGS4_6200
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15854 as 1 
0006: 32@ = 0 // integer values 
0006: 128@ = 10 // integer values 

:DRUGS4_6227
00D6: if 
0039:   128@ == 10 // integer values 
004D: jump_if_false @DRUGS4_6418 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6418 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6418 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_6418 
015F: set_camera_position 2224.392 -1148.606 25.9857 0.0 0.0 0.0 
0160: point_camera 2224.396 -1149.605 25.955 2 
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_HE' 5000 ms 1  // ~z~Nyugi. Mi rendben vagyunk, k rendben vannak. Veled mi a helyzet, Smoke?
0967: actor $PLAYER_ACTOR move_mouth 10000 

:DRUGS4_6371
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_6397 
0001: wait 0 ms 
0002: jump @DRUGS4_6371 

:DRUGS4_6397
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 15855 as 2 
0006: 128@ = 11 // integer values 

:DRUGS4_6418
00D6: if 
0039:   128@ == 11 // integer values 
004D: jump_if_false @DRUGS4_6693 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6693 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6693 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_6693 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_HG' 5000 ms 1  // ~z~H, kicsit feszlt vagyok, de azrt minden ok.
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6527 
0967: actor $ACTOR_SMOKE move_mouth 10000 

:DRUGS4_6527
00A5: 40@ = create_car #POLMAV at 2227.03 -1130.199 25.305 
05EB: assign_vehicle 40@ to_path 352 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_6579 
05ED: (unknown) 40@ 

:DRUGS4_6579
0129: 44@ = create_actor 27 #SWAT in_car 40@ driverseat 
054A: set_actor 44@ immune_to_car_headshots 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ jackable 1 
060B: unknown_actor_use_entity 44@ 55@ 
0825: instantly_spin_flying_vehicle 40@ rotor_blade 

:DRUGS4_6626
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_6652 
0001: wait 0 ms 
0002: jump @DRUGS4_6626 

:DRUGS4_6652
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6673 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS4_6673
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15856 as 1 
0006: 128@ = 12 // integer values 

:DRUGS4_6693
00D6: if 
0039:   128@ == 12 // integer values 
004D: jump_if_false @DRUGS4_6835 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_6835 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_6835 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_6835 
041D: set_camera_near_clip 0.2 
05EE: (unknown) 40@ 
015F: set_camera_position 2182.522 -1083.687 61.5308 0.0 0.0 0.0 
0160: point_camera 2182.996 -1084.463 61.115 2 
0006: 32@ = 0 // integer values 
0006: 128@ = 13 // integer values 

:DRUGS4_6835
00D6: if 
0039:   128@ == 13 // integer values 
004D: jump_if_false @DRUGS4_7098 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_7098 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DRUGS4_7098 
0006: 32@ = 0 // integer values 
015F: set_camera_position 2232.178 -1149.902 33.2809 0.0 0.0 0.0 
0158: camera_on_vehicle 40@ 15 2 
06C1: create_searchlight 58@ on_vehicle 40@ offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 58@ path_to 2228.36 -1171.48 25.82 2215.41 -1142.51 25.5 speed 0.5 
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_HH' 5000 ms 1  // ~z~Itt a Los Santosi rendrsg; Mindenki maradjon ott, ahol van!

:DRUGS4_7044
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_7070 
0001: wait 0 ms 
0002: jump @DRUGS4_7044 

:DRUGS4_7070
00BE: text_clear_all 
03CF: load_wav 15816 as 2 
04EF: release_animation "CAR_CHAT" 
0006: 128@ = 14 // integer values 

:DRUGS4_7098
00D6: if 
0039:   128@ == 14 // integer values 
004D: jump_if_false @DRUGS4_7325 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_7325 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_7325 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DRUGS4_7325 
05EC: release_vehicle 40@ from_path 
015F: set_camera_position 2226.998 -1144.541 25.3493 0.0 0.0 0.0 
0160: point_camera 2226.594 -1145.45 25.4594 2 
05EB: assign_vehicle 40@ to_path 353 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_7271 
05D3: AS_actor 36@ go_to_point 2219.71 -1178.52 25.34 speed 6 -1 ms 

:DRUGS4_7271
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_7311 
05D3: AS_actor 37@ go_to_point 2206.65 -1172.63 25.08 speed 6 -1 ms 

:DRUGS4_7311
0006: 32@ = 0 // integer values 
0006: 128@ = 15 // integer values 

:DRUGS4_7325
00D6: if 
0039:   128@ == 15 // integer values 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_7528 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_HI' 5000 ms 1  // ~z~, bazd meg!
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_7514 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_7514 
0647: unknown_action_sequence $ACTOR_SMOKE 
0647: unknown_action_sequence $ACTOR_RYDER 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 15000 ms 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 15000 ms 

:DRUGS4_7514
0006: 32@ = 0 // integer values 
0006: 128@ = 16 // integer values 

:DRUGS4_7528
00D6: if 
0039:   128@ == 16 // integer values 
004D: jump_if_false @DRUGS4_8140 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DRUGS4_8140 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_8140 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_8140 
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_7641 
05D3: AS_actor 36@ go_to_point 2203.25 -1178.87 25.44 speed 6 -1 ms 

:DRUGS4_7641
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_7681 
05D3: AS_actor 37@ go_to_point 2204.15 -1153.74 25.58 speed 6 -1 ms 

:DRUGS4_7681
015F: set_camera_position 2224.067 -1162.707 40.9275 0.0 0.0 0.0 
0160: point_camera 2223.842 -1163.226 40.103 2 
015D: set_gamespeed 0.5 
0503: create_rappel 27 285 at 2223.56 -1168.05 32.28 with_actor 47@ 
01B2: give_actor 47@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 30 
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_CI' 3000 ms 1  // ~z~Minden egysgnek, Rock'n'roll!
03CF: load_wav 15857 as 1 
0001: wait 100 ms 
0503: create_rappel 27 285 at 2222.63 -1166.01 32.25 with_actor 48@ 
01B2: give_actor 48@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 48@ weapon_accuracy_to 30 
0001: wait 50 ms 
0503: create_rappel 27 285 at 2221.58 -1168.9 32.27 with_actor 49@ 
01B2: give_actor 49@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 49@ weapon_accuracy_to 30 
0001: wait 100 ms 
0503: create_rappel 27 285 at 2220.74 -1167.28 32.22 with_actor 50@ 
01B2: give_actor 50@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 50@ weapon_accuracy_to 30 
0001: wait 500 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_7985 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
05C5: AS_actor 36@ cower 10000 ms 

:DRUGS4_7985
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_8036 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 37@ go_to_point 2221.179 -1177.662 25.767 speed 6 5000 ms 

:DRUGS4_8036
015F: set_camera_position 2222.396 -1165.563 24.9959 0.0 0.0 0.0 
0160: point_camera 2222.316 -1165.83 25.9562 2 
00A1: put_actor $PLAYER_ACTOR at 2226.144 -1149.997 24.8496 
0173: set_actor $PLAYER_ACTOR z_angle_to 102.7208 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this 
0006: 32@ = 0 // integer values 
0006: 128@ = 17 // integer values 

:DRUGS4_8140
00D6: if 
0039:   128@ == 17 // integer values 
004D: jump_if_false @DRUGS4_8537 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @DRUGS4_8537 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_8537 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_8537 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15858 as 2 
015D: set_gamespeed 1.0 
015F: set_camera_position 2222.594 -1150.71 26.1976 0.0 0.0 0.0 
0160: point_camera 2223.403 -1150.139 26.0591 2 
0006: 32@ = 0 // integer values 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_HJ' 5000 ms 1  // ~z~Ember, mit csinlsz?
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_8329 
0967: actor $ACTOR_RYDER move_mouth 10000 

:DRUGS4_8329
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_8355 
0001: wait 0 ms 
0002: jump @DRUGS4_8329 

:DRUGS4_8355
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_8387 
0968: actor $ACTOR_RYDER stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 3000 ms 

:DRUGS4_8387
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15859 as 1 

:DRUGS4_8400
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_8426 
0001: wait 0 ms 
0002: jump @DRUGS4_8400 

:DRUGS4_8426
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_HK' 5000 ms 1  // ~z~Carl, szllj vissza! El kell tnnnk innen, bbi!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_8470 
0967: actor $ACTOR_SMOKE move_mouth 10000 

:DRUGS4_8470
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_8496 
0001: wait 0 ms 
0002: jump @DRUGS4_8470 

:DRUGS4_8496
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_8517 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS4_8517
00BE: text_clear_all 
040D: unload_wav 2 
03CF: load_wav 15860 as 2 
0006: 128@ = 18 // integer values 

:DRUGS4_8537
00D6: if 
0039:   128@ == 18 // integer values 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @DRUGS4_8698 
062E: (unknown) 47@ 1283 59@ 
00D6: if 
04A4:   59@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_8698 
05D3: AS_actor 47@ go_to_point 2226.43 -1155.37 25.33 speed 6 5000 ms 
0006: 138@ = 1 // integer values 

:DRUGS4_8698
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @DRUGS4_8777 
062E: (unknown) 48@ 1283 60@ 
00D6: if 
04A4:   60@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_8777 
05D3: AS_actor 48@ go_to_point 2230.52 -1165.15 25.63 speed 6 5000 ms 
0006: 139@ = 1 // integer values 

:DRUGS4_8777
00D6: if 
0039:   140@ == 0 // integer values 
004D: jump_if_false @DRUGS4_8856 
062E: (unknown) 49@ 1283 61@ 
00D6: if 
04A4:   61@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_8856 
05D3: AS_actor 49@ go_to_point 2217.53 -1163.18 25.27 speed 6 5000 ms 
0006: 140@ = 1 // integer values 

:DRUGS4_8856
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @DRUGS4_8935 
062E: (unknown) 50@ 1283 62@ 
00D6: if 
04A4:   62@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_8935 
05D3: AS_actor 50@ go_to_point 2226.25 -1167.0 25.04 speed 6 5000 ms 
0006: 141@ = 1 // integer values 

:DRUGS4_8935
00D6: if 
04A4:   59@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_9014 
00D6: if 
04A4:   60@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_9014 
00D6: if 
04A4:   61@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_9014 
00D6: if 
04A4:   62@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_9014 
0006: 128@ = 21 // integer values 

:DRUGS4_9014
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DRUGS4_9140 
05D3: AS_actor 47@ go_to_point 2226.43 -1155.37 25.33 speed 6 5000 ms 
05D3: AS_actor 48@ go_to_point 2230.52 -1165.15 25.63 speed 6 5000 ms 
05D3: AS_actor 49@ go_to_point 2217.53 -1163.18 25.27 speed 6 5000 ms 
05D3: AS_actor 50@ go_to_point 2226.25 -1167.0 25.04 speed 6 5000 ms 
0006: 128@ = 19 // integer values 

:DRUGS4_9140
00D6: if 
0039:   128@ == 19 // integer values 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_9561 
07C0: load_path 354 
07C0: load_path 355 
07C0: load_path 356 
0676: AS_actor $ACTOR_SMOKE in_car $SWEET_CAR move_from_passengerseat_to_driverseat 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_HL' 5000 ms 1  // ~z~Nem hagyom el a testvremet, nem vagyok rohadk!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_9322 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:DRUGS4_9322
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_9348 
0001: wait 0 ms 
0002: jump @DRUGS4_9322 

:DRUGS4_9348
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_9369 
0968: actor $PLAYER_ACTOR stop_mouth 

:DRUGS4_9369
00BE: text_clear_all 
040D: unload_wav 1 

:DRUGS4_9375
00D6: if or
87C1:   not path 354 available 
87C1:   not path 355 available 
87C1:   not path 356 available 
004D: jump_if_false @DRUGS4_9412 
0001: wait 0 ms 
0002: jump @DRUGS4_9375 

:DRUGS4_9412
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_9436 
05EB: assign_vehicle $SWEET_CAR to_path 356 

:DRUGS4_9436
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_HM' 3000 ms 1  // ~z~Ember, minden fasszop ezt fogja kapni!
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_9480 
0967: actor $ACTOR_RYDER move_mouth 10000 

:DRUGS4_9480
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_9547 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_9517 
05EC: release_vehicle 40@ from_path 

:DRUGS4_9517
04A2: heli 40@ fly_to 2217.58 -1167.67 34.61 speed 10.0 10.0 

:DRUGS4_9547
0006: 32@ = 0 // integer values 
0006: 128@ = 20 // integer values 

:DRUGS4_9561
00D6: if 
0039:   128@ == 20 // integer values 
004D: jump_if_false @DRUGS4_10307 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DRUGS4_10307 
00A5: 42@ = create_car #ENFORCER at 2217.236 -1019.97 30.7 
0175: set_car 42@ z_angle_to 176.5 
0397: car 42@ siren = 1 
05EB: assign_vehicle 42@ to_path 354 
0129: 45@ = create_actor 27 #SWAT in_car 42@ driverseat 
01B2: give_actor 45@ weapon 29 ammo 3000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 30 
01C8: 51@ = create_actor 27 #SWAT in_car 42@ passenger_seat 1 
01B2: give_actor 51@ weapon 29 ammo 3000 // Load the weapon model before using this 
02E2: set_actor 51@ weapon_accuracy_to 30 
00A5: 43@ = create_car #ENFORCER at 2253.89 -1144.77 26.47 
0175: set_car 43@ z_angle_to 89.947 
0397: car 43@ siren = 1 
05EB: assign_vehicle 43@ to_path 355 
0129: 46@ = create_actor 27 #SWAT in_car 43@ driverseat 
02E2: set_actor 46@ weapon_accuracy_to 30 
01B2: give_actor 46@ weapon 29 ammo 3000 // Load the weapon model before using this 
01C8: 53@ = create_actor 27 #SWAT in_car 43@ passenger_seat 1 
02E2: set_actor 53@ weapon_accuracy_to 30 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_9851 
077A: set_actor 34@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 34@ 57@ 

:DRUGS4_9851
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_9884 
077A: set_actor 35@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 35@ 57@ 

:DRUGS4_9884
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_9917 
077A: set_actor 36@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 36@ 57@ 

:DRUGS4_9917
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_9950 
077A: set_actor 37@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 37@ 57@ 

:DRUGS4_9950
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_9992 
077A: set_actor 47@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 47@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 47@ 57@ 

:DRUGS4_9992
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_10034 
077A: set_actor 48@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 48@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 48@ 57@ 

:DRUGS4_10034
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS4_10076 
077A: set_actor 49@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 49@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 49@ 57@ 

:DRUGS4_10076
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS4_10109 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 26 
060B: unknown_actor_use_entity 50@ 57@ 

:DRUGS4_10109
015F: set_camera_position 2203.163 -1178.891 31.8778 0.0 0.0 0.0 
0160: point_camera 2203.897 -1178.225 31.7493 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2231.569 -1155.75 25.85 speed 4 -1 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_10242 
01B2: give_actor 34@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 34@ go_to_point 2228.421 -1164.66 25.766 speed 6 5000 ms 

:DRUGS4_10242
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_10293 
01B2: give_actor 35@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 35@ go_to_point 2221.47 -1164.66 25.766 speed 6 5000 ms 

:DRUGS4_10293
0006: 33@ = 0 // integer values 
0006: 128@ = 21 // integer values 

:DRUGS4_10307
00D6: if 
0039:   128@ == 21 // integer values 
004D: jump_if_false @DRUGS4_10450 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @DRUGS4_10450 
00D6: if 
860E:   not car 42@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_10450 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_10400 
00D6: if 
00DB:   actor 51@ in_car 42@ 
004D: jump_if_false @DRUGS4_10400 
05CD: AS_actor 51@ exit_car 42@ 

:DRUGS4_10400
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_10443 
00D6: if 
00DB:   actor 45@ in_car 42@ 
004D: jump_if_false @DRUGS4_10443 
05CD: AS_actor 45@ exit_car 42@ 

:DRUGS4_10443
0006: 128@ = 22 // integer values 

:DRUGS4_10450
00D6: if 
0039:   128@ == 22 // integer values 
004D: jump_if_false @DRUGS4_10751 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @DRUGS4_10751 
00D6: if 
860E:   not car 43@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_10751 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_10543 
00D6: if 
00DB:   actor 53@ in_car 43@ 
004D: jump_if_false @DRUGS4_10543 
05CD: AS_actor 53@ exit_car 43@ 

:DRUGS4_10543
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_10586 
00D6: if 
00DB:   actor 46@ in_car 43@ 
004D: jump_if_false @DRUGS4_10586 
05CD: AS_actor 46@ exit_car 43@ 

:DRUGS4_10586
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_10628 
077A: set_actor 45@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 45@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 45@ 57@ 

:DRUGS4_10628
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_10661 
077A: set_actor 46@ aggressive_to_pedgroup 4 type 26 
060B: unknown_actor_use_entity 46@ 57@ 

:DRUGS4_10661
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_10694 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 26 
060B: unknown_actor_use_entity 51@ 57@ 

:DRUGS4_10694
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_10727 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 26 
060B: unknown_actor_use_entity 53@ 57@ 

:DRUGS4_10727
0173: set_actor $PLAYER_ACTOR z_angle_to 150.0 
0006: 32@ = 0 // integer values 
0006: 128@ = 23 // integer values 

:DRUGS4_10751
00D6: if 
0039:   128@ == 23 // integer values 
004D: jump_if_false @DRUGS4_11205 
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @DRUGS4_10834 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_10834 
00D6: if 
80DF:   not actor 45@ driving 
004D: jump_if_false @DRUGS4_10834 
05C5: AS_actor 45@ cower 5000 ms 
0006: 131@ = 1 // integer values 

:DRUGS4_10834
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @DRUGS4_10916 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_10916 
00D6: if 
80DF:   not actor 51@ driving 
004D: jump_if_false @DRUGS4_10916 
05D3: AS_actor 51@ go_to_point 2203.77 -1156.44 25.31 speed 6 5000 ms 
0006: 132@ = 1 // integer values 

:DRUGS4_10916
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @DRUGS4_11052 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_11052 
00D6: if 
80DF:   not actor 46@ driving 
004D: jump_if_false @DRUGS4_11052 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2214.67 -1149.71 25.47 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2209.01 -1166.46 25.89 
05D8: AS_assign_scmpath to_actor 46@ flags 6 0 
0006: 134@ = 1 // integer values 

:DRUGS4_11052
00D6: if 
0039:   135@ == 0 // integer values 
004D: jump_if_false @DRUGS4_11205 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_11205 
00D6: if 
80DF:   not actor 53@ driving 
004D: jump_if_false @DRUGS4_11205 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2222.47 -1146.52 25.43 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2206.61 -1168.51 25.89 
05D7: add_point_to_scmpath 2211.0 -1171.72 25.55 
05D8: AS_assign_scmpath to_actor 53@ flags 6 0 
0006: 135@ = 1 // integer values 

:DRUGS4_11205
00D6: if 
0039:   128@ == 23 // integer values 
004D: jump_if_false @DRUGS4_13313 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DRUGS4_13313 
0006: 142@ = 1 // integer values 

:DRUGS4_11249
0701: end_scene_skip 
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @DRUGS4_13179 
016A: fade 0 500 ms 

:DRUGS4_11276
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_11300 
0001: wait 0 ms 
0002: jump @DRUGS4_11276 

:DRUGS4_11300
0925: (unknown) 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS4_11355 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2231.569 -1155.75 24.85 
0173: set_actor $PLAYER_ACTOR z_angle_to 150.0 
0002: jump @DRUGS4_11385 

:DRUGS4_11355
00A1: put_actor $PLAYER_ACTOR at 2231.569 -1155.75 24.85 
0173: set_actor $PLAYER_ACTOR z_angle_to 150.0 

:DRUGS4_11385
009B: destroy_actor_instantly $ACTOR_SWEET 
009B: destroy_actor_instantly $ACTOR_SMOKE 
009B: destroy_actor_instantly $ACTOR_RYDER 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0247: request_model #GREENWOO 
0247: request_model #FAM3 
0247: request_model #FAM2 
0247: request_model #MP5LNG 
0247: request_model #COLT45 
0247: request_model #SWAT 
0247: request_model #POLMAV 
0247: request_model #ENFORCER 
038B: load_requested_models 

:DRUGS4_11448
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
004D: jump_if_false @DRUGS4_11483 
0001: wait 0 ms 
0002: jump @DRUGS4_11448 

:DRUGS4_11483
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #COLT45 available 
8248:   not model #SWAT available 
8248:   not model #POLMAV available 
8248:   not model #ENFORCER available 
004D: jump_if_false @DRUGS4_11530 
0001: wait 0 ms 
0002: jump @DRUGS4_11483 

:DRUGS4_11530
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 48@ 
009B: destroy_actor_instantly 49@ 
009B: destroy_actor_instantly 50@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_11632 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_11632 
05EC: release_vehicle 40@ from_path 

:DRUGS4_11632
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @DRUGS4_11669 
00D6: if 
060E:   car 42@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_11669 
05EC: release_vehicle 42@ from_path 

:DRUGS4_11669
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @DRUGS4_11706 
00D6: if 
060E:   car 43@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_11706 
05EC: release_vehicle 43@ from_path 

:DRUGS4_11706
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_11743 
00D6: if 
060E:   car $SWEET_CAR is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_11743 
05EC: release_vehicle $SWEET_CAR from_path 

:DRUGS4_11743
00A6: destroy_car 40@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
00A6: destroy_car $SWEET_CAR 
06B2: destroy_searchlight 58@ 
00A5: 42@ = create_car #ENFORCER at 2210.24 -1159.976 24.7265 
0175: set_car 42@ z_angle_to 191.9611 
0397: car 42@ siren = 1 
00A5: 43@ = create_car #ENFORCER at 2218.788 -1140.993 24.7814 
0175: set_car 43@ z_angle_to 78.1047 
0397: car 43@ siren = 1 
00A5: 40@ = create_car #POLMAV at 2276.22 -1140.87 60.0 
0129: 44@ = create_actor 27 #SWAT in_car 40@ driverseat 
054A: set_actor 44@ immune_to_car_headshots 0 
054A: set_actor 44@ immune_to_car_headshots 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ jackable 1 
0825: instantly_spin_flying_vehicle 40@ rotor_blade 
04BA: set_car 40@ speed_instantly 10.0 
04A2: heli 40@ fly_to 2217.58 -1167.67 34.61 speed 10.0 10.0 
00AB: put_car 40@ at 2217.58 -1167.67 34.61 
06C1: create_searchlight 58@ on_vehicle 40@ offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 58@ path_to 2228.36 -1171.48 25.82 2215.41 -1142.51 25.5 speed 0.5 
009A: 46@ = create_actor 27 #SWAT at 2209.01 -1166.46 24.89 
01B2: give_actor 46@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: unknown_action_sequence 46@ 2217.87 -1162.6 25.33 
02E2: set_actor 46@ weapon_accuracy_to 30 
009A: 45@ = create_actor 27 #SWAT at 2213.52 -1161.97 24.77 
01B2: give_actor 45@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: unknown_action_sequence 45@ 2217.87 -1162.6 25.33 
02E2: set_actor 45@ weapon_accuracy_to 30 
009A: 51@ = create_actor 27 #SWAT at 2203.77 -1156.44 24.31 
01B2: give_actor 51@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: unknown_action_sequence 51@ 2217.87 -1162.6 25.33 
02E2: set_actor 51@ weapon_accuracy_to 30 
009A: 53@ = create_actor 27 #SWAT at 2212.95 -1179.16 24.31 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: unknown_action_sequence 53@ 2217.87 -1162.6 25.33 
02E2: set_actor 53@ weapon_accuracy_to 30 
009A: 47@ = create_actor 27 #SWAT at 2226.43 -1155.37 24.33 
01B2: give_actor 47@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: unknown_action_sequence 47@ 2217.87 -1162.6 25.33 
02E2: set_actor 47@ weapon_accuracy_to 30 
009A: 48@ = create_actor 27 #SWAT at 2230.52 -1165.15 24.63 
01B2: give_actor 48@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: unknown_action_sequence 48@ 2217.87 -1162.6 25.33 
02E2: set_actor 48@ weapon_accuracy_to 30 
009A: 49@ = create_actor 27 #SWAT at 2217.53 -1163.18 24.27 
01B2: give_actor 49@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: unknown_action_sequence 49@ 2217.87 -1162.6 25.33 
02E2: set_actor 49@ weapon_accuracy_to 30 
009A: 50@ = create_actor 27 #SWAT at 2226.25 -1167.0 24.04 
01B2: give_actor 50@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: unknown_action_sequence 50@ 2217.87 -1162.6 25.33 
02E2: set_actor 50@ weapon_accuracy_to 30 
009A: 34@ = create_actor 26 #FAM3 at 2228.421 -1164.66 24.766 
06BA: unknown_action_sequence 34@ 2217.87 -1162.6 25.33 
060B: unknown_actor_use_entity 34@ 57@ 
01B2: give_actor 34@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 34@ weapon_accuracy_to 30 
0568: set_actor 34@ targetable 1 
009A: 35@ = create_actor 26 #FAM3 at 2221.47 -1164.66 24.766 
06BA: unknown_action_sequence 35@ 2217.87 -1162.6 25.33 
060B: unknown_actor_use_entity 35@ 57@ 
01B2: give_actor 35@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 35@ weapon_accuracy_to 40 
0568: set_actor 35@ targetable 1 
009A: 36@ = create_actor 26 #FAM2 at 2227.224 -1172.07 24.7265 
06BA: unknown_action_sequence 36@ 2217.87 -1162.6 25.33 
060B: unknown_actor_use_entity 36@ 57@ 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 36@ weapon_accuracy_to 30 
0568: set_actor 36@ targetable 1 
009A: 37@ = create_actor 26 #FAM2 at 2221.179 -1177.662 24.767 
06BA: unknown_action_sequence 37@ 2217.87 -1162.6 25.33 
060B: unknown_actor_use_entity 37@ 57@ 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 40 
0568: set_actor 37@ targetable 1 
077A: set_actor 34@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 34@ 57@ 
077A: set_actor 35@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 35@ 57@ 
077A: set_actor 36@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 36@ 57@ 
077A: set_actor 37@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 37@ 57@ 
077A: set_actor 45@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 45@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 45@ 57@ 
077A: set_actor 46@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 46@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 46@ 57@ 
077A: set_actor 47@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 47@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 47@ 57@ 
077A: set_actor 48@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 48@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 48@ 57@ 
077A: set_actor 49@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 49@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 49@ 57@ 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 26 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 50@ 57@ 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 26 
060B: unknown_actor_use_entity 51@ 57@ 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 26 
060B: unknown_actor_use_entity 53@ 57@ 
040D: unload_wav 1 
040D: unload_wav 2 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this 
0173: set_actor $PLAYER_ACTOR z_angle_to 192.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1500 ms 

:DRUGS4_13179
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_13203 
0224: set_car 40@ health_to 700 

:DRUGS4_13203
009B: destroy_actor_instantly $ACTOR_SMOKE 
009B: destroy_actor_instantly $ACTOR_RYDER 
00A6: destroy_car $SWEET_CAR 
0249: release_model #GREENWOO 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "CAR_CHAT" 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 184@ 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2235.3 -1159.67 25.94 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'LAF1_17' 10000 ms 1  // ~s~Menj be a ~y~motelbe ~w~s hozd ki Sweetet egy darabban!
0006: 128@ = 24 // integer values 

:DRUGS4_13313
00D6: if 
0039:   128@ == 24 // integer values 
004D: jump_if_false @DRUGS4_15336 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @DRUGS4_13382 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @DRUGS4_13382 
0249: release_model #POLMAV 
06B2: destroy_searchlight 58@ 
0006: 143@ = 1 // integer values 

:DRUGS4_13382
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @DRUGS4_13428 
00D6: if 
0119:   car 42@ wrecked 
004D: jump_if_false @DRUGS4_13428 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
0006: 144@ = 1 // integer values 

:DRUGS4_13428
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @DRUGS4_13474 
00D6: if 
0119:   car 43@ wrecked 
004D: jump_if_false @DRUGS4_13474 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
0006: 145@ = 1 // integer values 

:DRUGS4_13474
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @DRUGS4_13529 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @DRUGS4_13529 
0249: release_model #ENFORCER 
0006: 144@ = 2 // integer values 
0006: 145@ = 2 // integer values 

:DRUGS4_13529
09E8: 64@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   64@ == 15 // integer values 
004D: jump_if_false @DRUGS4_15336 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 48@ 
009B: destroy_actor_instantly 49@ 
009B: destroy_actor_instantly 50@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
00A6: destroy_car 40@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
06B2: destroy_searchlight 58@ 
0249: release_model #GREENWOO 
0249: release_model #POLMAV 
0249: release_model #ENFORCER 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 138@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 184@ 
04EF: release_animation "CAR_CHAT" 
009A: 34@ = create_actor 24 #FAM2 at 2229.566 -1150.495 1029.0 
08AD: (unknown) 34@ 2232.41 -1160.04 20.0 
0173: set_actor 34@ z_angle_to 86.6836 
0568: set_actor 34@ targetable 1 
060B: unknown_actor_use_entity 34@ 55@ 
02A9: set_actor 34@ immune_to_nonplayer 55@ 
03CF: load_wav 15863 as 1 
03CF: load_wav 15805 as 2 
03CF: load_wav 32401 as 3 
04ED: load_animation "SWAT" 
0247: request_model #BFYPRO 
0247: request_model #IMY_SKYLIGHT 
0247: request_model #KMB_TROLLEY 
04ED: load_animation "KISSING" 
038B: load_requested_models 

:DRUGS4_13854
00D6: if or
84EE:   not animation "SWAT" loaded 
8248:   not model #BFYPRO available 
8248:   not model #IMY_SKYLIGHT available 
84EE:   not animation "KISSING" loaded 
8248:   not model #KMB_TROLLEY available 
004D: jump_if_false @DRUGS4_13909 
0001: wait 0 ms 
0002: jump @DRUGS4_13854 

:DRUGS4_13909
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRUGS4_13943 
0001: wait 0 ms 
0002: jump @DRUGS4_13909 

:DRUGS4_13943
0213: 127@ = create_pickup #BODYARMOUR type 3 at 2240.686 -1187.269 1033.836 
029B: 93@ = init_object #IMY_SKYLIGHT at 2246.07 -1191.242 1037.234 
029B: 84@ = init_object #LXR_MOTEL_DOORSIM at 2239.432 -1170.749 1029.997 
0177: set_object 84@ z_angle_to 270.0 
029B: 85@ = init_object #LXR_MOTELVENT at 2217.072 -1188.664 1032.276 
0177: set_object 85@ z_angle_to 180.0 
0107: 86@ = create_object #LXR_MOTELVENT at 2193.188 -1164.511 1032.276 
0177: set_object 86@ z_angle_to 90.0 
0550: keep_object 85@ in_memory 1 
0550: keep_object 86@ in_memory 1 
009A: 82@ = create_actor 24 #BFYPRO at 2227.16 -1148.02 1029.0 
08AD: (unknown) 82@ 2232.41 -1160.04 20.0 
0568: set_actor 82@ targetable 1 
060B: unknown_actor_use_entity 82@ 55@ 
02A9: set_actor 82@ immune_to_nonplayer 1 
009A: $ACTOR_SWEET = create_actor 23 #SPECIAL01 at 2202.23 -1156.914 1029.852 
08AD: (unknown) $ACTOR_SWEET 2232.41 -1160.04 3.0 
0860: link_actor $ACTOR_SWEET to_interior 15 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
0173: set_actor $ACTOR_SWEET z_angle_to 62.083 
0568: set_actor $ACTOR_SWEET targetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
060B: unknown_actor_use_entity $ACTOR_SWEET 55@ 
0187: 183@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 183@ type_to 1 
0223: set_actor $ACTOR_SWEET health_to 1000 
01B2: give_actor $ACTOR_SWEET weapon 29 ammo 9999 // Load the weapon model before using this 
02AB: set_actor $ACTOR_SWEET immunities 0 1 1 1 1 
009A: 66@ = create_actor 24 #FAM2 at 2220.524 -1137.826 1026.798 
08AD: (unknown) 66@ 2232.41 -1160.04 20.0 
0173: set_actor 66@ z_angle_to 181.8677 
0812: AS_actor 66@ perform_animation "GNSTWALL_INJURD" from_file "SWAT" 8.0 loop 1 0 0 lock 0 time -1 
02AB: set_actor 66@ immunities 1 1 1 1 1 
0568: set_actor 66@ targetable 1 
060B: unknown_actor_use_entity 66@ 55@ 
0332: set_actor 66@ bleeding_to 1 
02A9: set_actor 66@ immune_to_nonplayer 1 
009A: 35@ = create_actor 24 #FAM2 at 2234.92 -1149.63 1029.0 
060B: unknown_actor_use_entity 35@ 55@ 
08AD: (unknown) 35@ 2232.41 -1160.04 20.0 
009A: 52@ = create_actor 25 #SWAT at 2239.309 -1151.724 1028.779 
0173: set_actor 52@ z_angle_to 177.9528 
01B2: give_actor 52@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 52@ 55@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
0223: set_actor 52@ health_to 100 
08AD: (unknown) 52@ 2232.41 -1160.04 20.0 
009A: 83@ = create_actor 24 #BFYPRO at 2234.99 -1159.55 1029.84 
0173: set_actor 83@ z_angle_to 267.0618 
0568: set_actor 83@ targetable 1 
060B: unknown_actor_use_entity 83@ 55@ 
02A9: set_actor 83@ immune_to_nonplayer 1 
08AD: (unknown) 83@ 2232.41 -1160.04 20.0 
02AB: set_actor 83@ immunities 0 1 0 0 0 
009A: 53@ = create_actor 25 #SWAT at 2238.817 -1170.598 1028.812 
0173: set_actor 53@ z_angle_to 272.0738 
01B2: give_actor 53@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 53@ 55@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
0223: set_actor 53@ health_to 150 
07DD: (unknown) 53@ 80 
08AD: (unknown) 53@ 2232.41 -1160.04 20.0 
009A: 36@ = create_actor 26 #FAM2 at 2244.5 -1189.627 1028.8 
0173: set_actor 36@ z_angle_to 88.196 
02A9: set_actor 36@ immune_to_nonplayer 1 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
0568: set_actor 36@ targetable 1 
02E2: set_actor 36@ weapon_accuracy_to 10 
077A: set_actor 36@ aggressive_to_pedgroup 4 type 27 
060B: unknown_actor_use_entity 36@ 55@ 
08AD: (unknown) 36@ 2232.41 -1160.04 20.0 
009A: 37@ = create_actor 26 #FAM3 at 2241.05 -1192.373 1028.798 
0173: set_actor 37@ z_angle_to 358.2577 
02A9: set_actor 37@ immune_to_nonplayer 1 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 10 
0568: set_actor 37@ targetable 1 
060B: unknown_actor_use_entity 37@ 55@ 
08AD: (unknown) 37@ 2232.41 -1160.04 20.0 
009A: 38@ = create_actor 24 #FAM2 at 2240.156 -1186.704 1028.798 
0173: set_actor 38@ z_angle_to 90.1792 
02A9: set_actor 38@ immune_to_nonplayer 1 
01B2: give_actor 38@ weapon 29 ammo 9999 // Load the weapon model before using this 
0568: set_actor 38@ targetable 1 
060B: unknown_actor_use_entity 38@ 55@ 
08AD: (unknown) 38@ 2232.41 -1160.04 20.0 
009A: 67@ = create_actor 24 #FAM3 at 2234.84 -1191.202 1029.845 
0173: set_actor 67@ z_angle_to 272.171 
02A9: set_actor 67@ immune_to_nonplayer 1 
0568: set_actor 67@ targetable 1 
0812: AS_actor 67@ perform_animation "GNSTWALL_INJURD" from_file "SWAT" 8.0 loop 1 0 0 lock 0 time -1 
0332: set_actor 67@ bleeding_to 1 
060B: unknown_actor_use_entity 67@ 55@ 
08AD: (unknown) 67@ 2232.41 -1160.04 20.0 
064B: 65@ = create_particle "EXPLOSION_DOOR" at 2239.51 -1170.77 1029.84 1 
08AD: (unknown) $PLAYER_ACTOR 2232.41 -1160.04 20.0 
00A1: put_actor $PLAYER_ACTOR at 2216.34 -1150.509 1024.85 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
07FB: set_interior 'MOTEL1' accessible 0  // Jefferson Motel
03E5: text_box 'LAF1_7'  // Vehetsz italokat az ~h~automatkbl ~w~, amik javtjk egszsgi llapotodat.
00BC: text_highpriority 'LAF1_6' 5000 ms 1  // ~s~Menj a motelbe s keresd meg ~b~Sweet~s~-et.
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 128@ = 25 // integer values 
0006: 146@ = 1 // integer values 

:DRUGS4_15336
00D6: if 
0039:   172@ == 0 // integer values 
004D: jump_if_false @DRUGS4_29398 
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @DRUGS4_29398 
00D6: if 
0039:   147@ == 0 // integer values 
004D: jump_if_false @DRUGS4_15980 
00BE: text_clear_all 
029B: 97@ = init_object #KMB_TROLLEY at 2242.433 -1166.712 1029.304 
071F: set_object 97@ mass 150 
0875: (unknown) 97@ 1 
029B: 98@ = init_object #KMB_TROLLEY at 2240.11 -1174.919 1029.304 
071F: set_object 98@ mass 250 
029B: 99@ = init_object #KMB_TROLLEY at 2229.87 -1189.845 1029.304 
0177: set_object 99@ z_angle_to 90.0 
071F: set_object 99@ mass 150 
0875: (unknown) 99@ 1 
029B: 100@ = init_object #KMB_TROLLEY at 2217.569 -1187.528 1029.304 
0177: set_object 100@ z_angle_to 90.0 
071F: set_object 100@ mass 250 
0875: (unknown) 100@ 1 
029B: 101@ = init_object #KMB_TROLLEY at 2204.649 -1187.544 1029.304 
0177: set_object 101@ z_angle_to 90.0 
071F: set_object 101@ mass 150 
0875: (unknown) 101@ 1 
029B: 102@ = init_object #KMB_TROLLEY at 2194.345 -1171.269 1029.304 
071F: set_object 102@ mass 250 
029B: 103@ = init_object #KMB_TROLLEY at 2192.079 -1166.364 1029.304 
071F: set_object 103@ mass 150 
0875: (unknown) 103@ 1 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_15853 
0223: set_actor 82@ health_to 1 
0615: define_action_sequences 109@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2227.25 -1139.12 1029.84 
05D7: add_point_to_scmpath 2221.17 -1139.09 1027.84 
05D7: add_point_to_scmpath 2221.64 -1145.11 1025.84 
05D7: add_point_to_scmpath 2224.556 -1145.901 1025.85 
05D7: add_point_to_scmpath 2224.465 -1142.276 1025.85 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
0605: actor -1 perform_animation_sequence "COWER" from_file "PED" 8.0 loop 1 0 0 0 -1 ms 
07BC: unknown_action_sequence -1 56@ 
0616: define_action_sequences_end 109@ 
0618: assign_actor 82@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:DRUGS4_15853
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_15910 
088A: (unknown) 34@ "RAIL_FALL" "SWAT" 8.0 0 0 0 1 -1 0 1 

:DRUGS4_15910
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_15973 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_15973 
0085: 118@ = 52@ // integer values and handles 
0085: 119@ = 34@ // integer values and handles 
008B: 120@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_67005 

:DRUGS4_15973
0006: 147@ = 1 // integer values 

:DRUGS4_15980
00D6: if 
0039:   147@ == 1 // integer values 
004D: jump_if_false @DRUGS4_16131 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_16131 
00D6: if 
0611:   actor 34@ animation_is "RAIL_FALL" 
004D: jump_if_false @DRUGS4_16131 
0613: 96@ = actor 34@ animation "RAIL_FALL" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_16131 
0812: AS_actor 34@ perform_animation "RAIL_FALL_CRAWL" from_file "SWAT" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 147@ = 2 // integer values 

:DRUGS4_16131
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @DRUGS4_16527 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS4_16527 
00D6: if 
0104:   actor 66@ near_actor $PLAYER_ACTOR radius 4.5 4.5 3.5 sphere 0 
004D: jump_if_false @DRUGS4_16527 
009A: 51@ = create_actor 25 #SWAT at 2229.462 -1150.524 1028.845 
08AD: (unknown) 51@ 2232.41 -1160.04 20.0 
0173: set_actor 51@ z_angle_to 358.795 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 51@ 55@ 
02E2: set_actor 51@ weapon_accuracy_to 50 
02A9: set_actor 51@ immune_to_nonplayer 1 
0223: set_actor 51@ health_to 150 
08AF: (unknown) 51@ 150 
009B: destroy_actor_instantly 52@ 
009A: 52@ = create_actor 25 #SWAT at 2239.309 -1151.724 1029.279 
08AD: (unknown) 52@ 2232.41 -1160.04 20.0 
0173: set_actor 52@ z_angle_to 177.9528 
01B2: give_actor 52@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 52@ 55@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
02E2: set_actor 52@ weapon_accuracy_to 80 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @DRUGS4_16520 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_16520 
0085: 118@ = 52@ // integer values and handles 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_16520 
0085: 119@ = 38@ // integer values and handles 
0006: 161@ = 1 // integer values 
0007: 122@ = 2241.78 // floating-point values 
0007: 123@ = -1194.52 // floating-point values 
0007: 124@ = 1031.38 // floating-point values 
0050: gosub @DRUGS4_67216 
0006: 161@ = 0 // integer values 
0006: 133@ = 1 // integer values 

:DRUGS4_16520
0006: 149@ = 1 // integer values 

:DRUGS4_16527
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @DRUGS4_19414 
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @DRUGS4_16591 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_16591 
0321: kill_actor 35@ 
0006: 150@ = 1 // integer values 

:DRUGS4_16591
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @DRUGS4_16703 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_16703 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2229.591 -1150.647 1028.798 radius 7.2 7.2 1.5 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_16703 
0085: 118@ = 51@ // integer values and handles 
0050: gosub @DRUGS4_67133 
0006: 132@ = 1 // integer values 

:DRUGS4_16703
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @DRUGS4_16803 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_16803 
00D6: if or
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 52@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @DRUGS4_16803 
02E2: set_actor 52@ weapon_accuracy_to 50 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 133@ = 2 // integer values 

:DRUGS4_16803
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @DRUGS4_17207 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2243.8 -1147.93 1025.16 2238.74 -1162.62 1033.79 
004D: jump_if_false @DRUGS4_17207 
0006: 152@ = 1 // integer values 
00D6: if 
0039:   180@ == 0 // integer values 
004D: jump_if_false @DRUGS4_16987 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_16987 
0223: set_actor 83@ health_to 150 
0615: define_action_sequences 126@ 
05D3: AS_actor -1 go_to_point 2249.355 -1159.683 1029.797 speed 7 10000 ms 
05D4: AS_actor -1 rotate_angle 87.888 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 126@ 
0618: assign_actor 83@ to_action_sequences 126@ 
061B: remove_references_to_action_sequences 126@ 
0006: 180@ = 1 // integer values 

:DRUGS4_16987
009A: 69@ = create_actor 24 #SWAT at 2228.607 -1189.721 1028.798 
08AD: (unknown) 69@ 2232.41 -1160.04 20.0 
0173: set_actor 69@ z_angle_to 266.5963 
01B2: give_actor 69@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 69@ 55@ 
02A9: set_actor 69@ immune_to_nonplayer 1 
0223: set_actor 69@ health_to 150 
08AF: (unknown) 69@ 150 
0946: (unknown) 69@ 1 
009A: 70@ = create_actor 24 #SWAT at 2225.796 -1186.783 1028.798 
08AD: (unknown) 70@ 2232.41 -1160.04 20.0 
0173: set_actor 70@ z_angle_to 273.6395 
01B2: give_actor 70@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 70@ 55@ 
02A9: set_actor 70@ immune_to_nonplayer 1 
02E2: set_actor 70@ weapon_accuracy_to 80 
0223: set_actor 70@ health_to 150 
08AF: (unknown) 70@ 150 
0006: 33@ = 0 // integer values 
0006: 137@ = 1 // integer values 

:DRUGS4_17207
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @DRUGS4_17280 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2243.0 -1154.3 1025.16 2238.74 -1170.62 1033.79 
004D: jump_if_false @DRUGS4_17280 
0006: 137@ = 2 // integer values 

:DRUGS4_17280
00D6: if 
0039:   137@ == 2 // integer values 
004D: jump_if_false @DRUGS4_17710 
009A: 71@ = create_actor 24 #SWAT at 2187.48 -1186.9 1033.3 
08AD: (unknown) 71@ 2232.41 -1160.04 20.0 
0173: set_actor 71@ z_angle_to 274.247 
01B2: give_actor 71@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 71@ 55@ 
02A9: set_actor 71@ immune_to_nonplayer 1 
02E2: set_actor 71@ weapon_accuracy_to 80 
0223: set_actor 71@ health_to 150 
08AF: (unknown) 71@ 150 
009A: 72@ = create_actor 24 #SWAT at 2186.611 -1183.962 1033.837 
08AD: (unknown) 72@ 2232.41 -1160.04 20.0 
0173: set_actor 72@ z_angle_to 286.2857 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 72@ 55@ 
02A9: set_actor 72@ immune_to_nonplayer 1 
0223: set_actor 72@ health_to 150 
08AF: (unknown) 72@ 150 
0946: (unknown) 72@ 1 
009A: 73@ = create_actor 24 #SWAT at 2190.157 -1182.068 1033.829 
08AD: (unknown) 73@ 2232.41 -1160.04 20.0 
0173: set_actor 73@ z_angle_to 183.8877 
01B2: give_actor 73@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 73@ 55@ 
02A9: set_actor 73@ immune_to_nonplayer 1 
0223: set_actor 73@ health_to 150 
08AF: (unknown) 73@ 150 
009A: 74@ = create_actor 24 #SWAT at 2188.579 -1184.78 1028.798 
08AD: (unknown) 74@ 2232.41 -1160.04 20.0 
0173: set_actor 74@ z_angle_to 246.3679 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 74@ 55@ 
02A9: set_actor 74@ immune_to_nonplayer 1 
0223: set_actor 74@ health_to 150 
0946: (unknown) 74@ 1 
0006: 137@ = 3 // integer values 

:DRUGS4_17710
00D6: if 
0039:   137@ == 3 // integer values 
004D: jump_if_false @DRUGS4_17888 
00D6: if 
0039:   135@ == 0 // integer values 
004D: jump_if_false @DRUGS4_17888 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_17888 
00D6: if 
03CA:   object 84@ exists 
004D: jump_if_false @DRUGS4_17792 
0382: set_object 84@ collision_detection 0 
0723: break_object 84@ intensity 1 

:DRUGS4_17792
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DRUGS4_17821 
03D1: play_wav 2 
0006: 181@ = 1 // integer values 

:DRUGS4_17821
064F: (unknown) 65@ 
0605: actor 53@ perform_animation_sequence "SWT_BREACH_01" from_file "SWAT" 1000.0 loop 0 1 1 0 -1 ms 
0006: 135@ = 1 // integer values 
0006: 33@ = 0 // integer values 
0006: 137@ = 4 // integer values 

:DRUGS4_17888
00D6: if 
0039:   137@ == 4 // integer values 
004D: jump_if_false @DRUGS4_18100 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @DRUGS4_18100 
00D6: if 
0019:   33@ > 667 // integer values 
004D: jump_if_false @DRUGS4_18100 
009A: 54@ = create_actor 25 #SWAT at 2238.317 -1170.598 1028.812 
0173: set_actor 54@ z_angle_to 272.0738 
01B2: give_actor 54@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 54@ 55@ 
02A9: set_actor 54@ immune_to_nonplayer 1 
0223: set_actor 54@ health_to 150 
07DD: (unknown) 54@ 80 
08AD: (unknown) 54@ 2232.41 -1160.04 20.0 
0605: actor 54@ perform_animation_sequence "SWT_BREACH_02" from_file "SWAT" 1000.0 loop 0 1 1 0 -1 ms 
0006: 33@ = 0 // integer values 
0006: 136@ = 1 // integer values 
0006: 137@ = 5 // integer values 

:DRUGS4_18100
00D6: if 
0039:   137@ == 5 // integer values 
004D: jump_if_false @DRUGS4_18305 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @DRUGS4_18305 
00D6: if 
0019:   33@ > 333 // integer values 
004D: jump_if_false @DRUGS4_18305 
009A: 68@ = create_actor 25 #SWAT at 2237.818 -1170.598 1028.812 
0173: set_actor 68@ z_angle_to 272.0738 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 68@ 55@ 
02A9: set_actor 68@ immune_to_nonplayer 1 
0223: set_actor 68@ health_to 150 
07DD: (unknown) 68@ 80 
08AD: (unknown) 68@ 2232.41 -1160.04 20.0 
0605: actor 68@ perform_animation_sequence "SWT_BREACH_03" from_file "SWAT" 1000.0 loop 0 1 1 0 -1 ms 
0006: 154@ = 1 // integer values 
0006: 137@ = 6 // integer values 

:DRUGS4_18305
00D6: if 
0039:   135@ == 1 // integer values 
004D: jump_if_false @DRUGS4_18425 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_18425 
062E: (unknown) 53@ 1541 87@ 
00D6: if or
04A4:   87@ == 7 // integer values OR floating-point values 
00F2:   actor 53@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 
004D: jump_if_false @DRUGS4_18425 
0946: (unknown) 53@ 1 
0085: 118@ = 53@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66916 
0006: 135@ = 2 // integer values 

:DRUGS4_18425
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @DRUGS4_18554 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS4_18554 
062E: (unknown) 54@ 1541 88@ 
00D6: if or
04A4:   88@ == 7 // integer values OR floating-point values 
00F2:   actor 54@ near_actor $PLAYER_ACTOR radius 4.5 4.5 0 
004D: jump_if_false @DRUGS4_18554 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_18547 
0085: 118@ = 54@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66916 

:DRUGS4_18547
0006: 136@ = 2 // integer values 

:DRUGS4_18554
00D6: if 
0039:   154@ == 1 // integer values 
004D: jump_if_false @DRUGS4_18667 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS4_18667 
062E: (unknown) 68@ 1541 89@ 
00D6: if or
04A4:   89@ == 7 // integer values OR floating-point values 
00F2:   actor 68@ near_actor $PLAYER_ACTOR radius 3.5 3.5 0 
004D: jump_if_false @DRUGS4_18667 
0085: 118@ = 68@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66916 
0006: 154@ = 2 // integer values 

:DRUGS4_18667
00D6: if 
0039:   180@ == 1 // integer values 
004D: jump_if_false @DRUGS4_19182 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_19182 
00D6: if 
0102:   actor 83@ stopped_near_point_on_foot 2249.35 -1159.683 1028.79 radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @DRUGS4_19182 
00D6: if 
851A:   not actor 83@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_19182 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2248.35 -1159.683 1028.79 radius 3.0 3.0 3.0 
004D: jump_if_false @DRUGS4_19182 
0395: clear_area 0 at 2248.35 -1159.683 20.0 range 20.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2247.047 -1157.281 1030.581 0.0 0.0 0.0 
0160: point_camera 2247.618 -1158.029 1030.244 2 
0792: (unknown) 83@ 
00A1: put_actor 83@ at 2249.35 -1159.683 1028.79 
0173: set_actor 83@ z_angle_to 87.888 
00A1: put_actor $PLAYER_ACTOR at 2248.35 -1159.683 1028.79 
0173: set_actor $PLAYER_ACTOR z_angle_to 267.888 
040D: unload_wav 1 
00D6: if 
8039:   not  179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_19010 
0006: 179@ = 0 // integer values 
000A: 178@ += 1 // integer values 

:DRUGS4_19010
03CF: load_wav 15823 as 1 

:DRUGS4_19017
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS4_19043 
0001: wait 0 ms 
0002: jump @DRUGS4_19017 

:DRUGS4_19043
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_DC' 3000 ms 1  // ~z~, kicsim, megsrltl!
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" from_file "KISSING" 4.0 loop 0 0 0 lock 0 time -1 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_19168 
0812: AS_actor 83@ perform_animation "GRLFRD_KISS_03" from_file "KISSING" 4.0 loop 0 0 0 lock 0 time -1 

:DRUGS4_19168
0223: set_actor $PLAYER_ACTOR health_to 100 
0006: 180@ = 2 // integer values 

:DRUGS4_19182
00D6: if 
0039:   180@ == 2 // integer values 
004D: jump_if_false @DRUGS4_19286 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_19286 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_19286 
00D6: if 
0611:   actor 83@ animation_is "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_19286 
0006: 180@ = 3 // integer values 

:DRUGS4_19286
00D6: if 
0039:   180@ == 3 // integer values 
004D: jump_if_false @DRUGS4_19414 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_19414 
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_19414 
00D6: if 
8611:   not actor 83@ animation_is "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_19414 
0223: set_actor 83@ health_to 5 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0006: 180@ = 4 // integer values 

:DRUGS4_19414
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @DRUGS4_19699 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_19493 
0085: 118@ = 36@ // integer values and handles 
0007: 122@ = 2232.41 // floating-point values 
0007: 123@ = -1188.66 // floating-point values 
0007: 124@ = 1030.26 // floating-point values 
0050: gosub @DRUGS4_66788 

:DRUGS4_19493
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_19554 
0085: 118@ = 37@ // integer values and handles 
0007: 122@ = 2233.35 // floating-point values 
0007: 123@ = -1187.99 // floating-point values 
0007: 124@ = 1030.4 // floating-point values 
0050: gosub @DRUGS4_66788 

:DRUGS4_19554
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_19653 
0085: 118@ = 38@ // integer values and handles 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @DRUGS4_19653 
0085: 119@ = 69@ // integer values and handles 
0007: 122@ = 2186.49 // floating-point values 
0007: 123@ = -1189.18 // floating-point values 
0007: 124@ = 1030.97 // floating-point values 
0006: 161@ = 1 // integer values 
0050: gosub @DRUGS4_67216 
0006: 161@ = 0 // integer values 

:DRUGS4_19653
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @DRUGS4_19692 
0085: 118@ = 69@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66916 

:DRUGS4_19692
0006: 152@ = 2 // integer values 

:DRUGS4_19699
00D6: if 
0039:   152@ == 2 // integer values 
004D: jump_if_false @DRUGS4_20607 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2235.48 -1188.77 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_20607 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DRUGS4_19786 
0085: 118@ = 70@ // integer values and handles 
0050: gosub @DRUGS4_67481 

:DRUGS4_19786
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 83@ // The actor fades away like a ghost 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS4_19842 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 

:DRUGS4_19842
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS4_19863 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 

:DRUGS4_19863
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @DRUGS4_19884 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 

:DRUGS4_19884
009A: 75@ = create_actor 24 #SWAT at 2216.605 -1188.611 1032.27 
08AD: (unknown) 75@ 2232.41 -1160.04 20.0 
0173: set_actor 75@ z_angle_to 264.4329 
01B2: give_actor 75@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 75@ 55@ 
02A9: set_actor 75@ immune_to_nonplayer 1 
0223: set_actor 75@ health_to 150 
02E2: set_actor 75@ weapon_accuracy_to 80 
009A: 76@ = create_actor 24 #SWAT at 2216.131 -1188.611 1032.27 
08AD: (unknown) 76@ 2232.41 -1160.04 20.0 
0173: set_actor 76@ z_angle_to 264.4329 
01B2: give_actor 76@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 76@ 55@ 
02A9: set_actor 76@ immune_to_nonplayer 1 
0223: set_actor 76@ health_to 150 
02E2: set_actor 76@ weapon_accuracy_to 80 
009A: 77@ = create_actor 24 #SWAT at 2193.129 -1164.661 1032.269 
08AD: (unknown) 77@ 2232.41 -1160.04 20.0 
0173: set_actor 77@ z_angle_to 4.98 
01B2: give_actor 77@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 77@ 55@ 
02A9: set_actor 77@ immune_to_nonplayer 1 
0568: set_actor 77@ targetable 1 
0223: set_actor 77@ health_to 1000 
009A: 78@ = create_actor 24 #SWAT at 2195.489 -1172.941 1029.859 
08AD: (unknown) 78@ 2232.41 -1160.04 20.0 
0173: set_actor 78@ z_angle_to 181.323 
01B2: give_actor 78@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 78@ 55@ 
02A9: set_actor 78@ immune_to_nonplayer 1 
0223: set_actor 78@ health_to 120 
009A: 79@ = create_actor 24 #SWAT at 2191.987 -1165.214 1029.852 
08AD: (unknown) 79@ 2232.41 -1160.04 20.0 
0173: set_actor 79@ z_angle_to 181.323 
01B2: give_actor 79@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 79@ 55@ 
02A9: set_actor 79@ immune_to_nonplayer 1 
0223: set_actor 79@ health_to 150 
08AF: (unknown) 79@ 150 
009A: 80@ = create_actor 24 #SWAT at 2190.698 -1156.633 1029.859 
08AD: (unknown) 80@ 2232.41 -1160.04 20.0 
0173: set_actor 80@ z_angle_to 189.575 
01B2: give_actor 80@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 80@ 55@ 
02A9: set_actor 80@ immune_to_nonplayer 1 
02E2: set_actor 80@ weapon_accuracy_to 30 
009A: 81@ = create_actor 24 #SWAT at 2194.593 -1156.995 1029.852 
08AD: (unknown) 81@ 2232.41 -1160.04 20.0 
0173: set_actor 81@ z_angle_to 275.754 
01B2: give_actor 81@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 81@ 55@ 
02A9: set_actor 81@ immune_to_nonplayer 1 
009A: 82@ = create_actor 24 #BFYPRO at 2192.91 -1182.15 1029.35 
08AD: (unknown) 82@ 2232.41 -1160.04 20.0 
0568: set_actor 82@ targetable 1 
060B: unknown_actor_use_entity 82@ 55@ 
02AB: set_actor 82@ immunities 0 1 0 0 0 
0006: 152@ = 3 // integer values 
0006: 153@ = 1 // integer values 

:DRUGS4_20607
00D6: if 
0039:   173@ == 0 // integer values 
004D: jump_if_false @DRUGS4_20710 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2241.34 -1186.11 1029.76 radius 6.6 6.6 3.0 
004D: jump_if_false @DRUGS4_20710 
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @DRUGS4_20696 
0723: break_object 93@ intensity 1 

:DRUGS4_20696
0489: set_actor $PLAYER_ACTOR audible 1 
0006: 173@ = 1 // integer values 

:DRUGS4_20710
00D6: if 
0039:   173@ == 1 // integer values 
004D: jump_if_false @DRUGS4_20928 
0503: create_rappel 27 285 at 2246.42 -1192.88 1039.5 with_actor 47@ 
01B2: give_actor 47@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 47@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 47@ aggressive_to_pedgroup 4 type 26 
060B: unknown_actor_use_entity 47@ 57@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
0223: set_actor 47@ health_to 150 
08AF: (unknown) 47@ 150 
02E2: set_actor 47@ weapon_accuracy_to 80 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_20859 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_20859 
05E2: AS_actor 37@ kill_actor 47@ 

:DRUGS4_20859
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_20914 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_20914 
0085: 118@ = 36@ // integer values and handles 
0085: 119@ = 47@ // integer values and handles 
0050: gosub @DRUGS4_66916 

:DRUGS4_20914
0006: 32@ = 0 // integer values 
0006: 173@ = 2 // integer values 

:DRUGS4_20928
00D6: if 
0039:   173@ == 2 // integer values 
004D: jump_if_false @DRUGS4_21212 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DRUGS4_21212 
0503: create_rappel 27 285 at 2246.11 -1189.55 1038.09 with_actor 48@ 
01B2: give_actor 48@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 48@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 48@ aggressive_to_pedgroup 4 type 26 
060B: unknown_actor_use_entity 48@ 57@ 
02A9: set_actor 48@ immune_to_nonplayer 1 
0223: set_actor 48@ health_to 125 
08AF: (unknown) 48@ 125 
02E2: set_actor 48@ weapon_accuracy_to 80 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_21179 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_21140 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_21133 
0085: 118@ = 36@ // integer values and handles 
0085: 119@ = 47@ // integer values and handles 
0085: 120@ = 48@ // integer values and handles 
0050: gosub @DRUGS4_67005 

:DRUGS4_21133
0002: jump @DRUGS4_21179 

:DRUGS4_21140
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_21179 
0085: 118@ = 36@ // integer values and handles 
0085: 119@ = 48@ // integer values and handles 
0050: gosub @DRUGS4_66916 

:DRUGS4_21179
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_21200 
05BE: AS_kill_actor 37@ 

:DRUGS4_21200
0249: release_model #IMY_SKYLIGHT 
0006: 173@ = 3 // integer values 

:DRUGS4_21212
00D6: if 
0019:   173@ > 2 // integer values 
004D: jump_if_false @DRUGS4_21430 
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @DRUGS4_21337 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_21337 
062E: (unknown) 47@ 1283 59@ 
00D6: if or
04A4:   59@ == 7 // integer values OR floating-point values 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_21337 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_21330 
0321: kill_actor 37@ 

:DRUGS4_21330
0006: 138@ = 1 // integer values 

:DRUGS4_21337
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @DRUGS4_21430 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_21430 
062E: (unknown) 48@ 1283 60@ 
00D6: if or
04A4:   60@ == 7 // integer values OR floating-point values 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_21430 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 48@ immune_to_nonplayer 0 
0006: 139@ = 1 // integer values 

:DRUGS4_21430
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @DRUGS4_28756 
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @DRUGS4_21635 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2232.7 -1188.84 1029.4 radius 5.0 5.0 3.5 
0118:   actor 69@ dead 
0118:   actor 70@ dead 
004D: jump_if_false @DRUGS4_21635 
0489: set_actor $PLAYER_ACTOR audible 0 
00D6: if 
03CA:   object 85@ exists 
004D: jump_if_false @DRUGS4_21585 
0550: keep_object 85@ in_memory 0 
05A2: (unknown) 85@ 0.0 0.6 0.0 
097C: attach_wav 3 to_object 85@ 
03D1: play_wav 3 

:DRUGS4_21585
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_21606 
0687: clear_actor_task 36@ 

:DRUGS4_21606
00D6: if 
0039:   181@ == 3 // integer values 
004D: jump_if_false @DRUGS4_21628 
03D1: play_wav 2 

:DRUGS4_21628
0006: 163@ = 1 // integer values 

:DRUGS4_21635
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @DRUGS4_21729 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @DRUGS4_21729 
0812: AS_actor 75@ perform_animation "SWT_VENT_01" from_file "SWAT" 1000.0 loop 0 0 0 lock 0 time -1 
0006: 33@ = 0 // integer values 
0006: 163@ = 2 // integer values 
0006: 164@ = 1 // integer values 

:DRUGS4_21729
00D6: if 
0039:   163@ == 2 // integer values 
004D: jump_if_false @DRUGS4_21914 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @DRUGS4_21914 
00D6: if 
0611:   actor 75@ animation_is "SWT_VENT_01" 
004D: jump_if_false @DRUGS4_21914 
0613: 90@ = actor 75@ animation "SWT_VENT_01" time 
00D6: if 
0043:   90@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_21914 
00A1: put_actor 75@ at 2217.85 -1188.86 1028.93 
0085: 118@ = 75@ // integer values and handles 
0007: 122@ = 2220.538 // floating-point values 
0007: 123@ = -1189.594 // floating-point values 
0007: 124@ = 1029.845 // floating-point values 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66848 
0006: 163@ = 3 // integer values 

:DRUGS4_21914
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @DRUGS4_22013 
00D6: if 
0019:   33@ > 3166 // integer values 
004D: jump_if_false @DRUGS4_22013 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @DRUGS4_22013 
0812: AS_actor 76@ perform_animation "SWT_VENT_02" from_file "SWAT" 1000.0 loop 0 0 0 lock 0 time -1 
0006: 164@ = 2 // integer values 

:DRUGS4_22013
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @DRUGS4_22153 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @DRUGS4_22153 
00D6: if 
0611:   actor 76@ animation_is "SWT_VENT_02" 
004D: jump_if_false @DRUGS4_22153 
0613: 91@ = actor 76@ animation "SWT_VENT_02" time 
00D6: if 
0043:   91@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_22153 
00A1: put_actor 76@ at 2217.85 -1188.86 1028.93 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 3 // integer values 

:DRUGS4_22153
00D6: if 
0039:   174@ == 1 // integer values 
004D: jump_if_false @DRUGS4_22336 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_22336 
0223: set_actor 82@ health_to 150 
0615: define_action_sequences 121@ 
05D3: AS_actor -1 go_to_point 2193.064 -1188.77 1029.845 speed 7 10000 ms 
05D3: AS_actor -1 go_to_point 2206.833 -1188.83 1029.845 speed 7 10000 ms 
05D3: AS_actor -1 go_to_point 2209.588 -1190.2 1029.845 speed 7 10000 ms 
05D3: AS_actor -1 go_to_point 2209.7 -1197.323 1029.845 speed 7 10000 ms 
05D4: AS_actor -1 rotate_angle 358.428 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 121@ 
0618: assign_actor 82@ to_action_sequences 121@ 
061B: remove_references_to_action_sequences 121@ 
0006: 174@ = 2 // integer values 

:DRUGS4_22336
00D6: if 
0039:   174@ == 2 // integer values 
004D: jump_if_false @DRUGS4_22884 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_22884 
00D6: if 
0102:   actor 82@ stopped_near_point_on_foot 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @DRUGS4_22884 
00D6: if 
851A:   not actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_22884 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 
004D: jump_if_false @DRUGS4_22884 
0395: clear_area 0 at 2209.7 -1197.323 10.0 range 10.0 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_22537 
034F: destroy_actor_with_fade 36@ // The actor fades away like a ghost 
0002: jump @DRUGS4_22542 

:DRUGS4_22537
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:DRUGS4_22542
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2207.528 -1195.725 1031.273 0.0 0.0 0.0 
0160: point_camera 2208.273 -1196.114 1030.731 2 
0792: (unknown) 82@ 
00A1: put_actor 82@ at 2209.8 -1197.338 1028.845 
0173: set_actor 82@ z_angle_to 359.354 
00A1: put_actor $PLAYER_ACTOR at 2209.8 -1196.338 1028.845 
0173: set_actor $PLAYER_ACTOR z_angle_to 178.62 
040D: unload_wav 1 
00D6: if 
8039:   not  179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_22712 
0006: 179@ = 0 // integer values 
000A: 178@ += 1 // integer values 

:DRUGS4_22712
03CF: load_wav 15821 as 1 

:DRUGS4_22719
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS4_22745 
0001: wait 0 ms 
0002: jump @DRUGS4_22719 

:DRUGS4_22745
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_DA' 3000 ms 1  // ~z~Megmentettl, hadd hlljam meg!
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_03" from_file "KISSING" 4.0 loop 0 0 0 0 -1 ms 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_22870 
0605: actor 82@ perform_animation_sequence "GRLFRD_KISS_03" from_file "KISSING" 4.0 loop 0 0 0 0 -1 ms 

:DRUGS4_22870
0223: set_actor $PLAYER_ACTOR health_to 100 
0006: 174@ = 3 // integer values 

:DRUGS4_22884
00D6: if 
0039:   174@ == 3 // integer values 
004D: jump_if_false @DRUGS4_22988 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_22988 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_22988 
00D6: if 
0611:   actor 82@ animation_is "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_22988 
0006: 174@ = 4 // integer values 

:DRUGS4_22988
00D6: if 
0039:   174@ == 4 // integer values 
004D: jump_if_false @DRUGS4_23116 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_23116 
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_23116 
00D6: if 
8611:   not actor 82@ animation_is "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_23116 
0223: set_actor 82@ health_to 5 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0006: 174@ = 5 // integer values 

:DRUGS4_23116
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @DRUGS4_23217 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2240.8 -1182.4 1029.41 radius 4.0 4.0 2.5 
004D: jump_if_false @DRUGS4_23217 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_23210 
02A9: set_actor 38@ immune_to_nonplayer 0 
0321: kill_actor 38@ 

:DRUGS4_23210
0006: 162@ = 1 // integer values 

:DRUGS4_23217
00D6: if 
0039:   156@ == 0 // integer values 
004D: jump_if_false @DRUGS4_23317 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DRUGS4_23317 
00D6: if or
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 70@ near_actor $PLAYER_ACTOR radius 2.5 2.5 3.0 sphere 0 
004D: jump_if_false @DRUGS4_23317 
02E2: set_actor 70@ weapon_accuracy_to 30 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
0006: 156@ = 1 // integer values 

:DRUGS4_23317
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @DRUGS4_23422 
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @DRUGS4_23422 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2204.65 -1188.62 1029.44 radius 5.0 5.0 3.5 
004D: jump_if_false @DRUGS4_23422 
0006: 157@ = 1 // integer values 
0006: 158@ = 1 // integer values 
0006: 174@ = 1 // integer values 

:DRUGS4_23422
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @DRUGS4_23486 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @DRUGS4_23486 
0085: 118@ = 71@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
0006: 157@ = 2 // integer values 

:DRUGS4_23486
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @DRUGS4_23606 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @DRUGS4_23606 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2186.67 -1192.4 1031.867 
05D7: add_point_to_scmpath 2188.44 -1193.95 1031.27 
05D7: add_point_to_scmpath 2193.31 -1193.57 1030.34 
05D7: add_point_to_scmpath 2196.239 -1191.459 1029.85 
05D8: AS_assign_scmpath to_actor 72@ flags 6 0 
0006: 158@ = 2 // integer values 

:DRUGS4_23606
00D6: if 
0039:   158@ == 2 // integer values 
004D: jump_if_false @DRUGS4_23716 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @DRUGS4_23716 
00D6: if or
00EF:   actor 72@ stopped 0 2196.239 -1191.459 radius 2.0 2.0 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_23716 
0085: 118@ = 72@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
0006: 158@ = 3 // integer values 

:DRUGS4_23716
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @DRUGS4_23780 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @DRUGS4_23780 
0085: 118@ = 73@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
0006: 159@ = 1 // integer values 

:DRUGS4_23780
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @DRUGS4_23844 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @DRUGS4_23844 
0085: 118@ = 74@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
0006: 160@ = 1 // integer values 

:DRUGS4_23844
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @DRUGS4_23948 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @DRUGS4_23948 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2193.41 -1176.12 1029.42 radius 4.0 4.0 3.5 
004D: jump_if_false @DRUGS4_23948 
0085: 118@ = 78@ // integer values and handles 
0050: gosub @DRUGS4_67050 
0006: 166@ = 1 // integer values 

:DRUGS4_23948
00D6: if 
0039:   167@ == 0 // integer values 
004D: jump_if_false @DRUGS4_24012 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @DRUGS4_24012 
0085: 118@ = 79@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66916 
0006: 167@ = 1 // integer values 

:DRUGS4_24012
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @DRUGS4_24174 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2193.4 -1173.53 1029.69 radius 3.0 3.0 3.0 
0118:   actor 79@ dead 
004D: jump_if_false @DRUGS4_24174 
034F: destroy_actor_with_fade 36@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 37@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 38@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 67@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 47@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 48@ // The actor fades away like a ghost 
00D6: if 
03CA:   object 86@ exists 
004D: jump_if_false @DRUGS4_24167 
0550: keep_object 86@ in_memory 0 
05A2: (unknown) 86@ 0.0 0.8 0.0 
097C: attach_wav 3 to_object 86@ 
03D1: play_wav 3 

:DRUGS4_24167
0006: 165@ = 1 // integer values 

:DRUGS4_24174
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @DRUGS4_24257 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_24257 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_IN" from_file "SWAT" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 165@ = 2 // integer values 

:DRUGS4_24257
00D6: if 
0039:   165@ == 2 // integer values 
004D: jump_if_false @DRUGS4_24517 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_24517 
00D6: if 
0611:   actor 77@ animation_is "SWT_VNT_SHT_IN" 
004D: jump_if_false @DRUGS4_24517 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_IN" time 
00D6: if 
0043:   92@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_24517 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_LOOP" from_file "SWAT" 1000.0 loop 0 0 0 lock 1 time -1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
06BC: (unknown) 2193.268 -1165.441 1031.124 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1 
09F1: (unknown) 77@ 1157 
058A: unknown 2193.268 -1165.441 1031.124 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0568: set_actor 77@ targetable 0 
0770: (unknown) 77@ 1 
0006: 33@ = 1000 // integer values 
0006: 165@ = 3 // integer values 

:DRUGS4_24517
00D6: if 
0039:   165@ == 3 // integer values 
004D: jump_if_false @DRUGS4_24788 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DRUGS4_24788 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_24788 
00D6: if 
0611:   actor 77@ animation_is "SWT_VNT_SHT_LOOP" 
004D: jump_if_false @DRUGS4_24788 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_LOOP" time 
00D6: if 
0043:   92@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_24788 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_LOOP" from_file "SWAT" 1000.0 loop 0 0 0 lock 1 time -1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_Z_COORD += 0.5 // floating-point values 
06BC: (unknown) 2193.46 -1165.83 1031.55 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 3 
09F1: (unknown) 77@ 1157 
058A: unknown 2193.268 -1165.441 1031.124 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0006: 33@ = 0 // integer values 

:DRUGS4_24788
00D6: if 
001B:   4 > 165@ // integer values 
004D: jump_if_false @DRUGS4_24978 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_24978 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2193.12 -1161.86 1029.61 radius 2.8 2.8 3.0 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_24978 
00D6: if 
056D:   carcass_of_actor 77@ valid 
004D: jump_if_false @DRUGS4_24971 
0619: set_actor 77@ collision_detection 0 
00A1: put_actor 77@ at 2193.129 -1164.661 1032.269 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_DIE" from_file "SWAT" 1000.0 loop 0 0 0 lock 1 time -1 
0568: set_actor 77@ targetable 1 

:DRUGS4_24971
0006: 165@ = 4 // integer values 

:DRUGS4_24978
00D6: if 
0039:   165@ == 4 // integer values 
004D: jump_if_false @DRUGS4_25098 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_25098 
00D6: if 
0611:   actor 77@ animation_is "SWT_VNT_SHT_DIE" 
004D: jump_if_false @DRUGS4_25098 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_DIE" time 
00D6: if 
0043:   92@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_25098 
0006: 165@ = 5 // integer values 

:DRUGS4_25098
00D6: if 
0039:   165@ == 5 // integer values 
004D: jump_if_false @DRUGS4_25180 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_25180 
00D6: if or
82CB:   not actor 77@ bounding_sphere_visible 
00F2:   actor 77@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
004D: jump_if_false @DRUGS4_25180 
034F: destroy_actor_with_fade 77@ // The actor fades away like a ghost 
0006: 165@ = 6 // integer values 

:DRUGS4_25180
00D6: if 
0039:   168@ == 0 // integer values 
004D: jump_if_false @DRUGS4_25284 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @DRUGS4_25284 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2193.19 -1160.67 1029.54 radius 4.0 4.0 3.5 
004D: jump_if_false @DRUGS4_25284 
0085: 118@ = 80@ // integer values and handles 
0050: gosub @DRUGS4_67133 
0006: 168@ = 1 // integer values 

:DRUGS4_25284
00D6: if 
0039:   169@ == 0 // integer values 
004D: jump_if_false @DRUGS4_25364 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DRUGS4_25364 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_25364 
0085: 118@ = 81@ // integer values and handles 
008B: 119@ = $ACTOR_SWEET // integer values and handles 
0050: gosub @DRUGS4_66916 
0006: 169@ = 1 // integer values 

:DRUGS4_25364
00D6: if 
0039:   170@ == 0 // integer values 
004D: jump_if_false @DRUGS4_25444 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_25444 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DRUGS4_25444 
008B: 118@ = $ACTOR_SWEET // integer values and handles 
0085: 119@ = 81@ // integer values and handles 
0050: gosub @DRUGS4_66967 
0006: 170@ = 1 // integer values 

:DRUGS4_25444
00D6: if 
0039:   163@ == 3 // integer values 
004D: jump_if_false @DRUGS4_25490 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @DRUGS4_25490 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 4 // integer values 

:DRUGS4_25490
00D6: if 
0039:   164@ == 3 // integer values 
004D: jump_if_false @DRUGS4_25536 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @DRUGS4_25536 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0006: 163@ = 4 // integer values 

:DRUGS4_25536
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @DRUGS4_25582 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @DRUGS4_25582 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 // integer values 

:DRUGS4_25582
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @DRUGS4_25628 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @DRUGS4_25628 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0006: 156@ = 2 // integer values 

:DRUGS4_25628
00D6: if 
0039:   157@ == 2 // integer values 
004D: jump_if_false @DRUGS4_25674 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @DRUGS4_25674 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0006: 157@ = 3 // integer values 

:DRUGS4_25674
00D6: if 
0039:   158@ == 2 // integer values 
004D: jump_if_false @DRUGS4_25720 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @DRUGS4_25720 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 158@ = 4 // integer values 

:DRUGS4_25720
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @DRUGS4_25766 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @DRUGS4_25766 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 // integer values 

:DRUGS4_25766
00D6: if 
0039:   160@ == 1 // integer values 
004D: jump_if_false @DRUGS4_25812 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @DRUGS4_25812 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 160@ = 2 // integer values 

:DRUGS4_25812
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @DRUGS4_25858 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @DRUGS4_25858 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0006: 166@ = 2 // integer values 

:DRUGS4_25858
00D6: if 
0039:   167@ == 1 // integer values 
004D: jump_if_false @DRUGS4_25904 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @DRUGS4_25904 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 167@ = 2 // integer values 

:DRUGS4_25904
00D6: if 
0039:   165@ == 4 // integer values 
004D: jump_if_false @DRUGS4_25950 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @DRUGS4_25950 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0006: 165@ = 5 // integer values 

:DRUGS4_25950
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @DRUGS4_25996 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @DRUGS4_25996 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 // integer values 

:DRUGS4_25996
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @DRUGS4_26042 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @DRUGS4_26042 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0006: 169@ = 2 // integer values 

:DRUGS4_26042
00D6: if 
0019:   174@ > 5 // integer values 
004D: jump_if_false @DRUGS4_26099 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_26099 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
04EF: release_animation "KISSING" 
0006: 174@ = 6 // integer values 

:DRUGS4_26099
00D6: if 
0039:   171@ == 0 // integer values 
004D: jump_if_false @DRUGS4_26568 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_26568 
00D6: if 
0104:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 3.5 3.5 3.5 sphere 0 
004D: jump_if_false @DRUGS4_26568 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @DRUGS4_26552 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @DRUGS4_26529 
0470: 63@ = actor $PLAYER_ACTOR current_weapon 
016A: fade 0 250 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 
04EF: release_animation "KISSING" 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #LXR_MOTEL_DOORSIM 
0249: release_model #LXR_MOTELVENT 
0249: release_model #IMY_SKYLIGHT 
0249: release_model #KMB_TROLLEY 
0249: release_model #BFYPRO 
0249: release_model #COLT45 
034F: destroy_actor_with_fade 34@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 35@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 36@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 37@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 38@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 47@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 48@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 51@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 52@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 53@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 54@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 66@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 67@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 68@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 69@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 70@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 71@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 72@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 73@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 74@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 75@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 76@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 77@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 78@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 79@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 80@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 81@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 82@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 83@ // The actor fades away like a ghost 
0108: destroy_object 84@ 
0108: destroy_object 85@ 
0108: destroy_object 86@ 
0650: destroy_particle 65@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15868 as 1 
03CF: load_wav 15869 as 2 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:DRUGS4_26476
00D6: if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_26515 
0001: wait 0 ms 
0002: jump @DRUGS4_26476 

:DRUGS4_26515
0006: 171@ = 2 // integer values 
0002: jump @DRUGS4_26545 

:DRUGS4_26529
00BC: text_highpriority 'LAF1_21' 1000 ms 1  // Intzd el a kzeli rendrket. Aztn biztonsgban lelphetsz ~b~Sweet~s~-tel.

:DRUGS4_26545
0002: jump @DRUGS4_26568 

:DRUGS4_26552
00BC: text_highpriority 'LAF1_21' 1000 ms 1  // Intzd el a kzeli rendrket. Aztn biztonsgban lelphetsz ~b~Sweet~s~-tel.

:DRUGS4_26568
00D6: if 
0039:   171@ == 2 // integer values 
004D: jump_if_false @DRUGS4_27175 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27175 
02A3: toggle_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 range 200.0 
041D: set_camera_near_clip 0.1 
016A: fade 1 500 ms 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 
0555: remove_weapon 22 from_actor $ACTOR_SWEET 
015F: set_camera_position 2197.487 -1157.675 1030.356 0.0 0.0 0.0 
0160: point_camera 2198.383 -1157.24 1030.261 2 
00A1: put_actor $ACTOR_SWEET at 2202.188 -1156.93 1028.844 
0173: set_actor $ACTOR_SWEET z_angle_to 85.6456 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 8.0 loop 0 0 0 0 -1 ms 
00A1: put_actor $PLAYER_ACTOR at 2197.2 -1156.929 1028.844 
0173: set_actor $PLAYER_ACTOR z_angle_to 269.764 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2201.188 -1156.93 1028.844 speed 4 -1 ms 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_JH' 5000 ms 1  // ~z~Mi van veled? Hol van Smoke s Ryder?
0967: actor $ACTOR_SWEET move_mouth 10000 

:DRUGS4_26881
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_26907 
0001: wait 0 ms 
0002: jump @DRUGS4_26881 

:DRUGS4_26907
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_26934 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_26934
03CF: load_wav 15871 as 1 
015F: set_camera_position 2201.234 -1157.544 1030.373 0.0 0.0 0.0 
0160: point_camera 2201.804 -1156.723 1030.406 2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27133 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SWEET 
00A1: put_actor $PLAYER_ACTOR at 2201.188 -1156.93 1028.844 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0605: actor $ACTOR_SWEET perform_animation_sequence "HNDSHKFA_SWT" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0006: 32@ = 0 // integer values 

:DRUGS4_27133
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_JI' 2000 ms 1  // ~z~Rajonganak rtnk!
0967: actor $PLAYER_ACTOR move_mouth 2000 
0707: start_scene_skip_to @DRUGS4_27696 
0006: 171@ = 3 // integer values 

:DRUGS4_27175
00D6: if 
0019:   171@ > 2 // integer values 
004D: jump_if_false @DRUGS4_27317 
00D6: if 
001B:   6 > 171@ // integer values 
004D: jump_if_false @DRUGS4_27317 
00D6: if 
0039:   182@ == 0 // integer values 
004D: jump_if_false @DRUGS4_27317 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_27317 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_27317 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27294 
0967: actor $ACTOR_SWEET move_mouth 10000 

:DRUGS4_27294
00BC: text_highpriority 'FIN1_JK' 2000 ms 1  // ~z~Tnjnk el innen, bazd meg!
0006: 182@ = 1 // integer values 

:DRUGS4_27317
00D6: if 
0039:   182@ == 1 // integer values 
004D: jump_if_false @DRUGS4_27378 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27378 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_27378 
0968: actor $ACTOR_SWEET stop_mouth 
0006: 182@ = 2 // integer values 

:DRUGS4_27378
00D6: if 
0039:   171@ == 3 // integer values 
004D: jump_if_false @DRUGS4_27619 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27619 
062E: (unknown) $ACTOR_SWEET 1541 94@ 
00D6: if 
04A4:   94@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_27619 
062E: (unknown) $PLAYER_ACTOR 1541 95@ 
00D6: if 
04A4:   95@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRUGS4_27619 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_27619 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_27619 
0006: 32@ = 0 // integer values 
015F: set_camera_position 2202.409 -1157.19 1030.515 0.0 0.0 0.0 
0160: point_camera 2201.414 -1157.129 1030.438 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2193.09 -1157.16 1029.84 
05D7: add_point_to_scmpath 2193.379 -1145.899 1029.84 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 4 0 
0006: 171@ = 4 // integer values 

:DRUGS4_27619
00D6: if 
0039:   171@ == 4 // integer values 
004D: jump_if_false @DRUGS4_27644 
0006: 171@ = 5 // integer values 

:DRUGS4_27644
00D6: if 
0039:   171@ == 5 // integer values 
004D: jump_if_false @DRUGS4_28756 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_28756 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @DRUGS4_28756 

:DRUGS4_27696
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27727 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_27727
016A: fade 0 250 ms 

:DRUGS4_27734
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_27758 
0001: wait 0 ms 
0002: jump @DRUGS4_27734 

:DRUGS4_27758
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 63@ 
0395: clear_area 1 at 2192.194 -1153.241 100.0 range 100.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_28056 
0968: actor $ACTOR_SWEET stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
07FB: set_interior 'MOTEL1' accessible 1  // Jefferson Motel
08AD: (unknown) $ACTOR_SWEET 2214.41 -1150.48 3.0 
02AB: set_actor $ACTOR_SWEET immunities 1 1 1 1 1 
0792: (unknown) $ACTOR_SWEET 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $ACTOR_SWEET at 2192.194 -1153.241 32.56 
0173: set_actor $ACTOR_SWEET z_angle_to 180.359 
00A1: put_actor $PLAYER_ACTOR at 2193.99 -1153.14 33.56 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.359 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0860: link_actor $ACTOR_SWEET to_interior 0 
08AD: (unknown) $PLAYER_ACTOR 2214.38 -1150.45 1.0 
08AD: (unknown) $ACTOR_SWEET 2214.38 -1150.45 1.0 
04BB: select_interior 0 // select render area 
015F: set_camera_position 2201.644 -1164.35 38.3367 0.0 0.0 0.0 
0160: point_camera 2201.008 -1163.641 38.0327 2 
07FB: set_interior 'MOTEL1' accessible 0  // Jefferson Motel

:DRUGS4_28056
04EF: release_animation "GANGS" 
0247: request_model #POLMAV 
07C0: load_path 349 
03CF: load_wav 15800 as 1 
03CF: load_wav 15872 as 2 
038B: load_requested_models 

:DRUGS4_28091
00D6: if or
8248:   not model #POLMAV available 
87C1:   not path 349 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_28131 
0001: wait 0 ms 
0002: jump @DRUGS4_28091 

:DRUGS4_28131
05D3: AS_actor $PLAYER_ACTOR go_to_point 2193.86 -1157.682 33.563 speed 4 -1 ms 
0001: wait 500 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_28200 
05D3: AS_actor $ACTOR_SWEET go_to_point 2192.25 -1158.078 33.56 speed 4 -1 ms 

:DRUGS4_28200
00A5: 40@ = create_car #POLMAV at 2249.51 -1111.52 56.1 
09C4: set_car 40@ gas_tank_explosion 0 
02AA: set_car 40@ immune_to_nonplayer 1 
0224: set_car 40@ health_to 2000 
0129: 44@ = create_actor 25 #SWAT in_car 40@ driverseat 
054A: set_actor 44@ immune_to_car_headshots 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ jackable 1 
04BA: set_car 40@ speed_instantly 30.0 
060B: unknown_actor_use_entity 44@ 55@ 
0825: instantly_spin_flying_vehicle 40@ rotor_blade 
009A: 51@ = create_actor 27 #SWAT at 2161.84 -1154.26 25.09 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 23 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 51@ 57@ 
009A: 52@ = create_actor 27 #SWAT at 2159.84 -1154.26 25.09 
077A: set_actor 52@ aggressive_to_pedgroup 4 type 23 
060B: unknown_actor_use_entity 52@ 57@ 
009A: 53@ = create_actor 27 #SWAT at 2159.84 -1154.26 -5.09 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 23 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 53@ 57@ 
009A: 54@ = create_actor 27 #SWAT at 2159.84 -1154.26 -8.09 
077A: set_actor 54@ aggressive_to_pedgroup 4 type 23 
060B: unknown_actor_use_entity 54@ 57@ 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0464: put_actor 51@ into_turret_on_car 40@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle 190.0 with_weapon 29 
0223: set_actor 51@ health_to 150 
07DD: (unknown) 51@ 70 
0464: put_actor 52@ into_turret_on_car 40@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle 190.0 with_weapon 29 
0223: set_actor 52@ health_to 150 
07DD: (unknown) 52@ 70 
0464: put_actor 53@ into_turret_on_car 40@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle 190.0 with_weapon 29 
0223: set_actor 53@ health_to 150 
07DD: (unknown) 53@ 70 
0464: put_actor 54@ into_turret_on_car 40@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle 190.0 with_weapon 29 
0223: set_actor 54@ health_to 150 
04BB: select_interior 0 // select render area 
03CB: set_camera 2193.86 -1157.682 33.563 
00C0: set_current_time 2 30 
04FA: reset_interior_colors 0 
016A: fade 1 500 ms 
0006: 33@ = 0 // integer values 
0006: 171@ = 6 // integer values 
0006: 172@ = 1 // integer values 

:DRUGS4_28756
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_28795 
00BC: text_highpriority 'LAF1_70' 5000 ms 1  // ~r~Sweet halott!
0002: jump @DRUGS4_67705 

:DRUGS4_28795
00D6: if 
0039:   171@ == 0 // integer values 
004D: jump_if_false @DRUGS4_29398 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DRUGS4_28903 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_28903 
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @DRUGS4_28903 
04AF: 106@ = unknown_wav_reference 15863 
05AA: 107@s = 'FIN1_JC' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_28903
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DRUGS4_28993 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_28993 
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @DRUGS4_28993 
0006: 151@ = 1 // integer values 
04AF: 106@ = unknown_wav_reference 15864 
05AA: 107@s = 'FIN1_JD' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_28993
00D6: if 
0019:   173@ > 0 // integer values 
004D: jump_if_false @DRUGS4_29076 
00D6: if 
0039:   178@ == 2 // integer values 
004D: jump_if_false @DRUGS4_29076 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_29076 
04AF: 106@ = unknown_wav_reference 15866 
05AA: 107@s = 'FIN1_JF' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_29076
00D6: if 
0019:   157@ > 0 // integer values 
004D: jump_if_false @DRUGS4_29159 
00D6: if 
0039:   178@ == 3 // integer values 
004D: jump_if_false @DRUGS4_29159 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_29159 
04AF: 106@ = unknown_wav_reference 15807 
05AA: 107@s = 'FIN1_BD' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_29159
00D6: if 
0019:   165@ > 0 // integer values 
004D: jump_if_false @DRUGS4_29242 
00D6: if 
0039:   178@ == 4 // integer values 
004D: jump_if_false @DRUGS4_29242 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_29242 
04AF: 106@ = unknown_wav_reference 15818 
05AA: 107@s = 'FIN1_CK' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_29242
00D6: if 
0039:   178@ == 5 // integer values 
004D: jump_if_false @DRUGS4_29307 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_29307 
04AF: 106@ = unknown_wav_reference 15808 
05AA: 107@s = 'FIN1_BE' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_29307
00D6: if 
0039:   181@ == 1 // integer values 
004D: jump_if_false @DRUGS4_29358 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_29358 
040D: unload_wav 2 
03CF: load_wav 15803 as 2 
0006: 181@ = 2 // integer values 

:DRUGS4_29358
00D6: if 
0039:   181@ == 2 // integer values 
004D: jump_if_false @DRUGS4_29398 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_29398 
0006: 181@ = 3 // integer values 

:DRUGS4_29398
00D6: if 
0039:   172@ == 1 // integer values 
004D: jump_if_false @DRUGS4_32115 
00D6: if 
0039:   171@ == 6 // integer values 
004D: jump_if_false @DRUGS4_29673 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @DRUGS4_29673 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_29477 
05EB: assign_vehicle 40@ to_path 349 

:DRUGS4_29477
015F: set_camera_position 2195.099 -1157.921 34.0291 0.0 0.0 0.0 
0160: point_camera 2194.102 -1157.978 33.9628 2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_29673 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_29673 
0001: wait 200 ms 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_29592 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 44@ 3000 ms 

:DRUGS4_29592
0001: wait 100 ms 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_29639 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_29639 
05BF: AS_actor $ACTOR_SWEET look_at_actor 44@ 3000 ms 

:DRUGS4_29639
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_AA' 3000 ms 1  // ~z~Itt a Los Santosi rendrsg; Senki se mozduljon!
0006: 33@ = 0 // integer values 
0006: 171@ = 7 // integer values 

:DRUGS4_29673
00D6: if 
0039:   171@ == 7 // integer values 
004D: jump_if_false @DRUGS4_30159 
00D6: if 
0019:   33@ > 2500 // integer values 
004D: jump_if_false @DRUGS4_30159 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_30159 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_30159 
0006: 175@ = 0 // integer values 
0707: start_scene_skip_to @DRUGS4_30860 
015F: set_camera_position 2176.641 -1179.425 38.9175 0.0 0.0 0.0 
0160: point_camera 2177.136 -1178.588 38.6847 2 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_29871 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @DRUGS4_29871 
0085: 118@ = 51@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66916 
0006: 132@ = 1 // integer values 

:DRUGS4_29871
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_29951 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @DRUGS4_29951 
0085: 118@ = 52@ // integer values and handles 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_29937 
008B: 119@ = $ACTOR_SWEET // integer values and handles 

:DRUGS4_29937
0050: gosub @DRUGS4_66967 
0006: 133@ = 1 // integer values 

:DRUGS4_29951
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_30031 
00D6: if 
0039:   135@ == 0 // integer values 
004D: jump_if_false @DRUGS4_30031 
0085: 118@ = 53@ // integer values and handles 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_30017 
008B: 119@ = $ACTOR_SWEET // integer values and handles 

:DRUGS4_30017
0050: gosub @DRUGS4_66967 
0006: 135@ = 1 // integer values 

:DRUGS4_30031
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS4_30095 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @DRUGS4_30095 
0085: 118@ = 54@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
0006: 136@ = 1 // integer values 

:DRUGS4_30095
05D3: AS_actor $ACTOR_SWEET go_to_point 2192.683 -1168.586 33.56 speed 6 5000 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2198.424 -1158.32 33.56 speed 6 5000 ms 
0006: 33@ = 0 // integer values 
0006: 171@ = 8 // integer values 

:DRUGS4_30159
00D6: if 
0039:   171@ == 8 // integer values 
004D: jump_if_false @DRUGS4_30458 
00D6: if 
0019:   33@ > 1500 // integer values 
004D: jump_if_false @DRUGS4_30458 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_30458 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_30458 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_30249 
05EC: release_vehicle 40@ from_path 

:DRUGS4_30249
015F: set_camera_position 2196.338 -1157.223 32.9594 0.0 0.0 0.0 
0160: point_camera 2195.762 -1158.032 33.0705 2 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2195.914 -1159.764 32.563 
0173: set_actor $PLAYER_ACTOR z_angle_to 181.0915 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 1 -1 ms 
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_JL' 3000 ms 1  // ~z~CJ, az a helikopter a nyomunkban van! Intzd el!
00AB: put_car 40@ at 2185.43 -1172.69 37.05 
04A2: heli 40@ fly_to 2194.97 -1182.27 37.0 speed 7.0 7.0 
0006: 33@ = 0 // integer values 
0006: 171@ = 9 // integer values 

:DRUGS4_30458
00D6: if 
0039:   171@ == 9 // integer values 
004D: jump_if_false @DRUGS4_30654 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_30654 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SWT_WLLPK_L" 
004D: jump_if_false @DRUGS4_30654 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLPK_L" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_30654 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_30647 
008B: 118@ = $ACTOR_SWEET // integer values and handles 
0085: 119@ = 44@ // integer values and handles 
0050: gosub @DRUGS4_66967 

:DRUGS4_30647
0006: 171@ = 10 // integer values 

:DRUGS4_30654
00D6: if 
0039:   171@ == 10 // integer values 
004D: jump_if_false @DRUGS4_32058 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_32058 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SWT_WLLSHOOT_IN_L" 
004D: jump_if_false @DRUGS4_32058 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLSHOOT_IN_L" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_32058 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_30848 
06C1: create_searchlight 58@ on_vehicle 40@ offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 4.0 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_30848
0792: (unknown) $PLAYER_ACTOR 
0006: 175@ = 1 // integer values 

:DRUGS4_30860
0701: end_scene_skip 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @DRUGS4_31753 
00BE: text_clear_all 
016A: fade 0 500 ms 

:DRUGS4_30889
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_30913 
0001: wait 0 ms 
0002: jump @DRUGS4_30889 

:DRUGS4_30913
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_30958 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_30958 
05EC: release_vehicle 40@ from_path 

:DRUGS4_30958
00A6: destroy_car 40@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 52@ 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 
0247: request_model #POLMAV 
0247: request_model #SWAT 
0247: request_model #MP5LNG 
038B: load_requested_models 

:DRUGS4_31000
00D6: if or
8248:   not model #POLMAV available 
8248:   not model #SWAT available 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRUGS4_31037 
0001: wait 0 ms 
0002: jump @DRUGS4_31000 

:DRUGS4_31037
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_31070 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SWEET 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 

:DRUGS4_31070
00A5: 40@ = create_car #POLMAV at 2249.51 -1111.52 56.1 
09C4: set_car 40@ gas_tank_explosion 0 
02AA: set_car 40@ immune_to_nonplayer 1 
04BA: set_car 40@ speed_instantly 30.0 
0224: set_car 40@ health_to 2000 
06C1: create_searchlight 58@ on_vehicle 40@ offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 
0129: 44@ = create_actor 25 #SWAT in_car 40@ driverseat 
054A: set_actor 44@ immune_to_car_headshots 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ jackable 1 
054A: set_actor 44@ immune_to_car_headshots 0 
060B: unknown_actor_use_entity 44@ 55@ 
0825: instantly_spin_flying_vehicle 40@ rotor_blade 
00AB: put_car 40@ at 2188.28 -1176.54 39.54 
0175: set_car 40@ z_angle_to 210.0 
009A: 51@ = create_actor 27 #SWAT at 2161.84 -1154.26 25.09 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 23 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 51@ 57@ 
009A: 52@ = create_actor 27 #SWAT at 2159.84 -1154.26 25.09 
077A: set_actor 52@ aggressive_to_pedgroup 4 type 23 
060B: unknown_actor_use_entity 52@ 57@ 
009A: 53@ = create_actor 27 #SWAT at 2159.84 -1154.26 -5.09 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 23 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 53@ 57@ 
009A: 54@ = create_actor 27 #SWAT at 2159.84 -1154.26 -8.09 
077A: set_actor 54@ aggressive_to_pedgroup 4 type 23 
060B: unknown_actor_use_entity 54@ 57@ 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0464: put_actor 51@ into_turret_on_car 40@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle 190.0 with_weapon 29 
0223: set_actor 51@ health_to 150 
07DD: (unknown) 51@ 70 
0464: put_actor 52@ into_turret_on_car 40@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle 190.0 with_weapon 29 
0223: set_actor 52@ health_to 150 
07DD: (unknown) 52@ 70 
0464: put_actor 53@ into_turret_on_car 40@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle 190.0 with_weapon 29 
0223: set_actor 53@ health_to 150 
07DD: (unknown) 53@ 70 
0464: put_actor 54@ into_turret_on_car 40@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle 190.0 with_weapon 29 
0223: set_actor 54@ health_to 150 
03CB: set_camera 2193.86 -1157.682 33.563 
00A1: put_actor $PLAYER_ACTOR at 2194.53 -1159.24 32.563 
0173: set_actor $PLAYER_ACTOR z_angle_to 173.208 
00A1: put_actor $ACTOR_SWEET at 2192.638 -1169.202 32.563 
0173: set_actor $ACTOR_SWEET z_angle_to 180.668 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 750 ms 

:DRUGS4_31753
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_31863 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_31863 
02AB: set_actor $ACTOR_SWEET immunities 0 1 1 1 0 
01B2: give_actor $ACTOR_SWEET weapon 29 ammo 99999 // Load the weapon model before using this 
008B: 118@ = $ACTOR_SWEET // integer values and handles 
0085: 119@ = 44@ // integer values and handles 
0050: gosub @DRUGS4_66967 

:DRUGS4_31863
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_31894 
0853: (unknown) 40@ 3 
0186: 185@ = create_marker_above_car 40@ 

:DRUGS4_31894
0223: set_actor $PLAYER_ACTOR health_to 100 
065C: unknown_create_def_entity 56@ // unknown_destroy 
0006: 32@ = 0 // integer values 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_31962 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 
0223: set_actor $ACTOR_SWEET health_to 500 
0004: $6962 = 100 // integer values 

:DRUGS4_31962
04EF: release_animation "SWAT" 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03C4: set_status_text_to $6962 1 'LAF1_20'  // Sweet
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15873 as 1 
03CF: load_wav 15819 as 2 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
00BC: text_highpriority 'LAF1_5' 5000 ms 1  // ~s~Vdd meg ~b~Sweet ~s~-et s semmistsd meg a ~r~SWAT helikoptert~s~.
0006: 172@ = 2 // integer values 
0006: 171@ = 11 // integer values 

:DRUGS4_32058
00D6: if 
001B:   11 > 171@ // integer values 
004D: jump_if_false @DRUGS4_32115 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_32115 
00BC: text_highpriority 'LAF1_70' 5000 ms 1  // ~r~Sweet halott!
0002: jump @DRUGS4_67705 

:DRUGS4_32115
00D6: if 
0039:   172@ == 2 // integer values 
004D: jump_if_false @DRUGS4_33686 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_32171 
0226: $6962 = actor $ACTOR_SWEET health 
0014: $6962 /= 5 // integer values 
0002: jump @DRUGS4_32194 

:DRUGS4_32171
00BC: text_highpriority 'LAF1_70' 5000 ms 1  // ~r~Sweet halott!
0002: jump @DRUGS4_67705 

:DRUGS4_32194
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_33686 
00D6: if 
0039:   171@ == 11 // integer values 
004D: jump_if_false @DRUGS4_32278 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @DRUGS4_32278 
05D3: AS_actor $ACTOR_SWEET go_to_point 2193.199 -1179.67 33.56 speed 6 -1 ms 
0006: 171@ = 12 // integer values 

:DRUGS4_32278
00D6: if 
0039:   171@ == 12 // integer values 
004D: jump_if_false @DRUGS4_32472 
00D6: if 
00FE:   actor $ACTOR_SWEET 0 2193.199 -1179.67 33.56 radius 1.5 1.5 2.5 
004D: jump_if_false @DRUGS4_32472 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_32383 
008B: 118@ = $ACTOR_SWEET // integer values and handles 
0085: 119@ = 44@ // integer values and handles 
0050: gosub @DRUGS4_66967 

:DRUGS4_32383
0006: 32@ = 0 // integer values 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_32465 
04A2: heli 40@ fly_to 2193.199 -1179.67 40.5 speed 10.0 10.0 
00D6: if 
06B3:   58@ 
004D: jump_if_false @DRUGS4_32465 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.2 

:DRUGS4_32465
0006: 171@ = 13 // integer values 

:DRUGS4_32472
00D6: if 
0039:   171@ == 13 // integer values 
004D: jump_if_false @DRUGS4_32592 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @DRUGS4_32592 
05D3: AS_actor $ACTOR_SWEET go_to_point 2200.652 -1188.776 32.563 speed 6 -1 ms 
00D6: if 
06B3:   58@ 
004D: jump_if_false @DRUGS4_32562 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_32562
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_32585 
02AA: set_car 40@ immune_to_nonplayer 0 

:DRUGS4_32585
0006: 171@ = 14 // integer values 

:DRUGS4_32592
00D6: if 
0039:   171@ == 14 // integer values 
004D: jump_if_false @DRUGS4_32757 
00D6: if 
00FE:   actor $ACTOR_SWEET 0 2200.652 -1188.776 32.563 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_32757 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_32697 
008B: 118@ = $ACTOR_SWEET // integer values and handles 
0085: 119@ = 44@ // integer values and handles 
0050: gosub @DRUGS4_66967 

:DRUGS4_32697
0006: 32@ = 0 // integer values 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_32750 
04A2: heli 40@ fly_to 2212.41 -1168.54 42.0 speed 20.0 20.0 

:DRUGS4_32750
0006: 171@ = 15 // integer values 

:DRUGS4_32757
00D6: if 
0039:   171@ == 15 // integer values 
004D: jump_if_false @DRUGS4_32854 
00D6: if 
0019:   32@ > 12000 // integer values 
004D: jump_if_false @DRUGS4_32854 
05D3: AS_actor $ACTOR_SWEET go_to_point 2209.474 -1185.644 33.56 speed 6 -1 ms 
00D6: if 
06B3:   58@ 
004D: jump_if_false @DRUGS4_32847 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.2 

:DRUGS4_32847
0006: 171@ = 16 // integer values 

:DRUGS4_32854
00D6: if 
0039:   171@ == 16 // integer values 
004D: jump_if_false @DRUGS4_33019 
00D6: if 
00FE:   actor $ACTOR_SWEET 0 2209.474 -1185.644 33.56 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_33019 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_32959 
008B: 118@ = $ACTOR_SWEET // integer values and handles 
0085: 119@ = 44@ // integer values and handles 
0050: gosub @DRUGS4_66967 

:DRUGS4_32959
0006: 32@ = 0 // integer values 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_33012 
04A2: heli 40@ fly_to 2223.66 -1169.4 42.83 speed 20.0 20.0 

:DRUGS4_33012
0006: 171@ = 17 // integer values 

:DRUGS4_33019
00D6: if 
0039:   171@ == 17 // integer values 
004D: jump_if_false @DRUGS4_33116 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DRUGS4_33116 
05D3: AS_actor $ACTOR_SWEET go_to_point 2219.186 -1188.8 33.563 speed 6 -1 ms 
00D6: if 
06B3:   58@ 
004D: jump_if_false @DRUGS4_33109 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_33109
0006: 171@ = 18 // integer values 

:DRUGS4_33116
00D6: if 
0039:   171@ == 18 // integer values 
004D: jump_if_false @DRUGS4_33281 
00D6: if 
00FE:   actor $ACTOR_SWEET 0 2219.186 -1188.8 33.563 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_33281 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_33221 
008B: 118@ = $ACTOR_SWEET // integer values and handles 
0085: 119@ = 44@ // integer values and handles 
0050: gosub @DRUGS4_66967 

:DRUGS4_33221
0006: 32@ = 0 // integer values 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_33274 
04A2: heli 40@ fly_to 2242.91 -1178.87 42.0 speed 10.0 10.0 

:DRUGS4_33274
0006: 171@ = 19 // integer values 

:DRUGS4_33281
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @DRUGS4_33327 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS4_33327 
0465: remove_actor 51@ from_turret_mode 
0006: 132@ = 1 // integer values 

:DRUGS4_33327
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @DRUGS4_33373 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS4_33373 
0465: remove_actor 52@ from_turret_mode 
0006: 133@ = 1 // integer values 

:DRUGS4_33373
00D6: if 
0039:   135@ == 0 // integer values 
004D: jump_if_false @DRUGS4_33419 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS4_33419 
0465: remove_actor 53@ from_turret_mode 
0006: 135@ = 1 // integer values 

:DRUGS4_33419
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @DRUGS4_33465 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS4_33465 
0465: remove_actor 54@ from_turret_mode 
0006: 136@ = 1 // integer values 

:DRUGS4_33465
00D6: if 
0019:   171@ > 10 // integer values 
004D: jump_if_false @DRUGS4_33686 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_33651 
0227: 41@ = car 40@ health 
00D6: if 
001B:   1250 > 41@ // integer values 
004D: jump_if_false @DRUGS4_33644 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 1 0 0 
0164: disable_marker 185@ 
04A2: heli 40@ fly_to 2220.44 -1128.29 43.31 speed 30.0 30.0 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_33595 
03D1: play_wav 2 

:DRUGS4_33595
06B2: destroy_searchlight 58@ 
0006: 32@ = 0 // integer values 
0006: 176@ = 1 // integer values 
00BC: text_highpriority 'LAF1_69' 5000 ms 1  // ~s~Kvesd ~b~Sweet~s~-et.
0006: 172@ = 3 // integer values 
0006: 171@ = 20 // integer values 

:DRUGS4_33644
0002: jump @DRUGS4_33686 

:DRUGS4_33651
00BC: text_highpriority 'LAF1_69' 1000 ms 1  // ~s~Kvesd ~b~Sweet~s~-et.
06B2: destroy_searchlight 58@ 
0006: 172@ = 3 // integer values 
0006: 171@ = 20 // integer values 

:DRUGS4_33686
00D6: if 
0039:   172@ == 3 // integer values 
004D: jump_if_false @DRUGS4_34636 
00D6: if 
001B:   23 > 171@ // integer values 
004D: jump_if_false @DRUGS4_34636 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_33760 
0226: $6962 = actor $ACTOR_SWEET health 
0014: $6962 /= 5 // integer values 
0002: jump @DRUGS4_33783 

:DRUGS4_33760
00BC: text_highpriority 'LAF1_70' 5000 ms 1  // ~r~Sweet halott!
0002: jump @DRUGS4_67705 

:DRUGS4_33783
00D6: if 
0039:   171@ == 20 // integer values 
004D: jump_if_false @DRUGS4_33900 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_33900 
05F5: unknown_action_sequence $ACTOR_SWEET 2235.36 -1188.68 33.82 6 35000 
0006: 33@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
040D: unload_wav 1 
0395: clear_area 1 at 2197.78 -1194.0 30.0 range 30.0 
0006: 171@ = 21 // integer values 

:DRUGS4_33900
00D6: if 
0039:   171@ == 21 // integer values 
004D: jump_if_false @DRUGS4_34125 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_34125 
00D6: if 
0104:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 4.0 4.0 3.5 sphere 0 
004D: jump_if_false @DRUGS4_34066 
00D6: if 
02CB:   actor $ACTOR_SWEET bounding_sphere_visible 
004D: jump_if_false @DRUGS4_34059 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
05F5: unknown_action_sequence $ACTOR_SWEET 2197.78 -1194.0 26.17 6 35000 
0395: clear_area 0 at 2197.78 -1194.0 100.0 range 100.0 
0006: 171@ = 22 // integer values 

:DRUGS4_34059
0002: jump @DRUGS4_34125 

:DRUGS4_34066
00D6: if 
0019:   33@ > 3500 // integer values 
004D: jump_if_false @DRUGS4_34125 
00BC: text_highpriority 'LAF1_69' 1000 ms 1  // ~s~Kvesd ~b~Sweet~s~-et.
0395: clear_area 0 at 2197.78 -1194.0 100.0 range 100.0 

:DRUGS4_34125
00D6: if 
0039:   176@ == 1 // integer values 
004D: jump_if_false @DRUGS4_34231 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_34231 
00D6: if 
01AF:   car 40@ 0 2220.44 -1128.29 43.31 radius 15.0 15.0 15.0 
004D: jump_if_false @DRUGS4_34231 
020B: explode_car 40@ 
020B: explode_car 40@ 
0006: 32@ = 0 // integer values 
0006: 176@ = 2 // integer values 

:DRUGS4_34231
00D6: if 
0039:   176@ == 2 // integer values 
004D: jump_if_false @DRUGS4_34285 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DRUGS4_34285 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
00A6: destroy_car 40@ 
0006: 176@ = 3 // integer values 

:DRUGS4_34285
00D6: if 
0039:   171@ == 22 // integer values 
004D: jump_if_false @DRUGS4_34636 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_34636 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 
004D: jump_if_false @DRUGS4_34499 
016A: fade 0 250 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AB: set_actor $ACTOR_SWEET immunities 1 1 1 1 1 

:DRUGS4_34396
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_34420 
0001: wait 0 ms 
0002: jump @DRUGS4_34396 

:DRUGS4_34420
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
0395: clear_area 1 at 2197.78 -1194.0 100.0 range 100.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_34485 
00A1: put_actor $ACTOR_SWEET at 2197.78 -1194.0 25.0 

:DRUGS4_34485
0006: 171@ = 23 // integer values 
0002: jump @DRUGS4_34636 

:DRUGS4_34499
00D6: if 
00FF:   actor $ACTOR_SWEET 0 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 
004D: jump_if_false @DRUGS4_34636 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
0395: clear_area 1 at 2197.78 -1194.0 100.0 range 100.0 
016A: fade 0 250 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AB: set_actor $ACTOR_SWEET immunities 1 1 1 1 1 

:DRUGS4_34605
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_34629 
0001: wait 0 ms 
0002: jump @DRUGS4_34605 

:DRUGS4_34629
0006: 171@ = 23 // integer values 

:DRUGS4_34636
00D6: if 
0019:   172@ > 1 // integer values 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
001B:   4 > 172@ // integer values 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
001B:   23 > 171@ // integer values 
004D: jump_if_false @DRUGS4_35063 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   172@ == 2 // integer values 
004D: jump_if_false @DRUGS4_34962 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_34962 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DRUGS4_34814 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_34814 
00D6: if 
0019:   171@ > 11 // integer values 
004D: jump_if_false @DRUGS4_34814 
04AF: 106@ = unknown_wav_reference 15873 
05AA: 107@s = 'FIN1_JM' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_34814
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DRUGS4_34879 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_34879 
04AF: 106@ = unknown_wav_reference 15811 
05AA: 107@s = 'FIN1_BY' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_34879
00D6: if 
0039:   178@ == 2 // integer values 
004D: jump_if_false @DRUGS4_34962 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_34962 
00D6: if 
0019:   171@ > 14 // integer values 
004D: jump_if_false @DRUGS4_34962 
04AF: 106@ = unknown_wav_reference 15872 
05AA: 107@s = 'FIN1_JL' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_34962
00D6: if 
0039:   172@ == 3 // integer values 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
0019:   171@ > 21 // integer values 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_35063 
04AF: 106@ = unknown_wav_reference 15874 
05AA: 107@s = 'FIN1_JN' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_35063
00D6: if 
0039:   171@ == 23 // integer values 
004D: jump_if_false @DRUGS4_36772 
00D6: if 
0039:   294@ == 0 // integer values 
004D: jump_if_false @DRUGS4_36772 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_36772 
00C0: set_current_time 3 15 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 
0249: release_model #CHROMEGUN 
0249: release_model #COLT45 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02A3: toggle_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 range 200.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 2190.325 -1194.562 25.4553 0.0 0.0 0.0 
0160: point_camera 2189.376 -1194.54 25.1403 2 
0792: (unknown) $ACTOR_SWEET 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $ACTOR_SWEET at 2192.65 -1194.78 24.2 
0173: set_actor $ACTOR_SWEET z_angle_to 78.5405 
00A1: put_actor $PLAYER_ACTOR at 2192.0 -1193.78 24.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 85.0874 
0006: 143@ = 0 // integer values 
065C: unknown_create_def_entity 57@ // unknown_destroy 
0249: release_model #SWAT 
0151: remove_status_text $6962 
0247: request_model #COPCARLA 
0247: request_model #LAPD1 
0247: request_model #AK47 
0247: request_model #STREAK 
0247: request_model #GREENWOO 
0247: request_model #POLMAV 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
023C: request_special_actor 'SMOKE' as 2 
023C: request_special_actor 'RYDER2' as 3 
07C0: load_path 330 
07C0: load_path 332 
07C0: load_path 333 
07C0: load_path 334 
07C0: load_path 335 
07C0: load_path 336 
07C0: load_path 337 
07C0: load_path 338 
03CF: load_wav 15876 as 1 
03CF: load_wav 15877 as 2 
038B: load_requested_models 

:DRUGS4_35463
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @DRUGS4_35518 
0001: wait 0 ms 
0002: jump @DRUGS4_35463 

:DRUGS4_35518
00D6: if or
8248:   not model #COPCARLA available 
8248:   not model #LAPD1 available 
8248:   not model #AK47 available 
004D: jump_if_false @DRUGS4_35555 
0001: wait 0 ms 
0002: jump @DRUGS4_35518 

:DRUGS4_35555
00D6: if or
8248:   not model #STREAK available 
8248:   not model #GREENWOO available 
8248:   not model #POLMAV available 
004D: jump_if_false @DRUGS4_35592 
0001: wait 0 ms 
0002: jump @DRUGS4_35555 

:DRUGS4_35592
00D6: if or
87C1:   not path 330 available 
87C1:   not path 332 available 
87C1:   not path 333 available 
87C1:   not path 334 available 
87C1:   not path 335 available 
004D: jump_if_false @DRUGS4_35639 
0001: wait 0 ms 
0002: jump @DRUGS4_35592 

:DRUGS4_35639
00D6: if or
87C1:   not path 336 available 
87C1:   not path 337 available 
87C1:   not path 338 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_35684 
0001: wait 0 ms 
0002: jump @DRUGS4_35639 

:DRUGS4_35684
00A6: destroy_car 40@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 52@ 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 
0395: clear_area 1 at 2192.65 -1194.78 100.0 range 100.0 
00A5: 40@ = create_car #POLMAV at 2130.004 -1196.324 28.198 
09C4: set_car 40@ gas_tank_explosion 0 
0175: set_car 40@ z_angle_to 336.905 
0129: 44@ = create_actor 24 #LAPD1 in_car 40@ driverseat 
060B: unknown_actor_use_entity 44@ 55@ 
0446: set_actor 44@ immune_to_headshots 0 
054A: set_actor 44@ immune_to_car_headshots 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
02AA: set_car 40@ immune_to_nonplayer 1 
02AC: set_car 40@ immunities 0 1 1 0 0 
0825: instantly_spin_flying_vehicle 40@ rotor_blade 
0338: set_car 40@ visibility 0 
00A5: $SWEET_CAR = create_car #GREENWOO at 2203.498 -1217.624 23.579 
041E: set_radio_station 5 
0852: set_car $SWEET_CAR visible_damage 0 
0175: set_car $SWEET_CAR z_angle_to 90.386 
0129: $ACTOR_SMOKE = create_actor 23 #SPECIAL02 in_car $SWEET_CAR driverseat 
060B: unknown_actor_use_entity $ACTOR_SMOKE 55@ 
01C8: $ACTOR_RYDER = create_actor 23 #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
060B: unknown_actor_use_entity $ACTOR_RYDER 55@ 
0229: set_car $SWEET_CAR color_to 59 34 
02AC: set_car $SWEET_CAR immunities 0 1 1 1 1 
0224: set_car $SWEET_CAR health_to 6000 
053F: set_car $SWEET_CAR tires_vulnerable 0 
00A5: 186@ = create_car #COPCARLA at 2169.194 -1270.059 22.8203 
09C4: set_car 186@ gas_tank_explosion 0 
0175: set_car 186@ z_angle_to 357.0326 
02AA: set_car 186@ immune_to_nonplayer 1 
0224: set_car 186@ health_to 750 
0129: 195@ = create_actor 24 #LAPD1 in_car 186@ driverseat 
060B: unknown_actor_use_entity 195@ 55@ 
0223: set_actor 195@ health_to 100 
0446: set_actor 195@ immune_to_headshots 0 
02A9: set_actor 195@ immune_to_nonplayer 1 
01C8: 196@ = create_actor 24 #LAPD1 in_car 186@ passenger_seat 0 
060B: unknown_actor_use_entity 196@ 55@ 
0223: set_actor 196@ health_to 200 
02A9: set_actor 196@ immune_to_nonplayer 1 
01B2: give_actor 196@ weapon 29 ammo 99999 // Load the weapon model before using this 
0446: set_actor 196@ immune_to_headshots 0 
00A9: set_car 186@ to_normal_driver 
0338: set_car 186@ visibility 0 
00A5: 187@ = create_car #COPCARLA at 2172.526 -1280.734 22.9766 
09C4: set_car 187@ gas_tank_explosion 0 
0175: set_car 187@ z_angle_to 0.9448 
02AA: set_car 187@ immune_to_nonplayer 1 
0224: set_car 187@ health_to 500 
0129: 197@ = create_actor 24 #LAPD1 in_car 187@ driverseat 
02AC: set_car 187@ immunities 0 1 1 1 1 
02A9: set_actor 197@ immune_to_nonplayer 1 
0223: set_actor 197@ health_to 100 
060B: unknown_actor_use_entity 197@ 55@ 
01C8: 198@ = create_actor 24 #LAPD1 in_car 187@ passenger_seat 0 
02A9: set_actor 198@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 198@ 55@ 
0223: set_actor 198@ health_to 200 
0446: set_actor 198@ immune_to_headshots 0 
01B2: give_actor 198@ weapon 29 ammo 99999 // Load the weapon model before using this 
00A9: set_car 187@ to_normal_driver 
0338: set_car 187@ visibility 0 
00A5: 188@ = create_car #COPCARLA at 2223.11 -1150.118 24.92 
09C4: set_car 188@ gas_tank_explosion 0 
0129: 199@ = create_actor 24 #LAPD1 in_car 188@ driverseat 
054A: set_actor 199@ immune_to_car_headshots 0 
02AA: set_car 188@ immune_to_nonplayer 1 
0224: set_car 188@ health_to 1000 
060B: unknown_actor_use_entity 199@ 55@ 
02A9: set_actor 199@ immune_to_nonplayer 1 
0446: set_actor 199@ immune_to_headshots 0 
01C8: 200@ = create_actor 24 #LAPD1 in_car 188@ passenger_seat 0 
060B: unknown_actor_use_entity 200@ 55@ 
02A9: set_actor 200@ immune_to_nonplayer 1 
0223: set_actor 200@ health_to 200 
0446: set_actor 200@ immune_to_headshots 0 
01B2: give_actor 200@ weapon 29 ammo 99999 // Load the weapon model before using this 
00A9: set_car 188@ to_normal_driver 
00A5: 189@ = create_car #COPCARLA at 2388.808 -1259.431 22.94 
0175: set_car 189@ z_angle_to 89.36 
09C4: set_car 189@ gas_tank_explosion 0 
02AA: set_car 189@ immune_to_nonplayer 1 
0224: set_car 189@ health_to 900 
0129: 201@ = create_actor 24 #LAPD1 in_car 189@ driverseat 
02A9: set_actor 201@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 201@ 55@ 
0446: set_actor 201@ immune_to_headshots 0 
0223: set_actor 201@ health_to 100 
01C8: 202@ = create_actor 24 #LAPD1 in_car 189@ passenger_seat 0 
02A9: set_actor 202@ immune_to_nonplayer 1 
0223: set_actor 202@ health_to 150 
060B: unknown_actor_use_entity 202@ 55@ 
01B2: give_actor 202@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 202@ immune_to_headshots 0 
00A9: set_car 189@ to_normal_driver 
06D7: toggle_train_traffic 0 
06DB: (unknown) 
06D8: 211@ = create_train_at 2284.991 -1186.053 24.756 type 15 direction 0 
06DC: set_train 211@ acc 0.0 
06DD: set_train 211@ speed 0.0 
02AC: set_car 211@ immunities 1 1 1 1 1 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2183.567 -1193.851 23.2419 speed 6 5000 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_36758 
05D3: AS_actor $ACTOR_SWEET go_to_point 2183.531 -1195.074 23.2266 speed 6 5000 ms 

:DRUGS4_36758
016A: fade 1 250 ms 
0006: 294@ = 1 // integer values 

:DRUGS4_36772
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @DRUGS4_36947 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_36947 
00D6: if 
00EC:   actor $ACTOR_SWEET 0 2183.531 -1195.074 radius 1.5 1.5 
004D: jump_if_false @DRUGS4_36947 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2183.567 -1193.851 radius 2.0 2.0 
004D: jump_if_false @DRUGS4_36947 
015F: set_camera_position 2183.617 -1193.088 24.8301 0.0 0.0 0.0 
0160: point_camera 2183.54 -1194.085 24.8217 2 
0006: 32@ = 0 // integer values 
0006: 294@ = 2 // integer values 

:DRUGS4_36947
00D6: if 
0039:   294@ == 2 // integer values 
004D: jump_if_false @DRUGS4_37136 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_37136 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_37136 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_37136 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @DRUGS4_37136 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 3000 ms 
05EB: assign_vehicle $SWEET_CAR to_path 330 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_GNGTLKE" from_file "GANGS" 1000.0 loop 0 1 1 1 -1 ms 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_KA' 2500 ms 1  // ~z~Picsba, most mi legyen?
0967: actor $ACTOR_SWEET move_mouth 2000 
0006: 32@ = 0 // integer values 
0006: 294@ = 3 // integer values 

:DRUGS4_37136
00D6: if 
0039:   294@ == 3 // integer values 
004D: jump_if_false @DRUGS4_37271 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_37271 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_37271 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_37271 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @DRUGS4_37271 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 1 1 0 -1 ms 
0006: 294@ = 4 // integer values 

:DRUGS4_37271
00D6: if 
0039:   294@ == 4 // integer values 
004D: jump_if_false @DRUGS4_37517 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_37517 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_37517 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_37517 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_37517 
05BF: AS_actor $ACTOR_SWEET look_at_actor $ACTOR_SMOKE 5000 ms 
00BE: text_clear_all 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 2000 
00BC: text_highpriority 'FIN1_KB' 3000 ms 1  // ~z~Ez Smoke s Ryder!
0968: actor $ACTOR_SWEET stop_mouth 
040D: unload_wav 1 
03CF: load_wav 15878 as 1 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2181.53 -1193.81 23.67 speed 4 5000 ms 
05D3: AS_actor $ACTOR_SWEET go_to_point 2181.41 -1195.67 23.74 speed 4 5000 ms 
015F: set_camera_position 2177.919 -1190.952 24.4917 0.0 0.0 0.0 
0160: point_camera 2178.372 -1191.815 24.2692 2 
0006: 294@ = 5 // integer values 

:DRUGS4_37517
00D6: if 
0039:   294@ == 5 // integer values 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
860E:   not car $SWEET_CAR is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_37940 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15879 as 2 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 1000 
00BC: text_highpriority 'FIN1_KC' 2000 ms 1  // ~z~Beszlls!
015F: set_camera_position 2177.919 -1190.952 24.4917 0.0 0.0 0.0 
0160: point_camera 2178.372 -1191.815 24.2692 2 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 5000 ms 
00A9: set_car $SWEET_CAR to_normal_driver 
0605: actor $ACTOR_SMOKE perform_animation_sequence "CAR_SC4_FL" from_file "CAR_CHAT" 1000.0 loop 0 0 0 0 -1 ms 
0605: actor $ACTOR_RYDER perform_animation_sequence "CAR_SC4_FR" from_file "CAR_CHAT" 1000.0 loop 0 0 0 0 -1 ms 
05CA: AS_actor $PLAYER_ACTOR enter_car $SWEET_CAR passenger_seat 2 5000 ms 
05D3: AS_actor $ACTOR_SWEET go_to_point 2181.51 -1201.97 24.0 speed 6 5000 ms 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_37903 
0397: car 186@ siren = 1 

:DRUGS4_37903
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_37926 
0397: car 187@ siren = 1 

:DRUGS4_37926
0006: 32@ = 0 // integer values 
0006: 294@ = 6 // integer values 

:DRUGS4_37940
00D6: if 
0039:   294@ == 6 // integer values 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DRUGS4_38146 
00A1: put_actor $ACTOR_SWEET at 2176.78 -1196.64 23.18 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 1 6000 ms 
0968: actor $ACTOR_SMOKE stop_mouth 
0697: (unknown) $SWEET_CAR 4 0 
015F: set_camera_position 2178.881 -1194.196 24.3172 0.0 0.0 0.0 
0160: point_camera 2178.866 -1195.196 24.2959 2 
0006: 294@ = 7 // integer values 

:DRUGS4_38146
00D6: if 
0039:   294@ == 7 // integer values 
004D: jump_if_false @DRUGS4_38252 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_38252 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS4_38252 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC4_BR" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 -1 ms 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 294@ = 8 // integer values 

:DRUGS4_38252
00D6: if 
0039:   294@ == 8 // integer values 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_38658 
0605: actor $ACTOR_SWEET perform_animation_sequence "CAR_SC4_BL" from_file "CAR_CHAT" 8.0 loop 0 0 0 0 -1 ms 
03D1: play_wav 2 
0967: actor $ACTOR_SWEET move_mouth 1000 
00BC: text_highpriority 'FIN1_KE' 2000 ms 1  // ~z~Lpj a gzra!
040D: unload_wav 1 
03CF: load_wav 15880 as 1 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_38502 
0338: set_car 40@ visibility 1 
0726: helicopter 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 

:DRUGS4_38502
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_38570 
0338: set_car 186@ visibility 1 
05EB: assign_vehicle 186@ to_path 333 
0186: 285@ = create_marker_above_car 186@ 
018B: show_on_radar 285@ 2 
0224: set_car 186@ health_to 1000 
0006: 297@ = 1 // integer values 
0006: 313@ = 1 // integer values 

:DRUGS4_38570
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_38630 
0338: set_car 187@ visibility 1 
05EB: assign_vehicle 187@ to_path 334 
0186: 286@ = create_marker_above_car 187@ 
018B: show_on_radar 286@ 2 
0006: 298@ = 1 // integer values 
0006: 314@ = 1 // integer values 

:DRUGS4_38630
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 294@ = 9 // integer values 
0002: jump @DRUGS4_38687 

:DRUGS4_38658
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DRUGS4_38687 
0430: put_actor $ACTOR_SWEET into_vehicle $SWEET_CAR passenger_seat 1 

:DRUGS4_38687
00D6: if 
0039:   294@ == 9 // integer values 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @DRUGS4_38802 
0006: 32@ = 0 // integer values 
0006: 294@ = 10 // integer values 

:DRUGS4_38802
00D6: if 
0039:   294@ == 10 // integer values 
004D: jump_if_false @DRUGS4_38954 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_38954 
00D6: if 
0019:   33@ > 2800 // integer values 
004D: jump_if_false @DRUGS4_38954 
05EB: assign_vehicle $SWEET_CAR to_path 332 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_38940 
06C1: create_searchlight 58@ on_vehicle 40@ offset 0.0 1.0 -0.5 radius 0.5 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.8 

:DRUGS4_38940
0006: 33@ = 0 // integer values 
0006: 294@ = 11 // integer values 

:DRUGS4_38954
00D6: if 
0039:   294@ == 11 // integer values 
004D: jump_if_false @DRUGS4_39093 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_39093 
00D6: if 
0019:   33@ > 3500 // integer values 
004D: jump_if_false @DRUGS4_39093 
015F: set_camera_position 2178.987 -1140.643 25.902 0.0 0.0 0.0 
0160: point_camera 2178.951 -1141.642 25.8765 2 
0006: 326@ = 1 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 294@ = 12 // integer values 

:DRUGS4_39093
00D6: if 
0039:   294@ == 12 // integer values 
004D: jump_if_false @DRUGS4_39624 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_39624 
00D6: if or
00EC:   actor $PLAYER_ACTOR 0 2178.987 -1140.643 radius 1.3 1.3 
0019:   33@ > 2250 // integer values 
004D: jump_if_false @DRUGS4_39624 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2178.8 -1161.187 10.0 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $SWEET_CAR at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle 360.0 with_weapon 30 
0858: (unknown) $PLAYER_CHAR 90.0 180.0 
015A: restore_camera 
02AB: set_actor $PLAYER_ACTOR immunities 0 1 1 0 0 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
009B: destroy_actor_instantly $ACTOR_SWEET 
009B: destroy_actor_instantly $ACTOR_SMOKE 
009B: destroy_actor_instantly $ACTOR_RYDER 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
000A: 293@ += 1 // integer values 
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_39450 
00D6: if 
0019:   293@ > 1 // integer values 
004D: jump_if_false @DRUGS4_39414 
0713: actor 196@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 
0002: jump @DRUGS4_39450 

:DRUGS4_39414
0713: actor 196@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_39450
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_39502 
0713: actor 198@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:DRUGS4_39502
0224: set_car $SWEET_CAR health_to 6000 
0227: $6963 = car $SWEET_CAR health 
0014: $6963 /= 60 // integer values 
03C4: set_status_text_to $6963 1 'LAF1_38'  // Aut
082A: (unknown) $PLAYER_CHAR 0 
03E5: text_box 'LAF1_50'  // Az autban val krlnzshez, hasznld a kameramozgat billentyket. Tzelshez nyomj ~k~~PED_FIREWEAPON~-t.
02AC: set_car $SWEET_CAR immunities 0 1 1 1 1 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0006: 331@ = 1 // integer values 
0006: 312@ = 1 // integer values 
0006: 295@ = 1 // integer values 
0006: 296@ = 1 // integer values 
0006: 294@ = 13 // integer values 

:DRUGS4_39624
00D6: if 
0019:   295@ > 0 // integer values 
004D: jump_if_false @DRUGS4_39789 
00D6: if 
001B:   5 > 325@ // integer values 
004D: jump_if_false @DRUGS4_39789 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_39789 
0227: $6963 = car $SWEET_CAR health 
000C: $6963 -= 1000 // integer values 
00D6: if 
002A:   0 >= $6963 // integer values 
004D: jump_if_false @DRUGS4_39782 
0004: $6963 = 0 // integer values 
02AC: set_car $SWEET_CAR immunities 0 0 0 0 0 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
020B: explode_car $SWEET_CAR 
00BC: text_highpriority 'LAF1_4' 5000 ms 1  // ~r~sszetrted a kocsit!
0002: jump @DRUGS4_67705 
0002: jump @DRUGS4_39789 

:DRUGS4_39782
0014: $6963 /= 50 // integer values 

:DRUGS4_39789
00D6: if 
0039:   295@ == 1 // integer values 
004D: jump_if_false @DRUGS4_43440 
00D6: if 
0039:   331@ == 1 // integer values 
004D: jump_if_false @DRUGS4_39845 
00D6: if 
08FE:   text_box_displaying 
004D: jump_if_false @DRUGS4_39845 
0006: 331@ = 2 // integer values 

:DRUGS4_39845
00D6: if 
0039:   331@ == 2 // integer values 
004D: jump_if_false @DRUGS4_39894 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @DRUGS4_39894 
03E5: text_box 'LAF1_51'  // Tzelshez hasznlhatod a(z) ~k~~VEHICLE_FIREWEAPON_ALT~-t is.
0006: 331@ = 3 // integer values 

:DRUGS4_39894
00D6: if 
0039:   294@ == 13 // integer values 
004D: jump_if_false @DRUGS4_40009 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_40009 
00D6: if 
01AD:   car $SWEET_CAR 0 2261.95 -1142.2 5.0 5.0 
004D: jump_if_false @DRUGS4_40009 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @DRUGS4_40009 
06DC: set_train 211@ acc 10.0 
06DD: set_train 211@ speed 10.0 
0006: 294@ = 14 // integer values 

:DRUGS4_40009
00D6: if 
0039:   294@ == 14 // integer values 
004D: jump_if_false @DRUGS4_40110 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_40110 
00D6: if 
01AD:   car 188@ 0 2284.98 -1146.61 3.0 3.0 
004D: jump_if_false @DRUGS4_40110 
0006: 33@ = 0 // integer values 
0006: 327@ = 1 // integer values 
0224: set_car 188@ health_to 750 
0006: 294@ = 15 // integer values 

:DRUGS4_40110
00D6: if 
0039:   294@ == 15 // integer values 
004D: jump_if_false @DRUGS4_40175 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_40175 
00D6: if 
0019:   33@ > 1100 // integer values 
004D: jump_if_false @DRUGS4_40175 
020B: explode_car 188@ 
0006: 294@ = 16 // integer values 

:DRUGS4_40175
00D6: if 
0039:   296@ == 1 // integer values 
004D: jump_if_false @DRUGS4_40359 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_40359 
00D6: if 
01AD:   car $SWEET_CAR 0 2223.11 -1150.118 20.0 20.0 
004D: jump_if_false @DRUGS4_40359 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_40352 
05EB: assign_vehicle 188@ to_path 335 
0186: 287@ = create_marker_above_car 188@ 
018B: show_on_radar 287@ 2 
0006: 315@ = 1 // integer values 
0006: 299@ = 1 // integer values 
00D6: if 
8118:   not actor 200@ dead 
004D: jump_if_false @DRUGS4_40352 
0713: actor 200@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 

:DRUGS4_40352
0006: 296@ = 2 // integer values 

:DRUGS4_40359
00D6: if 
0039:   296@ == 2 // integer values 
004D: jump_if_false @DRUGS4_40845 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_40845 
00D6: if 
01AD:   car $SWEET_CAR 0 2352.54 -1271.86 10.1 10.1 
004D: jump_if_false @DRUGS4_40845 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_40838 
05EB: assign_vehicle 189@ to_path 336 
0186: 288@ = create_marker_above_car 189@ 
018B: show_on_radar 288@ 2 
0006: 300@ = 1 // integer values 
0006: 316@ = 1 // integer values 
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_40536 
0713: actor 202@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_40536
07BD: destroy_train 211@ 
06D9: (unknown) 
0249: release_model #STREAK 
00A5: 190@ = create_car #COPCARLA at 2500.697 -1443.776 28.28 
09C4: set_car 190@ gas_tank_explosion 0 
0175: set_car 190@ z_angle_to 90.4588 
02AA: set_car 190@ immune_to_nonplayer 1 
0224: set_car 190@ health_to 750 
0129: 203@ = create_actor 24 #LAPD1 in_car 190@ driverseat 
02A9: set_actor 203@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 203@ 55@ 
0446: set_actor 203@ immune_to_headshots 0 
0223: set_actor 203@ health_to 200 
01C8: 204@ = create_actor 24 #LAPD1 in_car 190@ passenger_seat 0 
060B: unknown_actor_use_entity 204@ 55@ 
02A9: set_actor 204@ immune_to_nonplayer 1 
0223: set_actor 204@ health_to 100 
01B2: give_actor 204@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 204@ immune_to_headshots 0 
00A9: set_car 190@ to_normal_driver 
00A5: 192@ = create_car #COPCARLA at 2478.223 -1321.966 28.252 
0175: set_car 192@ z_angle_to 356.585 
02AA: set_car 192@ immune_to_nonplayer 1 
0224: set_car 192@ health_to 280 
00A9: set_car 192@ to_normal_driver 
0129: 205@ = create_actor 24 #LAPD1 in_car 192@ driverseat 
02A9: set_actor 205@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 205@ 55@ 
01C8: 206@ = create_actor 24 #LAPD1 in_car 192@ passenger_seat 0 
02A9: set_actor 206@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 206@ 55@ 
0446: set_actor 206@ immune_to_headshots 0 
01B2: give_actor 206@ weapon 29 ammo 9999 // Load the weapon model before using this 
00A9: set_car 192@ to_normal_driver 

:DRUGS4_40838
0006: 296@ = 3 // integer values 

:DRUGS4_40845
00D6: if 
0039:   296@ == 3 // integer values 
004D: jump_if_false @DRUGS4_41306 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_41306 
00D6: if 
01AD:   car $SWEET_CAR 0 2394.67 -1442.43 10.1 10.1 
004D: jump_if_false @DRUGS4_41306 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_41299 
0006: 301@ = 1 // integer values 
0006: 317@ = 1 // integer values 
05EB: assign_vehicle 190@ to_path 337 
0186: 289@ = create_marker_above_car 190@ 
018B: show_on_radar 289@ 2 
0397: car 190@ siren = 1 
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_41090 
00D6: if 
0019:   293@ > 1 // integer values 
004D: jump_if_false @DRUGS4_41054 
0713: actor 204@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 30 
0002: jump @DRUGS4_41090 

:DRUGS4_41054
0713: actor 204@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_41090
06DB: (unknown) 
00A5: 191@ = create_car #COPCARLA at 2447.036 -1370.772 22.64 
0175: set_car 191@ z_angle_to 270.267 
00A9: set_car 191@ to_normal_driver 
0224: set_car 191@ health_to 250 
02AA: set_car 191@ immune_to_nonplayer 1 
0186: 290@ = create_marker_above_car 191@ 
018B: show_on_radar 290@ 2 
009A: 207@ = create_actor 24 #LAPD1 at 2448.77 -1368.898 23.6 
060B: unknown_actor_use_entity 207@ 55@ 
01B2: give_actor 207@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 118@ = 207@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
009A: 208@ = create_actor 24 #LAPD1 at 2444.387 -1369.356 24.02 
060B: unknown_actor_use_entity 208@ 55@ 
01B2: give_actor 208@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 118@ = 208@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
0006: 302@ = 1 // integer values 

:DRUGS4_41299
0006: 296@ = 4 // integer values 

:DRUGS4_41306
00D6: if 
0039:   296@ == 4 // integer values 
004D: jump_if_false @DRUGS4_41497 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_41497 
00D6: if 
01AD:   car $SWEET_CAR 0 2448.94 -1311.15 30.1 30.1 
004D: jump_if_false @DRUGS4_41497 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_41490 
05EB: assign_vehicle 192@ to_path 338 
0397: car 192@ siren = 1 
0006: 303@ = 1 // integer values 
0006: 319@ = 1 // integer values 
00D6: if 
8118:   not actor 205@ dead 
004D: jump_if_false @DRUGS4_41475 
0713: actor 205@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:DRUGS4_41475
0186: 291@ = create_marker_above_car 192@ 
018B: show_on_radar 291@ 2 

:DRUGS4_41490
0006: 296@ = 5 // integer values 

:DRUGS4_41497
00D6: if 
0039:   313@ == 1 // integer values 
004D: jump_if_false @DRUGS4_41649 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_41649 
00D6: if 
8118:   not actor 195@ dead 
004D: jump_if_false @DRUGS4_41554 
0002: jump @DRUGS4_41649 

:DRUGS4_41554
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_41637 
00D6: if 
00DB:   actor 196@ in_car 186@ 
004D: jump_if_false @DRUGS4_41630 
046C: 284@ = car 186@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_41630 
0676: AS_actor 196@ in_car 186@ move_from_passengerseat_to_driverseat 
0006: 313@ = 2 // integer values 

:DRUGS4_41630
0002: jump @DRUGS4_41649 

:DRUGS4_41637
05EC: release_vehicle 186@ from_path 
0006: 313@ = 2 // integer values 

:DRUGS4_41649
00D6: if 
0039:   313@ == 2 // integer values 
004D: jump_if_false @DRUGS4_41695 
00D6: if 
0118:   actor 196@ dead 
004D: jump_if_false @DRUGS4_41695 
05EC: release_vehicle 186@ from_path 
0006: 313@ = 3 // integer values 

:DRUGS4_41695
00D6: if 
0039:   297@ == 1 // integer values 
004D: jump_if_false @DRUGS4_41811 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_41779 
00D6: if 
860E:   not car 186@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_41772 
01C3: remove_references_to_car 186@ // Like turning a car into any random car 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
0164: disable_marker 285@ 
0006: 297@ = 2 // integer values 

:DRUGS4_41772
0002: jump @DRUGS4_41811 

:DRUGS4_41779
05EC: release_vehicle 186@ from_path 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 186@ // Like turning a car into any random car 
0164: disable_marker 285@ 
0006: 297@ = 2 // integer values 

:DRUGS4_41811
00D6: if 
0039:   314@ == 1 // integer values 
004D: jump_if_false @DRUGS4_41963 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_41963 
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_41868 
0002: jump @DRUGS4_41963 

:DRUGS4_41868
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_41951 
00D6: if 
00DB:   actor 198@ in_car 187@ 
004D: jump_if_false @DRUGS4_41944 
046C: 284@ = car 187@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_41944 
0676: AS_actor 198@ in_car 187@ move_from_passengerseat_to_driverseat 
0006: 314@ = 2 // integer values 

:DRUGS4_41944
0002: jump @DRUGS4_41963 

:DRUGS4_41951
05EC: release_vehicle 187@ from_path 
0006: 314@ = 2 // integer values 

:DRUGS4_41963
00D6: if 
0039:   314@ == 2 // integer values 
004D: jump_if_false @DRUGS4_42009 
00D6: if 
0118:   actor 198@ dead 
004D: jump_if_false @DRUGS4_42009 
05EC: release_vehicle 187@ from_path 
0006: 314@ = 3 // integer values 

:DRUGS4_42009
00D6: if 
0039:   298@ == 1 // integer values 
004D: jump_if_false @DRUGS4_42125 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_42093 
00D6: if 
860E:   not car 187@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_42086 
01C3: remove_references_to_car 187@ // Like turning a car into any random car 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
0164: disable_marker 286@ 
0006: 298@ = 2 // integer values 

:DRUGS4_42086
0002: jump @DRUGS4_42125 

:DRUGS4_42093
05EC: release_vehicle 187@ from_path 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 187@ // Like turning a car into any random car 
0164: disable_marker 286@ 
0006: 298@ = 2 // integer values 

:DRUGS4_42125
00D6: if 
0039:   299@ == 1 // integer values 
004D: jump_if_false @DRUGS4_42261 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_42219 
00D6: if 
860E:   not car 188@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_42212 
01C3: remove_references_to_car 188@ // Like turning a car into any random car 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
0164: disable_marker 287@ 
01C3: remove_references_to_car 211@ // Like turning a car into any random car 
0249: release_model #STREAK 
0006: 299@ = 2 // integer values 

:DRUGS4_42212
0002: jump @DRUGS4_42261 

:DRUGS4_42219
05EC: release_vehicle 188@ from_path 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 188@ // Like turning a car into any random car 
01C3: remove_references_to_car 211@ // Like turning a car into any random car 
0249: release_model #STREAK 
0164: disable_marker 287@ 
0006: 299@ = 2 // integer values 

:DRUGS4_42261
00D6: if 
0039:   316@ == 1 // integer values 
004D: jump_if_false @DRUGS4_42413 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_42413 
00D6: if 
8118:   not actor 201@ dead 
004D: jump_if_false @DRUGS4_42318 
0002: jump @DRUGS4_42413 

:DRUGS4_42318
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_42401 
00D6: if 
00DB:   actor 202@ in_car 189@ 
004D: jump_if_false @DRUGS4_42394 
046C: 284@ = car 189@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_42394 
0676: AS_actor 202@ in_car 189@ move_from_passengerseat_to_driverseat 
0006: 316@ = 2 // integer values 

:DRUGS4_42394
0002: jump @DRUGS4_42413 

:DRUGS4_42401
05EC: release_vehicle 189@ from_path 
0006: 316@ = 2 // integer values 

:DRUGS4_42413
00D6: if 
0039:   316@ == 2 // integer values 
004D: jump_if_false @DRUGS4_42459 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @DRUGS4_42459 
05EC: release_vehicle 189@ from_path 
0006: 316@ = 3 // integer values 

:DRUGS4_42459
00D6: if 
0039:   300@ == 1 // integer values 
004D: jump_if_false @DRUGS4_42575 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_42543 
00D6: if 
860E:   not car 189@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_42536 
01C3: remove_references_to_car 189@ // Like turning a car into any random car 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0164: disable_marker 288@ 
0006: 300@ = 2 // integer values 

:DRUGS4_42536
0002: jump @DRUGS4_42575 

:DRUGS4_42543
05EC: release_vehicle 189@ from_path 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ // Like turning a car into any random car 
0164: disable_marker 288@ 
0006: 300@ = 2 // integer values 

:DRUGS4_42575
00D6: if 
0039:   317@ == 1 // integer values 
004D: jump_if_false @DRUGS4_42727 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_42727 
00D6: if 
8118:   not actor 203@ dead 
004D: jump_if_false @DRUGS4_42632 
0002: jump @DRUGS4_42727 

:DRUGS4_42632
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_42715 
00D6: if 
00DB:   actor 204@ in_car 190@ 
004D: jump_if_false @DRUGS4_42708 
046C: 284@ = car 190@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_42708 
0676: AS_actor 204@ in_car 190@ move_from_passengerseat_to_driverseat 
0006: 317@ = 2 // integer values 

:DRUGS4_42708
0002: jump @DRUGS4_42727 

:DRUGS4_42715
05EC: release_vehicle 190@ from_path 
0006: 317@ = 2 // integer values 

:DRUGS4_42727
00D6: if 
0039:   317@ == 2 // integer values 
004D: jump_if_false @DRUGS4_42773 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @DRUGS4_42773 
05EC: release_vehicle 190@ from_path 
0006: 317@ = 3 // integer values 

:DRUGS4_42773
00D6: if 
0039:   301@ == 1 // integer values 
004D: jump_if_false @DRUGS4_42889 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_42857 
00D6: if 
860E:   not car 190@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_42850 
01C3: remove_references_to_car 190@ // Like turning a car into any random car 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0164: disable_marker 289@ 
0006: 301@ = 2 // integer values 

:DRUGS4_42850
0002: jump @DRUGS4_42889 

:DRUGS4_42857
05EC: release_vehicle 190@ from_path 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 190@ // Like turning a car into any random car 
0164: disable_marker 289@ 
0006: 301@ = 2 // integer values 

:DRUGS4_42889
00D6: if 
0039:   302@ == 1 // integer values 
004D: jump_if_false @DRUGS4_42950 
00D6: if 
0119:   car 191@ wrecked 
004D: jump_if_false @DRUGS4_42950 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 191@ // Like turning a car into any random car 
0164: disable_marker 290@ 
0006: 302@ = 2 // integer values 

:DRUGS4_42950
00D6: if 
0039:   319@ == 1 // integer values 
004D: jump_if_false @DRUGS4_43102 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_43102 
00D6: if 
8118:   not actor 205@ dead 
004D: jump_if_false @DRUGS4_43007 
0002: jump @DRUGS4_43102 

:DRUGS4_43007
00D6: if 
8118:   not actor 206@ dead 
004D: jump_if_false @DRUGS4_43090 
00D6: if 
00DB:   actor 206@ in_car 192@ 
004D: jump_if_false @DRUGS4_43083 
046C: 284@ = car 192@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_43083 
0676: AS_actor 206@ in_car 192@ move_from_passengerseat_to_driverseat 
0006: 319@ = 2 // integer values 

:DRUGS4_43083
0002: jump @DRUGS4_43102 

:DRUGS4_43090
05EC: release_vehicle 192@ from_path 
0006: 319@ = 2 // integer values 

:DRUGS4_43102
00D6: if 
0039:   319@ == 2 // integer values 
004D: jump_if_false @DRUGS4_43148 
00D6: if 
0118:   actor 206@ dead 
004D: jump_if_false @DRUGS4_43148 
05EC: release_vehicle 192@ from_path 
0006: 319@ = 3 // integer values 

:DRUGS4_43148
00D6: if 
0039:   303@ == 1 // integer values 
004D: jump_if_false @DRUGS4_43264 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_43232 
00D6: if 
860E:   not car 192@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_43225 
01C3: remove_references_to_car 192@ // Like turning a car into any random car 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
0164: disable_marker 291@ 
0006: 303@ = 2 // integer values 

:DRUGS4_43225
0002: jump @DRUGS4_43264 

:DRUGS4_43232
05EC: release_vehicle 192@ from_path 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 192@ // Like turning a car into any random car 
0164: disable_marker 291@ 
0006: 303@ = 2 // integer values 

:DRUGS4_43264
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43320 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @DRUGS4_43320 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
0006: 143@ = 1 // integer values 

:DRUGS4_43320
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2555.85 -1257.43 radius 5.0 5.0 
004D: jump_if_false @DRUGS4_43440 
0006: 326@ = 2 // integer values 
016A: fade 0 100 ms 

:DRUGS4_43371
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_43395 
0001: wait 0 ms 
0002: jump @DRUGS4_43371 

:DRUGS4_43395
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_43433 
02AC: set_car $SWEET_CAR immunities 1 1 1 1 1 

:DRUGS4_43433
0006: 295@ = 2 // integer values 

:DRUGS4_43440
00D6: if 
0039:   326@ == 1 // integer values 
004D: jump_if_false @DRUGS4_44958 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43530 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43530 
04AF: 106@ = unknown_wav_reference 15880 
05AA: 107@s = 'FIN1_KF' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_43530
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DRUGS4_43595 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43595 
04AF: 106@ = unknown_wav_reference 15881 
05AA: 107@s = 'FIN1_KG' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_43595
00D6: if 
0039:   178@ == 2 // integer values 
004D: jump_if_false @DRUGS4_43660 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43660 
04AF: 106@ = unknown_wav_reference 15882 
05AA: 107@s = 'FIN1_KH' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_43660
00D6: if 
0039:   178@ == 3 // integer values 
004D: jump_if_false @DRUGS4_43725 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43725 
04AF: 106@ = unknown_wav_reference 15883 
05AA: 107@s = 'FIN1_KI' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_43725
00D6: if 
0039:   178@ == 4 // integer values 
004D: jump_if_false @DRUGS4_43790 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43790 
04AF: 106@ = unknown_wav_reference 15884 
05AA: 107@s = 'FIN1_KJ' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_43790
00D6: if 
0039:   178@ == 5 // integer values 
004D: jump_if_false @DRUGS4_43855 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43855 
04AF: 106@ = unknown_wav_reference 15949 
05AA: 107@s = 'FIN1_ZC' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_43855
00D6: if 
0039:   178@ == 6 // integer values 
004D: jump_if_false @DRUGS4_43938 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_43938 
00D6: if 
0039:   327@ == 1 // integer values 
004D: jump_if_false @DRUGS4_43938 
04AF: 106@ = unknown_wav_reference 15887 
05AA: 107@s = 'FIN1_KM' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_43938
00D6: if 
0039:   178@ == 7 // integer values 
004D: jump_if_false @DRUGS4_44003 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44003 
04AF: 106@ = unknown_wav_reference 15886 
05AA: 107@s = 'FIN1_KL' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44003
00D6: if 
0039:   178@ == 8 // integer values 
004D: jump_if_false @DRUGS4_44091 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44091 
00D6: if 
06B3:   58@ 
004D: jump_if_false @DRUGS4_44062 
0941: (unknown) 58@ 1 

:DRUGS4_44062
04AF: 106@ = unknown_wav_reference 15888 
05AA: 107@s = 'FIN1_KO' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44091
00D6: if 
0039:   178@ == 9 // integer values 
004D: jump_if_false @DRUGS4_44156 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44156 
04AF: 106@ = unknown_wav_reference 15889 
05AA: 107@s = 'FIN1_KP' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44156
00D6: if 
0039:   327@ == 1 // integer values 
004D: jump_if_false @DRUGS4_44219 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2372.35 -1283.33 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_44219 
0006: 327@ = 2 // integer values 

:DRUGS4_44219
00D6: if 
0039:   178@ == 10 // integer values 
004D: jump_if_false @DRUGS4_44302 
00D6: if 
0039:   327@ == 2 // integer values 
004D: jump_if_false @DRUGS4_44302 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44302 
04AF: 106@ = unknown_wav_reference 15892 
05AA: 107@s = 'FIN1_KS' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44302
00D6: if 
0039:   178@ == 11 // integer values 
004D: jump_if_false @DRUGS4_44390 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44390 
00D6: if 
06B3:   58@ 
004D: jump_if_false @DRUGS4_44361 
0941: (unknown) 58@ 0 

:DRUGS4_44361
04AF: 106@ = unknown_wav_reference 15893 
05AA: 107@s = 'FIN1_KT' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44390
00D6: if 
0039:   178@ == 12 // integer values 
004D: jump_if_false @DRUGS4_44455 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44455 
04AF: 106@ = unknown_wav_reference 15894 
05AA: 107@s = 'FIN1_KU' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44455
00D6: if 
0039:   178@ == 13 // integer values 
004D: jump_if_false @DRUGS4_44520 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44520 
04AF: 106@ = unknown_wav_reference 15812 
05AA: 107@s = 'FIN1_CB' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44520
00D6: if 
0039:   327@ == 2 // integer values 
004D: jump_if_false @DRUGS4_44583 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2424.42 -1446.57 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_44583 
0006: 327@ = 3 // integer values 

:DRUGS4_44583
00D6: if 
0039:   178@ == 14 // integer values 
004D: jump_if_false @DRUGS4_44666 
00D6: if 
0039:   327@ == 3 // integer values 
004D: jump_if_false @DRUGS4_44666 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44666 
04AF: 106@ = unknown_wav_reference 15902 
05AA: 107@s = 'FIN1_LD' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44666
00D6: if 
0039:   327@ == 3 // integer values 
004D: jump_if_false @DRUGS4_44729 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2453.78 -1333.3 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_44729 
0006: 327@ = 4 // integer values 

:DRUGS4_44729
00D6: if 
0039:   178@ == 15 // integer values 
004D: jump_if_false @DRUGS4_44812 
00D6: if 
0039:   327@ == 3 // integer values 
004D: jump_if_false @DRUGS4_44812 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44812 
04AF: 106@ = unknown_wav_reference 15950 
05AA: 107@s = 'FIN1_ZD' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44812
00D6: if 
0039:   327@ == 4 // integer values 
004D: jump_if_false @DRUGS4_44875 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2454.1 -1313.02 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_44875 
0006: 327@ = 5 // integer values 

:DRUGS4_44875
00D6: if 
0039:   178@ == 16 // integer values 
004D: jump_if_false @DRUGS4_44958 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_44958 
00D6: if 
0039:   327@ == 5 // integer values 
004D: jump_if_false @DRUGS4_44958 
04AF: 106@ = unknown_wav_reference 15897 
05AA: 107@s = 'FIN1_KX' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_44958
00D6: if 
0039:   295@ == 2 // integer values 
004D: jump_if_false @DRUGS4_47216 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_45014 
02AC: set_car $SWEET_CAR immunities 1 1 1 1 1 

:DRUGS4_45014
02A3: toggle_widescreen 1 
041D: set_camera_near_clip 0.1 
05EC: release_vehicle 186@ from_path 
00A6: destroy_car 186@ 
0164: disable_marker 285@ 
05EC: release_vehicle 187@ from_path 
00A6: destroy_car 187@ 
0164: disable_marker 286@ 
05EC: release_vehicle 188@ from_path 
00A6: destroy_car 188@ 
0164: disable_marker 287@ 
05EC: release_vehicle 189@ from_path 
00A6: destroy_car 189@ 
0164: disable_marker 288@ 
05EC: release_vehicle 190@ from_path 
00A6: destroy_car 190@ 
0164: disable_marker 289@ 
00A6: destroy_car 191@ 
0164: disable_marker 290@ 
05EC: release_vehicle 192@ from_path 
00A6: destroy_car 192@ 
0164: disable_marker 291@ 
009B: destroy_actor_instantly 195@ 
009B: destroy_actor_instantly 196@ 
009B: destroy_actor_instantly 197@ 
009B: destroy_actor_instantly 198@ 
009B: destroy_actor_instantly 199@ 
009B: destroy_actor_instantly 200@ 
009B: destroy_actor_instantly 201@ 
009B: destroy_actor_instantly 202@ 
009B: destroy_actor_instantly 203@ 
009B: destroy_actor_instantly 204@ 
009B: destroy_actor_instantly 205@ 
009B: destroy_actor_instantly 206@ 
009B: destroy_actor_instantly 207@ 
009B: destroy_actor_instantly 208@ 
0006: 296@ = 0 // integer values 
0006: 297@ = 0 // integer values 
0006: 298@ = 0 // integer values 
0006: 299@ = 0 // integer values 
0006: 300@ = 0 // integer values 
0006: 301@ = 0 // integer values 
0006: 302@ = 0 // integer values 
0006: 303@ = 0 // integer values 
0006: 304@ = 0 // integer values 
0006: 313@ = 0 // integer values 
0006: 314@ = 0 // integer values 
0006: 315@ = 0 // integer values 
0006: 316@ = 0 // integer values 
0006: 317@ = 0 // integer values 
0006: 318@ = 0 // integer values 
0006: 319@ = 0 // integer values 
0006: 320@ = 0 // integer values 
07C0: load_path 331 
0247: request_model #DYN_SCAFFOLD_4B 
07C0: load_path 339 
04ED: load_animation "MD_CHASE" 
07C0: load_path 373 
07C0: load_path 374 
07C0: load_path 375 
07C0: load_path 376 
07C0: load_path 377 
07C0: load_path 371 
07C0: load_path 372 
07C0: load_path 378 
07C0: load_path 380 
07C0: load_path 381 
0247: request_model #MUNCH_DONUT 
023C: request_special_actor 'SMOKE' as 2 
023C: request_special_actor 'RYDER2' as 3 
0247: request_model #CHOPCOP_ARMR 
0247: request_model #CHOPCOP_LEGR 
0247: request_model #CHOPCOP_HEAD 
0247: request_model #CHOPCOP_TORSO 
0247: request_model #WD_FENCE_ANIM 
0247: request_model #LAPDM1 
0247: request_model #COPBIKE 
03CF: load_wav 15903 as 1 
03CF: load_wav 15904 as 2 
0247: request_model #MD_POSTER 
038B: load_requested_models 

:DRUGS4_45477
00D6: if or
87C1:   not path 331 available 
8248:   not model #DYN_SCAFFOLD_4B available 
87C1:   not path 339 available 
84EE:   not animation "MD_CHASE" loaded 
8248:   not model #LAPDM1 available 
8248:   not model #COPBIKE available 
004D: jump_if_false @DRUGS4_45536 
0001: wait 0 ms 
0002: jump @DRUGS4_45477 

:DRUGS4_45536
00D6: if or
87C1:   not path 373 available 
87C1:   not path 374 available 
87C1:   not path 375 available 
87C1:   not path 376 available 
87C1:   not path 377 available 
004D: jump_if_false @DRUGS4_45583 
0001: wait 0 ms 
0002: jump @DRUGS4_45536 

:DRUGS4_45583
00D6: if or
87C1:   not path 371 available 
87C1:   not path 372 available 
87C1:   not path 378 available 
87C1:   not path 380 available 
004D: jump_if_false @DRUGS4_45625 
0001: wait 0 ms 
0002: jump @DRUGS4_45583 

:DRUGS4_45625
00D6: if or
8248:   not model #MUNCH_DONUT available 
87C1:   not path 381 available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @DRUGS4_45665 
0001: wait 0 ms 
0002: jump @DRUGS4_45625 

:DRUGS4_45665
00D6: if or
8248:   not model #CHOPCOP_ARMR available 
8248:   not model #CHOPCOP_LEGR available 
8248:   not model #CHOPCOP_HEAD available 
8248:   not model #WD_FENCE_ANIM available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_45715 
0001: wait 0 ms 
0002: jump @DRUGS4_45665 

:DRUGS4_45715
00A5: 212@ = create_car #COPBIKE at 2571.39 -1248.083 45.2 
09C4: set_car 212@ gas_tank_explosion 0 
0175: set_car 212@ z_angle_to 181.089 
00A5: 213@ = create_car #COPBIKE at 2569.95 -1248.083 45.2 
09C4: set_car 213@ gas_tank_explosion 0 
0175: set_car 213@ z_angle_to 181.089 
00A5: 214@ = create_car #COPBIKE at 2586.339 -1351.697 35.174 
09C4: set_car 214@ gas_tank_explosion 0 
0175: set_car 214@ z_angle_to 87.221 
067F: set_car 214@ headlights 2 
067F: set_car 212@ headlights 1 
067F: set_car 213@ headlights 1 
0129: 216@ = create_actor 24 #LAPDM1 in_car 212@ driverseat 
060B: unknown_actor_use_entity 216@ 55@ 
0129: 217@ = create_actor 24 #LAPDM1 in_car 213@ driverseat 
060B: unknown_actor_use_entity 217@ 55@ 
00A5: 186@ = create_car #COPCARLA at 2505.736 -1256.742 33.64 
09C4: set_car 186@ gas_tank_explosion 0 
0175: set_car 186@ z_angle_to 268.42 
0129: 195@ = create_actor 24 #LAPD1 in_car 186@ driverseat 
060B: unknown_actor_use_entity 195@ 55@ 
0446: set_actor 195@ immune_to_headshots 0 
054A: set_actor 195@ immune_to_car_headshots 0 
02A9: set_actor 195@ immune_to_nonplayer 1 
0107: 230@ = create_object #MUNCH_DONUT at 2570.59 -1247.66 44.88 
015F: set_camera_position 2570.636 -1245.94 45.3765 0.0 0.0 0.0 
0160: point_camera 2570.625 -1246.931 45.2422 2 
016A: fade 1 250 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_46129 
00D6: if 
060E:   car $SWEET_CAR is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_46117 
05EC: release_vehicle $SWEET_CAR from_path 
00A9: set_car $SWEET_CAR to_normal_driver 
0519: lock_vehicle $SWEET_CAR in_current_position 1 
0002: jump @DRUGS4_46129 

:DRUGS4_46117
00A9: set_car $SWEET_CAR to_normal_driver 
0519: lock_vehicle $SWEET_CAR in_current_position 1 

:DRUGS4_46129
064B: 237@ = create_particle "CARWASHSPRAY" at 2451.04 -1460.79 23.0 1 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_46250 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A1: put_actor $PLAYER_ACTOR at 2585.74 -1264.16 46.2 
0129: $ACTOR_SMOKE = create_actor 23 #SPECIAL02 in_car $SWEET_CAR driverseat 
060B: unknown_actor_use_entity $ACTOR_SMOKE 55@ 
01C8: $ACTOR_RYDER = create_actor 23 #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
060B: unknown_actor_use_entity $ACTOR_RYDER 55@ 

:DRUGS4_46250
009A: 218@ = create_actor 24 #LAPDM1 at 0.0 0.0 0.0 
060B: unknown_actor_use_entity 218@ 55@ 
0446: set_actor 218@ immune_to_headshots 0 
02A9: set_actor 218@ immune_to_nonplayer 1 
02AC: set_car 214@ immunities 1 1 1 1 1 
0812: AS_actor 218@ perform_animation "MD_BIKE_JMP_F" from_file "MD_CHASE" 4.0 loop 0 0 0 lock 1 time -1 
0464: put_actor 218@ into_turret_on_car 214@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle 360.0 with_weapon 0 
0223: set_actor 218@ health_to 1000 
0006: 308@ = 1 // integer values 
0107: 222@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 40.3 
0177: set_object 222@ z_angle_to 170.0 
0107: 223@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 42.5 
0177: set_object 223@ z_angle_to 170.0 
0107: 224@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 44.7 
0177: set_object 224@ z_angle_to 170.0 
0107: 225@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 40.3 
0177: set_object 225@ z_angle_to 170.0 
0107: 226@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 42.5 
0177: set_object 226@ z_angle_to 170.0 
0107: 227@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 44.7 
0177: set_object 227@ z_angle_to 170.0 
0006: 305@ = 1 // integer values 
00A5: 187@ = create_car #COPCARLA at 2520.49 -1485.04 22.84 
09C4: set_car 187@ gas_tank_explosion 0 
0175: set_car 187@ z_angle_to 1.33 
0224: set_car 187@ health_to 750 
02AA: set_car 187@ immune_to_nonplayer 1 
0129: 196@ = create_actor 24 #LAPD1 in_car 187@ driverseat 
060B: unknown_actor_use_entity 196@ 55@ 
0223: set_actor 196@ health_to 100 
02A9: set_actor 196@ immune_to_nonplayer 1 
01C8: 197@ = create_actor 24 #LAPD1 in_car 187@ passenger_seat 0 
060B: unknown_actor_use_entity 197@ 55@ 
0223: set_actor 197@ health_to 100 
02A9: set_actor 197@ immune_to_nonplayer 1 
01B2: give_actor 197@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 197@ immune_to_headshots 0 
00A9: set_car 187@ to_normal_driver 
00A5: 188@ = create_car #COPCARLA at 2532.98 -1502.372 23.67 
09C4: set_car 188@ gas_tank_explosion 0 
0175: set_car 188@ z_angle_to 266.9 
0224: set_car 188@ health_to 600 
02AA: set_car 188@ immune_to_nonplayer 1 
0129: 198@ = create_actor 24 #LAPD1 in_car 188@ driverseat 
060B: unknown_actor_use_entity 198@ 55@ 
0446: set_actor 198@ immune_to_headshots 0 
0223: set_actor 198@ health_to 100 
02A9: set_actor 198@ immune_to_nonplayer 1 
01C8: 199@ = create_actor 24 #LAPD1 in_car 188@ passenger_seat 0 
060B: unknown_actor_use_entity 199@ 55@ 
0223: set_actor 199@ health_to 100 
02A9: set_actor 199@ immune_to_nonplayer 1 
01B2: give_actor 199@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 199@ immune_to_headshots 0 
00A9: set_car 188@ to_normal_driver 
00A5: 193@ = create_car #COPCARLA at 2510.967 -1448.138 28.398 
09C4: set_car 193@ gas_tank_explosion 0 
0175: set_car 193@ z_angle_to 72.49 
0224: set_car 193@ health_to 325 
02AA: set_car 193@ immune_to_nonplayer 1 
0129: 201@ = create_actor 24 #LAPD1 in_car 193@ driverseat 
060B: unknown_actor_use_entity 201@ 55@ 
0446: set_actor 201@ immune_to_headshots 0 
02A9: set_actor 201@ immune_to_nonplayer 1 
01C8: 202@ = create_actor 24 #LAPD1 in_car 193@ passenger_seat 0 
060B: unknown_actor_use_entity 202@ 55@ 
02A9: set_actor 202@ immune_to_nonplayer 1 
01B2: give_actor 202@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 202@ immune_to_headshots 0 
00A9: set_car 193@ to_normal_driver 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_47209 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_47209 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @DRUGS4_47209 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_47209 
0519: lock_vehicle $SWEET_CAR in_current_position 0 
05EB: assign_vehicle $SWEET_CAR to_path 331 
05EB: assign_vehicle 186@ to_path 339 
05EB: assign_vehicle 213@ to_path 371 
05EB: assign_vehicle 214@ to_path 372 
0397: car 214@ siren = 1 
0006: 308@ = 2 // integer values 
0186: 285@ = create_marker_above_car 186@ 
018B: show_on_radar 285@ 2 
0006: 297@ = 1 // integer values 
0397: car 186@ siren = 1 
0006: 32@ = 0 // integer values 

:DRUGS4_47209
0006: 295@ = 3 // integer values 

:DRUGS4_47216
00D6: if 
0039:   295@ == 3 // integer values 
004D: jump_if_false @DRUGS4_47331 
00D6: if 
0019:   32@ > 1100 // integer values 
004D: jump_if_false @DRUGS4_47331 
00D6: if 
03CA:   object 230@ exists 
004D: jump_if_false @DRUGS4_47304 
075A:   230@ "DONUTDROP" "MD_CHASE" 4.0 0 1 

:DRUGS4_47304
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_LE' 2250 ms 1  // ~z~Micsoda pazarls!
0006: 295@ = 4 // integer values 

:DRUGS4_47331
00D6: if 
0039:   295@ == 4 // integer values 
004D: jump_if_false @DRUGS4_47508 
00D6: if 
0019:   32@ > 3800 // integer values 
004D: jump_if_false @DRUGS4_47508 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @DRUGS4_47508 
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_LF' 2000 ms 1  // ~z~Nyoms
00A7: car 212@ drive_to 2604.02 -1256.38 48.84 
00AD: set_car 212@ max_speed_to 25.0 
00AE: unknown_set_car 212@ to_ignore_traffic_lights 2 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @DRUGS4_47471 
067F: set_car 212@ headlights 2 
0397: car 212@ siren = 1 

:DRUGS4_47471
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @DRUGS4_47501 
067F: set_car 213@ headlights 2 
0397: car 213@ siren = 1 

:DRUGS4_47501
0006: 295@ = 5 // integer values 

:DRUGS4_47508
00D6: if 
0039:   295@ == 5 // integer values 
004D: jump_if_false @DRUGS4_47613 
00D6: if 
0019:   32@ > 4500 // integer values 
004D: jump_if_false @DRUGS4_47613 
015F: set_camera_position 2569.743 -1287.646 46.8949 0.0 0.0 0.0 
0160: point_camera 2569.825 -1286.652 46.8238 2 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0006: 295@ = 6 // integer values 

:DRUGS4_47613
00D6: if 
0039:   295@ == 6 // integer values 
004D: jump_if_false @DRUGS4_47914 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_47914 
00D6: if or
01AD:   car $SWEET_CAR 0 2569.743 -1287.646 1.2 1.2 
0019:   33@ > 50800 // integer values 
004D: jump_if_false @DRUGS4_47914 
00A6: destroy_car 212@ 
009B: destroy_actor_instantly 216@ 
0108: destroy_object 230@ 
009B: destroy_actor_instantly $ACTOR_SMOKE 
009B: destroy_actor_instantly $ACTOR_RYDER 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_47791 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $SWEET_CAR at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle 360.0 with_weapon 30 
0858: (unknown) $PLAYER_CHAR 75.0 75.0 

:DRUGS4_47791
015A: restore_camera 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02AC: set_car $SWEET_CAR immunities 0 1 1 1 1 
02AB: set_actor $PLAYER_ACTOR immunities 0 1 1 0 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
00D6: if 
8118:   not actor 217@ dead 
004D: jump_if_false @DRUGS4_47872 
08C6: set_actor 217@ stay_on_bike 3 

:DRUGS4_47872
0006: 328@ = 3 // integer values 
0006: 327@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 296@ = 1 // integer values 
0006: 295@ = 7 // integer values 

:DRUGS4_47914
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_50000 
00D6: if 
0019:   295@ > 2 // integer values 
004D: jump_if_false @DRUGS4_50000 
00D6: if 
0039:   308@ == 2 // integer values 
004D: jump_if_false @DRUGS4_48089 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48089 
00D6: if 
0611:   actor 218@ animation_is "MD_BIKE_JMP_F" 
004D: jump_if_false @DRUGS4_48089 
0613: 228@ = actor 218@ animation "MD_BIKE_JMP_F" time 
00D6: if 
0021:   228@ > 0.0 // floating-point values 
004D: jump_if_false @DRUGS4_48089 
0393: actor 218@ perform_animation "MD_BIKE_JMP_F" at 0.0 times_normal_rate 
0006: 308@ = 3 // integer values 

:DRUGS4_48089
00D6: if 
0039:   308@ == 3 // integer values 
004D: jump_if_false @DRUGS4_48226 
00D6: if 
0019:   32@ > 12600 // integer values 
004D: jump_if_false @DRUGS4_48226 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48226 
0812: AS_actor 218@ perform_animation "MD_BIKE_JMP_F" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0393: actor 218@ perform_animation "MD_BIKE_JMP_F" at 1.0 times_normal_rate 
0006: 327@ = 1 // integer values 
0006: 308@ = 4 // integer values 

:DRUGS4_48226
00D6: if 
0039:   308@ == 4 // integer values 
004D: jump_if_false @DRUGS4_48620 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_48620 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48620 
00D6: if 
0611:   actor 218@ animation_is "MD_BIKE_JMP_F" 
004D: jump_if_false @DRUGS4_48620 
0613: 228@ = actor 218@ animation "MD_BIKE_JMP_F" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_48620 
00D6: if 
0039:   309@ == 1 // integer values 
004D: jump_if_false @DRUGS4_48432 
0605: actor 218@ perform_animation_sequence "MD_BIKE_LND_DIE_F" from_file "MD_CHASE" 1000.0 loop 0 0 0 1 -1 ms 
0006: 308@ = 100 // integer values 
0002: jump @DRUGS4_48491 

:DRUGS4_48432
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_F" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 32@ = 0 // integer values 
0006: 308@ = 5 // integer values 

:DRUGS4_48491
0001: wait 0 ms 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48564 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_48564 
0465: remove_actor 218@ from_turret_mode 
0464: put_actor 218@ into_turret_on_car $SWEET_CAR at_car_offset 0.0 3.0 0.3 position 2 shooting_angle 360.0 with_weapon 0 

:DRUGS4_48564
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_48620 
05EC: release_vehicle 214@ from_path 
07DB: apply_rotary_impulse_to_vehicle 214@ about_an_axis -3.0 -2.0 0.2003 through_center_of_mass 
01C3: remove_references_to_car 214@ // Like turning a car into any random car 
01C3: remove_references_to_car 213@ // Like turning a car into any random car 
01C2: remove_references_to_actor 217@ // Like turning an actor into a random pedestrian 

:DRUGS4_48620
00D6: if 
0039:   308@ == 5 // integer values 
004D: jump_if_false @DRUGS4_48799 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_48799 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48799 
00D6: if 
0611:   actor 218@ animation_is "MD_BIKE_LND_F" 
004D: jump_if_false @DRUGS4_48799 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_F" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_48799 
0812: AS_actor 218@ perform_animation "MD_BIKE_PUNCH_F" from_file "MD_CHASE" 8.0 loop 1 0 0 lock 0 time -1 
0006: 308@ = 6 // integer values 

:DRUGS4_48799
00D6: if 
0019:   308@ > 0 // integer values 
004D: jump_if_false @DRUGS4_48883 
00D6: if 
001B:   5 > 308@ // integer values 
004D: jump_if_false @DRUGS4_48883 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_48883 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48883 
0174: 221@ = car 214@ z_angle 
0173: set_actor 218@ z_angle_to 221@ 

:DRUGS4_48883
00D6: if 
0019:   308@ > 4 // integer values 
004D: jump_if_false @DRUGS4_48951 
00D6: if 
001B:   101 > 308@ // integer values 
004D: jump_if_false @DRUGS4_48951 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48951 
0174: 221@ = car $SWEET_CAR z_angle 
0173: set_actor 218@ z_angle_to 221@ 

:DRUGS4_48951
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_49106 
00D6: if 
0611:   actor 218@ animation_is "MD_BIKE_PUNCH_F" 
004D: jump_if_false @DRUGS4_49106 
0613: 229@ = actor 218@ animation "MD_BIKE_PUNCH_F" time 
00D6: if 
0021:   229@ > 0.2 // floating-point values 
004D: jump_if_false @DRUGS4_49099 
00D6: if 
0039:   308@ == 6 // integer values 
004D: jump_if_false @DRUGS4_49092 
0834: (unknown) -2.2 1.7 
0851: (unknown) $PLAYER_ACTOR 10 1 
0006: 308@ = 7 // integer values 

:DRUGS4_49092
0002: jump @DRUGS4_49106 

:DRUGS4_49099
0006: 308@ = 6 // integer values 

:DRUGS4_49106
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_49171 
0226: 232@ = actor 218@ health 
00D6: if 
001B:   901 > 232@ // integer values 
004D: jump_if_false @DRUGS4_49171 
02AB: set_actor 218@ immunities 1 1 1 1 1 
0006: 309@ = 1 // integer values 

:DRUGS4_49171
00D6: if 
0039:   308@ == 100 // integer values 
004D: jump_if_false @DRUGS4_49392 
00D6: if 
0611:   actor 218@ animation_is "MD_BIKE_LND_DIE_F" 
004D: jump_if_false @DRUGS4_49392 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_DIE_F" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_49392 
0465: remove_actor 218@ from_turret_mode 
00AA: store_car $SWEET_CAR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 1.433 // floating-point values 
0009: $TEMPVAR_Y_COORD += 1.763 // floating-point values 
0009: $TEMPVAR_Z_COORD += 0.0 // floating-point values 
00A1: put_actor 218@ at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_ROLL_F" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 308@ = 101 // integer values 

:DRUGS4_49392
00D6: if 
0039:   308@ == 101 // integer values 
004D: jump_if_false @DRUGS4_49507 
00D6: if 
0611:   actor 218@ animation_is "MD_BIKE_LND_ROLL_F" 
004D: jump_if_false @DRUGS4_49507 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_ROLL_F" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_49507 
034F: destroy_actor_with_fade 218@ // The actor fades away like a ghost 
0006: 308@ = 102 // integer values 

:DRUGS4_49507
00D6: if 
0019:   308@ > 4 // integer values 
004D: jump_if_false @DRUGS4_49577 
00D6: if 
001B:   8 > 308@ // integer values 
004D: jump_if_false @DRUGS4_49577 
00D6: if or
0039:   309@ == 1 // integer values 
0019:   32@ > 15000 // integer values 
004D: jump_if_false @DRUGS4_49577 
0006: 308@ = 200 // integer values 

:DRUGS4_49577
00D6: if 
0039:   308@ == 200 // integer values 
004D: jump_if_false @DRUGS4_49666 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_49666 
0812: AS_actor 218@ perform_animation "MD_BIKE_SHOT_F" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 308@ = 201 // integer values 

:DRUGS4_49666
00D6: if 
0039:   308@ == 201 // integer values 
004D: jump_if_false @DRUGS4_49883 
00D6: if 
0611:   actor 218@ animation_is "MD_BIKE_SHOT_F" 
004D: jump_if_false @DRUGS4_49883 
0613: 228@ = actor 218@ animation "MD_BIKE_SHOT_F" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_49883 
0465: remove_actor 218@ from_turret_mode 
00AA: store_car $SWEET_CAR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 1.433 // floating-point values 
0009: $TEMPVAR_Y_COORD += 1.763 // floating-point values 
0009: $TEMPVAR_Z_COORD += 0.0 // floating-point values 
00A1: put_actor 218@ at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_ROLL_F" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 308@ = 202 // integer values 

:DRUGS4_49883
00D6: if 
0039:   308@ == 201 // integer values 
004D: jump_if_false @DRUGS4_50000 
00D6: if 
0611:   actor 218@ animation_is "MD_BIKE_LND_ROLL_F" 
004D: jump_if_false @DRUGS4_50000 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_ROLL_F" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_50000 
009B: destroy_actor_instantly 218@ 
0006: 308@ = 202 // integer values 

:DRUGS4_50000
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_61917 
00D6: if 
0039:   295@ == 7 // integer values 
004D: jump_if_false @DRUGS4_61917 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50106 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50106 
04AF: 106@ = unknown_wav_reference 15899 
05AA: 107@s = 'FIN1_LA' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_50106
00D6: if 
0039:   328@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50187 
00D6: if 
0019:   33@ > 53000 // integer values 
004D: jump_if_false @DRUGS4_50187 
00D6: if 
8118:   not actor 217@ dead 
004D: jump_if_false @DRUGS4_50180 
05BE: AS_kill_actor 217@ 
0006: 328@ = 1 // integer values 
0002: jump @DRUGS4_50187 

:DRUGS4_50180
0006: 328@ = 1 // integer values 

:DRUGS4_50187
00D6: if 
0039:   328@ == 3 // integer values 
004D: jump_if_false @DRUGS4_50268 
00D6: if 
0019:   33@ > 58900 // integer values 
004D: jump_if_false @DRUGS4_50268 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_50261 
020B: explode_car 186@ 
0006: 328@ = 4 // integer values 
0002: jump @DRUGS4_50268 

:DRUGS4_50261
0006: 328@ = 4 // integer values 

:DRUGS4_50268
00D6: if 
0039:   328@ == 4 // integer values 
004D: jump_if_false @DRUGS4_50349 
00D6: if 
0019:   33@ > 85200 // integer values 
004D: jump_if_false @DRUGS4_50349 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_50342 
020B: explode_car 187@ 
0006: 328@ = 5 // integer values 
0002: jump @DRUGS4_50349 

:DRUGS4_50342
0006: 328@ = 5 // integer values 

:DRUGS4_50349
00D6: if 
0039:   327@ == 1 // integer values 
004D: jump_if_false @DRUGS4_50432 
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DRUGS4_50432 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50432 
04AF: 106@ = unknown_wav_reference 15809 
05AA: 107@s = 'FIN1_BK' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_50432
00D6: if 
0039:   178@ == 2 // integer values 
004D: jump_if_false @DRUGS4_50497 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50497 
04AF: 106@ = unknown_wav_reference 15885 
05AA: 107@s = 'FIN1_KK' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_50497
00D6: if 
0039:   178@ == 3 // integer values 
004D: jump_if_false @DRUGS4_50562 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50562 
04AF: 106@ = unknown_wav_reference 15891 
05AA: 107@s = 'FIN1_KR' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_50562
00D6: if 
0039:   327@ == 1 // integer values 
004D: jump_if_false @DRUGS4_50625 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2545.15 -1460.3 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_50625 
0006: 327@ = 2 // integer values 

:DRUGS4_50625
00D6: if 
0039:   327@ == 2 // integer values 
004D: jump_if_false @DRUGS4_50708 
00D6: if 
0039:   178@ == 4 // integer values 
004D: jump_if_false @DRUGS4_50708 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50708 
04AF: 106@ = unknown_wav_reference 15948 
05AA: 107@s = 'FIN1_ZB' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_50708
00D6: if 
0039:   178@ == 5 // integer values 
004D: jump_if_false @DRUGS4_50773 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50773 
04AF: 106@ = unknown_wav_reference 15910 
05AA: 107@s = 'FIN1_LL' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_50773
00D6: if 
0039:   178@ == 6 // integer values 
004D: jump_if_false @DRUGS4_50838 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50838 
04AF: 106@ = unknown_wav_reference 15907 
05AA: 107@s = 'FIN1_LI' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_50838
00D6: if 
0039:   327@ == 2 // integer values 
004D: jump_if_false @DRUGS4_50901 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2451.92 -1461.5 radius 12.0 12.0 
004D: jump_if_false @DRUGS4_50901 
0006: 327@ = 4 // integer values 

:DRUGS4_50901
00D6: if 
0039:   327@ == 4 // integer values 
004D: jump_if_false @DRUGS4_50984 
00D6: if 
0039:   178@ == 7 // integer values 
004D: jump_if_false @DRUGS4_50984 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_50984 
04AF: 106@ = unknown_wav_reference 15914 
05AA: 107@s = 'FIN1_LP' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_50984
00D6: if 
0039:   178@ == 8 // integer values 
004D: jump_if_false @DRUGS4_51049 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51049 
04AF: 106@ = unknown_wav_reference 15933 
05AA: 107@s = 'FIN1_MK' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51049
00D6: if 
0039:   178@ == 9 // integer values 
004D: jump_if_false @DRUGS4_51114 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51114 
04AF: 106@ = unknown_wav_reference 15908 
05AA: 107@s = 'FIN1_LJ' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51114
00D6: if 
0039:   327@ == 4 // integer values 
004D: jump_if_false @DRUGS4_51177 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2344.98 -1382.22 radius 18.0 18.0 
004D: jump_if_false @DRUGS4_51177 
0006: 327@ = 5 // integer values 

:DRUGS4_51177
00D6: if 
0039:   327@ == 5 // integer values 
004D: jump_if_false @DRUGS4_51260 
00D6: if 
0039:   178@ == 10 // integer values 
004D: jump_if_false @DRUGS4_51260 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51260 
04AF: 106@ = unknown_wav_reference 15892 
05AA: 107@s = 'FIN1_KS' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51260
00D6: if 
0039:   327@ == 5 // integer values 
004D: jump_if_false @DRUGS4_51323 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2305.51 -1370.01 radius 18.0 18.0 
004D: jump_if_false @DRUGS4_51323 
0006: 327@ = 6 // integer values 

:DRUGS4_51323
00D6: if 
0039:   178@ == 11 // integer values 
004D: jump_if_false @DRUGS4_51388 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51388 
04AF: 106@ = unknown_wav_reference 15915 
05AA: 107@s = 'FIN1_LQ' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51388
00D6: if 
0039:   178@ == 12 // integer values 
004D: jump_if_false @DRUGS4_51453 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51453 
04AF: 106@ = unknown_wav_reference 15918 
05AA: 107@s = 'FIN1_LT' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51453
00D6: if 
0039:   178@ == 13 // integer values 
004D: jump_if_false @DRUGS4_51518 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51518 
04AF: 106@ = unknown_wav_reference 15920 
05AA: 107@s = 'FIN1_LV' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51518
00D6: if 
0039:   327@ == 7 // integer values 
004D: jump_if_false @DRUGS4_51601 
00D6: if 
0039:   178@ == 14 // integer values 
004D: jump_if_false @DRUGS4_51601 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51601 
04AF: 106@ = unknown_wav_reference 15810 
05AA: 107@s = 'FIN1_BL' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51601
00D6: if 
0039:   178@ == 15 // integer values 
004D: jump_if_false @DRUGS4_51666 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51666 
04AF: 106@ = unknown_wav_reference 15921 
05AA: 107@s = 'FIN1_LW' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51666
00D6: if 
0039:   178@ == 16 // integer values 
004D: jump_if_false @DRUGS4_51731 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51731 
04AF: 106@ = unknown_wav_reference 15922 
05AA: 107@s = 'FIN1_LX' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51731
00D6: if 
0039:   178@ == 17 // integer values 
004D: jump_if_false @DRUGS4_51796 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51796 
04AF: 106@ = unknown_wav_reference 15947 
05AA: 107@s = 'FIN1_ZA' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51796
00D6: if 
0039:   178@ == 18 // integer values 
004D: jump_if_false @DRUGS4_51861 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51861 
04AF: 106@ = unknown_wav_reference 15949 
05AA: 107@s = 'FIN1_ZC' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51861
00D6: if 
0039:   327@ == 8 // integer values 
004D: jump_if_false @DRUGS4_51944 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_51944 
00D6: if 
0039:   178@ == 20 // integer values 
004D: jump_if_false @DRUGS4_51944 
04AF: 106@ = unknown_wav_reference 15923 
05AA: 107@s = 'FIN1_MA' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_51944
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52009 
00D6: if 
0039:   178@ == 21 // integer values 
004D: jump_if_false @DRUGS4_52009 
04AF: 106@ = unknown_wav_reference 15924 
05AA: 107@s = 'FIN1_MB' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52009
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52074 
00D6: if 
0039:   178@ == 22 // integer values 
004D: jump_if_false @DRUGS4_52074 
04AF: 106@ = unknown_wav_reference 15926 
05AA: 107@s = 'FIN1_MD' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52074
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52139 
00D6: if 
0039:   178@ == 23 // integer values 
004D: jump_if_false @DRUGS4_52139 
04AF: 106@ = unknown_wav_reference 15927 
05AA: 107@s = 'FIN1_ME' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52139
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52204 
00D6: if 
0039:   178@ == 24 // integer values 
004D: jump_if_false @DRUGS4_52204 
04AF: 106@ = unknown_wav_reference 15824 
05AA: 107@s = 'FIN1_EA' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52204
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52269 
00D6: if 
0039:   178@ == 25 // integer values 
004D: jump_if_false @DRUGS4_52269 
04AF: 106@ = unknown_wav_reference 15930 
05AA: 107@s = 'FIN1_MH' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52269
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52334 
00D6: if 
0039:   178@ == 26 // integer values 
004D: jump_if_false @DRUGS4_52334 
04AF: 106@ = unknown_wav_reference 15931 
05AA: 107@s = 'FIN1_MI' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52334
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52399 
00D6: if 
0039:   178@ == 27 // integer values 
004D: jump_if_false @DRUGS4_52399 
04AF: 106@ = unknown_wav_reference 15942 
05AA: 107@s = 'FIN1_MT' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52399
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52464 
00D6: if 
0039:   178@ == 28 // integer values 
004D: jump_if_false @DRUGS4_52464 
04AF: 106@ = unknown_wav_reference 15934 
05AA: 107@s = 'FIN1_ML' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52464
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52529 
00D6: if 
0039:   178@ == 29 // integer values 
004D: jump_if_false @DRUGS4_52529 
04AF: 106@ = unknown_wav_reference 15940 
05AA: 107@s = 'FIN1_MR' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52529
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_52594 
00D6: if 
0039:   178@ == 30 // integer values 
004D: jump_if_false @DRUGS4_52594 
04AF: 106@ = unknown_wav_reference 15941 
05AA: 107@s = 'FIN1_MS' // 8-byte strings 
0050: gosub @DRUGS4_66512 

:DRUGS4_52594
00D6: if 
0039:   305@ == 1 // integer values 
004D: jump_if_false @DRUGS4_52719 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_52719 
00D6: if 
01AD:   car 186@ 0 2566.12 -1322.35 1.5 1.5 
004D: jump_if_false @DRUGS4_52719 
00D6: if 
03CA:   object 223@ exists 
004D: jump_if_false @DRUGS4_52689 
0723: break_object 223@ intensity 1 

:DRUGS4_52689
00D6: if 
03CA:   object 224@ exists 
004D: jump_if_false @DRUGS4_52712 
0723: break_object 224@ intensity 1 

:DRUGS4_52712
0006: 305@ = 2 // integer values 

:DRUGS4_52719
00D6: if 
0039:   296@ == 1 // integer values 
004D: jump_if_false @DRUGS4_53224 
00D6: if 
01AD:   car $SWEET_CAR 0 2564.68 -1442.47 15.0 15.0 
004D: jump_if_false @DRUGS4_53224 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_52835 
05EB: assign_vehicle 187@ to_path 373 
0186: 286@ = create_marker_above_car 187@ 
018B: show_on_radar 286@ 2 
0397: car 187@ siren = 1 
0006: 298@ = 1 // integer values 
0006: 314@ = 1 // integer values 

:DRUGS4_52835
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_52895 
05EB: assign_vehicle 188@ to_path 374 
0186: 287@ = create_marker_above_car 188@ 
018B: show_on_radar 287@ 2 
0397: car 188@ siren = 1 
0006: 299@ = 1 // integer values 
0006: 315@ = 1 // integer values 

:DRUGS4_52895
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_52955 
05EB: assign_vehicle 193@ to_path 380 
0186: 292@ = create_marker_above_car 193@ 
018B: show_on_radar 292@ 2 
0397: car 193@ siren = 1 
0006: 304@ = 1 // integer values 
0006: 320@ = 1 // integer values 

:DRUGS4_52955
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_53007 
0713: actor 197@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_53007
00D6: if 
8118:   not actor 199@ dead 
004D: jump_if_false @DRUGS4_53120 
00D6: if 
0019:   293@ > 1 // integer values 
004D: jump_if_false @DRUGS4_53084 
0713: actor 199@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 
0002: jump @DRUGS4_53120 

:DRUGS4_53084
0713: actor 199@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 75 

:DRUGS4_53120
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_53172 
0713: actor 202@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_53172
064C: make_particle 237@ visible 
0108: destroy_object 222@ 
0108: destroy_object 223@ 
0108: destroy_object 224@ 
0108: destroy_object 225@ 
0108: destroy_object 226@ 
0108: destroy_object 227@ 
0249: release_model #DYN_SCAFFOLD_4B 
0249: release_model #MUNCH_DONUT 
0006: 296@ = 2 // integer values 

:DRUGS4_53224
00D6: if 
0039:   296@ == 2 // integer values 
004D: jump_if_false @DRUGS4_53831 
00D6: if 
01AD:   car $SWEET_CAR 0 2344.12 -1384.48 12.0 12.0 
004D: jump_if_false @DRUGS4_53831 
00A5: 215@ = create_car #COPBIKE at 2254.042 -1308.15 23.02 
09C4: set_car 215@ gas_tank_explosion 0 
0175: set_car 215@ z_angle_to 261.999 
067F: set_car 215@ headlights 2 
0397: car 215@ siren = 1 
0006: 310@ = 0 // integer values 
009A: 219@ = create_actor 24 #LAPDM1 at 0.0 0.0 0.0 
0812: AS_actor 219@ perform_animation "MD_BIKE_JMP_BL" from_file "MD_CHASE" 4.0 loop 0 0 0 lock 1 time -1 
0464: put_actor 219@ into_turret_on_car 215@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle 360.0 with_weapon 0 
0223: set_actor 219@ health_to 1000 
0006: 307@ = 1 // integer values 
060B: unknown_actor_use_entity 219@ 55@ 
0446: set_actor 219@ immune_to_headshots 0 
02A9: set_actor 219@ immune_to_nonplayer 1 
02AA: set_car 215@ immune_to_nonplayer 1 
02AC: set_car 215@ immunities 1 1 1 1 1 
00A5: 190@ = create_car #COPCARLA at 2222.98 -1303.52 22.654 
09C4: set_car 190@ gas_tank_explosion 0 
0175: set_car 190@ z_angle_to 269.409 
0224: set_car 190@ health_to 850 
02AA: set_car 190@ immune_to_nonplayer 1 
0129: 203@ = create_actor 24 #LAPD1 in_car 190@ driverseat 
060B: unknown_actor_use_entity 203@ 55@ 
0446: set_actor 203@ immune_to_headshots 0 
0223: set_actor 203@ health_to 100 
02A9: set_actor 203@ immune_to_nonplayer 1 
01C8: 204@ = create_actor 24 #LAPD1 in_car 190@ passenger_seat 0 
060B: unknown_actor_use_entity 204@ 55@ 
0223: set_actor 204@ health_to 100 
02A9: set_actor 204@ immune_to_nonplayer 1 
01B2: give_actor 204@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 204@ immune_to_headshots 0 
00A9: set_car 190@ to_normal_driver 
00A5: 191@ = create_car #COPCARLA at 2250.63 -1380.995 22.65 
09C4: set_car 191@ gas_tank_explosion 0 
0175: set_car 191@ z_angle_to 268.1 
0224: set_car 191@ health_to 800 
02AC: set_car 191@ immunities 0 0 1 0 0 
02AA: set_car 191@ immune_to_nonplayer 1 
0129: 206@ = create_actor 24 #LAPD1 in_car 191@ driverseat 
060B: unknown_actor_use_entity 206@ 55@ 
0446: set_actor 206@ immune_to_headshots 0 
02A9: set_actor 206@ immune_to_nonplayer 1 
01C8: 207@ = create_actor 24 #LAPD1 in_car 191@ passenger_seat 0 
060B: unknown_actor_use_entity 207@ 55@ 
0223: set_actor 207@ health_to 200 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 207@ immune_to_headshots 0 
00A9: set_car 191@ to_normal_driver 
0006: 296@ = 3 // integer values 

:DRUGS4_53831
00D6: if 
0039:   296@ == 3 // integer values 
004D: jump_if_false @DRUGS4_54011 
00D6: if 
01AD:   car $SWEET_CAR 0 2304.185 -1364.711 20.0 20.0 
004D: jump_if_false @DRUGS4_54011 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_53947 
05EB: assign_vehicle 191@ to_path 377 
0186: 290@ = create_marker_above_car 191@ 
018B: show_on_radar 290@ 2 
0397: car 191@ siren = 1 
0006: 302@ = 1 // integer values 
0006: 318@ = 1 // integer values 

:DRUGS4_53947
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @DRUGS4_53999 
0713: actor 207@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 

:DRUGS4_53999
0650: destroy_particle 237@ 
0006: 296@ = 4 // integer values 

:DRUGS4_54011
00D6: if 
0039:   296@ == 4 // integer values 
004D: jump_if_false @DRUGS4_54245 
00D6: if 
01AD:   car $SWEET_CAR 0 2289.817 -1319.51 25.0 25.0 
004D: jump_if_false @DRUGS4_54245 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_54121 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_54121 
05EB: assign_vehicle 215@ to_path 375 
0006: 32@ = 0 // integer values 
0006: 307@ = 3 // integer values 

:DRUGS4_54121
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_54181 
05EB: assign_vehicle 190@ to_path 376 
0186: 289@ = create_marker_above_car 190@ 
018B: show_on_radar 289@ 2 
0397: car 190@ siren = 1 
0006: 301@ = 1 // integer values 
0006: 317@ = 1 // integer values 

:DRUGS4_54181
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_54233 
0713: actor 204@ drive_by actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_54233
009B: destroy_actor_instantly 218@ 
0006: 296@ = 5 // integer values 

:DRUGS4_54245
00D6: if 
0039:   296@ == 5 // integer values 
004D: jump_if_false @DRUGS4_54841 
00D6: if 
01AD:   car $SWEET_CAR 0 2221.81 -1260.26 5.5 5.5 
004D: jump_if_false @DRUGS4_54841 
009A: 234@ = create_actor 24 #LAPD1 at 2127.116 -1381.61 23.88 
0173: set_actor 234@ z_angle_to 84.93 
060B: unknown_actor_use_entity 234@ 55@ 
02AB: set_actor 234@ immunities 1 1 1 1 1 
02A9: set_actor 234@ immune_to_nonplayer 1 
01B2: give_actor 234@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 234@ immune_to_headshots 0 
02E2: set_actor 234@ weapon_accuracy_to 5 
0085: 118@ = 234@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
009A: 233@ = create_actor 24 #LAPDM1 at 2127.09 -1382.81 23.32 
060B: unknown_actor_use_entity 233@ 55@ 
02AB: set_actor 233@ immunities 1 1 1 1 1 
02A9: set_actor 233@ immune_to_nonplayer 1 
01B2: give_actor 233@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 233@ immune_to_headshots 0 
02E2: set_actor 233@ weapon_accuracy_to 5 
0085: 118@ = 233@ // integer values and handles 
008B: 119@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @DRUGS4_66967 
00A5: 235@ = create_car #COPCARLA at 2129.865 -1386.89 22.65 
0175: set_car 235@ z_angle_to 7.63 
00A9: set_car 235@ to_normal_driver 
00A9: set_car 235@ to_normal_driver 
0006: 33@ = 0 // integer values 
00D6: if 
0039:   311@ == 0 // integer values 
004D: jump_if_false @DRUGS4_54636 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_54636 
04A2: heli 40@ fly_to 2168.0 -1508.0 33.29 speed 30.0 30.0 
0006: 311@ = 1 // integer values 

:DRUGS4_54636
029B: 249@ = init_object #WD_FENCE_ANIM at 2167.763 -1470.354 25.328 
0177: set_object 249@ z_angle_to 90.0 
029B: 250@ = init_object #WD_FENCE_ANIM at 2167.763 -1465.688 25.328 
0177: set_object 250@ z_angle_to 90.0 
029B: 251@ = init_object #WD_FENCE_ANIM at 2167.763 -1461.021 25.328 
0177: set_object 251@ z_angle_to 90.0 
029B: 261@ = init_object #WD_FENCE_ANIM at 2174.328 -1470.354 25.328 
0177: set_object 261@ z_angle_to 270.0 
029B: 262@ = init_object #WD_FENCE_ANIM at 2174.328 -1465.688 25.328 
0177: set_object 262@ z_angle_to 270.0 
029B: 263@ = init_object #WD_FENCE_ANIM at 2174.328 -1461.021 25.328 
0177: set_object 263@ z_angle_to 270.0 
0006: 296@ = 6 // integer values 

:DRUGS4_54841
00D6: if 
0039:   296@ == 6 // integer values 
004D: jump_if_false @DRUGS4_54928 
00D6: if 
01AD:   car $SWEET_CAR 0 2081.93 -1261.68 6.0 6.0 
004D: jump_if_false @DRUGS4_54928 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_54921 
0224: set_car 191@ health_to 249 

:DRUGS4_54921
0006: 296@ = 7 // integer values 

:DRUGS4_54928
00D6: if 
0039:   296@ == 7 // integer values 
004D: jump_if_false @DRUGS4_55018 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @DRUGS4_55018 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_55018 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_55018 
04D7: lock_actor 234@ in_current_position 1 
04D7: lock_actor 233@ in_current_position 1 
0006: 296@ = 8 // integer values 

:DRUGS4_55018
00D6: if 
0039:   323@ == 0 // integer values 
004D: jump_if_false @DRUGS4_55145 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2074.18 -1372.28 radius 7.0 7.0 
004D: jump_if_false @DRUGS4_55145 
040D: unload_wav 3 
03CF: load_wav 32402 as 3 
0858: (unknown) $PLAYER_CHAR 174.0 8.0 
00A6: destroy_car 215@ 
0249: release_model #COPBIKE 
0881: (unknown) $PLAYER_CHAR 0 
0006: 327@ = 8 // integer values 
0006: 179@ = 0 // integer values 
0006: 178@ = 20 // integer values 
0006: 323@ = 1 // integer values 

:DRUGS4_55145
00D6: if 
0039:   323@ == 1 // integer values 
004D: jump_if_false @DRUGS4_55295 
00D6: if 
0861: (unknown) $PLAYER_CHAR 
004D: jump_if_false @DRUGS4_55295 
0887: (unknown) $PLAYER_ACTOR 0 60.0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_55222 
02AC: set_car $SWEET_CAR immunities 1 1 1 1 1 

:DRUGS4_55222
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0108: destroy_object $2659 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 z_angle_to 0.0 
07F7: set_object $2659 indestructible 0 
0550: keep_object $2659 in_memory 1 
0006: 323@ = 2 // integer values 

:DRUGS4_55295
00D6: if 
0039:   296@ == 8 // integer values 
004D: jump_if_false @DRUGS4_55624 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_55624 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_55624 
00D6: if or
0547:   actor 234@ colliding_with_car $SWEET_CAR 
0547:   actor 233@ colliding_with_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_55624 
0006: 322@ = 1 // integer values 
0006: 321@ = 1 // integer values 
0006: 296@ = 9 // integer values 
00A6: destroy_car 40@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
00A5: 40@ = create_car #POLMAV at 2170.27 -1523.73 24.76 
0129: 44@ = create_actor 24 #LAPD1 in_car 40@ driverseat 
0825: instantly_spin_flying_vehicle 40@ rotor_blade 
05EB: assign_vehicle 40@ to_path 381 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
060B: unknown_actor_use_entity 44@ 55@ 
0446: set_actor 44@ immune_to_headshots 0 
054A: set_actor 44@ immune_to_car_headshots 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
02AA: set_car 40@ immune_to_nonplayer 1 
02AC: set_car 40@ immunities 1 1 1 1 1 
064B: 240@ = create_particle "BLOOD_HELI" at 2170.74 -1445.63 25.12 1 
064B: 241@ = create_particle "BLOOD_HELI" at 2170.92 -1450.5 25.0 1 
064B: 242@ = create_particle "BLOOD_HELI" at 2171.11 -1447.04 25.13 1 

:DRUGS4_55624
00D6: if 
0039:   296@ == 9 // integer values 
004D: jump_if_false @DRUGS4_57661 
00D6: if 
0039:   324@ == 0 // integer values 
004D: jump_if_false @DRUGS4_55764 
00D6: if 
0019:   32@ > 14099 // integer values 
004D: jump_if_false @DRUGS4_55764 
075A:   249@ "FEN_CHOPPA_R1" "MD_CHASE" 1000.0 0 1 
075A:   261@ "FEN_CHOPPA_L2" "MD_CHASE" 1000.0 0 1 
0006: 324@ = 1 // integer values 

:DRUGS4_55764
00D6: if 
0039:   324@ == 1 // integer values 
004D: jump_if_false @DRUGS4_55886 
00D6: if 
0019:   32@ > 14899 // integer values 
004D: jump_if_false @DRUGS4_55886 
075A:   250@ "FEN_CHOPPA_R2" "MD_CHASE" 1000.0 0 1 
075A:   262@ "FEN_CHOPPA_L3" "MD_CHASE" 1000.0 0 1 
0006: 324@ = 2 // integer values 

:DRUGS4_55886
00D6: if 
0039:   324@ == 2 // integer values 
004D: jump_if_false @DRUGS4_56008 
00D6: if 
0019:   32@ > 15532 // integer values 
004D: jump_if_false @DRUGS4_56008 
075A:   251@ "FEN_CHOPPA_R3" "MD_CHASE" 1000.0 0 1 
075A:   263@ "FEN_CHOPPA_L1" "MD_CHASE" 1000.0 0 1 
0006: 324@ = 3 // integer values 

:DRUGS4_56008
00D6: if 
0039:   322@ == 1 // integer values 
004D: jump_if_false @DRUGS4_56133 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_56133 
04D7: lock_actor 234@ in_current_position 0 
0464: put_actor 234@ into_turret_on_car $SWEET_CAR at_car_offset -0.5 3.0 0.3 position 0 shooting_angle 360.0 with_weapon 0 
0812: AS_actor 234@ perform_animation "CARHIT_TUMBLE" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 322@ = 2 // integer values 

:DRUGS4_56133
00D6: if 
0039:   322@ == 2 // integer values 
004D: jump_if_false @DRUGS4_56333 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_56333 
00D6: if 
0611:   actor 234@ animation_is "CARHIT_TUMBLE" 
004D: jump_if_false @DRUGS4_56333 
0613: 228@ = actor 234@ animation "CARHIT_TUMBLE" time 
00D6: if 
0021:   228@ > 0.7 // floating-point values 
004D: jump_if_false @DRUGS4_56333 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_56333 
0465: remove_actor 234@ from_turret_mode 
00AA: store_car $SWEET_CAR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 0.0 // floating-point values 
0009: $TEMPVAR_Y_COORD += -1.763 // floating-point values 
0009: $TEMPVAR_Z_COORD += -0.05 // floating-point values 
00A1: put_actor 234@ at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
034F: destroy_actor_with_fade 234@ // The actor fades away like a ghost 
0006: 322@ = 3 // integer values 

:DRUGS4_56333
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_56365 
0174: 239@ = car $SWEET_CAR z_angle 
0173: set_actor 234@ z_angle_to 239@ 

:DRUGS4_56365
00D6: if 
0039:   321@ == 1 // integer values 
004D: jump_if_false @DRUGS4_56490 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_56490 
04D7: lock_actor 233@ in_current_position 0 
0464: put_actor 233@ into_turret_on_car $SWEET_CAR at_car_offset 0.5 3.0 0.3 position 0 shooting_angle 360.0 with_weapon 0 
0812: AS_actor 233@ perform_animation "CARHIT_HANGON" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 321@ = 2 // integer values 

:DRUGS4_56490
00D6: if 
0039:   321@ == 2 // integer values 
004D: jump_if_false @DRUGS4_56654 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_56654 
00D6: if 
0611:   actor 233@ animation_is "CARHIT_HANGON" 
004D: jump_if_false @DRUGS4_56654 
0613: 228@ = actor 233@ animation "CARHIT_HANGON" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_56654 
0812: AS_actor 233@ perform_animation "HANGON_STUN_LOOP" from_file "MD_CHASE" 1000.0 loop 1 0 0 lock 0 time -1 
0006: 321@ = 3 // integer values 

:DRUGS4_56654
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_56686 
0174: 238@ = car $SWEET_CAR z_angle 
0173: set_actor 233@ z_angle_to 238@ 

:DRUGS4_56686
00D6: if 
0039:   325@ == 0 // integer values 
004D: jump_if_false @DRUGS4_56774 
00D6: if 
0019:   33@ > 10499 // integer values 
004D: jump_if_false @DRUGS4_56774 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_56774 
00D6: if 
060E:   car $SWEET_CAR is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_56774 
05ED: (unknown) $SWEET_CAR 
0006: 33@ = 0 // integer values 
0006: 325@ = 1 // integer values 

:DRUGS4_56774
00D6: if 
0039:   325@ == 1 // integer values 
004D: jump_if_false @DRUGS4_56914 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @DRUGS4_56914 
00D6: if 
0039:   321@ == 3 // integer values 
004D: jump_if_false @DRUGS4_56907 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_56907 
0812: AS_actor 233@ perform_animation "HANGON_STUN_TURN" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 33@ = 0 // integer values 
0006: 321@ = 4 // integer values 

:DRUGS4_56907
0006: 325@ = 2 // integer values 

:DRUGS4_56914
00D6: if 
0039:   325@ == 2 // integer values 
004D: jump_if_false @DRUGS4_57019 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @DRUGS4_57019 
00D6: if 
060E:   car $SWEET_CAR is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_57019 
05EE: (unknown) $SWEET_CAR 
00A6: destroy_car 235@ 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #POLMAV 
0249: release_model #MP5LNG 
009B: destroy_actor_instantly 234@ 
0006: 325@ = 3 // integer values 

:DRUGS4_57019
00D6: if 
0039:   325@ == 3 // integer values 
004D: jump_if_false @DRUGS4_57194 
00D6: if 
0019:   33@ > 4300 // integer values 
004D: jump_if_false @DRUGS4_57194 
0834: (unknown) 0.0 -1.0 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DRUGS4_57087 
03D1: play_wav 3 

:DRUGS4_57087
064F: (unknown) 240@ 
0107: 243@ = create_object #CHOPCOP_TORSO at 2170.35 -1445.99 25.49 
0392: object 243@ toggle_in_moving_list 1 
0107: 244@ = create_object #CHOPCOP_LEGR at 2170.5 -1447.65 25.06 
0392: object 244@ toggle_in_moving_list 1 
009B: destroy_actor_instantly 233@ 
0108: destroy_object 249@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0108: destroy_object 261@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0006: 325@ = 4 // integer values 

:DRUGS4_57194
00D6: if 
0039:   325@ == 4 // integer values 
004D: jump_if_false @DRUGS4_57456 
00D6: if 
0019:   33@ > 4800 // integer values 
004D: jump_if_false @DRUGS4_57456 
0006: 327@ = 9 // integer values 
064F: (unknown) 241@ 
0107: 245@ = create_object #CHOPCOP_LEGR at 2170.99 -1448.51 25.08 
0392: object 245@ toggle_in_moving_list 1 
0107: 246@ = create_object #CHOPCOP_ARMR at 2170.96 -1450.36 25.2 
0392: object 246@ toggle_in_moving_list 1 
0453: object 246@ set_rotation 0.2 0.2 0.2 
0107: 247@ = create_object #CHOPCOP_ARMR at 2171.16 -1451.11 25.12 
0392: object 247@ toggle_in_moving_list 1 
0453: object 247@ set_rotation -0.1 0.05 0.1 
0107: 248@ = create_object #CHOPCOP_HEAD at 2171.1 -1453.09 25.4 
0392: object 248@ toggle_in_moving_list 1 
0453: object 248@ set_rotation 0.5 0.2 -0.1 
064F: (unknown) 242@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_57449 
05EC: release_vehicle 40@ from_path 

:DRUGS4_57449
0006: 325@ = 5 // integer values 

:DRUGS4_57456
00D6: if 
0039:   325@ == 5 // integer values 
004D: jump_if_false @DRUGS4_57661 
00D6: if 
0019:   33@ > 5800 // integer values 
004D: jump_if_false @DRUGS4_57661 
015F: set_camera_position 2169.899 -1543.497 38.744 0.0 0.0 0.0 
0160: point_camera 2169.894 -1542.551 38.4204 2 
02A3: toggle_widescreen 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A1: put_actor $PLAYER_ACTOR at 2184.87 -1500.83 23.55 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_57647 
00AB: put_car 40@ at 2172.56 -1420.69 30.0 
020B: explode_car 40@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_57642 
020B: explode_car 40@ 

:DRUGS4_57642
009B: destroy_actor_instantly 44@ 

:DRUGS4_57647
0006: 33@ = 0 // integer values 
0006: 325@ = 6 // integer values 

:DRUGS4_57661
00D6: if 
0039:   311@ == 1 // integer values 
004D: jump_if_false @DRUGS4_57717 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_57717 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
0006: 311@ = 2 // integer values 

:DRUGS4_57717
00D6: if 
0039:   297@ == 1 // integer values 
004D: jump_if_false @DRUGS4_57823 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_57796 
00D6: if 
860E:   not car 186@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_57789 
01C3: remove_references_to_car 186@ // Like turning a car into any random car 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
0164: disable_marker 285@ 
0006: 297@ = 2 // integer values 

:DRUGS4_57789
0002: jump @DRUGS4_57823 

:DRUGS4_57796
05EC: release_vehicle 186@ from_path 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 186@ // Like turning a car into any random car 
0164: disable_marker 285@ 
0006: 297@ = 2 // integer values 

:DRUGS4_57823
00D6: if 
0039:   314@ == 1 // integer values 
004D: jump_if_false @DRUGS4_57975 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_57975 
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_57880 
0002: jump @DRUGS4_57975 

:DRUGS4_57880
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_57963 
00D6: if 
00DB:   actor 197@ in_car 187@ 
004D: jump_if_false @DRUGS4_57956 
046C: 284@ = car 187@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_57956 
0676: AS_actor 197@ in_car 187@ move_from_passengerseat_to_driverseat 
0006: 314@ = 2 // integer values 

:DRUGS4_57956
0002: jump @DRUGS4_57975 

:DRUGS4_57963
05EC: release_vehicle 187@ from_path 
0006: 314@ = 2 // integer values 

:DRUGS4_57975
00D6: if 
0039:   314@ == 2 // integer values 
004D: jump_if_false @DRUGS4_58021 
00D6: if 
0118:   actor 197@ dead 
004D: jump_if_false @DRUGS4_58021 
05EC: release_vehicle 187@ from_path 
0006: 314@ = 3 // integer values 

:DRUGS4_58021
00D6: if 
0039:   298@ == 1 // integer values 
004D: jump_if_false @DRUGS4_58137 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_58105 
00D6: if 
860E:   not car 187@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_58098 
01C3: remove_references_to_car 187@ // Like turning a car into any random car 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
0164: disable_marker 286@ 
0006: 298@ = 2 // integer values 

:DRUGS4_58098
0002: jump @DRUGS4_58137 

:DRUGS4_58105
05EC: release_vehicle 187@ from_path 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 187@ // Like turning a car into any random car 
0164: disable_marker 286@ 
0006: 298@ = 2 // integer values 

:DRUGS4_58137
00D6: if 
0039:   315@ == 1 // integer values 
004D: jump_if_false @DRUGS4_58289 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_58289 
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_58194 
0002: jump @DRUGS4_58289 

:DRUGS4_58194
00D6: if 
8118:   not actor 199@ dead 
004D: jump_if_false @DRUGS4_58277 
00D6: if 
00DB:   actor 199@ in_car 188@ 
004D: jump_if_false @DRUGS4_58270 
046C: 284@ = car 188@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_58270 
0676: AS_actor 199@ in_car 188@ move_from_passengerseat_to_driverseat 
0006: 315@ = 2 // integer values 

:DRUGS4_58270
0002: jump @DRUGS4_58289 

:DRUGS4_58277
05EC: release_vehicle 188@ from_path 
0006: 315@ = 2 // integer values 

:DRUGS4_58289
00D6: if 
0039:   315@ == 2 // integer values 
004D: jump_if_false @DRUGS4_58335 
00D6: if 
0118:   actor 199@ dead 
004D: jump_if_false @DRUGS4_58335 
05EC: release_vehicle 188@ from_path 
0006: 315@ = 3 // integer values 

:DRUGS4_58335
00D6: if 
0039:   299@ == 1 // integer values 
004D: jump_if_false @DRUGS4_58451 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_58419 
00D6: if 
860E:   not car 188@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_58412 
01C3: remove_references_to_car 188@ // Like turning a car into any random car 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
0164: disable_marker 287@ 
0006: 299@ = 2 // integer values 

:DRUGS4_58412
0002: jump @DRUGS4_58451 

:DRUGS4_58419
05EC: release_vehicle 188@ from_path 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 188@ // Like turning a car into any random car 
0164: disable_marker 287@ 
0006: 299@ = 2 // integer values 

:DRUGS4_58451
00D6: if 
0039:   300@ == 1 // integer values 
004D: jump_if_false @DRUGS4_58507 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_58507 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ // Like turning a car into any random car 
0006: 300@ = 2 // integer values 

:DRUGS4_58507
00D6: if 
0039:   317@ == 1 // integer values 
004D: jump_if_false @DRUGS4_58659 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_58659 
00D6: if 
8118:   not actor 203@ dead 
004D: jump_if_false @DRUGS4_58564 
0002: jump @DRUGS4_58659 

:DRUGS4_58564
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_58647 
00D6: if 
00DB:   actor 204@ in_car 190@ 
004D: jump_if_false @DRUGS4_58640 
046C: 284@ = car 190@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_58640 
0676: AS_actor 204@ in_car 190@ move_from_passengerseat_to_driverseat 
0006: 317@ = 2 // integer values 

:DRUGS4_58640
0002: jump @DRUGS4_58659 

:DRUGS4_58647
05EC: release_vehicle 190@ from_path 
0006: 317@ = 2 // integer values 

:DRUGS4_58659
00D6: if 
0039:   317@ == 2 // integer values 
004D: jump_if_false @DRUGS4_58705 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @DRUGS4_58705 
05EC: release_vehicle 190@ from_path 
0006: 317@ = 3 // integer values 

:DRUGS4_58705
00D6: if 
0039:   301@ == 1 // integer values 
004D: jump_if_false @DRUGS4_58821 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_58789 
00D6: if 
860E:   not car 190@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_58782 
01C3: remove_references_to_car 190@ // Like turning a car into any random car 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0164: disable_marker 289@ 
0006: 301@ = 2 // integer values 

:DRUGS4_58782
0002: jump @DRUGS4_58821 

:DRUGS4_58789
05EC: release_vehicle 190@ from_path 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 190@ // Like turning a car into any random car 
0164: disable_marker 289@ 
0006: 301@ = 2 // integer values 

:DRUGS4_58821
00D6: if 
0039:   318@ == 1 // integer values 
004D: jump_if_false @DRUGS4_58973 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_58973 
00D6: if 
8118:   not actor 206@ dead 
004D: jump_if_false @DRUGS4_58878 
0002: jump @DRUGS4_58973 

:DRUGS4_58878
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @DRUGS4_58961 
00D6: if 
00DB:   actor 207@ in_car 191@ 
004D: jump_if_false @DRUGS4_58954 
046C: 284@ = car 191@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_58954 
0676: AS_actor 207@ in_car 191@ move_from_passengerseat_to_driverseat 
0006: 318@ = 2 // integer values 

:DRUGS4_58954
0002: jump @DRUGS4_58973 

:DRUGS4_58961
05EC: release_vehicle 191@ from_path 
0006: 318@ = 2 // integer values 

:DRUGS4_58973
00D6: if 
0039:   318@ == 2 // integer values 
004D: jump_if_false @DRUGS4_59019 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @DRUGS4_59019 
05EC: release_vehicle 191@ from_path 
0006: 318@ = 3 // integer values 

:DRUGS4_59019
00D6: if 
0039:   302@ == 1 // integer values 
004D: jump_if_false @DRUGS4_59135 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_59103 
00D6: if 
860E:   not car 191@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_59096 
01C3: remove_references_to_car 191@ // Like turning a car into any random car 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 290@ 
0006: 302@ = 2 // integer values 

:DRUGS4_59096
0002: jump @DRUGS4_59135 

:DRUGS4_59103
05EC: release_vehicle 191@ from_path 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 191@ // Like turning a car into any random car 
0164: disable_marker 290@ 
0006: 302@ = 2 // integer values 

:DRUGS4_59135
00D6: if 
0039:   320@ == 1 // integer values 
004D: jump_if_false @DRUGS4_59287 
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_59287 
00D6: if 
8118:   not actor 201@ dead 
004D: jump_if_false @DRUGS4_59192 
0002: jump @DRUGS4_59287 

:DRUGS4_59192
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_59275 
00D6: if 
00DB:   actor 202@ in_car 193@ 
004D: jump_if_false @DRUGS4_59268 
046C: 284@ = car 193@ driver 
00D6: if 
0039:   284@ == -1 // integer values 
004D: jump_if_false @DRUGS4_59268 
0676: AS_actor 202@ in_car 193@ move_from_passengerseat_to_driverseat 
0006: 320@ = 2 // integer values 

:DRUGS4_59268
0002: jump @DRUGS4_59287 

:DRUGS4_59275
05EC: release_vehicle 193@ from_path 
0006: 320@ = 2 // integer values 

:DRUGS4_59287
00D6: if 
0039:   320@ == 2 // integer values 
004D: jump_if_false @DRUGS4_59333 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @DRUGS4_59333 
05EC: release_vehicle 193@ from_path 
0006: 320@ = 3 // integer values 

:DRUGS4_59333
00D6: if 
0039:   304@ == 1 // integer values 
004D: jump_if_false @DRUGS4_59561 
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_59473 
00D6: if 
860E:   not car 193@ is_assigned_to_existing_path 
004D: jump_if_false @DRUGS4_59466 
01C3: remove_references_to_car 193@ // Like turning a car into any random car 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0164: disable_marker 292@ 
00D6: if 
0039:   300@ == 1 // integer values 
004D: jump_if_false @DRUGS4_59459 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_59459 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ // Like turning a car into any random car 
0006: 300@ = 2 // integer values 

:DRUGS4_59459
0006: 304@ = 2 // integer values 

:DRUGS4_59466
0002: jump @DRUGS4_59561 

:DRUGS4_59473
05EC: release_vehicle 193@ from_path 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ // Like turning a car into any random car 
0164: disable_marker 292@ 
00D6: if 
0039:   300@ == 1 // integer values 
004D: jump_if_false @DRUGS4_59554 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_59554 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ // Like turning a car into any random car 
0006: 300@ = 2 // integer values 

:DRUGS4_59554
0006: 304@ = 2 // integer values 

:DRUGS4_59561
00D6: if 
0039:   307@ == 1 // integer values 
004D: jump_if_false @DRUGS4_59721 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_59721 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_59721 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_59721 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0043:   228@ == 0.0 // floating-point values 
004D: jump_if_false @DRUGS4_59721 
0393: actor 219@ perform_animation "MD_BIKE_JMP_BL" at 0.0 times_normal_rate 
0006: 307@ = 2 // integer values 

:DRUGS4_59721
00D6: if 
0039:   307@ == 3 // integer values 
004D: jump_if_false @DRUGS4_59860 
00D6: if 
0019:   32@ > 3200 // integer values 
004D: jump_if_false @DRUGS4_59860 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_59860 
0812: AS_actor 219@ perform_animation "MD_BIKE_JMP_BL" from_file "MD_CHASE" 1.0 loop 0 0 0 lock 1 time -1 
0393: actor 219@ perform_animation "MD_BIKE_JMP_BL" at 1.0 times_normal_rate 
0006: 327@ = 7 // integer values 
0006: 307@ = 4 // integer values 

:DRUGS4_59860
00D6: if 
0039:   307@ == 4 // integer values 
004D: jump_if_false @DRUGS4_60239 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_60239 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60239 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_60239 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_60239 
0465: remove_actor 219@ from_turret_mode 
00D6: if 
0039:   310@ == 1 // integer values 
004D: jump_if_false @DRUGS4_60106 
0464: put_actor 219@ into_turret_on_car $SWEET_CAR at_car_offset -0.23 -4.0 0.3 position 2 shooting_angle 360.0 with_weapon 0 
0605: actor 219@ perform_animation_sequence "MD_BIKE_LND_DIE_BL" from_file "MD_CHASE" 8.0 loop 0 0 0 1 -1 ms 
0006: 307@ = 100 // integer values 
0002: jump @DRUGS4_60198 

:DRUGS4_60106
0812: AS_actor 219@ perform_animation "MD_BIKE_LND_BL" from_file "MD_CHASE" 1000.0 loop 0 0 0 lock 1 time -1 
0464: put_actor 219@ into_turret_on_car $SWEET_CAR at_car_offset -0.23 -4.0 0.3 position 0 shooting_angle 360.0 with_weapon 0 
0006: 32@ = 0 // integer values 
0006: 307@ = 5 // integer values 

:DRUGS4_60198
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_60239 
05EC: release_vehicle 215@ from_path 
07DB: apply_rotary_impulse_to_vehicle 215@ about_an_axis -2.0 3.0 0.2003 through_center_of_mass 

:DRUGS4_60239
00D6: if 
0039:   307@ == 5 // integer values 
004D: jump_if_false @DRUGS4_60418 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_60418 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60418 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_LND_BL" 
004D: jump_if_false @DRUGS4_60418 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_BL" time 
00D6: if 
0021:   228@ > 0.037 // floating-point values 
004D: jump_if_false @DRUGS4_60418 
0812: AS_actor 219@ perform_animation "MD_BIKE_PUNCH" from_file "MD_CHASE" 8.0 loop 1 0 0 lock 0 time -1 
0006: 307@ = 6 // integer values 

:DRUGS4_60418
00D6: if 
0019:   307@ > 0 // integer values 
004D: jump_if_false @DRUGS4_60502 
00D6: if 
001B:   4 > 307@ // integer values 
004D: jump_if_false @DRUGS4_60502 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_60502 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60502 
0174: 220@ = car 215@ z_angle 
0173: set_actor 219@ z_angle_to 220@ 

:DRUGS4_60502
00D6: if 
0039:   307@ == 4 // integer values 
004D: jump_if_false @DRUGS4_60684 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60684 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_60684 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0021:   228@ > 0.66 // floating-point values 
004D: jump_if_false @DRUGS4_60652 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_60645 
0174: 220@ = car $SWEET_CAR z_angle 
0173: set_actor 219@ z_angle_to 220@ 

:DRUGS4_60645
0002: jump @DRUGS4_60684 

:DRUGS4_60652
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_60684 
0174: 220@ = car 215@ z_angle 
0173: set_actor 219@ z_angle_to 220@ 

:DRUGS4_60684
00D6: if 
0019:   307@ > 4 // integer values 
004D: jump_if_false @DRUGS4_60750 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_60750 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60750 
0174: 220@ = car $SWEET_CAR z_angle 
0173: set_actor 219@ z_angle_to 220@ 

:DRUGS4_60750
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60901 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_PUNCH" 
004D: jump_if_false @DRUGS4_60901 
0613: 229@ = actor 219@ animation "MD_BIKE_PUNCH" time 
00D6: if 
0021:   229@ > 0.2 // floating-point values 
004D: jump_if_false @DRUGS4_60894 
00D6: if 
0039:   307@ == 6 // integer values 
004D: jump_if_false @DRUGS4_60887 
0834: (unknown) -2.2 1.7 
0851: (unknown) $PLAYER_ACTOR 10 1 
0006: 307@ = 7 // integer values 

:DRUGS4_60887
0002: jump @DRUGS4_60901 

:DRUGS4_60894
0006: 307@ = 6 // integer values 

:DRUGS4_60901
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60966 
0226: 231@ = actor 219@ health 
00D6: if 
001B:   901 > 231@ // integer values 
004D: jump_if_false @DRUGS4_60966 
02AB: set_actor 219@ immunities 1 1 1 1 1 
0006: 310@ = 1 // integer values 

:DRUGS4_60966
00D6: if 
0039:   307@ == 100 // integer values 
004D: jump_if_false @DRUGS4_61129 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_LND_DIE_BL" 
004D: jump_if_false @DRUGS4_61129 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_DIE_BL" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_61129 
0465: remove_actor 219@ from_turret_mode 
0812: AS_actor 219@ perform_animation "MD_BIKE_LND_ROLL" from_file "MD_CHASE" 8.0 loop 0 0 0 lock 1 time -1 
0006: 307@ = 101 // integer values 

:DRUGS4_61129
00D6: if 
0039:   307@ == 101 // integer values 
004D: jump_if_false @DRUGS4_61240 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_LND_ROLL" 
004D: jump_if_false @DRUGS4_61240 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_ROLL" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_61240 
034F: destroy_actor_with_fade 219@ // The actor fades away like a ghost 
0006: 307@ = 102 // integer values 

:DRUGS4_61240
00D6: if 
0019:   307@ > 4 // integer values 
004D: jump_if_false @DRUGS4_61310 
00D6: if 
001B:   8 > 307@ // integer values 
004D: jump_if_false @DRUGS4_61310 
00D6: if or
0039:   310@ == 1 // integer values 
0019:   32@ > 12000 // integer values 
004D: jump_if_false @DRUGS4_61310 
0006: 307@ = 200 // integer values 

:DRUGS4_61310
00D6: if 
0039:   307@ == 200 // integer values 
004D: jump_if_false @DRUGS4_61406 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61406 
0812: AS_actor 219@ perform_animation "MD_BIKE_2_HANG" from_file "MD_CHASE" 8.0 loop 0 0 0 lock 1 time -1 
0006: 32@ = 0 // integer values 
0006: 307@ = 201 // integer values 

:DRUGS4_61406
00D6: if 
0039:   307@ == 201 // integer values 
004D: jump_if_false @DRUGS4_61570 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61570 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_2_HANG" 
004D: jump_if_false @DRUGS4_61570 
0613: 228@ = actor 219@ animation "MD_BIKE_2_HANG" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_61570 
0812: AS_actor 219@ perform_animation "MD_HANG_LOOP" from_file "MD_CHASE" 8.0 loop 1 0 0 lock 0 time -1 
0006: 307@ = 202 // integer values 

:DRUGS4_61570
00D6: if 
0039:   307@ == 202 // integer values 
004D: jump_if_false @DRUGS4_61665 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61665 
00D6: if 
0611:   actor 219@ animation_is "MD_BIKE_2_HANG" 
004D: jump_if_false @DRUGS4_61665 
02AB: set_actor 219@ immunities 0 0 0 0 0 
054E: (unknown) 219@ 
0006: 307@ = 203 // integer values 

:DRUGS4_61665
00D6: if 
0039:   307@ == 203 // integer values 
004D: jump_if_false @DRUGS4_61788 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61788 
00D6: if or
051A:   actor 219@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DRUGS4_61788 
0465: remove_actor 219@ from_turret_mode 
0812: AS_actor 219@ perform_animation "MD_HANG_LND_ROLL" from_file "MD_CHASE" 8.0 loop 0 0 0 lock 1 time -1 
0006: 307@ = 204 // integer values 

:DRUGS4_61788
00D6: if 
0039:   307@ == 204 // integer values 
004D: jump_if_false @DRUGS4_61917 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61917 
00D6: if 
0611:   actor 219@ animation_is "MD_HANG_LND_ROLL" 
004D: jump_if_false @DRUGS4_61917 
0613: 228@ = actor 219@ animation "MD_HANG_LND_ROLL" time 
00D6: if 
0043:   228@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_61917 
009B: destroy_actor_instantly 219@ 
0006: 307@ = 205 // integer values 

:DRUGS4_61917
00D6: if 
0039:   325@ == 6 // integer values 
004D: jump_if_false @DRUGS4_62687 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @DRUGS4_62687 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_62687 
00A6: destroy_car 40@ 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #POLMAV 
0249: release_model #MP5LNG 
0249: release_model #CHOPCOP_ARML 
0249: release_model #CHOPCOP_ARMR 
0249: release_model #CHOPCOP_LEGL 
0249: release_model #CHOPCOP_LEGR 
0249: release_model #CHOPCOP_HEAD 
0249: release_model #CHOPCOP_TORSO 
0108: destroy_object 243@ 
0108: destroy_object 244@ 
0108: destroy_object 245@ 
0108: destroy_object 246@ 
0108: destroy_object 247@ 
0108: destroy_object 248@ 
0108: destroy_object 249@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0108: destroy_object 261@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
00A6: destroy_car 40@ 
0650: destroy_particle 237@ 
0650: destroy_particle 240@ 
0650: destroy_particle 241@ 
0650: destroy_particle 242@ 
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
0249: release_model #AK47 
04EF: release_animation "MD_CHASE" 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
07C0: load_path 351 
07C0: load_path 382 
07C0: load_path 383 
07C0: load_path 384 
0247: request_model #PETRO 
0247: request_model #PETROTR 
023C: request_special_actor 'SWEET' as 1 
023C: request_special_actor 'SMOKE' as 2 
023C: request_special_actor 'RYDER2' as 3 
04ED: load_animation "MD_END" 
03CF: load_wav 15943 as 1 
03CF: load_wav 15944 as 2 
03CF: load_wav 32400 as 3 
038B: load_requested_models 
015F: set_camera_position 2177.307 -1535.901 17.7635 0.0 0.0 0.0 
0160: point_camera 2176.855 -1535.142 18.2324 2 

:DRUGS4_62311
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_62353 
0001: wait 0 ms 
0002: jump @DRUGS4_62311 

:DRUGS4_62353
00D6: if or
8248:   not model #PETRO available 
8248:   not model #PETROTR available 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRUGS4_62389 
0001: wait 0 ms 
0002: jump @DRUGS4_62353 

:DRUGS4_62389
00D6: if or
87C1:   not path 351 available 
87C1:   not path 382 available 
87C1:   not path 383 available 
87C1:   not path 384 available 
84EE:   not animation "MD_END" loaded 
004D: jump_if_false @DRUGS4_62441 
0001: wait 0 ms 
0002: jump @DRUGS4_62389 

:DRUGS4_62441
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_62462 
05EC: release_vehicle $SWEET_CAR from_path 

:DRUGS4_62462
00A5: 274@ = create_car #PETRO at 2078.002 -1524.349 2.49 
0175: set_car 274@ z_angle_to 254.103 
0224: set_car 274@ health_to 5000 
02AC: set_car 274@ immunities 1 1 1 1 1 
00A5: 273@ = create_car #PETROTR at 2070.05 -1522.059 3.668 
0175: set_car 273@ z_angle_to 254.0 
0224: set_car 273@ health_to 5000 
02AC: set_car 273@ immunities 1 1 1 1 1 
00A5: 275@ = create_car #GREENWOO at 2060.05 -1520.059 3.668 
0224: set_car 275@ health_to 5000 
02AC: set_car 275@ immunities 1 1 1 1 1 
0229: set_car 275@ color_to 5 5 
022B: create_forbidden_for_peds_cube 2184.44 -1557.18 -5.481 2169.22 -1560.63 5.91 
01EB: set_traffic_density_to 1.0 
0151: remove_status_text $6963 
0006: 33@ = 0 // integer values 
0006: 325@ = 7 // integer values 

:DRUGS4_62687
00D6: if 
0019:   325@ > 6 // integer values 
004D: jump_if_false @DRUGS4_62790 
00D6: if 
0039:   329@ == 0 // integer values 
004D: jump_if_false @DRUGS4_62790 
00D6: if 
0019:   33@ > 1989 // integer values 
004D: jump_if_false @DRUGS4_62790 
00D6: if 
03CA:   object $2659 exists 
004D: jump_if_false @DRUGS4_62783 
0550: keep_object $2659 in_memory 0 
07F7: set_object $2659 indestructible 1 
0723: break_object $2659 intensity 1 
03D1: play_wav 3 

:DRUGS4_62783
0006: 329@ = 1 // integer values 

:DRUGS4_62790
00D6: if 
0039:   325@ == 7 // integer values 
004D: jump_if_false @DRUGS4_62911 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_62911 
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_62911 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_62911 
05EB: assign_vehicle $SWEET_CAR to_path 351 
05EB: assign_vehicle 274@ to_path 382 
05EB: assign_vehicle 273@ to_path 383 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @DRUGS4_62904 
05EB: assign_vehicle 275@ to_path 384 

:DRUGS4_62904
0006: 325@ = 8 // integer values 

:DRUGS4_62911
00D6: if 
0039:   325@ == 8 // integer values 
004D: jump_if_false @DRUGS4_63041 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_63041 
00D6: if 
01AD:   car $SWEET_CAR 0 2170.2 -1518.04 5.0 5.0 
004D: jump_if_false @DRUGS4_63041 
015D: set_gamespeed 0.3 
0158: camera_on_vehicle $SWEET_CAR 15 1 
0657: open_car $SWEET_CAR component 2 
0657: open_car $SWEET_CAR component 4 
0657: open_car $SWEET_CAR component 5 
0657: open_car $SWEET_CAR component 0 
0006: 32@ = 0 // integer values 
0006: 325@ = 9 // integer values 

:DRUGS4_63041
00D6: if 
0039:   325@ == 9 // integer values 
004D: jump_if_false @DRUGS4_63194 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @DRUGS4_63194 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_63194 
0697: (unknown) $SWEET_CAR 6 1 
02AC: set_car $SWEET_CAR immunities 1 1 1 1 1 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_63149 
02AC: set_car 273@ immunities 1 1 1 1 1 

:DRUGS4_63149
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_63180 
02AC: set_car 274@ immunities 1 1 1 1 1 

:DRUGS4_63180
0006: 32@ = 0 // integer values 
0006: 325@ = 10 // integer values 

:DRUGS4_63194
00D6: if 
0039:   325@ == 10 // integer values 
004D: jump_if_false @DRUGS4_63590 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_63590 
00D6: if or
01AF:   car $SWEET_CAR 0 2169.24 -1553.91 2.5 radius 10.0 10.0 6.0 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @DRUGS4_63590 
0224: set_car $SWEET_CAR health_to 300 
015D: set_gamespeed 0.7 
0697: (unknown) $SWEET_CAR 5 1 
00C0: set_current_time 7 15 
015F: set_camera_position 2204.804 -1568.276 1.9452 0.0 0.0 0.0 
0160: point_camera 2203.86 -1567.951 1.8744 2 
041D: set_camera_near_clip 0.1 
009A: $ACTOR_SWEET = create_actor 23 #SPECIAL01 at 2168.479 -1506.067 24.0 
0173: set_actor $ACTOR_SWEET z_angle_to 135.0 
060B: unknown_actor_use_entity $ACTOR_SWEET 55@ 
02AB: set_actor $ACTOR_SWEET immunities 1 1 1 1 1 
009A: $ACTOR_SMOKE = create_actor 23 #SPECIAL02 at 2168.992 -1508.601 24.0 
0173: set_actor $ACTOR_SMOKE z_angle_to 45.0 
060B: unknown_actor_use_entity $ACTOR_SMOKE 55@ 
02AB: set_actor $ACTOR_SMOKE immunities 1 1 1 1 1 
009A: $ACTOR_RYDER = create_actor 23 #SPECIAL03 at 2167.054 -1507.7 24.0 
0173: set_actor $ACTOR_RYDER z_angle_to 290.0 
060B: unknown_actor_use_entity $ACTOR_RYDER 55@ 
02AB: set_actor $ACTOR_RYDER immunities 1 1 1 1 1 
00A1: put_actor $PLAYER_ACTOR at 2166.952 -1506.237 24.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 225.0 
0006: 32@ = 0 // integer values 
0006: 325@ = 11 // integer values 

:DRUGS4_63590
00D6: if 
0039:   325@ == 11 // integer values 
004D: jump_if_false @DRUGS4_63863 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_63863 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_63863 
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_63863 
00D6: if or
09CB: (unknown) $SWEET_CAR 274@ 
0019:   33@ > 4350 // integer values 
004D: jump_if_false @DRUGS4_63863 
00AA: store_car $SWEET_CAR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
020B: explode_car $SWEET_CAR 
020B: explode_car 273@ 
02AC: set_car 274@ immunities 1 1 1 1 1 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 0 at 2182.25 -1565.23 2.88 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
0006: 32@ = 0 // integer values 
0006: 325@ = 12 // integer values 

:DRUGS4_63863
00D6: if 
0039:   325@ == 12 // integer values 
004D: jump_if_false @DRUGS4_63964 
00D6: if 
0019:   32@ > 250 // integer values 
004D: jump_if_false @DRUGS4_63964 
020C: create_explosion_with_radius 0 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 0 at 2172.99 -1561.51 4.88 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
0006: 325@ = 13 // integer values 

:DRUGS4_63964
00D6: if 
0039:   325@ == 13 // integer values 
004D: jump_if_false @DRUGS4_64380 
00D6: if 
0019:   32@ > 750 // integer values 
004D: jump_if_false @DRUGS4_64380 
02CF: 281@ = create_fire_at 2180.27 -1564.66 1.93 1 3 
02CF: 282@ = create_fire_at 2182.25 -1565.23 1.88 1 3 
02CF: 283@ = create_fire_at 2187.94 -1562.73 1.36 1 3 
02CF: 278@ = create_fire_at 2204.804 -1568.476 1.95 1 1 
02CF: 279@ = create_fire_at 2201.11 -1565.77 1.36 1 1 
02CF: 280@ = create_fire_at 2202.82 -1565.01 1.35 1 3 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
020C: create_explosion_with_radius 4 at 2171.73 -1562.22 5.92 
020C: create_explosion_with_radius 2 at 2179.3 -1563.32 6.12 
020C: create_explosion_with_radius 0 at 2177.35 -1562.66 5.73 
020C: create_explosion_with_radius 0 at 2174.04 -1562.21 6.56 
020C: create_explosion_with_radius 2 at 2178.27 -1564.89 6.58 
020C: create_explosion_with_radius 4 at 2177.53 -1564.16 6.96 
0006: 325@ = 14 // integer values 

:DRUGS4_64380
00D6: if 
0039:   325@ == 14 // integer values 
004D: jump_if_false @DRUGS4_64500 
00D6: if 
0019:   32@ > 1250 // integer values 
004D: jump_if_false @DRUGS4_64500 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
0006: 325@ = 15 // integer values 

:DRUGS4_64500
00D6: if 
0039:   325@ == 15 // integer values 
004D: jump_if_false @DRUGS4_64783 
00D6: if 
0019:   32@ > 1750 // integer values 
004D: jump_if_false @DRUGS4_64783 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_64630 
02AC: set_car 273@ immunities 0 0 0 0 0 
020B: explode_car 273@ 

:DRUGS4_64630
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_64671 
02AC: set_car 274@ immunities 0 0 0 0 0 
05EC: release_vehicle 274@ from_path 
020B: explode_car 274@ 

:DRUGS4_64671
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_64719 
02AC: set_car $SWEET_CAR immunities 0 0 0 0 0 
05EC: release_vehicle $SWEET_CAR from_path 
0224: set_car $SWEET_CAR health_to 100 
020B: explode_car $SWEET_CAR 

:DRUGS4_64719
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
0006: 325@ = 16 // integer values 

:DRUGS4_64783
00D6: if 
0039:   325@ == 16 // integer values 
004D: jump_if_false @DRUGS4_65227 
00D6: if 
0019:   32@ > 4500 // integer values 
004D: jump_if_false @DRUGS4_65227 
02CF: 279@ = create_fire_at 2201.11 -1565.77 1.36 1 1 
04EF: release_animation "MD_CHASE" 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0249: release_model #GREENWOO 
0249: release_model #POLMAV 
015D: set_gamespeed 1.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_64940 
0812: AS_actor $ACTOR_SWEET perform_animation "END_SC1_SWE" from_file "MD_END" 1000.0 loop 0 0 0 lock 1 time -1 

:DRUGS4_64940
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_64997 
0812: AS_actor $ACTOR_RYDER perform_animation "END_SC1_RYD" from_file "MD_END" 1000.0 loop 0 0 0 lock 1 time -1 

:DRUGS4_64997
0605: actor $PLAYER_ACTOR perform_animation_sequence "END_SC1_PLY" from_file "MD_END" 1000.0 loop 0 0 0 1 -1 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_65103 
0605: actor $ACTOR_SMOKE perform_animation_sequence "END_SC1_SMO" from_file "MD_END" 1000.0 loop 0 0 0 1 -1 ms 
0967: actor $ACTOR_SMOKE move_mouth 5000 

:DRUGS4_65103
0001: wait 100 ms 
015F: set_camera_position 2171.519 -1521.437 23.7949 0.0 0.0 0.0 
0160: point_camera 2171.287 -1520.465 23.8322 2 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_MU' 5000 ms 1  // ~z~Picsba! Szp kis trtneteket fogunk meslni az unokinknak, ha ezt megsszuk!
00A6: destroy_car 275@ 
05EC: release_vehicle 273@ from_path 
05EC: release_vehicle 275@ from_path 
00A6: destroy_car 273@ 
00A6: destroy_car $SWEET_CAR 
00A6: destroy_car 274@ 
00A6: destroy_car 40@ 
0006: 330@ = 1 // integer values 
0006: 325@ = 17 // integer values 

:DRUGS4_65227
00D6: if 
0019:   325@ > 16 // integer values 
004D: jump_if_false @DRUGS4_65414 
00D6: if 
0039:   330@ == 1 // integer values 
004D: jump_if_false @DRUGS4_65414 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_65414 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_65414 
015F: set_camera_position 2171.519 -1521.437 23.7949 0.0 0.0 0.0 
0160: point_camera 2171.287 -1520.465 23.8322 2 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $ACTOR_SMOKE stop_mouth 
03CF: load_wav 15945 as 1 
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_MV' 4000 ms 1  // ~z~Ember, ez volt aztn a szarsg! H!
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_65407 
0967: actor $ACTOR_SWEET move_mouth 5000 

:DRUGS4_65407
0006: 330@ = 2 // integer values 

:DRUGS4_65414
00D6: if 
0039:   330@ == 2 // integer values 
004D: jump_if_false @DRUGS4_65547 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_65547 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_65547 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_65547 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_65547 
00BE: text_clear_all 
0968: actor $ACTOR_SWEET stop_mouth 
03D1: play_wav 1 
00BC: text_highpriority 'FIN1_MW' 5000 ms 1  // ~z~A picsba! Tnjnk el innen!
0967: actor $ACTOR_RYDER move_mouth 5000 
040D: unload_wav 2 
03CF: load_wav 15946 as 2 
0006: 330@ = 3 // integer values 

:DRUGS4_65547
00D6: if 
0039:   330@ == 3 // integer values 
004D: jump_if_false @DRUGS4_65667 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_65667 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_65667 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_65667 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_65667 
0968: actor $ACTOR_RYDER stop_mouth 
0967: actor $ACTOR_SWEET move_mouth 5000 
03D1: play_wav 2 
00BC: text_highpriority 'FIN1_MX' 5000 ms 1  // ~z~Rydernek igaza van, mindemki szvdjon fel s ksbb majd tallkozunk.
0006: 330@ = 4 // integer values 

:DRUGS4_65667
00D6: if 
0039:   330@ == 4 // integer values 
004D: jump_if_false @DRUGS4_65730 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_65730 
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_65723 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_65723
0006: 330@ = 5 // integer values 

:DRUGS4_65730
00D6: if 
0039:   325@ == 17 // integer values 
004D: jump_if_false @DRUGS4_66089 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_66089 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_66089 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_66089 
00D6: if 
0611:   actor $ACTOR_SMOKE animation_is "END_SC1_SMO" 
004D: jump_if_false @DRUGS4_66089 
0613: 277@ = actor $ACTOR_SMOKE animation "END_SC1_SMO" time 
00D6: if 
0043:   277@ == 1.0 // floating-point values 
004D: jump_if_false @DRUGS4_66089 
0812: AS_actor $ACTOR_SWEET perform_animation "END_SC2_SWE" from_file "MD_END" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor $ACTOR_SMOKE perform_animation "END_SC2_SMO" from_file "MD_END" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor $ACTOR_RYDER perform_animation "END_SC2_RYD" from_file "MD_END" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor $PLAYER_ACTOR perform_animation "END_SC2_PLY" from_file "MD_END" 1000.0 loop 0 0 0 lock 0 time -1 
015F: set_camera_position 2168.117 -1510.165 24.3268 0.0 0.0 0.0 
0160: point_camera 2168.124 -1509.166 24.294 2 
0006: 325@ = 18 // integer values 

:DRUGS4_66089
00D6: if 
0039:   325@ == 18 // integer values 
004D: jump_if_false @DRUGS4_66378 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_66378 
00D6: if 
0039:   330@ == 5 // integer values 
004D: jump_if_false @DRUGS4_66378 
015F: set_camera_position 2175.27 -1537.773 24.5856 0.0 0.0 0.0 
0160: point_camera 2175.078 -1536.796 24.6842 2 
05D3: AS_actor $ACTOR_SMOKE go_to_point 2172.19 -1498.48 23.55 speed 4 -1 ms 
0648: (unknown) $ACTOR_SMOKE 100.0 
0001: wait 150 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_66281 
05D3: AS_actor $ACTOR_SWEET go_to_point 2170.77 -1492.05 23.65 speed 4 -1 ms 
0648: (unknown) $ACTOR_SWEET 100.0 

:DRUGS4_66281
0001: wait 100 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_66335 
05D3: AS_actor $ACTOR_RYDER go_to_point 2163.65 -1506.92 23.01 speed 4 -1 ms 
0648: (unknown) $ACTOR_RYDER 100.0 

:DRUGS4_66335
016A: fade 0 4000 ms 

:DRUGS4_66342
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_66366 
0001: wait 0 ms 
0002: jump @DRUGS4_66342 

:DRUGS4_66366
00A6: destroy_car 40@ 
0006: 325@ = 19 // integer values 

:DRUGS4_66378
00D6: if 
0039:   325@ == 19 // integer values 
004D: jump_if_false @DRUGS4_66505 
009B: destroy_actor_instantly $ACTOR_SMOKE 
009B: destroy_actor_instantly $ACTOR_RYDER 
009B: destroy_actor_instantly $ACTOR_SWEET 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2170.935 -1500.675 22.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 355.56 
00A1: put_actor $PLAYER_ACTOR at 2170.596 -1515.468 22.89 
0173: set_actor $PLAYER_ACTOR z_angle_to 356.495 
02EB: restore_camera_with_jumpcut 
03C8: rotate_player-180-degrees 
02A3: toggle_widescreen 0 
016A: fade 1 2000 ms 
0002: jump @DRUGS4_67765 
0006: 325@ = 20 // integer values 

:DRUGS4_66505
0002: jump @DRUGS4_1708 

:DRUGS4_66512
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DRUGS4_66552 
03CF: load_wav 106@ as 1 
05AA: 104@s = 107@s // 8-byte strings 
0006: 179@ = 1 // integer values 

:DRUGS4_66552
0051: return 

:DRUGS4_66554
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @DRUGS4_66733 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_66733 
00BC: text_highpriority 104@s 4000 ms 1 
03D5: remove_text 'FIN1_BD'  // ~z~Tartstok ket tz alatt!
03D5: remove_text 'FIN1_CK'  // ~z~Egysg kilve, ismtlem, egysg kilve!
03D5: remove_text 'FIN1_BE'  // ~z~Fedezzetek!
03D5: remove_text 'FIN1_BY'  // ~z~Itt Hja 1, tzelnek rnk a fldrl!
03D5: remove_text 'FIN1_CB'  // ~z~Ngy bandatag egy kk jrgnyban visszafel tart a Dli Kzpontba.
03D5: remove_text 'FIN1_BK'  // ~z~Meglepets, kisgyerek!
03D5: remove_text 'FIN1_BL'  // ~z~Fel a fejjel, testvr!
00D6: if 
0039:   151@ == 1 // integer values 
004D: jump_if_false @DRUGS4_66722 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS4_66722 
0949: link_wav 1 to_actor 66@ 
0006: 151@ = 2 // integer values 

:DRUGS4_66722
03D1: play_wav 1 
0006: 179@ = 2 // integer values 

:DRUGS4_66733
00D6: if 
0039:   179@ == 2 // integer values 
004D: jump_if_false @DRUGS4_66786 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_66786 
000A: 178@ += 1 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 179@ = 0 // integer values 

:DRUGS4_66786
0051: return 

:DRUGS4_66788
0615: define_action_sequences 125@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_to_point 122@ 123@ 124@ 15000 ms 
0643: (unknown) 125@ 1 
0616: define_action_sequences_end 125@ 
0618: assign_actor 118@ to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 
0051: return 

:DRUGS4_66848
0615: define_action_sequences 110@ 
05D3: AS_actor -1 go_to_point 122@ 123@ 124@ speed 6 -1 ms 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0634: unknown_action_sequence -1 119@ 4 5000 80 
0616: define_action_sequences_end 110@ 
0618: assign_actor 118@ to_action_sequences 110@ 
061B: remove_references_to_action_sequences 110@ 
0051: return 

:DRUGS4_66916
0615: define_action_sequences 111@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0634: unknown_action_sequence -1 119@ 1 5000 50 
0616: define_action_sequences_end 111@ 
0618: assign_actor 118@ to_action_sequences 111@ 
061B: remove_references_to_action_sequences 111@ 
0051: return 

:DRUGS4_66967
0615: define_action_sequences 112@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 119@ 
0616: define_action_sequences_end 112@ 
0618: assign_actor 118@ to_action_sequences 112@ 
061B: remove_references_to_action_sequences 112@ 
0051: return 

:DRUGS4_67005
0615: define_action_sequences 113@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 119@ 
05E2: AS_actor -1 kill_actor 120@ 
0616: define_action_sequences_end 113@ 
0618: assign_actor 118@ to_action_sequences 113@ 
061B: remove_references_to_action_sequences 113@ 
0051: return 

:DRUGS4_67050
0615: define_action_sequences 114@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 114@ 
0618: assign_actor 118@ to_action_sequences 114@ 
061B: remove_references_to_action_sequences 114@ 
0051: return 

:DRUGS4_67133
0615: define_action_sequences 115@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 115@ 
0618: assign_actor 118@ to_action_sequences 115@ 
061B: remove_references_to_action_sequences 115@ 
0051: return 

:DRUGS4_67216
0615: define_action_sequences 116@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @DRUGS4_67344 
07A5: AS_actor -1 attack_actor 119@ 1500 ms 
0002: jump @DRUGS4_67360 

:DRUGS4_67344
0668: AS_actor -1 rotate_to_point 122@ 123@ 124@ 1500 ms 

:DRUGS4_67360
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 116@ 1 
0616: define_action_sequences_end 116@ 
0618: assign_actor 118@ to_action_sequences 116@ 
061B: remove_references_to_action_sequences 116@ 
0051: return 

:DRUGS4_67481
0615: define_action_sequences 117@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_L" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 117@ 1 
0616: define_action_sequences_end 117@ 
0618: assign_actor 118@ to_action_sequences 117@ 
061B: remove_references_to_action_sequences 117@ 
0051: return 

:DRUGS4_67705
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0108: destroy_object $2659 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2659 
0051: return 

:DRUGS4_67765
0318: set_latest_mission_passed 'LA1FIN1'  // Csaldegyests
0629: change_stat 314 to 1 // integer 
01E3: text_1number_styled 'M_PASSR' 15 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 15 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: set_mission_points += 1 
0008: $11268 += 1 // integer values 
0051: return 

:DRUGS4_67827
0004: $ONMISSION = 0 // integer values 
0151: remove_status_text $6963 
08F4: (unknown) 99 
01E7: remove_forbidden_for_cars_cube 2180.18 -1130.28 21.2 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube 2180.18 -1130.28 21.2 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube 2184.44 -1557.18 -5.481 2169.22 -1560.63 5.91 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_RYDER // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_SMOKE // The actor fades away like a ghost 
0249: release_model #GREENWOO 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #SWAT 
0249: release_model #POLMAV 
0249: release_model #ENFORCER 
0249: release_model #CHROMEGUN 
04EF: release_animation "SWAT" 
0249: release_model #BFYPRO 
0249: release_model #IMY_SKYLIGHT 
0249: release_model #KMB_TROLLEY 
04EF: release_animation "KISSING" 
04EF: release_animation "GANGS" 
0164: disable_marker 185@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0151: remove_status_text $6962 
0650: destroy_particle 65@ 
0215: destroy_pickup 127@ 
05D6: clear_scmpath 
0249: release_model #MD_POSTER 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #AK47 
0249: release_model #STREAK 
04EF: release_animation "GANGS" 
0249: release_model #DYN_SCAFFOLD_3B 
0249: release_model #DYN_SCAFFOLD_4B 
04EF: release_animation "MD_CHASE" 
0249: release_model #MUNCH_DONUT 
0249: release_model #CHOPCOP_ARML 
0249: release_model #CHOPCOP_ARMR 
0249: release_model #CHOPCOP_LEGL 
0249: release_model #CHOPCOP_LEGR 
0249: release_model #CHOPCOP_HEAD 
0249: release_model #CHOPCOP_TORSO 
0249: release_model #WD_FENCE_ANIM 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MD_END" 
0249: release_model #PETRO 
0249: release_model #PETROTR 
01F0: set_max_wanted_level_to 4 
00A6: destroy_car 40@ 
0164: disable_marker 285@ 
0164: disable_marker 286@ 
0164: disable_marker 287@ 
0164: disable_marker 288@ 
0164: disable_marker 289@ 
0164: disable_marker 290@ 
0164: disable_marker 291@ 
0164: disable_marker 292@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS4_68306 
082A: (unknown) $PLAYER_CHAR 1 
0881: (unknown) $PLAYER_CHAR 1 
0489: set_actor $PLAYER_ACTOR audible 0 

:DRUGS4_68306
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_68327 
034F: destroy_actor_with_fade 218@ // The actor fades away like a ghost 

:DRUGS4_68327
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_68348 
034F: destroy_actor_with_fade 219@ // The actor fades away like a ghost 

:DRUGS4_68348
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
031A: remove_all_fires 
0650: destroy_particle 237@ 
0650: destroy_particle 240@ 
0650: destroy_particle 241@ 
0650: destroy_particle 242@ 
07FB: set_interior 'MOTEL1' accessible 1  // Jefferson Motel
03C7: unknown_maybe_cops_density 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
06D0: (unknown) 1 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 38---------------
// Originally: The Green Sabre

:LA1FIN2
03A4: name_thread 'LA1FIN2' 
0050: gosub @LA1FIN2_339 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @LA1FIN2_38 
0050: gosub @LA1FIN2_19507 

:LA1FIN2_38
0050: gosub @LA1FIN2_21995 
004E: end_thread 
00D6: if 
0039:   100@ == 99 // integer values 
004D: jump_if_false @LA1FIN2_339 
009A: 36@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 238@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 243@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 235@ = create_car #BRAVURA at 1650.115 -1055.242 22.8984 
00A5: 233@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 280@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 41@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
07E5: unknown_copy_entity 65539 231@ 
07E5: unknown_copy_entity 65539 232@ 
0187: 51@ = create_marker_above_actor 36@ 
018A: 50@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00A5: 122@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 124@ = create_car #COPCARLA at 0.0 0.0 0.0 
0129: 125@ = create_actor 4 #LAPD1 in_car 122@ driverseat 

:LA1FIN2_339
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 84@ = 1 // integer values 
0006: 494@ = 1 // integer values 
08F4: (unknown) 0 

:LA1FIN2_366
0001: wait 0 ms 
00D6: if 
0735:   72 
004D: jump_if_false @LA1FIN2_390 
03A7: write_debug_int 100@ 

:LA1FIN2_390
00D6: if 
0735:   83 
004D: jump_if_false @LA1FIN2_412 
0002: jump @LA1FIN2_19524 

:LA1FIN2_412
00D6: if 
0735:   70 
004D: jump_if_false @LA1FIN2_461 
00A1: put_actor $PLAYER_ACTOR at 1650.456 -1039.614 22.8984 
0006: 100@ = 4 // integer values 
0006: 101@ = 0 // integer values 

:LA1FIN2_461
00D6: if 
0736:   71 
004D: jump_if_false @LA1FIN2_625 
0006: 100@ = 7 // integer values 
0006: 267@ = 0 // integer values 

:LA1FIN2_490
00D6: if 
001B:   6 > 267@ // integer values 
004D: jump_if_false @LA1FIN2_551 
00D6: if 
8118:   not actor 243@(267@,6i) dead 
004D: jump_if_false @LA1FIN2_537 
05BE: AS_kill_actor 243@(267@,6i) 

:LA1FIN2_537
000A: 267@ += 1 // integer values 
0002: jump @LA1FIN2_490 

:LA1FIN2_551
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @LA1FIN2_572 
00A6: destroy_car 122@ 

:LA1FIN2_572
00D6: if 
8119:   not car 123@ wrecked 
004D: jump_if_false @LA1FIN2_593 
00A6: destroy_car 123@ 

:LA1FIN2_593
00D6: if 
8119:   not car 124@ wrecked 
004D: jump_if_false @LA1FIN2_614 
00A6: destroy_car 124@ 

:LA1FIN2_614
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:LA1FIN2_625
00D6: if 
0735:   68 
004D: jump_if_false @LA1FIN2_660 
00A1: put_actor $PLAYER_ACTOR at 1624.537 -1863.438 12.5549 

:LA1FIN2_660
0871: init_jump_table 100@ total_jumps 9 0 @LA1FIN2_928 jumps 0 @LA1FIN2_788 1 @LA1FIN2_809 2 @LA1FIN2_830 3 @LA1FIN2_844 4 @LA1FIN2_858 5 @LA1FIN2_872 6 @LA1FIN2_886 
0872: jump_table_jumps 7 @LA1FIN2_900 8 @LA1FIN2_914 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 

:LA1FIN2_788
0050: gosub @LA1FIN2_1257 
0006: 100@ = 1 // integer values 
0002: jump @LA1FIN2_928 

:LA1FIN2_809
0050: gosub @LA1FIN2_1314 
0006: 100@ = 2 // integer values 
0002: jump @LA1FIN2_928 

:LA1FIN2_830
0050: gosub @LA1FIN2_1795 
0002: jump @LA1FIN2_928 

:LA1FIN2_844
0050: gosub @LA1FIN2_2441 
0002: jump @LA1FIN2_928 

:LA1FIN2_858
0050: gosub @LA1FIN2_2993 
0002: jump @LA1FIN2_928 

:LA1FIN2_872
0050: gosub @LA1FIN2_3931 
0002: jump @LA1FIN2_928 

:LA1FIN2_886
0050: gosub @LA1FIN2_6195 
0002: jump @LA1FIN2_928 

:LA1FIN2_900
0050: gosub @LA1FIN2_9533 
0002: jump @LA1FIN2_928 

:LA1FIN2_914
0002: jump @LA1FIN2_19524 
0002: jump @LA1FIN2_928 

:LA1FIN2_928
0050: gosub @LA1FIN2_983 
0050: gosub @LA1FIN2_1044 
0050: gosub @LA1FIN2_17183 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_974 
0002: jump @LA1FIN2_19507 

:LA1FIN2_974
0002: jump @LA1FIN2_366 
0051: return 

:LA1FIN2_983
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_1040 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @LA1FIN2_1040 
0006: 34@ = 1 // integer values 
00BB: text_lowpriority 'LA1_16' 4000 ms 1  // ~r~Sweet meghalt!

:LA1FIN2_1040
0051: return 
0051: return 

:LA1FIN2_1044
00D6: if 
0019:   100@ > 1 // integer values 
004D: jump_if_false @LA1FIN2_1255 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1650.645 -1059.435 25.4852 radius 100.0 100.0 100.0 
004D: jump_if_false @LA1FIN2_1131 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0002: jump @LA1FIN2_1145 

:LA1FIN2_1131
03DE: set_pedestrians_density_multiplier_to 0.6 
01EB: set_traffic_density_to 0.6 

:LA1FIN2_1145
0085: 280@ = 233@ // integer values and handles 
0006: 85@ = 0 // integer values 
0050: gosub @LA1FIN2_16314 
0085: 280@ = 234@ // integer values and handles 
0006: 85@ = 1 // integer values 
0050: gosub @LA1FIN2_16314 
0085: 280@ = 237@ // integer values and handles 
0006: 85@ = 2 // integer values 
0050: gosub @LA1FIN2_16314 
0085: 280@ = 235@ // integer values and handles 
0006: 85@ = 3 // integer values 
0050: gosub @LA1FIN2_16314 
0085: 280@ = 236@ // integer values and handles 
0006: 85@ = 4 // integer values 
0050: gosub @LA1FIN2_16314 

:LA1FIN2_1255
0051: return 

:LA1FIN2_1257
060A: unknown_create_entity 0 103@ 
060A: unknown_create_entity 0 104@ 
0708: unknown_add_entity_item 104@ 36 
0709: unknown_set_entity_item 104@ 36 1022 0.0 100.0 0.0 0.0 1 0 
0051: return 

:LA1FIN2_1314
054C: use_GXT_table 'LAFIN2' 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'FINAL2A' 

:LA1FIN2_1340
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_1364 
0001: wait 0 ms 
0002: jump @LA1FIN2_1340 

:LA1FIN2_1364
02E7: start_cutscene 
016A: fade 1 1000 ms 

:LA1FIN2_1373
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_1397 
0001: wait 0 ms 
0002: jump @LA1FIN2_1373 

:LA1FIN2_1397
016A: fade 0 0 ms 

:LA1FIN2_1403
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_1427 
0001: wait 0 ms 
0002: jump @LA1FIN2_1403 

:LA1FIN2_1427
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
03CB: set_camera 2518.789 -1677.22 13.5079 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2519.825 -1677.714 13.7425 
0173: set_actor $PLAYER_ACTOR z_angle_to 67.0 
0247: request_model #BRAVURA 
0247: request_model #CELLPHONE 

:LA1FIN2_1494
00D6: if or
8248:   not model #BRAVURA available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @LA1FIN2_1526 
0001: wait 0 ms 
0002: jump @LA1FIN2_1494 

:LA1FIN2_1526
00A5: 40@ = create_car #BRAVURA at 1625.087 -1857.438 12.5549 
0229: set_car 40@ color_to 32 1 
0519: lock_vehicle 40@ in_current_position 1 
02AC: set_car 40@ immunities 1 1 1 1 1 
0175: set_car 40@ z_angle_to 180.0 
0001: wait 500 ms 
00D6: if 
0038:   $5288 == 1 // integer values 
004D: jump_if_false @LA1FIN2_1635 
0950: trip_skip 1642.298 -1869.642 12.3906 angle 90.0 

:LA1FIN2_1635
016A: fade 1 500 ms 
02A3: toggle_widescreen 1 
015F: set_camera_position 2513.498 -1671.741 13.2117 0.0 0.0 0.0 
0160: point_camera 2513.943 -1672.628 13.3312 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0615: define_action_sequences 131@ 
05D3: AS_actor -1 go_to_point 2514.989 -1674.08 12.7225 speed 4 -1 ms 
05B9: unknown_action_sequence -1 1000 
0729: AS_actor -1 hold_cellphone 1 
0616: define_action_sequences_end 131@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 131@ 
061B: remove_references_to_action_sequences 131@ 
0006: 437@ = 17 // integer values 
0085: 120@ = 32@ // integer values and handles 
000A: 120@ += 3500 // integer values 
0006: 113@ = 1 // integer values 
0051: return 

:LA1FIN2_1795
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_1880 
00D6: if 
001D:   32@ > 120@ // integer values 
004D: jump_if_false @LA1FIN2_1880 
00D6: if 
0039:   437@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_1880 
0006: 437@ = 18 // integer values 
0085: 120@ = 32@ // integer values and handles 
000A: 120@ += 2500 // integer values 
0006: 113@ = 2 // integer values 

:LA1FIN2_1880
00D6: if 
0039:   113@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_1968 
00D6: if 
001D:   32@ > 120@ // integer values 
004D: jump_if_false @LA1FIN2_1968 
040D: unload_wav 1 
040D: unload_wav 2 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 436@ = 1 // integer values 
0006: 437@ = 19 // integer values 
0006: 438@ = 11 // integer values 
0006: 113@ = 3 // integer values 

:LA1FIN2_1968
00D6: if 
0039:   113@ == 3 // integer values 
004D: jump_if_false @LA1FIN2_2131 
00D6: if 
8039:   not  437@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_2035 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @LA1FIN2_2035 
0006: 437@ = 0 // integer values 
0006: 436@ = 5 // integer values 

:LA1FIN2_2035
00D6: if 
0039:   437@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_2131 
00D6: if 
0039:   436@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_2131 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
0006: 113@ = 0 // integer values 
00BB: text_lowpriority 'LA1_33' 7000 ms 1  // ~s~Menj az ~y~az autplya al~s~, Cesar mr vr rd.
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at 1631.791 -1867.288 12.5381 

:LA1FIN2_2131
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_2316 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 1631.791 -1867.288 12.5381 radius 4.0 4.0 4.0 
004D: jump_if_false @LA1FIN2_2316 
0951: (unknown) 
0004: $5288 = 1 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_2252 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 114@ = 1 // integer values 
0085: 115@ = 32@ // integer values and handles 
000A: 115@ += 1500 // integer values 

:LA1FIN2_2252
0164: disable_marker 50@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2293 
0164: disable_marker 50@ 
0186: 50@ = create_marker_above_car 40@ 
07E0: set_marker 50@ type_to 1 

:LA1FIN2_2293
00BB: text_lowpriority 'LA1_35' 4000 ms 1  // ~s~Szllj be a ~b~kocsiba~s~ a siktor vgben.
0006: 101@ = 1 // integer values 

:LA1FIN2_2316
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_2372 
00D6: if 
001D:   32@ > 115@ // integer values 
004D: jump_if_false @LA1FIN2_2372 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 114@ = 2 // integer values 

:LA1FIN2_2372
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_2439 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2439 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @LA1FIN2_2439 
0164: disable_marker 50@ 
00BE: text_clear_all 
0006: 100@ = 3 // integer values 

:LA1FIN2_2439
0051: return 

:LA1FIN2_2441
0249: release_model #BRAVURA 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:LA1FIN2_2461
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_2485 
0001: wait 0 ms 
0002: jump @LA1FIN2_2461 

:LA1FIN2_2485
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2508 
0338: set_car 40@ visibility 0 

:LA1FIN2_2508
03BA: clear_cars_from_cube 1626.633 -1876.4 16.8284 1601.112 -1902.103 10.6931 
042B: clear_peds_from_cube 1626.633 -1876.4 16.8284 1601.112 -1902.103 10.6931 
0164: disable_marker 50@ 
03EF: player $PLAYER_CHAR make_safe 
03AF: set_streaming 0 
02E4: load_cutscene_data 'FINAL2B' 

:LA1FIN2_2597
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_2621 
0001: wait 0 ms 
0002: jump @LA1FIN2_2597 

:LA1FIN2_2621
02E7: start_cutscene 
016A: fade 1 1000 ms 

:LA1FIN2_2630
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_2654 
0001: wait 0 ms 
0002: jump @LA1FIN2_2630 

:LA1FIN2_2654
016A: fade 0 0 ms 

:LA1FIN2_2660
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_2684 
0001: wait 0 ms 
0002: jump @LA1FIN2_2660 

:LA1FIN2_2684
02EA: end_cutscene 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2747 
0338: set_car 40@ visibility 1 
0519: lock_vehicle 40@ in_current_position 0 
02AC: set_car 40@ immunities 0 0 0 0 0 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 

:LA1FIN2_2747
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00BB: text_lowpriority 'LA1_8' 5000 ms 1  // ~s~Siess a ~y~rejtekhelyre ~s~, mieltt vgeznek a testvreddel.
0004: $6964 = 100 // integer values 
0006: 116@ = 1 // integer values 
0209: 117@ = random_int 4000 8000 
005A: 117@ += 32@ // integer values 
03C4: set_status_text_to $6964 1 'LA1_4'  // SWEET
0209: 117@ = random_int 4000 8000 
005A: 117@ += 32@ // integer values 
016A: fade 1 500 ms 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2964 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @LA1FIN2_2964 
046C: 118@ = car 40@ driver 
00D6: if 
87D6:   not  118@ $PLAYER_ACTOR 
004D: jump_if_false @LA1FIN2_2946 
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @LA1FIN2_2946 
009B: destroy_actor_instantly 118@ 

:LA1FIN2_2946
036A: put_actor $PLAYER_ACTOR in_car 40@ 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
0249: release_model #BRAVURA 

:LA1FIN2_2964
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 100@ = 4 // integer values 
0006: 101@ = 0 // integer values 
06D0: (unknown) 0 
0051: return 

:LA1FIN2_2993
0050: gosub @LA1FIN2_13798 
0050: gosub @LA1FIN2_15323 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_3113 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0020:   $TEMPVAR_Y_COORD > -1800.0 // floating-point values 
004D: jump_if_false @LA1FIN2_3113 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_3113 
0006: 437@ = 10 // integer values 
0006: 438@ = 2 // integer values 
0006: 119@ = 1 // integer values 
0085: 120@ = 32@ // integer values and handles 
000A: 120@ += 6000 // integer values 

:LA1FIN2_3113
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_3187 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_3187 
00D6: if 
001D:   32@ > 120@ // integer values 
004D: jump_if_false @LA1FIN2_3187 
0006: 437@ = 12 // integer values 
0006: 438@ = 5 // integer values 
0006: 119@ = 2 // integer values 

:LA1FIN2_3187
00D6: if and
0019:   119@ > 0 // integer values 
001B:   3 > 119@ // integer values 
004D: jump_if_false @LA1FIN2_3256 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_3256 
0006: 494@ = 0 // integer values 
0006: 437@ = 0 // integer values 
0006: 438@ = 0 // integer values 
0006: 119@ = 3 // integer values 

:LA1FIN2_3256
00D6: if 
001D:   32@ > 117@ // integer values 
004D: jump_if_false @LA1FIN2_3440 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_3332 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_3324 
0223: set_actor 238@ health_to $6964 
0006: 84@ = 0 // integer values 

:LA1FIN2_3324
0226: $6964 = actor 238@ health 

:LA1FIN2_3332
0209: 117@ = random_int 4000 8000 
005A: 117@ += 32@ // integer values 
0209: 121@ = random_int 4 8 
0066: $6964 -= 121@ // integer values 
00D6: if 
002A:   0 >= $6964 // integer values 
004D: jump_if_false @LA1FIN2_3416 
0004: $6964 = 0 // integer values 
00BB: text_lowpriority 'LA1_16' 4000 ms 1  // ~r~Sweet meghalt!
0006: 34@ = 1 // integer values 

:LA1FIN2_3416
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_3440 
0223: set_actor 238@ health_to $6964 

:LA1FIN2_3440
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_3664 
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_3664 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 1648.714 -1050.094 22.9141 radius 4.0 4.0 4.0 
004D: jump_if_false @LA1FIN2_3577 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_3570 
02AB: set_actor 238@ immunities 1 1 1 1 1 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 

:LA1FIN2_3570
0006: 101@ = 1 // integer values 

:LA1FIN2_3577
00D6: if 
0039:   99@ == 6 // integer values 
004D: jump_if_false @LA1FIN2_3664 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_3641 
02AB: set_actor 238@ immunities 1 1 1 1 1 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 

:LA1FIN2_3641
0006: 101@ = 1 // integer values 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 2000 // integer values 

:LA1FIN2_3664
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_3727 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_3727 
0164: disable_marker 50@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 800 ms 
0006: 101@ = 2 // integer values 

:LA1FIN2_3727
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_3929 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_3929 
0006: 100@ = 5 // integer values 
0006: 101@ = 0 // integer values 
0085: 481@ = 238@ // integer values and handles 
0006: 286@ = 1 // integer values 
0006: 310@ = 9 // integer values 
0006: 290@ = 2440 // integer values 
0006: 291@ = 5629 // integer values 
0006: 292@ = 7974 // integer values 
0006: 293@ = 10516 // integer values 
0006: 294@ = 13463 // integer values 
0006: 295@ = 16047 // integer values 
0006: 296@ = 19236 // integer values 
0006: 297@ = 21747 // integer values 
0006: 298@ = 24483 // integer values 
0006: 300@ = 1 // integer values 
0006: 301@ = 2 // integer values 
0006: 302@ = 3 // integer values 
0006: 303@ = 4 // integer values 
0006: 304@ = 5 // integer values 
0006: 305@ = 6 // integer values 
0006: 306@ = 7 // integer values 
0006: 307@ = 8 // integer values 
0006: 308@ = 9 // integer values 

:LA1FIN2_3929
0051: return 

:LA1FIN2_3931
0050: gosub @LA1FIN2_15323 
00D6: if 
0019:   101@ > 2 // integer values 
004D: jump_if_false @LA1FIN2_4010 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_4010 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @LA1FIN2_4010 
0050: gosub @LA1FIN2_11415 
0006: 101@ = 10 // integer values 
0006: 102@ = 0 // integer values 
0006: 436@ = 5 // integer values 

:LA1FIN2_4010
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_5066 
0006: 101@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1646.703 -1046.744 25.6308 0.0 0.0 0.0 
0160: point_camera 1646.621 -1047.71 25.3892 2 
04ED: load_animation "SWEET" 
041D: set_camera_near_clip 0.1 
00D6: if 
8119:   not car 235@ wrecked 
004D: jump_if_false @LA1FIN2_4214 
00D6: if 
01AF:   car 235@ 0 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4214 
00AB: put_car 235@ at 1649.555 -1055.767 22.8984 
0175: set_car 235@ z_angle_to 329.5791 
0519: lock_vehicle 235@ in_current_position 1 

:LA1FIN2_4214
00D6: if 
8119:   not car 236@ wrecked 
004D: jump_if_false @LA1FIN2_4315 
00D6: if 
01AF:   car 236@ 0 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4315 
00AB: put_car 236@ at 1644.42 -1057.843 22.9062 
0175: set_car 236@ z_angle_to 227.8 
0519: lock_vehicle 236@ in_current_position 1 

:LA1FIN2_4315
00D6: if 
8119:   not car 237@ wrecked 
004D: jump_if_false @LA1FIN2_4416 
00D6: if 
01AF:   car 237@ 0 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4416 
00AB: put_car 237@ at 1643.845 -1051.736 22.9219 
0175: set_car 237@ z_angle_to 149.9008 
0519: lock_vehicle 237@ in_current_position 1 

:LA1FIN2_4416
00D6: if 
8119:   not car 233@ wrecked 
004D: jump_if_false @LA1FIN2_4510 
00D6: if 
01AF:   car 233@ 0 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4510 
00AB: put_car 233@ at 1640.603 -1071.537 22.9141 
0175: set_car 233@ z_angle_to 61.7966 

:LA1FIN2_4510
00D6: if 
8119:   not car 234@ wrecked 
004D: jump_if_false @LA1FIN2_4604 
00D6: if 
01AF:   car 234@ 0 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4604 
00AB: put_car 234@ at 1660.943 -1059.201 22.9141 
0175: set_car 234@ z_angle_to 148.6633 

:LA1FIN2_4604
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_4628 
060B: unknown_actor_use_entity 238@ 103@ 

:LA1FIN2_4628
00D6: if 
8118:   not actor 239@ dead 
004D: jump_if_false @LA1FIN2_4703 
060B: unknown_actor_use_entity 239@ 231@ 
00A1: put_actor 239@ at 1646.283 -1057.209 22.8984 
0173: set_actor 239@ z_angle_to 147.187 
0816: (unknown) 239@ 0 
0350: unknown_actor 239@ not_scared_flag 1 
04EB: AS_actor 239@ crouch 1 

:LA1FIN2_4703
00D6: if 
8118:   not actor 240@ dead 
004D: jump_if_false @LA1FIN2_4778 
060B: unknown_actor_use_entity 240@ 231@ 
00A1: put_actor 240@ at 1644.102 -1055.319 22.9062 
0173: set_actor 240@ z_angle_to 117.4901 
0816: (unknown) 240@ 0 
0350: unknown_actor 240@ not_scared_flag 1 
04EB: AS_actor 240@ crouch 1 

:LA1FIN2_4778
00D6: if 
8118:   not actor 241@ dead 
004D: jump_if_false @LA1FIN2_4846 
060B: unknown_actor_use_entity 241@ 231@ 
00A1: put_actor 241@ at 1646.229 -1051.182 23.9257 
0173: set_actor 241@ z_angle_to 90.0187 
0816: (unknown) 241@ 0 
0350: unknown_actor 241@ not_scared_flag 1 

:LA1FIN2_4846
00D6: if 
8118:   not actor 243@ dead 
004D: jump_if_false @LA1FIN2_4890 
00A1: put_actor 243@ at 1622.276 -1044.678 22.8984 
0639: AS_actor 243@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4890
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @LA1FIN2_4934 
00A1: put_actor 244@ at 1631.523 -1060.417 23.011 
0639: AS_actor 244@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4934
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @LA1FIN2_4978 
00A1: put_actor 245@ at 1638.76 -1072.36 22.8984 
0639: AS_actor 245@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4978
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @LA1FIN2_5022 
00A1: put_actor 246@ at 1649.348 -1077.868 22.9062 
0639: AS_actor 246@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_5022
00D6: if 
8118:   not actor 247@ dead 
004D: jump_if_false @LA1FIN2_5066 
00A1: put_actor 247@ at 1663.619 -1058.419 22.8984 
0639: AS_actor 247@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_5066
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_5118 
00D6: if 
04EE:   animation "SWEET" loaded 
004D: jump_if_false @LA1FIN2_5118 
016A: fade 1 1000 ms 
0006: 101@ = 2 // integer values 

:LA1FIN2_5118
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_5456 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_5179 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1648.034 -1053.956 22.9 
0002: jump @LA1FIN2_5199 

:LA1FIN2_5179
00A1: put_actor $PLAYER_ACTOR at 1648.034 -1053.956 22.9 

:LA1FIN2_5199
0173: set_actor $PLAYER_ACTOR z_angle_to 150.0 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
0470: 87@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_5341 
00A1: put_actor 238@ at 1647.71 -1054.517 22.9 
0173: set_actor 238@ z_angle_to -30.0 
048F: (unknown) 238@ 
01B9: set_actor 238@ armed_weapon_to 0 
0619: set_actor 238@ collision_detection 0 
0792: (unknown) 238@ 
0812: AS_actor 238@ perform_animation "LAFIN_SWEET" from_file "SWEET" 4.0 loop 0 0 0 lock 1 time -2 

:LA1FIN2_5341
0812: AS_actor $PLAYER_ACTOR perform_animation "LAFIN_PLAYER" from_file "SWEET" 4.0 loop 0 0 0 lock 1 time -2 
015F: set_camera_position 1647.577 -1048.104 25.4666 0.0 0.0 0.0 
0160: point_camera 1647.281 -1048.998 25.1312 2 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 2500 // integer values 
0006: 101@ = 4 // integer values 

:LA1FIN2_5456
00D6: if 
0039:   101@ == 4 // integer values 
004D: jump_if_false @LA1FIN2_5590 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_5590 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_5516 
0332: set_actor 238@ bleeding_to 1 

:LA1FIN2_5516
015F: set_camera_position 1649.2 -1053.592 23.6475 0.0 0.0 0.0 
0160: point_camera 1648.279 -1053.97 23.7426 2 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 3700 // integer values 
0006: 101@ = 5 // integer values 

:LA1FIN2_5590
00D6: if 
0039:   101@ == 5 // integer values 
004D: jump_if_false @LA1FIN2_5650 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_5650 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 7800 // integer values 
0006: 101@ = 6 // integer values 

:LA1FIN2_5650
00D6: if 
0039:   101@ == 6 // integer values 
004D: jump_if_false @LA1FIN2_5710 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_5710 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 5000 // integer values 
0006: 101@ = 7 // integer values 

:LA1FIN2_5710
00D6: if 
0039:   101@ == 7 // integer values 
004D: jump_if_false @LA1FIN2_5770 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_5770 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 2000 // integer values 
0006: 101@ = 8 // integer values 

:LA1FIN2_5770
00D6: if 
0039:   101@ == 8 // integer values 
004D: jump_if_false @LA1FIN2_5795 
0050: gosub @LA1FIN2_11415 

:LA1FIN2_5795
00D6: if 
0039:   101@ == 9 // integer values 
004D: jump_if_false @LA1FIN2_5924 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_5924 
015F: set_camera_position 1651.996 -1051.222 26.061 0.0 0.0 0.0 
0160: point_camera 1651.089 -1051.534 25.778 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 87@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 6500 // integer values 
0006: 101@ = 10 // integer values 

:LA1FIN2_5924
00D6: if 
0039:   101@ == 10 // integer values 
004D: jump_if_false @LA1FIN2_6193 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_6193 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 87@ 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0792: (unknown) $PLAYER_ACTOR 
0151: remove_status_text $6964 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_6092 
0812: AS_actor 238@ perform_animation "SWEET_INJUREDLOOP" from_file "SWEET" 1000.0 loop 1 0 0 lock 0 time -2 
0619: set_actor 238@ collision_detection 1 
04D7: lock_actor 238@ in_current_position 1 

:LA1FIN2_6092
00D6: if 
8119:   not car 235@ wrecked 
004D: jump_if_false @LA1FIN2_6115 
0519: lock_vehicle 235@ in_current_position 0 

:LA1FIN2_6115
00D6: if 
8119:   not car 236@ wrecked 
004D: jump_if_false @LA1FIN2_6138 
0519: lock_vehicle 236@ in_current_position 0 

:LA1FIN2_6138
00D6: if 
8119:   not car 237@ wrecked 
004D: jump_if_false @LA1FIN2_6161 
0519: lock_vehicle 237@ in_current_position 0 

:LA1FIN2_6161
0006: 100@ = 6 // integer values 
0006: 101@ = 0 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'LA1_31' 5000 ms 1  // ~s~Tartsd fel a ~r~Ballas~s~-okat, amg a rendrsg megrkezik.

:LA1FIN2_6193
0051: return 

:LA1FIN2_6195
0050: gosub @LA1FIN2_13798 
0050: gosub @LA1FIN2_15323 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_6257 
00D6: if 
0039:   99@ == 4 // integer values 
004D: jump_if_false @LA1FIN2_6257 
0247: request_model #PONY 
0006: 101@ = 1 // integer values 

:LA1FIN2_6257
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_6737 
00D6: if 
0248:   model #PONY available 
004D: jump_if_false @LA1FIN2_6737 
00A5: 46@ = create_car #PONY at 1553.697 -1046.83 22.7992 
00BE: text_clear_all 
00BB: text_lowpriority 'LA1_36' 5000 ms 1  // ~S~A Ballasok erstst hvtak.
0006: 269@ = 0 // integer values 

:LA1FIN2_6339
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_6373 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_6339 

:LA1FIN2_6373
0129: 243@(269@,6i) = create_actor 25 #BALLAS1 in_car 46@ driverseat 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 37@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0175: set_car 46@ z_angle_to 270.0 
0615: define_action_sequences 105@ 
05D1: AS_actor -1 drive_car 46@ to 1614.755 -1050.441 22.9141 speed 25.0 2 0 3 
05D1: AS_actor -1 drive_car 46@ to 1630.534 -1067.924 22.9141 speed 25.0 2 0 3 
0616: define_action_sequences_end 105@ 
0618: assign_actor 243@(269@,6i) to_action_sequences 105@ 
061B: remove_references_to_action_sequences 105@ 
04BA: set_car 46@ speed_instantly 20.0 
000A: 269@ += 1 // integer values 

:LA1FIN2_6547
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_6581 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_6547 

:LA1FIN2_6581
01C8: 243@(269@,6i) = create_actor 25 #BALLAS1 in_car 46@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 38@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 // integer values 

:LA1FIN2_6644
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_6678 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_6644 

:LA1FIN2_6678
01C8: 243@(269@,6i) = create_actor 25 #BALLAS1 in_car 46@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 39@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
0006: 101@ = 2 // integer values 
000E: 99@ -= 3 // integer values 

:LA1FIN2_6737
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_7627 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_6842 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_6842 
0227: 81@ = car 46@ health 
00D6: if 
001B:   980 > 81@ // integer values 
004D: jump_if_false @LA1FIN2_6842 
00D6: if 
051C:   car 46@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LA1FIN2_6842 
0006: 97@ = 1 // integer values 

:LA1FIN2_6842
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_7045 
00D6: if 
001D:   32@ > 95@ // integer values 
004D: jump_if_false @LA1FIN2_7045 
00D6: if and
8119:   not car 46@ wrecked 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_7045 
00AA: store_car 46@ position_to 270@ 271@ 272@ 
0174: 276@ = car 46@ z_angle 
0087: 277@ = 276@ // floating-point values only 
000F: 277@ -= 20.0 // floating-point values 
000F: 276@ -= 90.0 // floating-point values 
02F7: 111@ = sinus 276@ // cosine swapped with sinus 
02F6: 112@ = cosine 276@ // sinus swapped with cosine 
0013: 111@ *= 20.0 // floating-point values 
0013: 112@ *= 20.0 // floating-point values 
0063: 270@ -= 112@ // floating-point values 
005B: 271@ += 111@ // floating-point values 
05D1: AS_actor 243@(37@,6i) drive_car 46@ to 270@ 271@ 272@ speed 30.0 2 0 3 
0006: 97@ = 2 // integer values 

:LA1FIN2_7045
00D6: if 
0039:   97@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_7129 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7129 
0174: 276@ = car 46@ z_angle 
00D6: if 
0025:   277@ > 276@ // floating-point values 
004D: jump_if_false @LA1FIN2_7129 
0006: 97@ = 3 // integer values 
0085: 95@ = 32@ // integer values and handles 
000A: 95@ += 800 // integer values 

:LA1FIN2_7129
00D6: if 
0039:   97@ == 3 // integer values 
004D: jump_if_false @LA1FIN2_7225 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7183 
07DA: apply_rotary_impulse_to_vehicle 46@ about_an_axis 0.0 -0.35 0.2 through_center_of_body 

:LA1FIN2_7183
00D6: if 
001D:   32@ > 95@ // integer values 
004D: jump_if_false @LA1FIN2_7225 
0006: 97@ = 4 // integer values 
0085: 95@ = 32@ // integer values and handles 
000A: 95@ += 1000 // integer values 

:LA1FIN2_7225
00D6: if 
0039:   97@ == 4 // integer values 
004D: jump_if_false @LA1FIN2_7307 
00D6: if 
001D:   32@ > 95@ // integer values 
004D: jump_if_false @LA1FIN2_7307 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_7307 
0687: clear_actor_task 243@(37@,6i) 
0633: AS_actor 243@(37@,6i) exit_vehicle 
0006: 97@ = 5 // integer values 

:LA1FIN2_7307
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_7377 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7377 
02E3: 276@ = car 46@ speed 
00D6: if 
0023:   0.5 > 276@ // floating-point values 
004D: jump_if_false @LA1FIN2_7377 
0006: 94@ = 1 // integer values 

:LA1FIN2_7377
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_7604 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7604 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_7473 
0350: unknown_actor 243@(37@,6i) not_scared_flag 0 
0816: (unknown) 243@(37@,6i) 0 
0633: AS_actor 243@(37@,6i) exit_vehicle 
0006: 75@(37@,6i) = 0 // integer values 

:LA1FIN2_7473
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_7535 
0350: unknown_actor 243@(38@,6i) not_scared_flag 0 
0816: (unknown) 243@(38@,6i) 0 
0633: AS_actor 243@(38@,6i) exit_vehicle 
0006: 75@(38@,6i) = 0 // integer values 

:LA1FIN2_7535
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_7597 
0350: unknown_actor 243@(39@,6i) not_scared_flag 0 
0816: (unknown) 243@(39@,6i) 0 
0633: AS_actor 243@(39@,6i) exit_vehicle 
0006: 75@(39@,6i) = 0 // integer values 

:LA1FIN2_7597
0006: 101@ = 3 // integer values 

:LA1FIN2_7604
00D6: if 
0119:   car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7627 
0006: 101@ = 3 // integer values 

:LA1FIN2_7627
00D6: if 
0039:   101@ == 3 // integer values 
004D: jump_if_false @LA1FIN2_7987 
00D6: if 
0039:   75@(37@,6i) == 1 // integer values 
004D: jump_if_false @LA1FIN2_7742 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_7742 
062E: (unknown) 243@(37@,6i) 1491 85@ 
00D6: if 
04A4:   85@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_7742 
0006: 75@(37@,6i) = 0 // integer values 
0816: (unknown) 243@(37@,6i) 1 

:LA1FIN2_7742
00D6: if 
0039:   75@(38@,6i) == 1 // integer values 
004D: jump_if_false @LA1FIN2_7839 
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_7839 
062E: (unknown) 243@(38@,6i) 1491 85@ 
00D6: if 
04A4:   85@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_7839 
0006: 75@(38@,6i) = 0 // integer values 
0816: (unknown) 243@(38@,6i) 1 

:LA1FIN2_7839
00D6: if 
0039:   75@(39@,6i) == 1 // integer values 
004D: jump_if_false @LA1FIN2_7936 
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_7936 
062E: (unknown) 243@(39@,6i) 1491 85@ 
00D6: if 
04A4:   85@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_7936 
0006: 75@(39@,6i) = 0 // integer values 
0816: (unknown) 243@(39@,6i) 1 

:LA1FIN2_7936
00D6: if and
0039:   75@(38@,6i) == 0 // integer values 
0039:   75@(39@,6i) == 0 // integer values 
0039:   75@(37@,6i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_7987 
0006: 101@ = 4 // integer values 

:LA1FIN2_7987
00D6: if 
0039:   101@ == 4 // integer values 
004D: jump_if_false @LA1FIN2_8476 
00D6: if 
0029:   99@ >= 4 // integer values 
004D: jump_if_false @LA1FIN2_8476 
00A5: 47@ = create_car #PONY at 1525.366 -1022.267 22.9105 
00BE: text_clear_all 
00BB: text_lowpriority 'LA1_37' 5000 ms 1  // ~S~Mg tbb Ballas rkezik.
0006: 269@ = 0 // integer values 

:LA1FIN2_8071
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_8105 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_8071 

:LA1FIN2_8105
0129: 243@(269@,6i) = create_actor 25 #BALLAS1 in_car 47@ driverseat 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 37@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
0175: set_car 47@ z_angle_to 270.0 
0615: define_action_sequences 105@ 
05D1: AS_actor -1 drive_car 47@ to 1637.666 -1021.644 22.9141 speed 25.0 2 0 3 
05D1: AS_actor -1 drive_car 47@ to 1651.127 -1028.523 22.9141 speed 25.0 2 0 3 
0616: define_action_sequences_end 105@ 
0618: assign_actor 243@(269@,6i) to_action_sequences 105@ 
061B: remove_references_to_action_sequences 105@ 
04BA: set_car 47@ speed_instantly 20.0 
000A: 269@ += 1 // integer values 

:LA1FIN2_8268
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_8302 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_8268 

:LA1FIN2_8302
01C8: 243@(269@,6i) = create_actor 25 #BALLAS1 in_car 47@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 38@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 // integer values 

:LA1FIN2_8365
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_8399 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_8365 

:LA1FIN2_8399
01C8: 243@(269@,6i) = create_actor 25 #BALLAS1 in_car 47@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 39@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0006: 94@ = 0 // integer values 
0006: 101@ = 5 // integer values 
000E: 99@ -= 3 // integer values 

:LA1FIN2_8476
00D6: if 
0039:   101@ == 5 // integer values 
004D: jump_if_false @LA1FIN2_8871 
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_8564 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @LA1FIN2_8564 
02E3: 276@ = car 47@ speed 
00D6: if 
0023:   0.5 > 276@ // floating-point values 
004D: jump_if_false @LA1FIN2_8564 
0006: 94@ = 1 // integer values 

:LA1FIN2_8564
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_8848 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @LA1FIN2_8848 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_8679 
05D3: AS_actor 243@(37@,6i) go_to_point 1654.968 -1041.372 22.8984 speed 6 -2 ms 
0350: unknown_actor 243@(37@,6i) not_scared_flag 0 
0816: (unknown) 243@(37@,6i) 0 
0006: 75@(37@,6i) = 1 // integer values 

:LA1FIN2_8679
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_8760 
05D3: AS_actor 243@(38@,6i) go_to_point 1650.469 -1041.517 22.8984 speed 6 -2 ms 
0350: unknown_actor 243@(38@,6i) not_scared_flag 0 
0816: (unknown) 243@(38@,6i) 0 
0006: 75@(38@,6i) = 1 // integer values 

:LA1FIN2_8760
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_8841 
05D3: AS_actor 243@(39@,6i) go_to_point 1640.806 -1041.555 22.8984 speed 6 -2 ms 
0350: unknown_actor 243@(39@,6i) not_scared_flag 0 
0816: (unknown) 243@(39@,6i) 0 
0006: 75@(39@,6i) = 1 // integer values 

:LA1FIN2_8841
0006: 101@ = 6 // integer values 

:LA1FIN2_8848
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @LA1FIN2_8871 
0006: 101@ = 6 // integer values 

:LA1FIN2_8871
00D6: if 
0039:   101@ == 6 // integer values 
004D: jump_if_false @LA1FIN2_9231 
00D6: if 
0039:   75@(37@,6i) == 1 // integer values 
004D: jump_if_false @LA1FIN2_8986 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_8986 
062E: (unknown) 243@(37@,6i) 1491 85@ 
00D6: if 
04A4:   85@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_8986 
0006: 75@(37@,6i) = 0 // integer values 
0816: (unknown) 243@(37@,6i) 1 

:LA1FIN2_8986
00D6: if 
0039:   75@(38@,6i) == 1 // integer values 
004D: jump_if_false @LA1FIN2_9083 
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_9083 
062E: (unknown) 243@(38@,6i) 1491 85@ 
00D6: if 
04A4:   85@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_9083 
0006: 75@(38@,6i) = 0 // integer values 
0816: (unknown) 243@(38@,6i) 1 

:LA1FIN2_9083
00D6: if 
0039:   75@(39@,6i) == 1 // integer values 
004D: jump_if_false @LA1FIN2_9180 
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_9180 
062E: (unknown) 243@(39@,6i) 1491 85@ 
00D6: if 
04A4:   85@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_9180 
0006: 75@(39@,6i) = 0 // integer values 
0816: (unknown) 243@(39@,6i) 1 

:LA1FIN2_9180
00D6: if and
0039:   75@(38@,6i) == 0 // integer values 
0039:   75@(39@,6i) == 0 // integer values 
0039:   75@(37@,6i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_9231 
0006: 101@ = 8 // integer values 

:LA1FIN2_9231
00D6: if 
0039:   101@ == 8 // integer values 
004D: jump_if_false @LA1FIN2_9339 
00D6: if 
0029:   99@ >= 3 // integer values 
004D: jump_if_false @LA1FIN2_9339 
00BE: text_clear_all 
00BB: text_lowpriority 'LA1_38' 5000 ms 1  // ~S~Mg tbb Ballas csatlakozott!
0050: gosub @LA1FIN2_12014 
000E: 99@ -= 3 // integer values 
0006: 101@ = 9 // integer values 
0006: 75@(38@,6i) = 1 // integer values 
0006: 75@(39@,6i) = 1 // integer values 
0006: 75@(37@,6i) = 1 // integer values 

:LA1FIN2_9339
00D6: if 
0039:   101@ == 9 // integer values 
004D: jump_if_false @LA1FIN2_9478 
0050: gosub @LA1FIN2_13122 
0006: 269@ = 0 // integer values 
0006: 99@ = 0 // integer values 

:LA1FIN2_9378
00D6: if 
001B:   6 > 269@ // integer values 
004D: jump_if_false @LA1FIN2_9437 
00D6: if 
0118:   actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_9423 
000A: 99@ += 1 // integer values 

:LA1FIN2_9423
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_9378 

:LA1FIN2_9437
00D6: if 
0029:   99@ >= 6 // integer values 
004D: jump_if_false @LA1FIN2_9478 
0006: 101@ = 10 // integer values 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 1500 // integer values 

:LA1FIN2_9478
00D6: if 
0039:   101@ == 10 // integer values 
004D: jump_if_false @LA1FIN2_9531 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_9531 
0006: 101@ = 0 // integer values 
0006: 100@ = 7 // integer values 
03E6: remove_text_box 

:LA1FIN2_9531
0051: return 

:LA1FIN2_9533
0006: 267@ = 0 // integer values 

:LA1FIN2_9540
00D6: if 
001B:   3 > 267@ // integer values 
004D: jump_if_false @LA1FIN2_9755 
00D6: if 
0039:   128@(267@,3i) == 1 // integer values 
004D: jump_if_false @LA1FIN2_9741 
00D6: if 
8119:   not car 122@(267@,3i) wrecked 
004D: jump_if_false @LA1FIN2_9741 
00D6: if 
860E:   not car 122@(267@,3i) is_assigned_to_existing_path 
004D: jump_if_false @LA1FIN2_9741 
00D6: if 
8118:   not actor 125@(267@,3i) dead 
004D: jump_if_false @LA1FIN2_9741 
0615: define_action_sequences 131@ 
0633: AS_actor -1 exit_vehicle 
0667: AS_actor -1 aim_at_point 1646.332 -1053.721 23.385 10000 ms 
0616: define_action_sequences_end 131@ 
0618: assign_actor 125@(267@,3i) to_action_sequences 131@ 
061B: remove_references_to_action_sequences 131@ 
0006: 128@(267@,3i) = 2 // integer values 
062E: (unknown) $PLAYER_ACTOR 1476 132@ 
00D6: if 
04A4:   132@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_9741 
05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 

:LA1FIN2_9741
000A: 267@ += 1 // integer values 
0002: jump @LA1FIN2_9540 

:LA1FIN2_9755
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_9874 
0746: (unknown) 1 24 25 
0746: (unknown) 1 26 24 
0746: (unknown) 1 26 0 
016A: fade 0 500 ms 
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 
0247: request_model #COPCARLA 
0247: request_model #LAPD1 
0247: request_model #COLT45 
04ED: load_animation "POLICE" 
0006: 101@ = 1 // integer values 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 2000 // integer values 
0006: 35@ = 0 // integer values 

:LA1FIN2_9874
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_9996 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_9996 
00D6: if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
004D: jump_if_false @LA1FIN2_9996 
00D6: if and
0248:   model #COPCARLA available 
0248:   model #LAPD1 available 
0248:   model #COLT45 available 
04EE:   animation "POLICE" loaded 
004D: jump_if_false @LA1FIN2_9996 
0A0B: (unknown) 1584.29 -1143.876 23.8226 180.0 
0006: 101@ = 2 // integer values 

:LA1FIN2_9996
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_10040 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_10040 
0006: 101@ = 3 // integer values 

:LA1FIN2_10040
00D6: if 
0039:   101@ == 3 // integer values 
004D: jump_if_false @LA1FIN2_10369 
00A5: 122@ = create_car #COPCARLA at 0.0 0.0 0.0 
00A5: 123@ = create_car #COPCARLA at 0.0 0.0 0.0 
00A5: 124@ = create_car #COPCARLA at 0.0 0.0 0.0 
0129: 125@ = create_actor 4 #LAPD1 in_car 122@ driverseat 
0129: 126@ = create_actor 4 #LAPD1 in_car 123@ driverseat 
0129: 127@ = create_actor 4 #LAPD1 in_car 124@ driverseat 
01B2: give_actor 125@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 126@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 127@ weapon 22 ammo 99999 // Load the weapon model before using this 
0397: car 122@ siren = 1 
0397: car 123@ siren = 1 
0397: car 124@ siren = 1 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 1584.29 -1143.876 23.8226 position_to 1584.29 -1143.876 23.8226 3000 ms unknown 1 
0920: point_camera 1583.904 -1144.798 23.802 transverse_to 1585.228 -1144.223 23.802 3000 ms unknown 1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A1: put_actor $PLAYER_ACTOR at 1647.222 -1053.363 22.9815 
05EB: assign_vehicle 122@ to_path 162 
0006: 101@ = 4 // integer values 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 300 // integer values 

:LA1FIN2_10369
00D6: if 
0039:   101@ == 4 // integer values 
004D: jump_if_false @LA1FIN2_10549 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_10549 
016A: fade 1 600 ms 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00D6: if and
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
004D: jump_if_false @LA1FIN2_10526 
00D6: if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
004D: jump_if_false @LA1FIN2_10511 
05EB: assign_vehicle 123@ to_path 163 
05EB: assign_vehicle 124@ to_path 650 
0006: 128@ = 1 // integer values 
0006: 129@ = 1 // integer values 
0006: 130@ = 1 // integer values 
0002: jump @LA1FIN2_10526 

:LA1FIN2_10511
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 

:LA1FIN2_10526
0006: 101@ = 5 // integer values 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 2700 // integer values 

:LA1FIN2_10549
00D6: if 
0039:   101@ == 5 // integer values 
004D: jump_if_false @LA1FIN2_11065 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_11065 
009A: 133@ = create_actor 26 #BALLAS1 at 1648.907 -1063.17 22.99 
009A: 134@ = create_actor 26 #BALLAS1 at 1639.755 -1067.994 22.9478 
009A: 135@ = create_actor 26 #BALLAS1 at 1632.445 -1058.078 23.0987 
009A: 136@ = create_actor 26 #BALLAS1 at 1640.3 -1069.299 22.9448 
05DA: (unknown) 133@ 1646.332 -1053.721 23.385 100.0 15000 
05DA: (unknown) 134@ 1646.332 -1053.721 23.385 100.0 15000 
05DA: (unknown) 135@ 1646.332 -1053.721 23.385 100.0 15000 
05DA: (unknown) 136@ 1646.332 -1053.721 23.385 100.0 15000 
00D6: if 
8118:   not actor 239@ dead 
004D: jump_if_false @LA1FIN2_10877 
0792: (unknown) 239@ 
0350: unknown_actor 239@ not_scared_flag 0 
0816: (unknown) 239@ 0 
00A1: put_actor 239@ at 1649.465 -1059.308 22.8984 
05DA: (unknown) 239@ 1646.332 -1053.721 23.385 100.0 15000 

:LA1FIN2_10877
00D6: if 
8118:   not actor 240@ dead 
004D: jump_if_false @LA1FIN2_10960 
0792: (unknown) 240@ 
0350: unknown_actor 240@ not_scared_flag 0 
0816: (unknown) 240@ 0 
00A1: put_actor 240@ at 1642.081 -1057.882 22.9062 
05DA: (unknown) 240@ 1646.332 -1053.721 23.385 100.0 15000 

:LA1FIN2_10960
00D6: if 
8118:   not actor 241@ dead 
004D: jump_if_false @LA1FIN2_11043 
0792: (unknown) 241@ 
0350: unknown_actor 241@ not_scared_flag 0 
0816: (unknown) 241@ 0 
00A1: put_actor 241@ at 1640.84 -1051.631 22.9062 
05DA: (unknown) 241@ 1646.332 -1053.721 23.385 100.0 15000 

:LA1FIN2_11043
0006: 101@ = 6 // integer values 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 100 // integer values 

:LA1FIN2_11065
00D6: if 
0039:   101@ == 6 // integer values 
004D: jump_if_false @LA1FIN2_11178 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_11178 
0925: (unknown) 
015F: set_camera_position 1648.644 -1049.357 26.0388 0.0 0.0 0.0 
0160: point_camera 1648.533 -1050.336 25.8716 2 
0006: 101@ = 8 // integer values 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 6500 // integer values 

:LA1FIN2_11178
00D6: if 
0039:   101@ == 8 // integer values 
004D: jump_if_false @LA1FIN2_11322 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_11322 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 1648.644 -1049.357 26.0388 position_to 1662.257 -1029.206 46.3953 7500 ms unknown 1 
0920: point_camera 1648.533 -1050.336 25.8716 transverse_to 1661.88 -1029.896 45.7777 7500 ms unknown 1 
0085: 102@ = 32@ // integer values and handles 
000A: 102@ += 6000 // integer values 
0006: 101@ = 9 // integer values 

:LA1FIN2_11322
00D6: if 
0039:   101@ == 9 // integer values 
004D: jump_if_false @LA1FIN2_11373 
00D6: if 
001D:   32@ > 102@ // integer values 
004D: jump_if_false @LA1FIN2_11373 
016A: fade 0 1500 ms 
0006: 101@ = 10 // integer values 

:LA1FIN2_11373
00D6: if 
0039:   101@ == 10 // integer values 
004D: jump_if_false @LA1FIN2_11413 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_11413 
0006: 100@ = 8 // integer values 
0925: (unknown) 

:LA1FIN2_11413
0051: return 

:LA1FIN2_11415
009B: destroy_actor_instantly 243@ 
009A: 243@ = create_actor 25 #BALLAS1 at 1613.231 -1053.684 22.8984 
0173: set_actor 243@ z_angle_to 271.724 
0085: 86@ = 243@ // integer values and handles 
0006: 269@ = 0 // integer values 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@ immune_to_nonplayer 1 
04EB: AS_actor 243@ crouch 1 
05D3: AS_actor 243@ go_to_point 1622.541 -1045.008 22.8984 speed 6 -2 ms 
009B: destroy_actor_instantly 244@ 
009A: 244@ = create_actor 25 #BALLAS1 at 1612.707 -1054.2 22.8984 
0173: set_actor 244@ z_angle_to 285.7294 
0085: 86@ = 244@ // integer values and handles 
0006: 269@ = 1 // integer values 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 244@ immune_to_nonplayer 1 
04EB: AS_actor 244@ crouch 1 
05D3: AS_actor 244@ go_to_point 1631.471 -1059.379 22.9623 speed 6 -2 ms 
009B: destroy_actor_instantly 245@ 
009A: 245@ = create_actor 25 #BALLAS1 at 1617.219 -1057.973 22.8984 
0173: set_actor 245@ z_angle_to 265.7294 
0085: 86@ = 245@ // integer values and handles 
0006: 269@ = 2 // integer values 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 245@ immune_to_nonplayer 1 
04EB: AS_actor 245@ crouch 1 
05D3: AS_actor 245@ go_to_point 1633.035 -1064.716 22.9162 speed 6 -2 ms 
00D6: if 
0118:   actor 246@ dead 
004D: jump_if_false @LA1FIN2_11822 
009A: 246@ = create_actor 25 #BALLAS1 at 1670.707 -1082.179 22.9062 
0173: set_actor 246@ z_angle_to 25.7294 
0085: 86@ = 246@ // integer values and handles 
0006: 269@ = 3 // integer values 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 246@ immune_to_nonplayer 1 
04EB: AS_actor 246@ crouch 1 
05D3: AS_actor 246@ go_to_point 1659.903 -1067.094 23.0077 speed 6 -2 ms 

:LA1FIN2_11822
00D6: if 
0118:   actor 247@ dead 
004D: jump_if_false @LA1FIN2_11932 
009A: 247@ = create_actor 25 #BALLAS1 at 1665.267 -1090.467 22.9062 
0173: set_actor 247@ z_angle_to 25.7294 
0085: 86@ = 247@ // integer values and handles 
0006: 269@ = 4 // integer values 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 247@ immune_to_nonplayer 1 
04EB: AS_actor 247@ crouch 1 
05D3: AS_actor 247@ go_to_point 1649.499 -1077.795 22.9062 speed 6 -2 ms 

:LA1FIN2_11932
0006: 101@ = 9 // integer values 
0006: 269@ = 0 // integer values 
0006: 99@ = 0 // integer values 

:LA1FIN2_11953
00D6: if 
001B:   6 > 269@ // integer values 
004D: jump_if_false @LA1FIN2_12012 
00D6: if 
0118:   actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_11998 
000A: 99@ += 1 // integer values 

:LA1FIN2_11998
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_11953 

:LA1FIN2_12012
0051: return 

:LA1FIN2_12014
0007: 182@ = 1609.194 // floating-point values 
0007: 183@ = 1619.722 // floating-point values 
0007: 184@ = 1633.494 // floating-point values 
0007: 185@ = 1656.44 // floating-point values 
0007: 186@ = 1665.51 // floating-point values 
0007: 187@ = 1667.756 // floating-point values 
0007: 188@ = 1665.79 // floating-point values 
0007: 189@ = 1654.976 // floating-point values 
0007: 190@ = 1651.206 // floating-point values 
0007: 191@ = 1640.057 // floating-point values 
0007: 192@ = 1623.256 // floating-point values 
0007: 193@ = 1662.566 // floating-point values 
0007: 194@ = 1643.706 // floating-point values 
0007: 195@ = 1627.394 // floating-point values 
0007: 196@ = 1627.083 // floating-point values 
0007: 197@ = 1634.311 // floating-point values 
0007: 198@ = 1650.963 // floating-point values 
0007: 199@ = 1664.305 // floating-point values 
0007: 200@ = 1670.273 // floating-point values 
0007: 201@ = 1625.144 // floating-point values 
0007: 202@ = 1639.764 // floating-point values 
0007: 203@ = 1657.49 // floating-point values 
0007: 204@ = 1672.007 // floating-point values 
0007: 205@ = -1047.464 // floating-point values 
0007: 206@ = -1036.524 // floating-point values 
0007: 207@ = -1031.437 // floating-point values 
0007: 208@ = -1034.01 // floating-point values 
0007: 209@ = -1043.592 // floating-point values 
0007: 210@ = -1045.496 // floating-point values 
0007: 211@ = -1049.248 // floating-point values 
0007: 212@ = -1058.438 // floating-point values 
0007: 213@ = -1068.169 // floating-point values 
0007: 214@ = -1079.37 // floating-point values 
0007: 215@ = -1071.975 // floating-point values 
0007: 216@ = -1048.286 // floating-point values 
0007: 217@ = -1046.566 // floating-point values 
0007: 218@ = -1052.399 // floating-point values 
0007: 219@ = -1051.446 // floating-point values 
0007: 220@ = -1057.18 // floating-point values 
0007: 221@ = -1067.062 // floating-point values 
0007: 222@ = -1071.117 // floating-point values 
0007: 223@ = -1061.623 // floating-point values 
0007: 224@ = -1063.712 // floating-point values 
0007: 225@ = -1066.03 // floating-point values 
0007: 226@ = -1071.223 // floating-point values 
0007: 227@ = -1063.609 // floating-point values 
0006: 137@ = 0 // integer values 
0006: 147@ = 5 // integer values 
0006: 138@ = 6 // integer values 
0006: 148@ = 10 // integer values 
0006: 139@ = 11 // integer values 
0006: 149@ = 13 // integer values 
0006: 140@ = 14 // integer values 
0006: 150@ = 18 // integer values 
0006: 141@ = 19 // integer values 
0006: 151@ = 22 // integer values 
0006: 142@ = 5 // integer values 
0006: 152@ = 0 // integer values 
0006: 143@ = 10 // integer values 
0006: 153@ = 6 // integer values 
0006: 144@ = 13 // integer values 
0006: 154@ = 11 // integer values 
0006: 145@ = 18 // integer values 
0006: 155@ = 14 // integer values 
0006: 146@ = 22 // integer values 
0006: 156@ = 19 // integer values 
0006: 157@ = 1 // integer values 
0006: 167@ = 9 // integer values 
0006: 158@ = 0 // integer values 
0006: 168@ = 7 // integer values 
0006: 159@ = 6 // integer values 
0006: 169@ = 4 // integer values 
0006: 160@ = 5 // integer values 
0006: 170@ = 2 // integer values 
0006: 161@ = 2 // integer values 
0006: 171@ = 5 // integer values 
0006: 162@ = 6 // integer values 
0006: 172@ = 3 // integer values 
0006: 163@ = 8 // integer values 
0006: 173@ = 5 // integer values 
0006: 164@ = 5 // integer values 
0006: 174@ = 9 // integer values 
0006: 165@ = 0 // integer values 
0006: 175@ = 6 // integer values 
0006: 166@ = 7 // integer values 
0006: 176@ = 0 // integer values 
00A5: 48@ = create_car #SENTINEL at 1582.131 -1043.669 22.9141 
0175: set_car 48@ z_angle_to 270.0 
01EC: make_car 48@ very_heavy 1 
04BA: set_car 48@ speed_instantly 20.0 
0006: 269@ = 0 // integer values 

:LA1FIN2_12811
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_12845 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_12811 

:LA1FIN2_12845
0129: 243@(269@,6i) = create_actor 26 #BALLAS1 in_car 48@ driverseat 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 37@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 // integer values 

:LA1FIN2_12906
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_12940 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_12906 

:LA1FIN2_12940
01C8: 243@(269@,6i) = create_actor 26 #BALLAS1 in_car 48@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 38@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 // integer values 

:LA1FIN2_13003
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_13037 
000A: 269@ += 1 // integer values 
0002: jump @LA1FIN2_13003 

:LA1FIN2_13037
01C8: 243@(269@,6i) = create_actor 26 #BALLAS1 in_car 48@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // integer values and handles 
0085: 39@ = 269@ // integer values and handles 
0050: gosub @LA1FIN2_15222 
060B: unknown_actor_use_entity 243@(38@,6i) 104@ 
060B: unknown_actor_use_entity 243@(39@,6i) 104@ 
0006: 178@ = 1 // integer values 
0006: 179@ = 1 // integer values 
0051: return 

:LA1FIN2_13122
00D6: if and
8119:   not car 48@ wrecked 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_13796 
02E3: 276@ = car 48@ speed 
00D6: if 
0023:   0.5 > 276@ // floating-point values 
004D: jump_if_false @LA1FIN2_13217 
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_13217 
0006: 82@ = 1 // integer values 
0085: 83@ = 32@ // integer values and handles 
000A: 83@ += 1500 // integer values 

:LA1FIN2_13217
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_13341 
00D6: if 
0023:   0.5 > 276@ // floating-point values 
004D: jump_if_false @LA1FIN2_13334 
00D6: if 
001D:   32@ > 83@ // integer values 
004D: jump_if_false @LA1FIN2_13327 
0006: 179@ = 2 // integer values 
0006: 82@ = 2 // integer values 
068B: (unknown) 48@ 
0006: 75@(38@,6i) = 0 // integer values 
0006: 75@(39@,6i) = 0 // integer values 
0006: 75@(37@,6i) = 0 // integer values 

:LA1FIN2_13327
0002: jump @LA1FIN2_13341 

:LA1FIN2_13334
0006: 82@ = 0 // integer values 

:LA1FIN2_13341
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_13410 
00D6: if 
01AF:   car 48@ 0 180@ 181@ 22.0 radius 3.0 3.0 4.0 
004D: jump_if_false @LA1FIN2_13410 
0006: 179@ = 1 // integer values 

:LA1FIN2_13410
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_13778 
0209: 177@ = random_int 0 2 
00D6: if 
0039:   177@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_13474 
0085: 178@ = 157@(178@,10i) // integer values and handles 
0002: jump @LA1FIN2_13486 

:LA1FIN2_13474
0085: 178@ = 167@(178@,10i) // integer values and handles 

:LA1FIN2_13486
0085: 85@ = 137@(178@,10i) // integer values and handles 
05D6: clear_scmpath 
00AA: store_car 48@ position_to 228@ 229@ 230@ 
00D6: if 
001D:   147@(178@,10i) > 137@(178@,10i) // integer values 
004D: jump_if_false @LA1FIN2_13630 

:LA1FIN2_13541
00D6: if 
002D:   147@(178@,10i) >= 85@ // integer values 
004D: jump_if_false @LA1FIN2_13623 
05D7: add_point_to_scmpath 182@(85@,23f) 205@(85@,23f) 22.0 
0087: 228@ = 182@(85@,23f) // floating-point values only 
0087: 229@ = 205@(85@,23f) // floating-point values only 
000A: 85@ += 1 // integer values 
0002: jump @LA1FIN2_13541 

:LA1FIN2_13623
0002: jump @LA1FIN2_13712 

:LA1FIN2_13630
00D6: if 
002D:   85@ >= 147@(178@,10i) // integer values 
004D: jump_if_false @LA1FIN2_13712 
05D7: add_point_to_scmpath 182@(85@,23f) 205@(85@,23f) 22.0 
0087: 228@ = 182@(85@,23f) // floating-point values only 
0087: 229@ = 205@(85@,23f) // floating-point values only 
000E: 85@ -= 1 // integer values 
0002: jump @LA1FIN2_13630 

:LA1FIN2_13712
07E7: AS_assign_scmpath_to_actor 243@(37@,6i) in_car 48@ speed 20.0 flags 2 0 2 
0006: 179@ = 0 // integer values 
0085: 85@ = 147@(178@,10i) // integer values and handles 
0087: 180@ = 182@(85@,23f) // floating-point values only 
0087: 181@ = 205@(85@,23f) // floating-point values only 

:LA1FIN2_13778
00D6: if 
0039:   179@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_13796 

:LA1FIN2_13796
0051: return 

:LA1FIN2_13798
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_14178 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1650.645 -1059.435 25.4852 radius 250.0 250.0 70.0 
004D: jump_if_false @LA1FIN2_14178 
0006: 255@ = 1 // integer values 
0746: (unknown) 4 24 25 
0746: (unknown) 4 26 24 
0746: (unknown) 4 26 0 
07E5: unknown_copy_entity 65539 231@ 
07E5: unknown_copy_entity 65539 232@ 
0708: unknown_add_entity_item 231@ 15 
0708: unknown_add_entity_item 231@ 49 
0708: unknown_add_entity_item 231@ 9 
0708: unknown_add_entity_item 231@ 36 
0708: unknown_add_entity_item 231@ 65 
0708: unknown_add_entity_item 231@ 11 
0708: unknown_add_entity_item 232@ 15 
0708: unknown_add_entity_item 232@ 49 
0708: unknown_add_entity_item 232@ 9 
0708: unknown_add_entity_item 232@ 36 
0708: unknown_add_entity_item 232@ 31 
0708: unknown_add_entity_item 232@ 11 
0708: unknown_add_entity_item 232@ 41 
0709: unknown_set_entity_item 231@ 15 1000 0.0 100.0 0.0 100.0 1 1 
0709: unknown_set_entity_item 231@ 36 1000 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item 231@ 9 1000 0.0 75.0 0.0 75.0 1 1 
0709: unknown_set_entity_item 231@ 9 415 0.0 25.0 0.0 25.0 1 1 
0247: request_model #SABRE 
0247: request_model #SENTINEL 
0247: request_model #FAM1 
0247: request_model #BALLAS1 
0247: request_model #MP5LNG 
023C: request_special_actor 'SWEET' as 1 

:LA1FIN2_14178
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_15220 
00D6: if and
0248:   model #SABRE available 
0248:   model #FAM1 available 
0248:   model #BALLAS1 available 
0248:   model #MP5LNG available 
0248:   model #SENTINEL available 
004D: jump_if_false @LA1FIN2_15220 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 1650.645 -1059.435 25.4852 radius 150.0 150.0 70.0 
023D:   special_actor 1 loaded 
004D: jump_if_false @LA1FIN2_15220 
00A5: 235@ = create_car #SENTINEL at 1649.555 -1055.767 22.8984 
00A5: 236@ = create_car #SENTINEL at 1644.42 -1057.843 22.9062 
00A5: 237@ = create_car #SENTINEL at 1643.845 -1051.736 22.9219 
00A5: 233@ = create_car #SABRE at 1640.603 -1071.537 22.9141 
00A5: 234@ = create_car #SABRE at 1660.943 -1059.201 22.9141 
0175: set_car 235@ z_angle_to 329.5791 
0175: set_car 236@ z_angle_to 227.8 
0175: set_car 237@ z_angle_to 149.9008 
0175: set_car 233@ z_angle_to 61.7966 
0175: set_car 234@ z_angle_to 148.6633 
03AB: set_car 235@ do_nothing 1 
03AB: set_car 236@ do_nothing 1 
03AB: set_car 237@ do_nothing 1 
03AB: set_car 233@ do_nothing 1 
03AB: set_car 234@ do_nothing 1 
0657: open_car 233@ component 3 
0657: open_car 234@ component 3 
0657: open_car 234@ component 2 
009A: 238@ = create_actor 24 #SPECIAL01 at 1648.556 -1054.473 22.8984 
009A: 239@ = create_actor 24 #FAM1 at 1648.556 -1054.473 22.8984 
009A: 240@ = create_actor 24 #FAM1 at 1646.474 -1057.642 22.8984 
009A: 241@ = create_actor 24 #FAM1 at 1644.61 -1053.395 22.8984 
009A: 243@ = create_actor 25 #BALLAS1 at 1622.276 -1044.678 22.8984 
0085: 86@ = 243@ // integer values and handles 
0006: 269@ = 0 // integer values 
0050: gosub @LA1FIN2_15222 
009A: 244@ = create_actor 25 #BALLAS1 at 1631.523 -1060.417 23.011 
0085: 86@ = 244@ // integer values and handles 
0006: 269@ = 1 // integer values 
0050: gosub @LA1FIN2_15222 
009A: 245@ = create_actor 25 #BALLAS1 at 1638.76 -1072.36 22.8984 
0085: 86@ = 245@ // integer values and handles 
0006: 269@ = 2 // integer values 
0050: gosub @LA1FIN2_15222 
009A: 246@ = create_actor 25 #BALLAS1 at 1649.348 -1077.868 22.9062 
0085: 86@ = 246@ // integer values and handles 
0006: 269@ = 3 // integer values 
0050: gosub @LA1FIN2_15222 
009A: 247@ = create_actor 25 #BALLAS1 at 1663.619 -1058.419 22.8984 
0085: 86@ = 247@ // integer values and handles 
0006: 269@ = 4 // integer values 
0050: gosub @LA1FIN2_15222 
008B: 242@ = $PLAYER_ACTOR // integer values and handles 
0173: set_actor 238@ z_angle_to 216.2367 
0173: set_actor 239@ z_angle_to 149.4687 
0173: set_actor 240@ z_angle_to 100.9368 
0173: set_actor 241@ z_angle_to 270.9368 
02E2: set_actor 238@ weapon_accuracy_to 40 
02E2: set_actor 239@ weapon_accuracy_to 40 
02E2: set_actor 240@ weapon_accuracy_to 40 
02E2: set_actor 241@ weapon_accuracy_to 40 
0568: set_actor 238@ targetable 1 
0568: set_actor 239@ targetable 1 
0568: set_actor 240@ targetable 1 
0568: set_actor 241@ targetable 1 
060F: (unknown) 238@ 60.0 
060F: (unknown) 239@ 60.0 
060F: (unknown) 240@ 60.0 
060F: (unknown) 241@ 60.0 
0816: (unknown) 238@ 1 
0816: (unknown) 239@ 1 
0816: (unknown) 240@ 1 
0816: (unknown) 241@ 1 
060B: unknown_actor_use_entity 238@ 231@ 
060B: unknown_actor_use_entity 239@ 231@ 
060B: unknown_actor_use_entity 240@ 231@ 
060B: unknown_actor_use_entity 241@ 231@ 
0446: set_actor 238@ immune_to_headshots 0 
0446: set_actor 239@ immune_to_headshots 0 
0446: set_actor 240@ immune_to_headshots 0 
0446: set_actor 241@ immune_to_headshots 0 
01B2: give_actor 238@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 239@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 240@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 241@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 238@ health_to 100 
0223: set_actor 239@ health_to 100 
0223: set_actor 240@ health_to 100 
0223: set_actor 241@ health_to 100 
08AF: (unknown) 238@ 100 
08AF: (unknown) 239@ 100 
08AF: (unknown) 240@ 100 
08AF: (unknown) 241@ 100 
02A9: set_actor 238@ immune_to_nonplayer 1 
0209: 269@ = random_int 0 5 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0209: 269@ = random_int 0 5 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0006: 255@ = 2 // integer values 

:LA1FIN2_15220
0051: return 

:LA1FIN2_15222
02E2: set_actor 86@ weapon_accuracy_to 40 
0816: (unknown) 86@ 1 
060B: unknown_actor_use_entity 86@ 232@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0006: 249@(269@,6i) = 0 // integer values 
0006: 88@(269@,6i) = 0 // integer values 
0164: disable_marker 51@(269@,6i) 
00D6: if 
0019:   100@ > 3 // integer values 
004D: jump_if_false @LA1FIN2_15321 
0187: 51@(269@,6i) = create_marker_above_actor 243@(269@,6i) 

:LA1FIN2_15321
0051: return 

:LA1FIN2_15323
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @LA1FIN2_16312 
000A: 266@ += 1 // integer values 
00D6: if 
0019:   266@ > 5 // integer values 
004D: jump_if_false @LA1FIN2_15373 
0006: 266@ = 0 // integer values 

:LA1FIN2_15373
00D6: if 
8118:   not actor 243@(266@,6i) dead 
004D: jump_if_false @LA1FIN2_15867 
00D6: if 
8039:   not  75@(266@,6i) == 1 // integer values 
004D: jump_if_false @LA1FIN2_15860 
00D6: if 
80DF:   not actor 243@(266@,6i) driving 
004D: jump_if_false @LA1FIN2_15860 
062E: (unknown) 243@(266@,6i) 1491 269@ 
00D6: if 
04A4:   269@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_15860 
00D6: if 
0039:   249@(266@,6i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_15586 
00D6: if 
00FE:   actor 243@(266@,6i) 0 1646.777 -1054.257 24.8043 radius 15.0 15.0 15.0 
004D: jump_if_false @LA1FIN2_15586 
04EB: AS_actor 243@(266@,6i) crouch 1 
0350: unknown_actor 243@(266@,6i) not_scared_flag 1 
0816: (unknown) 243@(266@,6i) 0 
0006: 249@(266@,6i) = 1 // integer values 

:LA1FIN2_15586
00A0: store_actor 243@(266@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 267@ = 0 // integer values 
0007: 274@ = 40.0 // floating-point values 

:LA1FIN2_15621
00D6: if 
001B:   5 > 267@ // integer values 
004D: jump_if_false @LA1FIN2_15747 
00D6: if 
8118:   not actor 238@(267@,5i) dead 
004D: jump_if_false @LA1FIN2_15733 
00A0: store_actor 238@(267@,5i) position_to 270@ 271@ 272@ 
0509: 273@ = distance between point 270@ 271@ and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0025:   274@ > 273@ // floating-point values 
004D: jump_if_false @LA1FIN2_15733 
0087: 274@ = 273@ // floating-point values only 
0085: 268@ = 238@(267@,5i) // integer values and handles 

:LA1FIN2_15733
000A: 267@ += 1 // integer values 
0002: jump @LA1FIN2_15621 

:LA1FIN2_15747
00D6: if 
803B:   not  268@ == 259@(266@,6i) // integer values 
004D: jump_if_false @LA1FIN2_15791 
0687: clear_actor_task 243@(266@,6i) 
0085: 259@(266@,6i) = 268@ // integer values and handles 

:LA1FIN2_15791
062E: (unknown) 243@(266@,6i) 1506 269@ 
00D6: if 
04A4:   269@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_15860 
00D6: if 
8118:   not actor 259@(266@,6i) dead 
004D: jump_if_false @LA1FIN2_15860 
05E2: AS_actor 243@(266@,6i) kill_actor 259@(266@,6i) 

:LA1FIN2_15860
0002: jump @LA1FIN2_15936 

:LA1FIN2_15867
00D6: if 
0039:   88@(266@,6i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_15936 
01C2: remove_references_to_actor 243@(266@,6i) // Like turning an actor into a random pedestrian 
000A: 99@ += 1 // integer values 
0006: 88@(266@,6i) = 1 // integer values 
0006: 75@(266@,6i) = 0 // integer values 
0164: disable_marker 51@(266@,6i) 

:LA1FIN2_15936
000A: 265@ += 1 // integer values 
00D6: if 
0019:   265@ > 3 // integer values 
004D: jump_if_false @LA1FIN2_15968 
0006: 265@ = 0 // integer values 

:LA1FIN2_15968
00D6: if 
8118:   not actor 238@(265@,5i) dead 
004D: jump_if_false @LA1FIN2_16312 
00D6: if 
0039:   57@(265@,5i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_16215 
00D6: if 
80FE:   not actor 238@(265@,5i) 0 1647.249 -1053.482 23.8804 radius 5.0 5.0 5.0 
004D: jump_if_false @LA1FIN2_16208 
062E: (unknown) 238@(265@,5i) 1491 269@ 
00D6: if 
04A4:   269@ == 7 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_16208 
060B: unknown_actor_use_entity 238@(265@,5i) 103@ 
0208: 276@ = random_float -1.5 1.5 
0005: $TEMPVAR_FLOAT_1 = 1647.249 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 276@ // floating-point values 
0208: 276@ = random_float -1.5 1.5 
0005: $TEMPVAR_FLOAT_2 = -1053.482 // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 276@ // floating-point values 
05D3: AS_actor 238@(265@,5i) go_to_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 23.8804 speed 6 -1 ms 
0006: 57@(265@,5i) = 1 // integer values 

:LA1FIN2_16208
0002: jump @LA1FIN2_16312 

:LA1FIN2_16215
062E: (unknown) 238@(265@,5i) 1491 269@ 
00D6: if or
04A4:   269@ == 7 // integer values OR floating-point values 
00FE:   actor 238@(265@,5i) 0 1647.249 -1053.482 23.8804 radius 3.0 3.0 3.0 
004D: jump_if_false @LA1FIN2_16312 
0006: 57@(265@,5i) = 0 // integer values 
060B: unknown_actor_use_entity 238@(265@,5i) 231@ 

:LA1FIN2_16312
0051: return 

:LA1FIN2_16314
00D6: if 
001B:   26 > 281@(85@,5i) // integer values 
004D: jump_if_false @LA1FIN2_16547 
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @LA1FIN2_16547 
00D6: if 
0039:   68@(85@,5i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_16547 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 280@ 
004D: jump_if_false @LA1FIN2_16521 
0227: 106@(85@,5i) = car 280@ health 
00D6: if 
8185:   not car 280@ health >= 550 
004D: jump_if_false @LA1FIN2_16514 
0085: 279@ = 281@(85@,5i) // integer values and handles 
00D6: if 
0029:   281@(85@,5i) >= 25 // integer values 
004D: jump_if_false @LA1FIN2_16488 
0224: set_car 280@ health_to 350 
02AC: set_car 280@ immunities 1 1 1 1 1 
0002: jump @LA1FIN2_16496 

:LA1FIN2_16488
0224: set_car 280@ health_to 900 

:LA1FIN2_16496
0050: gosub @LA1FIN2_16549 
000A: 281@(85@,5i) += 1 // integer values 

:LA1FIN2_16514
0002: jump @LA1FIN2_16547 

:LA1FIN2_16521
0006: 68@(85@,5i) = 1 // integer values 
02AC: set_car 280@ immunities 0 0 0 0 0 

:LA1FIN2_16547
0051: return 

:LA1FIN2_16549
0871: init_jump_table 279@ total_jumps 26 0 @LA1FIN2_17181 jumps 0 @LA1FIN2_16807 1 @LA1FIN2_16821 2 @LA1FIN2_16835 3 @LA1FIN2_16849 4 @LA1FIN2_16863 5 @LA1FIN2_16877 6 @LA1FIN2_16891 
0872: jump_table_jumps 7 @LA1FIN2_16905 8 @LA1FIN2_16919 9 @LA1FIN2_16933 10 @LA1FIN2_16947 11 @LA1FIN2_16961 12 @LA1FIN2_16975 13 @LA1FIN2_16989 14 @LA1FIN2_17003 15 @LA1FIN2_17017 
0872: jump_table_jumps 16 @LA1FIN2_17031 17 @LA1FIN2_17047 18 @LA1FIN2_17061 19 @LA1FIN2_17077 20 @LA1FIN2_17093 21 @LA1FIN2_17107 22 @LA1FIN2_17123 23 @LA1FIN2_17137 24 @LA1FIN2_17151 
0872: jump_table_jumps 25 @LA1FIN2_17165 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 

:LA1FIN2_16807
073C: damage_car 280@ component 0 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16821
0730: damage_car 280@ component 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16835
073C: damage_car 280@ component 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16849
073C: damage_car 280@ component 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16863
073C: damage_car 280@ component 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16877
04FE: deflate_tire 2 on_car 280@ 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16891
0730: damage_car 280@ component 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16905
073C: damage_car 280@ component 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16919
0730: damage_car 280@ component 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16933
073C: damage_car 280@ component 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16947
04FE: deflate_tire 3 on_car 280@ 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16961
0730: damage_car 280@ component 6 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16975
073C: damage_car 280@ component 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16989
073C: damage_car 280@ component 0 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17003
073C: damage_car 280@ component 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17017
0730: damage_car 280@ component 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17031
0689: break_car 280@ component 1 visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17047
073C: damage_car 280@ component 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17061
0689: break_car 280@ component 0 visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17077
0689: break_car 280@ component 3 visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17093
0730: damage_car 280@ component 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17107
0689: break_car 280@ component 0 visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17123
073C: damage_car 280@ component 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17137
073C: damage_car 280@ component 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17151
073C: damage_car 280@ component 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17165
0689: break_car 280@ component 5 visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17181
0051: return 

:LA1FIN2_17183
00D6: if 
8039:   not  286@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_17401 
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_17261 
0006: 287@ = 1 // integer values 
0085: 288@ = 32@ // integer values and handles 
0006: 289@ = 0 // integer values 
0085: 490@ = 288@ // integer values and handles 
005A: 490@ += 290@(289@,10i) // integer values 

:LA1FIN2_17261
00D6: if 
0039:   287@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_17401 
00D6: if 
001D:   32@ > 490@ // integer values 
004D: jump_if_false @LA1FIN2_17401 
00D6: if 
0039:   437@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_17401 
0085: 437@ = 300@(289@,10i) // integer values and handles 
000A: 289@ += 1 // integer values 
000E: 310@ -= 1 // integer values 
00D6: if 
0039:   310@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_17381 
0006: 286@ = 0 // integer values 
0006: 287@ = 0 // integer values 
0002: jump @LA1FIN2_17401 

:LA1FIN2_17381
0085: 490@ = 288@ // integer values and handles 
005A: 490@ += 290@(289@,10i) // integer values 

:LA1FIN2_17401
0871: init_jump_table 436@ total_jumps 6 0 @LA1FIN2_19505 jumps 0 @LA1FIN2_17464 1 @LA1FIN2_18403 2 @LA1FIN2_19160 3 @LA1FIN2_19252 4 @LA1FIN2_19310 5 @LA1FIN2_19424 -1 @LA1FIN2_19505 

:LA1FIN2_17464
00D6: if 
0039:   436@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_17532 
009A: 488@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 492@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 

:LA1FIN2_17532
05AA: 313@s = 'FIN2_BA' // 8-byte strings 
04AF: 392@ = unknown_wav_reference 16006 
05AA: 315@s = 'FIN2_BB' // 8-byte strings 
04AF: 393@ = unknown_wav_reference 16007 
05AA: 317@s = 'FIN2_BC' // 8-byte strings 
04AF: 394@ = unknown_wav_reference 16008 
05AA: 319@s = 'FIN2_BD' // 8-byte strings 
04AF: 395@ = unknown_wav_reference 16009 
05AA: 321@s = 'FIN2_BE' // 8-byte strings 
04AF: 396@ = unknown_wav_reference 16010 
05AA: 323@s = 'FIN2_BF' // 8-byte strings 
04AF: 397@ = unknown_wav_reference 16011 
05AA: 325@s = 'FIN2_BG' // 8-byte strings 
04AF: 398@ = unknown_wav_reference 16012 
05AA: 327@s = 'FIN2_BH' // 8-byte strings 
04AF: 399@ = unknown_wav_reference 16013 
05AA: 329@s = 'FIN2_BJ' // 8-byte strings 
04AF: 400@ = unknown_wav_reference 16014 
05AA: 331@s = 'FIN2_AA' // 8-byte strings 
04AF: 401@ = unknown_wav_reference 16000 
05AA: 333@s = 'FIN2_AB' // 8-byte strings 
04AF: 402@ = unknown_wav_reference 16001 
05AA: 335@s = 'FIN2_AB' // 8-byte strings 
04AF: 403@ = unknown_wav_reference 16001 
05AA: 337@s = 'FIN2_AC' // 8-byte strings 
04AF: 404@ = unknown_wav_reference 16002 
05AA: 339@s = 'FIN2_AD' // 8-byte strings 
04AF: 405@ = unknown_wav_reference 16003 
05AA: 341@s = 'FIN2_AE' // 8-byte strings 
04AF: 406@ = unknown_wav_reference 16004 
05AA: 343@s = 'FIN2_AF' // 8-byte strings 
04AF: 407@ = unknown_wav_reference 16005 
04AF: 408@ = unknown_wav_reference 23000 
04AF: 409@ = unknown_wav_reference 23000 
05AA: 349@s = 'MCES03A' // 8-byte strings 
04AF: 410@ = unknown_wav_reference 25227 
05AA: 351@s = 'MCES03B' // 8-byte strings 
04AF: 411@ = unknown_wav_reference 25228 
05AA: 353@s = 'MCES03C' // 8-byte strings 
04AF: 412@ = unknown_wav_reference 25229 
05AA: 355@s = 'MCES03D' // 8-byte strings 
04AF: 413@ = unknown_wav_reference 25230 
05AA: 357@s = 'MCES03E' // 8-byte strings 
04AF: 414@ = unknown_wav_reference 25231 
05AA: 359@s = 'MCES03F' // 8-byte strings 
04AF: 415@ = unknown_wav_reference 25232 
05AA: 361@s = 'MCES03G' // 8-byte strings 
04AF: 416@ = unknown_wav_reference 25233 
05AA: 363@s = 'MCES03H' // 8-byte strings 
04AF: 417@ = unknown_wav_reference 25234 
05AA: 365@s = 'MCES03J' // 8-byte strings 
04AF: 418@ = unknown_wav_reference 25235 
05AA: 367@s = 'MCES03L' // 8-byte strings 
04AF: 419@ = unknown_wav_reference 25237 
05AA: 369@s = 'MCES03M' // 8-byte strings 
04AF: 420@ = unknown_wav_reference 25238 
0006: 440@ = 1 // integer values 
0006: 441@ = 1 // integer values 
0006: 442@ = 1 // integer values 
0006: 443@ = 1 // integer values 
0006: 444@ = 1 // integer values 
0006: 445@ = 1 // integer values 
0006: 446@ = 1 // integer values 
0006: 447@ = 1 // integer values 
0006: 448@ = 1 // integer values 
0006: 449@ = 0 // integer values 
0006: 450@ = 0 // integer values 
0006: 451@ = 0 // integer values 
0006: 452@ = 0 // integer values 
0006: 453@ = 0 // integer values 
0006: 454@ = 0 // integer values 
0006: 455@ = 0 // integer values 
0006: 456@ = 0 // integer values 
0006: 457@ = 0 // integer values 
0006: 458@ = 0 // integer values 
0006: 459@ = 0 // integer values 
0006: 460@ = 0 // integer values 
0006: 461@ = 0 // integer values 
0006: 462@ = 0 // integer values 
0006: 463@ = 0 // integer values 
0006: 464@ = 0 // integer values 
0006: 465@ = 0 // integer values 
0006: 466@ = 0 // integer values 
0006: 467@ = 0 // integer values 
0006: 468@ = 0 // integer values 
008B: 480@ = $PLAYER_ACTOR // integer values and handles 
0085: 481@ = 238@ // integer values and handles 
0006: 436@ = 1 // integer values 
03CF: load_wav 392@ as 1 
03CF: load_wav 393@ as 2 
0006: 432@ = 1 // integer values 
0006: 433@ = 2 // integer values 
0002: jump @LA1FIN2_19505 

:LA1FIN2_18403
00D6: if 
8039:   not  437@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_19153 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @LA1FIN2_19153 
00D6: if 
003B:   432@ == 437@ // integer values 
004D: jump_if_false @LA1FIN2_18473 
0006: 434@ = 1 // integer values 
0002: jump @LA1FIN2_18536 

:LA1FIN2_18473
00D6: if 
003B:   433@ == 437@ // integer values 
004D: jump_if_false @LA1FIN2_18506 
0006: 434@ = 2 // integer values 
0002: jump @LA1FIN2_18536 

:LA1FIN2_18506
0006: 434@ = 1 // integer values 
0085: 432@ = 437@ // integer values and handles 
040D: unload_wav 1 
03CF: load_wav 391@(437@,40i) as 1 

:LA1FIN2_18536
00D6: if 
03D0:   wav 434@ loaded 
004D: jump_if_false @LA1FIN2_19141 
0085: 487@ = 439@(437@,40i) // integer values and handles 
0085: 488@ = 479@(487@,7i) // integer values and handles 
00D6: if 
8039:   not  494@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_18764 
0006: 491@ = 1 // integer values 
0006: 493@ = 0 // integer values 

:LA1FIN2_18608
00D6: if 
001B:   7 > 491@ // integer values 
004D: jump_if_false @LA1FIN2_18764 
0085: 492@ = 479@(491@,7i) // integer values and handles 
00D6: if 
8039:   not  492@ == 0 // integer values 
004D: jump_if_false @LA1FIN2_18750 
00D6: if 
803B:   not  492@ == 488@ // integer values 
004D: jump_if_false @LA1FIN2_18750 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_18750 
00D6: if 
8118:   not actor 492@ dead 
004D: jump_if_false @LA1FIN2_18750 
00D6: if 
0104:   actor 488@ near_actor 492@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @LA1FIN2_18750 
000A: 493@ += 1 // integer values 

:LA1FIN2_18750
000A: 491@ += 1 // integer values 
0002: jump @LA1FIN2_18608 

:LA1FIN2_18764
00D6: if or
0039:   494@ == 1 // integer values 
0019:   493@ > 0 // integer values 
0039:   439@(437@,40i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_19134 
00D6: if 
8039:   not  439@(437@,40i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_18891 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_18891 
0949: link_wav 434@ to_actor 488@ 
00D6: if 
894D:   not (unknown) 488@ 
004D: jump_if_false @LA1FIN2_18884 
0006: 486@ = 1 // integer values 
0967: actor 488@ move_mouth 15000 
0002: jump @LA1FIN2_18891 

:LA1FIN2_18884
094E: (unknown) 488@ 0 

:LA1FIN2_18891
00D6: if 
0039:   439@(437@,40i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_18920 
0006: 486@ = 1 // integer values 

:LA1FIN2_18920
00D6: if 
0039:   486@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_19134 
03D1: play_wav 434@ 
00BE: text_clear_all 
00D6: if 
84A4:   not  391@(437@,40i) == 23000 // integer values OR floating-point values 
004D: jump_if_false @LA1FIN2_18982 
00BB: text_lowpriority 311@(437@,40s) 10000 ms 1 

:LA1FIN2_18982
000A: 436@ += 1 // integer values 
0006: 486@ = 0 // integer values 
000A: 437@ += 1 // integer values 
0085: 435@ = 437@ // integer values and handles 
00D6: if 
8039:   not  391@(437@,40i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_19134 
00D6: if 
0039:   434@ == 1 // integer values 
004D: jump_if_false @LA1FIN2_19096 
00D6: if 
803B:   not  433@ == 437@ // integer values 
004D: jump_if_false @LA1FIN2_19089 
03CF: load_wav 391@(437@,40i) as 2 
0085: 433@ = 437@ // integer values and handles 

:LA1FIN2_19089
0002: jump @LA1FIN2_19134 

:LA1FIN2_19096
00D6: if 
803B:   not  432@ == 437@ // integer values 
004D: jump_if_false @LA1FIN2_19134 
03CF: load_wav 391@(437@,40i) as 1 
0085: 432@ = 437@ // integer values and handles 

:LA1FIN2_19134
0002: jump @LA1FIN2_19153 

:LA1FIN2_19141
03CF: load_wav 391@(437@,40i) as 434@ 

:LA1FIN2_19153
0002: jump @LA1FIN2_19505 

:LA1FIN2_19160
00D6: if 
03D2:   wav 434@ ended 
004D: jump_if_false @LA1FIN2_19190 
000A: 436@ += 1 // integer values 
0002: jump @LA1FIN2_19245 

:LA1FIN2_19190
00D6: if 
056D:   carcass_of_actor 488@ valid 
004D: jump_if_false @LA1FIN2_19229 
00D6: if 
0118:   actor 488@ dead 
004D: jump_if_false @LA1FIN2_19229 
000A: 436@ += 1 // integer values 

:LA1FIN2_19229
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_19245 

:LA1FIN2_19245
0002: jump @LA1FIN2_19505 

:LA1FIN2_19252
040D: unload_wav 434@ 
0006: 431@(434@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_19296 
0968: actor 488@ stop_mouth 
094F: (unknown) 488@ 

:LA1FIN2_19296
000A: 436@ += 1 // integer values 
0002: jump @LA1FIN2_19505 

:LA1FIN2_19310
000A: 437@ += 1 // integer values 
00D6: if 
8039:   not  391@(437@,40i) == 0 // integer values 
004D: jump_if_false @LA1FIN2_19363 
03CF: load_wav 391@(437@,40i) as 434@ 
0085: 431@(434@,3i) = 437@ // integer values and handles 

:LA1FIN2_19363
000E: 438@ -= 1 // integer values 
00D6: if 
8019:   not  438@ > 0 // integer values 
004D: jump_if_false @LA1FIN2_19402 
0006: 437@ = 0 // integer values 
0002: jump @LA1FIN2_19410 

:LA1FIN2_19402
0085: 437@ = 435@ // integer values and handles 

:LA1FIN2_19410
0006: 436@ = 1 // integer values 
0002: jump @LA1FIN2_19505 

:LA1FIN2_19424
0006: 436@ = 1 // integer values 
0006: 437@ = 0 // integer values 
0006: 438@ = 0 // integer values 
0006: 286@ = 0 // integer values 
0006: 310@ = 0 // integer values 
040D: unload_wav 434@ 
0006: 431@(434@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_19498 
094F: (unknown) 488@ 

:LA1FIN2_19498
0002: jump @LA1FIN2_19505 

:LA1FIN2_19505
0051: return 

:LA1FIN2_19507
00BA: text_styled 'M_FAIL' 50 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:LA1FIN2_19524
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_19567 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2007.5 -2542.4 35.7 
0002: jump @LA1FIN2_19597 

:LA1FIN2_19567
00A1: put_actor $PLAYER_ACTOR at -2007.5 -2542.4 35.7 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 

:LA1FIN2_19597
00A6: destroy_car 47@ 
00A6: destroy_car 122@ 
00A6: destroy_car 123@ 
00A6: destroy_car 124@ 
00A6: destroy_car 48@ 
00A6: destroy_car 235@ 
00A6: destroy_car 236@ 
00A6: destroy_car 237@ 
00A6: destroy_car 233@ 
00A6: destroy_car 234@ 
009B: destroy_actor_instantly 243@ 
009B: destroy_actor_instantly 244@ 
009B: destroy_actor_instantly 245@ 
009B: destroy_actor_instantly 246@ 
009B: destroy_actor_instantly 247@ 
009B: destroy_actor_instantly 248@ 
009B: destroy_actor_instantly 125@ 
009B: destroy_actor_instantly 126@ 
009B: destroy_actor_instantly 127@ 
009B: destroy_actor_instantly 238@ 
009B: destroy_actor_instantly 239@ 
009B: destroy_actor_instantly 240@ 
009B: destroy_actor_instantly 241@ 
0249: release_model #BRAVURA 
0249: release_model #SABRE 
0249: release_model #FAM1 
0249: release_model #BALLAS1 
0249: release_model #MP5LNG 
0249: release_model #SENTINEL 
0249: release_model #PONY 
04EF: release_animation "SWEET" 
0296: unload_special_actor 1 
065C: unknown_create_def_entity 103@ // unknown_destroy 
065C: unknown_create_def_entity 104@ // unknown_destroy 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_stat 181 to 4 // integer 
02E4: load_cutscene_data 'BCRAS1' 
00A1: put_actor $PLAYER_ACTOR at -2011.438 -2501.287 34.0624 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03CB: set_camera -2011.438 -2501.287 34.0624 
0395: clear_area 1 at -2011.438 -2501.287 34.0624 range 100.0 
03E6: remove_text_box 
048F: (unknown) $PLAYER_ACTOR 
054C: use_GXT_table 'BCRASH1' 

:LA1FIN2_19877
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_19901 
0001: wait 0 ms 
0002: jump @LA1FIN2_19877 

:LA1FIN2_19901
0001: wait 1000 ms 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:LA1FIN2_19915
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_19939 
0001: wait 0 ms 
0002: jump @LA1FIN2_19915 

:LA1FIN2_19939
016A: fade 0 0 ms 

:LA1FIN2_19945
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_19969 
0001: wait 0 ms 
0002: jump @LA1FIN2_19945 

:LA1FIN2_19969
02EA: end_cutscene 
02E4: load_cutscene_data 'BCRAS2' 

:LA1FIN2_19982
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_20006 
0001: wait 0 ms 
0002: jump @LA1FIN2_19982 

:LA1FIN2_20006
02E7: start_cutscene 
016A: fade 1 1000 ms 

:LA1FIN2_20015
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_20039 
0001: wait 0 ms 
0002: jump @LA1FIN2_20015 

:LA1FIN2_20039
016A: fade 0 0 ms 

:LA1FIN2_20045
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_20069 
0001: wait 0 ms 
0002: jump @LA1FIN2_20045 

:LA1FIN2_20069
02EA: end_cutscene 
0247: request_model #CAMERA 

:LA1FIN2_20076
00D6: if 
8248:   not model #CAMERA available 
004D: jump_if_false @LA1FIN2_20103 
0001: wait 0 ms 
0002: jump @LA1FIN2_20076 

:LA1FIN2_20103
016A: fade 1 1000 ms 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
0249: release_model #CAMERA 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0164: disable_marker $1730 
0570: $1730 = create_asset_radar_marker_with_icon 35 at $899 $917 $935 
018B: show_on_radar $1730 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_stat 323 to 1 // integer 
0629: change_stat 340 to 1 // integer 
0008: $11268 += 1 // integer values 
0004: $816 = 1 // integer values 
0318: set_latest_mission_passed 'LA1FIN2'  // A zld sabre
030C: set_mission_points += 1 
0215: destroy_pickup $SAVE_PICKUPS[13] 
0213: $SAVE_PICKUPS[13] = create_pickup #PICKUPSAVE type 3 at $899 $917 $935 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 14 // integer values 
076C: set_zone 'SUN1' controlled_by_gang 0 density 30 
076C: set_zone 'SUN1' controlled_by_gang 0 density 30 
076C: set_zone 'SUN3A' controlled_by_gang 0 density 30 
076C: set_zone 'SUN3B' controlled_by_gang 0 density 30 
076C: set_zone 'SUN3C' controlled_by_gang 0 density 30 
076C: set_zone 'SUN4' controlled_by_gang 0 density 30 
076C: set_zone 'CHC1A' controlled_by_gang 2 density 40 
076C: set_zone 'CHC1B' controlled_by_gang 2 density 40 
076C: set_zone 'CHC2A' controlled_by_gang 2 density 40 
076C: set_zone 'CHC2B' controlled_by_gang 2 density 40 
076C: set_zone 'CHC3' controlled_by_gang 2 density 40 
076C: set_zone 'CHC4A' controlled_by_gang 2 density 40 
076C: set_zone 'CHC4B' controlled_by_gang 2 density 40 
076C: set_zone 'EBE1' controlled_by_gang 2 density 30 
076C: set_zone 'EBE2A' controlled_by_gang 2 density 30 
076C: set_zone 'EBE2B' controlled_by_gang 2 density 30 
076C: set_zone 'EBE3C' controlled_by_gang 2 density 30 
076C: set_zone 'ELCO1' controlled_by_gang 7 density 40 
076C: set_zone 'ELCO2' controlled_by_gang 7 density 40 
076C: set_zone 'GAN1' controlled_by_gang 0 density 10 
076C: set_zone 'GAN2' controlled_by_gang 0 density 25 
076C: set_zone 'GLN1' controlled_by_gang 0 density 40 
076C: set_zone 'GLN2A' controlled_by_gang 0 density 40 
076C: set_zone 'LIND1A' controlled_by_gang 0 density 20 
076C: set_zone 'LIND1B' controlled_by_gang 0 density 20 
076C: set_zone 'LIND2A' controlled_by_gang 0 density 20 
076C: set_zone 'LIND2B' controlled_by_gang 0 density 20 
076C: set_zone 'LIND3' controlled_by_gang 0 density 20 
076C: set_zone 'IWD1' controlled_by_gang 0 density 20 
076C: set_zone 'IWD2' controlled_by_gang 0 density 20 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 20 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 20 
076C: set_zone 'IWD4' controlled_by_gang 0 density 10 
076C: set_zone 'IWD5' controlled_by_gang 0 density 20 
076C: set_zone 'JEF1A' controlled_by_gang 0 density 40 
076C: set_zone 'JEF1B' controlled_by_gang 0 density 40 
076C: set_zone 'JEF2' controlled_by_gang 0 density 40 
076C: set_zone 'JEF3B' controlled_by_gang 0 density 40 
076C: set_zone 'JEF3C' controlled_by_gang 0 density 40 
076C: set_zone 'LFL1A' controlled_by_gang 2 density 40 
076C: set_zone 'LFL1B' controlled_by_gang 2 density 40 
076C: set_zone 'LMEX1A' controlled_by_gang 7 density 30 
076C: set_zone 'LMEX1B' controlled_by_gang 7 density 30 
076C: set_zone 'ELS1A' controlled_by_gang 0 density 30 
076C: set_zone 'ELS1B' controlled_by_gang 0 density 30 
076C: set_zone 'ELS2' controlled_by_gang 0 density 30 
076C: set_zone 'ELS3A' controlled_by_gang 0 density 30 
076C: set_zone 'ELS3B' controlled_by_gang 0 density 30 
076C: set_zone 'ELS4' controlled_by_gang 0 density 30 
076C: set_zone 'PLS' controlled_by_gang 0 density 10  // Playa del Seville
076C: set_zone 'SMB1' controlled_by_gang 0 density 10 
076C: set_zone 'SMB2' controlled_by_gang 0 density 10 
076C: set_zone 'VIN2' controlled_by_gang 0 density 10 
076C: set_zone 'VERO1' controlled_by_gang 0 density 10 
076C: set_zone 'VERO2' controlled_by_gang 0 density 10 
076C: set_zone 'VERO3' controlled_by_gang 0 density 10 
076C: set_zone 'VERO4A' controlled_by_gang 0 density 10 
076C: set_zone 'VERO4B' controlled_by_gang 0 density 10 
076C: set_zone 'SUN1' controlled_by_gang 1 density 0 
076C: set_zone 'SUN1' controlled_by_gang 1 density 0 
076C: set_zone 'SUN3A' controlled_by_gang 1 density 0 
076C: set_zone 'SUN3B' controlled_by_gang 1 density 0 
076C: set_zone 'SUN3C' controlled_by_gang 1 density 0 
076C: set_zone 'SUN4' controlled_by_gang 1 density 0 
076C: set_zone 'CHC1A' controlled_by_gang 1 density 0 
076C: set_zone 'CHC1B' controlled_by_gang 1 density 0 
076C: set_zone 'CHC2A' controlled_by_gang 1 density 0 
076C: set_zone 'CHC2B' controlled_by_gang 1 density 0 
076C: set_zone 'CHC3' controlled_by_gang 1 density 0 
076C: set_zone 'CHC4A' controlled_by_gang 1 density 0 
076C: set_zone 'CHC4B' controlled_by_gang 1 density 0 
076C: set_zone 'EBE1' controlled_by_gang 1 density 0 
076C: set_zone 'EBE2A' controlled_by_gang 1 density 0 
076C: set_zone 'EBE2B' controlled_by_gang 1 density 0 
076C: set_zone 'EBE3C' controlled_by_gang 1 density 0 
076C: set_zone 'ELCO1' controlled_by_gang 1 density 0 
076C: set_zone 'ELCO2' controlled_by_gang 1 density 0 
076C: set_zone 'GAN1' controlled_by_gang 1 density 0 
076C: set_zone 'GAN2' controlled_by_gang 1 density 0 
076C: set_zone 'GLN1' controlled_by_gang 1 density 0 
076C: set_zone 'GLN2A' controlled_by_gang 1 density 0 
076C: set_zone 'LIND1A' controlled_by_gang 1 density 0 
076C: set_zone 'LIND1B' controlled_by_gang 1 density 0 
076C: set_zone 'LIND2A' controlled_by_gang 1 density 0 
076C: set_zone 'LIND2B' controlled_by_gang 1 density 0 
076C: set_zone 'LIND3' controlled_by_gang 1 density 0 
076C: set_zone 'IWD1' controlled_by_gang 1 density 0 
076C: set_zone 'IWD2' controlled_by_gang 1 density 0 
076C: set_zone 'IWD3A' controlled_by_gang 1 density 0 
076C: set_zone 'IWD3B' controlled_by_gang 1 density 0 
076C: set_zone 'IWD4' controlled_by_gang 1 density 0 
076C: set_zone 'IWD5' controlled_by_gang 1 density 0 
076C: set_zone 'JEF1A' controlled_by_gang 1 density 0 
076C: set_zone 'JEF1B' controlled_by_gang 1 density 0 
076C: set_zone 'JEF2' controlled_by_gang 1 density 0 
076C: set_zone 'JEF3A' controlled_by_gang 1 density 0 
076C: set_zone 'JEF3B' controlled_by_gang 1 density 0 
076C: set_zone 'JEF3C' controlled_by_gang 1 density 0 
076C: set_zone 'LFL1A' controlled_by_gang 1 density 0 
076C: set_zone 'LFL1B' controlled_by_gang 1 density 0 
076C: set_zone 'LMEX1A' controlled_by_gang 1 density 0 
076C: set_zone 'LMEX1B' controlled_by_gang 1 density 0 
076C: set_zone 'ELS1A' controlled_by_gang 1 density 0 
076C: set_zone 'ELS1B' controlled_by_gang 1 density 0 
076C: set_zone 'ELS2' controlled_by_gang 1 density 0 
076C: set_zone 'ELS3A' controlled_by_gang 1 density 0 
076C: set_zone 'ELS3B' controlled_by_gang 1 density 0 
076C: set_zone 'ELS4' controlled_by_gang 1 density 0 
076C: set_zone 'PLS' controlled_by_gang 1 density 0  // Playa del Seville
076C: set_zone 'SMB1' controlled_by_gang 1 density 0 
076C: set_zone 'SMB2' controlled_by_gang 1 density 0 
076C: set_zone 'VIN2' controlled_by_gang 1 density 0 
076C: set_zone 'VERO1' controlled_by_gang 1 density 0 
076C: set_zone 'VERO2' controlled_by_gang 1 density 0 
076C: set_zone 'VERO3' controlled_by_gang 1 density 0 
076C: set_zone 'VERO4A' controlled_by_gang 1 density 0 
076C: set_zone 'VERO4B' controlled_by_gang 1 density 0 
0051: return 

:LA1FIN2_21995
0004: $ONMISSION = 0 // integer values 
0951: (unknown) 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LA1FIN2_22027 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:LA1FIN2_22027
0249: release_model #BRAVURA 
0249: release_model #SABRE 
0249: release_model #FAM1 
0249: release_model #BALLAS1 
0249: release_model #MP5LNG 
0249: release_model #SENTINEL 
0249: release_model #PONY 
04EF: release_animation "SWEET" 
0873: release_path 162 
0873: release_path 163 
0873: release_path 650 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
04EF: release_animation "POLICE" 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0296: unload_special_actor 1 
065C: unknown_create_def_entity 103@ // unknown_destroy 
065C: unknown_create_def_entity 104@ // unknown_destroy 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_22146 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 

:LA1FIN2_22146
0164: disable_marker 50@ 
0006: 267@ = 0 // integer values 

:LA1FIN2_22158
00D6: if 
001B:   6 > 267@ // integer values 
004D: jump_if_false @LA1FIN2_22199 
0164: disable_marker 51@(267@,6i) 
000A: 267@ += 1 // integer values 
0002: jump @LA1FIN2_22158 

:LA1FIN2_22199
0151: remove_status_text $6964 
0777: destroy_objects_in_object_group "BARRIERS1" 
03C7: unknown_maybe_cops_density 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
06D0: (unknown) 1 
065C: unknown_create_def_entity 231@ // unknown_destroy 
08EA: (unknown) 1 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
08F4: (unknown) 99 
0051: return 

//-------------Mission 39---------------
// Originally: Badlands

:BCRASH1
03A4: name_thread 'BCRASH1' 
0050: gosub @BCRASH1_922 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BCRASH1_38 
0050: gosub @BCRASH1_13511 

:BCRASH1_38
0050: gosub @BCRASH1_13675 
004E: end_thread 

:BCRASH1_47
0247: request_model #WMYBU 
0247: request_model #FBI 
0247: request_model #WASHING 
0247: request_model #SANCHEZ 
0247: request_model #MICRO_UZI 
0247: request_model #CAMERA 
038B: load_requested_models 

:BCRASH1_79
00D6: if or
8248:   not model #WMYBU available 
8248:   not model #FBI available 
8248:   not model #MICRO_UZI available 
8248:   not model #WASHING available 
8248:   not model #SANCHEZ available 
8248:   not model #CAMERA available 
004D: jump_if_false @BCRASH1_131 
0001: wait 0 ms 
0002: jump @BCRASH1_79 

:BCRASH1_131
0051: return 
032B: 270@ = create_weapon_pickup #CAMERA 3 ammo 24 at -2044.1 -2523.86 31.11 
03DC: 271@ = create_marker_above_pickup 270@ 

:BCRASH1_168
0007: 287@ = -2814.84 // floating-point values 
0007: 288@ = -1522.0 // floating-point values 
0007: 289@ = 139.33 // floating-point values 
009A: 284@ = create_actor 4 #WMYBU at 287@ 288@ 289@ 
054A: set_actor 284@ immune_to_car_headshots 0 
060A: unknown_create_entity 0 286@ 
060B: unknown_actor_use_entity 284@ 286@ 
0051: return 

:BCRASH1_241
0249: release_model #WMYBU 
0051: return 

:BCRASH1_248
0007: 302@ = -2800.11 // floating-point values 
0007: 307@ = -1521.49 // floating-point values 
0007: 312@ = 137.37 // floating-point values 
0007: 317@ = 305.1252 // floating-point values 
0007: 303@ = -2799.34 // floating-point values 
0007: 308@ = -1524.66 // floating-point values 
0007: 313@ = 137.38 // floating-point values 
0007: 318@ = 356.2755 // floating-point values 
0007: 304@ = -2789.047 // floating-point values 
0007: 309@ = -1533.317 // floating-point values 
0007: 314@ = 138.4778 // floating-point values 
0007: 319@ = 317.5168 // floating-point values 
0007: 305@ = -2801.7 // floating-point values 
0007: 310@ = -1515.16 // floating-point values 
0007: 315@ = 137.33 // floating-point values 
0007: 320@ = 270.3571 // floating-point values 
060A: unknown_create_entity 0 300@ 
009A: 291@ = create_actor 24 #FBI at 81@ 87@ 93@ 
0173: set_actor 291@ z_angle_to 317@ 
01B2: give_actor 291@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 291@ aggressive_to_pedgroup 4 type 0 
0961: (unknown) 291@ 1 
060B: unknown_actor_use_entity 291@ 300@ 
009A: 292@ = create_actor 24 #FBI at 82@ 88@ 94@ 
0173: set_actor 292@ z_angle_to 318@ 
01B2: give_actor 292@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 292@ aggressive_to_pedgroup 4 type 0 
0961: (unknown) 292@ 1 
060B: unknown_actor_use_entity 292@ 300@ 
009A: 293@ = create_actor 24 #FBI at 80@ 86@ 92@ 
0173: set_actor 293@ z_angle_to 319@ 
01B2: give_actor 293@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 293@ aggressive_to_pedgroup 4 type 0 
0961: (unknown) 293@ 1 
060B: unknown_actor_use_entity 293@ 300@ 
009A: 294@ = create_actor 24 #FBI at 79@ 85@ 91@ 
0173: set_actor 294@ z_angle_to 320@ 
01B2: give_actor 294@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 294@ aggressive_to_pedgroup 4 type 0 
0961: (unknown) 294@ 1 
060B: unknown_actor_use_entity 294@ 300@ 
077A: set_actor $PLAYER_ACTOR aggressive_to_pedgroup 4 type 24 
0051: return 

:BCRASH1_670
0249: release_model #MICRO_UZI 
0249: release_model #FBI 
0051: return 

:BCRASH1_682
0007: 324@ = -2815.16 // floating-point values 
0007: 325@ = -1512.03 // floating-point values 
0007: 326@ = 138.08 // floating-point values 
0007: 327@ = 272.57 // floating-point values 
0674: set_car_model #WASHING numberplate "_ASSMAN_" 
00A5: 322@ = create_car #WASHING at 324@ 325@ 326@ 
0587: (unknown) 322@ 0 
0175: set_car 322@ z_angle_to 327@ 
020A: set_car 322@ door_status_to 3 
053F: set_car 322@ tires_vulnerable 0 
0051: return 

:BCRASH1_785
0249: release_model #WASHING 
0051: return 
0051: return 

:BCRASH1_794
0247: request_model #SANCHEZ 

:BCRASH1_799
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @BCRASH1_826 
0001: wait 0 ms 
0002: jump @BCRASH1_799 

:BCRASH1_826
0007: 330@ = -2803.156 // floating-point values 
0007: 331@ = -1519.46 // floating-point values 
0007: 332@ = 138.2818 // floating-point values 
0007: 333@ = 189.4269 // floating-point values 
00A5: 328@ = create_car #SANCHEZ at 330@ 331@ 332@ 
0587: (unknown) 328@ 0 
0175: set_car 328@ z_angle_to 333@ 
02AC: set_car 328@ immunities 1 1 1 1 1 
0051: return 
0249: release_model #SANCHEZ 
0051: return 

:BCRASH1_922
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'BCRASH1' 
0007: 107@ = -2815.382 // floating-point values 
0007: 147@ = -1511.204 // floating-point values 
0007: 187@ = 139.1089 // floating-point values 
0007: 108@ = -2766.912 // floating-point values 
0007: 148@ = -1599.013 // floating-point values 
0007: 188@ = 141.1248 // floating-point values 
0007: 109@ = -2778.611 // floating-point values 
0007: 149@ = -1698.438 // floating-point values 
0007: 189@ = 141.3879 // floating-point values 
0007: 110@ = -2770.779 // floating-point values 
0007: 150@ = -1798.475 // floating-point values 
0007: 190@ = 141.5863 // floating-point values 
0007: 111@ = -2705.242 // floating-point values 
0007: 151@ = -1874.129 // floating-point values 
0007: 191@ = 137.9205 // floating-point values 
0007: 112@ = -2651.399 // floating-point values 
0007: 152@ = -1958.48 // floating-point values 
0007: 192@ = 127.1876 // floating-point values 
0007: 113@ = -2624.508 // floating-point values 
0007: 153@ = -2055.077 // floating-point values 
0007: 193@ = 129.1295 // floating-point values 
0007: 114@ = -2525.173 // floating-point values 
0007: 154@ = -2071.438 // floating-point values 
0007: 194@ = 126.7572 // floating-point values 
0007: 115@ = -2426.958 // floating-point values 
0007: 155@ = -2090.192 // floating-point values 
0007: 195@ = 122.5222 // floating-point values 
0007: 116@ = -2393.0 // floating-point values 
0007: 156@ = -2096.0 // floating-point values 
0007: 196@ = 118.0 // floating-point values 
0007: 117@ = -2326.898 // floating-point values 
0007: 157@ = -2098.732 // floating-point values 
0007: 197@ = 114.4895 // floating-point values 
0007: 118@ = -2257.158 // floating-point values 
0007: 158@ = -2073.11 // floating-point values 
0007: 198@ = 119.2503 // floating-point values 
0007: 119@ = -2215.638 // floating-point values 
0007: 159@ = -2044.962 // floating-point values 
0007: 199@ = 118.7853 // floating-point values 
0007: 120@ = -2143.491 // floating-point values 
0007: 160@ = -1955.622 // floating-point values 
0007: 200@ = 117.0468 // floating-point values 
0007: 121@ = -2123.148 // floating-point values 
0007: 161@ = -1897.05 // floating-point values 
0007: 201@ = 113.449 // floating-point values 
0007: 122@ = -2137.857 // floating-point values 
0007: 162@ = -1994.849 // floating-point values 
0007: 202@ = 96.0566 // floating-point values 
0007: 123@ = -2165.01 // floating-point values 
0007: 163@ = -2044.654 // floating-point values 
0007: 203@ = 90.2613 // floating-point values 
0007: 124@ = -2266.458 // floating-point values 
0007: 164@ = -2142.735 // floating-point values 
0007: 204@ = 55.9682 // floating-point values 
0007: 125@ = -2345.696 // floating-point values 
0007: 165@ = -2199.511 // floating-point values 
0007: 205@ = 33.1272 // floating-point values 
0007: 126@ = -2245.354 // floating-point values 
0007: 166@ = -2201.11 // floating-point values 
0007: 206@ = 35.0159 // floating-point values 
0007: 127@ = -2164.646 // floating-point values 
0007: 167@ = -2143.817 // floating-point values 
0007: 207@ = 51.5793 // floating-point values 
0007: 128@ = -2094.473 // floating-point values 
0007: 168@ = -2072.822 // floating-point values 
0007: 208@ = 63.6193 // floating-point values 
0007: 129@ = -2063.865 // floating-point values 
0007: 169@ = -1977.4 // floating-point values 
0007: 209@ = 57.6244 // floating-point values 
0007: 130@ = -2014.453 // floating-point values 
0007: 170@ = -1890.356 // floating-point values 
0007: 210@ = 45.5302 // floating-point values 
0007: 131@ = -1949.741 // floating-point values 
0007: 171@ = -1814.233 // floating-point values 
0007: 211@ = 33.7562 // floating-point values 
0007: 132@ = -1872.931 // floating-point values 
0007: 172@ = -1750.007 // floating-point values 
0007: 212@ = 29.084 // floating-point values 
0007: 133@ = -1783.883 // floating-point values 
0007: 173@ = -1701.444 // floating-point values 
0007: 213@ = 29.5583 // floating-point values 
0007: 134@ = -1697.56 // floating-point values 
0007: 174@ = -1651.167 // floating-point values 
0007: 214@ = 36.0764 // floating-point values 
0007: 135@ = -1604.938 // floating-point values 
0007: 175@ = -1613.388 // floating-point values 
0007: 215@ = 36.1148 // floating-point values 
0007: 136@ = -1587.864 // floating-point values 
0007: 176@ = -1514.849 // floating-point values 
0007: 216@ = 37.5464 // floating-point values 
0007: 137@ = -1685.724 // floating-point values 
0007: 177@ = -1494.043 // floating-point values 
0007: 217@ = 34.7867 // floating-point values 
0007: 138@ = -1777.044 // floating-point values 
0007: 178@ = -1452.41 // floating-point values 
0007: 218@ = 34.6646 // floating-point values 
0007: 139@ = -1862.846 // floating-point values 
0007: 179@ = -1400.225 // floating-point values 
0007: 219@ = 38.3508 // floating-point values 
0007: 140@ = -1947.106 // floating-point values 
0007: 180@ = -1346.296 // floating-point values 
0007: 220@ = 40.5623 // floating-point values 
0007: 141@ = -2005.107 // floating-point values 
0007: 181@ = -1264.516 // floating-point values 
0007: 221@ = 36.3458 // floating-point values 
0007: 142@ = -2055.837 // floating-point values 
0007: 182@ = -1177.761 // floating-point values 
0007: 222@ = 32.1425 // floating-point values 
0007: 143@ = -2106.079 // floating-point values 
0007: 183@ = -1091.077 // floating-point values 
0007: 223@ = 29.978 // floating-point values 
0007: 144@ = -2168.372 // floating-point values 
0007: 184@ = -1012.418 // floating-point values 
0007: 224@ = 33.7818 // floating-point values 
0007: 145@ = -2210.523 // floating-point values 
0007: 185@ = -974.889 // floating-point values 
0007: 225@ = 38.5044 // floating-point values 
0007: 77@ = -2797.75 // floating-point values 
0007: 83@ = -1531.63 // floating-point values 
0007: 89@ = 138.5 // floating-point values 
0007: 78@ = -2803.09 // floating-point values 
0007: 84@ = -1503.01 // floating-point values 
0007: 90@ = 138.83 // floating-point values 
0007: 79@ = -2804.69 // floating-point values 
0007: 85@ = -1506.7 // floating-point values 
0007: 91@ = 137.83 // floating-point values 
0007: 80@ = -2818.89 // floating-point values 
0007: 86@ = -1505.72 // floating-point values 
0007: 92@ = 139.34 // floating-point values 
0007: 81@ = -2826.68 // floating-point values 
0007: 87@ = -1522.23 // floating-point values 
0007: 93@ = 138.78 // floating-point values 
0007: 82@ = -2822.9 // floating-point values 
0007: 88@ = -1536.94 // floating-point values 
0007: 94@ = 138.86 // floating-point values 
0007: 70@ = -2814.84 // floating-point values 
0007: 71@ = -1522.0 // floating-point values 
0007: 72@ = 139.33 // floating-point values 
0007: 95@ = -2777.05 // floating-point values 
0007: 96@ = -1568.29 // floating-point values 
0007: 97@ = 140.04 // floating-point values 
0007: 98@ = -2346.7 // floating-point values 
0007: 101@ = -2240.18 // floating-point values 
0007: 104@ = 17.29 // floating-point values 
0007: 99@ = -2103.0 // floating-point values 
0007: 102@ = -1885.0 // floating-point values 
0007: 105@ = 109.0 // floating-point values 
0007: 100@ = -2602.0 // floating-point values 
0007: 103@ = -2084.0 // floating-point values 
0007: 106@ = 131.0 // floating-point values 
0007: 236@ = -2767.98 // floating-point values 
0007: 246@ = -1597.9 // floating-point values 
0007: 256@ = 141.46 // floating-point values 
0007: 237@ = -2787.39 // floating-point values 
0007: 247@ = -1568.11 // floating-point values 
0007: 257@ = 147.27 // floating-point values 
0007: 238@ = -2796.35 // floating-point values 
0007: 248@ = -1537.58 // floating-point values 
0007: 258@ = 143.82 // floating-point values 
0007: 239@ = -2800.19 // floating-point values 
0007: 249@ = -1505.59 // floating-point values 
0007: 259@ = 143.89 // floating-point values 
0007: 240@ = -2801.43 // floating-point values 
0007: 250@ = -1541.87 // floating-point values 
0007: 260@ = 140.29 // floating-point values 
0007: 321@ = 30.0 // floating-point values 
0004: $6965 = -1 // integer values 
0006: 34@ = 0 // integer values 
0006: 51@ = 1 // integer values 
0006: 278@ = 1 // integer values 
0006: 279@ = 3 // integer values 
0006: 36@ = 0 // integer values 
0004: $6967 = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 54@ = 1 // integer values 
0006: 56@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 59@ = 1 // integer values 
0004: $6966 = 0 // integer values 
0006: 55@ = 0 // integer values 
0004: $6968 = 0 // integer values 
0004: $6969 = 1 // integer values 
0004: $6970 = 38 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0615: define_action_sequences 278@ 
05D3: AS_actor -1 go_to_point 81@ 87@ 93@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 82@ 88@ 94@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 77@ 83@ 89@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 78@ 84@ 90@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 79@ 85@ 91@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 80@ 86@ 92@ speed 4 -1 ms 
0643: (unknown) 278@ 1 
0616: define_action_sequences_end 278@ 
0615: define_action_sequences 279@ 
05D3: AS_actor -1 go_to_point 82@ 88@ 94@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 81@ 87@ 93@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 80@ 86@ 92@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 79@ 85@ 91@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 78@ 84@ 90@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 77@ 83@ 89@ speed 4 -1 ms 
0643: (unknown) 279@ 1 
0616: define_action_sequences_end 279@ 
0615: define_action_sequences 280@ 
05D3: AS_actor -1 go_to_point 80@ 86@ 92@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 81@ 87@ 93@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 82@ 88@ 94@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 77@ 83@ 89@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 78@ 84@ 90@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 79@ 85@ 91@ speed 4 -1 ms 
0643: (unknown) 280@ 1 
0616: define_action_sequences_end 280@ 
0615: define_action_sequences 281@ 
05D3: AS_actor -1 go_to_point 79@ 85@ 91@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 78@ 84@ 90@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 77@ 83@ 89@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 82@ 88@ 94@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 81@ 87@ 93@ speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 80@ 86@ 92@ speed 4 -1 ms 
0643: (unknown) 281@ 1 
0616: define_action_sequences_end 281@ 
029B: 273@ = init_object #ROADWORKBARRIER1 at -2450.083 -2079.953 125.711 
0453: object 273@ set_rotation 9.209 7.675 -43.371 
029B: 274@ = init_object #ROADWORKBARRIER1 at -2449.15 -2078.21 125.917 
0453: object 274@ set_rotation 4.992 7.247 -15.069 
029B: 275@ = init_object #ROADWORKBARRIER1 at -2447.868 -2076.578 125.975 
0453: object 275@ set_rotation -1.869 8.724 -44.611 
0050: gosub @BCRASH1_47 
07B4: (unknown) $PLAYER_CHAR 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 54.0 
015F: set_camera_position -2041.009 -2527.207 33.9116 0.0 0.0 0.0 
0160: point_camera -2041.785 -2526.602 34.0884 2 
016A: fade 1 300 ms 

:BCRASH1_3510
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_3534 
0001: wait 0 ms 
0002: jump @BCRASH1_3510 

:BCRASH1_3534
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'BCR1_03' 5000 ms 1  // ~s~ld meg a ~y~tant~s~! ~s~s hozz vissza bizonytkot.
018A: 65@ = create_checkpoint_at 98@ 101@ 104@ 

:BCRASH1_3584
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @BCRASH1_3610 
0002: jump @BCRASH1_13609 

:BCRASH1_3610
00D6: if 
0735:   49 
004D: jump_if_false @BCRASH1_3632 
0004: $2208 = 1 // integer values 

:BCRASH1_3632
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @BCRASH1_3846 
00D6: if 
0039:   55@ == 3 // integer values 
004D: jump_if_false @BCRASH1_3699 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BCRASH1_3699 
03E5: text_box 'BCR1_23'  // A galria kpeidet megtekintheted a GTA San Andreas "User Files" knyvtrban.
0006: 55@ = 4 // integer values 

:BCRASH1_3699
00D6: if 
0039:   55@ == 2 // integer values 
004D: jump_if_false @BCRASH1_3748 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BCRASH1_3748 
03E5: text_box 'FEG_HOW'  // Egy fot ksztshez, nyomd le a(z) ~k~~PED_FIREWEAPON~-t.
0006: 55@ = 3 // integer values 

:BCRASH1_3748
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @BCRASH1_3797 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BCRASH1_3797 
03E5: text_box 'BCR1_21'  // Ha hasznlod a fnykpezgpet, akkor nyomd le a(z) ~k~~PED_SNIPER_ZOOM_IN~ billentyt a nagytshoz, a(z) ~k~~PED_SNIPER_ZOOM_OUT~ billentyt pedig a kicsinytshez.
0006: 55@ = 2 // integer values 

:BCRASH1_3797
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @BCRASH1_3846 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @BCRASH1_3846 
03E5: text_box 'BCR1_22'  // Tartsd nyomva a(z) ~k~~PED_LOCK_TARGET~ gombot, hogy belenzz a fnykpezgp fkuszljba.
0006: 55@ = 1 // integer values 

:BCRASH1_3846
00D6: if 
001A:   4 > $6965 // integer values 
004D: jump_if_false @BCRASH1_3954 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @BCRASH1_3913 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_3913 
00D9: 272@ = actor $PLAYER_ACTOR car 
0006: 35@ = 1 // integer values 

:BCRASH1_3913
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @BCRASH1_3954 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_3954 
0006: 35@ = 0 // integer values 

:BCRASH1_3954
00D6: if 
0038:   $6965 == -1 // integer values 
004D: jump_if_false @BCRASH1_4142 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_4142 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 98@ 101@ 104@ radius 4.0 4.0 4.0 
004D: jump_if_false @BCRASH1_4142 
0164: disable_marker 65@ 
0007: 95@ = -2774.981 // floating-point values 
0007: 96@ = -1591.26 // floating-point values 
0007: 97@ = 140.388 // floating-point values 
018A: 64@ = create_checkpoint_at 95@ 96@ 97@ 
00BC: text_highpriority 'BCR1_18' 5000 ms 1  // ~s~Menj fel valahogy a ~y~hegyre~s~, s keresd meg a besgt!
00D6: if 
0038:   $2208 == 1 // integer values 
004D: jump_if_false @BCRASH1_4135 
0950: trip_skip -2767.883 -1634.114 140.3939 angle 0.0569 

:BCRASH1_4135
0004: $6965 = 0 // integer values 

:BCRASH1_4142
00D6: if 
0038:   $6965 == 0 // integer values 
004D: jump_if_false @BCRASH1_4299 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_4299 
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @BCRASH1_4299 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 95@ 96@ 97@ radius 150.0 150.0 150.0 
004D: jump_if_false @BCRASH1_4299 
0164: disable_marker 64@ 
0007: 95@ = -2774.981 // floating-point values 
0007: 96@ = -1591.26 // floating-point values 
0007: 97@ = 140.388 // floating-point values 
018A: 64@ = create_checkpoint_at 95@ 96@ 97@ 
0004: $6967 = 0 // integer values 
0006: 53@ = 1 // integer values 

:BCRASH1_4299
00D6: if 
0038:   $6965 == 0 // integer values 
004D: jump_if_false @BCRASH1_5490 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_5490 
00D6: if 
0018:   $6967 > 1 // integer values 
004D: jump_if_false @BCRASH1_4427 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BCRASH1_4375 
0006: 38@ = 0 // integer values 

:BCRASH1_4375
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @BCRASH1_4427 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BCRASH1_4427 
00BE: text_clear_all 
000E: 266@ -= 1000 // integer values 
0004: $6967 = 6 // integer values 

:BCRASH1_4427
00D6: if 
0038:   $6967 == 0 // integer values 
004D: jump_if_false @BCRASH1_4617 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 95@ 96@ 97@ radius 100.0 100.0 100.0 
004D: jump_if_false @BCRASH1_4617 
0006: 38@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 300 ms 

:BCRASH1_4508
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_4532 
0001: wait 0 ms 
0002: jump @BCRASH1_4508 

:BCRASH1_4532
0050: gosub @BCRASH1_168 
0050: gosub @BCRASH1_248 
0050: gosub @BCRASH1_682 
0050: gosub @BCRASH1_794 
01BD: 266@ = current_time_in_ms 
00D6: if 
0038:   $2208 == 1 // integer values 
004D: jump_if_false @BCRASH1_4585 
0951: (unknown) 

:BCRASH1_4585
00D6: if 
0038:   $2208 == 0 // integer values 
004D: jump_if_false @BCRASH1_4610 
0004: $2208 = 1 // integer values 

:BCRASH1_4610
0004: $6967 = 1 // integer values 

:BCRASH1_4617
00D6: if 
0038:   $6967 == 1 // integer values 
004D: jump_if_false @BCRASH1_4927 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 250 // integer values 
004D: jump_if_false @BCRASH1_4927 
03CB: set_camera 70@ 71@ 72@ 
015F: set_camera_position -2795.86 -1536.975 139.3093 0.0 0.0 0.0 
0160: point_camera -2796.553 -1536.282 139.5107 2 
0395: clear_area 1 at 70@ 71@ 72@ range 75.0 
02A3: toggle_widescreen 1 
0169: set_fade_color 0 0 0 
016A: fade 1 300 ms 

:BCRASH1_4774
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_4798 
0001: wait 0 ms 
0002: jump @BCRASH1_4774 

:BCRASH1_4798
00BC: text_highpriority 'BCR1_04' 3000 ms 1  // ~s~Odabent van, fstld ki!
0164: disable_marker 64@ 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_4843 
0618: assign_actor 291@ to_action_sequences 278@ 

:BCRASH1_4843
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_4867 
0618: assign_actor 292@ to_action_sequences 279@ 

:BCRASH1_4867
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_4891 
0618: assign_actor 293@ to_action_sequences 280@ 

:BCRASH1_4891
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_4915 
0618: assign_actor 294@ to_action_sequences 281@ 

:BCRASH1_4915
01BD: 266@ = current_time_in_ms 
0004: $6967 = 2 // integer values 

:BCRASH1_4927
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_5490 
00D6: if 
0038:   $6967 == 2 // integer values 
004D: jump_if_false @BCRASH1_5029 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 3000 // integer values 
004D: jump_if_false @BCRASH1_5029 
00BC: text_highpriority 'BCR1_19' 3000 ms 1  // ~s~Vigyzz a zsarukkal!
01BD: 266@ = current_time_in_ms 
0004: $6967 = 3 // integer values 

:BCRASH1_5029
00D6: if 
0038:   $6967 == 3 // integer values 
004D: jump_if_false @BCRASH1_5166 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 3000 // integer values 
004D: jump_if_false @BCRASH1_5166 
00BC: text_highpriority 'BCR1_20' 4000 ms 1  // ~s~Ne feledd, egy darabban kell rla egy fnykp!
015F: set_camera_position -2793.092 -1510.473 139.2297 0.0 0.0 0.0 
0160: point_camera -2793.947 -1510.945 139.4455 2 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 4 // integer values 

:BCRASH1_5166
00D6: if 
0038:   $6967 == 4 // integer values 
004D: jump_if_false @BCRASH1_5236 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 2000 // integer values 
004D: jump_if_false @BCRASH1_5236 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 5 // integer values 

:BCRASH1_5236
00D6: if 
0038:   $6967 == 5 // integer values 
004D: jump_if_false @BCRASH1_5306 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 1500 // integer values 
004D: jump_if_false @BCRASH1_5306 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 6 // integer values 

:BCRASH1_5306
00D6: if 
0038:   $6967 == 6 // integer values 
004D: jump_if_false @BCRASH1_5490 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 500 // integer values 
004D: jump_if_false @BCRASH1_5490 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if and
8118:   not actor 284@ dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_5490 
0187: 285@ = create_marker_above_actor 284@ 
0004: $6965 = 1 // integer values 
0004: $6967 = 7 // integer values 
0615: define_action_sequences 282@ 
05F5: unknown_action_sequence -1 -2822.47 -1518.595 139.7656 4 -2 
05F5: unknown_action_sequence -1 -2822.97 -1514.244 138.2893 4 -2 
05CB: AS_actor -1 enter_car_as_driver 322@ -727379969 ms 
0616: define_action_sequences_end 282@ 

:BCRASH1_5490
00D6: if 
0038:   $6965 == 1 // integer values 
004D: jump_if_false @BCRASH1_8165 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @BCRASH1_5908 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_5681 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_5564 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5564
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_5588 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5588
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_5612 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5612
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_5636 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5636
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_5681 
02AC: set_car 322@ immunities 0 0 0 0 0 
020A: set_car 322@ door_status_to 1 
0519: lock_vehicle 322@ in_current_position 0 

:BCRASH1_5681
00D6: if or
0118:   actor 291@ dead 
0118:   actor 292@ dead 
0118:   actor 293@ dead 
0118:   actor 294@ dead 
004D: jump_if_false @BCRASH1_5908 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @BCRASH1_5761 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_5761 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 // integer values 

:BCRASH1_5761
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @BCRASH1_5810 
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_5810 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 // integer values 

:BCRASH1_5810
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @BCRASH1_5859 
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_5859 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 // integer values 

:BCRASH1_5859
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @BCRASH1_5908 
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_5908 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 // integer values 

:BCRASH1_5908
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_8165 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_6413 
0006: 50@ = 1 // integer values 
0050: gosub @BCRASH1_13856 
0087: 302@ = 73@ // floating-point values only 
0087: 307@ = 74@ // floating-point values only 
0087: 312@ = 75@ // floating-point values only 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6141 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 302@ 307@ 312@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @BCRASH1_6141 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_6141 
0672: AS_actor 291@ attack_car 272@ 
0006: 41@ = 1 // integer values 
0006: 46@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6141 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6141 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6141 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_6141
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6413 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 302@ 307@ 312@ radius 5.0 5.0 5.0 
004D: jump_if_false @BCRASH1_6288 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 // integer values 
0006: 41@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6288 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6288 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6288 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_6288
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 -2774.03 -1572.78 -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_6413 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 // integer values 
0006: 41@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6413 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6413 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6413 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_6413
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_6902 
0006: 50@ = 2 // integer values 
0050: gosub @BCRASH1_13856 
0087: 303@ = 73@ // floating-point values only 
0087: 308@ = 74@ // floating-point values only 
0087: 313@ = 75@ // floating-point values only 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6630 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 303@ 308@ 313@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @BCRASH1_6630 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_6630 
0672: AS_actor 292@ attack_car 272@ 
0006: 42@ = 1 // integer values 
0006: 47@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6630 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6630 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6630 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_6630
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6902 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 303@ 308@ 313@ radius 5.0 5.0 5.0 
004D: jump_if_false @BCRASH1_6777 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 // integer values 
0006: 42@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6777 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6777 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6777 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_6777
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 -2774.03 -1572.78 -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_6902 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 // integer values 
0006: 42@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_6902 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6902 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6902 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_6902
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_7391 
0006: 50@ = 3 // integer values 
0050: gosub @BCRASH1_13856 
0087: 304@ = 73@ // floating-point values only 
0087: 309@ = 74@ // floating-point values only 
0087: 314@ = 75@ // floating-point values only 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7119 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 304@ 309@ 314@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @BCRASH1_7119 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_7119 
0672: AS_actor 293@ attack_car 272@ 
0006: 43@ = 1 // integer values 
0006: 48@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7119 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7119 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7119 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_7119
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7391 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 304@ 309@ 314@ radius 5.0 5.0 5.0 
004D: jump_if_false @BCRASH1_7266 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 // integer values 
0006: 43@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7266 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7266 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7266 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_7266
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 -2774.03 -1572.78 -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_7391 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 // integer values 
0006: 43@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7391 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7391 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7391 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_7391
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_7880 
0006: 50@ = 4 // integer values 
0050: gosub @BCRASH1_13856 
0087: 305@ = 73@ // floating-point values only 
0087: 310@ = 74@ // floating-point values only 
0087: 315@ = 75@ // floating-point values only 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7608 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 305@ 310@ 315@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @BCRASH1_7608 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_7608 
0672: AS_actor 294@ attack_car 272@ 
0006: 44@ = 1 // integer values 
0006: 49@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7608 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7608 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7608 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_7608
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7880 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 305@ 310@ 315@ radius 5.0 5.0 5.0 
004D: jump_if_false @BCRASH1_7755 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 // integer values 
0006: 44@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7755 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7755 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7755 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_7755
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 -2774.03 -1572.78 -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_7880 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 // integer values 
0006: 44@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_7880 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7880 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7880 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 

:BCRASH1_7880
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @BCRASH1_7963 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7963 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7963 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_7963 
0004: $6967 = 0 // integer values 
0004: $6965 = 3 // integer values 

:BCRASH1_7963
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_8120 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_8003 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8003
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_8027 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8027
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_8051 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8051
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_8075 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8075
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_8120 
02AC: set_car 322@ immunities 0 0 0 0 0 
020A: set_car 322@ door_status_to 1 
0519: lock_vehicle 322@ in_current_position 0 

:BCRASH1_8120
00D6: if and
0118:   actor 291@ dead 
0118:   actor 292@ dead 
0118:   actor 293@ dead 
0118:   actor 294@ dead 
004D: jump_if_false @BCRASH1_8165 
0004: $6967 = 0 // integer values 
0004: $6965 = 2 // integer values 

:BCRASH1_8165
00D6: if 
0038:   $6965 == 2 // integer values 
004D: jump_if_false @BCRASH1_8313 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_8313 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_8290 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @BCRASH1_8269 
0618: assign_actor 284@ to_action_sequences 282@ 
0006: 56@ = 1 // integer values 
0004: $6967 = 0 // integer values 
0004: $6965 = 3 // integer values 
0002: jump @BCRASH1_8283 

:BCRASH1_8269
0004: $6967 = 0 // integer values 
0004: $6965 = 3 // integer values 

:BCRASH1_8283
0002: jump @BCRASH1_8313 

:BCRASH1_8290
00BC: text_highpriority 'BCR1_10' 5000 ms 1  // ~s~Fnykpezd le a ~r~holttestet~s~.
0004: $6965 = 7 // integer values 

:BCRASH1_8313
00D6: if 
0038:   $6965 == 3 // integer values 
004D: jump_if_false @BCRASH1_9346 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_9324 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_9279 
00D6: if 
00DB:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_9193 
00D6: if 
0018:   $6967 > 2 // integer values 
004D: jump_if_false @BCRASH1_8407 
0004: $6967 = 0 // integer values 

:BCRASH1_8407
00D6: if 
060E:   car 322@ is_assigned_to_existing_path 
004D: jump_if_false @BCRASH1_8606 
0407: create_coordinate 233@ 234@ 235@ from_car 322@ offset 0.0 4.0 0.0 
0087: 227@ = 233@ // floating-point values only 
000F: 227@ -= 1.5 // floating-point values 
0087: 228@ = 234@ // floating-point values only 
000F: 228@ -= 1.5 // floating-point values 
0087: 229@ = 235@ // floating-point values only 
000F: 229@ -= 1.5 // floating-point values 
0087: 230@ = 233@ // floating-point values only 
000B: 230@ += 1.5 // floating-point values 
0087: 231@ = 234@ // floating-point values only 
000B: 231@ += 1.5 // floating-point values 
0087: 232@ = 235@ // floating-point values only 
000B: 232@ += 1.5 // floating-point values 
00D6: if 
0339:   objects_in_cube 227@ 228@ 229@ 230@ 231@ 232@ 0 0 1 0 0 
004D: jump_if_false @BCRASH1_8606 
05EC: release_vehicle 322@ from_path 

:BCRASH1_8606
00D6: if 
060E:   car 322@ is_assigned_to_existing_path 
004D: jump_if_false @BCRASH1_8690 
00D6: if 
0100:   actor 284@ near_point_in_car 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @BCRASH1_8690 
0008: $6968 += 1 // integer values 
0008: $6969 += 1 // integer values 

:BCRASH1_8690
00D6: if 
0038:   $6967 == 0 // integer values 
004D: jump_if_false @BCRASH1_9016 
0224: set_car 322@ health_to 1000 
00AD: set_car 322@ max_speed_to 40.0 
00AE: unknown_set_car 322@ to_ignore_traffic_lights 3 
02AA: set_car 322@ immune_to_nonplayer 1 
02AC: set_car 322@ immunities 0 0 0 0 0 
07C0: load_path 170 

:BCRASH1_8760
00D6: if 
87C1:   not path 170 available 
004D: jump_if_false @BCRASH1_8787 
0001: wait 0 ms 
0002: jump @BCRASH1_8760 

:BCRASH1_8787
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_8873 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_8873 
0519: lock_vehicle 322@ in_current_position 0 
05EB: assign_vehicle 322@ to_path 170 
06FD: (unknown) 322@ 0.65 
072F: (unknown) 322@ 1.0 2000 1 1 1 1 

:BCRASH1_8873
00BC: text_highpriority 'BCR1_07' 4000 ms 1  // ~s~A ~r~besg ~s~elmenekl!
00D6: if 
8119:   not car 328@ wrecked 
004D: jump_if_false @BCRASH1_8942 
00D6: if and
847A:   not actor $PLAYER_ACTOR driving_a_motorbike 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_8942 
00BB: text_lowpriority 'BCR1_14' 4000 ms 1  // ~s~Szerezz egy jrmvet!

:BCRASH1_8942
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2795.252 -1505.949 138.8073 0.0 0.0 0.0 
0160: point_camera -2796.0 -1506.586 138.9953 2 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 1 // integer values 

:BCRASH1_9016
00D6: if 
0038:   $6967 == 1 // integer values 
004D: jump_if_false @BCRASH1_9193 
00D6: if 
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible 
004D: jump_if_false @BCRASH1_9141 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_9111 
03C0: 272@ = actor $PLAYER_ACTOR car 
00AB: put_car 272@ at -2789.672 -1491.142 137.1726 
0175: set_car 272@ z_angle_to 227.9636 
0002: jump @BCRASH1_9141 

:BCRASH1_9111
00A1: put_actor $PLAYER_ACTOR at -2789.672 -1491.142 137.1726 
0173: set_actor $PLAYER_ACTOR z_angle_to 227.9636 

:BCRASH1_9141
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 4000 // integer values 
004D: jump_if_false @BCRASH1_9193 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 2 // integer values 

:BCRASH1_9193
00D6: if 
0038:   $6967 == 2 // integer values 
004D: jump_if_false @BCRASH1_9272 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 1 // integer values 
004D: jump_if_false @BCRASH1_9272 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $6965 = 4 // integer values 

:BCRASH1_9272
0002: jump @BCRASH1_9317 

:BCRASH1_9279
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'BCR1_10' 5000 ms 1  // ~s~Fnykpezd le a ~r~holttestet~s~.
0004: $6965 = 7 // integer values 

:BCRASH1_9317
0002: jump @BCRASH1_9346 

:BCRASH1_9324
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $6965 = 4 // integer values 

:BCRASH1_9346
00D6: if 
0038:   $6965 == 4 // integer values 
004D: jump_if_false @BCRASH1_10974 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_9454 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_9454 
00D6: if 
844B:   not actor 284@ has_objective 
004D: jump_if_false @BCRASH1_9447 
009B: destroy_actor_instantly 284@ 
00BC: text_highpriority 'BCR1_09' 5000 ms 1  // ~r~Nem lehet azonostani!
0002: jump @BCRASH1_13511 
0002: jump @BCRASH1_9454 

:BCRASH1_9447
0004: $6965 = 7 // integer values 

:BCRASH1_9454
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_10974 
00D6: if and
8118:   not actor 284@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_10974 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_10937 
00D6: if 
060E:   car 322@ is_assigned_to_existing_path 
004D: jump_if_false @BCRASH1_9594 
00D6: if 
0100:   actor 284@ near_point_in_car 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @BCRASH1_9594 
0008: $6968 += 1 // integer values 
0008: $6969 += 1 // integer values 

:BCRASH1_9594
00D6: if 
860E:   not car 322@ is_assigned_to_existing_path 
004D: jump_if_false @BCRASH1_10134 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BCRASH1_9673 
05D1: AS_actor 284@ drive_car 322@ to 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) speed 321@ 3 0 2 
0006: 34@ = 1 // integer values 

:BCRASH1_9673
00D6: if or
0495:   car 322@ burning 
01F4:   car 322@ flipped 
004D: jump_if_false @BCRASH1_9746 
00AD: set_car 322@ max_speed_to 0.0 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_9739 
077A: set_actor 284@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 284@ 65540 

:BCRASH1_9739
0004: $6965 = 5 // integer values 

:BCRASH1_9746
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @BCRASH1_10041 
00D6: if 
001C:   $6970 > $6968 // integer values 
004D: jump_if_false @BCRASH1_9955 
0050: gosub @BCRASH1_13876 
00D6: if 
0100:   actor 284@ near_point_in_car 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @BCRASH1_9948 
00D6: if and
0018:   $6968 > 7 // integer values 
001A:   19 > $6968 // integer values 
004D: jump_if_false @BCRASH1_9886 
0007: 321@ = 20.0 // floating-point values 
0002: jump @BCRASH1_9896 

:BCRASH1_9886
0007: 321@ = 30.0 // floating-point values 

:BCRASH1_9896
0008: $6968 += 1 // integer values 
0008: $6969 += 1 // integer values 
05D1: AS_actor 284@ drive_car 322@ to 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) speed 321@ 3 0 2 

:BCRASH1_9948
0002: jump @BCRASH1_10041 

:BCRASH1_9955
00D6: if 
0100:   actor 284@ near_point_in_car 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @BCRASH1_10041 
05D2: AS_actor 284@ run_to_and_hijack_vehicle 322@ max_search_radius 50.0 traffic_behavior 2 
00AD: set_car 322@ max_speed_to 50.0 
0006: 34@ = 2 // integer values 

:BCRASH1_10041
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @BCRASH1_10134 
00D6: if 
82CB:   not actor 284@ bounding_sphere_visible 
004D: jump_if_false @BCRASH1_10134 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 284@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @BCRASH1_10134 
00BC: text_highpriority 'BCR1_12' 6000 ms 1  // ~r~Hagytad, hogy meglgjon!
0002: jump @BCRASH1_13511 

:BCRASH1_10134
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @BCRASH1_10293 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 6000 // integer values 
004D: jump_if_false @BCRASH1_10293 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_10293 
00D6: if 
060E:   car 322@ is_assigned_to_existing_path 
004D: jump_if_false @BCRASH1_10293 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 322@ radius 30.0 30.0 30.0 unknown 0 
004D: jump_if_false @BCRASH1_10293 
06FD: (unknown) 322@ 0.8 
00BC: text_highpriority 'BCR1_15' 6000 ms 1  // ~s~Vgezd ki ~r~t~s~!
0006: 57@ = 1 // integer values 

:BCRASH1_10293
00D6: if 
060E:   car 322@ is_assigned_to_existing_path 
004D: jump_if_false @BCRASH1_10562 
0407: create_coordinate 233@ 234@ 235@ from_car 322@ offset 0.0 4.0 0.0 
0087: 227@ = 233@ // floating-point values only 
000F: 227@ -= 1.5 // floating-point values 
0087: 228@ = 234@ // floating-point values only 
000F: 228@ -= 1.5 // floating-point values 
0087: 229@ = 235@ // floating-point values only 
000F: 229@ -= 1.5 // floating-point values 
0087: 230@ = 233@ // floating-point values only 
000B: 230@ += 1.5 // floating-point values 
0087: 231@ = 234@ // floating-point values only 
000B: 231@ += 1.5 // floating-point values 
0087: 232@ = 235@ // floating-point values only 
000B: 232@ += 1.5 // floating-point values 
00D6: if 
0339:   objects_in_cube 227@ 228@ 229@ 230@ 231@ 232@ 0 1 0 0 0 
004D: jump_if_false @BCRASH1_10492 
05EC: release_vehicle 322@ from_path 

:BCRASH1_10492
00D6: if 
0495:   car 322@ burning 
004D: jump_if_false @BCRASH1_10530 
05EC: release_vehicle 322@ from_path 
00AD: set_car 322@ max_speed_to 0.0 
0004: $6965 = 5 // integer values 

:BCRASH1_10530
0227: 269@ = car 322@ health 
00D6: if 
001B:   900 > 269@ // integer values 
004D: jump_if_false @BCRASH1_10562 
05EC: release_vehicle 322@ from_path 

:BCRASH1_10562
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @BCRASH1_10661 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not (unknown) 67@ 68@ 69@ 287@ 288@ 289@ 1 0 0 0 0 
004D: jump_if_false @BCRASH1_10661 
01BD: 266@ = current_time_in_ms 
0006: 51@ = 0 // integer values 

:BCRASH1_10661
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @BCRASH1_10937 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not (unknown) 67@ 68@ 69@ 287@ 288@ 289@ 1 0 0 0 0 
004D: jump_if_false @BCRASH1_10889 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if and
0019:   268@ > 1000 // integer values 
001B:   6000 > 268@ // integer values 
004D: jump_if_false @BCRASH1_10811 
00BC: text_highpriority 'BCR1_07' 100 ms 1  // ~s~A ~r~besg ~s~elmenekl!

:BCRASH1_10811
00D6: if 
0019:   268@ > 30000 // integer values 
004D: jump_if_false @BCRASH1_10889 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 284@ radius 25.0 25.0 25.0 sphere 0 
004D: jump_if_false @BCRASH1_10889 
00BC: text_highpriority 'BCR1_12' 5000 ms 1  // ~r~Hagytad, hogy meglgjon!
0002: jump @BCRASH1_13511 

:BCRASH1_10889
00D6: if 
06BD: (unknown) 67@ 68@ 69@ 287@ 288@ 289@ 1 0 0 0 0 
004D: jump_if_false @BCRASH1_10937 
0006: 51@ = 1 // integer values 

:BCRASH1_10937
00D6: if 
02BF:   car 322@ sunk 
004D: jump_if_false @BCRASH1_10974 
00D6: if 
06FC: (unknown) 322@ 
004D: jump_if_false @BCRASH1_10974 
03CD: car 322@ remove_from_stuck_car_check 

:BCRASH1_10974
00D6: if 
0038:   $6965 == 5 // integer values 
004D: jump_if_false @BCRASH1_11258 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_11082 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11082 
00D6: if 
844B:   not actor 284@ has_objective 
004D: jump_if_false @BCRASH1_11075 
009B: destroy_actor_instantly 284@ 
00BC: text_highpriority 'BCR1_09' 5000 ms 1  // ~r~Nem lehet azonostani!
0002: jump @BCRASH1_13511 
0002: jump @BCRASH1_11082 

:BCRASH1_11075
0004: $6965 = 6 // integer values 

:BCRASH1_11082
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11194 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11187 
00D6: if 
01C1:   car 322@ stopped 
004D: jump_if_false @BCRASH1_11187 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_11187 
00AA: store_car 322@ position_to 324@ 325@ 326@ 
05CF: actor 284@ exit_car 322@ and_leave_door_opened 324@ 325@ 326@ 
0004: $6965 = 6 // integer values 

:BCRASH1_11187
0002: jump @BCRASH1_11258 

:BCRASH1_11194
00D6: if and
8118:   not actor 284@ dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11258 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_11258 
05CF: actor 284@ exit_car 322@ and_leave_door_opened 324@ 325@ 326@ 
0004: $6965 = 6 // integer values 

:BCRASH1_11258
00D6: if and
0018:   $6965 > 0 // integer values 
001A:   7 > $6965 // integer values 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
056D:   carcass_of_actor 284@ valid 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
09A8: (unknown) 284@ 
004D: jump_if_false @BCRASH1_11361 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11338 
020A: set_car 322@ door_status_to 1 

:BCRASH1_11338
00BC: text_highpriority 'BCR1_09' 5000 ms 1  // ~r~Nem lehet azonostani!
0002: jump @BCRASH1_13511 

:BCRASH1_11361
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_11407 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11400 
020A: set_car 322@ door_status_to 1 

:BCRASH1_11400
0004: $6965 = 7 // integer values 

:BCRASH1_11407
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11439 
00D6: if 
04C5:   actor 284@ photographed 
004D: jump_if_false @BCRASH1_11439 

:BCRASH1_11439
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
8039:   not  37@ == 2 // integer values 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11595 
0615: define_action_sequences 283@ 
05F5: unknown_action_sequence -1 -2822.47 -1518.595 139.7656 4 -2 
05F5: unknown_action_sequence -1 -2822.97 -1514.244 138.2893 6 -2 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 5000000 ms 
0616: define_action_sequences_end 283@ 
0618: assign_actor 284@ to_action_sequences 283@ 
0006: 37@ = 2 // integer values 

:BCRASH1_11595
00D6: if 
0038:   $6965 == 6 // integer values 
004D: jump_if_false @BCRASH1_11700 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11700 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11700 
00D6: if 
8448:   not actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_11700 
0164: disable_marker 285@ 
0187: 285@ = create_marker_above_actor 284@ 
00BC: text_highpriority 'BCR1_08' 5000 ms 1  // ~s~A ~r~besg~s~ gyalog menekl!
0004: $6965 = 7 // integer values 

:BCRASH1_11700
00D6: if 
0018:   $6965 > 3 // integer values 
004D: jump_if_false @BCRASH1_11775 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @BCRASH1_11775 
00D6: if 
856D:   not carcass_of_actor 284@ valid 
004D: jump_if_false @BCRASH1_11775 
00BC: text_highpriority 'BCR1_09' 5000 ms 1  // ~r~Nem lehet azonostani!
0002: jump @BCRASH1_13511 

:BCRASH1_11775
00D6: if 
0038:   $6965 == 7 // integer values 
004D: jump_if_false @BCRASH1_12538 
00D6: if 
056D:   carcass_of_actor 284@ valid 
004D: jump_if_false @BCRASH1_11848 
00D6: if 
09A8: (unknown) 284@ 
004D: jump_if_false @BCRASH1_11848 
00BC: text_highpriority 'BCR1_09' 5000 ms 1  // ~r~Nem lehet azonostani!
0002: jump @BCRASH1_13511 

:BCRASH1_11848
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @BCRASH1_12477 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_12401 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @BCRASH1_12005 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11948 
062E: (unknown) 284@ 1487 36@ 
0002: jump @BCRASH1_11955 

:BCRASH1_11948
04AF: 36@ = unknown_wav_reference 7 

:BCRASH1_11955
00D6: if 
04A4:   36@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BCRASH1_12005 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 100000000 ms 
0006: 37@ = 1 // integer values 
0006: 36@ = 5 // integer values 

:BCRASH1_12005
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @BCRASH1_12070 
062E: (unknown) 284@ 1499 36@ 
00D6: if 
04A4:   36@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BCRASH1_12070 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 100000000 ms 

:BCRASH1_12070
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @BCRASH1_12169 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not (unknown) 67@ 68@ 69@ 287@ 288@ 289@ 1 0 0 0 0 
004D: jump_if_false @BCRASH1_12169 
01BD: 266@ = current_time_in_ms 
0006: 51@ = 0 // integer values 

:BCRASH1_12169
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @BCRASH1_12401 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not (unknown) 67@ 68@ 69@ 287@ 288@ 289@ 1 0 0 0 0 
004D: jump_if_false @BCRASH1_12353 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // integer values and handles 
0062: 268@ -= 266@ // integer values 
00D6: if 
0019:   268@ > 1000 // integer values 
004D: jump_if_false @BCRASH1_12311 
00BC: text_highpriority 'BCR1_07' 100 ms 1  // ~s~A ~r~besg ~s~elmenekl!

:BCRASH1_12311
00D6: if 
0019:   268@ > 15000 // integer values 
004D: jump_if_false @BCRASH1_12353 
00BC: text_highpriority 'BCR1_12' 5000 ms 1  // ~r~Hagytad, hogy meglgjon!
0002: jump @BCRASH1_13511 

:BCRASH1_12353
00D6: if 
06BD: (unknown) 67@ 68@ 69@ 287@ 288@ 289@ 1 0 0 0 0 
004D: jump_if_false @BCRASH1_12401 
0006: 51@ = 1 // integer values 

:BCRASH1_12401
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_12477 
00D6: if 
056D:   carcass_of_actor 284@ valid 
004D: jump_if_false @BCRASH1_12477 
00D6: if 
04C5:   actor 284@ photographed 
004D: jump_if_false @BCRASH1_12477 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_12477 
0164: disable_marker 285@ 
0006: 52@ = 1 // integer values 

:BCRASH1_12477
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @BCRASH1_12538 
018A: 66@ = create_checkpoint_at -2044.1 -2523.86 31.11 
00BC: text_highpriority 'BCR1_17' 5000 ms 1  // ~s~Vidd el a fnykpezgpet a ~y~ponthoz~s~.
0004: $6965 = 8 // integer values 

:BCRASH1_12538
00D6: if 
0038:   $6965 == 8 // integer values 
004D: jump_if_false @BCRASH1_12636 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_12636 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -2044.1 -2523.86 31.11 radius 1.2 1.2 2.0 
004D: jump_if_false @BCRASH1_12636 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 
0002: jump @BCRASH1_13609 

:BCRASH1_12636
00D6: if 
0038:   $6965 == 7 // integer values 
004D: jump_if_false @BCRASH1_13301 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @BCRASH1_13192 
041A: 276@ = actor $PLAYER_ACTOR weapon 43 ammo 
00D6: if 
0019:   276@ > 0 // integer values 
004D: jump_if_false @BCRASH1_13052 
00D6: if 
0039:   59@ == 2 // integer values 
004D: jump_if_false @BCRASH1_12738 
0888: (unknown) 284@ 285@ 
0164: disable_marker 271@ 
0006: 59@ = 1 // integer values 

:BCRASH1_12738
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
04AD:   actor 284@ touching_water 
004D: jump_if_false @BCRASH1_12779 
0004: $6966 = 1 // integer values 

:BCRASH1_12779
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_13045 
00BC: text_highpriority 'BCR1_10' 100 ms 1  // ~s~Fnykpezd le a ~r~holttestet~s~.
00D6: if 
056D:   carcass_of_actor 284@ valid 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @BCRASH1_12914 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 287@ 288@ 289@ radius 5.0 5.0 5.0 
004D: jump_if_false @BCRASH1_12914 
0006: 58@ = 1 // integer values 

:BCRASH1_12914
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 287@ 288@ 289@ radius 100.0 100.0 30.0 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
0038:   $6966 == 1 // integer values 
004D: jump_if_false @BCRASH1_13022 
00BC: text_highpriority 'BCR1_16' 5000 ms 1  // ~r~A hjk elkaptk!
0002: jump @BCRASH1_13511 
0002: jump @BCRASH1_13045 

:BCRASH1_13022
00BC: text_highpriority 'BCR1_16' 5000 ms 1  // ~r~A hjk elkaptk!
0002: jump @BCRASH1_13511 

:BCRASH1_13045
0002: jump @BCRASH1_13192 

:BCRASH1_13052
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_13192 
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @BCRASH1_13111 
00D6: if 
0039:   276@ == 0 // integer values 
004D: jump_if_false @BCRASH1_13111 
0006: 59@ = 0 // integer values 

:BCRASH1_13111
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @BCRASH1_13192 
00BC: text_highpriority 'BCR1_11' 5000 ms 1  // ~s~Szksged van egy ~g~fnykpezgpre.~s~Menj s szerezz egyet.
0164: disable_marker 285@ 
032B: 270@ = create_weapon_pickup #CAMERA 3 ammo 24 at -2044.1 -2523.86 31.11 
03DC: 271@ = create_marker_above_pickup 270@ 
0006: 59@ = 2 // integer values 

:BCRASH1_13192
00D6: if and
0039:   37@ == 0 // integer values 
8038:   not  $6965 == 4 // integer values 
8038:   not  $6965 == 5 // integer values 
004D: jump_if_false @BCRASH1_13301 
00D6: if and
8118:   not actor 284@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_13301 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 284@ radius 10.0 10.0 0 
004D: jump_if_false @BCRASH1_13301 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 100000000 ms 
0006: 37@ = 1 // integer values 

:BCRASH1_13301
00D6: if 
0018:   $6965 > 3 // integer values 
004D: jump_if_false @BCRASH1_13483 
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @BCRASH1_13483 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 328@ wrecked 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_13483 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 328@ 
8202:   not actor $PLAYER_ACTOR near_car 328@ radius 50.0 50.0 unknown 0 
004D: jump_if_false @BCRASH1_13425 
00BB: text_lowpriority 'BCR1_13' 5000 ms 1  // ~s~ldzd s ld meg ~r~t ~s~!
0006: 54@ = 0 // integer values 

:BCRASH1_13425
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_13483 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 328@ 
004D: jump_if_false @BCRASH1_13483 
00BB: text_lowpriority 'BCR1_13' 5000 ms 1  // ~s~ldzd s ld meg ~r~t ~s~!
0006: 54@ = 0 // integer values 

:BCRASH1_13483
0002: jump @BCRASH1_3584 
0001: wait 1500 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @BCRASH1_13609 

:BCRASH1_13511
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCRASH1_13586 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_13586 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @BCRASH1_13586 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 

:BCRASH1_13586
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_13607 
009B: destroy_actor_instantly 284@ 

:BCRASH1_13607
0051: return 

:BCRASH1_13609
0318: set_latest_mission_passed 'BCRASH1'  // Badlands
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1  // KLDETS TELJESTVE!
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_stat 319 to 1 // integer 
0394: play_music 1 
0008: $493 += 1 // integer values 
0004: $1420 = 15000 // integer values 
0051: return 

:BCRASH1_13675
0050: gosub @BCRASH1_241 
0050: gosub @BCRASH1_670 
0050: gosub @BCRASH1_785 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCRASH1_13755 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_13755 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @BCRASH1_13755 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 36 

:BCRASH1_13755
00D6: if 
8119:   not car 328@ wrecked 
004D: jump_if_false @BCRASH1_13786 
02AC: set_car 328@ immunities 0 0 0 0 0 

:BCRASH1_13786
077B: set_actor $PLAYER_ACTOR neutral_to_pedgroup 4 type 24 
0249: release_model #CAMERA 
0249: release_model #MICRO_UZI 
0249: release_model #SANCHEZ 
0164: disable_marker 285@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 271@ 
0215: destroy_pickup 270@ 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:BCRASH1_13856
00A0: store_actor 290@(50@,5i) position_to 73@ 74@ 75@ 
0051: return 

:BCRASH1_13876
0006: 62@ = -1 // integer values 
0007: 60@ = 1E07 // floating-point values 
0006: 63@ = 38 // integer values 

:BCRASH1_13900
00D6: if 
001B:   38 > 63@ // integer values 
004D: jump_if_false @BCRASH1_14088 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_14074 
0509: 61@ = distance between point 287@ 288@ and point 107@($6968,40f) 147@($6968,40f) 
00D6: if 
0025:   60@ > 61@ // floating-point values 
004D: jump_if_false @BCRASH1_14074 
0087: 60@ = 61@ // floating-point values only 
0085: 62@ = 63@ // integer values and handles 
00D6: if 
0025:   187@($6968,40f) > 187@(62@,40f) // floating-point values 
004D: jump_if_false @BCRASH1_14074 
0087: 61@ = 187@($6968,40f) // floating-point values only 
0063: 61@ -= 187@(62@,40f) // floating-point values 
00D6: if 
0021:   61@ > 3.0 // floating-point values 
004D: jump_if_false @BCRASH1_14074 
008A: $6968 = 62@ // integer values and handles 

:BCRASH1_14074
000A: 63@ += 1 // integer values 
0002: jump @BCRASH1_13900 

:BCRASH1_14088
0051: return 

//-------------Mission 40---------------
// Originally: First Date

:CATALIN
0050: gosub @CATALIN_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CATALIN_27 
0050: gosub @CATALIN_7507 

:CATALIN_27
0050: gosub @CATALIN_7530 
004E: end_thread 

:CATALIN_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'CATALIN' 
0001: wait 0 ms 
054C: use_GXT_table 'CAT' 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 54@ = 0 // integer values 
008B: 55@ = $PLAYER_ACTOR // integer values and handles 
08F5: (unknown) 
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CATALIN_1203 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'CAT_1' 

:CATALIN_135
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_159 
0001: wait 0 ms 
0002: jump @CATALIN_135 

:CATALIN_159
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CATALIN_168
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_192 
0001: wait 0 ms 
0002: jump @CATALIN_168 

:CATALIN_192
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CATALIN_207
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_231 
0001: wait 0 ms 
0002: jump @CATALIN_207 

:CATALIN_231
04BB: select_interior 0 // select render area 
023C: request_special_actor 'CAT' as 5 

:CATALIN_248
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_287 
0001: wait 0 ms 
023C: request_special_actor 'CAT' as 5 
0002: jump @CATALIN_248 

:CATALIN_287
0395: clear_area 0 at 681.1634 -478.1859 15.3281 range 0.5 
03CB: set_camera 681.1634 -478.1859 15.3281 
00A1: put_actor $PLAYER_ACTOR at 681.1634 -478.1859 15.3281 
0173: set_actor $PLAYER_ACTOR z_angle_to 177.0008 
0373: set_camera_directly_behind_player 
009A: $ACTOR_CATALINA = create_actor 23 #SPECIAL05 at 682.8292 -477.8332 15.3359 
0173: set_actor $ACTOR_CATALINA z_angle_to 149.5317 
05AA: 56@s = 'CAT_AA' // 8-byte strings 
05AA: 58@s = 'CAT_AB' // 8-byte strings 
05AA: 60@s = 'CAT_AC' // 8-byte strings 
05AA: 62@s = 'CAT_AD' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 8600 
04AF: 97@ = unknown_wav_reference 8601 
04AF: 98@ = unknown_wav_reference 8602 
04AF: 99@ = unknown_wav_reference 8603 
008B: 116@ = $ACTOR_CATALINA // integer values and handles 
0085: 117@ = 55@ // integer values and handles 
008B: 118@ = $ACTOR_CATALINA // integer values and handles 
0085: 119@ = 55@ // integer values and handles 
0006: 52@ = 4 // integer values 
05AA: 136@s = 'CAT_BA' // 8-byte strings 
05AA: 138@s = 'CAT_BB' // 8-byte strings 
05AA: 140@s = 'CAT_BC' // 8-byte strings 
05AA: 142@s = 'CAT_BD' // 8-byte strings 
05AA: 144@s = 'CAT_BE' // 8-byte strings 
05AA: 146@s = 'CAT_BH' // 8-byte strings 
05AA: 148@s = 'CAT_BG' // 8-byte strings 
05AA: 150@s = 'CAT_BF' // 8-byte strings 
05AA: 152@s = 'CAT_BI' // 8-byte strings 
05AA: 154@s = 'CAT_BJ' // 8-byte strings 
05AA: 156@s = 'CAT_BK' // 8-byte strings 
04AF: 160@ = unknown_wav_reference 8604 
04AF: 161@ = unknown_wav_reference 8605 
04AF: 162@ = unknown_wav_reference 8606 
04AF: 163@ = unknown_wav_reference 8607 
04AF: 164@ = unknown_wav_reference 8608 
04AF: 165@ = unknown_wav_reference 8611 
04AF: 166@ = unknown_wav_reference 8610 
04AF: 167@ = unknown_wav_reference 8609 
04AF: 168@ = unknown_wav_reference 8612 
04AF: 169@ = unknown_wav_reference 8613 
04AF: 170@ = unknown_wav_reference 8614 
0085: 172@ = 55@ // integer values and handles 
008B: 173@ = $ACTOR_CATALINA // integer values and handles 
0085: 174@ = 55@ // integer values and handles 
008B: 175@ = $ACTOR_CATALINA // integer values and handles 
008B: 176@ = $ACTOR_CATALINA // integer values and handles 
008B: 177@ = $ACTOR_CATALINA // integer values and handles 
008B: 178@ = $ACTOR_CATALINA // integer values and handles 
008B: 179@ = $ACTOR_CATALINA // integer values and handles 
008B: 180@ = $ACTOR_CATALINA // integer values and handles 
0085: 181@ = 55@ // integer values and handles 
008B: 182@ = $ACTOR_CATALINA // integer values and handles 
0006: 53@ = 11 // integer values 
05AA: 184@s = 'CAT_CA' // 8-byte strings 
05AA: 186@s = 'CAT_CB' // 8-byte strings 
05AA: 188@s = 'CAT_CC' // 8-byte strings 
05AA: 190@s = 'CAT_CD' // 8-byte strings 
05AA: 192@s = 'CAT_CE' // 8-byte strings 
05AA: 194@s = 'CAT_CF' // 8-byte strings 
05AA: 196@s = 'CAT_CG' // 8-byte strings 
05AA: 198@s = 'CAT_CH' // 8-byte strings 
05AA: 200@s = 'CAT_CI' // 8-byte strings 
05AA: 202@s = 'CAT_CJ' // 8-byte strings 
05AA: 204@s = 'CAT_CK' // 8-byte strings 
04AF: 208@ = unknown_wav_reference 8615 
04AF: 209@ = unknown_wav_reference 8616 
04AF: 210@ = unknown_wav_reference 8617 
04AF: 211@ = unknown_wav_reference 8618 
04AF: 212@ = unknown_wav_reference 8619 
04AF: 213@ = unknown_wav_reference 8620 
04AF: 214@ = unknown_wav_reference 8621 
04AF: 215@ = unknown_wav_reference 8622 
04AF: 216@ = unknown_wav_reference 8623 
04AF: 217@ = unknown_wav_reference 8624 
04AF: 218@ = unknown_wav_reference 8625 
0085: 220@ = 55@ // integer values and handles 
008B: 221@ = $ACTOR_CATALINA // integer values and handles 
008B: 222@ = $ACTOR_CATALINA // integer values and handles 
0085: 223@ = 55@ // integer values and handles 
008B: 224@ = $ACTOR_CATALINA // integer values and handles 
008B: 225@ = $ACTOR_CATALINA // integer values and handles 
008B: 226@ = $ACTOR_CATALINA // integer values and handles 
0085: 227@ = 55@ // integer values and handles 
008B: 228@ = $ACTOR_CATALINA // integer values and handles 
008B: 229@ = $ACTOR_CATALINA // integer values and handles 
0085: 230@ = 55@ // integer values and handles 
0006: 54@ = 11 // integer values 
0002: jump @CATALIN_3878 

:CATALIN_1203
01B6: set_weather 13 
00D6: if 
0038:   $11011 == 1 // integer values 
004D: jump_if_false @CATALIN_2211 
02E4: load_cutscene_data 'CAT_2' 

:CATALIN_1236
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_1260 
0001: wait 0 ms 
0002: jump @CATALIN_1236 

:CATALIN_1260
0395: clear_area 0 at 868.521 -30.0862 63.1875 range 5.8 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CATALIN_1293
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_1317 
0001: wait 0 ms 
0002: jump @CATALIN_1293 

:CATALIN_1317
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CATALIN_1332
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1356 
0001: wait 0 ms 
0002: jump @CATALIN_1332 

:CATALIN_1356
04BB: select_interior 0 // select render area 
0629: change_stat 341 to 1 // integer 
023C: request_special_actor 'CAT' as 5 

:CATALIN_1380
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_1419 
0001: wait 0 ms 
023C: request_special_actor 'CAT' as 5 
0002: jump @CATALIN_1380 

:CATALIN_1419
0395: clear_area 0 at 868.4825 -29.6753 62.1875 range 0.5 
03CB: set_camera 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $ACTOR_CATALINA = create_actor 23 #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $ACTOR_CATALINA z_angle_to 225.9654 
05AA: 56@s = 'CAT_FA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 8657 
0085: 116@ = 55@ // integer values and handles 
05AA: 58@s = 'CAT_FB' // 8-byte strings 
04AF: 97@ = unknown_wav_reference 8658 
008B: 117@ = $ACTOR_CATALINA // integer values and handles 
0006: 37@ = 2 // integer values 
00D6: if 
0038:   $MISSION_TANKER_COMMANDER_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_1661 
05AA: 56@(37@,20s) = 'CAT_FC' // 8-byte strings 
04AF: 96@(37@,20i) = unknown_wav_reference 8659 
008B: 116@(37@,20i) = $ACTOR_CATALINA // integer values and handles 
000A: 37@ += 1 // integer values 

:CATALIN_1661
00D6: if 
0038:   $MISSION_SMALL_TOWN_BANK_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_1728 
05AA: 56@(37@,20s) = 'CAT_FD' // 8-byte strings 
04AF: 96@(37@,20i) = unknown_wav_reference 8660 
008B: 116@(37@,20i) = $ACTOR_CATALINA // integer values and handles 
000A: 37@ += 1 // integer values 

:CATALIN_1728
00D6: if 
0038:   $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_1862 
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_1813 
05AA: 56@(37@,20s) = 'CAT_FE' // 8-byte strings 
04AF: 96@(37@,20i) = unknown_wav_reference 8661 
008B: 116@(37@,20i) = $ACTOR_CATALINA // integer values and handles 
0002: jump @CATALIN_1855 

:CATALIN_1813
05AA: 56@(37@,20s) = 'CAT_FG' // 8-byte strings 
04AF: 96@(37@,20i) = unknown_wav_reference 8663 
008B: 116@(37@,20i) = $ACTOR_CATALINA // integer values and handles 

:CATALIN_1855
000A: 37@ += 1 // integer values 

:CATALIN_1862
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_1929 
05AA: 56@(37@,20s) = 'CAT_FH' // 8-byte strings 
04AF: 96@(37@,20i) = unknown_wav_reference 8664 
008B: 116@(37@,20i) = $ACTOR_CATALINA // integer values and handles 
000A: 37@ += 1 // integer values 

:CATALIN_1929
05AA: 56@(37@,20s) = 'CAT_FI' // 8-byte strings 
04AF: 96@(37@,20i) = unknown_wav_reference 8665 
0085: 116@(37@,20i) = 55@ // integer values and handles 
000A: 37@ += 1 // integer values 
05AA: 56@(37@,20s) = 'CAT_FJ' // 8-byte strings 
04AF: 96@(37@,20i) = unknown_wav_reference 8666 
0085: 116@(37@,20i) = 55@ // integer values and handles 
000A: 37@ += 1 // integer values 
05AA: 56@(37@,20s) = 'CAT_FK' // 8-byte strings 
04AF: 96@(37@,20i) = unknown_wav_reference 8667 
008B: 116@(37@,20i) = $ACTOR_CATALINA // integer values and handles 
000A: 37@ += 1 // integer values 
0085: 52@ = 37@ // integer values and handles 
05AA: 136@s = 'CAT_FL' // 8-byte strings 
05AA: 138@s = 'CAT_FM' // 8-byte strings 
05AA: 140@s = 'CAT_FN' // 8-byte strings 
05AA: 142@s = 'CAT_FO' // 8-byte strings 
04AF: 160@ = unknown_wav_reference 8668 
04AF: 161@ = unknown_wav_reference 8669 
04AF: 162@ = unknown_wav_reference 8670 
04AF: 163@ = unknown_wav_reference 8671 
008B: 172@ = $ACTOR_CATALINA // integer values and handles 
0085: 173@ = 55@ // integer values and handles 
008B: 174@ = $ACTOR_CATALINA // integer values and handles 
008B: 175@ = $ACTOR_CATALINA // integer values and handles 
0006: 53@ = 4 // integer values 

:CATALIN_2211
00D6: if 
0038:   $11011 == 2 // integer values 
004D: jump_if_false @CATALIN_3101 
02E4: load_cutscene_data 'CAT_3' 

:CATALIN_2240
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_2264 
0001: wait 0 ms 
0002: jump @CATALIN_2240 

:CATALIN_2264
0395: clear_area 0 at 868.521 -30.0862 63.1875 range 5.8 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CATALIN_2297
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_2321 
0001: wait 0 ms 
0002: jump @CATALIN_2297 

:CATALIN_2321
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CATALIN_2336
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_2360 
0001: wait 0 ms 
0002: jump @CATALIN_2336 

:CATALIN_2360
04BB: select_interior 0 // select render area 
023C: request_special_actor 'CAT' as 5 

:CATALIN_2377
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_2416 
0001: wait 0 ms 
023C: request_special_actor 'CAT' as 5 
0002: jump @CATALIN_2377 

:CATALIN_2416
0395: clear_area 0 at 868.4825 -29.6753 62.1875 range 0.5 
03CB: set_camera 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $ACTOR_CATALINA = create_actor 23 #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $ACTOR_CATALINA z_angle_to 225.9654 
05AA: 56@s = 'CAT_KA' // 8-byte strings 
05AA: 58@s = 'CAT_KB' // 8-byte strings 
05AA: 60@s = 'CAT_KC' // 8-byte strings 
05AA: 62@s = 'CAT_KD' // 8-byte strings 
05AA: 64@s = 'CAT_KE' // 8-byte strings 
05AA: 66@s = 'CAT_KF' // 8-byte strings 
05AA: 68@s = 'CAT_KG' // 8-byte strings 
05AA: 70@s = 'CAT_KH' // 8-byte strings 
05AA: 72@s = 'CAT_KI' // 8-byte strings 
05AA: 74@s = 'CAT_KJ' // 8-byte strings 
05AA: 76@s = 'CAT_KK' // 8-byte strings 
05AA: 78@s = 'CAT_KL' // 8-byte strings 
05AA: 80@s = 'CAT_KM' // 8-byte strings 
05AA: 82@s = 'CAT_KN' // 8-byte strings 
05AA: 84@s = 'CAT_KO' // 8-byte strings 
05AA: 86@s = 'CAT_KP' // 8-byte strings 
05AA: 88@s = 'CAT_KQ' // 8-byte strings 
05AA: 90@s = 'CAT_KR' // 8-byte strings 
05AA: 92@s = 'CAT_KS' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 8692 
04AF: 97@ = unknown_wav_reference 8693 
04AF: 98@ = unknown_wav_reference 8694 
04AF: 99@ = unknown_wav_reference 8695 
04AF: 100@ = unknown_wav_reference 8696 
04AF: 101@ = unknown_wav_reference 8697 
04AF: 102@ = unknown_wav_reference 8698 
04AF: 103@ = unknown_wav_reference 8699 
04AF: 104@ = unknown_wav_reference 8700 
04AF: 105@ = unknown_wav_reference 8701 
04AF: 106@ = unknown_wav_reference 8702 
04AF: 107@ = unknown_wav_reference 8703 
04AF: 108@ = unknown_wav_reference 8704 
04AF: 109@ = unknown_wav_reference 8705 
04AF: 110@ = unknown_wav_reference 8706 
04AF: 111@ = unknown_wav_reference 8707 
04AF: 112@ = unknown_wav_reference 8708 
04AF: 113@ = unknown_wav_reference 8709 
04AF: 114@ = unknown_wav_reference 8710 
008B: 116@ = $ACTOR_CATALINA // integer values and handles 
0085: 117@ = 55@ // integer values and handles 
008B: 118@ = $ACTOR_CATALINA // integer values and handles 
0085: 119@ = 55@ // integer values and handles 
008B: 120@ = $ACTOR_CATALINA // integer values and handles 
0085: 121@ = 55@ // integer values and handles 
008B: 122@ = $ACTOR_CATALINA // integer values and handles 
008B: 123@ = $ACTOR_CATALINA // integer values and handles 
0085: 124@ = 55@ // integer values and handles 
008B: 125@ = $ACTOR_CATALINA // integer values and handles 
008B: 126@ = $ACTOR_CATALINA // integer values and handles 
008B: 127@ = $ACTOR_CATALINA // integer values and handles 
008B: 128@ = $ACTOR_CATALINA // integer values and handles 
008B: 129@ = $ACTOR_CATALINA // integer values and handles 
008B: 130@ = $ACTOR_CATALINA // integer values and handles 
0085: 131@ = 55@ // integer values and handles 
008B: 132@ = $ACTOR_CATALINA // integer values and handles 
0085: 133@ = 55@ // integer values and handles 
008B: 134@ = $ACTOR_CATALINA // integer values and handles 
0006: 52@ = 19 // integer values 

:CATALIN_3101
00D6: if 
0038:   $11011 == 3 // integer values 
004D: jump_if_false @CATALIN_3878 
02E4: load_cutscene_data 'CAT_4' 

:CATALIN_3130
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_3154 
0001: wait 0 ms 
0002: jump @CATALIN_3130 

:CATALIN_3154
0395: clear_area 0 at 868.521 -30.0862 63.1875 range 5.8 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CATALIN_3187
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_3211 
0001: wait 0 ms 
0002: jump @CATALIN_3187 

:CATALIN_3211
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CATALIN_3226
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_3250 
0001: wait 0 ms 
0002: jump @CATALIN_3226 

:CATALIN_3250
04BB: select_interior 0 // select render area 
023C: request_special_actor 'CAT' as 5 

:CATALIN_3267
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_3306 
0001: wait 0 ms 
023C: request_special_actor 'CAT' as 5 
0002: jump @CATALIN_3267 

:CATALIN_3306
0395: clear_area 0 at 868.4825 -29.6753 62.1875 range 0.5 
03CB: set_camera 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $ACTOR_CATALINA = create_actor 23 #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $ACTOR_CATALINA z_angle_to 225.9654 
05AA: 56@s = 'CAT4_LA' // 8-byte strings 
05AA: 58@s = 'CAT4_LB' // 8-byte strings 
05AA: 60@s = 'CAT4_LC' // 8-byte strings 
05AA: 62@s = 'CAT4_LD' // 8-byte strings 
05AA: 64@s = 'CAT4_LE' // 8-byte strings 
05AA: 66@s = 'CAT4_LF' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 9671 
04AF: 97@ = unknown_wav_reference 9672 
04AF: 98@ = unknown_wav_reference 9673 
04AF: 99@ = unknown_wav_reference 9674 
04AF: 100@ = unknown_wav_reference 9675 
04AF: 101@ = unknown_wav_reference 9676 
008B: 116@ = $ACTOR_CATALINA // integer values and handles 
0085: 117@ = 55@ // integer values and handles 
008B: 118@ = $ACTOR_CATALINA // integer values and handles 
0085: 119@ = 55@ // integer values and handles 
008B: 120@ = $ACTOR_CATALINA // integer values and handles 
0085: 121@ = 55@ // integer values and handles 
0006: 52@ = 6 // integer values 
05AA: 136@s = 'CAT_NA' // 8-byte strings 
05AA: 138@s = 'CAT_NB' // 8-byte strings 
05AA: 140@s = 'CAT_NC' // 8-byte strings 
05AA: 142@s = 'CAT_ND' // 8-byte strings 
05AA: 144@s = 'CAT_NE' // 8-byte strings 
05AA: 146@s = 'CAT_NF' // 8-byte strings 
05AA: 148@s = 'CAT_NG' // 8-byte strings 
05AA: 150@s = 'CAT_NH' // 8-byte strings 
05AA: 152@s = 'CAT_KT' // 8-byte strings 
04AF: 160@ = unknown_wav_reference 8717 
04AF: 161@ = unknown_wav_reference 8718 
04AF: 162@ = unknown_wav_reference 8719 
04AF: 163@ = unknown_wav_reference 8720 
04AF: 164@ = unknown_wav_reference 8721 
04AF: 165@ = unknown_wav_reference 8722 
04AF: 166@ = unknown_wav_reference 8723 
04AF: 167@ = unknown_wav_reference 8724 
04AF: 168@ = unknown_wav_reference 8711 
008B: 172@ = $ACTOR_CATALINA // integer values and handles 
0085: 173@ = 55@ // integer values and handles 
008B: 174@ = $ACTOR_CATALINA // integer values and handles 
0085: 175@ = 55@ // integer values and handles 
008B: 176@ = $ACTOR_CATALINA // integer values and handles 
008B: 177@ = $ACTOR_CATALINA // integer values and handles 
0085: 178@ = 55@ // integer values and handles 
008B: 179@ = $ACTOR_CATALINA // integer values and handles 
008B: 180@ = $ACTOR_CATALINA // integer values and handles 
0006: 53@ = 9 // integer values 

:CATALIN_3878
0245: set_actor $ACTOR_CATALINA walk_style_to "WOMAN" 
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA targetable 1 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 0 type 0 
0223: set_actor $ACTOR_CATALINA health_to 100 
0446: set_actor $ACTOR_CATALINA immune_to_headshots 0 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_3972 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0A20: (unknown) $PLAYER_CHAR 1 
07CB: (unknown) $ACTOR_CATALINA 0 

:CATALIN_3972
01B7: release_weather 
08F6: (unknown) 
016A: fade 1 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:CATALIN_3990
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_4014 
0001: wait 0 ms 
0002: jump @CATALIN_3990 

:CATALIN_4014
00D6: if 
0038:   $2333 == 1 // integer values 
004D: jump_if_false @CATALIN_4039 
0004: $2333 = 0 // integer values 

:CATALIN_4039
00D6: if 
0038:   $2334 == 1 // integer values 
004D: jump_if_false @CATALIN_4064 
0004: $2334 = 0 // integer values 

:CATALIN_4064
00D6: if and
0038:   $MISSION_LOCAL_LIQUOR_STORE_PASSED == 1 // integer values 
0038:   $2333 == 0 // integer values 
004D: jump_if_false @CATALIN_4290 
05AA: 184@s = 'CAT1_IA' // 8-byte strings 
05AA: 186@s = 'CAT1_IB' // 8-byte strings 
05AA: 188@s = 'CAT1_IC' // 8-byte strings 
05AA: 190@s = 'CAT1_IE' // 8-byte strings 
05AA: 192@s = 'CAT1_IF' // 8-byte strings 
05AA: 194@s = 'CAT1_IG' // 8-byte strings 
04AF: 208@ = unknown_wav_reference 8835 
04AF: 209@ = unknown_wav_reference 8836 
04AF: 210@ = unknown_wav_reference 8837 
04AF: 211@ = unknown_wav_reference 8838 
04AF: 212@ = unknown_wav_reference 8839 
04AF: 213@ = unknown_wav_reference 8840 
008B: 220@ = $ACTOR_CATALINA // integer values and handles 
0085: 221@ = 55@ // integer values and handles 
0085: 222@ = 55@ // integer values and handles 
008B: 223@ = $ACTOR_CATALINA // integer values and handles 
008B: 224@ = $ACTOR_CATALINA // integer values and handles 
0085: 225@ = 55@ // integer values and handles 
0006: 54@ = 6 // integer values 
0004: $2333 = 1 // integer values 
0002: jump @CATALIN_4569 

:CATALIN_4290
00D6: if and
0038:   $ALL_CATALINA_MISSIONS_PASSED == 1 // integer values 
0038:   $2334 == 0 // integer values 
004D: jump_if_false @CATALIN_4569 
05AA: 184@s = 'CAT2_HA' // 8-byte strings 
05AA: 186@s = 'CAT2_HB' // 8-byte strings 
05AA: 188@s = 'CAT2_HC' // 8-byte strings 
05AA: 190@s = 'CAT2_HE' // 8-byte strings 
05AA: 192@s = 'CAT2_HF' // 8-byte strings 
05AA: 194@s = 'CAT2_HG' // 8-byte strings 
05AA: 196@s = 'CAT2_HH' // 8-byte strings 
05AA: 198@s = 'CAT2_HI' // 8-byte strings 
04AF: 208@ = unknown_wav_reference 9022 
04AF: 209@ = unknown_wav_reference 9023 
04AF: 210@ = unknown_wav_reference 9024 
04AF: 211@ = unknown_wav_reference 9025 
04AF: 212@ = unknown_wav_reference 9026 
04AF: 213@ = unknown_wav_reference 9027 
04AF: 214@ = unknown_wav_reference 9028 
04AF: 215@ = unknown_wav_reference 9029 
008B: 220@ = $ACTOR_CATALINA // integer values and handles 
008B: 221@ = $ACTOR_CATALINA // integer values and handles 
0085: 222@ = 55@ // integer values and handles 
008B: 223@ = $ACTOR_CATALINA // integer values and handles 
008B: 224@ = $ACTOR_CATALINA // integer values and handles 
008B: 225@ = $ACTOR_CATALINA // integer values and handles 
0085: 226@ = 55@ // integer values and handles 
008B: 227@ = $ACTOR_CATALINA // integer values and handles 
0006: 54@ = 8 // integer values 
0004: $2334 = 1 // integer values 

:CATALIN_4569
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 234@ = 0 // integer values 
0006: 235@ = 1 // integer values 
0006: 236@ = 0 // integer values 
0006: 237@ = 1 // integer values 
0006: 238@ = 0 // integer values 
0006: 239@ = 0 // integer values 
0006: 240@ = 0 // integer values 
0006: 241@ = 0 // integer values 
00D6: if 
0018:   $11011 > 0 // integer values 
004D: jump_if_false @CATALIN_4821 
00D6: if 
0038:   $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_4698 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
0006: 238@ = 1 // integer values 

:CATALIN_4698
00D6: if 
0038:   $MISSION_SMALL_TOWN_BANK_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_4739 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
0006: 239@ = 1 // integer values 

:CATALIN_4739
00D6: if 
0038:   $MISSION_TANKER_COMMANDER_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_4780 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
0006: 240@ = 1 // integer values 

:CATALIN_4780
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_4821 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
0006: 241@ = 1 // integer values 

:CATALIN_4821
0006: 246@ = 0 // integer values 

:CATALIN_4828
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CATALIN_7185 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_6878 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 20.0 20.0 0 
004D: jump_if_false @CATALIN_5620 
00D6: if 
001B:   3 > 233@ // integer values 
004D: jump_if_false @CATALIN_5620 
00D6: if 
0039:   52@(233@,3i) == 0 // integer values 
004D: jump_if_false @CATALIN_4957 
000A: 233@ += 1 // integer values 
0002: jump @CATALIN_5620 

:CATALIN_4957
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @CATALIN_5063 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CATALIN_5030 
00D6: if or
0038:   $11011 == 1 // integer values 
0038:   $11011 == 3 // integer values 
004D: jump_if_false @CATALIN_5023 
0002: jump @CATALIN_5620 

:CATALIN_5023
0002: jump @CATALIN_5063 

:CATALIN_5030
00D6: if 
0039:   232@ == 0 // integer values 
004D: jump_if_false @CATALIN_5063 
008B: 234@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000E: 234@ -= 10 // integer values 

:CATALIN_5063
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 234@ // integer values 
004D: jump_if_false @CATALIN_5620 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CATALIN_5620 
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @CATALIN_5201 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 56@(232@,20s) // 8-byte strings 
008A: $ACTOR_SPEECH_WAV_FILE = 96@(232@,20i) // integer values and handles 
004F: create_thread @AUDIOL 116@(232@,20i) 0 1 235@ 232@ 
00D6: if 
07D6:   116@(232@,20i) $ACTOR_CATALINA 
004D: jump_if_false @CATALIN_5201 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5201
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @CATALIN_5302 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 136@(232@,12s) // 8-byte strings 
008A: $ACTOR_SPEECH_WAV_FILE = 160@(232@,12i) // integer values and handles 
004F: create_thread @AUDIOL 172@(232@,12i) 0 1 235@ 232@ 
00D6: if 
07D6:   172@(232@,12i) $ACTOR_CATALINA 
004D: jump_if_false @CATALIN_5302 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5302
00D6: if 
0039:   233@ == 2 // integer values 
004D: jump_if_false @CATALIN_5403 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 184@(232@,12s) // 8-byte strings 
008A: $ACTOR_SPEECH_WAV_FILE = 208@(232@,12i) // integer values and handles 
004F: create_thread @AUDIOL 220@(232@,12i) 0 1 235@ 232@ 
00D6: if 
07D6:   220@(232@,12i) $ACTOR_CATALINA 
004D: jump_if_false @CATALIN_5403 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5403
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @CATALIN_5435 
0006: 235@ = 2 // integer values 
0002: jump @CATALIN_5442 

:CATALIN_5435
0006: 235@ = 1 // integer values 

:CATALIN_5442
008B: 234@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 234@ += 500 // integer values 
000A: 232@ += 1 // integer values 
00D6: if 
001D:   52@(233@,3i) > 232@ // integer values 
004D: jump_if_false @CATALIN_5590 
040D: unload_wav 235@ 
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @CATALIN_5523 
03CF: load_wav 96@(232@,20i) as 235@ 

:CATALIN_5523
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @CATALIN_5553 
03CF: load_wav 160@(232@,12i) as 235@ 

:CATALIN_5553
00D6: if 
0039:   233@ == 2 // integer values 
004D: jump_if_false @CATALIN_5583 
03CF: load_wav 208@(232@,12i) as 235@ 

:CATALIN_5583
0002: jump @CATALIN_5620 

:CATALIN_5590
0006: 232@ = 0 // integer values 
008B: 234@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 234@ += 10000 // integer values 
000A: 233@ += 1 // integer values 

:CATALIN_5620
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CATALIN_5920 
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @CATALIN_5920 
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @CATALIN_5722 
00D6: if 
0019:   232@ > 6 // integer values 
004D: jump_if_false @CATALIN_5722 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
0006: 238@ = 1 // integer values 
000A: 236@ += 1 // integer values 

:CATALIN_5722
00D6: if 
0039:   236@ == 1 // integer values 
004D: jump_if_false @CATALIN_5788 
00D6: if 
0019:   232@ > 7 // integer values 
004D: jump_if_false @CATALIN_5788 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
0006: 239@ = 1 // integer values 
000A: 236@ += 1 // integer values 

:CATALIN_5788
00D6: if 
0039:   236@ == 2 // integer values 
004D: jump_if_false @CATALIN_5854 
00D6: if 
0019:   232@ > 8 // integer values 
004D: jump_if_false @CATALIN_5854 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
0006: 240@ = 1 // integer values 
000A: 236@ += 1 // integer values 

:CATALIN_5854
00D6: if 
0039:   236@ == 3 // integer values 
004D: jump_if_false @CATALIN_5920 
00D6: if 
0019:   232@ > 9 // integer values 
004D: jump_if_false @CATALIN_5920 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
0006: 241@ = 1 // integer values 
000A: 236@ += 1 // integer values 

:CATALIN_5920
00D6: if 
0735:   83 
004D: jump_if_false @CATALIN_6307 
00D6: if 
0038:   $489 == 0 // integer values 
004D: jump_if_false @CATALIN_6028 
0395: clear_area 0 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE range 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
0086: $TEMPVAR_FLOAT_1 = $X_LOCAL_LIQUOR_STORE // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 1.0 // floating-point values 
00A1: put_actor $ACTOR_CATALINA at $TEMPVAR_FLOAT_1 $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
03CB: set_camera $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 

:CATALIN_6028
00D6: if 
0038:   $489 == 1 // integer values 
004D: jump_if_false @CATALIN_6121 
0395: clear_area 0 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK range 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
0086: $TEMPVAR_FLOAT_1 = $X_SMALL_TOWN_BANK // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 1.0 // floating-point values 
00A1: put_actor $ACTOR_CATALINA at $TEMPVAR_FLOAT_1 $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
03CB: set_camera $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 

:CATALIN_6121
00D6: if 
0038:   $489 == 2 // integer values 
004D: jump_if_false @CATALIN_6214 
0395: clear_area 0 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER range 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
0086: $TEMPVAR_FLOAT_1 = $X_TANKER_COMMANDER // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 1.0 // floating-point values 
00A1: put_actor $ACTOR_CATALINA at $TEMPVAR_FLOAT_1 $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
03CB: set_camera $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 

:CATALIN_6214
00D6: if 
0038:   $489 == 3 // integer values 
004D: jump_if_false @CATALIN_6307 
0395: clear_area 0 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS range 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
0086: $TEMPVAR_FLOAT_1 = $X_AGAINST_ALL_ODDS // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 1.0 // floating-point values 
00A1: put_actor $ACTOR_CATALINA at $TEMPVAR_FLOAT_1 $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
03CB: set_camera $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 

:CATALIN_6307
00D6: if 
0038:   $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_6448 
00D6: if 
0039:   238@ == 1 // integer values 
004D: jump_if_false @CATALIN_6448 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_6448 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'CAT_1' 1000 ms 2  // A kiskocsma
016A: fade 0 500 ms 

:CATALIN_6415
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_6439 
0001: wait 0 ms 
0002: jump @CATALIN_6415 

:CATALIN_6439
0004: $CATALINA_SELECTED_MISSION = 0 // integer values 
0051: return 

:CATALIN_6448
00D6: if 
0038:   $MISSION_SMALL_TOWN_BANK_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_6589 
00D6: if 
0039:   239@ == 1 // integer values 
004D: jump_if_false @CATALIN_6589 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_6589 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'CAT_2' 1000 ms 2  // A kisvrosi bank
016A: fade 0 500 ms 

:CATALIN_6556
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_6580 
0001: wait 0 ms 
0002: jump @CATALIN_6556 

:CATALIN_6580
0004: $CATALINA_SELECTED_MISSION = 1 // integer values 
0051: return 

:CATALIN_6589
00D6: if 
0038:   $MISSION_TANKER_COMMANDER_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_6730 
00D6: if 
0039:   240@ == 1 // integer values 
004D: jump_if_false @CATALIN_6730 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_6730 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'CAT_3' 1000 ms 2  // A tartlykocsi
016A: fade 0 500 ms 

:CATALIN_6697
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_6721 
0001: wait 0 ms 
0002: jump @CATALIN_6697 

:CATALIN_6721
0004: $CATALINA_SELECTED_MISSION = 2 // integer values 
0051: return 

:CATALIN_6730
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 0 // integer values 
004D: jump_if_false @CATALIN_6871 
00D6: if 
0039:   241@ == 1 // integer values 
004D: jump_if_false @CATALIN_6871 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_6871 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'CAT_4' 1000 ms 2  // Eslytelenl
016A: fade 0 500 ms 

:CATALIN_6838
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_6862 
0001: wait 0 ms 
0002: jump @CATALIN_6838 

:CATALIN_6862
0004: $CATALINA_SELECTED_MISSION = 3 // integer values 
0051: return 

:CATALIN_6871
0002: jump @CATALIN_7178 

:CATALIN_6878
00D6: if 
0039:   237@ == 1 // integer values 
004D: jump_if_false @CATALIN_6954 
00BC: text_highpriority 'CATLEFT' 5000 ms 1  // ~s~Lemaradt ~b~Catalina~s~. Menj vissza rte.
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0187: 34@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 34@ type_to 1 
000A: 237@ += 1 // integer values 

:CATALIN_6954
00D6: if 
0039:   237@ == 2 // integer values 
004D: jump_if_false @CATALIN_7178 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 0 
004D: jump_if_false @CATALIN_7178 
0164: disable_marker 34@ 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_7035 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 

:CATALIN_7035
00D6: if 
0039:   238@ == 1 // integer values 
004D: jump_if_false @CATALIN_7069 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 

:CATALIN_7069
00D6: if 
0039:   239@ == 1 // integer values 
004D: jump_if_false @CATALIN_7103 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 

:CATALIN_7103
00D6: if 
0039:   240@ == 1 // integer values 
004D: jump_if_false @CATALIN_7137 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 

:CATALIN_7137
00D6: if 
0039:   241@ == 1 // integer values 
004D: jump_if_false @CATALIN_7171 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 

:CATALIN_7171
0006: 237@ = 1 // integer values 

:CATALIN_7178
0002: jump @CATALIN_7208 

:CATALIN_7185
00BC: text_highpriority 'CATDEAD' 5000 ms 1  // ~r~Catalina meghalt!
0002: jump @CATALIN_7507 

:CATALIN_7208
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 660.0 -585.0 radius 200.0 200.0 
004D: jump_if_false @CATALIN_7455 
00D6: if 
0039:   246@ == 0 // integer values 
004D: jump_if_false @CATALIN_7448 
0247: request_model #PETRO 
0247: request_model #PETROTR 
00D6: if and
0248:   model #PETRO available 
0248:   model #PETROTR available 
004D: jump_if_false @CATALIN_7448 
00A5: 247@ = create_car #PETRO at 657.49 -585.13 16.36 
0175: set_car 247@ z_angle_to 170.66 
053F: set_car 247@ tires_vulnerable 0 
02AC: set_car 247@ immunities 1 0 0 0 0 
0587: (unknown) 247@ 0 
020A: set_car 247@ door_status_to 2 
00A5: 248@ = create_car #PETROTR at 667.49 -583.13 16.36 
0175: set_car 248@ z_angle_to 184.66 
0224: set_car 248@ health_to 1250 
02AC: set_car 248@ immunities 1 1 1 1 1 
053F: set_car 248@ tires_vulnerable 0 
0587: (unknown) 248@ 0 
020A: set_car 248@ door_status_to 2 
0006: 246@ = 1 // integer values 

:CATALIN_7448
0002: jump @CATALIN_7500 

:CATALIN_7455
00D6: if 
0039:   246@ == 1 // integer values 
004D: jump_if_false @CATALIN_7500 
00A6: destroy_car 247@ 
00A6: destroy_car 248@ 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0006: 246@ = 0 // integer values 

:CATALIN_7500
0002: jump @CATALIN_4828 

:CATALIN_7507
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
034F: destroy_actor_with_fade $ACTOR_CATALINA // The actor fades away like a ghost 
0051: return 

:CATALIN_7530
0164: disable_marker 34@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0296: unload_special_actor 5 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
00D6: if 
0018:   $CATALINA_SELECTED_MISSION > -1 // integer values 
004D: jump_if_false @CATALIN_7602 
016A: fade 0 0 ms 

:CATALIN_7602
0051: return 

//-------------Mission 41---------------
// Originally: Local Liquor Store

:CAT1
03A4: name_thread 'CAT1' 
0050: gosub @CAT1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CAT1_38 
0050: gosub @CAT1_32495 

:CAT1_38
0050: gosub @CAT1_32644 
004E: end_thread 

:CAT1_47
0004: $ONMISSION = 1 // integer values 
016A: fade 0 0 ms 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0004: $11266 = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
060A: unknown_create_entity 0 67@ 
060A: unknown_create_entity 2 68@ 

:CAT1_165
0001: wait 0 ms 
00D6: if 
0736:   88 
004D: jump_if_false @CAT1_260 
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @CAT1_234 
0006: 69@ = 1 // integer values 
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump @CAT1_260 

:CAT1_234
0006: 69@ = 0 // integer values 
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:CAT1_260
000A: 39@ += 1 // integer values 
00D6: if 
0019:   39@ > 9 // integer values 
004D: jump_if_false @CAT1_292 
0006: 39@ = 0 // integer values 

:CAT1_292
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 65@ += 42@ // integer values 
005A: 66@ += 42@ // integer values 
005A: 147@ += 42@ // integer values 
00D6: if 
0736:   83 
004D: jump_if_false @CAT1_367 
0006: 36@ = 1 // integer values 

:CAT1_367
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @CAT1_392 
0050: gosub @CAT1_634 

:CAT1_392
0871: init_jump_table 34@ total_jumps 5 0 @CAT1_525 jumps 0 @CAT1_455 1 @CAT1_469 2 @CAT1_483 3 @CAT1_497 4 @CAT1_511 -1 @CAT1_525 -1 @CAT1_525 

:CAT1_455
0050: gosub @CAT1_2079 
0002: jump @CAT1_525 

:CAT1_469
0050: gosub @CAT1_2698 
0002: jump @CAT1_525 

:CAT1_483
0050: gosub @CAT1_14057 
0002: jump @CAT1_525 

:CAT1_497
0050: gosub @CAT1_17134 
0002: jump @CAT1_525 

:CAT1_511
0050: gosub @CAT1_18140 
0002: jump @CAT1_525 

:CAT1_525
0050: gosub @CAT1_25325 

:CAT1_532
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CAT1_632 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @CAT1_616 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CAT1_600 
0002: jump @CAT1_165 
0002: jump @CAT1_609 

:CAT1_600
0050: gosub @CAT1_32513 
0051: return 

:CAT1_609
0002: jump @CAT1_625 

:CAT1_616
0050: gosub @CAT1_32495 
0051: return 

:CAT1_625
0002: jump @CAT1_634 

:CAT1_632
0051: return 

:CAT1_634
00D6: if 
0736:   32 
004D: jump_if_false @CAT1_683 
000A: 70@ += 1 // integer values 
00D6: if 
0019:   70@ > 5 // integer values 
004D: jump_if_false @CAT1_681 
0006: 70@ = 0 // integer values 

:CAT1_681
086A: nop 

:CAT1_683
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @CAT1_872 
008A: $6971 = 34@ // integer values and handles 
008A: $6972 = 35@ // integer values and handles 
008A: $6973 = 62@ // integer values and handles 
008A: $6974 = 65@ // integer values and handles 
008A: $6975 = 63@ // integer values and handles 
008A: $6976 = 66@ // integer values and handles 
008A: $6977 = 32@ // integer values and handles 
065D: $6971 "M_STAGE" // same as 0660 
065D: $6972 "M_GOALS" // same as 0660 
065D: $6973 "DIALOGUE_FLAG" // same as 0660 
065D: $6974 "DIALOGUE_TIMER" // same as 0660 
065D: $6975 "HELP_FLAG" // same as 0660 
065D: $6976 "HELP_TIMER" // same as 0660 
065D: $6977 "TIMERA" // same as 0660 

:CAT1_872
00D6: if 
0039:   70@ == 2 // integer values 
004D: jump_if_false @CAT1_1103 
0004: $6971 = 0 // integer values 
0004: $6972 = 0 // integer values 
0084: $6973 = $CAT1_PICKUPS_COLLECTED // integer values and handles 
008A: $6974 = 100@ // integer values and handles 
008A: $6975 = 101@ // integer values and handles 
008A: $6976 = 102@ // integer values and handles 
008A: $6977 = 103@ // integer values and handles 
008A: $6978 = 108@ // integer values and handles 
065D: $6971 "DISABLE_GROUP" // same as 0660 
065D: $6972 "IN_GROUP" // same as 0660 
065D: $6973 "CAT1_PICKUPS_COLLECTED" // same as 0660 
065D: $6974 "PAUSED[0]" // same as 0660 
065D: $6975 "PAUSED[1]" // same as 0660 
065D: $6976 "PAUSED[2]" // same as 0660 
065D: $6977 "PAUSED[3]" // same as 0660 
065D: $6978 "SKIPPED_CUTSCENE" // same as 0660 

:CAT1_1103
00D6: if 
0039:   70@ == 3 // integer values 
004D: jump_if_false @CAT1_1351 
008A: $6971 = 104@ // integer values and handles 
008A: $6972 = 105@ // integer values and handles 
008A: $6973 = 106@ // integer values and handles 
008A: $6974 = 107@ // integer values and handles 
008A: $6975 = 109@ // integer values and handles 
008A: $6976 = 110@ // integer values and handles 
008A: $6977 = 111@ // integer values and handles 
008A: $6978 = 115@ // integer values and handles 
065D: $6971 "ROBBER_FLAG[0]" // same as 0660 
065D: $6972 "ROBBER_FLAG[1]" // same as 0660 
065D: $6973 "ROBBER_FLAG[2]" // same as 0660 
065D: $6974 "ROBBER_FLAG[3]" // same as 0660 
065D: $6975 "CHASE_FLAG[0]" // same as 0660 
065D: $6976 "CHASE_FLAG[1]" // same as 0660 
065D: $6977 "CHASE_FLAG[2]" // same as 0660 
065D: $6978 "PLAYER_PROGRESS" // same as 0660 

:CAT1_1351
00D6: if 
0039:   70@ == 4 // integer values 
004D: jump_if_false @CAT1_1629 
008A: $6971 = 112@ // integer values and handles 
008A: $6972 = 113@ // integer values and handles 
008A: $6973 = 114@ // integer values and handles 
0088: $6982 = 127@ // floating-point values only 
0088: $6983 = 128@ // floating-point values only 
0088: $6984 = 129@ // floating-point values only 
0088: $6985 = 133@ // floating-point values only 
008A: $6978 = 116@ // integer values and handles 
065D: $6971 "PLAYBACK_PAUSED[0]" // same as 0660 
065D: $6972 "PLAYBACK_PAUSED[1]" // same as 0660 
065D: $6973 "PLAYBACK_PAUSED[2]" // same as 0660 
065E: (unknown) $6982 "QUAD_PLAYBACK_SPEED[0]" 
065E: (unknown) $6983 "QUAD_PLAYBACK_SPEED[1]" 
065E: (unknown) $6984 "QUAD_PLAYBACK_SPEED[2]" 
065E: (unknown) $6985 "MASTER_SPEED" 
065D: $6978 "SHOW_GUN" // same as 0660 

:CAT1_1629
00D6: if 
0039:   70@ == 5 // integer values 
004D: jump_if_false @CAT1_1827 
0088: $6979 = 137@ // floating-point values only 
0088: $6980 = 138@ // floating-point values only 
0088: $6981 = 139@ // floating-point values only 
0088: $6982 = 130@ // floating-point values only 
0088: $6983 = 131@ // floating-point values only 
0088: $6984 = 132@ // floating-point values only 
065E: (unknown) $6979 "LOOK_X" 
065E: (unknown) $6980 "LOOK_Y" 
065E: (unknown) $6981 "LOOK_Z" 
065E: (unknown) $6982 "QUAD_DIST_FROM_PLAYER[0]" 
065E: (unknown) $6983 "QUAD_DIST_FROM_PLAYER[1]" 
065E: (unknown) $6984 "QUAD_DIST_FROM_PLAYER[2]" 

:CAT1_1827
00D6: if 
0736:   98 
004D: jump_if_false @CAT1_1849 
0006: 38@ = 1 // integer values 

:CAT1_1849
00D6: if 
0736:   80 
004D: jump_if_false @CAT1_1937 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @CAT1_1912 
0006: 71@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @CAT1_1937 

:CAT1_1912
0006: 71@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:CAT1_1937
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @CAT1_1962 
0002: jump @CAT1_532 

:CAT1_1962
00D6: if 
0736:   136 
004D: jump_if_false @CAT1_1985 
000A: 35@ += 1 // integer values 

:CAT1_1985
00D6: if 
0736:   135 
004D: jump_if_false @CAT1_2008 
000E: 35@ -= 1 // integer values 

:CAT1_2008
00D6: if 
0736:   134 
004D: jump_if_false @CAT1_2031 
000A: 34@ += 1 // integer values 

:CAT1_2031
00D6: if 
0736:   133 
004D: jump_if_false @CAT1_2054 
000E: 34@ -= 1 // integer values 

:CAT1_2054
00D6: if 
0736:   146 
004D: jump_if_false @CAT1_2077 
0006: 35@ = 99 // integer values 

:CAT1_2077
0051: return 

:CAT1_2079
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @CAT1_2236 
00A5: 78@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 79@ = create_car #PONY at 0.0 0.0 0.0 
009A: 72@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
018A: 87@ = create_checkpoint_at 0.0 0.0 0.0 
009A: $ACTOR_CATALINA = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0213: 95@ = create_pickup #BRIEFCASE type 3 at 0.0 0.0 0.0 

:CAT1_2236
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0004: $CAT1_PICKUPS_COLLECTED = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0007: 143@ = 0.0 // floating-point values 
0007: 144@ = 0.0 // floating-point values 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 95@ = -1 // integer values 
0006: 96@ = -1 // integer values 
0006: 97@ = -1 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
07B4: (unknown) $PLAYER_CHAR 0 
0A20: (unknown) $PLAYER_CHAR 1 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'CAT' 
0050: gosub @CAT1_32437 
0051: return 

:CAT1_2698
0871: init_jump_table 35@ total_jumps 26 0 @CAT1_9936 jumps 0 @CAT1_2956 1 @CAT1_3282 2 @CAT1_5459 3 @CAT1_5473 4 @CAT1_5732 5 @CAT1_6005 6 @CAT1_6183 
0872: jump_table_jumps 7 @CAT1_6293 8 @CAT1_6403 9 @CAT1_6511 10 @CAT1_7099 11 @CAT1_7681 12 @CAT1_7732 13 @CAT1_7823 14 @CAT1_7933 15 @CAT1_8043 
0872: jump_table_jumps 16 @CAT1_8148 17 @CAT1_8181 18 @CAT1_8951 19 @CAT1_9070 20 @CAT1_9161 21 @CAT1_9502 22 @CAT1_9535 23 @CAT1_9630 24 @CAT1_9842 
0872: jump_table_jumps 25 @CAT1_9856 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 

:CAT1_2956
0247: request_model #QUAD 
0247: request_model #CWMYFR 
0247: request_model #CWMYHB1 
0247: request_model #COLT45 
0247: request_model #HMOST 
0247: request_model #SWMOTR1 
038B: load_requested_models 

:CAT1_2986
00D6: if or
8248:   not model #QUAD available 
8248:   not model #CWMYFR available 
8248:   not model #CWMYHB1 available 
8248:   not model #COLT45 available 
8248:   not model #HMOST available 
8248:   not model #SWMOTR1 available 
004D: jump_if_false @CAT1_3036 
0001: wait 0 ms 
0002: jump @CAT1_2986 

:CAT1_3036
07C0: load_path 501 
07C0: load_path 502 
07C0: load_path 503 
07C0: load_path 504 

:CAT1_3056
00D6: if or
87C1:   not path 501 available 
87C1:   not path 502 available 
87C1:   not path 503 available 
87C1:   not path 504 available 
004D: jump_if_false @CAT1_3098 
0001: wait 0 ms 
0002: jump @CAT1_3056 

:CAT1_3098
07C0: load_path 505 
07C0: load_path 506 
07C0: load_path 507 
07C0: load_path 509 

:CAT1_3118
00D6: if or
87C1:   not path 505 available 
87C1:   not path 506 available 
87C1:   not path 507 available 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_3160 
0001: wait 0 ms 
0002: jump @CAT1_3118 

:CAT1_3160
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
023C: request_special_actor 'CAT' as 5 

:CAT1_3187
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT1_3226 
0001: wait 0 ms 
023C: request_special_actor 'CAT' as 5 
0002: jump @CAT1_3187 

:CAT1_3226
03CF: load_wav 41800 as 3 

:CAT1_3235
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @CAT1_3261 
0001: wait 0 ms 
0002: jump @CAT1_3235 

:CAT1_3261
000A: 35@ += 1 // integer values 
0002: jump @CAT1_25325 
0002: jump @CAT1_9936 

:CAT1_3282
00D6: if 
056D:   carcass_of_actor $ACTOR_CATALINA valid 
004D: jump_if_false @CAT1_3303 
009B: destroy_actor_instantly $ACTOR_CATALINA 

:CAT1_3303
009A: $ACTOR_CATALINA = create_actor 23 #SPECIAL05 at 261.1952 -79.2717 0.4697 
0173: set_actor $ACTOR_CATALINA z_angle_to 41.0763 
04D8: set_actor $ACTOR_CATALINA ability_to_swim 0 
060A: unknown_create_entity 2 146@ 
06AE: unknown_group_creator 0 145@ 
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 257.5389 -77.23 1.3678 range 300.0 
03CB: set_camera 261.1952 -79.2717 0.4697 
0006: 98@ = 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_3481 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_3481 
06C9: remove_actor $ACTOR_CATALINA from_group 
0006: 99@ = 0 // integer values 

:CAT1_3481
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_3616 
0441: 43@ = car 78@ model 
07E4: (unknown) 43@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 56@ 57@ 58@ 
0087: 46@ = 57@ // floating-point values only 
0065: 46@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0017: 46@ /= 1.8 // floating-point values 
0005: $TEMPVAR_FLOAT_1 = 259.7206 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -77.2067 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.5781 // floating-point values 
0067: $TEMPVAR_FLOAT_1 -= 46@ // floating-point values 
00AB: put_car 78@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 78@ z_angle_to 265.6523 

:CAT1_3616
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_3850 
0792: (unknown) $ACTOR_CATALINA 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_3698 
00A1: put_actor $ACTOR_CATALINA at 261.1952 -79.2717 0.4697 
0173: set_actor $ACTOR_CATALINA z_angle_to 41.0763 
060B: unknown_actor_use_entity $ACTOR_CATALINA 67@ 
0002: jump @CAT1_3736 

:CAT1_3698
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 261.1952 -79.2717 0.4697 
0173: set_actor $ACTOR_CATALINA z_angle_to 41.0763 
060B: unknown_actor_use_entity $ACTOR_CATALINA 67@ 

:CAT1_3736
0470: 43@ = actor $ACTOR_CATALINA current_weapon 
00D6: if 
84A4:   not  43@ == 28 // integer values OR floating-point values 
004D: jump_if_false @CAT1_3850 
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CAT1_3810 
0247: request_model #MICRO_UZI 

:CAT1_3783
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CAT1_3810 
0001: wait 0 ms 
0002: jump @CAT1_3783 

:CAT1_3810
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_3850 
01B2: give_actor $ACTOR_CATALINA weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 28 
0249: release_model #MICRO_UZI 

:CAT1_3850
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_3908 
00A1: put_actor $PLAYER_ACTOR at 259.9737 -78.3268 0.6181 
0173: set_actor $PLAYER_ACTOR z_angle_to 38.3173 
0002: jump @CAT1_3938 

:CAT1_3908
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 259.9737 -78.3268 0.6181 
0173: set_actor $PLAYER_ACTOR z_angle_to 38.3173 

:CAT1_3938
00A5: 79@ = create_car #QUAD at 230.6799 -85.1536 0.4296 
0175: set_car 79@ z_angle_to 17.5494 
00AD: set_car 79@ max_speed_to 20.0 
00AE: unknown_set_car 79@ to_ignore_traffic_lights 2 
03ED: (unknown) 79@ 1 
02AA: set_car 79@ immune_to_nonplayer 1 
00A5: 80@ = create_car #QUAD at 232.2597 -90.1452 0.4297 
0175: set_car 80@ z_angle_to 17.5685 
00AD: set_car 80@ max_speed_to 20.0 
00AE: unknown_set_car 80@ to_ignore_traffic_lights 2 
03ED: (unknown) 80@ 1 
02AA: set_car 80@ immune_to_nonplayer 1 
00A5: 81@ = create_car #QUAD at 234.0826 -95.9093 0.4375 
0175: set_car 81@ z_angle_to 17.5565 
00AD: set_car 81@ max_speed_to 20.0 
00AE: unknown_set_car 81@ to_ignore_traffic_lights 2 
03ED: (unknown) 81@ 1 
02AA: set_car 81@ immune_to_nonplayer 1 
00A5: 82@ = create_car #QUAD at 235.3937 -100.0505 0.4375 
0175: set_car 82@ z_angle_to 17.5591 
00AD: set_car 82@ max_speed_to 20.0 
00AE: unknown_set_car 82@ to_ignore_traffic_lights 2 
03ED: (unknown) 82@ 1 
02AA: set_car 82@ immune_to_nonplayer 1 
0006: 43@ = 0 // integer values 

:CAT1_4201
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @CAT1_4496 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_4482 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @CAT1_4278 
0129: 72@(43@,4i) = create_actor 24 #CWMYFR in_car 79@(43@,4i) driverseat 

:CAT1_4278
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @CAT1_4317 
0129: 72@(43@,4i) = create_actor 24 #CWMYHB1 in_car 79@(43@,4i) driverseat 

:CAT1_4317
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @CAT1_4356 
0129: 72@(43@,4i) = create_actor 24 #CWMYFR in_car 79@(43@,4i) driverseat 

:CAT1_4356
00D6: if 
0039:   43@ == 3 // integer values 
004D: jump_if_false @CAT1_4395 
0129: 72@(43@,4i) = create_actor 24 #CWMYHB1 in_car 79@(43@,4i) driverseat 

:CAT1_4395
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 60 
01B2: give_actor 72@(43@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: unknown_action_sequence 72@(43@,4i) 0 0 0 
060B: unknown_actor_use_entity 72@(43@,4i) 67@ 
02AB: set_actor 72@(43@,4i) immunities 1 1 1 1 1 
0245: set_actor 72@(43@,4i) walk_style_to "MAN" 

:CAT1_4482
000A: 43@ += 1 // integer values 
0002: jump @CAT1_4201 

:CAT1_4496
05EB: assign_vehicle 79@ to_path 501 
05EB: assign_vehicle 80@ to_path 502 
05EB: assign_vehicle 81@ to_path 503 
05EB: assign_vehicle 82@ to_path 504 
0006: 43@ = 0 // integer values 

:CAT1_4535
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @CAT1_4658 
00D6: if 
8039:   not  43@ == 0 // integer values 
004D: jump_if_false @CAT1_4624 
00D6: if 
8039:   not  43@ == 3 // integer values 
004D: jump_if_false @CAT1_4610 
0706: (unknown) 79@(43@,4i) 5.0 
0002: jump @CAT1_4624 

:CAT1_4610
0706: (unknown) 79@(43@,4i) 7.0 

:CAT1_4624
05ED: (unknown) 79@(43@,4i) 
0006: 100@(43@,4i) = 1 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @CAT1_4535 

:CAT1_4658
009A: 76@ = create_actor 4 #HMOST at 251.6866 -54.9554 0.6181 
0173: set_actor 76@ z_angle_to 174.9027 
060B: unknown_actor_use_entity 76@ 67@ 
009A: 77@ = create_actor 5 #SWMOTR1 at 251.6549 -56.4859 0.6255 
0173: set_actor 77@ z_angle_to 354.6266 
060B: unknown_actor_use_entity 77@ 67@ 
0677: AS_actor 76@ chat_with_actor 77@ 1 1 
0677: AS_actor 77@ chat_with_actor 76@ 0 1 
0007: 134@ = 261.814 // floating-point values 
0007: 135@ = -79.2233 // floating-point values 
0007: 136@ = 3.2479 // floating-point values 
0007: 137@ = 261.3385 // floating-point values 
0007: 138@ = -78.3447 // floating-point values 
0007: 139@ = 3.2922 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 137@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 134@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 138@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 135@ // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 139@ // floating-point values only 
0067: $TEMPVAR_FLOAT_3 -= 136@ // floating-point values 
050A: 46@ = distance_between 137@ 138@ 139@ and 134@ 135@ 136@ 
0075: $TEMPVAR_FLOAT_1 /= 46@ // floating-point values 
0075: $TEMPVAR_FLOAT_2 /= 46@ // floating-point values 
0075: $TEMPVAR_FLOAT_3 /= 46@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 15.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 15.0 // floating-point values 
0011: $TEMPVAR_FLOAT_3 *= 15.0 // floating-point values 
0087: 137@ = 134@ // floating-point values only 
005D: 137@ += $TEMPVAR_FLOAT_1 // floating-point values 
0087: 138@ = 135@ // floating-point values only 
005D: 138@ += $TEMPVAR_FLOAT_2 // floating-point values 
0087: 139@ = 136@ // floating-point values only 
005D: 139@ += $TEMPVAR_FLOAT_3 // floating-point values 
0005: $TEMPVAR_FLOAT_1 = 260.876 // floating-point values 
000D: $TEMPVAR_FLOAT_1 -= 261.4119 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = -77.7132 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 78.5511 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 2.2067 // floating-point values 
000D: $TEMPVAR_FLOAT_3 -= 2.3102 // floating-point values 
050A: 46@ = distance_between 261.4119 -78.5511 2.3102 and 260.876 -77.7132 2.2067 
0075: $TEMPVAR_FLOAT_1 /= 46@ // floating-point values 
0075: $TEMPVAR_FLOAT_2 /= 46@ // floating-point values 
0075: $TEMPVAR_FLOAT_3 /= 46@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 15.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 15.0 // floating-point values 
0011: $TEMPVAR_FLOAT_3 *= 15.0 // floating-point values 
0007: 140@ = 261.4119 // floating-point values 
005D: 140@ += $TEMPVAR_FLOAT_1 // floating-point values 
0007: 141@ = -78.5511 // floating-point values 
005D: 141@ += $TEMPVAR_FLOAT_2 // floating-point values 
0007: 142@ = 2.3102 // floating-point values 
005D: 142@ += $TEMPVAR_FLOAT_3 // floating-point values 
03A9: write_debug_newline 
05B6: 94 // Debug script. Currently ignored by decompiler
03A8: write_debug_float 140@ 
03A8: write_debug_float 141@ 
03A8: write_debug_float 142@ 
015F: set_camera_position 134@ 135@ 136@ 0.0 0.0 0.0 
0160: point_camera 137@ 138@ 139@ 2 
041D: set_camera_near_clip 0.1 
0001: wait 500 ms 
016A: fade 1 500 ms 

:CAT1_5407
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_5431 
0001: wait 0 ms 
0002: jump @CAT1_5407 

:CAT1_5431
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @CAT1_9936 

:CAT1_5459
000A: 35@ += 1 // integer values 
0002: jump @CAT1_9936 

:CAT1_5473
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_5585 
0792: (unknown) $ACTOR_CATALINA 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 261.2168 -77.1227 0.6181 speed 4 3000 ms 
05D4: AS_actor -1 rotate_angle 41.0763 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:CAT1_5585
0792: (unknown) $PLAYER_ACTOR 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 2000 
05D3: AS_actor -1 go_to_point 260.7615 -77.7368 0.6181 speed 4 8000 ms 
05D4: AS_actor -1 rotate_angle 5.0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_5661 
05BF: AS_actor -1 look_at_actor $ACTOR_CATALINA 8000 ms 

:CAT1_5661
05B9: unknown_action_sequence -1 3000 
0616: define_action_sequences_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 8800 as 1 
0006: 148@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @CAT1_9936 

:CAT1_5732
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @CAT1_5863 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AA' // 8-byte strings  // ~z~Ez a hely mr csak lazts lesz!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8800 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT1_5828 
03CF: load_wav 8802 as 2 
0002: jump @CAT1_5835 

:CAT1_5828
03CF: load_wav 8801 as 2 

:CAT1_5835
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @CAT1_5991 

:CAT1_5863
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_5991 
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @CAT1_5991 
0925: (unknown) 
0936: set_camera 261.814 -79.2233 3.2479 position_to 261.4119 -78.5511 2.3102 3000 ms unknown 1 
0920: point_camera 261.3385 -78.3447 3.2922 transverse_to 253.3734 -65.9824 0.7577 3000 ms unknown 1 
092F: (unknown) 1 
0930: (unknown) 1 
000A: 148@ += 1 // integer values 

:CAT1_5991
0006: 33@ = 0 // integer values 
0002: jump @CAT1_9936 

:CAT1_6005
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_6176 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_6176 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_6063 
0687: clear_actor_task $ACTOR_CATALINA 

:CAT1_6063
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT1_6110 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AC' // 8-byte strings  // ~z~OK, Gyernk
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8802 
0002: jump @CAT1_6132 

:CAT1_6110
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AB' // 8-byte strings  // ~z~A mltkori helyre gondolsz?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8801 

:CAT1_6132
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8803 as 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_6176
0002: jump @CAT1_9936 

:CAT1_6183
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_6286 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_6286 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AD' // 8-byte strings  // ~z~Kik ezek a seggarc cowboyok?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8803 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8804 as 2 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_6286
0002: jump @CAT1_9936 

:CAT1_6293
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_6396 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_6396 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AE' // 8-byte strings  // ~z~Lasstsd egy kicsit, nzzk meg, mi micsoda.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8804 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8805 as 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_6396
0002: jump @CAT1_9936 

:CAT1_6403
00D6: if 
0039:   104@ == 2 // integer values 
004D: jump_if_false @CAT1_6504 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_6504 
0925: (unknown) 
015F: set_camera_position 260.045 -63.3693 2.4676 0.0 0.0 0.0 
0160: point_camera 259.1025 -63.6456 2.2799 2 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_6504
0002: jump @CAT1_9936 

:CAT1_6511
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @CAT1_7092 
015F: set_camera_position 250.2375 -53.7657 2.328 0.0 0.0 0.0 
0160: point_camera 250.8728 -54.5222 2.1726 2 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_6689 
0792: (unknown) 72@ 
00A1: put_actor 72@ at 252.6819 -56.3618 0.6181 
0173: set_actor 72@ z_angle_to 20.1267 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CAT1_6689 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
0635: AS_actor -1 aim_at_actor 76@ 999999 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:CAT1_6689
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_6819 
0792: (unknown) 73@ 
00A1: put_actor 73@ at 252.1074 -57.8084 0.6181 
0173: set_actor 73@ z_angle_to 21.3066 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CAT1_6819 
0223: set_actor 77@ health_to 1 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 77@ 5000 ms 
0635: AS_actor -1 aim_at_actor 77@ 2300 ms 
05E2: AS_actor -1 kill_actor 77@ 
0616: define_action_sequences_end 49@ 
0618: assign_actor 73@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:CAT1_6819
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_6870 
0792: (unknown) 74@ 
00A1: put_actor 74@ at 254.4398 -57.6653 0.6473 
0173: set_actor 74@ z_angle_to 48.9264 

:CAT1_6870
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_6921 
0792: (unknown) 75@ 
00A1: put_actor 75@ at 255.1348 -61.2211 0.6181 
0173: set_actor 75@ z_angle_to 170.608 

:CAT1_6921
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CAT1_7052 
0792: (unknown) 77@ 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_6973 
05BF: AS_actor -1 look_at_actor 72@ 5000 ms 

:CAT1_6973
0804: AS_actor -1 walk_to 251.1549 -56.4655 0.6255 stop_angle 293.7874 0.02 perform_animation "HANDSCOWER" from_file "PED" 4.0 loop 0 0 0 lock 1 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 77@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:CAT1_7052
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CAT1_7078 
05C4: AS_actor 76@ hands_up 999999 ms 

:CAT1_7078
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_7092
0002: jump @CAT1_9936 

:CAT1_7099
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @CAT1_7674 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 242.0291 -62.9491 2.3886 range 50.0 
015F: set_camera_position 242.0291 -62.9491 2.3886 0.0 0.0 0.0 
0160: point_camera 242.9384 -63.3287 2.2181 2 
0107: 83@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 84@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 85@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 86@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_7384 
0792: (unknown) 72@ 
070A: AS_actor 72@ attach_to_object 83@ offset 0.0 0.15 0.0 on_bone 5 16 "NULL" "NULL" 0 ms 
00A1: put_actor 72@ at 254.2335 -56.954 0.6181 
0173: set_actor 72@ z_angle_to 190.0 

:CAT1_7384
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_7476 
0792: (unknown) 75@ 
070A: AS_actor 75@ attach_to_object 86@ offset 0.0 0.15 0.0 on_bone 5 16 "NULL" "NULL" 0 ms 
00A1: put_actor 75@ at 254.2521 -58.7186 0.6181 
0173: set_actor 75@ z_angle_to 190.0 

:CAT1_7476
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_7568 
0792: (unknown) 74@ 
070A: AS_actor 74@ attach_to_object 85@ offset 0.0 0.15 0.0 on_bone 5 16 "NULL" "NULL" 0 ms 
00A1: put_actor 74@ at 254.2762 -60.0254 0.6255 
0173: set_actor 74@ z_angle_to 190.0 

:CAT1_7568
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_7660 
0792: (unknown) 73@ 
070A: AS_actor 73@ attach_to_object 84@ offset 0.0 0.15 0.0 on_bone 5 16 "NULL" "NULL" 0 ms 
00A1: put_actor 73@ at 255.1927 -54.9104 0.6181 
0173: set_actor 73@ z_angle_to 190.0 

:CAT1_7660
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_7674
0002: jump @CAT1_9936 

:CAT1_7681
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
0006: 124@ = 1 // integer values 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @CAT1_9936 

:CAT1_7732
0006: 43@ = 0 // integer values 

:CAT1_7739
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @CAT1_7802 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_7788 
000A: 104@(43@,4i) += 1 // integer values 

:CAT1_7788
000A: 43@ += 1 // integer values 
0002: jump @CAT1_7739 

:CAT1_7802
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @CAT1_9936 

:CAT1_7823
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_7926 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_7926 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AF' // 8-byte strings  // ~z~Megvan a zsozs, tns innen!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8805 
004F: create_thread @AUDIOL 75@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8806 as 2 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_7926
0002: jump @CAT1_9936 

:CAT1_7933
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_8036 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_8036 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AG' // 8-byte strings  // ~z~Ezek a disznk lenyltk a pnzed!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8806 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8807 as 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_8036
0002: jump @CAT1_9936 

:CAT1_8043
00D6: if 
001B:   10000 > 32@ // integer values 
004D: jump_if_false @CAT1_8134 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_8127 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_8127 
00D6: if 
00DB:   actor 75@ in_car 82@ 
004D: jump_if_false @CAT1_8127 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_8127
0002: jump @CAT1_8141 

:CAT1_8134
000A: 35@ += 1 // integer values 

:CAT1_8141
0002: jump @CAT1_9936 

:CAT1_8148
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @CAT1_8174 
000A: 35@ += 1 // integer values 

:CAT1_8174
0002: jump @CAT1_9936 

:CAT1_8181
0006: 43@ = 0 // integer values 

:CAT1_8188
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @CAT1_8249 
00D6: if 
03CA:   object 83@(43@,4i) exists 
004D: jump_if_false @CAT1_8235 
0108: destroy_object 83@(43@,4i) 

:CAT1_8235
000A: 43@ += 1 // integer values 
0002: jump @CAT1_8188 

:CAT1_8249
0006: 43@ = 0 // integer values 

:CAT1_8256
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @CAT1_8382 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_8357 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_8357 
00D6: if 
80DB:   not actor 72@(43@,4i) in_car 79@(43@,4i) 
004D: jump_if_false @CAT1_8357 
036A: put_actor 72@(43@,4i) in_car 79@(43@,4i) 

:CAT1_8357
0006: 104@(43@,4i) = 6 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @CAT1_8256 

:CAT1_8382
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_8496 
00D6: if 
860E:   not car 79@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_8496 
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_8462 
07C0: load_path 509 

:CAT1_8435
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_8462 
0001: wait 0 ms 
0002: jump @CAT1_8435 

:CAT1_8462
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_8496 
05EB: assign_vehicle 79@ to_path 509 
0706: (unknown) 79@ 2.0 

:CAT1_8496
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_8610 
00D6: if 
860E:   not car 80@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_8610 
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_8576 
07C0: load_path 505 

:CAT1_8549
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_8576 
0001: wait 0 ms 
0002: jump @CAT1_8549 

:CAT1_8576
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_8610 
05EB: assign_vehicle 80@ to_path 505 
0706: (unknown) 80@ 0.0 

:CAT1_8610
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_8724 
00D6: if 
860E:   not car 81@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_8724 
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_8690 
07C0: load_path 506 

:CAT1_8663
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_8690 
0001: wait 0 ms 
0002: jump @CAT1_8663 

:CAT1_8690
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_8724 
05EB: assign_vehicle 81@ to_path 506 
0706: (unknown) 81@ 6.0 

:CAT1_8724
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_8838 
00D6: if 
860E:   not car 82@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_8838 
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_8804 
07C0: load_path 507 

:CAT1_8777
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_8804 
0001: wait 0 ms 
0002: jump @CAT1_8777 

:CAT1_8804
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_8838 
05EB: assign_vehicle 82@ to_path 507 
0706: (unknown) 82@ 3.0 

:CAT1_8838
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_8879 
0792: (unknown) $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 260.2472 -75.3335 0.4697 

:CAT1_8879
0006: 32@ = 0 // integer values 
015F: set_camera_position 261.735 -75.3817 2.127 0.0 0.0 0.0 
0160: point_camera 260.836 -74.9604 2.0068 2 
000A: 35@ += 1 // integer values 
0002: jump @CAT1_9936 

:CAT1_8951
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_9049 
0173: set_actor $ACTOR_CATALINA z_angle_to 53.9394 
07DD: (unknown) $ACTOR_CATALINA 100 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_9049 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 75@ 1000 ms 
0635: AS_actor -1 aim_at_actor 75@ 5000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:CAT1_9049
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @CAT1_9936 

:CAT1_9070
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_9154 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AH' // 8-byte strings  // ~z~EZ AZ N PNZEM!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8807 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 9872 as 2 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_9154
0002: jump @CAT1_9936 

:CAT1_9161
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CAT1_9242 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_9242 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_9242 
07DD: (unknown) $ACTOR_CATALINA 100 
05E2: AS_actor $ACTOR_CATALINA kill_actor 75@ 
02AB: set_actor 75@ immunities 1 1 1 1 1 

:CAT1_9242
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @CAT1_9312 
015F: set_camera_position 252.0826 -71.4979 1.3761 0.0 0.0 0.0 
0160: point_camera 253.0449 -71.7658 1.4225 2 

:CAT1_9312
00D6: if 
0019:   32@ > 2800 // integer values 
004D: jump_if_false @CAT1_9495 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_9495 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_9495 
0792: (unknown) 75@ 
0615: define_action_sequences 49@ 
0829: AS_actor -1 perform_animation "BIKE_FALL_OFF" from_file "PED" 4.0 time 1 and_dies 
0616: define_action_sequences_end 49@ 
0618: assign_actor 75@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TD' // 8-byte strings  // ~z~Vrezz, te rohadt geci!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9872 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8808 as 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_9495
0002: jump @CAT1_9936 

:CAT1_9502
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_9528 
000A: 35@ += 1 // integer values 

:CAT1_9528
0002: jump @CAT1_9936 

:CAT1_9535
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @CAT1_9623 
0889: (unknown) 75@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position 259.2034 -75.5284 2.0793 0.0 0.0 0.0 
0160: point_camera 260.1396 -75.2342 1.8871 2 
000A: 35@ += 1 // integer values 

:CAT1_9623
0002: jump @CAT1_9936 

:CAT1_9630
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_9835 
0687: clear_actor_task $ACTOR_CATALINA 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_9684 
05CA: AS_actor -1 enter_car 82@ passenger_seat 0 5000 ms 

:CAT1_9684
0616: define_action_sequences_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0687: clear_actor_task $PLAYER_ACTOR 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 263.4937 -75.2639 0.4697 speed 6 5000 ms 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_9762 
05CB: AS_actor -1 enter_car_as_driver 82@ 10000 ms 

:CAT1_9762
0616: define_action_sequences_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BA' // 8-byte strings  // ~z~Carl, te vezetsz, n lvk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8808 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_9835
0002: jump @CAT1_9936 

:CAT1_9842
000A: 35@ += 1 // integer values 
0002: jump @CAT1_9936 

:CAT1_9856
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_9929 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_9929 
00D6: if and
00DB:   actor $ACTOR_CATALINA in_car 82@ 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CAT1_9929 
0006: 35@ = 99 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_9929
0002: jump @CAT1_9936 

:CAT1_9936
00D6: if 
0019:   35@ > 1 // integer values 
004D: jump_if_false @CAT1_9985 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CAT1_9985 
0006: 35@ = 99 // integer values 
0006: 108@ = 1 // integer values 

:CAT1_9985
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @CAT1_10091 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @CAT1_10091 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @CAT1_10091 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_10091 
00D6: if 
060E:   car 79@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_10091 
05EE: (unknown) 79@ 
0006: 100@ = 0 // integer values 
000A: 104@ += 1 // integer values 

:CAT1_10091
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @CAT1_10197 
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @CAT1_10197 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @CAT1_10197 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_10197 
00D6: if 
060E:   car 80@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_10197 
05EE: (unknown) 80@ 
0006: 101@ = 0 // integer values 
000A: 105@ += 1 // integer values 

:CAT1_10197
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @CAT1_10303 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @CAT1_10303 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @CAT1_10303 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_10303 
00D6: if 
060E:   car 81@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_10303 
05EE: (unknown) 81@ 
0006: 102@ = 0 // integer values 
000A: 106@ += 1 // integer values 

:CAT1_10303
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @CAT1_10409 
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @CAT1_10409 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @CAT1_10409 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_10409 
00D6: if 
060E:   car 82@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_10409 
05EE: (unknown) 82@ 
0006: 103@ = 0 // integer values 
000A: 107@ += 1 // integer values 

:CAT1_10409
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @CAT1_10556 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_10556 
00D6: if 
860E:   not car 79@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_10556 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_10556 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_action_sequences 49@ 
05CD: AS_actor -1 exit_car 79@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 104@ += 1 // integer values 

:CAT1_10556
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @CAT1_10703 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_10703 
00D6: if 
860E:   not car 80@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_10703 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_10703 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_action_sequences 49@ 
05CD: AS_actor -1 exit_car 80@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 49@ 
0618: assign_actor 73@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 105@ += 1 // integer values 

:CAT1_10703
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @CAT1_10850 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_10850 
00D6: if 
860E:   not car 81@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_10850 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_10850 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_action_sequences 49@ 
05CD: AS_actor -1 exit_car 81@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 49@ 
0618: assign_actor 74@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 106@ += 1 // integer values 

:CAT1_10850
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @CAT1_10997 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_10997 
00D6: if 
860E:   not car 82@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_10997 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_10997 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_action_sequences 49@ 
05CD: AS_actor -1 exit_car 82@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 49@ 
0618: assign_actor 75@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 107@ += 1 // integer values 

:CAT1_10997
00D6: if 
0039:   104@ == 3 // integer values 
004D: jump_if_false @CAT1_11142 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_11142 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_11142 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.6638 -62.4099 0.6181 
05D7: add_point_to_scmpath 252.9 -64.95 0.6181 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 2000 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car_as_driver 79@ 20000 ms 
0616: define_action_sequences_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 104@ += 1 // integer values 

:CAT1_11142
00D6: if 
0039:   105@ == 3 // integer values 
004D: jump_if_false @CAT1_11343 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_11343 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_11343 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_11237 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 80@ offset 1.0 0.5 0.0 

:CAT1_11237
05D6: clear_scmpath 
05D7: add_point_to_scmpath 255.0126 -62.5672 0.6181 
05D7: add_point_to_scmpath 255.9082 -64.7079 0.5781 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 3000 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car_as_driver 80@ 20000 ms 
0616: define_action_sequences_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 73@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 105@ += 1 // integer values 

:CAT1_11343
00D6: if 
0039:   106@ == 3 // integer values 
004D: jump_if_false @CAT1_11487 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_11487 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_11487 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.3236 -62.2213 0.6181 
05D7: add_point_to_scmpath 250.654 -65.0175 0.6181 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car_as_driver 81@ 20000 ms 
0616: define_action_sequences_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 74@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 106@ += 1 // integer values 

:CAT1_11487
00D6: if 
0039:   107@ == 3 // integer values 
004D: jump_if_false @CAT1_11688 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_11688 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_11688 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_11582 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 82@ offset 1.0 0.5 0.0 

:CAT1_11582
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.0475 -62.7343 0.6181 
05D7: add_point_to_scmpath 247.6622 -64.1287 0.5781 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 1000 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car_as_driver 82@ 20000 ms 
0616: define_action_sequences_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 75@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 107@ += 1 // integer values 

:CAT1_11688
00D6: if 
0039:   104@ == 4 // integer values 
004D: jump_if_false @CAT1_11796 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_11796 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_11796 
00D6: if 
0206:   actor 72@ near_car_on_foot 79@ radius 2.5 2.5 2.5 unknown 0 
004D: jump_if_false @CAT1_11796 
07A1: set_walk_speed 6 
05CB: AS_actor 72@ enter_car_as_driver 79@ 5000 ms 
000A: 104@ += 1 // integer values 

:CAT1_11796
00D6: if 
0039:   105@ == 4 // integer values 
004D: jump_if_false @CAT1_11821 
000A: 105@ += 1 // integer values 

:CAT1_11821
00D6: if 
0039:   106@ == 4 // integer values 
004D: jump_if_false @CAT1_11929 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_11929 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_11929 
00D6: if 
0206:   actor 74@ near_car_on_foot 81@ radius 2.5 2.5 2.5 unknown 0 
004D: jump_if_false @CAT1_11929 
07A1: set_walk_speed 6 
05CB: AS_actor 74@ enter_car_as_driver 81@ 5000 ms 
000A: 106@ += 1 // integer values 

:CAT1_11929
00D6: if 
0039:   107@ == 4 // integer values 
004D: jump_if_false @CAT1_11954 
000A: 107@ += 1 // integer values 

:CAT1_11954
00D6: if 
0039:   104@ == 5 // integer values 
004D: jump_if_false @CAT1_12102 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_12102 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_12102 
00D6: if 
00DB:   actor 72@ in_car 79@ 
004D: jump_if_false @CAT1_12102 
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_12071 
07C0: load_path 509 

:CAT1_12044
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_12071 
0001: wait 0 ms 
0002: jump @CAT1_12044 

:CAT1_12071
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_12095 
05EB: assign_vehicle 79@ to_path 509 

:CAT1_12095
000A: 104@ += 1 // integer values 

:CAT1_12102
00D6: if 
0039:   105@ == 5 // integer values 
004D: jump_if_false @CAT1_12250 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_12250 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_12250 
00D6: if 
00DB:   actor 73@ in_car 80@ 
004D: jump_if_false @CAT1_12250 
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_12219 
07C0: load_path 505 

:CAT1_12192
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_12219 
0001: wait 0 ms 
0002: jump @CAT1_12192 

:CAT1_12219
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_12243 
05EB: assign_vehicle 80@ to_path 505 

:CAT1_12243
000A: 105@ += 1 // integer values 

:CAT1_12250
00D6: if 
0039:   106@ == 5 // integer values 
004D: jump_if_false @CAT1_12398 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_12398 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_12398 
00D6: if 
00DB:   actor 74@ in_car 81@ 
004D: jump_if_false @CAT1_12398 
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_12367 
07C0: load_path 506 

:CAT1_12340
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_12367 
0001: wait 0 ms 
0002: jump @CAT1_12340 

:CAT1_12367
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_12391 
05EB: assign_vehicle 81@ to_path 506 

:CAT1_12391
000A: 106@ += 1 // integer values 

:CAT1_12398
00D6: if 
0039:   107@ == 5 // integer values 
004D: jump_if_false @CAT1_12546 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_12546 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_12546 
00D6: if 
00DB:   actor 75@ in_car 82@ 
004D: jump_if_false @CAT1_12546 
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_12515 
07C0: load_path 507 

:CAT1_12488
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_12515 
0001: wait 0 ms 
0002: jump @CAT1_12488 

:CAT1_12515
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_12539 
05EB: assign_vehicle 82@ to_path 507 

:CAT1_12539
000A: 107@ += 1 // integer values 

:CAT1_12546
00D6: if 
0039:   104@ == 7 // integer values 
004D: jump_if_false @CAT1_12633 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_12633 
00D6: if 
860E:   not car 79@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_12633 
00AB: put_car 79@ at 376.1397 -94.8354 1.8378 
0175: set_car 79@ z_angle_to 285.1002 
000A: 104@ += 1 // integer values 

:CAT1_12633
00D6: if 
0039:   105@ == 7 // integer values 
004D: jump_if_false @CAT1_12720 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_12720 
00D6: if 
860E:   not car 80@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_12720 
00AB: put_car 80@ at 370.2741 -95.2991 1.3107 
0175: set_car 80@ z_angle_to 273.2807 
000A: 105@ += 1 // integer values 

:CAT1_12720
00D6: if 
0039:   106@ == 7 // integer values 
004D: jump_if_false @CAT1_12807 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_12807 
00D6: if 
860E:   not car 81@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_12807 
00AB: put_car 81@ at 363.1674 -95.3071 0.7736 
0175: set_car 81@ z_angle_to 273.2807 
000A: 106@ += 1 // integer values 

:CAT1_12807
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @CAT1_14055 
0925: (unknown) 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 98@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_12940 
00D6: if 
060E:   car 79@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_12910 
05EC: release_vehicle 79@ from_path 

:CAT1_12910
00AB: put_car 79@ at 376.1397 -94.8354 1.8378 
0175: set_car 79@ z_angle_to 285.1002 

:CAT1_12940
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_13007 
00D6: if 
060E:   car 80@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_12977 
05EC: release_vehicle 80@ from_path 

:CAT1_12977
00AB: put_car 80@ at 370.2741 -95.2991 1.3107 
0175: set_car 80@ z_angle_to 273.2807 

:CAT1_13007
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_13074 
00D6: if 
060E:   car 81@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_13044 
05EC: release_vehicle 81@ from_path 

:CAT1_13044
00AB: put_car 81@ at 363.1674 -95.3071 0.7736 
0175: set_car 81@ z_angle_to 273.2807 

:CAT1_13074
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @CAT1_13167 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_13167 
00D6: if 
060E:   car 82@ is_assigned_to_existing_path 
004D: jump_if_false @CAT1_13129 
05EC: release_vehicle 82@ from_path 

:CAT1_13129
00AB: put_car 82@ at 263.8679 -73.6352 0.4297 
0175: set_car 82@ z_angle_to 272.3554 
0224: set_car 82@ health_to 1500 

:CAT1_13167
009B: destroy_actor_instantly 72@ 
009B: destroy_actor_instantly 73@ 
009B: destroy_actor_instantly 74@ 
009B: destroy_actor_instantly 75@ 
0108: destroy_object 83@ 
0108: destroy_object 84@ 
0108: destroy_object 85@ 
0108: destroy_object 86@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_13262 
060B: unknown_actor_use_entity $ACTOR_CATALINA 68@ 
0792: (unknown) $ACTOR_CATALINA 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_13262 
0430: put_actor $ACTOR_CATALINA into_vehicle 82@ passenger_seat 0 

:CAT1_13262
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_13291 
036A: put_actor $PLAYER_ACTOR in_car 82@ 

:CAT1_13291
0006: 43@ = 0 // integer values 

:CAT1_13298
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @CAT1_13658 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_13644 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @CAT1_13383 
009A: 72@(43@,4i) = create_actor 24 #CWMYFR at 0.0 0.0 0.0 

:CAT1_13383
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @CAT1_13430 
009A: 72@(43@,4i) = create_actor 24 #CWMYHB1 at 0.0 0.0 0.0 

:CAT1_13430
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @CAT1_13477 
009A: 72@(43@,4i) = create_actor 24 #CWMYFR at 0.0 0.0 0.0 

:CAT1_13477
00D6: if 
0039:   43@ == 3 // integer values 
004D: jump_if_false @CAT1_13524 
009A: 72@(43@,4i) = create_actor 24 #CWMYHB1 at 0.0 0.0 0.0 

:CAT1_13524
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 60 
01B2: give_actor 72@(43@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: unknown_action_sequence 72@(43@,4i) 0 0 0 
060B: unknown_actor_use_entity 72@(43@,4i) 68@ 
02AB: set_actor 72@(43@,4i) immunities 0 0 0 0 0 
0245: set_actor 72@(43@,4i) walk_style_to "MAN" 
0446: set_actor 72@(43@,4i) immune_to_headshots 0 
08AF: (unknown) 72@(43@,4i) 100 
0223: set_actor 72@(43@,4i) health_to 100 

:CAT1_13644
000A: 43@ += 1 // integer values 
0002: jump @CAT1_13298 

:CAT1_13658
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_13682 
036A: put_actor 72@ in_car 79@ 

:CAT1_13682
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_13706 
036A: put_actor 73@ in_car 80@ 

:CAT1_13706
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_13730 
036A: put_actor 74@ in_car 81@ 

:CAT1_13730
0006: 43@ = 0 // integer values 

:CAT1_13737
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @CAT1_13816 
00AD: set_car 79@(43@,4i) max_speed_to 20.0 
00AE: unknown_set_car 79@(43@,4i) to_ignore_traffic_lights 2 
03ED: (unknown) 79@(43@,4i) 1 
02AA: set_car 79@(43@,4i) immune_to_nonplayer 1 
000A: 43@ += 1 // integer values 
0002: jump @CAT1_13737 

:CAT1_13816
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A1: put_actor 75@ at 257.1983 -72.641 1.4697 
0762: (unknown) 75@ 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0249: release_model #QUAD 
0249: release_model #CWMYFR 
0249: release_model #CWMYHB1 
0249: release_model #COLT45 
0249: release_model #HMOST 
0249: release_model #SWMOTR1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
00D6: if 
8039:   not  124@ == 1 // integer values 
004D: jump_if_false @CAT1_13950 
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
0006: 124@ = 1 // integer values 

:CAT1_13950
0006: 98@ = 1 // integer values 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_14037 
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_13997 
0164: disable_marker 87@ 

:CAT1_13997
09DD: (unknown) 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
04D8: set_actor $ACTOR_CATALINA ability_to_swim 0 
0006: 99@ = 1 // integer values 
0006: 64@ = 0 // integer values 
0002: jump @CAT1_14044 

:CAT1_14037
0006: 99@ = 1 // integer values 

:CAT1_14044
041E: set_radio_station 1 
0050: gosub @CAT1_32437 

:CAT1_14055
0051: return 

:CAT1_14057
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CAT1_14933 
08EA: (unknown) 0 
0209: 166@ = random_int 0 8 
0006: 43@ = 0 // integer values 

:CAT1_14095
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @CAT1_14298 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_14225 
0187: 88@(43@,3i) = create_marker_above_actor 72@(43@,4i) 
08AF: (unknown) 72@(43@,4i) 200 
0223: set_actor 72@(43@,4i) health_to 200 
077A: set_actor 72@(43@,4i) aggressive_to_pedgroup 4 type 23 
077A: set_actor 72@(43@,4i) aggressive_to_pedgroup 4 type 0 
0688: unknown_action_sequence 72@(43@,4i) 1 0 0 
08C6: set_actor 72@(43@,4i) stay_on_bike 0 

:CAT1_14225
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_14284 
00AE: unknown_set_car 79@(43@,4i) to_ignore_traffic_lights 2 
00AD: set_car 79@(43@,4i) max_speed_to 25.0 
04BA: set_car 79@(43@,4i) speed_instantly 5.0 

:CAT1_14284
000A: 43@ += 1 // integer values 
0002: jump @CAT1_14095 

:CAT1_14298
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0007: 133@ = 1.05 // floating-point values 
07C0: load_path 553 
07C0: load_path 554 
07C0: load_path 555 

:CAT1_14365
00D6: if or
87C1:   not path 553 available 
87C1:   not path 554 available 
87C1:   not path 555 available 
004D: jump_if_false @CAT1_14402 
0001: wait 0 ms 
0002: jump @CAT1_14365 

:CAT1_14402
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_14449 
0705: (unknown) 79@ 553 
0706: (unknown) 79@ 1.0 
03CC: car 79@ add_to_stuck_car_check 2.0 = 2000 

:CAT1_14449
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_14496 
0705: (unknown) 80@ 554 
0706: (unknown) 80@ 1.0 
03CC: car 80@ add_to_stuck_car_check 2.0 = 2000 

:CAT1_14496
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_14543 
0705: (unknown) 81@ 555 
0706: (unknown) 81@ 1.0 
03CC: car 81@ add_to_stuck_car_check 2.0 = 2000 

:CAT1_14543
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_14691 
0749: unknown_group_add_item 145@ 36 
06AD: unknown_group_use_entity $PLAYER_GROUP 145@ 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 4 type 24 
060B: unknown_actor_use_entity $ACTOR_CATALINA 146@ 
0688: unknown_action_sequence $ACTOR_CATALINA 1 0 0 
074A: unknown_group_set_item_params 145@ 36 1510 0.0 100.0 0.0 0.0 1 0 
0709: unknown_set_entity_item 146@ 36 1022 0.0 100.0 0.0 0.0 1 0 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 35 
07DD: (unknown) $ACTOR_CATALINA 100 
04D8: set_actor $ACTOR_CATALINA ability_to_swim 0 

:CAT1_14691
0004: $CAT1_PICKUPS_COLLECTED = 1 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0209: 43@ = random_int 1 3 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @CAT1_14794 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BA' // 8-byte strings  // ~z~Carl, te vezetsz, n lvk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8808 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14794
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @CAT1_14853 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BB' // 8-byte strings  // ~z~Gyernk, vonszold a kibaszott picsdat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8809 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14853
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @CAT1_14912 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BC' // 8-byte strings  // ~z~Gyernk, jh!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8810 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14912
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
000A: 35@ += 1 // integer values 

:CAT1_14933
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CAT1_17132 
00D6: if 
0736:   131 
004D: jump_if_false @CAT1_14977 
000B: 133@ += 0.1 // floating-point values 

:CAT1_14977
00D6: if 
0736:   130 
004D: jump_if_false @CAT1_15034 
000B: 133@ += -0.1 // floating-point values 
00D6: if 
0023:   0.0 > 133@ // floating-point values 
004D: jump_if_false @CAT1_15034 
0007: 133@ = 0.0 // floating-point values 

:CAT1_15034
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_15145 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_15138 
00D6: if 
00DB:   actor $ACTOR_CATALINA in_car 78@ 
004D: jump_if_false @CAT1_15124 
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @CAT1_15117 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 28 
0006: 116@ = 1 // integer values 

:CAT1_15117
0002: jump @CAT1_15131 

:CAT1_15124
0006: 116@ = 0 // integer values 

:CAT1_15131
0002: jump @CAT1_15145 

:CAT1_15138
0006: 116@ = 0 // integer values 

:CAT1_15145
0006: 43@ = 0 // integer values 

:CAT1_15152
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @CAT1_15211 
0085: 163@ = 43@ // integer values and handles 
0050: gosub @CAT1_27437 
0087: 127@(43@,3f) = 165@ // floating-point values only 
000A: 43@ += 1 // integer values 
0002: jump @CAT1_15152 

:CAT1_15211
0006: 43@ = 0 // integer values 

:CAT1_15218
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @CAT1_15615 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_15601 
00D6: if 
0039:   104@(43@,4i) == 0 // integer values 
004D: jump_if_false @CAT1_15500 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_15500 
00D6: if 
860E:   not car 79@(43@,4i) is_assigned_to_existing_path 
004D: jump_if_false @CAT1_15500 
000A: 104@(43@,4i) += 1 // integer values 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2346.271 -1044.447 52.6699 
05D7: add_point_to_scmpath 2349.337 -1043.622 52.9884 
05D7: add_point_to_scmpath 2354.353 -1041.798 53.136 
05D7: add_point_to_scmpath 2355.844 -1039.797 53.1562 
05D7: add_point_to_scmpath 2355.559 -1038.575 53.3358 
0615: define_action_sequences 49@ 
00D6: if 
00DB:   actor 72@(43@,4i) in_car 79@(43@,4i) 
004D: jump_if_false @CAT1_15459 
05CD: AS_actor -1 exit_car 79@(43@,4i) 

:CAT1_15459
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 90 

:CAT1_15500
00D6: if 
0039:   104@(43@,4i) == 1 // integer values 
004D: jump_if_false @CAT1_15601 
00D6: if 
00FF:   actor 72@(43@,4i) 0 2355.559 -1038.575 53.3358 radius 1.0 1.0 2.0 
004D: jump_if_false @CAT1_15601 
034F: destroy_actor_with_fade 72@(43@,4i) // The actor fades away like a ghost 
000A: 104@(43@,4i) += 1 // integer values 
0050: gosub @CAT1_32437 

:CAT1_15601
000A: 43@ += 1 // integer values 
0002: jump @CAT1_15218 

:CAT1_15615
0006: 43@ = 0 // integer values 

:CAT1_15622
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @CAT1_16002 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_15988 
00D6: if 
0039:   104@(43@,4i) == 0 // integer values 
004D: jump_if_false @CAT1_15988 
00D6: if 
80DF:   not actor 72@(43@,4i) driving 
004D: jump_if_false @CAT1_15988 
062E: (unknown) 72@(43@,4i) 1560 44@ 
00D6: if 
04A4:   44@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT1_15833 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_15826 
0615: define_action_sequences 49@ 
0772: AS_actor -1 run_to_car 79@(43@,4i) stop_at_distance 5.0 60000 ms 
05CB: AS_actor -1 enter_car_as_driver 79@(43@,4i) 60000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0002: jump @CAT1_15826 

:CAT1_15826
0002: jump @CAT1_15988 

:CAT1_15833
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_15988 
00D6: if 
82CA:   not car 79@(43@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_15988 
00D6: if 
82CB:   not actor 72@(43@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_15988 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 72@(43@,4i) radius 20.0 20.0 5.0 sphere 0 
004D: jump_if_false @CAT1_15988 
046C: 44@ = car 79@(43@,4i) driver 
00D6: if 
0039:   44@ == -1 // integer values 
004D: jump_if_false @CAT1_15988 
0792: (unknown) 72@(43@,4i) 
036A: put_actor 72@(43@,4i) in_car 79@(43@,4i) 

:CAT1_15988
000A: 43@ += 1 // integer values 
0002: jump @CAT1_15622 

:CAT1_16002
00D6: if 
0736:   70 
004D: jump_if_false @CAT1_16076 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_16076 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_16076 
00D6: if 
00DB:   actor 73@ in_car 80@ 
004D: jump_if_false @CAT1_16076 
0622: AS_actor 73@ bail_car 80@ 

:CAT1_16076
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1397.24 216.0877 radius 50.0 50.0 
004D: jump_if_false @CAT1_16172 
00D6: if 
8039:   not  115@ == 1 // integer values 
004D: jump_if_false @CAT1_16172 
000B: 133@ += -0.05 // floating-point values 
0006: 115@ = 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_16172 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 50 

:CAT1_16172
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2711.119 -53.5082 radius 50.0 50.0 
004D: jump_if_false @CAT1_16268 
00D6: if 
8039:   not  115@ == 2 // integer values 
004D: jump_if_false @CAT1_16268 
000B: 133@ += 0.25 // floating-point values 
0006: 115@ = 2 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_16268 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 70 

:CAT1_16268
0006: 43@ = 0 // integer values 

:CAT1_16275
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @CAT1_16498 
00D6: if 
0118:   actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_16484 
00D6: if 
0039:   121@(43@,3i) == 0 // integer values 
004D: jump_if_false @CAT1_16484 
00D6: if 
0039:   95@(43@,3i) == -1 // integer values 
004D: jump_if_false @CAT1_16484 
0164: disable_marker 88@(43@,3i) 
0006: 88@(43@,3i) = 0 // integer values 
04A5: store_dead_actor 72@(43@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0213: 95@(43@,3i) = create_pickup #BRIEFCASE type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 91@(43@,3i) = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0165: set_marker 91@(43@,3i) color_to 1 
0006: 147@ = 29000 // integer values 
0006: 121@(43@,3i) = 1 // integer values 
01C2: remove_references_to_actor 72@(43@,4i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 79@(43@,4i) // Like turning a car into any random car 

:CAT1_16484
000A: 43@ += 1 // integer values 
0002: jump @CAT1_16275 

:CAT1_16498
0006: 43@ = 0 // integer values 

:CAT1_16505
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @CAT1_16802 
00D6: if 
09D1: (unknown) 95@(43@,3i) 
004D: jump_if_false @CAT1_16788 
00D6: if 
0019:   147@ > 30000 // integer values 
004D: jump_if_false @CAT1_16585 
00BC: text_highpriority 'CAT108' 7000 ms 1  // ~s~Vedd fel a ~g~tskt~s~.
0006: 147@ = 0 // integer values 

:CAT1_16585
065B: (unknown) 95@(43@,3i) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 2.0 
004D: jump_if_false @CAT1_16710 
0164: disable_marker 91@(43@,3i) 
0215: destroy_pickup 95@(43@,3i) 
0006: 95@(43@,3i) = -1 // integer values 
00BE: text_clear_all 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0008: $CAT1_PICKUPS_COLLECTED += 1 // integer values 
0002: jump @CAT1_16788 

:CAT1_16710
00D6: if 
0214:   pickup 95@(43@,3i) picked_up 
004D: jump_if_false @CAT1_16788 
0164: disable_marker 91@(43@,3i) 
0215: destroy_pickup 95@(43@,3i) 
0006: 95@(43@,3i) = -1 // integer values 
00BE: text_clear_all 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0008: $CAT1_PICKUPS_COLLECTED += 1 // integer values 

:CAT1_16788
000A: 43@ += 1 // integer values 
0002: jump @CAT1_16505 

:CAT1_16802
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_16841 
00BC: text_highpriority 'LOSE2' 5000 ms 1  // ~r~Catalina trtnelem.
0006: 37@ = 1 // integer values 

:CAT1_16841
0006: 43@ = 0 // integer values 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_16897 
00D6: if or
0023:   300.0 > 130@ // floating-point values 
02CB:   actor 72@ bounding_sphere_visible 
004D: jump_if_false @CAT1_16897 
0006: 43@ = 1 // integer values 

:CAT1_16897
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_16946 
00D6: if or
0023:   300.0 > 131@ // floating-point values 
02CB:   actor 73@ bounding_sphere_visible 
004D: jump_if_false @CAT1_16946 
0006: 43@ = 1 // integer values 

:CAT1_16946
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_16995 
00D6: if or
0023:   300.0 > 132@ // floating-point values 
02CB:   actor 74@ bounding_sphere_visible 
004D: jump_if_false @CAT1_16995 
0006: 43@ = 1 // integer values 

:CAT1_16995
00D6: if and
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @CAT1_17028 
0006: 43@ = 1 // integer values 

:CAT1_17028
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @CAT1_17071 
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT1_17071 
0050: gosub @CAT1_32437 

:CAT1_17071
0050: gosub @CAT1_28501 
00D6: if 
0736:   74 
004D: jump_if_false @CAT1_17100 
0004: $CAT1_PICKUPS_COLLECTED = 4 // integer values 

:CAT1_17100
00D6: if 
0038:   $CAT1_PICKUPS_COLLECTED == 4 // integer values 
004D: jump_if_false @CAT1_17132 
0050: gosub @CAT1_32437 
0050: gosub @CAT1_32437 

:CAT1_17132
0051: return 

:CAT1_17134
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
077E: 149@ = active_interior 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8039:   not  149@ == 0 // integer values 
004D: jump_if_false @CAT1_17287 
016A: fade 0 250 ms 

:CAT1_17189
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_17213 
0001: wait 0 ms 
0002: jump @CAT1_17189 

:CAT1_17213
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_17287 
04BB: select_interior 0 // select render area 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02AB: set_actor $ACTOR_CATALINA immunities 1 1 1 1 1 
03CB: set_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
016A: fade 1 250 ms 

:CAT1_17287
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_17347 
0944: (unknown) $ACTOR_CATALINA 
05DE: AS_actor $ACTOR_CATALINA walk_around_ped_path 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 range 100.0 

:CAT1_17347
0209: 43@ = random_int 0 10 
0871: init_jump_table 43@ total_jumps 10 0 @CAT1_17964 jumps 0 @CAT1_17484 1 @CAT1_17532 2 @CAT1_17580 3 @CAT1_17628 4 @CAT1_17676 5 @CAT1_17724 6 @CAT1_17772 
0872: jump_table_jumps 7 @CAT1_17820 8 @CAT1_17868 9 @CAT1_17916 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 

:CAT1_17484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UA' // 8-byte strings  // ~z~Carl, te kibaszott idita!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9889 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17532
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UB' // 8-byte strings  // ~z~Idita, Carl, idita!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9890 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17580
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UC' // 8-byte strings  // ~z~Semmirekell cabron!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9891 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17628
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UD' // 8-byte strings  // ~z~Egy zsk here vagy!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9892 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UE' // 8-byte strings  // ~z~Levgom a golyidat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9893 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17724
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UF' // 8-byte strings  // ~z~Carl Johnson, te szar!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9894 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17772
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UG' // 8-byte strings  // ~z~Mit csinlsz, te szerencstlen barom!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9895 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17820
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UH' // 8-byte strings  // ~z~Soha tbb nem krok veled!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9896 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17868
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UJ' // 8-byte strings  // ~z~Tbb mr nem szeretlek!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9897 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17916
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UK' // 8-byte strings  // ~z~Nem szerethetek egy ostoba embert!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9898 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_17964 

:CAT1_17964
0001: wait 100 ms 

:CAT1_17968
00D6: if 
8038:   not  $11266 == 0 // integer values 
004D: jump_if_false @CAT1_17997 
0001: wait 0 ms 
0002: jump @CAT1_17968 

:CAT1_17997
0001: wait 500 ms 
00D6: if 
8039:   not  149@ == 0 // integer values 
004D: jump_if_false @CAT1_18095 
016A: fade 0 500 ms 

:CAT1_18027
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_18051 
0001: wait 0 ms 
0002: jump @CAT1_18027 

:CAT1_18051
04BB: select_interior 149@ // select render area 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03CB: set_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
016A: fade 1 250 ms 

:CAT1_18095
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor_instantly $ACTOR_CATALINA 
00BC: text_highpriority 'LOSE' 5000 ms 1  // ~r~Meglgtak a rablk.
0006: 37@ = 1 // integer values 
0051: return 

:CAT1_18140
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CAT1_18227 
08EA: (unknown) 1 
018A: 94@ = create_checkpoint_at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE 
00BC: text_highpriority 'CAT112' 7000 ms 1  // ~s~Vidd vissza Catalinat a ~y~bvhelyre~s~.
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0006: 150@ = 0 // integer values 
0006: 120@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_18227
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CAT1_22359 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @CAT1_18423 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @CAT1_18423 
0209: 43@ = random_int 0 2 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @CAT1_18353 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_FA' // 8-byte strings  // ~z~OK, Carl, menjnk vissza a bvhelyre!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8824 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_18394 

:CAT1_18353
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_FB' // 8-byte strings  // ~z~Vissza Fern Ridgebe, Carl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8825 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 

:CAT1_18394
0006: 62@ = 0 // integer values 
0006: 150@ = 1 // integer values 
000A: 120@ += 1 // integer values 
0006: 32@ = -5000 // integer values 

:CAT1_18423
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @CAT1_21431 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_21431 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_21431 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CAT1_21431 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_21431 
00D6: if 
0038:   $1520 == 0 // integer values 
004D: jump_if_false @CAT1_19807 
0871: init_jump_table 62@ total_jumps 15 0 @CAT1_19793 jumps 0 @CAT1_18680 1 @CAT1_18746 2 @CAT1_19064 3 @CAT1_19141 4 @CAT1_19200 5 @CAT1_19259 6 @CAT1_19318 
0872: jump_table_jumps 8 @CAT1_19377 9 @CAT1_19436 10 @CAT1_19495 11 @CAT1_19554 12 @CAT1_19613 13 @CAT1_19672 14 @CAT1_19731 15 @CAT1_19779 -1 @CAT1_19793 

:CAT1_18680
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT1_18739 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DA' // 8-byte strings  // ~z~Van egy bvhelyem a Fern gerincen.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8626 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 

:CAT1_18739
0002: jump @CAT1_19793 

:CAT1_18746
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT1_19057 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_18794 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CAT1_18794
0089: 46@ = $Y_CATALINA_HOUSE // floating-point values only 
0065: 46@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0089: 47@ = $X_CATALINA_HOUSE // floating-point values only 
0065: 47@ -= $TEMPVAR_FLOAT_1 // floating-point values 
00D6: if 
0023:   0.0 > 47@ // floating-point values 
004D: jump_if_false @CAT1_18872 
0007: 48@ = -1.0 // floating-point values 
006B: 48@ *= 47@ // floating-point values 
0002: jump @CAT1_18880 

:CAT1_18872
0087: 48@ = 47@ // floating-point values only 

:CAT1_18880
00D6: if 
0025:   46@ > 48@ // floating-point values 
004D: jump_if_false @CAT1_18947 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DD' // 8-byte strings  // ~z~szakra van innen.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8629 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_19057 

:CAT1_18947
00D6: if 
0021:   47@ > 0.0 // floating-point values 
004D: jump_if_false @CAT1_19016 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DC' // 8-byte strings  // ~z~Itt van a Kelet.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8628 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
0002: jump @CAT1_19057 

:CAT1_19016
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DB' // 8-byte strings  // ~z~Nyugatra van innen.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8627 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 

:CAT1_19057
0002: jump @CAT1_19793 

:CAT1_19064
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT1_19134 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DE' // 8-byte strings  // ~z~Most vezess!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8630 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8631 as 1 

:CAT1_19134
0002: jump @CAT1_19793 

:CAT1_19141
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DF' // 8-byte strings  // ~z~Te kibaszott gyogys!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8631 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 8632 as 2 
0002: jump @CAT1_19793 

:CAT1_19200
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DG' // 8-byte strings  // ~z~A piti embereid megijedtek az ers csajoktl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8632 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8633 as 1 
0002: jump @CAT1_19793 

:CAT1_19259
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DH' // 8-byte strings  // ~z~Ha hevesek vagyunk, azt mondand, hogy megrltnk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8633 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8634 as 2 
0002: jump @CAT1_19793 

:CAT1_19318
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DI' // 8-byte strings  // ~z~Ha felizgatnak, te azt mondod, hogy hisztrikk vagyunk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8634 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8635 as 1 
0002: jump @CAT1_19793 

:CAT1_19377
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DJ' // 8-byte strings  // ~z~Frfiakkal alszunk, kurvk vagyunk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8635 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8636 as 2 
0002: jump @CAT1_19793 

:CAT1_19436
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DK' // 8-byte strings  // ~z~Ha nem dobjuk ki, csak rideg kurvk vagyunk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8636 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8637 as 1 
0002: jump @CAT1_19793 

:CAT1_19495
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DL' // 8-byte strings  // ~z~Kit hvsz te kisembernek? Tisztra meghlyltl ott!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8637 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8638 as 2 
0002: jump @CAT1_19793 

:CAT1_19554
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DM' // 8-byte strings  // ~z~Az? Az csak egy msik nap volt az irodban!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8638 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8639 as 1 
0002: jump @CAT1_19793 

:CAT1_19613
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DN' // 8-byte strings  // ~z~Nem brod a hsget, menj vonszold az apr golyidat a mlyhtbe!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8639 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8640 as 2 
0002: jump @CAT1_19793 

:CAT1_19672
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DO' // 8-byte strings  // ~z~Kis pcss? Na vrjl csak egy kicsit...
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8640 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8641 as 1 
0002: jump @CAT1_19793 

:CAT1_19731
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DP' // 8-byte strings  // ~z~Elg! Csak kussolj s vezess, szmolnm azt a kibaszott pnzt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8641 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
0002: jump @CAT1_19793 

:CAT1_19779
0006: 150@ = 0 // integer values 
0002: jump @CAT1_19793 

:CAT1_19793
000A: 62@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_19807
00D6: if 
0038:   $1520 == 1 // integer values 
004D: jump_if_false @CAT1_20796 
0871: init_jump_table 62@ total_jumps 15 0 @CAT1_20782 jumps 0 @CAT1_19953 1 @CAT1_20012 2 @CAT1_20071 3 @CAT1_20130 4 @CAT1_20189 5 @CAT1_20248 6 @CAT1_20307 
0872: jump_table_jumps 7 @CAT1_20366 8 @CAT1_20425 9 @CAT1_20484 10 @CAT1_20543 11 @CAT1_20602 12 @CAT1_20661 13 @CAT1_20720 14 @CAT1_20768 -1 @CAT1_20782 

:CAT1_19953
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GA' // 8-byte strings  // ~z~Vigyl haza, Carl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8672 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8673 as 1 
0002: jump @CAT1_20782 

:CAT1_20012
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GB' // 8-byte strings  // ~z~Ok. Nzd, beszlnnk kell valamirl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8673 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8674 as 2 
0002: jump @CAT1_20782 

:CAT1_20071
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GC' // 8-byte strings  // ~z~Mi? Mit kellene mondanom?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8674 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8675 as 1 
0002: jump @CAT1_20782 

:CAT1_20130
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GD' // 8-byte strings  // ~z~Nagyszer lny vagy, meg minden, de meg kell nyugodnod.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8675 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8676 as 2 
0002: jump @CAT1_20782 

:CAT1_20189
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GE' // 8-byte strings  // ~z~Ismerek nhny vrbeli faszit, akik nem tennnek ilyet.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8676 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8677 as 1 
0002: jump @CAT1_20782 

:CAT1_20248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GF' // 8-byte strings  // ~z~, adnak neked egy nstny oroszlnt s te egy szaros macskt akarsz? Nyomott!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8677 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8678 as 2 
0002: jump @CAT1_20782 

:CAT1_20307
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GG' // 8-byte strings  // ~z~Nem, n csak...
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8678 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8679 as 1 
0002: jump @CAT1_20782 

:CAT1_20366
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GH' // 8-byte strings  // ~z~Te tudod, hogy mirt viselkedek gy.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8679 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8680 as 2 
0002: jump @CAT1_20782 

:CAT1_20425
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GI' // 8-byte strings  // ~z~Nem.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8680 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8681 as 1 
0002: jump @CAT1_20782 

:CAT1_20484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GJ' // 8-byte strings  // ~z~Szerelmes vagyok, Carl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8681 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8682 as 2 
0002: jump @CAT1_20782 

:CAT1_20543
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GK' // 8-byte strings  // ~z~A n szve egy viharos hely,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8682 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8683 as 1 
0002: jump @CAT1_20782 

:CAT1_20602
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GL' // 8-byte strings  // ~z~s ssze fogod trni a szvem.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8683 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8684 as 2 
0002: jump @CAT1_20782 

:CAT1_20661
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GM' // 8-byte strings  // ~z~Nha legszvesebben meglnm mindkettnket!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8684 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8685 as 1 
0002: jump @CAT1_20782 

:CAT1_20720
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GN' // 8-byte strings  // ~z~Krlek, ne tedd ezt. Csak nyugodj le egy percre.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8685 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
0002: jump @CAT1_20782 

:CAT1_20768
0006: 150@ = 0 // integer values 
0002: jump @CAT1_20782 

:CAT1_20782
000A: 62@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_20796
00D6: if 
0038:   $1520 == 2 // integer values 
004D: jump_if_false @CAT1_21431 
0871: init_jump_table 62@ total_jumps 9 0 @CAT1_21417 jumps 0 @CAT1_20942 1 @CAT1_21001 2 @CAT1_21060 3 @CAT1_21119 4 @CAT1_21178 5 @CAT1_21237 6 @CAT1_21296 
0872: jump_table_jumps 7 @CAT1_21355 14 @CAT1_21403 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 

:CAT1_20942
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OA' // 8-byte strings  // ~z~Most vigyl haza, apuci.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8725 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8726 as 1 
0002: jump @CAT1_21417 

:CAT1_21001
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OB' // 8-byte strings  // ~z~Hogyan?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8726 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8727 as 2 
0002: jump @CAT1_21417 

:CAT1_21060
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OC' // 8-byte strings  // ~z~Neked csak ez szmt? A pnz?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8727 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8728 as 1 
0002: jump @CAT1_21417 

:CAT1_21119
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OD' // 8-byte strings  // ~z~Nem, de tnyleg szksgem van paprra--.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8728 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8729 as 2 
0002: jump @CAT1_21417 

:CAT1_21178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OE' // 8-byte strings  // ~z~Undort. Csszssg tetted a brmet.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8729 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8730 as 1 
0002: jump @CAT1_21417 

:CAT1_21237
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OF' // 8-byte strings  // ~z~Nos mgsem vagy olyan rlt, mint gondoltam!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8730 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8731 as 2 
0002: jump @CAT1_21417 

:CAT1_21296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OG' // 8-byte strings  // ~z~Ez az. Milyen keveset tudsz.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8731 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8732 as 1 
0002: jump @CAT1_21417 

:CAT1_21355
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OH' // 8-byte strings  // ~z~Ne beszlj. lvezzk ki a bkt s csendessget.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8732 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
0002: jump @CAT1_21417 

:CAT1_21403
0006: 150@ = 0 // integer values 
0002: jump @CAT1_21417 

:CAT1_21417
000A: 62@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_21431
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @CAT1_22189 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0019:   32@ > 30000 // integer values 
004D: jump_if_false @CAT1_22189 
0209: 43@ = random_int 0 16 
0871: init_jump_table 43@ total_jumps 16 0 @CAT1_22163 jumps 0 @CAT1_21609 1 @CAT1_21638 2 @CAT1_21667 3 @CAT1_21696 4 @CAT1_21725 5 @CAT1_21754 6 @CAT1_21783 
0872: jump_table_jumps 7 @CAT1_21812 8 @CAT1_21841 9 @CAT1_21870 10 @CAT1_21899 11 @CAT1_21973 12 @CAT1_22002 13 @CAT1_22031 14 @CAT1_22060 15 @CAT1_22134 

:CAT1_21609
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VA' // 8-byte strings  // ~z~Mi lesz most?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9899 
0002: jump @CAT1_22163 

:CAT1_21638
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VB' // 8-byte strings  // ~z~Mirt tart olyan sokig?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9900 
0002: jump @CAT1_22163 

:CAT1_21667
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VC' // 8-byte strings  // ~z~Biztosan ez az az irny?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9901 
0002: jump @CAT1_22163 

:CAT1_21696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VD' // 8-byte strings  // ~z~Nincs rvidebb t!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9902 
0002: jump @CAT1_22163 

:CAT1_21725
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VE' // 8-byte strings  // ~z~Mondd, hogy nem vesztnk el!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9903 
0002: jump @CAT1_22163 

:CAT1_21754
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VF' // 8-byte strings  // ~z~Mit gondolsz, hova megynk?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9904 
0002: jump @CAT1_22163 

:CAT1_21783
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VG' // 8-byte strings  // ~z~Elveszett barom vagy!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9905 
0002: jump @CAT1_22163 

:CAT1_21812
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VH' // 8-byte strings  // ~z~Krtem, hogy vezess, te meg baszol r!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9906 
0002: jump @CAT1_22163 

:CAT1_21841
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VJ' // 8-byte strings  // ~z~Carl, mit csinlsz?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9907 
0002: jump @CAT1_22163 

:CAT1_21870
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VK' // 8-byte strings  // ~z~Gyernk, Carl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9908 
0002: jump @CAT1_22163 

:CAT1_21899
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_21944 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VK' // 8-byte strings  // ~z~Gyernk, Carl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9908 
0002: jump @CAT1_21966 

:CAT1_21944
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VL' // 8-byte strings  // ~z~Krlek, Carlito, vezess.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9909 

:CAT1_21966
0002: jump @CAT1_22163 

:CAT1_21973
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VM' // 8-byte strings  // ~z~Gyernk Carl, mit a francot makogsz?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9910 
0002: jump @CAT1_22163 

:CAT1_22002
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VN' // 8-byte strings  // ~z~Carl, lgyszi, gyernk
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9911 
0002: jump @CAT1_22163 

:CAT1_22031
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VO' // 8-byte strings  // ~z~Mozogj mr, picsba, Carlito.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9912 
0002: jump @CAT1_22163 

:CAT1_22060
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_22105 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VO' // 8-byte strings  // ~z~Mozogj mr, picsba, Carlito.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9912 
0002: jump @CAT1_22127 

:CAT1_22105
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VP' // 8-byte strings  // ~z~Krlek Carl, gyernk, nyomd azt a kurva gzt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9913 

:CAT1_22127
0002: jump @CAT1_22163 

:CAT1_22134
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VQ' // 8-byte strings  // ~z~Hol a picsban van?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9914 
0002: jump @CAT1_22163 

:CAT1_22163
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0006: 32@ = 0 // integer values 

:CAT1_22189
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @CAT1_22354 
00D6: if 
875C:   not marker 94@ enabled 
004D: jump_if_false @CAT1_22237 
0006: 35@ = 0 // integer values 
0002: jump @CAT1_22347 

:CAT1_22237
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 3.0 3.0 3.0 
004D: jump_if_false @CAT1_22347 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_22340 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @CAT1_22333 
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:CAT1_22333
0002: jump @CAT1_22347 

:CAT1_22340
000A: 35@ += 1 // integer values 

:CAT1_22347
0002: jump @CAT1_22359 

:CAT1_22354
0164: disable_marker 94@ 

:CAT1_22359
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CAT1_22438 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_22431 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @CAT1_22424 
000A: 35@ += 1 // integer values 

:CAT1_22424
0002: jump @CAT1_22438 

:CAT1_22431
000A: 35@ += 1 // integer values 

:CAT1_22438
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CAT1_22771 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
02A3: toggle_widescreen 1 
0395: clear_area 1 at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE range 20.0 
015F: set_camera_position 856.0245 -29.9962 63.9179 0.0 0.0 0.0 
0160: point_camera 856.9926 -29.7496 63.8739 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_22727 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_22654 
00D6: if 
80FE:   not actor $ACTOR_CATALINA 0 $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 5.0 5.0 5.0 
004D: jump_if_false @CAT1_22654 
00A1: put_actor $ACTOR_CATALINA at 868.838 -28.2257 62.1875 
0173: set_actor $ACTOR_CATALINA z_angle_to 161.446 

:CAT1_22654
0615: define_action_sequences 49@ 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_22690 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT1_22690
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:CAT1_22727
0209: 43@ = random_int 0 10 
0006: 32@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 152@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:CAT1_22771
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CAT1_25152 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @CAT1_25035 
00D6: if and
0038:   $11266 == 0 // integer values 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT1_25028 
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT1_23849 
0871: init_jump_table 62@ total_jumps 16 0 @CAT1_23835 jumps 0 @CAT1_22979 1 @CAT1_23038 2 @CAT1_23097 3 @CAT1_23156 4 @CAT1_23215 5 @CAT1_23274 6 @CAT1_23333 
0872: jump_table_jumps 7 @CAT1_23392 8 @CAT1_23451 9 @CAT1_23510 10 @CAT1_23569 11 @CAT1_23628 12 @CAT1_23786 13 @CAT1_23807 14 @CAT1_23814 15 @CAT1_23821 

:CAT1_22979
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EA' // 8-byte strings  // ~z~Ez vicces volt, haver.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8642 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8643 as 1 
0002: jump @CAT1_23835 

:CAT1_23038
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EB' // 8-byte strings  // ~z~Akarsz holnap megint jtszani?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8643 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8644 as 2 
0002: jump @CAT1_23835 

:CAT1_23097
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EC' // 8-byte strings  // ~z~Tessk. Ez a tied.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8644 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8645 as 1 
0002: jump @CAT1_23835 

:CAT1_23156
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_ED' // 8-byte strings  // ~z~Hlgyem, nem sietek.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8645 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8646 as 2 
0002: jump @CAT1_23835 

:CAT1_23215
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EE' // 8-byte strings  // ~z~Mint mondtad, ms szarsgokkal is foglalkoznom kell.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8646 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8647 as 1 
0002: jump @CAT1_23835 

:CAT1_23274
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EF' // 8-byte strings  // ~z~Mindegy, bbi.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8647 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8648 as 2 
0002: jump @CAT1_23835 

:CAT1_23333
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EG' // 8-byte strings  // ~z~Ha tl durvn jtszok, megteszel mindent, amivel kicsit is biztonsgban rzed magad.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8648 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8649 as 1 
0002: jump @CAT1_23835 

:CAT1_23392
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EH' // 8-byte strings  // ~z~Maricon. Mg tallkozunk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8649 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8650 as 2 
0002: jump @CAT1_23835 

:CAT1_23451
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EI' // 8-byte strings  // ~z~Ksz meg minden, ribanc, de te megrltl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8650 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8651 as 1 
0002: jump @CAT1_23835 

:CAT1_23510
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EJ' // 8-byte strings  // ~z~Ha te lennl az utols kurva a fldn,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8651 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8652 as 2 
0002: jump @CAT1_23835 

:CAT1_23569
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EK' // 8-byte strings  // ~z~Inkbb mr egy llattal mennk el.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8652 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8653 as 1 
0002: jump @CAT1_23835 

:CAT1_23628
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EL' // 8-byte strings  // ~z~Maga egy kibaszott dilis, senorita.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8653 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8654 as 2 
0006: 152@ = 1 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_23779 
0647: unknown_action_sequence $ACTOR_CATALINA 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 869.0271 -28.2591 62.1893 speed 4 20000 ms 
05D3: AS_actor -1 go_to_point 870.2891 -25.0424 62.9858 speed 4 5000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:CAT1_23779
0002: jump @CAT1_23835 

:CAT1_23786
0006: 62@ = 16 // integer values 
0006: 151@ = 1 // integer values 
0002: jump @CAT1_23835 

:CAT1_23807
0002: jump @CAT1_23835 

:CAT1_23814
0002: jump @CAT1_23835 

:CAT1_23821
0006: 151@ = 1 // integer values 
0002: jump @CAT1_23835 

:CAT1_23835
000A: 62@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_23849
00D6: if 
0038:   $11011 == 1 // integer values 
004D: jump_if_false @CAT1_24301 
0871: init_jump_table 62@ total_jumps 7 0 @CAT1_24287 jumps 0 @CAT1_23930 1 @CAT1_23989 2 @CAT1_24048 3 @CAT1_24107 4 @CAT1_24166 5 @CAT1_24225 6 @CAT1_24273 

:CAT1_23930
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HA' // 8-byte strings  // ~z~Viszlt, gavallr. Legkzelebb, TNYLEG lesben fogunk jtszunk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8686 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8687 as 1 
0002: jump @CAT1_24287 

:CAT1_23989
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HB' // 8-byte strings  // ~z~Ja, ez kirly. De jtszannk igazi pnzre is.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8687 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8688 as 2 
0002: jump @CAT1_24287 

:CAT1_24048
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HC' // 8-byte strings  // ~z~Van mg egy kis pnzem is... nos,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8688 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8689 as 1 
0002: jump @CAT1_24287 

:CAT1_24107
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HD' // 8-byte strings  // ~z~ez egy hossz trtnet, de szksgem van nhny paprra, gyorsan.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8689 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8690 as 2 
0002: jump @CAT1_24287 

:CAT1_24166
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HE' // 8-byte strings  // ~z~Gyere s ltogass meg mihamarabb.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8690 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8691 as 1 
0002: jump @CAT1_24287 

:CAT1_24225
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HF' // 8-byte strings  // ~z~Kirabolunk egy igazi bankot.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8691 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
0002: jump @CAT1_24287 

:CAT1_24273
0006: 151@ = 1 // integer values 
0002: jump @CAT1_24287 

:CAT1_24287
000A: 62@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_24301
00D6: if 
0038:   $11011 == 2 // integer values 
004D: jump_if_false @CAT1_24576 
0871: init_jump_table 62@ total_jumps 4 0 @CAT1_24562 jumps 0 @CAT1_24382 1 @CAT1_24441 2 @CAT1_24500 3 @CAT1_24548 -1 @CAT1_24562 -1 @CAT1_24562 -1 @CAT1_24562 

:CAT1_24382
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MA' // 8-byte strings  // ~z~Carl, tl sokat tanultl a ni szvrl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8714 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8715 as 1 
0002: jump @CAT1_24562 

:CAT1_24441
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MB' // 8-byte strings  // ~z~Majd akkor gyere vissza, ha mr gy rzed, megrtetted.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8715 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8716 as 2 
0002: jump @CAT1_24562 

:CAT1_24500
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MC' // 8-byte strings  // ~z~Viszlt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8716 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
0002: jump @CAT1_24562 

:CAT1_24548
0006: 151@ = 1 // integer values 
0002: jump @CAT1_24562 

:CAT1_24562
000A: 62@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_24576
00D6: if 
0038:   $11011 == 3 // integer values 
004D: jump_if_false @CAT1_25028 
0871: init_jump_table 62@ total_jumps 7 0 @CAT1_25014 jumps 0 @CAT1_24657 1 @CAT1_24716 2 @CAT1_24775 3 @CAT1_24834 4 @CAT1_24893 5 @CAT1_24952 6 @CAT1_25000 

:CAT1_24657
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PA' // 8-byte strings  // ~z~Tessk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8733 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8734 as 1 
0002: jump @CAT1_25014 

:CAT1_24716
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PB' // 8-byte strings  // ~z~Ksz
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8734 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8735 as 2 
0002: jump @CAT1_25014 

:CAT1_24775
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PC' // 8-byte strings  // ~z~Egy nap, Carl Johnson, majd rjssz.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8735 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8736 as 1 
0002: jump @CAT1_25014 

:CAT1_24834
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PD' // 8-byte strings  // ~z~, igazn szeretett, s a szved ktfel tr.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8736 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8737 as 2 
0002: jump @CAT1_25014 

:CAT1_24893
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PE' // 8-byte strings  // ~z~De inkbb egy tsks gykra hasonltasz, mint egy emberre.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8737 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8738 as 1 
0002: jump @CAT1_25014 

:CAT1_24952
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PF' // 8-byte strings  // ~z~Viszlt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8738 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
0002: jump @CAT1_25014 

:CAT1_25000
0006: 151@ = 1 // integer values 
0002: jump @CAT1_25014 

:CAT1_25014
000A: 62@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT1_25028
0002: jump @CAT1_25152 

:CAT1_25035
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_25145 
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @CAT1_25145 
0647: unknown_action_sequence $ACTOR_CATALINA 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point 869.0271 -28.2591 62.1893 speed 4 20000 ms 
05D3: AS_actor -1 go_to_point 870.2891 -25.0424 62.9858 speed 4 5000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:CAT1_25145
000A: 35@ += 1 // integer values 

:CAT1_25152
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CAT1_25323 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_25236 
062E: (unknown) $ACTOR_CATALINA 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT1_25229 
0006: 43@ = 1 // integer values 
0002: jump @CAT1_25236 

:CAT1_25229
0006: 43@ = 0 // integer values 

:CAT1_25236
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @CAT1_25262 
0006: 43@ = 1 // integer values 

:CAT1_25262
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @CAT1_25323 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
056D:   carcass_of_actor $ACTOR_CATALINA valid 
004D: jump_if_false @CAT1_25305 
009B: destroy_actor_instantly $ACTOR_CATALINA 

:CAT1_25305
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0006: 36@ = 1 // integer values 

:CAT1_25323
0051: return 

:CAT1_25325
077E: 43@ = active_interior 
00D6: if 
8039:   not  43@ == 0 // integer values 
004D: jump_if_false @CAT1_25398 
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT1_25391 
0087: 126@ = 133@ // floating-point values only 
0007: 133@ = 0.0 // floating-point values 
0006: 125@ = 1 // integer values 

:CAT1_25391
0002: jump @CAT1_25431 

:CAT1_25398
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @CAT1_25431 
0087: 133@ = 126@ // floating-point values only 
0006: 125@ = 0 // integer values 

:CAT1_25431
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_25618 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_25603 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @CAT1_25596 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 

:CAT1_25496
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @CAT1_25565 
00D6: if 
003B:   78@ == 79@(43@,4i) // integer values 
004D: jump_if_false @CAT1_25551 
0006: 44@ = 1 // integer values 
0006: 43@ = 4 // integer values 

:CAT1_25551
000A: 43@ += 1 // integer values 
0002: jump @CAT1_25496 

:CAT1_25565
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CAT1_25588 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 

:CAT1_25588
00D9: 78@ = actor $PLAYER_ACTOR car 

:CAT1_25596
0002: jump @CAT1_25611 

:CAT1_25603
00D9: 78@ = actor $PLAYER_ACTOR car 

:CAT1_25611
0002: jump @CAT1_25618 

:CAT1_25618
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_25909 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT1_25909 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CAT1_25909 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @CAT1_25786 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_25779 
00BB: text_lowpriority 'LEFTC' 4000 ms 1  // ~s~Lemaradt Catalina, menj vissza rte!
00D6: if 
875C:   not marker 87@ enabled 
004D: jump_if_false @CAT1_25758 
0187: 87@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 87@ type_to 1 

:CAT1_25758
0006: 64@ = 1 // integer values 
0006: 65@ = 0 // integer values 
0006: 99@ = 0 // integer values 

:CAT1_25779
0002: jump @CAT1_25909 

:CAT1_25786
00D6: if 
0104:   actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CAT1_25909 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_25902 
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_25862 
0164: disable_marker 87@ 

:CAT1_25862
09DD: (unknown) 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
04D8: set_actor $ACTOR_CATALINA ability_to_swim 0 
0006: 99@ = 1 // integer values 
0006: 64@ = 0 // integer values 
0002: jump @CAT1_25909 

:CAT1_25902
0006: 99@ = 1 // integer values 

:CAT1_25909
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_26027 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_25979 
00D6: if 
875C:   not marker 87@ enabled 
004D: jump_if_false @CAT1_25972 
0187: 87@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 87@ type_to 1 

:CAT1_25972
0002: jump @CAT1_26027 

:CAT1_25979
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_26027 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @CAT1_26027 
0164: disable_marker 87@ 

:CAT1_26027
00D6: if 
056D:   carcass_of_actor $ACTOR_CATALINA valid 
004D: jump_if_false @CAT1_26082 
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_26082 
00BC: text_highpriority 'LOSE2' 5000 ms 1  // ~r~Catalina trtnelem.
0006: 37@ = 1 // integer values 

:CAT1_26082
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT1_26616 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_26616 
00D6: if and
051A:   actor $ACTOR_CATALINA damaged_by_actor $PLAYER_ACTOR 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_26616 
000A: 153@ += 1 // integer values 
00D6: if 
0019:   153@ > 9 // integer values 
004D: jump_if_false @CAT1_26174 
0006: 153@ = 0 // integer values 

:CAT1_26174
0871: init_jump_table 153@ total_jumps 10 0 @CAT1_26592 jumps 0 @CAT1_26302 1 @CAT1_26331 2 @CAT1_26360 3 @CAT1_26389 4 @CAT1_26418 5 @CAT1_26447 6 @CAT1_26476 
0872: jump_table_jumps 7 @CAT1_26505 8 @CAT1_26534 9 @CAT1_26563 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 

:CAT1_26302
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UA' // 8-byte strings  // ~z~Carl, te kibaszott idita!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9889 
0002: jump @CAT1_26592 

:CAT1_26331
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UB' // 8-byte strings  // ~z~Idita, Carl, idita!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9890 
0002: jump @CAT1_26592 

:CAT1_26360
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UC' // 8-byte strings  // ~z~Semmirekell cabron!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9891 
0002: jump @CAT1_26592 

:CAT1_26389
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UD' // 8-byte strings  // ~z~Egy zsk here vagy!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9892 
0002: jump @CAT1_26592 

:CAT1_26418
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UE' // 8-byte strings  // ~z~Levgom a golyidat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9893 
0002: jump @CAT1_26592 

:CAT1_26447
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UF' // 8-byte strings  // ~z~Carl Johnson, te szar!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9894 
0002: jump @CAT1_26592 

:CAT1_26476
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UG' // 8-byte strings  // ~z~Mit csinlsz, te szerencstlen barom!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9895 
0002: jump @CAT1_26592 

:CAT1_26505
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UH' // 8-byte strings  // ~z~Soha tbb nem krok veled!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9896 
0002: jump @CAT1_26592 

:CAT1_26534
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UJ' // 8-byte strings  // ~z~Tbb mr nem szeretlek!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9897 
0002: jump @CAT1_26592 

:CAT1_26563
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UK' // 8-byte strings  // ~z~Nem szerethetek egy ostoba embert!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9898 
0002: jump @CAT1_26592 

:CAT1_26592
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
054E: (unknown) $ACTOR_CATALINA 

:CAT1_26616
0051: return 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @CAT1_26684 
000B: 143@ += 0.001 // floating-point values 
00D6: if 
0021:   143@ > 0.03 // floating-point values 
004D: jump_if_false @CAT1_26677 
0007: 143@ = 0.03 // floating-point values 

:CAT1_26677
0002: jump @CAT1_26725 

:CAT1_26684
000B: 143@ += -0.001 // floating-point values 
00D6: if 
0023:   0.0 > 143@ // floating-point values 
004D: jump_if_false @CAT1_26725 
0007: 143@ = 0.0 // floating-point values 

:CAT1_26725
000B: 144@ += 0.005 // floating-point values 
00D6: if 
0021:   144@ > 0.1 // floating-point values 
004D: jump_if_false @CAT1_26766 
0007: 144@ = 0.1 // floating-point values 

:CAT1_26766
0007: 156@ = 261.4119 // floating-point values 
0007: 157@ = -78.5511 // floating-point values 
0007: 158@ = 2.3102 // floating-point values 
0087: 159@ = 134@ // floating-point values only 
0087: 160@ = 135@ // floating-point values only 
0087: 161@ = 136@ // floating-point values only 
0087: 162@ = 143@ // floating-point values only 
0050: gosub @CAT1_27226 
00D6: if 
0043:   47@ == 99.9 // floating-point values 
004D: jump_if_false @CAT1_26881 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @CAT1_26881 
0006: 117@ = 1 // integer values 

:CAT1_26881
0087: 134@ = 159@ // floating-point values only 
0087: 135@ = 160@ // floating-point values only 
0087: 136@ = 161@ // floating-point values only 
0087: 156@ = 140@ // floating-point values only 
0087: 157@ = 141@ // floating-point values only 
0087: 158@ = 142@ // floating-point values only 
0087: 159@ = 137@ // floating-point values only 
0087: 160@ = 138@ // floating-point values only 
0087: 161@ = 139@ // floating-point values only 
0087: 162@ = 144@ // floating-point values only 
0050: gosub @CAT1_27226 
00D6: if 
0043:   47@ == 99.9 // floating-point values 
004D: jump_if_false @CAT1_27014 
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @CAT1_27014 
0006: 118@ = 1 // integer values 

:CAT1_27014
0087: 137@ = 159@ // floating-point values only 
0087: 138@ = 160@ // floating-point values only 
0087: 139@ = 161@ // floating-point values only 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @CAT1_27224 
0087: 56@ = 137@ // floating-point values only 
000F: 56@ -= 0.5 // floating-point values 
0087: 59@ = 137@ // floating-point values only 
000B: 59@ += 0.5 // floating-point values 
0087: 57@ = 138@ // floating-point values only 
000F: 57@ -= 0.5 // floating-point values 
0087: 60@ = 138@ // floating-point values only 
000B: 60@ += 0.5 // floating-point values 
0087: 58@ = 139@ // floating-point values only 
000F: 58@ -= 0.5 // floating-point values 
0087: 61@ = 139@ // floating-point values only 
000B: 61@ += 0.5 // floating-point values 
0052: (unknown) 56@ 138@ 139@ 59@ 138@ 139@ 
0052: (unknown) 137@ 57@ 139@ 137@ 60@ 139@ 
0052: (unknown) 137@ 138@ 58@ 137@ 138@ 61@ 

:CAT1_27224
0051: return 

:CAT1_27226
0088: $TEMPVAR_FLOAT_1 = 156@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 159@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 157@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 160@ // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 158@ // floating-point values only 
0067: $TEMPVAR_FLOAT_3 -= 161@ // floating-point values 
050A: 46@ = distance_between 159@ 160@ 161@ and 156@ 157@ 158@ 
0087: 47@ = 162@ // floating-point values only 
0013: 47@ *= 20.0 // floating-point values 
00D6: if 
0025:   47@ > 46@ // floating-point values 
004D: jump_if_false @CAT1_27344 
0007: 47@ = 99.9 // floating-point values 

:CAT1_27344
00D6: if 
0025:   46@ > 162@ // floating-point values 
004D: jump_if_false @CAT1_27435 
0075: $TEMPVAR_FLOAT_1 /= 46@ // floating-point values 
0075: $TEMPVAR_FLOAT_2 /= 46@ // floating-point values 
0075: $TEMPVAR_FLOAT_3 /= 46@ // floating-point values 
006D: $TEMPVAR_FLOAT_1 *= 162@ // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 162@ // floating-point values 
006D: $TEMPVAR_FLOAT_3 *= 162@ // floating-point values 
005D: 159@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 160@ += $TEMPVAR_FLOAT_2 // floating-point values 
005D: 161@ += $TEMPVAR_FLOAT_3 // floating-point values 

:CAT1_27435
0051: return 

:CAT1_27437
00D6: if 
8119:   not car 79@(163@,4i) wrecked 
004D: jump_if_false @CAT1_28499 
00D6: if 
8118:   not actor 72@(163@,4i) dead 
004D: jump_if_false @CAT1_28456 
00D6: if 
00DB:   actor 72@(163@,4i) in_car 79@(163@,4i) 
004D: jump_if_false @CAT1_28387 
00D6: if 
0039:   112@(163@,3i) == 1 // integer values 
004D: jump_if_false @CAT1_27566 
00D6: if 
060E:   car 79@(163@,4i) is_assigned_to_existing_path 
004D: jump_if_false @CAT1_27566 
05EE: (unknown) 79@(163@,4i) 
0006: 112@(163@,3i) = 0 // integer values 

:CAT1_27566
0007: 165@ = 0.0 // floating-point values 
00AA: store_car 79@(163@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
00D6: if 
0039:   109@(163@,3i) == 0 // integer values 
004D: jump_if_false @CAT1_27693 
00D6: if 
01AF:   car 79@(163@,4i) 0 2711.119 -53.5082 39.4695 radius 20.0 20.0 5.0 
004D: jump_if_false @CAT1_27693 
0006: 109@(163@,3i) = 1 // integer values 

:CAT1_27693
0509: 130@(163@,3f) = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 56@ 57@ 
00D6: if 
0039:   109@(163@,3i) == 0 // integer values 
004D: jump_if_false @CAT1_27851 
00D6: if 
0027:   56@ > $TEMPVAR_FLOAT_1 // floating-point values only 
004D: jump_if_false @CAT1_27844 
0007: 165@ = 1.5 // floating-point values 
00D6: if 
0021:   130@(163@,3f) > 100.0 // floating-point values 
004D: jump_if_false @CAT1_27844 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_27844 
00D6: if 
060E:   car 79@(163@,4i) is_assigned_to_existing_path 
004D: jump_if_false @CAT1_27844 
0706: (unknown) 79@(163@,4i) 1.0 

:CAT1_27844
0002: jump @CAT1_27959 

:CAT1_27851
00D6: if 
0026:   $TEMPVAR_FLOAT_2 > 57@ // floating-point values 
004D: jump_if_false @CAT1_27959 
0007: 165@ = 1.5 // floating-point values 
00D6: if 
0021:   130@(163@,3f) > 100.0 // floating-point values 
004D: jump_if_false @CAT1_27959 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_27959 
00D6: if 
060E:   car 79@(163@,4i) is_assigned_to_existing_path 
004D: jump_if_false @CAT1_27959 
0706: (unknown) 79@(163@,4i) 1.0 

:CAT1_27959
00D6: if 
0043:   165@ == 0.0 // floating-point values 
004D: jump_if_false @CAT1_28123 
00D6: if 
0023:   30.0 > 130@(163@,3f) // floating-point values 
004D: jump_if_false @CAT1_28022 
0007: 165@ = 1.0 // floating-point values 
0002: jump @CAT1_28123 

:CAT1_28022
0087: 46@ = 130@(163@,3f) // floating-point values only 
00D6: if 
0021:   46@ > 200.0 // floating-point values 
004D: jump_if_false @CAT1_28065 
0007: 46@ = 200.0 // floating-point values 

:CAT1_28065
000F: 46@ -= 30.0 // floating-point values 
0017: 46@ /= 170.0 // floating-point values 
0007: 165@ = 1.0 // floating-point values 
0063: 165@ -= 46@ // floating-point values 
0013: 165@ *= 0.8 // floating-point values 
000B: 165@ += 0.2 // floating-point values 

:CAT1_28123
006B: 165@ *= 133@ // floating-point values 
00D6: if 
00B0:   car 79@(163@,4i) 0 1940.82 72.1365 2145.438 140.5141 
004D: jump_if_false @CAT1_28183 
0007: 165@ = 2.5 // floating-point values 

:CAT1_28183
00D6: if 
0023:   0.1 > 165@ // floating-point values 
004D: jump_if_false @CAT1_28214 
0007: 165@ = 0.1 // floating-point values 

:CAT1_28214
00D6: if 
060E:   car 79@(163@,4i) is_assigned_to_existing_path 
004D: jump_if_false @CAT1_28246 
06FD: (unknown) 79@(163@,4i) 165@ 

:CAT1_28246
00D6: if 
060E:   car 79@(163@,4i) is_assigned_to_existing_path 
004D: jump_if_false @CAT1_28380 
00D6: if 
06FC: (unknown) 79@(163@,4i) 
004D: jump_if_false @CAT1_28380 
00D6: if 
03CE:   car 79@(163@,4i) stuck 
004D: jump_if_false @CAT1_28380 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_28380 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 79@(163@,4i) radius 40.0 40.0 5.0 unknown 0 
004D: jump_if_false @CAT1_28380 
0706: (unknown) 79@(163@,4i) 0.1 

:CAT1_28380
0002: jump @CAT1_28449 

:CAT1_28387
00D6: if 
060E:   car 79@(163@,4i) is_assigned_to_existing_path 
004D: jump_if_false @CAT1_28449 
00D6: if 
0039:   112@(163@,3i) == 0 // integer values 
004D: jump_if_false @CAT1_28449 
05ED: (unknown) 79@(163@,4i) 
0006: 112@(163@,3i) = 1 // integer values 

:CAT1_28449
0002: jump @CAT1_28499 

:CAT1_28456
00D6: if 
060E:   car 79@(163@,4i) is_assigned_to_existing_path 
004D: jump_if_false @CAT1_28485 
05EC: release_vehicle 79@(163@,4i) from_path 

:CAT1_28485
0007: 130@(163@,3f) = 0.0 // floating-point values 

:CAT1_28499
0051: return 

:CAT1_28501
00D6: if 
0019:   65@ > 10000 // integer values 
004D: jump_if_false @CAT1_32087 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT1_29779 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_29779 
00D6: if 
82E0:   not actor $ACTOR_CATALINA aggressive 
004D: jump_if_false @CAT1_29779 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_29779 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor $ACTOR_CATALINA in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @CAT1_29779 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 

:CAT1_28631
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @CAT1_28690 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_28676 
000A: 44@ += 1 // integer values 

:CAT1_28676
000A: 43@ += 1 // integer values 
0002: jump @CAT1_28631 

:CAT1_28690
0006: 43@ = 0 // integer values 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_28741 
00D6: if 
0023:   50.0 > 130@ // floating-point values 
004D: jump_if_false @CAT1_28741 
000A: 43@ += 1 // integer values 

:CAT1_28741
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_28785 
00D6: if 
0023:   50.0 > 131@ // floating-point values 
004D: jump_if_false @CAT1_28785 
000A: 43@ += 1 // integer values 

:CAT1_28785
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_28829 
00D6: if 
0023:   50.0 > 132@ // floating-point values 
004D: jump_if_false @CAT1_28829 
000A: 43@ += 1 // integer values 

:CAT1_28829
00D6: if and
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @CAT1_28862 
000A: 43@ += 1 // integer values 

:CAT1_28862
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @CAT1_29779 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_29779 
000A: 166@ += 1 // integer values 
00D6: if 
0019:   166@ > 8 // integer values 
004D: jump_if_false @CAT1_28930 
0006: 166@ = 0 // integer values 

:CAT1_28930
0871: init_jump_table 166@ total_jumps 9 0 @CAT1_29772 jumps 0 @CAT1_29058 1 @CAT1_29153 2 @CAT1_29201 3 @CAT1_29249 4 @CAT1_29344 5 @CAT1_29439 6 @CAT1_29534 
0872: jump_table_jumps 7 @CAT1_29629 8 @CAT1_29724 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 

:CAT1_29058
00D6: if 
0019:   44@ > 1 // integer values 
004D: jump_if_false @CAT1_29105 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CA' // 8-byte strings  // ~z~Nyomasd tovbb!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8811 
0002: jump @CAT1_29127 

:CAT1_29105
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AA' // 8-byte strings  // ~z~Gyorsabban, Carl, gyorsabban!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9800 

:CAT1_29127
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29153
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CB' // 8-byte strings  // ~z~Gyorsabban, te barom!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8812 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29201
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CC' // 8-byte strings  // ~z~gy vezetsz, mint a vnasszonyok!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8813 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29249
00D6: if 
0019:   44@ > 1 // integer values 
004D: jump_if_false @CAT1_29296 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CD' // 8-byte strings  // ~z~Meglpnek!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8814 
0002: jump @CAT1_29318 

:CAT1_29296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AD' // 8-byte strings  // ~z~Fldre, CJ, fldre!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9803 

:CAT1_29318
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29344
00D6: if 
0019:   44@ > 1 // integer values 
004D: jump_if_false @CAT1_29391 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CE' // 8-byte strings  // ~z~Frankn ltom ket, GYORSABBAN!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8815 
0002: jump @CAT1_29413 

:CAT1_29391
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AG' // 8-byte strings  // ~z~Ennl mg a disznk is gyorsabban vezetnek!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9806 

:CAT1_29413
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29439
00D6: if 
0019:   44@ > 1 // integer values 
004D: jump_if_false @CAT1_29486 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DA' // 8-byte strings  // ~z~Elveszted!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8816 
0002: jump @CAT1_29508 

:CAT1_29486
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AH' // 8-byte strings  // ~z~Carl, lass vagy s egy nagy raks szar.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9807 

:CAT1_29508
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29534
00D6: if 
0019:   44@ > 1 // integer values 
004D: jump_if_false @CAT1_29581 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DB' // 8-byte strings  // ~z~Lelpnek!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8817 
0002: jump @CAT1_29603 

:CAT1_29581
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AC' // 8-byte strings  // ~z~Taposd a gzt, gizda!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9802 

:CAT1_29603
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29629
00D6: if 
0019:   44@ > 1 // integer values 
004D: jump_if_false @CAT1_29676 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DC' // 8-byte strings  // ~z~Hlyt csinlnak bellnk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8818 
0002: jump @CAT1_29698 

:CAT1_29676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AB' // 8-byte strings  // ~z~Szeretem, ha gyors az emberem!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9801 

:CAT1_29698
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29724
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DD' // 8-byte strings  // ~z~Olyan szarul vezetsz, hogy mindjrt meglgnak!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8819 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_29772 

:CAT1_29772
0006: 65@ = 0 // integer values 

:CAT1_29779
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT1_30495 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_30495 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_30495 
00D6: if 
82E0:   not actor $ACTOR_CATALINA aggressive 
004D: jump_if_false @CAT1_30495 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_30495 
00D6: if 
8104:   not actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @CAT1_30495 
0209: 43@ = random_int 0 8 
00D6: if 
003B:   43@ == 169@ // integer values 
004D: jump_if_false @CAT1_29968 
000A: 43@ += 1 // integer values 
00D6: if 
0019:   43@ > 7 // integer values 
004D: jump_if_false @CAT1_29968 
0006: 43@ = 0 // integer values 

:CAT1_29968
0085: 169@ = 43@ // integer values and handles 
0871: init_jump_table 43@ total_jumps 8 0 @CAT1_30488 jumps 0 @CAT1_30104 1 @CAT1_30152 2 @CAT1_30200 3 @CAT1_30248 4 @CAT1_30296 5 @CAT1_30344 6 @CAT1_30392 
0872: jump_table_jumps 7 @CAT1_30440 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 

:CAT1_30104
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JA' // 8-byte strings  // ~z~Carl, majd megyek utnad!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9826 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_30488 

:CAT1_30152
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JB' // 8-byte strings  // ~z~Vrj meg, Carl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9827 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_30488 

:CAT1_30200
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JC' // 8-byte strings  // ~z~Vrj meg, te kibaszott idita!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9828 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_30488 

:CAT1_30248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JD' // 8-byte strings  // ~z~H, bkn hagysz s kinyrom a csaldodat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9829 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_30488 

:CAT1_30296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JE' // 8-byte strings  // ~z~Meg ne prblj ejteni, Carl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9830 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_30488 

:CAT1_30344
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JF' // 8-byte strings  // ~z~H, n tklk itt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9831 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_30488 

:CAT1_30392
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JG' // 8-byte strings  // ~z~Le akarsz jratni?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9832 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_30488 

:CAT1_30440
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JH' // 8-byte strings  // ~z~Nem jutsz messzire nlklem!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9833 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_30488 

:CAT1_30488
0006: 65@ = 0 // integer values 

:CAT1_30495
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT1_32087 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_32087 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_32087 
00D6: if 
02E0:   actor $ACTOR_CATALINA aggressive 
004D: jump_if_false @CAT1_32087 
00D6: if 
0104:   actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @CAT1_32087 
0006: 43@ = 0 // integer values 

:CAT1_30610
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @CAT1_30676 
0209: 170@ = random_int 0 25 
00D6: if 
001B:   5 > 170@ // integer values 
004D: jump_if_false @CAT1_30662 
0006: 43@ = 4 // integer values 

:CAT1_30662
000A: 43@ += 1 // integer values 
0002: jump @CAT1_30610 

:CAT1_30676
00D6: if 
003B:   170@ == 171@ // integer values 
004D: jump_if_false @CAT1_30727 
000A: 170@ += 1 // integer values 
00D6: if 
0019:   170@ > 24 // integer values 
004D: jump_if_false @CAT1_30727 
0006: 170@ = 0 // integer values 

:CAT1_30727
0085: 171@ = 170@ // integer values and handles 
0871: init_jump_table 170@ total_jumps 25 0 @CAT1_32080 jumps 0 @CAT1_30928 1 @CAT1_30928 2 @CAT1_30976 3 @CAT1_31024 4 @CAT1_31072 5 @CAT1_31120 6 @CAT1_31168 
0872: jump_table_jumps 7 @CAT1_31216 8 @CAT1_31264 9 @CAT1_31312 10 @CAT1_31360 11 @CAT1_31408 12 @CAT1_31456 13 @CAT1_31504 14 @CAT1_31552 15 @CAT1_31600 
0872: jump_table_jumps 16 @CAT1_31648 17 @CAT1_31696 18 @CAT1_31744 19 @CAT1_31792 20 @CAT1_31840 21 @CAT1_31888 22 @CAT1_31936 23 @CAT1_31984 24 @CAT1_32032 

:CAT1_30928
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HA' // 8-byte strings  // ~z~Ne lvldzzl mr azzal a szarral, a flemnl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8830 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_30976
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HC' // 8-byte strings  // ~z~Semmit sem hallok - sket vagyok!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8832 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31024
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HD' // 8-byte strings  // ~z~Sztltted a flemet!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8833 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31072
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HE' // 8-byte strings  // ~z~Nzd a kibaszott fejemet, kurva!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8834 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31120
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TA' // 8-byte strings  // ~z~Kinyrlak benneteket, hlye disznk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9869 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31168
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TB' // 8-byte strings  // ~z~Kell nhny, he?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9870 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31216
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TC' // 8-byte strings  // ~z~Kapd el s gyernk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9871 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TD' // 8-byte strings  // ~z~Vrezz, te rohadt geci!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9872 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31312
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TE' // 8-byte strings  // ~z~lni fogok, lni!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9873 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31360
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TF' // 8-byte strings  // ~z~Senki se, baszakodhat velem, SENKI!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9874 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31408
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TG' // 8-byte strings  // ~z~Kinyrom a csaldodat is!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9875 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31456
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TH' // 8-byte strings  // ~z~Megnyzlak, faszkalap!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9876 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31504
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TJ' // 8-byte strings  // ~z~Egyl szart!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9877 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31552
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TK' // 8-byte strings  // ~z~Idd a hugyomat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9878 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31600
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TL' // 8-byte strings  // ~z~Szerencsd van, nem dugom fel a seggedbe!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9879 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31648
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TM' // 8-byte strings  // ~z~Rajtam rhgsz?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9880 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TN' // 8-byte strings  // ~z~Lttam, hogy rhgtl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9881 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31744
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TO' // 8-byte strings  // ~z~Senki sem li tl, SENKI!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9882 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31792
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TP' // 8-byte strings  // ~z~a vros legnagyobb kurvjra gyrtok, barmok
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9883 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31840
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TQ' // 8-byte strings  // ~z~Na most ki akar?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9884 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31888
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TR' // 8-byte strings  // ~z~mit mondtl, he?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9885 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31936
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TS' // 8-byte strings  // ~z~ne rhgj ki!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9886 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_31984
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TT' // 8-byte strings  // ~z~semmibe venni egy nt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9887 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_32032
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TU' // 8-byte strings  // ~z~Halottak vagytok, seggfejek!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 9888 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32080 

:CAT1_32080
0006: 65@ = 0 // integer values 

:CAT1_32087
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT1_32435 
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @CAT1_32435 
00D6: if 
0019:   65@ > 4000 // integer values 
004D: jump_if_false @CAT1_32435 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @CAT1_32435 
0209: 43@ = random_int 0 4 
0871: init_jump_table 43@ total_jumps 4 0 @CAT1_32428 jumps 0 @CAT1_32236 1 @CAT1_32284 2 @CAT1_32332 3 @CAT1_32380 -1 @CAT1_32428 -1 @CAT1_32428 -1 @CAT1_32428 

:CAT1_32236
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GA' // 8-byte strings  // ~z~Ne hagyj itt, Carl Johnson!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8826 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32428 

:CAT1_32284
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GB' // 8-byte strings  // ~z~Szllj le rlam, KIHERLLEK!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8827 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32428 

:CAT1_32332
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GC' // 8-byte strings  // ~z~Gyere vissza, te semmirekell faszkalap!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8828 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32428 

:CAT1_32380
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GD' // 8-byte strings  // ~z~Carl Johnson, ne hagyj el!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 8829 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
0002: jump @CAT1_32428 

:CAT1_32428
0006: 64@ = 2 // integer values 

:CAT1_32435
0051: return 

:CAT1_32437
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:CAT1_32495
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:CAT1_32513
0004: $MISSION_LOCAL_LIQUOR_STORE_PASSED = 1 // integer values 
01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 1000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'CAT_1'  // A kiskocsma
030C: set_mission_points += 1 
00D6: if 
0038:   $2334 == 1 // integer values 
004D: jump_if_false @CAT1_32596 
0004: $2334 = 2 // integer values 

:CAT1_32596
00D6: if 
0038:   $2333 == 1 // integer values 
004D: jump_if_false @CAT1_32621 
0004: $2333 = 2 // integer values 

:CAT1_32621
0008: $1520 += 1 // integer values 
0629: change_stat 318 to 1 // integer 
0008: $11011 += 1 // integer values 
0051: return 

:CAT1_32644
02A3: toggle_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT1_32678 
07B4: (unknown) $PLAYER_CHAR 1 
0A20: (unknown) $PLAYER_CHAR 0 

:CAT1_32678
08EA: (unknown) 1 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0215: destroy_pickup 95@ 
0215: destroy_pickup 96@ 
0215: destroy_pickup 97@ 
065C: unknown_create_def_entity 67@ // unknown_destroy 
065C: unknown_create_def_entity 68@ // unknown_destroy 
065C: unknown_create_def_entity 146@ // unknown_destroy 
065C: unknown_create_def_entity 145@ // unknown_destroy 
0296: unload_special_actor 5 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 42---------------
// Originally: Small Town Bank

:CAT2
0050: gosub @CAT2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CAT2_27 
0050: gosub @CAT2_30119 

:CAT2_27
0050: gosub @CAT2_30482 
004E: end_thread 

:CAT2_36
0006: 638@ = 1 // integer values 
06AE: unknown_group_creator 0 37@ 
0749: unknown_group_add_item 37@ 9 
0749: unknown_group_add_item 37@ 41 
0749: unknown_group_add_item 37@ 31 
0749: unknown_group_add_item 37@ 73 
0749: unknown_group_add_item 37@ 72 
0749: unknown_group_add_item 37@ 36 
074A: unknown_group_set_item_params 37@ 36 1516 0.0 100.0 0.0 0.0 1 0 
060A: unknown_create_entity 0 38@ 
0709: unknown_set_entity_item 38@ 36 1000 0.0 100.0 0.0 0.0 1 1 
0006: 36@ = 32 // integer values 
0004: $ONMISSION = 1 // integer values 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
00D6: if 
0038:   $ONMISSION == 69 // integer values 
004D: jump_if_false @CAT2_256 
018D: 82@ = create_sound 65535 at 2320.043 -8.5501 27.2047 
009A: 298@ = create_actor 23 #SPECIAL05 at 682.8292 -477.8332 15.3359 

:CAT2_256
03A4: name_thread 'CAT2' 
016A: fade 0 800 ms 

:CAT2_274
00D6: if 
016B:   fading 
004D: jump_if_false @CAT2_298 
0001: wait 0 ms 
0002: jump @CAT2_274 

:CAT2_298
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
056D:   carcass_of_actor $ACTOR_CATALINA valid 
004D: jump_if_false @CAT2_333 
009B: destroy_actor_instantly $ACTOR_CATALINA 

:CAT2_333
023C: request_special_actor 'CAT' as 5 

:CAT2_346
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT2_385 
0001: wait 0 ms 
023C: request_special_actor 'CAT' as 5 
0002: jump @CAT2_346 

:CAT2_385
009A: $ACTOR_CATALINA = create_actor 23 #SPECIAL05 at 682.8292 -477.8332 15.3359 
0296: unload_special_actor 5 
0245: set_actor $ACTOR_CATALINA walk_style_to "WOMAN" 
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA targetable 1 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 0 type 0 
0223: set_actor $ACTOR_CATALINA health_to 100 
0446: set_actor $ACTOR_CATALINA immune_to_headshots 0 
0395: clear_area 1 at 2297.786 -16.8313 26.2964 range 20.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_739 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_636 
03C0: 39@ = actor $ACTOR_CATALINA car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @CAT2_583 
00AB: put_car 39@ at 2297.986 -14.0735 25.3495 
0175: set_car 39@ z_angle_to 180.0 
0002: jump @CAT2_629 

:CAT2_583
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_629 
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 

:CAT2_629
0002: jump @CAT2_739 

:CAT2_636
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_739 
03C0: 39@ = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @CAT2_709 
00AB: put_car 39@ at 2297.986 -14.0735 25.3495 
0175: set_car 39@ z_angle_to 180.0 

:CAT2_709
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 

:CAT2_739
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_782 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2297.786 -15.5166 26.2964 
0002: jump @CAT2_802 

:CAT2_782
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 

:CAT2_802
0173: set_actor $PLAYER_ACTOR z_angle_to 162.229 
0247: request_model #CSHER 
0247: request_model #COLT45 
0247: request_model #CHROMEGUN 
07C0: load_path 123 
07C0: load_path 124 
0247: request_model #KMB_ATM1 
0247: request_model #KMB_ATM2 
0247: request_model #KMB_ATM3 
0247: request_model #MTSAFE 
0247: request_model #CR_DOOR_01 
0247: request_model #CR_DOOR_03 

:CAT2_863
00D6: if or
8248:   not model #CSHER available 
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
8248:   not model #KMB_ATM1 available 
8248:   not model #KMB_ATM2 available 
8248:   not model #KMB_ATM3 available 
004D: jump_if_false @CAT2_915 
0001: wait 0 ms 
0002: jump @CAT2_863 

:CAT2_915
00D6: if or
87C1:   not path 124 available 
87C1:   not path 123 available 
8248:   not model #MTSAFE available 
8248:   not model #CR_DOOR_01 available 
8248:   not model #CR_DOOR_03 available 
004D: jump_if_false @CAT2_958 
0001: wait 0 ms 
0002: jump @CAT2_915 

:CAT2_958
054C: use_GXT_table 'CAT' 
0247: request_model #WMYSGRD 
0247: request_model #SWMYRI 
0247: request_model #WFYSTEW 
04ED: load_animation "ROB_BANK" 
038B: load_requested_models 

:CAT2_996
00D6: if or
8248:   not model #WMYSGRD available 
8248:   not model #SWMYRI available 
8248:   not model #WFYSTEW available 
004D: jump_if_false @CAT2_1031 
0001: wait 0 ms 
0002: jump @CAT2_996 

:CAT2_1031
00D6: if 
84EE:   not animation "ROB_BANK" loaded 
004D: jump_if_false @CAT2_1065 
0001: wait 0 ms 
0002: jump @CAT2_1031 

:CAT2_1065
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CAT2_1092 
0001: wait 0 ms 
0002: jump @CAT2_1065 

:CAT2_1092
03CF: load_wav 1826 as 3 
0006: 56@ = 0 // integer values 
0007: 57@ = 85.0 // floating-point values 
0007: 58@ = 100.0 // floating-point values 
0007: 59@ = 90.0 // floating-point values 
0007: 60@ = 95.0 // floating-point values 
0615: define_action_sequences 61@ 
05C8: AS_actor -1 look_around 
05C8: AS_actor -1 look_around 
0616: define_action_sequences_end 61@ 
07E5: unknown_copy_entity -1 62@ 
0708: unknown_add_entity_item 62@ 31 
009A: 63@ = create_actor 5 #WFYSTEW at 2318.492 -15.5635 25.6913 
0173: set_actor 63@ z_angle_to 95.2069 
060B: unknown_actor_use_entity 63@ 62@ 
009A: 64@ = create_actor 5 #WFYSTEW at 2318.473 -7.4565 25.6913 
0249: release_model #WFYSTEW 
0173: set_actor 64@ z_angle_to 95.2069 
060B: unknown_actor_use_entity 64@ 62@ 
009A: 65@ = create_actor 4 #SWMYRI at 2311.509 -11.1779 25.6987 
0173: set_actor 65@ z_angle_to 176.6813 
060B: unknown_actor_use_entity 65@ 62@ 
009A: 66@ = create_actor 4 #WMYSGRD at 2316.618 -12.83 25.75 
0249: release_model #WMYSGRD 
0173: set_actor 66@ z_angle_to 90.0 
060B: unknown_actor_use_entity 66@ 62@ 
01B2: give_actor 66@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
015F: set_camera_position 2299.895 -7.9983 26.6055 0.0 0.0 0.0 
0160: point_camera 2299.998 -8.993 26.6023 2 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 3000 // integer values 
029B: 113@ = init_object #KMB_ATM2 at 2310.367 -17.0 20.414 
029B: 114@ = init_object #KMB_ATM2 at 2313.689 -17.0 20.414 
029B: 115@ = init_object #KMB_ATM2 at 2313.318 -0.1206 20.414 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_1751 
06C9: remove_actor $ACTOR_CATALINA from_group 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_1583 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2300.743 -15.5274 25.4844 
0002: jump @CAT2_1603 

:CAT2_1583
00A1: put_actor $ACTOR_CATALINA at 2301.743 -17.1274 25.4844 

:CAT2_1603
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @CAT2_1647 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
0002: jump @CAT2_1674 

:CAT2_1647
00D6: if 
001B:   48 > 71@ // integer values 
004D: jump_if_false @CAT2_1674 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_1674
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
0173: set_actor $ACTOR_CATALINA z_angle_to 329.4303 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2307.802 -17.221 25.7574 speed 4 10000 ms 
05D3: AS_actor $ACTOR_CATALINA go_to_point 2312.426 -15.4762 25.75 speed 4 10000 ms 

:CAT2_1751
016A: fade 1 500 ms 
0108: destroy_object $2662 
0108: destroy_object $2663 
0006: 560@ = 1 // integer values 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 3500 // integer values 
0006: 41@ = 1 // integer values 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 68@ = -1 // integer values 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 

:CAT2_1838
00D6: if 
0735:   83 
004D: jump_if_false @CAT2_1860 
0002: jump @CAT2_30343 

:CAT2_1860
00D6: if 
0736:   87 
004D: jump_if_false @CAT2_2049 
0004: $11011 = 2 // integer values 
0006: 56@ = 9 // integer values 
0006: 34@ = 1 // integer values 
0006: 41@ = 462 // integer values 
00A1: put_actor $PLAYER_ACTOR at 857.4263 -29.5418 62.1858 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_1960 
00A1: put_actor $ACTOR_CATALINA at 858.4263 -29.5418 62.1858 

:CAT2_1960
0247: request_model #BUFFALO 

:CAT2_1965
00D6: if 
8248:   not model #BUFFALO available 
004D: jump_if_false @CAT2_1992 
0001: wait 0 ms 
0002: jump @CAT2_1965 

:CAT2_1992
00A5: 69@ = create_car #BUFFALO at 857.4263 -29.5418 62.1858 
036A: put_actor $PLAYER_ACTOR in_car 69@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_2049 
0430: put_actor $ACTOR_CATALINA into_vehicle 69@ passenger_seat 0 

:CAT2_2049
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_2094 
00BE: text_clear_all 
00BB: text_lowpriority 'CAT2_A1' 5000 ms 1  // ~r~Kinyrtad Catalina-t.
0002: jump @CAT2_30119 

:CAT2_2094
0050: gosub @CAT2_31345 
0050: gosub @CAT2_31946 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CAT2_2136 
0002: jump @CAT2_30119 

:CAT2_2136
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_2159 
0002: jump @CAT2_30119 

:CAT2_2159
00D6: if and
001B:   9 > 41@ // integer values 
0019:   41@ > -1 // integer values 
004D: jump_if_false @CAT2_3231 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @CAT2_2243 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @CAT2_2236 
016A: fade 0 500 ms 
0006: 41@ = 0 // integer values 
000A: 68@ += 1 // integer values 

:CAT2_2236
0002: jump @CAT2_2268 

:CAT2_2243
00D6: if 
0039:   68@ == -1 // integer values 
004D: jump_if_false @CAT2_2268 
000A: 68@ += 1 // integer values 

:CAT2_2268
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @CAT2_3231 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_3231 
00D6: if and
001B:   2 > 41@ // integer values 
0039:   55@ == 0 // integer values 
004D: jump_if_false @CAT2_2675 
029B: 72@ = init_object #KMB_ATM1 at 2310.367 -17.0 26.414 
0177: set_object 72@ z_angle_to 180.0 
07F7: set_object 72@ indestructible 0 
029B: 73@ = init_object #KMB_ATM1 at 2313.689 -17.0 26.414 
0177: set_object 73@ z_angle_to 180.0 
07F7: set_object 73@ indestructible 0 
029B: 74@ = init_object #KMB_ATM1 at 2313.318 -0.1206 26.414 
07F7: set_object 74@ indestructible 0 
029B: 75@ = init_object #MTSAFE at 2305.666 -4.7944 25.65 
0177: set_object 75@ z_angle_to 90.0 
07F7: set_object 75@ indestructible 0 
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ indestructible 0 
0177: set_object 72@ z_angle_to 180.0 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ indestructible 0 
0177: set_object 73@ z_angle_to 180.0 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ indestructible 0 
029B: 70@ = init_object #CAT2_SAFE_COL at 2305.666 -4.7944 25.65 
0177: set_object 70@ z_angle_to 90.0 
0177: set_object 75@ z_angle_to 90.0 
0177: set_object 76@ z_angle_to 180.0 
0177: set_object 77@ z_angle_to 180.0 
0382: set_object 72@ collision_detection 0 
0382: set_object 73@ collision_detection 0 
0382: set_object 74@ collision_detection 0 
0006: 55@ = 1 // integer values 

:CAT2_2675
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @CAT2_2719 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
0002: jump @CAT2_2746 

:CAT2_2719
00D6: if 
001B:   48 > 71@ // integer values 
004D: jump_if_false @CAT2_2746 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_2746
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
0687: clear_actor_task $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2312.578 -7.4347 25.75 
0173: set_actor $PLAYER_ACTOR z_angle_to 126.7479 
00A1: put_actor $ACTOR_CATALINA at 2306.666 -4.7944 25.75 
0173: set_actor $ACTOR_CATALINA z_angle_to 90.0 
0687: clear_actor_task $ACTOR_CATALINA 
0792: (unknown) $ACTOR_CATALINA 
0605: actor $ACTOR_CATALINA perform_animation_sequence "CAT_SAFE_ROB" from_file "ROB_BANK" 1000.0 loop 1 0 0 0 -2 ms 
075A:   75@ "CAT_SAFE_OPEN_O" "ROB_BANK" 1000.0 0 1 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_2989 
0792: (unknown) 66@ 
00A1: put_actor 66@ at 2310.546 -7.7439 25.7422 
0173: set_actor 66@ z_angle_to 281.4267 
0639: AS_actor 66@ rotate_to_actor $PLAYER_ACTOR 
04D7: lock_actor 66@ in_current_position 1 

:CAT2_2989
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_3055 
0792: (unknown) 63@ 
00A1: put_actor 63@ at 2311.597 -9.1847 25.7422 
0173: set_actor 63@ z_angle_to 314.501 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
04D7: lock_actor 63@ in_current_position 1 

:CAT2_3055
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_3121 
0792: (unknown) 64@ 
00A1: put_actor 64@ at 2310.59 -9.3749 25.7422 
0173: set_actor 64@ z_angle_to 323.1424 
0639: AS_actor 64@ rotate_to_actor $PLAYER_ACTOR 
04D7: lock_actor 64@ in_current_position 1 

:CAT2_3121
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_3187 
0792: (unknown) 65@ 
00A1: put_actor 65@ at 2309.61 -8.5556 25.7422 
0173: set_actor 65@ z_angle_to 309.2547 
0639: AS_actor 65@ rotate_to_actor $PLAYER_ACTOR 
04D7: lock_actor 65@ in_current_position 1 

:CAT2_3187
016A: fade 1 500 ms 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000E: 42@ -= 555 // integer values 
0006: 41@ = 9 // integer values 
0006: 559@ = 5 // integer values 
000A: 68@ += 1 // integer values 

:CAT2_3231
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @CAT2_4115 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
0039:   55@ == 0 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_4115 
0006: 560@ = 2 // integer values 
03EB: clear_small_messages_only 
0395: clear_area 1 at 2307.802 -17.221 25.7574 range 100.0 
015F: set_camera_position 2308.396 -15.824 27.666 0.0 0.0 0.0 
0160: point_camera 2309.273 -15.36 27.5448 2 
029B: 72@ = init_object #KMB_ATM1 at 2310.367 -17.0 26.414 
0177: set_object 72@ z_angle_to 180.0 
07F7: set_object 72@ indestructible 0 
029B: 73@ = init_object #KMB_ATM1 at 2313.689 -17.0 26.414 
0177: set_object 73@ z_angle_to 180.0 
07F7: set_object 73@ indestructible 0 
029B: 74@ = init_object #KMB_ATM1 at 2313.318 -0.1206 26.414 
07F7: set_object 74@ indestructible 0 
029B: 75@ = init_object #MTSAFE at 2305.765 -4.7944 25.75 
0177: set_object 75@ z_angle_to 90.0 
029B: 70@ = init_object #CAT2_SAFE_COL at 2305.765 -4.7944 25.75 
0177: set_object 70@ z_angle_to 90.0 
07F7: set_object 75@ indestructible 0 
00D6: if 
83CA:   not object $2660 exists 
004D: jump_if_false @CAT2_3606 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 indestructible 0 
0550: keep_object $2660 in_memory 1 

:CAT2_3606
00D6: if 
83CA:   not object $2661 exists 
004D: jump_if_false @CAT2_3673 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 indestructible 0 

:CAT2_3673
00D6: if 
83CA:   not object $2662 exists 
004D: jump_if_false @CAT2_3730 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 indestructible 0 

:CAT2_3730
00D6: if 
83CA:   not object $2663 exists 
004D: jump_if_false @CAT2_3797 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 z_angle_to 180.0 
07F7: set_object $2663 indestructible 0 

:CAT2_3797
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ indestructible 0 
0177: set_object 72@ z_angle_to 180.0 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ indestructible 0 
0177: set_object 73@ z_angle_to 180.0 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ indestructible 0 
0177: set_object 75@ z_angle_to 90.0 
0177: set_object 76@ z_angle_to 180.0 
0177: set_object 77@ z_angle_to 180.0 
0382: set_object 72@ collision_detection 0 
0382: set_object 73@ collision_detection 0 
0382: set_object 74@ collision_detection 0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2309.289 -14.3987 25.75 
0173: set_actor $PLAYER_ACTOR z_angle_to 287.3674 
0792: (unknown) $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 2310.206 -15.8887 25.7574 
0173: set_actor $ACTOR_CATALINA z_angle_to 287.3674 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2315.412 -13.1812 25.75 speed 4 10000 ms 
05D3: AS_actor $ACTOR_CATALINA go_to_point 2316.619 -15.1198 25.75 speed 4 10000 ms 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 3000 // integer values 
0006: 55@ = 1 // integer values 
03C7: unknown_maybe_cops_density 0.2 
000A: 41@ += 1 // integer values 

:CAT2_4115
00D6: if 
0039:   41@ == 2 // integer values 
004D: jump_if_false @CAT2_4469 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_4469 
03EB: clear_small_messages_only 
015F: set_camera_position 2315.312 -13.8451 27.6696 0.0 0.0 0.0 
0160: point_camera 2315.771 -12.9906 27.427 2 
0687: clear_actor_task $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2315.412 -12.1812 25.75 
0173: set_actor $PLAYER_ACTOR z_angle_to 236.5262 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0687: clear_actor_task $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 2316.619 -15.1198 25.75 
0173: set_actor $ACTOR_CATALINA z_angle_to 242.0258 
04D7: lock_actor $ACTOR_CATALINA in_current_position 1 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_4439 
00A0: store_actor 66@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_1 += 2.7 // floating-point values 
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @CAT2_4380 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
0002: jump @CAT2_4407 

:CAT2_4380
00D6: if 
001B:   48 > 71@ // integer values 
004D: jump_if_false @CAT2_4407 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_4407
0667: AS_actor $PLAYER_ACTOR aim_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 10000 ms 
05C4: AS_actor 66@ hands_up 8000 ms 
04D7: lock_actor 66@ in_current_position 1 

:CAT2_4439
0006: 560@ = 3 // integer values 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 2000 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_4469
00D6: if 
0039:   41@ == 3 // integer values 
004D: jump_if_false @CAT2_4680 
00D6: if 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_4680 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_4597 
00A0: store_actor 63@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_1 += 2.7 // floating-point values 
0009: $TEMPVAR_FLOAT_3 += 0.5 // floating-point values 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
0667: AS_actor $ACTOR_CATALINA aim_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 10000 ms 
04D7: lock_actor 63@ in_current_position 1 
05C4: AS_actor 63@ hands_up 8000 ms 

:CAT2_4597
03EB: clear_small_messages_only 
015F: set_camera_position 2317.011 -17.3945 27.4246 0.0 0.0 0.0 
0160: point_camera 2317.248 -16.4244 27.3736 2 
0006: 560@ = 4 // integer values 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 2500 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_4680
00D6: if 
0039:   41@ == 4 // integer values 
004D: jump_if_false @CAT2_4749 
00D6: if 
001B:   1 > 68@ // integer values 
004D: jump_if_false @CAT2_4749 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_4749 
016A: fade 0 500 ms 
000A: 41@ += 1 // integer values 

:CAT2_4749
00D6: if 
0039:   41@ == 5 // integer values 
004D: jump_if_false @CAT2_5253 
00D6: if 
001B:   1 > 68@ // integer values 
004D: jump_if_false @CAT2_5253 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_5253 
03EB: clear_small_messages_only 
015F: set_camera_position 2316.377 -11.0151 28.6019 0.0 0.0 0.0 
0160: point_camera 2315.613 -10.6059 28.1029 2 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2312.578 -7.4347 25.75 
0173: set_actor $PLAYER_ACTOR z_angle_to 126.7479 
0792: (unknown) $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 2308.502 -3.912 25.7422 
0173: set_actor $ACTOR_CATALINA z_angle_to 81.0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_4968 
04D7: lock_actor $ACTOR_CATALINA in_current_position 0 
05D3: AS_actor $ACTOR_CATALINA go_to_point 2306.768 -4.5085 25.7422 speed 4 -2 ms 

:CAT2_4968
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_5034 
0687: clear_actor_task 66@ 
00A1: put_actor 66@ at 2310.546 -7.7439 25.7422 
0173: set_actor 66@ z_angle_to 281.4267 
0639: AS_actor 66@ rotate_to_actor $PLAYER_ACTOR 
04D7: lock_actor 66@ in_current_position 1 

:CAT2_5034
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_5100 
0687: clear_actor_task 63@ 
00A1: put_actor 63@ at 2311.597 -9.1847 25.7422 
0173: set_actor 63@ z_angle_to 314.501 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
04D7: lock_actor 63@ in_current_position 1 

:CAT2_5100
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_5166 
0687: clear_actor_task 64@ 
00A1: put_actor 64@ at 2310.59 -9.3749 25.7422 
0173: set_actor 64@ z_angle_to 323.1424 
0639: AS_actor 64@ rotate_to_actor $PLAYER_ACTOR 
04D7: lock_actor 64@ in_current_position 1 

:CAT2_5166
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_5232 
0687: clear_actor_task 65@ 
00A1: put_actor 65@ at 2309.61 -8.5556 25.7422 
0173: set_actor 65@ z_angle_to 309.2547 
0639: AS_actor 65@ rotate_to_actor $PLAYER_ACTOR 
04D7: lock_actor 65@ in_current_position 1 

:CAT2_5232
04ED: load_animation "OTB" 
016A: fade 1 500 ms 
000A: 41@ += 1 // integer values 

:CAT2_5253
00D6: if 
0039:   41@ == 6 // integer values 
004D: jump_if_false @CAT2_5375 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_5375 
088D: (unknown) 2312.578 -7.4347 25.75 4.5 -196 0 
088D: (unknown) 2312.578 -7.4347 25.75 4.5 -197 0 
0006: 560@ = 5 // integer values 
0006: 561@ = 3 // integer values 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 800 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_5375
00D6: if 
0039:   41@ == 7 // integer values 
004D: jump_if_false @CAT2_5482 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_5482 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_5452 
00A0: store_actor 63@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 0.7 // floating-point values 

:CAT2_5452
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 800 // integer values 
000A: 41@ += 1 // integer values 
0006: 80@ = 0 // integer values 

:CAT2_5482
00D6: if 
0039:   41@ == 8 // integer values 
004D: jump_if_false @CAT2_6092 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @CAT2_5849 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_5849 
015F: set_camera_position 2314.602 -4.9551 28.3779 0.0 0.0 0.0 
0160: point_camera 2313.779 -5.363 27.9827 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_5792 
00A1: put_actor $ACTOR_CATALINA at 2306.666 -4.7944 25.75 
0173: set_actor $ACTOR_CATALINA z_angle_to 90.0 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 0 
0615: define_action_sequences 84@ 
0605: actor -1 perform_animation_sequence "CAT_SAFE_OPEN" from_file "ROB_BANK" 1000.0 loop 0 0 0 0 -2 ms 
0605: actor -1 perform_animation_sequence "CAT_SAFE_ROB" from_file "ROB_BANK" 1000.0 loop 0 0 0 0 -2 ms 
0616: define_action_sequences_end 84@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 84@ 
061B: remove_references_to_action_sequences 84@ 
075A:   75@ "CAT_SAFE_OPEN_O" "ROB_BANK" 1000.0 0 1 

:CAT2_5792
0006: 80@ = 1 // integer values 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_5833 
0635: AS_actor $PLAYER_ACTOR aim_at_actor 63@ 5500 ms 

:CAT2_5833
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 800 // integer values 

:CAT2_5849
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @CAT2_6092 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_6092 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_5910 
05C4: AS_actor 66@ hands_up 8000 ms 

:CAT2_5910
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_5963 
0615: define_action_sequences 84@ 
05B9: unknown_action_sequence -1 250 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_action_sequences_end 84@ 
0618: assign_actor 63@ to_action_sequences 84@ 
061B: remove_references_to_action_sequences 84@ 

:CAT2_5963
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_6016 
0615: define_action_sequences 84@ 
05B9: unknown_action_sequence -1 350 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_action_sequences_end 84@ 
0618: assign_actor 64@ to_action_sequences 84@ 
061B: remove_references_to_action_sequences 84@ 

:CAT2_6016
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_6069 
0615: define_action_sequences 84@ 
05B9: unknown_action_sequence -1 850 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_action_sequences_end 84@ 
0618: assign_actor 65@ to_action_sequences 84@ 
061B: remove_references_to_action_sequences 84@ 

:CAT2_6069
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 2000 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_6092
00D6: if 
0039:   41@ == 9 // integer values 
004D: jump_if_false @CAT2_6615 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
0039:   560@ == 0 // integer values 
0039:   559@ == 1 // integer values 
004D: jump_if_false @CAT2_6615 
00D6: if 
83CA:   not object $2660 exists 
004D: jump_if_false @CAT2_6200 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 indestructible 0 
0550: keep_object $2660 in_memory 1 

:CAT2_6200
00D6: if 
83CA:   not object $2661 exists 
004D: jump_if_false @CAT2_6267 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 indestructible 0 

:CAT2_6267
00D6: if 
83CA:   not object $2662 exists 
004D: jump_if_false @CAT2_6324 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 indestructible 0 

:CAT2_6324
00D6: if 
83CA:   not object $2663 exists 
004D: jump_if_false @CAT2_6391 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 z_angle_to 180.0 
07F7: set_object $2663 indestructible 0 

:CAT2_6391
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
04D7: lock_actor $ACTOR_CATALINA in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
00BB: text_lowpriority 'CAT2_05' 4000 ms 1  // ~s~Fogd rjuk a fegyvered, hogy sakkban tartsd ket.
00BB: text_lowpriority 'CAT2_06' 8000 ms 1  // ~s~Ne engedd, hogy leeresszk a kezket, mert bekapcsolhatjk a riasztt.
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0792: (unknown) $ACTOR_CATALINA 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 0 
0605: actor $ACTOR_CATALINA perform_animation_sequence "CAT_SAFE_ROB" from_file "ROB_BANK" 1000.0 loop 1 0 0 0 -2 ms 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 2000 // integer values 
000A: 41@ += 1 // integer values 
0007: 81@ = 0.0015 // floating-point values 
088D: (unknown) 2312.578 -7.4347 25.75 4.5 -196 1 
088D: (unknown) 2312.578 -7.4347 25.75 4.5 -197 1 

:CAT2_6615
00D6: if 
0019:   41@ > 9 // integer values 
004D: jump_if_false @CAT2_8421 
000B: 81@ += 0.0 // floating-point values 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_7045 
00D6: if 
0019:   41@ > 10 // integer values 
004D: jump_if_false @CAT2_6728 
062E: (unknown) 66@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_6721 
04D7: lock_actor 66@ in_current_position 0 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 

:CAT2_6721
0002: jump @CAT2_7038 

:CAT2_6728
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @CAT2_6771 
0079: 57@ += unknown_inaccurate_float_timer 0.02 // floating-point 
0002: jump @CAT2_6779 

:CAT2_6771
0081: 57@ -= unknown_inaccurate_float_timer 81@ // floating-point 

:CAT2_6779
00D6: if 
0021:   57@ > 1.0 // floating-point values 
004D: jump_if_false @CAT2_6810 
0007: 57@ = 1.0 // floating-point values 

:CAT2_6810
00D6: if 
0023:   0.0 > 57@ // floating-point values 
004D: jump_if_false @CAT2_6873 
0007: 57@ = 0.0 // floating-point values 
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_6873 
0050: gosub @CAT2_30052 
0006: 41@ = 11 // integer values 

:CAT2_6873
062E: (unknown) 66@ 1541 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_6956 
0605: actor 66@ perform_animation_sequence "SHP_HANDSUP_SCR" from_file "ROB_BANK" 4.0 loop 0 0 0 0 0 ms 
0002: jump @CAT2_7038 

:CAT2_6956
00D6: if 
0611:   actor 66@ animation_is "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_7038 
0612: set_actor 66@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 66@ animation "SHP_HANDSUP_SCR" progress_to 57@ 

:CAT2_7038
0002: jump @CAT2_7082 

:CAT2_7045
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_7077 
0050: gosub @CAT2_30052 
0006: 41@ = 11 // integer values 

:CAT2_7077
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 

:CAT2_7082
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_7486 
00D6: if 
0019:   41@ > 10 // integer values 
004D: jump_if_false @CAT2_7169 
062E: (unknown) 63@ 1477 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_7162 
04D7: lock_actor 63@ in_current_position 0 
05C5: AS_actor 63@ cower 1410065407 ms 

:CAT2_7162
0002: jump @CAT2_7479 

:CAT2_7169
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 63@ 
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @CAT2_7212 
0079: 58@ += unknown_inaccurate_float_timer 0.023 // floating-point 
0002: jump @CAT2_7220 

:CAT2_7212
0081: 58@ -= unknown_inaccurate_float_timer 81@ // floating-point 

:CAT2_7220
00D6: if 
0021:   58@ > 1.0 // floating-point values 
004D: jump_if_false @CAT2_7251 
0007: 58@ = 1.0 // floating-point values 

:CAT2_7251
00D6: if 
0023:   0.0 > 58@ // floating-point values 
004D: jump_if_false @CAT2_7314 
0007: 58@ = 0.0 // floating-point values 
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_7314 
0050: gosub @CAT2_30052 
0006: 41@ = 11 // integer values 

:CAT2_7314
062E: (unknown) 63@ 1541 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_7397 
0605: actor 63@ perform_animation_sequence "SHP_HANDSUP_SCR" from_file "ROB_BANK" 4.0 loop 0 0 0 0 0 ms 
0002: jump @CAT2_7479 

:CAT2_7397
00D6: if 
0611:   actor 63@ animation_is "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_7479 
0612: set_actor 63@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 63@ animation "SHP_HANDSUP_SCR" progress_to 58@ 

:CAT2_7479
0002: jump @CAT2_7523 

:CAT2_7486
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_7518 
0050: gosub @CAT2_30052 
0006: 41@ = 11 // integer values 

:CAT2_7518
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 

:CAT2_7523
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_7927 
00D6: if 
0019:   41@ > 10 // integer values 
004D: jump_if_false @CAT2_7610 
062E: (unknown) 64@ 1477 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_7603 
04D7: lock_actor 64@ in_current_position 0 
05C5: AS_actor 64@ cower 1410065407 ms 

:CAT2_7603
0002: jump @CAT2_7920 

:CAT2_7610
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 64@ 
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @CAT2_7653 
0079: 59@ += unknown_inaccurate_float_timer 0.026 // floating-point 
0002: jump @CAT2_7661 

:CAT2_7653
0081: 59@ -= unknown_inaccurate_float_timer 81@ // floating-point 

:CAT2_7661
00D6: if 
0021:   59@ > 1.0 // floating-point values 
004D: jump_if_false @CAT2_7692 
0007: 59@ = 1.0 // floating-point values 

:CAT2_7692
00D6: if 
0023:   0.0 > 59@ // floating-point values 
004D: jump_if_false @CAT2_7755 
0007: 59@ = 0.0 // floating-point values 
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_7755 
0050: gosub @CAT2_30052 
0006: 41@ = 11 // integer values 

:CAT2_7755
062E: (unknown) 64@ 1541 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_7838 
0605: actor 64@ perform_animation_sequence "SHP_HANDSUP_SCR" from_file "ROB_BANK" 4.0 loop 0 0 0 0 0 ms 
0002: jump @CAT2_7920 

:CAT2_7838
00D6: if 
0611:   actor 64@ animation_is "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_7920 
0612: set_actor 64@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 64@ animation "SHP_HANDSUP_SCR" progress_to 59@ 

:CAT2_7920
0002: jump @CAT2_7964 

:CAT2_7927
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_7959 
0050: gosub @CAT2_30052 
0006: 41@ = 11 // integer values 

:CAT2_7959
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:CAT2_7964
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_8368 
00D6: if 
0019:   41@ > 10 // integer values 
004D: jump_if_false @CAT2_8051 
062E: (unknown) 65@ 1477 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_8044 
04D7: lock_actor 65@ in_current_position 0 
05C5: AS_actor 65@ cower 1410065407 ms 

:CAT2_8044
0002: jump @CAT2_8361 

:CAT2_8051
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 65@ 
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @CAT2_8094 
0079: 60@ += unknown_inaccurate_float_timer 0.025 // floating-point 
0002: jump @CAT2_8102 

:CAT2_8094
0081: 60@ -= unknown_inaccurate_float_timer 81@ // floating-point 

:CAT2_8102
00D6: if 
0021:   60@ > 1.0 // floating-point values 
004D: jump_if_false @CAT2_8133 
0007: 60@ = 1.0 // floating-point values 

:CAT2_8133
00D6: if 
0023:   0.0 > 60@ // floating-point values 
004D: jump_if_false @CAT2_8196 
0007: 60@ = 0.0 // floating-point values 
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_8196 
0050: gosub @CAT2_30052 
0006: 41@ = 11 // integer values 

:CAT2_8196
062E: (unknown) 65@ 1541 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_8279 
0605: actor 65@ perform_animation_sequence "SHP_HANDSUP_SCR" from_file "ROB_BANK" 4.0 loop 0 0 0 0 0 ms 
0002: jump @CAT2_8361 

:CAT2_8279
00D6: if 
0611:   actor 65@ animation_is "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_8361 
0612: set_actor 65@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 65@ animation "SHP_HANDSUP_SCR" progress_to 60@ 

:CAT2_8361
0002: jump @CAT2_8421 

:CAT2_8368
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_8416 
0050: gosub @CAT2_30052 
0085: 83@ = 32@ // integer values and handles 
000A: 83@ += 500 // integer values 
0006: 41@ = 11 // integer values 

:CAT2_8416
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:CAT2_8421
00D6: if 
0039:   560@ == 9 // integer values 
004D: jump_if_false @CAT2_8635 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_8635 
00D6: if 
04EE:   animation "OTB" loaded 
004D: jump_if_false @CAT2_8628 
062E: (unknown) $ACTOR_CATALINA 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_8621 
0687: clear_actor_task $ACTOR_CATALINA 
0615: define_action_sequences 84@ 
04EB: AS_actor -1 crouch 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "WTCHRACE_CMON" from_file "OTB" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "WTCHRACE_LOSE" from_file "OTB" 4.0 loop 0 0 0 0 0 ms 
0616: define_action_sequences_end 84@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 84@ 
061B: remove_references_to_action_sequences 84@ 

:CAT2_8621
0002: jump @CAT2_8635 

:CAT2_8628
04ED: load_animation "OTB" 

:CAT2_8635
00D6: if 
0039:   41@ == 11 // integer values 
004D: jump_if_false @CAT2_8722 
04EF: release_animation "ROB_BANK" 
00D6: if 
0039:   56@ == 4 // integer values 
004D: jump_if_false @CAT2_8722 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @CAT2_8722 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 2000 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_8722
00D6: if and
0039:   41@ == 12 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_8790 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_8790 
016A: fade 0 500 ms 
0247: request_model #COPCARRU 
0247: request_model #COPBIKE 
000A: 41@ += 1 // integer values 

:CAT2_8790
00D6: if 
0039:   41@ == 13 // integer values 
004D: jump_if_false @CAT2_9720 
00D6: if and
07C1:   path 116 available 
07C1:   path 117 available 
07C1:   path 118 available 
07C1:   path 119 available 
04EE:   animation "MISC" loaded 
004D: jump_if_false @CAT2_9689 
00D6: if and
816B:   not fading 
0248:   model #COPCARRU available 
0248:   model #COPBIKE available 
004D: jump_if_false @CAT2_9672 
04EF: release_animation "OTB" 
04EF: release_animation "SHOP" 
03EB: clear_small_messages_only 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
041D: set_camera_near_clip 0.1 
018E: stop_sound 82@ 
00A5: 85@ = create_car #COPCARRU at 2302.181 6.6 25.4766 
0175: set_car 85@ z_angle_to 90.0 
020A: set_car 85@ door_status_to 3 
05EB: assign_vehicle 85@ to_path 116 
06FD: (unknown) 85@ 0.0 
00A5: 86@ = create_car #COPBIKE at 2348.658 5.906 25.3359 
0175: set_car 86@ z_angle_to 359.5453 
05EB: assign_vehicle 86@ to_path 117 
06FD: (unknown) 86@ 0.0 
0129: 87@ = create_actor 4 #CSHER in_car 86@ driverseat 
060B: unknown_actor_use_entity 87@ 62@ 
00A5: 88@ = create_car #COPBIKE at 2264.918 37.519 25.3359 
0175: set_car 88@ z_angle_to 268.8078 
05EB: assign_vehicle 88@ to_path 118 
06FD: (unknown) 88@ 0.0 
0129: 89@ = create_actor 4 #CSHER in_car 88@ driverseat 
060B: unknown_actor_use_entity 89@ 62@ 
00A5: 90@ = create_car #COPCARRU at 2278.477 89.2844 25.3378 
0175: set_car 90@ z_angle_to 269.8063 
05EB: assign_vehicle 90@ to_path 119 
06FD: (unknown) 90@ 0.0 
0129: 91@ = create_actor 4 #CSHER in_car 90@ driverseat 
060B: unknown_actor_use_entity 91@ 62@ 
0397: car 90@ siren = 1 
009A: 92@ = create_actor 4 #CSHER at 2328.564 1.8673 25.5693 
0173: set_actor 92@ z_angle_to 0.0 
0615: define_action_sequences 43@ 
0605: actor -1 perform_animation_sequence "SEAT_IDLE" from_file "PED" 1000.0 loop 1 0 0 1 5000 ms 
0605: actor -1 perform_animation_sequence "SEAT_TALK_01" from_file "MISC" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "SEAT_IDLE" from_file "PED" 4.0 loop 1 0 0 0 10000 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor 92@ to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
009A: 94@ = create_actor 4 #SWMYRI at 2336.679 -8.2464 25.4766 
0249: release_model #SWMYRI 
05DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 8000 ms 
009A: 93@ = create_actor 4 #CSHER at 2328.476 2.3077 25.5693 
060B: unknown_actor_use_entity 93@ 62@ 
0173: set_actor 93@ z_angle_to 180.0 
0615: define_action_sequences 43@ 
0605: actor -1 perform_animation_sequence "SEAT_IDLE" from_file "PED" 4.0 loop 1 0 0 1 9200 ms 
0605: actor -1 perform_animation_sequence "SEAT_TALK_02" from_file "MISC" 1000.0 loop 0 0 0 1 0 ms 
0605: actor -1 perform_animation_sequence "SEAT_WATCH" from_file "MISC" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "SEAT_IDLE" from_file "PED" 4.0 loop 1 0 0 0 10000 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor 93@ to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
0085: 42@ = 32@ // integer values and handles 
000A: 42@ += 1000 // integer values 
000A: 41@ += 1 // integer values 
0002: jump @CAT2_9682 

:CAT2_9672
0247: request_model #COPCARRU 
0247: request_model #COPBIKE 

:CAT2_9682
0002: jump @CAT2_9713 

:CAT2_9689
07C0: load_path 116 
07C0: load_path 117 
07C0: load_path 118 
07C0: load_path 119 
04ED: load_animation "MISC" 

:CAT2_9713
0002: jump @CAT2_9876 

:CAT2_9720
00D6: if 
0039:   41@ == 15 // integer values 
004D: jump_if_false @CAT2_9851 
00D6: if 
001D:   32@ > 42@ // integer values 
004D: jump_if_false @CAT2_9851 
015F: set_camera_position 2327.583 1.796 26.5414 0.0 0.0 0.0 
0160: point_camera 2328.538 2.0688 26.6612 2 
0A0B: (unknown) 2328.538 2.0688 26.6612 270.0 
016A: fade 1 500 ms 
0006: 68@ = -1 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_9851
00D6: if 
0039:   41@ == 14 // integer values 
004D: jump_if_false @CAT2_9876 
000A: 41@ += 1 // integer values 

:CAT2_9876
00D6: if 
001B:   25 > 41@ // integer values 
004D: jump_if_false @CAT2_10654 
00D6: if or
0019:   41@ > 15 // integer values 
0039:   41@ == -1 // integer values 
004D: jump_if_false @CAT2_10654 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @CAT2_9978 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @CAT2_9971 
016A: fade 0 500 ms 
0006: 41@ = -1 // integer values 
000A: 68@ += 1 // integer values 

:CAT2_9971
0002: jump @CAT2_10003 

:CAT2_9978
00D6: if 
0039:   68@ == -1 // integer values 
004D: jump_if_false @CAT2_10003 
000A: 68@ += 1 // integer values 

:CAT2_10003
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @CAT2_10654 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_10654 
0006: 559@ = 5 // integer values 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_10158 
0687: clear_actor_task 92@ 
01B2: give_actor 92@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 92@ driving 
004D: jump_if_false @CAT2_10115 
0362: remove_actor 92@ from_car_and_place_at 2292.53 -19.1915 25.3437 
0002: jump @CAT2_10135 

:CAT2_10115
00A1: put_actor 92@ at 2292.53 -19.1915 25.3437 

:CAT2_10135
0667: AS_actor 92@ aim_at_point 2304.137 -16.591 27.276 15000 ms 

:CAT2_10158
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_10275 
0687: clear_actor_task 93@ 
01B2: give_actor 93@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 93@ driving 
004D: jump_if_false @CAT2_10232 
0362: remove_actor 93@ from_car_and_place_at 2297.022 -19.6483 25.3359 
0002: jump @CAT2_10252 

:CAT2_10232
00A1: put_actor 93@ at 2297.022 -19.6483 25.3359 

:CAT2_10252
0667: AS_actor 93@ aim_at_point 2304.137 -16.591 27.276 15000 ms 

:CAT2_10275
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_10379 
0687: clear_actor_task 87@ 
01B2: give_actor 87@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 87@ driving 
004D: jump_if_false @CAT2_10349 
0362: remove_actor 87@ from_car_and_place_at 2303.119 -13.7964 25.4766 
0002: jump @CAT2_10369 

:CAT2_10349
00A1: put_actor 87@ at 2303.119 -13.7964 25.4766 

:CAT2_10369
0173: set_actor 87@ z_angle_to 119.4845 

:CAT2_10379
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_10496 
0687: clear_actor_task 89@ 
01B2: give_actor 89@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 89@ driving 
004D: jump_if_false @CAT2_10453 
0362: remove_actor 89@ from_car_and_place_at 2297.244 -16.8148 25.3328 
0002: jump @CAT2_10473 

:CAT2_10453
00A1: put_actor 89@ at 2297.244 -16.8148 25.3328 

:CAT2_10473
0667: AS_actor 89@ aim_at_point 2304.137 -16.591 27.276 15000 ms 

:CAT2_10496
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_10517 
06C5: (unknown) 85@ 

:CAT2_10517
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_10538 
06C5: (unknown) 86@ 

:CAT2_10538
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_10559 
06C5: (unknown) 88@ 

:CAT2_10559
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_10640 
06C5: (unknown) 90@ 
00AB: put_car 90@ at 2288.757 -11.9521 25.4766 
0175: set_car 90@ z_angle_to 142.4622 
04BA: set_car 90@ speed_instantly 0.0 
07DB: apply_rotary_impulse_to_vehicle 90@ about_an_axis 0.0 0.0 0.0 through_center_of_mass 

:CAT2_10640
000A: 68@ += 1 // integer values 
0006: 41@ = 25 // integer values 

:CAT2_10654
00D6: if 
0039:   41@ == 16 // integer values 
004D: jump_if_false @CAT2_10728 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_10728 
0006: 560@ = 39 // integer values 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 4000 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_10728
00D6: if 
0039:   41@ == 17 // integer values 
004D: jump_if_false @CAT2_10836 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_10836 
00D6: if 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_10836 
0085: 626@ = 92@ // integer values and handles 
0085: 627@ = 93@ // integer values and handles 
0004: $7248 = 1 // integer values 
0006: 560@ = 11 // integer values 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 2800 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_10836
00D6: if and
0039:   41@ == 18 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_10910 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_10910 
0006: 560@ = 12 // integer values 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 3500 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_10910
00D6: if and
0039:   41@ == 19 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_11193 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_11193 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_11032 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_11032 
0687: clear_actor_task 92@ 
00A1: put_actor 92@ at 2345.99 5.6379 25.3359 
0173: set_actor 92@ z_angle_to 276.5795 
05CB: AS_actor 92@ enter_car_as_driver 85@ 5000 ms 

:CAT2_11032
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_11112 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_11112 
0687: clear_actor_task 93@ 
00A1: put_actor 93@ at 2349.073 9.3357 25.4766 
0173: set_actor 93@ z_angle_to 282.9661 
05CA: AS_actor 93@ enter_car 85@ passenger_seat 0 5000 ms 

:CAT2_11112
03EB: clear_small_messages_only 
015F: set_camera_position 2353.494 10.2912 29.0217 0.0 0.0 0.0 
0160: point_camera 2352.723 9.7997 28.6169 2 
009B: destroy_actor_instantly 94@ 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 1000 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_11193
00D6: if 
0039:   41@ == 20 // integer values 
004D: jump_if_false @CAT2_11305 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_11305 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_11256 
06FD: (unknown) 86@ 1.0 

:CAT2_11256
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_11282 
06FD: (unknown) 88@ 1.0 

:CAT2_11282
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 2500 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_11305
00D6: if 
0039:   41@ == 21 // integer values 
004D: jump_if_false @CAT2_11479 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_11456 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_11449 
06FD: (unknown) 85@ 1.0 
0460: set_camera_pointing_time 0.0 5500 
015F: set_camera_position 2353.054 12.14 28.0091 0.0 0.0 0.0 
0158: camera_on_vehicle 85@ 15 1 
0397: car 85@ siren = 1 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 5500 // integer values 
0006: 41@ = 23 // integer values 

:CAT2_11449
0002: jump @CAT2_11479 

:CAT2_11456
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 5500 // integer values 
0006: 41@ = 23 // integer values 

:CAT2_11479
00D6: if 
0039:   41@ == 22 // integer values 
004D: jump_if_false @CAT2_11622 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_11622 
015F: set_camera_position 2297.562 11.3784 29.2857 0.0 0.0 0.0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_11580 
0158: camera_on_vehicle 90@ 15 2 
0002: jump @CAT2_11599 

:CAT2_11580
0160: point_camera 2297.377 12.3375 29.071 2 

:CAT2_11599
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 6500 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_11622
00D6: if 
0039:   41@ == 23 // integer values 
004D: jump_if_false @CAT2_12535 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_12535 
0006: 560@ = 13 // integer values 
0006: 561@ = 3 // integer values 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_11894 
00D6: if 
060E:   car 85@ is_assigned_to_existing_path 
004D: jump_if_false @CAT2_11894 
05EC: release_vehicle 85@ from_path 
00AB: put_car 85@ at 2297.266 -27.4791 25.3359 
0175: set_car 85@ z_angle_to 23.0 
04BA: set_car 85@ speed_instantly 17.0 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_11894 
01B2: give_actor 92@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_action_sequences 43@ 
05D1: AS_actor -1 drive_car 85@ to 2295.612 -23.6996 25.3437 speed 17.0 1 0 3 
06C7: unknown_action_sequence -1 85@ 6 1000 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2292.53 -19.1915 25.3437 speed 6 10000 ms 
0667: AS_actor -1 aim_at_point 2304.137 -16.591 27.276 5000 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor 92@ to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 

:CAT2_11894
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_12006 
01B2: give_actor 93@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_action_sequences 43@ 
05B9: unknown_action_sequence -1 1000 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2296.706 -15.3321 25.3279 speed 6 10000 ms 
04EB: AS_actor -1 crouch 1 
0667: AS_actor -1 aim_at_point 2304.137 -16.591 27.276 5000 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor 93@ to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 

:CAT2_12006
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_12214 
00D6: if 
060E:   car 86@ is_assigned_to_existing_path 
004D: jump_if_false @CAT2_12214 
05EC: release_vehicle 86@ from_path 
00AB: put_car 86@ at 2305.835 -30.7209 25.3382 
0175: set_car 86@ z_angle_to 33.0 
04BA: set_car 86@ speed_instantly 17.0 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_12214 
01B2: give_actor 87@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_action_sequences 43@ 
05D1: AS_actor -1 drive_car 86@ to 2302.19 -21.2635 25.4844 speed 17.0 1 0 3 
06C7: unknown_action_sequence -1 86@ 6 1000 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2297.244 -16.8148 25.3328 speed 6 10000 ms 
05D4: AS_actor -1 rotate_angle 291.4845 
0616: define_action_sequences_end 43@ 
0618: assign_actor 87@ to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 

:CAT2_12214
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_12435 
00D6: if 
060E:   car 88@ is_assigned_to_existing_path 
004D: jump_if_false @CAT2_12435 
05EC: release_vehicle 88@ from_path 
00AB: put_car 88@ at 2294.491 -2.6373 25.3359 
0175: set_car 88@ z_angle_to 186.0 
04BA: set_car 88@ speed_instantly 17.0 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_12435 
01B2: give_actor 89@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_action_sequences 43@ 
05D1: AS_actor -1 drive_car 88@ to 2298.094 -10.0818 25.3285 speed 17.0 1 0 3 
06C7: unknown_action_sequence -1 88@ 6 1000 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2303.119 -13.7964 25.4766 speed 6 10000 ms 
0667: AS_actor -1 aim_at_point 2304.137 -16.591 27.276 5000 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor 89@ to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 

:CAT2_12435
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_12461 
06FD: (unknown) 90@ 1.0 

:CAT2_12461
015F: set_camera_position 2288.577 -15.1784 27.8832 0.0 0.0 0.0 
0160: point_camera 2289.553 -15.2742 27.6869 2 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 6000 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_12535
00D6: if and
0039:   41@ == 24 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_12598 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_12598 
016A: fade 0 500 ms 
0247: request_model #ENFORCER 
000A: 41@ += 1 // integer values 

:CAT2_12598
00D6: if 
0039:   41@ == 25 // integer values 
004D: jump_if_false @CAT2_13093 
00D6: if and
816B:   not fading 
0248:   model #ENFORCER available 
004D: jump_if_false @CAT2_13088 
01E8: create_forbidden_for_cars_cube 2344.518 36.1468 36.0359 2269.718 -44.376 23.0569 
04EF: release_animation "MISC" 
04ED: load_animation "GANGS" 
00A5: 95@ = create_car #ENFORCER at 2302.181 6.6 25.4766 
0175: set_car 95@ z_angle_to 90.0 
0519: lock_vehicle 95@ in_current_position 1 
00A5: 96@ = create_car #ENFORCER at 2337.9 23.4 25.4766 
0175: set_car 96@ z_angle_to 270.0 
0519: lock_vehicle 96@ in_current_position 1 
0006: 101@ = 0 // integer values 

:CAT2_12770
00D6: if 
001B:   3 > 101@ // integer values 
004D: jump_if_false @CAT2_12872 
0006: 97@(101@,4i) = 0 // integer values 
00D6: if 
03CA:   object 72@(101@,4i) exists 
004D: jump_if_false @CAT2_12858 
0188: 102@(101@,4i) = create_marker_above_object 72@(101@,4i) 
035D: toggle_object 76@(101@,4i) targetable 1 
071F: set_object 76@(101@,4i) mass 1000 

:CAT2_12858
000A: 101@ += 1 // integer values 
0002: jump @CAT2_12770 

:CAT2_12872
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CAT2_12893 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 

:CAT2_12893
01B4: set_player $PLAYER_CHAR frozen_state 1 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_12954 
009B: destroy_actor_instantly 92@ 

:CAT2_12954
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_12975 
009B: destroy_actor_instantly 93@ 

:CAT2_12975
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_12996 
009B: destroy_actor_instantly 87@ 

:CAT2_12996
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_13017 
009B: destroy_actor_instantly 89@ 

:CAT2_13017
00A6: destroy_car 85@ 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
00A6: destroy_car 90@ 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
00A1: put_actor $ACTOR_CATALINA at 2312.208 -1.9564 25.7422 
0173: set_actor $ACTOR_CATALINA z_angle_to 199.0 
000A: 41@ += 1 // integer values 
0002: jump @CAT2_13093 

:CAT2_13088
0247: request_model #ENFORCER 

:CAT2_13093
00D6: if 
0039:   41@ == 26 // integer values 
004D: jump_if_false @CAT2_13241 
00D6: if and
816B:   not fading 
0039:   559@ == 1 // integer values 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @CAT2_13241 
0006: 560@ = 16 // integer values 
0006: 561@ = 3 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_13213 
0605: actor $ACTOR_CATALINA perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 4.0 loop 0 0 0 0 0 ms 

:CAT2_13213
07F7: set_object 76@ indestructible 0 
07F7: set_object 77@ indestructible 1 
07F7: set_object 78@ indestructible 1 
000A: 41@ += 1 // integer values 

:CAT2_13241
00D6: if 
0039:   41@ == 27 // integer values 
004D: jump_if_false @CAT2_14339 
062E: (unknown) $ACTOR_CATALINA 1541 106@ 
00D6: if 
04A4:   106@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_13317 
00D6: if 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @CAT2_13317 
04EF: release_animation "GANGS" 

:CAT2_13317
0006: 101@ = 0 // integer values 

:CAT2_13324
00D6: if 
001B:   3 > 101@ // integer values 
004D: jump_if_false @CAT2_14153 
00D6: if 
03CA:   object 72@(101@,4i) exists 
004D: jump_if_false @CAT2_13690 
00D6: if 
0039:   97@(101@,4i) == 0 // integer values 
004D: jump_if_false @CAT2_13690 
071E: (unknown) 76@(101@,4i) 44@ 
01BB: store_object 72@(101@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 107@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000F: 107@ -= 1.0 // floating-point values 
0089: 110@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 110@ += 1.0 // floating-point values 
0089: 108@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 108@ -= 1.0 // floating-point values 
0089: 111@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 111@ += 1.0 // floating-point values 
0089: 109@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000F: 109@ -= 1.0 // floating-point values 
0089: 112@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 112@ += 1.0 // floating-point values 
00D6: if 
0356:   explosion_type -1 in_cube 107@ 108@ 109@ 110@ 111@ 112@ 
004D: jump_if_false @CAT2_13573 
071F: set_object 113@(101@,4i) mass 0 
0006: 44@ = 0 // integer values 

:CAT2_13573
00D6: if 
001B:   500 > 44@ // integer values 
004D: jump_if_false @CAT2_13690 
0176: 46@ = object 72@(101@,4i) z_angle 
0723: break_object 72@(101@,4i) intensity 1 
01BC: put_object 113@(101@,4i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0750: set_object 113@(101@,4i) visibility 1 
0177: set_object 113@(101@,4i) z_angle_to 46@ 
0382: set_object 113@(101@,4i) collision_detection 0 
071F: set_object 113@(101@,4i) mass 150 
000A: 97@(101@,4i) += 1 // integer values 

:CAT2_13690
00D6: if 
03CA:   object 113@(101@,4i) exists 
004D: jump_if_false @CAT2_14068 
00D6: if 
0039:   97@(101@,4i) == 1 // integer values 
004D: jump_if_false @CAT2_14068 
071E: (unknown) 76@(101@,4i) 44@ 
00D6: if 
001B:   1 > 44@ // integer values 
004D: jump_if_false @CAT2_14068 
0164: disable_marker 102@(101@,4i) 
0108: destroy_object 76@(101@,4i) 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @CAT2_13838 
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ indestructible 0 
0177: set_object 76@ z_angle_to 180.0 

:CAT2_13838
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @CAT2_13896 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ indestructible 0 
0177: set_object 77@ z_angle_to 180.0 

:CAT2_13896
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @CAT2_13944 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ indestructible 0 

:CAT2_13944
01C4: remove_references_to_object 72@(101@,4i) // This object will now disappear when the player looks away 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 113@(101@,4i) offset 0.0 -1.0 0.0 
035D: toggle_object 76@(101@,4i) targetable 0 
0750: set_object 76@(101@,4i) visibility 1 
0723: break_object 113@(101@,4i) intensity 0 
02E1: 117@(101@,4i) = create_cash_pickup 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 unknown 1 
03DC: 102@(101@,4i) = create_marker_above_pickup 117@(101@,4i) 
000A: 97@(101@,4i) += 1 // integer values 

:CAT2_14068
00D6: if 
0039:   97@(101@,4i) == 2 // integer values 
004D: jump_if_false @CAT2_14139 
00D6: if 
0214:   pickup 117@(101@,4i) picked_up 
004D: jump_if_false @CAT2_14139 
01C4: remove_references_to_object 113@(101@,4i) // This object will now disappear when the player looks away 
0164: disable_marker 102@(101@,4i) 
000A: 97@(101@,4i) += 1 // integer values 

:CAT2_14139
000A: 101@ += 1 // integer values 
0002: jump @CAT2_13324 

:CAT2_14153
00D6: if and
0039:   97@ == 3 // integer values 
0039:   98@ == 3 // integer values 
0039:   99@ == 3 // integer values 
004D: jump_if_false @CAT2_14339 
07F7: set_object $2661 indestructible 1 
000A: 41@ += 1 // integer values 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_14224 
077A: set_actor 92@ aggressive_to_pedgroup 4 type 0 

:CAT2_14224
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_14249 
077A: set_actor 93@ aggressive_to_pedgroup 4 type 0 

:CAT2_14249
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_14274 
077A: set_actor 87@ aggressive_to_pedgroup 4 type 0 

:CAT2_14274
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_14299 
077A: set_actor 89@ aggressive_to_pedgroup 4 type 0 

:CAT2_14299
01E7: remove_forbidden_for_cars_cube 2344.518 36.1468 36.0359 2269.718 -44.376 23.0569 
060B: unknown_actor_use_entity $ACTOR_CATALINA 38@ 

:CAT2_14339
00D6: if 
0039:   41@ == 28 // integer values 
004D: jump_if_false @CAT2_14392 
0249: release_model #KMB_ATM1 
0249: release_model #KMB_ATM2 
0249: release_model #KMB_ATM3 
0249: release_model #MTSAFE 
0249: release_model #CR_DOOR_01 
0249: release_model #CR_DOOR_03 
0006: 41@ = 29 // integer values 

:CAT2_14392
00D6: if 
0039:   41@ == 31 // integer values 
004D: jump_if_false @CAT2_14967 
00D6: if and
07C1:   path 123 available 
07C1:   path 124 available 
004D: jump_if_false @CAT2_14959 
00D6: if 
0039:   344@ == 10 // integer values 
004D: jump_if_false @CAT2_14952 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_14952 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2315.558 70.7181 31.4998 radius 11.4 8.4 6.0 
004D: jump_if_false @CAT2_14952 
0708: unknown_add_entity_item 38@ 36 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
0395: clear_area 1 at 2321.218 69.1035 26.7314 range 25.0 
015F: set_camera_position 2324.899 66.4572 25.8911 0.0 0.0 0.0 
0160: point_camera 2324.192 67.157 25.9911 2 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
009B: destroy_actor_instantly 87@ 
009B: destroy_actor_instantly 89@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_14685 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2319.793 61.6571 25.4769 
0002: jump @CAT2_14705 

:CAT2_14685
00A1: put_actor $PLAYER_ACTOR at 2319.793 61.6571 25.4769 

:CAT2_14705
0173: set_actor $PLAYER_ACTOR z_angle_to 5.0 
06C9: remove_actor $ACTOR_CATALINA from_group 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_14763 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2318.242 61.3145 25.4759 
0002: jump @CAT2_14783 

:CAT2_14763
00A1: put_actor $ACTOR_CATALINA at 2318.242 61.3145 25.4759 

:CAT2_14783
0173: set_actor $ACTOR_CATALINA z_angle_to 350.0 
00A5: 86@ = create_car #COPBIKE at 2287.156 61.9821 25.4766 
0175: set_car 86@ z_angle_to 322.7361 
0129: 87@ = create_actor 4 #CSHER in_car 86@ driverseat 
060B: unknown_actor_use_entity 87@ 62@ 
05EB: assign_vehicle 86@ to_path 123 
02AC: set_car 86@ immunities 1 1 1 1 1 
00A5: 88@ = create_car #COPBIKE at 2289.629 58.0551 25.3359 
0175: set_car 88@ z_angle_to 330.5475 
02AC: set_car 88@ immunities 1 1 1 1 1 
0129: 89@ = create_actor 4 #CSHER in_car 88@ driverseat 
060B: unknown_actor_use_entity 89@ 62@ 
05EB: assign_vehicle 88@ to_path 124 
000A: 41@ += 1 // integer values 

:CAT2_14952
0002: jump @CAT2_14967 

:CAT2_14959
07C0: load_path 123 
07C0: load_path 124 

:CAT2_14967
00D6: if 
0039:   41@ == 32 // integer values 
004D: jump_if_false @CAT2_15059 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_15059 
00D6: if 
860E:   not car 86@ is_assigned_to_existing_path 
004D: jump_if_false @CAT2_15059 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_15059 
0918: (unknown) 86@ 0 
0633: AS_actor 87@ exit_vehicle 
0519: lock_vehicle 86@ in_current_position 1 
000A: 41@ += 1 // integer values 

:CAT2_15059
00D6: if and
0039:   41@ == 33 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_15165 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_15165 
00D6: if 
860E:   not car 88@ is_assigned_to_existing_path 
004D: jump_if_false @CAT2_15165 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_15165 
0633: AS_actor 89@ exit_vehicle 
0918: (unknown) 88@ 0 
0519: lock_vehicle 88@ in_current_position 1 
016A: fade 0 500 ms 
000A: 41@ += 1 // integer values 

:CAT2_15165
00D6: if 
0039:   41@ == 34 // integer values 
004D: jump_if_false @CAT2_15250 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_15250 
0006: 560@ = 29 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 
000A: 41@ += 1 // integer values 

:CAT2_15250
00D6: if 
0039:   41@ == 35 // integer values 
004D: jump_if_false @CAT2_15408 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_15408 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_15322 
01B2: give_actor 87@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 87@ immune_to_nonplayer 1 

:CAT2_15322
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_15363 
01B2: give_actor 89@ weapon 25 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 89@ immune_to_nonplayer 1 

:CAT2_15363
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_15401 
0668: AS_actor $ACTOR_CATALINA rotate_to_point 2322.183 71.2342 26.549 -2 ms 

:CAT2_15401
000A: 41@ += 1 // integer values 

:CAT2_15408
00D6: if and
0039:   41@ == 36 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_15490 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_15490 
00D6: if and
0118:   actor 87@ dead 
0118:   actor 89@ dead 
004D: jump_if_false @CAT2_15490 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 750 // integer values 
000A: 41@ += 1 // integer values 

:CAT2_15490
00D6: if 
0039:   41@ == 37 // integer values 
004D: jump_if_false @CAT2_15541 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_15541 
016A: fade 0 500 ms 
000A: 41@ += 1 // integer values 

:CAT2_15541
00D6: if 
001B:   38 > 41@ // integer values 
004D: jump_if_false @CAT2_15559 

:CAT2_15559
00D6: if 
0039:   41@ == 38 // integer values 
004D: jump_if_false @CAT2_16307 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_16307 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
0395: clear_area 1 at 2321.218 69.1035 26.7314 range 25.0 
015F: set_camera_position 2325.291 70.4759 26.8236 0.0 0.0 0.0 
0160: point_camera 2324.353 70.7834 26.6641 2 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_CATALINA 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_15747 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2322.075 69.6739 25.4784 
0002: jump @CAT2_15767 

:CAT2_15747
00A1: put_actor $PLAYER_ACTOR at 2322.075 69.6739 25.4784 

:CAT2_15767
0173: set_actor $PLAYER_ACTOR z_angle_to 325.1885 
06C9: remove_actor $ACTOR_CATALINA from_group 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_15825 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2321.63 71.6478 25.4724 
0002: jump @CAT2_15845 

:CAT2_15825
00A1: put_actor $ACTOR_CATALINA at 2321.63 71.6478 25.4724 

:CAT2_15845
0173: set_actor $ACTOR_CATALINA z_angle_to 295.8968 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
009B: destroy_actor_instantly 87@ 
009B: destroy_actor_instantly 89@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @CAT2_15896 
01C3: remove_references_to_car 95@ // Like turning a car into any random car 

:CAT2_15896
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @CAT2_15917 
01C3: remove_references_to_car 96@ // Like turning a car into any random car 

:CAT2_15917
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_15938 
01C3: remove_references_to_car 85@ // Like turning a car into any random car 

:CAT2_15938
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_15959 
01C3: remove_references_to_car 86@ // Like turning a car into any random car 

:CAT2_15959
0395: clear_area 1 at 2320.634 79.9329 27.9897 range 100.0 
00A5: 86@ = create_car #COPBIKE at 2322.863 73.0477 26.0378 
0175: set_car 86@ z_angle_to 34.6853 
00A5: 88@ = create_car #COPBIKE at 2323.166 70.1374 26.0405 
0175: set_car 88@ z_angle_to 345.7562 
0615: define_action_sequences 43@ 
05BA: AS_actor -1 chew_gum 750 ms 
05CB: AS_actor -1 enter_car_as_driver 86@ -2 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
0615: define_action_sequences 43@ 
05BA: AS_actor -1 chew_gum 500 ms 
05CB: AS_actor -1 enter_car_as_driver 88@ -2 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
01C4: remove_references_to_object 113@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 114@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 115@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 72@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 73@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 74@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 75@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 76@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 77@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 70@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 299@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 300@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 301@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 302@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 303@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 304@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 305@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 306@ // Like turning an actor into a random pedestrian 
016A: fade 1 500 ms 
008B: 42@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 42@ += 2500 // integer values 
000A: 41@ += 1 // integer values 
0006: 560@ = 30 // integer values 
0006: 561@ = 2 // integer values 
0085: 634@ = 32@ // integer values and handles 
000A: 634@ += 400 // integer values 

:CAT2_16307
00D6: if 
0039:   41@ == 39 // integer values 
004D: jump_if_false @CAT2_16421 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_16407 
00D6: if 
0448:   actor $ACTOR_CATALINA in_car 86@ 
004D: jump_if_false @CAT2_16400 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_16400 
016A: fade 0 500 ms 
000A: 41@ += 1 // integer values 

:CAT2_16400
0002: jump @CAT2_16421 

:CAT2_16407
016A: fade 0 500 ms 
000A: 41@ += 1 // integer values 

:CAT2_16421
00D6: if 
0039:   41@ == 40 // integer values 
004D: jump_if_false @CAT2_17517 
00D6: if and
07C1:   path 156 available 
07C1:   path 157 available 
07C1:   path 158 available 
07C1:   path 159 available 
004D: jump_if_false @CAT2_17497 
00D6: if and
07C1:   path 160 available 
07C1:   path 161 available 
004D: jump_if_false @CAT2_17480 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_17473 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A5: 122@ = create_car #COPCARRU at 1307.095 280.2934 18.4062 
00A5: 123@ = create_car #COPCARRU at 1307.095 290.2934 18.4062 
00A5: 124@ = create_car #COPCARRU at 1307.095 300.2934 18.4062 
0519: lock_vehicle 122@ in_current_position 1 
0519: lock_vehicle 123@ in_current_position 1 
0519: lock_vehicle 124@ in_current_position 1 
00A5: 146@ = create_car #COPBIKE at 2346.523 62.9803 25.3359 
00A5: 147@ = create_car #COPBIKE at 2346.682 45.9405 25.3359 
0129: 129@ = create_actor 24 #CSHER in_car 122@ driverseat 
01C8: 130@ = create_actor 24 #CSHER in_car 122@ passenger_seat 0 
0129: 131@ = create_actor 24 #CSHER in_car 123@ driverseat 
01C8: 132@ = create_actor 24 #CSHER in_car 123@ passenger_seat 0 
0129: 133@ = create_actor 24 #CSHER in_car 124@ driverseat 
01C8: 134@ = create_actor 24 #CSHER in_car 124@ passenger_seat 0 
0129: 135@ = create_actor 25 #CSHER in_car 146@ driverseat 
0129: 136@ = create_actor 25 #CSHER in_car 147@ driverseat 
077A: set_actor 135@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 136@ aggressive_to_pedgroup 4 type 0 
07E5: unknown_copy_entity 65539 166@ 
07E5: unknown_copy_entity 65542 363@ 
0708: unknown_add_entity_item 166@ 15 
0708: unknown_add_entity_item 166@ 49 
0708: unknown_add_entity_item 166@ 9 
0708: unknown_add_entity_item 166@ 36 
0708: unknown_add_entity_item 166@ 31 
0708: unknown_add_entity_item 166@ 11 
0708: unknown_add_entity_item 166@ 41 
0709: unknown_set_entity_item 166@ 15 1000 0.0 100.0 0.0 100.0 1 1 
0709: unknown_set_entity_item 166@ 36 1000 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item 166@ 9 1000 0.0 75.0 0.0 75.0 1 1 
0709: unknown_set_entity_item 166@ 9 415 0.0 25.0 0.0 25.0 1 1 
0709: unknown_set_entity_item 166@ 31 1000 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item 166@ 36 1000 0.0 100.0 0.0 0.0 1 1 
060B: unknown_actor_use_entity 129@ 363@ 
060B: unknown_actor_use_entity 130@ 363@ 
060B: unknown_actor_use_entity 131@ 363@ 
060B: unknown_actor_use_entity 132@ 363@ 
060B: unknown_actor_use_entity 133@ 363@ 
060B: unknown_actor_use_entity 134@ 363@ 
060B: unknown_actor_use_entity 135@ 363@ 
060B: unknown_actor_use_entity 136@ 363@ 
08C6: set_actor 135@ stay_on_bike 2 
08C6: set_actor 136@ stay_on_bike 2 
01B2: give_actor 129@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 130@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 131@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 132@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 133@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 134@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 135@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 136@ weapon 22 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_17258 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 

:CAT2_17258
0007: 148@ = 1290.025 // floating-point values 
0007: 149@ = 1294.242 // floating-point values 
0007: 150@ = 1282.681 // floating-point values 
0007: 151@ = 1285.584 // floating-point values 
0007: 152@ = 1289.389 // floating-point values 
0007: 153@ = 1285.593 // floating-point values 
0007: 154@ = 252.8313 // floating-point values 
0007: 155@ = 249.3508 // floating-point values 
0007: 156@ = 250.9628 // floating-point values 
0007: 157@ = 253.8959 // floating-point values 
0007: 158@ = 241.5564 // floating-point values 
0007: 159@ = 240.6378 // floating-point values 
0007: 160@ = 18.4062 // floating-point values 
0007: 161@ = 18.4062 // floating-point values 
0007: 162@ = 18.4062 // floating-point values 
0007: 163@ = 18.4062 // floating-point values 
0007: 164@ = 18.4062 // floating-point values 
0007: 165@ = 18.4062 // floating-point values 
0006: 121@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
016A: fade 1 500 ms 
000A: 41@ += 1 // integer values 

:CAT2_17473
0002: jump @CAT2_17490 

:CAT2_17480
07C0: load_path 160 
07C0: load_path 161 

:CAT2_17490
0002: jump @CAT2_17517 

:CAT2_17497
07C0: load_path 156 
07C0: load_path 157 
07C0: load_path 158 
07C0: load_path 159 

:CAT2_17517
00D6: if 
0039:   41@ == 41 // integer values 
004D: jump_if_false @CAT2_17571 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_17571 
0006: 56@ = 8 // integer values 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 4 type 6 
000A: 41@ += 1 // integer values 

:CAT2_17571
00D6: if 
0019:   41@ > 9 // integer values 
004D: jump_if_false @CAT2_17633 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @CAT2_17633 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // integer values 
004D: jump_if_false @CAT2_17633 
000A: 56@ += 1 // integer values 

:CAT2_17633
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @CAT2_17687 
062E: (unknown) $ACTOR_CATALINA 1491 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_17687 
000A: 56@ += 1 // integer values 

:CAT2_17687
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @CAT2_17757 
062E: (unknown) $ACTOR_CATALINA 1492 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_17757 
008B: 167@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 167@ += 20000 // integer values 
000A: 56@ += 1 // integer values 

:CAT2_17757
00D6: if 
0039:   56@ == 3 // integer values 
004D: jump_if_false @CAT2_17867 
000A: 168@ += 15 // integer values 
00D6: if or
001E:   $CURRENT_TIME_IN_MS2 > 167@ // integer values 
0019:   41@ > 10 // integer values 
004D: jump_if_false @CAT2_17867 
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @CAT2_17860 
097A: (unknown) 2312.094 -9.6433 28.679 1155 
0050: gosub @CAT2_30052 
0006: 41@ = 11 // integer values 

:CAT2_17860
000A: 56@ += 1 // integer values 

:CAT2_17867
00D6: if 
0039:   56@ == 4 // integer values 
004D: jump_if_false @CAT2_18239 
00D6: if 
0019:   41@ > 27 // integer values 
004D: jump_if_false @CAT2_18239 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_18239 
00D6: if and
0039:   169@ == 0 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_18004 
0006: 560@ = 19 // integer values 
0006: 561@ = 2 // integer values 
0187: 372@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 372@ type_to 1 
05D3: AS_actor $ACTOR_CATALINA go_to_point 2315.391 -1.6768 25.75 speed 6 -2 ms 
0006: 169@ = 1 // integer values 

:CAT2_18004
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @CAT2_18117 
062E: (unknown) $ACTOR_CATALINA -1 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_18117 
00D6: if 
8366:   not object $2661 blown_up 
004D: jump_if_false @CAT2_18110 
0006: 169@ = 2 // integer values 
0668: AS_actor $ACTOR_CATALINA rotate_to_point 2315.475 1.0941 26.8796 1000 ms 
000A: 170@ += 1 // integer values 
0002: jump @CAT2_18117 

:CAT2_18110
0006: 169@ = 2 // integer values 

:CAT2_18117
00D6: if 
0039:   169@ == 2 // integer values 
004D: jump_if_false @CAT2_18239 
062E: (unknown) $ACTOR_CATALINA 1640 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_18239 
00D6: if or
0366:   object $2661 blown_up 
0019:   170@ > 2 // integer values 
004D: jump_if_false @CAT2_18232 
05F5: unknown_action_sequence $ACTOR_CATALINA 2315.51 3.1256 25.4844 6 -2 
0006: 169@ = 3 // integer values 
000A: 56@ += 1 // integer values 
0002: jump @CAT2_18239 

:CAT2_18232
0006: 169@ = 1 // integer values 

:CAT2_18239
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @CAT2_18376 
00D6: if 
0019:   56@ > 4 // integer values 
004D: jump_if_false @CAT2_18376 
00D6: if and
0039:   35@ == 0 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_18323 
00BB: text_lowpriority 'CAT2_19' 4000 ms 1  // ~s~Kvesd ~b~Catalina-t~s~.
0006: 35@ = 1 // integer values 

:CAT2_18323
00D6: if 
0366:   object $2661 blown_up 
004D: jump_if_false @CAT2_18376 
0006: 34@ = 1 // integer values 
0006: 560@ = 21 // integer values 
0085: 639@ = 32@ // integer values and handles 
000A: 639@ += 2500 // integer values 
0006: 561@ = 3 // integer values 

:CAT2_18376
00D6: if 
0039:   56@ == 5 // integer values 
004D: jump_if_false @CAT2_20195 
0007: 171@ = 2328.638 // floating-point values 
0007: 189@ = 9.9046 // floating-point values 
0007: 207@ = 25.4766 // floating-point values 
0007: 225@ = 82.0 // floating-point values 
0006: 251@ = 1 // integer values 
0007: 172@ = 2328.63 // floating-point values 
0007: 190@ = 12.0793 // floating-point values 
0007: 208@ = 26.4366 // floating-point values 
0007: 226@ = 102.156 // floating-point values 
0006: 252@ = 1 // integer values 
0007: 173@ = 2323.539 // floating-point values 
0007: 191@ = 8.1573 // floating-point values 
0007: 209@ = 30.1564 // floating-point values 
0007: 227@ = 119.8251 // floating-point values 
0006: 253@ = 0 // integer values 
0007: 174@ = 2313.919 // floating-point values 
0007: 192@ = 5.5612 // floating-point values 
0007: 210@ = 25.4766 // floating-point values 
0007: 228@ = 179.0108 // floating-point values 
0006: 254@ = 3 // integer values 
0007: 175@ = 2319.28 // floating-point values 
0007: 193@ = 10.1457 // floating-point values 
0007: 211@ = 25.4766 // floating-point values 
0007: 229@ = 173.7026 // floating-point values 
0006: 255@ = 1 // integer values 
0007: 176@ = 2322.422 // floating-point values 
0007: 194@ = 14.3559 // floating-point values 
0007: 212@ = 33.4834 // floating-point values 
0007: 230@ = 131.5315 // floating-point values 
0006: 256@ = 0 // integer values 
0007: 177@ = 2322.567 // floating-point values 
0007: 195@ = 22.3196 // floating-point values 
0007: 213@ = 25.4766 // floating-point values 
0007: 231@ = 191.9916 // floating-point values 
0006: 257@ = 5 // integer values 
0007: 178@ = 2317.422 // floating-point values 
0007: 196@ = 31.4408 // floating-point values 
0007: 214@ = 25.4688 // floating-point values 
0007: 232@ = 170.5408 // floating-point values 
0006: 258@ = 1 // integer values 
0007: 179@ = 2323.347 // floating-point values 
0007: 197@ = 32.5086 // floating-point values 
0007: 215@ = 30.3438 // floating-point values 
0007: 233@ = 167.5312 // floating-point values 
0006: 259@ = 2 // integer values 
0007: 180@ = 2314.06 // floating-point values 
0007: 198@ = 27.4771 // floating-point values 
0007: 216@ = 28.4834 // floating-point values 
0007: 234@ = 211.9221 // floating-point values 
0006: 260@ = 0 // integer values 
0007: 181@ = 2314.146 // floating-point values 
0007: 199@ = 32.6897 // floating-point values 
0007: 217@ = 30.3072 // floating-point values 
0007: 235@ = 218.8303 // floating-point values 
0006: 261@ = 0 // integer values 
0007: 182@ = 2324.323 // floating-point values 
0007: 200@ = 25.9529 // floating-point values 
0007: 218@ = 30.4834 // floating-point values 
0007: 236@ = 146.7435 // floating-point values 
0006: 262@ = 0 // integer values 
0007: 183@ = 2315.235 // floating-point values 
0007: 201@ = 44.7149 // floating-point values 
0007: 219@ = 27.6529 // floating-point values 
0007: 237@ = 177.4772 // floating-point values 
0006: 263@ = 1 // integer values 
0007: 184@ = 2322.142 // floating-point values 
0007: 202@ = 38.0272 // floating-point values 
0007: 220@ = 25.4698 // floating-point values 
0007: 238@ = 165.042 // floating-point values 
0006: 264@ = 5 // integer values 
0007: 185@ = 2316.281 // floating-point values 
0007: 203@ = 53.245 // floating-point values 
0007: 221@ = 25.4745 // floating-point values 
0007: 239@ = 211.6924 // floating-point values 
0006: 265@ = 3 // integer values 
0007: 186@ = 2316.977 // floating-point values 
0007: 204@ = 60.9693 // floating-point values 
0007: 222@ = 26.9906 // floating-point values 
0007: 240@ = 217.9312 // floating-point values 
0006: 266@ = 0 // integer values 
0007: 187@ = 2322.69 // floating-point values 
0007: 205@ = 57.5449 // floating-point values 
0007: 223@ = 31.9884 // floating-point values 
0007: 241@ = 174.0596 // floating-point values 
0006: 267@ = 0 // integer values 
0007: 188@ = 2313.39 // floating-point values 
0007: 206@ = 51.5349 // floating-point values 
0007: 224@ = 29.4834 // floating-point values 
0007: 242@ = 196.6579 // floating-point values 
0006: 268@ = 0 // integer values 
0006: 278@ = 0 // integer values 

:CAT2_19247
00D6: if 
001B:   9 > 278@ // integer values 
004D: jump_if_false @CAT2_20165 
00D6: if 
001B:   3 > 278@ // integer values 
004D: jump_if_false @CAT2_19353 
0209: 279@ = random_int 0 6 

:CAT2_19292
00D6: if 
0039:   280@(279@,18i) == 1 // integer values 
004D: jump_if_false @CAT2_19353 
000A: 279@ += 1 // integer values 
00D6: if 
0039:   279@ == 6 // integer values 
004D: jump_if_false @CAT2_19346 
0006: 279@ = 0 // integer values 

:CAT2_19346
0002: jump @CAT2_19292 

:CAT2_19353
00D6: if and
0019:   278@ > 2 // integer values 
001B:   6 > 278@ // integer values 
004D: jump_if_false @CAT2_19448 
0209: 279@ = random_int 6 12 

:CAT2_19387
00D6: if 
0039:   280@(279@,18i) == 1 // integer values 
004D: jump_if_false @CAT2_19448 
000A: 279@ += 1 // integer values 
00D6: if 
0039:   279@ == 12 // integer values 
004D: jump_if_false @CAT2_19441 
0006: 279@ = 6 // integer values 

:CAT2_19441
0002: jump @CAT2_19387 

:CAT2_19448
00D6: if and
0019:   278@ > 5 // integer values 
001B:   9 > 278@ // integer values 
004D: jump_if_false @CAT2_19543 
0209: 279@ = random_int 12 18 

:CAT2_19482
00D6: if 
0039:   280@(279@,18i) == 1 // integer values 
004D: jump_if_false @CAT2_19543 
000A: 279@ += 1 // integer values 
00D6: if 
0039:   279@ == 18 // integer values 
004D: jump_if_false @CAT2_19536 
0006: 279@ = 12 // integer values 

:CAT2_19536
0002: jump @CAT2_19482 

:CAT2_19543
0006: 280@(279@,18i) = 1 // integer values 
0085: 316@(279@,18i) = 278@ // integer values and handles 
009A: 298@(278@,9i) = create_actor 4 #CSHER at 171@(279@,18f) 189@(279@,18f) 207@(279@,18f) 
07DD: (unknown) 298@(278@,9i) 40 
02E2: set_actor 298@(278@,9i) weapon_accuracy_to 60 
0085: 307@(278@,9i) = 251@(279@,18i) // integer values and handles 
0085: 334@(278@,9i) = 279@ // integer values and handles 
0173: set_actor 298@(278@,9i) z_angle_to 225@(279@,18f) 
0209: 279@ = random_int 0 3 
00D6: if or
001B:   3 > 279@ // integer values 
0019:   343@ > 0 // integer values 
004D: jump_if_false @CAT2_19722 
01B2: give_actor 298@(278@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @CAT2_19797 

:CAT2_19722
00D6: if 
001B:   6 > 334@(278@,9i) // integer values 
004D: jump_if_false @CAT2_19765 
01B2: give_actor 298@(278@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @CAT2_19797 

:CAT2_19765
01B2: give_actor 298@(278@,9i) weapon 25 ammo 9999 // Load the weapon model before using this 
07DD: (unknown) 298@(278@,9i) 10 
0006: 343@ = 1 // integer values 

:CAT2_19797
077A: set_actor 298@(278@,9i) aggressive_to_pedgroup 4 type 0 
077A: set_actor 298@(278@,9i) aggressive_to_pedgroup 4 type 23 
00D6: if 
0039:   251@(279@,18i) == 0 // integer values 
004D: jump_if_false @CAT2_19902 
0615: define_action_sequences 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 43@ 
0618: assign_actor 298@(278@,9i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
0350: unknown_actor 298@(278@,9i) not_scared_flag 1 

:CAT2_19902
00D6: if 
0039:   251@(279@,18i) == 1 // integer values 
004D: jump_if_false @CAT2_19974 
0615: define_action_sequences 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 43@ 
0618: assign_actor 298@(278@,9i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
0350: unknown_actor 298@(278@,9i) not_scared_flag 1 

:CAT2_19974
00D6: if 
0039:   251@(279@,18i) == 2 // integer values 
004D: jump_if_false @CAT2_20029 
0615: define_action_sequences 43@ 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 43@ 
0618: assign_actor 298@(278@,9i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 

:CAT2_20029
00D6: if 
0039:   251@(279@,18i) == 3 // integer values 
004D: jump_if_false @CAT2_20090 
0615: define_action_sequences 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 43@ 
0618: assign_actor 298@(278@,9i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 

:CAT2_20090
00D6: if 
0039:   251@(279@,18i) == 5 // integer values 
004D: jump_if_false @CAT2_20151 
0615: define_action_sequences 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 43@ 
0618: assign_actor 298@(278@,9i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 

:CAT2_20151
000A: 278@ += 1 // integer values 
0002: jump @CAT2_19247 

:CAT2_20165
0006: 346@ = 99 // integer values 
0085: 350@ = 32@ // integer values and handles 
000A: 350@ += 30000 // integer values 
0006: 56@ = 6 // integer values 

:CAT2_20195
00D6: if 
0039:   56@ == 6 // integer values 
004D: jump_if_false @CAT2_23402 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_23402 
00D6: if 
8039:   not  346@ == 99 // integer values 
004D: jump_if_false @CAT2_20387 
00D6: if 
0118:   actor 298@(346@,9i) dead 
004D: jump_if_false @CAT2_20297 
0085: 278@ = 334@(346@,9i) // integer values and handles 
0006: 280@(278@,18i) = 0 // integer values 
0006: 346@ = 99 // integer values 

:CAT2_20297
00D6: if 
001D:   32@ > 350@ // integer values 
004D: jump_if_false @CAT2_20387 
00D6: if 
8039:   not  346@ == 99 // integer values 
004D: jump_if_false @CAT2_20387 
0085: 350@ = 32@ // integer values and handles 
000A: 350@ += 30000 // integer values 
0006: 347@ = 1 // integer values 
0085: 278@ = 334@(346@,9i) // integer values and handles 
0006: 280@(278@,18i) = 0 // integer values 
0006: 346@ = 99 // integer values 

:CAT2_20387
00D6: if 
0039:   346@ == 99 // integer values 
004D: jump_if_false @CAT2_22520 
00D6: if and
0019:   344@ > 0 // integer values 
001B:   10 > 344@ // integer values 
004D: jump_if_false @CAT2_20518 
062E: (unknown) $ACTOR_CATALINA -1 349@ 
00D6: if 
04A4:   349@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CAT2_20474 
0085: 348@ = 32@ // integer values and handles 
000A: 348@ += 8000 // integer values 

:CAT2_20474
00D6: if 
04A4:   349@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_20518 
00D6: if 
001D:   32@ > 348@ // integer values 
004D: jump_if_false @CAT2_20518 
0006: 347@ = 1 // integer values 

:CAT2_20518
00D6: if 
0039:   344@ == 0 // integer values 
004D: jump_if_false @CAT2_20571 
062E: (unknown) $ACTOR_CATALINA -1 349@ 
00D6: if 
04A4:   349@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_20571 
0006: 344@ = 1 // integer values 

:CAT2_20571
00D6: if 
0039:   344@ == 1 // integer values 
004D: jump_if_false @CAT2_20822 
00D6: if 
0039:   283@ == 1 // integer values 
004D: jump_if_false @CAT2_20622 
0085: 346@ = 319@ // integer values and handles 
0002: jump @CAT2_20759 

:CAT2_20622
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @CAT2_20655 
0085: 346@ = 318@ // integer values and handles 
0002: jump @CAT2_20759 

:CAT2_20655
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @CAT2_20688 
0085: 346@ = 320@ // integer values and handles 
0002: jump @CAT2_20759 

:CAT2_20688
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @CAT2_20721 
0085: 346@ = 321@ // integer values and handles 
0002: jump @CAT2_20759 

:CAT2_20721
0006: 344@ = 2 // integer values 
0006: 560@ = 24 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2321.74 10.5486 25.4688 6 -2 

:CAT2_20759
00D6: if 
0039:   347@ == 1 // integer values 
004D: jump_if_false @CAT2_20822 
0006: 347@ = 0 // integer values 
0006: 344@ = 2 // integer values 
0006: 560@ = 24 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2321.74 10.5486 25.4688 6 -2 

:CAT2_20822
00D6: if 
0039:   344@ == 2 // integer values 
004D: jump_if_false @CAT2_20971 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_20971 
062E: (unknown) $ACTOR_CATALINA 1525 349@ 
00D6: if 
04A4:   349@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_20971 
00D6: if 
00FE:   actor $ACTOR_CATALINA 0 2321.74 10.5486 25.4688 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_20947 
0006: 344@ = 3 // integer values 
0002: jump @CAT2_20971 

:CAT2_20947
05F5: unknown_action_sequence $ACTOR_CATALINA 2321.74 10.5486 25.4688 6 -2 

:CAT2_20971
00D6: if and
0039:   344@ == 3 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_21163 
00D6: if 
0039:   280@ == 1 // integer values 
004D: jump_if_false @CAT2_21029 
0085: 346@ = 316@ // integer values and handles 
0002: jump @CAT2_21100 

:CAT2_21029
00D6: if 
0039:   281@ == 1 // integer values 
004D: jump_if_false @CAT2_21062 
0085: 346@ = 317@ // integer values and handles 
0002: jump @CAT2_21100 

:CAT2_21062
0006: 344@ = 4 // integer values 
0006: 560@ = 25 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2318.28 18.5403 25.4766 6 -2 

:CAT2_21100
00D6: if 
0039:   347@ == 1 // integer values 
004D: jump_if_false @CAT2_21163 
0006: 347@ = 0 // integer values 
0006: 344@ = 4 // integer values 
0006: 560@ = 25 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2318.28 18.5403 25.4766 6 -2 

:CAT2_21163
00D6: if 
0039:   344@ == 4 // integer values 
004D: jump_if_false @CAT2_21312 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_21312 
062E: (unknown) $ACTOR_CATALINA 1525 349@ 
00D6: if 
04A4:   349@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_21312 
00D6: if 
00FE:   actor $ACTOR_CATALINA 0 2318.28 18.5403 25.4766 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_21288 
0006: 344@ = 5 // integer values 
0002: jump @CAT2_21312 

:CAT2_21288
05F5: unknown_action_sequence $ACTOR_CATALINA 2318.28 18.5403 25.4766 6 -2 

:CAT2_21312
00D6: if 
0039:   344@ == 5 // integer values 
004D: jump_if_false @CAT2_21629 
00D6: if 
0039:   286@ == 1 // integer values 
004D: jump_if_false @CAT2_21363 
0085: 346@ = 322@ // integer values and handles 
0002: jump @CAT2_21566 

:CAT2_21363
00D6: if 
0039:   287@ == 1 // integer values 
004D: jump_if_false @CAT2_21396 
0085: 346@ = 323@ // integer values and handles 
0002: jump @CAT2_21566 

:CAT2_21396
00D6: if 
0039:   288@ == 1 // integer values 
004D: jump_if_false @CAT2_21429 
0085: 346@ = 324@ // integer values and handles 
0002: jump @CAT2_21566 

:CAT2_21429
00D6: if 
0039:   289@ == 1 // integer values 
004D: jump_if_false @CAT2_21462 
0085: 346@ = 325@ // integer values and handles 
0002: jump @CAT2_21566 

:CAT2_21462
00D6: if 
0039:   290@ == 1 // integer values 
004D: jump_if_false @CAT2_21495 
0085: 346@ = 326@ // integer values and handles 
0002: jump @CAT2_21566 

:CAT2_21495
00D6: if 
0039:   291@ == 1 // integer values 
004D: jump_if_false @CAT2_21528 
0085: 346@ = 327@ // integer values and handles 
0002: jump @CAT2_21566 

:CAT2_21528
0006: 344@ = 6 // integer values 
0006: 560@ = 26 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2319.228 34.565 25.468 6 -2 

:CAT2_21566
00D6: if 
0039:   347@ == 1 // integer values 
004D: jump_if_false @CAT2_21629 
0006: 347@ = 0 // integer values 
0006: 344@ = 6 // integer values 
0006: 560@ = 26 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2319.228 34.565 25.468 6 -2 

:CAT2_21629
00D6: if 
0039:   344@ == 6 // integer values 
004D: jump_if_false @CAT2_21778 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_21778 
062E: (unknown) $ACTOR_CATALINA 1525 349@ 
00D6: if 
04A4:   349@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_21778 
00D6: if 
00FE:   actor $ACTOR_CATALINA 0 2319.228 34.565 25.468 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_21754 
0006: 344@ = 7 // integer values 
0002: jump @CAT2_21778 

:CAT2_21754
05F5: unknown_action_sequence $ACTOR_CATALINA 2319.228 34.565 25.468 6 -2 

:CAT2_21778
00D6: if and
0039:   344@ == 7 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_21956 
00D6: if 
0039:   292@ == 1 // integer values 
004D: jump_if_false @CAT2_21836 
0085: 346@ = 328@ // integer values and handles 
0002: jump @CAT2_21900 

:CAT2_21836
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @CAT2_21869 
0085: 346@ = 329@ // integer values and handles 
0002: jump @CAT2_21900 

:CAT2_21869
0006: 344@ = 8 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2318.622 45.0292 25.4762 6 -2 

:CAT2_21900
00D6: if 
0039:   347@ == 1 // integer values 
004D: jump_if_false @CAT2_21956 
0006: 347@ = 0 // integer values 
0006: 344@ = 8 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2318.622 45.0292 25.4762 6 -2 

:CAT2_21956
00D6: if 
0039:   344@ == 8 // integer values 
004D: jump_if_false @CAT2_22025 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_22025 
062E: (unknown) $ACTOR_CATALINA -1 349@ 
00D6: if 
04A4:   349@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_22025 
0006: 344@ = 9 // integer values 

:CAT2_22025
00D6: if and
0039:   344@ == 9 // integer values 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_22283 
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @CAT2_22083 
0085: 346@ = 330@ // integer values and handles 
0002: jump @CAT2_22220 

:CAT2_22083
00D6: if 
0039:   295@ == 1 // integer values 
004D: jump_if_false @CAT2_22116 
0085: 346@ = 331@ // integer values and handles 
0002: jump @CAT2_22220 

:CAT2_22116
00D6: if 
0039:   296@ == 1 // integer values 
004D: jump_if_false @CAT2_22149 
0085: 346@ = 332@ // integer values and handles 
0002: jump @CAT2_22220 

:CAT2_22149
00D6: if 
0039:   297@ == 1 // integer values 
004D: jump_if_false @CAT2_22182 
0085: 346@ = 333@ // integer values and handles 
0002: jump @CAT2_22220 

:CAT2_22182
0006: 344@ = 10 // integer values 
0006: 560@ = 28 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2319.237 64.4156 25.4766 6 -2 

:CAT2_22220
00D6: if 
0039:   347@ == 1 // integer values 
004D: jump_if_false @CAT2_22283 
0006: 347@ = 0 // integer values 
0006: 344@ = 10 // integer values 
0006: 560@ = 28 // integer values 
05F5: unknown_action_sequence $ACTOR_CATALINA 2319.237 64.4156 25.4766 6 -2 

:CAT2_22283
00D6: if 
0039:   344@ == 10 // integer values 
004D: jump_if_false @CAT2_22438 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_22438 
062E: (unknown) $ACTOR_CATALINA -1 349@ 
00D6: if 
04A4:   349@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_22438 
00D6: if 
00FE:   actor $ACTOR_CATALINA 0 2319.237 64.4156 25.4766 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT2_22414 
0006: 56@ = 7 // integer values 
0006: 41@ = 31 // integer values 
0002: jump @CAT2_22438 

:CAT2_22414
05F5: unknown_action_sequence $ACTOR_CATALINA 2319.237 64.4156 25.4766 6 -2 

:CAT2_22438
00D6: if 
8039:   not  346@ == 99 // integer values 
004D: jump_if_false @CAT2_22520 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_22520 
00D6: if 
8118:   not actor 298@(346@,9i) dead 
004D: jump_if_false @CAT2_22520 
05E2: AS_actor $ACTOR_CATALINA kill_actor 298@(346@,9i) 
0085: 350@ = 32@ // integer values and handles 
000A: 350@ += 15000 // integer values 

:CAT2_22520
0006: 278@ = 0 // integer values 

:CAT2_22527
00D6: if 
001B:   9 > 278@ // integer values 
004D: jump_if_false @CAT2_23402 
00D6: if 
8118:   not actor 298@(278@,9i) dead 
004D: jump_if_false @CAT2_23388 
00D6: if 
0039:   307@(278@,9i) == 1 // integer values 
004D: jump_if_false @CAT2_22727 
00D6: if 
001D:   32@ > 269@(278@,9i) // integer values 
004D: jump_if_false @CAT2_22727 
062E: (unknown) 298@(278@,9i) 1259 345@ 
00D6: if 
04A4:   345@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT2_22727 
0209: 279@ = random_int 4000 8000 
0085: 269@(278@,9i) = 32@ // integer values and handles 
005A: 269@(278@,9i) += 279@ // integer values 
00D6: if 
0597:   actor 298@(278@,9i) crouching 
004D: jump_if_false @CAT2_22716 
04EB: AS_actor 298@(278@,9i) crouch 0 
0002: jump @CAT2_22727 

:CAT2_22716
04EB: AS_actor 298@(278@,9i) crouch 1 

:CAT2_22727
00D6: if 
0039:   307@(278@,9i) == 2 // integer values 
004D: jump_if_false @CAT2_22805 
00D6: if 
874F:   not (unknown) 298@(278@,9i) 36 
004D: jump_if_false @CAT2_22805 
0638: AS_actor 298@(278@,9i) stay_put 0 
05E2: AS_actor 298@(278@,9i) kill_actor $PLAYER_ACTOR 
0006: 307@(278@,9i) = 4 // integer values 

:CAT2_22805
00D6: if 
0039:   307@(278@,9i) == 3 // integer values 
004D: jump_if_false @CAT2_23084 
0172: 243@ = actor 298@(278@,9i) z_angle 
00A0: store_actor 298@(278@,9i) position_to 244@ 245@ 246@ 
02F6: 249@ = cosine 243@ // sinus swapped with cosine 
02F7: 250@ = sinus 243@ // cosine swapped with sinus 
0087: 247@ = 249@ // floating-point values only 
0013: 247@ *= -2.5 // floating-point values 
005B: 247@ += 244@ // floating-point values 
0087: 248@ = 250@ // floating-point values only 
0013: 248@ *= 2.5 // floating-point values 
005B: 248@ += 245@ // floating-point values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_23084 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 247@ 248@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $ACTOR_CATALINA 0 247@ 248@ 25.7 radius 5.0 5.0 3.0 
004D: jump_if_false @CAT2_23084 
0638: AS_actor 298@(278@,9i) stay_put 0 
0812: AS_actor 298@(278@,9i) perform_animation "CROUCH_ROLL_L" from_file "PED" 8.0 loop 0 1 1 lock 0 time -1 
0006: 307@(278@,9i) = 0 // integer values 

:CAT2_23084
00D6: if 
0039:   307@(278@,9i) == 5 // integer values 
004D: jump_if_false @CAT2_23388 
0172: 243@ = actor 298@(278@,9i) z_angle 
00A0: store_actor 298@(278@,9i) position_to 244@ 245@ 246@ 
02F6: 249@ = cosine 243@ // sinus swapped with cosine 
02F7: 250@ = sinus 243@ // cosine swapped with sinus 
0087: 247@ = 249@ // floating-point values only 
0013: 247@ *= -2.5 // floating-point values 
005B: 247@ += 244@ // floating-point values 
0087: 248@ = 250@ // floating-point values only 
0013: 248@ *= 2.5 // floating-point values 
005B: 248@ += 245@ // floating-point values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_23388 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 247@ 248@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $ACTOR_CATALINA 0 247@ 248@ 25.7 radius 5.0 5.0 3.0 
004D: jump_if_false @CAT2_23388 
00D6: if 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_23322 
0006: 560@ = 27 // integer values 

:CAT2_23322
0638: AS_actor 298@(278@,9i) stay_put 0 
0812: AS_actor 298@(278@,9i) perform_animation "CROUCH_ROLL_R" from_file "PED" 8.0 loop 0 1 1 lock 0 time -1 
0006: 307@(278@,9i) = 0 // integer values 

:CAT2_23388
000A: 278@ += 1 // integer values 
0002: jump @CAT2_22527 

:CAT2_23402
00D6: if 
0039:   56@ == 8 // integer values 
004D: jump_if_false @CAT2_28299 
00D6: if 
0019:   41@ > 40 // integer values 
004D: jump_if_false @CAT2_28299 
00D6: if 
0039:   351@ == 0 // integer values 
004D: jump_if_false @CAT2_23694 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2130.689 149.1074 0.3268 radius 30.0 30.0 30.0 
004D: jump_if_false @CAT2_23694 
0247: request_model #COPBIKE 
0247: request_model #CSHER 
0247: request_model #COLT45 
00D6: if and
0248:   model #COPBIKE available 
0248:   model #CSHER available 
0248:   model #COLT45 available 
004D: jump_if_false @CAT2_23694 
0006: 351@ = 1 // integer values 
00A5: 353@ = create_car #COPBIKE at 2048.156 195.1577 15.8884 
0397: car 353@ siren = 1 
0175: set_car 353@ z_angle_to 270.0 
0129: 354@ = create_actor 24 #CSHER in_car 353@ driverseat 
01B2: give_actor 354@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_action_sequences 355@ 
05D1: AS_actor -1 drive_car 353@ to 2105.236 179.1932 0.5812 speed 15.0 2 0 0 
06C7: unknown_action_sequence -1 353@ 5 1000 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 355@ 
0618: assign_actor 354@ to_action_sequences 355@ 
061B: remove_references_to_action_sequences 355@ 

:CAT2_23694
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @CAT2_23843 
00D6: if and
8119:   not car 88@ wrecked 
8119:   not car 86@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
8119:   not car 146@ wrecked 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_23843 
00D6: if 
00DB:   actor $ACTOR_CATALINA in_car 86@ 
004D: jump_if_false @CAT2_23843 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_23790 
08C6: set_actor $ACTOR_CATALINA stay_on_bike 2 

:CAT2_23790
0006: 126@ = 1 // integer values 
05EB: assign_vehicle 86@ to_path 157 
05EB: assign_vehicle 146@ to_path 160 
05EB: assign_vehicle 147@ to_path 161 
0397: car 146@ siren = 1 
0397: car 147@ siren = 1 
0811: 143@ = actor $PLAYER_ACTOR car 

:CAT2_23843
00D6: if 
0019:   126@ > 0 // integer values 
004D: jump_if_false @CAT2_24094 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_23924 
00D6: if 
060E:   car 146@ is_assigned_to_existing_path 
004D: jump_if_false @CAT2_23924 
046C: 356@ = car 146@ driver 
00D6: if 
0039:   356@ == -1 // integer values 
004D: jump_if_false @CAT2_23924 
05EC: release_vehicle 146@ from_path 

:CAT2_23924
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_24094 
00D6: if 
060E:   car 147@ is_assigned_to_existing_path 
004D: jump_if_false @CAT2_24094 
046C: 356@ = car 147@ driver 
00D6: if 
0039:   356@ == -1 // integer values 
004D: jump_if_false @CAT2_23994 
05EC: release_vehicle 147@ from_path 
0002: jump @CAT2_24094 

:CAT2_23994
00D6: if 
0039:   358@ == 0 // integer values 
004D: jump_if_false @CAT2_24094 
00AA: store_car 147@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1570.0 > $TEMPVAR_FLOAT_1 // floating-point values 
004D: jump_if_false @CAT2_24094 
00D6: if 
01F3:   car 147@ airborne 
004D: jump_if_false @CAT2_24094 
00D6: if 
8118:   not actor 356@ dead 
004D: jump_if_false @CAT2_24094 
0622: AS_actor 356@ bail_car 147@ 
0006: 358@ = 1 // integer values 

:CAT2_24094
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @CAT2_24867 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_24867 
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @CAT2_24710 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0088: $11352 = 47@ // floating-point values only 
0061: $11352 -= $TEMPVAR_FLOAT_1 // floating-point values 
00D6: if 
0022:   0.0 > $11352 // floating-point values 
004D: jump_if_false @CAT2_24226 
0005: $11352 = 0.0 // floating-point values 

:CAT2_24226
0007: 53@ = 2000.0 // floating-point values 
0077: 53@ /= $11352 // floating-point values 
0017: 53@ /= 100.0 // floating-point values 
00D6: if 
0021:   53@ > 1.5 // floating-point values 
004D: jump_if_false @CAT2_24285 
0007: 53@ = 1.5 // floating-point values 

:CAT2_24285
00D6: if 
0023:   0.3 > 53@ // floating-point values 
004D: jump_if_false @CAT2_24316 
0007: 53@ = 0.3 // floating-point values 

:CAT2_24316
00D6: if and
001D:   32@ > 359@ // integer values 
001B:   37 > 36@ // integer values 
004D: jump_if_false @CAT2_24429 
00D6: if and
0020:   $11352 > 10.0 // floating-point values 
0022:   50.0 > $11352 // floating-point values 
004D: jump_if_false @CAT2_24429 
00D6: if 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_24429 
0085: 560@ = 36@ // integer values and handles 
0004: $7248 = 1 // integer values 
0085: 359@ = 32@ // integer values and handles 
000A: 359@ += 8000 // integer values 
000A: 36@ += 1 // integer values 

:CAT2_24429
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_24471 
00D6: if 
01F3:   car 146@ airborne 
004D: jump_if_false @CAT2_24471 
0007: 53@ = 1.0 // floating-point values 

:CAT2_24471
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_24605 
00D6: if 
01F3:   car 147@ airborne 
004D: jump_if_false @CAT2_24513 
0007: 53@ = 1.0 // floating-point values 

:CAT2_24513
00D6: if 
8118:   not actor 136@ dead 
004D: jump_if_false @CAT2_24605 
00D6: if 
80DF:   not actor 136@ driving 
004D: jump_if_false @CAT2_24605 
00D6: if 
0039:   360@ == 0 // integer values 
004D: jump_if_false @CAT2_24605 
01B2: give_actor 136@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 136@ kill_actor $PLAYER_ACTOR 
077A: set_actor 136@ aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 136@ 166@ 
0006: 360@ = 1 // integer values 

:CAT2_24605
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_24647 
00D6: if 
01F3:   car 86@ airborne 
004D: jump_if_false @CAT2_24647 
0007: 53@ = 1.0 // floating-point values 

:CAT2_24647
06FD: (unknown) 86@ 53@ 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_24679 
06FD: (unknown) 146@ 53@ 

:CAT2_24679
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_24703 
06FD: (unknown) 147@ 53@ 

:CAT2_24703
0002: jump @CAT2_24772 

:CAT2_24710
06FD: (unknown) 86@ 1.0 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_24746 
06FD: (unknown) 146@ 1.0 

:CAT2_24746
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_24772 
06FD: (unknown) 147@ 1.0 

:CAT2_24772
00D6: if 
00A3:   actor $ACTOR_CATALINA 0 1304.957 252.9172 1275.84 241.8114 
004D: jump_if_false @CAT2_24867 
0006: 126@ = 2 // integer values 
0709: unknown_set_entity_item 38@ 36 1000 0.0 100.0 0.0 0.0 1 1 
0085: 127@ = 32@ // integer values and handles 
000A: 127@ += 900 // integer values 

:CAT2_24867
00D6: if 
0039:   126@ == 2 // integer values 
004D: jump_if_false @CAT2_25010 
00D6: if 
001D:   32@ > 127@ // integer values 
004D: jump_if_false @CAT2_25010 
00D6: if and
8119:   not car 86@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_25010 
0085: 361@ = 32@ // integer values and handles 
000A: 361@ += 1000 // integer values 
0615: define_action_sequences 128@ 
0622: AS_actor -1 bail_car 86@ 
05D3: AS_actor -1 go_to_point 1286.969 247.1966 18.4062 speed 6 -2 ms 
05C4: AS_actor -1 hands_up 40000 ms 
0616: define_action_sequences_end 128@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 
0006: 126@ = 3 // integer values 

:CAT2_25010
00D6: if 
0019:   361@ > 0 // integer values 
004D: jump_if_false @CAT2_25099 
00D6: if 
001D:   32@ > 361@ // integer values 
004D: jump_if_false @CAT2_25099 
00BE: text_clear_all 
00BB: text_lowpriority 'CAT2_16' 6000 ms 1  // ~s~Catalinat krbevettk a zsaruk. Mentsd meg s vidd vissza a ~y~bvhelyre~s~.
018A: 40@ = create_checkpoint_at 867.6723 -30.3543 62.1893 
0006: 361@ = 0 // integer values 
0006: 126@ = 4 // integer values 

:CAT2_25099
00D6: if 
0039:   126@ == 4 // integer values 
004D: jump_if_false @CAT2_25670 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_25670 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 15.0 15.0 15.0 sphere 0 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 1389.021 67.2039 1232.628 407.097 
004D: jump_if_false @CAT2_25670 
01C2: remove_references_to_actor 135@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 136@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 122@ // Like turning a car into any random car 
01C3: remove_references_to_car 123@ // Like turning a car into any random car 
01C3: remove_references_to_car 124@ // Like turning a car into any random car 
00D6: if 
056D:   carcass_of_actor 354@ valid 
004D: jump_if_false @CAT2_25242 
01C2: remove_references_to_actor 354@ // Like turning an actor into a random pedestrian 

:CAT2_25242
00D6: if 
8119:   not car 353@ wrecked 
004D: jump_if_false @CAT2_25289 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 353@ 
004D: jump_if_false @CAT2_25282 
01C3: remove_references_to_car 353@ // Like turning a car into any random car 

:CAT2_25282
0002: jump @CAT2_25294 

:CAT2_25289
01C3: remove_references_to_car 147@ // Like turning a car into any random car 

:CAT2_25294
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_25341 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 146@ 
004D: jump_if_false @CAT2_25334 
01C3: remove_references_to_car 146@ // Like turning a car into any random car 

:CAT2_25334
0002: jump @CAT2_25346 

:CAT2_25341
01C3: remove_references_to_car 146@ // Like turning a car into any random car 

:CAT2_25346
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_25393 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 147@ 
004D: jump_if_false @CAT2_25386 
01C3: remove_references_to_car 147@ // Like turning a car into any random car 

:CAT2_25386
0002: jump @CAT2_25398 

:CAT2_25393
01C3: remove_references_to_car 147@ // Like turning a car into any random car 

:CAT2_25398
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_25445 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @CAT2_25438 
01C3: remove_references_to_car 88@ // Like turning a car into any random car 

:CAT2_25438
0002: jump @CAT2_25450 

:CAT2_25445
01C3: remove_references_to_car 88@ // Like turning a car into any random car 

:CAT2_25450
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_25497 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @CAT2_25490 
01C3: remove_references_to_car 86@ // Like turning a car into any random car 

:CAT2_25490
0002: jump @CAT2_25502 

:CAT2_25497
01C3: remove_references_to_car 86@ // Like turning a car into any random car 

:CAT2_25502
0006: 362@ = 0 // integer values 

:CAT2_25509
00D6: if 
001B:   8 > 362@ // integer values 
004D: jump_if_false @CAT2_25605 
00D6: if 
8118:   not actor 129@(362@,8i) dead 
004D: jump_if_false @CAT2_25591 
0687: clear_actor_task 129@(362@,8i) 
01C2: remove_references_to_actor 129@(362@,8i) // Like turning an actor into a random pedestrian 
077A: set_actor 129@(362@,8i) aggressive_to_pedgroup 4 type 0 
077A: set_actor 129@(362@,8i) aggressive_to_pedgroup 4 type 23 

:CAT2_25591
000A: 362@ += 1 // integer values 
0002: jump @CAT2_25509 

:CAT2_25605
0006: 35@ = 0 // integer values 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_25651 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
06AD: unknown_group_use_entity $PLAYER_GROUP 37@ 

:CAT2_25651
0006: 364@ = 1 // integer values 
0164: disable_marker 372@ 
0006: 126@ = 5 // integer values 

:CAT2_25670
00D6: if 
0039:   126@ == 5 // integer values 
004D: jump_if_false @CAT2_27481 
00D6: if 
0039:   365@ == 0 // integer values 
004D: jump_if_false @CAT2_25803 
00D6: if 
001D:   32@ > 144@ // integer values 
004D: jump_if_false @CAT2_25803 
0006: 362@ = 0 // integer values 

:CAT2_25732
00D6: if 
001B:   8 > 362@ // integer values 
004D: jump_if_false @CAT2_25796 
00D6: if 
8118:   not actor 129@(362@,8i) dead 
004D: jump_if_false @CAT2_25782 
07BC: unknown_action_sequence 129@(362@,8i) 166@ 

:CAT2_25782
000A: 362@ += 1 // integer values 
0002: jump @CAT2_25732 

:CAT2_25796
0006: 365@ = 1 // integer values 

:CAT2_25803
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_27481 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_27314 
00D6: if 
0039:   366@ == 0 // integer values 
004D: jump_if_false @CAT2_27314 
0006: 366@ = 1 // integer values 
0006: 562@ = 1 // integer values 
0004: $7248 = 1 // integer values 
00D6: if 
0038:   $1520 == 0 // integer values 
004D: jump_if_false @CAT2_26612 
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT2_26250 
0006: 603@ = 2 // integer values 
0006: 604@ = 1 // integer values 
0006: 605@ = 1 // integer values 
0006: 606@ = 1 // integer values 
0006: 607@ = 1 // integer values 
0006: 608@ = 1 // integer values 
0006: 609@ = 2 // integer values 
0006: 610@ = 1 // integer values 
0006: 611@ = 1 // integer values 
0006: 612@ = 2 // integer values 
0006: 613@ = 1 // integer values 
05AA: 454@s = 'CAT_DF' // 8-byte strings 
05AA: 456@s = 'CAT_DG' // 8-byte strings 
05AA: 458@s = 'CAT_DH' // 8-byte strings 
05AA: 460@s = 'CAT_DI' // 8-byte strings 
05AA: 462@s = 'CAT_DJ' // 8-byte strings 
05AA: 464@s = 'CAT_DK' // 8-byte strings 
05AA: 466@s = 'CAT_DL' // 8-byte strings 
05AA: 468@s = 'CAT_DM' // 8-byte strings 
05AA: 470@s = 'CAT_DN' // 8-byte strings 
05AA: 472@s = 'CAT_DO' // 8-byte strings 
05AA: 474@s = 'CAT_DP' // 8-byte strings 
04AF: 534@ = unknown_wav_reference 8631 
04AF: 535@ = unknown_wav_reference 8632 
04AF: 536@ = unknown_wav_reference 8633 
04AF: 537@ = unknown_wav_reference 8634 
04AF: 538@ = unknown_wav_reference 8635 
04AF: 539@ = unknown_wav_reference 8636 
04AF: 540@ = unknown_wav_reference 8637 
04AF: 541@ = unknown_wav_reference 8638 
04AF: 542@ = unknown_wav_reference 8639 
04AF: 543@ = unknown_wav_reference 8640 
04AF: 544@ = unknown_wav_reference 8641 
0006: 560@ = 40 // integer values 
0006: 561@ = 11 // integer values 
0002: jump @CAT2_26612 

:CAT2_26250
0006: 603@ = 1 // integer values 
0006: 604@ = 2 // integer values 
0006: 605@ = 1 // integer values 
0006: 606@ = 1 // integer values 
0006: 607@ = 1 // integer values 
0006: 608@ = 1 // integer values 
0006: 609@ = 1 // integer values 
0006: 610@ = 2 // integer values 
0006: 611@ = 1 // integer values 
0006: 612@ = 1 // integer values 
0006: 613@ = 2 // integer values 
0006: 614@ = 1 // integer values 
05AA: 454@s = 'CAT_DA' // 8-byte strings 
05AA: 456@s = 'CAT_DF' // 8-byte strings 
05AA: 458@s = 'CAT_DG' // 8-byte strings 
05AA: 460@s = 'CAT_DH' // 8-byte strings 
05AA: 462@s = 'CAT_DI' // 8-byte strings 
05AA: 464@s = 'CAT_DJ' // 8-byte strings 
05AA: 466@s = 'CAT_DK' // 8-byte strings 
05AA: 468@s = 'CAT_DL' // 8-byte strings 
05AA: 470@s = 'CAT_DM' // 8-byte strings 
05AA: 472@s = 'CAT_DN' // 8-byte strings 
05AA: 474@s = 'CAT_DO' // 8-byte strings 
05AA: 476@s = 'CAT_DP' // 8-byte strings 
04AF: 534@ = unknown_wav_reference 8626 
04AF: 535@ = unknown_wav_reference 8631 
04AF: 536@ = unknown_wav_reference 8632 
04AF: 537@ = unknown_wav_reference 8633 
04AF: 538@ = unknown_wav_reference 8634 
04AF: 539@ = unknown_wav_reference 8635 
04AF: 540@ = unknown_wav_reference 8636 
04AF: 541@ = unknown_wav_reference 8637 
04AF: 542@ = unknown_wav_reference 8638 
04AF: 543@ = unknown_wav_reference 8639 
04AF: 544@ = unknown_wav_reference 8640 
04AF: 545@ = unknown_wav_reference 8641 
0006: 560@ = 40 // integer values 
0006: 561@ = 12 // integer values 

:CAT2_26612
00D6: if 
0038:   $1520 == 1 // integer values 
004D: jump_if_false @CAT2_27050 
0006: 603@ = 1 // integer values 
0006: 604@ = 2 // integer values 
0006: 605@ = 1 // integer values 
0006: 606@ = 2 // integer values 
0006: 607@ = 2 // integer values 
0006: 608@ = 1 // integer values 
0006: 609@ = 2 // integer values 
0006: 610@ = 1 // integer values 
0006: 611@ = 2 // integer values 
0006: 612@ = 1 // integer values 
0006: 613@ = 1 // integer values 
0006: 614@ = 1 // integer values 
0006: 615@ = 1 // integer values 
0006: 616@ = 2 // integer values 
05AA: 454@s = 'CAT_GA' // 8-byte strings 
05AA: 456@s = 'CAT_GB' // 8-byte strings 
05AA: 458@s = 'CAT_GC' // 8-byte strings 
05AA: 460@s = 'CAT_GD' // 8-byte strings 
05AA: 462@s = 'CAT_GE' // 8-byte strings 
05AA: 464@s = 'CAT_GF' // 8-byte strings 
05AA: 466@s = 'CAT_GG' // 8-byte strings 
05AA: 468@s = 'CAT_GH' // 8-byte strings 
05AA: 470@s = 'CAT_GI' // 8-byte strings 
05AA: 472@s = 'CAT_GJ' // 8-byte strings 
05AA: 474@s = 'CAT_GK' // 8-byte strings 
05AA: 476@s = 'CAT_GL' // 8-byte strings 
05AA: 478@s = 'CAT_GM' // 8-byte strings 
05AA: 480@s = 'CAT_GN' // 8-byte strings 
04AF: 534@ = unknown_wav_reference 8672 
04AF: 535@ = unknown_wav_reference 8673 
04AF: 536@ = unknown_wav_reference 8674 
04AF: 537@ = unknown_wav_reference 8675 
04AF: 538@ = unknown_wav_reference 8676 
04AF: 539@ = unknown_wav_reference 8677 
04AF: 540@ = unknown_wav_reference 8678 
04AF: 541@ = unknown_wav_reference 8679 
04AF: 542@ = unknown_wav_reference 8680 
04AF: 543@ = unknown_wav_reference 8681 
04AF: 544@ = unknown_wav_reference 8682 
04AF: 545@ = unknown_wav_reference 8683 
04AF: 546@ = unknown_wav_reference 8684 
04AF: 547@ = unknown_wav_reference 8685 
0006: 560@ = 40 // integer values 
0006: 561@ = 14 // integer values 

:CAT2_27050
00D6: if 
0038:   $1520 == 2 // integer values 
004D: jump_if_false @CAT2_27314 
0006: 603@ = 1 // integer values 
0006: 604@ = 2 // integer values 
0006: 605@ = 1 // integer values 
0006: 606@ = 2 // integer values 
0006: 607@ = 1 // integer values 
0006: 608@ = 2 // integer values 
0006: 609@ = 1 // integer values 
0006: 610@ = 1 // integer values 
05AA: 454@s = 'CAT_OA' // 8-byte strings 
05AA: 456@s = 'CAT_OB' // 8-byte strings 
05AA: 458@s = 'CAT_OC' // 8-byte strings 
05AA: 460@s = 'CAT_OD' // 8-byte strings 
05AA: 462@s = 'CAT_OE' // 8-byte strings 
05AA: 464@s = 'CAT_OF' // 8-byte strings 
05AA: 466@s = 'CAT_OG' // 8-byte strings 
05AA: 468@s = 'CAT_OH' // 8-byte strings 
04AF: 534@ = unknown_wav_reference 8725 
04AF: 535@ = unknown_wav_reference 8726 
04AF: 536@ = unknown_wav_reference 8727 
04AF: 537@ = unknown_wav_reference 8728 
04AF: 538@ = unknown_wav_reference 8729 
04AF: 539@ = unknown_wav_reference 8730 
04AF: 540@ = unknown_wav_reference 8731 
04AF: 541@ = unknown_wav_reference 8732 
0006: 560@ = 40 // integer values 
0006: 561@ = 8 // integer values 

:CAT2_27314
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
00FE:   actor $ACTOR_CATALINA 0 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT2_27418 
0164: disable_marker 40@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 56@ = 9 // integer values 

:CAT2_27418
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CAT2_27481 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CAT2_27481 
00D6: if 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_27481 
0006: 560@ = 37 // integer values 
0006: 35@ = 1 // integer values 

:CAT2_27481
00D6: if 
0039:   145@ == 2 // integer values 
004D: jump_if_false @CAT2_27681 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_27681 
00D6: if 
80FE:   not actor $ACTOR_CATALINA 0 1287.5 249.2 19.22 radius 60.0 60.0 60.0 
004D: jump_if_false @CAT2_27681 
0006: 145@ = 3 // integer values 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @CAT2_27591 
01C3: remove_references_to_car 122@ // Like turning a car into any random car 

:CAT2_27591
00D6: if 
8119:   not car 123@ wrecked 
004D: jump_if_false @CAT2_27612 
01C3: remove_references_to_car 123@ // Like turning a car into any random car 

:CAT2_27612
00D6: if 
8119:   not car 124@ wrecked 
004D: jump_if_false @CAT2_27633 
01C3: remove_references_to_car 124@ // Like turning a car into any random car 

:CAT2_27633
0006: 137@ = 0 // integer values 

:CAT2_27640
00D6: if 
001B:   6 > 137@ // integer values 
004D: jump_if_false @CAT2_27681 
01C2: remove_references_to_actor 129@(137@,8i) // Like turning an actor into a random pedestrian 
000A: 137@ += 1 // integer values 
0002: jump @CAT2_27640 

:CAT2_27681
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @CAT2_27900 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_27900 
00D6: if 
00A3:   actor $ACTOR_CATALINA 0 1393.246 233.1637 1325.073 190.1405 
004D: jump_if_false @CAT2_27900 
0006: 121@ = 1 // integer values 
00D6: if and
8119:   not car 122@ wrecked 
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
004D: jump_if_false @CAT2_27900 
05EB: assign_vehicle 122@ to_path 156 
05EB: assign_vehicle 123@ to_path 158 
05EB: assign_vehicle 124@ to_path 159 
0519: lock_vehicle 122@ in_current_position 0 
0519: lock_vehicle 123@ in_current_position 0 
0519: lock_vehicle 124@ in_current_position 0 
0397: car 122@ siren = 1 
0397: car 123@ siren = 1 
0397: car 124@ siren = 1 
0085: 138@ = 32@ // integer values and handles 
000A: 138@ += 4000 // integer values 
0085: 139@ = 32@ // integer values and handles 
000A: 139@ += 4000 // integer values 
0085: 140@ = 32@ // integer values and handles 
000A: 140@ += 4000 // integer values 

:CAT2_27900
00D6: if 
0039:   121@ == 1 // integer values 
004D: jump_if_false @CAT2_28299 
00D6: if and
8119:   not car 122@ wrecked 
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_28299 
0006: 137@ = 0 // integer values 

:CAT2_27956
00D6: if 
001B:   6 > 137@ // integer values 
004D: jump_if_false @CAT2_28299 
0006: 141@ = 0 // integer values 
00D6: if 
8118:   not actor 129@(137@,8i) dead 
004D: jump_if_false @CAT2_28285 
00D6: if 
0449:   actor 129@(137@,8i) in_a_car 
004D: jump_if_false @CAT2_28285 
00D6: if 
001B:   2 > 137@ // integer values 
004D: jump_if_false @CAT2_28065 
00D6: if 
001D:   32@ > 138@ // integer values 
004D: jump_if_false @CAT2_28065 
0006: 141@ = 1 // integer values 

:CAT2_28065
00D6: if and
001B:   4 > 137@ // integer values 
0019:   137@ > 1 // integer values 
004D: jump_if_false @CAT2_28116 
00D6: if 
001D:   32@ > 139@ // integer values 
004D: jump_if_false @CAT2_28116 
0006: 141@ = 1 // integer values 

:CAT2_28116
00D6: if 
0019:   137@ > 3 // integer values 
004D: jump_if_false @CAT2_28160 
00D6: if 
001D:   32@ > 140@ // integer values 
004D: jump_if_false @CAT2_28160 
0006: 141@ = 1 // integer values 

:CAT2_28160
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @CAT2_28285 
0615: define_action_sequences 128@ 
00D6: if or
0039:   137@ == 0 // integer values 
0039:   137@ == 3 // integer values 
0039:   137@ == 4 // integer values 
004D: jump_if_false @CAT2_28221 
04EB: AS_actor -1 crouch 1 

:CAT2_28221
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 148@(137@,6f) 154@(137@,6f) 160@(137@,6f) speed 6 -2 ms 
0635: AS_actor -1 aim_at_actor $ACTOR_CATALINA -2 ms 
0616: define_action_sequences_end 128@ 
0618: assign_actor 129@(137@,8i) to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 

:CAT2_28285
000A: 137@ += 1 // integer values 
0002: jump @CAT2_27956 

:CAT2_28299
00D6: if 
0039:   56@ == 9 // integer values 
004D: jump_if_false @CAT2_30045 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @CAT2_28344 
0006: 367@ = 3 // integer values 
0006: 559@ = 5 // integer values 

:CAT2_28344
00D6: if 
0039:   367@ == 0 // integer values 
004D: jump_if_false @CAT2_28404 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0006: 559@ = 5 // integer values 
0006: 555@ = 0 // integer values 
0006: 556@ = 0 // integer values 
0004: $7248 = 1 // integer values 
0006: 367@ = 1 // integer values 

:CAT2_28404
00D6: if 
0039:   367@ == 1 // integer values 
004D: jump_if_false @CAT2_29734 
00D6: if 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_29734 
00D6: if 
0039:   559@ == 1 // integer values 
004D: jump_if_false @CAT2_29734 
0006: 562@ = 0 // integer values 
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT2_28845 
0006: 564@ = 1 // integer values 
0006: 565@ = 1 // integer values 
0006: 566@ = 1 // integer values 
0006: 567@ = 2 // integer values 
0006: 568@ = 2 // integer values 
0006: 569@ = 1 // integer values 
0006: 570@ = 1 // integer values 
0006: 571@ = 1 // integer values 
0006: 572@ = 2 // integer values 
0006: 573@ = 2 // integer values 
0006: 574@ = 2 // integer values 
0006: 575@ = 2 // integer values 
04AF: 495@ = unknown_wav_reference 8642 
04AF: 496@ = unknown_wav_reference 8643 
04AF: 497@ = unknown_wav_reference 8644 
04AF: 498@ = unknown_wav_reference 8645 
04AF: 499@ = unknown_wav_reference 8646 
04AF: 500@ = unknown_wav_reference 8647 
04AF: 501@ = unknown_wav_reference 8648 
04AF: 502@ = unknown_wav_reference 8649 
04AF: 503@ = unknown_wav_reference 8650 
04AF: 504@ = unknown_wav_reference 8651 
04AF: 505@ = unknown_wav_reference 8652 
04AF: 506@ = unknown_wav_reference 8653 
05AA: 376@s = 'CAT_EA' // 8-byte strings 
05AA: 378@s = 'CAT_EB' // 8-byte strings 
05AA: 380@s = 'CAT_EC' // 8-byte strings 
05AA: 382@s = 'CAT_ED' // 8-byte strings 
05AA: 384@s = 'CAT_EE' // 8-byte strings 
05AA: 386@s = 'CAT_EF' // 8-byte strings 
05AA: 388@s = 'CAT_EG' // 8-byte strings 
05AA: 390@s = 'CAT_EH' // 8-byte strings 
05AA: 392@s = 'CAT_EI' // 8-byte strings 
05AA: 394@s = 'CAT_EJ' // 8-byte strings 
05AA: 396@s = 'CAT_EK' // 8-byte strings 
05AA: 398@s = 'CAT_EL' // 8-byte strings 
0006: 560@ = 1 // integer values 
0006: 561@ = 12 // integer values 

:CAT2_28845
00D6: if 
0038:   $11011 == 1 // integer values 
004D: jump_if_false @CAT2_29051 
0006: 564@ = 1 // integer values 
0006: 565@ = 2 // integer values 
0006: 566@ = 2 // integer values 
0006: 567@ = 2 // integer values 
0006: 568@ = 1 // integer values 
0006: 569@ = 1 // integer values 
04AF: 495@ = unknown_wav_reference 8686 
04AF: 496@ = unknown_wav_reference 8687 
04AF: 497@ = unknown_wav_reference 8688 
04AF: 498@ = unknown_wav_reference 8689 
04AF: 499@ = unknown_wav_reference 8690 
04AF: 500@ = unknown_wav_reference 8691 
05AA: 376@s = 'CAT_HA' // 8-byte strings 
05AA: 378@s = 'CAT_HB' // 8-byte strings 
05AA: 380@s = 'CAT_HC' // 8-byte strings 
05AA: 382@s = 'CAT_HD' // 8-byte strings 
05AA: 384@s = 'CAT_HE' // 8-byte strings 
05AA: 386@s = 'CAT_HF' // 8-byte strings 
0006: 560@ = 1 // integer values 
0006: 561@ = 6 // integer values 

:CAT2_29051
00D6: if 
0038:   $11011 == 2 // integer values 
004D: jump_if_false @CAT2_29170 
0006: 564@ = 1 // integer values 
0006: 565@ = 1 // integer values 
0006: 566@ = 1 // integer values 
04AF: 495@ = unknown_wav_reference 8714 
04AF: 496@ = unknown_wav_reference 8715 
04AF: 497@ = unknown_wav_reference 8716 
05AA: 376@s = 'CAT_MA' // 8-byte strings 
05AA: 378@s = 'CAT_MB' // 8-byte strings 
05AA: 380@s = 'CAT_MC' // 8-byte strings 
0006: 560@ = 1 // integer values 
0006: 561@ = 3 // integer values 

:CAT2_29170
00D6: if 
0038:   $11011 == 3 // integer values 
004D: jump_if_false @CAT2_29376 
0006: 564@ = 1 // integer values 
0006: 565@ = 2 // integer values 
0006: 566@ = 1 // integer values 
0006: 567@ = 1 // integer values 
0006: 568@ = 1 // integer values 
0006: 569@ = 1 // integer values 
04AF: 495@ = unknown_wav_reference 8733 
04AF: 496@ = unknown_wav_reference 8734 
04AF: 497@ = unknown_wav_reference 8735 
04AF: 498@ = unknown_wav_reference 8736 
04AF: 499@ = unknown_wav_reference 8737 
04AF: 500@ = unknown_wav_reference 8738 
05AA: 376@s = 'CAT_PA' // 8-byte strings 
05AA: 378@s = 'CAT_PB' // 8-byte strings 
05AA: 380@s = 'CAT_PC' // 8-byte strings 
05AA: 382@s = 'CAT_PD' // 8-byte strings 
05AA: 384@s = 'CAT_PE' // 8-byte strings 
05AA: 386@s = 'CAT_PF' // 8-byte strings 
0006: 560@ = 1 // integer values 
0006: 561@ = 6 // integer values 

:CAT2_29376
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_29406 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CAT2_29406
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 20.0 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 854.5403 -22.1425 64.3802 0.0 0.0 0.0 
0160: point_camera 855.2749 -22.7951 64.1942 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_29550 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_29550 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_29550 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
036A: put_actor $ACTOR_CATALINA in_car $TEMPVAR_ACTOR_CAR 

:CAT2_29550
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_29727 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_29654 
00A1: put_actor $PLAYER_ACTOR at 857.4263 -29.5418 62.1858 
00A1: put_actor $ACTOR_CATALINA at 858.4263 -29.5418 62.1858 
0173: set_actor $ACTOR_CATALINA z_angle_to 161.446 
0173: set_actor $ACTOR_CATALINA z_angle_to 340.446 
0006: 364@ = 0 // integer values 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT2_29654
0615: define_action_sequences 368@ 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_29690 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT2_29690
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_action_sequences_end 368@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 368@ 
061B: remove_references_to_action_sequences 368@ 

:CAT2_29727
0006: 367@ = 2 // integer values 

:CAT2_29734
00D6: if 
0039:   367@ == 2 // integer values 
004D: jump_if_false @CAT2_29929 
00D6: if 
0039:   560@ == 0 // integer values 
004D: jump_if_false @CAT2_29929 
00D6: if 
0039:   559@ == 1 // integer values 
004D: jump_if_false @CAT2_29929 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_29906 
0615: define_action_sequences 369@ 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_29840 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT2_29840
05D3: AS_actor -1 go_to_point 869.0271 -28.2591 62.1893 speed 4 20000 ms 
05D3: AS_actor -1 go_to_point 870.2891 -25.0424 62.9858 speed 4 5000 ms 
0616: define_action_sequences_end 369@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 369@ 
061B: remove_references_to_action_sequences 369@ 

:CAT2_29906
0006: 367@ = 3 // integer values 
0085: 370@ = 32@ // integer values and handles 
000A: 370@ += 5000 // integer values 

:CAT2_29929
00D6: if 
0039:   367@ == 3 // integer values 
004D: jump_if_false @CAT2_30045 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_30045 
062E: (unknown) $ACTOR_CATALINA 1560 $416 
00D6: if or
04A3:   $416 == 7 // integer values OR floating-point values 
001D:   32@ > 370@ // integer values 
004D: jump_if_false @CAT2_30045 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
056D:   carcass_of_actor $ACTOR_CATALINA valid 
004D: jump_if_false @CAT2_30025 
009B: destroy_actor_instantly $ACTOR_CATALINA 

:CAT2_30025
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
0002: jump @CAT2_30343 

:CAT2_30045
0002: jump @CAT2_1838 

:CAT2_30052
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
097A: (unknown) 2312.094 -9.6433 28.679 1155 
0006: 560@ = 8 // integer values 
0006: 561@ = 3 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_30117 
0639: AS_actor $ACTOR_CATALINA rotate_to_actor $PLAYER_ACTOR 

:CAT2_30117
0051: return 

:CAT2_30119
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0001: wait 2000 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_30341 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2303.903 -18.2879 25.5416 2321.147 0.7716 30.8122 
004D: jump_if_false @CAT2_30341 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_30341 
016A: fade 0 800 ms 

:CAT2_30227
00D6: if 
016B:   fading 
004D: jump_if_false @CAT2_30251 
0001: wait 0 ms 
0002: jump @CAT2_30227 

:CAT2_30251
0001: wait 700 ms 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2303.903 -18.2879 25.5416 2321.147 0.7716 30.8122 
004D: jump_if_false @CAT2_30334 
00A1: put_actor $PLAYER_ACTOR at 2300.112 -16.5618 25.4844 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:CAT2_30334
016A: fade 1 600 ms 

:CAT2_30341
0051: return 

:CAT2_30343
0008: $11011 += 1 // integer values 
0008: $1520 += 1 // integer values 
0629: change_stat 315 to 1 // integer 
000A: 168@ += 10000 // integer values 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'CAT_2'  // A kisvrosi bank
0004: $MISSION_SMALL_TOWN_BANK_PASSED = 1 // integer values 
00D6: if 
0038:   $2334 == 1 // integer values 
004D: jump_if_false @CAT2_30455 
0004: $2334 = 2 // integer values 

:CAT2_30455
00D6: if 
0038:   $2333 == 1 // integer values 
004D: jump_if_false @CAT2_30480 
0004: $2333 = 2 // integer values 

:CAT2_30480
0051: return 

:CAT2_30482
040D: unload_wav 3 
00D6: if 
03CA:   object $2660 exists 
004D: jump_if_false @CAT2_30507 
0108: destroy_object $2660 

:CAT2_30507
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 indestructible 0 
0550: keep_object $2660 in_memory 1 
00D6: if 
03CA:   object $2661 exists 
004D: jump_if_false @CAT2_30569 
0108: destroy_object $2661 

:CAT2_30569
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 indestructible 0 
00D6: if 
03CA:   object $2662 exists 
004D: jump_if_false @CAT2_30641 
0108: destroy_object $2662 

:CAT2_30641
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 indestructible 0 
00D6: if 
03CA:   object $2663 exists 
004D: jump_if_false @CAT2_30703 
0108: destroy_object $2663 

:CAT2_30703
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 z_angle_to 180.0 
07F7: set_object $2663 indestructible 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0249: release_model #COPCARRU 
0249: release_model #COPBIKE 
0249: release_model #CSHER 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #COLT45 
0249: release_model #CSHER 
0249: release_model #COPCARRU 
0249: release_model #WMYSGRD 
0249: release_model #SWMYRI 
0249: release_model #WFYSTEW 
0249: release_model #ENFORCER 
0249: release_model #COPBIKE 
0249: release_model #KMB_ATM1 
0249: release_model #KMB_ATM2 
0249: release_model #KMB_ATM3 
0249: release_model #MTSAFE 
0249: release_model #CR_DOOR_01 
0249: release_model #CR_DOOR_03 
0873: release_path 156 
0873: release_path 157 
0873: release_path 123 
0873: release_path 124 
0873: release_path 158 
0873: release_path 159 
0873: release_path 160 
0873: release_path 161 
0873: release_path 116 
0873: release_path 117 
0873: release_path 118 
0873: release_path 119 
0873: release_path 123 
0873: release_path 124 
0873: release_path 160 
0873: release_path 161 
0873: release_path 156 
0873: release_path 157 
0873: release_path 158 
0873: release_path 159 
04EF: release_animation "SHOP" 
04EF: release_animation "MISC" 
04EF: release_animation "OTB" 
04EF: release_animation "GANGS" 
04EF: release_animation "ROB_BANK" 
01E7: remove_forbidden_for_cars_cube 2344.518 36.1468 36.0359 2269.718 -44.376 23.0569 
0164: disable_marker 372@ 
0164: disable_marker 40@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
01C4: remove_references_to_object 76@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 77@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_31093 
01C3: remove_references_to_car 85@ // Like turning a car into any random car 

:CAT2_31093
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_31114 
01C3: remove_references_to_car 86@ // Like turning a car into any random car 

:CAT2_31114
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_31135 
01C3: remove_references_to_car 88@ // Like turning a car into any random car 

:CAT2_31135
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_31156 
01C3: remove_references_to_car 90@ // Like turning a car into any random car 

:CAT2_31156
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_31184 
04D7: lock_actor 92@ in_current_position 0 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 

:CAT2_31184
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_31212 
04D7: lock_actor 93@ in_current_position 0 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 

:CAT2_31212
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_31240 
04D7: lock_actor 87@ in_current_position 0 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 

:CAT2_31240
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_31268 
04D7: lock_actor 89@ in_current_position 0 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 

:CAT2_31268
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @CAT2_31296 
04D7: lock_actor 91@ in_current_position 0 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 

:CAT2_31296
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CAT2_31317 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 

:CAT2_31317
018E: stop_sound 82@ 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03C7: unknown_maybe_cops_density 1.0 
00D8: mission_cleanup 
0051: return 

:CAT2_31345
00D6: if 
0039:   364@ == 1 // integer values 
004D: jump_if_false @CAT2_31944 
00D6: if 
0039:   371@ == 1 // integer values 
004D: jump_if_false @CAT2_31463 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_31463 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_31463 
0006: 371@ = 0 // integer values 
0187: 372@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 372@ type_to 1 
018B: show_on_radar 40@ 0 
00BE: text_clear_all 
00BB: text_lowpriority 'CAT2_14' 4000 ms 1  // ~s~Lemaradt ~b~catalina~s~ , menj vissza rte.

:CAT2_31463
00D6: if 
0039:   371@ == 0 // integer values 
004D: jump_if_false @CAT2_31592 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_31592 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_31530 
0006: 371@ = 1 // integer values 
0002: jump @CAT2_31592 

:CAT2_31530
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 0 
004D: jump_if_false @CAT2_31592 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0164: disable_marker 372@ 
018B: show_on_radar 40@ 3 
0006: 371@ = 1 // integer values 

:CAT2_31592
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_31725 
00D6: if 
0039:   373@ == 0 // integer values 
004D: jump_if_false @CAT2_31718 
0749: unknown_group_add_item 37@ 36 
0749: unknown_group_add_item 37@ 9 
0749: unknown_group_add_item 37@ 41 
0749: unknown_group_add_item 37@ 31 
0749: unknown_group_add_item 37@ 73 
0749: unknown_group_add_item 37@ 72 
074A: unknown_group_set_item_params 37@ 36 1516 0.0 100.0 0.0 0.0 1 0 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 4 type 24 
0006: 373@ = 1 // integer values 

:CAT2_31718
0002: jump @CAT2_31944 

:CAT2_31725
00D6: if 
0039:   373@ == 1 // integer values 
004D: jump_if_false @CAT2_31944 
0749: unknown_group_add_item 37@ 36 
0749: unknown_group_add_item 37@ 9 
0749: unknown_group_add_item 37@ 41 
0749: unknown_group_add_item 37@ 31 
0749: unknown_group_add_item 37@ 73 
0749: unknown_group_add_item 37@ 72 
0749: unknown_group_add_item 37@ 36 
074A: unknown_group_set_item_params 37@ 36 1502 0.0 100.0 0.0 0.0 0 1 
074A: unknown_group_set_item_params 37@ 9 1502 0.0 100.0 0.0 0.0 0 1 
074A: unknown_group_set_item_params 37@ 31 1502 0.0 100.0 0.0 0.0 0 1 
074A: unknown_group_set_item_params 37@ 72 1502 0.0 100.0 0.0 0.0 0 1 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 4 type 24 
0006: 373@ = 0 // integer values 

:CAT2_31944
0051: return 

:CAT2_31946
0871: init_jump_table 559@ total_jumps 6 0 @CAT2_34497 jumps 0 @CAT2_32009 1 @CAT2_33228 2 @CAT2_34095 3 @CAT2_34194 4 @CAT2_34270 5 @CAT2_34407 -1 @CAT2_34497 

:CAT2_32009
05AA: 374@s = 'CAT4_BI' // 8-byte strings 
05AA: 376@s = 'CAT4_CA' // 8-byte strings 
04AF: 495@ = unknown_wav_reference 9621 
05AA: 378@s = 'CAT4_CB' // 8-byte strings 
04AF: 496@ = unknown_wav_reference 9622 
05AA: 380@s = 'CAT4_CD' // 8-byte strings 
04AF: 497@ = unknown_wav_reference 9624 
05AA: 382@s = 'CAT4_CE' // 8-byte strings 
04AF: 498@ = unknown_wav_reference 9625 
05AA: 384@s = 'CAT4_CF' // 8-byte strings 
04AF: 499@ = unknown_wav_reference 9626 
05AA: 386@s = 'CAT4_CG' // 8-byte strings 
04AF: 500@ = unknown_wav_reference 9627 
05AA: 388@s = 'CAT4_CH' // 8-byte strings 
04AF: 501@ = unknown_wav_reference 9628 
05AA: 390@s = 'CAT4_EA' // 8-byte strings 
04AF: 502@ = unknown_wav_reference 9642 
05AA: 392@s = 'CAT4_EC' // 8-byte strings 
04AF: 503@ = unknown_wav_reference 9644 
05AA: 394@s = 'CAT4_ED' // 8-byte strings 
04AF: 504@ = unknown_wav_reference 9645 
05AA: 396@s = 'CAT4_BA' // 8-byte strings 
04AF: 505@ = unknown_wav_reference 9610 
05AA: 398@s = 'CAT4_AB' // 8-byte strings 
04AF: 506@ = unknown_wav_reference 9601 
05AA: 400@s = 'CAT4_AC' // 8-byte strings 
04AF: 507@ = unknown_wav_reference 9602 
05AA: 402@s = 'CAT4_AD' // 8-byte strings 
04AF: 508@ = unknown_wav_reference 9603 
05AA: 404@s = 'CAT4_AE' // 8-byte strings 
04AF: 509@ = unknown_wav_reference 9604 
05AA: 406@s = 'CAT4_FB' // 8-byte strings 
04AF: 510@ = unknown_wav_reference 9647 
05AA: 408@s = 'CAT4_AF' // 8-byte strings 
04AF: 511@ = unknown_wav_reference 9605 
05AA: 410@s = 'CAT4_FD' // 8-byte strings 
04AF: 512@ = unknown_wav_reference 9649 
05AA: 412@s = 'CAT4_GB' // 8-byte strings 
04AF: 513@ = unknown_wav_reference 9651 
05AA: 414@s = 'CAT4_HH' // 8-byte strings 
04AF: 514@ = unknown_wav_reference 9659 
05AA: 416@s = 'CAT4_HF' // 8-byte strings 
04AF: 515@ = unknown_wav_reference 9657 
05AA: 418@s = 'CAT4_AG' // 8-byte strings 
04AF: 516@ = unknown_wav_reference 9606 
05AA: 420@s = 'CAT4_AH' // 8-byte strings 
04AF: 517@ = unknown_wav_reference 9607 
05AA: 422@s = 'CAT4_HI' // 8-byte strings 
04AF: 518@ = unknown_wav_reference 9660 
05AA: 424@s = 'CAT4_BF' // 8-byte strings 
04AF: 519@ = unknown_wav_reference 9615 
05AA: 426@s = 'CAT4_KF' // 8-byte strings 
04AF: 520@ = unknown_wav_reference 9669 
05AA: 428@s = 'CAT4_HB' // 8-byte strings 
04AF: 521@ = unknown_wav_reference 9653 
05AA: 430@s = 'CAT4_HG' // 8-byte strings 
04AF: 522@ = unknown_wav_reference 9658 
05AA: 432@s = 'CAT4_AJ' // 8-byte strings 
04AF: 523@ = unknown_wav_reference 9609 
05AA: 434@s = 'CAT4_JA' // 8-byte strings 
04AF: 524@ = unknown_wav_reference 9662 
05AA: 436@s = 'CAT4_JB' // 8-byte strings 
04AF: 525@ = unknown_wav_reference 9663 
05AA: 438@s = 'CAT4_KA' // 8-byte strings 
04AF: 526@ = unknown_wav_reference 9664 
05AA: 440@s = 'CAT4_KB' // 8-byte strings 
04AF: 527@ = unknown_wav_reference 9665 
05AA: 442@s = 'CAT4_KC' // 8-byte strings 
04AF: 528@ = unknown_wav_reference 9666 
05AA: 444@s = 'CAT4_KD' // 8-byte strings 
04AF: 529@ = unknown_wav_reference 9667 
05AA: 446@s = 'CAT4_KE' // 8-byte strings 
04AF: 530@ = unknown_wav_reference 9668 
05AA: 448@s = 'CAT3_EC' // 8-byte strings 
04AF: 531@ = unknown_wav_reference 9421 
05AA: 450@s = 'CAT_GJ' // 8-byte strings 
04AF: 532@ = unknown_wav_reference 8681 
05AA: 452@s = 'CAT4_BK' // 8-byte strings 
04AF: 533@ = unknown_wav_reference 9620 
0006: 564@ = 1 // integer values 
0006: 565@ = 2 // integer values 
0006: 566@ = 2 // integer values 
0006: 567@ = 1 // integer values 
0006: 568@ = 1 // integer values 
0006: 569@ = 1 // integer values 
0006: 570@ = 2 // integer values 
0006: 571@ = 2 // integer values 
0006: 572@ = 1 // integer values 
0006: 573@ = 1 // integer values 
0006: 574@ = 3 // integer values 
0006: 575@ = 4 // integer values 
0006: 576@ = 3 // integer values 
0006: 577@ = 4 // integer values 
0006: 578@ = 3 // integer values 
0006: 579@ = 1 // integer values 
0006: 580@ = 0 // integer values 
0006: 581@ = 1 // integer values 
0006: 582@ = 1 // integer values 
0006: 583@ = 1 // integer values 
0006: 584@ = 5 // integer values 
0006: 585@ = 5 // integer values 
0006: 586@ = 1 // integer values 
0006: 587@ = 1 // integer values 
0006: 588@ = 6 // integer values 
0006: 589@ = 1 // integer values 
0006: 590@ = 1 // integer values 
0006: 591@ = 1 // integer values 
0006: 592@ = 6 // integer values 
0006: 593@ = 1 // integer values 
0006: 594@ = 1 // integer values 
0006: 595@ = 0 // integer values 
0006: 596@ = 0 // integer values 
0006: 597@ = 0 // integer values 
0006: 598@ = 0 // integer values 
0006: 599@ = 0 // integer values 
0006: 600@ = 1 // integer values 
0006: 601@ = 1 // integer values 
0006: 602@ = 0 // integer values 
008B: 624@ = $ACTOR_CATALINA // integer values and handles 
008B: 625@ = $PLAYER_ACTOR // integer values and handles 
008B: 628@ = $PLAYER_ACTOR // integer values and handles 
008B: 629@ = $PLAYER_ACTOR // integer values and handles 
0006: 559@ = 1 // integer values 
03CF: load_wav 495@ as 1 
03CF: load_wav 496@ as 2 
0006: 555@ = 1 // integer values 
0006: 556@ = 2 // integer values 
0002: jump @CAT2_34497 

:CAT2_33228
00D6: if 
8039:   not  560@ == 0 // integer values 
004D: jump_if_false @CAT2_34088 
00D6: if 
001D:   32@ > 639@ // integer values 
004D: jump_if_false @CAT2_34088 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @CAT2_34088 
00D6: if 
003B:   555@ == 560@ // integer values 
004D: jump_if_false @CAT2_33317 
0006: 557@ = 1 // integer values 
0002: jump @CAT2_33380 

:CAT2_33317
00D6: if 
003B:   556@ == 560@ // integer values 
004D: jump_if_false @CAT2_33350 
0006: 557@ = 2 // integer values 
0002: jump @CAT2_33380 

:CAT2_33350
0006: 557@ = 1 // integer values 
0085: 555@ = 560@ // integer values and handles 
040D: unload_wav 1 
03CF: load_wav 494@(560@,60i) as 1 

:CAT2_33380
00D6: if 
03D0:   wav 557@ loaded 
004D: jump_if_false @CAT2_34076 
0085: 631@ = 563@(560@,60i) // integer values and handles 
0085: 632@ = 623@(631@,7i) // integer values and handles 
00D6: if 
8039:   not  638@ == 1 // integer values 
004D: jump_if_false @CAT2_33608 
0006: 635@ = 1 // integer values 
0006: 637@ = 0 // integer values 

:CAT2_33452
00D6: if 
001B:   7 > 635@ // integer values 
004D: jump_if_false @CAT2_33608 
0085: 636@ = 623@(635@,7i) // integer values and handles 
00D6: if 
8039:   not  636@ == 0 // integer values 
004D: jump_if_false @CAT2_33594 
00D6: if 
803B:   not  636@ == 632@ // integer values 
004D: jump_if_false @CAT2_33594 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_33594 
00D6: if 
8118:   not actor 636@ dead 
004D: jump_if_false @CAT2_33594 
00D6: if 
0104:   actor 632@ near_actor 636@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CAT2_33594 
000A: 637@ += 1 // integer values 

:CAT2_33594
000A: 635@ += 1 // integer values 
0002: jump @CAT2_33452 

:CAT2_33608
00D6: if or
0039:   638@ == 1 // integer values 
0019:   637@ > 0 // integer values 
0039:   563@(560@,60i) == 0 // integer values 
004D: jump_if_false @CAT2_34062 
00D6: if 
8039:   not  563@(560@,60i) == 0 // integer values 
004D: jump_if_false @CAT2_33794 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_33794 
00D6: if 
0038:   $7248 == 0 // integer values 
004D: jump_if_false @CAT2_33708 
0949: link_wav 557@ to_actor 632@ 

:CAT2_33708
00D6: if 
894D:   not (unknown) 632@ 
004D: jump_if_false @CAT2_33746 
0006: 630@ = 1 // integer values 
0967: actor 632@ move_mouth 15000 
0002: jump @CAT2_33753 

:CAT2_33746
094E: (unknown) 632@ 0 

:CAT2_33753
00D6: if 
8039:   not  632@ == 0 // integer values 
004D: jump_if_false @CAT2_33794 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_33794 
0A09: (unknown) 632@ 1 

:CAT2_33794
00D6: if 
0039:   563@(560@,60i) == 0 // integer values 
004D: jump_if_false @CAT2_33823 
0006: 630@ = 1 // integer values 

:CAT2_33823
00D6: if 
0039:   562@ == 1 // integer values 
004D: jump_if_false @CAT2_33864 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_33864 
0006: 630@ = 0 // integer values 

:CAT2_33864
00D6: if 
0039:   630@ == 1 // integer values 
004D: jump_if_false @CAT2_34055 
03D1: play_wav 557@ 
00BE: text_clear_all 
00BB: text_lowpriority 374@(560@,60s) 10000 ms 1 
000A: 559@ += 1 // integer values 
0006: 630@ = 0 // integer values 
000A: 560@ += 1 // integer values 
0085: 558@ = 560@ // integer values and handles 
00D6: if 
8039:   not  494@(560@,60i) == 0 // integer values 
004D: jump_if_false @CAT2_34055 
00D6: if 
0039:   557@ == 1 // integer values 
004D: jump_if_false @CAT2_34017 
00D6: if 
803B:   not  556@ == 560@ // integer values 
004D: jump_if_false @CAT2_34010 
03CF: load_wav 494@(560@,60i) as 2 
0085: 556@ = 560@ // integer values and handles 

:CAT2_34010
0002: jump @CAT2_34055 

:CAT2_34017
00D6: if 
803B:   not  555@ == 560@ // integer values 
004D: jump_if_false @CAT2_34055 
03CF: load_wav 494@(560@,60i) as 1 
0085: 555@ = 560@ // integer values and handles 

:CAT2_34055
0002: jump @CAT2_34069 

:CAT2_34062
0006: 559@ = 6 // integer values 

:CAT2_34069
0002: jump @CAT2_34088 

:CAT2_34076
03CF: load_wav 494@(560@,60i) as 557@ 

:CAT2_34088
0002: jump @CAT2_34497 

:CAT2_34095
00D6: if 
03D2:   wav 557@ ended 
004D: jump_if_false @CAT2_34148 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34134 
0A09: (unknown) 632@ 0 

:CAT2_34134
000A: 559@ += 1 // integer values 
0002: jump @CAT2_34187 

:CAT2_34148
00D6: if 
056D:   carcass_of_actor 632@ valid 
004D: jump_if_false @CAT2_34187 
00D6: if 
0118:   actor 632@ dead 
004D: jump_if_false @CAT2_34187 
000A: 559@ += 1 // integer values 

:CAT2_34187
0002: jump @CAT2_34497 

:CAT2_34194
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34217 
0A09: (unknown) 632@ 0 

:CAT2_34217
040D: unload_wav 557@ 
0006: 554@(557@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34256 
094F: (unknown) 632@ 

:CAT2_34256
000A: 559@ += 1 // integer values 
0002: jump @CAT2_34497 

:CAT2_34270
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34293 
0A09: (unknown) 632@ 0 

:CAT2_34293
000A: 560@ += 1 // integer values 
00D6: if 
8039:   not  494@(560@,60i) == 0 // integer values 
004D: jump_if_false @CAT2_34346 
03CF: load_wav 494@(560@,60i) as 557@ 
0085: 554@(557@,3i) = 560@ // integer values and handles 

:CAT2_34346
000E: 561@ -= 1 // integer values 
00D6: if 
8019:   not  561@ > 0 // integer values 
004D: jump_if_false @CAT2_34385 
0006: 560@ = 0 // integer values 
0002: jump @CAT2_34393 

:CAT2_34385
0085: 560@ = 558@ // integer values and handles 

:CAT2_34393
0006: 559@ = 1 // integer values 
0002: jump @CAT2_34497 

:CAT2_34407
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34430 
0A09: (unknown) 632@ 0 

:CAT2_34430
0006: 559@ = 1 // integer values 
0006: 560@ = 0 // integer values 
0006: 561@ = 0 // integer values 
040D: unload_wav 557@ 
0006: 554@(557@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34490 
094F: (unknown) 632@ 

:CAT2_34490
0002: jump @CAT2_34497 

:CAT2_34497
0051: return 

//-------------Mission 43---------------
// Originally: Tanker Commander

:CAT3
03A4: name_thread 'CAT3' 
0050: gosub @CAT3_1452 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CAT3_38 
0050: gosub @CAT3_17048 

:CAT3_38
0050: gosub @CAT3_17221 
004E: end_thread 

:CAT3_47
0247: request_model #BMYPOL2 
0247: request_model #WMOST 
0247: request_model #PETRO 
0247: request_model #PETROTR 
0247: request_model #SABRE 
038B: load_requested_models 

:CAT3_72
00D6: if or
8248:   not model #BMYPOL2 available 
8248:   not model #WMOST available 
8248:   not model #PETRO available 
8248:   not model #PETROTR available 
8248:   not model #SABRE available 
004D: jump_if_false @CAT3_117 
0001: wait 0 ms 
0002: jump @CAT3_72 

:CAT3_117
0051: return 

:CAT3_119
04ED: load_animation "MISC" 
0247: request_model #MICRO_UZI 
0247: request_model #CHROMEGUN 
03CF: load_wav 32600 as 3 
023C: request_special_actor 'CAT' as 1 
038B: load_requested_models 

:CAT3_159
00D6: if or
84EE:   not animation "MISC" loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
83D0:   not wav 3 loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CAT3_207 
0001: wait 0 ms 
0002: jump @CAT3_159 

:CAT3_207
00D6: if 
856D:   not carcass_of_actor $ACTOR_CATALINA valid 
004D: jump_if_false @CAT3_249 
009A: $ACTOR_CATALINA = create_actor 5 #SPECIAL01 at 53@ 54@ 55@ 
0002: jump @CAT3_273 

:CAT3_249
009B: destroy_actor_instantly $ACTOR_CATALINA 
009A: $ACTOR_CATALINA = create_actor 5 #SPECIAL01 at 53@ 54@ 55@ 

:CAT3_273
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_299 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 30000 // Load the weapon model before using this 

:CAT3_299
0051: return 
0187: 309@ = create_marker_above_actor $ACTOR_CATALINA 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0249: release_model #DESERT_EAGLE 
0051: return 

:CAT3_330
0007: 313@ = 664.21 // floating-point values 
0007: 315@ = -569.54 // floating-point values 
0007: 317@ = 15.37 // floating-point values 
0007: 319@ = 165.23 // floating-point values 
0395: clear_area 1 at 313@ 315@ 317@ range 3.0 
009A: 310@ = create_actor 4 #BMYPOL2 at 313@ 315@ 317@ 
01B2: give_actor 310@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 310@ z_angle_to 319@ 
0223: set_actor 310@ health_to 2000 
054A: set_actor 310@ immune_to_car_headshots 0 
02AB: set_actor 310@ immunities 0 1 1 0 1 
0007: 314@ = 664.9634 // floating-point values 
0007: 316@ = -566.7849 // floating-point values 
0007: 318@ = 15.3359 // floating-point values 
0007: 320@ = 139.1057 // floating-point values 
0395: clear_area 1 at 314@ 316@ 318@ range 3.0 
009A: 311@ = create_actor 4 #WMOST at 314@ 316@ 318@ 
0173: set_actor 311@ z_angle_to 320@ 
0223: set_actor 311@ health_to 2000 
054A: set_actor 311@ immune_to_car_headshots 0 
02AB: set_actor 311@ immunities 0 1 1 0 1 
0051: return 
0249: release_model #BMYPOL2 
0051: return 

:CAT3_576
0247: request_model #BMOST 

:CAT3_580
00D6: if 
8248:   not model #BMOST available 
004D: jump_if_false @CAT3_606 
0001: wait 0 ms 
0002: jump @CAT3_580 

:CAT3_606
0007: 323@ = -78.4672 // floating-point values 
0007: 324@ = -1134.739 // floating-point values 
0007: 325@ = 0.0733 // floating-point values 
0007: 326@ = 326.2953 // floating-point values 
0395: clear_area 1 at 323@ 324@ 325@ range 3.0 
009A: 322@ = create_actor 4 #BMOST at 323@ 324@ 325@ 
0173: set_actor 322@ z_angle_to 326@ 
0051: return 
009A: 244@ = create_actor 4 #BMOST at 323@ 324@ 325@ 

:CAT3_710
0007: 329@ = 657.49 // floating-point values 
0007: 330@ = -585.13 // floating-point values 
0007: 331@ = 16.36 // floating-point values 
0007: 332@ = 170.66 // floating-point values 
0395: clear_area 1 at 329@ 330@ 331@ range 15.0 
00A5: 327@ = create_car #PETRO at 329@ 330@ 331@ 
0175: set_car 327@ z_angle_to 332@ 
053F: set_car 327@ tires_vulnerable 0 
0732: (unknown) 514 
0732: (unknown) 403 
02AC: set_car 327@ immunities 1 0 0 0 0 
0587: (unknown) 327@ 0 
0051: return 
00A5: 308@ = create_car #LINERUN at 329@ 330@ 331@ 

:CAT3_851
0007: 336@ = 667.49 // floating-point values 
0007: 337@ = -583.13 // floating-point values 
0007: 338@ = 16.36 // floating-point values 
0007: 339@ = 184.66 // floating-point values 
0395: clear_area 1 at 336@ 337@ 338@ range 15.0 
00A5: 334@ = create_car #PETROTR at 336@ 337@ 338@ 
0175: set_car 334@ z_angle_to 339@ 
0224: set_car 334@ health_to 1250 
02AC: set_car 334@ immunities 1 1 1 1 1 
053F: set_car 334@ tires_vulnerable 0 
0587: (unknown) 334@ 0 
0051: return 
0186: 335@ = create_marker_above_car 334@ 

:CAT3_981
0007: 342@ = 667.54 // floating-point values 
0007: 343@ = -545.97 // floating-point values 
0007: 344@ = 15.09 // floating-point values 
0007: 345@ = 96.19 // floating-point values 
0395: clear_area 1 at 342@ 343@ 344@ range 3.0 
00A5: 340@ = create_car #SABRE at 342@ 343@ 344@ 
0175: set_car 340@ z_angle_to 345@ 
00AD: set_car 340@ max_speed_to 50.0 
02AC: set_car 340@ immunities 1 1 1 1 1 
020A: set_car 340@ door_status_to 2 
053F: set_car 340@ tires_vulnerable 0 
0587: (unknown) 340@ 0 
0519: lock_vehicle 340@ in_current_position 1 
0051: return 

:CAT3_1119
0247: request_model #SADLER 

:CAT3_1124
00D6: if 
8248:   not model #SADLER available 
004D: jump_if_false @CAT3_1151 
0001: wait 0 ms 
0002: jump @CAT3_1124 

:CAT3_1151
0007: 348@ = -87.9239 // floating-point values 
0007: 349@ = -1160.597 // floating-point values 
0007: 350@ = 1.1091 // floating-point values 
0007: 351@ = 170.4884 // floating-point values 
0395: clear_area 1 at 348@ 349@ 350@ range 3.0 
00A5: 346@ = create_car #SADLER at 348@ 349@ 350@ 
0175: set_car 346@ z_angle_to 351@ 
02AC: set_car 346@ immunities 1 1 1 1 1 
0051: return 

:CAT3_1251
0247: request_model #SANCHEZ 
07C0: load_path 189 

:CAT3_1261
00D6: if or
8248:   not model #SANCHEZ available 
87C1:   not path 189 available 
004D: jump_if_false @CAT3_1293 
0001: wait 0 ms 
0002: jump @CAT3_1261 

:CAT3_1293
0007: 353@ = -88.1347 // floating-point values 
0007: 354@ = -1127.397 // floating-point values 
0007: 355@ = 0.0847 // floating-point values 
0007: 356@ = 348.4666 // floating-point values 
0395: clear_area 1 at 353@ 354@ 355@ range 3.0 
00A5: 352@ = create_car #SANCHEZ at 353@ 354@ 355@ 
0175: set_car 352@ z_angle_to 356@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_1450 
036A: put_actor $ACTOR_CATALINA in_car 352@ 
05BF: AS_actor $ACTOR_CATALINA look_at_actor $PLAYER_ACTOR -1 ms 
00A1: put_actor $PLAYER_ACTOR at -86.3344 -1127.316 0.0781 
0173: set_actor $PLAYER_ACTOR z_angle_to 6.874 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_CATALINA -1 ms 

:CAT3_1450
0051: return 

:CAT3_1452
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'CAT' 
0006: 34@ = 5000 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 1 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 307@ = 1500 // integer values 
0006: 40@ = 0 // integer values 
0006: 301@ = 0 // integer values 
0006: 305@ = 1 // integer values 
0006: 303@ = 1 // integer values 
0006: 304@ = 2 // integer values 
0006: 302@ = 0 // integer values 
05AA: 134@s = 'CAT3_AA' // 8-byte strings 
05AA: 136@s = 'CAT3_AB' // 8-byte strings 
05AA: 138@s = 'CAT3_AC' // 8-byte strings 
05AA: 140@s = 'CAT3_AD' // 8-byte strings 
05AA: 142@s = 'CAT3_AE' // 8-byte strings 
05AA: 144@s = 'CAT3_AF' // 8-byte strings 
05AA: 146@s = 'CAT3_AG' // 8-byte strings 
05AA: 148@s = 'CAT3_BA' // 8-byte strings 
05AA: 150@s = 'CAT3_BB' // 8-byte strings 
05AA: 152@s = 'CAT3_BC' // 8-byte strings 
05AA: 154@s = 'CAT3_BD' // 8-byte strings 
05AA: 156@s = 'CAT3_CA' // 8-byte strings 
05AA: 158@s = 'CAT3_CB' // 8-byte strings 
05AA: 160@s = 'CAT3_CC' // 8-byte strings 
05AA: 162@s = 'CAT3_CD' // 8-byte strings 
05AA: 164@s = 'CAT3_DA' // 8-byte strings 
05AA: 166@s = 'CAT3_DB' // 8-byte strings 
05AA: 168@s = 'CAT3_DC' // 8-byte strings 
05AA: 170@s = 'CAT3_DD' // 8-byte strings 
05AA: 172@s = 'CAT3_EA' // 8-byte strings 
05AA: 174@s = 'CAT3_EB' // 8-byte strings 
05AA: 176@s = 'CAT3_EC' // 8-byte strings 
05AA: 178@s = 'CAT3_ED' // 8-byte strings 
05AA: 180@s = 'CAT3_EE' // 8-byte strings 
05AA: 182@s = 'CAT3_EF' // 8-byte strings 
05AA: 184@s = 'CAT3_EG' // 8-byte strings 
05AA: 186@s = 'CAT3_FA' // 8-byte strings 
05AA: 188@s = 'CAT3_FB' // 8-byte strings 
05AA: 190@s = 'CAT3_FC' // 8-byte strings 
05AA: 192@s = 'CAT3_FD' // 8-byte strings 
05AA: 194@s = 'CAT3_FE' // 8-byte strings 
05AA: 196@s = 'CAT3_FF' // 8-byte strings 
05AA: 198@s = 'CAT3_GA' // 8-byte strings 
05AA: 200@s = 'CAT3_GB' // 8-byte strings 
05AA: 202@s = 'CAT3_GC' // 8-byte strings 
05AA: 204@s = 'CAT3_GD' // 8-byte strings 
05AA: 206@s = 'CAT3_GE' // 8-byte strings 
05AA: 208@s = 'CAT3_GF' // 8-byte strings 
05AA: 210@s = 'CAT3_GG' // 8-byte strings 
05AA: 212@s = 'CAT3_HA' // 8-byte strings 
05AA: 214@s = 'CAT3_HB' // 8-byte strings 
05AA: 216@s = 'CAT3_HC' // 8-byte strings 
05AA: 218@s = 'CAT3_JA' // 8-byte strings 
05AA: 220@s = 'CAT3_JB' // 8-byte strings 
05AA: 222@s = 'CAT3_JC' // 8-byte strings 
05AA: 224@s = 'CAT3_JD' // 8-byte strings 
05AA: 226@s = 'CAT3_JE' // 8-byte strings 
05AA: 228@s = 'CAT3_JF' // 8-byte strings 
05AA: 230@s = 'CAT3_JG' // 8-byte strings 
05AA: 232@s = 'CAT3_JH' // 8-byte strings 
05AA: 234@s = 'CAT3_JJ' // 8-byte strings 
05AA: 236@s = 'CAT3_JK' // 8-byte strings 
05AA: 238@s = 'CATX_UJ' // 8-byte strings 
05AA: 240@s = 'CATX_UK' // 8-byte strings 
05AA: 242@s = 'CAT_PF' // 8-byte strings 
04AF: 246@ = unknown_wav_reference 9400 
04AF: 247@ = unknown_wav_reference 9401 
04AF: 248@ = unknown_wav_reference 9402 
04AF: 249@ = unknown_wav_reference 9403 
04AF: 250@ = unknown_wav_reference 9404 
04AF: 251@ = unknown_wav_reference 9405 
04AF: 252@ = unknown_wav_reference 9406 
04AF: 253@ = unknown_wav_reference 9407 
04AF: 254@ = unknown_wav_reference 9408 
04AF: 255@ = unknown_wav_reference 9409 
04AF: 256@ = unknown_wav_reference 9410 
04AF: 257@ = unknown_wav_reference 9411 
04AF: 258@ = unknown_wav_reference 9412 
04AF: 259@ = unknown_wav_reference 9413 
04AF: 260@ = unknown_wav_reference 9414 
04AF: 261@ = unknown_wav_reference 9415 
04AF: 262@ = unknown_wav_reference 9416 
04AF: 263@ = unknown_wav_reference 9417 
04AF: 264@ = unknown_wav_reference 9418 
04AF: 265@ = unknown_wav_reference 9419 
04AF: 266@ = unknown_wav_reference 9420 
04AF: 267@ = unknown_wav_reference 9421 
04AF: 268@ = unknown_wav_reference 9422 
04AF: 269@ = unknown_wav_reference 9423 
04AF: 270@ = unknown_wav_reference 9424 
04AF: 271@ = unknown_wav_reference 9425 
04AF: 272@ = unknown_wav_reference 9426 
04AF: 273@ = unknown_wav_reference 9427 
04AF: 274@ = unknown_wav_reference 9428 
04AF: 275@ = unknown_wav_reference 9429 
04AF: 276@ = unknown_wav_reference 9430 
04AF: 277@ = unknown_wav_reference 9431 
04AF: 278@ = unknown_wav_reference 9432 
04AF: 279@ = unknown_wav_reference 9433 
04AF: 280@ = unknown_wav_reference 9434 
04AF: 281@ = unknown_wav_reference 9435 
04AF: 282@ = unknown_wav_reference 9436 
04AF: 283@ = unknown_wav_reference 9437 
04AF: 284@ = unknown_wav_reference 9438 
04AF: 285@ = unknown_wav_reference 9439 
04AF: 286@ = unknown_wav_reference 9440 
04AF: 287@ = unknown_wav_reference 9441 
04AF: 288@ = unknown_wav_reference 9442 
04AF: 289@ = unknown_wav_reference 9443 
04AF: 290@ = unknown_wav_reference 9444 
04AF: 291@ = unknown_wav_reference 9445 
04AF: 292@ = unknown_wav_reference 9446 
04AF: 293@ = unknown_wav_reference 9447 
04AF: 294@ = unknown_wav_reference 9448 
04AF: 295@ = unknown_wav_reference 9449 
04AF: 296@ = unknown_wav_reference 9450 
04AF: 297@ = unknown_wav_reference 9451 
04AF: 298@ = unknown_wav_reference 9897 
04AF: 299@ = unknown_wav_reference 9898 
04AF: 300@ = unknown_wav_reference 8738 
0007: 50@ = -43.7625 // floating-point values 
0007: 51@ = -1141.805 // floating-point values 
0007: 52@ = 0.0781 // floating-point values 
0007: 53@ = 660.3846 // floating-point values 
0007: 54@ = -571.9213 // floating-point values 
0007: 55@ = 15.3465 // floating-point values 
0007: 65@ = 659.5142 // floating-point values 
0007: 75@ = -571.65 // floating-point values 
0007: 85@ = 17.0104 // floating-point values 
0007: 95@ = 660.4576 // floating-point values 
0007: 105@ = -571.3304 // floating-point values 
0007: 115@ = 16.9229 // floating-point values 
0007: 66@ = 661.7569 // floating-point values 
0007: 76@ = -570.6351 // floating-point values 
0007: 86@ = 17.1184 // floating-point values 
0007: 96@ = 662.4741 // floating-point values 
0007: 106@ = -569.9394 // floating-point values 
0007: 116@ = 17.0783 // floating-point values 
0007: 67@ = 658.7903 // floating-point values 
0007: 77@ = -568.8011 // floating-point values 
0007: 87@ = 17.1657 // floating-point values 
0007: 97@ = 659.5721 // floating-point values 
0007: 107@ = -569.3959 // floating-point values 
0007: 117@ = 16.9783 // floating-point values 
0007: 68@ = 659.4771 // floating-point values 
0007: 78@ = -568.5789 // floating-point values 
0007: 88@ = 17.0879 // floating-point values 
0007: 98@ = 660.1776 // floating-point values 
0007: 108@ = -569.2756 // floating-point values 
0007: 118@ = 16.9335 // floating-point values 
0007: 69@ = 655.2368 // floating-point values 
0007: 79@ = -601.8433 // floating-point values 
0007: 89@ = 16.4703 // floating-point values 
0007: 99@ = 654.2847 // floating-point values 
0007: 109@ = -601.6681 // floating-point values 
0007: 119@ = 16.2199 // floating-point values 
0007: 70@ = -73.4246 // floating-point values 
0007: 80@ = -1132.716 // floating-point values 
0007: 90@ = 1.4933 // floating-point values 
0007: 100@ = -74.3653 // floating-point values 
0007: 110@ = -1133.049 // floating-point values 
0007: 120@ = 1.5579 // floating-point values 
0007: 71@ = -80.0272 // floating-point values 
0007: 81@ = -1133.954 // floating-point values 
0007: 91@ = 1.2517 // floating-point values 
0007: 101@ = -79.0308 // floating-point values 
0007: 111@ = -1133.956 // floating-point values 
0007: 121@ = 1.3367 // floating-point values 
0007: 72@ = -76.5131 // floating-point values 
0007: 82@ = -1135.434 // floating-point values 
0007: 92@ = 1.6855 // floating-point values 
0007: 102@ = -75.8151 // floating-point values 
0007: 112@ = -1134.719 // floating-point values 
0007: 122@ = 1.711 // floating-point values 
0007: 321@ = 35.0 // floating-point values 
0050: gosub @CAT3_119 
0050: gosub @CAT3_47 
0050: gosub @CAT3_330 
0050: gosub @CAT3_710 
0050: gosub @CAT3_851 
0050: gosub @CAT3_981 
07B4: (unknown) $PLAYER_CHAR 0 
0A0B: (unknown) 53@ 54@ 55@ 295.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_3446 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 659.6722 -569.272 15.3465 
0002: jump @CAT3_3466 

:CAT3_3446
00A1: put_actor $PLAYER_ACTOR at 659.6722 -569.272 15.3465 

:CAT3_3466
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_3659 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT3_3524 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 53@ 54@ 55@ 
0002: jump @CAT3_3538 

:CAT3_3524
00A1: put_actor $ACTOR_CATALINA at 53@ 54@ 55@ 

:CAT3_3538
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 310@ 
0639: AS_actor 310@ rotate_to_actor $ACTOR_CATALINA 
0173: set_actor $PLAYER_ACTOR z_angle_to 177.1965 
06AB: (unknown) 310@ 1 
015F: set_camera_position 65@ 75@ 85@ 0.0 0.0 0.0 
0160: point_camera 95@ 105@ 115@ 2 
01BD: 44@ = current_time_in_ms 
06C9: remove_actor $ACTOR_CATALINA from_group 
0006: 37@ = 1 // integer values 
0635: AS_actor $ACTOR_CATALINA aim_at_actor 310@ 20000 ms 
0638: AS_actor $ACTOR_CATALINA stay_put 1 
0638: AS_actor 310@ stay_put 1 
0006: 301@ = 1 // integer values 

:CAT3_3659
0169: set_fade_color 0 0 0 
0169: set_fade_color 0 0 0 
016A: fade 1 500 ms 
016A: fade 1 500 ms 
01EB: set_traffic_density_to 0.5 

:CAT3_3696
0001: wait 0 ms 
00D6: if 
8039:   not  301@ == 0 // integer values 
004D: jump_if_false @CAT3_4141 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_3764 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CAT3_3757 
040D: unload_wav 304@ 

:CAT3_3757
0006: 302@ = 1 // integer values 

:CAT3_3764
00D6: if 
0039:   302@ == 1 // integer values 
004D: jump_if_false @CAT3_3808 
03CF: load_wav 245@(301@,56i) as 303@ 
0050: gosub @CAT3_17423 
0006: 302@ = 2 // integer values 

:CAT3_3808
00D6: if 
0039:   302@ == 2 // integer values 
004D: jump_if_false @CAT3_3917 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CAT3_3917 
00D6: if 
8039:   not  244@ == 0 // integer values 
004D: jump_if_false @CAT3_3891 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_3891 
0967: actor 244@ move_mouth 10000 
0A09: (unknown) 244@ 1 

:CAT3_3891
03D1: play_wav 303@ 
00BC: text_highpriority 132@(301@,56s) 10000 ms 1 
0006: 302@ = 3 // integer values 

:CAT3_3917
00D6: if 
0039:   302@ == 3 // integer values 
004D: jump_if_false @CAT3_4141 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CAT3_4080 
03D5: remove_text 132@(301@,56s) 
00D6: if 
8039:   not  244@ == 0 // integer values 
004D: jump_if_false @CAT3_4006 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_4006 
0968: actor 244@ stop_mouth 
0A09: (unknown) 244@ 0 

:CAT3_4006
00D6: if 
0039:   303@ == 1 // integer values 
004D: jump_if_false @CAT3_4045 
0006: 303@ = 2 // integer values 
0006: 304@ = 1 // integer values 
0002: jump @CAT3_4059 

:CAT3_4045
0006: 303@ = 1 // integer values 
0006: 304@ = 2 // integer values 

:CAT3_4059
0006: 301@ = 0 // integer values 
0006: 302@ = 0 // integer values 
0002: jump @CAT3_4141 

:CAT3_4080
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CAT3_4141 
00D6: if 
001B:   60 > 301@ // integer values 
004D: jump_if_false @CAT3_4141 
0085: 305@ = 301@ // integer values and handles 
000A: 305@ += 1 // integer values 
03CF: load_wav 245@(305@,56i) as 304@ 

:CAT3_4141
00D6: if 
0735:   83 
004D: jump_if_false @CAT3_4163 
0002: jump @CAT3_17066 

:CAT3_4163
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CAT3_5699 
00D6: if 
001B:   6 > 37@ // integer values 
004D: jump_if_false @CAT3_4231 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CAT3_4231 
000E: 44@ -= 10000 // integer values 
0006: 37@ = 7 // integer values 

:CAT3_4231
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @CAT3_4405 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_4405 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_4405 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_4405 
0615: define_action_sequences 45@ 
05F5: unknown_action_sequence -1 662.828 -570.1751 15.3359 4 -2 
05BF: AS_actor -1 look_at_actor $ACTOR_CATALINA 30000 ms 
0639: AS_actor -1 rotate_to_actor $ACTOR_CATALINA 
0616: define_action_sequences_end 45@ 
0618: assign_actor 310@ to_action_sequences 45@ 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 2 // integer values 
0006: 37@ = 2 // integer values 

:CAT3_4405
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @CAT3_4673 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_4536 
00D6: if 
8611:   not actor 310@ animation_is "BNG_WNDW_02" 
004D: jump_if_false @CAT3_4536 
062E: (unknown) 310@ 1560 312@ 
00D6: if 
04A4:   312@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT3_4536 
0605: actor 310@ perform_animation_sequence "BNG_WNDW_02" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 

:CAT3_4536
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_4673 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_4673 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_4673 
015F: set_camera_position 66@ 76@ 86@ 0.0 0.0 0.0 
0160: point_camera 96@ 106@ 116@ 2 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 3 // integer values 
0006: 37@ = 3 // integer values 

:CAT3_4673
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @CAT3_4799 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_4799 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_4799 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_4799 
05C2: AS_actor 311@ show_the_finger 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 4 // integer values 
0006: 37@ = 4 // integer values 

:CAT3_4799
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @CAT3_4949 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_4949 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_4949 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_4949 
015F: set_camera_position 67@ 77@ 87@ 0.0 0.0 0.0 
0160: point_camera 97@ 107@ 117@ 2 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 5 // integer values 
0006: 37@ = 5 // integer values 

:CAT3_4949
00D6: if 
0039:   37@ == 5 // integer values 
004D: jump_if_false @CAT3_5176 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_5176 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_5176 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT3_5176 
0158: camera_on_vehicle 327@ 15 2 
01BD: 44@ = current_time_in_ms 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_CATALINA 8000 ms 
0615: define_action_sequences 46@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1000 ms 
05D3: AS_actor -1 go_to_point 657.7125 -576.2346 15.3359 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 654.6555 -585.0117 15.3359 speed 6 -1 ms 
05CA: AS_actor -1 enter_car 327@ passenger_seat 0 30000 ms 
0616: define_action_sequences_end 46@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 46@ 
0006: 301@ = 6 // integer values 
0006: 37@ = 6 // integer values 

:CAT3_5176
00D6: if 
0039:   37@ == 6 // integer values 
004D: jump_if_false @CAT3_5355 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_5355 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_5355 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_5355 
015F: set_camera_position 68@ 78@ 88@ 0.0 0.0 0.0 
0160: point_camera 98@ 108@ 118@ 2 
05F5: unknown_action_sequence $PLAYER_ACTOR 659.8791 -573.4293 15.3465 4 -2 
0006: 301@ = 7 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 7 // integer values 

:CAT3_5355
00D6: if 
0039:   37@ == 7 // integer values 
004D: jump_if_false @CAT3_5699 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2500 // integer values 
004D: jump_if_false @CAT3_5699 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_5699 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_5699 
016A: fade 0 500 ms 

:CAT3_5464
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_5488 
0001: wait 0 ms 
0002: jump @CAT3_5464 

:CAT3_5488
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_5590 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_5567 
00D6: if 
80DB:   not actor $ACTOR_CATALINA in_car 327@ 
004D: jump_if_false @CAT3_5567 
05CA: AS_actor $ACTOR_CATALINA enter_car 327@ passenger_seat 0 30000 ms 

:CAT3_5567
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_5590 
0519: lock_vehicle 334@ in_current_position 1 

:CAT3_5590
04EF: release_animation "MISC" 
0395: clear_area 1 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER range 200.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 332@ 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0169: set_fade_color 0 0 0 
016A: fade 1 500 ms 
016A: fade 1 500 ms 
016A: fade 1 500 ms 

:CAT3_5668
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_5692 
0001: wait 0 ms 
0002: jump @CAT3_5668 

:CAT3_5692
0006: 35@ = 1 // integer values 

:CAT3_5699
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CAT3_5847 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_5847 
00BC: text_highpriority 'CAT3_02' 5000 ms 1  // ~s~Szllj be a ~b~verdba~s~!
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_5847 
0164: disable_marker 328@ 
03E5: text_box 'CAT3_03'  // Irnytsd a gpest a ptkocsihoz.
04ED: load_animation "CAR_CHAT" 

:CAT3_5806
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @CAT3_5840 
0001: wait 0 ms 
0002: jump @CAT3_5806 

:CAT3_5840
0006: 35@ = 2 // integer values 

:CAT3_5847
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CAT3_6675 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_6675 
00D6: if 
0207:   actor $PLAYER_ACTOR near_car_in_car 334@ radius 15.0 15.0 15.0 unknown 0 
004D: jump_if_false @CAT3_5968 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CAT3_5968 
03E5: text_box 'CAT3_12'  // Nzz htra, nyomd a ~k~~VEHICLE_LOOKLEFT~ -t s a  ~k~~VEHICLE_LOOKRIGHT~ -t egyszerre, vagy mozgasd a kamert htra.
01BD: 44@ = current_time_in_ms 
0006: 38@ = 1 // integer values 

:CAT3_5968
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @CAT3_6044 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 8000 // integer values 
004D: jump_if_false @CAT3_6044 
03E5: text_box 'CAT3_13'  // Lassan tolass a ptkocsira, hogy felkapcsold.
0006: 38@ = 2 // integer values 

:CAT3_6044
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @CAT3_6127 
00D6: if 
07AB:   car 334@ attached_to_car 327@ 
004D: jump_if_false @CAT3_6127 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_6104 
0519: lock_vehicle 334@ in_current_position 0 

:CAT3_6104
03D1: play_wav 3 
01BD: 44@ = current_time_in_ms 
0164: disable_marker 335@ 
03E6: remove_text_box 
0006: 39@ = 1 // integer values 

:CAT3_6127
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @CAT3_6675 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 1500 // integer values 
004D: jump_if_false @CAT3_6675 
00BE: text_clear_all 
020A: set_car 327@ door_status_to 4 
016A: fade 0 150 ms 

:CAT3_6201
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_6225 
0001: wait 0 ms 
0002: jump @CAT3_6201 

:CAT3_6225
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CAT3_6257 
040D: unload_wav 3 

:CAT3_6257
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_6280 
020A: set_car 327@ door_status_to 1 

:CAT3_6280
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_6427 
00D6: if 
80DB:   not actor $ACTOR_CATALINA in_car 327@ 
004D: jump_if_false @CAT3_6387 
06C9: remove_actor $ACTOR_CATALINA from_group 
0164: disable_marker 309@ 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text_to $6988 1 'CAT3_11'  // LET
0430: put_actor $ACTOR_CATALINA into_vehicle 327@ passenger_seat 0 
0002: jump @CAT3_6427 

:CAT3_6387
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text_to $6988 1 'CAT3_11'  // LET

:CAT3_6427
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_6458 
02AC: set_car 334@ immunities 0 0 0 0 0 

:CAT3_6458
07C0: load_path 188 

:CAT3_6463
00D6: if 
87C1:   not path 188 available 
004D: jump_if_false @CAT3_6490 
0001: wait 0 ms 
0002: jump @CAT3_6463 

:CAT3_6490
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8118:   not actor $ACTOR_CATALINA dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_6675 
0519: lock_vehicle 340@ in_current_position 0 
0395: clear_area 1 at 658.6589 -567.5756 15.3465 range 25.0 
00AB: put_car 340@ at 658.6589 -567.5756 15.3465 
0175: set_car 340@ z_angle_to 180.0 
036A: put_actor 311@ in_car 340@ 
0430: put_actor 310@ into_vehicle 340@ passenger_seat 0 
015F: set_camera_position 651.9285 -575.1257 16.2766 0.0 0.0 0.0 
0160: point_camera 652.3163 -576.027 16.4698 2 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 1 // integer values 
0006: 35@ = 3 // integer values 

:CAT3_6675
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CAT3_7827 
00D6: if and
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8119:   not car 340@ wrecked 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_7827 
00D6: if 
001B:   4 > 37@ // integer values 
004D: jump_if_false @CAT3_6814 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 1000 // integer values 
004D: jump_if_false @CAT3_6814 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CAT3_6814 
000E: 44@ -= 5000 // integer values 
0006: 37@ = 4 // integer values 

:CAT3_6814
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @CAT3_6940 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_6940 
016A: fade 1 150 ms 

:CAT3_6855
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_6879 
0001: wait 0 ms 
0002: jump @CAT3_6855 

:CAT3_6879
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_6903 
05EB: assign_vehicle 340@ to_path 188 

:CAT3_6903
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_6928 
0006: 301@ = 13 // integer values 

:CAT3_6928
01BD: 44@ = current_time_in_ms 
0006: 37@ = 2 // integer values 

:CAT3_6940
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @CAT3_7412 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_7173 
00D6: if 
060E:   car 340@ is_assigned_to_existing_path 
004D: jump_if_false @CAT3_7173 
0407: create_coordinate 62@ 63@ 64@ from_car 340@ offset 0.0 5.5 0.0 
0087: 56@ = 62@ // floating-point values only 
000F: 56@ -= 0.25 // floating-point values 
0087: 57@ = 63@ // floating-point values only 
000F: 57@ -= 0.25 // floating-point values 
0087: 58@ = 64@ // floating-point values only 
000F: 58@ -= 0.25 // floating-point values 
0087: 59@ = 62@ // floating-point values only 
000B: 59@ += 0.25 // floating-point values 
0087: 60@ = 63@ // floating-point values only 
000B: 60@ += 0.25 // floating-point values 
0087: 61@ = 64@ // floating-point values only 
000B: 61@ += 0.25 // floating-point values 
00D6: if 
0339:   objects_in_cube 56@ 57@ 58@ 59@ 60@ 61@ 0 1 0 0 0 
004D: jump_if_false @CAT3_7173 
05EC: release_vehicle 340@ from_path 

:CAT3_7173
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_7412 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_7412 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_7289 
0605: actor 310@ perform_animation_sequence "CAR_SC3_BR" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 

:CAT3_7289
0407: create_coordinate 69@ 79@ 89@ from_car 340@ offset 0.9 1.0 0.5 
0407: create_coordinate 99@ 109@ 119@ from_car 340@ offset 0.15 0.0 0.3 
015F: set_camera_position 69@ 79@ 89@ 0.0 0.0 0.0 
0160: point_camera 99@ 109@ 119@ 2 
041D: set_camera_near_clip 0.1 
0006: 301@ = 14 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 3 // integer values 

:CAT3_7412
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @CAT3_7550 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_7550 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_7550 
0006: 301@ = 15 // integer values 
0605: actor 311@ perform_animation_sequence "CAR_SC4_BL" from_file "CAR_CHAT" 2.0 loop 1 0 0 0 3500 ms 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 4 // integer values 

:CAT3_7550
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @CAT3_7827 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_7827 
00BE: text_clear_all 
016A: fade 1 150 ms 

:CAT3_7623
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_7647 
0001: wait 0 ms 
0002: jump @CAT3_7623 

:CAT3_7647
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_7827 
00D6: if 
00DB:   actor 310@ in_car 340@ 
004D: jump_if_false @CAT3_7827 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_7723 
0519: lock_vehicle 334@ in_current_position 0 

:CAT3_7723
02AC: set_car 340@ immunities 0 0 0 0 0 
04EF: release_animation "CAR_CHAT" 
072F: (unknown) 340@ 1.0 2000 1 1 1 2 
0161: tie_marker 341@ to_car 340@ 0 1 
0006: 128@ = 4 // integer values 
01BD: 131@ = current_time_in_ms 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_7820 
0006: 301@ = 12 // integer values 

:CAT3_7820
0006: 35@ = 4 // integer values 

:CAT3_7827
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CAT3_12172 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_12172 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_7948 
00D6: if 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_7948 
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @CAT3_7948 
00BB: text_lowpriority 'CAT3_05' 5000 ms 1  // ~s~Vidd a szerelvnyt Catalina ~y~vevjhez~s~. vatosan, nehogy lekapcsoldjon a szerelvny.
0006: 37@ = -4 // integer values 

:CAT3_7948
0227: $6988 = car 334@ health 
00D6: if 
0018:   $6988 > 250 // integer values 
004D: jump_if_false @CAT3_8004 
000C: $6988 -= 250 // integer values 
0014: $6988 /= 100 // integer values 
0010: $6988 *= 10 // integer values 
0002: jump @CAT3_8009 

:CAT3_8004
0151: remove_status_text $6988 

:CAT3_8009
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CAT3_10233 
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_10226 
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @CAT3_8168 
0209: 125@ = random_int 0 6 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 1 // integer values 
00D6: if 
003B:   125@ == 126@ // integer values 
004D: jump_if_false @CAT3_8168 
00D6: if 
001B:   5 > 125@ // integer values 
004D: jump_if_false @CAT3_8143 
000A: 125@ += 1 // integer values 
0002: jump @CAT3_8168 

:CAT3_8143
00D6: if 
0019:   125@ > 0 // integer values 
004D: jump_if_false @CAT3_8168 
000E: 125@ -= 1 // integer values 

:CAT3_8168
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @CAT3_9573 
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CAT3_8418 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_8418 
0006: 301@ = 27 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_8355 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ drive_by actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA drive_by actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_8398 

:CAT3_8355
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8398
0085: 126@ = 125@ // integer values and handles 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 // integer values 

:CAT3_8418
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @CAT3_8650 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_8650 
0006: 301@ = 28 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_8587 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ drive_by actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA drive_by actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_8630 

:CAT3_8587
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8630
0085: 126@ = 125@ // integer values and handles 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 // integer values 

:CAT3_8650
00D6: if 
0039:   125@ == 2 // integer values 
004D: jump_if_false @CAT3_8882 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_8882 
0006: 301@ = 29 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_8819 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ drive_by actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA drive_by actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_8862 

:CAT3_8819
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8862
0085: 126@ = 125@ // integer values and handles 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 // integer values 

:CAT3_8882
00D6: if 
0039:   125@ == 3 // integer values 
004D: jump_if_false @CAT3_9114 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_9114 
0006: 301@ = 30 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_9051 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ drive_by actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA drive_by actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_9094 

:CAT3_9051
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9094
0085: 126@ = 125@ // integer values and handles 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 // integer values 

:CAT3_9114
00D6: if 
0039:   125@ == 4 // integer values 
004D: jump_if_false @CAT3_9341 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_9341 
0006: 301@ = 31 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_9283 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ drive_by actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA drive_by actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_9326 

:CAT3_9283
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9326
0085: 126@ = 125@ // integer values and handles 
0006: 128@ = 2 // integer values 

:CAT3_9341
00D6: if 
0039:   125@ == 5 // integer values 
004D: jump_if_false @CAT3_9573 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_9573 
0006: 301@ = 32 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_9510 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ drive_by actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA drive_by actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_9553 

:CAT3_9510
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9553
0085: 126@ = 125@ // integer values and handles 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 // integer values 

:CAT3_9573
00D6: if 
0039:   128@ == 2 // integer values 
004D: jump_if_false @CAT3_9688 
0209: 125@ = random_int 6 13 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 3 // integer values 
00D6: if 
003B:   125@ == 127@ // integer values 
004D: jump_if_false @CAT3_9688 
00D6: if 
001B:   12 > 125@ // integer values 
004D: jump_if_false @CAT3_9663 
000A: 125@ += 1 // integer values 
0002: jump @CAT3_9688 

:CAT3_9663
00D6: if 
0019:   125@ > 6 // integer values 
004D: jump_if_false @CAT3_9688 
000E: 125@ -= 1 // integer values 

:CAT3_9688
00D6: if 
0039:   128@ == 3 // integer values 
004D: jump_if_false @CAT3_10161 
00D6: if 
0039:   125@ == 6 // integer values 
004D: jump_if_false @CAT3_9771 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_9771 
0006: 301@ = 33 // integer values 
0006: 128@ = 4 // integer values 
0085: 127@ = 125@ // integer values and handles 

:CAT3_9771
00D6: if 
0039:   125@ == 7 // integer values 
004D: jump_if_false @CAT3_9836 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_9836 
0006: 301@ = 34 // integer values 
0006: 128@ = 4 // integer values 
0085: 127@ = 125@ // integer values and handles 

:CAT3_9836
00D6: if 
0039:   125@ == 8 // integer values 
004D: jump_if_false @CAT3_9901 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_9901 
0006: 301@ = 35 // integer values 
0006: 128@ = 4 // integer values 
0085: 127@ = 125@ // integer values and handles 

:CAT3_9901
00D6: if 
0039:   125@ == 9 // integer values 
004D: jump_if_false @CAT3_9966 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_9966 
0006: 301@ = 36 // integer values 
0006: 128@ = 4 // integer values 
0085: 127@ = 125@ // integer values and handles 

:CAT3_9966
00D6: if 
0039:   125@ == 10 // integer values 
004D: jump_if_false @CAT3_10031 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_10031 
0006: 301@ = 37 // integer values 
0006: 128@ = 4 // integer values 
0085: 127@ = 125@ // integer values and handles 

:CAT3_10031
00D6: if 
0039:   125@ == 11 // integer values 
004D: jump_if_false @CAT3_10096 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_10096 
0006: 301@ = 38 // integer values 
0006: 128@ = 4 // integer values 
0085: 127@ = 125@ // integer values and handles 

:CAT3_10096
00D6: if 
0039:   125@ == 12 // integer values 
004D: jump_if_false @CAT3_10161 
00D6: if and
0039:   302@ == 0 // integer values 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_10161 
0006: 301@ = 39 // integer values 
0006: 128@ = 4 // integer values 
0085: 127@ = 125@ // integer values and handles 

:CAT3_10161
00D6: if 
0039:   128@ == 4 // integer values 
004D: jump_if_false @CAT3_10226 
01BD: 130@ = current_time_in_ms 
0085: 129@ = 130@ // integer values and handles 
0062: 129@ -= 131@ // integer values 
00D6: if 
0019:   129@ > 12000 // integer values 
004D: jump_if_false @CAT3_10226 
0006: 128@ = 5 // integer values 

:CAT3_10226
0002: jump @CAT3_10326 

:CAT3_10233
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_10326 
062E: (unknown) 310@ 1811 312@ 
00D6: if 
04A4:   312@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT3_10326 
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_10326
00D6: if 
0119:   car 340@ wrecked 
004D: jump_if_false @CAT3_10421 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_10379 
00D6: if 
82CB:   not actor 310@ bounding_sphere_visible 
004D: jump_if_false @CAT3_10379 
034F: destroy_actor_with_fade 310@ // The actor fades away like a ghost 

:CAT3_10379
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_10416 
00D6: if 
82CB:   not actor 311@ bounding_sphere_visible 
004D: jump_if_false @CAT3_10416 
034F: destroy_actor_with_fade 311@ // The actor fades away like a ghost 

:CAT3_10416
0164: disable_marker 341@ 

:CAT3_10421
00D6: if and
8118:   not actor 310@ dead 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_10760 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 310@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CAT3_10516 
00D6: if 
0023:   60.0 > 321@ // floating-point values 
004D: jump_if_false @CAT3_10509 
000B: 321@ += 0.2 // floating-point values 

:CAT3_10509
0002: jump @CAT3_10547 

:CAT3_10516
00D6: if 
0021:   321@ > 40.0 // floating-point values 
004D: jump_if_false @CAT3_10547 
000F: 321@ -= 0.1 // floating-point values 

:CAT3_10547
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 50@ 51@ 52@ radius 120.0 120.0 120.0 
004D: jump_if_false @CAT3_10760 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 310@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @CAT3_10735 
0407: create_coordinate 62@ 63@ 64@ from_car 334@ offset 0.0 -40.0 0.0 
06F8: (unknown) 62@ 63@ 64@ 1 342@ 343@ 344@ 345@ 
00D6: if 
80C2:   not sphere_onscreen 342@ 343@ 344@ 15.0 
004D: jump_if_false @CAT3_10728 
00AB: put_car 340@ at 342@ 343@ 344@ 
0175: set_car 340@ z_angle_to 345@ 

:CAT3_10728
0002: jump @CAT3_10760 

:CAT3_10735
00D6: if 
0039:   128@ == 5 // integer values 
004D: jump_if_false @CAT3_10760 
0006: 128@ = 0 // integer values 

:CAT3_10760
0227: 306@ = car 334@ health 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @CAT3_11316 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_11316 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 50@ 51@ 52@ radius 120.0 120.0 120.0 
004D: jump_if_false @CAT3_10946 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_10939 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_10939 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_10939 
062E: (unknown) 311@ 1761 47@ 
00D6: if 
04A4:   47@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT3_10939 
06E1: unknown_action_sequence 311@ 340@ 327@ 17 321@ 2 

:CAT3_10939
0002: jump @CAT3_11024 

:CAT3_10946
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_11024 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_11024 
06C7: unknown_action_sequence 311@ 340@ 6 2000 
01BD: 44@ = current_time_in_ms 
00D6: if 
06FC: (unknown) 340@ 
004D: jump_if_false @CAT3_11017 
03CD: car 340@ remove_from_stuck_car_check 

:CAT3_11017
0006: 40@ = 1 // integer values 

:CAT3_11024
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 310@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @CAT3_11316 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_11316 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_11316 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_11316 
0209: $6989 = random_int 0 4 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0039:   42@ == 5000 // integer values 
004D: jump_if_false @CAT3_11316 
00D6: if 
0038:   $6989 == 0 // integer values 
004D: jump_if_false @CAT3_11193 
06E1: unknown_action_sequence 311@ 340@ 327@ 29 321@ 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11193
00D6: if 
0038:   $6989 == 1 // integer values 
004D: jump_if_false @CAT3_11234 
06E1: unknown_action_sequence 311@ 340@ 327@ 30 321@ 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11234
00D6: if 
0038:   $6989 == 2 // integer values 
004D: jump_if_false @CAT3_11275 
06E1: unknown_action_sequence 311@ 340@ 327@ 31 321@ 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11275
00D6: if 
0038:   $6989 == 3 // integer values 
004D: jump_if_false @CAT3_11316 
06E1: unknown_action_sequence 311@ 340@ 327@ 32 321@ 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11316
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_11445 
02E3: 333@ = car 327@ speed 
00D6: if 
0023:   3.0 > 333@ // floating-point values 
004D: jump_if_false @CAT3_11445 
062E: (unknown) 310@ 1811 47@ 
00D6: if 
04A4:   47@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAT3_11445 
02E2: set_actor 310@ weapon_accuracy_to 40 
0713: actor 310@ drive_by actor $ACTOR_CATALINA car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
01B9: set_actor 310@ armed_weapon_to 28 

:CAT3_11445
00D6: if 
87AB:   not car 334@ attached_to_car 327@ 
004D: jump_if_false @CAT3_11788 
00D6: if 
00DB:   actor $ACTOR_CATALINA in_car 327@ 
004D: jump_if_false @CAT3_11765 
00D6: if 
81F4:   not car 327@ flipped 
004D: jump_if_false @CAT3_11726 
016A: fade 0 50 ms 

:CAT3_11505
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_11529 
0001: wait 0 ms 
0002: jump @CAT3_11505 

:CAT3_11529
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_11719 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0477: set_car 327@ animation 6 2000 ms 
0407: create_coordinate 73@ 83@ 93@ from_car 327@ offset 2.5 4.0 0.0 
0407: create_coordinate 103@ 113@ 123@ from_car 327@ offset 2.2 3.0 0.0 
015F: set_camera_position 73@ 83@ 93@ 0.0 0.0 0.0 
0160: point_camera 103@ 113@ 123@ 2 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_11700 
00D6: if 
82CA:   not car 340@ bounding_sphere_visible 
004D: jump_if_false @CAT3_11700 
00A6: destroy_car 340@ 

:CAT3_11700
01BD: 44@ = current_time_in_ms 
0006: 37@ = 0 // integer values 
0002: jump @CAT3_15906 

:CAT3_11719
0002: jump @CAT3_11758 

:CAT3_11726
016A: fade 1 300 ms 
00BE: text_clear_all 
00BC: text_highpriority 'CAT3_08' 5000 ms 1  // ~r~A tanker lekapcsoldott!
0002: jump @CAT3_17048 

:CAT3_11758
0002: jump @CAT3_11788 

:CAT3_11765
00BC: text_highpriority 'CAT3_08' 5000 ms 1  // ~r~A tanker lekapcsoldott!
0002: jump @CAT3_17048 

:CAT3_11788
00D6: if and
00DB:   actor $ACTOR_CATALINA in_car 327@ 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_12172 
00D6: if or
01AF:   car 327@ 1 50@ 51@ 52@ radius 5.0 5.0 5.0 
01AF:   car 334@ 0 50@ 51@ 52@ radius 5.0 5.0 5.0 
004D: jump_if_false @CAT3_12172 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:CAT3_11902
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_11926 
0001: wait 0 ms 
0002: jump @CAT3_11902 

:CAT3_11926
0050: gosub @CAT3_1119 
03CB: set_camera -76.1314 -1131.417 0.0782 
02A3: toggle_widescreen 1 
0164: disable_marker 41@ 
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_11966
00D6: if 
87C1:   not path 199 available 
004D: jump_if_false @CAT3_11993 
0001: wait 0 ms 
0002: jump @CAT3_11966 

:CAT3_11993
015F: set_camera_position -81.2678 -1141.735 3.899 0.0 0.0 0.0 
0160: point_camera -81.7168 -1140.842 3.8854 2 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_12144 
0519: lock_vehicle 327@ in_current_position 1 
020A: set_car 327@ door_status_to 3 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at -71.5991 -1134.952 0.0781 
0173: set_actor $ACTOR_CATALINA z_angle_to 63.1513 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
0173: set_actor $PLAYER_ACTOR z_angle_to 135.9294 

:CAT3_12144
0050: gosub @CAT3_576 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -4 // integer values 
0006: 35@ = 5 // integer values 

:CAT3_12172
00D6: if 
0735:   32 
004D: jump_if_false @CAT3_12473 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:CAT3_12201
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_12225 
0001: wait 0 ms 
0002: jump @CAT3_12201 

:CAT3_12225
0050: gosub @CAT3_1119 
03CB: set_camera -76.1314 -1131.417 0.0782 
02A3: toggle_widescreen 1 
0164: disable_marker 41@ 
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_12265
00D6: if 
87C1:   not path 199 available 
004D: jump_if_false @CAT3_12292 
0001: wait 0 ms 
0002: jump @CAT3_12265 

:CAT3_12292
015F: set_camera_position -81.2678 -1141.735 3.899 0.0 0.0 0.0 
0160: point_camera -81.7168 -1140.842 3.8854 2 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_12443 
00AB: put_car 327@ at 50@ 51@ 52@ 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at -71.5991 -1134.952 0.0781 
0173: set_actor $ACTOR_CATALINA z_angle_to 63.1513 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
0173: set_actor $PLAYER_ACTOR z_angle_to 135.9294 

:CAT3_12443
0050: gosub @CAT3_576 
03E6: remove_text_box 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -4 // integer values 
0006: 35@ = 5 // integer values 

:CAT3_12473
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CAT3_15190 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 322@ dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_15190 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_12541 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT3_12541
00D6: if 
0039:   37@ == -4 // integer values 
004D: jump_if_false @CAT3_12655 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_12648 
02AC: set_car 340@ immunities 0 0 0 0 0 
05EB: assign_vehicle 340@ to_path 199 
01BD: 44@ = current_time_in_ms 
016A: fade 1 250 ms 

:CAT3_12610
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_12634 
0001: wait 0 ms 
0002: jump @CAT3_12610 

:CAT3_12634
0006: 37@ = -3 // integer values 
0002: jump @CAT3_12655 

:CAT3_12648
0006: 37@ = -1 // integer values 

:CAT3_12655
00D6: if 
0039:   37@ == -3 // integer values 
004D: jump_if_false @CAT3_12794 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_12794 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_12794 
015F: set_camera_position -107.3115 -1128.808 2.6543 0.0 0.0 0.0 
0160: point_camera -106.788 -1129.652 2.7731 2 
0224: set_car 340@ health_to 5 
0006: 37@ = -21 // integer values 

:CAT3_12794
00D6: if 
0039:   37@ == -21 // integer values 
004D: jump_if_false @CAT3_12931 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_12931 
00D6: if 
860E:   not car 340@ is_assigned_to_existing_path 
004D: jump_if_false @CAT3_12931 
015F: set_camera_position -108.8537 -1168.342 3.0287 0.0 0.0 0.0 
0160: point_camera -108.0611 -1167.736 3.0908 2 
020C: create_explosion_with_radius 4 at -92.24 -1161.46 2.5 
070C: (unknown) 340@ 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -22 // integer values 

:CAT3_12931
00D6: if 
0039:   37@ == -22 // integer values 
004D: jump_if_false @CAT3_13011 
00D6: if 
0019:   42@ > 1000 // integer values 
004D: jump_if_false @CAT3_13011 
00D6: if 
8119:   not car 346@ wrecked 
004D: jump_if_false @CAT3_13011 
02AC: set_car 346@ immunities 0 0 0 0 0 
070C: (unknown) 346@ 
0006: 37@ = -2 // integer values 

:CAT3_13011
00D6: if 
0039:   37@ == -2 // integer values 
004D: jump_if_false @CAT3_13107 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 3000 // integer values 
004D: jump_if_false @CAT3_13107 
016A: fade 0 500 ms 

:CAT3_13076
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_13100 
0001: wait 0 ms 
0002: jump @CAT3_13076 

:CAT3_13100
0006: 37@ = -1 // integer values 

:CAT3_13107
00D6: if 
0039:   37@ == -1 // integer values 
004D: jump_if_false @CAT3_13266 
015F: set_camera_position 70@ 80@ 90@ 0.0 0.0 0.0 
0160: point_camera 100@ 110@ 120@ 2 
00D6: if and
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_13205 
009B: destroy_actor_instantly 310@ 
009B: destroy_actor_instantly 311@ 
00A6: destroy_car 340@ 

:CAT3_13205
0A0B: (unknown) 70@ 80@ 90@ 100.0 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
016A: fade 1 500 ms 

:CAT3_13235
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_13259 
0001: wait 0 ms 
0002: jump @CAT3_13235 

:CAT3_13259
0006: 37@ = 0 // integer values 

:CAT3_13266
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @CAT3_13439 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 300 // integer values 
004D: jump_if_false @CAT3_13439 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_13439 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_13439 
0615: define_action_sequences 48@ 
0639: AS_actor -1 rotate_to_actor 322@ 
05D3: AS_actor -1 go_to_point -74.8954 -1133.779 0.0781 speed 4 -1 ms 
05BF: AS_actor -1 look_at_actor 322@ -2 ms 
0616: define_action_sequences_end 48@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 48@ 
0006: 301@ = 43 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 1 // integer values 

:CAT3_13439
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @CAT3_13685 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_13685 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_13685 
016A: fade 0 50 ms 

:CAT3_13521
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_13545 
0001: wait 0 ms 
0002: jump @CAT3_13521 

:CAT3_13545
00D6: if and
8118:   not actor 322@ dead 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_13581 
05BF: AS_actor 322@ look_at_actor $ACTOR_CATALINA -2 ms 
05C8: AS_actor 322@ look_around 

:CAT3_13581
0006: 301@ = 44 // integer values 
01BD: 44@ = current_time_in_ms 
0A0B: (unknown) 71@ 81@ 91@ 270.0 
015F: set_camera_position 71@ 81@ 91@ 0.0 0.0 0.0 
0160: point_camera 101@ 111@ 121@ 2 
016A: fade 1 50 ms 

:CAT3_13654
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_13678 
0001: wait 0 ms 
0002: jump @CAT3_13654 

:CAT3_13678
0006: 37@ = 2 // integer values 

:CAT3_13685
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @CAT3_13883 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_13883 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_13883 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor 322@ dead 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_13883 
0647: unknown_action_sequence 322@ 
06BA: unknown_action_sequence $ACTOR_CATALINA 50@ 51@ 52@ 
06BA: unknown_action_sequence 322@ 50@ 51@ 52@ 
05C0: AS_actor $ACTOR_CATALINA look_at_car 327@ -2 ms 
05C0: AS_actor 322@ look_at_car 327@ -2 ms 
05D3: AS_actor 322@ go_to_point -75.1023 -1134.871 0.0781 speed 4 -1 ms 
0006: 301@ = 45 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 3 // integer values 

:CAT3_13883
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @CAT3_14074 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_14074 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_14074 
00D6: if 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_14055 
015F: set_camera_position 72@ 82@ 92@ 0.0 0.0 0.0 
0160: point_camera 102@ 112@ 122@ 2 
0639: AS_actor 322@ rotate_to_actor $ACTOR_CATALINA 
05BF: AS_actor 322@ look_at_actor $ACTOR_CATALINA -2 ms 
05C8: AS_actor 322@ look_around 
0639: AS_actor $ACTOR_CATALINA rotate_to_actor 322@ 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 322@ -2 ms 

:CAT3_14055
0006: 301@ = 46 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 4 // integer values 

:CAT3_14074
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @CAT3_14169 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_14169 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_14169 
0006: 301@ = 47 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 5 // integer values 

:CAT3_14169
00D6: if 
0039:   37@ == 5 // integer values 
004D: jump_if_false @CAT3_14309 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_14309 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_14309 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_14309 
0647: unknown_action_sequence $ACTOR_CATALINA 
05D3: AS_actor $ACTOR_CATALINA go_to_point -83.1314 -1129.417 0.0782 speed 4 -1 ms 
0006: 301@ = 48 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 6 // integer values 

:CAT3_14309
00D6: if 
0039:   37@ == 6 // integer values 
004D: jump_if_false @CAT3_14461 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_14461 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_14461 
00D6: if 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_14461 
0647: unknown_action_sequence 322@ 
0639: AS_actor 322@ rotate_to_actor $PLAYER_ACTOR 
0001: wait 100 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point -84.1314 -1128.417 0.0782 speed 4 -1 ms 
0006: 301@ = 51 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 7 // integer values 

:CAT3_14461
00D6: if 
0039:   37@ == 7 // integer values 
004D: jump_if_false @CAT3_14556 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 2000 // integer values 
004D: jump_if_false @CAT3_14556 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_14556 
0006: 301@ = 52 // integer values 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 8 // integer values 

:CAT3_14556
00D6: if 
0039:   37@ == 8 // integer values 
004D: jump_if_false @CAT3_14759 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 3000 // integer values 
004D: jump_if_false @CAT3_14759 
016A: fade 0 100 ms 

:CAT3_14620
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_14644 
0001: wait 0 ms 
0002: jump @CAT3_14620 

:CAT3_14644
01BD: 44@ = current_time_in_ms 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_14689 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_14689 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT3_14689
0050: gosub @CAT3_1251 
0687: clear_actor_task $PLAYER_ACTOR 
015F: set_camera_position -86.1477 -1130.445 0.9157 0.0 0.0 0.0 
0160: point_camera -86.5058 -1129.52 1.0417 2 
0006: 37@ = 9 // integer values 

:CAT3_14759
00D6: if 
0039:   37@ == 9 // integer values 
004D: jump_if_false @CAT3_14839 
016A: fade 1 100 ms 

:CAT3_14783
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_14807 
0001: wait 0 ms 
0002: jump @CAT3_14783 

:CAT3_14807
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_14839 
0006: 301@ = 55 // integer values 
0006: 37@ = 10 // integer values 

:CAT3_14839
00D6: if 
0039:   37@ == 10 // integer values 
004D: jump_if_false @CAT3_14932 
00D6: if 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CAT3_14932 
00D6: if and
8119:   not car 352@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_14932 
00D6: if 
860E:   not car 352@ is_assigned_to_existing_path 
004D: jump_if_false @CAT3_14932 
0647: unknown_action_sequence $ACTOR_CATALINA 
05EB: assign_vehicle 352@ to_path 189 
0006: 37@ = 11 // integer values 

:CAT3_14932
00D6: if 
0039:   37@ == 11 // integer values 
004D: jump_if_false @CAT3_15045 
00D6: if 
8119:   not car 352@ wrecked 
004D: jump_if_false @CAT3_15045 
00D6: if 
860E:   not car 352@ is_assigned_to_existing_path 
004D: jump_if_false @CAT3_15045 
016A: fade 0 500 ms 

:CAT3_14989
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_15013 
0001: wait 0 ms 
0002: jump @CAT3_14989 

:CAT3_15013
0687: clear_actor_task $PLAYER_ACTOR 
009B: destroy_actor_instantly $ACTOR_CATALINA 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CAT3_17066 

:CAT3_15045
00D6: if 
0019:   37@ > 0 // integer values 
004D: jump_if_false @CAT3_15190 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CAT3_15190 
016A: fade 0 500 ms 

:CAT3_15087
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_15111 
0001: wait 0 ms 
0002: jump @CAT3_15087 

:CAT3_15111
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_15158 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_15158 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 

:CAT3_15158
0687: clear_actor_task $PLAYER_ACTOR 
009B: destroy_actor_instantly $ACTOR_CATALINA 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CAT3_17066 

:CAT3_15190
00D6: if and
0019:   35@ > 0 // integer values 
001B:   5 > 35@ // integer values 
004D: jump_if_false @CAT3_15222 
0050: gosub @CAT3_18159 

:CAT3_15222
00D6: if and
0019:   35@ > 1 // integer values 
001B:   5 > 35@ // integer values 
004D: jump_if_false @CAT3_15735 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_15735 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CAT3_15523 
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @CAT3_15523 
00D6: if and
8039:   not  35@ == 1 // integer values 
8039:   not  35@ == 3 // integer values 
004D: jump_if_false @CAT3_15344 
00BC: text_highpriority 'CAT3_10' 100 ms 1  // ~s~Szllj vissza a ~b~verdba~s~!

:CAT3_15344
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_15523 
00D6: if and
8039:   not  35@ == 1 // integer values 
8039:   not  35@ == 3 // integer values 
004D: jump_if_false @CAT3_15390 
00BE: text_clear_all 

:CAT3_15390
0164: disable_marker 328@ 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CAT3_15444 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_15444 
0186: 335@ = create_marker_above_car 334@ 
07E0: set_marker 335@ type_to 1 

:CAT3_15444
00D6: if or
0039:   35@ == 3 // integer values 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CAT3_15516 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
07E0: set_marker 41@ type_to 1 
0151: remove_status_text $6988 
03C4: set_status_text_to $6988 1 'CAT3_11'  // LET

:CAT3_15516
0006: 36@ = 1 // integer values 

:CAT3_15523
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CAT3_15735 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_15735 
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @CAT3_15593 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_15593
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CAT3_15616 
0164: disable_marker 335@ 

:CAT3_15616
00D6: if or
0039:   35@ == 3 // integer values 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CAT3_15651 
0164: disable_marker 41@ 
0151: remove_status_text $6988 

:CAT3_15651
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CAT3_15728 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_15728 
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_15728
0006: 36@ = 0 // integer values 

:CAT3_15735
00D6: if or
0118:   actor $ACTOR_CATALINA dead 
04AD:   actor $ACTOR_CATALINA touching_water 
004D: jump_if_false @CAT3_15781 
00BE: text_clear_all 
00BC: text_highpriority 'CAT3_06' 10000 ms 1  // ~r~Catalina nem csinlta meg.
0002: jump @CAT3_17048 

:CAT3_15781
00D6: if 
001B:   5 > 35@ // integer values 
004D: jump_if_false @CAT3_15840 
00D6: if 
0119:   car 334@ wrecked 
004D: jump_if_false @CAT3_15840 
00BE: text_clear_all 
00BC: text_highpriority 'CAT3_07' 5000 ms 1  // ~r~A tanker tnkrement!
0002: jump @CAT3_17048 

:CAT3_15840
00D6: if 
001B:   5 > 35@ // integer values 
004D: jump_if_false @CAT3_15899 
00D6: if 
0119:   car 327@ wrecked 
004D: jump_if_false @CAT3_15899 
00BE: text_clear_all 
00BC: text_highpriority 'CAT3_09' 5000 ms 1  // ~r~A taxit sztlttk!
0002: jump @CAT3_17048 

:CAT3_15899
0002: jump @CAT3_3696 

:CAT3_15906
0001: wait 0 ms 
00D6: if 
8039:   not  301@ == 0 // integer values 
004D: jump_if_false @CAT3_16337 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_15974 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CAT3_15967 
040D: unload_wav 304@ 

:CAT3_15967
0006: 302@ = 1 // integer values 

:CAT3_15974
00D6: if 
0039:   302@ == 1 // integer values 
004D: jump_if_false @CAT3_16018 
03CF: load_wav 245@(301@,56i) as 303@ 
0050: gosub @CAT3_17423 
0006: 302@ = 2 // integer values 

:CAT3_16018
00D6: if 
0039:   302@ == 2 // integer values 
004D: jump_if_false @CAT3_16120 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CAT3_16120 
00D6: if 
8039:   not  244@ == 0 // integer values 
004D: jump_if_false @CAT3_16094 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_16094 
0967: actor 244@ move_mouth 10000 

:CAT3_16094
03D1: play_wav 303@ 
00BC: text_highpriority 132@(301@,56s) 10000 ms 1 
0006: 302@ = 3 // integer values 

:CAT3_16120
00D6: if 
0039:   302@ == 3 // integer values 
004D: jump_if_false @CAT3_16337 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CAT3_16276 
03D5: remove_text 132@(301@,56s) 
00D6: if 
8039:   not  244@ == 0 // integer values 
004D: jump_if_false @CAT3_16202 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_16202 
0968: actor 244@ stop_mouth 

:CAT3_16202
00D6: if 
0039:   303@ == 1 // integer values 
004D: jump_if_false @CAT3_16241 
0006: 303@ = 2 // integer values 
0006: 304@ = 1 // integer values 
0002: jump @CAT3_16255 

:CAT3_16241
0006: 303@ = 1 // integer values 
0006: 304@ = 2 // integer values 

:CAT3_16255
0006: 301@ = 0 // integer values 
0006: 302@ = 0 // integer values 
0002: jump @CAT3_16337 

:CAT3_16276
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CAT3_16337 
00D6: if 
001B:   54 > 301@ // integer values 
004D: jump_if_false @CAT3_16337 
0085: 305@ = 301@ // integer values and handles 
000A: 305@ += 1 // integer values 
03CF: load_wav 245@(305@,56i) as 304@ 

:CAT3_16337
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @CAT3_16472 
016A: fade 1 50 ms 

:CAT3_16361
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_16385 
0001: wait 0 ms 
0002: jump @CAT3_16361 

:CAT3_16385
0006: 301@ = 53 // integer values 
01BD: 44@ = current_time_in_ms 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_16472 
0679: put_camera_on_vehicle 327@ offset 1.0 8.0 1.5 point_to_offset 0.0 0.0 1.0 0.0 2 
0151: remove_status_text $6988 
0006: 37@ = 1 // integer values 

:CAT3_16472
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @CAT3_16667 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_16667 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 1000 // integer values 
004D: jump_if_false @CAT3_16667 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_16667 
0006: 301@ = 54 // integer values 
0679: put_camera_on_vehicle 327@ offset 1.0 8.0 1.5 point_to_offset 0.0 0.0 1.0 0.0 2 
0407: create_coordinate 73@ 83@ 93@ from_car 327@ offset 4.5 10.0 0.0 
05CD: AS_actor $ACTOR_CATALINA exit_car 327@ 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 2 // integer values 

:CAT3_16667
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @CAT3_16914 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_16914 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // integer values and handles 
0062: 42@ -= 44@ // integer values 
00D6: if 
0019:   42@ > 1000 // integer values 
004D: jump_if_false @CAT3_16914 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_16914 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_16914 
00D6: if 
80DB:   not actor $ACTOR_CATALINA in_car 327@ 
004D: jump_if_false @CAT3_16914 
05D3: AS_actor $ACTOR_CATALINA go_to_point 73@ 83@ 93@ speed 4 -1 ms 
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CAT3_16914 
016A: fade 0 50 ms 

:CAT3_16836
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_16860 
0001: wait 0 ms 
0002: jump @CAT3_16836 

:CAT3_16860
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_16914 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_16914 
06C9: remove_actor $ACTOR_CATALINA from_group 
009B: destroy_actor_instantly $ACTOR_CATALINA 
00BE: text_clear_all 
0006: 37@ = 3 // integer values 

:CAT3_16914
00D6: if 
001B:   3 > 37@ // integer values 
004D: jump_if_false @CAT3_16955 
00D6: if 
02BF:   car 327@ sunk 
004D: jump_if_false @CAT3_16955 
0006: 37@ = 3 // integer values 

:CAT3_16955
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @CAT3_17041 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 50 ms 

:CAT3_16987
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_17011 
0001: wait 0 ms 
0002: jump @CAT3_16987 

:CAT3_17011
00BC: text_highpriority 'CAT3_08' 5000 ms 1  // ~r~A tanker lekapcsoldott!
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @CAT3_17048 

:CAT3_17041
0002: jump @CAT3_15906 

:CAT3_17048
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:CAT3_17066
0008: $11011 += 1 // integer values 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_17111 
0519: lock_vehicle 327@ in_current_position 0 
00A6: destroy_car 327@ 
00A6: destroy_car 334@ 

:CAT3_17111
00D6: if 
0038:   $2334 == 1 // integer values 
004D: jump_if_false @CAT3_17136 
0004: $2334 = 2 // integer values 

:CAT3_17136
00D6: if 
0038:   $2333 == 1 // integer values 
004D: jump_if_false @CAT3_17161 
0004: $2333 = 2 // integer values 

:CAT3_17161
0394: play_music 1 
0318: set_latest_mission_passed 'CAT_3'  // A tartlykocsi
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASS' 34@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 34@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0004: $MISSION_TANKER_COMMANDER_PASSED = 1 // integer values 
0051: return 

:CAT3_17221
0164: disable_marker 328@ 
0164: disable_marker 335@ 
0164: disable_marker 341@ 
0164: disable_marker 41@ 
0164: disable_marker 309@ 
0151: remove_status_text $6988 
040D: unload_wav 3 
009B: destroy_actor_instantly 322@ 
00A6: destroy_car 352@ 
0249: release_model #HFYST 
0249: release_model #WMOST 
0249: release_model #BMYPOL2 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0249: release_model #SABRE 
0249: release_model #MICRO_UZI 
0249: release_model #CHROMEGUN 
0249: release_model #BMOST 
0249: release_model #SADLER 
0249: release_model #SANCHEZ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_17337 
034F: destroy_actor_with_fade $ACTOR_CATALINA // The actor fades away like a ghost 

:CAT3_17337
0296: unload_special_actor 1 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MISC" 
0873: release_path 188 
0873: release_path 189 
0873: release_path 199 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
016A: fade 1 500 ms 

:CAT3_17395
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_17419 
0001: wait 0 ms 
0002: jump @CAT3_17395 

:CAT3_17419
00D8: mission_cleanup 
0051: return 

:CAT3_17423
00D6: if or
0039:   301@ == 1 // integer values 
0039:   301@ == 5 // integer values 
0039:   301@ == 6 // integer values 
0039:   301@ == 8 // integer values 
0039:   301@ == 11 // integer values 
0039:   301@ == 12 // integer values 
004D: jump_if_false @CAT3_17484 
008B: 244@ = $ACTOR_CATALINA // integer values and handles 

:CAT3_17484
00D6: if or
0039:   301@ == 16 // integer values 
0039:   301@ == 20 // integer values 
0039:   301@ == 21 // integer values 
0039:   301@ == 22 // integer values 
0039:   301@ == 23 // integer values 
0039:   301@ == 24 // integer values 
004D: jump_if_false @CAT3_17545 
008B: 244@ = $ACTOR_CATALINA // integer values and handles 

:CAT3_17545
00D6: if or
0039:   301@ == 25 // integer values 
0039:   301@ == 26 // integer values 
0039:   301@ == 40 // integer values 
0039:   301@ == 41 // integer values 
0039:   301@ == 42 // integer values 
0039:   301@ == 43 // integer values 
004D: jump_if_false @CAT3_17606 
008B: 244@ = $ACTOR_CATALINA // integer values and handles 

:CAT3_17606
00D6: if or
0039:   301@ == 45 // integer values 
0039:   301@ == 47 // integer values 
004D: jump_if_false @CAT3_17639 
008B: 244@ = $ACTOR_CATALINA // integer values and handles 

:CAT3_17639
00D6: if or
0039:   301@ == 2 // integer values 
0039:   301@ == 3 // integer values 
0039:   301@ == 7 // integer values 
0039:   301@ == 10 // integer values 
0039:   301@ == 13 // integer values 
0039:   301@ == 14 // integer values 
004D: jump_if_false @CAT3_17700 
0085: 244@ = 310@ // integer values and handles 

:CAT3_17700
00D6: if or
0039:   301@ == 17 // integer values 
0039:   301@ == 18 // integer values 
004D: jump_if_false @CAT3_17733 
0085: 244@ = 310@ // integer values and handles 

:CAT3_17733
00D6: if or
0039:   301@ == 27 // integer values 
0039:   301@ == 28 // integer values 
0039:   301@ == 29 // integer values 
0039:   301@ == 30 // integer values 
004D: jump_if_false @CAT3_17779 
0006: 244@ = 0 // integer values 

:CAT3_17779
00D6: if or
0039:   301@ == 31 // integer values 
0039:   301@ == 32 // integer values 
0039:   301@ == 15 // integer values 
004D: jump_if_false @CAT3_17818 
0006: 244@ = 0 // integer values 

:CAT3_17818
00D6: if or
0039:   301@ == 4 // integer values 
0039:   301@ == 19 // integer values 
004D: jump_if_false @CAT3_17851 
0085: 244@ = 311@ // integer values and handles 

:CAT3_17851
00D6: if or
0039:   301@ == 33 // integer values 
0039:   301@ == 34 // integer values 
0039:   301@ == 35 // integer values 
004D: jump_if_false @CAT3_17890 
0006: 244@ = 0 // integer values 

:CAT3_17890
00D6: if or
0039:   301@ == 36 // integer values 
0039:   301@ == 37 // integer values 
0039:   301@ == 38 // integer values 
0039:   301@ == 39 // integer values 
004D: jump_if_false @CAT3_17936 
0006: 244@ = 0 // integer values 

:CAT3_17936
00D6: if or
0039:   301@ == 44 // integer values 
0039:   301@ == 46 // integer values 
0039:   301@ == 48 // integer values 
0039:   301@ == 49 // integer values 
0039:   301@ == 50 // integer values 
0039:   301@ == 51 // integer values 
004D: jump_if_false @CAT3_17997 
0085: 244@ = 322@ // integer values and handles 

:CAT3_17997
00D6: if 
0039:   301@ == 52 // integer values 
004D: jump_if_false @CAT3_18023 
0085: 244@ = 322@ // integer values and handles 

:CAT3_18023
00D6: if 
0039:   301@ == 9 // integer values 
004D: jump_if_false @CAT3_18049 
008B: 244@ = $PLAYER_ACTOR // integer values and handles 

:CAT3_18049
0051: return 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT3_18157 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CAT3_18116 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_18116 
00D9: 308@ = actor $PLAYER_ACTOR car 
0006: 36@ = 1 // integer values 

:CAT3_18116
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CAT3_18157 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_18157 
0006: 36@ = 0 // integer values 

:CAT3_18157
0051: return 

:CAT3_18159
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_18796 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @CAT3_18599 
00D6: if and
0019:   35@ > 1 // integer values 
001B:   5 > 35@ // integer values 
004D: jump_if_false @CAT3_18599 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_18599 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @CAT3_18599 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CAT3_18404 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CAT3_18350 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_18350 
0164: disable_marker 335@ 
0186: 335@ = create_marker_above_car 334@ 
07E0: set_marker 335@ type_to 1 

:CAT3_18350
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CAT3_18404 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_18404 
0164: disable_marker 328@ 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_18404
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CAT3_18548 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CAT3_18487 
0006: 128@ = 4 // integer values 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text_to $6988 1 'CAT3_11'  // LET

:CAT3_18487
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CAT3_18548 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_18548 
0006: 128@ = 4 // integer values 
0164: disable_marker 328@ 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_18548
09DD: (unknown) 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0164: disable_marker 309@ 
00D6: if and
8039:   not  35@ == 1 // integer values 
8039:   not  35@ == 3 // integer values 
004D: jump_if_false @CAT3_18592 
00BE: text_clear_all 

:CAT3_18592
0006: 49@ = 1 // integer values 

:CAT3_18599
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @CAT3_18796 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_18796 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CAT3_18682 
0164: disable_marker 335@ 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CAT3_18682 
0164: disable_marker 328@ 

:CAT3_18682
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CAT3_18740 
0151: remove_status_text $6988 
0164: disable_marker 41@ 
0006: 128@ = 10 // integer values 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CAT3_18740 
0164: disable_marker 328@ 

:CAT3_18740
0187: 309@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 309@ type_to 1 
00D6: if 
8039:   not  35@ == 3 // integer values 
004D: jump_if_false @CAT3_18789 
00BC: text_highpriority 'CAT3_01' 5000 ms 1  // ~s~Menj s vedd fel ~b~Catalina-t~s~.

:CAT3_18789
0006: 49@ = 0 // integer values 

:CAT3_18796
0051: return 

//-------------Mission 44---------------
// Originally: Against All Odds

:CAT4
03A4: name_thread 'CAT4' 
0050: gosub @CAT4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CAT4_38 
0050: gosub @CAT4_18296 

:CAT4_38
0050: gosub @CAT4_18425 
004E: end_thread 

:CAT4_47
0004: $ONMISSION = 1 // integer values 
07FB: set_interior 'GENOTB' accessible 0  // Bels plya fogads
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_90 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:CAT4_90
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
02A3: toggle_widescreen 1 

:CAT4_109
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_133 
0001: wait 0 ms 
0002: jump @CAT4_109 

:CAT4_133
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_161 
0173: set_actor $PLAYER_ACTOR z_angle_to 64.0 
0373: set_camera_directly_behind_player 

:CAT4_161
0956: 111@ = get_respect 
000E: 111@ -= 1 // integer values 
00D6: if 
002B:   0 >= 111@ // integer values 
004D: jump_if_false @CAT4_202 
08F4: (unknown) 1 
0002: jump @CAT4_207 

:CAT4_202
08F4: (unknown) 111@ 

:CAT4_207
09DD: (unknown) 1 
0247: request_model #DESERT_EAGLE 
0247: request_model #BOMB 
0247: request_model #SATCHEL 
0247: request_model #RIDER1_DOOR 
0247: request_model #KEV_SAFE 
0247: request_model #MAN_SAFENEW 
04ED: load_animation "MISC" 

:CAT4_249
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #BOMB available 
004D: jump_if_false @CAT4_281 
0001: wait 0 ms 
0002: jump @CAT4_249 

:CAT4_281
054C: use_GXT_table 'CAT' 
0006: 107@ = 1 // integer values 
0006: 88@ = 1 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0004: $6990 = 0 // integer values 
0006: 99@ = 0 // integer values 
0004: $1798 = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 275@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 106@ = 1 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0004: $1795 = 0 // integer values 
0006: 274@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0007: 61@ = 1289.851 // floating-point values 
0007: 62@ = 269.8778 // floating-point values 
0007: 63@ = 19.5888 // floating-point values 
0007: 64@ = 820.2197 // floating-point values 
0007: 65@ = 4.2019 // floating-point values 
0007: 66@ = 1004.661 // floating-point values 
0007: 67@ = 719.17 // floating-point values 
0007: 68@ = -457.68 // floating-point values 
0007: 69@ = 16.92 // floating-point values 
0007: 70@ = 822.4665 // floating-point values 
0007: 76@ = 1.7837 // floating-point values 
0007: 82@ = 1003.1 // floating-point values 
0007: 71@ = 822.0091 // floating-point values 
0007: 77@ = 6.0787 // floating-point values 
0007: 83@ = 1003.17 // floating-point values 
0007: 72@ = 832.8624 // floating-point values 
0007: 78@ = 0.7513 // floating-point values 
0007: 84@ = 1003.18 // floating-point values 
0007: 73@ = 830.9443 // floating-point values 
0007: 79@ = 0.3996 // floating-point values 
0007: 85@ = 1003.17 // floating-point values 
0007: 74@ = 827.839 // floating-point values 
0007: 80@ = -0.2443 // floating-point values 
0007: 86@ = 1003.1 // floating-point values 
0007: 75@ = 829.2125 // floating-point values 
0007: 81@ = 2.0354 // floating-point values 
0007: 87@ = 1003.17 // floating-point values 
00D6: if 
0038:   $1520 == 0 // integer values 
004D: jump_if_false @CAT4_1357 
00D6: if 
0038:   $11011 == 0 // integer values 
004D: jump_if_false @CAT4_1108 
05AA: 118@s = 'CAT_DA' // 8-byte strings 
05AA: 120@s = 'CAT_DE' // 8-byte strings 
05AA: 122@s = 'CAT_DF' // 8-byte strings 
05AA: 124@s = 'CAT_DG' // 8-byte strings 
05AA: 126@s = 'CAT_DH' // 8-byte strings 
05AA: 128@s = 'CAT_DI' // 8-byte strings 
05AA: 130@s = 'CAT_DJ' // 8-byte strings 
05AA: 132@s = 'CAT_DK' // 8-byte strings 
05AA: 134@s = 'CAT_DL' // 8-byte strings 
05AA: 136@s = 'CAT_DM' // 8-byte strings 
05AA: 138@s = 'CAT_DN' // 8-byte strings 
05AA: 140@s = 'CAT_DO' // 8-byte strings 
05AA: 142@s = 'CAT_DP' // 8-byte strings 
04AF: 222@ = unknown_wav_reference 8626 
04AF: 223@ = unknown_wav_reference 8630 
04AF: 224@ = unknown_wav_reference 8631 
04AF: 225@ = unknown_wav_reference 8632 
04AF: 226@ = unknown_wav_reference 8633 
04AF: 227@ = unknown_wav_reference 8634 
04AF: 228@ = unknown_wav_reference 8635 
04AF: 229@ = unknown_wav_reference 8636 
04AF: 230@ = unknown_wav_reference 8637 
04AF: 231@ = unknown_wav_reference 8638 
04AF: 232@ = unknown_wav_reference 8639 
04AF: 233@ = unknown_wav_reference 8640 
04AF: 234@ = unknown_wav_reference 8641 
0006: 110@ = 16 // integer values 
0002: jump @CAT4_1357 

:CAT4_1108
05AA: 118@s = 'CAT_DF' // 8-byte strings 
05AA: 120@s = 'CAT_DG' // 8-byte strings 
05AA: 122@s = 'CAT_DH' // 8-byte strings 
05AA: 124@s = 'CAT_DI' // 8-byte strings 
05AA: 126@s = 'CAT_DJ' // 8-byte strings 
05AA: 128@s = 'CAT_DK' // 8-byte strings 
05AA: 130@s = 'CAT_DL' // 8-byte strings 
05AA: 132@s = 'CAT_DM' // 8-byte strings 
05AA: 134@s = 'CAT_DN' // 8-byte strings 
05AA: 136@s = 'CAT_DO' // 8-byte strings 
05AA: 138@s = 'CAT_DP' // 8-byte strings 
04AF: 222@ = unknown_wav_reference 8631 
04AF: 223@ = unknown_wav_reference 8632 
04AF: 224@ = unknown_wav_reference 8633 
04AF: 225@ = unknown_wav_reference 8634 
04AF: 226@ = unknown_wav_reference 8635 
04AF: 227@ = unknown_wav_reference 8636 
04AF: 228@ = unknown_wav_reference 8637 
04AF: 229@ = unknown_wav_reference 8638 
04AF: 230@ = unknown_wav_reference 8639 
04AF: 231@ = unknown_wav_reference 8640 
04AF: 232@ = unknown_wav_reference 8641 
0006: 110@ = 14 // integer values 

:CAT4_1357
00D6: if 
0038:   $1520 == 1 // integer values 
004D: jump_if_false @CAT4_1690 
05AA: 118@s = 'CAT_GA' // 8-byte strings 
05AA: 120@s = 'CAT_GB' // 8-byte strings 
05AA: 122@s = 'CAT_GC' // 8-byte strings 
05AA: 124@s = 'CAT_GD' // 8-byte strings 
05AA: 126@s = 'CAT_GE' // 8-byte strings 
05AA: 128@s = 'CAT_GF' // 8-byte strings 
05AA: 130@s = 'CAT_GG' // 8-byte strings 
05AA: 132@s = 'CAT_GH' // 8-byte strings 
05AA: 134@s = 'CAT_GI' // 8-byte strings 
05AA: 136@s = 'CAT_GJ' // 8-byte strings 
05AA: 138@s = 'CAT_GK' // 8-byte strings 
05AA: 140@s = 'CAT_GL' // 8-byte strings 
05AA: 142@s = 'CAT_GM' // 8-byte strings 
05AA: 144@s = 'CAT_GN' // 8-byte strings 
04AF: 222@ = unknown_wav_reference 8672 
04AF: 223@ = unknown_wav_reference 8673 
04AF: 224@ = unknown_wav_reference 8674 
04AF: 225@ = unknown_wav_reference 8675 
04AF: 226@ = unknown_wav_reference 8676 
04AF: 227@ = unknown_wav_reference 8677 
04AF: 228@ = unknown_wav_reference 8678 
04AF: 229@ = unknown_wav_reference 8679 
04AF: 230@ = unknown_wav_reference 8680 
04AF: 231@ = unknown_wav_reference 8681 
04AF: 232@ = unknown_wav_reference 8682 
04AF: 233@ = unknown_wav_reference 8683 
04AF: 234@ = unknown_wav_reference 8684 
04AF: 235@ = unknown_wav_reference 8685 
0006: 110@ = 17 // integer values 

:CAT4_1690
00D6: if 
0038:   $1520 == 2 // integer values 
004D: jump_if_false @CAT4_1891 
05AA: 118@s = 'CAT_OA' // 8-byte strings 
05AA: 120@s = 'CAT_OB' // 8-byte strings 
05AA: 122@s = 'CAT_OC' // 8-byte strings 
05AA: 124@s = 'CAT_OD' // 8-byte strings 
05AA: 126@s = 'CAT_OE' // 8-byte strings 
05AA: 128@s = 'CAT_OF' // 8-byte strings 
05AA: 130@s = 'CAT_OG' // 8-byte strings 
05AA: 132@s = 'CAT_OH' // 8-byte strings 
04AF: 222@ = unknown_wav_reference 8725 
04AF: 223@ = unknown_wav_reference 8726 
04AF: 224@ = unknown_wav_reference 8727 
04AF: 225@ = unknown_wav_reference 8728 
04AF: 226@ = unknown_wav_reference 8729 
04AF: 227@ = unknown_wav_reference 8730 
04AF: 228@ = unknown_wav_reference 8731 
04AF: 229@ = unknown_wav_reference 8732 
0006: 110@ = 11 // integer values 

:CAT4_1891
0006: 52@ = 0 // integer values 
018A: 112@ = create_checkpoint_at 61@ 62@ 63@ 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
018A: 116@ = create_checkpoint_at 277@ 278@ 279@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_1969 
0187: 113@ = create_marker_above_actor $ACTOR_CATALINA 
0164: disable_marker 113@ 

:CAT4_1969
0164: disable_marker 112@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 113@ 
0164: disable_marker $451 
060A: unknown_create_entity 2 54@ 
0864: (unknown) 833.0 9.0 10.0 0 
0864: (unknown) 1291.0 271.0 10.0 1 
0001: wait 0 ms 
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @CAT4_2068 
0050: gosub @CAT4_4355 

:CAT4_2068
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @CAT4_2093 
0050: gosub @CAT4_13682 

:CAT4_2093
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @CAT4_2118 
0002: jump @CAT4_18326 

:CAT4_2118
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @CAT4_2143 
0002: jump @CAT4_18296 

:CAT4_2143
0051: return 

:CAT4_2145
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @CAT4_3613 
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @CAT4_2849 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_2842 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_2842 
0006: 93@ = 1 // integer values 
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @CAT4_2248 
0006: 94@ = 1000 // integer values 

:CAT4_2248
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_2280 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 

:CAT4_2280
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @CAT4_2821 
00D6: if 
0039:   281@ == 1 // integer values 
004D: jump_if_false @CAT4_2686 
00D6: if 
0019:   102@ > 2 // integer values 
004D: jump_if_false @CAT4_2341 
0006: 102@ = 0 // integer values 

:CAT4_2341
00D6: if 
0039:   102@ == 2 // integer values 
004D: jump_if_false @CAT4_2456 
03CF: load_wav 9889 as 1 

:CAT4_2366
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_2392 
0001: wait 0 ms 
0002: jump @CAT4_2366 

:CAT4_2392
00BC: text_highpriority 'CATX_UA' 10000 ms 1  // ~z~Carl, te kibaszott idita!
03D1: play_wav 1 

:CAT4_2412
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_2438 
0001: wait 0 ms 
0002: jump @CAT4_2412 

:CAT4_2438
03D5: remove_text 'CATX_UA'  // ~z~Carl, te kibaszott idita!
000A: 102@ += 1 // integer values 

:CAT4_2456
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @CAT4_2571 
03CF: load_wav 9890 as 1 

:CAT4_2481
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_2507 
0001: wait 0 ms 
0002: jump @CAT4_2481 

:CAT4_2507
00BC: text_highpriority 'CATX_UB' 10000 ms 1  // ~z~Idita, Carl, idita!
03D1: play_wav 1 

:CAT4_2527
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_2553 
0001: wait 0 ms 
0002: jump @CAT4_2527 

:CAT4_2553
03D5: remove_text 'CATX_UB'  // ~z~Idita, Carl, idita!
000A: 102@ += 1 // integer values 

:CAT4_2571
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @CAT4_2686 
03CF: load_wav 9894 as 1 

:CAT4_2596
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_2622 
0001: wait 0 ms 
0002: jump @CAT4_2596 

:CAT4_2622
00BC: text_highpriority 'CATX_UF' 10000 ms 1  // ~z~Carl Johnson, te szar!
03D1: play_wav 1 

:CAT4_2642
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_2668 
0001: wait 0 ms 
0002: jump @CAT4_2642 

:CAT4_2668
03D5: remove_text 'CATX_UF'  // ~z~Carl Johnson, te szar!
000A: 102@ += 1 // integer values 

:CAT4_2686
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @CAT4_2805 
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @CAT4_2805 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_2805 
00D6: if 
80FE:   not actor $ACTOR_CATALINA 0 67@ 68@ 69@ radius 30.0 30.0 30.0 
004D: jump_if_false @CAT4_2805 
077B: set_actor $ACTOR_CATALINA neutral_to_pedgroup 1 type 6 
0006: 99@ = 1 // integer values 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 4 type 6 

:CAT4_2805
00BB: text_lowpriority 'CAT4_32' 5000 ms 1  // ~s~Krznek a zsaruk, menj a ~w~Pay 'n' Spray-be, hogy lerzd ket.

:CAT4_2821
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_2842 
0164: disable_marker 115@ 

:CAT4_2842
0002: jump @CAT4_3613 

:CAT4_2849
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_3306 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @CAT4_3094 
00D6: if 
00FE:   actor $ACTOR_CATALINA 1 720.5 -466.73 15.72 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT4_3094 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @CAT4_3094 
00BC: text_highpriority 'CAT4_37' 5000 ms 1  // ~S~llj be a ~h~Pay 'n' Spray-be.
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @CAT4_3087 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_3087 
077B: set_actor $ACTOR_CATALINA neutral_to_pedgroup 4 type 6 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_3032 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_3032
0687: clear_actor_task $ACTOR_CATALINA 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_3071 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 1 

:CAT4_3071
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 1 type 6 
0006: 99@ = 0 // integer values 

:CAT4_3087
0006: 100@ = 1 // integer values 

:CAT4_3094
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @CAT4_3185 
00D6: if 
80FE:   not actor $ACTOR_CATALINA 0 720.5 -460.73 15.72 radius 15.0 15.0 15.0 
004D: jump_if_false @CAT4_3185 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @CAT4_3185 
0006: 100@ = 0 // integer values 

:CAT4_3185
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @CAT4_3306 
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @CAT4_3306 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_3306 
00D6: if 
80FE:   not actor $ACTOR_CATALINA 0 67@ 68@ 69@ radius 30.0 30.0 30.0 
004D: jump_if_false @CAT4_3306 
077B: set_actor $ACTOR_CATALINA neutral_to_pedgroup 1 type 6 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 4 type 6 
0006: 99@ = 1 // integer values 

:CAT4_3306
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_3613 
0006: 93@ = 0 // integer values 
01BD: $6992 = current_time_in_ms 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_3463 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 
03CF: load_wav 9824 as 1 

:CAT4_3380
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_3406 
0001: wait 0 ms 
0002: jump @CAT4_3380 

:CAT4_3406
00BC: text_highpriority 'CATX_DE' 10000 ms 1  // ~z~Vigyl minket vissza a bvhelyre!
03D1: play_wav 1 

:CAT4_3426
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_3452 
0001: wait 0 ms 
0002: jump @CAT4_3426 

:CAT4_3452
03D5: remove_text 'CATX_DE'  // ~z~Vigyl minket vissza a bvhelyre!

:CAT4_3463
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_3484 
0164: disable_marker 116@ 

:CAT4_3484
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @CAT4_3606 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_3606 
077B: set_actor $ACTOR_CATALINA neutral_to_pedgroup 4 type 6 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_3551 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_3551
0687: clear_actor_task $ACTOR_CATALINA 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_3590 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 1 

:CAT4_3590
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 1 type 6 
0006: 99@ = 0 // integer values 

:CAT4_3606
0006: 32@ = 0 // integer values 

:CAT4_3613
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_4353 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 64@ 65@ 66@ radius 50.0 50.0 50.0 
004D: jump_if_false @CAT4_4168 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CAT4_4150 
03D5: remove_text 'CAT4_01'  // ~s~Menj be az Inside Track Fogadirodba.
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @CAT4_3765 
0107: 39@ = create_object #RIDER1_DOOR at 824.4123 10.85 1003.2 
0177: set_object 39@ z_angle_to 175.0 
0550: keep_object 39@ in_memory 1 
07F7: set_object 39@ indestructible 0 

:CAT4_3765
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @CAT4_3783 

:CAT4_3783
00D6: if 
0038:   $6990 == 0 // integer values 
004D: jump_if_false @CAT4_3831 
0107: 40@ = create_object #KEV_SAFE at 820.5 9.7 1003.216 
0002: jump @CAT4_3854 

:CAT4_3831
0107: 40@ = create_object #MAN_SAFENEW at 820.5 9.7 1003.216 

:CAT4_3854
0177: set_object 40@ z_angle_to 90.0 
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @CAT4_3903 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_3903 
0164: disable_marker 115@ 

:CAT4_3903
00D6: if 
8039:   not  96@ == 0 // integer values 
004D: jump_if_false @CAT4_4150 
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @CAT4_4150 
00D6: if 
075C:   marker 112@ enabled 
004D: jump_if_false @CAT4_3962 
0164: disable_marker 112@ 
00BE: text_clear_all 

:CAT4_3962
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_4150 
0687: clear_actor_task $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 823.13 2.2 1003.18 
0173: set_actor $ACTOR_CATALINA z_angle_to 107.0 
0860: link_actor $ACTOR_CATALINA to_interior 3 
0667: AS_actor $ACTOR_CATALINA aim_at_point 64@ 65@ 66@ 900000 ms 
0575: (unknown) $ACTOR_CATALINA 0 
097A: (unknown) 64@ 65@ 66@ 1155 
03CF: load_wav 9830 as 1 

:CAT4_4067
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_4093 
0001: wait 0 ms 
0002: jump @CAT4_4067 

:CAT4_4093
00BC: text_highpriority 'CATX_JE' 10000 ms 1  // ~z~Meg ne prblj ejteni, Carl!
03D1: play_wav 1 

:CAT4_4113
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_4139 
0001: wait 0 ms 
0002: jump @CAT4_4113 

:CAT4_4139
03D5: remove_text 'CATX_JE'  // ~z~Meg ne prblj ejteni, Carl!

:CAT4_4150
0581: toggle_radar 0 
0006: 38@ = 1 // integer values 
0002: jump @CAT4_4353 

:CAT4_4168
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @CAT4_4353 
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_4207 
0108: destroy_object 39@ 

:CAT4_4207
00D6: if 
03CA:   object 40@ exists 
004D: jump_if_false @CAT4_4228 
0108: destroy_object 40@ 

:CAT4_4228
0395: clear_area 1 at 61@ 62@ 63@ range 1000.0 
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @CAT4_4342 
00D6: if 
875C:   not marker 112@ enabled 
004D: jump_if_false @CAT4_4342 
018A: 112@ = create_checkpoint_at 61@ 62@ 63@ 
08FB: set_radar_checkpoint 112@ type_to 1 
00BC: text_highpriority 'CAT4_16' 10000 ms 1  // ~s~Menj vissza ~b~Catalinahoz.
03E6: remove_text_box 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_4342 
0575: (unknown) $ACTOR_CATALINA 1 

:CAT4_4342
0581: toggle_radar 1 
0006: 38@ = 0 // integer values 

:CAT4_4353
0051: return 

:CAT4_4355
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_4406 
00D9: 41@ = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1291.575 269.5648 18.5469 
0002: jump @CAT4_4426 

:CAT4_4406
00A1: put_actor $PLAYER_ACTOR at 1291.575 269.5648 18.5469 

:CAT4_4426
0173: set_actor $PLAYER_ACTOR z_angle_to 60.0 
0107: 57@ = create_object #SATCHEL at 1288.141 267.9079 18.5469 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_4480 
009B: destroy_actor_instantly $ACTOR_CATALINA 

:CAT4_4480
023C: request_special_actor 'CAT' as 5 

:CAT4_4493
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT4_4519 
0001: wait 0 ms 
0002: jump @CAT4_4493 

:CAT4_4519
009A: $ACTOR_CATALINA = create_actor 23 #SPECIAL05 at 1288.277 268.9509 18.9469 
09F6: set_actor $ACTOR_CATALINA jackable_through_driver_seat 0 
0173: set_actor $ACTOR_CATALINA z_angle_to 321.0 
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA targetable 1 
0A09: (unknown) $ACTOR_CATALINA 1 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_4606 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_4606
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_4652 
00AB: put_car 41@ at 1297.0 278.0 18.0 
0175: set_car 41@ z_angle_to 150.0 

:CAT4_4652
06AE: unknown_group_creator 0 276@ 
06AD: unknown_group_use_entity $PLAYER_GROUP 276@ 
0749: unknown_group_add_item 276@ 9 
0749: unknown_group_add_item 276@ 41 
060A: unknown_create_entity 0 55@ 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 4 type 24 
060B: unknown_actor_use_entity $ACTOR_CATALINA 55@ 
0688: unknown_action_sequence $ACTOR_CATALINA 1 1 1 
0708: unknown_add_entity_item 55@ 36 
0709: unknown_set_entity_item 55@ 36 1022 0.0 100.0 0.0 0.0 1 0 
07DD: (unknown) $ACTOR_CATALINA 100 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_4821 
070A: AS_actor $ACTOR_CATALINA attach_to_object 57@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 

:CAT4_4821
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CAT4_4851 
0001: wait 0 ms 
0002: jump @CAT4_4821 

:CAT4_4851
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 1284.625 257.5731 23.8334 0.0 0.0 0.0 
0160: point_camera 1284.508 258.5662 23.824 2 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 1284.625 257.5731 23.8334 position_to 1287.068 258.5688 22.872 4500 ms unknown 1 
0920: point_camera 1284.508 258.5662 23.824 transverse_to 1287.18 259.5328 22.6311 4500 ms unknown 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5039 
00A1: put_actor $ACTOR_CATALINA at 1288.277 268.9509 18.546 
0173: set_actor $ACTOR_CATALINA z_angle_to 321.0 

:CAT4_5039
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: (unknown) 1284.625 257.5731 23.8334 45.0 
0395: clear_area 1 at 1287.362 257.5327 23.0934 range 1000.0 
016A: fade 1 1000 ms 

:CAT4_5106
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_5130 
0001: wait 0 ms 
0002: jump @CAT4_5106 

:CAT4_5130
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 97@ = 0 // integer values 

:CAT4_5151
00D6: if 
8039:   not  97@ == 10 // integer values 
004D: jump_if_false @CAT4_6251 
0001: wait 0 ms 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @CAT4_5301 
0967: actor $PLAYER_ACTOR move_mouth 10000 
03CF: load_wav 9001 as 1 

:CAT4_5206
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_5232 
0001: wait 0 ms 
0002: jump @CAT4_5206 

:CAT4_5232
00BC: text_highpriority 'CAT2_AB' 10000 ms 1  // ~z~Egy fogadirodt akarsz kirabolni?
03D1: play_wav 1 

:CAT4_5252
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_5278 
0001: wait 0 ms 
0002: jump @CAT4_5252 

:CAT4_5278
03D5: remove_text 'CAT2_AB'  // ~z~Egy fogadirodt akarsz kirabolni?
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 97@ = 1 // integer values 

:CAT4_5301
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @CAT4_5367 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5360 
05D3: AS_actor $ACTOR_CATALINA go_to_point 1290.93 269.75 18.5469 speed 4 3000 ms 

:CAT4_5360
0006: 97@ = 2 // integer values 

:CAT4_5367
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @CAT4_5599 
00D6: if 
0039:   97@ == 2 // integer values 
004D: jump_if_false @CAT4_5599 
0925: (unknown) 
015F: set_camera_position 1292.445 266.8836 19.0157 0.0 0.0 0.0 
0160: point_camera 1291.756 267.5977 19.1396 2 
03CF: load_wav 9002 as 1 

:CAT4_5464
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_5490 
0001: wait 0 ms 
0002: jump @CAT4_5464 

:CAT4_5490
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5534 
00BC: text_highpriority 'CAT2_AC' 10000 ms 1  // ~z~Persze. Kevs vagy, ember?
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:CAT4_5534
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_5560 
0001: wait 0 ms 
0002: jump @CAT4_5534 

:CAT4_5560
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5581 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_5581
03D5: remove_text 'CAT2_AC'  // ~z~Persze. Kevs vagy, ember?
0006: 97@ = 3 // integer values 

:CAT4_5599
00D6: if 
0039:   97@ == 3 // integer values 
004D: jump_if_false @CAT4_5995 
015F: set_camera_position 1300.118 272.2002 20.6733 0.0 0.0 0.0 
0160: point_camera 1299.156 271.9637 20.5352 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5726 
0605: actor $ACTOR_CATALINA perform_animation_sequence "PASS_RIFLE_PED" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 

:CAT4_5726
03CF: load_wav 9859 as 1 

:CAT4_5733
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_5759 
0001: wait 0 ms 
0002: jump @CAT4_5733 

:CAT4_5759
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5780 
0687: clear_actor_task $ACTOR_CATALINA 

:CAT4_5780
0605: actor $PLAYER_ACTOR perform_animation_sequence "PASS_RIFLE_PLY" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_5879 
070A: AS_actor $PLAYER_ACTOR attach_to_object 57@ offset 0.0 0.0 0.0 on_bone 5 16 "NULL" "NULL" 0 ms 

:CAT4_5879
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5903 
0967: actor $ACTOR_CATALINA move_mouth 10000 

:CAT4_5903
00BC: text_highpriority 'CATX_RB' 10000 ms 1  // ~z~Itt, Carl.
03D1: play_wav 1 

:CAT4_5923
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_5949 
0001: wait 0 ms 
0002: jump @CAT4_5923 

:CAT4_5949
03D5: remove_text 'CATX_RB'  // ~z~Itt, Carl.
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5981 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_5981
0006: 97@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:CAT4_5995
00D6: if 
0039:   97@ == 4 // integer values 
004D: jump_if_false @CAT4_6150 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_6053 
05D3: AS_actor $ACTOR_CATALINA go_to_point 1292.81 269.01 18.5469 speed 4 -1 ms 

:CAT4_6053
0006: 97@ = 5 // integer values 
03CF: load_wav 9031 as 1 

:CAT4_6067
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_6093 
0001: wait 0 ms 
0002: jump @CAT4_6067 

:CAT4_6093
00BC: text_highpriority 'CAT2_JA' 10000 ms 1  // ~z~Tskatltetek? Honnan a faszbl szerezted?
03D1: play_wav 1 

:CAT4_6113
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_6139 
0001: wait 0 ms 
0002: jump @CAT4_6113 

:CAT4_6139
03D5: remove_text 'CAT2_JA'  // ~z~Tskatltetek? Honnan a faszbl szerezted?

:CAT4_6150
00D6: if 
0039:   97@ == 5 // integer values 
004D: jump_if_false @CAT4_6194 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @CAT4_6194 
0006: 97@ = 10 // integer values 

:CAT4_6194
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @CAT4_6220 
0006: 97@ = 10 // integer values 

:CAT4_6220
00D6: if 
08D0: (unknown) 
004D: jump_if_false @CAT4_6244 
040D: unload_wav 1 
0006: 97@ = 10 // integer values 

:CAT4_6244
0002: jump @CAT4_5151 

:CAT4_6251
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_6287 
0108: destroy_object 57@ 

:CAT4_6287
0925: (unknown) 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07FB: set_interior 'GENOTB' accessible 1  // Bels plya fogads
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_6337 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_6337
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_6373 
0224: set_car 41@ health_to 1000 
053F: set_car 41@ tires_vulnerable 0 

:CAT4_6373
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 10 // Load the weapon model before using this 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_6432 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_6432 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 0 

:CAT4_6432
02A8: 112@ = create_marker 12 at 61@ 62@ 63@ 
00BC: text_highpriority 'CAT4_01' 10000 ms 1  // ~s~Menj be az Inside Track Fogadirodba.

:CAT4_6464
00D6: if 
8248:   not model #KEV_SAFE available 
004D: jump_if_false @CAT4_6491 
0001: wait 0 ms 
0002: jump @CAT4_6464 

:CAT4_6491
00D6: if 
8248:   not model #MAN_SAFENEW available 
004D: jump_if_false @CAT4_6518 
0001: wait 0 ms 
0002: jump @CAT4_6491 

:CAT4_6518
00D6: if or
8248:   not model #DESERT_EAGLE available 
8248:   not model #RIDER1_DOOR available 
004D: jump_if_false @CAT4_6550 
0001: wait 0 ms 
0002: jump @CAT4_6518 

:CAT4_6550
00D6: if 
8039:   not  38@ == 1 // integer values 
004D: jump_if_false @CAT4_6833 
0001: wait 0 ms 
0050: gosub @CAT4_2145 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 64@ 65@ 66@ radius 50.0 50.0 50.0 
004D: jump_if_false @CAT4_6628 
0050: gosub @CAT4_16165 

:CAT4_6628
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @CAT4_6648 
0051: return 

:CAT4_6648
00D6: if 
0735:   83 
004D: jump_if_false @CAT4_6686 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 1 // integer values 
0051: return 

:CAT4_6686
041A: 58@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 59@ = actor $PLAYER_ACTOR weapon 40 ammo 
00D6: if and
002B:   0 >= 58@ // integer values 
002B:   0 >= 59@ // integer values 
004D: jump_if_false @CAT4_6826 
00D6: if 
8039:   not  275@ == 1 // integer values 
004D: jump_if_false @CAT4_6826 
00D6: if 
8356:   not explosion_type 0 in_cube 819.55 8.09 1003.4 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_6826 
0006: 88@ = 0 // integer values 
0006: 91@ = 1 // integer values 
00BC: text_highpriority 'CAT4_2' 10000 ms 1  // ~r~Elfogytak a bombid!
0051: return 

:CAT4_6826
0002: jump @CAT4_6550 

:CAT4_6833
0164: disable_marker 112@ 
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @CAT4_9015 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @CAT4_9015 
04EF: release_animation "MISC" 
03EB: clear_small_messages_only 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 833.5528 9.9425 1003.91 0.0 0.0 0.0 
0160: point_camera 832.7419 9.3669 1004.01 2 
03CF: load_wav 1826 as 3 
0006: 53@ = 0 // integer values 

:CAT4_6962
00D6: if 
001B:   6 > 53@ // integer values 
004D: jump_if_false @CAT4_7024 
0376: 46@(53@,6i) = create_random_actor 70@(53@,6f) 76@(53@,6f) 82@(53@,6f) 
000A: 53@ += 1 // integer values 
0002: jump @CAT4_6962 

:CAT4_7024
0581: toggle_radar 0 
0006: 96@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 97@ = 0 // integer values 

:CAT4_7056
00D6: if 
8039:   not  97@ == 10 // integer values 
004D: jump_if_false @CAT4_8896 
0001: wait 0 ms 
00D6: if 
0029:   97@ >= 2 // integer values 
004D: jump_if_false @CAT4_7115 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CAT4_7115 
03D1: play_wav 3 

:CAT4_7115
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @CAT4_7434 
00A1: put_actor $PLAYER_ACTOR at 832.4548 7.0794 1003.187 
05D3: AS_actor $PLAYER_ACTOR go_to_point 828.2866 8.2237 1003.187 speed 4 5000 ms 
0395: clear_area 1 at 828.2866 8.2237 1003.187 range 2.0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_7427 
02AB: set_actor $ACTOR_CATALINA immunities 0 0 1 0 0 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 90 
0687: clear_actor_task $ACTOR_CATALINA 
0860: link_actor $ACTOR_CATALINA to_interior 3 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_7276 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_7276
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT4_7319 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 833.5104 4.3569 1003.587 
0002: jump @CAT4_7339 

:CAT4_7319
00A1: put_actor $ACTOR_CATALINA at 833.5104 4.3569 1003.187 

:CAT4_7339
08AD: (unknown) $ACTOR_CATALINA 1290.0 270.0 10.0 
0173: set_actor $ACTOR_CATALINA z_angle_to 107.0 
01B2: give_actor $ACTOR_CATALINA weapon 24 ammo 10000 // Load the weapon model before using this 
05D3: AS_actor $ACTOR_CATALINA go_to_point 824.3764 3.4945 1003.18 speed 6 -1 ms 
0395: clear_area 1 at 824.3764 3.4945 1003.18 range 2.0 

:CAT4_7427
0006: 97@ = 1 // integer values 

:CAT4_7434
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @CAT4_8114 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CAT4_8114 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8107 
0687: clear_actor_task $ACTOR_CATALINA 
0615: define_action_sequences 56@ 
05D3: AS_actor -1 go_to_point 824.3764 3.4945 1003.18 speed 6 3000 ms 
0667: AS_actor -1 aim_at_point 64@ 65@ 66@ 5000 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor $ACTOR_CATALINA to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0004: $2881 = 1 // integer values 
03CF: load_wav 9010 as 1 

:CAT4_7569
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_7595 
0001: wait 0 ms 
0002: jump @CAT4_7569 

:CAT4_7595
00BC: text_highpriority 'CAT2_DA' 10000 ms 1  // ~z~Nyisd ki a kibaszott hts ajtt, klnben sztlvm a kibaszott fejed!
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_7639 
0967: actor $ACTOR_CATALINA move_mouth 10000 

:CAT4_7639
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_7665 
0001: wait 0 ms 
0002: jump @CAT4_7639 

:CAT4_7665
03D5: remove_text 'CAT2_DA'  // ~z~Nyisd ki a kibaszott hts ajtt, klnben sztlvm a kibaszott fejed!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_7697 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_7697
015F: set_camera_position 829.9543 8.6043 1004.892 0.0 0.0 0.0 
0160: point_camera 829.2075 7.9448 1004.806 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_7839 
0687: clear_actor_task $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 824.3764 3.4945 1003.18 
0173: set_actor $ACTOR_CATALINA z_angle_to 107.0 
0667: AS_actor $ACTOR_CATALINA aim_at_point 64@ 65@ 66@ 5000 ms 

:CAT4_7839
0006: 53@ = 0 // integer values 

:CAT4_7846
00D6: if 
001B:   6 > 53@ // integer values 
004D: jump_if_false @CAT4_7965 
00D6: if 
8118:   not actor 46@(53@,6i) dead 
004D: jump_if_false @CAT4_7951 
00D6: if or
0039:   53@ == 0 // integer values 
0039:   53@ == 3 // integer values 
0039:   53@ == 5 // integer values 
004D: jump_if_false @CAT4_7937 
05C4: AS_actor 46@(53@,6i) hands_up 900000 ms 
0002: jump @CAT4_7951 

:CAT4_7937
05C5: AS_actor 46@(53@,6i) cower 900000 ms 

:CAT4_7951
000A: 53@ += 1 // integer values 
0002: jump @CAT4_7846 

:CAT4_7965
03CF: load_wav 9011 as 1 

:CAT4_7972
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_7998 
0001: wait 0 ms 
0002: jump @CAT4_7972 

:CAT4_7998
00BC: text_highpriority 'CAT2_DB' 10000 ms 1  // ~z~Ne pnikolj, mert kinyrom a klykdet is!
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8042 
0967: actor $ACTOR_CATALINA move_mouth 10000 

:CAT4_8042
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_8068 
0001: wait 0 ms 
0002: jump @CAT4_8042 

:CAT4_8068
03D5: remove_text 'CAT2_DB'  // ~z~Ne pnikolj, mert kinyrom a klykdet is!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8100 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_8100
0006: 32@ = 0 // integer values 

:CAT4_8107
0006: 97@ = 2 // integer values 

:CAT4_8114
00D6: if 
0039:   97@ == 2 // integer values 
004D: jump_if_false @CAT4_8346 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @CAT4_8346 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8339 
0687: clear_actor_task $ACTOR_CATALINA 
05BA: AS_actor $ACTOR_CATALINA chew_gum 900000 ms 
015F: set_camera_position 821.8057 3.2657 1005.09 0.0 0.0 0.0 
0160: point_camera 822.7056 3.6678 1004.921 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
06A9: AS_actor $ACTOR_CATALINA look_at_point 824.17 3.95 1007.0 2000 ms 
0667: AS_actor $ACTOR_CATALINA aim_at_point 819.55 5.55 1005.59 5000 ms 
097A: (unknown) 64@ 65@ 66@ 1155 
00BC: text_highpriority 'CAT4_3' 5000 ms 1  // (RIASZT HALLATSZIK)
0006: 32@ = 0 // integer values 

:CAT4_8339
0006: 97@ = 3 // integer values 

:CAT4_8346
00D6: if 
0039:   97@ == 3 // integer values 
004D: jump_if_false @CAT4_8609 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CAT4_8609 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8416 
0667: AS_actor $ACTOR_CATALINA aim_at_point 64@ 65@ 66@ 5000 ms 

:CAT4_8416
03D5: remove_text 'CAT4_3'  // (RIASZT HALLATSZIK)
03CF: load_wav 9016 as 1 

:CAT4_8434
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_8460 
0001: wait 0 ms 
0002: jump @CAT4_8434 

:CAT4_8460
00BC: text_highpriority 'CAT2_FA' 10000 ms 1  // ~z~Figyelmeztettelek, hlye kurva!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8500 
0967: actor $ACTOR_CATALINA move_mouth 10000 

:CAT4_8500
03D1: play_wav 1 

:CAT4_8504
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_8530 
0001: wait 0 ms 
0002: jump @CAT4_8504 

:CAT4_8530
03D5: remove_text 'CAT2_FA'  // ~z~Figyelmeztettelek, hlye kurva!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8562 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_8562
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_8588 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 112.0 

:CAT4_8588
0004: $1798 = 1 // integer values 
0006: 97@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:CAT4_8609
00D6: if 
0039:   97@ == 4 // integer values 
004D: jump_if_false @CAT4_8863 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT4_8863 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8856 
0687: clear_actor_task $ACTOR_CATALINA 
015F: set_camera_position 829.9543 8.6043 1004.892 0.0 0.0 0.0 
0160: point_camera 829.2075 7.9448 1004.806 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8766 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_8766 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_8766
03CF: load_wav 9017 as 1 

:CAT4_8773
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_8799 
0001: wait 0 ms 
0002: jump @CAT4_8773 

:CAT4_8799
00BB: text_lowpriority 'CAT2_FB' 10000 ms 1  // ~z~Kibaszott kurva!
03D1: play_wav 1 

:CAT4_8819
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_8845 
0001: wait 0 ms 
0002: jump @CAT4_8819 

:CAT4_8845
03D5: remove_text 'CAT2_FB'  // ~z~Kibaszott kurva!

:CAT4_8856
0006: 97@ = 5 // integer values 

:CAT4_8863
00D6: if 
0019:   33@ > 17000 // integer values 
004D: jump_if_false @CAT4_8889 
0006: 97@ = 10 // integer values 

:CAT4_8889
0002: jump @CAT4_7056 

:CAT4_8896
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_9015 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8962 
0667: AS_actor $ACTOR_CATALINA aim_at_point 64@ 65@ 66@ 900000 ms 

:CAT4_8962
041A: 59@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 60@ = actor $PLAYER_ACTOR weapon 39 ammo 
0006: 96@ = 1 // integer values 
0004: $1798 = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
01BD: $6992 = current_time_in_ms 

:CAT4_9015
0006: 33@ = 0 // integer values 

:CAT4_9022
00D6: if 
8039:   not  117@ == 1 // integer values 
004D: jump_if_false @CAT4_13666 
0001: wait 0 ms 
041A: 58@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 59@ = actor $PLAYER_ACTOR weapon 40 ammo 
00D6: if and
002B:   0 >= 58@ // integer values 
002B:   0 >= 59@ // integer values 
004D: jump_if_false @CAT4_9184 
00D6: if 
8039:   not  275@ == 1 // integer values 
004D: jump_if_false @CAT4_9184 
00D6: if 
8356:   not explosion_type 0 in_cube 819.55 8.09 1003.4 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_9184 
0006: 88@ = 0 // integer values 
0006: 91@ = 1 // integer values 
00BC: text_highpriority 'CAT4_2' 5000 ms 1  // ~r~Elfogytak a bombid!
0051: return 

:CAT4_9184
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_9232 
0006: 88@ = 0 // integer values 
0006: 91@ = 1 // integer values 
00BC: text_highpriority 'CAT4_15' 5000 ms 1  // ~r~Catalina meghalt!
0051: return 

:CAT4_9232
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @CAT4_9275 
03E5: text_box 'CAT4_43'  // Nyomj ~k~~PED_FIREWEAPON~-t, hogy eldobd a tskt. Nyomd hosszan a ~k~~PED_FIREWEAPON~-t, hogy messzebbre repljn.
0006: 108@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:CAT4_9275
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @CAT4_9342 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @CAT4_9342 
00BC: text_highpriority 'CAT4_42' 6000 ms 1  // ~s~Hasznld a tskatltetet, hogy berobbantsd az ajtt.
0006: 108@ = 2 // integer values 
0006: 33@ = 0 // integer values 

:CAT4_9342
00D6: if 
002B:   2 >= 108@ // integer values 
004D: jump_if_false @CAT4_9413 
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 39 
004D: jump_if_false @CAT4_9413 
00D6: if 
001D:   60@ > 58@ // integer values 
004D: jump_if_false @CAT4_9413 
03E6: remove_text_box 
0006: 108@ = 3 // integer values 
0006: 33@ = 0 // integer values 

:CAT4_9413
00D6: if 
0039:   108@ == 3 // integer values 
004D: jump_if_false @CAT4_9491 
00D6: if 
0019:   33@ > 1500 // integer values 
004D: jump_if_false @CAT4_9491 
00BC: text_highpriority 'CAT4_44' 6000 ms 1  // ~s~Menj biztonsgos tvolba a robbananyagtl.
03E5: text_box 'CAT4_45'  // Ha feltetted a ~h~tltetet~w~ , vlaszd ki a detontort s nyomj ~k~~PED_FIREWEAPON~.
0006: 108@ = 4 // integer values 
0006: 33@ = 0 // integer values 

:CAT4_9491
00D6: if 
002B:   4 >= 108@ // integer values 
004D: jump_if_false @CAT4_9598 
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_9598 
00D6: if 
07F0: (unknown) 824.4123 10.8 1003.2 10.0 -198 
004D: jump_if_false @CAT4_9598 
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @CAT4_9598 
03EB: clear_small_messages_only 
03E6: remove_text_box 
0006: 108@ = 5 // integer values 
0006: 33@ = 0 // integer values 

:CAT4_9598
00D6: if 
0039:   108@ == 5 // integer values 
004D: jump_if_false @CAT4_9783 
03E6: remove_text_box 
03CF: load_wav 9012 as 1 

:CAT4_9625
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_9651 
0001: wait 0 ms 
0002: jump @CAT4_9625 

:CAT4_9651
00BB: text_lowpriority 'CAT2_DC' 10000 ms 1  // ~z~Gyernk! Befel, nyisd ki a szfet!
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_9695 
0967: actor $ACTOR_CATALINA move_mouth 10000 

:CAT4_9695
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_9721 
0001: wait 0 ms 
0002: jump @CAT4_9695 

:CAT4_9721
03D5: remove_text 'CAT2_DC'  // ~z~Gyernk! Befel, nyisd ki a szfet!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_9753 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_9753
00BC: text_highpriority 'CAT4_46' 10000 ms 1  // Hasznld a tskt, hogy kinyisd a szfet.
0006: 108@ = 6 // integer values 
0006: 33@ = 0 // integer values 

:CAT4_9783
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @CAT4_10826 
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // integer values 
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @CAT4_9844 
0006: 94@ = 1 // integer values 
01BD: $6992 = current_time_in_ms 

:CAT4_9844
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // integer values 
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @CAT4_10003 
0006: 94@ = 2 // integer values 
03CF: load_wav 9018 as 1 

:CAT4_9889
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_9915 
0001: wait 0 ms 
0002: jump @CAT4_9889 

:CAT4_9915
03D1: play_wav 1 

:CAT4_9919
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_9945 
0001: wait 0 ms 
0002: jump @CAT4_9919 

:CAT4_9945
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_9998 
0687: clear_actor_task $ACTOR_CATALINA 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_9998 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_9998
01BD: $6992 = current_time_in_ms 

:CAT4_10003
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // integer values 
00D6: if 
0039:   94@ == 2 // integer values 
004D: jump_if_false @CAT4_10109 
0006: 94@ = 3 // integer values 
03CF: load_wav 9877 as 1 

:CAT4_10048
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10074 
0001: wait 0 ms 
0002: jump @CAT4_10048 

:CAT4_10074
03D1: play_wav 1 

:CAT4_10078
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10104 
0001: wait 0 ms 
0002: jump @CAT4_10078 

:CAT4_10104
01BD: $6992 = current_time_in_ms 

:CAT4_10109
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // integer values 
00D6: if 
0039:   94@ == 3 // integer values 
004D: jump_if_false @CAT4_10234 
00D6: if 
0018:   $6991 > 5000 // integer values 
004D: jump_if_false @CAT4_10234 
0006: 94@ = 4 // integer values 
03CF: load_wav 9014 as 1 

:CAT4_10173
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10199 
0001: wait 0 ms 
0002: jump @CAT4_10173 

:CAT4_10199
03D1: play_wav 1 

:CAT4_10203
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10229 
0001: wait 0 ms 
0002: jump @CAT4_10203 

:CAT4_10229
01BD: $6992 = current_time_in_ms 

:CAT4_10234
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // integer values 
00D6: if 
0039:   94@ == 4 // integer values 
004D: jump_if_false @CAT4_10359 
00D6: if 
0018:   $6991 > 10000 // integer values 
004D: jump_if_false @CAT4_10359 
0006: 94@ = 5 // integer values 
03CF: load_wav 9013 as 1 

:CAT4_10298
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10324 
0001: wait 0 ms 
0002: jump @CAT4_10298 

:CAT4_10324
03D1: play_wav 1 

:CAT4_10328
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10354 
0001: wait 0 ms 
0002: jump @CAT4_10328 

:CAT4_10354
01BD: $6992 = current_time_in_ms 

:CAT4_10359
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // integer values 
00D6: if 
0039:   94@ == 5 // integer values 
004D: jump_if_false @CAT4_10421 
00D6: if 
0018:   $6991 > 10000 // integer values 
004D: jump_if_false @CAT4_10421 
0006: 94@ = 6 // integer values 
01BD: $6992 = current_time_in_ms 

:CAT4_10421
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // integer values 
00D6: if 
0019:   94@ > 1 // integer values 
004D: jump_if_false @CAT4_10826 
00D6: if 
001B:   2 > 52@ // integer values 
004D: jump_if_false @CAT4_10826 
00D6: if 
0118:   actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_10826 
01C2: remove_references_to_actor 46@(52@,6i) // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_10826 
00D6: if 
82E0:   not actor $ACTOR_CATALINA aggressive 
004D: jump_if_false @CAT4_10826 
000A: 52@ += 1 // integer values 
00D6: if 
001B:   2 > 52@ // integer values 
004D: jump_if_false @CAT4_10802 
0687: clear_actor_task $ACTOR_CATALINA 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_10593 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_10593
00D6: if 
0039:   52@ == 2 // integer values 
004D: jump_if_false @CAT4_10674 
03CF: load_wav 9872 as 1 

:CAT4_10618
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10644 
0001: wait 0 ms 
0002: jump @CAT4_10618 

:CAT4_10644
03D1: play_wav 1 

:CAT4_10648
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10674 
0001: wait 0 ms 
0002: jump @CAT4_10648 

:CAT4_10674
00D6: if 
0039:   52@ == 4 // integer values 
004D: jump_if_false @CAT4_10755 
03CF: load_wav 9877 as 1 

:CAT4_10699
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10725 
0001: wait 0 ms 
0002: jump @CAT4_10699 

:CAT4_10725
03D1: play_wav 1 

:CAT4_10729
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10755 
0001: wait 0 ms 
0002: jump @CAT4_10729 

:CAT4_10755
00D6: if 
0039:   52@ == 5 // integer values 
004D: jump_if_false @CAT4_10795 
03CF: load_wav 9884 as 1 
00BC: text_highpriority 'CATX_TQ' 100 ms 1  // ~z~Na most ki akar?

:CAT4_10795
0002: jump @CAT4_10826 

:CAT4_10802
0687: clear_actor_task $ACTOR_CATALINA 
0667: AS_actor $ACTOR_CATALINA aim_at_point 64@ 65@ 66@ 900000 ms 

:CAT4_10826
0050: gosub @CAT4_2145 
00D6: if 
0356:   explosion_type 0 in_cube 820.3084 -1.6925 1003.278 828.8 4.7199 1008.079 
004D: jump_if_false @CAT4_10901 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_10901 
0223: set_actor $ACTOR_CATALINA health_to 0 

:CAT4_10901
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @CAT4_11151 
00D6: if 
0356:   explosion_type 0 in_cube 823.89 8.99 1000.4 826.18 11.98 1009.72 
004D: jump_if_false @CAT4_11018 
07F7: set_object 39@ indestructible 1 
0550: keep_object 39@ in_memory 0 
0723: break_object 39@ intensity 1 
071F: set_object 39@ mass 0 
0006: 103@ = 1 // integer values 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_11018
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_11151 
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 39 
004D: jump_if_false @CAT4_11151 
00D6: if 
0356:   explosion_type 0 in_cube 823.89 8.99 1000.4 826.18 11.98 1009.72 
004D: jump_if_false @CAT4_11151 
07F7: set_object 39@ indestructible 1 
0550: keep_object 39@ in_memory 0 
0723: break_object 39@ intensity 1 
071F: set_object 39@ mass 0 
0006: 103@ = 1 // integer values 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_11151
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @CAT4_11336 
00D6: if 
0356:   explosion_type 0 in_cube 819.55 8.09 1003.4 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_11336 
03E6: remove_text_box 
00BE: text_clear_all 
0004: $6990 = 1 // integer values 
0249: release_model #RIDER1_DOOR 
07FB: set_interior 'GENOTB' accessible 0  // Bels plya fogads
00D6: if 
0039:   275@ == 0 // integer values 
004D: jump_if_false @CAT4_11275 
0006: 275@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:CAT4_11275
0108: destroy_object 40@ 
0107: 40@ = create_object #MAN_SAFENEW at 820.5 9.7 1003.216 
0177: set_object 40@ z_angle_to 90.0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_11336 
0575: (unknown) $ACTOR_CATALINA 0 

:CAT4_11336
00D6: if 
0039:   275@ == 1 // integer values 
004D: jump_if_false @CAT4_13659 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @CAT4_13659 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 
0006: 53@ = 4 // integer values 

:CAT4_11399
00D6: if 
001B:   6 > 53@ // integer values 
004D: jump_if_false @CAT4_11440 
01C2: remove_references_to_actor 46@(53@,6i) // Like turning an actor into a random pedestrian 
000A: 53@ += 1 // integer values 
0002: jump @CAT4_11399 

:CAT4_11440
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_11461 
0108: destroy_object 39@ 

:CAT4_11461
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 823.9662 11.5153 1005.81 0.0 0.0 0.0 
0160: point_camera 823.2487 11.0891 1005.26 2 
00A1: put_actor $PLAYER_ACTOR at 824.8268 10.0672 1003.187 
0173: set_actor $PLAYER_ACTOR z_angle_to 100.0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 // select render area 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_11643 
0687: clear_actor_task $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 827.95 9.21 1003.13 
0173: set_actor $ACTOR_CATALINA z_angle_to 93.0 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 1 type 6 
077B: set_actor $ACTOR_CATALINA neutral_to_pedgroup 4 type 6 
0006: 99@ = 0 // integer values 

:CAT4_11643
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
0395: clear_area 1 at 824.8268 10.0672 1003.187 range 1000.0 
04ED: load_animation "BOMBER" 

:CAT4_11690
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @CAT4_11722 
0001: wait 0 ms 
0002: jump @CAT4_11690 

:CAT4_11722
05C5: AS_actor $PLAYER_ACTOR cower 3000 ms 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 97@ = 0 // integer values 

:CAT4_11751
00D6: if 
8039:   not  97@ == 10 // integer values 
004D: jump_if_false @CAT4_13153 
0001: wait 0 ms 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @CAT4_11817 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CAT4_11817 
0006: 97@ = 1 // integer values 

:CAT4_11817
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @CAT4_12236 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CAT4_12236 
00A1: put_actor $PLAYER_ACTOR at 824.8268 10.0672 1003.187 
0173: set_actor $PLAYER_ACTOR z_angle_to 100.0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 // select render area 
0006: 97@ = 2 // integer values 
05D3: AS_actor $PLAYER_ACTOR go_to_point 821.3832 9.7296 1003.195 speed 4 -1 ms 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_12009 
0519: lock_vehicle 41@ in_current_position 1 
0338: set_car 41@ visibility 1 
02AC: set_car 41@ immunities 0 0 0 0 0 
0224: set_car 41@ health_to 1500 
00AB: put_car 41@ at 1297.0 278.0 18.0 
0175: set_car 41@ z_angle_to 150.0 

:CAT4_12009
0247: request_model #COPCARRU 
0247: request_model #CSHER 
0247: request_model #COLT45 

:CAT4_12024
00D6: if or
8248:   not model #COPCARRU available 
8248:   not model #CSHER available 
8248:   not model #COLT45 available 
004D: jump_if_false @CAT4_12061 
0001: wait 0 ms 
0002: jump @CAT4_12024 

:CAT4_12061
00A5: 34@ = create_car #COPCARRU at 1296.038 251.8959 18.4002 
00A5: 35@ = create_car #COPCARRU at 1301.326 265.0127 18.4007 
00A5: 36@ = create_car #COPCARRU at 1308.398 278.7967 18.546 
0175: set_car 34@ z_angle_to 11.7173 
0175: set_car 35@ z_angle_to 70.3422 
0175: set_car 36@ z_angle_to 119.5617 
0129: 43@ = create_actor 6 #CSHER in_car 34@ driverseat 
01B2: give_actor 43@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 44@ = create_actor 6 #CSHER in_car 35@ driverseat 
01B2: give_actor 44@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 45@ = create_actor 6 #CSHER in_car 36@ driverseat 
01B2: give_actor 45@ weapon 22 ammo 1000 // Load the weapon model before using this 
0006: 32@ = 0 // integer values 

:CAT4_12236
00D6: if 
0039:   97@ == 2 // integer values 
004D: jump_if_false @CAT4_12718 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CAT4_12718 
015F: set_camera_position 819.5102 10.5367 1004.439 0.0 0.0 0.0 
0160: point_camera 820.4842 10.324 1004.362 2 
0615: define_action_sequences 56@ 
0605: actor -1 perform_animation_sequence "BOM_PLANT_IN" from_file "BOMBER" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 5000 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_12458 
0967: actor $PLAYER_ACTOR move_mouth 100000 

:CAT4_12458
03CF: load_wav 9019 as 1 

:CAT4_12465
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_12491 
0001: wait 0 ms 
0002: jump @CAT4_12465 

:CAT4_12491
00BC: text_highpriority 'CAT2_GA' 10000 ms 1  // ~z~OK, megvan!
03D1: play_wav 1 

:CAT4_12511
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_12537 
0001: wait 0 ms 
0002: jump @CAT4_12511 

:CAT4_12537
03D5: remove_text 'CAT2_GA'  // ~z~OK, megvan!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_12569 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_12569
03CF: load_wav 9020 as 1 

:CAT4_12576
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_12602 
0001: wait 0 ms 
0002: jump @CAT4_12576 

:CAT4_12602
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_12626 
0967: actor $ACTOR_CATALINA move_mouth 10000 

:CAT4_12626
00BC: text_highpriority 'CAT2_GB' 10000 ms 1  // ~z~A kurva letbe, te kurva lusta diszn!
03D1: play_wav 1 

:CAT4_12646
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_12672 
0001: wait 0 ms 
0002: jump @CAT4_12646 

:CAT4_12672
03D5: remove_text 'CAT2_GB'  // ~z~A kurva letbe, te kurva lusta diszn!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_12704 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_12704
0006: 32@ = 0 // integer values 
0006: 97@ = 3 // integer values 

:CAT4_12718
00D6: if 
0039:   97@ == 3 // integer values 
004D: jump_if_false @CAT4_13055 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CAT4_13055 
015F: set_camera_position 832.2155 11.3956 1003.388 0.0 0.0 0.0 
0160: point_camera 831.3511 10.9217 1003.557 2 
03CF: load_wav 9021 as 1 

:CAT4_12813
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_12839 
0001: wait 0 ms 
0002: jump @CAT4_12813 

:CAT4_12839
0615: define_action_sequences 56@ 
05D4: AS_actor -1 rotate_angle 10.0 
05D3: AS_actor -1 go_to_point 833.0 10.0 1003.0 speed 6 -1 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_12939 
0687: clear_actor_task $ACTOR_CATALINA 
05D3: AS_actor $ACTOR_CATALINA go_to_point 834.0 7.0 1003.0 speed 6 -1 ms 

:CAT4_12939
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_12963 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:CAT4_12963
00BC: text_highpriority 'CAT2_GC' 10000 ms 1  // ~z~Brmit. Gurulj!
03D1: play_wav 1 

:CAT4_12983
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_13009 
0001: wait 0 ms 
0002: jump @CAT4_12983 

:CAT4_13009
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_13030 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_13030
03D5: remove_text 'CAT2_GC'  // ~z~Brmit. Gurulj!
0006: 32@ = 0 // integer values 
0006: 97@ = 4 // integer values 

:CAT4_13055
00D6: if 
0039:   97@ == 4 // integer values 
004D: jump_if_false @CAT4_13120 
016A: fade 0 1000 ms 

:CAT4_13080
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_13104 
0001: wait 0 ms 
0002: jump @CAT4_13080 

:CAT4_13104
08F6: (unknown) 
0006: 32@ = 0 // integer values 
0006: 97@ = 5 // integer values 

:CAT4_13120
00D6: if 
0019:   33@ > 14800 // integer values 
004D: jump_if_false @CAT4_13146 
0006: 97@ = 10 // integer values 

:CAT4_13146
0002: jump @CAT4_11751 

:CAT4_13153
04BB: select_interior 0 // select render area 
00A1: put_actor $PLAYER_ACTOR at 1292.72 271.0581 18.5469 
08AD: (unknown) $PLAYER_ACTOR 833.0 9.0 10.0 
03CB: set_camera 1292.72 271.0581 18.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 333.0 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 40 
004D: jump_if_false @CAT4_13249 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 40 

:CAT4_13249
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_13351 
00A1: put_actor $ACTOR_CATALINA at 1292.66 275.2182 18.5547 
0173: set_actor $ACTOR_CATALINA z_angle_to 340.1134 
039E: set_actor $ACTOR_CATALINA jackable 1 
0526: unknown_actor $ACTOR_CATALINA 1 
02AB: set_actor $ACTOR_CATALINA immunities 0 0 0 0 0 
08AD: (unknown) $ACTOR_CATALINA 833.0 9.0 10.0 
0860: link_actor $ACTOR_CATALINA to_interior 0 

:CAT4_13351
0395: clear_area 1 at 1292.72 271.0581 18.5469 range 1000.0 
016A: fade 1 1000 ms 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_13532 
00D6: if 
0431:   car 41@ car_passenger_seat_free 0 
004D: jump_if_false @CAT4_13484 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_13477 
05CA: AS_actor $ACTOR_CATALINA enter_car 41@ passenger_seat 0 -1 ms 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_13470 
0940: (unknown) $PLAYER_GROUP 0 

:CAT4_13470
0006: 106@ = 1 // integer values 

:CAT4_13477
0002: jump @CAT4_13525 

:CAT4_13484
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_13518 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 1 

:CAT4_13518
0006: 106@ = 0 // integer values 

:CAT4_13525
0002: jump @CAT4_13566 

:CAT4_13532
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_13566 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 1 

:CAT4_13566
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04EF: release_animation "BOMBER" 
0581: toggle_radar 1 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0249: release_model #MAN_SAFENEW 
0249: release_model #KEV_SAFE 
041E: set_radio_station 1 
0006: 117@ = 1 // integer values 
0164: disable_marker 112@ 
0006: 88@ = 0 // integer values 
0006: 89@ = 1 // integer values 

:CAT4_13659
0002: jump @CAT4_9022 

:CAT4_13666
0006: 88@ = 0 // integer values 
0006: 89@ = 1 // integer values 
0051: return 

:CAT4_13682
0006: 281@ = 0 // integer values 
0007: 277@ = 872.9051 // floating-point values 
0007: 278@ = -30.3161 // floating-point values 
0007: 279@ = 62.1893 // floating-point values 
01EB: set_traffic_density_to 0.0 
0050: gosub @CAT4_2145 

:CAT4_13733
00D6: if 
8039:   not  90@ == 1 // integer values 
004D: jump_if_false @CAT4_16144 
0001: wait 0 ms 
0050: gosub @CAT4_2145 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CAT4_14479 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CAT4_14479 
010D: set_player $PLAYER_CHAR wanted_level_to 4 
0006: 94@ = 4 // integer values 
0581: toggle_radar 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 333.0 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_14211 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 100 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_14121 
0441: 42@ = car 41@ model 
00D6: if and
0431:   car 41@ car_passenger_seat_free 0 
0A01:   42@ 
004D: jump_if_false @CAT4_14024 
039E: set_actor $ACTOR_CATALINA jackable 1 
0526: unknown_actor $ACTOR_CATALINA 1 
0186: 114@ = create_marker_above_car 41@ 
07E0: set_marker 114@ type_to 1 
03CF: load_wav 9813 as 1 

:CAT4_13934
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_13960 
0001: wait 0 ms 
0002: jump @CAT4_13934 

:CAT4_13960
00BC: text_highpriority 'CATX_BF' 10000 ms 1  // ~z~Befel a kibaszott kocsiba!
03D1: play_wav 1 

:CAT4_13980
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_14006 
0001: wait 0 ms 
0002: jump @CAT4_13980 

:CAT4_14006
03D5: remove_text 'CATX_BF'  // ~z~Befel a kibaszott kocsiba!
0002: jump @CAT4_14114 

:CAT4_14024
03CF: load_wav 9847 as 1 

:CAT4_14031
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_14057 
0001: wait 0 ms 
0002: jump @CAT4_14031 

:CAT4_14057
00BC: text_highpriority 'CATX_NA' 10000 ms 1  // ~z~Carl, szerezz valami verdt!
03D1: play_wav 1 

:CAT4_14077
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_14103 
0001: wait 0 ms 
0002: jump @CAT4_14077 

:CAT4_14103
03D5: remove_text 'CATX_NA'  // ~z~Carl, szerezz valami verdt!

:CAT4_14114
0002: jump @CAT4_14211 

:CAT4_14121
03CF: load_wav 9847 as 1 

:CAT4_14128
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_14154 
0001: wait 0 ms 
0002: jump @CAT4_14128 

:CAT4_14154
00BC: text_highpriority 'CATX_NA' 10000 ms 1  // ~z~Carl, szerezz valami verdt!
03D1: play_wav 1 

:CAT4_14174
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_14200 
0001: wait 0 ms 
0002: jump @CAT4_14174 

:CAT4_14200
03D5: remove_text 'CATX_NA'  // ~z~Carl, szerezz valami verdt!

:CAT4_14211
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @CAT4_14298 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CAT4_14298 
0615: define_action_sequences 56@ 
05CD: AS_actor -1 exit_car 34@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 56@ 
0618: assign_actor 43@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
060B: unknown_actor_use_entity 43@ 54@ 

:CAT4_14298
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @CAT4_14385 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @CAT4_14385 
0615: define_action_sequences 56@ 
05CD: AS_actor -1 exit_car 35@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 56@ 
0618: assign_actor 44@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
060B: unknown_actor_use_entity 44@ 54@ 

:CAT4_14385
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @CAT4_14472 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @CAT4_14472 
0615: define_action_sequences 56@ 
05CD: AS_actor -1 exit_car 36@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 56@ 
0618: assign_actor 45@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
060B: unknown_actor_use_entity 45@ 54@ 

:CAT4_14472
0006: 98@ = 1 // integer values 

:CAT4_14479
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_15083 
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @CAT4_14618 
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
0006: 98@ = 2 // integer values 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_14576 
0164: disable_marker 115@ 

:CAT4_14576
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_14597 
0164: disable_marker 116@ 

:CAT4_14597
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 98@ = 2 // integer values 

:CAT4_14618
00D6: if 
0039:   98@ == 2 // integer values 
004D: jump_if_false @CAT4_14915 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_14915 
0006: 98@ = 3 // integer values 
0006: 281@ = 1 // integer values 
00D6: if 
075C:   marker 114@ enabled 
004D: jump_if_false @CAT4_14687 
0164: disable_marker 114@ 

:CAT4_14687
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_14721 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 1 

:CAT4_14721
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_14759 
0519: lock_vehicle 41@ in_current_position 0 
02AC: set_car 41@ immunities 0 0 0 0 0 

:CAT4_14759
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @CAT4_14814 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_14814 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 

:CAT4_14814
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @CAT4_14915 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_14915 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_14915 
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_14915 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 
00BC: text_highpriority 'CAT4_32' 5000 ms 1  // ~s~Krznek a zsaruk, menj a ~w~Pay 'n' Spray-be, hogy lerzd ket.

:CAT4_14915
00D6: if 
0039:   98@ == 3 // integer values 
004D: jump_if_false @CAT4_15031 
0050: gosub @CAT4_16165 
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @CAT4_14960 
0051: return 

:CAT4_14960
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_15031 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT4_15031 
077B: set_actor $ACTOR_CATALINA neutral_to_pedgroup 1 type 6 
0006: 99@ = 1 // integer values 
077A: set_actor $ACTOR_CATALINA aggressive_to_pedgroup 4 type 6 
0006: 106@ = 0 // integer values 
0006: 98@ = 4 // integer values 

:CAT4_15031
00D6: if 
0039:   98@ == 4 // integer values 
004D: jump_if_false @CAT4_15076 
0050: gosub @CAT4_16165 
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @CAT4_15076 
0051: return 

:CAT4_15076
0002: jump @CAT4_15115 

:CAT4_15083
0006: 89@ = 0 // integer values 
0006: 91@ = 1 // integer values 
00BC: text_highpriority 'CAT4_15' 5000 ms 1  // ~r~Catalina meghalt!
0051: return 

:CAT4_15115
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @CAT4_16137 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 277@ 278@ 279@ radius 4.0 4.0 4.0 
004D: jump_if_false @CAT4_15175 

:CAT4_15175
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_15230 
0006: 89@ = 0 // integer values 
0006: 91@ = 1 // integer values 
0006: 90@ = 0 // integer values 
00BC: text_highpriority 'CAT4_15' 5000 ms 1  // ~r~Catalina meghalt!
0051: return 

:CAT4_15230
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_15369 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_15369 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT4_15369 
00D6: if and
0029:   94@ >= 4 // integer values 
002D:   110@ >= 94@ // integer values 
004D: jump_if_false @CAT4_15369 
00D6: if 
0039:   94@ == 4 // integer values 
004D: jump_if_false @CAT4_15362 
04E2: (unknown) $PLAYER_CHAR 1 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @CAT4_15355 
0050: gosub @CAT4_16800 

:CAT4_15355
0002: jump @CAT4_15369 

:CAT4_15362
0050: gosub @CAT4_16800 

:CAT4_15369
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16137 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 277@ 278@ 279@ radius 4.0 4.0 4.0 
00FE:   actor $ACTOR_CATALINA 0 277@ 278@ 279@ radius 10.0 10.0 10.0 
004D: jump_if_false @CAT4_16137 
0006: 90@ = 1 // integer values 
0006: 91@ = 0 // integer values 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 277@ 278@ 279@ radius 10.0 10.0 10.0 sphere 1 
004D: jump_if_false @CAT4_15544 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 

:CAT4_15544
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 97@ = 0 // integer values 

:CAT4_15576
00D6: if 
8039:   not  97@ == 10 // integer values 
004D: jump_if_false @CAT4_16117 
0001: wait 0 ms 
0395: clear_area 1 at 866.7373 -24.0333 64.9955 range 1000.0 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @CAT4_15792 
0006: 97@ = 1 // integer values 
015F: set_camera_position 866.3945 -23.1135 65.1866 0.0 0.0 0.0 
0160: point_camera 866.7373 -24.0333 64.9955 2 
040D: unload_wav 1 
03CF: load_wav 9007 as 1 

:CAT4_15709
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_15735 
0001: wait 0 ms 
0002: jump @CAT4_15709 

:CAT4_15735
00BC: text_highpriority 'CAT2_CA' 10000 ms 1  // ~z~Tetszel nekem, Carl Johnson!
03D1: play_wav 1 

:CAT4_15755
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_15781 
0001: wait 0 ms 
0002: jump @CAT4_15755 

:CAT4_15781
03D5: remove_text 'CAT2_CA'  // ~z~Tetszel nekem, Carl Johnson!

:CAT4_15792
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @CAT4_15907 
0006: 97@ = 2 // integer values 
03CF: load_wav 9860 as 1 

:CAT4_15824
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_15850 
0001: wait 0 ms 
0002: jump @CAT4_15824 

:CAT4_15850
00BC: text_highpriority 'CATX_RC' 10000 ms 1  // ~z~Ksz a srd, haver.
03D1: play_wav 1 

:CAT4_15870
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_15896 
0001: wait 0 ms 
0002: jump @CAT4_15870 

:CAT4_15896
03D5: remove_text 'CATX_RC'  // ~z~Ksz a srd, haver.

:CAT4_15907
00D6: if 
0039:   97@ == 2 // integer values 
004D: jump_if_false @CAT4_16000 
0006: 97@ = 3 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16000 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_15979 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_15979
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT4_16000 
0633: AS_actor $ACTOR_CATALINA exit_vehicle 

:CAT4_16000
00D6: if 
0039:   97@ == 3 // integer values 
004D: jump_if_false @CAT4_16084 
00D6: if 
001B:   1500 > 32@ // integer values 
004D: jump_if_false @CAT4_16084 
0006: 97@ = 4 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16084 
05D3: AS_actor $ACTOR_CATALINA go_to_point 869.84 -26.24 63.1797 speed 4 -1 ms 

:CAT4_16084
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @CAT4_16110 
0006: 97@ = 10 // integer values 

:CAT4_16110
0002: jump @CAT4_15576 

:CAT4_16117
009B: destroy_actor_instantly $ACTOR_CATALINA 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:CAT4_16137
0002: jump @CAT4_13733 

:CAT4_16144
0164: disable_marker 115@ 
0006: 90@ = 1 // integer values 
0006: 89@ = 0 // integer values 
0051: return 

:CAT4_16165
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16754 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @CAT4_16222 
00D6: if 
02E0:   actor $ACTOR_CATALINA aggressive 
004D: jump_if_false @CAT4_16222 
0050: gosub @CAT4_17009 

:CAT4_16222
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_16747 
00BC: text_highpriority 'CAT4_16' 4000 ms 1  // ~s~Menj vissza ~b~Catalinahoz.
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @CAT4_16317 
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_16296 
0164: disable_marker 116@ 

:CAT4_16296
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_16317 
0164: disable_marker 115@ 

:CAT4_16317
00D6: if 
875C:   not marker 113@ enabled 
004D: jump_if_false @CAT4_16364 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16364 
0187: 113@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 113@ type_to 1 

:CAT4_16364
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_16747 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16696 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 200.0 200.0 200.0 sphere 0 
004D: jump_if_false @CAT4_16478 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 91@ = 1 // integer values 
00BC: text_highpriority 'CAT4_14' 5000 ms 1  // ~r~Te szegny Catalina!
0051: return 

:CAT4_16478
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @CAT4_16689 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 1 
0164: disable_marker 113@ 
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @CAT4_16689 
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @CAT4_16623 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_16623 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 
00BC: text_highpriority 'CAT4_13' 10000 ms 1  // ~s~Menj a bvhelyre!

:CAT4_16623
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @CAT4_16689 
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_16689 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 
00BC: text_highpriority 'CAT4_32' 5000 ms 1  // ~s~Krznek a zsaruk, menj a ~w~Pay 'n' Spray-be, hogy lerzd ket.

:CAT4_16689
0002: jump @CAT4_16740 

:CAT4_16696
0164: disable_marker 112@ 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 91@ = 1 // integer values 
00BC: text_highpriority 'CAT4_15' 5000 ms 1  // ~r~Catalina meghalt!
0051: return 

:CAT4_16740
0002: jump @CAT4_16364 

:CAT4_16747
0002: jump @CAT4_16798 

:CAT4_16754
0164: disable_marker 112@ 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 91@ = 1 // integer values 
00BC: text_highpriority 'CAT4_15' 5000 ms 1  // ~r~Catalina meghalt!
0051: return 

:CAT4_16798
0051: return 

:CAT4_16800
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @CAT4_16863 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16841 
0A09: (unknown) $ACTOR_CATALINA 1 

:CAT4_16841
040D: unload_wav 1 
03CF: load_wav 222@(274@,52i) as 1 
0006: 107@ = 1 // integer values 

:CAT4_16863
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @CAT4_16921 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAT4_16921 
03D1: play_wav 1 
00BC: text_highpriority 118@(274@,52s) 10000 ms 1 
0006: 107@ = 2 // integer values 

:CAT4_16921
00D6: if 
0039:   107@ == 2 // integer values 
004D: jump_if_false @CAT4_17007 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAT4_17007 
0006: 107@ = 0 // integer values 
03D5: remove_text 118@(274@,52s) 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16993 
0A09: (unknown) $ACTOR_CATALINA 0 

:CAT4_16993
000A: 274@ += 1 // integer values 
000A: 94@ += 1 // integer values 

:CAT4_17007
0051: return 

:CAT4_17009
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @CAT4_17126 
0006: 95@ = 1 // integer values 
03CF: load_wav 9861 as 1 

:CAT4_17041
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17067 
0001: wait 0 ms 
0002: jump @CAT4_17041 

:CAT4_17067
00BC: text_highpriority 'CATX_SA' 10000 ms 1  // ~z~Dgljetek meg, idiota disznk!
03D1: play_wav 1 

:CAT4_17087
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17113 
0001: wait 0 ms 
0002: jump @CAT4_17087 

:CAT4_17113
03D5: remove_text 'CATX_SA'  // ~z~Dgljetek meg, idiota disznk!
0051: return 

:CAT4_17126
00D6: if 
0039:   95@ == 1 // integer values 
004D: jump_if_false @CAT4_17243 
03CF: load_wav 9862 as 1 

:CAT4_17151
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17177 
0001: wait 0 ms 
0002: jump @CAT4_17151 

:CAT4_17177
00BC: text_highpriority 'CATX_SB' 10000 ms 1  // ~z~Kinyrlak, zsernyk kutyk!
03D1: play_wav 1 

:CAT4_17197
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17223 
0001: wait 0 ms 
0002: jump @CAT4_17197 

:CAT4_17223
03D5: remove_text 'CATX_SB'  // ~z~Kinyrlak, zsernyk kutyk!
0006: 95@ = 2 // integer values 
0051: return 

:CAT4_17243
00D6: if 
0039:   95@ == 2 // integer values 
004D: jump_if_false @CAT4_17360 
03CF: load_wav 9863 as 1 

:CAT4_17268
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17294 
0001: wait 0 ms 
0002: jump @CAT4_17268 

:CAT4_17294
00BC: text_highpriority 'CATX_SC' 10000 ms 1  // ~z~Tbb szz hozzd hasonl disznt kinyrtam mr!
03D1: play_wav 1 

:CAT4_17314
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17340 
0001: wait 0 ms 
0002: jump @CAT4_17314 

:CAT4_17340
03D5: remove_text 'CATX_SC'  // ~z~Tbb szz hozzd hasonl disznt kinyrtam mr!
0006: 95@ = 3 // integer values 
0051: return 

:CAT4_17360
00D6: if 
0039:   95@ == 3 // integer values 
004D: jump_if_false @CAT4_17477 
0006: 95@ = 4 // integer values 
03CF: load_wav 9864 as 1 

:CAT4_17392
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17418 
0001: wait 0 ms 
0002: jump @CAT4_17392 

:CAT4_17418
00BC: text_highpriority 'CATX_SD' 10000 ms 1  // ~z~Edd meg, te kibaszott perro!
03D1: play_wav 1 

:CAT4_17438
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17464 
0001: wait 0 ms 
0002: jump @CAT4_17438 

:CAT4_17464
03D5: remove_text 'CATX_SD'  // ~z~Edd meg, te kibaszott perro!
0051: return 

:CAT4_17477
00D6: if 
0039:   95@ == 4 // integer values 
004D: jump_if_false @CAT4_17594 
0006: 95@ = 5 // integer values 
03CF: load_wav 9865 as 1 

:CAT4_17509
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17535 
0001: wait 0 ms 
0002: jump @CAT4_17509 

:CAT4_17535
00BC: text_highpriority 'CATX_SE' 10000 ms 1  // ~z~Asszem ez fjt!
03D1: play_wav 1 

:CAT4_17555
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17581 
0001: wait 0 ms 
0002: jump @CAT4_17555 

:CAT4_17581
03D5: remove_text 'CATX_SE'  // ~z~Asszem ez fjt!
0051: return 

:CAT4_17594
00D6: if 
0039:   95@ == 5 // integer values 
004D: jump_if_false @CAT4_17711 
0006: 95@ = 6 // integer values 
03CF: load_wav 9866 as 1 

:CAT4_17626
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17652 
0001: wait 0 ms 
0002: jump @CAT4_17626 

:CAT4_17652
00BC: text_highpriority 'CATX_SF' 10000 ms 1  // ~z~Remlem lassan dglesz meg!
03D1: play_wav 1 

:CAT4_17672
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17698 
0001: wait 0 ms 
0002: jump @CAT4_17672 

:CAT4_17698
03D5: remove_text 'CATX_SF'  // ~z~Remlem lassan dglesz meg!
0051: return 

:CAT4_17711
00D6: if 
0039:   95@ == 6 // integer values 
004D: jump_if_false @CAT4_17828 
0006: 95@ = 7 // integer values 
03CF: load_wav 9867 as 1 

:CAT4_17743
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17769 
0001: wait 0 ms 
0002: jump @CAT4_17743 

:CAT4_17769
00BC: text_highpriority 'CATX_SG' 10000 ms 1  // ~z~Leszedem a kibaszott fejedet!
03D1: play_wav 1 

:CAT4_17789
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17815 
0001: wait 0 ms 
0002: jump @CAT4_17789 

:CAT4_17815
03D5: remove_text 'CATX_SG'  // ~z~Leszedem a kibaszott fejedet!
0051: return 

:CAT4_17828
00D6: if 
0039:   95@ == 7 // integer values 
004D: jump_if_false @CAT4_17945 
0006: 95@ = 8 // integer values 
03CF: load_wav 9868 as 1 

:CAT4_17860
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17886 
0001: wait 0 ms 
0002: jump @CAT4_17860 

:CAT4_17886
00BC: text_highpriority 'CATX_SH' 10000 ms 1  // ~z~Megstm a golyidat s megzablom!
03D1: play_wav 1 

:CAT4_17906
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17932 
0001: wait 0 ms 
0002: jump @CAT4_17906 

:CAT4_17932
03D5: remove_text 'CATX_SH'  // ~z~Megstm a golyidat s megzablom!
0051: return 

:CAT4_17945
00D6: if 
0039:   95@ == 8 // integer values 
004D: jump_if_false @CAT4_18062 
0006: 95@ = 9 // integer values 
03CF: load_wav 9872 as 1 

:CAT4_17977
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_18003 
0001: wait 0 ms 
0002: jump @CAT4_17977 

:CAT4_18003
00BC: text_highpriority 'CATX_TD' 10000 ms 1  // ~z~Vrezz, te rohadt geci!
03D1: play_wav 1 

:CAT4_18023
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_18049 
0001: wait 0 ms 
0002: jump @CAT4_18023 

:CAT4_18049
03D5: remove_text 'CATX_TD'  // ~z~Vrezz, te rohadt geci!
0051: return 

:CAT4_18062
00D6: if 
0039:   95@ == 9 // integer values 
004D: jump_if_false @CAT4_18179 
0006: 95@ = 10 // integer values 
03CF: load_wav 9877 as 1 

:CAT4_18094
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_18120 
0001: wait 0 ms 
0002: jump @CAT4_18094 

:CAT4_18120
00BC: text_highpriority 'CATX_TJ' 10000 ms 1  // ~z~Egyl szart!
03D1: play_wav 1 

:CAT4_18140
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_18166 
0001: wait 0 ms 
0002: jump @CAT4_18140 

:CAT4_18166
03D5: remove_text 'CATX_TJ'  // ~z~Egyl szart!
0051: return 

:CAT4_18179
00D6: if 
0039:   95@ == 10 // integer values 
004D: jump_if_false @CAT4_18296 
0006: 95@ = 0 // integer values 
03CF: load_wav 9884 as 1 

:CAT4_18211
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_18237 
0001: wait 0 ms 
0002: jump @CAT4_18211 

:CAT4_18237
00BC: text_highpriority 'CATX_TQ' 10000 ms 1  // ~z~Na most ki akar?
03D1: play_wav 1 

:CAT4_18257
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_18283 
0001: wait 0 ms 
0002: jump @CAT4_18257 

:CAT4_18283
03D5: remove_text 'CATX_TQ'  // ~z~Na most ki akar?
0051: return 

:CAT4_18296
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
009B: destroy_actor_instantly $ACTOR_CATALINA 
0006: 103@ = 0 // integer values 
0051: return 

:CAT4_18326
01E3: text_1number_styled 'M_PASS' 2000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 2000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0008: $11011 += 1 // integer values 
0008: $1520 += 1 // integer values 
0318: set_latest_mission_passed 'CAT_4'  // Eslytelenl
030C: set_mission_points += 1 
00D6: if 
0038:   $2333 == 1 // integer values 
004D: jump_if_false @CAT4_18416 
0004: $2333 = 2 // integer values 

:CAT4_18416
0004: $ALL_CATALINA_MISSIONS_PASSED = 1 // integer values 
0051: return 

:CAT4_18425
03E6: remove_text_box 
0004: $ONMISSION = 0 // integer values 
0581: toggle_radar 1 
07FB: set_interior 'GENOTB' accessible 1  // Bels plya fogads
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_18474 
04E2: (unknown) $PLAYER_CHAR 0 

:CAT4_18474
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_18505 
02AB: set_actor $ACTOR_CATALINA immunities 0 0 0 0 0 

:CAT4_18505
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_18550 
0519: lock_vehicle 41@ in_current_position 0 
02AC: set_car 41@ immunities 0 0 0 0 0 
053F: set_car 41@ tires_vulnerable 1 

:CAT4_18550
034F: destroy_actor_with_fade $ACTOR_CATALINA // The actor fades away like a ghost 
0006: 53@ = 4 // integer values 

:CAT4_18562
00D6: if 
001B:   6 > 53@ // integer values 
004D: jump_if_false @CAT4_18603 
01C2: remove_references_to_actor 46@(53@,6i) // Like turning an actor into a random pedestrian 
000A: 53@ += 1 // integer values 
0002: jump @CAT4_18562 

:CAT4_18603
04EF: release_animation "MISC" 
0249: release_model #CSHER 
0249: release_model #FIRETRUK 
0249: release_model #COPCARLA 
0249: release_model #AMBULAN 
0249: release_model #LAFD1 
0249: release_model #ROADWORKBARRIER1 
0249: release_model #COLT45 
0249: release_model #CELLPHONE 
0249: release_model #COPCARRU 
0249: release_model #DESERT_EAGLE 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 39@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 40@ // This object will now disappear when the player looks away 
0249: release_model #RIDER1_DOOR 
0249: release_model #KEV_SAFE 
0249: release_model #MAN_SAFENEW 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
0004: $2881 = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_18777 
077B: set_actor $ACTOR_CATALINA neutral_to_pedgroup 4 type 6 
077B: set_actor $ACTOR_CATALINA neutral_to_pedgroup 1 type 6 

:CAT4_18777
04EF: release_animation "BOMBER" 
0004: $1798 = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
04CE: $451 = create_icon_marker_without_sphere 63 at 720.016 -454.625 15.328 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
065C: unknown_create_def_entity 54@ // unknown_destroy 
065C: unknown_create_def_entity 55@ // unknown_destroy 
031A: remove_all_fires 
00D8: mission_cleanup 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
06F0: set_group $PLAYER_GROUP separation_range 30.0 
0006: 88@ = 1 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0004: $6990 = 0 // integer values 
0006: 99@ = 0 // integer values 
0004: $1798 = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0004: $1795 = 0 // integer values 
0051: return 

//-------------Mission 45---------------
// Originally: King in Exile

:CATCUT
03A4: name_thread 'CATCUT' 
0050: gosub @CATCUT_302 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CATCUT_38 
0050: gosub @CATCUT_795 

:CATCUT_38
0050: gosub @CATCUT_885 
004E: end_thread 

:CATCUT_47
0871: init_jump_table 34@ total_jumps 1 0 @CATCUT_300 jumps 0 @CATCUT_110 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 

:CATCUT_110
05A9: s$6993[0] = 'MCAT01A' // 8-byte strings  // ~z~Hell?
05A9: s$6993[1] = 'MCAT01B' // 8-byte strings  // ~z~Hol voltl, seggfej?
05A9: s$6993[2] = 'MCAT01C' // 8-byte strings  // ~z~Mirt nem hvtl, mi?
05A9: s$6993[3] = 'MCAT01D' // 8-byte strings  // ~z~Pont hvni akartalak, de-
05A9: s$6993[4] = 'MCAT01E' // 8-byte strings  // ~z~HAZUG! Mindent kiteregettl azoknak a bds barmoknak!
05A9: s$6993[5] = 'MCAT01F' // 8-byte strings  // ~z~Nem! Nem, ha muszj, akkor csak engedd meg-
05A9: s$6993[6] = 'MCAT01G' // 8-byte strings  // ~z~Csendet! Gyere ide, ma mg ki kell rabolnunk pr helyet!
05A9: s$6993[7] = 'MCAT01H' // 8-byte strings  // ~z~Nzd, pp egy szarsg kzepn vagyok-
04AF: 39@ = unknown_wav_reference 25000 
04AF: 40@ = unknown_wav_reference 25001 
04AF: 41@ = unknown_wav_reference 25002 
04AF: 42@ = unknown_wav_reference 25003 
04AF: 43@ = unknown_wav_reference 25004 
04AF: 44@ = unknown_wav_reference 25005 
04AF: 45@ = unknown_wav_reference 25006 
04AF: 46@ = unknown_wav_reference 25007 
0006: 38@ = 7 // integer values 
0002: jump @CATCUT_300 

:CATCUT_300
0051: return 

:CATCUT_302
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'BCESAR2' 
0001: wait 0 ms 
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'BCESAR2' 

:CATCUT_341
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATCUT_365 
0001: wait 0 ms 
0002: jump @CATCUT_341 

:CATCUT_365
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CATCUT_374
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATCUT_398 
0001: wait 0 ms 
0002: jump @CATCUT_374 

:CATCUT_398
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CATCUT_411
00D6: if 
016B:   fading 
004D: jump_if_false @CATCUT_435 
0001: wait 0 ms 
0002: jump @CATCUT_411 

:CATCUT_435
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0247: request_model #CELLPHONE 

:CATCUT_446
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CATCUT_473 
0001: wait 0 ms 
0002: jump @CATCUT_446 

:CATCUT_473
03CF: load_wav 23000 as 3 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0050: gosub @CATCUT_47 
00A1: put_actor $PLAYER_ACTOR at -2042.129 -2528.79 29.625 
0173: set_actor $PLAYER_ACTOR z_angle_to 284.27 
03CB: set_camera -2042.129 -2528.79 29.625 
02EB: restore_camera_with_jumpcut 
016A: fade 1 1000 ms 

:CATCUT_571
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @CATCUT_597 
0001: wait 0 ms 
0002: jump @CATCUT_571 

:CATCUT_597
03D1: play_wav 3 
0006: 32@ = 0 // integer values 

:CATCUT_608
00D6: if 
83D2:   not wav 3 ended 
004D: jump_if_false @CATCUT_660 
0001: wait 0 ms 
00D6: if 
001B:   1500 > 32@ // integer values 
004D: jump_if_false @CATCUT_653 
0002: jump @CATCUT_660 

:CATCUT_653
0002: jump @CATCUT_608 

:CATCUT_660
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 // integer values 

:CATCUT_674
00D6: if 
001B:   1500 > 32@ // integer values 
004D: jump_if_false @CATCUT_704 
0001: wait 0 ms 
0002: jump @CATCUT_674 

:CATCUT_704
01B4: set_player $PLAYER_CHAR frozen_state 1 

:CATCUT_711
00D6: if 
8039:   not  35@ == 8 // integer values 
004D: jump_if_false @CATCUT_771 
0001: wait 0 ms 
0050: gosub @CATCUT_906 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CATCUT_764 
0002: jump @CATCUT_771 

:CATCUT_764
0002: jump @CATCUT_711 

:CATCUT_771
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0002: jump @CATCUT_813 

:CATCUT_795
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:CATCUT_813
0110: clear_player $PLAYER_CHAR wanted_level 
0004: $2163 = 1 // integer values 
0164: disable_marker $1731 
0570: $1731 = create_asset_radar_marker_with_icon 35 at $900 $918 $936 
018B: show_on_radar $1731 2 
0215: destroy_pickup $SAVE_PICKUPS[14] 
0213: $SAVE_PICKUPS[14] = create_pickup #PICKUPSAVE type 3 at $900 $918 $936 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 15 // integer values 
0051: return 

:CATCUT_885
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0249: release_model #CELLPHONE 
0051: return 

:CATCUT_906
00D6: if or
0039:   36@ == 0 // integer values 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CATCUT_957 
00D6: if 
002D:   38@ >= 35@ // integer values 
004D: jump_if_false @CATCUT_957 
0050: gosub @CATCUT_1015 

:CATCUT_957
00D6: if 
0039:   36@ == 2 // integer values 
004D: jump_if_false @CATCUT_1013 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CATCUT_1013 
0006: 36@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0006: 37@ = 0 // integer values 
00BE: text_clear_all 

:CATCUT_1013
0051: return 

:CATCUT_1015
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CATCUT_1051 
03CF: load_wav 39@(35@,8i) as 1 
0006: 36@ = 1 // integer values 

:CATCUT_1051
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CATCUT_1109 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CATCUT_1109 
00BC: text_highpriority $6993(35@,8s) 4000 ms 1 
03D1: play_wav 1 
0006: 36@ = 2 // integer values 

:CATCUT_1109
0051: return 

//-------------Mission 46---------------
// Originally: Body Harvest

:TRUTH1
03A4: name_thread 'TRUTH1' 
0050: gosub @TRUTH1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TRUTH1_38 
0050: gosub @TRUTH1_16379 

:TRUTH1_38
0050: gosub @TRUTH1_16508 
004E: end_thread 

:TRUTH1_47
0317: increment_mission_attempts 
054C: use_GXT_table 'TRU1' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
04BB: select_interior 12 // select render area 
02E4: load_cutscene_data 'TRUTH_1' 

:TRUTH1_86
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TRUTH1_110 
0001: wait 0 ms 
0002: jump @TRUTH1_86 

:TRUTH1_110
02E7: start_cutscene 
016A: fade 1 1000 ms 

:TRUTH1_119
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TRUTH1_143 
0001: wait 0 ms 
0002: jump @TRUTH1_119 

:TRUTH1_143
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:TRUTH1_158
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_182 
0001: wait 0 ms 
0002: jump @TRUTH1_158 

:TRUTH1_182
04BB: select_interior 0 // select render area 
0169: set_fade_color 0 0 0 
0247: request_model #COMBINE 
0247: request_model #TRACTOR 
0247: request_model #KMB_MARIJUANA 
07C0: load_path 348 
0247: request_model #SW_HAYBREAK02 
0247: request_model #CUNTGUN 
0247: request_model #WALTON 
0247: request_model #SHOVEL 
0247: request_model #CWFYHB 
0247: request_model #CWMOHB2 
0247: request_model #CWMYHB1 
038B: load_requested_models 

:TRUTH1_251
00D6: if or
8248:   not model #COMBINE available 
8248:   not model #TRACTOR available 
8248:   not model #KMB_MARIJUANA available 
8248:   not model #CWFYHB available 
8248:   not model #CWMOHB2 available 
004D: jump_if_false @TRUTH1_298 
0001: wait 0 ms 
0002: jump @TRUTH1_251 

:TRUTH1_298
00D6: if or
87C1:   not path 348 available 
8248:   not model #SW_HAYBREAK02 available 
8248:   not model #CUNTGUN available 
8248:   not model #CWMYHB1 available 
004D: jump_if_false @TRUTH1_340 
0001: wait 0 ms 
0002: jump @TRUTH1_298 

:TRUTH1_340
00D6: if or
8248:   not model #WALTON available 
8248:   not model #SHOVEL available 
004D: jump_if_false @TRUTH1_372 
0001: wait 0 ms 
0002: jump @TRUTH1_340 

:TRUTH1_372
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
018A: 116@ = create_checkpoint_at -1047.593 -1347.254 129.216 
060A: unknown_create_entity 0 97@ 
0708: unknown_add_entity_item 97@ 7 
0709: unknown_set_entity_item 97@ 7 1000 50.0 50.0 50.0 50.0 1 1 
060A: unknown_create_entity 2 98@ 
0746: (unknown) 4 24 0 
0746: (unknown) 0 24 24 
00A1: put_actor $PLAYER_ACTOR at -2195.9 -2258.029 30.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 141.0 
0A0B: (unknown) -2196.46 -2256.96 31.43 141.0 
016A: fade 1 500 ms 
0006: 117@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
00BC: text_highpriority 'TRU1_1' 10000 ms 1  // Juss el a ~y~farmra ~s~, ahol a kombjn tallhat.
00D6: if 
0039:   122@ == 100 // integer values 
004D: jump_if_false @TRUTH1_888 
0107: 43@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 44@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 45@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 46@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 47@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 48@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0006: 122@ = 101 // integer values 

:TRUTH1_888
03C7: unknown_maybe_cops_density 0.3 
00D6: if 
0018:   $7009 > 0 // integer values 
004D: jump_if_false @TRUTH1_935 
0950: trip_skip -1084.219 -1341.156 128.365 angle 257.771 

:TRUTH1_935
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @TRUTH1_961 
0002: jump @TRUTH1_16397 

:TRUTH1_961
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @TRUTH1_4518 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @TRUTH1_2275 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -1047.593 -1347.254 129.39 radius 4.0 4.0 4.0 
004D: jump_if_false @TRUTH1_2275 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 116@ 
016A: fade 0 500 ms 

:TRUTH1_1068
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_1092 
0001: wait 0 ms 
0002: jump @TRUTH1_1068 

:TRUTH1_1092
00D6: if 
0038:   $7009 == 0 // integer values 
004D: jump_if_false @TRUTH1_1117 
0004: $7009 = 1 // integer values 

:TRUTH1_1117
0951: (unknown) 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_1143 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:TRUTH1_1143
00A5: 34@ = create_car #COMBINE at -1060.25 -1044.209 128.2188 
0175: set_car 34@ z_angle_to 84.2638 
04E0: car 34@ abandon_path_radius 100 
00A7: car 34@ drive_to -1136.78 -1044.209 128.2188 
00AD: set_car 34@ max_speed_to 7.0 
0129: 38@ = create_actor 24 #CWMOHB2 in_car 34@ driverseat 
0001: wait 500 ms 
016A: fade 1 1000 ms 
015F: set_camera_position -1073.802 -1038.203 128.492 0.0 0.0 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1295 
0158: camera_on_vehicle 34@ 15 2 

:TRUTH1_1295
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_1336 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 355.69 
0002: jump @TRUTH1_1346 

:TRUTH1_1336
0173: set_actor $PLAYER_ACTOR z_angle_to 355.73 

:TRUTH1_1346
00A5: 90@ = create_car #TRACTOR at -1043.989 -1312.677 128.772 
0175: set_car 90@ z_angle_to 1.243 
053F: set_car 90@ tires_vulnerable 0 
0224: set_car 90@ health_to 2000 
029B: 60@ = init_object #SW_HAYBREAK02 at -1053.792 -1187.624 129.396 
029B: 61@ = init_object #SW_HAYBREAK02 at -1038.506 -1154.722 129.699 
029B: 62@ = init_object #SW_HAYBREAK02 at -1105.419 -1112.451 128.864 
029B: 63@ = init_object #SW_HAYBREAK02 at -1182.346 -1043.797 129.699 
029B: 64@ = init_object #SW_HAYBREAK02 at -1141.389 -1008.254 129.735 
029B: 65@ = init_object #SW_HAYBREAK02 at -1197.385 -1084.951 129.743 
029B: 66@ = init_object #SW_HAYBREAK02 at -1161.353 -1117.198 129.049 
00A5: 35@ = create_car #TRACTOR at -1115.569 -1115.231 128.366 
0129: 39@ = create_actor 24 #CWMOHB2 in_car 35@ driverseat 
0175: set_car 35@ z_angle_to 274.604 
009A: 49@ = create_actor 24 #CWMOHB2 at -1064.341 -1283.63 128.247 
0173: set_actor 49@ z_angle_to 116.09 
0605: actor 49@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 49@ 97@ 
0223: set_actor 49@ health_to 50 
0648: (unknown) 49@ 100.0 
01B2: give_actor 49@ weapon 33 ammo 99999 // Load the weapon model before using this 
009A: 50@ = create_actor 24 #CWFYHB at -1074.646 -1095.812 128.245 
0173: set_actor 50@ z_angle_to 96.069 
0605: actor 50@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 50@ 97@ 
0223: set_actor 50@ health_to 50 
0648: (unknown) 50@ 100.0 
009A: 52@ = create_actor 24 #CWFYHB at -1135.339 -1134.299 128.259 
0173: set_actor 52@ z_angle_to 90.157 
0605: actor 52@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 52@ 97@ 
0223: set_actor 52@ health_to 50 
0648: (unknown) 52@ 100.0 
009A: 53@ = create_actor 24 #CWMYHB1 at -1121.739 -1095.64 128.247 
0173: set_actor 53@ z_angle_to 94.64 
0605: actor 53@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 53@ 97@ 
0223: set_actor 53@ health_to 50 
009A: 54@ = create_actor 24 #CWFYHB at -1121.713 -1084.165 128.247 
0173: set_actor 54@ z_angle_to 79.746 
0605: actor 54@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 54@ 97@ 
0223: set_actor 54@ health_to 50 
0648: (unknown) 54@ 100.0 
009A: 55@ = create_actor 24 #CWMYHB1 at -1159.367 -1134.375 128.259 
0173: set_actor 55@ z_angle_to 270.749 
0605: actor 55@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 55@ 97@ 
0223: set_actor 55@ health_to 50 
0648: (unknown) 55@ 100.0 
00BC: text_highpriority 'TRU1_2' 7000 ms 1  // ~s~A ~b~kombjn ~s~a mezn tallhat a farm htuljn.
0001: wait 200 ms 
009A: 51@ = create_actor 24 #CWMYHB1 at -1074.332 -1084.388 128.244 
0173: set_actor 51@ z_angle_to 60.659 
0605: actor 51@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 51@ 97@ 
0223: set_actor 51@ health_to 50 
0648: (unknown) 51@ 30.0 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 117@ = 1 // integer values 

:TRUTH1_2275
00D6: if 
0019:   33@ > 1800 // integer values 
004D: jump_if_false @TRUTH1_2393 
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @TRUTH1_2393 
0006: 121@ = 0 // integer values 
0707: start_scene_skip_to @TRUTH1_2749 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH1_2379 
04E0: car 35@ abandon_path_radius 100 
00A7: car 35@ drive_to -1061.058 -1116.129 128.366 
00AD: set_car 35@ max_speed_to 10.0 

:TRUTH1_2379
0006: 33@ = 0 // integer values 
0006: 117@ = 2 // integer values 

:TRUTH1_2393
00D6: if 
0039:   117@ == 2 // integer values 
004D: jump_if_false @TRUTH1_2587 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @TRUTH1_2587 
015F: set_camera_position -1057.875 -1120.592 136.4117 0.0 0.0 0.0 
0160: point_camera -1058.704 -1120.088 136.1667 2 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_2557 
00AB: put_car 34@ at -1082.138 -1046.893 129.29 
0175: set_car 34@ z_angle_to 84.2638 
00A7: car 34@ drive_to -1195.58 -1045.87 129.1 
00AD: set_car 34@ max_speed_to 7.0 

:TRUTH1_2557
00BC: text_highpriority 'TRU1_3' 7000 ms 1  // ~s~Van nhny dolgoz minimalista csoport, akik nem ltjk szvesen az idegeneket.
0006: 33@ = 0 // integer values 
0006: 117@ = 3 // integer values 

:TRUTH1_2587
00D6: if 
0039:   117@ == 3 // integer values 
004D: jump_if_false @TRUTH1_2705 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @TRUTH1_2705 
015F: set_camera_position -1035.782 -1331.041 134.0494 0.0 0.0 0.0 
0160: point_camera -1036.184 -1330.134 133.9223 2 
00BC: text_highpriority 'TRU1_4' 10000 ms 1  // ~s~Juss be a farmra s lopd el a ~b~kombjnt~s~.
0006: 33@ = 0 // integer values 
0006: 117@ = 4 // integer values 

:TRUTH1_2705
00D6: if 
0039:   117@ == 4 // integer values 
004D: jump_if_false @TRUTH1_4518 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @TRUTH1_4518 
0006: 121@ = 1 // integer values 

:TRUTH1_2749
0701: end_scene_skip 
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @TRUTH1_3570 
016A: fade 0 500 ms 

:TRUTH1_2776
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_2800 
0001: wait 0 ms 
0002: jump @TRUTH1_2776 

:TRUTH1_2800
00A6: destroy_car 34@ 
00A6: destroy_car 35@ 
0108: destroy_object 43@ 
0108: destroy_object 44@ 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 49@ 
009B: destroy_actor_instantly 50@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 52@ 
009B: destroy_actor_instantly 53@ 
009B: destroy_actor_instantly 54@ 
009B: destroy_actor_instantly 55@ 
009A: 49@ = create_actor 24 #CWMOHB2 at -1064.341 -1283.63 128.247 
0173: set_actor 49@ z_angle_to 116.09 
0605: actor 49@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 49@ 97@ 
0223: set_actor 49@ health_to 50 
0648: (unknown) 49@ 100.0 
01B2: give_actor 49@ weapon 33 ammo 99999 // Load the weapon model before using this 
009A: 50@ = create_actor 24 #CWFYHB at -1074.646 -1095.812 128.245 
0173: set_actor 50@ z_angle_to 96.069 
0605: actor 50@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 50@ 97@ 
0223: set_actor 50@ health_to 50 
0648: (unknown) 50@ 100.0 
009A: 51@ = create_actor 24 #CWMYHB1 at -1074.332 -1084.388 128.244 
0173: set_actor 51@ z_angle_to 60.659 
0605: actor 51@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 51@ 97@ 
0223: set_actor 51@ health_to 50 
0648: (unknown) 51@ 100.0 
009A: 52@ = create_actor 24 #CWFYHB at -1135.339 -1134.299 128.259 
0173: set_actor 52@ z_angle_to 90.157 
0605: actor 52@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 52@ 97@ 
0223: set_actor 52@ health_to 50 
0648: (unknown) 52@ 100.0 
009A: 53@ = create_actor 24 #CWMYHB1 at -1121.739 -1095.64 128.247 
0173: set_actor 53@ z_angle_to 94.64 
0605: actor 53@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 53@ 97@ 
0223: set_actor 53@ health_to 50 
009A: 54@ = create_actor 24 #CWFYHB at -1121.713 -1084.165 128.247 
0173: set_actor 54@ z_angle_to 79.746 
0605: actor 54@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 54@ 97@ 
0223: set_actor 54@ health_to 50 
0648: (unknown) 54@ 100.0 
009A: 55@ = create_actor 24 #CWMYHB1 at -1159.367 -1134.375 128.259 
0173: set_actor 55@ z_angle_to 270.749 
0605: actor 55@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 55@ 97@ 
0223: set_actor 55@ health_to 50 
0648: (unknown) 55@ 100.0 
03CB: set_camera -1049.08 -1268.08 127.81 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
016A: fade 1 500 ms 

:TRUTH1_3546
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_3570 
0001: wait 0 ms 
0002: jump @TRUTH1_3546 

:TRUTH1_3570
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'TRU1_4' 7000 ms 1  // ~s~Juss be a farmra s lopd el a ~b~kombjnt~s~.
00A6: destroy_car 34@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
00A6: destroy_car 35@ 
00A5: 34@ = create_car #COMBINE at -1023.706 -933.357 129.292 
0175: set_car 34@ z_angle_to 177.348 
04E0: car 34@ abandon_path_radius 20 
0129: 38@ = create_actor 24 #CWMOHB2 in_car 34@ driverseat 
060B: unknown_actor_use_entity 38@ 97@ 
02E2: set_actor 38@ weapon_accuracy_to 30 
0224: set_car 34@ health_to 9000 
0186: 116@ = create_marker_above_car 34@ 
07E0: set_marker 116@ type_to 1 
053F: set_car 34@ tires_vulnerable 0 
00A5: 56@ = create_car #TRACTOR at -1029.287 -1183.826 128.184 
0175: set_car 56@ z_angle_to 90.725 
0129: 57@ = create_actor 24 #CWMYHB1 in_car 56@ driverseat 
060B: unknown_actor_use_entity 57@ 97@ 
01B2: give_actor 57@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 57@ weapon_accuracy_to 50 
00A5: 58@ = create_car #TRACTOR at -1067.128 -1153.574 128.2188 
0175: set_car 58@ z_angle_to 272.1696 
0129: 59@ = create_actor 24 #CWFYHB in_car 58@ driverseat 
060B: unknown_actor_use_entity 59@ 97@ 
01B2: give_actor 59@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 59@ weapon_accuracy_to 50 
0006: 118@ = 1 // integer values 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_3894 
01B2: give_actor 50@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_3894
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_3919 
01B2: give_actor 52@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_3919
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_3944 
01B2: give_actor 53@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_3944
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_4002 
00A1: put_actor 51@ at -1070.71 -1126.36 128.23 
0173: set_actor 51@ z_angle_to 345.592 
01B2: give_actor 51@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4002
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_4060 
00A1: put_actor 54@ at -1111.92 -1107.797 127.892 
0173: set_actor 54@ z_angle_to 212.87 
01B2: give_actor 54@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4060
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_4118 
00A1: put_actor 55@ at -1154.72 -1116.097 127.27 
0173: set_actor 55@ z_angle_to 238.5 
01B2: give_actor 55@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4118
009A: 91@ = create_actor 24 #CWMYHB1 at -1043.28 -1055.5 128.22 
0173: set_actor 91@ z_angle_to 175.56 
01B2: give_actor 91@ weapon 33 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 91@ 98@ 
060F: (unknown) 91@ 80.0 
009A: 92@ = create_actor 24 #CWFYHB at -1147.91 -1023.34 128.22 
01B2: give_actor 92@ weapon 6 ammo 1 // Load the weapon model before using this 
060B: unknown_actor_use_entity 92@ 98@ 
060F: (unknown) 92@ 80.0 
009A: 93@ = create_actor 24 #CWMOHB2 at -1094.89 -999.528 128.21 
0173: set_actor 93@ z_angle_to 175.56 
01B2: give_actor 93@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 93@ weapon_accuracy_to 50 
060B: unknown_actor_use_entity 93@ 98@ 
060F: (unknown) 93@ 150.0 
009A: 94@ = create_actor 24 #CWMOHB2 at -1181.37 -992.4972 128.2188 
0173: set_actor 94@ z_angle_to 170.5759 
01B2: give_actor 94@ weapon 33 ammo 1 // Load the weapon model before using this 
02E2: set_actor 94@ weapon_accuracy_to 50 
060B: unknown_actor_use_entity 94@ 98@ 
060F: (unknown) 94@ 150.0 
009A: 95@ = create_actor 24 #CWMOHB2 at -1008.989 -998.692 128.2188 
0173: set_actor 95@ z_angle_to 170.5759 
01B2: give_actor 95@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 95@ weapon_accuracy_to 50 
060B: unknown_actor_use_entity 95@ 98@ 
060F: (unknown) 95@ 150.0 
009A: 96@ = create_actor 24 #CWMOHB2 at -1151.001 -1011.517 128.2188 
0173: set_actor 96@ z_angle_to 170.5759 
01B2: give_actor 96@ weapon 33 ammo 1 // Load the weapon model before using this 
02E2: set_actor 96@ weapon_accuracy_to 50 
060B: unknown_actor_use_entity 96@ 98@ 
060F: (unknown) 96@ 150.0 
0006: 117@ = 5 // integer values 

:TRUTH1_4518
00D6: if 
0039:   118@ == 1 // integer values 
004D: jump_if_false @TRUTH1_15959 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @TRUTH1_4658 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_4658 
00D6: if or
00F2:   actor 49@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
00A3:   actor $PLAYER_ACTOR 0 -1074.33 -1321.1 -1022.5 -1271.43 
004D: jump_if_false @TRUTH1_4658 
0006: 143@ = 1 // integer values 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 
0006: 123@ = 1 // integer values 

:TRUTH1_4658
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1096.488 -1170.56 -1032.682 -1249.599 
004D: jump_if_false @TRUTH1_4900 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @TRUTH1_4780 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_4780 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_4780 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_4780 
05EB: assign_vehicle 56@ to_path 348 
0006: 124@ = 1 // integer values 

:TRUTH1_4780
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @TRUTH1_4900 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_4900 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_4900 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_4900 
04BA: set_car 58@ speed_instantly 12.0 
05D1: AS_actor 59@ drive_car 58@ to -1045.147 -1152.724 127.5258 speed 20.0 0 0 0 
0006: 125@ = 1 // integer values 

:TRUTH1_4900
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @TRUTH1_5022 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_5022 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_5022 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_5022 
00D6: if 
860E:   not car 56@ is_assigned_to_existing_path 
004D: jump_if_false @TRUTH1_5022 
0006: 143@ = 8 // integer values 
0085: 102@ = 57@ // integer values and handles 
0085: 101@ = 56@ // integer values and handles 
0050: gosub @TRUTH1_16335 
0006: 124@ = 2 // integer values 

:TRUTH1_5022
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @TRUTH1_5159 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_5159 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_5159 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_5159 
00D6: if 
01AD:   car 58@ 0 -1045.147 -1152.724 6.0 6.0 
004D: jump_if_false @TRUTH1_5159 
0085: 102@ = 59@ // integer values and handles 
0085: 101@ = 58@ // integer values and handles 
0050: gosub @TRUTH1_16335 
0006: 125@ = 2 // integer values 

:TRUTH1_5159
00D6: if 
0039:   124@ == 2 // integer values 
004D: jump_if_false @TRUTH1_5267 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_5267 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_5267 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_5267 
00D6: if 
0A1B: (unknown) 57@ $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5267 
06C7: unknown_action_sequence 57@ 56@ 3 3000 
0006: 124@ = 3 // integer values 

:TRUTH1_5267
00D6: if 
0039:   124@ == 3 // integer values 
004D: jump_if_false @TRUTH1_5395 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_5395 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_5395 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_5395 
062E: (unknown) 57@ 1735 110@ 
00D6: if 
04A4:   110@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TRUTH1_5395 
0085: 102@ = 57@ // integer values and handles 
0085: 101@ = 56@ // integer values and handles 
0050: gosub @TRUTH1_16335 
0006: 124@ = 2 // integer values 

:TRUTH1_5395
00D6: if 
0039:   125@ == 2 // integer values 
004D: jump_if_false @TRUTH1_5503 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_5503 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_5503 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_5503 
00D6: if 
0A1B: (unknown) 59@ $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5503 
06C7: unknown_action_sequence 59@ 58@ 3 3000 
0006: 125@ = 3 // integer values 

:TRUTH1_5503
00D6: if 
0039:   125@ == 3 // integer values 
004D: jump_if_false @TRUTH1_5631 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_5631 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_5631 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_5631 
062E: (unknown) 59@ 1735 110@ 
00D6: if 
04A4:   110@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TRUTH1_5631 
0085: 102@ = 59@ // integer values and handles 
0085: 101@ = 58@ // integer values and handles 
0050: gosub @TRUTH1_16335 
0006: 125@ = 2 // integer values 

:TRUTH1_5631
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @TRUTH1_6072 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1033.47 -1067.18 -1202.46 -1149.65 
004D: jump_if_false @TRUTH1_5733 
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @TRUTH1_5710 
0006: 126@ = 1 // integer values 

:TRUTH1_5710
00D6: if 
068C: (unknown) $PLAYER_CHAR 
004D: jump_if_false @TRUTH1_5733 
0006: 126@ = 1 // integer values 

:TRUTH1_5733
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1033.47 -1067.18 -1202.46 -1149.65 
004D: jump_if_false @TRUTH1_5778 
0006: 126@ = 1 // integer values 

:TRUTH1_5778
00D6: if 
056D:   carcass_of_actor 50@ valid 
004D: jump_if_false @TRUTH1_5820 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5820 
0006: 126@ = 1 // integer values 

:TRUTH1_5820
00D6: if 
056D:   carcass_of_actor 50@ valid 
004D: jump_if_false @TRUTH1_5862 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5862 
0006: 126@ = 1 // integer values 

:TRUTH1_5862
00D6: if 
056D:   carcass_of_actor 51@ valid 
004D: jump_if_false @TRUTH1_5904 
00D6: if 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5904 
0006: 126@ = 1 // integer values 

:TRUTH1_5904
00D6: if 
056D:   carcass_of_actor 52@ valid 
004D: jump_if_false @TRUTH1_5946 
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5946 
0006: 126@ = 1 // integer values 

:TRUTH1_5946
00D6: if 
056D:   carcass_of_actor 53@ valid 
004D: jump_if_false @TRUTH1_5988 
00D6: if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5988 
0006: 126@ = 1 // integer values 

:TRUTH1_5988
00D6: if 
056D:   carcass_of_actor 54@ valid 
004D: jump_if_false @TRUTH1_6030 
00D6: if 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_6030 
0006: 126@ = 1 // integer values 

:TRUTH1_6030
00D6: if 
056D:   carcass_of_actor 55@ valid 
004D: jump_if_false @TRUTH1_6072 
00D6: if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_6072 
0006: 126@ = 1 // integer values 

:TRUTH1_6072
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @TRUTH1_6269 
0006: 143@ = 12 // integer values 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_6121 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6121
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_6152 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 51@ weapon_accuracy_to 50 

:TRUTH1_6152
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_6176 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6176
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_6200 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6200
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_6231 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 54@ weapon_accuracy_to 60 

:TRUTH1_6231
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_6262 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 55@ weapon_accuracy_to 70 

:TRUTH1_6262
0006: 126@ = 2 // integer values 

:TRUTH1_6269
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @TRUTH1_6462 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_6462 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_6462 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_6462 
04C4: create_coordinate $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor 38@ offset 0.0 10.0 0.0 
00D6: if or
00EF:   actor $PLAYER_ACTOR stopped 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 12.0 12.0 
00EC:   actor $PLAYER_ACTOR 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 12.0 12.0 
004D: jump_if_false @TRUTH1_6462 
01B2: give_actor 38@ weapon 33 ammo 50 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 20 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
0006: 143@ = 23 // integer values 
0006: 128@ = 1 // integer values 

:TRUTH1_6462
00D6: if 
0019:   117@ > 4 // integer values 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @TRUTH1_6581 
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @TRUTH1_6581 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_6581 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_6581 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_6581 
0050: gosub @TRUTH1_16178 
0006: 119@ = 1 // integer values 

:TRUTH1_6581
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
01AD:   car 34@ 0 -1031.46 -935.51 10.0 10.0 
004D: jump_if_false @TRUTH1_6695 
0006: 119@ = 0 // integer values 

:TRUTH1_6695
00D6: if 
0029:   119@ >= 0 // integer values 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
00B0:   car 34@ 0 -1201.518 -926.777 -1016.98 -1052.652 
004D: jump_if_false @TRUTH1_7941 
046C: 106@ = car 34@ driver 
00D6: if 
8039:   not  106@ == -1 // integer values 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
0039:   120@ == 100 // integer values 
004D: jump_if_false @TRUTH1_6949 
0107: 43@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 44@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 45@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 46@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 47@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 48@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 

:TRUTH1_6949
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @TRUTH1_7119 
00D6: if 
0019:   32@ > 1250 // integer values 
004D: jump_if_false @TRUTH1_7119 
00D6: if 
03CA:   object 43@ exists 
004D: jump_if_false @TRUTH1_7007 
0108: destroy_object 43@ 

:TRUTH1_7007
0407: create_coordinate 40@ 41@ 42@ from_car 34@ offset -1.3 -3.3 1.3 
0107: 43@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: object 43@ toggle_in_moving_list 1 
0381: throw_object 43@ distance 0.0 0.0 -1.0 
034D: object 43@ at_angle 68.0 then_rotate_by_angle 10.0 flag 0 
050E: (unknown) 43@ 34@ 
0006: 32@ = 0 // integer values 
0006: 120@ = 1 // integer values 

:TRUTH1_7119
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @TRUTH1_7282 
00D6: if 
0019:   32@ > 2250 // integer values 
004D: jump_if_false @TRUTH1_7282 
00D6: if 
03CA:   object 44@ exists 
004D: jump_if_false @TRUTH1_7177 
0108: destroy_object 44@ 

:TRUTH1_7177
0407: create_coordinate 40@ 41@ 42@ from_car 34@ offset -1.3 -3.3 1.3 
0107: 44@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: object 44@ toggle_in_moving_list 1 
0381: throw_object 44@ distance 0.0 0.0 -1.0 
034D: object 44@ at_angle 73.0 then_rotate_by_angle 10.0 flag 0 
050E: (unknown) 44@ 34@ 
0006: 120@ = 2 // integer values 

:TRUTH1_7282
00D6: if 
0039:   120@ == 2 // integer values 
004D: jump_if_false @TRUTH1_7445 
00D6: if 
0019:   32@ > 4250 // integer values 
004D: jump_if_false @TRUTH1_7445 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @TRUTH1_7340 
0108: destroy_object 45@ 

:TRUTH1_7340
0407: create_coordinate 40@ 41@ 42@ from_car 34@ offset -1.3 -3.3 1.3 
0107: 45@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: object 45@ toggle_in_moving_list 1 
0381: throw_object 45@ distance 0.0 0.0 -1.0 
034D: object 45@ at_angle 90.0 then_rotate_by_angle 10.0 flag 0 
050E: (unknown) 45@ 34@ 
0006: 120@ = 3 // integer values 

:TRUTH1_7445
00D6: if 
0039:   120@ == 3 // integer values 
004D: jump_if_false @TRUTH1_7608 
00D6: if 
0019:   32@ > 6250 // integer values 
004D: jump_if_false @TRUTH1_7608 
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @TRUTH1_7503 
0108: destroy_object 46@ 

:TRUTH1_7503
0407: create_coordinate 40@ 41@ 42@ from_car 34@ offset -1.3 -3.3 1.3 
0107: 46@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: object 46@ toggle_in_moving_list 1 
0381: throw_object 46@ distance 0.0 0.0 -1.0 
034D: object 46@ at_angle 180.0 then_rotate_by_angle 10.0 flag 0 
050E: (unknown) 46@ 34@ 
0006: 120@ = 4 // integer values 

:TRUTH1_7608
00D6: if 
0039:   120@ == 4 // integer values 
004D: jump_if_false @TRUTH1_7771 
00D6: if 
0019:   32@ > 8250 // integer values 
004D: jump_if_false @TRUTH1_7771 
00D6: if 
03CA:   object 47@ exists 
004D: jump_if_false @TRUTH1_7666 
0108: destroy_object 47@ 

:TRUTH1_7666
0407: create_coordinate 40@ 41@ 42@ from_car 34@ offset -1.3 -3.3 1.3 
0107: 47@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: object 47@ toggle_in_moving_list 1 
0381: throw_object 47@ distance 0.0 0.0 -1.0 
034D: object 47@ at_angle 80.0 then_rotate_by_angle 10.0 flag 0 
050E: (unknown) 47@ 34@ 
0006: 120@ = 5 // integer values 

:TRUTH1_7771
00D6: if 
0039:   120@ == 5 // integer values 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
0019:   32@ > 10250 // integer values 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
03CA:   object 48@ exists 
004D: jump_if_false @TRUTH1_7829 
0108: destroy_object 48@ 

:TRUTH1_7829
0407: create_coordinate 40@ 41@ 42@ from_car 34@ offset -1.3 -3.3 1.3 
0107: 48@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: object 48@ toggle_in_moving_list 1 
0381: throw_object 48@ distance 0.0 0.0 -1.0 
034D: object 48@ at_angle 180.0 then_rotate_by_angle 10.0 flag 0 
050E: (unknown) 48@ 34@ 
0006: 32@ = 0 // integer values 
0006: 120@ = 0 // integer values 

:TRUTH1_7941
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @TRUTH1_8921 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @TRUTH1_8921 
009B: destroy_actor_instantly 49@ 
009B: destroy_actor_instantly 50@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 52@ 
009B: destroy_actor_instantly 53@ 
0615: define_action_sequences 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 109@ 
009A: 67@ = create_actor 24 #CWMOHB2 at -1205.812 -1092.725 127.2578 
0173: set_actor 67@ z_angle_to 359.4852 
01B2: give_actor 67@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 67@ 97@ 
0223: set_actor 67@ health_to 50 
0618: assign_actor 67@ to_action_sequences 109@ 
009A: 68@ = create_actor 24 #CWMYHB1 at -1205.812 -1090.725 127.2578 
0173: set_actor 68@ z_angle_to 359.4852 
01B2: give_actor 68@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 68@ 97@ 
0223: set_actor 68@ health_to 50 
0618: assign_actor 68@ to_action_sequences 109@ 
009A: 69@ = create_actor 24 #CWFYHB at -1181.8 -1116.735 127.2578 
0173: set_actor 69@ z_angle_to 79.3899 
01B2: give_actor 69@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 69@ 97@ 
0223: set_actor 69@ health_to 50 
0618: assign_actor 69@ to_action_sequences 109@ 
009A: 70@ = create_actor 24 #CWMOHB2 at -1211.422 -1090.977 127.2578 
0173: set_actor 70@ z_angle_to 2.4516 
01B2: give_actor 70@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 70@ 97@ 
0223: set_actor 70@ health_to 50 
0618: assign_actor 70@ to_action_sequences 109@ 
009A: 71@ = create_actor 24 #CWMYHB1 at -1179.283 -1113.823 127.2578 
0173: set_actor 71@ z_angle_to 74.1823 
01B2: give_actor 71@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 71@ 97@ 
0223: set_actor 71@ health_to 50 
0618: assign_actor 71@ to_action_sequences 109@ 
009A: 72@ = create_actor 24 #CWFYHB at -1145.651 -1111.67 127.2595 
0173: set_actor 72@ z_angle_to 90.0989 
01B2: give_actor 72@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 72@ 97@ 
0223: set_actor 72@ health_to 50 
0618: assign_actor 72@ to_action_sequences 109@ 
009A: 73@ = create_actor 24 #CWMYHB1 at -1146.601 -1114.956 127.2595 
0173: set_actor 73@ z_angle_to 102.0699 
01B2: give_actor 73@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 73@ 97@ 
0223: set_actor 73@ health_to 50 
0618: assign_actor 73@ to_action_sequences 109@ 
009A: 74@ = create_actor 24 #CWMOHB2 at -1051.497 -1133.651 127.2669 
0173: set_actor 74@ z_angle_to 10.9064 
01B2: give_actor 74@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 74@ 97@ 
0223: set_actor 74@ health_to 50 
0618: assign_actor 74@ to_action_sequences 109@ 
009A: 75@ = create_actor 24 #CWFYHB at -1048.588 -1131.942 127.2595 
0173: set_actor 75@ z_angle_to 57.544 
01B2: give_actor 75@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 75@ 97@ 
0223: set_actor 75@ health_to 50 
0618: assign_actor 75@ to_action_sequences 109@ 
009A: 76@ = create_actor 24 #CWMYHB1 at -1118.818 -1116.196 127.2595 
0173: set_actor 76@ z_angle_to 90.5502 
01B2: give_actor 76@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 76@ 97@ 
0223: set_actor 76@ health_to 50 
0618: assign_actor 76@ to_action_sequences 109@ 
009A: 77@ = create_actor 24 #CWMYHB1 at -1120.998 -1112.729 127.2595 
0173: set_actor 77@ z_angle_to 57.544 
01B2: give_actor 77@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 77@ 97@ 
0223: set_actor 77@ health_to 50 
0618: assign_actor 77@ to_action_sequences 109@ 
009A: 78@ = create_actor 24 #CWMOHB2 at -1115.596 -1115.524 127.2595 
0173: set_actor 78@ z_angle_to 57.544 
01B2: give_actor 78@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 78@ 97@ 
0223: set_actor 78@ health_to 50 
0618: assign_actor 78@ to_action_sequences 109@ 
009A: 79@ = create_actor 24 #CWMOHB2 at -1117.894 -1111.266 127.2595 
0173: set_actor 79@ z_angle_to 57.544 
01B2: give_actor 79@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 79@ 97@ 
0223: set_actor 79@ health_to 50 
0618: assign_actor 79@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 
0006: 131@ = 1 // integer values 

:TRUTH1_8921
00D6: if 
0039:   131@ == 1 // integer values 
004D: jump_if_false @TRUTH1_9766 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_9766 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @TRUTH1_9109 
00D6: if 
01AD:   car 34@ 0 -1205.812 -1090.725 20.0 20.0 
004D: jump_if_false @TRUTH1_9109 
0615: define_action_sequences 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 30000 ms 
0616: define_action_sequences_end 107@ 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @TRUTH1_9066 
0618: assign_actor 67@ to_action_sequences 107@ 

:TRUTH1_9066
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_9090 
0618: assign_actor 68@ to_action_sequences 107@ 

:TRUTH1_9090
0006: 143@ = 28 // integer values 
061B: remove_references_to_action_sequences 107@ 
0006: 132@ = 1 // integer values 

:TRUTH1_9109
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @TRUTH1_9256 
00D6: if 
01AD:   car 34@ 0 -1181.8 -1116.735 20.0 20.0 
004D: jump_if_false @TRUTH1_9256 
0615: define_action_sequences 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 30000 ms 
0616: define_action_sequences_end 107@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @TRUTH1_9220 
0618: assign_actor 69@ to_action_sequences 107@ 

:TRUTH1_9220
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @TRUTH1_9244 
0618: assign_actor 71@ to_action_sequences 107@ 

:TRUTH1_9244
061B: remove_references_to_action_sequences 107@ 
0006: 133@ = 1 // integer values 

:TRUTH1_9256
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @TRUTH1_9379 
00D6: if 
01AD:   car 34@ 0 -1211.422 -1090.977 25.0 25.0 
004D: jump_if_false @TRUTH1_9379 
0615: define_action_sequences 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 30000 ms 
0616: define_action_sequences_end 107@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @TRUTH1_9367 
0618: assign_actor 70@ to_action_sequences 107@ 

:TRUTH1_9367
061B: remove_references_to_action_sequences 107@ 
0006: 134@ = 1 // integer values 

:TRUTH1_9379
00D6: if 
0039:   135@ == 0 // integer values 
004D: jump_if_false @TRUTH1_9564 
00D6: if 
01AD:   car 34@ 0 -1145.651 -1111.67 20.0 20.0 
004D: jump_if_false @TRUTH1_9564 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @TRUTH1_9496 
0085: 102@ = 72@ // integer values and handles 
0007: 103@ = -1113.777 // floating-point values 
0007: 104@ = 1128.22 // floating-point values 
0007: 105@ = 128.22 // floating-point values 
0050: gosub @TRUTH1_16117 

:TRUTH1_9496
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @TRUTH1_9557 
0085: 102@ = 73@ // integer values and handles 
0007: 103@ = -1055.94 // floating-point values 
0007: 104@ = -1120.62 // floating-point values 
0007: 105@ = 128.56 // floating-point values 
0050: gosub @TRUTH1_16117 

:TRUTH1_9557
0006: 135@ = 1 // integer values 

:TRUTH1_9564
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @TRUTH1_9766 
00D6: if 
00B0:   car 34@ 0 -1224.06 -1135.61 -999.06 -1063.3 
004D: jump_if_false @TRUTH1_9766 
0615: define_action_sequences 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 30000 ms 
0616: define_action_sequences_end 107@ 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @TRUTH1_9675 
0618: assign_actor 76@ to_action_sequences 107@ 

:TRUTH1_9675
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @TRUTH1_9699 
0618: assign_actor 77@ to_action_sequences 107@ 

:TRUTH1_9699
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @TRUTH1_9723 
0618: assign_actor 78@ to_action_sequences 107@ 

:TRUTH1_9723
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @TRUTH1_9747 
0618: assign_actor 79@ to_action_sequences 107@ 

:TRUTH1_9747
061B: remove_references_to_action_sequences 107@ 
0006: 141@ = 1 // integer values 
0006: 136@ = 1 // integer values 

:TRUTH1_9766
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @TRUTH1_10560 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_9821 
00D6: if 
82CB:   not actor 54@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9821 
009B: destroy_actor_instantly 54@ 

:TRUTH1_9821
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_9858 
00D6: if 
82CB:   not actor 55@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9858 
009B: destroy_actor_instantly 55@ 

:TRUTH1_9858
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_9895 
00D6: if 
82CB:   not actor 49@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9895 
009B: destroy_actor_instantly 67@ 

:TRUTH1_9895
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_9932 
00D6: if 
82CB:   not actor 50@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9932 
009B: destroy_actor_instantly 68@ 

:TRUTH1_9932
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_9969 
00D6: if 
82CB:   not actor 51@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9969 
009B: destroy_actor_instantly 69@ 

:TRUTH1_9969
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_10006 
00D6: if 
82CB:   not actor 52@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_10006 
009B: destroy_actor_instantly 70@ 

:TRUTH1_10006
0615: define_action_sequences 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 109@ 
009A: 80@ = create_actor 24 #CWMYHB1 at -1050.942 -1171.55 127.4132 
0173: set_actor 80@ z_angle_to 57.544 
01B2: give_actor 80@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 80@ 97@ 
0223: set_actor 80@ health_to 50 
0618: assign_actor 80@ to_action_sequences 109@ 
009A: 81@ = create_actor 24 #CWMOHB2 at -1048.379 -1172.351 127.4308 
0173: set_actor 81@ z_angle_to 57.544 
01B2: give_actor 81@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 81@ 97@ 
0223: set_actor 81@ health_to 50 
0618: assign_actor 81@ to_action_sequences 109@ 
009A: 82@ = create_actor 24 #CWMYHB1 at -1047.927 -1177.559 127.507 
0173: set_actor 82@ z_angle_to 57.544 
01B2: give_actor 82@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 82@ 97@ 
0223: set_actor 82@ health_to 50 
0618: assign_actor 82@ to_action_sequences 109@ 
009A: 83@ = create_actor 24 #CWFYHB at -1051.159 -1180.129 127.5367 
0173: set_actor 83@ z_angle_to 57.544 
01B2: give_actor 83@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 83@ 97@ 
0223: set_actor 83@ health_to 50 
0618: assign_actor 83@ to_action_sequences 109@ 
0674: set_car_model #WALTON numberplate "__HOM__" 
00A5: 87@ = create_car #WALTON at -1049.0 -1296.0 128.3 
0175: set_car 87@ z_angle_to 277.382 
009A: 84@ = create_actor 24 #CWMYHB1 at -1049.19 -1291.94 127.7206 
0173: set_actor 84@ z_angle_to 57.544 
01B2: give_actor 84@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 84@ 97@ 
0223: set_actor 84@ health_to 50 
0618: assign_actor 84@ to_action_sequences 109@ 
0674: set_car_model #WALTON numberplate "__HOM__" 
00A5: 88@ = create_car #WALTON at -1154.086 -1339.716 126.61 
0175: set_car 88@ z_angle_to 272.428 
0129: 86@ = create_actor 24 #CWFYHB in_car 88@ driverseat 
009A: 85@ = create_actor 24 #CWMYHB1 at -1049.19 -1295.94 0.0 
060B: unknown_actor_use_entity 85@ 97@ 
0464: put_actor 85@ into_turret_on_car 88@ at_car_offset 0.0 -1.0 0.9 position 0 shooting_angle 360.0 with_weapon 33 
0638: AS_actor 85@ stay_put 1 
061B: remove_references_to_action_sequences 109@ 
0006: 141@ = 2 // integer values 

:TRUTH1_10560
00D6: if 
0039:   141@ == 2 // integer values 
004D: jump_if_false @TRUTH1_10771 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_10771 
00D6: if 
01AD:   car 34@ 0 -1050.942 -1171.55 15.0 15.0 
004D: jump_if_false @TRUTH1_10771 
0615: define_action_sequences 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 30000 ms 
0616: define_action_sequences_end 107@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @TRUTH1_10687 
0618: assign_actor 80@ to_action_sequences 107@ 

:TRUTH1_10687
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TRUTH1_10711 
0618: assign_actor 81@ to_action_sequences 107@ 

:TRUTH1_10711
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @TRUTH1_10735 
0618: assign_actor 82@ to_action_sequences 107@ 

:TRUTH1_10735
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @TRUTH1_10759 
0618: assign_actor 83@ to_action_sequences 107@ 

:TRUTH1_10759
061B: remove_references_to_action_sequences 107@ 
0006: 141@ = 3 // integer values 

:TRUTH1_10771
00D6: if 
0019:   141@ > 1 // integer values 
004D: jump_if_false @TRUTH1_11120 
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @TRUTH1_11120 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -974.32 -1287.37 -1129.14 -1330.41 
004D: jump_if_false @TRUTH1_11120 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @TRUTH1_10931 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @TRUTH1_10931 
04BA: set_car 88@ speed_instantly 30.0 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @TRUTH1_10911 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 

:TRUTH1_10911
06E1: unknown_action_sequence 86@ 88@ 88@ 4 30.0 3 

:TRUTH1_10931
0006: 143@ = 100 // integer values 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
01C4: remove_references_to_object 60@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 61@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 62@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 63@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 64@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 65@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 66@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 44@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 45@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 46@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 47@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 48@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 90@ // Like turning a car into any random car 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0006: 142@ = 1 // integer values 

:TRUTH1_11120
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_11233 
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @TRUTH1_11233 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_11233 
01C3: remove_references_to_car 90@ // Like turning a car into any random car 
0006: 129@ = 1 // integer values 
00BC: text_highpriority 'TRU1_5' 5000 ms 1  // ~s~Vidd vissza a kombjnt ~y~Truth farmjra~s~.
0164: disable_marker 116@ 
018A: 116@ = create_checkpoint_at -1114.25 -1619.96 76.68 
0006: 130@ = 1 // integer values 

:TRUTH1_11233
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_11347 
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @TRUTH1_11347 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_11347 
00D6: if 
8019:   not  129@ > 1 // integer values 
004D: jump_if_false @TRUTH1_11347 
00BC: text_highpriority 'TRU1_7' 5000 ms 1  // ~s~Szllj vissza a ~b~kombjnba ~s~s menj vissza Truth-hoz!
0164: disable_marker 116@ 
0186: 116@ = create_marker_above_car 34@ 
07E0: set_marker 116@ type_to 1 
0006: 130@ = 0 // integer values 

:TRUTH1_11347
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
01AF:   car 34@ 1 -1100.007 -1620.949 75.375 radius 5.0 5.0 5.0 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_11490 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:TRUTH1_11490
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:TRUTH1_11504
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_11528 
0001: wait 0 ms 
0002: jump @TRUTH1_11504 

:TRUTH1_11528
02A3: toggle_widescreen 1 
0006: 129@ = 2 // integer values 

:TRUTH1_11539
00D6: if 
0039:   129@ == 2 // integer values 
004D: jump_if_false @TRUTH1_12171 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_12171 
01C3: remove_references_to_car 56@ // Like turning a car into any random car 
00A6: destroy_car 56@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 58@ // Like turning a car into any random car 
00A6: destroy_car 58@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 88@ // Like turning a car into any random car 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
0249: release_model #TRACTOR 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
0249: release_model #CUNTGUN 
0249: release_model #WALTON 
0249: release_model #SHOVEL 
023C: request_special_actor 'TRUTH' as 1 
0247: request_model #BFINJECT 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41040 as 1 
03CF: load_wav 41041 as 2 
038B: load_requested_models 

:TRUTH1_11694
00D6: if or
823D:   not special_actor 1 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
8248:   not model #BFINJECT available 
004D: jump_if_false @TRUTH1_11733 
0001: wait 0 ms 
0002: jump @TRUTH1_11694 

:TRUTH1_11733
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0395: clear_area 1 at -1100.007 -1620.949 200.0 range 200.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_11817 
00AB: put_car 34@ at -1102.21 -1620.017 77.345 
0175: set_car 34@ z_angle_to 90.738 

:TRUTH1_11817
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @TRUTH1_11847 
0001: wait 0 ms 
0002: jump @TRUTH1_11817 

:TRUTH1_11847
00A5: 56@ = create_car #BFINJECT at -1074.53 -1643.624 75.066 
0175: set_car 56@ z_angle_to 84.918 
009A: 89@ = create_actor 25 #SPECIAL01 at -1088.84 -1623.997 75.375 
0173: set_actor 89@ z_angle_to 91.269 
0489: set_actor 89@ audible 1 
02AB: set_actor 89@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 89@ 97@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRUTH1_11998 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1098.84 -1623.997 75.375 
0173: set_actor $PLAYER_ACTOR z_angle_to 264.123 
0002: jump @TRUTH1_12028 

:TRUTH1_11998
00A1: put_actor $PLAYER_ACTOR at -1098.84 -1623.997 75.375 
0173: set_actor $PLAYER_ACTOR z_angle_to 264.123 

:TRUTH1_12028
015F: set_camera_position -1087.733 -1625.124 76.7194 0.0 0.0 0.0 
0160: point_camera -1088.662 -1624.758 76.6608 2 
0164: disable_marker 116@ 
016A: fade 1 1000 ms 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_12132 
05D3: AS_actor 89@ go_to_point -1093.189 -1624.021 75.375 speed 4 5000 ms 

:TRUTH1_12132
05D3: AS_actor $PLAYER_ACTOR go_to_point -1094.931 -1623.946 75.375 speed 4 5000 ms 
0006: 32@ = 0 // integer values 
0006: 129@ = 3 // integer values 

:TRUTH1_12171
00D6: if 
0039:   129@ == 3 // integer values 
004D: jump_if_false @TRUTH1_12410 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_12410 
00D6: if or
0019:   32@ > 2500 // integer values 
00F0:   actor 89@ stopped 0 -1093.189 -1624.021 radius 1.5 1.5 
004D: jump_if_false @TRUTH1_12410 
015F: set_camera_position -1092.296 -1624.917 76.9985 0.0 0.0 0.0 
0160: point_camera -1093.117 -1624.372 76.8283 2 
0792: (unknown) 89@ 
00A1: put_actor 89@ at -1093.189 -1624.021 75.375 
0173: set_actor 89@ z_angle_to 88.0345 
00A1: put_actor $PLAYER_ACTOR at -1094.931 -1623.946 75.375 
0173: set_actor $PLAYER_ACTOR z_angle_to 264.123 
0605: actor 89@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 129@ = 4 // integer values 

:TRUTH1_12410
00D6: if 
0039:   129@ == 4 // integer values 
004D: jump_if_false @TRUTH1_12455 
00BC: text_highpriority 'TRU1_ZA' 4000 ms 1  // ~z~Ember, visszahoztad a bkt a vlgyembe, ksznm, bartom.
03D1: play_wav 1 
0006: 129@ = 5 // integer values 

:TRUTH1_12455
00D6: if 
0039:   129@ == 5 // integer values 
004D: jump_if_false @TRUTH1_12530 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_12530 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41042 as 1 
00BC: text_highpriority 'TRU1_ZB' 4000 ms 1  // ~z~Majd hvlak, ha a whoop-de-doo kszen ll,
03D1: play_wav 2 
0006: 129@ = 6 // integer values 

:TRUTH1_12530
00D6: if 
0039:   129@ == 6 // integer values 
004D: jump_if_false @TRUTH1_12605 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TRUTH1_12605 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_12605 
00BC: text_highpriority 'TRU1_ZC' 4000 ms 1  // ~z~csak lgy benne biztos, hogy megkapod a zst.
03D1: play_wav 1 
0006: 129@ = 7 // integer values 

:TRUTH1_12605
00D6: if 
0039:   129@ == 7 // integer values 
004D: jump_if_false @TRUTH1_12725 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_12725 
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR go_to_point -1092.25 -1629.82 76.0 speed 4 5000 ms 
0001: wait 250 ms 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_12711 
05D3: AS_actor 89@ go_to_point -1099.96 -1623.7 76.4 speed 4 5000 ms 

:TRUTH1_12711
0006: 32@ = 0 // integer values 
0006: 129@ = 8 // integer values 

:TRUTH1_12725
00D6: if 
0039:   129@ == 8 // integer values 
004D: jump_if_false @TRUTH1_12918 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @TRUTH1_12918 
016A: fade 0 1000 ms 

:TRUTH1_12769
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_12793 
0001: wait 0 ms 
0002: jump @TRUTH1_12769 

:TRUTH1_12793
0247: request_model #CELLPHONE 
03CF: load_wav 23000 as 3 
038B: load_requested_models 

:TRUTH1_12807
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @TRUTH1_12838 
0001: wait 0 ms 
0002: jump @TRUTH1_12807 

:TRUTH1_12838
00A6: destroy_car 34@ 
009B: destroy_actor_instantly 89@ 
02A3: toggle_widescreen 0 
00A1: put_actor $PLAYER_ACTOR at -1092.561 -1633.628 75.37 
0173: set_actor $PLAYER_ACTOR z_angle_to 273.438 
016A: fade 1 1000 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03D1: play_wav 3 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 32@ = 0 // integer values 
0006: 129@ = 9 // integer values 

:TRUTH1_12918
00D6: if 
0039:   129@ == 9 // integer values 
004D: jump_if_false @TRUTH1_12980 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @TRUTH1_12980 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
040D: unload_wav 3 
0006: 32@ = 0 // integer values 
0006: 129@ = 10 // integer values 

:TRUTH1_12980
00D6: if 
0039:   129@ == 10 // integer values 
004D: jump_if_false @TRUTH1_13038 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @TRUTH1_13038 
0006: 144@ = 1 // integer values 
0006: 145@ = 0 // integer values 
0006: 129@ = 11 // integer values 

:TRUTH1_13038
00D6: if 
0039:   129@ == 11 // integer values 
004D: jump_if_false @TRUTH1_14318 
0050: gosub @TRUTH1_16008 
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @TRUTH1_13128 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13128 
04AF: 113@ = unknown_wav_reference 25256 
05AA: 114@s = 'MCES05A' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13128
00D6: if 
0039:   144@ == 2 // integer values 
004D: jump_if_false @TRUTH1_13193 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13193 
04AF: 113@ = unknown_wav_reference 25257 
05AA: 114@s = 'MCES05B' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13193
00D6: if 
0039:   144@ == 3 // integer values 
004D: jump_if_false @TRUTH1_13258 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13258 
04AF: 113@ = unknown_wav_reference 25258 
05AA: 114@s = 'MCES05C' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13258
00D6: if 
0039:   144@ == 4 // integer values 
004D: jump_if_false @TRUTH1_13323 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13323 
04AF: 113@ = unknown_wav_reference 25259 
05AA: 114@s = 'MCES05D' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13323
00D6: if 
0039:   144@ == 5 // integer values 
004D: jump_if_false @TRUTH1_13388 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13388 
04AF: 113@ = unknown_wav_reference 25260 
05AA: 114@s = 'MCES05E' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13388
00D6: if 
0039:   144@ == 6 // integer values 
004D: jump_if_false @TRUTH1_13453 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13453 
04AF: 113@ = unknown_wav_reference 25261 
05AA: 114@s = 'MCES05F' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13453
00D6: if 
0039:   144@ == 7 // integer values 
004D: jump_if_false @TRUTH1_13518 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13518 
04AF: 113@ = unknown_wav_reference 25262 
05AA: 114@s = 'MCES05G' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13518
00D6: if 
0039:   144@ == 8 // integer values 
004D: jump_if_false @TRUTH1_13583 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13583 
04AF: 113@ = unknown_wav_reference 25263 
05AA: 114@s = 'MCES05H' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13583
00D6: if 
0039:   144@ == 9 // integer values 
004D: jump_if_false @TRUTH1_13648 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13648 
04AF: 113@ = unknown_wav_reference 25264 
05AA: 114@s = 'MCES05J' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13648
00D6: if 
0039:   144@ == 10 // integer values 
004D: jump_if_false @TRUTH1_13713 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13713 
04AF: 113@ = unknown_wav_reference 25265 
05AA: 114@s = 'MCES05K' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13713
00D6: if 
0039:   144@ == 11 // integer values 
004D: jump_if_false @TRUTH1_13778 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13778 
04AF: 113@ = unknown_wav_reference 25266 
05AA: 114@s = 'MCES05L' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13778
00D6: if 
0039:   144@ == 12 // integer values 
004D: jump_if_false @TRUTH1_13843 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13843 
04AF: 113@ = unknown_wav_reference 25267 
05AA: 114@s = 'MCES05M' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13843
00D6: if 
0039:   144@ == 13 // integer values 
004D: jump_if_false @TRUTH1_13908 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13908 
04AF: 113@ = unknown_wav_reference 25268 
05AA: 114@s = 'MCES05N' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13908
00D6: if 
0039:   144@ == 14 // integer values 
004D: jump_if_false @TRUTH1_13973 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_13973 
04AF: 113@ = unknown_wav_reference 25269 
05AA: 114@s = 'MCES05O' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_13973
00D6: if 
0039:   144@ == 15 // integer values 
004D: jump_if_false @TRUTH1_14038 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_14038 
04AF: 113@ = unknown_wav_reference 25270 
05AA: 114@s = 'MCES05P' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_14038
00D6: if 
0039:   144@ == 16 // integer values 
004D: jump_if_false @TRUTH1_14103 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_14103 
04AF: 113@ = unknown_wav_reference 25271 
05AA: 114@s = 'MCES05Q' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_14103
00D6: if 
0039:   144@ == 17 // integer values 
004D: jump_if_false @TRUTH1_14168 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_14168 
04AF: 113@ = unknown_wav_reference 25272 
05AA: 114@s = 'MCES05R' // 8-byte strings 
0050: gosub @TRUTH1_15966 

:TRUTH1_14168
00D6: if 
0039:   144@ == 18 // integer values 
004D: jump_if_false @TRUTH1_14207 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 32@ = 0 // integer values 
0006: 144@ = 19 // integer values 

:TRUTH1_14207
00D6: if 
0039:   144@ == 19 // integer values 
004D: jump_if_false @TRUTH1_14258 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @TRUTH1_14258 
0002: jump @TRUTH1_16397 
0006: 144@ = 20 // integer values 

:TRUTH1_14258
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @TRUTH1_14318 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @TRUTH1_14318 
040D: unload_wav 1 
0006: 145@ = 0 // integer values 
0006: 144@ = 18 // integer values 
0006: 146@ = 1 // integer values 

:TRUTH1_14318
00D6: if 
0019:   117@ > 4 // integer values 
004D: jump_if_false @TRUTH1_14393 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TRUTH1_14393 
00D6: if 
001B:   8 > 129@ // integer values 
004D: jump_if_false @TRUTH1_14393 
00BC: text_highpriority 'TRU1_16' 5000 ms 1  // ~r~A kombjn tnkrement!
0002: jump @TRUTH1_16379 

:TRUTH1_14393
00D6: if 
001B:   100 > 143@ // integer values 
004D: jump_if_false @TRUTH1_15959 
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @TRUTH1_14465 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14465 
040D: unload_wav 1 
03CF: load_wav 41029 as 1 
0006: 143@ = 2 // integer values 

:TRUTH1_14465
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @TRUTH1_14548 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14548 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_14548 
0489: set_actor 49@ audible 1 
00BC: text_highpriority 'TRU1_DF' 4000 ms 1  // ~z~Rossz farmra jttl, fi.
03D1: play_wav 1 
0006: 143@ = 3 // integer values 

:TRUTH1_14548
00D6: if 
0039:   143@ == 3 // integer values 
004D: jump_if_false @TRUTH1_14590 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_14590 
00BE: text_clear_all 
0006: 143@ = 4 // integer values 

:TRUTH1_14590
00D6: if 
0039:   143@ == 4 // integer values 
004D: jump_if_false @TRUTH1_14644 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14644 
040D: unload_wav 1 
03CF: load_wav 41030 as 1 
0006: 143@ = 5 // integer values 

:TRUTH1_14644
00D6: if 
0039:   143@ == 5 // integer values 
004D: jump_if_false @TRUTH1_14727 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14727 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_14727 
00BC: text_highpriority 'TRU1_DG' 4000 ms 1  // ~z~Ez nem egy country klub, haver!
0949: link_wav 1 to_actor 49@ 
03D1: play_wav 1 
0006: 143@ = 6 // integer values 

:TRUTH1_14727
00D6: if 
0039:   143@ == 6 // integer values 
004D: jump_if_false @TRUTH1_14792 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_14792 
00BE: text_clear_all 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14785 
0489: set_actor 49@ audible 0 

:TRUTH1_14785
0006: 143@ = 7 // integer values 

:TRUTH1_14792
00D6: if 
0039:   143@ == 8 // integer values 
004D: jump_if_false @TRUTH1_14846 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_14846 
040D: unload_wav 1 
03CF: load_wav 41035 as 1 
0006: 143@ = 9 // integer values 

:TRUTH1_14846
00D6: if 
0039:   143@ == 9 // integer values 
004D: jump_if_false @TRUTH1_14929 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_14929 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_14929 
00BC: text_highpriority 'TRU1_FD' 4000 ms 1  // ~z~sd le, mindssze arra j!
03D1: play_wav 1 
0489: set_actor 59@ audible 1 
0006: 143@ = 10 // integer values 

:TRUTH1_14929
00D6: if 
0039:   143@ == 10 // integer values 
004D: jump_if_false @TRUTH1_14994 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_14994 
00BE: text_clear_all 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_14987 
0489: set_actor 59@ audible 0 

:TRUTH1_14987
0006: 143@ = 11 // integer values 

:TRUTH1_14994
00D6: if 
0039:   143@ == 12 // integer values 
004D: jump_if_false @TRUTH1_15063 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_15063 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15063 
040D: unload_wav 1 
03CF: load_wav 41032 as 1 
0006: 143@ = 13 // integer values 

:TRUTH1_15063
00D6: if 
0039:   143@ == 13 // integer values 
004D: jump_if_false @TRUTH1_15139 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_15139 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15139 
00BC: text_highpriority 'TRU1_FA' 4000 ms 1  // ~z~H, ki ez a src?
03D1: play_wav 1 
0006: 143@ = 14 // integer values 

:TRUTH1_15139
00D6: if 
0039:   143@ == 14 // integer values 
004D: jump_if_false @TRUTH1_15181 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15181 
00BE: text_clear_all 
0006: 143@ = 15 // integer values 

:TRUTH1_15181
00D6: if 
0039:   143@ == 15 // integer values 
004D: jump_if_false @TRUTH1_15242 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15242 
0489: set_actor 53@ audible 1 
040D: unload_wav 1 
03CF: load_wav 41001 as 1 
0006: 143@ = 16 // integer values 

:TRUTH1_15242
00D6: if 
0039:   143@ == 16 // integer values 
004D: jump_if_false @TRUTH1_15318 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15318 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15318 
00BC: text_highpriority 'TRU1_AB' 4000 ms 1  // ~z~Nemtom, de elgg sunyinak nz ki!
03D1: play_wav 1 
0006: 143@ = 17 // integer values 

:TRUTH1_15318
00D6: if 
0039:   143@ == 17 // integer values 
004D: jump_if_false @TRUTH1_15360 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15360 
00BE: text_clear_all 
0006: 143@ = 18 // integer values 

:TRUTH1_15360
00D6: if 
0039:   143@ == 18 // integer values 
004D: jump_if_false @TRUTH1_15414 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15414 
040D: unload_wav 1 
03CF: load_wav 41003 as 1 
0006: 143@ = 19 // integer values 

:TRUTH1_15414
00D6: if 
0039:   143@ == 19 // integer values 
004D: jump_if_false @TRUTH1_15490 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15490 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15490 
00BC: text_highpriority 'TRU1_AD' 4000 ms 1  // ~z~Lkd be egy raks ganlyba!
03D1: play_wav 1 
0006: 143@ = 20 // integer values 

:TRUTH1_15490
00D6: if 
0039:   143@ == 21 // integer values 
004D: jump_if_false @TRUTH1_15555 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15555 
00BE: text_clear_all 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15548 
0489: set_actor 53@ audible 0 

:TRUTH1_15548
0006: 143@ = 22 // integer values 

:TRUTH1_15555
00D6: if 
0039:   143@ == 23 // integer values 
004D: jump_if_false @TRUTH1_15609 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_15609 
040D: unload_wav 1 
03CF: load_wav 41028 as 1 
0006: 143@ = 24 // integer values 

:TRUTH1_15609
00D6: if 
0039:   143@ == 24 // integer values 
004D: jump_if_false @TRUTH1_15692 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_15692 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15692 
0489: set_actor 38@ audible 1 
00BC: text_highpriority 'TRU1_DE' 4000 ms 1  // ~z~ egy kombjntolvaj!! Ez a szemtlda ellopja Betsy-t!
03D1: play_wav 1 
0006: 143@ = 25 // integer values 

:TRUTH1_15692
00D6: if 
0039:   143@ == 26 // integer values 
004D: jump_if_false @TRUTH1_15757 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15757 
00BE: text_clear_all 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_15750 
0489: set_actor 38@ audible 0 

:TRUTH1_15750
0006: 143@ = 27 // integer values 

:TRUTH1_15757
00D6: if 
0039:   143@ == 28 // integer values 
004D: jump_if_false @TRUTH1_15811 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_15811 
040D: unload_wav 1 
03CF: load_wav 41002 as 1 
0006: 143@ = 29 // integer values 

:TRUTH1_15811
00D6: if 
0039:   143@ == 29 // integer values 
004D: jump_if_false @TRUTH1_15894 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_15894 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15894 
0489: set_actor 68@ audible 1 
00BC: text_highpriority 'TRU1_AC' 4000 ms 1  // ~z~Hagyd azt a baromsgot!!
03D1: play_wav 1 
0006: 143@ = 30 // integer values 

:TRUTH1_15894
00D6: if 
0039:   143@ == 30 // integer values 
004D: jump_if_false @TRUTH1_15959 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15959 
00BE: text_clear_all 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_15952 
0489: set_actor 68@ audible 0 

:TRUTH1_15952
0006: 143@ = 31 // integer values 

:TRUTH1_15959
0002: jump @TRUTH1_935 

:TRUTH1_15966
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TRUTH1_16006 
03CF: load_wav 113@ as 1 
05AA: 111@s = 114@s // 8-byte strings 
0006: 145@ = 1 // integer values 

:TRUTH1_16006
0051: return 

:TRUTH1_16008
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @TRUTH1_16062 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_16062 
00BC: text_highpriority 111@s 4000 ms 1 
03D1: play_wav 1 
0006: 145@ = 2 // integer values 

:TRUTH1_16062
00D6: if 
0039:   145@ == 2 // integer values 
004D: jump_if_false @TRUTH1_16115 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_16115 
000A: 144@ += 1 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 145@ = 0 // integer values 

:TRUTH1_16115
0051: return 

:TRUTH1_16117
0615: define_action_sequences 108@ 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 go_to_point 103@ 104@ 105@ speed 6 -1 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 108@ 
0618: assign_actor 102@ to_action_sequences 108@ 
061B: remove_references_to_action_sequences 108@ 
0051: return 

:TRUTH1_16178
0615: define_action_sequences 99@ 
05D1: AS_actor -1 drive_car 34@ to -1025.67 -1029.39 130.5 speed 6.0 0 0 3 
05D1: AS_actor -1 drive_car 34@ to -1154.06 -1041.32 130.5 speed 6.0 0 0 3 
05D1: AS_actor -1 drive_car 34@ to -1166.82 -941.32 130.21 speed 6.0 0 0 3 
05D1: AS_actor -1 drive_car 34@ to -1031.46 -935.51 130.19 speed 6.0 0 0 3 
0616: define_action_sequences_end 99@ 
0618: assign_actor 38@ to_action_sequences 99@ 
061B: remove_references_to_action_sequences 99@ 
0051: return 

:TRUTH1_16335
0615: define_action_sequences 100@ 
06E1: unknown_action_sequence -1 101@ 101@ 2 20.0 3 
0616: define_action_sequences_end 100@ 
0618: assign_actor 102@ to_action_sequences 100@ 
061B: remove_references_to_action_sequences 100@ 
0051: return 

:TRUTH1_16379
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:TRUTH1_16397
014C: set_parked_car_generator $2865 cars_to_generate_to 101 
014C: set_parked_car_generator $2866 cars_to_generate_to 101 
014C: set_parked_car_generator $2867 cars_to_generate_to 101 
014C: set_parked_car_generator $2868 cars_to_generate_to 101 
014C: set_parked_car_generator $2869 cars_to_generate_to 101 
014C: set_parked_car_generator $2870 cars_to_generate_to 101 
014C: set_parked_car_generator $2871 cars_to_generate_to 101 
014C: set_parked_car_generator $2872 cars_to_generate_to 101 
0318: set_latest_mission_passed 'TRUTH_1'  // A nagy kaszls
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 5 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $11265 += 1 // integer values 
0051: return 

:TRUTH1_16508
0004: $ONMISSION = 0 // integer values 
0249: release_model #COMBINE 
0249: release_model #TRACTOR 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
0249: release_model #CUNTGUN 
0249: release_model #WALTON 
0249: release_model #CWFYHB 
0249: release_model #CWMOHB2 
0249: release_model #CWMYHB1 
0249: release_model #BFINJECT 
0249: release_model #SHOVEL 
0296: unload_special_actor 1 
0164: disable_marker 116@ 
01C3: remove_references_to_car 56@ // Like turning a car into any random car 
03C7: unknown_maybe_cops_density 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 47---------------
// Originally: Are you going to San Fierro?

:TRUTH2
03A4: name_thread 'TRUTH2' 
0050: gosub @TRUTH2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TRUTH2_38 
0050: gosub @TRUTH2_11910 

:TRUTH2_38
0050: gosub @TRUTH2_12062 
004E: end_thread 

:TRUTH2_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'TRU2' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TRUTH2_159 
018A: 42@ = create_checkpoint_at -1111.7 -1622.7 76.4 
032B: 41@ = create_weapon_pickup #ROCKETLA 3 ammo 10 at -1100.3 -1640.4 76.4 
032B: 40@ = create_weapon_pickup #ROCKETLA 3 ammo 10 at -1100.3 -1640.4 76.4 

:TRUTH2_159
00BE: text_clear_all 
0001: wait 0 ms 
0004: $7012 = 331000 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0004: $7011 = 44 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0007: 138@ = 0.0 // floating-point values 
0007: 139@ = 0.0 // floating-point values 
0007: 140@ = 0.0 // floating-point values 
0007: 141@ = 0.0 // floating-point values 
0007: 142@ = 0.0 // floating-point values 
0007: 143@ = 0.0 // floating-point values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 44 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 202@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 204@ = 0 // integer values 
0006: 205@ = 0 // integer values 
0006: 206@ = 0 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 213@ = 0 // integer values 
0006: 214@ = 0 // integer values 
0006: 212@ = 0 // integer values 
08F5: (unknown) 
0395: clear_area 1 at -1110.2 -1638.5 76.0 range 20.0 
02E4: load_cutscene_data 'TRUTH_2' 

:TRUTH2_797
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TRUTH2_821 
0001: wait 0 ms 
0002: jump @TRUTH2_797 

:TRUTH2_821
02E7: start_cutscene 
016A: fade 1 1000 ms 

:TRUTH2_830
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TRUTH2_854 
0001: wait 0 ms 
0002: jump @TRUTH2_830 

:TRUTH2_854
016A: fade 0 0 ms 

:TRUTH2_860
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_884 
0001: wait 0 ms 
0002: jump @TRUTH2_860 

:TRUTH2_884
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08F6: (unknown) 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
0247: request_model #CAMPER 
0247: request_model #SADLER 
0247: request_model #POLMAV 
0247: request_model #CSHER 
0247: request_model #FLAME 
0247: request_model #COLT45 
023C: request_special_actor 'TRUTH' as 1 
0777: destroy_objects_in_object_group "TRUTHSFARM" 
0776: init_objects_in_object_group "TRUTHSFARM" 
038B: load_requested_models 
0828: (unknown) 2 
0395: clear_area 1 at -913.3 -1720.5 76.6 range 300.0 
07E5: unknown_copy_entity 65542 216@ 
0395: clear_area 1 at -913.3 -1720.5 76.6 range 1.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -913.3 -1720.5 76.6 
01B2: give_actor $PLAYER_ACTOR weapon 37 ammo 3000 // Load the weapon model before using this 
0395: clear_area 1 at -1079.404 -1640.694 75.375 range 20.0 
009A: $ACTOR_TRUTH = create_actor 24 #SPECIAL01 at -1079.404 -1640.694 75.375 
087E: set_actor $ACTOR_TRUTH weapon_droppable 0 
09F6: set_actor $ACTOR_TRUTH jackable_through_driver_seat 0 
060B: unknown_actor_use_entity $ACTOR_TRUTH 216@ 
0173: set_actor $ACTOR_TRUTH z_angle_to 299.7411 
01B2: give_actor $ACTOR_TRUTH weapon 37 ammo 3000 // Load the weapon model before using this 
0568: set_actor $ACTOR_TRUTH targetable 1 
039E: set_actor $ACTOR_TRUTH jackable 1 
0615: define_action_sequences 215@ 
05D3: AS_actor -1 go_to_point -1070.1 -1636.5 75.4 speed 6 -1 ms 
0668: AS_actor -1 rotate_to_point -1062.2 -1631.1 75.3 -1 ms 
0616: define_action_sequences_end 215@ 
0618: assign_actor $ACTOR_TRUTH to_action_sequences 215@ 
061B: remove_references_to_action_sequences 215@ 
0395: clear_area 1 at -1077.6 -1650.2 75.3 range 20.0 
0674: set_car_model #CAMPER numberplate "OUTTHERE" 
00A5: 34@ = create_car #CAMPER at -1077.6 -1650.2 75.3 
0229: set_car 34@ color_to 1 1 
06ED: set_car 34@ paintjob 0 
0294: set_car 34@ sprayable 0 
020A: set_car 34@ door_status_to 3 
0423: car 34@ improve_handling 2.0 
0175: set_car 34@ z_angle_to 256.4 
0519: lock_vehicle 34@ in_current_position 1 
02AC: set_car 34@ immunities 0 0 1 0 0 
0395: clear_area 1 at -946.6 -1735.0 76.9 range 5.0 
00A5: 39@ = create_car #SADLER at -946.6 -1735.0 76.9 
0175: set_car 39@ z_angle_to 1.4 
02AC: set_car 39@ immunities 0 0 1 0 0 
0395: clear_area 1 at -918.5 -1751.1 97.3 range 5.0 
00A5: 35@ = create_car #POLMAV at -918.5 -1751.1 97.3 
0825: instantly_spin_flying_vehicle 35@ rotor_blade 
0129: 36@ = create_actor 24 #CSHER in_car 35@ driverseat 
06C1: create_searchlight 38@ on_vehicle 35@ offset 0.0 0.0 -1.0 radius 1.0 target -936.6 -1723.2 76.8 radius 6.0 
06B6: set_searchlight 38@ follow_actor $ACTOR_TRUTH speed 10.0 
0726: helicopter 35@ follow_actor $ACTOR_TRUTH follow_car -1 radius 20.0 
020A: set_car 35@ door_status_to 2 
054A: set_actor 36@ immune_to_car_headshots 0 
060B: unknown_actor_use_entity 36@ 216@ 
018A: 43@ = create_checkpoint_at -1062.1 -1631.7 75.3 
0168: show_on_radar 43@ 1 
08FB: set_radar_checkpoint 43@ type_to 2 
018A: 44@ = create_checkpoint_at -1052.3 -1631.7 75.3 
0168: show_on_radar 44@ 1 
08FB: set_radar_checkpoint 44@ type_to 2 
018A: 45@ = create_checkpoint_at -1042.4 -1631.7 75.3 
0168: show_on_radar 45@ 1 
08FB: set_radar_checkpoint 45@ type_to 2 
018A: 46@ = create_checkpoint_at -1032.6 -1631.7 75.3 
0168: show_on_radar 46@ 1 
08FB: set_radar_checkpoint 46@ type_to 2 
018A: 47@ = create_checkpoint_at -1023.1 -1631.7 75.3 
0168: show_on_radar 47@ 1 
08FB: set_radar_checkpoint 47@ type_to 2 
018A: 48@ = create_checkpoint_at -1062.1 -1622.2 75.3 
0168: show_on_radar 48@ 1 
08FB: set_radar_checkpoint 48@ type_to 2 
018A: 49@ = create_checkpoint_at -1052.3 -1622.2 75.3 
0168: show_on_radar 49@ 1 
08FB: set_radar_checkpoint 49@ type_to 2 
018A: 50@ = create_checkpoint_at -1042.4 -1622.2 75.3 
0168: show_on_radar 50@ 1 
08FB: set_radar_checkpoint 50@ type_to 2 
018A: 51@ = create_checkpoint_at -1032.6 -1622.2 75.3 
0168: show_on_radar 51@ 1 
08FB: set_radar_checkpoint 51@ type_to 2 
018A: 52@ = create_checkpoint_at -1023.1 -1622.2 75.3 
0168: show_on_radar 52@ 1 
08FB: set_radar_checkpoint 52@ type_to 2 
018A: 53@ = create_checkpoint_at -991.92 -1703.1 75.3 
0168: show_on_radar 53@ 1 
08FB: set_radar_checkpoint 53@ type_to 2 
018A: 54@ = create_checkpoint_at -982.38 -1703.1 75.3 
0168: show_on_radar 54@ 1 
08FB: set_radar_checkpoint 54@ type_to 2 
018A: 55@ = create_checkpoint_at -991.92 -1693.6 75.3 
0168: show_on_radar 55@ 1 
08FB: set_radar_checkpoint 55@ type_to 2 
018A: 56@ = create_checkpoint_at -982.38 -1693.6 75.3 
0168: show_on_radar 56@ 1 
08FB: set_radar_checkpoint 56@ type_to 2 
018A: 57@ = create_checkpoint_at -991.92 -1684.1 75.3 
0168: show_on_radar 57@ 1 
08FB: set_radar_checkpoint 57@ type_to 2 
018A: 58@ = create_checkpoint_at -982.38 -1684.1 75.3 
0168: show_on_radar 58@ 1 
08FB: set_radar_checkpoint 58@ type_to 2 
018A: 59@ = create_checkpoint_at -1011.8 -1667.6 75.3 
0168: show_on_radar 59@ 1 
08FB: set_radar_checkpoint 59@ type_to 2 
018A: 60@ = create_checkpoint_at -1011.8 -1658.1 75.3 
0168: show_on_radar 60@ 1 
08FB: set_radar_checkpoint 60@ type_to 2 
018A: 61@ = create_checkpoint_at -1011.8 -1648.7 75.3 
0168: show_on_radar 61@ 1 
08FB: set_radar_checkpoint 61@ type_to 2 
018A: 62@ = create_checkpoint_at -1000.7 -1667.6 75.3 
0168: show_on_radar 62@ 1 
08FB: set_radar_checkpoint 62@ type_to 2 
018A: 63@ = create_checkpoint_at -1000.7 -1658.1 75.3 
0168: show_on_radar 63@ 1 
08FB: set_radar_checkpoint 63@ type_to 2 
018A: 64@ = create_checkpoint_at -1000.7 -1648.7 75.3 
0168: show_on_radar 64@ 1 
08FB: set_radar_checkpoint 64@ type_to 2 
018A: 65@ = create_checkpoint_at -1011.8 -1672.3 75.3 
0168: show_on_radar 65@ 1 
08FB: set_radar_checkpoint 65@ type_to 2 
018A: 66@ = create_checkpoint_at -991.92 -1688.8 75.3 
0168: show_on_radar 66@ 1 
08FB: set_radar_checkpoint 66@ type_to 2 
018A: 67@ = create_checkpoint_at -982.38 -1688.8 75.3 
0168: show_on_radar 67@ 1 
08FB: set_radar_checkpoint 67@ type_to 2 
018A: 68@ = create_checkpoint_at -982.38 -1698.2 75.3 
0168: show_on_radar 68@ 1 
08FB: set_radar_checkpoint 68@ type_to 2 
018A: 69@ = create_checkpoint_at -991.92 -1698.2 75.3 
0168: show_on_radar 69@ 1 
08FB: set_radar_checkpoint 69@ type_to 2 
018A: 70@ = create_checkpoint_at -982.38 -1707.7 75.3 
0168: show_on_radar 70@ 1 
08FB: set_radar_checkpoint 70@ type_to 2 
018A: 71@ = create_checkpoint_at -1011.8 -1662.8 75.3 
0168: show_on_radar 71@ 1 
08FB: set_radar_checkpoint 71@ type_to 2 
018A: 72@ = create_checkpoint_at -1000.7 -1672.3 75.3 
0168: show_on_radar 72@ 1 
08FB: set_radar_checkpoint 72@ type_to 2 
018A: 73@ = create_checkpoint_at -1011.8 -1653.4 75.3 
0168: show_on_radar 73@ 1 
08FB: set_radar_checkpoint 73@ type_to 2 
018A: 74@ = create_checkpoint_at -1032.6 -1636.3 75.3 
0168: show_on_radar 74@ 1 
08FB: set_radar_checkpoint 74@ type_to 2 
018A: 75@ = create_checkpoint_at -1052.3 -1636.3 75.3 
0168: show_on_radar 75@ 1 
08FB: set_radar_checkpoint 75@ type_to 2 
018A: 76@ = create_checkpoint_at -1042.4 -1636.3 75.3 
0168: show_on_radar 76@ 1 
08FB: set_radar_checkpoint 76@ type_to 2 
018A: 77@ = create_checkpoint_at -1062.1 -1626.8 75.3 
0168: show_on_radar 77@ 1 
08FB: set_radar_checkpoint 77@ type_to 2 
018A: 78@ = create_checkpoint_at -991.92 -1707.7 75.3 
0168: show_on_radar 78@ 1 
08FB: set_radar_checkpoint 78@ type_to 2 
018A: 79@ = create_checkpoint_at -1023.1 -1626.8 75.3 
0168: show_on_radar 79@ 1 
08FB: set_radar_checkpoint 79@ type_to 2 
018A: 80@ = create_checkpoint_at -1000.7 -1662.8 75.3 
0168: show_on_radar 80@ 1 
08FB: set_radar_checkpoint 80@ type_to 2 
018A: 81@ = create_checkpoint_at -1000.7 -1653.4 75.3 
0168: show_on_radar 81@ 1 
08FB: set_radar_checkpoint 81@ type_to 2 
018A: 82@ = create_checkpoint_at -1032.6 -1626.8 75.3 
0168: show_on_radar 82@ 1 
08FB: set_radar_checkpoint 82@ type_to 2 
018A: 83@ = create_checkpoint_at -1042.4 -1626.8 75.3 
0168: show_on_radar 83@ 1 
08FB: set_radar_checkpoint 83@ type_to 2 
018A: 84@ = create_checkpoint_at -1052.3 -1626.8 75.3 
0168: show_on_radar 84@ 1 
08FB: set_radar_checkpoint 84@ type_to 2 
018A: 85@ = create_checkpoint_at -1062.1 -1636.3 75.3 
0168: show_on_radar 85@ 1 
08FB: set_radar_checkpoint 85@ type_to 2 
018A: 86@ = create_checkpoint_at -1023.1 -1636.3 75.3 
0168: show_on_radar 86@ 1 
08FB: set_radar_checkpoint 86@ type_to 2 
03C3: set_timer_with_text_to $7012 type 1 text 'TRU2_06'  // Zsaruk rkezse
00A1: put_actor $PLAYER_ACTOR at -1089.9 -1644.1 75.4 
0173: set_actor $PLAYER_ACTOR z_angle_to 283.3 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 
00BB: text_lowpriority 'TRU2_01' 7000 ms 1  // ~s~Menj s segts The Truth-nak a ~r~marihuna~s~ felgetsben.
00BB: text_lowpriority 'TRU2_02' 7000 ms 1  // ~s~Hogy elgess egy marihunamezt, ahhoz az egszet tzzel kell elltnod.
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:TRUTH2_3224
0001: wait 0 ms 
0050: gosub @TRUTH2_14479 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0735:   83 
004D: jump_if_false @TRUTH2_3262 
0002: jump @TRUTH2_11942 

:TRUTH2_3262
0050: gosub @TRUTH2_12577 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @TRUTH2_3294 
0002: jump @TRUTH2_11910 

:TRUTH2_3294
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7881 
00D6: if 
0735:   81 
004D: jump_if_false @TRUTH2_3388 
0006: 151@ = 0 // integer values 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @TRUTH2_3361 
00BE: text_clear_all 
0006: 88@ = 1 // integer values 

:TRUTH2_3361
00A1: put_actor $PLAYER_ACTOR at -1104.7 -1648.0 75.4 
0004: $7011 = 0 // integer values 

:TRUTH2_3388
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @TRUTH2_3461 
00D6: if 
001A:   20 > $7011 // integer values 
004D: jump_if_false @TRUTH2_3461 
00BE: text_clear_all 
0006: 151@ = 1 // integer values 
0006: 152@ = 0 // integer values 
0050: gosub @TRUTH2_14884 
0006: 88@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:TRUTH2_3461
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @TRUTH2_3514 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @TRUTH2_3514 
05CB: AS_actor $ACTOR_TRUTH enter_car_as_driver 34@ -1 ms 
0006: 88@ = 2 // integer values 

:TRUTH2_3514
0050: gosub @TRUTH2_12698 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @TRUTH2_3618 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_3618 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 43@ 
000C: $7011 -= 1 // integer values 
0006: 91@ = 1 // integer values 

:TRUTH2_3618
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @TRUTH2_3715 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_3715 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 44@ 
000C: $7011 -= 1 // integer values 
0006: 92@ = 1 // integer values 

:TRUTH2_3715
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @TRUTH2_3812 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_3812 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 45@ 
000C: $7011 -= 1 // integer values 
0006: 93@ = 1 // integer values 

:TRUTH2_3812
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @TRUTH2_3909 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_3909 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 46@ 
000C: $7011 -= 1 // integer values 
0006: 94@ = 1 // integer values 

:TRUTH2_3909
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4006 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4006 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 47@ 
000C: $7011 -= 1 // integer values 
0006: 95@ = 1 // integer values 

:TRUTH2_4006
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4103 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4103 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 48@ 
000C: $7011 -= 1 // integer values 
0006: 96@ = 1 // integer values 

:TRUTH2_4103
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4200 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4200 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 49@ 
000C: $7011 -= 1 // integer values 
0006: 97@ = 1 // integer values 

:TRUTH2_4200
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4297 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4297 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 50@ 
000C: $7011 -= 1 // integer values 
0006: 98@ = 1 // integer values 

:TRUTH2_4297
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4394 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4394 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 51@ 
000C: $7011 -= 1 // integer values 
0006: 99@ = 1 // integer values 

:TRUTH2_4394
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4491 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4491 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 52@ 
000C: $7011 -= 1 // integer values 
0006: 100@ = 1 // integer values 

:TRUTH2_4491
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4588 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1703.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4588 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 53@ 
000C: $7011 -= 1 // integer values 
0006: 101@ = 1 // integer values 

:TRUTH2_4588
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4685 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1703.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4685 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 54@ 
000C: $7011 -= 1 // integer values 
0006: 102@ = 1 // integer values 

:TRUTH2_4685
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4782 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1693.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4782 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 55@ 
000C: $7011 -= 1 // integer values 
0006: 103@ = 1 // integer values 

:TRUTH2_4782
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4879 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1693.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4879 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 56@ 
000C: $7011 -= 1 // integer values 
0006: 104@ = 1 // integer values 

:TRUTH2_4879
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @TRUTH2_4976 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1684.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4976 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 57@ 
000C: $7011 -= 1 // integer values 
0006: 105@ = 1 // integer values 

:TRUTH2_4976
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5073 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1684.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5073 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 58@ 
000C: $7011 -= 1 // integer values 
0006: 106@ = 1 // integer values 

:TRUTH2_5073
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5170 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1667.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5170 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 59@ 
000C: $7011 -= 1 // integer values 
0006: 107@ = 1 // integer values 

:TRUTH2_5170
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5267 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1658.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5267 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 60@ 
000C: $7011 -= 1 // integer values 
0006: 108@ = 1 // integer values 

:TRUTH2_5267
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5364 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1648.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5364 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 61@ 
000C: $7011 -= 1 // integer values 
0006: 109@ = 1 // integer values 

:TRUTH2_5364
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5461 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1667.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5461 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 62@ 
000C: $7011 -= 1 // integer values 
0006: 110@ = 1 // integer values 

:TRUTH2_5461
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5558 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1658.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5558 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 63@ 
000C: $7011 -= 1 // integer values 
0006: 111@ = 1 // integer values 

:TRUTH2_5558
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5655 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1648.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5655 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 64@ 
000C: $7011 -= 1 // integer values 
0006: 112@ = 1 // integer values 

:TRUTH2_5655
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5752 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1672.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5752 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 65@ 
000C: $7011 -= 1 // integer values 
0006: 113@ = 1 // integer values 

:TRUTH2_5752
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5849 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1688.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5849 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 66@ 
000C: $7011 -= 1 // integer values 
0006: 114@ = 1 // integer values 

:TRUTH2_5849
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @TRUTH2_5946 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1688.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5946 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 67@ 
000C: $7011 -= 1 // integer values 
0006: 115@ = 1 // integer values 

:TRUTH2_5946
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6043 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1698.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6043 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 68@ 
000C: $7011 -= 1 // integer values 
0006: 116@ = 1 // integer values 

:TRUTH2_6043
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6140 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1698.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6140 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 69@ 
000C: $7011 -= 1 // integer values 
0006: 117@ = 1 // integer values 

:TRUTH2_6140
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6237 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1707.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6237 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 70@ 
000C: $7011 -= 1 // integer values 
0006: 118@ = 1 // integer values 

:TRUTH2_6237
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6334 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1662.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6334 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 71@ 
000C: $7011 -= 1 // integer values 
0006: 119@ = 1 // integer values 

:TRUTH2_6334
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6431 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1672.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6431 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 72@ 
000C: $7011 -= 1 // integer values 
0006: 120@ = 1 // integer values 

:TRUTH2_6431
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6528 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1653.4 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6528 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 73@ 
000C: $7011 -= 1 // integer values 
0006: 121@ = 1 // integer values 

:TRUTH2_6528
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6625 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6625 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 74@ 
000C: $7011 -= 1 // integer values 
0006: 122@ = 1 // integer values 

:TRUTH2_6625
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6722 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6722 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 75@ 
000C: $7011 -= 1 // integer values 
0006: 123@ = 1 // integer values 

:TRUTH2_6722
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6819 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6819 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 76@ 
000C: $7011 -= 1 // integer values 
0006: 124@ = 1 // integer values 

:TRUTH2_6819
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @TRUTH2_6916 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6916 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 77@ 
000C: $7011 -= 1 // integer values 
0006: 125@ = 1 // integer values 

:TRUTH2_6916
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7013 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1707.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7013 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 78@ 
000C: $7011 -= 1 // integer values 
0006: 126@ = 1 // integer values 

:TRUTH2_7013
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7110 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7110 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 79@ 
000C: $7011 -= 1 // integer values 
0006: 127@ = 1 // integer values 

:TRUTH2_7110
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7207 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1662.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7207 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 80@ 
000C: $7011 -= 1 // integer values 
0006: 128@ = 1 // integer values 

:TRUTH2_7207
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7304 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1653.4 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7304 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 81@ 
000C: $7011 -= 1 // integer values 
0006: 129@ = 1 // integer values 

:TRUTH2_7304
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7401 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7401 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 82@ 
000C: $7011 -= 1 // integer values 
0006: 130@ = 1 // integer values 

:TRUTH2_7401
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7498 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7498 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 83@ 
000C: $7011 -= 1 // integer values 
0006: 131@ = 1 // integer values 

:TRUTH2_7498
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7595 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7595 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 84@ 
000C: $7011 -= 1 // integer values 
0006: 132@ = 1 // integer values 

:TRUTH2_7595
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7692 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7692 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 85@ 
000C: $7011 -= 1 // integer values 
0006: 133@ = 1 // integer values 

:TRUTH2_7692
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @TRUTH2_7789 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7789 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 86@ 
000C: $7011 -= 1 // integer values 
0006: 134@ = 1 // integer values 

:TRUTH2_7789
00D6: if 
0038:   $7011 == 0 // integer values 
004D: jump_if_false @TRUTH2_7881 
0249: release_model #FLAME 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -1075.5 -1648.5 75.1 
08FB: set_radar_checkpoint 42@ type_to 1 
00BB: text_lowpriority 'TRU2_14' 11000 ms 1  // ~s~Menj s beszlj ~b~Truth~s~-tal.
0006: 144@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 87@ = 1 // integer values 

:TRUTH2_7881
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @TRUTH2_9383 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @TRUTH2_8279 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_8231 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot -1075.5 -1648.0 75.1 radius 1.2 1.2 2.0 sphere 1 
004D: jump_if_false @TRUTH2_8224 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
09F5: (unknown) 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0215: destroy_pickup 40@ 
0396: 1 useless_flag 
0247: request_model #ROCKETLA 
038B: load_requested_models 
0395: clear_area 1 at -1075.5 -1648.0 75.1 range 5.0 
00A1: put_actor $PLAYER_ACTOR at -1075.5 -1648.0 75.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 157.1 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 6.0 loop 1 0 0 0 4000 ms 
015F: set_camera_position -1071.3 -1647.8 75.4 0.0 0.0 0.0 
0160: point_camera -1078.8 -1648.8 76.3 2 
00BE: text_clear_all 
0006: 89@ = 1 // integer values 
0707: start_scene_skip_to @TRUTH2_8545 
0006: 151@ = 8 // integer values 
0006: 152@ = 0 // integer values 
0050: gosub @TRUTH2_14884 
0006: 88@ = 1 // integer values 

:TRUTH2_8224
0002: jump @TRUTH2_8279 

:TRUTH2_8231
0519: lock_vehicle 34@ in_current_position 0 
05D1: AS_actor $ACTOR_TRUTH drive_car 34@ to -939.5 -1718.8 76.7 speed 10.0 0 0 2 
0006: 88@ = 5 // integer values 

:TRUTH2_8279
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @TRUTH2_8351 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @TRUTH2_8351 
0687: clear_actor_task $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR go_to_point -1081.4 -1650.3 75.4 speed 4 -1 ms 
0006: 88@ = 2 // integer values 

:TRUTH2_8351
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @TRUTH2_8435 
062E: (unknown) $PLAYER_ACTOR 1491 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TRUTH2_8435 
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this 
0006: 151@ = 9 // integer values 
0006: 152@ = 0 // integer values 
0050: gosub @TRUTH2_14884 
0006: 88@ = 3 // integer values 

:TRUTH2_8435
00D6: if 
0039:   88@ == 3 // integer values 
004D: jump_if_false @TRUTH2_8502 
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @TRUTH2_8502 
05D3: AS_actor $PLAYER_ACTOR go_to_point -1075.5 -1648.0 75.1 speed 4 -1 ms 
0006: 88@ = 4 // integer values 

:TRUTH2_8502
00D6: if 
0039:   88@ == 4 // integer values 
004D: jump_if_false @TRUTH2_8967 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @TRUTH2_8967 
0006: 89@ = 0 // integer values 

:TRUTH2_8545
0701: end_scene_skip 
0050: gosub @TRUTH2_12577 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @TRUTH2_8579 
0002: jump @TRUTH2_11910 

:TRUTH2_8579
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @TRUTH2_8745 
0792: (unknown) $PLAYER_ACTOR 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 // integer values 
016A: fade 0 500 ms 

:TRUTH2_8626
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_8650 
0001: wait 0 ms 
0002: jump @TRUTH2_8626 

:TRUTH2_8650
0050: gosub @TRUTH2_12577 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @TRUTH2_8682 
0002: jump @TRUTH2_11910 

:TRUTH2_8682
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this 
0395: clear_area 1 at -1075.5 -1648.0 75.1 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -1075.5 -1648.0 75.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 268.0 

:TRUTH2_8745
09F5: (unknown) 0 
0396: 0 useless_flag 
0519: lock_vehicle 34@ in_current_position 0 
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
05D1: AS_actor $ACTOR_TRUTH drive_car 34@ to -939.5 -1718.8 76.7 speed 10.0 0 0 2 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 35@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_8872 
00BC: text_highpriority 'TRU2_15' 7000 ms 1  // ~s~Iktasd ki a ~r~helikoptert~s~.

:TRUTH2_8872
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @TRUTH2_8953 
016A: fade 1 500 ms 

:TRUTH2_8897
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_8921 
0001: wait 0 ms 
0002: jump @TRUTH2_8897 

:TRUTH2_8921
0050: gosub @TRUTH2_12577 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @TRUTH2_8953 
0002: jump @TRUTH2_11910 

:TRUTH2_8953
0006: 33@ = 0 // integer values 
0006: 88@ = 5 // integer values 

:TRUTH2_8967
00D6: if 
0039:   88@ == 5 // integer values 
004D: jump_if_false @TRUTH2_9383 
00D6: if 
0735:   81 
004D: jump_if_false @TRUTH2_9041 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_9021 
020B: explode_car 35@ 

:TRUTH2_9021
00A1: put_actor $PLAYER_ACTOR at -946.8 -1733.5 76.8 

:TRUTH2_9041
00D6: if 
0039:   153@ == 2 // integer values 
004D: jump_if_false @TRUTH2_9099 
00D6: if 
8A2A:   not text_box 'SYN3_23' displaying  // Clzs kzben nyomj ~k~~PED_FIREWEAPON~ gombot a rakta kilvshez.
004D: jump_if_false @TRUTH2_9099 
03E5: text_box 'SYN3_24'  // Hasznld a kameramozgat gombokat, hogy irnytsd a clpont helyzett.
0006: 153@ = 3 // integer values 

:TRUTH2_9099
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @TRUTH2_9157 
00D6: if 
8A2A:   not text_box 'SYN3_22' displaying  // Tartsd nyomva a ~k~~PED_LOCK_TARGET~ gombot, hogy clozz a raktavetvel.
004D: jump_if_false @TRUTH2_9157 
03E5: text_box 'SYN3_23'  // Clzs kzben nyomj ~k~~PED_FIREWEAPON~ gombot a rakta kilvshez.
0006: 153@ = 2 // integer values 

:TRUTH2_9157
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @TRUTH2_9212 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @TRUTH2_9212 
03E5: text_box 'SYN3_22'  // Tartsd nyomva a ~k~~PED_LOCK_TARGET~ gombot, hogy clozz a raktavetvel.
0006: 153@ = 1 // integer values 

:TRUTH2_9212
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @TRUTH2_9376 
014F: stop_timer $7012 
00BE: text_clear_all 
041E: set_radio_station 2 
00BB: text_lowpriority 'TRU2_17' 11000 ms 1  // ~s~Juss be az ~b~anyahajba~s~.
03A2: (unknown) 34@ 3 
00AD: set_car 34@ max_speed_to 0.0 
0477: set_car 34@ animation 6 1000 ms 
00D6: if 
00DF:   actor $ACTOR_TRUTH driving 
004D: jump_if_false @TRUTH2_9318 
0362: remove_actor $ACTOR_TRUTH from_car_and_place_at -1516.4 -1596.9 41.0 

:TRUTH2_9318
0430: put_actor $ACTOR_TRUTH into_vehicle 34@ passenger_seat -1 
020A: set_car 34@ door_status_to 1 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 34@ 
07E0: set_marker 42@ type_to 1 
0006: 88@ = 0 // integer values 
0006: 87@ = 2 // integer values 
0002: jump @TRUTH2_9383 

:TRUTH2_9376
0050: gosub @TRUTH2_14133 

:TRUTH2_9383
00D6: if 
0039:   87@ == 2 // integer values 
004D: jump_if_false @TRUTH2_9591 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @TRUTH2_9546 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_9546 
03A2: (unknown) 34@ 0 
03D5: remove_text 'TRU2_17'  // ~s~Juss be az ~b~anyahajba~s~.
00BC: text_highpriority 'TRU2_12' 7000 ms 1  // ~s~Vezesd az anyahajt a San Fierro-ban tallhat ~y~garzsba~s~.
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_TRUTH 1 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 42@ type_to 0 
0006: 33@ = 0 // integer values 
0006: 136@ = 1 // integer values 
0006: 88@ = 0 // integer values 
0006: 87@ = 3 // integer values 

:TRUTH2_9546
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 34@ radius 200.0 200.0 unknown 0 
004D: jump_if_false @TRUTH2_9591 
0006: 88@ = 0 // integer values 
0006: 87@ = 4 // integer values 

:TRUTH2_9591
00D6: if 
0039:   87@ == 3 // integer values 
004D: jump_if_false @TRUTH2_10299 
00D6: if 
0039:   151@ == 3 // integer values 
004D: jump_if_false @TRUTH2_9679 
00D6: if 
0039:   152@ == 6 // integer values 
004D: jump_if_false @TRUTH2_9679 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @TRUTH2_9679 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 // integer values 

:TRUTH2_9679
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @TRUTH2_9769 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @TRUTH2_9769 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @TRUTH2_9769 
0006: 151@ = 3 // integer values 
0006: 152@ = 0 // integer values 
0050: gosub @TRUTH2_14884 
0006: 33@ = 0 // integer values 
0006: 88@ = 1 // integer values 

:TRUTH2_9769
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @TRUTH2_10105 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @TRUTH2_10105 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @TRUTH2_10105 
0209: 151@ = random_int 4 8 
00D6: if 
0039:   151@ == 4 // integer values 
004D: jump_if_false @TRUTH2_9883 
00D6: if 
0039:   202@ == 1 // integer values 
004D: jump_if_false @TRUTH2_9876 
0006: 151@ = 0 // integer values 

:TRUTH2_9876
0006: 202@ = 1 // integer values 

:TRUTH2_9883
00D6: if 
0039:   151@ == 5 // integer values 
004D: jump_if_false @TRUTH2_9933 
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @TRUTH2_9926 
0006: 151@ = 0 // integer values 

:TRUTH2_9926
0006: 203@ = 1 // integer values 

:TRUTH2_9933
00D6: if 
0039:   151@ == 6 // integer values 
004D: jump_if_false @TRUTH2_9983 
00D6: if 
0039:   204@ == 1 // integer values 
004D: jump_if_false @TRUTH2_9976 
0006: 151@ = 0 // integer values 

:TRUTH2_9976
0006: 204@ = 1 // integer values 

:TRUTH2_9983
00D6: if 
0039:   151@ == 7 // integer values 
004D: jump_if_false @TRUTH2_10033 
00D6: if 
0039:   205@ == 1 // integer values 
004D: jump_if_false @TRUTH2_10026 
0006: 151@ = 0 // integer values 

:TRUTH2_10026
0006: 205@ = 1 // integer values 

:TRUTH2_10033
00D6: if 
0039:   206@ == 0 // integer values 
004D: jump_if_false @TRUTH2_10091 
0842: 137@ = player $PLAYER_CHAR island_variable 
00D6: if 
04A4:   137@ == 2 // integer values OR floating-point values 
004D: jump_if_false @TRUTH2_10091 
0006: 206@ = 1 // integer values 
0006: 151@ = 10 // integer values 

:TRUTH2_10091
0006: 152@ = 0 // integer values 
0050: gosub @TRUTH2_14884 

:TRUTH2_10105
00D6: if 
001B:   2 > 88@ // integer values 
004D: jump_if_false @TRUTH2_10292 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_10292 
00D6: if 
0735:   81 
004D: jump_if_false @TRUTH2_10187 
00AB: put_car 34@ at -2009.3 145.2 26.7 
0175: set_car 34@ z_angle_to 359.8 

:TRUTH2_10187
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -2031.3 178.5 27.9 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @TRUTH2_10292 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 // integer values 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_TRUTH 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0249: release_model #CSHER 
0006: 88@ = 0 // integer values 
0006: 87@ = 5 // integer values 

:TRUTH2_10292
0050: gosub @TRUTH2_14337 

:TRUTH2_10299
00D6: if 
0039:   87@ == 4 // integer values 
004D: jump_if_false @TRUTH2_10975 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @TRUTH2_10780 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @TRUTH2_10780 
00BE: text_clear_all 
016A: fade 0 500 ms 

:TRUTH2_10369
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_10393 
0001: wait 0 ms 
0002: jump @TRUTH2_10369 

:TRUTH2_10393
0050: gosub @TRUTH2_12577 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @TRUTH2_10425 
0002: jump @TRUTH2_11910 

:TRUTH2_10425
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 // integer values 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
02A9: set_actor $ACTOR_TRUTH immune_to_nonplayer 1 
04C4: create_coordinate 138@ 139@ 140@ from_actor $ACTOR_TRUTH offset 0.0 -10.0 5.0 
0247: request_model #NITESTICK 
03CB: set_camera 138@ 139@ 140@ 
0395: clear_area 1 at 138@ 139@ 140@ range 30.0 
015F: set_camera_position 138@ 139@ 140@ 0.0 0.0 0.0 
0159: camera_on_ped $ACTOR_TRUTH 15 2 
0687: clear_actor_task $ACTOR_TRUTH 
00D6: if 
00DB:   actor $ACTOR_TRUTH in_car 34@ 
004D: jump_if_false @TRUTH2_10613 
06C7: unknown_action_sequence $ACTOR_TRUTH 34@ 6 2000000 

:TRUTH2_10613
04D3: unknown_race_stuff 138@ 139@ 140@ 1 141@ 142@ 143@ 
009A: 37@ = create_actor 24 #CSHER at 141@ 142@ 143@ 
00D6: if 
00DF:   actor $ACTOR_TRUTH driving 
004D: jump_if_false @TRUTH2_10679 
01B2: give_actor 37@ weapon 3 ammo 1 // Load the weapon model before using this 

:TRUTH2_10679
06E4: (unknown) 37@ $ACTOR_TRUTH 
00BC: text_highpriority 'TRU2_10' 7000 ms 1  // ~r~The Truth-ot letartztattk!
016A: fade 1 500 ms 

:TRUTH2_10710
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_10734 
0001: wait 0 ms 
0002: jump @TRUTH2_10710 

:TRUTH2_10734
0050: gosub @TRUTH2_12577 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @TRUTH2_10766 
0002: jump @TRUTH2_11910 

:TRUTH2_10766
0006: 32@ = 0 // integer values 
0006: 88@ = 1 // integer values 

:TRUTH2_10780
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @TRUTH2_10975 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @TRUTH2_10975 
016A: fade 0 500 ms 

:TRUTH2_10824
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_10848 
0001: wait 0 ms 
0002: jump @TRUTH2_10824 

:TRUTH2_10848
00D6: if 
06B3:   38@ 
004D: jump_if_false @TRUTH2_10869 
06B2: destroy_searchlight 38@ 

:TRUTH2_10869
009B: destroy_actor_instantly $ACTOR_TRUTH 
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
009B: destroy_actor_instantly 37@ 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00BC: text_highpriority 'TRU2_10' 5500 ms 1  // ~r~The Truth-ot letartztattk!
016A: fade 1 500 ms 

:TRUTH2_10944
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_10968 
0001: wait 0 ms 
0002: jump @TRUTH2_10944 

:TRUTH2_10968
0002: jump @TRUTH2_11910 

:TRUTH2_10975
00D6: if 
0039:   87@ == 5 // integer values 
004D: jump_if_false @TRUTH2_11839 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @TRUTH2_11037 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @TRUTH2_11037 
0006: 88@ = 1 // integer values 

:TRUTH2_11037
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @TRUTH2_11617 
016A: fade 0 500 ms 

:TRUTH2_11062
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_11086 
0001: wait 0 ms 
0002: jump @TRUTH2_11062 

:TRUTH2_11086
0050: gosub @TRUTH2_12577 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @TRUTH2_11118 
0002: jump @TRUTH2_11910 

:TRUTH2_11118
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
015F: set_camera_position -2025.0 172.3 28.0 0.0 0.0 0.0 
0160: point_camera -2032.9 163.0 30.88 2 
09F5: (unknown) 1 
0395: clear_area 1 at -2028.9 172.3 27.8 range 30.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2028.9 172.3 27.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 167.6 
0615: define_action_sequences 215@ 
05D3: AS_actor -1 go_to_point -2029.9 167.7 27.8 speed 4 -1 ms 
05B9: unknown_action_sequence -1 2000 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "PED" 4.0 loop 0 0 0 0 4000 ms 
05D3: AS_actor -1 go_to_point -2033.0 161.4 28.0 speed 4 -1 ms 
0616: define_action_sequences_end 215@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 215@ 
061B: remove_references_to_action_sequences 215@ 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0395: clear_area 1 at -2030.9 172.3 27.8 range 30.0 
0792: (unknown) $ACTOR_TRUTH 
00A1: put_actor $ACTOR_TRUTH at -2030.9 172.3 27.8 
0173: set_actor $ACTOR_TRUTH z_angle_to 167.6 
0615: define_action_sequences 215@ 
05D3: AS_actor -1 go_to_point -2030.9 167.7 27.8 speed 4 -1 ms 
05B9: unknown_action_sequence -1 1000 
05D3: AS_actor -1 go_to_point -2033.0 161.4 28.0 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 115.2 
0616: define_action_sequences_end 215@ 
0618: assign_actor $ACTOR_TRUTH to_action_sequences 215@ 
061B: remove_references_to_action_sequences 215@ 
016A: fade 1 500 ms 

:TRUTH2_11523
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_11547 
0001: wait 0 ms 
0002: jump @TRUTH2_11523 

:TRUTH2_11547
0050: gosub @TRUTH2_12577 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @TRUTH2_11579 
0002: jump @TRUTH2_11910 

:TRUTH2_11579
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 11 // integer values 
0006: 152@ = 0 // integer values 
0050: gosub @TRUTH2_14884 
0006: 88@ = 2 // integer values 

:TRUTH2_11617
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @TRUTH2_11667 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @TRUTH2_11667 
0006: 88@ = 3 // integer values 
0006: 32@ = 0 // integer values 

:TRUTH2_11667
00D6: if 
0039:   88@ == 3 // integer values 
004D: jump_if_false @TRUTH2_11839 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @TRUTH2_11839 
016A: fade 0 500 ms 

:TRUTH2_11711
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_11735 
0001: wait 0 ms 
0002: jump @TRUTH2_11711 

:TRUTH2_11735
00D6: if 
06B3:   38@ 
004D: jump_if_false @TRUTH2_11756 
06B2: destroy_searchlight 38@ 

:TRUTH2_11756
009B: destroy_actor_instantly $ACTOR_TRUTH 
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
009B: destroy_actor_instantly 37@ 
0792: (unknown) $PLAYER_ACTOR 
09F5: (unknown) 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 

:TRUTH2_11808
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_11832 
0001: wait 0 ms 
0002: jump @TRUTH2_11808 

:TRUTH2_11832
0002: jump @TRUTH2_11942 

:TRUTH2_11839
00D6: if 
001B:   2 > 87@ // integer values 
004D: jump_if_false @TRUTH2_11896 
00D6: if 
0038:   $7012 == 0 // integer values 
004D: jump_if_false @TRUTH2_11896 
0006: 87@ = 4 // integer values 
0006: 88@ = 0 // integer values 
0223: set_actor $ACTOR_TRUTH health_to 10 

:TRUTH2_11896
0050: gosub @TRUTH2_17038 
0002: jump @TRUTH2_3224 

:TRUTH2_11910
0555: remove_weapon 37 from_actor $PLAYER_ACTOR 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:TRUTH2_11942
0629: change_stat 338 to 1 // integer 
01E3: text_1number_styled 'M_PASSR' 15 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 15 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'TRUTH_2'  // Megynk San Fierrba?
030C: set_mission_points += 1 
0008: $11265 += 1 // integer values 
0164: disable_marker $1732 
0570: $1732 = create_asset_radar_marker_with_icon 35 at $901 $919 $937 
018B: show_on_radar $1732 2 
0215: destroy_pickup $SAVE_PICKUPS[15] 
0213: $SAVE_PICKUPS[15] = create_pickup #PICKUPSAVE type 3 at $901 $919 $937 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 16 // integer values 
0051: return 

:TRUTH2_12062
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRUTH2_12092 
03FD: set_player $PLAYER_CHAR handling_responsiveness 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 

:TRUTH2_12092
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @TRUTH2_12110 
02EB: restore_camera_with_jumpcut 

:TRUTH2_12110
0778: (unknown) "TRUTHSFARM" 
0164: disable_marker 42@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_12175 
04A2: heli 35@ fly_to 0.0 0.0 200.0 speed 0.0 200.0 

:TRUTH2_12175
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_12196 
0465: remove_actor $ACTOR_TRUTH from_turret_mode 

:TRUTH2_12196
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @TRUTH2_12227 
02AC: set_car 39@ immunities 0 0 0 0 0 

:TRUTH2_12227
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH2_12250 
020A: set_car 34@ door_status_to 1 

:TRUTH2_12250
0215: destroy_pickup 40@ 
0215: destroy_pickup 41@ 
0249: release_model #CAMPER 
0249: release_model #SADLER 
0249: release_model #POLMAV 
0249: release_model #CSHER 
0249: release_model #FLAME 
0249: release_model #ROCKETLA 
0249: release_model #COLT45 
0249: release_model #NITESTICK 
034F: destroy_actor_with_fade $ACTOR_TRUTH // The actor fades away like a ghost 
0296: unload_special_actor 1 
014F: stop_timer $7012 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUTH2_12337 
0A09: (unknown) $PLAYER_ACTOR 0 

:TRUTH2_12337
09F5: (unknown) 0 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:TRUTH2_12577
00D6: if 
0118:   actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_12618 
00BE: text_clear_all 
00BC: text_highpriority 'TRU2_08' 7000 ms 1  // ~r~The Truth meghalt!
0006: 90@ = 1 // integer values 

:TRUTH2_12618
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TRUTH2_12659 
00BE: text_clear_all 
00BC: text_highpriority 'TRU2_09' 7000 ms 1  // ~r~Az anyahaj tnkrement!
0006: 90@ = 1 // integer values 

:TRUTH2_12659
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @TRUTH2_12696 
00D6: if 
06B3:   38@ 
004D: jump_if_false @TRUTH2_12696 
06B2: destroy_searchlight 38@ 

:TRUTH2_12696
0051: return 

:TRUTH2_12698
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @TRUTH2_12925 
041A: 149@ = actor $PLAYER_ACTOR weapon 37 ammo 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @TRUTH2_12925 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 42@ 
032B: 40@ = create_weapon_pickup #FLAME 3 ammo 3000 at -1100.3 -1640.4 76.4 
03DC: 42@ = create_marker_above_pickup 40@ 
07E0: set_marker 42@ type_to 0 
00BC: text_highpriority 'TRU2_13' 7000 ms 1  // ~s~A pajthoz kzel tallhatsz ~g~lszert~s~.
0006: 148@ = 1 // integer values 

:TRUTH2_12925
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @TRUTH2_14131 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @TRUTH2_14131 
0164: disable_marker 42@ 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13016 
018A: 43@ = create_checkpoint_at -1061.9 -1630.7 75.3 
0168: show_on_radar 43@ 1 
08FB: set_radar_checkpoint 43@ type_to 2 

:TRUTH2_13016
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13068 
018A: 44@ = create_checkpoint_at -1062.3 -1621.4 75.3 
0168: show_on_radar 44@ 1 
08FB: set_radar_checkpoint 44@ type_to 2 

:TRUTH2_13068
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13120 
018A: 45@ = create_checkpoint_at -1052.8 -1630.8 75.3 
0168: show_on_radar 45@ 1 
08FB: set_radar_checkpoint 45@ type_to 2 

:TRUTH2_13120
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13172 
018A: 46@ = create_checkpoint_at -1052.8 -1621.4 75.3 
0168: show_on_radar 46@ 1 
08FB: set_radar_checkpoint 46@ type_to 2 

:TRUTH2_13172
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13224 
018A: 47@ = create_checkpoint_at -1042.8 -1630.8 75.3 
0168: show_on_radar 47@ 1 
08FB: set_radar_checkpoint 47@ type_to 2 

:TRUTH2_13224
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13276 
018A: 48@ = create_checkpoint_at -1042.8 -1621.4 75.3 
0168: show_on_radar 48@ 1 
08FB: set_radar_checkpoint 48@ type_to 2 

:TRUTH2_13276
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13328 
018A: 49@ = create_checkpoint_at -1032.8 -1630.8 75.3 
0168: show_on_radar 49@ 1 
08FB: set_radar_checkpoint 49@ type_to 2 

:TRUTH2_13328
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13380 
018A: 50@ = create_checkpoint_at -1032.8 -1621.4 75.3 
0168: show_on_radar 50@ 1 
08FB: set_radar_checkpoint 50@ type_to 2 

:TRUTH2_13380
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13432 
018A: 51@ = create_checkpoint_at -1022.8 -1630.8 75.3 
0168: show_on_radar 51@ 1 
08FB: set_radar_checkpoint 51@ type_to 2 

:TRUTH2_13432
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13484 
018A: 52@ = create_checkpoint_at -1022.8 -1621.4 75.3 
0168: show_on_radar 52@ 1 
08FB: set_radar_checkpoint 52@ type_to 2 

:TRUTH2_13484
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13536 
018A: 53@ = create_checkpoint_at -1012.1 -1666.8 75.3 
0168: show_on_radar 53@ 1 
08FB: set_radar_checkpoint 53@ type_to 2 

:TRUTH2_13536
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13588 
018A: 54@ = create_checkpoint_at -1012.8 -1657.4 75.3 
0168: show_on_radar 54@ 1 
08FB: set_radar_checkpoint 54@ type_to 2 

:TRUTH2_13588
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13640 
018A: 55@ = create_checkpoint_at -1012.8 -1648.4 75.3 
0168: show_on_radar 55@ 1 
08FB: set_radar_checkpoint 55@ type_to 2 

:TRUTH2_13640
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13692 
018A: 56@ = create_checkpoint_at -1000.1 -1666.8 75.3 
0168: show_on_radar 56@ 1 
08FB: set_radar_checkpoint 56@ type_to 2 

:TRUTH2_13692
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13744 
018A: 57@ = create_checkpoint_at -1000.8 -1657.4 75.3 
0168: show_on_radar 57@ 1 
08FB: set_radar_checkpoint 57@ type_to 2 

:TRUTH2_13744
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13796 
018A: 58@ = create_checkpoint_at -1000.8 -1648.4 75.3 
0168: show_on_radar 58@ 1 
08FB: set_radar_checkpoint 58@ type_to 2 

:TRUTH2_13796
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13848 
018A: 59@ = create_checkpoint_at -992.1 -1702.8 75.3 
0168: show_on_radar 59@ 1 
08FB: set_radar_checkpoint 59@ type_to 2 

:TRUTH2_13848
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13900 
018A: 60@ = create_checkpoint_at -992.8 -1693.4 75.3 
0168: show_on_radar 60@ 1 
08FB: set_radar_checkpoint 60@ type_to 2 

:TRUTH2_13900
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @TRUTH2_13952 
018A: 61@ = create_checkpoint_at -992.8 -1684.4 75.3 
0168: show_on_radar 61@ 1 
08FB: set_radar_checkpoint 61@ type_to 2 

:TRUTH2_13952
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @TRUTH2_14004 
018A: 62@ = create_checkpoint_at -982.1 -1702.8 75.3 
0168: show_on_radar 62@ 1 
08FB: set_radar_checkpoint 62@ type_to 2 

:TRUTH2_14004
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @TRUTH2_14056 
018A: 63@ = create_checkpoint_at -982.8 -1693.4 75.3 
0168: show_on_radar 63@ 1 
08FB: set_radar_checkpoint 63@ type_to 2 

:TRUTH2_14056
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @TRUTH2_14108 
018A: 64@ = create_checkpoint_at -982.8 -1684.4 75.3 
0168: show_on_radar 64@ 1 
08FB: set_radar_checkpoint 64@ type_to 2 

:TRUTH2_14108
00BC: text_highpriority 'TRU2_01' 11000 ms 1  // ~s~Menj s segts The Truth-nak a ~r~marihuna~s~ felgetsben.
0006: 148@ = 0 // integer values 

:TRUTH2_14131
0051: return 

:TRUTH2_14133
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @TRUTH2_14249 
041A: 149@ = actor $PLAYER_ACTOR weapon 35 ammo 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @TRUTH2_14249 
0164: disable_marker 42@ 
032B: 41@ = create_weapon_pickup #ROCKETLA 3 ammo 10 at -1100.3 -1640.4 76.4 
03DC: 42@ = create_marker_above_pickup 41@ 
07E0: set_marker 42@ type_to 0 
00BC: text_highpriority 'TRU2_13' 7000 ms 1  // ~s~A pajthoz kzel tallhatsz ~g~lszert~s~.
0006: 150@ = 1 // integer values 

:TRUTH2_14249
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @TRUTH2_14335 
00D6: if 
0214:   pickup 41@ picked_up 
004D: jump_if_false @TRUTH2_14335 
0164: disable_marker 42@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_14328 
0186: 42@ = create_marker_above_car 35@ 
00BC: text_highpriority 'TRU2_15' 11000 ms 1  // ~s~Iktasd ki a ~r~helikoptert~s~.

:TRUTH2_14328
0006: 150@ = 0 // integer values 

:TRUTH2_14335
0051: return 

:TRUTH2_14337
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @TRUTH2_14413 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_14413 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 42@ type_to 0 
0006: 136@ = 1 // integer values 

:TRUTH2_14413
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @TRUTH2_14477 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_14477 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 34@ 
07E0: set_marker 42@ type_to 1 
0006: 136@ = 0 // integer values 

:TRUTH2_14477
0051: return 

:TRUTH2_14479
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @TRUTH2_14790 
00D6: if 
0018:   $7011 > 0 // integer values 
004D: jump_if_false @TRUTH2_14574 
00D6: if 
001F:   147@ > $7011 // integer values 
004D: jump_if_false @TRUTH2_14574 
00D6: if 
001B:   200 > 146@ // integer values 
004D: jump_if_false @TRUTH2_14567 
000A: 146@ += 1 // integer values 
000A: 146@ += 1 // integer values 

:TRUTH2_14567
000E: 147@ -= 1 // integer values 

:TRUTH2_14574
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @TRUTH2_14624 
00D6: if 
001A:   40 > $7011 // integer values 
004D: jump_if_false @TRUTH2_14624 
000A: 145@ += 1 // integer values 
0006: 144@ = 1 // integer values 

:TRUTH2_14624
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @TRUTH2_14674 
00D6: if 
001A:   30 > $7011 // integer values 
004D: jump_if_false @TRUTH2_14674 
000A: 145@ += 1 // integer values 
0006: 144@ = 2 // integer values 

:TRUTH2_14674
00D6: if 
0039:   144@ == 2 // integer values 
004D: jump_if_false @TRUTH2_14724 
00D6: if 
001A:   20 > $7011 // integer values 
004D: jump_if_false @TRUTH2_14724 
000A: 145@ += 1 // integer values 
0006: 144@ = 3 // integer values 

:TRUTH2_14724
00D6: if 
0039:   144@ == 3 // integer values 
004D: jump_if_false @TRUTH2_14774 
00D6: if 
001A:   10 > $7011 // integer values 
004D: jump_if_false @TRUTH2_14774 
000A: 145@ += 1 // integer values 
0006: 144@ = 4 // integer values 

:TRUTH2_14774
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 

:TRUTH2_14790
00D6: if or
0039:   87@ == 2 // integer values 
0039:   87@ == 3 // integer values 
004D: jump_if_false @TRUTH2_14882 
00D6: if 
0019:   32@ > 660 // integer values 
004D: jump_if_false @TRUTH2_14882 
00D6: if 
0019:   146@ > 1 // integer values 
004D: jump_if_false @TRUTH2_14859 
000E: 146@ -= 1 // integer values 

:TRUTH2_14859
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 
0006: 32@ = 0 // integer values 

:TRUTH2_14882
0051: return 

:TRUTH2_14884
00D6: if 
0039:   151@ == 1 // integer values 
004D: jump_if_false @TRUTH2_15101 
05AA: 154@s = 'TRU2_AA' // 8-byte strings 
05AA: 156@s = 'TRU2_AB' // 8-byte strings 
05AA: 158@s = 'TRU2_AC' // 8-byte strings 
05AA: 160@s = 'TRU2_AD' // 8-byte strings 
05AA: 162@s = 'TRU2_AE' // 8-byte strings 
05AA: 164@s = 'TRU2_BA' // 8-byte strings 
05AA: 166@s = 'TRU2_BB' // 8-byte strings 
05AA: 168@s = 'TRU2_BC' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41200 
04AF: 187@ = unknown_wav_reference 41201 
04AF: 188@ = unknown_wav_reference 41202 
04AF: 189@ = unknown_wav_reference 41203 
04AF: 190@ = unknown_wav_reference 41204 
04AF: 191@ = unknown_wav_reference 41205 
04AF: 192@ = unknown_wav_reference 41206 
04AF: 193@ = unknown_wav_reference 41207 
0006: 207@ = 8 // integer values 

:TRUTH2_15101
00D6: if 
0039:   151@ == 2 // integer values 
004D: jump_if_false @TRUTH2_15174 
05AA: 154@s = 'TRU2_CA' // 8-byte strings 
05AA: 156@s = 'TRU2_CB' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41208 
04AF: 187@ = unknown_wav_reference 41209 
0006: 207@ = 2 // integer values 

:TRUTH2_15174
00D6: if 
0039:   151@ == 3 // integer values 
004D: jump_if_false @TRUTH2_15461 
05AA: 154@s = 'TRU2_DA' // 8-byte strings 
05AA: 156@s = 'TRU2_DB' // 8-byte strings 
05AA: 158@s = 'TRU2_DC' // 8-byte strings 
05AA: 160@s = 'TRU2_DD' // 8-byte strings 
05AA: 162@s = 'TRU2_DE' // 8-byte strings 
05AA: 164@s = 'TRU2_OA' // 8-byte strings 
05AA: 166@s = 'TRU2_OB' // 8-byte strings 
05AA: 168@s = 'TRU2_OC' // 8-byte strings 
05AA: 170@s = 'TRU2_OD' // 8-byte strings 
05AA: 172@s = 'TRU2_OE' // 8-byte strings 
05AA: 174@s = 'TRU2_OF' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41210 
04AF: 187@ = unknown_wav_reference 41211 
04AF: 188@ = unknown_wav_reference 41212 
04AF: 189@ = unknown_wav_reference 41213 
04AF: 190@ = unknown_wav_reference 41214 
04AF: 191@ = unknown_wav_reference 41268 
04AF: 192@ = unknown_wav_reference 3600 
04AF: 193@ = unknown_wav_reference 41269 
04AF: 194@ = unknown_wav_reference 41270 
04AF: 195@ = unknown_wav_reference 41271 
04AF: 196@ = unknown_wav_reference 41272 
0006: 207@ = 11 // integer values 

:TRUTH2_15461
00D6: if 
0039:   151@ == 4 // integer values 
004D: jump_if_false @TRUTH2_15630 
05AA: 154@s = 'TRU2_EA' // 8-byte strings 
05AA: 156@s = 'TRU2_EB' // 8-byte strings 
05AA: 158@s = 'TRU2_EC' // 8-byte strings 
05AA: 160@s = 'TRU2_ED' // 8-byte strings 
05AA: 162@s = 'TRU2_EF' // 8-byte strings 
05AA: 164@s = 'TRU2_EG' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41216 
04AF: 187@ = unknown_wav_reference 41217 
04AF: 188@ = unknown_wav_reference 41218 
04AF: 189@ = unknown_wav_reference 41219 
04AF: 190@ = unknown_wav_reference 41220 
04AF: 191@ = unknown_wav_reference 41221 
0006: 207@ = 6 // integer values 

:TRUTH2_15630
00D6: if 
0039:   151@ == 5 // integer values 
004D: jump_if_false @TRUTH2_15895 
05AA: 154@s = 'TRU2_FA' // 8-byte strings 
05AA: 156@s = 'TRU2_FB' // 8-byte strings 
05AA: 158@s = 'TRU2_FC' // 8-byte strings 
05AA: 160@s = 'TRU2_FD' // 8-byte strings 
05AA: 162@s = 'TRU2_FE' // 8-byte strings 
05AA: 164@s = 'TRU2_FF' // 8-byte strings 
05AA: 166@s = 'TRU2_FG' // 8-byte strings 
05AA: 168@s = 'TRU2_FH' // 8-byte strings 
05AA: 170@s = 'TRU2_FJ' // 8-byte strings 
05AA: 172@s = 'TRU2_FK' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41222 
04AF: 187@ = unknown_wav_reference 41223 
04AF: 188@ = unknown_wav_reference 41224 
04AF: 189@ = unknown_wav_reference 41225 
04AF: 190@ = unknown_wav_reference 41226 
04AF: 191@ = unknown_wav_reference 41227 
04AF: 192@ = unknown_wav_reference 41228 
04AF: 193@ = unknown_wav_reference 41229 
04AF: 194@ = unknown_wav_reference 41230 
04AF: 195@ = unknown_wav_reference 41231 
0006: 207@ = 10 // integer values 

:TRUTH2_15895
00D6: if 
0039:   151@ == 6 // integer values 
004D: jump_if_false @TRUTH2_16112 
05AA: 154@s = 'TRU2_GA' // 8-byte strings 
05AA: 156@s = 'TRU2_GB' // 8-byte strings 
05AA: 158@s = 'TRU2_GC' // 8-byte strings 
05AA: 160@s = 'TRU2_GE' // 8-byte strings 
05AA: 162@s = 'TRU2_GF' // 8-byte strings 
05AA: 164@s = 'TRU2_GG' // 8-byte strings 
05AA: 166@s = 'TRU2_GH' // 8-byte strings 
05AA: 168@s = 'TRU2_GJ' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41232 
04AF: 187@ = unknown_wav_reference 41233 
04AF: 188@ = unknown_wav_reference 41234 
04AF: 189@ = unknown_wav_reference 41235 
04AF: 190@ = unknown_wav_reference 41236 
04AF: 191@ = unknown_wav_reference 41237 
04AF: 192@ = unknown_wav_reference 41238 
04AF: 193@ = unknown_wav_reference 41239 
0006: 207@ = 8 // integer values 

:TRUTH2_16112
00D6: if 
0039:   151@ == 7 // integer values 
004D: jump_if_false @TRUTH2_16473 
05AA: 154@s = 'TRU2_HA' // 8-byte strings 
05AA: 156@s = 'TRU2_HB' // 8-byte strings 
05AA: 158@s = 'TRU2_HC' // 8-byte strings 
05AA: 160@s = 'TRU2_HD' // 8-byte strings 
05AA: 162@s = 'TRU2_HE' // 8-byte strings 
05AA: 164@s = 'TRU2_HF' // 8-byte strings 
05AA: 166@s = 'TRU2_HG' // 8-byte strings 
05AA: 168@s = 'TRU2_HH' // 8-byte strings 
05AA: 170@s = 'TRU2_HJ' // 8-byte strings 
05AA: 172@s = 'TRU2_HK' // 8-byte strings 
05AA: 174@s = 'TRU2_HL' // 8-byte strings 
05AA: 176@s = 'TRU2_HM' // 8-byte strings 
05AA: 178@s = 'TRU2_HN' // 8-byte strings 
05AA: 180@s = 'TRU2_HO' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41240 
04AF: 187@ = unknown_wav_reference 41241 
04AF: 188@ = unknown_wav_reference 41242 
04AF: 189@ = unknown_wav_reference 41243 
04AF: 190@ = unknown_wav_reference 41244 
04AF: 191@ = unknown_wav_reference 41245 
04AF: 192@ = unknown_wav_reference 41246 
04AF: 193@ = unknown_wav_reference 41247 
04AF: 194@ = unknown_wav_reference 41248 
04AF: 195@ = unknown_wav_reference 41249 
04AF: 196@ = unknown_wav_reference 41250 
04AF: 197@ = unknown_wav_reference 41251 
04AF: 198@ = unknown_wav_reference 41252 
04AF: 199@ = unknown_wav_reference 41253 
0006: 207@ = 14 // integer values 

:TRUTH2_16473
00D6: if 
0039:   151@ == 8 // integer values 
004D: jump_if_false @TRUTH2_16546 
05AA: 154@s = 'TRU2_JA' // 8-byte strings 
05AA: 156@s = 'TRU2_JB' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41254 
04AF: 187@ = unknown_wav_reference 41255 
0006: 207@ = 2 // integer values 

:TRUTH2_16546
00D6: if 
0039:   151@ == 9 // integer values 
004D: jump_if_false @TRUTH2_16667 
05AA: 154@s = 'TRU2_KA' // 8-byte strings 
05AA: 156@s = 'TRU2_KB' // 8-byte strings 
05AA: 158@s = 'TRU2_KC' // 8-byte strings 
05AA: 160@s = 'TRU2_KD' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41256 
04AF: 187@ = unknown_wav_reference 41257 
04AF: 188@ = unknown_wav_reference 41258 
04AF: 189@ = unknown_wav_reference 41259 
0006: 207@ = 4 // integer values 

:TRUTH2_16667
00D6: if 
0039:   151@ == 10 // integer values 
004D: jump_if_false @TRUTH2_16836 
05AA: 154@s = 'TRU2_LA' // 8-byte strings 
05AA: 156@s = 'TRU2_LB' // 8-byte strings 
05AA: 158@s = 'TRU2_LC' // 8-byte strings 
05AA: 160@s = 'TRU2_MA' // 8-byte strings 
05AA: 162@s = 'TRU2_MB' // 8-byte strings 
05AA: 164@s = 'TRU2_MC' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41260 
04AF: 187@ = unknown_wav_reference 41261 
04AF: 188@ = unknown_wav_reference 41262 
04AF: 189@ = unknown_wav_reference 41263 
04AF: 190@ = unknown_wav_reference 41264 
04AF: 191@ = unknown_wav_reference 41265 
0006: 207@ = 6 // integer values 

:TRUTH2_16836
00D6: if 
0039:   151@ == 11 // integer values 
004D: jump_if_false @TRUTH2_16909 
05AA: 154@s = 'TRU2_NA' // 8-byte strings 
05AA: 156@s = 'TRU2_NB' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41266 
04AF: 187@ = unknown_wav_reference 41267 
0006: 207@ = 2 // integer values 

:TRUTH2_16909
00D6: if 
0039:   151@ == 12 // integer values 
004D: jump_if_false @TRUTH2_17007 
05AA: 154@s = 'TRUX_AA' // 8-byte strings 
05AA: 156@s = 'TRUX_AB' // 8-byte strings 
05AA: 158@s = 'TRUX_AC' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 41400 
04AF: 187@ = unknown_wav_reference 41401 
04AF: 188@ = unknown_wav_reference 41402 
0085: 207@ = 212@ // integer values and handles 

:TRUTH2_17007
0085: 210@ = 152@ // integer values and handles 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 211@ = 1 // integer values 
0051: return 

:TRUTH2_17038
00D6: if or
0039:   151@ == 1 // integer values 
0039:   151@ == 2 // integer values 
0039:   151@ == 8 // integer values 
0039:   151@ == 9 // integer values 
0039:   151@ == 11 // integer values 
004D: jump_if_false @TRUTH2_17192 
00D6: if 
001D:   207@ > 152@ // integer values 
004D: jump_if_false @TRUTH2_17185 
0050: gosub @TRUTH2_18152 
0050: gosub @TRUTH2_18259 
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_17147 
0050: gosub @TRUTH2_18413 
0002: jump @TRUTH2_17178 

:TRUTH2_17147
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 

:TRUTH2_17178
0002: jump @TRUTH2_17192 

:TRUTH2_17185
0006: 151@ = 0 // integer values 

:TRUTH2_17192
00D6: if or
0039:   87@ == 3 // integer values 
0039:   87@ == 4 // integer values 
004D: jump_if_false @TRUTH2_17691 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_17555 
00D6: if 
0039:   151@ == 3 // integer values 
004D: jump_if_false @TRUTH2_17369 
00D6: if 
001D:   207@ > 152@ // integer values 
004D: jump_if_false @TRUTH2_17355 
0050: gosub @TRUTH2_18152 
0050: gosub @TRUTH2_18259 
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_17317 
0050: gosub @TRUTH2_18413 
0002: jump @TRUTH2_17348 

:TRUTH2_17317
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 

:TRUTH2_17348
0002: jump @TRUTH2_17369 

:TRUTH2_17355
0006: 33@ = 0 // integer values 
0006: 151@ = 0 // integer values 

:TRUTH2_17369
00D6: if or
0039:   151@ == 4 // integer values 
0039:   151@ == 5 // integer values 
0039:   151@ == 6 // integer values 
0039:   151@ == 7 // integer values 
0039:   151@ == 10 // integer values 
004D: jump_if_false @TRUTH2_17555 
00D6: if 
001D:   207@ > 152@ // integer values 
004D: jump_if_false @TRUTH2_17516 
0050: gosub @TRUTH2_18152 
0050: gosub @TRUTH2_18259 
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_17478 
0050: gosub @TRUTH2_18413 
0002: jump @TRUTH2_17509 

:TRUTH2_17478
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 

:TRUTH2_17509
0002: jump @TRUTH2_17555 

:TRUTH2_17516
00D6: if 
0019:   145@ > 0 // integer values 
004D: jump_if_false @TRUTH2_17541 
000E: 145@ -= 1 // integer values 

:TRUTH2_17541
0006: 33@ = 0 // integer values 
0006: 151@ = 0 // integer values 

:TRUTH2_17555
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_17691 
00D6: if 
001B:   12 > 151@ // integer values 
004D: jump_if_false @TRUTH2_17691 
00D6: if 
001D:   207@ > 152@ // integer values 
004D: jump_if_false @TRUTH2_17618 
000A: 152@ += 1 // integer values 

:TRUTH2_17618
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
00BE: text_clear_all 
0085: 214@ = 151@ // integer values and handles 
0085: 213@ = 152@ // integer values and handles 
0006: 151@ = 12 // integer values 
0209: 152@ = random_int 0 3 
0085: 212@ = 152@ // integer values and handles 
000A: 212@ += 1 // integer values 
0050: gosub @TRUTH2_14884 

:TRUTH2_17691
00D6: if 
001B:   4 > 87@ // integer values 
004D: jump_if_false @TRUTH2_18150 
00D6: if 
0039:   151@ == 12 // integer values 
004D: jump_if_false @TRUTH2_17922 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_17870 
00D6: if 
001D:   207@ > 152@ // integer values 
004D: jump_if_false @TRUTH2_17847 
0050: gosub @TRUTH2_18152 
0050: gosub @TRUTH2_18259 
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_17809 
0050: gosub @TRUTH2_18413 
0002: jump @TRUTH2_17840 

:TRUTH2_17809
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 

:TRUTH2_17840
0002: jump @TRUTH2_17870 

:TRUTH2_17847
00BB: text_lowpriority 'TRU2_17' 11000 ms 1  // ~s~Juss be az ~b~anyahajba~s~.
0006: 151@ = 13 // integer values 

:TRUTH2_17870
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_17922 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 151@ = 14 // integer values 
0006: 152@ = 0 // integer values 
00BE: text_clear_all 

:TRUTH2_17922
00D6: if 
0039:   151@ == 13 // integer values 
004D: jump_if_false @TRUTH2_17975 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_17975 
0006: 151@ = 14 // integer values 
0006: 152@ = 0 // integer values 
00BE: text_clear_all 

:TRUTH2_17975
00D6: if 
0039:   151@ == 14 // integer values 
004D: jump_if_false @TRUTH2_18150 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_18076 
0006: 33@ = 0 // integer values 
0085: 151@ = 214@ // integer values and handles 
0085: 152@ = 213@ // integer values and handles 
0050: gosub @TRUTH2_14884 
00D6: if 
0039:   214@ == 0 // integer values 
004D: jump_if_false @TRUTH2_18076 
00BB: text_lowpriority 'TRU2_12' 7000 ms 1  // ~s~Vezesd az anyahajt a San Fierro-ban tallhat ~y~garzsba~s~.

:TRUTH2_18076
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_18150 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 151@ = 12 // integer values 
0209: 152@ = random_int 0 3 
0085: 212@ = 152@ // integer values and handles 
000A: 212@ += 1 // integer values 
0050: gosub @TRUTH2_14884 

:TRUTH2_18150
0051: return 

:TRUTH2_18152
00D6: if 
001D:   207@ > 210@ // integer values 
004D: jump_if_false @TRUTH2_18257 
00D6: if 
0039:   208@ == 0 // integer values 
004D: jump_if_false @TRUTH2_18214 
03CF: load_wav 186@(210@,16i) as 1 
000A: 210@ += 1 // integer values 
0006: 208@ = 1 // integer values 

:TRUTH2_18214
00D6: if 
0039:   209@ == 0 // integer values 
004D: jump_if_false @TRUTH2_18257 
03CF: load_wav 186@(210@,16i) as 2 
000A: 210@ += 1 // integer values 
0006: 209@ = 1 // integer values 

:TRUTH2_18257
0051: return 

:TRUTH2_18259
00D6: if 
0039:   211@ == 1 // integer values 
004D: jump_if_false @TRUTH2_18335 
00D6: if 
0039:   208@ == 1 // integer values 
004D: jump_if_false @TRUTH2_18335 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH2_18335 
03D1: play_wav 1 
00BC: text_highpriority 154@(152@,16s) 4500 ms 1 
0006: 208@ = 2 // integer values 

:TRUTH2_18335
00D6: if 
0039:   211@ == 2 // integer values 
004D: jump_if_false @TRUTH2_18411 
00D6: if 
0039:   209@ == 1 // integer values 
004D: jump_if_false @TRUTH2_18411 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TRUTH2_18411 
03D1: play_wav 2 
00BC: text_highpriority 154@(152@,16s) 4500 ms 1 
0006: 209@ = 2 // integer values 

:TRUTH2_18411
0051: return 

:TRUTH2_18413
00D6: if 
0039:   208@ == 2 // integer values 
004D: jump_if_false @TRUTH2_18476 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH2_18476 
03D5: remove_text 154@(152@,16s) 
000A: 152@ += 1 // integer values 
0006: 211@ = 2 // integer values 
0006: 208@ = 0 // integer values 

:TRUTH2_18476
00D6: if 
0039:   209@ == 2 // integer values 
004D: jump_if_false @TRUTH2_18539 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TRUTH2_18539 
03D5: remove_text 154@(152@,16s) 
000A: 152@ += 1 // integer values 
0006: 211@ = 1 // integer values 
0006: 209@ = 0 // integer values 

:TRUTH2_18539
0051: return 

//-------------Mission 48---------------
// Originally: Wu Zi Mu / Farewell, My Love...

:BCESAR4
03A4: name_thread 'BCESAR4' 
0050: gosub @BCESAR4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BCESAR4_38 
0050: gosub @BCESAR4_2673 

:BCESAR4_38
0050: gosub @BCESAR4_2726 
004E: end_thread 

:BCESAR4_47
0004: $ONMISSION = 1 // integer values 

:BCESAR4_54
0001: wait 0 ms 
00D6: if 
0038:   $11269 == 0 // integer values 
004D: jump_if_false @BCESAR4_401 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_168 
0811: 34@ = actor $PLAYER_ACTOR car 
0763: (unknown) 34@ 
00AA: store_car 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1000.0 // floating-point values 
00AB: put_car 34@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0519: lock_vehicle 34@ in_current_position 1 
0002: jump @BCESAR4_175 

:BCESAR4_168
0006: 34@ = -1 // integer values 

:BCESAR4_175
0395: clear_area 1 at 1557.162 24.305 22.7313 range 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: set_streaming 0 
02E4: load_cutscene_data 'BCESAR4' 

:BCESAR4_219
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_243 
0001: wait 0 ms 
0002: jump @BCESAR4_219 

:BCESAR4_243
02E7: start_cutscene 
016A: fade 1 1000 ms 

:BCESAR4_252
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_276 
0001: wait 0 ms 
0002: jump @BCESAR4_252 

:BCESAR4_276
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:BCESAR4_289
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_313 
0001: wait 0 ms 
0002: jump @BCESAR4_289 

:BCESAR4_313
02EA: end_cutscene 
0004: $1847 = 1 // integer values 
0004: $2196 = 1 // integer values 
00D6: if 
8039:   not  34@ == -1 // integer values 
004D: jump_if_false @BCESAR4_394 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_394 
0519: lock_vehicle 34@ in_current_position 0 
000D: $TEMPVAR_FLOAT_3 -= 1000.0 // floating-point values 
00AB: put_car 34@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BCESAR4_394
0002: jump @BCESAR4_2675 

:BCESAR4_401
00D6: if 
0038:   $11269 == 2 // integer values 
004D: jump_if_false @BCESAR4_1629 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -782.3699 -147.948 19.5518 -405.0757 -237.5195 91.1306 
004D: jump_if_false @BCESAR4_1601 
0004: $ONMISSION = 1 // integer values 
016A: fade 0 1000 ms 

:BCESAR4_481
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_505 
0001: wait 0 ms 
0002: jump @BCESAR4_481 

:BCESAR4_505
0247: request_model #STALLION 
0247: request_model #SABRE 
0247: request_model #FORTUNE 
0247: request_model #WMYST 
0247: request_model #WMYBMX 
0247: request_model #SPECIAL01 
04ED: load_animation "KISSING" 
0395: clear_area 0 at -518.049 -189.3775 79.3468 range 100.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -535.8186 -198.0116 80.8647 0.0 0.0 0.0 
0160: point_camera -535.5711 -197.1029 80.5285 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR4_732 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_732 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0018:   $TEMPVAR_ACTOR_CAR > 0 // integer values 
004D: jump_if_false @BCESAR4_732 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @BCESAR4_732 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 0 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 1 
099A: set_car $TEMPVAR_ACTOR_CAR collision_detection 0 
0337: set_actor $PLAYER_ACTOR visibility 0 

:BCESAR4_732
0001: wait 1000 ms 

:BCESAR4_737
00D6: if and
8248:   not model #STALLION available 
8248:   not model #SABRE available 
8248:   not model #FORTUNE available 
8248:   not model #WMYST available 
8248:   not model #WMYBMX available 
8248:   not model #SPECIAL01 available 
004D: jump_if_false @BCESAR4_787 
0001: wait 0 ms 
0002: jump @BCESAR4_737 

:BCESAR4_787
00D6: if 
84EE:   not animation "KISSING" loaded 
004D: jump_if_false @BCESAR4_820 
0001: wait 0 ms 
0002: jump @BCESAR4_787 

:BCESAR4_820
00A5: 35@ = create_car #STALLION at -536.7188 -192.5453 77.404 
009A: 38@ = create_actor 24 #WMYST at -530.4067 -188.8082 77.3986 
0175: set_car 35@ z_angle_to 287.0 
0615: define_action_sequences 41@ 
0605: actor -1 perform_animation_sequence "GIFT_GIVE" from_file "KISSING" 1000.0 loop 0 0 0 0 -2 ms 
05CB: AS_actor -1 enter_car_as_driver 35@ -2 ms 
05D1: AS_actor -1 drive_car 35@ to -507.5502 -99.2875 61.825 speed 10.0 0 0 3 
0616: define_action_sequences_end 41@ 
0618: assign_actor 38@ to_action_sequences 41@ 
061B: remove_references_to_action_sequences 41@ 
00A5: 36@ = create_car #SABRE at -536.158 -185.2865 77.398 
009A: 39@ = create_actor 24 #WMYBMX at -530.4067 -187.8082 77.3986 
0173: set_actor 39@ z_angle_to 180.0 
0175: set_car 36@ z_angle_to 243.0 
0615: define_action_sequences 41@ 
0605: actor -1 perform_animation_sequence "GIFT_GET" from_file "KISSING" 1000.0 loop 0 0 0 0 -2 ms 
05CB: AS_actor -1 enter_car_as_driver 36@ -2 ms 
05D1: AS_actor -1 drive_car 36@ to -507.5502 -99.2875 61.825 speed 10.0 0 0 3 
0616: define_action_sequences_end 41@ 
0618: assign_actor 39@ to_action_sequences 41@ 
061B: remove_references_to_action_sequences 41@ 
00A5: 37@ = create_car #FORTUNE at -524.9425 -184.208 77.2766 
0129: 40@ = create_actor 24 #SPECIAL01 in_car 37@ driverseat 
0175: set_car 37@ z_angle_to 239.0 
0615: define_action_sequences 41@ 
05B9: unknown_action_sequence -1 7000 
05D1: AS_actor -1 drive_car 37@ to -507.5502 -99.2875 61.825 speed 10.0 0 0 3 
0616: define_action_sequences_end 41@ 
0618: assign_actor 40@ to_action_sequences 41@ 
061B: remove_references_to_action_sequences 41@ 
016A: fade 1 800 ms 
0707: start_scene_skip_to @BCESAR4_1310 
0001: wait 10000 ms 
016A: fade 0 1000 ms 

:BCESAR4_1286
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1310 
0001: wait 0 ms 
0002: jump @BCESAR4_1286 

:BCESAR4_1310
0701: end_scene_skip 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BCESAR4_1333 
00A6: destroy_car 35@ 

:BCESAR4_1333
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCESAR4_1354 
00A6: destroy_car 36@ 

:BCESAR4_1354
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BCESAR4_1375 
00A6: destroy_car 37@ 

:BCESAR4_1375
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCESAR4_1396 
009B: destroy_actor_instantly 38@ 

:BCESAR4_1396
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @BCESAR4_1417 
009B: destroy_actor_instantly 39@ 

:BCESAR4_1417
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @BCESAR4_1438 
009B: destroy_actor_instantly 40@ 

:BCESAR4_1438
0249: release_model #STALLION 
0249: release_model #SABRE 
0249: release_model #FORTUNE 
0249: release_model #WMYST 
0249: release_model #WMYBMX 
0249: release_model #SPECIAL01 
04EF: release_animation "KISSING" 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR4_1579 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1579 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0018:   $TEMPVAR_ACTOR_CAR > 0 // integer values 
004D: jump_if_false @BCESAR4_1579 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @BCESAR4_1579 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 1 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 0 
099A: set_car $TEMPVAR_ACTOR_CAR collision_detection 1 
0337: set_actor $PLAYER_ACTOR visibility 1 

:BCESAR4_1579
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 800 ms 

:BCESAR4_1601
0004: $11269 = -1 // integer values 
0004: $ONMISSION = 0 // integer values 
0006: 34@ = 0 // integer values 
0002: jump @BCESAR4_2675 

:BCESAR4_1629
00D6: if 
0038:   $11269 == 4 // integer values 
004D: jump_if_false @BCESAR4_2014 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1710 
0811: 34@ = actor $PLAYER_ACTOR car 
0519: lock_vehicle 34@ in_current_position 1 
0338: set_car 34@ visibility 0 
099A: set_car 34@ collision_detection 0 
0002: jump @BCESAR4_1717 

:BCESAR4_1710
0006: 34@ = -1 // integer values 

:BCESAR4_1717
0395: clear_area 1 at -526.7778 -189.0571 76.9917 range 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: set_streaming 0 
02E4: load_cutscene_data 'BCESA4W' 

:BCESAR4_1761
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_1785 
0001: wait 0 ms 
0002: jump @BCESAR4_1761 

:BCESAR4_1785
02E7: start_cutscene 
016A: fade 1 1000 ms 

:BCESAR4_1794
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_1818 
0001: wait 0 ms 
0002: jump @BCESAR4_1794 

:BCESAR4_1818
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:BCESAR4_1831
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1855 
0001: wait 0 ms 
0002: jump @BCESAR4_1831 

:BCESAR4_1855
02EA: end_cutscene 
00D6: if 
8039:   not  34@ == -1 // integer values 
004D: jump_if_false @BCESAR4_1923 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_1916 
0519: lock_vehicle 34@ in_current_position 0 
0338: set_car 34@ visibility 1 
099A: set_car 34@ collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1916
0002: jump @BCESAR4_1957 

:BCESAR4_1923
00A1: put_actor $PLAYER_ACTOR at -503.3945 -186.0599 76.6103 
0173: set_actor $PLAYER_ACTOR z_angle_to 53.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1957
016A: fade 1 1000 ms 
0318: set_latest_mission_passed 'BCESAR4'  // Wu Zi Mu autversenye
01E3: text_1number_styled 'M_PASSD' 3 5000 ms 1  // KLDETS TELJESTVE!
0004: $1847 = 0 // integer values 
0004: $2196 = 0 // integer values 
0002: jump @BCESAR4_2675 

:BCESAR4_2014
00D6: if 
0038:   $11269 == 5 // integer values 
004D: jump_if_false @BCESAR4_2217 
054C: use_GXT_table 'BCESAR4' 
0395: clear_area 1 at -526.7778 -189.0571 76.9917 range 100.0 
00A1: put_actor $PLAYER_ACTOR at -495.9034 -196.2218 77.3986 
03EF: player $PLAYER_CHAR make_safe 
03AF: set_streaming 0 
02E4: load_cutscene_data 'BCESAR5' 

:BCESAR4_2107
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_2131 
0001: wait 0 ms 
0002: jump @BCESAR4_2107 

:BCESAR4_2131
02E7: start_cutscene 
016A: fade 1 1000 ms 

:BCESAR4_2140
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_2164 
0001: wait 0 ms 
0002: jump @BCESAR4_2140 

:BCESAR4_2164
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:BCESAR4_2177
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_2201 
0001: wait 0 ms 
0002: jump @BCESAR4_2177 

:BCESAR4_2201
02EA: end_cutscene 
0004: $2196 = 1 // integer values 
0002: jump @BCESAR4_2675 

:BCESAR4_2217
00D6: if 
0038:   $11269 == 9 // integer values 
004D: jump_if_false @BCESAR4_2666 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_2327 
0811: 34@ = actor $PLAYER_ACTOR car 
0763: (unknown) 34@ 
00AA: store_car 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1000.0 // floating-point values 
00AB: put_car 34@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0519: lock_vehicle 34@ in_current_position 1 
0002: jump @BCESAR4_2334 

:BCESAR4_2327
0006: 34@ = -1 // integer values 

:BCESAR4_2334
0395: clear_area 1 at 1557.162 24.305 22.7313 range 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: set_streaming 0 
02E4: load_cutscene_data 'BCESA5W' 

:BCESAR4_2378
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_2402 
0001: wait 0 ms 
0002: jump @BCESAR4_2378 

:BCESAR4_2402
02E7: start_cutscene 
016A: fade 1 1000 ms 

:BCESAR4_2411
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_2435 
0001: wait 0 ms 
0002: jump @BCESAR4_2411 

:BCESAR4_2435
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:BCESAR4_2448
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_2472 
0001: wait 0 ms 
0002: jump @BCESAR4_2448 

:BCESAR4_2472
02EA: end_cutscene 
00D6: if 
8039:   not  34@ == -1 // integer values 
004D: jump_if_false @BCESAR4_2578 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_2571 
0519: lock_vehicle 34@ in_current_position 0 
0338: set_car 34@ visibility 1 
099A: set_car 34@ collision_detection 1 
00AB: put_car 34@ at 1557.694 17.4472 23.1641 
0175: set_car 34@ z_angle_to 9.0 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_2571
0002: jump @BCESAR4_2612 

:BCESAR4_2578
00A1: put_actor $PLAYER_ACTOR at 1559.768 14.4176 23.1641 
0173: set_actor $PLAYER_ACTOR z_angle_to 10.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_2612
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 1000 ms 
0318: set_latest_mission_passed 'BCES4_2'  // Isten veled, szerelmem...
01E3: text_1number_styled 'M_PASSD' 3 5000 ms 1  // KLDETS TELJESTVE!
0004: $2196 = 0 // integer values 
0002: jump @BCESAR4_2675 

:BCESAR4_2666
0002: jump @BCESAR4_54 

:BCESAR4_2673
0051: return 

:BCESAR4_2675
00D6: if 
001A:   5 > $11269 // integer values 
004D: jump_if_false @BCESAR4_2724 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_2724 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0519: lock_vehicle 34@ in_current_position 0 

:BCESAR4_2724
0051: return 

:BCESAR4_2726
0008: $11269 += 1 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
00D6: if 
0038:   $11269 == 1 // integer values 
004D: jump_if_false @BCESAR4_2771 
016A: fade 0 0 ms 

:BCESAR4_2771
00D6: if 
0038:   $11269 == 6 // integer values 
004D: jump_if_false @BCESAR4_2795 
016A: fade 0 0 ms 

:BCESAR4_2795
0051: return 

//-------------Mission 49---------------
// Originally: Wear Flowers In Your Hair

:GARAG1
03A4: name_thread 'GARAG1' 
0050: gosub @GARAG1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GARAG1_38 
0050: gosub @GARAG1_24504 

:GARAG1_38
0050: gosub @GARAG1_24522 
004E: end_thread 

:GARAG1_47
0004: $ONMISSION = 1 // integer values 
01B6: set_weather 5 
0317: increment_mission_attempts 
054C: use_GXT_table 'GARAGE1' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:GARAG1_85
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_109 
0001: wait 0 ms 
0002: jump @GARAG1_85 

:GARAG1_109
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'GARAG1B' 

:GARAG1_124
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GARAG1_148 
0001: wait 0 ms 
0002: jump @GARAG1_124 

:GARAG1_148
02E7: start_cutscene 
016A: fade 1 1000 ms 
0001: wait 1000 ms 

:GARAG1_162
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GARAG1_186 
0001: wait 0 ms 
0002: jump @GARAG1_162 

:GARAG1_186
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:GARAG1_201
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_225 
0001: wait 0 ms 
0002: jump @GARAG1_201 

:GARAG1_225
04BB: select_interior 0 // select render area 
023C: request_special_actor 'JETHRO' as 3 

:GARAG1_242
00D6: if 
823D:   not special_actor 3 loaded 
004D: jump_if_false @GARAG1_268 
0001: wait 0 ms 
0002: jump @GARAG1_242 

:GARAG1_268
060A: unknown_create_entity 0 135@ 
0708: unknown_add_entity_item 135@ 12 
0708: unknown_add_entity_item 135@ 13 
0708: unknown_add_entity_item 135@ 56 
08F4: (unknown) 3 
09DD: (unknown) 3 
0007: 54@ = -1669.0 // floating-point values 
0007: 59@ = 439.773 // floating-point values 
0007: 64@ = 6.219 // floating-point values 
0007: 43@ = 80.0 // floating-point values 
0007: 55@ = -2230.168 // floating-point values 
0007: 60@ = 544.7148 // floating-point values 
0007: 65@ = 34.2219 // floating-point values 
0007: 56@ = -2248.1 // floating-point values 
0007: 61@ = 132.8547 // floating-point values 
0007: 66@ = 35.3302 // floating-point values 
0007: 57@ = -2052.1 // floating-point values 
0007: 62@ = -147.8547 // floating-point values 
0007: 67@ = 28.3302 // floating-point values 
0007: 58@ = -2059.553 // floating-point values 
0007: 63@ = -22.1661 // floating-point values 
0007: 68@ = 34.305 // floating-point values 
0007: 45@ = -2584.0 // floating-point values 
0007: 46@ = 585.0 // floating-point values 
0007: 47@ = 14.0 // floating-point values 
0007: 48@ = -1624.41 // floating-point values 
0007: 49@ = 725.25 // floating-point values 
0007: 50@ = 14.11 // floating-point values 
0007: 69@ = -2042.03 // floating-point values 
0007: 70@ = 178.11 // floating-point values 
0007: 71@ = 28.15 // floating-point values 
0006: 101@ = 1 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0004: $7013 = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0007: 72@ = -1674.21 // floating-point values 
0007: 77@ = 438.5 // floating-point values 
0007: 82@ = 6.2 // floating-point values 
0007: 73@ = -2237.0 // floating-point values 
0007: 78@ = 542.0782 // floating-point values 
0007: 83@ = 33.901 // floating-point values 
0007: 74@ = -2243.1 // floating-point values 
0007: 79@ = 128.8547 // floating-point values 
0007: 84@ = 34.3302 // floating-point values 
0007: 75@ = -2052.1 // floating-point values 
0007: 80@ = -147.8547 // floating-point values 
0007: 85@ = 28.3302 // floating-point values 
0006: 119@ = 0 // integer values 
0006: 348@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 349@ = 0 // integer values 
00D6: if 
0039:   349@ == 1 // integer values 
004D: jump_if_false @GARAG1_947 
009A: 242@ = create_actor 4 #NULL at 0.0 0.0 0.0 
009A: 93@ = create_actor 4 #SPECIAL02 at -2031.252 164.0169 27.8429 
009A: 94@ = create_actor 4 #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 

:GARAG1_947
05A9: s$7014[0] = 'GAR1_AA' // 8-byte strings  // ~z~Gyernk mr, ember, ismerem ezt a kt fickt - dolgoztak a kiktben,
05A9: s$7014[1] = 'GAR1_AB' // 8-byte strings  // ~z~amg a cscselkje nem hozta az zlett Vice-ba.
05A9: s$7014[2] = 'GAR1_AC' // 8-byte strings  // ~z~Most meg a rgi melkbl prblnak meglni.
05A9: s$7014[3] = 'GAR1_AD' // 8-byte strings  // ~z~Kicsi hlyk a szoksaik miatt,
05A9: s$7014[4] = 'GAR1_AE' // 8-byte strings  // ~z~de a fst nem akardly az  tudsukat tekintve egy motorral.
05A9: s$7014[5] = 'GAR1_AF' // 8-byte strings  // ~z~Elszr Jetrot vesszk fel.
05A9: s$7014[6] = 'GAR1_AG' // 8-byte strings  // ~z~Mikor legutbb halottam, egy garzsban dolgozott, a Kelet Basin ton.
05A9: s$7014[7] = 'GAR1_AH' // 8-byte strings  // ~z~Mikor legutbb halottam, egy garzsban dolgozott a Keleti sugrton.
05A9: s$7014[8] = 'GAR1_AJ' // 8-byte strings  // ~z~Mikor legutbb halottam, egy garzsban dolgozott, az szak Espalande ton.
05A9: s$7014[9] = 'GAR1_BA' // 8-byte strings  // ~z~H, haver, klnben hogy tallkoztl ezekkel?
05A9: s$7014[10] = 'GAR1_BB' // 8-byte strings  // ~z~Tallkoztam velk '89-ben Fierro Love-inban, azt hiszem.
05A9: s$7014[11] = 'GAR1_BC' // 8-byte strings  // ~z~Ktsgtelen?
05A9: s$7014[12] = 'GAR1_BD' // 8-byte strings  // ~z~Tudod, hogy megy ez, haver.
05A9: s$7014[13] = 'GAR1_BE' // 8-byte strings  // ~z~egy kis vrsbor, kibaszott j zene,
05A9: s$7014[14] = 'GAR1_BF' // 8-byte strings  // ~z~egy kis meszkalinos vodka, jegesmedvk...
05A9: s$7014[15] = 'GAR1_BG' // 8-byte strings  // ~z~Jegesmedvk?
05A9: s$7014[16] = 'GAR1_BH' // 8-byte strings  // ~z~Ja. Gondolhatod. De fasza csvk voltak, haver - j humorral.
05A9: s$7014[17] = 'GAR1_CA' // 8-byte strings  // ~z~Ez itt a vietnami banda krzete.
05A9: s$7014[18] = 'GAR1_CB' // 8-byte strings  // ~z~Da Nng fik, Shining Razors, Butterfly Children.
05A9: s$7014[19] = 'GAR1_CC' // 8-byte strings  // ~z~Figyelj magadra, tes. Ezek a cick nagyon komolyak.
05A9: s$7014[20] = 'GAR1_DA' // 8-byte strings  // ~z~H, Jethro!
05A9: s$7014[21] = 'GAR1_DF' // 8-byte strings  // ~z~Ugorj be, haver. Van neked vgre egy igazi mel.
05A9: s$7014[22] = 'GAR1_DB' // 8-byte strings  // ~z~H, itt Truth, haver!
05A9: s$7014[23] = 'GAR1_DC' // 8-byte strings  // ~z~H, ember, tartozom neked?
05A9: s$7014[24] = 'GAR1_DD' // 8-byte strings  // ~z~Eskszm, hogy fizettem ezrt a gazrt, haver!
05A9: s$7014[25] = 'GAR1_DE' // 8-byte strings  // ~z~Nem, haver, szerintem faszk vagyunk.
05A9: s$7014[26] = 'GAR1_EA' // 8-byte strings  // ~z~Jethro, Carl. Carl, Jethro.
05A9: s$7014[27] = 'GAR1_EB' // 8-byte strings  // ~z~Mizujs ember?
05A9: s$7014[28] = 'GAR1_EC' // 8-byte strings  // ~z~El tudnnk menni a krhzhoz, a Santa Flora kerlet utn van, innen nyugatra.
05A9: s$7014[29] = 'GAR1_ED' // 8-byte strings  // ~z~Ja, beteg vagy?
05A9: s$7014[30] = 'GAR1_EE' // 8-byte strings  // ~z~Nem. A kormny volt, de ez egy hossz trtnet.
05A9: s$7014[31] = 'GAR1_FA' // 8-byte strings  // ~z~Akkor tudod, mi a helyzet, tes?
05A9: s$7014[32] = 'GAR1_FB' // 8-byte strings  // ~z~Nyitottam egy garzst Dohartyban, egy elhagyatott helyen.
05A9: s$7014[33] = 'GAR1_FC' // 8-byte strings  // ~z~Tudod, autbuherlsok, kocsiugrltatsok, meg a tbbi szarsg.
05A9: s$7014[34] = 'GAR1_FD' // 8-byte strings  // ~z~Te le?
05A9: s$7014[35] = 'GAR1_FE' // 8-byte strings  // ~z~Szarnak a jegesmedvk az erdbe?
05A9: s$7014[36] = 'GAR1_FF' // 8-byte strings  // ~z~Nem, de ismerik ket a pia storbl, ha jl emlkszem.
05A9: s$7014[37] = 'GAR1_FG' // 8-byte strings  // ~z~Oks, gy volt, mr rg vge, tes.
05A9: s$7014[38] = 'GAR1_GA' // 8-byte strings  // ~z~Minek vagyunk itt, hm?
05A9: s$7014[39] = 'GAR1_GB' // 8-byte strings  // ~z~Semmi.
05A9: s$7014[40] = 'GAR1_GC' // 8-byte strings  // ~z~Ooh, ne nzz.
05A9: s$7014[41] = 'GAR1_GD' // 8-byte strings  // ~z~Takarjtok el az arcotokat.
05A9: s$7014[42] = 'GAR1_GE' // 8-byte strings  // ~z~Gondolj egy srga gumikacsra.
05A9: s$7014[43] = 'GAR1_GF' // 8-byte strings  // ~z~Mr megint kiakasztasz.
05A9: s$7014[44] = 'GAR1_GG' // 8-byte strings  // ~z~Sshhh!
05A9: s$7014[45] = 'GAR1_GH' // 8-byte strings  // ~z~J, eleget lttam.
05A9: s$7014[46] = 'GAR1_GI' // 8-byte strings  // ~z~Menjnk, s nzzk meg, megtalljuk-e Dwainet.
05A9: s$7014[47] = 'GAR1_GJ' // 8-byte strings  // ~z~Egy hotdog rust kocsija van a villamos terminlnl, Kingnl.
05A9: s$7014[48] = 'GAR1_HA' // 8-byte strings  // ~z~Gyernk, haver, mirl van sz?
05A9: s$7014[49] = 'GAR1_HB' // 8-byte strings  // ~z~Ne akard tudni.
05A9: s$7014[50] = 'GAR1_HC' // 8-byte strings  // ~z~Mirt?
05A9: s$7014[51] = 'GAR1_HD' // 8-byte strings  // ~z~Tudod, hogy mi az a br al helyezett idegtelefon?
05A9: s$7014[52] = 'GAR1_HE' // 8-byte strings  // ~z~Egy mi?
05A9: s$7014[53] = 'GAR1_HF' // 8-byte strings  // ~z~Pontosan.
05A9: s$7014[54] = 'GAR1_HG' // 8-byte strings  // ~z~Nha jobb a httrben maradni, klyk.
05A9: s$7014[55] = 'GAR1_JA' // 8-byte strings  // ~z~Haver, Dwaine, ember, hogy megy a hotdog zlet?
05A9: s$7014[56] = 'GAR1_JB' // 8-byte strings  // ~z~Ez bizony szar. Mirt, mi trtnt?
05A9: s$7014[57] = 'GAR1_JC' // 8-byte strings  // ~z~Uh, a haverom, Carl, nyit egy hsboltot.
05A9: s$7014[58] = 'GAR1_JD' // 8-byte strings  // ~z~Jethro itt van, mi van veled?
05A9: s$7014[59] = 'GAR1_JE' // 8-byte strings  // ~z~, igen, fasza, haver.
05A9: s$7014[60] = 'GAR1_JF' // 8-byte strings  // ~z~Uh, van pp szarom, ami vigyzhat r elszr.
05A9: s$7014[61] = 'GAR1_JG' // 8-byte strings  // ~z~Akkor mondd, hogy hol lesznek az emberied, s ott tallkozunk velk, tes.
05A9: s$7014[62] = 'GAR1_JH' // 8-byte strings  // ~z~A garzs Doherty egy elhagyatott helyn van.
05A9: s$7014[63] = 'GAR1_JJ' // 8-byte strings  // ~z~Viszlt ksbb.
05A9: s$7014[64] = 'GAR1_KA' // 8-byte strings  // ~z~Ok, kvetkez megll a rendrsg, a belvrosban.
05A9: s$7014[65] = 'GAR1_KB' // 8-byte strings  // ~z~Mi? Te teljesen meghlyltl! Mirt?
05A9: s$7014[66] = 'GAR1_KC' // 8-byte strings  // ~z~Krlbell annyi esly van r, hogy elmondom, mint, hogy egy hnapon bell szondt dugnak a seggedbe.
05A9: s$7014[67] = 'GAR1_KD' // 8-byte strings  // ~z~Hasonl, figyelj a manusra, haver, nagyon komolyan gondolja ezt a szart.
05A9: s$7014[68] = 'GAR1_KE' // 8-byte strings  // ~z~Mi? J, de mr kezdesz felbosszantani ezzel az rs szarsggal, tes.
05A9: s$7014[69] = 'GAR1_LA' // 8-byte strings  // ~z~J, ismered a gyakorlatot.
05A9: s$7014[70] = 'GAR1_LB' // 8-byte strings  // ~z~Ne rdekeljen semmi.
05A9: s$7014[71] = 'GAR1_LC' // 8-byte strings  // ~z~Kpzelj el egy rzsaszn golflabdt.
05A9: s$7014[72] = 'GAR1_LD' // 8-byte strings  // ~z~J lenne menni.
05A9: s$7014[73] = 'GAR1_MA' // 8-byte strings  // ~z~Hol van a kvetkez, rfej?
05A9: s$7014[74] = 'GAR1_MB' // 8-byte strings  // ~z~Van egy elektronikus csv, akivel mr zleteltem,
05A9: s$7014[75] = 'GAR1_MC' // 8-byte strings  // ~z~ ZERO nven ismerik.
05A9: s$7014[76] = 'GAR1_MD' // 8-byte strings  // ~z~Meg tudja javtani a szuperszmtgpet egy gmkapoccsal.
05A9: s$7014[77] = 'GAR1_ME' // 8-byte strings  // ~z~Megvan a sajt boltja,
05A9: s$7014[78] = 'GAR1_MF' // 8-byte strings  // ~z~de  mindig ksz segteni az ismersknek, az utazsban.
05A9: s$7014[79] = 'GAR1_MG' // 8-byte strings  // ~z~Mutatkozz be neki.
05A9: s$7014[80] = 'GAR1_NA' // 8-byte strings  // ~z~Nzd, mi folyik itt, Truth?
05A9: s$7014[81] = 'GAR1_NB' // 8-byte strings  // ~z~Kik voltak, tes?
05A9: s$7014[82] = 'GAR1_NC' // 8-byte strings  // ~z~Ne menj oda, ember.
05A9: s$7014[83] = 'GAR1_ND' // 8-byte strings  // ~z~Figyelj Jethrora.
05A9: s$7014[84] = 'GAR1_NE' // 8-byte strings  // ~z~Nos, mi lenne, ha azt mondanm, hogy mg sosem jrtunk a holdon.
05A9: s$7014[85] = 'GAR1_NF' // 8-byte strings  // ~z~JFK Skciban l Janis Joplinnal,
05A9: s$7014[86] = 'GAR1_NG' // 8-byte strings  // ~z~s az egyetlen ok, amirt mr 45 ve hideghbort folytatunk,
05A9: s$7014[87] = 'GAR1_NH' // 8-byte strings  // ~z~volt, mert nhny gyktest fldnkvli elindtotta az olajbizniszt?
05A9: s$7014[88] = 'GAR1_NJ' // 8-byte strings  // ~z~Szerintem csinltl mg fnykpet.
05A9: s$7014[89] = 'GAR1_NK' // 8-byte strings  // ~z~J, tartsd az irnyt.
05A9: s$7014[91] = 'GAR1_OA' // 8-byte strings  // ~z~Dudlj.
05A9: s$7014[92] = 'GAR1_OB' // 8-byte strings  // ~z~Hagyj egyedl, Berkley!
05A9: s$7014[93] = 'GAR1_OC' // 8-byte strings  // ~z~Ez a lopakods!
05A9: s$7014[94] = 'GAR1_OD' // 8-byte strings  // ~z~Oh, h, Truth.
05A9: s$7014[95] = 'GAR1_OE' // 8-byte strings  // ~z~Szllj be, majd felvilgostalak vezets kzben.
05A9: s$7014[96] = 'GAR1_OF' // 8-byte strings  // ~z~Otthon, James!
05A9: s$7014[97] = 'GAR1_PA' // 8-byte strings  // ~z~Carl, Zero. Zero, Carl.
05A9: s$7014[98] = 'GAR1_PB' // 8-byte strings  // ~z~Klafa.
05A9: s$7014[99] = 'GAR1_PC' // 8-byte strings  // ~z~Carl, itt van egy nyitott garzs a sarkon.
05A9: s$7014[100] = 'GAR1_PD' // 8-byte strings  // ~z~n mondtam neki, hogy elektronikai gyekben te vagy az  embere.
05A9: s$7014[101] = 'GAR1_PE' // 8-byte strings  // ~z~Tulajdonkppen, n vagyok itt az EGYETLEN ember, akivel beszlhetsz.
05A9: s$7014[102] = 'GAR1_PJ' // 8-byte strings  // ~z~Els osztly, tipikus zseni, ez vagyok n.
05A9: s$7014[103] = 'GAR1_PF' // 8-byte strings  // ~z~Nha benzhetnl a boltomba, megnzni a szarsgaimat, tes.
05A9: s$7014[104] = 'GAR1_PG' // 8-byte strings  // ~z~Majd n megcsinlom.
05A9: s$7014[105] = 'GAR1_PH' // 8-byte strings  // ~z~J, itt vagyunk.
04AF: 136@ = unknown_wav_reference 16400 
04AF: 137@ = unknown_wav_reference 16401 
04AF: 138@ = unknown_wav_reference 16402 
04AF: 139@ = unknown_wav_reference 16403 
04AF: 140@ = unknown_wav_reference 16404 
04AF: 141@ = unknown_wav_reference 16405 
04AF: 142@ = unknown_wav_reference 16406 
04AF: 143@ = unknown_wav_reference 16407 
04AF: 144@ = unknown_wav_reference 16408 
04AF: 145@ = unknown_wav_reference 16409 
04AF: 146@ = unknown_wav_reference 16410 
04AF: 147@ = unknown_wav_reference 16411 
04AF: 148@ = unknown_wav_reference 16412 
04AF: 149@ = unknown_wav_reference 16413 
04AF: 150@ = unknown_wav_reference 16414 
04AF: 151@ = unknown_wav_reference 16415 
04AF: 152@ = unknown_wav_reference 16416 
04AF: 153@ = unknown_wav_reference 16417 
04AF: 154@ = unknown_wav_reference 16418 
04AF: 155@ = unknown_wav_reference 16419 
04AF: 156@ = unknown_wav_reference 16420 
04AF: 157@ = unknown_wav_reference 16425 
04AF: 158@ = unknown_wav_reference 16421 
04AF: 159@ = unknown_wav_reference 16422 
04AF: 160@ = unknown_wav_reference 16423 
04AF: 161@ = unknown_wav_reference 16424 
04AF: 162@ = unknown_wav_reference 16426 
04AF: 163@ = unknown_wav_reference 16427 
04AF: 164@ = unknown_wav_reference 16428 
04AF: 165@ = unknown_wav_reference 16429 
04AF: 166@ = unknown_wav_reference 16430 
04AF: 167@ = unknown_wav_reference 16431 
04AF: 168@ = unknown_wav_reference 16432 
04AF: 169@ = unknown_wav_reference 16433 
04AF: 170@ = unknown_wav_reference 16434 
04AF: 171@ = unknown_wav_reference 16435 
04AF: 172@ = unknown_wav_reference 16436 
04AF: 173@ = unknown_wav_reference 16437 
04AF: 174@ = unknown_wav_reference 16438 
04AF: 175@ = unknown_wav_reference 16439 
04AF: 176@ = unknown_wav_reference 16440 
04AF: 177@ = unknown_wav_reference 16441 
04AF: 178@ = unknown_wav_reference 16442 
04AF: 179@ = unknown_wav_reference 16443 
04AF: 180@ = unknown_wav_reference 16444 
04AF: 181@ = unknown_wav_reference 16445 
04AF: 182@ = unknown_wav_reference 16446 
04AF: 183@ = unknown_wav_reference 16447 
04AF: 184@ = unknown_wav_reference 16448 
04AF: 185@ = unknown_wav_reference 16449 
04AF: 186@ = unknown_wav_reference 16450 
04AF: 187@ = unknown_wav_reference 16451 
04AF: 188@ = unknown_wav_reference 16452 
04AF: 189@ = unknown_wav_reference 16453 
04AF: 190@ = unknown_wav_reference 16454 
04AF: 191@ = unknown_wav_reference 16455 
04AF: 192@ = unknown_wav_reference 16456 
04AF: 193@ = unknown_wav_reference 16457 
04AF: 194@ = unknown_wav_reference 16458 
04AF: 195@ = unknown_wav_reference 16459 
04AF: 196@ = unknown_wav_reference 16460 
04AF: 197@ = unknown_wav_reference 16461 
04AF: 198@ = unknown_wav_reference 16462 
04AF: 199@ = unknown_wav_reference 16463 
04AF: 200@ = unknown_wav_reference 16464 
04AF: 201@ = unknown_wav_reference 16465 
04AF: 202@ = unknown_wav_reference 16466 
04AF: 203@ = unknown_wav_reference 16467 
04AF: 204@ = unknown_wav_reference 16468 
04AF: 205@ = unknown_wav_reference 16469 
04AF: 206@ = unknown_wav_reference 16470 
04AF: 207@ = unknown_wav_reference 16471 
04AF: 208@ = unknown_wav_reference 16472 
04AF: 209@ = unknown_wav_reference 16473 
04AF: 210@ = unknown_wav_reference 16474 
04AF: 211@ = unknown_wav_reference 16475 
04AF: 212@ = unknown_wav_reference 16476 
04AF: 213@ = unknown_wav_reference 16477 
04AF: 214@ = unknown_wav_reference 16478 
04AF: 215@ = unknown_wav_reference 16479 
04AF: 216@ = unknown_wav_reference 16480 
04AF: 217@ = unknown_wav_reference 16481 
04AF: 218@ = unknown_wav_reference 16482 
04AF: 219@ = unknown_wav_reference 16483 
04AF: 220@ = unknown_wav_reference 16484 
04AF: 221@ = unknown_wav_reference 16485 
04AF: 222@ = unknown_wav_reference 16486 
04AF: 223@ = unknown_wav_reference 16487 
04AF: 224@ = unknown_wav_reference 16488 
04AF: 225@ = unknown_wav_reference 16489 
04AF: 227@ = unknown_wav_reference 16490 
04AF: 228@ = unknown_wav_reference 16491 
04AF: 229@ = unknown_wav_reference 16492 
04AF: 230@ = unknown_wav_reference 16493 
04AF: 231@ = unknown_wav_reference 16494 
04AF: 232@ = unknown_wav_reference 16495 
04AF: 233@ = unknown_wav_reference 16496 
04AF: 234@ = unknown_wav_reference 16497 
04AF: 235@ = unknown_wav_reference 16498 
04AF: 236@ = unknown_wav_reference 16499 
04AF: 237@ = unknown_wav_reference 16500 
04AF: 238@ = unknown_wav_reference 16504 
04AF: 239@ = unknown_wav_reference 16501 
04AF: 240@ = unknown_wav_reference 16502 
04AF: 241@ = unknown_wav_reference 16503 
0006: 32@ = 0 // integer values 
0395: clear_area 1 at -2028.773 154.0429 27.2416 range 10000.0 
08E7: set_entrance_markers 1 
0247: request_model #EMPEROR 

:GARAG1_3297
00D6: if 
8248:   not model #EMPEROR available 
004D: jump_if_false @GARAG1_3324 
0001: wait 0 ms 
0002: jump @GARAG1_3297 

:GARAG1_3324
00A5: 34@ = create_car #EMPEROR at -2030.628 170.7956 27.8359 
0224: set_car 34@ health_to 3000 
00A1: put_actor $PLAYER_ACTOR at -2031.0 162.0 27.83 
0175: set_car 34@ z_angle_to 270.0 
023C: request_special_actor 'TRUTH' as 2 

:GARAG1_3398
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @GARAG1_3424 
0001: wait 0 ms 
0002: jump @GARAG1_3398 

:GARAG1_3424
009A: 93@ = create_actor 4 #SPECIAL02 at -2031.252 164.0169 27.8429 
0568: set_actor 93@ targetable 1 
09F6: set_actor 93@ jackable_through_driver_seat 0 
077A: set_actor 93@ aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity 93@ 135@ 
0173: set_actor 93@ z_angle_to 180.0 
02AB: set_actor 93@ immunities 0 0 0 1 0 
0223: set_actor 93@ health_to 200 
0446: set_actor 93@ immune_to_headshots 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:GARAG1_3532
0001: wait 0 ms 
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @GARAG1_3561 
0050: gosub @GARAG1_3743 

:GARAG1_3561
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @GARAG1_3586 
0050: gosub @GARAG1_9738 

:GARAG1_3586
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @GARAG1_3611 
0050: gosub @GARAG1_15129 

:GARAG1_3611
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @GARAG1_3636 
0050: gosub @GARAG1_7692 

:GARAG1_3636
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @GARAG1_3661 
0050: gosub @GARAG1_13409 

:GARAG1_3661
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @GARAG1_3686 
0050: gosub @GARAG1_17180 

:GARAG1_3686
00D6: if 
0039:   109@ == 1 // integer values 
004D: jump_if_false @GARAG1_3711 
0002: jump @GARAG1_24446 

:GARAG1_3711
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_3736 
0002: jump @GARAG1_24504 

:GARAG1_3736
0002: jump @GARAG1_3532 

:GARAG1_3743
0085: 242@ = 93@ // integer values and handles 
0085: 243@ = 93@ // integer values and handles 
0085: 244@ = 93@ // integer values and handles 
0085: 245@ = 93@ // integer values and handles 
0085: 246@ = 93@ // integer values and handles 
0085: 247@ = 93@ // integer values and handles 
0085: 248@ = 93@ // integer values and handles 
008B: 251@ = $PLAYER_ACTOR // integer values and handles 
0085: 252@ = 93@ // integer values and handles 
008B: 253@ = $PLAYER_ACTOR // integer values and handles 
0085: 254@ = 93@ // integer values and handles 
0085: 255@ = 93@ // integer values and handles 
0085: 256@ = 93@ // integer values and handles 
008B: 257@ = $PLAYER_ACTOR // integer values and handles 
0085: 258@ = 93@ // integer values and handles 
0085: 259@ = 93@ // integer values and handles 
0085: 260@ = 93@ // integer values and handles 
0085: 261@ = 93@ // integer values and handles 
04ED: load_animation "GANGS" 

:GARAG1_3896
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GARAG1_3927 
0001: wait 0 ms 
0002: jump @GARAG1_3896 

:GARAG1_3927
015F: set_camera_position -2021.483 159.1135 30.588 0.0 0.0 0.0 
0160: point_camera -2022.153 159.8494 30.4897 2 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera -2019.916 157.5772 33.449 position_to -2019.951 157.5985 31.8268 4500 ms unknown 1 
0920: point_camera -2020.77 158.0734 33.2929 transverse_to -2020.787 158.0842 31.5706 4500 ms unknown 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 range 1000.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 1000 ms 
02A3: toggle_widescreen 1 

:GARAG1_4118
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_4142 
0001: wait 0 ms 
0002: jump @GARAG1_4118 

:GARAG1_4142
0006: 114@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:GARAG1_4163
00D6: if 
8039:   not  114@ == 10 // integer values 
004D: jump_if_false @GARAG1_4729 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @GARAG1_4217 
0707: start_scene_skip_to @GARAG1_4729 
0050: gosub @GARAG1_24109 

:GARAG1_4217
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @GARAG1_4498 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_4484 
0615: define_action_sequences 130@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 93@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:GARAG1_4484
0050: gosub @GARAG1_24109 
0006: 32@ = 0 // integer values 

:GARAG1_4498
00D6: if and
0029:   114@ >= 2 // integer values 
002B:   3 >= 114@ // integer values 
004D: jump_if_false @GARAG1_4530 
0050: gosub @GARAG1_24109 

:GARAG1_4530
00D6: if 
0039:   114@ == 4 // integer values 
004D: jump_if_false @GARAG1_4608 
0925: (unknown) 
015F: set_camera_position -2030.073 161.3698 28.8915 0.0 0.0 0.0 
0160: point_camera -2030.593 162.2026 29.0817 2 
0050: gosub @GARAG1_24109 

:GARAG1_4608
00D6: if or
0029:   114@ >= 5 // integer values 
002B:   6 >= 114@ // integer values 
004D: jump_if_false @GARAG1_4640 
0050: gosub @GARAG1_24109 

:GARAG1_4640
00D6: if 
0039:   114@ == 7 // integer values 
004D: jump_if_false @GARAG1_4672 
0050: gosub @GARAG1_24109 
0006: 114@ = 10 // integer values 

:GARAG1_4672
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GARAG1_4696 
0006: 114@ = 10 // integer values 
040D: unload_wav 1 

:GARAG1_4696
00D6: if 
0019:   33@ > 23500 // integer values 
004D: jump_if_false @GARAG1_4722 
0006: 114@ = 10 // integer values 

:GARAG1_4722
0002: jump @GARAG1_4163 

:GARAG1_4729
0701: end_scene_skip 
040D: unload_wav 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_4775 
0A09: (unknown) $PLAYER_ACTOR 1 

:GARAG1_4775
041E: set_radio_station 2 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 348@ = 9 // integer values 
0006: 349@ = 0 // integer values 
0006: 114@ = 0 // integer values 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_4872 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_4872 
05CA: AS_actor 93@ enter_car 34@ passenger_seat 0 -2 ms 
039E: set_actor 93@ jackable 1 
0526: unknown_actor 93@ 1 

:GARAG1_4872
04EF: release_animation "GANGS" 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_5345 
0186: 127@ = create_marker_above_car 34@ 
07E0: set_marker 127@ type_to 1 
00BC: text_highpriority 'GAR1_22' 5000 ms 1  // ~s~Szlj be a ~b~kocsiba~s~.

:GARAG1_4928
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_5292 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @GARAG1_5024 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 109@ = 1 // integer values 
0006: 110@ = 0 // integer values 
0051: return 

:GARAG1_5024
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @GARAG1_5114 
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_5114
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @GARAG1_5204 
00BC: text_highpriority 'GAR1_17' 5000 ms 1  // ~r~Truth halott!
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_5204
00D6: if 
0495:   car 34@ burning 
004D: jump_if_false @GARAG1_5285 
020B: explode_car 34@ 
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_5285
0002: jump @GARAG1_4928 

:GARAG1_5292
0164: disable_marker 127@ 
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_radar_checkpoint 122@(134@,5i) type_to 1 
0002: jump @GARAG1_5377 

:GARAG1_5345
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 101@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_5377
0247: request_model #TOWTRUCK 
04ED: load_animation "CAR" 

:GARAG1_5389
00D6: if or
8248:   not model #TOWTRUCK available 
84EE:   not animation "CAR" loaded 
004D: jump_if_false @GARAG1_5423 
0001: wait 0 ms 
0002: jump @GARAG1_5389 

:GARAG1_5423
009A: 94@(134@,4i) = create_actor 4 #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) targetable 1 
0173: set_actor 94@(134@,4i) z_angle_to 120.0 
02AB: set_actor 94@(134@,4i) immunities 0 0 0 1 0 
00A5: 36@ = create_car #TOWTRUCK at -1676.0 440.0 6.7 
0175: set_car 36@ z_angle_to 229.0 
077A: set_actor 94@(134@,4i) aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity 94@(134@,4i) 135@ 
00A6: destroy_car 36@ 
009B: destroy_actor_instantly 94@(134@,4i) 
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_5601 
0051: return 

:GARAG1_5601
0006: 32@ = 0 // integer values 
04ED: load_animation "CAR_CHAT" 

:GARAG1_5620
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_5654 
0001: wait 0 ms 
0002: jump @GARAG1_5620 

:GARAG1_5654
0085: 262@ = 93@ // integer values and handles 
0085: 263@ = 93@ // integer values and handles 
0085: 264@ = 94@ // integer values and handles 
0085: 265@ = 94@ // integer values and handles 
0085: 266@ = 93@ // integer values and handles 
0085: 267@ = 93@ // integer values and handles 
0085: 268@ = 93@ // integer values and handles 
008B: 269@ = $PLAYER_ACTOR // integer values and handles 
0085: 270@ = 93@ // integer values and handles 
0085: 271@ = 93@ // integer values and handles 
0085: 272@ = 93@ // integer values and handles 
0085: 273@ = 94@ // integer values and handles 
008B: 274@ = $PLAYER_ACTOR // integer values and handles 
008B: 275@ = $PLAYER_ACTOR // integer values and handles 
008B: 276@ = $PLAYER_ACTOR // integer values and handles 
0085: 277@ = 94@ // integer values and handles 
0085: 278@ = 93@ // integer values and handles 
0085: 279@ = 94@ // integer values and handles 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 range 1000.0 
040D: unload_wav 1 
0006: 114@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) range 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_5951 
00D6: if 
8431:   not car 34@ car_passenger_seat_free 2 
004D: jump_if_false @GARAG1_5951 
0432: 100@ = get_actor_handle_from_car 34@ passenger 2 
009B: destroy_actor_instantly 100@ 

:GARAG1_5951
00D6: if 
8039:   not  114@ == 20 // integer values 
004D: jump_if_false @GARAG1_7286 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @GARAG1_6228 
0707: start_scene_skip_to @GARAG1_7286 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_6196 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_6173 
015F: set_camera_position -1674.263 438.2627 11.0956 0.0 0.0 0.0 
0160: point_camera -1674.246 438.3686 10.1014 2 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_6108 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_6108
00AB: put_car 34@ at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
0175: set_car 34@ z_angle_to 43@ 
00AD: set_car 34@ max_speed_to 0.0 
0006: 348@ = 20 // integer values 
0050: gosub @GARAG1_24340 
0002: jump @GARAG1_6189 

:GARAG1_6173
0006: 101@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_6189
0002: jump @GARAG1_6228 

:GARAG1_6196
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 101@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_6228
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @GARAG1_6526 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_6526 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_6526 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_6526 
015F: set_camera_position -1672.658 431.5702 7.2947 0.0 0.0 0.0 
0160: point_camera -1672.72 432.5628 7.3989 2 
0615: define_action_sequences 130@ 
0605: actor -1 perform_animation_sequence "FIXN_CAR_OUT" from_file "CAR" 4.0 loop 0 0 0 0 0 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 go_to_point -1668.853 442.619 6.219 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 193.0 
05CA: AS_actor -1 enter_car 34@ passenger_seat 2 -1 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 94@(134@,4i) to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 
0006: 114@ = 2 // integer values 
03CF: load_wav 1825 as 3 

:GARAG1_6481
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @GARAG1_6507 
0001: wait 0 ms 
0002: jump @GARAG1_6481 

:GARAG1_6507
09F1: (unknown) 94@(134@,4i) 1151 
0006: 32@ = 0 // integer values 

:GARAG1_6526
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @GARAG1_6709 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_6709 
015F: set_camera_position -1665.522 443.0056 7.5433 0.0 0.0 0.0 
0160: point_camera -1666.462 442.6743 7.4596 2 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_6650 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_6650 

:GARAG1_6650
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_6695 
0173: set_actor 94@(134@,4i) z_angle_to 228.0 
0619: set_actor 94@(134@,4i) collision_detection 1 

:GARAG1_6695
0050: gosub @GARAG1_24340 
0006: 32@ = 0 // integer values 

:GARAG1_6709
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @GARAG1_6734 
0050: gosub @GARAG1_24340 

:GARAG1_6734
00D6: if 
0039:   114@ == 4 // integer values 
004D: jump_if_false @GARAG1_6759 
0050: gosub @GARAG1_24340 

:GARAG1_6759
00D6: if 
0039:   114@ == 5 // integer values 
004D: jump_if_false @GARAG1_6862 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_6862 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_6855 
0605: actor 93@ perform_animation_sequence "CAR_SC4_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_6855
0050: gosub @GARAG1_24340 

:GARAG1_6862
00D6: if 
0039:   114@ == 6 // integer values 
004D: jump_if_false @GARAG1_6996 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_6947 
015F: set_camera_position -1670.605 442.2138 7.3642 0.0 0.0 0.0 
0160: point_camera -1669.891 441.5237 7.2424 2 

:GARAG1_6947
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0050: gosub @GARAG1_24340 

:GARAG1_6996
00D6: if 
0039:   114@ == 7 // integer values 
004D: jump_if_false @GARAG1_7021 
0050: gosub @GARAG1_24340 

:GARAG1_7021
00D6: if 
0039:   114@ == 8 // integer values 
004D: jump_if_false @GARAG1_7046 
0050: gosub @GARAG1_24340 

:GARAG1_7046
00D6: if 
0039:   114@ == 9 // integer values 
004D: jump_if_false @GARAG1_7141 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_7141 
015F: set_camera_position -1648.684 411.5628 18.7936 0.0 0.0 0.0 
0160: point_camera -1649.09 412.4462 18.5605 2 
0050: gosub @GARAG1_24340 

:GARAG1_7141
00D6: if 
0039:   114@ == 10 // integer values 
004D: jump_if_false @GARAG1_7185 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_7185 
0050: gosub @GARAG1_24340 

:GARAG1_7185
00D6: if 
0039:   114@ == 11 // integer values 
004D: jump_if_false @GARAG1_7229 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_7229 
0050: gosub @GARAG1_24340 

:GARAG1_7229
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GARAG1_7253 
0006: 114@ = 20 // integer values 
040D: unload_wav 1 

:GARAG1_7253
00D6: if 
0019:   33@ > 21500 // integer values 
004D: jump_if_false @GARAG1_7279 
0006: 114@ = 20 // integer values 

:GARAG1_7279
0002: jump @GARAG1_5951 

:GARAG1_7286
0701: end_scene_skip 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_7315 
0051: return 

:GARAG1_7315
04EF: release_animation "CAR" 
0249: release_model #TOWTRUCK 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @GARAG1_7350 
0519: lock_vehicle 36@ in_current_position 0 

:GARAG1_7350
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_7403 
0A09: (unknown) $PLAYER_ACTOR 1 

:GARAG1_7403
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00BE: text_clear_all 
0006: 114@ = 0 // integer values 
0006: 348@ = 31 // integer values 
0006: 349@ = 0 // integer values 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_7669 
03A2: (unknown) 34@ 0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_7558 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_7558 
00D6: if 
0431:   car 34@ car_passenger_seat_free 0 
004D: jump_if_false @GARAG1_7533 
0430: put_actor 93@ into_vehicle 34@ passenger_seat 0 
0002: jump @GARAG1_7558 

:GARAG1_7533
0432: 100@ = get_actor_handle_from_car 34@ passenger 0 
009B: destroy_actor_instantly 100@ 
0430: put_actor 93@ into_vehicle 34@ passenger_seat 0 

:GARAG1_7558
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_7669 
00D6: if 
80DB:   not actor 94@(134@,4i) in_car 34@ 
004D: jump_if_false @GARAG1_7669 
00D6: if 
0431:   car 34@ car_passenger_seat_free 2 
004D: jump_if_false @GARAG1_7640 
0430: put_actor 94@(134@,4i) into_vehicle 34@ passenger_seat 2 
0002: jump @GARAG1_7669 

:GARAG1_7640
0432: 100@ = get_actor_handle_from_car 34@ passenger 2 
009B: destroy_actor_instantly 100@ 
0430: put_actor 94@(134@,4i) into_vehicle 34@ passenger_seat 2 

:GARAG1_7669
0006: 134@ = 1 // integer values 
0006: 101@ = 0 // integer values 
0006: 105@ = 1 // integer values 
0051: return 

:GARAG1_7692
0247: request_model #PONY 

:GARAG1_7697
00D6: if 
8248:   not model #PONY available 
004D: jump_if_false @GARAG1_7724 
0001: wait 0 ms 
0002: jump @GARAG1_7697 

:GARAG1_7724
00A5: 38@ = create_car #PONY at -2607.11 623.91 14.66 
0249: release_model #PONY 
0175: set_car 38@ z_angle_to 277.0 
00A6: destroy_car 38@ 
02A8: 128@ = create_marker 22 at 45@ 46@ 47@ 
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_7810 
0051: return 

:GARAG1_7810
008B: 280@ = $PLAYER_ACTOR // integer values and handles 
0085: 281@ = 93@ // integer values and handles 
0085: 282@ = 93@ // integer values and handles 
0085: 283@ = 93@ // integer values and handles 
0085: 284@ = 93@ // integer values and handles 
008B: 285@ = $PLAYER_ACTOR // integer values and handles 
0085: 286@ = 93@ // integer values and handles 
0085: 287@ = 93@ // integer values and handles 
0085: 288@ = 93@ // integer values and handles 
0085: 289@ = 93@ // integer values and handles 
008B: 290@ = $PLAYER_ACTOR // integer values and handles 
0085: 291@ = 93@ // integer values and handles 
008B: 292@ = $PLAYER_ACTOR // integer values and handles 
0085: 293@ = 93@ // integer values and handles 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0085: 295@ = 93@ // integer values and handles 
0085: 296@ = 93@ // integer values and handles 
0164: disable_marker 128@ 
0247: request_model #PONY 

:GARAG1_7956
00D6: if 
8248:   not model #PONY available 
004D: jump_if_false @GARAG1_7983 
0001: wait 0 ms 
0002: jump @GARAG1_7956 

:GARAG1_7983
04ED: load_animation "CAR_CHAT" 

:GARAG1_7995
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_8029 
0001: wait 0 ms 
0002: jump @GARAG1_7995 

:GARAG1_8029
00A5: 38@ = create_car #PONY at -2607.11 623.91 14.66 
0249: release_model #PONY 
020A: set_car 38@ door_status_to 2 
0175: set_car 38@ z_angle_to 180.0 
0519: lock_vehicle 38@ in_current_position 1 
0006: 348@ = 38 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 114@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_8394 
00AB: put_car 34@ at 45@ 46@ 47@ 
0174: 40@ = car 34@ z_angle 
00D6: if and
0021:   40@ > 0.0 // floating-point values 
0023:   180.0 > 40@ // floating-point values 
004D: jump_if_false @GARAG1_8224 
0175: set_car 34@ z_angle_to 90.0 
0002: jump @GARAG1_8234 

:GARAG1_8224
0175: set_car 34@ z_angle_to 270.0 

:GARAG1_8234
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_8261 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_8261
015F: set_camera_position -2581.94 580.42 17.8189 0.0 0.0 0.0 
0160: point_camera -2582.491 581.153 18.2173 2 
0407: create_coordinate 87@ 88@ 89@ from_car 34@ offset 0.8 2.2 0.8 
0407: create_coordinate 90@ 91@ 92@ from_car 34@ offset 0.0 -1.5 0.5 
0395: clear_area 1 at -2607.11 623.91 14.66 range 1000.0 

:GARAG1_8394
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_8453 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_8453
0050: gosub @GARAG1_24340 
0395: clear_area 1 at 45@ 46@ 47@ range 1000.0 
0006: 114@ = 0 // integer values 

:GARAG1_8485
00D6: if 
8039:   not  114@ == 10 // integer values 
004D: jump_if_false @GARAG1_9623 
0001: wait 0 ms 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_8534 
0051: return 

:GARAG1_8534
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @GARAG1_8777 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_8777 
0707: start_scene_skip_to @GARAG1_9623 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_8637 
0605: actor 94@ perform_animation_sequence "CAR_SC3_BR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_8637
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera -2581.94 580.42 17.8189 position_to -2583.32 581.73 15.39 5000 ms unknown 1 
0920: point_camera -2582.491 581.153 18.2173 transverse_to -2607.11 623.91 14.66 5000 ms unknown 1 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0050: gosub @GARAG1_24340 
0006: 32@ = 0 // integer values 

:GARAG1_8777
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @GARAG1_8849 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_8849 
0050: gosub @GARAG1_24340 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_8849 
0129: 99@ = create_actor 4 #MALE01 in_car 38@ driverseat 

:GARAG1_8849
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @GARAG1_8946 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_8946 
0050: gosub @GARAG1_24340 
0925: (unknown) 
015F: set_camera_position -2583.32 581.73 15.39 0.0 0.0 0.0 
0160: point_camera -2607.11 623.91 14.66 2 

:GARAG1_8946
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @GARAG1_8990 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_8990 
0050: gosub @GARAG1_24340 

:GARAG1_8990
00D6: if 
0039:   114@ == 4 // integer values 
004D: jump_if_false @GARAG1_9126 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_9126 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_9119 
0519: lock_vehicle 38@ in_current_position 0 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GARAG1_9119 
00D6: if 
00DB:   actor 99@ in_car 38@ 
004D: jump_if_false @GARAG1_9119 
05D1: AS_actor 99@ drive_car 38@ to -2607.95 528.47 13.98 speed 25.0 2 0 2 

:GARAG1_9119
0050: gosub @GARAG1_24340 

:GARAG1_9126
00D6: if 
0039:   114@ == 5 // integer values 
004D: jump_if_false @GARAG1_9228 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_9228 
0050: gosub @GARAG1_24340 
015F: set_camera_position -2614.461 573.477 16.9766 0.0 0.0 0.0 
0160: point_camera -2613.8 574.224 16.911 2 
0006: 32@ = 0 // integer values 

:GARAG1_9228
00D6: if 
0039:   114@ == 6 // integer values 
004D: jump_if_false @GARAG1_9471 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @GARAG1_9471 
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_9331 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_9331
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_9390 
0605: actor 94@ perform_animation_sequence "CAR_SC3_BR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_9390
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
015F: set_camera_position 87@ 88@ 89@ 0.0 0.0 0.0 
0160: point_camera 90@ 91@ 92@ 2 

:GARAG1_9471
00D6: if 
0039:   114@ == 7 // integer values 
004D: jump_if_false @GARAG1_9515 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_9515 
0050: gosub @GARAG1_24340 

:GARAG1_9515
00D6: if 
0039:   114@ == 8 // integer values 
004D: jump_if_false @GARAG1_9566 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_9566 
0050: gosub @GARAG1_24340 
0006: 114@ = 10 // integer values 

:GARAG1_9566
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GARAG1_9590 
0006: 114@ = 10 // integer values 
040D: unload_wav 1 

:GARAG1_9590
00D6: if 
0019:   33@ > 20500 // integer values 
004D: jump_if_false @GARAG1_9616 
0006: 114@ = 10 // integer values 

:GARAG1_9616
0002: jump @GARAG1_8485 

:GARAG1_9623
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
0925: (unknown) 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_9677 
0A09: (unknown) $PLAYER_ACTOR 1 

:GARAG1_9677
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 // integer values 
0006: 348@ = 48 // integer values 
0006: 349@ = 0 // integer values 
009B: destroy_actor_instantly 99@ 
00A6: destroy_car 38@ 
0006: 105@ = 0 // integer values 
0006: 102@ = 1 // integer values 
0051: return 

:GARAG1_9738
0247: request_model #HOTDOG 

:GARAG1_9743
00D6: if 
8248:   not model #HOTDOG available 
004D: jump_if_false @GARAG1_9770 
0001: wait 0 ms 
0002: jump @GARAG1_9743 

:GARAG1_9770
04ED: load_animation "SMOKING" 

:GARAG1_9781
00D6: if 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @GARAG1_9814 
0001: wait 0 ms 
0002: jump @GARAG1_9781 

:GARAG1_9814
023C: request_special_actor 'DWAYNE' as 4 

:GARAG1_9827
00D6: if 
823D:   not special_actor 4 loaded 
004D: jump_if_false @GARAG1_9853 
0001: wait 0 ms 
0002: jump @GARAG1_9827 

:GARAG1_9853
0247: request_model #CIGAR 

:GARAG1_9857
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @GARAG1_9883 
0001: wait 0 ms 
0002: jump @GARAG1_9857 

:GARAG1_9883
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_radar_checkpoint 122@(134@,5i) type_to 1 
00D6: if 
0039:   110@ == 14 // integer values 
004D: jump_if_false @GARAG1_10047 
009A: 94@(134@,4i) = create_actor 4 #SPECIAL04 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
00A5: 35@ = create_car #HOTDOG at -2238.888 541.5267 34.375 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
00A6: destroy_car 35@ 
009B: destroy_actor_instantly 94@(134@,4i) 
0108: destroy_object 42@ 

:GARAG1_10047
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_10074 
0051: return 

:GARAG1_10074
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_10095 
0108: destroy_object 42@ 

:GARAG1_10095
04ED: load_animation "CAR_CHAT" 

:GARAG1_10107
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_10141 
0001: wait 0 ms 
0002: jump @GARAG1_10107 

:GARAG1_10141
0085: 297@ = 93@ // integer values and handles 
0085: 298@ = 95@ // integer values and handles 
0085: 299@ = 93@ // integer values and handles 
0085: 300@ = 93@ // integer values and handles 
0085: 301@ = 95@ // integer values and handles 
0085: 302@ = 95@ // integer values and handles 
0085: 303@ = 95@ // integer values and handles 
008B: 304@ = $PLAYER_ACTOR // integer values and handles 
0085: 305@ = 95@ // integer values and handles 
0085: 306@ = 93@ // integer values and handles 
008B: 307@ = $PLAYER_ACTOR // integer values and handles 
0085: 308@ = 93@ // integer values and handles 
0085: 309@ = 94@ // integer values and handles 
008B: 310@ = $PLAYER_ACTOR // integer values and handles 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_10413 
00D6: if 
83CA:   not object 42@ exists 
004D: jump_if_false @GARAG1_10413 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
070A: AS_actor 94@(134@,4i) attach_to_object 42@ offset 0.04 0.1 0.05 on_bone 6 16 "NULL" "NULL" 0 ms 
0669: 350@ = attach_particle "EXHALE" to_actor 94@(134@,4i) offset 0.05 0.12 0.0 1 
0883: (unknown) 350@ 94@(134@,4i) 5 

:GARAG1_10413
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_10882 
0174: 40@ = car 34@ z_angle 
00AB: put_car 34@ at 55@ 60@ 65@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_10478 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_10478
015F: set_camera_position -2235.815 541.4094 35.7451 0.0 0.0 0.0 
0160: point_camera -2236.521 542.1174 35.7312 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) range 1000.0 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_10623 
0812: AS_actor 94@(134@,4i) perform_animation "M_SMK_OUT" from_file "SMOKING" 4.0 loop 0 0 0 lock 0 time 0 

:GARAG1_10623
00D6: if and
0021:   40@ > 90.0 // floating-point values 
0023:   270.0 > 40@ // floating-point values 
004D: jump_if_false @GARAG1_10771 
0175: set_car 34@ z_angle_to 180.0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_10722 
0605: actor 93@ perform_animation_sequence "CAR_SC4_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 -1 ms 

:GARAG1_10722
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC4_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @GARAG1_10882 

:GARAG1_10771
0175: set_car 34@ z_angle_to 0.0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_10840 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_10840
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC2_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 

:GARAG1_10882
0006: 348@ = 55 // integer values 
0050: gosub @GARAG1_24340 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 114@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:GARAG1_10946
00D6: if 
8039:   not  114@ == 20 // integer values 
004D: jump_if_false @GARAG1_13033 
0001: wait 0 ms 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_10995 
0051: return 

:GARAG1_10995
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @GARAG1_11397 
0707: start_scene_skip_to @GARAG1_13033 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_11397 
064C: make_particle 350@ visible 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_11076 
0967: actor 94@(134@,4i) move_mouth 4000 

:GARAG1_11076
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_11158 
0812: AS_actor 94@(134@,4i) perform_animation "M_SMK_OUT" from_file "SMOKING" 4.0 loop 0 0 0 lock 0 time 0 
04D7: lock_actor 94@(134@,4i) in_current_position 0 

:GARAG1_11158
00D6: if and
0021:   40@ > 90.0 // floating-point values 
0023:   270.0 > 40@ // floating-point values 
004D: jump_if_false @GARAG1_11296 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_11247 
0605: actor 93@ perform_animation_sequence "CAR_SC4_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 -1 ms 

:GARAG1_11247
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC4_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @GARAG1_11397 

:GARAG1_11296
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_11355 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_11355
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC2_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 

:GARAG1_11397
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @GARAG1_11783 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_11783 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_11751 
020A: set_car 35@ door_status_to 1 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_11655 
05D3: AS_actor 95@ go_to_point -2232.07 545.04 34.39 speed 4 -1 ms 
04EF: release_animation "SMOKING" 
00D6: if and
0021:   40@ > 90.0 // floating-point values 
0023:   270.0 > 40@ // floating-point values 
004D: jump_if_false @GARAG1_11597 
015F: set_camera_position -2233.689 541.4159 35.2249 0.0 0.0 0.0 
0160: point_camera -2233.139 542.2441 35.1142 2 
0002: jump @GARAG1_11648 

:GARAG1_11597
015F: set_camera_position -2228.62 540.7846 35.5936 0.0 0.0 0.0 
0160: point_camera -2229.199 541.5954 35.5075 2 

:GARAG1_11648
0002: jump @GARAG1_11687 

:GARAG1_11655
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 102@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_11687
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_11728 
0519: lock_vehicle 35@ in_current_position 0 
0050: gosub @GARAG1_24340 
0002: jump @GARAG1_11744 

:GARAG1_11728
0006: 102@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_11744
0002: jump @GARAG1_11783 

:GARAG1_11751
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 102@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_11783
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_12039 
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @GARAG1_12039 
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_12039 
0173: set_actor 94@(134@,4i) z_angle_to 270.0 
0615: define_action_sequences 130@ 
05D3: AS_actor -1 go_to_point -2232.07 545.04 34.39 speed 4 -1 ms 
0605: actor -1 perform_animation_sequence "CAR_TALKM_IN" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "CAR_TALKM_LOOP" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "CAR_TALKM_OUT" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 0 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 95@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:GARAG1_12039
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @GARAG1_12064 
0050: gosub @GARAG1_24340 

:GARAG1_12064
00D6: if 
0039:   114@ == 4 // integer values 
004D: jump_if_false @GARAG1_12089 
0050: gosub @GARAG1_24340 

:GARAG1_12089
00D6: if 
0039:   114@ == 5 // integer values 
004D: jump_if_false @GARAG1_12114 
0050: gosub @GARAG1_24340 

:GARAG1_12114
00D6: if 
0039:   114@ == 6 // integer values 
004D: jump_if_false @GARAG1_12233 
0050: gosub @GARAG1_24340 
0006: 32@ = 0 // integer values 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_12233 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_12233 
0615: define_action_sequences 130@ 
05D3: AS_actor -1 go_to_point -2241.66 547.19 34.49 speed 6 -1 ms 
05CB: AS_actor -1 enter_car_as_driver 35@ -1 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 95@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:GARAG1_12233
00D6: if 
0039:   114@ == 7 // integer values 
004D: jump_if_false @GARAG1_12469 
0050: gosub @GARAG1_24340 
015F: set_camera_position -2229.154 533.4247 41.4992 0.0 0.0 0.0 
0160: point_camera -2229.659 534.123 40.9914 2 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_12469 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_12469 
036A: put_actor 94@(134@,4i) in_car 35@ 
00D6: if 
00DB:   actor 94@(134@,4i) in_car 35@ 
004D: jump_if_false @GARAG1_12469 
0615: define_action_sequences 130@ 
05D1: AS_actor -1 drive_car 35@ to -2240.43 557.96 34.0 speed 10.0 2 0 3 
05D1: AS_actor -1 drive_car 35@ to -2185.43 567.96 34.0 speed 50.0 2 0 3 
0616: define_action_sequences_end 130@ 
0618: assign_actor 95@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:GARAG1_12469
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @GARAG1_12715 
00D6: if 
0039:   114@ == 8 // integer values 
004D: jump_if_false @GARAG1_12715 
0050: gosub @GARAG1_24340 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_12639 
015F: set_camera_position -2235.01 538.8505 34.3478 0.0 0.0 0.0 
0160: point_camera -2234.183 539.4094 34.3942 2 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_12639 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_12639
064E: (unknown) 350@ 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_12673 
009B: destroy_actor_instantly 94@(134@,4i) 

:GARAG1_12673
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_12694 
00A6: destroy_car 35@ 

:GARAG1_12694
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_12715 
0108: destroy_object 42@ 

:GARAG1_12715
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_12759 
00D6: if 
0039:   114@ == 9 // integer values 
004D: jump_if_false @GARAG1_12759 
0050: gosub @GARAG1_24340 

:GARAG1_12759
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_12803 
00D6: if 
0039:   114@ == 10 // integer values 
004D: jump_if_false @GARAG1_12803 
0050: gosub @GARAG1_24340 

:GARAG1_12803
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_12847 
00D6: if 
0039:   114@ == 11 // integer values 
004D: jump_if_false @GARAG1_12847 
0050: gosub @GARAG1_24340 

:GARAG1_12847
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_12898 
00D6: if 
0039:   114@ == 12 // integer values 
004D: jump_if_false @GARAG1_12898 
0050: gosub @GARAG1_24340 
0006: 114@ = 20 // integer values 

:GARAG1_12898
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GARAG1_12998 
0006: 114@ = 20 // integer values 
064E: (unknown) 350@ 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_12952 
009B: destroy_actor_instantly 94@(134@,4i) 

:GARAG1_12952
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_12973 
00A6: destroy_car 35@ 

:GARAG1_12973
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_12994 
0108: destroy_object 42@ 

:GARAG1_12994
040D: unload_wav 1 

:GARAG1_12998
00D6: if 
0019:   33@ > 40000 // integer values 
004D: jump_if_false @GARAG1_13026 
0006: 114@ = 20 // integer values 

:GARAG1_13026
0002: jump @GARAG1_10946 

:GARAG1_13033
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_13083 
0A09: (unknown) $PLAYER_ACTOR 1 

:GARAG1_13083
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 // integer values 
0006: 349@ = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_13302 
03A2: (unknown) 34@ 0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_13231 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_13231 
00D6: if 
0431:   car 34@ car_passenger_seat_free 0 
004D: jump_if_false @GARAG1_13206 
0430: put_actor 93@ into_vehicle 34@ passenger_seat 0 
0002: jump @GARAG1_13231 

:GARAG1_13206
0432: 100@ = get_actor_handle_from_car 34@ passenger 0 
009B: destroy_actor_instantly 100@ 
0430: put_actor 93@ into_vehicle 34@ passenger_seat 0 

:GARAG1_13231
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_13302 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_13302 
00D6: if 
80DB:   not actor 94@(134@,4i) in_car 35@ 
004D: jump_if_false @GARAG1_13302 
036A: put_actor 94@(134@,4i) in_car 35@ 

:GARAG1_13302
0249: release_model #HOTDOG 
0249: release_model #CIGAR 
0296: unload_special_actor 4 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_13344 
009B: destroy_actor_instantly 94@(134@,4i) 

:GARAG1_13344
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_13365 
00A6: destroy_car 35@ 

:GARAG1_13365
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_13386 
0108: destroy_object 42@ 

:GARAG1_13386
0006: 134@ = 2 // integer values 
0006: 102@ = 0 // integer values 
0006: 106@ = 1 // integer values 
0051: return 

:GARAG1_13409
02A8: 129@ = create_marker 30 at 48@ 49@ 50@ 
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_13452 
0051: return 

:GARAG1_13452
0247: request_model #PONY 
04ED: load_animation "CAR_CHAT" 

:GARAG1_13469
00D6: if or
8248:   not model #PONY available 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_13508 
0001: wait 0 ms 
0002: jump @GARAG1_13469 

:GARAG1_13508
00A5: 38@ = create_car #PONY at -1659.92 751.31 17.29 
020A: set_car 38@ door_status_to 2 
0175: set_car 38@ z_angle_to 180.0 
0519: lock_vehicle 38@ in_current_position 1 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_13600 
0129: 99@ = create_actor 4 #MALE01 in_car 38@ driverseat 
0519: lock_vehicle 38@ in_current_position 0 
00AD: set_car 38@ max_speed_to 30.0 

:GARAG1_13600
0085: 311@ = 93@ // integer values and handles 
0085: 312@ = 93@ // integer values and handles 
0085: 313@ = 93@ // integer values and handles 
0085: 314@ = 93@ // integer values and handles 
008B: 315@ = $PLAYER_ACTOR // integer values and handles 
0085: 316@ = 93@ // integer values and handles 
0085: 317@ = 93@ // integer values and handles 
0085: 318@ = 93@ // integer values and handles 
0085: 319@ = 93@ // integer values and handles 
0085: 320@ = 93@ // integer values and handles 
0085: 321@ = 93@ // integer values and handles 
008B: 322@ = $PLAYER_ACTOR // integer values and handles 
008B: 323@ = $PLAYER_ACTOR // integer values and handles 
0085: 324@ = 94@ // integer values and handles 
0085: 325@ = 93@ // integer values and handles 
0085: 326@ = 93@ // integer values and handles 
0085: 327@ = 93@ // integer values and handles 
0085: 328@ = 93@ // integer values and handles 
0085: 329@ = 93@ // integer values and handles 
008B: 330@ = $PLAYER_ACTOR // integer values and handles 
0085: 331@ = 93@ // integer values and handles 
0085: 333@ = 93@ // integer values and handles 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_14055 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_13848 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_13848
0174: 40@ = car 34@ z_angle 
00AB: put_car 34@ at -1626.167 725.0057 13.4609 
00D6: if and
0021:   40@ > 0.0 // floating-point values 
0023:   180.0 > 40@ // floating-point values 
004D: jump_if_false @GARAG1_13924 
0175: set_car 34@ z_angle_to 90.0 
0002: jump @GARAG1_13934 

:GARAG1_13924
0175: set_car 34@ z_angle_to 270.0 

:GARAG1_13934
0407: create_coordinate 87@ 88@ 89@ from_car 34@ offset 1.0 1.5 0.8 
0407: create_coordinate 90@ 91@ 92@ from_car 34@ offset 0.0 -1.5 0.5 
015F: set_camera_position 87@ 88@ 89@ 0.0 0.0 0.0 
0160: point_camera 90@ 91@ 92@ 2 
0395: clear_area 1 at -1659.92 751.31 17.29 range 1000.0 

:GARAG1_14055
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14114 
0605: actor 93@ perform_animation_sequence "CAR_SC1_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_14114
0006: 114@ = 0 // integer values 
0006: 348@ = 69 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:GARAG1_14142
00D6: if 
8039:   not  114@ == 20 // integer values 
004D: jump_if_false @GARAG1_14973 
0001: wait 0 ms 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_14191 
0051: return 

:GARAG1_14191
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @GARAG1_14266 
0707: start_scene_skip_to @GARAG1_14973 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_14266 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14259 
0967: actor 93@ move_mouth 29000 

:GARAG1_14259
0050: gosub @GARAG1_24340 

:GARAG1_14266
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @GARAG1_14453 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_14453 
0050: gosub @GARAG1_24340 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_14395 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GARAG1_14395 
00D6: if 
00DB:   actor 99@ in_car 38@ 
004D: jump_if_false @GARAG1_14395 
05D1: AS_actor 99@ drive_car 38@ to -1716.03 732.96 24.9 speed 15.0 0 0 2 

:GARAG1_14395
015F: set_camera_position -1671.547 729.851 18.6107 0.0 0.0 0.0 
0160: point_camera -1670.621 730.2037 18.7409 2 
0006: 32@ = 0 // integer values 

:GARAG1_14453
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @GARAG1_14497 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_14497 
0050: gosub @GARAG1_24340 

:GARAG1_14497
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @GARAG1_14725 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @GARAG1_14725 
015F: set_camera_position -1624.639 723.3417 14.5936 0.0 0.0 0.0 
0160: point_camera -1625.473 723.8466 14.8151 2 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0967: actor $PLAYER_ACTOR move_mouth 3000 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14694 
0605: actor 93@ perform_animation_sequence "CAR_SC1_FR" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 9000 ms 

:GARAG1_14694
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14725 
0967: actor 93@ move_mouth 20000 

:GARAG1_14725
00D6: if and
0029:   114@ >= 4 // integer values 
002B:   7 >= 114@ // integer values 
004D: jump_if_false @GARAG1_14757 
0050: gosub @GARAG1_24340 

:GARAG1_14757
00D6: if 
0039:   114@ == 8 // integer values 
004D: jump_if_false @GARAG1_14859 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_14859 
015F: set_camera_position -1628.8 727.3613 14.7421 0.0 0.0 0.0 
0160: point_camera -1627.844 727.0695 14.7728 2 
0050: gosub @GARAG1_24340 
0006: 32@ = 0 // integer values 

:GARAG1_14859
00D6: if and
0029:   114@ >= 9 // integer values 
002B:   11 >= 114@ // integer values 
004D: jump_if_false @GARAG1_14891 
0050: gosub @GARAG1_24340 

:GARAG1_14891
00D6: if 
0029:   114@ >= 12 // integer values 
004D: jump_if_false @GARAG1_14916 
0006: 114@ = 20 // integer values 

:GARAG1_14916
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GARAG1_14940 
0006: 114@ = 20 // integer values 
040D: unload_wav 1 

:GARAG1_14940
00D6: if 
0019:   33@ > 29000 // integer values 
004D: jump_if_false @GARAG1_14966 
0006: 114@ = 20 // integer values 

:GARAG1_14966
0002: jump @GARAG1_14142 

:GARAG1_14973
0701: end_scene_skip 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14996 
0968: actor 93@ stop_mouth 

:GARAG1_14996
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_15032 
0A09: (unknown) $PLAYER_ACTOR 1 

:GARAG1_15032
04EF: release_animation "CAR_CHAT" 
0249: release_model #PONY 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 // integer values 
0006: 348@ = 80 // integer values 
0006: 349@ = 0 // integer values 
00BE: text_clear_all 
0164: disable_marker 129@ 
009B: destroy_actor_instantly 99@ 
00A6: destroy_car 38@ 
0006: 106@ = 0 // integer values 
0006: 103@ = 1 // integer values 
04EF: release_animation "CAR_CHAT" 
0051: return 

:GARAG1_15129
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_radar_checkpoint 122@(134@,5i) type_to 1 
04ED: load_animation "CRIB" 
0247: request_model #RCRAIDER 

:GARAG1_15183
00D6: if or
84EE:   not animation "CRIB" loaded 
8248:   not model #RCRAIDER available 
004D: jump_if_false @GARAG1_15218 
0001: wait 0 ms 
0002: jump @GARAG1_15183 

:GARAG1_15218
0107: 41@ = create_object #PARKBENCH1 at -2242.6 136.91 34.65 
0108: destroy_object 41@ 
00A5: 37@ = create_car #RCRAIDER at -2250.33 139.91 44.66 
00A6: destroy_car 37@ 
023C: request_special_actor 'ZERO' as 1 

:GARAG1_15287
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GARAG1_15313 
0001: wait 0 ms 
0002: jump @GARAG1_15287 

:GARAG1_15313
0247: request_model #BOMB 
0247: request_model #SATCHEL 

:GARAG1_15323
00D6: if or
8248:   not model #BOMB available 
8248:   not model #SATCHEL available 
004D: jump_if_false @GARAG1_15355 
0001: wait 0 ms 
0002: jump @GARAG1_15323 

:GARAG1_15355
009A: 96@ = create_actor 4 #SPECIAL01 at 74@ 79@ 84@ 
02A9: set_actor 96@ immune_to_nonplayer 1 
01B2: give_actor 96@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 96@ targetable 1 
01B2: give_actor 96@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 96@ aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity 96@ 135@ 
01B9: set_actor 96@ armed_weapon_to 40 
009B: destroy_actor_instantly 96@ 
0050: gosub @GARAG1_18471 
04ED: load_animation "CAR_CHAT" 

:GARAG1_15454
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_15488 
0001: wait 0 ms 
0002: jump @GARAG1_15454 

:GARAG1_15488
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_15508 
0051: return 

:GARAG1_15508
0085: 334@ = 96@ // integer values and handles 
0085: 335@ = 96@ // integer values and handles 
0085: 336@ = 96@ // integer values and handles 
0085: 337@ = 93@ // integer values and handles 
0085: 338@ = 93@ // integer values and handles 
0085: 339@ = 93@ // integer values and handles 
008B: 340@ = $PLAYER_ACTOR // integer values and handles 
0085: 341@ = 93@ // integer values and handles 
0085: 342@ = 93@ // integer values and handles 
0085: 343@ = 96@ // integer values and handles 
0085: 344@ = 96@ // integer values and handles 
0085: 345@ = 96@ // integer values and handles 
008B: 346@ = $PLAYER_ACTOR // integer values and handles 
008B: 347@ = $PLAYER_ACTOR // integer values and handles 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
06D7: toggle_train_traffic 0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_15729 
00AB: put_car 37@ at -2244.56 127.11 40.0 
0743: (unknown) 37@ -2244.48 129.14 34.56 0.0 0.0 
00AD: set_car 37@ max_speed_to 21.0 

:GARAG1_15729
015F: set_camera_position -2250.306 140.9439 41.7533 0.0 0.0 0.0 
0160: point_camera -2249.804 140.343 41.1311 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) range 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_15952 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_15853 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_15853
0174: 40@ = car 34@ z_angle 
00D6: if and
0021:   40@ > 90.0 // floating-point values 
0023:   270.0 > 40@ // floating-point values 
004D: jump_if_false @GARAG1_15909 
0175: set_car 34@ z_angle_to 180.0 
0002: jump @GARAG1_15919 

:GARAG1_15909
0175: set_car 34@ z_angle_to 0.0 

:GARAG1_15919
00D6: if 
8431:   not car 34@ car_passenger_seat_free 1 
004D: jump_if_false @GARAG1_15952 
0432: 100@ = get_actor_handle_from_car 34@ passenger 1 
009B: destroy_actor_instantly 100@ 

:GARAG1_15952
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_15998 
0223: set_actor 96@ health_to 200 
0446: set_actor 96@ immune_to_headshots 0 
02AB: set_actor 96@ immunities 1 1 1 1 1 

:GARAG1_15998
0006: 348@ = 92 // integer values 
0006: 114@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:GARAG1_16026
00D6: if 
8039:   not  114@ == 10 // integer values 
004D: jump_if_false @GARAG1_16806 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @GARAG1_16099 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @GARAG1_16099 
0707: start_scene_skip_to @GARAG1_16806 
0050: gosub @GARAG1_24340 

:GARAG1_16099
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @GARAG1_16194 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_16194 
0050: gosub @GARAG1_24340 
015F: set_camera_position -2244.449 135.8613 34.9713 0.0 0.0 0.0 
0160: point_camera -2244.844 134.9551 35.1198 2 

:GARAG1_16194
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @GARAG1_16552 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @GARAG1_16552 
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_16552 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_16469 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_16293 
0619: set_actor 96@ collision_detection 1 

:GARAG1_16293
00A1: put_actor 96@ at -2245.34 134.11 34.5 
00D6: if and
0021:   40@ > 90.0 // floating-point values 
0023:   270.0 > 40@ // floating-point values 
004D: jump_if_false @GARAG1_16395 
0615: define_action_sequences 130@ 
05D4: AS_actor -1 rotate_angle 93.0 
05CA: AS_actor -1 enter_car 34@ passenger_seat 1 6000 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 96@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 
0002: jump @GARAG1_16462 

:GARAG1_16395
0615: define_action_sequences 130@ 
05D4: AS_actor -1 rotate_angle 93.0 
05D3: AS_actor -1 go_to_point -2252.853 138.619 34.219 speed 6 -1 ms 
05CA: AS_actor -1 enter_car 34@ passenger_seat 1 6000 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 96@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:GARAG1_16462
0002: jump @GARAG1_16501 

:GARAG1_16469
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 103@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_16501
015F: set_camera_position -2251.421 130.1502 35.5076 0.0 0.0 0.0 
0160: point_camera -2250.745 130.8858 35.4549 2 

:GARAG1_16552
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @GARAG1_16647 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @GARAG1_16647 
015F: set_camera_position -2253.451 139.6341 38.4909 0.0 0.0 0.0 
0160: point_camera -2252.702 139.074 38.1371 2 
0050: gosub @GARAG1_24340 

:GARAG1_16647
00D6: if 
0039:   114@ == 4 // integer values 
004D: jump_if_false @GARAG1_16705 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @GARAG1_16705 
0050: gosub @GARAG1_24340 
0006: 114@ = 5 // integer values 
0006: 32@ = 0 // integer values 

:GARAG1_16705
00D6: if 
0039:   114@ == 5 // integer values 
004D: jump_if_false @GARAG1_16749 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @GARAG1_16749 
0006: 114@ = 10 // integer values 

:GARAG1_16749
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GARAG1_16773 
0006: 114@ = 10 // integer values 
040D: unload_wav 1 

:GARAG1_16773
00D6: if 
0019:   33@ > 13500 // integer values 
004D: jump_if_false @GARAG1_16799 
0006: 114@ = 10 // integer values 

:GARAG1_16799
0002: jump @GARAG1_16026 

:GARAG1_16806
0701: end_scene_skip 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_16959 
01B9: set_actor 96@ armed_weapon_to 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_16944 
00D6: if 
80DB:   not actor 96@ in_car 34@ 
004D: jump_if_false @GARAG1_16944 
00D6: if 
0431:   car 34@ car_passenger_seat_free 1 
004D: jump_if_false @GARAG1_16901 
0430: put_actor 96@ into_vehicle 34@ passenger_seat 1 
0002: jump @GARAG1_16930 

:GARAG1_16901
0432: 100@ = get_actor_handle_from_car 34@ passenger 1 
009B: destroy_actor_instantly 100@ 
0430: put_actor 94@(134@,4i) into_vehicle 34@ passenger_seat 1 

:GARAG1_16930
01B9: set_actor 96@ armed_weapon_to 0 
02A9: set_actor 96@ immune_to_nonplayer 0 

:GARAG1_16944
02AB: set_actor 96@ immunities 0 0 0 0 0 

:GARAG1_16959
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_17035 
00AB: put_car 37@ at -2242.34 128.0 34.2 
02AC: set_car 37@ immunities 0 0 0 0 0 
00AD: set_car 37@ max_speed_to 0.0 
0224: set_car 37@ health_to 400 
0519: lock_vehicle 37@ in_current_position 1 

:GARAG1_17035
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_17071 
0A09: (unknown) $PLAYER_ACTOR 1 

:GARAG1_17071
06D7: toggle_train_traffic 1 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 348@ = 97 // integer values 
0006: 114@ = 0 // integer values 
0006: 349@ = 0 // integer values 
00BE: text_clear_all 
01C4: remove_references_to_object 41@ // This object will now disappear when the player looks away 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
04EF: release_animation "CRIB" 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
04EF: release_animation "CAR_CHAT" 
0006: 134@ = 3 // integer values 
0006: 103@ = 0 // integer values 
0006: 107@ = 1 // integer values 
0249: release_model #RCRAIDER 
0051: return 

:GARAG1_17180
018A: 122@(134@,5i) = create_checkpoint_at 69@ 70@ 71@ 
0247: request_model #HOTDOG 

:GARAG1_17203
00D6: if 
8248:   not model #HOTDOG available 
004D: jump_if_false @GARAG1_17230 
0001: wait 0 ms 
0002: jump @GARAG1_17203 

:GARAG1_17230
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_17257 
0051: return 

:GARAG1_17257
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 32@ = 0 // integer values 
015F: set_camera_position -2040.63 180.9374 29.2617 0.0 0.0 0.0 
0160: point_camera -2039.8 180.3834 29.3231 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) range 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_17481 
00AB: put_car 34@ at -2033.932 178.5836 27.6359 
0175: set_car 34@ z_angle_to 86.5989 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_17447 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_17447
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to -2039.97 179.98 28.08 speed 20.0 2 1 3 

:GARAG1_17481
03CF: load_wav 16503 as 1 

:GARAG1_17488
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_17514 
0001: wait 0 ms 
0002: jump @GARAG1_17488 

:GARAG1_17514
00BC: text_highpriority 'GAR1_PH' 10000 ms 1  // ~z~J, itt vagyunk.
03D1: play_wav 1 

:GARAG1_17534
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_17560 
0001: wait 0 ms 
0002: jump @GARAG1_17534 

:GARAG1_17560
03D5: remove_text 'GAR1_PH'  // ~z~J, itt vagyunk.
0006: 114@ = 0 // integer values 

:GARAG1_17578
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GARAG1_18065 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @GARAG1_17979 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @GARAG1_17979 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_17746 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_17746 
04C4: create_coordinate 51@ 52@ 53@ from_actor 94@ offset 1.0 5.0 0.0 
0615: define_action_sequences 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 go_to_point 51@ 52@ 53@ speed 4 -1 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 94@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:GARAG1_17746
0001: wait 1000 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_17859 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_17859 
04C4: create_coordinate 51@ 52@ 53@ from_actor 96@ offset -5.0 0.0 0.0 
0615: define_action_sequences 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 go_to_point 51@ 52@ 53@ speed 4 -1 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 96@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:GARAG1_17859
0001: wait 500 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_17972 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_17972 
04C4: create_coordinate 51@ 52@ 53@ from_actor 93@ offset 1.0 5.0 0.0 
0615: define_action_sequences 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 go_to_point 51@ 52@ 53@ speed 4 -1 ms 
0616: define_action_sequences_end 130@ 
0618: assign_actor 93@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:GARAG1_17972
0006: 114@ = 1 // integer values 

:GARAG1_17979
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @GARAG1_18038 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @GARAG1_18038 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
0006: 114@ = 2 // integer values 

:GARAG1_18038
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_18058 
0051: return 

:GARAG1_18058
0002: jump @GARAG1_17578 

:GARAG1_18065
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GARAG1_18101 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2028.0 177.0 28.2 

:GARAG1_18101
04EF: release_animation "SMOKING" 
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #EMPEROR 
0249: release_model #HOTDOG 
0249: release_model #PONY 
0249: release_model #RCRAIDER 
0249: release_model #TOWTRUCK 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 

:GARAG1_18203
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_18227 
0001: wait 0 ms 
0002: jump @GARAG1_18203 

:GARAG1_18227
00A1: put_actor $PLAYER_ACTOR at -2028.0 177.0 28.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 267.0 
009B: destroy_actor_instantly 93@ 
009B: destroy_actor_instantly 94@ 
009B: destroy_actor_instantly 95@ 
009B: destroy_actor_instantly 96@ 
009B: destroy_actor_instantly 97@ 
009B: destroy_actor_instantly 99@ 
00A6: destroy_car 35@ 
00A6: destroy_car 34@ 
02E4: load_cutscene_data 'GARAG1C' 
04BB: select_interior 1 // select render area 

:GARAG1_18312
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GARAG1_18336 
0001: wait 0 ms 
0002: jump @GARAG1_18312 

:GARAG1_18336
0001: wait 1500 ms 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:GARAG1_18350
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GARAG1_18374 
0001: wait 0 ms 
0002: jump @GARAG1_18350 

:GARAG1_18374
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:GARAG1_18389
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_18413 
0001: wait 0 ms 
0002: jump @GARAG1_18389 

:GARAG1_18413
04BB: select_interior 0 // select render area 
016A: fade 1 1000 ms 

:GARAG1_18424
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_18448 
0001: wait 0 ms 
0002: jump @GARAG1_18424 

:GARAG1_18448
0006: 349@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 109@ = 1 // integer values 
0051: return 

:GARAG1_18471
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21950 

:GARAG1_18487
00D6: if 
8039:   not  119@ == 1 // integer values 
004D: jump_if_false @GARAG1_21943 
0001: wait 0 ms 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_18536 
0051: return 

:GARAG1_18536
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @GARAG1_18974 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_18899 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @GARAG1_18892 
009A: 94@(134@,4i) = create_actor 4 #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) targetable 1 
0619: set_actor 94@(134@,4i) collision_detection 0 
0173: set_actor 94@(134@,4i) z_angle_to 228.0 
02AB: set_actor 94@(134@,4i) immunities 0 0 0 1 0 
09F6: set_actor 94@(134@,4i) jackable_through_driver_seat 0 
077A: set_actor 94@(134@,4i) aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity 94@(134@,4i) 135@ 
0568: set_actor 94@(134@,4i) targetable 1 
00A5: 36@ = create_car #TOWTRUCK at -1676.0 440.0 6.7 
020A: set_car 36@ door_status_to 2 
0918: (unknown) 36@ 1 
0919: (unknown) 36@ 1 
0175: set_car 36@ z_angle_to 313.0 
0224: set_car 36@ health_to 500 
0519: lock_vehicle 36@ in_current_position 1 
0689: break_car 36@ component 0 visible 0 
0812: AS_actor 94@(134@,4i) perform_animation "FIXN_CAR_LOOP" from_file "CAR" 4.0 loop 1 0 0 lock 1 time 0 
0006: 120@ = 1 // integer values 

:GARAG1_18892
0002: jump @GARAG1_18974 

:GARAG1_18899
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @GARAG1_18974 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_18946 
009B: destroy_actor_instantly 94@(134@,4i) 

:GARAG1_18946
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @GARAG1_18967 
00A6: destroy_car 36@ 

:GARAG1_18967
0006: 120@ = 0 // integer values 

:GARAG1_18974
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @GARAG1_19464 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_19368 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @GARAG1_19361 
00A5: 35@ = create_car #HOTDOG at -2238.888 541.5267 34.375 
020A: set_car 35@ door_status_to 2 
0918: (unknown) 35@ 1 
0919: (unknown) 35@ 1 
0175: set_car 35@ z_angle_to 0.0 
0519: lock_vehicle 35@ in_current_position 1 
009A: 94@(134@,4i) = create_actor 4 #SPECIAL04 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) targetable 1 
0173: set_actor 94@(134@,4i) z_angle_to 270.0 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
070A: AS_actor 94@(134@,4i) attach_to_object 42@ offset 0.04 0.1 0.05 on_bone 5 16 "NULL" "NULL" 0 ms 
04D7: lock_actor 94@(134@,4i) in_current_position 1 
077A: set_actor 94@(134@,4i) aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity 94@(134@,4i) 135@ 
09F6: set_actor 94@(134@,4i) jackable_through_driver_seat 0 
0605: actor 94@(134@,4i) perform_animation_sequence "M_SMKLEAN_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 1 0 ms 
0006: 120@ = 1 // integer values 

:GARAG1_19361
0002: jump @GARAG1_19464 

:GARAG1_19368
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @GARAG1_19464 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_19415 
009B: destroy_actor_instantly 94@(134@,4i) 

:GARAG1_19415
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_19436 
00A6: destroy_car 35@ 

:GARAG1_19436
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_19457 
0108: destroy_object 42@ 

:GARAG1_19457
0006: 120@ = 0 // integer values 

:GARAG1_19464
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @GARAG1_19953 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_19865 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @GARAG1_19858 
0107: 41@ = create_object #PARKBENCH1 at -2244.55 133.91 34.4 
0177: set_object 41@ z_angle_to 0.0 
0550: keep_object 41@ in_memory 1 
009A: 96@ = create_actor 4 #SPECIAL01 at -2244.7 133.91 33.82 
09F6: set_actor 96@ jackable_through_driver_seat 0 
0568: set_actor 96@ targetable 1 
0812: AS_actor 96@ perform_animation "CRIB_CONSOLE_LOOP" from_file "CRIB" 4.0 loop 1 0 0 lock 1 time 0 
0619: set_actor 96@ collision_detection 0 
077A: set_actor 96@ aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity 96@ 135@ 
0173: set_actor 96@ z_angle_to 280.0 
02A9: set_actor 96@ immune_to_nonplayer 1 
01B2: give_actor 96@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 96@ targetable 1 
01B2: give_actor 96@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 96@ aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity 96@ 135@ 
01B9: set_actor 96@ armed_weapon_to 40 
00A5: 37@ = create_car #RCRAIDER at -2250.33 139.91 44.66 
02AC: set_car 37@ immunities 1 1 1 1 1 
00AD: set_car 37@ max_speed_to 30.0 
0825: instantly_spin_flying_vehicle 37@ rotor_blade 
04A2: heli 37@ fly_to -2258.7 132.54 37.72 speed 5.0 35.0 
0006: 120@ = 1 // integer values 

:GARAG1_19858
0002: jump @GARAG1_19953 

:GARAG1_19865
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @GARAG1_19953 
00D6: if 
03CA:   object 41@ exists 
004D: jump_if_false @GARAG1_19904 
0108: destroy_object 41@ 

:GARAG1_19904
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_19925 
009B: destroy_actor_instantly 96@ 

:GARAG1_19925
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_19946 
00A6: destroy_car 37@ 

:GARAG1_19946
0006: 120@ = 0 // integer values 

:GARAG1_19953
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @GARAG1_20131 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 69@ 70@ 71@ radius 300.0 300.0 300.0 
004D: jump_if_false @GARAG1_20085 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @GARAG1_20078 
00A5: 35@ = create_car #HOTDOG at -2026.0 169.0 28.2 
020A: set_car 35@ door_status_to 2 
0175: set_car 35@ z_angle_to 120.0 
0006: 120@ = 1 // integer values 

:GARAG1_20078
0002: jump @GARAG1_20131 

:GARAG1_20085
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @GARAG1_20131 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_20124 
00A6: destroy_car 35@ 

:GARAG1_20124
0006: 120@ = 0 // integer values 

:GARAG1_20131
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21876 
00D6: if or
0039:   101@ == 1 // integer values 
0039:   102@ == 1 // integer values 
0039:   103@ == 1 // integer values 
004D: jump_if_false @GARAG1_20515 
00D6: if 
01B0:   car 34@ stopped 1 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 4.0 4.0 4.0 
004D: jump_if_false @GARAG1_20515 
00D6: if 
01B0:   car 34@ stopped 0 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 2.5 2.5 2.5 
004D: jump_if_false @GARAG1_20506 
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @GARAG1_20323 
03E5: text_box 'GAR1_23'  // Nyomd le a ~k~~VEHICLE_HORN~ gombot a dudlshoz.
0006: 118@ = 1 // integer values 

:GARAG1_20323
00D6: if 
0122:   player $PLAYER_CHAR pressing_horn 
004D: jump_if_false @GARAG1_20499 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @GARAG1_20499 
039E: set_actor $PLAYER_ACTOR jackable 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_20385 
020A: set_car 34@ door_status_to 4 

:GARAG1_20385
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
040D: unload_wav 1 
03E6: remove_text_box 
0001: wait 1000 ms 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_20469 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_20469 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_20469
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_20492 
020A: set_car 34@ door_status_to 1 

:GARAG1_20492
0006: 119@ = 1 // integer values 

:GARAG1_20499
0002: jump @GARAG1_20515 

:GARAG1_20506
03E6: remove_text_box 
0006: 118@ = 0 // integer values 

:GARAG1_20515
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @GARAG1_20612 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 45@ 46@ 47@ radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @GARAG1_20612 
0006: 119@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 

:GARAG1_20612
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @GARAG1_20709 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @GARAG1_20709 
0006: 119@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 

:GARAG1_20709
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @GARAG1_20903 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_20903 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @GARAG1_20903 
0174: 40@ = car 34@ z_angle 
00D6: if 
01AF:   car 34@ 1 -2034.59 180.23 28.43 radius 4.0 4.0 4.0 
004D: jump_if_false @GARAG1_20903 
00D6: if and
0021:   40@ > 0.0 // floating-point values 
0023:   180.0 > 40@ // floating-point values 
004D: jump_if_false @GARAG1_20903 
0360: open_garage 'HBGDSFS' 
0006: 113@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 
0006: 119@ = 1 // integer values 

:GARAG1_20903
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @GARAG1_21053 
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @GARAG1_21053 
00D6: if and
0029:   114@ >= 0 // integer values 
002B:   7 >= 114@ // integer values 
004D: jump_if_false @GARAG1_20971 
0050: gosub @GARAG1_24109 

:GARAG1_20971
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @GARAG1_21021 
00D6: if 
0039:   114@ == 8 // integer values 
004D: jump_if_false @GARAG1_21021 
0050: gosub @GARAG1_24109 

:GARAG1_21021
00D6: if or
0039:   114@ == 9 // integer values 
0039:   114@ == 10 // integer values 
004D: jump_if_false @GARAG1_21053 
0050: gosub @GARAG1_24109 

:GARAG1_21053
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @GARAG1_21103 
00D6: if and
0029:   114@ >= 0 // integer values 
002B:   6 >= 114@ // integer values 
004D: jump_if_false @GARAG1_21103 
0050: gosub @GARAG1_24109 

:GARAG1_21103
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @GARAG1_21153 
00D6: if and
0029:   114@ >= 0 // integer values 
002B:   6 >= 114@ // integer values 
004D: jump_if_false @GARAG1_21153 
0050: gosub @GARAG1_24109 

:GARAG1_21153
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @GARAG1_21203 
00D6: if and
0029:   114@ >= 0 // integer values 
002B:   9 >= 114@ // integer values 
004D: jump_if_false @GARAG1_21203 
0050: gosub @GARAG1_24109 

:GARAG1_21203
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @GARAG1_21253 
00D6: if and
0029:   114@ >= 0 // integer values 
002B:   7 >= 114@ // integer values 
004D: jump_if_false @GARAG1_21253 
0050: gosub @GARAG1_24109 

:GARAG1_21253
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21869 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_21869 
0164: disable_marker 122@(134@,5i) 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0186: 127@ = create_marker_above_car 34@ 
07E0: set_marker 127@ type_to 1 
040D: unload_wav 1 
03CF: load_wav 41402 as 1 

:GARAG1_21335
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_21361 
0001: wait 0 ms 
0002: jump @GARAG1_21335 

:GARAG1_21361
00BC: text_highpriority 'TRUX_AC' 10000 ms 1  // ~z~Gyernk, Carl, szllj mr be, baszod!
03D1: play_wav 1 

:GARAG1_21381
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_21407 
0001: wait 0 ms 
0002: jump @GARAG1_21381 

:GARAG1_21407
03D5: remove_text 'TRUX_AC'  // ~z~Gyernk, Carl, szllj mr be, baszod!
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21680 

:GARAG1_21434
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_21680 
0001: wait 0 ms 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @GARAG1_21482 
0006: 112@ = 1 // integer values 

:GARAG1_21482
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21505 
0002: jump @GARAG1_21565 

:GARAG1_21505
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_21565
00D6: if 
0495:   car 34@ burning 
004D: jump_if_false @GARAG1_21646 
020B: explode_car 34@ 
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_21646
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @GARAG1_21673 
0051: return 

:GARAG1_21673
0002: jump @GARAG1_21434 

:GARAG1_21680
0006: 112@ = 0 // integer values 
0164: disable_marker 127@ 
00D6: if or
0039:   101@ == 1 // integer values 
0039:   102@ == 1 // integer values 
0039:   103@ == 1 // integer values 
004D: jump_if_false @GARAG1_21765 
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_radar_checkpoint 122@(134@,5i) type_to 1 

:GARAG1_21765
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @GARAG1_21799 
02A8: 128@ = create_marker 22 at 45@ 46@ 47@ 

:GARAG1_21799
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @GARAG1_21833 
02A8: 129@ = create_marker 30 at 48@ 49@ 50@ 

:GARAG1_21833
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @GARAG1_21869 
018A: 122@(134@,5i) = create_checkpoint_at 69@ 70@ 71@ 

:GARAG1_21869
0002: jump @GARAG1_21936 

:GARAG1_21876
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_21936
0002: jump @GARAG1_18487 

:GARAG1_21943
0002: jump @GARAG1_22003 

:GARAG1_21950
00BC: text_highpriority 'GAR1_07' 5000 ms 1  // ~r~Az aut megsemmislt!
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 110@ = 1 // integer values 
0051: return 

:GARAG1_22003
0006: 119@ = 0 // integer values 
0164: disable_marker 122@(134@,5i) 
0006: 118@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 114@ = 0 // integer values 
03E6: remove_text_box 
0051: return 

:GARAG1_22044
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_22866 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 34@ radius 300.0 300.0 300.0 unknown 0 
004D: jump_if_false @GARAG1_22161 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_18' 5000 ms 1  // ~r~Elhagytad az autt!

:GARAG1_22161
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_22384 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_22359 
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @GARAG1_22233 
05CA: AS_actor 93@ enter_car 34@ passenger_seat 0 -1 ms 
0006: 115@ = 1 // integer values 

:GARAG1_22233
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @GARAG1_22352 
00D6: if 
8105:   not actor 93@ near_actor_on_foot $PLAYER_ACTOR radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @GARAG1_22352 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_19' 5000 ms 1  // ~r~Elhagytad Truthkat!

:GARAG1_22352
0002: jump @GARAG1_22384 

:GARAG1_22359
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @GARAG1_22384 
0006: 115@ = 0 // integer values 

:GARAG1_22384
00D6: if 
8039:   not  101@ == 1 // integer values 
004D: jump_if_false @GARAG1_22625 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_22625 
00D6: if 
80DB:   not actor 94@ in_car 34@ 
004D: jump_if_false @GARAG1_22600 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @GARAG1_22474 
05CA: AS_actor 94@ enter_car 34@ passenger_seat 2 -1 ms 
0006: 117@ = 1 // integer values 

:GARAG1_22474
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @GARAG1_22593 
00D6: if 
8105:   not actor 94@ near_actor_on_foot $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 
004D: jump_if_false @GARAG1_22593 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_20' 5000 ms 1  // ~r~Elhagytad Jethrot!

:GARAG1_22593
0002: jump @GARAG1_22625 

:GARAG1_22600
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @GARAG1_22625 
0006: 117@ = 0 // integer values 

:GARAG1_22625
00D6: if 
8039:   not  102@ == 1 // integer values 
004D: jump_if_false @GARAG1_22866 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_22866 
00D6: if 
80DB:   not actor 95@ in_car 34@ 
004D: jump_if_false @GARAG1_22841 
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @GARAG1_22715 
05CA: AS_actor 95@ enter_car 34@ passenger_seat 0 -1 ms 
0006: 116@ = 1 // integer values 

:GARAG1_22715
00D6: if 
8039:   not  116@ == 1 // integer values 
004D: jump_if_false @GARAG1_22834 
00D6: if 
8105:   not actor 95@ near_actor_on_foot $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 
004D: jump_if_false @GARAG1_22834 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_21' 5000 ms 1  // ~r~Elhagytad Dwaynet!

:GARAG1_22834
0002: jump @GARAG1_22866 

:GARAG1_22841
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @GARAG1_22866 
0006: 116@ = 0 // integer values 

:GARAG1_22866
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @GARAG1_22949 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_17' 5000 ms 1  // ~r~Truth halott!
0051: return 

:GARAG1_22949
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @GARAG1_23151 
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @GARAG1_23151 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @GARAG1_23068 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_14' 5000 ms 1  // ~r~Jethro halott!
0051: return 

:GARAG1_23068
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_23151 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_14' 5000 ms 1  // ~r~Jethro halott!
0051: return 

:GARAG1_23151
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @GARAG1_23436 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_23252 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_14' 5000 ms 1  // ~r~Jethro halott!
0051: return 

:GARAG1_23252
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @GARAG1_23436 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @GARAG1_23353 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_15' 5000 ms 1  // ~r~Dwayne halott!
0051: return 

:GARAG1_23353
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @GARAG1_23436 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_15' 5000 ms 1  // ~r~Dwayne halott!
0051: return 

:GARAG1_23436
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @GARAG1_23815 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_23537 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_14' 5000 ms 1  // ~r~Jethro halott!
0051: return 

:GARAG1_23537
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @GARAG1_23815 
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @GARAG1_23638 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_16' 5000 ms 1  // ~r~Zero halott!
0051: return 

:GARAG1_23638
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_23815 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GARAG1_23728 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_23696 
0619: set_actor 96@ collision_detection 1 

:GARAG1_23696
0223: set_actor 96@ health_to 0 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_16' 5000 ms 1  // ~r~Zero halott!
0051: return 

:GARAG1_23728
00D6: if 
03CA:   object 41@ exists 
004D: jump_if_false @GARAG1_23815 
00D6: if 
0366:   object 41@ blown_up 
004D: jump_if_false @GARAG1_23815 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_23783 
0619: set_actor 96@ collision_detection 1 

:GARAG1_23783
0223: set_actor 96@ health_to 0 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_16' 5000 ms 1  // ~r~Zero halott!
0051: return 

:GARAG1_23815
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @GARAG1_23999 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_23916 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_14' 5000 ms 1  // ~r~Jethro halott!
0051: return 

:GARAG1_23916
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @GARAG1_23999 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_16' 5000 ms 1  // ~r~Zero halott!
0051: return 

:GARAG1_23999
00D6: if or
0039:   105@ == 1 // integer values 
0039:   106@ == 1 // integer values 
004D: jump_if_false @GARAG1_24107 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_24107 
0006: 107@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 110@ = 1 // integer values 
00BC: text_highpriority 'GAR1_14' 5000 ms 1  // ~r~Jethro halott!
0051: return 

:GARAG1_24107
0051: return 

:GARAG1_24109
00D6: if 
0039:   349@ == 0 // integer values 
004D: jump_if_false @GARAG1_24149 
040D: unload_wav 1 
03CF: load_wav 136@(348@,106i) as 1 
0006: 349@ = 1 // integer values 

:GARAG1_24149
00D6: if 
0039:   349@ == 1 // integer values 
004D: jump_if_false @GARAG1_24239 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GARAG1_24239 
00D6: if 
8118:   not actor 242@(348@,106i) dead 
004D: jump_if_false @GARAG1_24214 
0967: actor 242@(348@,106i) move_mouth 10000 

:GARAG1_24214
03D1: play_wav 1 
00BC: text_highpriority $7014(348@,106s) 10000 ms 1 
0006: 349@ = 2 // integer values 

:GARAG1_24239
00D6: if 
0039:   349@ == 2 // integer values 
004D: jump_if_false @GARAG1_24338 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GARAG1_24338 
00D6: if 
8118:   not actor 242@(348@,106i) dead 
004D: jump_if_false @GARAG1_24301 
0968: actor 242@(348@,106i) stop_mouth 

:GARAG1_24301
0006: 32@ = 0 // integer values 
0006: 349@ = 0 // integer values 
03D5: remove_text $7014(348@,106s) 
000A: 348@ += 1 // integer values 
000A: 114@ += 1 // integer values 

:GARAG1_24338
0051: return 

:GARAG1_24340
03CF: load_wav 136@(348@,106i) as 1 

:GARAG1_24351
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_24377 
0001: wait 0 ms 
0002: jump @GARAG1_24351 

:GARAG1_24377
00BC: text_highpriority $7014(348@,106s) 10000 ms 1 
03D1: play_wav 1 

:GARAG1_24395
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_24421 
0001: wait 0 ms 
0002: jump @GARAG1_24395 

:GARAG1_24421
03D5: remove_text $7014(348@,106s) 
000A: 348@ += 1 // integer values 
000A: 114@ += 1 // integer values 
0051: return 

:GARAG1_24446
01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1  // KLDETS TELJESTVE!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'GAR_1'  // Viselj virgokat a hajadban
030C: set_mission_points += 1 
0629: change_stat 321 to 1 // integer 
0008: $11273 += 1 // integer values 
0051: return 

:GARAG1_24504
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:GARAG1_24522
0925: (unknown) 
08E7: set_entrance_markers 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_24551 
0A09: (unknown) $PLAYER_ACTOR 0 

:GARAG1_24551
06D7: toggle_train_traffic 1 
03E6: remove_text_box 
0006: 134@ = 0 // integer values 

:GARAG1_24564
00D6: if 
001B:   5 > 134@ // integer values 
004D: jump_if_false @GARAG1_24605 
0164: disable_marker 122@(134@,5i) 
000A: 134@ += 1 // integer values 
0002: jump @GARAG1_24564 

:GARAG1_24605
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SMOKING" 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_24699 
0224: set_car 34@ health_to 600 

:GARAG1_24699
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
00A6: destroy_car 37@ 
034F: destroy_actor_with_fade 93@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 94@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 95@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 96@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 97@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 99@ // The actor fades away like a ghost 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0108: destroy_object 41@ 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #EMPEROR 
0249: release_model #HOTDOG 
0249: release_model #PONY 
0249: release_model #RCRAIDER 
0249: release_model #TOWTRUCK 
0249: release_model #HOTDOG 
0249: release_model #CIGAR 
0108: destroy_object 42@ 
08F4: (unknown) 99 
01B7: release_weather 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
03B0:   garage 'HBGDSFS' door_open 
004D: jump_if_false @GARAG1_24882 
0361: close_garage 'HBGDSFS' 

:GARAG1_24882
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0004: $7013 = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
064E: (unknown) 350@ 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 50---------------
// Originally: Deconstruction

:DECON
03A4: name_thread 'DECON' 
0050: gosub @DECON_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DECON_38 
0050: gosub @DECON_20868 

:DECON_38
0050: gosub @DECON_21113 
004E: end_thread 

:DECON_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:DECON_133
0001: wait 0 ms 
00D6: if 
0736:   83 
004D: jump_if_false @DECON_159 
0006: 36@ = 1 // integer values 

:DECON_159
00D6: if 
0736:   70 
004D: jump_if_false @DECON_181 
0006: 37@ = 1 // integer values 

:DECON_181
000A: 39@ += 1 // integer values 
00D6: if 
0019:   39@ > 9 // integer values 
004D: jump_if_false @DECON_213 
0006: 39@ = 0 // integer values 

:DECON_213
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 65@ += 42@ // integer values 
005A: 66@ += 42@ // integer values 
005A: 172@ += 42@ // integer values 
005A: 173@ += 42@ // integer values 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @DECON_299 
0002: jump @DECON_460 

:DECON_299
0050: gosub @DECON_562 
0871: init_jump_table 34@ total_jumps 6 0 @DECON_453 jumps 0 @DECON_369 1 @DECON_383 2 @DECON_397 3 @DECON_411 4 @DECON_425 5 @DECON_439 -1 @DECON_453 

:DECON_369
0050: gosub @DECON_1610 
0002: jump @DECON_453 

:DECON_383
0050: gosub @DECON_2071 
0002: jump @DECON_453 

:DECON_397
0050: gosub @DECON_5645 
0002: jump @DECON_453 

:DECON_411
0050: gosub @DECON_6771 
0002: jump @DECON_453 

:DECON_425
0050: gosub @DECON_9690 
0002: jump @DECON_453 

:DECON_439
0050: gosub @DECON_12345 
0002: jump @DECON_453 

:DECON_453
0050: gosub @DECON_13612 

:DECON_460
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @DECON_560 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @DECON_544 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @DECON_528 
0002: jump @DECON_133 
0002: jump @DECON_537 

:DECON_528
0050: gosub @DECON_21008 
0051: return 

:DECON_537
0002: jump @DECON_553 

:DECON_544
0050: gosub @DECON_20868 
0051: return 

:DECON_553
0002: jump @DECON_562 

:DECON_560
0051: return 

:DECON_562
00D6: if 
0736:   88 
004D: jump_if_false @DECON_653 
00D6: if 
0039:   67@ == 0 // integer values 
004D: jump_if_false @DECON_627 
0006: 67@ = 1 // integer values 
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump @DECON_653 

:DECON_627
0006: 67@ = 0 // integer values 
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:DECON_653
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @DECON_1608 
00D6: if 
0736:   32 
004D: jump_if_false @DECON_720 
000A: 68@ += 1 // integer values 
00D6: if 
0019:   68@ > 4 // integer values 
004D: jump_if_false @DECON_718 
0006: 68@ = 0 // integer values 

:DECON_718
086A: nop 

:DECON_720
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @DECON_939 
0006: 43@ = 0 // integer values 

:DECON_745
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_813 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_799 
071E: (unknown) $2671(43@,6i) $7226(43@,8i) 

:DECON_799
000A: 43@ += 1 // integer values 
0002: jump @DECON_745 

:DECON_813
065D: $7226 "CABIN_0_HEALTH" // same as 0660 
065D: $7227 "CABIN_1_HEALTH" // same as 0660 
065D: $7228 "CABIN_2_HEALTH" // same as 0660 
065D: $7229 "CABIN_3_HEALTH" // same as 0660 
065D: $7230 "CABIN_4_HEALTH" // same as 0660 
065D: $7231 "CABIN_5_HEALTH" // same as 0660 

:DECON_939
00D6: if 
0039:   68@ == 2 // integer values 
004D: jump_if_false @DECON_1149 
008A: $7226 = 34@ // integer values and handles 
008A: $7227 = 35@ // integer values and handles 
008A: $7228 = 63@ // integer values and handles 
008A: $7229 = 65@ // integer values and handles 
008A: $7230 = 64@ // integer values and handles 
008A: $7231 = 66@ // integer values and handles 
008A: $7232 = 32@ // integer values and handles 
008A: $7233 = 33@ // integer values and handles 
065D: $7226 "M_STAGE" // same as 0660 
065D: $7227 "M_GOALS" // same as 0660 
065D: $7228 "DIALOGUE_FLAG" // same as 0660 
065D: $7229 "DIALOGUE_TIMER" // same as 0660 
065D: $7230 "HELP_FLAG" // same as 0660 
065D: $7231 "HELP_TIMER" // same as 0660 
065D: $7232 "TIMERA" // same as 0660 
065D: $7233 "TIMERB" // same as 0660 

:DECON_1149
00D6: if 
0039:   68@ == 3 // integer values 
004D: jump_if_false @DECON_1447 
008A: $7226 = 159@ // integer values and handles 
008A: $7227 = 153@ // integer values and handles 
008A: $7228 = 160@ // integer values and handles 
008A: $7229 = 154@ // integer values and handles 
008A: $7230 = 161@ // integer values and handles 
008A: $7231 = 155@ // integer values and handles 
008A: $7232 = 162@ // integer values and handles 
008A: $7233 = 156@ // integer values and handles 
065D: $7226 "CABIN_THIS_HEALTH[0]" // same as 0660 
065D: $7227 "CABIN_LAST_HEALTH[0]" // same as 0660 
065D: $7228 "CABIN_THIS_HEALTH[1]" // same as 0660 
065D: $7229 "CABIN_LAST_HEALTH[1]" // same as 0660 
065D: $7230 "CABIN_THIS_HEALTH[2]" // same as 0660 
065D: $7231 "CABIN_LAST_HEALTH[2]" // same as 0660 
065D: $7232 "CABIN_THIS_HEALTH[3]" // same as 0660 
065D: $7233 "CABIN_LAST_HEALTH[3]" // same as 0660 

:DECON_1447
00D6: if 
0039:   68@ == 4 // integer values 
004D: jump_if_false @DECON_1498 
0084: $7226 = $FLAG_PLAYER_IN_CRANE // integer values and handles 
065D: $7226 "PLAYER_IS_IN_CRANE" // same as 0660 

:DECON_1498
00D6: if 
0736:   98 
004D: jump_if_false @DECON_1520 
0006: 38@ = 1 // integer values 

:DECON_1520
00D6: if 
0736:   80 
004D: jump_if_false @DECON_1608 
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @DECON_1583 
0006: 69@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @DECON_1608 

:DECON_1583
0006: 69@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:DECON_1608
0051: return 

:DECON_1610
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @DECON_1806 
00A5: 91@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 90@ = create_car #PONY at 0.0 0.0 0.0 
009A: 104@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 185@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 116@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
018A: 126@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 124@ = create_checkpoint_at 0.0 0.0 0.0 

:DECON_1806
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:DECON_1828
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1852 
0001: wait 0 ms 
0002: jump @DECON_1828 

:DECON_1852
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0050: gosub @DECON_20810 
0051: return 

:DECON_2071
03E6: remove_text_box 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DECON_2255 
054C: use_GXT_table 'GARAGE2' 
02E4: load_cutscene_data 'GARAG3A' 

:DECON_2113
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DECON_2137 
0001: wait 0 ms 
0002: jump @DECON_2113 

:DECON_2137
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_camera -2031.0 149.0 29.0 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DECON_2174
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DECON_2198 
0001: wait 0 ms 
0002: jump @DECON_2174 

:DECON_2198
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:DECON_2213
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_2237 
0001: wait 0 ms 
0002: jump @DECON_2213 

:DECON_2237
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 // select render area 
000A: 35@ += 1 // integer values 

:DECON_2255
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DECON_4356 
0247: request_model #PORTALOO 
0247: request_model #PORTAKABIN 
0247: request_model #BARREL4 
0247: request_model #DOZER 
0247: request_model #CEMENT 
0247: request_model #DUMPER 
0247: request_model #BOBCAT 
0247: request_model #WMYCON 
0247: request_model #SHOVEL 
0247: request_model #COLT45 
0247: request_model #BMYAP 
038B: load_requested_models 

:DECON_2327
00D6: if or
8248:   not model #PORTALOO available 
8248:   not model #PORTAKABIN available 
8248:   not model #BARREL4 available 
8248:   not model #DOZER available 
8248:   not model #CEMENT available 
8248:   not model #BMYAP available 
004D: jump_if_false @DECON_2377 
0001: wait 0 ms 
0002: jump @DECON_2327 

:DECON_2377
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #BOBCAT available 
8248:   not model #WMYCON available 
8248:   not model #SHOVEL available 
8248:   not model #COLT45 available 
004D: jump_if_false @DECON_2423 
0001: wait 0 ms 
0002: jump @DECON_2377 

:DECON_2423
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE 
0006: 43@ = 0 // integer values 

:DECON_2458
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_2603 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_2505 
0108: destroy_object $2671(43@,6i) 

:DECON_2505
0107: $2671(43@,6i) = create_object #PORTAKABIN at $2677(43@,6f) $2683(43@,6f) $2689(43@,6f) 
0177: set_object $2671(43@,6i) z_angle_to $2695(43@,6f) 
0392: object $2671(43@,6i) toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $2671(43@,6i) 
0188: 118@(43@,6i) = create_marker_above_object $2671(43@,6i) 
000A: 43@ += 1 // integer values 
0002: jump @DECON_2458 

:DECON_2603
029B: 70@ = init_object #PORTALOO at -2087.86 178.2922 35.3947 
0177: set_object 70@ z_angle_to 3.3302 
029B: 71@ = init_object #PORTALOO at -2114.902 156.9329 35.4667 
0177: set_object 71@ z_angle_to 271.6719 
029B: 72@ = init_object #PORTALOO at -2116.425 157.4618 35.7225 
0177: set_object 72@ z_angle_to 269.1095 
029B: 73@ = init_object #PORTALOO at -2054.474 222.6438 35.8767 
0177: set_object 73@ z_angle_to 0.0 
0550: keep_object 73@ in_memory 1 
029B: 74@ = init_object #PORTALOO at -2069.262 285.8519 35.8543 
0177: set_object 74@ z_angle_to 51.0305 
029B: 75@ = init_object #PORTALOO at -2134.872 293.1065 35.4117 
0177: set_object 75@ z_angle_to 175.9489 
029B: 76@ = init_object #BARREL4 at -2109.397 157.8976 34.4311 
029B: 77@ = init_object #BARREL4 at -2108.493 157.8779 34.4523 
029B: 78@ = init_object #BARREL4 at -2091.683 172.1051 34.443 
029B: 79@ = init_object #BARREL4 at -2128.95 303.401 33.888 
029B: 80@ = init_object #BARREL4 at -2129.923 303.447 33.8842 
0006: 43@ = 0 // integer values 

:DECON_2930
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @DECON_2973 
035D: toggle_object 76@(43@,5i) targetable 1 
000A: 43@ += 1 // integer values 
0002: jump @DECON_2930 

:DECON_2973
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_2999 
0797: (unknown) $2724 0.3 

:DECON_2999
00D6: if 
03CA:   object $2723 exists 
004D: jump_if_false @DECON_3120 
0177: set_object $2723 z_angle_to 78.0 
00D6: if 
03CA:   object $2726 exists 
004D: jump_if_false @DECON_3051 
0177: set_object $2726 z_angle_to 78.0 

:DECON_3051
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_3120 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2723 offset 0.0 15.0 3.453 
0815: (unknown) $2724 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2724 z_angle_to 78.0 

:DECON_3120
00A5: 83@ = create_car #DOZER at -2098.726 278.5271 34.8743 
0175: set_car 83@ z_angle_to 15.4537 
0224: set_car 83@ health_to 5000 
053F: set_car 83@ tires_vulnerable 0 
00A5: 84@ = create_car #DOZER at -2088.802 188.5362 34.0469 
0175: set_car 84@ z_angle_to 182.8425 
0224: set_car 84@ health_to 5000 
053F: set_car 84@ tires_vulnerable 0 
07C0: load_path 551 

:DECON_3221
00D6: if 
87C1:   not path 551 available 
004D: jump_if_false @DECON_3248 
0001: wait 0 ms 
0002: jump @DECON_3221 

:DECON_3248
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_3272 
085E: assign_vehicle 83@ to_looped_path 551 

:DECON_3272
00A5: 85@ = create_car #CEMENT at -2112.603 193.7894 33.6684 
0175: set_car 85@ z_angle_to 276.2221 
00A5: 86@ = create_car #BOBCAT at -2102.461 160.2542 34.8444 
0175: set_car 86@ z_angle_to 66.4396 
00A5: 87@ = create_car #BOBCAT at -2121.669 302.741 34.459 
0175: set_car 87@ z_angle_to 160.6221 
0085: 91@ = 83@ // integer values and handles 
0085: 92@ = 84@ // integer values and handles 
0085: 93@ = 85@ // integer values and handles 
0085: 95@ = 86@ // integer values and handles 
0085: 96@ = 87@ // integer values and handles 
0006: 43@ = 0 // integer values 

:DECON_3418
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_3481 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_3467 
04E0: car 91@(43@,7i) abandon_path_radius 50 

:DECON_3467
000A: 43@ += 1 // integer values 
0002: jump @DECON_3418 

:DECON_3481
060A: unknown_create_entity 2 174@ 
009A: 98@ = create_actor 24 #WMYCON at -2098.758 168.5889 34.0869 
009A: 99@ = create_actor 24 #WMYCON at -2099.974 169.3999 34.0947 
009A: 100@ = create_actor 24 #WMYCON at -2090.954 265.4674 34.6686 
009A: 101@ = create_actor 24 #WMYCON at -2089.761 264.5739 34.6557 
009A: 102@ = create_actor 24 #WMYCON at -2085.753 269.4974 34.5456 
009A: 103@ = create_actor 24 #WMYCON at -2125.748 303.8916 33.5532 
0173: set_actor 98@ z_angle_to 47.9799 
0173: set_actor 99@ z_angle_to 229.2811 
0173: set_actor 100@ z_angle_to 229.2811 
0173: set_actor 101@ z_angle_to 51.1609 
0173: set_actor 102@ z_angle_to 177.1601 
0173: set_actor 103@ z_angle_to 177.1601 
01B2: give_actor 102@ weapon 6 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 103@ weapon 6 ammo 9999 // Load the weapon model before using this 
0006: 43@ = 0 // integer values 

:DECON_3719
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_3801 
060B: unknown_actor_use_entity 98@(43@,6i) 174@ 
02A9: set_actor 98@(43@,6i) immune_to_nonplayer 1 
0223: set_actor 98@(43@,6i) health_to 50 
0085: 104@(43@,10i) = 98@(43@,6i) // integer values and handles 
000A: 43@ += 1 // integer values 
0002: jump @DECON_3719 

:DECON_3801
0677: AS_actor 98@ chat_with_actor 99@ 1 1 
0677: AS_actor 99@ chat_with_actor 98@ 0 1 
0677: AS_actor 100@ chat_with_actor 101@ 1 1 
0677: AS_actor 101@ chat_with_actor 100@ 0 1 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_3907 
0129: 115@ = create_actor 24 #WMYCON in_car 83@ driverseat 
060B: unknown_actor_use_entity 115@ 174@ 
02A9: set_actor 115@ immune_to_nonplayer 1 
0223: set_actor 115@ health_to 50 
0085: 110@ = 115@ // integer values and handles 

:DECON_3907
009A: 117@ = create_actor 24 #BMYAP at -2089.709 266.1128 34.6455 
0173: set_actor 117@ z_angle_to 170.2217 
0223: set_actor 117@ health_to 40 
060A: unknown_create_entity 0 175@ 
060B: unknown_actor_use_entity 117@ 175@ 
0085: 111@ = 117@ // integer values and handles 
0395: clear_area 1 at -2036.18 179.2597 27.8359 range 5.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0110: clear_player $PLAYER_CHAR wanted_level 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position -2010.461 171.3564 41.8495 0.0 0.0 0.0 
0160: point_camera -2011.302 171.8702 41.6786 2 
00A1: put_actor $PLAYER_ACTOR at -2030.987 148.5787 27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to 359.4339 
0007: 50@ = -2011.302 // floating-point values 
000B: 50@ += 2010.461 // floating-point values 
0007: 51@ = 171.8702 // floating-point values 
000F: 51@ -= 171.3564 // floating-point values 
0007: 52@ = 41.6786 // floating-point values 
000F: 52@ -= 41.8495 // floating-point values 
0013: 50@ *= 10.0 // floating-point values 
0013: 51@ *= 10.0 // floating-point values 
0013: 52@ *= 10.0 // floating-point values 
0005: $TEMPVAR_FLOAT_1 = -2010.461 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 50@ // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 171.3564 // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 51@ // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 41.8495 // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 52@ // floating-point values 
0604: get_point 50@ 51@ angle $TEMPVAR_ANGLE 
0A0B: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_ANGLE 
038B: load_requested_models 
016A: fade 1 1000 ms 

:DECON_4302
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_4326 
0001: wait 0 ms 
0002: jump @DECON_4302 

:DECON_4326
00BC: text_highpriority 'GAR2_01' 5000 ms 1  // ~s~Ijeszd el az ptsi trsasgot.
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_4356
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DECON_4843 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DECON_4843 
015F: set_camera_position -2076.394 263.7876 35.7185 0.0 0.0 0.0 
0160: point_camera -2077.287 264.2365 35.6941 2 
0007: 50@ = -2077.287 // floating-point values 
000B: 50@ += 2076.394 // floating-point values 
0007: 51@ = 264.2365 // floating-point values 
000F: 51@ -= 263.7876 // floating-point values 
0007: 52@ = 35.6941 // floating-point values 
000F: 52@ -= 35.7185 // floating-point values 
0013: 50@ *= 10.0 // floating-point values 
0013: 51@ *= 10.0 // floating-point values 
0013: 52@ *= 10.0 // floating-point values 
0005: $TEMPVAR_FLOAT_1 = -2076.394 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 50@ // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 263.7876 // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 51@ // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 35.7185 // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 52@ // floating-point values 
0604: get_point 50@ 51@ angle $TEMPVAR_ANGLE 
0A0B: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_ANGLE 
038B: load_requested_models 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_4721 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -2099.162 171.1465 34.0869 speed 4 60000 ms 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 go_to_point -2090.8 263.5923 34.7131 speed 4 60000 ms 
05C8: AS_actor -1 look_around 
0643: (unknown) 49@ 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 102@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:DECON_4721
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_4813 
0615: define_action_sequences 49@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 49@ 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 117@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:DECON_4813
00BC: text_highpriority 'GAR2_02' 5000 ms 1  // ~s~Puszttsd el az sszes ~g~kontnert~s~ s ld meg a munkafelgyelt.
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_4843
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DECON_5240 
00D6: if 
0019:   32@ > 5500 // integer values 
004D: jump_if_false @DECON_5240 
016A: fade 0 150 ms 

:DECON_4887
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_4911 
0001: wait 0 ms 
0002: jump @DECON_4887 

:DECON_4911
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_4957 
00A1: put_actor 102@ at -2098.833 191.043 34.2113 
0173: set_actor 102@ z_angle_to 150.0 

:DECON_4957
015F: set_camera_position -2084.993 195.2235 39.2186 0.0 0.0 0.0 
0160: point_camera -2085.466 194.3752 38.9801 2 
0007: 50@ = -2085.466 // floating-point values 
000B: 50@ += 2084.993 // floating-point values 
0007: 51@ = 194.3752 // floating-point values 
000F: 51@ -= 195.2235 // floating-point values 
0007: 52@ = 38.9801 // floating-point values 
000F: 52@ -= 39.2186 // floating-point values 
0013: 50@ *= 10.0 // floating-point values 
0013: 51@ *= 10.0 // floating-point values 
0013: 52@ *= 10.0 // floating-point values 
0005: $TEMPVAR_FLOAT_1 = -2084.993 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 50@ // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 195.2235 // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 51@ // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 39.2186 // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 52@ // floating-point values 
0604: get_point 50@ 51@ angle $TEMPVAR_ANGLE 
0A0B: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_ANGLE 
038B: load_requested_models 
016A: fade 1 150 ms 

:DECON_5186
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_5210 
0001: wait 0 ms 
0002: jump @DECON_5186 

:DECON_5210
00BB: text_lowpriority 'GAR2_05' 5000 ms 1  // ~s~Az ptshez szksges gpek segtik elpuszttani a ~g~kontnereket~s~.
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:DECON_5240
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @DECON_5284 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DECON_5284 
0006: 35@ = 99 // integer values 

:DECON_5284
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @DECON_5326 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DECON_5326 
0006: 35@ = 99 // integer values 

:DECON_5326
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DECON_5643 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_5475 
00A1: put_actor 102@ at -2092.252 252.5526 34.4575 
0687: clear_actor_task 102@ 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -2099.162 171.1465 34.0869 speed 4 60000 ms 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 go_to_point -2090.8 263.5923 34.7131 speed 4 60000 ms 
05C8: AS_actor -1 look_around 
0643: (unknown) 49@ 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 102@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:DECON_5475
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_5567 
0615: define_action_sequences 49@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 49@ 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 117@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:DECON_5567
00D6: if 
03CA:   object $2671[3] exists 
004D: jump_if_false @DECON_5613 
01BC: put_object $2671[3] at -2077.04 280.395 35.817 
0177: set_object $2671[3] z_angle_to 0.0 

:DECON_5613
00BE: text_clear_all 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 0 ms 
0050: gosub @DECON_20810 

:DECON_5643
0051: return 

:DECON_5645
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_5720 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -2053.226 139.1389 -2135.449 309.5472 
004D: jump_if_false @DECON_5713 
03C7: unknown_maybe_cops_density 0.0 
0002: jump @DECON_5720 

:DECON_5713
03C7: unknown_maybe_cops_density 1.0 

:DECON_5720
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DECON_5843 
00D6: if 
0019:   32@ > 0 // integer values 
004D: jump_if_false @DECON_5843 
00BC: text_highpriority 'GAR2_19' 10000 ms 1  // ~s~Puszttsd el az sszes ~g~kontnert~s~. Szksged lesz egy buldzerre.
000A: 35@ += 1 // integer values 
0006: 33@ = 30000 // integer values 
0006: 63@ = 0 // integer values 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 12601 as 3 

:DECON_5817
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_5843 
0001: wait 0 ms 
0002: jump @DECON_5817 

:DECON_5843
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DECON_6161 
00D6: if 
0019:   33@ > 30000 // integer values 
004D: jump_if_false @DECON_6129 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_6129 
00D6: if 
0179:   actor $PLAYER_ACTOR picked_up_object 73@ 
004D: jump_if_false @DECON_6129 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DECON_6129 
0871: init_jump_table 63@ total_jumps 2 0 @DECON_6090 jumps 0 @DECON_5996 1 @DECON_6043 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 

:DECON_5996
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AK' // 8-byte strings  // ~z~Nem kellett volna megennie azt az istenverte curry-mrtst!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16609 
004F: create_thread @AUDIOL -1 0 0 1 0 
0002: jump @DECON_6090 

:DECON_6043
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AF' // 8-byte strings  // ~z~Istenem, ez a szar szag!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16605 
004F: create_thread @AUDIOL -1 0 0 1 0 
0002: jump @DECON_6090 

:DECON_6090
000A: 63@ += 1 // integer values 
00D6: if 
0019:   63@ > 1 // integer values 
004D: jump_if_false @DECON_6122 
0006: 63@ = 0 // integer values 

:DECON_6122
0006: 33@ = 0 // integer values 

:DECON_6129
00D6: if 
0039:   140@ == 6 // integer values 
004D: jump_if_false @DECON_6161 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_6161
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DECON_6205 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DECON_6205 
0006: 35@ = 99 // integer values 

:DECON_6205
00D6: if and
0039:   141@ == 1 // integer values 
002A:   0 >= $7234 // integer values 
001B:   6 > 140@ // integer values 
004D: jump_if_false @DECON_6325 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DECON_6262 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:DECON_6262
085A: (unknown) 597 -2039.255 232.481 33.9528 
085A: (unknown) 597 -2038.185 254.2709 34.0893 
0006: 37@ = 1 // integer values 
00BC: text_highpriority 'GAR2_40' 5000 ms 1  // ~r~Tl sok idbe tellett. A zsaruk feld tartanak.

:DECON_6325
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DECON_6359 
040D: unload_wav 3 
014F: stop_timer $7234 
0050: gosub @DECON_20810 

:DECON_6359
0006: 43@ = 0 // integer values 

:DECON_6366
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_6664 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_6650 
00D6: if 
0366:   object $2671(43@,6i) blown_up 
004D: jump_if_false @DECON_6650 
00D6: if 
0039:   128@(43@,6i) == 0 // integer values 
004D: jump_if_false @DECON_6650 
0164: disable_marker 118@(43@,6i) 
000A: 140@ += 1 // integer values 
0006: 128@(43@,6i) = 1 // integer values 
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @DECON_6507 
00BC: text_highpriority 'GAR2_29' 7000 ms 1  // ~s~5 ~g~kontnert~s~ kell mg elpuszttanod.

:DECON_6507
00D6: if 
0039:   140@ == 2 // integer values 
004D: jump_if_false @DECON_6541 
00BC: text_highpriority 'GAR2_30' 7000 ms 1  // ~s~4 ~g~kontnert~s~kell mg elpuszttanod.

:DECON_6541
00D6: if 
0039:   140@ == 3 // integer values 
004D: jump_if_false @DECON_6575 
00BC: text_highpriority 'GAR2_31' 7000 ms 1  // ~s~3 ~g~kontnert~s~kell mg elpuszttanod.

:DECON_6575
00D6: if 
0039:   140@ == 4 // integer values 
004D: jump_if_false @DECON_6609 
00BC: text_highpriority 'GAR2_32' 7000 ms 1  // ~s~2 ~g~kontnert~s~kell mg elpuszttanod.

:DECON_6609
00D6: if 
0039:   140@ == 5 // integer values 
004D: jump_if_false @DECON_6643 
00BC: text_highpriority 'GAR2_33' 7000 ms 1  // ~s~1 ~g~kontnert~s~ kell mg elpuszttanod.

:DECON_6643
0006: 32@ = 0 // integer values 

:DECON_6650
000A: 43@ += 1 // integer values 
0002: jump @DECON_6366 

:DECON_6664
00D6: if 
0736:   97 
004D: jump_if_false @DECON_6769 
0006: 43@ = 0 // integer values 

:DECON_6686
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_6769 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_6755 
00D6: if 
8366:   not object $2671(43@,6i) blown_up 
004D: jump_if_false @DECON_6755 
0723: break_object $2671(43@,6i) intensity 0 

:DECON_6755
000A: 43@ += 1 // integer values 
0002: jump @DECON_6686 

:DECON_6769
0051: return 

:DECON_6771
03E6: remove_text_box 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DECON_8059 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:DECON_6815
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_6839 
0001: wait 0 ms 
0002: jump @DECON_6815 

:DECON_6839
02A3: toggle_widescreen 1 
077E: 62@ = active_interior 
04BB: select_interior 0 // select render area 
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 1 // integer values 
004D: jump_if_false @DECON_6955 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2066.839 209.6444 28.403 -2040.1 262.7024 34.9146 
004D: jump_if_false @DECON_6948 
00A1: put_actor $PLAYER_ACTOR at -2090.044 209.4996 33.9509 
0173: set_actor $PLAYER_ACTOR z_angle_to 250.813 

:DECON_6948
0002: jump @DECON_6962 

:DECON_6955
0004: $10494 = 1 // integer values 

:DECON_6962
03CF: load_wav 12605 as 3 

:DECON_6969
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_6995 
0001: wait 0 ms 
0002: jump @DECON_6969 

:DECON_6995
0395: clear_area 1 at -2054.474 222.6438 35.8767 range 3.0 
0006: 43@ = 0 // integer values 

:DECON_7026
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @DECON_7175 
00D6: if 
056D:   carcass_of_actor 104@(43@,10i) valid 
004D: jump_if_false @DECON_7161 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_7152 
00D6: if 
00FE:   actor 104@(43@,10i) 0 -2054.474 222.6438 35.8767 radius 5.0 5.0 3.0 
004D: jump_if_false @DECON_7145 
009B: destroy_actor_instantly 104@(43@,10i) 

:DECON_7145
0002: jump @DECON_7161 

:DECON_7152
009B: destroy_actor_instantly 104@(43@,10i) 

:DECON_7161
000A: 43@ += 1 // integer values 
0002: jump @DECON_7026 

:DECON_7175
0006: 43@ = 0 // integer values 

:DECON_7182
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @DECON_7336 
00D6: if 
056E:   carcass_of_car 91@(43@,7i) valid 
004D: jump_if_false @DECON_7322 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_7313 
00D6: if 
01AF:   car 91@(43@,7i) 91@(43@,7i) -2054.474 222.6438 35.8767 radius 6.0 6.0 3.0 
004D: jump_if_false @DECON_7306 
00A6: destroy_car 91@(43@,7i) 

:DECON_7306
0002: jump @DECON_7322 

:DECON_7313
00A6: destroy_car 91@(43@,7i) 

:DECON_7322
000A: 43@ += 1 // integer values 
0002: jump @DECON_7182 

:DECON_7336
0006: 43@ = 0 // integer values 

:DECON_7343
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_7461 
00D6: if 
03CA:   object 70@(43@,6i) exists 
004D: jump_if_false @DECON_7447 
00D6: if 
04E6:   unknown_object 70@(43@,6i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 unknown 70@(43@,6i) 
004D: jump_if_false @DECON_7447 
0108: destroy_object 70@(43@,6i) 

:DECON_7447
000A: 43@ += 1 // integer values 
0002: jump @DECON_7343 

:DECON_7461
0006: 43@ = 0 // integer values 

:DECON_7468
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @DECON_7586 
00D6: if 
03CA:   object 76@(43@,5i) exists 
004D: jump_if_false @DECON_7572 
00D6: if 
04E6:   unknown_object 76@(43@,5i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 unknown 76@(43@,5i) 
004D: jump_if_false @DECON_7572 
0108: destroy_object 76@(43@,5i) 

:DECON_7572
000A: 43@ += 1 // integer values 
0002: jump @DECON_7468 

:DECON_7586
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_7612 
0797: (unknown) $2724 0.5 

:DECON_7612
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_7633 
0108: destroy_object 73@ 

:DECON_7633
029B: 73@ = init_object #PORTALOO at -2054.474 222.6438 35.8767 
0177: set_object 73@ z_angle_to 0.0 
0382: set_object 73@ collision_detection 0 
015F: set_camera_position -2058.05 218.8743 35.7489 0.0 0.0 0.0 
0160: point_camera -2057.423 219.653 35.7245 2 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_7745 
0108: destroy_object $2671[2] 

:DECON_7745
0107: $2671[2] = create_object #PORTAKABIN at $2677[2] $2683[2] $2689[2] 
0177: set_object $2671[2] z_angle_to $2695[2] 
0392: object $2671[2] toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $2671[2] 
009A: 114@ = create_actor 4 #BMYAP at -2054.474 222.6438 34.8767 
0173: set_actor 114@ z_angle_to 90.0 
00A5: 89@ = create_car #CEMENT at -2037.176 269.7917 34.9191 
0175: set_car 89@ z_angle_to 179.5245 
0085: 97@ = 89@ // integer values and handles 
0006: 43@ = 0 // integer values 

:DECON_7863
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @DECON_8021 
00D6: if 
056D:   carcass_of_actor 104@(43@,10i) valid 
004D: jump_if_false @DECON_8007 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_8007 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_7981 
04D7: lock_actor 104@(43@,10i) in_current_position 1 
0619: set_actor 104@(43@,10i) collision_detection 0 
0337: set_actor 104@(43@,10i) visibility 0 
0002: jump @DECON_8007 

:DECON_7981
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 1 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 0 

:DECON_8007
000A: 43@ += 1 // integer values 
0002: jump @DECON_7863 

:DECON_8021
016A: fade 1 500 ms 

:DECON_8028
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_8052 
0001: wait 0 ms 
0002: jump @DECON_8028 

:DECON_8052
000A: 35@ += 1 // integer values 

:DECON_8059
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @DECON_8101 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DECON_8101 
0006: 35@ = 99 // integer values 

:DECON_8101
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DECON_8160 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_8146 
097C: attach_wav 3 to_object 73@ 
03D1: play_wav 3 

:DECON_8146
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_8160
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DECON_8227 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DECON_8227 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_8227 
0723: break_object $2671[2] intensity 0 
000A: 35@ += 1 // integer values 

:DECON_8227
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DECON_8458 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @DECON_8458 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_8458 
015F: set_camera_position -2051.721 225.4406 36.5865 0.0 0.0 0.0 
0160: point_camera -2052.56 224.9327 36.3922 2 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -2057.137 223.541 34.582 speed 4 5000 ms 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_8385 
0655: unknown_action_sequence -1 $2671[2] 100 

:DECON_8385
0616: define_action_sequences_end 49@ 
0618: assign_actor 114@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AA' // 8-byte strings  // ~z~Mi ez a kibaszott kattogs?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16600 
004F: create_thread @AUDIOL 114@ 0 1 1 0 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:DECON_8458
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @DECON_8509 
00D6: if and
0019:   32@ > 3000 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DECON_8509 
000A: 35@ += 1 // integer values 

:DECON_8509
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @DECON_8690 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_8690 
062E: (unknown) 114@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DECON_8690 
00A1: put_actor 114@ at -2057.137 223.541 34.582 
0173: set_actor 114@ z_angle_to 97.4598 
015F: set_camera_position -2056.056 222.2135 36.2036 0.0 0.0 0.0 
0160: point_camera -2056.939 222.6817 36.1606 2 
06A9: AS_actor 114@ look_at_point -2069.0 229.0 36.0 2000 ms 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_8690
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @DECON_8792 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DECON_8792 
0006: 32@ = 0 // integer values 
015F: set_camera_position -2051.721 225.4406 36.5865 0.0 0.0 0.0 
0160: point_camera -2052.56 224.9327 36.3922 2 
000A: 35@ += 1 // integer values 

:DECON_8792
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @DECON_8906 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_8906 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AB' // 8-byte strings  // ~z~ bazd meg! Nem lttam semmit!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16601 
004F: create_thread @AUDIOL 114@ 0 1 1 0 
05D3: AS_actor 114@ go_to_point -2054.474 222.6438 35.8767 speed 6 5000 ms 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_8906
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @DECON_8950 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @DECON_8950 
000A: 35@ += 1 // integer values 

:DECON_8950
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @DECON_9032 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_9032 
062E: (unknown) 114@ 1491 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DECON_9032 
009B: destroy_actor_instantly 114@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_9032
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @DECON_9145 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DECON_9145 
00BE: text_clear_all 
015F: set_camera_position -2037.439 244.0506 43.8289 0.0 0.0 0.0 
0160: point_camera -2038.147 244.4092 43.2209 2 
00BB: text_lowpriority 'GAR2_11' 5000 ms 1  // ~s~Lkd bele a ~r~mobil WC-t~s~ az rokba.
000A: 35@ += 1 // integer values 

:DECON_9145
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @DECON_9189 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DECON_9189 
000A: 35@ += 1 // integer values 

:DECON_9189
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @DECON_9290 
00BE: text_clear_all 
015F: set_camera_position -2031.78 262.1947 36.3181 0.0 0.0 0.0 
0160: point_camera -2032.476 262.9132 36.3398 2 
00BB: text_lowpriority 'GAR2_12' 5000 ms 1  // ~s~Aztn sd el a beton al.
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_9290
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @DECON_9334 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DECON_9334 
0006: 35@ = 99 // integer values 

:DECON_9334
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DECON_9688 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_9391 
0382: set_object 73@ collision_detection 1 

:DECON_9391
00BE: text_clear_all 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 0 // integer values 
004D: jump_if_false @DECON_9425 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @DECON_9432 

:DECON_9425
0004: $10494 = 0 // integer values 

:DECON_9432
04BB: select_interior 62@ // select render area 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_9466 
0108: destroy_object $2671[2] 

:DECON_9466
00D6: if 
056D:   carcass_of_actor 114@ valid 
004D: jump_if_false @DECON_9487 
009B: destroy_actor_instantly 114@ 

:DECON_9487
0006: 43@ = 0 // integer values 

:DECON_9494
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @DECON_9652 
00D6: if 
056D:   carcass_of_actor 104@(43@,10i) valid 
004D: jump_if_false @DECON_9638 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_9638 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_9612 
04D7: lock_actor 104@(43@,10i) in_current_position 0 
0619: set_actor 104@(43@,10i) collision_detection 1 
0337: set_actor 104@(43@,10i) visibility 1 
0002: jump @DECON_9638 

:DECON_9612
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 0 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 1 

:DECON_9638
000A: 43@ += 1 // integer values 
0002: jump @DECON_9494 

:DECON_9652
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 1 // integer values 
004D: jump_if_false @DECON_9677 
0004: $1911 = 1 // integer values 

:DECON_9677
040D: unload_wav 3 
0050: gosub @DECON_20810 

:DECON_9688
0051: return 

:DECON_9690
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_9765 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -2053.226 139.1389 -2135.449 309.5472 
004D: jump_if_false @DECON_9758 
03C7: unknown_maybe_cops_density 0.0 
0002: jump @DECON_9765 

:DECON_9758
03C7: unknown_maybe_cops_density 1.0 

:DECON_9765
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DECON_9909 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_9830 
0188: 125@ = create_marker_above_object 73@ 
0165: set_marker 125@ color_to 0 

:DECON_9830
018A: 124@ = create_checkpoint_at -2048.644 250.1341 35.54 
00BB: text_lowpriority 'GAR2_10' 7000 ms 1  // ~s~sd el a ~r~vezett~s~ s a WC-jt.
0006: 32@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 65@ = 4000 // integer values 
0006: 173@ = 0 // integer values 
0006: 168@ = -1 // integer values 
000A: 35@ += 1 // integer values 

:DECON_9909
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DECON_10840 
00D6: if 
0019:   65@ > 5000 // integer values 
004D: jump_if_false @DECON_10509 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @DECON_10509 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_10509 
05A8: (unknown) 73@ 46@ 
00D6: if or
0021:   46@ > 2.0 // floating-point values 
0179:   actor $PLAYER_ACTOR picked_up_object 73@ 
004D: jump_if_false @DECON_10509 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DECON_10509 
0871: init_jump_table 63@ total_jumps 10 0 @DECON_10448 jumps 0 @DECON_10158 1 @DECON_10187 2 @DECON_10216 3 @DECON_10245 4 @DECON_10274 5 @DECON_10303 6 @DECON_10332 
0872: jump_table_jumps 7 @DECON_10361 8 @DECON_10390 9 @DECON_10419 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 

:DECON_10158
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AC' // 8-byte strings  // ~z~, Istenem, neee!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16602 
0002: jump @DECON_10448 

:DECON_10187
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AD' // 8-byte strings  // ~z~Oh Istenem! Mindjrt hnyok!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16603 
0002: jump @DECON_10448 

:DECON_10216
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AE' // 8-byte strings  // ~z~, a ruhm, elszakadt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16604 
0002: jump @DECON_10448 

:DECON_10245
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AF' // 8-byte strings  // ~z~Istenem, ez a szar szag!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16605 
0002: jump @DECON_10448 

:DECON_10274
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AG' // 8-byte strings  // ~z~Krem, valaki segtsen!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16606 
0002: jump @DECON_10448 

:DECON_10303
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AH' // 8-byte strings  // ~z~Mindjrt hnyok - fj!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16607 
0002: jump @DECON_10448 

:DECON_10332
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AJ' // 8-byte strings  // ~z~, bassza meg!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16608 
0002: jump @DECON_10448 

:DECON_10361
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AK' // 8-byte strings  // ~z~Nem kellett volna megennie azt az istenverte curry-mrtst!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16609 
0002: jump @DECON_10448 

:DECON_10390
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AL' // 8-byte strings  // ~z~Istenem, ez vr?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16610 
0002: jump @DECON_10448 

:DECON_10419
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AM' // 8-byte strings  // ~z~Urgh, ez a szmban van!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16611 
0002: jump @DECON_10448 

:DECON_10448
004F: create_thread @AUDIOL -1 0 0 1 0 
000A: 63@ += 1 // integer values 
00D6: if 
0019:   63@ > 7 // integer values 
004D: jump_if_false @DECON_10498 
0006: 63@ = 0 // integer values 

:DECON_10498
0006: 65@ = 0 // integer values 
0001: wait 1 ms 

:DECON_10509
00D6: if and
0019:   173@ > 150000 // integer values 
001B:   151000 > 173@ // integer values 
004D: jump_if_false @DECON_10575 
00BE: text_clear_all 
00BC: text_highpriority 'GAR2_34' 7000 ms 1  // ~s~Siess! A zsaruk mindjrt itt lesznek!
0006: 173@ = 151001 // integer values 
0006: 65@ = 0 // integer values 

:DECON_10575
00D6: if 
0019:   173@ > 200000 // integer values 
004D: jump_if_false @DECON_10684 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DECON_10621 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:DECON_10621
085A: (unknown) 597 -2039.255 232.481 33.9528 
085A: (unknown) 597 -2038.185 254.2709 34.0893 
0006: 37@ = 1 // integer values 
00BC: text_highpriority 'GAR2_35' 5000 ms 1  // ~r~Tl sokig tartott eltemetned a mvezett.

:DECON_10684
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_10833 
00D6: if 
04E6:   unknown_object 73@ near_point -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 unknown 0 
004D: jump_if_false @DECON_10833 
00D6: if and
876F:   not text_priority_displaying 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DECON_10833 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'GAR2_36' 7000 ms 1  // ~s~Szllj be egy ~b~cementes kocsiba~s~.
0164: disable_marker 124@ 
0164: disable_marker 125@ 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:DECON_10833
0050: gosub @DECON_11793 

:DECON_10840
00D6: if and
0019:   35@ > 1 // integer values 
001B:   4 > 35@ // integer values 
004D: jump_if_false @DECON_11117 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_11078 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0137:   car $TEMPVAR_ACTOR_CAR id == #CEMENT 
004D: jump_if_false @DECON_11039 
00D6: if 
8039:   not  168@ == 1 // integer values 
004D: jump_if_false @DECON_11032 
00BC: text_highpriority 'GAR2_37' 7000 ms 1  // ~s~Menj vissza a helyedre, a ~y~gdr~s~el.
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_10963 
0164: disable_marker 126@ 

:DECON_10963
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_10984 
0164: disable_marker 127@ 

:DECON_10984
00D6: if 
075C:   marker 124@ enabled 
004D: jump_if_false @DECON_11005 
0164: disable_marker 124@ 

:DECON_11005
018A: 124@ = create_checkpoint_at -2049.706 240.5694 34.762 
0006: 168@ = 1 // integer values 

:DECON_11032
0002: jump @DECON_11071 

:DECON_11039
00D6: if 
8039:   not  168@ == 0 // integer values 
004D: jump_if_false @DECON_11071 
0050: gosub @DECON_11644 
0006: 168@ = 0 // integer values 

:DECON_11071
0002: jump @DECON_11110 

:DECON_11078
00D6: if 
8039:   not  168@ == 0 // integer values 
004D: jump_if_false @DECON_11110 
0050: gosub @DECON_11644 
0006: 168@ = 0 // integer values 

:DECON_11110
0050: gosub @DECON_11793 

:DECON_11117
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DECON_11263 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @DECON_11263 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_11263 
00D6: if 
82CC:   not unknown_object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_11263 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ z_angle_to 158.56 
0453: object 73@ set_rotation -170.1394 -88.8094 -21.44 
0006: 165@ = 1 // integer values 

:DECON_11263
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DECON_11617 
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @DECON_11388 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_11388 
00D6: if 
82CC:   not unknown_object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_11388 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ z_angle_to 158.56 
0453: object 73@ set_rotation -170.1394 -88.8094 -21.44 
0006: 165@ = 1 // integer values 

:DECON_11388
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2049.706 240.5694 34.762 radius 3.0 3.0 3.0 
004D: jump_if_false @DECON_11617 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #CEMENT 
004D: jump_if_false @DECON_11568 
00D6: if 
01C1:   car 90@ stopped 
004D: jump_if_false @DECON_11561 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_11561 
0174: $TEMPVAR_ANGLE = car 90@ z_angle 
00D6: if and
0022:   190.0 > $TEMPVAR_ANGLE // floating-point values 
0020:   $TEMPVAR_ANGLE > 170.0 // floating-point values 
004D: jump_if_false @DECON_11545 
0164: disable_marker 124@ 
0006: 35@ = 99 // integer values 
0002: jump @DECON_11561 

:DECON_11545
00BC: text_highpriority 'GAR2_14' 1000 ms 1  // ~s~Hzd ki magad, s menj vissza a cementes kocsival a gdrhz.

:DECON_11561
0002: jump @DECON_11610 

:DECON_11568
00D6: if 
0019:   32@ > 30000 // integer values 
004D: jump_if_false @DECON_11610 
00BC: text_highpriority 'GAR2_20' 7000 ms 1  // ~s~Szksged lesz egy cementes kocsira!
0006: 32@ = 0 // integer values 

:DECON_11610
0002: jump @DECON_11617 

:DECON_11617
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DECON_11642 
0050: gosub @DECON_20810 

:DECON_11642
0051: return 

:DECON_11644
00D6: if 
075C:   marker 124@ enabled 
004D: jump_if_false @DECON_11665 
0164: disable_marker 124@ 

:DECON_11665
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @DECON_11728 
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @DECON_11728 
0186: 126@ = create_marker_above_car 85@ 
07E0: set_marker 126@ type_to 1 
00BC: text_highpriority 'GAR2_36' 7000 ms 1  // ~s~Szllj be egy ~b~cementes kocsiba~s~.

:DECON_11728
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @DECON_11791 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DECON_11791 
0186: 127@ = create_marker_above_car 89@ 
07E0: set_marker 127@ type_to 1 
00BC: text_highpriority 'GAR2_36' 7000 ms 1  // ~s~Szllj be egy ~b~cementes kocsiba~s~.

:DECON_11791
0051: return 

:DECON_11793
00D6: if 
056E:   carcass_of_car 85@ valid 
004D: jump_if_false @DECON_11923 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @DECON_11906 
00D6: if 
01AF:   car 85@ 0 -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_11899 
00D6: if 
82CA:   not car 85@ bounding_sphere_visible 
004D: jump_if_false @DECON_11899 
00A6: destroy_car 85@ 
0164: disable_marker 126@ 

:DECON_11899
0002: jump @DECON_11916 

:DECON_11906
01C3: remove_references_to_car 85@ // Like turning a car into any random car 
0164: disable_marker 126@ 

:DECON_11916
0002: jump @DECON_12068 

:DECON_11923
00D6: if 
80C2:   not sphere_onscreen -2112.603 193.7894 33.6684 5.0 
004D: jump_if_false @DECON_12068 
00D6: if 
838A:   not car_in_cube -2112.603 193.7894 33.6684 3.0 3.0 3.0 
004D: jump_if_false @DECON_12068 
00A5: 85@ = create_car #CEMENT at -2112.603 193.7894 33.6684 
0175: set_car 85@ z_angle_to 276.2221 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_12053 
0164: disable_marker 126@ 

:DECON_12053
0186: 126@ = create_marker_above_car 85@ 
07E0: set_marker 126@ type_to 1 

:DECON_12068
00D6: if 
056E:   carcass_of_car 89@ valid 
004D: jump_if_false @DECON_12198 
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @DECON_12181 
00D6: if 
01AF:   car 89@ 0 -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_12174 
00D6: if 
82CA:   not car 89@ bounding_sphere_visible 
004D: jump_if_false @DECON_12174 
00A6: destroy_car 89@ 
0164: disable_marker 127@ 

:DECON_12174
0002: jump @DECON_12191 

:DECON_12181
01C3: remove_references_to_car 89@ // Like turning a car into any random car 
0164: disable_marker 127@ 

:DECON_12191
0002: jump @DECON_12343 

:DECON_12198
00D6: if 
80C2:   not sphere_onscreen -2037.176 269.7917 34.9191 5.0 
004D: jump_if_false @DECON_12343 
00D6: if 
838A:   not car_in_cube -2037.176 269.7917 34.9191 3.0 3.0 3.0 
004D: jump_if_false @DECON_12343 
00A5: 89@ = create_car #CEMENT at -2037.176 269.7917 34.9191 
0175: set_car 89@ z_angle_to 179.5245 
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_12328 
0164: disable_marker 127@ 

:DECON_12328
0186: 127@ = create_marker_above_car 89@ 
07E0: set_marker 127@ type_to 1 

:DECON_12343
0051: return 

:DECON_12345
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DECON_13154 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 250 ms 

:DECON_12379
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_12403 
0001: wait 0 ms 
0002: jump @DECON_12379 

:DECON_12403
03CF: load_wav 12600 as 3 

:DECON_12410
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_12436 
0001: wait 0 ms 
0002: jump @DECON_12410 

:DECON_12436
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_12518 
00D6: if 
82CC:   not unknown_object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_12518 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ z_angle_to 158.56 
0453: object 73@ set_rotation -170.1394 -88.8094 -21.44 

:DECON_12518
02A3: toggle_widescreen 1 
015F: set_camera_position -2046.33 255.5639 35.1158 0.0 0.0 0.0 
0160: point_camera -2046.688 254.6398 34.9808 2 
0006: 43@ = 0 // integer values 

:DECON_12580
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @DECON_12652 
00D6: if 
056D:   carcass_of_actor 104@(43@,10i) valid 
004D: jump_if_false @DECON_12638 
009B: destroy_actor_instantly 104@(43@,10i) 
0006: 104@(43@,10i) = 0 // integer values 

:DECON_12638
000A: 43@ += 1 // integer values 
0002: jump @DECON_12580 

:DECON_12652
00A1: put_actor $PLAYER_ACTOR at -2049.734 241.7195 70.7037 
0173: set_actor $PLAYER_ACTOR z_angle_to 176.835 
0006: 43@ = 0 // integer values 

:DECON_12689
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @DECON_12802 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_12788 
00D6: if 
01AF:   car 91@(43@,7i) 0 -2049.734 241.7195 34.7037 radius 7.0 7.0 5.0 
004D: jump_if_false @DECON_12788 
00A6: destroy_car 91@(43@,7i) 

:DECON_12788
000A: 43@ += 1 // integer values 
0002: jump @DECON_12689 

:DECON_12802
0006: 43@ = 0 // integer values 

:DECON_12809
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @DECON_12938 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_12915 
00D6: if 
01AF:   car 91@(43@,7i) 0 -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 
004D: jump_if_false @DECON_12908 
00A6: destroy_car 91@(43@,7i) 

:DECON_12908
0002: jump @DECON_12924 

:DECON_12915
00A6: destroy_car 91@(43@,7i) 

:DECON_12924
000A: 43@ += 1 // integer values 
0002: jump @DECON_12809 

:DECON_12938
0395: clear_area 1 at -2049.734 241.7195 34.7037 range 10.0 
00A1: put_actor $PLAYER_ACTOR at -2049.734 241.7195 34.7037 
0173: set_actor $PLAYER_ACTOR z_angle_to 176.835 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_13104 
07C6: set_vehicle 90@ axis_angle_relation_to -0.0448 0.0178 1.003 -0.0611 
029B: 81@ = init_object #HUBHOLE3_SFSE at -2049.171 250.3193 30.8784 
066C: 179@ = attach_particle "CEMENT" to_vehicle 90@ offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 1 

:DECON_13104
0001: wait 500 ms 
016A: fade 1 250 ms 

:DECON_13116
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_13140 
0001: wait 0 ms 
0002: jump @DECON_13116 

:DECON_13140
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_13154
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DECON_13255 
0007: 46@ = 0.0 // floating-point values 

:DECON_13182
00D6: if 
0023:   1.0 > 46@ // floating-point values 
004D: jump_if_false @DECON_13248 
0001: wait 0 ms 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_13231 
08A4: car 90@ manipulate_extra_parts 46@ 

:DECON_13231
0079: 46@ += unknown_inaccurate_float_timer 0.01 // floating-point 
0002: jump @DECON_13182 

:DECON_13248
000A: 35@ += 1 // integer values 

:DECON_13255
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DECON_13373 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DECON_13373 
064C: make_particle 179@ visible 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_13359 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 90@ offset 0.0 -4.4 0.0 
03D7: set_wav 3 location $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D1: play_wav 3 

:DECON_13359
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DECON_13373
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DECON_13417 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DECON_13417 
000A: 35@ += 1 // integer values 

:DECON_13417
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @DECON_13506 
00D6: if 
034E: move_object 81@ to -2049.171 250.3193 34.177 speed 0.01 0.01 0.009 flag 0 
004D: jump_if_false @DECON_13506 
0006: 32@ = 0 // integer values 
040D: unload_wav 3 
064E: (unknown) 179@ 
000A: 35@ += 1 // integer values 

:DECON_13506
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @DECON_13550 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DECON_13550 
0006: 35@ = 99 // integer values 

:DECON_13550
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DECON_13610 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_13584 

:DECON_13584
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 3 
0006: 36@ = 1 // integer values 

:DECON_13610
0051: return 

:DECON_13612
00D6: if and
0039:   39@ == 1 // integer values 
0039:   141@ == 0 // integer values 
004D: jump_if_false @DECON_14209 
0006: 43@ = 0 // integer values 

:DECON_13644
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_13735 
00D6: if 
056D:   carcass_of_actor 98@(43@,6i) valid 
004D: jump_if_false @DECON_13721 
00D6: if or
051A:   actor 98@(43@,6i) damaged_by_actor $PLAYER_ACTOR 
0118:   actor 98@(43@,6i) dead 
004D: jump_if_false @DECON_13721 
0006: 141@ = 1 // integer values 

:DECON_13721
000A: 43@ += 1 // integer values 
0002: jump @DECON_13644 

:DECON_13735
00D6: if 
056D:   carcass_of_actor 117@ valid 
004D: jump_if_false @DECON_13782 
00D6: if or
051A:   actor 117@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 117@ dead 
004D: jump_if_false @DECON_13782 
0006: 141@ = 1 // integer values 

:DECON_13782
00D6: if 
056D:   carcass_of_actor 115@ valid 
004D: jump_if_false @DECON_13829 
00D6: if or
051A:   actor 115@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 115@ dead 
004D: jump_if_false @DECON_13829 
0006: 141@ = 1 // integer values 

:DECON_13829
0006: 43@ = 0 // integer values 

:DECON_13836
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_13926 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_13912 
071E: (unknown) $2671(43@,6i) 44@ 
00D6: if 
001B:   900 > 44@ // integer values 
004D: jump_if_false @DECON_13912 
0006: 141@ = 1 // integer values 

:DECON_13912
000A: 43@ += 1 // integer values 
0002: jump @DECON_13836 

:DECON_13926
0006: 43@ = 0 // integer values 

:DECON_13933
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @DECON_14065 
00D6: if 
056E:   carcass_of_car 91@(43@,7i) valid 
004D: jump_if_false @DECON_14051 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_14051 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 91@(43@,7i) 
004D: jump_if_false @DECON_14021 
0006: 141@ = 1 // integer values 

:DECON_14021
00D6: if 
051C:   car 91@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DECON_14051 
0006: 141@ = 1 // integer values 

:DECON_14051
000A: 43@ += 1 // integer values 
0002: jump @DECON_13933 

:DECON_14065
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @DECON_14151 
0006: 43@ = 0 // integer values 

:DECON_14090
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @DECON_14151 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_14137 
0687: clear_actor_task 104@(43@,10i) 

:DECON_14137
000A: 43@ += 1 // integer values 
0002: jump @DECON_14090 

:DECON_14151
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @DECON_14202 
0004: $7234 = 180000 // integer values 
014E: set_timer_to $7234 type 1 
00BB: text_lowpriority 'GAR2_41' 7000 ms 1  // ~s~Puszttsd el az sszes ~g~kontnert~s~ mieltt a zsaruk idernnek!

:DECON_14202
0002: jump @DECON_14303 

:DECON_14209
00D6: if 
0039:   169@ == 0 // integer values 
004D: jump_if_false @DECON_14303 
00D6: if and
88FE:   not text_box_displaying 
876F:   not text_priority_displaying 
004D: jump_if_false @DECON_14303 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14303 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0137:   car $TEMPVAR_ACTOR_CAR id == #DOZER 
004D: jump_if_false @DECON_14303 
03E5: text_box 'GAR2_42'  // Lgy vatos, kerld el a robbankony hordkat!
000A: 169@ += 1 // integer values 

:DECON_14303
00D6: if and
0039:   167@ == 0 // integer values 
002B:   2 >= 34@ // integer values 
004D: jump_if_false @DECON_14385 
00D6: if and
0119:   car 83@ wrecked 
0119:   car 84@ wrecked 
004D: jump_if_false @DECON_14385 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @DECON_14385 
00BC: text_highpriority 'GAR2_39' 7000 ms 1  // ~s~Ms nehzgpek el tudjk puszttani a ~g~kontnereket~s~.
000A: 167@ += 1 // integer values 

:DECON_14385
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @DECON_16006 
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_14517 
062E: (unknown) 117@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DECON_14517 
0615: define_action_sequences 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 60000 20.0 ms 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 60000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 117@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
0006: 111@ = 0 // integer values 

:DECON_14517
0615: define_action_sequences 176@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14562 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 60000 5.0 ms 
0002: jump @DECON_14579 

:DECON_14562
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 60000 15.0 ms 

:DECON_14579
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14637 
0605: actor -1 perform_animation_sequence "FIGHTIDLE" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0002: jump @DECON_14637 

:DECON_14637
0616: define_action_sequences_end 176@ 
0615: define_action_sequences 177@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14687 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 60000 7.5 ms 
0002: jump @DECON_14704 

:DECON_14687
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 60000 10.0 ms 

:DECON_14704
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14762 
0605: actor -1 perform_animation_sequence "FIGHTIDLE" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0002: jump @DECON_14762 

:DECON_14762
0616: define_action_sequences_end 177@ 
0615: define_action_sequences 178@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14812 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 60000 10.0 ms 
0002: jump @DECON_14829 

:DECON_14812
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 60000 20.0 ms 

:DECON_14829
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 3000 ms 
0616: define_action_sequences_end 178@ 
0006: 43@ = 0 // integer values 

:DECON_14856
00D6: if 
001B:   2 > 43@ // integer values 
004D: jump_if_false @DECON_14913 
0006: 180@(43@,2i) = -1 // integer values 
0007: 182@(43@,2f) = 9999.0 // floating-point values 
000A: 43@ += 1 // integer values 
0002: jump @DECON_14856 

:DECON_14913
0006: 43@ = 0 // integer values 

:DECON_14920
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @DECON_15164 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_15150 
00A0: store_actor 104@(43@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0509: $11352 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 56@ 57@ 
00D6: if 
0027:   182@ > $11352 // floating-point values only 
004D: jump_if_false @DECON_15065 
0087: 183@ = 182@ // floating-point values only 
0089: 182@ = $11352 // floating-point values only 
0085: 181@ = 180@ // integer values and handles 
0085: 180@ = 43@ // integer values and handles 
0002: jump @DECON_15100 

:DECON_15065
00D6: if 
0027:   183@ > $11352 // floating-point values only 
004D: jump_if_false @DECON_15100 
0089: 183@ = $11352 // floating-point values only 
0085: 181@ = 43@ // integer values and handles 

:DECON_15100
00D6: if and
0020:   $11352 > 500.0 // floating-point values 
82CB:   not actor 104@(43@,10i) bounding_sphere_visible 
004D: jump_if_false @DECON_15150 
009B: destroy_actor_instantly 104@(43@,10i) 
0006: 104@(43@,10i) = 0 // integer values 

:DECON_15150
000A: 43@ += 1 // integer values 
0002: jump @DECON_14920 

:DECON_15164
0006: 43@ = 0 // integer values 

:DECON_15171
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @DECON_15991 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_15977 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_15711 
00D6: if 
02D8:   actor 104@(43@,10i) currentweapon == 22 
004D: jump_if_false @DECON_15312 
062E: (unknown) 104@(43@,10i) 1506 44@ 
00D6: if 
04A4:   44@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DECON_15305 
0687: clear_actor_task 104@(43@,10i) 
05E2: AS_actor 104@(43@,10i) kill_actor $PLAYER_ACTOR 

:DECON_15305
0002: jump @DECON_15704 

:DECON_15312
00D6: if or
003B:   43@ == 180@ // integer values 
003B:   43@ == 181@ // integer values 
004D: jump_if_false @DECON_15400 
062E: (unknown) 104@(43@,10i) 1506 44@ 
00D6: if 
04A4:   44@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DECON_15393 
0687: clear_actor_task 104@(43@,10i) 
05E2: AS_actor 104@(43@,10i) kill_actor $PLAYER_ACTOR 

:DECON_15393
0002: jump @DECON_15704 

:DECON_15400
062E: (unknown) 104@(43@,10i) 1560 44@ 
00D6: if 
04A4:   44@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DECON_15562 
0209: 44@ = random_int 0 9 
00D6: if 
001B:   4 > 44@ // integer values 
004D: jump_if_false @DECON_15488 
0687: clear_actor_task 104@(43@,10i) 
0618: assign_actor 104@(43@,10i) to_action_sequences 176@ 
0002: jump @DECON_15555 

:DECON_15488
00D6: if 
001B:   8 > 44@ // integer values 
004D: jump_if_false @DECON_15534 
0687: clear_actor_task 104@(43@,10i) 
0618: assign_actor 104@(43@,10i) to_action_sequences 177@ 
0002: jump @DECON_15555 

:DECON_15534
0687: clear_actor_task 104@(43@,10i) 
0618: assign_actor 104@(43@,10i) to_action_sequences 178@ 

:DECON_15555
0002: jump @DECON_15704 

:DECON_15562
00D6: if or
0611:   actor 104@(43@,10i) animation_is "PANIC_POINT" 
0611:   actor 104@(43@,10i) animation_is "PANIC_SHOUT" 
004D: jump_if_false @DECON_15704 
00A0: store_actor 104@(43@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0087: 50@ = 56@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 57@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0604: get_point 50@ 51@ angle $TEMPVAR_ANGLE 
0173: set_actor 104@(43@,10i) z_angle_to $TEMPVAR_ANGLE 

:DECON_15704
0002: jump @DECON_15977 

:DECON_15711
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
04E0: car $TEMPVAR_ACTOR_CAR abandon_path_radius 255 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DECON_15768 
00D6: if 
060E:   car $TEMPVAR_ACTOR_CAR is_assigned_to_existing_path 
004D: jump_if_false @DECON_15768 
05EC: release_vehicle $TEMPVAR_ACTOR_CAR from_path 

:DECON_15768
062E: (unknown) 104@(43@,10i) 1560 44@ 
00D6: if 
04A4:   44@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DECON_15878 
0615: define_action_sequences 49@ 
06E1: unknown_action_sequence -1 $TEMPVAR_ACTOR_CAR -1 3 40.0 3 
0616: define_action_sequences_end 49@ 
0618: assign_actor 104@(43@,10i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
00D6: if 
8039:   not  184@ == 0 // integer values 
004D: jump_if_false @DECON_15871 
0006: 184@ = 0 // integer values 

:DECON_15871
0002: jump @DECON_15977 

:DECON_15878
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_15977 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @DECON_15977 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @DECON_15977 
0615: define_action_sequences 49@ 
06C7: unknown_action_sequence -1 $TEMPVAR_ACTOR_CAR 3 2500 
0616: define_action_sequences_end 49@ 
0618: assign_actor 104@(43@,10i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 184@ = 1 // integer values 

:DECON_15977
000A: 43@ += 1 // integer values 
0002: jump @DECON_15171 

:DECON_15991
061B: remove_references_to_action_sequences 176@ 
061B: remove_references_to_action_sequences 177@ 
061B: remove_references_to_action_sequences 178@ 

:DECON_16006
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @DECON_16750 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_16750 
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @DECON_16169 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
004D: jump_if_false @DECON_16169 
0687: clear_actor_task 102@ 
0615: define_action_sequences 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 50000 3.0 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C8: AS_actor -1 look_around 
0616: define_action_sequences_end 49@ 
0618: assign_actor 102@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 146@ += 1 // integer values 

:DECON_16169
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @DECON_16606 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
004D: jump_if_false @DECON_16509 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @DECON_16502 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DECON_16502 
00D6: if 
0105:   actor 102@ near_actor_on_foot $PLAYER_ACTOR radius 3.0 3.0 2.0 sphere 0 
004D: jump_if_false @DECON_16495 
0209: 43@ = random_int 0 3 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @DECON_16370 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BA' // 8-byte strings  // ~z~H, hol van a sisakod?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16612 
004F: create_thread @AUDIOL 102@ 1 0 1 0 

:DECON_16370
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @DECON_16429 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BB' // 8-byte strings  // ~z~Nektek itt kellene lennetek?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16613 
004F: create_thread @AUDIOL 102@ 1 0 1 0 

:DECON_16429
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @DECON_16488 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BC' // 8-byte strings  // ~z~H, ez a rsz veszlyes!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 16614 
004F: create_thread @AUDIOL 102@ 1 0 1 0 

:DECON_16488
000A: 146@ += 1 // integer values 

:DECON_16495
0006: 33@ = 0 // integer values 

:DECON_16502
0002: jump @DECON_16606 

:DECON_16509
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -2099.162 171.1465 34.0869 speed 4 60000 ms 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 go_to_point -2090.8 263.5923 34.7131 speed 4 60000 ms 
05C8: AS_actor -1 look_around 
0643: (unknown) 49@ 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 102@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 146@ = 0 // integer values 

:DECON_16606
00D6: if 
0039:   146@ == 2 // integer values 
004D: jump_if_false @DECON_16750 
062E: (unknown) 102@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DECON_16750 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -2099.162 171.1465 34.0869 speed 4 60000 ms 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 go_to_point -2090.8 263.5923 34.7131 speed 4 60000 ms 
05C8: AS_actor -1 look_around 
0643: (unknown) 49@ 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 102@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 146@ += 1 // integer values 

:DECON_16750
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @DECON_16829 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_16822 
00D6: if 
060E:   car 83@ is_assigned_to_existing_path 
004D: jump_if_false @DECON_16822 
00D6: if 
80DB:   not actor 115@ in_car 83@ 
004D: jump_if_false @DECON_16822 
05EC: release_vehicle 83@ from_path 

:DECON_16822
0002: jump @DECON_16866 

:DECON_16829
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_16866 
00D6: if 
060E:   car 83@ is_assigned_to_existing_path 
004D: jump_if_false @DECON_16866 
05EC: release_vehicle 83@ from_path 

:DECON_16866
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_16954 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_16939 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_16932 
0006: 90@ = 0 // integer values 
00D9: 90@ = actor $PLAYER_ACTOR car 

:DECON_16932
0002: jump @DECON_16954 

:DECON_16939
0006: 90@ = 0 // integer values 
00D9: 90@ = actor $PLAYER_ACTOR car 

:DECON_16954
0006: 43@ = 0 // integer values 

:DECON_16961
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_18417 
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @DECON_17147 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_17147 
00D6: if or
08FF: (unknown) $2671(43@,6i) 51 
08FF: (unknown) $2671(43@,6i) 35 
08FF: (unknown) $2671(43@,6i) 16 
08FF: (unknown) $2671(43@,6i) 20 
08FF: (unknown) $2671(43@,6i) 39 
004D: jump_if_false @DECON_17107 
0662: write_debug_message "DAMAGED_BY_EXPLOSION" 

:DECON_17107
00D6: if 
08FF: (unknown) $2671(43@,6i) 57 
004D: jump_if_false @DECON_17147 
0662: write_debug_message "DAMAGED_BY_ANY" 

:DECON_17147
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_17336 
00D6: if or
08FF: (unknown) $2671(43@,6i) 51 
08FF: (unknown) $2671(43@,6i) 35 
08FF: (unknown) $2671(43@,6i) 16 
08FF: (unknown) $2671(43@,6i) 20 
08FF: (unknown) $2671(43@,6i) 39 
004D: jump_if_false @DECON_17336 
0900: (unknown) $2671(43@,6i) 
071E: (unknown) $2671(43@,6i) 44@ 
000A: 44@ += -500 // integer values 
00D6: if 
001B:   1 > 44@ // integer values 
004D: jump_if_false @DECON_17324 
071F: set_object $2671(43@,6i) mass 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
0002: jump @DECON_17336 

:DECON_17324
071F: set_object $2671(43@,6i) mass 44@ 

:DECON_17336
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_17535 
00D6: if 
8366:   not object $2671(43@,6i) blown_up 
004D: jump_if_false @DECON_17535 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_17535 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_17535 
00D6: if 
0897: (unknown) 90@ $2671(43@,6i) 
004D: jump_if_false @DECON_17535 
00D6: if 
0021:   171@ > 65000.0 // floating-point values 
004D: jump_if_false @DECON_17535 
071F: set_object $2671(43@,6i) mass 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_17535 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_17535 
04BA: set_car 90@ speed_instantly 170@ 

:DECON_17535
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_18176 
00D6: if 
8366:   not object $2671(43@,6i) blown_up 
004D: jump_if_false @DECON_18176 
071E: (unknown) $2671(43@,6i) 159@(43@,6i) 
00D6: if 
001D:   153@(43@,6i) > 159@(43@,6i) // integer values 
004D: jump_if_false @DECON_18160 
00D6: if 
0019:   159@(43@,6i) > 0 // integer values 
004D: jump_if_false @DECON_18160 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_18014 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_18014 
00D6: if 
0897: (unknown) 90@ $2671(43@,6i) 
004D: jump_if_false @DECON_18014 
00D6: if 
0021:   170@ > 5.0 // floating-point values 
004D: jump_if_false @DECON_17998 
00D6: if 
8137:   not car 90@ id == #DOZER 
004D: jump_if_false @DECON_17823 
0085: 44@ = 153@(43@,6i) // integer values and handles 
0062: 44@ -= 159@(43@,6i) // integer values 
0093: 46@ = integer_to_float 44@ 
0013: 46@ *= 0.5 // floating-point values 
0092: 44@ = float_to_integer 46@ 
005A: 159@(43@,6i) += 44@ // integer values 
071F: set_object $2671(43@,6i) mass 159@(43@,6i) 
0002: jump @DECON_17991 

:DECON_17823
0085: 44@ = 153@(43@,6i) // integer values and handles 
0062: 44@ -= 159@(43@,6i) // integer values 
0012: 44@ *= -30 // integer values 
005A: 159@(43@,6i) += 44@ // integer values 
00D6: if 
001B:   0 > 159@(43@,6i) // integer values 
004D: jump_if_false @DECON_17899 
0006: 159@(43@,6i) = 0 // integer values 

:DECON_17899
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @DECON_17975 
00D6: if 
0019:   159@(43@,6i) > 10 // integer values 
004D: jump_if_false @DECON_17975 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @DECON_17975 
00BC: text_highpriority 'GAR2_38' 5000 ms 1  // ~s~Told csak!
0006: 166@ = 1 // integer values 

:DECON_17975
071F: set_object $2671(43@,6i) mass 159@(43@,6i) 

:DECON_17991
0002: jump @DECON_18014 

:DECON_17998
071F: set_object $2671(43@,6i) mass 153@(43@,6i) 

:DECON_18014
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 1 // integer values 
004D: jump_if_false @DECON_18069 
071F: set_object $2671(43@,6i) mass 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 

:DECON_18069
00D6: if 
0039:   159@(43@,6i) == 0 // integer values 
004D: jump_if_false @DECON_18160 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_18160 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_18160 
04BA: set_car 90@ speed_instantly 170@ 

:DECON_18160
0085: 153@(43@,6i) = 159@(43@,6i) // integer values and handles 

:DECON_18176
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_18403 
00D6: if 
8366:   not object $2671(43@,6i) blown_up 
004D: jump_if_false @DECON_18403 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_18403 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_18403 
00D6: if 
0137:   car 90@ id == #DOZER 
004D: jump_if_false @DECON_18403 
00D6: if 
0897: (unknown) 90@ $2671(43@,6i) 
004D: jump_if_false @DECON_18403 
071E: (unknown) $2671(43@,6i) 44@ 
00D6: if 
001B:   10 > 44@ // integer values 
004D: jump_if_false @DECON_18403 
071F: set_object $2671(43@,6i) mass 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_18403 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_18403 
04BA: set_car 90@ speed_instantly 170@ 

:DECON_18403
000A: 43@ += 1 // integer values 
0002: jump @DECON_16961 

:DECON_18417
0006: 43@ = 0 // integer values 

:DECON_18424
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_19160 
00D6: if 
0019:   152@ > 0 // integer values 
004D: jump_if_false @DECON_18996 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_18996 
071E: (unknown) $2671(43@,6i) 44@ 
00D6: if 
001B:   995 > 44@ // integer values 
004D: jump_if_false @DECON_18996 
00D6: if 
0019:   44@ > 500 // integer values 
004D: jump_if_false @DECON_18704 
00D6: if 
0039:   134@(43@,6i) == 0 // integer values 
004D: jump_if_false @DECON_18697 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(43@,6i) offset 3.252 -2.1084 0.0 
0050: gosub @DECON_20689 
00D6: if 
0039:   190@ == 0 // integer values 
004D: jump_if_false @DECON_18697 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2671(43@,6i) z_angle 
0009: $TEMPVAR_ANGLE += 180.0 // floating-point values 
009A: 116@ = create_actor 24 #WMYCON at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor 116@ z_angle_to $TEMPVAR_ANGLE 
0223: set_actor 116@ health_to 50 
000A: 134@(43@,6i) += 1 // integer values 
0006: 43@ = 6 // integer values 

:DECON_18697
0002: jump @DECON_18996 

:DECON_18704
00D6: if 
8366:   not object $2671(43@,6i) blown_up 
004D: jump_if_false @DECON_18731 
0002: jump @DECON_18996 

:DECON_18731
00D6: if 
8039:   not  134@(43@,6i) == 99 // integer values 
004D: jump_if_false @DECON_18996 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(43@,6i) offset 0.0 0.0 0.0 
0176: $TEMPVAR_ANGLE = object $2671(43@,6i) z_angle 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_ANGLE += 180.0 // floating-point values 
009A: 116@ = create_actor 24 #WMYCON at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor 116@ z_angle_to $TEMPVAR_ANGLE 
0223: set_actor 116@ health_to 50 
0006: 134@(43@,6i) = 99 // integer values 
0006: 43@ = 6 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0209: 44@ = random_int 0 2 
00D6: if 
8039:   not  44@ == 0 // integer values 
004D: jump_if_false @DECON_18956 
0013: 51@ *= -1.0 // floating-point values 

:DECON_18956
0087: 53@ = 51@ // floating-point values only 
0087: 54@ = 50@ // floating-point values only 
0013: 54@ *= -1.0 // floating-point values 
0673: AS_actor 116@ dive_to_offset 53@ 54@ time_on_ground 1000 ms 

:DECON_18996
00D6: if 
056D:   carcass_of_actor 116@ valid 
004D: jump_if_false @DECON_19139 
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @DECON_19139 
00D6: if 
0019:   140@ > 0 // integer values 
004D: jump_if_false @DECON_19095 
00D6: if 
001B:   2 > 140@ // integer values 
004D: jump_if_false @DECON_19083 
01B2: give_actor 116@ weapon 6 ammo 99999 // Load the weapon model before using this 
0002: jump @DECON_19095 

:DECON_19083
01B2: give_actor 116@ weapon 22 ammo 99999 // Load the weapon model before using this 

:DECON_19095
07DD: (unknown) 116@ 30 
02E2: set_actor 116@ weapon_accuracy_to 30 
060B: unknown_actor_use_entity 116@ 174@ 
0085: 185@ = 116@ // integer values and handles 
0050: gosub @DECON_19924 
0006: 172@ = 0 // integer values 

:DECON_19139
0006: 116@ = 0 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @DECON_18424 

:DECON_19160
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @DECON_19683 
00D6: if 
002B:   4 >= 152@ // integer values 
004D: jump_if_false @DECON_19203 
0006: 172@ = 0 // integer values 

:DECON_19203
00D6: if 
0019:   172@ > 20000 // integer values 
004D: jump_if_false @DECON_19683 
00D6: if 
0019:   152@ > 4 // integer values 
004D: jump_if_false @DECON_19683 
0007: 47@ = 200.0 // floating-point values 
0006: 44@ = -1 // integer values 
0006: 43@ = 0 // integer values 

:DECON_19264
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @DECON_19420 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_19406 
00D6: if 
8366:   not object $2671(43@,6i) blown_up 
004D: jump_if_false @DECON_19406 
01BB: store_object $2671(43@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0509: 46@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 56@ 57@ 
00D6: if 
0025:   47@ > 46@ // floating-point values 
004D: jump_if_false @DECON_19406 
0087: 47@ = 46@ // floating-point values only 
0085: 44@ = 43@ // integer values and handles 

:DECON_19406
000A: 43@ += 1 // integer values 
0002: jump @DECON_19264 

:DECON_19420
00D6: if 
8039:   not  44@ == -1 // integer values 
004D: jump_if_false @DECON_19683 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(44@,6i) offset 3.252 -2.1084 0.0 
0050: gosub @DECON_20689 
00D6: if 
0039:   190@ == 0 // integer values 
004D: jump_if_false @DECON_19683 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2671(44@,6i) z_angle 
0009: $TEMPVAR_ANGLE += 180.0 // floating-point values 
009A: 116@ = create_actor 24 #WMYCON at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor 116@ z_angle_to $TEMPVAR_ANGLE 
0223: set_actor 116@ health_to 50 
00D6: if 
0019:   140@ > 2 // integer values 
004D: jump_if_false @DECON_19632 
00D6: if 
001B:   5 > 140@ // integer values 
004D: jump_if_false @DECON_19620 
01B2: give_actor 116@ weapon 6 ammo 99999 // Load the weapon model before using this 
0002: jump @DECON_19632 

:DECON_19620
01B2: give_actor 116@ weapon 22 ammo 99999 // Load the weapon model before using this 

:DECON_19632
07DD: (unknown) 116@ 30 
02E2: set_actor 116@ weapon_accuracy_to 30 
060B: unknown_actor_use_entity 116@ 174@ 
0085: 185@ = 116@ // integer values and handles 
0006: 116@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0050: gosub @DECON_19924 

:DECON_19683
0006: 43@ = 0 // integer values 

:DECON_19690
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @DECON_19793 
00D6: if 
056D:   carcass_of_actor 104@(43@,10i) valid 
004D: jump_if_false @DECON_19779 
00D6: if 
0118:   actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_19779 
01C2: remove_references_to_actor 104@(43@,10i) // Like turning an actor into a random pedestrian 
0006: 104@(43@,10i) = 0 // integer values 
0006: 142@(43@,10i) = 0 // integer values 

:DECON_19779
000A: 43@ += 1 // integer values 
0002: jump @DECON_19690 

:DECON_19793
0050: gosub @DECON_20024 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_19848 
02E3: 170@ = car 90@ speed 
06A3: 46@ = vehicle 90@ weight 
0087: 171@ = 170@ // floating-point values only 
006B: 171@ *= 46@ // floating-point values 

:DECON_19848
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_19885 
00D6: if 
0119:   car 85@ wrecked 
004D: jump_if_false @DECON_19885 
0164: disable_marker 126@ 

:DECON_19885
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_19922 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @DECON_19922 
0164: disable_marker 127@ 

:DECON_19922
0051: return 

:DECON_19924
0006: 186@ = 0 // integer values 

:DECON_19931
00D6: if 
001B:   4 > 186@ // integer values 
004D: jump_if_false @DECON_20015 
00D6: if 
0039:   104@(186@,10i) == 0 // integer values 
004D: jump_if_false @DECON_20001 
0085: 104@(186@,10i) = 185@ // integer values and handles 
0006: 142@(186@,10i) = 0 // integer values 
0006: 186@ = 6 // integer values 

:DECON_20001
000A: 186@ += 1 // integer values 
0002: jump @DECON_19931 

:DECON_20015
0050: gosub @DECON_20024 
0051: return 

:DECON_20024
0006: 152@ = 4 // integer values 
0006: 187@ = 0 // integer values 

:DECON_20038
00D6: if 
001B:   4 > 187@ // integer values 
004D: jump_if_false @DECON_20097 
00D6: if 
056D:   carcass_of_actor 104@(187@,10i) valid 
004D: jump_if_false @DECON_20083 
000E: 152@ -= 1 // integer values 

:DECON_20083
000A: 187@ += 1 // integer values 
0002: jump @DECON_20038 

:DECON_20097
0051: return 
03A9: write_debug_newline 
05B6: 95 // Debug script. Currently ignored by decompiler
03A9: write_debug_newline 
0006: 188@ = 0 // integer values 

:DECON_20240
00D6: if 
001B:   10 > 188@ // integer values 
004D: jump_if_false @DECON_20548 
03A9: write_debug_newline 
05B6: 96 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 188@ 
05B6: 97 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 104@(188@,10i) 
000A: 188@ += 1 // integer values 
0002: jump @DECON_20240 

:DECON_20548
03A9: write_debug_newline 
05B6: 98 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 152@ 
03A9: write_debug_newline 
0051: return 

:DECON_20689
0006: 190@ = 0 // integer values 
0006: 189@ = 0 // integer values 

:DECON_20703
00D6: if 
001B:   10 > 189@ // integer values 
004D: jump_if_false @DECON_20808 
00D6: if 
8118:   not actor 104@(189@,10i) dead 
004D: jump_if_false @DECON_20794 
00D6: if 
00FF:   actor 104@(189@,10i) 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 3.0 
004D: jump_if_false @DECON_20794 
0006: 190@ = 1 // integer values 

:DECON_20794
000A: 189@ += 1 // integer values 
0002: jump @DECON_20703 

:DECON_20808
0051: return 

:DECON_20810
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:DECON_20868
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_20962 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_20962 
00A1: put_actor $PLAYER_ACTOR at -2045.189 241.7544 34.9462 
0173: set_actor $PLAYER_ACTOR z_angle_to 186.3532 

:DECON_20962
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE1_SFSE 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DECON_21008
00D6: if 
03CA:   object 81@ exists 
004D: jump_if_false @DECON_21029 
0108: destroy_object 81@ 

:DECON_21029
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE4_SFSE 
0318: set_latest_mission_passed 'GAR_2'  // Rombols
030C: set_mission_points += 1 
0629: change_stat 324 to 1 // integer 
00BA: text_styled 'M_PASSD' 5000 ms 1  // KLDETS TELJESTVE!
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $11273 += 1 // integer values 
0051: return 

:DECON_21113
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $10494 = 0 // integer values 
0249: release_model #PORTALOO 
0249: release_model #PORTAKABIN 
0249: release_model #BARREL4 
0249: release_model #DOZER 
0249: release_model #CEMENT 
0249: release_model #DUMPER 
0249: release_model #BOBCAT 
0249: release_model #BMYAP 
0249: release_model #WMYCON 
0249: release_model #SHOVEL 
0249: release_model #COLT45 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
014F: stop_timer $7234 
03C7: unknown_maybe_cops_density 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 51---------------
// Originally: 555 WE TIP

:SCRASH3
03A4: name_thread 'SCRASH3' 
0050: gosub @SCRASH3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SCRASH3_38 
0050: gosub @SCRASH3_18128 

:SCRASH3_38
0050: gosub @SCRASH3_18246 
004E: end_thread 

:SCRASH3_47
03D5: remove_text 'M_FAIL'  // ~r~KLDETS SIKERTELEN!
0004: $ONMISSION = 1 // integer values 
0004: $1871 = 1 // integer values 
0317: increment_mission_attempts 
0006: 80@ = 1 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
08F4: (unknown) 0 
054C: use_GXT_table 'VALET1' 
0169: set_fade_color 0 0 0 
0459: end_thread_named 'VALET' 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @SCRASH3_198 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:SCRASH3_198
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'SCRASH1' 

:SCRASH3_213
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SCRASH3_237 
0001: wait 0 ms 
0002: jump @SCRASH3_213 

:SCRASH3_237
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:SCRASH3_254
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SCRASH3_278 
0001: wait 0 ms 
0002: jump @SCRASH3_254 

:SCRASH3_278
016A: fade 0 0 ms 

:SCRASH3_284
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_308 
0001: wait 0 ms 
0002: jump @SCRASH3_284 

:SCRASH3_308
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0247: request_model #CHEETAH 
0247: request_model #SWMYRI 

:SCRASH3_338
00D6: if or
8248:   not model #CHEETAH available 
8248:   not model #SWMYRI available 
004D: jump_if_false @SCRASH3_370 
0001: wait 0 ms 
0002: jump @SCRASH3_338 

:SCRASH3_370
01EB: set_traffic_density_to 1.0 
0006: 65@ = 0 // integer values 
00D6: if 
0039:   65@ == 20 // integer values 
004D: jump_if_false @SCRASH3_581 
018A: 57@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 60@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 59@ = create_checkpoint_at -1748.402 909.7514 23.8906 
009A: 37@ = create_actor 24 #WMYVA at 0.0 0.0 0.0 
009A: $1874[0] = create_actor 4 #WMYVA at 0.0 0.0 0.0 
00A5: $1877 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1881 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1867 = create_car #CHEETAH at 0.0 0.0 0.0 

:SCRASH3_581
018A: 57@ = create_checkpoint_at -1748.402 909.7514 23.8906 
0001: wait 500 ms 
016A: fade 1 1000 ms 
0006: 281@ = 0 // integer values 
00BB: text_lowpriority 'VAL_5' 10000 ms 1  // ~s~A D.A. ton van a ~y~Vank Hoff Hotelhez~s~ a San Fierro-i belvros fel. Juss el oda.

:SCRASH3_636
0001: wait 0 ms 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @SCRASH3_672 
0006: 94@ = 1 // integer values 
0002: jump @SCRASH3_679 

:SCRASH3_672
0006: 94@ = 0 // integer values 

:SCRASH3_679
00D6: if 
0735:   83 
004D: jump_if_false @SCRASH3_708 
0050: gosub @SCRASH3_17374 
0002: jump @SCRASH3_18160 

:SCRASH3_708
00D6: if 
0735:   68 
004D: jump_if_false @SCRASH3_743 
00A1: put_actor $PLAYER_ACTOR at -1755.088 910.0911 23.8906 

:SCRASH3_743
00D6: if 
0735:   70 
004D: jump_if_false @SCRASH3_821 
00A1: put_actor $PLAYER_ACTOR at -1712.653 985.0446 16.5859 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_821 
00A1: put_actor $1874[2] at -1700.77 984.3545 16.5936 
0446: set_actor $1874[2] immune_to_headshots 0 

:SCRASH3_821
00D6: if 
0735:   71 
004D: jump_if_false @SCRASH3_856 
00A1: put_actor $PLAYER_ACTOR at -1753.841 960.2274 23.8828 

:SCRASH3_856
00D6: if 
0735:   72 
004D: jump_if_false @SCRASH3_1047 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SCRASH3_912 
009A: 37@ = create_actor 4 #SWMYRI at -1611.454 714.3873 12.4715 

:SCRASH3_912
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_939 
0001: wait 0 ms 
0002: jump @SCRASH3_912 

:SCRASH3_939
00D6: if 
0119:   car $1867 wrecked 
004D: jump_if_false @SCRASH3_978 
00A5: $1867 = create_car #MERIT at -1753.961 951.9568 23.7422 

:SCRASH3_978
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1024 
00AB: put_car $1867 at -1753.961 951.9568 23.7422 
0175: set_car $1867 z_angle_to 90.0 

:SCRASH3_1024
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1047 
0006: 106@ = 1 // integer values 

:SCRASH3_1047
00D6: if 
0735:   74 
004D: jump_if_false @SCRASH3_1108 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1108 
00AB: put_car $1867 at -2031.828 179.5876 27.8359 
0175: set_car $1867 z_angle_to 90.0 

:SCRASH3_1108
00D6: if 
0735:   75 
004D: jump_if_false @SCRASH3_1159 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1159 
00AB: put_car $1867 at -1779.759 971.5197 23.7344 

:SCRASH3_1159
00D6: if 
0735:   82 
004D: jump_if_false @SCRASH3_1188 
0006: 65@ = 10 // integer values 
0006: 72@ = 90 // integer values 

:SCRASH3_1188
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH3_1254 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @SCRASH3_1254 
00BB: text_lowpriority 'VAL_B1' 4000 ms 1  // ~r~Tbb mr nem kell viselned az inasi egyenruht.
0002: jump @SCRASH3_18128 

:SCRASH3_1254
0050: gosub @SCRASH3_15223 
0006: 89@ = 0 // integer values 
00D6: if 
0019:   65@ > 1 // integer values 
004D: jump_if_false @SCRASH3_1486 

:SCRASH3_1286
00D6: if 
001B:   2 > 89@ // integer values 
004D: jump_if_false @SCRASH3_1486 
00D6: if 
04A3:   $1892(89@,3i) == 6 // integer values OR floating-point values 
004D: jump_if_false @SCRASH3_1472 
00D6: if 
056D:   carcass_of_actor $1874(89@,3i) valid 
004D: jump_if_false @SCRASH3_1472 
04A5: store_dead_actor $1874(89@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -1760.178 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 972.2405 // floating-point values 
0020:   $TEMPVAR_FLOAT_3 > 16.1633 // floating-point values 
0022:   -1679.605 > $TEMPVAR_FLOAT_1 // floating-point values 
0022:   1064.293 > $TEMPVAR_FLOAT_2 // floating-point values 
0022:   24.8629 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @SCRASH3_1442 
0002: jump @SCRASH3_1472 

:SCRASH3_1442
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_9' 3000 ms 1  // ~r~szrevettek, mikor kinyrtad az inast.
0002: jump @SCRASH3_18128 

:SCRASH3_1472
000A: 89@ += 1 // integer values 
0002: jump @SCRASH3_1286 

:SCRASH3_1486
00D6: if 
0038:   $1901 == 1 // integer values 
004D: jump_if_false @SCRASH3_1638 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @SCRASH3_1554 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1554 
0987: (unknown) $1867 $VALET_CAR 
0084: $10754 = $VALET_CAR // integer values and handles 

:SCRASH3_1554
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1638 
03F3: get_car $1867 color 90@ 91@ 
00D6: if or
84A4:   not  90@ == 4 // integer values OR floating-point values 
84A4:   not  91@ == 4 // integer values OR floating-point values 
004D: jump_if_false @SCRASH3_1638 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_A35' 4000 ms 1  // ~r~jrafestetted az autt. A D.A. szre fogja venni a klnbsget!
0002: jump @SCRASH3_18128 

:SCRASH3_1638
00D6: if 
0039:   65@ == 0 // integer values 
004D: jump_if_false @SCRASH3_1682 
0006: 65@ = 1 // integer values 
0006: 70@ = 0 // integer values 
0004: $1886 = 1 // integer values 
0732: (unknown) 551 

:SCRASH3_1682
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @SCRASH3_2989 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @SCRASH3_1780 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -1748.402 909.7514 23.8906 radius 3.0 3.0 3.0 
004D: jump_if_false @SCRASH3_1780 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 70@ = 1 // integer values 

:SCRASH3_1780
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @SCRASH3_1817 
016A: fade 0 1000 ms 
0247: request_model #ZR350 
0006: 70@ = 2 // integer values 

:SCRASH3_1817
00D6: if 
0039:   70@ == 2 // integer values 
004D: jump_if_false @SCRASH3_2323 
00D6: if and
816B:   not fading 
0248:   model #ZR350 available 
004D: jump_if_false @SCRASH3_2323 
009B: destroy_actor_instantly $1874[0] 
009B: destroy_actor_instantly $1874[1] 
009B: destroy_actor_instantly $1874[2] 
0004: $1872 = 1 // integer values 
08A9: load_external_script 72 (VALET) 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
00D6: if 
0018:   $SCRIPT_STATUS > 0 // integer values 
004D: jump_if_false @SCRASH3_1954 
0004: $1873 = 1 // integer values 

:SCRASH3_1911
00D6: if 
0018:   $SCRIPT_STATUS > 0 // integer values 
004D: jump_if_false @SCRASH3_1947 
0001: wait 0 ms 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
0002: jump @SCRASH3_1911 

:SCRASH3_1947
0004: $1873 = 0 // integer values 

:SCRASH3_1954
00D6: if 
88AB:   not external_script 72 (VALET) loaded 
004D: jump_if_false @SCRASH3_1980 
0001: wait 0 ms 
0002: jump @SCRASH3_1954 

:SCRASH3_1980
0913: run_external_script 72 
0004: $1886 = 2 // integer values 
0004: $1890 = 1 // integer values 
022B: create_forbidden_for_peds_cube -1729.549 942.886 40.3585 -1742.773 937.7814 10.1928 
022B: create_forbidden_for_peds_cube -1768.524 938.887 40.7496 -1780.765 943.4574 10.0929 
0395: clear_area 0 at -1722.675 935.279 23.75 range 55.0 
00A5: 92@ = create_car #ZR350 at -1736.961 946.0503 23.7487 
073B: (unknown) 92@ 0 
0175: set_car 92@ z_angle_to 19.0 
0560: 92@ = create_random_driver_in_car 93@ 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ // Like turning a car into any random car 
0249: release_model #ZR350 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_2240 
0615: define_action_sequences 86@ 
05D1: AS_actor -1 drive_car 92@ to -1753.968 952.9821 23.75 speed 15.0 0 0 3 
05CD: AS_actor -1 exit_car 92@ 
05C1: unknown_action_sequence -1 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 86@ 
0618: assign_actor 93@ to_action_sequences 86@ 
061B: remove_references_to_action_sequences 86@ 

:SCRASH3_2240
0164: disable_marker 57@ 
02A3: toggle_widescreen 1 
015F: set_camera_position -1763.482 959.9526 25.8866 0.0 0.0 0.0 
0160: point_camera -1762.601 959.5414 25.6518 2 
0006: 70@ = 3 // integer values 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 3000 // integer values 

:SCRASH3_2323
00D6: if 
0039:   70@ == 3 // integer values 
004D: jump_if_false @SCRASH3_2466 
00D6: if and
04A3:   $1892[0] == 2 // integer values OR floating-point values 
04A3:   $1892[1] == 2 // integer values OR floating-point values 
04A3:   $1892[2] == 2 // integer values OR floating-point values 
004D: jump_if_false @SCRASH3_2410 
04AE: unknown $1892[0] radar_icon_or_model 11 
04AE: unknown $1892[1] radar_icon_or_model 11 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 700 // integer values 
0006: 70@ = 4 // integer values 

:SCRASH3_2410
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_2466 
04AE: unknown $1892[0] radar_icon_or_model 11 
04AE: unknown $1892[1] radar_icon_or_model 11 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 700 // integer values 
0006: 70@ = 4 // integer values 

:SCRASH3_2466
00D6: if 
0039:   70@ == 4 // integer values 
004D: jump_if_false @SCRASH3_2517 
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_2517 
016A: fade 1 700 ms 
0006: 70@ = 5 // integer values 

:SCRASH3_2517
00D6: if 
0039:   70@ == 5 // integer values 
004D: jump_if_false @SCRASH3_2587 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_2587 
00BC: text_highpriority 'VAL_6' 6000 ms 1  // Ez a hotel egy inashlzatot mkdtet. A D.A. hamarosan leparkol ide az autjval.
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 6000 // integer values 
0006: 70@ = 6 // integer values 

:SCRASH3_2587
00D6: if 
0039:   70@ == 6 // integer values 
004D: jump_if_false @SCRASH3_2651 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @SCRASH3_2625 
0006: 70@ = 7 // integer values 

:SCRASH3_2625
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_2651 
0006: 70@ = 7 // integer values 

:SCRASH3_2651
00D6: if 
0039:   70@ == 7 // integer values 
004D: jump_if_false @SCRASH3_2989 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_2722 
00A1: put_actor $PLAYER_ACTOR at -1747.198 909.9226 23.8906 
0173: set_actor $PLAYER_ACTOR z_angle_to 5.6727 
0002: jump @SCRASH3_2756 

:SCRASH3_2722
0811: $VALET_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $VALET_CAR wrecked 
004D: jump_if_false @SCRASH3_2756 
0175: set_car $VALET_CAR z_angle_to 0.0 

:SCRASH3_2756
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'VAL_A25' 6000 ms 1  // ~s~Kvesd az ~r~inast~s~ a fldalatti parkolba s vgezd ki. Lgy biztos benne, hogy senki sincs a krnyken.
0006: 65@ = 2 // integer values 
0004: $10932 = 1 // integer values 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_2989 
0187: 63@ = create_marker_above_actor $1874[2] 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_2989 
00D6: if 
80DB:   not actor $1874[2] in_car 92@ 
004D: jump_if_false @SCRASH3_2989 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SCRASH3_2989 
009B: destroy_actor_instantly 93@ 
036A: put_actor $1874[2] in_car 92@ 
0810: in_cube -1760.178 972.2405 16.1633 -1679.605 1064.293 24.8629 get_from_random_parkplace_to_coordinates $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $10942 = $TEMPVAR_FLOAT_1 // floating-point values only 
0086: $10943 = $TEMPVAR_FLOAT_2 // floating-point values only 
0086: $10944 = $TEMPVAR_FLOAT_3 // floating-point values only 
05D1: AS_actor $1874[2] drive_car 92@ to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 15.0 1 0 0 
04AE: unknown $1892[2] radar_icon_or_model 8 

:SCRASH3_2989
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @SCRASH3_3751 
00D6: if and
0039:   95@ == 0 // integer values 
0039:   94@ == 1 // integer values 
004D: jump_if_false @SCRASH3_3048 
00BB: text_lowpriority 'VAL_B3' 5000 ms 1  // ~s~A zsaruk ldznek. Rzd le ket, mieltt kvetnd az inast a parkolba.

:SCRASH3_3048
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @SCRASH3_3176 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -1760.178 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 972.2405 // floating-point values 
0020:   $TEMPVAR_FLOAT_3 > 16.1633 // floating-point values 
0022:   -1679.605 > $TEMPVAR_FLOAT_1 // floating-point values 
0022:   1064.293 > $TEMPVAR_FLOAT_2 // floating-point values 
0022:   24.8629 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @SCRASH3_3176 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_B4' 5000 ms 1  // ~r~A zsaruk lttak, amikor bementl a pakolba.
0002: jump @SCRASH3_18128 

:SCRASH3_3176
0085: 95@ = 94@ // integer values and handles 
00D6: if 
056D:   carcass_of_actor $1874[2] valid 
004D: jump_if_false @SCRASH3_3751 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_3534 
00A0: store_actor $1874[2] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
04A3:   $1892[2] == 2 // integer values OR floating-point values 
004D: jump_if_false @SCRASH3_3273 
00D6: if 
0038:   $1881 == 0 // integer values 
004D: jump_if_false @SCRASH3_3273 
0004: $10752 = 1 // integer values 

:SCRASH3_3273
00D6: if 
0038:   $5286 == 0 // integer values 
004D: jump_if_false @SCRASH3_3417 
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @SCRASH3_3410 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -1760.178 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 972.2405 // floating-point values 
0020:   $TEMPVAR_FLOAT_3 > 16.1633 // floating-point values 
0022:   -1679.605 > $TEMPVAR_FLOAT_1 // floating-point values 
0022:   1064.293 > $TEMPVAR_FLOAT_2 // floating-point values 
0022:   24.8629 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @SCRASH3_3410 
00BB: text_lowpriority 'VAL_A22' 5000 ms 1  // Az inas a parkolban van. ~r~Iktasd ki~s~, amg ott van!
0004: $5286 = 1 // integer values 
03C7: unknown_maybe_cops_density -1.0 

:SCRASH3_3410
0002: jump @SCRASH3_3534 

:SCRASH3_3417
00D6: if or
0022:   -1760.178 > $TEMPVAR_FLOAT_1 // floating-point values 
0022:   972.2405 > $TEMPVAR_FLOAT_2 // floating-point values 
0022:   16.1633 > $TEMPVAR_FLOAT_3 // floating-point values 
0020:   $TEMPVAR_FLOAT_1 > -1679.605 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 1064.293 // floating-point values 
0020:   $TEMPVAR_FLOAT_3 > 24.8629 // floating-point values 
004D: jump_if_false @SCRASH3_3534 
00BB: text_lowpriority 'VAL_A23' 4000 ms 1  // Az ~r~inas~s~ elhagyja a parkolt.
00BB: text_lowpriority 'VAL_A24' 5000 ms 1  // ld meg ~r~t~s~, ha visszatr egy msik autval.
0004: $5286 = 0 // integer values 
03C7: unknown_maybe_cops_density 1.0 

:SCRASH3_3534
00D6: if 
0118:   actor $1874[2] dead 
004D: jump_if_false @SCRASH3_3751 
0164: disable_marker 63@ 
04A5: store_dead_actor $1874[2] position_to 96@ 97@ 98@ 
03C7: unknown_maybe_cops_density 1.0 
00D6: if and
0021:   96@ > -1760.178 // floating-point values 
0021:   97@ > 972.2405 // floating-point values 
0021:   98@ > 16.1633 // floating-point values 
0023:   -1679.605 > 96@ // floating-point values 
0023:   1064.293 > 97@ // floating-point values 
0023:   24.8629 > 98@ // floating-point values 
004D: jump_if_false @SCRASH3_3704 
0213: 74@ = create_pickup #CLOTHESP type 3 at 96@ 97@ 98@ 
03DC: 64@ = create_marker_above_pickup 74@ 
00BC: text_highpriority 'VAL_8' 5000 ms 1  // ~s~Vedd fel az ~g~inasi egyenruht~s~
0006: 65@ = 3 // integer values 
0002: jump @SCRASH3_3751 

:SCRASH3_3704
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BC: text_highpriority 'VAL_9' 5000 ms 1  // ~r~szrevettek, mikor kinyrtad az inast.
0002: jump @SCRASH3_18128 

:SCRASH3_3751
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @SCRASH3_3848 
00D6: if 
0214:   pickup 74@ picked_up 
004D: jump_if_false @SCRASH3_3848 
0006: 100@ = 1 // integer values 
043C: unknown_set_game_sounds 0 
016A: fade 0 1000 ms 
0215: destroy_pickup 74@ 
0164: disable_marker 64@ 
0247: request_model #WMYVA2 
0006: 65@ = 41 // integer values 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 2000 // integer values 
0006: 99@ = 0 // integer values 

:SCRASH3_3848
00D6: if 
0039:   65@ == 41 // integer values 
004D: jump_if_false @SCRASH3_4159 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_4159 
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @SCRASH3_3928 
04AF: 151@ = unknown_wav_reference 20802 
0085: 153@ = 32@ // integer values and handles 
000A: 153@ += 500 // integer values 
0006: 99@ = 1 // integer values 

:SCRASH3_3928
00D6: if 
0248:   model #WMYVA2 available 
004D: jump_if_false @SCRASH3_4159 
00D6: if 
056D:   carcass_of_actor $1874[2] valid 
004D: jump_if_false @SCRASH3_4016 
0889: (unknown) $1874[2] 96@ 97@ 98@ 
04A5: store_dead_actor $1874[2] position_to 96@ 97@ 98@ 
00D6: if 
09A8: (unknown) $1874[2] 
004D: jump_if_false @SCRASH3_4011 
0006: 100@ = 1 // integer values 

:SCRASH3_4011
009B: destroy_actor_instantly $1874[2] 

:SCRASH3_4016
009A: 101@ = create_actor 4 #WMYVA2 at 96@ 97@ 98@ 
00A1: put_actor 101@ at 96@ 97@ 98@ 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
0489: set_actor 101@ audible 1 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @SCRASH3_4084 
0321: kill_actor 101@ 

:SCRASH3_4084
05BE: AS_kill_actor 101@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
087B: set_player $PLAYER_CHAR clothes "VALET" "VALET" body_part 17 
0006: 73@ = 1 // integer values 
070D: rebuild_player $PLAYER_CHAR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 700 // integer values 
0006: 65@ = 40 // integer values 

:SCRASH3_4159
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH3_4227 
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @SCRASH3_4227 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BC: text_highpriority 'VAL_B5' 5000 ms 1  // ~r~A zsaruk tged akarnak. Leleplezted magad.
0002: jump @SCRASH3_18128 

:SCRASH3_4227
00D6: if 
0039:   65@ == 40 // integer values 
004D: jump_if_false @SCRASH3_4296 
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_4296 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @SCRASH3_4296 
016A: fade 1 600 ms 
0006: 65@ = 42 // integer values 

:SCRASH3_4296
00D6: if 
0039:   65@ == 42 // integer values 
004D: jump_if_false @SCRASH3_4381 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_4381 
043C: unknown_set_game_sounds 1 
00BE: text_clear_all 
00BC: text_highpriority 'VAL_A32' 5000 ms 1  // ~s~Juss el az inasi ~y~autporthoz~s~ s vrd meg a tbbi inast.
0164: disable_marker 57@ 
018A: 57@ = create_checkpoint_at -1759.026 960.4122 23.8905 
0006: 65@ = 4 // integer values 

:SCRASH3_4381
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @SCRASH3_4541 
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @SCRASH3_4479 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_4479 
0006: 102@ = 1 // integer values 
0006: 281@ = 13 // integer values 

:SCRASH3_4479
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -1757.054 960.1191 23.8906 radius 2.0 2.0 2.0 
004D: jump_if_false @SCRASH3_4541 
0006: 65@ = 5 // integer values 
0006: 72@ = 0 // integer values 

:SCRASH3_4541
00D6: if 
0039:   65@ == 5 // integer values 
004D: jump_if_false @SCRASH3_6061 
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @SCRASH3_4606 
016A: fade 0 1000 ms 
0247: request_model #MERIT 
0247: request_model #BUFFALO 
07C0: load_path 155 
0006: 72@ = 1 // integer values 

:SCRASH3_4606
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @SCRASH3_4756 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_4756 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -1584.371 727.5854 28.9622 0.0 0.0 0.0 
0160: point_camera -1585.114 727.2239 28.3981 2 
04E4: unknown_refresh_game_renderer_at -1585.114 727.2239 
0A0B: (unknown) -1584.371 727.5854 28.9622 270.0 
0006: 72@ = 2 // integer values 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 1000 // integer values 

:SCRASH3_4756
00D6: if 
0039:   72@ == 2 // integer values 
004D: jump_if_false @SCRASH3_4807 
00D6: if and
0248:   model #MERIT available 
07C1:   path 155 available 
004D: jump_if_false @SCRASH3_4807 
0164: disable_marker 57@ 
0006: 72@ = 3 // integer values 

:SCRASH3_4807
00D6: if 
0039:   72@ == 3 // integer values 
004D: jump_if_false @SCRASH3_5282 
00D6: if and
001D:   32@ > 71@ // integer values 
0248:   model #BUFFALO available 
0248:   model #MERIT available 
004D: jump_if_false @SCRASH3_5272 
015F: set_camera_position -1621.481 738.7783 14.293 0.0 0.0 0.0 
0160: point_camera -1620.638 738.2501 14.3895 2 
00A5: $1867 = create_car #MERIT at -1611.379 725.24 11.8774 
0229: set_car $1867 color_to 4 4 
05EB: assign_vehicle $1867 to_path 155 
073B: (unknown) $1867 0 
009A: 37@ = create_actor 4 #SWMYRI at -1611.454 714.3873 12.4715 
0223: set_actor 37@ health_to 200 
08AF: (unknown) 37@ 200 
0173: set_actor 37@ z_angle_to 0.0 
0615: define_action_sequences 86@ 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_5056 
05D3: AS_actor -1 go_to_point -1611.596 723.0802 12.2361 speed 4 -2 ms 
05CB: AS_actor -1 enter_car_as_driver $1867 -2 ms 

:SCRASH3_5056
0616: define_action_sequences_end 86@ 
0618: assign_actor 37@ to_action_sequences 86@ 
061B: remove_references_to_action_sequences 86@ 
0395: clear_area 0 at -1779.804 915.7557 23.7487 range 25.0 
00A5: 92@ = create_car #BUFFALO at -1779.804 915.7557 23.7487 
073B: (unknown) 92@ 0 
0175: set_car 92@ z_angle_to 270.0 
0560: 92@ = create_random_driver_in_car 93@ 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ // Like turning a car into any random car 
0249: release_model #BUFFALO 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_5251 
0615: define_action_sequences 86@ 
05D1: AS_actor -1 drive_car 92@ to -1753.968 952.9821 23.75 speed 15.0 0 0 3 
05CD: AS_actor -1 exit_car 92@ 
05C1: unknown_action_sequence -1 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 86@ 
0618: assign_actor 93@ to_action_sequences 86@ 
061B: remove_references_to_action_sequences 86@ 

:SCRASH3_5251
016A: fade 1 1000 ms 
0006: 72@ = 4 // integer values 
0002: jump @SCRASH3_5282 

:SCRASH3_5272
0247: request_model #BUFFALO 
0247: request_model #MERIT 

:SCRASH3_5282
00D6: if 
0039:   72@ == 4 // integer values 
004D: jump_if_false @SCRASH3_5375 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_5375 
0707: start_scene_skip_to @SCRASH3_5729 
00BC: text_highpriority 'VAL_12' 4000 ms 1  // ~s~A D.A. egy kk Meritet vezet. Ne feledd, biztosra kell menned a kocsit illeten, ha megrkezik.
00BB: text_lowpriority 'VAL_13' 4000 ms 1  // ~s~Ne hagyd, hogy a tbbi inas kzl valaki elbb vigye el az autjt.
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 3500 // integer values 
0006: 72@ = 5 // integer values 

:SCRASH3_5375
00D6: if 
0039:   72@ == 5 // integer values 
004D: jump_if_false @SCRASH3_5419 
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_5419 
0006: 72@ = 6 // integer values 

:SCRASH3_5419
00D6: if 
0039:   72@ == 6 // integer values 
004D: jump_if_false @SCRASH3_5581 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_5581 
00D6: if 
00DF:   actor 37@ driving 
004D: jump_if_false @SCRASH3_5581 
05EC: release_vehicle $1867 from_path 
00D6: if and
8118:   not actor 37@ dead 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_5558 
0615: define_action_sequences 86@ 
05B9: unknown_action_sequence -1 800 
05D1: AS_actor -1 drive_car $1867 to -1571.425 725.7955 6.0391 speed 7.0 2 0 3 
0616: define_action_sequences_end 86@ 
0618: assign_actor 37@ to_action_sequences 86@ 
061B: remove_references_to_action_sequences 86@ 

:SCRASH3_5558
0006: 72@ = 7 // integer values 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 2000 // integer values 

:SCRASH3_5581
00D6: if 
0039:   72@ == 7 // integer values 
004D: jump_if_false @SCRASH3_5692 
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_5692 
015F: set_camera_position -1587.974 725.1835 7.7383 0.0 0.0 0.0 
0160: point_camera -1588.891 725.1658 8.1361 2 
0006: 72@ = 8 // integer values 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 3000 // integer values 

:SCRASH3_5692
00D6: if 
0039:   72@ == 8 // integer values 
004D: jump_if_false @SCRASH3_5745 
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_5745 

:SCRASH3_5729
0701: end_scene_skip 
016A: fade 0 900 ms 
0006: 72@ = 9 // integer values 

:SCRASH3_5745
00D6: if 
0039:   72@ == 9 // integer values 
004D: jump_if_false @SCRASH3_5947 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_5947 
0873: release_path 155 
01E7: remove_forbidden_for_cars_cube 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
00D6: if and
8119:   not car $1867 wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_5865 
00D6: if 
060E:   car $1867 is_assigned_to_existing_path 
004D: jump_if_false @SCRASH3_5865 
05EC: release_vehicle $1867 from_path 
00A6: destroy_car $1867 
009B: destroy_actor_instantly 37@ 

:SCRASH3_5865
00A1: put_actor $PLAYER_ACTOR at -1759.631 960.4594 23.8905 
0173: set_actor $PLAYER_ACTOR z_angle_to 194.1832 
04E4: unknown_refresh_game_renderer_at -1748.402 909.7514 
03CB: set_camera -1748.402 909.7514 23.8906 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 1000 // integer values 
0006: 72@ = 10 // integer values 

:SCRASH3_5947
00D6: if 
0039:   72@ == 10 // integer values 
004D: jump_if_false @SCRASH3_6061 
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_6061 
016A: fade 1 900 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_A27' 7000 ms 1  // ~s~Azonostsd s szllj be a D.A. autjba, ha az megrkezik.
04AE: unknown $1892[0] radar_icon_or_model 2 
04AE: unknown $1892[1] radar_icon_or_model 2 
0209: $10752 = random_int 1 3 
0006: 56@ = 1 // integer values 
0006: 65@ = 6 // integer values 

:SCRASH3_6061
00D6: if 
0038:   $1901 == 1 // integer values 
004D: jump_if_false @SCRASH3_6127 
00D6: if 
0119:   car $1867 wrecked 
004D: jump_if_false @SCRASH3_6127 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_40' 4000 ms 1  // ~r~Tnkretetted a D.A. autjt!
0002: jump @SCRASH3_18128 

:SCRASH3_6127
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SCRASH3_6994 
00D6: if 
8039:   not  107@ == 2 // integer values 
004D: jump_if_false @SCRASH3_6994 
00D6: if and
84A3:   not  $1892[0] == 2 // integer values OR floating-point values 
84A3:   not  $1892[1] == 2 // integer values OR floating-point values 
004D: jump_if_false @SCRASH3_6195 
0004: $10752 = 0 // integer values 

:SCRASH3_6195
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SCRASH3_6994 
00D6: if 
0038:   $10752 == 0 // integer values 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
0038:   $1885 == 0 // integer values 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
0038:   $1881 == 0 // integer values 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @SCRASH3_6430 
00D6: if 
80C2:   not sphere_onscreen -1709.886 899.3372 23.7422 5.0 
004D: jump_if_false @SCRASH3_6430 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -1709.886 899.3372 23.7422 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_6430 
0395: clear_area 0 at -1709.886 899.3372 23.7422 range 5.0 
00A5: $1867 = create_car #MERIT at -1611.379 725.24 11.8774 
0175: set_car $1867 z_angle_to 0.0 
0006: 107@ = 1 // integer values 

:SCRASH3_6430
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @SCRASH3_6593 
00D6: if 
80C2:   not sphere_onscreen -1674.725 933.5232 23.7365 5.0 
004D: jump_if_false @SCRASH3_6593 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -1674.725 933.5232 23.7365 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_6593 
0395: clear_area 0 at -1674.725 933.5232 23.7365 range 5.0 
00A5: $1867 = create_car #MERIT at -1674.725 933.5232 23.7365 
0175: set_car $1867 z_angle_to 90.0 
0006: 107@ = 1 // integer values 

:SCRASH3_6593
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
80C2:   not sphere_onscreen -1791.158 877.27 23.75 5.0 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -1791.158 877.27 23.75 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_6756 
0395: clear_area 0 at -1791.158 877.27 23.75 range 5.0 
00A5: $1867 = create_car #MERIT at -1791.158 877.27 23.75 
0175: set_car $1867 z_angle_to 0.0 
0006: 107@ = 1 // integer values 

:SCRASH3_6756
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @SCRASH3_6994 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_6994 
0229: set_car $1867 color_to 4 4 
073B: (unknown) $1867 0 
009A: 37@ = create_actor 4 #SWMYRI at -1611.454 714.3873 12.4715 
0223: set_actor 37@ health_to 200 
08AF: (unknown) 37@ 200 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_6876 
0792: (unknown) 37@ 
036A: put_actor 37@ in_car $1867 

:SCRASH3_6876
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_6973 
0615: define_action_sequences 86@ 
05B9: unknown_action_sequence -1 10000 
05D1: AS_actor -1 drive_car $1867 to -1758.877 952.744 23.7487 speed 15.0 0 0 0 
05CD: AS_actor -1 exit_car $1867 
05C1: unknown_action_sequence -1 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 86@ 
0618: assign_actor 37@ to_action_sequences 86@ 
061B: remove_references_to_action_sequences 86@ 

:SCRASH3_6973
0006: 68@ = 1 // integer values 
0004: $1901 = 1 // integer values 
0006: 107@ = 2 // integer values 

:SCRASH3_6994
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @SCRASH3_7212 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_7164 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_7116 
062E: (unknown) 37@ 1560 105@ 
00D6: if 
04A4:   105@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SCRASH3_7109 
0646: (unknown) 37@ 105@ 
00D6: if 
0039:   105@ == 2 // integer values 
004D: jump_if_false @SCRASH3_7109 
0006: 106@ = 1 // integer values 

:SCRASH3_7109
0002: jump @SCRASH3_7164 

:SCRASH3_7116
00D6: if 
8039:   not  106@ == 1 // integer values 
004D: jump_if_false @SCRASH3_7164 
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_A1' 4000 ms 1  // ~r~Feladtad.
0002: jump @SCRASH3_18128 

:SCRASH3_7164
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SCRASH3_7212 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_34' 4000 ms 1  // ~r~Meglted a D.A.-t!
0002: jump @SCRASH3_18128 

:SCRASH3_7212
00D6: if 
0019:   65@ > 6 // integer values 
004D: jump_if_false @SCRASH3_7289 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_7289 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 37@ radius 80.0 80.0 0 
004D: jump_if_false @SCRASH3_7289 
009B: destroy_actor_instantly 37@ 
0006: 68@ = 0 // integer values 

:SCRASH3_7289
00D6: if 
0019:   65@ > 5 // integer values 
004D: jump_if_false @SCRASH3_7462 
00D6: if and
0039:   108@ == 0 // integer values 
0039:   112@ == 0 // integer values 
004D: jump_if_false @SCRASH3_7462 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_7462 
046C: 79@ = car $1867 driver 
00D6: if and
803B:   not  79@ == 37@ // integer values 
87D6:   not  79@ $PLAYER_ACTOR 
8039:   not  79@ == -1 // integer values 
004D: jump_if_false @SCRASH3_7462 
00BB: text_lowpriority 'VAL_A28' 4000 ms 1  // ~s~Egyi inas elvitte a D.A. autjt. Lopd el a ~r~kocsit~s~, mieltt leparkolna vele.
0164: disable_marker 60@ 
0186: 60@ = create_marker_above_car $1867 
0164: disable_marker 57@ 
0006: 56@ = 0 // integer values 
0006: 108@ = 1 // integer values 
0089: 109@ = $10942 // floating-point values only 
0089: 110@ = $10943 // floating-point values only 
0089: 111@ = $10944 // floating-point values only 

:SCRASH3_7462
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @SCRASH3_7599 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_7599 
00D6: if 
01AF:   car $1867 0 109@ 110@ 111@ radius 4.0 4.0 4.0 
004D: jump_if_false @SCRASH3_7568 
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_A29' 4000 ms 1  // ~r~El kellett volna jutnod a D.A. autjhoz.
0002: jump @SCRASH3_18128 

:SCRASH3_7568
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_7599 
0006: 108@ = 2 // integer values 
0164: disable_marker 60@ 

:SCRASH3_7599
00D6: if 
0039:   65@ == 6 // integer values 
004D: jump_if_false @SCRASH3_8396 
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SCRASH3_7850 
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @SCRASH3_7772 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
004D: jump_if_false @SCRASH3_7772 
00BE: text_clear_all 
00D6: if or
8118:   not actor $1874[1] dead 
8118:   not actor $1874[0] dead 
004D: jump_if_false @SCRASH3_7740 
00BC: text_highpriority 'VAL_49' 5000 ms 1  // ~s~Maradj kzel az inasi ~y~autporthoz~s~.

:SCRASH3_7740
0164: disable_marker 57@ 
018A: 57@ = create_checkpoint_at -1759.026 960.4122 23.8905 
0006: 69@ = 1 // integer values 

:SCRASH3_7772
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @SCRASH3_7850 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -1759.026 960.4122 23.8905 radius 2.0 2.0 2.0 
004D: jump_if_false @SCRASH3_7850 
0164: disable_marker 57@ 
0006: 69@ = 0 // integer values 

:SCRASH3_7850
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
01AF:   car $1867 0 -1757.907 952.8868 25.9104 radius 20.0 20.0 15.0 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @SCRASH3_8086 
00D6: if 
00FE:   actor $1874[1] 0 -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_8086 
0006: 56@ = 2 // integer values 

:SCRASH3_8086
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @SCRASH3_8157 
00D6: if 
00FE:   actor $1874[0] 0 -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_8157 
0006: 56@ = 2 // integer values 

:SCRASH3_8157
0164: disable_marker 57@ 

:SCRASH3_8162
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @SCRASH3_8196 
0006: 56@ = 3 // integer values 
00BE: text_clear_all 
0006: 281@ = 14 // integer values 

:SCRASH3_8196
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @SCRASH3_8396 
0811: 77@ = actor $PLAYER_ACTOR car 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_8396 
0811: 78@ = actor 37@ car 
00D6: if 
803B:   not  77@ == 78@ // integer values 
004D: jump_if_false @SCRASH3_8396 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8396 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_8396 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_15' 7000 ms 1  // ~s~A D.A. autjban vagy. Juss el a ~y~garzshoz~s~, ahol majd bepakoljk a drogokat.
0006: 65@ = 7 // integer values 
0164: disable_marker 57@ 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.252 178.7994 27.8359 
0224: set_car $1867 health_to 1000 
0004: $7235 = 150000 // integer values 
03C3: set_timer_with_text_to $7235 type 1 text 'VAL_21'  // ~s~Id
0006: 67@ = 1 // integer values 

:SCRASH3_8396
00D6: if 
0019:   65@ > 6 // integer values 
004D: jump_if_false @SCRASH3_8625 
00D6: if or
001B:   10 > 65@ // integer values 
0039:   65@ == 13 // integer values 
0039:   65@ == 20 // integer values 
004D: jump_if_false @SCRASH3_8625 
00D6: if 
8039:   not  112@ == 1 // integer values 
004D: jump_if_false @SCRASH3_8625 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8625 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_8569 
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @SCRASH3_8569 
0006: 85@ = 0 // integer values 
0164: disable_marker 60@ 
0186: 60@ = create_marker_above_car $1867 
07E0: set_marker 60@ type_to 1 
018B: show_on_radar 59@ 0 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_29' 5000 ms 1  // ~s~Szllj vissza az ~b~autba.

:SCRASH3_8569
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_8625 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @SCRASH3_8625 
0006: 85@ = 1 // integer values 
0164: disable_marker 60@ 
018B: show_on_radar 59@ 2 

:SCRASH3_8625
00D6: if 
0039:   65@ == 7 // integer values 
004D: jump_if_false @SCRASH3_8778 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -2033.626 178.856 27.8359 radius 3.0 3.0 3.0 sphere 1 
004D: jump_if_false @SCRASH3_8778 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8778 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_8778 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.947 178.5964 28.1397 
018B: show_on_radar 59@ 2 
00BE: text_clear_all 
0360: open_garage 'HBGDSFS' 
0006: 65@ = 80 // integer values 

:SCRASH3_8778
00D6: if 
0039:   65@ == 80 // integer values 
004D: jump_if_false @SCRASH3_8978 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8978 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2038.055 186.7164 31.0085 0.0 0.0 0.0 
0160: point_camera -2037.704 185.8301 30.7068 2 
00AB: put_car $1867 at -2033.626 178.856 27.8359 
0175: set_car $1867 z_angle_to 90.0 
0615: define_action_sequences 114@ 
05B9: unknown_action_sequence -1 1000 
05D1: AS_actor -1 drive_car $1867 to -2047.517 178.5924 27.8359 speed 7.0 0 0 3 
0633: AS_actor -1 exit_vehicle 
0616: define_action_sequences_end 114@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 114@ 
061B: remove_references_to_action_sequences 114@ 
0006: 65@ = 81 // integer values 

:SCRASH3_8978
00D6: if 
0039:   65@ == 81 // integer values 
004D: jump_if_false @SCRASH3_9039 
062E: (unknown) $PLAYER_ACTOR 1560 105@ 
00D6: if 
04A4:   105@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH3_9039 
016A: fade 0 700 ms 
0006: 65@ = 82 // integer values 

:SCRASH3_9039
00D6: if 
0039:   65@ == 82 // integer values 
004D: jump_if_false @SCRASH3_9104 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_9104 
0361: close_garage 'HBGDSFS' 
0085: 71@ = 32@ // integer values and handles 
000A: 71@ += 1000 // integer values 
0006: 65@ = 83 // integer values 

:SCRASH3_9104
00D6: if 
0039:   65@ == 83 // integer values 
004D: jump_if_false @SCRASH3_9417 
00D6: if 
001D:   32@ > 71@ // integer values 
004D: jump_if_false @SCRASH3_9417 
00D6: if 
03B1:   garage 'HBGDSFS' door_closed 
004D: jump_if_false @SCRASH3_9417 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9222 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 z_angle 
03F3: get_car $1867 color 75@ 76@ 
00A6: destroy_car $1867 

:SCRASH3_9222
0247: request_model #MERIT 

:SCRASH3_9227
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_9254 
0001: wait 0 ms 
0002: jump @SCRASH3_9227 

:SCRASH3_9254
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 color_to 75@ 76@ 
0175: set_car $1867 z_angle_to 270.0 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9322 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_9322
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: show_on_radar 59@ 2 
0006: 65@ = 8 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_20' 5000 ms 1  // ~s~A drogokat bepakoltk. Vidd az autt az inasi ~y~parkolba~s~.
00BB: text_lowpriority 'VAL_A31' 5000 ms 1  // ~s~Tartsd a kocsit tisztn, klnben a D.A-nek fel fog tnni.
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SCRASH3_9417
00D6: if 
0039:   65@ == 20 // integer values 
004D: jump_if_false @SCRASH3_9997 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -2037.239 179.5294 28.316 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_9533 
0006: 65@ = 7 // integer values 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2033.626 178.856 27.8359 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_51' 5000 ms 1  // ~s~Juss vissza a garzsba.

:SCRASH3_9533
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -2045.947 178.5964 28.1397 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @SCRASH3_9997 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9997 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_9997 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06C7: unknown_action_sequence $PLAYER_ACTOR $1867 6 2000000 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9997 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_9997 
016A: fade 0 1000 ms 

:SCRASH3_9680
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_9704 
0001: wait 0 ms 
0002: jump @SCRASH3_9680 

:SCRASH3_9704
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9763 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 z_angle 
03F3: get_car $1867 color 75@ 76@ 
00A6: destroy_car $1867 

:SCRASH3_9763
0247: request_model #MERIT 

:SCRASH3_9768
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_9795 
0001: wait 0 ms 
0002: jump @SCRASH3_9768 

:SCRASH3_9795
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 color_to 75@ 76@ 
0175: set_car $1867 z_angle_to 270.0 
021B: set_garage 'HBGDSFS' to_accept_car $1867 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9877 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_9877
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 1000 ms 
016A: fade 1 500 ms 

:SCRASH3_9893
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_9917 
0001: wait 0 ms 
0002: jump @SCRASH3_9893 

:SCRASH3_9917
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: show_on_radar 59@ 2 
0006: 65@ = 8 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_20' 5000 ms 1  // ~s~A drogokat bepakoltk. Vidd az autt az inasi ~y~parkolba~s~.
00BB: text_lowpriority 'VAL_A31' 5000 ms 1  // ~s~Tartsd a kocsit tisztn, klnben a D.A-nek fel fog tnni.
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SCRASH3_9997
00D6: if 
0039:   65@ == 8 // integer values 
004D: jump_if_false @SCRASH3_10127 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_10127 
00D6: if 
01AF:   car $1867 1 -1780.069 970.9553 23.75 radius 3.0 3.0 3.0 
004D: jump_if_false @SCRASH3_10127 
00BB: text_lowpriority 'VAL_32' 5000 ms 1  // ~s~Parkolj le a kocsival a megjellt ~y~parkolhelyre~s~.
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1688.214 987.1218 16.5855 
0006: 65@ = 9 // integer values 

:SCRASH3_10127
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @SCRASH3_10195 
00D6: if 
0038:   $7235 == 0 // integer values 
004D: jump_if_false @SCRASH3_10195 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_47' 5000 ms 1  // ~r~Kifutottl az idbl!
0002: jump @SCRASH3_18128 

:SCRASH3_10195
00D6: if 
0039:   65@ == 9 // integer values 
004D: jump_if_false @SCRASH3_10631 
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @SCRASH3_10631 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_10631 
00D6: if 
01B0:   car $1867 stopped 1 -1688.214 987.1218 16.5855 radius 3.0 3.0 3.0 
004D: jump_if_false @SCRASH3_10631 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
020A: set_car $1867 door_status_to 3 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
018A: 59@ = create_checkpoint_at -1742.3 940.8106 23.8972 
018B: show_on_radar 59@ 2 
014F: stop_timer $7235 
0006: 67@ = 0 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_A30' 6000 ms 1  // ~s~Egy inas jn, hogy visszaszerezze a D.A. autjt. Menj ~y~ki~s~ az inasparkolba s hvd a zsarukat.
0006: 65@ = 30 // integer values 
009A: 113@ = create_actor 24 #WMYVA at -1772.808 977.8892 22.6614 
02A9: set_actor 113@ immune_to_nonplayer 1 
0615: define_action_sequences 114@ 
05F5: unknown_action_sequence -1 -1710.667 985.5689 16.5936 6 -2 
05CB: AS_actor -1 enter_car_as_driver $1867 -2 ms 
06C7: unknown_action_sequence -1 $1867 14 1400 
05D1: AS_actor -1 drive_car $1867 to -1764.082 982.5382 21.1042 speed 15.0 0 0 0 
05D1: AS_actor -1 drive_car $1867 to -1754.888 952.3113 23.7422 speed 15.0 0 0 0 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -1754.117 959.0662 23.8828 speed 4 -2 ms 
05D4: AS_actor -1 rotate_angle 147.0 
0616: define_action_sequences_end 114@ 
073B: (unknown) $1867 0 
009A: 37@ = create_actor 24 #SWMYRI at -1755.392 946.9804 23.8906 
0173: set_actor 37@ z_angle_to 0.0 
0618: assign_actor 113@ to_action_sequences 114@ 
061B: remove_references_to_action_sequences 114@ 

:SCRASH3_10631
00D6: if 
0039:   65@ == 30 // integer values 
004D: jump_if_false @SCRASH3_11099 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_11099 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_10731 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @SCRASH3_10731 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 112@ = 1 // integer values 
02AC: set_car $1867 immunities 1 1 1 1 1 

:SCRASH3_10731
00D6: if 
00B1:   car $1867 0 -1764.199 946.595 28.3546 -1744.086 957.879 22.6221 
004D: jump_if_false @SCRASH3_10870 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_10870 
062E: (unknown) 37@ 1560 105@ 
00D6: if 
04A4:   105@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH3_10870 
0615: define_action_sequences 114@ 
05CB: AS_actor -1 enter_car_as_driver $1867 -2 ms 
05D2: AS_actor -1 run_to_and_hijack_vehicle $1867 max_search_radius 15.0 traffic_behavior 0 
0616: define_action_sequences_end 114@ 
0618: assign_actor 37@ to_action_sequences 114@ 
061B: remove_references_to_action_sequences 114@ 

:SCRASH3_10870
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_10937 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_10937 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_A34' 5000 ms 1  // ~r~Tl lass voltl. A D.A. felvette az autjt.
0002: jump @SCRASH3_18128 

:SCRASH3_10937
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -1742.3 940.8106 23.8972 radius 2.0 2.0 3.0 
004D: jump_if_false @SCRASH3_11018 
0006: 67@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 59@ 
0006: 65@ = 10 // integer values 
0006: 72@ = 90 // integer values 

:SCRASH3_11018
00D6: if 
03C9:   car $1867 damaged 
004D: jump_if_false @SCRASH3_11099 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SCRASH3_11099 
00D6: if 
80DB:   not actor 113@ in_car $1867 
004D: jump_if_false @SCRASH3_11099 
0050: gosub @SCRASH3_17374 
00BB: text_lowpriority 'VAL_B2' 4000 ms 1  // ~r~A kocsi megsrlt. Tl ks, hogy megjavttasd.
0002: jump @SCRASH3_18128 

:SCRASH3_11099
00D6: if 
0019:   65@ > 7 // integer values 
004D: jump_if_false @SCRASH3_11215 
00D6: if 
001B:   10 > 65@ // integer values 
004D: jump_if_false @SCRASH3_11215 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_11215 
00D6: if 
03C9:   car $1867 damaged 
004D: jump_if_false @SCRASH3_11215 
0006: 65@ = 7 // integer values 
00BB: text_lowpriority 'VAL_31' 5000 ms 1  // ~s~Az aut lthatan megsrlt. Vidd vissza a ~y~garzsba~s~, hogy megjavttasd.
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.252 178.7994 27.8359 

:SCRASH3_11215
00D6: if 
0039:   65@ == 10 // integer values 
004D: jump_if_false @SCRASH3_14734 
088D: (unknown) -1741.792 939.731 23.8906 2.5 -209 0 
00D6: if 
0039:   72@ == 90 // integer values 
004D: jump_if_false @SCRASH3_11297 
0247: request_model #CELLPHONE 
0006: 338@ = 1 // integer values 
0006: 72@ = 91 // integer values 

:SCRASH3_11297
00D6: if 
0039:   72@ == 91 // integer values 
004D: jump_if_false @SCRASH3_11513 
00D6: if 
0248:   model #CELLPHONE available 
004D: jump_if_false @SCRASH3_11513 
02A3: toggle_widescreen 1 
015F: set_camera_position -1738.083 938.6749 25.0378 0.0 0.0 0.0 
0160: point_camera -1738.96 939.1542 25.0127 2 
0395: clear_area 0 at -1741.792 939.731 23.8906 range 20.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_11453 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
0002: jump @SCRASH3_11473 

:SCRASH3_11453
00A1: put_actor $PLAYER_ACTOR at -1741.792 939.731 23.8906 

:SCRASH3_11473
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 2500 // integer values 
0006: 72@ = 89 // integer values 

:SCRASH3_11513
00D6: if 
0039:   72@ == 89 // integer values 
004D: jump_if_false @SCRASH3_11571 
00D6: if 
001D:   32@ > 123@ // integer values 
004D: jump_if_false @SCRASH3_11571 
0006: 281@ = 1 // integer values 
0006: 282@ = 2 // integer values 
0006: 72@ = 88 // integer values 

:SCRASH3_11571
00D6: if 
0039:   72@ == 88 // integer values 
004D: jump_if_false @SCRASH3_11642 
00D6: if and
0039:   281@ == 0 // integer values 
0039:   282@ == 0 // integer values 
004D: jump_if_false @SCRASH3_11642 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
016A: fade 0 1000 ms 
0004: $1901 = 0 // integer values 
0006: 72@ = 87 // integer values 

:SCRASH3_11642
00D6: if 
0039:   72@ == 87 // integer values 
004D: jump_if_false @SCRASH3_11774 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_11774 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_11694 
009B: destroy_actor_instantly 37@ 

:SCRASH3_11694
0006: 72@ = 99 // integer values 
0004: $1890 = 1 // integer values 
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @SCRASH3_11729 
00A6: destroy_car $1881 

:SCRASH3_11729
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @SCRASH3_11750 
00A6: destroy_car $1877 

:SCRASH3_11750
0395: clear_area 0 at -1741.792 939.731 23.0 range 80.0 

:SCRASH3_11774
00D6: if 
0039:   72@ == 99 // integer values 
004D: jump_if_false @SCRASH3_12005 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0004: $10753 = 1 // integer values 
04E4: unknown_refresh_game_renderer_at -1759.449 954.4333 
03CB: set_camera -1759.449 954.4333 23.72 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_11885 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
0002: jump @SCRASH3_11905 

:SCRASH3_11885
00A1: put_actor $PLAYER_ACTOR at -1741.792 939.731 23.8906 

:SCRASH3_11905
0173: set_actor $PLAYER_ACTOR z_angle_to 40.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -1738.083 938.6749 25.0378 0.0 0.0 0.0 
0160: point_camera -1738.96 939.1542 25.0127 2 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_11998 
00A6: destroy_car $1867 

:SCRASH3_11998
0006: 72@ = 98 // integer values 

:SCRASH3_12005
00D6: if 
0039:   72@ == 98 // integer values 
004D: jump_if_false @SCRASH3_12182 
00D6: if and
0248:   model #MERIT available 
0248:   model #COLT45 available 
0248:   model #SWMYRI available 
04EE:   animation "POLICE" loaded 
04EE:   animation "MISC" loaded 
004D: jump_if_false @SCRASH3_12149 
00D6: if and
0248:   model #SFPD1 available 
07C1:   path 165 available 
07C1:   path 166 available 
0248:   model #COPCARSF available 
004D: jump_if_false @SCRASH3_12122 
0006: 72@ = 0 // integer values 
0249: release_model #CHEETAH 
0249: release_model #WMYVA2 
0002: jump @SCRASH3_12142 

:SCRASH3_12122
0247: request_model #COPCARSF 
07C0: load_path 166 
07C0: load_path 165 
0247: request_model #SFPD1 

:SCRASH3_12142
0002: jump @SCRASH3_12182 

:SCRASH3_12149
04ED: load_animation "MISC" 
04ED: load_animation "POLICE" 
0247: request_model #SWMYRI 
0247: request_model #COLT45 
0247: request_model #MERIT 

:SCRASH3_12182
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @SCRASH3_12645 
016A: fade 1 800 ms 
06AB: (unknown) $PLAYER_ACTOR 1 
0395: clear_area 0 at -1759.449 954.4333 23.72 range 50.0 
01EB: set_traffic_density_to 0.0 
00A5: $1867 = create_car #MERIT at -1759.449 954.4333 23.72 
0229: set_car $1867 color_to 4 4 
00A5: 115@ = create_car #COPCARSF at -1711.399 903.0281 24.1296 
00A5: 116@ = create_car #COPCARSF at -1711.016 893.7642 24.0975 
0397: car 115@ siren = 1 
0397: car 116@ siren = 1 
0129: 121@ = create_actor 4 #SFPD1 in_car 115@ driverseat 
0129: 122@ = create_actor 4 #SFPD1 in_car 116@ driverseat 
01B2: give_actor 121@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 122@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 37@ = create_actor 4 #SWMYRI at -1763.276 946.1676 23.8905 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_12436 
036A: put_actor 37@ in_car $1867 

:SCRASH3_12436
0615: define_action_sequences 117@ 
05B9: unknown_action_sequence -1 6500 
0633: AS_actor -1 exit_vehicle 
05C4: AS_actor -1 hands_up 3000 ms 
0616: define_action_sequences_end 117@ 
0618: assign_actor 37@ to_action_sequences 117@ 
061B: remove_references_to_action_sequences 117@ 
0175: set_car $1867 z_angle_to 90.0 
0792: (unknown) $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYRLEAN_LOOP" from_file "MISC" 1.0 loop 1 0 0 lock 0 time -2 
00A0: store_actor $PLAYER_ACTOR position_to $7236 $7237 $TEMPVAR_Z_COORD 
015F: set_camera_position -1740.345 939.6078 25.3651 0.0 0.0 0.0 
0160: point_camera -1741.223 940.0797 25.2814 2 
0085: 325@ = 37@ // integer values and handles 
0085: 326@ = 121@ // integer values and handles 
0085: 327@ = 122@ // integer values and handles 
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 1000 // integer values 
0006: 72@ = 1 // integer values 

:SCRASH3_12645
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @SCRASH3_12689 
00D6: if 
001D:   32@ > 123@ // integer values 
004D: jump_if_false @SCRASH3_12689 
0006: 72@ = 2 // integer values 

:SCRASH3_12689
00D6: if 
0039:   72@ == 2 // integer values 
004D: jump_if_false @SCRASH3_12825 
00D6: if and
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
004D: jump_if_false @SCRASH3_12802 
00D6: if and
07C1:   path 165 available 
07C1:   path 166 available 
004D: jump_if_false @SCRASH3_12792 
05EB: assign_vehicle 115@ to_path 165 
05EB: assign_vehicle 116@ to_path 166 
06FD: (unknown) 115@ 0.8 
06FD: (unknown) 116@ 0.8 
0002: jump @SCRASH3_12802 

:SCRASH3_12792
07C0: load_path 165 
07C0: load_path 166 

:SCRASH3_12802
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 3000 // integer values 
0006: 72@ = 3 // integer values 

:SCRASH3_12825
00D6: if 
0039:   72@ == 3 // integer values 
004D: jump_if_false @SCRASH3_12869 
00D6: if 
001D:   32@ > 123@ // integer values 
004D: jump_if_false @SCRASH3_12869 
0006: 72@ = 4 // integer values 

:SCRASH3_12869
00D6: if 
0039:   72@ == 4 // integer values 
004D: jump_if_false @SCRASH3_13087 
00BE: text_clear_all 
0006: 281@ = 3 // integer values 
0006: 282@ = 2 // integer values 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_13064 
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @SCRASH3_12972 
0615: define_action_sequences 117@ 
0633: AS_actor -1 exit_vehicle 
0635: AS_actor -1 aim_at_actor 37@ 3000 ms 
0616: define_action_sequences_end 117@ 
0618: assign_actor 121@ to_action_sequences 117@ 
061B: remove_references_to_action_sequences 117@ 

:SCRASH3_12972
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_13064 
0615: define_action_sequences 117@ 
0633: AS_actor -1 exit_vehicle 
06C2: unknown_action_sequence -1 -1762.369 951.1278 23.7487 4 1.0 1.0 37@ 0.0 0.0 0.0 
0616: define_action_sequences_end 117@ 
0618: assign_actor 122@ to_action_sequences 117@ 
061B: remove_references_to_action_sequences 117@ 

:SCRASH3_13064
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 6200 // integer values 
0006: 72@ = 5 // integer values 

:SCRASH3_13087
00D6: if 
0039:   72@ == 5 // integer values 
004D: jump_if_false @SCRASH3_13149 
00D6: if 
001D:   32@ > 123@ // integer values 
004D: jump_if_false @SCRASH3_13149 
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @SCRASH3_13149 
0006: 72@ = 6 // integer values 

:SCRASH3_13149
00D6: if 
0039:   72@ == 6 // integer values 
004D: jump_if_false @SCRASH3_13566 
0006: 281@ = 5 // integer values 
0006: 282@ = 3 // integer values 
0085: 120@ = 32@ // integer values and handles 
000A: 120@ += 17333 // integer values 
0085: 119@ = 32@ // integer values and handles 
000A: 119@ += 17633 // integer values 
0085: 118@ = 32@ // integer values and handles 
000A: 118@ += 4313 // integer values 
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_13274 
01B9: set_actor 121@ armed_weapon_to 0 
01B9: set_actor 122@ armed_weapon_to 0 
0173: set_actor 121@ z_angle_to 0.0 

:SCRASH3_13274
015F: set_camera_position -1768.048 955.8058 25.1327 0.0 0.0 0.0 
0160: point_camera -1767.238 955.2321 25.0132 2 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_13346 
04E1: open_and_freeze_trunk_of_car $1867 

:SCRASH3_13346
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_13454 
0792: (unknown) 37@ 
0619: set_actor 37@ collision_detection 0 
00A1: put_actor 37@ at -1761.71 952.9333 23.79 
0173: set_actor 37@ z_angle_to 0.0 
04D7: lock_actor 37@ in_current_position 1 
0812: AS_actor 37@ perform_animation "CRM_DRGBST_01" from_file "POLICE" 1.0 loop 0 0 0 lock 1 time -1 

:SCRASH3_13454
00A1: put_actor 121@ at -1761.724 952.4515 23.72 
0792: (unknown) 122@ 
00A1: put_actor 122@ at -1755.75 953.9333 23.72 
0812: AS_actor 121@ perform_animation "PLC_DRGBST_01" from_file "POLICE" 1.0 loop 1 0 0 lock 0 time 25000 
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 7606 // integer values 
0006: 72@ = 7 // integer values 

:SCRASH3_13566
00D6: if 
0039:   72@ == 7 // integer values 
004D: jump_if_false @SCRASH3_13680 
00D6: if 
8039:   not  118@ == 0 // integer values 
004D: jump_if_false @SCRASH3_13636 
00D6: if 
001D:   32@ > 118@ // integer values 
004D: jump_if_false @SCRASH3_13636 
09F1: (unknown) 37@ 1009 
0006: 118@ = 0 // integer values 

:SCRASH3_13636
00D6: if 
001D:   32@ > 123@ // integer values 
004D: jump_if_false @SCRASH3_13680 
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @SCRASH3_13680 
0006: 72@ = 8 // integer values 

:SCRASH3_13680
00D6: if 
0039:   72@ == 8 // integer values 
004D: jump_if_false @SCRASH3_13855 
0006: 281@ = 8 // integer values 
0006: 282@ = 2 // integer values 
015F: set_camera_position -1757.747 952.7751 24.8666 0.0 0.0 0.0 
0160: point_camera -1756.909 953.301 25.0154 2 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_13832 
0173: set_actor 122@ z_angle_to 90.0 
0812: AS_actor 122@ perform_animation "PLC_DRGBST_02" from_file "POLICE" 1.0 loop 0 0 0 lock 0 time -1 

:SCRASH3_13832
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 3267 // integer values 
0006: 72@ = 9 // integer values 

:SCRASH3_13855
00D6: if 
0039:   72@ == 9 // integer values 
004D: jump_if_false @SCRASH3_13917 
00D6: if 
001D:   32@ > 123@ // integer values 
004D: jump_if_false @SCRASH3_13917 
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @SCRASH3_13917 
0006: 72@ = 10 // integer values 

:SCRASH3_13917
00D6: if 
0039:   72@ == 10 // integer values 
004D: jump_if_false @SCRASH3_14023 
0006: 281@ = 10 // integer values 
0006: 282@ = 2 // integer values 
015F: set_camera_position -1768.048 955.8058 25.1327 0.0 0.0 0.0 
0160: point_camera -1767.238 955.2321 25.0132 2 
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 750 // integer values 
0006: 72@ = 80 // integer values 

:SCRASH3_14023
00D6: if 
0039:   72@ == 80 // integer values 
004D: jump_if_false @SCRASH3_14091 
00D6: if 
001D:   32@ > 120@ // integer values 
004D: jump_if_false @SCRASH3_14091 
09F1: (unknown) 37@ 1130 
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 500 // integer values 
0006: 72@ = 81 // integer values 

:SCRASH3_14091
00D6: if 
0039:   72@ == 81 // integer values 
004D: jump_if_false @SCRASH3_14159 
00D6: if 
001D:   32@ > 119@ // integer values 
004D: jump_if_false @SCRASH3_14159 
09F1: (unknown) 37@ 1009 
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 1900 // integer values 
0006: 72@ = 11 // integer values 

:SCRASH3_14159
00D6: if and
0039:   72@ == 11 // integer values 
0039:   281@ == 0 // integer values 
004D: jump_if_false @SCRASH3_14448 
00D6: if 
001D:   32@ > 123@ // integer values 
004D: jump_if_false @SCRASH3_14448 
015F: set_camera_position -1738.083 938.6749 25.0378 0.0 0.0 0.0 
0160: point_camera -1738.96 939.1542 25.0127 2 
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_14425 
036A: put_actor 121@ in_car 115@ 
036A: put_actor 122@ in_car 116@ 
04D7: lock_actor 37@ in_current_position 0 
0430: put_actor 37@ into_vehicle 116@ passenger_seat 1 
05D1: AS_actor 122@ drive_car 116@ to -1790.405 905.0311 25.0203 speed 20.0 2 0 3 
0615: define_action_sequences 117@ 
06C7: unknown_action_sequence -1 115@ 14 800 
05D1: AS_actor -1 drive_car 115@ to -1790.405 905.0311 25.0203 speed 20.0 2 0 3 
0616: define_action_sequences_end 117@ 
0618: assign_actor 121@ to_action_sequences 117@ 
061B: remove_references_to_action_sequences 117@ 

:SCRASH3_14425
0085: 123@ = 32@ // integer values and handles 
000A: 123@ += 4000 // integer values 
0006: 72@ = 12 // integer values 

:SCRASH3_14448
00D6: if 
0039:   72@ == 12 // integer values 
004D: jump_if_false @SCRASH3_14734 
00D6: if 
001D:   32@ > 123@ // integer values 
004D: jump_if_false @SCRASH3_14734 
0006: 72@ = 13 // integer values 
016A: fade 0 1000 ms 

:SCRASH3_14499
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_14523 
0001: wait 0 ms 
0002: jump @SCRASH3_14499 

:SCRASH3_14523
00D6: if 
056D:   carcass_of_actor 113@ valid 
004D: jump_if_false @SCRASH3_14544 
009B: destroy_actor_instantly 113@ 

:SCRASH3_14544
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_14565 
01C3: remove_references_to_car $1867 // Like turning a car into any random car 

:SCRASH3_14565
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_14626 
009B: destroy_actor_instantly 121@ 
009B: destroy_actor_instantly 122@ 
00A6: destroy_car 115@ 
00A6: destroy_car 116@ 
009B: destroy_actor_instantly 37@ 

:SCRASH3_14626
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_14647 
00A6: destroy_car $1867 

:SCRASH3_14647
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @SCRASH3_14688 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:SCRASH3_14688
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0792: (unknown) $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1000 ms 
06AB: (unknown) $PLAYER_ACTOR 0 
0002: jump @SCRASH3_18160 

:SCRASH3_14734
00D6: if 
0039:   65@ == 13 // integer values 
004D: jump_if_false @SCRASH3_15198 
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -2045.252 178.7994 27.8359 radius 3.0 3.0 3.0 sphere 1 
004D: jump_if_false @SCRASH3_14800 

:SCRASH3_14800
00D6: if 
01A7:   actor $PLAYER_ACTOR 0 -2042.943 167.5841 26.759 -2055.202 180.1328 32.3919 
004D: jump_if_false @SCRASH3_15198 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_15198 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_15198 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:SCRASH3_14897
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_14921 
0001: wait 0 ms 
0002: jump @SCRASH3_14897 

:SCRASH3_14921
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_14980 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 z_angle 
03F3: get_car $1867 color 75@ 76@ 
00A6: destroy_car $1867 

:SCRASH3_14980
0247: request_model #MERIT 

:SCRASH3_14985
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_15012 
0001: wait 0 ms 
0002: jump @SCRASH3_14985 

:SCRASH3_15012
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 color_to 75@ 76@ 
0175: set_car $1867 z_angle_to 270.0 
021B: set_garage 'HBGDSFS' to_accept_car $1867 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_15094 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_15094
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 

:SCRASH3_15117
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_15141 
0001: wait 0 ms 
0002: jump @SCRASH3_15117 

:SCRASH3_15141
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: show_on_radar 59@ 2 
0006: 65@ = 8 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_33' 5000 ms 1  // ~s~Mintha j lenne. Most juss vissza a ~y~parkolba~s~.

:SCRASH3_15198
00D6: if 
0039:   65@ == 11 // integer values 
004D: jump_if_false @SCRASH3_15216 

:SCRASH3_15216
0002: jump @SCRASH3_636 

:SCRASH3_15223
00D6: if 
8039:   not  151@ == 0 // integer values 
004D: jump_if_false @SCRASH3_15414 
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @SCRASH3_15277 
040D: unload_wav 3 
03CF: load_wav 151@ as 3 
0006: 150@ = 1 // integer values 

:SCRASH3_15277
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @SCRASH3_15340 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SCRASH3_15340 
00D6: if 
001D:   32@ > 153@ // integer values 
004D: jump_if_false @SCRASH3_15340 
03D1: play_wav 3 
0006: 150@ = 2 // integer values 

:SCRASH3_15340
00D6: if 
0039:   150@ == 2 // integer values 
004D: jump_if_false @SCRASH3_15414 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @SCRASH3_15414 
040D: unload_wav 3 
0085: 151@ = 152@ // integer values and handles 
0006: 152@ = 0 // integer values 
0085: 153@ = 154@ // integer values and handles 
0006: 154@ = 0 // integer values 
0006: 150@ = 0 // integer values 

:SCRASH3_15414
00D6: if 
8039:   not  124@ == 0 // integer values 
004D: jump_if_false @SCRASH3_15614 
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @SCRASH3_15492 
0006: 125@ = 1 // integer values 
0085: 126@ = 32@ // integer values and handles 
0006: 127@ = 0 // integer values 
0085: 334@ = 126@ // integer values and handles 
005A: 334@ += 128@(127@,10i) // integer values 

:SCRASH3_15492
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @SCRASH3_15614 
00D6: if 
001D:   32@ > 334@ // integer values 
004D: jump_if_false @SCRASH3_15614 
0085: 281@ = 138@(127@,10i) // integer values and handles 
000A: 127@ += 1 // integer values 
000E: 148@ -= 1 // integer values 
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @SCRASH3_15594 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0002: jump @SCRASH3_15614 

:SCRASH3_15594
0085: 334@ = 126@ // integer values and handles 
005A: 334@ += 128@(127@,10i) // integer values 

:SCRASH3_15614
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @SCRASH3_15678 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_15678 
00D6: if or
83D2:   not wav 1 ended 
83D2:   not wav 2 ended 
004D: jump_if_false @SCRASH3_15678 
0006: 149@ = 0 // integer values 
0006: 280@ = 5 // integer values 

:SCRASH3_15678
0871: init_jump_table 280@ total_jumps 6 0 @SCRASH3_17372 jumps 0 @SCRASH3_15741 1 @SCRASH3_16293 2 @SCRASH3_17027 3 @SCRASH3_17119 4 @SCRASH3_17177 5 @SCRASH3_17291 -1 @SCRASH3_17372 

:SCRASH3_15741
00D6: if 
0039:   280@ == 1 // integer values 
004D: jump_if_false @SCRASH3_15809 
009A: 332@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 336@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 

:SCRASH3_15809
05AA: 157@s = 'SCR1_AA' // 8-byte strings 
05AA: 159@s = 'SCR1_AB' // 8-byte strings 
05AA: 161@s = 'SCR1_AC' // 8-byte strings 
05AA: 163@s = 'SCR1_AD' // 8-byte strings 
05AA: 165@s = 'SCR1_AE' // 8-byte strings 
05AA: 167@s = 'SCR1_AF' // 8-byte strings 
05AA: 169@s = 'SCR1_AG' // 8-byte strings 
05AA: 171@s = 'SCR1_AH' // 8-byte strings 
05AA: 173@s = 'SCR1_AJ' // 8-byte strings 
05AA: 175@s = 'SCR1_AK' // 8-byte strings 
05AA: 177@s = 'SCR1_AL' // 8-byte strings 
05AA: 179@s = 'SCR1_AM' // 8-byte strings 
05AA: 181@s = 'SCR1_BB' // 8-byte strings 
05AA: 183@s = 'SCR1_BA' // 8-byte strings 
04AF: 236@ = unknown_wav_reference 34400 
04AF: 237@ = unknown_wav_reference 34401 
04AF: 238@ = unknown_wav_reference 34402 
04AF: 239@ = unknown_wav_reference 34403 
04AF: 240@ = unknown_wav_reference 34404 
04AF: 241@ = unknown_wav_reference 34405 
04AF: 242@ = unknown_wav_reference 34406 
04AF: 243@ = unknown_wav_reference 34407 
04AF: 244@ = unknown_wav_reference 34408 
04AF: 245@ = unknown_wav_reference 34409 
04AF: 246@ = unknown_wav_reference 34410 
04AF: 247@ = unknown_wav_reference 34411 
04AF: 248@ = unknown_wav_reference 34413 
04AF: 249@ = unknown_wav_reference 34412 
0006: 284@ = 1 // integer values 
0006: 285@ = 1 // integer values 
0006: 286@ = 3 // integer values 
0006: 287@ = 3 // integer values 
0006: 288@ = 2 // integer values 
0006: 289@ = 2 // integer values 
0006: 290@ = 3 // integer values 
0006: 291@ = 4 // integer values 
0006: 292@ = 4 // integer values 
0006: 293@ = 2 // integer values 
0006: 294@ = 3 // integer values 
0006: 295@ = 3 // integer values 
0006: 296@ = 0 // integer values 
0006: 297@ = 0 // integer values 
008B: 324@ = $PLAYER_ACTOR // integer values and handles 
0006: 280@ = 1 // integer values 
03CF: load_wav 236@ as 1 
03CF: load_wav 237@ as 2 
0006: 276@ = 1 // integer values 
0006: 277@ = 2 // integer values 
0002: jump @SCRASH3_17372 

:SCRASH3_16293
00D6: if 
8039:   not  281@ == 0 // integer values 
004D: jump_if_false @SCRASH3_17020 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @SCRASH3_17020 
00D6: if 
003B:   276@ == 281@ // integer values 
004D: jump_if_false @SCRASH3_16363 
0006: 278@ = 1 // integer values 
0002: jump @SCRASH3_16426 

:SCRASH3_16363
00D6: if 
003B:   277@ == 281@ // integer values 
004D: jump_if_false @SCRASH3_16396 
0006: 278@ = 2 // integer values 
0002: jump @SCRASH3_16426 

:SCRASH3_16396
0006: 278@ = 1 // integer values 
0085: 276@ = 281@ // integer values and handles 
040D: unload_wav 1 
03CF: load_wav 235@(281@,40i) as 1 

:SCRASH3_16426
00D6: if 
03D0:   wav 278@ loaded 
004D: jump_if_false @SCRASH3_17008 
0085: 331@ = 283@(281@,40i) // integer values and handles 
0085: 332@ = 323@(331@,7i) // integer values and handles 
00D6: if 
8039:   not  338@ == 1 // integer values 
004D: jump_if_false @SCRASH3_16654 
0006: 335@ = 1 // integer values 
0006: 337@ = 0 // integer values 

:SCRASH3_16498
00D6: if 
001B:   7 > 335@ // integer values 
004D: jump_if_false @SCRASH3_16654 
0085: 336@ = 323@(335@,7i) // integer values and handles 
00D6: if 
8039:   not  336@ == 0 // integer values 
004D: jump_if_false @SCRASH3_16640 
00D6: if 
803B:   not  336@ == 332@ // integer values 
004D: jump_if_false @SCRASH3_16640 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_16640 
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @SCRASH3_16640 
00D6: if 
0104:   actor 332@ near_actor 336@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @SCRASH3_16640 
000A: 337@ += 1 // integer values 

:SCRASH3_16640
000A: 335@ += 1 // integer values 
0002: jump @SCRASH3_16498 

:SCRASH3_16654
00D6: if or
0039:   338@ == 1 // integer values 
0019:   337@ > 0 // integer values 
0039:   283@(281@,40i) == 0 // integer values 
004D: jump_if_false @SCRASH3_17001 
00D6: if 
8039:   not  283@(281@,40i) == 0 // integer values 
004D: jump_if_false @SCRASH3_16781 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_16781 
0949: link_wav 278@ to_actor 332@ 
00D6: if 
894D:   not (unknown) 332@ 
004D: jump_if_false @SCRASH3_16774 
0006: 330@ = 1 // integer values 
0967: actor 332@ move_mouth 15000 
0002: jump @SCRASH3_16781 

:SCRASH3_16774
094E: (unknown) 332@ 0 

:SCRASH3_16781
00D6: if 
0039:   283@(281@,40i) == 0 // integer values 
004D: jump_if_false @SCRASH3_16810 
0006: 330@ = 1 // integer values 

:SCRASH3_16810
00D6: if 
0039:   330@ == 1 // integer values 
004D: jump_if_false @SCRASH3_17001 
03D1: play_wav 278@ 
00BE: text_clear_all 
00BB: text_lowpriority 155@(281@,40s) 10000 ms 1 
000A: 280@ += 1 // integer values 
0006: 330@ = 0 // integer values 
000A: 281@ += 1 // integer values 
0085: 279@ = 281@ // integer values and handles 
00D6: if 
8039:   not  235@(281@,40i) == 0 // integer values 
004D: jump_if_false @SCRASH3_17001 
00D6: if 
0039:   278@ == 1 // integer values 
004D: jump_if_false @SCRASH3_16963 
00D6: if 
803B:   not  277@ == 281@ // integer values 
004D: jump_if_false @SCRASH3_16956 
03CF: load_wav 235@(281@,40i) as 2 
0085: 277@ = 281@ // integer values and handles 

:SCRASH3_16956
0002: jump @SCRASH3_17001 

:SCRASH3_16963
00D6: if 
803B:   not  276@ == 281@ // integer values 
004D: jump_if_false @SCRASH3_17001 
03CF: load_wav 235@(281@,40i) as 1 
0085: 276@ = 281@ // integer values and handles 

:SCRASH3_17001
0002: jump @SCRASH3_17020 

:SCRASH3_17008
03CF: load_wav 235@(281@,40i) as 278@ 

:SCRASH3_17020
0002: jump @SCRASH3_17372 

:SCRASH3_17027
00D6: if 
03D2:   wav 278@ ended 
004D: jump_if_false @SCRASH3_17057 
000A: 280@ += 1 // integer values 
0002: jump @SCRASH3_17112 

:SCRASH3_17057
00D6: if 
056D:   carcass_of_actor 332@ valid 
004D: jump_if_false @SCRASH3_17096 
00D6: if 
0118:   actor 332@ dead 
004D: jump_if_false @SCRASH3_17096 
000A: 280@ += 1 // integer values 

:SCRASH3_17096
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_17112 

:SCRASH3_17112
0002: jump @SCRASH3_17372 

:SCRASH3_17119
040D: unload_wav 278@ 
0006: 275@(278@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_17163 
0968: actor 332@ stop_mouth 
094F: (unknown) 332@ 

:SCRASH3_17163
000A: 280@ += 1 // integer values 
0002: jump @SCRASH3_17372 

:SCRASH3_17177
000A: 281@ += 1 // integer values 
00D6: if 
8039:   not  235@(281@,40i) == 0 // integer values 
004D: jump_if_false @SCRASH3_17230 
03CF: load_wav 235@(281@,40i) as 278@ 
0085: 275@(278@,3i) = 281@ // integer values and handles 

:SCRASH3_17230
000E: 282@ -= 1 // integer values 
00D6: if 
8019:   not  282@ > 0 // integer values 
004D: jump_if_false @SCRASH3_17269 
0006: 281@ = 0 // integer values 
0002: jump @SCRASH3_17277 

:SCRASH3_17269
0085: 281@ = 279@ // integer values and handles 

:SCRASH3_17277
0006: 280@ = 1 // integer values 
0002: jump @SCRASH3_17372 

:SCRASH3_17291
0006: 280@ = 1 // integer values 
0006: 281@ = 0 // integer values 
0006: 282@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 148@ = 0 // integer values 
040D: unload_wav 278@ 
0006: 275@(278@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_17365 
094F: (unknown) 332@ 

:SCRASH3_17365
0002: jump @SCRASH3_17372 

:SCRASH3_17372
0051: return 

:SCRASH3_17374
00BE: text_clear_all 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @SCRASH3_17396 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:SCRASH3_17396
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2039.153 182.7238 20.8154 -2057.087 150.6935 34.1252 
004D: jump_if_false @SCRASH3_17792 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @SCRASH3_17785 
016A: fade 0 1000 ms 

:SCRASH3_17476
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_17500 
0001: wait 0 ms 
0002: jump @SCRASH3_17476 

:SCRASH3_17500
0004: $TEMPVAR_ACTOR_CAR = 0 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_17551 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH3_17551
03BA: clear_cars_from_cube -2039.056 182.7439 32.4018 -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube -2039.056 182.7439 32.4018 -2057.341 150.5405 27.7805 
0972: (unknown) $PLAYER_ACTOR -2037.886 178.9478 27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_17682 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_17682 
009B: destroy_actor_instantly 37@ 

:SCRASH3_17682
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0004: $1868 = 1 // integer values 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:SCRASH3_17761
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_17785 
0001: wait 0 ms 
0002: jump @SCRASH3_17761 

:SCRASH3_17785
0002: jump @SCRASH3_18126 

:SCRASH3_17792
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @SCRASH3_18126 
016A: fade 0 1000 ms 

:SCRASH3_17824
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_17848 
0001: wait 0 ms 
0002: jump @SCRASH3_17824 

:SCRASH3_17848
0004: $TEMPVAR_ACTOR_CAR = 0 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_17899 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH3_17899
03BA: clear_cars_from_cube -2039.056 182.7439 32.4018 -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube -2039.056 182.7439 32.4018 -2057.341 150.5405 27.7805 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @SCRASH3_17994 
036A: put_actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
0002: jump @SCRASH3_18042 

:SCRASH3_17994
00D6: if 
8038:   not  $TEMPVAR_ACTOR_CAR == 0 // integer values 
004D: jump_if_false @SCRASH3_18042 
0972: (unknown) $PLAYER_ACTOR -2037.886 178.9478 27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 

:SCRASH3_18042
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_18079 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_18079 
009B: destroy_actor_instantly 37@ 

:SCRASH3_18079
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:SCRASH3_18102
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_18126 
0001: wait 0 ms 
0002: jump @SCRASH3_18102 

:SCRASH3_18126
0051: return 

:SCRASH3_18128
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0004: $1868 = 1 // integer values 
0004: $1872 = 0 // integer values 
0051: return 

:SCRASH3_18160
0629: change_stat 304 to 1 // integer 
0004: $1872 = 1 // integer values 
0004: $1869 = 1 // integer values 
01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1  // KLDETS TELJESTVE!
0629: change_stat 336 to 1 // integer 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0008: $11256 += 1 // integer values 
0004: $2556 = 1 // integer values 
0318: set_latest_mission_passed 'SCRA_1'  // Parkolj s utazz!
0051: return 

:SCRASH3_18246
08F4: (unknown) 99 
0004: $1871 = 0 // integer values 
0004: $1890 = 0 // integer values 
0004: $1886 = 0 // integer values 
03C7: unknown_maybe_cops_density 1.0 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube 2793.814 -1987.934 15.3045 2754.324 -1900.369 9.8752 
014F: stop_timer $7235 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 57@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
088D: (unknown) -1741.792 939.731 23.8906 2.5 -209 1 
0733: (unknown) 551 
091E: (unknown) -1729.549 942.886 40.3585 -1742.773 937.7814 10.1928 
091E: (unknown) -1768.524 938.887 40.7496 -1780.765 943.4574 10.0929 
0249: release_model #MTBIKE 
0249: release_model #BANSHEE 
0249: release_model #CHEETAH 
0249: release_model #MERIT 
0249: release_model #SWMYRI 
0249: release_model #WMYVA2 
0249: release_model #CELLPHONE 
0873: release_path 155 
0249: release_model #COPCARSF 
0249: release_model #SWMYRI 
0249: release_model #SFPD1 
0249: release_model #COLT45 
04EF: release_animation "POLICE" 
04EF: release_animation "MISC" 
0873: release_path 165 
0873: release_path 166 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_18579 
02AC: set_car $1867 immunities 0 0 0 0 0 

:SCRASH3_18579
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $10753 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
0004: $1890 = 0 // integer values 
0004: $1901 = 0 // integer values 
0004: $10932 = 0 // integer values 
0004: $5286 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 52---------------
// Originally: Snail Trail

:SCRASH2
03A4: name_thread 'SCRASH2' 
0004: $7238 = 0 // integer values 
0050: gosub @SCRASH2_54 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SCRASH2_45 
0050: gosub @SCRASH2_20955 

:SCRASH2_45
0050: gosub @SCRASH2_21266 
004E: end_thread 

:SCRASH2_54
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 155@ = 1 // integer values 
0006: 161@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
00D6: if 
0039:   34@ == -99 // integer values 
004D: jump_if_false @SCRASH2_605 
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
06D8: 81@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
00A5: 87@ = create_car #TAXI at 0.0 0.0 0.0 
00A5: 89@ = create_car #SANCHEZ at 0.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:SCRASH2_404
06D8: 84@(48@,3i) = create_train_at 0.0 0.0 0.0 type 10 direction 0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @SCRASH2_404 
009A: 78@ = create_actor 4 #WMYBU at 0.0 0.0 0.0 
009A: 79@ = create_actor 4 #BMYBE at 0.0 0.0 0.0 
009A: 80@ = create_actor 4 #HMYRI at 0.0 0.0 0.0 
032B: 95@ = create_weapon_pickup #SNIPER 3 ammo 0 at 0.0 0.0 0.0 
018A: 90@ = create_checkpoint_at 0.0 0.0 0.0 
0186: 91@ = create_marker_above_car 81@ 
0187: 92@ = create_marker_above_actor 78@ 
0187: 93@ = create_marker_above_actor 80@ 
03DC: 94@ = create_marker_above_pickup 95@ 

:SCRASH2_605
054C: use_GXT_table 'SCRASH2' 
0050: gosub @SCRASH2_20312 
060A: unknown_create_entity 0 96@ 
060A: unknown_create_entity 2 97@ 
0050: gosub @SCRASH2_20489 
041A: 131@ = actor $PLAYER_ACTOR weapon 34 ammo 
0006: 155@ = 1 // integer values 

:SCRASH2_661
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SCRASH2_694 
0006: 36@ = 1 // integer values 
0002: jump @SCRASH2_1017 

:SCRASH2_694
0050: gosub @SCRASH2_18834 
0050: gosub @SCRASH2_19245 
00D6: if or
0039:   38@ == 1 // integer values 
0039:   39@ == 1 // integer values 
004D: jump_if_false @SCRASH2_740 
0002: jump @SCRASH2_1017 

:SCRASH2_740
0050: gosub @SCRASH2_20209 
0050: gosub @SCRASH2_20243 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @SCRASH2_784 
0006: 37@ = 1 // integer values 
0002: jump @SCRASH2_1017 

:SCRASH2_784
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SCRASH2_842 
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:SCRASH2_842
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SCRASH2_867 
0050: gosub @SCRASH2_1165 

:SCRASH2_867
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @SCRASH2_892 
0050: gosub @SCRASH2_1286 

:SCRASH2_892
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @SCRASH2_917 
0050: gosub @SCRASH2_2139 

:SCRASH2_917
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @SCRASH2_942 
0050: gosub @SCRASH2_3032 

:SCRASH2_942
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @SCRASH2_967 
0050: gosub @SCRASH2_5855 

:SCRASH2_967
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @SCRASH2_992 
0050: gosub @SCRASH2_6907 

:SCRASH2_992
00D6: if 
0039:   34@ == 7 // integer values 
004D: jump_if_false @SCRASH2_1017 
0006: 36@ = 1 // integer values 

:SCRASH2_1017
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SCRASH2_1117 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @SCRASH2_1101 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SCRASH2_1085 
0002: jump @SCRASH2_661 
0002: jump @SCRASH2_1094 

:SCRASH2_1085
0050: gosub @SCRASH2_21206 
0051: return 

:SCRASH2_1094
0002: jump @SCRASH2_1110 

:SCRASH2_1101
0050: gosub @SCRASH2_20955 
0051: return 

:SCRASH2_1110
0002: jump @SCRASH2_1119 

:SCRASH2_1117
0051: return 

:SCRASH2_1119
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:SCRASH2_1165
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SCRASH2_1213 
0050: gosub @SCRASH2_10051 
00BC: text_highpriority 'SCR2_21' 7000 ms 1  // ~s~Tenpenny elrejtett egy ~g~mesterlvsz puskt~s~ a kzeli ptkezsen. Szerezd meg.
000A: 35@ += 1 // integer values 

:SCRASH2_1213
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SCRASH2_1259 
00D6: if 
0214:   pickup 95@ picked_up 
004D: jump_if_false @SCRASH2_1259 
0164: disable_marker 94@ 
0006: 35@ = 99 // integer values 

:SCRASH2_1259
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SCRASH2_1284 
0050: gosub @SCRASH2_20282 

:SCRASH2_1284
0051: return 

:SCRASH2_1286
00D6: if and
0019:   35@ > 0 // integer values 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_1318 
0006: 37@ = 1 // integer values 
0051: return 

:SCRASH2_1318
00D6: if and
0019:   35@ > 1 // integer values 
0119:   car 81@ wrecked 
004D: jump_if_false @SCRASH2_1350 
0006: 37@ = 1 // integer values 
0051: return 

:SCRASH2_1350
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SCRASH2_1465 
0050: gosub @SCRASH2_10187 
0007: 132@ = -1952.791 // floating-point values 
0007: 133@ = 136.5608 // floating-point values 
0007: 134@ = 25.2734 // floating-point values 
018A: 90@ = create_checkpoint_at 132@ 133@ 134@ 
018B: show_on_radar 90@ 2 
00BC: text_highpriority 'SCR2_00' 8000 ms 1  // ~s~A riporter a ~y~Cranberry llomson~s~ van. Kvesd t a clponttal val tallkozsi helyre, majd ld meg mindkettt.
0085: 103@ = 46@ // integer values and handles 
000A: 103@ += 6000 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_1465
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SCRASH2_1552 
00D6: if 
001D:   46@ > 103@ // integer values 
004D: jump_if_false @SCRASH2_1552 
0050: gosub @SCRASH2_10112 
06DC: set_train 81@ acc 20.0 
06DD: set_train 81@ speed 20.0 
00BB: text_lowpriority 'SCR2_01' 10000 ms 1  // ~s~A vonat az ~y~llomson~s~ rkezik. Nem lesz sok idd, mieltt a riporter elmegy.
000A: 35@ += 1 // integer values 

:SCRASH2_1552
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SCRASH2_1635 
00D6: if 
01AD:   car 81@ 0 -1944.545 130.8166 5.0 5.0 
004D: jump_if_false @SCRASH2_1635 
06DC: set_train 81@ acc 4.0 
06DD: set_train 81@ speed 0.0 
000A: 35@ += 1 // integer values 

:SCRASH2_1635
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SCRASH2_1717 
00D6: if 
01C1:   car 81@ stopped 
004D: jump_if_false @SCRASH2_1717 
078A: 82@ = create_carriage_on_train 81@ position 1 
05CA: AS_actor 78@ enter_car 82@ passenger_seat -1 500 ms 
0085: 103@ = 46@ // integer values and handles 
000A: 103@ += 60000 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_1717
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SCRASH2_1938 
0007: 64@ = -1978.101 // floating-point values 
0007: 65@ = 78.224 // floating-point values 
0007: 67@ = -1922.002 // floating-point values 
0007: 68@ = 203.4028 // floating-point values 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 64@ 65@ 67@ 68@ 
004D: jump_if_false @SCRASH2_1877 
020A: set_car 81@ door_status_to 3 
06DD: set_train 81@ speed 40.0 
0164: disable_marker 90@ 
0186: 91@ = create_marker_above_car 81@ 
034F: destroy_actor_with_fade 78@ // The actor fades away like a ghost 
0006: 167@ = 0 // integer values 
00BC: text_highpriority 'SCR2_02' 10000 ms 1  // ~s~A riporter beszllt a vonatba s a Los Santos-i Piac lloms fel tart. Kvesd a ~r~vonatot~s~!
0006: 35@ = 99 // integer values 
0002: jump @SCRASH2_1938 

:SCRASH2_1877
00D6: if 
001D:   46@ > 103@ // integer values 
004D: jump_if_false @SCRASH2_1938 
020A: set_car 81@ door_status_to 3 
06DD: set_train 81@ speed 5.0 
0085: 103@ = 46@ // integer values and handles 
000A: 103@ += 60000 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_1938
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SCRASH2_2112 
0007: 64@ = -1978.101 // floating-point values 
0007: 65@ = 78.224 // floating-point values 
0007: 67@ = -1922.002 // floating-point values 
0007: 68@ = 203.4028 // floating-point values 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 64@ 65@ 67@ 68@ 
004D: jump_if_false @SCRASH2_2079 
0164: disable_marker 90@ 
0186: 91@ = create_marker_above_car 81@ 
00BC: text_highpriority 'SCR2_02' 10000 ms 1  // ~s~A riporter beszllt a vonatba s a Los Santos-i Piac lloms fel tart. Kvesd a ~r~vonatot~s~!
06DD: set_train 81@ speed 10.0 
0006: 35@ = 99 // integer values 
0002: jump @SCRASH2_2112 

:SCRASH2_2079
00D6: if 
001D:   46@ > 103@ // integer values 
004D: jump_if_false @SCRASH2_2112 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 

:SCRASH2_2112
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SCRASH2_2137 
0050: gosub @SCRASH2_20282 

:SCRASH2_2137
0051: return 

:SCRASH2_2139
00D6: if 
0119:   car 81@ wrecked 
004D: jump_if_false @SCRASH2_2164 
0006: 37@ = 1 // integer values 
0051: return 

:SCRASH2_2164
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SCRASH2_2314 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0007: 132@ = 833.7101 // floating-point values 
0007: 133@ = -1383.643 // floating-point values 
0007: 134@ = -2.6352 // floating-point values 
0006: 48@ = 0 // integer values 

:SCRASH2_2268
0006: 123@(48@,3i) = -1 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @SCRASH2_2268 
03C7: unknown_maybe_cops_density 0.3 
000A: 35@ += 1 // integer values 

:SCRASH2_2314
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SCRASH2_2432 
00D6: if 
01AD:   car 81@ 0 132@ 133@ 5.0 5.0 
004D: jump_if_false @SCRASH2_2432 
06DC: set_train 81@ acc 16.0 
06DD: set_train 81@ speed 0.0 
00BC: text_highpriority 'SCR2_03' 11000 ms 1  // ~s~A ~r~vonat~s~ megrkezik a Piac llomsra. A riporter a tvozsra kszldik.
0085: 111@ = 46@ // integer values and handles 
000A: 111@ += 10000 // integer values 
0006: 138@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_2432
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SCRASH2_2515 
00D6: if 
001D:   46@ > 111@ // integer values 
004D: jump_if_false @SCRASH2_2515 
0050: gosub @SCRASH2_18816 
00BC: text_highpriority 'SCR2_09' 9000 ms 1  // ~s~Ha a ~r~riporter~s~ megsejti, hogy kveti, akkor feladja az interjvolsi szndkt, teht ne kerlj tl kzel hozz.
0085: 111@ = 46@ // integer values and handles 
000A: 111@ += 8000 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_2515
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SCRASH2_2559 
00D6: if 
001D:   46@ > 111@ // integer values 
004D: jump_if_false @SCRASH2_2559 
000A: 35@ += 1 // integer values 

:SCRASH2_2559
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SCRASH2_2630 
00D6: if 
01C1:   car 81@ stopped 
004D: jump_if_false @SCRASH2_2630 
0006: 140@ = 1 // integer values 
0085: 103@ = 46@ // integer values and handles 
000A: 103@ += 120000 // integer values 
0164: disable_marker 91@ 
000A: 35@ += 1 // integer values 

:SCRASH2_2630
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SCRASH2_2673 
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @SCRASH2_2673 
0006: 35@ = 99 // integer values 

:SCRASH2_2673
0050: gosub @SCRASH2_10288 
0050: gosub @SCRASH2_10454 
0050: gosub @SCRASH2_10613 
0050: gosub @SCRASH2_10745 
0050: gosub @SCRASH2_10963 
0050: gosub @SCRASH2_11038 
00D6: if and
0039:   139@ == 0 // integer values 
0039:   140@ == 1 // integer values 
004D: jump_if_false @SCRASH2_2766 
00D6: if 
001D:   46@ > 103@ // integer values 
004D: jump_if_false @SCRASH2_2766 
0006: 139@ = 1 // integer values 

:SCRASH2_2766
00D6: if and
0039:   139@ == 0 // integer values 
0039:   140@ == 1 // integer values 
004D: jump_if_false @SCRASH2_2817 
00D6: if 
001B:   300 > 121@ // integer values 
004D: jump_if_false @SCRASH2_2817 
0006: 139@ = 1 // integer values 

:SCRASH2_2817
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @SCRASH2_3005 
00D6: if 
8154:   not actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @SCRASH2_3005 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @SCRASH2_2883 
0006: 161@ = 0 // integer values 

:SCRASH2_2883
00D6: if 
001B:   2800 > 121@ // integer values 
004D: jump_if_false @SCRASH2_3005 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00AA: store_car 89@ position_to 60@ 61@ 62@ 
050A: 72@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0023:   100.0 > 72@ // floating-point values 
004D: jump_if_false @SCRASH2_2988 
0006: 161@ = 0 // integer values 
0002: jump @SCRASH2_3005 

:SCRASH2_2988
0006: 161@ = 0 // integer values 
01C3: remove_references_to_car 89@ // Like turning a car into any random car 
0249: release_model #SANCHEZ 

:SCRASH2_3005
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SCRASH2_3030 
0050: gosub @SCRASH2_20282 

:SCRASH2_3030
0051: return 

:SCRASH2_3032
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SCRASH2_3284 
00BB: text_lowpriority 'SCR2_04' 5000 ms 1  // ~s~A ~r~riporter~s~ leszllt a vonatrl. Kvesd t a clpontig.
0050: gosub @SCRASH2_15982 
0050: gosub @SCRASH2_12265 
0187: 92@ = create_marker_above_actor 78@ 
0085: 103@ = 46@ // integer values and handles 
000A: 103@ += 10000 // integer values 
0006: 109@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 163@ = 0 // integer values 
01E8: create_forbidden_for_cars_cube 789.595 -1387.97 11.5469 807.2843 -1334.546 13.725 
01E8: create_forbidden_for_cars_cube 804.9978 -1414.032 11.3801 908.0844 -1386.618 13.5524 
01E8: create_forbidden_for_cars_cube 802.1913 -1335.066 11.1828 911.4662 -1313.045 13.7469 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_3284
00D6: if 
0039:   167@ == 1 // integer values 
004D: jump_if_false @SCRASH2_3385 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_3334 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:SCRASH2_3334
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_3385 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 10000 ms 
0051: return 

:SCRASH2_3385
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @SCRASH2_3438 
00D6: if 
001D:   46@ > 118@ // integer values 
004D: jump_if_false @SCRASH2_3436 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 

:SCRASH2_3436
0051: return 

:SCRASH2_3438
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @SCRASH2_3491 
00D6: if 
001D:   46@ > 118@ // integer values 
004D: jump_if_false @SCRASH2_3489 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 

:SCRASH2_3489
0051: return 

:SCRASH2_3491
00D6: if and
0039:   168@ == 1 // integer values 
0039:   141@ == 1 // integer values 
004D: jump_if_false @SCRASH2_3830 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_3773 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_3555 
0006: 157@ = 1 // integer values 

:SCRASH2_3555
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_3581 
0006: 157@ = 1 // integer values 

:SCRASH2_3581
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_3672 
0006: 73@ = 1 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_3664 
06AC: 70@ = actor $PLAYER_ACTOR movement_speed 
00D6: if 
0023:   13.0 > 70@ // floating-point values 
004D: jump_if_false @SCRASH2_3664 
0006: 73@ = 0 // integer values 
054F: (unknown) 87@ 

:SCRASH2_3664
0085: 157@ = 73@ // integer values and handles 

:SCRASH2_3672
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_3698 
0006: 157@ = 1 // integer values 

:SCRASH2_3698
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @SCRASH2_3766 
00D6: if 
80DF:   not actor 78@ driving 
004D: jump_if_false @SCRASH2_3748 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 10000 ms 

:SCRASH2_3748
0085: 118@ = 46@ // integer values and handles 
000A: 118@ += 1000 // integer values 
0051: return 

:SCRASH2_3766
0002: jump @SCRASH2_3830 

:SCRASH2_3773
0006: 157@ = 1 // integer values 
00D6: if 
80DF:   not actor 78@ driving 
004D: jump_if_false @SCRASH2_3812 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 10000 ms 

:SCRASH2_3812
0085: 118@ = 46@ // integer values and handles 
000A: 118@ += 1000 // integer values 
0051: return 

:SCRASH2_3830
00D6: if and
0039:   168@ == 1 // integer values 
0039:   141@ == 0 // integer values 
004D: jump_if_false @SCRASH2_4066 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_4035 
0006: 73@ = 0 // integer values 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_3901 
0006: 73@ = 1 // integer values 

:SCRASH2_3901
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_3927 
0006: 73@ = 1 // integer values 

:SCRASH2_3927
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_3953 
0006: 73@ = 1 // integer values 

:SCRASH2_3953
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_3979 
0006: 73@ = 1 // integer values 

:SCRASH2_3979
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_4028 
01C3: remove_references_to_car 87@ // Like turning a car into any random car 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 168@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0050: gosub @SCRASH2_12377 

:SCRASH2_4028
0002: jump @SCRASH2_4066 

:SCRASH2_4035
01C3: remove_references_to_car 87@ // Like turning a car into any random car 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 168@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0050: gosub @SCRASH2_12377 

:SCRASH2_4066
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SCRASH2_4115 
05D3: AS_actor 78@ go_to_point 833.4493 -1374.261 -1.5078 speed 4 -1 ms 
000A: 35@ += 1 // integer values 

:SCRASH2_4115
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SCRASH2_4221 
062E: (unknown) 78@ 1491 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_4221 
0605: actor 78@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0085: 104@ = 46@ // integer values and handles 
000A: 104@ += 250 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_4221
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SCRASH2_4292 
00D6: if 
001D:   46@ > 104@ // integer values 
004D: jump_if_false @SCRASH2_4292 
00D6: if 
8611:   not actor 78@ animation_is "ROADCROSS" 
004D: jump_if_false @SCRASH2_4292 
000A: 35@ += 1 // integer values 

:SCRASH2_4292
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SCRASH2_4342 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   101@ == 7 // integer values 
004D: jump_if_false @SCRASH2_4342 
000A: 35@ += 1 // integer values 

:SCRASH2_4342
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SCRASH2_4419 
0605: actor 78@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0085: 104@ = 46@ // integer values and handles 
000A: 104@ += 250 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_4419
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SCRASH2_4504 
00D6: if 
001D:   46@ > 104@ // integer values 
004D: jump_if_false @SCRASH2_4504 
00D6: if 
8611:   not actor 78@ animation_is "ROADCROSS" 
004D: jump_if_false @SCRASH2_4504 
0006: 101@ = 8 // integer values 
0006: 102@ = 8 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_4504
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SCRASH2_4641 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   101@ == 10 // integer values 
004D: jump_if_false @SCRASH2_4641 
0006: 143@ = 1 // integer values 
0085: 105@ = 46@ // integer values and handles 
000A: 105@ += 60000 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_4611 
00BC: text_highpriority 'SCR2_20' 10000 ms 1  // ~s~A ~r~riporter~s~ a jrdn vr egy taxira. Kszlj fel a kvetsre.
0002: jump @SCRASH2_4627 

:SCRASH2_4611
00BC: text_highpriority 'SCR2_06' 10000 ms 1  // ~s~A ~r~riporter~s~ a jrdn vrakozik egy taxira. Ahhoz, hogy kvethesd, jrmre lesz szksged.

:SCRASH2_4627
0006: 163@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_4641
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SCRASH2_4774 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @SCRASH2_4774 
0615: define_action_sequences 56@ 
05D4: AS_actor -1 rotate_angle 90.0 
0605: actor -1 perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor 78@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0085: 104@ = 46@ // integer values and handles 
000A: 104@ += 250 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_4774
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SCRASH2_4903 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @SCRASH2_4903 
00D6: if 
001D:   46@ > 104@ // integer values 
004D: jump_if_false @SCRASH2_4903 
062E: (unknown) 78@ -1 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_4903 
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @SCRASH2_4896 
000A: 35@ += 1 // integer values 
0002: jump @SCRASH2_4903 

:SCRASH2_4896
000E: 35@ -= 1 // integer values 

:SCRASH2_4903
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @SCRASH2_5046 
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @SCRASH2_5015 
0615: define_action_sequences 56@ 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation_sequence "HIKER_POSE" from_file "MISC" 4.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor 78@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0002: jump @SCRASH2_5039 

:SCRASH2_5015
05D3: AS_actor 78@ go_to_point 821.7603 -1334.683 12.5391 speed 6 -2 ms 

:SCRASH2_5039
000A: 35@ += 1 // integer values 

:SCRASH2_5046
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @SCRASH2_5375 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @SCRASH2_5276 
0006: 73@ = 0 // integer values 
00D6: if and
0039:   158@ == 1 // integer values 
01AF:   car 87@ 0 803.7784 -1342.926 12.5469 radius 7.0 7.0 2.0 
004D: jump_if_false @SCRASH2_5158 
0006: 73@ = 1 // integer values 

:SCRASH2_5158
00D6: if and
0039:   158@ == 0 // integer values 
01AF:   car 87@ 0 824.4391 -1330.707 12.4174 radius 7.0 7.0 2.0 
004D: jump_if_false @SCRASH2_5220 
0006: 73@ = 1 // integer values 

:SCRASH2_5220
00D6: if and
0039:   73@ == 1 // integer values 
01C1:   car 87@ stopped 
004D: jump_if_false @SCRASH2_5269 
05CA: AS_actor 78@ enter_car 87@ passenger_seat 2 -2 ms 
0006: 154@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_5269
0002: jump @SCRASH2_5375 

:SCRASH2_5276
00D6: if 
0611:   actor 78@ animation_is "HIKER_POSE" 
004D: jump_if_false @SCRASH2_5375 
00D6: if 
001D:   46@ > 109@ // integer values 
004D: jump_if_false @SCRASH2_5375 
0605: actor 78@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 0 100 ms 
0085: 109@ = 46@ // integer values and handles 
000A: 109@ += 250 // integer values 

:SCRASH2_5375
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @SCRASH2_5451 
062E: (unknown) 78@ 1482 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_5451 
0216: set_car 87@ taxi_available_light_to 0 
0006: 126@ = 0 // integer values 
0085: 88@ = 87@ // integer values and handles 
0006: 35@ = 99 // integer values 

:SCRASH2_5451
00D6: if 
0039:   170@ == 0 // integer values 
004D: jump_if_false @SCRASH2_5499 
0247: request_model #TAXI 
038B: load_requested_models 
00D6: if 
0248:   model #TAXI available 
004D: jump_if_false @SCRASH2_5499 
0006: 170@ = 1 // integer values 

:SCRASH2_5499
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @SCRASH2_5571 
00D6: if 
001D:   46@ > 103@ // integer values 
004D: jump_if_false @SCRASH2_5571 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_5562 
06DD: set_train 81@ speed 30.0 

:SCRASH2_5562
06DA: (unknown) 
0006: 166@ = 0 // integer values 

:SCRASH2_5571
00D6: if and
0039:   143@ == 1 // integer values 
0039:   142@ == 0 // integer values 
004D: jump_if_false @SCRASH2_5714 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 812.4495 -1343.488 12.532 radius 80.0 80.0 20.0 
004D: jump_if_false @SCRASH2_5679 
0006: 142@ = 1 // integer values 
0050: gosub @SCRASH2_12313 
0050: gosub @SCRASH2_12377 
0216: set_car 87@ taxi_available_light_to 1 
0002: jump @SCRASH2_5714 

:SCRASH2_5679
00D6: if 
001D:   46@ > 105@ // integer values 
004D: jump_if_false @SCRASH2_5714 
0006: 37@ = 1 // integer values 
0006: 45@ = 3 // integer values 
0051: return 

:SCRASH2_5714
00D6: if and
0039:   141@ == 0 // integer values 
0039:   168@ == 1 // integer values 
004D: jump_if_false @SCRASH2_5794 
00D6: if 
01AF:   car 87@ 0 796.9285 -1374.867 12.3949 radius 10.0 10.0 2.0 
004D: jump_if_false @SCRASH2_5794 
0006: 141@ = 1 // integer values 

:SCRASH2_5794
0050: gosub @SCRASH2_16005 
0050: gosub @SCRASH2_16193 
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @SCRASH2_5828 
0051: return 

:SCRASH2_5828
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SCRASH2_5853 
0050: gosub @SCRASH2_20282 

:SCRASH2_5853
0051: return 

:SCRASH2_5855
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SCRASH2_6033 
0007: 132@ = 366.4698 // floating-point values 
0007: 133@ = -2030.643 // floating-point values 
0007: 134@ = 6.6582 // floating-point values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0050: gosub @SCRASH2_13627 
073B: (unknown) 87@ 0 
0085: 116@ = 46@ // integer values and handles 
000A: 116@ += 3000 // integer values 
0006: 152@ = 1 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
072F: (unknown) 87@ 2.0 30000 1 1 1 20 
00BC: text_highpriority 'SCR2_07' 5000 ms 1  // ~s~A ~r~riporter~s~ beszllt egy taxiba. Kvesd a clponthoz.
000A: 35@ += 1 // integer values 

:SCRASH2_6033
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_6065 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:SCRASH2_6065
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_6100 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 
0051: return 

:SCRASH2_6100
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @SCRASH2_6153 
00D6: if 
001D:   46@ > 118@ // integer values 
004D: jump_if_false @SCRASH2_6151 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 

:SCRASH2_6151
0051: return 

:SCRASH2_6153
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_6431 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_6192 
0006: 157@ = 1 // integer values 

:SCRASH2_6192
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_6218 
0006: 157@ = 1 // integer values 

:SCRASH2_6218
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_6309 
0006: 73@ = 1 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_6301 
06AC: 70@ = actor $PLAYER_ACTOR movement_speed 
00D6: if 
0023:   13.0 > 70@ // floating-point values 
004D: jump_if_false @SCRASH2_6301 
0006: 73@ = 0 // integer values 
054F: (unknown) 87@ 

:SCRASH2_6301
0085: 157@ = 73@ // integer values and handles 

:SCRASH2_6309
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_6335 
0006: 157@ = 1 // integer values 

:SCRASH2_6335
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @SCRASH2_6424 
00D6: if 
00DF:   actor 78@ driving 
004D: jump_if_false @SCRASH2_6390 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 
0002: jump @SCRASH2_6422 

:SCRASH2_6390
0085: 118@ = 46@ // integer values and handles 
000A: 118@ += 1000 // integer values 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 10000 ms 

:SCRASH2_6422
0051: return 

:SCRASH2_6424
0002: jump @SCRASH2_6472 

:SCRASH2_6431
0006: 157@ = 1 // integer values 
0085: 118@ = 46@ // integer values and handles 
000A: 118@ += 1000 // integer values 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 10000 ms 
0051: return 

:SCRASH2_6472
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SCRASH2_6569 
00D6: if and
8039:   not  100@ == 1 // integer values 
8039:   not  100@ == 3 // integer values 
004D: jump_if_false @SCRASH2_6569 
00D6: if 
00FE:   actor 78@ 0 132@ 133@ 134@ radius 4.0 4.0 4.0 
004D: jump_if_false @SCRASH2_6569 
0151: remove_status_text $7238 
0006: 35@ = 99 // integer values 

:SCRASH2_6569
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @SCRASH2_6656 
00D6: if 
00FE:   actor 78@ 0 369.3609 -1671.889 31.811 radius 14.0 6.0 4.0 
004D: jump_if_false @SCRASH2_6656 
0006: 149@ = 1 // integer values 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SCRASH2_6656
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @SCRASH2_6736 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 369.3609 -1671.889 31.811 radius 14.0 4.0 4.0 
004D: jump_if_false @SCRASH2_6729 
0006: 150@ = 1 // integer values 

:SCRASH2_6729
0002: jump @SCRASH2_6791 

:SCRASH2_6736
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 370.2572 -1656.79 31.7201 radius 14.0 4.0 4.0 
004D: jump_if_false @SCRASH2_6791 
0006: 150@ = 0 // integer values 

:SCRASH2_6791
0050: gosub @SCRASH2_17369 
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @SCRASH2_6818 
0051: return 

:SCRASH2_6818
00D6: if and
0039:   151@ == 0 // integer values 
0039:   149@ == 1 // integer values 
0039:   150@ == 1 // integer values 
004D: jump_if_false @SCRASH2_6873 
0006: 151@ = 1 // integer values 
00BC: text_highpriority 'SCR2_18' 10000 ms 1  // ~s~A ~r~riporter~s~ megrkezett a helysznre. Tartsd a tvolsgot, amg nem tallkozik a clponttal.

:SCRASH2_6873
0050: gosub @SCRASH2_15210 
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SCRASH2_6905 
0050: gosub @SCRASH2_20282 

:SCRASH2_6905
0051: return 

:SCRASH2_6907
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_6935 
0006: 144@ = 1 // integer values 
0164: disable_marker 92@ 

:SCRASH2_6935
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @SCRASH2_6981 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @SCRASH2_6981 
0006: 145@ = 1 // integer values 
0164: disable_marker 93@ 

:SCRASH2_6981
00D6: if and
0039:   144@ == 1 // integer values 
0039:   145@ == 1 // integer values 
004D: jump_if_false @SCRASH2_7013 
0006: 35@ = 99 // integer values 

:SCRASH2_7013
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SCRASH2_7345 
0050: gosub @SCRASH2_15427 
0187: 93@ = create_marker_above_actor 80@ 
0615: define_action_sequences 56@ 
05D3: AS_actor -1 go_to_point 359.4136 -2036.943 6.836 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 362.2674 -2035.844 6.836 speed 4 -2 ms 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_action_sequences_end 56@ 
0618: assign_actor 80@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0615: define_action_sequences 56@ 
05D3: AS_actor -1 go_to_point 363.1874 -2035.844 6.836 speed 4 -2 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_action_sequences_end 56@ 
0618: assign_actor 78@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0085: 106@ = 46@ // integer values and handles 
000A: 106@ += 180000 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 148@ = 0 // integer values 
00BC: text_highpriority 'SCR2_19' 10000 ms 1  // ~s~A ~r~riporter~s~ kszen ll arra, hogy tallkozzon a ~r~clponttal~s~. Van nlad egy mesterlvsz puska. Iktasd ki mindkettt.
00D6: if 
0038:   $5289 == 0 // integer values 
004D: jump_if_false @SCRASH2_7317 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0085: 112@ = 46@ // integer values and handles 
000A: 112@ += 10000 // integer values 
0004: $5289 = 1 // integer values 
0002: jump @SCRASH2_7338 

:SCRASH2_7317
0006: 164@ = 1 // integer values 
0006: 165@ = 1 // integer values 
0006: 112@ = 0 // integer values 

:SCRASH2_7338
000A: 35@ += 1 // integer values 

:SCRASH2_7345
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SCRASH2_7447 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_7447 
062E: (unknown) 78@ -1 40@ 
00D6: if 
04A4:   40@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_7447 
062E: (unknown) 80@ -1 40@ 
00D6: if 
04A4:   40@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_7447 
000A: 35@ += 1 // integer values 

:SCRASH2_7447
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SCRASH2_7625 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_7625 
062E: (unknown) 78@ -1 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_7625 
062E: (unknown) 80@ -1 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_7625 
07CD: AS_actor 80@ walk_to 362.2674 -2035.844 6.836 stop_with_angle 270.0 within_radius 4.0 
07CD: AS_actor 78@ walk_to 363.1874 -2035.844 6.836 stop_with_angle 90.0 within_radius 4.0 
0085: 104@ = 46@ // integer values and handles 
000A: 104@ += 250 // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_7625
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SCRASH2_7814 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_7814 
00D6: if 
001D:   46@ > 104@ // integer values 
004D: jump_if_false @SCRASH2_7814 
0605: actor 78@ perform_animation_sequence "PRTIAL_HNDSHK_BIZ_01" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor 80@ perform_animation_sequence "PRTIAL_HNDSHK_BIZ_01" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0085: 104@ = 46@ // integer values and handles 
000A: 104@ += 250 // integer values 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ // Like turning a car into any random car 
000A: 35@ += 1 // integer values 

:SCRASH2_7814
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SCRASH2_7944 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_7944 
00D6: if 
001D:   46@ > 104@ // integer values 
004D: jump_if_false @SCRASH2_7944 
00D6: if and
8611:   not actor 78@ animation_is "PRTIAL_HNDSHK_BIZ_01" 
8611:   not actor 80@ animation_is "PRTIAL_HNDSHK_BIZ_01" 
004D: jump_if_false @SCRASH2_7944 
000A: 35@ += 1 // integer values 

:SCRASH2_7944
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SCRASH2_8053 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8053 
0605: actor 78@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0209: 50@ = random_int 2000 5000 
0085: 104@ = 46@ // integer values and handles 
005A: 104@ += 50@ // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_8053
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SCRASH2_8123 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8123 
00D6: if 
001D:   46@ > 104@ // integer values 
004D: jump_if_false @SCRASH2_8123 
0687: clear_actor_task 78@ 
000A: 35@ += 1 // integer values 

:SCRASH2_8123
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SCRASH2_8232 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8232 
0605: actor 80@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0209: 50@ = random_int 5000 10000 
0085: 104@ = 46@ // integer values and handles 
005A: 104@ += 50@ // integer values 
000A: 35@ += 1 // integer values 

:SCRASH2_8232
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SCRASH2_8302 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8302 
00D6: if 
001D:   46@ > 104@ // integer values 
004D: jump_if_false @SCRASH2_8302 
0687: clear_actor_task 80@ 
0006: 35@ = 5 // integer values 

:SCRASH2_8302
00D6: if 
0039:   35@ == 20 // integer values 
004D: jump_if_false @SCRASH2_8559 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8428 
0615: define_action_sequences 56@ 
05D3: AS_actor -1 go_to_point 361.2376 -2047.841 6.836 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 354.2802 -2049.696 6.836 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 354.8605 -2057.588 6.836 speed 4 -2 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor 80@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 

:SCRASH2_8428
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_8536 
0615: define_action_sequences 56@ 
05D3: AS_actor -1 go_to_point 361.2376 -2047.841 6.836 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 354.2802 -2049.696 6.836 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 354.863 -2060.05 6.836 speed 4 -2 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor 78@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 

:SCRASH2_8536
00BC: text_highpriority 'SCR2_05' 10000 ms 1  // ~s~A tallkoznak vge. A ~r~riporter~s~ s a ~r~clpont~s~ elstlnak.
000A: 35@ += 1 // integer values 

:SCRASH2_8559
00D6: if 
0039:   35@ == 21 // integer values 
004D: jump_if_false @SCRASH2_8661 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8661 
062E: (unknown) 78@ -1 40@ 
00D6: if 
04A4:   40@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_8661 
062E: (unknown) 80@ -1 40@ 
00D6: if 
04A4:   40@ == 1 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_8661 
000A: 35@ += 1 // integer values 

:SCRASH2_8661
00D6: if 
0039:   35@ == 22 // integer values 
004D: jump_if_false @SCRASH2_8782 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8782 
062E: (unknown) 78@ -1 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_8782 
062E: (unknown) 80@ -1 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_8782 
0006: 37@ = 1 // integer values 
0006: 45@ = 4 // integer values 
034F: destroy_actor_with_fade 78@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 80@ // The actor fades away like a ghost 
0051: return 

:SCRASH2_8782
00D6: if 
0039:   35@ == 30 // integer values 
004D: jump_if_false @SCRASH2_8873 
0006: 98@ = 3 // integer values 
0006: 99@ = 3 // integer values 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_8835 
0687: clear_actor_task 78@ 

:SCRASH2_8835
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8856 
0687: clear_actor_task 80@ 

:SCRASH2_8856
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ // Like turning a car into any random car 
000A: 35@ += 1 // integer values 

:SCRASH2_8873
00D6: if 
0039:   35@ == 31 // integer values 
004D: jump_if_false @SCRASH2_8905 
0050: gosub @SCRASH2_15527 
0050: gosub @SCRASH2_15749 

:SCRASH2_8905
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9434 
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @SCRASH2_8964 
0006: 146@ = 1 // integer values 
00BC: text_highpriority 'SCR2_10' 10000 ms 1  // ~s~Meglted a riportert. ld meg a ~r~clpontot~s~ is a kldets befejezshez.

:SCRASH2_8964
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9023 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @SCRASH2_9023 
0006: 146@ = 1 // integer values 
00BC: text_highpriority 'SCR2_11' 10000 ms 1  // ~s~A clpont halott. Ne hagyd, hogy a ~r~riporter~s~ elmenekljn. ld meg t is.

:SCRASH2_9023
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9083 
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_9083 
0006: 146@ = 1 // integer values 
00BC: text_highpriority 'SCR2_14' 10000 ms 1  // ~s~Eltalltad a ~r~riportert~s~. Vgezd ki s ld meg a ~r~clpontot~s~ is.

:SCRASH2_9083
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9143 
00D6: if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_9143 
0006: 146@ = 1 // integer values 
00BC: text_highpriority 'SCR2_15' 10000 ms 1  // ~s~A clpont megsebeslt. A ~r~riporternek~s~ s ~r~clpontnak~s~ meg kell halnia.

:SCRASH2_9143
00D6: if and
0039:   146@ == 0 // integer values 
0039:   148@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9229 
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 349.8409 -2088.798 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_9229 
0006: 148@ = 1 // integer values 
0085: 107@ = 46@ // integer values and handles 
000A: 107@ += 1000 // integer values 

:SCRASH2_9229
00D6: if and
0039:   146@ == 0 // integer values 
0039:   148@ == 1 // integer values 
004D: jump_if_false @SCRASH2_9296 
00D6: if 
001D:   46@ > 107@ // integer values 
004D: jump_if_false @SCRASH2_9296 
0006: 146@ = 1 // integer values 
00BC: text_highpriority 'SCR2_12' 10000 ms 1  // ~s~A ~r~riporter~s~ s a ~r~clpont~s~ meghallotta a puskatzt. ld meg mindkettt, mieltt elmeneklnek.

:SCRASH2_9296
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9409 
00A0: store_actor 80@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0023:   30.0 > 70@ // floating-point values 
004D: jump_if_false @SCRASH2_9409 
0006: 146@ = 1 // integer values 
00BC: text_highpriority 'SCR2_13' 10000 ms 1  // ~s~szrevettek. ~r~Mindkettt~s~ iktasd ki.

:SCRASH2_9409
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @SCRASH2_9434 
0006: 35@ = 30 // integer values 

:SCRASH2_9434
00D6: if and
0039:   146@ == 0 // integer values 
0039:   147@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9492 
00D6: if 
001D:   46@ > 106@ // integer values 
004D: jump_if_false @SCRASH2_9492 
0006: 147@ = 1 // integer values 
0006: 35@ = 20 // integer values 

:SCRASH2_9492
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @SCRASH2_9798 
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9654 
00D6: if 
80A3:   not actor 78@ 0 349.8409 -2088.798 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_9654 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 200.0 // floating-point values 
004D: jump_if_false @SCRASH2_9654 
0006: 37@ = 1 // integer values 
0006: 45@ = 5 // integer values 
0051: return 

:SCRASH2_9654
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9798 
00D6: if 
80A3:   not actor 80@ 0 349.8409 -2088.798 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_9798 
00A0: store_actor 80@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 200.0 // floating-point values 
004D: jump_if_false @SCRASH2_9798 
0006: 37@ = 1 // integer values 
0006: 45@ = 6 // integer values 
0051: return 

:SCRASH2_9798
00D6: if 
0039:   164@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9869 
00D6: if 
001D:   46@ > 112@ // integer values 
004D: jump_if_false @SCRASH2_9869 
0512: permanent_text_box 'SNIPER1'  // A mesterlvsz puska tvcsvnek hasznlathoz, nyomj ~k~~PED_LOCK_TARGET~-t. A(z) ~k~~PED_SNIPER_ZOOM_IN~ lenyomsvl kzeltesz s a(z) ~k~~PED_SNIPER_ZOOM_OUT~ lenyomsval tvoltasz.
0006: 164@ = 1 // integer values 
0085: 112@ = 46@ // integer values and handles 
000A: 112@ += 15000 // integer values 

:SCRASH2_9869
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @SCRASH2_9960 
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @SCRASH2_9960 
00D6: if 
001D:   46@ > 112@ // integer values 
004D: jump_if_false @SCRASH2_9960 
03E6: remove_text_box 
0512: permanent_text_box 'SNIPER2'  // Nyomj ~k~~PED_FIREWEAPON~-t, a tzelshez.
0006: 165@ = 1 // integer values 
0085: 112@ = 46@ // integer values and handles 
000A: 112@ += 10000 // integer values 

:SCRASH2_9960
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @SCRASH2_10024 
00D6: if 
0019:   112@ > 0 // integer values 
004D: jump_if_false @SCRASH2_10024 
00D6: if 
001D:   46@ > 112@ // integer values 
004D: jump_if_false @SCRASH2_10024 
03E6: remove_text_box 
0006: 112@ = 0 // integer values 

:SCRASH2_10024
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SCRASH2_10049 
0050: gosub @SCRASH2_20282 

:SCRASH2_10049
0051: return 

:SCRASH2_10051
0007: 57@ = -2063.225 // floating-point values 
0007: 58@ = 258.3273 // floating-point values 
0007: 59@ = 35.3958 // floating-point values 
032B: 95@ = create_weapon_pickup #SNIPER 3 ammo 5 at 57@ 58@ 59@ 
03DC: 94@ = create_marker_above_pickup 95@ 
0051: return 

:SCRASH2_10112
0007: 57@ = -1937.312 // floating-point values 
0007: 58@ = 221.1162 // floating-point values 
0007: 59@ = 23.8414 // floating-point values 
0395: clear_area 1 at 57@ 58@ 59@ range 60.0 
06D8: 81@ = create_train_at 57@ 58@ 59@ type 11 direction 0 
0006: 166@ = 1 // integer values 
0051: return 

:SCRASH2_10187
0007: 57@ = -1939.52 // floating-point values 
0007: 58@ = 132.8362 // floating-point values 
0007: 59@ = 25.2734 // floating-point values 
0007: 63@ = 90.4279 // floating-point values 
0395: clear_area 1 at 57@ 58@ 59@ range 1.0 
009A: 78@ = create_actor 4 #WMYBU at 57@ 58@ 59@ 
0173: set_actor 78@ z_angle_to 63@ 
0770: (unknown) 78@ 1 
0006: 167@ = 1 // integer values 
0051: return 

:SCRASH2_10288
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @SCRASH2_10308 
0051: return 

:SCRASH2_10308
00D6: if 
8039:   not  41@ == 5 // integer values 
004D: jump_if_false @SCRASH2_10328 
0051: return 

:SCRASH2_10328
00AA: store_car 81@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
0087: 64@ = 57@ // floating-point values only 
0063: 64@ -= 60@ // floating-point values 
0087: 65@ = 58@ // floating-point values only 
0063: 65@ -= 61@ // floating-point values 
0087: 67@ = 64@ // floating-point values only 
006B: 67@ *= 64@ // floating-point values 
0087: 68@ = 65@ // floating-point values only 
006B: 68@ *= 65@ // floating-point values 
0087: 70@ = 67@ // floating-point values only 
005B: 70@ += 68@ // floating-point values 
01FB: 71@ = square_root 70@ 
0092: 119@ = float_to_integer 71@ 
0051: return 

:SCRASH2_10454
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @SCRASH2_10481 
0006: 120@ = 0 // integer values 
0051: return 

:SCRASH2_10481
00D6: if 
8039:   not  41@ == 3 // integer values 
004D: jump_if_false @SCRASH2_10501 
0051: return 

:SCRASH2_10501
00AA: store_car 81@ position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // floating-point values only 
0063: 64@ -= 132@ // floating-point values 
0087: 65@ = 58@ // floating-point values only 
0063: 65@ -= 133@ // floating-point values 
0087: 67@ = 64@ // floating-point values only 
006B: 67@ *= 64@ // floating-point values 
0087: 68@ = 65@ // floating-point values only 
006B: 68@ *= 65@ // floating-point values 
0087: 70@ = 67@ // floating-point values only 
005B: 70@ += 68@ // floating-point values 
01FB: 71@ = square_root 70@ 
0092: 120@ = float_to_integer 71@ 
0051: return 

:SCRASH2_10613
00D6: if 
8039:   not  41@ == 1 // integer values 
004D: jump_if_false @SCRASH2_10633 
0051: return 

:SCRASH2_10633
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // floating-point values only 
0063: 64@ -= 132@ // floating-point values 
0087: 65@ = 58@ // floating-point values only 
0063: 65@ -= 133@ // floating-point values 
0087: 67@ = 64@ // floating-point values only 
006B: 67@ *= 64@ // floating-point values 
0087: 68@ = 65@ // floating-point values only 
006B: 68@ *= 65@ // floating-point values 
0087: 70@ = 67@ // floating-point values only 
005B: 70@ += 68@ // floating-point values 
01FB: 71@ = square_root 70@ 
0092: 121@ = float_to_integer 71@ 
0051: return 

:SCRASH2_10745
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @SCRASH2_10765 
0051: return 

:SCRASH2_10765
00D6: if 
8039:   not  41@ == 7 // integer values 
004D: jump_if_false @SCRASH2_10785 
0051: return 

:SCRASH2_10785
0007: 70@ = 25.0 // floating-point values 
00D6: if 
002D:   121@ >= 120@ // integer values 
004D: jump_if_false @SCRASH2_10896 
00D6: if 
001B:   80 > 119@ // integer values 
004D: jump_if_false @SCRASH2_10889 
02E3: 71@ = car 81@ speed 
000B: 71@ += 2.0 // floating-point values 
00D6: if 
0021:   71@ > 25.0 // floating-point values 
004D: jump_if_false @SCRASH2_10881 
0007: 71@ = 25.0 // floating-point values 

:SCRASH2_10881
06DC: set_train 81@ acc 71@ 

:SCRASH2_10889
0002: jump @SCRASH2_10953 

:SCRASH2_10896
02E3: 71@ = car 81@ speed 
000B: 71@ += 2.0 // floating-point values 
00D6: if 
0021:   71@ > 25.0 // floating-point values 
004D: jump_if_false @SCRASH2_10945 
0007: 71@ = 25.0 // floating-point values 

:SCRASH2_10945
06DC: set_train 81@ acc 71@ 

:SCRASH2_10953
06DD: set_train 81@ speed 70@ 
0051: return 

:SCRASH2_10963
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @SCRASH2_11016 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @SCRASH2_11006 
0002: jump @SCRASH2_11014 

:SCRASH2_11006
0085: 122@ = 120@ // integer values and handles 

:SCRASH2_11014
0051: return 

:SCRASH2_11016
00D6: if 
001B:   5 > 120@ // integer values 
004D: jump_if_false @SCRASH2_11036 
0051: return 

:SCRASH2_11036
0051: return 

:SCRASH2_11038
0006: 73@ = 1 // integer values 
0006: 48@ = 0 // integer values 

:SCRASH2_11052
00D6: if 
8039:   not  123@(48@,3i) == -2 // integer values 
004D: jump_if_false @SCRASH2_11081 
0006: 73@ = 0 // integer values 

:SCRASH2_11081
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @SCRASH2_11052 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_11122 
0051: return 

:SCRASH2_11122
0006: 48@ = 0 // integer values 

:SCRASH2_11129
00D6: if 
0039:   123@(48@,3i) == -1 // integer values 
004D: jump_if_false @SCRASH2_11288 

:SCRASH2_11151
0209: 123@(48@,3i) = random_int 0 5 
0006: 73@ = 0 // integer values 
0006: 49@ = 0 // integer values 

:SCRASH2_11178
00D6: if 
001D:   48@ > 49@ // integer values 
004D: jump_if_false @SCRASH2_11263 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @SCRASH2_11249 
00D6: if 
003B:   123@(48@,3i) == 123@(49@,3i) // integer values 
004D: jump_if_false @SCRASH2_11249 
0006: 73@ = 1 // integer values 

:SCRASH2_11249
000A: 49@ += 1 // integer values 
0002: jump @SCRASH2_11178 

:SCRASH2_11263
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_11288 
0002: jump @SCRASH2_11151 

:SCRASH2_11288
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @SCRASH2_11129 
0006: 48@ = 0 // integer values 

:SCRASH2_11316
0006: 73@ = 0 // integer values 
0871: init_jump_table 123@(48@,3i) total_jumps 5 0 @SCRASH2_11700 jumps 0 @SCRASH2_11390 1 @SCRASH2_11452 2 @SCRASH2_11514 3 @SCRASH2_11576 4 @SCRASH2_11638 -1 @SCRASH2_11700 -1 @SCRASH2_11700 

:SCRASH2_11390
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1982.442 -598.0178 24.7266 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11445 
0006: 73@ = 1 // integer values 

:SCRASH2_11445
0002: jump @SCRASH2_11700 

:SCRASH2_11452
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1827.173 -1332.306 12.9453 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11507 
0006: 73@ = 1 // integer values 

:SCRASH2_11507
0002: jump @SCRASH2_11700 

:SCRASH2_11514
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -946.4463 -1497.618 89.2872 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11569 
0006: 73@ = 1 // integer values 

:SCRASH2_11569
0002: jump @SCRASH2_11700 

:SCRASH2_11576
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -620.5595 -1144.572 42.0616 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11631 
0006: 73@ = 1 // integer values 

:SCRASH2_11631
0002: jump @SCRASH2_11700 

:SCRASH2_11638
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 98.3887 -1021.795 21.2188 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11693 
0006: 73@ = 1 // integer values 

:SCRASH2_11693
0002: jump @SCRASH2_11700 

:SCRASH2_11700
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_12242 
0209: 50@ = random_int 10 14 
0209: 51@ = random_int 10 20 
0093: 70@ = integer_to_float 51@ 
0871: init_jump_table 123@(48@,3i) total_jumps 5 0 @SCRASH2_12231 jumps 0 @SCRASH2_11811 1 @SCRASH2_11895 2 @SCRASH2_11979 3 @SCRASH2_12063 4 @SCRASH2_12147 -1 @SCRASH2_12231 -1 @SCRASH2_12231 

:SCRASH2_11811
0395: clear_area 1 at -1875.72 -1267.059 12.9511 range 100.0 
06D8: 84@(48@,3i) = create_train_at -1875.72 -1267.059 12.9511 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_11895
0395: clear_area 1 at -1332.721 -1514.888 22.7265 range 100.0 
06D8: 84@(48@,3i) = create_train_at -1332.721 -1514.888 22.7265 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_11979
0395: clear_area 1 at -673.6719 -1127.874 48.8875 range 100.0 
06D8: 84@(48@,3i) = create_train_at -673.6719 -1127.874 48.8875 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_12063
0395: clear_area 1 at -321.8627 -1191.647 35.5265 range 100.0 
06D8: 84@(48@,3i) = create_train_at -321.8627 -1191.647 35.5265 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_12147
0395: clear_area 1 at 802.302 -1362.661 -2.6302 range 100.0 
06D8: 84@(48@,3i) = create_train_at 802.302 -1362.661 -2.6302 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_12231
0006: 123@(48@,3i) = -2 // integer values 

:SCRASH2_12242
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @SCRASH2_11316 
0051: return 

:SCRASH2_12265
078A: 83@ = create_carriage_on_train 81@ position 2 
0129: 78@ = create_actor 4 #WMYBU in_car 83@ driverseat 
060B: unknown_actor_use_entity 78@ 96@ 
05CD: AS_actor 78@ exit_car 83@ 
0006: 167@ = 1 // integer values 
0051: return 

:SCRASH2_12313
0006: 158@ = 1 // integer values 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 685.9716 -1433.523 11.0857 965.9512 -1379.386 14.9731 
004D: jump_if_false @SCRASH2_12375 
0006: 158@ = 0 // integer values 

:SCRASH2_12375
0051: return 

:SCRASH2_12377
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @SCRASH2_12442 
0007: 57@ = 850.1132 // floating-point values 
0007: 58@ = -1391.708 // floating-point values 
0007: 59@ = 12.4161 // floating-point values 
0007: 63@ = 101.528 // floating-point values 
0002: jump @SCRASH2_12482 

:SCRASH2_12442
0007: 57@ = 847.1364 // floating-point values 
0007: 58@ = -1331.128 // floating-point values 
0007: 59@ = 12.5097 // floating-point values 
0007: 63@ = 91.6504 // floating-point values 

:SCRASH2_12482
0395: clear_area 1 at 57@ 58@ 59@ range 10.0 
00A5: 87@ = create_car #TAXI at 57@ 58@ 59@ 
0175: set_car 87@ z_angle_to 63@ 
0129: 79@ = create_actor 4 #BMYBE in_car 87@ driverseat 
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @SCRASH2_12596 
05D1: AS_actor 79@ drive_car 87@ to 801.0299 -1337.929 12.3906 speed 12.0 0 0 4 
0002: jump @SCRASH2_12637 

:SCRASH2_12596
05D1: AS_actor 79@ drive_car 87@ to 824.4391 -1330.707 12.4174 speed 12.0 0 0 4 
0006: 141@ = 1 // integer values 

:SCRASH2_12637
0006: 168@ = 1 // integer values 
0051: return 

:SCRASH2_12646
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @SCRASH2_12930 
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @SCRASH2_12700 
062E: (unknown) 78@ 1492 40@ 
0002: jump @SCRASH2_12711 

:SCRASH2_12700
062E: (unknown) 78@ 1471 40@ 

:SCRASH2_12711
00D6: if 
001D:   46@ > 117@ // integer values 
004D: jump_if_false @SCRASH2_12928 
00D6: if and
84A4:   not  40@ == 1 // integer values OR floating-point values 
84A4:   not  40@ == 0 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_12928 
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @SCRASH2_12876 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // floating-point values only 
0087: 65@ = 58@ // floating-point values only 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
0087: 67@ = 57@ // floating-point values only 
0087: 68@ = 58@ // floating-point values only 
0087: 57@ = 64@ // floating-point values only 
0063: 57@ -= 67@ // floating-point values 
0087: 58@ = 65@ // floating-point values only 
0063: 58@ -= 68@ // floating-point values 
0604: get_point 57@ 58@ angle 63@ 

:SCRASH2_12876
05BF: AS_actor 78@ look_at_actor $PLAYER_ACTOR -2 ms 
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @SCRASH2_12928 
05D4: AS_actor 78@ rotate_angle 63@ 
0085: 117@ = 46@ // integer values and handles 
000A: 117@ += 250 // integer values 

:SCRASH2_12928
0051: return 

:SCRASH2_12930
0871: init_jump_table 101@ total_jumps 11 1 @SCRASH2_13594 jumps 0 @SCRASH2_13058 1 @SCRASH2_13352 2 @SCRASH2_13390 3 @SCRASH2_13193 4 @SCRASH2_13276 5 @SCRASH2_13079 6 @SCRASH2_13117 
0872: jump_table_jumps 7 @SCRASH2_13466 8 @SCRASH2_13473 9 @SCRASH2_13511 10 @SCRASH2_13587 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 

:SCRASH2_13058
0006: 101@ = 5 // integer values 
0006: 102@ = 5 // integer values 
0002: jump @SCRASH2_13625 

:SCRASH2_13079
05D3: AS_actor 78@ go_to_point 828.2594 -1358.995 -1.5078 speed 4 -2 ms 
0006: 101@ = 6 // integer values 
0002: jump @SCRASH2_13625 

:SCRASH2_13117
00D6: if 
00FE:   actor 78@ 0 828.2594 -1358.995 -1.5078 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_13186 
0006: 101@ = 3 // integer values 
0006: 102@ = 3 // integer values 
0006: 126@ = 2 // integer values 

:SCRASH2_13186
0002: jump @SCRASH2_13625 

:SCRASH2_13193
0615: define_action_sequences 56@ 
05D3: AS_actor -1 go_to_point 837.388 -1346.233 6.1719 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 836.6295 -1342.926 6.1719 speed 4 -2 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor 78@ to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0006: 101@ = 4 // integer values 
0002: jump @SCRASH2_13625 

:SCRASH2_13276
00D6: if 
00FE:   actor 78@ 0 836.6295 -1342.926 6.1719 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_13345 
0006: 101@ = 1 // integer values 
0006: 102@ = 1 // integer values 
0006: 126@ = 3 // integer values 

:SCRASH2_13345
0002: jump @SCRASH2_13625 

:SCRASH2_13352
05D3: AS_actor 78@ go_to_point 822.0569 -1342.302 12.519 speed 4 -2 ms 
0006: 101@ = 2 // integer values 
0002: jump @SCRASH2_13625 

:SCRASH2_13390
00D6: if 
00FE:   actor 78@ 0 822.0569 -1342.302 12.519 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_13459 
0006: 101@ = 7 // integer values 
0006: 102@ = 7 // integer values 
0006: 126@ = 4 // integer values 

:SCRASH2_13459
0002: jump @SCRASH2_13625 

:SCRASH2_13466
0002: jump @SCRASH2_13625 

:SCRASH2_13473
05D3: AS_actor 78@ go_to_point 803.7784 -1340.535 12.5469 speed 4 -2 ms 
0006: 101@ = 9 // integer values 
0002: jump @SCRASH2_13625 

:SCRASH2_13511
00D6: if 
00FE:   actor 78@ 0 803.7784 -1340.535 12.5469 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_13580 
0006: 101@ = 10 // integer values 
0006: 102@ = 10 // integer values 
0006: 126@ = 5 // integer values 

:SCRASH2_13580
0002: jump @SCRASH2_13625 

:SCRASH2_13587
0002: jump @SCRASH2_13625 

:SCRASH2_13594
0662: write_debug_message "UNKNOWN_STATION_WALK_STATUS" 

:SCRASH2_13625
0051: return 

:SCRASH2_13627
0006: 73@ = 1 // integer values 
0006: 74@ = 1 // integer values 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @SCRASH2_13666 
0006: 73@ = 0 // integer values 

:SCRASH2_13666
0871: init_jump_table 127@ total_jumps 14 1 @SCRASH2_14144 jumps 0 @SCRASH2_13794 1 @SCRASH2_13885 2 @SCRASH2_13899 3 @SCRASH2_13913 4 @SCRASH2_13927 5 @SCRASH2_13941 6 @SCRASH2_13955 
0872: jump_table_jumps 7 @SCRASH2_13969 8 @SCRASH2_13983 9 @SCRASH2_13997 10 @SCRASH2_14011 11 @SCRASH2_14025 12 @SCRASH2_14039 13 @SCRASH2_14053 -1 @SCRASH2_14177 -1 @SCRASH2_14177 

:SCRASH2_13794
0209: 50@ = random_int 0 3 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @SCRASH2_13828 
0006: 127@ = 1 // integer values 

:SCRASH2_13828
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @SCRASH2_13853 
0006: 127@ = 2 // integer values 

:SCRASH2_13853
00D6: if 
0039:   50@ == 2 // integer values 
004D: jump_if_false @SCRASH2_13878 
0006: 127@ = 3 // integer values 

:SCRASH2_13878
0002: jump @SCRASH2_14177 

:SCRASH2_13885
0006: 127@ = 4 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_13899
0006: 127@ = 6 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_13913
0006: 127@ = 7 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_13927
0006: 127@ = 9 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_13941
0006: 127@ = 10 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_13955
0006: 127@ = 5 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_13969
0006: 127@ = 12 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_13983
0006: 127@ = 13 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_13997
0006: 127@ = 8 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_14011
0006: 127@ = 13 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_14025
0006: 127@ = 13 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_14039
0006: 127@ = 11 // integer values 
0002: jump @SCRASH2_14177 

:SCRASH2_14053
0209: 50@ = random_int 0 3 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @SCRASH2_14087 
0006: 127@ = 9 // integer values 

:SCRASH2_14087
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @SCRASH2_14112 
0006: 127@ = 5 // integer values 

:SCRASH2_14112
00D6: if 
0039:   50@ == 2 // integer values 
004D: jump_if_false @SCRASH2_14137 
0006: 127@ = 12 // integer values 

:SCRASH2_14137
0002: jump @SCRASH2_14177 

:SCRASH2_14144
0662: write_debug_message "UNKNOWN_CURRENT_TAXI_WAYPOINT" 

:SCRASH2_14177
00D6: if 
0039:   127@ == 13 // integer values 
004D: jump_if_false @SCRASH2_14209 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 

:SCRASH2_14209
0871: init_jump_table 127@ total_jumps 14 0 @SCRASH2_14847 jumps 0 @SCRASH2_14337 1 @SCRASH2_14372 2 @SCRASH2_14409 3 @SCRASH2_14446 4 @SCRASH2_14483 5 @SCRASH2_14520 6 @SCRASH2_14557 
0872: jump_table_jumps 7 @SCRASH2_14594 8 @SCRASH2_14631 9 @SCRASH2_14668 10 @SCRASH2_14705 11 @SCRASH2_14742 12 @SCRASH2_14779 13 @SCRASH2_14816 -1 @SCRASH2_14847 -1 @SCRASH2_14847 

:SCRASH2_14337
0662: write_debug_message "TAXI_WAYPOINT_STILL_NONE" 
0002: jump @SCRASH2_14847 

:SCRASH2_14372
0007: 135@ = 728.2346 // floating-point values 
0007: 136@ = -1068.529 // floating-point values 
0007: 137@ = 21.3149 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14409
0007: 135@ = 885.8015 // floating-point values 
0007: 136@ = -1152.047 // floating-point values 
0007: 137@ = 22.7156 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14446
0007: 135@ = 623.9262 // floating-point values 
0007: 136@ = -1356.336 // floating-point values 
0007: 137@ = 12.4009 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14483
0007: 135@ = 554.1271 // floating-point values 
0007: 136@ = -1327.217 // floating-point values 
0007: 137@ = 12.3984 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14520
0007: 135@ = 552.7402 // floating-point values 
0007: 136@ = -1401.848 // floating-point values 
0007: 137@ = 14.0907 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14557
0007: 135@ = 913.4064 // floating-point values 
0007: 136@ = -1381.039 // floating-point values 
0007: 137@ = 12.3208 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14594
0007: 135@ = 807.6411 // floating-point values 
0007: 136@ = -1737.392 // floating-point values 
0007: 137@ = 12.3906 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14631
0007: 135@ = 318.3799 // floating-point values 
0007: 136@ = -1464.926 // floating-point values 
0007: 137@ = 33.003 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14668
0007: 135@ = 461.6126 // floating-point values 
0007: 136@ = -1433.671 // floating-point values 
0007: 137@ = 23.2117 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14705
0007: 135@ = 484.8509 // floating-point values 
0007: 136@ = -1579.22 // floating-point values 
0007: 137@ = 20.2086 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14742
0007: 135@ = 570.8074 // floating-point values 
0007: 136@ = -1580.052 // floating-point values 
0007: 137@ = 15.0078 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14779
0007: 135@ = 673.4271 // floating-point values 
0007: 136@ = -1737.34 // floating-point values 
0007: 137@ = 12.4441 // floating-point values 
0002: jump @SCRASH2_14847 

:SCRASH2_14816
0087: 135@ = 132@ // floating-point values only 
0087: 136@ = 133@ // floating-point values only 
0087: 137@ = 134@ // floating-point values only 
0002: jump @SCRASH2_14847 

:SCRASH2_14847
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_14932 
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @SCRASH2_14897 
0006: 73@ = 0 // integer values 
0002: jump @SCRASH2_14932 

:SCRASH2_14897
0209: 50@ = random_int 0 3 
00D6: if 
001D:   50@ > 128@ // integer values 
004D: jump_if_false @SCRASH2_14932 
0006: 73@ = 0 // integer values 

:SCRASH2_14932
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_14964 
0006: 128@ = 0 // integer values 
0002: jump @SCRASH2_14971 

:SCRASH2_14964
000A: 128@ += 1 // integer values 

:SCRASH2_14971
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SCRASH2_15201 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_15039 
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 25.0 1 0 2 
0002: jump @SCRASH2_15201 

:SCRASH2_15039
00D6: if 
0039:   127@ == 13 // integer values 
004D: jump_if_false @SCRASH2_15071 
0006: 50@ = 15 // integer values 
0002: jump @SCRASH2_15118 

:SCRASH2_15071
0085: 50@ = 129@ // integer values and handles 
0012: 50@ *= 3 // integer values 
000A: 50@ += 18 // integer values 
00D6: if 
0019:   50@ > 25 // integer values 
004D: jump_if_false @SCRASH2_15118 
0006: 50@ = 25 // integer values 

:SCRASH2_15118
0093: 70@ = integer_to_float 50@ 
00D6: if 
001B:   2 > 129@ // integer values 
004D: jump_if_false @SCRASH2_15176 
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 70@ 1 0 5 
0002: jump @SCRASH2_15201 

:SCRASH2_15176
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 70@ 1 0 2 

:SCRASH2_15201
000A: 129@ += 1 // integer values 
0051: return 

:SCRASH2_15210
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_15228 
0051: return 

:SCRASH2_15228
00D6: if 
80DB:   not actor 78@ in_car 87@ 
004D: jump_if_false @SCRASH2_15249 
0051: return 

:SCRASH2_15249
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @SCRASH2_15267 
0051: return 

:SCRASH2_15267
00D6: if 
8039:   not  127@ == 13 // integer values 
004D: jump_if_false @SCRASH2_15334 
00D6: if 
01AF:   car 87@ 0 135@ 136@ 137@ radius 18.0 18.0 4.0 
004D: jump_if_false @SCRASH2_15334 
0050: gosub @SCRASH2_13627 

:SCRASH2_15334
00D6: if 
0039:   127@ == 13 // integer values 
004D: jump_if_false @SCRASH2_15425 
00D6: if 
01AF:   car 87@ 0 370.0204 -1647.647 31.7173 radius 14.0 14.0 4.0 
004D: jump_if_false @SCRASH2_15425 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @SCRASH2_15425 
0050: gosub @SCRASH2_13627 

:SCRASH2_15425
0051: return 

:SCRASH2_15427
0007: 57@ = 355.618 // floating-point values 
0007: 58@ = -2037.007 // floating-point values 
0007: 59@ = 6.836 // floating-point values 
0007: 63@ = 271.1917 // floating-point values 
0395: clear_area 1 at 57@ 58@ 59@ range 10.0 
009A: 80@ = create_actor 4 #HMYRI at 57@ 58@ 59@ 
0173: set_actor 80@ z_angle_to 63@ 
0770: (unknown) 80@ 1 
0006: 169@ = 1 // integer values 
0051: return 

:SCRASH2_15527
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @SCRASH2_15547 
0051: return 

:SCRASH2_15547
0871: init_jump_table 98@ total_jumps 2 0 @SCRASH2_15747 jumps 3 @SCRASH2_15610 4 @SCRASH2_15658 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 

:SCRASH2_15610
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 3600000 ms 
0006: 98@ = 4 // integer values 
0085: 108@ = 46@ // integer values and handles 
000A: 108@ += 250 // integer values 
0002: jump @SCRASH2_15747 

:SCRASH2_15658
00D6: if 
001D:   46@ > 108@ // integer values 
004D: jump_if_false @SCRASH2_15740 
062E: (unknown) 78@ 1501 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_15740 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 3600000 ms 
0085: 108@ = 46@ // integer values and handles 
000A: 108@ += 250 // integer values 

:SCRASH2_15740
0002: jump @SCRASH2_15747 

:SCRASH2_15747
0051: return 

:SCRASH2_15749
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @SCRASH2_15769 
0051: return 

:SCRASH2_15769
0871: init_jump_table 99@ total_jumps 2 0 @SCRASH2_15980 jumps 3 @SCRASH2_15832 4 @SCRASH2_15894 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 

:SCRASH2_15832
01B2: give_actor 80@ weapon 22 ammo 99 // Load the weapon model before using this 
060B: unknown_actor_use_entity 80@ 97@ 
0634: unknown_action_sequence 80@ $PLAYER_ACTOR 4 4000 34 
0006: 99@ = 4 // integer values 
0085: 110@ = 46@ // integer values and handles 
000A: 110@ += 250 // integer values 
0002: jump @SCRASH2_15980 

:SCRASH2_15894
00D6: if 
001D:   46@ > 110@ // integer values 
004D: jump_if_false @SCRASH2_15973 
062E: (unknown) 80@ 1588 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SCRASH2_15973 
0634: unknown_action_sequence 80@ $PLAYER_ACTOR 4 4000 34 
0085: 110@ = 46@ // integer values and handles 
000A: 110@ += 250 // integer values 

:SCRASH2_15973
0002: jump @SCRASH2_15980 

:SCRASH2_15980
0051: return 

:SCRASH2_15982
0006: 126@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0051: return 

:SCRASH2_16005
0871: init_jump_table 126@ total_jumps 6 1 @SCRASH2_16165 jumps 0 @SCRASH2_16068 1 @SCRASH2_16130 2 @SCRASH2_16137 3 @SCRASH2_16144 4 @SCRASH2_16151 5 @SCRASH2_16158 -1 @SCRASH2_16191 

:SCRASH2_16068
00D6: if 
00FE:   actor 78@ 0 833.4493 -1374.261 -1.5078 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_16123 
0006: 126@ = 1 // integer values 

:SCRASH2_16123
0002: jump @SCRASH2_16191 

:SCRASH2_16130
0002: jump @SCRASH2_16191 

:SCRASH2_16137
0002: jump @SCRASH2_16191 

:SCRASH2_16144
0002: jump @SCRASH2_16191 

:SCRASH2_16151
0002: jump @SCRASH2_16191 

:SCRASH2_16158
0002: jump @SCRASH2_16191 

:SCRASH2_16165
0662: write_debug_message "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_16191
0051: return 

:SCRASH2_16193
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @SCRASH2_16213 
0051: return 

:SCRASH2_16213
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @SCRASH2_16236 
0006: 156@ = 1 // integer values 

:SCRASH2_16236
0006: 73@ = 0 // integer values 
0871: init_jump_table 126@ total_jumps 6 1 @SCRASH2_16752 jumps 0 @SCRASH2_16306 1 @SCRASH2_16313 2 @SCRASH2_16375 3 @SCRASH2_16474 4 @SCRASH2_16573 5 @SCRASH2_16672 -1 @SCRASH2_16778 

:SCRASH2_16306
0002: jump @SCRASH2_16778 

:SCRASH2_16313
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 783.9064 -1393.156 -2.7078 858.4905 -1322.64 -0.3006 
004D: jump_if_false @SCRASH2_16368 
0006: 73@ = 1 // integer values 

:SCRASH2_16368
0002: jump @SCRASH2_16778 

:SCRASH2_16375
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 825.3654 -1359.666 -2.7078 842.8153 -1338.893 7.3875 
00A4:   actor $PLAYER_ACTOR 0 820.1507 -1365.766 -2.7078 831.27 -1354.908 -0.3078 
004D: jump_if_false @SCRASH2_16467 
0006: 73@ = 1 // integer values 

:SCRASH2_16467
0002: jump @SCRASH2_16778 

:SCRASH2_16474
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 819.6318 -1344.258 4.9875 842.2764 -1338.742 13.7162 
00A4:   actor $PLAYER_ACTOR 0 816.749 -1345.116 8.8156 829.4735 -1338.895 13.7281 
004D: jump_if_false @SCRASH2_16566 
0006: 73@ = 1 // integer values 

:SCRASH2_16566
0002: jump @SCRASH2_16778 

:SCRASH2_16573
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 787.7994 -1357.323 11.3391 827.1069 -1309.406 13.7625 
00A4:   actor $PLAYER_ACTOR 0 816.749 -1345.116 8.8156 829.4735 -1338.895 13.7281 
004D: jump_if_false @SCRASH2_16665 
0006: 73@ = 1 // integer values 

:SCRASH2_16665
0002: jump @SCRASH2_16778 

:SCRASH2_16672
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @SCRASH2_16745 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 787.0083 -1376.24 11.3391 809.962 -1310.506 13.8144 
004D: jump_if_false @SCRASH2_16745 
0006: 73@ = 1 // integer values 

:SCRASH2_16745
0002: jump @SCRASH2_16778 

:SCRASH2_16752
0662: write_debug_message "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_16778
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @SCRASH2_16804 
0085: 156@ = 73@ // integer values and handles 

:SCRASH2_16804
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @SCRASH2_16854 
0085: 118@ = 46@ // integer values and handles 
000A: 118@ += 1000 // integer values 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 10000 ms 

:SCRASH2_16854
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_17004 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @SCRASH2_16976 
00D6: if 
0021:   72@ > 10.0 // floating-point values 
004D: jump_if_false @SCRASH2_16969 
0006: 73@ = 0 // integer values 

:SCRASH2_16969
0002: jump @SCRASH2_17004 

:SCRASH2_16976
00D6: if 
0021:   72@ > 8.0 // floating-point values 
004D: jump_if_false @SCRASH2_17004 
0006: 73@ = 0 // integer values 

:SCRASH2_17004
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_17215 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @SCRASH2_17117 
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 60 // integer values 
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @SCRASH2_17096 
00BC: text_highpriority 'SCR2_08' 30000 ms 1  // ~s~Tl kzel vagy! Megijesztetted a ~r~riportert~s~. Menj vissza mg, amg fel nem adja az interjvolst.
0006: 160@ = 1 // integer values 

:SCRASH2_17096
0006: 153@ = 1 // integer values 
0006: 100@ = 1 // integer values 
0002: jump @SCRASH2_17208 

:SCRASH2_17117
00D6: if 
001D:   46@ > 114@ // integer values 
004D: jump_if_false @SCRASH2_17208 
0008: $7238 += 1 // integer values 
00D6: if 
0018:   $7238 > 100 // integer values 
004D: jump_if_false @SCRASH2_17193 
0004: $7238 = 100 // integer values 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_17208 

:SCRASH2_17193
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 60 // integer values 

:SCRASH2_17208
0002: jump @SCRASH2_17367 

:SCRASH2_17215
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @SCRASH2_17284 
03EB: clear_small_messages_only 
0006: 100@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0085: 101@ = 102@ // integer values and handles 
0647: unknown_action_sequence 78@ 
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 40 // integer values 
0002: jump @SCRASH2_17367 

:SCRASH2_17284
00D6: if 
0018:   $7238 > 0 // integer values 
004D: jump_if_false @SCRASH2_17367 
00D6: if and
0019:   114@ > 0 // integer values 
001D:   46@ > 114@ // integer values 
004D: jump_if_false @SCRASH2_17367 
000C: $7238 -= 1 // integer values 
00D6: if 
001A:   0 > $7238 // integer values 
004D: jump_if_false @SCRASH2_17367 
0004: $7238 = 0 // integer values 
0006: 114@ = 0 // integer values 

:SCRASH2_17367
0051: return 

:SCRASH2_17369
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @SCRASH2_17420 
00D6: if 
001D:   46@ > 116@ // integer values 
004D: jump_if_false @SCRASH2_17420 
0006: 152@ = 0 // integer values 
0006: 116@ = 0 // integer values 

:SCRASH2_17420
0006: 162@ = 0 // integer values 
00D6: if or
0039:   100@ == 3 // integer values 
0039:   100@ == 1 // integer values 
004D: jump_if_false @SCRASH2_17459 
0006: 162@ = 1 // integer values 

:SCRASH2_17459
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 159@ = 0 // integer values 
00D6: if and
0039:   150@ == 1 // integer values 
0039:   149@ == 1 // integer values 
004D: jump_if_false @SCRASH2_17617 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
050A: 72@ = distance_between 57@ 58@ 59@ and 372.661 -2088.79 6.836 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between 60@ 61@ 62@ and 372.661 -2088.79 6.836 
00D6: if 
0025:   72@ > 70@ // floating-point values 
004D: jump_if_false @SCRASH2_17617 
0006: 159@ = 1 // integer values 

:SCRASH2_17617
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @SCRASH2_17809 
00D6: if 
8039:   not  100@ == 3 // integer values 
004D: jump_if_false @SCRASH2_17716 
00D6: if 
8039:   not  100@ == 1 // integer values 
004D: jump_if_false @SCRASH2_17686 
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 60 // integer values 

:SCRASH2_17686
0006: 100@ = 3 // integer values 
00BC: text_highpriority 'SCR2_23' 30000 ms 1  // ~s~Megijesztetted a ~r~riportert~s~. Menj vissza mg, mieltt feladja az interjvolst.
0002: jump @SCRASH2_17807 

:SCRASH2_17716
00D6: if 
001D:   46@ > 114@ // integer values 
004D: jump_if_false @SCRASH2_17807 
0008: $7238 += 1 // integer values 
00D6: if 
0018:   $7238 > 100 // integer values 
004D: jump_if_false @SCRASH2_17792 
0004: $7238 = 100 // integer values 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_17807 

:SCRASH2_17792
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 60 // integer values 

:SCRASH2_17807
0051: return 

:SCRASH2_17809
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @SCRASH2_17959 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0033:   40.0 >= 72@ // floating-point values 
004D: jump_if_false @SCRASH2_17931 
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @SCRASH2_17924 
0006: 73@ = 1 // integer values 

:SCRASH2_17924
0002: jump @SCRASH2_17959 

:SCRASH2_17931
00D6: if 
0031:   72@ >= 100.0 // floating-point values 
004D: jump_if_false @SCRASH2_17959 
0006: 74@ = 1 // integer values 

:SCRASH2_17959
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @SCRASH2_18029 
00D6: if 
0039:   100@ == 3 // integer values 
004D: jump_if_false @SCRASH2_18029 
00D6: if and
0039:   73@ == 0 // integer values 
0039:   74@ == 0 // integer values 
004D: jump_if_false @SCRASH2_18029 
03EB: clear_small_messages_only 
0006: 100@ = 0 // integer values 

:SCRASH2_18029
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SCRASH2_18288 
00D6: if 
8039:   not  100@ == 1 // integer values 
004D: jump_if_false @SCRASH2_18190 
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 60 // integer values 
00D6: if 
8039:   not  100@ == 3 // integer values 
004D: jump_if_false @SCRASH2_18146 
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @SCRASH2_18139 
00BC: text_highpriority 'SCR2_08' 30000 ms 1  // ~s~Tl kzel vagy! Megijesztetted a ~r~riportert~s~. Menj vissza mg, amg fel nem adja az interjvolst.
0006: 160@ = 1 // integer values 

:SCRASH2_18139
0002: jump @SCRASH2_18169 

:SCRASH2_18146
00BC: text_highpriority 'SCR2_08' 30000 ms 1  // ~s~Tl kzel vagy! Megijesztetted a ~r~riportert~s~. Menj vissza mg, amg fel nem adja az interjvolst.
0006: 160@ = 1 // integer values 

:SCRASH2_18169
0006: 153@ = 1 // integer values 
0006: 100@ = 1 // integer values 
0002: jump @SCRASH2_18281 

:SCRASH2_18190
00D6: if 
001D:   46@ > 114@ // integer values 
004D: jump_if_false @SCRASH2_18281 
0008: $7238 += 1 // integer values 
00D6: if 
0018:   $7238 > 100 // integer values 
004D: jump_if_false @SCRASH2_18266 
0004: $7238 = 100 // integer values 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_18281 

:SCRASH2_18266
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 60 // integer values 

:SCRASH2_18281
0002: jump @SCRASH2_18315 

:SCRASH2_18288
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @SCRASH2_18315 
03EB: clear_small_messages_only 
0006: 100@ = 0 // integer values 

:SCRASH2_18315
00D6: if 
0039:   74@ == 1 // integer values 
004D: jump_if_false @SCRASH2_18365 
00D6: if and
0039:   149@ == 1 // integer values 
0039:   150@ == 1 // integer values 
004D: jump_if_false @SCRASH2_18365 
0006: 74@ = 0 // integer values 

:SCRASH2_18365
00D6: if 
0039:   74@ == 1 // integer values 
004D: jump_if_false @SCRASH2_18615 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @SCRASH2_18438 
0006: 130@ = 21 // integer values 
0085: 113@ = 46@ // integer values and handles 
000A: 113@ += 1000 // integer values 
0006: 100@ = 2 // integer values 
0002: jump @SCRASH2_18608 

:SCRASH2_18438
00D6: if 
001D:   46@ > 113@ // integer values 
004D: jump_if_false @SCRASH2_18530 
000E: 130@ -= 1 // integer values 
00D6: if 
001B:   0 > 130@ // integer values 
004D: jump_if_false @SCRASH2_18514 
0006: 130@ = 0 // integer values 
0006: 37@ = 1 // integer values 
0006: 45@ = 3 // integer values 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_18530 

:SCRASH2_18514
0085: 113@ = 46@ // integer values and handles 
000A: 113@ += 1000 // integer values 

:SCRASH2_18530
00D6: if and
0019:   130@ > 10 // integer values 
0031:   72@ >= 140.0 // floating-point values 
004D: jump_if_false @SCRASH2_18574 
00BC: text_highpriority 'SCR2_16' 30000 ms 1  // ~s~Tl messze vagy! Menj kzelebb, mieltt elveszted a ~r~riportert~s~.

:SCRASH2_18574
00D6: if 
0039:   130@ == 10 // integer values 
004D: jump_if_false @SCRASH2_18608 
00BC: text_highpriority 'SCR2_16' 30000 ms 1  // ~s~Tl messze vagy! Menj kzelebb, mieltt elveszted a ~r~riportert~s~.

:SCRASH2_18608
0002: jump @SCRASH2_18651 

:SCRASH2_18615
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @SCRASH2_18651 
03D5: remove_text 'SCR2_16'  // ~s~Tl messze vagy! Menj kzelebb, mieltt elveszted a ~r~riportert~s~.
0006: 100@ = 0 // integer values 

:SCRASH2_18651
00D6: if and
8039:   not  100@ == 1 // integer values 
8039:   not  100@ == 3 // integer values 
004D: jump_if_false @SCRASH2_18814 
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @SCRASH2_18716 
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 40 // integer values 
0002: jump @SCRASH2_18814 

:SCRASH2_18716
00D6: if 
0018:   $7238 > 0 // integer values 
004D: jump_if_false @SCRASH2_18814 
00D6: if 
001D:   46@ > 114@ // integer values 
004D: jump_if_false @SCRASH2_18814 
000C: $7238 -= 1 // integer values 
00D6: if 
001A:   0 > $7238 // integer values 
004D: jump_if_false @SCRASH2_18799 
0004: $7238 = 0 // integer values 
0006: 114@ = 0 // integer values 
0002: jump @SCRASH2_18814 

:SCRASH2_18799
0085: 114@ = 46@ // integer values and handles 
000A: 114@ += 40 // integer values 

:SCRASH2_18814
0051: return 

:SCRASH2_18816
03C4: set_status_text_to $7238 1 'SCR2_52'  // BESZAR-O-MTER
0051: return 

:SCRASH2_18834
00D6: if 
0736:   32 
004D: jump_if_false @SCRASH2_18883 
000A: 47@ += 1 // integer values 
00D6: if 
0019:   47@ > 2 // integer values 
004D: jump_if_false @SCRASH2_18881 
0006: 47@ = 0 // integer values 

:SCRASH2_18881
086A: nop 

:SCRASH2_18883
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @SCRASH2_19115 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_18933 
02E3: 70@ = car 81@ speed 
0090: $7245 = float_to_integer 70@ 

:SCRASH2_18933
008A: $7239 = 34@ // integer values and handles 
008A: $7240 = 35@ // integer values and handles 
008A: $7241 = 32@ // integer values and handles 
008A: $7242 = 33@ // integer values and handles 
008A: $7243 = 46@ // integer values and handles 
008A: $7244 = 119@ // integer values and handles 
008A: $7246 = 121@ // integer values and handles 
065D: $7239 "M_STAGE" // same as 0660 
065D: $7240 "M_GOALS" // same as 0660 
065D: $7243 "M_MISSION_TIMER" // same as 0660 
065D: $7244 "TRAIN_DISTANCE" // same as 0660 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_19094 
065D: $7245 "TRAIN_SPEED" // same as 0660 

:SCRASH2_19094
065D: $7246 "PLAYER_FROM_LS" // same as 0660 

:SCRASH2_19115
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @SCRASH2_19133 

:SCRASH2_19133
00D6: if 
0736:   98 
004D: jump_if_false @SCRASH2_19155 
0006: 38@ = 1 // integer values 

:SCRASH2_19155
00D6: if 
0736:   80 
004D: jump_if_false @SCRASH2_19243 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @SCRASH2_19218 
0006: 39@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @SCRASH2_19243 

:SCRASH2_19218
0006: 39@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:SCRASH2_19243
0051: return 

:SCRASH2_19245
00D6: if 
8736:   not  74 
004D: jump_if_false @SCRASH2_19262 
0051: return 

:SCRASH2_19262
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SCRASH2_19334 
0395: clear_area 1 at -2063.547 253.2754 34.3043 range 0.5 
00A1: put_actor $PLAYER_ACTOR at -2063.547 253.2754 34.3043 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 

:SCRASH2_19334
00D6: if and
0039:   34@ == 2 // integer values 
001B:   4 > 35@ // integer values 
004D: jump_if_false @SCRASH2_19585 
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @SCRASH2_19452 
0395: clear_area 1 at -1944.025 135.5236 24.7109 range 100.0 
06D8: 81@ = create_train_at -1944.025 135.5236 24.7109 type 11 direction 0 
06DC: set_train 81@ acc 0.0 
06DD: set_train 81@ speed 0.0 
0006: 166@ = 1 // integer values 

:SCRASH2_19452
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_19478 
078A: 82@ = create_carriage_on_train 81@ position 1 

:SCRASH2_19478
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_19506 
05CA: AS_actor 78@ enter_car 82@ passenger_seat -1 100 ms 

:SCRASH2_19506
0395: clear_area 1 at -1989.161 208.5921 26.6797 range 0.5 
00A1: put_actor $PLAYER_ACTOR at -1989.161 208.5921 26.6797 
0173: set_actor $PLAYER_ACTOR z_angle_to 221.8946 
0085: 103@ = 46@ // integer values and handles 
000A: 103@ += 60000 // integer values 
0006: 35@ = 4 // integer values 

:SCRASH2_19585
00D6: if and
0039:   34@ == 3 // integer values 
001B:   4 > 35@ // integer values 
004D: jump_if_false @SCRASH2_19732 
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SCRASH2_19671 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_19664 
07C7: put_train 81@ at 779.9327 -1334.155 -2.534 

:SCRASH2_19664
0002: jump @SCRASH2_19678 

:SCRASH2_19671
0006: 35@ = 4 // integer values 

:SCRASH2_19678
0395: clear_area 1 at 815.0453 -1323.097 12.5036 range 5.0 
00A1: put_actor $PLAYER_ACTOR at 815.0453 -1323.097 12.5036 
0173: set_actor $PLAYER_ACTOR z_angle_to 187.142 

:SCRASH2_19732
00D6: if and
0039:   34@ == 4 // integer values 
001B:   11 > 35@ // integer values 
004D: jump_if_false @SCRASH2_20028 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_19803 
00A1: put_actor 78@ at 803.7784 -1342.926 12.5469 
0173: set_actor 78@ z_angle_to 92.3748 

:SCRASH2_19803
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @SCRASH2_19874 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_19867 
00AB: put_car 87@ at 799.7784 -1342.926 12.5469 
0175: set_car 87@ z_angle_to 7.9128 

:SCRASH2_19867
0002: jump @SCRASH2_19950 

:SCRASH2_19874
0395: clear_area 1 at 799.7784 -1342.926 12.5469 range 10.0 
00A5: 87@ = create_car #TAXI at 799.7784 -1342.926 12.5469 
0175: set_car 87@ z_angle_to 7.9128 
0129: 79@ = create_actor 4 #BMYBE in_car 87@ driverseat 
0006: 168@ = 1 // integer values 

:SCRASH2_19950
00D6: if and
8119:   not car 81@ wrecked 
0039:   166@ == 1 // integer values 
004D: jump_if_false @SCRASH2_19995 
06DD: set_train 81@ speed 30.0 
07BE: release_train 81@ 
0006: 166@ = 0 // integer values 

:SCRASH2_19995
0006: 156@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 158@ = 1 // integer values 
0164: disable_marker 90@ 
0006: 35@ = 11 // integer values 

:SCRASH2_20028
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @SCRASH2_20207 
0007: 132@ = 366.4698 // floating-point values 
0007: 133@ = -2030.643 // floating-point values 
0007: 134@ = 6.6582 // floating-point values 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_20146 
0395: clear_area 1 at 366.4698 -2030.643 6.6582 range 5.0 
00A1: put_actor 78@ at 366.4698 -2030.643 6.6582 
0173: set_actor 78@ z_angle_to 179.2269 

:SCRASH2_20146
0395: clear_area 1 at 383.3648 -1930.448 6.8301 range 5.0 
00A1: put_actor $PLAYER_ACTOR at 383.3648 -1930.448 6.8301 
0173: set_actor $PLAYER_ACTOR z_angle_to 88.4042 
0006: 35@ = 1 // integer values 

:SCRASH2_20207
0051: return 

:SCRASH2_20209
000A: 41@ += 1 // integer values 
00D6: if 
0019:   41@ > 9 // integer values 
004D: jump_if_false @SCRASH2_20241 
0006: 41@ = 0 // integer values 

:SCRASH2_20241
0051: return 

:SCRASH2_20243
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // integer values and handles 
0062: 44@ -= 43@ // integer values 
0085: 43@ = 42@ // integer values and handles 
005A: 46@ += 44@ // integer values 
0051: return 

:SCRASH2_20282
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:SCRASH2_20312
01B4: set_player $PLAYER_CHAR frozen_state 0 
02E4: load_cutscene_data 'SCRASH2' 

:SCRASH2_20330
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SCRASH2_20354 
0001: wait 0 ms 
0002: jump @SCRASH2_20330 

:SCRASH2_20354
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_camera -2031.0 149.0 29.0 
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:SCRASH2_20399
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SCRASH2_20423 
0001: wait 0 ms 
0002: jump @SCRASH2_20399 

:SCRASH2_20423
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:SCRASH2_20437
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH2_20461 
0001: wait 0 ms 
0002: jump @SCRASH2_20437 

:SCRASH2_20461
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0051: return 

:SCRASH2_20489
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SCRASH2_20516 
0001: wait 0 ms 
0002: jump @SCRASH2_20489 

:SCRASH2_20516
0050: gosub @SCRASH2_20731 
0050: gosub @SCRASH2_20897 
0395: clear_area 0 at -1978.85 169.6607 26.6953 range 3.0 
00A5: 89@ = create_car #SANCHEZ at -1978.85 169.6607 26.6953 
0175: set_car 89@ z_angle_to 90.1127 
0006: 161@ = 1 // integer values 
0395: clear_area 0 at -2033.339 148.6139 27.8359 range 0.5 
03CB: set_camera -2033.339 148.6139 27.8359 
00A1: put_actor $PLAYER_ACTOR at -2033.339 148.6139 27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06D7: toggle_train_traffic 0 
09FF: (unknown) -2026.061 148.828 27.8359 
0A45: (unknown) 0.4 
0001: wait 1000 ms 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
0050: gosub @SCRASH2_20282 
0051: return 

:SCRASH2_20731
0247: request_model #STREAK 
0247: request_model #STREAKC 
0247: request_model #FREIGHT 
0247: request_model #FREIFLAT 
0247: request_model #SANCHEZ 
0247: request_model #WMYBU 
0247: request_model #BMYBE 
0247: request_model #HMYRI 
0247: request_model #SNIPER 
0247: request_model #COLT45 
038B: load_requested_models 

:SCRASH2_20781
00D6: if or
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @SCRASH2_20828 
0001: wait 0 ms 
0002: jump @SCRASH2_20781 

:SCRASH2_20828
00D6: if or
8248:   not model #WMYBU available 
8248:   not model #BMYBE available 
8248:   not model #HMYRI available 
004D: jump_if_false @SCRASH2_20863 
0001: wait 0 ms 
0002: jump @SCRASH2_20828 

:SCRASH2_20863
00D6: if or
8248:   not model #SNIPER available 
8248:   not model #COLT45 available 
004D: jump_if_false @SCRASH2_20895 
0001: wait 0 ms 
0002: jump @SCRASH2_20863 

:SCRASH2_20895
0051: return 

:SCRASH2_20897
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 

:SCRASH2_20914
00D6: if or
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SCRASH2_20953 
0001: wait 0 ms 
0002: jump @SCRASH2_20914 

:SCRASH2_20953
0051: return 

:SCRASH2_20955
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 7 0 @SCRASH2_21197 jumps 1 @SCRASH2_21036 2 @SCRASH2_21059 3 @SCRASH2_21082 4 @SCRASH2_21105 5 @SCRASH2_21128 6 @SCRASH2_21151 7 @SCRASH2_21174 

:SCRASH2_21036
00BC: text_highpriority 'SCR2_80' 5000 ms 1  // ~r~Elkstl. A vonat elment.
0002: jump @SCRASH2_21197 

:SCRASH2_21059
00BC: text_highpriority 'SCR2_81' 5000 ms 1  // ~r~A riporter halott.
0002: jump @SCRASH2_21197 

:SCRASH2_21082
00BC: text_highpriority 'SCR2_82' 5000 ms 1  // ~r~Elvesztetted a riportert.
0002: jump @SCRASH2_21197 

:SCRASH2_21105
00BC: text_highpriority 'SCR2_83' 5000 ms 1  // ~r~A riporternek s a clpontnak annyi.
0002: jump @SCRASH2_21197 

:SCRASH2_21128
00BC: text_highpriority 'SCR2_84' 5000 ms 1  // ~r~A riporter elmeneklt.
0002: jump @SCRASH2_21197 

:SCRASH2_21151
00BC: text_highpriority 'SCR2_85' 5000 ms 1  // ~r~A clpont elmeneklt.
0002: jump @SCRASH2_21197 

:SCRASH2_21174
00BC: text_highpriority 'SCR2_86' 5000 ms 1  // ~r~A riporter beijedt.
0002: jump @SCRASH2_21197 

:SCRASH2_21197
0006: 155@ = 1 // integer values 
0051: return 

:SCRASH2_21206
03EB: clear_small_messages_only 
01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1  // KLDETS TELJESTVE!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SCRA_2'  // Csiganyom
030C: set_mission_points += 1 
0008: $11256 += 1 // integer values 
0006: 155@ = 0 // integer values 
0051: return 

:SCRASH2_21266
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SCRASH2_21371 
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @SCRASH2_21371 
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @SCRASH2_21332 
0555: remove_weapon 34 from_actor $PLAYER_ACTOR 
0002: jump @SCRASH2_21371 

:SCRASH2_21332
041A: 50@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001D:   50@ > 131@ // integer values 
004D: jump_if_false @SCRASH2_21371 
017B: set_actor $PLAYER_ACTOR weapon 34 ammo_to 131@ 

:SCRASH2_21371
00D6: if and
0039:   168@ == 1 // integer values 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_21401 
0216: set_car 87@ taxi_available_light_to 0 

:SCRASH2_21401
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SCRASH2_21422 
0687: clear_actor_task 79@ 

:SCRASH2_21422
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_21443 
0647: unknown_action_sequence 78@ 

:SCRASH2_21443
0215: destroy_pickup 95@ 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ // Like turning a car into any random car 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0249: release_model #COLT45 
0249: release_model #SNIPER 
0006: 48@ = 0 // integer values 

:SCRASH2_21485
07BE: release_train 84@(48@,3i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @SCRASH2_21485 
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @SCRASH2_21564 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_21564 
06DD: set_train 81@ speed 30.0 
07BE: release_train 81@ 

:SCRASH2_21564
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0151: remove_status_text $7238 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
03E6: remove_text_box 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #TAXI 
0249: release_model #SANCHEZ 
0249: release_model #WMYBU 
0249: release_model #BMYBE 
0249: release_model #HMYRI 
0249: release_model #SNIPER 
0249: release_model #COLT45 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
06D0: (unknown) 1 
06D7: toggle_train_traffic 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: (unknown) 789.595 -1387.97 11.5469 807.2843 -1334.546 13.725 
091D: (unknown) 804.9978 -1414.032 11.3801 908.0844 -1386.618 13.5524 
091D: (unknown) 802.1913 -1335.066 11.1828 911.4662 -1313.045 13.7469 
0A45: (unknown) -1.0 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 53---------------
// Originally: Mountain Cloud Boys

:WUZI1
03A4: name_thread 'WUZI1' 
0050: gosub @WUZI1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @WUZI1_38 
0050: gosub @WUZI1_27957 

:WUZI1_38
0050: gosub @WUZI1_28039 
004E: end_thread 

:WUZI1_47
0006: 231@ = 15 // integer values 
0006: 232@ = 33 // integer values 
0006: 233@ = 38 // integer values 
0006: 234@ = 39 // integer values 
0006: 235@ = 40 // integer values 
0006: 236@ = 41 // integer values 
0006: 237@ = 42 // integer values 
0006: 265@ = 0 // integer values 
054C: use_GXT_table 'WUZI1' 
03D5: remove_text 'M_FAIL'  // ~r~KLDETS SIKERTELEN!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
00D6: if 
0039:   71@ == 99 // integer values 
004D: jump_if_false @WUZI1_231 
009A: 35@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 104@ = create_car #ESPERANT at 0.0 0.0 0.0 
062F: 157@ = create_group_type 2 
0187: 107@ = create_marker_above_actor 35@ 
0187: 109@ = create_marker_above_actor 35@ 
0187: 108@ = create_marker_above_actor 35@ 

:WUZI1_231
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @WUZI1_257 
0002: jump @WUZI1_27975 

:WUZI1_257
00D6: if 
0735:   88 
004D: jump_if_false @WUZI1_328 
00A1: put_actor $PLAYER_ACTOR at -2175.735 653.6188 48.4453 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_328 
00A1: put_actor 35@ at -2176.735 653.6188 48.4453 

:WUZI1_328
00D6: if 
0735:   90 
004D: jump_if_false @WUZI1_399 
00A1: put_actor $PLAYER_ACTOR at -2247.749 649.4075 48.4375 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_399 
00A1: put_actor 35@ at -2246.749 649.4075 48.4375 

:WUZI1_399
0871: init_jump_table 71@ total_jumps 11 0 @WUZI1_695 jumps 0 @WUZI1_527 1 @WUZI1_548 2 @WUZI1_569 3 @WUZI1_583 4 @WUZI1_597 5 @WUZI1_611 6 @WUZI1_625 
0872: jump_table_jumps 7 @WUZI1_639 8 @WUZI1_653 9 @WUZI1_667 10 @WUZI1_681 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 

:WUZI1_527
0050: gosub @WUZI1_2353 
0006: 71@ = 1 // integer values 
0002: jump @WUZI1_695 

:WUZI1_548
0050: gosub @WUZI1_1167 
0006: 71@ = 2 // integer values 
0002: jump @WUZI1_695 

:WUZI1_569
0050: gosub @WUZI1_2631 
0002: jump @WUZI1_695 

:WUZI1_583
0050: gosub @WUZI1_7076 
0002: jump @WUZI1_695 

:WUZI1_597
0050: gosub @WUZI1_13133 
0002: jump @WUZI1_695 

:WUZI1_611
0050: gosub @WUZI1_13769 
0002: jump @WUZI1_695 

:WUZI1_625
0050: gosub @WUZI1_16453 
0002: jump @WUZI1_695 

:WUZI1_639
0050: gosub @WUZI1_17106 
0002: jump @WUZI1_695 

:WUZI1_653
0050: gosub @WUZI1_18968 
0002: jump @WUZI1_695 

:WUZI1_667
0050: gosub @WUZI1_19861 
0002: jump @WUZI1_695 

:WUZI1_681
0002: jump @WUZI1_27975 
0002: jump @WUZI1_695 

:WUZI1_695
0050: gosub @WUZI1_838 
0050: gosub @WUZI1_906 
0050: gosub @WUZI1_23148 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A0: store_actor $PLAYER_ACTOR position_to 228@ 229@ 230@ 
00D6: if or
0039:   71@ == 2 // integer values 
0039:   71@ == 4 // integer values 
0039:   71@ == 6 // integer values 
004D: jump_if_false @WUZI1_804 
0050: gosub @WUZI1_20336 
0050: gosub @WUZI1_22823 
0050: gosub @WUZI1_23037 
0050: gosub @WUZI1_23146 

:WUZI1_804
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @WUZI1_829 
0002: jump @WUZI1_27957 

:WUZI1_829
0002: jump @WUZI1_231 
0051: return 

:WUZI1_838
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @WUZI1_904 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @WUZI1_904 
00BE: text_clear_all 
00BB: text_lowpriority 'WZ1_40' 5000 ms 1  // ~r~Woozie meghalt!
0006: 36@ = 1 // integer values 
0002: jump @WUZI1_27957 

:WUZI1_904
0051: return 

:WUZI1_906
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @WUZI1_1165 
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @WUZI1_1029 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1029 
00D6: if 
86EE:   not actor 35@ in_group $PLAYER_GROUP 
004D: jump_if_false @WUZI1_1029 
0006: 72@ = 0 // integer values 
0164: disable_marker 108@ 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
018B: show_on_radar 107@ 0 
00BE: text_clear_all 
00BB: text_lowpriority 'WZ1_41' 4000 ms 1  // ~s~Lehagytad ~b~Wooziet~s~ Menj vissza rte!

:WUZI1_1029
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @WUZI1_1165 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1165 
00D6: if 
06EE:   actor 35@ in_group $PLAYER_GROUP 
004D: jump_if_false @WUZI1_1096 
0006: 72@ = 1 // integer values 
0002: jump @WUZI1_1165 

:WUZI1_1096
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 6.0 6.0 0 
004D: jump_if_false @WUZI1_1165 
09DD: (unknown) 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 
07CB: (unknown) 35@ 0 
0164: disable_marker 108@ 
018B: show_on_radar 107@ 3 
0006: 72@ = 1 // integer values 

:WUZI1_1165
0051: return 

:WUZI1_1167
0006: 191@ = 4 // integer values 
023C: request_special_actor 'WUZIMU' as 1 
0247: request_model #MICRO_UZI 
0247: request_model #DNB1 
0247: request_model #DNB2 
0247: request_model #DNB3 
0247: request_model #TRIADA 
0247: request_model #TRIADB 
0247: request_model #SNIPER 
0247: request_model #SENTINEL 
0247: request_model #SANCHEZ 
0247: request_model #OMOST 
04ED: load_animation "WUZI" 
07C0: load_path 169 
07C0: load_path 139 

:WUZI1_1249
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #SNIPER available 
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
004D: jump_if_false @WUZI1_1297 
0001: wait 0 ms 
0002: jump @WUZI1_1249 

:WUZI1_1297
00D6: if or
8248:   not model #SENTINEL available 
8248:   not model #SANCHEZ available 
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
8248:   not model #OMOST available 
004D: jump_if_false @WUZI1_1341 
0001: wait 0 ms 
0002: jump @WUZI1_1297 

:WUZI1_1341
00D6: if or
87C1:   not path 169 available 
87C1:   not path 139 available 
004D: jump_if_false @WUZI1_1373 
0001: wait 0 ms 
0002: jump @WUZI1_1341 

:WUZI1_1373
0746: (unknown) 4 24 0 
0746: (unknown) 1 25 0 
0746: (unknown) 4 24 25 
0746: (unknown) 0 24 24 
060A: unknown_create_entity 2 34@ 
0708: unknown_add_entity_item 34@ 31 
0708: unknown_add_entity_item 34@ 9 
0708: unknown_add_entity_item 34@ 49 
0708: unknown_add_entity_item 34@ 15 
0709: unknown_set_entity_item 34@ 31 1000 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 34@ 9 1000 0.0 100.0 0.0 0.0 0 1 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_1529 
0108: destroy_object $2666 

:WUZI1_1529
029B: $2666 = init_object #CT_GATEXR at -2179.353 661.232 50.214 
07F7: set_object $2666 indestructible 0 
0249: release_model #CT_GATEXR 
029B: 68@ = init_object #CT_STALL1 at -2213.413 640.908 48.43 
0177: set_object 68@ z_angle_to 90.0 
029B: 58@ = init_object #CT_TABLE at -2201.436 647.109 48.413 
029B: 49@ = init_object #CHINATGARAGEDOOR at -2184.415 711.556 54.523 
029B: 50@ = init_object #CHINATGARAGEDOOR at -2178.87 711.556 54.523 
029B: 45@ = init_object #TMP_BIN at -2183.968 647.055 49.185 
029B: 46@ = init_object #TMP_BIN at -2172.813 654.019 49.185 
029B: 47@ = init_object #TMP_BIN at -2172.813 649.293 49.185 
0177: set_object 46@ z_angle_to 270.0 
0177: set_object 47@ z_angle_to 270.0 
0177: set_object $2666 z_angle_to 0.0 
03C7: unknown_maybe_cops_density 0.2 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0006: 73@ = 1 // integer values 
06D0: (unknown) 0 
0006: 77@ = 99 // integer values 
0007: 201@ = -2199.0 // floating-point values 
0007: 205@ = 645.4869 // floating-point values 
0007: 209@ = 48.4453 // floating-point values 
0007: 213@ = -2194.68 // floating-point values 
0007: 217@ = 646.1572 // floating-point values 
0007: 221@ = 48.4453 // floating-point values 
0007: 202@ = -2199.0 // floating-point values 
0007: 206@ = 640.8279 // floating-point values 
0007: 210@ = 48.4453 // floating-point values 
0007: 214@ = -2194.043 // floating-point values 
0007: 218@ = 638.7194 // floating-point values 
0007: 222@ = 48.4453 // floating-point values 
0007: 203@ = -2195.839 // floating-point values 
0007: 207@ = 635.439 // floating-point values 
0007: 211@ = 48.4453 // floating-point values 
0007: 215@ = -2189.367 // floating-point values 
0007: 219@ = 636.7801 // floating-point values 
0007: 223@ = 48.4453 // floating-point values 
0007: 204@ = -2213.005 // floating-point values 
0007: 208@ = 638.9453 // floating-point values 
0007: 212@ = 48.4459 // floating-point values 
0007: 216@ = -2204.778 // floating-point values 
0007: 220@ = 639.4221 // floating-point values 
0007: 224@ = 48.4453 // floating-point values 
009A: 35@ = create_actor 25 #SPECIAL01 at -2155.462 645.8904 51.3516 
0085: 741@ = 35@ // integer values and handles 
0006: 37@ = 1 // integer values 
01B2: give_actor 35@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 0 
0173: set_actor 35@ z_angle_to 180.0 
0223: set_actor 35@ health_to 250 
08AF: (unknown) 35@ 250 
0006: 161@ = 250 // integer values 
0446: set_actor 35@ immune_to_headshots 0 
0296: unload_special_actor 1 
018A: 107@ = create_checkpoint_at -2244.995 642.8972 48.4077 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI1_2203 
00A1: put_actor $PLAYER_ACTOR at -2155.266 645.0895 51.3516 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 

:WUZI1_2203
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_2268 
0245: set_actor 35@ walk_style_to "BLINDMAN" 
060B: unknown_actor_use_entity 35@ 34@ 
0568: set_actor 35@ targetable 1 
09DD: (unknown) 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 
0006: 72@ = 1 // integer values 

:WUZI1_2268
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A0B: (unknown) -2155.266 645.0895 51.3516 270.0 
04E4: unknown_refresh_game_renderer_at -2155.0 645.0 
016A: fade 1 1000 ms 
03CB: set_camera -2155.266 645.0895 51.3 
0006: 71@ = 2 // integer values 
0006: 42@ = 0 // integer values 
0051: return 

:WUZI1_2353
054C: use_GXT_table 'WUZI1' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'WOOZI1A' 

:WUZI1_2386
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI1_2410 
0001: wait 0 ms 
0002: jump @WUZI1_2386 

:WUZI1_2410
02E7: start_cutscene 
016A: fade 1 1000 ms 

:WUZI1_2419
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI1_2443 
0001: wait 0 ms 
0002: jump @WUZI1_2419 

:WUZI1_2443
00D6: if 
08D0: (unknown) 
004D: jump_if_false @WUZI1_2463 
0006: 238@ = 1 // integer values 

:WUZI1_2463
016A: fade 0 0 ms 

:WUZI1_2469
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI1_2493 
0001: wait 0 ms 
0002: jump @WUZI1_2469 

:WUZI1_2493
02EA: end_cutscene 
00D6: if 
0039:   238@ == 0 // integer values 
004D: jump_if_false @WUZI1_2613 
02E4: load_cutscene_data 'WOOZI1B' 

:WUZI1_2524
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI1_2548 
0001: wait 0 ms 
0002: jump @WUZI1_2524 

:WUZI1_2548
02E7: start_cutscene 
016A: fade 1 1000 ms 

:WUZI1_2557
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI1_2581 
0001: wait 0 ms 
0002: jump @WUZI1_2557 

:WUZI1_2581
016A: fade 0 0 ms 

:WUZI1_2587
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI1_2611 
0001: wait 0 ms 
0002: jump @WUZI1_2587 

:WUZI1_2611
02EA: end_cutscene 

:WUZI1_2613
04BB: select_interior 0 // select render area 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
0051: return 

:WUZI1_2631
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @WUZI1_3754 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @WUZI1_2724 
0006: 637@ = 1 // integer values 
0006: 638@ = 2 // integer values 
0006: 75@ = 1 // integer values 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_2724 
0453: object $2666 set_rotation 0.0 0.0 330.0 

:WUZI1_2724
00D6: if 
0039:   75@ == 1 // integer values 
004D: jump_if_false @WUZI1_2783 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_2783 
00BB: text_lowpriority 'WZ1_1' 8000 ms 1  // ~s~Vidd Woziet a Tong  ~y~gylsre~s~.
0006: 75@ = 2 // integer values 

:WUZI1_2783
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @WUZI1_3754 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @WUZI1_2871 
00D6: if or
0022:   627.0 > $TEMPVAR_Y_COORD // floating-point values 
0020:   $TEMPVAR_Y_COORD > 657.0 // floating-point values 
004D: jump_if_false @WUZI1_2871 
0006: 43@ = 1 // integer values 

:WUZI1_2871
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @WUZI1_2928 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_2928 
0006: 637@ = 3 // integer values 
0006: 638@ = 2 // integer values 
0006: 43@ = 2 // integer values 

:WUZI1_2928
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @WUZI1_2974 
00D6: if 
0022:   -2164.0 > $TEMPVAR_X_COORD // floating-point values 
004D: jump_if_false @WUZI1_2974 
0006: 43@ = 3 // integer values 

:WUZI1_2974
00D6: if 
0039:   43@ == 3 // integer values 
004D: jump_if_false @WUZI1_3031 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_3031 
0006: 637@ = 5 // integer values 
0006: 638@ = 3 // integer values 
0006: 43@ = 4 // integer values 

:WUZI1_3031
00D6: if 
0039:   43@ == 4 // integer values 
004D: jump_if_false @WUZI1_3087 
00D6: if and
0022:   707.0 > $TEMPVAR_Y_COORD // floating-point values 
0020:   $TEMPVAR_Y_COORD > 587.0 // floating-point values 
004D: jump_if_false @WUZI1_3087 
0006: 43@ = 5 // integer values 

:WUZI1_3087
00D6: if 
0039:   43@ == 5 // integer values 
004D: jump_if_false @WUZI1_3144 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_3144 
0006: 637@ = 9 // integer values 
0006: 638@ = 2 // integer values 
0006: 43@ = 6 // integer values 

:WUZI1_3144
00D6: if 
0039:   43@ == 7 // integer values 
004D: jump_if_false @WUZI1_3193 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_3193 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
0006: 43@ = 8 // integer values 

:WUZI1_3193
00D6: if 
0039:   43@ == 8 // integer values 
004D: jump_if_false @WUZI1_3303 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_3269 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 43@ = 11 // integer values 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_3262 
06C9: remove_actor 35@ from_group 

:WUZI1_3262
0002: jump @WUZI1_3303 

:WUZI1_3269
062E: (unknown) $PLAYER_ACTOR 1587 195@ 
00D6: if 
04A4:   195@ == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI1_3303 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 

:WUZI1_3303
00D6: if 
0039:   239@ == 1 // integer values 
004D: jump_if_false @WUZI1_3367 
00D6: if and
0039:   636@ == 1 // integer values 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_3367 
0006: 637@ = 11 // integer values 
0006: 638@ = 2 // integer values 
0006: 239@ = 2 // integer values 

:WUZI1_3367
00D6: if 
0039:   239@ == 2 // integer values 
004D: jump_if_false @WUZI1_3440 
00D6: if and
0039:   636@ == 1 // integer values 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_3440 
00BB: text_lowpriority 'WZ1_B4' 5000 ms 1  // ~s~Maradj kzel ~b~Wooziehoz~s~.
0006: 38@ = 1 // integer values 
0006: 239@ = 3 // integer values 

:WUZI1_3440
00D6: if 
001B:   7 > 43@ // integer values 
004D: jump_if_false @WUZI1_3754 
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @WUZI1_3754 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_3754 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2248.077 651.3163 48.3815 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI1_3754 
00D6: if 
80FE:   not actor 35@ 0 -2248.077 651.3163 48.3815 radius 6.0 6.0 6.0 
004D: jump_if_false @WUZI1_3611 
00BC: text_highpriority 'WZ1_2' 1000 ms 1  // ~s~Vrj Wooziera.
0002: jump @WUZI1_3754 

:WUZI1_3611
0006: 239@ = 1 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_3728 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 600 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 600 // integer values 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @WUZI1_3728 
0615: define_action_sequences 132@ 
05B9: unknown_action_sequence -1 1000 
0633: AS_actor -1 exit_vehicle 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_3728
0006: 636@ = 6 // integer values 
0164: disable_marker 107@ 
0006: 43@ = 7 // integer values 
0006: 73@ = 0 // integer values 

:WUZI1_3754
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @WUZI1_3878 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_3878 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_3878 
0615: define_action_sequences 132@ 
05B9: unknown_action_sequence -1 300 
05F5: unknown_action_sequence -1 -2244.439 643.4277 48.4375 4 -2 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0006: 253@ = 20 // integer values 
0006: 38@ = 2 // integer values 

:WUZI1_3878
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @WUZI1_7074 
00D6: if 
0039:   240@ == 0 // integer values 
004D: jump_if_false @WUZI1_4389 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0022:   646.0 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @WUZI1_4389 
0376: 243@ = create_random_actor -2182.969 645.0695 48.4453 
0376: 244@ = create_random_actor -2183.643 642.2832 48.4453 
0376: 245@ = create_random_actor -2190.507 636.5036 48.4429 
0376: 246@ = create_random_actor -2200.647 641.6252 48.4429 
0376: 247@ = create_random_actor -2200.622 642.8997 48.4429 
0376: 248@ = create_random_actor -2223.243 644.5712 48.4448 
0376: 249@ = create_random_actor -2235.814 642.5659 48.4472 
0085: 250@ = 32@ // integer values and handles 
0615: define_action_sequences 132@ 
05B9: unknown_action_sequence -1 2000 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 30000 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor 243@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
05D3: AS_actor 244@ go_to_point -2190.978 646.0287 48.4453 speed 4 -2 ms 
05D3: AS_actor 245@ go_to_point -2192.964 644.2189 48.4453 speed 4 -2 ms 
0615: define_action_sequences 132@ 
0639: AS_actor -1 rotate_to_actor 247@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 8.0 loop 0 0 0 0 6000 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor 246@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0615: define_action_sequences 132@ 
0639: AS_actor -1 rotate_to_actor 246@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 8.0 loop 0 0 0 0 6000 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor 247@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
05D3: AS_actor 248@ go_to_point -2200.941 644.4352 48.4429 speed 4 -2 ms 
05D3: AS_actor 249@ go_to_point -2213.171 638.7413 48.4496 speed 4 -2 ms 
0006: 240@ = 1 // integer values 

:WUZI1_4389
00D6: if 
0019:   240@ > 0 // integer values 
004D: jump_if_false @WUZI1_5233 
0085: 251@ = 32@ // integer values and handles 
0062: 251@ -= 250@ // integer values 
00D6: if 
0039:   252@ == 0 // integer values 
004D: jump_if_false @WUZI1_4511 
00D6: if 
0019:   251@ > 3500 // integer values 
004D: jump_if_false @WUZI1_4511 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @WUZI1_4504 
05DC: AS_actor 244@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 30000 ms 

:WUZI1_4504
0006: 252@ = 1 // integer values 

:WUZI1_4511
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @WUZI1_4657 
00D6: if 
0019:   251@ > 6000 // integer values 
004D: jump_if_false @WUZI1_4657 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @WUZI1_4650 
0615: define_action_sequences 132@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 5000 ms 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 30000 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor 245@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_4650
0006: 252@ = 2 // integer values 

:WUZI1_4657
00D6: if 
0039:   252@ == 2 // integer values 
004D: jump_if_false @WUZI1_4745 
00D6: if 
0019:   251@ > 9000 // integer values 
004D: jump_if_false @WUZI1_4745 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @WUZI1_4738 
05DC: AS_actor 246@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 30000 ms 

:WUZI1_4738
0006: 252@ = 3 // integer values 

:WUZI1_4745
00D6: if 
0039:   252@ == 3 // integer values 
004D: jump_if_false @WUZI1_4891 
00D6: if 
0019:   251@ > 8000 // integer values 
004D: jump_if_false @WUZI1_4891 
00D6: if 
8118:   not actor 247@ dead 
004D: jump_if_false @WUZI1_4884 
0615: define_action_sequences 132@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 3000 ms 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 30000 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor 247@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_4884
0006: 252@ = 4 // integer values 

:WUZI1_4891
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @WUZI1_4979 
00D6: if 
0019:   251@ > 10000 // integer values 
004D: jump_if_false @WUZI1_4979 
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @WUZI1_4972 
05DC: AS_actor 248@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 30000 ms 

:WUZI1_4972
0006: 252@ = 5 // integer values 

:WUZI1_4979
00D6: if 
0039:   252@ == 5 // integer values 
004D: jump_if_false @WUZI1_5067 
00D6: if 
0019:   251@ > 12000 // integer values 
004D: jump_if_false @WUZI1_5067 
00D6: if 
8118:   not actor 249@ dead 
004D: jump_if_false @WUZI1_5060 
05DC: AS_actor 249@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 30000 ms 

:WUZI1_5060
0006: 252@ = 6 // integer values 

:WUZI1_5067
00D6: if 
0039:   252@ == 6 // integer values 
004D: jump_if_false @WUZI1_5233 
00D6: if 
0019:   251@ > 52000 // integer values 
004D: jump_if_false @WUZI1_5233 
0006: 130@ = 0 // integer values 

:WUZI1_5113
00D6: if 
001B:   7 > 130@ // integer values 
004D: jump_if_false @WUZI1_5226 
00D6: if 
8118:   not actor 243@(130@,7i) dead 
004D: jump_if_false @WUZI1_5212 
05B9: unknown_action_sequence 243@(130@,7i) 1 
01C2: remove_references_to_actor 243@(130@,7i) // Like turning an actor into a random pedestrian 
05DE: AS_actor 243@(130@,7i) walk_around_ped_path 
022B: create_forbidden_for_peds_cube -2239.251 636.6675 53.1933 -2165.047 720.0577 49.5456 

:WUZI1_5212
000A: 130@ += 1 // integer values 
0002: jump @WUZI1_5113 

:WUZI1_5226
0006: 252@ = 7 // integer values 

:WUZI1_5233
00D6: if 
0039:   240@ == 1 // integer values 
004D: jump_if_false @WUZI1_5535 
00D6: if and
0019:   251@ > 12000 // integer values 
001B:   22000 > 251@ // integer values 
004D: jump_if_false @WUZI1_5535 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_5535 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -2240.276 // floating-point values 
0022:   -2227.0 > $TEMPVAR_FLOAT_1 // floating-point values 
004D: jump_if_false @WUZI1_5535 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @WUZI1_5535 
0687: clear_actor_task 35@ 
05B9: unknown_action_sequence 35@ 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_action_sequences 132@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: unknown_action_sequence -1 1000 
05B9: unknown_action_sequence -1 0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0006: 637@ = 69 // integer values 
0006: 638@ = 4 // integer values 
0006: 240@ = 2 // integer values 
0006: 253@ = 21 // integer values 

:WUZI1_5535
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @WUZI1_5786 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_5786 
062E: (unknown) 35@ -1 158@ 
00D6: if 
04A4:   158@ == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI1_5786 
00D6: if and
0039:   637@ == 0 // integer values 
0039:   636@ == 1 // integer values 
004D: jump_if_false @WUZI1_5786 
0615: define_action_sequences 132@ 
0605: actor -1 perform_animation_sequence "WUZI_GRND_CHK" from_file "WUZI" 4.0 loop 0 0 0 0 -1 ms 
05B9: unknown_action_sequence -1 1000 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 4000 ms 
05D3: AS_actor -1 go_to_point -2214.083 641.1605 48.4489 speed 4 -2 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0708: unknown_add_entity_item 34@ 44 
0006: 637@ = 73 // integer values 
0006: 638@ = 3 // integer values 
0006: 253@ = 20 // integer values 

:WUZI1_5786
00D6: if 
0039:   253@ == 20 // integer values 
004D: jump_if_false @WUZI1_6150 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_6150 
062E: (unknown) 35@ -1 158@ 
00D6: if 
04A4:   158@ == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI1_6150 
00D6: if and
0039:   637@ == 0 // integer values 
0039:   636@ == 1 // integer values 
004D: jump_if_false @WUZI1_6150 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 13.0 13.0 10.0 sphere 0 
004D: jump_if_false @WUZI1_5976 
0006: 254@ = 1 // integer values 
0002: jump @WUZI1_5983 

:WUZI1_5976
0006: 254@ = 0 // integer values 

:WUZI1_5983
0615: define_action_sequences 132@ 
0605: actor -1 perform_animation_sequence "WUZI_GRND_CHK" from_file "WUZI" 4.0 loop 0 0 0 0 -1 ms 
05B9: unknown_action_sequence -1 1000 
00D6: if 
0039:   254@ == 1 // integer values 
004D: jump_if_false @WUZI1_6096 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 3500 ms 

:WUZI1_6096
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0708: unknown_add_entity_item 34@ 44 
0006: 637@ = 73 // integer values 
0006: 638@ = 3 // integer values 
0006: 253@ = 21 // integer values 

:WUZI1_6150
00D6: if 
0039:   253@ == 21 // integer values 
004D: jump_if_false @WUZI1_6488 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_6488 
062E: (unknown) 35@ 1560 158@ 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -2181.276 // floating-point values 
004D: jump_if_false @WUZI1_6292 
0615: define_action_sequences 132@ 
05D3: AS_actor -1 go_to_point -2172.958 644.4861 48.4453 speed 6 -2 ms 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0006: 253@ = 22 // integer values 

:WUZI1_6292
00D6: if and
0022:   -2243.0 > $TEMPVAR_FLOAT_1 // floating-point values 
0039:   257@ == 1 // integer values 
004D: jump_if_false @WUZI1_6435 
0006: 257@ = 2 // integer values 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2244.83 643.3638 48.439 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_action_sequences 132@ 
05B9: unknown_action_sequence -1 1000 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_6435
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -2240.0 // floating-point values 
004D: jump_if_false @WUZI1_6488 
00D6: if or
0039:   257@ == 0 // integer values 
0039:   257@ == 2 // integer values 
004D: jump_if_false @WUZI1_6488 
0006: 257@ = 1 // integer values 

:WUZI1_6488
00D6: if 
0039:   253@ == 22 // integer values 
004D: jump_if_false @WUZI1_6633 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_6633 
062E: (unknown) 35@ 1560 158@ 
00D6: if 
04A4:   158@ == 1 // integer values OR floating-point values 
004D: jump_if_false @WUZI1_6633 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @WUZI1_6633 
0646: (unknown) 35@ 132@ 
00D6: if or
0039:   132@ == 1 // integer values 
04A4:   158@ == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI1_6633 
09D5: (unknown) 35@ 345 1 0 0 256@ 
0006: 253@ = 23 // integer values 
0006: 255@ = 1 // integer values 

:WUZI1_6633
00D6: if 
0039:   253@ == 23 // integer values 
004D: jump_if_false @WUZI1_6784 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_6784 
062E: (unknown) 35@ 1560 158@ 
00D6: if 
04A4:   158@ == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI1_6784 
0615: define_action_sequences 132@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: unknown_action_sequence -1 4000 
05D3: AS_actor -1 go_to_point -2176.184 653.9911 48.4453 speed 4 -2 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0006: 637@ = 78 // integer values 
0006: 638@ = 4 // integer values 
0006: 253@ = 10 // integer values 

:WUZI1_6784
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_7074 
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @WUZI1_6856 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @WUZI1_6856 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
0006: 78@ = 1 // integer values 

:WUZI1_6856
00D6: if and
0039:   637@ == 0 // integer values 
0039:   636@ == 1 // integer values 
004D: jump_if_false @WUZI1_7074 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -2175.872 659.7667 49.4793 radius 6.0 6.0 6.0 
00A4:   actor $PLAYER_ACTOR 0 -2191.513 711.8201 63.4591 -2171.859 648.7307 48.1132 
004D: jump_if_false @WUZI1_7074 
0006: 71@ = 3 // integer values 
0006: 42@ = 0 // integer values 
0085: 266@ = 32@ // integer values and handles 
000A: 266@ += 1500 // integer values 
06C9: remove_actor 35@ from_group 
0164: disable_marker 108@ 
0006: 130@ = 0 // integer values 

:WUZI1_7013
00D6: if 
001B:   7 > 130@ // integer values 
004D: jump_if_false @WUZI1_7074 
00D6: if 
056D:   carcass_of_actor 243@(130@,7i) valid 
004D: jump_if_false @WUZI1_7060 
009B: destroy_actor_instantly 243@(130@,7i) 

:WUZI1_7060
000A: 130@ += 1 // integer values 
0002: jump @WUZI1_7013 

:WUZI1_7074
0051: return 

:WUZI1_7076
03C7: unknown_maybe_cops_density 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI1_7122 

:WUZI1_7122
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @WUZI1_7171 
0006: 39@ = 1 // integer values 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @WUZI1_7171 
0006: 40@ = 1 // integer values 

:WUZI1_7171
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @WUZI1_7253 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @WUZI1_7246 
00D6: if 
001D:   32@ > 266@ // integer values 
004D: jump_if_false @WUZI1_7246 
0006: 42@ = 13 // integer values 
0006: 159@ = 0 // integer values 
0006: 636@ = 6 // integer values 

:WUZI1_7246
0002: jump @WUZI1_7278 

:WUZI1_7253
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @WUZI1_7278 
0006: 40@ = 0 // integer values 

:WUZI1_7278
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @WUZI1_8405 
041D: set_camera_near_clip 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
088D: (unknown) -2175.213 662.718 50.8582 10.5 -70 0 
0470: 196@ = actor $PLAYER_ACTOR current_weapon 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position -2172.251 660.9875 48.5695 0.0 0.0 0.0 
0160: point_camera -2173.039 660.4017 48.7593 2 
07F7: set_object $2666 indestructible 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
07C0: load_path 169 
00A5: 100@ = create_car #SENTINEL at -2183.575 705.0761 52.8984 
00A5: 99@ = create_car #SENTINEL at -2174.429 703.2332 52.8918 
0175: set_car 99@ z_angle_to 218.7637 
0175: set_car 100@ z_angle_to 347.2325 
0519: lock_vehicle 99@ in_current_position 1 
0519: lock_vehicle 100@ in_current_position 1 
073C: damage_car 99@ component 0 
073C: damage_car 99@ component 0 
073C: damage_car 99@ component 0 
073C: damage_car 99@ component 3 
073C: damage_car 99@ component 3 
073C: damage_car 99@ component 3 
073C: damage_car 99@ component 5 
073C: damage_car 99@ component 1 
073C: damage_car 99@ component 1 
073C: damage_car 99@ component 1 
073C: damage_car 99@ component 2 
073C: damage_car 99@ component 2 
0730: damage_car 99@ component 1 
0730: damage_car 99@ component 1 
0730: damage_car 99@ component 5 
0730: damage_car 99@ component 4 
0730: damage_car 99@ component 4 
0730: damage_car 99@ component 1 
0730: damage_car 99@ component 1 
0730: damage_car 99@ component 5 
073C: damage_car 100@ component 0 
073C: damage_car 100@ component 0 
073C: damage_car 100@ component 3 
073C: damage_car 100@ component 3 
073C: damage_car 100@ component 5 
0730: damage_car 100@ component 1 
0730: damage_car 100@ component 1 
0730: damage_car 100@ component 5 
073C: damage_car 100@ component 1 
073C: damage_car 100@ component 1 
073C: damage_car 100@ component 0 
073C: damage_car 100@ component 0 
073C: damage_car 100@ component 2 
073C: damage_car 100@ component 2 
0730: damage_car 100@ component 1 
0730: damage_car 100@ component 1 
0730: damage_car 100@ component 5 
0657: open_car 99@ component 3 
0657: open_car 99@ component 5 
0657: open_car 100@ component 3 
04FE: deflate_tire 1 on_car 100@ 
04E1: open_and_freeze_trunk_of_car 100@ 
067F: set_car 99@ headlights 2 
08CB: char_car 99@ sound 0 0 0 
08CB: char_car 100@ sound 0 0 0 
0395: clear_area 0 at -2180.443 703.3992 55.7186 range 20.0 
0395: clear_area 0 at -2175.947 660.2386 49.7032 range 10.0 
02CF: 258@ = create_fire_at -2183.575 705.0761 52.8984 3 2 
02CF: 259@ = create_fire_at -2174.429 703.2332 52.8918 5 2 
0828: (unknown) 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_8350 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 35@ 
00A1: put_actor 35@ at -2176.33 654.2678 48.4453 
00A1: put_actor $PLAYER_ACTOR at -2175.33 653.2678 48.4453 
0173: set_actor $PLAYER_ACTOR z_angle_to 280.0 
0173: set_actor 35@ z_angle_to 270.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2173.952 657.6135 49.8762 speed 4 -2 ms 
0615: define_action_sequences 132@ 
05D3: AS_actor -1 go_to_point -2174.468 658.379 48.4453 speed 4 -2 ms 
05D4: AS_actor -1 rotate_angle 72.0 
0605: actor -1 perform_animation_sequence "WUZI_GREET_WUZI" from_file "WUZI" 4.0 loop 0 1 1 0 -1 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0006: 754@ = 1 // integer values 
0004: $7248 = 1 // integer values 
0006: 285@ = 15 // integer values 
0006: 329@ = 12 // integer values 
0006: 289@ = 395 // integer values 
0006: 290@ = 4202 // integer values 
0006: 291@ = 7380 // integer values 
0006: 292@ = 13000 // integer values 
0006: 293@ = 14516 // integer values 
0006: 294@ = 17352 // integer values 
0006: 295@ = 19617 // integer values 
0006: 296@ = 21861 // integer values 
0006: 297@ = 23540 // integer values 
0006: 298@ = 26894 // integer values 
0006: 299@ = 28934 // integer values 
0006: 300@ = 33619 // integer values 
0006: 309@ = 15 // integer values 
0006: 310@ = 16 // integer values 
0006: 311@ = 17 // integer values 
0006: 312@ = 18 // integer values 
0006: 313@ = 19 // integer values 
0006: 314@ = 20 // integer values 
0006: 315@ = 21 // integer values 
0006: 316@ = 22 // integer values 
0006: 317@ = 23 // integer values 
0006: 318@ = 24 // integer values 
0006: 319@ = 25 // integer values 
0006: 320@ = 26 // integer values 

:WUZI1_8350
03BA: clear_cars_from_cube -2168.53 717.8694 68.3455 -2254.379 608.9255 44.7364 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 7880 // integer values 
0006: 42@ = 1 // integer values 

:WUZI1_8405
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @WUZI1_8629 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_8629 
05D6: clear_scmpath 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_8525 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
05D7: add_point_to_scmpath -2175.389 658.0797 48.4453 
0615: define_action_sequences 132@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_8525
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2174.71 658.746 48.4453 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
0615: define_action_sequences 132@ 
05B9: unknown_action_sequence -1 1200 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_action_sequences_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 3000 // integer values 
0006: 42@ = 2 // integer values 
0006: 92@ = 1 // integer values 

:WUZI1_8629
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @WUZI1_8673 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_8673 
0006: 42@ = 3 // integer values 

:WUZI1_8673
00D6: if 
0039:   42@ == 3 // integer values 
004D: jump_if_false @WUZI1_9104 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_9104 
015F: set_camera_position -2176.838 696.095 53.828 0.0 0.0 0.0 
0160: point_camera -2178.171 693.774 54.725 2 
009A: 134@ = create_actor 4 #TRIADA at -2177.462 698.151 52.923 
009A: 135@ = create_actor 4 #TRIADB at -2182.442 704.3199 52.8984 
009A: 136@ = create_actor 4 #TRIADA at -2176.552 702.9572 52.8984 
009A: 137@ = create_actor 4 #TRIADB at -2178.468 707.6988 52.8971 
0173: set_actor 134@ z_angle_to 77.5 
0173: set_actor 135@ z_angle_to 229.921 
0173: set_actor 136@ z_angle_to 148.6859 
0173: set_actor 137@ z_angle_to 12.4516 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
05BE: AS_kill_actor 135@ 
05BE: AS_kill_actor 136@ 
05BE: AS_kill_actor 137@ 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_9081 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 35@ 
00A1: put_actor $PLAYER_ACTOR at -2177.034 690.892 52.9 
00A1: put_actor 35@ at -2177.995 690.775 52.9 
0173: set_actor 35@ z_angle_to 0.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CS_PLYR_PT1" from_file "WUZI" 1000.0 loop 0 1 1 0 -2 ms 
0605: actor 35@ perform_animation_sequence "CS_WUZI_PT1" from_file "WUZI" 1000.0 loop 0 1 1 0 -2 ms 

:WUZI1_9081
0006: 42@ = 4 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 3000 // integer values 

:WUZI1_9104
00D6: if 
0039:   42@ == 4 // integer values 
004D: jump_if_false @WUZI1_9263 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_9263 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_9263 
00A1: put_actor 134@ at -2177.602 698.151 53.0 
0173: set_actor 134@ z_angle_to 77.5 
0812: AS_actor 134@ perform_animation "CS_DEAD_GUY" from_file "WUZI" 1000.0 loop 0 0 0 lock 1 time -2 
04D7: lock_actor 134@ in_current_position 1 
0619: set_actor 134@ collision_detection 0 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 766 // integer values 
0006: 42@ = 5 // integer values 

:WUZI1_9263
00D6: if 
0039:   42@ == 5 // integer values 
004D: jump_if_false @WUZI1_9528 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_9528 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_9528 
0006: 42@ = 6 // integer values 
015F: set_camera_position -2178.133 693.2726 54.0799 0.0 0.0 0.0 
0160: point_camera -2178.13 694.2693 54.0 2 
00A1: put_actor $PLAYER_ACTOR at -2177.034 694.913 52.87 
00A1: put_actor 35@ at -2177.994 696.476 52.87 
0173: set_actor 35@ z_angle_to 0.0 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 35@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "CS_PLYR_PT2" from_file "WUZI" 1000.0 loop 0 1 1 lock 0 time -2 
0812: AS_actor 35@ perform_animation "CS_WUZI_PT2" from_file "WUZI" 1000.0 loop 0 1 1 lock 0 time -2 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 2234 // integer values 

:WUZI1_9528
00D6: if 
0039:   42@ == 6 // integer values 
004D: jump_if_false @WUZI1_9677 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_9677 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_9677 
00A1: put_actor 134@ at -2177.602 698.151 53.0 
0812: AS_actor 134@ perform_animation "CS_DEAD_GUY" from_file "WUZI" 1000.0 loop 0 0 0 lock 1 time -2 
04D7: lock_actor 134@ in_current_position 1 
0619: set_actor 134@ collision_detection 0 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 3833 // integer values 
0006: 42@ = 7 // integer values 

:WUZI1_9677
00D6: if 
0039:   42@ == 7 // integer values 
004D: jump_if_false @WUZI1_10092 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_10092 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_10092 
015F: set_camera_position -2177.798 695.7769 54.2318 0.0 0.0 0.0 
0160: point_camera -2177.627 696.7596 54.3015 2 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 3000 // integer values 
0006: 42@ = 8 // integer values 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_9830 
01B2: give_actor 35@ weapon 28 ammo 5000 // Load the weapon model before using this 

:WUZI1_9830
00A5: 101@ = create_car #SENTINEL at -2177.524 642.8537 48.4453 
0006: 92@ = 0 // integer values 
0177: set_object $2666 z_angle_to 0.0 
0129: 138@ = create_actor 24 #DNB1 in_car 101@ driverseat 
01C8: 139@ = create_actor 24 #DNB2 in_car 101@ passenger_seat 0 
01C8: 140@ = create_actor 24 #DNB3 in_car 101@ passenger_seat 1 
01C8: 141@ = create_actor 24 #DNB2 in_car 101@ passenger_seat 2 
01B2: give_actor 138@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 138@ weapon_accuracy_to 60 
02E2: set_actor 139@ weapon_accuracy_to 60 
02E2: set_actor 140@ weapon_accuracy_to 60 
02E2: set_actor 141@ weapon_accuracy_to 60 
0746: (unknown) 4 24 0 
0746: (unknown) 4 24 25 
04BA: set_car 101@ speed_instantly 20.0 
060B: unknown_actor_use_entity 138@ 34@ 
060B: unknown_actor_use_entity 139@ 34@ 
060B: unknown_actor_use_entity 140@ 34@ 
060B: unknown_actor_use_entity 141@ 34@ 
009A: 156@ = create_actor 4 #TRIADA at -2180.265 712.9368 52.905 
0085: 742@ = 156@ // integer values and handles 
0173: set_actor 156@ z_angle_to 180.0 

:WUZI1_10092
00D6: if 
0039:   42@ == 8 // integer values 
004D: jump_if_false @WUZI1_10220 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_10220 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @WUZI1_10220 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_10179 
01B9: set_actor 35@ armed_weapon_to 28 
0635: AS_actor 35@ aim_at_actor 156@ 4000 ms 

:WUZI1_10179
0635: AS_actor $PLAYER_ACTOR aim_at_actor 156@ 4000 ms 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 2000 // integer values 
0006: 42@ = 9 // integer values 
0006: 260@ = 1 // integer values 

:WUZI1_10220
00D6: if 
0039:   42@ == 9 // integer values 
004D: jump_if_false @WUZI1_10430 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_10430 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @WUZI1_10406 
05C4: AS_actor 156@ hands_up 5000 ms 
0615: define_action_sequences 132@ 
05B9: unknown_action_sequence -1 6000 
0605: actor -1 perform_animation_sequence "FLEE_LKAROUND_01" from_file "PED" 8.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 8000 // integer values 
0006: 42@ = 10 // integer values 
0006: 263@ = 3 // integer values 
0085: 262@ = 32@ // integer values and handles 
000A: 262@ += 8500 // integer values 
0006: 261@ = 1 // integer values 

:WUZI1_10406
04AF: 281@ = unknown_wav_reference 28000 
0085: 283@ = 32@ // integer values and handles 
000A: 283@ += 6000 // integer values 

:WUZI1_10430
00D6: if 
0039:   260@ == 1 // integer values 
004D: jump_if_false @WUZI1_10593 
00D6: if 
0039:   263@ == 0 // integer values 
004D: jump_if_false @WUZI1_10493 
097A: (unknown) -2178.554 704.7785 54.2349 1153 
0006: 263@ = 1 // integer values 

:WUZI1_10493
00D6: if 
034E: move_object 50@ to -2178.87 711.556 57.523 speed 0.0 0.0 0.08 flag 0 
004D: jump_if_false @WUZI1_10593 
00D6: if 
0039:   263@ == 1 // integer values 
004D: jump_if_false @WUZI1_10593 
097A: (unknown) -2178.554 704.7785 54.2349 1154 
0006: 263@ = 2 // integer values 
0006: 260@ = 2 // integer values 

:WUZI1_10593
00D6: if 
0039:   261@ == 1 // integer values 
004D: jump_if_false @WUZI1_10637 
00D6: if 
001D:   32@ > 262@ // integer values 
004D: jump_if_false @WUZI1_10637 
0006: 261@ = 2 // integer values 

:WUZI1_10637
00D6: if 
0039:   261@ == 2 // integer values 
004D: jump_if_false @WUZI1_10793 
00D6: if 
0039:   263@ == 3 // integer values 
004D: jump_if_false @WUZI1_10700 
097A: (unknown) -2178.554 704.7785 54.2349 1153 
0006: 263@ = 4 // integer values 

:WUZI1_10700
00D6: if 
034E: move_object 50@ to -2178.87 711.556 54.523 speed 0.0 0.0 0.08 flag 0 
004D: jump_if_false @WUZI1_10793 
00D6: if 
0039:   263@ == 4 // integer values 
004D: jump_if_false @WUZI1_10793 
097A: (unknown) -2178.554 704.7785 54.2349 1154 
0006: 263@ = 5 // integer values 

:WUZI1_10793
00D6: if 
0039:   42@ == 10 // integer values 
004D: jump_if_false @WUZI1_10853 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_10853 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 1000 // integer values 
0006: 42@ = 11 // integer values 

:WUZI1_10853
00D6: if 
0039:   42@ == 11 // integer values 
004D: jump_if_false @WUZI1_11023 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_11023 
015F: set_camera_position -2172.674 674.1689 53.0772 0.0 0.0 0.0 
0160: point_camera -2173.268 673.4052 52.8255 2 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_10964 
0223: set_actor 134@ health_to 0 

:WUZI1_10964
00D6: if and
8119:   not car 101@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_10993 
05EB: assign_vehicle 101@ to_path 169 

:WUZI1_10993
07F7: set_object $2666 indestructible 1 
0006: 42@ = 14 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 600 // integer values 

:WUZI1_11023
00D6: if 
0039:   42@ == 14 // integer values 
004D: jump_if_false @WUZI1_11110 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_11110 
0723: break_object $2666 intensity 0 
097A: (unknown) -2177.422 662.1031 51.0185 1141 
0006: 42@ = 12 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 2800 // integer values 

:WUZI1_11110
00D6: if 
0039:   42@ == 12 // integer values 
004D: jump_if_false @WUZI1_11243 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_11243 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_11243 
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_11243 
068B: (unknown) 101@ 
0006: 42@ = 13 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 2000 // integer values 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.472 676.4617 48.8898 
05D7: add_point_to_scmpath -2178.472 695.4617 52.8898 

:WUZI1_11243
00D6: if 
0039:   42@ == 13 // integer values 
004D: jump_if_false @WUZI1_11408 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_11359 
00D6: if 
80DF:   not actor 138@ driving 
004D: jump_if_false @WUZI1_11359 
062E: (unknown) 138@ 1560 158@ 
00D6: if 
04A4:   158@ == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI1_11359 
0615: define_action_sequences 132@ 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_action_sequences_end 132@ 
0618: assign_actor 138@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_11359
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_11408 
0006: 42@ = 15 // integer values 
016A: fade 0 1000 ms 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 1000 // integer values 

:WUZI1_11408
00D6: if 
0039:   42@ == 15 // integer values 
004D: jump_if_false @WUZI1_13131 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_13131 
0006: 92@ = 0 // integer values 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_11473 
0108: destroy_object $2666 

:WUZI1_11473
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_11519 
00AB: put_car 101@ at -2174.727 673.9934 51.8769 
0175: set_car 101@ z_angle_to 337.6978 

:WUZI1_11519
0247: request_model #TRIADA 
0247: request_model #TRIADB 
07C0: load_path 169 

:WUZI1_11532
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
87C1:   not path 169 available 
004D: jump_if_false @WUZI1_11567 
0001: wait 0 ms 
0002: jump @WUZI1_11532 

:WUZI1_11567
00D6: if 
0119:   car 101@ wrecked 
004D: jump_if_false @WUZI1_11606 
00A5: 101@ = create_car #SENTINEL at -2174.727 673.9934 51.8769 

:WUZI1_11606
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_11651 
00D6: if 
860E:   not car 101@ is_assigned_to_existing_path 
004D: jump_if_false @WUZI1_11646 
05EB: assign_vehicle 101@ to_path 169 

:WUZI1_11646
06C5: (unknown) 101@ 

:WUZI1_11651
009B: destroy_actor_instantly 138@ 
009B: destroy_actor_instantly 139@ 
009B: destroy_actor_instantly 140@ 
009B: destroy_actor_instantly 141@ 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_11757 
00D6: if 
00DF:   actor 138@ driving 
004D: jump_if_false @WUZI1_11730 
0362: remove_actor 138@ from_car_and_place_at -2176.649 669.7497 50.7274 
0002: jump @WUZI1_11750 

:WUZI1_11730
00A1: put_actor 138@ at -2176.649 669.7497 50.7274 

:WUZI1_11750
0002: jump @WUZI1_11781 

:WUZI1_11757
009A: 138@ = create_actor 24 #DNB1 at -2176.649 669.7497 50.7274 

:WUZI1_11781
0173: set_actor 138@ z_angle_to 34.4985 
00D6: if 
8118:   not actor 139@ dead 
004D: jump_if_false @WUZI1_11877 
00D6: if 
00DF:   actor 139@ driving 
004D: jump_if_false @WUZI1_11850 
0362: remove_actor 139@ from_car_and_place_at -2172.771 671.1902 51.1101 
0002: jump @WUZI1_11870 

:WUZI1_11850
00A1: put_actor 139@ at -2172.771 671.1902 51.1101 

:WUZI1_11870
0002: jump @WUZI1_11901 

:WUZI1_11877
009A: 139@ = create_actor 24 #DNB2 at -2172.771 671.1902 51.1101 

:WUZI1_11901
0173: set_actor 139@ z_angle_to 28.6454 
00D6: if 
8118:   not actor 140@ dead 
004D: jump_if_false @WUZI1_11997 
00D6: if 
00DF:   actor 140@ driving 
004D: jump_if_false @WUZI1_11970 
0362: remove_actor 140@ from_car_and_place_at -2176.143 676.2279 52.4792 
0002: jump @WUZI1_11990 

:WUZI1_11970
00A1: put_actor 140@ at -2176.143 676.2279 52.4792 

:WUZI1_11990
0002: jump @WUZI1_12021 

:WUZI1_11997
009A: 140@ = create_actor 24 #DNB3 at -2176.143 676.2279 52.4792 

:WUZI1_12021
0173: set_actor 140@ z_angle_to 6.8518 
00D6: if 
8118:   not actor 141@ dead 
004D: jump_if_false @WUZI1_12117 
00D6: if 
00DF:   actor 141@ driving 
004D: jump_if_false @WUZI1_12090 
0362: remove_actor 141@ from_car_and_place_at -2177.82 675.736 52.3458 
0002: jump @WUZI1_12110 

:WUZI1_12090
00A1: put_actor 141@ at -2177.82 675.736 52.3458 

:WUZI1_12110
0002: jump @WUZI1_12141 

:WUZI1_12117
009A: 141@ = create_actor 24 #DNB2 at -2177.82 675.736 52.3458 

:WUZI1_12141
0173: set_actor 141@ z_angle_to 6.2257 
01B2: give_actor 138@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 138@ weapon_accuracy_to 60 
02E2: set_actor 139@ weapon_accuracy_to 60 
02E2: set_actor 140@ weapon_accuracy_to 60 
02E2: set_actor 141@ weapon_accuracy_to 60 
074E: (unknown) 138@ 30.0 8 
074E: (unknown) 139@ 30.0 8 
074E: (unknown) 140@ 30.0 8 
074E: (unknown) 141@ 30.0 8 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 141@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2176.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 140@ flags 6 0 
060F: (unknown) 138@ 40.0 
060F: (unknown) 139@ 40.0 
060F: (unknown) 140@ 40.0 
060F: (unknown) 141@ 40.0 
009B: destroy_actor_instantly 134@ 
009B: destroy_actor_instantly 135@ 
009B: destroy_actor_instantly 136@ 
009B: destroy_actor_instantly 137@ 
0187: 111@ = create_marker_above_actor 138@ 
0187: 112@ = create_marker_above_actor 139@ 
0187: 113@ = create_marker_above_actor 140@ 
0187: 114@ = create_marker_above_actor 141@ 
009A: 134@ = create_actor 4 #TRIADA at -2177.946 670.3361 50.8814 
009A: 135@ = create_actor 4 #TRIADB at -2182.442 704.3199 52.8984 
009A: 136@ = create_actor 4 #TRIADA at -2176.552 702.9572 52.8984 
009A: 137@ = create_actor 4 #TRIADB at -2178.468 707.6988 52.8971 
0173: set_actor 134@ z_angle_to 77.5 
0173: set_actor 135@ z_angle_to 229.921 
0173: set_actor 136@ z_angle_to 148.6859 
0173: set_actor 137@ z_angle_to 12.4516 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
05BE: AS_kill_actor 134@ 
05BE: AS_kill_actor 135@ 
05BE: AS_kill_actor 136@ 
05BE: AS_kill_actor 137@ 
060B: unknown_actor_use_entity 138@ 34@ 
060B: unknown_actor_use_entity 139@ 34@ 
060B: unknown_actor_use_entity 140@ 34@ 
060B: unknown_actor_use_entity 141@ 34@ 
0856: (unknown) 138@ 0 
0856: (unknown) 139@ 0 
0350: unknown_actor 138@ not_scared_flag 1 
0350: unknown_actor 139@ not_scared_flag 1 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @WUZI1_12693 
00A5: 99@ = create_car #SENTINEL at -2174.429 703.2332 52.8918 
0175: set_car 99@ z_angle_to 218.7637 
070C: (unknown) 99@ 

:WUZI1_12693
00D6: if 
8119:   not car 100@ wrecked 
004D: jump_if_false @WUZI1_12747 
00A5: 100@ = create_car #SENTINEL at -2183.575 705.0761 52.8984 
0175: set_car 100@ z_angle_to 347.2325 
070C: (unknown) 100@ 

:WUZI1_12747
0249: release_model #MICRO_UZI 
0249: release_model #DNB1 
0249: release_model #DNB3 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @WUZI1_12796 
01BC: put_object 50@ at -2178.87 711.556 54.523 

:WUZI1_12796
0001: wait 1000 ms 
00BE: text_clear_all 
088D: (unknown) -2175.213 662.718 50.8582 10.5 -70 1 
088D: (unknown) -2175.213 662.718 50.8582 10.5 -213 1 
0006: 71@ = 4 // integer values 
0006: 38@ = 0 // integer values 
0006: 200@ = 1 // integer values 
0006: 77@ = 0 // integer values 
0006: 96@ = 1 // integer values 
0004: $7248 = 0 // integer values 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_13014 
0792: (unknown) 35@ 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2178.972 704.3181 52.8971 
00A1: put_actor 35@ at -2180.423 703.6827 52.8971 
0173: set_actor $PLAYER_ACTOR z_angle_to 190.0 
0173: set_actor 35@ z_angle_to 196.0 
0223: set_actor 35@ health_to 250 
01B9: set_actor 35@ armed_weapon_to 28 

:WUZI1_13014
0004: $7247 = 100 // integer values 
03C4: set_status_text_to $7247 1 'WZ1_19'  // Woozie
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_13080 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
09DD: (unknown) 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 

:WUZI1_13080
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 196@ 
0085: 277@ = 32@ // integer values and handles 
000A: 277@ += 3000 // integer values 
0006: 754@ = 0 // integer values 
04EF: release_animation "WUZI" 
016A: fade 1 1000 ms 
0001: wait 1000 ms 

:WUZI1_13131
0051: return 

:WUZI1_13133
00D6: if 
0039:   264@ == 0 // integer values 
004D: jump_if_false @WUZI1_13190 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_13190 
0006: 637@ = 30 // integer values 
0006: 264@ = 1 // integer values 
0006: 73@ = 1 // integer values 

:WUZI1_13190
00D6: if 
0039:   264@ == 1 // integer values 
004D: jump_if_false @WUZI1_13249 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_13249 
00BB: text_lowpriority 'WZ1_B1' 4000 ms 1  // ~s~Menj ki a siktorbl s vdd meg Wooziet!
0006: 264@ = 2 // integer values 

:WUZI1_13249
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @WUZI1_13645 
00D6: if 
0039:   636@ == 1 // integer values 
004D: jump_if_false @WUZI1_13645 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_13645 
00D6: if 
0039:   265@ == 0 // integer values 
004D: jump_if_false @WUZI1_13427 
00D6: if and
80A4:   not actor $PLAYER_ACTOR 0 -2170.185 719.1667 63.8637 -2239.236 594.3701 37.2048 
80A4:   not actor 35@ 0 -2170.185 719.1667 63.8637 -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_13427 
00BB: text_lowpriority 'WZ1_B3' 5000 ms 1  // ~s~Ha most lelpsz, Woozienak vge. Menj vissza s csinld ki a maradk ~r~ellensget!
0006: 265@ = 1 // integer values 

:WUZI1_13427
00D6: if 
0039:   265@ == 1 // integer values 
004D: jump_if_false @WUZI1_13645 
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 -2170.185 719.1667 63.8637 -2239.236 594.3701 37.2048 
00A4:   actor 35@ 0 -2170.185 719.1667 63.8637 -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_13537 
0006: 265@ = 0 // integer values 

:WUZI1_13537
00D6: if and
80A4:   not actor $PLAYER_ACTOR 0 -2100.185 779.1667 93.8637 -2279.236 534.3701 7.2048 
80A4:   not actor 35@ 0 -2100.185 779.1667 93.8637 -2279.236 534.3701 7.2048 
004D: jump_if_false @WUZI1_13645 
00BB: text_lowpriority 'VAL_A9' 4000 ms 1  // ~r~Tlsgosan is letrtl az trl.
0006: 36@ = 1 // integer values 

:WUZI1_13645
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2179.776 654.5721 51.7195 -2172.287 632.6477 48.3312 
004D: jump_if_false @WUZI1_13767 
0006: 71@ = 5 // integer values 
0006: 42@ = 8 // integer values 
0006: 77@ = 7 // integer values 
0085: 41@ = 32@ // integer values and handles 
000A: 41@ += 2000 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 754@ = 1 // integer values 
0085: 266@ = 32@ // integer values and handles 
000A: 266@ += 2500 // integer values 

:WUZI1_13767
0051: return 

:WUZI1_13769
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @WUZI1_13814 
0006: 39@ = 1 // integer values 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @WUZI1_13814 
0006: 40@ = 1 // integer values 

:WUZI1_13814
00D6: if 
08D0: (unknown) 
004D: jump_if_false @WUZI1_13892 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @WUZI1_13885 
00D6: if 
001D:   32@ > 266@ // integer values 
004D: jump_if_false @WUZI1_13885 
0006: 42@ = 8 // integer values 
0006: 159@ = 0 // integer values 
0006: 636@ = 6 // integer values 

:WUZI1_13885
0002: jump @WUZI1_13917 

:WUZI1_13892
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @WUZI1_13917 
0006: 40@ = 0 // integer values 

:WUZI1_13917
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @WUZI1_14438 
00D6: if 
001D:   32@ > 41@ // integer values 
004D: jump_if_false @WUZI1_14438 
0006: 42@ = 1 // integer values 
0006: 637@ = 47 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2176.936 641.8041 49.2832 0.0 0.0 0.0 
0160: point_camera -2177.295 642.7374 49.3052 2 
03BA: clear_cars_from_cube -2179.249 659.2075 50.1335 -2172.263 641.8954 50.377 
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_14156 
00D6: if 
00B1:   car 101@ 0 -2182.094 653.1942 50.6565 -2173.951 636.2528 47.0812 
004D: jump_if_false @WUZI1_14156 
00AB: put_car 101@ at -2175.715 636.0 48.445 
0175: set_car 101@ z_angle_to 306.9228 

:WUZI1_14156
009A: 146@ = create_actor 24 #DNB1 at -2218.225 636.991 53.9509 
074E: (unknown) 146@ 30.0 8 
0350: unknown_actor 146@ not_scared_flag 1 
02E2: set_actor 146@ weapon_accuracy_to 100 
060B: unknown_actor_use_entity 146@ 34@ 
01B2: give_actor 146@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: (unknown) 146@ 20 
0667: AS_actor 146@ aim_at_point -2182.917 645.9363 48.9215 -2 ms 
0173: set_actor 146@ z_angle_to 289.0 
04EB: AS_actor 146@ crouch 1 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @WUZI1_14354 
00D6: if 
00B0:   car 102@ 0 -2187.034 633.111 -2172.262 660.5647 
004D: jump_if_false @WUZI1_14354 
00AB: put_car 102@ at -2176.387 641.4572 50.5019 
0175: set_car 102@ z_angle_to 320.0 

:WUZI1_14354
00D6: if 
8119:   not car 103@ wrecked 
004D: jump_if_false @WUZI1_14438 
00D6: if 
00B0:   car 103@ 0 -2187.034 633.111 -2172.262 660.5647 
004D: jump_if_false @WUZI1_14438 
00AB: put_car 103@ at -2175.383 640.9232 50.5734 
0175: set_car 103@ z_angle_to 320.0 

:WUZI1_14438
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @WUZI1_14644 
0792: (unknown) $PLAYER_ACTOR 
015F: set_camera_position -2176.936 641.8041 49.2832 0.0 0.0 0.0 
0160: point_camera -2177.295 642.7374 49.3052 2 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_14577 
0792: (unknown) 35@ 
00A1: put_actor 35@ at -2175.697 650.9794 48.4429 
05D3: AS_actor 35@ go_to_point -2179.958 641.7931 48.4453 speed 4 -2 ms 

:WUZI1_14577
00A1: put_actor $PLAYER_ACTOR at -2176.897 650.9794 48.4429 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2180.958 641.7931 48.4453 speed 4 -2 ms 
0006: 42@ = 2 // integer values 
0085: 41@ = 32@ // integer values and handles 
000A: 41@ += 2500 // integer values 

:WUZI1_14644
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @WUZI1_14750 
00D6: if 
001D:   32@ > 41@ // integer values 
004D: jump_if_false @WUZI1_14750 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_14720 
0668: AS_actor 146@ rotate_to_point -2179.924 646.69 48.4548 200 ms 

:WUZI1_14720
0085: 41@ = 32@ // integer values and handles 
000A: 41@ += 300 // integer values 
0006: 42@ = 3 // integer values 
0006: 75@ = 0 // integer values 

:WUZI1_14750
00D6: if 
0039:   42@ == 3 // integer values 
004D: jump_if_false @WUZI1_14934 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @WUZI1_14867 
00D6: if 
001D:   32@ > 41@ // integer values 
004D: jump_if_false @WUZI1_14867 
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.0 -1.0 time_on_ground 1000 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_14844 
05C3: actor 35@ hands_cower 

:WUZI1_14844
0085: 41@ = 32@ // integer values and handles 
000A: 41@ += 400 // integer values 
0006: 75@ = 1 // integer values 

:WUZI1_14867
00D6: if 
0039:   75@ == 1 // integer values 
004D: jump_if_false @WUZI1_14934 
00D6: if 
001D:   32@ > 41@ // integer values 
004D: jump_if_false @WUZI1_14934 
0006: 42@ = 4 // integer values 
0006: 637@ = 36 // integer values 
0085: 41@ = 32@ // integer values and handles 
000A: 41@ += 1000 // integer values 

:WUZI1_14934
00D6: if 
0039:   42@ == 4 // integer values 
004D: jump_if_false @WUZI1_15113 
00D6: if 
001D:   32@ > 41@ // integer values 
004D: jump_if_false @WUZI1_15113 
015F: set_camera_position -2220.552 639.9709 53.7095 0.0 0.0 0.0 
0160: point_camera -2219.638 639.5733 53.7963 2 
00A1: put_actor $PLAYER_ACTOR at -2178.298 648.3584 48.4429 
0173: set_actor $PLAYER_ACTOR z_angle_to 133.2868 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_15090 
0667: AS_actor 146@ aim_at_point -2184.709 635.0774 49.4781 -2 ms 

:WUZI1_15090
0085: 41@ = 32@ // integer values and handles 
000A: 41@ += 2500 // integer values 
0006: 42@ = 5 // integer values 

:WUZI1_15113
00D6: if 
0039:   42@ == 5 // integer values 
004D: jump_if_false @WUZI1_15593 
00D6: if 
001D:   32@ > 41@ // integer values 
004D: jump_if_false @WUZI1_15593 
009A: 147@ = create_actor 24 #DNB2 at -2219.587 643.4511 48.4472 
009A: 148@ = create_actor 24 #DNB3 at -2223.587 642.4511 48.4472 
009A: 149@ = create_actor 24 #DNB2 at -2227.587 644.4511 48.4472 
009A: 150@ = create_actor 24 #DNB3 at -2230.587 643.4511 48.4472 
074E: (unknown) 147@ 30.0 8 
074E: (unknown) 148@ 30.0 8 
074E: (unknown) 149@ 30.0 8 
074E: (unknown) 150@ 30.0 8 
02E2: set_actor 147@ weapon_accuracy_to 80 
02E2: set_actor 148@ weapon_accuracy_to 80 
02E2: set_actor 149@ weapon_accuracy_to 80 
02E2: set_actor 150@ weapon_accuracy_to 85 
060B: unknown_actor_use_entity 147@ 34@ 
060B: unknown_actor_use_entity 148@ 34@ 
060B: unknown_actor_use_entity 149@ 34@ 
060B: unknown_actor_use_entity 150@ 34@ 
05D3: AS_actor 147@ go_to_point -2194.902 645.9846 48.4453 speed 6 -2 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2200.209 644.2397 48.4429 
05D7: add_point_to_scmpath -2199.939 641.5246 48.4429 
0350: unknown_actor 147@ not_scared_flag 1 
0350: unknown_actor 148@ not_scared_flag 1 
0350: unknown_actor 149@ not_scared_flag 1 
0350: unknown_actor 150@ not_scared_flag 1 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 5000 // Load the weapon model before using this 
0615: define_action_sequences 132@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_action_sequences_end 132@ 
0618: assign_actor 148@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
05D3: AS_actor 149@ go_to_point -2204.851 641.7612 48.4429 speed 6 -2 ms 
05D3: AS_actor 150@ go_to_point -2214.371 641.3669 48.4515 speed 6 -2 ms 
0085: 41@ = 32@ // integer values and handles 
000A: 41@ += 500 // integer values 
0006: 42@ = 6 // integer values 

:WUZI1_15593
00D6: if 
0039:   42@ == 6 // integer values 
004D: jump_if_false @WUZI1_15711 
00D6: if 
001D:   32@ > 41@ // integer values 
004D: jump_if_false @WUZI1_15711 
015F: set_camera_position -2229.436 644.2267 48.4907 0.0 0.0 0.0 
0160: point_camera -2228.486 643.9835 48.6883 2 
0006: 637@ = 46 // integer values 
0085: 41@ = 32@ // integer values and handles 
000A: 41@ += 3000 // integer values 
0006: 42@ = 7 // integer values 

:WUZI1_15711
00D6: if 
0039:   42@ == 7 // integer values 
004D: jump_if_false @WUZI1_15755 
00D6: if 
001D:   32@ > 41@ // integer values 
004D: jump_if_false @WUZI1_15755 
0006: 42@ = 8 // integer values 

:WUZI1_15755
00D6: if 
0039:   42@ == 8 // integer values 
004D: jump_if_false @WUZI1_16451 
00D6: if 
856D:   not carcass_of_actor 146@ valid 
004D: jump_if_false @WUZI1_15862 
009A: 146@ = create_actor 24 #DNB3 at -2218.225 636.991 53.9509 
0350: unknown_actor 146@ not_scared_flag 1 
060B: unknown_actor_use_entity 146@ 34@ 
01B2: give_actor 146@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: (unknown) 146@ 20 
0173: set_actor 146@ z_angle_to 289.0 
04EB: AS_actor 146@ crouch 1 

:WUZI1_15862
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_15885 
02E2: set_actor 146@ weapon_accuracy_to 50 

:WUZI1_15885
009B: destroy_actor_instantly 147@ 
009B: destroy_actor_instantly 148@ 
009B: destroy_actor_instantly 149@ 
009B: destroy_actor_instantly 150@ 
009A: 147@ = create_actor 24 #DNB1 at -2203.491 647.0372 48.4453 
009A: 148@ = create_actor 24 #DNB2 at -2200.694 637.1932 48.4429 
009A: 149@ = create_actor 24 #DNB3 at -2196.943 635.1917 48.4429 
009A: 150@ = create_actor 24 #DNB1 at -2214.378 641.6099 48.4484 
0173: set_actor 147@ z_angle_to 255.1494 
0173: set_actor 148@ z_angle_to 285.6451 
0173: set_actor 149@ z_angle_to 295.4749 
0173: set_actor 150@ z_angle_to 277.3081 
02E2: set_actor 147@ weapon_accuracy_to 60 
02E2: set_actor 148@ weapon_accuracy_to 60 
02E2: set_actor 149@ weapon_accuracy_to 60 
02E2: set_actor 150@ weapon_accuracy_to 60 
07DD: (unknown) 147@ 85 
07DD: (unknown) 148@ 85 
07DD: (unknown) 149@ 85 
07DD: (unknown) 150@ 85 
05C5: AS_actor 147@ cower 1000 ms 
05C5: AS_actor 149@ cower 3000 ms 
0350: unknown_actor 147@ not_scared_flag 1 
0350: unknown_actor 148@ not_scared_flag 1 
0350: unknown_actor 149@ not_scared_flag 1 
0350: unknown_actor 150@ not_scared_flag 1 
060F: (unknown) 147@ 40.0 
060F: (unknown) 148@ 40.0 
060F: (unknown) 149@ 40.0 
060F: (unknown) 150@ 40.0 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 5000 // Load the weapon model before using this 
009A: 151@ = create_actor 24 #DNB1 at -2205.344 648.4099 48.4429 
074E: (unknown) 151@ 30.0 8 
01B2: give_actor 151@ weapon 28 ammo 500 // Load the weapon model before using this 
0173: set_actor 151@ z_angle_to 270.0 
0350: unknown_actor 151@ not_scared_flag 1 
0187: 120@ = create_marker_above_actor 147@ 
0187: 121@ = create_marker_above_actor 148@ 
0187: 122@ = create_marker_above_actor 149@ 
0187: 123@ = create_marker_above_actor 150@ 
0187: 124@ = create_marker_above_actor 151@ 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_16353 
0164: disable_marker 119@ 
0187: 119@ = create_marker_above_actor 146@ 

:WUZI1_16353
060B: unknown_actor_use_entity 147@ 34@ 
060B: unknown_actor_use_entity 148@ 34@ 
060B: unknown_actor_use_entity 149@ 34@ 
060B: unknown_actor_use_entity 150@ 34@ 
060B: unknown_actor_use_entity 151@ 34@ 
0006: 71@ = 6 // integer values 
0006: 200@ = 4 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 4000 // integer values 
0006: 77@ = 8 // integer values 
0006: 38@ = 0 // integer values 
0006: 265@ = 0 // integer values 
0006: 754@ = 0 // integer values 

:WUZI1_16451
0051: return 

:WUZI1_16453
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @WUZI1_16849 
00D6: if 
0039:   636@ == 1 // integer values 
004D: jump_if_false @WUZI1_16849 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_16849 
00D6: if 
0039:   265@ == 0 // integer values 
004D: jump_if_false @WUZI1_16631 
00D6: if and
80A4:   not actor $PLAYER_ACTOR 0 -2170.185 719.1667 63.8637 -2239.236 594.3701 37.2048 
80A4:   not actor 35@ 0 -2170.185 719.1667 63.8637 -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_16631 
00BB: text_lowpriority 'WZ1_B3' 5000 ms 1  // ~s~Ha most lelpsz, Woozienak vge. Menj vissza s csinld ki a maradk ~r~ellensget!
0006: 265@ = 1 // integer values 

:WUZI1_16631
00D6: if 
0039:   265@ == 1 // integer values 
004D: jump_if_false @WUZI1_16849 
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 -2170.185 719.1667 63.8637 -2239.236 594.3701 37.2048 
00A4:   actor 35@ 0 -2170.185 719.1667 63.8637 -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_16741 
0006: 265@ = 0 // integer values 

:WUZI1_16741
00D6: if and
80A4:   not actor $PLAYER_ACTOR 0 -2100.185 779.1667 93.8637 -2279.236 534.3701 7.2048 
80A4:   not actor 35@ 0 -2100.185 779.1667 93.8637 -2279.236 534.3701 7.2048 
004D: jump_if_false @WUZI1_16849 
00BB: text_lowpriority 'VAL_A9' 4000 ms 1  // ~r~Tlsgosan is letrtl az trl.
0006: 36@ = 1 // integer values 

:WUZI1_16849
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @WUZI1_16931 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_16931 
00D6: if 
02E0:   actor 146@ aggressive 
004D: jump_if_false @WUZI1_16931 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_16931 
0006: 637@ = 36 // integer values 
0006: 267@ = 1 // integer values 

:WUZI1_16931
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @WUZI1_17013 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_17013 
00D6: if 
02E0:   actor 146@ aggressive 
004D: jump_if_false @WUZI1_17013 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_17013 
0006: 637@ = 43 // integer values 
0006: 267@ = 2 // integer values 

:WUZI1_17013
00D6: if 
0039:   95@ == 10 // integer values 
004D: jump_if_false @WUZI1_17104 
0006: 71@ = 7 // integer values 
0006: 42@ = 0 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 2500 // integer values 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #SNIPER 
0249: release_model #SANCHEZ 
04EF: release_animation "WUZI" 
0873: release_path 169 
0873: release_path 139 
0006: 265@ = 0 // integer values 

:WUZI1_17104
0051: return 

:WUZI1_17106
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @WUZI1_17257 
00D6: if 
0039:   636@ == 1 // integer values 
004D: jump_if_false @WUZI1_17257 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_17257 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_17181 
06C9: remove_actor 35@ from_group 

:WUZI1_17181
0151: remove_status_text $7247 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
07C0: load_path 136 
07C0: load_path 137 
07C0: load_path 138 
0006: 637@ = 55 // integer values 
0004: $7248 = 1 // integer values 
0006: 754@ = 1 // integer values 
0006: 42@ = 6 // integer values 
0006: 72@ = 0 // integer values 

:WUZI1_17257
00D6: if 
0039:   42@ == 6 // integer values 
004D: jump_if_false @WUZI1_17995 
00D6: if 
0039:   636@ == 1 // integer values 
004D: jump_if_false @WUZI1_17995 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_17995 
00D6: if and
001D:   32@ > 159@ // integer values 
07C1:   path 136 available 
07C1:   path 137 available 
07C1:   path 138 available 
004D: jump_if_false @WUZI1_17995 
0006: 754@ = 0 // integer values 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_17412 
020A: set_car 104@ door_status_to 1 
0519: lock_vehicle 104@ in_current_position 0 
00AB: put_car 104@ at -2218.93 642.3626 48.4475 
0175: set_car 104@ z_angle_to 267.1711 

:WUZI1_17412
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_17447 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:WUZI1_17447
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_17480 
0792: (unknown) 35@ 
04EB: AS_actor 35@ crouch 0 

:WUZI1_17480
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @WUZI1_17501 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 

:WUZI1_17501
015F: set_camera_position -2212.125 644.6052 51.6509 0.0 0.0 0.0 
0160: point_camera -2213.062 644.5379 51.3082 2 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_17698 
00A1: put_actor $PLAYER_ACTOR at -2212.38 643.0919 48.4466 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 104@ -2 ms 
02AC: set_car 104@ immunities 1 1 1 1 1 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_17698 
07DD: (unknown) 35@ 80 
077A: set_actor 35@ aggressive_to_pedgroup 4 type 24 
00A1: put_actor 35@ at -2217.78 640.998 48.4549 
0173: set_actor 35@ z_angle_to 77.0 
05CA: AS_actor 35@ enter_car 104@ passenger_seat 0 2600 ms 

:WUZI1_17698
0006: 130@ = 0 // integer values 

:WUZI1_17705
00D6: if 
001B:   18 > 130@ // integer values 
004D: jump_if_false @WUZI1_17746 
01C2: remove_references_to_actor 138@(130@,18i) // Like turning an actor into a random pedestrian 
000A: 130@ += 1 // integer values 
0002: jump @WUZI1_17705 

:WUZI1_17746
00A5: 105@ = create_car #SENTINEL at -2245.343 715.4953 48.4375 
0175: set_car 105@ z_angle_to 180.0 
0129: 138@ = create_actor 24 #DNB2 in_car 105@ driverseat 
01C8: 139@ = create_actor 24 #DNB3 in_car 105@ passenger_seat 0 
01B2: give_actor 139@ weapon 28 ammo 5000 // Load the weapon model before using this 
05EB: assign_vehicle 105@ to_path 136 
00A5: 106@ = create_car #SENTINEL at -2251.676 612.6026 42.259 
0175: set_car 106@ z_angle_to 0.0 
0129: 140@ = create_actor 24 #DNB1 in_car 106@ driverseat 
01C8: 141@ = create_actor 24 #DNB2 in_car 106@ passenger_seat 0 
01B2: give_actor 141@ weapon 28 ammo 5000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 138@ 34@ 
060B: unknown_actor_use_entity 139@ 34@ 
060B: unknown_actor_use_entity 140@ 34@ 
060B: unknown_actor_use_entity 141@ 34@ 
0708: unknown_add_entity_item 34@ 36 
0708: unknown_add_entity_item 34@ 79 
0709: unknown_set_entity_item 34@ 36 1022 0.0 100.0 0.0 0.0 1 0 
0006: 42@ = 7 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 2600 // integer values 

:WUZI1_17995
00D6: if 
0039:   42@ == 7 // integer values 
004D: jump_if_false @WUZI1_18090 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_18090 
015F: set_camera_position -2217.869 642.181 49.7208 0.0 0.0 0.0 
0160: point_camera -2218.82 642.4485 49.5654 2 
0006: 42@ = 8 // integer values 

:WUZI1_18090
00D6: if 
0039:   42@ == 8 // integer values 
004D: jump_if_false @WUZI1_18171 
00D6: if and
8119:   not car 105@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_18171 
00AA: store_car 105@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   653.8901 > $TEMPVAR_FLOAT_2 // floating-point values 
004D: jump_if_false @WUZI1_18171 
0006: 42@ = 9 // integer values 

:WUZI1_18171
00D6: if 
0039:   42@ == 9 // integer values 
004D: jump_if_false @WUZI1_18294 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_18294 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_18221 

:WUZI1_18221
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 3000 ms 
0006: 637@ = 60 // integer values 
0006: 42@ = 10 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 3200 // integer values 

:WUZI1_18294
00D6: if 
0039:   42@ == 10 // integer values 
004D: jump_if_false @WUZI1_18414 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_18414 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_18414 
01EC: make_car 104@ very_heavy 1 
05EB: assign_vehicle 104@ to_path 138 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_18391 
05EC: release_vehicle 105@ from_path 
05EB: assign_vehicle 105@ to_path 137 

:WUZI1_18391
0006: 42@ = 11 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 2000 // integer values 

:WUZI1_18414
00D6: if 
0039:   42@ == 11 // integer values 
004D: jump_if_false @WUZI1_18569 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_18569 
015F: set_camera_position -2251.02 649.9792 52.244 0.0 0.0 0.0 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_18526 
00AA: store_car 105@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:WUZI1_18526
097A: (unknown) -2243.918 642.959 49.6897 1140 
0006: 42@ = 12 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 800 // integer values 

:WUZI1_18569
00D6: if 
0039:   42@ == 12 // integer values 
004D: jump_if_false @WUZI1_18637 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_18637 
0085: 270@ = 32@ // integer values and handles 
0006: 42@ = 13 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 2500 // integer values 

:WUZI1_18637
00D6: if 
0039:   42@ == 13 // integer values 
004D: jump_if_false @WUZI1_18869 
0085: 271@ = 32@ // integer values and handles 
0062: 271@ -= 270@ // integer values 
0093: 225@ = integer_to_float 271@ 
0087: 226@ = 225@ // floating-point values only 
0017: 226@ /= 2500.0 // floating-point values 
00D6: if and
8119:   not car 104@ wrecked 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_18843 
00AA: store_car 105@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AA: store_car 104@ position_to 228@ 229@ 230@ 
0087: 268@ = 228@ // floating-point values only 
0065: 268@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 269@ = 229@ // floating-point values only 
0065: 269@ -= $TEMPVAR_FLOAT_2 // floating-point values 
006B: 268@ *= 226@ // floating-point values 
006B: 269@ *= 226@ // floating-point values 
0017: 268@ /= 2.0 // floating-point values 
0017: 269@ /= 2.0 // floating-point values 
005D: 268@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 269@ += $TEMPVAR_FLOAT_2 // floating-point values 
0160: point_camera 268@ 269@ $TEMPVAR_FLOAT_3 2 

:WUZI1_18843
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_18869 
0006: 42@ = 14 // integer values 

:WUZI1_18869
00D6: if 
0039:   42@ == 14 // integer values 
004D: jump_if_false @WUZI1_18966 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_18940 
01EC: make_car 104@ very_heavy 0 
02AC: set_car 104@ immunities 0 0 0 0 0 

:WUZI1_18940
0006: 71@ = 8 // integer values 
0006: 38@ = 0 // integer values 
0006: 637@ = 63 // integer values 
0164: disable_marker 108@ 

:WUZI1_18966
0051: return 

:WUZI1_18968
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @WUZI1_19261 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_19051 
077A: set_actor 35@ aggressive_to_pedgroup 4 type 24 
07DD: (unknown) 35@ 80 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 

:WUZI1_19051
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_19181 
00D6: if and
8119:   not car 105@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_19124 
06E1: unknown_action_sequence 138@ 105@ 104@ 2 20.0 3 
0224: set_car 105@ health_to 800 
0187: 109@ = create_marker_above_actor 138@ 

:WUZI1_19124
00D6: if and
8119:   not car 106@ wrecked 
8118:   not actor 140@ dead 
004D: jump_if_false @WUZI1_19181 
06E1: unknown_action_sequence 140@ 106@ 104@ 2 20.0 3 
0224: set_car 106@ health_to 800 
0187: 110@ = create_marker_above_actor 140@ 

:WUZI1_19181
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_19212 
0224: set_car 104@ health_to 3000 
053F: set_car 104@ tires_vulnerable 0 

:WUZI1_19212
0006: 81@ = 1 // integer values 
0006: 82@ = 1 // integer values 
0006: 73@ = 1 // integer values 
0006: 72@ = 0 // integer values 
0006: 38@ = 1 // integer values 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 

:WUZI1_19261
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @WUZI1_19631 
00D6: if 
0039:   272@ == 0 // integer values 
004D: jump_if_false @WUZI1_19338 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_19338 
0006: 272@ = 1 // integer values 
00BB: text_lowpriority 'WZ1_37' 4000 ms 1  // ~s~Segts Woozienak sztlni a  ~r~kocsikat~s~.

:WUZI1_19338
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @WUZI1_19416 
00D6: if 
0118:   actor 138@ dead 
004D: jump_if_false @WUZI1_19416 
00D6: if 
0039:   273@ == 0 // integer values 
004D: jump_if_false @WUZI1_19404 
0006: 273@ = 1 // integer values 
0006: 637@ = 64 // integer values 

:WUZI1_19404
0164: disable_marker 109@ 
0006: 81@ = 0 // integer values 

:WUZI1_19416
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @WUZI1_19494 
00D6: if 
0118:   actor 140@ dead 
004D: jump_if_false @WUZI1_19494 
00D6: if 
0039:   273@ == 0 // integer values 
004D: jump_if_false @WUZI1_19482 
0006: 273@ = 1 // integer values 
0006: 637@ = 64 // integer values 

:WUZI1_19482
0164: disable_marker 110@ 
0006: 82@ = 0 // integer values 

:WUZI1_19494
00D6: if and
0039:   81@ == 0 // integer values 
0039:   82@ == 0 // integer values 
004D: jump_if_false @WUZI1_19631 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_19631 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @WUZI1_19631 
0006: 637@ = 65 // integer values 
0006: 638@ = 3 // integer values 
0006: 38@ = 2 // integer values 
0164: disable_marker 107@ 
018A: 107@ = create_checkpoint_at -2151.589 639.5962 51.218 
0006: 73@ = 1 // integer values 
0006: 72@ = 0 // integer values 

:WUZI1_19631
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @WUZI1_19859 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_19708 
00D6: if 
0039:   274@ == 0 // integer values 
004D: jump_if_false @WUZI1_19708 
0006: 274@ = 1 // integer values 
00BB: text_lowpriority 'WZ1_39' 4000 ms 1  // ~s~Vidd vissza Woozie-t a ~y~helyre~s~.

:WUZI1_19708
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @WUZI1_19859 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2150.165 642.3364 51.2188 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI1_19859 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_19859 
00D6: if 
00FE:   actor 35@ 0 -2150.165 642.3364 51.2188 radius 8.0 8.0 8.0 
004D: jump_if_false @WUZI1_19859 
0006: 71@ = 9 // integer values 
0006: 42@ = 0 // integer values 
0006: 637@ = 68 // integer values 

:WUZI1_19859
0051: return 

:WUZI1_19861
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @WUZI1_19955 
0006: 73@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_19932 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 

:WUZI1_19932
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 3000 // integer values 
0006: 42@ = 1 // integer values 

:WUZI1_19955
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @WUZI1_20247 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_20247 
015F: set_camera_position -2156.872 649.7653 51.6094 0.0 0.0 0.0 
0160: point_camera -2156.362 648.9217 51.7758 2 
02A3: toggle_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_20100 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00AB: put_car $TEMPVAR_ACTOR_CAR at -2150.165 642.3364 51.2188 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 0.0 

:WUZI1_20100
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_20224 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2155.15 645.1982 51.2293 
05D7: add_point_to_scmpath -2162.023 645.1555 51.7499 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @WUZI1_20215 
06C9: remove_actor 35@ from_group 
0615: define_action_sequences 132@ 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 132@ 
0618: assign_actor 35@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0002: jump @WUZI1_20224 

:WUZI1_20215
05D8: AS_assign_scmpath to_actor 35@ flags 6 0 

:WUZI1_20224
0006: 42@ = 2 // integer values 
0085: 159@ = 32@ // integer values and handles 
000A: 159@ += 5000 // integer values 

:WUZI1_20247
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @WUZI1_20334 
00D6: if 
001D:   32@ > 159@ // integer values 
004D: jump_if_false @WUZI1_20334 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_20313 
009B: destroy_actor_instantly 35@ 

:WUZI1_20313
0006: 37@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 71@ = 10 // integer values 

:WUZI1_20334
0051: return 

:WUZI1_20336
00D6: if 
0019:   200@ > 0 // integer values 
004D: jump_if_false @WUZI1_20474 
0006: 130@ = 0 // integer values 
0006: 95@ = 0 // integer values 

:WUZI1_20368
00D6: if 
001B:   18 > 130@ // integer values 
004D: jump_if_false @WUZI1_20474 
00D6: if 
056D:   carcass_of_actor 138@(130@,18i) valid 
004D: jump_if_false @WUZI1_20460 
00D6: if 
0118:   actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_20460 
0164: disable_marker 111@(130@,18i) 
00D6: if 
0019:   130@ > 7 // integer values 
004D: jump_if_false @WUZI1_20460 
000A: 95@ += 1 // integer values 

:WUZI1_20460
000A: 130@ += 1 // integer values 
0002: jump @WUZI1_20368 

:WUZI1_20474
00D6: if 
0039:   200@ == 1 // integer values 
004D: jump_if_false @WUZI1_21166 
00D6: if or
0022:   676.0 > $TEMPVAR_Y_COORD // floating-point values 
0023:   676.0 > 229@ // floating-point values 
004D: jump_if_false @WUZI1_21166 
00A5: 102@ = create_car #SANCHEZ at -2191.274 644.4189 48.4453 
00A5: 103@ = create_car #SANCHEZ at -2200.205 644.3219 48.4429 
0175: set_car 102@ z_angle_to 270.0 
0175: set_car 103@ z_angle_to 270.0 
0249: release_model #SANCHEZ 
07C0: load_path 139 
0129: 142@ = create_actor 24 #DNB3 in_car 102@ driverseat 
01C8: 143@ = create_actor 24 #DNB1 in_car 102@ passenger_seat 0 
0129: 144@ = create_actor 24 #DNB2 in_car 103@ driverseat 
01C8: 145@ = create_actor 24 #DNB3 in_car 103@ passenger_seat 0 
0249: release_model #DNB1 
0249: release_model #DNB2 
01B2: give_actor 142@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 143@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 144@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 145@ weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 142@ weapon_accuracy_to 80 
02E2: set_actor 143@ weapon_accuracy_to 85 
02E2: set_actor 144@ weapon_accuracy_to 90 
02E2: set_actor 145@ weapon_accuracy_to 85 
0187: 115@ = create_marker_above_actor 142@ 
0187: 116@ = create_marker_above_actor 143@ 
0187: 117@ = create_marker_above_actor 144@ 
0187: 118@ = create_marker_above_actor 145@ 
087E: set_actor 142@ weapon_droppable 0 
087E: set_actor 143@ weapon_droppable 0 
087E: set_actor 144@ weapon_droppable 0 
087E: set_actor 145@ weapon_droppable 0 
04BA: set_car 102@ speed_instantly 20.0 
04BA: set_car 103@ speed_instantly 20.0 
060B: unknown_actor_use_entity 142@ 34@ 
060B: unknown_actor_use_entity 143@ 34@ 
060B: unknown_actor_use_entity 144@ 34@ 
060B: unknown_actor_use_entity 145@ 34@ 
060F: (unknown) 142@ 40.0 
060F: (unknown) 143@ 40.0 
060F: (unknown) 144@ 40.0 
060F: (unknown) 145@ 40.0 
074E: (unknown) 142@ 30.0 8 
074E: (unknown) 143@ 30.0 8 
074E: (unknown) 144@ 30.0 8 
074E: (unknown) 145@ 30.0 8 
085B: unknown_action_sequence 142@ 1 
085B: unknown_action_sequence 143@ 1 
085B: unknown_action_sequence 144@ 1 
085B: unknown_action_sequence 145@ 1 
0615: define_action_sequences 132@ 
05D1: AS_actor -1 drive_car 102@ to -2177.164 645.6417 48.4453 speed 15.0 2 0 3 
06C7: unknown_action_sequence -1 102@ 4 2000 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -2172.865 652.5621 48.4429 speed 6 4000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 132@ 
0618: assign_actor 142@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0615: define_action_sequences 132@ 
05D1: AS_actor -1 drive_car 103@ to -2174.811 644.3727 48.4453 speed 15.0 2 0 3 
06C7: unknown_action_sequence -1 103@ 4 2000 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -2176.99 650.9326 48.4429 speed 6 3000 ms 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 132@ 
0618: assign_actor 144@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 
0006: 200@ = 2 // integer values 

:WUZI1_21166
00D6: if 
0039:   200@ == 2 // integer values 
004D: jump_if_false @WUZI1_21356 
0006: 129@ = 0 // integer values 
00D6: if 
8118:   not actor 142@ dead 
004D: jump_if_false @WUZI1_21215 
0811: 129@ = actor 142@ car 

:WUZI1_21215
00D6: if or
0039:   129@ == -1 // integer values 
0118:   actor 142@ dead 
004D: jump_if_false @WUZI1_21356 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @WUZI1_21275 
00D6: if 
00DF:   actor 143@ driving 
004D: jump_if_false @WUZI1_21275 
0633: AS_actor 143@ exit_vehicle 

:WUZI1_21275
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @WUZI1_21312 
00D6: if 
00DF:   actor 144@ driving 
004D: jump_if_false @WUZI1_21312 
0633: AS_actor 144@ exit_vehicle 

:WUZI1_21312
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @WUZI1_21349 
00D6: if 
00DF:   actor 145@ driving 
004D: jump_if_false @WUZI1_21349 
0633: AS_actor 145@ exit_vehicle 

:WUZI1_21349
0006: 200@ = 3 // integer values 

:WUZI1_21356
00D6: if 
0039:   200@ == 4 // integer values 
004D: jump_if_false @WUZI1_22821 
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @WUZI1_21520 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @WUZI1_21520 
00D6: if or
0022:   -2193.0 > $TEMPVAR_X_COORD // floating-point values 
0023:   -2193.0 > 228@ // floating-point values 
004D: jump_if_false @WUZI1_21520 
0006: 93@ = 1 // integer values 
0615: define_action_sequences 132@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 132@ 
0618: assign_actor 151@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_21520
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2171.857 658.2869 52.1667 -2240.303 631.7034 48.0251 
004D: jump_if_false @WUZI1_21804 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_21700 
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @WUZI1_21693 
0006: 84@ = 1 // integer values 
0006: 130@ = 9 // integer values 

:WUZI1_21616
00D6: if 
001B:   13 > 130@ // integer values 
004D: jump_if_false @WUZI1_21693 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_21679 
02E2: set_actor 138@(130@,18i) weapon_accuracy_to 100 
074D: AS_actor 138@(130@,18i) turns_to_and_look_at_actor $PLAYER_ACTOR -2 ms 

:WUZI1_21679
000A: 130@ += 1 // integer values 
0002: jump @WUZI1_21616 

:WUZI1_21693
0002: jump @WUZI1_21804 

:WUZI1_21700
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @WUZI1_21804 
0006: 84@ = 0 // integer values 
0006: 130@ = 9 // integer values 

:WUZI1_21732
00D6: if 
001B:   13 > 130@ // integer values 
004D: jump_if_false @WUZI1_21804 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_21790 
02E2: set_actor 138@(130@,18i) weapon_accuracy_to 80 
0687: clear_actor_task 138@(130@,18i) 

:WUZI1_21790
000A: 130@ += 1 // integer values 
0002: jump @WUZI1_21732 

:WUZI1_21804
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @WUZI1_22069 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @WUZI1_22069 
0209: 130@ = random_int 9 13 
0006: 91@ = 0 // integer values 

:WUZI1_21857
00D6: if 
001B:   4 > 91@ // integer values 
004D: jump_if_false @WUZI1_22053 
0085: 131@ = 130@ // integer values and handles 
000E: 131@ -= 9 // integer values 
00D6: if and
8118:   not actor 138@(130@,18i) dead 
0039:   87@(131@,4i) == 0 // integer values 
004D: jump_if_false @WUZI1_22007 
0006: 87@(131@,4i) = 1 // integer values 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 201@(131@,4f) 205@(131@,4f) 209@(131@,4f) 
05D7: add_point_to_scmpath 213@(131@,4f) 217@(131@,4f) 221@(131@,4f) 
05D8: AS_assign_scmpath to_actor 138@(130@,18i) flags 6 0 
0006: 91@ = 4 // integer values 
0002: jump @WUZI1_22039 

:WUZI1_22007
000A: 130@ += 1 // integer values 
00D6: if 
0019:   130@ > 12 // integer values 
004D: jump_if_false @WUZI1_22039 
0006: 130@ = 9 // integer values 

:WUZI1_22039
000A: 91@ += 1 // integer values 
0002: jump @WUZI1_21857 

:WUZI1_22053
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 10000 // integer values 

:WUZI1_22069
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @WUZI1_22541 
00D6: if or
0022:   -2197.0 > $TEMPVAR_X_COORD // floating-point values 
0019:   95@ > 1 // integer values 
004D: jump_if_false @WUZI1_22541 
0006: 94@ = 1 // integer values 
009A: 152@ = create_actor 24 #DNB3 at -2205.861 625.282 48.4396 
009A: 153@ = create_actor 24 #DNB1 at -2207.076 627.3953 48.4384 
01B2: give_actor 152@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 153@ weapon 28 ammo 500 // Load the weapon model before using this 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2205.849 635.5339 48.4453 
05D8: AS_assign_scmpath to_actor 152@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2204.58 634.2507 48.4453 
05D8: AS_assign_scmpath to_actor 153@ flags 6 0 
00A5: 104@ = create_car #SENTINEL at -2267.322 659.5334 48.2969 
02AC: set_car 104@ immunities 1 1 1 1 1 
0175: set_car 104@ z_angle_to 344.0 
020A: set_car 104@ door_status_to 3 
0129: 154@ = create_actor 24 #DNB1 in_car 104@ driverseat 
01C8: 155@ = create_actor 24 #DNB2 in_car 104@ passenger_seat 0 
01B2: give_actor 154@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 155@ weapon 28 ammo 500 // Load the weapon model before using this 
060B: unknown_actor_use_entity 152@ 34@ 
060B: unknown_actor_use_entity 153@ 34@ 
060B: unknown_actor_use_entity 154@ 34@ 
060B: unknown_actor_use_entity 155@ 34@ 
0187: 125@ = create_marker_above_actor 152@ 
0187: 126@ = create_marker_above_actor 153@ 
0187: 127@ = create_marker_above_actor 154@ 
0187: 128@ = create_marker_above_actor 155@ 
060F: (unknown) 152@ 40.0 
060F: (unknown) 153@ 40.0 
060F: (unknown) 154@ 40.0 
060F: (unknown) 155@ 40.0 
074E: (unknown) 152@ 30.0 8 
074E: (unknown) 153@ 30.0 8 
074E: (unknown) 154@ 30.0 8 
074E: (unknown) 155@ 30.0 8 
05EB: assign_vehicle 104@ to_path 139 

:WUZI1_22541
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @WUZI1_22757 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_22757 
00AA: store_car 104@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -2227.0 // floating-point values 
004D: jump_if_false @WUZI1_22757 
0006: 94@ = 2 // integer values 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @WUZI1_22687 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.633 642.2872 48.447 
0615: define_action_sequences 132@ 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 132@ 
0618: assign_actor 154@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_22687
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @WUZI1_22757 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.373 639.3536 48.4511 
0615: define_action_sequences 132@ 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_action_sequences_end 132@ 
0618: assign_actor 155@ to_action_sequences 132@ 
061B: remove_references_to_action_sequences 132@ 

:WUZI1_22757
00D6: if 
0039:   94@ == 2 // integer values 
004D: jump_if_false @WUZI1_22821 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_22821 
00D6: if 
860E:   not car 104@ is_assigned_to_existing_path 
004D: jump_if_false @WUZI1_22821 
0006: 94@ = 3 // integer values 
0519: lock_vehicle 104@ in_current_position 1 

:WUZI1_22821
0051: return 

:WUZI1_22823
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_23033 
00D6: if 
02E0:   actor 35@ aggressive 
004D: jump_if_false @WUZI1_23033 
00D6: if 
001D:   32@ > 277@ // integer values 
004D: jump_if_false @WUZI1_23033 
00D6: if 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_23033 
00D6: if 
001B:   6 > 275@ // integer values 
004D: jump_if_false @WUZI1_23033 
0209: 276@ = random_int 0 6 

:WUZI1_22919
00D6: if 
0039:   232@(276@,6i) == 0 // integer values 
004D: jump_if_false @WUZI1_22980 
000A: 276@ += 1 // integer values 
00D6: if 
0019:   276@ > 5 // integer values 
004D: jump_if_false @WUZI1_22973 
0006: 276@ = 0 // integer values 

:WUZI1_22973
0002: jump @WUZI1_22919 

:WUZI1_22980
000A: 275@ += 1 // integer values 
0085: 637@ = 232@(276@,6i) // integer values and handles 
0006: 232@(276@,6i) = 0 // integer values 
0006: 279@ = 0 // integer values 
0085: 277@ = 32@ // integer values and handles 
000A: 277@ += 8000 // integer values 

:WUZI1_23033
0051: return 
0051: return 

:WUZI1_23037
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @WUZI1_23144 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_23144 
0085: 278@ = 161@ // integer values and handles 
0226: 161@ = actor 35@ health 
00D6: if 
803B:   not  161@ == 278@ // integer values 
004D: jump_if_false @WUZI1_23121 
0085: 278@ = 161@ // integer values and handles 
0006: 279@ = 1 // integer values 

:WUZI1_23121
008A: $7247 = 161@ // integer values and handles 
0010: $7247 *= 100 // integer values 
0014: $7247 /= 250 // integer values 

:WUZI1_23144
0051: return 

:WUZI1_23146
0051: return 

:WUZI1_23148
00D6: if 
8039:   not  281@ == 0 // integer values 
004D: jump_if_false @WUZI1_23341 
00D6: if 
0039:   280@ == 0 // integer values 
004D: jump_if_false @WUZI1_23202 
040D: unload_wav 3 
03CF: load_wav 281@ as 3 
0006: 280@ = 1 // integer values 

:WUZI1_23202
00D6: if 
0039:   280@ == 1 // integer values 
004D: jump_if_false @WUZI1_23265 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @WUZI1_23265 
00D6: if 
001D:   32@ > 283@ // integer values 
004D: jump_if_false @WUZI1_23265 
03D1: play_wav 3 
0006: 280@ = 2 // integer values 

:WUZI1_23265
00D6: if or
0039:   280@ == 2 // integer values 
08D0: (unknown) 
004D: jump_if_false @WUZI1_23341 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @WUZI1_23341 
040D: unload_wav 3 
0085: 281@ = 282@ // integer values and handles 
0006: 282@ = 0 // integer values 
0085: 283@ = 284@ // integer values and handles 
0006: 284@ = 0 // integer values 
0006: 280@ = 0 // integer values 

:WUZI1_23341
00D6: if 
8039:   not  285@ == 0 // integer values 
004D: jump_if_false @WUZI1_23548 
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @WUZI1_23419 
0006: 286@ = 1 // integer values 
0085: 287@ = 32@ // integer values and handles 
0006: 288@ = 0 // integer values 
0085: 750@ = 287@ // integer values and handles 
005A: 750@ += 289@(288@,20i) // integer values 

:WUZI1_23419
00D6: if 
0039:   286@ == 1 // integer values 
004D: jump_if_false @WUZI1_23548 
00D6: if and
001D:   32@ > 750@ // integer values 
0039:   637@ == 0 // integer values 
004D: jump_if_false @WUZI1_23548 
0085: 637@ = 309@(288@,20i) // integer values and handles 
000A: 288@ += 1 // integer values 
000E: 329@ -= 1 // integer values 
00D6: if 
0039:   329@ == 0 // integer values 
004D: jump_if_false @WUZI1_23528 
0006: 285@ = 0 // integer values 
0006: 286@ = 0 // integer values 
0002: jump @WUZI1_23548 

:WUZI1_23528
0085: 750@ = 287@ // integer values and handles 
005A: 750@ += 289@(288@,20i) // integer values 

:WUZI1_23548
0871: init_jump_table 636@ total_jumps 7 0 @WUZI1_27955 jumps 0 @WUZI1_23611 1 @WUZI1_26570 2 @WUZI1_27414 3 @WUZI1_27513 4 @WUZI1_27594 5 @WUZI1_27738 6 @WUZI1_27849 

:WUZI1_23611
00D6: if 
0039:   636@ == 1 // integer values 
004D: jump_if_false @WUZI1_23679 
009A: 748@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 752@ = create_actor 8 #SPECIAL01 at 2752.341 -1948.867 16.3125 

:WUZI1_23679
04AF: 532@ = unknown_wav_reference 43800 
04AF: 533@ = unknown_wav_reference 43801 
04AF: 534@ = unknown_wav_reference 43804 
04AF: 535@ = unknown_wav_reference 43805 
04AF: 536@ = unknown_wav_reference 43806 
04AF: 537@ = unknown_wav_reference 43807 
04AF: 538@ = unknown_wav_reference 43808 
04AF: 539@ = unknown_wav_reference 65535 
04AF: 540@ = unknown_wav_reference 43809 
04AF: 541@ = unknown_wav_reference 43810 
04AF: 542@ = unknown_wav_reference 43811 
04AF: 543@ = unknown_wav_reference 43814 
04AF: 544@ = unknown_wav_reference 43812 
04AF: 545@ = unknown_wav_reference 43813 
04AF: 546@ = unknown_wav_reference 43845 
04AF: 547@ = unknown_wav_reference 43847 
04AF: 548@ = unknown_wav_reference 43844 
04AF: 549@ = unknown_wav_reference 43849 
04AF: 550@ = unknown_wav_reference 43850 
04AF: 551@ = unknown_wav_reference 43851 
04AF: 552@ = unknown_wav_reference 43852 
04AF: 553@ = unknown_wav_reference 43853 
04AF: 554@ = unknown_wav_reference 43854 
04AF: 555@ = unknown_wav_reference 43855 
04AF: 556@ = unknown_wav_reference 43856 
04AF: 557@ = unknown_wav_reference 43857 
04AF: 558@ = unknown_wav_reference 65535 
04AF: 559@ = unknown_wav_reference 65535 
04AF: 560@ = unknown_wav_reference 65535 
04AF: 561@ = unknown_wav_reference 43858 
04AF: 562@ = unknown_wav_reference 43859 
04AF: 563@ = unknown_wav_reference 43860 
04AF: 564@ = unknown_wav_reference 43861 
04AF: 565@ = unknown_wav_reference 43862 
04AF: 566@ = unknown_wav_reference 43863 
04AF: 567@ = unknown_wav_reference 43864 
04AF: 568@ = unknown_wav_reference 43865 
04AF: 569@ = unknown_wav_reference 43866 
04AF: 570@ = unknown_wav_reference 43867 
04AF: 571@ = unknown_wav_reference 43868 
04AF: 572@ = unknown_wav_reference 43869 
04AF: 573@ = unknown_wav_reference 43870 
04AF: 574@ = unknown_wav_reference 43871 
04AF: 575@ = unknown_wav_reference 43872 
04AF: 576@ = unknown_wav_reference 43873 
04AF: 577@ = unknown_wav_reference 43874 
04AF: 578@ = unknown_wav_reference 43875 
04AF: 579@ = unknown_wav_reference 43876 
04AF: 580@ = unknown_wav_reference 43877 
04AF: 581@ = unknown_wav_reference 43878 
04AF: 582@ = unknown_wav_reference 43879 
04AF: 583@ = unknown_wav_reference 43880 
04AF: 584@ = unknown_wav_reference 43881 
04AF: 585@ = unknown_wav_reference 43882 
04AF: 586@ = unknown_wav_reference 43883 
04AF: 587@ = unknown_wav_reference 43884 
04AF: 588@ = unknown_wav_reference 43885 
04AF: 589@ = unknown_wav_reference 43886 
04AF: 590@ = unknown_wav_reference 43887 
04AF: 591@ = unknown_wav_reference 43888 
04AF: 592@ = unknown_wav_reference 43889 
04AF: 593@ = unknown_wav_reference 43890 
04AF: 594@ = unknown_wav_reference 43892 
04AF: 595@ = unknown_wav_reference 43893 
04AF: 596@ = unknown_wav_reference 43894 
04AF: 597@ = unknown_wav_reference 43902 
04AF: 598@ = unknown_wav_reference 43895 
04AF: 599@ = unknown_wav_reference 43905 
04AF: 600@ = unknown_wav_reference 43815 
04AF: 601@ = unknown_wav_reference 43816 
04AF: 602@ = unknown_wav_reference 43817 
04AF: 603@ = unknown_wav_reference 43818 
04AF: 604@ = unknown_wav_reference 43832 
04AF: 605@ = unknown_wav_reference 43839 
04AF: 606@ = unknown_wav_reference 43840 
04AF: 607@ = unknown_wav_reference 65535 
04AF: 608@ = unknown_wav_reference 43826 
04AF: 609@ = unknown_wav_reference 43841 
04AF: 610@ = unknown_wav_reference 43842 
04AF: 611@ = unknown_wav_reference 43843 
04AF: 612@ = unknown_wav_reference 43844 
04AF: 613@ = unknown_wav_reference 43828 
04AF: 614@ = unknown_wav_reference 43829 
04AF: 615@ = unknown_wav_reference 43819 
04AF: 616@ = unknown_wav_reference 43820 
04AF: 617@ = unknown_wav_reference 43821 
04AF: 618@ = unknown_wav_reference 43822 
04AF: 619@ = unknown_wav_reference 43823 
04AF: 620@ = unknown_wav_reference 43836 
04AF: 621@ = unknown_wav_reference 43837 
04AF: 622@ = unknown_wav_reference 43838 
04AF: 623@ = unknown_wav_reference 43885 
04AF: 624@ = unknown_wav_reference 43883 
05AA: 333@s = 'WUZ1_AA' // 8-byte strings 
05AA: 335@s = 'WUZ1_AB' // 8-byte strings 
05AA: 337@s = 'WUZ1_CA' // 8-byte strings 
05AA: 339@s = 'WUZ1_CB' // 8-byte strings 
05AA: 341@s = 'WUZ1_CC' // 8-byte strings 
05AA: 343@s = 'WUZ1_CD' // 8-byte strings 
05AA: 345@s = 'WUZ1_CE' // 8-byte strings 
05AA: 349@s = 'WUZ1_CG' // 8-byte strings 
05AA: 351@s = 'WUZ1_CH' // 8-byte strings 
05AA: 353@s = 'WUZ1_DA' // 8-byte strings 
05AA: 355@s = 'WUZ1_DD' // 8-byte strings 
05AA: 357@s = 'WUZ1_DB' // 8-byte strings 
05AA: 359@s = 'WUZ1_DC' // 8-byte strings 
05AA: 361@s = 'WUZ1_LA' // 8-byte strings 
05AA: 363@s = 'WUZ1_LC' // 8-byte strings 
05AA: 365@s = 'WUZ1_KD' // 8-byte strings 
05AA: 367@s = 'WUZ1_MA' // 8-byte strings 
05AA: 369@s = 'WUZ1_MB' // 8-byte strings 
05AA: 371@s = 'WUZ1_MC' // 8-byte strings 
05AA: 373@s = 'WUZ1_MD' // 8-byte strings 
05AA: 375@s = 'WUZ1_ME' // 8-byte strings 
05AA: 377@s = 'WUZ1_MF' // 8-byte strings 
05AA: 379@s = 'WUZ1_MG' // 8-byte strings 
05AA: 381@s = 'WUZ1_MH' // 8-byte strings 
05AA: 383@s = 'WUZ1_MJ' // 8-byte strings 
05AA: 387@s = 'WUZ1_MH' // 8-byte strings 
05AA: 389@s = 'WUZ1_MJ' // 8-byte strings 
05AA: 391@s = 'WUZ1_NA' // 8-byte strings 
05AA: 393@s = 'WUZ1_NB' // 8-byte strings 
05AA: 395@s = 'WUZ1_NC' // 8-byte strings 
05AA: 397@s = 'WUZ1_ND' // 8-byte strings 
05AA: 399@s = 'WUZ1_NE' // 8-byte strings 
05AA: 401@s = 'WUZ1_NF' // 8-byte strings 
05AA: 403@s = 'WUZ1_NG' // 8-byte strings 
05AA: 405@s = 'WUZ1_NH' // 8-byte strings 
05AA: 407@s = 'WUZ1_NJ' // 8-byte strings 
05AA: 409@s = 'WUZ1_NK' // 8-byte strings 
05AA: 411@s = 'WUZ1_NL' // 8-byte strings 
05AA: 413@s = 'WUZ1_NM' // 8-byte strings 
05AA: 415@s = 'WUZ1_NN' // 8-byte strings 
05AA: 417@s = 'WUZ1_NO' // 8-byte strings 
05AA: 419@s = 'WUZ1_NP' // 8-byte strings 
05AA: 421@s = 'WUZ1_NQ' // 8-byte strings 
05AA: 423@s = 'WUZ1_OA' // 8-byte strings 
05AA: 425@s = 'WUZ1_OB' // 8-byte strings 
05AA: 427@s = 'WUZ1_OC' // 8-byte strings 
05AA: 429@s = 'WUZ1_OD' // 8-byte strings 
05AA: 431@s = 'WUZ1_OE' // 8-byte strings 
05AA: 433@s = 'WUZ1_OF' // 8-byte strings 
05AA: 435@s = 'WUZ1_OG' // 8-byte strings 
05AA: 437@s = 'WUZ1_OH' // 8-byte strings 
05AA: 439@s = 'WUZ1_OJ' // 8-byte strings 
05AA: 441@s = 'WUZ1_OK' // 8-byte strings 
05AA: 443@s = 'WUZ1_OL' // 8-byte strings 
05AA: 445@s = 'WUZ1_OM' // 8-byte strings 
05AA: 447@s = 'WUZ1_ON' // 8-byte strings 
05AA: 449@s = 'WUZ1_OO' // 8-byte strings 
05AA: 451@s = 'WUZ1_OP' // 8-byte strings 
05AA: 453@s = 'WUZ1_OQ' // 8-byte strings 
05AA: 455@s = 'WUZ1_OR' // 8-byte strings 
05AA: 457@s = 'WUZ1_PA' // 8-byte strings 
05AA: 459@s = 'WUZ1_PB' // 8-byte strings 
05AA: 461@s = 'WUZ1_QA' // 8-byte strings 
05AA: 463@s = 'WUZ1_RA' // 8-byte strings 
05AA: 465@s = 'WUZ1_QB' // 8-byte strings 
05AA: 467@s = 'WUZ1_RD' // 8-byte strings 
05AA: 469@s = 'WUZ1_EA' // 8-byte strings 
05AA: 471@s = 'WUZ1_EB' // 8-byte strings 
05AA: 473@s = 'WUZ1_EC' // 8-byte strings 
05AA: 475@s = 'WUZ1_EE' // 8-byte strings 
05AA: 477@s = 'WUZ1_GJ' // 8-byte strings 
05AA: 479@s = 'WUZ1_JA' // 8-byte strings 
05AA: 481@s = 'WUZ1_JB' // 8-byte strings 
05AA: 485@s = 'WUZ1_GC' // 8-byte strings 
05AA: 487@s = 'WUZ1_KA' // 8-byte strings 
05AA: 489@s = 'WUZ1_KB' // 8-byte strings 
05AA: 491@s = 'WUZ1_KC' // 8-byte strings 
05AA: 493@s = 'WUZ1_KD' // 8-byte strings 
05AA: 495@s = 'WUZ1_GE' // 8-byte strings 
05AA: 497@s = 'WUZ1_GF' // 8-byte strings 
05AA: 499@s = 'WUZ1_FA' // 8-byte strings 
05AA: 501@s = 'WUZ1_FB' // 8-byte strings 
05AA: 503@s = 'WUZ1_FC' // 8-byte strings 
05AA: 505@s = 'WUZ1_FD' // 8-byte strings 
05AA: 507@s = 'WUZ1_FE' // 8-byte strings 
05AA: 509@s = 'WUZ1_HA' // 8-byte strings 
05AA: 511@s = 'WUZ1_HB' // 8-byte strings 
05AA: 513@s = 'WUZ1_HC' // 8-byte strings 
05AA: 515@s = 'WUZ1_OM' // 8-byte strings 
05AA: 517@s = 'WUZ1_OK' // 8-byte strings 
0006: 640@ = 2 // integer values 
0006: 641@ = 1 // integer values 
0006: 642@ = 2 // integer values 
0006: 643@ = 2 // integer values 
0006: 644@ = 1 // integer values 
0006: 645@ = 2 // integer values 
0006: 646@ = 2 // integer values 
0006: 647@ = 2 // integer values 
0006: 648@ = 1 // integer values 
0006: 649@ = 2 // integer values 
0006: 650@ = 2 // integer values 
0006: 651@ = 2 // integer values 
0006: 652@ = 1 // integer values 
0006: 653@ = 2 // integer values 
0006: 654@ = 2 // integer values 
0006: 655@ = 2 // integer values 
0006: 656@ = 2 // integer values 
0006: 657@ = 1 // integer values 
0006: 658@ = 2 // integer values 
0006: 659@ = 2 // integer values 
0006: 660@ = 1 // integer values 
0006: 661@ = 2 // integer values 
0006: 662@ = 3 // integer values 
0006: 663@ = 2 // integer values 
0006: 664@ = 3 // integer values 
0006: 665@ = 3 // integer values 
0006: 666@ = 2 // integer values 
0006: 667@ = 2 // integer values 
0006: 668@ = 2 // integer values 
0006: 669@ = 2 // integer values 
0006: 670@ = 2 // integer values 
0006: 671@ = 2 // integer values 
0006: 672@ = 1 // integer values 
0006: 673@ = 2 // integer values 
0006: 674@ = 2 // integer values 
0006: 675@ = 0 // integer values 
0006: 676@ = 2 // integer values 
0006: 677@ = 1 // integer values 
0006: 678@ = 2 // integer values 
0006: 679@ = 2 // integer values 
0006: 680@ = 2 // integer values 
0006: 681@ = 2 // integer values 
0006: 682@ = 2 // integer values 
0006: 683@ = 2 // integer values 
0006: 684@ = 2 // integer values 
0006: 685@ = 0 // integer values 
0006: 686@ = 2 // integer values 
0006: 687@ = 2 // integer values 
0006: 688@ = 2 // integer values 
0006: 689@ = 2 // integer values 
0006: 690@ = 2 // integer values 
0006: 691@ = 2 // integer values 
0006: 692@ = 1 // integer values 
0006: 693@ = 2 // integer values 
0006: 694@ = 2 // integer values 
0006: 695@ = 1 // integer values 
0006: 696@ = 1 // integer values 
0006: 697@ = 1 // integer values 
0006: 698@ = 2 // integer values 
0006: 699@ = 1 // integer values 
0006: 700@ = 2 // integer values 
0006: 701@ = 2 // integer values 
0006: 702@ = 1 // integer values 
0006: 703@ = 2 // integer values 
0006: 704@ = 2 // integer values 
0006: 705@ = 1 // integer values 
0006: 706@ = 1 // integer values 
0006: 707@ = 1 // integer values 
0006: 708@ = 2 // integer values 
0006: 709@ = 1 // integer values 
0006: 710@ = 2 // integer values 
0006: 711@ = 2 // integer values 
0006: 712@ = 2 // integer values 
0006: 713@ = 1 // integer values 
0006: 714@ = 2 // integer values 
0006: 715@ = 2 // integer values 
0006: 716@ = 2 // integer values 
0006: 717@ = 1 // integer values 
0006: 718@ = 2 // integer values 
0006: 719@ = 2 // integer values 
0006: 720@ = 2 // integer values 
0006: 721@ = 2 // integer values 
0006: 722@ = 2 // integer values 
0006: 723@ = 2 // integer values 
0006: 724@ = 1 // integer values 
0006: 725@ = 2 // integer values 
0006: 726@ = 2 // integer values 
0006: 727@ = 2 // integer values 
0006: 728@ = 2 // integer values 
0006: 729@ = 1 // integer values 
0006: 730@ = 2 // integer values 
0006: 731@ = 1 // integer values 
0006: 732@ = 1 // integer values 
008B: 740@ = $PLAYER_ACTOR // integer values and handles 
0006: 636@ = 1 // integer values 
03CF: load_wav 532@ as 1 
03CF: load_wav 533@ as 2 
0006: 632@ = 1 // integer values 
0006: 633@ = 2 // integer values 
0002: jump @WUZI1_27955 

:WUZI1_26570
00D6: if 
8039:   not  637@ == 0 // integer values 
004D: jump_if_false @WUZI1_27407 
00D6: if 
0039:   265@ == 0 // integer values 
004D: jump_if_false @WUZI1_27407 
00D6: if 
001D:   32@ > 755@ // integer values 
004D: jump_if_false @WUZI1_27407 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @WUZI1_27407 
00D6: if 
003B:   632@ == 637@ // integer values 
004D: jump_if_false @WUZI1_26677 
0006: 634@ = 1 // integer values 
0002: jump @WUZI1_26740 

:WUZI1_26677
00D6: if 
003B:   633@ == 637@ // integer values 
004D: jump_if_false @WUZI1_26710 
0006: 634@ = 2 // integer values 
0002: jump @WUZI1_26740 

:WUZI1_26710
0006: 634@ = 1 // integer values 
0085: 632@ = 637@ // integer values and handles 
040D: unload_wav 1 
03CF: load_wav 531@(637@,100i) as 1 

:WUZI1_26740
00D6: if 
03D0:   wav 634@ loaded 
004D: jump_if_false @WUZI1_27395 
0085: 747@ = 639@(637@,100i) // integer values and handles 
0085: 748@ = 739@(747@,7i) // integer values and handles 
00D6: if 
8039:   not  754@ == 1 // integer values 
004D: jump_if_false @WUZI1_26968 
0006: 751@ = 1 // integer values 
0006: 753@ = 0 // integer values 

:WUZI1_26812
00D6: if 
001B:   7 > 751@ // integer values 
004D: jump_if_false @WUZI1_26968 
0085: 752@ = 739@(751@,7i) // integer values and handles 
00D6: if 
8039:   not  752@ == 0 // integer values 
004D: jump_if_false @WUZI1_26954 
00D6: if 
803B:   not  752@ == 748@ // integer values 
004D: jump_if_false @WUZI1_26954 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_26954 
00D6: if 
8118:   not actor 752@ dead 
004D: jump_if_false @WUZI1_26954 
00D6: if 
0104:   actor 748@ near_actor 752@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @WUZI1_26954 
000A: 753@ += 1 // integer values 

:WUZI1_26954
000A: 751@ += 1 // integer values 
0002: jump @WUZI1_26812 

:WUZI1_26968
00D6: if or
0039:   754@ == 1 // integer values 
0019:   753@ > 0 // integer values 
0039:   639@(637@,100i) == 0 // integer values 
004D: jump_if_false @WUZI1_27381 
00D6: if 
8039:   not  639@(637@,100i) == 0 // integer values 
004D: jump_if_false @WUZI1_27113 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27113 
00D6: if 
0038:   $7248 == 0 // integer values 
004D: jump_if_false @WUZI1_27068 
0949: link_wav 634@ to_actor 748@ 

:WUZI1_27068
00D6: if 
894D:   not (unknown) 748@ 
004D: jump_if_false @WUZI1_27106 
0006: 746@ = 1 // integer values 
0967: actor 748@ move_mouth 15000 
0002: jump @WUZI1_27113 

:WUZI1_27106
094E: (unknown) 748@ 0 

:WUZI1_27113
00D6: if 
0039:   639@(637@,100i) == 0 // integer values 
004D: jump_if_false @WUZI1_27142 
0006: 746@ = 1 // integer values 

:WUZI1_27142
00D6: if 
0039:   746@ == 1 // integer values 
004D: jump_if_false @WUZI1_27374 
00D6: if 
8039:   not  748@ == 0 // integer values 
004D: jump_if_false @WUZI1_27201 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27201 
0A09: (unknown) 748@ 1 

:WUZI1_27201
03D1: play_wav 634@ 
00BE: text_clear_all 
00BB: text_lowpriority 331@(637@,100s) 10000 ms 1 
000A: 636@ += 1 // integer values 
0006: 746@ = 0 // integer values 
000A: 637@ += 1 // integer values 
0085: 635@ = 637@ // integer values and handles 
00D6: if 
8039:   not  531@(637@,100i) == 0 // integer values 
004D: jump_if_false @WUZI1_27374 
00D6: if 
0039:   634@ == 1 // integer values 
004D: jump_if_false @WUZI1_27336 
00D6: if 
803B:   not  633@ == 637@ // integer values 
004D: jump_if_false @WUZI1_27329 
03CF: load_wav 531@(637@,100i) as 2 
0085: 633@ = 637@ // integer values and handles 

:WUZI1_27329
0002: jump @WUZI1_27374 

:WUZI1_27336
00D6: if 
803B:   not  632@ == 637@ // integer values 
004D: jump_if_false @WUZI1_27374 
03CF: load_wav 531@(637@,100i) as 1 
0085: 632@ = 637@ // integer values and handles 

:WUZI1_27374
0002: jump @WUZI1_27388 

:WUZI1_27381
0006: 636@ = 6 // integer values 

:WUZI1_27388
0002: jump @WUZI1_27407 

:WUZI1_27395
03CF: load_wav 531@(637@,100i) as 634@ 

:WUZI1_27407
0002: jump @WUZI1_27955 

:WUZI1_27414
00D6: if 
03D2:   wav 634@ ended 
004D: jump_if_false @WUZI1_27467 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27453 
0A09: (unknown) 748@ 0 

:WUZI1_27453
000A: 636@ += 1 // integer values 
0002: jump @WUZI1_27506 

:WUZI1_27467
00D6: if 
056D:   carcass_of_actor 748@ valid 
004D: jump_if_false @WUZI1_27506 
00D6: if 
0118:   actor 748@ dead 
004D: jump_if_false @WUZI1_27506 
000A: 636@ += 1 // integer values 

:WUZI1_27506
0002: jump @WUZI1_27955 

:WUZI1_27513
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27536 
0A09: (unknown) 748@ 0 

:WUZI1_27536
040D: unload_wav 634@ 
0006: 631@(634@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27580 
0968: actor 748@ stop_mouth 
094F: (unknown) 748@ 

:WUZI1_27580
000A: 636@ += 1 // integer values 
0002: jump @WUZI1_27955 

:WUZI1_27594
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27617 
0A09: (unknown) 748@ 0 

:WUZI1_27617
000A: 637@ += 1 // integer values 
00D6: if 
8039:   not  531@(637@,100i) == 0 // integer values 
004D: jump_if_false @WUZI1_27670 
03CF: load_wav 531@(637@,100i) as 634@ 
0085: 631@(634@,3i) = 637@ // integer values and handles 

:WUZI1_27670
000E: 638@ -= 1 // integer values 
00D6: if 
8019:   not  638@ > 0 // integer values 
004D: jump_if_false @WUZI1_27716 
0006: 637@ = 0 // integer values 
0006: 638@ = 0 // integer values 
0002: jump @WUZI1_27724 

:WUZI1_27716
0085: 637@ = 635@ // integer values and handles 

:WUZI1_27724
0006: 636@ = 1 // integer values 
0002: jump @WUZI1_27955 

:WUZI1_27738
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27761 
0A09: (unknown) 748@ 0 

:WUZI1_27761
0006: 636@ = 1 // integer values 
0006: 637@ = 0 // integer values 
0006: 638@ = 0 // integer values 
0006: 285@ = 0 // integer values 
0006: 329@ = 0 // integer values 
0004: $7248 = 0 // integer values 
040D: unload_wav 634@ 
0006: 631@(634@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27842 
094F: (unknown) 748@ 

:WUZI1_27842
0002: jump @WUZI1_27955 

:WUZI1_27849
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27872 
0A09: (unknown) 748@ 0 

:WUZI1_27872
0006: 636@ = 2 // integer values 
0006: 637@ = 0 // integer values 
0006: 638@ = 0 // integer values 
0006: 285@ = 0 // integer values 
0006: 329@ = 0 // integer values 
0004: $7248 = 0 // integer values 
0006: 631@(634@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27948 
094F: (unknown) 748@ 

:WUZI1_27948
0002: jump @WUZI1_27955 

:WUZI1_27955
0051: return 

:WUZI1_27957
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:WUZI1_27975
01E3: text_1number_styled 'M_PASSS' 5000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 5000 
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'WUZI_1'  // A tallka
0008: $11262 += 1 // integer values 
0051: return 

:WUZI1_28039
0006: 130@ = 0 // integer values 

:WUZI1_28046
00D6: if 
001B:   18 > 130@ // integer values 
004D: jump_if_false @WUZI1_28139 
0164: disable_marker 111@(130@,18i) 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_28125 
05E2: AS_actor 138@(130@,18i) kill_actor $PLAYER_ACTOR 
0961: (unknown) 138@(130@,18i) 1 
01C2: remove_references_to_actor 138@(130@,18i) // Like turning an actor into a random pedestrian 

:WUZI1_28125
000A: 130@ += 1 // integer values 
0002: jump @WUZI1_28046 

:WUZI1_28139
03E6: remove_text_box 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_28186 
01EC: make_car 104@ very_heavy 0 
02AC: set_car 104@ immunities 0 0 0 0 0 
020A: set_car 104@ door_status_to 1 

:WUZI1_28186
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI1_28209 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:WUZI1_28209
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0296: unload_special_actor 1 
0249: release_model #MICRO_UZI 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #SNIPER 
0249: release_model #SENTINEL 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #OMOST 
0249: release_model #SANCHEZ 
04EF: release_animation "SWAT" 
04EF: release_animation "WUZI" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0873: release_path 136 
0873: release_path 137 
0873: release_path 138 
0873: release_path 139 
0873: release_path 169 
091E: (unknown) -2239.251 636.6675 53.1933 -2165.047 720.0577 49.5456 
0151: remove_status_text $7247 
06D7: toggle_train_traffic 1 
03C7: unknown_maybe_cops_density 1.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI1_28404 
0A09: (unknown) $PLAYER_ACTOR 0 

:WUZI1_28404
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_28425 
034F: destroy_actor_with_fade 35@ // The actor fades away like a ghost 

:WUZI1_28425
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
02D1: remove_fire 258@ 
02D1: remove_fire 259@ 
065C: unknown_create_def_entity 34@ // unknown_destroy 
06D0: (unknown) 1 
0004: $ONMISSION = 0 // integer values 
088D: (unknown) -2175.213 662.718 50.8582 10.5 -70 1 
088D: (unknown) -2175.213 662.718 50.8582 10.5 -213 1 
00D8: mission_cleanup 
0051: return 

//-------------Mission 54---------------
// Originally: Ran Fa Li

:FARLIE4
03A4: name_thread 'FARLIE4' 
0050: gosub @FARLIE4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @FARLIE4_38 
0050: gosub @FARLIE4_7851 

:FARLIE4_38
0050: gosub @FARLIE4_8352 
004E: end_thread 

:FARLIE4_47
054C: use_GXT_table 'FARLIE4' 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:FARLIE4_73
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_97 
0001: wait 0 ms 
0002: jump @FARLIE4_73 

:FARLIE4_97
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'FARL_4A' 

:FARLIE4_112
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FARLIE4_136 
0001: wait 0 ms 
0002: jump @FARLIE4_112 

:FARLIE4_136
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:FARLIE4_153
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FARLIE4_177 
0001: wait 0 ms 
0002: jump @FARLIE4_153 

:FARLIE4_177
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:FARLIE4_191
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_215 
0001: wait 0 ms 
0002: jump @FARLIE4_191 

:FARLIE4_215
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_286 
03CB: set_camera -2154.998 645.5436 51.3516 
00A1: put_actor $PLAYER_ACTOR at -2154.998 645.5436 51.3516 
0173: set_actor $PLAYER_ACTOR z_angle_to 271.113 
0373: set_camera_directly_behind_player 

:FARLIE4_286
02A3: toggle_widescreen 0 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
01E8: create_forbidden_for_cars_cube -1478.294 -65.4014 0.0 -1395.423 2.7054 10.0 
0746: (unknown) 4 24 0 
0746: (unknown) 1 24 24 
060A: unknown_create_entity 2 46@ 
060A: unknown_create_entity 0 146@ 
0709: unknown_set_entity_item 146@ 17 704 0.0 0.0 100.0 0.0 1 1 
0709: unknown_set_entity_item 46@ 17 704 0.0 0.0 100.0 0.0 1 1 
018A: 37@ = create_checkpoint_at -1742.273 1422.631 6.1842 
018B: show_on_radar 37@ 0 
018A: 41@ = create_checkpoint_at -1409.9 -303.4 4.5 
02FA: garage 'FDORSFE' change_to_type 19 
0247: request_model #MICRO_UZI 

:FARLIE4_509
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @FARLIE4_536 
0001: wait 0 ms 
0002: jump @FARLIE4_509 

:FARLIE4_536
00D6: if and
8491:   not actor $PLAYER_ACTOR has_weapon 28 
8491:   not actor $PLAYER_ACTOR has_weapon 29 
004D: jump_if_false @FARLIE4_578 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 150 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 

:FARLIE4_578
0006: 32@ = 0 // integer values 
0006: 140@ = 2 // integer values 
00BC: text_highpriority 'F4_T0' 9000 ms 1  // ~s~Keresd meg az autt a reptri ~y~parkolban~s~.

:FARLIE4_608
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_875 
0001: wait 0 ms 
00D6: if 
0736:   83 
004D: jump_if_false @FARLIE4_650 
0002: jump @FARLIE4_8013 

:FARLIE4_650
0050: gosub @FARLIE4_8744 
0050: gosub @FARLIE4_9534 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -1409.9 -303.4 4.5 radius 4.0 4.0 4.0 
004D: jump_if_false @FARLIE4_868 
0247: request_model #SABRE 
0247: request_model #MANANA 

:FARLIE4_722
00D6: if or
8248:   not model #SABRE available 
8248:   not model #MANANA available 
004D: jump_if_false @FARLIE4_754 
0001: wait 0 ms 
0002: jump @FARLIE4_722 

:FARLIE4_754
0006: 141@ = 1 // integer values 
0164: disable_marker 41@ 
00A5: 34@ = create_car #MANANA at -1425.512 -21.2813 5.0078 
0175: set_car 34@ z_angle_to 88.7848 
0519: lock_vehicle 34@ in_current_position 1 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
053F: set_car 34@ tires_vulnerable 0 
0224: set_car 34@ health_to 3000 
0229: set_car 34@ color_to 3 3 
00BC: text_highpriority 'F4_T7' 4000 ms 1  // ~s~ Szerezd meg az ~b~autt~s~!
0002: jump @FARLIE4_882 

:FARLIE4_868
0002: jump @FARLIE4_608 

:FARLIE4_875
0002: jump @FARLIE4_7851 

:FARLIE4_882
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1039 
0001: wait 0 ms 
0050: gosub @FARLIE4_8744 
0050: gosub @FARLIE4_9534 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_969 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_969 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:FARLIE4_969
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1032 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_1032 
018B: show_on_radar 35@ 0 
018B: show_on_radar 37@ 3 
0519: lock_vehicle 34@ in_current_position 0 
0002: jump @FARLIE4_1046 

:FARLIE4_1032
0002: jump @FARLIE4_882 

:FARLIE4_1039
0002: jump @FARLIE4_7851 

:FARLIE4_1046
01B4: set_player $PLAYER_CHAR frozen_state 0 
0247: request_model #DNB1 
0247: request_model #DNB2 
0247: request_model #FCR900 
0247: request_model #MICRO_UZI 
0247: request_model #MULE 
0247: request_model #CELLPHONE 
0247: request_model #SABRE 
0247: request_model #SADLER 

:FARLIE4_1091
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #FCR900 available 
8248:   not model #MICRO_UZI available 
8248:   not model #MULE available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @FARLIE4_1141 
0001: wait 0 ms 
0002: jump @FARLIE4_1091 

:FARLIE4_1141
040D: unload_wav 3 
03CF: load_wav 28000 as 3 

:FARLIE4_1152
00D6: if or
83D0:   not wav 3 loaded 
8248:   not model #SABRE available 
8248:   not model #SADLER available 
004D: jump_if_false @FARLIE4_1188 
0001: wait 0 ms 
0002: jump @FARLIE4_1152 

:FARLIE4_1188
01EB: set_traffic_density_to 0.0 

:FARLIE4_1195
0050: gosub @FARLIE4_8286 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @FARLIE4_1306 
00D6: if 
01AF:   car $TEMPVAR_ACTOR_CAR 0 -1429.618 -21.2788 5.0078 radius 10.0 10.0 10.0 
004D: jump_if_false @FARLIE4_1301 
0763: (unknown) $TEMPVAR_ACTOR_CAR 
00AB: put_car $TEMPVAR_ACTOR_CAR at -1425.615 -16.4956 5.0078 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 271.5388 

:FARLIE4_1301
0001: wait 500 ms 

:FARLIE4_1306
0395: clear_area 1 at -1412.56 -138.0878 5.0 range 200.0 
0050: gosub @FARLIE4_8252 
015F: set_camera_position -1430.361 -18.6971 6.191 0.0 0.0 0.0 
0160: point_camera -1429.655 -19.4032 6.1376 2 
00A5: 49@ = create_car #MULE at -1414.173 -50.4918 5.0 
0175: set_car 49@ z_angle_to 0.0 
0129: 59@ = create_actor 24 #DNB1 in_car 49@ driverseat 
01B2: give_actor 59@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 28 
00D6: if and
8119:   not car 49@ wrecked 
8118:   not actor 59@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1541 
0615: define_action_sequences 142@ 
05D1: AS_actor -1 drive_car 49@ to -1414.428 -32.5711 5.0069 speed 15.0 2 0 2 
05CD: AS_actor -1 exit_car 49@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 142@ 
0618: assign_actor 59@ to_action_sequences 142@ 

:FARLIE4_1541
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1565 
0227: 43@ = car 34@ health 

:FARLIE4_1565
008A: $7250 = 43@ // integer values and handles 
0014: $7250 /= 30 // integer values 
03C4: set_status_text_to $7250 1 'F4_D'  // Srls
0050: gosub @FARLIE4_8319 
00BC: text_highpriority 'F4_T5' 5000 ms 1  // Ez egy rajtats. A Da Nng fik rzik a kijratokat!
0006: 33@ = 0 // integer values 

:FARLIE4_1626
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @FARLIE4_1680 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @FARLIE4_1673 
0002: jump @FARLIE4_1760 

:FARLIE4_1673
0002: jump @FARLIE4_1626 

:FARLIE4_1680
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @FARLIE4_1699 
03D1: play_wav 3 

:FARLIE4_1699
0006: 33@ = 0 // integer values 

:FARLIE4_1706
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @FARLIE4_1760 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @FARLIE4_1753 
0002: jump @FARLIE4_1760 

:FARLIE4_1753
0002: jump @FARLIE4_1706 

:FARLIE4_1760
0050: gosub @FARLIE4_8267 
00BC: text_highpriority 'F4_T8' 4000 ms 1  // ~s~Vidd vissza az autt a ~y~garzsba~s~.
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1806 
0519: lock_vehicle 34@ in_current_position 0 

:FARLIE4_1806
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_7844 
0001: wait 0 ms 
0050: gosub @FARLIE4_8744 
0050: gosub @FARLIE4_9534 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1885 
00D6: if 
0A15: (unknown) 34@ 
004D: jump_if_false @FARLIE4_1885 
0224: set_car 34@ health_to 3000 

:FARLIE4_1885
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_2044 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_1966 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @FARLIE4_1959 
018B: show_on_radar 35@ 0 
018B: show_on_radar 37@ 3 
0006: 40@ = 1 // integer values 

:FARLIE4_1959
0002: jump @FARLIE4_2021 

:FARLIE4_1966
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @FARLIE4_2021 
018B: show_on_radar 35@ 3 
018B: show_on_radar 37@ 0 
00BC: text_highpriority 'F4_T4' 4000 ms 1  // ~s~Szlj vissza a ~b~kocsiba~s~!
0006: 40@ = 0 // integer values 

:FARLIE4_2021
0227: 43@ = car 34@ health 
008A: $7250 = 43@ // integer values and handles 
0014: $7250 /= 30 // integer values 

:FARLIE4_2044
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -1467.032 -133.7941 5.0078 radius 60.0 60.0 10.0 
00FE:   actor $PLAYER_ACTOR 0 -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR 0 -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_2368 
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @FARLIE4_2368 
0395: clear_area 1 at -1474.466 -162.8309 5.0234 range 10.0 
00A5: 51@ = create_car #MULE at -1474.466 -162.8309 5.0234 
0175: set_car 51@ z_angle_to 272.5542 
0129: 61@ = create_actor 24 #DNB1 in_car 51@ driverseat 
01B2: give_actor 61@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 28 
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 61@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_2361 
0615: define_action_sequences 144@ 
05D1: AS_actor -1 drive_car 51@ to -1464.862 -162.4026 5.0226 speed 25.0 2 0 2 
05CD: AS_actor -1 exit_car 51@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 144@ 
0618: assign_actor 61@ to_action_sequences 144@ 

:FARLIE4_2361
0006: 79@ = 1 // integer values 

:FARLIE4_2368
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -1423.849 -135.7411 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR 0 -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR 0 -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_2692 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @FARLIE4_2692 
0395: clear_area 1 at -1387.268 -126.9234 5.0078 range 10.0 
00A5: 50@ = create_car #MULE at -1387.268 -126.9234 5.0078 
0175: set_car 50@ z_angle_to 180.2388 
0129: 60@ = create_actor 24 #DNB1 in_car 50@ driverseat 
01B2: give_actor 60@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 28 
00D6: if and
8119:   not car 50@ wrecked 
8118:   not actor 60@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_2685 
0615: define_action_sequences 143@ 
05D1: AS_actor -1 drive_car 50@ to -1387.225 -135.6199 5.0078 speed 25.0 2 0 2 
05CD: AS_actor -1 exit_car 50@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 143@ 
0618: assign_actor 60@ to_action_sequences 143@ 

:FARLIE4_2685
0006: 80@ = 1 // integer values 

:FARLIE4_2692
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -1427.269 -238.5722 5.0234 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR 0 -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR 0 -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_3011 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @FARLIE4_3011 
0395: clear_area 1 at -1387.792 -230.1776 5.0078 range 10.0 
00A5: 52@ = create_car #MULE at -1387.792 -230.1776 5.0078 
0175: set_car 52@ z_angle_to 179.5878 
0129: 62@ = create_actor 24 #DNB1 in_car 52@ driverseat 
01B2: give_actor 62@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 28 
00D6: if and
8119:   not car 52@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_3004 
0615: define_action_sequences 145@ 
05D1: AS_actor -1 drive_car 52@ to -1387.862 -240.3811 5.0078 speed 25.0 2 0 2 
05CD: AS_actor -1 exit_car 52@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 145@ 
0618: assign_actor 62@ to_action_sequences 145@ 

:FARLIE4_3004
0006: 89@ = 1 // integer values 

:FARLIE4_3011
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1399.686 -184.757 5.3047 radius 5.0 5.0 10.0 
0039:   81@ == 0 // integer values 
004D: jump_if_false @FARLIE4_3146 
009A: 44@ = create_actor 24 #DNB2 at -1404.049 -234.7071 5.3047 
0173: set_actor 44@ z_angle_to 353.8535 
01B2: give_actor 44@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 44@ armed_weapon_to 28 
02E2: set_actor 44@ weapon_accuracy_to 80 
060B: unknown_actor_use_entity 44@ 46@ 
06E3: AS_actor 44@ roll_sideways 1 
0006: 81@ = 1 // integer values 

:FARLIE4_3146
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1400.184 -205.7361 5.3047 radius 5.0 5.0 10.0 
0039:   82@ == 0 // integer values 
004D: jump_if_false @FARLIE4_3281 
009A: 45@ = create_actor 24 #DNB1 at -1394.235 -234.735 5.3047 
0173: set_actor 45@ z_angle_to 1.5813 
01B2: give_actor 45@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 45@ armed_weapon_to 28 
02E2: set_actor 45@ weapon_accuracy_to 80 
060B: unknown_actor_use_entity 45@ 46@ 
06E3: AS_actor 45@ roll_sideways 0 
0006: 82@ = 1 // integer values 

:FARLIE4_3281
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1407.187 -239.4782 5.3047 radius 20.0 20.0 10.0 
0039:   83@ == 0 // integer values 
004D: jump_if_false @FARLIE4_3822 
009A: 69@ = create_actor 24 #DNB2 at -1407.076 -358.3559 8.3099 
0173: set_actor 69@ z_angle_to 9.5994 
009A: 70@ = create_actor 24 #DNB1 at -1476.887 -291.53 8.7087 
0173: set_actor 70@ z_angle_to 258.9856 
0006: 36@ = 0 // integer values 

:FARLIE4_3411
01B2: give_actor 69@(36@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@(36@,10i) armed_weapon_to 28 
02E2: set_actor 69@(36@,10i) weapon_accuracy_to 80 
060B: unknown_actor_use_entity 69@(36@,10i) 46@ 
0638: AS_actor 69@(36@,10i) stay_put 1 
05E2: AS_actor 69@(36@,10i) kill_actor $PLAYER_ACTOR 
04EB: AS_actor 69@(36@,10i) crouch 1 
000A: 36@ += 1 // integer values 
0029:   36@ >= 2 // integer values 
004D: jump_if_false @FARLIE4_3411 
00A5: 52@ = create_car #MULE at -1478.896 -470.3535 10.9926 
0175: set_car 52@ z_angle_to 11.1921 
009A: 99@ = create_actor 24 #DNB2 at -1478.188 -476.1086 11.1411 
0173: set_actor 99@ z_angle_to 277.8792 
009A: 100@ = create_actor 24 #DNB2 at -1479.535 -466.4356 11.0 
0173: set_actor 100@ z_angle_to 263.3237 
00A5: 53@ = create_car #MULE at -1586.022 -359.7679 10.9926 
0175: set_car 53@ z_angle_to 248.7342 
009A: 101@ = create_actor 24 #DNB2 at -1582.225 -362.0264 11.0 
0173: set_actor 101@ z_angle_to 356.2877 
009A: 102@ = create_actor 24 #DNB2 at -1590.694 -357.4667 11.1411 
0173: set_actor 102@ z_angle_to 323.3828 
0006: 36@ = 0 // integer values 

:FARLIE4_3723
01B2: give_actor 99@(36@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 99@(36@,10i) armed_weapon_to 28 
02E2: set_actor 99@(36@,10i) weapon_accuracy_to 80 
060B: unknown_actor_use_entity 99@(36@,10i) 46@ 
0638: AS_actor 99@(36@,10i) stay_put 1 
05E2: AS_actor 99@(36@,10i) kill_actor $PLAYER_ACTOR 
000A: 36@ += 1 // integer values 
0029:   36@ >= 4 // integer values 
004D: jump_if_false @FARLIE4_3723 
0006: 83@ = 1 // integer values 

:FARLIE4_3822
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1570.888 -455.6748 5.0 radius 25.0 25.0 10.0 
0039:   84@ == 0 // integer values 
004D: jump_if_false @FARLIE4_3999 
01EB: set_traffic_density_to 1.0 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
0006: 36@ = 0 // integer values 

:FARLIE4_3901
009B: destroy_actor_instantly 59@(36@,10i) 
00D6: if 
8119:   not car 49@(36@,10i) wrecked 
004D: jump_if_false @FARLIE4_3962 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 49@(36@,10i) 
004D: jump_if_false @FARLIE4_3962 
00A6: destroy_car 49@(36@,10i) 

:FARLIE4_3962
009B: destroy_actor_instantly 69@(36@,10i) 
000A: 36@ += 1 // integer values 
0029:   36@ >= 3 // integer values 
004D: jump_if_false @FARLIE4_3901 
0006: 84@ = 1 // integer values 

:FARLIE4_3999
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2258.519 124.3485 34.3125 radius 150.0 150.0 10.0 
0039:   85@ == 0 // integer values 
004D: jump_if_false @FARLIE4_4309 
0395: clear_area 1 at -2258.519 124.3485 34.3125 range 10.0 
00A5: 109@ = create_car #FCR900 at -2258.519 124.3485 34.3125 
0186: 129@ = create_marker_above_car 109@ 
00AE: unknown_set_car 109@ to_ignore_traffic_lights 2 
0175: set_car 109@ z_angle_to 179.5562 
0129: 119@ = create_actor 24 #DNB1 in_car 109@ driverseat 
01C8: 120@ = create_actor 24 #DNB2 in_car 109@ passenger_seat 0 
08C6: set_actor 119@ stay_on_bike 0 
08C6: set_actor 120@ stay_on_bike 0 
01B2: give_actor 119@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 119@ armed_weapon_to 28 
02E2: set_actor 119@ weapon_accuracy_to 30 
01B2: give_actor 120@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 120@ armed_weapon_to 28 
02E2: set_actor 120@ weapon_accuracy_to 30 
060B: unknown_actor_use_entity 119@ 46@ 
060B: unknown_actor_use_entity 120@ 46@ 
0713: actor 120@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_4302 
06E1: unknown_action_sequence 119@ 109@ 34@ 29 100.0 2 

:FARLIE4_4302
0006: 85@ = 1 // integer values 

:FARLIE4_4309
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1817.805 -552.1889 15.0039 radius 150.0 150.0 10.0 
0039:   86@ == 0 // integer values 
004D: jump_if_false @FARLIE4_4648 
0395: clear_area 1 at -1817.805 -552.1889 15.0039 range 10.0 
00A5: 110@ = create_car #FCR900 at -1817.805 -552.1889 15.0039 
0186: 130@ = create_marker_above_car 110@ 
0175: set_car 110@ z_angle_to 174.0251 
00AE: unknown_set_car 110@ to_ignore_traffic_lights 2 
0129: 121@ = create_actor 24 #DNB1 in_car 110@ driverseat 
01C8: 122@ = create_actor 24 #DNB2 in_car 110@ passenger_seat 0 
08C6: set_actor 121@ stay_on_bike 0 
08C6: set_actor 122@ stay_on_bike 0 
01B2: give_actor 121@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 121@ armed_weapon_to 28 
02E2: set_actor 121@ weapon_accuracy_to 30 
01B2: give_actor 122@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 122@ armed_weapon_to 28 
02E2: set_actor 122@ weapon_accuracy_to 30 
0713: actor 122@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: unknown_actor_use_entity 122@ 46@ 
060B: unknown_actor_use_entity 121@ 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_4641 
0615: define_action_sequences 38@ 
05B9: unknown_action_sequence -1 5000 
06E1: unknown_action_sequence -1 110@ 34@ 30 100.0 2 
0616: define_action_sequences_end 38@ 
0618: assign_actor 121@ to_action_sequences 38@ 
061B: remove_references_to_action_sequences 38@ 

:FARLIE4_4641
0006: 86@ = 1 // integer values 

:FARLIE4_4648
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1818.385 -621.8912 15.312 radius 150.0 150.0 10.0 
0039:   87@ == 0 // integer values 
004D: jump_if_false @FARLIE4_4987 
0395: clear_area 1 at -1818.385 -621.8912 15.312 range 10.0 
00A5: 111@ = create_car #FCR900 at -1818.385 -621.8912 15.312 
0186: 131@ = create_marker_above_car 111@ 
0175: set_car 111@ z_angle_to 1.701 
00AE: unknown_set_car 111@ to_ignore_traffic_lights 2 
0129: 123@ = create_actor 24 #DNB1 in_car 111@ driverseat 
01C8: 124@ = create_actor 24 #DNB2 in_car 111@ passenger_seat 0 
08C6: set_actor 123@ stay_on_bike 0 
08C6: set_actor 124@ stay_on_bike 0 
01B2: give_actor 123@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 123@ armed_weapon_to 28 
02E2: set_actor 123@ weapon_accuracy_to 30 
01B2: give_actor 124@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 124@ armed_weapon_to 28 
02E2: set_actor 124@ weapon_accuracy_to 30 
0713: actor 124@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: unknown_actor_use_entity 124@ 46@ 
060B: unknown_actor_use_entity 123@ 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_4980 
0615: define_action_sequences 38@ 
05B9: unknown_action_sequence -1 5000 
06E1: unknown_action_sequence -1 111@ 34@ 29 100.0 2 
0616: define_action_sequences_end 38@ 
0618: assign_actor 123@ to_action_sequences 38@ 
061B: remove_references_to_action_sequences 38@ 

:FARLIE4_4980
0006: 87@ = 1 // integer values 

:FARLIE4_4987
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2211.62 580.9911 34.1691 radius 300.0 300.0 10.0 
0039:   157@ == 0 // integer values 
004D: jump_if_false @FARLIE4_5290 
0395: clear_area 1 at -2211.62 580.9911 34.1691 range 10.0 
00A5: 162@ = create_car #MANANA at -2211.62 580.9911 34.1691 
0186: 167@ = create_marker_above_car 162@ 
0175: set_car 162@ z_angle_to 176.7102 
00AE: unknown_set_car 162@ to_ignore_traffic_lights 2 
0129: 147@ = create_actor 24 #DNB1 in_car 162@ driverseat 
01C8: 148@ = create_actor 24 #DNB2 in_car 162@ passenger_seat 0 
08C6: set_actor 148@ stay_on_bike 2 
01B2: give_actor 147@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 147@ armed_weapon_to 28 
02E2: set_actor 147@ weapon_accuracy_to 30 
01B2: give_actor 148@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 148@ armed_weapon_to 28 
02E2: set_actor 148@ weapon_accuracy_to 30 
0713: actor 148@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: unknown_actor_use_entity 148@ 46@ 
060B: unknown_actor_use_entity 147@ 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_5283 
06E1: unknown_action_sequence 147@ 162@ 34@ 30 100.0 2 

:FARLIE4_5283
0006: 157@ = 1 // integer values 

:FARLIE4_5290
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1850.127 1096.324 44.2969 radius 300.0 300.0 10.0 
0039:   158@ == 0 // integer values 
004D: jump_if_false @FARLIE4_5586 
0395: clear_area 1 at -1850.127 1096.324 44.2969 range 10.0 
00A5: 163@ = create_car #SABRE at -1850.127 1096.324 44.2969 
0186: 168@ = create_marker_above_car 163@ 
0175: set_car 163@ z_angle_to 81.5282 
00AE: unknown_set_car 163@ to_ignore_traffic_lights 2 
0129: 149@ = create_actor 24 #DNB1 in_car 163@ driverseat 
01C8: 150@ = create_actor 24 #DNB2 in_car 163@ passenger_seat 0 
01B2: give_actor 149@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 149@ armed_weapon_to 28 
02E2: set_actor 149@ weapon_accuracy_to 30 
01B2: give_actor 150@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 150@ armed_weapon_to 28 
02E2: set_actor 150@ weapon_accuracy_to 30 
0713: actor 150@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: unknown_actor_use_entity 150@ 46@ 
060B: unknown_actor_use_entity 149@ 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_5579 
06E1: unknown_action_sequence 149@ 163@ 34@ 29 100.0 2 

:FARLIE4_5579
0006: 158@ = 1 // integer values 

:FARLIE4_5586
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1740.369 1404.461 6.1875 radius 300.0 300.0 10.0 
0039:   159@ == 0 // integer values 
004D: jump_if_false @FARLIE4_5882 
0395: clear_area 1 at -1740.369 1404.461 6.1875 range 10.0 
00A5: 164@ = create_car #SADLER at -1740.369 1404.461 6.1875 
0186: 169@ = create_marker_above_car 164@ 
0175: set_car 164@ z_angle_to 172.1585 
00AE: unknown_set_car 164@ to_ignore_traffic_lights 2 
0129: 151@ = create_actor 24 #DNB1 in_car 164@ driverseat 
01C8: 152@ = create_actor 24 #DNB2 in_car 164@ passenger_seat 0 
01B2: give_actor 151@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 151@ armed_weapon_to 28 
02E2: set_actor 151@ weapon_accuracy_to 30 
01B2: give_actor 152@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 152@ armed_weapon_to 28 
02E2: set_actor 152@ weapon_accuracy_to 30 
0713: actor 152@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: unknown_actor_use_entity 152@ 46@ 
060B: unknown_actor_use_entity 151@ 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_5875 
06E1: unknown_action_sequence 151@ 164@ 34@ 30 100.0 2 

:FARLIE4_5875
0006: 159@ = 1 // integer values 

:FARLIE4_5882
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -1892.652 745.0367 44.2969 radius 300.0 300.0 10.0 
0039:   160@ == 0 // integer values 
004D: jump_if_false @FARLIE4_6185 
0395: clear_area 1 at -1892.652 745.0367 44.2969 range 10.0 
00A5: 165@ = create_car #SABRE at -1892.652 745.0367 44.2969 
0186: 170@ = create_marker_above_car 165@ 
0175: set_car 165@ z_angle_to 167.9494 
00AE: unknown_set_car 165@ to_ignore_traffic_lights 2 
00AF: set_car 165@ driver_behaviour_to 5 
0129: 153@ = create_actor 24 #DNB1 in_car 165@ driverseat 
01C8: 154@ = create_actor 24 #DNB2 in_car 165@ passenger_seat 0 
01B2: give_actor 153@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 153@ armed_weapon_to 28 
02E2: set_actor 153@ weapon_accuracy_to 30 
01B2: give_actor 154@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 154@ armed_weapon_to 28 
02E2: set_actor 154@ weapon_accuracy_to 30 
0713: actor 153@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: unknown_actor_use_entity 154@ 46@ 
060B: unknown_actor_use_entity 153@ 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_6178 
06E1: unknown_action_sequence 154@ 165@ 34@ 29 100.0 2 

:FARLIE4_6178
0006: 160@ = 1 // integer values 

:FARLIE4_6185
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2154.206 576.4759 34.1719 radius 150.0 150.0 10.0 
0039:   88@ == 0 // integer values 
004D: jump_if_false @FARLIE4_6377 
0395: clear_area 1 at -1818.385 -621.8912 15.312 range 10.0 
009A: 183@ = create_actor 24 #DNB1 at -2154.206 576.4759 34.1719 
00A5: 182@ = create_car #FCR900 at -2154.382 577.5017 34.1719 
0175: set_car 182@ z_angle_to 114.1029 
0173: set_actor 183@ z_angle_to 211.0992 
01B2: give_actor 183@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 183@ armed_weapon_to 28 
02E2: set_actor 183@ weapon_accuracy_to 90 
060B: unknown_actor_use_entity 183@ 46@ 
0638: AS_actor 183@ stay_put 1 
0006: 88@ = 1 // integer values 

:FARLIE4_6377
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2245.675 303.3215 34.3203 radius 150.0 150.0 10.0 
0039:   88@ == 0 // integer values 
004D: jump_if_false @FARLIE4_6569 
0395: clear_area 1 at -2245.675 303.3215 34.3203 range 10.0 
009A: 185@ = create_actor 24 #DNB1 at -2245.675 303.3215 34.3203 
00A5: 184@ = create_car #FCR900 at -2244.782 304.8253 34.3203 
0175: set_car 184@ z_angle_to 191.9683 
0173: set_actor 185@ z_angle_to 165.1429 
01B2: give_actor 185@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 185@ armed_weapon_to 28 
02E2: set_actor 185@ weapon_accuracy_to 90 
060B: unknown_actor_use_entity 185@ 46@ 
0638: AS_actor 185@ stay_put 1 
0006: 88@ = 1 // integer values 

:FARLIE4_6569
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @FARLIE4_6634 
00D6: if 
80DF:   not actor 119@ driving 
004D: jump_if_false @FARLIE4_6627 
05BE: AS_kill_actor 119@ 
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_6627 
0164: disable_marker 129@ 

:FARLIE4_6627
0002: jump @FARLIE4_6655 

:FARLIE4_6634
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_6655 
0164: disable_marker 129@ 

:FARLIE4_6655
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @FARLIE4_6715 
00D6: if 
80DF:   not actor 121@ driving 
004D: jump_if_false @FARLIE4_6708 
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_6708 
0164: disable_marker 130@ 

:FARLIE4_6708
0002: jump @FARLIE4_6736 

:FARLIE4_6715
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_6736 
0164: disable_marker 130@ 

:FARLIE4_6736
00D6: if 
8118:   not actor 123@ dead 
004D: jump_if_false @FARLIE4_6796 
00D6: if 
80DF:   not actor 123@ driving 
004D: jump_if_false @FARLIE4_6789 
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_6789 
0164: disable_marker 131@ 

:FARLIE4_6789
0002: jump @FARLIE4_6817 

:FARLIE4_6796
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_6817 
0164: disable_marker 131@ 

:FARLIE4_6817
00D6: if 
8118:   not actor 147@ dead 
004D: jump_if_false @FARLIE4_6877 
00D6: if 
80DF:   not actor 147@ driving 
004D: jump_if_false @FARLIE4_6870 
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_6870 
0164: disable_marker 167@ 

:FARLIE4_6870
0002: jump @FARLIE4_6898 

:FARLIE4_6877
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_6898 
0164: disable_marker 167@ 

:FARLIE4_6898
00D6: if 
8118:   not actor 149@ dead 
004D: jump_if_false @FARLIE4_6958 
00D6: if 
80DF:   not actor 149@ driving 
004D: jump_if_false @FARLIE4_6951 
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_6951 
0164: disable_marker 168@ 

:FARLIE4_6951
0002: jump @FARLIE4_6979 

:FARLIE4_6958
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_6979 
0164: disable_marker 168@ 

:FARLIE4_6979
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @FARLIE4_7039 
00D6: if 
80DF:   not actor 151@ driving 
004D: jump_if_false @FARLIE4_7032 
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_7032 
0164: disable_marker 169@ 

:FARLIE4_7032
0002: jump @FARLIE4_7060 

:FARLIE4_7039
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_7060 
0164: disable_marker 169@ 

:FARLIE4_7060
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @FARLIE4_7120 
00D6: if 
80DF:   not actor 153@ driving 
004D: jump_if_false @FARLIE4_7113 
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_7113 
0164: disable_marker 170@ 

:FARLIE4_7113
0002: jump @FARLIE4_7141 

:FARLIE4_7120
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_7141 
0164: disable_marker 170@ 

:FARLIE4_7141
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_7507 
0006: 36@ = 0 // integer values 

:FARLIE4_7164
00D6: if 
8118:   not actor 119@(36@,10i) dead 
004D: jump_if_false @FARLIE4_7226 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 119@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7226 
0050: gosub @FARLIE4_8976 

:FARLIE4_7226
00D6: if 
8118:   not actor 99@(36@,10i) dead 
004D: jump_if_false @FARLIE4_7288 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 99@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7288 
0050: gosub @FARLIE4_8976 

:FARLIE4_7288
000A: 36@ += 1 // integer values 
0029:   36@ >= 4 // integer values 
004D: jump_if_false @FARLIE4_7164 
0006: 36@ = 0 // integer values 

:FARLIE4_7316
00D6: if 
8118:   not actor 69@(36@,10i) dead 
004D: jump_if_false @FARLIE4_7378 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 69@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7378 
0050: gosub @FARLIE4_8976 

:FARLIE4_7378
000A: 36@ += 1 // integer values 
0029:   36@ >= 2 // integer values 
004D: jump_if_false @FARLIE4_7316 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FARLIE4_7453 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 44@ radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7453 
0050: gosub @FARLIE4_8976 

:FARLIE4_7453
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FARLIE4_7507 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7507 
0050: gosub @FARLIE4_8976 

:FARLIE4_7507
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_7837 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_7837 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -1742.273 1422.631 6.1842 radius 4.0 4.0 4.0 
004D: jump_if_false @FARLIE4_7837 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @FARLIE4_8286 
00D6: if 
8119:   not car 109@ wrecked 
004D: jump_if_false @FARLIE4_7625 
00A6: destroy_car 109@ 

:FARLIE4_7625
00D6: if 
8119:   not car 110@ wrecked 
004D: jump_if_false @FARLIE4_7646 
00A6: destroy_car 110@ 

:FARLIE4_7646
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @FARLIE4_7667 
00A6: destroy_car 111@ 

:FARLIE4_7667
00D6: if 
8119:   not car 162@ wrecked 
004D: jump_if_false @FARLIE4_7688 
00A6: destroy_car 162@ 

:FARLIE4_7688
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @FARLIE4_7709 
00A6: destroy_car 163@ 

:FARLIE4_7709
00D6: if 
8119:   not car 164@ wrecked 
004D: jump_if_false @FARLIE4_7730 
00A6: destroy_car 164@ 

:FARLIE4_7730
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @FARLIE4_7751 
00A6: destroy_car 165@ 

:FARLIE4_7751
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_7797 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.706 1425.384 6.1842 
0173: set_actor $PLAYER_ACTOR z_angle_to 179.2136 

:FARLIE4_7797
0151: remove_status_text $7250 
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
0050: gosub @FARLIE4_8319 
0002: jump @FARLIE4_8013 

:FARLIE4_7837
0002: jump @FARLIE4_1806 

:FARLIE4_7844
0002: jump @FARLIE4_7851 

:FARLIE4_7851
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_7872 
0164: disable_marker 37@ 

:FARLIE4_7872
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_7893 
0164: disable_marker 35@ 

:FARLIE4_7893
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_7914 
0164: disable_marker 129@ 

:FARLIE4_7914
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_7935 
0164: disable_marker 130@ 

:FARLIE4_7935
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_7956 
0164: disable_marker 131@ 

:FARLIE4_7956
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if and
0119:   car 34@ wrecked 
0039:   141@ == 1 // integer values 
004D: jump_if_false @FARLIE4_8011 
00BC: text_highpriority 'F4_F' 4000 ms 1  // ~r~Az aut elromlott!

:FARLIE4_8011
0051: return 

:FARLIE4_8013
0008: $11262 += 1 // integer values 
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_8041 
0164: disable_marker 37@ 

:FARLIE4_8041
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_8062 
0164: disable_marker 35@ 

:FARLIE4_8062
0318: set_latest_mission_passed 'FAR_4'  // Ran Fa Li
030C: set_mission_points += 1 
0394: play_music 1 
01E3: text_1number_styled 'M_PASSS' 6000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 6000 
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_8138 
0164: disable_marker 129@ 

:FARLIE4_8138
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_8159 
0164: disable_marker 130@ 

:FARLIE4_8159
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_8180 
0164: disable_marker 131@ 

:FARLIE4_8180
00D6: if 
8119:   not car 109@ wrecked 
004D: jump_if_false @FARLIE4_8201 
00A6: destroy_car 109@ 

:FARLIE4_8201
00D6: if 
8119:   not car 110@ wrecked 
004D: jump_if_false @FARLIE4_8222 
00A6: destroy_car 110@ 

:FARLIE4_8222
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @FARLIE4_8243 
00A6: destroy_car 111@ 

:FARLIE4_8243
0050: gosub @FARLIE4_8319 
0051: return 

:FARLIE4_8252
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0051: return 

:FARLIE4_8267
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:FARLIE4_8286
016A: fade 0 500 ms 

:FARLIE4_8293
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_8317 
0001: wait 0 ms 
0002: jump @FARLIE4_8293 

:FARLIE4_8317
0051: return 

:FARLIE4_8319
016A: fade 1 500 ms 

:FARLIE4_8326
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_8350 
0001: wait 0 ms 
0002: jump @FARLIE4_8326 

:FARLIE4_8350
0051: return 

:FARLIE4_8352
0004: $ONMISSION = 0 // integer values 
0151: remove_status_text $7250 
091D: (unknown) -1478.294 -65.4014 0.0 -1395.423 2.7054 10.0 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #FCR900 
0249: release_model #MICRO_UZI 
0249: release_model #MULE 
0249: release_model #SABRE 
0249: release_model #CELLPHONE 
0249: release_model #MANANA 
0249: release_model #SADLER 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_8465 
0164: disable_marker 37@ 

:FARLIE4_8465
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_8486 
0164: disable_marker 35@ 

:FARLIE4_8486
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @FARLIE4_8507 
0164: disable_marker 41@ 

:FARLIE4_8507
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_8528 
0164: disable_marker 129@ 

:FARLIE4_8528
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_8549 
0164: disable_marker 130@ 

:FARLIE4_8549
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_8570 
0164: disable_marker 131@ 

:FARLIE4_8570
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_8591 
0164: disable_marker 167@ 

:FARLIE4_8591
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_8612 
0164: disable_marker 168@ 

:FARLIE4_8612
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_8633 
0164: disable_marker 169@ 

:FARLIE4_8633
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_8654 
0164: disable_marker 170@ 

:FARLIE4_8654
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_8740 
00D6: if and
03B0:   garage 'FDORSFE' door_open 
80FE:   not actor $PLAYER_ACTOR 0 -2161.628 654.652 51.3706 radius 10.0 10.0 10.0 
004D: jump_if_false @FARLIE4_8740 
0361: close_garage 'FDORSFE' 

:FARLIE4_8740
00D8: mission_cleanup 
0051: return 

:FARLIE4_8744
00D6: if 
0736:   66 
004D: jump_if_false @FARLIE4_8805 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_8805 
00A1: put_actor $PLAYER_ACTOR at -1403.283 -395.7443 11.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 343.9661 

:FARLIE4_8805
00D6: if 
0736:   68 
004D: jump_if_false @FARLIE4_8849 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FARLIE4_8849 
00D9: 186@ = actor $PLAYER_ACTOR car 
04E1: open_and_freeze_trunk_of_car 186@ 

:FARLIE4_8849
00D6: if 
0736:   70 
004D: jump_if_false @FARLIE4_8871 
0002: jump @FARLIE4_1046 

:FARLIE4_8871
00D6: if 
0736:   75 
004D: jump_if_false @FARLIE4_8907 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_8907 
05BE: AS_kill_actor $PLAYER_ACTOR 

:FARLIE4_8907
00D6: if 
0736:   72 
004D: jump_if_false @FARLIE4_8952 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_8952 
035F: set_actor $PLAYER_ACTOR armour_to 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:FARLIE4_8952
00D6: if 
0736:   90 
004D: jump_if_false @FARLIE4_8974 
0002: jump @FARLIE4_1195 

:FARLIE4_8974
0051: return 

:FARLIE4_8976
00D6: if 
0019:   33@ > 15000 // integer values 
004D: jump_if_false @FARLIE4_9512 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @FARLIE4_9512 
0871: init_jump_table $7249 total_jumps 8 0 @FARLIE4_9480 jumps 0 @FARLIE4_9136 1 @FARLIE4_9179 2 @FARLIE4_9222 3 @FARLIE4_9265 4 @FARLIE4_9308 5 @FARLIE4_9351 6 @FARLIE4_9394 
0872: jump_table_jumps 7 @FARLIE4_9437 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 

:FARLIE4_9136
05AA: 177@s = 'FAR4_AA' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 15400 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 // integer values 
0002: jump @FARLIE4_9480 

:FARLIE4_9179
05AA: 177@s = 'FAR4_AB' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 15401 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 // integer values 
0002: jump @FARLIE4_9480 

:FARLIE4_9222
05AA: 177@s = 'FAR4_AC' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 15402 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 // integer values 
0002: jump @FARLIE4_9480 

:FARLIE4_9265
05AA: 177@s = 'FAR4_AD' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 15403 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 // integer values 
0002: jump @FARLIE4_9480 

:FARLIE4_9308
05AA: 177@s = 'FAR4_AE' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 15404 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 // integer values 
0002: jump @FARLIE4_9480 

:FARLIE4_9351
05AA: 177@s = 'FAR4_AG' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 15406 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 // integer values 
0002: jump @FARLIE4_9480 

:FARLIE4_9394
05AA: 177@s = 'FAR4_AH' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 15407 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 // integer values 
0002: jump @FARLIE4_9480 

:FARLIE4_9437
05AA: 177@s = 'FAR4_AJ' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 15408 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 // integer values 
0002: jump @FARLIE4_9480 

:FARLIE4_9480
0008: $7249 += 1 // integer values 
00D6: if 
0038:   $7249 == 8 // integer values 
004D: jump_if_false @FARLIE4_9512 
0004: $7249 = 0 // integer values 

:FARLIE4_9512
0051: return 

:FARLIE4_9514
040D: unload_wav 1 
03CF: load_wav 139@ as 1 
0006: 140@ = 0 // integer values 
0051: return 

:FARLIE4_9534
00D6: if and
03D0:   wav 1 loaded 
0039:   140@ == 0 // integer values 
004D: jump_if_false @FARLIE4_9577 
03D1: play_wav 1 
00BC: text_highpriority 177@s 10000 ms 1 
0006: 140@ = 1 // integer values 

:FARLIE4_9577
00D6: if and
03D2:   wav 1 ended 
0039:   140@ == 1 // integer values 
004D: jump_if_false @FARLIE4_9615 
040D: unload_wav 1 
03D5: remove_text 177@s 
0006: 140@ = 2 // integer values 

:FARLIE4_9615
0051: return 

//-------------Mission 55---------------
// Originally: Lure

:DRIV6
03A4: name_thread 'DRIV6' 
0050: gosub @DRIV6_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DRIV6_38 
0050: gosub @DRIV6_12763 

:DRIV6_38
0050: gosub @DRIV6_12845 
004E: end_thread 

:DRIV6_47
0317: increment_mission_attempts 
054C: use_GXT_table 'FARLIE5' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0007: 35@ = -1957.67 // floating-point values 
0007: 36@ = -2443.7 // floating-point values 
0007: 37@ = 30.83 // floating-point values 
0007: 38@ = -1571.4 // floating-point values 
0007: 39@ = -2742.09 // floating-point values 
0007: 40@ = 47.57 // floating-point values 
0006: 49@ = 0 // integer values 
0006: 50@ = 14 // integer values 
0006: 104@ = 0 // integer values 

:DRIV6_152
00D6: if 
001D:   50@ > 104@ // integer values 
004D: jump_if_false @DRIV6_273 
0006: 140@(104@,14i) = 0 // integer values 
0006: 154@(104@,14i) = 0 // integer values 
0006: 168@(104@,14i) = 0 // integer values 
0006: 182@(104@,14i) = 0 // integer values 
0006: 196@(104@,14i) = 0 // integer values 
0006: 210@(104@,14i) = 0 // integer values 
0006: 224@(104@,14i) = 0 // integer values 
0006: 238@(104@,14i) = 0 // integer values 
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_152 

:DRIV6_273
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0004: $7251 = 0 // integer values 
0004: $7252 = 0 // integer values 
0006: 253@ = 0 // integer values 
0004: $7253 = 0 // integer values 
0004: $7254 = 0 // integer values 
0006: 254@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0004: $7255 = 0 // integer values 
0004: $7256 = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 252@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:DRIV6_442
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_466 
0001: wait 0 ms 
0002: jump @DRIV6_442 

:DRIV6_466
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'FARL_5A' 

:DRIV6_481
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV6_505 
0001: wait 0 ms 
0002: jump @DRIV6_481 

:DRIV6_505
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DRIV6_514
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV6_538 
0001: wait 0 ms 
0002: jump @DRIV6_514 

:DRIV6_538
016A: fade 0 0 ms 

:DRIV6_544
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_568 
0001: wait 0 ms 
0002: jump @DRIV6_544 

:DRIV6_568
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
04BB: select_interior 0 // select render area 
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @DRIV6_727 
00A5: 34@ = create_car #RANCHER at 0.0 0.0 -100.0 
0006: 104@ = 0 // integer values 

:DRIV6_629
00D6: if 
001D:   50@ > 104@ // integer values 
004D: jump_if_false @DRIV6_727 
00A5: 52@(104@,14i) = create_car #SANCHEZ at 94@ 95@ -100.0 
0129: 66@(104@,14i) = create_actor 24 #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor 24 #DNB2 in_car 52@(104@,14i) passenger_seat 0 
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_629 

:DRIV6_727
0247: request_model #SANCHEZ 
0247: request_model #DNB3 
0247: request_model #DNB2 
0247: request_model #MP5LNG 

:DRIV6_745
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #DNB3 available 
8248:   not model #DNB2 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRIV6_785 
0001: wait 0 ms 
0002: jump @DRIV6_745 

:DRIV6_785
014C: set_parked_car_generator $5280 cars_to_generate_to 0 
014C: set_parked_car_generator $5281 cars_to_generate_to 0 
014C: set_parked_car_generator $5282 cars_to_generate_to 0 
00A1: put_actor $PLAYER_ACTOR at -2154.2 645.31 51.39 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0050: gosub @DRIV6_4442 
0186: 262@ = create_marker_above_car 34@ 
07E0: set_marker 262@ type_to 1 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'DRV6_8' 10000 ms 0  // ~s~Szlj be a ~b~csali autba.

:DRIV6_905
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DRIV6_931 
0002: jump @DRIV6_12781 

:DRIV6_931
00D6: if 
8039:   not  137@ == 1 // integer values 
004D: jump_if_false @DRIV6_1088 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1088 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_1088 
0164: disable_marker 262@ 
0006: 137@ = 1 // integer values 
018A: 263@ = create_checkpoint_at -1963.84 -2441.49 30.78 
00BC: text_highpriority 'DRV6_19' 10000 ms 0  // ~s~Menj ki a ~y~vidkre.
00BB: text_lowpriority 'DRV6_17' 7000 ms 0  // ~s~Ne hagyd el a csali autt.
00D6: if 
0038:   $5294 == 1 // integer values 
004D: jump_if_false @DRIV6_1088 
0950: trip_skip -1990.65 -2428.65 30.77 angle 225.0 

:DRIV6_1088
00D6: if and
0039:   137@ == 1 // integer values 
8039:   not  139@ == 1 // integer values 
004D: jump_if_false @DRIV6_1498 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1498 
00D6: if and
8039:   not  138@ == 1 // integer values 
00EC:   actor $PLAYER_ACTOR 0 -1990.65 -2428.65 radius 50.0 50.0 
004D: jump_if_false @DRIV6_1192 
03D5: remove_text 'DRV6_19'  // ~s~Menj ki a ~y~vidkre.
0006: 138@ = 1 // integer values 

:DRIV6_1192
00D6: if and
8038:   not  $5294 == 1 // integer values 
00EC:   actor $PLAYER_ACTOR 0 -1963.84 -2441.49 radius 25.0 25.0 
004D: jump_if_false @DRIV6_1244 
0004: $5294 = 1 // integer values 

:DRIV6_1244
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -1963.84 -2441.49 30.78 radius 4.0 4.0 2.0 sphere 1 
004D: jump_if_false @DRIV6_1498 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0951: (unknown) 
0164: disable_marker 263@ 
0050: gosub @DRIV6_4788 
018A: 264@ = create_checkpoint_at -1867.14 -2442.39 31.24 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -1867.14 -2442.39 31.24 -1178.32 -2638.85 10.8 type 0 radius 4.0 
03C4: set_status_text_to $1936 1 'DRV6_18'  // Serls
0006: 100@ = 0 // integer values 
0004: $1936 = 100 // integer values 
0224: set_car 34@ health_to 9000 
00BC: text_highpriority 'DRV6_2' 10000 ms 0  // ~s~Kvesd az ~r~ellenrz pontokat~s~ a vidken t.
00BB: text_lowpriority 'DRV6_17' 7000 ms 0  // ~s~Ne hagyd el a csali autt.
00BB: text_lowpriority 'DRV6_4' 10000 ms 0  // ~s~Ha az ajtk tlzottan megrongldnak, a biciklisek belthatnak az autba.
00BB: text_lowpriority 'DRV6_15' 10000 ms 0  // ~s~Ne hagyd, hogy a bringsok belelssanak a srlt autba, mert felfedezik a fedezked.
0006: 139@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:DRIV6_1498
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @DRIV6_3767 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV6_1539 
0110: clear_player $PLAYER_CHAR wanted_level 

:DRIV6_1539
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_3767 
00D6: if and
8039:   not  261@ == 1 // integer values 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @DRIV6_1681 
00D6: if and
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @DRIV6_1681 
0713: actor 80@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0713: actor 81@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0006: 261@ = 1 // integer values 

:DRIV6_1681
00D6: if 
01F4:   car 34@ flipped 
004D: jump_if_false @DRIV6_1744 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @DRIV6_1737 
02AC: set_car 34@ immunities 0 0 0 0 0 
0006: 252@ = 0 // integer values 

:DRIV6_1737
0002: jump @DRIV6_1784 

:DRIV6_1744
00D6: if 
8039:   not  252@ == 1 // integer values 
004D: jump_if_false @DRIV6_1784 
02AC: set_car 34@ immunities 0 1 1 1 1 
0006: 252@ = 1 // integer values 

:DRIV6_1784
0050: gosub @DRIV6_7450 
00D6: if 
8038:   not  $7254 == 1 // integer values 
004D: jump_if_false @DRIV6_1945 
00D6: if 
8038:   not  $7251 == 1 // integer values 
004D: jump_if_false @DRIV6_1886 
00D6: if 
01AD:   car 34@ 0 -1181.93 -2642.33 300.0 300.0 
004D: jump_if_false @DRIV6_1879 
0050: gosub @DRIV6_8721 
0004: $7251 = 1 // integer values 

:DRIV6_1879
0002: jump @DRIV6_1938 

:DRIV6_1886
00D6: if 
81AD:   not car 34@ 0 -1181.93 -2642.33 300.0 300.0 
004D: jump_if_false @DRIV6_1938 
0050: gosub @DRIV6_8888 
0004: $7251 = 0 // integer values 

:DRIV6_1938
0002: jump @DRIV6_1970 

:DRIV6_1945
00D6: if 
0038:   $7251 == 1 // integer values 
004D: jump_if_false @DRIV6_1970 
0004: $7251 = 0 // integer values 

:DRIV6_1970
00D6: if 
0038:   $7255 == 1 // integer values 
004D: jump_if_false @DRIV6_2124 
00D6: if 
8038:   not  $7252 == 1 // integer values 
004D: jump_if_false @DRIV6_2065 
00D6: if 
01AD:   car 34@ 0 -519.74 -2782.11 214.0 214.0 
004D: jump_if_false @DRIV6_2058 
0050: gosub @DRIV6_8721 
0004: $7252 = 1 // integer values 

:DRIV6_2058
0002: jump @DRIV6_2117 

:DRIV6_2065
00D6: if 
81AD:   not car 34@ 0 -519.74 -2782.11 214.0 214.0 
004D: jump_if_false @DRIV6_2117 
0050: gosub @DRIV6_8888 
0004: $7252 = 0 // integer values 

:DRIV6_2117
0002: jump @DRIV6_2149 

:DRIV6_2124
00D6: if 
0038:   $7252 == 1 // integer values 
004D: jump_if_false @DRIV6_2149 
0004: $7252 = 0 // integer values 

:DRIV6_2149
00D6: if 
8039:   not  253@ == 1 // integer values 
004D: jump_if_false @DRIV6_2301 
00D6: if 
01AF:   car 34@ 0 -1867.14 -2442.39 31.24 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2301 
0164: disable_marker 264@ 
06D6: destroy_racing_checkpoint 41@ 
0006: 253@ = 1 // integer values 
018A: 264@ = create_checkpoint_at -1178.32 -2638.85 10.8 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -1178.32 -2638.85 10.8 -654.95 -2469.35 33.3 type 0 radius 4.0 

:DRIV6_2301
00D6: if and
0039:   253@ == 1 // integer values 
8038:   not  $7253 == 1 // integer values 
004D: jump_if_false @DRIV6_2467 
00D6: if 
01AF:   car 34@ 0 -1178.32 -2638.85 10.8 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2467 
0164: disable_marker 264@ 
06D6: destroy_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0004: $7253 = 1 // integer values 
018A: 264@ = create_checkpoint_at -654.95 -2469.35 33.3 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -654.95 -2469.35 33.3 -309.54 -2248.81 29.59 type 0 radius 4.0 

:DRIV6_2467
00D6: if and
0038:   $7253 == 1 // integer values 
8038:   not  $7254 == 1 // integer values 
004D: jump_if_false @DRIV6_2633 
00D6: if 
01AF:   car 34@ 0 -654.95 -2469.35 33.3 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2633 
0164: disable_marker 264@ 
06D6: destroy_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0004: $7254 = 1 // integer values 
018A: 264@ = create_checkpoint_at -309.54 -2248.81 29.59 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -309.54 -2248.81 29.59 -165.7 -2421.71 35.1 type 0 radius 4.0 

:DRIV6_2633
00D6: if and
0038:   $7254 == 1 // integer values 
8039:   not  254@ == 1 // integer values 
004D: jump_if_false @DRIV6_2799 
00D6: if 
01AF:   car 34@ 0 -309.54 -2248.81 29.59 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2799 
0164: disable_marker 264@ 
06D6: destroy_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0006: 254@ = 1 // integer values 
018A: 264@ = create_checkpoint_at -165.7 -2421.71 35.1 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -165.7 -2421.71 35.1 -191.26 -2822.52 42.09 type 0 radius 4.0 

:DRIV6_2799
00D6: if and
0039:   254@ == 1 // integer values 
8039:   not  255@ == 1 // integer values 
004D: jump_if_false @DRIV6_2965 
00D6: if 
01AF:   car 34@ 0 -165.7 -2421.71 35.1 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2965 
0164: disable_marker 264@ 
06D6: destroy_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0006: 255@ = 1 // integer values 
018A: 264@ = create_checkpoint_at -191.26 -2822.52 42.09 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -191.26 -2822.52 42.09 -946.91 -2844.84 67.36 type 0 radius 4.0 

:DRIV6_2965
00D6: if and
0039:   255@ == 1 // integer values 
8038:   not  $7255 == 1 // integer values 
004D: jump_if_false @DRIV6_3125 
00D6: if 
01AF:   car 34@ 0 -191.26 -2822.52 42.09 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_3125 
0164: disable_marker 264@ 
06D6: destroy_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0004: $7255 = 1 // integer values 
018A: 264@ = create_checkpoint_at -946.91 -2844.84 67.36 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -946.91 -2844.84 67.36 38@ 39@ 40@ type 0 radius 4.0 

:DRIV6_3125
00D6: if and
0038:   $7255 == 1 // integer values 
8038:   not  $7256 == 1 // integer values 
004D: jump_if_false @DRIV6_3279 
00D6: if 
01AF:   car 34@ 0 -946.91 -2844.84 67.36 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_3279 
0164: disable_marker 264@ 
06D6: destroy_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0004: $7256 = 1 // integer values 
018A: 265@ = create_checkpoint_at 38@ 39@ 40@ 
0165: set_marker 265@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at 38@ 39@ 40@ 0.0 0.0 0.0 type 2 radius 4.0 

:DRIV6_3279
00D6: if 
001B:   100 > 100@ // integer values 
004D: jump_if_false @DRIV6_3350 
0227: 99@ = car 34@ health 
0085: 100@ = 99@ // integer values and handles 
000E: 100@ -= 3000 // integer values 
0016: 100@ /= 60 // integer values 
008A: $1936 = 100@ // integer values and handles 
0012: 100@ *= -1 // integer values 
000A: 100@ += 100 // integer values 

:DRIV6_3350
00D6: if 
002B:   45 >= 100@ // integer values 
004D: jump_if_false @DRIV6_3439 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_3411 
08A6: set_vehicle 34@ component 2 rotation_to 0.0 
08A6: set_vehicle 34@ component 3 rotation_to 0.0 

:DRIV6_3411
095E: vehicle 34@ component 2 manipulation 0 value 0.0 
095E: vehicle 34@ component 3 manipulation 0 value 0.0 

:DRIV6_3439
00D6: if and
0019:   100@ > 45 // integer values 
002B:   80 >= 100@ // integer values 
004D: jump_if_false @DRIV6_3535 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_3507 
08A6: set_vehicle 34@ component 2 rotation_to 0.0 
08A6: set_vehicle 34@ component 3 rotation_to 0.0 

:DRIV6_3507
095E: vehicle 34@ component 2 manipulation 2 value 0.0 
095E: vehicle 34@ component 3 manipulation 2 value 0.0 

:DRIV6_3535
00D6: if and
0019:   100@ > 80 // integer values 
001B:   100 > 100@ // integer values 
004D: jump_if_false @DRIV6_3588 
095E: vehicle 34@ component 2 manipulation 3 value -1.0 
095E: vehicle 34@ component 3 manipulation 3 value -1.0 

:DRIV6_3588
00D6: if 
0029:   100@ >= 100 // integer values 
004D: jump_if_false @DRIV6_3634 
095E: vehicle 34@ component 2 manipulation 4 value -1.0 
095E: vehicle 34@ component 3 manipulation 4 value -1.0 

:DRIV6_3634
00D6: if and
0019:   100@ > 80 // integer values 
8039:   not  256@ == 1 // integer values 
004D: jump_if_false @DRIV6_3682 
00BC: text_highpriority 'DRV6_6' 7000 ms 0  // ~s~Az aut mr elgg megrongldott ahhoz, hogy belellssanak!
0006: 256@ = 1 // integer values 

:DRIV6_3682
00D6: if and
0029:   100@ >= 100 // integer values 
8039:   not  257@ == 1 // integer values 
004D: jump_if_false @DRIV6_3742 
0151: remove_status_text $1936 
00BC: text_highpriority 'DRV6_16' 5000 ms 0  // ~s~A biciklisek belelthatnak az autba! Tartsd tvol ket az ajtktl.
0006: 32@ = 0 // integer values 
0006: 257@ = 1 // integer values 

:DRIV6_3742
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @DRIV6_3767 
0050: gosub @DRIV6_9159 

:DRIV6_3767
00D6: if 
8039:   not  137@ == 1 // integer values 
004D: jump_if_false @DRIV6_3826 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @DRIV6_3826 
00BE: text_clear_all 
00BC: text_highpriority 'DRV6_11' 5000 ms 0  // ~r~A csalinak sznt kocsit megsemmistettk.
0002: jump @DRIV6_12763 

:DRIV6_3826
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @DRIV6_4181 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV6_4181 
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @DRIV6_4156 
0050: gosub @DRIV6_9768 
0006: 266@ = 0 // integer values 
0006: 104@ = 0 // integer values 

:DRIV6_3899
00D6: if and
001D:   49@ > 104@ // integer values 
8039:   not  266@ == 1 // integer values 
004D: jump_if_false @DRIV6_4073 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_3992 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@(104@,14i) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @DRIV6_3992 
0006: 266@ = 1 // integer values 

:DRIV6_3992
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_4059 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 80@(104@,14i) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @DRIV6_4059 
0006: 266@ = 1 // integer values 

:DRIV6_4059
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_3899 

:DRIV6_4073
00D6: if 
0039:   266@ == 1 // integer values 
004D: jump_if_false @DRIV6_4149 
0006: 135@ = 0 // integer values 
0050: gosub @DRIV6_12213 
0006: 132@ = 1 // integer values 

:DRIV6_4112
00D6: if 
001D:   133@ > 132@ // integer values 
004D: jump_if_false @DRIV6_4149 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_4112 

:DRIV6_4149
0050: gosub @DRIV6_9452 

:DRIV6_4156
00BE: text_clear_all 
00BC: text_highpriority 'DRV6_7' 5000 ms 0  // ~r~Felfedeztk a fedezked!
0002: jump @DRIV6_12763 

:DRIV6_4181
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @DRIV6_4435 
00D6: if and
0039:   257@ == 1 // integer values 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @DRIV6_4344 
0006: 135@ = 0 // integer values 
0050: gosub @DRIV6_12213 

:DRIV6_4239
00D6: if 
001B:   1 > 132@ // integer values 
004D: jump_if_false @DRIV6_4275 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_4239 

:DRIV6_4275
00D6: if 
001D:   133@ > 132@ // integer values 
004D: jump_if_false @DRIV6_4312 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_4275 

:DRIV6_4312
0050: gosub @DRIV6_9452 
00BE: text_clear_all 
00BC: text_highpriority 'DRV6_7' 5000 ms 0  // ~r~Felfedeztk a fedezked!
0002: jump @DRIV6_12763 

:DRIV6_4344
00D6: if 
0038:   $7256 == 1 // integer values 
004D: jump_if_false @DRIV6_4435 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 38@ 39@ 40@ radius 6.0 6.0 3.0 sphere 1 
004D: jump_if_false @DRIV6_4435 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 265@ 
06D6: destroy_racing_checkpoint 41@ 
0050: gosub @DRIV6_10195 
0002: jump @DRIV6_12781 

:DRIV6_4435
0002: jump @DRIV6_905 

:DRIV6_4442
0247: request_model #RANCHER 

:DRIV6_4447
00D6: if 
8248:   not model #RANCHER available 
004D: jump_if_false @DRIV6_4474 
0001: wait 0 ms 
0002: jump @DRIV6_4447 

:DRIV6_4474
0395: clear_area 0 at -2149.95 644.31 52.35 range 100.0 
00A5: 34@ = create_car #RANCHER at -2149.95 644.31 52.35 
0175: set_car 34@ z_angle_to 180.0 
03AB: set_car 34@ do_nothing 1 
053F: set_car 34@ tires_vulnerable 0 
0224: set_car 34@ health_to 9000 
0852: set_car 34@ visible_damage 0 
0051: return 

:DRIV6_4562
00A5: 52@ = create_car #SANCHEZ at -2015.66 -2408.82 30.28 
0175: set_car 52@ z_angle_to 229.35 
00A5: 53@ = create_car #SANCHEZ at -2017.07 -2410.37 30.3 
0175: set_car 53@ z_angle_to 225.81 
0006: 104@ = 0 // integer values 

:DRIV6_4635
00D6: if 
001B:   2 > 104@ // integer values 
004D: jump_if_false @DRIV6_4779 
0129: 66@(104@,14i) = create_actor 24 #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor 24 #DNB2 in_car 52@(104@,14i) passenger_seat 0 
01B2: give_actor 80@(104@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
02AA: set_car 52@(104@,14i) immune_to_nonplayer 1 
0423: car 52@(104@,14i) improve_handling 2.0 
08C6: set_actor 66@(104@,14i) stay_on_bike 2 
08C6: set_actor 80@(104@,14i) stay_on_bike 2 
000A: 49@ += 1 // integer values 
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_4635 

:DRIV6_4779
000A: 98@ += 1 // integer values 
0051: return 

:DRIV6_4788
016A: fade 0 1000 ms 

:DRIV6_4795
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_4819 
0001: wait 0 ms 
0002: jump @DRIV6_4795 

:DRIV6_4819
0395: clear_area 0 at 35@ 36@ 37@ range 300.0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_4890 
00AB: put_car 34@ at 35@ 36@ 37@ 
0175: set_car 34@ z_angle_to 241.85 

:DRIV6_4890
0050: gosub @DRIV6_4562 
015F: set_camera_position -1955.92 -2447.69 30.78 0.0 0.0 0.0 
0160: point_camera -1962.83 -2441.79 30.44 2 
016A: fade 1 1000 ms 

:DRIV6_4955
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_4979 
0001: wait 0 ms 
0002: jump @DRIV6_4955 

:DRIV6_4979
0006: 259@ = 1 // integer values 
0707: start_scene_skip_to @DRIV6_5561 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5119 
00D6: if and
8118:   not actor 66@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5064 
05D1: AS_actor 66@ drive_car 52@ to -1977.97 -2435.05 30.3 speed 30.0 2 0 2 

:DRIV6_5064
00D6: if and
8118:   not actor 67@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5119 
05D1: AS_actor 67@ drive_car 53@ to -1979.45 -2437.47 30.3 speed 30.0 2 0 2 

:DRIV6_5119
0006: 33@ = 0 // integer values 

:DRIV6_5126
00D6: if 
001B:   2500 > 33@ // integer values 
004D: jump_if_false @DRIV6_5156 
0001: wait 0 ms 
0002: jump @DRIV6_5126 

:DRIV6_5156
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5223 
015F: set_camera_position -1989.91 -2435.33 30.68 0.0 0.0 0.0 
0160: point_camera -1987.22 -2436.07 30.82 2 

:DRIV6_5223
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5269 
00AB: put_car 52@ at -1985.6 -2435.14 30.3 
0175: set_car 52@ z_angle_to 254.67 

:DRIV6_5269
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5315 
00AB: put_car 53@ at -1986.37 -2437.8 30.3 
0175: set_car 53@ z_angle_to 250.82 

:DRIV6_5315
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5439 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5385 
04E0: car 52@ abandon_path_radius 250 
06E1: unknown_action_sequence 66@ 52@ 34@ 29 10.0 2 

:DRIV6_5385
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5439 
04E0: car 53@ abandon_path_radius 250 
06E1: unknown_action_sequence 67@ 53@ 34@ 30 10.0 2 

:DRIV6_5439
00D6: if and
8039:   not  260@ == 1 // integer values 
8118:   not actor 66@ dead 
8119:   not car 52@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5554 
00D6: if 
00DB:   actor 66@ in_car 52@ 
004D: jump_if_false @DRIV6_5536 
00D6: if 
0204:   actor 66@ near_car_in_car 34@ radius 15.0 15.0 unknown 0 
004D: jump_if_false @DRIV6_5529 
0006: 260@ = 1 // integer values 

:DRIV6_5529
0002: jump @DRIV6_5543 

:DRIV6_5536
0006: 260@ = 1 // integer values 

:DRIV6_5543
0001: wait 0 ms 
0002: jump @DRIV6_5439 

:DRIV6_5554
0006: 259@ = 0 // integer values 

:DRIV6_5561
0701: end_scene_skip 
00D6: if 
0039:   259@ == 1 // integer values 
004D: jump_if_false @DRIV6_5755 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5755 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5676 
04C4: create_coordinate 94@ 95@ 96@ from_actor $PLAYER_ACTOR offset -1.0 -14.0 0.0 
0007: 96@ = -100.0 // floating-point values 
00AB: put_car 52@ at 94@ 95@ 96@ 

:DRIV6_5676
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5755 
04C4: create_coordinate 94@ 95@ 96@ from_actor $PLAYER_ACTOR offset 1.0 -14.0 0.0 
0007: 96@ = -100.0 // floating-point values 
00AB: put_car 53@ at 94@ 95@ 96@ 

:DRIV6_5755
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5778 
04E0: car 52@ abandon_path_radius 20 

:DRIV6_5778
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5801 
04E0: car 53@ abandon_path_radius 20 

:DRIV6_5801
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5909 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5863 
06E1: unknown_action_sequence 66@ 52@ 34@ 29 30.0 2 

:DRIV6_5863
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5909 
06E1: unknown_action_sequence 67@ 53@ 34@ 30 30.0 2 

:DRIV6_5909
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 

:DRIV6_5926
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_7448 
0006: 51@ = 0 // integer values 
0006: 104@ = 0 // integer values 

:DRIV6_5956
00D6: if 
001D:   49@ > 104@ // integer values 
004D: jump_if_false @DRIV6_6085 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_6071 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 52@(104@,14i) radius 100.0 100.0 unknown 0 
004D: jump_if_false @DRIV6_6044 
000A: 51@ += 1 // integer values 
0002: jump @DRIV6_6071 

:DRIV6_6044
00A6: destroy_car 52@(104@,14i) 
009B: destroy_actor_instantly 66@(104@,14i) 
009B: destroy_actor_instantly 80@(104@,14i) 

:DRIV6_6071
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_5956 

:DRIV6_6085
00D6: if 
8019:   not  51@ > 2 // integer values 
004D: jump_if_false @DRIV6_7448 
0085: 104@ = 98@ // integer values and handles 
0012: 104@ *= 2 // integer values 
0085: 105@ = 104@ // integer values and handles 
000A: 105@ += 2 // integer values 
0006: 106@ = 0 // integer values 

:DRIV6_6140
00D6: if 
001D:   105@ > 104@ // integer values 
004D: jump_if_false @DRIV6_7441 
00D6: if and
0039:   253@ == 1 // integer values 
8038:   not  $7253 == 1 // integer values 
004D: jump_if_false @DRIV6_6300 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_6242 
0007: 94@ = -1342.94 // floating-point values 
0007: 95@ = -2624.45 // floating-point values 
0007: 96@ = 19.58 // floating-point values 
0007: 97@ = 261.04 // floating-point values 

:DRIV6_6242
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_6300 
0007: 94@ = -1344.02 // floating-point values 
0007: 95@ = -2628.07 // floating-point values 
0007: 96@ = 19.82 // floating-point values 
0007: 97@ = 260.5 // floating-point values 

:DRIV6_6300
00D6: if and
0038:   $7253 == 1 // integer values 
8038:   not  $7254 == 1 // integer values 
004D: jump_if_false @DRIV6_6441 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_6383 
0007: 94@ = -708.68 // floating-point values 
0007: 95@ = -2601.46 // floating-point values 
0007: 96@ = 69.83 // floating-point values 
0007: 97@ = 338.56 // floating-point values 

:DRIV6_6383
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_6441 
0007: 94@ = -704.89 // floating-point values 
0007: 95@ = -2602.92 // floating-point values 
0007: 96@ = 69.9 // floating-point values 
0007: 97@ = 340.64 // floating-point values 

:DRIV6_6441
00D6: if and
0038:   $7254 == 1 // integer values 
8039:   not  254@ == 1 // integer values 
004D: jump_if_false @DRIV6_6582 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_6524 
0007: 94@ = -420.89 // floating-point values 
0007: 95@ = -2258.87 // floating-point values 
0007: 96@ = 47.37 // floating-point values 
0007: 97@ = 278.1 // floating-point values 

:DRIV6_6524
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_6582 
0007: 94@ = -420.64 // floating-point values 
0007: 95@ = -2261.39 // floating-point values 
0007: 96@ = 47.79 // floating-point values 
0007: 97@ = 279.7 // floating-point values 

:DRIV6_6582
00D6: if and
0039:   254@ == 1 // integer values 
8039:   not  255@ == 1 // integer values 
004D: jump_if_false @DRIV6_6723 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_6665 
0007: 94@ = -260.22 // floating-point values 
0007: 95@ = -2323.12 // floating-point values 
0007: 96@ = 30.42 // floating-point values 
0007: 97@ = 222.63 // floating-point values 

:DRIV6_6665
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_6723 
0007: 94@ = -262.81 // floating-point values 
0007: 95@ = -2326.8 // floating-point values 
0007: 96@ = 30.43 // floating-point values 
0007: 97@ = 220.93 // floating-point values 

:DRIV6_6723
00D6: if and
0039:   255@ == 1 // integer values 
8038:   not  $7255 == 1 // integer values 
004D: jump_if_false @DRIV6_6864 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_6806 
0007: 94@ = -179.45 // floating-point values 
0007: 95@ = -2708.91 // floating-point values 
0007: 96@ = 35.82 // floating-point values 
0007: 97@ = 177.36 // floating-point values 

:DRIV6_6806
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_6864 
0007: 94@ = -182.07 // floating-point values 
0007: 95@ = -2709.06 // floating-point values 
0007: 96@ = 35.77 // floating-point values 
0007: 97@ = 176.56 // floating-point values 

:DRIV6_6864
00D6: if and
0038:   $7255 == 1 // integer values 
8038:   not  $7256 == 1 // integer values 
004D: jump_if_false @DRIV6_7005 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_6947 
0007: 94@ = -846.18 // floating-point values 
0007: 95@ = -2809.6 // floating-point values 
0007: 96@ = 70.32 // floating-point values 
0007: 97@ = 112.41 // floating-point values 

:DRIV6_6947
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_7005 
0007: 94@ = -848.6 // floating-point values 
0007: 95@ = -2806.3 // floating-point values 
0007: 96@ = 70.29 // floating-point values 
0007: 97@ = 111.76 // floating-point values 

:DRIV6_7005
0395: clear_area 1 at 94@ 95@ 96@ range 5.0 
00A5: 52@(104@,14i) = create_car #SANCHEZ at 94@ 95@ 96@ 
0129: 66@(104@,14i) = create_actor 24 #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor 24 #DNB2 in_car 52@(104@,14i) passenger_seat 0 
0175: set_car 52@(104@,14i) z_angle_to 97@ 
02AA: set_car 52@(104@,14i) immune_to_nonplayer 1 
0423: car 52@(104@,14i) improve_handling 2.0 
08C6: set_actor 66@(104@,14i) stay_on_bike 2 
08C6: set_actor 80@(104@,14i) stay_on_bike 2 
00D6: if or
0038:   $7251 == 1 // integer values 
0038:   $7252 == 1 // integer values 
004D: jump_if_false @DRIV6_7205 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 31 30.0 2 
0002: jump @DRIV6_7297 

:DRIV6_7205
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_7251 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 29 30.0 2 

:DRIV6_7251
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_7297 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 30 30.0 2 

:DRIV6_7297
01B2: give_actor 80@(104@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
0713: actor 80@(104@,14i) drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
00D6: if and
0038:   $7254 == 1 // integer values 
8039:   not  254@ == 1 // integer values 
004D: jump_if_false @DRIV6_7399 
04BA: set_car 52@(104@,14i) speed_instantly 30.0 
0002: jump @DRIV6_7413 

:DRIV6_7399
04BA: set_car 52@(104@,14i) speed_instantly 70.0 

:DRIV6_7413
000A: 49@ += 1 // integer values 
000A: 104@ += 1 // integer values 
000A: 106@ += 1 // integer values 
0002: jump @DRIV6_6140 

:DRIV6_7441
000A: 98@ += 1 // integer values 

:DRIV6_7448
0051: return 

:DRIV6_7450
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_8719 
0006: 104@ = 0 // integer values 

:DRIV6_7473
00D6: if 
001D:   49@ > 104@ // integer values 
004D: jump_if_false @DRIV6_8719 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_8705 
00D6: if and
0118:   actor 66@(104@,14i) dead 
8039:   not  168@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_7554 
0006: 168@(104@,14i) = 1 // integer values 

:DRIV6_7554
00D6: if and
0118:   actor 80@(104@,14i) dead 
8039:   not  182@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_7596 
0006: 182@(104@,14i) = 1 // integer values 

:DRIV6_7596
00D6: if and
8118:   not actor 66@(104@,14i) dead 
0039:   182@(104@,14i) == 1 // integer values 
8039:   not  196@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_7688 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 17 30.0 2 
0006: 224@(104@,14i) = 1 // integer values 
0006: 196@(104@,14i) = 1 // integer values 

:DRIV6_7688
00D6: if and
8118:   not actor 80@(104@,14i) dead 
0039:   168@(104@,14i) == 1 // integer values 
8039:   not  210@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_7850 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_7839 
00AA: store_car 52@(104@,14i) position_to 94@ 95@ 96@ 
0362: remove_actor 80@(104@,14i) from_car_and_place_at 94@ 95@ -10.0 
036A: put_actor 80@(104@,14i) in_car 52@(104@,14i) 
06E1: unknown_action_sequence 80@(104@,14i) 52@(104@,14i) 34@ 17 30.0 2 

:DRIV6_7839
0006: 210@(104@,14i) = 1 // integer values 

:DRIV6_7850
00D6: if and
8118:   not actor 66@(104@,14i) dead 
0039:   196@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_8009 
00D6: if 
80DB:   not actor 66@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_7976 
00D6: if 
0039:   224@(104@,14i) == 0 // integer values 
004D: jump_if_false @DRIV6_7969 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 17 30.0 2 
0006: 224@(104@,14i) = 1 // integer values 

:DRIV6_7969
0002: jump @DRIV6_8009 

:DRIV6_7976
00D6: if 
0039:   224@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_8009 
0006: 224@(104@,14i) = 0 // integer values 

:DRIV6_8009
00D6: if and
8118:   not actor 80@(104@,14i) dead 
0039:   210@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_8168 
00D6: if 
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_8135 
00D6: if 
0039:   238@(104@,14i) == 0 // integer values 
004D: jump_if_false @DRIV6_8128 
06E1: unknown_action_sequence 80@(104@,14i) 52@(104@,14i) 34@ 17 30.0 2 
0006: 238@(104@,14i) = 1 // integer values 

:DRIV6_8128
0002: jump @DRIV6_8168 

:DRIV6_8135
00D6: if 
0039:   238@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_8168 
0006: 238@(104@,14i) = 0 // integer values 

:DRIV6_8168
00D6: if and
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_8665 
00D6: if and
80DB:   not actor 66@(104@,14i) in_car 52@(104@,14i) 
0039:   140@(104@,14i) == 0 // integer values 
004D: jump_if_false @DRIV6_8265 
05CB: AS_actor 66@(104@,14i) enter_car_as_driver 52@(104@,14i) 10000 ms 
0006: 140@(104@,14i) = 1 // integer values 

:DRIV6_8265
00D6: if and
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
0039:   154@(104@,14i) == 0 // integer values 
004D: jump_if_false @DRIV6_8335 
05CA: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) passenger_seat 0 10000 ms 
0006: 154@(104@,14i) = 1 // integer values 

:DRIV6_8335
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_8665 
00D6: if or
0039:   140@(104@,14i) == 1 // integer values 
0039:   154@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_8665 
00D6: if or
0038:   $7251 == 1 // integer values 
0038:   $7252 == 1 // integer values 
004D: jump_if_false @DRIV6_8471 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 31 30.0 2 
0002: jump @DRIV6_8603 

:DRIV6_8471
0085: 106@ = 104@ // integer values and handles 

:DRIV6_8479
00D6: if 
0029:   106@ >= 2 // integer values 
004D: jump_if_false @DRIV6_8511 
000E: 106@ -= 2 // integer values 
0002: jump @DRIV6_8479 

:DRIV6_8511
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_8557 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 29 30.0 2 

:DRIV6_8557
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_8603 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 30 30.0 2 

:DRIV6_8603
0713: actor 80@(104@,14i) drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0006: 140@(104@,14i) = 0 // integer values 
0006: 154@(104@,14i) = 0 // integer values 

:DRIV6_8665
00D6: if and
0118:   actor 66@(104@,14i) dead 
0118:   actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_8705 
00AF: set_car 52@(104@,14i) driver_behaviour_to 0 

:DRIV6_8705
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_7473 

:DRIV6_8719
0051: return 

:DRIV6_8721
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_8886 
0006: 104@ = 0 // integer values 

:DRIV6_8744
00D6: if 
001D:   49@ > 104@ // integer values 
004D: jump_if_false @DRIV6_8886 
00D6: if and
8119:   not car 52@(104@,14i) wrecked 
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_8872 
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_8872 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 31 30.0 2 

:DRIV6_8872
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_8744 

:DRIV6_8886
0051: return 

:DRIV6_8888
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_9157 
0006: 104@ = 0 // integer values 

:DRIV6_8911
00D6: if 
001D:   49@ > 104@ // integer values 
004D: jump_if_false @DRIV6_9157 
00D6: if and
8119:   not car 52@(104@,14i) wrecked 
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_9143 
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_9143 
0085: 106@ = 104@ // integer values and handles 

:DRIV6_9019
00D6: if 
0029:   106@ >= 2 // integer values 
004D: jump_if_false @DRIV6_9051 
000E: 106@ -= 2 // integer values 
0002: jump @DRIV6_9019 

:DRIV6_9051
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV6_9097 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 29 30.0 2 

:DRIV6_9097
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV6_9143 
06E1: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 34@ 30 30.0 2 

:DRIV6_9143
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_8911 

:DRIV6_9157
0051: return 

:DRIV6_9159
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_9450 
0006: 258@ = 1 // integer values 
0407: create_coordinate 42@ 43@ 44@ from_car 34@ offset -1.0 0.0 0.0 
0407: create_coordinate 45@ 46@ 47@ from_car 34@ offset 1.0 0.0 0.0 
0006: 104@ = 0 // integer values 

:DRIV6_9247
00D6: if and
001D:   49@ > 104@ // integer values 
0039:   258@ == 1 // integer values 
004D: jump_if_false @DRIV6_9425 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_9411 
046C: 48@ = car 52@(104@,14i) driver 
00D6: if 
8039:   not  48@ == -1 // integer values 
004D: jump_if_false @DRIV6_9411 
00D6: if or
01AF:   car 52@(104@,14i) 0 42@ 43@ 44@ radius 5.0 5.0 5.0 
01AF:   car 52@(104@,14i) 0 45@ 46@ 47@ radius 5.0 5.0 5.0 
004D: jump_if_false @DRIV6_9411 
0006: 258@ = 0 // integer values 

:DRIV6_9411
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_9247 

:DRIV6_9425
00D6: if 
0039:   258@ == 1 // integer values 
004D: jump_if_false @DRIV6_9450 
0006: 32@ = 0 // integer values 

:DRIV6_9450
0051: return 

:DRIV6_9452
0006: 104@ = 0 // integer values 

:DRIV6_9459
00D6: if 
001D:   49@ > 104@ // integer values 
004D: jump_if_false @DRIV6_9766 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_9752 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_9578 
05D1: AS_actor 66@(104@,14i) drive_car 52@(104@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 0 2 
0961: (unknown) 66@(104@,14i) 1 
0002: jump @DRIV6_9721 

:DRIV6_9578
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_9721 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_9679 
00AA: store_car 52@(104@,14i) position_to 94@ 95@ 96@ 
0362: remove_actor 80@(104@,14i) from_car_and_place_at 94@ 95@ -10.0 
036A: put_actor 80@(104@,14i) in_car 52@(104@,14i) 

:DRIV6_9679
05D1: AS_actor 80@(104@,14i) drive_car 52@(104@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 0 2 

:DRIV6_9721
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_9752 
0961: (unknown) 80@(104@,14i) 1 

:DRIV6_9752
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_9459 

:DRIV6_9766
0051: return 

:DRIV6_9768
0006: 104@ = 0 // integer values 

:DRIV6_9775
00D6: if 
001D:   49@ > 104@ // integer values 
004D: jump_if_false @DRIV6_10124 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_10110 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_9924 
05BF: AS_actor 66@(104@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
00D6: if 
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_9906 
06C7: unknown_action_sequence 66@(104@,14i) 52@(104@,14i) 6 2000000 
0002: jump @DRIV6_9924 

:DRIV6_9906
05CB: AS_actor 66@(104@,14i) enter_car_as_driver 52@(104@,14i) -1 ms 

:DRIV6_9924
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_10110 
05BF: AS_actor 80@(104@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
00D6: if 
0039:   210@(104@,14i) == 1 // integer values 
004D: jump_if_false @DRIV6_10063 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_10038 
06C7: unknown_action_sequence 80@(104@,14i) 52@(104@,14i) 6 2000000 
0002: jump @DRIV6_10056 

:DRIV6_10038
05CB: AS_actor 80@(104@,14i) enter_car_as_driver 52@(104@,14i) -1 ms 

:DRIV6_10056
0002: jump @DRIV6_10110 

:DRIV6_10063
00D6: if 
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_10110 
05CA: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) passenger_seat 0 -1 ms 

:DRIV6_10110
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_9775 

:DRIV6_10124
0051: return 

:DRIV6_10126
0006: 104@ = 0 // integer values 

:DRIV6_10133
00D6: if 
001D:   49@ > 104@ // integer values 
004D: jump_if_false @DRIV6_10193 
009B: destroy_actor_instantly 66@(104@,14i) 
009B: destroy_actor_instantly 80@(104@,14i) 
00A6: destroy_car 52@(104@,14i) 
000A: 104@ += 1 // integer values 
0002: jump @DRIV6_10133 

:DRIV6_10193
0051: return 

:DRIV6_10195
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_10218 
020A: set_car 34@ door_status_to 2 

:DRIV6_10218
016A: fade 0 1000 ms 

:DRIV6_10225
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_10249 
0001: wait 0 ms 
0002: jump @DRIV6_10225 

:DRIV6_10249
0395: clear_area 0 at 38@ 39@ 40@ range 100.0 
0050: gosub @DRIV6_10126 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
0247: request_model #CELLPHONE 

:DRIV6_10297
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @DRIV6_10324 
0001: wait 0 ms 
0002: jump @DRIV6_10297 

:DRIV6_10324
029B: 267@ = init_object #CELLPHONE at -1561.4 -2721.1 47.57 
0750: set_object 267@ visibility 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 267@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_10466 
00A9: set_car 34@ to_normal_driver 
00AB: put_car 34@ at 38@ 39@ -100.0 
0175: set_car 34@ z_angle_to 55.5 
08A6: set_vehicle 34@ component 2 rotation_to 0.0 
08A6: set_vehicle 34@ component 3 rotation_to 0.0 

:DRIV6_10466
04ED: load_animation "CAR_CHAT" 
03CF: load_wav 23000 as 3 

:DRIV6_10485
00D6: if or
84EE:   not animation "CAR_CHAT" loaded 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRIV6_10523 
0001: wait 0 ms 
0002: jump @DRIV6_10485 

:DRIV6_10523
015F: set_camera_position -1573.6 -2743.74 49.12 0.0 0.0 0.0 
0160: point_camera -1573.0 -2743.39 49.05 2 
016A: fade 1 1000 ms 

:DRIV6_10581
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_10628 
00D6: if 
03CA:   object 267@ exists 
004D: jump_if_false @DRIV6_10617 
0750: set_object 267@ visibility 0 

:DRIV6_10617
0001: wait 0 ms 
0002: jump @DRIV6_10581 

:DRIV6_10628
0006: 259@ = 1 // integer values 
0707: start_scene_skip_to @DRIV6_12111 
0615: define_action_sequences 101@ 
0605: actor -1 perform_animation_sequence "CARFONE_IN" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA_TO_B" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 101@ 
061B: remove_references_to_action_sequences 101@ 
03D1: play_wav 3 
0006: 32@ = 0 // integer values 

:DRIV6_10810
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @DRIV6_10863 
00D6: if 
03CA:   object 267@ exists 
004D: jump_if_false @DRIV6_10852 
0750: set_object 267@ visibility 0 

:DRIV6_10852
0001: wait 0 ms 
0002: jump @DRIV6_10810 

:DRIV6_10863
0750: set_object 267@ visibility 1 
040D: unload_wav 3 
0006: 135@ = 1 // integer values 
0050: gosub @DRIV6_12213 
0006: 32@ = 0 // integer values 
062E: (unknown) $PLAYER_ACTOR 1560 102@ 
00D6: if 
84A4:   not  102@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRIV6_10939 
0646: (unknown) $PLAYER_ACTOR 103@ 
0002: jump @DRIV6_10946 

:DRIV6_10939
0006: 103@ = 2 // integer values 

:DRIV6_10946
00D6: if or
001B:   2 > 103@ // integer values 
0039:   132@ == 0 // integer values 
004D: jump_if_false @DRIV6_11059 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DRIV6_11001 
0050: gosub @DRIV6_12532 

:DRIV6_11001
062E: (unknown) $PLAYER_ACTOR 1560 102@ 
00D6: if 
84A4:   not  102@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRIV6_11045 
0646: (unknown) $PLAYER_ACTOR 103@ 
0002: jump @DRIV6_11052 

:DRIV6_11045
0006: 103@ = 2 // integer values 

:DRIV6_11052
0002: jump @DRIV6_10946 

:DRIV6_11059
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_11172 
0407: create_coordinate 107@ 108@ 109@ from_car 34@ offset 0.4 0.51 0.65 
015F: set_camera_position 107@ 108@ 109@ 0.0 0.0 0.0 
0407: create_coordinate 107@ 108@ 109@ from_car 34@ offset -0.13 0.22 0.54 
0160: point_camera 107@ 108@ 109@ 2 

:DRIV6_11172
0605: actor $PLAYER_ACTOR perform_animation_sequence "CARFONE_LOOPB" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 -1 ms 

:DRIV6_11217
00D6: if 
002B:   1 >= 132@ // integer values 
004D: jump_if_false @DRIV6_11253 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_11217 

:DRIV6_11253
0615: define_action_sequences 101@ 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB_TO_A" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 101@ 
061B: remove_references_to_action_sequences 101@ 

:DRIV6_11369
00D6: if 
002B:   4 >= 132@ // integer values 
004D: jump_if_false @DRIV6_11405 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_11369 

:DRIV6_11405
0615: define_action_sequences 101@ 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA_TO_B" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB" from_file "CAR_CHAT" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 101@ 
061B: remove_references_to_action_sequences 101@ 

:DRIV6_11521
00D6: if 
002B:   5 >= 132@ // integer values 
004D: jump_if_false @DRIV6_11597 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
00D6: if and
0039:   131@ == 2 // integer values 
8039:   not  134@ == 1 // integer values 
004D: jump_if_false @DRIV6_11590 
0967: actor $PLAYER_ACTOR move_mouth 4000 
0006: 134@ = 1 // integer values 

:DRIV6_11590
0002: jump @DRIV6_11521 

:DRIV6_11597
00A5: 268@ = create_car #SANCHEZ at -1565.89 -2748.32 48.21 
0175: set_car 268@ z_angle_to 58.42 
0129: 269@ = create_actor 24 #DNB3 in_car 268@ driverseat 
0001: wait 1000 ms 
00D6: if and
8118:   not actor 269@ dead 
8119:   not car 268@ wrecked 
004D: jump_if_false @DRIV6_11702 
05D1: AS_actor 269@ drive_car 268@ to -1574.23 -2742.62 48.2 speed 20.0 1 0 3 

:DRIV6_11702
015F: set_camera_position -1570.65 -2748.39 48.35 0.0 0.0 0.0 
0160: point_camera -1571.99 -2745.26 48.29 2 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_11850 
062E: (unknown) 269@ 1489 102@ 

:DRIV6_11780
00D6: if 
84A4:   not  102@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRIV6_11850 
0001: wait 0 ms 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_11836 
062E: (unknown) 269@ 1489 102@ 
0002: jump @DRIV6_11843 

:DRIV6_11836
04AF: 102@ = unknown_wav_reference 7 

:DRIV6_11843
0002: jump @DRIV6_11780 

:DRIV6_11850
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_11882 
05BF: AS_actor 269@ look_at_actor $PLAYER_ACTOR 3000 ms 
0001: wait 3000 ms 

:DRIV6_11882
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_11920 
06A9: AS_actor 269@ look_at_point -1572.73 -2747.12 48.2 -2 ms 

:DRIV6_11920
00D6: if 
001D:   133@ > 132@ // integer values 
004D: jump_if_false @DRIV6_12034 
0001: wait 0 ms 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_12013 
0050: gosub @DRIV6_12532 
00D6: if and
0039:   131@ == 2 // integer values 
8039:   not  134@ == 1 // integer values 
004D: jump_if_false @DRIV6_12006 
0967: actor 269@ move_mouth 10000 
0006: 134@ = 1 // integer values 

:DRIV6_12006
0002: jump @DRIV6_12027 

:DRIV6_12013
040D: unload_wav 1 
00BE: text_clear_all 
0085: 132@ = 133@ // integer values and handles 

:DRIV6_12027
0002: jump @DRIV6_11920 

:DRIV6_12034
00D6: if and
8118:   not actor 269@ dead 
8119:   not car 268@ wrecked 
004D: jump_if_false @DRIV6_12099 
0968: actor 269@ stop_mouth 
0647: unknown_action_sequence 269@ 
05D1: AS_actor 269@ drive_car 268@ to -1630.35 -2721.17 48.62 speed 20.0 0 0 2 

:DRIV6_12099
0001: wait 3000 ms 
0006: 259@ = 0 // integer values 

:DRIV6_12111
0701: end_scene_skip 
00D6: if 
0039:   259@ == 1 // integer values 
004D: jump_if_false @DRIV6_12131 

:DRIV6_12131
0687: clear_actor_task $PLAYER_ACTOR 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
009B: destroy_actor_instantly 269@ 
00A6: destroy_car 268@ 
0108: destroy_object 267@ 
06AB: (unknown) $PLAYER_ACTOR 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_12196 
020A: set_car 34@ door_status_to 1 

:DRIV6_12196
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 

:DRIV6_12213
0871: init_jump_table 135@ total_jumps 2 1 @DRIV6_12502 jumps 0 @DRIV6_12276 1 @DRIV6_12334 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 

:DRIV6_12276
05AA: 110@s = 'FAR5_AB' // 8-byte strings 
05AA: 112@s = 'FAR5_AA' // 8-byte strings 
04AF: 124@ = unknown_wav_reference 15601 
04AF: 125@ = unknown_wav_reference 15600 
0006: 133@ = 2 // integer values 
0002: jump @DRIV6_12509 

:DRIV6_12334
05AA: 110@s = 'MTG02A' // 8-byte strings 
05AA: 112@s = 'MTG02B' // 8-byte strings 
05AA: 114@s = 'MTG02C' // 8-byte strings 
05AA: 116@s = 'MTG02D' // 8-byte strings 
05AA: 118@s = 'MTG02E' // 8-byte strings 
05AA: 120@s = 'MTG02F' // 8-byte strings 
05AA: 122@s = 'FAR5_AA' // 8-byte strings 
04AF: 124@ = unknown_wav_reference 29408 
04AF: 125@ = unknown_wav_reference 29409 
04AF: 126@ = unknown_wav_reference 29410 
04AF: 127@ = unknown_wav_reference 29411 
04AF: 128@ = unknown_wav_reference 29412 
04AF: 129@ = unknown_wav_reference 29413 
04AF: 130@ = unknown_wav_reference 15600 
0006: 133@ = 7 // integer values 
0002: jump @DRIV6_12509 

:DRIV6_12502
0002: jump @DRIV6_12509 

:DRIV6_12509
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0051: return 

:DRIV6_12532
00D6: if or
0039:   131@ == 0 // integer values 
0039:   131@ == 1 // integer values 
004D: jump_if_false @DRIV6_12602 
00D6: if 
001D:   133@ > 132@ // integer values 
004D: jump_if_false @DRIV6_12602 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DRIV6_12602 
0050: gosub @DRIV6_12667 

:DRIV6_12602
00D6: if 
0039:   131@ == 2 // integer values 
004D: jump_if_false @DRIV6_12665 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRIV6_12665 
0006: 131@ = 0 // integer values 
000A: 132@ += 1 // integer values 
0006: 134@ = 0 // integer values 
00BE: text_clear_all 
0006: 33@ = 0 // integer values 

:DRIV6_12665
0051: return 

:DRIV6_12667
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @DRIV6_12703 
03CF: load_wav 124@(132@,7i) as 1 
0006: 131@ = 1 // integer values 

:DRIV6_12703
00D6: if 
0039:   131@ == 1 // integer values 
004D: jump_if_false @DRIV6_12761 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRIV6_12761 
00BC: text_highpriority 110@(132@,7s) 10000 ms 1 
03D1: play_wav 1 
0006: 131@ = 2 // integer values 

:DRIV6_12761
0051: return 

:DRIV6_12763
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DRIV6_12781
0008: $11262 += 1 // integer values 
0318: set_latest_mission_passed 'FAR_5'  // Vonzer
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 8000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 8000 
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:DRIV6_12845
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_12883 
02AC: set_car 34@ immunities 0 0 0 0 0 
0852: set_car 34@ visible_damage 1 

:DRIV6_12883
0249: release_model #RANCHER 
0249: release_model #SANCHEZ 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #CELLPHONE 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 262@ 
0164: disable_marker 263@ 
0164: disable_marker 264@ 
0164: disable_marker 265@ 
0050: gosub @DRIV6_9452 
06D6: destroy_racing_checkpoint 41@ 
0151: remove_status_text $1936 
061B: remove_references_to_action_sequences 101@ 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_to 1.0 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 56---------------
// Originally: Amphibious Assault

:WUZI2
03A4: name_thread 'WUZI2' 
0050: gosub @WUZI2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @WUZI2_38 
0050: gosub @WUZI2_26542 

:WUZI2_38
0050: gosub @WUZI2_26652 
004E: end_thread 

:WUZI2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
050F: 257@ = get_max_wanted_level 
054C: use_GXT_table 'WUZI2' 
0652: $STAT_LUNG_CAPACITY_FOR_WUZI = stat 225 // integer 
00D6: if 
8735:   not  81 
004D: jump_if_false @WUZI2_242 
00D6: if 
002A:   50 >= $STAT_LUNG_CAPACITY_FOR_WUZI // integer values 
004D: jump_if_false @WUZI2_242 
0004: $STAT_LUNG_CAPACITY_FOR_WUZI = 1 // integer values 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'W2_ALT' 

:WUZI2_135
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI2_159 
0001: wait 0 ms 
0002: jump @WUZI2_135 

:WUZI2_159
02E7: start_cutscene 
016A: fade 1 1000 ms 

:WUZI2_168
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI2_192 
0001: wait 0 ms 
0002: jump @WUZI2_168 

:WUZI2_192
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:WUZI2_205
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_229 
0001: wait 0 ms 
0002: jump @WUZI2_205 

:WUZI2_229
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0002: jump @WUZI2_26652 

:WUZI2_242
0004: $STAT_LUNG_CAPACITY_FOR_WUZI = 0 // integer values 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'WOOZIE2' 

:WUZI2_275
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI2_299 
0001: wait 0 ms 
0002: jump @WUZI2_275 

:WUZI2_299
02E7: start_cutscene 
016A: fade 1 1000 ms 

:WUZI2_308
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI2_332 
0001: wait 0 ms 
0002: jump @WUZI2_308 

:WUZI2_332
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:WUZI2_345
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_369 
0001: wait 0 ms 
0002: jump @WUZI2_345 

:WUZI2_369
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
08F4: (unknown) 99 
004F: create_thread @A_CONT 
0247: request_model #DNB1 
0247: request_model #DNB2 
0247: request_model #DNB3 
0247: request_model #TROPIC 
0247: request_model #AK47 
0247: request_model #KNIFECUR 
0247: request_model #A51_SPOTBASE 
0247: request_model #A51_SPOTHOUSING 
0247: request_model #A51_SPOTBULB 
04ED: load_animation "DAM_JUMP" 

:WUZI2_441
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
8248:   not model #TROPIC available 
8248:   not model #AK47 available 
8248:   not model #KNIFECUR available 
004D: jump_if_false @WUZI2_490 
0001: wait 0 ms 
0002: jump @WUZI2_441 

:WUZI2_490
00D6: if or
8248:   not model #A51_SPOTBASE available 
8248:   not model #A51_SPOTHOUSING available 
8248:   not model #A51_SPOTBULB available 
84EE:   not animation "DAM_JUMP" loaded 
004D: jump_if_false @WUZI2_539 
0001: wait 0 ms 
0002: jump @WUZI2_490 

:WUZI2_539
060A: unknown_create_entity 4 34@ 
060A: unknown_create_entity 0 35@ 
0746: (unknown) 4 25 0 
01B6: set_weather 9 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00A1: put_actor $PLAYER_ACTOR at -2153.611 645.31 51.3516 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
016A: fade 1 1500 ms 
018A: 36@ = create_checkpoint_at -1641.995 1309.217 6.1764 
00BC: text_highpriority 'WZI2_1' 8000 ms 1  // ~s~Menj a ~y~dokkba~s~.
0006: 40@ = 0 // integer values 
0006: 253@ = 0 // integer values 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @WUZI2_910 
00A5: 290@($7257,2i) = create_car #TROPIC at 0.0 0.0 0.0 
009A: 436@($7257,7i) = create_actor 4 #DNB1 at 0.0 0.0 0.0 
0187: 443@($7257,8i) = create_marker_above_actor 436@($7257,7i) 
00A5: 413@($7257,2i) = create_car #TROPIC at 0.0 0.0 0.0 
009A: 417@($7257,6i) = create_actor 4 #DNB1 at 0.0 0.0 0.0 
0187: 259@ = create_marker_above_actor 417@($7257,6i) 
06B1: 383@($7257,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.0 
06D5: 276@ = create_racing_checkpoint_at 0.0 0.0 0.0 0.0 0.0 0.0 type 3 radius 0.0 

:WUZI2_910
05AA: 127@s = 'WUZ2_AA' // 8-byte strings 
04AF: 58@ = unknown_wav_reference 44000 
05AA: 129@s = 'WUZ2_NA' // 8-byte strings 
04AF: 59@ = unknown_wav_reference 44036 
05AA: 131@s = 'WUZ2_ZA' // 8-byte strings 
04AF: 60@ = unknown_wav_reference 44083 
05AA: 133@s = 'WUZ2_AB' // 8-byte strings 
04AF: 61@ = unknown_wav_reference 44001 
05AA: 135@s = 'WUZ2_NB' // 8-byte strings 
04AF: 62@ = unknown_wav_reference 44037 
05AA: 137@s = 'WUZ2_ZB' // 8-byte strings 
04AF: 63@ = unknown_wav_reference 44084 
05AA: 139@s = 'WUZ2_AC' // 8-byte strings 
04AF: 64@ = unknown_wav_reference 44002 
05AA: 141@s = 'WUZ2_NC' // 8-byte strings 
04AF: 65@ = unknown_wav_reference 44038 
05AA: 143@s = 'WUZ2_ZC' // 8-byte strings 
04AF: 66@ = unknown_wav_reference 44085 
05AA: 145@s = 'WUZ2_BA' // 8-byte strings 
04AF: 67@ = unknown_wav_reference 44003 
05AA: 147@s = 'WUZ2_OA' // 8-byte strings 
04AF: 68@ = unknown_wav_reference 44039 
05AA: 149@s = 'WUZ2_ZD' // 8-byte strings 
04AF: 69@ = unknown_wav_reference 44086 
05AA: 151@s = 'WUZ2_BB' // 8-byte strings 
04AF: 70@ = unknown_wav_reference 44004 
05AA: 153@s = 'WUZ2_OB' // 8-byte strings 
04AF: 71@ = unknown_wav_reference 44040 
05AA: 155@s = 'WUZ2_ZE' // 8-byte strings 
04AF: 72@ = unknown_wav_reference 44087 
05AA: 157@s = 'WUZ2_BC' // 8-byte strings 
04AF: 73@ = unknown_wav_reference 44005 
05AA: 159@s = 'WUZ2_OC' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 44041 
05AA: 161@s = 'WUZ2_ZF' // 8-byte strings 
04AF: 75@ = unknown_wav_reference 44088 
05AA: 163@s = 'WUZ2_CA' // 8-byte strings 
04AF: 76@ = unknown_wav_reference 44006 
05AA: 165@s = 'WUZ2_PA' // 8-byte strings 
04AF: 77@ = unknown_wav_reference 44042 
05AA: 167@s = 'WUZ2_ZG' // 8-byte strings 
04AF: 78@ = unknown_wav_reference 44089 
05AA: 169@s = 'WUZ2_CB' // 8-byte strings 
04AF: 79@ = unknown_wav_reference 44007 
05AA: 171@s = 'WUZ2_PB' // 8-byte strings 
04AF: 80@ = unknown_wav_reference 44043 
05AA: 173@s = 'WUZ2_ZH' // 8-byte strings 
04AF: 81@ = unknown_wav_reference 44090 
05AA: 175@s = 'WUZ2_CC' // 8-byte strings 
04AF: 82@ = unknown_wav_reference 44008 
05AA: 177@s = 'WUZ2_PC' // 8-byte strings 
04AF: 83@ = unknown_wav_reference 44044 
05AA: 179@s = 'WUZ2_ZJ' // 8-byte strings 
04AF: 84@ = unknown_wav_reference 44091 
05AA: 181@s = 'WUZ2_DA' // 8-byte strings 
04AF: 85@ = unknown_wav_reference 44009 
05AA: 183@s = 'WUZ2_QA' // 8-byte strings 
04AF: 86@ = unknown_wav_reference 44045 
05AA: 185@s = 'WUZ2_ZK' // 8-byte strings 
04AF: 87@ = unknown_wav_reference 44092 
05AA: 187@s = 'WUZ2_DB' // 8-byte strings 
04AF: 88@ = unknown_wav_reference 44010 
05AA: 189@s = 'WUZ2_QB' // 8-byte strings 
04AF: 89@ = unknown_wav_reference 44046 
05AA: 191@s = 'WUZ2_ZL' // 8-byte strings 
04AF: 90@ = unknown_wav_reference 44093 
05AA: 193@s = 'WUZ2_DC' // 8-byte strings 
04AF: 91@ = unknown_wav_reference 44011 
05AA: 195@s = 'WUZ2_QC' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 44047 
05AA: 197@s = 'WUZ2_ZM' // 8-byte strings 
04AF: 93@ = unknown_wav_reference 44094 
05AA: 199@s = 'WUZ2_EA' // 8-byte strings 
04AF: 94@ = unknown_wav_reference 44012 
05AA: 201@s = 'WUZ2_RA' // 8-byte strings 
04AF: 95@ = unknown_wav_reference 44048 
05AA: 203@s = 'WUZ2_ZN' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 44095 
05AA: 205@s = 'WUZ2_EB' // 8-byte strings 
04AF: 97@ = unknown_wav_reference 44013 
05AA: 207@s = 'WUZ2_RB' // 8-byte strings 
04AF: 98@ = unknown_wav_reference 44049 
05AA: 209@s = 'WUZ2_ZO' // 8-byte strings 
04AF: 99@ = unknown_wav_reference 44096 
05AA: 211@s = 'WUZ2_EC' // 8-byte strings 
04AF: 100@ = unknown_wav_reference 44014 
05AA: 213@s = 'WUZ2_RC' // 8-byte strings 
04AF: 101@ = unknown_wav_reference 44050 
05AA: 215@s = 'WUZ2_ZP' // 8-byte strings 
04AF: 102@ = unknown_wav_reference 44097 
05AA: 217@s = 'WUZ2_FA' // 8-byte strings 
04AF: 103@ = unknown_wav_reference 44015 
05AA: 219@s = 'WUZ2_SA' // 8-byte strings 
04AF: 104@ = unknown_wav_reference 44051 
05AA: 221@s = 'WUZ2_ZQ' // 8-byte strings 
04AF: 105@ = unknown_wav_reference 44098 
05AA: 223@s = 'WUZ2_FB' // 8-byte strings 
04AF: 106@ = unknown_wav_reference 44016 
05AA: 225@s = 'WUZ2_SB' // 8-byte strings 
04AF: 107@ = unknown_wav_reference 44052 
05AA: 227@s = 'WUZ2_ZR' // 8-byte strings 
04AF: 108@ = unknown_wav_reference 44099 
05AA: 229@s = 'WUZ2_FC' // 8-byte strings 
04AF: 109@ = unknown_wav_reference 44017 
05AA: 231@s = 'WUZ2_SC' // 8-byte strings 
04AF: 110@ = unknown_wav_reference 44053 
05AA: 233@s = 'WUZ2_ZS' // 8-byte strings 
04AF: 111@ = unknown_wav_reference 44100 
05AA: 235@s = 'WUZ2_GA' // 8-byte strings 
04AF: 112@ = unknown_wav_reference 44018 
05AA: 237@s = 'WUZ2_TA' // 8-byte strings 
04AF: 113@ = unknown_wav_reference 44054 
05AA: 239@s = 'WUZ2_ZT' // 8-byte strings 
04AF: 114@ = unknown_wav_reference 44101 
05AA: 241@s = 'WUZ2_GB' // 8-byte strings 
04AF: 115@ = unknown_wav_reference 44019 
05AA: 243@s = 'WUZ2_TB' // 8-byte strings 
04AF: 116@ = unknown_wav_reference 44055 
05AA: 245@s = 'WUZ2_ZU' // 8-byte strings 
04AF: 117@ = unknown_wav_reference 44102 
05AA: 247@s = 'WUZ2_GC' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 44020 
05AA: 249@s = 'WUZ2_TC' // 8-byte strings 
04AF: 119@ = unknown_wav_reference 44056 
05AA: 251@s = 'WUZ2_ZV' // 8-byte strings 
04AF: 120@ = unknown_wav_reference 44103 
0209: 121@ = random_int 0 3 
0209: 122@ = random_int 0 3 
0006: 123@ = 0 // integer values 
0006: 124@ = 10 // integer values 

:WUZI2_2454
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @WUZI2_2480 
0002: jump @WUZI2_26588 

:WUZI2_2480
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot -1641.995 1309.217 6.1764 radius 1.2 1.2 2.0 sphere 1 
004D: jump_if_false @WUZI2_2547 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 36@ 
0002: jump @WUZI2_2554 

:WUZI2_2547
0002: jump @WUZI2_2454 

:WUZI2_2554
016A: fade 0 500 ms 

:WUZI2_2561
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_2585 
0001: wait 0 ms 
0002: jump @WUZI2_2561 

:WUZI2_2585
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
03BA: clear_cars_from_cube -1648.875 1319.242 6.0 -1636.367 1297.54 9.0 
042B: clear_peds_from_cube -1648.875 1319.242 6.0 -1636.367 1297.54 9.0 
0050: gosub @WUZI2_8379 
0050: gosub @WUZI2_18697 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI2_2715 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1640.9 1310.6 6.1797 
0002: jump @WUZI2_2735 

:WUZI2_2715
00A1: put_actor $PLAYER_ACTOR at -1640.9 1310.6 6.1797 

:WUZI2_2735
0173: set_actor $PLAYER_ACTOR z_angle_to 315.0 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 47@ = 0 // integer values 
03CB: set_camera -1455.999 1529.144 19.179 
015F: set_camera_position -1358.484 1468.994 18.4397 0.0 0.0 0.0 
0160: point_camera -1359.312 1469.54 18.3092 2 
0050: gosub @WUZI2_18118 
06AB: (unknown) $PLAYER_ACTOR 1 
016A: fade 1 500 ms 

:WUZI2_2852
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_2876 
0001: wait 0 ms 
0002: jump @WUZI2_2852 

:WUZI2_2876
0707: start_scene_skip_to @WUZI2_3040 
00BC: text_highpriority 'WZI2_2' 6500 ms 1  // ~s~A tengeren horgonyoztk le a hajt, amit be kell poloskznod.
0006: 32@ = 0 // integer values 

:WUZI2_2906
00D6: if 
001B:   6500 > 32@ // integer values 
004D: jump_if_false @WUZI2_2936 
0001: wait 0 ms 
0002: jump @WUZI2_2906 

:WUZI2_2936
015F: set_camera_position -1511.427 1374.075 5.9802 0.0 0.0 0.0 
0160: point_camera -1511.29 1373.103 5.7898 2 
00BC: text_highpriority 'WZI2_3' 6500 ms 1  // ~s~Oda kell sznod, figyelj, a Da Nang fik rzik az utat.
0006: 32@ = 0 // integer values 

:WUZI2_3010
00D6: if 
001B:   6500 > 32@ // integer values 
004D: jump_if_false @WUZI2_3040 
0001: wait 0 ms 
0002: jump @WUZI2_3010 

:WUZI2_3040
0701: end_scene_skip 
00BE: text_clear_all 
0707: start_scene_skip_to @WUZI2_3877 
015F: set_camera_position -1642.439 1308.882 11.1649 0.0 0.0 0.0 
0160: point_camera -1641.914 1309.402 10.4912 2 
0006: 32@ = 0 // integer values 

:WUZI2_3109
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @WUZI2_3139 
0001: wait 0 ms 
0002: jump @WUZI2_3109 

:WUZI2_3139
0605: actor $PLAYER_ACTOR perform_animation_sequence "SF_JUMPWALL" from_file "DAM_JUMP" 1000.0 loop 0 0 0 0 0 ms 
0006: 32@ = 0 // integer values 

:WUZI2_3189
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @WUZI2_3219 
0001: wait 0 ms 
0002: jump @WUZI2_3189 

:WUZI2_3219
015D: set_gamespeed 0.2 
015F: set_camera_position -1636.664 1316.354 -3.7183 0.0 0.0 0.0 
0160: point_camera -1636.729 1315.748 -2.925 2 
0005: $TEMPVAR_FLOAT_3 = -2.925 // floating-point values 
0006: 32@ = 0 // integer values 
0006: 254@ = 0 // integer values 

:WUZI2_3301
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > -3.2406 // floating-point values 
004D: jump_if_false @WUZI2_3570 
0001: wait 0 ms 
000D: $TEMPVAR_FLOAT_3 -= 0.003 // floating-point values 
00D6: if 
0022:   -3.2406 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @WUZI2_3367 
0005: $TEMPVAR_FLOAT_3 = -3.2406 // floating-point values 

:WUZI2_3367
0160: point_camera -1636.729 1315.748 $TEMPVAR_FLOAT_3 2 
00D6: if and
0019:   32@ > 200 // integer values 
001B:   2 > 254@ // integer values 
004D: jump_if_false @WUZI2_3563 
00D6: if 
0039:   254@ == 0 // integer values 
004D: jump_if_false @WUZI2_3546 
092E: (unknown) -1637.354 1314.11 1 $TEMPVAR_FLOAT_1 
064B: 255@ = create_particle "WATER_SPLASH" at -1637.354 1314.11 $TEMPVAR_FLOAT_1 1 
064B: 256@ = create_particle "WATER_RIPPLES" at -1637.354 1314.11 $TEMPVAR_FLOAT_1 1 
097A: (unknown) -1637.354 1314.11 $TEMPVAR_FLOAT_1 1144 
000A: 254@ += 1 // integer values 
0002: jump @WUZI2_3563 

:WUZI2_3546
064C: make_particle 255@ visible 
064C: make_particle 256@ visible 
000A: 254@ += 1 // integer values 

:WUZI2_3563
0002: jump @WUZI2_3301 

:WUZI2_3570
0005: $TEMPVAR_FLOAT_3 = 0.2 // floating-point values 

:WUZI2_3580
00D6: if 
0022:   0.5 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @WUZI2_3658 
0001: wait 0 ms 
0009: $TEMPVAR_FLOAT_3 += 0.014 // floating-point values 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 0.5 // floating-point values 
004D: jump_if_false @WUZI2_3646 
0005: $TEMPVAR_FLOAT_3 = 0.5 // floating-point values 

:WUZI2_3646
015D: set_gamespeed $TEMPVAR_FLOAT_3 
0002: jump @WUZI2_3580 

:WUZI2_3658
0650: destroy_particle 255@ 
0650: destroy_particle 256@ 

:WUZI2_3668
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SF_JUMPWALL" 
004D: jump_if_false @WUZI2_3708 
0001: wait 0 ms 
0002: jump @WUZI2_3668 

:WUZI2_3708
00A1: put_actor $PLAYER_ACTOR at -1636.33 1315.36 -1.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 285.0 
0006: 32@ = 0 // integer values 

:WUZI2_3745
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @WUZI2_3775 
0001: wait 0 ms 
0002: jump @WUZI2_3745 

:WUZI2_3775
015D: set_gamespeed 1.0 
015F: set_camera_position -1641.399 1314.413 1.3246 0.0 0.0 0.0 
0160: point_camera -1640.422 1314.574 1.1792 2 
0006: 47@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:WUZI2_3847
00D6: if 
001B:   1500 > 32@ // integer values 
004D: jump_if_false @WUZI2_3877 
0001: wait 0 ms 
0002: jump @WUZI2_3847 

:WUZI2_3877
0701: end_scene_skip 
06AB: (unknown) $PLAYER_ACTOR 0 
0650: destroy_particle 255@ 
0650: destroy_particle 256@ 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
08A8: (unknown) 1 
0006: 277@ = 0 // integer values 
0006: 278@ = 0 // integer values 
0007: 280@ = -1625.65 // floating-point values 
0007: 281@ = 1317.92 // floating-point values 
0006: 279@ = 1 // integer values 
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @WUZI2_4018 
00A1: put_actor $PLAYER_ACTOR at -1636.33 1315.36 -1.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 285.0 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @WUZI2_4020 

:WUZI2_4018
015A: restore_camera 

:WUZI2_4020
04EF: release_animation "DAM_JUMP" 
0006: 47@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'WZI2_8' 8000 ms 1  // ~s~Menj a ~y~tankerhez~s~ s mssz bele.
018A: 36@ = create_checkpoint_at -1449.642 1501.135 0.7366 
0004: $7264 = 0 // integer values 
0004: $7265 = 0 // integer values 
05AA: 260@s = 'WZI2_A0' // 8-byte strings 
05AA: 262@s = 'WZI2_A1' // 8-byte strings 
05AA: 264@s = 'WZI2_A2' // 8-byte strings 
05AA: 266@s = 'WZI2_A3' // 8-byte strings 
05AA: 268@s = 'WZI2_A4' // 8-byte strings 
05AA: 270@s = 'WZI2_A5' // 8-byte strings 
05AA: 272@s = 'WZI2_A6' // 8-byte strings 
05AA: 274@s = 'WZI2_A7' // 8-byte strings 
00D6: if 
0039:   379@ == 0 // integer values 
004D: jump_if_false @WUZI2_4248 
032B: 258@ = create_weapon_pickup #KNIFECUR 3 ammo 1 at -1595.0 1345.0 -7.5 

:WUZI2_4248
0006: 33@ = 0 // integer values 

:WUZI2_4255
0001: wait 0 ms 
0050: gosub @WUZI2_16055 
00D6: if 
0039:   373@ == 2 // integer values 
004D: jump_if_false @WUZI2_4296 
0164: disable_marker 259@ 
0002: jump @WUZI2_7278 

:WUZI2_4296
0050: gosub @WUZI2_8017 
00D6: if 
0039:   289@ == 2 // integer values 
004D: jump_if_false @WUZI2_4328 
0002: jump @WUZI2_6224 

:WUZI2_4328
0871: init_jump_table $7264 total_jumps 4 0 @WUZI2_5276 jumps 0 @WUZI2_4391 1 @WUZI2_4880 2 @WUZI2_5040 3 @WUZI2_5217 -1 @WUZI2_5276 -1 @WUZI2_5276 -1 @WUZI2_5276 

:WUZI2_4391
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 -1602.782 1320.688 -8.0 -1606.119 1331.51 1.0 
0039:   287@ == 0 // integer values 
004D: jump_if_false @WUZI2_4759 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03E6: remove_text_box 
00BE: text_clear_all 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0920: point_camera -1600.998 1323.041 1.9093 transverse_to -1600.314 1322.414 -2.0672 6000 ms unknown 1 
0936: set_camera -1598.525 1318.594 2.3701 position_to -1598.525 1318.594 -2.3701 6000 ms unknown 1 
00BC: text_highpriority 'WZI2_5' 8000 ms 1  // ~s~Az t le van zrva, de van egy alagt a vz alatt, merlj le s ssz t rajta, hogy tovbbjuss.
0006: 32@ = 0 // integer values 

:WUZI2_4568
00D6: if 
001B:   800 > 32@ // integer values 
004D: jump_if_false @WUZI2_4598 
0001: wait 0 ms 
0002: jump @WUZI2_4568 

:WUZI2_4598
0707: start_scene_skip_to @WUZI2_4717 

:WUZI2_4605
00D6: if 
0934: (unknown) 
004D: jump_if_false @WUZI2_4629 
0001: wait 0 ms 
0002: jump @WUZI2_4605 

:WUZI2_4629
0006: 32@ = 0 // integer values 

:WUZI2_4636
00D6: if 
001B:   1500 > 32@ // integer values 
004D: jump_if_false @WUZI2_4666 
0001: wait 0 ms 
0002: jump @WUZI2_4636 

:WUZI2_4666
015F: set_camera_position -1598.525 1318.594 1.3701 0.0 0.0 0.0 
0160: point_camera -1599.181 1319.288 1.0744 2 

:WUZI2_4717
0701: end_scene_skip 
00BE: text_clear_all 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0008: $7264 += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @WUZI2_4873 

:WUZI2_4759
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -1611.833 1334.313 0.8012 -1615.812 1329.394 -7.9862 
004D: jump_if_false @WUZI2_4821 
0004: $7264 = 3 // integer values 
0002: jump @WUZI2_4873 

:WUZI2_4821
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 -1549.125 1339.961 radius 3.5 3.5 
004D: jump_if_false @WUZI2_4873 
0006: 282@ = 0 // integer values 
0002: jump @WUZI2_5983 

:WUZI2_4873
0002: jump @WUZI2_5276 

:WUZI2_4880
00D6: if 
05FD:   $PLAYER_ACTOR -1611.833 1334.313 0.8012 -1615.812 1329.394 -7.9862 2.0 0 
004D: jump_if_false @WUZI2_4981 
00D6: if 
0039:   287@ == 1 // integer values 
004D: jump_if_false @WUZI2_4967 
00BC: text_highpriority 'WZI2_6' 5000 ms 1  // ~s~Most mr feljhetsz.

:WUZI2_4967
0008: $7264 += 1 // integer values 
0002: jump @WUZI2_5033 

:WUZI2_4981
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 -1549.125 1339.961 radius 3.5 3.5 
004D: jump_if_false @WUZI2_5033 
0006: 282@ = 0 // integer values 
0002: jump @WUZI2_5983 

:WUZI2_5033
0002: jump @WUZI2_5276 

:WUZI2_5040
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 -1612.208 1349.552 radius 3.5 3.5 
004D: jump_if_false @WUZI2_5158 
03E6: remove_text_box 
00D6: if 
0039:   379@ == 0 // integer values 
004D: jump_if_false @WUZI2_5136 
00BC: text_highpriority 'WZI2_7' 6000 ms 1  // ~s~Vedd fel a  ~g~ kst ~s~ az reg aljn.
03DC: 259@ = create_marker_above_pickup 258@ 
0006: 33@ = 0 // integer values 
0002: jump @WUZI2_5144 

:WUZI2_5136
0006: 33@ = 6001 // integer values 

:WUZI2_5144
0008: $7264 += 1 // integer values 
0002: jump @WUZI2_5210 

:WUZI2_5158
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 -1549.125 1339.961 radius 3.5 3.5 
004D: jump_if_false @WUZI2_5210 
0006: 282@ = 0 // integer values 
0002: jump @WUZI2_5983 

:WUZI2_5210
0002: jump @WUZI2_5276 

:WUZI2_5217
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 -1549.125 1339.961 radius 3.5 3.5 
004D: jump_if_false @WUZI2_5269 
0006: 282@ = 0 // integer values 
0002: jump @WUZI2_5983 

:WUZI2_5269
0002: jump @WUZI2_5276 

:WUZI2_5276
0050: gosub @WUZI2_5297 
0050: gosub @WUZI2_18290 
0002: jump @WUZI2_4255 

:WUZI2_5297
0871: init_jump_table 278@ total_jumps 2 0 @WUZI2_5487 jumps 0 @WUZI2_5360 1 @WUZI2_5466 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 

:WUZI2_5360
00D6: if 
00ED:   actor $PLAYER_ACTOR 279@ 280@ 281@ radius 4.0 4.0 
004D: jump_if_false @WUZI2_5459 
06D6: destroy_racing_checkpoint 276@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
00D6: if 
001B:   6 > 277@ // integer values 
004D: jump_if_false @WUZI2_5452 
000A: 278@ += 1 // integer values 
0002: jump @WUZI2_5459 

:WUZI2_5452
0006: 278@ = -1 // integer values 

:WUZI2_5459
0002: jump @WUZI2_5487 

:WUZI2_5466
0050: gosub @WUZI2_5489 
000E: 278@ -= 1 // integer values 
0002: jump @WUZI2_5487 

:WUZI2_5487
0051: return 

:WUZI2_5489
000A: 277@ += 1 // integer values 
0871: init_jump_table 277@ total_jumps 7 0 @WUZI2_5981 jumps 1 @WUZI2_5559 2 @WUZI2_5593 3 @WUZI2_5665 4 @WUZI2_5699 5 @WUZI2_5803 6 @WUZI2_5837 7 @WUZI2_5909 

:WUZI2_5559
0007: 280@ = -1604.522 // floating-point values 
0007: 281@ = 1312.674 // floating-point values 
0006: 279@ = 1 // integer values 
0002: jump @WUZI2_5981 

:WUZI2_5593
0007: 280@ = -1611.557 // floating-point values 
0007: 281@ = 1330.789 // floating-point values 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -2.2294 -1610.672 1330.324 -2.2294 type 3 radius 0.8 
0006: 279@ = 0 // integer values 
0002: jump @WUZI2_5981 

:WUZI2_5665
0007: 280@ = -1626.098 // floating-point values 
0007: 281@ = 1343.811 // floating-point values 
0006: 279@ = 1 // integer values 
0002: jump @WUZI2_5981 

:WUZI2_5699
00D6: if 
0019:   379@ > 0 // integer values 
004D: jump_if_false @WUZI2_5796 
0007: 280@ = -1596.333 // floating-point values 
0007: 281@ = 1345.053 // floating-point values 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -6.2933 -1597.272 1345.396 -6.2933 type 3 radius 0.8 
0006: 279@ = 0 // integer values 
0002: jump @WUZI2_5981 
0002: jump @WUZI2_5803 

:WUZI2_5796
000A: 277@ += 1 // integer values 

:WUZI2_5803
0007: 280@ = -1576.722 // floating-point values 
0007: 281@ = 1338.477 // floating-point values 
0006: 279@ = 1 // integer values 
0002: jump @WUZI2_5981 

:WUZI2_5837
0007: 280@ = -1559.138 // floating-point values 
0007: 281@ = 1333.954 // floating-point values 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -5.3882 -1560.119 1334.147 -5.3819 type 3 radius 1.2 
0006: 279@ = 0 // integer values 
0002: jump @WUZI2_5981 

:WUZI2_5909
0007: 280@ = -1548.216 // floating-point values 
0007: 281@ = 1342.198 // floating-point values 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -7.0752 -1548.608 1341.277 -7.0752 type 3 radius 1.2 
0006: 279@ = 0 // integer values 
0002: jump @WUZI2_5981 

:WUZI2_5981
0051: return 

:WUZI2_5983
0001: wait 0 ms 
0050: gosub @WUZI2_8017 
00D6: if 
0039:   289@ == 2 // integer values 
004D: jump_if_false @WUZI2_6019 
0002: jump @WUZI2_6224 

:WUZI2_6019
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @WUZI2_6154 
00D6: if 
0039:   282@ == 0 // integer values 
004D: jump_if_false @WUZI2_6147 
00D6: if 
85FD:   not  $PLAYER_ACTOR -1558.932 1338.285 -5.0 -1563.078 1329.29 5.0 10.0 0 
004D: jump_if_false @WUZI2_6140 
00D6: if 
0039:   289@ == 0 // integer values 
004D: jump_if_false @WUZI2_6133 
0002: jump @WUZI2_6224 

:WUZI2_6133
0002: jump @WUZI2_6147 

:WUZI2_6140
0006: 282@ = 1 // integer values 

:WUZI2_6147
0002: jump @WUZI2_6217 

:WUZI2_6154
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @WUZI2_6217 
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 -1549.125 1339.961 radius 3.5 3.5 
004D: jump_if_false @WUZI2_6217 
0006: 282@ = 0 // integer values 

:WUZI2_6217
0002: jump @WUZI2_5983 

:WUZI2_6224
0004: $7276 = -2 // integer values 
03E6: remove_text_box 
00BE: text_clear_all 
0164: disable_marker 259@ 
06D6: destroy_racing_checkpoint 276@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
8039:   not  289@ == 2 // integer values 
004D: jump_if_false @WUZI2_6823 
0373: set_camera_directly_behind_player 
0006: 32@ = 0 // integer values 

:WUZI2_6283
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @WUZI2_6313 
0001: wait 0 ms 
0002: jump @WUZI2_6283 

:WUZI2_6313
068D: (unknown) 51@ 52@ 53@ 
068E: (unknown) 54@ 55@ 56@ 
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_6365 
00AA: store_car 291@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WUZI2_6365
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0920: point_camera 54@ 55@ 56@ transverse_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 3500 ms unknown 1 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ 3500 ms unknown 1 
00BC: text_highpriority 'WZI2_40' 8000 ms 1  // Az utat kt hajrl rzik. Ha szrevesznek, merlj le, hogy elvesztsenek.
0006: 32@ = 0 // integer values 

:WUZI2_6448
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @WUZI2_6478 
0001: wait 0 ms 
0002: jump @WUZI2_6448 

:WUZI2_6478
0707: start_scene_skip_to @WUZI2_6814 
0001: wait 0 ms 

:WUZI2_6489
00D6: if 
0934: (unknown) 
004D: jump_if_false @WUZI2_6513 
0001: wait 0 ms 
0002: jump @WUZI2_6489 

:WUZI2_6513
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_6543 
00AA: store_car 290@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:WUZI2_6543
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0920: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 transverse_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 3000 ms unknown 0 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ 3000 ms unknown 0 
0001: wait 0 ms 

:WUZI2_6607
00D6: if 
0934: (unknown) 
004D: jump_if_false @WUZI2_6645 
0001: wait 0 ms 
0050: gosub @WUZI2_9364 
0050: gosub @WUZI2_12194 
0002: jump @WUZI2_6607 

:WUZI2_6645
00BC: text_highpriority 'WZI2_41' 8000 ms 1  // Ne ssz a vz felsznn, mert megltnak.
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0920: point_camera $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD transverse_to 54@ 55@ 56@ 4500 ms unknown 1 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ 4500 ms unknown 1 
0001: wait 0 ms 

:WUZI2_6725
00D6: if 
0934: (unknown) 
004D: jump_if_false @WUZI2_6763 
0001: wait 0 ms 
0050: gosub @WUZI2_9364 
0050: gosub @WUZI2_12194 
0002: jump @WUZI2_6725 

:WUZI2_6763
0006: 32@ = 0 // integer values 

:WUZI2_6770
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @WUZI2_6814 
0001: wait 0 ms 
0050: gosub @WUZI2_9364 
0050: gosub @WUZI2_12194 
0002: jump @WUZI2_6770 

:WUZI2_6814
0701: end_scene_skip 
0002: jump @WUZI2_7040 

:WUZI2_6823
0707: start_scene_skip_to @WUZI2_7038 
015F: set_camera_position -1568.742 1385.366 5.9871 0.0 0.0 0.0 
0160: point_camera -1569.706 1385.126 5.8767 2 
00BC: text_highpriority 'WZI2_40' 6000 ms 1  // Az utat kt hajrl rzik. Ha szrevesznek, merlj le, hogy elvesztsenek.
0006: 32@ = 0 // integer values 

:WUZI2_6904
00D6: if 
001B:   6000 > 32@ // integer values 
004D: jump_if_false @WUZI2_6934 
0001: wait 0 ms 
0002: jump @WUZI2_6904 

:WUZI2_6934
015F: set_camera_position -1494.649 1350.358 6.0727 0.0 0.0 0.0 
0160: point_camera -1495.164 1349.516 5.9146 2 
00BC: text_highpriority 'WZI2_41' 6000 ms 1  // Ne ssz a vz felsznn, mert megltnak.
0006: 32@ = 0 // integer values 

:WUZI2_7008
00D6: if 
001B:   6000 > 32@ // integer values 
004D: jump_if_false @WUZI2_7038 
0001: wait 0 ms 
0002: jump @WUZI2_7008 

:WUZI2_7038
0701: end_scene_skip 

:WUZI2_7040
00BC: text_highpriority 'WZI2_8' 6000 ms 1  // ~s~Menj a ~y~tankerhez~s~ s mssz bele.
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_7087 
0186: 292@ = create_marker_above_car 290@ 
018B: show_on_radar 292@ 2 

:WUZI2_7087
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_7118 
0186: 293@ = create_marker_above_car 291@ 
018B: show_on_radar 293@ 2 

:WUZI2_7118
06C4: (unknown) 383@ 407@ 
06C4: (unknown) 384@ 408@ 
06C4: (unknown) 385@ 409@ 
06C4: (unknown) 386@ 410@ 
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_7181 
0186: 415@ = create_marker_above_car 413@ 
018B: show_on_radar 415@ 2 

:WUZI2_7181
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_7212 
0186: 416@ = create_marker_above_car 414@ 
018B: show_on_radar 416@ 2 

:WUZI2_7212
00BC: text_highpriority 'WZI2_8' 6000 ms 1  // ~s~Menj a ~y~tankerhez~s~ s mssz bele.
0004: $7277 = 1 // integer values 
0006: 288@ = 0 // integer values 
0004: $7278 = 0 // integer values 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor_task $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0006: 283@ = 0 // integer values 

:WUZI2_7278
0001: wait 0 ms 
01BD: 37@ = current_time_in_ms 
0085: 38@ = 37@ // integer values and handles 
0062: 38@ -= 39@ // integer values 
0085: 39@ = 37@ // integer values and handles 
005A: 288@ += 38@ // integer values 
005E: $7268 += 38@ // integer values 
005E: $7269 += 38@ // integer values 
00D6: if 
8039:   not  373@ == 2 // integer values 
004D: jump_if_false @WUZI2_7459 
0050: gosub @WUZI2_8017 
0050: gosub @WUZI2_9364 
0050: gosub @WUZI2_12194 
0050: gosub @WUZI2_13003 
0050: gosub @WUZI2_14422 
00D6: if 
0018:   $7272 > 35 // integer values 
004D: jump_if_false @WUZI2_7438 
00D6: if 
0039:   284@ == 0 // integer values 
004D: jump_if_false @WUZI2_7431 
0006: 284@ = 1 // integer values 

:WUZI2_7431
0050: gosub @WUZI2_20108 

:WUZI2_7438
0050: gosub @WUZI2_18290 
0050: gosub @WUZI2_16055 
0002: jump @WUZI2_7466 

:WUZI2_7459
0050: gosub @WUZI2_16700 

:WUZI2_7466
0050: gosub @WUZI2_20987 
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @WUZI2_7597 
00D6: if 
04AD:   actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @WUZI2_7590 
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @WUZI2_7590 
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 -1447.128 1501.241 radius 6.0 6.0 
004D: jump_if_false @WUZI2_7590 
03E6: remove_text_box 
0512: permanent_text_box 'WZI2_C0'  // Nyomj ~k~~PED_JUMPING~ -t, hogy kimssz a vzbl.
0006: 33@ = 0 // integer values 
000A: 283@ += 1 // integer values 

:WUZI2_7590
0002: jump @WUZI2_8003 

:WUZI2_7597
00D6: if 
0039:   283@ == 1 // integer values 
004D: jump_if_false @WUZI2_7723 
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @WUZI2_7636 
03E6: remove_text_box 

:WUZI2_7636
00D6: if 
84AD:   not actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @WUZI2_7716 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 -1449.642 1501.135 0.7366 radius 2.0 2.0 2.0 
004D: jump_if_false @WUZI2_7716 
03E6: remove_text_box 
0050: gosub @WUZI2_22319 
000A: 283@ += 1 // integer values 

:WUZI2_7716
0002: jump @WUZI2_8003 

:WUZI2_7723
0050: gosub @WUZI2_23872 
0050: gosub @WUZI2_24874 
0050: gosub @WUZI2_25427 
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @WUZI2_7948 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -1372.733 1495.55 0.8578 radius 1.2 1.2 2.0 
004D: jump_if_false @WUZI2_7941 
00D6: if 
8039:   not  522@ == 2 // integer values 
004D: jump_if_false @WUZI2_7925 
00BC: text_highpriority 'WZI2_30' 1000 ms 1  // ~s~Nyomj ~k~~VEHICLE_ENTER_EXIT~ -t, hogy felszereld
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @WUZI2_7918 
00BE: text_clear_all 
00BC: text_highpriority 'WZI2_32' 6000 ms 1  // ~s~Feltetted a cuccot! Menj vissza a ~y~dokkba~s~.
0164: disable_marker 36@ 
018A: 36@ = create_checkpoint_at -1508.558 1296.067 0.397 
0006: 48@ = 1 // integer values 
0050: gosub @WUZI2_18207 

:WUZI2_7918
0002: jump @WUZI2_7941 

:WUZI2_7925
00BC: text_highpriority 'WZI2_31' 3000 ms 1  // ~s~Tnj el az ~r~rk~s~ ell, mieltt feltennd a cuccot.

:WUZI2_7941
0002: jump @WUZI2_8003 

:WUZI2_7948
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -1508.558 1296.067 0.397 radius 1.2 1.2 2.0 
004D: jump_if_false @WUZI2_8003 
0002: jump @WUZI2_26588 

:WUZI2_8003
0050: gosub @WUZI2_21524 
0002: jump @WUZI2_7278 

:WUZI2_8017
0006: 287@ = 0 // integer values 
0006: 286@ = 0 // integer values 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming_in_water 
004D: jump_if_false @WUZI2_8329 
0966: 285@ = actor $PLAYER_ACTOR swimming_status 
00D6: if 
04A4:   285@ == 4 // integer values OR floating-point values 
004D: jump_if_false @WUZI2_8119 
0006: 287@ = 1 // integer values 
00D6: if 
002A:   0 >= $7276 // integer values 
004D: jump_if_false @WUZI2_8112 
0004: $7277 = 1 // integer values 
0004: $7276 = -2 // integer values 

:WUZI2_8112
0002: jump @WUZI2_8144 

:WUZI2_8119
00D6: if 
04A4:   285@ == 2 // integer values OR floating-point values 
004D: jump_if_false @WUZI2_8144 
0006: 286@ = 1 // integer values 

:WUZI2_8144
00D6: if 
0039:   289@ == 1 // integer values 
004D: jump_if_false @WUZI2_8322 
00D6: if or
05F6:   $PLAYER_ACTOR -1559.287 1337.199 -1562.583 1327.257 -62.9096 0 
05F6:   $PLAYER_ACTOR -1590.327 1336.881 -1607.206 1307.565 -37.0915 0 
05F6:   $PLAYER_ACTOR -1616.574 1319.336 -1632.86 1303.452 -23.9075 0 
05F6:   $PLAYER_ACTOR -1595.184 1316.68 -1603.483 1308.894 -8.3514 0 
004D: jump_if_false @WUZI2_8315 
0006: 289@ = 0 // integer values 
0002: jump @WUZI2_8322 

:WUZI2_8315
0006: 289@ = 2 // integer values 

:WUZI2_8322
0002: jump @WUZI2_8377 

:WUZI2_8329
00D6: if 
0039:   289@ == 0 // integer values 
004D: jump_if_false @WUZI2_8354 
0006: 289@ = 1 // integer values 

:WUZI2_8354
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI2_8377 
0006: 286@ = 1 // integer values 

:WUZI2_8377
0051: return 

:WUZI2_8379
01E8: create_forbidden_for_cars_cube -1328.999 1239.997 -5.0 -1655.868 1638.755 10.0 
03BA: clear_cars_from_cube -1328.999 1239.997 -5.0 -1655.868 1638.755 10.0 
0007: 331@ = -1605.0 // floating-point values 
0007: 332@ = -1565.0 // floating-point values 
0007: 333@ = -1525.0 // floating-point values 
0007: 334@ = -1485.0 // floating-point values 
0007: 335@ = -1445.0 // floating-point values 
0007: 336@ = -1405.0 // floating-point values 
0007: 337@ = -1365.0 // floating-point values 
0007: 338@ = 1315.0 // floating-point values 
0007: 339@ = 1355.0 // floating-point values 
0007: 340@ = 1395.0 // floating-point values 
0007: 341@ = 1435.0 // floating-point values 
0007: 342@ = 1475.0 // floating-point values 
0007: 343@ = -1585.0 // floating-point values 
0007: 344@ = -1545.0 // floating-point values 
0007: 345@ = -1505.0 // floating-point values 
0007: 346@ = -1465.0 // floating-point values 
0007: 347@ = -1425.0 // floating-point values 
0007: 348@ = -1385.0 // floating-point values 
0007: 349@ = 1335.0 // floating-point values 
0007: 350@ = 1375.0 // floating-point values 
0007: 351@ = 1415.0 // floating-point values 
0007: 352@ = 1455.0 // floating-point values 
0004: $7272 = 0 // integer values 
0004: $7273 = -1 // integer values 
0007: 359@ = 40.0 // floating-point values 
0007: 357@ = 3.0 // floating-point values 
0007: 358@ = 0.1 // floating-point values 
00A5: 290@ = create_car #TROPIC at -1585.0 1375.0 1.0 
0323: unknown_car 290@ flag 1 
0129: 300@ = create_actor 24 #DNB1 in_car 290@ driverseat 
009A: 308@ = create_actor 24 #DNB1 at -1585.0 1375.0 4.0 
0464: put_actor 308@ into_turret_on_car 290@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 308@ stay_put 1 
02E2: set_actor 308@ weapon_accuracy_to 80 
07DD: (unknown) 308@ 20 
0007: 322@ = 0.0 // floating-point values 
009A: 309@ = create_actor 24 #DNB2 at -1585.0 1375.0 4.0 
0464: put_actor 309@ into_turret_on_car 290@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 309@ stay_put 1 
02E2: set_actor 309@ weapon_accuracy_to 80 
07DD: (unknown) 309@ 20 
0007: 323@ = -90.0 // floating-point values 
009A: 310@ = create_actor 24 #DNB3 at -1585.0 1375.0 4.0 
0464: put_actor 310@ into_turret_on_car 290@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 310@ stay_put 1 
02E2: set_actor 310@ weapon_accuracy_to 80 
07DD: (unknown) 310@ 20 
0007: 324@ = 140.0 // floating-point values 
0006: 294@ = 0 // integer values 
0006: 296@ = 17 // integer values 
0004: $7266 = 0 // integer values 
00A5: 291@ = create_car #TROPIC at -1505.0 1335.0 1.0 
0323: unknown_car 291@ flag 1 
0129: 301@ = create_actor 24 #DNB1 in_car 291@ driverseat 
009A: 311@ = create_actor 24 #DNB1 at -1585.0 1375.0 4.0 
0464: put_actor 311@ into_turret_on_car 291@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 311@ stay_put 1 
02E2: set_actor 311@ weapon_accuracy_to 80 
07DD: (unknown) 311@ 20 
0007: 325@ = 0.0 // floating-point values 
009A: 312@ = create_actor 24 #DNB2 at -1585.0 1375.0 4.0 
0464: put_actor 312@ into_turret_on_car 291@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 312@ stay_put 1 
02E2: set_actor 312@ weapon_accuracy_to 80 
07DD: (unknown) 312@ 20 
0007: 326@ = -90.0 // floating-point values 
009A: 313@ = create_actor 24 #DNB3 at -1585.0 1375.0 4.0 
0464: put_actor 313@ into_turret_on_car 291@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 313@ stay_put 1 
02E2: set_actor 313@ weapon_accuracy_to 80 
07DD: (unknown) 313@ 20 
0007: 327@ = 140.0 // floating-point values 
0006: 295@ = 0 // integer values 
0006: 297@ = 11 // integer values 
0004: $7267 = 0 // integer values 
0004: $7271 = 0 // integer values 
0051: return 

:WUZI2_9364
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0004: $7274 = -1 // integer values 
0004: $7275 = -1 // integer values 
0004: $7257 = 0 // integer values 

:WUZI2_9399
00D6: if 
001A:   7 > $7257 // integer values 
004D: jump_if_false @WUZI2_9469 
00D6: if 
0027:   331@($7257,7f) > $TEMPVAR_FLOAT_1 // floating-point values only 
004D: jump_if_false @WUZI2_9455 
0084: $7274 = $7257 // integer values and handles 
0004: $7257 = 7 // integer values 

:WUZI2_9455
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_9399 

:WUZI2_9469
00D6: if 
0038:   $7274 == -1 // integer values 
004D: jump_if_false @WUZI2_9494 
0004: $7274 = 7 // integer values 

:WUZI2_9494
0004: $7257 = 0 // integer values 

:WUZI2_9501
00D6: if 
001A:   5 > $7257 // integer values 
004D: jump_if_false @WUZI2_9571 
00D6: if 
0027:   338@($7257,5f) > $TEMPVAR_FLOAT_2 // floating-point values only 
004D: jump_if_false @WUZI2_9557 
0084: $7275 = $7257 // integer values and handles 
0004: $7257 = 5 // integer values 

:WUZI2_9557
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_9501 

:WUZI2_9571
00D6: if 
0038:   $7275 == -1 // integer values 
004D: jump_if_false @WUZI2_9596 
0004: $7275 = 5 // integer values 

:WUZI2_9596
0010: $7275 *= 8 // integer values 
0084: $7272 = $7274 // integer values and handles 
0058: $7272 += $7275 // integer values 
00D6: if 
803A:   not  $7272 == $7273 // integer values and handles 
004D: jump_if_false @WUZI2_9653 
0050: gosub @WUZI2_9655 
0084: $7273 = $7272 // integer values and handles 

:WUZI2_9653
0051: return 

:WUZI2_9655
0871: init_jump_table $7272 total_jumps 48 0 @WUZI2_12067 jumps 0 @WUZI2_10043 1 @WUZI2_10043 2 @WUZI2_10099 3 @WUZI2_10099 4 @WUZI2_10155 5 @WUZI2_10211 6 @WUZI2_10267 
0872: jump_table_jumps 7 @WUZI2_10267 8 @WUZI2_10323 9 @WUZI2_10379 10 @WUZI2_10379 11 @WUZI2_10435 12 @WUZI2_10491 13 @WUZI2_10547 14 @WUZI2_10603 15 @WUZI2_10267 
0872: jump_table_jumps 16 @WUZI2_10659 17 @WUZI2_10715 18 @WUZI2_10771 19 @WUZI2_10827 20 @WUZI2_10883 21 @WUZI2_10939 22 @WUZI2_11041 23 @WUZI2_11143 24 @WUZI2_11199 
0872: jump_table_jumps 25 @WUZI2_11255 26 @WUZI2_11311 27 @WUZI2_11413 28 @WUZI2_11547 29 @WUZI2_11041 30 @WUZI2_10939 31 @WUZI2_11603 32 @WUZI2_11659 33 @WUZI2_11715 
0872: jump_table_jumps 34 @WUZI2_11413 35 @WUZI2_11311 36 @WUZI2_11803 37 @WUZI2_11891 38 @WUZI2_11979 39 @WUZI2_11979 40 @WUZI2_11659 41 @WUZI2_11659 42 @WUZI2_11715 
0872: jump_table_jumps 43 @WUZI2_11803 44 @WUZI2_11803 45 @WUZI2_11891 46 @WUZI2_11979 47 @WUZI2_11979 -1 @WUZI2_12067 -1 @WUZI2_12067 -1 @WUZI2_12067 -1 @WUZI2_12067 

:WUZI2_10043
0006: 360@ = 17 // integer values 
0006: 362@ = 0 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 11 // integer values 
0006: 363@ = 2 // integer values 
0006: 365@ = 0 // integer values 
0004: $7270 = -1 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10099
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 11 // integer values 
0006: 363@ = 2 // integer values 
0006: 365@ = 0 // integer values 
0004: $7270 = 4 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10155
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 12 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 0 // integer values 
0004: $7270 = 4 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10211
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 13 // integer values 
0006: 363@ = 4 // integer values 
0006: 365@ = 0 // integer values 
0004: $7270 = 4 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10267
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 14 // integer values 
0006: 363@ = 5 // integer values 
0006: 365@ = 0 // integer values 
0004: $7270 = 4 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10323
0006: 360@ = 17 // integer values 
0006: 362@ = 0 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 11 // integer values 
0006: 363@ = 2 // integer values 
0006: 365@ = 0 // integer values 
0004: $7270 = 3 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10379
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 11 // integer values 
0006: 363@ = 2 // integer values 
0006: 365@ = 0 // integer values 
0004: $7270 = 5 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10435
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 12 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 0 // integer values 
0004: $7270 = 2 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10491
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 20 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 1 // integer values 
0004: $7270 = 1 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10547
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 21 // integer values 
0006: 363@ = 4 // integer values 
0006: 365@ = 1 // integer values 
0004: $7270 = 1 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10603
0006: 360@ = 18 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 22 // integer values 
0006: 363@ = 5 // integer values 
0006: 365@ = 1 // integer values 
0004: $7270 = 1 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10659
0006: 360@ = 17 // integer values 
0006: 362@ = 0 // integer values 
0006: 364@ = 1 // integer values 
0006: 361@ = 20 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 1 // integer values 
0004: $7270 = 3 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10715
0006: 360@ = 25 // integer values 
0006: 362@ = 0 // integer values 
0006: 364@ = 2 // integer values 
0006: 361@ = 20 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 1 // integer values 
0004: $7270 = 0 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10771
0006: 360@ = 26 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 2 // integer values 
0006: 361@ = 20 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 1 // integer values 
0004: $7270 = 0 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10827
0006: 360@ = 27 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 2 // integer values 
0006: 361@ = 20 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 1 // integer values 
0004: $7270 = 2 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10883
0006: 360@ = 27 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 2 // integer values 
0006: 361@ = 28 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 2 // integer values 
0004: $7270 = 1 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_10939
0006: 360@ = 27 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 2 // integer values 
00D6: if 
0038:   $7273 == 29 // integer values 
004D: jump_if_false @WUZI2_11006 
0006: 361@ = 22 // integer values 
0006: 363@ = 5 // integer values 
0006: 365@ = 1 // integer values 
0002: jump @WUZI2_11027 

:WUZI2_11006
0006: 361@ = 29 // integer values 
0006: 363@ = 4 // integer values 
0006: 365@ = 2 // integer values 

:WUZI2_11027
0004: $7270 = 1 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11041
0006: 360@ = 27 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 2 // integer values 
00D6: if 
0038:   $7273 == 30 // integer values 
004D: jump_if_false @WUZI2_11108 
0006: 361@ = 21 // integer values 
0006: 363@ = 4 // integer values 
0006: 365@ = 1 // integer values 
0002: jump @WUZI2_11129 

:WUZI2_11108
0006: 361@ = 30 // integer values 
0006: 363@ = 5 // integer values 
0006: 365@ = 2 // integer values 

:WUZI2_11129
0004: $7270 = 1 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11143
0006: 360@ = 27 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 2 // integer values 
0006: 361@ = 22 // integer values 
0006: 363@ = 5 // integer values 
0006: 365@ = 1 // integer values 
0004: $7270 = 4 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11199
0006: 360@ = 25 // integer values 
0006: 362@ = 0 // integer values 
0006: 364@ = 2 // integer values 
0006: 361@ = 28 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 2 // integer values 
0004: $7270 = 3 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11255
0006: 360@ = 33 // integer values 
0006: 362@ = 0 // integer values 
0006: 364@ = 3 // integer values 
0006: 361@ = 28 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 2 // integer values 
0004: $7270 = 0 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11311
00D6: if 
0038:   $7273 == 34 // integer values 
004D: jump_if_false @WUZI2_11357 
0006: 360@ = 27 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 2 // integer values 
0002: jump @WUZI2_11378 

:WUZI2_11357
0006: 360@ = 34 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 3 // integer values 

:WUZI2_11378
0006: 361@ = 28 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 2 // integer values 
0004: $7270 = 0 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11413
00D6: if 
0038:   $7273 == 35 // integer values 
004D: jump_if_false @WUZI2_11459 
0006: 360@ = 26 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 2 // integer values 
0002: jump @WUZI2_11480 

:WUZI2_11459
0006: 360@ = 35 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 3 // integer values 

:WUZI2_11480
0006: 361@ = 28 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 2 // integer values 
00D6: if 
0038:   $7272 == 27 // integer values 
004D: jump_if_false @WUZI2_11533 
0004: $7270 = 2 // integer values 
0002: jump @WUZI2_11540 

:WUZI2_11533
0004: $7270 = 0 // integer values 

:WUZI2_11540
0002: jump @WUZI2_12067 

:WUZI2_11547
0006: 360@ = 27 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 2 // integer values 
0006: 361@ = 29 // integer values 
0006: 363@ = 4 // integer values 
0006: 365@ = 2 // integer values 
0004: $7270 = 2 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11603
0006: 360@ = 27 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 2 // integer values 
0006: 361@ = 30 // integer values 
0006: 363@ = 5 // integer values 
0006: 365@ = 2 // integer values 
0004: $7270 = 4 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11659
0006: 360@ = 33 // integer values 
0006: 362@ = 0 // integer values 
0006: 364@ = 3 // integer values 
0006: 361@ = 28 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 2 // integer values 
0004: $7270 = 3 // integer values 
0002: jump @WUZI2_12067 

:WUZI2_11715
0006: 360@ = 34 // integer values 
0006: 362@ = 1 // integer values 
0006: 364@ = 3 // integer values 
0006: 361@ = 28 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 2 // integer values 
00D6: if 
0038:   $7270 == 33 // integer values 
004D: jump_if_false @WUZI2_11789 
0004: $7270 = 0 // integer values 
0002: jump @WUZI2_11796 

:WUZI2_11789
0004: $7270 = 3 // integer values 

:WUZI2_11796
0002: jump @WUZI2_12067 

:WUZI2_11803
0006: 360@ = 35 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 3 // integer values 
0006: 361@ = 28 // integer values 
0006: 363@ = 3 // integer values 
0006: 365@ = 2 // integer values 
00D6: if 
0038:   $7270 == 36 // integer values 
004D: jump_if_false @WUZI2_11877 
0004: $7270 = 5 // integer values 
0002: jump @WUZI2_11884 

:WUZI2_11877
0004: $7270 = 3 // integer values 

:WUZI2_11884
0002: jump @WUZI2_12067 

:WUZI2_11891
0006: 360@ = 35 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 3 // integer values 
0006: 361@ = 29 // integer values 
0006: 363@ = 4 // integer values 
0006: 365@ = 2 // integer values 
00D6: if 
0038:   $7270 == 37 // integer values 
004D: jump_if_false @WUZI2_11965 
0004: $7270 = 4 // integer values 
0002: jump @WUZI2_11972 

:WUZI2_11965
0004: $7270 = -1 // integer values 

:WUZI2_11972
0002: jump @WUZI2_12067 

:WUZI2_11979
0006: 360@ = 35 // integer values 
0006: 362@ = 2 // integer values 
0006: 364@ = 3 // integer values 
0006: 361@ = 30 // integer values 
0006: 363@ = 5 // integer values 
0006: 365@ = 2 // integer values 
00D6: if 
001A:   40 > $7270 // integer values 
004D: jump_if_false @WUZI2_12053 
0004: $7270 = 4 // integer values 
0002: jump @WUZI2_12060 

:WUZI2_12053
0004: $7270 = -1 // integer values 

:WUZI2_12060
0002: jump @WUZI2_12067 

:WUZI2_12067
0004: $7257 = 0 // integer values 

:WUZI2_12074
00D6: if 
001A:   2 > $7257 // integer values 
004D: jump_if_false @WUZI2_12192 
00D6: if 
803B:   not  296@($7257,2i) == 360@($7257,2i) // integer values 
004D: jump_if_false @WUZI2_12178 
0085: 353@($7257,2i) = 362@($7257,2i) // integer values and handles 
0085: 355@($7257,2i) = 364@($7257,2i) // integer values and handles 
0006: 294@($7257,2i) = 1 // integer values 
0085: 296@($7257,2i) = 360@($7257,2i) // integer values and handles 

:WUZI2_12178
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_12074 

:WUZI2_12192
0051: return 

:WUZI2_12194
0004: $7257 = 0 // integer values 

:WUZI2_12201
00D6: if 
001A:   2 > $7257 // integer values 
004D: jump_if_false @WUZI2_13001 
00D6: if 
8119:   not car 290@($7257,2i) wrecked 
004D: jump_if_false @WUZI2_12987 
0871: init_jump_table 294@($7257,2i) total_jumps 3 0 @WUZI2_12987 jumps 1 @WUZI2_12306 2 @WUZI2_12417 3 @WUZI2_12882 -1 @WUZI2_12987 -1 @WUZI2_12987 -1 @WUZI2_12987 -1 @WUZI2_12987 

:WUZI2_12306
0085: 366@ = 353@($7257,2i) // integer values and handles 
0085: 367@ = 355@($7257,2i) // integer values and handles 
0323: unknown_car 290@($7257,2i) flag 0 
02D3: boat 290@($7257,2i) drive_to 343@(366@,6f) 349@(367@,4f) 0.0 
02DB: set_boat 290@($7257,2i) speed_to 7.0 
02E3: 314@($7257,2f) = car 290@($7257,2i) speed 
000A: 294@($7257,2i) += 1 // integer values 
0002: jump @WUZI2_12987 

:WUZI2_12417
0085: 366@ = 353@($7257,2i) // integer values and handles 
0085: 367@ = 355@($7257,2i) // integer values and handles 
00D6: if 
01AD:   car 290@($7257,2i) 0 343@(366@,6f) 349@(367@,4f) 8.0 8.0 
004D: jump_if_false @WUZI2_12521 
02E3: 314@($7257,2f) = car 290@($7257,2i) speed 
000A: 294@($7257,2i) += 1 // integer values 
0002: jump @WUZI2_12875 

:WUZI2_12521
00D6: if 
0025:   357@ > 314@($7257,2f) // floating-point values 
004D: jump_if_false @WUZI2_12572 
005B: 314@($7257,2f) += 358@ // floating-point values 
04BA: set_car 290@($7257,2i) speed_instantly 314@($7257,2f) 

:WUZI2_12572
00AA: store_car 290@($7257,2i) position_to 316@($7257,2f) 318@($7257,2f) $TEMPVAR_FLOAT_3 
0174: 320@($7257,2f) = car 290@($7257,2i) z_angle 
0088: $TEMPVAR_FLOAT_1 = 343@(366@,6f) // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 316@($7257,2f) // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 349@(367@,4f) // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 318@($7257,2f) // floating-point values 

:WUZI2_12662
00D6: if 
0031:   320@($7257,2f) >= 180.0 // floating-point values 
004D: jump_if_false @WUZI2_12708 
000B: 320@($7257,2f) += -360.0 // floating-point values 
0002: jump @WUZI2_12662 

:WUZI2_12708
0604: get_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 angle $TEMPVAR_ANGLE 

:WUZI2_12719
00D6: if 
0030:   $TEMPVAR_ANGLE >= 180.0 // floating-point values 
004D: jump_if_false @WUZI2_12757 
0009: $TEMPVAR_ANGLE += -360.0 // floating-point values 
0002: jump @WUZI2_12719 

:WUZI2_12757
0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_ANGLE // floating-point values only 
0067: $TEMPVAR_FLOAT_3 -= 320@($7257,2f) // floating-point values 
00D6: if 
0032:   -180.0 >= $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @WUZI2_12808 
0009: $TEMPVAR_FLOAT_3 += 360.0 // floating-point values 

:WUZI2_12808
00D6: if 
0030:   $TEMPVAR_FLOAT_3 >= 180.0 // floating-point values 
004D: jump_if_false @WUZI2_12839 
0009: $TEMPVAR_FLOAT_3 += -360.0 // floating-point values 

:WUZI2_12839
0075: $TEMPVAR_FLOAT_3 /= 359@ // floating-point values 
005D: 320@($7257,2f) += $TEMPVAR_FLOAT_3 // floating-point values 
0175: set_car 290@($7257,2i) z_angle_to 320@($7257,2f) 

:WUZI2_12875
0002: jump @WUZI2_12987 

:WUZI2_12882
0063: 314@($7257,2f) -= 358@ // floating-point values 
04BA: set_car 290@($7257,2i) speed_instantly 314@($7257,2f) 
00D6: if 
0023:   2.5 > 314@($7257,2f) // floating-point values 
004D: jump_if_false @WUZI2_12980 
04BA: set_car 290@($7257,2i) speed_instantly 1.0 
02D4: unknown_turn_off_car 290@($7257,2i) engine 
0323: unknown_car 290@($7257,2i) flag 1 
0006: 294@($7257,2i) = 0 // integer values 

:WUZI2_12980
0002: jump @WUZI2_12987 

:WUZI2_12987
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_12201 

:WUZI2_13001
0051: return 

:WUZI2_13003
0004: $7257 = 0 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:WUZI2_13024
00D6: if 
001A:   2 > $7257 // integer values 
004D: jump_if_false @WUZI2_14314 
00D6: if 
8119:   not car 290@($7257,2i) wrecked 
004D: jump_if_false @WUZI2_14238 
0006: 368@($7257,2i) = 0 // integer values 
0871: init_jump_table $7257 total_jumps 2 0 @WUZI2_13399 jumps 0 @WUZI2_13136 1 @WUZI2_13278 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 

:WUZI2_13136
00D6: if or
0038:   $7270 == 0 // integer values 
0038:   $7270 == 2 // integer values 
004D: jump_if_false @WUZI2_13179 
0006: 368@($7257,2i) = 1 // integer values 
0002: jump @WUZI2_13271 

:WUZI2_13179
00D6: if or
0038:   $7270 == 3 // integer values 
0038:   $7270 == 5 // integer values 
004D: jump_if_false @WUZI2_13271 
00AA: store_car 290@($7257,2i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0022:   29.0 > $11352 // floating-point values 
004D: jump_if_false @WUZI2_13271 
0006: 368@($7257,2i) = 1 // integer values 

:WUZI2_13271
0002: jump @WUZI2_13399 

:WUZI2_13278
00D6: if or
0038:   $7270 == 1 // integer values 
0038:   $7270 == 2 // integer values 
004D: jump_if_false @WUZI2_13321 
0006: 368@($7257,2i) = 1 // integer values 
0002: jump @WUZI2_13392 

:WUZI2_13321
00D6: if or
0038:   $7270 == 4 // integer values 
0038:   $7270 == 5 // integer values 
004D: jump_if_false @WUZI2_13392 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 290@($7257,2i) radius 30.0 30.0 unknown 0 
004D: jump_if_false @WUZI2_13392 
0006: 368@($7257,2i) = 1 // integer values 

:WUZI2_13392
0002: jump @WUZI2_13399 

:WUZI2_13399
0871: init_jump_table $7266($7257,2i) total_jumps 5 0 @WUZI2_14231 jumps 0 @WUZI2_13466 1 @WUZI2_13732 2 @WUZI2_13841 3 @WUZI2_13986 4 @WUZI2_14136 -1 @WUZI2_14231 -1 @WUZI2_14231 

:WUZI2_13466
00D6: if 
0038:   $7277 == 0 // integer values 
004D: jump_if_false @WUZI2_13725 
00D6: if or
0039:   368@($7257,2i) == 0 // integer values 
0039:   287@ == 1 // integer values 
004D: jump_if_false @WUZI2_13639 
0084: $7261 = $7257 // integer values and handles 
0010: $7261 *= 3 // integer values 
0084: $7262 = $7261 // integer values and handles 
0008: $7262 += 3 // integer values 

:WUZI2_13543
00D6: if 
001C:   $7262 > $7261 // integer values 
004D: jump_if_false @WUZI2_13632 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_13618 
0088: $TEMPVAR_ANGLE = 320@($7257,2f) // floating-point values only 
0067: $TEMPVAR_ANGLE -= 322@($7261,6f) // floating-point values 
0173: set_actor 308@($7261,6i) z_angle_to $TEMPVAR_ANGLE 

:WUZI2_13618
0008: $7261 += 1 // integer values 
0002: jump @WUZI2_13543 

:WUZI2_13632
0002: jump @WUZI2_13725 

:WUZI2_13639
00D6: if or
0039:   286@ == 1 // integer values 
0028:   $7276 >= 3 // integer values 
004D: jump_if_false @WUZI2_13689 
0050: gosub @WUZI2_14316 
0004: $7266($7257,2i) = 3 // integer values 
0002: jump @WUZI2_13725 

:WUZI2_13689
00D6: if 
002A:   0 >= $7276 // integer values 
004D: jump_if_false @WUZI2_13714 
0006: 288@ = 0 // integer values 

:WUZI2_13714
0008: $7266($7257,2i) += 1 // integer values 

:WUZI2_13725
0002: jump @WUZI2_14231 

:WUZI2_13732
00D6: if or
0039:   368@($7257,2i) == 0 // integer values 
0039:   287@ == 1 // integer values 
004D: jump_if_false @WUZI2_13790 
0004: $7268($7257,2i) = 0 // integer values 
0008: $7266($7257,2i) += 1 // integer values 
0002: jump @WUZI2_13834 

:WUZI2_13790
00D6: if or
0019:   288@ > 6000 // integer values 
0039:   286@ == 1 // integer values 
004D: jump_if_false @WUZI2_13834 
0050: gosub @WUZI2_14316 
0004: $7266($7257,2i) = 3 // integer values 

:WUZI2_13834
0002: jump @WUZI2_14231 

:WUZI2_13841
00D6: if or
0039:   368@($7257,2i) == 0 // integer values 
0039:   287@ == 1 // integer values 
004D: jump_if_false @WUZI2_13911 
00D6: if 
0018:   $7268($7257,2i) > 3000 // integer values 
004D: jump_if_false @WUZI2_13904 
0004: $7266($7257,2i) = 0 // integer values 

:WUZI2_13904
0002: jump @WUZI2_13979 

:WUZI2_13911
00D6: if and
001A:   3 > $7276 // integer values 
0039:   286@ == 0 // integer values 
004D: jump_if_false @WUZI2_13961 
0006: 288@ = 0 // integer values 
000C: $7266($7257,2i) -= 1 // integer values 
0002: jump @WUZI2_13979 

:WUZI2_13961
0050: gosub @WUZI2_14316 
0004: $7266($7257,2i) = 3 // integer values 

:WUZI2_13979
0002: jump @WUZI2_14231 

:WUZI2_13986
00D6: if or
0039:   368@($7257,2i) == 0 // integer values 
0039:   287@ == 1 // integer values 
004D: jump_if_false @WUZI2_14129 
0084: $7261 = $7257 // integer values and handles 
0010: $7261 *= 3 // integer values 
0084: $7262 = $7261 // integer values and handles 
0008: $7262 += 3 // integer values 

:WUZI2_14045
00D6: if 
001C:   $7262 > $7261 // integer values 
004D: jump_if_false @WUZI2_14107 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_14093 
0687: clear_actor_task 308@($7261,6i) 

:WUZI2_14093
0008: $7261 += 1 // integer values 
0002: jump @WUZI2_14045 

:WUZI2_14107
0004: $7268($7257,2i) = 0 // integer values 
0008: $7266($7257,2i) += 1 // integer values 

:WUZI2_14129
0002: jump @WUZI2_14231 

:WUZI2_14136
00D6: if or
0039:   368@($7257,2i) == 0 // integer values 
0039:   287@ == 1 // integer values 
004D: jump_if_false @WUZI2_14206 
00D6: if 
0018:   $7268($7257,2i) > 5000 // integer values 
004D: jump_if_false @WUZI2_14199 
0004: $7266($7257,2i) = 0 // integer values 

:WUZI2_14199
0002: jump @WUZI2_14224 

:WUZI2_14206
0050: gosub @WUZI2_14316 
0004: $7266($7257,2i) = 3 // integer values 

:WUZI2_14224
0002: jump @WUZI2_14231 

:WUZI2_14231
0002: jump @WUZI2_14300 

:WUZI2_14238
00D6: if 
075C:   marker 292@($7257,2i) enabled 
004D: jump_if_false @WUZI2_14267 
0164: disable_marker 292@($7257,2i) 

:WUZI2_14267
00D6: if 
8038:   not  $7266($7257,2i) == 0 // integer values 
004D: jump_if_false @WUZI2_14300 
0004: $7266($7257,2i) = 0 // integer values 

:WUZI2_14300
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_13024 

:WUZI2_14314
0051: return 

:WUZI2_14316
0084: $7261 = $7257 // integer values and handles 
0010: $7261 *= 3 // integer values 
0084: $7262 = $7261 // integer values and handles 
0008: $7262 += 3 // integer values 

:WUZI2_14346
00D6: if 
001C:   $7262 > $7261 // integer values 
004D: jump_if_false @WUZI2_14420 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_14406 
0687: clear_actor_task 308@($7261,6i) 
05E2: AS_actor 308@($7261,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_14406
0008: $7261 += 1 // integer values 
0002: jump @WUZI2_14346 

:WUZI2_14420
0051: return 

:WUZI2_14422
0871: init_jump_table $7276 total_jumps 7 0 @WUZI2_15489 jumps -2 @WUZI2_14485 -1 @WUZI2_14531 0 @WUZI2_14586 1 @WUZI2_14742 2 @WUZI2_14919 3 @WUZI2_15124 4 @WUZI2_15248 

:WUZI2_14485
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @WUZI2_14524 
00A0: store_actor $PLAYER_ACTOR position_to 370@ 371@ $TEMPVAR_FLOAT_3 
0004: $7276 = -1 // integer values 

:WUZI2_14524
0002: jump @WUZI2_15489 

:WUZI2_14531
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 370@ 371@ radius 2.5 2.5 
004D: jump_if_false @WUZI2_14579 
0004: $7277 = 0 // integer values 
0004: $7276 = 0 // integer values 

:WUZI2_14579
0002: jump @WUZI2_15489 

:WUZI2_14586
00D6: if or
0018:   $7266 > 0 // integer values 
0018:   $7267 > 0 // integer values 
004D: jump_if_false @WUZI2_14735 
00D6: if and
001A:   3 > $7266 // integer values 
001A:   3 > $7267 // integer values 
004D: jump_if_false @WUZI2_14689 
0006: 123@ = 0 // integer values 
0050: gosub @WUZI2_17920 
0004: $7276 = 1 // integer values 
00D6: if 
0038:   $7278 == 0 // integer values 
004D: jump_if_false @WUZI2_14682 
0004: $7278 = 1 // integer values 

:WUZI2_14682
0002: jump @WUZI2_14735 

:WUZI2_14689
0006: 123@ = 18 // integer values 
0050: gosub @WUZI2_17920 
0004: $7276 = 3 // integer values 
00D6: if 
0038:   $7278 == 0 // integer values 
004D: jump_if_false @WUZI2_14735 
0004: $7278 = 1 // integer values 

:WUZI2_14735
0002: jump @WUZI2_15489 

:WUZI2_14742
00D6: if or
0028:   $7266 >= 3 // integer values 
0028:   $7267 >= 3 // integer values 
004D: jump_if_false @WUZI2_14795 
0006: 123@ = 18 // integer values 
0050: gosub @WUZI2_17920 
0004: $7276 = 3 // integer values 
0002: jump @WUZI2_14912 

:WUZI2_14795
00D6: if and
8038:   not  $7266 == 1 // integer values 
8038:   not  $7267 == 1 // integer values 
004D: jump_if_false @WUZI2_14912 
00D6: if or
0038:   $7266 == 2 // integer values 
0038:   $7267 == 2 // integer values 
004D: jump_if_false @WUZI2_14859 
0004: $7276 = 2 // integer values 
0002: jump @WUZI2_14912 

:WUZI2_14859
00D6: if or
0038:   $7266 == 0 // integer values 
0038:   $7267 == 0 // integer values 
004D: jump_if_false @WUZI2_14912 
0006: 123@ = 9 // integer values 
0050: gosub @WUZI2_17920 
0004: $7277 = 1 // integer values 
0004: $7276 = -2 // integer values 

:WUZI2_14912
0002: jump @WUZI2_15489 

:WUZI2_14919
00D6: if or
0028:   $7266 >= 3 // integer values 
0028:   $7267 >= 3 // integer values 
004D: jump_if_false @WUZI2_14972 
0006: 123@ = 18 // integer values 
0050: gosub @WUZI2_17920 
0004: $7276 = 3 // integer values 
0002: jump @WUZI2_15117 

:WUZI2_14972
00D6: if and
8038:   not  $7266 == 2 // integer values 
8038:   not  $7267 == 2 // integer values 
004D: jump_if_false @WUZI2_15117 
00D6: if or
0038:   $7266 == 1 // integer values 
0038:   $7267 == 1 // integer values 
004D: jump_if_false @WUZI2_15057 
0006: 123@ = 0 // integer values 
0050: gosub @WUZI2_18052 
0050: gosub @WUZI2_17920 
0004: $7276 = 1 // integer values 
0002: jump @WUZI2_15117 

:WUZI2_15057
00D6: if or
0038:   $7266 == 0 // integer values 
0038:   $7267 == 0 // integer values 
004D: jump_if_false @WUZI2_15117 
0006: 123@ = 9 // integer values 
0050: gosub @WUZI2_17920 
0050: gosub @WUZI2_18052 
0004: $7277 = 1 // integer values 
0004: $7276 = -2 // integer values 

:WUZI2_15117
0002: jump @WUZI2_15489 

:WUZI2_15124
00D6: if and
8038:   not  $7266 == 3 // integer values 
8038:   not  $7267 == 3 // integer values 
004D: jump_if_false @WUZI2_15241 
00D6: if or
0038:   $7266 == 4 // integer values 
0038:   $7267 == 4 // integer values 
004D: jump_if_false @WUZI2_15241 
0006: 123@ = 27 // integer values 
00D6: if 
0038:   $7266 == 4 // integer values 
004D: jump_if_false @WUZI2_15213 
0006: 125@ = 0 // integer values 
0002: jump @WUZI2_15220 

:WUZI2_15213
0006: 125@ = 1 // integer values 

:WUZI2_15220
0050: gosub @WUZI2_17920 
0004: $7276 = 4 // integer values 
0050: gosub @WUZI2_18052 

:WUZI2_15241
0002: jump @WUZI2_15489 

:WUZI2_15248
00D6: if and
8038:   not  $7266 == 4 // integer values 
8038:   not  $7267 == 4 // integer values 
004D: jump_if_false @WUZI2_15482 
00D6: if or
0038:   $7266 == 3 // integer values 
0038:   $7267 == 3 // integer values 
004D: jump_if_false @WUZI2_15429 
00D6: if 
0038:   $7266 == 3 // integer values 
004D: jump_if_false @WUZI2_15362 
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @WUZI2_15348 
0006: 123@ = 45 // integer values 
0002: jump @WUZI2_15355 

:WUZI2_15348
0006: 123@ = 45 // integer values 

:WUZI2_15355
0002: jump @WUZI2_15401 

:WUZI2_15362
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @WUZI2_15394 
0006: 123@ = 45 // integer values 
0002: jump @WUZI2_15401 

:WUZI2_15394
0006: 123@ = 45 // integer values 

:WUZI2_15401
0050: gosub @WUZI2_18052 
0050: gosub @WUZI2_17920 
0004: $7276 = 3 // integer values 
0002: jump @WUZI2_15482 

:WUZI2_15429
00D6: if and
0038:   $7266 == 0 // integer values 
0038:   $7267 == 0 // integer values 
004D: jump_if_false @WUZI2_15482 
0006: 123@ = 36 // integer values 
0050: gosub @WUZI2_17920 
0004: $7277 = 1 // integer values 
0004: $7276 = -2 // integer values 

:WUZI2_15482
0002: jump @WUZI2_15489 

:WUZI2_15489
0871: init_jump_table $7278 total_jumps 6 0 @WUZI2_16053 jumps 0 @WUZI2_15552 1 @WUZI2_15602 2 @WUZI2_15634 3 @WUZI2_15737 4 @WUZI2_15840 5 @WUZI2_15943 -1 @WUZI2_16053 

:WUZI2_15552
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @WUZI2_15595 
0512: permanent_text_box 'WZI2_42'  // Ha az egyik kereslmpval megtallnak, az ~r~rk~w~ lni fognak rd.
0006: 33@ = 0 // integer values 
000A: 284@ += 1 // integer values 

:WUZI2_15595
0002: jump @WUZI2_16053 

:WUZI2_15602
0512: permanent_text_box 'WZI2_36'  // szrevett az egyik ~r~r~w~, maradj a vz alatt, amg eltnsz ellk.
0006: 33@ = 0 // integer values 
0008: $7278 += 1 // integer values 
0002: jump @WUZI2_16053 

:WUZI2_15634
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @WUZI2_15730 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @WUZI2_15705 
0512: permanent_text_box 'WZI2_42'  // Ha az egyik kereslmpval megtallnak, az ~r~rk~w~ lni fognak rd.
0006: 33@ = 0 // integer values 
000A: 284@ += 1 // integer values 
0002: jump @WUZI2_15730 

:WUZI2_15705
0512: permanent_text_box 'WZI2_37'  // Ha az ~r~rk~w~ szrevesznek s nem vagy elg gyors, vagy nem merlsz le hamar, sztlvik a segged.
0006: 33@ = 0 // integer values 
0008: $7278 += 1 // integer values 

:WUZI2_15730
0002: jump @WUZI2_16053 

:WUZI2_15737
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @WUZI2_15833 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @WUZI2_15808 
0512: permanent_text_box 'WZI2_42'  // Ha az egyik kereslmpval megtallnak, az ~r~rk~w~ lni fognak rd.
0006: 33@ = 0 // integer values 
000A: 284@ += 1 // integer values 
0002: jump @WUZI2_15833 

:WUZI2_15808
0512: permanent_text_box 'WZI2_38'  // Ha mr nem keresnek az  ~r~rk~w~, gyere fel s vegyl levegt.
0006: 33@ = 0 // integer values 
0008: $7278 += 1 // integer values 

:WUZI2_15833
0002: jump @WUZI2_16053 

:WUZI2_15840
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @WUZI2_15936 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @WUZI2_15911 
0512: permanent_text_box 'WZI2_42'  // Ha az egyik kereslmpval megtallnak, az ~r~rk~w~ lni fognak rd.
0006: 33@ = 0 // integer values 
000A: 284@ += 1 // integer values 
0002: jump @WUZI2_15936 

:WUZI2_15911
0512: permanent_text_box 'WZI2_39'  // Ha felemelkedsz, az  ~r~rk~w~ nem ltnak meg, amg egy helyben vagy.
0006: 33@ = 0 // integer values 
0008: $7278 += 1 // integer values 

:WUZI2_15936
0002: jump @WUZI2_16053 

:WUZI2_15943
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @WUZI2_16046 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @WUZI2_16021 
0512: permanent_text_box 'WZI2_42'  // Ha az egyik kereslmpval megtallnak, az ~r~rk~w~ lni fognak rd.
0006: 33@ = 0 // integer values 
000A: 284@ += 1 // integer values 
0008: $7278 += 1 // integer values 
0002: jump @WUZI2_16046 

:WUZI2_16021
00D6: if 
0039:   284@ == 2 // integer values 
004D: jump_if_false @WUZI2_16046 
0008: $7278 += 1 // integer values 

:WUZI2_16046
0002: jump @WUZI2_16053 

:WUZI2_16053
0051: return 

:WUZI2_16055
0006: 372@ = 0 // integer values 

:WUZI2_16062
00D6: if 
001B:   6 > 372@ // integer values 
004D: jump_if_false @WUZI2_16179 
00D6: if 
8118:   not actor 308@(372@,6i) dead 
004D: jump_if_false @WUZI2_16158 
00D6: if 
051A:   actor 308@(372@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI2_16144 
0006: 373@ = 1 // integer values 
0006: 372@ = 6 // integer values 
0002: jump @WUZI2_16151 

:WUZI2_16144
000A: 372@ += 1 // integer values 

:WUZI2_16151
0002: jump @WUZI2_16172 

:WUZI2_16158
0006: 373@ = 1 // integer values 
0006: 372@ = 6 // integer values 

:WUZI2_16172
0002: jump @WUZI2_16062 

:WUZI2_16179
00D6: if 
0039:   373@ == 0 // integer values 
004D: jump_if_false @WUZI2_16321 
0006: 372@ = 0 // integer values 

:WUZI2_16204
00D6: if 
001B:   6 > 372@ // integer values 
004D: jump_if_false @WUZI2_16321 
00D6: if 
8118:   not actor 417@(372@,6i) dead 
004D: jump_if_false @WUZI2_16300 
00D6: if 
051A:   actor 417@(372@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI2_16286 
0006: 373@ = 1 // integer values 
0006: 372@ = 6 // integer values 
0002: jump @WUZI2_16293 

:WUZI2_16286
000A: 372@ += 1 // integer values 

:WUZI2_16293
0002: jump @WUZI2_16314 

:WUZI2_16300
0006: 373@ = 1 // integer values 
0006: 372@ = 6 // integer values 

:WUZI2_16314
0002: jump @WUZI2_16204 

:WUZI2_16321
00D6: if 
0039:   373@ == 1 // integer values 
004D: jump_if_false @WUZI2_16353 
0050: gosub @WUZI2_16355 
0006: 373@ = 2 // integer values 

:WUZI2_16353
0051: return 

:WUZI2_16355
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_16406 
00D6: if 
875C:   not marker 292@ enabled 
004D: jump_if_false @WUZI2_16406 
0186: 292@ = create_marker_above_car 290@ 
018B: show_on_radar 292@ 2 

:WUZI2_16406
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_16453 
00D6: if 
875C:   not marker 293@ enabled 
004D: jump_if_false @WUZI2_16453 
0186: 293@ = create_marker_above_car 291@ 
018B: show_on_radar 293@ 2 

:WUZI2_16453
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_16500 
00D6: if 
875C:   not marker 415@ enabled 
004D: jump_if_false @WUZI2_16500 
0186: 415@ = create_marker_above_car 413@ 
018B: show_on_radar 415@ 2 

:WUZI2_16500
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_16547 
00D6: if 
875C:   not marker 416@ enabled 
004D: jump_if_false @WUZI2_16547 
0186: 416@ = create_marker_above_car 414@ 
018B: show_on_radar 416@ 2 

:WUZI2_16547
0006: 372@ = 0 // integer values 

:WUZI2_16554
00D6: if 
001B:   6 > 372@ // integer values 
004D: jump_if_false @WUZI2_16670 
00D6: if 
8118:   not actor 308@(372@,6i) dead 
004D: jump_if_false @WUZI2_16614 
02E2: set_actor 308@(372@,6i) weapon_accuracy_to 80 
07DD: (unknown) 308@(372@,6i) 50 

:WUZI2_16614
00D6: if 
8118:   not actor 417@(372@,6i) dead 
004D: jump_if_false @WUZI2_16656 
02E2: set_actor 417@(372@,6i) weapon_accuracy_to 80 
07DD: (unknown) 417@(372@,6i) 50 

:WUZI2_16656
000A: 372@ += 1 // integer values 
0002: jump @WUZI2_16554 

:WUZI2_16670
0006: 374@ = 0 // integer values 
0006: 375@ = 0 // integer values 
0006: 376@ = 0 // integer values 
0006: 377@ = 0 // integer values 
0051: return 

:WUZI2_16700
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_16994 
00D6: if 
0039:   374@ == 0 // integer values 
004D: jump_if_false @WUZI2_16883 
00D6: if 
01AD:   car 290@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 75.0 75.0 
004D: jump_if_false @WUZI2_16876 
00D6: if 
8118:   not actor 308@ dead 
004D: jump_if_false @WUZI2_16811 
0687: clear_actor_task 308@ 
05E2: AS_actor 308@ kill_actor $PLAYER_ACTOR 

:WUZI2_16811
00D6: if 
8118:   not actor 309@ dead 
004D: jump_if_false @WUZI2_16840 
0687: clear_actor_task 309@ 
05E2: AS_actor 309@ kill_actor $PLAYER_ACTOR 

:WUZI2_16840
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @WUZI2_16869 
0687: clear_actor_task 310@ 
05E2: AS_actor 310@ kill_actor $PLAYER_ACTOR 

:WUZI2_16869
0006: 374@ = 1 // integer values 

:WUZI2_16876
0002: jump @WUZI2_16987 

:WUZI2_16883
00D6: if 
81AD:   not car 290@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 85.0 85.0 
004D: jump_if_false @WUZI2_16987 
00D6: if 
8118:   not actor 308@ dead 
004D: jump_if_false @WUZI2_16938 
0687: clear_actor_task 308@ 

:WUZI2_16938
00D6: if 
8118:   not actor 309@ dead 
004D: jump_if_false @WUZI2_16959 
0687: clear_actor_task 309@ 

:WUZI2_16959
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @WUZI2_16980 
0687: clear_actor_task 310@ 

:WUZI2_16980
0006: 374@ = 0 // integer values 

:WUZI2_16987
0002: jump @WUZI2_17015 

:WUZI2_16994
00D6: if 
075C:   marker 292@ enabled 
004D: jump_if_false @WUZI2_17015 
0164: disable_marker 292@ 

:WUZI2_17015
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_17295 
00D6: if 
0039:   375@ == 0 // integer values 
004D: jump_if_false @WUZI2_17184 
00D6: if 
01AD:   car 291@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 75.0 75.0 
004D: jump_if_false @WUZI2_17177 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @WUZI2_17112 
0687: clear_actor_task 311@ 
05E2: AS_actor 311@ kill_actor $PLAYER_ACTOR 

:WUZI2_17112
00D6: if 
8118:   not actor 312@ dead 
004D: jump_if_false @WUZI2_17141 
0687: clear_actor_task 312@ 
05E2: AS_actor 312@ kill_actor $PLAYER_ACTOR 

:WUZI2_17141
00D6: if 
8118:   not actor 313@ dead 
004D: jump_if_false @WUZI2_17170 
0687: clear_actor_task 313@ 
05E2: AS_actor 313@ kill_actor $PLAYER_ACTOR 

:WUZI2_17170
0006: 375@ = 1 // integer values 

:WUZI2_17177
0002: jump @WUZI2_17288 

:WUZI2_17184
00D6: if 
81AD:   not car 291@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 85.0 85.0 
004D: jump_if_false @WUZI2_17288 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @WUZI2_17239 
0687: clear_actor_task 311@ 

:WUZI2_17239
00D6: if 
8118:   not actor 312@ dead 
004D: jump_if_false @WUZI2_17260 
0687: clear_actor_task 312@ 

:WUZI2_17260
00D6: if 
8118:   not actor 313@ dead 
004D: jump_if_false @WUZI2_17281 
0687: clear_actor_task 313@ 

:WUZI2_17281
0006: 375@ = 0 // integer values 

:WUZI2_17288
0002: jump @WUZI2_17316 

:WUZI2_17295
00D6: if 
075C:   marker 293@ enabled 
004D: jump_if_false @WUZI2_17316 
0164: disable_marker 293@ 

:WUZI2_17316
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_17596 
00D6: if 
0039:   376@ == 0 // integer values 
004D: jump_if_false @WUZI2_17485 
00D6: if 
01AD:   car 413@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 75.0 75.0 
004D: jump_if_false @WUZI2_17478 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @WUZI2_17413 
0687: clear_actor_task 417@ 
05E2: AS_actor 417@ kill_actor $PLAYER_ACTOR 

:WUZI2_17413
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @WUZI2_17442 
0687: clear_actor_task 418@ 
05E2: AS_actor 418@ kill_actor $PLAYER_ACTOR 

:WUZI2_17442
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @WUZI2_17471 
0687: clear_actor_task 419@ 
05E2: AS_actor 419@ kill_actor $PLAYER_ACTOR 

:WUZI2_17471
0006: 376@ = 1 // integer values 

:WUZI2_17478
0002: jump @WUZI2_17589 

:WUZI2_17485
00D6: if 
81AD:   not car 413@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 85.0 85.0 
004D: jump_if_false @WUZI2_17589 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @WUZI2_17540 
0687: clear_actor_task 417@ 

:WUZI2_17540
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @WUZI2_17561 
0687: clear_actor_task 418@ 

:WUZI2_17561
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @WUZI2_17582 
0687: clear_actor_task 419@ 

:WUZI2_17582
0006: 376@ = 0 // integer values 

:WUZI2_17589
0002: jump @WUZI2_17617 

:WUZI2_17596
00D6: if 
075C:   marker 415@ enabled 
004D: jump_if_false @WUZI2_17617 
0164: disable_marker 415@ 

:WUZI2_17617
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_17897 
00D6: if 
0039:   377@ == 0 // integer values 
004D: jump_if_false @WUZI2_17786 
00D6: if 
01AD:   car 414@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 75.0 75.0 
004D: jump_if_false @WUZI2_17779 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @WUZI2_17714 
0687: clear_actor_task 420@ 
05E2: AS_actor 420@ kill_actor $PLAYER_ACTOR 

:WUZI2_17714
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @WUZI2_17743 
0687: clear_actor_task 421@ 
05E2: AS_actor 421@ kill_actor $PLAYER_ACTOR 

:WUZI2_17743
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @WUZI2_17772 
0687: clear_actor_task 422@ 
05E2: AS_actor 422@ kill_actor $PLAYER_ACTOR 

:WUZI2_17772
0006: 377@ = 1 // integer values 

:WUZI2_17779
0002: jump @WUZI2_17890 

:WUZI2_17786
00D6: if 
81AD:   not car 414@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 85.0 85.0 
004D: jump_if_false @WUZI2_17890 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @WUZI2_17841 
0687: clear_actor_task 420@ 

:WUZI2_17841
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @WUZI2_17862 
0687: clear_actor_task 421@ 

:WUZI2_17862
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @WUZI2_17883 
0687: clear_actor_task 422@ 

:WUZI2_17883
0006: 377@ = 0 // integer values 

:WUZI2_17890
0002: jump @WUZI2_17918 

:WUZI2_17897
00D6: if 
075C:   marker 416@ enabled 
004D: jump_if_false @WUZI2_17918 
0164: disable_marker 416@ 

:WUZI2_17918
0051: return 

:WUZI2_17920
0085: 57@ = 122@ // integer values and handles 
0012: 57@ *= 3 // integer values 
005A: 57@ += 121@ // integer values 
005A: 57@ += 123@ // integer values 
00D6: if 
0039:   368@ == 1 // integer values 
004D: jump_if_false @WUZI2_17984 
0085: 378@ = 121@ // integer values and handles 
0002: jump @WUZI2_17999 

:WUZI2_17984
0085: 378@ = 121@ // integer values and handles 
000A: 378@ += 3 // integer values 

:WUZI2_17999
008A: $1276 = 58@(57@,63i) // integer values and handles 
05A9: s$1281 = 127@(57@,63s) // 8-byte strings 
004F: create_thread @A_ALAP 2 124@ 308@(378@,6i) 
000A: 124@ += 1 // integer values 
0051: return 

:WUZI2_18052
000A: 121@ += 1 // integer values 
00D6: if 
0039:   121@ == 3 // integer values 
004D: jump_if_false @WUZI2_18116 
0006: 121@ = 0 // integer values 
000A: 122@ += 1 // integer values 
00D6: if 
0039:   122@ == 3 // integer values 
004D: jump_if_false @WUZI2_18116 
0006: 122@ = 0 // integer values 

:WUZI2_18116
0051: return 

:WUZI2_18118
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon 380@ ammo 381@ model 381@ 
00D6: if 
04A4:   380@ == 0 // integer values OR floating-point values 
004D: jump_if_false @WUZI2_18166 
0006: 379@ = 0 // integer values 
0002: jump @WUZI2_18205 

:WUZI2_18166
00D6: if 
04A4:   380@ == 4 // integer values OR floating-point values 
004D: jump_if_false @WUZI2_18198 
0006: 379@ = 1 // integer values 
0002: jump @WUZI2_18205 

:WUZI2_18198
0006: 379@ = 2 // integer values 

:WUZI2_18205
0051: return 

:WUZI2_18207
0004: $7261 = 0 // integer values 

:WUZI2_18214
00D6: if 
001A:   6 > $7261 // integer values 
004D: jump_if_false @WUZI2_18288 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_18274 
02E2: set_actor 308@($7261,6i) weapon_accuracy_to 30 
07DD: (unknown) 308@($7261,6i) 30 

:WUZI2_18274
0008: $7261 += 1 // integer values 
0002: jump @WUZI2_18214 

:WUZI2_18288
0051: return 

:WUZI2_18290
00D6: if 
0039:   382@ == 1 // integer values 
004D: jump_if_false @WUZI2_18640 
00D6: if and
0735:   71 
0019:   33@ > 200 // integer values 
004D: jump_if_false @WUZI2_18345 
0006: 33@ = 0 // integer values 
0006: 382@ = 0 // integer values 

:WUZI2_18345
0052: (unknown) 331@ 338@ 2.0 337@ 338@ 2.0 
0052: (unknown) 331@ 339@ 2.0 337@ 339@ 2.0 
0052: (unknown) 331@ 340@ 2.0 337@ 340@ 2.0 
0052: (unknown) 331@ 341@ 2.0 337@ 341@ 2.0 
0052: (unknown) 331@ 342@ 2.0 337@ 342@ 2.0 
0052: (unknown) 331@ 338@ 2.0 331@ 342@ 2.0 
0052: (unknown) 332@ 338@ 2.0 332@ 342@ 2.0 
0052: (unknown) 333@ 338@ 2.0 333@ 342@ 2.0 
0052: (unknown) 334@ 338@ 2.0 334@ 342@ 2.0 
0052: (unknown) 335@ 338@ 2.0 335@ 342@ 2.0 
0052: (unknown) 336@ 338@ 2.0 336@ 342@ 2.0 
0052: (unknown) 337@ 338@ 2.0 337@ 342@ 2.0 
0002: jump @WUZI2_18695 

:WUZI2_18640
00D6: if 
0039:   382@ == 0 // integer values 
004D: jump_if_false @WUZI2_18695 
00D6: if and
0735:   71 
0019:   33@ > 200 // integer values 
004D: jump_if_false @WUZI2_18695 
0006: 33@ = 0 // integer values 
0006: 382@ = 1 // integer values 

:WUZI2_18695
0051: return 

:WUZI2_18697
06B1: 383@ = create_searchlight_at -1474.145 1484.038 11.3824 radius 1.0 target -1465.154 1463.004 -0.5 radius 25.0 
029B: 389@ = init_object #A51_SPOTBASE at -1474.145 1484.038 10.8824 
0177: set_object 389@ z_angle_to 326.1907 
029B: 395@ = init_object #A51_SPOTHOUSING at -1474.145 1484.038 10.8824 
029B: 401@ = init_object #A51_SPOTBULB at -1474.145 1484.038 10.8824 
06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ at_offset 0.0 1.181 0.768 
071F: set_object 401@ mass 1000 
06B4: set_searchlight 383@ path_to -1465.154 1463.004 -0.5 -1489.672 1472.11 -0.5 speed 0.1 
0941: (unknown) 383@ 0 
0006: 428@ = 0 // integer values 
06B1: 384@ = create_searchlight_at -1474.198 1494.927 11.6265 radius 1.0 target -1459.363 1514.413 -0.5 radius 25.0 
029B: 390@ = init_object #A51_SPOTBASE at -1474.198 1494.927 10.8824 
0177: set_object 390@ z_angle_to 34.4591 
029B: 396@ = init_object #A51_SPOTHOUSING at -1474.198 1494.927 10.8824 
029B: 402@ = init_object #A51_SPOTBULB at -1474.198 1494.927 10.8824 
06CA: attach_searchlight 384@ to_tower 390@ to_housing 396@ to_bulb 402@ at_offset 0.0 1.181 0.768 
071F: set_object 402@ mass 1000 
06B4: set_searchlight 384@ path_to -1459.363 1514.413 -0.5 -1491.379 1501.308 -0.5 speed 0.08 
0941: (unknown) 384@ 0 
0006: 429@ = 0 // integer values 
06B1: 385@ = create_searchlight_at -1369.279 1484.219 14.3425 radius 1.0 target -1351.936 1504.435 -0.5 radius 25.0 
029B: 391@ = init_object #A51_SPOTBASE at -1369.279 1484.219 13.8425 
0177: set_object 391@ z_angle_to 32.5701 
029B: 397@ = init_object #A51_SPOTHOUSING at -1369.279 1484.219 13.8425 
029B: 403@ = init_object #A51_SPOTBULB at -1369.279 1484.219 13.8425 
06CA: attach_searchlight 385@ to_tower 391@ to_housing 397@ to_bulb 403@ at_offset 0.0 1.181 0.768 
071F: set_object 403@ mass 1000 
06B4: set_searchlight 385@ path_to -1347.143 1476.63 -0.5 -1370.499 1465.479 -0.5 speed 0.08 
0941: (unknown) 385@ 0 
0006: 430@ = 0 // integer values 
06B1: 386@ = create_searchlight_at -1368.467 1494.225 14.3425 radius 1.0 target -1347.143 1476.63 -0.5 radius 25.0 
029B: 392@ = init_object #A51_SPOTBASE at -1368.467 1494.225 13.8425 
0177: set_object 392@ z_angle_to 327.3304 
029B: 398@ = init_object #A51_SPOTHOUSING at -1368.467 1494.225 13.8425 
029B: 404@ = init_object #A51_SPOTBULB at -1368.467 1494.225 13.8425 
06CA: attach_searchlight 386@ to_tower 392@ to_housing 398@ to_bulb 404@ at_offset 0.0 1.181 0.768 
071F: set_object 404@ mass 1000 
06B4: set_searchlight 386@ path_to -1351.936 1504.435 -0.5 -1377.028 1515.729 -0.5 speed 0.1 
0941: (unknown) 386@ 0 
0006: 431@ = 0 // integer values 
00A5: 413@ = create_car #TROPIC at -1491.662 1488.5 1.0 
0175: set_car 413@ z_angle_to 180.0 
0323: unknown_car 413@ flag 1 
009A: 417@ = create_actor 24 #DNB3 at -1521.0 1492.0 5.0 
0464: put_actor 417@ into_turret_on_car 413@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 417@ stay_put 1 
02E2: set_actor 417@ weapon_accuracy_to 80 
07DD: (unknown) 417@ 20 
009A: 418@ = create_actor 24 #DNB2 at -1521.0 1492.0 5.0 
0464: put_actor 418@ into_turret_on_car 413@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 418@ stay_put 1 
02E2: set_actor 418@ weapon_accuracy_to 80 
07DD: (unknown) 418@ 20 
009A: 419@ = create_actor 24 #DNB1 at -1521.0 1492.0 5.0 
0464: put_actor 419@ into_turret_on_car 413@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 419@ stay_put 1 
02E2: set_actor 419@ weapon_accuracy_to 80 
07DD: (unknown) 419@ 20 
00A5: 414@ = create_car #TROPIC at -1350.12 1488.5 1.0 
0175: set_car 414@ z_angle_to 0.0 
0323: unknown_car 414@ flag 1 
009A: 420@ = create_actor 24 #DNB3 at -1322.0 1489.5 5.0 
0464: put_actor 420@ into_turret_on_car 414@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 420@ stay_put 1 
02E2: set_actor 420@ weapon_accuracy_to 80 
07DD: (unknown) 420@ 20 
009A: 421@ = create_actor 24 #DNB2 at -1322.0 1489.5 5.0 
0464: put_actor 421@ into_turret_on_car 414@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 421@ stay_put 1 
02E2: set_actor 421@ weapon_accuracy_to 80 
07DD: (unknown) 421@ 20 
009A: 422@ = create_actor 24 #DNB1 at -1322.0 1489.5 5.0 
0464: put_actor 422@ into_turret_on_car 414@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle 360.0 with_weapon 30 
0638: AS_actor 422@ stay_put 1 
02E2: set_actor 422@ weapon_accuracy_to 80 
07DD: (unknown) 422@ 20 
0006: 423@ = 0 // integer values 
0051: return 

:WUZI2_20108
0871: init_jump_table 423@ total_jumps 2 0 @WUZI2_20689 jumps 0 @WUZI2_20171 1 @WUZI2_20483 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 

:WUZI2_20171
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @WUZI2_20476 
00D6: if 
87A9:   not (unknown) $PLAYER_ACTOR 424@ 
004D: jump_if_false @WUZI2_20392 
00D6: if 
84AD:   not actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @WUZI2_20378 
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_20301 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car 413@ 
004D: jump_if_false @WUZI2_20301 
0006: 123@ = 18 // integer values 
0050: gosub @WUZI2_17920 
0006: 425@ = 0 // integer values 
0050: gosub @WUZI2_20691 
0006: 423@ = 1 // integer values 
0002: jump @WUZI2_20689 

:WUZI2_20301
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_20371 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car 414@ 
004D: jump_if_false @WUZI2_20371 
0006: 123@ = 18 // integer values 
0050: gosub @WUZI2_17920 
0006: 425@ = 1 // integer values 
0050: gosub @WUZI2_20691 
0006: 423@ = 1 // integer values 

:WUZI2_20371
0002: jump @WUZI2_20385 

:WUZI2_20378
0002: jump @WUZI2_20689 

:WUZI2_20385
0002: jump @WUZI2_20476 

:WUZI2_20392
0006: 123@ = 18 // integer values 
0050: gosub @WUZI2_17920 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0022:   -1430.0 > $TEMPVAR_X_COORD // floating-point values 
004D: jump_if_false @WUZI2_20455 
0006: 425@ = 0 // integer values 
0002: jump @WUZI2_20462 

:WUZI2_20455
0006: 425@ = 1 // integer values 

:WUZI2_20462
0050: gosub @WUZI2_20691 
0006: 423@ = 1 // integer values 

:WUZI2_20476
0002: jump @WUZI2_20689 

:WUZI2_20483
00D6: if 
8119:   not car 413@(425@,2i) wrecked 
004D: jump_if_false @WUZI2_20661 
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @WUZI2_20612 
00AA: store_car 413@(425@,2i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $11352 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if 
0022:   55.0 > $11352 // floating-point values 
004D: jump_if_false @WUZI2_20598 
0002: jump @WUZI2_20689 

:WUZI2_20598
0006: 123@ = 36 // integer values 
0002: jump @WUZI2_20619 

:WUZI2_20612
0006: 123@ = 27 // integer values 

:WUZI2_20619
0050: gosub @WUZI2_17920 
000A: 425@ += 2 // integer values 
0050: gosub @WUZI2_20691 
0050: gosub @WUZI2_18052 
0006: 423@ = 0 // integer values 
0002: jump @WUZI2_20682 

:WUZI2_20661
000A: 425@ += 2 // integer values 
0050: gosub @WUZI2_20691 
0006: 423@ = 0 // integer values 

:WUZI2_20682
0002: jump @WUZI2_20689 

:WUZI2_20689
0051: return 

:WUZI2_20691
0006: 427@ = 0 // integer values 
0871: init_jump_table 425@ total_jumps 4 0 @WUZI2_20985 jumps 0 @WUZI2_20761 1 @WUZI2_20873 2 @WUZI2_20761 3 @WUZI2_20873 -1 @WUZI2_20985 -1 @WUZI2_20985 -1 @WUZI2_20985 

:WUZI2_20761
0006: 426@ = 0 // integer values 

:WUZI2_20768
00D6: if 
001B:   3 > 426@ // integer values 
004D: jump_if_false @WUZI2_20866 
00D6: if 
8118:   not actor 417@(426@,6i) dead 
004D: jump_if_false @WUZI2_20852 
0687: clear_actor_task 417@(426@,6i) 
00D6: if 
0039:   425@ == 0 // integer values 
004D: jump_if_false @WUZI2_20845 
05E2: AS_actor 417@(426@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_20845
000A: 427@ += 1 // integer values 

:WUZI2_20852
000A: 426@ += 1 // integer values 
0002: jump @WUZI2_20768 

:WUZI2_20866
0002: jump @WUZI2_20985 

:WUZI2_20873
0006: 426@ = 3 // integer values 

:WUZI2_20880
00D6: if 
001B:   6 > 426@ // integer values 
004D: jump_if_false @WUZI2_20978 
00D6: if 
8118:   not actor 417@(426@,6i) dead 
004D: jump_if_false @WUZI2_20964 
0687: clear_actor_task 417@(426@,6i) 
00D6: if 
0039:   425@ == 1 // integer values 
004D: jump_if_false @WUZI2_20957 
05E2: AS_actor 417@(426@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_20957
000A: 427@ += 1 // integer values 

:WUZI2_20964
000A: 426@ += 1 // integer values 
0002: jump @WUZI2_20880 

:WUZI2_20978
0002: jump @WUZI2_20985 

:WUZI2_20985
0051: return 

:WUZI2_20987
0004: $7257 = 0 // integer values 

:WUZI2_20994
00D6: if 
001A:   4 > $7257 // integer values 
004D: jump_if_false @WUZI2_21117 
00D6: if and
0039:   428@($7257,6i) == 0 // integer values 
03CA:   object 401@($7257,6i) exists 
004D: jump_if_false @WUZI2_21103 
071E: (unknown) 401@($7257,6i) 434@ 
00D6: if 
001B:   1000 > 434@ // integer values 
004D: jump_if_false @WUZI2_21103 
06B2: destroy_searchlight 383@($7257,6i) 
0164: disable_marker 407@($7257,6i) 
000A: 428@($7257,6i) += 1 // integer values 

:WUZI2_21103
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_20994 

:WUZI2_21117
0051: return 
00D6: if 
0018:   $7265 > 0 // integer values 
004D: jump_if_false @WUZI2_21497 
00D6: if and
0038:   $7265 == 1 // integer values 
0018:   $7276 > 0 // integer values 
004D: jump_if_false @WUZI2_21229 
00D6: if and
0019:   33@ > 6500 // integer values 
001A:   4 > $7264 // integer values 
004D: jump_if_false @WUZI2_21195 
0008: $7264 += 1 // integer values 

:WUZI2_21195
03E6: remove_text_box 
0512: permanent_text_box 'WZI2_B4' 
0006: 33@ = 0 // integer values 
0008: $7265 += 1 // integer values 
0002: jump @WUZI2_21490 

:WUZI2_21229
00D6: if 
001A:   5 > $7264 // integer values 
004D: jump_if_false @WUZI2_21490 
0871: init_jump_table $7264 total_jumps 3 1 @WUZI2_21439 jumps -2 @WUZI2_21310 -1 @WUZI2_21347 4 @WUZI2_21404 -1 @WUZI2_21490 -1 @WUZI2_21490 -1 @WUZI2_21490 -1 @WUZI2_21490 

:WUZI2_21310
00BC: text_highpriority 'WZI2_8' 7000 ms 1  // ~s~Menj a ~y~tankerhez~s~ s mssz bele.
0006: 33@ = 0 // integer values 
0008: $7264 += 1 // integer values 
0002: jump @WUZI2_21490 

:WUZI2_21347
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @WUZI2_21397 
00BC: text_highpriority 'WZI2_9' 8000 ms 1 
0006: 33@ = 6500 // integer values 
0008: $7264 += 1 // integer values 

:WUZI2_21397
0002: jump @WUZI2_21490 

:WUZI2_21404
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @WUZI2_21432 
03E6: remove_text_box 
0008: $7264 += 1 // integer values 

:WUZI2_21432
0002: jump @WUZI2_21490 

:WUZI2_21439
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @WUZI2_21483 
03E6: remove_text_box 
0512: permanent_text_box 260@($7264,8s) 
0006: 33@ = 0 // integer values 
0008: $7264 += 1 // integer values 

:WUZI2_21483
0002: jump @WUZI2_21490 

:WUZI2_21490
0002: jump @WUZI2_21522 

:WUZI2_21497
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @WUZI2_21522 
0004: $7265 = 1 // integer values 

:WUZI2_21522
0051: return 

:WUZI2_21524
0871: init_jump_table 435@ total_jumps 2 0 @WUZI2_21723 jumps 0 @WUZI2_21587 1 @WUZI2_21679 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 

:WUZI2_21587
00D6: if 
84AD:   not actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @WUZI2_21672 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -1491.319 1505.334 0.0 -1352.436 1475.738 15.0 
004D: jump_if_false @WUZI2_21672 
0050: gosub @WUZI2_22064 
000A: 435@ += 1 // integer values 
0002: jump @WUZI2_21723 

:WUZI2_21672
0002: jump @WUZI2_21723 

:WUZI2_21679
00D6: if 
04AD:   actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @WUZI2_21716 
0050: gosub @WUZI2_21725 
000E: 435@ -= 1 // integer values 
0002: jump @WUZI2_21723 

:WUZI2_21716
0002: jump @WUZI2_21723 

:WUZI2_21723
0051: return 

:WUZI2_21725
0004: $7257 = 0 // integer values 

:WUZI2_21732
00D6: if 
001A:   5 > $7257 // integer values 
004D: jump_if_false @WUZI2_21773 
0164: disable_marker 443@($7257,8i) 
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_21732 

:WUZI2_21773
075B: (unknown) 0 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_21824 
00D6: if 
875C:   not marker 292@ enabled 
004D: jump_if_false @WUZI2_21824 
0186: 292@ = create_marker_above_car 290@ 
018B: show_on_radar 292@ 2 

:WUZI2_21824
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_21871 
00D6: if 
875C:   not marker 293@ enabled 
004D: jump_if_false @WUZI2_21871 
0186: 293@ = create_marker_above_car 291@ 
018B: show_on_radar 293@ 2 

:WUZI2_21871
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_21918 
00D6: if 
875C:   not marker 415@ enabled 
004D: jump_if_false @WUZI2_21918 
0186: 415@ = create_marker_above_car 413@ 
018B: show_on_radar 415@ 2 

:WUZI2_21918
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_21965 
00D6: if 
875C:   not marker 416@ enabled 
004D: jump_if_false @WUZI2_21965 
0186: 416@ = create_marker_above_car 414@ 
018B: show_on_radar 416@ 2 

:WUZI2_21965
0004: $7257 = 0 // integer values 

:WUZI2_21972
00D6: if 
001A:   4 > $7257 // integer values 
004D: jump_if_false @WUZI2_22062 
00D6: if 
0039:   428@($7257,6i) == 0 // integer values 
004D: jump_if_false @WUZI2_22048 
00D6: if 
875C:   not marker 407@($7257,6i) enabled 
004D: jump_if_false @WUZI2_22048 
06C4: (unknown) 383@($7257,6i) 407@($7257,6i) 

:WUZI2_22048
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_21972 

:WUZI2_22062
0051: return 

:WUZI2_22064
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_22085 
0164: disable_marker 292@ 

:WUZI2_22085
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_22106 
0164: disable_marker 293@ 

:WUZI2_22106
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_22127 
0164: disable_marker 415@ 

:WUZI2_22127
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_22148 
0164: disable_marker 416@ 

:WUZI2_22148
0004: $7257 = 0 // integer values 

:WUZI2_22155
00D6: if 
001A:   4 > $7257 // integer values 
004D: jump_if_false @WUZI2_22196 
0164: disable_marker 407@($7257,6i) 
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_22155 

:WUZI2_22196
075B: (unknown) 90 
0004: $7257 = 0 // integer values 

:WUZI2_22207
00D6: if 
001A:   5 > $7257 // integer values 
004D: jump_if_false @WUZI2_22317 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_22303 
00D6: if 
875C:   not marker 443@($7257,8i) enabled 
004D: jump_if_false @WUZI2_22303 
0187: 443@($7257,8i) = create_marker_above_actor 436@($7257,7i) 
018B: show_on_radar 443@($7257,8i) 2 
07BF: (unknown) 443@($7257,8i) 1 

:WUZI2_22303
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_22207 

:WUZI2_22317
0051: return 

:WUZI2_22319
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
0039:   379@ == 0 // integer values 
004D: jump_if_false @WUZI2_22346 
0215: destroy_pickup 258@ 

:WUZI2_22346
0050: gosub @WUZI2_18118 
00D6: if 
8039:   not  379@ == 1 // integer values 
004D: jump_if_false @WUZI2_22398 
032B: 258@ = create_weapon_pickup #KNIFECUR 3 ammo 1 at -1456.289 1497.905 6.7 

:WUZI2_22398
0164: disable_marker 36@ 
018A: 36@ = create_checkpoint_at -1372.733 1495.55 0.8578 
0007: 466@ = -1442.207 // floating-point values 
0007: 470@ = 1489.462 // floating-point values 
0007: 474@ = 6.1016 // floating-point values 
0007: 478@ = 270.0 // floating-point values 
0007: 467@ = -1402.308 // floating-point values 
0007: 471@ = 1486.719 // floating-point values 
0007: 475@ = 6.0938 // floating-point values 
0007: 479@ = 301.3607 // floating-point values 
0007: 468@ = -1382.657 // floating-point values 
0007: 472@ = 1480.446 // floating-point values 
0007: 476@ = 7.5625 // floating-point values 
0007: 480@ = 180.0 // floating-point values 
0007: 469@ = -1370.584 // floating-point values 
0007: 473@ = 1486.74 // floating-point values 
0007: 477@ = 10.0313 // floating-point values 
0007: 481@ = 347.1257 // floating-point values 
009A: 436@ = create_actor 25 #DNB1 at 466@ 470@ 474@ 
0173: set_actor 436@ z_angle_to 478@ 
01B2: give_actor 436@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 436@ armed_weapon_to 4 
060B: unknown_actor_use_entity 436@ 34@ 
0187: 443@ = create_marker_above_actor 436@ 
018B: show_on_radar 443@ 2 
07BF: (unknown) 443@ 1 
07DD: (unknown) 436@ 80 
060F: (unknown) 436@ 80.0 
0006: 451@ = 0 // integer values 
009A: 437@ = create_actor 25 #DNB2 at 467@ 471@ 475@ 
0173: set_actor 437@ z_angle_to 479@ 
01B2: give_actor 437@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 437@ armed_weapon_to 4 
060B: unknown_actor_use_entity 437@ 34@ 
0187: 444@ = create_marker_above_actor 437@ 
018B: show_on_radar 444@ 2 
07BF: (unknown) 444@ 1 
07DD: (unknown) 437@ 80 
060F: (unknown) 437@ 80.0 
0006: 452@ = 0 // integer values 
009A: 438@ = create_actor 25 #DNB3 at 468@ 472@ 476@ 
0173: set_actor 438@ z_angle_to 480@ 
01B2: give_actor 438@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 438@ armed_weapon_to 4 
060B: unknown_actor_use_entity 438@ 34@ 
0187: 445@ = create_marker_above_actor 438@ 
018B: show_on_radar 445@ 2 
07BF: (unknown) 445@ 1 
07DD: (unknown) 438@ 80 
060F: (unknown) 438@ 80.0 
0006: 453@ = 0 // integer values 
009A: 439@ = create_actor 25 #DNB1 at 469@ 473@ 477@ 
0173: set_actor 439@ z_angle_to 481@ 
01B2: give_actor 439@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 439@ armed_weapon_to 4 
060B: unknown_actor_use_entity 439@ 34@ 
0187: 446@ = create_marker_above_actor 439@ 
018B: show_on_radar 446@ 2 
07BF: (unknown) 446@ 1 
07DD: (unknown) 439@ 80 
060F: (unknown) 439@ 80.0 
0006: 454@ = 0 // integer values 
0007: 482@ = -1415.15 // floating-point values 
0007: 492@ = 1489.33 // floating-point values 
0007: 502@ = 6.1092 // floating-point values 
0007: 512@ = 274.6376 // floating-point values 
0007: 483@ = -1393.05 // floating-point values 
0007: 493@ = 1490.035 // floating-point values 
0007: 503@ = 6.1016 // floating-point values 
0007: 513@ = 273.1324 // floating-point values 
0007: 484@ = -1377.694 // floating-point values 
0007: 494@ = 1494.01 // floating-point values 
0007: 504@ = 0.8594 // floating-point values 
0007: 514@ = 268.1749 // floating-point values 
0007: 485@ = -1384.855 // floating-point values 
0007: 495@ = 1493.904 // floating-point values 
0007: 505@ = 0.8594 // floating-point values 
0007: 515@ = 86.0142 // floating-point values 
0007: 486@ = -1433.38 // floating-point values 
0007: 496@ = 1483.448 // floating-point values 
0007: 506@ = 0.625 // floating-point values 
0007: 516@ = 272.9424 // floating-point values 
0007: 487@ = -1393.022 // floating-point values 
0007: 497@ = 1483.625 // floating-point values 
0007: 507@ = 0.625 // floating-point values 
0007: 517@ = 266.08 // floating-point values 
0007: 488@ = -1392.567 // floating-point values 
0007: 498@ = 1496.273 // floating-point values 
0007: 508@ = 0.6312 // floating-point values 
0007: 518@ = 163.775 // floating-point values 
0007: 489@ = -1423.06 // floating-point values 
0007: 499@ = 1496.289 // floating-point values 
0007: 509@ = 0.625 // floating-point values 
0007: 519@ = 134.281 // floating-point values 
0007: 490@ = -1423.29 // floating-point values 
0007: 500@ = 1491.614 // floating-point values 
0007: 510@ = 0.625 // floating-point values 
0007: 520@ = 172.1411 // floating-point values 
0007: 491@ = -1433.231 // floating-point values 
0007: 501@ = 1488.718 // floating-point values 
0007: 511@ = 0.625 // floating-point values 
0007: 521@ = 106.1638 // floating-point values 
0006: 458@ = 0 // integer values 
0006: 462@ = 1 // integer values 
008A: $7258 = 458@ // integer values and handles 
009A: 440@ = create_actor 25 #DNB3 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 440@ z_angle_to 512@($7258,10f) 
01B2: give_actor 440@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 440@ armed_weapon_to 4 
060B: unknown_actor_use_entity 440@ 34@ 
0187: 447@ = create_marker_above_actor 440@ 
018B: show_on_radar 447@ 2 
07BF: (unknown) 447@ 1 
07DD: (unknown) 440@ 80 
060F: (unknown) 440@ 80.0 
0006: 455@ = 0 // integer values 
0006: 459@ = 2 // integer values 
0006: 463@ = 3 // integer values 
008A: $7258 = 459@ // integer values and handles 
009A: 441@ = create_actor 25 #DNB2 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 441@ z_angle_to 512@($7258,10f) 
01B2: give_actor 441@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 441@ armed_weapon_to 4 
060B: unknown_actor_use_entity 441@ 34@ 
0187: 448@ = create_marker_above_actor 441@ 
018B: show_on_radar 448@ 2 
07BF: (unknown) 448@ 1 
07DD: (unknown) 441@ 80 
060F: (unknown) 441@ 80.0 
0006: 456@ = 0 // integer values 
0006: 460@ = 4 // integer values 
0006: 464@ = 9 // integer values 
008A: $7258 = 460@ // integer values and handles 
009A: 442@ = create_actor 25 #DNB1 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 442@ z_angle_to 512@($7258,10f) 
01B2: give_actor 442@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 442@ armed_weapon_to 4 
060B: unknown_actor_use_entity 442@ 34@ 
0187: 449@ = create_marker_above_actor 442@ 
018B: show_on_radar 449@ 2 
07BF: (unknown) 449@ 1 
07DD: (unknown) 442@ 80 
060F: (unknown) 442@ 80.0 
0006: 457@ = 0 // integer values 
00BC: text_highpriority 'WZI2_35' 7000 ms 1  // ~s~Menj a haj htuljhoz s tedd fel a  ~y~cuccot~s~, dolgozz halkan, hogy az  ~r~rk~s~ ne halljanak meg.
0006: 522@ = 0 // integer values 
0004: $7257 = 0 // integer values 

:WUZI2_23799
00D6: if 
001A:   4 > $7257 // integer values 
004D: jump_if_false @WUZI2_23863 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_23849 
060B: unknown_actor_use_entity 436@($7257,7i) 34@ 

:WUZI2_23849
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_23799 

:WUZI2_23863
0006: 283@ = 1 // integer values 
0051: return 

:WUZI2_23872
0004: $7257 = 0 // integer values 
0006: 530@ = 0 // integer values 
0006: 531@ = 0 // integer values 
0006: 531@ = 0 // integer values 

:WUZI2_23900
00D6: if 
001A:   7 > $7257 // integer values 
004D: jump_if_false @WUZI2_24617 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_24561 
0871: init_jump_table 523@($7257,7i) total_jumps 3 0 @WUZI2_24554 jumps 0 @WUZI2_24005 1 @WUZI2_24237 2 @WUZI2_24419 -1 @WUZI2_24554 -1 @WUZI2_24554 -1 @WUZI2_24554 -1 @WUZI2_24554 

:WUZI2_24005
00D6: if or
074F: (unknown) 436@($7257,7i) 62 
074F: (unknown) 436@($7257,7i) 63 
004D: jump_if_false @WUZI2_24132 
00D6: if 
874F:   not (unknown) 436@($7257,7i) 36 
004D: jump_if_false @WUZI2_24096 
0006: 523@($7257,7i) = 1 // integer values 
0006: 451@($7257,7i) = -1 // integer values 
000A: 531@ += 1 // integer values 
0002: jump @WUZI2_24125 

:WUZI2_24096
0006: 523@($7257,7i) = 2 // integer values 
0006: 451@($7257,7i) = -1 // integer values 
000A: 531@ += 1 // integer values 

:WUZI2_24125
0002: jump @WUZI2_24230 

:WUZI2_24132
00D6: if or
074F: (unknown) 436@($7257,7i) 36 
074F: (unknown) 436@($7257,7i) 15 
074F: (unknown) 436@($7257,7i) 9 
074F: (unknown) 436@($7257,7i) 31 
004D: jump_if_false @WUZI2_24223 
0006: 523@($7257,7i) = 2 // integer values 
0006: 451@($7257,7i) = -1 // integer values 
000A: 531@ += 1 // integer values 
0002: jump @WUZI2_24230 

:WUZI2_24223
000A: 530@ += 1 // integer values 

:WUZI2_24230
0002: jump @WUZI2_24554 

:WUZI2_24237
00D6: if or
074F: (unknown) 436@($7257,7i) 36 
074F: (unknown) 436@($7257,7i) 15 
074F: (unknown) 436@($7257,7i) 9 
074F: (unknown) 436@($7257,7i) 31 
004D: jump_if_false @WUZI2_24336 
0006: 523@($7257,7i) = 2 // integer values 
0006: 451@($7257,7i) = -1 // integer values 
008B: 532@ = $7257 // integer values and handles 
000A: 531@ += 1 // integer values 
0002: jump @WUZI2_24412 

:WUZI2_24336
00D6: if or
074F: (unknown) 436@($7257,7i) 63 
074F: (unknown) 436@($7257,7i) 62 
004D: jump_if_false @WUZI2_24383 
000A: 531@ += 1 // integer values 
0002: jump @WUZI2_24412 

:WUZI2_24383
0006: 523@($7257,7i) = 0 // integer values 
0006: 451@($7257,7i) = 0 // integer values 
000A: 530@ += 1 // integer values 

:WUZI2_24412
0002: jump @WUZI2_24554 

:WUZI2_24419
00D6: if or
074F: (unknown) 436@($7257,7i) 36 
074F: (unknown) 436@($7257,7i) 63 
074F: (unknown) 436@($7257,7i) 15 
074F: (unknown) 436@($7257,7i) 9 
074F: (unknown) 436@($7257,7i) 31 
074F: (unknown) 436@($7257,7i) 62 
004D: jump_if_false @WUZI2_24518 
008B: 532@ = $7257 // integer values and handles 
000A: 531@ += 1 // integer values 
0002: jump @WUZI2_24547 

:WUZI2_24518
0006: 523@($7257,7i) = 0 // integer values 
0006: 451@($7257,7i) = 0 // integer values 
000A: 530@ += 1 // integer values 

:WUZI2_24547
0002: jump @WUZI2_24554 

:WUZI2_24554
0002: jump @WUZI2_24603 

:WUZI2_24561
00D6: if 
8039:   not  523@($7257,7i) == -1 // integer values 
004D: jump_if_false @WUZI2_24603 
0164: disable_marker 443@($7257,8i) 
0006: 523@($7257,7i) = -1 // integer values 

:WUZI2_24603
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_23900 

:WUZI2_24617
0871: init_jump_table 522@ total_jumps 3 0 @WUZI2_24872 jumps 0 @WUZI2_24680 1 @WUZI2_24744 2 @WUZI2_24808 -1 @WUZI2_24872 -1 @WUZI2_24872 -1 @WUZI2_24872 -1 @WUZI2_24872 

:WUZI2_24680
00D6: if 
0019:   531@ > 0 // integer values 
004D: jump_if_false @WUZI2_24712 
0006: 522@ = 2 // integer values 
0002: jump @WUZI2_24737 

:WUZI2_24712
00D6: if 
0019:   531@ > 0 // integer values 
004D: jump_if_false @WUZI2_24737 
0006: 522@ = 1 // integer values 

:WUZI2_24737
0002: jump @WUZI2_24872 

:WUZI2_24744
00D6: if 
0019:   531@ > 0 // integer values 
004D: jump_if_false @WUZI2_24776 
0006: 522@ = 2 // integer values 
0002: jump @WUZI2_24801 

:WUZI2_24776
00D6: if 
0039:   531@ == 0 // integer values 
004D: jump_if_false @WUZI2_24801 
0006: 522@ = 0 // integer values 

:WUZI2_24801
0002: jump @WUZI2_24872 

:WUZI2_24808
00D6: if and
0039:   531@ == 0 // integer values 
0039:   531@ == 0 // integer values 
004D: jump_if_false @WUZI2_24865 
0006: 522@ = 0 // integer values 
00D6: if and
8118:   not actor 436@(532@,7i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI2_24865 

:WUZI2_24865
0002: jump @WUZI2_24872 

:WUZI2_24872
0051: return 

:WUZI2_24874
0004: $7257 = 0 // integer values 

:WUZI2_24881
00D6: if 
001A:   4 > $7257 // integer values 
004D: jump_if_false @WUZI2_25425 
00D6: if 
8039:   not  451@($7257,7i) == -1 // integer values 
004D: jump_if_false @WUZI2_25411 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_25411 
0871: init_jump_table 451@($7257,7i) total_jumps 5 0 @WUZI2_25411 jumps 0 @WUZI2_25008 1 @WUZI2_25100 2 @WUZI2_25221 3 @WUZI2_25347 4 @WUZI2_25404 -1 @WUZI2_25411 -1 @WUZI2_25411 

:WUZI2_25008
0615: define_action_sequences 43@ 
0603: unknown_action_sequence -1 466@($7257,4f) 470@($7257,4f) 474@($7257,4f) 4 -2 
05D4: AS_actor -1 rotate_angle 478@($7257,4f) 
05BA: AS_actor -1 chew_gum 5000 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor 436@($7257,7i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
000A: 451@($7257,7i) += 1 // integer values 
0002: jump @WUZI2_25411 

:WUZI2_25100
0646: (unknown) 436@($7257,7i) 44@ 
00D6: if 
0039:   44@ == 2 // integer values 
004D: jump_if_false @WUZI2_25214 
00D6: if 
00ED:   actor 436@($7257,7i) 0 466@($7257,4f) 470@($7257,4f) radius 2.0 2.0 
004D: jump_if_false @WUZI2_25194 
000A: 451@($7257,7i) += 1 // integer values 
0002: jump @WUZI2_25214 

:WUZI2_25194
0687: clear_actor_task 436@($7257,7i) 
000E: 451@($7257,7i) -= 1 // integer values 

:WUZI2_25214
0002: jump @WUZI2_25411 

:WUZI2_25221
0209: 45@ = random_int 7000 15000 
0209: 46@ = random_int 0 500 
0687: clear_actor_task 436@($7257,7i) 
0615: define_action_sequences 43@ 
05BA: AS_actor -1 chew_gum 45@ ms 
00D6: if 
001B:   250 > 46@ // integer values 
004D: jump_if_false @WUZI2_25296 
05C9: AS_actor -1 on_guard 8000 ms 
0002: jump @WUZI2_25300 

:WUZI2_25296
05C8: AS_actor -1 look_around 

:WUZI2_25300
05BA: AS_actor -1 chew_gum 5000 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor 436@($7257,7i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
000A: 451@($7257,7i) += 1 // integer values 
0002: jump @WUZI2_25411 

:WUZI2_25347
0646: (unknown) 436@($7257,7i) 44@ 
00D6: if 
0039:   44@ == 2 // integer values 
004D: jump_if_false @WUZI2_25397 
0687: clear_actor_task 436@($7257,7i) 
000E: 451@($7257,7i) -= 1 // integer values 

:WUZI2_25397
0002: jump @WUZI2_25411 

:WUZI2_25404
0002: jump @WUZI2_25411 

:WUZI2_25411
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_24881 

:WUZI2_25425
0051: return 

:WUZI2_25427
0004: $7257 = 4 // integer values 
0004: $7258 = 0 // integer values 

:WUZI2_25441
00D6: if 
001A:   7 > $7257 // integer values 
004D: jump_if_false @WUZI2_26089 
00D6: if 
8039:   not  451@($7257,7i) == -1 // integer values 
004D: jump_if_false @WUZI2_26068 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_26068 
008A: $7259 = 458@($7258,4i) // integer values and handles 
008A: $7260 = 462@($7258,4i) // integer values and handles 
0871: init_jump_table 451@($7257,7i) total_jumps 5 0 @WUZI2_26068 jumps 0 @WUZI2_25592 1 @WUZI2_25767 2 @WUZI2_25857 3 @WUZI2_25989 4 @WUZI2_26061 -1 @WUZI2_26068 -1 @WUZI2_26068 

:WUZI2_25592
0615: define_action_sequences 43@ 

:WUZI2_25597
00D6: if 
002C:   $7260 >= $7259 // integer values 
004D: jump_if_false @WUZI2_25659 
0603: unknown_action_sequence -1 482@($7259,10f) 492@($7259,10f) 502@($7259,10f) 4 -2 
0008: $7259 += 1 // integer values 
0002: jump @WUZI2_25597 

:WUZI2_25659
00D6: if 
0038:   $7257 == 6 // integer values 
004D: jump_if_false @WUZI2_25702 
0643: (unknown) 43@ 1 
0006: 451@($7257,7i) = 90 // integer values 
0002: jump @WUZI2_25738 

:WUZI2_25702
05D4: AS_actor -1 rotate_angle 512@($7260,10f) 
05BA: AS_actor -1 chew_gum 5000 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
000A: 451@($7257,7i) += 1 // integer values 

:WUZI2_25738
0616: define_action_sequences_end 43@ 
0618: assign_actor 436@($7257,7i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
0002: jump @WUZI2_26068 

:WUZI2_25767
008B: 533@ = $7260 // integer values and handles 
0064: 533@ -= $7259 // integer values 
000A: 533@ += 3 // integer values 
0646: (unknown) 436@($7257,7i) 44@ 
00D6: if 
003B:   44@ == 533@ // integer values 
004D: jump_if_false @WUZI2_25850 
00D6: if 
0038:   $7257 == 4 // integer values 
004D: jump_if_false @WUZI2_25839 

:WUZI2_25839
000A: 451@($7257,7i) += 1 // integer values 

:WUZI2_25850
0002: jump @WUZI2_26068 

:WUZI2_25857
0615: define_action_sequences 43@ 

:WUZI2_25862
00D6: if 
002C:   $7260 >= $7259 // integer values 
004D: jump_if_false @WUZI2_25924 
0603: unknown_action_sequence -1 482@($7260,10f) 492@($7260,10f) 502@($7260,10f) 4 -2 
000C: $7260 -= 1 // integer values 
0002: jump @WUZI2_25862 

:WUZI2_25924
05D4: AS_actor -1 rotate_angle 512@($7259,10f) 
05BA: AS_actor -1 chew_gum 5000 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
000A: 451@($7257,7i) += 1 // integer values 
0616: define_action_sequences_end 43@ 
0618: assign_actor 436@($7257,7i) to_action_sequences 43@ 
061B: remove_references_to_action_sequences 43@ 
0002: jump @WUZI2_26068 

:WUZI2_25989
008B: 533@ = $7260 // integer values and handles 
0064: 533@ -= $7259 // integer values 
000A: 533@ += 3 // integer values 
0646: (unknown) 436@($7257,7i) 44@ 
00D6: if 
003B:   44@ == 533@ // integer values 
004D: jump_if_false @WUZI2_26054 
0006: 451@($7257,7i) = 0 // integer values 

:WUZI2_26054
0002: jump @WUZI2_26068 

:WUZI2_26061
0002: jump @WUZI2_26068 

:WUZI2_26068
0008: $7257 += 1 // integer values 
0008: $7258 += 1 // integer values 
0002: jump @WUZI2_25441 

:WUZI2_26089
0051: return 
0004: $7257 = 0 // integer values 
0006: 574@ = 1 // integer values 
0470: 573@ = actor $PLAYER_ACTOR current_weapon 

:WUZI2_26113
00D6: if 
001A:   13 > $7257 // integer values 
004D: jump_if_false @WUZI2_26181 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 574@ weapon 534@($7257,13i) ammo 547@($7257,13i) model 560@($7257,13i) 
0008: $7257 += 1 // integer values 
000A: 574@ += 1 // integer values 
0002: jump @WUZI2_26113 

:WUZI2_26181
0051: return 
0004: $7257 = 0 // integer values 

:WUZI2_26190
00D6: if 
001A:   13 > $7257 // integer values 
004D: jump_if_false @WUZI2_26260 
00D6: if 
8039:   not  534@($7257,13i) == 0 // integer values 
004D: jump_if_false @WUZI2_26246 
0247: request_model 560@($7257,13i) 
000A: 575@ += 1 // integer values 

:WUZI2_26246
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_26190 

:WUZI2_26260
00D6: if 
803B:   not  576@ == 575@ // integer values 
004D: jump_if_false @WUZI2_26385 
0001: wait 0 ms 
0006: 576@ = 0 // integer values 
0004: $7257 = 0 // integer values 

:WUZI2_26297
00D6: if 
001A:   13 > $7257 // integer values 
004D: jump_if_false @WUZI2_26378 
00D6: if 
8039:   not  534@($7257,13i) == 0 // integer values 
004D: jump_if_false @WUZI2_26364 
00D6: if 
0248:   model 560@($7257,13i) available 
004D: jump_if_false @WUZI2_26364 
000A: 576@ += 1 // integer values 

:WUZI2_26364
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_26297 

:WUZI2_26378
0002: jump @WUZI2_26260 

:WUZI2_26385
048F: (unknown) $PLAYER_ACTOR 
0004: $7257 = 0 // integer values 
0006: 574@ = 1 // integer values 

:WUZI2_26404
00D6: if 
001A:   13 > $7257 // integer values 
004D: jump_if_false @WUZI2_26462 
01B2: give_actor $PLAYER_ACTOR weapon 534@($7257,13i) ammo 547@($7257,13i) // Load the weapon model before using this 
0008: $7257 += 1 // integer values 
000A: 574@ += 1 // integer values 
0002: jump @WUZI2_26404 

:WUZI2_26462
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 573@ 
0004: $7257 = 0 // integer values 

:WUZI2_26477
00D6: if 
001A:   13 > $7257 // integer values 
004D: jump_if_false @WUZI2_26540 
00D6: if 
8039:   not  534@($7257,13i) == 0 // integer values 
004D: jump_if_false @WUZI2_26526 
0249: release_model 560@($7257,13i) 

:WUZI2_26526
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_26477 

:WUZI2_26540
0051: return 

:WUZI2_26542
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @WUZI2_26586 
00BC: text_highpriority 41@s 5000 ms 1 

:WUZI2_26586
0051: return 

:WUZI2_26588
0008: $11262 += 1 // integer values 
0318: set_latest_mission_passed 'WUZI_2'  // Bvr Kund
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 11000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 11000 
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:WUZI2_26652
00D6: if 
0038:   $STAT_LUNG_CAPACITY_FOR_WUZI == 0 // integer values 
004D: jump_if_false @WUZI2_27103 
01F0: set_max_wanted_level_to 257@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_26702 
07B4: (unknown) $PLAYER_CHAR 1 
08F4: (unknown) 99 

:WUZI2_26702
004F: create_thread @A_TERM 
0164: disable_marker 259@ 
0215: destroy_pickup 258@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: (unknown) -1328.999 1239.997 -5.0 -1655.868 1638.755 10.0 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #TROPIC 
0249: release_model #AK47 
0249: release_model #KNIFECUR 
0249: release_model #A51_SPOTBASE 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBULB 
04EF: release_animation "DAM_JUMP" 
0164: disable_marker 36@ 
0004: $7257 = 0 // integer values 

:WUZI2_26823
00D6: if 
001A:   5 > $7257 // integer values 
004D: jump_if_false @WUZI2_26873 
0164: disable_marker 443@($7257,8i) 
01C2: remove_references_to_actor 436@($7257,7i) // Like turning an actor into a random pedestrian 
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_26823 

:WUZI2_26873
0004: $7257 = 0 // integer values 

:WUZI2_26880
00D6: if 
001A:   4 > $7257 // integer values 
004D: jump_if_false @WUZI2_26948 
0164: disable_marker 407@($7257,6i) 
01C4: remove_references_to_object 389@($7257,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 395@($7257,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 401@($7257,6i) // This object will now disappear when the player looks away 
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_26880 

:WUZI2_26948
0004: $7257 = 0 // integer values 

:WUZI2_26955
00D6: if 
001A:   6 > $7257 // integer values 
004D: jump_if_false @WUZI2_27005 
01C2: remove_references_to_actor 308@($7257,6i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 417@($7257,6i) // Like turning an actor into a random pedestrian 
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_26955 

:WUZI2_27005
0004: $7257 = 0 // integer values 

:WUZI2_27012
00D6: if 
001A:   2 > $7257 // integer values 
004D: jump_if_false @WUZI2_27094 
0164: disable_marker 292@($7257,2i) 
01C2: remove_references_to_actor 300@($7257,2i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 290@($7257,2i) // Like turning a car into any random car 
0164: disable_marker 415@ 
01C2: remove_references_to_actor 417@($7257,6i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 413@($7257,2i) // Like turning a car into any random car 
0008: $7257 += 1 // integer values 
0002: jump @WUZI2_27012 

:WUZI2_27094
01B7: release_weather 
0002: jump @WUZI2_27255 

:WUZI2_27103
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_27126 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:WUZI2_27126
00A1: put_actor $PLAYER_ACTOR at -2154.815 641.3157 51.3594 
0173: set_actor $PLAYER_ACTOR z_angle_to 268.4865 
03CB: set_camera -2154.815 641.3157 51.3594 
0006: 32@ = 0 // integer values 

:WUZI2_27180
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @WUZI2_27210 
0001: wait 0 ms 
0002: jump @WUZI2_27180 

:WUZI2_27210
016A: fade 1 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_27239 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:WUZI2_27239
00BC: text_highpriority 'WZI2_60' 8000 ms 1  // Tbbet kell gyakorolnod a vz alatt, mieltt elkezdhetnd ezt a kldetst.

:WUZI2_27255
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 57---------------
// Originally: The Da Nang Thang

:WUZI5
03A4: name_thread 'WUZI5' 
0050: gosub @WUZI5_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @WUZI5_38 
0050: gosub @WUZI5_20666 

:WUZI5_38
0050: gosub @WUZI5_20748 
004E: end_thread 

:WUZI5_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'WUZI4' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @WUZI5_302 
009A: 36@(94@,17i) = create_actor 28 #TRIADB at -2433.5 1536.3 16.4 
009A: 58@ = create_actor 28 #TRIADB at -2433.5 1536.3 16.4 
009A: 59@(96@,4i) = create_actor 28 #TRIADB at -2389.2 1537.1 1.1 
032B: 63@ = create_weapon_pickup #GRENADE 15 ammo 6 at -2412.4 1547.9 25.0 
0213: 64@ = create_pickup #HEALTH type 15 at -2427.8 1547.6 22.1 
0187: 81@(94@,9i) = create_marker_above_actor 36@(94@,17i) 
00A5: 53@ = create_car #DINGHY at -2430.7 1563.6 0.0 
00A5: 54@ = create_car #DINGHY at -2442.4 1564.6 0.0 
00A5: 55@ = create_car #DINGHY at -2426.9 1570.6 0.0 

:WUZI5_302
00BE: text_clear_all 
0001: wait 0 ms 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
04AF: 97@ = unknown_wav_reference 121 
04AF: 98@ = unknown_wav_reference 122 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0007: 144@ = 0.0 // floating-point values 
0007: 145@ = 0.0 // floating-point values 
0007: 146@ = 0.0 // floating-point values 
0007: 147@ = 0.0 // floating-point values 
0007: 148@ = 0.0 // floating-point values 
0007: 149@ = 0.0 // floating-point values 
0007: 150@ = 0.0 // floating-point values 
0007: 151@ = 0.0 // floating-point values 
0007: 152@ = 0.0 // floating-point values 
0007: 153@ = 0.0 // floating-point values 
0007: 154@ = 0.0 // floating-point values 
0007: 155@ = 0.0 // floating-point values 
08F5: (unknown) 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'WOOZIE4' 

:WUZI5_613
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI5_637 
0001: wait 0 ms 
0002: jump @WUZI5_613 

:WUZI5_637
02E7: start_cutscene 
016A: fade 1 1000 ms 

:WUZI5_646
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI5_670 
0001: wait 0 ms 
0002: jump @WUZI5_646 

:WUZI5_670
016A: fade 0 0 ms 

:WUZI5_676
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_700 
0001: wait 0 ms 
0002: jump @WUZI5_676 

:WUZI5_700
04BB: select_interior 0 // select render area 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08F6: (unknown) 
0169: set_fade_color 0 0 0 
01B6: set_weather 6 
0001: wait 0 ms 
0247: request_model #TRIADB 
0247: request_model #MAVERICK 
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
0746: (unknown) 4 25 0 
07E5: unknown_copy_entity 65542 158@ 
060A: unknown_create_entity 2 157@ 
060A: unknown_create_entity 4 159@ 
0395: clear_area 1 at -2167.8 634.9 69.7 range 5.0 
00A5: 34@ = create_car #MAVERICK at -2167.8 634.9 69.7 
0175: set_car 34@ z_angle_to 92.3 
02AC: set_car 34@ immunities 1 1 1 1 1 
0129: 35@ = create_actor 28 #TRIADB in_car 34@ driverseat 
0568: set_actor 35@ targetable 1 
0588: (unknown) 35@ 1 
060B: unknown_actor_use_entity 35@ 158@ 
0395: clear_area 1 at -2168.4 639.0 69.9 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2168.4 639.0 69.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 189.4 
03CB: set_camera -2168.4 639.0 69.9 

:WUZI5_975
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @WUZI5_1001 
0002: jump @WUZI5_20684 

:WUZI5_1001
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_1040 
0002: jump @WUZI5_20666 

:WUZI5_1040
00D6: if 
0039:   90@ == 0 // integer values 
004D: jump_if_false @WUZI5_2013 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @WUZI5_1311 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position -2172.7 636.0 71.2 0.0 0.0 0.0 
0160: point_camera -2161.7 631.4 72.4 2 
0A09: (unknown) $PLAYER_ACTOR 1 
0615: define_action_sequences 156@ 
05CA: AS_actor -1 enter_car 34@ passenger_seat 0 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0A0B: (unknown) -2168.7 634.9 70.3 248.0 
016A: fade 1 500 ms 

:WUZI5_1234
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1258 
0001: wait 0 ms 
0002: jump @WUZI5_1234 

:WUZI5_1258
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_1290 
0002: jump @WUZI5_20666 

:WUZI5_1290
0006: 92@ = 1 // integer values 
0707: start_scene_skip_to @WUZI5_1590 
0006: 91@ = 1 // integer values 

:WUZI5_1311
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @WUZI5_1466 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI5_1466 
0605: actor 35@ perform_animation_sequence "CAR_SC1_FL" from_file "CAR_CHAT" 8.0 loop 0 0 0 0 8000 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FR" from_file "CAR_CHAT" 6.0 loop 0 0 0 0 8500 ms 
0006: 113@ = 1 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
0006: 32@ = 0 // integer values 
0006: 91@ = 2 // integer values 

:WUZI5_1466
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @WUZI5_1547 
00D6: if 
0019:   32@ > 9000 // integer values 
004D: jump_if_false @WUZI5_1547 
04A2: heli 34@ fly_to -2167.8 634.9 80.7 speed 0.0 80.7 
0006: 32@ = 0 // integer values 
0006: 91@ = 3 // integer values 

:WUZI5_1547
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @WUZI5_2013 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_2013 
0006: 92@ = 0 // integer values 

:WUZI5_1590
0701: end_scene_skip 
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_1624 
0002: jump @WUZI5_20666 

:WUZI5_1624
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_1659 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 

:WUZI5_1659
016A: fade 0 1000 ms 

:WUZI5_1666
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1694 
0001: wait 0 ms 
07C0: load_path 25 
0002: jump @WUZI5_1666 

:WUZI5_1694
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_1726 
0002: jump @WUZI5_20666 

:WUZI5_1726
0247: request_model #MINIGUN 
0247: request_model #ROCKETLA 
0247: request_model #TEC9 
0247: request_model #DNB1 
0247: request_model #DNB2 
07C0: load_path 25 
038B: load_requested_models 
00BE: text_clear_all 
0687: clear_actor_task $PLAYER_ACTOR 
06AB: (unknown) $PLAYER_ACTOR 0 
0792: (unknown) $PLAYER_ACTOR 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 34@ at_car_offset -1.4 1.0 -0.1 position 1 shooting_angle 90.0 with_weapon 38 
05EB: assign_vehicle 34@ to_path 25 
0706: (unknown) 34@ 750.0 
0825: instantly_spin_flying_vehicle 34@ rotor_blade 
04EF: release_animation "CAR_CHAT" 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1903 
02AC: set_car 34@ immunities 1 1 1 1 1 

:WUZI5_1903
0A0B: (unknown) -1735.7 1303.5 7.1 120.8 
016A: fade 1 2000 ms 

:WUZI5_1932
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1960 
0001: wait 0 ms 
07C0: load_path 25 
0002: jump @WUZI5_1932 

:WUZI5_1960
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_1992 
0002: jump @WUZI5_20666 

:WUZI5_1992
0006: 32@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 90@ = 1 // integer values 

:WUZI5_2013
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @WUZI5_4184 
00D6: if 
0735:   81 
004D: jump_if_false @WUZI5_2127 
00D6: if 
001B:   2 > 95@ // integer values 
004D: jump_if_false @WUZI5_2078 
0050: gosub @WUZI5_21142 
0002: jump @WUZI5_2127 

:WUZI5_2078
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_2127 
00D6: if 
060E:   car 34@ is_assigned_to_existing_path 
004D: jump_if_false @WUZI5_2120 
05EC: release_vehicle 34@ from_path 
0564: (unknown) 34@ 

:WUZI5_2120
0006: 91@ = 3 // integer values 

:WUZI5_2127
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @WUZI5_2192 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @WUZI5_2192 
0006: 113@ = 2 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
0006: 114@ = 1 // integer values 

:WUZI5_2192
00D6: if 
001B:   2 > 95@ // integer values 
004D: jump_if_false @WUZI5_2262 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2409.1 1541.0 radius 200.0 200.0 
004D: jump_if_false @WUZI5_2255 
0050: gosub @WUZI5_21142 

:WUZI5_2255
0002: jump @WUZI5_2276 

:WUZI5_2262
0050: gosub @WUZI5_22146 
0050: gosub @WUZI5_24636 

:WUZI5_2276
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_3356 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @WUZI5_2386 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2287.1 1582.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_2386 
0006: 113@ = 3 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
06FD: (unknown) 34@ 0.6 
0006: 91@ = 1 // integer values 

:WUZI5_2386
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @WUZI5_2602 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2483.3 1509.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_2602 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2429.5 1536.8 30.8 range 1.0 
009A: 58@ = create_actor 28 97@(99@,2i) at -2429.5 1536.8 30.8 
01B2: give_actor 58@ weapon 35 ammo 12 // Load the weapon model before using this 
0350: unknown_actor 58@ not_scared_flag 1 
02AB: set_actor 58@ immunities 1 1 1 1 1 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2431.0 1530.4 30.8 speed 6 -1 ms 
0672: AS_actor -1 attack_car 34@ 
0616: define_action_sequences_end 156@ 
0618: assign_actor 58@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 32@ = 0 // integer values 
0006: 91@ = 2 // integer values 

:WUZI5_2602
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @WUZI5_2674 
00D6: if 
0019:   32@ > 1800 // integer values 
004D: jump_if_false @WUZI5_2674 
0006: 113@ = 4 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 2 // integer values 
0050: gosub @WUZI5_26530 
0006: 91@ = 3 // integer values 

:WUZI5_2674
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @WUZI5_2797 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2401.0 1499.1 radius 3.0 3.0 
004D: jump_if_false @WUZI5_2797 
015B: (unknown) 0 10000 200 
0407: create_coordinate 140@ 141@ 142@ from_car 34@ offset 0.0 4.0 0.0 
020C: create_explosion_with_radius 7 at 140@ 141@ 142@ 
0224: set_car 34@ health_to 300 
0006: 91@ = 4 // integer values 

:WUZI5_2797
00D6: if 
0019:   91@ > 3 // integer values 
004D: jump_if_false @WUZI5_3041 
0407: create_coordinate 140@ 141@ 142@ from_car 34@ offset 0.0 0.0 0.0 
0208: 144@ = random_float -2.0 2.0 
005B: 144@ += 140@ // floating-point values 
0208: 145@ = random_float -2.0 2.0 
005B: 145@ += 141@ // floating-point values 
0087: 146@ = 142@ // floating-point values only 
0208: 147@ = random_float -1.5 1.5 
0208: 148@ = random_float -1.5 1.5 
0208: 149@ = random_float 0.0 1.0 
0007: 150@ = 0.0 // floating-point values 
0007: 151@ = 0.0 // floating-point values 
0007: 152@ = 0.0 // floating-point values 
0007: 153@ = 0.2 // floating-point values 
0007: 154@ = 1.0 // floating-point values 
0007: 155@ = 1.0 // floating-point values 
095C: (unknown) 144@ 145@ 146@ 147@ 148@ 149@ 150@ 151@ 152@ 153@ 154@ 155@ 

:WUZI5_3041
00D6: if 
0039:   91@ == 4 // integer values 
004D: jump_if_false @WUZI5_3293 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2381.0 1489.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_3293 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 1 at -2351.7 1487.4 1.0 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2351.7 1487.4 1.0 
0006: 113@ = 4 // integer values 
0006: 115@ = 2 // integer values 
0006: 116@ = 5 // integer values 
0050: gosub @WUZI5_26530 
06FD: (unknown) 34@ 1.0 
015F: set_camera_position -2353.5 1450.2 82.3 0.0 0.0 0.0 
0160: point_camera -2365.3 1471.5 64.7 2 
0006: 92@ = 1 // integer values 
0707: start_scene_skip_to @WUZI5_3397 
0006: 91@ = 5 // integer values 

:WUZI5_3293
00D6: if 
0039:   91@ == 5 // integer values 
004D: jump_if_false @WUZI5_3356 
00D6: if 
01AD:   car 34@ 0 -2360.0 1481.5 5.0 5.0 
004D: jump_if_false @WUZI5_3356 
0006: 91@ = 6 // integer values 

:WUZI5_3356
00D6: if 
001B:   7 > 91@ // integer values 
004D: jump_if_false @WUZI5_4184 
00D6: if 
02BF:   car 34@ sunk 
004D: jump_if_false @WUZI5_4184 
0006: 92@ = 0 // integer values 

:WUZI5_3397
0701: end_scene_skip 
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_3431 
0002: jump @WUZI5_20666 

:WUZI5_3431
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_3518 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
016A: fade 0 500 ms 

:WUZI5_3473
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_3497 
0001: wait 0 ms 
0002: jump @WUZI5_3473 

:WUZI5_3497
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_3518 
06C5: (unknown) 34@ 

:WUZI5_3518
015B: (unknown) 0 0 0 
016A: fade 0 1000 ms 

:WUZI5_3533
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_3557 
0001: wait 0 ms 
0002: jump @WUZI5_3533 

:WUZI5_3557
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
09F5: (unknown) 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0249: release_model #MINIGUN 
0249: release_model #ROCKETLA 
0249: release_model #MAVERICK 
0249: release_model #TRIADB 
0247: request_model #GRENADE 
0247: request_model #KNIFECUR 
0247: request_model #CHROMEGUN 
038B: load_requested_models 
048F: (unknown) $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at -2351.7 1487.4 0.0 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2351.7 1487.4 -1.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 318.0 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_3738 
0687: clear_actor_task 36@ 

:WUZI5_3738
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_3759 
0687: clear_actor_task 37@ 

:WUZI5_3759
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_3780 
0687: clear_actor_task 38@ 

:WUZI5_3780
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_3801 
0687: clear_actor_task 39@ 

:WUZI5_3801
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_3822 
0687: clear_actor_task 40@ 

:WUZI5_3822
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_3850 
0687: clear_actor_task 41@ 
04EB: AS_actor 41@ crouch 1 

:WUZI5_3850
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @WUZI5_3871 
0687: clear_actor_task 43@ 

:WUZI5_3871
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
018A: 80@ = create_checkpoint_at -2329.1 1528.7 0.0 
009B: destroy_actor_instantly 58@ 
0226: 100@ = actor $PLAYER_ACTOR health 
00D6: if 
0019:   100@ > 25 // integer values 
004D: jump_if_false @WUZI5_4014 
0016: 100@ /= 4 // integer values 
0012: 100@ *= 3 // integer values 
00D6: if 
001B:   25 > 100@ // integer values 
004D: jump_if_false @WUZI5_4006 
0006: 100@ = 25 // integer values 

:WUZI5_4006
0223: set_actor $PLAYER_ACTOR health_to 100@ 

:WUZI5_4014
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0687: clear_actor_task $PLAYER_ACTOR 
00BE: text_clear_all 
03A1: unknown_clear_point -2329.1 1528.7 0.0 radius 4.0 
016A: fade 1 2000 ms 

:WUZI5_4074
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_4142 
03A1: unknown_clear_point -2329.1 1528.7 0.0 radius 4.0 
0001: wait 0 ms 
03A1: unknown_clear_point -2329.1 1528.7 0.0 radius 4.0 
0002: jump @WUZI5_4074 

:WUZI5_4142
0006: 113@ = 12 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
0006: 114@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 90@ = 2 // integer values 

:WUZI5_4184
00D6: if 
0039:   90@ == 2 // integer values 
004D: jump_if_false @WUZI5_7182 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @WUZI5_4355 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI5_4296 
016A: fade 0 500 ms 
0006: 32@ = 0 // integer values 
0006: 91@ = 1 // integer values 
0002: jump @WUZI5_4355 

:WUZI5_4296
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @WUZI5_4355 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_4355 
00BC: text_highpriority 'WUZ4_02' 7000 ms 1  // ~s~ssz a teherhajra.
0006: 114@ = 1 // integer values 

:WUZI5_4355
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @WUZI5_6385 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @WUZI5_6385 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
0247: request_model #KMB_CONTAINER_RED 
038B: load_requested_models 
04ED: load_animation "SWAT" 

:WUZI5_4437
00D6: if 
84EE:   not animation "SWAT" loaded 
004D: jump_if_false @WUZI5_4467 
0001: wait 0 ms 
0002: jump @WUZI5_4437 

:WUZI5_4467
0107: 71@ = create_object #KMB_CONTAINER_RED at -2323.9 1527.3 14.0 
0382: set_object 71@ collision_detection 1 
0392: object 71@ toggle_in_moving_list 0 
0750: set_object 71@ visibility 0 
0001: wait 0 ms 
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_4547 
0002: jump @WUZI5_20666 

:WUZI5_4547
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.2 1530.2 16.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 3.3 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_4721 
0395: clear_area 1 at -2350.6 1561.2 22.1 range 1.0 
00A1: put_actor 36@ at -2350.6 1561.2 22.1 
0173: set_actor 36@ z_angle_to 4.7 
0605: actor 36@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:WUZI5_4721
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_4798 
0395: clear_area 1 at -2357.1 1529.2 25.0 range 1.0 
00A1: put_actor 37@ at -2357.1 1529.2 25.0 
0173: set_actor 37@ z_angle_to 180.9 
05C9: AS_actor 37@ on_guard -2 ms 

:WUZI5_4798
009B: destroy_actor_instantly 38@ 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2388.3 1553.1 25.0 range 1.0 
009A: 38@ = create_actor 25 97@(99@,2i) at -2388.3 1553.1 25.0 
0173: set_actor 38@ z_angle_to 0.0 
060B: unknown_actor_use_entity 38@ 157@ 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor_instantly 39@ 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2390.9 1552.6 25.0 range 1.0 
009A: 39@ = create_actor 25 97@(99@,2i) at -2390.9 1552.6 25.0 
0173: set_actor 39@ z_angle_to 0.0 
060B: unknown_actor_use_entity 39@ 157@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor_instantly 40@ 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2389.8 1554.9 25.0 range 1.0 
009A: 40@ = create_actor 25 97@(99@,2i) at -2389.8 1554.9 25.0 
0173: set_actor 40@ z_angle_to 220.6 
060B: unknown_actor_use_entity 40@ 157@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_5139 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_5139 
0677: AS_actor 40@ chat_with_actor 39@ 1 1 
0677: AS_actor 39@ chat_with_actor 40@ 0 1 

:WUZI5_5139
009B: destroy_actor_instantly 41@ 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2407.3 1547.6 25.0 range 1.0 
009A: 41@ = create_actor 25 97@(99@,2i) at -2407.3 1547.6 25.0 
0173: set_actor 41@ z_angle_to 319.2 
060B: unknown_actor_use_entity 41@ 157@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor_instantly 42@ 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2420.4 1553.4 25.0 range 1.0 
009A: 42@ = create_actor 25 97@(99@,2i) at -2420.4 1553.4 25.0 
0173: set_actor 42@ z_angle_to 180.0 
060B: unknown_actor_use_entity 42@ 158@ 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor_instantly 43@ 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2427.6 1532.3 25.0 range 1.0 
009A: 43@ = create_actor 25 97@(99@,2i) at -2427.6 1532.3 25.0 
0173: set_actor 43@ z_angle_to 275.0 
060B: unknown_actor_use_entity 43@ 157@ 
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor_instantly 44@ 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2427.9 1553.9 25.0 range 1.0 
009A: 44@ = create_actor 25 97@(99@,2i) at -2427.9 1553.9 25.0 
0173: set_actor 44@ z_angle_to 183.8 
060B: unknown_actor_use_entity 44@ 157@ 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
0395: clear_area 1 at -2334.5 1533.3 16.3 range 1.0 
009A: 46@ = create_actor 25 #DNB1 at -2334.5 1533.3 16.3 
0173: set_actor 46@ z_angle_to 116.3 
01B2: give_actor 46@ weapon 25 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 46@ 1 
060B: unknown_actor_use_entity 46@ 157@ 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2401.8 1530.3 30.8 range 1.0 
009A: 47@ = create_actor 25 97@(99@,2i) at -2401.8 1530.3 30.8 
0173: set_actor 47@ z_angle_to 0.0 
060B: unknown_actor_use_entity 47@ 157@ 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2405.5 1530.3 30.8 range 1.0 
009A: 48@ = create_actor 25 97@(99@,2i) at -2405.5 1530.3 30.8 
0173: set_actor 48@ z_angle_to 0.0 
060B: unknown_actor_use_entity 48@ 158@ 
0605: actor 48@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2426.5 1548.8 22.2 range 1.0 
009A: 49@ = create_actor 25 97@(99@,2i) at -2426.5 1548.8 22.2 
0173: set_actor 49@ z_angle_to 180.0 
060B: unknown_actor_use_entity 49@ 158@ 
0350: unknown_actor 49@ not_scared_flag 1 
01B2: give_actor 49@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2422.5 1548.8 22.2 range 1.0 
009A: 50@ = create_actor 25 97@(99@,2i) at -2422.5 1548.8 22.2 
0173: set_actor 50@ z_angle_to 180.0 
060B: unknown_actor_use_entity 50@ 158@ 
0350: unknown_actor 50@ not_scared_flag 1 
01B2: give_actor 50@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2339.2 1555.5 24.7 range 1.0 
009A: 51@ = create_actor 25 97@(99@,2i) at -2339.2 1555.5 24.7 
0173: set_actor 51@ z_angle_to 348.3 
060B: unknown_actor_use_entity 51@ 157@ 
0816: (unknown) 51@ 1 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 51@ on_guard -2 ms 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2360.0 1560.3 25.0 range 1.0 
009A: 52@ = create_actor 25 97@(99@,2i) at -2360.0 1560.3 25.0 
0173: set_actor 52@ z_angle_to 26.4 
060B: unknown_actor_use_entity 52@ 157@ 
0816: (unknown) 52@ 1 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 52@ on_guard -2 ms 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2334.7 1529.8 16.3 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 126.8 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 46@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
015F: set_camera_position -2332.5 1534.4 18.1 0.0 0.0 0.0 
0160: point_camera -2342.5 1513.7 15.33 2 
016A: fade 1 500 ms 
0006: 113@ = 5 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 1 // integer values 
0050: gosub @WUZI5_26530 
0006: 32@ = 0 // integer values 
0006: 91@ = 2 // integer values 

:WUZI5_6385
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @WUZI5_6443 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @WUZI5_6443 
0006: 92@ = 1 // integer values 
0707: start_scene_skip_to @WUZI5_6715 
0006: 91@ = 3 // integer values 

:WUZI5_6443
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @WUZI5_6533 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_6533 
00D6: if 
0019:   32@ > 3200 // integer values 
004D: jump_if_false @WUZI5_6533 
0006: 113@ = 5 // integer values 
0006: 115@ = 1 // integer values 
0006: 116@ = 2 // integer values 
0050: gosub @WUZI5_26530 
0006: 91@ = 4 // integer values 

:WUZI5_6533
00D6: if 
0039:   91@ == 4 // integer values 
004D: jump_if_false @WUZI5_6671 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @WUZI5_6671 
0792: (unknown) $PLAYER_ACTOR 
0615: define_action_sequences 156@ 
078F: unknown_action_sequence -1 1 
05D4: AS_actor -1 rotate_angle 85.1 
0616: define_action_sequences_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
015F: set_camera_position -2320.4 1535.2 18.8 0.0 0.0 0.0 
0160: point_camera -2354.4 1508.1 18.9 2 
0006: 91@ = 5 // integer values 

:WUZI5_6671
00D6: if 
0039:   91@ == 5 // integer values 
004D: jump_if_false @WUZI5_7182 
00D6: if 
0019:   32@ > 8500 // integer values 
004D: jump_if_false @WUZI5_7182 
0006: 92@ = 0 // integer values 

:WUZI5_6715
0701: end_scene_skip 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_6815 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
016A: fade 0 500 ms 

:WUZI5_6759
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_6783 
0001: wait 0 ms 
0002: jump @WUZI5_6759 

:WUZI5_6783
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_6815 
0002: jump @WUZI5_20666 

:WUZI5_6815
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_6839 
060B: unknown_actor_use_entity 46@ 159@ 

:WUZI5_6839
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_6863 
060B: unknown_actor_use_entity 51@ 159@ 

:WUZI5_6863
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_6887 
060B: unknown_actor_use_entity 52@ 159@ 

:WUZI5_6887
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_6911 
060B: unknown_actor_use_entity 36@ 159@ 

:WUZI5_6911
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_6935 
060B: unknown_actor_use_entity 37@ 159@ 

:WUZI5_6935
0687: clear_actor_task $PLAYER_ACTOR 
0108: destroy_object 71@ 
0249: release_model #KMB_CONTAINER_RED 
0395: clear_area 1 at -2323.1 1531.7 16.3 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.1 1531.7 16.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 85.2 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ4_10' 7000 ms 1  // ~s~Menj a hajtestbe.~N~Legyl olyan halk, amennyire csak lehet!
0164: disable_marker 80@ 
018A: 80@ = create_checkpoint_at -2437.6 1541.5 6.4 
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
09F5: (unknown) 0 
0A09: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_7161 
016A: fade 1 500 ms 

:WUZI5_7105
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_7129 
0001: wait 0 ms 
0002: jump @WUZI5_7105 

:WUZI5_7129
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_7161 
0002: jump @WUZI5_20666 

:WUZI5_7161
0006: 114@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 90@ = 3 // integer values 

:WUZI5_7182
00D6: if 
0039:   90@ == 3 // integer values 
004D: jump_if_false @WUZI5_10888 
00D6: if 
0735:   81 
004D: jump_if_false @WUZI5_7235 
00A1: put_actor $PLAYER_ACTOR at -2437.5 1538.4 10.7 

:WUZI5_7235
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @WUZI5_7441 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2428.6 1532.6 12.2 -2441.3 1549.9 8.0 
004D: jump_if_false @WUZI5_7386 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_7349 

:WUZI5_7349
00D6: if 
8A29:   not (unknown) $PLAYER_CHAR 
004D: jump_if_false @WUZI5_7379 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 91@ = 1 // integer values 

:WUZI5_7379
0002: jump @WUZI5_7441 

:WUZI5_7386
0050: gosub @WUZI5_24949 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_7441 

:WUZI5_7441
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @WUZI5_8954 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_7507 

:WUZI5_7507
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @WUZI5_8954 
016A: fade 0 500 ms 

:WUZI5_7530
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_7554 
0001: wait 0 ms 
0002: jump @WUZI5_7530 

:WUZI5_7554
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_7586 
0002: jump @WUZI5_20666 

:WUZI5_7586
09F5: (unknown) 1 
0395: clear_area 1 at -2374.4 1548.5 1.1 range 1.0 
009A: 45@ = create_actor 25 #DNB2 at -2374.4 1548.5 1.1 
0173: set_actor 45@ z_angle_to 299.2 
060B: unknown_actor_use_entity 45@ 158@ 
01B2: give_actor 45@ weapon 16 ammo 1 // Load the weapon model before using this 
035F: set_actor 45@ armour_to 100 
04EF: release_animation "SWAT" 
0249: release_model #CHROMEGUN 
0249: release_model #KNIFECUR 
0108: destroy_object 71@ 
0249: release_model #KMB_CONTAINER_RED 
04ED: load_animation "PARK" 

:WUZI5_7708
00D6: if 
84EE:   not animation "PARK" loaded 
004D: jump_if_false @WUZI5_7738 
0001: wait 0 ms 
0002: jump @WUZI5_7708 

:WUZI5_7738
032B: 73@ = create_weapon_pickup #TEC9 15 ammo 48 at -2428.4 1536.3 2.1 
0213: 72@ = create_pickup #BODYARMOUR type 15 at -2425.3 1536.4 2.1 
0006: 94@ = 0 // integer values 

:WUZI5_7796
0001: wait 0 ms 
00D6: if 
001B:   15 > 94@ // integer values 
004D: jump_if_false @WUZI5_7859 
00D6: if 
8039:   not  94@ == 9 // integer values 
004D: jump_if_false @WUZI5_7845 
009B: destroy_actor_instantly 36@(94@,17i) 

:WUZI5_7845
000A: 94@ += 1 // integer values 
0002: jump @WUZI5_7796 

:WUZI5_7859
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
0247: request_model #CJ_CHRIS_CRATE 
0247: request_model #CJ_CHRIS_CRATE_LD 
0247: request_model #CJ_CHRIS_CRATE_RD 
0247: request_model #CJ_PADLOCK 
0247: request_model #OMOBOAT 
038B: load_requested_models 
0395: clear_area 1 at -2368.9 1551.9 1.1 range 10.0 
0107: 76@ = create_object #CJ_CHRIS_CRATE at -2368.9 1551.9 1.1 
0177: set_object 76@ z_angle_to 270.0 
0107: 77@ = create_object #CJ_CHRIS_CRATE_LD at -2371.55 1552.66 1.245 
0177: set_object 77@ z_angle_to 270.0 
0107: 78@ = create_object #CJ_CHRIS_CRATE_RD at -2371.55 1551.14 1.245 
0177: set_object 78@ z_angle_to 270.0 
0107: 79@ = create_object #CJ_PADLOCK at -2371.75 1551.9 2.1 
0177: set_object 79@ z_angle_to 270.0 
0395: clear_area 1 at -2408.4 1553.1 1.1 range 1.0 
009A: 36@ = create_actor 25 #DNB1 at -2408.4 1553.1 1.1 
0173: set_actor 36@ z_angle_to 151.3 
060B: unknown_actor_use_entity 36@ 158@ 
099F: unknown_action_sequence 36@ 1 
01B2: give_actor 36@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2404.8 1555.1 1.1 range 1.0 
009A: 37@ = create_actor 25 97@(99@,2i) at -2404.8 1555.1 1.1 
0245: set_actor 37@ walk_style_to "GANG2" 
0173: set_actor 37@ z_angle_to 102.0 
060B: unknown_actor_use_entity 37@ 158@ 
01B2: give_actor 37@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2401.3 1555.1 1.1 range 1.0 
009A: 38@ = create_actor 25 97@(99@,2i) at -2401.3 1555.1 1.1 
0245: set_actor 38@ walk_style_to "GANG1" 
0173: set_actor 38@ z_angle_to 90.0 
060B: unknown_actor_use_entity 38@ 158@ 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2389.4 1553.4 1.1 range 1.0 
009A: 39@ = create_actor 25 97@(99@,2i) at -2389.4 1553.4 1.1 
0173: set_actor 39@ z_angle_to 180.0 
060B: unknown_actor_use_entity 39@ 158@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2404.7 1545.5 1.1 range 1.0 
009A: 40@ = create_actor 25 97@(99@,2i) at -2404.7 1545.5 1.1 
0173: set_actor 40@ z_angle_to 266.2 
060B: unknown_actor_use_entity 40@ 158@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2406.4 1544.7 1.1 range 1.0 
009A: 41@ = create_actor 25 97@(99@,2i) at -2406.4 1544.7 1.1 
0173: set_actor 41@ z_angle_to 256.3 
060B: unknown_actor_use_entity 41@ 158@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_8691 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2372.5 1551.0 1.1 speed 4 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 45@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0164: disable_marker 80@ 
0187: 80@ = create_marker_above_actor 45@ 

:WUZI5_8691
0395: clear_area 1 at -2370.3 1551.9 1.2 range 30.0 
009A: 62@ = create_actor 28 #OMOBOAT at -2370.3 1551.9 1.2 
0173: set_actor 62@ z_angle_to 96.2 
060B: unknown_actor_use_entity 62@ 158@ 
02A9: set_actor 62@ immune_to_nonplayer 1 
0568: set_actor 62@ targetable 1 
015F: set_camera_position -2375.2 1555.9 1.6 0.0 0.0 0.0 
0160: point_camera -2368.9 1547.7 3.8 2 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2435.6 1551.1 4.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 280.8 
016A: fade 1 500 ms 

:WUZI5_8902
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_8926 
0001: wait 0 ms 
0002: jump @WUZI5_8902 

:WUZI5_8926
0006: 92@ = 1 // integer values 
0707: start_scene_skip_to @WUZI5_10101 
0006: 32@ = 0 // integer values 
0006: 91@ = 2 // integer values 

:WUZI5_8954
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @WUZI5_9054 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_9054 
00D6: if 
00EC:   actor 45@ 0 -2372.5 1551.0 radius 1.0 1.0 
004D: jump_if_false @WUZI5_9054 
0006: 113@ = 6 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
0006: 91@ = 3 // integer values 

:WUZI5_9054
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @WUZI5_9159 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_9159 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_9159 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2376.8 1546.7 1.1 speed 4 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 45@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 91@ = 4 // integer values 

:WUZI5_9159
00D6: if 
0039:   91@ == 4 // integer values 
004D: jump_if_false @WUZI5_9654 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @WUZI5_9654 
016A: fade 0 500 ms 

:WUZI5_9203
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_9227 
0001: wait 0 ms 
0002: jump @WUZI5_9203 

:WUZI5_9227
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_9259 
0002: jump @WUZI5_20666 

:WUZI5_9259
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_9330 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2410.7 1548.2 1.1 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_action_sequences_end 156@ 
0618: assign_actor 36@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_9330
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_9407 
0615: define_action_sequences 156@ 
05B9: unknown_action_sequence -1 10 
05D3: AS_actor -1 go_to_point -2409.9 1551.0 1.1 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 181.1 
0616: define_action_sequences_end 156@ 
0618: assign_actor 37@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_9407
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_9498 
0615: define_action_sequences 156@ 
05B9: unknown_action_sequence -1 15 
05D3: AS_actor -1 go_to_point -2406.3 1554.0 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2406.7 1553.8 1.1 speed 4 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 38@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_9498
015F: set_camera_position -2414.9 1547.8 2.3 0.0 0.0 0.0 
0160: point_camera -2409.7 1549.5 1.9 2 
016A: fade 1 500 ms 

:WUZI5_9556
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_9580 
0001: wait 0 ms 
0002: jump @WUZI5_9556 

:WUZI5_9580
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_9612 
0002: jump @WUZI5_20666 

:WUZI5_9612
0006: 113@ = 7 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 1 // integer values 
0050: gosub @WUZI5_26530 
0006: 32@ = 0 // integer values 
0006: 91@ = 5 // integer values 

:WUZI5_9654
00D6: if 
0039:   91@ == 5 // integer values 
004D: jump_if_false @WUZI5_10007 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_10007 
062E: (unknown) 36@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI5_10007 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_9785 
0615: define_action_sequences 156@ 
0667: AS_actor -1 aim_at_point -2417.5 1548.2 2.1 5000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 36@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_9785
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_9878 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2405.0 1551.0 1.1 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 261.2 
078F: unknown_action_sequence -1 1 
05D4: AS_actor -1 rotate_angle 90.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 37@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_9878
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_9972 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2394.0 1554.4 1.1 speed 7 -1 ms 
05D3: AS_actor -1 go_to_point -2393.5 1545.1 1.1 speed 7 -1 ms 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_action_sequences_end 156@ 
0618: assign_actor 38@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_9972
0006: 113@ = 7 // integer values 
0006: 115@ = 1 // integer values 
0006: 116@ = 2 // integer values 
0050: gosub @WUZI5_26530 
0006: 91@ = 6 // integer values 

:WUZI5_10007
00D6: if 
0039:   91@ == 6 // integer values 
004D: jump_if_false @WUZI5_10057 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_10057 
0006: 32@ = 0 // integer values 
0006: 91@ = 7 // integer values 

:WUZI5_10057
00D6: if 
0039:   91@ == 7 // integer values 
004D: jump_if_false @WUZI5_10888 
00D6: if 
0019:   32@ > 800 // integer values 
004D: jump_if_false @WUZI5_10888 
0006: 92@ = 0 // integer values 

:WUZI5_10101
0701: end_scene_skip 
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_10135 
0002: jump @WUZI5_20666 

:WUZI5_10135
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_10458 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
016A: fade 0 500 ms 

:WUZI5_10177
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_10201 
0001: wait 0 ms 
0002: jump @WUZI5_10177 

:WUZI5_10201
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_10233 
0002: jump @WUZI5_20666 

:WUZI5_10233
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_10308 
0792: (unknown) 36@ 
0395: clear_area 1 at -2410.7 1548.2 1.1 range 1.0 
00A1: put_actor 36@ at -2410.7 1548.2 1.1 
0173: set_actor 36@ z_angle_to 90.0 

:WUZI5_10308
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_10383 
0792: (unknown) 37@ 
0395: clear_area 1 at -2405.0 1551.0 1.1 range 1.0 
00A1: put_actor 37@ at -2405.0 1551.0 1.1 
0173: set_actor 37@ z_angle_to 90.0 

:WUZI5_10383
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_10458 
0792: (unknown) 38@ 
0395: clear_area 1 at -2393.5 1545.1 1.1 range 1.0 
00A1: put_actor 38@ at -2393.5 1545.1 1.1 
0173: set_actor 38@ z_angle_to 0.0 

:WUZI5_10458
040D: unload_wav 3 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_10486 
060B: unknown_actor_use_entity 36@ 157@ 

:WUZI5_10486
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_10510 
060B: unknown_actor_use_entity 37@ 157@ 

:WUZI5_10510
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_10534 
060B: unknown_actor_use_entity 38@ 157@ 

:WUZI5_10534
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_10558 
060B: unknown_actor_use_entity 39@ 157@ 

:WUZI5_10558
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_10582 
060B: unknown_actor_use_entity 40@ 157@ 

:WUZI5_10582
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_10606 
060B: unknown_actor_use_entity 41@ 157@ 

:WUZI5_10606
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_10681 
0687: clear_actor_task 45@ 
0395: clear_area 1 at -2377.0 1535.6 1.1 range 1.0 
00A1: put_actor 45@ at -2377.0 1535.6 1.1 
0173: set_actor 45@ z_angle_to 90.0 

:WUZI5_10681
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2435.6 1551.1 4.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 280.8 
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ4_05' 4000 ms 1  // ~s~Nyrd ki a menekltek ~r~rt~s~.
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_10867 
016A: fade 1 500 ms 

:WUZI5_10811
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_10835 
0001: wait 0 ms 
0002: jump @WUZI5_10811 

:WUZI5_10835
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_10867 
0002: jump @WUZI5_20666 

:WUZI5_10867
0006: 114@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 90@ = 4 // integer values 

:WUZI5_10888
00D6: if 
0039:   90@ == 4 // integer values 
004D: jump_if_false @WUZI5_16191 
00D6: if 
001B:   5 > 91@ // integer values 
004D: jump_if_false @WUZI5_11114 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2381.7 1546.2 0.0 -2365.1 1556.1 6.5 
004D: jump_if_false @WUZI5_11114 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_11043 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @WUZI5_11043 
0006: 113@ = 9 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 1 // integer values 
0050: gosub @WUZI5_26530 
0006: 114@ = 1 // integer values 

:WUZI5_11043
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_11114 
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @WUZI5_11114 
0006: 113@ = 9 // integer values 
0006: 115@ = 1 // integer values 
0006: 116@ = 2 // integer values 
0050: gosub @WUZI5_26530 
0006: 114@ = 2 // integer values 

:WUZI5_11114
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @WUZI5_11155 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ4_03' 4000 ms 1  // ~r~Meghalt az egyik meneklt!
0002: jump @WUZI5_20666 

:WUZI5_11155
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @WUZI5_11611 
00D6: if 
0735:   81 
004D: jump_if_false @WUZI5_11229 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_11209 
0321: kill_actor 45@ 

:WUZI5_11209
00A1: put_actor $PLAYER_ACTOR at -2374.0 1551.0 2.0 

:WUZI5_11229
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_11604 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2370.4 1533.6 1.1 -2408.5 1537.4 5.2 
004D: jump_if_false @WUZI5_11344 
0668: AS_actor 45@ rotate_to_point -2400.1 1535.3 1.1 500 ms 
0006: 113@ = 8 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
0006: 91@ = 1 // integer values 

:WUZI5_11344
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2375.1 1556.2 1.1 -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_11443 
0668: AS_actor 45@ rotate_to_point -2377.0 1552.4 1.1 500 ms 
0006: 113@ = 8 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
0006: 91@ = 1 // integer values 

:WUZI5_11443
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -2375.1 1556.2 1.1 -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_11597 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -2370.4 1533.6 1.1 -2408.5 1537.4 5.2 
004D: jump_if_false @WUZI5_11597 
00D6: if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_11597 
0555: remove_weapon 16 from_actor 45@ 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 45@ armed_weapon_to 32 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0006: 91@ = 3 // integer values 

:WUZI5_11597
0002: jump @WUZI5_11611 

:WUZI5_11604
0006: 91@ = 3 // integer values 

:WUZI5_11611
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @WUZI5_11760 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_11753 
062E: (unknown) 45@ 1640 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI5_11746 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2377.4 1539.1 1.1 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_action_sequences_end 156@ 
0618: assign_actor 45@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 91@ = 2 // integer values 

:WUZI5_11746
0002: jump @WUZI5_11760 

:WUZI5_11753
0006: 91@ = 3 // integer values 

:WUZI5_11760
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @WUZI5_12021 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_12014 
062E: (unknown) 45@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI5_12007 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 -2370.4 1533.6 0.0 -2408.5 1537.4 4.0 
051A:   actor $PLAYER_ACTOR damaged_by_actor 45@ 
004D: jump_if_false @WUZI5_11922 
0615: define_action_sequences 156@ 
06E3: AS_actor -1 roll_sideways 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 45@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 91@ = 3 // integer values 

:WUZI5_11922
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2375.1 1556.2 1.1 -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_12007 
0615: define_action_sequences 156@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 45@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 91@ = 3 // integer values 

:WUZI5_12007
0002: jump @WUZI5_12021 

:WUZI5_12014
0006: 91@ = 3 // integer values 

:WUZI5_12021
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @WUZI5_12141 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @WUZI5_12141 
035D: toggle_object 79@ targetable 1 
0164: disable_marker 80@ 
0188: 80@ = create_marker_above_object 79@ 
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_12134 
071E: (unknown) 79@ 160@ 
00D6: if 
801B:   not  999 > 160@ // integer values 
004D: jump_if_false @WUZI5_12134 
00BC: text_highpriority 'WUZ4_09' 11000 ms 1  // ~s~Ldd le a ~g~lakatot~s~ a menekltek kontnernek elejrl.

:WUZI5_12134
0006: 91@ = 4 // integer values 

:WUZI5_12141
00D6: if 
0039:   91@ == 4 // integer values 
004D: jump_if_false @WUZI5_12244 
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_12230 
071E: (unknown) 79@ 160@ 
00D6: if 
001B:   999 > 160@ // integer values 
004D: jump_if_false @WUZI5_12223 
0723: break_object 79@ intensity 0 
0006: 32@ = 0 // integer values 
0006: 91@ = 5 // integer values 

:WUZI5_12223
0002: jump @WUZI5_12244 

:WUZI5_12230
0006: 32@ = 0 // integer values 
0006: 91@ = 5 // integer values 

:WUZI5_12244
00D6: if 
0039:   91@ == 5 // integer values 
004D: jump_if_false @WUZI5_12996 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @WUZI5_12996 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
09F5: (unknown) 1 
0108: destroy_object 79@ 
0708: unknown_add_entity_item 158@ 13 
0708: unknown_add_entity_item 158@ 44 
0249: release_model #GRENADE 
03CF: load_wav 1819 as 3 

:WUZI5_12348
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @WUZI5_12374 
0001: wait 0 ms 
0002: jump @WUZI5_12348 

:WUZI5_12374
0247: request_model #KATANA 
0247: request_model #OMOKUNG 
0247: request_model #OMOST 
04ED: load_animation "GANGS" 
038B: load_requested_models 
0050: gosub @WUZI5_24706 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at -2373.9 1552.1 1.1 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2373.9 1552.1 1.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 267.0 
015F: set_camera_position -2375.0 1547.2 2.0 0.0 0.0 0.0 
0160: point_camera -2370.9 1555.3 2.7 2 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2473.3 1536.3 27.8 range 1.0 
009A: 68@ = create_actor 25 97@(99@,2i) at -2473.3 1536.3 27.8 
0173: set_actor 68@ z_angle_to 12.6 
060B: unknown_actor_use_entity 68@ 157@ 
01B2: give_actor 68@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 68@ 1 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2476.3 1536.3 27.8 range 1.0 
009A: 69@ = create_actor 25 97@(99@,2i) at -2476.3 1536.3 27.8 
0173: set_actor 69@ z_angle_to 321.5 
060B: unknown_actor_use_entity 69@ 157@ 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 69@ 1 
0209: 99@ = random_int 0 2 
0395: clear_area 1 at -2470.3 1546.9 22.6 range 1.0 
009A: 70@ = create_actor 25 97@(99@,2i) at -2470.3 1546.9 22.6 
0173: set_actor 70@ z_angle_to 265.4 
060B: unknown_actor_use_entity 70@ 157@ 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 70@ 1 
0395: clear_area 1 at -2471.5 1548.2 32.2 range 1.0 
009A: 65@ = create_actor 25 #OMOKUNG at -2471.5 1548.2 32.2 
0173: set_actor 65@ z_angle_to 130.0 
01B2: give_actor 65@ weapon 8 ammo 1 // Load the weapon model before using this 
07DD: (unknown) 65@ 70 
0164: disable_marker 80@ 
0187: 80@ = create_marker_above_actor 65@ 
0168: show_on_radar 80@ 1 
060B: unknown_actor_use_entity 65@ 158@ 
0812: AS_actor 65@ perform_animation "TAI_CHI_LOOP" from_file "PARK" 4.0 loop 1 0 0 lock 0 time -1 
0006: 92@ = 1 // integer values 
0707: start_scene_skip_to @WUZI5_14511 
097A: (unknown) -2371.55 1552.66 1.245 1110 
0006: 32@ = 0 // integer values 
0006: 91@ = 6 // integer values 

:WUZI5_12996
00D6: if 
0039:   91@ == 6 // integer values 
004D: jump_if_false @WUZI5_13630 
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @WUZI5_13047 
034D: object 77@ at_angle 180.0 then_rotate_by_angle 2.0 flag 0 

:WUZI5_13047
00D6: if 
03CA:   object 78@ exists 
004D: jump_if_false @WUZI5_13080 
034D: object 78@ at_angle 360.0 then_rotate_by_angle 2.0 flag 0 

:WUZI5_13080
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_13179 
0615: define_action_sequences 156@ 
05B9: unknown_action_sequence -1 1000 
05D3: AS_actor -1 go_to_point -2372.8 1551.8 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2374.4 1551.9 1.1 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 62@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_13179
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @WUZI5_13630 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_13327 
0615: define_action_sequences 156@ 
05B9: unknown_action_sequence -1 900 
05D3: AS_actor -1 go_to_point -2372.8 1552.1 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2373.4 1553.3 1.1 speed 4 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" from_file "PED" 4.0 loop 0 0 0 0 4000 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 59@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_13327
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_13426 
0615: define_action_sequences 156@ 
05B9: unknown_action_sequence -1 2000 
05D3: AS_actor -1 go_to_point -2372.8 1552.1 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2374.1 1550.6 1.1 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 60@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_13426
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_13504 
0615: define_action_sequences 156@ 
05B9: unknown_action_sequence -1 2500 
05D3: AS_actor -1 go_to_point -2372.8 1552.1 1.1 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 6.7 
0616: define_action_sequences_end 156@ 
0618: assign_actor 61@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_13504
0395: clear_area 1 at -2376.1 1552.5 1.1 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2376.1 1552.5 1.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 264.4 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position -2376.9 1554.3 2.0 0.0 0.0 0.0 
0160: point_camera -2370.6 1549.7 2.7 2 
0006: 32@ = 0 // integer values 
0006: 91@ = 7 // integer values 

:WUZI5_13630
00D6: if 
0039:   91@ == 7 // integer values 
004D: jump_if_false @WUZI5_13793 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_13793 
062E: (unknown) 62@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI5_13793 
0615: define_action_sequences 156@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 62@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 113@ = 10 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 2 // integer values 
0050: gosub @WUZI5_26530 
0006: 91@ = 8 // integer values 

:WUZI5_13793
00D6: if 
0039:   91@ == 8 // integer values 
004D: jump_if_false @WUZI5_14161 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @WUZI5_14161 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_14161 
016A: fade 0 500 ms 

:WUZI5_13855
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_13879 
0001: wait 0 ms 
0002: jump @WUZI5_13855 

:WUZI5_13879
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_13911 
0002: jump @WUZI5_20666 

:WUZI5_13911
03CB: set_camera -2465.5 1547.1 22.7 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_14013 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2468.9 1547.2 22.7 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2465.5 1547.1 22.7 speed 4 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 70@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_14013
015F: set_camera_position -2460.0 1552.1 22.9 0.0 0.0 0.0 
0160: point_camera -2468.1 1543.8 25.9 2 
016A: fade 1 500 ms 

:WUZI5_14071
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_14095 
0001: wait 0 ms 
0002: jump @WUZI5_14071 

:WUZI5_14095
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_14127 
0002: jump @WUZI5_20666 

:WUZI5_14127
097A: (unknown) -2468.0 1547.3 22.8 1111 
0006: 32@ = 0 // integer values 
0006: 91@ = 9 // integer values 

:WUZI5_14161
00D6: if 
0039:   91@ == 9 // integer values 
004D: jump_if_false @WUZI5_14467 
00D6: if 
03CA:   object $2702 exists 
004D: jump_if_false @WUZI5_14212 
034D: object $2702 at_angle 90.0 then_rotate_by_angle 2.0 flag 0 

:WUZI5_14212
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @WUZI5_14467 
016A: fade 0 500 ms 

:WUZI5_14238
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_14262 
0001: wait 0 ms 
0002: jump @WUZI5_14238 

:WUZI5_14262
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_14294 
0002: jump @WUZI5_20666 

:WUZI5_14294
03CB: set_camera -2471.5 1548.2 32.2 
015F: set_camera_position -2476.5 1546.5 33.8 0.0 0.0 0.0 
0160: point_camera -2462.6 1546.8 32.7 2 
016A: fade 1 500 ms 

:WUZI5_14369
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_14393 
0001: wait 0 ms 
0002: jump @WUZI5_14369 

:WUZI5_14393
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_14425 
0002: jump @WUZI5_20666 

:WUZI5_14425
0006: 113@ = 10 // integer values 
0006: 115@ = 2 // integer values 
0006: 116@ = 3 // integer values 
0050: gosub @WUZI5_26530 
0006: 32@ = 0 // integer values 
0006: 91@ = 10 // integer values 

:WUZI5_14467
00D6: if 
0039:   91@ == 10 // integer values 
004D: jump_if_false @WUZI5_16191 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @WUZI5_16191 
0006: 92@ = 0 // integer values 

:WUZI5_14511
0701: end_scene_skip 
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_14545 
0002: jump @WUZI5_20666 

:WUZI5_14545
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_14643 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
016A: fade 0 500 ms 

:WUZI5_14587
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_14611 
0001: wait 0 ms 
0002: jump @WUZI5_14587 

:WUZI5_14611
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_14643 
0002: jump @WUZI5_20666 

:WUZI5_14643
040D: unload_wav 3 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_14929 
0792: (unknown) 59@ 
0395: clear_area 1 at -2373.4 1553.3 1.1 range 1.0 
00A1: put_actor 59@ at -2373.4 1553.3 1.1 
0173: set_actor 59@ z_angle_to 120.0 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2377.1 1546.4 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2377.2 1535.3 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2404.0 1534.8 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2407.6 1544.3 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2393.1 1546.5 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2393.4 1554.2 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2405.2 1554.5 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2432.3 1544.7 1.1 speed 4 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 59@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_14929
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_15211 
0792: (unknown) 60@ 
0395: clear_area 1 at -2374.1 1550.6 1.1 range 1.0 
00A1: put_actor 60@ at -2374.1 1550.6 1.1 
0173: set_actor 60@ z_angle_to 63.1 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2377.1 1546.4 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2377.2 1535.3 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2404.0 1534.8 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2407.6 1544.3 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2393.1 1546.5 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2393.4 1554.2 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2405.2 1554.5 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2430.6 1543.7 1.1 speed 4 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 60@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_15211
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_15493 
0792: (unknown) 61@ 
0395: clear_area 1 at -2372.8 1552.1 1.1 range 1.0 
00A1: put_actor 61@ at -2372.8 1552.1 1.1 
0173: set_actor 61@ z_angle_to 90.0 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2377.1 1546.4 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2377.2 1535.3 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2404.0 1534.8 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2407.6 1544.3 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2393.1 1546.5 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2393.4 1554.2 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2405.2 1554.5 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2430.4 1545.8 1.1 speed 4 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 61@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_15493
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_15775 
0792: (unknown) 62@ 
0395: clear_area 1 at -2374.4 1551.9 1.1 range 1.0 
00A1: put_actor 62@ at -2374.4 1551.9 1.1 
0173: set_actor 62@ z_angle_to 90.0 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2377.1 1546.4 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2377.2 1535.3 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2404.0 1534.8 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2407.6 1544.3 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2393.1 1546.5 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2393.4 1554.2 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2405.2 1554.5 1.1 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -2428.4 1544.6 1.1 speed 4 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 62@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_15775
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @WUZI5_15808 
034D: object 77@ at_angle 180.0 then_rotate_by_angle 360.0 flag 0 

:WUZI5_15808
00D6: if 
03CA:   object 78@ exists 
004D: jump_if_false @WUZI5_15841 
034D: object 78@ at_angle 360.0 then_rotate_by_angle 360.0 flag 0 

:WUZI5_15841
00D6: if 
03CA:   object $2702 exists 
004D: jump_if_false @WUZI5_15874 
034D: object $2702 at_angle 90.0 then_rotate_by_angle 100.0 flag 0 

:WUZI5_15874
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_15934 
0395: clear_area 1 at -2466.9 1546.9 22.7 range 30.0 
00A1: put_actor 70@ at -2466.9 1546.9 22.7 

:WUZI5_15934
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_15955 
0687: clear_actor_task 65@ 

:WUZI5_15955
0249: release_model #CJ_PADLOCK 
0709: unknown_set_entity_item 158@ 44 510 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 158@ 13 917 0.0 100.0 0.0 0.0 0 1 
09F5: (unknown) 0 
0223: set_actor $PLAYER_ACTOR health_to 100 
04EF: release_animation "PARK" 
04EF: release_animation "GANGS" 
00BE: text_clear_all 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'BRIDGE' 7000 ms 1  // ~s~Senki se maradjon a hdon!
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_16177 
016A: fade 1 500 ms 

:WUZI5_16121
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_16145 
0001: wait 0 ms 
0002: jump @WUZI5_16121 

:WUZI5_16145
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_16177 
0002: jump @WUZI5_20666 

:WUZI5_16177
0006: 91@ = 0 // integer values 
0006: 90@ = 5 // integer values 

:WUZI5_16191
00D6: if 
0039:   90@ == 5 // integer values 
004D: jump_if_false @WUZI5_18809 
00D6: if 
0039:   90@ == 5 // integer values 
004D: jump_if_false @WUZI5_16311 
00D6: if 
001B:   4 > 96@ // integer values 
004D: jump_if_false @WUZI5_16304 
00D6: if 
0118:   actor 59@(96@,4i) dead 
004D: jump_if_false @WUZI5_16290 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ4_03' 4000 ms 1  // ~r~Meghalt az egyik meneklt!
0002: jump @WUZI5_20666 

:WUZI5_16290
000A: 96@ += 1 // integer values 
0002: jump @WUZI5_16311 

:WUZI5_16304
0006: 96@ = 0 // integer values 

:WUZI5_16311
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @WUZI5_17136 
00D6: if 
0735:   81 
004D: jump_if_false @WUZI5_16364 
00A1: put_actor $PLAYER_ACTOR at -2477.4 1537.0 27.8 

:WUZI5_16364
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2476.4 1538.0 29.8 -2479.2 1550.5 35.2 
004D: jump_if_false @WUZI5_17136 
016A: fade 0 1000 ms 

:WUZI5_16419
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_16443 
0001: wait 0 ms 
0002: jump @WUZI5_16419 

:WUZI5_16443
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_16475 
0002: jump @WUZI5_20666 

:WUZI5_16475
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
0395: clear_area 1 at -2466.9 1546.9 22.7 range 30.0 
0395: clear_area 1 at -2478.4 1539.0 29.5 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2478.4 1539.0 29.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
0247: request_model #KATANA_ANIM 
0247: request_model #KATANA_LHAND 
04ED: load_animation "MISC" 
038B: load_requested_models 
0107: 74@ = create_object #KATANA_ANIM at -2472.6 1538.5 32.3 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_16776 
0792: (unknown) 65@ 
0395: clear_area 1 at -2472.3 1551.5 32.2 range 1.0 
00A1: put_actor 65@ at -2472.3 1551.5 32.2 
0173: set_actor 65@ z_angle_to 135.0 
0107: 75@ = create_object #KATANA_LHAND at -2117.0 654.0 59.7 
070A: AS_actor 65@ attach_to_object 75@ offset 0.0 0.0 0.0 on_bone 5 16 "NULL" "NULL" 0 ms 

:WUZI5_16776
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @WUZI5_16805 
060B: unknown_actor_use_entity 68@ 158@ 
0792: (unknown) 68@ 

:WUZI5_16805
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @WUZI5_16834 
060B: unknown_actor_use_entity 69@ 158@ 
0792: (unknown) 69@ 

:WUZI5_16834
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_16863 
060B: unknown_actor_use_entity 70@ 158@ 
0792: (unknown) 70@ 

:WUZI5_16863
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_16908 
04C4: create_coordinate 140@ 141@ 142@ from_actor 65@ offset 0.0 4.0 -1.0 

:WUZI5_16908
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2477.9 1543.7 31.7 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 140@ 141@ 142@ speed 4 -1 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_16976 
0639: AS_actor -1 rotate_to_actor 65@ 

:WUZI5_16976
0616: define_action_sequences_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
015F: set_camera_position -2472.8 1554.0 33.5 0.0 0.0 0.0 
0160: point_camera -2474.5 1542.2 33.2 2 
016A: fade 1 1000 ms 

:WUZI5_17052
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_17076 
0001: wait 0 ms 
0002: jump @WUZI5_17052 

:WUZI5_17076
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_17108 
0002: jump @WUZI5_20666 

:WUZI5_17108
0006: 32@ = 0 // integer values 
0006: 92@ = 1 // integer values 
0707: start_scene_skip_to @WUZI5_17880 
0006: 91@ = 1 // integer values 

:WUZI5_17136
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @WUZI5_17511 
062E: (unknown) $PLAYER_ACTOR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI5_17511 
0006: 113@ = 13 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
0395: clear_area 1 at 140@ 141@ 142@ range 1.0 
00A1: put_actor $PLAYER_ACTOR at 140@ 141@ 142@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 315.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_17511 
00D6: if 
03CA:   object 75@ exists 
004D: jump_if_false @WUZI5_17511 
0108: destroy_object 75@ 
04C4: create_coordinate 140@ 141@ 142@ from_actor 65@ offset 0.0 2.0 -1.0 
01BC: put_object 74@ at 140@ 141@ 142@ 
0177: set_object 74@ z_angle_to 315.0 
04C4: create_coordinate 140@ 141@ 142@ from_actor 65@ offset 0.0 4.0 0.0 
0792: (unknown) 65@ 
0605: actor 65@ perform_animation_sequence "KAT_THROW_K" from_file "MISC" 1000.0 loop 0 0 0 0 -1 ms 
0792: (unknown) $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KAT_THROW_P" from_file "MISC" 1000.0 loop 0 0 0 0 -1 ms 
015F: set_camera_position -2475.1 1547.1 33.3 0.0 0.0 0.0 
0160: point_camera -2472.2 1553.0 33.7 2 
0006: 91@ = 3 // integer values 

:WUZI5_17511
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @WUZI5_17818 
00D6: if 
03CA:   object 74@ exists 
004D: jump_if_false @WUZI5_17818 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_17818 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "KAT_THROW_P" 
004D: jump_if_false @WUZI5_17735 
0613: 143@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
00D6: if 
0837:   object 74@ animation_is "KAT_THROW_O" 
004D: jump_if_false @WUZI5_17668 
083A: set_object 74@ animation "KAT_THROW_O" progress_to 143@ 
0002: jump @WUZI5_17735 

:WUZI5_17668
00D6: if 
075A:   74@ "KAT_THROW_O" "MISC" 10000.0 0 0 
004D: jump_if_false @WUZI5_17735 
0836: set_object 74@ animation "KAT_THROW_O" at 0.0 times_normal_rate 

:WUZI5_17735
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "KAT_THROW_P" 
004D: jump_if_false @WUZI5_17818 
0613: 143@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
00D6: if 
0043:   143@ == 1.0 // floating-point values 
004D: jump_if_false @WUZI5_17818 
0108: destroy_object 74@ 
0006: 91@ = 4 // integer values 

:WUZI5_17818
00D6: if 
0039:   91@ == 4 // integer values 
004D: jump_if_false @WUZI5_18697 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @WUZI5_18697 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @WUZI5_18697 
0006: 92@ = 0 // integer values 

:WUZI5_17880
0701: end_scene_skip 
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_17914 
0002: jump @WUZI5_20666 

:WUZI5_17914
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_18102 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
016A: fade 0 500 ms 

:WUZI5_17956
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_17980 
0001: wait 0 ms 
0002: jump @WUZI5_17956 

:WUZI5_17980
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_18012 
0002: jump @WUZI5_20666 

:WUZI5_18012
0108: destroy_object 75@ 
0108: destroy_object 74@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_18043 
0792: (unknown) 65@ 

:WUZI5_18043
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at -2475.5 1546.7 32.2 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2475.5 1546.7 32.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 315.0 

:WUZI5_18102
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_18177 
0792: (unknown) 59@ 
0395: clear_area 1 at -2439.5 1561.3 16.3 range 1.0 
00A1: put_actor 59@ at -2439.5 1561.3 16.3 
0173: set_actor 59@ z_angle_to 11.0 

:WUZI5_18177
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_18252 
0792: (unknown) 60@ 
0395: clear_area 1 at -2437.7 1561.5 16.3 range 1.0 
00A1: put_actor 60@ at -2437.7 1561.5 16.3 
0173: set_actor 60@ z_angle_to 177.5 

:WUZI5_18252
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_18327 
0792: (unknown) 61@ 
0395: clear_area 1 at -2438.8 1560.0 16.3 range 1.0 
00A1: put_actor 61@ at -2438.8 1560.0 16.3 
0173: set_actor 61@ z_angle_to 183.9 

:WUZI5_18327
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_18402 
0792: (unknown) 62@ 
0395: clear_area 1 at -2436.6 1561.8 16.3 range 1.0 
00A1: put_actor 62@ at -2436.6 1561.8 16.3 
0173: set_actor 62@ z_angle_to 9.5 

:WUZI5_18402
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_18478 
0395: clear_area 1 at -2472.7 1551.4 32.2 range 1.0 
00A1: put_actor 65@ at -2472.7 1551.4 32.2 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 
060B: unknown_actor_use_entity 65@ 157@ 

:WUZI5_18478
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @WUZI5_18507 
060B: unknown_actor_use_entity 68@ 157@ 
0792: (unknown) 68@ 

:WUZI5_18507
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @WUZI5_18536 
060B: unknown_actor_use_entity 69@ 157@ 
0792: (unknown) 69@ 

:WUZI5_18536
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_18565 
060B: unknown_actor_use_entity 70@ 157@ 
0792: (unknown) 70@ 

:WUZI5_18565
09F5: (unknown) 0 
01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 1 // Load the weapon model before using this 
06AB: (unknown) $PLAYER_ACTOR 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 8 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @WUZI5_18690 
016A: fade 1 500 ms 

:WUZI5_18634
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_18658 
0001: wait 0 ms 
0002: jump @WUZI5_18634 

:WUZI5_18658
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_18690 
0002: jump @WUZI5_20666 

:WUZI5_18690
0006: 91@ = 5 // integer values 

:WUZI5_18697
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @WUZI5_18718 
0164: disable_marker 80@ 

:WUZI5_18718
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @WUZI5_18809 
00BE: text_clear_all 
0164: disable_marker 80@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_18772 
0187: 80@ = create_marker_above_actor 62@ 
07E0: set_marker 80@ type_to 1 

:WUZI5_18772
00BC: text_highpriority 'WUZ4_11' 4000 ms 1  // Menj vissza a  ~b~menekltekhez~s~. Csnakokat engednek a vzbe.
0006: 91@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 90@ = 6 // integer values 

:WUZI5_18809
00D6: if 
0039:   90@ == 6 // integer values 
004D: jump_if_false @WUZI5_19695 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @WUZI5_19000 
00D6: if 
001B:   4 > 96@ // integer values 
004D: jump_if_false @WUZI5_18922 
00D6: if 
0118:   actor 59@(96@,4i) dead 
004D: jump_if_false @WUZI5_18908 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ4_03' 4000 ms 1  // ~r~Meghalt az egyik meneklt!
0002: jump @WUZI5_20666 

:WUZI5_18908
000A: 96@ += 1 // integer values 
0002: jump @WUZI5_18929 

:WUZI5_18922
0006: 96@ = 0 // integer values 

:WUZI5_18929
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_19000 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @WUZI5_19000 
0164: disable_marker 80@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 91@ = 1 // integer values 

:WUZI5_19000
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @WUZI5_19056 
016A: fade 0 2000 ms 

:WUZI5_19025
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_19049 
0001: wait 0 ms 
0002: jump @WUZI5_19025 

:WUZI5_19049
0006: 91@ = 2 // integer values 

:WUZI5_19056
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @WUZI5_19525 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
015F: set_camera_position -2425.8 1562.4 1.3 0.0 0.0 0.0 
0160: point_camera -2451.2 1582.3 3.4 2 
0247: request_model #DINGHY 
038B: load_requested_models 
0395: clear_area 1 at -2430.7 1563.6 0.0 range 5.0 
00A5: 53@ = create_car #DINGHY at -2430.7 1563.6 0.0 
0395: clear_area 1 at -2442.4 1564.6 0.0 range 5.0 
00A5: 54@ = create_car #DINGHY at -2442.4 1564.6 0.0 
0395: clear_area 1 at -2426.9 1570.6 0.0 range 5.0 
00A5: 55@ = create_car #DINGHY at -2426.9 1570.6 0.0 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_19355 
0464: put_actor 59@ into_turret_on_car 54@ at_car_offset 0.5 -1.0 1.0 position 0 shooting_angle 360.0 with_weapon 0 

:WUZI5_19355
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_19403 
0464: put_actor 60@ into_turret_on_car 54@ at_car_offset -0.5 -1.0 1.0 position 0 shooting_angle 360.0 with_weapon 0 

:WUZI5_19403
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_19427 
036A: put_actor 61@ in_car 54@ 

:WUZI5_19427
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_19451 
036A: put_actor 62@ in_car 55@ 

:WUZI5_19451
036A: put_actor $PLAYER_ACTOR in_car 53@ 
0006: 113@ = 11 // integer values 
0006: 115@ = 0 // integer values 
0050: gosub @WUZI5_26530 
016A: fade 1 2000 ms 

:WUZI5_19487
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_19511 
0001: wait 0 ms 
0002: jump @WUZI5_19487 

:WUZI5_19511
0006: 32@ = 0 // integer values 
0006: 91@ = 3 // integer values 

:WUZI5_19525
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @WUZI5_19621 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @WUZI5_19621 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @WUZI5_19588 
0477: set_car 54@ animation 9 5000 ms 

:WUZI5_19588
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @WUZI5_19614 
0477: set_car 55@ animation 9 5000 ms 

:WUZI5_19614
0006: 91@ = 4 // integer values 

:WUZI5_19621
00D6: if 
0039:   91@ == 4 // integer values 
004D: jump_if_false @WUZI5_19695 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @WUZI5_19695 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
009B: destroy_actor_instantly 59@ 
009B: destroy_actor_instantly 60@ 
009B: destroy_actor_instantly 61@ 
009B: destroy_actor_instantly 62@ 
0002: jump @WUZI5_20684 

:WUZI5_19695
00D6: if 
0019:   90@ > 2 // integer values 
004D: jump_if_false @WUZI5_20652 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @WUZI5_19797 
00D6: if 
04AD:   actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @WUZI5_19797 
0164: disable_marker 80@ 
018A: 80@ = create_checkpoint_at -2329.1 1528.7 0.0 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ4_02' 7000 ms 1  // ~s~ssz a teherhajra.
0006: 103@ = 1 // integer values 

:WUZI5_19797
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @WUZI5_20180 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI5_20180 
00BE: text_clear_all 
016A: fade 0 500 ms 

:WUZI5_19872
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_19896 
0001: wait 0 ms 
0002: jump @WUZI5_19872 

:WUZI5_19896
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0107: 71@ = create_object #KMB_CONTAINER_RED at -2323.9 1527.3 14.0 
0382: set_object 71@ collision_detection 1 
0392: object 71@ toggle_in_moving_list 0 
0750: set_object 71@ visibility 0 
0001: wait 0 ms 
0050: gosub @WUZI5_21040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @WUZI5_20013 
0002: jump @WUZI5_20666 

:WUZI5_20013
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.2 1530.2 16.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 3.3 
0792: (unknown) $PLAYER_ACTOR 
0615: define_action_sequences 156@ 
078F: unknown_action_sequence -1 1 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_action_sequences_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
015F: set_camera_position -2320.7 1529.8 17.6 0.0 0.0 0.0 
0160: point_camera -2339.6 1537.4 22.5 2 
016A: fade 1 500 ms 
0006: 103@ = 2 // integer values 

:WUZI5_20180
00D6: if 
0039:   103@ == 2 // integer values 
004D: jump_if_false @WUZI5_20652 
062E: (unknown) $PLAYER_ACTOR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @WUZI5_20652 
0395: clear_area 1 at -2323.6 1531.9 16.3 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.6 1531.9 16.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 95.3 
0108: destroy_object 71@ 
0164: disable_marker 80@ 
00D6: if 
0039:   90@ == 3 // integer values 
004D: jump_if_false @WUZI5_20363 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @WUZI5_20363 
018A: 80@ = create_checkpoint_at -2437.9 1551.9 16.3 
00BC: text_highpriority 'WUZ4_01' 7000 ms 1  // ~s~Menj le a ~y~hajtestbe~s~.

:WUZI5_20363
00D6: if 
0039:   90@ == 4 // integer values 
004D: jump_if_false @WUZI5_20486 
00D6: if 
001B:   4 > 91@ // integer values 
004D: jump_if_false @WUZI5_20446 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_20439 
0187: 80@ = create_marker_above_actor 45@ 
00BC: text_highpriority 'WUZ4_05' 4000 ms 1  // ~s~Nyrd ki a menekltek ~r~rt~s~.

:WUZI5_20439
0002: jump @WUZI5_20486 

:WUZI5_20446
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_20486 
0188: 80@ = create_marker_above_object 79@ 
00BC: text_highpriority 'WUZ4_09' 11000 ms 1  // ~s~Ldd le a ~g~lakatot~s~ a menekltek kontnernek elejrl.

:WUZI5_20486
00D6: if 
0039:   90@ == 5 // integer values 
004D: jump_if_false @WUZI5_20551 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_20535 
0187: 80@ = create_marker_above_actor 65@ 
0168: show_on_radar 80@ 1 

:WUZI5_20535
00BC: text_highpriority 'BRIDGE' 7000 ms 1  // ~s~Senki se maradjon a hdon!

:WUZI5_20551
00D6: if 
0039:   90@ == 6 // integer values 
004D: jump_if_false @WUZI5_20616 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_20600 
0187: 80@ = create_marker_above_actor 62@ 
07E0: set_marker 80@ type_to 1 

:WUZI5_20600
00BC: text_highpriority 'WUZ4_11' 4000 ms 1  // Menj vissza a  ~b~menekltekhez~s~. Csnakokat engednek a vzbe.

:WUZI5_20616
0249: release_model #KMB_CONTAINER_RED 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 103@ = 0 // integer values 

:WUZI5_20652
0050: gosub @WUZI5_27731 
0002: jump @WUZI5_975 

:WUZI5_20666
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:WUZI5_20684
0008: $11262 += 1 // integer values 
01E3: text_1number_styled 'M_PASSS' 15000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 15000 
0998: add_respect 30 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'WUZI_4'  // A Da Nng Thang
030C: set_mission_points += 1 
0051: return 

:WUZI5_20748
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @WUZI5_20766 
02EB: restore_camera_with_jumpcut 

:WUZI5_20766
040D: unload_wav 3 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0249: release_model #MINIGUN 
0249: release_model #TEC9 
0249: release_model #ROCKETLA 
0249: release_model #CHROMEGUN 
0249: release_model #KNIFECUR 
0249: release_model #KATANA 
0249: release_model #GRENADE 
0249: release_model #MAVERICK 
0249: release_model #DINGHY 
0249: release_model #TRIADB 
0249: release_model #OMOST 
0249: release_model #OMOKUNG 
0249: release_model #OMOBOAT 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #KATANA_ANIM 
0249: release_model #KATANA_LHAND 
0249: release_model #CJ_CHRIS_CRATE 
0249: release_model #CJ_CHRIS_CRATE_LD 
0249: release_model #CJ_CHRIS_CRATE_RD 
0249: release_model #CJ_PADLOCK 
01B7: release_weather 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI5_20950 
0A09: (unknown) $PLAYER_ACTOR 0 

:WUZI5_20950
09F5: (unknown) 0 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SWAT" 
04EF: release_animation "PARK" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0215: destroy_pickup 63@ 
0215: destroy_pickup 64@ 
0215: destroy_pickup 72@ 
0215: destroy_pickup 73@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:WUZI5_21040
00D6: if 
0039:   90@ == 0 // integer values 
004D: jump_if_false @WUZI5_21140 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @WUZI5_21099 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ4_07' 7000 ms 1  // ~r~A pilta meghalt!
0006: 93@ = 1 // integer values 

:WUZI5_21099
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @WUZI5_21140 
00BE: text_clear_all 
00BC: text_highpriority 'WUZ4_08' 7000 ms 1  // ~r~Sztlttk a helikoptert!
0006: 93@ = 1 // integer values 

:WUZI5_21140
0051: return 

:WUZI5_21142
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @WUZI5_22026 
032B: 63@ = create_weapon_pickup #TEC9 15 ammo 48 at -2414.9 1538.7 26.0 
0213: 64@ = create_pickup #HEALTH type 15 at -2412.4 1547.9 26.0 
0395: clear_area 1 at -2355.2 1547.0 25.0 range 1.0 
0209: 99@ = random_int 0 2 
009A: 36@ = create_actor 25 97@(99@,2i) at -2355.2 1547.0 25.0 
0173: set_actor 36@ z_angle_to 198.7 
060B: unknown_actor_use_entity 36@ 157@ 
0350: unknown_actor 36@ not_scared_flag 1 
0395: clear_area 1 at -2355.1 1545.0 25.0 range 1.0 
0209: 99@ = random_int 0 2 
009A: 37@ = create_actor 25 97@(99@,2i) at -2355.1 1545.0 25.0 
0173: set_actor 37@ z_angle_to 0.6 
060B: unknown_actor_use_entity 37@ 157@ 
0350: unknown_actor 37@ not_scared_flag 1 
0677: AS_actor 36@ chat_with_actor 37@ 1 1 
0677: AS_actor 37@ chat_with_actor 36@ 0 1 
0395: clear_area 1 at -2373.0 1549.3 30.8 range 1.0 
0209: 99@ = random_int 0 2 
009A: 38@ = create_actor 25 97@(99@,2i) at -2373.0 1549.3 30.8 
0173: set_actor 38@ z_angle_to 355.7 
060B: unknown_actor_use_entity 38@ 157@ 
0350: unknown_actor 38@ not_scared_flag 1 
0395: clear_area 1 at -2396.3 1560.26 30.8 range 1.0 
0209: 99@ = random_int 0 2 
009A: 39@ = create_actor 25 97@(99@,2i) at -2396.3 1560.26 30.8 
0173: set_actor 39@ z_angle_to 356.2 
060B: unknown_actor_use_entity 39@ 157@ 
0350: unknown_actor 39@ not_scared_flag 1 
0395: clear_area 1 at -2478.2 1560.9 16.3 range 1.0 
0209: 99@ = random_int 0 2 
009A: 40@ = create_actor 25 97@(99@,2i) at -2478.2 1560.9 16.3 
0173: set_actor 40@ z_angle_to 11.0 
060B: unknown_actor_use_entity 40@ 157@ 
0350: unknown_actor 40@ not_scared_flag 1 
0395: clear_area 1 at -2500.5 1551.0 23.2 range 1.0 
0209: 99@ = random_int 0 2 
009A: 41@ = create_actor 25 97@(99@,2i) at -2500.5 1551.0 23.2 
0173: set_actor 41@ z_angle_to 339.2 
060B: unknown_actor_use_entity 41@ 157@ 
0350: unknown_actor 41@ not_scared_flag 1 
0395: clear_area 1 at -2493.7 1537.4 23.2 range 1.0 
0209: 99@ = random_int 0 2 
009A: 42@ = create_actor 25 97@(99@,2i) at -2493.7 1537.4 23.2 
0173: set_actor 42@ z_angle_to 82.5 
060B: unknown_actor_use_entity 42@ 158@ 
0350: unknown_actor 42@ not_scared_flag 1 
0395: clear_area 1 at -2492.2 1537.3 23.2 range 1.0 
0209: 99@ = random_int 0 2 
009A: 43@ = create_actor 25 97@(99@,2i) at -2492.2 1537.3 23.2 
0173: set_actor 43@ z_angle_to 78.2 
060B: unknown_actor_use_entity 43@ 157@ 
0350: unknown_actor 43@ not_scared_flag 1 
0395: clear_area 1 at -2453.8 1529.6 27.9 range 1.0 
0209: 99@ = random_int 0 2 
009A: 44@ = create_actor 25 97@(99@,2i) at -2453.8 1529.6 27.9 
0173: set_actor 44@ z_angle_to 174.6 
060B: unknown_actor_use_entity 44@ 157@ 
0350: unknown_actor 44@ not_scared_flag 1 
0006: 95@ = 1 // integer values 

:WUZI5_22026
00D6: if 
0039:   95@ == 1 // integer values 
004D: jump_if_false @WUZI5_22144 
00D6: if 
001B:   9 > 94@ // integer values 
004D: jump_if_false @WUZI5_22137 
00D6: if 
8118:   not actor 36@(94@,17i) dead 
004D: jump_if_false @WUZI5_22123 
01B2: give_actor 36@(94@,17i) weapon 32 ammo 3000 // Load the weapon model before using this 
0187: 81@(94@,9i) = create_marker_above_actor 36@(94@,17i) 
0168: show_on_radar 81@(94@,9i) 1 

:WUZI5_22123
000A: 94@ += 1 // integer values 
0002: jump @WUZI5_22144 

:WUZI5_22137
0006: 95@ = 2 // integer values 

:WUZI5_22144
0051: return 

:WUZI5_22146
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_22554 
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @WUZI5_22320 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22320 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
0637: unknown_action_sequence -1 -2355.1 1560.0 25.0 6 0.5 1.0 $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_22295 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22295
0616: define_action_sequences_end 156@ 
0618: assign_actor 36@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 104@ = 1 // integer values 

:WUZI5_22320
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @WUZI5_22445 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2392.0 1588.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22445 
0615: define_action_sequences 156@ 
05B9: unknown_action_sequence -1 500 
05D3: AS_actor -1 go_to_point -2357.6 1529.6 25.0 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 183.9 
0616: define_action_sequences_end 156@ 
0618: assign_actor 36@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 104@ = 2 // integer values 

:WUZI5_22445
00D6: if 
0039:   104@ == 2 // integer values 
004D: jump_if_false @WUZI5_22554 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2402.6 1499.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22554 
0615: define_action_sequences 156@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_22529 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22529
0616: define_action_sequences_end 156@ 
0618: assign_actor 36@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 104@ = 3 // integer values 

:WUZI5_22554
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_22989 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @WUZI5_22762 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22762 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
0637: unknown_action_sequence -1 -2348.2 1546.4 25.0 6 0.5 1.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 -2344.1 1555.8 25.0 6 0.5 1.0 $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_22737 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22737
0616: define_action_sequences_end 156@ 
0618: assign_actor 37@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 105@ = 1 // integer values 

:WUZI5_22762
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @WUZI5_22880 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2392.0 1588.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22880 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2350.5 1531.5 25.0 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 155.6 
0616: define_action_sequences_end 156@ 
0618: assign_actor 37@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 105@ = 2 // integer values 

:WUZI5_22880
00D6: if 
0039:   105@ == 2 // integer values 
004D: jump_if_false @WUZI5_22989 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2402.6 1499.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22989 
0615: define_action_sequences 156@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_22964 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22964
0616: define_action_sequences_end 156@ 
0618: assign_actor 37@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 105@ = 3 // integer values 

:WUZI5_22989
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_23456 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @WUZI5_23163 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23163 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
0637: unknown_action_sequence -1 -2372.1 1557.4 31.8 6 0.5 1.0 $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_23138 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23138
0616: define_action_sequences_end 156@ 
0618: assign_actor 38@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 106@ = 1 // integer values 

:WUZI5_23163
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @WUZI5_23332 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2365.4 1586.9 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23332 
0615: define_action_sequences 156@ 
0637: unknown_action_sequence -1 -2394.4 1558.4 31.8 6 0.5 1.0 $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 66.2 
05BC: AS_actor -1 jump 1 
0637: unknown_action_sequence -1 -2423.0 1561.0 31.8 6 0.5 1.0 $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 38@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 106@ = 2 // integer values 

:WUZI5_23332
00D6: if 
0039:   106@ == 2 // integer values 
004D: jump_if_false @WUZI5_23456 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2473.8 1585.5 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23456 
0615: define_action_sequences 156@ 
05D4: AS_actor -1 rotate_angle 177.3 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 go_to_point -2422.1 1547.9 22.1 speed 6 -1 ms 
0616: define_action_sequences_end 156@ 
0618: assign_actor 38@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 106@ = 3 // integer values 

:WUZI5_23456
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_23831 
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @WUZI5_23621 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2351.3 1586.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23621 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
0637: unknown_action_sequence -1 -2426.7 1560.3 31.8 6 0.5 1.0 $PLAYER_ACTOR 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_23596 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23596
0616: define_action_sequences_end 156@ 
0618: assign_actor 39@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 107@ = 1 // integer values 

:WUZI5_23621
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @WUZI5_23831 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2504.6 0.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23831 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2437.7 1560.7 16.3 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point -2435.9 1550.9 16.3 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 180.0 
05D3: AS_actor -1 go_to_point -2435.9 1532.3 16.3 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point -2437.5 1528.7 16.3 speed 6 -1 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_23806 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23806
0616: define_action_sequences_end 156@ 
0618: assign_actor 39@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 107@ = 2 // integer values 

:WUZI5_23831
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_24064 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @WUZI5_24064 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2448.6 1590.3 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24064 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
0637: unknown_action_sequence -1 -2494.1 1560.7 16.3 6 0.5 1.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 -2505.2 1557.4 16.3 6 0.5 1.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 -2505.5 1532.1 16.3 6 0.5 1.0 $PLAYER_ACTOR 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24039 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24039
0616: define_action_sequences_end 156@ 
0618: assign_actor 40@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 108@ = 1 // integer values 

:WUZI5_24064
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_24195 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @WUZI5_24195 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2448.6 1590.3 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24195 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24170 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24170
0616: define_action_sequences_end 156@ 
0618: assign_actor 41@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 109@ = 1 // integer values 

:WUZI5_24195
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_24349 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @WUZI5_24349 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24349 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point -2501.4 1539.5 23.2 speed 6 -1 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24324 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24324
0616: define_action_sequences_end 156@ 
0618: assign_actor 42@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 110@ = 1 // integer values 

:WUZI5_24349
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @WUZI5_24503 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @WUZI5_24503 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24503 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point -2500.9 1535.4 23.2 speed 6 -1 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24478 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24478
0616: define_action_sequences_end 156@ 
0618: assign_actor 43@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 111@ = 1 // integer values 

:WUZI5_24503
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @WUZI5_24634 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @WUZI5_24634 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24634 
0615: define_action_sequences 156@ 
099F: unknown_action_sequence -1 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24609 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24609
0616: define_action_sequences_end 156@ 
0618: assign_actor 44@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 
0006: 112@ = 1 // integer values 

:WUZI5_24634
0051: return 

:WUZI5_24636
00D6: if 
001B:   9 > 94@ // integer values 
004D: jump_if_false @WUZI5_24697 
00D6: if 
0118:   actor 36@(94@,17i) dead 
004D: jump_if_false @WUZI5_24683 
0164: disable_marker 81@(94@,9i) 

:WUZI5_24683
000A: 94@ += 1 // integer values 
0002: jump @WUZI5_24704 

:WUZI5_24697
0006: 94@ = 0 // integer values 

:WUZI5_24704
0051: return 

:WUZI5_24706
0395: clear_area 1 at -2369.3 1551.9 1.2 range 1.0 
009A: 59@ = create_actor 28 #OMOST at -2369.3 1551.9 1.2 
0173: set_actor 59@ z_angle_to 96.2 
0350: unknown_actor 59@ not_scared_flag 1 
0568: set_actor 59@ targetable 1 
060B: unknown_actor_use_entity 59@ 158@ 
0395: clear_area 1 at -2368.3 1551.9 1.2 range 1.0 
009A: 60@ = create_actor 28 #OMOST at -2368.3 1551.9 1.2 
0173: set_actor 60@ z_angle_to 96.2 
0350: unknown_actor 60@ not_scared_flag 1 
0568: set_actor 60@ targetable 1 
060B: unknown_actor_use_entity 60@ 158@ 
0395: clear_area 1 at -2367.3 1551.9 1.2 range 1.0 
009A: 61@ = create_actor 28 #OMOBOAT at -2367.3 1551.9 1.2 
0173: set_actor 61@ z_angle_to 96.2 
0350: unknown_actor 61@ not_scared_flag 1 
0568: set_actor 61@ targetable 1 
060B: unknown_actor_use_entity 61@ 158@ 
0051: return 

:WUZI5_24949
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @WUZI5_25296 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2282.4 1510.9 50.0 -2534.6 1578.5 15.0 
004D: jump_if_false @WUZI5_25056 
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @WUZI5_25056 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 23 
004D: jump_if_false @WUZI5_25056 
0006: 101@ = 1 // integer values 

:WUZI5_25056
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -2385.2 1539.7 -2393.0 1558.9 
004D: jump_if_false @WUZI5_25101 
0006: 101@ = 1 // integer values 

:WUZI5_25101
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_25140 
00D6: if 
02E0:   actor 46@ aggressive 
004D: jump_if_false @WUZI5_25140 
0006: 101@ = 1 // integer values 

:WUZI5_25140
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_25179 
00D6: if 
02E0:   actor 51@ aggressive 
004D: jump_if_false @WUZI5_25179 
0006: 101@ = 1 // integer values 

:WUZI5_25179
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_25218 
00D6: if 
02E0:   actor 52@ aggressive 
004D: jump_if_false @WUZI5_25218 
0006: 101@ = 1 // integer values 

:WUZI5_25218
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_25257 
00D6: if 
02E0:   actor 36@ aggressive 
004D: jump_if_false @WUZI5_25257 
0006: 101@ = 1 // integer values 

:WUZI5_25257
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_25296 
00D6: if 
02E0:   actor 37@ aggressive 
004D: jump_if_false @WUZI5_25296 
0006: 101@ = 1 // integer values 

:WUZI5_25296
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @WUZI5_25745 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_25338 
0639: AS_actor 46@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25338
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_25362 
0639: AS_actor 51@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25362
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_25386 
0639: AS_actor 52@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25386
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_25507 
0615: define_action_sequences 156@ 
07BC: unknown_action_sequence -1 158@ 
05D3: AS_actor -1 go_to_point -2351.0 1549.4 22.2 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 180.0 
078F: unknown_action_sequence -1 1 
05D3: AS_actor -1 go_to_point -2351.2 1547.1 25.0 speed 6 -1 ms 
07BC: unknown_action_sequence -1 157@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 36@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_25507
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_25531 
0639: AS_actor 37@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25531
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_25600 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2385.5 1543.1 25.0 speed 6 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 38@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_25600
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_25669 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2385.8 1540.6 25.0 speed 6 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 39@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_25669
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_25738 
0615: define_action_sequences 156@ 
05D3: AS_actor -1 go_to_point -2392.1 1556.0 25.0 speed 6 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 40@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_25738
0006: 101@ = 2 // integer values 

:WUZI5_25745
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @WUZI5_25864 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @WUZI5_25812 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_25805 
0006: 101@ = 3 // integer values 

:WUZI5_25805
0002: jump @WUZI5_25819 

:WUZI5_25812
0006: 101@ = 3 // integer values 

:WUZI5_25819
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -2400.0 1561.0 -2409.8 1540.0 
004D: jump_if_false @WUZI5_25864 
0006: 101@ = 3 // integer values 

:WUZI5_25864
00D6: if 
0039:   101@ == 3 // integer values 
004D: jump_if_false @WUZI5_25971 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @WUZI5_25964 
0615: define_action_sequences 156@ 
04EB: AS_actor -1 crouch 1 
05B9: unknown_action_sequence -1 500 
05D3: AS_actor -1 go_to_point -2401.1 1539.8 25.0 speed 6 -1 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 48@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_25964
0006: 101@ = 4 // integer values 

:WUZI5_25971
00D6: if 
0039:   101@ == 4 // integer values 
004D: jump_if_false @WUZI5_26433 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -2416.4 1535.3 -2431.6 1542.1 
004D: jump_if_false @WUZI5_26433 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_26301 
0615: define_action_sequences 156@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
0209: 102@ = random_int 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 102@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to -2420.4 1553.4 25.0 stop_angle 180.0 -0.1 perform_animation "SWT_WLLSHOOT_OUT_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 156@ 1 
0616: define_action_sequences_end 156@ 
0618: assign_actor 42@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_26301
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @WUZI5_26360 
0615: define_action_sequences 156@ 
078F: unknown_action_sequence -1 1 
07BC: unknown_action_sequence -1 157@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 49@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_26360
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @WUZI5_26426 
0615: define_action_sequences 156@ 
05B9: unknown_action_sequence -1 1500 
078F: unknown_action_sequence -1 1 
07BC: unknown_action_sequence -1 157@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 156@ 
0618: assign_actor 50@ to_action_sequences 156@ 
061B: remove_references_to_action_sequences 156@ 

:WUZI5_26426
0006: 101@ = 5 // integer values 

:WUZI5_26433
00D6: if 
0039:   101@ == 5 // integer values 
004D: jump_if_false @WUZI5_26528 
00D6: if or
00A3:   actor $PLAYER_ACTOR 0 -2418.9 1546.4 -2435.6 1559.0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_26528 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_26528 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0006: 101@ = 6 // integer values 

:WUZI5_26528
0051: return 

:WUZI5_26530
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @WUZI5_26675 
05AA: 117@s = 'WUZ4_KA' // 8-byte strings 
05AA: 119@s = 'WUZ4_KB' // 8-byte strings 
05AA: 121@s = 'WUZ4_KC' // 8-byte strings 
05AA: 123@s = 'WUZ4_KD' // 8-byte strings 
05AA: 125@s = 'WUZ4_KE' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44221 
04AF: 130@ = unknown_wav_reference 44222 
04AF: 131@ = unknown_wav_reference 44223 
04AF: 132@ = unknown_wav_reference 44224 
04AF: 133@ = unknown_wav_reference 44225 
0006: 135@ = 5 // integer values 

:WUZI5_26675
00D6: if 
0039:   113@ == 2 // integer values 
004D: jump_if_false @WUZI5_26820 
05AA: 117@s = 'WUZ4_LA' // 8-byte strings 
05AA: 119@s = 'WUZ4_LB' // 8-byte strings 
05AA: 121@s = 'WUZ4_LC' // 8-byte strings 
05AA: 123@s = 'WUZ4_LD' // 8-byte strings 
05AA: 125@s = 'WUZ4_LE' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44226 
04AF: 130@ = unknown_wav_reference 44227 
04AF: 131@ = unknown_wav_reference 44228 
04AF: 132@ = unknown_wav_reference 44229 
04AF: 133@ = unknown_wav_reference 44230 
0006: 135@ = 5 // integer values 

:WUZI5_26820
00D6: if 
0039:   113@ == 3 // integer values 
004D: jump_if_false @WUZI5_26965 
05AA: 117@s = 'WUZ4_MA' // 8-byte strings 
05AA: 119@s = 'WUZ4_MB' // 8-byte strings 
05AA: 121@s = 'WUZ4_MC' // 8-byte strings 
05AA: 123@s = 'WUZ4_MD' // 8-byte strings 
05AA: 125@s = 'WUZ4_ME' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44231 
04AF: 130@ = unknown_wav_reference 44232 
04AF: 131@ = unknown_wav_reference 44233 
04AF: 132@ = unknown_wav_reference 44234 
04AF: 133@ = unknown_wav_reference 44235 
0006: 135@ = 5 // integer values 

:WUZI5_26965
00D6: if 
0039:   113@ == 4 // integer values 
004D: jump_if_false @WUZI5_27111 
05AA: 117@s = 'WUZ4_NA' // 8-byte strings 
05AA: 119@s = 'WUZ4_NB' // 8-byte strings 
05AA: 121@s = 'WUZ4_NC' // 8-byte strings 
05AA: 123@s = 'WUZ4_NE' // 8-byte strings 
05AA: 125@s = 'WUZ4_NF' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44239 
04AF: 130@ = unknown_wav_reference 44240 
04AF: 131@ = unknown_wav_reference 44241 
04AF: 132@ = unknown_wav_reference 44242 
04AF: 133@ = unknown_wav_reference 44243 
0085: 135@ = 116@ // integer values and handles 

:WUZI5_27111
00D6: if 
0039:   113@ == 5 // integer values 
004D: jump_if_false @WUZI5_27185 
05AA: 117@s = 'WUZ4_AA' // 8-byte strings 
05AA: 119@s = 'WUZ4_AB' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44200 
04AF: 130@ = unknown_wav_reference 44201 
0085: 135@ = 116@ // integer values and handles 

:WUZI5_27185
00D6: if 
0039:   113@ == 6 // integer values 
004D: jump_if_false @WUZI5_27234 
05AA: 117@s = 'WUZ4_FA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44209 
0006: 135@ = 1 // integer values 

:WUZI5_27234
00D6: if 
0039:   113@ == 7 // integer values 
004D: jump_if_false @WUZI5_27308 
05AA: 117@s = 'WUZ4_CA' // 8-byte strings 
05AA: 119@s = 'WUZ4_CB' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44203 
04AF: 130@ = unknown_wav_reference 44204 
0085: 135@ = 116@ // integer values and handles 

:WUZI5_27308
00D6: if 
0039:   113@ == 8 // integer values 
004D: jump_if_false @WUZI5_27357 
05AA: 117@s = 'WUZ4_HA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44214 
0006: 135@ = 1 // integer values 

:WUZI5_27357
00D6: if 
0039:   113@ == 9 // integer values 
004D: jump_if_false @WUZI5_27431 
05AA: 117@s = 'WUZ4_JA' // 8-byte strings 
05AA: 119@s = 'WUZ4_JB' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44215 
04AF: 130@ = unknown_wav_reference 44216 
0085: 135@ = 116@ // integer values and handles 

:WUZI5_27431
00D6: if 
0039:   113@ == 10 // integer values 
004D: jump_if_false @WUZI5_27529 
05AA: 117@s = 'WUZ4_JC' // 8-byte strings 
05AA: 119@s = 'WUZ4_JD' // 8-byte strings 
05AA: 121@s = 'WUZ4_JE' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44217 
04AF: 130@ = unknown_wav_reference 44218 
04AF: 131@ = unknown_wav_reference 44219 
0085: 135@ = 116@ // integer values and handles 

:WUZI5_27529
00D6: if 
0039:   113@ == 11 // integer values 
004D: jump_if_false @WUZI5_27578 
05AA: 117@s = 'WUZ4_JF' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44220 
0006: 135@ = 1 // integer values 

:WUZI5_27578
00D6: if 
0039:   113@ == 12 // integer values 
004D: jump_if_false @WUZI5_27651 
05AA: 117@s = 'WUZ4_OA' // 8-byte strings 
05AA: 119@s = 'WUZ4_ZA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44244 
04AF: 130@ = unknown_wav_reference 44247 
0006: 135@ = 2 // integer values 

:WUZI5_27651
00D6: if 
0039:   113@ == 13 // integer values 
004D: jump_if_false @WUZI5_27700 
05AA: 117@s = 'WUZ4_PA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 44246 
0006: 135@ = 1 // integer values 

:WUZI5_27700
0085: 138@ = 115@ // integer values and handles 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 139@ = 1 // integer values 
0051: return 

:WUZI5_27731
00D6: if or
0039:   113@ == 1 // integer values 
0039:   113@ == 2 // integer values 
0039:   113@ == 3 // integer values 
0039:   113@ == 4 // integer values 
0039:   113@ == 5 // integer values 
004D: jump_if_false @WUZI5_27831 
00D6: if 
001D:   135@ > 115@ // integer values 
004D: jump_if_false @WUZI5_27824 
0050: gosub @WUZI5_28311 
0050: gosub @WUZI5_28418 
0050: gosub @WUZI5_28572 
0002: jump @WUZI5_27831 

:WUZI5_27824
0006: 113@ = 0 // integer values 

:WUZI5_27831
00D6: if or
0039:   113@ == 6 // integer values 
0039:   113@ == 7 // integer values 
0039:   113@ == 10 // integer values 
0039:   113@ == 11 // integer values 
0039:   113@ == 12 // integer values 
004D: jump_if_false @WUZI5_27931 
00D6: if 
001D:   135@ > 115@ // integer values 
004D: jump_if_false @WUZI5_27924 
0050: gosub @WUZI5_28311 
0050: gosub @WUZI5_28418 
0050: gosub @WUZI5_28572 
0002: jump @WUZI5_27931 

:WUZI5_27924
0006: 113@ = 0 // integer values 

:WUZI5_27931
00D6: if 
0039:   113@ == 8 // integer values 
004D: jump_if_false @WUZI5_28057 
00D6: if 
001D:   135@ > 115@ // integer values 
004D: jump_if_false @WUZI5_28050 
0050: gosub @WUZI5_28311 
0050: gosub @WUZI5_28418 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_28012 
0050: gosub @WUZI5_28572 
0002: jump @WUZI5_28043 

:WUZI5_28012
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 

:WUZI5_28043
0002: jump @WUZI5_28057 

:WUZI5_28050
0006: 113@ = 0 // integer values 

:WUZI5_28057
00D6: if 
0039:   113@ == 9 // integer values 
004D: jump_if_false @WUZI5_28183 
00D6: if 
001D:   135@ > 115@ // integer values 
004D: jump_if_false @WUZI5_28176 
0050: gosub @WUZI5_28311 
0050: gosub @WUZI5_28418 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_28138 
0050: gosub @WUZI5_28572 
0002: jump @WUZI5_28169 

:WUZI5_28138
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 

:WUZI5_28169
0002: jump @WUZI5_28183 

:WUZI5_28176
0006: 113@ = 0 // integer values 

:WUZI5_28183
00D6: if 
0039:   113@ == 13 // integer values 
004D: jump_if_false @WUZI5_28309 
00D6: if 
001D:   135@ > 115@ // integer values 
004D: jump_if_false @WUZI5_28302 
0050: gosub @WUZI5_28311 
0050: gosub @WUZI5_28418 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_28264 
0050: gosub @WUZI5_28572 
0002: jump @WUZI5_28295 

:WUZI5_28264
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 

:WUZI5_28295
0002: jump @WUZI5_28309 

:WUZI5_28302
0006: 113@ = 0 // integer values 

:WUZI5_28309
0051: return 

:WUZI5_28311
00D6: if 
001D:   135@ > 138@ // integer values 
004D: jump_if_false @WUZI5_28416 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @WUZI5_28373 
03CF: load_wav 129@(138@,6i) as 1 
000A: 138@ += 1 // integer values 
0006: 136@ = 1 // integer values 

:WUZI5_28373
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @WUZI5_28416 
03CF: load_wav 129@(138@,6i) as 2 
000A: 138@ += 1 // integer values 
0006: 137@ = 1 // integer values 

:WUZI5_28416
0051: return 

:WUZI5_28418
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @WUZI5_28494 
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @WUZI5_28494 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @WUZI5_28494 
03D1: play_wav 1 
00BC: text_highpriority 117@(115@,6s) 4500 ms 1 
0006: 136@ = 2 // integer values 

:WUZI5_28494
00D6: if 
0039:   139@ == 2 // integer values 
004D: jump_if_false @WUZI5_28570 
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @WUZI5_28570 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @WUZI5_28570 
03D1: play_wav 2 
00BC: text_highpriority 117@(115@,6s) 4500 ms 1 
0006: 137@ = 2 // integer values 

:WUZI5_28570
0051: return 

:WUZI5_28572
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @WUZI5_28635 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @WUZI5_28635 
03D5: remove_text 117@(115@,6s) 
000A: 115@ += 1 // integer values 
0006: 139@ = 2 // integer values 
0006: 136@ = 0 // integer values 

:WUZI5_28635
00D6: if 
0039:   137@ == 2 // integer values 
004D: jump_if_false @WUZI5_28698 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @WUZI5_28698 
03D5: remove_text 117@(115@,6s) 
000A: 115@ += 1 // integer values 
0006: 139@ = 1 // integer values 
0006: 137@ = 0 // integer values 

:WUZI5_28698
0051: return 

//-------------Mission 58---------------
// Originally: Photo Opportunity

:SYN1
03A4: name_thread 'SYN1' 
0050: gosub @SYN1_1424 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SYN1_38 
0050: gosub @SYN1_14543 

:SYN1_38
0050: gosub @SYN1_14662 
004E: end_thread 

:SYN1_47
0247: request_model #SAVANNA 
023C: request_special_actor 'CESAR' as 1 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:SYN1_77
00D6: if or
8248:   not model #SAVANNA available 
823D:   not special_actor 1 loaded 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @SYN1_118 
0001: wait 0 ms 
0002: jump @SYN1_77 

:SYN1_118
0051: return 
018A: 379@ = create_checkpoint_at $7279 $7280 $7281 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 

:SYN1_148
0005: $7279 = -54.0 // floating-point values 
0005: $7280 = -432.0 // floating-point values 
0005: $7281 = 1.0 // floating-point values 
0005: $7282 = 259.0 // floating-point values 
0395: clear_area 1 at $7279 $7280 $7281 range 100.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 377@ = create_car #SAVANNA at $7279 $7280 $7281 
009A: 376@ = create_actor 4 #SPECIAL01 at -51.6293 -430.562 0.5721 
0175: set_car 377@ z_angle_to $7282 
0173: set_actor 376@ z_angle_to 154.672 
0568: set_actor 376@ targetable 1 
0732: (unknown) 567 
0229: set_car 377@ color_to 3 3 
0164: disable_marker 379@ 
0187: 379@ = create_marker_above_actor 376@ 
07E0: set_marker 379@ type_to 1 
0051: return 
0129: 148@ = create_actor 4 #SPECIAL01 in_car 377@ driverseat 
0186: 381@ = create_marker_above_car 377@ 

:SYN1_345
0247: request_model #MTBIKE 
038B: load_requested_models 

:SYN1_352
00D6: if 
8248:   not model #MTBIKE available 
004D: jump_if_false @SYN1_379 
0001: wait 0 ms 
0002: jump @SYN1_352 

:SYN1_379
00A5: 386@ = create_car #MTBIKE at 387@ 388@ 389@ 
0175: set_car 386@ z_angle_to 390@ 
0519: lock_vehicle 386@ in_current_position 1 
0338: set_car 386@ visibility 0 
0858: (unknown) $PLAYER_CHAR 135.0 135.0 
06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43 
0858: (unknown) $PLAYER_CHAR 135.0 135.0 
041E: set_radio_station 11 
0918: (unknown) 386@ 0 
0051: return 

:SYN1_498
0247: request_model #PICADOR 
07C0: load_path 190 
023C: request_special_actor 'RYDER2' as 2 
0247: request_model #BALLAS1 
038B: load_requested_models 

:SYN1_527
00D6: if or
8248:   not model #PICADOR available 
8248:   not model #BALLAS1 available 
823D:   not special_actor 2 loaded 
87C1:   not path 190 available 
004D: jump_if_false @SYN1_567 
0001: wait 0 ms 
0002: jump @SYN1_527 

:SYN1_567
0007: 402@ = -2120.4 // floating-point values 
0007: 403@ = -2448.458 // floating-point values 
0007: 404@ = 29.4688 // floating-point values 
0007: 405@ = 137.4828 // floating-point values 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
0395: clear_area 1 at 402@ 403@ 404@ range 5.0 
00A5: 392@ = create_car #PICADOR at 402@ 403@ 404@ 
0229: set_car 392@ color_to 84 84 
02AC: set_car 392@ immunities 1 1 1 1 1 
0175: set_car 392@ z_angle_to 405@ 
0129: 391@ = create_actor 4 #SPECIAL02 in_car 392@ driverseat 
01C8: 394@ = create_actor 4 #BALLAS1 in_car 392@ passenger_seat 0 
060A: unknown_create_entity 0 343@ 
060B: unknown_actor_use_entity 391@ 343@ 
0051: return 

:SYN1_733
0247: request_model #ZR350 
07C0: load_path 191 
023C: request_special_actor 'TBONE' as 3 
038B: load_requested_models 

:SYN1_758
00D6: if or
8248:   not model #ZR350 available 
823D:   not special_actor 3 loaded 
87C1:   not path 191 available 
004D: jump_if_false @SYN1_794 
0001: wait 0 ms 
0002: jump @SYN1_758 

:SYN1_794
0007: 416@ = -2141.401 // floating-point values 
0007: 417@ = -2481.575 // floating-point values 
0007: 418@ = 29.4688 // floating-point values 
0007: 419@ = 317.093 // floating-point values 
0395: clear_area 1 at 416@ 417@ 418@ range 5.0 
00A5: 407@ = create_car #ZR350 at 416@ 417@ 418@ 
0229: set_car 407@ color_to 84 84 
02AC: set_car 407@ immunities 1 1 1 1 1 
0175: set_car 407@ z_angle_to 419@ 
0129: 406@ = create_actor 4 #SPECIAL03 in_car 407@ driverseat 
05EB: assign_vehicle 407@ to_path 191 
06FD: (unknown) 407@ 0.6 
0051: return 

:SYN1_934
0247: request_model #BROADWAY 
0247: request_model #WALTON 
07C0: load_path 193 
07C0: load_path 194 
023C: request_special_actor 'JIZZY' as 5 
0247: request_model #SHFYPRO 
038B: load_requested_models 

:SYN1_974
00D6: if or
8248:   not model #BROADWAY available 
8248:   not model #SHFYPRO available 
8248:   not model #WALTON available 
823D:   not special_actor 5 loaded 
87C1:   not path 193 available 
87C1:   not path 194 available 
004D: jump_if_false @SYN1_1025 
0001: wait 0 ms 
0002: jump @SYN1_974 

:SYN1_1025
0007: 432@ = -2141.401 // floating-point values 
0007: 433@ = -2481.575 // floating-point values 
0007: 434@ = 29.4688 // floating-point values 
0007: 435@ = 317.093 // floating-point values 
0395: clear_area 1 at 432@ 433@ 434@ range 5.0 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 421@ = create_car #BROADWAY at 432@ 433@ 434@ 
00A5: 424@ = create_car #WALTON at -2235.727 -2572.873 30.9296 
02AC: set_car 421@ immunities 1 1 1 1 1 
0175: set_car 424@ z_angle_to 44.9335 
0229: set_car 421@ color_to 123 5 
0175: set_car 421@ z_angle_to 435@ 
0129: 423@ = create_actor 5 #SHFYPRO in_car 421@ driverseat 
01C8: 420@ = create_actor 4 #SPECIAL05 in_car 421@ passenger_seat 0 
05EB: assign_vehicle 421@ to_path 193 
0051: return 

:SYN1_1218
0247: request_model #WASHING 
07C0: load_path 192 
023C: request_special_actor 'TORINO' as 4 
038B: load_requested_models 

:SYN1_1243
00D6: if or
8248:   not model #WASHING available 
823D:   not special_actor 4 loaded 
87C1:   not path 192 available 
004D: jump_if_false @SYN1_1279 
0001: wait 0 ms 
0002: jump @SYN1_1243 

:SYN1_1279
0007: 446@ = -2214.275 // floating-point values 
0007: 447@ = -2475.112 // floating-point values 
0007: 448@ = 29.4688 // floating-point values 
0007: 449@ = 232.2762 // floating-point values 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
0395: clear_area 1 at 446@ 447@ 448@ range 5.0 
00A5: 437@ = create_car #WASHING at 446@ 447@ 448@ 
0229: set_car 437@ color_to 84 84 
02AC: set_car 437@ immunities 1 1 1 1 1 
0175: set_car 437@ z_angle_to 449@ 
0129: 436@ = create_actor 4 #SPECIAL04 in_car 437@ driverseat 
05EB: assign_vehicle 437@ to_path 192 
0051: return 

:SYN1_1424
054C: use_GXT_table 'SYN1' 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 367@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 368@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 332@ = 1 // integer values 
0006: 333@ = 2 // integer values 
0006: 334@ = 0 // integer values 
0006: 335@ = 1 // integer values 
0006: 336@ = 0 // integer values 
0006: 341@ = 1 // integer values 
0007: 347@ = -2413.0 // floating-point values 
0007: 350@ = -580.0 // floating-point values 
0007: 353@ = 133.0 // floating-point values 
0007: 348@ = -2410.0 // floating-point values 
0007: 351@ = -582.0 // floating-point values 
0007: 354@ = 133.0 // floating-point values 
0007: 349@ = -2406.0 // floating-point values 
0007: 352@ = -584.0 // floating-point values 
0007: 355@ = 133.0 // floating-point values 
0007: 402@ = -2141.152 // floating-point values 
0007: 403@ = -2448.871 // floating-point values 
0007: 404@ = 29.625 // floating-point values 
0007: 405@ = 107.1964 // floating-point values 
0007: 338@ = 120.0 // floating-point values 
0007: 339@ = 240.0 // floating-point values 
0007: 372@ = -2407.0 // floating-point values 
0007: 373@ = -586.0 // floating-point values 
0007: 374@ = 131.0 // floating-point values 
0007: 375@ = 4.0 // floating-point values 
0007: 48@ = -2163.489 // floating-point values 
0007: 49@ = -2404.159 // floating-point values 
0007: 50@ = 29.6172 // floating-point values 
0005: $7279 = -54.0 // floating-point values 
0005: $7280 = -432.0 // floating-point values 
0005: $7281 = 1.0 // floating-point values 
0005: $7282 = 259.0 // floating-point values 
0007: 387@ = -2171.173 // floating-point values 
0007: 388@ = -2422.82 // floating-point values 
0007: 389@ = 33.2969 // floating-point values 
0007: 390@ = 141.2754 // floating-point values 
0007: 53@ = -2408.437 // floating-point values 
0007: 68@ = -585.082 // floating-point values 
0007: 83@ = 133.2022 // floating-point values 
0007: 98@ = -2408.337 // floating-point values 
0007: 113@ = -584.0877 // floating-point values 
0007: 128@ = 133.1662 // floating-point values 
0007: 54@ = -60.0461 // floating-point values 
0007: 69@ = -433.1644 // floating-point values 
0007: 84@ = 1.4904 // floating-point values 
0007: 99@ = -59.0698 // floating-point values 
0007: 114@ = -432.9484 // floating-point values 
0007: 129@ = 1.5005 // floating-point values 
0007: 55@ = -58.7976 // floating-point values 
0007: 70@ = -433.3285 // floating-point values 
0007: 85@ = 3.0796 // floating-point values 
0007: 100@ = -57.885 // floating-point values 
0007: 115@ = -432.994 // floating-point values 
0007: 130@ = 2.8444 // floating-point values 
0007: 56@ = -46.1629 // floating-point values 
0007: 71@ = -427.8859 // floating-point values 
0007: 86@ = 1.5902 // floating-point values 
0007: 101@ = -45.8006 // floating-point values 
0007: 116@ = -428.818 // floating-point values 
0007: 131@ = 1.3937 // floating-point values 
0007: 57@ = -2407.17 // floating-point values 
0007: 72@ = -583.5895 // floating-point values 
0007: 87@ = 133.355 // floating-point values 
0007: 102@ = -2407.766 // floating-point values 
0007: 117@ = -582.7864 // floating-point values 
0007: 132@ = 133.3749 // floating-point values 
0007: 58@ = -2407.17 // floating-point values 
0007: 73@ = -583.5895 // floating-point values 
0007: 88@ = 133.355 // floating-point values 
0007: 103@ = -2407.967 // floating-point values 
0007: 118@ = -584.1938 // floating-point values 
0007: 133@ = 133.3749 // floating-point values 
0007: 59@ = -2172.552 // floating-point values 
0007: 74@ = -2427.487 // floating-point values 
0007: 89@ = 30.5334 // floating-point values 
0007: 104@ = -2171.986 // floating-point values 
0007: 119@ = -2428.304 // floating-point values 
0007: 134@ = 30.64 // floating-point values 
0007: 60@ = -2139.569 // floating-point values 
0007: 75@ = -2452.238 // floating-point values 
0007: 90@ = 31.2226 // floating-point values 
0007: 105@ = -2140.292 // floating-point values 
0007: 120@ = -2451.548 // floating-point values 
0007: 135@ = 31.1829 // floating-point values 
0007: 61@ = -2175.672 // floating-point values 
0007: 76@ = -2437.23 // floating-point values 
0007: 91@ = 30.7446 // floating-point values 
0007: 106@ = -2174.684 // floating-point values 
0007: 121@ = -2437.133 // floating-point values 
0007: 136@ = 30.8619 // floating-point values 
0007: 62@ = -2170.412 // floating-point values 
0007: 77@ = -2429.43 // floating-point values 
0007: 92@ = 31.758 // floating-point values 
0007: 107@ = -2170.5 // floating-point values 
0007: 122@ = -2430.423 // floating-point values 
0007: 137@ = 31.8365 // floating-point values 
0007: 63@ = -2246.851 // floating-point values 
0007: 78@ = -2571.031 // floating-point values 
0007: 93@ = 32.7468 // floating-point values 
0007: 108@ = -2246.16 // floating-point values 
0007: 123@ = -2570.311 // floating-point values 
0007: 138@ = 32.6781 // floating-point values 
0007: 64@ = -2241.519 // floating-point values 
0007: 79@ = -2568.281 // floating-point values 
0007: 94@ = 32.2372 // floating-point values 
0007: 109@ = -2242.286 // floating-point values 
0007: 124@ = -2567.642 // floating-point values 
0007: 139@ = 32.2906 // floating-point values 
05AA: 154@s = 'MCES10A' // 8-byte strings 
05AA: 156@s = 'MCES10B' // 8-byte strings 
05AA: 158@s = 'MCES10C' // 8-byte strings 
05AA: 160@s = 'MCES10D' // 8-byte strings 
05AA: 162@s = 'MCES10E' // 8-byte strings 
05AA: 164@s = 'MCES10F' // 8-byte strings 
05AA: 166@s = 'MCES10G' // 8-byte strings 
05AA: 168@s = 'MCES10H' // 8-byte strings 
05AA: 170@s = 'MCES10J' // 8-byte strings 
05AA: 172@s = 'CESX_AB' // 8-byte strings 
05AA: 182@s = 'SYN1_FC' // 8-byte strings 
05AA: 184@s = 'SYN1_FD' // 8-byte strings 
05AA: 186@s = 'SYN1_IA' // 8-byte strings 
05AA: 188@s = 'SYN1_ZA' // 8-byte strings 
05AA: 192@s = 'SYN1_ZC' // 8-byte strings 
05AA: 194@s = 'SYN1_ZD' // 8-byte strings 
05AA: 196@s = 'SYN1_ZE' // 8-byte strings 
05AA: 200@s = 'SYN1_ZG' // 8-byte strings 
05AA: 206@s = 'SYN1_ZK' // 8-byte strings 
05AA: 208@s = 'SYN1_ZL' // 8-byte strings 
05AA: 210@s = 'SYN1_ZM' // 8-byte strings 
05AA: 212@s = 'SYN1_ZN' // 8-byte strings 
05AA: 216@s = 'SYN1_ZP' // 8-byte strings 
05AA: 218@s = 'SYN1_ZQ' // 8-byte strings 
05AA: 220@s = 'SYN1_ZR' // 8-byte strings 
05AA: 224@s = 'SYN1_ZT' // 8-byte strings 
05AA: 226@s = 'SYN1_ZU' // 8-byte strings 
05AA: 230@s = 'SYN1_ZW' // 8-byte strings 
05AA: 232@s = 'SYN1_ZX' // 8-byte strings 
05AA: 234@s = 'SYN1_ZY' // 8-byte strings 
05AA: 236@s = 'SYN1_ZZ' // 8-byte strings 
05AA: 238@s = 'SYN1_YA' // 8-byte strings 
05AA: 240@s = 'SYN1_YB' // 8-byte strings 
05AA: 246@s = 'SYN1_YE' // 8-byte strings 
05AA: 248@s = 'SYN1_YF' // 8-byte strings 
05AA: 252@s = 'SYN1_YH' // 8-byte strings 
05AA: 254@s = 'SYN1_YJ' // 8-byte strings 
05AA: 256@s = 'SYN1_YK' // 8-byte strings 
04AF: 273@ = unknown_wav_reference 25304 
04AF: 274@ = unknown_wav_reference 25305 
04AF: 275@ = unknown_wav_reference 25306 
04AF: 276@ = unknown_wav_reference 25307 
04AF: 277@ = unknown_wav_reference 25308 
04AF: 278@ = unknown_wav_reference 25309 
04AF: 279@ = unknown_wav_reference 25310 
04AF: 280@ = unknown_wav_reference 25311 
04AF: 281@ = unknown_wav_reference 25312 
04AF: 282@ = unknown_wav_reference 10401 
04AF: 287@ = unknown_wav_reference 38808 
04AF: 288@ = unknown_wav_reference 38809 
04AF: 289@ = unknown_wav_reference 38810 
04AF: 292@ = unknown_wav_reference 38838 
04AF: 293@ = unknown_wav_reference 38839 
04AF: 294@ = unknown_wav_reference 38840 
04AF: 296@ = unknown_wav_reference 38841 
04AF: 299@ = unknown_wav_reference 38842 
04AF: 300@ = unknown_wav_reference 38843 
04AF: 301@ = unknown_wav_reference 38844 
04AF: 302@ = unknown_wav_reference 38845 
04AF: 304@ = unknown_wav_reference 38846 
04AF: 305@ = unknown_wav_reference 38847 
04AF: 306@ = unknown_wav_reference 38848 
04AF: 308@ = unknown_wav_reference 38849 
04AF: 309@ = unknown_wav_reference 38850 
04AF: 311@ = unknown_wav_reference 38851 
04AF: 312@ = unknown_wav_reference 38852 
04AF: 313@ = unknown_wav_reference 38853 
04AF: 314@ = unknown_wav_reference 38854 
04AF: 315@ = unknown_wav_reference 38831 
04AF: 316@ = unknown_wav_reference 38832 
04AF: 319@ = unknown_wav_reference 38833 
04AF: 320@ = unknown_wav_reference 38834 
04AF: 322@ = unknown_wav_reference 38835 
04AF: 323@ = unknown_wav_reference 38836 
04AF: 324@ = unknown_wav_reference 38837 
00D6: if 
0038:   $2199 == 0 // integer values 
004D: jump_if_false @SYN1_3494 
0004: $2199 = 1 // integer values 

:SYN1_3494
0247: request_model #CELLPHONE 
0247: request_model #CAMERA 
038B: load_requested_models 

:SYN1_3506
00D6: if or
8248:   not model #CAMERA available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN1_3538 
0001: wait 0 ms 
0002: jump @SYN1_3506 

:SYN1_3538
00A1: put_actor $PLAYER_ACTOR at -2030.312 148.0136 27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to 293.7756 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
02A3: toggle_widescreen 1 
015F: set_camera_position -2024.469 136.6788 39.4814 0.0 0.0 0.0 
0160: point_camera -2025.135 137.4221 39.5473 2 
014C: set_parked_car_generator $5277 cars_to_generate_to 0 
014C: set_parked_car_generator $5278 cars_to_generate_to 0 
014C: set_parked_car_generator $5279 cars_to_generate_to 0 
0050: gosub @SYN1_47 
016A: fade 1 300 ms 

:SYN1_3672
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_3696 
0001: wait 0 ms 
0002: jump @SYN1_3672 

:SYN1_3696
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera -2024.469 136.6788 39.4814 position_to -2030.399 144.5236 29.1601 3500 ms unknown 1 
0920: point_camera -2025.135 137.4221 39.5473 transverse_to -2030.797 145.4357 29.0639 3500 ms unknown 1 

:SYN1_3780
0001: wait 0 ms 
00D6: if 
8039:   not  334@ == 0 // integer values 
004D: jump_if_false @SYN1_4211 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_3848 
00D6: if 
03D0:   wav 333@ loaded 
004D: jump_if_false @SYN1_3841 
040D: unload_wav 333@ 

:SYN1_3841
0006: 336@ = 1 // integer values 

:SYN1_3848
00D6: if 
0039:   336@ == 1 // integer values 
004D: jump_if_false @SYN1_3892 
03CF: load_wav 272@(334@,60i) as 332@ 
0050: gosub @SYN1_15794 
0006: 336@ = 2 // integer values 

:SYN1_3892
00D6: if 
0039:   336@ == 2 // integer values 
004D: jump_if_false @SYN1_3994 
00D6: if 
03D0:   wav 332@ loaded 
004D: jump_if_false @SYN1_3994 
00D6: if 
8039:   not  148@ == 0 // integer values 
004D: jump_if_false @SYN1_3968 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_3968 
0967: actor 148@ move_mouth 10000 

:SYN1_3968
03D1: play_wav 332@ 
00BC: text_highpriority 152@(334@,60s) 10000 ms 1 
0006: 336@ = 3 // integer values 

:SYN1_3994
00D6: if 
0039:   336@ == 3 // integer values 
004D: jump_if_false @SYN1_4211 
00D6: if 
03D2:   wav 332@ ended 
004D: jump_if_false @SYN1_4150 
03D5: remove_text 152@(334@,60s) 
00D6: if 
8039:   not  148@ == 0 // integer values 
004D: jump_if_false @SYN1_4076 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_4076 
0968: actor 148@ stop_mouth 

:SYN1_4076
00D6: if 
0039:   332@ == 1 // integer values 
004D: jump_if_false @SYN1_4115 
0006: 332@ = 2 // integer values 
0006: 333@ = 1 // integer values 
0002: jump @SYN1_4129 

:SYN1_4115
0006: 332@ = 1 // integer values 
0006: 333@ = 2 // integer values 

:SYN1_4129
0006: 334@ = 0 // integer values 
0006: 336@ = 0 // integer values 
0002: jump @SYN1_4211 

:SYN1_4150
00D6: if 
83D0:   not wav 333@ loaded 
004D: jump_if_false @SYN1_4211 
00D6: if 
001B:   60 > 334@ // integer values 
004D: jump_if_false @SYN1_4211 
0085: 335@ = 334@ // integer values and handles 
000A: 335@ += 1 // integer values 
03CF: load_wav 272@(335@,60i) as 333@ 

:SYN1_4211
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @SYN1_4266 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_4266 
0006: 334@ = 1 // integer values 
0006: 39@ = 1 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_4266
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @SYN1_4361 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_4361 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_4361 
0006: 334@ = 2 // integer values 
0006: 39@ = 2 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_4361
00D6: if 
0039:   39@ == 2 // integer values 
004D: jump_if_false @SYN1_4456 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_4456 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_4456 
0006: 334@ = 3 // integer values 
0006: 39@ = 3 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_4456
00D6: if 
0039:   39@ == 3 // integer values 
004D: jump_if_false @SYN1_4551 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_4551 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_4551 
0006: 334@ = 4 // integer values 
0006: 39@ = 4 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_4551
00D6: if 
0039:   39@ == 4 // integer values 
004D: jump_if_false @SYN1_4663 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_4663 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_4663 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 334@ = 5 // integer values 
0006: 39@ = 5 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_4663
00D6: if 
0039:   39@ == 5 // integer values 
004D: jump_if_false @SYN1_4758 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_4758 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_4758 
0006: 334@ = 6 // integer values 
0006: 39@ = 6 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_4758
00D6: if 
0039:   39@ == 6 // integer values 
004D: jump_if_false @SYN1_4853 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_4853 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_4853 
0006: 334@ = 7 // integer values 
0006: 39@ = 7 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_4853
00D6: if 
0039:   39@ == 7 // integer values 
004D: jump_if_false @SYN1_4948 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_4948 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_4948 
0006: 334@ = 8 // integer values 
0006: 39@ = 8 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_4948
00D6: if 
0039:   39@ == 8 // integer values 
004D: jump_if_false @SYN1_5043 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_5043 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_5043 
0006: 334@ = 9 // integer values 
0006: 39@ = 9 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_5043
00D6: if or
0039:   39@ == 9 // integer values 
0039:   39@ == 10 // integer values 
004D: jump_if_false @SYN1_5176 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_5176 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_5176 
01B4: set_player $PLAYER_CHAR frozen_state 1 
062E: (unknown) $PLAYER_ACTOR 1833 365@ 
00D6: if 
84A4:   not  365@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN1_5169 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN1_5169
0002: jump @SYN1_5230 

:SYN1_5176
00D6: if or
00E1:   key_pressed 0 15 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN1_5223 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0006: 39@ = 10 // integer values 

:SYN1_5223
0002: jump @SYN1_3780 

:SYN1_5230
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SYN1_5256 
0002: jump @SYN1_14568 

:SYN1_5256
00D6: if 
0735:   49 
004D: jump_if_false @SYN1_5285 
0004: $2206 = 1 // integer values 
0004: $2207 = 1 // integer values 

:SYN1_5285
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SYN1_5452 
00D6: if 
0735:   32 
004D: jump_if_false @SYN1_5452 
016A: fade 0 100 ms 

:SYN1_5324
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_5348 
0001: wait 0 ms 
0002: jump @SYN1_5324 

:SYN1_5348
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
03CB: set_camera 387@ 388@ 389@ 
03CB: set_camera 402@ 403@ 404@ 
0050: gosub @SYN1_345 
0050: gosub @SYN1_498 
016A: fade 1 100 ms 

:SYN1_5414
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_5438 
0001: wait 0 ms 
0002: jump @SYN1_5414 

:SYN1_5438
0006: 34@ = 5 // integer values 
0006: 35@ = 1 // integer values 

:SYN1_5452
00D6: if 
8039:   not  334@ == 0 // integer values 
004D: jump_if_false @SYN1_6025 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_5516 
00D6: if 
03D0:   wav 333@ loaded 
004D: jump_if_false @SYN1_5509 
040D: unload_wav 333@ 

:SYN1_5509
0006: 336@ = 1 // integer values 

:SYN1_5516
00D6: if 
0039:   336@ == 1 // integer values 
004D: jump_if_false @SYN1_5560 
03CF: load_wav 272@(334@,60i) as 332@ 
0050: gosub @SYN1_15794 
0006: 336@ = 2 // integer values 

:SYN1_5560
00D6: if 
0039:   336@ == 2 // integer values 
004D: jump_if_false @SYN1_5662 
00D6: if 
03D0:   wav 332@ loaded 
004D: jump_if_false @SYN1_5662 
00D6: if 
8039:   not  148@ == 0 // integer values 
004D: jump_if_false @SYN1_5636 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_5636 
0967: actor 148@ move_mouth 10000 

:SYN1_5636
03D1: play_wav 332@ 
00BC: text_highpriority 152@(334@,60s) 10000 ms 1 
0006: 336@ = 3 // integer values 

:SYN1_5662
00D6: if 
0039:   336@ == 3 // integer values 
004D: jump_if_false @SYN1_6025 
00D6: if 
03D2:   wav 332@ ended 
004D: jump_if_false @SYN1_5964 
03D5: remove_text 152@(334@,60s) 
00D6: if 
8039:   not  148@ == 0 // integer values 
004D: jump_if_false @SYN1_5744 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_5744 
0968: actor 148@ stop_mouth 

:SYN1_5744
00D6: if 
0039:   332@ == 1 // integer values 
004D: jump_if_false @SYN1_5783 
0006: 332@ = 2 // integer values 
0006: 333@ = 1 // integer values 
0002: jump @SYN1_5797 

:SYN1_5783
0006: 332@ = 1 // integer values 
0006: 333@ = 2 // integer values 

:SYN1_5797
00D6: if and
0039:   334@ == 10 // integer values 
0039:   36@ == 2 // integer values 
004D: jump_if_false @SYN1_5850 
0006: 334@ = 0 // integer values 
0006: 336@ = 0 // integer values 
0006: 36@ = 3 // integer values 
0002: jump @SYN1_5864 

:SYN1_5850
0006: 334@ = 0 // integer values 
0006: 336@ = 0 // integer values 

:SYN1_5864
00D6: if 
0039:   337@ == 1 // integer values 
004D: jump_if_false @SYN1_5889 
0006: 337@ = 2 // integer values 

:SYN1_5889
00D6: if 
0039:   337@ == 0 // integer values 
004D: jump_if_false @SYN1_5914 
0006: 337@ = 1 // integer values 

:SYN1_5914
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @SYN1_5957 
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @SYN1_5957 
0006: 35@ = 0 // integer values 

:SYN1_5957
0002: jump @SYN1_6025 

:SYN1_5964
00D6: if 
83D0:   not wav 333@ loaded 
004D: jump_if_false @SYN1_6025 
00D6: if 
001B:   60 > 334@ // integer values 
004D: jump_if_false @SYN1_6025 
0085: 335@ = 334@ // integer values and handles 
000A: 335@ += 1 // integer values 
03CF: load_wav 272@(335@,60i) as 333@ 

:SYN1_6025
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @SYN1_6099 
018A: 379@ = create_checkpoint_at $7279 $7280 $7281 
08FB: set_radar_checkpoint 379@ type_to 1 
01BD: 151@ = current_time_in_ms 
00BB: text_lowpriority 'SYN1_02' 10000 ms 1  // ~s~Menj s vedd fel ~b~Cesart~s~.
0006: 147@ = 11 // integer values 
0006: 34@ = 1 // integer values 

:SYN1_6099
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @SYN1_6173 
00D6: if 
8100:   not actor $PLAYER_ACTOR near_point_in_car 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @SYN1_6173 
0050: gosub @SYN1_14986 
0050: gosub @SYN1_15457 

:SYN1_6173
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SYN1_7141 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN1_6396 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN1_6396 
03C0: 366@ = actor $PLAYER_ACTOR car 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_6396 
00D6: if 
0039:   147@ == 11 // integer values 
004D: jump_if_false @SYN1_6396 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1 // integer values 
004D: jump_if_false @SYN1_6396 
00D6: if 
0038:   $2206 == 1 // integer values 
004D: jump_if_false @SYN1_6348 
0950: trip_skip -85.518 -413.1554 0.4297 angle 240.0212 

:SYN1_6348
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @SYN1_6377 
00BB: text_lowpriority 'SYN1_02' 10000 ms 1  // ~s~Menj s vedd fel ~b~Cesart~s~.

:SYN1_6377
01BD: 151@ = current_time_in_ms 
0006: 147@ = 12 // integer values 
0006: 35@ = 1 // integer values 

:SYN1_6396
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SYN1_6549 
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @SYN1_6549 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
00D6: if 
8119:   not car 366@ wrecked 
004D: jump_if_false @SYN1_6461 
020A: set_car 366@ door_status_to 1 

:SYN1_6461
0006: 147@ = 12 // integer values 
0006: 35@ = 1 // integer values 
0050: gosub @SYN1_148 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_6542 
0605: actor 376@ perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 1 0 0 0 -1 ms 

:SYN1_6542
0006: 36@ = 1 // integer values 

:SYN1_6549
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SYN1_6720 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 $7279 $7280 $7281 radius 150.0 150.0 150.0 
004D: jump_if_false @SYN1_6720 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
00D6: if 
8119:   not car 366@ wrecked 
004D: jump_if_false @SYN1_6639 
020A: set_car 366@ door_status_to 1 

:SYN1_6639
0050: gosub @SYN1_148 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_6706 
0605: actor 376@ perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 1 0 0 0 -1 ms 

:SYN1_6706
0006: 147@ = 12 // integer values 
0006: 36@ = 1 // integer values 

:SYN1_6720
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @SYN1_7141 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_7141 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 30.0 30.0 30.0 sphere 0 
8104:   not actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_6942 
00BC: text_highpriority 'SYN1_15' 100 ms 1  // ~s~Szllj be ~b~Cesar~s~ autjba.
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @SYN1_6942 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_6942 
062E: (unknown) 376@ 1541 380@ 
00D6: if 
04A4:   380@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN1_6942 
0605: actor 376@ perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 1 0 0 0 -1 ms 

:SYN1_6942
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_7141 
0687: clear_actor_task 376@ 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @SYN1_7008 
0006: 41@ = 1 // integer values 

:SYN1_7008
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN1_7141 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_7141 
00D6: if 
0038:   $2206 == 0 // integer values 
004D: jump_if_false @SYN1_7068 
0004: $2206 = 1 // integer values 

:SYN1_7068
09DD: (unknown) 1 
0631: put_actor 376@ in_group $PLAYER_GROUP 
0164: disable_marker 379@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 
01BD: 151@ = current_time_in_ms 
000E: 151@ -= 3000 // integer values 
0006: 34@ = 2 // integer values 
0006: 35@ = 4 // integer values 
0006: 42@ = 1 // integer values 
0006: 367@ = 0 // integer values 

:SYN1_7141
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SYN1_7218 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @SYN1_7218 
00D6: if 
0118:   actor 376@ dead 
004D: jump_if_false @SYN1_7218 
00BE: text_clear_all 
00BB: text_lowpriority 'SYN1_06' 5000 ms 1  // ~r~Cesar-nak nem sikerlt.
0002: jump @SYN1_14543 

:SYN1_7218
00D6: if or
0039:   34@ == 2 // integer values 
0039:   34@ == 3 // integer values 
004D: jump_if_false @SYN1_7325 
00D6: if 
0118:   actor 376@ dead 
004D: jump_if_false @SYN1_7284 
00BE: text_clear_all 
00BB: text_lowpriority 'SYN1_06' 5000 ms 1  // ~r~Cesar-nak nem sikerlt.
0002: jump @SYN1_14543 

:SYN1_7284
00D6: if 
0119:   car 377@ wrecked 
004D: jump_if_false @SYN1_7325 
00BE: text_clear_all 
00BB: text_lowpriority 'SYN1_08' 5000 ms 1  // ~r~Hazavgtad a kocsit!
0002: jump @SYN1_14543 

:SYN1_7325
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @SYN1_8362 
00D6: if and
0039:   367@ == 1 // integer values 
0039:   368@ == 1 // integer values 
0039:   147@ == 12 // integer values 
004D: jump_if_false @SYN1_7389 
0006: 147@ = 2 // integer values 
0002: jump @SYN1_7620 

:SYN1_7389
00D6: if 
0019:   147@ > 5 // integer values 
004D: jump_if_false @SYN1_7620 
00D6: if 
0039:   368@ == 1 // integer values 
004D: jump_if_false @SYN1_7482 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @SYN1_7482 
00D6: if and
0039:   336@ == 0 // integer values 
0039:   334@ == 0 // integer values 
004D: jump_if_false @SYN1_7482 
0006: 334@ = 10 // integer values 
0006: 36@ = 2 // integer values 

:SYN1_7482
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @SYN1_7551 
00D6: if and
0039:   368@ == 0 // integer values 
0039:   334@ == 0 // integer values 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_7551 
00BC: text_highpriority 'SYN1_15' 100 ms 1  // ~s~Szllj be ~b~Cesar~s~ autjba.
041E: set_radio_station 0 

:SYN1_7551
00D6: if 
0039:   36@ == 3 // integer values 
004D: jump_if_false @SYN1_7620 
00D6: if and
0039:   368@ == 1 // integer values 
0039:   334@ == 0 // integer values 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_7620 
00BC: text_highpriority 'SYN1_07' 100 ms 1  // ~s~Szllj be a ~b~kocsiba~s~.
041E: set_radio_station 0 

:SYN1_7620
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_7954 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_7954 
00D6: if 
0039:   147@ == 2 // integer values 
004D: jump_if_false @SYN1_7755 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 3500 // integer values 
004D: jump_if_false @SYN1_7755 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_7755 
0006: 334@ = 15 // integer values 
01BD: 151@ = current_time_in_ms 
0006: 147@ = 3 // integer values 

:SYN1_7755
00D6: if 
0039:   147@ == 3 // integer values 
004D: jump_if_false @SYN1_7850 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_7850 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_7850 
0006: 334@ = 16 // integer values 
01BD: 151@ = current_time_in_ms 
0006: 147@ = 4 // integer values 

:SYN1_7850
00D6: if 
0039:   147@ == 4 // integer values 
004D: jump_if_false @SYN1_7954 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_7954 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_7954 
00BB: text_lowpriority 'SYN1_13' 10000 ms 1  // ~s~Haladj ~y~Angel Pine-ba~s~.
01BD: 151@ = current_time_in_ms 
0006: 147@ = 5 // integer values 

:SYN1_7954
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN1_8362 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_8362 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_8362 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_8362 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @SYN1_8362 
00D6: if 
0038:   $2207 == 0 // integer values 
004D: jump_if_false @SYN1_8098 
0004: $2207 = 1 // integer values 

:SYN1_8098
01B4: set_player $PLAYER_CHAR frozen_state 0 
01BD: 151@ = current_time_in_ms 
0164: disable_marker 51@ 
018A: 52@ = create_checkpoint_at 387@ 388@ 389@ 
00BC: text_highpriority 'SYN1_14' 5000 ms 1  // ~s~Juss fel a ~y~tetre~s~.
0006: 34@ = 3 // integer values 
00D6: if 
06EE:   actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_8362 
06C9: remove_actor 376@ from_group 
0615: define_action_sequences 385@ 
05CD: AS_actor -1 exit_car 377@ 
05D3: AS_actor -1 go_to_point -2160.515 -2413.449 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2162.452 -2414.229 29.6328 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2165.884 -2411.885 31.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2168.957 -2409.118 33.618 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2170.84 -2414.24 33.2969 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2167.741 -2416.953 33.2969 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2168.362 -2419.44 33.2969 speed 4 -2 ms 
0616: define_action_sequences_end 385@ 
0618: assign_actor 376@ to_action_sequences 385@ 

:SYN1_8362
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @SYN1_8761 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 500 // integer values 
004D: jump_if_false @SYN1_8427 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SYN1_8427
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 387@ 388@ 389@ radius 1.2 1.2 2.0 
004D: jump_if_false @SYN1_8761 
016A: fade 0 100 ms 

:SYN1_8475
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_8499 
0001: wait 0 ms 
0002: jump @SYN1_8475 

:SYN1_8499
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_8582 
02AC: set_car 377@ immunities 1 1 1 1 1 
0224: set_car 377@ health_to 1000 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00AB: put_car 377@ at -2160.06 -2409.631 29.6172 
0175: set_car 377@ z_angle_to 191.1948 

:SYN1_8582
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_8613 
02AB: set_actor 376@ immunities 1 1 1 1 1 

:SYN1_8613
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0164: disable_marker 52@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
03CB: set_camera 387@ 388@ 389@ 
03CB: set_camera 402@ 403@ 404@ 
0512: permanent_text_box 'SYN1_44'  // ~k~~PED_SNIPER_ZOOM_IN~ Nagyts~n~~k~~PED_SNIPER_ZOOM_OUT~ Kicsinyts.
0050: gosub @SYN1_345 
0050: gosub @SYN1_498 
016A: fade 1 100 ms 

:SYN1_8702
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_8726 
0001: wait 0 ms 
0002: jump @SYN1_8702 

:SYN1_8726
0006: 34@ = 5 // integer values 
0006: 35@ = 0 // integer values 
01BD: 151@ = current_time_in_ms 
00BC: text_highpriority 'SYN1_12' 10000 ms 1  // ~s~Fnykpezd le mindegyik clpnt arct, de siess s nagytst is hasznlj!

:SYN1_8761
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @SYN1_12683 
0801: (unknown) 146@ 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN1_8933 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 8000 // integer values 
004D: jump_if_false @SYN1_8882 
00D6: if 
8119:   not car 392@ wrecked 
004D: jump_if_false @SYN1_8882 
00D6: if 
860E:   not car 392@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_8882 
05EB: assign_vehicle 392@ to_path 190 

:SYN1_8882
00D6: if 
0019:   149@ > 10000 // integer values 
004D: jump_if_false @SYN1_8933 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_8933 
0006: 334@ = 17 // integer values 
0006: 35@ = 1 // integer values 

:SYN1_8933
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN1_9158 
00D6: if and
8119:   not car 392@ wrecked 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_9158 
00D6: if 
860E:   not car 392@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_9158 
0615: define_action_sequences 397@ 
05CD: AS_actor -1 exit_car 392@ 
05D3: AS_actor -1 go_to_point -2151.475 -2442.065 29.6328 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2157.388 -2441.616 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2162.471 -2444.574 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2167.308 -2451.878 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2166.517 -2456.966 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2160.42 -2461.468 29.6328 speed 4 -2 ms 
0616: define_action_sequences_end 397@ 
0618: assign_actor 391@ to_action_sequences 397@ 
0006: 35@ = 2 // integer values 

:SYN1_9158
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN1_9263 
00D6: if and
8119:   not car 392@ wrecked 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_9263 
00D6: if 
80DB:   not actor 391@ in_car 392@ 
004D: jump_if_false @SYN1_9263 
0187: 393@ = create_marker_above_actor 391@ 
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_9240 

:SYN1_9240
00BC: text_highpriority 'SYN1_04' 5000 ms 1  // ~s~Fnykpezd le az ~r~arct ~s~!
0006: 35@ = 3 // integer values 

:SYN1_9263
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN1_9430 
00D6: if 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_9430 
062E: (unknown) 391@ 1560 395@ 
00D6: if 
04A4:   395@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN1_9430 
016A: fade 0 500 ms 

:SYN1_9333
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_9357 
0001: wait 0 ms 
0002: jump @SYN1_9333 

:SYN1_9357
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_9430 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 210.0 
00BC: text_highpriority 'SYN1_09' 7500 ms 1  // ~r~Nem szerezted meg a fnykpet!
0002: jump @SYN1_14543 

:SYN1_9430
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN1_9678 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @SYN1_9678 
00D6: if 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_9678 
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_9678 
00D6: if 
0023:   20.0 > 146@ // floating-point values 
004D: jump_if_false @SYN1_9646 
0172: 401@ = actor 391@ z_angle 
00D6: if or
0025:   401@ > 339@ // floating-point values 
0025:   338@ > 401@ // floating-point values 
004D: jump_if_false @SYN1_9607 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_9600 
00BE: text_clear_all 
0164: disable_marker 393@ 
0050: gosub @SYN1_733 
0006: 337@ = 0 // integer values 
0006: 35@ = 4 // integer values 

:SYN1_9600
0002: jump @SYN1_9639 

:SYN1_9607
00BB: text_lowpriority 'SYN1_10' 3000 ms 1  // ~s~Kszts egy fnykpet az ~r~arcrl ~s~!
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_9639 

:SYN1_9639
0002: jump @SYN1_9678 

:SYN1_9646
00BB: text_lowpriority 'SYN1_05' 3000 ms 1  // ~s~Nagyts kzelebbre.
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_9678 

:SYN1_9678
00D6: if and
0019:   35@ > 3 // integer values 
001B:   7 > 35@ // integer values 
004D: jump_if_false @SYN1_9821 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @SYN1_9821 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_9821 
00D6: if 
0039:   337@ == 0 // integer values 
004D: jump_if_false @SYN1_9764 
0006: 334@ = 20 // integer values 

:SYN1_9764
00D6: if 
0039:   337@ == 1 // integer values 
004D: jump_if_false @SYN1_9789 
0006: 334@ = 22 // integer values 

:SYN1_9789
00D6: if 
0039:   337@ == 2 // integer values 
004D: jump_if_false @SYN1_9821 
0006: 334@ = 27 // integer values 
0006: 40@ = 1 // integer values 

:SYN1_9821
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN1_10046 
00D6: if and
8119:   not car 407@ wrecked 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_10046 
00D6: if 
860E:   not car 407@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_10046 
0615: define_action_sequences 411@ 
05CD: AS_actor -1 exit_car 407@ 
05D3: AS_actor -1 go_to_point -2156.689 -2441.712 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2161.142 -2444.186 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2165.83 -2449.476 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2167.138 -2454.51 29.6328 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2164.094 -2458.863 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2161.336 -2460.522 29.6328 speed 4 -2 ms 
0616: define_action_sequences_end 411@ 
0618: assign_actor 406@ to_action_sequences 411@ 
0006: 35@ = 5 // integer values 

:SYN1_10046
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SYN1_10151 
00D6: if and
8119:   not car 407@ wrecked 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_10151 
00D6: if 
80DB:   not actor 406@ in_car 407@ 
004D: jump_if_false @SYN1_10151 
0187: 408@ = create_marker_above_actor 406@ 
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_10128 

:SYN1_10128
00BC: text_highpriority 'SYN1_04' 5000 ms 1  // ~s~Fnykpezd le az ~r~arct ~s~!
0006: 35@ = 6 // integer values 

:SYN1_10151
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SYN1_10318 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_10318 
062E: (unknown) 406@ 1560 409@ 
00D6: if 
04A4:   409@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN1_10318 
016A: fade 0 500 ms 

:SYN1_10221
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_10245 
0001: wait 0 ms 
0002: jump @SYN1_10221 

:SYN1_10245
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_10318 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 210.0 
00BC: text_highpriority 'SYN1_09' 7500 ms 1  // ~r~Nem szerezted meg a fnykpet!
0002: jump @SYN1_14543 

:SYN1_10318
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SYN1_10566 
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @SYN1_10566 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_10566 
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_10566 
00D6: if 
0023:   20.0 > 146@ // floating-point values 
004D: jump_if_false @SYN1_10534 
0172: 415@ = actor 406@ z_angle 
00D6: if or
0025:   415@ > 339@ // floating-point values 
0025:   338@ > 415@ // floating-point values 
004D: jump_if_false @SYN1_10495 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_10488 
00BE: text_clear_all 
0164: disable_marker 408@ 
0050: gosub @SYN1_1218 
0006: 337@ = 0 // integer values 
0006: 35@ = 7 // integer values 

:SYN1_10488
0002: jump @SYN1_10527 

:SYN1_10495
00BB: text_lowpriority 'SYN1_10' 3000 ms 1  // ~s~Kszts egy fnykpet az ~r~arcrl ~s~!
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_10527 

:SYN1_10527
0002: jump @SYN1_10566 

:SYN1_10534
00BB: text_lowpriority 'SYN1_05' 3000 ms 1  // ~s~Nagyts kzelebbre.
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_10566 

:SYN1_10566
00D6: if and
0019:   35@ > 6 // integer values 
001B:   10 > 35@ // integer values 
004D: jump_if_false @SYN1_10709 
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @SYN1_10709 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_10709 
00D6: if 
0039:   337@ == 0 // integer values 
004D: jump_if_false @SYN1_10652 
0006: 334@ = 32 // integer values 

:SYN1_10652
00D6: if 
0039:   337@ == 1 // integer values 
004D: jump_if_false @SYN1_10677 
0006: 334@ = 33 // integer values 

:SYN1_10677
00D6: if 
0039:   337@ == 2 // integer values 
004D: jump_if_false @SYN1_10709 
0006: 334@ = 30 // integer values 
0006: 40@ = 2 // integer values 

:SYN1_10709
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SYN1_11087 
00D6: if and
8119:   not car 437@ wrecked 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_11087 
00D6: if 
060E:   car 437@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_10947 
0407: create_coordinate 359@ 360@ 361@ from_car 437@ offset 0.0 4.0 0.0 
0087: 356@ = 359@ // floating-point values only 
000F: 356@ -= 1.0 // floating-point values 
0087: 357@ = 360@ // floating-point values only 
000F: 357@ -= 1.0 // floating-point values 
0087: 358@ = 361@ // floating-point values only 
000F: 358@ -= 1.0 // floating-point values 
0087: 362@ = 359@ // floating-point values only 
000B: 362@ += 1.0 // floating-point values 
0087: 363@ = 360@ // floating-point values only 
000B: 363@ += 1.0 // floating-point values 
0087: 364@ = 361@ // floating-point values only 
000B: 364@ += 1.0 // floating-point values 
00D6: if 
0339:   objects_in_cube 356@ 357@ 358@ 362@ 363@ 364@ 0 0 1 0 0 
004D: jump_if_false @SYN1_10947 
05EC: release_vehicle 437@ from_path 

:SYN1_10947
00D6: if 
860E:   not car 437@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_11087 
0615: define_action_sequences 441@ 
05CD: AS_actor -1 exit_car 437@ 
05D3: AS_actor -1 go_to_point -2176.855 -2453.54 29.4688 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2172.517 -2453.834 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2169.383 -2456.08 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2162.812 -2459.839 29.6328 speed 4 -2 ms 
0616: define_action_sequences_end 441@ 
0618: assign_actor 436@ to_action_sequences 441@ 
0006: 35@ = 8 // integer values 

:SYN1_11087
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SYN1_11192 
00D6: if and
8119:   not car 437@ wrecked 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_11192 
00D6: if 
80DB:   not actor 436@ in_car 437@ 
004D: jump_if_false @SYN1_11192 
0187: 438@ = create_marker_above_actor 436@ 
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_11169 

:SYN1_11169
00BC: text_highpriority 'SYN1_04' 5000 ms 1  // ~s~Fnykpezd le az ~r~arct ~s~!
0006: 35@ = 9 // integer values 

:SYN1_11192
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SYN1_11359 
00D6: if 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_11359 
062E: (unknown) 436@ 1560 439@ 
00D6: if 
04A4:   439@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN1_11359 
016A: fade 0 500 ms 

:SYN1_11262
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_11286 
0001: wait 0 ms 
0002: jump @SYN1_11262 

:SYN1_11286
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_11359 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 210.0 
00BC: text_highpriority 'SYN1_09' 7500 ms 1  // ~r~Nem szerezted meg a fnykpet!
0002: jump @SYN1_14543 

:SYN1_11359
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SYN1_11607 
00D6: if 
0039:   40@ == 2 // integer values 
004D: jump_if_false @SYN1_11607 
00D6: if 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_11607 
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_11607 
00D6: if 
0023:   20.0 > 146@ // floating-point values 
004D: jump_if_false @SYN1_11575 
0172: 445@ = actor 436@ z_angle 
00D6: if or
0025:   445@ > 339@ // floating-point values 
0025:   338@ > 445@ // floating-point values 
004D: jump_if_false @SYN1_11536 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_11529 
00BE: text_clear_all 
0164: disable_marker 438@ 
0050: gosub @SYN1_934 
0006: 337@ = 0 // integer values 
0006: 35@ = 10 // integer values 

:SYN1_11529
0002: jump @SYN1_11568 

:SYN1_11536
00BB: text_lowpriority 'SYN1_10' 3000 ms 1  // ~s~Kszts egy fnykpet az ~r~arcrl ~s~!
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_11568 

:SYN1_11568
0002: jump @SYN1_11607 

:SYN1_11575
00BB: text_lowpriority 'SYN1_05' 3000 ms 1  // ~s~Nagyts kzelebbre.
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_11607 

:SYN1_11607
00D6: if and
0019:   35@ > 9 // integer values 
001B:   13 > 35@ // integer values 
004D: jump_if_false @SYN1_11750 
00D6: if 
0039:   40@ == 2 // integer values 
004D: jump_if_false @SYN1_11750 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_11750 
00D6: if 
0039:   337@ == 0 // integer values 
004D: jump_if_false @SYN1_11693 
0006: 334@ = 42 // integer values 

:SYN1_11693
00D6: if 
0039:   337@ == 1 // integer values 
004D: jump_if_false @SYN1_11718 
0006: 334@ = 43 // integer values 

:SYN1_11718
00D6: if 
0039:   337@ == 2 // integer values 
004D: jump_if_false @SYN1_11750 
0006: 334@ = 39 // integer values 
0006: 40@ = 3 // integer values 

:SYN1_11750
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @SYN1_11936 
00D6: if and
8119:   not car 421@ wrecked 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_11936 
00D6: if 
860E:   not car 421@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_11936 
0615: define_action_sequences 427@ 
05CD: AS_actor -1 exit_car 421@ 
05D3: AS_actor -1 go_to_point -2173.391 -2445.985 29.4688 speed 4 -2 ms 
05BA: AS_actor -1 chew_gum 1500 ms 
05D3: AS_actor -1 go_to_point -2170.468 -2449.186 29.4688 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2167.974 -2454.974 29.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2163.539 -2458.753 29.625 speed 4 -2 ms 
0616: define_action_sequences_end 427@ 
0618: assign_actor 420@ to_action_sequences 427@ 
0006: 35@ = 11 // integer values 

:SYN1_11936
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @SYN1_12041 
00D6: if and
8119:   not car 421@ wrecked 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_12041 
00D6: if 
80DB:   not actor 420@ in_car 421@ 
004D: jump_if_false @SYN1_12041 
0187: 422@ = create_marker_above_actor 420@ 
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_12018 

:SYN1_12018
00BC: text_highpriority 'SYN1_04' 5000 ms 1  // ~s~Fnykpezd le az ~r~arct ~s~!
0006: 35@ = 12 // integer values 

:SYN1_12041
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @SYN1_12292 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_12292 
062E: (unknown) 420@ 1560 425@ 
00D6: if 
84A4:   not  425@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN1_12170 
0646: (unknown) 420@ 426@ 
00D6: if 
0039:   426@ == 1 // integer values 
004D: jump_if_false @SYN1_12170 
00D6: if 
8119:   not car 421@ wrecked 
004D: jump_if_false @SYN1_12170 
00D6: if 
860E:   not car 421@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_12170 
05EB: assign_vehicle 421@ to_path 194 

:SYN1_12170
00D6: if 
04A4:   425@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN1_12292 
016A: fade 0 500 ms 

:SYN1_12195
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_12219 
0001: wait 0 ms 
0002: jump @SYN1_12195 

:SYN1_12219
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_12292 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 210.0 
00BC: text_highpriority 'SYN1_09' 7500 ms 1  // ~r~Nem szerezted meg a fnykpet!
0002: jump @SYN1_14543 

:SYN1_12292
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @SYN1_12533 
00D6: if 
0039:   40@ == 3 // integer values 
004D: jump_if_false @SYN1_12533 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_12533 
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_12533 
00D6: if 
0023:   20.0 > 146@ // floating-point values 
004D: jump_if_false @SYN1_12501 
0172: 431@ = actor 420@ z_angle 
00D6: if or
0025:   431@ > 339@ // floating-point values 
0025:   338@ > 431@ // floating-point values 
004D: jump_if_false @SYN1_12462 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_12455 
00BE: text_clear_all 
0164: disable_marker 422@ 
0006: 337@ = 0 // integer values 
0006: 35@ = 13 // integer values 

:SYN1_12455
0002: jump @SYN1_12494 

:SYN1_12462
00BB: text_lowpriority 'SYN1_10' 3000 ms 1  // ~s~Kszts egy fnykpet az ~r~arcrl ~s~!
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_12494 

:SYN1_12494
0002: jump @SYN1_12533 

:SYN1_12501
00BB: text_lowpriority 'SYN1_05' 3000 ms 1  // ~s~Nagyts kzelebbre.
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_12533 

:SYN1_12533
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @SYN1_12683 
00D6: if 
0039:   40@ == 3 // integer values 
004D: jump_if_false @SYN1_12683 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_12683 
00D6: if 
0039:   337@ == 0 // integer values 
004D: jump_if_false @SYN1_12612 
0006: 334@ = 40 // integer values 

:SYN1_12612
00D6: if 
0039:   337@ == 1 // integer values 
004D: jump_if_false @SYN1_12637 
0006: 334@ = 41 // integer values 

:SYN1_12637
00D6: if 
0039:   337@ == 2 // integer values 
004D: jump_if_false @SYN1_12683 
0006: 334@ = 29 // integer values 
0006: 40@ = 4 // integer values 
0006: 34@ = 6 // integer values 
0006: 35@ = -3 // integer values 

:SYN1_12683
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @SYN1_14536 
00D6: if 
0039:   35@ == -3 // integer values 
004D: jump_if_false @SYN1_13020 
00D6: if 
0039:   334@ == 0 // integer values 
004D: jump_if_false @SYN1_13020 
016A: fade 0 150 ms 

:SYN1_12744
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_12768 
0001: wait 0 ms 
0002: jump @SYN1_12744 

:SYN1_12768
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13020 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_12823 
00A6: destroy_car 386@ 

:SYN1_12823
015F: set_camera_position -2161.72 -2411.582 31.9003 0.0 0.0 0.0 
0160: point_camera -2162.657 -2411.396 32.193 2 
00A1: put_actor 376@ at -2169.03 -2409.327 33.618 
0173: set_actor 376@ z_angle_to 232.4401 
00A1: put_actor $PLAYER_ACTOR at -2170.245 -2410.956 33.2969 
0173: set_actor $PLAYER_ACTOR z_angle_to 322.3848 
0615: define_action_sequences 340@ 
05D3: AS_actor -1 go_to_point -2169.03 -2409.327 33.618 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2165.388 -2411.746 31.625 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -2161.814 -2414.811 29.625 speed 6 -2 ms 
0616: define_action_sequences_end 340@ 
0006: 35@ = -2 // integer values 

:SYN1_13020
00D6: if 
0039:   35@ == -2 // integer values 
004D: jump_if_false @SYN1_13113 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13113 
0618: assign_actor 376@ to_action_sequences 340@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 340@ 
016A: fade 1 150 ms 

:SYN1_13077
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_13101 
0001: wait 0 ms 
0002: jump @SYN1_13077 

:SYN1_13101
01BD: 151@ = current_time_in_ms 
0006: 35@ = -1 // integer values 

:SYN1_13113
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @SYN1_13178 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 4500 // integer values 
004D: jump_if_false @SYN1_13178 
0006: 35@ = 0 // integer values 

:SYN1_13178
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN1_13477 
016A: fade 0 250 ms 

:SYN1_13203
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_13227 
0001: wait 0 ms 
0002: jump @SYN1_13203 

:SYN1_13227
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13477 
00BE: text_clear_all 
036A: put_actor $PLAYER_ACTOR in_car 377@ 
0430: put_actor 376@ into_vehicle 377@ passenger_seat 0 
0249: release_model #BROADWAY 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
015F: set_camera_position -2152.255 -2416.049 30.2724 0.0 0.0 0.0 
0160: point_camera -2153.174 -2415.701 30.4581 2 
07C0: load_path 197 

:SYN1_13337
00D6: if 
87C1:   not path 197 available 
004D: jump_if_false @SYN1_13364 
0001: wait 0 ms 
0002: jump @SYN1_13337 

:SYN1_13364
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_13393 
05EB: assign_vehicle 377@ to_path 197 
01BD: 151@ = current_time_in_ms 

:SYN1_13393
016A: fade 1 100 ms 

:SYN1_13399
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_13423 
0001: wait 0 ms 
0002: jump @SYN1_13399 

:SYN1_13423
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13463 
00D6: if 
06EE:   actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_13463 
06C9: remove_actor 376@ from_group 

:SYN1_13463
0006: 35@ = 1 // integer values 
0006: 36@ = 1 // integer values 

:SYN1_13477
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN1_13807 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_13807 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @SYN1_13595 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_13595 
0160: point_camera -2152.869 -2416.838 30.285 1 
0006: 36@ = 2 // integer values 

:SYN1_13595
00D6: if 
0039:   36@ == 2 // integer values 
004D: jump_if_false @SYN1_13690 
00D6: if 
0019:   149@ > 6000 // integer values 
004D: jump_if_false @SYN1_13690 
015F: set_camera_position -2267.294 -2565.402 31.7381 0.0 0.0 0.0 
0160: point_camera -2266.411 -2564.99 31.9617 2 
0006: 36@ = 3 // integer values 

:SYN1_13690
00D6: if 
860E:   not car 377@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_13807 
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13807 
05CD: AS_actor $PLAYER_ACTOR exit_car 377@ 
05BF: AS_actor 376@ look_at_actor $PLAYER_ACTOR -2 ms 
0395: clear_area 1 at 63@ 78@ 93@ range 50.0 
07C0: load_path 198 

:SYN1_13768
00D6: if 
87C1:   not path 198 available 
004D: jump_if_false @SYN1_13795 
0001: wait 0 ms 
0002: jump @SYN1_13768 

:SYN1_13795
01BD: 151@ = current_time_in_ms 
0006: 35@ = 2 // integer values 

:SYN1_13807
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN1_13993 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 2000 // integer values 
004D: jump_if_false @SYN1_13993 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_13993 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_13993 
0676: AS_actor 376@ in_car 377@ move_from_passengerseat_to_driverseat 
0006: 334@ = 50 // integer values 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 376@ -2 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 376@ 
015F: set_camera_position 64@ 79@ 94@ 0.0 0.0 0.0 
0160: point_camera 109@ 124@ 139@ 2 
01BD: 151@ = current_time_in_ms 
0006: 35@ = 3 // integer values 

:SYN1_13993
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN1_14119 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_14119 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_14119 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_14119 
0006: 334@ = 51 // integer values 
05BF: AS_actor 376@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 35@ = 4 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_14119
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN1_14188 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1 // integer values 
004D: jump_if_false @SYN1_14188 
0006: 35@ = 5 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_14188
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SYN1_14397 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 1000 // integer values 
004D: jump_if_false @SYN1_14397 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_14397 
00D6: if 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_14397 
0006: 334@ = 52 // integer values 
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence 376@ 
015F: set_camera_position -2243.208 -2568.731 32.6032 0.0 0.0 0.0 
0160: point_camera -2243.945 -2568.056 32.605 2 
05EB: assign_vehicle 377@ to_path 198 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2249.509 -2562.956 30.9255 speed 4 -2 ms 
0006: 35@ = 6 // integer values 
01BD: 151@ = current_time_in_ms 

:SYN1_14397
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SYN1_14536 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // integer values and handles 
0062: 149@ -= 151@ // integer values 
00D6: if 
0019:   149@ > 3000 // integer values 
004D: jump_if_false @SYN1_14536 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_14536 
00D6: if 
860E:   not car 377@ is_assigned_to_existing_path 
004D: jump_if_false @SYN1_14536 
0687: clear_actor_task $PLAYER_ACTOR 
00A6: destroy_car 377@ 
009B: destroy_actor_instantly 376@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0002: jump @SYN1_14568 
0006: 35@ = 7 // integer values 

:SYN1_14536
0002: jump @SYN1_5230 

:SYN1_14543
016A: fade 1 500 ms 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SYN1_14568
016A: fade 1 500 ms 
0008: $11010 += 1 // integer values 
0318: set_latest_mission_passed 'SYND_1'  // Paparazzi
030C: set_mission_points += 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN1_14622 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 24 // Load the weapon model before using this 

:SYN1_14622
0394: play_music 1 
01E3: text_1number_styled 'M_PASSR' 15 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_stat 316 to 1 // integer 
0051: return 

:SYN1_14662
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN1_14693 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 

:SYN1_14693
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_14724 
02AB: set_actor 376@ immunities 0 0 0 0 0 

:SYN1_14724
03E6: remove_text_box 
0164: disable_marker 393@ 
0164: disable_marker 408@ 
0164: disable_marker 438@ 
0164: disable_marker 422@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 381@ 
0164: disable_marker 379@ 
009B: destroy_actor_instantly 391@ 
009B: destroy_actor_instantly 406@ 
009B: destroy_actor_instantly 436@ 
009B: destroy_actor_instantly 420@ 
00A6: destroy_car 392@ 
00A6: destroy_car 407@ 
00A6: destroy_car 437@ 
00A6: destroy_car 421@ 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_14846 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_14846 
00A6: destroy_car 377@ 

:SYN1_14846
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 
034F: destroy_actor_with_fade 376@ // The actor fades away like a ghost 
04EF: release_animation "BOMBER" 
0249: release_model #PICADOR 
0249: release_model #ZR350 
0249: release_model #WASHING 
0249: release_model #BROADWAY 
0249: release_model #SHFYPRO 
0249: release_model #CAMERA 
0249: release_model #CELLPHONE 
0249: release_model #SAVANNA 
0249: release_model #MTBIKE 
0249: release_model #BALLAS1 
0249: release_model #WALTON 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:SYN1_14986
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN1_15455 
00D6: if 
0039:   367@ == 0 // integer values 
004D: jump_if_false @SYN1_15217 
00D6: if 
0039:   368@ == 1 // integer values 
004D: jump_if_false @SYN1_15096 
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @SYN1_15096 
00D6: if and
0039:   334@ == 0 // integer values 
0039:   336@ == 0 // integer values 
004D: jump_if_false @SYN1_15096 
00BC: text_highpriority 'SYN1_07' 100 ms 1  // ~s~Szllj be a ~b~kocsiba~s~.

:SYN1_15096
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_15217 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_15217 
0164: disable_marker 381@ 
00D9: 366@ = actor $PLAYER_ACTOR car 
00D6: if 
0039:   368@ == 1 // integer values 
004D: jump_if_false @SYN1_15176 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 

:SYN1_15176
00D6: if 
0039:   147@ == 5 // integer values 
004D: jump_if_false @SYN1_15210 
00BB: text_lowpriority 'SYN1_13' 10000 ms 1  // ~s~Haladj ~y~Angel Pine-ba~s~.

:SYN1_15210
0006: 367@ = 1 // integer values 

:SYN1_15217
00D6: if 
0039:   367@ == 1 // integer values 
004D: jump_if_false @SYN1_15455 
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_15455 
00D6: if 
0039:   368@ == 1 // integer values 
004D: jump_if_false @SYN1_15377 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @SYN1_15370 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_15368 
00D6: if 
0038:   $2207 == 1 // integer values 
004D: jump_if_false @SYN1_15354 
09E0: (unknown) -2201.912 -2279.036 29.4688 230.5228 377@ 

:SYN1_15354
0006: 38@ = 1 // integer values 
0002: jump @SYN1_15370 

:SYN1_15368
0951: (unknown) 

:SYN1_15370
0002: jump @SYN1_15386 

:SYN1_15377
0006: 38@ = 0 // integer values 
0951: (unknown) 

:SYN1_15386
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_15455 
00D6: if 
0039:   368@ == 1 // integer values 
004D: jump_if_false @SYN1_15448 
0164: disable_marker 51@ 
0164: disable_marker 381@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 

:SYN1_15448
0006: 367@ = 0 // integer values 

:SYN1_15455
0051: return 

:SYN1_15457
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_15792 
00D6: if 
0039:   368@ == 0 // integer values 
004D: jump_if_false @SYN1_15660 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_15653 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_15646 
00D6: if 
0039:   367@ == 1 // integer values 
004D: jump_if_false @SYN1_15595 
0164: disable_marker 51@ 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 
0002: jump @SYN1_15615 

:SYN1_15595
0164: disable_marker 381@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 

:SYN1_15615
09DD: (unknown) 1 
0631: put_actor 376@ in_group $PLAYER_GROUP 
0164: disable_marker 379@ 
0006: 42@ = 1 // integer values 
0006: 368@ = 1 // integer values 

:SYN1_15646
0002: jump @SYN1_15660 

:SYN1_15653
0006: 368@ = 1 // integer values 

:SYN1_15660
00D6: if 
0039:   368@ == 1 // integer values 
004D: jump_if_false @SYN1_15792 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_15792 
00D6: if 
0039:   367@ == 1 // integer values 
004D: jump_if_false @SYN1_15727 
0164: disable_marker 51@ 
0002: jump @SYN1_15732 

:SYN1_15727
0164: disable_marker 381@ 

:SYN1_15732
0951: (unknown) 
00BE: text_clear_all 
0187: 379@ = create_marker_above_actor 376@ 
07E0: set_marker 379@ type_to 1 
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @SYN1_15785 
00BC: text_highpriority 'SYN1_02' 10000 ms 1  // ~s~Menj s vedd fel ~b~Cesart~s~.

:SYN1_15785
0006: 368@ = 0 // integer values 

:SYN1_15792
0051: return 

:SYN1_15794
00D6: if or
0039:   334@ == 1 // integer values 
0039:   334@ == 3 // integer values 
0039:   334@ == 4 // integer values 
0039:   334@ == 6 // integer values 
0039:   334@ == 7 // integer values 
0039:   334@ == 9 // integer values 
004D: jump_if_false @SYN1_15854 
0006: 148@ = 0 // integer values 

:SYN1_15854
00D6: if or
0039:   334@ == 2 // integer values 
0039:   334@ == 5 // integer values 
0039:   334@ == 8 // integer values 
0039:   334@ == 10 // integer values 
004D: jump_if_false @SYN1_15901 
008B: 148@ = $PLAYER_ACTOR // integer values and handles 

:SYN1_15901
00D6: if or
0039:   334@ == 11 // integer values 
0039:   334@ == 14 // integer values 
004D: jump_if_false @SYN1_15934 
008B: 148@ = $PLAYER_ACTOR // integer values and handles 

:SYN1_15934
00D6: if or
0039:   334@ == 12 // integer values 
0039:   334@ == 13 // integer values 
004D: jump_if_false @SYN1_15966 
0006: 148@ = 0 // integer values 

:SYN1_15966
00D6: if 
0039:   334@ == 15 // integer values 
004D: jump_if_false @SYN1_15992 
008B: 148@ = $PLAYER_ACTOR // integer values and handles 

:SYN1_15992
00D6: if 
0039:   334@ == 16 // integer values 
004D: jump_if_false @SYN1_16018 
0085: 148@ = 376@ // integer values and handles 

:SYN1_16018
00D6: if or
0039:   334@ == 17 // integer values 
0039:   334@ == 19 // integer values 
0039:   334@ == 22 // integer values 
0039:   334@ == 23 // integer values 
0039:   334@ == 25 // integer values 
0039:   334@ == 26 // integer values 
004D: jump_if_false @SYN1_16079 
0085: 148@ = 376@ // integer values and handles 

:SYN1_16079
00D6: if or
0039:   334@ == 18 // integer values 
0039:   334@ == 20 // integer values 
0039:   334@ == 21 // integer values 
0039:   334@ == 24 // integer values 
0039:   334@ == 27 // integer values 
0039:   334@ == 28 // integer values 
004D: jump_if_false @SYN1_16140 
008B: 148@ = $PLAYER_ACTOR // integer values and handles 

:SYN1_16140
00D6: if or
0039:   334@ == 29 // integer values 
0039:   334@ == 30 // integer values 
0039:   334@ == 32 // integer values 
0039:   334@ == 34 // integer values 
004D: jump_if_false @SYN1_16187 
008B: 148@ = $PLAYER_ACTOR // integer values and handles 

:SYN1_16187
00D6: if or
0039:   334@ == 31 // integer values 
0039:   334@ == 33 // integer values 
0039:   334@ == 35 // integer values 
004D: jump_if_false @SYN1_16227 
0085: 148@ = 376@ // integer values and handles 

:SYN1_16227
00D6: if or
0039:   334@ == 36 // integer values 
0039:   334@ == 37 // integer values 
0039:   334@ == 38 // integer values 
0039:   334@ == 39 // integer values 
0039:   334@ == 40 // integer values 
0039:   334@ == 41 // integer values 
004D: jump_if_false @SYN1_16287 
0006: 148@ = 0 // integer values 

:SYN1_16287
00D6: if or
0039:   334@ == 42 // integer values 
0039:   334@ == 43 // integer values 
0039:   334@ == 44 // integer values 
0039:   334@ == 45 // integer values 
0039:   334@ == 46 // integer values 
004D: jump_if_false @SYN1_16340 
0006: 148@ = 0 // integer values 

:SYN1_16340
00D6: if or
0039:   334@ == 47 // integer values 
0039:   334@ == 48 // integer values 
0039:   334@ == 50 // integer values 
0039:   334@ == 52 // integer values 
004D: jump_if_false @SYN1_16387 
008B: 148@ = $PLAYER_ACTOR // integer values and handles 

:SYN1_16387
00D6: if or
0039:   334@ == 49 // integer values 
0039:   334@ == 51 // integer values 
004D: jump_if_false @SYN1_16420 
0085: 148@ = 376@ // integer values and handles 

:SYN1_16420
0051: return 

//-------------Mission 59---------------
// Originally: Jizzy

:SYN2
03A4: name_thread 'SYN2' 
0050: gosub @SYN2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SYN2_38 
0050: gosub @SYN2_31186 

:SYN2_38
0050: gosub @SYN2_31325 
004E: end_thread 

:SYN2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 

:SYN2_84
00D6: if 
0736:   83 
004D: jump_if_false @SYN2_106 
0006: 36@ = 1 // integer values 

:SYN2_106
01BD: 38@ = current_time_in_ms 
0085: 40@ = 38@ // integer values and handles 
0062: 40@ -= 39@ // integer values 
0085: 39@ = 38@ // integer values and handles 
005A: 73@ += 40@ // integer values 
005A: 80@ += 40@ // integer values 
005A: 81@ += 40@ // integer values 
005A: 54@ += 40@ // integer values 
005A: 87@ += 40@ // integer values 
005A: 89@ += 40@ // integer values 
005A: 55@ += 40@ // integer values 
005A: 278@ += 40@ // integer values 
0001: wait 0 ms 
0050: gosub @SYN2_546 
0871: init_jump_table 34@ total_jumps 9 0 @SYN2_464 jumps 0 @SYN2_338 1 @SYN2_352 2 @SYN2_366 3 @SYN2_380 4 @SYN2_394 5 @SYN2_408 6 @SYN2_422 
0872: jump_table_jumps 7 @SYN2_436 8 @SYN2_450 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 

:SYN2_338
0050: gosub @SYN2_1239 
0002: jump @SYN2_464 

:SYN2_352
0050: gosub @SYN2_2839 
0002: jump @SYN2_464 

:SYN2_366
0050: gosub @SYN2_3180 
0002: jump @SYN2_464 

:SYN2_380
0050: gosub @SYN2_5407 
0002: jump @SYN2_464 

:SYN2_394
0050: gosub @SYN2_8607 
0002: jump @SYN2_464 

:SYN2_408
0050: gosub @SYN2_13932 
0002: jump @SYN2_464 

:SYN2_422
0050: gosub @SYN2_17769 
0002: jump @SYN2_464 

:SYN2_436
0050: gosub @SYN2_22631 
0002: jump @SYN2_464 

:SYN2_450
0050: gosub @SYN2_27298 
0002: jump @SYN2_464 

:SYN2_464
0050: gosub @SYN2_28607 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @SYN2_537 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @SYN2_521 
0002: jump @SYN2_84 
0002: jump @SYN2_530 

:SYN2_521
0050: gosub @SYN2_31204 
0051: return 

:SYN2_530
0002: jump @SYN2_546 

:SYN2_537
0050: gosub @SYN2_31186 
0051: return 

:SYN2_546
00D6: if 
0736:   88 
004D: jump_if_false @SYN2_637 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SYN2_611 
0006: 56@ = 1 // integer values 
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump @SYN2_637 

:SYN2_611
0006: 56@ = 0 // integer values 
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:SYN2_637
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SYN2_1237 
00D6: if 
0735:   32 
004D: jump_if_false @SYN2_704 
086A: nop 
000A: 57@ += 1 // integer values 
00D6: if 
0019:   57@ > 3 // integer values 
004D: jump_if_false @SYN2_704 
0006: 57@ = 0 // integer values 

:SYN2_704
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @SYN2_940 
008A: $7291 = 34@ // integer values and handles 
008A: $7292 = 35@ // integer values and handles 
008A: $7293 = 205@ // integer values and handles 
008A: $7294 = 32@ // integer values and handles 
008A: $7295 = 280@ // integer values and handles 
0084: $7296 = $11266 // integer values and handles 
008A: $7297 = 54@ // integer values and handles 
008A: $7298 = 247@ // integer values and handles 
065D: $7291 "M_STAGE" // same as 0660 
065D: $7292 "M_GOALS" // same as 0660 
065D: $7293 "CONVOY_PROGRESS" // same as 0660 
065D: $7294 "TIMERA" // same as 0660 
065D: $7295 "ON_CUTSCENE_DUTY" // same as 0660 
065D: $7296 "AUDIO_LINE_IS_ACTIVE" // same as 0660 
065D: $7297 "DIALOGUE_TIMER" // same as 0660 
065D: $7298 "DIALOGUE_FLAG" // same as 0660 

:SYN2_940
00D6: if 
0039:   57@ == 2 // integer values 
004D: jump_if_false @SYN2_1153 
0084: $7291 = $1905 // integer values and handles 
008A: $7292 = 254@ // integer values and handles 
008A: $7293 = 253@ // integer values and handles 
008A: $7294 = 250@ // integer values and handles 
0084: $7295 = $SYN2_TIME_UNTIL_BACKUP // integer values and handles 
008A: $7296 = 33@ // integer values and handles 
065D: $7291 "SYN2_MISSION_ATTEMPTS" // same as 0660 
065D: $7292 "THIS_CAR_HEALTH" // same as 0660 
065D: $7293 "LAST_CAR_HEALTH" // same as 0660 
065D: $7294 "PLAYER_HAS_ATTACKED_CONVOY" // same as 0660 
065D: $7295 "SYN2_TIME_UNTIL_BACKUP" // same as 0660 
065D: $7296 "TIMERB" // same as 0660 

:SYN2_1153
00D6: if 
0039:   57@ == 3 // integer values 
004D: jump_if_false @SYN2_1237 
008A: $7291 = 81@ // integer values and handles 
0088: $7288 = 266@ // floating-point values only 
065D: $7291 "RICH_BACKUP_TIMER" // same as 0660 
065E: (unknown) $7288 "LIMO_PLAYBACK_SPEED" 

:SYN2_1237
0051: return 

:SYN2_1239
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @SYN2_1257 

:SYN2_1257
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_2711 
0006: 205@ = 0 // integer values 
0007: 91@ = -1863.88 // floating-point values 
0007: 129@ = 727.851 // floating-point values 
0007: 167@ = 44.0619 // floating-point values 
0007: 92@ = -1816.793 // floating-point values 
0007: 130@ = 727.1199 // floating-point values 
0007: 168@ = 36.4934 // floating-point values 
0007: 93@ = -1717.459 // floating-point values 
0007: 131@ = 729.5344 // floating-point values 
0007: 169@ = 24.6517 // floating-point values 
0007: 94@ = -1709.842 // floating-point values 
0007: 132@ = 829.3579 // floating-point values 
0007: 170@ = 24.6505 // floating-point values 
0007: 95@ = -1663.017 // floating-point values 
0007: 133@ = 917.9272 // floating-point values 
0007: 171@ = 24.5226 // floating-point values 
0007: 96@ = -1563.886 // floating-point values 
0007: 134@ = 916.7482 // floating-point values 
0007: 172@ = 6.9176 // floating-point values 
0007: 97@ = -1573.613 // floating-point values 
0007: 135@ = 1016.918 // floating-point values 
0007: 173@ = 6.9562 // floating-point values 
0007: 98@ = -1585.454 // floating-point values 
0007: 136@ = 1116.871 // floating-point values 
0007: 174@ = 6.9488 // floating-point values 
0007: 99@ = -1608.572 // floating-point values 
0007: 137@ = 1214.641 // floating-point values 
0007: 175@ = 6.9488 // floating-point values 
0007: 100@ = -1678.017 // floating-point values 
0007: 138@ = 1287.117 // floating-point values 
0007: 176@ = 6.9487 // floating-point values 
0007: 101@ = -1752.399 // floating-point values 
0007: 139@ = 1354.988 // floating-point values 
0007: 177@ = 6.9473 // floating-point values 
0007: 102@ = -1852.138 // floating-point values 
0007: 140@ = 1364.54 // floating-point values 
0007: 178@ = 6.9488 // floating-point values 
0007: 103@ = -1938.24 // floating-point values 
0007: 141@ = 1312.347 // floating-point values 
0007: 179@ = 6.9538 // floating-point values 
0007: 104@ = -2037.692 // floating-point values 
0007: 142@ = 1298.774 // floating-point values 
0007: 180@ = 7.1712 // floating-point values 
0007: 105@ = -2135.241 // floating-point values 
0007: 143@ = 1279.317 // floating-point values 
0007: 181@ = 22.4081 // floating-point values 
0007: 106@ = -2234.502 // floating-point values 
0007: 144@ = 1276.24 // floating-point values 
0007: 182@ = 39.3992 // floating-point values 
0007: 107@ = -2265.743 // floating-point values 
0007: 145@ = 1182.441 // floating-point values 
0007: 183@ = 55.4933 // floating-point values 
0007: 108@ = -2266.288 // floating-point values 
0007: 146@ = 1085.145 // floating-point values 
0007: 184@ = 79.748 // floating-point values 
0007: 109@ = -2267.604 // floating-point values 
0007: 147@ = 984.6959 // floating-point values 
0007: 185@ = 73.0856 // floating-point values 
0007: 110@ = -2268.995 // floating-point values 
0007: 148@ = 884.5173 // floating-point values 
0007: 186@ = 66.4014 // floating-point values 
0007: 111@ = -2333.293 // floating-point values 
0007: 149@ = 811.5989 // floating-point values 
0007: 187@ = 42.8954 // floating-point values 
0007: 112@ = -2390.365 // floating-point values 
0007: 150@ = 729.2283 // floating-point values 
0007: 188@ = 34.9301 // floating-point values 
0007: 113@ = -2489.359 // floating-point values 
0007: 151@ = 711.0146 // floating-point values 
0007: 189@ = 34.9302 // floating-point values 
0007: 114@ = -2589.507 // floating-point values 
0007: 152@ = 712.4084 // floating-point values 
0007: 190@ = 27.7727 // floating-point values 
0007: 115@ = -2689.858 // floating-point values 
0007: 153@ = 710.8961 // floating-point values 
0007: 191@ = 32.4395 // floating-point values 
0007: 116@ = -2753.054 // floating-point values 
0007: 154@ = 633.015 // floating-point values 
0007: 192@ = 27.6617 // floating-point values 
0007: 117@ = -2744.792 // floating-point values 
0007: 155@ = 534.2344 // floating-point values 
0007: 193@ = 11.9062 // floating-point values 
0007: 118@ = -2707.741 // floating-point values 
0007: 156@ = 441.3501 // floating-point values 
0007: 194@ = 4.0892 // floating-point values 
0007: 119@ = -2751.387 // floating-point values 
0007: 157@ = 351.2291 // floating-point values 
0007: 195@ = 4.0969 // floating-point values 
0007: 120@ = -2707.9 // floating-point values 
0007: 158@ = 261.1717 // floating-point values 
0007: 196@ = 4.0968 // floating-point values 
0007: 121@ = -2711.886 // floating-point values 
0007: 159@ = 161.0435 // floating-point values 
0007: 197@ = 4.0971 // floating-point values 
0007: 122@ = -2809.189 // floating-point values 
0007: 160@ = 137.7394 // floating-point values 
0007: 198@ = 6.9555 // floating-point values 
0007: 123@ = -2811.909 // floating-point values 
0007: 161@ = 36.8614 // floating-point values 
0007: 199@ = 6.9488 // floating-point values 
0007: 124@ = -2811.403 // floating-point values 
0007: 162@ = -63.2554 // floating-point values 
0007: 200@ = 6.9488 // floating-point values 
0007: 125@ = -2811.279 // floating-point values 
0007: 163@ = -164.2748 // floating-point values 
0007: 201@ = 6.9381 // floating-point values 
0007: 126@ = -2811.601 // floating-point values 
0007: 164@ = -264.5668 // floating-point values 
0007: 202@ = 6.9488 // floating-point values 
0007: 127@ = -2820.204 // floating-point values 
0007: 165@ = -364.2359 // floating-point values 
0007: 203@ = 6.9488 // floating-point values 
0007: 128@ = -2818.267 // floating-point values 
0007: 166@ = -465.0786 // floating-point values 
0007: 204@ = 6.9941 // floating-point values 
0007: 206@ = -2428.232 // floating-point values 
0007: 214@ = -164.7728 // floating-point values 
0007: 222@ = 34.3085 // floating-point values 
0007: 207@ = -2433.56 // floating-point values 
0007: 215@ = -164.504 // floating-point values 
0007: 223@ = 34.3446 // floating-point values 
0007: 208@ = -2452.753 // floating-point values 
0007: 216@ = -165.8061 // floating-point values 
0007: 224@ = 34.3047 // floating-point values 
0007: 209@ = -2469.136 // floating-point values 
0007: 217@ = -165.8884 // floating-point values 
0007: 225@ = 24.9573 // floating-point values 
0007: 210@ = -2469.616 // floating-point values 
0007: 218@ = -162.4438 // floating-point values 
0007: 226@ = 24.6236 // floating-point values 
0007: 211@ = -2463.006 // floating-point values 
0007: 219@ = -162.4879 // floating-point values 
0007: 227@ = 24.9077 // floating-point values 
0007: 212@ = -2460.374 // floating-point values 
0007: 220@ = -134.7403 // floating-point values 
0007: 228@ = 24.8394 // floating-point values 
0007: 213@ = -2478.115 // floating-point values 
0007: 221@ = -129.3914 // floating-point values 
0007: 229@ = 24.625 // floating-point values 
0006: 78@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 90@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_2711
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_2763 
054C: use_GXT_table 'SYN2' 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 // integer values 

:SYN2_2763
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN2_2805 
03C7: unknown_maybe_cops_density 0.5 
0732: (unknown) 575 
0732: (unknown) 545 
0006: 35@ = 99 // integer values 

:SYN2_2805
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_2837 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:SYN2_2837
0051: return 

:SYN2_2839
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_2903 
00D6: if 
8038:   not  $1905 == 0 // integer values 
004D: jump_if_false @SYN2_2896 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0002: jump @SYN2_2903 

:SYN2_2896
000A: 35@ += 1 // integer values 

:SYN2_2903
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_3153 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:SYN2_2935
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_2959 
0001: wait 0 ms 
0002: jump @SYN2_2935 

:SYN2_2959
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'SYND_2A' 

:SYN2_2974
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN2_2998 
0001: wait 0 ms 
0002: jump @SYN2_2974 

:SYN2_2998
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SYN2_3007
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN2_3031 
0001: wait 0 ms 
0002: jump @SYN2_3007 

:SYN2_3031
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:SYN2_3046
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3070 
0001: wait 0 ms 
0002: jump @SYN2_3046 

:SYN2_3070
04BB: select_interior 0 // select render area 
00A1: put_actor $PLAYER_ACTOR at -2031.254 161.408 28.0391 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 

:SYN2_3115
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3139 
0001: wait 0 ms 
0002: jump @SYN2_3115 

:SYN2_3139
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 35@ = 99 // integer values 

:SYN2_3153
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_3178 
0006: 36@ = 1 // integer values 

:SYN2_3178
0051: return 

:SYN2_3180
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_3376 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:SYN2_3212
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3236 
0001: wait 0 ms 
0002: jump @SYN2_3212 

:SYN2_3236
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
04BB: select_interior 3 // select render area 
02E4: load_cutscene_data 'SYND_2B' 

:SYN2_3262
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN2_3286 
0001: wait 0 ms 
0002: jump @SYN2_3262 

:SYN2_3286
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SYN2_3295
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN2_3319 
0001: wait 0 ms 
0002: jump @SYN2_3295 

:SYN2_3319
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:SYN2_3334
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3358 
0001: wait 0 ms 
0002: jump @SYN2_3334 

:SYN2_3358
04BB: select_interior 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:SYN2_3376
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_3907 
0247: request_model #BROADWAY 
0247: request_model #HFYPRO 
023C: request_special_actor 'JIZZY' as 1 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:SYN2_3427
00D6: if or
8248:   not model #BROADWAY available 
8248:   not model #HFYPRO available 
823D:   not special_actor 1 loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SYN2_3471 
0001: wait 0 ms 
0002: jump @SYN2_3427 

:SYN2_3471
0247: request_model #CELLPHONE 
04ED: load_animation "CAR_CHAT" 

:SYN2_3488
00D6: if or
8248:   not model #CELLPHONE available 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_3527 
0001: wait 0 ms 
0002: jump @SYN2_3488 

:SYN2_3527
060A: unknown_create_entity 0 231@ 
060A: unknown_create_entity 2 232@ 
0395: clear_area 1 at -2623.359 1410.786 6.1629 range 20.0 
009A: 58@ = create_actor 4 #SPECIAL01 at -2623.359 1410.786 6.1629 
0173: set_actor 58@ z_angle_to 192.3576 
00A1: put_actor $PLAYER_ACTOR at -2622.546 1410.95 6.1702 
0173: set_actor $PLAYER_ACTOR z_angle_to 199.6292 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 59@ = create_car #BROADWAY at -2625.449 1401.681 6.0877 
0175: set_car 59@ z_angle_to 188.0679 
0224: set_car 59@ health_to 3000 
0229: set_car 59@ color_to 123 5 
07FF: set_car 59@ hydraulics 0 
01C8: 67@ = create_actor 22 #HFYPRO in_car 59@ passenger_seat 0 
09F6: set_actor 67@ jackable_through_driver_seat 0 
039E: set_actor 67@ jackable 1 
0446: set_actor 67@ immune_to_headshots 0 
0568: set_actor 67@ targetable 1 
060B: unknown_actor_use_entity 67@ 231@ 
0249: release_model #HFYPRO 
053F: set_car 59@ tires_vulnerable 0 
0186: 61@ = create_marker_above_car 59@ 
07E0: set_marker 61@ type_to 1 
041D: set_camera_near_clip 0.1 
02A3: toggle_widescreen 1 
015F: set_camera_position -2622.918 1410.891 7.0207 0.0 0.0 0.0 
0160: point_camera -2622.921 1409.891 6.9998 2 
0A0B: (unknown) -2618.0 1396.0 7.0 211.0 
016A: fade 1 1000 ms 

:SYN2_3869
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3893 
0001: wait 0 ms 
0002: jump @SYN2_3869 

:SYN2_3893
000A: 35@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:SYN2_3907
00D6: if and
0019:   35@ > 1 // integer values 
001B:   7 > 35@ // integer values 
004D: jump_if_false @SYN2_3956 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN2_3956 
0006: 35@ = 7 // integer values 

:SYN2_3956
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN2_4047 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4015 
05D3: AS_actor 58@ go_to_point -2623.422 1404.91 6.1537 speed 4 15000 ms 

:SYN2_4015
05D3: AS_actor $PLAYER_ACTOR go_to_point -2622.127 1405.632 6.1587 speed 4 15000 ms 
000A: 35@ += 1 // integer values 

:SYN2_4047
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN2_4124 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4124 
062E: (unknown) 58@ 1491 41@ 
00D6: if 
04A4:   41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN2_4124 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_4124
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN2_4616 
015F: set_camera_position -2621.697 1403.492 7.8087 0.0 0.0 0.0 
0160: point_camera -2622.574 1403.047 7.6296 2 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4239 
00A1: put_actor 58@ at -2624.049 1402.888 6.1406 
0173: set_actor 58@ z_angle_to 248.4552 

:SYN2_4239
00A1: put_actor $PLAYER_ACTOR at -2622.974 1402.176 6.1322 
0173: set_actor $PLAYER_ACTOR z_angle_to 86.0103 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4602 
0615: define_action_sequences 53@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKA" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 53@ 
0618: assign_actor 58@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:SYN2_4602
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_4616
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SYN2_4707 
00D6: if 
0019:   247@ > 6 // integer values 
004D: jump_if_false @SYN2_4707 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4707 
05D3: AS_actor 58@ go_to_point -2623.359 1410.786 6.1629 speed 4 15000 ms 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_4707
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SYN2_4758 
00D6: if and
0019:   32@ > 1500 // integer values 
0019:   247@ > 6 // integer values 
004D: jump_if_false @SYN2_4758 
000A: 35@ += 1 // integer values 

:SYN2_4758
00D6: if and
0019:   35@ > 1 // integer values 
001B:   7 > 35@ // integer values 
004D: jump_if_false @SYN2_5246 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_5246 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @SYN2_5246 
0871: init_jump_table 247@ total_jumps 7 0 @SYN2_5239 jumps 0 @SYN2_4883 1 @SYN2_4940 2 @SYN2_4997 3 @SYN2_5054 4 @SYN2_5111 5 @SYN2_5168 6 @SYN2_5225 

:SYN2_4883
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BA' // 8-byte strings  // ~z~Vrj, Mr. C-tl a J-ig!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39004 
004F: create_thread @AUDIOL 58@ 0 1 1 0 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_5239 

:SYN2_4940
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BB' // 8-byte strings  // ~z~Ltod ezt az aranyos cukorfalatot a kocsimban?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39005 
004F: create_thread @AUDIOL 58@ 0 1 1 0 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_5239 

:SYN2_4997
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BC' // 8-byte strings  // ~z~Tedd ki t a belvrosi hotelnl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39006 
004F: create_thread @AUDIOL 58@ 0 1 1 0 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_5239 

:SYN2_5054
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BD' // 8-byte strings  // ~z~Hasznld a kocsi telefonjt, hogy egy kis rezgst adj, ha vgeztl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39007 
004F: create_thread @AUDIOL 58@ 0 1 1 0 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_5239 

:SYN2_5111
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BE' // 8-byte strings  // ~z~s nzd a kerekeket, menkm!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39008 
004F: create_thread @AUDIOL 58@ 0 1 1 0 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_5239 

:SYN2_5168
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BF' // 8-byte strings  // ~z~gy vigyzz erre a csajra, mint a ppa limuzinjra!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39009 
004F: create_thread @AUDIOL 58@ 0 1 1 0 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_5239 

:SYN2_5225
000A: 247@ += 1 // integer values 
0002: jump @SYN2_5239 

:SYN2_5239
0006: 54@ = 0 // integer values 

:SYN2_5246
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SYN2_5373 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_5303 
009B: destroy_actor_instantly 58@ 

:SYN2_5303
04EF: release_animation "GANGS" 
0296: unload_special_actor 1 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2622.974 1402.176 6.1322 
0173: set_actor $PLAYER_ACTOR z_angle_to 86.0103 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 35@ = 99 // integer values 

:SYN2_5373
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_5405 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:SYN2_5405
0051: return 

:SYN2_5407
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @SYN2_5445 
018A: 60@ = create_checkpoint_at 0.0 0.0 0.0 

:SYN2_5445
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_5517 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0004: $7299 = 540000 // integer values 
00BC: text_highpriority 'SYN2_37' 7000 ms 1  // ~s~Szllj be a ~b~stricikocsiba~s~.
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_5517
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_5728 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_5684 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_5684 
0164: disable_marker 61@ 
018A: 60@ = create_checkpoint_at -1929.954 724.0631 44.3047 
00BC: text_highpriority 'SYN2_01' 7000 ms 1  // ~s~Dobd ki a ~y~belvrosban~s~.
0247: request_model #MICRO_UZI 

:SYN2_5616
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SYN2_5643 
0001: wait 0 ms 
0002: jump @SYN2_5616 

:SYN2_5643
0563: set_player $PLAYER_CHAR driveby_ammo_to 250 
0249: release_model #MICRO_UZI 
0006: 280@ = -1 // integer values 
0006: 32@ = 0 // integer values 
0006: 65@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_5684
00D6: if 
0019:   32@ > 60000 // integer values 
004D: jump_if_false @SYN2_5728 
00BC: text_highpriority 'SYN2_37' 7000 ms 1  // ~s~Szllj be a ~b~stricikocsiba~s~.
0006: 32@ = 0 // integer values 

:SYN2_5728
00D6: if 
0019:   35@ > 1 // integer values 
004D: jump_if_false @SYN2_5833 
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_5790 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_5783 
0164: disable_marker 60@ 

:SYN2_5783
0002: jump @SYN2_5833 

:SYN2_5790
00D6: if 
875C:   not marker 60@ enabled 
004D: jump_if_false @SYN2_5833 
018A: 60@ = create_checkpoint_at -1929.954 724.0631 44.3047 
0165: set_marker 60@ color_to 4 

:SYN2_5833
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN2_7007 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_6008 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_6008 
00D6: if 
01AF:   car 59@ 1 -1929.954 724.0631 44.3047 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN2_6008 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_6008 
00D6: if 
09D0:   59@ 
004D: jump_if_false @SYN2_6008 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 60@ 
000A: 35@ += 1 // integer values 

:SYN2_6008
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SYN2_6063 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @SYN2_6063 
00A1: put_actor $PLAYER_ACTOR at -1929.954 724.0631 44.3047 

:SYN2_6063
00D6: if 
001B:   8 > 65@ // integer values 
004D: jump_if_false @SYN2_6824 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @SYN2_6824 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_6824 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_6824 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_6824 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_6824 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @SYN2_6824 
0871: init_jump_table 65@ total_jumps 8 0 @SYN2_6824 jumps 0 @SYN2_6310 1 @SYN2_6375 2 @SYN2_6440 3 @SYN2_6504 4 @SYN2_6568 5 @SYN2_6632 6 @SYN2_6696 
0872: jump_table_jumps 7 @SYN2_6760 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 

:SYN2_6310
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LM' // 8-byte strings  // ~z~Ooh Milyen kemny szerszm!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39070 
004F: create_thread @AUDIOL 67@ 0 1 1 0 
0006: 54@ = -4000 // integer values 
000A: 65@ += 1 // integer values 
0002: jump @SYN2_6824 

:SYN2_6375
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LN' // 8-byte strings  // ~z~Volt mr flidd egy hozzm hasonl csajszival?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39071 
004F: create_thread @AUDIOL 67@ 0 1 1 0 
0006: 54@ = -2000 // integer values 
000A: 65@ += 1 // integer values 
0002: jump @SYN2_6824 

:SYN2_6440
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO' // 8-byte strings  // ~z~Ja, folytasd.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39072 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
0006: 54@ = 0 // integer values 
000A: 65@ += 1 // integer values 
0002: jump @SYN2_6824 

:SYN2_6504
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LP' // 8-byte strings  // ~z~Tudok olyan dolgokat, amit ti nem.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39073 
004F: create_thread @AUDIOL 67@ 0 1 1 0 
0006: 54@ = 0 // integer values 
000A: 65@ += 1 // integer values 
0002: jump @SYN2_6824 

:SYN2_6568
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LQ' // 8-byte strings  // ~z~Hallgatlak, szivi!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39074 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
0006: 54@ = 0 // integer values 
000A: 65@ += 1 // integer values 
0002: jump @SYN2_6824 

:SYN2_6632
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LR' // 8-byte strings  // ~z~Nem vagyok ribanc, de szksgem van a dugsra.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39075 
004F: create_thread @AUDIOL 67@ 0 1 1 0 
0006: 54@ = 0 // integer values 
000A: 65@ += 1 // integer values 
0002: jump @SYN2_6824 

:SYN2_6696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LS' // 8-byte strings  // ~z~Uh huh, nagyon rdekes.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39076 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
0006: 54@ = 0 // integer values 
000A: 65@ += 1 // integer values 
0002: jump @SYN2_6824 

:SYN2_6760
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LT' // 8-byte strings  // ~z~Mindegy, pcs
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39077 
004F: create_thread @AUDIOL 67@ 0 1 1 0 
0006: 54@ = 0 // integer values 
000A: 65@ += 1 // integer values 
0002: jump @SYN2_6824 

:SYN2_6824
00D6: if 
0039:   280@ == -1 // integer values 
004D: jump_if_false @SYN2_6876 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @SYN2_6876 
0006: 280@ = 0 // integer values 
0006: 73@ = 30000 // integer values 

:SYN2_6876
00D6: if 
0039:   280@ == 0 // integer values 
004D: jump_if_false @SYN2_7007 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_7007 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_6978 
00D6: if 
0019:   73@ > 30000 // integer values 
004D: jump_if_false @SYN2_6971 
00BC: text_highpriority 'SYN_M_1' 5000 ms 1  // ~s~Szllj vissza a ~b~stricikocsiba~s~.
0006: 73@ = 0 // integer values 

:SYN2_6971
0002: jump @SYN2_7007 

:SYN2_6978
00D6: if 
001B:   30000 > 73@ // integer values 
004D: jump_if_false @SYN2_7007 
00BE: text_clear_all 
0006: 73@ = 30000 // integer values 

:SYN2_7007
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN2_7064 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_7064 
00D6: if 
01C1:   car 59@ stopped 
004D: jump_if_false @SYN2_7064 
000A: 35@ += 1 // integer values 

:SYN2_7064
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN2_7341 
0006: 283@ = -1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position -1941.845 731.7922 45.4219 0.0 0.0 0.0 
0160: point_camera -1940.973 731.3325 45.5894 2 
0395: clear_area 1 at -1924.954 724.0631 44.3047 range 20.0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_7277 
0615: define_action_sequences 53@ 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_7235 
05CD: AS_actor -1 exit_car 59@ 

:SYN2_7235
05D3: AS_actor -1 go_to_point -1921.505 719.3201 44.4375 speed 4 20000 ms 
0616: define_action_sequences_end 53@ 
0618: assign_actor 67@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:SYN2_7277
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LU' // 8-byte strings  // ~z~Ksbb, kezd.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39078 
004F: create_thread @AUDIOL 67@ 0 1 1 0 
000A: 35@ += 1 // integer values 

:SYN2_7341
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SYN2_7420 
00D6: if and
0019:   32@ > 1000 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_7420 
0006: 247@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_7420
00D6: if and
0019:   35@ > 5 // integer values 
001B:   99 > 35@ // integer values 
004D: jump_if_false @SYN2_8102 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_8102 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @SYN2_8102 
0871: init_jump_table 247@ total_jumps 8 0 @SYN2_8095 jumps 0 @SYN2_7610 1 @SYN2_7680 2 @SYN2_7749 3 @SYN2_7818 4 @SYN2_7887 5 @SYN2_7956 6 @SYN2_8025 
0872: jump_table_jumps 7 @SYN2_8081 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 

:SYN2_7610
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CA' // 8-byte strings  // ~z~H Jizzy, itt Carl, kitettem a csajodat.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39010 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39011 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_8095 

:SYN2_7680
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CB' // 8-byte strings  // ~z~Church! Van egy kis feladatom szmodra, hogy elfuss
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39011 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39012 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_8095 

:SYN2_7749
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CC' // 8-byte strings  // ~z~mieltt foglalkoznl ezzel a gonddal, amirl beszltem.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39012 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39013 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_8095 

:SYN2_7818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CD' // 8-byte strings  // ~z~Valami fiatal pcs azt hiszi, hogy men,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39013 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39014 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_8095 

:SYN2_7887
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CE' // 8-byte strings  // ~z~megprblta leszedni a bugyimat Hasbury-nl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39014 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39015 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_8095 

:SYN2_7956
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CF' // 8-byte strings  // ~z~Az egyik csajom ppen adott egy mokeszt a kcsgnek
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39015 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39016 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_8095 

:SYN2_8025
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CG' // 8-byte strings  // ~z~Azt akarom, hogy hordd el oda a segged s tedd hidegre azt a prdiktort!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39016 
004F: create_thread @AUDIOL -1 0 1 1 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_8095 

:SYN2_8081
000A: 247@ += 1 // integer values 
0002: jump @SYN2_8095 

:SYN2_8095
0006: 54@ = 0 // integer values 

:SYN2_8102
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SYN2_8205 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @SYN2_8153 
000A: 35@ += 1 // integer values 
0002: jump @SYN2_8205 

:SYN2_8153
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_8205 
062E: (unknown) 67@ 1560 41@ 
00D6: if 
04A4:   41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN2_8205 
000A: 35@ += 1 // integer values 

:SYN2_8205
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SYN2_8371 
015F: set_camera_position -1919.135 714.1419 46.9459 0.0 0.0 0.0 
0160: point_camera -1919.694 714.9576 46.7967 2 
041D: set_camera_near_clip 0.01 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_8357 
0792: (unknown) 67@ 
00A1: put_actor 67@ at -1920.479 716.6052 45.6103 
0173: set_actor 67@ z_angle_to 190.583 
05D3: AS_actor 67@ go_to_point -1919.606 712.0557 45.6103 speed 4 20000 ms 

:SYN2_8357
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_8371
00D6: if and
0019:   35@ > 4 // integer values 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @SYN2_8421 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN2_8421 
0006: 35@ = 99 // integer values 

:SYN2_8421
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SYN2_8486 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SYN2_8486 
0006: 279@ = 0 // integer values 
0050: gosub @SYN2_29128 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_8486
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SYN2_8537 
00D6: if and
0019:   32@ > 4000 // integer values 
0019:   247@ > 7 // integer values 
004D: jump_if_false @SYN2_8537 
0006: 35@ = 99 // integer values 

:SYN2_8537
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_8605 
0050: gosub @SYN2_31023 
0164: disable_marker 61@ 
0164: disable_marker 60@ 
009B: destroy_actor_instantly 67@ 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:SYN2_8605
0051: return 

:SYN2_8607
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_9192 
0004: $7301 = 120000 // integer values 
018A: 60@ = create_checkpoint_at -2427.918 -133.4192 34.3525 
0165: set_marker 60@ color_to 4 
00BC: text_highpriority 'SYN2_06' 10000 ms 1  // ~s~Vgezd ki a stricit ~y~Hashbury-ben~s~.
014E: set_timer_to $7301 type 1 
0247: request_model #SHFYPRO 
0247: request_model #BMYPIMP 
0247: request_model #HUSTLER 
0247: request_model #COLT45 

:SYN2_8705
00D6: if or
8248:   not model #SHFYPRO available 
8248:   not model #BMYPIMP available 
8248:   not model #HUSTLER available 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN2_8747 
0001: wait 0 ms 
0002: jump @SYN2_8705 

:SYN2_8747
03CF: load_wav 20600 as 3 

:SYN2_8754
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_8780 
0001: wait 0 ms 
0002: jump @SYN2_8754 

:SYN2_8780
009A: 71@ = create_actor 4 #BMYPIMP at -2427.918 -133.4192 34.3525 
0173: set_actor 71@ z_angle_to 143.0822 
060B: unknown_actor_use_entity 71@ 231@ 
02A9: set_actor 71@ immune_to_nonplayer 1 
08AF: (unknown) 71@ 300 
0223: set_actor 71@ health_to 300 
009A: 68@ = create_actor 5 #SHFYPRO at -2428.954 -134.24 34.3525 
0173: set_actor 68@ z_angle_to 359.5201 
02A9: set_actor 68@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 68@ 231@ 
02A9: set_actor 68@ immune_to_nonplayer 1 
0568: set_actor 68@ targetable 1 
00A5: 77@ = create_car #HUSTLER at -2481.059 -126.9303 24.625 
0175: set_car 77@ z_angle_to 102.8779 
0224: set_car 77@ health_to 600 
05BF: AS_actor 71@ look_at_actor 68@ -2 ms 
0615: define_action_sequences 53@ 
05D3: AS_actor -1 go_to_point -2430.044 -133.1959 34.3525 speed 4 10000 ms 
0639: AS_actor -1 rotate_to_actor 68@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05D3: AS_actor -1 go_to_point -2429.976 -135.4876 34.3525 speed 4 10000 ms 
05D3: AS_actor -1 go_to_point -2428.162 -135.4792 34.3525 speed 4 10000 ms 
05D3: AS_actor -1 go_to_point -2427.918 -133.4192 34.3525 speed 4 10000 ms 
0643: (unknown) 53@ 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 71@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
022B: create_forbidden_for_peds_cube -2431.114 -169.4874 33.0 -2426.513 -117.2969 36.0 
0638: AS_actor 68@ stay_put 1 
05BF: AS_actor 68@ look_at_actor 71@ -2 ms 
0006: 233@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_9192
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_10548 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10132 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_10132 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @SYN2_10132 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @SYN2_9719 
0871: init_jump_table 233@ total_jumps 6 0 @SYN2_9704 jumps 0 @SYN2_9362 1 @SYN2_9419 2 @SYN2_9476 3 @SYN2_9533 4 @SYN2_9590 5 @SYN2_9647 -1 @SYN2_9704 

:SYN2_9362
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // 8-byte strings 
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39063 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_9704 

:SYN2_9419
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // 8-byte strings 
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39064 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_9704 

:SYN2_9476
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // 8-byte strings 
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39065 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_9704 

:SYN2_9533
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // 8-byte strings 
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39066 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_9704 

:SYN2_9590
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // 8-byte strings 
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39067 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_9704 

:SYN2_9647
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // 8-byte strings 
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39068 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
0006: 233@ = 0 // integer values 
0002: jump @SYN2_9704 

:SYN2_9704
0006: 54@ = -4000 // integer values 
0002: jump @SYN2_10132 

:SYN2_9719
0871: init_jump_table 233@ total_jumps 6 0 @SYN2_10124 jumps 0 @SYN2_9782 1 @SYN2_9839 2 @SYN2_9896 3 @SYN2_9953 4 @SYN2_10010 5 @SYN2_10067 -1 @SYN2_10124 

:SYN2_9782
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LF' // 8-byte strings  // ~z~Mmm, gy stltl be, mint egy gyztes, ribanc!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39063 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_10124 

:SYN2_9839
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LG' // 8-byte strings  // ~z~Ribanc, kopogok, most engedj be.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39064 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_10124 

:SYN2_9896
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LH' // 8-byte strings  // ~z~nkntes szndkkal llsz kszen a dugsra?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39065 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_10124 

:SYN2_9953
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LI' // 8-byte strings  // ~z~Yo, r kellett tennem az rucetlit erre a puncira.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39066 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_10124 

:SYN2_10010
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LJ' // 8-byte strings  // ~z~gy nz ki, mint egy milli dollr a zsebemben.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39067 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
000A: 233@ += 1 // integer values 
0002: jump @SYN2_10124 

:SYN2_10067
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LK' // 8-byte strings  // ~z~Mmmm... Csods kisasszony!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39068 
004F: create_thread @AUDIOL 71@ 1 1 1 0 
0006: 233@ = 0 // integer values 
0002: jump @SYN2_10124 

:SYN2_10124
0006: 54@ = -4000 // integer values 

:SYN2_10132
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SYN2_10187 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @SYN2_10187 
00A1: put_actor $PLAYER_ACTOR at -2421.182 -15.8972 34.1601 

:SYN2_10187
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @SYN2_10281 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10274 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @SYN2_10274 
000A: 35@ += 1 // integer values 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10274
0002: jump @SYN2_10352 

:SYN2_10281
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10352 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @SYN2_10352 
000A: 35@ += 1 // integer values 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10352
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10406 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_10406 
000A: 35@ += 1 // integer values 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10406
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10460 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
004D: jump_if_false @SYN2_10460 
000A: 35@ += 1 // integer values 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10460
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @SYN2_10495 
000A: 35@ += 1 // integer values 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10495
00D6: if 
002A:   0 >= $7301 // integer values 
004D: jump_if_false @SYN2_10548 
014F: stop_timer $7301 
0050: gosub @SYN2_31023 
00BC: text_highpriority 'SYN_F_6' 5000 ms 1  // ~r~Tl sokig szarakodtl.
0006: 37@ = 1 // integer values 

:SYN2_10548
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN2_10719 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_10625 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LA' // 8-byte strings  // ~z~Itt jon a nagymen, most nagy bajban vagy.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39058 
004F: create_thread @AUDIOL 68@ 0 1 1 0 

:SYN2_10625
0164: disable_marker 60@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10675 
01B2: give_actor 71@ weapon 22 ammo 9999 // Load the weapon model before using this 
0187: 64@ = create_marker_above_actor 71@ 
05BF: AS_actor 71@ look_at_actor $PLAYER_ACTOR 3000 ms 

:SYN2_10675
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10712 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @SYN2_10719 

:SYN2_10712
000A: 35@ += 1 // integer values 

:SYN2_10719
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN2_11224 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_11210 
00D6: if and
0019:   32@ > 1000 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_11203 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_11203 
0687: clear_actor_task 71@ 
0687: clear_actor_task 68@ 
0647: unknown_action_sequence 68@ 
0006: 230@ = 0 // integer values 
0209: 41@ = random_int 0 4 
0871: init_jump_table 41@ total_jumps 4 0 @SYN2_11089 jumps 0 @SYN2_10889 1 @SYN2_10939 2 @SYN2_10989 3 @SYN2_11039 -1 @SYN2_11089 -1 @SYN2_11089 -1 @SYN2_11089 

:SYN2_10889
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LB' // 8-byte strings  // ~z~Egy sima strici voltam, amg te fel nem bukkantl.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39059 
004F: create_thread @AUDIOL 71@ 0 1 1 0 
0002: jump @SYN2_11089 

:SYN2_10939
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LC' // 8-byte strings  // ~z~Ez az n bringm, kcsg!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39060 
004F: create_thread @AUDIOL 71@ 0 1 1 0 
0002: jump @SYN2_11089 

:SYN2_10989
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LD' // 8-byte strings  // ~z~Square, veled nincsen semmilyen zletem
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39061 
004F: create_thread @AUDIOL 71@ 0 1 1 0 
0002: jump @SYN2_11089 

:SYN2_11039
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LE' // 8-byte strings  // ~z~Ember, nincs idm rd!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39062 
004F: create_thread @AUDIOL 71@ 0 1 1 0 
0002: jump @SYN2_11089 

:SYN2_11089
02E2: set_actor 71@ weapon_accuracy_to 90 
07DD: (unknown) 71@ 100 
0615: define_action_sequences 53@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR 3000 ms 
05D3: AS_actor -1 go_to_point 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) speed 7 9999999 ms 
0616: define_action_sequences_end 53@ 
0618: assign_actor 71@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0006: 234@ = 0 // integer values 
0050: gosub @SYN2_29024 
0006: 235@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_11203
0002: jump @SYN2_11224 

:SYN2_11210
0050: gosub @SYN2_29024 
000A: 35@ += 1 // integer values 

:SYN2_11224
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN2_12065 
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @SYN2_11320 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN2_11320 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_11320 
00BB: text_lowpriority 'SYN2_38' 7000 ms 1  // ~s~Iktasd ki a ~r~rivlis stricit~s~.
000A: 235@ += 1 // integer values 

:SYN2_11320
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_12058 
00D6: if 
00FF:   actor 71@ 0 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) radius 1.5 1.5 2.0 
004D: jump_if_false @SYN2_11796 
000A: 230@ += 1 // integer values 
00D6: if 
001B:   8 > 230@ // integer values 
004D: jump_if_false @SYN2_11535 
00D6: if or
0039:   230@ == 1 // integer values 
0039:   230@ == 5 // integer values 
0039:   230@ == 7 // integer values 
004D: jump_if_false @SYN2_11495 
0637: unknown_action_sequence 71@ 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) 7 0.0 0.0 $PLAYER_ACTOR 
0002: jump @SYN2_11528 

:SYN2_11495
05D3: AS_actor 71@ go_to_point 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) speed 7 99999 ms 

:SYN2_11528
0002: jump @SYN2_11789 

:SYN2_11535
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_11751 
00A0: store_actor 71@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 77@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 4.0 
004D: jump_if_false @SYN2_11706 
0687: clear_actor_task 71@ 
0615: define_action_sequences 53@ 
05CB: AS_actor -1 enter_car_as_driver 77@ 20000 ms 
05D1: AS_actor -1 drive_car 77@ to -2599.287 -127.2555 3.1797 speed 15.0 0 0 3 
05D2: AS_actor -1 run_to_and_hijack_vehicle 77@ max_search_radius 15.0 traffic_behavior 3 
0616: define_action_sequences_end 53@ 
0618: assign_actor 71@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
000A: 35@ += 1 // integer values 
0002: jump @SYN2_11744 

:SYN2_11706
0751: unknown_action_sequence 71@ $PLAYER_ACTOR 100000.0 999999 1 3000 5000 50.0 
000A: 35@ += 1 // integer values 

:SYN2_11744
0002: jump @SYN2_11789 

:SYN2_11751
0751: unknown_action_sequence 71@ $PLAYER_ACTOR 100000.0 999999 1 3000 5000 50.0 
000A: 35@ += 1 // integer values 

:SYN2_11789
0002: jump @SYN2_12051 

:SYN2_11796
00D6: if 
0039:   230@ == 0 // integer values 
004D: jump_if_false @SYN2_12051 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -2430.879 -167.3782 32.3125 -2426.916 -143.2979 36.3125 
004D: jump_if_false @SYN2_11986 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor 71@ position_to 47@ 48@ 49@ 
00D6: if 
0027:   48@ > $TEMPVAR_FLOAT_2 // floating-point values only 
004D: jump_if_false @SYN2_11979 
0615: define_action_sequences 53@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR 3000 ms 
0751: unknown_action_sequence -1 $PLAYER_ACTOR 100000.0 999999 1 3000 5000 50.0 
0616: define_action_sequences_end 53@ 
0618: assign_actor 71@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
000A: 35@ += 1 // integer values 

:SYN2_11979
0002: jump @SYN2_12051 

:SYN2_11986
00D6: if 
0039:   234@ == 0 // integer values 
004D: jump_if_false @SYN2_12051 
00D6: if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 71@ 
004D: jump_if_false @SYN2_12051 
05D3: AS_actor 71@ go_to_point 206@ 214@ 222@ speed 7 99999 ms 
000A: 234@ += 1 // integer values 

:SYN2_12051
0002: jump @SYN2_12065 

:SYN2_12058
000A: 35@ += 1 // integer values 

:SYN2_12065
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SYN2_12486 
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @SYN2_12192 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_12192 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_12192 
00D6: if 
00DB:   actor 71@ in_car 77@ 
004D: jump_if_false @SYN2_12192 
0226: 41@ = actor 71@ health 
00D6: if 
0019:   41@ > 100 // integer values 
004D: jump_if_false @SYN2_12185 
0223: set_actor 71@ health_to 100 

:SYN2_12185
0006: 79@ = 1 // integer values 

:SYN2_12192
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @SYN2_12229 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @SYN2_12430 

:SYN2_12229
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_12327 
00D6: if 
00DB:   actor 71@ in_car 77@ 
004D: jump_if_false @SYN2_12327 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 71@ radius 15.0 15.0 15.0 0 
004D: jump_if_false @SYN2_12317 
00AD: set_car 77@ max_speed_to 25.0 
0002: jump @SYN2_12327 

:SYN2_12317
00AD: set_car 77@ max_speed_to 15.0 

:SYN2_12327
00D6: if 
80DF:   not actor 71@ driving 
004D: jump_if_false @SYN2_12430 
062E: (unknown) 71@ 1560 41@ 
00D6: if 
04A4:   41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN2_12430 
062E: (unknown) 71@ 1873 41@ 
00D6: if 
04A4:   41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN2_12430 
0751: unknown_action_sequence 71@ $PLAYER_ACTOR 100000.0 999999 0 0 0 50.0 

:SYN2_12430
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SYN2_12486 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @SYN2_12486 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_12486 
05BE: AS_kill_actor 71@ 

:SYN2_12486
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SYN2_12744 
00BE: text_clear_all 
0164: disable_marker 64@ 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN2_12677 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_12670 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_12638 
00D6: if 
0039:   280@ == 0 // integer values 
004D: jump_if_false @SYN2_12617 
00BC: text_highpriority 'SYN_M_1' 7000 ms 1  // ~s~Szllj vissza a ~b~stricikocsiba~s~.
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 // integer values 

:SYN2_12617
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @SYN2_12670 

:SYN2_12638
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_12670
0002: jump @SYN2_12744 

:SYN2_12677
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_12744 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_12744 
0006: 32@ = 0 // integer values 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_12744
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SYN2_12795 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SYN2_12795 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_12795
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SYN2_12888 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SYN2_12888 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_12888 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_12888 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_12888
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SYN2_12961 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_12961 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_12961 
040D: unload_wav 3 
0006: 90@ = 0 // integer values 
00BE: text_clear_all 
000A: 35@ += 1 // integer values 

:SYN2_12961
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @SYN2_13071 
0006: 283@ = -1 // integer values 
0006: 279@ = 1 // integer values 
00BE: text_clear_all 
016A: fade 0 150 ms 

:SYN2_13002
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_13026 
0001: wait 0 ms 
0002: jump @SYN2_13002 

:SYN2_13026
0050: gosub @SYN2_29128 
016A: fade 1 150 ms 

:SYN2_13040
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_13064 
0001: wait 0 ms 
0002: jump @SYN2_13040 

:SYN2_13064
000A: 35@ += 1 // integer values 

:SYN2_13071
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @SYN2_13129 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN2_13129 
0006: 247@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_13129
00D6: if and
0019:   35@ > 11 // integer values 
001B:   99 > 35@ // integer values 
004D: jump_if_false @SYN2_13812 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_13812 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @SYN2_13812 
0871: init_jump_table 247@ total_jumps 8 0 @SYN2_13805 jumps 0 @SYN2_13319 1 @SYN2_13389 2 @SYN2_13459 3 @SYN2_13528 4 @SYN2_13597 5 @SYN2_13666 6 @SYN2_13735 
0872: jump_table_jumps 7 @SYN2_13791 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 

:SYN2_13319
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DA' // 8-byte strings  // ~z~H, itt CJ.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39017 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39018 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_13805 

:SYN2_13389
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DB' // 8-byte strings  // ~z~Csak hogy tudd, nem kell aggdnod tbb a konkurencia miatt Hashbury-ben.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39018 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39019 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_13805 

:SYN2_13459
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DC' // 8-byte strings  // ~z~Aggdni? Azt mondtam, hogy aggdok?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39019 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39020 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_13805 

:SYN2_13528
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DD' // 8-byte strings  // ~z~Nem, n nem tettem
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39020 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39021 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_13805 

:SYN2_13597
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DE' // 8-byte strings  // ~z~Trjnk vissza az igazi zlethez.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39021 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39022 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_13805 

:SYN2_13666
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DF' // 8-byte strings  // ~z~Nhny lnyomat a Foster vlgyben megvertk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39022 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39023 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_13805 

:SYN2_13735
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DG' // 8-byte strings  // ~z~Azt akarom, hogy grcld fel a segged s szaglssz krl - dertsd ki, hogy mi folyik ott.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39023 
004F: create_thread @AUDIOL -1 0 1 1 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_13805 

:SYN2_13791
000A: 247@ += 1 // integer values 
0002: jump @SYN2_13805 

:SYN2_13805
0006: 54@ = 0 // integer values 

:SYN2_13812
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @SYN2_13861 
00D6: if or
0019:   247@ > 7 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN2_13861 
0006: 35@ = 99 // integer values 

:SYN2_13861
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_13930 
0050: gosub @SYN2_31023 
01C3: remove_references_to_car 77@ // Like turning a car into any random car 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
0249: release_model #SHFYPRO 
0249: release_model #BMYPIMP 
0249: release_model #HUSTLER 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:SYN2_13930
0051: return 

:SYN2_13932
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_14007 
018A: 60@ = create_checkpoint_at -1911.919 -629.912 23.6093 
0165: set_marker 60@ color_to 4 
00BC: text_highpriority 'SYN2_14' 10000 ms 1  // ~s~Mentsd meg ~y~Jizzy csajt~s~.
0006: 88@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_14007
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_14810 
0247: request_model #CAMPER 
0247: request_model #SWMYHP1 
0247: request_model #SWMYHP2 
0247: request_model #VBFYPRO 
0247: request_model #COLT45 

:SYN2_14048
00D6: if or
8248:   not model #CAMPER available 
8248:   not model #SWMYHP1 available 
8248:   not model #SWMYHP2 available 
8248:   not model #VBFYPRO available 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN2_14093 
0001: wait 0 ms 
0002: jump @SYN2_14048 

:SYN2_14093
03CF: load_wav 20600 as 3 

:SYN2_14100
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_14126 
0001: wait 0 ms 
0002: jump @SYN2_14100 

:SYN2_14126
009A: 75@ = create_actor 4 #SWMYHP1 at -1911.919 -629.212 23.6093 
0173: set_actor 75@ z_angle_to 180.0 
009A: 76@ = create_actor 4 #SWMYHP1 at -1907.644 -623.0884 23.6093 
0173: set_actor 76@ z_angle_to 350.5407 
01B2: give_actor 76@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 69@ = create_actor 22 #VBFYPRO at -1911.919 -629.912 23.6093 
0173: set_actor 69@ z_angle_to 331.492 
02A9: set_actor 69@ immune_to_nonplayer 1 
0568: set_actor 69@ targetable 1 
08AF: (unknown) 69@ 120 
0223: set_actor 69@ health_to 120 
00A5: 74@ = create_car #CAMPER at -1911.952 -624.4892 23.6093 
0175: set_car 74@ z_angle_to 304.9144 
0229: set_car 74@ color_to 104 61 
067F: set_car 74@ headlights 2 
0657: open_car 74@ component 3 
0657: open_car 74@ component 5 
060B: unknown_actor_use_entity 75@ 232@ 
060B: unknown_actor_use_entity 76@ 232@ 
060B: unknown_actor_use_entity 69@ 231@ 
077A: set_actor 76@ aggressive_to_pedgroup 4 type 0 
0350: unknown_actor 76@ not_scared_flag 1 
0350: unknown_actor 69@ not_scared_flag 1 
0226: $7302 = actor 69@ health 
04F7: status_text $7302 1 line 1 'SYN2_63'  // Ho
04ED: load_animation "CRACK" 
04ED: load_animation "MISC" 

:SYN2_14422
00D6: if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @SYN2_14461 
0001: wait 0 ms 
0002: jump @SYN2_14422 

:SYN2_14461
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_14515 
0812: AS_actor 69@ perform_animation "CRCKDETH2" from_file "CRACK" 4.0 loop 1 0 0 lock 0 time -1 

:SYN2_14515
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_14803 
0615: define_action_sequences 53@ 
0605: actor -1 perform_animation_sequence "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "BITCHSLAP" from_file "MISC" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "BITCHSLAP" from_file "MISC" 4.0 loop 0 0 0 1 -1 ms 
0643: (unknown) 53@ 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 75@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:SYN2_14803
000A: 35@ += 1 // integer values 

:SYN2_14810
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_14891 
062E: (unknown) 75@ 1560 41@ 
00D6: if 
84A4:   not  41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN2_14891 
00D6: if 
0019:   55@ > 3000 // integer values 
004D: jump_if_false @SYN2_14891 
0947: (unknown) 75@ 89 41@ 
0006: 55@ = 0 // integer values 

:SYN2_14891
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN2_15088 
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SYN2_14964 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @SYN2_14964 
00A1: put_actor $PLAYER_ACTOR at -1904.041 -602.5592 23.6067 

:SYN2_14964
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1911.919 -629.912 23.6093 radius 40.0 40.0 5.0 
004D: jump_if_false @SYN2_15088 
0164: disable_marker 60@ 
00BC: text_highpriority 'SYN2_15' 10000 ms 1  // ~s~Iktasd ki mindkt ~r~vevt~s~.
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_15057 
0187: 62@ = create_marker_above_actor 75@ 

:SYN2_15057
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @SYN2_15081 
0187: 63@ = create_marker_above_actor 76@ 

:SYN2_15081
000A: 35@ += 1 // integer values 

:SYN2_15088
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN2_15215 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @SYN2_15143 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @SYN2_15143 
0164: disable_marker 62@ 

:SYN2_15143
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @SYN2_15180 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @SYN2_15180 
0164: disable_marker 63@ 

:SYN2_15180
00D6: if and
0118:   actor 75@ dead 
0118:   actor 76@ dead 
004D: jump_if_false @SYN2_15215 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:SYN2_15215
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN2_15768 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN2_15768 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @SYN2_15474 
0889: (unknown) 75@ 238@ 239@ 240@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_15312 
00A0: store_actor 69@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SYN2_15312
0087: 50@ = 238@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 239@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 52@ = 240@ // floating-point values only 
0065: 52@ -= $TEMPVAR_FLOAT_3 // floating-point values 
0509: 44@ = distance between point 238@ 239@ and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0021:   44@ > 0.01 // floating-point values 
004D: jump_if_false @SYN2_15414 
0073: 50@ /= 44@ // floating-point values 
0073: 51@ /= 44@ // floating-point values 

:SYN2_15414
0013: 50@ *= -0.5 // floating-point values 
0013: 51@ *= -0.5 // floating-point values 
0087: 241@ = 238@ // floating-point values only 
005B: 241@ += 50@ // floating-point values 
0087: 242@ = 239@ // floating-point values only 
005B: 242@ += 51@ // floating-point values 
0087: 243@ = 240@ // floating-point values only 

:SYN2_15474
0615: define_action_sequences 53@ 
0812: AS_actor -1 perform_animation "GETUP" from_file "PED" 6.0 loop 0 0 0 lock 1 time 0 
05D3: AS_actor -1 go_to_point 241@ 242@ 243@ speed 6 99999 ms 
06BA: unknown_action_sequence -1 238@ 239@ 240@ 
0812: AS_actor -1 perform_animation "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_15729 
0332: set_actor 69@ bleeding_to 0 
0350: unknown_actor 69@ not_scared_flag 0 
0618: assign_actor 69@ to_action_sequences 53@ 
0006: 88@ = 1 // integer values 

:SYN2_15729
061B: remove_references_to_action_sequences 53@ 
0151: remove_status_text $7302 
000A: 35@ += 1 // integer values 
0006: 247@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 2000 // integer values 

:SYN2_15768
00D6: if 
0019:   35@ > 4 // integer values 
004D: jump_if_false @SYN2_16075 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_16075 
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN2_15892 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @SYN2_15856 
0947: (unknown) 69@ 89 41@ 
0006: 33@ = 0 // integer values 

:SYN2_15856
062E: (unknown) 69@ 1560 41@ 
00D6: if 
04A4:   41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN2_15892 
000A: 88@ += 1 // integer values 

:SYN2_15892
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @SYN2_16075 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SYN2_16041 
00D6: if 
0205:   actor 69@ near_car 74@ radius 30.0 30.0 10.0 unknown 0 
004D: jump_if_false @SYN2_16020 
0615: define_action_sequences 53@ 
0772: AS_actor -1 run_to_car 74@ stop_at_distance 5.0 20000 ms 
05CB: AS_actor -1 enter_car_as_driver 74@ 999999 ms 
05D2: AS_actor -1 run_to_and_hijack_vehicle 74@ max_search_radius 40.0 traffic_behavior 2 
0616: define_action_sequences_end 53@ 
0002: jump @SYN2_16034 

:SYN2_16020
0615: define_action_sequences 53@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 53@ 

:SYN2_16034
0002: jump @SYN2_16055 

:SYN2_16041
0615: define_action_sequences 53@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 53@ 

:SYN2_16055
0618: assign_actor 69@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
000A: 88@ += 1 // integer values 

:SYN2_16075
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SYN2_16274 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN2_16225 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16218 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16204 
00D6: if 
0039:   280@ == 0 // integer values 
004D: jump_if_false @SYN2_16183 
00BC: text_highpriority 'SYN_M_1' 999999 ms 1  // ~s~Szllj vissza a ~b~stricikocsiba~s~.

:SYN2_16183
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @SYN2_16218 

:SYN2_16204
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_16218
0002: jump @SYN2_16274 

:SYN2_16225
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16274 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16274 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_16274
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SYN2_16419 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16338 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16338 
03D5: remove_text 'SYN_M_1'  // ~s~Szllj vissza a ~b~stricikocsiba~s~.

:SYN2_16338
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @SYN2_16419 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16405 
00AA: store_car 59@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 // integer values 

:SYN2_16405
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_16419
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SYN2_16565 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16483 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16483 
03D5: remove_text 'SYN_M_1'  // ~s~Szllj vissza a ~b~stricikocsiba~s~.

:SYN2_16483
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SYN2_16565 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16565 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16565 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 283@ = -1 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_16565
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SYN2_16638 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16638 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16638 
040D: unload_wav 3 
0006: 90@ = 0 // integer values 
00BE: text_clear_all 
000A: 35@ += 1 // integer values 

:SYN2_16638
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SYN2_16748 
0006: 283@ = -1 // integer values 
0006: 279@ = 2 // integer values 
00BE: text_clear_all 
016A: fade 0 150 ms 

:SYN2_16679
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_16703 
0001: wait 0 ms 
0002: jump @SYN2_16679 

:SYN2_16703
0050: gosub @SYN2_29128 
016A: fade 1 150 ms 

:SYN2_16717
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_16741 
0001: wait 0 ms 
0002: jump @SYN2_16717 

:SYN2_16741
000A: 35@ += 1 // integer values 

:SYN2_16748
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @SYN2_16806 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN2_16806 
0006: 247@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_16806
00D6: if and
0019:   35@ > 10 // integer values 
001B:   99 > 35@ // integer values 
004D: jump_if_false @SYN2_17354 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_17354 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @SYN2_17354 
0871: init_jump_table 247@ total_jumps 7 0 @SYN2_17347 jumps 0 @SYN2_16931 1 @SYN2_17001 2 @SYN2_17070 3 @SYN2_17139 4 @SYN2_17208 5 @SYN2_17277 6 @SYN2_17333 

:SYN2_16931
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FA' // 8-byte strings  // ~z~Mr. Jizzy, itt CJ.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39027 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39028 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_17347 

:SYN2_17001
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FB' // 8-byte strings  // ~z~Te egy negatv hullm vagy, ribi!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39028 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39029 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_17347 

:SYN2_17070
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FC' // 8-byte strings  // ~z~A lny, akit a belvrosban tettl ki, ki akar szllni a jtkbl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39029 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39030 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_17347 

:SYN2_17139
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FD' // 8-byte strings  // ~z~A cukros apucija fel akarja venni az utcrl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39030 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39031 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_17347 

:SYN2_17208
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FE' // 8-byte strings  // ~z~Senki se gatyzhat velem!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39031 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39032 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_17347 

:SYN2_17277
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FF' // 8-byte strings  // ~z~Most hordd el a segged a hotelhez, s magyarzkodd ki magad mindegyikk eltt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39032 
004F: create_thread @AUDIOL -1 0 1 2 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_17347 

:SYN2_17333
000A: 247@ += 1 // integer values 
0002: jump @SYN2_17347 

:SYN2_17347
0006: 54@ = 0 // integer values 

:SYN2_17354
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @SYN2_17403 
00D6: if or
0019:   247@ > 6 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN2_17403 
0006: 35@ = 99 // integer values 

:SYN2_17403
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_17507 
0050: gosub @SYN2_31023 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 74@ // Like turning a car into any random car 
0249: release_model #CAMPER 
0249: release_model #SWMYHP1 
0249: release_model #SWMYHP2 
0249: release_model #VBFYPRO 
0249: release_model #COLT45 
04EF: release_animation "CRACK" 
04EF: release_animation "MISC" 
0164: disable_marker 61@ 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:SYN2_17507
00D6: if 
056D:   carcass_of_actor 69@ valid 
004D: jump_if_false @SYN2_17683 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_17683 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_17638 
00D6: if or
0611:   actor 75@ animation_is "FIGHTA_G" 
0611:   actor 75@ animation_is "BITCHSLAP" 
004D: jump_if_false @SYN2_17638 
0226: $7302 = actor 69@ health 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @SYN2_17638 
0008: $7302 += -1 // integer values 
0006: 33@ = 0 // integer values 

:SYN2_17638
00D6: if 
002A:   1 >= $7302 // integer values 
004D: jump_if_false @SYN2_17675 
0004: $7302 = 1 // integer values 
05BE: AS_kill_actor 69@ 
0002: jump @SYN2_17683 

:SYN2_17675
0223: set_actor 69@ health_to $7302 

:SYN2_17683
00D6: if 
056D:   carcass_of_actor 68@ valid 
004D: jump_if_false @SYN2_17767 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_17767 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 69@ radius 50.0 50.0 0 
004D: jump_if_false @SYN2_17767 
00D6: if 
82CB:   not actor 68@ bounding_sphere_visible 
004D: jump_if_false @SYN2_17767 
009B: destroy_actor_instantly 68@ 

:SYN2_17767
0051: return 

:SYN2_17769
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @SYN2_17905 
00A5: 255@ = create_car #PONY at 0.0 0.0 0.0 
009A: 259@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 246@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
00A5: 244@ = create_car #PONY at 0.0 0.0 0.0 
009A: 67@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 

:SYN2_17905
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_18135 
00D6: if 
856E:   not carcass_of_car 59@ valid 
004D: jump_if_false @SYN2_18085 
00D6: if 
8248:   not model #BROADWAY available 
004D: jump_if_false @SYN2_17987 
0247: request_model #BROADWAY 

:SYN2_17960
00D6: if 
8248:   not model #BROADWAY available 
004D: jump_if_false @SYN2_17987 
0001: wait 0 ms 
0002: jump @SYN2_17960 

:SYN2_17987
00A5: 59@ = create_car #BROADWAY at -1894.308 712.9404 44.2969 
0175: set_car 59@ z_angle_to 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_18044 
036A: put_actor $PLAYER_ACTOR in_car 59@ 

:SYN2_18044
060A: unknown_create_entity 0 231@ 
03CB: set_camera -1900.754 645.3122 35.4401 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 0 ms 

:SYN2_18085
018A: 60@ = create_checkpoint_at -1964.372 724.4017 44.2969 
0165: set_marker 60@ color_to 4 
00BC: text_highpriority 'SYN2_19' 10000 ms 1  // ~s~Menj el a ~y~belvrosi~s~ hotelba.
000A: 35@ += 1 // integer values 

:SYN2_18135
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_18460 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_18371 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_18364 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_18343 
00D6: if 
01AF:   car 59@ 1 -1964.372 724.4017 44.2969 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN2_18336 
00D6: if 
09D0:   59@ 
004D: jump_if_false @SYN2_18336 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:SYN2_18284
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_18308 
0001: wait 0 ms 
0002: jump @SYN2_18284 

:SYN2_18308
0164: disable_marker 60@ 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 // integer values 

:SYN2_18336
0002: jump @SYN2_18364 

:SYN2_18343
0164: disable_marker 60@ 
00BB: text_lowpriority 'SYN_M_1' 7000 ms 1  // ~s~Szllj vissza a ~b~stricikocsiba~s~.

:SYN2_18364
0002: jump @SYN2_18460 

:SYN2_18371
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_18460 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_18460 
018A: 60@ = create_checkpoint_at -1964.372 724.4017 44.2969 
0165: set_marker 60@ color_to 4 
03D5: remove_text 'SYN_M_1'  // ~s~Szllj vissza a ~b~stricikocsiba~s~.
00BB: text_lowpriority 'SYN2_19' 7000 ms 1  // ~s~Menj el a ~y~belvrosi~s~ hotelba.

:SYN2_18460
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN2_19056 
01EB: set_traffic_density_to 0.0 
0395: clear_area 1 at -1964.372 724.4017 44.2969 range 100.0 
0247: request_model #STRETCH 
0247: request_model #HUNTLEY 
0247: request_model #HFYPRO 
0247: request_model #BMYMIB 
0247: request_model #WMOPREA 
0247: request_model #COLT45 
0247: request_model #MP5LNG 
07C0: load_path 539 
07C0: load_path 540 
07C0: load_path 541 

:SYN2_18557
00D6: if or
8248:   not model #STRETCH available 
8248:   not model #HFYPRO available 
8248:   not model #HUNTLEY available 
8248:   not model #BMYMIB available 
8248:   not model #WMOPREA available 
004D: jump_if_false @SYN2_18602 
0001: wait 0 ms 
0002: jump @SYN2_18557 

:SYN2_18602
00D6: if or
87C1:   not path 539 available 
87C1:   not path 540 available 
87C1:   not path 541 available 
004D: jump_if_false @SYN2_18639 
0001: wait 0 ms 
0002: jump @SYN2_18602 

:SYN2_18639
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SYN2_18671 
0001: wait 0 ms 
0002: jump @SYN2_18639 

:SYN2_18671
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_18717 
00AB: put_car 59@ at -1964.372 724.4017 44.2969 
0175: set_car 59@ z_angle_to 266.5514 

:SYN2_18717
00A5: 244@ = create_car #STRETCH at -1973.811 728.3975 44.2969 
0175: set_car 244@ z_angle_to 269.8438 
0129: 245@ = create_actor 4 #BMYMIB in_car 244@ driverseat 
060B: unknown_actor_use_entity 245@ 231@ 
00AD: set_car 244@ max_speed_to 15.0 
0229: set_car 244@ color_to 1 0 
05EB: assign_vehicle 244@ to_path 540 
0706: (unknown) 244@ 3.0 
02AA: set_car 244@ immune_to_nonplayer 1 
00A5: 255@ = create_car #HUNTLEY at -1987.811 728.3975 44.2969 
0175: set_car 255@ z_angle_to 269.8438 
0129: 259@ = create_actor 4 #BMYMIB in_car 255@ driverseat 
01B2: give_actor 259@ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 259@ 231@ 
00AD: set_car 255@ max_speed_to 15.0 
0229: set_car 255@ color_to 0 0 
05EB: assign_vehicle 255@ to_path 541 
0706: (unknown) 255@ 3.0 
01C8: 248@ = create_actor 4 #BMYMIB in_car 255@ passenger_seat 0 
01B2: give_actor 248@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 248@ 231@ 
02A3: toggle_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015F: set_camera_position -1968.579 721.6734 47.3198 0.0 0.0 0.0 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset -5.0 -2.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
016A: fade 1 500 ms 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_19056
00D6: if 
0019:   35@ > 2 // integer values 
004D: jump_if_false @SYN2_19098 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN2_19098 
0006: 35@ = 99 // integer values 

:SYN2_19098
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN2_19251 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_19174 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset -5.0 -2.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:SYN2_19174
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @SYN2_19251 
015F: set_camera_position -1929.402 738.0927 44.7662 0.0 0.0 0.0 
0160: point_camera -1929.326 737.1227 44.9969 2 
000A: 35@ += 1 // integer values 

:SYN2_19251
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN2_19348 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_19348 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_19348 
00D6: if and
860E:   not car 244@ is_assigned_to_existing_path 
860E:   not car 255@ is_assigned_to_existing_path 
004D: jump_if_false @SYN2_19348 
0001: wait 1500 ms 
0006: 247@ = 0 // integer values 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_19348
00D6: if 
0029:   35@ >= 5 // integer values 
004D: jump_if_false @SYN2_19880 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @SYN2_19880 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_19880 
0871: init_jump_table 247@ total_jumps 6 0 @SYN2_19873 jumps 0 @SYN2_19466 1 @SYN2_19536 2 @SYN2_19606 3 @SYN2_19676 4 @SYN2_19746 5 @SYN2_19816 -1 @SYN2_19873 

:SYN2_19466
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HA' // 8-byte strings  // ~z~Az r kldtt engem, hogy megtiszttsam a bntl romlott lelkedet, bns!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39039 
004F: create_thread @AUDIOL 246@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39040 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_19873 

:SYN2_19536
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HB' // 8-byte strings  // ~z~Szllj be a kocsiba s vedd le azt a sznalmas felsdet,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39040 
004F: create_thread @AUDIOL 246@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39041 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_19873 

:SYN2_19606
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HC' // 8-byte strings  // ~z~teht az n jobb akaratom fellkerekedett a korrupcin!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39041 
004F: create_thread @AUDIOL 246@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39042 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_19873 

:SYN2_19676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HD' // 8-byte strings  // ~z~Sofr,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39042 
004F: create_thread @AUDIOL 246@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39043 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_19873 

:SYN2_19746
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HE' // 8-byte strings  // ~z~juttas ki minket innt, mieltt az rdg jobb keze sztzzza ezt a lnyt a megvltstl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39043 
004F: create_thread @AUDIOL 246@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39044 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_19873 

:SYN2_19816
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HF' // 8-byte strings  // ~z~Azonnal, te evanglikus lds!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39044 
004F: create_thread @AUDIOL 245@ 0 1 2 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_19873 

:SYN2_19873
0006: 33@ = 0 // integer values 

:SYN2_19880
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SYN2_20499 
0395: clear_area 1 at -1924.487 724.8195 45.134 range 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_19996 
00AB: put_car 244@ at -1924.487 725.2195 45.134 
0175: set_car 244@ z_angle_to 270.0 
0657: open_car 244@ component 5 
0519: lock_vehicle 244@ in_current_position 1 

:SYN2_19996
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_20049 
00AB: put_car 255@ at -1932.387 725.1635 45.2749 
0175: set_car 255@ z_angle_to 270.0 
0519: lock_vehicle 255@ in_current_position 1 

:SYN2_20049
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_20100 
0792: (unknown) 245@ 
00A1: put_actor 245@ at -1924.224 723.2358 44.4453 
0173: set_actor 245@ z_angle_to 159.4748 

:SYN2_20100
009A: 67@ = create_actor 5 #HFYPRO at -1920.884 718.9793 44.4453 
0173: set_actor 67@ z_angle_to 0.0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1921.819 720.555 44.4453 
05D7: add_point_to_scmpath -1926.29 722.7397 44.4453 
0615: define_action_sequences 53@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_20211 
05CA: AS_actor -1 enter_car 244@ passenger_seat 2 20000 ms 

:SYN2_20211
0616: define_action_sequences_end 53@ 
0618: assign_actor 67@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0568: set_actor 67@ targetable 1 
060B: unknown_actor_use_entity 67@ 231@ 
009A: 246@ = create_actor 4 #WMOPREA at -1923.519 718.0508 44.9828 
0173: set_actor 246@ z_angle_to 0.0 
060B: unknown_actor_use_entity 246@ 231@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1922.707 719.7217 45.4453 
05D7: add_point_to_scmpath -1924.669 720.7556 45.4453 
05D7: add_point_to_scmpath -1925.027 720.9464 45.4453 
05D7: add_point_to_scmpath -1926.188 721.5566 45.4453 
05D7: add_point_to_scmpath -1927.006 722.2399 45.4453 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 500 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_20416 
0639: AS_actor -1 rotate_to_actor 67@ 

:SYN2_20416
0616: define_action_sequences_end 53@ 
0618: assign_actor 246@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0006: 32@ = 0 // integer values 
015F: set_camera_position -1918.223 720.1056 46.0226 0.0 0.0 0.0 
0160: point_camera -1919.156 720.4551 45.9459 2 
000A: 35@ += 1 // integer values 

:SYN2_20499
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @SYN2_20785 
00D6: if 
0019:   32@ > 7050 // integer values 
004D: jump_if_false @SYN2_20785 
015F: set_camera_position -1933.54 728.0091 46.4366 0.0 0.0 0.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_20785 
0158: camera_on_vehicle 244@ 15 2 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_20616 
0519: lock_vehicle 255@ in_current_position 0 

:SYN2_20616
0519: lock_vehicle 244@ in_current_position 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_20654 
0792: (unknown) 67@ 
0430: put_actor 67@ into_vehicle 244@ passenger_seat 1 

:SYN2_20654
0657: open_car 244@ component 5 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_20725 
0792: (unknown) 246@ 
00A1: put_actor 246@ at -1927.08 723.2823 44.4453 
0173: set_actor 246@ z_angle_to 299.9935 
05CA: AS_actor 246@ enter_car 244@ passenger_seat 2 20000 ms 

:SYN2_20725
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_20778 
0792: (unknown) 245@ 
0647: unknown_action_sequence 245@ 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_20778 
05CB: AS_actor 245@ enter_car_as_driver 244@ 5000 ms 

:SYN2_20778
000A: 35@ += 1 // integer values 

:SYN2_20785
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @SYN2_20955 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_20955 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_20955 
00D6: if 
00DB:   actor 245@ in_car 244@ 
004D: jump_if_false @SYN2_20955 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_20955 
00D6: if 
00DB:   actor 246@ in_car 244@ 
004D: jump_if_false @SYN2_20955 
00D6: if 
0019:   247@ > 5 // integer values 
004D: jump_if_false @SYN2_20955 
05D1: AS_actor 245@ drive_car 244@ to -1902.027 726.5126 45.2216 speed 20.0 2 0 3 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_20955
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @SYN2_21072 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SYN2_21072 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_21058 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_21058 
05D1: AS_actor 259@ drive_car 255@ to -1902.027 726.5126 45.2216 speed 18.0 2 0 3 

:SYN2_21058
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_21072
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @SYN2_21116 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SYN2_21116 
0006: 35@ = 99 // integer values 

:SYN2_21116
00D6: if 
0736:   79 
004D: jump_if_false @SYN2_21336 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_21336 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 67@ offset -1.0 0.0 0.0 
0172: $TEMPVAR_ANGLE = actor 67@ z_angle 
03A9: write_debug_newline 
05B6: 99 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_1 
03A8: write_debug_float $TEMPVAR_FLOAT_2 
03A8: write_debug_float $TEMPVAR_FLOAT_3 
03A8: write_debug_float $TEMPVAR_ANGLE 

:SYN2_21336
00D6: if 
0039:   35@ == 888 // integer values 
004D: jump_if_false @SYN2_21828 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN2_21828 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_21601 
00D6: if 
01C1:   car 244@ stopped 
004D: jump_if_false @SYN2_21601 
00D6: if 
06AA: (unknown) 244@ 
004D: jump_if_false @SYN2_21601 
0752: (unknown) 244@ 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 244@ z_angle 
03A9: write_debug_newline 
05B6: 100 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_1 
03A8: write_debug_float $TEMPVAR_FLOAT_2 
03A8: write_debug_float $TEMPVAR_FLOAT_3 
03A8: write_debug_float $TEMPVAR_ANGLE 

:SYN2_21601
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_21828 
00D6: if 
01C1:   car 255@ stopped 
004D: jump_if_false @SYN2_21828 
00D6: if 
06AA: (unknown) 255@ 
004D: jump_if_false @SYN2_21828 
0752: (unknown) 255@ 
00AA: store_car 255@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 255@ z_angle 
03A9: write_debug_newline 
05B6: 101 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_1 
03A8: write_debug_float $TEMPVAR_FLOAT_2 
03A8: write_debug_float $TEMPVAR_FLOAT_3 
03A8: write_debug_float $TEMPVAR_ANGLE 

:SYN2_21828
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_22629 
00D6: if 
856D:   not carcass_of_actor 246@ valid 
004D: jump_if_false @SYN2_21894 
009A: 246@ = create_actor 4 #WMOPREA at 0.0 0.0 0.0 
060B: unknown_actor_use_entity 246@ 231@ 

:SYN2_21894
00D6: if 
856D:   not carcass_of_actor 67@ valid 
004D: jump_if_false @SYN2_21942 
009A: 67@ = create_actor 5 #HFYPRO at 0.0 0.0 0.0 
060B: unknown_actor_use_entity 67@ 231@ 

:SYN2_21942
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_22079 
00D6: if 
060E:   car 255@ is_assigned_to_existing_path 
004D: jump_if_false @SYN2_22043 
05EC: release_vehicle 255@ from_path 

:SYN2_22043
0519: lock_vehicle 255@ in_current_position 0 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_22079 
0792: (unknown) 259@ 
036A: put_actor 259@ in_car 255@ 

:SYN2_22079
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22123 
00D6: if 
060E:   car 244@ is_assigned_to_existing_path 
004D: jump_if_false @SYN2_22116 
05EC: release_vehicle 244@ from_path 

:SYN2_22116
0519: lock_vehicle 244@ in_current_position 0 

:SYN2_22123
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22235 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_22168 
0792: (unknown) 245@ 
036A: put_actor 245@ in_car 244@ 

:SYN2_22168
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_22199 
0792: (unknown) 67@ 
0430: put_actor 67@ into_vehicle 244@ passenger_seat 1 

:SYN2_22199
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_22230 
0792: (unknown) 246@ 
0430: put_actor 246@ into_vehicle 244@ passenger_seat 2 

:SYN2_22230
0508: (unknown) 244@ 

:SYN2_22235
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_22347 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22347 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_22347 
0705: (unknown) 255@ 539 
0706: (unknown) 255@ 0.0 
00AE: unknown_set_car 255@ to_ignore_traffic_lights 5 
02AC: set_car 255@ immunities 0 0 0 0 0 
020A: set_car 255@ door_status_to 3 
01EC: make_car 255@ very_heavy 1 
0423: car 255@ improve_handling 2.0 

:SYN2_22347
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22524 
0395: clear_area 1 at -1908.786 726.1257 45.097 range 5.0 
00AB: put_car 244@ at -1908.786 726.1257 45.097 
0175: set_car 244@ z_angle_to 273.1095 
0519: lock_vehicle 244@ in_current_position 0 
04BA: set_car 244@ speed_instantly 10.0 
02AC: set_car 244@ immunities 0 0 0 0 0 
020A: set_car 244@ door_status_to 3 
01EC: make_car 244@ very_heavy 1 
0423: car 244@ improve_handling 2.0 
0224: set_car 244@ health_to 1850 
0705: (unknown) 244@ 539 
0706: (unknown) 244@ 5.0 
00AE: unknown_set_car 244@ to_ignore_traffic_lights 5 
0190: unknown_car 244@ 
03CC: car 244@ add_to_stuck_car_check 2.0 = 3000 

:SYN2_22524
022A: remove_forbidden_for_peds_cube -1950.0 718.0 44.0 -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube -1950.0 718.0 44.0 -1912.0 731.0 48.0 
00BE: text_clear_all 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 

:SYN2_22629
0051: return 

:SYN2_22631
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_22899 
0732: (unknown) 409 
0732: (unknown) 579 
0007: 252@ = 15.0 // floating-point values 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_22700 
0187: 249@ = create_marker_above_actor 246@ 
09F6: set_actor 246@ jackable_through_driver_seat 0 

:SYN2_22700
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_22723 
09F6: set_actor 67@ jackable_through_driver_seat 0 

:SYN2_22723
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_22746 
09F6: set_actor 245@ jackable_through_driver_seat 0 

:SYN2_22746
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_22770 
0187: 263@ = create_marker_above_actor 259@ 

:SYN2_22770
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_22794 
0187: 264@ = create_marker_above_actor 248@ 

:SYN2_22794
0006: 250@ = 0 // integer values 
0006: 251@ = 0 // integer values 
0004: $SYN2_TIME_UNTIL_BACKUP = 30000 // integer values 
0006: 250@ = 0 // integer values 
0006: 87@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'SYN2_70' 10000 ms 1  // ~s~Iktasd ki a ~r~prdiktort~s~ s a ~r~testreit~s~.
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22871 
020A: set_car 244@ door_status_to 2 

:SYN2_22871
01EB: set_traffic_density_to 0.65 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 265@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_22899
00D6: if 
0039:   265@ == 0 // integer values 
004D: jump_if_false @SYN2_22963 
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_22956 
00BB: text_lowpriority 'SYN_M_1' 5000 ms 1  // ~s~Szllj vissza a ~b~stricikocsiba~s~.
0006: 265@ = 1 // integer values 

:SYN2_22956
0002: jump @SYN2_23013 

:SYN2_22963
00D6: if 
875C:   not marker 61@ enabled 
004D: jump_if_false @SYN2_23013 
03D5: remove_text 'SYN_M_1'  // ~s~Szllj vissza a ~b~stricikocsiba~s~.
00BB: text_lowpriority 'SYN2_70' 5000 ms 1  // ~s~Iktasd ki a ~r~prdiktort~s~ s a ~r~testreit~s~.
0006: 265@ = 0 // integer values 

:SYN2_23013
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_27224 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24037 
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @SYN2_23161 
00D6: if 
060E:   car 244@ is_assigned_to_existing_path 
004D: jump_if_false @SYN2_23098 
0007: 266@ = 0.3 // floating-point values 
0002: jump @SYN2_23154 

:SYN2_23098
00D6: if 
8039:   not  268@ == 1 // integer values 
004D: jump_if_false @SYN2_23154 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_23154 
05D2: AS_actor 245@ run_to_and_hijack_vehicle 244@ max_search_radius 50.0 traffic_behavior 2 
0006: 268@ = 1 // integer values 

:SYN2_23154
0002: jump @SYN2_23575 

:SYN2_23161
00D6: if 
060E:   car 244@ is_assigned_to_existing_path 
004D: jump_if_false @SYN2_23519 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset 0.0 10.0 0.0 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0509: 44@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 47@ 48@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset 0.0 -10.0 0.0 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0509: 45@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 47@ 48@ 
00D6: if 
0025:   45@ > 44@ // floating-point values 
004D: jump_if_false @SYN2_23333 
0079: 266@ += unknown_inaccurate_float_timer 0.1 // floating-point 
0002: jump @SYN2_23512 

:SYN2_23333
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
050A: 44@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 47@ 48@ 49@ 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 244@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @SYN2_23432 
0079: 266@ += unknown_inaccurate_float_timer 0.05 // floating-point 
0002: jump @SYN2_23473 

:SYN2_23432
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 244@ radius 25.0 25.0 unknown 0 
004D: jump_if_false @SYN2_23473 
0079: 266@ += unknown_inaccurate_float_timer -0.01 // floating-point 

:SYN2_23473
00D6: if 
0023:   0.6 > 266@ // floating-point values 
004D: jump_if_false @SYN2_23504 
0007: 266@ = 0.6 // floating-point values 

:SYN2_23504
0087: 267@ = 44@ // floating-point values only 

:SYN2_23512
0002: jump @SYN2_23575 

:SYN2_23519
00D6: if 
8039:   not  268@ == 1 // integer values 
004D: jump_if_false @SYN2_23575 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_23575 
05D2: AS_actor 245@ run_to_and_hijack_vehicle 244@ max_search_radius 50.0 traffic_behavior 2 
0006: 268@ = 1 // integer values 

:SYN2_23575
00D6: if 
0021:   266@ > 1.5 // floating-point values 
004D: jump_if_false @SYN2_23606 
0007: 266@ = 1.5 // floating-point values 

:SYN2_23606
00D6: if 
060E:   car 244@ is_assigned_to_existing_path 
004D: jump_if_false @SYN2_23630 
06FD: (unknown) 244@ 266@ 

:SYN2_23630
00D6: if 
018F:   unknown_car_check 244@ 
004D: jump_if_false @SYN2_23716 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @SYN2_23716 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 244@ z_angle 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
00AB: put_car 244@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 244@ z_angle_to $TEMPVAR_ANGLE 

:SYN2_23716
00D6: if 
03CE:   car 244@ stuck 
004D: jump_if_false @SYN2_24037 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @SYN2_24027 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 244@ radius 20.0 20.0 20.0 unknown 0 
004D: jump_if_false @SYN2_23991 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 41@ = 1 // integer values 

:SYN2_23805
00D6: if 
001B:   20 > 41@ // integer values 
004D: jump_if_false @SYN2_23952 
04D3: unknown_race_stuff $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 41@ 47@ 48@ 49@ 
00D6: if 
80C2:   not sphere_onscreen 47@ 48@ 49@ 5.0 
004D: jump_if_false @SYN2_23938 
00D6: if 
838A:   not car_in_cube 47@ 48@ 49@ 5.0 5.0 5.0 
004D: jump_if_false @SYN2_23924 
0006: 41@ = 25 // integer values 
0002: jump @SYN2_23931 

:SYN2_23924
000A: 41@ += 1 // integer values 

:SYN2_23931
0002: jump @SYN2_23945 

:SYN2_23938
000A: 41@ += 1 // integer values 

:SYN2_23945
0002: jump @SYN2_23805 

:SYN2_23952
00D6: if 
0039:   41@ == 25 // integer values 
004D: jump_if_false @SYN2_23984 
00AB: put_car 244@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SYN2_23984
0002: jump @SYN2_24020 

:SYN2_23991
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_24020 
06C7: unknown_action_sequence 245@ 244@ 3 1000 

:SYN2_24020
0002: jump @SYN2_24037 

:SYN2_24027
04BA: set_car 244@ speed_instantly -10.0 

:SYN2_24037
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_24775 
00D6: if 
060E:   car 255@ is_assigned_to_existing_path 
004D: jump_if_false @SYN2_24418 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24406 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset 0.0 -10.0 0.0 
00AA: store_car 255@ position_to 47@ 48@ 49@ 
0509: 44@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 47@ 48@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset 0.0 -20.0 0.0 
00AA: store_car 255@ position_to 47@ 48@ 49@ 
0509: 45@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 47@ 48@ 
00D6: if 
0025:   45@ > 44@ // floating-point values 
004D: jump_if_false @SYN2_24327 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset 0.0 -15.0 0.0 
00D6: if 
81AF:   not car 255@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 5.0 5.0 5.0 
004D: jump_if_false @SYN2_24312 
0079: 269@ += unknown_inaccurate_float_timer -0.2 // floating-point 
0002: jump @SYN2_24320 

:SYN2_24312
0087: 269@ = 266@ // floating-point values only 

:SYN2_24320
0002: jump @SYN2_24377 

:SYN2_24327
00D6: if 
8039:   not  271@ == 2 // integer values 
004D: jump_if_false @SYN2_24359 
00AE: unknown_set_car 255@ to_ignore_traffic_lights 3 
0006: 271@ = 2 // integer values 

:SYN2_24359
0087: 269@ = 266@ // floating-point values only 
000B: 269@ += 3.0 // floating-point values 

:SYN2_24377
06FD: (unknown) 255@ 269@ 
00AA: store_car 244@ position_to 273@ 274@ 275@ 
0002: jump @SYN2_24411 

:SYN2_24406
05EC: release_vehicle 255@ from_path 

:SYN2_24411
0002: jump @SYN2_24775 

:SYN2_24418
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24516 
00D6: if 
8039:   not  271@ == 99 // integer values 
004D: jump_if_false @SYN2_24495 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_24495 
06E1: unknown_action_sequence 259@ 255@ 244@ 31 100.0 3 
0006: 271@ = 99 // integer values 

:SYN2_24495
00AA: store_car 244@ position_to 273@ 274@ 275@ 
0002: jump @SYN2_24775 

:SYN2_24516
00D6: if 
001B:   100 > 271@ // integer values 
004D: jump_if_false @SYN2_24592 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_24585 
05D1: AS_actor 259@ drive_car 255@ to 273@ 274@ 275@ speed 40.0 0 0 2 
0006: 271@ = 100 // integer values 

:SYN2_24585
0002: jump @SYN2_24775 

:SYN2_24592
00D6: if 
01AF:   car 255@ 0 273@ 274@ 275@ radius 20.0 20.0 10.0 
004D: jump_if_false @SYN2_24775 
00D6: if 
8039:   not  271@ == 101 // integer values 
004D: jump_if_false @SYN2_24775 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_24710 
0615: define_action_sequences 53@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_action_sequence -1 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 259@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:SYN2_24710
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_24768 
0615: define_action_sequences 53@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_action_sequence -1 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 248@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:SYN2_24768
0006: 271@ = 101 // integer values 

:SYN2_24775
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @SYN2_25084 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24849 
00D6: if 
051C:   car 244@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_24849 
0006: 250@ = 1 // integer values 
0006: 276@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SYN2_24849
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_24898 
00D6: if 
051C:   car 255@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_24898 
0006: 250@ = 1 // integer values 
0006: 276@ = 1 // integer values 

:SYN2_24898
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24997 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 244@ radius 30.0 30.0 30.0 unknown 0 
004D: jump_if_false @SYN2_24990 
00D6: if 
0019:   89@ > 5000 // integer values 
004D: jump_if_false @SYN2_24983 
0006: 276@ = 1 // integer values 
0006: 250@ = 1 // integer values 

:SYN2_24983
0002: jump @SYN2_24997 

:SYN2_24990
0006: 89@ = 0 // integer values 

:SYN2_24997
00D6: if 
0039:   250@ == 1 // integer values 
004D: jump_if_false @SYN2_25084 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_25038 
00AE: unknown_set_car 244@ to_ignore_traffic_lights 2 

:SYN2_25038
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_25084 
0227: 82@ = car 244@ health 
0085: 83@ = 82@ // integer values and handles 
000E: 83@ -= 100 // integer values 
0006: 81@ = 0 // integer values 

:SYN2_25084
00D6: if and
0019:   276@ > 0 // integer values 
001B:   7 > 276@ // integer values 
004D: jump_if_false @SYN2_25668 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @SYN2_25668 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_25668 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 246@ radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @SYN2_25668 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_25668 
0871: init_jump_table 276@ total_jumps 6 0 @SYN2_25668 jumps 1 @SYN2_25261 2 @SYN2_25338 3 @SYN2_25415 4 @SYN2_25492 5 @SYN2_25569 6 @SYN2_25633 -1 @SYN2_25668 

:SYN2_25261
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JA' // 8-byte strings  // ~z~Az rdg elj a jussrt, j utat, sofr, j utat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39045 
004F: create_thread @AUDIOL 246@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39046 as 2 
000A: 276@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @SYN2_25668 

:SYN2_25338
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JB' // 8-byte strings  // ~z~A r ldsnl tbbre lesz szksgnk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39046 
004F: create_thread @AUDIOL 246@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39049 as 1 
000A: 276@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @SYN2_25668 

:SYN2_25415
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JE' // 8-byte strings  // ~z~Ne aggdj, lny, az r serege segtsgnkre siet majd!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39049 
004F: create_thread @AUDIOL 246@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39050 as 2 
000A: 276@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @SYN2_25668 

:SYN2_25492
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JF' // 8-byte strings  // ~z~Csak maradj meztelen...
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39050 
004F: create_thread @AUDIOL 246@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39051 as 1 
000A: 276@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @SYN2_25668 

:SYN2_25569
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JG' // 8-byte strings  // ~z~Ez az, tedd csak oda a kezed...
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39051 
004F: create_thread @AUDIOL 246@ 0 1 1 1 
000A: 276@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @SYN2_25668 

:SYN2_25633
000A: 276@ += 1 // integer values 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_25661 
054F: (unknown) 244@ 

:SYN2_25661
0002: jump @SYN2_25668 

:SYN2_25668
00D6: if and
0039:   276@ == 7 // integer values 
0019:   278@ > 10000 // integer values 
004D: jump_if_false @SYN2_26111 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_26111 
00D6: if 
051C:   car 244@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_26111 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @SYN2_26106 
000A: 277@ += 1 // integer values 
00D6: if 
0019:   277@ > 4 // integer values 
004D: jump_if_false @SYN2_25774 
0006: 277@ = 0 // integer values 

:SYN2_25774
0871: init_jump_table 277@ total_jumps 5 0 @SYN2_26087 jumps 0 @SYN2_25837 1 @SYN2_25887 2 @SYN2_25937 3 @SYN2_25987 4 @SYN2_26037 -1 @SYN2_26087 -1 @SYN2_26087 

:SYN2_25837
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KA' // 8-byte strings  // ~z~Tnj el, te frmedvny!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39053 
004F: create_thread @AUDIOL 246@ 0 1 1 0 
0002: jump @SYN2_26087 

:SYN2_25887
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KB' // 8-byte strings  // ~z~Argh, rtnk jn!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39054 
004F: create_thread @AUDIOL 246@ 0 1 1 0 
0002: jump @SYN2_26087 

:SYN2_25937
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KC' // 8-byte strings  // ~z~Gyorsabban, sofr, gyorsabban!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39055 
004F: create_thread @AUDIOL 246@ 0 1 1 0 
0002: jump @SYN2_26087 

:SYN2_25987
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KD' // 8-byte strings  // ~z~Ow! Vigyzz a fogaiddal, vagy egy se marad!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39056 
004F: create_thread @AUDIOL 246@ 0 1 1 0 
0002: jump @SYN2_26087 

:SYN2_26037
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KE' // 8-byte strings  // ~z~Argh! Vigyzz a 'kis futrral', te szajha!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39057 
004F: create_thread @AUDIOL 246@ 0 1 1 0 
0002: jump @SYN2_26087 

:SYN2_26087
0006: 278@ = 0 // integer values 
054F: (unknown) 244@ 
0002: jump @SYN2_26111 

:SYN2_26106
054F: (unknown) 244@ 

:SYN2_26111
00D6: if 
0039:   250@ == 1 // integer values 
004D: jump_if_false @SYN2_26352 
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_26352 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_26352 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_26281 
00D6: if 
00DB:   actor 248@ in_car 255@ 
004D: jump_if_false @SYN2_26203 
0002: jump @SYN2_26274 

:SYN2_26203
062E: (unknown) 248@ 1560 41@ 
00D6: if 
04A4:   41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN2_26274 
0615: define_action_sequences 53@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_action_sequence -1 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 248@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:SYN2_26274
0002: jump @SYN2_26352 

:SYN2_26281
062E: (unknown) 248@ 1560 41@ 
00D6: if 
04A4:   41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN2_26352 
0615: define_action_sequences 53@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_action_sequence -1 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 248@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:SYN2_26352
0006: 41@ = 0 // integer values 

:SYN2_26359
00D6: if 
001B:   2 > 41@ // integer values 
004D: jump_if_false @SYN2_26891 
00D6: if 
056E:   carcass_of_car 255@(41@,4i) valid 
004D: jump_if_false @SYN2_26877 
00D6: if 
8119:   not car 255@(41@,4i) wrecked 
004D: jump_if_false @SYN2_26877 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_26877 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
81AF:   not car 255@(41@,4i) 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 80.0 80.0 80.0 
004D: jump_if_false @SYN2_26877 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
81AF:   not car 255@(41@,4i) 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
004D: jump_if_false @SYN2_26877 
00D6: if 
82CA:   not car 255@(41@,4i) bounding_sphere_visible 
004D: jump_if_false @SYN2_26877 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset 0.0 -15.0 0.0 
0006: 42@ = 1 // integer values 

:SYN2_26609
00D6: if 
001B:   20 > 42@ // integer values 
004D: jump_if_false @SYN2_26756 
04D3: unknown_race_stuff $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 42@ 47@ 48@ 49@ 
00D6: if 
80C2:   not sphere_onscreen 47@ 48@ 49@ 5.0 
004D: jump_if_false @SYN2_26742 
00D6: if 
838A:   not car_in_cube 47@ 48@ 49@ 5.0 5.0 5.0 
004D: jump_if_false @SYN2_26728 
0006: 42@ = 25 // integer values 
0002: jump @SYN2_26735 

:SYN2_26728
000A: 42@ += 1 // integer values 

:SYN2_26735
0002: jump @SYN2_26749 

:SYN2_26742
000A: 42@ += 1 // integer values 

:SYN2_26749
0002: jump @SYN2_26609 

:SYN2_26756
00D6: if 
0039:   42@ == 25 // integer values 
004D: jump_if_false @SYN2_26877 
00AB: put_car 255@(41@,4i) at 47@ 48@ 49@ 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_26822 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SYN2_26822
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 47@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 48@ // floating-point values 
0604: get_point 50@ 51@ angle $TEMPVAR_ANGLE 
0175: set_car 255@(41@,4i) z_angle_to $TEMPVAR_ANGLE 

:SYN2_26877
000A: 41@ += 1 // integer values 
0002: jump @SYN2_26359 

:SYN2_26891
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SYN2_26950 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @SYN2_26950 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_26950 
0224: set_car 244@ health_to 499 

:SYN2_26950
0006: 41@ = 0 // integer values 
00D6: if 
0118:   actor 246@ dead 
004D: jump_if_false @SYN2_27001 
00D6: if 
075C:   marker 249@ enabled 
004D: jump_if_false @SYN2_26994 
0164: disable_marker 249@ 

:SYN2_26994
000A: 41@ += 1 // integer values 

:SYN2_27001
00D6: if 
0118:   actor 259@ dead 
004D: jump_if_false @SYN2_27045 
00D6: if 
075C:   marker 263@ enabled 
004D: jump_if_false @SYN2_27038 
0164: disable_marker 263@ 

:SYN2_27038
000A: 41@ += 1 // integer values 

:SYN2_27045
00D6: if 
0118:   actor 248@ dead 
004D: jump_if_false @SYN2_27089 
00D6: if 
075C:   marker 264@ enabled 
004D: jump_if_false @SYN2_27082 
0164: disable_marker 264@ 

:SYN2_27082
000A: 41@ += 1 // integer values 

:SYN2_27089
00D6: if 
0039:   41@ == 3 // integer values 
004D: jump_if_false @SYN2_27114 
0006: 35@ = 99 // integer values 

:SYN2_27114
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_27224 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 246@ radius 150.0 150.0 0 
004D: jump_if_false @SYN2_27217 
00D6: if 
0019:   87@ > 20000 // integer values 
004D: jump_if_false @SYN2_27210 
0050: gosub @SYN2_31023 
00BC: text_highpriority 'SYN2_71' 5000 ms 1  // ~r~Elvesztetted a prdiktort.
0006: 37@ = 1 // integer values 

:SYN2_27210
0002: jump @SYN2_27224 

:SYN2_27217
0006: 87@ = 0 // integer values 

:SYN2_27224
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_27296 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 
03CF: load_wav 20600 as 3 

:SYN2_27270
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_27296 
0001: wait 0 ms 
0002: jump @SYN2_27270 

:SYN2_27296
0051: return 

:SYN2_27298
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @SYN2_27432 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SYN2_27432 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_27418 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_27386 
00BB: text_lowpriority 'SYN_M_1' 7000 ms 1  // ~s~Szllj vissza a ~b~stricikocsiba~s~.

:SYN2_27386
00AA: store_car 59@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 // integer values 

:SYN2_27418
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_27432
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @SYN2_27543 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_27543 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_27543 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SYN2_27532 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 283@ = -1 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_27532
03D5: remove_text 'SYN_M_1'  // ~s~Szllj vissza a ~b~stricikocsiba~s~.

:SYN2_27543
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @SYN2_27616 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_27616 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_27616 
00BE: text_clear_all 
040D: unload_wav 3 
0006: 90@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_27616
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @SYN2_27768 
0006: 279@ = 0 // integer values 
0006: 283@ = -1 // integer values 
00BE: text_clear_all 
016A: fade 0 150 ms 

:SYN2_27657
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_27681 
0001: wait 0 ms 
0002: jump @SYN2_27657 

:SYN2_27681
0050: gosub @SYN2_29128 
016A: fade 1 150 ms 

:SYN2_27695
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_27719 
0001: wait 0 ms 
0002: jump @SYN2_27695 

:SYN2_27719
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_27740 
00A6: destroy_car 255@ 

:SYN2_27740
00D6: if 
8119:   not car 256@ wrecked 
004D: jump_if_false @SYN2_27761 
00A6: destroy_car 256@ 

:SYN2_27761
000A: 35@ += 1 // integer values 

:SYN2_27768
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @SYN2_27826 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN2_27826 
0006: 247@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:SYN2_27826
00D6: if and
0019:   35@ > 4 // integer values 
001B:   99 > 35@ // integer values 
004D: jump_if_false @SYN2_28375 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @SYN2_28375 
00D6: if 
0019:   54@ > 1000 // integer values 
004D: jump_if_false @SYN2_28375 
0871: init_jump_table 247@ total_jumps 7 0 @SYN2_28368 jumps 0 @SYN2_27951 1 @SYN2_28021 2 @SYN2_28090 3 @SYN2_28159 4 @SYN2_28228 5 @SYN2_28297 6 @SYN2_28354 

:SYN2_27951
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GA' // 8-byte strings  // ~z~Minden el lett intzve, Mr. Jizzy!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39033 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39034 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_28368 

:SYN2_28021
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GB' // 8-byte strings  // ~z~Oh, CJ, te egy igazi nagymen vagy, bbi.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39034 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39035 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_28368 

:SYN2_28090
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GC' // 8-byte strings  // ~z~Oh, amgy meg - ez a kocsi egyenesen az APB-bl jtt.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39035 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39036 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_28368 

:SYN2_28159
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GD' // 8-byte strings  // ~z~Verd el, tartsd meg, mindegy.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39036 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39038 as 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_28368 

:SYN2_28228
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GF' // 8-byte strings  // ~z~Csak tartsd tvol magad tlem, a nimtl, s a klubomtl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39038 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39037 as 2 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_28368 

:SYN2_28297
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GE' // 8-byte strings  // ~z~Oh, persze, vilgos, ember.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39037 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
000A: 247@ += 1 // integer values 
0002: jump @SYN2_28368 

:SYN2_28354
000A: 247@ += 1 // integer values 
0002: jump @SYN2_28368 

:SYN2_28368
0006: 54@ = 0 // integer values 

:SYN2_28375
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @SYN2_28424 
00D6: if or
0019:   247@ > 6 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN2_28424 
0006: 35@ = 99 // integer values 

:SYN2_28424
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @SYN2_28605 
016A: fade 0 500 ms 

:SYN2_28449
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_28473 
0001: wait 0 ms 
0002: jump @SYN2_28449 

:SYN2_28473
0050: gosub @SYN2_31023 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_28528 
00AA: store_car 59@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 15.0 

:SYN2_28528
016A: fade 1 500 ms 

:SYN2_28535
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_28559 
0001: wait 0 ms 
0002: jump @SYN2_28535 

:SYN2_28559
0004: $11266 = 0 // integer values 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @SYN2_28591 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:SYN2_28591
0006: 36@ = 1 // integer values 
000A: 34@ += 1 // integer values 

:SYN2_28605
0051: return 

:SYN2_28607
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN2_28644 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @SYN2_28644 
03D1: play_wav 3 

:SYN2_28644
00D6: if 
001B:   7 > 34@ // integer values 
004D: jump_if_false @SYN2_28724 
00D6: if 
056D:   carcass_of_actor 67@ valid 
004D: jump_if_false @SYN2_28724 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @SYN2_28724 
0050: gosub @SYN2_31023 
00BC: text_highpriority 'SYN_F_5' 5000 ms 1  // ~r~Jizzy csaja mr trtnelem.
0006: 37@ = 1 // integer values 

:SYN2_28724
00D6: if 
056D:   carcass_of_actor 68@ valid 
004D: jump_if_false @SYN2_28786 
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @SYN2_28786 
0050: gosub @SYN2_31023 
00BC: text_highpriority 'SYN_F_5' 5000 ms 1  // ~r~Jizzy csaja mr trtnelem.
0006: 37@ = 1 // integer values 

:SYN2_28786
00D6: if 
056D:   carcass_of_actor 69@ valid 
004D: jump_if_false @SYN2_28848 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @SYN2_28848 
0050: gosub @SYN2_31023 
00BC: text_highpriority 'SYN_F_5' 5000 ms 1  // ~r~Jizzy csaja mr trtnelem.
0006: 37@ = 1 // integer values 

:SYN2_28848
00D6: if 
056E:   carcass_of_car 59@ valid 
004D: jump_if_false @SYN2_28910 
00D6: if 
0119:   car 59@ wrecked 
004D: jump_if_false @SYN2_28910 
0050: gosub @SYN2_31023 
00BC: text_highpriority 'SYN_F_2' 5000 ms 1  // ~r~Tnkretetted Jizzy autjt.
0006: 37@ = 1 // integer values 

:SYN2_28910
00D6: if 
0019:   34@ > 2 // integer values 
004D: jump_if_false @SYN2_29022 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29022 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_29001 
00D6: if 
875C:   not marker 61@ enabled 
004D: jump_if_false @SYN2_28994 
0186: 61@ = create_marker_above_car 59@ 
07E0: set_marker 61@ type_to 1 

:SYN2_28994
0002: jump @SYN2_29022 

:SYN2_29001
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_29022 
0164: disable_marker 61@ 

:SYN2_29022
0051: return 

:SYN2_29024
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_29126 
0687: clear_actor_task 68@ 
0615: define_action_sequences 53@ 
05C5: AS_actor -1 cower 2000 ms 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_29090 
05DD: AS_actor -1 flee_from_actor 71@ from_origin_radius 100.0 60000 ms 

:SYN2_29090
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 53@ 
0618: assign_actor 68@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0006: 78@ = 0 // integer values 
0006: 86@ = 99 // integer values 

:SYN2_29126
0051: return 

:SYN2_29128
0006: 280@ = 1 // integer values 
0470: 285@ = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @SYN2_29214 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0006: 284@ = 1 // integer values 
0247: request_model #BRASSKNUCKLE 

:SYN2_29180
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @SYN2_29207 
0001: wait 0 ms 
0002: jump @SYN2_29180 

:SYN2_29207
0002: jump @SYN2_29221 

:SYN2_29214
0006: 284@ = 0 // integer values 

:SYN2_29221
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_29297 
04ED: load_animation "CAR_CHAT" 

:SYN2_29263
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_29297 
0001: wait 0 ms 
0002: jump @SYN2_29263 

:SYN2_29297
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN2_29345 
0247: request_model #CELLPHONE 

:SYN2_29318
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN2_29345 
0001: wait 0 ms 
0002: jump @SYN2_29318 

:SYN2_29345
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29452 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ offset -0.49 0.05 0.183 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 2.0 
00AA: store_car 59@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 59@ z_angle 
00AB: put_car 59@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 59@ z_angle_to $TEMPVAR_ANGLE 

:SYN2_29452
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29491 
0519: lock_vehicle 59@ in_current_position 1 
0508: (unknown) 59@ 

:SYN2_29491
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0039:   279@ == 0 // integer values 
004D: jump_if_false @SYN2_29597 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29597 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ offset 0.01 0.75 0.77 
0407: create_coordinate 50@ 51@ 52@ from_car 59@ offset -0.36 0.12 0.66 

:SYN2_29597
00D6: if 
0039:   279@ == 1 // integer values 
004D: jump_if_false @SYN2_29689 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29689 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ offset -0.04 0.68 0.69 
0407: create_coordinate 50@ 51@ 52@ from_car 59@ offset -0.55 -0.29 0.64 

:SYN2_29689
00D6: if 
0039:   279@ == 2 // integer values 
004D: jump_if_false @SYN2_29781 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29781 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ offset 0.51 -0.9 0.84 
0407: create_coordinate 50@ 51@ 52@ from_car 59@ offset -0.41 -0.14 0.64 

:SYN2_29781
0107: 85@ = create_object #CELLPHONE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29851 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 59@ at_car_offset -0.49 0.05 0.183 position 0 shooting_angle 0.0 with_weapon 0 

:SYN2_29851
00D6: if 
0039:   279@ == 0 // integer values 
004D: jump_if_false @SYN2_30225 
0615: define_action_sequences 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_OUT" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 53@ 

:SYN2_30225
00D6: if 
0039:   279@ == 1 // integer values 
004D: jump_if_false @SYN2_30567 
0615: define_action_sequences 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA_TO_B" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB_TO_A" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 4.0 loop 1 0 0 1 -1 ms 
0616: define_action_sequences_end 53@ 

:SYN2_30567
00D6: if 
0039:   279@ == 2 // integer values 
004D: jump_if_false @SYN2_30951 
0615: define_action_sequences 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 10000.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA_TO_B" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB_TO_A" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "CARFONE_OUT" from_file "CAR_CHAT" 4.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 53@ 

:SYN2_30951
0618: assign_actor $PLAYER_ACTOR to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0001: wait 0 ms 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0160: point_camera 50@ 51@ 52@ 2 
041D: set_camera_near_clip 0.01 
0006: 32@ = 0 // integer values 
0051: return 

:SYN2_31023
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @SYN2_31078 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0006: 284@ = 0 // integer values 
0249: release_model #BRASSKNUCKLE 

:SYN2_31078
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 285@ 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_31159 
0519: lock_vehicle 59@ in_current_position 0 
00D6: if 
0039:   280@ == 1 // integer values 
004D: jump_if_false @SYN2_31159 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 59@ 
0108: destroy_object 85@ 

:SYN2_31159
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0164: disable_marker 263@ 
0164: disable_marker 264@ 
0006: 280@ = 0 // integer values 
0051: return 

:SYN2_31186
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SYN2_31204
00D6: if 
0038:   $1905 == 0 // integer values 
004D: jump_if_false @SYN2_31259 
0008: $11010 += 1 // integer values 
0004: $1905 = 1 // integer values 
00BC: text_highpriority 'SYN2_60' 10000 ms 1  // ~s~Menj Jizzy klubjba.
0002: jump @SYN2_31323 

:SYN2_31259
0008: $11010 += 1 // integer values 
0318: set_latest_mission_passed 'SYND_2'  // Jizzy
01E3: text_1number_styled 'M_PASSS' 3000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 3000 
0998: add_respect 20 
0394: play_music 1 
0629: change_stat 313 to 1 // integer 
030C: set_mission_points += 1 

:SYN2_31323
0051: return 

:SYN2_31325
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_31352 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 

:SYN2_31352
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_31395 
053F: set_car 59@ tires_vulnerable 1 

:SYN2_31395
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_31416 
0687: clear_actor_task $PLAYER_ACTOR 

:SYN2_31416
022A: remove_forbidden_for_peds_cube -2431.114 -169.4874 33.0 -2426.513 -117.2969 36.0 
022A: remove_forbidden_for_peds_cube -1950.0 718.0 44.0 -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube -1950.0 718.0 44.0 -1912.0 731.0 48.0 
0249: release_model #CELLPHONE 
0249: release_model #BROADWAY 
0249: release_model #HFYPRO 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
0249: release_model #SHFYPRO 
0249: release_model #BMYPIMP 
0249: release_model #HUSTLER 
0249: release_model #CAMPER 
0249: release_model #SWMYHP1 
0249: release_model #SWMYHP2 
0249: release_model #VBFYPRO 
0249: release_model #COLT45 
04EF: release_animation "CRACK" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "MISC" 
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
0249: release_model #CELLPHONE 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 249@ 
065C: unknown_create_def_entity 232@ // unknown_destroy 
065C: unknown_create_def_entity 231@ // unknown_destroy 
0151: remove_status_text $7302 
014F: stop_timer $SYN2_TIME_UNTIL_BACKUP 
014F: stop_timer $7301 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
0733: (unknown) 575 
0733: (unknown) 545 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 60---------------
// Originally: Outrider

:SYN3
03A4: name_thread 'SYN3' 
0050: gosub @SYN3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SYN3_38 
0050: gosub @SYN3_19140 

:SYN3_38
0050: gosub @SYN3_19229 
004E: end_thread 

:SYN3_47
0317: increment_mission_attempts 
054C: use_GXT_table 'SYN3' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0007: 38@ = -1832.33 // floating-point values 
0007: 39@ = -14.59 // floating-point values 
0007: 40@ = 15.39 // floating-point values 
0007: 41@ = 270.0 // floating-point values 
0007: 42@ = -1815.04 // floating-point values 
0007: 43@ = 2.59 // floating-point values 
0007: 44@ = 14.99 // floating-point values 
0007: 45@ = -2127.42 // floating-point values 
0007: 46@ = -100.65 // floating-point values 
0007: 47@ = 34.37 // floating-point values 
0007: 56@ = 9.5 // floating-point values 
0006: 103@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 57@ = 1 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 97@ = 0 // integer values 

:SYN3_272
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_337 
0006: 146@(97@,3i) = 0 // integer values 
0006: 149@(97@,3i) = 0 // integer values 
0006: 180@(97@,3i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_272 

:SYN3_337
0006: 97@ = 0 // integer values 

:SYN3_344
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_398 
0006: 155@(97@,6i) = 0 // integer values 
0006: 183@(97@,6i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_344 

:SYN3_398
0006: 97@ = 0 // integer values 

:SYN3_405
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_448 
0006: 152@(97@,3i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_405 

:SYN3_448
0006: 97@ = 0 // integer values 

:SYN3_455
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_509 
0006: 164@(97@,6i) = 0 // integer values 
0006: 189@(97@,6i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_455 

:SYN3_509
0006: 97@ = 0 // integer values 

:SYN3_516
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_559 
0006: 161@(97@,3i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_516 

:SYN3_559
0006: 97@ = 0 // integer values 

:SYN3_566
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_631 
0006: 170@(97@,3i) = 0 // integer values 
0006: 173@(97@,3i) = 0 // integer values 
0006: 195@(97@,3i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_566 

:SYN3_631
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 198@ = -1 // integer values 
0006: 97@ = 0 // integer values 

:SYN3_673
00D6: if 
001B:   4 > 97@ // integer values 
004D: jump_if_false @SYN3_716 
0006: 199@(97@,4i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_673 

:SYN3_716
0006: 205@ = 0 // integer values 
0006: 97@ = 0 // integer values 

:SYN3_730
00D6: if 
001B:   4 > 97@ // integer values 
004D: jump_if_false @SYN3_773 
0006: 206@(97@,4i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_730 

:SYN3_773
0006: 210@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 211@ = 0 // integer values 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:SYN3_823
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_847 
0001: wait 0 ms 
0002: jump @SYN3_823 

:SYN3_847
0A0E: (unknown) 1 
00D6: if 
0039:   211@ == 1 // integer values 
004D: jump_if_false @SYN3_944 
00A5: 35@ = create_car #SANCHEZ at 0.0 0.0 -100.0 
0186: 214@ = create_marker_above_car 35@ 
00A5: 36@ = create_car #RUMPO at 0.0 0.0 -100.0 
0129: 37@ = create_actor 24 #SFR1 in_car 36@ driverseat 
0186: 215@ = create_marker_above_car 36@ 

:SYN3_944
0247: request_model #WASHING 
0247: request_model #ROCKETLA 
0247: request_model #SNIPER 
0247: request_model #SANCHEZ 
0247: request_model #CELLPHONE 
0247: request_model #BODYARMOUR 

:SYN3_973
00D6: if or
8248:   not model #WASHING available 
8248:   not model #ROCKETLA available 
8248:   not model #SNIPER available 
8248:   not model #SANCHEZ available 
8248:   not model #CELLPHONE available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @SYN3_1024 
0001: wait 0 ms 
0002: jump @SYN3_973 

:SYN3_1024
050F: 248@ = get_max_wanted_level 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0395: clear_area 0 at -2030.4 148.83 27.84 range 100.0 
03CB: set_camera -2030.4 148.83 27.84 
00A1: put_actor $PLAYER_ACTOR at -2030.4 148.83 27.84 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
015F: set_camera_position -2027.45 150.01 29.01 0.0 0.0 0.0 
0160: point_camera -2028.92 149.37 29.03 2 
0006: 132@ = 0 // integer values 
0050: gosub @SYN3_17788 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
016A: fade 1 1000 ms 

:SYN3_1190
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1214 
0001: wait 0 ms 
0002: jump @SYN3_1190 

:SYN3_1214
0001: wait 1500 ms 

:SYN3_1219
00D6: if 
001B:   2 > 129@ // integer values 
004D: jump_if_false @SYN3_1346 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_1318 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
0039:   129@ == 1 // integer values 
8039:   not  131@ == 1 // integer values 
004D: jump_if_false @SYN3_1311 
0967: actor $PLAYER_ACTOR move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_1311
0002: jump @SYN3_1339 

:SYN3_1318
040D: unload_wav 1 
00BE: text_clear_all 
0006: 131@ = 0 // integer values 
0085: 129@ = 130@ // integer values and handles 

:SYN3_1339
0002: jump @SYN3_1219 

:SYN3_1346
0968: actor $PLAYER_ACTOR stop_mouth 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 

:SYN3_1373
00D6: if 
001D:   130@ > 129@ // integer values 
004D: jump_if_false @SYN3_1538 
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
84AD:   not actor $PLAYER_ACTOR touching_water 
8818:   not (unknown) $PLAYER_ACTOR 
80E1:   not key_pressed 0 15 
004D: jump_if_false @SYN3_1489 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
0039:   129@ == 7 // integer values 
8039:   not  131@ == 1 // integer values 
004D: jump_if_false @SYN3_1482 
0967: actor $PLAYER_ACTOR move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_1482
0002: jump @SYN3_1531 

:SYN3_1489
040D: unload_wav 1 
00BE: text_clear_all 
0006: 131@ = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_1523 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_1523
0085: 129@ = 130@ // integer values and handles 

:SYN3_1531
0002: jump @SYN3_1373 

:SYN3_1538
0968: actor $PLAYER_ACTOR stop_mouth 
062E: (unknown) $PLAYER_ACTOR 1833 95@ 
00D6: if 
84A4:   not  95@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN3_1579 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN3_1579
0249: release_model #CELLPHONE 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0001: wait 2500 ms 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
00A5: 34@ = create_car #WASHING at -1665.27 412.923 6.192 
0175: set_car 34@ z_angle_to 134.44 
0229: set_car 34@ color_to 84 84 
0186: 212@ = create_marker_above_car 34@ 
07E0: set_marker 212@ type_to 1 
0519: lock_vehicle 34@ in_current_position 1 
00BC: text_highpriority 'SYN3_18' 10000 ms 0  // ~s~Menj a ~b~kocsihoz~s~.

:SYN3_1691
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SYN3_1717 
0002: jump @SYN3_19158 

:SYN3_1717
00D6: if and
8039:   not  134@ == 1 // integer values 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_2669 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 34@ radius 10.0 10.0 10.0 unknown 0 
004D: jump_if_false @SYN3_2669 
0164: disable_marker 212@ 
0006: 134@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:SYN3_1810
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1834 
0001: wait 0 ms 
0002: jump @SYN3_1810 

:SYN3_1834
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_1870 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1672.64 404.17 6.18 

:SYN3_1870
0395: clear_area 0 at -1665.27 412.923 6.192 range 50.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_1917 
0338: set_car 34@ visibility 0 

:SYN3_1917
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SYND_3A' 

:SYN3_1933
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN3_1957 
0001: wait 0 ms 
0002: jump @SYN3_1933 

:SYN3_1957
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SYN3_1966
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN3_1990 
0001: wait 0 ms 
0002: jump @SYN3_1966 

:SYN3_1990
016A: fade 0 0 ms 

:SYN3_1996
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_2020 
0001: wait 0 ms 
0002: jump @SYN3_1996 

:SYN3_2020
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
023C: request_special_actor 'TORINO' as 1 
023C: request_special_actor 'TBONE' as 2 

:SYN3_2055
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @SYN3_2085 
0001: wait 0 ms 
0002: jump @SYN3_2055 

:SYN3_2085
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_2356 
0338: set_car 34@ visibility 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_2144 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1665.27 412.923 -4.192 

:SYN3_2144
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0006: 137@ = 1 // integer values 
0519: lock_vehicle 34@ in_current_position 0 
01C8: 100@ = create_actor 24 #SPECIAL01 in_car 34@ passenger_seat 0 
0223: set_actor 100@ health_to 500 
08AF: (unknown) 100@ 500 
0568: set_actor 100@ targetable 1 
0446: set_actor 100@ immune_to_headshots 0 
039E: set_actor 100@ jackable 1 
0526: unknown_actor 100@ 1 
09F6: set_actor 100@ jackable_through_driver_seat 0 
01C8: 101@ = create_actor 24 #SPECIAL02 in_car 34@ passenger_seat 1 
0223: set_actor 101@ health_to 500 
08AF: (unknown) 101@ 500 
0568: set_actor 101@ targetable 1 
0446: set_actor 101@ immune_to_headshots 0 
039E: set_actor 101@ jackable 1 
0526: unknown_actor 101@ 1 
09F6: set_actor 101@ jackable_through_driver_seat 0 
07E5: unknown_copy_entity -1 102@ 
0708: unknown_add_entity_item 102@ 79 
060B: unknown_actor_use_entity 100@ 102@ 
060B: unknown_actor_use_entity 101@ 102@ 
077C: (unknown) 100@ 3 
077C: (unknown) 100@ 4 
077C: (unknown) 101@ 3 
077C: (unknown) 101@ 4 

:SYN3_2356
041A: 91@ = actor $PLAYER_ACTOR weapon 35 ammo 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @SYN3_2394 
041A: 91@ = actor $PLAYER_ACTOR weapon 36 ammo 

:SYN3_2394
0006: 92@ = 20 // integer values 
0062: 92@ -= 91@ // integer values 
00D6: if 
0019:   92@ > 0 // integer values 
004D: jump_if_false @SYN3_2470 
032B: 89@ = create_weapon_pickup #ROCKETLA 3 ammo 92@ at -1831.0 -21.43 15.16 
03DC: 247@ = create_marker_above_pickup 89@ 
0002: jump @SYN3_2477 

:SYN3_2470
0006: 135@ = 1 // integer values 

:SYN3_2477
041A: 93@ = actor $PLAYER_ACTOR weapon 34 ammo 
0006: 94@ = 40 // integer values 
0062: 94@ -= 93@ // integer values 
00D6: if 
0019:   94@ > 0 // integer values 
004D: jump_if_false @SYN3_2548 
032B: 90@ = create_weapon_pickup #SNIPER 3 ammo 94@ at -1837.0 -21.43 15.16 

:SYN3_2548
0249: release_model #ROCKETLA 
0249: release_model #SNIPER 
0050: gosub @SYN3_6547 
00A5: 35@ = create_car #SANCHEZ at -1830.16 -17.64 14.79 
0175: set_car 35@ z_angle_to 268.78 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
018A: 213@ = create_checkpoint_at 42@ 43@ 44@ 
00BC: text_highpriority 'SYN3_1' 10000 ms 0  // ~s~Vezess el a teheraut ~y~helyzethez~s~.
00D6: if 
8039:   not  135@ == 1 // integer values 
004D: jump_if_false @SYN3_2669 

:SYN3_2669
00D6: if and
0039:   134@ == 1 // integer values 
8039:   not  136@ == 1 // integer values 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_3214 
00D6: if and
0039:   137@ == 1 // integer values 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SYN3_3013 
0164: disable_marker 213@ 
0186: 212@ = create_marker_above_car 34@ 
07E0: set_marker 212@ type_to 1 
0050: gosub @SYN3_18546 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @SYN3_2795 
040D: unload_wav 2 
00BC: text_highpriority 'SYN3_27' 4000 ms 0  // ~r~Toreno meghalt!
0002: jump @SYN3_19140 

:SYN3_2795
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @SYN3_2834 
00BC: text_highpriority 'SYN3_28' 4000 ms 0  // ~r~T-Bone halott!
0002: jump @SYN3_19140 

:SYN3_2834
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SYN3_2873 
00BC: text_highpriority 'SYN3_19' 4000 ms 0  // ~r~A kocsi tnkrement!
0002: jump @SYN3_19140 

:SYN3_2873
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @SYN3_2912 
00BC: text_highpriority 'SYN3_15' 4000 ms 0  // ~r~A teheraut tnkrement!
0002: jump @SYN3_19140 

:SYN3_2912
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN3_2951 
00BC: text_highpriority 'SYN3_16' 4000 ms 0  // ~r~A teheraut sofrje halott!
0002: jump @SYN3_19140 

:SYN3_2951
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_2990 
00BC: text_highpriority 'SYN3_14' 4000 ms 0  // ~r~A motor tnkrement!
0002: jump @SYN3_19140 

:SYN3_2990
00BC: text_highpriority 'SYN3_26' 7000 ms 0  // ~s~Szllj vissza a ~b~kocsiba~s~.
0006: 137@ = 0 // integer values 

:SYN3_3013
00D6: if and
0039:   137@ == 0 // integer values 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SYN3_3081 
0164: disable_marker 212@ 
018A: 213@ = create_checkpoint_at 42@ 43@ 44@ 
00BC: text_highpriority 'SYN3_1' 7000 ms 0  // ~s~Vezess el a teheraut ~y~helyzethez~s~.
0006: 137@ = 1 // integer values 

:SYN3_3081
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @SYN3_3214 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 42@ 43@ 44@ radius 4.0 4.0 2.0 sphere 1 
004D: jump_if_false @SYN3_3214 
0164: disable_marker 213@ 
0006: 136@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @SYN3_16390 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_3198 
0186: 214@ = create_marker_above_car 35@ 
07E0: set_marker 214@ type_to 1 

:SYN3_3198
00BC: text_highpriority 'SYN3_25' 10000 ms 0  // ~s~Szllj fel a ~b~ksr motorra~s~.

:SYN3_3214
00D6: if and
0039:   136@ == 1 // integer values 
8039:   not  138@ == 1 // integer values 
004D: jump_if_false @SYN3_3579 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_3579 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @SYN3_3579 
0164: disable_marker 214@ 
0050: gosub @SYN3_6701 
0006: 138@ = 1 // integer values 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_3331 
0186: 215@ = create_marker_above_car 36@ 
07E0: set_marker 215@ type_to 1 
018B: show_on_radar 215@ 2 

:SYN3_3331
018A: 216@ = create_checkpoint_at -2007.75 533.24 33.91 
08FB: set_radar_checkpoint 216@ type_to 2 
00BC: text_highpriority 'SYN3_2' 10000 ms 0  // ~s~Iktasd ki a legels ~r~barrikdot ~s~, mieltt a ~b~teheraut ~s~odar.
0006: 141@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0050: gosub @SYN3_6965 
0050: gosub @SYN3_8754 
0006: 142@ = 1 // integer values 
01E8: create_forbidden_for_cars_cube -2005.23 517.16 33.0 -2002.69 554.12 36.0 
01E8: create_forbidden_for_cars_cube -2097.8 319.42 33.0 -2035.57 321.05 36.0 
01E8: create_forbidden_for_cars_cube -2150.18 138.75 33.0 -2145.71 160.84 36.0 
01E8: create_forbidden_for_cars_cube -2168.24 42.13 33.0 -2165.99 61.7 36.0 
06D7: toggle_train_traffic 0 
0213: 249@ = create_pickup #BODYARMOUR type 3 at -2060.03 304.18 35.81 
0006: 140@ = 0 // integer values 
0050: gosub @SYN3_14963 

:SYN3_3579
00D6: if 
8039:   not  139@ == 1 // integer values 
004D: jump_if_false @SYN3_6540 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @SYN3_3661 
00D6: if 
8039:   not  135@ == 1 // integer values 
004D: jump_if_false @SYN3_3661 
00D6: if 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_3661 
0164: disable_marker 247@ 
0006: 135@ = 1 // integer values 

:SYN3_3661
00D6: if and
0039:   138@ == 1 // integer values 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_5972 
00D6: if and
8039:   not  141@ == 1 // integer values 
0029:   33@ >= 10000 // integer values 
004D: jump_if_false @SYN3_3772 
00D6: if 
075C:   marker 247@ enabled 
004D: jump_if_false @SYN3_3749 
00BC: text_highpriority 'SYN3_3' 7000 ms 0  // ~s~Hasznld a ~g~raktavett~s~ ~r~a barrikdok elpuszttsra.
0002: jump @SYN3_3765 

:SYN3_3749
00BC: text_highpriority 'SYN3_4' 7000 ms 0  // ~s~Hasznld a raktavett a ~r~barrikdok eltakartshoz.

:SYN3_3765
0006: 141@ = 1 // integer values 

:SYN3_3772
00D6: if or
0029:   57@ >= 1 // integer values 
0039:   57@ == -1 // integer values 
004D: jump_if_false @SYN3_3947 
00D6: if or
00EC:   actor $PLAYER_ACTOR 0 -1999.7 527.27 radius 150.0 150.0 
01AD:   car 36@ 0 -1999.7 527.27 100.0 100.0 
004D: jump_if_false @SYN3_3901 
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @SYN3_3894 
0050: gosub @SYN3_9322 
0006: 142@ = 0 // integer values 

:SYN3_3894
0002: jump @SYN3_3933 

:SYN3_3901
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @SYN3_3933 
0050: gosub @SYN3_8754 
0006: 142@ = 1 // integer values 

:SYN3_3933
0006: 198@ = 0 // integer values 
0050: gosub @SYN3_11986 

:SYN3_3947
00D6: if or
0029:   57@ >= 2 // integer values 
0039:   57@ == -1 // integer values 
004D: jump_if_false @SYN3_4122 
00D6: if or
00EC:   actor $PLAYER_ACTOR 0 -2085.74 320.74 radius 150.0 150.0 
01AD:   car 36@ 0 -2085.74 320.74 100.0 100.0 
004D: jump_if_false @SYN3_4076 
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @SYN3_4069 
0050: gosub @SYN3_9464 
0006: 143@ = 0 // integer values 

:SYN3_4069
0002: jump @SYN3_4108 

:SYN3_4076
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @SYN3_4108 
0050: gosub @SYN3_8896 
0006: 143@ = 1 // integer values 

:SYN3_4108
0006: 198@ = 1 // integer values 
0050: gosub @SYN3_11986 

:SYN3_4122
00D6: if or
0029:   57@ >= 3 // integer values 
0039:   57@ == -1 // integer values 
004D: jump_if_false @SYN3_4297 
00D6: if or
00EC:   actor $PLAYER_ACTOR 0 -2146.62 146.06 radius 150.0 150.0 
01AD:   car 36@ 0 -2146.62 146.06 100.0 100.0 
004D: jump_if_false @SYN3_4251 
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @SYN3_4244 
0050: gosub @SYN3_9606 
0006: 144@ = 0 // integer values 

:SYN3_4244
0002: jump @SYN3_4283 

:SYN3_4251
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @SYN3_4283 
0050: gosub @SYN3_9038 
0006: 144@ = 1 // integer values 

:SYN3_4283
0006: 198@ = 2 // integer values 
0050: gosub @SYN3_11986 

:SYN3_4297
00D6: if or
0029:   57@ >= 4 // integer values 
0039:   57@ == -1 // integer values 
004D: jump_if_false @SYN3_4472 
00D6: if or
00EC:   actor $PLAYER_ACTOR 0 -2166.92 48.75 radius 150.0 150.0 
01AD:   car 36@ 0 -2166.92 48.75 100.0 100.0 
004D: jump_if_false @SYN3_4426 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @SYN3_4419 
0050: gosub @SYN3_9748 
0006: 145@ = 0 // integer values 

:SYN3_4419
0002: jump @SYN3_4458 

:SYN3_4426
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @SYN3_4458 
0050: gosub @SYN3_9180 
0006: 145@ = 1 // integer values 

:SYN3_4458
0006: 198@ = 3 // integer values 
0050: gosub @SYN3_11986 

:SYN3_4472
0050: gosub @SYN3_10412 
0050: gosub @SYN3_13834 
00D6: if 
8039:   not  205@ == 1 // integer values 
004D: jump_if_false @SYN3_4782 
0871: init_jump_table 57@ total_jumps 4 1 @SYN3_4775 jumps 1 @SYN3_4567 2 @SYN3_4619 3 @SYN3_4671 4 @SYN3_4723 -1 @SYN3_4782 -1 @SYN3_4782 -1 @SYN3_4782 

:SYN3_4567
00D6: if 
01AD:   car 36@ 0 -2007.75 533.24 10.0 10.0 
004D: jump_if_false @SYN3_4612 
0006: 205@ = 1 // integer values 

:SYN3_4612
0002: jump @SYN3_4782 

:SYN3_4619
00D6: if 
01AD:   car 36@ 0 -2079.24 323.74 15.0 15.0 
004D: jump_if_false @SYN3_4664 
0006: 205@ = 1 // integer values 

:SYN3_4664
0002: jump @SYN3_4782 

:SYN3_4671
00D6: if 
01AD:   car 36@ 0 -2149.62 152.06 10.0 10.0 
004D: jump_if_false @SYN3_4716 
0006: 205@ = 1 // integer values 

:SYN3_4716
0002: jump @SYN3_4782 

:SYN3_4723
00D6: if 
01AD:   car 36@ 0 -2169.42 54.75 10.0 10.0 
004D: jump_if_false @SYN3_4768 
0006: 205@ = 1 // integer values 

:SYN3_4768
0002: jump @SYN3_4782 

:SYN3_4775
0002: jump @SYN3_4782 

:SYN3_4782
00D6: if 
0039:   205@ == 1 // integer values 
004D: jump_if_false @SYN3_4810 
00AD: set_car 36@ max_speed_to 0.0 

:SYN3_4810
0871: init_jump_table 57@ total_jumps 4 1 @SYN3_5173 jumps 1 @SYN3_4873 2 @SYN3_4948 3 @SYN3_5023 4 @SYN3_5098 -1 @SYN3_5180 -1 @SYN3_5180 -1 @SYN3_5180 

:SYN3_4873
00D6: if and
8039:   not  206@ == 1 // integer values 
01AD:   car 36@ 0 -2007.75 533.24 60.0 60.0 
004D: jump_if_false @SYN3_4941 
00BC: text_highpriority 'SYN3_9' 10000 ms 0  // A ~b~teheraut~s~ majdnem elrte a ~r~barrikdot~s~!~N~Takartsd el az tbl a ~r~barrikdot~s~ gyorsan.
0006: 206@ = 1 // integer values 

:SYN3_4941
0002: jump @SYN3_5180 

:SYN3_4948
00D6: if and
8039:   not  207@ == 1 // integer values 
01AD:   car 36@ 0 -2079.24 323.74 60.0 60.0 
004D: jump_if_false @SYN3_5016 
00BC: text_highpriority 'SYN3_9' 10000 ms 0  // A ~b~teheraut~s~ majdnem elrte a ~r~barrikdot~s~!~N~Takartsd el az tbl a ~r~barrikdot~s~ gyorsan.
0006: 207@ = 1 // integer values 

:SYN3_5016
0002: jump @SYN3_5180 

:SYN3_5023
00D6: if and
8039:   not  208@ == 1 // integer values 
01AD:   car 36@ 0 -2149.62 152.06 60.0 60.0 
004D: jump_if_false @SYN3_5091 
00BC: text_highpriority 'SYN3_9' 10000 ms 0  // A ~b~teheraut~s~ majdnem elrte a ~r~barrikdot~s~!~N~Takartsd el az tbl a ~r~barrikdot~s~ gyorsan.
0006: 208@ = 1 // integer values 

:SYN3_5091
0002: jump @SYN3_5180 

:SYN3_5098
00D6: if and
8039:   not  209@ == 1 // integer values 
01AD:   car 36@ 0 -2169.42 54.75 60.0 60.0 
004D: jump_if_false @SYN3_5166 
00BC: text_highpriority 'SYN3_9' 10000 ms 0  // A ~b~teheraut~s~ majdnem elrte a ~r~barrikdot~s~!~N~Takartsd el az tbl a ~r~barrikdot~s~ gyorsan.
0006: 209@ = 1 // integer values 

:SYN3_5166
0002: jump @SYN3_5180 

:SYN3_5173
0002: jump @SYN3_5180 

:SYN3_5180
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @SYN3_5348 
0050: gosub @SYN3_11056 
00D6: if or
0039:   176@ == 1 // integer values 
00B0:   car 36@ 0 -2016.3 434.74 -1960.98 454.11 
004D: jump_if_false @SYN3_5348 
0050: gosub @SYN3_11584 
0050: gosub @SYN3_7439 
0050: gosub @SYN3_8896 
0006: 143@ = 1 // integer values 
0050: gosub @SYN3_9890 
0006: 57@ = 2 // integer values 
00D6: if 
0039:   205@ == 1 // integer values 
004D: jump_if_false @SYN3_5325 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 // integer values 

:SYN3_5325
00BC: text_highpriority 'SYN3_5' 10000 ms 0  // ~s~Iktasd ki a kvetkez ~r~barrikdot.
0050: gosub @SYN3_14963 

:SYN3_5348
00D6: if and
0039:   57@ == 2 // integer values 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_5521 
0050: gosub @SYN3_11165 
00D6: if or
0039:   177@ == 1 // integer values 
00B0:   car 36@ 0 -2133.87 308.44 -2124.45 330.0 
004D: jump_if_false @SYN3_5521 
0050: gosub @SYN3_11665 
0050: gosub @SYN3_7941 
0050: gosub @SYN3_9038 
0006: 144@ = 1 // integer values 
0050: gosub @SYN3_10064 
0006: 57@ = 3 // integer values 
00D6: if 
0039:   205@ == 1 // integer values 
004D: jump_if_false @SYN3_5498 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 // integer values 

:SYN3_5498
00BC: text_highpriority 'SYN3_5' 10000 ms 0  // ~s~Iktasd ki a kvetkez ~r~barrikdot.
0050: gosub @SYN3_14963 

:SYN3_5521
00D6: if and
0039:   57@ == 3 // integer values 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_5694 
0050: gosub @SYN3_11320 
00D6: if or
0039:   178@ == 1 // integer values 
00B0:   car 36@ 0 -2171.21 90.96 -2151.63 92.36 
004D: jump_if_false @SYN3_5694 
0050: gosub @SYN3_11785 
0050: gosub @SYN3_8411 
0050: gosub @SYN3_9180 
0006: 145@ = 1 // integer values 
0050: gosub @SYN3_10238 
0006: 57@ = 4 // integer values 
00D6: if 
0039:   205@ == 1 // integer values 
004D: jump_if_false @SYN3_5671 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 // integer values 

:SYN3_5671
00BC: text_highpriority 'SYN3_7' 10000 ms 0  // ~s~Puszttsd el az utols ~r~barrikdot.
0050: gosub @SYN3_14963 

:SYN3_5694
00D6: if and
0039:   57@ == 4 // integer values 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_5839 
0050: gosub @SYN3_11475 
00D6: if or
0039:   179@ == 1 // integer values 
00B0:   car 36@ 0 -2177.54 7.1 -2157.29 19.76 
004D: jump_if_false @SYN3_5839 
0050: gosub @SYN3_11905 
0006: 57@ = -1 // integer values 
00D6: if 
0039:   205@ == 1 // integer values 
004D: jump_if_false @SYN3_5816 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 // integer values 

:SYN3_5816
00BC: text_highpriority 'SYN3_8' 10000 ms 0  // ~s~Legyen r gondod, hogy a ~b~teheraut ~s~biztonsgba rje el az ticljt.
0050: gosub @SYN3_14963 

:SYN3_5839
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @SYN3_5923 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_5911 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @SYN3_5904 
0164: disable_marker 214@ 
0006: 140@ = 0 // integer values 

:SYN3_5904
0002: jump @SYN3_5923 

:SYN3_5911
0164: disable_marker 214@ 
0006: 140@ = 0 // integer values 

:SYN3_5923
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_5972 
00D9: 99@ = actor $PLAYER_ACTOR car 
00D6: if 
8039:   not  210@ == 1 // integer values 
004D: jump_if_false @SYN3_5972 
0006: 210@ = 1 // integer values 

:SYN3_5972
00D6: if 
8039:   not  136@ == 1 // integer values 
004D: jump_if_false @SYN3_6125 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @SYN3_6086 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @SYN3_6047 
00BC: text_highpriority 'SYN3_27' 4000 ms 0  // ~r~Toreno meghalt!
0002: jump @SYN3_19140 

:SYN3_6047
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @SYN3_6086 
00BC: text_highpriority 'SYN3_28' 4000 ms 0  // ~r~T-Bone halott!
0002: jump @SYN3_19140 

:SYN3_6086
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SYN3_6125 
00BC: text_highpriority 'SYN3_19' 4000 ms 0  // ~r~A kocsi tnkrement!
0002: jump @SYN3_19140 

:SYN3_6125
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @SYN3_6278 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @SYN3_6182 
00BC: text_highpriority 'SYN3_15' 4000 ms 0  // ~r~A teheraut tnkrement!
0002: jump @SYN3_19140 

:SYN3_6182
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN3_6221 
00BC: text_highpriority 'SYN3_16' 4000 ms 0  // ~r~A teheraut sofrje halott!
0002: jump @SYN3_19140 

:SYN3_6221
00D6: if 
8039:   not  138@ == 1 // integer values 
004D: jump_if_false @SYN3_6278 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_6278 
00BC: text_highpriority 'SYN3_14' 4000 ms 0  // ~r~A motor tnkrement!
0002: jump @SYN3_19140 

:SYN3_6278
00D6: if and
0039:   138@ == 1 // integer values 
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_6540 
062E: (unknown) 37@ 1560 95@ 
00D6: if 
04A4:   95@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN3_6428 
00D6: if and
01AF:   car 36@ 0 45@ 46@ 47@ radius 35.0 35.0 5.0 
00EC:   actor $PLAYER_ACTOR 0 45@ 46@ radius 20.0 20.0 
004D: jump_if_false @SYN3_6421 
0006: 139@ = 1 // integer values 
0050: gosub @SYN3_15036 
0002: jump @SYN3_19158 

:SYN3_6421
0002: jump @SYN3_6540 

:SYN3_6428
00D6: if and
01AF:   car 36@ 0 45@ 46@ 47@ radius 20.0 20.0 5.0 
00EC:   actor $PLAYER_ACTOR 0 45@ 46@ radius 20.0 20.0 
004D: jump_if_false @SYN3_6540 
05D1: AS_actor 37@ drive_car 36@ to 45@ 46@ 47@ speed 56@ 0 0 2 
0006: 139@ = 1 // integer values 
0050: gosub @SYN3_15036 
0002: jump @SYN3_19158 

:SYN3_6540
0002: jump @SYN3_1691 

:SYN3_6547
0247: request_model #RUMPO 
0247: request_model #SFR1 

:SYN3_6557
00D6: if or
8248:   not model #RUMPO available 
8248:   not model #SFR1 available 
004D: jump_if_false @SYN3_6589 
0001: wait 0 ms 
0002: jump @SYN3_6557 

:SYN3_6589
00A5: 36@ = create_car #RUMPO at 38@ 39@ 40@ 
0129: 37@ = create_actor 24 #SFR1 in_car 36@ driverseat 
0175: set_car 36@ z_angle_to 41@ 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 
020A: set_car 36@ door_status_to 2 
02AC: set_car 36@ immunities 0 1 0 1 0 
0006: 204@ = 1 // integer values 
053F: set_car 36@ tires_vulnerable 0 
08F2: (unknown) 36@ 0 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #SANCHEZ 
0051: return 

:SYN3_6701
00D6: if and
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_6963 
0615: define_action_sequences 98@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1814.77 -0.45 15.38 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1746.57 306.18 6.08 
05D7: add_point_to_scmpath -1858.69 418.9 16.06 
05D7: add_point_to_scmpath -1899.05 605.47 34.06 
05D7: add_point_to_scmpath -2004.31 605.61 34.06 
05D7: add_point_to_scmpath -2004.29 320.22 34.04 
05D7: add_point_to_scmpath -2146.68 320.06 34.2 
05D7: add_point_to_scmpath -2167.13 -70.2 34.21 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 0 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 45@ -70.33 34.22 
05D7: add_point_to_scmpath 45@ 46@ 47@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 0 0 2 
05D6: clear_scmpath 
0616: define_action_sequences_end 98@ 
0618: assign_actor 37@ to_action_sequences 98@ 
061B: remove_references_to_action_sequences 98@ 

:SYN3_6963
0051: return 

:SYN3_6965
0247: request_model #GREENWOO 
0247: request_model #DNB3 
0247: request_model #DNB2 
0247: request_model #MP5LNG 

:SYN3_6983
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #DNB3 available 
8248:   not model #DNB2 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SYN3_7023 
0001: wait 0 ms 
0002: jump @SYN3_6983 

:SYN3_7023
0164: disable_marker 216@ 
009A: 61@ = create_actor 25 #DNB3 at -2000.75 537.24 33.91 
009A: 62@ = create_actor 25 #DNB2 at -2007.75 543.24 33.91 
009A: 63@ = create_actor 25 #DNB3 at -2012.75 537.24 33.91 
07E5: unknown_copy_entity -1 88@ 
0708: unknown_add_entity_item 88@ 31 
0006: 97@ = 0 // integer values 

:SYN3_7121
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_7230 
060B: unknown_actor_use_entity 61@(97@,3i) 88@ 
0350: unknown_actor 61@(97@,3i) not_scared_flag 1 
01B2: give_actor 61@(97@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
0187: 220@(97@,3i) = create_marker_above_actor 61@(97@,3i) 
02A9: set_actor 61@(97@,3i) immune_to_nonplayer 1 
0006: 149@(97@,3i) = 1 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_7121 

:SYN3_7230
00A5: 58@ = create_car #GREENWOO at -2000.75 527.24 33.91 
00A5: 59@ = create_car #GREENWOO at -2007.75 533.24 33.91 
00A5: 60@ = create_car #GREENWOO at -2012.75 527.24 33.91 
0175: set_car 58@ z_angle_to 70.0 
0175: set_car 59@ z_angle_to 110.0 
0175: set_car 60@ z_angle_to 250.0 
0006: 97@ = 0 // integer values 

:SYN3_7336
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_7437 
00A9: set_car 58@(97@,3i) to_normal_driver 
01EC: make_car 58@(97@,3i) very_heavy 1 
020A: set_car 58@(97@,3i) door_status_to 2 
0186: 217@(97@,3i) = create_marker_above_car 58@(97@,3i) 
02AA: set_car 58@(97@,3i) immune_to_nonplayer 1 
0006: 146@(97@,3i) = 1 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_7336 

:SYN3_7437
0051: return 

:SYN3_7439
0247: request_model #AK47 

:SYN3_7444
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @SYN3_7471 
0001: wait 0 ms 
0002: jump @SYN3_7444 

:SYN3_7471
00A5: 64@ = create_car #GREENWOO at -2085.74 314.74 33.97 
00A5: 65@ = create_car #GREENWOO at -2079.24 323.74 33.97 
00A5: 66@ = create_car #GREENWOO at -2085.74 326.74 33.97 
0175: set_car 64@ z_angle_to 340.0 
0175: set_car 65@ z_angle_to 20.0 
0175: set_car 66@ z_angle_to 160.0 
0006: 97@ = 0 // integer values 

:SYN3_7577
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_7651 
00A9: set_car 64@(97@,3i) to_normal_driver 
01EC: make_car 64@(97@,3i) very_heavy 1 
020A: set_car 64@(97@,3i) door_status_to 2 
02AA: set_car 64@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_7577 

:SYN3_7651
009A: 67@ = create_actor 25 #DNB3 at -2075.74 314.74 33.97 
009A: 68@ = create_actor 25 #DNB2 at -2069.24 323.74 33.97 
009A: 69@ = create_actor 25 #DNB3 at -2075.74 326.74 33.97 
009A: 70@ = create_actor 25 #DNB2 at -2076.97 309.56 40.99 
009A: 71@ = create_actor 25 #DNB3 at -2073.97 309.56 40.99 
009A: 72@ = create_actor 25 #DNB2 at -2063.46 309.56 40.99 
0006: 97@ = 0 // integer values 

:SYN3_7802
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_7939 
060B: unknown_actor_use_entity 67@(97@,6i) 88@ 
0350: unknown_actor 67@(97@,6i) not_scared_flag 1 
00D6: if 
0029:   97@ >= 3 // integer values 
004D: jump_if_false @SYN3_7884 
01B2: give_actor 67@(97@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
0002: jump @SYN3_7914 

:SYN3_7884
01B2: give_actor 67@(97@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 
0173: set_actor 67@(97@,6i) z_angle_to 270.0 

:SYN3_7914
02A9: set_actor 67@(97@,6i) immune_to_nonplayer 1 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_7802 

:SYN3_7939
0051: return 

:SYN3_7941
00A5: 73@ = create_car #GREENWOO at -2141.12 146.06 34.07 
00A5: 74@ = create_car #GREENWOO at -2149.62 152.06 34.07 
00A5: 75@ = create_car #GREENWOO at -2153.12 146.06 34.07 
0175: set_car 73@ z_angle_to 290.0 
0175: set_car 74@ z_angle_to 70.0 
0175: set_car 75@ z_angle_to 110.0 
0006: 97@ = 0 // integer values 

:SYN3_8047
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_8121 
00A9: set_car 73@(97@,3i) to_normal_driver 
01EC: make_car 73@(97@,3i) very_heavy 1 
020A: set_car 73@(97@,3i) door_status_to 2 
02AA: set_car 73@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_8047 

:SYN3_8121
009A: 76@ = create_actor 25 #DNB3 at -2141.12 156.06 34.07 
009A: 77@ = create_actor 25 #DNB2 at -2149.62 162.06 34.07 
009A: 78@ = create_actor 25 #DNB3 at -2153.12 156.06 34.07 
009A: 79@ = create_actor 25 #DNB3 at -2135.68 164.2 41.29 
009A: 80@ = create_actor 25 #DNB2 at -2135.69 160.93 41.29 
009A: 81@ = create_actor 25 #DNB3 at -2135.24 153.77 40.72 
0006: 97@ = 0 // integer values 

:SYN3_8272
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_8409 
060B: unknown_actor_use_entity 76@(97@,6i) 88@ 
0350: unknown_actor 76@(97@,6i) not_scared_flag 1 
00D6: if 
0029:   97@ >= 3 // integer values 
004D: jump_if_false @SYN3_8368 
01B2: give_actor 76@(97@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
0173: set_actor 76@(97@,6i) z_angle_to 90.0 
0002: jump @SYN3_8384 

:SYN3_8368
01B2: give_actor 76@(97@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 

:SYN3_8384
02A9: set_actor 76@(97@,6i) immune_to_nonplayer 1 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_8272 

:SYN3_8409
0051: return 

:SYN3_8411
00A5: 82@ = create_car #GREENWOO at -2161.42 48.75 35.04 
00A5: 83@ = create_car #GREENWOO at -2169.42 54.75 35.04 
00A5: 84@ = create_car #GREENWOO at -2173.42 48.75 35.04 
0175: set_car 82@ z_angle_to 70.0 
0175: set_car 83@ z_angle_to 110.0 
0175: set_car 84@ z_angle_to 250.0 
0006: 97@ = 0 // integer values 

:SYN3_8517
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_8591 
00A9: set_car 82@(97@,3i) to_normal_driver 
01EC: make_car 82@(97@,3i) very_heavy 1 
020A: set_car 82@(97@,3i) door_status_to 2 
02AA: set_car 82@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_8517 

:SYN3_8591
009A: 85@ = create_actor 25 #DNB3 at -2161.42 58.75 35.04 
009A: 86@ = create_actor 25 #DNB2 at -2169.42 64.75 35.04 
009A: 87@ = create_actor 25 #DNB3 at -2173.42 58.75 35.04 
0006: 97@ = 0 // integer values 

:SYN3_8670
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_8752 
060B: unknown_actor_use_entity 85@(97@,3i) 88@ 
0350: unknown_actor 85@(97@,3i) not_scared_flag 1 
01B2: give_actor 85@(97@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 85@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_8670 

:SYN3_8752
0051: return 

:SYN3_8754
0006: 97@ = 0 // integer values 

:SYN3_8761
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_8824 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_8810 
0574: (unknown) 58@(97@,3i) 1 

:SYN3_8810
000A: 97@ += 1 // integer values 
0002: jump @SYN3_8761 

:SYN3_8824
0006: 97@ = 0 // integer values 

:SYN3_8831
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_8894 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_8880 
0575: (unknown) 61@(97@,3i) 1 

:SYN3_8880
000A: 97@ += 1 // integer values 
0002: jump @SYN3_8831 

:SYN3_8894
0051: return 

:SYN3_8896
0006: 97@ = 0 // integer values 

:SYN3_8903
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_8966 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_8952 
0574: (unknown) 64@(97@,3i) 1 

:SYN3_8952
000A: 97@ += 1 // integer values 
0002: jump @SYN3_8903 

:SYN3_8966
0006: 97@ = 0 // integer values 

:SYN3_8973
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_9036 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_9022 
0575: (unknown) 67@(97@,6i) 1 

:SYN3_9022
000A: 97@ += 1 // integer values 
0002: jump @SYN3_8973 

:SYN3_9036
0051: return 

:SYN3_9038
0006: 97@ = 0 // integer values 

:SYN3_9045
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9108 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9094 
0574: (unknown) 73@(97@,3i) 1 

:SYN3_9094
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9045 

:SYN3_9108
0006: 97@ = 0 // integer values 

:SYN3_9115
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_9178 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_9164 
0575: (unknown) 76@(97@,6i) 1 

:SYN3_9164
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9115 

:SYN3_9178
0051: return 

:SYN3_9180
0006: 97@ = 0 // integer values 

:SYN3_9187
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9250 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9236 
0574: (unknown) 82@(97@,3i) 1 

:SYN3_9236
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9187 

:SYN3_9250
0006: 97@ = 0 // integer values 

:SYN3_9257
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9320 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_9306 
0575: (unknown) 85@(97@,3i) 1 

:SYN3_9306
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9257 

:SYN3_9320
0051: return 

:SYN3_9322
0006: 97@ = 0 // integer values 

:SYN3_9329
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9392 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9378 
0574: (unknown) 58@(97@,3i) 0 

:SYN3_9378
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9329 

:SYN3_9392
0006: 97@ = 0 // integer values 

:SYN3_9399
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9462 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_9448 
0575: (unknown) 61@(97@,3i) 0 

:SYN3_9448
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9399 

:SYN3_9462
0051: return 

:SYN3_9464
0006: 97@ = 0 // integer values 

:SYN3_9471
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9534 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9520 
0574: (unknown) 64@(97@,3i) 0 

:SYN3_9520
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9471 

:SYN3_9534
0006: 97@ = 0 // integer values 

:SYN3_9541
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_9604 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_9590 
0575: (unknown) 67@(97@,6i) 0 

:SYN3_9590
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9541 

:SYN3_9604
0051: return 

:SYN3_9606
0006: 97@ = 0 // integer values 

:SYN3_9613
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9676 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9662 
0574: (unknown) 73@(97@,3i) 0 

:SYN3_9662
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9613 

:SYN3_9676
0006: 97@ = 0 // integer values 

:SYN3_9683
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_9746 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_9732 
0575: (unknown) 76@(97@,6i) 0 

:SYN3_9732
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9683 

:SYN3_9746
0051: return 

:SYN3_9748
0006: 97@ = 0 // integer values 

:SYN3_9755
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9818 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9804 
0574: (unknown) 82@(97@,3i) 0 

:SYN3_9804
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9755 

:SYN3_9818
0006: 97@ = 0 // integer values 

:SYN3_9825
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9888 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_9874 
0575: (unknown) 85@(97@,3i) 0 

:SYN3_9874
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9825 

:SYN3_9888
0051: return 

:SYN3_9890
0006: 97@ = 0 // integer values 

:SYN3_9897
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_9976 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9962 
0186: 223@(97@,3i) = create_marker_above_car 64@(97@,3i) 
0006: 152@(97@,3i) = 1 // integer values 

:SYN3_9962
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9897 

:SYN3_9976
0006: 97@ = 0 // integer values 

:SYN3_9983
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_10062 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_10048 
0187: 226@(97@,6i) = create_marker_above_actor 67@(97@,6i) 
0006: 155@(97@,6i) = 1 // integer values 

:SYN3_10048
000A: 97@ += 1 // integer values 
0002: jump @SYN3_9983 

:SYN3_10062
0051: return 

:SYN3_10064
0006: 97@ = 0 // integer values 

:SYN3_10071
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_10150 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10136 
0186: 232@(97@,3i) = create_marker_above_car 73@(97@,3i) 
0006: 161@(97@,3i) = 1 // integer values 

:SYN3_10136
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10071 

:SYN3_10150
0006: 97@ = 0 // integer values 

:SYN3_10157
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_10236 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_10222 
0187: 235@(97@,6i) = create_marker_above_actor 76@(97@,6i) 
0006: 164@(97@,6i) = 1 // integer values 

:SYN3_10222
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10157 

:SYN3_10236
0051: return 

:SYN3_10238
0006: 97@ = 0 // integer values 

:SYN3_10245
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_10324 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10310 
0186: 241@(97@,3i) = create_marker_above_car 82@(97@,3i) 
0006: 170@(97@,3i) = 1 // integer values 

:SYN3_10310
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10245 

:SYN3_10324
0006: 97@ = 0 // integer values 

:SYN3_10331
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_10410 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_10396 
0187: 244@(97@,3i) = create_marker_above_actor 85@(97@,3i) 
0006: 173@(97@,3i) = 1 // integer values 

:SYN3_10396
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10331 

:SYN3_10410
0051: return 

:SYN3_10412
0006: 97@ = 0 // integer values 

:SYN3_10419
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_10553 
00D6: if and
0039:   149@(97@,3i) == 1 // integer values 
0118:   actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_10488 
0164: disable_marker 220@(97@,3i) 
0006: 149@(97@,3i) = 0 // integer values 

:SYN3_10488
00D6: if and
0039:   146@(97@,3i) == 1 // integer values 
0119:   car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10539 
0164: disable_marker 217@(97@,3i) 
0006: 146@(97@,3i) = 0 // integer values 

:SYN3_10539
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10419 

:SYN3_10553
0006: 97@ = 0 // integer values 

:SYN3_10560
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_10643 
00D6: if and
0039:   155@(97@,6i) == 1 // integer values 
0118:   actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_10629 
0164: disable_marker 226@(97@,6i) 
0006: 155@(97@,6i) = 0 // integer values 

:SYN3_10629
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10560 

:SYN3_10643
0006: 97@ = 0 // integer values 

:SYN3_10650
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_10733 
00D6: if and
0039:   152@(97@,3i) == 1 // integer values 
0119:   car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10719 
0164: disable_marker 223@(97@,3i) 
0006: 152@(97@,3i) = 0 // integer values 

:SYN3_10719
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10650 

:SYN3_10733
0006: 97@ = 0 // integer values 

:SYN3_10740
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_10823 
00D6: if and
0039:   164@(97@,6i) == 1 // integer values 
0118:   actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_10809 
0164: disable_marker 235@(97@,6i) 
0006: 164@(97@,6i) = 0 // integer values 

:SYN3_10809
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10740 

:SYN3_10823
0006: 97@ = 0 // integer values 

:SYN3_10830
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_10913 
00D6: if and
0039:   161@(97@,3i) == 1 // integer values 
0119:   car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10899 
0164: disable_marker 232@(97@,3i) 
0006: 161@(97@,3i) = 0 // integer values 

:SYN3_10899
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10830 

:SYN3_10913
0006: 97@ = 0 // integer values 

:SYN3_10920
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_11054 
00D6: if and
0039:   173@(97@,3i) == 1 // integer values 
0118:   actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_10989 
0164: disable_marker 244@(97@,3i) 
0006: 173@(97@,3i) = 0 // integer values 

:SYN3_10989
00D6: if and
0039:   170@(97@,3i) == 1 // integer values 
0119:   car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11040 
0164: disable_marker 241@(97@,3i) 
0006: 170@(97@,3i) = 0 // integer values 

:SYN3_11040
000A: 97@ += 1 // integer values 
0002: jump @SYN3_10920 

:SYN3_11054
0051: return 

:SYN3_11056
0006: 176@ = 1 // integer values 
0006: 97@ = 0 // integer values 

:SYN3_11070
00D6: if and
001B:   3 > 97@ // integer values 
0039:   176@ == 1 // integer values 
004D: jump_if_false @SYN3_11163 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_11122 
0006: 176@ = 0 // integer values 

:SYN3_11122
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11149 
0006: 176@ = 0 // integer values 

:SYN3_11149
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11070 

:SYN3_11163
0051: return 

:SYN3_11165
0006: 177@ = 1 // integer values 
0006: 97@ = 0 // integer values 

:SYN3_11179
00D6: if and
001B:   6 > 97@ // integer values 
0039:   177@ == 1 // integer values 
004D: jump_if_false @SYN3_11245 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_11231 
0006: 177@ = 0 // integer values 

:SYN3_11231
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11179 

:SYN3_11245
0006: 97@ = 0 // integer values 

:SYN3_11252
00D6: if and
001B:   3 > 97@ // integer values 
0039:   177@ == 1 // integer values 
004D: jump_if_false @SYN3_11318 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11304 
0006: 177@ = 0 // integer values 

:SYN3_11304
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11252 

:SYN3_11318
0051: return 

:SYN3_11320
0006: 178@ = 1 // integer values 
0006: 97@ = 0 // integer values 

:SYN3_11334
00D6: if and
001B:   6 > 97@ // integer values 
0039:   178@ == 1 // integer values 
004D: jump_if_false @SYN3_11400 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_11386 
0006: 178@ = 0 // integer values 

:SYN3_11386
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11334 

:SYN3_11400
0006: 97@ = 0 // integer values 

:SYN3_11407
00D6: if and
001B:   3 > 97@ // integer values 
0039:   178@ == 1 // integer values 
004D: jump_if_false @SYN3_11473 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11459 
0006: 178@ = 0 // integer values 

:SYN3_11459
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11407 

:SYN3_11473
0051: return 

:SYN3_11475
0006: 179@ = 1 // integer values 
0006: 97@ = 0 // integer values 

:SYN3_11489
00D6: if and
001B:   3 > 97@ // integer values 
0039:   179@ == 1 // integer values 
004D: jump_if_false @SYN3_11582 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_11541 
0006: 179@ = 0 // integer values 

:SYN3_11541
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11568 
0006: 179@ = 0 // integer values 

:SYN3_11568
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11489 

:SYN3_11582
0051: return 

:SYN3_11584
0006: 97@ = 0 // integer values 

:SYN3_11591
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_11663 
0164: disable_marker 220@(97@,3i) 
0164: disable_marker 217@(97@,3i) 
0006: 149@(97@,3i) = 0 // integer values 
0006: 146@(97@,3i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11591 

:SYN3_11663
0051: return 

:SYN3_11665
0006: 97@ = 0 // integer values 

:SYN3_11672
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_11724 
0164: disable_marker 226@(97@,6i) 
0006: 155@(97@,6i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11672 

:SYN3_11724
0006: 97@ = 0 // integer values 

:SYN3_11731
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_11783 
0164: disable_marker 223@(97@,3i) 
0006: 152@(97@,3i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11731 

:SYN3_11783
0051: return 

:SYN3_11785
0006: 97@ = 0 // integer values 

:SYN3_11792
00D6: if 
001B:   6 > 97@ // integer values 
004D: jump_if_false @SYN3_11844 
0164: disable_marker 235@(97@,6i) 
0006: 164@(97@,6i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11792 

:SYN3_11844
0006: 97@ = 0 // integer values 

:SYN3_11851
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_11903 
0164: disable_marker 232@(97@,3i) 
0006: 161@(97@,3i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11851 

:SYN3_11903
0051: return 

:SYN3_11905
0006: 97@ = 0 // integer values 

:SYN3_11912
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_11984 
0164: disable_marker 244@(97@,3i) 
0164: disable_marker 241@(97@,3i) 
0006: 173@(97@,3i) = 0 // integer values 
0006: 170@(97@,3i) = 0 // integer values 
000A: 97@ += 1 // integer values 
0002: jump @SYN3_11912 

:SYN3_11984
0051: return 

:SYN3_11986
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_13494 
0871: init_jump_table 198@ total_jumps 4 1 @SYN3_12093 jumps 0 @SYN3_12065 1 @SYN3_12079 2 @SYN3_12079 3 @SYN3_12065 -1 @SYN3_12107 -1 @SYN3_12107 -1 @SYN3_12107 

:SYN3_12065
0006: 250@ = 3 // integer values 
0002: jump @SYN3_12107 

:SYN3_12079
0006: 250@ = 6 // integer values 
0002: jump @SYN3_12107 

:SYN3_12093
0006: 198@ = -1 // integer values 
0002: jump @SYN3_12107 

:SYN3_12107
00D6: if 
0039:   198@ == -1 // integer values 
004D: jump_if_false @SYN3_12127 
0051: return 

:SYN3_12127
0006: 97@ = 0 // integer values 

:SYN3_12134
00D6: if 
001D:   250@ > 97@ // integer values 
004D: jump_if_false @SYN3_12529 
0871: init_jump_table 198@ total_jumps 4 1 @SYN3_12508 jumps 0 @SYN3_12216 1 @SYN3_12289 2 @SYN3_12362 3 @SYN3_12435 -1 @SYN3_12515 -1 @SYN3_12515 -1 @SYN3_12515 

:SYN3_12216
0085: 251@(97@,6i) = 61@(97@,3i) // integer values and handles 
0085: 260@(97@,6i) = 180@(97@,3i) // integer values and handles 
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_12282 
0085: 257@(97@,3i) = 58@(97@,3i) // integer values and handles 

:SYN3_12282
0002: jump @SYN3_12515 

:SYN3_12289
0085: 251@(97@,6i) = 67@(97@,6i) // integer values and handles 
0085: 260@(97@,6i) = 183@(97@,6i) // integer values and handles 
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_12355 
0085: 257@(97@,3i) = 64@(97@,3i) // integer values and handles 

:SYN3_12355
0002: jump @SYN3_12515 

:SYN3_12362
0085: 251@(97@,6i) = 76@(97@,6i) // integer values and handles 
0085: 260@(97@,6i) = 189@(97@,6i) // integer values and handles 
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_12428 
0085: 257@(97@,3i) = 73@(97@,3i) // integer values and handles 

:SYN3_12428
0002: jump @SYN3_12515 

:SYN3_12435
0085: 251@(97@,6i) = 85@(97@,3i) // integer values and handles 
0085: 260@(97@,6i) = 195@(97@,3i) // integer values and handles 
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_12501 
0085: 257@(97@,3i) = 82@(97@,3i) // integer values and handles 

:SYN3_12501
0002: jump @SYN3_12515 

:SYN3_12508
0002: jump @SYN3_12515 

:SYN3_12515
000A: 97@ += 1 // integer values 
0002: jump @SYN3_12134 

:SYN3_12529
00D6: if 
8039:   not  199@(198@,4i) == 1 // integer values 
004D: jump_if_false @SYN3_12558 
0050: gosub @SYN3_13496 

:SYN3_12558
00AA: store_car 36@ position_to 38@ 39@ 40@ 
00A0: store_actor $PLAYER_ACTOR position_to 48@ 49@ 50@ 
0006: 97@ = 0 // integer values 

:SYN3_12593
00D6: if 
001D:   250@ > 97@ // integer values 
004D: jump_if_false @SYN3_13292 
00D6: if 
8118:   not actor 251@(97@,6i) dead 
004D: jump_if_false @SYN3_13278 
00A0: store_actor 251@(97@,6i) position_to 51@ 52@ 53@ 
0509: 54@ = distance between point 38@ 39@ and point 51@ 52@ 
00D6: if 
0023:   35.0 > 54@ // floating-point values 
004D: jump_if_false @SYN3_12784 
00D6: if 
8039:   not  260@(97@,6i) == 3 // integer values 
004D: jump_if_false @SYN3_12777 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 85 
062E: (unknown) 251@(97@,6i) 1650 95@ 
00D6: if 
04A4:   95@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN3_12766 
0672: AS_actor 251@(97@,6i) attack_car 36@ 

:SYN3_12766
0006: 260@(97@,6i) = 3 // integer values 

:SYN3_12777
0002: jump @SYN3_13278 

:SYN3_12784
0509: 55@ = distance between point 48@ 49@ and point 51@ 52@ 
00D6: if and
0023:   35.0 > 55@ // floating-point values 
0039:   199@(198@,4i) == 1 // integer values 
004D: jump_if_false @SYN3_12929 
00D6: if 
8039:   not  260@(97@,6i) == 2 // integer values 
004D: jump_if_false @SYN3_12922 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
062E: (unknown) 251@(97@,6i) 1506 95@ 
00D6: if 
04A4:   95@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN3_12911 
05E2: AS_actor 251@(97@,6i) kill_actor $PLAYER_ACTOR 

:SYN3_12911
0006: 260@(97@,6i) = 2 // integer values 

:SYN3_12922
0002: jump @SYN3_13278 

:SYN3_12929
00D6: if 
0039:   199@(198@,4i) == 1 // integer values 
004D: jump_if_false @SYN3_13078 
00D6: if 
8039:   not  260@(97@,6i) == 1 // integer values 
004D: jump_if_false @SYN3_12995 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
0006: 260@(97@,6i) = 1 // integer values 

:SYN3_12995
00D6: if 
0039:   260@(97@,6i) == 1 // integer values 
004D: jump_if_false @SYN3_13071 
062E: (unknown) 251@(97@,6i) 1640 95@ 
00D6: if 
04A4:   95@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN3_13071 
0668: AS_actor 251@(97@,6i) rotate_to_point 48@ 49@ 50@ 10000 ms 

:SYN3_13071
0002: jump @SYN3_13278 

:SYN3_13078
00D6: if 
8039:   not  260@(97@,6i) == 0 // integer values 
004D: jump_if_false @SYN3_13122 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
0006: 260@(97@,6i) = 0 // integer values 

:SYN3_13122
00D6: if 
0039:   260@(97@,6i) == 0 // integer values 
004D: jump_if_false @SYN3_13278 
00D6: if 
0023:   35.0 > 55@ // floating-point values 
004D: jump_if_false @SYN3_13222 
062E: (unknown) 251@(97@,6i) 1589 95@ 
00D6: if 
04A4:   95@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN3_13215 
0635: AS_actor 251@(97@,6i) aim_at_actor $PLAYER_ACTOR 9999999 ms 

:SYN3_13215
0002: jump @SYN3_13278 

:SYN3_13222
062E: (unknown) 251@(97@,6i) 1639 95@ 
00D6: if 
04A4:   95@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN3_13278 
0667: AS_actor 251@(97@,6i) aim_at_point 48@ 49@ 50@ 9999999 ms 

:SYN3_13278
000A: 97@ += 1 // integer values 
0002: jump @SYN3_12593 

:SYN3_13292
0006: 97@ = 0 // integer values 

:SYN3_13299
00D6: if 
001D:   250@ > 97@ // integer values 
004D: jump_if_false @SYN3_13494 
0871: init_jump_table 198@ total_jumps 4 1 @SYN3_13473 jumps 0 @SYN3_13381 1 @SYN3_13404 2 @SYN3_13427 3 @SYN3_13450 -1 @SYN3_13480 -1 @SYN3_13480 -1 @SYN3_13480 

:SYN3_13381
0085: 180@(97@,3i) = 260@(97@,6i) // integer values and handles 
0002: jump @SYN3_13480 

:SYN3_13404
0085: 183@(97@,6i) = 260@(97@,6i) // integer values and handles 
0002: jump @SYN3_13480 

:SYN3_13427
0085: 189@(97@,6i) = 260@(97@,6i) // integer values and handles 
0002: jump @SYN3_13480 

:SYN3_13450
0085: 195@(97@,3i) = 260@(97@,6i) // integer values and handles 
0002: jump @SYN3_13480 

:SYN3_13473
0002: jump @SYN3_13480 

:SYN3_13480
000A: 97@ += 1 // integer values 
0002: jump @SYN3_13299 

:SYN3_13494
0051: return 

:SYN3_13496
0006: 97@ = 0 // integer values 

:SYN3_13503
00D6: if and
001D:   250@ > 97@ // integer values 
8039:   not  199@(198@,4i) == 1 // integer values 
004D: jump_if_false @SYN3_13832 
00D6: if 
8118:   not actor 251@(97@,6i) dead 
004D: jump_if_false @SYN3_13747 
080E: (unknown) 251@(97@,6i) 96@ 
00A0: store_actor 251@(97@,6i) position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 266@ = $TEMPVAR_X_COORD // floating-point values only 
000F: 266@ -= 10.0 // floating-point values 
0089: 267@ = $TEMPVAR_Y_COORD // floating-point values only 
000F: 267@ -= 10.0 // floating-point values 
0089: 268@ = $TEMPVAR_Z_COORD // floating-point values only 
000F: 268@ -= 10.0 // floating-point values 
0089: 269@ = $TEMPVAR_X_COORD // floating-point values only 
000B: 269@ += 10.0 // floating-point values 
0089: 270@ = $TEMPVAR_Y_COORD // floating-point values only 
000B: 270@ += 10.0 // floating-point values 
0089: 271@ = $TEMPVAR_Z_COORD // floating-point values only 
000B: 271@ += 10.0 // floating-point values 
00D6: if or
04A4:   96@ == 49 // integer values OR floating-point values 
02EE:   projectile_in_cube 266@ 267@ 268@ 269@ 270@ 271@ 
004D: jump_if_false @SYN3_13740 
0006: 199@(198@,4i) = 1 // integer values 

:SYN3_13740
0002: jump @SYN3_13758 

:SYN3_13747
0006: 199@(198@,4i) = 1 // integer values 

:SYN3_13758
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN3_13818 
00D6: if and
0119:   car 257@(97@,3i) wrecked 
8039:   not  199@(198@,4i) == 1 // integer values 
004D: jump_if_false @SYN3_13818 
0006: 199@(198@,4i) = 1 // integer values 

:SYN3_13818
000A: 97@ += 1 // integer values 
0002: jump @SYN3_13503 

:SYN3_13832
0051: return 

:SYN3_13834
00D6: if and
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_14961 
00D6: if 
0039:   57@ == 1 // integer values 
004D: jump_if_false @SYN3_14092 
0050: gosub @SYN3_11056 
00D6: if 
0039:   176@ == 1 // integer values 
004D: jump_if_false @SYN3_13937 
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_13930 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_13930
0002: jump @SYN3_14092 

:SYN3_13937
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_13969 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_13969
0006: 97@ = 0 // integer values 

:SYN3_13976
00D6: if and
001B:   3 > 97@ // integer values 
8039:   not  203@ == 0 // integer values 
004D: jump_if_false @SYN3_14092 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_14078 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car_in_car 58@(97@,3i) radius 50.0 50.0 unknown 0 
004D: jump_if_false @SYN3_14078 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 // integer values 

:SYN3_14078
000A: 97@ += 1 // integer values 
0002: jump @SYN3_13976 

:SYN3_14092
00D6: if 
0039:   57@ == 2 // integer values 
004D: jump_if_false @SYN3_14329 
0050: gosub @SYN3_11165 
00D6: if 
0039:   177@ == 1 // integer values 
004D: jump_if_false @SYN3_14174 
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_14167 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_14167
0002: jump @SYN3_14329 

:SYN3_14174
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_14206 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_14206
0006: 97@ = 0 // integer values 

:SYN3_14213
00D6: if and
001B:   3 > 97@ // integer values 
8039:   not  203@ == 0 // integer values 
004D: jump_if_false @SYN3_14329 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_14315 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car_in_car 64@(97@,3i) radius 50.0 50.0 unknown 0 
004D: jump_if_false @SYN3_14315 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 // integer values 

:SYN3_14315
000A: 97@ += 1 // integer values 
0002: jump @SYN3_14213 

:SYN3_14329
00D6: if 
0039:   57@ == 3 // integer values 
004D: jump_if_false @SYN3_14566 
0050: gosub @SYN3_11320 
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @SYN3_14411 
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_14404 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_14404
0002: jump @SYN3_14566 

:SYN3_14411
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_14443 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_14443
0006: 97@ = 0 // integer values 

:SYN3_14450
00D6: if and
001B:   3 > 97@ // integer values 
8039:   not  203@ == 0 // integer values 
004D: jump_if_false @SYN3_14566 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_14552 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car_in_car 73@(97@,3i) radius 50.0 50.0 unknown 0 
004D: jump_if_false @SYN3_14552 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 // integer values 

:SYN3_14552
000A: 97@ += 1 // integer values 
0002: jump @SYN3_14450 

:SYN3_14566
00D6: if 
0039:   57@ == 4 // integer values 
004D: jump_if_false @SYN3_14803 
0050: gosub @SYN3_11475 
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @SYN3_14648 
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_14641 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_14641
0002: jump @SYN3_14803 

:SYN3_14648
00D6: if 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_14680 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_14680
0006: 97@ = 0 // integer values 

:SYN3_14687
00D6: if and
001B:   3 > 97@ // integer values 
8039:   not  203@ == 0 // integer values 
004D: jump_if_false @SYN3_14803 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_14789 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car_in_car 82@(97@,3i) radius 50.0 50.0 unknown 0 
004D: jump_if_false @SYN3_14789 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 // integer values 

:SYN3_14789
000A: 97@ += 1 // integer values 
0002: jump @SYN3_14687 

:SYN3_14803
00D6: if and
0039:   57@ == -1 // integer values 
8039:   not  203@ == 1 // integer values 
004D: jump_if_false @SYN3_14842 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 // integer values 

:SYN3_14842
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @SYN3_14914 
00AE: unknown_set_car 36@ to_ignore_traffic_lights 2 
00D6: if 
8039:   not  204@ == 1 // integer values 
004D: jump_if_false @SYN3_14907 
02AC: set_car 36@ immunities 0 1 0 1 0 
0006: 204@ = 1 // integer values 

:SYN3_14907
0002: jump @SYN3_14961 

:SYN3_14914
00AE: unknown_set_car 36@ to_ignore_traffic_lights 1 
00D6: if 
0039:   204@ == 1 // integer values 
004D: jump_if_false @SYN3_14961 
02AC: set_car 36@ immunities 0 1 0 0 0 
0006: 204@ = 0 // integer values 

:SYN3_14961
0051: return 

:SYN3_14963
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_15034 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
8039:   not  140@ == 1 // integer values 
004D: jump_if_false @SYN3_15034 
0186: 214@ = create_marker_above_car 35@ 
07E0: set_marker 214@ type_to 1 
018B: show_on_radar 214@ 1 
0006: 140@ = 1 // integer values 

:SYN3_15034
0051: return 

:SYN3_15036
016A: fade 0 1000 ms 

:SYN3_15043
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_15067 
0001: wait 0 ms 
0002: jump @SYN3_15043 

:SYN3_15067
01B4: set_player $PLAYER_CHAR frozen_state 0 
0395: clear_area 0 at -2170.58 -206.92 34.57 range 100.0 
04E4: unknown_refresh_game_renderer_at -2170.58 -206.92 
0A0B: (unknown) -2170.58 -206.92 34.57 270.0 
00BE: text_clear_all 
06AB: (unknown) $PLAYER_ACTOR 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_15187 
00AB: put_car 36@ at -2170.58 -206.92 34.57 
0175: set_car 36@ z_angle_to 91.13 

:SYN3_15187
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_15281 
0792: (unknown) 37@ 
00D6: if 
00DF:   actor 37@ driving 
004D: jump_if_false @SYN3_15251 
0362: remove_actor 37@ from_car_and_place_at -2170.45 -209.19 34.37 
0002: jump @SYN3_15271 

:SYN3_15251
00A1: put_actor 37@ at -2170.45 -209.19 34.37 

:SYN3_15271
0173: set_actor 37@ z_angle_to 207.63 

:SYN3_15281
0006: 272@ = 0 // integer values 
00D6: if 
0039:   210@ == 1 // integer values 
004D: jump_if_false @SYN3_15391 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_15368 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 99@ 
0202:   actor $PLAYER_ACTOR near_car 99@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @SYN3_15368 
0006: 272@ = 1 // integer values 

:SYN3_15368
00D6: if 
0039:   272@ == 0 // integer values 
004D: jump_if_false @SYN3_15391 
00A6: destroy_car 99@ 

:SYN3_15391
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_15439 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2169.44 -210.34 34.37 
0002: jump @SYN3_15459 

:SYN3_15439
00A1: put_actor $PLAYER_ACTOR at -2169.44 -210.34 34.37 

:SYN3_15459
0173: set_actor $PLAYER_ACTOR z_angle_to 48.2 
00D6: if and
0039:   272@ == 1 // integer values 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_15560 
00D6: if 
01AD:   car 99@ 0 -2170.45 -209.19 20.0 20.0 
004D: jump_if_false @SYN3_15560 
00AB: put_car 99@ at -2154.28 -275.18 -100.0 
0175: set_car 99@ z_angle_to 270.0 

:SYN3_15560
0001: wait 1000 ms 
02A3: toggle_widescreen 1 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_15605 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 37@ -2 ms 
05BF: AS_actor 37@ look_at_actor $PLAYER_ACTOR -2 ms 

:SYN3_15605
015F: set_camera_position -2172.35 -210.03 35.67 0.0 0.0 0.0 
0160: point_camera -2170.27 -210.1 35.4 2 
016A: fade 1 1000 ms 

:SYN3_15663
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_15687 
0001: wait 0 ms 
0002: jump @SYN3_15663 

:SYN3_15687
0006: 133@ = 1 // integer values 
0707: start_scene_skip_to @SYN3_15921 
0006: 132@ = 2 // integer values 
0050: gosub @SYN3_17788 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:SYN3_15751
00D6: if 
001B:   1 > 129@ // integer values 
004D: jump_if_false @SYN3_15827 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
8039:   not  131@ == 1 // integer values 
004D: jump_if_false @SYN3_15820 
0967: actor $PLAYER_ACTOR move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_15820
0002: jump @SYN3_15751 

:SYN3_15827
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_15832
00D6: if 
001D:   130@ > 129@ // integer values 
004D: jump_if_false @SYN3_15909 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
8039:   not  131@ == 1 // integer values 
004D: jump_if_false @SYN3_15902 
0967: actor $PLAYER_ACTOR move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_15902
0002: jump @SYN3_15832 

:SYN3_15909
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 133@ = 0 // integer values 

:SYN3_15921
0701: end_scene_skip 
016A: fade 0 1000 ms 

:SYN3_15930
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_15954 
0001: wait 0 ms 
0002: jump @SYN3_15930 

:SYN3_15954
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @SYN3_15972 

:SYN3_15972
0968: actor $PLAYER_ACTOR stop_mouth 
0647: unknown_action_sequence $PLAYER_ACTOR 
0792: (unknown) $PLAYER_ACTOR 
00BE: text_clear_all 
00A6: destroy_car 36@ 
009B: destroy_actor_instantly 37@ 
0395: clear_area 0 at -2127.08 -87.75 35.32 range 20.0 
04E4: unknown_refresh_game_renderer_at -2127.08 -87.75 
03CB: set_camera -2127.08 -87.75 35.32 
00D6: if and
0039:   272@ == 1 // integer values 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_16120 
00AB: put_car 99@ at -2127.08 -87.75 -100.0 
0175: set_car 99@ z_angle_to 0.0 
036A: put_actor $PLAYER_ACTOR in_car 99@ 
0002: jump @SYN3_16150 

:SYN3_16120
00A1: put_actor $PLAYER_ACTOR at -2127.08 -87.75 -100.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 

:SYN3_16150
0164: disable_marker 214@ 
0164: disable_marker 247@ 
0164: disable_marker 215@ 
0249: release_model #GREENWOO 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #AK47 
091D: (unknown) -2005.23 517.16 33.0 -2002.69 554.12 36.0 
091D: (unknown) -2097.8 319.42 33.0 -2035.57 321.05 36.0 
091D: (unknown) -2150.18 138.75 33.0 -2145.71 160.84 36.0 
091D: (unknown) -2168.24 42.13 33.0 -2165.99 61.7 36.0 
06D7: toggle_train_traffic 1 
06AB: (unknown) $PLAYER_ACTOR 0 
0001: wait 1000 ms 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1000 ms 

:SYN3_16364
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_16388 
0001: wait 0 ms 
0002: jump @SYN3_16364 

:SYN3_16388
0051: return 

:SYN3_16390
016A: fade 0 1000 ms 

:SYN3_16397
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_16421 
0001: wait 0 ms 
0002: jump @SYN3_16397 

:SYN3_16421
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at 42@ 43@ 44@ range 100.0 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
06AB: (unknown) $PLAYER_ACTOR 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_16521 
00AB: put_car 36@ at 38@ 39@ 40@ 
0175: set_car 36@ z_angle_to 41@ 

:SYN3_16521
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_16567 
00AB: put_car 35@ at -1830.16 -17.64 14.79 
0175: set_car 35@ z_angle_to 268.78 

:SYN3_16567
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_16636 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_16607 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:SYN3_16607
00AB: put_car 34@ at 42@ 43@ 44@ 
0175: set_car 34@ z_angle_to 90.0 
00A9: set_car 34@ to_normal_driver 

:SYN3_16636
04ED: load_animation "CAR_CHAT" 

:SYN3_16648
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN3_16682 
0001: wait 0 ms 
0002: jump @SYN3_16648 

:SYN3_16682
0006: 132@ = 1 // integer values 
0050: gosub @SYN3_17788 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_16780 
0605: actor 100@ perform_animation_sequence "CAR_SC3_FR" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 -1 ms 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_16780 
05BF: AS_actor 101@ look_at_actor 100@ -2 ms 

:SYN3_16780
015F: set_camera_position -1815.98 3.07 15.31 0.0 0.0 0.0 
0160: point_camera -1815.5 2.94 15.25 2 
016A: fade 1 1000 ms 

:SYN3_16838
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_16862 
0001: wait 0 ms 
0002: jump @SYN3_16838 

:SYN3_16862
0006: 133@ = 1 // integer values 
0707: start_scene_skip_to @SYN3_17540 

:SYN3_16876
00D6: if 
001B:   1 > 129@ // integer values 
004D: jump_if_false @SYN3_16957 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
8039:   not  131@ == 1 // integer values 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_16950 
0967: actor 100@ move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_16950
0002: jump @SYN3_16876 

:SYN3_16957
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_16988 
0968: actor 100@ stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 100@ -1 ms 

:SYN3_16988
00D6: if 
001B:   2 > 129@ // integer values 
004D: jump_if_false @SYN3_17069 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
8039:   not  131@ == 1 // integer values 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17062 
0967: actor 100@ move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_17062
0002: jump @SYN3_16988 

:SYN3_17069
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17090 
0968: actor 100@ stop_mouth 

:SYN3_17090
00D6: if 
001B:   3 > 129@ // integer values 
004D: jump_if_false @SYN3_17171 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
8039:   not  131@ == 1 // integer values 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17164 
0967: actor 100@ move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_17164
0002: jump @SYN3_17090 

:SYN3_17171
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17192 
0968: actor 100@ stop_mouth 

:SYN3_17192
0647: unknown_action_sequence $PLAYER_ACTOR 
0001: wait 200 ms 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
0001: wait 500 ms 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17238 
05BF: AS_actor 100@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_17238
0001: wait 2000 ms 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_17264 
0647: unknown_action_sequence 101@ 

:SYN3_17264
0006: 129@ = 5 // integer values 

:SYN3_17271
00D6: if 
001B:   6 > 129@ // integer values 
004D: jump_if_false @SYN3_17352 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
8039:   not  131@ == 1 // integer values 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17345 
0967: actor 100@ move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_17345
0002: jump @SYN3_17271 

:SYN3_17352
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17373 
0968: actor 100@ stop_mouth 

:SYN3_17373
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_17399 
05BF: AS_actor 101@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_17399
0001: wait 1000 ms 

:SYN3_17404
00D6: if 
001D:   130@ > 129@ // integer values 
004D: jump_if_false @SYN3_17486 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 // integer values 
8039:   not  131@ == 1 // integer values 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_17479 
0967: actor 101@ move_mouth 10000 
0006: 131@ = 1 // integer values 

:SYN3_17479
0002: jump @SYN3_17404 

:SYN3_17486
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_17507 
0968: actor 101@ stop_mouth 

:SYN3_17507
0001: wait 1000 ms 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17533 
0647: unknown_action_sequence 100@ 

:SYN3_17533
0006: 133@ = 0 // integer values 

:SYN3_17540
0701: end_scene_skip 
016A: fade 0 700 ms 

:SYN3_17549
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_17573 
0001: wait 0 ms 
0002: jump @SYN3_17549 

:SYN3_17573
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @SYN3_17591 

:SYN3_17591
06AB: (unknown) $PLAYER_ACTOR 0 
0647: unknown_action_sequence $PLAYER_ACTOR 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_17651 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1816.19 -1.19 14.15 
0002: jump @SYN3_17671 

:SYN3_17651
00A1: put_actor $PLAYER_ACTOR at -1816.19 -1.19 14.15 

:SYN3_17671
0173: set_actor $PLAYER_ACTOR z_angle_to 132.83 
00A6: destroy_car 34@ 
009B: destroy_actor_instantly 100@ 
009B: destroy_actor_instantly 101@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
040D: unload_wav 1 
00BE: text_clear_all 
04EF: release_animation "CAR_CHAT" 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F0: set_max_wanted_level_to 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1000 ms 

:SYN3_17762
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_17786 
0001: wait 0 ms 
0002: jump @SYN3_17762 

:SYN3_17786
0051: return 

:SYN3_17788
0871: init_jump_table 132@ total_jumps 3 1 @SYN3_18285 jumps 0 @SYN3_17851 1 @SYN3_18041 2 @SYN3_18223 -1 @SYN3_18292 -1 @SYN3_18292 -1 @SYN3_18292 -1 @SYN3_18292 

:SYN3_17851
05AA: 104@s = 'MJIZ01A' // 8-byte strings 
05AA: 106@s = 'MJIZ01B' // 8-byte strings 
05AA: 108@s = 'MJIZ01C' // 8-byte strings 
05AA: 110@s = 'MJIZ01D' // 8-byte strings 
05AA: 112@s = 'MJIZ01E' // 8-byte strings 
05AA: 114@s = 'MJIZ01F' // 8-byte strings 
05AA: 116@s = 'MJIZ01G' // 8-byte strings 
05AA: 118@s = 'MJIZ01H' // 8-byte strings 
04AF: 120@ = unknown_wav_reference 26800 
04AF: 121@ = unknown_wav_reference 26801 
04AF: 122@ = unknown_wav_reference 26802 
04AF: 123@ = unknown_wav_reference 26803 
04AF: 124@ = unknown_wav_reference 26804 
04AF: 125@ = unknown_wav_reference 26805 
04AF: 126@ = unknown_wav_reference 26806 
04AF: 127@ = unknown_wav_reference 26807 
0006: 130@ = 8 // integer values 
0002: jump @SYN3_18292 

:SYN3_18041
05AA: 104@s = 'SYN3_CA' // 8-byte strings 
05AA: 106@s = 'SYN3_CB' // 8-byte strings 
05AA: 108@s = 'SYN3_CC' // 8-byte strings 
05AA: 110@s = 'SYN3_CD' // 8-byte strings 
05AA: 112@s = 'SYN3_CE' // 8-byte strings 
05AA: 114@s = 'SYN3_CF' // 8-byte strings 
05AA: 116@s = 'SYN3_CG' // 8-byte strings 
04AF: 120@ = unknown_wav_reference 39213 
04AF: 121@ = unknown_wav_reference 39214 
04AF: 122@ = unknown_wav_reference 39215 
04AF: 123@ = unknown_wav_reference 39216 
04AF: 124@ = unknown_wav_reference 39217 
04AF: 125@ = unknown_wav_reference 39218 
04AF: 126@ = unknown_wav_reference 39219 
0006: 130@ = 7 // integer values 
0002: jump @SYN3_18292 

:SYN3_18223
05AA: 104@s = 'SYN3_EA' // 8-byte strings 
05AA: 106@s = 'SYN3_EB' // 8-byte strings 
04AF: 120@ = unknown_wav_reference 39221 
04AF: 121@ = unknown_wav_reference 39222 
0006: 130@ = 2 // integer values 
0002: jump @SYN3_18292 

:SYN3_18285
0002: jump @SYN3_18292 

:SYN3_18292
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0051: return 

:SYN3_18315
00D6: if or
0039:   128@ == 0 // integer values 
0039:   128@ == 1 // integer values 
004D: jump_if_false @SYN3_18385 
00D6: if 
001D:   130@ > 129@ // integer values 
004D: jump_if_false @SYN3_18385 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @SYN3_18385 
0050: gosub @SYN3_18450 

:SYN3_18385
00D6: if 
0039:   128@ == 2 // integer values 
004D: jump_if_false @SYN3_18448 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SYN3_18448 
0006: 128@ = 0 // integer values 
000A: 129@ += 1 // integer values 
0006: 131@ = 0 // integer values 
00BE: text_clear_all 
0006: 33@ = 0 // integer values 

:SYN3_18448
0051: return 

:SYN3_18450
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @SYN3_18486 
03CF: load_wav 120@(129@,8i) as 1 
0006: 128@ = 1 // integer values 

:SYN3_18486
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @SYN3_18544 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SYN3_18544 
00BC: text_highpriority 104@(129@,8s) 10000 ms 1 
03D1: play_wav 1 
0006: 128@ = 2 // integer values 

:SYN3_18544
0051: return 

:SYN3_18546
040D: unload_wav 2 
0871: init_jump_table 103@ total_jumps 5 1 @SYN3_18693 jumps 0 @SYN3_18613 1 @SYN3_18629 2 @SYN3_18645 3 @SYN3_18661 4 @SYN3_18677 -1 @SYN3_18700 -1 @SYN3_18700 

:SYN3_18613
03CF: load_wav 40802 as 2 
0002: jump @SYN3_18700 

:SYN3_18629
03CF: load_wav 40801 as 2 
0002: jump @SYN3_18700 

:SYN3_18645
03CF: load_wav 40803 as 2 
0002: jump @SYN3_18700 

:SYN3_18661
03CF: load_wav 40800 as 2 
0002: jump @SYN3_18700 

:SYN3_18677
03CF: load_wav 40804 as 2 
0002: jump @SYN3_18700 

:SYN3_18693
0002: jump @SYN3_18700 

:SYN3_18700
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SYN3_18709
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SYN3_18813 
0001: wait 0 ms 
00D6: if or
0118:   actor 100@ dead 
0118:   actor 101@ dead 
0119:   car 34@ wrecked 
0119:   car 36@ wrecked 
0118:   actor 37@ dead 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_18771 
0051: return 

:SYN3_18771
00D6: if and
8039:   not  135@ == 1 // integer values 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_18806 
0164: disable_marker 247@ 
0006: 135@ = 1 // integer values 

:SYN3_18806
0002: jump @SYN3_18709 

:SYN3_18813
03D1: play_wav 2 
0871: init_jump_table 103@ total_jumps 5 1 @SYN3_18995 jumps 0 @SYN3_18880 1 @SYN3_18903 2 @SYN3_18926 3 @SYN3_18949 4 @SYN3_18972 -1 @SYN3_19002 -1 @SYN3_19002 

:SYN3_18880
00BC: text_highpriority 'TORX_AC' 3000 ms 1  // ~z~Carl, gyernk egy vezetsre.
0002: jump @SYN3_19002 

:SYN3_18903
00BC: text_highpriority 'TORX_AB' 3000 ms 1  // ~z~Gyere, foglalj helyet.
0002: jump @SYN3_19002 

:SYN3_18926
00BC: text_highpriority 'TORX_AD' 3000 ms 1  // ~z~Gyernk, vedd t a volnt!
0002: jump @SYN3_19002 

:SYN3_18949
00BC: text_highpriority 'TORX_AA' 3000 ms 1  // ~z~Szllj be a kocsiba!
0002: jump @SYN3_19002 

:SYN3_18972
00BC: text_highpriority 'TORX_AE' 3000 ms 1  // ~z~Gyernk, szllj be!
0002: jump @SYN3_19002 

:SYN3_18995
0002: jump @SYN3_19002 

:SYN3_19002
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SYN3_19106 
0001: wait 0 ms 
00D6: if or
0118:   actor 100@ dead 
0118:   actor 101@ dead 
0119:   car 34@ wrecked 
0119:   car 36@ wrecked 
0118:   actor 37@ dead 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_19064 
0051: return 

:SYN3_19064
00D6: if and
8039:   not  135@ == 1 // integer values 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_19099 
0164: disable_marker 247@ 
0006: 135@ = 1 // integer values 

:SYN3_19099
0002: jump @SYN3_19002 

:SYN3_19106
000A: 103@ += 1 // integer values 
00D6: if 
0019:   103@ > 4 // integer values 
004D: jump_if_false @SYN3_19138 
0006: 103@ = 0 // integer values 

:SYN3_19138
0051: return 

:SYN3_19140
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SYN3_19158
0008: $11010 += 1 // integer values 
0318: set_latest_mission_passed 'SYND_3'  // A ksr
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 9000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 9000 
0998: add_respect 25 
01F0: set_max_wanted_level_to 248@ 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0394: play_music 1 
0051: return 

:SYN3_19229
0249: release_model #WASHING 
0249: release_model #SANCHEZ 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #ROCKETLA 
0249: release_model #SNIPER 
0249: release_model #GREENWOO 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #AK47 
0249: release_model #CELLPHONE 
0249: release_model #BODYARMOUR 
0215: destroy_pickup 89@ 
0215: destroy_pickup 90@ 
0215: destroy_pickup 249@ 
0164: disable_marker 212@ 
0164: disable_marker 213@ 
0164: disable_marker 214@ 
0164: disable_marker 247@ 
0164: disable_marker 215@ 
0164: disable_marker 216@ 
0050: gosub @SYN3_11584 
0050: gosub @SYN3_11665 
0050: gosub @SYN3_11785 
0050: gosub @SYN3_11905 
061B: remove_references_to_action_sequences 98@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_19399 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
06AB: (unknown) $PLAYER_ACTOR 0 

:SYN3_19399
0296: unload_special_actor 1 
0296: unload_special_actor 2 
034F: destroy_actor_with_fade 100@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 101@ // The actor fades away like a ghost 
04EF: release_animation "CAR_CHAT" 
091D: (unknown) -2005.23 517.16 33.0 -2002.69 554.12 36.0 
091D: (unknown) -2097.8 319.42 33.0 -2035.57 321.05 36.0 
091D: (unknown) -2150.18 138.75 33.0 -2145.71 160.84 36.0 
091D: (unknown) -2168.24 42.13 33.0 -2165.99 61.7 36.0 
06D7: toggle_train_traffic 1 
065C: unknown_create_def_entity 88@ // unknown_destroy 
065C: unknown_create_def_entity 102@ // unknown_destroy 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_19594 
0519: lock_vehicle 34@ in_current_position 0 

:SYN3_19594
01F0: set_max_wanted_level_to 248@ 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 61---------------
// Originally: Ice Cold Killa

:SYND4
03A4: name_thread 'SYND4' 
0050: gosub @SYND4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SYND4_38 
0050: gosub @SYND4_12026 

:SYND4_38
0050: gosub @SYND4_12370 
004E: end_thread 

:SYND4_47
0005: $7303 = 0.0 // floating-point values 
0005: $7304 = 0.0 // floating-point values 
0005: $7305 = 0.0 // floating-point values 
0005: $7306 = 0.0 // floating-point values 
0005: $7307 = 0.0 // floating-point values 
0005: $7308 = 0.0 // floating-point values 
0004: $7309 = 0 // integer values 
0004: $7310 = 0 // integer values 
0004: $7311 = 0 // integer values 
0004: $7312 = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 97@ = 2 // integer values 
054C: use_GXT_table 'SYN4' 
07FB: set_interior 'PDOMES' accessible 1  // Az rm kupola
07FB: set_interior 'PDOMES2' accessible 0  // Az rm kupolk
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:SYND4_201
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_225 
0001: wait 0 ms 
0002: jump @SYND4_201 

:SYND4_225
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_camera -2031.0 149.0 29.0 
02E4: load_cutscene_data 'SYND_4A' 

:SYND4_264
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYND4_288 
0001: wait 0 ms 
0002: jump @SYND4_264 

:SYND4_288
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:SYND4_305
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYND4_329 
0001: wait 0 ms 
0002: jump @SYND4_305 

:SYND4_329
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:SYND4_343
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_367 
0001: wait 0 ms 
0002: jump @SYND4_343 

:SYND4_367
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 // select render area 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_428 
08C7: (unknown) $PLAYER_ACTOR -2031.196 161.1839 27.8516 
0173: set_actor $PLAYER_ACTOR z_angle_to 268.0468 
0373: set_camera_directly_behind_player 

:SYND4_428
0169: set_fade_color 0 0 0 
0247: request_model #SILENCED 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #STRETCH 
0247: request_model #MICRO_UZI 
0247: request_model #BROADWAY 
0247: request_model #STRETCH 
0247: request_model #WMYSGRD 
0746: (unknown) 4 24 0 
0746: (unknown) 3 25 0 
0746: (unknown) 1 25 25 
060A: unknown_create_entity 0 55@ 
060A: unknown_create_entity 2 47@ 
060A: unknown_create_entity 2 88@ 

:SYND4_520
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #BMYBOUN available 
8248:   not model #WMYBOUN available 
8248:   not model #STRETCH available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SYND4_567 
0001: wait 0 ms 
0002: jump @SYND4_520 

:SYND4_567
00D6: if or
8248:   not model #STRETCH available 
8248:   not model #BROADWAY available 
8248:   not model #WMYSGRD available 
004D: jump_if_false @SYND4_603 
0001: wait 0 ms 
0002: jump @SYND4_567 

:SYND4_603
0A0B: (unknown) -2031.196 161.1839 27.8359 268.0468 
0395: clear_area 1 at -2624.548 1412.131 6.1094 range 10.0 
062F: 52@ = create_group_type 2 
06AE: unknown_group_creator 0 53@ 
06AD: unknown_group_use_entity 52@ 53@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_739 
0615: define_action_sequences 58@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2643.993 1405.895 905.2734 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05D6: clear_scmpath 
0616: define_action_sequences_end 58@ 

:SYND4_739
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_915 
0615: define_action_sequences 120@ 
0603: unknown_action_sequence -1 -2664.286 1420.904 905.2812 4 -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 120@ 
0615: define_action_sequences 121@ 
0603: unknown_action_sequence -1 -2662.241 1418.222 905.277 4 -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 121@ 
0615: define_action_sequences 122@ 
0603: unknown_action_sequence -1 -2671.858 1420.603 905.2812 4 -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 122@ 
0615: define_action_sequences 123@ 
0603: unknown_action_sequence -1 -2667.221 1421.774 905.2812 4 -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 123@ 

:SYND4_915
0615: define_action_sequences 72@ 
0603: unknown_action_sequence -1 -2674.171 1394.553 917.3582 4 -1 
05D4: AS_actor -1 rotate_angle 94.4524 
0643: (unknown) 72@ 1 
0616: define_action_sequences_end 72@ 
0615: define_action_sequences 81@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2666.142 1420.576 905.277 
05D7: add_point_to_scmpath -2654.33 1420.092 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 81@ 
0615: define_action_sequences 73@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.897 1420.509 905.2812 
05D7: add_point_to_scmpath -2655.542 1418.905 905.2812 
05D7: add_point_to_scmpath -2648.745 1416.988 905.2812 
05D7: add_point_to_scmpath -2645.276 1410.547 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 73@ 
0615: define_action_sequences 67@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2627.831 1404.959 905.4609 
05D7: add_point_to_scmpath -2627.514 1406.607 905.4609 
05D7: add_point_to_scmpath -2635.924 1408.306 905.4609 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05B9: unknown_action_sequence -1 4000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2629.451 1406.773 905.4609 
05D7: add_point_to_scmpath -2626.714 1403.41 905.4609 
05D7: add_point_to_scmpath -2629.224 1402.585 905.4598 
05D7: add_point_to_scmpath -2639.513 1399.569 911.4133 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 67@ 
0615: define_action_sequences 57@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.024 1430.271 911.3984 
05D7: add_point_to_scmpath -2677.841 1429.663 911.3921 
05D7: add_point_to_scmpath -2688.757 1426.88 905.4531 
05D7: add_point_to_scmpath -2686.493 1422.207 905.4531 
05D7: add_point_to_scmpath -2677.769 1421.948 905.4531 
05D7: add_point_to_scmpath -2664.318 1423.618 905.2734 
05D7: add_point_to_scmpath -2651.408 1423.601 905.2734 
05D7: add_point_to_scmpath -2642.101 1416.098 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2633.106 1415.721 905.4531 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 57@ 
0615: define_action_sequences 42@ 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: unknown_action_sequence -1 1000 
05C8: AS_actor -1 look_around 
0643: (unknown) 42@ 1 
0616: define_action_sequences_end 42@ 
0615: define_action_sequences 68@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0643: (unknown) 68@ 1 
0616: define_action_sequences_end 68@ 
00A5: 62@ = create_car #STRETCH at -2634.061 1395.498 6.1186 
0175: set_car 62@ z_angle_to 3.5285 
0229: set_car 62@ color_to 0 0 
053F: set_car 62@ tires_vulnerable 0 
0224: set_car 62@ health_to 2000 
00A5: 63@ = create_car #STRETCH at -2613.48 1416.568 6.1432 
0175: set_car 63@ z_angle_to 272.3133 
0229: set_car 63@ color_to 0 0 
053F: set_car 63@ tires_vulnerable 0 
0224: set_car 63@ health_to 2000 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 64@ = create_car #BROADWAY at -2611.471 1409.036 6.1335 
0175: set_car 64@ z_angle_to 274.4727 
0229: set_car 64@ color_to 4 4 
0224: set_car 64@ health_to 1000 
0615: define_action_sequences 124@ 
0603: unknown_action_sequence -1 -2622.981 1413.107 6.1137 4 -1 
05D4: AS_actor -1 rotate_angle 196.019 
0643: (unknown) 124@ 1 
0616: define_action_sequences_end 124@ 
0615: define_action_sequences 125@ 
0603: unknown_action_sequence -1 -2626.409 1411.96 6.1094 4 -1 
05D4: AS_actor -1 rotate_angle 190.6977 
0643: (unknown) 125@ 1 
0616: define_action_sequences_end 125@ 
009A: 49@ = create_actor 25 #BMYBOUN at -2622.981 1413.107 6.1137 
0173: set_actor 49@ z_angle_to 196.019 
009A: 50@ = create_actor 25 #WMYBOUN at -2626.409 1411.96 6.1094 
0173: set_actor 50@ z_angle_to 190.6977 
01B2: give_actor 49@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 49@ armed_weapon_to 28 
02E2: set_actor 49@ weapon_accuracy_to 90 
01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 50@ armed_weapon_to 28 
02E2: set_actor 50@ weapon_accuracy_to 90 
060B: unknown_actor_use_entity 49@ 47@ 
060B: unknown_actor_use_entity 50@ 47@ 
0618: assign_actor 49@ to_action_sequences 124@ 
0618: assign_actor 50@ to_action_sequences 125@ 
018A: 59@ = create_checkpoint_at -2623.937 1410.79 6.1152 
018A: 60@ = create_checkpoint_at -2636.385 1402.485 905.4609 
08DC: (unknown) 60@ -2661.74 1423.483 100.0 
018B: show_on_radar 60@ 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_2049 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 200 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 

:SYND4_2049
0006: 32@ = 0 // integer values 
0169: set_fade_color 0 0 0 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
00BC: text_highpriority 'SYN4_20' 9000 ms 1  // ~s~Menj, ltogasd meg Jizzy-t az ~y~lvezetek Dmja klubnl~s~!

:SYND4_2095
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_3486 
0001: wait 0 ms 
0050: gosub @SYND4_12876 
0050: gosub @SYND4_13690 
00D6: if 
0735:   83 
004D: jump_if_false @SYND4_2151 
0002: jump @SYND4_12241 

:SYND4_2151
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @SYND4_2369 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_2269 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 49@ 
004D: jump_if_false @SYND4_2269 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_2233 
0792: (unknown) $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_2233
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_2262 
0792: (unknown) $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_2262
0006: 117@ = 1 // integer values 

:SYND4_2269
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_2369 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
004D: jump_if_false @SYND4_2369 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_2333 
0792: (unknown) $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_2333
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_2362 
0792: (unknown) $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_2362
0006: 117@ = 1 // integer values 

:SYND4_2369
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_3424 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -2623.937 1410.79 6.1152 radius 1.2 1.2 1.2 
004D: jump_if_false @SYND4_3424 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_2456 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:SYND4_2456
0221: set_player $PLAYER_CHAR trapped_in_car 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0164: disable_marker 59@ 
0050: gosub @SYND4_12744 
00D6: if and
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_3185 
00D6: if and
851A:   not actor 49@ damaged_by_actor $PLAYER_ACTOR 
851A:   not actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_3185 
05BF: AS_actor 50@ look_at_actor $PLAYER_ACTOR 6000 ms 
0050: gosub @SYND4_12744 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_2597 
08C7: (unknown) $PLAYER_ACTOR -2624.112 1410.473 6.1149 
0173: set_actor $PLAYER_ACTOR z_angle_to 13.4662 

:SYND4_2597
05BF: AS_actor 49@ look_at_actor $PLAYER_ACTOR 6000 ms 
015F: set_camera_position -2623.714 1409.642 7.7873 0.0 0.0 0.0 
0160: point_camera -2623.871 1410.628 7.7269 2 
0001: wait 1000 ms 
0209: $7309 = random_int 0 3 
0871: init_jump_table $7309 total_jumps 3 0 @SYND4_3117 jumps 0 @SYND4_2736 1 @SYND4_2863 2 @SYND4_2990 -1 @SYND4_3117 -1 @SYND4_3117 -1 @SYND4_3117 -1 @SYND4_3117 

:SYND4_2736
040D: unload_wav 1 
03CF: load_wav 39411 as 1 

:SYND4_2749
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_2775 
0001: wait 0 ms 
0002: jump @SYND4_2749 

:SYND4_2775
03D1: play_wav 1 
00BC: text_highpriority 'SYN4_BA' 4000 ms 1  // ~z~Bocs, ember, privt funkci.
0006: 33@ = 0 // integer values 

:SYND4_2802
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @SYND4_2856 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYND4_2849 
0002: jump @SYND4_3349 

:SYND4_2849
0002: jump @SYND4_2802 

:SYND4_2856
0002: jump @SYND4_3117 

:SYND4_2863
040D: unload_wav 1 
03CF: load_wav 39412 as 1 

:SYND4_2876
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_2902 
0001: wait 0 ms 
0002: jump @SYND4_2876 

:SYND4_2902
03D1: play_wav 1 
00BC: text_highpriority 'SYN4_BB' 4000 ms 1  // ~z~Jizzy nem akarja, hogy zavarjk.
0006: 33@ = 0 // integer values 

:SYND4_2929
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @SYND4_2983 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYND4_2976 
0002: jump @SYND4_3349 

:SYND4_2976
0002: jump @SYND4_2929 

:SYND4_2983
0002: jump @SYND4_3117 

:SYND4_2990
040D: unload_wav 1 
03CF: load_wav 39413 as 1 

:SYND4_3003
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_3029 
0001: wait 0 ms 
0002: jump @SYND4_3003 

:SYND4_3029
03D1: play_wav 1 
00BC: text_highpriority 'SYN4_BC' 4000 ms 1  // ~z~Nem fogsz bejnni!
0006: 33@ = 0 // integer values 

:SYND4_3056
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @SYND4_3110 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYND4_3103 
0002: jump @SYND4_3349 

:SYND4_3103
0002: jump @SYND4_3056 

:SYND4_3110
0002: jump @SYND4_3117 

:SYND4_3117
0006: 33@ = 0 // integer values 

:SYND4_3124
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @SYND4_3185 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYND4_3178 
0006: 70@ = 1 // integer values 
0002: jump @SYND4_3349 

:SYND4_3178
0002: jump @SYND4_3124 

:SYND4_3185
015F: set_camera_position -2671.127 1432.594 25.4663 0.0 0.0 0.0 
0160: point_camera -2670.43 1431.881 25.3871 2 
00BC: text_highpriority 'SYN4_12' 5000 ms 1  // ~s~Hasznld a ~y~Skylight-ot ~s~, hogy bejuss a klubba!
0876: (unknown) 2682.42 1420.237 28.0 -2630.365 1411.699 28.0 3 0 
0006: 33@ = 0 // integer values 

:SYND4_3295
00D6: if 
001B:   5000 > 33@ // integer values 
004D: jump_if_false @SYND4_3349 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYND4_3342 
0002: jump @SYND4_3349 

:SYND4_3342
0002: jump @SYND4_3295 

:SYND4_3349
0050: gosub @SYND4_12775 
018A: 61@ = create_checkpoint_at -2661.924 1424.278 22.8906 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @SYND4_3410 
00BC: text_highpriority 'SYN4_12' 5000 ms 1  // ~s~Hasznld a ~y~Skylight-ot ~s~, hogy bejuss a klubba!

:SYND4_3410
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0002: jump @SYND4_3493 

:SYND4_3424
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2660.145 1419.211 22.8906 radius 5.0 5.0 5.0 
004D: jump_if_false @SYND4_3479 
0002: jump @SYND4_3493 

:SYND4_3479
0002: jump @SYND4_2095 

:SYND4_3486
0002: jump @SYND4_12026 

:SYND4_3493
0247: request_model #BMYDRUG 
0247: request_model #HMYDRUG 
0247: request_model #HFYRI 
0247: request_model #BFYPRO 
0247: request_model #BMYDJ 
0247: request_model #MICRO_UZI 
0247: request_model #VWFYWAI 
0247: request_model #COLT45 
023C: request_special_actor 'JIZZY' as 1 
0247: request_model #VHFYST3 
04ED: load_animation "SWAT" 

:SYND4_3554
00D6: if or
8248:   not model #BMYDRUG available 
8248:   not model #HMYDRUG available 
8248:   not model #HFYRI available 
8248:   not model #BFYPRO available 
8248:   not model #BMYDJ available 
004D: jump_if_false @SYND4_3596 
0001: wait 0 ms 
0002: jump @SYND4_3554 

:SYND4_3596
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #VWFYWAI available 
8248:   not model #COLT45 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "SWAT" loaded 
8248:   not model #VHFYST3 available 
004D: jump_if_false @SYND4_3650 
0001: wait 0 ms 
0002: jump @SYND4_3596 

:SYND4_3650
00D6: if 
004D: jump_if_false @SYND4_3672 
0001: wait 0 ms 
0002: jump @SYND4_3650 

:SYND4_3672
009A: 39@ = create_actor 23 #SPECIAL01 at -2669.127 1426.919 905.4609 
0860: link_actor 39@ to_interior 3 
0245: set_actor 39@ walk_style_to "GANG1" 
0746: (unknown) 4 23 0 
0173: set_actor 39@ z_angle_to 238.0256 
060F: (unknown) 39@ 5.0 
060B: unknown_actor_use_entity 39@ 55@ 
009A: 44@ = create_actor 5 #BFYPRO at -2667.656 1425.854 905.4609 
0860: link_actor 44@ to_interior 3 
0173: set_actor 44@ z_angle_to 76.4221 
0568: set_actor 44@ targetable 1 
0677: AS_actor 39@ chat_with_actor 44@ 1 1 
0677: AS_actor 44@ chat_with_actor 39@ 0 1 
0187: 43@ = create_marker_above_actor 39@ 
018B: show_on_radar 43@ 0 
0615: define_action_sequences 79@ 
06B0: AS_actor -1 sit_down 200000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0643: (unknown) 79@ 1 
0616: define_action_sequences_end 79@ 
0615: define_action_sequences 80@ 
05B9: unknown_action_sequence -1 1000 
0618: assign_actor -1 to_action_sequences 79@ 
0616: define_action_sequences_end 80@ 
009A: 34@ = create_actor 24 #BMYDRUG at -2665.236 1429.884 905.4609 
0173: set_actor 34@ z_angle_to 133.1702 
0618: assign_actor 34@ to_action_sequences 80@ 
009A: 35@ = create_actor 24 #HMYDRUG at -2667.102 1430.024 905.4609 
0173: set_actor 35@ z_angle_to 180.876 
0618: assign_actor 35@ to_action_sequences 79@ 
009A: 36@ = create_actor 24 #BMYDRUG at -2665.064 1428.402 905.4609 
0173: set_actor 36@ z_angle_to 106.0457 
0618: assign_actor 36@ to_action_sequences 79@ 
009A: 37@ = create_actor 24 #BFYPRO at -2668.117 1429.933 905.4609 
0173: set_actor 37@ z_angle_to 180.876 
0618: assign_actor 37@ to_action_sequences 80@ 
0615: define_action_sequences 112@ 
0603: unknown_action_sequence -1 -2655.508 1410.566 905.2734 4 -1 
05D4: AS_actor -1 rotate_angle 263.3926 
05B9: unknown_action_sequence -1 2000 
0603: unknown_action_sequence -1 -2655.892 1406.675 905.2734 4 -1 
05D4: AS_actor -1 rotate_angle 181.7338 
05B9: unknown_action_sequence -1 2000 
0643: (unknown) 112@ 1 
0616: define_action_sequences_end 112@ 
0615: define_action_sequences 113@ 
0603: unknown_action_sequence -1 -2660.268 1413.959 905.2734 4 -1 
05D4: AS_actor -1 rotate_angle 348.451 
05B9: unknown_action_sequence -1 2000 
0603: unknown_action_sequence -1 -2662.841 1413.732 905.2808 4 -1 
05D4: AS_actor -1 rotate_angle 96.5734 
05B9: unknown_action_sequence -1 2000 
0643: (unknown) 113@ 1 
0616: define_action_sequences_end 113@ 
009A: 102@ = create_actor 26 #VWFYWAI at -2655.508 1410.566 905.2734 
0173: set_actor 102@ z_angle_to 263.3926 
009A: 103@ = create_actor 26 #VWFYWAI at -2660.268 1413.959 905.2734 
0173: set_actor 103@ z_angle_to 348.451 
0618: assign_actor 102@ to_action_sequences 112@ 
0618: assign_actor 103@ to_action_sequences 113@ 
009A: 104@ = create_actor 26 #BMYDRUG at -2657.269 1403.575 905.2812 
0173: set_actor 104@ z_angle_to 271.0479 
009A: 105@ = create_actor 26 #BFYPRO at -2654.617 1404.656 905.2812 
0173: set_actor 105@ z_angle_to 87.3589 
0677: AS_actor 104@ chat_with_actor 105@ 1 1 
0677: AS_actor 105@ chat_with_actor 104@ 1 1 
0006: 40@ = 0 // integer values 

:SYND4_4439
00D6: if 
8118:   not actor 34@(40@,5i) dead 
004D: jump_if_false @SYND4_4529 
0860: link_actor 34@(40@,5i) to_interior 3 
0770: (unknown) 34@(40@,5i) 1 
01B2: give_actor 34@(40@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 34@(40@,5i) armed_weapon_to 28 
02E2: set_actor 34@(40@,5i) weapon_accuracy_to 70 
060B: unknown_actor_use_entity 34@(40@,5i) 55@ 

:SYND4_4529
00D6: if 
8118:   not actor 102@(40@,10i) dead 
004D: jump_if_false @SYND4_4560 
0860: link_actor 102@(40@,10i) to_interior 3 

:SYND4_4560
000A: 40@ += 1 // integer values 
0029:   40@ >= 4 // integer values 
004D: jump_if_false @SYND4_4439 
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
018A: 54@ = create_checkpoint_at -2655.075 1431.789 912.4016 
08DC: (unknown) 54@ -2661.74 1423.483 100.0 
018B: show_on_radar 54@ 0 
0373: set_camera_directly_behind_player 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2653.217 1424.867 906.7266 
0006: 32@ = 0 // integer values 

:SYND4_4665
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_5236 
0001: wait 0 ms 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @SYND4_4903 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_4803 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 49@ 
004D: jump_if_false @SYND4_4803 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_4767 
0792: (unknown) $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_4767
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_4796 
0792: (unknown) $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_4796
0006: 117@ = 1 // integer values 

:SYND4_4803
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_4903 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
004D: jump_if_false @SYND4_4903 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_4867 
0792: (unknown) $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_4867
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_4896 
0792: (unknown) $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_4896
0006: 117@ = 1 // integer values 

:SYND4_4903
00D6: if 
0736:   83 
004D: jump_if_false @SYND4_4925 
0002: jump @SYND4_12241 

:SYND4_4925
0050: gosub @SYND4_12876 
0050: gosub @SYND4_13690 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2661.01 1415.384 921.1953 radius 20.0 20.0 20.0 
0039:   48@ == 0 // integer values 
004D: jump_if_false @SYND4_5229 
07FB: set_interior 'PDOMES' accessible 0  // Az rm kupola
00D6: if 
075C:   marker 59@ enabled 
004D: jump_if_false @SYND4_5028 
0164: disable_marker 59@ 

:SYND4_5028
0164: disable_marker 61@ 
018A: 45@ = create_checkpoint_at -2667.368 1427.435 905.4609 
08DC: (unknown) 45@ -2661.74 1423.483 100.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_5124 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR -2661.055 1416.019 921.1953 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 

:SYND4_5124
0006: 48@ = 1 // integer values 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_5152 
009B: destroy_actor_instantly 49@ 

:SYND4_5152
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_5173 
009B: destroy_actor_instantly 50@ 

:SYND4_5173
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_5199 
0173: set_actor $PLAYER_ACTOR z_angle_to 197.6688 

:SYND4_5199
00BC: text_highpriority 'SYN4_99' 4000 ms 1  // ~s~Lopakodj oda ~y~Jizzy-hez~s~, szksged van arra a telefonszmra.
03C7: unknown_maybe_cops_density 0.0 
0002: jump @SYND4_5243 

:SYND4_5229
0002: jump @SYND4_4665 

:SYND4_5236
0002: jump @SYND4_12026 

:SYND4_5243
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12019 
0001: wait 0 ms 
0050: gosub @SYND4_12876 
0050: gosub @SYND4_13690 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @SYND4_7633 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @SYND4_5327 
0006: 115@ = 1 // integer values 
0002: jump @SYND4_12026 

:SYND4_5327
0006: 40@ = 0 // integer values 

:SYND4_5334
00D6: if 
051A:   actor 34@(40@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_5387 
00BC: text_highpriority 'SYN4_08' 4000 ms 1  // ~r~Megijesztetted Jizzy-t, mieltt telefonlhatott volna.
0006: 83@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SYND4_5387
000A: 40@ += 1 // integer values 
0029:   40@ >= 4 // integer values 
004D: jump_if_false @SYND4_5334 
00D6: if 
051A:   actor 39@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_5457 
00BC: text_highpriority 'SYN4_06' 4000 ms 1  // ~r~Meglted Jizzy-t, mieltt telefonlhatott volna.
0006: 83@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SYND4_5457
00D6: if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_5506 
00BC: text_highpriority 'SYN4_08' 4000 ms 1  // ~r~Megijesztetted Jizzy-t, mieltt telefonlhatott volna.
0006: 83@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SYND4_5506
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2668.716 1421.846 905.277 radius 15.0 15.0 15.0 
004D: jump_if_false @SYND4_7633 
07FB: set_interior 'PDOMES2' accessible 1  // Az rm kupolk
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:SYND4_5582
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_5606 
0001: wait 0 ms 
0002: jump @SYND4_5582 

:SYND4_5606
0006: 40@ = 0 // integer values 

:SYND4_5613
009B: destroy_actor_instantly 34@(40@,5i) 
000A: 40@ += 1 // integer values 
0029:   40@ >= 4 // integer values 
004D: jump_if_false @SYND4_5613 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYND4_5664 
009B: destroy_actor_instantly 44@ 

:SYND4_5664
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_5685 
0164: disable_marker 43@ 

:SYND4_5685
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_5706 
009B: destroy_actor_instantly 39@ 

:SYND4_5706
02E4: load_cutscene_data 'SYND_4B' 

:SYND4_5717
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYND4_5741 
0001: wait 0 ms 
0002: jump @SYND4_5717 

:SYND4_5741
02E7: start_cutscene 
016A: fade 1 1000 ms 

:SYND4_5750
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYND4_5774 
0001: wait 0 ms 
0002: jump @SYND4_5750 

:SYND4_5774
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:SYND4_5789
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_5813 
0001: wait 0 ms 
0002: jump @SYND4_5789 

:SYND4_5813
0050: gosub @SYND4_12744 
009A: 39@ = create_actor 23 #SPECIAL01 at -2669.127 1426.919 905.4609 
0860: link_actor 39@ to_interior 3 
0245: set_actor 39@ walk_style_to "GANG1" 
0746: (unknown) 4 23 0 
0173: set_actor 39@ z_angle_to 238.0256 
060F: (unknown) 39@ 5.0 
060B: unknown_actor_use_entity 39@ 55@ 
009A: 34@ = create_actor 24 #BMYDRUG at -2665.236 1429.884 905.4609 
0173: set_actor 34@ z_angle_to 133.1702 
0618: assign_actor 34@ to_action_sequences 80@ 
009A: 35@ = create_actor 24 #HMYDRUG at -2667.102 1430.024 905.4609 
0173: set_actor 35@ z_angle_to 180.876 
0618: assign_actor 35@ to_action_sequences 79@ 
009A: 36@ = create_actor 24 #BMYDRUG at -2665.064 1428.402 905.4609 
0173: set_actor 36@ z_angle_to 106.0457 
0618: assign_actor 36@ to_action_sequences 79@ 
009A: 37@ = create_actor 24 #BFYPRO at -2668.117 1429.933 905.4609 
0173: set_actor 37@ z_angle_to 180.876 
0618: assign_actor 37@ to_action_sequences 80@ 
0187: 43@ = create_marker_above_actor 39@ 
018B: show_on_radar 43@ 0 
0296: unload_special_actor 1 
0006: 40@ = 0 // integer values 

:SYND4_6094
0860: link_actor 34@(40@,5i) to_interior 3 
01B2: give_actor 34@(40@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 34@(40@,5i) armed_weapon_to 28 
000A: 40@ += 1 // integer values 
0029:   40@ >= 4 // integer values 
004D: jump_if_false @SYND4_6094 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_6208 
015F: set_camera_position -2669.57 1410.871 907.8965 0.0 0.0 0.0 
0159: camera_on_ped 39@ 15 2 

:SYND4_6208
009A: 87@ = create_actor 24 #BMYBOUN at -2667.152 1421.553 905.2812 
0173: set_actor 87@ z_angle_to 275.4244 
0688: unknown_action_sequence 87@ 0 0 0 
0860: link_actor 87@ to_interior 3 
0001: wait 100 ms 
016A: fade 1 0 ms 

:SYND4_6271
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_6295 
0001: wait 0 ms 
0002: jump @SYND4_6271 

:SYND4_6295
00BC: text_highpriority 'SYN4_05' 4000 ms 1  // ~r~Jizzy ~s~menekl. Vadszd le!
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_6335 
0618: assign_actor 87@ to_action_sequences 73@ 

:SYND4_6335
0006: 40@ = 0 // integer values 

:SYND4_6342
00D6: if 
8118:   not actor 102@(40@,10i) dead 
004D: jump_if_false @SYND4_6382 
0792: (unknown) 102@(40@,10i) 
05C5: AS_actor 102@(40@,10i) cower -2 ms 

:SYND4_6382
000A: 40@ += 1 // integer values 
0029:   40@ >= 4 // integer values 
004D: jump_if_false @SYND4_6342 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_6493 
0687: clear_actor_task 39@ 
08C7: (unknown) 39@ -2664.462 1421.766 905.277 
0173: set_actor 39@ z_angle_to 249.6271 
0618: assign_actor 39@ to_action_sequences 73@ 
035F: set_actor 39@ armour_to 150 
0223: set_actor 39@ health_to 300 
08AF: (unknown) 39@ 300 
0446: set_actor 39@ immune_to_headshots 0 

:SYND4_6493
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_6546 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR -2666.638 1410.305 905.2812 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:SYND4_6546
0001: wait 1000 ms 
0006: 33@ = 0 // integer values 

:SYND4_6558
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @SYND4_6612 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYND4_6605 
0002: jump @SYND4_6612 

:SYND4_6605
0002: jump @SYND4_6558 

:SYND4_6612
0050: gosub @SYND4_12775 
0615: define_action_sequences 128@ 
0603: unknown_action_sequence -1 -2639.277 1409.022 905.4646 4 -1 
05D4: AS_actor -1 rotate_angle 63.4408 
0616: define_action_sequences_end 128@ 
0615: define_action_sequences 126@ 
0618: assign_actor -1 to_action_sequences 128@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 126@ 1 
0616: define_action_sequences_end 126@ 
0615: define_action_sequences 127@ 
0603: unknown_action_sequence -1 -2639.352 1402.766 905.4646 4 -1 
05D4: AS_actor -1 rotate_angle 73.286 
0616: define_action_sequences_end 127@ 
0615: define_action_sequences 129@ 
0618: assign_actor -1 to_action_sequences 127@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 129@ 1 
0616: define_action_sequences_end 129@ 
009A: 130@ = create_actor 24 #BMYBOUN at -2639.277 1409.022 905.4646 
0860: link_actor 130@ to_interior 1 
0173: set_actor 130@ z_angle_to 63.4408 
060B: unknown_actor_use_entity 130@ 55@ 
0618: assign_actor 130@ to_action_sequences 126@ 
009A: 131@ = create_actor 24 #WMYBOUN at -2639.352 1402.766 905.4646 
0860: link_actor 131@ to_interior 1 
0173: set_actor 131@ z_angle_to 73.286 
060B: unknown_actor_use_entity 131@ 55@ 
0618: assign_actor 131@ to_action_sequences 129@ 
01B2: give_actor 130@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 130@ armed_weapon_to 28 
01B2: give_actor 131@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 28 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SYND4_7331 
08C7: (unknown) 34@ -2671.761 1420.303 905.2812 
0173: set_actor 34@ z_angle_to 214.6866 

:SYND4_7331
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYND4_7377 
08C7: (unknown) 35@ -2665.095 1421.339 905.2812 
0173: set_actor 35@ z_angle_to 167.6077 

:SYND4_7377
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_7456 
0792: (unknown) 39@ 
018B: show_on_radar 43@ 0 
08C7: (unknown) 39@ -2621.465 1411.338 905.4609 
04D7: lock_actor 39@ in_current_position 1 
0173: set_actor 39@ z_angle_to 277.734 
0860: link_actor 39@ to_interior 0 
0006: 74@ = 1 // integer values 

:SYND4_7456
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_7514 
0792: (unknown) 87@ 
08C7: (unknown) 87@ -2625.836 1404.75 6.0938 
0173: set_actor 87@ z_angle_to 279.9147 
0860: link_actor 87@ to_interior 0 

:SYND4_7514
0746: (unknown) 4 24 0 
0006: 40@ = 0 // integer values 

:SYND4_7529
00D6: if 
8118:   not actor 34@(40@,5i) dead 
004D: jump_if_false @SYND4_7582 
0792: (unknown) 34@(40@,5i) 
05E2: AS_actor 34@(40@,5i) kill_actor $PLAYER_ACTOR 
060B: unknown_actor_use_entity 34@(40@,5i) 47@ 

:SYND4_7582
000A: 40@ += 1 // integer values 
0029:   40@ >= 4 // integer values 
004D: jump_if_false @SYND4_7529 
018B: show_on_radar 60@ 3 
018B: show_on_radar 45@ 0 
0373: set_camera_directly_behind_player 
0006: 41@ = 1 // integer values 
0006: 46@ = 1 // integer values 

:SYND4_7633
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2640.998 1406.275 905.4609 radius 8.0 8.0 8.0 
004D: jump_if_false @SYND4_7767 
00D6: if and
8118:   not actor 130@ dead 
0039:   98@ == 0 // integer values 
004D: jump_if_false @SYND4_7724 
0792: (unknown) 130@ 
05E2: AS_actor 130@ kill_actor $PLAYER_ACTOR 
0006: 98@ = 1 // integer values 

:SYND4_7724
00D6: if and
8118:   not actor 131@ dead 
0039:   99@ == 0 // integer values 
004D: jump_if_false @SYND4_7767 
0792: (unknown) 131@ 
05E2: AS_actor 131@ kill_actor $PLAYER_ACTOR 
0006: 99@ = 1 // integer values 

:SYND4_7767
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @SYND4_11400 
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @SYND4_9218 
00D6: if and
0118:   actor 39@ dead 
0039:   85@ == 0 // integer values 
004D: jump_if_false @SYND4_7854 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYND4_7847 
0164: disable_marker 60@ 

:SYND4_7847
0002: jump @SYND4_12241 

:SYND4_7854
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_7997 
00D6: if and
00FE:   actor 39@ 0 -2636.385 1402.485 905.4609 radius 2.0 2.0 2.0 
0039:   74@ == 0 // integer values 
004D: jump_if_false @SYND4_7997 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_7997 
0687: clear_actor_task 39@ 
018B: show_on_radar 43@ 0 
08C7: (unknown) 39@ -2621.465 1411.338 6.1094 
0173: set_actor 39@ z_angle_to 277.734 
0860: link_actor 39@ to_interior 0 
0006: 74@ = 1 // integer values 

:SYND4_7997
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -2624.8 1411.54 6.1015 radius 4.0 4.0 4.0 
00FE:   actor $PLAYER_ACTOR 0 -2661.85 1426.39 22.8985 radius 4.0 4.0 4.0 
004D: jump_if_false @SYND4_9218 
0050: gosub @SYND4_12810 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_8132 
08C7: (unknown) 39@ -2621.465 1411.338 6.1094 
04D7: lock_actor 39@ in_current_position 0 

:SYND4_8132
07FB: set_interior 'PDOMES' accessible 0  // Az rm kupola
07FB: set_interior 'PDOMES2' accessible 0  // Az rm kupolk
0994: (unknown) -2686.415 1235.572 54.4297 
0994: (unknown) -2671.298 1236.492 54.4297 
00D6: if 
0119:   car 64@ wrecked 
004D: jump_if_false @SYND4_8353 
00A6: destroy_car 64@ 
0395: clear_area 1 at -2611.471 1409.036 6.1335 range 20.0 
0247: request_model #PIZZABOY 
0247: request_model #WMYPIZZ 

:SYND4_8247
00D6: if or
8248:   not model #PIZZABOY available 
8248:   not model #WMYPIZZ available 
004D: jump_if_false @SYND4_8279 
0001: wait 0 ms 
0002: jump @SYND4_8247 

:SYND4_8279
00A5: 64@ = create_car #PIZZABOY at -2611.471 1409.036 6.1335 
0175: set_car 64@ z_angle_to 274.4727 
0129: 132@ = create_actor 4 #WMYPIZZ in_car 64@ driverseat 
009B: destroy_actor_instantly 87@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_8353 
08C6: set_actor 39@ stay_on_bike 3 

:SYND4_8353
0615: define_action_sequences 75@ 
05CB: AS_actor -1 enter_car_as_driver 64@ 5000 ms 
05B9: unknown_action_sequence -1 1000 
05D2: AS_actor -1 run_to_and_hijack_vehicle 64@ max_search_radius 20.0 traffic_behavior 2 
0616: define_action_sequences_end 75@ 
0615: define_action_sequences 76@ 
05CD: AS_actor -1 exit_car 64@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 76@ 
0229: set_car 64@ color_to 4 4 
0395: clear_area 1 at -2621.81 1398.744 6.086 range 20.0 
0164: disable_marker 60@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_9218 
0860: link_actor $PLAYER_ACTOR to_interior 0 
01B6: set_weather 9 
04BB: select_interior 0 // select render area 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_8535 
08C7: (unknown) 39@ -2624.485 1411.353 6.1015 
0173: set_actor 39@ z_angle_to 267.9166 

:SYND4_8535
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_8625 
0792: (unknown) 87@ 
08C7: (unknown) 87@ -2620.604 1406.97 6.1016 
0173: set_actor 87@ z_angle_to 277.7697 
01B2: give_actor 87@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 87@ armed_weapon_to 22 
060B: unknown_actor_use_entity 87@ 88@ 
02E2: set_actor 87@ weapon_accuracy_to 30 
07DD: (unknown) 87@ 30 

:SYND4_8625
009B: destroy_actor_instantly 44@ 
0006: 40@ = 0 // integer values 

:SYND4_8637
009B: destroy_actor_instantly 34@(40@,5i) 
000A: 40@ += 1 // integer values 
0029:   40@ >= 4 // integer values 
004D: jump_if_false @SYND4_8637 
0050: gosub @SYND4_12744 
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_8759 
015F: set_camera_position -2626.019 1411.502 9.1763 0.0 0.0 0.0 
0160: point_camera -2625.058 1411.35 8.9421 2 
0792: (unknown) 39@ 
0618: assign_actor 39@ to_action_sequences 75@ 

:SYND4_8759
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_8793 
0792: (unknown) 87@ 
05CA: AS_actor 87@ enter_car 64@ passenger_seat 0 5000 ms 

:SYND4_8793
0050: gosub @SYND4_12843 
0006: 33@ = 0 // integer values 

:SYND4_8807
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @SYND4_8859 
0001: wait 0 ms 
00D6: if and
00E1:   key_pressed 0 16 
0118:   actor 132@ dead 
004D: jump_if_false @SYND4_8852 

:SYND4_8852
0002: jump @SYND4_8807 

:SYND4_8859
0006: 85@ = 1 // integer values 
0050: gosub @SYND4_12775 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_8919 
08C7: (unknown) $PLAYER_ACTOR -2627.1 1410.399 6.1015 
0173: set_actor $PLAYER_ACTOR z_angle_to 279.1925 

:SYND4_8919
0615: define_action_sequences 133@ 
05B9: unknown_action_sequence -1 4000 
0713: actor -1 drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 0 firing_rate 30 
0643: (unknown) 133@ 1 
0616: define_action_sequences_end 133@ 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_9172 
00D6: if and
8118:   not actor 87@ dead 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_9063 
00D6: if 
80DB:   not actor 87@ in_car 64@ 
004D: jump_if_false @SYND4_9044 
0430: put_actor 87@ into_vehicle 64@ passenger_seat 0 

:SYND4_9044
0688: unknown_action_sequence 87@ 1 1 1 
0618: assign_actor 87@ to_action_sequences 133@ 

:SYND4_9063
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_9172 
01B2: give_actor 39@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 28 
02E2: set_actor 39@ weapon_accuracy_to 90 
00D6: if 
80DB:   not actor 39@ in_car 64@ 
004D: jump_if_false @SYND4_9172 
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @SYND4_9164 
00D6: if 
00DF:   actor 132@ driving 
004D: jump_if_false @SYND4_9164 
009B: destroy_actor_instantly 132@ 

:SYND4_9164
036A: put_actor 39@ in_car 64@ 

:SYND4_9172
00BE: text_clear_all 
018B: show_on_radar 43@ 3 
00BC: text_highpriority 'SYN4_02' 10000 ms 1  // ~r~Jizzy's ~s~menekl a telefonnal, vadszd le!
0006: 32@ = 0 // integer values 
03C7: unknown_maybe_cops_density 1.0 
0006: 41@ = 2 // integer values 

:SYND4_9218
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_9388 
00A0: store_actor 39@ position_to $7304 $7306 $7303 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @SYND4_9272 
03C0: $TEMPVAR_ACTOR_CAR = actor 39@ car 

:SYND4_9272
080E: (unknown) 39@ $7313 
00D6: if 
04A3:   $7313 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYND4_9334 
0687: clear_actor_task 39@ 
0751: unknown_action_sequence 39@ $PLAYER_ACTOR 200.0 9999999 1 3000 1000 10.0 

:SYND4_9334
00D6: if 
04A3:   $7313 == 17 // integer values OR floating-point values 
004D: jump_if_false @SYND4_9388 
0687: clear_actor_task 39@ 
0751: unknown_action_sequence 39@ $PLAYER_ACTOR 200.0 9999999 1 3000 1000 10.0 

:SYND4_9388
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_9474 
080E: (unknown) 87@ $7313 
00D6: if 
04A3:   $7313 == 17 // integer values OR floating-point values 
004D: jump_if_false @SYND4_9443 
0687: clear_actor_task 87@ 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:SYND4_9443
00D6: if 
04A3:   $7313 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYND4_9474 
0687: clear_actor_task 87@ 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:SYND4_9474
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @SYND4_9709 
0227: 90@ = car $TEMPVAR_ACTOR_CAR health 
00D6: if 
001B:   200 > 90@ // integer values 
004D: jump_if_false @SYND4_9590 
0006: 89@ = 1 // integer values 
00D6: if and
8118:   not actor 87@ dead 
0039:   93@ == 0 // integer values 
004D: jump_if_false @SYND4_9583 
0615: define_action_sequences 134@ 
0622: AS_actor -1 bail_car $TEMPVAR_ACTOR_CAR 
05BE: AS_kill_actor -1 
0616: define_action_sequences_end 134@ 
0618: assign_actor 87@ to_action_sequences 134@ 
0006: 93@ = 1 // integer values 

:SYND4_9583
0002: jump @SYND4_9597 

:SYND4_9590
0006: 89@ = 0 // integer values 

:SYND4_9597
00D6: if and
0495:   car $TEMPVAR_ACTOR_CAR burning 
0039:   94@ == 0 // integer values 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_9709 
0615: define_action_sequences 135@ 
0622: AS_actor -1 bail_car $TEMPVAR_ACTOR_CAR 
0751: unknown_action_sequence -1 $PLAYER_ACTOR 200.0 9999999 1 3000 1000 10.0 
0643: (unknown) 135@ 1 
0616: define_action_sequences_end 135@ 
060B: unknown_actor_use_entity 39@ 55@ 
0006: 33@ = 0 // integer values 
0618: assign_actor 39@ to_action_sequences 135@ 
0006: 94@ = 1 // integer values 

:SYND4_9709
00D6: if 
0039:   41@ == 2 // integer values 
004D: jump_if_false @SYND4_10228 
00D6: if and
0119:   car 64@ wrecked 
0039:   77@ == 0 // integer values 
004D: jump_if_false @SYND4_9773 
00BC: text_highpriority 'SYN4_32' 5000 ms 1  // ~r~Felrobbantottad a telefont.
0002: jump @SYND4_12026 

:SYND4_9773
00D6: if and
8119:   not car 64@ wrecked 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_9834 
00D6: if 
00DB:   actor 39@ in_car 64@ 
004D: jump_if_false @SYND4_9827 
0006: 77@ = 0 // integer values 
0002: jump @SYND4_9834 

:SYND4_9827
0006: 77@ = 1 // integer values 

:SYND4_9834
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_10117 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $7304 $7306 $7303 radius 20.0 20.0 20.0 
004D: jump_if_false @SYND4_10008 
00D6: if and
8119:   not car 64@ wrecked 
0039:   86@ == 0 // integer values 
004D: jump_if_false @SYND4_10001 
00D6: if 
8495:   not car 64@ burning 
004D: jump_if_false @SYND4_10001 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @SYND4_9975 
06E1: unknown_action_sequence 39@ 64@ -1 1 25.0 2 
0002: jump @SYND4_9994 

:SYND4_9975
06E1: unknown_action_sequence 39@ 64@ -1 1 32.0 2 

:SYND4_9994
0006: 86@ = 1 // integer values 

:SYND4_10001
0002: jump @SYND4_10117 

:SYND4_10008
00D6: if and
8119:   not car 64@ wrecked 
0039:   86@ == 1 // integer values 
004D: jump_if_false @SYND4_10117 
00D6: if 
8495:   not car 64@ burning 
004D: jump_if_false @SYND4_10117 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @SYND4_10091 
06E1: unknown_action_sequence 39@ 64@ -1 1 23.0 2 
0002: jump @SYND4_10110 

:SYND4_10091
06E1: unknown_action_sequence 39@ 64@ -1 1 28.0 2 

:SYND4_10110
0006: 86@ = 0 // integer values 

:SYND4_10117
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_10228 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $7304 $7306 $7303 radius 150.0 150.0 150.0 
004D: jump_if_false @SYND4_10198 
00BC: text_highpriority 'SYN4_29' 4000 ms 1  // ~r~Hagytad, hogy Jizzy elmenekljn a telefonnal.
0002: jump @SYND4_12026 

:SYND4_10198
00D6: if and
80DF:   not actor 39@ driving 
0039:   91@ == 0 // integer values 
004D: jump_if_false @SYND4_10228 
0006: 91@ = 1 // integer values 

:SYND4_10228
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_10943 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYND4_10943 
00D9: 84@ = actor $PLAYER_ACTOR car 
000A: 92@ += 1 // integer values 
00D6: if 
0019:   92@ > 100 // integer values 
004D: jump_if_false @SYND4_10315 
054F: (unknown) 64@ 
0006: 92@ = 0 // integer values 

:SYND4_10315
00D6: if and
8119:   not car 84@ wrecked 
0019:   32@ > 12000 // integer values 
004D: jump_if_false @SYND4_10943 
00D6: if 
051D:   cars 64@ and 84@ collided 
004D: jump_if_false @SYND4_10943 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @SYND4_10943 
000A: 100@ += 1 // integer values 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @SYND4_10427 
05AA: 118@s = 'SYN4_AA' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39400 
0050: gosub @SYND4_13670 

:SYND4_10427
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @SYND4_10476 
05AA: 118@s = 'SYN4_AB' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39401 
0050: gosub @SYND4_13670 

:SYND4_10476
00D6: if 
0039:   100@ == 3 // integer values 
004D: jump_if_false @SYND4_10525 
05AA: 118@s = 'SYN4_AC' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39402 
0050: gosub @SYND4_13670 

:SYND4_10525
00D6: if 
0039:   100@ == 4 // integer values 
004D: jump_if_false @SYND4_10574 
05AA: 118@s = 'SYN4_AD' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39403 
0050: gosub @SYND4_13670 

:SYND4_10574
00D6: if 
0039:   100@ == 5 // integer values 
004D: jump_if_false @SYND4_10623 
05AA: 118@s = 'SYN4_AE' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39404 
0050: gosub @SYND4_13670 

:SYND4_10623
00D6: if 
0039:   100@ == 6 // integer values 
004D: jump_if_false @SYND4_10672 
05AA: 118@s = 'SYN4_AF' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39405 
0050: gosub @SYND4_13670 

:SYND4_10672
00D6: if 
0039:   100@ == 7 // integer values 
004D: jump_if_false @SYND4_10721 
05AA: 118@s = 'SYN4_AG' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39406 
0050: gosub @SYND4_13670 

:SYND4_10721
00D6: if 
0039:   100@ == 8 // integer values 
004D: jump_if_false @SYND4_10770 
05AA: 118@s = 'SYN4_AH' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39407 
0050: gosub @SYND4_13670 

:SYND4_10770
00D6: if 
0039:   100@ == 9 // integer values 
004D: jump_if_false @SYND4_10819 
05AA: 118@s = 'SYN4_AJ' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39408 
0050: gosub @SYND4_13670 

:SYND4_10819
00D6: if 
0039:   100@ == 10 // integer values 
004D: jump_if_false @SYND4_10868 
05AA: 118@s = 'SYN4_AK' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39409 
0050: gosub @SYND4_13670 

:SYND4_10868
00D6: if 
0039:   100@ == 11 // integer values 
004D: jump_if_false @SYND4_10924 
05AA: 118@s = 'SYN4_AL' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 39410 
0050: gosub @SYND4_13670 
0006: 100@ = 0 // integer values 

:SYND4_10924
0006: 32@ = 0 // integer values 
0006: 92@ = 0 // integer values 
054F: (unknown) 64@ 

:SYND4_10943
00D6: if and
0118:   actor 39@ dead 
0039:   56@ == 0 // integer values 
004D: jump_if_false @SYND4_11091 
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_10987 
0164: disable_marker 43@ 

:SYND4_10987
0247: request_model #MOBILE1993B 

:SYND4_10992
00D6: if 
8248:   not model #MOBILE1993B available 
004D: jump_if_false @SYND4_11019 
0001: wait 0 ms 
0002: jump @SYND4_10992 

:SYND4_11019
02CE: 136@ = ground_z $7304 $7306 $7303 
000B: 136@ += 0.5 // floating-point values 
029B: 78@ = init_object #MOBILE1993B at $7304 $7306 136@ 
0188: 69@ = create_marker_above_object 78@ 
00BC: text_highpriority 'SYN4_33' 4000 ms 1  // ~s~Most szerezd meg a ~g~telefont~s~.
0006: 56@ = 1 // integer values 

:SYND4_11091
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @SYND4_11138 
024F: create_corona 0.2 9 0 with_color 200 200 200 at_point $7304 $7306 136@ 

:SYND4_11138
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 $7304 $7306 $7303 radius 1.2 1.2 2.0 
0039:   56@ == 1 // integer values 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYND4_11271 
00BE: text_clear_all 
0108: destroy_object 78@ 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @SYND4_11220 
0164: disable_marker 69@ 

:SYND4_11220
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_11241 
0164: disable_marker 43@ 

:SYND4_11241
00BC: text_highpriority 'SYN4_11' 2000 ms 1  // Telefon beszerezve!
0006: 33@ = 0 // integer values 
0006: 56@ = 2 // integer values 

:SYND4_11271
00D6: if and
0039:   56@ == 2 // integer values 
0019:   33@ > 2000 // integer values 
895D:   not (unknown) $PLAYER_ACTOR 
004D: jump_if_false @SYND4_11400 
0050: gosub @SYND4_12744 

:SYND4_11309
0247: request_model #CELLPHONE 

:SYND4_11314
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYND4_11341 
0001: wait 0 ms 
0002: jump @SYND4_11314 

:SYND4_11341
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11374 
0687: clear_actor_task $PLAYER_ACTOR 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYND4_11374
0001: wait 2000 ms 
0050: gosub @SYND4_12775 
0006: 46@ = 2 // integer values 
0006: 33@ = 0 // integer values 

:SYND4_11400
00D6: if 
0039:   46@ == 2 // integer values 
004D: jump_if_false @SYND4_12012 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @SYND4_11449 
0006: 95@ = 6 // integer values 
0006: 95@ = 6 // integer values 

:SYND4_11449
00D6: if and
0039:   97@ == 2 // integer values 
0039:   95@ == 0 // integer values 
004D: jump_if_false @SYND4_11534 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11498 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:SYND4_11498
05AA: 118@s = 'MCES11A' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 25314 
0050: gosub @SYND4_13670 
0006: 95@ = 1 // integer values 

:SYND4_11534
00D6: if and
0039:   97@ == 2 // integer values 
0039:   95@ == 1 // integer values 
004D: jump_if_false @SYND4_11616 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11580 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11580
05AA: 118@s = 'MCES11B' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 25315 
0050: gosub @SYND4_13670 
0006: 95@ = 2 // integer values 

:SYND4_11616
00D6: if and
0039:   97@ == 2 // integer values 
0039:   95@ == 2 // integer values 
004D: jump_if_false @SYND4_11701 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11665 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:SYND4_11665
05AA: 118@s = 'MCES11C' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 25316 
0050: gosub @SYND4_13670 
0006: 95@ = 3 // integer values 

:SYND4_11701
00D6: if and
0039:   97@ == 2 // integer values 
0039:   95@ == 3 // integer values 
004D: jump_if_false @SYND4_11783 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11747 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11747
05AA: 118@s = 'MCES11D' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 25317 
0050: gosub @SYND4_13670 
0006: 95@ = 4 // integer values 

:SYND4_11783
00D6: if and
0039:   97@ == 2 // integer values 
0039:   95@ == 4 // integer values 
004D: jump_if_false @SYND4_11844 
05AA: 118@s = 'MCES11E' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 25318 
0050: gosub @SYND4_13670 
0006: 95@ = 5 // integer values 

:SYND4_11844
00D6: if and
0039:   97@ == 2 // integer values 
0039:   95@ == 5 // integer values 
004D: jump_if_false @SYND4_11929 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11893 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:SYND4_11893
05AA: 118@s = 'MCES11F' // 8-byte strings 
04AF: 96@ = unknown_wav_reference 25319 
0050: gosub @SYND4_13670 
0006: 95@ = 6 // integer values 

:SYND4_11929
00D6: if and
0039:   97@ == 2 // integer values 
0039:   95@ == 6 // integer values 
004D: jump_if_false @SYND4_12012 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11975 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11975
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11998 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYND4_11998
0050: gosub @SYND4_12775 
0002: jump @SYND4_12241 

:SYND4_12012
0002: jump @SYND4_5243 

:SYND4_12019
0002: jump @SYND4_12026 

:SYND4_12026
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_12047 
0164: disable_marker 43@ 

:SYND4_12047
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_12068 
0164: disable_marker 45@ 

:SYND4_12068
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_12089 
0164: disable_marker 54@ 

:SYND4_12089
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if or
0039:   41@ == 1 // integer values 
0039:   115@ == 1 // integer values 
004D: jump_if_false @SYND4_12237 
0050: gosub @SYND4_12810 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12230 
0006: 41@ = 1 // integer values 
04BB: select_interior 0 // select render area 
04E4: unknown_refresh_game_renderer_at -2623.805 1409.816 
0860: link_actor $PLAYER_ACTOR to_interior 0 
08C7: (unknown) $PLAYER_ACTOR -2624.461 1410.706 6.1015 
0173: set_actor $PLAYER_ACTOR z_angle_to 176.884 
03CB: set_camera -2624.461 1410.706 6.1015 

:SYND4_12230
0050: gosub @SYND4_12843 

:SYND4_12237
0373: set_camera_directly_behind_player 
0051: return 

:SYND4_12241
00BE: text_clear_all 
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_12264 
0164: disable_marker 43@ 

:SYND4_12264
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_12285 
0164: disable_marker 45@ 

:SYND4_12285
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_12306 
0164: disable_marker 54@ 

:SYND4_12306
0008: $11010 += 1 // integer values 
01E3: text_1number_styled 'M_PASSS' 12000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 12000 
0998: add_respect 30 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'SYND_4'  // Jghideg hirig
030C: set_mission_points += 1 
0051: return 

:SYND4_12370
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12391 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_12391
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_12412 
034F: destroy_actor_with_fade 39@ // The actor fades away like a ghost 

:SYND4_12412
07FB: set_interior 'PDOMES' accessible 0  // Az rm kupola
07FB: set_interior 'PDOMES2' accessible 0  // Az rm kupolk
03C7: unknown_maybe_cops_density 1.0 
0995: (unknown) 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @SYND4_12468 
0164: disable_marker 69@ 

:SYND4_12468
00D6: if 
075C:   marker 59@ enabled 
004D: jump_if_false @SYND4_12489 
0164: disable_marker 59@ 

:SYND4_12489
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_12510 
0164: disable_marker 43@ 

:SYND4_12510
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_12531 
0164: disable_marker 45@ 

:SYND4_12531
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_12552 
0164: disable_marker 54@ 

:SYND4_12552
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYND4_12573 
0164: disable_marker 60@ 

:SYND4_12573
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYND4_12594 
0164: disable_marker 61@ 

:SYND4_12594
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #SILENCED 
0249: release_model #BMYDRUG 
0249: release_model #HMYDRUG 
0249: release_model #BFYPRO 
0249: release_model #HFYRI 
0249: release_model #CELLPHONE 
0249: release_model #MICRO_UZI 
0249: release_model #MOBILE1993B 
0249: release_model #WAREHOUSE_DOOR2B 
0249: release_model #STRETCH 
0249: release_model #BMYDJ 
0249: release_model #STRETCH 
0249: release_model #BROADWAY 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #WMYSGRD 
0249: release_model #VWFYWAI 
0249: release_model #COLT45 
0249: release_model #PIZZABOY 
0249: release_model #WMYPIZZ 
0249: release_model #VHFYST3 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12719 
0110: clear_player $PLAYER_CHAR wanted_level 

:SYND4_12719
04EF: release_animation "SWAT" 
0296: unload_special_actor 1 
0004: $ONMISSION = 0 // integer values 
01B7: release_weather 
00D8: mission_cleanup 
0051: return 

:SYND4_12744
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12773 
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:SYND4_12773
0051: return 

:SYND4_12775
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12808 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 

:SYND4_12808
0051: return 

:SYND4_12810
016A: fade 0 500 ms 

:SYND4_12817
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_12841 
0001: wait 0 ms 
0002: jump @SYND4_12817 

:SYND4_12841
0051: return 

:SYND4_12843
016A: fade 1 500 ms 

:SYND4_12850
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_12874 
0001: wait 0 ms 
0002: jump @SYND4_12850 

:SYND4_12874
0051: return 

:SYND4_12876
00D6: if 
0736:   65 
004D: jump_if_false @SYND4_12937 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12937 
08C7: (unknown) $PLAYER_ACTOR -2623.977 1404.812 6.111 
0173: set_actor $PLAYER_ACTOR z_angle_to 352.628 

:SYND4_12937
00D6: if 
0736:   81 
004D: jump_if_false @SYND4_12975 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_12975 
0519: lock_vehicle 64@ in_current_position 1 

:SYND4_12975
00D6: if 
0736:   68 
004D: jump_if_false @SYND4_13011 
077E: $7314 = active_interior 
065D: $7314 "AREA_NAME" // same as 0660 

:SYND4_13011
00D6: if 
0736:   70 
004D: jump_if_false @SYND4_13062 
0876: (unknown) -2616.109 1408.629 6.5 -2618.498 1415.866 6.5 3 0 

:SYND4_13062
00D6: if 
0736:   71 
004D: jump_if_false @SYND4_13125 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_13125 
08C7: (unknown) $PLAYER_ACTOR -2661.192 1426.128 22.8906 
0173: set_actor $PLAYER_ACTOR z_angle_to 188.7666 
0373: set_camera_directly_behind_player 

:SYND4_13125
00D6: if 
0736:   69 
004D: jump_if_false @SYND4_13188 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_13188 
08C7: (unknown) $PLAYER_ACTOR -2661.493 1403.067 905.277 
0173: set_actor $PLAYER_ACTOR z_angle_to 85.1708 
0373: set_camera_directly_behind_player 

:SYND4_13188
00D6: if 
0736:   75 
004D: jump_if_false @SYND4_13232 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_13232 
065D: $7311 "HEALTH" // same as 0660 

:SYND4_13232
00D6: if 
0736:   90 
004D: jump_if_false @SYND4_13254 
0002: jump @SYND4_11309 

:SYND4_13254
00D6: if 
0736:   87 
004D: jump_if_false @SYND4_13293 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_13293 
0224: set_car 64@ health_to 200 

:SYND4_13293
00D6: if 
0736:   66 
004D: jump_if_false @SYND4_13668 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_13331 
0223: set_actor 39@ health_to 1 

:SYND4_13331
0050: gosub @SYND4_12744 
08C7: (unknown) 39@ -2659.382 1530.248 53.9453 
0173: set_actor 39@ z_angle_to 0.0 
015F: set_camera_position -2655.093 1543.846 55.7815 0.0 0.0 0.0 
0160: point_camera -2655.444 1542.918 55.652 2 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_13447 
0792: (unknown) 39@ 
05BC: AS_actor 39@ jump 0 

:SYND4_13447
0001: wait 1000 ms 
015D: set_gamespeed 0.4 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_13516 
015F: set_camera_position -2630.056 1557.202 18.3729 0.0 0.0 0.0 
0159: camera_on_ped 39@ 15 2 

:SYND4_13516
0006: 33@ = 0 // integer values 

:SYND4_13523
00D6: if 
001B:   750 > 33@ // integer values 
004D: jump_if_false @SYND4_13577 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYND4_13570 
0002: jump @SYND4_13645 

:SYND4_13570
0002: jump @SYND4_13523 

:SYND4_13577
015D: set_gamespeed 1.0 
0006: 33@ = 0 // integer values 

:SYND4_13591
00D6: if 
001B:   1500 > 33@ // integer values 
004D: jump_if_false @SYND4_13645 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYND4_13638 
0002: jump @SYND4_13645 

:SYND4_13638
0002: jump @SYND4_13591 

:SYND4_13645
0050: gosub @SYND4_12775 
00BC: text_highpriority 'SYN4_29' 4000 ms 1  // ~r~Hagytad, hogy Jizzy elmenekljn a telefonnal.

:SYND4_13668
0051: return 

:SYND4_13670
040D: unload_wav 1 
03CF: load_wav 96@ as 1 
0006: 97@ = 0 // integer values 
0051: return 

:SYND4_13690
00D6: if and
03D0:   wav 1 loaded 
0039:   97@ == 0 // integer values 
004D: jump_if_false @SYND4_13733 
03D1: play_wav 1 
00BC: text_highpriority 118@s 10000 ms 1 
0006: 97@ = 1 // integer values 

:SYND4_13733
00D6: if and
03D2:   wav 1 ended 
0039:   97@ == 1 // integer values 
004D: jump_if_false @SYND4_13771 
040D: unload_wav 1 
03D5: remove_text 118@s 
0006: 97@ = 2 // integer values 

:SYND4_13771
0051: return 

//-------------Mission 62---------------
// Originally: Toreno's Last Flight

:SYN6
03A4: name_thread 'SYN6' 
0050: gosub @SYN6_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SYN6_38 
0050: gosub @SYN6_9151 

:SYN6_38
0050: gosub @SYN6_9233 
004E: end_thread 

:SYN6_47
0004: $ONMISSION = 1 // integer values 
0004: $1522 = 1 // integer values 
0317: increment_mission_attempts 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03CB: set_camera -2034.255 176.5 27.8359 
016A: fade 0 2000 ms 

:SYN6_94
00D6: if 
016B:   fading 
004D: jump_if_false @SYN6_118 
0001: wait 0 ms 
0002: jump @SYN6_94 

:SYN6_118
04BB: select_interior 0 // select render area 
054C: use_GXT_table 'SYN6' 
0247: request_model #MAVERICK 
0247: request_model #FCR900 
0247: request_model #AK47 
0247: request_model #COLT45 
0247: request_model #WBDYG1 
0247: request_model #WBDYG2 
0247: request_model #ROCKETLA 
0247: request_model #PONY 
0247: request_model #CELLPHONE 
0247: request_model #DESERT_EAGLE 
038B: load_requested_models 

:SYN6_183
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #FCR900 available 
8248:   not model #AK47 available 
8248:   not model #COLT45 available 
8248:   not model #WBDYG1 available 
004D: jump_if_false @SYN6_229 
0001: wait 0 ms 
0002: jump @SYN6_183 

:SYN6_229
00D6: if or
8248:   not model #ROCKETLA available 
8248:   not model #WBDYG2 available 
8248:   not model #PONY available 
8248:   not model #CELLPHONE available 
8248:   not model #DESERT_EAGLE available 
004D: jump_if_false @SYN6_275 
0001: wait 0 ms 
0002: jump @SYN6_229 

:SYN6_275
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SYN6_302 
0001: wait 0 ms 
0002: jump @SYN6_275 

:SYN6_302
009A: 47@ = create_actor 4 #WBDYG1 at -1691.72 703.6754 29.6065 
009A: 48@ = create_actor 4 #WBDYG2 at -1701.061 712.767 23.8976 
009A: 49@ = create_actor 4 #WBDYG2 at -1688.372 687.4631 20.615 
009A: 50@ = create_actor 4 #WBDYG2 at -1686.15 701.9777 29.6065 
009A: 51@ = create_actor 4 #WBDYG1 at -1681.696 680.8264 18.8009 
009A: 52@ = create_actor 4 #WBDYG2 at -1690.15 716.6064 29.6065 
0173: set_actor 47@ z_angle_to 82.107 
0173: set_actor 48@ z_angle_to 224.7688 
0173: set_actor 49@ z_angle_to 118.1096 
085B: unknown_action_sequence 49@ 1 
0173: set_actor 50@ z_angle_to 239.6 
0638: AS_actor 50@ stay_put 1 
04EB: AS_actor 50@ crouch 1 
0173: set_actor 51@ z_angle_to 86.9582 
085B: unknown_action_sequence 51@ 1 
0173: set_actor 52@ z_angle_to 222.9582 
0006: 77@ = 0 // integer values 

:SYN6_541
00D6: if 
001B:   5 > 77@ // integer values 
004D: jump_if_false @SYN6_622 
01B2: give_actor 47@(77@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 47@(77@,6i) immune_to_nonplayer 1 
077A: set_actor 47@(77@,6i) aggressive_to_pedgroup 4 type 0 
0770: (unknown) 47@(77@,6i) 1 
000A: 77@ += 1 // integer values 
0002: jump @SYN6_541 

:SYN6_622
01B2: give_actor 52@ weapon 35 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 52@ immune_to_nonplayer 1 
077A: set_actor 52@ aggressive_to_pedgroup 4 type 0 
0770: (unknown) 52@ 1 
087E: set_actor 52@ weapon_droppable 0 
0638: AS_actor 52@ stay_put 1 
02E2: set_actor 52@ weapon_accuracy_to 100 
07DD: (unknown) 52@ 50 
081A: actor 52@ weapon_skill 0 
032B: 63@ = create_weapon_pickup #ROCKETLA 3 ammo 60 at -1688.86 695.3077 30.3452 
032B: 64@ = create_weapon_pickup #AK47 3 ammo 120 at -1683.497 716.2739 30.6452 
00A5: 53@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 
0825: instantly_spin_flying_vehicle 53@ rotor_blade 
0175: set_car 53@ z_angle_to 90.0 
0657: open_car 53@ component 5 
0657: open_car 53@ component 4 
02AC: set_car 53@ immunities 1 1 1 1 1 
0229: set_car 53@ color_to 10 125 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0249: release_model #FCR900 
0175: set_car 57@ z_angle_to 181.5462 
053F: set_car 57@ tires_vulnerable 0 
00A5: 58@ = create_car #PONY at -1665.8 682.1571 13.8891 
0175: set_car 58@ z_angle_to 214.5462 
0229: set_car 58@ color_to 7 1 
0657: open_car 58@ component 4 
0249: release_model #PONY 
0006: 60@ = -1 // integer values 
0006: 61@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 140@ = 1 // integer values 
0006: 141@ = 2 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 1 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
05AA: 106@s = 'MWUZ01A' // 8-byte strings 
05AA: 108@s = 'MWUZ01B' // 8-byte strings 
05AA: 110@s = 'MWUZ01C' // 8-byte strings 
05AA: 112@s = 'MWUZ01D' // 8-byte strings 
05AA: 114@s = 'MWUZ01E' // 8-byte strings 
05AA: 116@s = 'MWUZ01F' // 8-byte strings 
05AA: 118@s = 'MWUZ01G' // 8-byte strings 
05AA: 120@s = 'MWUZ01H' // 8-byte strings 
05AA: 122@s = 'MWUZ01J' // 8-byte strings 
05AA: 124@s = 'MWUZ01K' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 30009 
04AF: 130@ = unknown_wav_reference 30010 
04AF: 131@ = unknown_wav_reference 30011 
04AF: 132@ = unknown_wav_reference 30012 
04AF: 133@ = unknown_wav_reference 30013 
04AF: 134@ = unknown_wav_reference 30014 
04AF: 135@ = unknown_wav_reference 30015 
04AF: 136@ = unknown_wav_reference 30016 
04AF: 137@ = unknown_wav_reference 30017 
04AF: 138@ = unknown_wav_reference 30018 
03CF: load_wav 20804 as 3 
0006: 32@ = 0 // integer values 
02A3: toggle_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at -2030.25 148.8279 27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to 350.0 
015F: set_camera_position -2024.214 147.8178 28.9808 0.0 0.0 0.0 
0160: point_camera -2025.159 148.1366 29.046 2 
06AB: (unknown) $PLAYER_ACTOR 1 
0A0B: (unknown) -2024.137 149.9411 27.8359 348.3137 
0001: wait 0 ms 
016A: fade 1 2500 ms 
0A0B: (unknown) -2024.137 149.9411 27.8359 348.3137 
0001: wait 0 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2026.674 148.8807 27.8359 speed 4 -2 ms 

:SYN6_1531
00D6: if 
016B:   fading 
004D: jump_if_false @SYN6_1555 
0001: wait 0 ms 
0002: jump @SYN6_1531 

:SYN6_1555
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SYN6_1574 
03D1: play_wav 3 

:SYN6_1574
0001: wait 0 ms 
0006: 32@ = 0 // integer values 
0006: 84@ = 4 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 1 // integer values 

:SYN6_1606
0001: wait 0 ms 
00D6: if 
8039:   not  142@ == 0 // integer values 
004D: jump_if_false @SYN6_1963 
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @SYN6_1681 
00D6: if 
03D0:   wav 141@ loaded 
004D: jump_if_false @SYN6_1667 
040D: unload_wav 141@ 

:SYN6_1667
0006: 144@ = 1 // integer values 
0006: 145@ = 1 // integer values 

:SYN6_1681
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @SYN6_1718 
03CF: load_wav 128@(142@,12i) as 140@ 
0006: 144@ = 2 // integer values 

:SYN6_1718
00D6: if 
0039:   144@ == 2 // integer values 
004D: jump_if_false @SYN6_1778 
00D6: if 
03D0:   wav 140@ loaded 
004D: jump_if_false @SYN6_1778 
03D1: play_wav 140@ 
00BC: text_highpriority 104@(142@,12s) 10000 ms 1 
0006: 144@ = 3 // integer values 

:SYN6_1778
00D6: if 
0039:   144@ == 3 // integer values 
004D: jump_if_false @SYN6_1963 
00D6: if 
03D2:   wav 140@ ended 
004D: jump_if_false @SYN6_1902 
03D5: remove_text 104@(142@,12s) 
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @SYN6_1860 
0006: 140@ = 2 // integer values 
0006: 141@ = 1 // integer values 
0002: jump @SYN6_1874 

:SYN6_1860
0006: 140@ = 1 // integer values 
0006: 141@ = 2 // integer values 

:SYN6_1874
0006: 142@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0002: jump @SYN6_1963 

:SYN6_1902
00D6: if 
83D0:   not wav 141@ loaded 
004D: jump_if_false @SYN6_1963 
00D6: if 
001B:   10 > 142@ // integer values 
004D: jump_if_false @SYN6_1963 
0085: 143@ = 142@ // integer values and handles 
000A: 143@ += 1 // integer values 
03CF: load_wav 128@(143@,12i) as 141@ 

:SYN6_1963
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @SYN6_1985 
0003: shake_camera 20 

:SYN6_1985
00D6: if 
8039:   not  84@ == -13 // integer values 
004D: jump_if_false @SYN6_2796 
00D6: if 
0019:   84@ > 4 // integer values 
004D: jump_if_false @SYN6_2161 
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @SYN6_2091 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @SYN6_2091 

:SYN6_2056
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @SYN6_2084 
0001: wait 0 ms 
0002: jump @SYN6_2056 

:SYN6_2084
0006: 84@ = 100 // integer values 

:SYN6_2091
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @SYN6_2161 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN6_2161 

:SYN6_2126
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN6_2154 
0001: wait 0 ms 
0002: jump @SYN6_2126 

:SYN6_2154
0006: 84@ = 10 // integer values 

:SYN6_2161
00D6: if 
0039:   84@ == 4 // integer values 
004D: jump_if_false @SYN6_2217 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN6_2217 
0687: clear_actor_task $PLAYER_ACTOR 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 84@ = 5 // integer values 

:SYN6_2217
00D6: if 
0039:   84@ == 5 // integer values 
004D: jump_if_false @SYN6_2275 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SYN6_2275 
0006: 142@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 84@ = 7 // integer values 

:SYN6_2275
00D6: if 
0039:   84@ == 7 // integer values 
004D: jump_if_false @SYN6_2326 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @SYN6_2326 
0006: 84@ = 10 // integer values 
0006: 32@ = 0 // integer values 

:SYN6_2326
00D6: if 
0039:   84@ == 10 // integer values 
004D: jump_if_false @SYN6_2387 
0006: 86@ = 0 // integer values 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 84@ = 15 // integer values 
0006: 85@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SYN6_2387
00D6: if 
0019:   84@ > 10 // integer values 
004D: jump_if_false @SYN6_2796 
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @SYN6_2796 
0871: init_jump_table 84@ total_jumps 10 0 @SYN6_2796 jumps 15 @SYN6_2551 20 @SYN6_2572 30 @SYN6_2593 40 @SYN6_2614 50 @SYN6_2635 60 @SYN6_2656 70 @SYN6_2677 
0872: jump_table_jumps 80 @SYN6_2698 90 @SYN6_2719 100 @SYN6_2740 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 

:SYN6_2551
0006: 142@ = 2 // integer values 
0006: 84@ = 20 // integer values 
0002: jump @SYN6_2796 

:SYN6_2572
0006: 142@ = 3 // integer values 
0006: 84@ = 30 // integer values 
0002: jump @SYN6_2796 

:SYN6_2593
0006: 142@ = 4 // integer values 
0006: 84@ = 40 // integer values 
0002: jump @SYN6_2796 

:SYN6_2614
0006: 142@ = 5 // integer values 
0006: 84@ = 50 // integer values 
0002: jump @SYN6_2796 

:SYN6_2635
0006: 142@ = 6 // integer values 
0006: 84@ = 60 // integer values 
0002: jump @SYN6_2796 

:SYN6_2656
0006: 142@ = 7 // integer values 
0006: 84@ = 70 // integer values 
0002: jump @SYN6_2796 

:SYN6_2677
0006: 142@ = 8 // integer values 
0006: 84@ = 90 // integer values 
0002: jump @SYN6_2796 

:SYN6_2698
0006: 142@ = 9 // integer values 
0006: 84@ = 90 // integer values 
0002: jump @SYN6_2796 

:SYN6_2719
0006: 142@ = 10 // integer values 
0006: 84@ = 100 // integer values 
0002: jump @SYN6_2796 

:SYN6_2740
0006: 142@ = 0 // integer values 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
06AB: (unknown) $PLAYER_ACTOR 0 
00BC: text_highpriority 'SYN6_01' 6000 ms 1  // ~s~Toreno el helikoptert tart a kzeli ~y~felszllhelyen~s~. Menj oda s lltsd meg.
0006: 84@ = 110 // integer values 
0002: jump @SYN6_2796 

:SYN6_2796
00D6: if 
0039:   84@ == 110 // integer values 
004D: jump_if_false @SYN6_2860 
0687: clear_actor_task $PLAYER_ACTOR 
06AB: (unknown) $PLAYER_ACTOR 0 
018A: 34@ = create_checkpoint_at -1680.377 705.462 30.2209 
0006: 84@ = -13 // integer values 
0006: 85@ = 0 // integer values 

:SYN6_2860
00D6: if 
0735:   83 
004D: jump_if_false @SYN6_2882 
0002: jump @SYN6_9169 

:SYN6_2882
00D6: if 
0735:   80 
004D: jump_if_false @SYN6_2904 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:SYN6_2904
00D6: if 
0735:   79 
004D: jump_if_false @SYN6_2926 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:SYN6_2926
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SYN6_2954 
0002: jump @SYN6_9151 

:SYN6_2954
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @SYN6_3003 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN6_3003 
0006: 60@ = 6 // integer values 
0006: 78@ = 0 // integer values 

:SYN6_3003
00D6: if 
0039:   60@ == -99 // integer values 
004D: jump_if_false @SYN6_3044 
00A5: 149@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 

:SYN6_3044
00D6: if 
0039:   60@ == -1 // integer values 
004D: jump_if_false @SYN6_3838 
00D6: if 
0735:   87 
004D: jump_if_false @SYN6_3150 
0395: clear_area 0 at -1704.324 637.5129 23.8959 range 0.5 
03CB: set_camera -1704.324 637.5129 23.8959 
00A1: put_actor $PLAYER_ACTOR at -1704.324 637.5129 23.8959 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:SYN6_3150
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1699.991 686.4141 20.0 radius 60.0 60.0 80.0 
004D: jump_if_false @SYN6_3244 
0006: 84@ = -13 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 // integer values 
000A: 60@ += 1 // integer values 

:SYN6_3244
00D6: if 
0039:   60@ == -1 // integer values 
004D: jump_if_false @SYN6_3343 
00D6: if 
056D:   carcass_of_actor 47@ valid 
004D: jump_if_false @SYN6_3343 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3343 
0006: 84@ = -13 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 // integer values 
000A: 60@ += 1 // integer values 

:SYN6_3343
00D6: if 
0039:   60@ == -1 // integer values 
004D: jump_if_false @SYN6_3442 
00D6: if 
056D:   carcass_of_actor 48@ valid 
004D: jump_if_false @SYN6_3442 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3442 
0006: 84@ = -13 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 // integer values 
000A: 60@ += 1 // integer values 

:SYN6_3442
00D6: if 
0039:   60@ == -1 // integer values 
004D: jump_if_false @SYN6_3541 
00D6: if 
056D:   carcass_of_actor 49@ valid 
004D: jump_if_false @SYN6_3541 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3541 
0006: 84@ = -13 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 // integer values 
000A: 60@ += 1 // integer values 

:SYN6_3541
00D6: if 
0039:   60@ == -1 // integer values 
004D: jump_if_false @SYN6_3640 
00D6: if 
056D:   carcass_of_actor 50@ valid 
004D: jump_if_false @SYN6_3640 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3640 
0006: 84@ = -13 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 // integer values 
000A: 60@ += 1 // integer values 

:SYN6_3640
00D6: if 
0039:   60@ == -1 // integer values 
004D: jump_if_false @SYN6_3739 
00D6: if 
056D:   carcass_of_actor 51@ valid 
004D: jump_if_false @SYN6_3739 
00D6: if 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3739 
0006: 84@ = -13 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 // integer values 
000A: 60@ += 1 // integer values 

:SYN6_3739
00D6: if 
0039:   60@ == -1 // integer values 
004D: jump_if_false @SYN6_3838 
00D6: if 
056D:   carcass_of_actor 52@ valid 
004D: jump_if_false @SYN6_3838 
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3838 
0006: 84@ = -13 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 // integer values 
000A: 60@ += 1 // integer values 

:SYN6_3838
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @SYN6_4097 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @SYN6_3974 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_3974 
0687: clear_actor_task 52@ 
00A0: store_actor $PLAYER_ACTOR position_to 69@ 70@ 71@ 
000B: 69@ += 5.0 // floating-point values 
000B: 70@ += 5.0 // floating-point values 
000B: 71@ += 15.0 // floating-point values 
0687: clear_actor_task 52@ 
0668: AS_actor 52@ rotate_to_point 69@ 70@ 71@ -1 ms 
0006: 73@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:SYN6_3974
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN6_4003 
0687: clear_actor_task 47@ 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:SYN6_4003
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN6_4032 
0687: clear_actor_task 48@ 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:SYN6_4032
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN6_4061 
0687: clear_actor_task 49@ 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYN6_4061
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @SYN6_4090 
0687: clear_actor_task 51@ 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:SYN6_4090
0006: 72@ = 2 // integer values 

:SYN6_4097
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @SYN6_4179 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @SYN6_4179 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_4179 
0687: clear_actor_task 52@ 
0006: 73@ = 99 // integer values 
0006: 33@ = 0 // integer values 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 

:SYN6_4179
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @SYN6_4223 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @SYN6_4223 
0006: 73@ = 0 // integer values 

:SYN6_4223
00D6: if 
0039:   65@ == 0 // integer values 
004D: jump_if_false @SYN6_4248 
0006: 65@ = 1 // integer values 

:SYN6_4248
00D6: if 
001B:   2 > 65@ // integer values 
004D: jump_if_false @SYN6_4448 
00D6: if 
0019:   60@ > 4 // integer values 
004D: jump_if_false @SYN6_4448 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @SYN6_4366 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_4366 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 250.0 250.0 100.0 unknown 0 
004D: jump_if_false @SYN6_4366 
05ED: (unknown) 149@ 
0006: 80@ = 1 // integer values 

:SYN6_4366
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @SYN6_4448 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_4448 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 250.0 250.0 100.0 unknown 0 
004D: jump_if_false @SYN6_4448 
05EE: (unknown) 149@ 
0006: 80@ = 0 // integer values 

:SYN6_4448
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @SYN6_4557 
00D6: if 
0214:   pickup 63@ picked_up 
004D: jump_if_false @SYN6_4557 
00BE: text_clear_all 
00BC: text_highpriority 'SYN6_20' 6000 ms 1  // ~s~Hajts az autplyra s vadszd le a ~r~helikoptert~s~.
0164: disable_marker 62@ 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_4550 
0186: 34@ = create_marker_above_car 149@ 
03C4: set_status_text_to $7315 1 'SYN6_05'  // Helkopter llapota
05EE: (unknown) 149@ 

:SYN6_4550
0006: 65@ = 2 // integer values 

:SYN6_4557
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @SYN6_4575 

:SYN6_4575
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @SYN6_4855 
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @SYN6_4709 
00D6: if 
05FC:   $PLAYER_ACTOR -1695.668 693.7705 29.5938 -1665.865 693.7705 59.5943 28.0 0 
004D: jump_if_false @SYN6_4709 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN6_4695 
00D9: 90@ = actor $PLAYER_ACTOR car 
0006: 91@ = 1 // integer values 

:SYN6_4695
0006: 92@ = 1 // integer values 
000A: 60@ += 1 // integer values 

:SYN6_4709
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @SYN6_4782 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1683.82 686.5125 23.9687 radius 2.0 2.0 2.0 
004D: jump_if_false @SYN6_4782 
000A: 60@ += 1 // integer values 

:SYN6_4782
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @SYN6_4855 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1683.797 692.3915 27.586 radius 5.0 5.0 2.0 
004D: jump_if_false @SYN6_4855 
000A: 60@ += 1 // integer values 

:SYN6_4855
00D6: if 
0019:   60@ > 1 // integer values 
004D: jump_if_false @SYN6_5160 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @SYN6_5160 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -1448.006 -1533.036 radius 200.0 200.0 
004D: jump_if_false @SYN6_5160 
009A: 41@ = create_actor 4 #WBDYG1 at -1450.256 -1543.012 100.7579 
009A: 42@ = create_actor 4 #WBDYG1 at -1422.854 -1542.103 100.7514 
009A: 43@ = create_actor 4 #WBDYG1 at -1431.096 -1506.962 100.7262 
009A: 44@ = create_actor 4 #WBDYG1 at -1448.477 -1511.918 100.7579 
0173: set_actor 41@ z_angle_to 269.8948 
0173: set_actor 42@ z_angle_to 26.8258 
0173: set_actor 43@ z_angle_to 223.7033 
0173: set_actor 44@ z_angle_to 266.9233 
0006: 77@ = 0 // integer values 

:SYN6_5072
00D6: if 
001B:   4 > 77@ // integer values 
004D: jump_if_false @SYN6_5153 
01B2: give_actor 41@(77@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 41@(77@,6i) immune_to_nonplayer 1 
077A: set_actor 41@(77@,6i) aggressive_to_pedgroup 4 type 0 
0770: (unknown) 41@(77@,6i) 1 
000A: 77@ += 1 // integer values 
0002: jump @SYN6_5072 

:SYN6_5153
000A: 61@ += 1 // integer values 

:SYN6_5160
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @SYN6_6028 
00D6: if 
07C1:   path 110 available 
004D: jump_if_false @SYN6_6024 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_6017 
03D5: remove_text 'SYN6_02'  // ~s~Toreno embereinek ~g~nehz katonai fegyverzetk~s~ van. Szerezd meg magadnak!
00A6: destroy_car 53@ 
00A5: 149@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 
0825: instantly_spin_flying_vehicle 149@ rotor_blade 
0229: set_car 149@ color_to 10 125 
0107: 56@ = create_object #CARDBOARDBOX2 at -1680.93 705.7776 30.6065 
0382: set_object 56@ collision_detection 0 
0550: keep_object 56@ in_memory 1 
0382: set_object 56@ collision_detection 0 
0175: set_car 149@ z_angle_to 90.0 
020A: set_car 149@ door_status_to 3 
084E: flying_vehicle 149@ use_primary_gun 1 
0164: disable_marker 34@ 
02AA: set_car 149@ immune_to_nonplayer 1 
0224: set_car 149@ health_to 1500 
0129: 150@ = create_actor 4 #WBDYG1 in_car 149@ driverseat 
0770: (unknown) 150@ 1 
01C8: 151@ = create_actor 4 #WBDYG1 in_car 149@ passenger_seat 1 
01C8: 152@ = create_actor 4 #WBDYG1 in_car 149@ passenger_seat 2 
0657: open_car 149@ component 5 
0657: open_car 149@ component 4 
0006: 39@ = 0 // integer values 

:SYN6_5415
00D6: if 
001B:   2 > 39@ // integer values 
004D: jump_if_false @SYN6_5535 
0350: unknown_actor 151@(39@,2i) not_scared_flag 1 
01B2: give_actor 152@ weapon 30 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 151@ weapon 24 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 151@(39@,2i) immune_to_nonplayer 1 
0446: set_actor 151@(39@,2i) immune_to_headshots 0 
0223: set_actor 151@(39@,2i) health_to 300 
0770: (unknown) 151@(39@,2i) 1 
0223: set_actor 151@(39@,2i) health_to 500 
000A: 39@ += 1 // integer values 
0002: jump @SYN6_5415 

:SYN6_5535
00D6: if 
00DB:   actor 151@ in_car 149@ 
004D: jump_if_false @SYN6_5636 
00AA: store_car 149@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0362: remove_actor 151@ from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor 151@ from_turret_mode 
0856: (unknown) 151@ 1 
0464: put_actor 151@ into_turret_on_car 149@ at_car_offset -1.0 -0.3 0.0 position 1 shooting_angle 180.0 with_weapon 30 
0173: set_actor 151@ z_angle_to 200.0 

:SYN6_5636
00D6: if 
00DB:   actor 152@ in_car 149@ 
004D: jump_if_false @SYN6_5735 
00AA: store_car 149@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0362: remove_actor 152@ from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor 152@ from_turret_mode 
0856: (unknown) 152@ 1 
0464: put_actor 152@ into_turret_on_car 149@ at_car_offset 1.2 -0.3 0.0 position 3 shooting_angle 180.0 with_weapon 30 
0639: AS_actor 152@ rotate_to_actor $PLAYER_ACTOR 

:SYN6_5735
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
015F: set_camera_position -1675.195 699.6955 36.8409 0.0 0.0 0.0 
0160: point_camera -1675.773 700.2547 36.2466 2 
0006: 89@ = 1 // integer values 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @SYN6_5870 
00A1: put_actor $PLAYER_ACTOR at -1683.849 692.0139 27.586 
0173: set_actor $PLAYER_ACTOR z_angle_to 304.0 
0002: jump @SYN6_5955 

:SYN6_5870
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @SYN6_5948 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @SYN6_5941 
00AB: put_car 90@ at -1667.77 728.9113 49.8973 
0175: set_car 90@ z_angle_to 135.4521 
0519: lock_vehicle 90@ in_current_position 1 

:SYN6_5941
0002: jump @SYN6_5955 

:SYN6_5948
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:SYN6_5955
0169: set_fade_color 1 0 0 
05EB: assign_vehicle 149@ to_path 110 
04EB: AS_actor 151@ crouch 1 
04EB: AS_actor 152@ crouch 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN6_6000 

:SYN6_6000
06FD: (unknown) 149@ 3.0 
000A: 60@ += 1 // integer values 

:SYN6_6017
0002: jump @SYN6_6028 

:SYN6_6024
07C0: load_path 110 

:SYN6_6028
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_7667 
00D6: if 
0039:   60@ == 2 // integer values 
004D: jump_if_false @SYN6_6089 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_6089 
000A: 60@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:SYN6_6089
00D6: if 
0039:   60@ == 3 // integer values 
004D: jump_if_false @SYN6_6114 
000A: 60@ += 1 // integer values 

:SYN6_6114
00D6: if 
0039:   60@ == 4 // integer values 
004D: jump_if_false @SYN6_6184 
00D6: if 
0019:   33@ > 1100 // integer values 
004D: jump_if_false @SYN6_6184 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_6177 
06FD: (unknown) 149@ 0.85 

:SYN6_6177
000A: 60@ += 1 // integer values 

:SYN6_6184
00D6: if 
0039:   60@ == 5 // integer values 
004D: jump_if_false @SYN6_6310 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @SYN6_6284 
0108: destroy_object 56@ 
0006: 89@ = 0 // integer values 
015F: set_camera_position -1681.265 685.2078 30.6465 0.0 0.0 0.0 
0160: point_camera -1681.263 686.2019 30.5389 2 

:SYN6_6284
00D6: if 
0019:   33@ > 6500 // integer values 
004D: jump_if_false @SYN6_6310 
000A: 60@ += 1 // integer values 

:SYN6_6310
00D6: if 
0039:   60@ == 6 // integer values 
004D: jump_if_false @SYN6_6885 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_6885 
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @SYN6_6402 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0175: set_car 57@ z_angle_to 181.5462 
0002: jump @SYN6_6478 

:SYN6_6402
00D6: if 
81AD:   not car 57@ 0 -1703.949 690.2634 20.0 20.0 
004D: jump_if_false @SYN6_6478 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0175: set_car 57@ z_angle_to 181.5462 

:SYN6_6478
0006: 78@ = 0 // integer values 
03D5: remove_text 'SYN6_03'  // ~s~A helikopter fegyverzete! Szerezd meg a ~g~raktavett~s~, hogy leszedd!
0169: set_fade_color 1 0 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
00BC: text_highpriority 'SYN6_03' 8000 ms 1  // ~s~A helikopter fegyverzete! Szerezd meg a ~g~raktavett~s~, hogy leszedd!
03F4: 1 cars_can_be_damaged 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_6590 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_6567 

:SYN6_6567
00D6: if 
860E:   not car 149@ is_assigned_to_existing_path 
004D: jump_if_false @SYN6_6590 
05EB: assign_vehicle 149@ to_path 110 

:SYN6_6590
0108: destroy_object 56@ 
0006: 89@ = 0 // integer values 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @SYN6_6686 
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @SYN6_6679 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @SYN6_6672 
0519: lock_vehicle 90@ in_current_position 0 

:SYN6_6672
0002: jump @SYN6_6686 

:SYN6_6679
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 

:SYN6_6686
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_6722 
0687: clear_actor_task 52@ 
085B: unknown_action_sequence 52@ 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:SYN6_6722
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN6_6765 
0687: clear_actor_task 50@ 
04EB: AS_actor 50@ crouch 0 
085B: unknown_action_sequence 50@ 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYN6_6765
06FD: (unknown) 149@ 1.0 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @SYN6_6855 
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @SYN6_6855 
06FD: (unknown) 149@ 1.5 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_6847 
01B2: give_actor 151@ weapon 35 ammo 9999 // Load the weapon model before using this 

:SYN6_6847
0224: set_car 149@ health_to 3000 

:SYN6_6855
0004: $7315 = 100 // integer values 
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 5000 // integer values 
0006: 60@ = 8 // integer values 

:SYN6_6885
00D6: if 
0039:   60@ == 9 // integer values 
004D: jump_if_false @SYN6_6963 
00D6: if 
01AF:   car 149@ 0 -1437.098 -1527.995 100.7504 radius 10.0 10.0 4.0 
004D: jump_if_false @SYN6_6963 
05EC: release_vehicle 149@ from_path 
000A: 60@ += 1 // integer values 

:SYN6_6963
00D6: if 
0039:   60@ == 10 // integer values 
004D: jump_if_false @SYN6_7178 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_7178 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 40.0 40.0 40.0 unknown 0 
004D: jump_if_false @SYN6_7178 
00BC: text_highpriority 'SYN6_07' 5000 ms 1  // ~s~Ez egy rajtats! lltsd meg azt a ~r~helikoptert~s~, nehogy elmenekljn!
000A: 60@ += 1 // integer values 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_7097 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 
0687: clear_actor_task 151@ 
05E2: AS_actor 151@ kill_actor $PLAYER_ACTOR 

:SYN6_7097
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_7138 
04EB: AS_actor 152@ crouch 0 
0687: clear_actor_task 152@ 
0465: remove_actor 152@ from_turret_mode 
05E2: AS_actor 152@ kill_actor $PLAYER_ACTOR 

:SYN6_7138
00AD: set_car 149@ max_speed_to 70.0 
04A2: heli 149@ fly_to -23.2666 1210.668 100.3528 speed 70.0 70.0 

:SYN6_7178
00D6: if 
0039:   60@ == 10 // integer values 
004D: jump_if_false @SYN6_7376 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_7376 
00D6: if 
051C:   car 149@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_7376 
00BC: text_highpriority 'SYN6_07' 5000 ms 1  // ~s~Ez egy rajtats! lltsd meg azt a ~r~helikoptert~s~, nehogy elmenekljn!
000A: 60@ += 1 // integer values 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_7295 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 
0687: clear_actor_task 151@ 
05E2: AS_actor 151@ kill_actor $PLAYER_ACTOR 

:SYN6_7295
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_7336 
04EB: AS_actor 152@ crouch 0 
0687: clear_actor_task 152@ 
0465: remove_actor 152@ from_turret_mode 
05E2: AS_actor 152@ kill_actor $PLAYER_ACTOR 

:SYN6_7336
00AD: set_car 149@ max_speed_to 70.0 
04A2: heli 149@ fly_to -23.2666 1210.668 100.3528 speed 70.0 70.0 

:SYN6_7376
00D6: if 
0039:   60@ == 11 // integer values 
004D: jump_if_false @SYN6_7545 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SYN6_7430 
0687: clear_actor_task 41@ 
0961: (unknown) 41@ 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:SYN6_7430
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN6_7466 
0687: clear_actor_task 42@ 
0961: (unknown) 42@ 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:SYN6_7466
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN6_7502 
0687: clear_actor_task 43@ 
0961: (unknown) 43@ 1 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:SYN6_7502
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYN6_7538 
0687: clear_actor_task 44@ 
0961: (unknown) 44@ 1 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:SYN6_7538
000A: 60@ += 1 // integer values 

:SYN6_7545
00D6: if 
0039:   60@ == 8 // integer values 
004D: jump_if_false @SYN6_7667 
00D6: if 
07C1:   path 111 available 
004D: jump_if_false @SYN6_7663 
00D6: if 
860E:   not car 149@ is_assigned_to_existing_path 
004D: jump_if_false @SYN6_7656 
00D6: if 
0039:   60@ == 8 // integer values 
004D: jump_if_false @SYN6_7633 
05EB: assign_vehicle 149@ to_path 111 
000A: 60@ += 1 // integer values 
0002: jump @SYN6_7656 

:SYN6_7633
00BC: text_highpriority 'SYN6_06' 5000 ms 1  // ~r~Nem sikerlt elpuszttanod a helikoptert!
0002: jump @SYN6_9151 

:SYN6_7656
0002: jump @SYN6_7667 

:SYN6_7663
07C0: load_path 111 

:SYN6_7667
00D6: if 
0019:   60@ > 4 // integer values 
004D: jump_if_false @SYN6_9026 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_8426 
0006: 79@ = 0 // integer values 
0227: $7315 = car 149@ health 
000C: $7315 -= 250 // integer values 
0014: $7315 /= 10 // integer values 
00D6: if 
0018:   $7315 > 100 // integer values 
004D: jump_if_false @SYN6_7756 
0004: $7315 = 100 // integer values 

:SYN6_7756
00D6: if 
001A:   1 > $7315 // integer values 
004D: jump_if_false @SYN6_7848 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @SYN6_7841 
00D6: if 
8039:   not  60@ == 99 // integer values 
004D: jump_if_false @SYN6_7841 
05EC: release_vehicle 149@ from_path 
0564: (unknown) 149@ 
0006: 60@ = 99 // integer values 
0006: 83@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SYN6_7841
0004: $7315 = 0 // integer values 

:SYN6_7848
00D6: if 
0019:   60@ > 7 // integer values 
004D: jump_if_false @SYN6_8058 
00D6: if 
8039:   not  92@ == 1 // integer values 
004D: jump_if_false @SYN6_8058 
00D6: if 
8039:   not  91@ == 1 // integer values 
004D: jump_if_false @SYN6_8058 
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @SYN6_7968 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 149@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @SYN6_7968 
06FD: (unknown) 149@ 0.75 
0006: 79@ = 1 // integer values 

:SYN6_7968
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @SYN6_8058 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 149@ radius 200.0 200.0 unknown 0 
004D: jump_if_false @SYN6_8041 
06FD: (unknown) 149@ 0.5 
0006: 79@ = 1 // integer values 
0002: jump @SYN6_8058 

:SYN6_8041
06FD: (unknown) 149@ 0.3 
0006: 79@ = 1 // integer values 

:SYN6_8058
00D6: if 
001B:   10 > 60@ // integer values 
004D: jump_if_false @SYN6_8322 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @SYN6_8171 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_8171 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 560.0 560.0 500.0 unknown 0 
004D: jump_if_false @SYN6_8171 
00BE: text_clear_all 
00BC: text_highpriority 'SYN6_12' 6000 ms 1  // ~s~Toreno ~r~helikoptere~s~ lvtvon kvlre megy! Ldd tovbb!
0006: 81@ = 1 // integer values 

:SYN6_8171
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @SYN6_8266 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_8266 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 400.0 400.0 400.0 unknown 0 
004D: jump_if_false @SYN6_8266 
00BE: text_clear_all 
00BC: text_highpriority 'SYN6_13' 6000 ms 1  // ~s~J. Kerlj kzel a ~r~helikopterhez~s~ s ldd le.
0006: 81@ = 0 // integer values 

:SYN6_8266
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 149@ radius 700.0 700.0 unknown 0 
004D: jump_if_false @SYN6_8322 
00BE: text_clear_all 
00BC: text_highpriority 'SYN6_08' 6000 ms 1  // ~r~Tl ks Toreno helikoptere ltvolsgon kvlre kerlt!
0002: jump @SYN6_9151 

:SYN6_8322
00D6: if 
0019:   60@ > 10 // integer values 
004D: jump_if_false @SYN6_8419 
00D6: if 
8039:   not  60@ == 99 // integer values 
004D: jump_if_false @SYN6_8419 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 100.0 100.0 50.0 unknown 0 
004D: jump_if_false @SYN6_8419 
00BE: text_clear_all 
00BC: text_highpriority 'SYN6_10' 6000 ms 1  // ~r~Toreno tvert tged! Elhzott, emiatt bajba vagy!
0002: jump @SYN6_9151 

:SYN6_8419
0002: jump @SYN6_8477 

:SYN6_8426
00BE: text_clear_all 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @SYN6_8477 
0006: 60@ = 99 // integer values 
05EC: release_vehicle 149@ from_path 
0564: (unknown) 149@ 
0006: 83@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:SYN6_8477
00D6: if 
001B:   10 > 60@ // integer values 
004D: jump_if_false @SYN6_9026 
0006: 39@ = 0 // integer values 

:SYN6_8502
00D6: if 
001B:   2 > 39@ // integer values 
004D: jump_if_false @SYN6_9026 
00D6: if 
8118:   not actor 151@(39@,2i) dead 
004D: jump_if_false @SYN6_9003 
0226: 38@ = actor 151@(39@,2i) health 
00D6: if 
0039:   93@(39@,3i) == 0 // integer values 
004D: jump_if_false @SYN6_8623 
00D6: if 
001B:   50 > 38@ // integer values 
004D: jump_if_false @SYN6_8623 
04EB: AS_actor 151@(39@,2i) crouch 0 
0006: 93@(39@,3i) = 1 // integer values 
0465: remove_actor 151@(39@,2i) from_turret_mode 

:SYN6_8623
00D6: if 
0019:   60@ > 6 // integer values 
004D: jump_if_false @SYN6_8996 
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_8735 
062E: (unknown) 152@ 1957 88@ 
00D6: if 
04A4:   88@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN6_8735 
00D6: if 
00F2:   actor 152@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @SYN6_8735 
01B9: set_actor 152@ armed_weapon_to 30 
07A5: AS_actor 152@ attack_actor $PLAYER_ACTOR 4000 ms 

:SYN6_8735
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_8996 
062E: (unknown) 151@ 1957 87@ 
00D6: if 
04A4:   87@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN6_8996 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @SYN6_8904 
00D6: if 
00F2:   actor 151@ near_actor $PLAYER_ACTOR radius 160.0 160.0 0 
004D: jump_if_false @SYN6_8897 
00D6: if 
8039:   not  92@ == 1 // integer values 
004D: jump_if_false @SYN6_8854 
01B9: set_actor 151@ armed_weapon_to 24 

:SYN6_8854
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @SYN6_8886 
01B9: set_actor 151@ armed_weapon_to 30 
02E2: set_actor 151@ weapon_accuracy_to 100 

:SYN6_8886
07A5: AS_actor 151@ attack_actor $PLAYER_ACTOR 4000 ms 

:SYN6_8897
0002: jump @SYN6_8996 

:SYN6_8904
00D6: if 
00F2:   actor 151@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @SYN6_8996 
00D6: if 
8039:   not  92@ == 1 // integer values 
004D: jump_if_false @SYN6_8960 
01B9: set_actor 151@ armed_weapon_to 24 

:SYN6_8960
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @SYN6_8985 
01B9: set_actor 151@ armed_weapon_to 30 

:SYN6_8985
07A5: AS_actor 151@ attack_actor $PLAYER_ACTOR 4000 ms 

:SYN6_8996
0002: jump @SYN6_9012 

:SYN6_9003
0465: remove_actor 151@(39@,2i) from_turret_mode 

:SYN6_9012
000A: 39@ += 1 // integer values 
0002: jump @SYN6_8502 

:SYN6_9026
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @SYN6_9144 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SYN6_9144 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_9091 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 

:SYN6_9091
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_9119 
04EB: AS_actor 152@ crouch 0 
0465: remove_actor 152@ from_turret_mode 

:SYN6_9119
00BE: text_clear_all 
00BC: text_highpriority 'SYN6_09' 6000 ms 1  // ~s~Tkletes. Toreno nem lhette tl ezt a robbanst.
0002: jump @SYN6_9169 

:SYN6_9144
0002: jump @SYN6_1606 

:SYN6_9151
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SYN6_9169
0008: $11010 += 1 // integer values 
01E3: text_1number_styled 'M_PASSS' 18000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 18000 
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SYND_6'  // Toreno utols replse
030C: set_mission_points += 1 
0051: return 

:SYN6_9233
0004: $1522 = 2 // integer values 
040D: unload_wav 3 
0164: disable_marker 34@ 
0164: disable_marker 62@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN6_9277 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 

:SYN6_9277
0151: remove_status_text $7315 
0249: release_model #ROCKETLA 
0249: release_model #MAVERICK 
0249: release_model #FCR900 
0249: release_model #AK47 
0249: release_model #COLT45 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #PONY 
0249: release_model #CELLPHONE 
0249: release_model #DESERT_EAGLE 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 63---------------
// Originally: Yay Ka-Boom-Boom

:SYN7
03A4: name_thread 'SYN7' 
0050: gosub @SYN7_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SYN7_38 
0050: gosub @SYN7_15909 

:SYN7_38
0050: gosub @SYN7_16010 
004E: end_thread 

:SYN7_47
054C: use_GXT_table 'SYN7' 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:SYN7_73
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_97 
0001: wait 0 ms 
0002: jump @SYN7_73 

:SYN7_97
0776: init_objects_in_object_group "CRACK" 
0363: toggle_object_model #CRACKFACT_SFS render_at -2166.86 -236.5 40.86 radius 40.0 1 
0363: toggle_object_model #CF_EXT_DEM_SFS render_at -2185.49 -215.55 34.31 radius 40.0 0 
0363: toggle_object_model #LODCRACKFACT_SFS render_at -2166.86 -236.5 40.86 radius 40.0 1 
0363: toggle_object_model #LODEXT_DEM_SFS render_at -2185.49 -215.55 34.31 radius 40.0 0 
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_camera -2031.0 149.0 29.0 
02E4: load_cutscene_data 'SYND_7' 

:SYN7_249
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN7_273 
0001: wait 0 ms 
0002: jump @SYN7_249 

:SYN7_273
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:SYN7_290
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN7_314 
0001: wait 0 ms 
0002: jump @SYN7_290 

:SYN7_314
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:SYN7_328
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_352 
0001: wait 0 ms 
0002: jump @SYN7_328 

:SYN7_352
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 // select render area 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_420 
00A1: put_actor $PLAYER_ACTOR at -2031.196 161.1839 27.8516 
0173: set_actor $PLAYER_ACTOR z_angle_to 268.0468 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:SYN7_420
0169: set_fade_color 0 0 0 
0004: $ONMISSION = 1 // integer values 
0006: 48@ = 0 // integer values 
0004: $7318 = 40000 // integer values 
0006: 117@ = 2 // integer values 
0317: increment_mission_attempts 
060A: unknown_create_entity 0 35@ 
060A: unknown_create_entity 3 34@ 
060A: unknown_create_entity 2 36@ 
0001: wait 0 ms 
0002: jump @SYN7_1167 

:SYN7_493
0615: define_action_sequences 130@ 
0603: unknown_action_sequence -1 -2160.533 -247.0836 35.5234 4 -1 
0605: actor -1 perform_animation_sequence "WASH_UP" from_file "INT_HOUSE" 1.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 130@ 1 
0616: define_action_sequences_end 130@ 
0615: define_action_sequences 131@ 
0603: unknown_action_sequence -1 -2163.767 -249.1202 35.5234 4 -1 
05B9: unknown_action_sequence -1 1000 
0605: actor -1 perform_animation_sequence "WASH_UP" from_file "INT_HOUSE" 1.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 131@ 1 
0616: define_action_sequences_end 131@ 
0615: define_action_sequences 132@ 
0603: unknown_action_sequence -1 -2167.631 -249.1143 35.5234 4 -1 
05B9: unknown_action_sequence -1 500 
0605: actor -1 perform_animation_sequence "WASH_UP" from_file "INT_HOUSE" 1.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 132@ 1 
0616: define_action_sequences_end 132@ 
0615: define_action_sequences 133@ 
0603: unknown_action_sequence -1 -2157.0 -248.9899 35.5234 4 -1 
05B9: unknown_action_sequence -1 250 
0605: actor -1 perform_animation_sequence "WASH_UP" from_file "INT_HOUSE" 1.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 133@ 1 
0616: define_action_sequences_end 133@ 
009A: 86@ = create_actor 24 #BMYCG at -2146.045 -242.5144 35.5234 
0173: set_actor 86@ z_angle_to 90.433 
081A: actor 86@ weapon_skill 2 
01B2: give_actor 86@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 86@ weapon_accuracy_to 30 
07DD: (unknown) 86@ 30 
060B: unknown_actor_use_entity 86@ 36@ 
009A: 87@ = create_actor 5 #WFYCRK at -2160.533 -247.0836 35.5234 
0173: set_actor 87@ z_angle_to 176.3351 
0618: assign_actor 87@ to_action_sequences 130@ 
009A: 88@ = create_actor 5 #WFYCRK at -2163.767 -249.1202 35.5234 
0173: set_actor 88@ z_angle_to 11.5708 
0618: assign_actor 88@ to_action_sequences 131@ 
009A: 89@ = create_actor 4 #HMYCM at -2167.631 -249.1143 35.5234 
0173: set_actor 89@ z_angle_to 1.311 
0618: assign_actor 89@ to_action_sequences 132@ 
009A: 90@ = create_actor 4 #HMYCM at -2157.0 -248.9899 35.5234 
0173: set_actor 90@ z_angle_to 0.8891 
0618: assign_actor 90@ to_action_sequences 133@ 
0006: 47@ = 0 // integer values 

:SYN7_1083
00D6: if 
8039:   not  47@ == 0 // integer values 
004D: jump_if_false @SYN7_1144 
00D6: if 
8118:   not actor 86@(47@,8i) dead 
004D: jump_if_false @SYN7_1144 
0770: (unknown) 86@(47@,8i) 0 
060B: unknown_actor_use_entity 86@(47@,8i) 34@ 

:SYN7_1144
000A: 47@ += 1 // integer values 
0029:   47@ >= 5 // integer values 
004D: jump_if_false @SYN7_1083 
0051: return 

:SYN7_1167
06F0: set_group $PLAYER_GROUP separation_range 100.0 
022B: create_forbidden_for_peds_cube -2175.817 -55.8818 27.0 -2059.205 -99.4399 37.0 
01E8: create_forbidden_for_cars_cube -2175.817 -55.8818 27.0 -2059.205 -99.4399 37.0 
022B: create_forbidden_for_peds_cube -2107.98 -71.8985 30.0 -2160.256 -89.7108 37.0 
0006: 32@ = 0 // integer values 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1308 
0173: set_actor $PLAYER_ACTOR z_angle_to 280.0 

:SYN7_1308
018A: 40@ = create_checkpoint_at -1688.901 1035.95 43.7187 
0247: request_model #TAMPA 
0247: request_model #WMYMECH 
04ED: load_animation "CAR" 
0247: request_model #CELLPHONE 
0247: request_model #HEALTH 
0247: request_model #COLT45 

:SYN7_1359
00D6: if or
8248:   not model #TAMPA available 
8248:   not model #WMYMECH available 
84EE:   not animation "CAR" loaded 
8248:   not model #CELLPHONE available 
8248:   not model #HEALTH available 
004D: jump_if_false @SYN7_1407 
0001: wait 0 ms 
0002: jump @SYN7_1359 

:SYN7_1407
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN7_1434 
0001: wait 0 ms 
0002: jump @SYN7_1407 

:SYN7_1434
0213: 121@ = create_pickup #HEALTH type 3 at -2182.652 -247.3813 36.4 
016A: fade 1 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0107: 45@ = create_object #WONGS_GATE at -2127.0 -80.8 34.3281 
0177: set_object 45@ z_angle_to 180.0 
0107: 46@ = create_object #DYN_RAMP at -2175.2 -209.7745 34.3281 
0177: set_object 46@ z_angle_to 85.6854 
0674: set_car_model #TAMPA numberplate "TIMEBOMB" 
00A5: 38@ = create_car #TAMPA at -1688.901 1035.95 44.6 
0878: (unknown) 38@ 12.0 
0519: lock_vehicle 38@ in_current_position 1 
053F: set_car 38@ tires_vulnerable 0 
0175: set_car 38@ z_angle_to 90.0 
0224: set_car 38@ health_to 1000 
009A: 37@ = create_actor 4 #WMYMECH at -1689.12 1038.2 44.2 
0223: set_actor 37@ health_to 800 
08AF: (unknown) 37@ 800 
0568: set_actor 37@ targetable 1 
0619: set_actor 37@ collision_detection 0 
0173: set_actor 37@ z_angle_to 0.0 
0605: actor 37@ perform_animation_sequence "FIXN_CAR_LOOP" from_file "CAR" 4.0 loop 1 0 0 1 0 ms 
02E2: set_actor 37@ weapon_accuracy_to 100 
060B: unknown_actor_use_entity 37@ 35@ 
03DE: set_pedestrians_density_multiplier_to 0.5 
01EB: set_traffic_density_to 1.0 
0746: (unknown) 1 24 24 
0746: (unknown) 4 24 0 
0746: (unknown) 4 0 24 
0006: 33@ = 0 // integer values 
03CF: load_wav 23000 as 3 

:SYN7_1790
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN7_1816 
0001: wait 0 ms 
0002: jump @SYN7_1790 

:SYN7_1816
03D1: play_wav 3 
0050: gosub @SYN7_16543 
015F: set_camera_position -2029.134 164.0932 29.0052 0.0 0.0 0.0 
0160: point_camera -2029.778 163.3323 28.9291 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1901 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYN7_1901
0001: wait 2000 ms 
00BC: text_highpriority 'MTG01A' 4000 ms 1  // ~z~Igen?
040D: unload_wav 1 
03CF: load_wav 29400 as 1 

:SYN7_1933
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1959 
0001: wait 0 ms 
0002: jump @SYN7_1933 

:SYN7_1959
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:SYN7_1970
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_1996 
0001: wait 0 ms 
0002: jump @SYN7_1970 

:SYN7_1996
0001: wait 500 ms 
0050: gosub @SYN7_16576 

:SYN7_2008
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_14647 
0001: wait 0 ms 
0050: gosub @SYN7_16679 
0050: gosub @SYN7_16972 
00D6: if and
00E1:   key_pressed 0 15 
8039:   not  113@ == 8 // integer values 
8039:   not  113@ == 0 // integer values 
004D: jump_if_false @SYN7_2080 
0006: 113@ = 7 // integer values 

:SYN7_2080
00D6: if and
0039:   117@ == 2 // integer values 
0039:   113@ == 0 // integer values 
004D: jump_if_false @SYN7_2141 
05AA: 127@s = 'MTG01B' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 29401 
0050: gosub @SYN7_16952 
0006: 113@ = 1 // integer values 

:SYN7_2141
00D6: if and
0039:   117@ == 2 // integer values 
0039:   113@ == 1 // integer values 
004D: jump_if_false @SYN7_2226 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2190 
0967: actor $PLAYER_ACTOR move_mouth 5000 

:SYN7_2190
05AA: 127@s = 'MTG01C' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 29402 
0050: gosub @SYN7_16952 
0006: 113@ = 2 // integer values 

:SYN7_2226
00D6: if and
0039:   117@ == 2 // integer values 
0039:   113@ == 2 // integer values 
004D: jump_if_false @SYN7_2308 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2272 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2272
05AA: 127@s = 'MTG01D' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 29403 
0050: gosub @SYN7_16952 
0006: 113@ = 3 // integer values 

:SYN7_2308
00D6: if and
0039:   117@ == 2 // integer values 
0039:   113@ == 3 // integer values 
004D: jump_if_false @SYN7_2393 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2357 
0967: actor $PLAYER_ACTOR move_mouth 5000 

:SYN7_2357
05AA: 127@s = 'MTG01E' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 29404 
0050: gosub @SYN7_16952 
0006: 113@ = 4 // integer values 

:SYN7_2393
00D6: if and
0039:   117@ == 2 // integer values 
0039:   113@ == 4 // integer values 
004D: jump_if_false @SYN7_2475 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2439 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2439
05AA: 127@s = 'MTG01F' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 29405 
0050: gosub @SYN7_16952 
0006: 113@ = 5 // integer values 

:SYN7_2475
00D6: if and
0039:   117@ == 2 // integer values 
0039:   113@ == 5 // integer values 
004D: jump_if_false @SYN7_2536 
05AA: 127@s = 'MTG01G' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 29406 
0050: gosub @SYN7_16952 
0006: 113@ = 6 // integer values 

:SYN7_2536
00D6: if and
0039:   117@ == 2 // integer values 
0039:   113@ == 6 // integer values 
004D: jump_if_false @SYN7_2621 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2585 
0967: actor $PLAYER_ACTOR move_mouth 5000 

:SYN7_2585
05AA: 127@s = 'MTG01H' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 29407 
0050: gosub @SYN7_16952 
0006: 113@ = 7 // integer values 

:SYN7_2621
00D6: if and
0039:   117@ == 2 // integer values 
0039:   113@ == 7 // integer values 
004D: jump_if_false @SYN7_2718 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2667 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2667
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2690 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_2690
0249: release_model #CELLPHONE 
00BC: text_highpriority 'SYN7_01' 9000 ms 1  // ~s~Menj s szllj be a kocsiba a ~y~Bomba Mhelynl~s~.
0006: 113@ = 8 // integer values 

:SYN7_2718
00D6: if 
0736:   83 
004D: jump_if_false @SYN7_2740 
0002: jump @SYN7_14730 

:SYN7_2740
06AC: $7317 = actor $PLAYER_ACTOR movement_speed 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -2129.308 -129.0417 34.3203 radius 50.0 50.0 500.0 
00FE:   actor $PLAYER_ACTOR 0 -2149.624 -244.8758 35.5234 radius 98.0 98.0 500.0 
004D: jump_if_false @SYN7_2854 
0004: $7319 = 1 // integer values 
03C7: unknown_maybe_cops_density 0.0 
0002: jump @SYN7_2868 

:SYN7_2854
0004: $7319 = 0 // integer values 
03C7: unknown_maybe_cops_density 1.0 

:SYN7_2868
00D6: if and
0039:   48@ == 0 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_5825 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -1699.484 1030.651 44.2187 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_5825 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2962 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:SYN7_2962
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_3001 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 

:SYN7_3001
0006: 113@ = 8 // integer values 
0050: gosub @SYN7_16543 
015F: set_camera_position -1721.071 1024.804 49.7941 0.0 0.0 0.0 
0160: point_camera -1720.161 1025.186 49.6318 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_3099 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
0001: wait 2000 ms 
0002: jump @SYN7_3124 

:SYN7_3099
05D3: AS_actor $PLAYER_ACTOR go_to_point -1696.49 1034.98 45.11 speed 4 2000 ms 

:SYN7_3124
0050: gosub @SYN7_16613 
03CF: load_wav 1825 as 3 

:SYN7_3138
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN7_3164 
0001: wait 0 ms 
0002: jump @SYN7_3138 

:SYN7_3164
0247: request_model #WFYCRK 
0247: request_model #HMYCM 
0247: request_model #BMYCG 
0247: request_model #HMYST 
0247: request_model #HMYRI 
0247: request_model #MICRO_UZI 
0247: request_model #VOODOO 
04ED: load_animation "INT_HOUSE" 

:SYN7_3210
00D6: if or
8248:   not model #WFYCRK available 
8248:   not model #HMYCM available 
8248:   not model #BMYCG available 
8248:   not model #HMYST available 
8248:   not model #HMYRI available 
004D: jump_if_false @SYN7_3255 
0001: wait 0 ms 
0002: jump @SYN7_3210 

:SYN7_3255
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #VOODOO available 
84EE:   not animation "INT_HOUSE" loaded 
004D: jump_if_false @SYN7_3300 
0001: wait 0 ms 
0002: jump @SYN7_3255 

:SYN7_3300
07C0: load_path 483 

:SYN7_3305
00D6: if 
87C1:   not path 483 available 
004D: jump_if_false @SYN7_3332 
0001: wait 0 ms 
0002: jump @SYN7_3305 

:SYN7_3332
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_3394 
0615: define_action_sequences 137@ 
05D3: AS_actor -1 go_to_point -1692.068 1036.196 44.2109 speed 4 -2 ms 
0639: AS_actor -1 rotate_to_actor 37@ 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 137@ 

:SYN7_3394
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_3510 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_3465 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_3465 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1693.32 1034.32 44.2109 

:SYN7_3465
00A1: put_actor $PLAYER_ACTOR at -1693.32 1034.32 44.2109 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 329.4165 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 137@ 

:SYN7_3510
0001: wait 1500 ms 
00BE: text_clear_all 
015F: set_camera_position -1694.216 1036.72 45.3716 0.0 0.0 0.0 
0160: point_camera -1693.236 1036.801 45.1866 2 
016A: fade 1 1000 ms 
0006: 32@ = 0 // integer values 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_3620 
0186: 39@ = create_marker_above_car 38@ 
018B: show_on_radar 39@ 0 
07E0: set_marker 39@ type_to 1 

:SYN7_3620
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_3644 
09F1: (unknown) 37@ 1152 

:SYN7_3644
040D: unload_wav 1 
03CF: load_wav 39800 as 1 

:SYN7_3657
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_3683 
0001: wait 0 ms 
0002: jump @SYN7_3657 

:SYN7_3683
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_AA' 3000 ms 1  // ~z~H ember, kszen ll?
0006: 32@ = 0 // integer values 

:SYN7_3710
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @SYN7_3764 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_3757 
0002: jump @SYN7_5270 

:SYN7_3757
0002: jump @SYN7_3710 

:SYN7_3764
040D: unload_wav 1 
03CF: load_wav 39801 as 1 

:SYN7_3777
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_3803 
0001: wait 0 ms 
0002: jump @SYN7_3777 

:SYN7_3803
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_AB' 2000 ms 1  // ~z~Kszen ll. Szllj be.
0006: 32@ = 0 // integer values 

:SYN7_3830
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @SYN7_3884 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_3877 
0002: jump @SYN7_5270 

:SYN7_3877
0002: jump @SYN7_3830 

:SYN7_3884
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_3948 
0615: define_action_sequences 138@ 
0605: actor -1 perform_animation_sequence "FIXN_CAR_OUT" from_file "CAR" 4.0 loop 0 0 0 1 0 ms 
0616: define_action_sequences_end 138@ 

:SYN7_3948
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_4011 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -1690.423 1034.002 44.2109 speed 4 6000 ms 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 38@ -1 ms 

:SYN7_4011
0006: 32@ = 0 // integer values 

:SYN7_4018
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @SYN7_4072 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_4065 
0002: jump @SYN7_5270 

:SYN7_4065
0002: jump @SYN7_4018 

:SYN7_4072
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4096 
0618: assign_actor 37@ to_action_sequences 138@ 

:SYN7_4096
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4120 
09F1: (unknown) 37@ 1151 

:SYN7_4120
0006: 32@ = 0 // integer values 

:SYN7_4127
00D6: if 
001B:   1500 > 32@ // integer values 
004D: jump_if_false @SYN7_4181 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_4174 
0002: jump @SYN7_5270 

:SYN7_4174
0002: jump @SYN7_4127 

:SYN7_4181
040D: unload_wav 1 
03CF: load_wav 39802 as 1 

:SYN7_4194
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_4220 
0001: wait 0 ms 
0002: jump @SYN7_4194 

:SYN7_4220
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_AC' 3000 ms 1  // ~z~Eleget pakolt, hogy felrobbantsuk ezt a crack labort.
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4264 
0967: actor 37@ move_mouth 5000 

:SYN7_4264
015F: set_camera_position -1690.172 1033.266 45.4626 0.0 0.0 0.0 
0160: point_camera -1689.64 1034.11 45.3904 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4346 
0619: set_actor 37@ collision_detection 1 
0639: AS_actor 37@ rotate_to_actor $PLAYER_ACTOR 

:SYN7_4346
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_4482 
00AB: put_car 38@ at -1688.901 1034.95 43.7187 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4475 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 37@ 5000 ms 
0605: actor 37@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 
00A1: put_actor 37@ at -1689.12 1036.9 44.3187 
0173: set_actor 37@ z_angle_to 180.0 

:SYN7_4475
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:SYN7_4482
0006: 33@ = 0 // integer values 

:SYN7_4489
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_4539 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_4532 
0002: jump @SYN7_5270 

:SYN7_4532
0002: jump @SYN7_4489 

:SYN7_4539
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4560 
0968: actor 37@ stop_mouth 

:SYN7_4560
0006: 32@ = 0 // integer values 

:SYN7_4567
00D6: if 
001B:   2500 > 32@ // integer values 
004D: jump_if_false @SYN7_4621 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_4614 
0002: jump @SYN7_5270 

:SYN7_4614
0002: jump @SYN7_4567 

:SYN7_4621
040D: unload_wav 1 
03CF: load_wav 39803 as 1 

:SYN7_4634
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_4660 
0001: wait 0 ms 
0002: jump @SYN7_4634 

:SYN7_4660
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_AD' 4000 ms 1  // ~z~Beptettem egy idztt, hogy el tudjl pucolni a robbans eltt.
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4704 
0967: actor 37@ move_mouth 5000 

:SYN7_4704
0006: 33@ = 0 // integer values 

:SYN7_4711
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_4761 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_4754 
0002: jump @SYN7_5270 

:SYN7_4754
0002: jump @SYN7_4711 

:SYN7_4761
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4782 
0968: actor 37@ stop_mouth 

:SYN7_4782
040D: unload_wav 1 
03CF: load_wav 39804 as 1 

:SYN7_4795
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_4821 
0001: wait 0 ms 
0002: jump @SYN7_4795 

:SYN7_4821
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_4845 
0967: actor $PLAYER_ACTOR move_mouth 5000 

:SYN7_4845
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_AE' 4000 ms 1  // ~z~Kirly. Jl nz ki.
0006: 33@ = 0 // integer values 

:SYN7_4872
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_4922 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_4915 
0002: jump @SYN7_5270 

:SYN7_4915
0002: jump @SYN7_4872 

:SYN7_4922
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_4943 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_4943
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_5004 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_5004 
0687: clear_actor_task 37@ 
0603: unknown_action_sequence 37@ -1683.17 1037.342 45.2173 4 -1 

:SYN7_5004
0006: 32@ = 0 // integer values 

:SYN7_5011
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @SYN7_5065 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_5058 
0002: jump @SYN7_5270 

:SYN7_5058
0002: jump @SYN7_5011 

:SYN7_5065
0050: gosub @SYN7_16613 
00BE: text_clear_all 
0395: clear_area 1 at -1704.693 1027.476 44.211 range 30.0 
0A0B: (unknown) -1696.585 1038.498 44.2173 150.0018 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_5151 
0519: lock_vehicle 38@ in_current_position 0 
05EB: assign_vehicle 38@ to_path 483 

:SYN7_5151
015F: set_camera_position -1696.99 1045.54 48.8 0.0 0.0 0.0 
0160: point_camera -1701.21 1036.55 45.7 2 
0050: gosub @SYN7_16646 
0006: 32@ = 0 // integer values 

:SYN7_5216
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @SYN7_5270 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @SYN7_5263 
0002: jump @SYN7_5270 

:SYN7_5263
0002: jump @SYN7_5216 

:SYN7_5270
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_5291 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_5291
009B: destroy_actor_instantly 37@ 
04EF: release_animation "CAR" 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_5353 
0519: lock_vehicle 38@ in_current_position 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_5353 
036A: put_actor $PLAYER_ACTOR in_car 38@ 

:SYN7_5353
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_5451 
00D6: if 
060E:   car 38@ is_assigned_to_existing_path 
004D: jump_if_false @SYN7_5397 
06C5: (unknown) 38@ 
0002: jump @SYN7_5451 

:SYN7_5397
0395: clear_area 1 at -1704.615 1026.202 44.1953 range 20.0 
00AB: put_car 38@ at -1704.615 1026.202 44.1953 
0175: set_car 38@ z_angle_to 168.8963 

:SYN7_5451
0006: 32@ = 0 // integer values 
0164: disable_marker 40@ 
018B: show_on_radar 39@ 0 
018A: 41@ = create_checkpoint_at -2128.12 -83.3848 34.314 
0050: gosub @SYN7_16576 
00BC: text_highpriority 'SYN7_03' 7000 ms 1  // ~s~ Parkolj le a kocsival a ~y~crack laboron~s~ bellre.
0615: define_action_sequences 139@ 
0603: unknown_action_sequence -1 -2128.848 -79.3918 34.2565 4 -1 
05D4: AS_actor -1 rotate_angle 0.0 
0643: (unknown) 139@ 1 
0616: define_action_sequences_end 139@ 
0615: define_action_sequences 140@ 
0603: unknown_action_sequence -1 -2128.848 -79.3918 34.2565 4 -1 
05D4: AS_actor -1 rotate_angle 0.0 
0643: (unknown) 140@ 1 
0616: define_action_sequences_end 140@ 
009A: 42@ = create_actor 24 #BMYCG at -2128.848 -79.3918 34.2565 
01B2: give_actor 42@ weapon 28 ammo 1000 // Load the weapon model before using this 
0173: set_actor 42@ z_angle_to 0.0 
009A: 43@ = create_actor 24 #HMYST at -2128.848 -79.3918 34.2565 
01B2: give_actor 43@ weapon 28 ammo 1000 // Load the weapon model before using this 
0173: set_actor 43@ z_angle_to 0.0 
0618: assign_actor 42@ to_action_sequences 139@ 
0618: assign_actor 43@ to_action_sequences 140@ 
0006: 47@ = 0 // integer values 

:SYN7_5723
02E2: set_actor 42@(47@,3i) weapon_accuracy_to 40 
060B: unknown_actor_use_entity 42@(47@,3i) 36@ 
077A: set_actor 42@(47@,3i) aggressive_to_pedgroup 4 type 0 
077A: set_actor 42@(47@,3i) aggressive_to_pedgroup 1 type 24 
060F: (unknown) 42@(47@,3i) 150.0 
0770: (unknown) 42@(47@,3i) 1 
000A: 47@ += 1 // integer values 
0029:   47@ >= 2 // integer values 
004D: jump_if_false @SYN7_5723 
0006: 48@ = 1 // integer values 

:SYN7_5825
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @SYN7_8021 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2124.501 -77.7719 34.1719 radius 50.0 50.0 50.0 
8118:   not actor 42@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_6020 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @SYN7_6020 
0050: gosub @SYN7_493 
00BC: text_highpriority 'SYN7_52' 4000 ms 1  // ~s~ld meg az ~r~rket~s~, ez majd felkelti a figyelmket.
0006: 83@ = 1 // integer values 
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_5972 
018B: show_on_radar 41@ 0 

:SYN7_5972
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN7_5996 
0187: 84@ = create_marker_above_actor 42@ 

:SYN7_5996
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_6020 
0187: 85@ = create_marker_above_actor 43@ 

:SYN7_6020
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_6169 
00D6: if 
00FE:   actor 43@ 0 -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_6098 
0006: 115@ = 1 // integer values 
0002: jump @SYN7_6169 

:SYN7_6098
091E: (unknown) -2175.817 -55.8818 27.0 -2059.205 -99.4399 37.0 
091E: (unknown) -2107.98 -71.8985 30.0 -2160.256 -89.7108 37.0 
0006: 115@ = 0 // integer values 

:SYN7_6169
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN7_6318 
00D6: if 
00FE:   actor 42@ 0 -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_6247 
0006: 114@ = 1 // integer values 
0002: jump @SYN7_6318 

:SYN7_6247
091E: (unknown) -2175.817 -55.8818 27.0 -2059.205 -99.4399 37.0 
091E: (unknown) -2107.98 -71.8985 30.0 -2160.256 -89.7108 37.0 
0006: 114@ = 0 // integer values 

:SYN7_6318
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @SYN7_6410 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @SYN7_6373 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @SYN7_6373 
0164: disable_marker 84@ 

:SYN7_6373
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @SYN7_6410 
00D6: if 
075C:   marker 85@ enabled 
004D: jump_if_false @SYN7_6410 
0164: disable_marker 85@ 

:SYN7_6410
077E: 120@ = active_interior 
00D6: if and
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0039:   120@ == 0 // integer values 
004D: jump_if_false @SYN7_8021 
0050: gosub @SYN7_16613 
04ED: load_animation "ON_LOOKERS" 

:SYN7_6464
00D6: if 
84EE:   not animation "ON_LOOKERS" loaded 
004D: jump_if_false @SYN7_6500 
0001: wait 0 ms 
0002: jump @SYN7_6464 

:SYN7_6500
0050: gosub @SYN7_16543 
009A: 52@ = create_actor 24 #HMYRI at -2125.871 -97.1422 34.3281 
081A: actor 52@ weapon_skill 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0605: actor 52@ perform_animation_sequence "POINT_LOOP" from_file "ON_LOOKERS" 8.0 loop 1 0 0 1 3000 ms 
00D6: if or
0039:   115@ == 1 // integer values 
0039:   114@ == 1 // integer values 
004D: jump_if_false @SYN7_6676 
015F: set_camera_position -2113.15 -72.3184 40.9064 0.0 0.0 0.0 
0160: point_camera -2113.918 -72.8274 40.5167 2 
0002: jump @SYN7_6727 

:SYN7_6676
015F: set_camera_position -2125.642 -95.0874 35.6371 0.0 0.0 0.0 
0160: point_camera -2125.762 -96.0758 35.7291 2 

:SYN7_6727
0050: gosub @SYN7_16646 
0209: $7320 = random_int 0 3 
0871: init_jump_table $7320 total_jumps 3 0 @SYN7_7004 jumps 0 @SYN7_6806 1 @SYN7_6872 2 @SYN7_6938 -1 @SYN7_7004 -1 @SYN7_7004 -1 @SYN7_7004 -1 @SYN7_7004 

:SYN7_6806
040D: unload_wav 1 
03CF: load_wav 39805 as 1 

:SYN7_6819
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_6845 
0001: wait 0 ms 
0002: jump @SYN7_6819 

:SYN7_6845
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_BA' 4000 ms 1  // ~z~H, valami vasti barom lvldz a haverjainkra!
0002: jump @SYN7_7004 

:SYN7_6872
040D: unload_wav 1 
03CF: load_wav 39806 as 1 

:SYN7_6885
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_6911 
0001: wait 0 ms 
0002: jump @SYN7_6885 

:SYN7_6911
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_BB' 4000 ms 1  // ~z~Ez egy ts!
0002: jump @SYN7_7004 

:SYN7_6938
040D: unload_wav 1 
03CF: load_wav 39807 as 1 

:SYN7_6951
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_6977 
0001: wait 0 ms 
0002: jump @SYN7_6951 

:SYN7_6977
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_BC' 4000 ms 1  // ~z~Lnek minket!
0002: jump @SYN7_7004 

:SYN7_7004
0001: wait 4000 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_7103 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_7103 
0395: clear_area 1 at -2127.799 -68.8104 34.1719 range 10.0 
00AB: put_car 38@ at -2127.799 -68.8104 34.1719 
0175: set_car 38@ z_angle_to 180.0 

:SYN7_7103
0395: clear_area 1 at -2129.256 -74.4958 34.1719 range 100.0 
009A: 50@ = create_actor 24 #BMYCG at -2119.011 -99.2082 34.3281 
01B2: give_actor 50@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 51@ = create_actor 24 #HMYST at -2121.173 -108.9207 34.3281 
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 53@ = create_actor 24 #HMYST at -2104.2 -162.4759 34.3273 
01B2: give_actor 53@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 54@ = create_actor 24 #HMYRI at -2100.096 -157.8681 34.3273 
081A: actor 54@ weapon_skill 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
009A: 55@ = create_actor 24 #BMYCG at -2162.635 -224.1719 35.5156 
0173: set_actor 55@ z_angle_to 350.5417 
01B2: give_actor 55@ weapon 28 ammo 1000 // Load the weapon model before using this 
0006: 47@ = 0 // integer values 

:SYN7_7323
00D6: if 
8118:   not actor 50@(47@,10i) dead 
004D: jump_if_false @SYN7_7414 
07DD: (unknown) 50@(47@,10i) 30 
02E2: set_actor 50@(47@,10i) weapon_accuracy_to 30 
0770: (unknown) 50@(47@,10i) 1 
060B: unknown_actor_use_entity 50@(47@,10i) 36@ 
077A: set_actor 50@(47@,10i) aggressive_to_pedgroup 4 type 0 
077A: set_actor 50@(47@,10i) aggressive_to_pedgroup 1 type 24 

:SYN7_7414
000A: 47@ += 1 // integer values 
0029:   47@ >= 6 // integer values 
004D: jump_if_false @SYN7_7323 
0615: define_action_sequences 141@ 
05D3: AS_actor -1 go_to_point -2126.144 -82.2896 34.3203 speed 6 -1 ms 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius -1 5.0 ms 
0616: define_action_sequences_end 141@ 
0618: assign_actor 50@ to_action_sequences 141@ 
0618: assign_actor 51@ to_action_sequences 141@ 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN7_7564 
0792: (unknown) 52@ 
0605: actor 52@ perform_animation_sequence "POINT_LOOP" from_file "ON_LOOKERS" 8.0 loop 1 0 0 1 3000 ms 

:SYN7_7564
05D9: AS_actor 53@ run_to_actor $PLAYER_ACTOR stop_within_radius -1 5.0 ms 
05D9: AS_actor 54@ run_to_actor $PLAYER_ACTOR stop_within_radius -1 5.0 ms 
015F: set_camera_position -2119.4 -92.22 34.61 0.0 0.0 0.0 
0160: point_camera -2170.17 -161.04 46.68 2 
0209: $7320 = random_int 0 3 
0871: init_jump_table $7320 total_jumps 3 0 @SYN7_7915 jumps 0 @SYN7_7717 1 @SYN7_7783 2 @SYN7_7849 -1 @SYN7_7915 -1 @SYN7_7915 -1 @SYN7_7915 -1 @SYN7_7915 

:SYN7_7717
040D: unload_wav 1 
03CF: load_wav 39808 as 1 

:SYN7_7730
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_7756 
0001: wait 0 ms 
0002: jump @SYN7_7730 

:SYN7_7756
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_CA' 4000 ms 1  // ~z~Tnj el onnan s nyrd ki azt a barmot!
0002: jump @SYN7_7915 

:SYN7_7783
040D: unload_wav 1 
03CF: load_wav 39809 as 1 

:SYN7_7796
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_7822 
0001: wait 0 ms 
0002: jump @SYN7_7796 

:SYN7_7822
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_CB' 4000 ms 1  // ~z~Nyisd ki a kapukat s vgezd ki azt a kelektya faszt, haver!
0002: jump @SYN7_7915 

:SYN7_7849
040D: unload_wav 1 
03CF: load_wav 39810 as 1 

:SYN7_7862
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_7888 
0001: wait 0 ms 
0002: jump @SYN7_7862 

:SYN7_7888
03D1: play_wav 1 
00BC: text_highpriority 'SYN7_CC' 4000 ms 1  // ~z~Robbantsd fel a barmot, nyisd ki a kaput!
0002: jump @SYN7_7915 

:SYN7_7915
0001: wait 4000 ms 
0050: gosub @SYN7_16576 
0164: disable_marker 41@ 
018A: 70@ = create_checkpoint_at -2175.243 -209.7745 34.3281 
00D6: if and
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_7999 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_7999 
018B: show_on_radar 70@ 0 

:SYN7_7999
0006: 33@ = 0 // integer values 
097B: play_sound 45@ on_object 1100 
0006: 48@ = 2 // integer values 

:SYN7_8021
00D6: if and
0039:   48@ == 2 // integer values 
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_8540 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @SYN7_8177 
01BB: store_object 45@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   -2117.0 > $TEMPVAR_FLOAT_1 // floating-point values 
004D: jump_if_false @SYN7_8144 
034E: move_object 45@ to -2117.0 -80.8 34.3281 speed 0.2 0.0 0.0 flag 0 
0002: jump @SYN7_8177 

:SYN7_8144
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @SYN7_8177 
097B: play_sound 45@ on_object 1101 
0006: 122@ = 1 // integer values 

:SYN7_8177
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2138.212 -201.8113 34.3281 radius 20.0 20.0 20.0 
0039:   72@ == 0 // integer values 
004D: jump_if_false @SYN7_8329 
00BC: text_highpriority 'SYN7_35' 4000 ms 1  // ~s~Hasznld a ~y~rmpt ~s~, hogy bejuss a crack laborba.
0006: 47@ = 0 // integer values 

:SYN7_8255
009B: destroy_actor_instantly 50@(47@,10i) 
000A: 47@ += 1 // integer values 
0029:   47@ >= 6 // integer values 
004D: jump_if_false @SYN7_8255 
0006: 47@ = 0 // integer values 

:SYN7_8292
009B: destroy_actor_instantly 42@(47@,3i) 
000A: 47@ += 1 // integer values 
0029:   47@ >= 2 // integer values 
004D: jump_if_false @SYN7_8292 
0006: 72@ = 1 // integer values 

:SYN7_8329
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_8540 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2181.76 -209.4146 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_8444 
00BC: text_highpriority 'SYN7_34' 6000 ms 1  // ~s~Parkolj le a kocsival a ~y~vegyi kontnerek~s~ kzelbe.
0164: disable_marker 70@ 
018A: 71@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
0006: 48@ = 3 // integer values 

:SYN7_8444
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2184.983 -218.1104 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_8540 
00BC: text_highpriority 'SYN7_34' 6000 ms 1  // ~s~Parkolj le a kocsival a ~y~vegyi kontnerek~s~ kzelbe.
0164: disable_marker 70@ 
018A: 71@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
0006: 48@ = 3 // integer values 

:SYN7_8540
00D6: if and
0039:   48@ == 3 // integer values 
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_10153 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_10151 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2150.527 -241.7461 35.5234 radius 4.0 4.0 4.0 
8118:   not actor 86@ dead 
0039:   94@ == 0 // integer values 
004D: jump_if_false @SYN7_8916 
0209: $7320 = random_int 0 5 
0871: init_jump_table $7320 total_jumps 5 0 @SYN7_8909 jumps 0 @SYN7_8719 1 @SYN7_8757 2 @SYN7_8795 3 @SYN7_8833 4 @SYN7_8871 -1 @SYN7_8909 -1 @SYN7_8909 

:SYN7_8719
05AA: 127@s = 'SYN7_DA' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 39811 
0050: gosub @SYN7_16952 
0002: jump @SYN7_8909 

:SYN7_8757
05AA: 127@s = 'SYN7_DB' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 39812 
0050: gosub @SYN7_16952 
0002: jump @SYN7_8909 

:SYN7_8795
05AA: 127@s = 'SYN7_DC' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 39813 
0050: gosub @SYN7_16952 
0002: jump @SYN7_8909 

:SYN7_8833
05AA: 127@s = 'SYN7_DD' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 39814 
0050: gosub @SYN7_16952 
0002: jump @SYN7_8909 

:SYN7_8871
05AA: 127@s = 'SYN7_DE' // 8-byte strings 
04AF: 118@ = unknown_wav_reference 39815 
0050: gosub @SYN7_16952 
0002: jump @SYN7_8909 

:SYN7_8909
0006: 94@ = 1 // integer values 

:SYN7_8916
00D6: if 
00FE:   actor $PLAYER_ACTOR 73@ -2184.059 -263.4215 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_10135 
0512: permanent_text_box 'SYN7_20'  // ~k~~PED_FIREWEAPON~ Bomba aktivlsa.
0006: 73@ = 0 // integer values 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @SYN7_10128 
0006: 48@ = 4 // integer values 
03E6: remove_text_box 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_9056 
0519: lock_vehicle 38@ in_current_position 1 
0919: (unknown) 38@ 0 
0615: define_action_sequences 74@ 
05CD: AS_actor -1 exit_car 38@ 
0616: define_action_sequences_end 74@ 

:SYN7_9056
0615: define_action_sequences 142@ 
05F5: unknown_action_sequence -1 -2146.042 -259.7312 39.7195 6 -2 
05F5: unknown_action_sequence -1 -2146.229 -267.7039 39.7195 6 -2 
05F5: unknown_action_sequence -1 -2156.51 -268.1435 39.7195 6 -2 
0616: define_action_sequences_end 142@ 
009A: 60@ = create_actor 24 #BMYCG at -2140.931 -253.9011 39.7195 
0173: set_actor 60@ z_angle_to 150.6317 
0618: assign_actor 60@ to_action_sequences 142@ 
061B: remove_references_to_action_sequences 142@ 
0615: define_action_sequences 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: unknown_action_sequence -1 -2162.264 -260.4177 35.5234 6 -2 
05F5: unknown_action_sequence -1 -2167.765 -261.495 35.5234 6 -2 
0616: define_action_sequences_end 142@ 
009A: 61@ = create_actor 24 #HMYST at -2162.236 -230.954 35.522 
0173: set_actor 61@ z_angle_to 231.2343 
0618: assign_actor 61@ to_action_sequences 142@ 
061B: remove_references_to_action_sequences 142@ 
0615: define_action_sequences 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: unknown_action_sequence -1 -2154.923 -248.2299 35.5234 6 -2 
0616: define_action_sequences_end 142@ 
009A: 62@ = create_actor 24 #HMYRI at -2168.337 -228.406 35.522 
0173: set_actor 62@ z_angle_to 294.489 
0618: assign_actor 62@ to_action_sequences 142@ 
061B: remove_references_to_action_sequences 142@ 
0615: define_action_sequences 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: unknown_action_sequence -1 -2156.835 -234.232 35.5234 6 -2 
0616: define_action_sequences_end 142@ 
009A: 63@ = create_actor 24 #HMYRI at -2168.74 -231.348 35.5234 
0173: set_actor 63@ z_angle_to 278.3553 
0618: assign_actor 63@ to_action_sequences 142@ 
061B: remove_references_to_action_sequences 142@ 
009A: 64@ = create_actor 24 #HMYRI at -2162.417 -227.2437 35.5143 
0173: set_actor 64@ z_angle_to 196.0546 
0638: AS_actor 64@ stay_put 1 
0006: 47@ = 0 // integer values 

:SYN7_9683
07DD: (unknown) 60@(47@,10i) 30 
02E2: set_actor 60@(47@,10i) weapon_accuracy_to 30 
0770: (unknown) 60@(47@,10i) 1 
00D6: if 
0039:   47@ == 4 // integer values 
004D: jump_if_false @SYN7_9766 
081A: actor 60@(47@,10i) weapon_skill 2 
01B2: give_actor 60@(47@,10i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @SYN7_9791 

:SYN7_9766
01B2: give_actor 60@(47@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@(47@,10i) armed_weapon_to 28 

:SYN7_9791
060B: unknown_actor_use_entity 60@(47@,10i) 36@ 
077A: set_actor 60@(47@,10i) aggressive_to_pedgroup 4 type 0 
077A: set_actor 60@(47@,10i) aggressive_to_pedgroup 1 type 24 
000A: 47@ += 1 // integer values 
0029:   47@ >= 5 // integer values 
004D: jump_if_false @SYN7_9683 
0050: gosub @SYN7_16543 
009B: destroy_actor_instantly 87@ 
009B: destroy_actor_instantly 88@ 
009B: destroy_actor_instantly 89@ 
009B: destroy_actor_instantly 90@ 
0A0B: (unknown) -2150.44 -239.1755 35.5234 52.2777 
015F: set_camera_position -2152.86 -236.6111 37.0321 0.0 0.0 0.0 
0160: point_camera -2153.623 -235.9684 36.9637 2 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SYN7_10011 
0605: actor 64@ perform_animation_sequence "POINT_LOOP" from_file "ON_LOOKERS" 8.0 loop 0 0 0 0 4000 ms 

:SYN7_10011
00BC: text_highpriority 'SYN7_37' 4000 ms 1  // ~s~Tnj el a raktrbl, mieltt az id lejr.
03C7: unknown_maybe_cops_density 0.0 
0001: wait 4000 ms 
0050: gosub @SYN7_16576 
00D6: if and
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_10075 
05CD: AS_actor $PLAYER_ACTOR exit_car 38@ 

:SYN7_10075
0164: disable_marker 71@ 
03C3: set_timer_with_text_to $7318 type 1 text 'SYN7_18'  // Bomba ~1~
018A: 75@ = create_checkpoint_at -2162.964 -225.5678 35.5156 
0006: 32@ = 0 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 

:SYN7_10128
0002: jump @SYN7_10144 

:SYN7_10135
03E6: remove_text_box 
0006: 73@ = 1 // integer values 

:SYN7_10144
0002: jump @SYN7_10153 

:SYN7_10151
03E6: remove_text_box 

:SYN7_10153
00D6: if 
0039:   48@ == 4 // integer values 
004D: jump_if_false @SYN7_12141 
00D6: if and
0019:   32@ > 4000 // integer values 
0039:   78@ == 0 // integer values 
004D: jump_if_false @SYN7_10204 
0006: 78@ = 1 // integer values 

:SYN7_10204
00D6: if 
0038:   $7318 == 0 // integer values 
004D: jump_if_false @SYN7_10236 
0006: 76@ = 1 // integer values 
0002: jump @SYN7_11885 

:SYN7_10236
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -2162.964 -225.5678 35.5156 radius 1.2 1.2 1.2 
00FE:   actor $PLAYER_ACTOR 0 -2186.166 -216.9555 35.5143 radius 6.0 6.0 6.0 
004D: jump_if_false @SYN7_12141 
0050: gosub @SYN7_16613 
0050: gosub @SYN7_16543 
03CB: set_camera -2187.505 -263.5027 36.5551 
0A0B: (unknown) -2157.059 -262.1108 35.5156 89.9913 
0164: disable_marker 75@ 
018A: 41@ = create_checkpoint_at -2127.2 -84.9324 34.3273 
014F: stop_timer $7318 
015F: set_camera_position -2168.97 -262.731 36.3878 0.0 0.0 0.0 
0160: point_camera -2169.968 -262.7543 36.453 2 
0050: gosub @SYN7_16646 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_10489 
08CB: char_car 38@ sound 1 1 1 

:SYN7_10489
0001: wait 100 ms 
020C: create_explosion_with_radius 0 at -2187.505 -263.5027 36.5551 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 39.8421 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 42.8421 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.432 -259.6525 42.0391 
020C: create_explosion_with_radius 0 at -2188.399 -266.6203 42.6058 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2185.595 -265.3064 47.5696 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2184.774 -262.4794 37.4383 
020C: create_explosion_with_radius 0 at -2187.574 -262.5659 39.7252 
0001: wait 500 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2163.6 -225.62 36.0 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_10840 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_10803 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 range 10.0 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 
0002: jump @SYN7_10823 

:SYN7_10803
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373 35.4984 

:SYN7_10823
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0006: 77@ = 0 // integer values 

:SYN7_10840
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2186.166 -216.9555 35.5143 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_11025 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_10968 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 range 10.0 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 
0002: jump @SYN7_10988 

:SYN7_10968
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373 35.4984 

:SYN7_10988
00A1: put_actor $PLAYER_ACTOR at -2181.331 -217.6694 35.5078 
0173: set_actor $PLAYER_ACTOR z_angle_to 286.3482 
0006: 77@ = 1 // integer values 

:SYN7_11025
0050: gosub @SYN7_16613 
0777: destroy_objects_in_object_group "CRACK" 
0363: toggle_object_model #CRACKFACT_SFS render_at -2166.86 -236.5 40.86 radius 40.0 0 
0363: toggle_object_model #CF_EXT_DEM_SFS render_at -2185.49 -215.55 34.31 radius 40.0 1 
0363: toggle_object_model #LODCRACKFACT_SFS render_at -2166.86 -236.5 40.86 radius 40.0 0 
0363: toggle_object_model #LODEXT_DEM_SFS render_at -2185.49 -215.55 34.31 radius 40.0 1 
0001: wait 1000 ms 
00D6: if 
0039:   77@ == 0 // integer values 
004D: jump_if_false @SYN7_11214 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_11214 
00A1: put_actor $PLAYER_ACTOR at -2160.729 -220.985 34.3203 
0173: set_actor $PLAYER_ACTOR z_angle_to 336.7796 

:SYN7_11214
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @SYN7_11278 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_11278 
00A1: put_actor $PLAYER_ACTOR at -2175.513 -214.8866 34.3203 
0173: set_actor $PLAYER_ACTOR z_angle_to 298.3929 

:SYN7_11278
0050: gosub @SYN7_14654 
0A0B: (unknown) -2162.283 -220.5315 34.3203 324.4546 
0050: gosub @SYN7_16576 
009A: 95@ = create_actor 24 #BMYCG at -2132.044 -168.6656 34.3273 
0173: set_actor 95@ z_angle_to 168.3635 
05D3: AS_actor 95@ go_to_point -2141.766 -206.9254 34.3203 speed 6 -1 ms 
009A: 96@ = create_actor 24 #HMYST at -2136.878 -167.5268 34.3203 
0173: set_actor 96@ z_angle_to 172.0629 
05D3: AS_actor 96@ go_to_point -2141.766 -206.9254 34.3203 speed 6 -1 ms 
00A5: 105@ = create_car #VOODOO at -2124.606 -87.9687 34.3203 
053F: set_car 105@ tires_vulnerable 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ z_angle_to 231.2455 
0129: 97@ = create_actor 24 #BMYCG in_car 105@ driverseat 
01C8: 98@ = create_actor 24 #BMYCG in_car 105@ passenger_seat 0 
009A: 99@ = create_actor 24 #BMYCG at -2103.291 -133.9342 34.3273 
0173: set_actor 99@ z_angle_to 170.6763 
009A: 100@ = create_actor 24 #HMYST at -2107.37 -146.9669 34.3273 
0173: set_actor 100@ z_angle_to 174.6227 
009A: 101@ = create_actor 24 #HMYST at -2145.116 -181.3902 37.6913 
0173: set_actor 101@ z_angle_to 176.688 
0638: AS_actor 101@ stay_put 1 
04EB: AS_actor 101@ crouch 1 
009A: 102@ = create_actor 24 #HMYST at -2111.808 -159.8649 34.3273 
0173: set_actor 102@ z_angle_to 138.7297 
0638: AS_actor 102@ stay_put 1 
0006: 47@ = 0 // integer values 

:SYN7_11674
01B2: give_actor 95@(47@,10i) weapon 28 ammo 1000 // Load the weapon model before using this 
02E2: set_actor 95@(47@,10i) weapon_accuracy_to 30 
07DD: (unknown) 95@(47@,10i) 30 
060B: unknown_actor_use_entity 95@(47@,10i) 36@ 
077A: set_actor 95@(47@,10i) aggressive_to_pedgroup 4 type 0 
077A: set_actor 95@(47@,10i) aggressive_to_pedgroup 1 type 24 
060F: (unknown) 95@(47@,10i) 70.0 
0770: (unknown) 95@(47@,10i) 1 
000A: 47@ += 1 // integer values 
0029:   47@ >= 8 // integer values 
004D: jump_if_false @SYN7_11674 
07C0: load_path 485 

:SYN7_11799
00D6: if 
87C1:   not path 485 available 
004D: jump_if_false @SYN7_11826 
0001: wait 0 ms 
0002: jump @SYN7_11799 

:SYN7_11826
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_11855 
05EB: assign_vehicle 105@ to_path 485 
05ED: (unknown) 105@ 

:SYN7_11855
0050: gosub @SYN7_16646 
00D6: if and
0039:   76@ == 1 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_12118 

:SYN7_11885
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 47@ = 0 // integer values 

:SYN7_11906
05BE: AS_kill_actor $PLAYER_ACTOR 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0208: $7316 = random_float -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $7316 // floating-point values 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0208: $7316 = random_float -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $7316 // floating-point values 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0208: $7316 = random_float -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $7316 // floating-point values 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0001: wait 500 ms 
000A: 47@ += 1 // integer values 
0029:   47@ >= 4 // integer values 
004D: jump_if_false @SYN7_11906 
0002: jump @SYN7_15909 

:SYN7_12118
00BC: text_highpriority 'SYN7_23' 4000 ms 1  // ~s~Meneklj el a ~y~fkapukon~s~ keresztl.
0006: 48@ = 5 // integer values 

:SYN7_12141
00D6: if 
0039:   48@ == 5 // integer values 
004D: jump_if_false @SYN7_13767 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @SYN7_12332 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR 0 -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_12332 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SYN7_12325 
0615: define_action_sequences 126@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 126@ 
0618: assign_actor 102@ to_action_sequences 126@ 
061B: remove_references_to_action_sequences 126@ 

:SYN7_12325
0006: 124@ = 1 // integer values 

:SYN7_12332
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @SYN7_12437 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_12437 
00D6: if 
860E:   not car 105@ is_assigned_to_existing_path 
004D: jump_if_false @SYN7_12437 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SYN7_12406 
05CD: AS_actor 97@ exit_car 105@ 

:SYN7_12406
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SYN7_12430 
05CD: AS_actor 98@ exit_car 105@ 

:SYN7_12430
0006: 123@ = 2 // integer values 

:SYN7_12437
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 -2097.723 -109.9725 30.0 -2155.992 -122.742 40.0 
0039:   123@ == 0 // integer values 
004D: jump_if_false @SYN7_12541 
00D6: if and
8119:   not car 105@ wrecked 
060E:   car 105@ is_assigned_to_existing_path 
004D: jump_if_false @SYN7_12534 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_12534 
05EE: (unknown) 105@ 

:SYN7_12534
0006: 123@ = 1 // integer values 

:SYN7_12541
00D6: if and
0038:   $7319 == 0 // integer values 
0039:   123@ == 0 // integer values 
004D: jump_if_false @SYN7_12629 
00D6: if and
8119:   not car 105@ wrecked 
060E:   car 105@ is_assigned_to_existing_path 
004D: jump_if_false @SYN7_12608 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_12608 
05EE: (unknown) 105@ 

:SYN7_12608
0006: 32@ = 0 // integer values 
0006: 79@ = 1 // integer values 
0006: 123@ = 1 // integer values 

:SYN7_12629
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 -2127.37 -85.497 35.5234 radius 20.0 20.0 10.0 
0039:   79@ == 0 // integer values 
004D: jump_if_false @SYN7_12714 
0006: 32@ = 0 // integer values 
0006: 79@ = 1 // integer values 
00BC: text_highpriority 'SYN7_13' 3000 ms 1  // ~s~Bezrtk a kaput!

:SYN7_12714
00D6: if and
0019:   32@ > 4500 // integer values 
0039:   79@ == 1 // integer values 
004D: jump_if_false @SYN7_13122 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_12789 
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @SYN7_12789 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 

:SYN7_12789
018A: 81@ = create_checkpoint_at -2145.963 -117.1968 38.1988 
018B: show_on_radar 81@ 0 
0164: disable_marker 41@ 
00BC: text_highpriority 'SYN7_38' 5000 ms 1  // ~s~Hasznld az ~b~autt ~s~, hogy tugrass a falon.
0006: 79@ = 2 // integer values 
009A: 108@ = create_actor 24 #HMYST at -2107.37 -146.9669 34.3273 
0173: set_actor 108@ z_angle_to 174.6227 
009A: 109@ = create_actor 24 #BMYCG at -2107.37 -146.9669 34.3273 
0173: set_actor 109@ z_angle_to 174.6227 
009A: 110@ = create_actor 24 #HMYST at -2136.109 -180.0674 34.3203 
0173: set_actor 110@ z_angle_to 297.2213 
009A: 111@ = create_actor 24 #BMYCG at -2140.6 -169.5873 34.3203 
0173: set_actor 111@ z_angle_to 258.2443 
009A: 112@ = create_actor 24 #BMYCG at -2143.463 -147.7724 35.3922 
0173: set_actor 112@ z_angle_to 209.4012 
0006: 47@ = 0 // integer values 

:SYN7_13024
01B2: give_actor 108@(47@,5i) weapon 28 ammo 1000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 108@(47@,5i) 36@ 
077A: set_actor 108@(47@,5i) aggressive_to_pedgroup 4 type 0 
077A: set_actor 108@(47@,5i) aggressive_to_pedgroup 1 type 24 
060F: (unknown) 108@(47@,5i) 70.0 
0770: (unknown) 108@(47@,5i) 1 
000A: 47@ += 1 // integer values 
0029:   47@ >= 5 // integer values 
004D: jump_if_false @SYN7_13024 

:SYN7_13122
00D6: if and
0019:   32@ > 10000 // integer values 
0039:   79@ == 2 // integer values 
004D: jump_if_false @SYN7_13155 
0006: 79@ = 3 // integer values 

:SYN7_13155
00D6: if 
0119:   car 105@ wrecked 
004D: jump_if_false @SYN7_13199 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_13192 
0164: disable_marker 107@ 

:SYN7_13192
018B: show_on_radar 81@ 3 

:SYN7_13199
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_13308 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 105@ 
0019:   79@ > 1 // integer values 
004D: jump_if_false @SYN7_13278 
018B: show_on_radar 107@ 3 
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_13271 
018B: show_on_radar 81@ 0 

:SYN7_13271
0002: jump @SYN7_13308 

:SYN7_13278
018B: show_on_radar 107@ 0 
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_13308 
018B: show_on_radar 81@ 3 

:SYN7_13308
00D6: if 
0038:   $7319 == 0 // integer values 
004D: jump_if_false @SYN7_13432 
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_13347 
0164: disable_marker 41@ 

:SYN7_13347
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_13368 
0164: disable_marker 81@ 

:SYN7_13368
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_13389 
0164: disable_marker 107@ 

:SYN7_13389
0006: 48@ = 6 // integer values 
018A: 82@ = create_checkpoint_at -2029.603 156.7249 27.8429 
00BC: text_highpriority 'SYN7_39' 6000 ms 1  // ~s~Menj vissza a ~y~garzsba~s~.

:SYN7_13432
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -2149.364 -111.5658 40.9064 radius 3.0 3.0 3.0 
00FE:   actor $PLAYER_ACTOR 0 -2143.429 -111.1119 41.0391 radius 3.0 3.0 3.0 
004D: jump_if_false @SYN7_13767 
00D6: if and
0020:   $7317 > 10.0 // floating-point values 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_13767 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
04BA: set_car $TEMPVAR_ACTOR_CAR speed_instantly 25.0 
02A3: toggle_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015D: set_gamespeed 0.4 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.6201 
015F: set_camera_position -2133.065 -103.294 37.6357 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR 15 2 
0001: wait 1700 ms 
015D: set_gamespeed 1.0 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -2146.676 -90.7008 40.5966 radius 4.0 4.0 6.0 
004D: jump_if_false @SYN7_13767 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_13739 
00A1: put_actor $PLAYER_ACTOR at -2152.423 -75.3105 34.3203 
0173: set_actor $PLAYER_ACTOR z_angle_to 357.8863 

:SYN7_13739
0373: set_camera_directly_behind_player 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @SYN7_13767 
04BA: set_car $TEMPVAR_ACTOR_CAR speed_instantly 0.0 

:SYN7_13767
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @SYN7_13862 
01BB: store_object 45@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -2127.0 // floating-point values 
0039:   79@ == 1 // integer values 
004D: jump_if_false @SYN7_13862 
034E: move_object 45@ to -2127.0 -80.8 34.3281 speed 0.2 0.0 0.0 flag 0 

:SYN7_13862
00D6: if 
0039:   48@ == 6 // integer values 
004D: jump_if_false @SYN7_13961 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_13901 
0164: disable_marker 107@ 

:SYN7_13901
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -2029.603 156.7249 27.8429 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_13961 
0164: disable_marker 82@ 
0002: jump @SYN7_14730 

:SYN7_13961
00D6: if and
8119:   not car 38@ wrecked 
8039:   not  48@ == 0 // integer values 
8019:   not  48@ > 3 // integer values 
004D: jump_if_false @SYN7_14246 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_14139 
00BC: text_highpriority 'SYN7_32' 100 ms 1  // ~s~Szllj vissza a ~b~kocsiba~s~!
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @SYN7_14132 
018B: show_on_radar 39@ 3 
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @SYN7_14075 
018B: show_on_radar 41@ 0 

:SYN7_14075
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @SYN7_14100 
018B: show_on_radar 70@ 0 

:SYN7_14100
00D6: if 
0039:   48@ == 3 // integer values 
004D: jump_if_false @SYN7_14125 
018B: show_on_radar 71@ 0 

:SYN7_14125
0006: 49@ = 1 // integer values 

:SYN7_14132
0002: jump @SYN7_14246 

:SYN7_14139
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @SYN7_14246 
018B: show_on_radar 39@ 0 
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @SYN7_14189 
018B: show_on_radar 41@ 3 

:SYN7_14189
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @SYN7_14214 
018B: show_on_radar 70@ 3 

:SYN7_14214
00D6: if 
0039:   48@ == 3 // integer values 
004D: jump_if_false @SYN7_14239 
018B: show_on_radar 71@ 3 

:SYN7_14239
0006: 49@ = 0 // integer values 

:SYN7_14246
00D6: if and
0119:   car 38@ wrecked 
001B:   4 > 48@ // integer values 
004D: jump_if_false @SYN7_14292 
00BC: text_highpriority 'SYN7_36' 4000 ms 1  // ~r~Az aut felrobbant!
0002: jump @SYN7_15909 

:SYN7_14292
00D6: if and
0119:   car 105@ wrecked 
0029:   48@ >= 5 // integer values 
0029:   79@ >= 2 // integer values 
004D: jump_if_false @SYN7_14640 
00D6: if 
8039:   not  48@ == 6 // integer values 
004D: jump_if_false @SYN7_14356 
00BC: text_highpriority 'SYN7_53' 4000 ms 1  // ~s~Keress egy msik ~b~kocsit ~s~, hogy ki tudj ugratni a teleprl!

:SYN7_14356
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_14377 
0164: disable_marker 107@ 

:SYN7_14377
00D6: if 
0038:   $7319 == 1 // integer values 
004D: jump_if_false @SYN7_14640 
01C3: remove_references_to_car 105@ // Like turning a car into any random car 
0006: 125@ = 1 // integer values 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -2116.264 -200.0631 34.3273 radius 30.0 30.0 30.0 
004D: jump_if_false @SYN7_14551 
0395: clear_area 1 at -2116.264 -200.0631 34.3273 range 10.0 
00A5: 105@ = create_car #VOODOO at -2116.264 -200.0631 34.3273 
053F: set_car 105@ tires_vulnerable 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ z_angle_to 352.5713 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 
0002: jump @SYN7_14640 

:SYN7_14551
0395: clear_area 1 at -2116.264 -200.0631 34.3273 range 10.0 
00A5: 105@ = create_car #VOODOO at -2124.606 -87.9687 34.3203 
053F: set_car 105@ tires_vulnerable 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ z_angle_to 231.2455 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 

:SYN7_14640
0002: jump @SYN7_2008 

:SYN7_14647
0002: jump @SYN7_15909 

:SYN7_14654
0006: 47@ = 0 // integer values 

:SYN7_14661
009B: destroy_actor_instantly 86@(47@,8i) 
000A: 47@ += 1 // integer values 
0029:   47@ >= 5 // integer values 
004D: jump_if_false @SYN7_14661 
0006: 47@ = 0 // integer values 

:SYN7_14698
009B: destroy_actor_instantly 60@(47@,10i) 
000A: 47@ += 1 // integer values 
0029:   47@ >= 5 // integer values 
004D: jump_if_false @SYN7_14698 
0051: return 

:SYN7_14730
0777: destroy_objects_in_object_group "BARRIERS2" 
01E3: text_1number_styled 'M_PASSS' 25000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 25000 
0998: add_respect 60 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'SYND_7'  // Yay Ka-Boom-Boom
0008: $11010 += 1 // integer values 
0629: change_stat 181 to 4 // integer 
0629: change_stat 305 to 1 // integer 
01E7: remove_forbidden_for_cars_cube -2696.464 1239.866 40.7599 -2665.359 2190.96 70.8125 
01E7: remove_forbidden_for_cars_cube -2740.694 2233.618 40.8431 -2720.91 2338.224 80.4822 
01E7: remove_forbidden_for_cars_cube -2695.584 1237.981 40.7328 -2664.417 1454.767 60.8126 
01E7: remove_forbidden_for_cars_cube -995.0013 -416.2032 30.4207 -940.5399 -251.8564 40.6762 
01E7: remove_forbidden_for_cars_cube -205.8387 250.7443 7.2472 -131.0039 481.8496 15.9152 
01E7: remove_forbidden_for_cars_cube -100.7515 -927.8298 18.0 -68.3752 -891.9871 14.0 
01E7: remove_forbidden_for_cars_cube 609.7595 327.3437 15.8783 429.8884 616.0168 20.289 
01E7: remove_forbidden_for_cars_cube 317.1688 707.7672 7.0 437.5726 709.0657 20.5578 
01E7: remove_forbidden_for_cars_cube 391.1194 640.015 7.0 402.2627 664.798 18.5098 
01E7: remove_forbidden_for_cars_cube 289.2904 636.3991 7.8675 409.4943 702.3849 20.0345 
01E7: remove_forbidden_for_cars_cube 300.3153 718.7909 7.7846 316.7906 781.0926 14.0795 
01E7: remove_forbidden_for_cars_cube 254.9982 837.029 10.1731 270.7453 929.2404 30.2553 
01E7: remove_forbidden_for_cars_cube 210.7811 939.2068 10.9062 249.4799 959.1111 30.2141 
01E7: remove_forbidden_for_cars_cube 230.4545 946.0961 20.6674 255.9772 969.2755 30.4776 
01E7: remove_forbidden_for_cars_cube 249.4279 899.7975 10.5871 268.6826 933.5995 30.3975 
01E7: remove_forbidden_for_cars_cube 312.1081 694.1089 6.0 324.0811 733.0005 10.0 
01E7: remove_forbidden_for_cars_cube 324.4526 804.9198 9.6186 332.8747 814.356 14.3925 
01E7: remove_forbidden_for_cars_cube 1690.819 376.5103 28.1103 1730.223 445.2955 30.8414 
01E7: remove_forbidden_for_cars_cube 1643.536 227.3723 27.4457 1673.062 295.5788 30.0815 
01E7: remove_forbidden_for_cars_cube 1673.765 388.1013 40.2331 1815.862 804.9291 10.0 
01E7: remove_forbidden_for_cars_cube 1705.156 308.3448 20.0 1710.948 316.4094 23.5612 
01E7: remove_forbidden_for_cars_cube -12.7067 -1522.455 1.0 80.8463 -1517.111 5.0 
01E7: remove_forbidden_for_cars_cube -16.3392 -1532.882 0.0394 69.3401 -1523.771 5.922 
01E7: remove_forbidden_for_cars_cube 618.7253 -1189.606 18.0 623.5441 -1161.981 22.0 
01E7: remove_forbidden_for_cars_cube -33.4208 -1341.84 9.0 35.3764 -1303.948 13.0 
01E7: remove_forbidden_for_cars_cube -41.2393 -1385.87 8.0 -3.5883 -1368.856 10.5 
01E7: remove_forbidden_for_cars_cube -1690.705 539.6102 30.3278 -1100.567 1140.569 50.735 
01E7: remove_forbidden_for_cars_cube -1799.54 379.7155 16.0 -1780.199 392.2779 18.0 
01E7: remove_forbidden_for_cars_cube -1092.429 1286.505 30.0 -1077.038 1319.495 35.0 
01E7: remove_forbidden_for_cars_cube -1860.133 314.7891 38.0 -1638.563 557.4354 40.0 
01E7: remove_forbidden_for_cars_cube -1737.333 455.9431 30.3573 -1710.363 500.6261 40.4891 
01E7: remove_forbidden_for_cars_cube -1689.229 513.0995 30.2597 -1679.124 524.8383 40.25 
01E7: remove_forbidden_for_cars_cube -1742.906 500.7302 30.4679 -1650.312 551.8201 40.7455 
01E8: create_forbidden_for_cars_cube -1761.95 507.8931 35.0533 -1751.36 531.5917 41.3335 
0051: return 

:SYN7_15909
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_15986 
00D6: if 
0741: (unknown) $PLAYER_ACTOR 
004D: jump_if_false @SYN7_15979 
016E: override_restart at -1605.792 716.8598 11.0241 355.2978 

:SYN7_15979
0002: jump @SYN7_16008 

:SYN7_15986
016E: override_restart at -2670.285 616.4364 13.4531 183.1042 

:SYN7_16008
0051: return 

:SYN7_16010
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16031 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_16031
0873: release_path 483 
0873: release_path 485 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
014F: stop_timer $7318 
091D: (unknown) -2175.817 -55.8818 27.0 -2059.205 -99.4399 37.0 
091E: (unknown) -2175.817 -55.8818 27.0 -2059.205 -99.4399 37.0 
091E: (unknown) -2107.98 -71.8985 30.0 -2160.256 -89.7108 37.0 
00D6: if 
075C:   marker 40@ enabled 
004D: jump_if_false @SYN7_16177 
0164: disable_marker 40@ 

:SYN7_16177
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @SYN7_16198 
0164: disable_marker 39@ 

:SYN7_16198
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_16219 
0164: disable_marker 41@ 

:SYN7_16219
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @SYN7_16240 
0164: disable_marker 70@ 

:SYN7_16240
00D6: if 
075C:   marker 71@ enabled 
004D: jump_if_false @SYN7_16261 
0164: disable_marker 71@ 

:SYN7_16261
00D6: if 
075C:   marker 75@ enabled 
004D: jump_if_false @SYN7_16282 
0164: disable_marker 75@ 

:SYN7_16282
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_16303 
0164: disable_marker 81@ 

:SYN7_16303
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_16324 
0164: disable_marker 107@ 

:SYN7_16324
0006: 47@ = 0 // integer values 

:SYN7_16331
00D6: if 
075C:   marker 84@(47@,2i) enabled 
004D: jump_if_false @SYN7_16360 
0164: disable_marker 84@(47@,2i) 

:SYN7_16360
000A: 47@ += 1 // integer values 
0029:   47@ >= 2 // integer values 
004D: jump_if_false @SYN7_16331 
00D6: if 
048C:   unknown_pickup_exists_at -2182.652 -247.3813 36.4 
004D: jump_if_false @SYN7_16414 
0215: destroy_pickup 121@ 

:SYN7_16414
0004: $ONMISSION = 0 // integer values 
06F0: set_group $PLAYER_GROUP separation_range 30.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
031A: remove_all_fires 
0249: release_model #TAMPA 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "INT_HOUSE" 
0249: release_model #BMYCG 
0249: release_model #HMYST 
0249: release_model #HMYRI 
0249: release_model #MICRO_UZI 
0249: release_model #VOODOO 
0249: release_model #DYN_RAMP 
0249: release_model #CELLPHONE 
0249: release_model #WFYCRK 
0249: release_model #HMYCM 
0249: release_model #MOLOTOV 
0249: release_model #HEALTH 
0249: release_model #COLT45 
00D8: mission_cleanup 
0051: return 

:SYN7_16543
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16574 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:SYN7_16574
0051: return 

:SYN7_16576
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16611 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:SYN7_16611
0051: return 

:SYN7_16613
016A: fade 0 500 ms 

:SYN7_16620
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_16644 
0001: wait 0 ms 
0002: jump @SYN7_16620 

:SYN7_16644
0051: return 

:SYN7_16646
016A: fade 1 500 ms 

:SYN7_16653
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_16677 
0001: wait 0 ms 
0002: jump @SYN7_16653 

:SYN7_16677
0051: return 

:SYN7_16679
00D6: if 
0736:   89 
004D: jump_if_false @SYN7_16770 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16747 
00A1: put_actor $PLAYER_ACTOR at -1705.882 1028.967 44.1953 
0173: set_actor $PLAYER_ACTOR z_angle_to 299.134 
0006: 113@ = 8 // integer values 

:SYN7_16747
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16770 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_16770
00D6: if 
0736:   68 
004D: jump_if_false @SYN7_16831 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16831 
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422 34.1563 
0173: set_actor $PLAYER_ACTOR z_angle_to 94.0454 

:SYN7_16831
00D6: if 
0736:   70 
004D: jump_if_false @SYN7_16867 
0777: destroy_objects_in_object_group "CRACK" 
0776: init_objects_in_object_group "FUKDCRAK" 

:SYN7_16867
00D6: if 
0736:   75 
004D: jump_if_false @SYN7_16928 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16928 
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422 34.1563 
0173: set_actor $PLAYER_ACTOR z_angle_to 94.0454 

:SYN7_16928
00D6: if 
0736:   76 
004D: jump_if_false @SYN7_16950 
0006: 48@ = 5 // integer values 

:SYN7_16950
0051: return 

:SYN7_16952
040D: unload_wav 1 
03CF: load_wav 118@ as 1 
0006: 117@ = 0 // integer values 
0051: return 

:SYN7_16972
00D6: if and
03D0:   wav 1 loaded 
0039:   117@ == 0 // integer values 
004D: jump_if_false @SYN7_17015 
03D1: play_wav 1 
00BC: text_highpriority 127@s 10000 ms 1 
0006: 117@ = 1 // integer values 

:SYN7_17015
00D6: if and
03D2:   wav 1 ended 
0039:   117@ == 1 // integer values 
004D: jump_if_false @SYN7_17053 
040D: unload_wav 1 
03D5: remove_text 127@s 
0006: 117@ = 2 // integer values 

:SYN7_17053
0051: return 

//-------------Mission 64---------------
// Originally: Pier 69

:SYN5
03A4: name_thread 'SYN5' 
0050: gosub @SYN5_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SYN5_38 
0050: gosub @SYN5_23151 

:SYN5_38
0050: gosub @SYN5_23233 
004E: end_thread 

:SYN5_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'SYN5' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SYN5_693 
009A: 45@ = create_actor 25 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 46@ = create_actor 25 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 47@ = create_actor 25 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 48@ = create_actor 25 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 49@ = create_actor 25 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 50@ = create_actor 25 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: $415 = create_actor 24 #TRIBOSS at -1674.5 1337.0 6.2 
009A: 36@ = create_actor 24 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 37@ = create_actor 24 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 38@ = create_actor 24 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 35@ = create_actor 25 #SPECIAL04 at -1716.0 1349.8 6.2 
009A: 45@ = create_actor 25 108@(107@,7i) at -1716.8 1351.6 6.2 
009A: 46@ = create_actor 25 108@(107@,7i) at -1717.5 1350.7 6.2 
00A5: 55@ = create_car #PICADOR at -1774.2 1376.8 5.7 
0129: $ACTOR_RYDER = create_actor 25 #SPECIAL02 in_car 55@ driverseat 
01C8: 39@ = create_actor 25 108@(107@,7i) in_car 55@ passenger_seat -1 
009A: 40@ = create_actor 25 108@(107@,7i) at -1774.2 1376.8 5.7 
00A5: 56@ = create_car #TAHOMA at -1784.2 1379.8 5.7 
0129: 41@ = create_actor 25 108@(107@,7i) in_car 56@ driverseat 
01C8: 42@ = create_actor 25 108@(107@,7i) in_car 56@ passenger_seat 0 
00A5: 57@ = create_car #TAHOMA at -1795.0 1383.6 5.7 
0129: 43@ = create_actor 25 108@(107@,7i) in_car 57@ driverseat 
01C8: 44@ = create_actor 25 108@(107@,7i) in_car 57@ passenger_seat 0 
00A5: 58@ = create_car #MAVERICK at -1583.3 1420.2 25.7 
01C8: 34@ = create_actor 25 #SPECIAL03 in_car 58@ passenger_seat 0 

:SYN5_693
00BE: text_clear_all 
0A0E: (unknown) 1 
0001: wait 0 ms 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 3 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 6 // integer values 
0006: 97@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 106@ = 0 // integer values 
04AF: 108@ = unknown_wav_reference 173 
04AF: 109@ = unknown_wav_reference 174 
04AF: 111@ = unknown_wav_reference 102 
04AF: 112@ = unknown_wav_reference 103 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 184@ = 0 // integer values 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 
0006: 187@ = 0 // integer values 
0006: 188@ = 0 // integer values 
0006: 189@ = 0 // integer values 
0006: 190@ = 0 // integer values 
0007: 191@ = 0.0 // floating-point values 
0007: 192@ = 0.0 // floating-point values 
0007: 193@ = 0.0 // floating-point values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 80 // integer values 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
01B5: force_weather 5 
016A: fade 0 500 ms 

:SYN5_1136
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1160 
0001: wait 0 ms 
0002: jump @SYN5_1136 

:SYN5_1160
08F5: (unknown) 
023C: request_special_actor 'CESAR' as 1 
0247: request_model #SNIPER 
0247: request_model #BANSHEE 
0247: request_model #SNIPER_ANIM 
04ED: load_animation "MISC" 
0247: request_model #SFR1 
0247: request_model #SFR2 
0247: request_model #CELLPHONE 
0247: request_model #TEC9 
0247: request_model #TRIBOSS 
0247: request_model #TRIADA 
0247: request_model #SAVANNA 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
060A: unknown_create_entity 2 196@ 
0746: (unknown) 0 24 0 
0746: (unknown) 4 24 25 
0746: (unknown) 4 25 0 
07E5: unknown_copy_entity 65542 197@ 
0395: clear_area 1 at -1748.3 1263.0 7.0 range 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 77@ = create_car #SAVANNA at -1748.3 1263.0 7.0 
0175: set_car 77@ z_angle_to 291.3 
0229: set_car 77@ color_to 3 3 
0395: clear_area 1 at -1720.7 1277.3 16.9 range 2.0 
009A: $ACTOR_CESAR = create_actor 24 #SPECIAL01 at -1720.7 1277.3 16.9 
0173: set_actor $ACTOR_CESAR z_angle_to 317.9 
01B2: give_actor $ACTOR_CESAR weapon 34 ammo 12 // Load the weapon model before using this 
0568: set_actor $ACTOR_CESAR targetable 1 
060B: unknown_actor_use_entity $ACTOR_CESAR 197@ 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
0350: unknown_actor $ACTOR_CESAR not_scared_flag 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
0187: 79@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 79@ type_to 1 
0395: clear_area 1 at -1717.5 1281.6 6.2 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -1717.5 1281.6 6.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 143.8 
06D7: toggle_train_traffic 0 
022B: create_forbidden_for_peds_cube -1755.6 1256.6 0.0 -1598.2 1660.1 50.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0395: clear_area 1 at -1716.7 1282.6 6.5 range 2.0 
015F: set_camera_position -1716.7 1282.6 6.5 0.0 0.0 0.0 
0160: point_camera -1722.3 1276.0 16.9 2 
09D2: (unknown) 0 
0006: 32@ = 0 // integer values 
016A: fade 1 500 ms 

:SYN5_1694
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @SYN5_1720 
0002: jump @SYN5_23169 

:SYN5_1720
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_1759 
0002: jump @SYN5_8953 

:SYN5_1759
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_1784 
0002: jump @SYN5_23151 

:SYN5_1784
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @SYN5_2799 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_1906 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SYN5_1906 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @SYN5_1906 
0006: 132@ = 1 // integer values 
0006: 134@ = 0 // integer values 
0050: gosub @SYN5_30445 
0006: 133@ = 1 // integer values 
0006: 89@ = 1 // integer values 
0707: start_scene_skip_to @SYN5_2000 
0006: 88@ = 1 // integer values 

:SYN5_1906
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN5_1956 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_1956 
0006: 32@ = 0 // integer values 
0006: 88@ = 2 // integer values 

:SYN5_1956
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @SYN5_2197 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN5_2197 
0006: 89@ = 0 // integer values 

:SYN5_2000
0701: end_scene_skip 
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_2034 
0002: jump @SYN5_8953 

:SYN5_2034
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_2059 
0002: jump @SYN5_23151 

:SYN5_2059
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @SYN5_2094 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 // integer values 

:SYN5_2094
0395: clear_area 1 at -1721.4 1276.2 16.9 range 1.0 
00A1: put_actor $ACTOR_CESAR at -1721.4 1276.2 16.9 
0173: set_actor $ACTOR_CESAR z_angle_to 326.3 
00BC: text_highpriority 'SYN5_01' 7000 ms 1  // ~s~Menj fel s tallkozz ~b~Cesar-ral~s~.
08F6: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 88@ = 3 // integer values 

:SYN5_2197
00D6: if 
0039:   88@ == 3 // integer values 
004D: jump_if_false @SYN5_2799 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @SYN5_2733 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 // integer values 
01C3: remove_references_to_car 77@ // Like turning a car into any random car 
0249: release_model #SAVANNA 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
09F5: (unknown) 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN5_2341 
00A1: put_actor $PLAYER_ACTOR at -1728.0 1257.4 16.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 42.2 

:SYN5_2341
0395: clear_area 1 at -1673.7 1369.0 7.0 range 150.0 
0395: clear_area 1 at -1690.0 1318.0 7.0 range 5.0 
04AF: 128@ = unknown_wav_reference 429 
0050: gosub @SYN5_29214 
00A5: 75@ = create_car #BANSHEE at -1690.0 1318.0 7.0 
0175: set_car 75@ z_angle_to 57.0 
0519: lock_vehicle 75@ in_current_position 1 
020A: set_car 75@ door_status_to 2 
0395: clear_area 1 at -1721.4 1276.2 16.9 range 5.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1722.8 1272.5 16.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 326.3 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -1721.4 1276.2 16.9 
0173: set_actor $ACTOR_CESAR z_angle_to 326.3 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 34 
004D: jump_if_false @SYN5_2575 
048F: (unknown) $ACTOR_CESAR 
0006: 127@ = 1 // integer values 

:SYN5_2575
0006: 89@ = 1 // integer values 
0707: start_scene_skip_to @SYN5_5917 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1720.79 1275.4 16.9 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0164: disable_marker 79@ 
0006: 132@ = 2 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 2 // integer values 
0050: gosub @SYN5_30445 
015F: set_camera_position -1725.2 1270.5 18.87 0.0 0.0 0.0 
0160: point_camera -1702.2 1316.1 22.4 2 
0006: 88@ = 0 // integer values 
0006: 87@ = 1 // integer values 

:SYN5_2733
00D6: if 
0735:   81 
004D: jump_if_false @SYN5_2799 
03CB: set_camera -1725.7 1267.0 17.3 
00A1: put_actor $PLAYER_ACTOR at -1725.7 1267.0 17.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 308.8 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:SYN5_2799
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @SYN5_7288 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_3023 
062E: (unknown) $PLAYER_ACTOR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_3023 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_CESAR 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @SYN5_2986 
0615: define_action_sequences 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_ARMED" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0107: 73@ = create_object #SNIPER_ANIM at -1714.2 1266.5 18.3 
0002: jump @SYN5_3016 

:SYN5_2986
0615: define_action_sequences 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_3016
0006: 88@ = 1 // integer values 

:SYN5_3023
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN5_3243 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_3243 
062E: (unknown) $ACTOR_CESAR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_3243 
04C4: create_coordinate 191@ 192@ 193@ from_actor $ACTOR_CESAR offset 0.0 1.0 -1.0 
00A1: put_actor $PLAYER_ACTOR at 191@ 192@ 193@ 
0172: 191@ = actor $ACTOR_CESAR z_angle 
000B: 191@ += 180.0 // floating-point values 
0173: set_actor $PLAYER_ACTOR z_angle_to 191@ 
0006: 132@ = 2 // integer values 
0006: 134@ = 2 // integer values 
0006: 135@ = 4 // integer values 
0050: gosub @SYN5_30445 
015F: set_camera_position -1722.04 1273.2 18.81 0.0 0.0 0.0 
0160: point_camera -1708.2 1299.9 17.76 2 
0006: 88@ = 2 // integer values 

:SYN5_3243
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @SYN5_3466 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @SYN5_3441 
04C4: create_coordinate 191@ 192@ 193@ from_actor $ACTOR_CESAR offset 0.0 0.5 0.0 
048F: (unknown) $ACTOR_CESAR 
01BC: put_object 73@ at 191@ 192@ 193@ 
0172: 191@ = actor $PLAYER_ACTOR z_angle 
0177: set_object 73@ z_angle_to 191@ 
0605: actor $ACTOR_CESAR perform_animation_sequence "PASS_RIFLE_PED" from_file "MISC" 1000.0 loop 0 0 0 0 -1 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PASS_RIFLE_PLY" from_file "MISC" 1000.0 loop 0 0 0 0 -1 ms 
0006: 88@ = 3 // integer values 
0002: jump @SYN5_3466 

:SYN5_3441
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_3466 
0006: 88@ = 3 // integer values 

:SYN5_3466
00D6: if 
0039:   88@ == 3 // integer values 
004D: jump_if_false @SYN5_3800 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @SYN5_3793 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @SYN5_3786 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PASS_RIFLE_PLY" 
004D: jump_if_false @SYN5_3702 
0613: 131@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
00D6: if 
0837:   object 73@ animation_is "PASS_RIFLE_O" 
004D: jump_if_false @SYN5_3633 
083A: set_object 73@ animation "PASS_RIFLE_O" progress_to 131@ 
0002: jump @SYN5_3702 

:SYN5_3633
00D6: if 
075A:   73@ "PASS_RIFLE_O" "MISC" 10000.0 0 0 
004D: jump_if_false @SYN5_3702 
0836: set_object 73@ animation "PASS_RIFLE_O" at 0.0 times_normal_rate 

:SYN5_3702
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PASS_RIFLE_PLY" 
004D: jump_if_false @SYN5_3786 
0613: 194@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
00D6: if 
0043:   194@ == 1.0 // floating-point values 
004D: jump_if_false @SYN5_3786 
0006: 88@ = 4 // integer values 

:SYN5_3786
0002: jump @SYN5_3800 

:SYN5_3793
0006: 88@ = 4 // integer values 

:SYN5_3800
00D6: if 
0039:   88@ == 4 // integer values 
004D: jump_if_false @SYN5_3952 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @SYN5_3841 
0108: destroy_object 73@ 

:SYN5_3841
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ // integer values 
004D: jump_if_false @SYN5_3892 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0002: jump @SYN5_3899 

:SYN5_3892
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_3899
0667: AS_actor $PLAYER_ACTOR aim_at_point -1715.4 1287.5 16.5 -1 ms 
05D4: AS_actor $ACTOR_CESAR rotate_angle 332.1 
0050: gosub @SYN5_23773 
0006: 32@ = 0 // integer values 
0006: 88@ = 5 // integer values 

:SYN5_3952
00D6: if 
0039:   88@ == 5 // integer values 
004D: jump_if_false @SYN5_4245 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SYN5_4245 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_4245 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_4084 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1711.1 1354.0 16.0 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 200.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 45@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_4084
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_4152 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1686.6 1376.2 13.8 speed 4 -1 ms 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 46@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_4152
015F: set_camera_position -1707.1 1329.7 18.0 0.0 0.0 0.0 
0160: point_camera -1701.8 1360.3 9.0 2 
0006: 132@ = 2 // integer values 
0006: 134@ = 4 // integer values 
0006: 135@ = 5 // integer values 
0050: gosub @SYN5_30445 
0006: 32@ = 0 // integer values 
0006: 88@ = 6 // integer values 

:SYN5_4245
00D6: if 
0039:   88@ == 6 // integer values 
004D: jump_if_false @SYN5_4490 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SYN5_4490 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_4383 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1682.7 1343.1 16.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1672.7 1342.6 16.2 speed 4 -1 ms 
0173: set_actor 48@ z_angle_to 4.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 48@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_4383
041D: set_camera_near_clip 0.1 
015F: set_camera_position -1712.2 1354.2 18.1 0.0 0.0 0.0 
0160: point_camera -1675.7 1338.4 9.9 2 
0006: 132@ = 2 // integer values 
0006: 134@ = 5 // integer values 
0006: 135@ = 6 // integer values 
0050: gosub @SYN5_30445 
0050: gosub @SYN5_24405 
0006: 32@ = 0 // integer values 
0006: 88@ = 7 // integer values 

:SYN5_4490
00D6: if 
0039:   88@ == 7 // integer values 
004D: jump_if_false @SYN5_4675 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @SYN5_4675 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_4675 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_4568 
0337: set_actor $415 visibility 1 

:SYN5_4568
041D: set_camera_near_clip 0.9 
015F: set_camera_position -1722.2 1271.7 20.1 0.0 0.0 0.0 
0160: point_camera -1709.7 1305.0 7.4 2 
0729: AS_actor $ACTOR_CESAR hold_cellphone 1 
0006: 132@ = 2 // integer values 
0006: 134@ = 6 // integer values 
0006: 135@ = 7 // integer values 
0050: gosub @SYN5_30445 
0006: 32@ = 0 // integer values 
0006: 88@ = 8 // integer values 

:SYN5_4675
00D6: if 
0039:   88@ == 8 // integer values 
004D: jump_if_false @SYN5_4772 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SYN5_4772 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_4772 
0006: 132@ = 2 // integer values 
0006: 134@ = 7 // integer values 
0006: 135@ = 9 // integer values 
0050: gosub @SYN5_30445 
0006: 32@ = 0 // integer values 
0006: 88@ = 9 // integer values 

:SYN5_4772
00D6: if 
0039:   88@ == 9 // integer values 
004D: jump_if_false @SYN5_4879 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_4879 
062E: (unknown) $ACTOR_CESAR 1833 $416 
00D6: if 
04A3:   $416 == 1 // integer values OR floating-point values 
004D: jump_if_false @SYN5_4844 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_4844
0006: 132@ = 2 // integer values 
0006: 134@ = 9 // integer values 
0006: 135@ = 11 // integer values 
0050: gosub @SYN5_30445 
0006: 88@ = 10 // integer values 

:SYN5_4879
00D6: if 
0039:   88@ == 10 // integer values 
004D: jump_if_false @SYN5_5383 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_5383 
062E: (unknown) $ACTOR_CESAR 1833 $416 
00D6: if 
04A3:   $416 == 1 // integer values OR floating-point values 
004D: jump_if_false @SYN5_4951 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_4951
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_5042 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1683.4 1326.9 6.0 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1673.4 1335.0 6.2 speed 4 -1 ms 
04EB: AS_actor -1 crouch 0 
0616: define_action_sequences_end 195@ 
0618: assign_actor 36@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_5042
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_5134 
0615: define_action_sequences 195@ 
05B9: unknown_action_sequence -1 500 
05D3: AS_actor -1 go_to_point -1684.8 1324.7 6.0 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1675.7 1336.1 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $415 to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_5134
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_5226 
0615: define_action_sequences 195@ 
05B9: unknown_action_sequence -1 700 
05D3: AS_actor -1 go_to_point -1687.2 1323.8 6.0 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1676.0 1334.0 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 37@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_5226
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_5318 
0615: define_action_sequences 195@ 
05B9: unknown_action_sequence -1 800 
05D3: AS_actor -1 go_to_point -1689.0 1325.4 6.0 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1678.0 1333.7 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 38@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_5318
015F: set_camera_position -1693.9 1318.9 7.7 0.0 0.0 0.0 
0160: point_camera -1686.1 1320.8 6.6 2 
0006: 32@ = 0 // integer values 
0006: 88@ = 11 // integer values 

:SYN5_5383
00D6: if 
0039:   88@ == 11 // integer values 
004D: jump_if_false @SYN5_5874 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @SYN5_5874 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_5512 
00A1: put_actor $415 at -1681.4 1326.4 6.2 
0173: set_actor $415 z_angle_to 300.1 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1671.6 1339.0 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $415 to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_5512
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_5604 
00A1: put_actor 36@ at -1684.1 1324.1 6.2 
0173: set_actor 36@ z_angle_to 311.1 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1671.6 1339.0 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 36@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_5604
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_5696 
00A1: put_actor 37@ at -1683.0 1321.7 6.2 
0173: set_actor 37@ z_angle_to 333.4 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1671.6 1339.0 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 37@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_5696
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_5788 
00A1: put_actor 38@ at -1685.4 1323.6 6.2 
0173: set_actor 38@ z_angle_to 323.8 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1671.6 1339.0 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 38@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_5788
015F: set_camera_position -1678.4 1318.3 7.2 0.0 0.0 0.0 
0160: point_camera -1680.6 1330.0 8.9 2 
0006: 132@ = 2 // integer values 
0006: 134@ = 11 // integer values 
0006: 135@ = 14 // integer values 
0050: gosub @SYN5_30445 
0006: 88@ = 12 // integer values 

:SYN5_5874
00D6: if 
0039:   88@ == 12 // integer values 
004D: jump_if_false @SYN5_7288 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_7288 
0006: 89@ = 0 // integer values 

:SYN5_5917
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 // integer values 
016A: fade 0 500 ms 

:SYN5_5943
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_5967 
0001: wait 0 ms 
0002: jump @SYN5_5943 

:SYN5_5967
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_5999 
0002: jump @SYN5_8953 

:SYN5_5999
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_6024 
0002: jump @SYN5_23151 

:SYN5_6024
041D: set_camera_near_clip 0.9 
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @SYN5_6334 
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ // integer values 
004D: jump_if_false @SYN5_6086 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 

:SYN5_6086
0108: destroy_object 73@ 
048F: (unknown) $ACTOR_CESAR 
00BE: text_clear_all 
062E: (unknown) $ACTOR_CESAR 1833 $416 
00D6: if 
04A3:   $416 == 1 // integer values OR floating-point values 
004D: jump_if_false @SYN5_6134 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_6134
0792: (unknown) $ACTOR_CESAR 
0173: set_actor $ACTOR_CESAR z_angle_to 332.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 332.1 
0050: gosub @SYN5_23773 
0050: gosub @SYN5_24405 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_6196 
0337: set_actor $415 visibility 1 

:SYN5_6196
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_6242 
00A1: put_actor 45@ at -1711.1 1354.0 16.0 
0173: set_actor 45@ z_angle_to 200.0 

:SYN5_6242
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_6288 
00A1: put_actor 46@ at -1686.6 1376.2 13.8 
0173: set_actor 46@ z_angle_to 200.0 

:SYN5_6288
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_6334 
00A1: put_actor 48@ at -1672.7 1342.6 16.2 
0173: set_actor 48@ z_angle_to 4.0 

:SYN5_6334
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_6446 
0792: (unknown) $415 
00A1: put_actor $415 at -1681.9 1335.8 16.2 
0173: set_actor $415 z_angle_to 337.1 
0615: define_action_sequences 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point -1681.7 1335.5 16.2 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 331.0 
0616: define_action_sequences_end 195@ 
0618: assign_actor $415 to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_6446
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_6558 
0792: (unknown) 36@ 
00A1: put_actor 36@ at -1688.2 1334.3 16.2 
0173: set_actor 36@ z_angle_to 257.0 
0615: define_action_sequences 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point -1686.1 1334.1 16.2 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 294.0 
0616: define_action_sequences_end 195@ 
0618: assign_actor 36@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_6558
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_6670 
0792: (unknown) 37@ 
00A1: put_actor 37@ at -1685.8 1336.4 16.2 
0173: set_actor 37@ z_angle_to 320.0 
0615: define_action_sequences 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point -1683.9 1338.4 16.2 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 316.8 
0616: define_action_sequences_end 195@ 
0618: assign_actor 37@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_6670
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_6782 
0792: (unknown) 38@ 
00A1: put_actor 38@ at -1688.3 1335.6 16.2 
0173: set_actor 38@ z_angle_to 312.6 
0615: define_action_sequences 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 go_to_point -1685.2 1340.5 16.2 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 310.0 
0616: define_action_sequences_end 195@ 
0618: assign_actor 38@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_6782
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_6813 
0187: 80@ = create_marker_above_actor 45@ 
0168: show_on_radar 80@ 1 

:SYN5_6813
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_6844 
0187: 81@ = create_marker_above_actor 46@ 
0168: show_on_radar 81@ 1 

:SYN5_6844
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_6875 
0187: 82@ = create_marker_above_actor 47@ 
0168: show_on_radar 82@ 1 

:SYN5_6875
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_6906 
0187: 83@ = create_marker_above_actor 48@ 
0168: show_on_radar 83@ 1 

:SYN5_6906
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_6937 
0187: 84@ = create_marker_above_actor 49@ 
0168: show_on_radar 84@ 1 

:SYN5_6937
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_6968 
0187: 85@ = create_marker_above_actor 50@ 
0168: show_on_radar 85@ 1 

:SYN5_6968
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_7014 
00A1: put_actor 49@ at -1669.5 1346.0 15.2 
0173: set_actor 49@ z_angle_to 142.0 

:SYN5_7014
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_7060 
00A1: put_actor 46@ at -1694.7 1369.7 15.9 
0173: set_actor 46@ z_angle_to 129.8 

:SYN5_7060
00A1: put_actor $PLAYER_ACTOR at -1720.4 1275.5 16.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 328.4 
06AB: (unknown) $PLAYER_ACTOR 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0792: (unknown) $PLAYER_ACTOR 
0108: destroy_object 73@ 
0249: release_model #SNIPER_ANIM 
04EF: release_animation "MISC" 
0249: release_model #CELLPHONE 
01C3: remove_references_to_car 75@ // Like turning a car into any random car 
0249: release_model #BANSHEE 
09F5: (unknown) 0 
0A09: (unknown) $ACTOR_CESAR 1 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'SYN5_02' 7000 ms 1  // ~s~Pucold ki a tett, gy a Trid benyomulhat.
016A: fade 1 500 ms 

:SYN5_7193
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_7217 
0001: wait 0 ms 
0002: jump @SYN5_7193 

:SYN5_7217
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_7242 
0002: jump @SYN5_8953 

:SYN5_7242
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_7267 
0002: jump @SYN5_23151 

:SYN5_7267
0006: 32@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 87@ = 3 // integer values 

:SYN5_7288
00D6: if 
0039:   87@ == 3 // integer values 
004D: jump_if_false @SYN5_8953 
00D6: if 
0735:   81 
004D: jump_if_false @SYN5_7489 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_7349 
02A9: set_actor 45@ immune_to_nonplayer 0 
0321: kill_actor 45@ 

:SYN5_7349
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_7377 
02A9: set_actor 46@ immune_to_nonplayer 0 
0321: kill_actor 46@ 

:SYN5_7377
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_7405 
02A9: set_actor 47@ immune_to_nonplayer 0 
0321: kill_actor 47@ 

:SYN5_7405
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_7433 
02A9: set_actor 48@ immune_to_nonplayer 0 
0321: kill_actor 48@ 

:SYN5_7433
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_7461 
02A9: set_actor 49@ immune_to_nonplayer 0 
0321: kill_actor 49@ 

:SYN5_7461
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_7489 
02A9: set_actor 50@ immune_to_nonplayer 0 
0321: kill_actor 50@ 

:SYN5_7489
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_8805 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_8229 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @SYN5_7597 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @SYN5_7597 
0006: 132@ = 3 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0050: gosub @SYN5_30445 
0006: 92@ = 1 // integer values 

:SYN5_7597
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @SYN5_7668 
00D6: if 
001B:   3 > 93@ // integer values 
004D: jump_if_false @SYN5_7668 
0006: 132@ = 3 // integer values 
0006: 134@ = 3 // integer values 
0006: 135@ = 4 // integer values 
0050: gosub @SYN5_30445 
0006: 92@ = 2 // integer values 

:SYN5_7668
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @SYN5_7739 
00D6: if 
001B:   2 > 93@ // integer values 
004D: jump_if_false @SYN5_7739 
0006: 132@ = 3 // integer values 
0006: 134@ = 4 // integer values 
0006: 135@ = 5 // integer values 
0050: gosub @SYN5_30445 
0006: 92@ = 3 // integer values 

:SYN5_7739
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_7810 
00D6: if 
0039:   92@ == 3 // integer values 
004D: jump_if_false @SYN5_7810 
0006: 132@ = 3 // integer values 
0006: 134@ = 2 // integer values 
0006: 135@ = 3 // integer values 
0050: gosub @SYN5_30445 
0006: 92@ = 4 // integer values 

:SYN5_7810
00D6: if 
0039:   92@ == 4 // integer values 
004D: jump_if_false @SYN5_7881 
00D6: if 
001B:   1 > 93@ // integer values 
004D: jump_if_false @SYN5_7881 
0006: 132@ = 3 // integer values 
0006: 134@ = 5 // integer values 
0006: 135@ = 6 // integer values 
0050: gosub @SYN5_30445 
0006: 92@ = 5 // integer values 

:SYN5_7881
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @SYN5_7906 
0006: 98@ = 3 // integer values 

:SYN5_7906
00D6: if 
0039:   98@ == 3 // integer values 
004D: jump_if_false @SYN5_8017 
00D6: if 
001B:   3 > 99@ // integer values 
004D: jump_if_false @SYN5_8017 
00D6: if or
8118:   not actor 48@ dead 
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_8010 
0006: 132@ = 4 // integer values 
0006: 134@ = 3 // integer values 
0006: 135@ = 4 // integer values 
0050: gosub @SYN5_30445 
0006: 98@ = 4 // integer values 
0002: jump @SYN5_8017 

:SYN5_8010
0006: 98@ = 5 // integer values 

:SYN5_8017
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_8114 
00D6: if 
0039:   98@ == 4 // integer values 
004D: jump_if_false @SYN5_8114 
00D6: if and
0118:   actor 48@ dead 
0118:   actor 49@ dead 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_8114 
0006: 132@ = 4 // integer values 
0006: 134@ = 4 // integer values 
0006: 135@ = 5 // integer values 
0050: gosub @SYN5_30445 
0006: 98@ = 6 // integer values 

:SYN5_8114
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_8229 
00D6: if 
0039:   98@ == 5 // integer values 
004D: jump_if_false @SYN5_8229 
00D6: if 
001B:   3 > 99@ // integer values 
004D: jump_if_false @SYN5_8229 
00D6: if or
8118:   not actor 45@ dead 
8118:   not actor 46@ dead 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_8229 
0006: 132@ = 4 // integer values 
0006: 134@ = 4 // integer values 
0006: 135@ = 5 // integer values 
0050: gosub @SYN5_30445 
0006: 98@ = 6 // integer values 

:SYN5_8229
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_8276 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @SYN5_8276 
02A9: set_actor 36@ immune_to_nonplayer 0 
0321: kill_actor 36@ 

:SYN5_8276
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_8323 
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @SYN5_8323 
02A9: set_actor 37@ immune_to_nonplayer 0 
0321: kill_actor 37@ 

:SYN5_8323
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_8370 
00D6: if 
0019:   32@ > 30000 // integer values 
004D: jump_if_false @SYN5_8370 
02A9: set_actor 38@ immune_to_nonplayer 0 
0321: kill_actor 38@ 

:SYN5_8370
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_8421 
00D6: if 
0019:   32@ > 40000 // integer values 
004D: jump_if_false @SYN5_8421 
02A9: set_actor $415 immune_to_nonplayer 0 
0006: 87@ = 10 // integer values 

:SYN5_8421
00D6: if 
001B:   6 > 106@ // integer values 
004D: jump_if_false @SYN5_8522 
00D6: if 
0039:   100@(106@,6i) == 0 // integer values 
004D: jump_if_false @SYN5_8508 
00D6: if 
0118:   actor 45@(106@,6i) dead 
004D: jump_if_false @SYN5_8508 
0164: disable_marker 80@(106@,6i) 
000E: 99@ -= 1 // integer values 
0006: 100@(106@,6i) = 1 // integer values 

:SYN5_8508
000A: 106@ += 1 // integer values 
0002: jump @SYN5_8529 

:SYN5_8522
0006: 106@ = 0 // integer values 

:SYN5_8529
00D6: if 
001B:   3 > 97@ // integer values 
004D: jump_if_false @SYN5_8621 
00D6: if 
0039:   94@(97@,3i) == 0 // integer values 
004D: jump_if_false @SYN5_8607 
00D6: if 
0118:   actor 36@(97@,3i) dead 
004D: jump_if_false @SYN5_8607 
000E: 93@ -= 1 // integer values 
0006: 94@(97@,3i) = 1 // integer values 

:SYN5_8607
000A: 97@ += 1 // integer values 
0002: jump @SYN5_8628 

:SYN5_8621
0006: 97@ = 0 // integer values 

:SYN5_8628
0050: gosub @SYN5_26410 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_8805 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 32@ = 0 // integer values 
0006: 88@ = 1 // integer values 

:SYN5_8805
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN5_8953 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SYN5_8953 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
016A: fade 0 500 ms 

:SYN5_8858
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_8882 
0001: wait 0 ms 
0002: jump @SYN5_8858 

:SYN5_8882
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_8914 
0002: jump @SYN5_8953 

:SYN5_8914
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_8939 
0002: jump @SYN5_23151 

:SYN5_8939
0006: 88@ = 0 // integer values 
0006: 87@ = 4 // integer values 

:SYN5_8953
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_9658 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @SYN5_9451 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_9451 
016A: fade 0 500 ms 

:SYN5_9021
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_9045 
0001: wait 0 ms 
0002: jump @SYN5_9021 

:SYN5_9045
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
009B: destroy_actor_instantly $415 
009B: destroy_actor_instantly $ACTOR_CESAR 
0395: clear_area 1 at -1673.7 1369.0 7.0 range 150.0 
0395: clear_area 1 at -1677.2 1347.8 16.2 range 1.0 
009A: $415 = create_actor 24 #TRIBOSS at -1677.2 1347.8 16.2 
0173: set_actor $415 z_angle_to 356.6 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity $415 197@ 
03CB: set_camera -1677.2 1347.8 16.2 
015F: set_camera_position -1675.3 1349.0 17.0 0.0 0.0 0.0 
0160: point_camera -1684.1 1343.9 18.5 2 
016A: fade 1 500 ms 

:SYN5_9267
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_9291 
0001: wait 0 ms 
0002: jump @SYN5_9267 

:SYN5_9291
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_9346 
0812: AS_actor $415 perform_animation "KO_SHOT_STOM" from_file "PED" 4.0 loop 0 0 0 lock 1 time -1 

:SYN5_9346
00D6: if 
0019:   93@ > 0 // integer values 
004D: jump_if_false @SYN5_9399 
0006: 132@ = 5 // integer values 
0006: 134@ = 3 // integer values 
0006: 135@ = 4 // integer values 
0050: gosub @SYN5_30445 
0002: jump @SYN5_9437 

:SYN5_9399
0006: 132@ = 5 // integer values 
0209: 134@ = random_int 0 4 
0085: 135@ = 134@ // integer values and handles 
000A: 135@ += 1 // integer values 
0050: gosub @SYN5_30445 

:SYN5_9437
0006: 33@ = 0 // integer values 
0006: 88@ = 1 // integer values 

:SYN5_9451
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN5_9658 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_9658 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @SYN5_9658 
016A: fade 0 500 ms 

:SYN5_9513
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_9537 
0001: wait 0 ms 
0002: jump @SYN5_9513 

:SYN5_9537
00A0: store_actor $PLAYER_ACTOR position_to 191@ 192@ 193@ 
03CB: set_camera 191@ 192@ 193@ 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00BC: text_highpriority 'SYN5_05' 5500 ms 1  // ~r~A Trid vezrt megltk!
016A: fade 1 500 ms 

:SYN5_9627
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_9651 
0001: wait 0 ms 
0002: jump @SYN5_9627 

:SYN5_9651
0002: jump @SYN5_23151 

:SYN5_9658
00D6: if 
0039:   87@ == 4 // integer values 
004D: jump_if_false @SYN5_17454 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_10641 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 // integer values 
07C0: load_path 27 
07C0: load_path 28 
0247: request_model #PICADOR 
0247: request_model #TAHOMA 
0247: request_model #MAVERICK 
0247: request_model #PONY 
0247: request_model #BALLAS1 
0247: request_model #BALLAS2 
023C: request_special_actor 'RYDER2' as 2 
023C: request_special_actor 'TORINO' as 3 
023C: request_special_actor 'TBONE' as 4 
0247: request_model #TEARGAS 
0247: request_model #AK47 
038B: load_requested_models 
09F5: (unknown) 1 
0A09: (unknown) $ACTOR_CESAR 0 
00A5: 76@ = create_car #PONY at -1634.3 1253.4 6.1 
0175: set_car 76@ z_angle_to 44.5 
020A: set_car 76@ door_status_to 3 
05EB: assign_vehicle 76@ to_path 27 
0706: (unknown) 76@ 35.0 
0792: (unknown) $415 
00A1: put_actor $415 at -1678.7 1347.5 16.2 
0173: set_actor $415 z_angle_to 32.6 
060B: unknown_actor_use_entity $415 197@ 
0605: actor $415 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 30000 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_10050 
0792: (unknown) 36@ 
00A1: put_actor 36@ at -1686.1 1348.7 16.2 
0173: set_actor 36@ z_angle_to 33.6 
060B: unknown_actor_use_entity 36@ 197@ 
0605: actor 36@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 30000 ms 

:SYN5_10050
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_10150 
0792: (unknown) 37@ 
00A1: put_actor 37@ at -1687.7 1347.7 16.2 
0173: set_actor 37@ z_angle_to 60.6 
060B: unknown_actor_use_entity 37@ 197@ 
0605: actor 37@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 30000 ms 

:SYN5_10150
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_10250 
0792: (unknown) 38@ 
00A1: put_actor 38@ at -1688.7 1346.1 16.2 
0173: set_actor 38@ z_angle_to 41.8 
060B: unknown_actor_use_entity 38@ 197@ 
0605: actor 38@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 30000 ms 

:SYN5_10250
0395: clear_area 1 at -1721.4 1276.2 16.9 range 5.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1720.4 1275.5 16.9 
0173: set_actor $PLAYER_ACTOR z_angle_to 328.4 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -1721.4 1276.2 16.9 
0173: set_actor $ACTOR_CESAR z_angle_to 326.3 
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ // integer values 
004D: jump_if_false @SYN5_10395 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0002: jump @SYN5_10402 

:SYN5_10395
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_10402
0395: clear_area 1 at -1706.4 1327.1 6.4 range 100.0 
01EB: set_traffic_density_to 0.0 
0708: unknown_add_entity_item 196@ 13 
015F: set_camera_position -1722.2 1271.7 20.1 0.0 0.0 0.0 
0160: point_camera -1709.7 1305.0 7.4 2 
02A3: toggle_widescreen 1 
08F5: (unknown) 
016A: fade 1 1000 ms 

:SYN5_10504
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_10528 
0001: wait 0 ms 
0002: jump @SYN5_10504 

:SYN5_10528
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_10560 
0002: jump @SYN5_8953 

:SYN5_10560
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_10585 
0002: jump @SYN5_23151 

:SYN5_10585
0006: 132@ = 7 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 1 // integer values 
0050: gosub @SYN5_30445 
0006: 89@ = 1 // integer values 
0707: start_scene_skip_to @SYN5_14729 
0006: 32@ = 0 // integer values 
0006: 88@ = 1 // integer values 

:SYN5_10641
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN5_11744 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_11744 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @SYN5_11744 
016A: fade 0 500 ms 

:SYN5_10703
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_10727 
0001: wait 0 ms 
0002: jump @SYN5_10703 

:SYN5_10727
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_10759 
0002: jump @SYN5_8953 

:SYN5_10759
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_10784 
0002: jump @SYN5_23151 

:SYN5_10784
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SYN5_10814 
0657: open_car 76@ component 4 
0657: open_car 76@ component 5 

:SYN5_10814
0050: gosub @SYN5_25096 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_10929 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1709.4 1345.3 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1697.7 1349.2 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1676.1 1360.3 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 35@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_10929
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_11037 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1709.4 1346.3 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1697.7 1350.2 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1676.1 1361.3 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 45@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_11037
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_11145 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1709.4 1343.3 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1697.7 1351.2 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1676.1 1362.3 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 46@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_11145
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_11253 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1709.4 1342.3 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1697.7 1352.2 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1676.1 1363.3 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 47@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_11253
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_11361 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1709.4 1341.3 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1697.7 1353.2 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1676.1 1364.3 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 48@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_11361
0050: gosub @SYN5_25586 
0615: define_action_sequences 195@ 
05D1: AS_actor -1 drive_car 55@ to -1704.0 1333.5 5.9 speed 20.0 2 0 3 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -1676.9 1360.6 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0615: define_action_sequences 195@ 
05D1: AS_actor -1 drive_car 56@ to -1706.6 1340.2 5.9 speed 20.0 2 0 3 
0616: define_action_sequences_end 195@ 
0618: assign_actor 41@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0615: define_action_sequences 195@ 
05D1: AS_actor -1 drive_car 57@ to -1718.4 1345.7 6.2 speed 20.0 2 0 3 
0616: define_action_sequences_end 195@ 
0618: assign_actor 43@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
015F: set_camera_position -1711.0 1343.8 7.2 0.0 0.0 0.0 
0160: point_camera -1726.7 1357.6 9.9 2 
016A: fade 1 2000 ms 

:SYN5_11621
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_11645 
0001: wait 0 ms 
0002: jump @SYN5_11621 

:SYN5_11645
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_11677 
0002: jump @SYN5_8953 

:SYN5_11677
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_11702 
0002: jump @SYN5_23151 

:SYN5_11702
0006: 132@ = 7 // integer values 
0006: 134@ = 2 // integer values 
0006: 135@ = 3 // integer values 
0050: gosub @SYN5_30445 
0006: 32@ = 0 // integer values 
0006: 88@ = 2 // integer values 

:SYN5_11744
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @SYN5_11881 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @SYN5_11881 
0050: gosub @SYN5_26237 
015F: set_camera_position -1698.3 1327.6 7.3 0.0 0.0 0.0 
0160: point_camera -1701.2 1332.3 7.6 2 
0006: 132@ = 7 // integer values 
0006: 134@ = 3 // integer values 
0006: 135@ = 5 // integer values 
0050: gosub @SYN5_30445 
0006: 32@ = 0 // integer values 
0006: 88@ = 3 // integer values 

:SYN5_11881
00D6: if 
0039:   88@ == 3 // integer values 
004D: jump_if_false @SYN5_12029 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_12029 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_12029 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SYN5_12029 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_12015 
0615: define_action_sequences 195@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -1665.0 1370.9 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 39@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_12015
0006: 32@ = 0 // integer values 
0006: 88@ = 4 // integer values 

:SYN5_12029
00D6: if 
0039:   88@ == 4 // integer values 
004D: jump_if_false @SYN5_12900 
016A: fade 0 1000 ms 

:SYN5_12054
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_12078 
0001: wait 0 ms 
0002: jump @SYN5_12054 

:SYN5_12078
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_12110 
0002: jump @SYN5_8953 

:SYN5_12110
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_12135 
0002: jump @SYN5_23151 

:SYN5_12135
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_12193 
0792: (unknown) 35@ 
00A1: put_actor 35@ at -1629.2 1414.2 6.2 
0173: set_actor 35@ z_angle_to 87.6 
06AB: (unknown) 35@ 1 

:SYN5_12193
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_12290 
0792: (unknown) 45@ 
00A1: put_actor 45@ at -1629.3 1412.4 6.2 
0173: set_actor 45@ z_angle_to 76.7 
0605: actor 45@ perform_animation_sequence "SEAT_IDLE" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12290
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_12351 
0792: (unknown) 46@ 
00A1: put_actor 46@ at -1626.5 1414.2 6.2 
0173: set_actor 46@ z_angle_to 116.9 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12351
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_12412 
0792: (unknown) 47@ 
00A1: put_actor 47@ at -1628.5 1414.9 6.2 
0173: set_actor 47@ z_angle_to 50.5 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12412
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_12473 
0792: (unknown) 48@ 
00A1: put_actor 48@ at -1629.7 1416.0 6.2 
0173: set_actor 48@ z_angle_to 222.8 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12473
0677: AS_actor 47@ chat_with_actor 48@ 1 1 
0677: AS_actor 48@ chat_with_actor 47@ 0 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_12555 
0792: (unknown) $ACTOR_RYDER 
00A1: put_actor $ACTOR_RYDER at -1636.5 1412.5 6.2 
0173: set_actor $ACTOR_RYDER z_angle_to 280.9 
06AB: (unknown) $ACTOR_RYDER 1 

:SYN5_12555
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_12687 
0792: (unknown) 39@ 
00A1: put_actor 39@ at -1634.9 1408.3 6.2 
0173: set_actor 39@ z_angle_to 293.5 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1629.6 1411.7 6.2 speed 4 -1 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 1000.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 39@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_12687
0823: AS_actor $ACTOR_RYDER greet_actor 35@ 0.5 5 
03CB: set_camera -1629.2 1414.2 6.2 
015F: set_camera_position -1637.6 1410.8 8.3 0.0 0.0 0.0 
0160: point_camera -1626.4 1414.8 6.8 2 
016A: fade 1 2000 ms 

:SYN5_12777
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_12801 
0001: wait 0 ms 
0002: jump @SYN5_12777 

:SYN5_12801
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_12833 
0002: jump @SYN5_8953 

:SYN5_12833
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_12858 
0002: jump @SYN5_23151 

:SYN5_12858
0006: 132@ = 7 // integer values 
0006: 134@ = 7 // integer values 
0006: 135@ = 8 // integer values 
0050: gosub @SYN5_30445 
0006: 32@ = 0 // integer values 
0006: 88@ = 5 // integer values 

:SYN5_12900
00D6: if 
0039:   88@ == 5 // integer values 
004D: jump_if_false @SYN5_12977 
00D6: if 
0019:   32@ > 3500 // integer values 
004D: jump_if_false @SYN5_12977 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_12977 
05EB: assign_vehicle 58@ to_path 28 
0706: (unknown) 58@ 10.0 
0006: 88@ = 6 // integer values 

:SYN5_12977
00D6: if 
0039:   88@ == 6 // integer values 
004D: jump_if_false @SYN5_13378 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @SYN5_13378 
016A: fade 0 500 ms 

:SYN5_13021
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_13045 
0001: wait 0 ms 
0002: jump @SYN5_13021 

:SYN5_13045
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_13077 
0002: jump @SYN5_8953 

:SYN5_13077
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_13102 
0002: jump @SYN5_23151 

:SYN5_13102
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_13128 
0173: set_actor $ACTOR_RYDER z_angle_to 150.0 

:SYN5_13128
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_13154 
0173: set_actor 39@ z_angle_to 150.0 

:SYN5_13154
0925: (unknown) 
0930: (unknown) 1 
092F: (unknown) 1 
0936: set_camera -1657.1 1666.8 3.4 position_to -1599.1 1432.0 15.1 11000 ms unknown 1 
0920: point_camera -1676.2 1618.2 11.4 transverse_to -1614.1 1428.9 15.4 11000 ms unknown 1 
03CB: set_camera -1657.1 1666.8 3.4 
016A: fade 1 500 ms 

:SYN5_13262
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_13286 
0001: wait 0 ms 
0002: jump @SYN5_13262 

:SYN5_13286
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_13318 
0002: jump @SYN5_8953 

:SYN5_13318
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_13343 
0002: jump @SYN5_23151 

:SYN5_13343
0006: 132@ = 7 // integer values 
0006: 134@ = 8 // integer values 
0006: 135@ = 10 // integer values 
0050: gosub @SYN5_30445 
0006: 88@ = 7 // integer values 

:SYN5_13378
00D6: if 
0039:   88@ == 7 // integer values 
004D: jump_if_false @SYN5_13536 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_13536 
00D6: if 
01AD:   car 58@ 0 -1629.1 1429.5 3.0 3.0 
004D: jump_if_false @SYN5_13536 
00D6: if 
060E:   car 58@ is_assigned_to_existing_path 
004D: jump_if_false @SYN5_13471 
05EC: release_vehicle 58@ from_path 

:SYN5_13471
04A2: heli 58@ fly_to -1629.1 1429.5 19.3 speed 0.0 19.3 
0006: 132@ = 7 // integer values 
0006: 134@ = 10 // integer values 
0006: 135@ = 11 // integer values 
0050: gosub @SYN5_30445 
0006: 88@ = 8 // integer values 

:SYN5_13536
00D6: if 
0039:   88@ == 8 // integer values 
004D: jump_if_false @SYN5_13695 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_13695 
0925: (unknown) 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_13695 
04D0: heli 58@ turn_to_angle 270.0 
04A2: heli 58@ fly_to -615.5 1513.9 54.8 speed 0.0 25.5 
015F: set_camera_position -1647.6 1409.7 8.0 0.0 0.0 0.0 
0160: point_camera -1590.8 1426.7 13.8 2 
0006: 32@ = 0 // integer values 
0006: 88@ = 9 // integer values 

:SYN5_13695
00D6: if 
0039:   88@ == 9 // integer values 
004D: jump_if_false @SYN5_14226 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN5_14226 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_13799 
0687: clear_actor_task 35@ 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1628.8 1421.7 6.2 speed 6 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 35@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_13799
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_13866 
0687: clear_actor_task 45@ 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1626.8 1419.7 6.2 speed 6 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 45@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_13866
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_13933 
0687: clear_actor_task 46@ 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1630.8 1423.7 6.2 speed 6 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 46@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_13933
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_14000 
0687: clear_actor_task 47@ 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1632.8 1425.7 6.2 speed 6 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 47@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_14000
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_14067 
0687: clear_actor_task 48@ 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1634.0 1423.0 6.2 speed 6 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 48@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_14067
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_14122 
01B2: give_actor $ACTOR_RYDER weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 17 
0668: AS_actor $ACTOR_RYDER rotate_to_point -1652.5 1396.0 6.2 500 ms 

:SYN5_14122
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_14184 
01B2: give_actor 39@ weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 17 
0615: define_action_sequences 195@ 
05B9: unknown_action_sequence -1 500 
0616: define_action_sequences_end 195@ 
0618: assign_actor 39@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_14184
0006: 132@ = 7 // integer values 
0006: 134@ = 11 // integer values 
0006: 135@ = 12 // integer values 
0050: gosub @SYN5_30445 
0006: 32@ = 0 // integer values 
0006: 88@ = 10 // integer values 

:SYN5_14226
00D6: if 
0039:   88@ == 10 // integer values 
004D: jump_if_false @SYN5_14319 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_14319 
062E: (unknown) 39@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_14319 
0668: AS_actor 39@ rotate_to_point -1653.1 1400.0 7.0 500 ms 
0006: 88@ = 11 // integer values 

:SYN5_14319
00D6: if 
0039:   88@ == 11 // integer values 
004D: jump_if_false @SYN5_14565 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_14565 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SYN5_14565 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_14565 
062E: (unknown) $ACTOR_RYDER 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_14565 
0615: define_action_sequences 195@ 
05B9: unknown_action_sequence -1 500 
05D3: AS_actor -1 go_to_point -1649.1 1395.0 7.0 speed 6 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 132@ = 7 // integer values 
0006: 134@ = 12 // integer values 
0006: 135@ = 14 // integer values 
0050: gosub @SYN5_30445 
015F: set_camera_position -1665.9 1386.8 11.0 0.0 0.0 0.0 
0160: point_camera -1641.2 1407.9 9.9 2 
0006: 32@ = 0 // integer values 
0006: 88@ = 12 // integer values 

:SYN5_14565
00D6: if 
0039:   88@ == 12 // integer values 
004D: jump_if_false @SYN5_14685 
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @SYN5_14685 
064B: 59@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 1 
064C: make_particle 59@ visible 
064B: 60@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 1 
064C: make_particle 60@ visible 
0006: 88@ = 13 // integer values 

:SYN5_14685
00D6: if 
0039:   88@ == 13 // integer values 
004D: jump_if_false @SYN5_17454 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @SYN5_17454 
0006: 89@ = 0 // integer values 

:SYN5_14729
0701: end_scene_skip 
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @SYN5_14766 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 // integer values 

:SYN5_14766
016A: fade 0 500 ms 

:SYN5_14773
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_14797 
0001: wait 0 ms 
0002: jump @SYN5_14773 

:SYN5_14797
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_14829 
0002: jump @SYN5_8953 

:SYN5_14829
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_14854 
0002: jump @SYN5_23151 

:SYN5_14854
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @SYN5_15197 
0925: (unknown) 
0050: gosub @SYN5_25096 
0050: gosub @SYN5_25586 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @SYN5_14934 
00AB: put_car 55@ at -1702.9 1335.5 5.9 
0175: set_car 55@ z_angle_to 271.8 

:SYN5_14934
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @SYN5_14980 
00AB: put_car 56@ at -1706.6 1340.2 5.9 
0175: set_car 56@ z_angle_to 271.8 

:SYN5_14980
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @SYN5_15026 
00AB: put_car 57@ at -1718.4 1345.7 6.2 
0175: set_car 57@ z_angle_to 231.8 

:SYN5_15026
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SYN5_15107 
0657: open_car 76@ component 4 
0657: open_car 76@ component 5 
00D6: if 
060E:   car 76@ is_assigned_to_existing_path 
004D: jump_if_false @SYN5_15077 
05EC: release_vehicle 76@ from_path 

:SYN5_15077
00AB: put_car 76@ at -1722.3 1365.6 6.2 
0175: set_car 76@ z_angle_to 325.6 

:SYN5_15107
0873: release_path 27 
0650: destroy_particle 59@ 
0650: destroy_particle 60@ 
064B: 59@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 1 
064C: make_particle 59@ visible 
064B: 60@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 1 
064C: make_particle 60@ visible 

:SYN5_15197
0792: (unknown) $415 
0792: (unknown) $ACTOR_CESAR 
0792: (unknown) $PLAYER_ACTOR 
01B2: give_actor $ACTOR_CESAR weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity $ACTOR_CESAR 196@ 
0668: AS_actor $415 rotate_to_point -1685.2 1363.1 7.8 -1 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_15290 
0668: AS_actor 36@ rotate_to_point -1682.2 1364.1 7.8 -1 ms 

:SYN5_15290
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_15328 
0668: AS_actor 37@ rotate_to_point -1694.2 1355.1 7.8 -1 ms 

:SYN5_15328
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_15366 
0668: AS_actor 38@ rotate_to_point -1704.2 1343.1 7.8 -1 ms 

:SYN5_15366
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_15665 
0792: (unknown) 35@ 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @SYN5_15430 
00A1: put_actor 35@ at -1618.9 1401.8 6.2 
0002: jump @SYN5_15450 

:SYN5_15430
0362: remove_actor 35@ from_car_and_place_at -1618.9 1401.8 6.2 

:SYN5_15450
0173: set_actor 35@ z_angle_to 110.5 
06AB: (unknown) 35@ 0 
0615: define_action_sequences 198@ 
0637: unknown_action_sequence -1 -1619.3 1412.1 6.2 6 1.0 0.5 $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 4000 ms 
0616: define_action_sequences_end 198@ 
0615: define_action_sequences 199@ 
0637: unknown_action_sequence -1 -1635.0 1430.4 6.2 6 1.0 0.5 $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 4000 ms 
0616: define_action_sequences_end 199@ 
0615: define_action_sequences 200@ 
0618: assign_actor -1 to_action_sequences 198@ 
0618: assign_actor -1 to_action_sequences 199@ 
0618: assign_actor -1 to_action_sequences 199@ 
0618: assign_actor -1 to_action_sequences 198@ 
0643: (unknown) 200@ 1 
0616: define_action_sequences_end 200@ 
0618: assign_actor 35@ to_action_sequences 200@ 
061B: remove_references_to_action_sequences 198@ 
061B: remove_references_to_action_sequences 199@ 
061B: remove_references_to_action_sequences 200@ 
0187: 79@ = create_marker_above_actor 35@ 

:SYN5_15665
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_15791 
0792: (unknown) 39@ 
00A1: put_actor 39@ at -1631.2 1410.3 6.2 
0173: set_actor 39@ z_angle_to 137.6 
0615: define_action_sequences 195@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 195@ 
0618: assign_actor 39@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_15791
009A: 40@ = create_actor 25 108@(107@,7i) at -1697.9 1345.7 6.1 
02E2: set_actor 40@ weapon_accuracy_to 130@ 
02A9: set_actor 40@ immune_to_nonplayer 1 
0792: (unknown) 40@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
0173: set_actor 40@ z_angle_to 146.8 
060B: unknown_actor_use_entity 40@ 196@ 
0816: (unknown) 40@ 1 
0615: define_action_sequences 195@ 
0668: AS_actor -1 rotate_to_point -1684.9 1353.3 13.6 -2 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 40@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SYN5_16030 
0792: (unknown) 41@ 
0350: unknown_actor 41@ not_scared_flag 0 
0816: (unknown) 41@ 1 
0615: define_action_sequences 195@ 
05F5: unknown_action_sequence -1 -1690.4 1367.5 8.8 6 -1 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_to_point -1684.9 1353.3 13.6 -2 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 41@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_16030
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN5_16141 
0792: (unknown) 42@ 
0350: unknown_actor 42@ not_scared_flag 0 
0816: (unknown) 42@ 1 
0615: define_action_sequences 195@ 
05F5: unknown_action_sequence -1 -1690.9 1363.8 8.8 6 -1 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_to_point -1684.9 1353.3 13.6 -2 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 42@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_16141
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN5_16252 
0792: (unknown) 43@ 
0350: unknown_actor 43@ not_scared_flag 0 
0816: (unknown) 43@ 1 
0615: define_action_sequences 195@ 
05F5: unknown_action_sequence -1 -1698.8 1352.4 6.5 6 -1 
05D4: AS_actor -1 rotate_angle 251.5 
0668: AS_actor -1 rotate_to_point -1684.9 1353.3 13.6 -2 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 43@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_16252
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYN5_16363 
0792: (unknown) 44@ 
0350: unknown_actor 44@ not_scared_flag 0 
0816: (unknown) 44@ 1 
0615: define_action_sequences 195@ 
05F5: unknown_action_sequence -1 -1682.5 1364.4 6.2 6 -1 
05D4: AS_actor -1 rotate_angle 182.5 
0668: AS_actor -1 rotate_to_point -1684.9 1353.3 13.6 -2 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 44@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_16363
064B: 61@ = create_particle "TEARGASAD" at -1657.8 1405.0 7.0 1 
064C: make_particle 61@ visible 
064B: 62@ = create_particle "TEARGASAD" at -1643.3 1390.7 7.0 1 
064C: make_particle 62@ visible 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_16522 
0792: (unknown) 45@ 
00A1: put_actor 45@ at -1647.7 1421.8 6.2 
0173: set_actor 45@ z_angle_to 186.5 
0350: unknown_actor 45@ not_scared_flag 0 
0816: (unknown) 45@ 1 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:SYN5_16522
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_16591 
0792: (unknown) 46@ 
00A1: put_actor 46@ at -1672.6 1373.9 8.8 
0173: set_actor 46@ z_angle_to 136.4 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:SYN5_16591
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_16660 
0792: (unknown) 47@ 
00A1: put_actor 47@ at -1631.8 1398.7 6.2 
0173: set_actor 47@ z_angle_to 105.9 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:SYN5_16660
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_16743 
0792: (unknown) 48@ 
00A1: put_actor 48@ at -1658.7 1387.3 6.2 
0173: set_actor 48@ z_angle_to 144.5 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0350: unknown_actor 48@ not_scared_flag 0 
0816: (unknown) 48@ 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:SYN5_16743
0209: 107@ = random_int 0 2 
009A: 51@ = create_actor 25 108@(107@,7i) at -1645.8 1401.5 8.8 
02E2: set_actor 51@ weapon_accuracy_to 130@ 
0173: set_actor 51@ z_angle_to 129.4 
060B: unknown_actor_use_entity 51@ 196@ 
0816: (unknown) 51@ 1 
02A9: set_actor 51@ immune_to_nonplayer 1 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int 0 2 
009A: 52@ = create_actor 25 108@(107@,7i) at -1670.5 1364.8 6.2 
02E2: set_actor 52@ weapon_accuracy_to 130@ 
0173: set_actor 52@ z_angle_to 129.4 
060B: unknown_actor_use_entity 52@ 196@ 
0816: (unknown) 52@ 1 
02A9: set_actor 52@ immune_to_nonplayer 1 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int 0 2 
009A: 53@ = create_actor 25 108@(107@,7i) at -1687.5 1367.8 6.2 
02E2: set_actor 53@ weapon_accuracy_to 130@ 
0173: set_actor 53@ z_angle_to 124.5 
060B: unknown_actor_use_entity 53@ 196@ 
0816: (unknown) 53@ 1 
02A9: set_actor 53@ immune_to_nonplayer 1 
01B2: give_actor 53@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int 0 2 
009A: 54@ = create_actor 25 108@(107@,7i) at -1657.3 1379.8 8.8 
02E2: set_actor 54@ weapon_accuracy_to 130@ 
0173: set_actor 54@ z_angle_to 140.5 
060B: unknown_actor_use_entity 54@ 196@ 
0816: (unknown) 54@ 1 
02A9: set_actor 54@ immune_to_nonplayer 1 
01B2: give_actor 54@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
00A6: destroy_car 58@ 
009B: destroy_actor_instantly $ACTOR_RYDER 
0873: release_path 28 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "GRENADE" 
01C3: remove_references_to_car 58@ // Like turning a car into any random car 
0249: release_model #MAVERICK 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #PONY 
01C3: remove_references_to_car 75@ // Like turning a car into any random car 
0249: release_model #BANSHEE 
01EB: set_traffic_density_to 1.0 
0709: unknown_set_entity_item 196@ 13 917 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 196@ 11 600 100.0 0.0 0.0 0.0 0 1 
03CB: set_camera -1720.4 1275.5 16.9 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
07B3: (unknown) $PLAYER_GROUP 1 
0006: 126@ = 1 // integer values 
09F5: (unknown) 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
00BC: text_highpriority 'SYN5_06' 4000 ms 1  // ~s~Talld s ld meg ~r~T-Bone-t~s~!
016A: fade 1 500 ms 

:SYN5_17359
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_17383 
0001: wait 0 ms 
0002: jump @SYN5_17359 

:SYN5_17383
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_17415 
0002: jump @SYN5_8953 

:SYN5_17415
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_17440 
0002: jump @SYN5_23151 

:SYN5_17440
0006: 88@ = 0 // integer values 
0006: 87@ = 5 // integer values 

:SYN5_17454
00D6: if 
0039:   87@ == 5 // integer values 
004D: jump_if_false @SYN5_21573 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_17806 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -1708.6 1331.1 radius 200.0 200.0 
004D: jump_if_false @SYN5_17542 
03DE: set_pedestrians_density_multiplier_to 0.0 
0002: jump @SYN5_17549 

:SYN5_17542
03DE: set_pedestrians_density_multiplier_to 1.0 

:SYN5_17549
0050: gosub @SYN5_29027 
00D6: if 
0735:   81 
004D: jump_if_false @SYN5_17599 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_17599 
02A9: set_actor 35@ immune_to_nonplayer 0 
0321: kill_actor 35@ 

:SYN5_17599
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SYN5_17806 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @SYN5_17806 
00BE: text_clear_all 
0164: disable_marker 79@ 
016A: fade 0 1000 ms 

:SYN5_17654
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_17678 
0001: wait 0 ms 
0002: jump @SYN5_17654 

:SYN5_17678
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_17710 
0002: jump @SYN5_8953 

:SYN5_17710
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_17735 
0002: jump @SYN5_23151 

:SYN5_17735
04ED: load_animation "DANCING" 
04ED: load_animation "KISSING" 
04ED: load_animation "MISC" 
04ED: load_animation "RYDER" 
0247: request_model #DYN_WOODPILE2 
0247: request_model #SPEEDER 
023C: request_special_actor 'RYDER2' as 2 
038B: load_requested_models 
0006: 88@ = 1 // integer values 

:SYN5_17806
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN5_19605 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 // integer values 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
09F5: (unknown) 1 
0395: clear_area 1 at -1629.438 1422.648 6.2 range 60.0 
03CB: set_camera -1629.438 1422.648 6.2 
009B: destroy_actor_instantly 35@ 
009A: 35@ = create_actor 25 #SPECIAL04 at -1629.438 1422.648 6.2 
0223: set_actor 35@ health_to 500 
035F: set_actor 35@ armour_to 100 
02E2: set_actor 35@ weapon_accuracy_to 130@ 
0173: set_actor 35@ z_angle_to 260.0 
02AB: set_actor 35@ immunities 1 1 1 1 1 
0332: set_actor 35@ bleeding_to 1 
060B: unknown_actor_use_entity 35@ 197@ 
0615: define_action_sequences 195@ 
0605: actor -1 perform_animation_sequence "RYD_DIE_PT1" from_file "RYDER" 1000.0 loop 0 1 1 0 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 35@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1639.9 1410.3 6.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 325.8 
0006: 91@ = 0 // integer values 
041A: 91@ = actor $PLAYER_ACTOR weapon 29 ammo 
00D6: if 
0019:   91@ > 0 // integer values 
004D: jump_if_false @SYN5_18145 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
0002: jump @SYN5_18232 

:SYN5_18145
041A: 91@ = actor $PLAYER_ACTOR weapon 28 ammo 
00D6: if 
0019:   91@ > 0 // integer values 
004D: jump_if_false @SYN5_18187 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 
0002: jump @SYN5_18232 

:SYN5_18187
041A: 91@ = actor $PLAYER_ACTOR weapon 32 ammo 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @SYN5_18225 
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 300 // Load the weapon model before using this 

:SYN5_18225
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 32 

:SYN5_18232
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1632.2 1419.3 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0373: set_camera_directly_behind_player 
015A: restore_camera 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_18306 
06C9: remove_actor $ACTOR_CESAR from_group 

:SYN5_18306
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -1638.1 1408.8 6.2 
0173: set_actor $ACTOR_CESAR z_angle_to 325.8 
060B: unknown_actor_use_entity $ACTOR_CESAR 197@ 
01B2: give_actor $ACTOR_CESAR weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1630.5 1417.9 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0792: (unknown) $415 
00A1: put_actor $415 at -1645.7 1409.0 6.2 
0173: set_actor $415 z_angle_to 328.5 
060B: unknown_actor_use_entity $415 197@ 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1640.2 1414.0 6.2 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor 35@ 
0616: define_action_sequences_end 195@ 
0618: assign_actor $415 to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_18579 
060B: unknown_actor_use_entity 39@ 197@ 
0792: (unknown) 39@ 
0615: define_action_sequences 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 39@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_18579
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_18672 
060B: unknown_actor_use_entity 45@ 197@ 
0792: (unknown) 45@ 
0615: define_action_sequences 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 45@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_18672
009B: destroy_actor_instantly 46@ 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_18745 
060B: unknown_actor_use_entity 47@ 197@ 
0792: (unknown) 47@ 
0615: define_action_sequences 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 47@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_18745
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_18813 
060B: unknown_actor_use_entity 48@ 197@ 
0792: (unknown) 48@ 
0615: define_action_sequences 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 48@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_18813
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009A: $ACTOR_RYDER = create_actor 25 #SPECIAL02 at -1633.1 1394.1 6.2 
02E2: set_actor $ACTOR_RYDER weapon_accuracy_to 130@ 
0173: set_actor $ACTOR_RYDER z_angle_to 268.0 
060B: unknown_actor_use_entity $ACTOR_RYDER 197@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
035F: set_actor $ACTOR_RYDER armour_to 100 
0376: 67@ = create_random_actor -1502.8 1379.5 3.1 
0173: set_actor 67@ z_angle_to 123.3 
0605: actor 67@ perform_animation_sequence "DAN_LOOP_A" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0376: 68@ = create_random_actor -1503.2 1377.3 3.1 
0173: set_actor 68@ z_angle_to 37.1 
0605: actor 68@ perform_animation_sequence "DAN_LOOP_A" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0376: 69@ = create_random_actor -1506.0 1375.2 3.1 
0173: set_actor 69@ z_angle_to 291.9 
0605: actor 69@ perform_animation_sequence "DAN_LOOP_A" from_file "DANCING" 4.0 loop 1 0 0 0 -1 ms 
0376: 70@ = create_random_actor -1509.2 1379.3 2.8 
0376: 71@ = create_random_actor -1510.2 1379.3 2.8 
0639: AS_actor 70@ rotate_to_actor 71@ 
0605: actor 70@ perform_animation_sequence "GRLFRD_KISS_03" from_file "KISSING" 4.0 loop 1 0 0 0 -1 ms 
0639: AS_actor 71@ rotate_to_actor 70@ 
0605: actor 71@ perform_animation_sequence "PLAYA_KISS_03" from_file "KISSING" 4.0 loop 1 0 0 0 -1 ms 
02CF: 72@ = create_fire_at -1505.0 1379.2 2.1 0 1 
029B: 78@ = init_object #DYN_WOODPILE2 at -1505.0 1379.2 2.1 
08D2: object 78@ scale_model 0.5 
07F7: set_object 78@ indestructible 0 
00A5: 65@ = create_car #SPEEDER at -1504.0 1388.7 0.0 
0175: set_car 65@ z_angle_to 282.0 
0323: unknown_car 65@ flag 1 
04E0: car 65@ abandon_path_radius 255 
00A5: 66@ = create_car #SPEEDER at -1519.9 1382.3 0.0 
0175: set_car 66@ z_angle_to 314.0 
0323: unknown_car 66@ flag 1 
015F: set_camera_position -1643.8 1408.3 7.6 0.0 0.0 0.0 
0160: point_camera -1631.1 1416.7 7.9 2 
016A: fade 1 1000 ms 

:SYN5_19468
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_19492 
0001: wait 0 ms 
0002: jump @SYN5_19468 

:SYN5_19492
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_19524 
0002: jump @SYN5_8953 

:SYN5_19524
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_19549 
0002: jump @SYN5_23151 

:SYN5_19549
0006: 89@ = 1 // integer values 
0707: start_scene_skip_to @SYN5_20987 
0006: 132@ = 8 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 1 // integer values 
0050: gosub @SYN5_30445 
0006: 32@ = 0 // integer values 
0006: 88@ = 2 // integer values 

:SYN5_19605
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @SYN5_19810 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_19810 
00D6: if 
00EC:   actor 35@ 0 -1626.6 1421.8 radius 1.0 1.0 
004D: jump_if_false @SYN5_19810 
0792: (unknown) 35@ 
00A1: put_actor 35@ at -1624.4 1423.8 6.2 
0173: set_actor 35@ z_angle_to 135.0 
0812: AS_actor 35@ perform_animation "RYD_DIE_PT2" from_file "RYDER" 1000.0 loop 0 0 0 lock 1 time -1 
015F: set_camera_position -1633.2 1416.9 7.6 0.0 0.0 0.0 
0160: point_camera -1624.2 1424.9 6.8 2 
0006: 88@ = 3 // integer values 

:SYN5_19810
00D6: if 
0039:   88@ == 3 // integer values 
004D: jump_if_false @SYN5_19945 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_19945 
00D6: if 
0611:   actor 35@ animation_is "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_19945 
0613: 194@ = actor 35@ animation "RYD_DIE_PT2" time 
00D6: if 
0021:   194@ > 0.783 // floating-point values 
004D: jump_if_false @SYN5_19945 
0393: actor 35@ perform_animation "RYD_DIE_PT2" at 0.0 times_normal_rate 
0006: 88@ = 4 // integer values 

:SYN5_19945
00D6: if 
0039:   88@ == 4 // integer values 
004D: jump_if_false @SYN5_20136 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_20136 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_20136 
0615: define_action_sequences 195@ 
0639: AS_actor -1 rotate_to_actor 35@ 
074D: AS_actor -1 turns_to_and_look_at_actor 35@ 1000 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0615: define_action_sequences 195@ 
0639: AS_actor -1 rotate_to_actor 35@ 
074D: AS_actor -1 turns_to_and_look_at_actor 35@ 1000 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
00D6: if 
0611:   actor 35@ animation_is "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_20129 
0393: actor 35@ perform_animation "RYD_DIE_PT2" at 1.0 times_normal_rate 

:SYN5_20129
0006: 88@ = 5 // integer values 

:SYN5_20136
00D6: if 
0039:   88@ == 5 // integer values 
004D: jump_if_false @SYN5_20275 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_20275 
00D6: if 
0611:   actor 35@ animation_is "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_20275 
0613: 194@ = actor 35@ animation "RYD_DIE_PT2" time 
00D6: if 
0021:   194@ > 0.98 // floating-point values 
004D: jump_if_false @SYN5_20275 
00A1: put_actor 35@ at -1622.1 1425.5 6.2 
0006: 32@ = 0 // integer values 
0006: 88@ = 6 // integer values 

:SYN5_20275
00D6: if 
0039:   88@ == 6 // integer values 
004D: jump_if_false @SYN5_20425 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SYN5_20425 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_20411 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1621.0 1396.0 7.4 speed 6 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0159: camera_on_ped $ACTOR_RYDER 15 2 
0006: 132@ = 8 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 4 // integer values 
0050: gosub @SYN5_30445 

:SYN5_20411
0006: 32@ = 0 // integer values 
0006: 88@ = 7 // integer values 

:SYN5_20425
00D6: if 
0039:   88@ == 7 // integer values 
004D: jump_if_false @SYN5_20663 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_20663 
062E: (unknown) $ACTOR_RYDER 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_20663 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1614.82 1397.204 7.277 speed 6 -1 ms 
07CD: AS_actor -1 walk_to -1614.82 1397.204 7.277 stop_with_angle 287.0 within_radius 0.9 
0812: AS_actor -1 perform_animation "RUN_DIVE" from_file "MISC" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
015F: set_camera_position -1617.8 1398.8 7.2 0.0 0.0 0.0 
0160: point_camera -1614.2 1396.3 8.0 2 
0006: 32@ = 0 // integer values 
0006: 88@ = 8 // integer values 

:SYN5_20663
00D6: if 
0039:   88@ == 8 // integer values 
004D: jump_if_false @SYN5_20734 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_20734 
0006: 132@ = 8 // integer values 
0006: 134@ = 4 // integer values 
0006: 135@ = 6 // integer values 
0050: gosub @SYN5_30445 
0006: 88@ = 9 // integer values 

:SYN5_20734
00D6: if 
0039:   88@ == 9 // integer values 
004D: jump_if_false @SYN5_20847 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_20847 
00D6: if 
0611:   actor $ACTOR_RYDER animation_is "RUN_DIVE" 
004D: jump_if_false @SYN5_20847 
0613: 194@ = actor $ACTOR_RYDER animation "RUN_DIVE" time 
00D6: if 
0021:   194@ > 0.98 // floating-point values 
004D: jump_if_false @SYN5_20847 
0006: 32@ = 0 // integer values 
0006: 88@ = 10 // integer values 

:SYN5_20847
00D6: if 
0039:   88@ == 10 // integer values 
004D: jump_if_false @SYN5_20918 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @SYN5_20918 
097A: (unknown) -1609.2 1401.7 5.8 1144 
0006: 32@ = 0 // integer values 
0006: 88@ = 11 // integer values 

:SYN5_20918
00D6: if 
0039:   88@ == 11 // integer values 
004D: jump_if_false @SYN5_20962 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @SYN5_20962 
0006: 88@ = 12 // integer values 

:SYN5_20962
00D6: if 
0039:   88@ == 12 // integer values 
004D: jump_if_false @SYN5_21573 
0006: 89@ = 0 // integer values 

:SYN5_20987
0701: end_scene_skip 
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_21021 
0002: jump @SYN5_8953 

:SYN5_21021
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_21046 
0002: jump @SYN5_23151 

:SYN5_21046
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @SYN5_21184 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 // integer values 
016A: fade 0 500 ms 

:SYN5_21088
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_21112 
0001: wait 0 ms 
0002: jump @SYN5_21088 

:SYN5_21112
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_21144 
0002: jump @SYN5_8953 

:SYN5_21144
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_21169 
0002: jump @SYN5_23151 

:SYN5_21169
009B: destroy_actor_instantly 35@ 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_CESAR 

:SYN5_21184
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_21309 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_21309 
04D8: set_actor $ACTOR_RYDER ability_to_swim 0 
0792: (unknown) $ACTOR_RYDER 
00A1: put_actor $ACTOR_RYDER at -1543.9 1401.6 0.0 
0407: create_coordinate 191@ 192@ 193@ from_car 65@ offset -1.0 2.0 0.0 
07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 
0A28: (unknown) $ACTOR_RYDER 2.3 
0187: 79@ = create_marker_above_actor $ACTOR_RYDER 

:SYN5_21309
01C3: remove_references_to_car 55@ // Like turning a car into any random car 
01C3: remove_references_to_car 56@ // Like turning a car into any random car 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #TRIADA 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #SFR1 
0249: release_model #SFR2 
05D3: AS_actor $ACTOR_CESAR go_to_point -1616.5 1402.9 6.2 speed 4 -2 ms 
05D3: AS_actor $415 go_to_point -1615.5 1398.4 6.2 speed 4 -2 ms 
0296: unload_special_actor 4 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
00BE: text_clear_all 
00BB: text_lowpriority 'SYN5_07' 7000 ms 1  // ~s~Ugorj be a vzbe s ssz ~r~Ryder~s~ utn.
09F5: (unknown) 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 

:SYN5_21471
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_21495 
0001: wait 0 ms 
0002: jump @SYN5_21471 

:SYN5_21495
0050: gosub @SYN5_23578 
00D6: if 
0039:   87@ == 10 // integer values 
004D: jump_if_false @SYN5_21527 
0002: jump @SYN5_8953 

:SYN5_21527
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @SYN5_21552 
0002: jump @SYN5_23151 

:SYN5_21552
0006: 133@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 87@ = 6 // integer values 

:SYN5_21573
00D6: if 
0039:   87@ == 6 // integer values 
004D: jump_if_false @SYN5_22930 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @SYN5_21659 
00D6: if 
04AD:   actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @SYN5_21659 
03D5: remove_text 'SYN5_07'  // ~s~Ugorj be a vzbe s ssz ~r~Ryder~s~ utn.
00BC: text_highpriority 'SYN5_08' 7000 ms 1  // ~s~ld meg ~r~Ryder-t~s~.
0006: 133@ = 1 // integer values 

:SYN5_21659
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @SYN5_21762 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_21762 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 66@ radius 10.0 10.0 unknown 0 
004D: jump_if_false @SYN5_21762 
0186: 86@ = create_marker_above_car 66@ 
07E0: set_marker 86@ type_to 1 
00BC: text_highpriority 'SYN5_11' 7000 ms 1  // ~s~Ugorj be a ~b~hajba~s~.
0006: 133@ = 2 // integer values 

:SYN5_21762
00D6: if 
0039:   133@ == 2 // integer values 
004D: jump_if_false @SYN5_21904 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_21876 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 66@ 
004D: jump_if_false @SYN5_21876 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN5_21869 
0006: 132@ = 9 // integer values 
0209: 134@ = random_int 0 3 
0085: 135@ = 134@ // integer values and handles 
000A: 135@ += 1 // integer values 
0050: gosub @SYN5_30445 

:SYN5_21869
0006: 133@ = 3 // integer values 

:SYN5_21876
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @SYN5_21904 
0164: disable_marker 86@ 
0006: 133@ = 3 // integer values 

:SYN5_21904
00D6: if 
0039:   133@ == 3 // integer values 
004D: jump_if_false @SYN5_21981 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_21981 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_21981 
00BC: text_highpriority 'SYN5_12' 7000 ms 1  // ~s~ld meg ~r~Ryder-t~s~. Tudsz lvszkedni a hajjn.
0006: 133@ = 4 // integer values 

:SYN5_21981
00D6: if 
0039:   133@ == 4 // integer values 
004D: jump_if_false @SYN5_22178 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_22178 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22178 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_22178 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 65@ 
004D: jump_if_false @SYN5_22178 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_22178 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 66@ 
004D: jump_if_false @SYN5_22178 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 0 
004D: jump_if_false @SYN5_22178 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22178 
0006: 132@ = 11 // integer values 
0006: 134@ = 0 // integer values 
0050: gosub @SYN5_30445 
0006: 133@ = 5 // integer values 

:SYN5_22178
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_22366 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22366 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_22366 
00D6: if 
80EC:   not actor $ACTOR_RYDER 0 191@ 192@ radius 2.0 2.0 
004D: jump_if_false @SYN5_22351 
062E: (unknown) $ACTOR_RYDER 2017 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_22344 
0407: create_coordinate 191@ 192@ 193@ from_car 65@ offset -1.0 2.0 0.0 
07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 
0A28: (unknown) $ACTOR_RYDER 2.3 

:SYN5_22344
0002: jump @SYN5_22366 

:SYN5_22351
036A: put_actor $ACTOR_RYDER in_car 65@ 
0006: 88@ = 1 // integer values 

:SYN5_22366
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN5_22488 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22488 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 20.0 20.0 0 
051A:   actor $ACTOR_RYDER damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN5_22446 
0006: 88@ = 2 // integer values 

:SYN5_22446
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_22488 
00D6: if 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN5_22488 
0006: 88@ = 2 // integer values 

:SYN5_22488
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @SYN5_22612 
00D6: if 
0039:   125@ == 4 // integer values 
004D: jump_if_false @SYN5_22612 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22612 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 250.0 250.0 0 
004D: jump_if_false @SYN5_22612 
00D6: if 
82CB:   not actor $ACTOR_RYDER bounding_sphere_visible 
004D: jump_if_false @SYN5_22612 
00BE: text_clear_all 
00BC: text_highpriority 'SYN5_09' 4000 ms 1  // ~r~Ryder elmeneklt!
0002: jump @SYN5_23151 

:SYN5_22612
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22872 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_22695 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 65@ 
004D: jump_if_false @SYN5_22688 
00D6: if 
0019:   88@ > 1 // integer values 
004D: jump_if_false @SYN5_22688 
0050: gosub @SYN5_27524 

:SYN5_22688
0002: jump @SYN5_22872 

:SYN5_22695
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @SYN5_22750 
07E1: AS_actor $ACTOR_RYDER swim_to -1491.2 1387.4 0.0 
0A28: (unknown) $ACTOR_RYDER 2.3 
0006: 125@ = 1 // integer values 

:SYN5_22750
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @SYN5_22872 
062E: (unknown) $ACTOR_RYDER 2017 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_22872 
0615: define_action_sequences 195@ 
0638: AS_actor -1 stay_put 1 
05D3: AS_actor -1 go_to_point -1497.2 1383.5 1.6 speed 6 1 ms 
05D4: AS_actor -1 rotate_angle 64.5 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 125@ = 2 // integer values 

:SYN5_22872
00D6: if 
0119:   car 66@ wrecked 
004D: jump_if_false @SYN5_22893 
0164: disable_marker 86@ 

:SYN5_22893
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22930 
0006: 32@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 87@ = 7 // integer values 

:SYN5_22930
00D6: if 
0039:   87@ == 7 // integer values 
004D: jump_if_false @SYN5_23137 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @SYN5_23077 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_23077 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @SYN5_23070 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
09F5: (unknown) 1 
0006: 132@ = 10 // integer values 
0006: 134@ = 0 // integer values 
0050: gosub @SYN5_30445 
0006: 88@ = 1 // integer values 
0002: jump @SYN5_23077 

:SYN5_23070
0002: jump @SYN5_23169 

:SYN5_23077
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @SYN5_23137 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @SYN5_23137 
09F5: (unknown) 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @SYN5_23169 

:SYN5_23137
0050: gosub @SYN5_32211 
0002: jump @SYN5_1694 

:SYN5_23151
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:SYN5_23169
0008: $11010 += 1 // integer values 
01E3: text_1number_styled 'M_PASSS' 15000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 15000 
0998: add_respect 40 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'SYND_5'  // A 69-es ml
030C: set_mission_points += 1 
0051: return 

:SYN5_23233
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @SYN5_23251 
02EB: restore_camera_with_jumpcut 

:SYN5_23251
0108: destroy_object 73@ 
0164: disable_marker 79@ 
04EF: release_animation "DANCING" 
04EF: release_animation "KISSING" 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 79@ 
0164: disable_marker 86@ 
0650: destroy_particle 59@ 
0650: destroy_particle 60@ 
0650: destroy_particle 61@ 
0650: destroy_particle 62@ 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #MAVERICK 
0249: release_model #SPEEDER 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TRIBOSS 
0249: release_model #TRIADA 
0249: release_model #SFR1 
0249: release_model #SFR2 
0249: release_model #SNIPER 
0249: release_model #TEC9 
0249: release_model #PONY 
0249: release_model #CELLPHONE 
0249: release_model #BANSHEE 
0249: release_model #SNIPER_ANIM 
0249: release_model #TEARGAS 
0249: release_model #SAVANNA 
0249: release_model #DYN_WOODPILE2 
0249: release_model #AK47 
02D1: remove_fire 72@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN5_23484 
0A09: (unknown) $PLAYER_ACTOR 0 

:SYN5_23484
09F5: (unknown) 0 
01B7: release_weather 
034F: destroy_actor_with_fade $ACTOR_CESAR // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ACTOR_RYDER // The actor fades away like a ghost 
034F: destroy_actor_with_fade 34@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 35@ // The actor fades away like a ghost 
091E: (unknown) -1755.6 1256.6 0.0 -1598.2 1660.1 50.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
09D2: (unknown) 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:SYN5_23578
00D6: if 
001B:   10 > 87@ // integer values 
004D: jump_if_false @SYN5_23637 
00D6: if 
0118:   actor $ACTOR_CESAR dead 
004D: jump_if_false @SYN5_23637 
00BE: text_clear_all 
00BC: text_highpriority 'SYN5_04' 7000 ms 1  // ~r~Cesar meghalt!
0006: 90@ = 1 // integer values 

:SYN5_23637
00D6: if 
0039:   87@ == 3 // integer values 
004D: jump_if_false @SYN5_23687 
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_23687 
00BE: text_clear_all 
0006: 88@ = 0 // integer values 
0006: 87@ = 10 // integer values 

:SYN5_23687
00D6: if or
0039:   87@ == 2 // integer values 
0019:   87@ > 3 // integer values 
004D: jump_if_false @SYN5_23771 
00D6: if 
8039:   not  87@ == 10 // integer values 
004D: jump_if_false @SYN5_23771 
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_23771 
00BE: text_clear_all 
00BC: text_highpriority 'SYN5_05' 7000 ms 1  // ~r~A Trid vezrt megltk!
0006: 90@ = 1 // integer values 

:SYN5_23771
0051: return 

:SYN5_23773
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_23878 
0209: 107@ = random_int 0 2 
009A: 45@ = create_actor 25 108@(107@,7i) at -1713.16 1356.57 16.2 
0173: set_actor 45@ z_angle_to 44.5 
01B2: give_actor 45@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_action_sequence 45@ 1 
060B: unknown_actor_use_entity 45@ 197@ 
0350: unknown_actor 45@ not_scared_flag 1 
02A9: set_actor 45@ immune_to_nonplayer 1 

:SYN5_23878
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_23983 
0209: 107@ = random_int 0 2 
009A: 46@ = create_actor 25 108@(107@,7i) at -1682.9 1379.8 13.8 
0173: set_actor 46@ z_angle_to 36.8 
01B2: give_actor 46@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_action_sequence 46@ 1 
060B: unknown_actor_use_entity 46@ 197@ 
0350: unknown_actor 46@ not_scared_flag 1 
02A9: set_actor 46@ immune_to_nonplayer 1 

:SYN5_23983
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_24088 
0209: 107@ = random_int 0 2 
009A: 47@ = create_actor 25 108@(107@,7i) at -1686.2 1393.2 20.5 
0173: set_actor 47@ z_angle_to 276.9 
01B2: give_actor 47@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_action_sequence 47@ 1 
060B: unknown_actor_use_entity 47@ 197@ 
0350: unknown_actor 47@ not_scared_flag 1 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_24088
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_24193 
0209: 107@ = random_int 0 2 
009A: 48@ = create_actor 25 108@(107@,7i) at -1686.4 1345.6 16.2 
0173: set_actor 48@ z_angle_to 4.0 
01B2: give_actor 48@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_action_sequence 48@ 1 
060B: unknown_actor_use_entity 48@ 197@ 
0350: unknown_actor 48@ not_scared_flag 1 
02A9: set_actor 48@ immune_to_nonplayer 1 

:SYN5_24193
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @SYN5_24298 
0209: 107@ = random_int 0 2 
009A: 49@ = create_actor 25 108@(107@,7i) at -1661.0 1362.2 17.4 
0173: set_actor 49@ z_angle_to 236.8 
01B2: give_actor 49@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_action_sequence 49@ 1 
060B: unknown_actor_use_entity 49@ 197@ 
0350: unknown_actor 49@ not_scared_flag 1 
02A9: set_actor 49@ immune_to_nonplayer 1 

:SYN5_24298
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_24403 
0209: 107@ = random_int 0 2 
009A: 50@ = create_actor 25 108@(107@,7i) at -1641.6 1369.9 17.4 
0173: set_actor 50@ z_angle_to 211.1 
01B2: give_actor 50@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_action_sequence 50@ 1 
060B: unknown_actor_use_entity 50@ 197@ 
0350: unknown_actor 50@ not_scared_flag 1 
02A9: set_actor 50@ immune_to_nonplayer 1 

:SYN5_24403
0051: return 

:SYN5_24405
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_24575 
009A: $415 = create_actor 24 #TRIBOSS at -1687.4 1321.1 6.2 
0173: set_actor $415 z_angle_to 326.8 
0337: set_actor $415 visibility 0 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor $415 targetable 1 
060B: unknown_actor_use_entity $415 197@ 
0350: unknown_actor $415 not_scared_flag 1 
02A9: set_actor $415 immune_to_nonplayer 1 
0615: define_action_sequences 195@ 
099F: unknown_action_sequence -1 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $415 to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_24575
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @SYN5_24748 
009A: 36@ = create_actor 24 #TRIADA at -1689.5 1320.2 6.2 
0173: set_actor 36@ z_angle_to 312.1 
01B2: give_actor 36@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 36@ cower 360000000 ms 
0568: set_actor 36@ targetable 1 
060B: unknown_actor_use_entity 36@ 197@ 
0350: unknown_actor 36@ not_scared_flag 1 
02A9: set_actor 36@ immune_to_nonplayer 1 
0615: define_action_sequences 195@ 
099F: unknown_action_sequence -1 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 36@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_24748
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN5_24921 
009A: 37@ = create_actor 24 #TRIADA at -1688.1 1319.3 6.2 
0173: set_actor 37@ z_angle_to 327.2 
01B2: give_actor 37@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 37@ cower 360000000 ms 
0568: set_actor 37@ targetable 1 
060B: unknown_actor_use_entity 37@ 197@ 
0350: unknown_actor 37@ not_scared_flag 1 
02A9: set_actor 37@ immune_to_nonplayer 1 
0615: define_action_sequences 195@ 
099F: unknown_action_sequence -1 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 37@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_24921
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @SYN5_25094 
009A: 38@ = create_actor 24 #TRIADA at -1686.5 1318.0 6.2 
0173: set_actor 38@ z_angle_to 346.0 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 38@ cower 360000000 ms 
0568: set_actor 38@ targetable 1 
060B: unknown_actor_use_entity 38@ 197@ 
0350: unknown_actor 38@ not_scared_flag 1 
02A9: set_actor 38@ immune_to_nonplayer 1 
0615: define_action_sequences 195@ 
099F: unknown_action_sequence -1 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor 38@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 

:SYN5_25094
0051: return 

:SYN5_25096
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SYN5_25192 
009A: 35@ = create_actor 25 #SPECIAL04 at -1716.0 1349.8 6.2 
02E2: set_actor 35@ weapon_accuracy_to 130@ 
0245: set_actor 35@ walk_style_to "GANG2" 
0173: set_actor 35@ z_angle_to 229.4 
01B2: give_actor 35@ weapon 30 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 35@ 197@ 
0350: unknown_actor 35@ not_scared_flag 1 

:SYN5_25192
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_25279 
0209: 107@ = random_int 0 2 
009A: 45@ = create_actor 25 108@(107@,7i) at -1716.8 1351.6 6.2 
02E2: set_actor 45@ weapon_accuracy_to 130@ 
0173: set_actor 45@ z_angle_to 229.4 
060B: unknown_actor_use_entity 45@ 196@ 
02A9: set_actor 45@ immune_to_nonplayer 1 

:SYN5_25279
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_25378 
0209: 107@ = random_int 0 2 
009A: 46@ = create_actor 25 108@(107@,7i) at -1720.5 1353.7 6.2 
02E2: set_actor 46@ weapon_accuracy_to 130@ 
0245: set_actor 46@ walk_style_to "GANG2" 
0173: set_actor 46@ z_angle_to 229.4 
060B: unknown_actor_use_entity 46@ 196@ 
02A9: set_actor 46@ immune_to_nonplayer 1 

:SYN5_25378
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_25475 
0209: 107@ = random_int 0 2 
009A: 47@ = create_actor 25 108@(107@,7i) at -1718.4 1351.3 6.2 
02E2: set_actor 47@ weapon_accuracy_to 130@ 
0173: set_actor 47@ z_angle_to 236.0 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 47@ 196@ 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_25475
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_25584 
0209: 107@ = random_int 0 2 
009A: 48@ = create_actor 25 108@(107@,7i) at -1718.2 1353.3 6.2 
02E2: set_actor 48@ weapon_accuracy_to 130@ 
0245: set_actor 48@ walk_style_to "GANG1" 
0173: set_actor 48@ z_angle_to 301.0 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 48@ 196@ 
02A9: set_actor 48@ immune_to_nonplayer 1 

:SYN5_25584
0051: return 

:SYN5_25586
00D6: if 
0119:   car 55@ wrecked 
004D: jump_if_false @SYN5_25666 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
00A5: 55@ = create_car #PICADOR at -1774.2 1376.8 5.7 
0229: set_car 55@ color_to 84 84 
0175: set_car 55@ z_angle_to 251.8 
020A: set_car 55@ door_status_to 3 

:SYN5_25666
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_25742 
0129: $ACTOR_RYDER = create_actor 25 #SPECIAL02 in_car 55@ driverseat 
02E2: set_actor $ACTOR_RYDER weapon_accuracy_to 130@ 
01B2: give_actor $ACTOR_RYDER weapon 30 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity $ACTOR_RYDER 197@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
035F: set_actor $ACTOR_RYDER armour_to 100 

:SYN5_25742
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @SYN5_25819 
0209: 107@ = random_int 3 5 
01C8: 39@ = create_actor 25 108@(107@,7i) in_car 55@ passenger_seat -1 
02E2: set_actor 39@ weapon_accuracy_to 130@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 39@ 196@ 
02A9: set_actor 39@ immune_to_nonplayer 1 

:SYN5_25819
00D6: if 
0119:   car 56@ wrecked 
004D: jump_if_false @SYN5_25875 
00A5: 56@ = create_car #TAHOMA at -1784.2 1379.8 5.7 
0175: set_car 56@ z_angle_to 251.8 
020A: set_car 56@ door_status_to 3 

:SYN5_25875
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @SYN5_25950 
0209: 107@ = random_int 3 5 
0129: 41@ = create_actor 25 108@(107@,7i) in_car 56@ driverseat 
02E2: set_actor 41@ weapon_accuracy_to 130@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 41@ 196@ 
02A9: set_actor 41@ immune_to_nonplayer 1 

:SYN5_25950
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @SYN5_26027 
0209: 107@ = random_int 3 5 
01C8: 42@ = create_actor 25 108@(107@,7i) in_car 56@ passenger_seat 0 
02E2: set_actor 42@ weapon_accuracy_to 130@ 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 42@ 196@ 
02A9: set_actor 42@ immune_to_nonplayer 1 

:SYN5_26027
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @SYN5_26083 
00A5: 57@ = create_car #TAHOMA at -1795.0 1383.6 5.7 
0175: set_car 57@ z_angle_to 251.8 
020A: set_car 57@ door_status_to 3 

:SYN5_26083
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @SYN5_26158 
0209: 107@ = random_int 3 5 
0129: 43@ = create_actor 25 108@(107@,7i) in_car 57@ driverseat 
02E2: set_actor 43@ weapon_accuracy_to 130@ 
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 43@ 196@ 
02A9: set_actor 43@ immune_to_nonplayer 1 

:SYN5_26158
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @SYN5_26235 
0209: 107@ = random_int 3 5 
01C8: 44@ = create_actor 25 108@(107@,7i) in_car 57@ passenger_seat 0 
02E2: set_actor 44@ weapon_accuracy_to 130@ 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 44@ 196@ 
02A9: set_actor 44@ immune_to_nonplayer 1 

:SYN5_26235
0051: return 

:SYN5_26237
00D6: if 
0119:   car 58@ wrecked 
004D: jump_if_false @SYN5_26345 
00A5: 58@ = create_car #MAVERICK at -1600.9 1424.6 300.8 
0175: set_car 58@ z_angle_to 97.2 
020A: set_car 58@ door_status_to 3 
0853: (unknown) 58@ 3 
0825: instantly_spin_flying_vehicle 58@ rotor_blade 
04BA: set_car 58@ speed_instantly 10.0 
04A2: heli 58@ fly_to -1600.9 1424.6 300.0 speed 0.0 300.0 

:SYN5_26345
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @SYN5_26408 
01C8: 34@ = create_actor 25 #SPECIAL03 in_car 58@ passenger_seat 0 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 34@ 197@ 
0446: set_actor 34@ immune_to_headshots 0 
02A9: set_actor 34@ immune_to_nonplayer 1 

:SYN5_26408
0051: return 

:SYN5_26410
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_26559 
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @SYN5_26559 
0615: define_action_sequences 195@ 
05D3: AS_actor -1 go_to_point -1705.8 1359.5 16.2 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point -1701.3 1356.7 16.2 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 236.7 
07BC: unknown_action_sequence -1 196@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_26534 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26534
0616: define_action_sequences_end 195@ 
0618: assign_actor 45@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 115@ = 1 // integer values 

:SYN5_26559
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_26699 
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @SYN5_26699 
0615: define_action_sequences 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_26674 
05D3: AS_actor -1 go_to_point -1703.3 1361.5 16.2 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point -1699.8 1357.9 16.2 speed 6 -1 ms 
07BC: unknown_action_sequence -1 196@ 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26674
0616: define_action_sequences_end 195@ 
0618: assign_actor 46@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 116@ = 1 // integer values 

:SYN5_26699
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_26839 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @SYN5_26839 
0615: define_action_sequences 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_26814 
05D3: AS_actor -1 go_to_point -1689.2 1371.8 14.0 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 202.3 
07BC: unknown_action_sequence -1 196@ 
0668: AS_actor -1 rotate_to_point -1687.6 1367.1 15.0 -2 ms 

:SYN5_26814
0616: define_action_sequences_end 195@ 
0618: assign_actor 47@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 117@ = 1 // integer values 

:SYN5_26839
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_26942 
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @SYN5_26942 
0615: define_action_sequences 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_26917 
05D4: AS_actor -1 rotate_angle 107.3 
07BC: unknown_action_sequence -1 196@ 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26917
0616: define_action_sequences_end 195@ 
0618: assign_actor 48@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 118@ = 1 // integer values 

:SYN5_26942
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_27059 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @SYN5_27059 
0615: define_action_sequences 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_27034 
05D3: AS_actor -1 go_to_point -1674.2 1345.9 16.2 speed 6 -1 ms 
07BC: unknown_action_sequence -1 196@ 
05E2: AS_actor -1 kill_actor $415 

:SYN5_27034
0616: define_action_sequences_end 195@ 
0618: assign_actor 49@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 119@ = 1 // integer values 

:SYN5_27059
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_27214 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @SYN5_27214 
099F: unknown_action_sequence 50@ 1 
0615: define_action_sequences 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_27189 
05D3: AS_actor -1 go_to_point -1643.6 1368.7 17.8 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 136.5 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 go_to_point -1661.5 1354.3 15.1 speed 6 -1 ms 
05E2: AS_actor -1 kill_actor $415 

:SYN5_27189
0616: define_action_sequences_end 195@ 
0618: assign_actor 50@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 120@ = 1 // integer values 

:SYN5_27214
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_27291 
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @SYN5_27291 
0615: define_action_sequences 195@ 
04EB: AS_actor -1 crouch 1 
07BC: unknown_action_sequence -1 196@ 
0616: define_action_sequences_end 195@ 
0618: assign_actor $415 to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 121@ = 1 // integer values 

:SYN5_27291
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_27368 
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @SYN5_27368 
0615: define_action_sequences 195@ 
04EB: AS_actor -1 crouch 1 
07BC: unknown_action_sequence -1 196@ 
0616: define_action_sequences_end 195@ 
0618: assign_actor 36@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 122@ = 1 // integer values 

:SYN5_27368
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_27445 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @SYN5_27445 
0615: define_action_sequences 195@ 
04EB: AS_actor -1 crouch 1 
07BC: unknown_action_sequence -1 196@ 
0616: define_action_sequences_end 195@ 
0618: assign_actor 37@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 123@ = 1 // integer values 

:SYN5_27445
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_27522 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @SYN5_27522 
0615: define_action_sequences 195@ 
04EB: AS_actor -1 crouch 1 
07BC: unknown_action_sequence -1 196@ 
0616: define_action_sequences_end 195@ 
0618: assign_actor 38@ to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 124@ = 1 // integer values 

:SYN5_27522
0051: return 

:SYN5_27524
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_29025 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_29025 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 65@ 
004D: jump_if_false @SYN5_29025 
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @SYN5_27896 
04D8: set_actor $ACTOR_RYDER ability_to_swim 1 
0615: define_action_sequences 195@ 
05D1: AS_actor -1 drive_car 65@ to -1500.087 1396.939 -0.7305 speed 15.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -1347.703 1319.215 0.0282 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -1250.07 1178.178 -0.1243 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -1158.0 1033.016 -0.1089 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -1054.175 920.3442 0.0405 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -1005.599 787.5093 0.2581 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -883.1418 608.1723 -0.1191 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -735.4338 521.1882 -0.1478 speed 30.0 0 0 2 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 125@ = 1 // integer values 
0051: return 

:SYN5_27896
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @SYN5_28239 
062E: (unknown) $ACTOR_RYDER 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_28239 
0615: define_action_sequences 195@ 
05D1: AS_actor -1 drive_car 65@ to -572.1049 467.9407 0.3352 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -404.1097 430.3622 0.3394 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -233.5327 424.5564 0.2022 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to -63.8903 409.6541 0.0351 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 106.3031 423.1877 -0.0997 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 274.607 452.5373 0.0679 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 442.7346 482.1971 0.239 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 611.5419 513.3603 0.1773 speed 30.0 0 0 2 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 125@ = 2 // integer values 
0051: return 

:SYN5_28239
00D6: if 
0039:   125@ == 2 // integer values 
004D: jump_if_false @SYN5_28582 
062E: (unknown) $ACTOR_RYDER 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_28582 
0615: define_action_sequences 195@ 
05D1: AS_actor -1 drive_car 65@ to 779.744 547.2416 0.1644 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 945.0496 589.466 0.0676 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 1113.117 620.2682 -0.0797 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 1282.496 600.009 -0.1302 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 1451.739 568.6847 -0.1388 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 1620.593 536.4412 -0.0845 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 1789.897 510.063 -0.3449 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 1959.206 491.1599 -0.0624 speed 30.0 0 0 2 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 125@ = 3 // integer values 
0051: return 

:SYN5_28582
00D6: if 
0039:   125@ == 3 // integer values 
004D: jump_if_false @SYN5_28871 
062E: (unknown) $ACTOR_RYDER 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @SYN5_28871 
0615: define_action_sequences 195@ 
05D1: AS_actor -1 drive_car 65@ to 2130.127 479.1175 0.132 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 2301.982 467.9901 -0.1513 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 2471.664 456.259 -0.0586 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 2641.982 442.9174 0.4767 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 2812.748 425.1894 0.0436 speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 65@ to 2982.472 401.9557 -0.7104 speed 100.0 0 0 2 
06C7: unknown_action_sequence -1 65@ 9 860000 
0616: define_action_sequences_end 195@ 
0618: assign_actor $ACTOR_RYDER to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0006: 125@ = 4 // integer values 

:SYN5_28871
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 50.0 50.0 unknown 0 
004D: jump_if_false @SYN5_28919 
02DB: set_boat 65@ speed_to 40.0 
0002: jump @SYN5_29025 

:SYN5_28919
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @SYN5_28967 
02DB: set_boat 65@ speed_to 30.0 
0002: jump @SYN5_29025 

:SYN5_28967
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 180.0 180.0 unknown 0 
004D: jump_if_false @SYN5_29015 
02DB: set_boat 65@ speed_to 20.0 
0002: jump @SYN5_29025 

:SYN5_29015
02DB: set_boat 65@ speed_to 10.0 

:SYN5_29025
0051: return 

:SYN5_29027
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @SYN5_29091 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_29091 
0164: disable_marker 79@ 
0187: 79@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 79@ type_to 1 
0006: 126@ = 0 // integer values 

:SYN5_29091
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @SYN5_29212 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN5_29212 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_29176 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:SYN5_29176
0164: disable_marker 79@ 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_29205 
0187: 79@ = create_marker_above_actor 35@ 

:SYN5_29205
0006: 126@ = 1 // integer values 

:SYN5_29212
0051: return 

:SYN5_29214
0209: 129@ = random_int 1 37 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @SYN5_29256 
0674: set_car_model 128@ numberplate "GOT_M00_" 

:SYN5_29256
00D6: if 
0039:   129@ == 2 // integer values 
004D: jump_if_false @SYN5_29289 
0674: set_car_model 128@ numberplate "M00TV_4U" 

:SYN5_29289
00D6: if 
0039:   129@ == 3 // integer values 
004D: jump_if_false @SYN5_29322 
0674: set_car_model 128@ numberplate "MATHEW_2" 

:SYN5_29322
00D6: if 
0039:   129@ == 4 // integer values 
004D: jump_if_false @SYN5_29355 
0674: set_car_model 128@ numberplate "D4_DEW0R" 

:SYN5_29355
00D6: if 
0039:   129@ == 5 // integer values 
004D: jump_if_false @SYN5_29388 
0674: set_car_model 128@ numberplate "D0DE_777" 

:SYN5_29388
00D6: if 
0039:   129@ == 6 // integer values 
004D: jump_if_false @SYN5_29421 
0674: set_car_model 128@ numberplate "DAM0_666" 

:SYN5_29421
00D6: if 
0039:   129@ == 7 // integer values 
004D: jump_if_false @SYN5_29454 
0674: set_car_model 128@ numberplate "C0NEY_88" 

:SYN5_29454
00D6: if 
0039:   129@ == 8 // integer values 
004D: jump_if_false @SYN5_29487 
0674: set_car_model 128@ numberplate "PRE4CHER" 

:SYN5_29487
00D6: if 
0039:   129@ == 9 // integer values 
004D: jump_if_false @SYN5_29520 
0674: set_car_model 128@ numberplate "DBP_4NDY" 

:SYN5_29520
00D6: if 
0039:   129@ == 10 // integer values 
004D: jump_if_false @SYN5_29553 
0674: set_car_model 128@ numberplate "EV1L_SLY" 

:SYN5_29553
00D6: if 
0039:   129@ == 11 // integer values 
004D: jump_if_false @SYN5_29586 
0674: set_car_model 128@ numberplate "N1_R4V3N" 

:SYN5_29586
00D6: if 
0039:   129@ == 12 // integer values 
004D: jump_if_false @SYN5_29619 
0674: set_car_model 128@ numberplate "D1VX_Z00" 

:SYN5_29619
00D6: if 
0039:   129@ == 13 // integer values 
004D: jump_if_false @SYN5_29651 
0674: set_car_model 128@ numberplate "MR_B3NN" 

:SYN5_29651
00D6: if 
0039:   129@ == 14 // integer values 
004D: jump_if_false @SYN5_29684 
0674: set_car_model 128@ numberplate "R3D_R4SP" 

:SYN5_29684
00D6: if 
0039:   129@ == 15 // integer values 
004D: jump_if_false @SYN5_29717 
0674: set_car_model 128@ numberplate "LA_B0MBA" 

:SYN5_29717
00D6: if 
0039:   129@ == 16 // integer values 
004D: jump_if_false @SYN5_29750 
0674: set_car_model 128@ numberplate "L3337_0G" 

:SYN5_29750
00D6: if 
0039:   129@ == 17 // integer values 
004D: jump_if_false @SYN5_29783 
0674: set_car_model 128@ numberplate "BUDD4H_X" 

:SYN5_29783
00D6: if 
0039:   129@ == 18 // integer values 
004D: jump_if_false @SYN5_29816 
0674: set_car_model 128@ numberplate "T3H_BUCK" 

:SYN5_29816
00D6: if 
0039:   129@ == 19 // integer values 
004D: jump_if_false @SYN5_29849 
0674: set_car_model 128@ numberplate "CHUNKY_1" 

:SYN5_29849
00D6: if 
0039:   129@ == 20 // integer values 
004D: jump_if_false @SYN5_29882 
0674: set_car_model 128@ numberplate "EV1L_BNZ" 

:SYN5_29882
00D6: if 
0039:   129@ == 21 // integer values 
004D: jump_if_false @SYN5_29915 
0674: set_car_model 128@ numberplate "S4ND_M4N" 

:SYN5_29915
00D6: if 
0039:   129@ == 22 // integer values 
004D: jump_if_false @SYN5_29948 
0674: set_car_model 128@ numberplate "RKK_DBP1" 

:SYN5_29948
00D6: if 
0039:   129@ == 23 // integer values 
004D: jump_if_false @SYN5_29981 
0674: set_car_model 128@ numberplate "RE1_K0KU" 

:SYN5_29981
00D6: if 
0039:   129@ == 24 // integer values 
004D: jump_if_false @SYN5_30014 
0674: set_car_model 128@ numberplate "S3XY_JUD" 

:SYN5_30014
00D6: if 
0039:   129@ == 25 // integer values 
004D: jump_if_false @SYN5_30047 
0674: set_car_model 128@ numberplate "SUNRA_93" 

:SYN5_30047
00D6: if 
0039:   129@ == 26 // integer values 
004D: jump_if_false @SYN5_30080 
0674: set_car_model 128@ numberplate "UG_FUX69" 

:SYN5_30080
00D6: if 
0039:   129@ == 27 // integer values 
004D: jump_if_false @SYN5_30113 
0674: set_car_model 128@ numberplate "LI0N_CUM" 

:SYN5_30113
00D6: if 
0039:   129@ == 28 // integer values 
004D: jump_if_false @SYN5_30146 
0674: set_car_model 128@ numberplate "RKK_PWND" 

:SYN5_30146
00D6: if 
0039:   129@ == 29 // integer values 
004D: jump_if_false @SYN5_30179 
0674: set_car_model 128@ numberplate "HAZE_B0B" 

:SYN5_30179
00D6: if 
0039:   129@ == 30 // integer values 
004D: jump_if_false @SYN5_30212 
0674: set_car_model 128@ numberplate "T3H_FLUF" 

:SYN5_30212
00D6: if 
0039:   129@ == 31 // integer values 
004D: jump_if_false @SYN5_30245 
0674: set_car_model 128@ numberplate "BM_4NDY_" 

:SYN5_30245
00D6: if 
0039:   129@ == 32 // integer values 
004D: jump_if_false @SYN5_30278 
0674: set_car_model 128@ numberplate "BM_D34N_" 

:SYN5_30278
00D6: if 
0039:   129@ == 33 // integer values 
004D: jump_if_false @SYN5_30311 
0674: set_car_model 128@ numberplate "BM_L4C3Y" 

:SYN5_30311
00D6: if 
0039:   129@ == 34 // integer values 
004D: jump_if_false @SYN5_30344 
0674: set_car_model 128@ numberplate "BM_D3V__" 

:SYN5_30344
00D6: if 
0039:   129@ == 35 // integer values 
004D: jump_if_false @SYN5_30377 
0674: set_car_model 128@ numberplate "NU_SK00L" 

:SYN5_30377
00D6: if 
0039:   129@ == 36 // integer values 
004D: jump_if_false @SYN5_30410 
0674: set_car_model 128@ numberplate "G4L_AVET" 

:SYN5_30410
00D6: if 
0039:   129@ == 37 // integer values 
004D: jump_if_false @SYN5_30443 
0674: set_car_model 128@ numberplate "M0J0_J0J" 

:SYN5_30443
0051: return 

:SYN5_30445
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @SYN5_30494 
05AA: 136@s = 'SYN5_AA' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 39600 
0006: 184@ = 1 // integer values 

:SYN5_30494
00D6: if 
0039:   132@ == 2 // integer values 
004D: jump_if_false @SYN5_30854 
05AA: 136@s = 'SYN5_BA' // 8-byte strings 
05AA: 138@s = 'SYN5_BB' // 8-byte strings 
05AA: 140@s = 'SYN5_BC' // 8-byte strings 
05AA: 142@s = 'SYN5_BD' // 8-byte strings 
05AA: 144@s = 'SYN5_BE' // 8-byte strings 
05AA: 146@s = 'SYN5_BF' // 8-byte strings 
05AA: 148@s = 'MOBRING' // 8-byte strings 
05AA: 150@s = 'SYN5_BG' // 8-byte strings 
05AA: 152@s = 'SYN5_BH' // 8-byte strings 
05AA: 154@s = 'SYN5_BJ' // 8-byte strings 
05AA: 156@s = 'SYN5_BK' // 8-byte strings 
05AA: 158@s = 'SYN5_BL' // 8-byte strings 
05AA: 160@s = 'SYN5_BM' // 8-byte strings 
05AA: 162@s = 'SYN5_BN' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 39601 
04AF: 169@ = unknown_wav_reference 39602 
04AF: 170@ = unknown_wav_reference 39603 
04AF: 171@ = unknown_wav_reference 39604 
04AF: 172@ = unknown_wav_reference 39605 
04AF: 173@ = unknown_wav_reference 39606 
04AF: 174@ = unknown_wav_reference 20804 
04AF: 175@ = unknown_wav_reference 39607 
04AF: 176@ = unknown_wav_reference 39608 
04AF: 177@ = unknown_wav_reference 39609 
04AF: 178@ = unknown_wav_reference 39610 
04AF: 179@ = unknown_wav_reference 39611 
04AF: 180@ = unknown_wav_reference 39612 
04AF: 181@ = unknown_wav_reference 39613 
0085: 184@ = 135@ // integer values and handles 

:SYN5_30854
00D6: if 
0039:   132@ == 3 // integer values 
004D: jump_if_false @SYN5_31000 
05AA: 138@s = 'SYN5_CB' // 8-byte strings 
05AA: 140@s = 'SYN5_CC' // 8-byte strings 
05AA: 142@s = 'SYN5_CD' // 8-byte strings 
05AA: 144@s = 'SYN5_CE' // 8-byte strings 
05AA: 146@s = 'SYN5_CF' // 8-byte strings 
04AF: 169@ = unknown_wav_reference 39615 
04AF: 170@ = unknown_wav_reference 39616 
04AF: 171@ = unknown_wav_reference 39617 
04AF: 172@ = unknown_wav_reference 39618 
04AF: 173@ = unknown_wav_reference 39619 
0085: 184@ = 135@ // integer values and handles 

:SYN5_31000
00D6: if 
0039:   132@ == 4 // integer values 
004D: jump_if_false @SYN5_31146 
05AA: 136@s = 'SYN5_DA' // 8-byte strings 
05AA: 138@s = 'SYN5_DB' // 8-byte strings 
05AA: 140@s = 'SYN5_DC' // 8-byte strings 
05AA: 142@s = 'SYN5_DD' // 8-byte strings 
05AA: 144@s = 'SYN5_DE' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 39620 
04AF: 169@ = unknown_wav_reference 39621 
04AF: 170@ = unknown_wav_reference 39622 
04AF: 171@ = unknown_wav_reference 39623 
04AF: 172@ = unknown_wav_reference 39624 
0085: 184@ = 135@ // integer values and handles 

:SYN5_31146
00D6: if 
0039:   132@ == 5 // integer values 
004D: jump_if_false @SYN5_31268 
05AA: 136@s = 'SYN5_EA' // 8-byte strings 
05AA: 138@s = 'SYN5_EB' // 8-byte strings 
05AA: 140@s = 'SYN5_EC' // 8-byte strings 
05AA: 142@s = 'SYN5_ED' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 39625 
04AF: 169@ = unknown_wav_reference 39626 
04AF: 170@ = unknown_wav_reference 39627 
04AF: 171@ = unknown_wav_reference 39628 
0085: 184@ = 135@ // integer values and handles 

:SYN5_31268
00D6: if 
0039:   132@ == 7 // integer values 
004D: jump_if_false @SYN5_31558 
05AA: 136@s = 'SYN5_GZ' // 8-byte strings 
05AA: 140@s = 'SYN5_GC' // 8-byte strings 
05AA: 142@s = 'SYN5_GD' // 8-byte strings 
05AA: 144@s = 'SYN5_GE' // 8-byte strings 
05AA: 150@s = 'SYN5_GH' // 8-byte strings 
05AA: 152@s = 'SYN5_GJ' // 8-byte strings 
05AA: 154@s = 'SYN5_GK' // 8-byte strings 
05AA: 156@s = 'SYN5_GL' // 8-byte strings 
05AA: 158@s = 'SYN5_GM' // 8-byte strings 
05AA: 160@s = 'SYN5_GX' // 8-byte strings 
05AA: 162@s = 'SYN5_GW' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 39648 
04AF: 170@ = unknown_wav_reference 39633 
04AF: 171@ = unknown_wav_reference 39634 
04AF: 172@ = unknown_wav_reference 39635 
04AF: 175@ = unknown_wav_reference 39638 
04AF: 176@ = unknown_wav_reference 39639 
04AF: 177@ = unknown_wav_reference 39640 
04AF: 178@ = unknown_wav_reference 39641 
04AF: 179@ = unknown_wav_reference 39642 
04AF: 180@ = unknown_wav_reference 39646 
04AF: 181@ = unknown_wav_reference 39645 
0085: 184@ = 135@ // integer values and handles 

:SYN5_31558
00D6: if 
0039:   132@ == 8 // integer values 
004D: jump_if_false @SYN5_31728 
05AA: 136@s = 'SYN5_HH' // 8-byte strings 
05AA: 138@s = 'SYN5_HA' // 8-byte strings 
05AA: 140@s = 'SYN5_HB' // 8-byte strings 
05AA: 142@s = 'SYN5_HC' // 8-byte strings 
05AA: 144@s = 'SYN5_HK' // 8-byte strings 
05AA: 146@s = 'SYN5_HL' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 39656 
04AF: 169@ = unknown_wav_reference 39649 
04AF: 170@ = unknown_wav_reference 39650 
04AF: 171@ = unknown_wav_reference 39651 
04AF: 172@ = unknown_wav_reference 39658 
04AF: 173@ = unknown_wav_reference 39659 
0085: 184@ = 135@ // integer values and handles 

:SYN5_31728
00D6: if 
0039:   132@ == 9 // integer values 
004D: jump_if_false @SYN5_31826 
05AA: 136@s = 'SYN5_JA' // 8-byte strings 
05AA: 138@s = 'SYN5_JB' // 8-byte strings 
05AA: 140@s = 'SYN5_JC' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 39660 
04AF: 169@ = unknown_wav_reference 39661 
04AF: 170@ = unknown_wav_reference 39662 
0085: 184@ = 135@ // integer values and handles 

:SYN5_31826
00D6: if 
0039:   132@ == 10 // integer values 
004D: jump_if_false @SYN5_31993 
05AA: 136@s = 'MOBRING' // 8-byte strings 
05AA: 138@s = 'SYN5_KA' // 8-byte strings 
05AA: 140@s = 'SYN5_KB' // 8-byte strings 
05AA: 142@s = 'SYN5_KC' // 8-byte strings 
05AA: 144@s = 'SYN5_KD' // 8-byte strings 
05AA: 146@s = 'SYN5_KE' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 20804 
04AF: 169@ = unknown_wav_reference 39663 
04AF: 170@ = unknown_wav_reference 39664 
04AF: 171@ = unknown_wav_reference 39665 
04AF: 172@ = unknown_wav_reference 39666 
04AF: 173@ = unknown_wav_reference 39667 
0006: 184@ = 6 // integer values 

:SYN5_31993
00D6: if 
0039:   132@ == 11 // integer values 
004D: jump_if_false @SYN5_32066 
05AA: 136@s = 'SYN5_HE' // 8-byte strings 
05AA: 138@s = 'SYN5_HF' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 39653 
04AF: 169@ = unknown_wav_reference 39654 
0006: 184@ = 2 // integer values 

:SYN5_32066
00D6: if 
0039:   132@ == 14 // integer values 
004D: jump_if_false @SYN5_32180 
05AA: 136@s = 'CESX_BA' // 8-byte strings 
05AA: 138@s = 'CESX_BB' // 8-byte strings 
05AA: 140@s = 'CESX_BC' // 8-byte strings 
05AA: 142@s = 'CESX_BD' // 8-byte strings 
04AF: 168@ = unknown_wav_reference 10406 
04AF: 169@ = unknown_wav_reference 10407 
04AF: 170@ = unknown_wav_reference 10408 
04AF: 171@ = unknown_wav_reference 10409 
0085: 184@ = 135@ // integer values and handles 

:SYN5_32180
0085: 187@ = 134@ // integer values and handles 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 
0006: 188@ = 1 // integer values 
0051: return 

:SYN5_32211
00D6: if or
0039:   132@ == 1 // integer values 
0039:   132@ == 2 // integer values 
0039:   132@ == 5 // integer values 
0039:   132@ == 7 // integer values 
0039:   132@ == 8 // integer values 
0039:   132@ == 10 // integer values 
004D: jump_if_false @SYN5_32318 
00D6: if 
001D:   184@ > 134@ // integer values 
004D: jump_if_false @SYN5_32311 
0050: gosub @SYN5_33298 
0050: gosub @SYN5_33405 
0050: gosub @SYN5_33559 
0002: jump @SYN5_32318 

:SYN5_32311
0006: 132@ = 0 // integer values 

:SYN5_32318
00D6: if or
0039:   132@ == 3 // integer values 
0039:   132@ == 4 // integer values 
004D: jump_if_false @SYN5_32451 
00D6: if 
001D:   184@ > 134@ // integer values 
004D: jump_if_false @SYN5_32444 
0050: gosub @SYN5_33298 
0050: gosub @SYN5_33405 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @SYN5_32406 
0050: gosub @SYN5_33559 
0002: jump @SYN5_32437 

:SYN5_32406
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 

:SYN5_32437
0002: jump @SYN5_32451 

:SYN5_32444
0006: 132@ = 0 // integer values 

:SYN5_32451
00D6: if 
0039:   132@ == 9 // integer values 
004D: jump_if_false @SYN5_32577 
00D6: if 
001D:   184@ > 134@ // integer values 
004D: jump_if_false @SYN5_32570 
0050: gosub @SYN5_33298 
0050: gosub @SYN5_33405 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN5_32532 
0050: gosub @SYN5_33559 
0002: jump @SYN5_32563 

:SYN5_32532
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 

:SYN5_32563
0002: jump @SYN5_32577 

:SYN5_32570
0006: 132@ = 0 // integer values 

:SYN5_32577
00D6: if 
0039:   132@ == 11 // integer values 
004D: jump_if_false @SYN5_32703 
00D6: if 
001D:   184@ > 134@ // integer values 
004D: jump_if_false @SYN5_32696 
0050: gosub @SYN5_33298 
0050: gosub @SYN5_33405 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_32658 
0050: gosub @SYN5_33559 
0002: jump @SYN5_32689 

:SYN5_32658
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 

:SYN5_32689
0002: jump @SYN5_32703 

:SYN5_32696
0006: 132@ = 0 // integer values 

:SYN5_32703
00D6: if 
0039:   87@ == 5 // integer values 
004D: jump_if_false @SYN5_33296 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @SYN5_33296 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_32765 
0002: jump @SYN5_32882 

:SYN5_32765
00D6: if 
001B:   14 > 132@ // integer values 
004D: jump_if_false @SYN5_32882 
00D6: if 
001D:   184@ > 134@ // integer values 
004D: jump_if_false @SYN5_32809 
000A: 134@ += 1 // integer values 

:SYN5_32809
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
00BE: text_clear_all 
0085: 189@ = 132@ // integer values and handles 
0085: 190@ = 134@ // integer values and handles 
0006: 132@ = 14 // integer values 
0209: 134@ = random_int 0 4 
0085: 135@ = 134@ // integer values and handles 
000A: 135@ += 1 // integer values 
0050: gosub @SYN5_30445 

:SYN5_32882
00D6: if 
0039:   132@ == 14 // integer values 
004D: jump_if_false @SYN5_33073 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_33050 
00D6: if 
001D:   184@ > 134@ // integer values 
004D: jump_if_false @SYN5_33020 
0050: gosub @SYN5_33298 
0050: gosub @SYN5_33405 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @SYN5_32982 
0050: gosub @SYN5_33559 
0002: jump @SYN5_33013 

:SYN5_32982
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 

:SYN5_33013
0002: jump @SYN5_33043 

:SYN5_33020
00BB: text_lowpriority 'SYN5_10' 7000 ms 1  // ~s~Htrahagytad ~b~Cesar-t~s~.
0006: 132@ = 15 // integer values 

:SYN5_33043
0002: jump @SYN5_33073 

:SYN5_33050
00BB: text_lowpriority 'SYN5_10' 7000 ms 1  // ~s~Htrahagytad ~b~Cesar-t~s~.
0006: 132@ = 15 // integer values 

:SYN5_33073
00D6: if 
0039:   132@ == 15 // integer values 
004D: jump_if_false @SYN5_33126 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_33126 
0006: 132@ = 16 // integer values 
0006: 134@ = 0 // integer values 
00BE: text_clear_all 

:SYN5_33126
00D6: if 
0039:   132@ == 16 // integer values 
004D: jump_if_false @SYN5_33296 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_33241 
0006: 33@ = 0 // integer values 
0085: 132@ = 189@ // integer values and handles 
0085: 134@ = 190@ // integer values and handles 
0050: gosub @SYN5_30445 
00D6: if 
0039:   189@ == 0 // integer values 
004D: jump_if_false @SYN5_33234 
00BC: text_highpriority 'SYN5_06' 4000 ms 1  // ~s~Talld s ld meg ~r~T-Bone-t~s~!
0006: 33@ = 0 // integer values 

:SYN5_33234
0002: jump @SYN5_33296 

:SYN5_33241
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 132@ = 14 // integer values 
0209: 134@ = random_int 0 4 
0085: 135@ = 134@ // integer values and handles 
000A: 135@ += 1 // integer values 
0050: gosub @SYN5_30445 

:SYN5_33296
0051: return 

:SYN5_33298
00D6: if 
001D:   184@ > 187@ // integer values 
004D: jump_if_false @SYN5_33403 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @SYN5_33360 
03CF: load_wav 168@(187@,16i) as 1 
000A: 187@ += 1 // integer values 
0006: 185@ = 1 // integer values 

:SYN5_33360
00D6: if 
0039:   186@ == 0 // integer values 
004D: jump_if_false @SYN5_33403 
03CF: load_wav 168@(187@,16i) as 2 
000A: 187@ += 1 // integer values 
0006: 186@ = 1 // integer values 

:SYN5_33403
0051: return 

:SYN5_33405
00D6: if 
0039:   188@ == 1 // integer values 
004D: jump_if_false @SYN5_33481 
00D6: if 
0039:   185@ == 1 // integer values 
004D: jump_if_false @SYN5_33481 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SYN5_33481 
03D1: play_wav 1 
00BC: text_highpriority 136@(134@,16s) 4500 ms 1 
0006: 185@ = 2 // integer values 

:SYN5_33481
00D6: if 
0039:   188@ == 2 // integer values 
004D: jump_if_false @SYN5_33557 
00D6: if 
0039:   186@ == 1 // integer values 
004D: jump_if_false @SYN5_33557 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SYN5_33557 
03D1: play_wav 2 
00BC: text_highpriority 136@(134@,16s) 4500 ms 1 
0006: 186@ = 2 // integer values 

:SYN5_33557
0051: return 

:SYN5_33559
00D6: if 
0039:   185@ == 2 // integer values 
004D: jump_if_false @SYN5_33622 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SYN5_33622 
03D5: remove_text 136@(134@,16s) 
000A: 134@ += 1 // integer values 
0006: 188@ = 2 // integer values 
0006: 185@ = 0 // integer values 

:SYN5_33622
00D6: if 
0039:   186@ == 2 // integer values 
004D: jump_if_false @SYN5_33685 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SYN5_33685 
03D5: remove_text 136@(134@,16s) 
000A: 134@ += 1 // integer values 
0006: 188@ = 1 // integer values 
0006: 186@ = 0 // integer values 

:SYN5_33685
0051: return 

//-------------Mission 65---------------
// Originally: T-Bone Mendez

:DRIV2
03A4: name_thread 'DRIV2' 
0050: gosub @DRIV2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DRIV2_38 
0050: gosub @DRIV2_12867 

:DRIV2_38
0050: gosub @DRIV2_12949 
004E: end_thread 

:DRIV2_47
0317: increment_mission_attempts 
054C: use_GXT_table 'FARLIE2' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0006: 37@ = 4 // integer values 
0004: $1935 = 0 // integer values 
0006: 119@ = 0 // integer values 

:DRIV2_92
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_262 
0006: 123@(119@,4i) = 0 // integer values 
0006: 175@(119@,4i) = 0 // integer values 
0006: 130@(119@,4i) = 0 // integer values 
0006: 139@(119@,4i) = 0 // integer values 
0006: 143@(119@,4i) = 0 // integer values 
0006: 147@(119@,4i) = 0 // integer values 
0006: 151@(119@,4i) = 0 // integer values 
0006: 66@(119@,4i) = 1000 // integer values 
0006: 70@(119@,4i) = 1000 // integer values 
0006: 159@(119@,4i) = 0 // integer values 
0007: 62@(119@,4f) = 20.0 // floating-point values 
0006: 115@(119@,4i) = 0 // integer values 
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_92 

:DRIV2_262
0007: 90@ = -2730.14 // floating-point values 
0007: 91@ = 84.24 // floating-point values 
0007: 92@ = 3.04 // floating-point values 
0007: 78@ = -2600.53 // floating-point values 
0007: 82@ = 1337.91 // floating-point values 
0007: 86@ = 5.6 // floating-point values 
0007: 79@ = -2855.52 // floating-point values 
0007: 83@ = 719.95 // floating-point values 
0007: 87@ = 26.84 // floating-point values 
0007: 80@ = -1897.94 // floating-point values 
0007: 84@ = -576.43 // floating-point values 
0007: 88@ = 22.99 // floating-point values 
0007: 81@ = -2811.49 // floating-point values 
0007: 85@ = -326.14 // floating-point values 
0007: 89@ = 5.72 // floating-point values 
0007: 93@ = -2622.49 // floating-point values 
0007: 94@ = 1406.6 // floating-point values 
0007: 95@ = 6.15 // floating-point values 
0006: 122@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 1 // integer values 
0006: 136@ = 2 // integer values 
0006: 137@ = 3 // integer values 
0006: 138@ = 4 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 1 // integer values 
0006: 165@ = 2 // integer values 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0007: 75@ = -2143.27 // floating-point values 
0007: 76@ = 918.38 // floating-point values 
0007: 77@ = 79.42 // floating-point values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:DRIV2_655
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_679 
0001: wait 0 ms 
0002: jump @DRIV2_655 

:DRIV2_679
04BB: select_interior 3 // select render area 
02E4: load_cutscene_data 'FARL_2A' 

:DRIV2_694
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV2_718 
0001: wait 0 ms 
0002: jump @DRIV2_694 

:DRIV2_718
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DRIV2_727
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV2_751 
0001: wait 0 ms 
0002: jump @DRIV2_727 

:DRIV2_751
016A: fade 0 0 ms 

:DRIV2_757
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_781 
0001: wait 0 ms 
0002: jump @DRIV2_757 

:DRIV2_781
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
04BB: select_interior 0 // select render area 
0247: request_model #FCR900 
0247: request_model #BOXVILLE 
0247: request_model #KMB_PACKET 
0247: request_model #WMYCR 
0247: request_model #HMYCR 
0247: request_model #MICRO_UZI 

:DRIV2_822
00D6: if or
8248:   not model #FCR900 available 
8248:   not model #BOXVILLE available 
8248:   not model #KMB_PACKET available 
8248:   not model #WMYCR available 
8248:   not model #HMYCR available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @DRIV2_872 
0001: wait 0 ms 
0002: jump @DRIV2_822 

:DRIV2_872
04ED: load_animation "BIKES" 
04ED: load_animation "MISC" 

:DRIV2_889
00D6: if or
84EE:   not animation "BIKES" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @DRIV2_928 
0001: wait 0 ms 
0002: jump @DRIV2_889 

:DRIV2_928
03CB: set_camera -2625.26 1407.32 5.62 
00A1: put_actor $PLAYER_ACTOR at -2625.26 1407.32 5.62 
0173: set_actor $PLAYER_ACTOR z_angle_to 224.0 
02FA: garage 'TBON' change_to_type 19 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @DRIV2_1206 
00A5: 34@ = create_car #BOXVILLE at 0.0 0.0 -100.0 
0186: 184@ = create_marker_above_car 34@ 
0006: 119@ = 0 // integer values 

:DRIV2_1075
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_1206 
0107: 38@(119@,4i) = create_object #KMB_PACKET at 0.0 0.0 -100.0 
0188: 180@(119@,4i) = create_marker_above_object 38@(119@,4i) 
009A: 54@(119@,4i) = create_actor 24 #WMYCR at 0.0 0.0 -100.0 
00A5: 58@(119@,4i) = create_car #FCR900 at 0.0 0.0 -100.0 
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_1075 

:DRIV2_1206
01E8: create_forbidden_for_cars_cube -2014.82 181.4 -13.0 -1614.82 581.4 47.0 
018A: 184@ = create_checkpoint_at -1814.82 381.4 17.09 
08FB: set_radar_checkpoint 184@ type_to 1 
00BC: text_highpriority 'DRV3_11' 10000 ms 0  // ~s~Juss el az ~b~lczott teherauthoz.

:DRIV2_1281
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DRIV2_1307 
0002: jump @DRIV2_12885 

:DRIV2_1307
00D6: if 
8039:   not  127@ == 1 // integer values 
004D: jump_if_false @DRIV2_2338 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1374 
00D9: 36@ = actor $PLAYER_ACTOR car 
00D6: if 
8039:   not  174@ == 1 // integer values 
004D: jump_if_false @DRIV2_1374 
0006: 174@ = 1 // integer values 

:DRIV2_1374
00D6: if and
8039:   not  122@ == 1 // integer values 
00EC:   actor $PLAYER_ACTOR 0 -1814.82 381.4 radius 200.0 200.0 
004D: jump_if_false @DRIV2_1438 
0164: disable_marker 184@ 
0050: gosub @DRIV2_3466 
0006: 122@ = 1 // integer values 

:DRIV2_1438
00D6: if 
0039:   122@ == 1 // integer values 
004D: jump_if_false @DRIV2_2338 
077E: 121@ = active_interior 
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @DRIV2_2249 
0006: 119@ = 0 // integer values 

:DRIV2_1486
00D6: if and
001D:   37@ > 119@ // integer values 
8039:   not  128@ == 1 // integer values 
004D: jump_if_false @DRIV2_1583 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1569 
080E: (unknown) 54@(119@,4i) 110@ 
00D6: if 
04A4:   110@ == 49 // integer values OR floating-point values 
004D: jump_if_false @DRIV2_1569 
0006: 128@ = 1 // integer values 

:DRIV2_1569
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_1486 

:DRIV2_1583
00D6: if 
8039:   not  128@ == 1 // integer values 
004D: jump_if_false @DRIV2_2249 
00D6: if and
8039:   not  129@ == 1 // integer values 
02EE:   projectile_in_cube -1824.82 371.4 12.09 -1804.82 391.4 22.09 
004D: jump_if_false @DRIV2_1665 
0006: 129@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:DRIV2_1665
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @DRIV2_2249 
0006: 119@ = 0 // integer values 

:DRIV2_1690
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_2223 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_2209 
00A0: store_actor 54@(119@,4i) position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 186@ = $TEMPVAR_X_COORD // floating-point values only 
000F: 186@ -= 3.0 // floating-point values 
0089: 187@ = $TEMPVAR_X_COORD // floating-point values only 
000B: 187@ += 3.0 // floating-point values 
0089: 188@ = $TEMPVAR_Y_COORD // floating-point values only 
000F: 188@ -= 3.0 // floating-point values 
0089: 189@ = $TEMPVAR_Y_COORD // floating-point values only 
000B: 189@ += 3.0 // floating-point values 
0089: 190@ = $TEMPVAR_Z_COORD // floating-point values only 
000F: 190@ -= 3.0 // floating-point values 
0089: 191@ = $TEMPVAR_Z_COORD // floating-point values only 
000B: 191@ += 3.0 // floating-point values 
00D6: if or
0356:   explosion_type 0 in_cube 186@ 188@ 190@ 187@ 189@ 191@ 
0356:   explosion_type 1 in_cube 186@ 188@ 190@ 187@ 189@ 191@ 
0356:   explosion_type 2 in_cube 186@ 188@ 190@ 187@ 189@ 191@ 
0356:   explosion_type 3 in_cube 186@ 188@ 190@ 187@ 189@ 191@ 
0356:   explosion_type 11 in_cube 186@ 188@ 190@ 187@ 189@ 191@ 
0356:   explosion_type 12 in_cube 186@ 188@ 190@ 187@ 189@ 191@ 
004D: jump_if_false @DRIV2_2209 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_2019 
05BE: AS_kill_actor 54@ 

:DRIV2_2019
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_2040 
05BE: AS_kill_actor 55@ 

:DRIV2_2040
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_2061 
05BE: AS_kill_actor 56@ 

:DRIV2_2061
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_2082 
05BE: AS_kill_actor 57@ 

:DRIV2_2082
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_2103 
020B: explode_car 58@ 

:DRIV2_2103
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @DRIV2_2124 
020B: explode_car 59@ 

:DRIV2_2124
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRIV2_2145 
020B: explode_car 60@ 

:DRIV2_2145
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRIV2_2166 
020B: explode_car 61@ 

:DRIV2_2166
0108: destroy_object 38@ 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
0108: destroy_object 41@ 
00BC: text_highpriority 'DRV3_9' 5000 ms 0  // ~r~Az egyik csomagnak lttek!
0002: jump @DRIV2_12867 

:DRIV2_2209
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_1690 

:DRIV2_2223
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DRIV2_2249 
0006: 128@ = 1 // integer values 

:DRIV2_2249
00D6: if or
00EC:   actor $PLAYER_ACTOR 0 -1814.82 381.4 radius 50.0 50.0 
0039:   128@ == 1 // integer values 
004D: jump_if_false @DRIV2_2338 
0164: disable_marker 184@ 
0050: gosub @DRIV2_9220 
0006: 127@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0512: permanent_text_box 'DRV3_H'  // Ha kzel vagy a ~r~csomaghoz~w~, nyomd a ~k~~VEHICLE_FIREWEAPON_ALT~-t, hogy felvedd.
0006: 33@ = 0 // integer values 

:DRIV2_2338
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @DRIV2_3459 
00D6: if 
8039:   not  171@ == 1 // integer values 
004D: jump_if_false @DRIV2_2402 
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @DRIV2_2402 
03E6: remove_text_box 
0006: 171@ = 1 // integer values 

:DRIV2_2402
00D6: if 
8039:   not  173@ == 1 // integer values 
004D: jump_if_false @DRIV2_2642 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @DRIV2_2635 
0006: 119@ = 0 // integer values 

:DRIV2_2448
00D6: if and
001D:   37@ > 119@ // integer values 
8039:   not  173@ == 1 // integer values 
004D: jump_if_false @DRIV2_2635 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8039:   not  123@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_2621 
00D6: if or
0685:   object 38@(119@,4i) attached 
0737:   actor -1 holding_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_2621 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 38@(119@,4i) radius 10.0 10.0 unknown 0 
004D: jump_if_false @DRIV2_2621 
0512: permanent_text_box 'DRV3_H'  // Ha kzel vagy a ~r~csomaghoz~w~, nyomd a ~k~~VEHICLE_FIREWEAPON_ALT~-t, hogy felvedd.
0006: 173@ = 1 // integer values 
00D6: if 
8039:   not  171@ == 1 // integer values 
004D: jump_if_false @DRIV2_2614 
0006: 171@ = 1 // integer values 

:DRIV2_2614
0006: 33@ = 0 // integer values 

:DRIV2_2621
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_2448 

:DRIV2_2635
0002: jump @DRIV2_2688 

:DRIV2_2642
00D6: if 
8039:   not  172@ == 1 // integer values 
004D: jump_if_false @DRIV2_2688 
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @DRIV2_2688 
03E6: remove_text_box 
0006: 172@ = 1 // integer values 

:DRIV2_2688
0050: gosub @DRIV2_4732 
0050: gosub @DRIV2_6146 
0050: gosub @DRIV2_6715 
0050: gosub @DRIV2_6912 
0050: gosub @DRIV2_7110 
00D6: if and
8039:   not  155@ == 1 // integer values 
8039:   not  166@ == 1 // integer values 
004D: jump_if_false @DRIV2_2899 
00D6: if 
0019:   32@ > 280000 // integer values 
004D: jump_if_false @DRIV2_2899 
0050: gosub @DRIV2_8109 
0006: 155@ = 1 // integer values 
00D6: if or
003B:   130@ == 138@ // integer values 
003B:   131@ == 138@ // integer values 
003B:   132@ == 138@ // integer values 
003B:   133@ == 138@ // integer values 
004D: jump_if_false @DRIV2_2899 
0085: 192@ = 37@ // integer values and handles 
0064: 192@ -= $1935 // integer values 
00D6: if 
0019:   192@ > 1 // integer values 
004D: jump_if_false @DRIV2_2883 
00BC: text_highpriority 'DRV3_5' 10000 ms 0  // ~s~Az utols biciklis a gylekezhely fel tart. Szerezd meg a ~r~csomagot~s~, mieltt elrn a cljt!
0002: jump @DRIV2_2899 

:DRIV2_2883
00BC: text_highpriority 'DRV3_6' 10000 ms 0  // ~s~Az utols biciklis a gylekezhely fel tart. Szerezd meg a ~r~csomagot~s~, mieltt elrn a cljt!

:DRIV2_2899
0050: gosub @DRIV2_8280 
0050: gosub @DRIV2_7295 
0050: gosub @DRIV2_8654 
0050: gosub @DRIV2_7865 
0006: 119@ = 0 // integer values 

:DRIV2_2934
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_3128 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_3114 
062E: (unknown) 54@(119@,4i) -1 111@(119@,4i) 
00D6: if and
0039:   115@(119@,4i) == 0 // integer values 
04A4:   111@(119@,4i) == 7 // integer values OR floating-point values 
004D: jump_if_false @DRIV2_3048 
077A: set_actor 54@(119@,4i) aggressive_to_pedgroup 4 type 0 
0006: 115@(119@,4i) = 1 // integer values 

:DRIV2_3048
00D6: if and
0039:   115@(119@,4i) == 1 // integer values 
84A4:   not  111@(119@,4i) == 7 // integer values OR floating-point values 
004D: jump_if_false @DRIV2_3114 
077C: (unknown) 54@(119@,4i) 4 
077C: (unknown) 54@(119@,4i) 3 
0006: 115@(119@,4i) = 0 // integer values 

:DRIV2_3114
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_2934 

:DRIV2_3128
00D6: if and
003C:   $1935 == 37@ // integer values 
8039:   not  166@ == 1 // integer values 
004D: jump_if_false @DRIV2_3191 
018A: 185@ = create_checkpoint_at 93@ 94@ 95@ 
00BC: text_highpriority 'DRV3_10' 7000 ms 0  // ~s~Vidd vissza a csomagot a ~y~Pleasure Domesra.
0006: 166@ = 1 // integer values 

:DRIV2_3191
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @DRIV2_3265 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 93@ 94@ 95@ radius 4.0 4.0 2.0 
004D: jump_if_false @DRIV2_3265 
0050: gosub @DRIV2_11200 
0002: jump @DRIV2_12885 

:DRIV2_3265
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @DRIV2_3363 
0050: gosub @DRIV2_8485 
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @DRIV2_3363 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @DRIV2_3340 
0050: gosub @DRIV2_11715 

:DRIV2_3340
00BC: text_highpriority 'DRV3_7' 5000 ms 0  // ~r~Nem gyjttted be a csomagot idben.
0002: jump @DRIV2_12867 

:DRIV2_3363
0050: gosub @DRIV2_9032 
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @DRIV2_3411 
00BC: text_highpriority 'DRV3_8' 5000 ms 0  // ~r~Az egyik csomag a tengerfenken van...
0002: jump @DRIV2_12867 

:DRIV2_3411
0050: gosub @DRIV2_9121 
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @DRIV2_3459 
00BC: text_highpriority 'DRV3_9' 5000 ms 0  // ~r~Az egyik csomagnak lttek!
0002: jump @DRIV2_12867 

:DRIV2_3459
0002: jump @DRIV2_1281 

:DRIV2_3466
0395: clear_area 1 at -1814.82 381.4 17.09 range 100.0 
0506: vehicle_model #BOXVILLE set_next_variation 0 0 
00A5: 34@ = create_car #BOXVILLE at -1814.82 381.4 9.96 
0175: set_car 34@ z_angle_to 33.27 
0689: break_car 34@ component 4 visible 0 
0657: open_car 34@ component 5 
02AC: set_car 34@ immunities 1 1 1 1 1 
0186: 184@ = create_marker_above_car 34@ 
07E0: set_marker 184@ type_to 1 
00A5: 58@ = create_car #FCR900 at -1814.86 376.0 15.68 
0175: set_car 58@ z_angle_to 26.65 
00A5: 59@ = create_car #FCR900 at -1817.44 380.33 15.68 
0175: set_car 59@ z_angle_to 23.76 
00A5: 60@ = create_car #FCR900 at -1818.09 377.08 15.68 
0175: set_car 60@ z_angle_to 32.17 
00A5: 61@ = create_car #FCR900 at -1816.66 374.73 15.68 
0175: set_car 61@ z_angle_to 30.21 
0006: 119@ = 0 // integer values 

:DRIV2_3717
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_3783 
02AA: set_car 58@(119@,4i) immune_to_nonplayer 1 
053F: set_car 58@(119@,4i) tires_vulnerable 0 
0519: lock_vehicle 58@(119@,4i) in_current_position 1 
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_3717 

:DRIV2_3783
00A5: 35@ = create_car #FCR900 at -1819.01 386.28 16.58 
0175: set_car 35@ z_angle_to 49.56 
02AA: set_car 35@ immune_to_nonplayer 1 
053F: set_car 35@ tires_vulnerable 0 
009A: 54@ = create_actor 24 #WMYCR at -1811.85 375.88 15.68 
0173: set_actor 54@ z_angle_to 27.32 
0129: 55@ = create_actor 24 #WMYCR in_car 59@ driverseat 
0129: 56@ = create_actor 24 #HMYCR in_car 60@ driverseat 
0129: 57@ = create_actor 24 #HMYCR in_car 61@ driverseat 
07E5: unknown_copy_entity -1 193@ 
0709: unknown_set_entity_item 193@ 9 251 100.0 100.0 100.0 100.0 1 0 
0006: 119@ = 0 // integer values 

:DRIV2_3948
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_4073 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_4059 
060B: unknown_actor_use_entity 54@(119@,4i) 193@ 
01B2: give_actor 54@(119@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
08C6: set_actor 54@(119@,4i) stay_on_bike 2 
02A9: set_actor 54@(119@,4i) immune_to_nonplayer 1 
077C: (unknown) 54@(119@,4i) 4 
077C: (unknown) 54@(119@,4i) 3 

:DRIV2_4059
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_3948 

:DRIV2_4073
0006: 119@ = 0 // integer values 

:DRIV2_4080
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_4246 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_4193 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @DRIV2_4174 
02AB: set_actor 54@(119@,4i) immunities 1 1 1 1 1 
0337: set_actor 54@(119@,4i) visibility 0 
0002: jump @DRIV2_4193 

:DRIV2_4174
02AB: set_actor 54@(119@,4i) immunities 0 1 1 1 1 

:DRIV2_4193
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_4232 
02AC: set_car 58@(119@,4i) immunities 1 1 1 1 1 

:DRIV2_4232
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_4080 

:DRIV2_4246
02AC: set_car 35@ immunities 1 1 1 1 1 
0107: 38@ = create_object #KMB_PACKET at -1812.3 377.57 9.34 
0006: 119@ = 0 // integer values 

:DRIV2_4291
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_4558 
00D6: if 
8039:   not  119@ == 0 // integer values 
004D: jump_if_false @DRIV2_4420 
0107: 38@(119@,4i) = create_object #KMB_PACKET at 0.0 0.0 -100.0 
0681: attach_object 38@(119@,4i) to_car 58@(119@,4i) at_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@(119@,4i) = 164@ // integer values and handles 
0002: jump @DRIV2_4492 

:DRIV2_4420
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_4492 
070A: AS_actor 54@ attach_to_object 38@ offset 0.0 0.0 0.0 on_bone 5 16 "NULL" "NULL" 0 ms 
0085: 159@ = 165@ // integer values and handles 
0750: set_object 38@ visibility 0 

:DRIV2_4492
0382: set_object 38@(119@,4i) collision_detection 1 
0392: object 38@(119@,4i) toggle_in_moving_list 1 
09CA: set_object 38@(119@,4i) immunities 1 1 1 1 1 
07F7: set_object 38@(119@,4i) indestructible 0 
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_4291 

:DRIV2_4558
0051: return 

:DRIV2_4560
0006: 119@ = 0 // integer values 

:DRIV2_4567
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_4730 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_4716 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 134@ // integer values 
004D: jump_if_false @DRIV2_4716 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) speed 62@(119@,4f) 0 0 2 
0085: 130@(119@,4i) = 137@ // integer values and handles 

:DRIV2_4716
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_4567 

:DRIV2_4730
0051: return 

:DRIV2_4732
0006: 119@ = 0 // integer values 

:DRIV2_4739
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_6106 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8039:   not  123@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_6092 
00D6: if or
0685:   object 38@(119@,4i) attached 
0737:   actor -1 holding_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_5857 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object 38@(119@,4i) offset 2.0 2.0 2.0 unknown 0 
004D: jump_if_false @DRIV2_5666 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @DRIV2_5666 
00D6: if and
00E1:   key_pressed 0 4 
8039:   not  167@ == 1 // integer values 
004D: jump_if_false @DRIV2_5584 
04C4: create_coordinate 104@ 105@ 108@ from_actor $PLAYER_ACTOR offset 0.0 -3.0 0.0 
04C4: create_coordinate 106@ 107@ 108@ from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0 
00D6: if 
08E3:   object 38@(119@,4i) 0 104@ 105@ 106@ 107@ radius 3.0 
004D: jump_if_false @DRIV2_5238 
00D6: if 
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
004D: jump_if_false @DRIV2_5069 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BIKES_SNATCH_L" from_file "BIKES" 4.0 loop 0 0 0 0 220 ms 
0002: jump @DRIV2_5231 

:DRIV2_5069
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
000B: 50@(119@,4f) += 0.25 // floating-point values 
00D6: if 
0035:   98@ >= 50@(119@,4f) // floating-point values 
004D: jump_if_false @DRIV2_5196 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PICKUP_BOX" from_file "MISC" 4.0 loop 0 0 0 0 180 ms 
0002: jump @DRIV2_5231 

:DRIV2_5196
0605: actor $PLAYER_ACTOR perform_animation_sequence "GRAB_L" from_file "MISC" 4.0 loop 0 0 0 0 180 ms 

:DRIV2_5231
0002: jump @DRIV2_5467 

:DRIV2_5238
00D6: if 
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
004D: jump_if_false @DRIV2_5305 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BIKES_SNATCH_R" from_file "BIKES" 4.0 loop 0 0 0 0 220 ms 
0002: jump @DRIV2_5467 

:DRIV2_5305
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
000B: 50@(119@,4f) += 0.25 // floating-point values 
00D6: if 
0035:   98@ >= 50@(119@,4f) // floating-point values 
004D: jump_if_false @DRIV2_5432 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PICKUP_BOX" from_file "MISC" 4.0 loop 0 0 0 0 180 ms 
0002: jump @DRIV2_5467 

:DRIV2_5432
0605: actor $PLAYER_ACTOR perform_animation_sequence "GRAB_R" from_file "MISC" 4.0 loop 0 0 0 0 180 ms 

:DRIV2_5467
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: text_highpriority 'DRV3_4' 5000 ms 0  // ~s~A csomag sszegyjtve.
0006: 123@(119@,4i) = 1 // integer values 
0008: $1935 += 1 // integer values 
0002: jump @DRIV2_5666 

:DRIV2_5584
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @DRIV2_5626 
00BC: text_highpriority 'DRV3_3' 1 ms 0  // ~s~Nyomd a~k~~VEHICLE_FIREWEAPON_ALT~t , hogy elkapd ~r~a csomagot.
0006: 168@ = 1 // integer values 
0002: jump @DRIV2_5666 

:DRIV2_5626
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @DRIV2_5666 
00BC: text_highpriority 'DRV3_3' 1 ms 0  // ~s~Nyomd a~k~~VEHICLE_FIREWEAPON_ALT~t , hogy elkapd ~r~a csomagot.
0006: 168@ = 1 // integer values 

:DRIV2_5666
00D6: if 
8039:   not  123@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_5850 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_5850 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 58@(119@,4i) 
0685:   object 38@(119@,4i) attached 
004D: jump_if_false @DRIV2_5850 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: text_highpriority 'DRV3_4' 5000 ms 0  // ~s~A csomag sszegyjtve.
0006: 123@(119@,4i) = 1 // integer values 
0008: $1935 += 1 // integer values 

:DRIV2_5850
0002: jump @DRIV2_6011 

:DRIV2_5857
00D6: if 
0179:   actor $PLAYER_ACTOR picked_up_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_6011 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @DRIV2_6011 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: text_highpriority 'DRV3_4' 5000 ms 0  // ~s~A csomag sszegyjtve.
0006: 123@(119@,4i) = 1 // integer values 
0008: $1935 += 1 // integer values 

:DRIV2_6011
00D6: if 
0039:   123@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_6092 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_6092 
01B2: give_actor 54@(119@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 54@(119@,4i) kill_actor $PLAYER_ACTOR 
0006: 147@(119@,4i) = 1 // integer values 

:DRIV2_6092
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_4739 

:DRIV2_6106
00D6: if 
00E1:   key_pressed 0 4 
004D: jump_if_false @DRIV2_6137 
0006: 167@ = 1 // integer values 
0002: jump @DRIV2_6144 

:DRIV2_6137
0006: 167@ = 0 // integer values 

:DRIV2_6144
0051: return 

:DRIV2_6146
0006: 119@ = 0 // integer values 

:DRIV2_6153
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_6713 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
803B:   not  130@(119@,4i) == 134@ // integer values 
8039:   not  123@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_6699 
0227: 66@(119@,4i) = car 58@(119@,4i) health 
00D6: if 
0685:   object 38@(119@,4i) attached 
004D: jump_if_false @DRIV2_6373 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car_in_car 58@(119@,4i) radius 2.0 2.0 unknown 0 
004D: jump_if_false @DRIV2_6366 
0085: 74@ = 70@(119@,4i) // integer values and handles 
0062: 74@ -= 66@(119@,4i) // integer values 
00D6: if 
0029:   74@ >= 2 // integer values 
004D: jump_if_false @DRIV2_6366 
0682: detach_object 38@(119@,4i) 0.0 0.0 0.0 collision_detection 0 
0085: 159@(119@,4i) = 163@ // integer values and handles 

:DRIV2_6366
0002: jump @DRIV2_6683 

:DRIV2_6373
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_6683 
00D6: if 
8737:   not actor 54@(119@,4i) holding_object -1 
004D: jump_if_false @DRIV2_6683 
00D6: if 
8039:   not  143@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_6498 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_6491 
06E2: (unknown) 54@(119@,4i) 38@(119@,4i) -1 1.0 
0006: 143@(119@,4i) = 1 // integer values 

:DRIV2_6491
0002: jump @DRIV2_6683 

:DRIV2_6498
062E: (unknown) 54@(119@,4i) 1762 109@ 
00D6: if 
04A4:   109@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DRIV2_6641 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_6612 
070A: AS_actor 54@(119@,4i) attach_to_object 38@(119@,4i) offset 0.0 0.0 0.0 on_bone 5 1 "NULL" "NULL" 0 ms 
0085: 159@(119@,4i) = 165@ // integer values and handles 

:DRIV2_6612
0006: 143@(119@,4i) = 0 // integer values 
0006: 139@(119@,4i) = 0 // integer values 
0002: jump @DRIV2_6683 

:DRIV2_6641
00D6: if 
83CA:   not object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_6683 
0006: 143@(119@,4i) = 0 // integer values 
0006: 139@(119@,4i) = 0 // integer values 

:DRIV2_6683
0085: 70@(119@,4i) = 66@(119@,4i) // integer values and handles 

:DRIV2_6699
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_6153 

:DRIV2_6713
0051: return 

:DRIV2_6715
0006: 119@ = 0 // integer values 

:DRIV2_6722
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_6910 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_6896 
00D6: if and
8685:   not object 38@(119@,4i) attached 
8737:   not actor -1 holding_object 38@(119@,4i) 
05A3: (unknown) 38@(119@,4i) 
004D: jump_if_false @DRIV2_6852 
00D6: if 
8039:   not  175@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_6845 
0550: keep_object 38@(119@,4i) in_memory 1 
0006: 175@(119@,4i) = 1 // integer values 

:DRIV2_6845
0002: jump @DRIV2_6896 

:DRIV2_6852
00D6: if 
0039:   175@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_6896 
0550: keep_object 38@(119@,4i) in_memory 0 
0006: 175@(119@,4i) = 0 // integer values 

:DRIV2_6896
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_6722 

:DRIV2_6910
0051: return 

:DRIV2_6912
0006: 119@ = 0 // integer values 

:DRIV2_6919
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_7108 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  147@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_7094 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 135@ // integer values 
80EE:   not actor 54@(119@,4i) 0 75@ 76@ radius 400.0 400.0 
004D: jump_if_false @DRIV2_7094 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 75@ 76@ 77@ speed 62@(119@,4f) 0 0 2 
0085: 130@(119@,4i) = 136@ // integer values and handles 

:DRIV2_7094
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_6919 

:DRIV2_7108
0051: return 

:DRIV2_7110
0006: 119@ = 0 // integer values 

:DRIV2_7117
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_7293 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  147@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_7279 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 136@ // integer values 
00EE:   actor 54@(119@,4i) 0 75@ 76@ radius 200.0 200.0 
004D: jump_if_false @DRIV2_7279 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_vehicle 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 
0085: 130@(119@,4i) = 135@ // integer values and handles 

:DRIV2_7279
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_7117 

:DRIV2_7293
0051: return 

:DRIV2_7295
0006: 119@ = 0 // integer values 

:DRIV2_7302
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_7863 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  143@(119@,4i) == 1 // integer values 
8039:   not  147@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_7849 
00D6: if 
80DB:   not actor 54@(119@,4i) in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_7457 
00D6: if 
0039:   139@(119@,4i) == 0 // integer values 
004D: jump_if_false @DRIV2_7450 
05CB: AS_actor 54@(119@,4i) enter_car_as_driver 58@(119@,4i) -1 ms 
0006: 139@(119@,4i) = 1 // integer values 

:DRIV2_7450
0002: jump @DRIV2_7849 

:DRIV2_7457
00D6: if 
0039:   139@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_7849 
00D6: if 
003B:   130@(119@,4i) == 135@ // integer values 
004D: jump_if_false @DRIV2_7527 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_vehicle 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 

:DRIV2_7527
00D6: if 
003B:   130@(119@,4i) == 136@ // integer values 
004D: jump_if_false @DRIV2_7588 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 75@ 76@ 77@ speed 62@(119@,4f) 0 0 2 

:DRIV2_7588
00D6: if 
003B:   130@(119@,4i) == 137@ // integer values 
004D: jump_if_false @DRIV2_7661 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) speed 62@(119@,4f) 0 0 2 

:DRIV2_7661
00D6: if 
003B:   130@(119@,4i) == 138@ // integer values 
004D: jump_if_false @DRIV2_7722 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 90@ 91@ 92@ speed 62@(119@,4f) 0 0 2 

:DRIV2_7722
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_7838 
00D6: if 
0737:   actor 54@(119@,4i) holding_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_7838 
070B: (unknown) 54@(119@,4i) 0 
0681: attach_object 38@(119@,4i) to_car 58@(119@,4i) at_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@(119@,4i) = 164@ // integer values and handles 

:DRIV2_7838
0006: 139@(119@,4i) = 0 // integer values 

:DRIV2_7849
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_7302 

:DRIV2_7863
0051: return 

:DRIV2_7865
0006: 119@ = 0 // integer values 

:DRIV2_7872
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_8107 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
0039:   147@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_8093 
00D6: if 
0039:   151@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_8035 
00D6: if 
80F2:   not actor 54@(119@,4i) near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRIV2_8028 
06E1: unknown_action_sequence 54@(119@,4i) 58@(119@,4i) -1 2 62@(119@,4f) 2 
0006: 151@(119@,4i) = 0 // integer values 

:DRIV2_8028
0002: jump @DRIV2_8093 

:DRIV2_8035
00D6: if 
00F2:   actor 54@(119@,4i) near_actor $PLAYER_ACTOR radius 10.0 10.0 0 
004D: jump_if_false @DRIV2_8093 
05E2: AS_actor 54@(119@,4i) kill_actor $PLAYER_ACTOR 
0006: 151@(119@,4i) = 1 // integer values 

:DRIV2_8093
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_7872 

:DRIV2_8107
0051: return 

:DRIV2_8109
0006: 119@ = 0 // integer values 

:DRIV2_8116
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_8278 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_8264 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
803B:   not  130@(119@,4i) == 138@ // integer values 
8039:   not  147@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_8264 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 90@ 91@ 92@ speed 62@(119@,4f) 0 0 2 
0085: 130@(119@,4i) = 138@ // integer values and handles 

:DRIV2_8264
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_8116 

:DRIV2_8278
0051: return 

:DRIV2_8280
0006: 119@ = 0 // integer values 

:DRIV2_8287
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_8483 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_8469 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 137@ // integer values 
8039:   not  147@(119@,4i) == 1 // integer values 
0100:   actor 54@(119@,4i) near_point_in_car 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @DRIV2_8469 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_vehicle 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 
0085: 130@(119@,4i) = 135@ // integer values and handles 

:DRIV2_8469
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_8287 

:DRIV2_8483
0051: return 

:DRIV2_8485
0006: 119@ = 0 // integer values 

:DRIV2_8492
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_8652 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8118:   not actor 54@(119@,4i) dead 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_8638 
00D6: if and
0685:   object 38@(119@,4i) attached 
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_8638 
00D6: if 
04E5:   unknown_object 38@(119@,4i) near_point 90@ 91@ radius 20.0 7.0 unknown 0 
004D: jump_if_false @DRIV2_8638 
0006: 156@ = 1 // integer values 
0085: 120@ = 119@ // integer values and handles 

:DRIV2_8638
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_8492 

:DRIV2_8652
0051: return 

:DRIV2_8654
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
0006: 119@ = 0 // integer values 

:DRIV2_8675
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_9030 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_9016 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
8039:   not  147@(119@,4i) == 1 // integer values 
004D: jump_if_false @DRIV2_9016 
00D6: if and
003B:   130@(119@,4i) == 138@ // integer values 
01AD:   car 58@(119@,4i) 0 90@ 91@ 25.0 25.0 
004D: jump_if_false @DRIV2_8832 
0007: 62@(119@,4f) = 15.0 // floating-point values 
0002: jump @DRIV2_9000 

:DRIV2_8832
00AA: store_car 58@(119@,4i) position_to 100@ 101@ 102@ 
050A: 99@ = distance_between 96@ 97@ 98@ and 100@ 101@ 102@ 
00D6: if 
0023:   0.0 > 99@ // floating-point values 
004D: jump_if_false @DRIV2_8904 
0007: 99@ = 0.0 // floating-point values 

:DRIV2_8904
00D6: if 
0033:   50.0 >= 99@ // floating-point values 
004D: jump_if_false @DRIV2_8986 
0087: 62@(119@,4f) = 99@ // floating-point values only 
0013: 62@(119@,4f) *= 0.4 // floating-point values 
0013: 62@(119@,4f) *= -1.0 // floating-point values 
000B: 62@(119@,4f) += 40.0 // floating-point values 
0002: jump @DRIV2_9000 

:DRIV2_8986
0007: 62@(119@,4f) = 20.0 // floating-point values 

:DRIV2_9000
00AD: set_car 58@(119@,4i) max_speed_to 62@(119@,4f) 

:DRIV2_9016
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_8675 

:DRIV2_9030
0051: return 

:DRIV2_9032
0006: 119@ = 0 // integer values 

:DRIV2_9039
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_9119 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_9105 
00D6: if 
04E7:   object 38@(119@,4i) in_water 
004D: jump_if_false @DRIV2_9105 
0006: 157@ = 1 // integer values 

:DRIV2_9105
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_9039 

:DRIV2_9119
0051: return 

:DRIV2_9121
0006: 119@ = 0 // integer values 

:DRIV2_9128
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_9218 
00D6: if and
0119:   car 58@(119@,4i) wrecked 
03CA:   object 38@(119@,4i) exists 
003B:   159@(119@,4i) == 164@ // integer values 
004D: jump_if_false @DRIV2_9204 
0108: destroy_object 38@(119@,4i) 
0006: 158@ = 1 // integer values 

:DRIV2_9204
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_9128 

:DRIV2_9218
0051: return 

:DRIV2_9220
0395: clear_area 0 at -1814.82 381.4 17.09 range 100.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_9301 
00A1: put_actor $PLAYER_ACTOR at -1771.94 336.35 8.94 
0173: set_actor $PLAYER_ACTOR z_angle_to 49.66 

:DRIV2_9301
00D6: if 
0039:   174@ == 1 // integer values 
004D: jump_if_false @DRIV2_9365 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV2_9365 
00AB: put_car 36@ at -1766.6 330.71 8.23 
0175: set_car 36@ z_angle_to 45.1 

:DRIV2_9365
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_9411 
0337: set_actor 54@ visibility 1 
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_9411 
0750: set_object 38@ visibility 1 

:DRIV2_9411
0006: 119@ = 0 // integer values 

:DRIV2_9418
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_9482 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_9468 
0519: lock_vehicle 58@(119@,4i) in_current_position 0 

:DRIV2_9468
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_9418 

:DRIV2_9482
0006: 169@ = 1 // integer values 
0006: 170@ = 0 // integer values 
0707: start_scene_skip_to @DRIV2_10330 
015F: set_camera_position -1808.39 374.18 17.98 0.0 0.0 0.0 
0160: point_camera -1813.41 376.31 17.32 2 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_9585 
05CB: AS_actor 54@ enter_car_as_driver 58@ -1 ms 

:DRIV2_9585
0006: 194@ = 0 // integer values 

:DRIV2_9592
00D6: if and
8039:   not  194@ == 1 // integer values 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_9673 
0001: wait 0 ms 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_9666 
00D6: if 
00DB:   actor 54@ in_car 58@ 
004D: jump_if_false @DRIV2_9666 
0006: 194@ = 1 // integer values 

:DRIV2_9666
0002: jump @DRIV2_9592 

:DRIV2_9673
0001: wait 1000 ms 
091D: (unknown) -2014.82 181.4 -13.0 -1614.82 581.4 47.0 
015F: set_camera_position -1832.36 380.48 18.71 0.0 0.0 0.0 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_9860 
0158: camera_on_vehicle 58@ 15 2 
00D6: if and
8118:   not actor 54@ dead 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_9860 
00D6: if 
0737:   actor 54@ holding_object 38@ 
004D: jump_if_false @DRIV2_9814 
070B: (unknown) 54@ 0 

:DRIV2_9814
0681: attach_object 38@ to_car 58@ at_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@ = 164@ // integer values and handles 

:DRIV2_9860
00D6: if and
8119:   not car 59@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_9913 
05D1: AS_actor 55@ drive_car 59@ to -1854.74 533.22 33.12 speed 63@ 0 0 2 

:DRIV2_9913
0001: wait 150 ms 
00D6: if and
8119:   not car 60@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_9971 
05D1: AS_actor 56@ drive_car 60@ to -1854.74 533.22 33.12 speed 64@ 0 0 2 

:DRIV2_9971
0001: wait 150 ms 
00D6: if and
8119:   not car 58@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_10029 
05D1: AS_actor 54@ drive_car 58@ to -1854.74 533.22 33.12 speed 62@ 0 0 2 

:DRIV2_10029
0001: wait 100 ms 
00D6: if and
8119:   not car 61@ wrecked 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_10086 
05D1: AS_actor 57@ drive_car 61@ to -1854.74 533.22 33.12 speed 65@ 0 0 2 

:DRIV2_10086
0001: wait 7000 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_10134 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1820.72 382.73 16.04 
0002: jump @DRIV2_10154 

:DRIV2_10134
00A1: put_actor $PLAYER_ACTOR at -1820.72 382.73 16.04 

:DRIV2_10154
0173: set_actor $PLAYER_ACTOR z_angle_to 326.45 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_10190 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 35@ -1 ms 

:DRIV2_10190
015F: set_camera_position -1818.1 380.01 16.8 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0006: 33@ = 0 // integer values 

:DRIV2_10238
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @DRIV2_10316 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 0 // integer values 
8039:   not  170@ == 1 // integer values 
004D: jump_if_false @DRIV2_10309 
00BC: text_highpriority 'DRV3_2' 10000 ms 0  // ~s~Kergesd le a bicikliseket s szerezd meg a ~r~csomagot.
0006: 170@ = 1 // integer values 

:DRIV2_10309
0002: jump @DRIV2_10238 

:DRIV2_10316
0050: gosub @DRIV2_4560 
0006: 169@ = 0 // integer values 

:DRIV2_10330
0701: end_scene_skip 
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @DRIV2_10799 
091D: (unknown) -2014.82 181.4 -13.0 -1614.82 581.4 47.0 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_10534 
00D6: if 
80DB:   not actor 54@ in_car 58@ 
004D: jump_if_false @DRIV2_10430 
036A: put_actor 54@ in_car 58@ 

:DRIV2_10430
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_10534 
00D6: if 
8685:   not object 38@ attached 
004D: jump_if_false @DRIV2_10534 
00D6: if 
0737:   actor 54@ holding_object 38@ 
004D: jump_if_false @DRIV2_10488 
070B: (unknown) 54@ 0 

:DRIV2_10488
0681: attach_object 38@ to_car 58@ at_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@ = 164@ // integer values and handles 

:DRIV2_10534
00D6: if and
8119:   not car 58@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_10575 
00AB: put_car 58@ at -1894.59 582.43 34.56 

:DRIV2_10575
00D6: if and
8119:   not car 59@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_10616 
00AB: put_car 59@ at -1893.56 574.34 34.55 

:DRIV2_10616
00D6: if and
8119:   not car 60@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_10657 
00AB: put_car 60@ at -1899.96 581.25 34.56 

:DRIV2_10657
00D6: if and
8119:   not car 61@ wrecked 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_10698 
00AB: put_car 61@ at -1898.95 574.08 34.56 

:DRIV2_10698
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_10758 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_10750 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1819.01 386.28 6.58 

:DRIV2_10750
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DRIV2_10758
0050: gosub @DRIV2_4560 
00D6: if 
8039:   not  170@ == 1 // integer values 
004D: jump_if_false @DRIV2_10799 
00BC: text_highpriority 'DRV3_2' 10000 ms 0  // ~s~Kergesd le a bicikliseket s szerezd meg a ~r~csomagot.

:DRIV2_10799
0006: 119@ = 0 // integer values 

:DRIV2_10806
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_10886 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_10872 
0188: 180@(119@,4i) = create_marker_above_object 38@(119@,4i) 
0165: set_marker 180@(119@,4i) color_to 0 

:DRIV2_10872
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_10806 

:DRIV2_10886
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_10917 
02AC: set_car 34@ immunities 0 0 0 0 0 

:DRIV2_10917
0006: 119@ = 0 // integer values 

:DRIV2_10924
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_11035 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_10982 
02AB: set_actor 54@(119@,4i) immunities 0 0 0 0 0 

:DRIV2_10982
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_11021 
02AC: set_car 58@(119@,4i) immunities 0 0 0 0 0 

:DRIV2_11021
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_10924 

:DRIV2_11035
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_11066 
02AC: set_car 35@ immunities 0 0 0 0 0 

:DRIV2_11066
0006: 119@ = 0 // integer values 

:DRIV2_11073
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_11137 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_11123 
0587: (unknown) 58@(119@,4i) 0 

:DRIV2_11123
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_11073 

:DRIV2_11137
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_11160 
0587: (unknown) 35@ 0 

:DRIV2_11160
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_11183 
0587: (unknown) 34@ 0 

:DRIV2_11183
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 

:DRIV2_11200
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:DRIV2_11214
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11238 
0001: wait 0 ms 
0002: jump @DRIV2_11214 

:DRIV2_11238
0395: clear_area 0 at 93@ 94@ 95@ range 50.0 
00BE: text_clear_all 
06AB: (unknown) $PLAYER_ACTOR 1 
02A3: toggle_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_11377 
00D9: 35@ = actor $PLAYER_ACTOR car 
00AB: put_car 35@ at 93@ 94@ 95@ 
0175: set_car 35@ z_angle_to 340.37 
0615: define_action_sequences 195@ 
05CD: AS_actor -1 exit_car 35@ 
05D3: AS_actor -1 go_to_point -2625.96 1417.82 6.15 speed 4 -1 ms 
0616: define_action_sequences_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 195@ 
061B: remove_references_to_action_sequences 195@ 
0002: jump @DRIV2_11430 

:DRIV2_11377
00A6: destroy_car 35@ 
00A1: put_actor $PLAYER_ACTOR at 93@ 94@ 95@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 10.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point -2625.96 1417.82 6.15 speed 4 -1 ms 

:DRIV2_11430
015F: set_camera_position -2626.02 1403.8 6.95 0.0 0.0 0.0 
0160: point_camera -2624.56 1406.19 7.03 2 
016A: fade 1 1000 ms 

:DRIV2_11488
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11512 
0001: wait 0 ms 
0002: jump @DRIV2_11488 

:DRIV2_11512
0006: 169@ = 1 // integer values 
0707: start_scene_skip_to @DRIV2_11538 
0001: wait 2000 ms 
0006: 169@ = 0 // integer values 

:DRIV2_11538
0701: end_scene_skip 
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @DRIV2_11558 

:DRIV2_11558
00D6: if 
8039:   not  169@ == 1 // integer values 
004D: jump_if_false @DRIV2_11607 
016A: fade 0 1000 ms 

:DRIV2_11583
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11607 
0001: wait 0 ms 
0002: jump @DRIV2_11583 

:DRIV2_11607
06AB: (unknown) $PLAYER_ACTOR 0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2624.28 1410.93 6.15 
0173: set_actor $PLAYER_ACTOR z_angle_to 194.52 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8039:   not  169@ == 1 // integer values 
004D: jump_if_false @DRIV2_11706 
016A: fade 1 1000 ms 

:DRIV2_11682
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11706 
0001: wait 0 ms 
0002: jump @DRIV2_11682 

:DRIV2_11706
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 

:DRIV2_11715
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:DRIV2_11729
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11753 
0001: wait 0 ms 
0002: jump @DRIV2_11729 

:DRIV2_11753
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
0395: clear_area 0 at 90@ 91@ 92@ range 100.0 
0006: 119@ = 0 // integer values 

:DRIV2_11783
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_11921 
00D6: if 
803B:   not  119@ == 120@ // integer values 
004D: jump_if_false @DRIV2_11907 
009B: destroy_actor_instantly 54@(119@,4i) 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_11889 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_11882 
00A6: destroy_car 58@(119@,4i) 

:DRIV2_11882
0002: jump @DRIV2_11898 

:DRIV2_11889
00A6: destroy_car 58@(119@,4i) 

:DRIV2_11898
0108: destroy_object 38@(119@,4i) 

:DRIV2_11907
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_11783 

:DRIV2_11921
077E: 121@ = active_interior 
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
0172: 103@ = actor $PLAYER_ACTOR z_angle 
092E: (unknown) 96@ 97@ 0 197@ 
02CE: 196@ = ground_z 96@ 97@ 98@ 
00D6: if 
0025:   197@ > 196@ // floating-point values 
004D: jump_if_false @DRIV2_12002 
0087: 196@ = 197@ // floating-point values only 

:DRIV2_12002
00A1: put_actor $PLAYER_ACTOR at -2762.82 98.13 -100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_12056 
00D9: 35@ = actor $PLAYER_ACTOR car 
0175: set_car 35@ z_angle_to 354.04 

:DRIV2_12056
04BB: select_interior 0 // select render area 
04E4: unknown_refresh_game_renderer_at 90@ 91@ 
03CB: set_camera 90@ 91@ 92@ 
03E6: remove_text_box 
02A3: toggle_widescreen 1 
015F: set_camera_position -2736.43 87.02 4.27 0.0 0.0 0.0 
0160: point_camera -2735.57 86.18 4.27 2 
0360: open_garage 'TBON' 
00D6: if and
8118:   not actor 54@(120@,4i) dead 
8119:   not car 58@(120@,4i) wrecked 
004D: jump_if_false @DRIV2_12368 
00AB: put_car 58@(120@,4i) at -2720.92 83.65 3.69 
0175: set_car 58@(120@,4i) z_angle_to 85.84 
00D6: if 
80DB:   not actor 54@(120@,4i) in_car 58@(120@,4i) 
004D: jump_if_false @DRIV2_12301 
00D6: if 
00DF:   actor 54@(120@,4i) driving 
004D: jump_if_false @DRIV2_12285 
0362: remove_actor 54@(120@,4i) from_car_and_place_at -2720.92 83.65 -6.31 

:DRIV2_12285
036A: put_actor 54@(120@,4i) in_car 58@(120@,4i) 

:DRIV2_12301
04E0: car 58@(120@,4i) abandon_path_radius 2 
05D1: AS_actor 54@(120@,4i) drive_car 58@(120@,4i) to -2730.11 65.22 3.91 speed 10.0 0 0 2 
04BA: set_car 58@(120@,4i) speed_instantly 7.0 

:DRIV2_12368
00A6: destroy_car 34@ 
016A: fade 1 500 ms 

:DRIV2_12380
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_12404 
0001: wait 0 ms 
0002: jump @DRIV2_12380 

:DRIV2_12404
0006: 169@ = 1 // integer values 
0707: start_scene_skip_to @DRIV2_12599 
00D6: if 
8118:   not actor 54@(120@,4i) dead 
004D: jump_if_false @DRIV2_12456 
00A0: store_actor 54@(120@,4i) position_to 100@ 101@ 102@ 

:DRIV2_12456
00D6: if 
0021:   101@ > 71.36 // floating-point values 
004D: jump_if_false @DRIV2_12543 
0001: wait 0 ms 
00D6: if 
8118:   not actor 54@(120@,4i) dead 
004D: jump_if_false @DRIV2_12526 
00A0: store_actor 54@(120@,4i) position_to 100@ 101@ 102@ 
0002: jump @DRIV2_12536 

:DRIV2_12526
0007: 101@ = 71.36 // floating-point values 

:DRIV2_12536
0002: jump @DRIV2_12456 

:DRIV2_12543
0361: close_garage 'TBON' 

:DRIV2_12554
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_12587 
0001: wait 0 ms 
0002: jump @DRIV2_12554 

:DRIV2_12587
0001: wait 1000 ms 
0006: 169@ = 0 // integer values 

:DRIV2_12599
0701: end_scene_skip 
016A: fade 0 1000 ms 

:DRIV2_12608
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_12632 
0001: wait 0 ms 
0002: jump @DRIV2_12608 

:DRIV2_12632
009B: destroy_actor_instantly 54@(120@,4i) 
00A6: destroy_car 58@(120@,4i) 
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @DRIV2_12734 
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_12734 
0361: close_garage 'TBON' 

:DRIV2_12701
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_12734 
0001: wait 0 ms 
0002: jump @DRIV2_12701 

:DRIV2_12734
04BB: select_interior 121@ // select render area 
04E4: unknown_refresh_game_renderer_at 96@ 97@ 
03CB: set_camera 96@ 97@ 196@ 
00A1: put_actor $PLAYER_ACTOR at 96@ 97@ 196@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_12811 
00D9: 35@ = actor $PLAYER_ACTOR car 
0175: set_car 35@ z_angle_to 103@ 
0002: jump @DRIV2_12819 

:DRIV2_12811
0173: set_actor $PLAYER_ACTOR z_angle_to 103@ 

:DRIV2_12819
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1000 ms 

:DRIV2_12841
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_12865 
0001: wait 0 ms 
0002: jump @DRIV2_12841 

:DRIV2_12865
0051: return 

:DRIV2_12867
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DRIV2_12885
0008: $11010 += 1 // integer values 
0318: set_latest_mission_passed 'FAR_2'  // T-Bone Mendez
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 5000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 5000 
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:DRIV2_12949
0249: release_model #BOXVILLE 
0249: release_model #FCR900 
0249: release_model #KMB_PACKET 
0249: release_model #WMYCR 
0249: release_model #HMYCR 
0249: release_model #MICRO_UZI 
04EF: release_animation "BIKES" 
04EF: release_animation "MISC" 
0006: 119@ = 0 // integer values 

:DRIV2_13001
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_13092 
0164: disable_marker 180@(119@,4i) 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_13078 
00D6: if 
82CC:   not unknown_object 38@(119@,4i) bounding_sphere_visible 
004D: jump_if_false @DRIV2_13078 
0108: destroy_object 38@(119@,4i) 

:DRIV2_13078
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_13001 

:DRIV2_13092
0164: disable_marker 184@ 
0164: disable_marker 185@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_13133 
02AC: set_car 34@ immunities 0 0 0 0 0 

:DRIV2_13133
0006: 119@ = 0 // integer values 

:DRIV2_13140
00D6: if 
001D:   37@ > 119@ // integer values 
004D: jump_if_false @DRIV2_13223 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_13209 
02AC: set_car 58@(119@,4i) immunities 0 0 0 0 0 
0519: lock_vehicle 58@(119@,4i) in_current_position 0 

:DRIV2_13209
000A: 119@ += 1 // integer values 
0002: jump @DRIV2_13140 

:DRIV2_13223
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_13254 
02AC: set_car 35@ immunities 0 0 0 0 0 

:DRIV2_13254
065C: unknown_create_def_entity 193@ // unknown_destroy 
061B: remove_references_to_action_sequences 195@ 
03E6: remove_text_box 
091D: (unknown) -2014.82 181.4 -13.0 -1614.82 581.4 47.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV2_13321 
06AB: (unknown) $PLAYER_ACTOR 0 

:DRIV2_13321
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 66---------------
// Originally: Mike Toreno

:DRIV3
03A4: name_thread 'DRIV3' 
0050: gosub @DRIV3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DRIV3_38 
0050: gosub @DRIV3_15980 

:DRIV3_38
0050: gosub @DRIV3_15998 
004E: end_thread 

:DRIV3_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 
0169: set_fade_color 0 0 0 

:DRIV3_82
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_106 
0001: wait 0 ms 
0002: jump @DRIV3_82 

:DRIV3_106
054C: use_GXT_table 'FARLIE3' 
04BB: select_interior 3 // select render area 
02E4: load_cutscene_data 'FARL_3A' 

:DRIV3_132
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV3_156 
0001: wait 0 ms 
0002: jump @DRIV3_132 

:DRIV3_156
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DRIV3_165
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV3_189 
0001: wait 0 ms 
0002: jump @DRIV3_165 

:DRIV3_189
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:DRIV3_204
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_228 
0001: wait 0 ms 
0002: jump @DRIV3_204 

:DRIV3_228
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 
0164: disable_marker 127@ 
0007: 80@ = -1906.656 // floating-point values 
0007: 81@ = 283.016 // floating-point values 
0007: 82@ = 41.0 // floating-point values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0007: 59@ = -2615.0 // floating-point values 
0007: 60@ = 1397.0 // floating-point values 
0007: 61@ = 6.0 // floating-point values 
0006: 101@ = 0 // integer values 
0004: $1797 = 0 // integer values 
0004: $1800 = 1 // integer values 
0006: 103@ = 0 // integer values 
0007: 71@ = -1550.416 // floating-point values 
0007: 72@ = -436.4436 // floating-point values 
0007: 73@ = 6.9871 // floating-point values 
0004: $1796 = 0 // integer values 
0007: 74@ = 0.0 // floating-point values 
0007: 75@ = -20.0 // floating-point values 
0007: 76@ = 0.0 // floating-point values 
0006: 100@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 89@ = 1 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0004: $7321 = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
00D6: if 
075C:   marker $2653 enabled 
004D: jump_if_false @DRIV3_603 
0164: disable_marker $2653 

:DRIV3_603
032B: 55@ = create_weapon_pickup #DESERT_EAGLE 15 ammo 30 at -1542.022 -437.7364 5.9258 
05A9: s$7322 = 'FAR3_CA' // 8-byte strings  // ~z~Hallja a sirlyokat!
05A9: s$7324 = 'FAR3_CB' // 8-byte strings  // ~z~Mike hallja a sirlyokat!
05A9: s$7326 = 'FAR3_DA' // 8-byte strings  // ~z~Sirlyok? Bassza meg, mindenhol lehetnek a vrosban.
05A9: s$7328 = 'FAR3_CC' // 8-byte strings  // ~z~Hallja a nehzfegyvereket!
05A9: s$7330 = 'FAR3_DB' // 8-byte strings  // ~z~Sirlyok s nehztzrek? Mi ez? ptsi terlet, vagy valami ms?
05A9: s$7332 = 'FAR3_EA' // 8-byte strings  // ~z~Van egy ptsi telek Dohertyben!
04AF: 133@ = unknown_wav_reference 15200 
04AF: 134@ = unknown_wav_reference 15201 
04AF: 135@ = unknown_wav_reference 15210 
04AF: 136@ = unknown_wav_reference 15202 
04AF: 137@ = unknown_wav_reference 15211 
04AF: 138@ = unknown_wav_reference 15215 
05A9: s$7334 = 'FAR3_CF' // 8-byte strings  // ~z~Azt mondja, hogy hallja, ha tolat a teheraut.
05A9: s$7336 = 'FAR3_CD' // 8-byte strings  // ~z~Azt mondja, hogy nyzsg, mint egy raktr, vagy mi.
05A9: s$7338 = 'FAR3_DC' // 8-byte strings  // ~z~Rakomny? , tuti, hogy a kiktnl vannak!
05A9: s$7340 = 'FAR3_EB' // 8-byte strings  // ~z~Menj az Easter Basin kikthz!
04AF: 139@ = unknown_wav_reference 15205 
04AF: 140@ = unknown_wav_reference 15203 
04AF: 141@ = unknown_wav_reference 15212 
04AF: 142@ = unknown_wav_reference 15216 
05A9: s$7342 = 'FAR3_CJ' // 8-byte strings  // ~z~Bassza meg, azt mondta, hogy lelltak, amikor lvldzst hallott.
05A9: s$7344 = 'FAR3_CK' // 8-byte strings  // ~z~Azt hiszi, hogy csak gy tjutnak a biztonsgi kapun!
05A9: s$7346 = 'FAR3_DD' // 8-byte strings  // ~z~Nincs nagy vdelmk a kiktben,
05A9: s$7348 = 'FAR3_DE' // 8-byte strings  // ~z~de k ott vannak a reptri raktrban!
05A9: s$7350 = 'FAR3_EC' // 8-byte strings  // ~z~A reptrre, gyorsan!
04AF: 143@ = unknown_wav_reference 15208 
04AF: 144@ = unknown_wav_reference 15209 
04AF: 145@ = unknown_wav_reference 15213 
04AF: 146@ = unknown_wav_reference 15214 
04AF: 147@ = unknown_wav_reference 15217 
05A9: s$7352 = 'FAR3_HA' // 8-byte strings  // ~z~Itt a kapu!
05A9: s$7354 = 'FAR3_HB' // 8-byte strings  // ~z~s nhny halott biztonsgi r!
05A9: s$7356 = 'FAR3_HC' // 8-byte strings  // ~z~H, itt vagyunk; tartsd a szemed azon a kibaszott teherautn!
04AF: 148@ = unknown_wav_reference 15225 
04AF: 149@ = unknown_wav_reference 15226 
04AF: 150@ = unknown_wav_reference 15227 
05A9: s$7358 = 'FAR3_JA' // 8-byte strings  // ~z~J, az azonostknak mkdnik kell, haver.
05A9: s$7360 = 'FAR3_JB' // 8-byte strings  // ~z~Azonost? Mi a faszom az azonost?
05A9: s$7362 = 'FAR3_JC' // 8-byte strings  // ~z~A legutols gond utn, Mike eltntette a radart.
05A9: s$7364 = 'FAR3_JD' // 8-byte strings  // ~z~Kvettk ezt a bandig, de valami tuti elbaszdott
05A9: s$7366 = 'FAR3_JE' // 8-byte strings  // ~z~s hasznlnunk kell, hogy megtallhassuk a teherautt s megmenthessk Mike-ot.
05A9: s$7368 = 'FAR3_JF' // 8-byte strings  // ~z~Hogy mkdik?
05A9: s$7370 = 'FAR3_JG' // 8-byte strings  // ~z~Egyszer. Minl kzelebb jutunk, annl ersebb lesz a jelzs.
04AF: 151@ = unknown_wav_reference 15228 
04AF: 152@ = unknown_wav_reference 15229 
04AF: 153@ = unknown_wav_reference 15230 
04AF: 154@ = unknown_wav_reference 15231 
04AF: 155@ = unknown_wav_reference 15232 
04AF: 156@ = unknown_wav_reference 15233 
04AF: 157@ = unknown_wav_reference 15234 
05A9: s$7372 = 'FAR3_MA' // 8-byte strings  // ~z~Mita dolgozol Jizzynek, mg soha nem lttalak erre?
05A9: s$7374 = 'FAR3_MB' // 8-byte strings  // ~z~Csak elmentem a vrosba elz hten. Egy csom munkt elvgeztem itt s ott.
05A9: s$7376 = 'FAR3_MC' // 8-byte strings  // ~z~Csak juss be a vrosba, j? Hol voltl ezelttt?
05A9: s$7378 = 'FAR3_MD' // 8-byte strings  // ~z~H, mi ez?
05A9: s$7380 = 'FAR3_ME' // 8-byte strings  // ~z~Ember, csak vlaszolj a kibaszott krdsre.
05A9: s$7382 = 'FAR3_MF' // 8-byte strings  // ~z~Nzd, haver. Voltam Los Santosban a csaldommal, vgod?
05A9: s$7384 = 'FAR3_MG' // 8-byte strings  // ~z~Add oda a trcjt.
05A9: s$7386 = 'FAR3_MH' // 8-byte strings  // ~z~Mi? H, szllj ki!
05A9: s$7388 = 'FAR3_MJ' // 8-byte strings  // ~z~Ne veszekedj mr, inkbb figyeld az utat!
05A9: s$7390 = 'FAR3_MK' // 8-byte strings  // ~z~Ide msz, Mike.
05A9: s$7392 = 'FAR3_ML' // 8-byte strings  // ~z~Carl Johnson, mi?
05A9: s$7394 = 'FAR3_MM' // 8-byte strings  // ~z~Rendben. Eleget lttam itt.
05A9: s$7396 = 'FAR3_MN' // 8-byte strings  // ~z~H, gebasz volt ott. Ajnlom, hogy mg ott legyen, mikor leellenrzm.
05A9: s$7398 = 'FAR3_MO' // 8-byte strings  // ~z~Pofd befogod!
04AF: 158@ = unknown_wav_reference 15242 
04AF: 159@ = unknown_wav_reference 15243 
04AF: 160@ = unknown_wav_reference 15244 
04AF: 161@ = unknown_wav_reference 15245 
04AF: 162@ = unknown_wav_reference 15246 
04AF: 163@ = unknown_wav_reference 15247 
04AF: 164@ = unknown_wav_reference 15248 
04AF: 165@ = unknown_wav_reference 15249 
04AF: 166@ = unknown_wav_reference 15250 
04AF: 167@ = unknown_wav_reference 15251 
04AF: 168@ = unknown_wav_reference 15252 
04AF: 169@ = unknown_wav_reference 15253 
04AF: 170@ = unknown_wav_reference 15254 
04AF: 171@ = unknown_wav_reference 15255 
060A: unknown_create_entity 2 86@ 
060A: unknown_create_entity 2 87@ 
0247: request_model #MICRO_UZI 
0247: request_model #BURRITO 
023C: request_special_actor 'TBONE' as 2 
038B: load_requested_models 

:DRIV3_1527
00D6: if or
823D:   not special_actor 2 loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #BURRITO available 
004D: jump_if_false @DRIV3_1563 
0001: wait 0 ms 
0002: jump @DRIV3_1527 

:DRIV3_1563
0173: set_actor $PLAYER_ACTOR z_angle_to 214.0 
0373: set_camera_directly_behind_player 

:DRIV3_1575
0001: wait 0 ms 
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @DRIV3_1604 
0050: gosub @DRIV3_1736 

:DRIV3_1604
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @DRIV3_1629 
0050: gosub @DRIV3_6822 

:DRIV3_1629
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @DRIV3_1654 
0050: gosub @DRIV3_8253 

:DRIV3_1654
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @DRIV3_1679 
0050: gosub @DRIV3_11222 

:DRIV3_1679
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @DRIV3_1704 
0002: jump @DRIV3_15909 

:DRIV3_1704
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @DRIV3_1729 
0002: jump @DRIV3_15980 

:DRIV3_1729
0002: jump @DRIV3_1575 

:DRIV3_1736
0209: 54@ = random_int 1 4 
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @DRIV3_1833 
0007: 56@ = -1303.76 // floating-point values 
0007: 57@ = -615.4308 // floating-point values 
0007: 58@ = 13.1485 // floating-point values 
0007: 62@ = -1271.832 // floating-point values 
0007: 63@ = -180.8179 // floating-point values 
0007: 64@ = 13.1443 // floating-point values 
0007: 84@ = 0.0 // floating-point values 

:DRIV3_1833
00D6: if 
0039:   54@ == 2 // integer values 
004D: jump_if_false @DRIV3_1921 
0007: 56@ = -1216.233 // floating-point values 
0007: 57@ = 51.366 // floating-point values 
0007: 58@ = 13.0 // floating-point values 
0007: 62@ = -1288.832 // floating-point values 
0007: 63@ = -159.8179 // floating-point values 
0007: 64@ = 13.1443 // floating-point values 
0007: 84@ = 120.0 // floating-point values 

:DRIV3_1921
00D6: if 
0039:   54@ == 3 // integer values 
004D: jump_if_false @DRIV3_2009 
0007: 56@ = -1125.319 // floating-point values 
0007: 57@ = 368.3488 // floating-point values 
0007: 58@ = 13.1329 // floating-point values 
0007: 62@ = -1319.832 // floating-point values 
0007: 63@ = -96.8179 // floating-point values 
0007: 64@ = 13.8443 // floating-point values 
0007: 84@ = 140.0 // floating-point values 

:DRIV3_2009
0247: request_model #PREMIER 

:DRIV3_2014
00D6: if 
8248:   not model #PREMIER available 
004D: jump_if_false @DRIV3_2041 
0001: wait 0 ms 
0002: jump @DRIV3_2014 

:DRIV3_2041
00A5: 38@ = create_car #PREMIER at -2620.0 1398.0 6.5 
0175: set_car 38@ z_angle_to 204.0 
0186: 114@ = create_marker_above_car 38@ 
07E0: set_marker 114@ type_to 1 
0224: set_car 38@ health_to 2500 
0956: 113@ = get_respect 
08F4: (unknown) 113@ 
09DD: (unknown) 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_2134 
0A09: (unknown) $PLAYER_ACTOR 1 

:DRIV3_2134
009A: 53@ = create_actor 25 #SPECIAL02 at -2623.64 1403.9 6.2 
09F6: set_actor 53@ jackable_through_driver_seat 0 
0709: unknown_set_entity_item 87@ 36 1022 0.0 100.0 0.0 0.0 1 0 
02E2: set_actor 53@ weapon_accuracy_to 95 
0A20: (unknown) $PLAYER_CHAR 1 
0A09: (unknown) 53@ 1 
05CA: AS_actor 53@ enter_car 38@ passenger_seat 0 -1 ms 
04D8: set_actor 53@ ability_to_swim 1 
077A: set_actor 53@ aggressive_to_pedgroup 1 type 0 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 24 
060B: unknown_actor_use_entity 53@ 87@ 
01B2: give_actor 53@ weapon 28 ammo 1000 // Load the weapon model before using this 
0568: set_actor 53@ targetable 1 
02A9: set_actor 53@ immune_to_nonplayer 1 
0A0B: (unknown) -2623.64 1403.9 6.2 214.0 
016A: fade 1 1000 ms 

:DRIV3_2319
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_2343 
0001: wait 0 ms 
0002: jump @DRIV3_2319 

:DRIV3_2343
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0008: $1796 += 330000 // integer values 
03C3: set_timer_with_text_to $1796 type 1 text 'DRI2_9'  // ELEM
040D: unload_wav 1 
03CF: load_wav 15218 as 1 

:DRIV3_2391
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_2417 
0001: wait 0 ms 
0002: jump @DRIV3_2391 

:DRIV3_2417
00BC: text_highpriority 'FAR3_FA' 10000 ms 1  // ~z~Gyorsan kne megcsinlni, Mikenak merl az eleme!
03D1: play_wav 1 

:DRIV3_2437
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_2463 
0001: wait 0 ms 
0002: jump @DRIV3_2437 

:DRIV3_2463
03D5: remove_text 'FAR3_FA'  // ~z~Gyorsan kne megcsinlni, Mikenak merl az eleme!
00BC: text_highpriority 'DRI2_1' 5000 ms 1  // ~s~ Szlj be a ~b~kocsiba~s~.
0247: request_model #DNB1 
0247: request_model #DNB2 
0247: request_model #DNB3 

:DRIV3_2502
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
004D: jump_if_false @DRIV3_2536 
0001: wait 0 ms 
0002: jump @DRIV3_2502 

:DRIV3_2536
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DRIV3_2857 

:DRIV3_2552
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DRIV3_2857 
0001: wait 0 ms 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRIV3_2651 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_31' 5000 ms 1  // ~r~T-Bone halott!
0051: return 

:DRIV3_2651
00D6: if 
0119:   car 38@ wrecked 
004D: jump_if_false @DRIV3_2674 
0002: jump @DRIV3_2857 

:DRIV3_2674
00D6: if 
0735:   83 
004D: jump_if_false @DRIV3_2733 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 1 // integer values 
0006: 93@ = 0 // integer values 
0051: return 

:DRIV3_2733
00D6: if 
002A:   0 >= $1796 // integer values 
004D: jump_if_false @DRIV3_2850 
0006: 89@ = 0 // integer values 
0006: 93@ = 1 // integer values 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_2776
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_2802 
0001: wait 0 ms 
0002: jump @DRIV3_2776 

:DRIV3_2802
00BC: text_highpriority 'FAR3_FD' 10000 ms 1  // ~z~Bassza meg, Mike teljnak annyi!
03D1: play_wav 1 

:DRIV3_2822
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_2848 
0001: wait 0 ms 
0002: jump @DRIV3_2822 

:DRIV3_2848
0051: return 

:DRIV3_2850
0002: jump @DRIV3_2552 

:DRIV3_2857
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_2911 
03D5: remove_text 'DRI2_1'  // ~s~ Szlj be a ~b~kocsiba~s~.
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_2911 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_2911
0164: disable_marker 114@ 
0249: release_model #PREMIER 
0006: 33@ = 0 // integer values 
04CE: 116@ = create_icon_marker_without_sphere 3 at 71@ 72@ 73@ 
0164: disable_marker 116@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRIV3_4398 

:DRIV3_2965
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 71@ 72@ 73@ radius 35.0 35.0 35.0 
004D: jump_if_false @DRIV3_4398 
0001: wait 0 ms 
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @DRIV3_3038 
0051: return 

:DRIV3_3038
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DRIV3_4391 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_3080 
00D9: 38@ = actor $PLAYER_ACTOR car 

:DRIV3_3080
00D6: if and
0028:   $7321 >= 0 // integer values 
001A:   6 > $7321 // integer values 
004D: jump_if_false @DRIV3_3112 
0050: gosub @DRIV3_15530 

:DRIV3_3112
00D6: if 
0038:   $7321 == 6 // integer values 
004D: jump_if_false @DRIV3_3264 
00D6: if 
0019:   32@ > 15000 // integer values 
004D: jump_if_false @DRIV3_3264 
040D: unload_wav 1 
03CF: load_wav 15224 as 1 

:DRIV3_3160
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_3186 
0001: wait 0 ms 
0002: jump @DRIV3_3160 

:DRIV3_3186
00BC: text_highpriority 'FAR3_GC' 10000 ms 1  // ~z~Tarts ki, Mike, a segtsg mr ton van!
03D1: play_wav 1 

:DRIV3_3206
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_3232 
0001: wait 0 ms 
0002: jump @DRIV3_3206 

:DRIV3_3232
03D5: remove_text 'FAR3_GC'  // ~z~Tarts ki, Mike, a segtsg mr ton van!
0006: 32@ = 0 // integer values 
0004: $7321 = 7 // integer values 
0006: 102@ = 0 // integer values 

:DRIV3_3264
00D6: if 
0038:   $7321 == 7 // integer values 
004D: jump_if_false @DRIV3_3351 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_3351 
00D6: if and
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor 53@ in_zone 'DOH'  // Doherty
004D: jump_if_false @DRIV3_3351 
0004: $7321 = 8 // integer values 
0006: 132@ = 6 // integer values 

:DRIV3_3351
00D6: if and
0028:   $7321 >= 8 // integer values 
001A:   12 > $7321 // integer values 
004D: jump_if_false @DRIV3_3383 
0050: gosub @DRIV3_15530 

:DRIV3_3383
00D6: if 
0038:   $7321 == 12 // integer values 
004D: jump_if_false @DRIV3_3535 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @DRIV3_3535 
040D: unload_wav 1 
03CF: load_wav 15223 as 1 

:DRIV3_3431
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_3457 
0001: wait 0 ms 
0002: jump @DRIV3_3431 

:DRIV3_3457
00BC: text_highpriority 'FAR3_GB' 10000 ms 1  // ~z~Egy perc s ott vagyunk, Mike!
03D1: play_wav 1 

:DRIV3_3477
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_3503 
0001: wait 0 ms 
0002: jump @DRIV3_3477 

:DRIV3_3503
03D5: remove_text 'FAR3_GB'  // ~z~Egy perc s ott vagyunk, Mike!
0006: 32@ = 0 // integer values 
0004: $7321 = 13 // integer values 
0006: 102@ = 0 // integer values 

:DRIV3_3535
00D6: if 
0038:   $7321 == 13 // integer values 
004D: jump_if_false @DRIV3_3629 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_3629 
00D6: if and
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
0154:   actor 53@ in_zone 'EASB'  // Easter Basin
004D: jump_if_false @DRIV3_3629 
0004: $7321 = 14 // integer values 
0006: 132@ = 10 // integer values 
0006: 32@ = 0 // integer values 

:DRIV3_3629
00D6: if and
0028:   $7321 >= 14 // integer values 
001A:   19 > $7321 // integer values 
004D: jump_if_false @DRIV3_3661 
0050: gosub @DRIV3_15530 

:DRIV3_3661
00D6: if 
0038:   $7321 == 19 // integer values 
004D: jump_if_false @DRIV3_3806 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @DRIV3_3806 
0006: 32@ = 0 // integer values 
0004: $7321 = 20 // integer values 
040D: unload_wav 1 
03CF: load_wav 15207 as 1 

:DRIV3_3723
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_3749 
0001: wait 0 ms 
0002: jump @DRIV3_3723 

:DRIV3_3749
00BC: text_highpriority 'FAR3_CH' 10000 ms 1  // ~z~Mike hallja a replket felszllni, s leszllni.
03D1: play_wav 1 

:DRIV3_3769
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_3795 
0001: wait 0 ms 
0002: jump @DRIV3_3769 

:DRIV3_3795
03D5: remove_text 'FAR3_CH'  // ~z~Mike hallja a replket felszllni, s leszllni.

:DRIV3_3806
00D6: if 
0038:   $7321 == 20 // integer values 
004D: jump_if_false @DRIV3_3958 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @DRIV3_3958 
0006: 32@ = 0 // integer values 
0004: $7321 = 21 // integer values 
040D: unload_wav 1 
03CF: load_wav 15222 as 1 

:DRIV3_3868
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_3894 
0001: wait 0 ms 
0002: jump @DRIV3_3868 

:DRIV3_3894
00BC: text_highpriority 'FAR3_GA' 10000 ms 1  // ~z~H, ne fossl, Mike, itt vagyunk a kzelben.
03D1: play_wav 1 

:DRIV3_3914
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_3940 
0001: wait 0 ms 
0002: jump @DRIV3_3914 

:DRIV3_3940
03D5: remove_text 'FAR3_GA'  // ~z~H, ne fossl, Mike, itt vagyunk a kzelben.
0006: 102@ = 0 // integer values 

:DRIV3_3958
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @DRIV3_4116 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @DRIV3_4116 
00D6: if 
002A:   200000 >= $1796 // integer values 
004D: jump_if_false @DRIV3_4116 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_4026
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_4052 
0001: wait 0 ms 
0002: jump @DRIV3_4026 

:DRIV3_4052
00BC: text_highpriority 'FAR3_FB' 10000 ms 1  // ~z~Mike mobilaksija mindjrt lemerl!
03D1: play_wav 1 

:DRIV3_4072
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_4098 
0001: wait 0 ms 
0002: jump @DRIV3_4072 

:DRIV3_4098
03D5: remove_text 'FAR3_FB'  // ~z~Mike mobilaksija mindjrt lemerl!
0006: 103@ = 1 // integer values 

:DRIV3_4116
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @DRIV3_4274 
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @DRIV3_4274 
00D6: if 
002A:   100000 >= $1796 // integer values 
004D: jump_if_false @DRIV3_4274 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_4184
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_4210 
0001: wait 0 ms 
0002: jump @DRIV3_4184 

:DRIV3_4210
00BC: text_highpriority 'FAR3_FC' 10000 ms 1  // ~z~Mike mobiljnak mindjrt annyi.
03D1: play_wav 1 

:DRIV3_4230
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_4256 
0001: wait 0 ms 
0002: jump @DRIV3_4230 

:DRIV3_4256
03D5: remove_text 'FAR3_FC'  // ~z~Mike mobiljnak mindjrt annyi.
0006: 103@ = 2 // integer values 

:DRIV3_4274
00D6: if 
002A:   0 >= $1796 // integer values 
004D: jump_if_false @DRIV3_4391 
0006: 89@ = 0 // integer values 
0006: 93@ = 1 // integer values 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_4317
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_4343 
0001: wait 0 ms 
0002: jump @DRIV3_4317 

:DRIV3_4343
00BC: text_highpriority 'FAR3_FD' 10000 ms 1  // ~z~Bassza meg, Mike teljnak annyi!
03D1: play_wav 1 

:DRIV3_4363
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_4389 
0001: wait 0 ms 
0002: jump @DRIV3_4363 

:DRIV3_4389
0051: return 

:DRIV3_4391
0002: jump @DRIV3_2965 

:DRIV3_4398
03E6: remove_text_box 
0164: disable_marker 116@ 
0164: disable_marker 127@ 
0247: request_model #FREEWAY 

:DRIV3_4415
00D6: if 
8248:   not model #FREEWAY available 
004D: jump_if_false @DRIV3_4442 
0001: wait 0 ms 
0002: jump @DRIV3_4415 

:DRIV3_4442
03C4: set_status_text_to $1797 1 'DRI2_17'  // JELZS
00A5: 35@ = create_car #BURRITO at 56@ 57@ 58@ 
0229: set_car 35@ color_to 6 0 
0186: 115@ = create_marker_above_car 35@ 
018B: show_on_radar 115@ 1 
0175: set_car 35@ z_angle_to 84@ 
0129: 41@ = create_actor 24 #DNB3 in_car 35@ driverseat 
02AB: set_actor 41@ immunities 1 0 0 0 0 
0446: set_actor 41@ immune_to_headshots 0 
060B: unknown_actor_use_entity 41@ 86@ 
077A: set_actor 41@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 41@ aggressive_to_pedgroup 1 type 24 
0709: unknown_set_entity_item 86@ 36 1022 0.0 100.0 0.0 0.0 1 0 
0224: set_car 35@ health_to 1000 
020A: set_car 35@ door_status_to 7 
02AA: set_car 35@ immune_to_nonplayer 1 
0006: 131@ = 0 // integer values 

:DRIV3_4630
00D6: if 
001B:   3 > 131@ // integer values 
004D: jump_if_false @DRIV3_4812 
00D6: if or
0039:   131@ == 0 // integer values 
0039:   131@ == 2 // integer values 
004D: jump_if_false @DRIV3_4692 
01C8: 42@(131@,9i) = create_actor 24 #DNB1 in_car 35@ passenger_seat 131@ 

:DRIV3_4692
00D6: if 
0039:   131@ == 1 // integer values 
004D: jump_if_false @DRIV3_4729 
01C8: 42@(131@,9i) = create_actor 24 #DNB2 in_car 35@ passenger_seat 131@ 

:DRIV3_4729
01B2: give_actor 42@(131@,9i) weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 42@(131@,9i) armed_weapon_to 28 
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @DRIV3_4798 
060B: unknown_actor_use_entity 42@ 86@ 
077A: set_actor 42@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 42@ aggressive_to_pedgroup 1 type 24 

:DRIV3_4798
000A: 131@ += 1 // integer values 
0002: jump @DRIV3_4630 

:DRIV3_4812
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_5062 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset 2.0 -6.0 -0.3 
00A5: 36@ = create_car #FREEWAY at 77@ 78@ 79@ 
0175: set_car 36@ z_angle_to 84@ 
0129: 51@ = create_actor 24 #DNB2 in_car 36@ driverseat 
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 51@ armed_weapon_to 28 
060B: unknown_actor_use_entity 51@ 86@ 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 51@ aggressive_to_pedgroup 1 type 24 
04E0: car 36@ abandon_path_radius 255 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset -2.0 -6.0 -0.3 
00A5: 37@ = create_car #FREEWAY at 77@ 78@ 79@ 
0175: set_car 37@ z_angle_to 84@ 
0129: 52@ = create_actor 24 #DNB1 in_car 37@ driverseat 
01B2: give_actor 52@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
060B: unknown_actor_use_entity 52@ 86@ 
077A: set_actor 52@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 52@ aggressive_to_pedgroup 1 type 24 
04E0: car 37@ abandon_path_radius 255 

:DRIV3_5062
00D6: if 
8038:   not  $7321 == 21 // integer values 
004D: jump_if_false @DRIV3_5094 
0006: 132@ = 18 // integer values 
0004: $7321 = 24 // integer values 

:DRIV3_5094
00D6: if 
8039:   not  98@ == 1 // integer values 
004D: jump_if_false @DRIV3_6806 
0001: wait 0 ms 
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @DRIV3_5143 
0051: return 

:DRIV3_5143
00D6: if and
0028:   $7321 >= 21 // integer values 
001A:   24 > $7321 // integer values 
004D: jump_if_false @DRIV3_5182 
0006: 102@ = 1 // integer values 
0050: gosub @DRIV3_15530 

:DRIV3_5182
00D6: if and
0028:   $7321 >= 24 // integer values 
002A:   30 >= $7321 // integer values 
004D: jump_if_false @DRIV3_5221 
0050: gosub @DRIV3_15530 
0006: 102@ = 1 // integer values 

:DRIV3_5221
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @DRIV3_5294 
00D6: if 
0038:   $7321 == 31 // integer values 
004D: jump_if_false @DRIV3_5287 
00BC: text_highpriority 'DRI2_18' 5000 ms 1  // ~s~Figyeld a ~b~JELZ~s~ cskot, a teheraut megtallshoz.
0004: $7321 = 32 // integer values 
0006: 32@ = 0 // integer values 

:DRIV3_5287
0002: jump @DRIV3_5301 

:DRIV3_5294
0004: $7321 = 32 // integer values 

:DRIV3_5301
00D6: if 
0038:   $7321 == 32 // integer values 
004D: jump_if_false @DRIV3_5352 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @DRIV3_5352 
0006: 102@ = 0 // integer values 
0004: $7321 = 33 // integer values 

:DRIV3_5352
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_6767 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 65@ 66@ 67@ radius 30.0 30.0 30.0 
01AF:   car 35@ 0 62@ 63@ 64@ radius 40.0 40.0 40.0 
004D: jump_if_false @DRIV3_5448 
0006: 98@ = 1 // integer values 

:DRIV3_5448
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @DRIV3_5747 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 65@ 66@ 67@ radius 100.0 100.0 100.0 
02CA:   car 35@ bounding_sphere_visible 
004D: jump_if_false @DRIV3_5747 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DRIV3_5557 
05D1: AS_actor 41@ drive_car 35@ to 62@ 63@ 64@ speed 25.0 1 0 3 

:DRIV3_5557
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_5581 
05F2: (unknown) 36@ 35@ 

:DRIV3_5581
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_5605 
05F1: (unknown) 37@ 35@ 

:DRIV3_5605
040D: unload_wav 1 
03CF: load_wav 15238 as 1 

:DRIV3_5616
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_5642 
0001: wait 0 ms 
0002: jump @DRIV3_5616 

:DRIV3_5642
00BC: text_highpriority 'FAR3_KD' 10000 ms 1  // ~z~Bassza meg, itt vannak!
03D1: play_wav 1 

:DRIV3_5662
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_5688 
0001: wait 0 ms 
0002: jump @DRIV3_5662 

:DRIV3_5688
03D5: remove_text 'FAR3_KD'  // ~z~Bassza meg, itt vannak!
018B: show_on_radar 115@ 3 
014F: stop_timer $1796 
0151: remove_status_text $1797 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_5740 
00D9: 38@ = actor $PLAYER_ACTOR car 

:DRIV3_5740
0006: 95@ = 1 // integer values 

:DRIV3_5747
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_6085 
00D6: if or
0039:   95@ == 1 // integer values 
0039:   95@ == 2 // integer values 
004D: jump_if_false @DRIV3_5854 
00D6: if 
01AF:   car 35@ 0 62@ 63@ 64@ radius 20.0 20.0 20.0 
004D: jump_if_false @DRIV3_5854 
00AD: set_car 35@ max_speed_to 0.0 
00AF: set_car 35@ driver_behaviour_to 11 
0006: 95@ = 3 // integer values 

:DRIV3_5854
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_5884 
00AA: store_car 35@ position_to 65@ 66@ 67@ 

:DRIV3_5884
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 88@ = distance_between 68@ 69@ 70@ and 65@ 66@ 67@ 
00D6: if or
0039:   54@ == 3 // integer values 
0039:   54@ == 2 // integer values 
004D: jump_if_false @DRIV3_6019 
00D6: if 
0021:   88@ > 1000.0 // floating-point values 
004D: jump_if_false @DRIV3_5984 
0007: 88@ = 1000.0 // floating-point values 
0002: jump @DRIV3_6012 

:DRIV3_5984
0007: 129@ = 1000.0 // floating-point values 
0063: 129@ -= 88@ // floating-point values 
0017: 129@ /= 10.0 // floating-point values 

:DRIV3_6012
0002: jump @DRIV3_6085 

:DRIV3_6019
00D6: if 
0021:   88@ > 500.0 // floating-point values 
004D: jump_if_false @DRIV3_6057 
0007: 88@ = 500.0 // floating-point values 
0002: jump @DRIV3_6085 

:DRIV3_6057
0007: 129@ = 500.0 // floating-point values 
0063: 129@ -= 88@ // floating-point values 
0017: 129@ /= 5.0 // floating-point values 

:DRIV3_6085
00D6: if 
0021:   129@ > 0.0 // floating-point values 
004D: jump_if_false @DRIV3_6114 
0090: $1797 = float_to_integer 129@ 

:DRIV3_6114
00D6: if 
8039:   not  95@ == 1 // integer values 
004D: jump_if_false @DRIV3_6651 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DRIV3_6583 
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @DRIV3_6308 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @DRIV3_6308 
00D6: if 
002A:   200000 >= $1796 // integer values 
004D: jump_if_false @DRIV3_6308 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_6218
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_6244 
0001: wait 0 ms 
0002: jump @DRIV3_6218 

:DRIV3_6244
00BC: text_highpriority 'FAR3_FB' 10000 ms 1  // ~z~Mike mobilaksija mindjrt lemerl!
03D1: play_wav 1 

:DRIV3_6264
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_6290 
0001: wait 0 ms 
0002: jump @DRIV3_6264 

:DRIV3_6290
03D5: remove_text 'FAR3_FB'  // ~z~Mike mobilaksija mindjrt lemerl!
0006: 103@ = 1 // integer values 

:DRIV3_6308
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @DRIV3_6466 
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @DRIV3_6466 
00D6: if 
002A:   100000 >= $1796 // integer values 
004D: jump_if_false @DRIV3_6466 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_6376
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_6402 
0001: wait 0 ms 
0002: jump @DRIV3_6376 

:DRIV3_6402
00BC: text_highpriority 'FAR3_FC' 10000 ms 1  // ~z~Mike mobiljnak mindjrt annyi.
03D1: play_wav 1 

:DRIV3_6422
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_6448 
0001: wait 0 ms 
0002: jump @DRIV3_6422 

:DRIV3_6448
03D5: remove_text 'FAR3_FC'  // ~z~Mike mobiljnak mindjrt annyi.
0006: 103@ = 2 // integer values 

:DRIV3_6466
00D6: if 
002A:   0 >= $1796 // integer values 
004D: jump_if_false @DRIV3_6583 
0006: 89@ = 0 // integer values 
0006: 93@ = 1 // integer values 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_6509
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_6535 
0001: wait 0 ms 
0002: jump @DRIV3_6509 

:DRIV3_6535
00BC: text_highpriority 'FAR3_FD' 10000 ms 1  // ~z~Bassza meg, Mike teljnak annyi!
03D1: play_wav 1 

:DRIV3_6555
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_6581 
0001: wait 0 ms 
0002: jump @DRIV3_6555 

:DRIV3_6581
0051: return 

:DRIV3_6583
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @DRIV3_6651 
00D6: if 
002A:   0 >= $1796 // integer values 
004D: jump_if_false @DRIV3_6651 
0006: 89@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_5' 5000 ms 1  // ~r~ Toreno halott.
0051: return 

:DRIV3_6651
00D6: if 
0039:   95@ == 1 // integer values 
004D: jump_if_false @DRIV3_6760 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_6760 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 35@ radius 400.0 400.0 400.0 unknown 0 
004D: jump_if_false @DRIV3_6760 
0006: 90@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_26' 5000 ms 1  // ~r~Hagytad elmeneklni Torenot!
0051: return 

:DRIV3_6760
0002: jump @DRIV3_6799 

:DRIV3_6767
0006: 89@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_5' 5000 ms 1  // ~r~ Toreno halott.
0051: return 

:DRIV3_6799
0002: jump @DRIV3_5094 

:DRIV3_6806
0006: 89@ = 0 // integer values 
0006: 90@ = 1 // integer values 
0051: return 

:DRIV3_6822
0615: define_action_sequences 173@ 
05CD: AS_actor -1 exit_car 35@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 173@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_6870 
00D9: 38@ = actor $PLAYER_ACTOR car 

:DRIV3_6870
0006: 131@ = 0 // integer values 

:DRIV3_6877
00D6: if 
001B:   3 > 131@ // integer values 
004D: jump_if_false @DRIV3_7089 
00D6: if 
8118:   not actor 42@(131@,9i) dead 
004D: jump_if_false @DRIV3_7043 
0187: 124@(131@,3i) = create_marker_above_actor 42@(131@,9i) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7004 
0618: assign_actor 42@(131@,9i) to_action_sequences 173@ 
060B: unknown_actor_use_entity 42@(131@,9i) 86@ 
077A: set_actor 42@(131@,9i) aggressive_to_pedgroup 4 type 0 
077A: set_actor 42@(131@,9i) aggressive_to_pedgroup 1 type 24 
0002: jump @DRIV3_7036 

:DRIV3_7004
0006: 90@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_5' 5000 ms 1  // ~r~ Toreno halott.
0051: return 

:DRIV3_7036
0002: jump @DRIV3_7075 

:DRIV3_7043
0006: 90@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_5' 5000 ms 1  // ~r~ Toreno halott.
0051: return 

:DRIV3_7075
000A: 131@ += 1 // integer values 
0002: jump @DRIV3_6877 

:DRIV3_7089
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @DRIV3_7112 
018B: show_on_radar 115@ 2 

:DRIV3_7112
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DRIV3_7166 
02AB: set_actor 41@ immunities 0 0 0 0 0 
0446: set_actor 41@ immune_to_headshots 1 
0187: 117@ = create_marker_above_actor 41@ 
0618: assign_actor 41@ to_action_sequences 173@ 

:DRIV3_7166
061B: remove_references_to_action_sequences 173@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7539 
0519: lock_vehicle 35@ in_current_position 1 
020A: set_car 35@ door_status_to 2 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRIV3_7370 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7370 
00D6: if 
8205:   not actor 51@ near_car 35@ radius 40.0 40.0 40.0 unknown 0 
004D: jump_if_false @DRIV3_7309 
0223: set_actor 51@ health_to 0 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_7302 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 

:DRIV3_7302
0002: jump @DRIV3_7370 

:DRIV3_7309
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_7370 
0615: define_action_sequences 173@ 
05CD: AS_actor -1 exit_car 36@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 173@ 
0618: assign_actor 51@ to_action_sequences 173@ 
061B: remove_references_to_action_sequences 173@ 
0187: 118@ = create_marker_above_actor 51@ 

:DRIV3_7370
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRIV3_7539 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7539 
00D6: if 
8205:   not actor 52@ near_car 35@ radius 40.0 40.0 40.0 unknown 0 
004D: jump_if_false @DRIV3_7478 
0223: set_actor 52@ health_to 0 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_7471 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 

:DRIV3_7471
0002: jump @DRIV3_7539 

:DRIV3_7478
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_7539 
0615: define_action_sequences 173@ 
05CD: AS_actor -1 exit_car 37@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 173@ 
0618: assign_actor 52@ to_action_sequences 173@ 
061B: remove_references_to_action_sequences 173@ 
0187: 119@ = create_marker_above_actor 52@ 

:DRIV3_7539
00BC: text_highpriority 'DRI2_12' 5000 ms 1  // ~s~ld meg azokat ~r~a ver embereket.

:DRIV3_7555
00D6: if 
0018:   $1796 > 0 // integer values 
004D: jump_if_false @DRIV3_8216 
0001: wait 0 ms 
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @DRIV3_7604 
0051: return 

:DRIV3_7604
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DRIV3_7832 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 62@ 63@ 64@ radius 100.0 100.0 100.0 
004D: jump_if_false @DRIV3_7832 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @DRIV3_7705 
00BC: text_highpriority 'DRI2_47' 5000 ms 1  // ~s~Menj vissza Torenohoz s a ~r~teherauthoz!
0006: 105@ = 1 // integer values 

:DRIV3_7705
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @DRIV3_7832 
00D6: if 
0039:   95@ == 1 // integer values 
004D: jump_if_false @DRIV3_7832 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7832 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 35@ radius 400.0 400.0 400.0 unknown 0 
004D: jump_if_false @DRIV3_7832 
0006: 90@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_26' 5000 ms 1  // ~r~Hagytad elmeneklni Torenot!
0051: return 

:DRIV3_7832
0006: 131@ = 0 // integer values 

:DRIV3_7839
00D6: if 
001B:   3 > 131@ // integer values 
004D: jump_if_false @DRIV3_7920 
00D6: if 
0118:   actor 42@(131@,9i) dead 
004D: jump_if_false @DRIV3_7906 
00D6: if 
075C:   marker 124@(131@,3i) enabled 
004D: jump_if_false @DRIV3_7906 
0164: disable_marker 124@(131@,3i) 

:DRIV3_7906
000A: 131@ += 1 // integer values 
0002: jump @DRIV3_7839 

:DRIV3_7920
0006: 131@ = 0 // integer values 

:DRIV3_7927
00D6: if 
001B:   2 > 131@ // integer values 
004D: jump_if_false @DRIV3_8008 
00D6: if 
0118:   actor 51@(131@,2i) dead 
004D: jump_if_false @DRIV3_7994 
00D6: if 
075C:   marker 118@(131@,2i) enabled 
004D: jump_if_false @DRIV3_7994 
0164: disable_marker 118@(131@,2i) 

:DRIV3_7994
000A: 131@ += 1 // integer values 
0002: jump @DRIV3_7927 

:DRIV3_8008
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @DRIV3_8045 
00D6: if 
075C:   marker 117@ enabled 
004D: jump_if_false @DRIV3_8045 
0164: disable_marker 117@ 

:DRIV3_8045
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_8177 
00D6: if and
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0118:   actor 44@ dead 
0118:   actor 41@ dead 
004D: jump_if_false @DRIV3_8170 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 117@ 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRIV3_8170 
0164: disable_marker 118@ 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRIV3_8170 
0164: disable_marker 119@ 
0006: 90@ = 0 // integer values 
0006: 94@ = 1 // integer values 
0051: return 

:DRIV3_8170
0002: jump @DRIV3_8209 

:DRIV3_8177
0006: 90@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_5' 5000 ms 1  // ~r~ Toreno halott.
0051: return 

:DRIV3_8209
0002: jump @DRIV3_7555 

:DRIV3_8216
0006: 90@ = 0 // integer values 
0006: 93@ = 1 // integer values 
020B: explode_car 35@ 
00BC: text_highpriority 'DRI2_5' 5000 ms 1  // ~r~ Toreno halott.
0051: return 

:DRIV3_8253
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @DRIV3_9964 
0006: 178@ = 0 // integer values 
0001: wait 2000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0001: wait 2000 ms 
016A: fade 0 1000 ms 

:DRIV3_8306
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_8330 
0001: wait 0 ms 
0002: jump @DRIV3_8306 

:DRIV3_8330
0247: request_model #STRETCH 

:DRIV3_8335
00D6: if 
8248:   not model #STRETCH available 
004D: jump_if_false @DRIV3_8362 
0001: wait 0 ms 
0002: jump @DRIV3_8335 

:DRIV3_8362
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_8454 
00AB: put_car 35@ at -1321.8 -189.79 13.46 
0175: set_car 35@ z_angle_to 60.0 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset 6.0 10.5 -0.2 
00A5: 34@ = create_car #STRETCH at 77@ 78@ 79@ 

:DRIV3_8454
0249: release_model #STRETCH 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9073 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @DRIV3_8498 
018B: show_on_radar 115@ 3 

:DRIV3_8498
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset 6.0 -6.5 -0.5 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_8564 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 77@ 78@ 79@ 
0002: jump @DRIV3_8578 

:DRIV3_8564
00A1: put_actor $PLAYER_ACTOR at 77@ 78@ 79@ 

:DRIV3_8578
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset -1.0 -3.5 -0.2 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_8666 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset -8.0 -8.0 -0.9 
00AB: put_car 36@ at 77@ 78@ 79@ 

:DRIV3_8666
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_8725 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset 8.0 -8.0 -0.9 
00AB: put_car 37@ at 77@ 78@ 79@ 

:DRIV3_8725
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DRIV3_8784 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset 15.0 -20.0 -0.9 
00AB: put_car 38@ at 77@ 78@ 79@ 

:DRIV3_8784
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset -2.0 -6.5 -0.5 
015F: set_camera_position 77@ 78@ 79@ 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
020A: set_car 35@ door_status_to 1 
023C: request_special_actor 'TORINO' as 1 

:DRIV3_8868
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DRIV3_8894 
0001: wait 0 ms 
0002: jump @DRIV3_8868 

:DRIV3_8894
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9066 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset -6.0 -20.0 0.0 
009A: 40@ = create_actor 25 #SPECIAL01 at 77@ 78@ 79@ 
04D8: set_actor 40@ ability_to_swim 1 
0A09: (unknown) 40@ 1 
09F6: set_actor 40@ jackable_through_driver_seat 0 
0350: unknown_actor 40@ not_scared_flag 1 
0172: 85@ = actor 40@ z_angle 
077A: set_actor 40@ aggressive_to_pedgroup 1 type 0 
060B: unknown_actor_use_entity 40@ 87@ 
01B2: give_actor 40@ weapon 28 ammo 1000 // Load the weapon model before using this 
02AB: set_actor 40@ immunities 0 0 1 0 0 
0568: set_actor 40@ targetable 1 
02A9: set_actor 40@ immune_to_nonplayer 1 
05CD: AS_actor 40@ exit_car 35@ 
0224: set_car 35@ health_to 1000 

:DRIV3_9066
0002: jump @DRIV3_9105 

:DRIV3_9073
0006: 94@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_22' 5000 ms 1  // ~r~Toreno halott!
0051: return 

:DRIV3_9105
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #MICRO_UZI 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_9191 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_9191 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRIV3_9191 
0337: set_actor $PLAYER_ACTOR visibility 0 
0337: set_actor 53@ visibility 0 
0337: set_actor 40@ visibility 0 

:DRIV3_9191
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9398 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_9391 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_9247 
06C9: remove_actor 53@ from_group 

:DRIV3_9247
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset 6.0 -20.0 0.0 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_9313 
0362: remove_actor 53@ from_car_and_place_at 77@ 78@ 79@ 
0002: jump @DRIV3_9327 

:DRIV3_9313
00A1: put_actor 53@ at 77@ 78@ 79@ 

:DRIV3_9327
0350: unknown_actor 53@ not_scared_flag 1 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset 3.0 -20.0 0.0 
00A1: put_actor $PLAYER_ACTOR at 77@ 78@ 79@ 
06BA: unknown_action_sequence $PLAYER_ACTOR 56@ 57@ 58@ 

:DRIV3_9391
0002: jump @DRIV3_9430 

:DRIV3_9398
0006: 94@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_22' 5000 ms 1  // ~r~Toreno halott!
0051: return 

:DRIV3_9430
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 52@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 52@ 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
0395: clear_area 1 at 56@ 57@ 58@ range 1500.0 
02E4: load_cutscene_data 'FARL_3B' 

:DRIV3_9509
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV3_9533 
0001: wait 0 ms 
0002: jump @DRIV3_9509 

:DRIV3_9533
016A: fade 1 1000 ms 
0395: clear_area 1 at 56@ 57@ 58@ range 1500.0 
02E7: start_cutscene 

:DRIV3_9560
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV3_9602 
0001: wait 0 ms 
0395: clear_area 1 at 56@ 57@ 58@ range 1500.0 
0002: jump @DRIV3_9560 

:DRIV3_9602
02EA: end_cutscene 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_9627 
0337: set_actor 53@ visibility 1 

:DRIV3_9627
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_9650 
0337: set_actor 40@ visibility 1 

:DRIV3_9650
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_9673 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DRIV3_9673
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9775 
0519: lock_vehicle 35@ in_current_position 0 
020A: set_car 35@ door_status_to 2 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_9727 
0672: AS_actor 40@ attack_car 35@ 

:DRIV3_9727
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_9775 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_9767 
06C9: remove_actor 53@ from_group 

:DRIV3_9767
0672: AS_actor 53@ attack_car 35@ 

:DRIV3_9775
016A: fade 0 0 ms 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9865 
0407: create_coordinate 77@ 78@ 79@ from_car 35@ offset 6.0 -6.5 -0.5 
00AA: store_car 35@ position_to 56@ 57@ 58@ 
0604: get_point 56@ 57@ angle 83@ 
06BA: unknown_action_sequence $PLAYER_ACTOR 56@ 57@ 58@ 

:DRIV3_9865
0395: clear_area 1 at 56@ 57@ 58@ range 1000.0 
0001: wait 2000 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 1000 ms 

:DRIV3_9899
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_9923 
0001: wait 0 ms 
0002: jump @DRIV3_9899 

:DRIV3_9923
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00BC: text_highpriority 'DRI2_33' 10000 ms 1  // ~s~ Puszttsd el a ~r~ teherautt.
0006: 99@ = 1 // integer values 

:DRIV3_9964
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_9987 
0002: jump @DRIV3_10019 

:DRIV3_9987
0006: 94@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_22' 5000 ms 1  // ~r~Toreno halott!
0051: return 

:DRIV3_10019
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRIV3_10095 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_31' 5000 ms 1  // ~r~T-Bone halott!
0051: return 

:DRIV3_10095
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @DRIV3_10578 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @DRIV3_10578 
0006: 96@ = 1 // integer values 
0164: disable_marker 115@ 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 33@ = 0 // integer values 
06F0: set_group $PLAYER_GROUP separation_range 30.0 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_10237 
0350: unknown_actor 40@ not_scared_flag 0 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_10215 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_10215
02AB: set_actor 40@ immunities 0 0 0 0 0 
0002: jump @DRIV3_10269 

:DRIV3_10237
0006: 94@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_22' 5000 ms 1  // ~r~Toreno halott!
0051: return 

:DRIV3_10269
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_10319 
0350: unknown_actor 53@ not_scared_flag 0 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_10319 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_10319
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_10578 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_10578 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 40@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_10578 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_10578 
00BC: text_highpriority 'DRI2_4' 5000 ms 1  // ~s~ Hzzunk innen a picsba, mieltt idernek a zsaruk!
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DRIV3_10478 
00BB: text_lowpriority 'DRI2_34' 10000 ms 1  // ~s~Tnj el a reptrrl.
0002: jump @DRIV3_10494 

:DRIV3_10478
00BB: text_lowpriority 'DRI2_24' 10000 ms 1  // ~s~Vidd el Torenot az g teheraut melll, mieltt a rendrsg megrkezne.

:DRIV3_10494
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DRIV3_10539 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 
0002: jump @DRIV3_10578 

:DRIV3_10539
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @DRIV3_10578 
0006: 108@ = 1 // integer values 

:DRIV3_10578
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @DRIV3_10690 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_10690 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_10690 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_10690 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_10690 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_10690 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0006: 107@ = 1 // integer values 

:DRIV3_10690
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @DRIV3_10762 
0050: gosub @DRIV3_14040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @DRIV3_10735 
0051: return 

:DRIV3_10735
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @DRIV3_10762 
0051: return 

:DRIV3_10762
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 56@ 57@ 58@ radius 150.0 150.0 150.0 
004D: jump_if_false @DRIV3_10836 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @DRIV3_10829 
0006: 97@ = 1 // integer values 

:DRIV3_10829
0002: jump @DRIV3_10861 

:DRIV3_10836
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @DRIV3_10861 
0006: 97@ = 0 // integer values 

:DRIV3_10861
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_10891 
00AA: store_car 35@ position_to 56@ 57@ 58@ 

:DRIV3_10891
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @DRIV3_11220 
0164: disable_marker 115@ 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_11184 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DRIV3_11027 
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_11020 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 
00BC: text_highpriority 'DRI2_34' 5000 ms 1  // ~s~Tnj el a reptrrl.

:DRIV3_11020
0002: jump @DRIV3_11098 

:DRIV3_11027
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_11098 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: text_highpriority 'DRI2_25' 5000 ms 1  // Menj vissza a ~y~Pleasure Domesba~s~.
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @DRIV3_11098 
0006: 108@ = 1 // integer values 

:DRIV3_11098
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_11141 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_11141 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_11141
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_11184 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_11184 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_11184
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
0249: release_model #BURRITO 
0249: release_model #STRETCH 
0006: 91@ = 1 // integer values 
0006: 94@ = 0 // integer values 
0051: return 

:DRIV3_11220
0051: return 

:DRIV3_11222
0050: gosub @DRIV3_14040 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @DRIV3_11249 
0051: return 

:DRIV3_11249
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @DRIV3_11276 
0051: return 

:DRIV3_11276
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DRIV3_11301 
0050: gosub @DRIV3_13426 

:DRIV3_11301
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @DRIV3_11413 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_11413 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_11413 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_11413 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_11413 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_11413 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0006: 107@ = 1 // integer values 

:DRIV3_11413
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_11896 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @DRIV3_11896 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_11889 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @DRIV3_11882 
00D9: 38@ = actor $PLAYER_ACTOR car 
01EA: 39@ = car 38@ max_passengers 
00D6: if 
001B:   2 > 39@ // integer values 
004D: jump_if_false @DRIV3_11875 
040D: unload_wav 1 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @DRIV3_11627 
03CF: load_wav 15241 as 1 

:DRIV3_11544
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_11570 
0001: wait 0 ms 
0002: jump @DRIV3_11544 

:DRIV3_11570
00BC: text_highpriority 'FAR3_LC' 10000 ms 1  // ~z~Ez nem neknk val, gondolj a lbadra, klyk!
03D1: play_wav 1 

:DRIV3_11590
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_11616 
0001: wait 0 ms 
0002: jump @DRIV3_11590 

:DRIV3_11616
03D5: remove_text 'FAR3_LC'  // ~z~Ez nem neknk val, gondolj a lbadra, klyk!

:DRIV3_11627
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @DRIV3_11735 
03CF: load_wav 15239 as 1 

:DRIV3_11652
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_11678 
0001: wait 0 ms 
0002: jump @DRIV3_11652 

:DRIV3_11678
00BC: text_highpriority 'FAR3_LA' 10000 ms 1  // ~z~Nagyobb kocsira lesz szksg, gyernk, mozgs!
03D1: play_wav 1 

:DRIV3_11698
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_11724 
0001: wait 0 ms 
0002: jump @DRIV3_11698 

:DRIV3_11724
03D5: remove_text 'FAR3_LA'  // ~z~Nagyobb kocsira lesz szksg, gyernk, mozgs!

:DRIV3_11735
00D6: if 
0039:   111@ == 2 // integer values 
004D: jump_if_false @DRIV3_11843 
03CF: load_wav 15240 as 1 

:DRIV3_11760
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_11786 
0001: wait 0 ms 
0002: jump @DRIV3_11760 

:DRIV3_11786
00BC: text_highpriority 'FAR3_LB' 10000 ms 1  // ~z~Tl kicsi, gondolkodj mr!
03D1: play_wav 1 

:DRIV3_11806
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_11832 
0001: wait 0 ms 
0002: jump @DRIV3_11806 

:DRIV3_11832
03D5: remove_text 'FAR3_LB'  // ~z~Tl kicsi, gondolkodj mr!

:DRIV3_11843
000A: 111@ += 1 // integer values 
00D6: if 
0029:   111@ >= 3 // integer values 
004D: jump_if_false @DRIV3_11875 
0006: 111@ = 0 // integer values 

:DRIV3_11875
0006: 112@ = 1 // integer values 

:DRIV3_11882
0002: jump @DRIV3_11896 

:DRIV3_11889
0006: 112@ = 0 // integer values 

:DRIV3_11896
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DRIV3_12039 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
80FE:   not actor $PLAYER_ACTOR 0 62@ 63@ 64@ radius 600.0 600.0 600.0 
004D: jump_if_false @DRIV3_12039 
0006: 100@ = 1 // integer values 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @DRIV3_12025 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:DRIV3_12025
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0006: 107@ = 1 // integer values 

:DRIV3_12039
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @DRIV3_13424 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DRIV3_13424 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DRIV3_12349 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
004D: jump_if_false @DRIV3_12301 
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_12301 
0164: disable_marker 123@ 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @DRIV3_12187 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:DRIV3_12187
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 
00BB: text_lowpriority 'DRI2_46' 5000 ms 1  // ~s~Ne fossl! Menj a Pay 'n' Spraybe.
0006: 104@ = 1 // integer values 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_12260 
077B: set_actor 40@ neutral_to_pedgroup 1 type 6 
077A: set_actor 40@ aggressive_to_pedgroup 4 type 6 

:DRIV3_12260
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_12294 
077B: set_actor 53@ neutral_to_pedgroup 1 type 6 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 6 

:DRIV3_12294
0006: 100@ = 1 // integer values 

:DRIV3_12301
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -1734.05 -579.94 15.56 radius 4.0 4.0 4.0 
004D: jump_if_false @DRIV3_12349 

:DRIV3_12349
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @DRIV3_13424 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DRIV3_12555 
00D6: if and
0028:   $7321 >= 33 // integer values 
001A:   47 > $7321 // integer values 
004D: jump_if_false @DRIV3_12555 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_12555 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_12555 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_12555 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_12555 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_12555 
00D6: if 
0038:   $7321 == 33 // integer values 
004D: jump_if_false @DRIV3_12548 
0006: 132@ = 25 // integer values 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @DRIV3_12541 
0050: gosub @DRIV3_15530 

:DRIV3_12541
0002: jump @DRIV3_12555 

:DRIV3_12548
0050: gosub @DRIV3_15530 

:DRIV3_12555
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 59@ 60@ 61@ radius 4.0 4.0 4.0 
004D: jump_if_false @DRIV3_13424 
0006: 91@ = 0 // integer values 
0006: 92@ = 1 // integer values 
0006: 178@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:DRIV3_12643
00D6: if 
001B:   8000 > 32@ // integer values 
004D: jump_if_false @DRIV3_13394 
0001: wait 0 ms 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DRIV3_12874 
04C4: create_coordinate 77@ 78@ 79@ from_actor $PLAYER_ACTOR offset 3.0 8.0 0.4 
015F: set_camera_position 77@ 78@ 79@ 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR 15 2 
0395: clear_area 1 at 59@ 60@ 61@ range 100.0 
040D: unload_wav 1 
03CF: load_wav 15257 as 1 

:DRIV3_12777
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_12803 
0001: wait 0 ms 
0002: jump @DRIV3_12777 

:DRIV3_12803
00BC: text_highpriority 'FAR3_NA' 10000 ms 1  // ~z~Oks, Carl Johnson, j voltl tegnap.
03D1: play_wav 1 

:DRIV3_12823
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_12849 
0001: wait 0 ms 
0002: jump @DRIV3_12823 

:DRIV3_12849
03D5: remove_text 'FAR3_NA'  // ~z~Oks, Carl Johnson, j voltl tegnap.
0006: 178@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:DRIV3_12874
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DRIV3_13144 
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @DRIV3_13144 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_13144 
04C4: create_coordinate 77@ 78@ 79@ from_actor 40@ offset 3.0 -2.0 0.5 
015F: set_camera_position 77@ 78@ 79@ 0.0 0.0 0.0 
0159: camera_on_ped 40@ 15 2 
00D6: if 
06EE:   actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13015 
06C9: remove_actor 40@ from_group 

:DRIV3_13015
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_13036 
0633: AS_actor 40@ exit_vehicle 

:DRIV3_13036
040D: unload_wav 1 
03CF: load_wav 15258 as 1 

:DRIV3_13047
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_13073 
0001: wait 0 ms 
0002: jump @DRIV3_13047 

:DRIV3_13073
00BC: text_highpriority 'FAR3_NB' 10000 ms 1  // ~z~Ember, most forgassuk fel a helyet, van nmi szarsg, amirl beszlni kne.
03D1: play_wav 1 

:DRIV3_13093
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_13119 
0001: wait 0 ms 
0002: jump @DRIV3_13093 

:DRIV3_13119
03D5: remove_text 'FAR3_NB'  // ~z~Ember, most forgassuk fel a helyet, van nmi szarsg, amirl beszlni kne.
0006: 33@ = 0 // integer values 
0006: 178@ = 2 // integer values 

:DRIV3_13144
00D6: if 
0039:   178@ == 2 // integer values 
004D: jump_if_false @DRIV3_13296 
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @DRIV3_13296 
0006: 178@ = 3 // integer values 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_13228 
05D3: AS_actor 40@ go_to_point -2624.57 1410.46 6.5 speed 4 -1 ms 

:DRIV3_13228
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_13296 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13268 
06C9: remove_actor 53@ from_group 

:DRIV3_13268
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_13296 
0633: AS_actor 53@ exit_vehicle 
0006: 33@ = 0 // integer values 

:DRIV3_13296
00D6: if 
0039:   178@ == 3 // integer values 
004D: jump_if_false @DRIV3_13387 
00D6: if 
0019:   33@ > 200 // integer values 
004D: jump_if_false @DRIV3_13387 
0006: 178@ = 4 // integer values 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_13380 
05D3: AS_actor 53@ go_to_point -2625.57 1409.46 6.5 speed 4 -1 ms 

:DRIV3_13380
0006: 33@ = 0 // integer values 

:DRIV3_13387
0002: jump @DRIV3_12643 

:DRIV3_13394
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 53@ 
01C3: remove_references_to_car 38@ // 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 
02A3: toggle_widescreen 0 

:DRIV3_13424
0051: return 

:DRIV3_13426
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DRIV3_14038 
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @DRIV3_13704 
00D6: if and
0039:   110@ == 0 // integer values 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DRIV3_13704 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV3_13704 
0006: 104@ = 1 // integer values 
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_13560 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 
00BB: text_lowpriority 'DRI2_46' 5000 ms 1  // ~s~Ne fossl! Menj a Pay 'n' Spraybe.

:DRIV3_13560
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_13581 
0164: disable_marker 123@ 

:DRIV3_13581
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_13602 
0164: disable_marker 120@ 

:DRIV3_13602
0709: unknown_set_entity_item 87@ 36 1022 0.0 100.0 0.0 0.0 1 0 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_13670 
077A: set_actor 40@ aggressive_to_pedgroup 4 type 6 
077B: set_actor 40@ neutral_to_pedgroup 1 type 6 

:DRIV3_13670
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_13704 
077A: set_actor 53@ aggressive_to_pedgroup 4 type 6 
077B: set_actor 53@ neutral_to_pedgroup 1 type 6 

:DRIV3_13704
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @DRIV3_14038 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV3_14038 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_13837 
077B: set_actor 40@ neutral_to_pedgroup 4 type 6 
00D6: if 
06EE:   actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13789 
06C9: remove_actor 40@ from_group 

:DRIV3_13789
0687: clear_actor_task 40@ 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13828 
0631: put_actor 40@ in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 1 

:DRIV3_13828
077A: set_actor 40@ aggressive_to_pedgroup 1 type 6 

:DRIV3_13837
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_13925 
077B: set_actor 53@ neutral_to_pedgroup 4 type 6 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13886 
06C9: remove_actor 53@ from_group 

:DRIV3_13886
0687: clear_actor_task 53@ 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13925 
0631: put_actor 53@ in_group $PLAYER_GROUP 
0940: (unknown) $PLAYER_GROUP 1 

:DRIV3_13925
0708: unknown_add_entity_item 87@ 36 
0006: 104@ = 0 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_14017 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: text_highpriority 'DRI2_25' 5000 ms 1  // Menj vissza a ~y~Pleasure Domesba~s~.
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @DRIV3_14017 
0006: 108@ = 1 // integer values 

:DRIV3_14017
00D6: if 
075C:   marker 128@ enabled 
004D: jump_if_false @DRIV3_14038 
0164: disable_marker 128@ 

:DRIV3_14038
0051: return 

:DRIV3_14040
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_14554 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @DRIV3_14194 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_14194 
00BC: text_highpriority 'DRI2_3' 5000 ms 1  // ~s~Htrahagytad ~b~Torenot~s~. Menj vissza rte.
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_14130 
0164: disable_marker 120@ 

:DRIV3_14130
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_14151 
0164: disable_marker 123@ 

:DRIV3_14151
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DRIV3_14172 
0164: disable_marker 127@ 

:DRIV3_14172
0187: 121@ = create_marker_above_actor 40@ 
07E0: set_marker 121@ type_to 1 
0006: 110@ = 1 // integer values 

:DRIV3_14194
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @DRIV3_14547 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 40@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @DRIV3_14547 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_14275 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_14275
0006: 110@ = 0 // integer values 
0164: disable_marker 121@ 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DRIV3_14547 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DRIV3_14495 
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @DRIV3_14419 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_14412 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: text_highpriority 'DRI2_25' 5000 ms 1  // Menj vissza a ~y~Pleasure Domesba~s~.
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @DRIV3_14412 
0006: 108@ = 1 // integer values 

:DRIV3_14412
0002: jump @DRIV3_14488 

:DRIV3_14419
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_14451 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 

:DRIV3_14451
00BC: text_highpriority 'DRI2_46' 5000 ms 1  // ~s~Ne fossl! Menj a Pay 'n' Spraybe.
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_14488 
0164: disable_marker 123@ 

:DRIV3_14488
0002: jump @DRIV3_14547 

:DRIV3_14495
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_14531 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_14531
00BC: text_highpriority 'DRI2_34' 5000 ms 1  // ~s~Tnj el a reptrrl.

:DRIV3_14547
0002: jump @DRIV3_14593 

:DRIV3_14554
0006: 94@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_22' 5000 ms 1  // ~r~Toreno halott!
0051: return 

:DRIV3_14593
0051: return 

:DRIV3_14595
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_15480 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DRIV3_14770 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_14770 
00BC: text_highpriority 'DRI2_32' 5000 ms 1  // ~s~ Htrahagytad ~b~T-Bonet~s~. Menj vissza rte.
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_14685 
0164: disable_marker 120@ 

:DRIV3_14685
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DRIV3_14706 
0164: disable_marker 127@ 

:DRIV3_14706
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_14727 
0164: disable_marker 123@ 

:DRIV3_14727
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @DRIV3_14748 
0164: disable_marker 116@ 

:DRIV3_14748
0187: 122@ = create_marker_above_actor 53@ 
07E0: set_marker 122@ type_to 1 
0006: 109@ = 1 // integer values 

:DRIV3_14770
00D6: if 
0039:   109@ == 1 // integer values 
004D: jump_if_false @DRIV3_15473 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_15427 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @DRIV3_15420 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_14867 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_14867
0006: 109@ = 0 // integer values 
0164: disable_marker 122@ 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @DRIV3_15157 
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @DRIV3_15157 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @DRIV3_15105 
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @DRIV3_15029 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_15022 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: text_highpriority 'DRI2_25' 5000 ms 1  // Menj vissza a ~y~Pleasure Domesba~s~.
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @DRIV3_15022 
0006: 108@ = 1 // integer values 

:DRIV3_15022
0002: jump @DRIV3_15098 

:DRIV3_15029
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_15061 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 

:DRIV3_15061
00BC: text_highpriority 'DRI2_46' 5000 ms 1  // ~s~Ne fossl! Menj a Pay 'n' Spraybe.
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_15098 
0164: disable_marker 123@ 

:DRIV3_15098
0002: jump @DRIV3_15157 

:DRIV3_15105
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_15141 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_15141
00BC: text_highpriority 'DRI2_34' 5000 ms 1  // ~s~Tnj el a reptrrl.

:DRIV3_15157
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @DRIV3_15420 
00D6: if and
0028:   $7321 >= 5 // integer values 
001A:   8 > $7321 // integer values 
004D: jump_if_false @DRIV3_15236 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_15236 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_15236
00D6: if and
0028:   $7321 >= 9 // integer values 
001A:   15 > $7321 // integer values 
004D: jump_if_false @DRIV3_15297 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_15297 
018A: 127@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_15297
00D6: if and
0028:   $7321 >= 15 // integer values 
001A:   24 > $7321 // integer values 
004D: jump_if_false @DRIV3_15352 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_15352 
018A: 116@ = create_checkpoint_at 71@ 72@ 73@ 

:DRIV3_15352
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @DRIV3_15420 
00D6: if 
002A:   0 >= $1796 // integer values 
004D: jump_if_false @DRIV3_15420 
0006: 89@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'FAR3_FD' 5000 ms 1  // ~z~Bassza meg, Mike teljnak annyi!
0051: return 

:DRIV3_15420
0002: jump @DRIV3_15473 

:DRIV3_15427
0006: 90@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_31' 5000 ms 1  // ~r~T-Bone halott!
0051: return 

:DRIV3_15473
0002: jump @DRIV3_15528 

:DRIV3_15480
0006: 90@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 93@ = 1 // integer values 
00BC: text_highpriority 'DRI2_31' 5000 ms 1  // ~r~T-Bone halott!
0051: return 
0051: return 

:DRIV3_15528
0051: return 

:DRIV3_15530
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @DRIV3_15570 
040D: unload_wav 1 
03CF: load_wav 133@(132@,40i) as 1 
0006: 106@ = 1 // integer values 

:DRIV3_15570
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @DRIV3_15837 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRIV3_15837 
03D1: play_wav 1 
00BC: text_highpriority $7322(132@,40s) 10000 ms 1 
00D6: if 
0038:   $7321 == 0 // integer values 
004D: jump_if_false @DRIV3_15646 
0006: 102@ = 1 // integer values 

:DRIV3_15646
00D6: if 
0038:   $7321 == 5 // integer values 
004D: jump_if_false @DRIV3_15700 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_15700 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_15700
00D6: if 
0038:   $7321 == 8 // integer values 
004D: jump_if_false @DRIV3_15730 
0164: disable_marker 127@ 
0006: 102@ = 1 // integer values 

:DRIV3_15730
00D6: if 
0038:   $7321 == 11 // integer values 
004D: jump_if_false @DRIV3_15768 
018A: 127@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_15768
00D6: if 
0038:   $7321 == 14 // integer values 
004D: jump_if_false @DRIV3_15798 
0006: 102@ = 1 // integer values 
0164: disable_marker 127@ 

:DRIV3_15798
00D6: if 
0038:   $7321 == 18 // integer values 
004D: jump_if_false @DRIV3_15830 
018A: 116@ = create_checkpoint_at 71@ 72@ 73@ 

:DRIV3_15830
0006: 106@ = 2 // integer values 

:DRIV3_15837
00D6: if 
0039:   106@ == 2 // integer values 
004D: jump_if_false @DRIV3_15907 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRIV3_15907 
0006: 32@ = 0 // integer values 
0006: 106@ = 0 // integer values 
03D5: remove_text $7322(132@,40s) 
000A: 132@ += 1 // integer values 
0008: $7321 += 1 // integer values 

:DRIV3_15907
0051: return 

:DRIV3_15909
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'M_PASSS' 7000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 7000 
0998: add_respect 25 
0008: $11010 += 1 // integer values 
0318: set_latest_mission_passed 'FAR_3'  // Mike Toreno
030C: set_mission_points += 1 
0629: change_stat 311 to 1 // integer 
0051: return 

:DRIV3_15980
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DRIV3_15998
0004: $ONMISSION = 0 // integer values 
0004: $1800 = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_16035 
0A09: (unknown) $PLAYER_ACTOR 0 

:DRIV3_16035
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0249: release_model #MICRO_UZI 
0249: release_model #BURRITO 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0215: destroy_pickup 55@ 
0249: release_model #STRETCH 
0006: 131@ = 0 // integer values 

:DRIV3_16081
00D6: if 
001B:   3 > 131@ // integer values 
004D: jump_if_false @DRIV3_16122 
01C2: remove_references_to_actor 42@(131@,9i) // Like turning an actor into a random pedestrian 
000A: 131@ += 1 // integer values 
0002: jump @DRIV3_16081 

:DRIV3_16122
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 40@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 53@ // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
0249: release_model #FREEWAY 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 127@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 128@ 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
0249: release_model #PREMIER 
014F: stop_timer $1796 
0151: remove_status_text $1797 
04CE: $2653 = create_icon_marker_without_sphere 63 at -1908.9 292.3 40.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 67---------------
// Originally: Zeroing In

:STEAL1
03A4: name_thread 'STEAL1' 
0050: gosub @STEAL1_581 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @STEAL1_38 
0050: gosub @STEAL1_7596 

:STEAL1_38
0050: gosub @STEAL1_7685 
004E: end_thread 

:STEAL1_47
0247: request_model #URANUS 
0247: request_model #HFYST 
038B: load_requested_models 

:STEAL1_58
00D6: if or
8248:   not model #URANUS available 
8248:   not model #HFYST available 
004D: jump_if_false @STEAL1_89 
0001: wait 0 ms 
0002: jump @STEAL1_58 

:STEAL1_89
0732: (unknown) 558 
0007: 438@ = -2027.335 // floating-point values 
0007: 439@ = 326.0038 // floating-point values 
0007: 440@ = 34.2344 // floating-point values 
0007: 441@ = 88.2674 // floating-point values 
0007: 445@ = -2025.442 // floating-point values 
0007: 446@ = 323.5849 // floating-point values 
0007: 447@ = 34.1015 // floating-point values 
0007: 448@ = 77.8368 // floating-point values 
0395: clear_area 1 at 438@ 439@ 440@ range 5.0 
00A5: 435@ = create_car #URANUS at 438@ 439@ 440@ 
0175: set_car 435@ z_angle_to 441@ 
020A: set_car 435@ door_status_to 3 
02AA: set_car 435@ immune_to_nonplayer 1 
009A: 443@ = create_actor 5 #HFYST at 445@ 446@ 447@ 
0173: set_actor 443@ z_angle_to 448@ 
0587: (unknown) 435@ 0 
0161: tie_marker 436@ to_car 435@ 4 1 
0229: set_car 435@ color_to 5 1 
0051: return 

:STEAL1_287
0249: release_model #URANUS 
0051: return 
018A: $1343 = create_checkpoint_at 0.0 0.0 0.0 

:STEAL1_314
0247: request_model #ALPHA 

:STEAL1_319
00D6: if 
8248:   not model #ALPHA available 
004D: jump_if_false @STEAL1_346 
0001: wait 0 ms 
0002: jump @STEAL1_319 

:STEAL1_346
0007: 450@ = -2043.911 // floating-point values 
0007: 451@ = 179.1213 // floating-point values 
0007: 452@ = 27.8507 // floating-point values 
0007: 453@ = 270.0 // floating-point values 
0395: clear_area 1 at 450@ 451@ 452@ range 5.0 
00A5: 449@ = create_car #ALPHA at 450@ 451@ 452@ 
0175: set_car 449@ z_angle_to 453@ 
036A: put_actor $PLAYER_ACTOR in_car 449@ 
0051: return 

:STEAL1_439
023C: request_special_actor 'ZERO' as 1 
04ED: load_animation "CAR_CHAT" 

:STEAL1_464
00D6: if or
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @STEAL1_502 
0001: wait 0 ms 
0002: jump @STEAL1_464 

:STEAL1_502
0007: 455@ = -2034.566 // floating-point values 
0007: 456@ = 175.2188 // floating-point values 
0007: 457@ = 27.8516 // floating-point values 
0007: 458@ = 13.516 // floating-point values 
0395: clear_area 1 at 455@ 456@ 457@ range 5.0 
009A: 454@ = create_actor 4 #SPECIAL01 at 455@ 456@ 457@ 
0051: return 

:STEAL1_581
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0006: 34@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 38@ = 1 // integer values 
0006: 39@ = 1 // integer values 
0006: 40@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 90@ = 500 // integer values 
0004: $7404 = 57 // integer values 
0004: $7402 = 2 // integer values 
0004: $7403 = 3 // integer values 
0005: $7405 = 35.0 // floating-point values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 400@ = 0 // integer values 
0006: 404@ = 1 // integer values 
0006: 402@ = 1 // integer values 
0006: 403@ = 2 // integer values 
0006: 401@ = 0 // integer values 
0006: 60@ = -16776961 // integer values 
0006: 61@ = -8355496 // integer values 
0006: 43@ = -16776961 // integer values 
0006: 44@ = -12566358 // integer values 
0006: 45@ = -8355496 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 62@ = 255 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 255 // integer values 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 70@ = 16777216 // integer values 
0006: 71@ = 65536 // integer values 
0006: 72@ = 256 // integer values 
0006: 73@ = 1 // integer values 
0007: 119@ = -2711.3 // floating-point values 
0007: 120@ = 118.81 // floating-point values 
0007: 121@ = 3.99 // floating-point values 
0007: 122@ = 2.07 // floating-point values 
0007: 123@ = 178.25 // floating-point values 
0007: 352@ = -2033.175 // floating-point values 
0007: 353@ = 178.6755 // floating-point values 
0007: 354@ = 27.8516 // floating-point values 
0007: 102@ = -2708.79 // floating-point values 
0007: 108@ = -9.59 // floating-point values 
0007: 114@ = 3.98 // floating-point values 
0007: 304@ = -2689.74 // floating-point values 
0007: 310@ = 91.48 // floating-point values 
0007: 316@ = 5.04 // floating-point values 
0007: 305@ = -2692.04 // floating-point values 
0007: 311@ = 91.71 // floating-point values 
0007: 317@ = 4.39 // floating-point values 
0007: 307@ = -2904.51 // floating-point values 
0007: 313@ = 1181.56 // floating-point values 
0007: 319@ = 13.71 // floating-point values 
0007: 308@ = -2916.92 // floating-point values 
0007: 314@ = 1182.06 // floating-point values 
0007: 320@ = 13.59 // floating-point values 
0007: 309@ = -2917.76 // floating-point values 
0007: 315@ = 1176.93 // floating-point values 
0007: 321@ = 13.67 // floating-point values 
0007: 322@ = -2899.05 // floating-point values 
0007: 324@ = 1170.08 // floating-point values 
0007: 326@ = 13.03 // floating-point values 
0007: 323@ = -2898.66 // floating-point values 
0007: 325@ = 1166.74 // floating-point values 
0007: 327@ = 13.21 // floating-point values 
0007: 328@ = 0.0 // floating-point values 
0007: 334@ = 0.0 // floating-point values 
0007: 340@ = 0.0 // floating-point values 
0007: 329@ = 0.0 // floating-point values 
0007: 335@ = 0.0 // floating-point values 
0007: 341@ = 0.0 // floating-point values 
0007: 330@ = 0.0 // floating-point values 
0007: 336@ = 0.0 // floating-point values 
0007: 342@ = 0.0 // floating-point values 
0007: 331@ = 0.0 // floating-point values 
0007: 337@ = 0.0 // floating-point values 
0007: 343@ = 0.0 // floating-point values 
0007: 332@ = 0.0 // floating-point values 
0007: 338@ = 0.0 // floating-point values 
0007: 344@ = 0.0 // floating-point values 
0007: 333@ = 0.0 // floating-point values 
0007: 339@ = 0.0 // floating-point values 
0007: 345@ = 0.0 // floating-point values 
0007: 405@ = -2704.72 // floating-point values 
0007: 415@ = 113.56 // floating-point values 
0007: 425@ = 5.52 // floating-point values 
0007: 406@ = -2701.12 // floating-point values 
0007: 416@ = 100.21 // floating-point values 
0007: 426@ = 5.47 // floating-point values 
0007: 407@ = -2699.84 // floating-point values 
0007: 417@ = 94.03 // floating-point values 
0007: 427@ = 6.41 // floating-point values 
0007: 408@ = -2710.6 // floating-point values 
0007: 418@ = 126.88 // floating-point values 
0007: 428@ = 5.13 // floating-point values 
0007: 409@ = 0.0 // floating-point values 
0007: 419@ = 0.0 // floating-point values 
0007: 429@ = 0.0 // floating-point values 
05AA: 372@s = 'STL1_AA' // 8-byte strings 
05AA: 374@s = 'STL1_AB' // 8-byte strings 
05AA: 376@s = 'STL1_AC' // 8-byte strings 
05AA: 378@s = 'STL1_AD' // 8-byte strings 
05AA: 380@s = 'STL1_AE' // 8-byte strings 
04AF: 384@ = unknown_wav_reference 36600 
04AF: 385@ = unknown_wav_reference 36601 
04AF: 386@ = unknown_wav_reference 36602 
04AF: 387@ = unknown_wav_reference 36603 
04AF: 388@ = unknown_wav_reference 36604 
054C: use_GXT_table 'STEAL1' 
0006: 85@ = 0 // integer values 
0006: 86@ = 1 // integer values 
0006: 48@ = 2 // integer values 
01B6: set_weather 5 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'STEAL_1' 

:STEAL1_1716
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL1_1740 
0001: wait 0 ms 
0002: jump @STEAL1_1716 

:STEAL1_1740
02E7: start_cutscene 
016A: fade 1 1000 ms 

:STEAL1_1749
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL1_1773 
0001: wait 0 ms 
0002: jump @STEAL1_1749 

:STEAL1_1773
016A: fade 0 0 ms 

:STEAL1_1779
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1803 
0001: wait 0 ms 
0002: jump @STEAL1_1779 

:STEAL1_1803
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:STEAL1_1816
0001: wait 0 ms 
00D6: if 
8039:   not  400@ == 0 // integer values 
004D: jump_if_false @STEAL1_2159 
00D6: if 
0039:   401@ == 0 // integer values 
004D: jump_if_false @STEAL1_1884 
00D6: if 
03D0:   wav 403@ loaded 
004D: jump_if_false @STEAL1_1877 
040D: unload_wav 403@ 

:STEAL1_1877
0006: 401@ = 1 // integer values 

:STEAL1_1884
00D6: if 
0039:   401@ == 1 // integer values 
004D: jump_if_false @STEAL1_1921 
03CF: load_wav 383@(400@,17i) as 402@ 
0006: 401@ = 2 // integer values 

:STEAL1_1921
00D6: if 
0039:   401@ == 2 // integer values 
004D: jump_if_false @STEAL1_1981 
00D6: if 
03D0:   wav 402@ loaded 
004D: jump_if_false @STEAL1_1981 
03D1: play_wav 402@ 
00BC: text_highpriority 370@(400@,6s) 10000 ms 1 
0006: 401@ = 3 // integer values 

:STEAL1_1981
00D6: if 
0039:   401@ == 3 // integer values 
004D: jump_if_false @STEAL1_2159 
00D6: if 
03D2:   wav 402@ ended 
004D: jump_if_false @STEAL1_2098 
03D5: remove_text 370@(400@,6s) 
00D6: if 
0039:   402@ == 1 // integer values 
004D: jump_if_false @STEAL1_2063 
0006: 402@ = 2 // integer values 
0006: 403@ = 1 // integer values 
0002: jump @STEAL1_2077 

:STEAL1_2063
0006: 402@ = 1 // integer values 
0006: 403@ = 2 // integer values 

:STEAL1_2077
0006: 400@ = 0 // integer values 
0006: 401@ = 0 // integer values 
0002: jump @STEAL1_2159 

:STEAL1_2098
00D6: if 
83D0:   not wav 403@ loaded 
004D: jump_if_false @STEAL1_2159 
00D6: if 
001B:   60 > 400@ // integer values 
004D: jump_if_false @STEAL1_2159 
0085: 404@ = 400@ // integer values and handles 
000A: 404@ += 1 // integer values 
03CF: load_wav 383@(404@,17i) as 403@ 

:STEAL1_2159
00D6: if 
0735:   83 
004D: jump_if_false @STEAL1_2181 
0002: jump @STEAL1_7614 

:STEAL1_2181
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_2305 
00D6: if 
001B:   3 > 34@ // integer values 
004D: jump_if_false @STEAL1_2305 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL1_2264 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL1_2264 
00D9: 449@ = actor $PLAYER_ACTOR car 
0006: 35@ = 1 // integer values 

:STEAL1_2264
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL1_2305 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL1_2305 
0006: 35@ = 0 // integer values 

:STEAL1_2305
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @STEAL1_3948 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @STEAL1_2779 
0395: clear_area 1 at 352@ 353@ 354@ range 25.0 
0360: open_garage 'HBGDSFS' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2037.601 183.5734 30.4011 0.0 0.0 0.0 
0160: point_camera -2037.017 182.7901 30.1884 2 
0050: gosub @STEAL1_314 
0050: gosub @STEAL1_439 
0050: gosub @STEAL1_47 
0050: gosub @STEAL1_7929 
0A0B: (unknown) -2029.904 179.7978 29.0075 130.0 
016A: fade 1 500 ms 

:STEAL1_2489
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_2513 
0001: wait 0 ms 
0002: jump @STEAL1_2489 

:STEAL1_2513
00D6: if and
8119:   not car 449@ wrecked 
8118:   not actor 454@ dead 
004D: jump_if_false @STEAL1_2779 
00D6: if 
0039:   401@ == 0 // integer values 
004D: jump_if_false @STEAL1_2779 
0006: 400@ = 1 // integer values 
0615: define_action_sequences 366@ 
05D3: AS_actor -1 go_to_point -2032.55 176.89 28.95 speed 4 -2 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "CAR_TALKM_IN" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "CAR_TALKM_LOOP" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 0 ms 
0605: actor -1 perform_animation_sequence "CAR_TALKM_OUT" from_file "CAR_CHAT" 4.0 loop 0 0 0 0 0 ms 
0616: define_action_sequences_end 366@ 
0618: assign_actor 454@ to_action_sequences 366@ 
05D1: AS_actor $PLAYER_ACTOR drive_car 449@ to 352@ 353@ 354@ speed 12.0 1 0 2 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 1 // integer values 

:STEAL1_2779
00D6: if 
0019:   37@ > 0 // integer values 
004D: jump_if_false @STEAL1_2869 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // integer values and handles 
0062: 82@ -= 80@ // integer values 
00D6: if 
0019:   82@ > 1000 // integer values 
004D: jump_if_false @STEAL1_2869 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @STEAL1_2869 
000E: 80@ -= 10000 // integer values 
0006: 37@ = 5 // integer values 

:STEAL1_2869
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @STEAL1_2964 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // integer values and handles 
0062: 82@ -= 80@ // integer values 
00D6: if 
0019:   82@ > 1000 // integer values 
004D: jump_if_false @STEAL1_2964 
00D6: if 
0039:   401@ == 0 // integer values 
004D: jump_if_false @STEAL1_2964 
0006: 400@ = 2 // integer values 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 2 // integer values 

:STEAL1_2964
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @STEAL1_3110 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // integer values and handles 
0062: 82@ -= 80@ // integer values 
00D6: if 
0019:   82@ > 1000 // integer values 
004D: jump_if_false @STEAL1_3110 
00D6: if 
0039:   401@ == 0 // integer values 
004D: jump_if_false @STEAL1_3110 
0006: 400@ = 3 // integer values 
01BD: 80@ = current_time_in_ms 
015F: set_camera_position -2031.242 175.4691 29.0587 0.0 0.0 0.0 
0160: point_camera -2031.501 176.4334 29.007 2 
0006: 37@ = 3 // integer values 

:STEAL1_3110
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @STEAL1_3392 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_3392 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // integer values and handles 
0062: 82@ -= 80@ // integer values 
00D6: if 
0019:   82@ > 1000 // integer values 
004D: jump_if_false @STEAL1_3392 
00D6: if 
0039:   401@ == 0 // integer values 
004D: jump_if_false @STEAL1_3392 
00BE: text_clear_all 
016A: fade 0 100 ms 

:STEAL1_3215
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_3239 
0001: wait 0 ms 
0002: jump @STEAL1_3215 

:STEAL1_3239
015F: set_camera_position -2022.518 322.6858 34.6179 0.0 0.0 0.0 
0160: point_camera -2023.382 323.1579 34.7936 2 
0A0B: (unknown) -2022.518 322.6858 34.6179 50.0 
016A: fade 1 100 ms 

:STEAL1_3318
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_3342 
0001: wait 0 ms 
0002: jump @STEAL1_3318 

:STEAL1_3342
0006: 400@ = 4 // integer values 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_3392 
05CB: AS_actor 443@ enter_car_as_driver 435@ -1 ms 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 4 // integer values 

:STEAL1_3392
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @STEAL1_3570 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_3570 
00D6: if 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_3570 
00D6: if 
0448:   actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_3570 
00D6: if 
0039:   401@ == 0 // integer values 
004D: jump_if_false @STEAL1_3570 
0006: 400@ = 5 // integer values 
01BD: 80@ = current_time_in_ms 
0615: define_action_sequences 369@ 
05D1: AS_actor -1 drive_car 435@ to 125@ 185@ 245@ speed 30.0 0 0 2 
05D1: AS_actor -1 drive_car 435@ to 126@ 186@ 246@ speed 30.0 0 0 2 
0616: define_action_sequences_end 369@ 
0618: assign_actor 443@ to_action_sequences 369@ 
0006: 37@ = 5 // integer values 

:STEAL1_3570
00D6: if 
0039:   37@ == 5 // integer values 
004D: jump_if_false @STEAL1_3948 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // integer values and handles 
0062: 82@ -= 80@ // integer values 
00D6: if 
0019:   82@ > 1000 // integer values 
004D: jump_if_false @STEAL1_3948 
00D6: if 
0039:   401@ == 0 // integer values 
004D: jump_if_false @STEAL1_3948 
00BE: text_clear_all 
016A: fade 0 500 ms 

:STEAL1_3655
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_3679 
0001: wait 0 ms 
0002: jump @STEAL1_3655 

:STEAL1_3679
0361: close_garage 'HBGDSFS' 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
8119:   not car 449@ wrecked 
004D: jump_if_false @STEAL1_3786 
03CB: set_camera -2028.827 178.4434 27.8516 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2030.672 179.1596 28.9611 
00AB: put_car 449@ at -2028.827 178.4434 27.8516 
0175: set_car 449@ z_angle_to 266.8448 
036A: put_actor $PLAYER_ACTOR in_car 449@ 

:STEAL1_3786
03CF: load_wav 45400 as 3 

:STEAL1_3795
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL1_3821 
0001: wait 0 ms 
0002: jump @STEAL1_3795 

:STEAL1_3821
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_3869 
00D6: if 
80DB:   not actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_3869 
036A: put_actor 443@ in_car 435@ 

:STEAL1_3869
04EF: release_animation "CAR_CHAT" 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor_instantly 454@ 
0296: unload_special_actor 1 
0249: release_model #ALPHA 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 

:STEAL1_3910
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_3934 
0001: wait 0 ms 
0002: jump @STEAL1_3910 

:STEAL1_3934
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 34@ = 1 // integer values 

:STEAL1_3948
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @STEAL1_4090 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_4090 
00D6: if 
00DB:   actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_4090 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BB: text_lowpriority 'STL1_03' 7000 ms 1  // ~s~Ne vesztsd el a ~r~nyomt ~s~.
072F: (unknown) 435@ 1.0 2000 1 1 1 2 
05D1: AS_actor 443@ drive_car 435@ to 126@ 186@ 246@ speed 35.0 0 0 2 
0006: 34@ = 2 // integer values 

:STEAL1_4090
00D6: if 
0119:   car 435@ wrecked 
004D: jump_if_false @STEAL1_4131 
00BE: text_clear_all 
00BC: text_highpriority 'STL1_07' 5000 ms 1  // ~r~Lezztad az autt!
0002: jump @STEAL1_7596 

:STEAL1_4131
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @STEAL1_5957 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_5934 
00D6: if 
0735:   32 
004D: jump_if_false @STEAL1_4207 
0006: 40@ = 3 // integer values 
0477: set_car 435@ animation 6 2000 ms 

:STEAL1_4207
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 443@ radius 50.0 50.0 50.0 sphere 0 
004D: jump_if_false @STEAL1_4281 
00D6: if 
0022:   45.0 > $7405 // floating-point values 
004D: jump_if_false @STEAL1_4274 
0009: $7405 += 0.1 // floating-point values 

:STEAL1_4274
0002: jump @STEAL1_4312 

:STEAL1_4281
00D6: if 
0020:   $7405 > 30.0 // floating-point values 
004D: jump_if_false @STEAL1_4312 
000D: $7405 -= 0.1 // floating-point values 

:STEAL1_4312
00AD: set_car 435@ max_speed_to $7405 
02E3: 442@ = car 435@ speed 
00AA: store_car 435@ position_to 438@ 439@ 440@ 
00D6: if 
001C:   $7404 > $7402 // integer values 
004D: jump_if_false @STEAL1_4474 
00D6: if 
0100:   actor 443@ near_point_in_car 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @STEAL1_4467 
0008: $7402 += 1 // integer values 
0008: $7403 += 1 // integer values 
05D1: AS_actor 443@ drive_car 435@ to 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) speed $7405 0 0 2 

:STEAL1_4467
0002: jump @STEAL1_4667 

:STEAL1_4474
00D6: if 
0100:   actor 443@ near_point_in_car 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @STEAL1_4557 
05D2: AS_actor 443@ run_to_and_hijack_vehicle 435@ max_search_radius 35.0 traffic_behavior 2 
0008: $7402 += 1 // integer values 
0008: $7403 += 1 // integer values 

:STEAL1_4557
00D6: if 
001C:   $7402 > $7404 // integer values 
004D: jump_if_false @STEAL1_4667 
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_4667 
00A0: store_actor $PLAYER_ACTOR position_to 349@ 350@ 351@ 
0509: 87@ = distance between point 438@ 439@ and point 349@ 350@ 
00D6: if 
0021:   87@ > 200.0 // floating-point values 
004D: jump_if_false @STEAL1_4667 
00BC: text_highpriority 'STL1_09' 5000 ms 1  // ~r~Elvesztetted a nyomt!
0002: jump @STEAL1_7596 

:STEAL1_4667
00D6: if and
0039:   40@ == 2 // integer values 
0039:   49@ == 0 // integer values 
004D: jump_if_false @STEAL1_4760 
01BD: 95@ = current_time_in_ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 438@ 439@ 440@ radius 7.0 7.0 7.0 
004D: jump_if_false @STEAL1_4753 
0006: 49@ = 1 // integer values 
0002: jump @STEAL1_4760 

:STEAL1_4753
0006: 49@ = 0 // integer values 

:STEAL1_4760
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @STEAL1_5055 
00D6: if 
0021:   442@ > 10.0 // floating-point values 
004D: jump_if_false @STEAL1_5055 
06A2: get_vehicle 435@ velocity_in_direction 357@ 358@ 359@ 
0087: 364@ = 357@ // floating-point values only 
006B: 364@ *= 357@ // floating-point values 
0087: 365@ = 358@ // floating-point values only 
006B: 365@ *= 358@ // floating-point values 
0087: 361@ = 364@ // floating-point values only 
005B: 361@ += 365@ // floating-point values 
01FB: 360@ = square_root 361@ 
02F8: 355@ = vehicle 435@ z_angle_sine 
02F9: 356@ = vehicle 435@ z_angle_cosine 
0087: 364@ = 357@ // floating-point values only 
006B: 364@ *= 355@ // floating-point values 
0087: 365@ = 358@ // floating-point values only 
006B: 365@ *= 356@ // floating-point values 
0087: 362@ = 364@ // floating-point values only 
005B: 362@ += 365@ // floating-point values 
0087: 364@ = 362@ // floating-point values only 
006B: 364@ *= 362@ // floating-point values 
0087: 365@ = 361@ // floating-point values only 
0063: 365@ -= 364@ // floating-point values 
01FB: 363@ = square_root 365@ 
0087: 364@ = 363@ // floating-point values only 
0073: 364@ /= 362@ // floating-point values 
00D6: if 
0021:   364@ > 2.2 // floating-point values 
004D: jump_if_false @STEAL1_5041 
0477: set_car 435@ animation 6 2000 ms 
0006: 40@ = 3 // integer values 
0006: 49@ = 0 // integer values 
0002: jump @STEAL1_5055 

:STEAL1_5041
0006: 40@ = 2 // integer values 
0006: 49@ = 0 // integer values 

:STEAL1_5055
00D6: if 
0039:   40@ == 3 // integer values 
004D: jump_if_false @STEAL1_5187 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_5187 
00BE: text_clear_all 
0687: clear_actor_task 443@ 
00AD: set_car 435@ max_speed_to 0.0 
00BC: text_highpriority 'STL1_05' 5000 ms 1  // ~s~Lopd el az ~b~autt~s~.
03CD: car 435@ remove_from_stuck_car_check 
0164: disable_marker 436@ 
0186: 436@ = create_marker_above_car 435@ 
07E0: set_marker 436@ type_to 1 
00D6: if 
01C1:   car 435@ stopped 
004D: jump_if_false @STEAL1_5187 
05CF: actor 443@ exit_car 435@ and_leave_door_opened 438@ 439@ 440@ 
0006: 34@ = 3 // integer values 

:STEAL1_5187
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @STEAL1_5338 
0164: disable_marker 436@ 
00AA: store_car 435@ position_to 445@ 446@ 447@ 
018A: 436@ = create_checkpoint_at 445@ 446@ 447@ 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 438@ 439@ 440@ radius 25.0 25.0 25.0 
004D: jump_if_false @STEAL1_5284 
03D1: play_wav 3 

:STEAL1_5284
0006: 62@ = 255 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 255 // integer values 
0050: gosub @STEAL1_7748 
01BD: 80@ = current_time_in_ms 
01BD: 84@ = current_time_in_ms 
0006: 40@ = 1 // integer values 

:STEAL1_5338
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @STEAL1_5779 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // integer values and handles 
0062: 82@ -= 80@ // integer values 
0085: 83@ = 81@ // integer values and handles 
0062: 83@ -= 84@ // integer values 
00D6: if 
0019:   83@ > 1000 // integer values 
004D: jump_if_false @STEAL1_5453 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @STEAL1_5453 
00BB: text_lowpriority 'STL1_03' 8000 ms 1  // ~s~Ne vesztsd el a ~r~nyomt ~s~.
0006: 52@ = 1 // integer values 

:STEAL1_5453
00D6: if 
0019:   82@ > 30 // integer values 
004D: jump_if_false @STEAL1_5483 
0050: gosub @STEAL1_7748 
01BD: 80@ = current_time_in_ms 

:STEAL1_5483
00D6: if 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_5703 
00D6: if or
00EC:   actor $PLAYER_ACTOR 0 445@ 446@ radius 20.0 20.0 
0106:   actor $PLAYER_ACTOR near_actor_in_car 443@ radius 50.0 50.0 50.0 0 
004D: jump_if_false @STEAL1_5626 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @STEAL1_5594 
03E5: text_box 'STL1_04'  // Hasznld a Sofr Suliban tanult HalFarok technikt a cl aut, legkisebb srlssel trtn megprdtshez.
0006: 51@ = 1 // integer values 

:STEAL1_5594
0164: disable_marker 436@ 
01BD: 80@ = current_time_in_ms 
0186: 436@ = create_marker_above_car 435@ 
0006: 49@ = 0 // integer values 
0006: 40@ = 2 // integer values 

:STEAL1_5626
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 443@ radius 20.0 20.0 20.0 0 
004D: jump_if_false @STEAL1_5703 
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @STEAL1_5703 
00BC: text_highpriority 'STL1_02' 12000 ms 1  // ~s~Tapadj r s lkd meg a ~r~kicsike ~s~htsjt, hogy kiprdljn.
0006: 51@ = 2 // integer values 

:STEAL1_5703
00D6: if 
001B:   128 > 65@ // integer values 
004D: jump_if_false @STEAL1_5737 
00BC: text_highpriority 'STL1_10' 100 ms 1  // ~s~Ne maradj le! Elfogod veszteni a ~r~nyomt~s~!

:STEAL1_5737
00D6: if 
003B:   65@ == 69@ // integer values 
004D: jump_if_false @STEAL1_5779 
00BC: text_highpriority 'STL1_09' 7000 ms 1  // ~r~Elvesztetted a nyomt!
0002: jump @STEAL1_7596 

:STEAL1_5779
00D6: if 
0039:   40@ == 2 // integer values 
004D: jump_if_false @STEAL1_5934 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_5934 
00D6: if 
0021:   87@ > 200.0 // floating-point values 
004D: jump_if_false @STEAL1_5841 
0006: 40@ = 0 // integer values 

:STEAL1_5841
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // integer values and handles 
0062: 82@ -= 80@ // integer values 
00D6: if 
0019:   82@ > 2000 // integer values 
004D: jump_if_false @STEAL1_5904 
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_5904 
0006: 40@ = 0 // integer values 

:STEAL1_5904
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_5934 
0006: 40@ = 0 // integer values 
0002: jump @STEAL1_5934 

:STEAL1_5934
00D6: if 
0118:   actor 443@ dead 
004D: jump_if_false @STEAL1_5957 
0006: 34@ = 3 // integer values 

:STEAL1_5957
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @STEAL1_7364 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_7364 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @STEAL1_6028 
020A: set_car 435@ door_status_to 1 
0006: 50@ = 1 // integer values 

:STEAL1_6028
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @STEAL1_6152 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_6152 
0164: disable_marker 436@ 
00BC: text_highpriority 'STL1_06' 5000 ms 1  // ~s~Kocsikzz vissza a San Fierro-i ~y~garzsba ~s~.
018A: 53@ = create_checkpoint_at 352@ 353@ 354@ 
02FA: garage 'HBGDSFS' change_to_type 19 
07C0: load_path 171 

:STEAL1_6118
00D6: if 
87C1:   not path 171 available 
004D: jump_if_false @STEAL1_6145 
0001: wait 0 ms 
0002: jump @STEAL1_6118 

:STEAL1_6145
0006: 50@ = 2 // integer values 

:STEAL1_6152
00D6: if 
0039:   50@ == 2 // integer values 
004D: jump_if_false @STEAL1_6437 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6437 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_6437 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 352@ 353@ 354@ radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @STEAL1_6437 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_6437 
0395: clear_area 1 at 352@ 353@ 354@ range 25.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2031.242 175.4691 29.0587 0.0 0.0 0.0 
0160: point_camera -2031.501 176.4334 29.007 2 
0360: open_garage 'HBGDSFS' 
0164: disable_marker 53@ 
0007: 352@ = -2043.911 // floating-point values 
0007: 353@ = 179.1213 // floating-point values 
0007: 354@ = 27.8507 // floating-point values 
0227: 437@ = car 435@ health 
0016: 437@ /= 10 // integer values 
0012: 437@ *= 100 // integer values 
0006: 90@ = 2000 // integer values 
005A: 90@ += 437@ // integer values 
0006: 50@ = 21 // integer values 

:STEAL1_6437
00D6: if 
0039:   50@ == 21 // integer values 
004D: jump_if_false @STEAL1_6577 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6577 
00D6: if 
03B0:   garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL1_6577 
0395: clear_area 1 at 352@ 353@ 354@ range 25.0 
05EB: assign_vehicle 435@ to_path 171 
015F: set_camera_position -2037.601 183.5734 30.4011 0.0 0.0 0.0 
0160: point_camera -2037.017 182.7901 30.1884 2 
0006: 50@ = 3 // integer values 

:STEAL1_6577
00D6: if 
0039:   50@ == 3 // integer values 
004D: jump_if_false @STEAL1_6692 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6692 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_6692 
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 352@ 353@ 354@ radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @STEAL1_6692 
0361: close_garage 'HBGDSFS' 
00BE: text_clear_all 
0006: 50@ = 32 // integer values 

:STEAL1_6692
00D6: if 
0039:   50@ == 31 // integer values 
004D: jump_if_false @STEAL1_6781 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6781 
0615: define_action_sequences 367@ 
05CD: AS_actor -1 exit_car 435@ 
05D3: AS_actor -1 go_to_point -2035.471 176.6342 27.8359 speed 4 -2 ms 
0616: define_action_sequences_end 367@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 367@ 
0006: 50@ = 32 // integer values 

:STEAL1_6781
00D6: if 
0039:   50@ == 32 // integer values 
004D: jump_if_false @STEAL1_6864 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6864 
0361: close_garage 'HBGDSFS' 
016A: fade 0 1500 ms 

:STEAL1_6833
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_6857 
0001: wait 0 ms 
0002: jump @STEAL1_6833 

:STEAL1_6857
0006: 50@ = 41 // integer values 

:STEAL1_6864
00D6: if 
0039:   50@ == 41 // integer values 
004D: jump_if_false @STEAL1_7238 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0169: set_fade_color 0 0 1 
00A0: store_actor $PLAYER_ACTOR position_to 459@ 460@ 461@ 
0172: 462@ = actor $PLAYER_ACTOR z_angle 
016A: fade 0 500 ms 

:STEAL1_6930
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_6972 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL1_6965 
004E: end_thread 

:STEAL1_6965
0002: jump @STEAL1_6930 

:STEAL1_6972
0A0B: (unknown) -2690.908 206.6429 7.2879 88.2793 
00A1: put_actor $PLAYER_ACTOR at -2691.164 206.6478 3.3359 
015F: set_camera_position -2689.916 206.5855 7.399 0.0 0.0 0.0 
0160: point_camera -2690.908 206.6429 7.2879 2 
016A: fade 1 500 ms 
00BC: text_highpriority 'JAP_MOD' 6000 ms 1  // Mostantl mdosthatod az utcai vesenyes kocsikat, az Ocean Flatsi, szerel zletben.
0001: wait 6000 ms 
00BC: text_highpriority 'WANG_C' 6000 ms 1  // Az autszervz zletnek ellopott kocsik a Wang kocsik mintatermbe kerlnek.
0001: wait 6000 ms 
016A: fade 0 500 ms 

:STEAL1_7121
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_7163 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL1_7156 
004E: end_thread 

:STEAL1_7156
0002: jump @STEAL1_7121 

:STEAL1_7163
0A0B: (unknown) 459@ 460@ 461@ 462@ 
000F: 461@ -= 1.0 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at 459@ 460@ 461@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 462@ 
016A: fade 1 500 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0006: 50@ = 4 // integer values 

:STEAL1_7238
00D6: if 
0039:   50@ == 4 // integer values 
004D: jump_if_false @STEAL1_7364 
00D6: if 
03B1:   garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL1_7364 
02A3: toggle_widescreen 0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2032.471 176.6342 27.8359 
00A6: destroy_car 435@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 267.9 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 

:STEAL1_7333
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_7357 
0001: wait 0 ms 
0002: jump @STEAL1_7333 

:STEAL1_7357
0002: jump @STEAL1_7614 

:STEAL1_7364
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_7589 
00D6: if and
0019:   50@ > 1 // integer values 
001B:   4 > 50@ // integer values 
004D: jump_if_false @STEAL1_7589 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_7589 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL1_7520 
00BC: text_highpriority 'STL1_11' 100 ms 1  // ~s~lj vissza az ~b~autba~s~!
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_7520 
0164: disable_marker 436@ 
0164: disable_marker 53@ 
00BC: text_highpriority 'STL1_06' 5000 ms 1  // ~s~Kocsikzz vissza a San Fierro-i ~y~garzsba ~s~.
018A: 53@ = create_checkpoint_at 352@ 353@ 354@ 
0006: 35@ = 1 // integer values 

:STEAL1_7520
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL1_7589 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_7589 
0164: disable_marker 53@ 
0164: disable_marker 436@ 
0186: 436@ = create_marker_above_car 435@ 
07E0: set_marker 436@ type_to 1 
0006: 35@ = 0 // integer values 

:STEAL1_7589
0002: jump @STEAL1_1816 

:STEAL1_7596
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:STEAL1_7614
0008: $11274 += 1 // integer values 
014C: set_parked_car_generator $2790 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_1'  // Garzsmenet
030C: set_mission_points += 1 
0394: play_music 1 
01E3: text_1number_styled 'M_PASSS' 5000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 5000 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:STEAL1_7685
040D: unload_wav 3 
0164: disable_marker 436@ 
0164: disable_marker 53@ 
0164: disable_marker 436@ 
01B7: release_weather 
009B: destroy_actor_instantly 443@ 
00A6: destroy_car 435@ 
0050: gosub @STEAL1_287 
0249: release_model #ALPHA 
0249: release_model #HFYST 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:STEAL1_7748
00D6: if 
001B:   255 > 63@ // integer values 
004D: jump_if_false @STEAL1_7781 
000A: 63@ += 1 // integer values 
000A: 64@ += 1 // integer values 

:STEAL1_7781
00D6: if 
0039:   63@ == 255 // integer values 
004D: jump_if_false @STEAL1_7807 
000E: 65@ -= 1 // integer values 

:STEAL1_7807
0085: 74@ = 62@ // integer values and handles 
006A: 74@ *= 70@ // integer values 
0085: 75@ = 63@ // integer values and handles 
006A: 75@ *= 71@ // integer values 
0085: 76@ = 64@ // integer values and handles 
006A: 76@ *= 72@ // integer values 
0085: 77@ = 65@ // integer values and handles 
006A: 77@ *= 73@ // integer values 
0085: 78@ = 74@ // integer values and handles 
005A: 78@ += 75@ // integer values 
0085: 79@ = 76@ // integer values and handles 
005A: 79@ += 77@ // integer values 
0085: 60@ = 78@ // integer values and handles 
005A: 60@ += 79@ // integer values 
0165: set_marker 436@ color_to 60@ 
0051: return 

:STEAL1_7929
0007: 124@ = -2017.001 // floating-point values 
0007: 184@ = 322.4644 // floating-point values 
0007: 244@ = 34.7593 // floating-point values 
0007: 125@ = -2036.439 // floating-point values 
0007: 185@ = 322.4642 // floating-point values 
0007: 245@ = 34.0156 // floating-point values 
0007: 126@ = -2148.505 // floating-point values 
0007: 186@ = 227.5995 // floating-point values 
0007: 246@ = 34.8814 // floating-point values 
0007: 127@ = -2244.575 // floating-point values 
0007: 187@ = 211.4546 // floating-point values 
0007: 247@ = 34.884 // floating-point values 
0007: 128@ = -2252.426 // floating-point values 
0007: 188@ = 110.4054 // floating-point values 
0007: 248@ = 34.8813 // floating-point values 
0007: 129@ = -2254.398 // floating-point values 
0007: 189@ = 64.4779 // floating-point values 
0007: 249@ = 34.8865 // floating-point values 
0007: 130@ = -2333.194 // floating-point values 
0007: 190@ = 52.1153 // floating-point values 
0007: 250@ = 34.8895 // floating-point values 
0007: 131@ = -2373.793 // floating-point values 
0007: 191@ = -39.8936 // floating-point values 
0007: 251@ = 34.8887 // floating-point values 
0007: 132@ = -2411.406 // floating-point values 
0007: 192@ = -71.5329 // floating-point values 
0007: 252@ = 34.8695 // floating-point values 
0007: 133@ = -2421.986 // floating-point values 
0007: 193@ = -171.5927 // floating-point values 
0007: 253@ = 34.8702 // floating-point values 
0007: 134@ = -2514.487 // floating-point values 
0007: 194@ = -209.5909 // floating-point values 
0007: 254@ = 24.5432 // floating-point values 
0007: 135@ = -2612.338 // floating-point values 
0007: 195@ = -208.1451 // floating-point values 
0007: 255@ = 3.8877 // floating-point values 
0007: 136@ = -2700.542 // floating-point values 
0007: 196@ = -205.7518 // floating-point values 
0007: 256@ = 3.8928 // floating-point values 
0007: 137@ = -2703.455 // floating-point values 
0007: 197@ = -105.7246 // floating-point values 
0007: 257@ = 3.8899 // floating-point values 
0007: 138@ = -2704.933 // floating-point values 
0007: 198@ = -88.0339 // floating-point values 
0007: 258@ = 3.8934 // floating-point values 
0007: 139@ = -2791.198 // floating-point values 
0007: 199@ = -69.7781 // floating-point values 
0007: 259@ = 6.7409 // floating-point values 
0007: 140@ = -2807.242 // floating-point values 
0007: 200@ = 29.8687 // floating-point values 
0007: 260@ = 6.7487 // floating-point values 
0007: 141@ = -2807.922 // floating-point values 
0007: 201@ = 131.0431 // floating-point values 
0007: 261@ = 6.7324 // floating-point values 
0007: 142@ = -2807.247 // floating-point values 
0007: 202@ = 232.0953 // floating-point values 
0007: 262@ = 6.7535 // floating-point values 
0007: 143@ = -2831.376 // floating-point values 
0007: 203@ = 329.6273 // floating-point values 
0007: 263@ = 4.0742 // floating-point values 
0007: 144@ = -2851.84 // floating-point values 
0007: 204@ = 427.8425 // floating-point values 
0007: 264@ = 4.0745 // floating-point values 
0007: 145@ = -2831.418 // floating-point values 
0007: 205@ = 526.6416 // floating-point values 
0007: 265@ = 4.6276 // floating-point values 
0007: 146@ = -2821.27 // floating-point values 
0007: 206@ = 626.4095 // floating-point values 
0007: 266@ = 7.8679 // floating-point values 
0007: 147@ = -2849.525 // floating-point values 
0007: 207@ = 720.4027 // floating-point values 
0007: 267@ = 28.129 // floating-point values 
0007: 148@ = -2840.613 // floating-point values 
0007: 208@ = 819.4821 // floating-point values 
0007: 268@ = 40.6696 // floating-point values 
0007: 149@ = -2816.873 // floating-point values 
0007: 209@ = 897.241 // floating-point values 
0007: 269@ = 43.6833 // floating-point values 
0007: 150@ = -2776.396 // floating-point values 
0007: 210@ = 809.4246 // floating-point values 
0007: 270@ = 50.6937 // floating-point values 
0007: 151@ = -2676.287 // floating-point values 
0007: 211@ = 810.1769 // floating-point values 
0007: 271@ = 49.5432 // floating-point values 
0007: 152@ = -2575.558 // floating-point values 
0007: 212@ = 807.5107 // floating-point values 
0007: 272@ = 49.5239 // floating-point values 
0007: 153@ = -2528.462 // floating-point values 
0007: 213@ = 809.4405 // floating-point values 
0007: 273@ = 49.5356 // floating-point values 
0007: 154@ = -2526.564 // floating-point values 
0007: 214@ = 908.4559 // floating-point values 
0007: 274@ = 64.537 // floating-point values 
0007: 155@ = -2525.089 // floating-point values 
0007: 215@ = 999.8545 // floating-point values 
0007: 275@ = 77.8166 // floating-point values 
0007: 156@ = -2594.69 // floating-point values 
0007: 216@ = 1006.409 // floating-point values 
0007: 276@ = 77.8242 // floating-point values 
0007: 157@ = -2587.474 // floating-point values 
0007: 217@ = 1092.979 // floating-point values 
0007: 277@ = 56.2406 // floating-point values 
0007: 158@ = -2591.712 // floating-point values 
0007: 218@ = 1135.302 // floating-point values 
0007: 278@ = 55.135 // floating-point values 
0007: 159@ = -2658.549 // floating-point values 
0007: 219@ = 1209.768 // floating-point values 
0007: 279@ = 55.1386 // floating-point values 
0007: 160@ = -2669.474 // floating-point values 
0007: 220@ = 1309.309 // floating-point values 
0007: 280@ = 55.1228 // floating-point values 
0007: 161@ = -2677.539 // floating-point values 
0007: 221@ = 1409.63 // floating-point values 
0007: 281@ = 55.1226 // floating-point values 
0007: 162@ = -2669.294 // floating-point values 
0007: 222@ = 1509.889 // floating-point values 
0007: 282@ = 58.6901 // floating-point values 
0007: 163@ = -2674.542 // floating-point values 
0007: 223@ = 1610.948 // floating-point values 
0007: 283@ = 64.4835 // floating-point values 
0007: 164@ = -2675.343 // floating-point values 
0007: 224@ = 1711.907 // floating-point values 
0007: 284@ = 67.4134 // floating-point values 
0007: 165@ = -2675.344 // floating-point values 
0007: 225@ = 1812.691 // floating-point values 
0007: 285@ = 67.4802 // floating-point values 
0007: 166@ = -2675.333 // floating-point values 
0007: 226@ = 1913.553 // floating-point values 
0007: 286@ = 64.6734 // floating-point values 
0007: 167@ = -2675.791 // floating-point values 
0007: 227@ = 2013.888 // floating-point values 
0007: 287@ = 59.035 // floating-point values 
0007: 168@ = -2670.814 // floating-point values 
0007: 228@ = 2114.105 // floating-point values 
0007: 288@ = 55.1467 // floating-point values 
0007: 169@ = -2679.106 // floating-point values 
0007: 229@ = 2214.438 // floating-point values 
0007: 289@ = 55.1239 // floating-point values 
0007: 170@ = -2720.014 // floating-point values 
0007: 230@ = 2305.998 // floating-point values 
0007: 290@ = 63.1498 // floating-point values 
0007: 171@ = -2720.744 // floating-point values 
0007: 231@ = 2353.887 // floating-point values 
0007: 291@ = 71.5011 // floating-point values 
0007: 172@ = -2677.15 // floating-point values 
0007: 232@ = 2440.762 // floating-point values 
0007: 292@ = 47.2891 // floating-point values 
0007: 173@ = -2593.738 // floating-point values 
0007: 233@ = 2490.081 // floating-point values 
0007: 293@ = 22.1514 // floating-point values 
0007: 174@ = -2513.94 // floating-point values 
0007: 234@ = 2429.612 // floating-point values 
0007: 294@ = 16.4114 // floating-point values 
0007: 175@ = -2413.627 // floating-point values 
0007: 235@ = 2430.877 // floating-point values 
0007: 295@ = 11.8649 // floating-point values 
0007: 176@ = -2339.414 // floating-point values 
0007: 236@ = 2395.623 // floating-point values 
0007: 296@ = 5.5583 // floating-point values 
0007: 177@ = -2422.839 // floating-point values 
0007: 237@ = 2340.198 // floating-point values 
0007: 297@ = 4.5444 // floating-point values 
0007: 178@ = -2462.575 // floating-point values 
0007: 238@ = 2334.265 // floating-point values 
0007: 298@ = 4.5459 // floating-point values 
0007: 179@ = -2467.327 // floating-point values 
0007: 239@ = 2276.376 // floating-point values 
0007: 299@ = 4.5468 // floating-point values 
0007: 180@ = -2560.308 // floating-point values 
0007: 240@ = 2313.566 // floating-point values 
0007: 300@ = 4.5508 // floating-point values 
0007: 181@ = -2560.286 // floating-point values 
0007: 241@ = 2316.442 // floating-point values 
0007: 301@ = 4.5491 // floating-point values 
0051: return 

//-------------Mission 68---------------
// Originally: Test Drive

:STEAL2
03A4: name_thread 'STEAL2' 
0050: gosub @STEAL2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @STEAL2_38 
0050: gosub @STEAL2_26013 

:STEAL2_38
0050: gosub @STEAL2_26109 
004E: end_thread 

:STEAL2_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'STEAL2' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0007: 162@ = 0.0 // floating-point values 
0007: 163@ = 0.0 // floating-point values 
0007: 164@ = 0.0 // floating-point values 
0007: 165@ = 0.0 // floating-point values 
0007: 166@ = 0.0 // floating-point values 
0007: 167@ = 0.0 // floating-point values 
0007: 168@ = 0.0 // floating-point values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
08F5: (unknown) 
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_camera -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_2' 

:STEAL2_331
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL2_355 
0001: wait 0 ms 
0002: jump @STEAL2_331 

:STEAL2_355
02E7: start_cutscene 
016A: fade 1 1000 ms 

:STEAL2_364
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL2_388 
0001: wait 0 ms 
0002: jump @STEAL2_364 

:STEAL2_388
016A: fade 0 0 ms 

:STEAL2_394
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_418 
0001: wait 0 ms 
0002: jump @STEAL2_394 

:STEAL2_418
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08F6: (unknown) 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
0247: request_model #SULTAN 
0247: request_model #ELEGY 
0247: request_model #WMYBU 
06E9: request_car_component #NTO_B_S 
023C: request_special_actor 'CESAR' as 1 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
0A20: (unknown) $PLAYER_CHAR 1 
060A: unknown_create_entity 2 169@ 
07E5: unknown_copy_entity 65542 170@ 
03CB: set_camera -2032.4 171.8 27.8 
0395: clear_area 1 at -2032.4 171.8 27.8 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2032.4 171.8 27.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 308.7 
0395: clear_area 1 at -2032.3 161.9 28.0 range 1.0 
009A: $ACTOR_CESAR = create_actor 24 #SPECIAL01 at -2032.3 161.9 28.0 
0568: set_actor $ACTOR_CESAR targetable 1 
060B: unknown_actor_use_entity $ACTOR_CESAR 170@ 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
07B3: (unknown) $PLAYER_GROUP 1 
060B: unknown_actor_use_entity $ACTOR_CESAR 169@ 
0006: 104@ = 1 // integer values 
0395: clear_area 1 at -1656.2 1210.2 12.3 range 5.0 
04AF: 110@ = unknown_wav_reference 562 
0050: gosub @STEAL2_27694 
00A5: 34@ = create_car #ELEGY at -1656.2 1210.2 12.3 
03AB: set_car 34@ do_nothing 1 
0175: set_car 34@ z_angle_to 316.1 
020A: set_car 34@ door_status_to 3 
00AE: unknown_set_car 34@ to_ignore_traffic_lights 2 
0224: set_car 34@ health_to 2000 
053F: set_car 34@ tires_vulnerable 0 
0519: lock_vehicle 34@ in_current_position 1 
06E7: $TEMPVAR_ACTOR_CAR = add_car_component #NTO_B_S to_car 34@ 
0395: clear_area 1 at -1662.3 1211.0 12.3 range 5.0 
04AF: 110@ = unknown_wav_reference 560 
0050: gosub @STEAL2_27694 
00A5: 35@ = create_car #SULTAN at -1662.3 1211.0 12.3 
0175: set_car 35@ z_angle_to 316.1 
020A: set_car 35@ door_status_to 3 
0229: set_car 35@ color_to 59 12 
0224: set_car 35@ health_to 2000 
0519: lock_vehicle 35@ in_current_position 1 
06E7: $TEMPVAR_ACTOR_CAR = add_car_component #NTO_B_S to_car 35@ 
06D7: toggle_train_traffic 0 
018A: 98@ = create_checkpoint_at -1632.9 1207.4 6.1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 

:STEAL2_988
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @STEAL2_1014 
0002: jump @STEAL2_26031 

:STEAL2_1014
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @STEAL2_1046 
0002: jump @STEAL2_26013 

:STEAL2_1046
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @STEAL2_6415 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_1619 
0050: gosub @STEAL2_26414 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_1135 
0006: 112@ = 1 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 1 // integer values 

:STEAL2_1135
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_1215 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_1215 
00BB: text_lowpriority 'STE2_01' 7000 ms 1  // ~s~Menj s szerezd meg az autkat a ~y~bemutatterembl~s~.
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 33@ = 0 // integer values 
0006: 114@ = 2 // integer values 

:STEAL2_1215
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_1319 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @STEAL2_1319 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_1319 
0006: 112@ = 2 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0006: 33@ = 0 // integer values 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 3 // integer values 

:STEAL2_1319
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @STEAL2_1402 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @STEAL2_1402 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_1402 
0006: 112@ = 3 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 4 // integer values 

:STEAL2_1402
00D6: if 
0039:   114@ == 4 // integer values 
004D: jump_if_false @STEAL2_1459 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_1459 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 5 // integer values 

:STEAL2_1459
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1619 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL2_1619 
00D6: if 
00FE:   actor $ACTOR_CESAR 1 -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL2_1619 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 // integer values 
0006: 100@ = 1 // integer values 

:STEAL2_1619
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_2108 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -1662.3 1211.0 13.4 range 15.0 
020A: set_car 35@ door_status_to 1 
0164: disable_marker 98@ 
0395: clear_area 1 at -1656.7 1213.8 12.7 range 1.0 
009A: 96@ = create_actor 24 #WMYBU at -1656.7 1213.8 12.7 
0173: set_actor 96@ z_angle_to 132.3 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1792 
06C9: remove_actor $ACTOR_CESAR from_group 
0687: clear_actor_task $ACTOR_CESAR 

:STEAL2_1792
0615: define_action_sequences 171@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -1642.3 1204.1 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1651.2 1204.0 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1663.5 1204.2 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 171@ 
061B: remove_references_to_action_sequences 171@ 
0615: define_action_sequences 171@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -1640.3 1204.4 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1651.7 1205.0 6.2 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1662.3 1204.8 6.2 speed 4 -1 ms 
0616: define_action_sequences_end 171@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 171@ 
061B: remove_references_to_action_sequences 171@ 
0006: 112@ = 4 // integer values 
0209: 113@ = random_int 0 3 
0085: 159@ = 113@ // integer values and handles 
000A: 159@ += 1 // integer values 
0050: gosub @STEAL2_30237 
015F: set_camera_position -1624.5 1201.5 7.8 0.0 0.0 0.0 
0160: point_camera -1664.6 1207.1 10.9 2 
0006: 101@ = 1 // integer values 
0707: start_scene_skip_to @STEAL2_2979 
0006: 32@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 100@ = 2 // integer values 

:STEAL2_2108
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @STEAL2_2684 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_2207 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_2207 
0006: 112@ = 4 // integer values 
0209: 113@ = random_int 3 6 
0085: 159@ = 113@ // integer values and handles 
000A: 159@ += 1 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 1 // integer values 

:STEAL2_2207
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_2288 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_2288 
0006: 112@ = 4 // integer values 
0209: 113@ = random_int 6 9 
0085: 159@ = 113@ // integer values and handles 
000A: 159@ += 1 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 2 // integer values 

:STEAL2_2288
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @STEAL2_2684 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at -1659.6 1203.3 11.4 range 400.0 
00A1: put_actor $PLAYER_ACTOR at -1659.6 1203.3 11.4 
0173: set_actor $PLAYER_ACTOR z_angle_to 96.8 
0792: (unknown) $ACTOR_CESAR 
0395: clear_area 1 at -1659.8 1205.0 11.4 range 1.0 
00A1: put_actor $ACTOR_CESAR at -1659.8 1205.0 11.4 
0173: set_actor $ACTOR_CESAR z_angle_to 91.3 
0615: define_action_sequences 171@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -1662.6 1202.6 12.7 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1666.0 1208.8 12.7 speed 4 -1 ms 
05CB: AS_actor -1 enter_car_as_driver 35@ -1 ms 
0616: define_action_sequences_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 171@ 
061B: remove_references_to_action_sequences 171@ 
0615: define_action_sequences 171@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -1662.7 1204.8 12.7 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1662.9 1206.5 12.7 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -1660.3 1208.8 12.7 speed 4 -1 ms 
05B9: unknown_action_sequence -1 1000 
05CB: AS_actor -1 enter_car_as_driver 34@ -1 ms 
0616: define_action_sequences_end 171@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 171@ 
061B: remove_references_to_action_sequences 171@ 
015F: set_camera_position -1661.1 1219.7 15.15 0.0 0.0 0.0 
0160: point_camera -1658.9 1204.6 13.85 2 
0006: 32@ = 0 // integer values 
0006: 100@ = 3 // integer values 

:STEAL2_2684
00D6: if 
0039:   100@ == 3 // integer values 
004D: jump_if_false @STEAL2_2785 
062E: (unknown) $ACTOR_CESAR 1560 $416 
00D6: if 
84A3:   not  $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL2_2785 
0646: (unknown) $ACTOR_CESAR 107@ 
00D6: if 
0039:   107@ == 2 // integer values 
004D: jump_if_false @STEAL2_2785 
0006: 112@ = 5 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0006: 100@ = 4 // integer values 

:STEAL2_2785
00D6: if 
0039:   100@ == 4 // integer values 
004D: jump_if_false @STEAL2_2936 
00D6: if 
0039:   113@ == 2 // integer values 
004D: jump_if_false @STEAL2_2936 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @STEAL2_2929 
0615: define_action_sequences 171@ 
05D3: AS_actor -1 go_to_point -1660.6 1210.1 12.7 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point -1664.0 1205.3 12.7 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point -1651.3 1203.2 6.2 speed 6 -1 ms 
0616: define_action_sequences_end 171@ 
0618: assign_actor 96@ to_action_sequences 171@ 
061B: remove_references_to_action_sequences 171@ 

:STEAL2_2929
0006: 100@ = 5 // integer values 

:STEAL2_2936
00D6: if 
0039:   100@ == 5 // integer values 
004D: jump_if_false @STEAL2_5670 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_5670 
0006: 101@ = 0 // integer values 

:STEAL2_2979
0701: end_scene_skip 
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @STEAL2_3013 
0002: jump @STEAL2_26013 

:STEAL2_3013
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @STEAL2_3197 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 // integer values 
016A: fade 0 500 ms 

:STEAL2_3055
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_3079 
0001: wait 0 ms 
0002: jump @STEAL2_3055 

:STEAL2_3079
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @STEAL2_3111 
0002: jump @STEAL2_26013 

:STEAL2_3111
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @STEAL2_3171 
0395: clear_area 1 at -1651.3 1203.2 6.2 range 1.0 
00A1: put_actor 96@ at -1651.3 1203.2 6.2 

:STEAL2_3171
0792: (unknown) $ACTOR_CESAR 
036A: put_actor $ACTOR_CESAR in_car 34@ 
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:STEAL2_3197
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 34@ 
004D: jump_if_false @STEAL2_5670 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_5670 
0519: lock_vehicle 34@ in_current_position 0 
0519: lock_vehicle 35@ in_current_position 0 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0249: release_model #WMYBU 
0247: request_model #MULE 
0247: request_model #CARDBOARDBOX 
0247: request_model #TRAM 
038B: load_requested_models 
0506: vehicle_model #MULE set_next_variation 1 1 
0395: clear_area 1 at -1580.1 938.2 6.8 range 5.0 
04AF: 110@ = unknown_wav_reference 414 
0050: gosub @STEAL2_27694 
00A5: 36@ = create_car #MULE at -1580.1 938.2 6.8 
0175: set_car 36@ z_angle_to 90.0 
0587: (unknown) 36@ 1 
0395: clear_area 1 at -1576.0 938.9 6.5 range 5.0 
0376: 58@ = create_random_actor -1576.0 938.9 6.5 
0173: set_actor 58@ z_angle_to 84.9 
060B: unknown_actor_use_entity 58@ 170@ 
0395: clear_area 1 at -1575.1 940.7 6.4 range 10.0 
0107: 80@ = create_object #CARDBOARDBOX at -1575.1 940.7 6.4 
0382: set_object 80@ collision_detection 1 
0392: object 80@ toggle_in_moving_list 1 
0107: 81@ = create_object #CARDBOARDBOX at -1574.9 941.7 6.4 
0382: set_object 81@ collision_detection 1 
0392: object 81@ toggle_in_moving_list 1 
0107: 82@ = create_object #CARDBOARDBOX at -1573.1 942.7 6.4 
0382: set_object 82@ collision_detection 1 
0392: object 82@ toggle_in_moving_list 1 
0107: 83@ = create_object #CARDBOARDBOX at -1575.1 940.7 7.0 
0382: set_object 83@ collision_detection 1 
0392: object 83@ toggle_in_moving_list 1 
0107: 84@ = create_object #CARDBOARDBOX at -1573.1 942.7 7.0 
0382: set_object 84@ collision_detection 1 
0392: object 84@ toggle_in_moving_list 1 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_3764 
0395: clear_area 1 at -1626.9 1202.5 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 38@ = create_car 108@ at -1626.9 1202.5 5.7 
0175: set_car 38@ z_angle_to 222.7 
020A: set_car 38@ door_status_to 2 
0560: 38@ = create_random_driver_in_car 60@ 
0587: (unknown) 38@ 1 
054A: set_actor 60@ immune_to_car_headshots 0 

:STEAL2_3764
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_3893 
0395: clear_area 1 at -1609.2 1160.4 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 39@ = create_car 108@ at -1609.2 1160.4 5.7 
0175: set_car 39@ z_angle_to 184.3 
020A: set_car 39@ door_status_to 2 
0560: 39@ = create_random_driver_in_car 61@ 
0587: (unknown) 39@ 1 
054A: set_actor 61@ immune_to_car_headshots 0 

:STEAL2_3893
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_4022 
0395: clear_area 1 at -1600.9 1111.7 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 40@ = create_car 108@ at -1600.9 1111.7 5.7 
0175: set_car 40@ z_angle_to 183.3 
020A: set_car 40@ door_status_to 2 
0560: 40@ = create_random_driver_in_car 62@ 
0587: (unknown) 40@ 1 
054A: set_actor 62@ immune_to_car_headshots 0 

:STEAL2_4022
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_4151 
0395: clear_area 1 at -1608.2 1094.0 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 41@ = create_car 108@ at -1608.2 1094.0 5.7 
0175: set_car 41@ z_angle_to 180.0 
020A: set_car 41@ door_status_to 2 
0560: 41@ = create_random_driver_in_car 63@ 
0587: (unknown) 41@ 1 
054A: set_actor 63@ immune_to_car_headshots 0 

:STEAL2_4151
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_4280 
0395: clear_area 1 at -1608.2 1046.5 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 42@ = create_car 108@ at -1608.2 1046.5 5.7 
0175: set_car 42@ z_angle_to 183.5 
020A: set_car 42@ door_status_to 2 
0560: 42@ = create_random_driver_in_car 64@ 
0587: (unknown) 42@ 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_4280
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_4409 
0395: clear_area 1 at -1595.7 1012.0 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -1595.7 1012.0 5.7 
0175: set_car 43@ z_angle_to 207.3 
020A: set_car 43@ door_status_to 2 
0560: 43@ = create_random_driver_in_car 65@ 
0587: (unknown) 43@ 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_4409
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_4538 
0395: clear_area 1 at -1540.5 959.8 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -1540.5 959.8 5.7 
0175: set_car 44@ z_angle_to 24.3 
020A: set_car 44@ door_status_to 2 
0560: 44@ = create_random_driver_in_car 66@ 
0587: (unknown) 44@ 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_4538
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_4667 
0395: clear_area 1 at -1556.0 995.6 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 45@ = create_car 108@ at -1556.0 995.6 5.7 
0175: set_car 45@ z_angle_to 41.0 
020A: set_car 45@ door_status_to 2 
0560: 45@ = create_random_driver_in_car 67@ 
0587: (unknown) 45@ 1 
054A: set_actor 67@ immune_to_car_headshots 0 

:STEAL2_4667
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_4796 
0395: clear_area 1 at -1587.6 1036.7 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 46@ = create_car 108@ at -1587.6 1036.7 5.7 
0175: set_car 46@ z_angle_to 3.3 
020A: set_car 46@ door_status_to 2 
0560: 46@ = create_random_driver_in_car 68@ 
0587: (unknown) 46@ 1 
054A: set_actor 68@ immune_to_car_headshots 0 

:STEAL2_4796
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_4925 
0395: clear_area 1 at -1579.6 1140.1 5.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 48@ = create_car 108@ at -1579.6 1140.1 5.7 
0175: set_car 48@ z_angle_to 2.0 
020A: set_car 48@ door_status_to 2 
0560: 48@ = create_random_driver_in_car 70@ 
0587: (unknown) 48@ 1 
054A: set_actor 70@ immune_to_car_headshots 0 

:STEAL2_4925
0395: clear_area 1 at -1542.9 974.0 5.3 range 5.0 
06D8: 95@ = create_train_at -1542.9 974.0 5.3 type 9 direction 0 
06DC: set_train 95@ acc 0.0 
06DD: set_train 95@ speed 0.0 
020A: set_car 95@ door_status_to 2 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_5129 
0395: clear_area 1 at -1592.8 934.7 6.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 49@ = create_car 108@ at -1592.8 934.7 6.2 
0175: set_car 49@ z_angle_to 91.3 
020A: set_car 49@ door_status_to 2 
0560: 49@ = create_random_driver_in_car 71@ 
0587: (unknown) 49@ 1 
054A: set_actor 71@ immune_to_car_headshots 0 

:STEAL2_5129
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_5258 
0395: clear_area 1 at -1608.8 934.3 6.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 50@ = create_car 108@ at -1608.8 934.3 6.2 
0175: set_car 50@ z_angle_to 91.3 
020A: set_car 50@ door_status_to 2 
0560: 50@ = create_random_driver_in_car 72@ 
0587: (unknown) 50@ 1 
054A: set_actor 72@ immune_to_car_headshots 0 

:STEAL2_5258
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_5387 
0395: clear_area 1 at -1704.4 916.0 23.4 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 51@ = create_car 108@ at -1704.4 916.0 23.4 
0175: set_car 51@ z_angle_to 269.1 
020A: set_car 51@ door_status_to 2 
0560: 51@ = create_random_driver_in_car 73@ 
0587: (unknown) 51@ 1 
054A: set_actor 73@ immune_to_car_headshots 0 

:STEAL2_5387
0395: clear_area 1 at -1642.2 1210.5 6.2 range 15.0 
0376: 97@ = create_random_actor -1642.2 1210.5 6.2 
060B: unknown_actor_use_entity 97@ 170@ 
0615: define_action_sequences 171@ 
05D3: AS_actor -1 go_to_point -1645.5 1214.0 6.2 speed 4 -1 ms 
0605: actor -1 perform_animation_sequence "COWER" from_file "PED" 4.0 loop 1 0 0 0 30000 ms 
0616: define_action_sequences_end 171@ 
0618: assign_actor 97@ to_action_sequences 171@ 
061B: remove_references_to_action_sequences 171@ 
01EB: set_traffic_density_to 0.0 
015F: set_camera_position -1640.4 1212.9 6.6 0.0 0.0 0.0 
0160: point_camera -1651.3 1215.3 10.6 2 
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @STEAL2_5656 
016A: fade 1 500 ms 

:STEAL2_5600
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_5624 
0001: wait 0 ms 
0002: jump @STEAL2_5600 

:STEAL2_5624
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @STEAL2_5656 
0002: jump @STEAL2_26013 

:STEAL2_5656
0006: 32@ = 0 // integer values 
0006: 100@ = 6 // integer values 

:STEAL2_5670
00D6: if 
0039:   100@ == 6 // integer values 
004D: jump_if_false @STEAL2_5924 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @STEAL2_5924 
00D6: if 
00EC:   actor 97@ 0 -1646.0 1214.4 radius 2.0 2.0 
004D: jump_if_false @STEAL2_5924 
05EB: assign_vehicle 34@ to_path 70 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_5772 
05EB: assign_vehicle 38@ to_path 71 

:STEAL2_5772
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_5795 
05EB: assign_vehicle 39@ to_path 72 

:STEAL2_5795
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_5818 
05EB: assign_vehicle 40@ to_path 73 

:STEAL2_5818
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_5841 
05EB: assign_vehicle 41@ to_path 74 

:STEAL2_5841
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_5864 
05EB: assign_vehicle 42@ to_path 75 

:STEAL2_5864
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_5887 
05EB: assign_vehicle 43@ to_path 76 

:STEAL2_5887
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_5910 
05EB: assign_vehicle 95@ to_path 77 

:STEAL2_5910
0006: 32@ = 0 // integer values 
0006: 100@ = 7 // integer values 

:STEAL2_5924
00D6: if 
0039:   100@ == 7 // integer values 
004D: jump_if_false @STEAL2_5989 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @STEAL2_5989 
0006: 112@ = 6 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0006: 100@ = 8 // integer values 

:STEAL2_5989
00D6: if 
0039:   100@ == 8 // integer values 
004D: jump_if_false @STEAL2_6325 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @STEAL2_6325 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @STEAL2_6060 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 200.0 600000 ms 

:STEAL2_6060
05ED: (unknown) 34@ 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_6086 
05ED: (unknown) 38@ 

:STEAL2_6086
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_6107 
05ED: (unknown) 39@ 

:STEAL2_6107
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_6128 
05ED: (unknown) 40@ 

:STEAL2_6128
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_6149 
05ED: (unknown) 41@ 

:STEAL2_6149
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_6170 
05ED: (unknown) 42@ 

:STEAL2_6170
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_6191 
05ED: (unknown) 43@ 

:STEAL2_6191
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_6212 
05ED: (unknown) 95@ 

:STEAL2_6212
03DE: set_pedestrians_density_multiplier_to 0.5 
09F5: (unknown) 0 
0186: 98@ = create_marker_above_car 34@ 
07E0: set_marker 98@ type_to 1 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BB: text_lowpriority 'STE2_02' 7000 ms 1  // ~s~Maradj kzel ~b~Cesar-hoz~s~ a garzshoz rkezsnl.
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 105@ = 1 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 1 // integer values 

:STEAL2_6325
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_6415 
00D6: if 
0735:   81 
004D: jump_if_false @STEAL2_6415 
03CB: set_camera -1638.7 1199.4 6.2 
00A1: put_actor $PLAYER_ACTOR at -1638.7 1199.4 6.2 
00A1: put_actor $ACTOR_CESAR at -1639.7 1199.4 6.2 

:STEAL2_6415
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @STEAL2_7393 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_6530 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_6530 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @STEAL2_6530 
0006: 112@ = 7 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_6530
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_6587 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_6587 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 2 // integer values 

:STEAL2_6587
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_6605 

:STEAL2_6605
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_6678 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -1656.2 1210.2 12.3 radius 7.0 7.0 7.0 
004D: jump_if_false @STEAL2_6678 
0006: 100@ = 1 // integer values 

:STEAL2_6678
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_6989 
05EE: (unknown) 34@ 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_6722 
05EE: (unknown) 38@ 

:STEAL2_6722
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_6743 
05EE: (unknown) 39@ 

:STEAL2_6743
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_6764 
05EE: (unknown) 40@ 

:STEAL2_6764
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_6785 
05EE: (unknown) 41@ 

:STEAL2_6785
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_6806 
05EE: (unknown) 42@ 

:STEAL2_6806
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_6827 
05EE: (unknown) 43@ 

:STEAL2_6827
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_6848 
05EE: (unknown) 95@ 

:STEAL2_6848
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_6879 
00AD: set_car 44@ max_speed_to 15.0 
00A8: set_car 44@ to_psycho_driver 

:STEAL2_6879
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_6910 
00AD: set_car 45@ max_speed_to 15.0 
00A8: set_car 45@ to_psycho_driver 

:STEAL2_6910
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_6941 
00AD: set_car 46@ max_speed_to 15.0 
00A8: set_car 46@ to_psycho_driver 

:STEAL2_6941
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_6972 
00AD: set_car 48@ max_speed_to 15.0 
00A8: set_car 48@ to_psycho_driver 

:STEAL2_6972
0247: request_model #COPCARSF 
0247: request_model #SFPD1 
0006: 100@ = 2 // integer values 

:STEAL2_6989
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @STEAL2_7393 
0050: gosub @STEAL2_26853 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_7393 
05EB: assign_vehicle 34@ to_path 79 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_7060 
05EB: assign_vehicle 95@ to_path 78 

:STEAL2_7060
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_7116 
04BA: set_car 49@ speed_instantly 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -1881.4 1038.7 44.8 

:STEAL2_7116
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_7172 
04BA: set_car 50@ speed_instantly 15.0 
00AD: set_car 50@ max_speed_to 15.0 
00A7: car 50@ drive_to -1880.1 1029.8 44.8 

:STEAL2_7172
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_7213 
04BA: set_car 51@ speed_instantly 15.0 
00AD: set_car 51@ max_speed_to 15.0 
00A8: set_car 51@ to_psycho_driver 

:STEAL2_7213
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C3: remove_references_to_car 46@ // Like turning a car into any random car 
01C3: remove_references_to_car 48@ // Like turning a car into any random car 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
0249: release_model #MULE 
0249: release_model #CARDBOARDBOX 
0006: 33@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 2 // integer values 

:STEAL2_7393
00D6: if 
0039:   99@ == 2 // integer values 
004D: jump_if_false @STEAL2_9654 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_7503 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_7503 
0006: 112@ = 8 // integer values 
0006: 113@ = 0 // integer values 
0006: 159@ = 1 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_7503
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_7612 
00D6: if 
01AD:   car 34@ 0 -1702.4 921.4 3.0 3.0 
004D: jump_if_false @STEAL2_7612 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_7612 
0006: 112@ = 8 // integer values 
0006: 113@ = 1 // integer values 
0006: 159@ = 2 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 2 // integer values 

:STEAL2_7612
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_7669 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_7669 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 3 // integer values 

:STEAL2_7669
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_7687 

:STEAL2_7687
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_7722 
0247: request_model #COPCARSF 
0247: request_model #SFPD1 
0006: 100@ = 1 // integer values 

:STEAL2_7722
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_9397 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_7869 
0395: clear_area 1 at -1802.9 853.6 23.4 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 37@ = create_car 108@ at -1802.9 853.6 23.4 
0175: set_car 37@ z_angle_to 89.3 
020A: set_car 37@ door_status_to 2 
0560: 37@ = create_random_driver_in_car 59@ 
0587: (unknown) 37@ 1 
054A: set_actor 59@ immune_to_car_headshots 0 

:STEAL2_7869
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_7998 
0395: clear_area 1 at -1852.2 836.7 33.8 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 39@ = create_car 108@ at -1852.2 836.7 33.8 
0175: set_car 39@ z_angle_to 270.9 
020A: set_car 39@ door_status_to 2 
0560: 39@ = create_random_driver_in_car 61@ 
0587: (unknown) 39@ 1 
054A: set_actor 61@ immune_to_car_headshots 0 

:STEAL2_7998
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_8127 
0395: clear_area 1 at -1876.7 836.3 33.8 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 40@ = create_car 108@ at -1876.7 836.3 33.8 
0175: set_car 40@ z_angle_to 270.9 
020A: set_car 40@ door_status_to 2 
0560: 40@ = create_random_driver_in_car 62@ 
0587: (unknown) 40@ 1 
054A: set_actor 62@ immune_to_car_headshots 0 

:STEAL2_8127
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_8256 
0395: clear_area 1 at -1903.1 826.2 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 42@ = create_car 108@ at -1903.1 826.2 33.7 
0175: set_car 42@ z_angle_to 178.0 
020A: set_car 42@ door_status_to 2 
0560: 42@ = create_random_driver_in_car 64@ 
0587: (unknown) 42@ 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_8256
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_8385 
0395: clear_area 1 at -1915.7 836.6 34.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -1915.7 836.6 34.2 
0175: set_car 43@ z_angle_to 272.0 
020A: set_car 43@ door_status_to 2 
0560: 43@ = create_random_driver_in_car 65@ 
0587: (unknown) 43@ 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_8385
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_8514 
0395: clear_area 1 at -1902.8 866.4 34.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -1902.8 866.4 34.2 
0175: set_car 44@ z_angle_to 179.4 
020A: set_car 44@ door_status_to 2 
0560: 44@ = create_random_driver_in_car 66@ 
0587: (unknown) 44@ 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_8514
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_8643 
0395: clear_area 1 at -1902.7 882.1 34.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 45@ = create_car 108@ at -1902.7 882.1 34.2 
0175: set_car 45@ z_angle_to 179.4 
020A: set_car 45@ door_status_to 2 
0560: 45@ = create_random_driver_in_car 67@ 
0587: (unknown) 45@ 1 
054A: set_actor 67@ immune_to_car_headshots 0 

:STEAL2_8643
0395: clear_area 1 at -1805.5 900.3 23.9 range 5.0 
0376: 68@ = create_random_actor -1805.5 900.3 23.9 
0173: set_actor 68@ z_angle_to 352.4 
0395: clear_area 1 at -1804.5 901.3 23.9 range 5.0 
0376: 69@ = create_random_actor -1804.5 901.3 23.9 
0173: set_actor 69@ z_angle_to 169.0 
0677: AS_actor 68@ chat_with_actor 69@ 1 1 
0677: AS_actor 69@ chat_with_actor 68@ 0 1 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_8904 
0395: clear_area 1 at -1988.1 933.5 43.9 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 57@ = create_car 108@ at -1988.1 933.5 43.9 
0175: set_car 57@ z_angle_to 85.7 
020A: set_car 57@ door_status_to 2 
0560: 57@ = create_random_driver_in_car 79@ 
0587: (unknown) 57@ 1 
054A: set_actor 79@ immune_to_car_headshots 0 

:STEAL2_8904
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_9033 
0395: clear_area 1 at -2007.7 1039.2 55.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 52@ = create_car 108@ at -2007.7 1039.2 55.2 
0175: set_car 52@ z_angle_to 178.1 
020A: set_car 52@ door_status_to 2 
0560: 52@ = create_random_driver_in_car 74@ 
0587: (unknown) 52@ 1 
054A: set_actor 74@ immune_to_car_headshots 0 

:STEAL2_9033
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_9162 
0395: clear_area 1 at -2009.2 962.6 44.1 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 53@ = create_car 108@ at -2009.2 962.6 44.1 
0175: set_car 53@ z_angle_to 179.8 
020A: set_car 53@ door_status_to 2 
0560: 53@ = create_random_driver_in_car 75@ 
0587: (unknown) 53@ 1 
054A: set_actor 75@ immune_to_car_headshots 0 

:STEAL2_9162
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_9276 
0395: clear_area 1 at -1998.2 825.3 44.1 range 5.0 
00A5: 54@ = create_car #COPCARSF at -1998.2 825.3 44.1 
0175: set_car 54@ z_angle_to 6.4 
0129: 76@ = create_actor 24 #SFPD1 in_car 54@ driverseat 
00AE: unknown_set_car 54@ to_ignore_traffic_lights 2 
020A: set_car 54@ door_status_to 2 
0587: (unknown) 54@ 1 
054A: set_actor 76@ immune_to_car_headshots 0 

:STEAL2_9276
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_9390 
0395: clear_area 1 at -1997.5 815.6 44.1 range 5.0 
00A5: 55@ = create_car #COPCARSF at -1997.5 815.6 44.1 
0175: set_car 55@ z_angle_to 1.0 
0129: 77@ = create_actor 24 #SFPD1 in_car 55@ driverseat 
00AE: unknown_set_car 55@ to_ignore_traffic_lights 2 
020A: set_car 55@ door_status_to 2 
0587: (unknown) 55@ 1 
054A: set_actor 77@ immune_to_car_headshots 0 

:STEAL2_9390
0006: 100@ = 2 // integer values 

:STEAL2_9397
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @STEAL2_9654 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_9654 
01C3: remove_references_to_car 51@ // Like turning a car into any random car 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
05EB: assign_vehicle 34@ to_path 81 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_9471 
05EB: assign_vehicle 95@ to_path 80 

:STEAL2_9471
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL2_9527 
04BA: set_car 37@ speed_instantly 15.0 
00AD: set_car 37@ max_speed_to 15.0 
00A7: car 37@ drive_to -1881.4 853.7 35.7 

:STEAL2_9527
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_9583 
04BA: set_car 39@ speed_instantly 15.0 
00AD: set_car 39@ max_speed_to 15.0 
00A7: car 39@ drive_to -1717.8 755.3 24.8 

:STEAL2_9583
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_9619 
04BA: set_car 40@ speed_instantly 15.0 
00AD: set_car 40@ max_speed_to 15.0 

:STEAL2_9619
0006: 33@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 3 // integer values 

:STEAL2_9654
00D6: if 
0039:   99@ == 3 // integer values 
004D: jump_if_false @STEAL2_10099 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_9802 
00D6: if 
01AD:   car 34@ 0 -1855.2 916.9 3.0 3.0 
004D: jump_if_false @STEAL2_9802 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_9802 
0006: 112@ = 8 // integer values 
0006: 113@ = 2 // integer values 
0006: 159@ = 3 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_9802
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_9859 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_9859 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 2 // integer values 

:STEAL2_9859
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_9877 

:STEAL2_9877
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_9902 
0006: 100@ = 1 // integer values 

:STEAL2_9902
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_10099 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_10099 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
0108: destroy_object 80@ 
0108: destroy_object 81@ 
0108: destroy_object 82@ 
0108: destroy_object 83@ 
0108: destroy_object 84@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_10064 
05EB: assign_vehicle 95@ to_path 83 

:STEAL2_10064
05EB: assign_vehicle 34@ to_path 84 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 4 // integer values 

:STEAL2_10099
00D6: if 
0039:   99@ == 4 // integer values 
004D: jump_if_false @STEAL2_12834 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_10209 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_10209 
0006: 112@ = 8 // integer values 
0006: 113@ = 3 // integer values 
0006: 159@ = 4 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_10209
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_10259 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_10259 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 114@ = 2 // integer values 

:STEAL2_10259
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_10316 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_10316 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 3 // integer values 

:STEAL2_10316
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_10334 

:STEAL2_10334
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_11841 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_10481 
0395: clear_area 1 at -2350.7 1091.2 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 36@ = create_car 108@ at -2350.7 1091.2 54.2 
0175: set_car 36@ z_angle_to 72.3 
020A: set_car 36@ door_status_to 2 
0560: 36@ = create_random_driver_in_car 58@ 
0587: (unknown) 36@ 1 
054A: set_actor 58@ immune_to_car_headshots 0 

:STEAL2_10481
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_10610 
0395: clear_area 1 at -2347.8 1081.2 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 37@ = create_car 108@ at -2347.8 1081.2 54.2 
0175: set_car 37@ z_angle_to 73.7 
020A: set_car 37@ door_status_to 2 
0560: 37@ = create_random_driver_in_car 59@ 
0587: (unknown) 37@ 1 
054A: set_actor 59@ immune_to_car_headshots 0 

:STEAL2_10610
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_10746 
0395: clear_area 1 at -2124.1 1080.8 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 38@ = create_car 108@ at -2124.1 1080.8 54.2 
0175: set_car 38@ z_angle_to 90.7 
020A: set_car 38@ door_status_to 2 
0560: 38@ = create_random_driver_in_car 60@ 
0714: (unknown) 38@ 1 
0587: (unknown) 38@ 1 
054A: set_actor 60@ immune_to_car_headshots 0 

:STEAL2_10746
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_10882 
0395: clear_area 1 at -2132.0 1059.0 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 39@ = create_car 108@ at -2132.0 1059.0 54.2 
0175: set_car 39@ z_angle_to 269.2 
020A: set_car 39@ door_status_to 2 
0560: 39@ = create_random_driver_in_car 61@ 
0466: unknown_car 39@ flag 1 
0587: (unknown) 39@ 1 
054A: set_actor 61@ immune_to_car_headshots 0 

:STEAL2_10882
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_11018 
0395: clear_area 1 at -2166.7 1050.8 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 40@ = create_car 108@ at -2166.7 1050.8 54.2 
0175: set_car 40@ z_angle_to 270.2 
020A: set_car 40@ door_status_to 2 
0560: 40@ = create_random_driver_in_car 62@ 
0714: (unknown) 40@ 1 
0587: (unknown) 40@ 1 
054A: set_actor 62@ immune_to_car_headshots 0 

:STEAL2_11018
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_11154 
0395: clear_area 1 at -2231.0 1059.8 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 41@ = create_car 108@ at -2231.0 1059.8 54.2 
0175: set_car 41@ z_angle_to 268.2 
020A: set_car 41@ door_status_to 2 
0560: 41@ = create_random_driver_in_car 63@ 
0466: unknown_car 41@ flag 1 
0587: (unknown) 41@ 1 
054A: set_actor 63@ immune_to_car_headshots 0 

:STEAL2_11154
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_11290 
0395: clear_area 1 at -2299.5 1052.1 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 42@ = create_car 108@ at -2299.5 1052.1 54.2 
0175: set_car 42@ z_angle_to 272.2 
020A: set_car 42@ door_status_to 2 
0560: 42@ = create_random_driver_in_car 64@ 
0714: (unknown) 42@ 1 
0587: (unknown) 42@ 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_11290
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_11426 
0395: clear_area 1 at -2338.1 1066.2 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -2338.1 1066.2 54.2 
0175: set_car 43@ z_angle_to 255.2 
020A: set_car 43@ door_status_to 2 
0560: 43@ = create_random_driver_in_car 65@ 
0466: unknown_car 43@ flag 1 
0587: (unknown) 43@ 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_11426
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_11562 
0395: clear_area 1 at -2344.3 1058.8 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -2344.3 1058.8 54.2 
0175: set_car 44@ z_angle_to 257.1 
020A: set_car 44@ door_status_to 2 
0560: 44@ = create_random_driver_in_car 66@ 
0714: (unknown) 44@ 1 
0587: (unknown) 44@ 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_11562
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_11698 
0395: clear_area 1 at -2446.5 1097.0 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 45@ = create_car 108@ at -2446.5 1097.0 54.2 
0175: set_car 45@ z_angle_to 266.7 
020A: set_car 45@ door_status_to 2 
0560: 45@ = create_random_driver_in_car 67@ 
0466: unknown_car 45@ flag 1 
0587: (unknown) 45@ 1 
054A: set_actor 67@ immune_to_car_headshots 0 

:STEAL2_11698
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_11834 
0395: clear_area 1 at -2427.5 1087.2 54.2 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 46@ = create_car 108@ at -2427.5 1087.2 54.2 
0175: set_car 46@ z_angle_to 261.0 
020A: set_car 46@ door_status_to 2 
0560: 46@ = create_random_driver_in_car 68@ 
0714: (unknown) 46@ 1 
0587: (unknown) 46@ 1 
054A: set_actor 68@ immune_to_car_headshots 0 

:STEAL2_11834
0006: 100@ = 1 // integer values 

:STEAL2_11841
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_12183 
00D6: if 
01AD:   car 34@ 0 -1990.0 838.0 3.0 3.0 
004D: jump_if_false @STEAL2_12183 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_11920 
05EB: assign_vehicle 51@ to_path 85 

:STEAL2_11920
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_11976 
04BA: set_car 52@ speed_instantly 15.0 
00AD: set_car 52@ max_speed_to 15.0 
00A7: car 52@ drive_to -2008.2 581.2 35.3 

:STEAL2_11976
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_12032 
04BA: set_car 53@ speed_instantly 15.0 
00AD: set_car 53@ max_speed_to 15.0 
00A7: car 53@ drive_to -2008.2 571.2 35.3 

:STEAL2_12032
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @STEAL2_12104 
04BA: set_car 54@ speed_instantly 15.0 
00AD: set_car 54@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_12104 
07F8: car 54@ follow_vehicle 34@ radius 10.0 
0397: car 54@ siren = 1 

:STEAL2_12104
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @STEAL2_12176 
04BA: set_car 55@ speed_instantly 15.0 
00AD: set_car 55@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_12176 
07F8: car 55@ follow_vehicle 34@ radius 20.0 
0397: car 55@ siren = 1 

:STEAL2_12176
0006: 100@ = 2 // integer values 

:STEAL2_12183
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @STEAL2_12834 
0247: request_model #COACH 
0247: request_model #PCJ600 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_12834 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
01C3: remove_references_to_car 52@ // Like turning a car into any random car 
01C3: remove_references_to_car 53@ // Like turning a car into any random car 
01C3: remove_references_to_car 54@ // Like turning a car into any random car 
01C3: remove_references_to_car 55@ // Like turning a car into any random car 
01C3: remove_references_to_car 95@ // Like turning a car into any random car 
0249: release_model #TRAM 
05EB: assign_vehicle 34@ to_path 86 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_12317 
05EB: assign_vehicle 38@ to_path 87 

:STEAL2_12317
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_12354 
00D6: if 
860E:   not car 51@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_12354 
05EC: release_vehicle 51@ from_path 

:STEAL2_12354
0873: release_path 85 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_12414 
04BA: set_car 39@ speed_instantly 15.0 
00AD: set_car 39@ max_speed_to 15.0 
00A7: car 39@ drive_to -1896.9 1060.1 44.2 

:STEAL2_12414
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_12470 
04BA: set_car 40@ speed_instantly 15.0 
00AD: set_car 40@ max_speed_to 15.0 
00A7: car 40@ drive_to -1896.9 1050.1 44.2 

:STEAL2_12470
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_12526 
04BA: set_car 41@ speed_instantly 15.0 
00AD: set_car 41@ max_speed_to 15.0 
00A7: car 41@ drive_to -1906.9 1060.1 48.2 

:STEAL2_12526
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_12582 
04BA: set_car 42@ speed_instantly 15.0 
00AD: set_car 42@ max_speed_to 15.0 
00A7: car 42@ drive_to -1906.9 1050.1 48.2 

:STEAL2_12582
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_12638 
04BA: set_car 43@ speed_instantly 15.0 
00AD: set_car 43@ max_speed_to 15.0 
00A7: car 43@ drive_to -1916.9 1060.1 52.2 

:STEAL2_12638
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_12694 
04BA: set_car 44@ speed_instantly 15.0 
00AD: set_car 44@ max_speed_to 15.0 
00A7: car 44@ drive_to -1916.9 1050.1 52.2 

:STEAL2_12694
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_12750 
04BA: set_car 45@ speed_instantly 15.0 
00AD: set_car 45@ max_speed_to 15.0 
00A7: car 45@ drive_to -1926.9 1060.1 56.2 

:STEAL2_12750
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_12806 
04BA: set_car 46@ speed_instantly 15.0 
00AD: set_car 46@ max_speed_to 15.0 
00A7: car 46@ drive_to -1926.9 1050.1 56.2 

:STEAL2_12806
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 5 // integer values 

:STEAL2_12834
00D6: if 
0039:   99@ == 5 // integer values 
004D: jump_if_false @STEAL2_14364 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_12944 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_12944 
0006: 112@ = 8 // integer values 
0006: 113@ = 4 // integer values 
0006: 159@ = 5 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_12944
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_12985 
03E5: text_box 'STE2_03'  // Nyomd le a(z) ~k~~PED_FIREWEAPON~ gombot az egyik adag nitro befecskendezshez.
09E9: activate_nitrous_on_car 34@ 
0006: 114@ = 2 // integer values 

:STEAL2_12985
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_13094 
00D6: if 
01AD:   car 34@ 0 -2319.8 1080.2 3.0 3.0 
004D: jump_if_false @STEAL2_13094 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_13094 
0006: 112@ = 8 // integer values 
0006: 113@ = 5 // integer values 
0006: 159@ = 6 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 3 // integer values 

:STEAL2_13094
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @STEAL2_13151 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_13151 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 4 // integer values 

:STEAL2_13151
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_13169 

:STEAL2_13169
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_14004 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_13316 
0395: clear_area 1 at -2503.3 1237.0 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 47@ = create_car 108@ at -2503.3 1237.0 33.7 
0175: set_car 47@ z_angle_to 249.3 
020A: set_car 47@ door_status_to 2 
0560: 47@ = create_random_driver_in_car 69@ 
0587: (unknown) 47@ 1 
054A: set_actor 69@ immune_to_car_headshots 0 

:STEAL2_13316
0395: clear_area 1 at -2741.5 1058.2 48.1 range 5.0 
00A5: 50@ = create_car #PCJ600 at -2741.5 1058.2 48.1 
0175: set_car 50@ z_angle_to 337.2 
0560: 50@ = create_random_driver_in_car 72@ 
0587: (unknown) 50@ 1 
054A: set_actor 72@ immune_to_car_headshots 0 
0395: clear_area 1 at -2513.7 1246.2 34.1 range 5.0 
00A5: 52@ = create_car #COACH at -2513.7 1246.2 34.1 
0175: set_car 52@ z_angle_to 82.5 
0560: 52@ = create_random_driver_in_car 74@ 
0587: (unknown) 52@ 1 
020A: set_car 52@ door_status_to 2 
054A: set_actor 74@ immune_to_car_headshots 0 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_13610 
0395: clear_area 1 at -2471.6 1219.7 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 53@ = create_car 108@ at -2471.6 1219.7 33.7 
0175: set_car 53@ z_angle_to 50.8 
020A: set_car 53@ door_status_to 2 
0560: 53@ = create_random_driver_in_car 75@ 
0587: (unknown) 53@ 1 
054A: set_actor 75@ immune_to_car_headshots 0 

:STEAL2_13610
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_13739 
0395: clear_area 1 at -2459.1 1224.3 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 54@ = create_car 108@ at -2459.1 1224.3 33.7 
0175: set_car 54@ z_angle_to 163.8 
020A: set_car 54@ door_status_to 2 
0560: 54@ = create_random_driver_in_car 76@ 
0587: (unknown) 54@ 1 
054A: set_actor 76@ immune_to_car_headshots 0 

:STEAL2_13739
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_13868 
0395: clear_area 1 at -2458.1 1234.3 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 55@ = create_car 108@ at -2458.1 1234.3 33.7 
0175: set_car 55@ z_angle_to 178.2 
020A: set_car 55@ door_status_to 2 
0560: 55@ = create_random_driver_in_car 77@ 
0587: (unknown) 55@ 1 
054A: set_actor 77@ immune_to_car_headshots 0 

:STEAL2_13868
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_13997 
0395: clear_area 1 at -2474.5 1196.9 34.4 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 56@ = create_car 108@ at -2474.5 1196.9 34.4 
0175: set_car 56@ z_angle_to 310.3 
020A: set_car 56@ door_status_to 2 
0560: 56@ = create_random_driver_in_car 78@ 
0587: (unknown) 56@ 1 
054A: set_actor 78@ immune_to_car_headshots 0 

:STEAL2_13997
0006: 100@ = 1 // integer values 

:STEAL2_14004
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_14364 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_14364 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C3: remove_references_to_car 46@ // Like turning a car into any random car 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_14204 
04BA: set_car 47@ speed_instantly 15.0 
00AD: set_car 47@ max_speed_to 15.0 
00A7: car 47@ drive_to -2293.5 1172.3 54.8 

:STEAL2_14204
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_14227 
05EB: assign_vehicle 50@ to_path 91 

:STEAL2_14227
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_14250 
05EB: assign_vehicle 52@ to_path 90 

:STEAL2_14250
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_14273 
05EB: assign_vehicle 53@ to_path 89 

:STEAL2_14273
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @STEAL2_14329 
04BA: set_car 56@ speed_instantly 15.0 
00AD: set_car 56@ max_speed_to 15.0 
00A7: car 56@ drive_to -2283.5 1172.3 54.8 

:STEAL2_14329
05EB: assign_vehicle 34@ to_path 88 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 6 // integer values 

:STEAL2_14364
00D6: if 
0039:   99@ == 6 // integer values 
004D: jump_if_false @STEAL2_15242 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_14407 

:STEAL2_14407
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_14931 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_14554 
0395: clear_area 1 at -2533.8 1242.8 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 48@ = create_car 108@ at -2533.8 1242.8 33.7 
0175: set_car 48@ z_angle_to 288.3 
020A: set_car 48@ door_status_to 2 
0560: 48@ = create_random_driver_in_car 70@ 
0587: (unknown) 48@ 1 
054A: set_actor 70@ immune_to_car_headshots 0 

:STEAL2_14554
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_14683 
0395: clear_area 1 at -2594.0 1213.9 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 49@ = create_car 108@ at -2594.0 1213.9 33.7 
0175: set_car 49@ z_angle_to 317.3 
020A: set_car 49@ door_status_to 2 
0560: 49@ = create_random_driver_in_car 71@ 
0587: (unknown) 49@ 1 
054A: set_actor 71@ immune_to_car_headshots 0 

:STEAL2_14683
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_14812 
0395: clear_area 1 at -2732.9 1098.0 45.0 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 51@ = create_car 108@ at -2732.9 1098.0 45.0 
0175: set_car 51@ z_angle_to 218.5 
020A: set_car 51@ door_status_to 2 
0560: 51@ = create_random_driver_in_car 73@ 
0587: (unknown) 51@ 1 
054A: set_actor 73@ immune_to_car_headshots 0 

:STEAL2_14812
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_14868 
04BA: set_car 48@ speed_instantly 15.0 
00AD: set_car 48@ max_speed_to 15.0 
00A7: car 48@ drive_to -2303.5 1172.3 54.8 

:STEAL2_14868
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_14924 
04BA: set_car 49@ speed_instantly 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -2313.5 1060.1 44.2 

:STEAL2_14924
0006: 100@ = 1 // integer values 

:STEAL2_14931
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_15064 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_15057 
00D6: if 
01AD:   car 34@ 0 -2599.3 1206.5 3.0 3.0 
004D: jump_if_false @STEAL2_15050 
00D6: if 
060E:   car 50@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_15043 
05EC: release_vehicle 50@ from_path 
01C3: remove_references_to_car 50@ // Like turning a car into any random car 
0006: 100@ = 2 // integer values 
0002: jump @STEAL2_15050 

:STEAL2_15043
0006: 100@ = 2 // integer values 

:STEAL2_15050
0002: jump @STEAL2_15064 

:STEAL2_15057
0006: 100@ = 2 // integer values 

:STEAL2_15064
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @STEAL2_15242 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_15242 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 47@ // Like turning a car into any random car 
01C3: remove_references_to_car 48@ // Like turning a car into any random car 
01C3: remove_references_to_car 49@ // Like turning a car into any random car 
01C3: remove_references_to_car 50@ // Like turning a car into any random car 
01C3: remove_references_to_car 51@ // Like turning a car into any random car 
01C3: remove_references_to_car 52@ // Like turning a car into any random car 
01C3: remove_references_to_car 53@ // Like turning a car into any random car 
01C3: remove_references_to_car 54@ // Like turning a car into any random car 
01C3: remove_references_to_car 55@ // Like turning a car into any random car 
01C3: remove_references_to_car 56@ // Like turning a car into any random car 
0873: release_path 91 
05EB: assign_vehicle 34@ to_path 92 
0249: release_model #PCJ600 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 7 // integer values 

:STEAL2_15242
00D6: if 
0039:   99@ == 7 // integer values 
004D: jump_if_false @STEAL2_18173 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_15345 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_15345 
0006: 112@ = 9 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_15345
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_15454 
00D6: if 
01AD:   car 34@ 0 -2622.2 999.7 3.0 3.0 
004D: jump_if_false @STEAL2_15454 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_15454 
0006: 112@ = 8 // integer values 
0006: 113@ = 7 // integer values 
0006: 159@ = 8 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 2 // integer values 

:STEAL2_15454
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_15563 
00D6: if 
01AD:   car 34@ 0 -2608.9 913.3 3.0 3.0 
004D: jump_if_false @STEAL2_15563 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_15563 
0006: 112@ = 8 // integer values 
0006: 113@ = 8 // integer values 
0006: 159@ = 9 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 3 // integer values 

:STEAL2_15563
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @STEAL2_15620 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_15620 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 4 // integer values 

:STEAL2_15620
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_15638 

:STEAL2_15638
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_17603 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_15785 
0395: clear_area 1 at -2595.6 1006.4 76.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 36@ = create_car 108@ at -2595.6 1006.4 76.7 
0175: set_car 36@ z_angle_to 89.4 
020A: set_car 36@ door_status_to 2 
0560: 36@ = create_random_driver_in_car 58@ 
0587: (unknown) 36@ 1 
054A: set_actor 58@ immune_to_car_headshots 0 

:STEAL2_15785
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_15914 
0395: clear_area 1 at -2595.6 1000.9 76.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 37@ = create_car 108@ at -2595.6 1000.9 76.7 
0175: set_car 37@ z_angle_to 274.4 
020A: set_car 37@ door_status_to 2 
0560: 37@ = create_random_driver_in_car 59@ 
0587: (unknown) 37@ 1 
054A: set_actor 59@ immune_to_car_headshots 0 

:STEAL2_15914
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_16043 
0395: clear_area 1 at -2604.0 963.9 76.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 38@ = create_car 108@ at -2604.0 963.9 76.7 
0175: set_car 38@ z_angle_to 360.0 
020A: set_car 38@ door_status_to 2 
0560: 38@ = create_random_driver_in_car 60@ 
0587: (unknown) 38@ 1 
054A: set_actor 60@ immune_to_car_headshots 0 

:STEAL2_16043
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_16172 
0395: clear_area 1 at -2616.4 905.6 64.5 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 39@ = create_car 108@ at -2616.4 905.6 64.5 
0175: set_car 39@ z_angle_to 269.5 
020A: set_car 39@ door_status_to 2 
0560: 39@ = create_random_driver_in_car 61@ 
0587: (unknown) 39@ 1 
054A: set_actor 61@ immune_to_car_headshots 0 

:STEAL2_16172
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_16301 
0395: clear_area 1 at -2536.9 911.1 63.5 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 40@ = create_car 108@ at -2536.9 911.1 63.5 
0175: set_car 40@ z_angle_to 89.8 
020A: set_car 40@ door_status_to 2 
0560: 40@ = create_random_driver_in_car 62@ 
0587: (unknown) 40@ 1 
054A: set_actor 62@ immune_to_car_headshots 0 

:STEAL2_16301
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_16415 
0395: clear_area 1 at -2609.3 1012.8 76.8 range 5.0 
00A5: 41@ = create_car #COPCARSF at -2609.3 1012.8 76.8 
0175: set_car 41@ z_angle_to 178.8 
020A: set_car 41@ door_status_to 2 
0129: 63@ = create_actor 24 #SFPD1 in_car 41@ driverseat 
00AE: unknown_set_car 41@ to_ignore_traffic_lights 2 
0587: (unknown) 41@ 1 
054A: set_actor 63@ immune_to_car_headshots 0 

:STEAL2_16415
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_16529 
0395: clear_area 1 at -2603.7 1011.2 76.8 range 5.0 
00A5: 42@ = create_car #COPCARSF at -2603.7 1011.2 76.8 
0175: set_car 42@ z_angle_to 179.1 
020A: set_car 42@ door_status_to 2 
0129: 64@ = create_actor 24 #SFPD1 in_car 42@ driverseat 
00AE: unknown_set_car 42@ to_ignore_traffic_lights 2 
0587: (unknown) 42@ 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_16529
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_16665 
0395: clear_area 1 at -2590.0 705.9 26.6 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -2590.0 705.9 26.6 
0175: set_car 43@ z_angle_to 268.3 
020A: set_car 43@ door_status_to 2 
0560: 43@ = create_random_driver_in_car 65@ 
00AE: unknown_set_car 43@ to_ignore_traffic_lights 4 
0587: (unknown) 43@ 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_16665
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_16801 
0395: clear_area 1 at -2463.0 710.6 33.9 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -2463.0 710.6 33.9 
0175: set_car 44@ z_angle_to 90.3 
020A: set_car 44@ door_status_to 2 
0560: 44@ = create_random_driver_in_car 66@ 
00AE: unknown_set_car 44@ to_ignore_traffic_lights 4 
0587: (unknown) 44@ 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_16801
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_16930 
0395: clear_area 1 at -2501.6 562.7 13.1 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 45@ = create_car 108@ at -2501.6 562.7 13.1 
0175: set_car 45@ z_angle_to 271.8 
020A: set_car 45@ door_status_to 2 
0560: 45@ = create_random_driver_in_car 67@ 
0587: (unknown) 45@ 1 
054A: set_actor 67@ immune_to_car_headshots 0 

:STEAL2_16930
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_17066 
0395: clear_area 1 at -2390.9 581.7 23.9 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 46@ = create_car 108@ at -2390.9 581.7 23.9 
0175: set_car 46@ z_angle_to 184.1 
020A: set_car 46@ door_status_to 2 
0560: 46@ = create_random_driver_in_car 68@ 
00AE: unknown_set_car 46@ to_ignore_traffic_lights 4 
0587: (unknown) 46@ 1 
054A: set_actor 68@ immune_to_car_headshots 0 

:STEAL2_17066
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_17195 
0395: clear_area 1 at -2361.7 510.9 27.9 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 47@ = create_car 108@ at -2361.7 510.9 27.9 
0175: set_car 47@ z_angle_to 100.0 
020A: set_car 47@ door_status_to 2 
0560: 47@ = create_random_driver_in_car 69@ 
0587: (unknown) 47@ 1 
054A: set_actor 69@ immune_to_car_headshots 0 

:STEAL2_17195
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_17324 
0395: clear_area 1 at -2281.3 569.6 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 48@ = create_car 108@ at -2281.3 569.6 33.7 
0175: set_car 48@ z_angle_to 87.6 
020A: set_car 48@ door_status_to 2 
0560: 48@ = create_random_driver_in_car 70@ 
0587: (unknown) 48@ 1 
054A: set_actor 70@ immune_to_car_headshots 0 

:STEAL2_17324
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_17460 
0395: clear_area 1 at -2358.9 569.9 23.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 49@ = create_car 108@ at -2358.9 569.9 23.7 
0175: set_car 49@ z_angle_to 90.7 
020A: set_car 49@ door_status_to 2 
0560: 49@ = create_random_driver_in_car 71@ 
00AE: unknown_set_car 49@ to_ignore_traffic_lights 4 
0587: (unknown) 49@ 1 
054A: set_actor 71@ immune_to_car_headshots 0 

:STEAL2_17460
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_17596 
0395: clear_area 1 at -2373.1 569.6 23.4 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 50@ = create_car 108@ at -2373.1 569.6 23.4 
0175: set_car 50@ z_angle_to 91.3 
020A: set_car 50@ door_status_to 2 
0560: 50@ = create_random_driver_in_car 72@ 
00AE: unknown_set_car 50@ to_ignore_traffic_lights 4 
0587: (unknown) 50@ 1 
054A: set_actor 72@ immune_to_car_headshots 0 

:STEAL2_17596
0006: 100@ = 1 // integer values 

:STEAL2_17603
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_17866 
00D6: if 
01AD:   car 34@ 0 -2610.7 992.2 3.0 3.0 
004D: jump_if_false @STEAL2_17866 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_17715 
04BA: set_car 38@ speed_instantly 15.0 
00AD: set_car 38@ max_speed_to 15.0 
00A7: car 38@ drive_to -2736.4 1006.9 53.0 

:STEAL2_17715
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_17787 
04BA: set_car 41@ speed_instantly 15.0 
00AD: set_car 41@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_17787 
07F8: car 41@ follow_vehicle 34@ radius 10.0 
0397: car 41@ siren = 1 

:STEAL2_17787
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_17859 
04BA: set_car 42@ speed_instantly 15.0 
00AD: set_car 42@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_17859 
07F8: car 42@ follow_vehicle 34@ radius 20.0 
0397: car 42@ siren = 1 

:STEAL2_17859
0006: 100@ = 2 // integer values 

:STEAL2_17866
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @STEAL2_18008 
00D6: if 
01AD:   car 34@ 0 -2610.4 922.8 3.0 3.0 
004D: jump_if_false @STEAL2_18008 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_17945 
05EB: assign_vehicle 39@ to_path 93 

:STEAL2_17945
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_18001 
04BA: set_car 40@ speed_instantly 15.0 
00AD: set_car 40@ max_speed_to 15.0 
00A7: car 40@ drive_to -2604.0 963.9 76.7 

:STEAL2_18001
0006: 100@ = 3 // integer values 

:STEAL2_18008
00D6: if 
0039:   100@ == 3 // integer values 
004D: jump_if_false @STEAL2_18173 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_18173 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_18115 
05EB: assign_vehicle 43@ to_path 95 

:STEAL2_18115
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_18138 
05EB: assign_vehicle 44@ to_path 96 

:STEAL2_18138
05EB: assign_vehicle 34@ to_path 94 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 8 // integer values 

:STEAL2_18173
00D6: if 
0039:   99@ == 8 // integer values 
004D: jump_if_false @STEAL2_18866 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_18321 
00D6: if 
01AD:   car 34@ 0 -2528.9 737.7 3.0 3.0 
004D: jump_if_false @STEAL2_18321 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_18321 
0006: 112@ = 8 // integer values 
0006: 113@ = 9 // integer values 
0006: 159@ = 10 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_18321
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_18378 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_18378 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 2 // integer values 

:STEAL2_18378
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_18396 

:STEAL2_18396
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_18421 
0006: 100@ = 1 // integer values 

:STEAL2_18421
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_18866 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_18866 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_18551 
04BA: set_car 45@ speed_instantly 15.0 
00AD: set_car 45@ max_speed_to 15.0 
00A7: car 45@ drive_to -2400.7 562.2 23.4 

:STEAL2_18551
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_18607 
04BA: set_car 46@ speed_instantly 15.0 
00AD: set_car 46@ max_speed_to 15.0 
00A7: car 46@ drive_to -2319.5 424.7 33.6 

:STEAL2_18607
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_18663 
04BA: set_car 47@ speed_instantly 15.0 
00AD: set_car 47@ max_speed_to 15.0 
00A7: car 47@ drive_to -2383.1 551.4 23.6 

:STEAL2_18663
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_18719 
04BA: set_car 48@ speed_instantly 15.0 
00AD: set_car 48@ max_speed_to 15.0 
00A7: car 48@ drive_to -2372.9 569.6 23.4 

:STEAL2_18719
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_18775 
04BA: set_car 49@ speed_instantly 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -2516.5 569.9 13.1 

:STEAL2_18775
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_18831 
04BA: set_car 50@ speed_instantly 15.0 
00AD: set_car 50@ max_speed_to 15.0 
00A7: car 50@ drive_to -2383.9 655.8 33.6 

:STEAL2_18831
05EB: assign_vehicle 34@ to_path 97 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 9 // integer values 

:STEAL2_18866
00D6: if 
0039:   99@ == 9 // integer values 
004D: jump_if_false @STEAL2_20783 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_18989 
00D6: if 
01AD:   car 34@ 0 -2528.6 656.4 3.0 3.0 
004D: jump_if_false @STEAL2_18989 
0006: 112@ = 10 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_18989
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_19098 
00D6: if 
01AD:   car 34@ 0 -2375.0 566.2 3.0 3.0 
004D: jump_if_false @STEAL2_19098 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_19098 
0006: 112@ = 8 // integer values 
0006: 113@ = 10 // integer values 
0006: 159@ = 11 // integer values 
0050: gosub @STEAL2_30237 
0006: 114@ = 2 // integer values 

:STEAL2_19098
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_19146 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_19146 
0110: clear_player $PLAYER_CHAR wanted_level 
0006: 114@ = 3 // integer values 

:STEAL2_19146
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @STEAL2_19203 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_19203 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 4 // integer values 

:STEAL2_19203
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_19221 

:STEAL2_19221
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_20329 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_19368 
0395: clear_area 1 at -2269.1 5748.0 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 36@ = create_car 108@ at -2269.1 5748.0 33.7 
0175: set_car 36@ z_angle_to 182.3 
020A: set_car 36@ door_status_to 2 
0560: 36@ = create_random_driver_in_car 58@ 
0587: (unknown) 36@ 1 
054A: set_actor 58@ immune_to_car_headshots 0 

:STEAL2_19368
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_19497 
0395: clear_area 1 at -2251.1 561.9 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 37@ = create_car 108@ at -2251.1 561.9 33.7 
0175: set_car 37@ z_angle_to 271.1 
020A: set_car 37@ door_status_to 2 
0560: 37@ = create_random_driver_in_car 59@ 
0587: (unknown) 37@ 1 
054A: set_actor 59@ immune_to_car_headshots 0 

:STEAL2_19497
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_19626 
0395: clear_area 1 at -2212.5 569.9 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 38@ = create_car 108@ at -2212.5 569.9 33.7 
0175: set_car 38@ z_angle_to 91.3 
020A: set_car 38@ door_status_to 2 
0560: 38@ = create_random_driver_in_car 60@ 
0587: (unknown) 38@ 1 
054A: set_actor 60@ immune_to_car_headshots 0 

:STEAL2_19626
0395: clear_area 1 at -2229.4 532.7 34.0 range 5.0 
00A5: 39@ = create_car #COACH at -2229.4 532.7 34.0 
0175: set_car 39@ z_angle_to 180.3 
0560: 39@ = create_random_driver_in_car 61@ 
0587: (unknown) 39@ 1 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_19827 
0395: clear_area 1 at -2342.8 505.3 28.3 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 41@ = create_car 108@ at -2342.8 505.3 28.3 
0175: set_car 41@ z_angle_to 269.2 
020A: set_car 41@ door_status_to 2 
0560: 41@ = create_random_driver_in_car 63@ 
0587: (unknown) 41@ 1 
054A: set_actor 63@ immune_to_car_headshots 0 

:STEAL2_19827
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_19956 
0395: clear_area 1 at -2293.5 505.4 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 42@ = create_car 108@ at -2293.5 505.4 33.7 
0175: set_car 42@ z_angle_to 270.0 
020A: set_car 42@ door_status_to 2 
0560: 42@ = create_random_driver_in_car 64@ 
0587: (unknown) 42@ 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_19956
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_20085 
0395: clear_area 1 at -2238.9 511.2 34.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -2238.9 511.2 34.7 
0175: set_car 43@ z_angle_to 90.6 
020A: set_car 43@ door_status_to 2 
0560: 43@ = create_random_driver_in_car 65@ 
0587: (unknown) 43@ 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_20085
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_20214 
0395: clear_area 1 at -2224.0 496.6 33.7 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -2224.0 496.6 33.7 
0175: set_car 44@ z_angle_to 0.0 
020A: set_car 44@ door_status_to 2 
0560: 44@ = create_random_driver_in_car 66@ 
0587: (unknown) 44@ 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_20214
0395: clear_area 1 at -2232.2 529.5 34.2 range 5.0 
0376: 77@ = create_random_actor -2232.2 529.5 34.2 
0173: set_actor 77@ z_angle_to 174.2 
0395: clear_area 1 at -2232.5 531.0 34.2 range 5.0 
0376: 78@ = create_random_actor -2232.5 531.0 34.2 
0173: set_actor 78@ z_angle_to 174.2 
0006: 100@ = 1 // integer values 

:STEAL2_20329
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_20783 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_20783 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C3: remove_references_to_car 46@ // Like turning a car into any random car 
01C3: remove_references_to_car 47@ // Like turning a car into any random car 
01C3: remove_references_to_car 48@ // Like turning a car into any random car 
01C3: remove_references_to_car 49@ // Like turning a car into any random car 
01C3: remove_references_to_car 50@ // Like turning a car into any random car 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @STEAL2_20479 
04BA: set_car 36@ speed_instantly 15.0 
00AD: set_car 36@ max_speed_to 15.0 
00A7: car 36@ drive_to -2174.9 561.8 33.6 

:STEAL2_20479
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL2_20535 
04BA: set_car 37@ speed_instantly 15.0 
00AD: set_car 37@ max_speed_to 15.0 
00A7: car 37@ drive_to -2160.2 561.9 33.6 

:STEAL2_20535
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_20591 
04BA: set_car 41@ speed_instantly 15.0 
00AD: set_car 41@ max_speed_to 15.0 
00A7: car 41@ drive_to -2252.6 505.7 33.7 

:STEAL2_20591
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_20647 
04BA: set_car 42@ speed_instantly 15.0 
00AD: set_car 42@ max_speed_to 15.0 
00A7: car 42@ drive_to -2239.4 505.7 33.7 

:STEAL2_20647
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_20703 
04BA: set_car 43@ speed_instantly 15.0 
00AD: set_car 43@ max_speed_to 15.0 
00A7: car 43@ drive_to -2361.2 511.5 27.9 

:STEAL2_20703
05EB: assign_vehicle 34@ to_path 98 
0249: release_model #COACH 
0249: release_model #TRAM 
0247: request_model #DYN_ROADBARRIER_3 
0247: request_model #DYN_ROADBARRIER_4 
0247: request_model #KMB_SKIP 
0247: request_model #DYN_DUMPSTER 
0247: request_model #DOZER 
0247: request_model #CEMENT 
0247: request_model #DYN_RAMP 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 10 // integer values 

:STEAL2_20783
00D6: if 
0039:   99@ == 10 // integer values 
004D: jump_if_false @STEAL2_21758 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_20931 
00D6: if 
01AD:   car 34@ 0 -2264.5 546.1 3.0 3.0 
004D: jump_if_false @STEAL2_20931 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_20931 
0006: 112@ = 8 // integer values 
0006: 113@ = 11 // integer values 
0006: 159@ = 12 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_20931
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_21010 
00D6: if 
01AD:   car 34@ 0 -2224.1 454.8 3.0 3.0 
004D: jump_if_false @STEAL2_21010 
00BC: text_highpriority 'STE2_04' 4000 ms 1  // ~s~Kvesd ~b~Cesar-t~s~ a siktorban.
0006: 114@ = 2 // integer values 

:STEAL2_21010
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_21067 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_21067 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 3 // integer values 

:STEAL2_21067
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_21085 

:STEAL2_21085
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_21126 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_21126 
0006: 100@ = 1 // integer values 

:STEAL2_21126
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_21758 
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 -2213.9 453.0 radius 5.0 5.0 
004D: jump_if_false @STEAL2_21758 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
09B2: (unknown) 1 108@ 109@ 
00D6: if 
0029:   108@ >= 0 // integer values 
004D: jump_if_false @STEAL2_21401 
0395: clear_area 1 at -2228.8 521.1 33.8 range 5.0 
0085: 110@ = 108@ // integer values and handles 
0050: gosub @STEAL2_27694 
00A5: 46@ = create_car 108@ at -2228.8 521.1 33.8 
0175: set_car 46@ z_angle_to 179.4 
020A: set_car 46@ door_status_to 2 
0560: 46@ = create_random_driver_in_car 68@ 
0587: (unknown) 46@ 1 
054A: set_actor 68@ immune_to_car_headshots 0 

:STEAL2_21401
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_21515 
0395: clear_area 1 at -2149.4 462.0 33.8 range 5.0 
00A5: 47@ = create_car #COPCARSF at -2149.4 462.0 33.8 
0175: set_car 47@ z_angle_to 174.8 
020A: set_car 47@ door_status_to 2 
0129: 69@ = create_actor 24 #SFPD1 in_car 47@ driverseat 
00AE: unknown_set_car 47@ to_ignore_traffic_lights 2 
0587: (unknown) 47@ 1 
054A: set_actor 69@ immune_to_car_headshots 0 

:STEAL2_21515
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_21629 
0395: clear_area 1 at -2148.8 444.0 33.8 range 5.0 
00A5: 48@ = create_car #COPCARSF at -2148.8 444.0 33.8 
0175: set_car 48@ z_angle_to 360.0 
020A: set_car 48@ door_status_to 2 
0129: 70@ = create_actor 24 #SFPD1 in_car 48@ driverseat 
00AE: unknown_set_car 48@ to_ignore_traffic_lights 2 
0587: (unknown) 48@ 1 
054A: set_actor 70@ immune_to_car_headshots 0 

:STEAL2_21629
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_21652 
05EB: assign_vehicle 34@ to_path 65 

:STEAL2_21652
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_21682 
05EB: assign_vehicle 47@ to_path 66 
0397: car 47@ siren = 1 

:STEAL2_21682
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_21712 
05EB: assign_vehicle 48@ to_path 67 
0397: car 48@ siren = 1 

:STEAL2_21712
03D5: remove_text 'STE2_04'  // ~s~Kvesd ~b~Cesar-t~s~ a siktorban.
0006: 33@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 11 // integer values 

:STEAL2_21758
00D6: if 
0039:   99@ == 11 // integer values 
004D: jump_if_false @STEAL2_22885 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_21855 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @STEAL2_21855 
0006: 112@ = 11 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_21855
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_21905 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_21905 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 114@ = 2 // integer values 

:STEAL2_21905
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_21962 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_21962 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 3 // integer values 

:STEAL2_21962
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_21980 

:STEAL2_21980
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_22816 
0395: clear_area 1 at -2128.1 496.6 34.0 range 100.0 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C3: remove_references_to_car 49@ // Like turning a car into any random car 
01C3: remove_references_to_car 50@ // Like turning a car into any random car 
01C3: remove_references_to_car 51@ // Like turning a car into any random car 
01C3: remove_references_to_car 52@ // Like turning a car into any random car 
01C3: remove_references_to_car 53@ // Like turning a car into any random car 
01C3: remove_references_to_car 54@ // Like turning a car into any random car 
01C3: remove_references_to_car 55@ // Like turning a car into any random car 
01C3: remove_references_to_car 56@ // Like turning a car into any random car 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
0107: 80@ = create_object #DYN_ROADBARRIER_3 at -2128.1 496.6 34.0 
0177: set_object 80@ z_angle_to 270.0 
0107: 81@ = create_object #DYN_ROADBARRIER_4 at -2128.1 501.6 34.0 
0177: set_object 81@ z_angle_to 270.0 
0107: 82@ = create_object #DYN_ROADBARRIER_3 at -2128.1 503.6 34.0 
0177: set_object 82@ z_angle_to 270.0 
0107: 83@ = create_object #DYN_ROADBARRIER_4 at -2128.1 506.8 34.0 
0177: set_object 83@ z_angle_to 270.0 
0107: 84@ = create_object #DYN_ROADBARRIER_3 at -2128.1 511.6 34.0 
0177: set_object 84@ z_angle_to 270.0 
0107: 85@ = create_object #DYN_ROADBARRIER_3 at -2016.1 496.6 34.0 
0177: set_object 85@ z_angle_to 90.0 
0107: 86@ = create_object #DYN_ROADBARRIER_4 at -2016.1 501.6 34.0 
0177: set_object 86@ z_angle_to 90.0 
0107: 87@ = create_object #DYN_ROADBARRIER_3 at -2016.1 503.6 34.0 
0177: set_object 87@ z_angle_to 90.0 
0107: 88@ = create_object #DYN_ROADBARRIER_4 at -2016.1 506.8 34.0 
0177: set_object 88@ z_angle_to 90.0 
0107: 89@ = create_object #DYN_ROADBARRIER_3 at -2016.1 511.6 34.0 
0177: set_object 89@ z_angle_to 90.0 
0107: 90@ = create_object #KMB_SKIP at -2096.1 501.8 34.0 
0177: set_object 90@ z_angle_to 90.0 
0107: 91@ = create_object #DYN_DUMPSTER at -2096.1 504.8 34.0 
0177: set_object 91@ z_angle_to 270.0 
0107: 92@ = create_object #DYN_RAMP at -2056.9 503.8 34.0 
0177: set_object 92@ z_angle_to 270.0 
00D6: if 
0248:   model #DOZER available 
004D: jump_if_false @STEAL2_22697 
00A5: 36@ = create_car #DOZER at -2084.6 501.2 34.4 
0175: set_car 36@ z_angle_to 269.7 
0587: (unknown) 36@ 1 

:STEAL2_22697
00D6: if 
0248:   model #DOZER available 
004D: jump_if_false @STEAL2_22753 
00A5: 37@ = create_car #DOZER at -2045.1 500.9 34.3 
0175: set_car 37@ z_angle_to 156.1 
0587: (unknown) 37@ 1 

:STEAL2_22753
00D6: if 
0248:   model #CEMENT available 
004D: jump_if_false @STEAL2_22809 
00A5: 38@ = create_car #CEMENT at -2048.3 508.4 35.0 
0175: set_car 38@ z_angle_to 88.4 
0587: (unknown) 38@ 1 

:STEAL2_22809
0006: 100@ = 1 // integer values 

:STEAL2_22816
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_22885 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_22885 
05EB: assign_vehicle 34@ to_path 99 
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 12 // integer values 

:STEAL2_22885
00D6: if 
0039:   99@ == 12 // integer values 
004D: jump_if_false @STEAL2_23173 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_22928 

:STEAL2_22928
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @STEAL2_22946 

:STEAL2_22946
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_22971 
0006: 100@ = 1 // integer values 

:STEAL2_22971
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_23173 
00D6: if 
860E:   not car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_23173 
01EB: set_traffic_density_to 1.0 
0615: define_action_sequences 171@ 
05D1: AS_actor -1 drive_car 34@ to -2009.7 192.2 26.0 speed 45.0 1 1 2 
05D1: AS_actor -1 drive_car 34@ to -2031.7 180.1 27.4 speed 10.0 1 1 2 
0616: define_action_sequences_end 171@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 171@ 
061B: remove_references_to_action_sequences 171@ 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_23145 
0164: disable_marker 98@ 
018A: 98@ = create_checkpoint_at -2024.7 179.4 27.4 

:STEAL2_23145
0006: 114@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 13 // integer values 

:STEAL2_23173
00D6: if 
0039:   99@ == 13 // integer values 
004D: jump_if_false @STEAL2_23938 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @STEAL2_23368 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_23368 
0006: 112@ = 12 // integer values 
0006: 113@ = 0 // integer values 
0050: gosub @STEAL2_30237 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_23347 
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_23347 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 47@ radius 30.0 30.0 unknown 0 
004D: jump_if_false @STEAL2_23347 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 48@ radius 30.0 30.0 unknown 0 
004D: jump_if_false @STEAL2_23347 
0110: clear_player $PLAYER_CHAR wanted_level 

:STEAL2_23347
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 114@ = 1 // integer values 

:STEAL2_23368
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @STEAL2_23427 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_23427 
00BB: text_lowpriority 'STE2_05' 4000 ms 1  // ~s~Vezess vissza a ~y~garzsba~s~.
0006: 114@ = 2 // integer values 

:STEAL2_23427
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @STEAL2_23484 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @STEAL2_23484 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 114@ = 3 // integer values 

:STEAL2_23484
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_23845 
062E: (unknown) $ACTOR_CESAR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL2_23845 
03DE: set_pedestrians_density_multiplier_to 1.0 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C3: remove_references_to_car 46@ // Like turning a car into any random car 
01C3: remove_references_to_car 47@ // Like turning a car into any random car 
01C3: remove_references_to_car 48@ // Like turning a car into any random car 
01C3: remove_references_to_car 49@ // Like turning a car into any random car 
01C3: remove_references_to_car 50@ // Like turning a car into any random car 
01C3: remove_references_to_car 51@ // Like turning a car into any random car 
01C3: remove_references_to_car 52@ // Like turning a car into any random car 
01C3: remove_references_to_car 53@ // Like turning a car into any random car 
01C3: remove_references_to_car 54@ // Like turning a car into any random car 
01C3: remove_references_to_car 55@ // Like turning a car into any random car 
01C3: remove_references_to_car 56@ // Like turning a car into any random car 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
01C3: remove_references_to_car 95@ // Like turning a car into any random car 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 85@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 87@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 94@ // This object will now disappear when the player looks away 
0006: 100@ = 1 // integer values 

:STEAL2_23845
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_23938 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -2024.7 179.4 27.4 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @STEAL2_23938 
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 100@ = 0 // integer values 
0006: 99@ = 14 // integer values 

:STEAL2_23938
00D6: if 
0039:   99@ == 14 // integer values 
004D: jump_if_false @STEAL2_24933 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_24525 
016A: fade 0 500 ms 

:STEAL2_23981
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_24005 
0001: wait 0 ms 
0002: jump @STEAL2_23981 

:STEAL2_24005
0360: open_garage 'HBGDSFS' 

:STEAL2_24016
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL2_24049 
0001: wait 0 ms 
0002: jump @STEAL2_24016 

:STEAL2_24049
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @STEAL2_24081 
0002: jump @STEAL2_26013 

:STEAL2_24081
04BB: select_interior 1 // select render area 
09F5: (unknown) 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 // integer values 
04ED: load_animation "PLAYIDLES" 
038B: load_requested_models 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2043.7 171.4 27.6 range 100.0 
0840: link_car 34@ to_interior 1 
00AB: put_car 34@ at -2043.7 171.4 27.6 
0175: set_car 34@ z_angle_to 91.6 
0A0B: (unknown) -2045.4 173.1 27.8 309.5 
0860: link_actor $ACTOR_CESAR to_interior 1 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -2045.4 173.1 27.8 
0173: set_actor $ACTOR_CESAR z_angle_to 325.5 
0840: link_car 35@ to_interior 1 
00AB: put_car 35@ at -2033.8 178.6 27.6 
0175: set_car 35@ z_angle_to 90.0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_24337 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:STEAL2_24337
0615: define_action_sequences 171@ 
05D1: AS_actor -1 drive_car 35@ to -2044.4 177.6 27.6 speed 5.0 1 1 2 
0633: AS_actor -1 exit_vehicle 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_action_sequences_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 171@ 
061B: remove_references_to_action_sequences 171@ 
015F: set_camera_position -2049.3 172.8 28.78 0.0 0.0 0.0 
0160: point_camera -2034.7 177.4 29.8 2 
016A: fade 1 1000 ms 

:STEAL2_24462
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_24486 
0001: wait 0 ms 
0002: jump @STEAL2_24462 

:STEAL2_24486
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @STEAL2_24518 
0002: jump @STEAL2_26013 

:STEAL2_24518
0006: 100@ = 1 // integer values 

:STEAL2_24525
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @STEAL2_24628 
00D6: if 
00B0:   car 35@ 0 -2039.3 175.1 -2041.9 181.6 
004D: jump_if_false @STEAL2_24628 
0605: actor $ACTOR_CESAR perform_animation_sequence "STRETCH" from_file "PLAYIDLES" 1000.0 loop 0 0 0 0 -1 ms 
0006: 100@ = 2 // integer values 

:STEAL2_24628
00D6: if 
0039:   100@ == 2 // integer values 
004D: jump_if_false @STEAL2_24933 
062E: (unknown) $PLAYER_ACTOR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL2_24933 
016A: fade 0 500 ms 

:STEAL2_24682
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_24706 
0001: wait 0 ms 
0002: jump @STEAL2_24682 

:STEAL2_24706
0361: close_garage 'HBGDSFS' 

:STEAL2_24717
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL2_24750 
0001: wait 0 ms 
0002: jump @STEAL2_24717 

:STEAL2_24750
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @STEAL2_24782 
0002: jump @STEAL2_26013 

:STEAL2_24782
09F5: (unknown) 0 
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_camera -2045.4 173.1 27.8 
0A0B: (unknown) -2045.4 173.1 27.8 309.5 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 277.5 
016A: fade 1 500 ms 
02A3: toggle_widescreen 0 
08F6: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:STEAL2_24902
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_24926 
0001: wait 0 ms 
0002: jump @STEAL2_24902 

:STEAL2_24926
0002: jump @STEAL2_26031 

:STEAL2_24933
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @STEAL2_25141 
00D6: if 
87C1:   not path 70 available 
004D: jump_if_false @STEAL2_24970 
07C0: load_path 70 

:STEAL2_24970
00D6: if 
87C1:   not path 71 available 
004D: jump_if_false @STEAL2_24989 
07C0: load_path 71 

:STEAL2_24989
00D6: if 
87C1:   not path 72 available 
004D: jump_if_false @STEAL2_25008 
07C0: load_path 72 

:STEAL2_25008
00D6: if 
87C1:   not path 73 available 
004D: jump_if_false @STEAL2_25027 
07C0: load_path 73 

:STEAL2_25027
00D6: if 
87C1:   not path 74 available 
004D: jump_if_false @STEAL2_25046 
07C0: load_path 74 

:STEAL2_25046
00D6: if 
87C1:   not path 75 available 
004D: jump_if_false @STEAL2_25065 
07C0: load_path 75 

:STEAL2_25065
00D6: if 
87C1:   not path 76 available 
004D: jump_if_false @STEAL2_25084 
07C0: load_path 76 

:STEAL2_25084
00D6: if 
87C1:   not path 77 available 
004D: jump_if_false @STEAL2_25103 
07C0: load_path 77 

:STEAL2_25103
00D6: if 
87C1:   not path 78 available 
004D: jump_if_false @STEAL2_25122 
07C0: load_path 78 

:STEAL2_25122
00D6: if 
87C1:   not path 79 available 
004D: jump_if_false @STEAL2_25141 
07C0: load_path 79 

:STEAL2_25141
00D6: if 
0039:   99@ == 2 // integer values 
004D: jump_if_false @STEAL2_25254 
00D6: if 
87C1:   not path 80 available 
004D: jump_if_false @STEAL2_25178 
07C0: load_path 80 

:STEAL2_25178
00D6: if 
87C1:   not path 81 available 
004D: jump_if_false @STEAL2_25197 
07C0: load_path 81 

:STEAL2_25197
00D6: if 
87C1:   not path 83 available 
004D: jump_if_false @STEAL2_25216 
07C0: load_path 83 

:STEAL2_25216
00D6: if 
87C1:   not path 84 available 
004D: jump_if_false @STEAL2_25235 
07C0: load_path 84 

:STEAL2_25235
00D6: if 
87C1:   not path 85 available 
004D: jump_if_false @STEAL2_25254 
07C0: load_path 85 

:STEAL2_25254
00D6: if 
0039:   99@ == 4 // integer values 
004D: jump_if_false @STEAL2_25310 
00D6: if 
87C1:   not path 86 available 
004D: jump_if_false @STEAL2_25291 
07C0: load_path 86 

:STEAL2_25291
00D6: if 
87C1:   not path 87 available 
004D: jump_if_false @STEAL2_25310 
07C0: load_path 87 

:STEAL2_25310
00D6: if 
0039:   99@ == 5 // integer values 
004D: jump_if_false @STEAL2_25404 
00D6: if 
87C1:   not path 88 available 
004D: jump_if_false @STEAL2_25347 
07C0: load_path 88 

:STEAL2_25347
00D6: if 
87C1:   not path 89 available 
004D: jump_if_false @STEAL2_25366 
07C0: load_path 89 

:STEAL2_25366
00D6: if 
87C1:   not path 90 available 
004D: jump_if_false @STEAL2_25385 
07C0: load_path 90 

:STEAL2_25385
00D6: if 
87C1:   not path 91 available 
004D: jump_if_false @STEAL2_25404 
07C0: load_path 91 

:STEAL2_25404
00D6: if 
0039:   99@ == 6 // integer values 
004D: jump_if_false @STEAL2_25460 
00D6: if 
87C1:   not path 92 available 
004D: jump_if_false @STEAL2_25441 
07C0: load_path 92 

:STEAL2_25441
00D6: if 
87C1:   not path 93 available 
004D: jump_if_false @STEAL2_25460 
07C0: load_path 93 

:STEAL2_25460
00D6: if 
0039:   99@ == 7 // integer values 
004D: jump_if_false @STEAL2_25554 
00D6: if 
87C1:   not path 94 available 
004D: jump_if_false @STEAL2_25497 
07C0: load_path 94 

:STEAL2_25497
00D6: if 
87C1:   not path 95 available 
004D: jump_if_false @STEAL2_25516 
07C0: load_path 95 

:STEAL2_25516
00D6: if 
87C1:   not path 96 available 
004D: jump_if_false @STEAL2_25535 
07C0: load_path 96 

:STEAL2_25535
00D6: if 
87C1:   not path 97 available 
004D: jump_if_false @STEAL2_25554 
07C0: load_path 97 

:STEAL2_25554
00D6: if 
0039:   99@ == 8 // integer values 
004D: jump_if_false @STEAL2_25648 
00D6: if 
87C1:   not path 98 available 
004D: jump_if_false @STEAL2_25591 
07C0: load_path 98 

:STEAL2_25591
00D6: if 
87C1:   not path 65 available 
004D: jump_if_false @STEAL2_25610 
07C0: load_path 65 

:STEAL2_25610
00D6: if 
87C1:   not path 66 available 
004D: jump_if_false @STEAL2_25629 
07C0: load_path 66 

:STEAL2_25629
00D6: if 
87C1:   not path 67 available 
004D: jump_if_false @STEAL2_25648 
07C0: load_path 67 

:STEAL2_25648
00D6: if 
0039:   99@ == 11 // integer values 
004D: jump_if_false @STEAL2_25685 
00D6: if 
87C1:   not path 99 available 
004D: jump_if_false @STEAL2_25685 
07C0: load_path 99 

:STEAL2_25685
00D6: if 
0019:   99@ > 0 // integer values 
004D: jump_if_false @STEAL2_25956 
00D6: if 
001B:   13 > 99@ // integer values 
004D: jump_if_false @STEAL2_25956 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 34@ radius 150.0 150.0 unknown 0 
004D: jump_if_false @STEAL2_25793 
00D6: if 
82CA:   not car 34@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_25793 
00BE: text_clear_all 
00BC: text_highpriority 'STE2_06' 4000 ms 1  // ~r~Elvesztetted Cesar-t!
0002: jump @STEAL2_26013 

:STEAL2_25793
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@ radius 120.0 120.0 unknown 0 
004D: jump_if_false @STEAL2_25865 
00D6: if 
82CA:   not car 35@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_25865 
00BE: text_clear_all 
00BC: text_highpriority 'STE2_09' 4000 ms 1  // ~r~A rendrsg megtallta az egyik autt!
0002: jump @STEAL2_26013 

:STEAL2_25865
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_25956 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@ radius 160.0 160.0 unknown 0 
004D: jump_if_false @STEAL2_25956 
00D6: if 
82CA:   not car 35@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_25956 
00BE: text_clear_all 
00BC: text_highpriority 'STE2_08' 4000 ms 1  // ~r~A clpont aut elpuszttva.
0002: jump @STEAL2_26013 

:STEAL2_25956
00D6: if 
0019:   99@ > 0 // integer values 
004D: jump_if_false @STEAL2_25999 
00D6: if 
001B:   14 > 99@ // integer values 
004D: jump_if_false @STEAL2_25999 
0050: gosub @STEAL2_26597 

:STEAL2_25999
0050: gosub @STEAL2_28925 
0002: jump @STEAL2_988 

:STEAL2_26013
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:STEAL2_26031
0008: $11274 += 1 // integer values 
014C: set_parked_car_generator $2791 cars_to_generate_to 101 
014C: set_parked_car_generator $2792 cars_to_generate_to 101 
01E3: text_1number_styled 'M_PASSS' 5000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 5000 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'STEAL_2'  // Prbat
030C: set_mission_points += 1 
0051: return 

:STEAL2_26109
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @STEAL2_26127 
02EB: restore_camera_with_jumpcut 

:STEAL2_26127
034F: destroy_actor_with_fade $ACTOR_CESAR // The actor fades away like a ghost 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL2_26155 
0A09: (unknown) $PLAYER_ACTOR 0 

:STEAL2_26155
09F5: (unknown) 0 
0249: release_model #SULTAN 
0249: release_model #ELEGY 
0249: release_model #WMYBU 
0249: release_model #MULE 
0249: release_model #CARDBOARDBOX 
0249: release_model #TRAM 
0249: release_model #COPCARSF 
0249: release_model #SFPD1 
0249: release_model #COACH 
0249: release_model #PCJ600 
06EB: release_car_component #NTO_B_S 
0249: release_model #DOZER 
0249: release_model #CEMENT 
0249: release_model #DYN_ROADBARRIER_3 
0249: release_model #DYN_ROADBARRIER_4 
0249: release_model #KMB_SKIP 
0249: release_model #DYN_DUMPSTER 
0249: release_model #DYN_RAMP 
0734: (unknown) 
04EF: release_animation "PLAYIDLES" 
0164: disable_marker 98@ 
0296: unload_special_actor 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:STEAL2_26289
00D6: if 
0118:   actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_26330 
00BE: text_clear_all 
00BC: text_highpriority 'STE2_07' 4000 ms 1  // ~r~Cesar-t kicsinltk.
0006: 102@ = 1 // integer values 

:STEAL2_26330
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @STEAL2_26371 
00BE: text_clear_all 
00BC: text_highpriority 'STE2_08' 4000 ms 1  // ~r~A clpont aut elpuszttva.
0006: 102@ = 1 // integer values 

:STEAL2_26371
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @STEAL2_26412 
00BE: text_clear_all 
00BC: text_highpriority 'STE2_08' 4000 ms 1  // ~r~A clpont aut elpuszttva.
0006: 102@ = 1 // integer values 

:STEAL2_26412
0051: return 

:STEAL2_26414
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @STEAL2_26478 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_26478 
0164: disable_marker 98@ 
0187: 98@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 98@ type_to 1 
0006: 104@ = 0 // integer values 

:STEAL2_26478
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @STEAL2_26595 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @STEAL2_26595 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_26563 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:STEAL2_26563
0164: disable_marker 98@ 
018A: 98@ = create_checkpoint_at -1632.9 1207.4 6.1 
0006: 104@ = 1 // integer values 

:STEAL2_26595
0051: return 

:STEAL2_26597
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @STEAL2_26749 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_26749 
03D5: remove_text 'IN_VEH'  // ~s~H! Szllj vissza a ~b~kocsiba~s~!
0164: disable_marker 98@ 
00D6: if 
0039:   99@ == 13 // integer values 
004D: jump_if_false @STEAL2_26711 
018A: 98@ = create_checkpoint_at -2024.7 179.4 27.4 
00BB: text_lowpriority 'STE2_05' 4000 ms 1  // ~s~Vezess vissza a ~y~garzsba~s~.
0002: jump @STEAL2_26742 

:STEAL2_26711
0186: 98@ = create_marker_above_car 34@ 
07E0: set_marker 98@ type_to 1 
00BB: text_lowpriority 'STE2_02' 7000 ms 1  // ~s~Maradj kzel ~b~Cesar-hoz~s~ a garzshoz rkezsnl.

:STEAL2_26742
0006: 105@ = 1 // integer values 

:STEAL2_26749
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @STEAL2_26851 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_26851 
03D5: remove_text 'STE2_05'  // ~s~Vezess vissza a ~y~garzsba~s~.
03D5: remove_text 'STE2_02'  // ~s~Maradj kzel ~b~Cesar-hoz~s~ a garzshoz rkezsnl.
00BB: text_lowpriority 'STE2_11' 7000 ms 1  // ~s~lj vissza az  ~b~autba~s~.
0164: disable_marker 98@ 
0186: 98@ = create_marker_above_car 35@ 
07E0: set_marker 98@ type_to 1 
0006: 105@ = 0 // integer values 

:STEAL2_26851
0051: return 

:STEAL2_26853
00A0: store_actor $PLAYER_ACTOR position_to 162@ 163@ $TEMPVAR_FLOAT_3 
00AA: store_car 34@ position_to 164@ 165@ $TEMPVAR_FLOAT_3 
0509: 166@ = distance between point 162@ 163@ and point 164@ 165@ 
00D6: if 
0023:   21.0 > 166@ // floating-point values 
004D: jump_if_false @STEAL2_26962 
0017: 166@ /= 20.0 // floating-point values 
0087: 167@ = 166@ // floating-point values only 
0007: 166@ = 2.0 // floating-point values 
0063: 166@ -= 167@ // floating-point values 
0002: jump @STEAL2_27008 

:STEAL2_26962
000F: 166@ -= 20.0 // floating-point values 
0017: 166@ /= 90.0 // floating-point values 
0087: 167@ = 166@ // floating-point values only 
0007: 166@ = 1.0 // floating-point values 
0063: 166@ -= 167@ // floating-point values 

:STEAL2_27008
000B: 166@ += 0.3 // floating-point values 
0087: 168@ = 166@ // floating-point values only 
00D6: if 
0021:   168@ > 2.0 // floating-point values 
004D: jump_if_false @STEAL2_27057 
0007: 168@ = 2.0 // floating-point values 

:STEAL2_27057
00D6: if 
0023:   0.5 > 168@ // floating-point values 
004D: jump_if_false @STEAL2_27088 
0007: 168@ = 0.5 // floating-point values 

:STEAL2_27088
00D6: if 
060E:   car 34@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_27112 
06FD: (unknown) 34@ 168@ 

:STEAL2_27112
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_27152 
00D6: if 
060E:   car 95@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_27152 
06FD: (unknown) 95@ 168@ 

:STEAL2_27152
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @STEAL2_27410 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_27210 
00D6: if 
060E:   car 38@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_27210 
06FD: (unknown) 38@ 168@ 

:STEAL2_27210
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_27250 
00D6: if 
060E:   car 39@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_27250 
06FD: (unknown) 39@ 168@ 

:STEAL2_27250
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_27290 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_27290 
06FD: (unknown) 40@ 168@ 

:STEAL2_27290
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_27330 
00D6: if 
060E:   car 41@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_27330 
06FD: (unknown) 41@ 168@ 

:STEAL2_27330
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_27370 
00D6: if 
060E:   car 42@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_27370 
06FD: (unknown) 42@ 168@ 

:STEAL2_27370
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_27410 
00D6: if 
060E:   car 43@ is_assigned_to_existing_path 
004D: jump_if_false @STEAL2_27410 
06FD: (unknown) 43@ 168@ 

:STEAL2_27410
00D6: if 
0039:   99@ == 4 // integer values 
004D: jump_if_false @STEAL2_27452 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_27452 
06FD: (unknown) 51@ 168@ 

:STEAL2_27452
00D6: if 
0039:   99@ == 5 // integer values 
004D: jump_if_false @STEAL2_27494 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_27494 
06FD: (unknown) 38@ 168@ 

:STEAL2_27494
00D6: if 
0039:   99@ == 6 // integer values 
004D: jump_if_false @STEAL2_27584 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_27536 
06FD: (unknown) 50@ 168@ 

:STEAL2_27536
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_27560 
06FD: (unknown) 52@ 168@ 

:STEAL2_27560
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_27584 
06FD: (unknown) 53@ 168@ 

:STEAL2_27584
00D6: if 
0039:   99@ == 7 // integer values 
004D: jump_if_false @STEAL2_27626 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_27626 
06FD: (unknown) 39@ 168@ 

:STEAL2_27626
00D6: if 
0039:   99@ == 8 // integer values 
004D: jump_if_false @STEAL2_27692 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_27668 
06FD: (unknown) 43@ 168@ 

:STEAL2_27668
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_27692 
06FD: (unknown) 44@ 168@ 

:STEAL2_27692
0051: return 

:STEAL2_27694
0209: 111@ = random_int 1 37 
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @STEAL2_27736 
0674: set_car_model 110@ numberplate "GOT_M00_" 

:STEAL2_27736
00D6: if 
0039:   111@ == 2 // integer values 
004D: jump_if_false @STEAL2_27769 
0674: set_car_model 110@ numberplate "M00TV_4U" 

:STEAL2_27769
00D6: if 
0039:   111@ == 3 // integer values 
004D: jump_if_false @STEAL2_27802 
0674: set_car_model 110@ numberplate "MATHEW_2" 

:STEAL2_27802
00D6: if 
0039:   111@ == 4 // integer values 
004D: jump_if_false @STEAL2_27835 
0674: set_car_model 110@ numberplate "D4_DEW0R" 

:STEAL2_27835
00D6: if 
0039:   111@ == 5 // integer values 
004D: jump_if_false @STEAL2_27868 
0674: set_car_model 110@ numberplate "D0DE_777" 

:STEAL2_27868
00D6: if 
0039:   111@ == 6 // integer values 
004D: jump_if_false @STEAL2_27901 
0674: set_car_model 110@ numberplate "DAM0_666" 

:STEAL2_27901
00D6: if 
0039:   111@ == 7 // integer values 
004D: jump_if_false @STEAL2_27934 
0674: set_car_model 110@ numberplate "C0NEY_88" 

:STEAL2_27934
00D6: if 
0039:   111@ == 8 // integer values 
004D: jump_if_false @STEAL2_27967 
0674: set_car_model 110@ numberplate "PRE4CHER" 

:STEAL2_27967
00D6: if 
0039:   111@ == 9 // integer values 
004D: jump_if_false @STEAL2_28000 
0674: set_car_model 110@ numberplate "DBP_4NDY" 

:STEAL2_28000
00D6: if 
0039:   111@ == 10 // integer values 
004D: jump_if_false @STEAL2_28033 
0674: set_car_model 110@ numberplate "EV1L_SLY" 

:STEAL2_28033
00D6: if 
0039:   111@ == 11 // integer values 
004D: jump_if_false @STEAL2_28066 
0674: set_car_model 110@ numberplate "N1_R4V3N" 

:STEAL2_28066
00D6: if 
0039:   111@ == 12 // integer values 
004D: jump_if_false @STEAL2_28099 
0674: set_car_model 110@ numberplate "D1VX_Z00" 

:STEAL2_28099
00D6: if 
0039:   111@ == 13 // integer values 
004D: jump_if_false @STEAL2_28131 
0674: set_car_model 110@ numberplate "MR_B3NN" 

:STEAL2_28131
00D6: if 
0039:   111@ == 14 // integer values 
004D: jump_if_false @STEAL2_28164 
0674: set_car_model 110@ numberplate "R3D_R4SP" 

:STEAL2_28164
00D6: if 
0039:   111@ == 15 // integer values 
004D: jump_if_false @STEAL2_28197 
0674: set_car_model 110@ numberplate "LA_B0MBA" 

:STEAL2_28197
00D6: if 
0039:   111@ == 16 // integer values 
004D: jump_if_false @STEAL2_28230 
0674: set_car_model 110@ numberplate "L3337_0G" 

:STEAL2_28230
00D6: if 
0039:   111@ == 17 // integer values 
004D: jump_if_false @STEAL2_28263 
0674: set_car_model 110@ numberplate "BUDD4H_X" 

:STEAL2_28263
00D6: if 
0039:   111@ == 18 // integer values 
004D: jump_if_false @STEAL2_28296 
0674: set_car_model 110@ numberplate "T3H_BUCK" 

:STEAL2_28296
00D6: if 
0039:   111@ == 19 // integer values 
004D: jump_if_false @STEAL2_28329 
0674: set_car_model 110@ numberplate "CHUNKY_1" 

:STEAL2_28329
00D6: if 
0039:   111@ == 20 // integer values 
004D: jump_if_false @STEAL2_28362 
0674: set_car_model 110@ numberplate "EV1L_BNZ" 

:STEAL2_28362
00D6: if 
0039:   111@ == 21 // integer values 
004D: jump_if_false @STEAL2_28395 
0674: set_car_model 110@ numberplate "S4ND_M4N" 

:STEAL2_28395
00D6: if 
0039:   111@ == 22 // integer values 
004D: jump_if_false @STEAL2_28428 
0674: set_car_model 110@ numberplate "RKK_DBP1" 

:STEAL2_28428
00D6: if 
0039:   111@ == 23 // integer values 
004D: jump_if_false @STEAL2_28461 
0674: set_car_model 110@ numberplate "RE1_K0KU" 

:STEAL2_28461
00D6: if 
0039:   111@ == 24 // integer values 
004D: jump_if_false @STEAL2_28494 
0674: set_car_model 110@ numberplate "S3XY_JUD" 

:STEAL2_28494
00D6: if 
0039:   111@ == 25 // integer values 
004D: jump_if_false @STEAL2_28527 
0674: set_car_model 110@ numberplate "SUNRA_93" 

:STEAL2_28527
00D6: if 
0039:   111@ == 26 // integer values 
004D: jump_if_false @STEAL2_28560 
0674: set_car_model 110@ numberplate "UG_FUX69" 

:STEAL2_28560
00D6: if 
0039:   111@ == 27 // integer values 
004D: jump_if_false @STEAL2_28593 
0674: set_car_model 110@ numberplate "LI0N_CUM" 

:STEAL2_28593
00D6: if 
0039:   111@ == 28 // integer values 
004D: jump_if_false @STEAL2_28626 
0674: set_car_model 110@ numberplate "RKK_PWND" 

:STEAL2_28626
00D6: if 
0039:   111@ == 29 // integer values 
004D: jump_if_false @STEAL2_28659 
0674: set_car_model 110@ numberplate "HAZE_B0B" 

:STEAL2_28659
00D6: if 
0039:   111@ == 30 // integer values 
004D: jump_if_false @STEAL2_28692 
0674: set_car_model 110@ numberplate "T3H_FLUF" 

:STEAL2_28692
00D6: if 
0039:   111@ == 31 // integer values 
004D: jump_if_false @STEAL2_28725 
0674: set_car_model 110@ numberplate "BM_4NDY_" 

:STEAL2_28725
00D6: if 
0039:   111@ == 32 // integer values 
004D: jump_if_false @STEAL2_28758 
0674: set_car_model 110@ numberplate "BM_D34N_" 

:STEAL2_28758
00D6: if 
0039:   111@ == 33 // integer values 
004D: jump_if_false @STEAL2_28791 
0674: set_car_model 110@ numberplate "BM_L4C3Y" 

:STEAL2_28791
00D6: if 
0039:   111@ == 34 // integer values 
004D: jump_if_false @STEAL2_28824 
0674: set_car_model 110@ numberplate "BM_D3V__" 

:STEAL2_28824
00D6: if 
0039:   111@ == 35 // integer values 
004D: jump_if_false @STEAL2_28857 
0674: set_car_model 110@ numberplate "NU_SK00L" 

:STEAL2_28857
00D6: if 
0039:   111@ == 36 // integer values 
004D: jump_if_false @STEAL2_28890 
0674: set_car_model 110@ numberplate "G4L_AVET" 

:STEAL2_28890
00D6: if 
0039:   111@ == 37 // integer values 
004D: jump_if_false @STEAL2_28923 
0674: set_car_model 110@ numberplate "M0J0_J0J" 

:STEAL2_28923
0051: return 

:STEAL2_28925
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @STEAL2_29051 
00D6: if 
001D:   154@ > 113@ // integer values 
004D: jump_if_false @STEAL2_29044 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29006 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29037 

:STEAL2_29006
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 

:STEAL2_29037
0002: jump @STEAL2_29051 

:STEAL2_29044
0006: 112@ = 0 // integer values 

:STEAL2_29051
00D6: if or
0039:   112@ == 4 // integer values 
0039:   112@ == 5 // integer values 
0039:   112@ == 6 // integer values 
004D: jump_if_false @STEAL2_29137 
00D6: if 
001D:   154@ > 113@ // integer values 
004D: jump_if_false @STEAL2_29130 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29137 

:STEAL2_29130
0006: 112@ = 0 // integer values 

:STEAL2_29137
00D6: if or
0039:   112@ == 7 // integer values 
0039:   112@ == 8 // integer values 
0039:   112@ == 9 // integer values 
0039:   112@ == 10 // integer values 
0039:   112@ == 11 // integer values 
0039:   112@ == 12 // integer values 
004D: jump_if_false @STEAL2_29298 
00D6: if 
001D:   154@ > 113@ // integer values 
004D: jump_if_false @STEAL2_29291 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29253 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29284 

:STEAL2_29253
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 

:STEAL2_29284
0002: jump @STEAL2_29298 

:STEAL2_29291
0006: 112@ = 0 // integer values 

:STEAL2_29298
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @STEAL2_30235 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @STEAL2_30235 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_29704 
00D6: if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @STEAL2_29697 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor $ACTOR_CESAR has_objective 
004D: jump_if_false @STEAL2_29543 
00D6: if or
0039:   112@ == 2 // integer values 
0039:   112@ == 3 // integer values 
004D: jump_if_false @STEAL2_29543 
00D6: if 
001D:   154@ > 113@ // integer values 
004D: jump_if_false @STEAL2_29536 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29498 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29529 

:STEAL2_29498
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 

:STEAL2_29529
0002: jump @STEAL2_29543 

:STEAL2_29536
0006: 112@ = 0 // integer values 

:STEAL2_29543
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @STEAL2_29697 
00D6: if or
0039:   112@ == 2 // integer values 
0039:   112@ == 3 // integer values 
004D: jump_if_false @STEAL2_29697 
00D6: if 
001D:   154@ > 113@ // integer values 
004D: jump_if_false @STEAL2_29690 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29652 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29683 

:STEAL2_29652
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 

:STEAL2_29683
0002: jump @STEAL2_29697 

:STEAL2_29690
0006: 112@ = 0 // integer values 

:STEAL2_29697
0002: jump @STEAL2_29821 

:STEAL2_29704
00D6: if 
001B:   14 > 112@ // integer values 
004D: jump_if_false @STEAL2_29821 
00D6: if 
001D:   154@ > 113@ // integer values 
004D: jump_if_false @STEAL2_29748 
000A: 113@ += 1 // integer values 

:STEAL2_29748
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
00BE: text_clear_all 
0085: 160@ = 112@ // integer values and handles 
0085: 161@ = 113@ // integer values and handles 
0006: 112@ = 14 // integer values 
0209: 113@ = random_int 0 4 
0085: 159@ = 113@ // integer values and handles 
000A: 159@ += 1 // integer values 
0050: gosub @STEAL2_30237 

:STEAL2_29821
00D6: if 
0039:   112@ == 14 // integer values 
004D: jump_if_false @STEAL2_30012 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_29989 
00D6: if 
001D:   154@ > 113@ // integer values 
004D: jump_if_false @STEAL2_29959 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29921 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29952 

:STEAL2_29921
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 

:STEAL2_29952
0002: jump @STEAL2_29982 

:STEAL2_29959
00BB: text_lowpriority 'STE2_10' 7000 ms 1  // ~s~Htrahagytad ~b~Cesar-t~s~ .
0006: 112@ = 15 // integer values 

:STEAL2_29982
0002: jump @STEAL2_30012 

:STEAL2_29989
00BB: text_lowpriority 'STE2_10' 7000 ms 1  // ~s~Htrahagytad ~b~Cesar-t~s~ .
0006: 112@ = 15 // integer values 

:STEAL2_30012
00D6: if 
0039:   112@ == 15 // integer values 
004D: jump_if_false @STEAL2_30065 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_30065 
0006: 112@ = 16 // integer values 
0006: 113@ = 0 // integer values 
00BE: text_clear_all 

:STEAL2_30065
00D6: if 
0039:   112@ == 16 // integer values 
004D: jump_if_false @STEAL2_30235 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_30180 
0006: 33@ = 0 // integer values 
0085: 112@ = 160@ // integer values and handles 
0085: 113@ = 161@ // integer values and handles 
0050: gosub @STEAL2_30237 
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @STEAL2_30173 
00BB: text_lowpriority 'STE2_01' 7000 ms 1  // ~s~Menj s szerezd meg az autkat a ~y~bemutatterembl~s~.
0006: 33@ = 0 // integer values 

:STEAL2_30173
0002: jump @STEAL2_30235 

:STEAL2_30180
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 112@ = 14 // integer values 
0209: 113@ = random_int 0 4 
0085: 159@ = 113@ // integer values and handles 
000A: 159@ += 1 // integer values 
0050: gosub @STEAL2_30237 

:STEAL2_30235
0051: return 

:STEAL2_30237
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @STEAL2_30286 
05AA: 115@s = 'STL2_AA' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36800 
0006: 154@ = 1 // integer values 

:STEAL2_30286
00D6: if 
0039:   112@ == 2 // integer values 
004D: jump_if_false @STEAL2_30599 
05AA: 115@s = 'STL2_BA' // 8-byte strings 
05AA: 117@s = 'STL2_BB' // 8-byte strings 
05AA: 119@s = 'STL2_BC' // 8-byte strings 
05AA: 121@s = 'STL2_BD' // 8-byte strings 
05AA: 123@s = 'STL2_BE' // 8-byte strings 
05AA: 125@s = 'STL2_BF' // 8-byte strings 
05AA: 127@s = 'STL2_BG' // 8-byte strings 
05AA: 129@s = 'STL2_BH' // 8-byte strings 
05AA: 131@s = 'STL2_BJ' // 8-byte strings 
05AA: 133@s = 'STL2_BK' // 8-byte strings 
05AA: 135@s = 'STL2_BL' // 8-byte strings 
05AA: 137@s = 'STL2_BM' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36801 
04AF: 142@ = unknown_wav_reference 36802 
04AF: 143@ = unknown_wav_reference 36803 
04AF: 144@ = unknown_wav_reference 36804 
04AF: 145@ = unknown_wav_reference 36805 
04AF: 146@ = unknown_wav_reference 36806 
04AF: 147@ = unknown_wav_reference 36807 
04AF: 148@ = unknown_wav_reference 36808 
04AF: 149@ = unknown_wav_reference 36809 
04AF: 150@ = unknown_wav_reference 36810 
04AF: 151@ = unknown_wav_reference 36811 
04AF: 152@ = unknown_wav_reference 36812 
0006: 154@ = 12 // integer values 

:STEAL2_30599
00D6: if 
0039:   112@ == 3 // integer values 
004D: jump_if_false @STEAL2_30792 
05AA: 115@s = 'STL2_CA' // 8-byte strings 
05AA: 117@s = 'STL2_CB' // 8-byte strings 
05AA: 119@s = 'STL2_CC' // 8-byte strings 
05AA: 121@s = 'STL2_CD' // 8-byte strings 
05AA: 123@s = 'STL2_CE' // 8-byte strings 
05AA: 125@s = 'STL2_CF' // 8-byte strings 
05AA: 127@s = 'STL2_CG' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36813 
04AF: 142@ = unknown_wav_reference 36814 
04AF: 143@ = unknown_wav_reference 36815 
04AF: 144@ = unknown_wav_reference 36816 
04AF: 145@ = unknown_wav_reference 36817 
04AF: 146@ = unknown_wav_reference 36818 
04AF: 147@ = unknown_wav_reference 36819 
0006: 154@ = 7 // integer values 

:STEAL2_30792
00D6: if 
0039:   112@ == 4 // integer values 
004D: jump_if_false @STEAL2_31034 
05AA: 115@s = 'STL2_DA' // 8-byte strings 
05AA: 117@s = 'STL2_DB' // 8-byte strings 
05AA: 119@s = 'STL2_DC' // 8-byte strings 
05AA: 121@s = 'STL2_DD' // 8-byte strings 
05AA: 123@s = 'STL2_DE' // 8-byte strings 
05AA: 125@s = 'STL2_DF' // 8-byte strings 
05AA: 127@s = 'STL2_DH' // 8-byte strings 
05AA: 129@s = 'STL2_DJ' // 8-byte strings 
05AA: 131@s = 'STL2_DK' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36820 
04AF: 142@ = unknown_wav_reference 36821 
04AF: 143@ = unknown_wav_reference 36822 
04AF: 144@ = unknown_wav_reference 36823 
04AF: 145@ = unknown_wav_reference 36824 
04AF: 146@ = unknown_wav_reference 36825 
04AF: 147@ = unknown_wav_reference 36826 
04AF: 148@ = unknown_wav_reference 36827 
04AF: 149@ = unknown_wav_reference 36828 
0085: 154@ = 159@ // integer values and handles 

:STEAL2_31034
00D6: if 
0039:   112@ == 5 // integer values 
004D: jump_if_false @STEAL2_31179 
05AA: 115@s = 'STL2_EA' // 8-byte strings 
05AA: 117@s = 'STL2_EB' // 8-byte strings 
05AA: 119@s = 'STL2_EC' // 8-byte strings 
05AA: 121@s = 'STL2_ED' // 8-byte strings 
05AA: 123@s = 'STL2_EE' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36829 
04AF: 142@ = unknown_wav_reference 36830 
04AF: 143@ = unknown_wav_reference 36831 
04AF: 144@ = unknown_wav_reference 36832 
04AF: 145@ = unknown_wav_reference 36833 
0006: 154@ = 5 // integer values 

:STEAL2_31179
00D6: if 
0039:   112@ == 6 // integer values 
004D: jump_if_false @STEAL2_31228 
05AA: 115@s = 'STL2_EF' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36834 
0006: 154@ = 1 // integer values 

:STEAL2_31228
00D6: if 
0039:   112@ == 7 // integer values 
004D: jump_if_false @STEAL2_31325 
05AA: 115@s = 'STL2_FA' // 8-byte strings 
05AA: 117@s = 'STL2_FB' // 8-byte strings 
05AA: 119@s = 'STL2_FC' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36835 
04AF: 142@ = unknown_wav_reference 36836 
04AF: 143@ = unknown_wav_reference 36837 
0006: 154@ = 3 // integer values 

:STEAL2_31325
00D6: if 
0039:   112@ == 8 // integer values 
004D: jump_if_false @STEAL2_31615 
05AA: 115@s = 'STL2_FD' // 8-byte strings 
05AA: 117@s = 'STL2_FE' // 8-byte strings 
05AA: 119@s = 'STL2_FF' // 8-byte strings 
05AA: 121@s = 'STL2_FG' // 8-byte strings 
05AA: 123@s = 'STL2_FH' // 8-byte strings 
05AA: 125@s = 'STL2_FJ' // 8-byte strings 
05AA: 129@s = 'STL2_FO' // 8-byte strings 
05AA: 131@s = 'STL2_FP' // 8-byte strings 
05AA: 133@s = 'STL2_FQ' // 8-byte strings 
05AA: 135@s = 'STL2_HB' // 8-byte strings 
05AA: 137@s = 'STL2_HC' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36838 
04AF: 142@ = unknown_wav_reference 36839 
04AF: 143@ = unknown_wav_reference 36840 
04AF: 144@ = unknown_wav_reference 36841 
04AF: 145@ = unknown_wav_reference 36842 
04AF: 146@ = unknown_wav_reference 36843 
04AF: 148@ = unknown_wav_reference 36848 
04AF: 149@ = unknown_wav_reference 36849 
04AF: 150@ = unknown_wav_reference 36850 
04AF: 151@ = unknown_wav_reference 36855 
04AF: 152@ = unknown_wav_reference 36856 
0085: 154@ = 159@ // integer values and handles 

:STEAL2_31615
00D6: if 
0039:   112@ == 9 // integer values 
004D: jump_if_false @STEAL2_31712 
05AA: 115@s = 'STL2_FL' // 8-byte strings 
05AA: 117@s = 'STL2_FM' // 8-byte strings 
05AA: 119@s = 'STL2_FN' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36845 
04AF: 142@ = unknown_wav_reference 36846 
04AF: 143@ = unknown_wav_reference 36847 
0006: 154@ = 3 // integer values 

:STEAL2_31712
00D6: if 
0039:   112@ == 10 // integer values 
004D: jump_if_false @STEAL2_31833 
05AA: 115@s = 'STL2_FR' // 8-byte strings 
05AA: 117@s = 'STL2_GA' // 8-byte strings 
05AA: 119@s = 'STL2_GB' // 8-byte strings 
05AA: 121@s = 'STL2_HA' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36851 
04AF: 142@ = unknown_wav_reference 36852 
04AF: 143@ = unknown_wav_reference 36853 
04AF: 144@ = unknown_wav_reference 36854 
0006: 154@ = 4 // integer values 

:STEAL2_31833
00D6: if 
0039:   112@ == 11 // integer values 
004D: jump_if_false @STEAL2_31906 
05AA: 115@s = 'STL2_HD' // 8-byte strings 
05AA: 117@s = 'STL2_HE' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36857 
04AF: 142@ = unknown_wav_reference 36858 
0006: 154@ = 2 // integer values 

:STEAL2_31906
00D6: if 
0039:   112@ == 12 // integer values 
004D: jump_if_false @STEAL2_31979 
05AA: 115@s = 'STL2_HF' // 8-byte strings 
05AA: 117@s = 'STL2_HG' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 36859 
04AF: 142@ = unknown_wav_reference 36860 
0006: 154@ = 2 // integer values 

:STEAL2_31979
00D6: if 
0039:   112@ == 14 // integer values 
004D: jump_if_false @STEAL2_32093 
05AA: 115@s = 'CESX_BA' // 8-byte strings 
05AA: 117@s = 'CESX_BB' // 8-byte strings 
05AA: 119@s = 'CESX_BC' // 8-byte strings 
05AA: 121@s = 'CESX_BD' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 10406 
04AF: 142@ = unknown_wav_reference 10407 
04AF: 143@ = unknown_wav_reference 10408 
04AF: 144@ = unknown_wav_reference 10409 
0085: 154@ = 159@ // integer values and handles 

:STEAL2_32093
0085: 157@ = 113@ // integer values and handles 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 158@ = 1 // integer values 
0051: return 

:STEAL2_32124
00D6: if 
001D:   154@ > 157@ // integer values 
004D: jump_if_false @STEAL2_32229 
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @STEAL2_32186 
03CF: load_wav 141@(157@,13i) as 1 
000A: 157@ += 1 // integer values 
0006: 155@ = 1 // integer values 

:STEAL2_32186
00D6: if 
0039:   156@ == 0 // integer values 
004D: jump_if_false @STEAL2_32229 
03CF: load_wav 141@(157@,13i) as 2 
000A: 157@ += 1 // integer values 
0006: 156@ = 1 // integer values 

:STEAL2_32229
0051: return 

:STEAL2_32231
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @STEAL2_32307 
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @STEAL2_32307 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL2_32307 
03D1: play_wav 1 
00BC: text_highpriority 115@(113@,13s) 4500 ms 1 
0006: 155@ = 2 // integer values 

:STEAL2_32307
00D6: if 
0039:   158@ == 2 // integer values 
004D: jump_if_false @STEAL2_32383 
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @STEAL2_32383 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @STEAL2_32383 
03D1: play_wav 2 
00BC: text_highpriority 115@(113@,13s) 4500 ms 1 
0006: 156@ = 2 // integer values 

:STEAL2_32383
0051: return 

:STEAL2_32385
00D6: if 
0039:   155@ == 2 // integer values 
004D: jump_if_false @STEAL2_32448 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL2_32448 
03D5: remove_text 115@(113@,13s) 
000A: 113@ += 1 // integer values 
0006: 158@ = 2 // integer values 
0006: 155@ = 0 // integer values 

:STEAL2_32448
00D6: if 
0039:   156@ == 2 // integer values 
004D: jump_if_false @STEAL2_32511 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @STEAL2_32511 
03D5: remove_text 115@(113@,13s) 
000A: 113@ += 1 // integer values 
0006: 158@ = 1 // integer values 
0006: 156@ = 0 // integer values 

:STEAL2_32511
0051: return 

//-------------Mission 69---------------
// Originally: Customs Fast Track

:STEAL4
03A4: name_thread 'STEAL4' 
0050: gosub @STEAL4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @STEAL4_38 
0050: gosub @STEAL4_29969 

:STEAL4_38
0050: gosub @STEAL4_30816 
004E: end_thread 

:STEAL4_47
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 

:STEAL4_89
0001: wait 0 ms 
00D6: if 
0736:   83 
004D: jump_if_false @STEAL4_115 
0006: 36@ = 1 // integer values 

:STEAL4_115
000A: 39@ += 1 // integer values 
00D6: if 
0019:   39@ > 9 // integer values 
004D: jump_if_false @STEAL4_147 
0006: 39@ = 0 // integer values 

:STEAL4_147
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 60@ += 42@ // integer values 
005A: 61@ += 42@ // integer values 
005A: 62@ += 42@ // integer values 
005A: 63@ += 42@ // integer values 
005A: 64@ += 42@ // integer values 
0050: gosub @STEAL4_700 
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @STEAL4_248 
0002: jump @STEAL4_598 

:STEAL4_248
00D6: if 
0736:   138 
004D: jump_if_false @STEAL4_302 
0006: 34@ = 10 // integer values 
0006: 35@ = 0 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_302 
00D9: 86@ = actor $PLAYER_ACTOR car 

:STEAL4_302
0871: init_jump_table 34@ total_jumps 11 0 @STEAL4_584 jumps 0 @STEAL4_430 1 @STEAL4_444 2 @STEAL4_458 3 @STEAL4_472 4 @STEAL4_486 5 @STEAL4_500 6 @STEAL4_514 
0872: jump_table_jumps 7 @STEAL4_528 8 @STEAL4_542 9 @STEAL4_556 10 @STEAL4_570 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 

:STEAL4_430
0050: gosub @STEAL4_1358 
0002: jump @STEAL4_584 

:STEAL4_444
0050: gosub @STEAL4_2503 
0002: jump @STEAL4_584 

:STEAL4_458
0050: gosub @STEAL4_3836 
0002: jump @STEAL4_584 

:STEAL4_472
0050: gosub @STEAL4_5024 
0002: jump @STEAL4_584 

:STEAL4_486
0050: gosub @STEAL4_7747 
0002: jump @STEAL4_584 

:STEAL4_500
0050: gosub @STEAL4_10598 
0002: jump @STEAL4_584 

:STEAL4_514
0050: gosub @STEAL4_12659 
0002: jump @STEAL4_584 

:STEAL4_528
0050: gosub @STEAL4_14739 
0002: jump @STEAL4_584 

:STEAL4_542
0050: gosub @STEAL4_19626 
0002: jump @STEAL4_584 

:STEAL4_556
0050: gosub @STEAL4_19628 
0002: jump @STEAL4_584 

:STEAL4_570
0050: gosub @STEAL4_22092 
0002: jump @STEAL4_584 

:STEAL4_584
0050: gosub @STEAL4_31331 
0050: gosub @STEAL4_25745 

:STEAL4_598
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @STEAL4_698 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @STEAL4_682 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @STEAL4_666 
0002: jump @STEAL4_89 
0002: jump @STEAL4_675 

:STEAL4_666
0050: gosub @STEAL4_30732 
0051: return 

:STEAL4_675
0002: jump @STEAL4_691 

:STEAL4_682
0050: gosub @STEAL4_29969 
0051: return 

:STEAL4_691
0002: jump @STEAL4_700 

:STEAL4_698
0051: return 

:STEAL4_700
00D6: if 
0736:   88 
004D: jump_if_false @STEAL4_791 
00D6: if 
0039:   65@ == 0 // integer values 
004D: jump_if_false @STEAL4_765 
0006: 65@ = 1 // integer values 
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump @STEAL4_791 

:STEAL4_765
0006: 65@ = 0 // integer values 
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:STEAL4_791
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @STEAL4_1356 
00D6: if 
0736:   32 
004D: jump_if_false @STEAL4_858 
086A: nop 
000A: 66@ += 1 // integer values 
00D6: if 
0019:   66@ > 2 // integer values 
004D: jump_if_false @STEAL4_858 
0006: 66@ = 0 // integer values 

:STEAL4_858
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @STEAL4_1110 
008A: $7406 = 34@ // integer values and handles 
008A: $7407 = 35@ // integer values and handles 
008A: $7408 = 124@ // integer values and handles 
008A: $7409 = 155@ // integer values and handles 
008A: $7410 = 153@ // integer values and handles 
008A: $7411 = 154@ // integer values and handles 
008A: $7412 = 132@ // integer values and handles 
008A: $7413 = 61@ // integer values and handles 
065D: $7406 "M_STAGE" // same as 0660 
065D: $7407 "M_GOALS" // same as 0660 
065D: $7408 "PLAYER_ON_FOOT" // same as 0660 
065D: $7409 "CONVERSATION_FLAG" // same as 0660 
065D: $7410 "ACTIVE_CONVERSATION" // same as 0660 
065D: $7411 "CONVERSATION_STATUS" // same as 0660 
065D: $7412 "CRANE_HELP_FLAG" // same as 0660 
065D: $7413 "CRANE_HELP_TIMER" // same as 0660 

:STEAL4_1110
00D6: if 
0039:   66@ == 2 // integer values 
004D: jump_if_false @STEAL4_1253 
065E: (unknown) $2738 "MAGNO_ARM_ROTATE_Y" 
065E: (unknown) $2736 "MAGNO_CABIN_H" 
065E: (unknown) $2737 "MAGNO_ARM_H" 
065E: (unknown) $2733 "MAGNO_BASE_X" 
065E: (unknown) $2734 "MAGNO_BASE_Y" 
065E: (unknown) $CRANE_ROPE_LENGTH "CRANE_ROPE_LENGTH" 

:STEAL4_1253
00D6: if 
0039:   67@ == 0 // integer values 
004D: jump_if_false @STEAL4_1316 
00D6: if 
0736:   80 
004D: jump_if_false @STEAL4_1309 
0662: write_debug_message "LEVEL_PAUSED" 
0006: 67@ = 1 // integer values 

:STEAL4_1309
0002: jump @STEAL4_1356 

:STEAL4_1316
00D6: if 
0736:   80 
004D: jump_if_false @STEAL4_1356 
0662: write_debug_message "LEVEL_UNPAUSED" 
0006: 67@ = 0 // integer values 

:STEAL4_1356
0051: return 

:STEAL4_1358
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @STEAL4_1608 
00A5: 83@ = create_car #PONY at 0.0 0.0 0.0 
018A: 107@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 104@ = create_object #WOODENBOX at 0.0 0.0 0.0 
018A: 118@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 109@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 105@ = create_object #WOODENBOX at 0.0 0.0 0.0 
00A5: 89@ = create_car #PONY at 0.0 0.0 0.0 
018A: 118@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 106@ = create_object #WOODENBOX at 0.0 0.0 0.0 
018A: 108@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_1608
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL4_2439 
0004: $7415 = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:STEAL4_1787
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1811 
0001: wait 0 ms 
0002: jump @STEAL4_1787 

:STEAL4_1811
054C: use_GXT_table 'STEAL4' 
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_camera -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_4' 

:STEAL4_1861
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL4_1885 
0001: wait 0 ms 
0002: jump @STEAL4_1861 

:STEAL4_1885
02E7: start_cutscene 
016A: fade 1 1000 ms 

:STEAL4_1894
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL4_1918 
0001: wait 0 ms 
0002: jump @STEAL4_1894 

:STEAL4_1918
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:STEAL4_1933
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1957 
0001: wait 0 ms 
0002: jump @STEAL4_1933 

:STEAL4_1957
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 // select render area 
0395: clear_area 1 at -2036.17 179.2839 27.8359 range 10.0 
023C: request_special_actor 'CESAR' as 1 
0247: request_model #SAVANNA 

:STEAL4_2010
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #SAVANNA available 
004D: jump_if_false @STEAL4_2041 
0001: wait 0 ms 
0002: jump @STEAL4_2010 

:STEAL4_2041
0674: set_car_model #SAVANNA numberplate "LVA4L" 
00A5: 82@ = create_car #SAVANNA at -2034.706 177.7413 27.8359 
0229: set_car 82@ color_to 3 3 
0175: set_car 82@ z_angle_to 244.5958 
0249: release_model #SAVANNA 
01C8: 68@ = create_actor 25 #SPECIAL01 in_car 82@ passenger_seat 0 
0568: set_actor 68@ targetable 1 
04D8: set_actor 68@ ability_to_swim 0 
0223: set_actor 68@ health_to 400 
08AF: (unknown) 68@ 400 
039E: set_actor 68@ jackable 1 
0446: set_actor 68@ immune_to_headshots 0 
00A1: put_actor $PLAYER_ACTOR at -2035.53 180.7482 27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to 209.6339 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06D7: toggle_train_traffic 0 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
0A20: (unknown) $PLAYER_CHAR 1 
060A: unknown_create_entity 2 171@ 
060A: unknown_create_entity 0 168@ 
060A: unknown_create_entity 0 172@ 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_2273 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_2273
0005: $2738 = 15.0 // floating-point values 
0005: $2736 = 207.615 // floating-point values 
0005: $2737 = 207.615 // floating-point values 
0005: $2733 = -1586.7 // floating-point values 
0005: $2734 = 84.7958 // floating-point values 
0005: $CRANE_ROPE_LENGTH = 0.639 // floating-point values 
0050: gosub @STEAL4_28749 
0006: 43@ = 0 // integer values 

:STEAL4_2347
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @STEAL4_2390 
0006: 141@(43@,10i) = 0 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_2347 

:STEAL4_2390
02A3: toggle_widescreen 0 
03C7: unknown_maybe_cops_density 0.001 
016A: fade 1 1000 ms 

:STEAL4_2408
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_2432 
0001: wait 0 ms 
0002: jump @STEAL4_2408 

:STEAL4_2432
000A: 35@ += 1 // integer values 

:STEAL4_2439
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL4_2501 
00BC: text_highpriority 'ST4_05' 5000 ms 1  // ~s~lj az autba ~b~Cesar-al~s~.
0006: 32@ = 0 // integer values 
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 56@ = 0 // integer values 

:STEAL4_2501
0051: return 

:STEAL4_2503
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL4_2774 
0004: $1912 = 1 // integer values 
029B: 92@ = init_object #KMB_CONTAINER_BLUE at -1570.986 55.2009 17.746 
0177: set_object 92@ z_angle_to 40.4082 
029B: 93@ = init_object #KMB_CONTAINER_BLUE at -1564.401 62.1434 17.7537 
0177: set_object 93@ z_angle_to 235.0724 
029B: 94@ = init_object #KMB_CONTAINER_BLUE at -1582.202 54.1735 17.7537 
0177: set_object 94@ z_angle_to 0.0 
029B: 96@ = init_object #KMB_CONTAINER_RED at -1658.85 44.8514 4.06 
0177: set_object 96@ z_angle_to 315.2922 
029B: 95@ = init_object #KMB_CONTAINER_YEL at -1649.476 9.1182 4.06 
0177: set_object 95@ z_angle_to 315.1249 
0006: 43@ = 0 // integer values 

:STEAL4_2700
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @STEAL4_2763 
00D6: if 
03CA:   object 92@(43@,9i) exists 
004D: jump_if_false @STEAL4_2749 
0550: keep_object 92@(43@,9i) in_memory 1 

:STEAL4_2749
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_2700 

:STEAL4_2763
041E: set_radio_station 0 
000A: 35@ += 1 // integer values 

:STEAL4_2774
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL4_2923 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @STEAL4_2843 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @STEAL4_2843 
0006: 153@ = 1 // integer values 
0006: 56@ = 1 // integer values 

:STEAL4_2843
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_2923 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_2923 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_2916 
0631: put_actor 68@ in_group $PLAYER_GROUP 
04D8: set_actor 68@ ability_to_swim 0 
0006: 126@ = 1 // integer values 

:STEAL4_2916
000A: 35@ += 1 // integer values 

:STEAL4_2923
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @STEAL4_3072 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3072 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_3072 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_3072 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @STEAL4_3072 
000A: 35@ += 1 // integer values 
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: text_highpriority 'ST4_43' 7000 ms 1  // ~s~Vezess a ~y~dokkokhoz~w~.
0006: 56@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:STEAL4_3072
00D6: if 
0019:   35@ > 2 // integer values 
004D: jump_if_false @STEAL4_3141 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @STEAL4_3141 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @STEAL4_3141 
0006: 153@ = 2 // integer values 
0006: 56@ = 1 // integer values 

:STEAL4_3141
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @STEAL4_3498 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_3274 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3274 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_3274 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_3274 
00D6: if 
01AD:   car 82@ 0 -1585.63 90.3697 100.0 100.0 
004D: jump_if_false @STEAL4_3274 
0006: 35@ = 99 // integer values 

:STEAL4_3274
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @STEAL4_3399 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @STEAL4_3399 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_3399 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_3399 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3399 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_3399 
00AB: put_car 82@ at -1585.63 90.3 5.0 

:STEAL4_3399
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3498 
00D6: if 
00ED:   actor 68@ 0 -1585.63 90.3697 radius 70.0 70.0 
004D: jump_if_false @STEAL4_3498 
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 -1585.63 90.3697 radius 70.0 70.0 
004D: jump_if_false @STEAL4_3498 
0006: 35@ = 99 // integer values 

:STEAL4_3498
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @STEAL4_3530 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:STEAL4_3530
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3729 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_3729 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_3678 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_3639 
00D6: if 
8039:   not  133@ == 1 // integer values 
004D: jump_if_false @STEAL4_3632 
0006: 133@ = 1 // integer values 
0050: gosub @STEAL4_29801 

:STEAL4_3632
0002: jump @STEAL4_3671 

:STEAL4_3639
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @STEAL4_3671 
0006: 133@ = 0 // integer values 
0050: gosub @STEAL4_29801 

:STEAL4_3671
0002: jump @STEAL4_3729 

:STEAL4_3678
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_3729 
00D6: if 
8039:   not  133@ == 1 // integer values 
004D: jump_if_false @STEAL4_3729 
0006: 133@ = 1 // integer values 
0050: gosub @STEAL4_29801 

:STEAL4_3729
0050: gosub @STEAL4_28047 
00D6: if 
8039:   not  126@ == 1 // integer values 
004D: jump_if_false @STEAL4_3782 
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_3775 
0164: disable_marker 108@ 

:STEAL4_3775
0002: jump @STEAL4_3834 

:STEAL4_3782
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_3834 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: text_highpriority 'ST4_43' 7000 ms 1  // ~s~Vezess a ~y~dokkokhoz~w~.

:STEAL4_3834
0051: return 

:STEAL4_3836
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL4_3900 
00BE: text_clear_all 
00BC: text_highpriority 'ST4_13' 5000 ms 1  // ~s~Szlj fel a ~y~darura~s~.
0004: $1912 = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_3900
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL4_4434 
0006: 138@ = 0 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @STEAL4_3976 
00D6: if 
0019:   32@ > 5500 // integer values 
004D: jump_if_false @STEAL4_3976 
0006: 153@ = 3 // integer values 
000A: 56@ += 1 // integer values 

:STEAL4_3976
00D6: if 
8039:   not  126@ == 1 // integer values 
004D: jump_if_false @STEAL4_4029 
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_4022 
0164: disable_marker 108@ 
0004: $1912 = 1 // integer values 

:STEAL4_4022
0002: jump @STEAL4_4088 

:STEAL4_4029
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_4088 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: text_highpriority 'ST4_13' 7000 ms 1  // ~s~Szlj fel a ~y~darura~s~.
0004: $1912 = 0 // integer values 

:STEAL4_4088
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_4427 
0004: $1913 = 1 // integer values 
0004: $1916 = 1 // integer values 
0164: disable_marker 108@ 
0006: 60@ = 30000 // integer values 
0006: 61@ = 8000 // integer values 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_4212 
06C9: remove_actor 68@ from_group 
0792: (unknown) 68@ 
060B: unknown_actor_use_entity 68@ 168@ 
00A1: put_actor 68@ at -1627.83 63.8863 2.9167 
0173: set_actor 68@ z_angle_to 299.601 
04D8: set_actor 68@ ability_to_swim 0 

:STEAL4_4212
0007: 156@ = -1620.938 // floating-point values 
0007: 157@ = 75.4195 // floating-point values 
0007: 158@ = 4.1 // floating-point values 
0007: 159@ = 20.7795 // floating-point values 
0007: 160@ = -1632.786 // floating-point values 
0007: 161@ = 61.2888 // floating-point values 
0007: 162@ = 4.1 // floating-point values 
0007: 163@ = 6.6851 // floating-point values 
0007: 164@ = -1644.017 // floating-point values 
0007: 165@ = 50.9619 // floating-point values 
0007: 166@ = 4.1 // floating-point values 
0007: 167@ = 39.4583 // floating-point values 
03E6: remove_text_box 
00BE: text_clear_all 
0006: 43@ = 0 // integer values 

:STEAL4_4343
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @STEAL4_4406 
00D6: if 
03CA:   object 92@(43@,9i) exists 
004D: jump_if_false @STEAL4_4392 
0550: keep_object 92@(43@,9i) in_memory 0 

:STEAL4_4392
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_4343 

:STEAL4_4406
0050: gosub @STEAL4_28047 
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_4434 

:STEAL4_4427
0050: gosub @STEAL4_28047 

:STEAL4_4434
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @STEAL4_4552 
0050: gosub @STEAL4_35172 
0898: (unknown) 0 0 0 
0004: $1912 = 1 // integer values 
02A3: toggle_widescreen 1 
015F: set_camera_position -1517.693 60.1951 57.7488 0.0 0.0 0.0 
0160: point_camera -1518.545 60.208 57.2246 2 
00BE: text_clear_all 
0006: 32@ = 0 // integer values 
0006: 56@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_4552
00D6: if and
0019:   35@ > 2 // integer values 
001B:   6 > 35@ // integer values 
004D: jump_if_false @STEAL4_4664 
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @STEAL4_4640 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @STEAL4_4633 
0050: gosub @STEAL4_35172 
0006: 35@ = 6 // integer values 
0006: 138@ = 1 // integer values 

:STEAL4_4633
0002: jump @STEAL4_4664 

:STEAL4_4640
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @STEAL4_4664 
0006: 138@ = 0 // integer values 

:STEAL4_4664
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @STEAL4_4715 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @STEAL4_4715 
0006: 153@ = 4 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_4715
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @STEAL4_4759 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @STEAL4_4759 
000A: 35@ += 1 // integer values 

:STEAL4_4759
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @STEAL4_4849 
015F: set_camera_position -1631.996 64.4568 3.1424 0.0 0.0 0.0 
0160: point_camera -1631.03 64.5624 3.3783 2 
0006: 56@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:STEAL4_4849
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @STEAL4_4892 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @STEAL4_4892 
000A: 35@ += 1 // integer values 

:STEAL4_4892
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @STEAL4_4958 
0004: $1919 = 1 // integer values 
0004: $1911 = 1 // integer values 
0826: toggle_hud 0 
0581: toggle_radar 0 
02A3: toggle_widescreen 0 
0004: $1912 = 0 // integer values 
0898: (unknown) 1 1 1 
0006: 35@ = 99 // integer values 

:STEAL4_4958
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @STEAL4_5022 
0247: request_model #CLUB 

:STEAL4_4981
00D6: if 
8248:   not model #CLUB available 
004D: jump_if_false @STEAL4_5008 
0001: wait 0 ms 
0002: jump @STEAL4_4981 

:STEAL4_5008
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:STEAL4_5022
0051: return 

:STEAL4_5024
00D6: if and
0019:   35@ > 0 // integer values 
001B:   3 > 35@ // integer values 
004D: jump_if_false @STEAL4_5143 
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @STEAL4_5119 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @STEAL4_5112 
0004: $1919 = 1 // integer values 
0004: $1911 = 1 // integer values 
0006: 138@ = 1 // integer values 
0006: 35@ = 3 // integer values 

:STEAL4_5112
0002: jump @STEAL4_5143 

:STEAL4_5119
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @STEAL4_5143 
0006: 138@ = 0 // integer values 

:STEAL4_5143
0871: init_jump_table 35@ total_jumps 9 0 @STEAL4_7590 jumps 0 @STEAL4_5271 1 @STEAL4_5528 2 @STEAL4_5582 3 @STEAL4_5638 4 @STEAL4_5781 5 @STEAL4_6011 6 @STEAL4_6462 
0872: jump_table_jumps 7 @STEAL4_7311 99 @STEAL4_7569 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 

:STEAL4_5271
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @STEAL4_5428 
00D6: if 
8039:   not  133@ == 3 // integer values 
004D: jump_if_false @STEAL4_5321 
0006: 133@ = 3 // integer values 
0050: gosub @STEAL4_29801 

:STEAL4_5321
0004: $1912 = 1 // integer values 
0004: $1919 = 0 // integer values 
0004: $1911 = 1 // integer values 
0006: 32@ = 0 // integer values 
0512: permanent_text_box 'ST4_H08'  // Nyomd meg a(z) ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ gombot a nzet vltshoz.
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_5414 
060B: unknown_actor_use_entity 68@ 172@ 
00A1: put_actor 68@ at -1626.981 65.4201 2.5495 
0173: set_actor 68@ z_angle_to 306.9205 

:STEAL4_5414
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_5521 

:STEAL4_5428
00D6: if 
8039:   not  133@ == 3 // integer values 
004D: jump_if_false @STEAL4_5460 
0006: 133@ = 3 // integer values 
0050: gosub @STEAL4_29801 

:STEAL4_5460
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_5514 
060B: unknown_actor_use_entity 68@ 172@ 
00A1: put_actor 68@ at -1626.981 65.4201 2.5495 
0173: set_actor 68@ z_angle_to 306.9205 

:STEAL4_5514
0006: 35@ = 3 // integer values 

:STEAL4_5521
0002: jump @STEAL4_7590 

:STEAL4_5528
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @STEAL4_5575 
0004: $1919 = 1 // integer values 
0004: $1911 = 1 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_5575
0002: jump @STEAL4_7590 

:STEAL4_5582
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @STEAL4_5631 
03E6: remove_text_box 
0004: $1919 = 1 // integer values 
0004: $1911 = 1 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_5631
0002: jump @STEAL4_7590 

:STEAL4_5638
0826: toggle_hud 1 
0581: toggle_radar 1 
03E6: remove_text_box 
0898: (unknown) 1 1 1 
0004: $1919 = 1 // integer values 
0004: $1911 = 1 // integer values 
0004: $1912 = 0 // integer values 
0004: $1917 = 0 // integer values 
0004: $1918 = 0 // integer values 
0004: $1916 = 0 // integer values 
0006: 128@ = 0 // integer values 
00BC: text_highpriority 'ST4_T01' 5000 ms 1  // ~s~Ragadj meg egy ~g~kontnert~s~ a daruval.
0188: 109@ = create_marker_above_object 92@ 
0188: 110@ = create_marker_above_object 93@ 
0188: 111@ = create_marker_above_object 94@ 
0006: 61@ = 10000 // integer values 
0006: 132@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_7590 

:STEAL4_5781
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if or
003B:   91@ == 92@ // integer values 
003B:   91@ == 93@ // integer values 
003B:   91@ == 94@ // integer values 
004D: jump_if_false @STEAL4_6004 
0085: 106@ = 91@ // integer values and handles 
0898: (unknown) 1 1 0 
0006: 128@ = 1 // integer values 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_5874 
0164: disable_marker 109@ 

:STEAL4_5874
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_5895 
0164: disable_marker 110@ 

:STEAL4_5895
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_5916 
0164: disable_marker 111@ 

:STEAL4_5916
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 156@ 157@ 158@ 
0004: $1917 = 0 // integer values 
0004: $1918 = 0 // integer values 
03E6: remove_text_box 
00BC: text_highpriority 'ST4_T02' 5000 ms 1  // ~s~Mozgasd a kontnert a kvnt ~y~pozciba~s~ a daru elfordtsval.
0006: 132@ = 0 // integer values 
0006: 61@ = 500 // integer values 
0006: 32@ = 20000 // integer values 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_6004
0002: jump @STEAL4_7590 

:STEAL4_6011
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_6279 
04E6:   unknown_object 106@ near_point 156@ 157@ 158@ radius 5.0 5.0 3.0 unknown 1 
00D6: if 
04E5:   unknown_object 106@ near_point 156@ 157@ radius 6.0 6.0 unknown 0 
004D: jump_if_false @STEAL4_6132 
00D6: if 
8039:   not  128@ == 0 // integer values 
004D: jump_if_false @STEAL4_6125 
0898: (unknown) 1 1 1 
0006: 128@ = 0 // integer values 

:STEAL4_6125
0002: jump @STEAL4_6165 

:STEAL4_6132
00D6: if 
8039:   not  128@ == 1 // integer values 
004D: jump_if_false @STEAL4_6165 
0898: (unknown) 1 1 0 
0006: 128@ = 1 // integer values 

:STEAL4_6165
00D6: if 
04E6:   unknown_object 106@ near_point 156@ 157@ 158@ radius 6.0 6.0 6.0 unknown 0 
004D: jump_if_false @STEAL4_6252 
00D6: if 
8039:   not  132@ == 4 // integer values 
004D: jump_if_false @STEAL4_6245 
03E6: remove_text_box 
0512: permanent_text_box 'ST4_H03'  // Ha megfelel pozciban van, nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot a kontner lepottyantshoz.
0006: 132@ = 4 // integer values 

:STEAL4_6245
0002: jump @STEAL4_6279 

:STEAL4_6252
00D6: if 
0039:   132@ == 4 // integer values 
004D: jump_if_false @STEAL4_6279 
03E6: remove_text_box 
0006: 132@ = 0 // integer values 

:STEAL4_6279
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_6455 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if 
803B:   not  91@ == 106@ // integer values 
004D: jump_if_false @STEAL4_6455 
0006: 32@ = 0 // integer values 
0085: 104@ = 106@ // integer values and handles 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_6368 
0164: disable_marker 109@ 

:STEAL4_6368
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_6389 
0164: disable_marker 110@ 

:STEAL4_6389
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_6410 
0164: disable_marker 111@ 

:STEAL4_6410
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_6431 
0164: disable_marker 108@ 

:STEAL4_6431
000A: 35@ += 1 // integer values 
0006: 139@ = 0 // integer values 
0007: 173@ = 0.0 // floating-point values 

:STEAL4_6455
0002: jump @STEAL4_7590 

:STEAL4_6462
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @STEAL4_6681 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_6681 
00D6: if 
0021:   173@ > 14.0 // floating-point values 
004D: jump_if_false @STEAL4_6674 
01BB: store_object 106@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0674: set_car_model #CLUB numberplate "N13_LLF" 
00A5: 84@ = create_car #CLUB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0229: set_car 84@ color_to 11 0 
0939: attach_car 84@ to_object 106@ at_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: (unknown) 106@ 84@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_6667 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 84@ 

:STEAL4_6667
0006: 140@ = 1 // integer values 

:STEAL4_6674
0006: 139@ = 2 // integer values 

:STEAL4_6681
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_6758 
05A8: (unknown) 106@ 173@ 
00D6: if 
0021:   173@ > 5.0 // floating-point values 
004D: jump_if_false @STEAL4_6758 
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @STEAL4_6758 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 // integer values 

:STEAL4_6758
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @STEAL4_7304 
00D6: if 
8039:   not  140@ == 1 // integer values 
004D: jump_if_false @STEAL4_7292 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_7285 
00D6: if or
05A3: (unknown) 106@ 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @STEAL4_7285 
03E6: remove_text_box 
0004: $1912 = 1 // integer values 
016A: fade 0 150 ms 

:STEAL4_6851
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_6875 
0001: wait 0 ms 
0002: jump @STEAL4_6851 

:STEAL4_6875
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_6901 
0797: (unknown) $CRANE_MAGNET 0.5 

:STEAL4_6901
0799: (unknown) $CRANE_MAGNET 
0108: destroy_object 104@ 
029B: 101@ = init_object #KMB_CONTAINER_OPEN at 156@ 157@ 158@ 
0177: set_object 101@ z_angle_to 159@ 
0674: set_car_model #CLUB numberplate "N13_LLF" 
00A5: 84@ = create_car #CLUB at 0.0 0.0 0.0 
0229: set_car 84@ color_to 11 0 
0249: release_model #CLUB 
0939: attach_car 84@ to_object 101@ at_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: (unknown) 101@ 84@ 
0006: 135@ = 1 // integer values 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_7086 
00A1: put_actor 68@ at -1619.436 68.7884 2.5495 
0173: set_actor 68@ z_angle_to 0.0 

:STEAL4_7086
02A3: toggle_widescreen 1 
015F: set_camera_position -1618.103 66.5178 4.5138 0.0 0.0 0.0 
0160: point_camera -1618.392 67.4668 4.3861 2 
0898: (unknown) 0 0 0 
03CB: set_camera 156@ 157@ 158@ 
016A: fade 1 150 ms 

:STEAL4_7167
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_7191 
0001: wait 0 ms 
0002: jump @STEAL4_7167 

:STEAL4_7191
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_7212 
05C8: AS_actor 68@ look_around 

:STEAL4_7212
040D: unload_wav 1 
03CF: load_wav 37012 as 1 

:STEAL4_7225
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_7251 
0001: wait 0 ms 
0002: jump @STEAL4_7225 

:STEAL4_7251
03D1: play_wav 1 
00BC: text_highpriority 'STL4_FA' 5000 ms 1  // ~z~Ne ezt, CJ!
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_7285
0002: jump @STEAL4_7304 

:STEAL4_7292
0001: wait 2000 ms 
0006: 37@ = 1 // integer values 

:STEAL4_7304
0002: jump @STEAL4_7590 

:STEAL4_7311
00D6: if or
0019:   32@ > 5000 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @STEAL4_7562 
0004: $1911 = 1 // integer values 
0004: $1912 = 0 // integer values 
040D: unload_wav 1 
016A: fade 1 0 ms 
02A3: toggle_widescreen 0 
0898: (unknown) 1 1 1 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_7396 
0188: 109@ = create_marker_above_object 92@ 

:STEAL4_7396
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_7420 
0188: 110@ = create_marker_above_object 93@ 

:STEAL4_7420
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_7444 
0188: 111@ = create_marker_above_object 94@ 

:STEAL4_7444
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_7516 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -1642.827 54.0446 2.5495 speed 6 10000 ms 
05D4: AS_actor -1 rotate_angle 306.0 
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_7516
00BE: text_clear_all 
00BB: text_lowpriority 'ST4_T04' 7000 ms 1  // ~s~Emeld fel a msik  ~g~kontnert~s~ a daruval.
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 35@ = 99 // integer values 

:STEAL4_7562
0002: jump @STEAL4_7590 

:STEAL4_7569
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0002: jump @STEAL4_7590 

:STEAL4_7590
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @STEAL4_7745 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @STEAL4_7745 
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @STEAL4_7666 
03E5: text_box 'ST4_H10'  // Nyomd meg a(z) ~k~~PED_SPRINT~ gombot a mgnes leengedshez.~N~Hasznld a(z) ~k~~PED_JUMPING~ gombot, ha fel akarod emelni.
0006: 141@ = 1 // integer values 
0002: jump @STEAL4_7745 

:STEAL4_7666
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @STEAL4_7709 
03E5: text_box 'ST4_H05'  // Nyomd meg az irny gombokat a daru mozgatshoz.
0006: 142@ = 1 // integer values 
0002: jump @STEAL4_7745 

:STEAL4_7709
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @STEAL4_7745 
03E5: text_box 'ST4_H07'  // Figyeld a daru mgnesnek rnykt, gy ltni fogod hov esik majd le a cucc.
0006: 143@ = 1 // integer values 

:STEAL4_7745
0051: return 

:STEAL4_7747
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL4_7903 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 132@ = 0 // integer values 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_7809 
0550: keep_object 92@ in_memory 1 

:STEAL4_7809
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_7832 
0550: keep_object 93@ in_memory 1 

:STEAL4_7832
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_7855 
0550: keep_object 94@ in_memory 1 

:STEAL4_7855
00D6: if 
0038:   $7414 == 0 // integer values 
004D: jump_if_false @STEAL4_7887 
0006: 151@ = 0 // integer values 
0002: jump @STEAL4_7896 

:STEAL4_7887
0209: 151@ = random_int 0 2 

:STEAL4_7896
000A: 35@ += 1 // integer values 

:STEAL4_7903
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL4_8145 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if or
003B:   91@ == 92@ // integer values 
003B:   91@ == 93@ // integer values 
003B:   91@ == 94@ // integer values 
004D: jump_if_false @STEAL4_8145 
0550: keep_object 91@ in_memory 0 
0085: 106@ = 91@ // integer values and handles 
0898: (unknown) 1 1 0 
0004: $1917 = 0 // integer values 
0004: $1918 = 0 // integer values 
0006: 128@ = 1 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'ST4_T06' 7000 ms 1  // ~s~Mozgasd a ~g~kontnert~s~ a megfelel ~y~pozciba~s~.
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_8053 
0164: disable_marker 109@ 

:STEAL4_8053
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_8074 
0164: disable_marker 110@ 

:STEAL4_8074
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_8095 
0164: disable_marker 111@ 

:STEAL4_8095
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 160@ 161@ 162@ 
03E6: remove_text_box 
0006: 132@ = 0 // integer values 
0006: 32@ = 20000 // integer values 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_8145
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @STEAL4_8292 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @STEAL4_8240 
0247: request_model #PEREN 
00D6: if 
0248:   model #PEREN available 
004D: jump_if_false @STEAL4_8233 
0006: 32@ = 20000 // integer values 
000A: 35@ += 1 // integer values 
00BC: text_highpriority 'ST4_T06' 7000 ms 1  // ~s~Mozgasd a ~g~kontnert~s~ a megfelel ~y~pozciba~s~.

:STEAL4_8233
0002: jump @STEAL4_8292 

:STEAL4_8240
0247: request_model #JESTER 
00D6: if 
0248:   model #JESTER available 
004D: jump_if_false @STEAL4_8292 
0006: 32@ = 20000 // integer values 
000A: 35@ += 1 // integer values 
00BC: text_highpriority 'ST4_T06' 7000 ms 1  // ~s~Mozgasd a ~g~kontnert~s~ a megfelel ~y~pozciba~s~.

:STEAL4_8292
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @STEAL4_8783 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_8599 
04E6:   unknown_object 106@ near_point 160@ 161@ 162@ radius 5.0 5.0 3.0 unknown 1 
00D6: if 
04E5:   unknown_object 106@ near_point 160@ 161@ radius 6.0 6.0 unknown 0 
004D: jump_if_false @STEAL4_8431 
00D6: if 
8039:   not  128@ == 0 // integer values 
004D: jump_if_false @STEAL4_8424 
0898: (unknown) 1 1 1 
0006: 128@ = 0 // integer values 

:STEAL4_8424
0002: jump @STEAL4_8464 

:STEAL4_8431
00D6: if 
8039:   not  128@ == 1 // integer values 
004D: jump_if_false @STEAL4_8464 
0898: (unknown) 1 1 0 
0006: 128@ = 1 // integer values 

:STEAL4_8464
00D6: if 
04E6:   unknown_object 106@ near_point 160@ 161@ 162@ radius 6.0 6.0 6.0 unknown 0 
004D: jump_if_false @STEAL4_8551 
00D6: if 
8039:   not  132@ == 2 // integer values 
004D: jump_if_false @STEAL4_8544 
03E6: remove_text_box 
0512: permanent_text_box 'ST4_H03'  // Ha megfelel pozciban van, nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot a kontner lepottyantshoz.
0006: 132@ = 2 // integer values 

:STEAL4_8544
0002: jump @STEAL4_8599 

:STEAL4_8551
00D6: if 
0039:   132@ == 2 // integer values 
004D: jump_if_false @STEAL4_8599 
00D6: if 
0019:   61@ > 10000 // integer values 
004D: jump_if_false @STEAL4_8590 
00BE: text_clear_all 

:STEAL4_8590
03E6: remove_text_box 
0006: 132@ = 0 // integer values 

:STEAL4_8599
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_8783 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if 
803B:   not  91@ == 106@ // integer values 
004D: jump_if_false @STEAL4_8783 
0898: (unknown) 1 1 1 
0006: 128@ = 0 // integer values 
0085: 104@ = 106@ // integer values and handles 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_8692 
0164: disable_marker 109@ 

:STEAL4_8692
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_8713 
0164: disable_marker 110@ 

:STEAL4_8713
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_8734 
0164: disable_marker 111@ 

:STEAL4_8734
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_8755 
0164: disable_marker 108@ 

:STEAL4_8755
0006: 32@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_8783
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @STEAL4_9254 
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @STEAL4_9074 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_9074 
00D6: if 
0021:   173@ > 14.0 // floating-point values 
004D: jump_if_false @STEAL4_9067 
01BB: store_object 106@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @STEAL4_8912 
00A5: 86@ = create_car #PEREN at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @STEAL4_8929 

:STEAL4_8912
00A5: 86@ = create_car #JESTER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STEAL4_8929
0939: attach_car 86@ to_object 106@ at_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: (unknown) 106@ 86@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_9025 
0684: detach_car 86@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 86@ 

:STEAL4_9025
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @STEAL4_9055 
0249: release_model #PEREN 
0002: jump @STEAL4_9060 

:STEAL4_9055
0249: release_model #JESTER 

:STEAL4_9060
0006: 140@ = 1 // integer values 

:STEAL4_9067
0006: 139@ = 2 // integer values 

:STEAL4_9074
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_9151 
05A8: (unknown) 106@ 173@ 
00D6: if 
0021:   173@ > 5.0 // floating-point values 
004D: jump_if_false @STEAL4_9151 
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @STEAL4_9151 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 // integer values 

:STEAL4_9151
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @STEAL4_9254 
00D6: if 
8039:   not  140@ == 1 // integer values 
004D: jump_if_false @STEAL4_9242 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_9235 
00D6: if or
05A3: (unknown) 106@ 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @STEAL4_9235 
000A: 35@ += 1 // integer values 

:STEAL4_9235
0002: jump @STEAL4_9254 

:STEAL4_9242
0001: wait 2000 ms 
0006: 37@ = 1 // integer values 

:STEAL4_9254
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @STEAL4_10327 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @STEAL4_9955 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 150 ms 

:STEAL4_9301
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_9325 
0001: wait 0 ms 
0002: jump @STEAL4_9301 

:STEAL4_9325
02A3: toggle_widescreen 1 
0004: $1912 = 1 // integer values 
0898: (unknown) 0 0 0 
0799: (unknown) $CRANE_MAGNET 
0108: destroy_object 104@ 
029B: 102@ = init_object #KMB_CONTAINER_OPEN at 160@ 161@ 162@ 
0177: set_object 102@ z_angle_to 163@ 
00A5: 85@ = create_car #PEREN at -1632.786 61.2888 2.2888 
0176: 46@ = object 102@ z_angle 
000B: 46@ += 180.0 // floating-point values 
0175: set_car 85@ z_angle_to 46@ 
050E: (unknown) 102@ 85@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_9482 
00A1: put_actor 68@ at -1631.028 54.3581 2.5495 
0173: set_actor 68@ z_angle_to 5.3011 

:STEAL4_9482
015F: set_camera_position -1632.001 52.1951 4.5485 0.0 0.0 0.0 
0160: point_camera -1631.943 53.181 4.3914 2 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_9559 
0797: (unknown) $CRANE_MAGNET 0.5 

:STEAL4_9559
016A: fade 1 150 ms 

:STEAL4_9566
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_9590 
0001: wait 0 ms 
0002: jump @STEAL4_9566 

:STEAL4_9590
040D: unload_wav 1 
03CF: load_wav 37013 as 1 

:STEAL4_9603
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_9629 
0001: wait 0 ms 
0002: jump @STEAL4_9603 

:STEAL4_9629
03D1: play_wav 1 
00BC: text_highpriority 'STL4_FB' 5000 ms 1  // ~z~Nincs szerencsnk, CJ, prblkozz egy msikkal!
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_9839 
00AA: store_car 85@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 85@ z_angle 
03A9: write_debug_newline 
05B6: 102 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $TEMPVAR_FLOAT_1 
03A8: write_debug_float $TEMPVAR_FLOAT_2 
03A8: write_debug_float $TEMPVAR_FLOAT_3 
03A8: write_debug_float $TEMPVAR_ANGLE 

:STEAL4_9839
0006: 43@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:STEAL4_9853
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @STEAL4_9934 
00D6: if or
00E1:   key_pressed 0 16 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @STEAL4_9923 
016A: fade 1 0 ms 
000A: 35@ += 1 // integer values 
0006: 43@ = 1 // integer values 
0002: jump @STEAL4_9927 

:STEAL4_9923
0001: wait 0 ms 

:STEAL4_9927
0002: jump @STEAL4_9853 

:STEAL4_9934
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 
0002: jump @STEAL4_10327 

:STEAL4_9955
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 150 ms 

:STEAL4_9966
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_9990 
0001: wait 0 ms 
0002: jump @STEAL4_9966 

:STEAL4_9990
02A3: toggle_widescreen 1 
0004: $1912 = 1 // integer values 
0898: (unknown) 0 0 0 
0799: (unknown) $CRANE_MAGNET 
0108: destroy_object 104@ 
029B: 102@ = init_object #KMB_CONTAINER_OPEN at 160@ 161@ 162@ 
0177: set_object 102@ z_angle_to 163@ 
00A5: 86@ = create_car #JESTER at -1632.786 61.2888 2.2888 
0176: 46@ = object 102@ z_angle 
000B: 46@ += 180.0 // floating-point values 
0175: set_car 86@ z_angle_to 46@ 
050E: (unknown) 102@ 86@ 
015F: set_camera_position -1632.001 52.1951 4.5485 0.0 0.0 0.0 
0160: point_camera -1631.943 53.181 4.3914 2 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_10178 
0797: (unknown) $CRANE_MAGNET 0.5 

:STEAL4_10178
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_10208 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_10208
0005: $2738 = 15.0 // floating-point values 
0005: $2736 = 133.5261 // floating-point values 
0005: $2737 = 133.5261 // floating-point values 
0005: $2733 = -1610.626 // floating-point values 
0005: $2734 = 60.8742 // floating-point values 
0005: $CRANE_ROPE_LENGTH = 0.639 // floating-point values 
0050: gosub @STEAL4_28749 
0050: gosub @STEAL4_14506 
016A: fade 1 150 ms 

:STEAL4_10289
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_10313 
0001: wait 0 ms 
0002: jump @STEAL4_10289 

:STEAL4_10313
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_10327
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @STEAL4_10441 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @STEAL4_10441 
00D6: if or
876F:   not text_priority_displaying 
00E1:   key_pressed 0 16 
004D: jump_if_false @STEAL4_10441 
016A: fade 1 0 ms 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_10427 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ z_angle_to 177@ 

:STEAL4_10427
0006: 35@ = 0 // integer values 
000A: 34@ += 2 // integer values 

:STEAL4_10441
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @STEAL4_10596 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @STEAL4_10596 
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @STEAL4_10517 
03E5: text_box 'ST4_H10'  // Nyomd meg a(z) ~k~~PED_SPRINT~ gombot a mgnes leengedshez.~N~Hasznld a(z) ~k~~PED_JUMPING~ gombot, ha fel akarod emelni.
0006: 141@ = 1 // integer values 
0002: jump @STEAL4_10596 

:STEAL4_10517
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @STEAL4_10560 
03E5: text_box 'ST4_H05'  // Nyomd meg az irny gombokat a daru mozgatshoz.
0006: 142@ = 1 // integer values 
0002: jump @STEAL4_10596 

:STEAL4_10560
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @STEAL4_10596 
03E5: text_box 'ST4_H07'  // Figyeld a daru mgnesnek rnykt, gy ltni fogod hov esik majd le a cucc.
0006: 143@ = 1 // integer values 

:STEAL4_10596
0051: return 

:STEAL4_10598
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL4_10977 
0004: $1911 = 1 // integer values 
0004: $1912 = 0 // integer values 
0898: (unknown) 1 1 1 
040D: unload_wav 1 
02A3: toggle_widescreen 0 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_10670 
0188: 109@ = create_marker_above_object 92@ 

:STEAL4_10670
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_10694 
0188: 110@ = create_marker_above_object 93@ 

:STEAL4_10694
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_10718 
0188: 111@ = create_marker_above_object 94@ 

:STEAL4_10718
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_10790 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -1658.476 33.234 2.8213 speed 6 10000 ms 
05D4: AS_actor -1 rotate_angle 299.6011 
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_10790
00BE: text_clear_all 
00BB: text_lowpriority 'ST4_T04' 7000 ms 1  // ~s~Emeld fel a msik  ~g~kontnert~s~ a daruval.
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 132@ = 0 // integer values 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_10901 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -1650.464 44.1144 2.5495 speed 6 10000 ms 
05D4: AS_actor -1 rotate_angle 317.7216 
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_10901
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_10924 
0550: keep_object 92@ in_memory 1 

:STEAL4_10924
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_10947 
0550: keep_object 93@ in_memory 1 

:STEAL4_10947
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_10970 
0550: keep_object 94@ in_memory 1 

:STEAL4_10970
000A: 35@ += 1 // integer values 

:STEAL4_10977
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL4_11219 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if or
003B:   91@ == 92@ // integer values 
003B:   91@ == 93@ // integer values 
003B:   91@ == 94@ // integer values 
004D: jump_if_false @STEAL4_11219 
0550: keep_object 91@ in_memory 0 
0085: 106@ = 91@ // integer values and handles 
0898: (unknown) 1 1 0 
0004: $1917 = 0 // integer values 
0004: $1918 = 0 // integer values 
0006: 128@ = 1 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'ST4_T06' 7000 ms 1  // ~s~Mozgasd a ~g~kontnert~s~ a megfelel ~y~pozciba~s~.
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_11127 
0164: disable_marker 109@ 

:STEAL4_11127
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_11148 
0164: disable_marker 110@ 

:STEAL4_11148
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_11169 
0164: disable_marker 111@ 

:STEAL4_11169
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 164@ 165@ 166@ 
03E6: remove_text_box 
0006: 132@ = 0 // integer values 
0006: 32@ = 20000 // integer values 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_11219
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @STEAL4_11289 
0247: request_model #JESTER 
00D6: if 
0248:   model #JESTER available 
004D: jump_if_false @STEAL4_11289 
0006: 32@ = 20000 // integer values 
000A: 35@ += 1 // integer values 
00BC: text_highpriority 'ST4_T06' 7000 ms 1  // ~s~Mozgasd a ~g~kontnert~s~ a megfelel ~y~pozciba~s~.

:STEAL4_11289
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @STEAL4_11780 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_11596 
04E6:   unknown_object 106@ near_point 164@ 165@ 166@ radius 5.0 5.0 3.0 unknown 1 
00D6: if 
04E5:   unknown_object 106@ near_point 164@ 165@ radius 6.0 6.0 unknown 0 
004D: jump_if_false @STEAL4_11428 
00D6: if 
8039:   not  128@ == 0 // integer values 
004D: jump_if_false @STEAL4_11421 
0898: (unknown) 1 1 1 
0006: 128@ = 0 // integer values 

:STEAL4_11421
0002: jump @STEAL4_11461 

:STEAL4_11428
00D6: if 
8039:   not  128@ == 1 // integer values 
004D: jump_if_false @STEAL4_11461 
0898: (unknown) 1 1 0 
0006: 128@ = 1 // integer values 

:STEAL4_11461
00D6: if 
04E6:   unknown_object 106@ near_point 164@ 165@ 166@ radius 6.0 6.0 6.0 unknown 0 
004D: jump_if_false @STEAL4_11548 
00D6: if 
8039:   not  132@ == 2 // integer values 
004D: jump_if_false @STEAL4_11541 
03E6: remove_text_box 
0512: permanent_text_box 'ST4_H03'  // Ha megfelel pozciban van, nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot a kontner lepottyantshoz.
0006: 132@ = 2 // integer values 

:STEAL4_11541
0002: jump @STEAL4_11596 

:STEAL4_11548
00D6: if 
0039:   132@ == 2 // integer values 
004D: jump_if_false @STEAL4_11596 
00D6: if 
0019:   61@ > 10000 // integer values 
004D: jump_if_false @STEAL4_11587 
00BE: text_clear_all 

:STEAL4_11587
03E6: remove_text_box 
0006: 132@ = 0 // integer values 

:STEAL4_11596
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_11780 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if 
803B:   not  91@ == 106@ // integer values 
004D: jump_if_false @STEAL4_11780 
0898: (unknown) 1 1 1 
0006: 128@ = 0 // integer values 
0085: 104@ = 106@ // integer values and handles 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_11689 
0164: disable_marker 109@ 

:STEAL4_11689
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_11710 
0164: disable_marker 110@ 

:STEAL4_11710
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_11731 
0164: disable_marker 111@ 

:STEAL4_11731
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_11752 
0164: disable_marker 108@ 

:STEAL4_11752
0006: 32@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_11780
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @STEAL4_12179 
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @STEAL4_11999 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_11999 
00D6: if 
0021:   173@ > 14.0 // floating-point values 
004D: jump_if_false @STEAL4_11992 
01BB: store_object 106@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A5: 86@ = create_car #JESTER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0939: attach_car 86@ to_object 106@ at_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: (unknown) 106@ 86@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_11980 
0684: detach_car 86@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 86@ 

:STEAL4_11980
0249: release_model #JESTER 
0006: 140@ = 1 // integer values 

:STEAL4_11992
0006: 139@ = 2 // integer values 

:STEAL4_11999
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_12076 
05A8: (unknown) 106@ 173@ 
00D6: if 
0021:   173@ > 5.0 // floating-point values 
004D: jump_if_false @STEAL4_12076 
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @STEAL4_12076 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 // integer values 

:STEAL4_12076
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @STEAL4_12179 
00D6: if 
8039:   not  140@ == 1 // integer values 
004D: jump_if_false @STEAL4_12167 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_12160 
00D6: if or
05A3: (unknown) 106@ 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @STEAL4_12160 
000A: 35@ += 1 // integer values 

:STEAL4_12160
0002: jump @STEAL4_12179 

:STEAL4_12167
0001: wait 2000 ms 
0006: 37@ = 1 // integer values 

:STEAL4_12179
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @STEAL4_12543 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 150 ms 

:STEAL4_12208
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_12232 
0001: wait 0 ms 
0002: jump @STEAL4_12208 

:STEAL4_12232
02A3: toggle_widescreen 1 
0898: (unknown) 0 0 0 
0004: $1912 = 1 // integer values 
0799: (unknown) $CRANE_MAGNET 
0108: destroy_object 104@ 
029B: 103@ = init_object #KMB_CONTAINER_OPEN at 164@ 165@ 166@ 
0177: set_object 103@ z_angle_to 167@ 
00A5: 86@ = create_car #JESTER at -1644.017 50.9619 3.0354 
0176: 46@ = object 103@ z_angle 
000B: 46@ += 180.0 // floating-point values 
0175: set_car 86@ z_angle_to 46@ 
050E: (unknown) 103@ 86@ 
015F: set_camera_position -1637.048 45.8035 3.6546 0.0 0.0 0.0 
0160: point_camera -1637.986 46.1327 3.5431 2 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_12424 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_12424
0005: $2738 = 15.0 // floating-point values 
0005: $2736 = 133.5261 // floating-point values 
0005: $2737 = 133.5261 // floating-point values 
0005: $2733 = -1610.626 // floating-point values 
0005: $2734 = 60.8742 // floating-point values 
0005: $CRANE_ROPE_LENGTH = 0.4 // floating-point values 
0050: gosub @STEAL4_28749 
0050: gosub @STEAL4_14506 
016A: fade 1 150 ms 

:STEAL4_12505
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_12529 
0001: wait 0 ms 
0002: jump @STEAL4_12505 

:STEAL4_12529
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_12543
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @STEAL4_12657 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @STEAL4_12657 
00D6: if or
876F:   not text_priority_displaying 
00E1:   key_pressed 0 16 
004D: jump_if_false @STEAL4_12657 
016A: fade 1 0 ms 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_12643 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ z_angle_to 177@ 

:STEAL4_12643
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:STEAL4_12657
0051: return 

:STEAL4_12659
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @STEAL4_12724 
009A: 70@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
00A5: 87@ = create_car #PONY at 0.0 0.0 0.0 

:STEAL4_12724
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL4_12877 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_12863 
0615: define_action_sequences 49@ 
05D1: AS_actor -1 drive_car 87@ to -1686.422 25.8359 2.7752 speed 15.0 0 0 3 
05D1: AS_actor -1 drive_car 87@ to -1643.394 19.6494 3.6706 speed 15.0 0 0 3 
0616: define_action_sequences_end 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_12858 
0618: assign_actor 70@ to_action_sequences 49@ 

:STEAL4_12858
061B: remove_references_to_action_sequences 49@ 

:STEAL4_12863
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:STEAL4_12877
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @STEAL4_12919 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @STEAL4_12919 
0006: 35@ = 99 // integer values 

:STEAL4_12919
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL4_13042 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @STEAL4_13042 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_12986 
00AA: store_car 87@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STEAL4_12986
03CB: set_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_13035 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ z_angle_to 177@ 

:STEAL4_13035
000A: 35@ += 1 // integer values 

:STEAL4_13042
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @STEAL4_13215 
00D6: if 
001B:   6000 > 32@ // integer values 
004D: jump_if_false @STEAL4_13176 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13124 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 87@ offset 2.0 -3.0 0.0 

:STEAL4_13124
015F: set_camera_position -1680.086 28.3067 3.8465 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0002: jump @STEAL4_13215 

:STEAL4_13176
015F: set_camera_position -1643.223 13.6026 4.1338 0.0 0.0 0.0 
000A: 35@ += 1 // integer values 

:STEAL4_13215
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @STEAL4_13425 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13278 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 87@ offset -6.0 1.0 1.0 

:STEAL4_13278
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
00D6: if 
001B:   20000 > 32@ // integer values 
004D: jump_if_false @STEAL4_13383 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_13376 
062E: (unknown) 70@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL4_13376 
0006: 56@ = 0 // integer values 
0006: 194@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_13376
0002: jump @STEAL4_13425 

:STEAL4_13383
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_13404 
0687: clear_actor_task 70@ 

:STEAL4_13404
000A: 35@ += 1 // integer values 
0006: 56@ = 0 // integer values 
0006: 194@ = 0 // integer values 

:STEAL4_13425
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @STEAL4_13842 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_13567 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 1800 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13494 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13494
05D3: AS_actor -1 go_to_point -1638.836 27.1035 2.8213 speed 6 999999 ms 
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_13549 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13549
0616: define_action_sequences_end 49@ 
0618: assign_actor 70@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_13567
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_13690 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 0 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13617 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13617
05D3: AS_actor -1 go_to_point -1639.676 29.1963 2.8213 speed 6 999999 ms 
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_13672 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13672
0616: define_action_sequences_end 49@ 
0618: assign_actor 71@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_13690
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_13814 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 1000 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13741 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13741
05D3: AS_actor -1 go_to_point -1641.28 27.2014 2.8213 speed 6 999999 ms 
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_13796 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13796
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_13814
0006: 56@ = 0 // integer values 
0006: 194@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:STEAL4_13842
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @STEAL4_13995 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_13995 
00D6: if 
80DF:   not actor 70@ driving 
004D: jump_if_false @STEAL4_13995 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @STEAL4_13995 
05AA: 189@s = 'STL4_GA' // 8-byte strings 
04AF: 191@ = unknown_wav_reference 37015 
0085: 192@ = 70@ // integer values and handles 
0006: 193@ = 0 // integer values 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 // integer values 
004D: jump_if_false @STEAL4_13995 
0006: 194@ = 0 // integer values 
000A: 56@ += 1 // integer values 
0006: 35@ = 99 // integer values 

:STEAL4_13995
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @STEAL4_14504 
0005: $2737 = 130.0 // floating-point values 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_14069 
00AB: put_car 87@ at -1642.876 19.5037 2.5547 
0175: set_car 87@ z_angle_to 259.5122 

:STEAL4_14069
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_14197 
0792: (unknown) 70@ 
00A1: put_actor 70@ at -1638.836 27.1035 2.8213 
0173: set_actor 70@ z_angle_to 0.0 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14156 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 25.0 ms 

:STEAL4_14156
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14179 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14179
0616: define_action_sequences_end 49@ 
0618: assign_actor 70@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_14197
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_14325 
0792: (unknown) 71@ 
00A1: put_actor 71@ at -1639.676 29.1963 2.8213 
0173: set_actor 71@ z_angle_to 0.0 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14284 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 20.0 ms 

:STEAL4_14284
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14307 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14307
0616: define_action_sequences_end 49@ 
0618: assign_actor 71@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_14325
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_14453 
0792: (unknown) 72@ 
00A1: put_actor 72@ at -1641.28 27.2014 2.8213 
0173: set_actor 72@ z_angle_to 0.0 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14412 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 18.0 ms 

:STEAL4_14412
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14435 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14435
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_14453
00BE: text_clear_all 
03E6: remove_text_box 
0004: $1911 = 1 // integer values 
0004: $1913 = 0 // integer values 
02A3: toggle_widescreen 0 
0898: (unknown) 1 1 1 
0004: $1912 = 0 // integer values 
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 

:STEAL4_14504
0051: return 

:STEAL4_14506
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14546 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_14546 
036A: put_actor 68@ in_car 86@ 

:STEAL4_14546
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14572 
01B2: give_actor 68@ weapon 22 ammo 9999 // Load the weapon model before using this 

:STEAL4_14572
040D: unload_wav 1 
03CF: load_wav 37011 as 1 

:STEAL4_14585
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_14611 
0001: wait 0 ms 
0002: jump @STEAL4_14585 

:STEAL4_14611
03D1: play_wav 1 
00BC: text_highpriority 'STL4_EA' 5000 ms 1  // ~z~OK, CJ, ez az, kirlyul csinltad, tes!
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_14730 
00AD: set_car 86@ max_speed_to 3.5 
0224: set_car 86@ health_to 2000 
053F: set_car 86@ tires_vulnerable 0 
0957: (unknown) 86@ 0 
0407: create_coordinate 174@ 175@ 176@ from_car 86@ offset 0.0 15.0 0.0 
0174: 177@ = car 86@ z_angle 
02C2: car 86@ drive_to_point 174@ 175@ 176@ 

:STEAL4_14730
0050: gosub @STEAL4_28299 
0051: return 

:STEAL4_14739
0871: init_jump_table 35@ total_jumps 8 0 @STEAL4_18818 jumps 0 @STEAL4_14867 1 @STEAL4_14975 2 @STEAL4_15148 3 @STEAL4_16252 4 @STEAL4_16671 5 @STEAL4_16798 6 @STEAL4_17195 
0872: jump_table_jumps 99 @STEAL4_18797 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 

:STEAL4_14867
00BE: text_clear_all 
00D6: if 
8039:   not  133@ == 2 // integer values 
004D: jump_if_false @STEAL4_14901 
0006: 133@ = 2 // integer values 
0050: gosub @STEAL4_29801 

:STEAL4_14901
0006: 194@ = 0 // integer values 
04F7: status_text $7415 1 line 1 'ST4_30'  // Cesar
03E5: text_box 'ST4_H09'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ gombot a daru elhagyshoz.
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14961 
060B: unknown_actor_use_entity 68@ 168@ 

:STEAL4_14961
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_18818 

:STEAL4_14975
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15127 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_15019 
05CD: AS_actor -1 exit_car 86@ 

:STEAL4_15019
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_15042 
05E2: AS_actor -1 kill_actor 70@ 

:STEAL4_15042
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_15065 
05E2: AS_actor -1 kill_actor 71@ 

:STEAL4_15065
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_15088 
05E2: AS_actor -1 kill_actor 72@ 

:STEAL4_15088
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 56@ = 0 // integer values 
0006: 194@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_15127
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @STEAL4_18818 

:STEAL4_15148
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @STEAL4_15251 
05AA: 189@s = 'STL4_HA' // 8-byte strings 
04AF: 191@ = unknown_wav_reference 37018 
0085: 192@ = 68@ // integer values and handles 
0006: 193@ = 0 // integer values 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 // integer values 
004D: jump_if_false @STEAL4_15251 
0006: 194@ = 0 // integer values 
000A: 56@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:STEAL4_15251
00D6: if 
0019:   32@ > 45000 // integer values 
004D: jump_if_false @STEAL4_15286 
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_15319 

:STEAL4_15286
00D6: if and
0118:   actor 70@ dead 
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @STEAL4_15319 
000A: 35@ += 1 // integer values 

:STEAL4_15319
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_15792 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @STEAL4_15785 
03E6: remove_text_box 
0006: 43@ = 0 // integer values 

:STEAL4_15364
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @STEAL4_15513 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_15499 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 30 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
001B:   200 > 44@ // integer values 
004D: jump_if_false @STEAL4_15490 
000A: 44@ += 100 // integer values 
00D6: if 
0019:   44@ > 200 // integer values 
004D: jump_if_false @STEAL4_15478 
0006: 44@ = 200 // integer values 

:STEAL4_15478
0223: set_actor 70@(43@,6i) health_to 44@ 

:STEAL4_15490
0687: clear_actor_task 70@(43@,6i) 

:STEAL4_15499
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_15364 

:STEAL4_15513
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_15596 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15565 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 20.0 ms 

:STEAL4_15565
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 49@ 
0618: assign_actor 70@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_15596
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_15679 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15648 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 24.0 ms 

:STEAL4_15648
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 49@ 
0618: assign_actor 71@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_15679
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_15778 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15731 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 22.0 ms 

:STEAL4_15731
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15760 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_15760
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_15778
0006: 124@ = 1 // integer values 

:STEAL4_15785
0002: jump @STEAL4_16245 

:STEAL4_15792
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @STEAL4_16245 
0512: permanent_text_box 'ST4_H09'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ gombot a daru elhagyshoz.
0006: 43@ = 0 // integer values 

:STEAL4_15828
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @STEAL4_15941 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_15927 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
0019:   44@ > 50 // integer values 
004D: jump_if_false @STEAL4_15918 
0223: set_actor 70@(43@,6i) health_to 50 

:STEAL4_15918
0687: clear_actor_task 70@(43@,6i) 

:STEAL4_15927
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_15828 

:STEAL4_15941
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_16040 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15993 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 20.0 ms 

:STEAL4_15993
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16022 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16022
0616: define_action_sequences_end 49@ 
0618: assign_actor 70@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_16040
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_16139 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16092 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 22.0 ms 

:STEAL4_16092
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16121 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16121
0616: define_action_sequences_end 49@ 
0618: assign_actor 71@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_16139
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_16238 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16191 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 24.0 ms 

:STEAL4_16191
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16220 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16220
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_16238
0006: 124@ = 0 // integer values 

:STEAL4_16245
0002: jump @STEAL4_18818 

:STEAL4_16252
0395: clear_area 1 at -1711.59 44.8495 2.7813 range 20.0 
00A5: 88@ = create_car #SENTINEL at -1711.59 44.8495 2.7813 
0175: set_car 88@ z_angle_to 232.9281 
04E0: car 88@ abandon_path_radius 50 
0129: 73@ = create_actor 24 #WBDYG1 in_car 88@ driverseat 
01C8: 74@ = create_actor 24 #WBDYG1 in_car 88@ passenger_seat 0 
01C8: 75@ = create_actor 24 #WBDYG1 in_car 88@ passenger_seat 1 
0187: 115@ = create_marker_above_actor 73@ 
0187: 116@ = create_marker_above_actor 74@ 
0187: 117@ = create_marker_above_actor 75@ 
0395: clear_area 1 at -1697.04 14.7378 2.7813 range 5.0 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_16525 
0615: define_action_sequences 49@ 
05D1: AS_actor -1 drive_car 88@ to -1686.422 25.8359 2.7752 speed 15.0 0 0 3 
05D1: AS_actor -1 drive_car 88@ to -1647.938 27.2328 2.5408 speed 15.0 0 0 3 
0616: define_action_sequences_end 49@ 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_16520 
0618: assign_actor 73@ to_action_sequences 49@ 

:STEAL4_16520
061B: remove_references_to_action_sequences 49@ 

:STEAL4_16525
0006: 43@ = 3 // integer values 

:STEAL4_16532
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @STEAL4_16643 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_16629 
01B2: give_actor 70@(43@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 70@(43@,6i) 171@ 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0223: set_actor 70@(43@,6i) health_to 50 
0446: set_actor 70@(43@,6i) immune_to_headshots 0 

:STEAL4_16629
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_16532 

:STEAL4_16643
0006: 32@ = 0 // integer values 
0006: 194@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_18818 

:STEAL4_16671
00D6: if 
001B:   15000 > 32@ // integer values 
004D: jump_if_false @STEAL4_16763 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_16749 
062E: (unknown) 73@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL4_16742 
000A: 35@ += 1 // integer values 

:STEAL4_16742
0002: jump @STEAL4_16756 

:STEAL4_16749
000A: 35@ += 1 // integer values 

:STEAL4_16756
0002: jump @STEAL4_16791 

:STEAL4_16763
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_16784 
0687: clear_actor_task 73@ 

:STEAL4_16784
000A: 35@ += 1 // integer values 

:STEAL4_16791
0002: jump @STEAL4_18818 

:STEAL4_16798
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_16914 
0615: define_action_sequences 49@ 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_16842 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_16842
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16873 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 20.0 ms 

:STEAL4_16873
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16896 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16896
0616: define_action_sequences_end 49@ 
0618: assign_actor 73@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_16914
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_17037 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 1000 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_16965 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_16965
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16996 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 22.0 ms 

:STEAL4_16996
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_17019 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17019
0616: define_action_sequences_end 49@ 
0618: assign_actor 74@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_17037
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_17160 
0615: define_action_sequences 49@ 
05B9: unknown_action_sequence -1 1500 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_17088 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_17088
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_17119 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 24.0 ms 

:STEAL4_17119
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_17142 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17142
0616: define_action_sequences_end 49@ 
0618: assign_actor 75@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_17160
0006: 32@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 194@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_18818 

:STEAL4_17195
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @STEAL4_17291 
05AA: 189@s = 'STL4_GB' // 8-byte strings 
04AF: 191@ = unknown_wav_reference 37016 
0085: 192@ = 73@ // integer values and handles 
0006: 193@ = 0 // integer values 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 // integer values 
004D: jump_if_false @STEAL4_17291 
0006: 194@ = 0 // integer values 
000A: 56@ += 1 // integer values 

:STEAL4_17291
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @STEAL4_17387 
05AA: 189@s = 'STL4_HC' // 8-byte strings 
04AF: 191@ = unknown_wav_reference 37020 
0085: 192@ = 68@ // integer values and handles 
0006: 193@ = 0 // integer values 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 // integer values 
004D: jump_if_false @STEAL4_17387 
0006: 194@ = 0 // integer values 
000A: 56@ += 1 // integer values 

:STEAL4_17387
00D6: if and
0118:   actor 70@ dead 
0118:   actor 71@ dead 
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @STEAL4_17446 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @STEAL4_17446 
0006: 35@ = 99 // integer values 

:STEAL4_17446
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_18058 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @STEAL4_18051 
03E6: remove_text_box 
0006: 43@ = 0 // integer values 

:STEAL4_17491
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @STEAL4_17640 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_17626 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 30 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
001B:   200 > 44@ // integer values 
004D: jump_if_false @STEAL4_17617 
000A: 44@ += 100 // integer values 
00D6: if 
0019:   44@ > 200 // integer values 
004D: jump_if_false @STEAL4_17605 
0006: 44@ = 200 // integer values 

:STEAL4_17605
0223: set_actor 70@(43@,6i) health_to 44@ 

:STEAL4_17617
0687: clear_actor_task 70@(43@,6i) 

:STEAL4_17626
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_17491 

:STEAL4_17640
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_17707 
0615: define_action_sequences 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 10000 30.0 ms 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 49@ 
0618: assign_actor 70@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_17707
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_17774 
0615: define_action_sequences 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 10000 32.0 ms 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 49@ 
0618: assign_actor 71@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_17774
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_17842 
0615: define_action_sequences 49@ 
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_17824 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17824
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_17842
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_17909 
0615: define_action_sequences 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 10000 34.0 ms 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 49@ 
0618: assign_actor 73@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_17909
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_17976 
0615: define_action_sequences 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR stop_within_radius 10000 28.0 ms 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 49@ 
0618: assign_actor 74@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_17976
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_18044 
0615: define_action_sequences 49@ 
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18026 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18026
0616: define_action_sequences_end 49@ 
0618: assign_actor 75@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_18044
0006: 124@ = 1 // integer values 

:STEAL4_18051
0002: jump @STEAL4_18790 

:STEAL4_18058
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @STEAL4_18790 
0512: permanent_text_box 'ST4_H09'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ gombot a daru elhagyshoz.
0006: 43@ = 0 // integer values 

:STEAL4_18094
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @STEAL4_18207 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_18193 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
0019:   44@ > 50 // integer values 
004D: jump_if_false @STEAL4_18184 
0223: set_actor 70@(43@,6i) health_to 50 

:STEAL4_18184
0687: clear_actor_task 70@(43@,6i) 

:STEAL4_18193
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_18094 

:STEAL4_18207
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_18306 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18259 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 28.0 ms 

:STEAL4_18259
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18288 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18288
0616: define_action_sequences_end 49@ 
0618: assign_actor 70@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_18306
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_18399 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18358 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 32.0 ms 

:STEAL4_18358
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18381 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18381
0616: define_action_sequences_end 49@ 
0618: assign_actor 71@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_18399
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_18498 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18451 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 26.0 ms 

:STEAL4_18451
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18480 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18480
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_18498
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_18591 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18550 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 29.0 ms 

:STEAL4_18550
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18573 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18573
0616: define_action_sequences_end 49@ 
0618: assign_actor 73@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_18591
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_18684 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18643 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 24.0 ms 

:STEAL4_18643
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18666 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18666
0616: define_action_sequences_end 49@ 
0618: assign_actor 74@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_18684
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_18783 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18736 
05D9: AS_actor -1 run_to_actor 68@ stop_within_radius 10000 20.0 ms 

:STEAL4_18736
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18765 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18765
0616: define_action_sequences_end 49@ 
0618: assign_actor 75@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_18783
0006: 124@ = 0 // integer values 

:STEAL4_18790
0002: jump @STEAL4_18818 

:STEAL4_18797
0006: 35@ = 0 // integer values 
000A: 34@ += 2 // integer values 
0002: jump @STEAL4_18818 

:STEAL4_18818
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_19102 
062E: (unknown) 68@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL4_19102 
0615: define_action_sequences 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_18904 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor 70@ 
0002: jump @STEAL4_19077 

:STEAL4_18904
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_18940 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor 71@ 
0002: jump @STEAL4_19077 

:STEAL4_18940
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_18976 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor 72@ 
0002: jump @STEAL4_19077 

:STEAL4_18976
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_19012 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor 73@ 
0002: jump @STEAL4_19077 

:STEAL4_19012
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_19048 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor 74@ 
0002: jump @STEAL4_19077 

:STEAL4_19048
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_19077 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor 75@ 

:STEAL4_19077
05B9: unknown_action_sequence -1 1000 
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_19102
00D6: if 
001B:   6 > 39@ // integer values 
004D: jump_if_false @STEAL4_19356 
0085: 43@ = 39@ // integer values and handles 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_19356 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_19356 
00D6: if 
85A3:   not (unknown) 105@ 
004D: jump_if_false @STEAL4_19356 
05A8: (unknown) 105@ 46@ 
00D6: if 
0021:   46@ > 4.0 // floating-point values 
004D: jump_if_false @STEAL4_19274 
00D6: if 
023B:   actor 70@(43@,6i) colliding_with_object 105@ 
004D: jump_if_false @STEAL4_19274 
062E: (unknown) 70@(43@,6i) 1470 45@ 
00D6: if 
04A4:   45@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL4_19274 
05BE: AS_kill_actor 70@(43@,6i) 

:STEAL4_19274
00D6: if 
0475:   unknown_actor 70@(43@,6i) near 105@ radius 2.0 2.0 2.0 0 
004D: jump_if_false @STEAL4_19356 
062E: (unknown) 70@(43@,6i) 1470 45@ 
00D6: if 
04A4:   45@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL4_19356 
05BE: AS_kill_actor 70@(43@,6i) 

:STEAL4_19356
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @STEAL4_19518 
00D6: if 
056E:   carcass_of_car 87@ valid 
004D: jump_if_false @STEAL4_19446 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_19446 
00AA: store_car 87@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   0.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @STEAL4_19446 
020B: explode_car 87@ 

:STEAL4_19446
00D6: if 
056E:   carcass_of_car 88@ valid 
004D: jump_if_false @STEAL4_19518 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_19518 
00AA: store_car 88@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   0.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @STEAL4_19518 
020B: explode_car 88@ 

:STEAL4_19518
00D6: if 
0039:   39@ == 2 // integer values 
004D: jump_if_false @STEAL4_19624 
0006: 43@ = 0 // integer values 

:STEAL4_19543
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @STEAL4_19624 
00D6: if 
0118:   actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_19610 
00D6: if 
075C:   marker 112@(43@,6i) enabled 
004D: jump_if_false @STEAL4_19610 
0164: disable_marker 112@(43@,6i) 

:STEAL4_19610
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_19543 

:STEAL4_19624
0051: return 

:STEAL4_19626
0051: return 

:STEAL4_19628
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_19680 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @STEAL4_19673 
03E6: remove_text_box 
0006: 124@ = 1 // integer values 

:STEAL4_19673
0002: jump @STEAL4_19716 

:STEAL4_19680
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @STEAL4_19716 
0512: permanent_text_box 'ST4_H09'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ gombot a daru elhagyshoz.
0006: 124@ = 0 // integer values 

:STEAL4_19716
0871: init_jump_table 35@ total_jumps 11 0 @STEAL4_21959 jumps 0 @STEAL4_19844 1 @STEAL4_19865 2 @STEAL4_19898 3 @STEAL4_19958 4 @STEAL4_20344 5 @STEAL4_20373 6 @STEAL4_20854 
0872: jump_table_jumps 7 @STEAL4_21073 8 @STEAL4_21240 9 @STEAL4_21861 99 @STEAL4_21938 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 

:STEAL4_19844
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_21959 

:STEAL4_19865
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @STEAL4_19891 
000A: 35@ += 1 // integer values 

:STEAL4_19891
0002: jump @STEAL4_21959 

:STEAL4_19898
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_19930 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0002: jump @STEAL4_19937 

:STEAL4_19930
0004: $1912 = 1 // integer values 

:STEAL4_19937
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_21959 

:STEAL4_19958
00D6: if 
0019:   32@ > 0 // integer values 
004D: jump_if_false @STEAL4_20337 
02A3: toggle_widescreen 1 
0004: $1912 = 1 // integer values 
0898: (unknown) 0 0 0 
015F: set_camera_position -1675.598 25.4341 2.8434 0.0 0.0 0.0 
0160: point_camera -1674.722 25.8894 3.0036 2 
009A: 80@ = create_actor 24 #WBDYG1 at -1676.095 26.8479 2.5869 
0173: set_actor 80@ z_angle_to 314.8203 
0187: 120@ = create_marker_above_actor 80@ 
009A: 81@ = create_actor 24 #WBDYG1 at -1674.404 23.8107 2.6233 
0173: set_actor 81@ z_angle_to 314.8204 
0187: 121@ = create_marker_above_actor 81@ 
0006: 43@ = 0 // integer values 

:STEAL4_20137
00D6: if 
001B:   2 > 43@ // integer values 
004D: jump_if_false @STEAL4_20217 
060B: unknown_actor_use_entity 80@(43@,2i) 172@ 
02E2: set_actor 80@(43@,2i) weapon_accuracy_to 20 
0223: set_actor 80@(43@,2i) health_to 100 
01B2: give_actor 80@(43@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_20137 

:STEAL4_20217
05D3: AS_actor 80@ go_to_point -1664.113 34.4836 2.5869 speed 6 999999 ms 
05D3: AS_actor 81@ go_to_point -1662.306 31.2954 2.5869 speed 6 999999 ms 
040D: unload_wav 1 
03CF: load_wav 37017 as 1 

:STEAL4_20284
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_20310 
0001: wait 0 ms 
0002: jump @STEAL4_20284 

:STEAL4_20310
03D1: play_wav 1 
00BC: text_highpriority 'STL4_GC' 5000 ms 1  // ~z~Ne mozduljatok onnan, kurva rablk!
000A: 35@ += 1 // integer values 

:STEAL4_20337
0002: jump @STEAL4_21959 

:STEAL4_20344
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_20366 
000A: 35@ += 1 // integer values 

:STEAL4_20366
0002: jump @STEAL4_21959 

:STEAL4_20373
02A3: toggle_widescreen 0 
0898: (unknown) 1 1 1 
0004: $1912 = 0 // integer values 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_20438 
00A1: put_actor 80@ at -1657.398 32.9707 2.8213 
0173: set_actor 80@ z_angle_to 320.0 

:STEAL4_20438
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_20484 
00A1: put_actor 81@ at -1655.264 31.706 2.8213 
0173: set_actor 81@ z_angle_to 320.0 

:STEAL4_20484
0006: 43@ = 0 // integer values 

:STEAL4_20491
00D6: if 
001B:   2 > 43@ // integer values 
004D: jump_if_false @STEAL4_20653 
00D6: if 
8118:   not actor 80@(43@,2i) dead 
004D: jump_if_false @STEAL4_20639 
060B: unknown_actor_use_entity 80@(43@,2i) 171@ 
02E2: set_actor 80@(43@,2i) weapon_accuracy_to 20 
0223: set_actor 80@(43@,2i) health_to 100 
01B2: give_actor 80@(43@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor 80@(43@,2i) aggressive_to_pedgroup 4 type 25 
077A: set_actor 80@(43@,2i) aggressive_to_pedgroup 4 type 0 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_20639 
05D9: AS_actor 80@(43@,2i) run_to_actor 68@ stop_within_radius 10000 20.0 ms 

:STEAL4_20639
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_20491 

:STEAL4_20653
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_20693 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_20693 
05E2: AS_actor 68@ kill_actor 80@ 

:STEAL4_20693
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_20732 
0004: $1912 = 0 // integer values 
0004: $1911 = 1 // integer values 
0002: jump @STEAL4_20741 

:STEAL4_20732
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:STEAL4_20741
00BE: text_clear_all 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_20790 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_20790 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_20790
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_20840 
0709: unknown_set_entity_item 168@ 12 603 0.0 100.0 0.0 100.0 0 1 

:STEAL4_20840
000A: 35@ += 1 // integer values 
0002: jump @STEAL4_21959 

:STEAL4_20854
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21066 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21066 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_21024 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_21024 
0615: define_action_sequences 49@ 
0772: AS_actor -1 run_to_car 86@ stop_at_distance 10.0 999999 ms 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 999999 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 30000 // integer values 
0006: 56@ = 0 // integer values 
0006: 194@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:STEAL4_21024
00D6: if and
0118:   actor 80@ dead 
0118:   actor 81@ dead 
004D: jump_if_false @STEAL4_21066 
000A: 35@ += 1 // integer values 
0006: 56@ = 0 // integer values 
0006: 194@ = 0 // integer values 

:STEAL4_21066
0002: jump @STEAL4_21959 

:STEAL4_21073
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21233 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21233 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21209 
0615: define_action_sequences 49@ 
0772: AS_actor -1 run_to_car 86@ stop_at_distance 10.0 999999 ms 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 999999 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
0006: 32@ = 30000 // integer values 
000A: 35@ += 1 // integer values 
0209: 56@ = random_int 0 2 
0002: jump @STEAL4_21233 

:STEAL4_21209
0006: 32@ = 30000 // integer values 
000A: 35@ += 1 // integer values 
0209: 56@ = random_int 0 2 

:STEAL4_21233
0002: jump @STEAL4_21959 

:STEAL4_21240
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @STEAL4_21336 
05AA: 189@s = 'STL4_JA' // 8-byte strings 
04AF: 191@ = unknown_wav_reference 37021 
0085: 192@ = 68@ // integer values and handles 
0006: 193@ = 0 // integer values 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 // integer values 
004D: jump_if_false @STEAL4_21336 
0006: 194@ = 0 // integer values 
0006: 56@ = 2 // integer values 

:STEAL4_21336
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @STEAL4_21432 
05AA: 189@s = 'STL4_JB' // 8-byte strings 
04AF: 191@ = unknown_wav_reference 37022 
0085: 192@ = 68@ // integer values and handles 
0006: 193@ = 0 // integer values 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 // integer values 
004D: jump_if_false @STEAL4_21432 
0006: 194@ = 0 // integer values 
0006: 56@ = 2 // integer values 

:STEAL4_21432
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21629 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_21629 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21629 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21629 
00D6: if 
0019:   32@ > 35000 // integer values 
004D: jump_if_false @STEAL4_21546 
00BC: text_highpriority 'ST4_29' 5000 ms 1  // ~s~Vrd meg Cesar-t!
0006: 32@ = 0 // integer values 

:STEAL4_21546
062E: (unknown) 68@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL4_21629 
0615: define_action_sequences 49@ 
0772: AS_actor -1 run_to_car 86@ stop_at_distance 10.0 999999 ms 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 999999 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_21629
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @STEAL4_21759 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21759 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21759 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21759 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_21759 
00D6: if 
0019:   32@ > 30000 // integer values 
004D: jump_if_false @STEAL4_21759 
00BC: text_highpriority 'ST4_28' 5000 ms 1  // ~s~lj az autba Cesar-al.
0006: 32@ = 0 // integer values 

:STEAL4_21759
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @STEAL4_21854 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21854 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21854 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21854 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_21854 
000A: 35@ += 1 // integer values 

:STEAL4_21854
0002: jump @STEAL4_21959 

:STEAL4_21861
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21919 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21919 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21919 
09F6: set_actor 68@ jackable_through_driver_seat 0 

:STEAL4_21919
0151: remove_status_text $7415 
0006: 35@ = 99 // integer values 
0002: jump @STEAL4_21959 

:STEAL4_21938
0006: 35@ = 0 // integer values 
000A: 34@ += 1 // integer values 
0002: jump @STEAL4_21959 

:STEAL4_21959
00D6: if 
0019:   35@ > 3 // integer values 
004D: jump_if_false @STEAL4_22090 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_22040 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22033 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_22033 
0164: disable_marker 119@ 

:STEAL4_22033
0002: jump @STEAL4_22090 

:STEAL4_22040
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22090 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_22090 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_22090
0051: return 

:STEAL4_22092
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_22144 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @STEAL4_22137 
03E6: remove_text_box 
0006: 124@ = 1 // integer values 

:STEAL4_22137
0002: jump @STEAL4_22180 

:STEAL4_22144
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @STEAL4_22180 
0512: permanent_text_box 'ST4_H09'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ gombot a daru elhagyshoz.
0006: 124@ = 0 // integer values 

:STEAL4_22180
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @STEAL4_22218 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_22218
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STEAL4_22362 
00BC: text_highpriority 'ST4_26' 5000 ms 1  // ~s~Vidd vissza Cesar-t s a verdt a ~y~garzsodba~s~.
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @STEAL4_22298 
0164: disable_marker 120@ 

:STEAL4_22298
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @STEAL4_22319 
0164: disable_marker 121@ 

:STEAL4_22319
0006: 32@ = 20000 // integer values 
0006: 33@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 62@ = 0 // integer values 
03C7: unknown_maybe_cops_density 1.0 
000A: 35@ += 1 // integer values 

:STEAL4_22362
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STEAL4_23898 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @STEAL4_22438 
00D6: if 
0019:   62@ > 5500 // integer values 
004D: jump_if_false @STEAL4_22431 
0006: 153@ = 5 // integer values 
000A: 56@ += 1 // integer values 

:STEAL4_22431
0002: jump @STEAL4_22669 

:STEAL4_22438
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @STEAL4_22512 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @STEAL4_22505 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22498 
0227: 137@ = car 86@ health 

:STEAL4_22498
000A: 56@ += 1 // integer values 

:STEAL4_22505
0002: jump @STEAL4_22669 

:STEAL4_22512
00D6: if 
0039:   56@ == 2 // integer values 
004D: jump_if_false @STEAL4_22587 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22580 
0227: 43@ = car 86@ health 
00D6: if 
001D:   137@ > 43@ // integer values 
004D: jump_if_false @STEAL4_22580 
000A: 56@ += 1 // integer values 

:STEAL4_22580
0002: jump @STEAL4_22669 

:STEAL4_22587
00D6: if 
0039:   56@ == 3 // integer values 
004D: jump_if_false @STEAL4_22626 
0006: 153@ = 7 // integer values 
000A: 56@ += 1 // integer values 
0002: jump @STEAL4_22669 

:STEAL4_22626
00D6: if 
0039:   56@ == 4 // integer values 
004D: jump_if_false @STEAL4_22669 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @STEAL4_22669 
000A: 56@ += 1 // integer values 

:STEAL4_22669
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22859 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_22859 
00D6: if 
01AF:   car 86@ 1 -2024.7 179.4 27.4 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL4_22859 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_22859 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_22843 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_22836 
00D6: if 
09D0:   86@ 
004D: jump_if_false @STEAL4_22836 
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:STEAL4_22836
0002: jump @STEAL4_22859 

:STEAL4_22843
00BC: text_highpriority 'ST4_27' 6000 ms 1  // ~s~Ott hagytad Cesar-t!!

:STEAL4_22859
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_22931 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22931 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_22931 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @STEAL4_22931 
0164: disable_marker 107@ 

:STEAL4_22931
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_23612 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_23612 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_23612 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_23539 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_23055 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 
00BC: text_highpriority 'ST4_05' 5000 ms 1  // ~s~lj az autba ~b~Cesar-al~s~.
0002: jump @STEAL4_23055 

:STEAL4_23055
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_23076 
0164: disable_marker 108@ 

:STEAL4_23076
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
0019:   32@ > 30000 // integer values 
004D: jump_if_false @STEAL4_23532 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 20.0 20.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_23532 
000A: 178@ += 1 // integer values 
00D6: if 
0019:   178@ > 5 // integer values 
004D: jump_if_false @STEAL4_23174 
0006: 178@ = 0 // integer values 

:STEAL4_23174
0871: init_jump_table 178@ total_jumps 6 0 @STEAL4_23525 jumps 0 @STEAL4_23237 1 @STEAL4_23285 2 @STEAL4_23333 3 @STEAL4_23381 4 @STEAL4_23429 5 @STEAL4_23477 -1 @STEAL4_23525 

:STEAL4_23237
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AA' // 8-byte strings  // ~z~Szllj be, CJ, szllj be!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 10400 
004F: create_thread @AUDIOL 68@ 0 0 1 0 
0002: jump @STEAL4_23525 

:STEAL4_23285
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AB' // 8-byte strings  // ~z~Pattanj be, haver!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 10401 
004F: create_thread @AUDIOL 68@ 0 0 1 0 
0002: jump @STEAL4_23525 

:STEAL4_23333
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AC' // 8-byte strings  // ~z~Beszlls!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 10402 
004F: create_thread @AUDIOL 68@ 0 0 1 0 
0002: jump @STEAL4_23525 

:STEAL4_23381
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AD' // 8-byte strings  // ~z~Van srtes puskd, CJ!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 10403 
004F: create_thread @AUDIOL 68@ 0 0 1 0 
0002: jump @STEAL4_23525 

:STEAL4_23429
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AE' // 8-byte strings  // ~z~Szllj be a kocsiba, CJ!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 10404 
004F: create_thread @AUDIOL 68@ 0 0 1 0 
0002: jump @STEAL4_23525 

:STEAL4_23477
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AF' // 8-byte strings  // ~z~Pattanj be, CJ, gyorsan!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 10405 
004F: create_thread @AUDIOL 68@ 0 0 1 0 
0002: jump @STEAL4_23525 

:STEAL4_23525
0006: 32@ = 0 // integer values 

:STEAL4_23532
0002: jump @STEAL4_23612 

:STEAL4_23539
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_23560 
0164: disable_marker 119@ 

:STEAL4_23560
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_23612 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: text_highpriority 'ST4_26' 7000 ms 1  // ~s~Vidd vissza Cesar-t s a verdt a ~y~garzsodba~s~.

:STEAL4_23612
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_23706 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_23675 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_23668 
0164: disable_marker 119@ 

:STEAL4_23668
0002: jump @STEAL4_23706 

:STEAL4_23675
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_23706 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_23706
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_23898 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_23898 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_23898 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_23846 
00D6: if 
0019:   33@ > 20000 // integer values 
004D: jump_if_false @STEAL4_23818 
00BC: text_highpriority 'ST4_27' 7000 ms 1  // ~s~Ott hagytad Cesar-t!!
0006: 33@ = 0 // integer values 

:STEAL4_23818
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_23839 
0164: disable_marker 108@ 

:STEAL4_23839
0002: jump @STEAL4_23898 

:STEAL4_23846
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_23898 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: text_highpriority 'ST4_26' 7000 ms 1  // ~s~Vidd vissza Cesar-t s a verdt a ~y~garzsodba~s~.

:STEAL4_23898
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @STEAL4_24971 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:STEAL4_23930
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_23954 
0001: wait 0 ms 
0002: jump @STEAL4_23930 

:STEAL4_23954
0360: open_garage 'HBGDSFS' 

:STEAL4_23965
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL4_23998 
0001: wait 0 ms 
0002: jump @STEAL4_23965 

:STEAL4_23998
04BB: select_interior 1 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_24025 
0860: link_actor $PLAYER_ACTOR to_interior 1 

:STEAL4_24025
0A0B: (unknown) -2045.4 173.1 27.8 309.5 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position -2045.2 170.8 29.4 0.0 0.0 0.0 
0160: point_camera -2040.1 181.6 29.1 2 
0007: 50@ = -2040.1 // floating-point values 
000B: 50@ += 2045.2 // floating-point values 
0007: 51@ = 181.6 // floating-point values 
000F: 51@ -= 170.8 // floating-point values 
0007: 52@ = 29.1 // floating-point values 
000F: 52@ -= 29.4 // floating-point values 
0013: 50@ *= 4.0 // floating-point values 
0013: 51@ *= 4.0 // floating-point values 
0013: 52@ *= 4.0 // floating-point values 
0005: $TEMPVAR_FLOAT_1 = -2045.2 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 50@ // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 170.8 // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 51@ // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 29.4 // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 52@ // floating-point values 
0604: get_point 50@ 51@ angle $TEMPVAR_ANGLE 
0A0B: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_ANGLE 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_24310 
0860: link_actor 68@ to_interior 1 

:STEAL4_24310
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_24333 
0840: link_car 86@ to_interior 1 

:STEAL4_24333
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_24376 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_24376 
036A: put_actor $PLAYER_ACTOR in_car 86@ 

:STEAL4_24376
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_24422 
00AB: put_car 86@ at -2033.8 178.6 27.6 
0175: set_car 86@ z_angle_to 90.0 

:STEAL4_24422
0615: define_action_sequences 49@ 
05D1: AS_actor -1 drive_car 86@ to -2044.4 177.6 27.6 speed 5.0 1 1 2 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -2034.731 177.1182 27.8359 speed 4 50000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
016A: fade 1 500 ms 

:STEAL4_24515
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_24539 
0001: wait 0 ms 
0002: jump @STEAL4_24515 

:STEAL4_24539
0209: 43@ = random_int 0 2 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @STEAL4_24632 
040D: unload_wav 1 
03CF: load_wav 37034 as 1 

:STEAL4_24579
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_24605 
0001: wait 0 ms 
0002: jump @STEAL4_24579 

:STEAL4_24605
03D1: play_wav 1 
00BC: text_highpriority 'STL4_NA' 5000 ms 1  // ~z~Semmisg volt!
0002: jump @STEAL4_24691 

:STEAL4_24632
040D: unload_wav 1 
03CF: load_wav 37035 as 1 

:STEAL4_24645
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_24671 
0001: wait 0 ms 
0002: jump @STEAL4_24645 

:STEAL4_24671
03D1: play_wav 1 
00BC: text_highpriority 'STL4_NB' 5000 ms 1  // ~z~H, tes, ez zsr volt, mskor is meg kellene ismtelnnk!

:STEAL4_24691
0006: 32@ = 0 // integer values 

:STEAL4_24698
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @STEAL4_24876 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_24865 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_24865 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_24865 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_24865 
062E: (unknown) 68@ 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL4_24865 
0615: define_action_sequences 49@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -2034.731 177.1182 27.8359 speed 4 50000 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 68@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_24865
0001: wait 0 ms 
0002: jump @STEAL4_24698 

:STEAL4_24876
00D6: if 
8019:   not  32@ > 5000 // integer values 
004D: jump_if_false @STEAL4_24906 
0001: wait 0 ms 
0002: jump @STEAL4_24876 

:STEAL4_24906
016A: fade 0 1000 ms 

:STEAL4_24913
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_24937 
0001: wait 0 ms 
0002: jump @STEAL4_24913 

:STEAL4_24937
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_24964 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_24964
000A: 35@ += 1 // integer values 

:STEAL4_24971
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @STEAL4_25743 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_25049 
0227: 43@ = car 86@ health 
0093: 46@ = integer_to_float 43@ 
0017: 46@ /= 1000.0 // floating-point values 
0013: 46@ *= 5000.0 // floating-point values 
0092: 152@ = float_to_integer 46@ 

:STEAL4_25049
0792: (unknown) $PLAYER_ACTOR 
009B: destroy_actor_instantly 68@ 
00A6: destroy_car 86@ 
00BE: text_clear_all 
0361: close_garage 'HBGDSFS' 

:STEAL4_25077
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL4_25110 
0001: wait 0 ms 
0002: jump @STEAL4_25077 

:STEAL4_25110
00A1: put_actor $PLAYER_ACTOR at -1569.625 122.3311 2.5469 
015F: set_camera_position -1571.141 131.4032 3.3235 0.0 0.0 0.0 
0160: point_camera -1571.685 132.226 3.4872 2 
0A0B: (unknown) -1571.685 132.226 3.4872 0.0 
0395: clear_area 1 at -1570.718 131.0493 3.3547 range 50.0 
02A3: toggle_widescreen 1 
0004: $1185 = 1 // integer values 
004F: create_thread @IMPEXPM 
0004: $1909 = 1 // integer values 

:STEAL4_25253
00D6: if 
8248:   not model #NF_BLACKBOARD available 
004D: jump_if_false @STEAL4_25279 
0001: wait 0 ms 
0002: jump @STEAL4_25253 

:STEAL4_25279
03E6: remove_text_box 
016A: fade 1 1500 ms 

:STEAL4_25288
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25312 
0001: wait 0 ms 
0002: jump @STEAL4_25288 

:STEAL4_25312
03E6: remove_text_box 
00BC: text_highpriority 'ST4_45' 5000 ms 1  // ~s~Mostantl hasznlhat, az aut export, import.
0001: wait 5000 ms 
00BC: text_highpriority 'ST4_46' 5000 ms 1  // ~s~Csekkold le az exportlsra sznt verdk listjt a Keleti Szraz Dokkban tallhat tbln.
0001: wait 5000 ms 
016A: fade 0 500 ms 

:STEAL4_25363
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25387 
0001: wait 0 ms 
0002: jump @STEAL4_25363 

:STEAL4_25387
015F: set_camera_position -1554.593 -60.4267 75.7247 0.0 0.0 0.0 
0160: point_camera -1554.782 -59.6013 75.193 2 
0A0B: (unknown) -1554.782 -59.6013 75.193 0.0 
016A: fade 1 500 ms 

:STEAL4_25467
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25491 
0001: wait 0 ms 
0002: jump @STEAL4_25467 

:STEAL4_25491
00BC: text_highpriority 'ST4_47' 5000 ms 1  // ~s~Vidd el a keresett verdkat a hajhoz.
0001: wait 5000 ms 
00BC: text_highpriority 'ST4_48' 5000 ms 1  // ~s~Bizonyos napokon importlnak is verdkat.
0001: wait 5000 ms 
016A: fade 0 500 ms 

:STEAL4_25540
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25564 
0001: wait 0 ms 
0002: jump @STEAL4_25540 

:STEAL4_25564
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 277.5 
03CB: set_camera -2045.4 173.1 27.8 
0A0B: (unknown) -2045.4 173.1 27.8 309.5 

:STEAL4_25633
00D6: if 
04F0:   unknown_actor_check $PLAYER_ACTOR 
004D: jump_if_false @STEAL4_25660 
0001: wait 0 ms 
0002: jump @STEAL4_25633 

:STEAL4_25660
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 277.5 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
016A: fade 1 1000 ms 

:STEAL4_25705
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25729 
0001: wait 0 ms 
0002: jump @STEAL4_25705 

:STEAL4_25729
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 36@ = 1 // integer values 

:STEAL4_25743
0051: return 

:STEAL4_25745
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_25820 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if 
8039:   not  91@ == -1 // integer values 
004D: jump_if_false @STEAL4_25820 
00D6: if 
803B:   not  105@ == 91@ // integer values 
004D: jump_if_false @STEAL4_25820 
0085: 105@ = 91@ // integer values and handles 

:STEAL4_25820
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_25950 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_25950 
00D6: if 
85A3:   not (unknown) 105@ 
004D: jump_if_false @STEAL4_25950 
05A8: (unknown) 105@ 46@ 
00D6: if 
0021:   46@ > 4.0 // floating-point values 
004D: jump_if_false @STEAL4_25950 
00D6: if 
023B:   actor 68@ colliding_with_object 105@ 
004D: jump_if_false @STEAL4_25950 
062E: (unknown) 68@ 1470 45@ 
00D6: if 
04A4:   45@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL4_25950 
05BE: AS_kill_actor 68@ 

:STEAL4_25950
00D6: if 
0039:   39@ == 8 // integer values 
004D: jump_if_false @STEAL4_26336 
00D6: if 
0039:   135@ == 1 // integer values 
004D: jump_if_false @STEAL4_26336 
00D6: if 
03CA:   object 101@ exists 
004D: jump_if_false @STEAL4_26336 
00D6: if 
056E:   carcass_of_car 84@ valid 
004D: jump_if_false @STEAL4_26336 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_26336 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 101@ offset 0.0 -1.0 0.0 
01BB: store_object 101@ position_to 57@ 58@ 59@ 
0007: 50@ = 1.0 // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 51@ -= 59@ // floating-point values 
0007: 53@ = 0.0 // floating-point values 
0007: 54@ = 1.0 // floating-point values 
05A4: (unknown) 50@ 51@ 53@ 54@ 46@ 
00D6: if and
0027:   59@ > $TEMPVAR_FLOAT_3 // floating-point values only 
0021:   46@ > 120.0 // floating-point values 
004D: jump_if_false @STEAL4_26336 
00AA: store_car 84@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate 57@ 58@ 59@ from_car 84@ offset 0.0 1.0 0.0 
0087: 179@ = 57@ // floating-point values only 
0065: 179@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 180@ = 58@ // floating-point values only 
0065: 180@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 181@ = 59@ // floating-point values only 
0065: 181@ -= $TEMPVAR_FLOAT_3 // floating-point values 
000B: 181@ += 0.1 // floating-point values 
0013: 179@ *= 0.05 // floating-point values 
0013: 180@ *= 0.05 // floating-point values 
0013: 181@ *= 0.05 // floating-point values 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
0006: 64@ = 0 // integer values 
000A: 135@ += 1 // integer values 

:STEAL4_26336
00D6: if 
0039:   135@ == 2 // integer values 
004D: jump_if_false @STEAL4_26432 
00D6: if 
001B:   300 > 64@ // integer values 
004D: jump_if_false @STEAL4_26425 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_26418 
07D5: apply_momentum_to_vehicle 84@ direction 179@ 180@ 181@ 0.0 0.0 0.0 

:STEAL4_26418
0002: jump @STEAL4_26432 

:STEAL4_26425
000A: 135@ += 1 // integer values 

:STEAL4_26432
00D6: if 
0039:   39@ == 9 // integer values 
004D: jump_if_false @STEAL4_26818 
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @STEAL4_26818 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @STEAL4_26818 
00D6: if 
056E:   carcass_of_car 85@ valid 
004D: jump_if_false @STEAL4_26818 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_26818 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 102@ offset 0.0 -1.0 0.0 
01BB: store_object 102@ position_to 57@ 58@ 59@ 
0007: 50@ = 1.0 // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 51@ -= 59@ // floating-point values 
0007: 53@ = 0.0 // floating-point values 
0007: 54@ = 1.0 // floating-point values 
05A4: (unknown) 50@ 51@ 53@ 54@ 46@ 
00D6: if and
0027:   59@ > $TEMPVAR_FLOAT_3 // floating-point values only 
0021:   46@ > 120.0 // floating-point values 
004D: jump_if_false @STEAL4_26818 
00AA: store_car 85@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate 57@ 58@ 59@ from_car 85@ offset 0.0 1.0 0.0 
0087: 179@ = 57@ // floating-point values only 
0065: 179@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 180@ = 58@ // floating-point values only 
0065: 180@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 181@ = 59@ // floating-point values only 
0065: 181@ -= $TEMPVAR_FLOAT_3 // floating-point values 
000B: 181@ += 0.1 // floating-point values 
0013: 179@ *= 0.05 // floating-point values 
0013: 180@ *= 0.05 // floating-point values 
0013: 181@ *= 0.05 // floating-point values 
0684: detach_car 85@ 0.0 0.0 0.0 collision_detection 0 
0006: 64@ = 0 // integer values 
000A: 136@ += 1 // integer values 

:STEAL4_26818
00D6: if 
0039:   135@ == 2 // integer values 
004D: jump_if_false @STEAL4_26914 
00D6: if 
001B:   300 > 64@ // integer values 
004D: jump_if_false @STEAL4_26907 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_26900 
07D5: apply_momentum_to_vehicle 85@ direction 179@ 180@ 181@ 0.0 0.0 0.0 

:STEAL4_26900
0002: jump @STEAL4_26914 

:STEAL4_26907
000A: 136@ += 1 // integer values 

:STEAL4_26914
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_27263 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if 
0039:   91@ == -1 // integer values 
004D: jump_if_false @STEAL4_27263 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_27263 
00D6: if 
0021:   182@ > 15.0 // floating-point values 
004D: jump_if_false @STEAL4_27255 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_27039 
00D6: if 
0897: (unknown) 82@ 105@ 
004D: jump_if_false @STEAL4_27039 
020B: explode_car 82@ 

:STEAL4_27039
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_27095 
00D6: if 
8686:   not car 84@ attached 
004D: jump_if_false @STEAL4_27095 
00D6: if 
0897: (unknown) 84@ 105@ 
004D: jump_if_false @STEAL4_27095 
020B: explode_car 84@ 

:STEAL4_27095
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_27135 
00D6: if 
0897: (unknown) 86@ 105@ 
004D: jump_if_false @STEAL4_27135 
020B: explode_car 86@ 

:STEAL4_27135
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_27175 
00D6: if 
0897: (unknown) 87@ 105@ 
004D: jump_if_false @STEAL4_27175 
020B: explode_car 87@ 

:STEAL4_27175
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_27215 
00D6: if 
0897: (unknown) 88@ 105@ 
004D: jump_if_false @STEAL4_27215 
020B: explode_car 88@ 

:STEAL4_27215
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @STEAL4_27255 
00D6: if 
0897: (unknown) 89@ 105@ 
004D: jump_if_false @STEAL4_27255 
020B: explode_car 89@ 

:STEAL4_27255
05A8: (unknown) 105@ 182@ 

:STEAL4_27263
00D6: if 
0039:   39@ == 4 // integer values 
004D: jump_if_false @STEAL4_27392 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_27392 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_27379 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_27372 
03C0: 43@ = actor $PLAYER_ACTOR car 
00D6: if 
803B:   not  43@ == 86@ // integer values 
004D: jump_if_false @STEAL4_27372 
01C3: remove_references_to_car 82@ // Like turning a car into any random car 
00D9: 82@ = actor $PLAYER_ACTOR car 

:STEAL4_27372
0002: jump @STEAL4_27392 

:STEAL4_27379
01C3: remove_references_to_car 82@ // Like turning a car into any random car 
00D9: 82@ = actor $PLAYER_ACTOR car 

:STEAL4_27392
00D6: if 
0039:   39@ == 5 // integer values 
004D: jump_if_false @STEAL4_27517 
00D6: if 
056D:   carcass_of_actor 68@ valid 
004D: jump_if_false @STEAL4_27517 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_27517 
0226: 43@ = actor 68@ health 
0093: 46@ = integer_to_float 43@ 
0017: 46@ /= 500.0 // floating-point values 
0013: 46@ *= 100.0 // floating-point values 
00D6: if 
0021:   46@ > 100.0 // floating-point values 
004D: jump_if_false @STEAL4_27509 
0007: 46@ = 100.0 // floating-point values 

:STEAL4_27509
0090: $7415 = float_to_integer 46@ 

:STEAL4_27517
00D6: if 
0039:   39@ == 6 // integer values 
004D: jump_if_false @STEAL4_27588 
00D6: if 
056E:   carcass_of_car 89@ valid 
004D: jump_if_false @STEAL4_27588 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @STEAL4_27588 
00D6: if 
075C:   marker 118@ enabled 
004D: jump_if_false @STEAL4_27588 
0164: disable_marker 118@ 

:STEAL4_27588
00D6: if 
0039:   39@ == 8 // integer values 
004D: jump_if_false @STEAL4_27768 
0006: 43@ = 0 // integer values 

:STEAL4_27613
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @STEAL4_27694 
00D6: if 
075C:   marker 112@(43@,6i) enabled 
004D: jump_if_false @STEAL4_27680 
00D6: if 
0118:   actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_27680 
0164: disable_marker 112@(43@,6i) 

:STEAL4_27680
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_27613 

:STEAL4_27694
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @STEAL4_27731 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @STEAL4_27731 
0164: disable_marker 120@ 

:STEAL4_27731
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @STEAL4_27768 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @STEAL4_27768 
0164: disable_marker 121@ 

:STEAL4_27768
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @STEAL4_27849 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_27849 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if 
8039:   not  83@ == -1 // integer values 
004D: jump_if_false @STEAL4_27849 
0898: (unknown) 1 1 1 
0006: 128@ = 2 // integer values 

:STEAL4_27849
00D6: if 
0039:   128@ == 2 // integer values 
004D: jump_if_false @STEAL4_27930 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_27930 
0798: (unknown) $CRANE_MAGNET 83@ 69@ 91@ 
00D6: if 
0039:   83@ == -1 // integer values 
004D: jump_if_false @STEAL4_27930 
0898: (unknown) 1 1 0 
0006: 128@ = 1 // integer values 

:STEAL4_27930
00D6: if 
0039:   39@ == 7 // integer values 
004D: jump_if_false @STEAL4_28045 
00D6: if 
056E:   carcass_of_car 86@ valid 
004D: jump_if_false @STEAL4_27999 
00D6: if 
0119:   car 86@ wrecked 
004D: jump_if_false @STEAL4_27999 
0001: wait 2000 ms 
0006: 37@ = 1 // integer values 
0006: 140@ = 2 // integer values 

:STEAL4_27999
00D6: if 
056D:   carcass_of_actor 68@ valid 
004D: jump_if_false @STEAL4_28045 
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_28045 
0006: 37@ = 1 // integer values 
0006: 140@ = 3 // integer values 

:STEAL4_28045
0051: return 

:STEAL4_28047
00D6: if 
0039:   126@ == 1 // integer values 
004D: jump_if_false @STEAL4_28173 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_28173 
00D6: if 
86EE:   not actor 68@ in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL4_28173 
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_28134 
00BC: text_highpriority 'ST4_42' 5000 ms 1  // ~s~Ott hagytad ~b~Cesar-t~s~.

:STEAL4_28134
000A: 126@ += 1 // integer values 
00D6: if 
8039:   not  133@ == 1 // integer values 
004D: jump_if_false @STEAL4_28173 
0006: 133@ = 1 // integer values 
0050: gosub @STEAL4_29801 

:STEAL4_28173
00D6: if 
0039:   126@ == 2 // integer values 
004D: jump_if_false @STEAL4_28297 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_28297 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_28297 
0631: put_actor 68@ in_group $PLAYER_GROUP 
04D8: set_actor 68@ ability_to_swim 0 
0006: 126@ = 1 // integer values 
00D6: if 
8039:   not  133@ == 3 // integer values 
004D: jump_if_false @STEAL4_28297 
0006: 133@ = 3 // integer values 
0050: gosub @STEAL4_29801 

:STEAL4_28297
0051: return 

:STEAL4_28299
0247: request_model #SENTINEL 
0247: request_model #COLT45 
0247: request_model #WBDYG1 

:STEAL4_28313
00D6: if or
8248:   not model #JESTER available 
8248:   not model #SENTINEL available 
8248:   not model #COLT45 available 
8248:   not model #WBDYG1 available 
004D: jump_if_false @STEAL4_28354 
0001: wait 0 ms 
0002: jump @STEAL4_28313 

:STEAL4_28354
0395: clear_area 1 at -1711.59 44.8495 2.7813 range 20.0 
00A5: 87@ = create_car #SENTINEL at -1711.59 44.8495 2.7813 
0175: set_car 87@ z_angle_to 232.9281 
04E0: car 87@ abandon_path_radius 100 
0129: 70@ = create_actor 24 #WBDYG1 in_car 87@ driverseat 
01C8: 71@ = create_actor 24 #WBDYG1 in_car 87@ passenger_seat 0 
01C8: 72@ = create_actor 24 #WBDYG1 in_car 87@ passenger_seat 1 
0187: 112@ = create_marker_above_actor 70@ 
0187: 113@ = create_marker_above_actor 71@ 
0187: 114@ = create_marker_above_actor 72@ 
0006: 43@ = 0 // integer values 

:STEAL4_28489
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @STEAL4_28600 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_28586 
01B2: give_actor 70@(43@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 70@(43@,6i) 171@ 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0223: set_actor 70@(43@,6i) health_to 70 
0446: set_actor 70@(43@,6i) immune_to_headshots 0 

:STEAL4_28586
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_28489 

:STEAL4_28600
0395: clear_area 1 at -1697.04 14.7378 2.7813 range 5.0 
0051: return 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_28747 
0615: define_action_sequences 49@ 
05D1: AS_actor -1 drive_car 87@ to -1686.422 25.8359 2.7752 speed 15.0 0 0 3 
05D1: AS_actor -1 drive_car 87@ to -1643.394 19.6494 3.6706 speed 15.0 0 0 3 
0616: define_action_sequences_end 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_28742 
0618: assign_actor 70@ to_action_sequences 49@ 

:STEAL4_28742
061B: remove_references_to_action_sequences 49@ 

:STEAL4_28747
0051: return 

:STEAL4_28749
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_28779 
0815: (unknown) $2727 $2733 $2734 $2735 

:STEAL4_28779
00D6: if 
03CA:   object $2730 exists 
004D: jump_if_false @STEAL4_28809 
0815: (unknown) $2730 $2733 $2734 $2735 

:STEAL4_28809
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_28930 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @STEAL4_28930 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 offset 0.0 0.0 0.0 
0177: set_object $2728 z_angle_to $2736 
0815: (unknown) $2728 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object $2731 exists 
004D: jump_if_false @STEAL4_28930 
0177: set_object $2731 z_angle_to $2736 
0815: (unknown) $2731 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STEAL4_28930
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_29075 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @STEAL4_29075 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 offset 0.0 -2.185 8.51 
0176: $2737 = object $2728 z_angle 
0815: (unknown) $CRANE_MAGNET $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0453: object $CRANE_MAGNET set_rotation $2738 0.0 $2737 
00D6: if 
03CA:   object $2732 exists 
004D: jump_if_false @STEAL4_29075 
0815: (unknown) $2732 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0453: object $2732 set_rotation $2738 0.0 $2737 

:STEAL4_29075
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_29107 
0797: (unknown) $CRANE_MAGNET $CRANE_ROPE_LENGTH 
0796: (unknown) $CRANE_MAGNET $CRANE_ROPE_LENGTH 

:STEAL4_29107
0799: (unknown) $CRANE_MAGNET 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_29136 
0797: (unknown) $CRANE_MAGNET $CRANE_ROPE_LENGTH 

:STEAL4_29136
0051: return 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_29267 
0792: (unknown) 70@ 
00A1: put_actor 70@ at -1638.942 26.9517 3.0869 
0173: set_actor 70@ z_angle_to 339.6872 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -1638.836 27.1035 2.8213 speed 6 999999 ms 
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_29249 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29249
0616: define_action_sequences_end 49@ 
0618: assign_actor 70@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_29267
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_29396 
0792: (unknown) 71@ 
00A1: put_actor 71@ at -1639.896 21.6694 3.0869 
0173: set_actor 71@ z_angle_to 359.1165 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -1639.896 21.6694 3.5869 speed 6 999999 ms 
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_29378 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29378
0616: define_action_sequences_end 49@ 
0618: assign_actor 71@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_29396
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_29525 
0792: (unknown) 72@ 
00A1: put_actor 72@ at -1641.346 27.048 3.0869 
0173: set_actor 72@ z_angle_to 331.6584 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -1641.346 27.048 3.5869 speed 6 999999 ms 
085B: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_29507 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29507
0616: define_action_sequences_end 49@ 
0618: assign_actor 72@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:STEAL4_29525
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_29571 
00AB: put_car 87@ at -1642.706 19.5606 3.4189 
0175: set_car 87@ z_angle_to 263.1502 

:STEAL4_29571
0006: 43@ = 0 // integer values 

:STEAL4_29578
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @STEAL4_29642 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_29628 
060B: unknown_actor_use_entity 70@(43@,6i) 171@ 

:STEAL4_29628
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_29578 

:STEAL4_29642
0051: return 
0871: init_jump_table 131@ total_jumps 2 1 @STEAL4_29767 jumps 0 @STEAL4_29707 1 @STEAL4_29737 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 

:STEAL4_29707
00BC: text_highpriority 'ST4_11' 6000 ms 1 
000A: 131@ += 1 // integer values 
0002: jump @STEAL4_29767 

:STEAL4_29737
00BC: text_highpriority 'ST4_12' 6000 ms 1 
000A: 131@ += 1 // integer values 
0002: jump @STEAL4_29767 

:STEAL4_29767
00D6: if 
0019:   131@ > 1 // integer values 
004D: jump_if_false @STEAL4_29792 
0006: 131@ = 0 // integer values 

:STEAL4_29792
0006: 60@ = 0 // integer values 
0051: return 

:STEAL4_29801
00D6: if 
056D:   carcass_of_actor 68@ valid 
004D: jump_if_false @STEAL4_29967 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_29967 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @STEAL4_29854 
0164: disable_marker 107@ 

:STEAL4_29854
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @STEAL4_29887 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 

:STEAL4_29887
00D6: if 
0039:   133@ == 2 // integer values 
004D: jump_if_false @STEAL4_29927 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 
018B: show_on_radar 107@ 2 

:STEAL4_29927
00D6: if 
0039:   133@ == 3 // integer values 
004D: jump_if_false @STEAL4_29967 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 
018B: show_on_radar 107@ 0 

:STEAL4_29967
0051: return 

:STEAL4_29969
00BE: text_clear_all 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @STEAL4_30575 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:STEAL4_30003
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_30027 
0001: wait 0 ms 
0002: jump @STEAL4_30003 

:STEAL4_30027
0151: remove_status_text $7415 
0004: $1915 = 1 // integer values 
0871: init_jump_table 140@ total_jumps 3 0 @STEAL4_30488 jumps 1 @STEAL4_30102 2 @STEAL4_30232 3 @STEAL4_30362 -1 @STEAL4_30488 -1 @STEAL4_30488 -1 @STEAL4_30488 -1 @STEAL4_30488 

:STEAL4_30102
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_30225 
0423: car 82@ improve_handling 2.0 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_30152 
036A: put_actor 68@ in_car 82@ 

:STEAL4_30152
00AA: store_car 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02C1: set $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 to_car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AB: put_car 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 82@ z_angle_to 130.0 
05D2: AS_actor 68@ run_to_and_hijack_vehicle 82@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_30225
0002: jump @STEAL4_30488 

:STEAL4_30232
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_30355 
0423: car 82@ improve_handling 2.0 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_30282 
036A: put_actor 68@ in_car 82@ 

:STEAL4_30282
00AA: store_car 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02C1: set $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 to_car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AB: put_car 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 82@ z_angle_to 130.0 
05D2: AS_actor 68@ run_to_and_hijack_vehicle 82@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_30355
0002: jump @STEAL4_30488 

:STEAL4_30362
0006: 43@ = 0 // integer values 

:STEAL4_30369
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @STEAL4_30433 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_30419 
05E2: AS_actor 70@(43@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_30419
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_30369 

:STEAL4_30433
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_30457 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:STEAL4_30457
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_30481 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:STEAL4_30481
0002: jump @STEAL4_30488 

:STEAL4_30488
00D6: if 
056E:   carcass_of_car 86@ valid 
004D: jump_if_false @STEAL4_30509 
00A6: destroy_car 86@ 

:STEAL4_30509
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_30530 
00A6: destroy_car 84@ 

:STEAL4_30530
016A: fade 1 1000 ms 

:STEAL4_30537
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_30561 
0001: wait 0 ms 
0002: jump @STEAL4_30537 

:STEAL4_30561
0008: $7414 += 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:STEAL4_30575
0871: init_jump_table 140@ total_jumps 3 0 @STEAL4_30707 jumps 1 @STEAL4_30638 2 @STEAL4_30661 3 @STEAL4_30684 -1 @STEAL4_30707 -1 @STEAL4_30707 -1 @STEAL4_30707 -1 @STEAL4_30707 

:STEAL4_30638
00BC: text_highpriority 'ST4_44' 5000 ms 1  // ~r~sszetrt a verda a kontnerben!!
0002: jump @STEAL4_30707 

:STEAL4_30661
00BC: text_highpriority 'ST4_03' 5000 ms 1  // ~r~Sztzztad a zskmny verdt.
0002: jump @STEAL4_30707 

:STEAL4_30684
00BC: text_highpriority 'ST4_02' 5000 ms 1  // ~s~Cesar a mlt.
0002: jump @STEAL4_30707 

:STEAL4_30707
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0004: $1912 = 1 // integer values 
0051: return 

:STEAL4_30732
00BE: text_clear_all 
04BB: select_interior 0 // select render area 
01E3: text_1number_styled 'M_PASSS' 152@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 152@ 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $11274 += 1 // integer values 
030C: set_mission_points += 1 
0004: $1912 = 0 // integer values 
014C: set_parked_car_generator $2793 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_4'  // Vmszabadterlet
0051: return 

:STEAL4_30816
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_30839 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_30839
04BB: select_interior 0 // select render area 
004F: create_thread @CLEANAU 
03E6: remove_text_box 
0826: toggle_hud 1 
0581: toggle_radar 1 
0004: $1185 = 0 // integer values 
0004: $FLAG_PLAYER_IN_CRANE = 0 // integer values 
0004: $1911 = 0 // integer values 
0004: $1913 = 0 // integer values 
0004: $1914 = 0 // integer values 
0004: $1916 = 0 // integer values 
0151: remove_status_text $7415 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_30979 
0A20: (unknown) $PLAYER_CHAR 0 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_30955 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:STEAL4_30955
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_30979 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:STEAL4_30979
08F4: (unknown) 99 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0006: 43@ = 0 // integer values 

:STEAL4_31000
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @STEAL4_31089 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_31066 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_31066 
05E2: AS_actor 70@(43@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_31066
01C2: remove_references_to_actor 70@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_31000 

:STEAL4_31089
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 82@ // Like turning a car into any random car 
01C3: remove_references_to_car 83@ // Like turning a car into any random car 
01C3: remove_references_to_car 84@ // Like turning a car into any random car 
01C3: remove_references_to_car 86@ // Like turning a car into any random car 
01C3: remove_references_to_car 87@ // Like turning a car into any random car 
01C3: remove_references_to_car 88@ // Like turning a car into any random car 
01C3: remove_references_to_car 89@ // Like turning a car into any random car 
06D7: toggle_train_traffic 1 
0296: unload_special_actor 1 
0249: release_model #CLUB 
0249: release_model #SAVANNA 
0249: release_model #JESTER 
0249: release_model #SOLAIR 
0249: release_model #COLT45 
0249: release_model #SENTINEL 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #WBDYG1 
0249: release_model #PEREN 
0164: disable_marker 107@ 
0164: disable_marker 118@ 
0164: disable_marker 108@ 
0006: 43@ = 0 // integer values 

:STEAL4_31213
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @STEAL4_31254 
0164: disable_marker 112@(43@,6i) 
000A: 43@ += 1 // integer values 
0002: jump @STEAL4_31213 

:STEAL4_31254
0164: disable_marker 119@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
065C: unknown_create_def_entity 168@ // unknown_destroy 
065C: unknown_create_def_entity 171@ // unknown_destroy 
065C: unknown_create_def_entity 172@ // unknown_destroy 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:STEAL4_31331
0871: init_jump_table 153@ total_jumps 7 1 @STEAL4_31492 jumps 1 @STEAL4_31394 2 @STEAL4_31408 3 @STEAL4_31422 4 @STEAL4_31436 5 @STEAL4_31450 6 @STEAL4_31464 7 @STEAL4_31478 

:STEAL4_31394
0050: gosub @STEAL4_31526 
0002: jump @STEAL4_31524 

:STEAL4_31408
0050: gosub @STEAL4_32020 
0002: jump @STEAL4_31524 

:STEAL4_31422
0050: gosub @STEAL4_32630 
0002: jump @STEAL4_31524 

:STEAL4_31436
0050: gosub @STEAL4_33046 
0002: jump @STEAL4_31524 

:STEAL4_31450
0050: gosub @STEAL4_33409 
0002: jump @STEAL4_31524 

:STEAL4_31464
0050: gosub @STEAL4_34047 
0002: jump @STEAL4_31524 

:STEAL4_31478
0050: gosub @STEAL4_34596 
0002: jump @STEAL4_31524 

:STEAL4_31492
00D6: if 
8039:   not  154@ == 0 // integer values 
004D: jump_if_false @STEAL4_31517 
0006: 154@ = 0 // integer values 

:STEAL4_31517
0002: jump @STEAL4_31524 

:STEAL4_31524
0051: return 

:STEAL4_31526
0871: init_jump_table 154@ total_jumps 5 0 @STEAL4_31828 jumps 0 @STEAL4_31589 1 @STEAL4_31610 2 @STEAL4_31694 3 @STEAL4_31778 4 @STEAL4_31792 -1 @STEAL4_31828 -1 @STEAL4_31828 

:STEAL4_31589
0006: 188@ = 0 // integer values 
0006: 154@ = 1 // integer values 
0002: jump @STEAL4_31828 

:STEAL4_31610
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_31664 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 0 
004D: jump_if_false @STEAL4_31664 
0006: 154@ = 2 // integer values 

:STEAL4_31664
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_31687 
0006: 154@ = 3 // integer values 

:STEAL4_31687
0002: jump @STEAL4_31828 

:STEAL4_31694
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_31748 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 68@ radius 10.0 10.0 0 
004D: jump_if_false @STEAL4_31748 
0006: 154@ = 1 // integer values 

:STEAL4_31748
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_31771 
0006: 154@ = 3 // integer values 

:STEAL4_31771
0002: jump @STEAL4_31828 

:STEAL4_31778
0006: 153@ = 0 // integer values 
0002: jump @STEAL4_31828 

:STEAL4_31792
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_31821 
0006: 154@ = 3 // integer values 
0006: 153@ = 0 // integer values 

:STEAL4_31821
0002: jump @STEAL4_31828 

:STEAL4_31828
0871: init_jump_table 155@ total_jumps 2 1 @STEAL4_31997 jumps 0 @STEAL4_31891 1 @STEAL4_31944 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 

:STEAL4_31891
05AA: 183@s = 'STL4_AA' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37000 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32018 

:STEAL4_31944
05AA: 183@s = 'STL4_AB' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37001 
008B: 186@ = $PLAYER_ACTOR // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32018 

:STEAL4_31997
0006: 154@ = 3 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32018 

:STEAL4_32018
0051: return 

:STEAL4_32020
0871: init_jump_table 154@ total_jumps 5 0 @STEAL4_32332 jumps 0 @STEAL4_32083 1 @STEAL4_32104 2 @STEAL4_32193 3 @STEAL4_32282 4 @STEAL4_32296 -1 @STEAL4_32332 -1 @STEAL4_32332 

:STEAL4_32083
0006: 188@ = 0 // integer values 
0006: 154@ = 1 // integer values 
0002: jump @STEAL4_32332 

:STEAL4_32104
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_32163 
00D6: if 
8104:   not actor 68@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_32163 
0006: 154@ = 2 // integer values 

:STEAL4_32163
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_32186 
0006: 154@ = 3 // integer values 

:STEAL4_32186
0002: jump @STEAL4_32332 

:STEAL4_32193
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_32252 
00D6: if 
0104:   actor 68@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_32252 
0006: 154@ = 1 // integer values 

:STEAL4_32252
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_32275 
0006: 154@ = 3 // integer values 

:STEAL4_32275
0002: jump @STEAL4_32332 

:STEAL4_32282
0006: 153@ = 0 // integer values 
0002: jump @STEAL4_32332 

:STEAL4_32296
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_32325 
0006: 154@ = 3 // integer values 
0006: 153@ = 0 // integer values 

:STEAL4_32325
0002: jump @STEAL4_32332 

:STEAL4_32332
0871: init_jump_table 155@ total_jumps 4 1 @STEAL4_32607 jumps 0 @STEAL4_32395 1 @STEAL4_32448 2 @STEAL4_32501 3 @STEAL4_32554 -1 @STEAL4_32628 -1 @STEAL4_32628 -1 @STEAL4_32628 

:STEAL4_32395
05AA: 183@s = 'STL4_BA' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37002 
008B: 186@ = $PLAYER_ACTOR // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32448
05AA: 183@s = 'STL4_BB' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37003 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32501
05AA: 183@s = 'STL4_BC' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37004 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32554
05AA: 183@s = 'STL4_BD' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37005 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32607
0006: 154@ = 3 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32628
0051: return 

:STEAL4_32630
0871: init_jump_table 154@ total_jumps 5 0 @STEAL4_32801 jumps 0 @STEAL4_32693 1 @STEAL4_32714 2 @STEAL4_32744 3 @STEAL4_32751 4 @STEAL4_32765 -1 @STEAL4_32801 -1 @STEAL4_32801 

:STEAL4_32693
0006: 188@ = 0 // integer values 
0006: 154@ = 1 // integer values 
0002: jump @STEAL4_32801 

:STEAL4_32714
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_32737 
0006: 154@ = 3 // integer values 

:STEAL4_32737
0002: jump @STEAL4_32801 

:STEAL4_32744
0002: jump @STEAL4_32801 

:STEAL4_32751
0006: 153@ = 0 // integer values 
0002: jump @STEAL4_32801 

:STEAL4_32765
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_32794 
0006: 154@ = 3 // integer values 
0006: 153@ = 0 // integer values 

:STEAL4_32794
0002: jump @STEAL4_32801 

:STEAL4_32801
0871: init_jump_table 155@ total_jumps 3 1 @STEAL4_33023 jumps 0 @STEAL4_32864 1 @STEAL4_32917 2 @STEAL4_32970 -1 @STEAL4_33044 -1 @STEAL4_33044 -1 @STEAL4_33044 -1 @STEAL4_33044 

:STEAL4_32864
05AA: 183@s = 'STL4_CA' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37006 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33044 

:STEAL4_32917
05AA: 183@s = 'STL4_CB' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37007 
008B: 186@ = $PLAYER_ACTOR // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33044 

:STEAL4_32970
05AA: 183@s = 'STL4_CC' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37008 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33044 

:STEAL4_33023
0006: 154@ = 3 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33044 

:STEAL4_33044
0051: return 

:STEAL4_33046
0871: init_jump_table 154@ total_jumps 5 0 @STEAL4_33217 jumps 0 @STEAL4_33109 1 @STEAL4_33130 2 @STEAL4_33160 3 @STEAL4_33167 4 @STEAL4_33181 -1 @STEAL4_33217 -1 @STEAL4_33217 

:STEAL4_33109
0006: 188@ = 0 // integer values 
0006: 154@ = 1 // integer values 
0002: jump @STEAL4_33217 

:STEAL4_33130
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_33153 
0006: 154@ = 3 // integer values 

:STEAL4_33153
0002: jump @STEAL4_33217 

:STEAL4_33160
0002: jump @STEAL4_33217 

:STEAL4_33167
0006: 153@ = 0 // integer values 
0002: jump @STEAL4_33217 

:STEAL4_33181
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_33210 
0006: 154@ = 3 // integer values 
0006: 153@ = 0 // integer values 

:STEAL4_33210
0002: jump @STEAL4_33217 

:STEAL4_33217
0871: init_jump_table 155@ total_jumps 2 1 @STEAL4_33386 jumps 0 @STEAL4_33280 1 @STEAL4_33333 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 

:STEAL4_33280
05AA: 183@s = 'STL4_DA' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37009 
008B: 186@ = $PLAYER_ACTOR // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33407 

:STEAL4_33333
05AA: 183@s = 'STL4_DB' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37010 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33407 

:STEAL4_33386
0006: 154@ = 3 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33407 

:STEAL4_33407
0051: return 

:STEAL4_33409
0871: init_jump_table 154@ total_jumps 5 0 @STEAL4_33749 jumps 0 @STEAL4_33472 1 @STEAL4_33493 2 @STEAL4_33603 3 @STEAL4_33699 4 @STEAL4_33713 -1 @STEAL4_33749 -1 @STEAL4_33749 

:STEAL4_33472
0006: 188@ = 0 // integer values 
0006: 154@ = 1 // integer values 
0002: jump @STEAL4_33749 

:STEAL4_33493
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_33523 
0006: 154@ = 2 // integer values 
0002: jump @STEAL4_33573 

:STEAL4_33523
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_33573 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @STEAL4_33573 
0006: 154@ = 2 // integer values 

:STEAL4_33573
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_33596 
0006: 154@ = 3 // integer values 

:STEAL4_33596
0002: jump @STEAL4_33749 

:STEAL4_33603
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_33669 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_33669 
00D6: if 
00DB:   actor 68@ in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @STEAL4_33669 
0006: 154@ = 1 // integer values 

:STEAL4_33669
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_33692 
0006: 154@ = 3 // integer values 

:STEAL4_33692
0002: jump @STEAL4_33749 

:STEAL4_33699
0006: 153@ = 0 // integer values 
0002: jump @STEAL4_33749 

:STEAL4_33713
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_33742 
0006: 154@ = 3 // integer values 
0006: 153@ = 0 // integer values 

:STEAL4_33742
0002: jump @STEAL4_33749 

:STEAL4_33749
0871: init_jump_table 155@ total_jumps 4 1 @STEAL4_34024 jumps 0 @STEAL4_33812 1 @STEAL4_33865 2 @STEAL4_33918 3 @STEAL4_33971 -1 @STEAL4_34045 -1 @STEAL4_34045 -1 @STEAL4_34045 

:STEAL4_33812
05AA: 183@s = 'STL4_LA' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37025 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_33865
05AA: 183@s = 'STL4_LB' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37026 
008B: 186@ = $PLAYER_ACTOR // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_33918
05AA: 183@s = 'STL4_LC' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37027 
008B: 186@ = $PLAYER_ACTOR // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_33971
05AA: 183@s = 'STL4_LD' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37028 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_34024
0006: 154@ = 3 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_34045
0051: return 

:STEAL4_34047
0871: init_jump_table 154@ total_jumps 5 0 @STEAL4_34298 jumps 0 @STEAL4_34110 1 @STEAL4_34131 2 @STEAL4_34241 3 @STEAL4_34248 4 @STEAL4_34262 -1 @STEAL4_34298 -1 @STEAL4_34298 

:STEAL4_34110
0006: 188@ = 0 // integer values 
0006: 154@ = 1 // integer values 
0002: jump @STEAL4_34298 

:STEAL4_34131
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_34161 
0006: 154@ = 3 // integer values 
0002: jump @STEAL4_34211 

:STEAL4_34161
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_34211 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @STEAL4_34211 
0006: 154@ = 3 // integer values 

:STEAL4_34211
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_34234 
0006: 154@ = 3 // integer values 

:STEAL4_34234
0002: jump @STEAL4_34298 

:STEAL4_34241
0002: jump @STEAL4_34298 

:STEAL4_34248
0006: 153@ = 0 // integer values 
0002: jump @STEAL4_34298 

:STEAL4_34262
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_34291 
0006: 154@ = 3 // integer values 
0006: 153@ = 0 // integer values 

:STEAL4_34291
0002: jump @STEAL4_34298 

:STEAL4_34298
0871: init_jump_table 155@ total_jumps 4 1 @STEAL4_34573 jumps 0 @STEAL4_34361 1 @STEAL4_34414 2 @STEAL4_34467 3 @STEAL4_34520 -1 @STEAL4_34594 -1 @STEAL4_34594 -1 @STEAL4_34594 

:STEAL4_34361
05AA: 183@s = 'STL4_LA' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37025 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34414
05AA: 183@s = 'STL4_LB' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37026 
008B: 186@ = $PLAYER_ACTOR // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34467
05AA: 183@s = 'STL4_LC' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37027 
008B: 186@ = $PLAYER_ACTOR // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34520
05AA: 183@s = 'STL4_LD' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37028 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34573
0006: 154@ = 3 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34594
0051: return 

:STEAL4_34596
0871: init_jump_table 154@ total_jumps 5 0 @STEAL4_34847 jumps 0 @STEAL4_34659 1 @STEAL4_34680 2 @STEAL4_34790 3 @STEAL4_34797 4 @STEAL4_34811 -1 @STEAL4_34847 -1 @STEAL4_34847 

:STEAL4_34659
0006: 188@ = 0 // integer values 
0006: 154@ = 1 // integer values 
0002: jump @STEAL4_34847 

:STEAL4_34680
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_34710 
0006: 154@ = 3 // integer values 
0002: jump @STEAL4_34760 

:STEAL4_34710
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_34760 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @STEAL4_34760 
0006: 154@ = 3 // integer values 

:STEAL4_34760
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_34783 
0006: 154@ = 3 // integer values 

:STEAL4_34783
0002: jump @STEAL4_34847 

:STEAL4_34790
0002: jump @STEAL4_34847 

:STEAL4_34797
0006: 153@ = 0 // integer values 
0002: jump @STEAL4_34847 

:STEAL4_34811
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_34840 
0006: 154@ = 3 // integer values 
0006: 153@ = 0 // integer values 

:STEAL4_34840
0002: jump @STEAL4_34847 

:STEAL4_34847
0871: init_jump_table 155@ total_jumps 4 1 @STEAL4_35122 jumps 0 @STEAL4_34910 1 @STEAL4_34963 2 @STEAL4_35016 3 @STEAL4_35069 -1 @STEAL4_35143 -1 @STEAL4_35143 -1 @STEAL4_35143 

:STEAL4_34910
05AA: 183@s = 'STL4_MA' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37030 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_34963
05AA: 183@s = 'STL4_MB' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37031 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_35016
05AA: 183@s = 'STL4_MC' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37032 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_35069
05AA: 183@s = 'STL4_MD' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 37033 
0085: 186@ = 68@ // integer values and handles 
0006: 187@ = 0 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_35122
0006: 154@ = 3 // integer values 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_35143
0051: return 
00D6: if 
8039:   not  153@ == 0 // integer values 
004D: jump_if_false @STEAL4_35170 
0006: 154@ = 4 // integer values 

:STEAL4_35170
0051: return 

:STEAL4_35172
00D6: if 
8039:   not  153@ == 0 // integer values 
004D: jump_if_false @STEAL4_35197 
0006: 154@ = 3 // integer values 

:STEAL4_35197
0051: return 

:STEAL4_35199
00D6: if 
8039:   not  154@ == 3 // integer values 
004D: jump_if_false @STEAL4_35552 
0871: init_jump_table 188@ total_jumps 6 0 @STEAL4_35545 jumps -1 @STEAL4_35280 0 @STEAL4_35311 1 @STEAL4_35352 2 @STEAL4_35395 3 @STEAL4_35470 4 @STEAL4_35506 -1 @STEAL4_35545 

:STEAL4_35280
009A: 186@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0002: jump @STEAL4_35545 

:STEAL4_35311
040D: unload_wav 1 
03CF: load_wav 185@ as 1 
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_35338 

:STEAL4_35338
000A: 188@ += 1 // integer values 
0002: jump @STEAL4_35545 

:STEAL4_35352
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL4_35388 
03D1: play_wav 1 
00BC: text_highpriority 183@s 3000 ms 1 
000A: 188@ += 1 // integer values 

:STEAL4_35388
0002: jump @STEAL4_35545 

:STEAL4_35395
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_35424 
000A: 188@ += 1 // integer values 
0002: jump @STEAL4_35463 

:STEAL4_35424
00D6: if 
056D:   carcass_of_actor 186@ valid 
004D: jump_if_false @STEAL4_35463 
00D6: if 
0118:   actor 186@ dead 
004D: jump_if_false @STEAL4_35463 
000A: 188@ += 1 // integer values 

:STEAL4_35463
0002: jump @STEAL4_35545 

:STEAL4_35470
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_35492 

:STEAL4_35492
000A: 188@ += 1 // integer values 
0002: jump @STEAL4_35545 

:STEAL4_35506
00D6: if 
8039:   not  154@ == 2 // integer values 
004D: jump_if_false @STEAL4_35538 
000A: 155@ += 1 // integer values 
0006: 188@ = 0 // integer values 

:STEAL4_35538
0002: jump @STEAL4_35545 

:STEAL4_35545
0002: jump @STEAL4_35609 

:STEAL4_35552
00D6: if 
8039:   not  188@ == 0 // integer values 
004D: jump_if_false @STEAL4_35574 
040D: unload_wav 1 

:STEAL4_35574
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_35590 

:STEAL4_35590
03D5: remove_text 183@s 
0006: 188@ = 0 // integer values 
0006: 155@ = 0 // integer values 

:STEAL4_35609
0051: return 

:STEAL4_35611
0871: init_jump_table 194@ total_jumps 5 0 @STEAL4_35969 jumps -1 @STEAL4_35674 0 @STEAL4_35705 1 @STEAL4_35753 2 @STEAL4_35853 3 @STEAL4_35928 -1 @STEAL4_35969 -1 @STEAL4_35969 

:STEAL4_35674
009A: 192@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0002: jump @STEAL4_35969 

:STEAL4_35705
040D: unload_wav 1 
03CF: load_wav 191@ as 1 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_35739 
094E: (unknown) 192@ 0 

:STEAL4_35739
000A: 194@ += 1 // integer values 
0002: jump @STEAL4_35969 

:STEAL4_35753
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL4_35846 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_35825 
00D6: if 
894D:   not (unknown) 192@ 
004D: jump_if_false @STEAL4_35825 
00D6: if 
0039:   193@ == 1 // integer values 
004D: jump_if_false @STEAL4_35825 
0949: link_wav 1 to_actor 192@ 

:STEAL4_35825
03D1: play_wav 1 
00BC: text_highpriority 189@s 10000 ms 1 
000A: 194@ += 1 // integer values 

:STEAL4_35846
0002: jump @STEAL4_35969 

:STEAL4_35853
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_35882 
000A: 194@ += 1 // integer values 
0002: jump @STEAL4_35921 

:STEAL4_35882
00D6: if 
056D:   carcass_of_actor 192@ valid 
004D: jump_if_false @STEAL4_35921 
00D6: if 
0118:   actor 192@ dead 
004D: jump_if_false @STEAL4_35921 
000A: 194@ += 1 // integer values 

:STEAL4_35921
0002: jump @STEAL4_35969 

:STEAL4_35928
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_35955 
094F: (unknown) 192@ 

:STEAL4_35955
000A: 194@ += 1 // integer values 
0002: jump @STEAL4_35969 

:STEAL4_35969
0051: return 

//-------------Mission 70---------------
// Originally: Puncture Wounds

:STEAL5
03A4: name_thread 'STEAL5' 
0050: gosub @STEAL5_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @STEAL5_38 
0050: gosub @STEAL5_5099 

:STEAL5_38
0050: gosub @STEAL5_5190 
004E: end_thread 

:STEAL5_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'STEAL5' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @STEAL5_128 
0107: 36@ = create_object #TEMP_STINGER2 at -2025.8 169.2 27.7 
018A: 40@ = create_checkpoint_at -2025.8 169.2 27.7 

:STEAL5_128
00BE: text_clear_all 
0001: wait 0 ms 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0004: $7416 = 3 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0007: 79@ = 0.0 // floating-point values 
0007: 80@ = 0.0 // floating-point values 
0007: 81@ = 0.0 // floating-point values 
0007: 82@ = 0.0 // floating-point values 
0007: 83@ = 0.0 // floating-point values 
0007: 84@ = 0.0 // floating-point values 
0007: 85@ = 0.0 // floating-point values 
0007: 86@ = 0.0 // floating-point values 
0007: 87@ = 0.0 // floating-point values 
0007: 88@ = 0.0 // floating-point values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 78@ = 0 // integer values 
08F5: (unknown) 
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_camera -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_5' 

:STEAL5_422
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL5_446 
0001: wait 0 ms 
0002: jump @STEAL5_422 

:STEAL5_446
02E7: start_cutscene 
016A: fade 1 1000 ms 

:STEAL5_455
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL5_479 
0001: wait 0 ms 
0002: jump @STEAL5_455 

:STEAL5_479
016A: fade 0 0 ms 

:STEAL5_485
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_509 
0001: wait 0 ms 
0002: jump @STEAL5_485 

:STEAL5_509
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08F6: (unknown) 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
0247: request_model #STRATUM 
0247: request_model #TAMPA 
0247: request_model #HFYRI 
0247: request_model #TEMP_STINGER2 
0247: request_model #CELLPHONE 
03CF: load_wav 1822 as 3 

:STEAL5_574
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL5_600 
0001: wait 0 ms 
0002: jump @STEAL5_574 

:STEAL5_600
038B: load_requested_models 
0395: clear_area 1 at -2025.8 169.2 27.7 range 5.0 
04AF: 49@ = unknown_wav_reference 549 
0050: gosub @STEAL5_7253 
00A5: 39@ = create_car #TAMPA at -2025.8 169.2 27.7 
0395: clear_area 1 at -1913.5 -593.8 36.9 range 5.0 
04AF: 49@ = unknown_wav_reference 561 
0050: gosub @STEAL5_7253 
00A5: 34@ = create_car #STRATUM at -1913.5 -593.8 36.9 
0175: set_car 34@ z_angle_to 180.0 
0294: set_car 34@ sprayable 0 
073B: (unknown) 34@ 1 
020A: set_car 34@ door_status_to 3 
0587: (unknown) 34@ 0 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 0 
0006: 45@ = 1 // integer values 
00AE: unknown_set_car 34@ to_ignore_traffic_lights 2 
02AA: set_car 34@ immune_to_nonplayer 1 
072F: (unknown) 34@ 0.5 4000 1 1 1 7 
0129: 35@ = create_actor 5 #HFYRI in_car 34@ driverseat 
0588: (unknown) 35@ 1 
054A: set_actor 35@ immune_to_car_headshots 0 
03C4: set_status_text_to $7416 0 'STE5_04'  // Fjdalmas szrsok
00BC: text_highpriority 'STE5_12' 7000 ms 1  // ~s~Szllj be az ~b~autba~s~. Ezt az ~b~autt~s~ gy alktottk t, hogy tskket szrhasson.
0395: clear_area 1 at -2028.6 162.9 27.8 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2028.6 162.9 27.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 336.6 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02FA: garage 'AMUMIS' change_to_type 19 
016A: fade 1 500 ms 
0006: 33@ = 0 // integer values 

:STEAL5_971
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @STEAL5_997 
0002: jump @STEAL5_5117 

:STEAL5_997
0050: gosub @STEAL5_5298 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @STEAL5_1029 
0002: jump @STEAL5_5099 

:STEAL5_1029
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @STEAL5_1072 
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @STEAL5_1072 
0050: gosub @STEAL5_5400 

:STEAL5_1072
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @STEAL5_1735 
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @STEAL5_1191 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1191 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 39@ 
07E0: set_marker 40@ type_to 1 
00D6: if 
0019:   33@ > 14000 // integer values 
004D: jump_if_false @STEAL5_1182 
00BC: text_highpriority 'STE5_06' 4000 ms 1  // ~s~A tskvel szerelt ~b~autban~s~ kell lenned, hogy megcsklyzd a picst.

:STEAL5_1182
03E6: remove_text_box 
0006: 45@ = 0 // integer values 

:STEAL5_1191
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @STEAL5_1290 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1290 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 0 
00D6: if 
0019:   33@ > 14000 // integer values 
004D: jump_if_false @STEAL5_1283 
00BC: text_highpriority 'STE5_07' 4000 ms 1  // ~s~Cseszd szt a ~r~kiszemelt aut~s~ gumijait.

:STEAL5_1283
0006: 45@ = 1 // integer values 

:STEAL5_1290
00D6: if 
0019:   33@ > 14000 // integer values 
004D: jump_if_false @STEAL5_1395 
00D6: if 
0038:   $7416 == 3 // integer values 
004D: jump_if_false @STEAL5_1393 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1377 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @STEAL5_1370 
0512: permanent_text_box 'STE5_03'  // Nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot a tske ledobshoz.

:STEAL5_1370
0002: jump @STEAL5_1379 

:STEAL5_1377
03E6: remove_text_box 

:STEAL5_1379
0006: 47@ = 1 // integer values 
0002: jump @STEAL5_1395 

:STEAL5_1393
03E6: remove_text_box 

:STEAL5_1395
00D6: if 
0038:   $7416 == 0 // integer values 
004D: jump_if_false @STEAL5_1457 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @STEAL5_1457 
00BE: text_clear_all 
00BC: text_highpriority 'STE5_05' 4000 ms 1  // ~r~Kezdenek elfogyni a tskk.
0002: jump @STEAL5_5099 

:STEAL5_1457
0050: gosub @STEAL5_6316 
0050: gosub @STEAL5_6440 
0050: gosub @STEAL5_6495 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @STEAL5_1563 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1563 
00BC: text_highpriority 'STE5_01' 7000 ms 1  // ~s~Cseszd szt a ~r~kiszemelt aut~s~ gumijait a tskkkel.
01E4: text_1number_lowpriority 'STE5_02' 3 7000 ms 1  // ~s~Mr csak ~1~ tskd maradt.
0006: 33@ = 0 // integer values 
0006: 42@ = 1 // integer values 

:STEAL5_1563
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @STEAL5_1735 
00D6: if 
0496:   tire 2 on_car 34@ deflated 
004D: jump_if_false @STEAL5_1735 
020A: set_car 34@ door_status_to 1 
03CD: car 34@ remove_from_stuck_car_check 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_1735 
0615: define_action_sequences 89@ 
0633: AS_actor -1 exit_vehicle 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 100000 ms 
0616: define_action_sequences_end 89@ 
0618: assign_actor 35@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
039C: (unknown) 34@ 0 
00BC: text_highpriority 'STE5_13' 7000 ms 1  // ~s~Szllj be az ~b~autba~s~.
0006: 32@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 41@ = 1 // integer values 

:STEAL5_1735
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @STEAL5_2832 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @STEAL5_1832 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL5_1825 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 5.0 5.0 unknown 0 
004D: jump_if_false @STEAL5_1825 
0006: 42@ = 1 // integer values 

:STEAL5_1825
0050: gosub @STEAL5_5400 

:STEAL5_1832
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @STEAL5_1956 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
0006: 51@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
0006: 43@ = 1 // integer values 
0707: start_scene_skip_to @STEAL5_2403 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03E6: remove_text_box 
0151: remove_status_text $7416 
0006: 51@ = 3 // integer values 
0006: 53@ = 0 // integer values 
0050: gosub @STEAL5_8484 
0006: 32@ = 0 // integer values 
0006: 42@ = 2 // integer values 

:STEAL5_1956
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @STEAL5_2039 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @STEAL5_2039 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @STEAL5_2039 
0006: 51@ = 1 // integer values 
0006: 53@ = 0 // integer values 
0050: gosub @STEAL5_8484 
0006: 42@ = 3 // integer values 

:STEAL5_2039
00D6: if 
0039:   42@ == 3 // integer values 
004D: jump_if_false @STEAL5_2089 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @STEAL5_2089 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 42@ = 4 // integer values 

:STEAL5_2089
00D6: if 
0039:   42@ == 4 // integer values 
004D: jump_if_false @STEAL5_2291 
062E: (unknown) $PLAYER_ACTOR 1833 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL5_2291 
0615: define_action_sequences 89@ 
0772: AS_actor -1 run_to_car 34@ stop_at_distance 1.0 -2 ms 
0616: define_action_sequences_end 89@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
043C: unknown_set_game_sounds 0 
0A2C: (unknown) 0 
016A: fade 0 700 ms 

:STEAL5_2188
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_2212 
0001: wait 0 ms 
0002: jump @STEAL5_2188 

:STEAL5_2212
03CF: load_wav 32000 as 3 

:STEAL5_2219
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL5_2245 
0001: wait 0 ms 
0002: jump @STEAL5_2219 

:STEAL5_2245
0050: gosub @STEAL5_5298 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @STEAL5_2277 
0002: jump @STEAL5_5099 

:STEAL5_2277
0006: 32@ = 0 // integer values 
0006: 42@ = 5 // integer values 

:STEAL5_2291
00D6: if 
0039:   42@ == 5 // integer values 
004D: jump_if_false @STEAL5_2360 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @STEAL5_2360 
03D1: play_wav 3 
0006: 51@ = 2 // integer values 
0006: 53@ = 0 // integer values 
0050: gosub @STEAL5_8484 
0006: 42@ = 6 // integer values 

:STEAL5_2360
00D6: if 
0039:   42@ == 6 // integer values 
004D: jump_if_false @STEAL5_2832 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @STEAL5_2832 
0006: 43@ = 0 // integer values 

:STEAL5_2403
0701: end_scene_skip 
0050: gosub @STEAL5_5298 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @STEAL5_2437 
0002: jump @STEAL5_5099 

:STEAL5_2437
043C: unknown_set_game_sounds 1 
0A2C: (unknown) 1 
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @STEAL5_2545 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 51@ = 0 // integer values 
016A: fade 0 500 ms 

:STEAL5_2487
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_2511 
0001: wait 0 ms 
0002: jump @STEAL5_2487 

:STEAL5_2511
0050: gosub @STEAL5_5298 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @STEAL5_2543 
0002: jump @STEAL5_5099 

:STEAL5_2543
00BE: text_clear_all 

:STEAL5_2545
040D: unload_wav 3 
0792: (unknown) $PLAYER_ACTOR 
009B: destroy_actor_instantly 35@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_2618 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
02AA: set_car 34@ immune_to_nonplayer 0 
0699: (unknown) 34@ 2 
0699: (unknown) 34@ 0 
0699: (unknown) 34@ 1 
0699: (unknown) 34@ 3 

:STEAL5_2618
0108: destroy_object 36@ 
00A0: store_actor $PLAYER_ACTOR position_to 83@ 84@ 85@ 
03CB: set_camera 83@ 84@ 85@ 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0249: release_model #TAMPA 
0249: release_model #HFYRI 
0249: release_model #TEMP_STINGER2 
02AA: set_car 34@ immune_to_nonplayer 0 
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2026.9 179.1 27.5 
0006: 45@ = 1 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'STE5_11' 7000 ms 1  // ~s~Vidd vissza a verdt a ~y~garzsba~s~.
016A: fade 1 500 ms 

:STEAL5_2762
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_2786 
0001: wait 0 ms 
0002: jump @STEAL5_2762 

:STEAL5_2786
0050: gosub @STEAL5_5298 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @STEAL5_2818 
0002: jump @STEAL5_5099 

:STEAL5_2818
0006: 42@ = 0 // integer values 
0006: 41@ = 2 // integer values 

:STEAL5_2832
00D6: if 
0039:   41@ == 2 // integer values 
004D: jump_if_false @STEAL5_4228 
00D6: if 
0735:   81 
004D: jump_if_false @STEAL5_2911 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_2911 
00AB: put_car 34@ at -2011.8 176.5 26.6 
0175: set_car 34@ z_angle_to 97.7 

:STEAL5_2911
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @STEAL5_3383 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_3383 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_3383 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -2033.1 178.6 27.8 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @STEAL5_3383 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:STEAL5_3026
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_3050 
0001: wait 0 ms 
0002: jump @STEAL5_3026 

:STEAL5_3050
04BB: select_interior 1 // select render area 
0164: disable_marker 40@ 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 51@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2033.3 179.1 27.4 range 25.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_3178 
0840: link_car 34@ to_interior 1 
00AB: put_car 34@ at -2033.3 179.1 27.4 
0175: set_car 34@ z_angle_to 90.8 

:STEAL5_3178
0A0B: (unknown) -2048.1 178.0 28.8 270.0 
015F: set_camera_position -2048.1 178.0 28.8 0.0 0.0 0.0 
0160: point_camera -2037.9 178.8 27.4 2 
016A: fade 1 1000 ms 

:STEAL5_3258
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_3282 
0001: wait 0 ms 
0002: jump @STEAL5_3258 

:STEAL5_3282
0360: open_garage 'HBGDSFS' 

:STEAL5_3293
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL5_3326 
0001: wait 0 ms 
0002: jump @STEAL5_3293 

:STEAL5_3326
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_3376 
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to -2045.4 178.3 27.6 speed 10.0 0 0 3 

:STEAL5_3376
0006: 42@ = 1 // integer values 

:STEAL5_3383
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @STEAL5_3510 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_3510 
062E: (unknown) $PLAYER_ACTOR 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL5_3510 
0615: define_action_sequences 89@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point -2035.471 176.6342 27.8359 speed 4 -1 ms 
0616: define_action_sequences_end 89@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0006: 32@ = 0 // integer values 
0006: 42@ = 2 // integer values 

:STEAL5_3510
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @STEAL5_4041 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @STEAL5_4041 
016A: fade 0 500 ms 

:STEAL5_3554
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_3578 
0001: wait 0 ms 
0002: jump @STEAL5_3554 

:STEAL5_3578
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_camera -2045.4 173.1 27.8 
0A0B: (unknown) -2045.4 173.1 27.8 309.5 
00BE: text_clear_all 
0792: (unknown) $PLAYER_ACTOR 
00A6: destroy_car 34@ 
0395: clear_area 1 at -2027.2 179.5 27.8 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 275.9 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0361: close_garage 'HBGDSFS' 

:STEAL5_3727
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL5_3760 
0001: wait 0 ms 
0002: jump @STEAL5_3727 

:STEAL5_3760
04A6: $1938 = create_asset_money_pickup_at -1969.463 289.5335 34.6719 money $1937 $1937 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
03CB: set_camera -1980.301 288.1622 38.2246 
015F: set_camera_position -1980.301 288.1622 38.2246 0.0 0.0 0.0 
0160: point_camera -1979.313 288.0155 38.1743 2 
016A: fade 1 500 ms 

:STEAL5_3872
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_3896 
0001: wait 0 ms 
0002: jump @STEAL5_3872 

:STEAL5_3896
0394: play_music 1 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0001: wait 5000 ms 
015F: set_camera_position -1972.185 291.1454 35.7724 0.0 0.0 0.0 
0160: point_camera -1971.343 290.6249 35.6284 2 
01E5: text_1number_highpriority 'ASS_LUV' $1937 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0001: wait 6000 ms 
016A: fade 0 500 ms 

:STEAL5_4003
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_4027 
0001: wait 0 ms 
0002: jump @STEAL5_4003 

:STEAL5_4027
016A: fade 1 500 ms 
0002: jump @STEAL5_5117 

:STEAL5_4041
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @STEAL5_4123 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_4123 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
00BE: text_clear_all 
00BC: text_highpriority 'STE5_08' 4000 ms 1  // ~s~Szllj vissza az ~b~autba~s~.
0006: 45@ = 0 // integer values 

:STEAL5_4123
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @STEAL5_4228 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_4228 
0164: disable_marker 40@ 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @STEAL5_4203 
018A: 40@ = create_checkpoint_at -2033.1 178.6 27.8 

:STEAL5_4203
00BE: text_clear_all 
00BC: text_highpriority 'STE5_11' 7000 ms 1  // ~s~Vidd vissza a verdt a ~y~garzsba~s~.
0006: 45@ = 1 // integer values 

:STEAL5_4228
00D6: if 
0039:   41@ == 10 // integer values 
004D: jump_if_false @STEAL5_5085 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @STEAL5_4788 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @STEAL5_4788 
00BE: text_clear_all 
016A: fade 0 500 ms 

:STEAL5_4298
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_4322 
0001: wait 0 ms 
0002: jump @STEAL5_4298 

:STEAL5_4322
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 51@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
0395: clear_area 1 at -2125.5 -2467.5 29.6 range 1.0 
00A0: store_actor $PLAYER_ACTOR position_to 86@ 87@ 88@ 
04E4: unknown_refresh_game_renderer_at -2125.5 -2467.5 
03CB: set_camera -2125.5 -2467.5 29.6 
00A1: put_actor $PLAYER_ACTOR at -2125.5 -2467.5 29.6 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_4467 
0687: clear_actor_task 35@ 

:STEAL5_4467
04E4: unknown_refresh_game_renderer_at -2117.8 -2456.8 
03CB: set_camera -2115.6 -2456.5 30.6 
038B: load_requested_models 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_4573 
03CD: car 34@ remove_from_stuck_car_check 
0395: clear_area 1 at -2117.8 -2456.8 29.3 range 30.0 
00AB: put_car 34@ at -2117.8 -2456.8 29.3 
0175: set_car 34@ z_angle_to 233.8 

:STEAL5_4573
015F: set_camera_position -2106.0 -2465.7 30.8 0.0 0.0 0.0 
0160: point_camera -2112.2 -2461.1 29.6 2 
00BC: text_highpriority 'STE5_14' 5000 ms 1  // ~r~Elhibztad a verdt!
016A: fade 1 500 ms 

:STEAL5_4647
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_4671 
0001: wait 0 ms 
0002: jump @STEAL5_4647 

:STEAL5_4671
0360: open_garage 'AMUMIS' 

:STEAL5_4682
00D6: if 
83B0:   not garage 'AMUMIS' door_open 
004D: jump_if_false @STEAL5_4715 
0001: wait 0 ms 
0002: jump @STEAL5_4682 

:STEAL5_4715
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_4781 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_4781 
05D1: AS_actor 35@ drive_car 34@ to -2108.0 -2464.2 29.6 speed 10.0 0 0 3 

:STEAL5_4781
0006: 50@ = 1 // integer values 

:STEAL5_4788
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @STEAL5_5085 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_5085 
062E: (unknown) 35@ 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL5_5085 
0361: close_garage 'AMUMIS' 

:STEAL5_4862
00D6: if 
83B1:   not garage 'AMUMIS' door_closed 
004D: jump_if_false @STEAL5_4895 
0001: wait 0 ms 
0002: jump @STEAL5_4862 

:STEAL5_4895
016A: fade 0 500 ms 

:STEAL5_4902
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_4926 
0001: wait 0 ms 
0002: jump @STEAL5_4902 

:STEAL5_4926
04E4: unknown_refresh_game_renderer_at 86@ 87@ 
000F: 88@ -= 1.0 // floating-point values 
03CB: set_camera 86@ 87@ 88@ 
038B: load_requested_models 
0395: clear_area 1 at 86@ 87@ 88@ range 1.0 
00A1: put_actor $PLAYER_ACTOR at 86@ 87@ 88@ 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00BC: text_highpriority 'STE5_14' 5500 ms 1  // ~r~Elhibztad a verdt!
016A: fade 1 500 ms 

:STEAL5_5054
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_5078 
0001: wait 0 ms 
0002: jump @STEAL5_5054 

:STEAL5_5078
0002: jump @STEAL5_5099 

:STEAL5_5085
0050: gosub @STEAL5_8780 
0002: jump @STEAL5_971 

:STEAL5_5099
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:STEAL5_5117
0008: $11274 += 1 // integer values 
014C: set_parked_car_generator $2794 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASSS' 5000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 5000 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'STEAL_5'  // A defekt
030C: set_mission_points += 1 
0051: return 

:STEAL5_5190
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @STEAL5_5208 
02EB: restore_camera_with_jumpcut 

:STEAL5_5208
043C: unknown_set_game_sounds 1 
0164: disable_marker 40@ 
040D: unload_wav 3 
0151: remove_status_text $7416 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL5_5249 
0A09: (unknown) $PLAYER_ACTOR 0 

:STEAL5_5249
09F5: (unknown) 0 
0108: destroy_object 36@ 
0249: release_model #CELLPHONE 
0249: release_model #STRATUM 
0249: release_model #TAMPA 
0249: release_model #HFYRI 
0249: release_model #TEMP_STINGER2 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:STEAL5_5298
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @STEAL5_5339 
00BE: text_clear_all 
00BC: text_highpriority 'STE5_09' 4000 ms 1  // ~r~A kiszemelt aut sszetrt!
0006: 44@ = 1 // integer values 

:STEAL5_5339
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @STEAL5_5398 
00D6: if 
0119:   car 39@ wrecked 
004D: jump_if_false @STEAL5_5398 
00BE: text_clear_all 
00BC: text_highpriority 'STE5_10' 7000 ms 1  // ~r~A tskvel szerelt aut sszetrt!
0006: 44@ = 1 // integer values 

:STEAL5_5398
0051: return 

:STEAL5_5400
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL5_5647 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_5647 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @STEAL5_5627 
00D6: if 
0018:   $7416 > 0 // integer values 
004D: jump_if_false @STEAL5_5622 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @STEAL5_5615 
0108: destroy_object 36@ 
0407: create_coordinate 83@ 84@ 85@ from_car 39@ offset 0.0 -3.0 -0.5 
0174: $TEMPVAR_ANGLE = car 39@ z_angle 
0009: $TEMPVAR_ANGLE += 90.0 // floating-point values 
02CE: 85@ = ground_z 83@ 84@ 85@ 
0107: 36@ = create_object #TEMP_STINGER2 at 83@ 84@ 85@ 
0177: set_object 36@ z_angle_to $TEMPVAR_ANGLE 
097A: (unknown) 83@ 84@ 85@ 1125 
0006: 78@ = 1 // integer values 
000C: $7416 -= 1 // integer values 
0006: 32@ = 0 // integer values 

:STEAL5_5615
0002: jump @STEAL5_5627 

:STEAL5_5622
0151: remove_status_text $7416 

:STEAL5_5627
00D6: if 
8038:   not  $7416 == 3 // integer values 
004D: jump_if_false @STEAL5_5647 
03E6: remove_text_box 

:STEAL5_5647
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @STEAL5_5730 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @STEAL5_5730 
0407: create_coordinate 83@ 84@ 85@ from_car 39@ offset 0.0 -3.0 -0.5 
097A: (unknown) 83@ 84@ 85@ 1104 
0006: 78@ = 2 // integer values 

:STEAL5_5730
00D6: if 
03CA:   object 36@ exists 
004D: jump_if_false @STEAL5_6292 
0400: create_coordinate 79@ 81@ 85@ from_object 36@ offset -0.5 2.5 0.0 
0400: create_coordinate 80@ 82@ 85@ from_object 36@ offset -0.5 -2.5 0.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL5_5963 
03C0: 38@ = actor $PLAYER_ACTOR car 
00D6: if 
05F8:   $PLAYER_ACTOR 79@ 81@ 80@ 82@ 1.0 0 
004D: jump_if_false @STEAL5_5963 
00D6: if 
8496:   not tire 2 on_car 38@ deflated 
004D: jump_if_false @STEAL5_5888 
04FE: deflate_tire 2 on_car 38@ 

:STEAL5_5888
00D6: if 
8496:   not tire 0 on_car 38@ deflated 
004D: jump_if_false @STEAL5_5913 
04FE: deflate_tire 0 on_car 38@ 

:STEAL5_5913
00D6: if 
8496:   not tire 1 on_car 38@ deflated 
004D: jump_if_false @STEAL5_5938 
04FE: deflate_tire 1 on_car 38@ 

:STEAL5_5938
00D6: if 
8496:   not tire 3 on_car 38@ deflated 
004D: jump_if_false @STEAL5_5963 
04FE: deflate_tire 3 on_car 38@ 

:STEAL5_5963
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_6114 
00D6: if 
05F8:   35@ 79@ 81@ 80@ 82@ 1.0 0 
004D: jump_if_false @STEAL5_6114 
00D6: if 
8496:   not tire 2 on_car 34@ deflated 
004D: jump_if_false @STEAL5_6039 
04FE: deflate_tire 2 on_car 34@ 

:STEAL5_6039
00D6: if 
8496:   not tire 0 on_car 34@ deflated 
004D: jump_if_false @STEAL5_6064 
04FE: deflate_tire 0 on_car 34@ 

:STEAL5_6064
00D6: if 
8496:   not tire 1 on_car 34@ deflated 
004D: jump_if_false @STEAL5_6089 
04FE: deflate_tire 1 on_car 34@ 

:STEAL5_6089
00D6: if 
8496:   not tire 3 on_car 34@ deflated 
004D: jump_if_false @STEAL5_6114 
04FE: deflate_tire 3 on_car 34@ 

:STEAL5_6114
09C0: 37@ = get_random_car_in_area 79@ 81@ 80@ 82@ 1.0 with_actor_type -1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL5_6292 
00D6: if 
803B:   not  37@ == 34@ // integer values 
004D: jump_if_false @STEAL5_6292 
00D6: if 
803B:   not  37@ == 39@ // integer values 
004D: jump_if_false @STEAL5_6292 
00D6: if 
8496:   not tire 2 on_car 37@ deflated 
004D: jump_if_false @STEAL5_6217 
04FE: deflate_tire 2 on_car 37@ 

:STEAL5_6217
00D6: if 
8496:   not tire 0 on_car 37@ deflated 
004D: jump_if_false @STEAL5_6242 
04FE: deflate_tire 0 on_car 37@ 

:STEAL5_6242
00D6: if 
8496:   not tire 1 on_car 37@ deflated 
004D: jump_if_false @STEAL5_6267 
04FE: deflate_tire 1 on_car 37@ 

:STEAL5_6267
00D6: if 
8496:   not tire 3 on_car 37@ deflated 
004D: jump_if_false @STEAL5_6292 
04FE: deflate_tire 3 on_car 37@ 

:STEAL5_6292
00D6: if 
0735:   81 
004D: jump_if_false @STEAL5_6314 
04FE: deflate_tire 2 on_car 34@ 

:STEAL5_6314
0051: return 

:STEAL5_6316
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_6438 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 60.0 60.0 unknown 0 
004D: jump_if_false @STEAL5_6380 
00AD: set_car 34@ max_speed_to 50.0 
0002: jump @STEAL5_6438 

:STEAL5_6380
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @STEAL5_6428 
00AD: set_car 34@ max_speed_to 20.0 
0002: jump @STEAL5_6438 

:STEAL5_6428
00AD: set_car 34@ max_speed_to 15.0 

:STEAL5_6438
0051: return 

:STEAL5_6440
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_6493 
00D6: if 
02CA:   car 34@ bounding_sphere_visible 
004D: jump_if_false @STEAL5_6486 
039C: (unknown) 34@ 0 
0002: jump @STEAL5_6493 

:STEAL5_6486
039C: (unknown) 34@ 1 

:STEAL5_6493
0051: return 

:STEAL5_6495
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_7251 
00D6: if 
00DB:   actor 35@ in_car 34@ 
004D: jump_if_false @STEAL5_7251 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @STEAL5_6842 
0615: define_action_sequences 89@ 
05D1: AS_actor -1 drive_car 34@ to -1913.1 -593.8 38.3 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1912.6 -744.7 44.7 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1914.2 -894.9 45.0 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1914.3 -1045.0 38.3 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1907.9 -1195.2 39.5 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1910.7 -1345.3 40.4 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1795.1 -1442.4 35.5 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1658.5 -1506.1 35.7 speed 20.0 0 0 2 
0616: define_action_sequences_end 89@ 
0618: assign_actor 35@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0006: 46@ = 1 // integer values 

:STEAL5_6842
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @STEAL5_7183 
062E: (unknown) 35@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL5_7183 
0615: define_action_sequences 89@ 
05D1: AS_actor -1 drive_car 34@ to -1704.1 -1649.1 36.3 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1832.4 -1727.6 29.2 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -1954.5 -1815.3 34.4 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -2046.9 -1932.7 52.4 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -2106.8 -2070.0 63.5 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -2213.2 -2175.1 42.2 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -2160.4 -2315.1 30.5 speed 20.0 0 0 2 
05D1: AS_actor -1 drive_car 34@ to -2120.2 -2456.7 29.6 speed 20.0 0 0 2 
0616: define_action_sequences_end 89@ 
0618: assign_actor 35@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0006: 46@ = 2 // integer values 

:STEAL5_7183
00D6: if 
0039:   46@ == 2 // integer values 
004D: jump_if_false @STEAL5_7251 
062E: (unknown) 35@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @STEAL5_7251 
0006: 50@ = 0 // integer values 
0006: 41@ = 10 // integer values 
0006: 46@ = 3 // integer values 

:STEAL5_7251
0051: return 

:STEAL5_7253
0209: 48@ = random_int 1 37 
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @STEAL5_7295 
0674: set_car_model 49@ numberplate "GOT_M00_" 

:STEAL5_7295
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @STEAL5_7328 
0674: set_car_model 49@ numberplate "M00TV_4U" 

:STEAL5_7328
00D6: if 
0039:   48@ == 3 // integer values 
004D: jump_if_false @STEAL5_7361 
0674: set_car_model 49@ numberplate "MATHEW_2" 

:STEAL5_7361
00D6: if 
0039:   48@ == 4 // integer values 
004D: jump_if_false @STEAL5_7394 
0674: set_car_model 49@ numberplate "D4_DEW0R" 

:STEAL5_7394
00D6: if 
0039:   48@ == 5 // integer values 
004D: jump_if_false @STEAL5_7427 
0674: set_car_model 49@ numberplate "D0DE_777" 

:STEAL5_7427
00D6: if 
0039:   48@ == 6 // integer values 
004D: jump_if_false @STEAL5_7460 
0674: set_car_model 49@ numberplate "DAM0_666" 

:STEAL5_7460
00D6: if 
0039:   48@ == 7 // integer values 
004D: jump_if_false @STEAL5_7493 
0674: set_car_model 49@ numberplate "C0NEY_88" 

:STEAL5_7493
00D6: if 
0039:   48@ == 8 // integer values 
004D: jump_if_false @STEAL5_7526 
0674: set_car_model 49@ numberplate "PRE4CHER" 

:STEAL5_7526
00D6: if 
0039:   48@ == 9 // integer values 
004D: jump_if_false @STEAL5_7559 
0674: set_car_model 49@ numberplate "DBP_4NDY" 

:STEAL5_7559
00D6: if 
0039:   48@ == 10 // integer values 
004D: jump_if_false @STEAL5_7592 
0674: set_car_model 49@ numberplate "EV1L_SLY" 

:STEAL5_7592
00D6: if 
0039:   48@ == 11 // integer values 
004D: jump_if_false @STEAL5_7625 
0674: set_car_model 49@ numberplate "N1_R4V3N" 

:STEAL5_7625
00D6: if 
0039:   48@ == 12 // integer values 
004D: jump_if_false @STEAL5_7658 
0674: set_car_model 49@ numberplate "D1VX_Z00" 

:STEAL5_7658
00D6: if 
0039:   48@ == 13 // integer values 
004D: jump_if_false @STEAL5_7690 
0674: set_car_model 49@ numberplate "MR_B3NN" 

:STEAL5_7690
00D6: if 
0039:   48@ == 14 // integer values 
004D: jump_if_false @STEAL5_7723 
0674: set_car_model 49@ numberplate "R3D_R4SP" 

:STEAL5_7723
00D6: if 
0039:   48@ == 15 // integer values 
004D: jump_if_false @STEAL5_7756 
0674: set_car_model 49@ numberplate "LA_B0MBA" 

:STEAL5_7756
00D6: if 
0039:   48@ == 16 // integer values 
004D: jump_if_false @STEAL5_7789 
0674: set_car_model 49@ numberplate "L3337_0G" 

:STEAL5_7789
00D6: if 
0039:   48@ == 17 // integer values 
004D: jump_if_false @STEAL5_7822 
0674: set_car_model 49@ numberplate "BUDD4H_X" 

:STEAL5_7822
00D6: if 
0039:   48@ == 18 // integer values 
004D: jump_if_false @STEAL5_7855 
0674: set_car_model 49@ numberplate "T3H_BUCK" 

:STEAL5_7855
00D6: if 
0039:   48@ == 19 // integer values 
004D: jump_if_false @STEAL5_7888 
0674: set_car_model 49@ numberplate "CHUNKY_1" 

:STEAL5_7888
00D6: if 
0039:   48@ == 20 // integer values 
004D: jump_if_false @STEAL5_7921 
0674: set_car_model 49@ numberplate "EV1L_BNZ" 

:STEAL5_7921
00D6: if 
0039:   48@ == 21 // integer values 
004D: jump_if_false @STEAL5_7954 
0674: set_car_model 49@ numberplate "S4ND_M4N" 

:STEAL5_7954
00D6: if 
0039:   48@ == 22 // integer values 
004D: jump_if_false @STEAL5_7987 
0674: set_car_model 49@ numberplate "RKK_DBP1" 

:STEAL5_7987
00D6: if 
0039:   48@ == 23 // integer values 
004D: jump_if_false @STEAL5_8020 
0674: set_car_model 49@ numberplate "RE1_K0KU" 

:STEAL5_8020
00D6: if 
0039:   48@ == 24 // integer values 
004D: jump_if_false @STEAL5_8053 
0674: set_car_model 49@ numberplate "S3XY_JUD" 

:STEAL5_8053
00D6: if 
0039:   48@ == 25 // integer values 
004D: jump_if_false @STEAL5_8086 
0674: set_car_model 49@ numberplate "SUNRA_93" 

:STEAL5_8086
00D6: if 
0039:   48@ == 26 // integer values 
004D: jump_if_false @STEAL5_8119 
0674: set_car_model 49@ numberplate "UG_FUX69" 

:STEAL5_8119
00D6: if 
0039:   48@ == 27 // integer values 
004D: jump_if_false @STEAL5_8152 
0674: set_car_model 49@ numberplate "LI0N_CUM" 

:STEAL5_8152
00D6: if 
0039:   48@ == 28 // integer values 
004D: jump_if_false @STEAL5_8185 
0674: set_car_model 49@ numberplate "RKK_PWND" 

:STEAL5_8185
00D6: if 
0039:   48@ == 29 // integer values 
004D: jump_if_false @STEAL5_8218 
0674: set_car_model 49@ numberplate "HAZE_B0B" 

:STEAL5_8218
00D6: if 
0039:   48@ == 30 // integer values 
004D: jump_if_false @STEAL5_8251 
0674: set_car_model 49@ numberplate "T3H_FLUF" 

:STEAL5_8251
00D6: if 
0039:   48@ == 31 // integer values 
004D: jump_if_false @STEAL5_8284 
0674: set_car_model 49@ numberplate "BM_4NDY_" 

:STEAL5_8284
00D6: if 
0039:   48@ == 32 // integer values 
004D: jump_if_false @STEAL5_8317 
0674: set_car_model 49@ numberplate "BM_D34N_" 

:STEAL5_8317
00D6: if 
0039:   48@ == 33 // integer values 
004D: jump_if_false @STEAL5_8350 
0674: set_car_model 49@ numberplate "BM_L4C3Y" 

:STEAL5_8350
00D6: if 
0039:   48@ == 34 // integer values 
004D: jump_if_false @STEAL5_8383 
0674: set_car_model 49@ numberplate "BM_D3V__" 

:STEAL5_8383
00D6: if 
0039:   48@ == 35 // integer values 
004D: jump_if_false @STEAL5_8416 
0674: set_car_model 49@ numberplate "NU_SK00L" 

:STEAL5_8416
00D6: if 
0039:   48@ == 36 // integer values 
004D: jump_if_false @STEAL5_8449 
0674: set_car_model 49@ numberplate "G4L_AVET" 

:STEAL5_8449
00D6: if 
0039:   48@ == 37 // integer values 
004D: jump_if_false @STEAL5_8482 
0674: set_car_model 49@ numberplate "M0J0_J0J" 

:STEAL5_8482
0051: return 

:STEAL5_8484
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @STEAL5_8629 
05AA: 55@s = 'STL5_AA' // 8-byte strings 
05AA: 57@s = 'STL5_AB' // 8-byte strings 
05AA: 59@s = 'STL5_AC' // 8-byte strings 
05AA: 61@s = 'STL5_AD' // 8-byte strings 
05AA: 63@s = 'STL5_AE' // 8-byte strings 
04AF: 67@ = unknown_wav_reference 37200 
04AF: 68@ = unknown_wav_reference 37201 
04AF: 69@ = unknown_wav_reference 37202 
04AF: 70@ = unknown_wav_reference 37203 
04AF: 71@ = unknown_wav_reference 37204 
0006: 73@ = 5 // integer values 

:STEAL5_8629
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @STEAL5_8702 
05AA: 55@s = 'STL5_AF' // 8-byte strings 
05AA: 57@s = 'STL5_AG' // 8-byte strings 
04AF: 67@ = unknown_wav_reference 37205 
04AF: 68@ = unknown_wav_reference 37206 
0006: 73@ = 2 // integer values 

:STEAL5_8702
00D6: if 
0039:   51@ == 3 // integer values 
004D: jump_if_false @STEAL5_8749 
05AA: 55@s = 'MOBRING' // 8-byte strings 
04AF: 67@ = unknown_wav_reference 23000 
0006: 73@ = 1 // integer values 

:STEAL5_8749
0085: 76@ = 53@ // integer values and handles 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 77@ = 1 // integer values 
0051: return 

:STEAL5_8780
00D6: if or
0039:   51@ == 1 // integer values 
0039:   51@ == 2 // integer values 
0039:   51@ == 3 // integer values 
004D: jump_if_false @STEAL5_8866 
00D6: if 
001D:   73@ > 53@ // integer values 
004D: jump_if_false @STEAL5_8859 
0050: gosub @STEAL5_8868 
0050: gosub @STEAL5_8975 
0050: gosub @STEAL5_9129 
0002: jump @STEAL5_8866 

:STEAL5_8859
0006: 51@ = 0 // integer values 

:STEAL5_8866
0051: return 

:STEAL5_8868
00D6: if 
001D:   73@ > 76@ // integer values 
004D: jump_if_false @STEAL5_8973 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @STEAL5_8930 
03CF: load_wav 67@(76@,6i) as 1 
000A: 76@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:STEAL5_8930
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @STEAL5_8973 
03CF: load_wav 67@(76@,6i) as 2 
000A: 76@ += 1 // integer values 
0006: 75@ = 1 // integer values 

:STEAL5_8973
0051: return 

:STEAL5_8975
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @STEAL5_9051 
00D6: if 
0039:   74@ == 1 // integer values 
004D: jump_if_false @STEAL5_9051 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL5_9051 
03D1: play_wav 1 
00BC: text_highpriority 55@(53@,6s) 4500 ms 1 
0006: 74@ = 2 // integer values 

:STEAL5_9051
00D6: if 
0039:   77@ == 2 // integer values 
004D: jump_if_false @STEAL5_9127 
00D6: if 
0039:   75@ == 1 // integer values 
004D: jump_if_false @STEAL5_9127 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @STEAL5_9127 
03D1: play_wav 2 
00BC: text_highpriority 55@(53@,6s) 4500 ms 1 
0006: 75@ = 2 // integer values 

:STEAL5_9127
0051: return 

:STEAL5_9129
00D6: if 
0039:   74@ == 2 // integer values 
004D: jump_if_false @STEAL5_9192 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL5_9192 
03D5: remove_text 55@(53@,6s) 
000A: 53@ += 1 // integer values 
0006: 77@ = 2 // integer values 
0006: 74@ = 0 // integer values 

:STEAL5_9192
00D6: if 
0039:   75@ == 2 // integer values 
004D: jump_if_false @STEAL5_9255 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @STEAL5_9255 
03D5: remove_text 55@(53@,6s) 
000A: 53@ += 1 // integer values 
0006: 77@ = 1 // integer values 
0006: 75@ = 0 // integer values 

:STEAL5_9255
0051: return 

//-------------Mission 71---------------
// Originally: Back to School

:DSKOOL
03A4: name_thread 'DSKOOL' 
0050: gosub @DSKOOL_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DSKOOL_38 
0050: gosub @DSKOOL_24439 

:DSKOOL_38
0050: gosub @DSKOOL_24572 
004E: end_thread 

:DSKOOL_47
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @DSKOOL_74 
0317: increment_mission_attempts 

:DSKOOL_74
054C: use_GXT_table 'DS' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @DSKOOL_291 
00A5: $198 = create_car #BANSHEE at $277 $278 $257 
00A5: $196 = create_car #BANSHEE at $277 $278 $257 
00A5: $197 = create_car #BANSHEE at $277 $278 $257 
029B: $201[20] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
029B: $201[30] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0107: 57@ = create_object #AD_JUMP at $277 $278 $257 
0107: 58@ = create_object #AD_JUMP at $277 $278 $257 
0107: 59@ = create_object #AD_JUMP at $277 $278 $257 
0376: 55@ = create_random_actor 0.0 0.0 100.0 
0376: 56@ = create_random_actor 0.0 0.0 100.0 

:DSKOOL_291
0169: set_fade_color 0 0 0 
00BE: text_clear_all 
0A0E: (unknown) 1 
0001: wait 0 ms 
016A: fade 0 500 ms 

:DSKOOL_316
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_340 
0001: wait 0 ms 
0002: jump @DSKOOL_316 

:DSKOOL_340
0006: 34@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0004: $247 = 1 // integer values 
0006: 50@ = 1 // integer values 
0005: $307 = -2050.6 // floating-point values 
0005: $308 = -130.0 // floating-point values 
0005: $327 = -2031.2 // floating-point values 
0005: $328 = -118.0 // floating-point values 
0005: $329 = 1034.2 // floating-point values 
0006: 61@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 60@ = 0 // integer values 
07E5: unknown_copy_entity 65542 49@ 
0247: request_model #INFERNUS 
0247: request_model #BLISTAC 
0247: request_model #BANSHEE 
0247: request_model #COPCARSF 
0247: request_model #SFPD1 
0247: request_model #TRAFFICCONE 
0247: request_model #TEMP_STINGER2 
0247: request_model #GARYS_LUV_RAMP 
0247: request_model #AD_JUMP 
0247: request_model #AD_ROADMARK1 
0247: request_model #AD_ROADMARK2 
0247: request_model #AD_FINISH 
0247: request_model #TAXI 
0247: request_model #SUPERGT 
0390: load_txd_dictionary 'LD_DRV' 
038F: request_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: request_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: request_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: request_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: request_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: request_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: request_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: request_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: request_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
038B: load_requested_models 
03CB: set_camera -2031.1 -118.2 1034.2 
03D6: remove_big_text 'FAR_1'  // Vissza a suliba
09D2: (unknown) 0 
01E8: create_forbidden_for_cars_cube -2015.37 -76.08 10.0 -2078.3 -66.75 50.0 
0110: clear_player $PLAYER_CHAR wanted_level 
02B9: deactivate_garage 'BODLAWN' 
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'MDSSFSE' 
02B9: deactivate_garage 'MDS1SFS' 
02B9: deactivate_garage 'VECMOD' 
0A14: (unknown) 1 
00D6: if 
0038:   $5187 == 0 // integer values 
004D: jump_if_false @DSKOOL_1407 

:DSKOOL_891
00D6: if 
0038:   $5187 == 0 // integer values 
004D: jump_if_false @DSKOOL_1407 
0001: wait 0 ms 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DSKOOL_1210 
0004: $53 = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
00A1: put_actor $PLAYER_ACTOR at -2031.7 -116.4 1034.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 86.9 
0247: request_model #WMYMECH 
038B: load_requested_models 
0395: clear_area 1 at -2033.2 -116.5 1034.2 range 30.0 
009A: 91@ = create_actor 24 #WMYMECH at -2033.2 -116.5 1034.2 
0A09: (unknown) 91@ 1 
060B: unknown_actor_use_entity 91@ 49@ 
0173: set_actor 91@ z_angle_to 270.0 
0568: set_actor 91@ targetable 1 
0961: (unknown) 91@ 1 
05BA: AS_actor 91@ chew_gum -2 ms 
015F: set_camera_position -2030.7 -115.8 1035.8 0.0 0.0 0.0 
0160: point_camera -2033.9 -116.1 1035.7 2 
0006: 61@ = 1 // integer values 
0006: 62@ = 0 // integer values 
0050: gosub @DSKOOL_46029 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_1182 
0967: actor 91@ move_mouth 20000 

:DSKOOL_1182
016A: fade 1 1000 ms 
0707: start_scene_skip_to @DSKOOL_1246 
0006: 32@ = 0 // integer values 
0006: 39@ = 1 // integer values 

:DSKOOL_1210
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @DSKOOL_1393 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @DSKOOL_1393 

:DSKOOL_1246
0701: end_scene_skip 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_1269 
0968: actor 91@ stop_mouth 

:DSKOOL_1269
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 61@ = 0 // integer values 
016A: fade 0 500 ms 

:DSKOOL_1293
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1317 
0001: wait 0 ms 
0002: jump @DSKOOL_1293 

:DSKOOL_1317
00BE: text_clear_all 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 39@ = 0 // integer values 
0004: $5187 = 1 // integer values 
016A: fade 1 500 ms 

:DSKOOL_1362
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1386 
0001: wait 0 ms 
0002: jump @DSKOOL_1362 

:DSKOOL_1386
0002: jump @DSKOOL_24439 

:DSKOOL_1393
0050: gosub @DSKOOL_45934 
0002: jump @DSKOOL_891 

:DSKOOL_1407
01B4: set_player $PLAYER_CHAR frozen_state 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0050: gosub @DSKOOL_30265 
0006: 34@ = 0 // integer values 
0006: 39@ = 0 // integer values 
03F0: text_draw_toggle 1 
0006: 44@ = 255 // integer values 
0006: 43@ = 2 // integer values 
00D6: if 
001A:   17 > $53 // integer values 
004D: jump_if_false @DSKOOL_1498 
008A: $247 = 50@ // integer values and handles 

:DSKOOL_1498
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_1523 
0004: $247 = 4 // integer values 

:DSKOOL_1523
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @DSKOOL_1548 
0004: $247 = 7 // integer values 

:DSKOOL_1548
00D6: if 
0038:   $247 == 8 // integer values 
004D: jump_if_false @DSKOOL_1573 
0004: $247 = 9 // integer values 

:DSKOOL_1573
00D6: if 
0038:   $247 == 12 // integer values 
004D: jump_if_false @DSKOOL_1598 
0004: $247 = 13 // integer values 

:DSKOOL_1598
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at -2035.4 -119.1 33.2 
03CB: set_camera -2035.4 -119.1 33.2 
03CF: load_wav 3800 as 3 

:DSKOOL_1653
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DSKOOL_1679 
0001: wait 0 ms 
0002: jump @DSKOOL_1653 

:DSKOOL_1679
03D1: play_wav 3 
04FA: reset_interior_colors 0 
0826: toggle_hud 0 
0581: toggle_radar 0 
016A: fade 1 500 ms 
0050: gosub @DSKOOL_25590 

:DSKOOL_1709
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1740 
0001: wait 0 ms 
0050: gosub @DSKOOL_25590 
0002: jump @DSKOOL_1709 

:DSKOOL_1740
0050: gosub @DSKOOL_25590 

:DSKOOL_1747
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DSKOOL_1773 
0002: jump @DSKOOL_24477 

:DSKOOL_1773
0050: gosub @DSKOOL_25590 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DSKOOL_2737 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @DSKOOL_2095 
000E: 50@ -= 1 // integer values 
000C: $247 -= 1 // integer values 
00D6: if 
0039:   50@ == 3 // integer values 
004D: jump_if_false @DSKOOL_1877 
0006: 50@ = 2 // integer values 

:DSKOOL_1877
00D6: if 
0039:   50@ == 6 // integer values 
004D: jump_if_false @DSKOOL_1902 
0006: 50@ = 5 // integer values 

:DSKOOL_1902
00D6: if 
0039:   50@ == 8 // integer values 
004D: jump_if_false @DSKOOL_1927 
0006: 50@ = 7 // integer values 

:DSKOOL_1927
00D6: if 
0039:   50@ == 12 // integer values 
004D: jump_if_false @DSKOOL_1952 
0006: 50@ = 11 // integer values 

:DSKOOL_1952
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_1977 
0004: $247 = 2 // integer values 

:DSKOOL_1977
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @DSKOOL_2002 
0004: $247 = 5 // integer values 

:DSKOOL_2002
00D6: if 
0038:   $247 == 8 // integer values 
004D: jump_if_false @DSKOOL_2027 
0004: $247 = 7 // integer values 

:DSKOOL_2027
00D6: if 
0038:   $247 == 12 // integer values 
004D: jump_if_false @DSKOOL_2052 
0004: $247 = 11 // integer values 

:DSKOOL_2052
00D6: if 
0018:   $53 > 1 // integer values 
004D: jump_if_false @DSKOOL_2095 
00D6: if 
001B:   4 > 34@ // integer values 
004D: jump_if_false @DSKOOL_2095 
0006: 34@ = 3 // integer values 

:DSKOOL_2095
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @DSKOOL_2376 
000A: 50@ += 1 // integer values 
0008: $247 += 1 // integer values 
00D6: if 
0039:   50@ == 3 // integer values 
004D: jump_if_false @DSKOOL_2158 
0006: 50@ = 4 // integer values 

:DSKOOL_2158
00D6: if 
0039:   50@ == 6 // integer values 
004D: jump_if_false @DSKOOL_2183 
0006: 50@ = 7 // integer values 

:DSKOOL_2183
00D6: if 
0039:   50@ == 8 // integer values 
004D: jump_if_false @DSKOOL_2208 
0006: 50@ = 9 // integer values 

:DSKOOL_2208
00D6: if 
0039:   50@ == 12 // integer values 
004D: jump_if_false @DSKOOL_2233 
0006: 50@ = 13 // integer values 

:DSKOOL_2233
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_2258 
0004: $247 = 4 // integer values 

:DSKOOL_2258
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @DSKOOL_2283 
0004: $247 = 7 // integer values 

:DSKOOL_2283
00D6: if 
0038:   $247 == 8 // integer values 
004D: jump_if_false @DSKOOL_2308 
0004: $247 = 9 // integer values 

:DSKOOL_2308
00D6: if 
0038:   $247 == 12 // integer values 
004D: jump_if_false @DSKOOL_2333 
0004: $247 = 13 // integer values 

:DSKOOL_2333
00D6: if 
0018:   $53 > 1 // integer values 
004D: jump_if_false @DSKOOL_2376 
00D6: if 
001B:   4 > 34@ // integer values 
004D: jump_if_false @DSKOOL_2376 
0006: 34@ = 3 // integer values 

:DSKOOL_2376
00D6: if 
001A:   1 > $247 // integer values 
004D: jump_if_false @DSKOOL_2410 
0084: $247 = $53 // integer values and handles 
008B: 50@ = $53 // integer values and handles 

:DSKOOL_2410
00D6: if 
001C:   $247 > $53 // integer values 
004D: jump_if_false @DSKOOL_2443 
0004: $247 = 1 // integer values 
0006: 50@ = 1 // integer values 

:DSKOOL_2443
00D6: if 
0018:   $53 > 1 // integer values 
004D: jump_if_false @DSKOOL_2565 

:DSKOOL_2461
00D6: if 
001A:   -100 > $11281 // integer values 
004D: jump_if_false @DSKOOL_2513 
0001: wait 0 ms 
0050: gosub @DSKOOL_25590 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
0002: jump @DSKOOL_2461 

:DSKOOL_2513
00D6: if 
0018:   $11281 > 100 // integer values 
004D: jump_if_false @DSKOOL_2565 
0001: wait 0 ms 
0050: gosub @DSKOOL_25590 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
0002: jump @DSKOOL_2513 

:DSKOOL_2565
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @DSKOOL_2600 
0001: wait 0 ms 
0050: gosub @DSKOOL_25590 
0002: jump @DSKOOL_2565 

:DSKOOL_2600
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @DSKOOL_2635 
0001: wait 0 ms 
0050: gosub @DSKOOL_25590 
0002: jump @DSKOOL_2600 

:DSKOOL_2635
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DSKOOL_2737 
00D6: if or
0038:   $247 == 4 // integer values 
0038:   $247 == 7 // integer values 
0038:   $247 == 9 // integer values 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_2705 
0006: 39@ = 1 // integer values 
0002: jump @DSKOOL_2737 

:DSKOOL_2705
00D6: if 
001B:   4 > 34@ // integer values 
004D: jump_if_false @DSKOOL_2730 
0006: 34@ = 3 // integer values 

:DSKOOL_2730
0002: jump @DSKOOL_3643 

:DSKOOL_2737
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @DSKOOL_3117 
00D6: if 
001B:   4 > 34@ // integer values 
004D: jump_if_false @DSKOOL_2780 
0006: 34@ = 3 // integer values 

:DSKOOL_2780
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_2805 
0006: 34@ = 5 // integer values 

:DSKOOL_2805
0050: gosub @DSKOOL_30036 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 320.0 160.0 'DS1_59'  // Melyik tanfolyam?
0050: gosub @DSKOOL_30036 
0342: set_text_draw_centered 0 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 100.0 205.0 'DS1_60'  // ~k~~GO_LEFT~ Az ramutatval ellenttes irnyba
0050: gosub @DSKOOL_30036 
0342: set_text_draw_centered 0 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 101.0 231.0 'DS1_61'  // ~k~~GO_RIGHT~ Az ramutatval megegyez irnyba
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @DSKOOL_2986 
0002: jump @DSKOOL_3643 

:DSKOOL_2986
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @DSKOOL_3117 
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_3035 
0004: $247 = 3 // integer values 

:DSKOOL_3035
00D6: if 
0038:   $247 == 7 // integer values 
004D: jump_if_false @DSKOOL_3060 
0004: $247 = 6 // integer values 

:DSKOOL_3060
00D6: if 
0038:   $247 == 9 // integer values 
004D: jump_if_false @DSKOOL_3085 
0004: $247 = 8 // integer values 

:DSKOOL_3085
00D6: if 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_3110 
0004: $247 = 12 // integer values 

:DSKOOL_3110
0002: jump @DSKOOL_3643 

:DSKOOL_3117
00D6: if 
0735:   81 
004D: jump_if_false @DSKOOL_3262 
00D6: if 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @DSKOOL_3255 
0004: $107 = 100 // integer values 
0004: $105 = 100 // integer values 
0004: $98 = 100 // integer values 
0004: $96 = 100 // integer values 
0004: $94 = 100 // integer values 
0004: $103 = 100 // integer values 
0004: $91 = 100 // integer values 
0004: $101 = 100 // integer values 
0004: $92 = 100 // integer values 
0004: $102 = 100 // integer values 
0004: $100 = 100 // integer values 
0004: $97 = 100 // integer values 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
0004: $MISSION_BACK_TO_SCHOOL_PASSED = 1 // integer values 

:DSKOOL_3255
0004: $53 = 16 // integer values 

:DSKOOL_3262
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_3629 
0050: gosub @DSKOOL_25590 
016A: fade 0 500 ms 

:DSKOOL_3293
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_3331 
0050: gosub @DSKOOL_25590 
0001: wait 0 ms 
0050: gosub @DSKOOL_25590 
0002: jump @DSKOOL_3293 

:DSKOOL_3331
0050: gosub @DSKOOL_25590 
040D: unload_wav 3 
00BE: text_clear_all 
04FA: reset_interior_colors 1 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 // select render area 
04E4: unknown_refresh_game_renderer_at -2031.1 -118.2 
03CB: set_camera -2031.1 -118.2 1034.2 
00A1: put_actor $PLAYER_ACTOR at -2029.7 -115.5 1034.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_3455 
00D6: if 
060E:   car $198 is_assigned_to_existing_path 
004D: jump_if_false @DSKOOL_3455 
05EC: release_vehicle $198 from_path 

:DSKOOL_3455
00A6: destroy_car $198 
0395: clear_area 1 at -2051.0 -174.0 34.0 range 300.0 
014F: stop_timer $253 
0396: 0 useless_flag 
009B: destroy_actor_instantly 55@ 
009B: destroy_actor_instantly 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
0050: gosub @DSKOOL_35372 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 

:DSKOOL_3598
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_3622 
0001: wait 0 ms 
0002: jump @DSKOOL_3598 

:DSKOOL_3622
0002: jump @DSKOOL_24439 

:DSKOOL_3629
0050: gosub @DSKOOL_29017 
0002: jump @DSKOOL_1747 

:DSKOOL_3643
016A: fade 0 500 ms 

:DSKOOL_3650
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_3681 
0001: wait 0 ms 
0050: gosub @DSKOOL_25590 
0002: jump @DSKOOL_3650 

:DSKOOL_3681
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_3702 
05EC: release_vehicle $198 from_path 

:DSKOOL_3702
040D: unload_wav 3 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 range 300.0 
014F: stop_timer $253 
0396: 0 useless_flag 
009B: destroy_actor_instantly 55@ 
009B: destroy_actor_instantly 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
00A6: destroy_car $198 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_35372 
0006: 34@ = 5 // integer values 
0826: toggle_hud 1 
0581: toggle_radar 1 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @DSKOOL_5373 

:DSKOOL_3818
0050: gosub @DSKOOL_30156 

:DSKOOL_3825
0005: $258 = 180.0 // floating-point values 
0004: $253 = 11000 // integer values 
0050: gosub @DSKOOL_30265 
00A5: $198 = create_car #INFERNUS at $255 $256 $257 
0175: set_car $198 z_angle_to 180.0 
0050: gosub @DSKOOL_35426 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_3979 
015F: set_camera_position -2028.3 -143.0 38.4 0.0 0.0 0.0 
0160: point_camera -2052.3 -129.9 34.2 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_3977 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_3977
0051: return 

:DSKOOL_3979
0407: create_coordinate $305 $306 $257 from_car $198 offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: text_styled 'DS1_88' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ s a ~k~~VEHICLE_BRAKE~ gombot a kezdshez.
00BC: text_highpriority 'DS1_44' 5000 ms 4  // ~s~Hasznld a hts kerekeket egy farol kiprgrshez.
0050: gosub @DSKOOL_30977 

:DSKOOL_4049
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_4084 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_5311 

:DSKOOL_4084
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_4116 
0002: jump @DSKOOL_24439 

:DSKOOL_4116
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_4198 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_4184 
00BA: text_styled 'DS1_88' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ s a ~k~~VEHICLE_BRAKE~ gombot a kezdshez.
00BC: text_highpriority 'DS1_44' 5000 ms 4  // ~s~Hasznld a hts kerekeket egy farol kiprgrshez.

:DSKOOL_4184
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_5366 

:DSKOOL_4198
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_5366 
0050: gosub @DSKOOL_31471 
0174: $258 = car $198 z_angle 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @DSKOOL_4303 
00D6: if 
0020:   $258 > 80.0 // floating-point values 
004D: jump_if_false @DSKOOL_4303 
00D6: if 
0022:   90.0 > $258 // floating-point values 
004D: jump_if_false @DSKOOL_4303 
0004: $274 = 1 // integer values 
0006: 40@ = 1 // integer values 

:DSKOOL_4303
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @DSKOOL_4522 
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @DSKOOL_4388 
00D6: if 
0020:   $258 > 350.0 // floating-point values 
004D: jump_if_false @DSKOOL_4388 
00D6: if 
0022:   360.0 > $258 // floating-point values 
004D: jump_if_false @DSKOOL_4388 
0004: $274 = 2 // integer values 

:DSKOOL_4388
00D6: if 
0038:   $274 == 2 // integer values 
004D: jump_if_false @DSKOOL_4455 
00D6: if 
0020:   $258 > 270.0 // floating-point values 
004D: jump_if_false @DSKOOL_4455 
00D6: if 
0022:   280.0 > $258 // floating-point values 
004D: jump_if_false @DSKOOL_4455 
0004: $274 = 3 // integer values 

:DSKOOL_4455
00D6: if 
0038:   $274 == 3 // integer values 
004D: jump_if_false @DSKOOL_4522 
00D6: if 
0020:   $258 > 170.0 // floating-point values 
004D: jump_if_false @DSKOOL_4522 
00D6: if 
0022:   180.0 > $258 // floating-point values 
004D: jump_if_false @DSKOOL_4522 
0004: $274 = 4 // integer values 

:DSKOOL_4522
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @DSKOOL_4596 
00D6: if 
0020:   $258 > 270.0 // floating-point values 
004D: jump_if_false @DSKOOL_4596 
00D6: if 
0022:   280.0 > $258 // floating-point values 
004D: jump_if_false @DSKOOL_4596 
0006: 40@ = 2 // integer values 
0004: $274 = 1 // integer values 

:DSKOOL_4596
00D6: if 
0039:   40@ == 2 // integer values 
004D: jump_if_false @DSKOOL_4815 
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @DSKOOL_4681 
00D6: if 
0020:   $258 > 350.0 // floating-point values 
004D: jump_if_false @DSKOOL_4681 
00D6: if 
0022:   360.0 > $258 // floating-point values 
004D: jump_if_false @DSKOOL_4681 
0004: $274 = 2 // integer values 

:DSKOOL_4681
00D6: if 
0038:   $274 == 2 // integer values 
004D: jump_if_false @DSKOOL_4748 
00D6: if 
0020:   $258 > 80.0 // floating-point values 
004D: jump_if_false @DSKOOL_4748 
00D6: if 
0022:   90.0 > $258 // floating-point values 
004D: jump_if_false @DSKOOL_4748 
0004: $274 = 3 // integer values 

:DSKOOL_4748
00D6: if 
0038:   $274 == 3 // integer values 
004D: jump_if_false @DSKOOL_4815 
00D6: if 
0020:   $258 > 170.0 // floating-point values 
004D: jump_if_false @DSKOOL_4815 
00D6: if 
0022:   180.0 > $258 // floating-point values 
004D: jump_if_false @DSKOOL_4815 
0004: $274 = 4 // integer values 

:DSKOOL_4815
00D6: if or
80E1:   not key_pressed 0 16 
80E1:   not key_pressed 0 14 
0038:   $253 == 0 // integer values 
004D: jump_if_false @DSKOOL_5366 
0050: gosub @DSKOOL_31505 
0050: gosub @DSKOOL_31545 
00D6: if 
0038:   $274 == 4 // integer values 
004D: jump_if_false @DSKOOL_4884 
0004: $266 = 100 // integer values 

:DSKOOL_4884
00D6: if 
0038:   $274 == 3 // integer values 
004D: jump_if_false @DSKOOL_4909 
0004: $266 = 75 // integer values 

:DSKOOL_4909
00D6: if 
0038:   $274 == 2 // integer values 
004D: jump_if_false @DSKOOL_4934 
0004: $266 = 50 // integer values 

:DSKOOL_4934
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @DSKOOL_4959 
0004: $266 = 25 // integer values 

:DSKOOL_4959
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @DSKOOL_4984 
0004: $266 = 0 // integer values 

:DSKOOL_4984
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_5032 
0004: $271 = 0 // integer values 

:DSKOOL_5032
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @DSKOOL_5057 
0004: $271 = 0 // integer values 

:DSKOOL_5057
0050: gosub @DSKOOL_31789 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $107 // integer values 
004D: jump_if_false @DSKOOL_5127 
008B: 47@ = $107 // integer values and handles 
0084: $107 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_5134 

:DSKOOL_5127
0006: 45@ = 0 // integer values 

:DSKOOL_5134
00D6: if 
0038:   $53 == 1 // integer values 
004D: jump_if_false @DSKOOL_5198 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_5198 
0006: 41@ = 2 // integer values 
0004: $53 = 2 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 2 // integer values 

:DSKOOL_5198
0006: 32@ = 0 // integer values 

:DSKOOL_5205
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_5265 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_5265 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_5311 

:DSKOOL_5265
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_5304 
0002: jump @DSKOOL_5311 

:DSKOOL_5304
0002: jump @DSKOOL_5205 

:DSKOOL_5311
0050: gosub @DSKOOL_35088 
0050: gosub @DSKOOL_35372 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_5359 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_5366 

:DSKOOL_5359
0002: jump @DSKOOL_3818 

:DSKOOL_5366
0002: jump @DSKOOL_4049 

:DSKOOL_5373
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @DSKOOL_6692 

:DSKOOL_5391
0050: gosub @DSKOOL_30156 

:DSKOOL_5398
0005: $258 = 0.0 // floating-point values 
0004: $253 = 11000 // integer values 
0050: gosub @DSKOOL_30265 
00A5: $198 = create_car #BLISTAC at $255 $256 $257 
0175: set_car $198 z_angle_to 180.0 
0050: gosub @DSKOOL_35426 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_5552 
015F: set_camera_position -2060.2 -227.3 36.6 0.0 0.0 0.0 
0160: point_camera -2049.5 -210.6 34.0 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_5550 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_5550
0051: return 

:DSKOOL_5552
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car $198 offset -2.0 82.0 0.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car $198 offset 2.0 88.0 0.0 
0407: create_coordinate $305 $306 $257 from_car $198 offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_45' 5000 ms 4  // ~s~Hogy csinlj egy 180-ast, adj teljes gzt, nyomj ~k~~VEHICLE_HANDBRAKE~gombot a fkezshez a bja krl, majd gyere vissza.
0050: gosub @DSKOOL_30977 

:DSKOOL_5680
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_5715 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_6630 

:DSKOOL_5715
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_5747 
0002: jump @DSKOOL_24439 

:DSKOOL_5747
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_5829 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_5815 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_45' 5000 ms 4  // ~s~Hogy csinlj egy 180-ast, adj teljes gzt, nyomj ~k~~VEHICLE_HANDBRAKE~gombot a fkezshez a bja krl, majd gyere vissza.

:DSKOOL_5815
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_6685 

:DSKOOL_5829
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_6685 
0050: gosub @DSKOOL_31471 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @DSKOOL_5907 
00D6: if 
00B0:   car $198 0 $309 $310 $311 $312 
004D: jump_if_false @DSKOOL_5907 
0004: $274 = 1 // integer values 

:DSKOOL_5907
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_6685 
0050: gosub @DSKOOL_31505 
0050: gosub @DSKOOL_31545 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @DSKOOL_5962 
0004: $267 = 0 // integer values 

:DSKOOL_5962
0174: $251 = car $198 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_6010 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_6303 

:DSKOOL_6010
00D6: if 
0038:   $252 == 360 // integer values 
004D: jump_if_false @DSKOOL_6043 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_6303 

:DSKOOL_6043
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_6086 
00D6: if 
001A:   21 > $252 // integer values 
004D: jump_if_false @DSKOOL_6086 
0004: $266 = 100 // integer values 

:DSKOOL_6086
00D6: if 
0018:   $252 > 179 // integer values 
004D: jump_if_false @DSKOOL_6173 
00D6: if 
001A:   340 > $252 // integer values 
004D: jump_if_false @DSKOOL_6173 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 180 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 0.62 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_6303 

:DSKOOL_6173
00D6: if 
0018:   $252 > 339 // integer values 
004D: jump_if_false @DSKOOL_6218 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_6218 
0004: $266 = 100 // integer values 

:DSKOOL_6218
00D6: if 
0018:   $252 > 20 // integer values 
004D: jump_if_false @DSKOOL_6303 
00D6: if 
001A:   180 > $252 // integer values 
004D: jump_if_false @DSKOOL_6303 
008D: $276 = integer_to_float $252 
0011: $276 *= 0.62 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_6303 

:DSKOOL_6303
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_6328 
0004: $266 = 0 // integer values 

:DSKOOL_6328
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_6376 
0004: $271 = 0 // integer values 

:DSKOOL_6376
0050: gosub @DSKOOL_31789 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $105 // integer values 
004D: jump_if_false @DSKOOL_6446 
008B: 47@ = $105 // integer values and handles 
0084: $105 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_6453 

:DSKOOL_6446
0006: 45@ = 0 // integer values 

:DSKOOL_6453
00D6: if 
0038:   $53 == 2 // integer values 
004D: jump_if_false @DSKOOL_6517 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_6517 
0006: 41@ = 2 // integer values 
0004: $53 = 4 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 4 // integer values 

:DSKOOL_6517
0006: 32@ = 0 // integer values 

:DSKOOL_6524
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_6584 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_6584 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_6630 

:DSKOOL_6584
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_6623 
0002: jump @DSKOOL_6630 

:DSKOOL_6623
0002: jump @DSKOOL_6524 

:DSKOOL_6630
0050: gosub @DSKOOL_35088 
0050: gosub @DSKOOL_35372 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_6678 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_6685 

:DSKOOL_6678
0002: jump @DSKOOL_5391 

:DSKOOL_6685
0002: jump @DSKOOL_5680 

:DSKOOL_6692
00D6: if or
0038:   $247 == 3 // integer values 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_8304 

:DSKOOL_6717
0050: gosub @DSKOOL_30156 

:DSKOOL_6724
0005: $258 = 180.0 // floating-point values 
0004: $253 = 6000 // integer values 
0050: gosub @DSKOOL_30265 
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_6777 
0009: $255 += 20.0 // floating-point values 

:DSKOOL_6777
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_6805 
000D: $255 -= 20.0 // floating-point values 

:DSKOOL_6805
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 z_angle_to $258 
0050: gosub @DSKOOL_35426 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_6932 
015F: set_camera_position -2022.6 -173.4 36.2 0.0 0.0 0.0 
0160: point_camera -2034.2 -165.4 34.5 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_6930 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_6930
0051: return 

:DSKOOL_6932
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_6986 
0407: create_coordinate $305 $306 $257 from_car $198 offset 40.0 37.0 0.0 
0002: jump @DSKOOL_7015 

:DSKOOL_6986
0407: create_coordinate $303 $304 $257 from_car $198 offset -40.0 37.0 0.0 

:DSKOOL_7015
00BE: text_clear_all 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_32' 5000 ms 4  // ~s~Turbzz a tg sarokhoz, majd llj meg a megjellt terleten.
0050: gosub @DSKOOL_30977 

:DSKOOL_7056
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_7091 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_8242 

:DSKOOL_7091
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_7123 
0002: jump @DSKOOL_24439 

:DSKOOL_7123
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_7205 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_7191 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_32' 5000 ms 4  // ~s~Turbzz a tg sarokhoz, majd llj meg a megjellt terleten.

:DSKOOL_7191
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_8297 

:DSKOOL_7205
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_8297 
0050: gosub @DSKOOL_31471 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_8297 
0050: gosub @DSKOOL_31505 
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_7292 
0086: $255 = $305 // floating-point values only 
0086: $256 = $306 // floating-point values only 
0002: jump @DSKOOL_7308 

:DSKOOL_7292
0086: $255 = $303 // floating-point values only 
0086: $256 = $304 // floating-point values only 

:DSKOOL_7308
0050: gosub @DSKOOL_31545 
0174: $251 = car $198 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_7363 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_7915 

:DSKOOL_7363
00D6: if 
0038:   $252 == 360 // integer values 
004D: jump_if_false @DSKOOL_7396 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_7915 

:DSKOOL_7396
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_7665 
00D6: if 
0038:   $252 == 90 // integer values 
004D: jump_if_false @DSKOOL_7446 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_7915 

:DSKOOL_7446
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_7515 
00D6: if 
001A:   85 > $252 // integer values 
004D: jump_if_false @DSKOOL_7515 
008D: $276 = integer_to_float $252 
0011: $276 *= 1.16 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_7915 

:DSKOOL_7515
00D6: if 
0018:   $252 > 84 // integer values 
004D: jump_if_false @DSKOOL_7558 
00D6: if 
001A:   96 > $252 // integer values 
004D: jump_if_false @DSKOOL_7558 
0004: $266 = 100 // integer values 

:DSKOOL_7558
00D6: if 
0018:   $252 > 95 // integer values 
004D: jump_if_false @DSKOOL_7658 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_7658 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 90 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 1.16 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_7915 

:DSKOOL_7658
0002: jump @DSKOOL_7915 

:DSKOOL_7665
00D6: if 
0038:   $252 == 270 // integer values 
004D: jump_if_false @DSKOOL_7698 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_7915 

:DSKOOL_7698
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_7768 
00D6: if 
001A:   265 > $252 // integer values 
004D: jump_if_false @DSKOOL_7768 
008D: $276 = integer_to_float $252 
0011: $276 *= 0.37 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_7915 

:DSKOOL_7768
00D6: if 
0018:   $252 > 264 // integer values 
004D: jump_if_false @DSKOOL_7813 
00D6: if 
001A:   276 > $252 // integer values 
004D: jump_if_false @DSKOOL_7813 
0004: $266 = 100 // integer values 

:DSKOOL_7813
00D6: if 
0018:   $252 > 275 // integer values 
004D: jump_if_false @DSKOOL_7915 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_7915 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 270 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 1.16 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_7915 

:DSKOOL_7915
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_7940 
0004: $266 = 0 // integer values 

:DSKOOL_7940
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_7988 
0004: $271 = 0 // integer values 

:DSKOOL_7988
0050: gosub @DSKOOL_31789 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $98 // integer values 
004D: jump_if_false @DSKOOL_8058 
008B: 47@ = $98 // integer values and handles 
0084: $98 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_8065 

:DSKOOL_8058
0006: 45@ = 0 // integer values 

:DSKOOL_8065
00D6: if 
0038:   $53 == 4 // integer values 
004D: jump_if_false @DSKOOL_8129 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_8129 
0006: 41@ = 2 // integer values 
0004: $53 = 5 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 5 // integer values 

:DSKOOL_8129
0006: 32@ = 0 // integer values 

:DSKOOL_8136
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_8196 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_8196 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_8242 

:DSKOOL_8196
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_8235 
0002: jump @DSKOOL_8242 

:DSKOOL_8235
0002: jump @DSKOOL_8136 

:DSKOOL_8242
0050: gosub @DSKOOL_35088 
0050: gosub @DSKOOL_35372 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_8290 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_8297 

:DSKOOL_8290
0002: jump @DSKOOL_6717 

:DSKOOL_8297
0002: jump @DSKOOL_7056 

:DSKOOL_8304
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @DSKOOL_9807 

:DSKOOL_8322
0050: gosub @DSKOOL_30156 

:DSKOOL_8329
0005: $258 = 180.0 // floating-point values 
0004: $253 = 6000 // integer values 
0050: gosub @DSKOOL_30265 
00A5: $198 = create_car #COPCARSF at $255 $256 $257 
0175: set_car $198 z_angle_to $258 
0407: create_coordinate $255 $256 $257 from_car $198 offset 2.0 38.0 -0.5 
0407: create_coordinate $277 $278 $257 from_car $198 offset -2.0 40.0 -0.5 
0107: 59@ = create_object #TEMP_STINGER2 at -2050.8 -167.0 34.6 
0177: set_object 59@ z_angle_to 90.0 
0050: gosub @DSKOOL_35426 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_8577 
015F: set_camera_position -2047.7 -243.3 37.0 0.0 0.0 0.0 
0160: point_camera -2049.7 -227.4 34.1 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_8575 
0129: 55@ = create_actor 24 #SFPD1 in_car $198 driverseat 

:DSKOOL_8575
0051: return 

:DSKOOL_8577
0407: create_coordinate $305 $306 $257 from_car $198 offset 0.0 104.0 0.0 
00BE: text_clear_all 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_30' 5000 ms 4  // ~s~Vezess el a plya vgre, egy gumi defektet kap majd odafel menet.~n~Extra irnytsrt, lpj le a gzrl.
0050: gosub @DSKOOL_30977 

:DSKOOL_8647
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_8682 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_9740 

:DSKOOL_8682
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_8714 
0002: jump @DSKOOL_24439 

:DSKOOL_8714
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_8796 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_8782 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_30' 5000 ms 4  // ~s~Vezess el a plya vgre, egy gumi defektet kap majd odafel menet.~n~Extra irnytsrt, lpj le a gzrl.

:DSKOOL_8782
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_9800 

:DSKOOL_8796
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_9800 
0050: gosub @DSKOOL_31471 
00D6: if 
00B0:   car $198 0 $255 $256 $277 $278 
004D: jump_if_false @DSKOOL_8874 
00D6: if 
8496:   not tire 3 on_car $198 deflated 
004D: jump_if_false @DSKOOL_8874 
04FE: deflate_tire 3 on_car $198 

:DSKOOL_8874
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_9800 
0050: gosub @DSKOOL_31505 
0086: $255 = $305 // floating-point values only 
0086: $256 = $306 // floating-point values only 
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $255 $256 
00D6: if 
0020:   $259 > 1.0 // floating-point values 
004D: jump_if_false @DSKOOL_9050 
00D6: if 
0022:   10.0 > $259 // floating-point values 
004D: jump_if_false @DSKOOL_9036 
000D: $259 -= 1.0 // floating-point values 
0011: $259 *= 11.0 // floating-point values 
008C: $273 = float_to_integer $259 
0004: $267 = 100 // integer values 
0060: $267 -= $273 // integer values 
0002: jump @DSKOOL_9043 

:DSKOOL_9036
0004: $267 = 0 // integer values 

:DSKOOL_9043
0002: jump @DSKOOL_9057 

:DSKOOL_9050
0004: $267 = 100 // integer values 

:DSKOOL_9057
00D6: if 
8496:   not tire 3 on_car $198 deflated 
004D: jump_if_false @DSKOOL_9082 
0004: $267 = 0 // integer values 

:DSKOOL_9082
0174: $251 = car $198 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_9130 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_9413 

:DSKOOL_9130
00D6: if 
0038:   $252 == 180 // integer values 
004D: jump_if_false @DSKOOL_9163 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_9413 

:DSKOOL_9163
00D6: if 
0038:   $252 == 360 // integer values 
004D: jump_if_false @DSKOOL_9196 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_9413 

:DSKOOL_9196
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_9266 
00D6: if 
001A:   175 > $252 // integer values 
004D: jump_if_false @DSKOOL_9266 
008D: $276 = integer_to_float $252 
0011: $276 *= 0.56 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_9413 

:DSKOOL_9266
00D6: if 
0018:   $252 > 174 // integer values 
004D: jump_if_false @DSKOOL_9311 
00D6: if 
001A:   186 > $252 // integer values 
004D: jump_if_false @DSKOOL_9311 
0004: $266 = 100 // integer values 

:DSKOOL_9311
00D6: if 
0018:   $252 > 185 // integer values 
004D: jump_if_false @DSKOOL_9413 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_9413 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 180 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 0.56 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_9413 

:DSKOOL_9413
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_9438 
0004: $266 = 0 // integer values 

:DSKOOL_9438
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_9486 
0004: $271 = 0 // integer values 

:DSKOOL_9486
0050: gosub @DSKOOL_31789 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $96 // integer values 
004D: jump_if_false @DSKOOL_9556 
008B: 47@ = $96 // integer values and handles 
0084: $96 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_9563 

:DSKOOL_9556
0006: 45@ = 0 // integer values 

:DSKOOL_9563
00D6: if 
0038:   $53 == 5 // integer values 
004D: jump_if_false @DSKOOL_9627 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_9627 
0006: 41@ = 2 // integer values 
0004: $53 = 7 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 7 // integer values 

:DSKOOL_9627
0006: 32@ = 0 // integer values 

:DSKOOL_9634
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_9694 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_9694 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_9740 

:DSKOOL_9694
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_9733 
0002: jump @DSKOOL_9740 

:DSKOOL_9733
0002: jump @DSKOOL_9634 

:DSKOOL_9740
0050: gosub @DSKOOL_35088 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_35372 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_9793 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_9800 

:DSKOOL_9793
0002: jump @DSKOOL_8322 

:DSKOOL_9800
0002: jump @DSKOOL_8647 

:DSKOOL_9807
00D6: if or
0038:   $247 == 6 // integer values 
0038:   $247 == 7 // integer values 
004D: jump_if_false @DSKOOL_11909 

:DSKOOL_9832
0050: gosub @DSKOOL_30156 

:DSKOOL_9839
0005: $258 = 180.0 // floating-point values 
0004: $253 = 0 // integer values 
0050: gosub @DSKOOL_30265 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 z_angle_to $258 
0050: gosub @DSKOOL_35426 
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @DSKOOL_10168 
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car $198 offset -4.0 50.0 0.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car $198 offset 4.0 44.0 0.0 
0407: create_coordinate $313 $314 $TEMPVAR_Z_COORD from_car $198 offset 12.0 38.0 0.0 
0407: create_coordinate $315 $316 $TEMPVAR_Z_COORD from_car $198 offset 4.0 44.0 0.0 
0407: create_coordinate $317 $318 $TEMPVAR_Z_COORD from_car $198 offset 4.0 2.0 0.0 
0407: create_coordinate $319 $320 $TEMPVAR_Z_COORD from_car $198 offset 12.0 -4.0 0.0 
0407: create_coordinate $321 $322 $TEMPVAR_Z_COORD from_car $198 offset 4.0 2.0 0.0 
0407: create_coordinate $323 $324 $TEMPVAR_Z_COORD from_car $198 offset -4.0 8.0 0.0 
0107: 59@ = create_object #AD_FINISH at -2050.5 -135.5 34.35 

:DSKOOL_10168
00D6: if 
0038:   $247 == 7 // integer values 
004D: jump_if_false @DSKOOL_10492 
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car $198 offset 4.0 44.0 0.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car $198 offset 12.0 50.0 0.0 
0407: create_coordinate $313 $314 $TEMPVAR_Z_COORD from_car $198 offset 4.0 44.0 0.0 
0407: create_coordinate $315 $316 $TEMPVAR_Z_COORD from_car $198 offset -4.0 38.0 0.0 
0407: create_coordinate $317 $318 $TEMPVAR_Z_COORD from_car $198 offset 4.0 2.0 0.0 
0407: create_coordinate $319 $320 $TEMPVAR_Z_COORD from_car $198 offset -4.0 -4.0 0.0 
0407: create_coordinate $321 $322 $TEMPVAR_Z_COORD from_car $198 offset 4.0 2.0 0.0 
0407: create_coordinate $323 $324 $TEMPVAR_Z_COORD from_car $198 offset 12.0 8.0 0.0 
0407: create_coordinate $277 $278 $TEMPVAR_Z_COORD from_car $198 offset 8.0 0.0 0.0 
0107: 59@ = create_object #AD_FINISH at -2058.5 -135.5 34.35 
00AB: put_car $198 at $277 $278 $TEMPVAR_Z_COORD 
0175: set_car $198 z_angle_to $258 

:DSKOOL_10492
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_10587 
015F: set_camera_position -2054.6 -109.1 36.4 0.0 0.0 0.0 
0160: point_camera -2054.6 -122.0 34.2 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_10585 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_10585
0051: return 

:DSKOOL_10587
00BE: text_clear_all 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_29' 5000 ms 4  // ~s~Tegyl meg 5 krt olyan gyorsan, amennyire csak lehetsges.~n~A clid 40 msodperc alatt van.
0050: gosub @DSKOOL_30977 

:DSKOOL_10628
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_10663 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_11842 

:DSKOOL_10663
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_10695 
0002: jump @DSKOOL_24439 

:DSKOOL_10695
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_10777 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_10763 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_29' 5000 ms 4  // ~s~Tegyl meg 5 krt olyan gyorsan, amennyire csak lehetsges.~n~A clid 40 msodperc alatt van.

:DSKOOL_10763
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_11902 

:DSKOOL_10777
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_11902 
00D6: if 
0018:   $253 > 90000 // integer values 
004D: jump_if_false @DSKOOL_10821 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DSKOOL_10821
00D6: if 
0038:   $273 == 0 // integer values 
004D: jump_if_false @DSKOOL_10876 
00D6: if 
00B0:   car $198 0 $309 $310 $311 $312 
004D: jump_if_false @DSKOOL_10876 
0004: $273 = 1 // integer values 

:DSKOOL_10876
00D6: if 
0038:   $273 == 1 // integer values 
004D: jump_if_false @DSKOOL_10931 
00D6: if 
00B0:   car $198 0 $313 $314 $315 $316 
004D: jump_if_false @DSKOOL_10931 
0004: $273 = 2 // integer values 

:DSKOOL_10931
00D6: if 
0038:   $273 == 2 // integer values 
004D: jump_if_false @DSKOOL_10986 
00D6: if 
00B0:   car $198 0 $317 $318 $319 $320 
004D: jump_if_false @DSKOOL_10986 
0004: $273 = 3 // integer values 

:DSKOOL_10986
00D6: if 
0038:   $273 == 3 // integer values 
004D: jump_if_false @DSKOOL_11048 
00D6: if 
00B0:   car $198 0 $321 $322 $323 $324 
004D: jump_if_false @DSKOOL_11048 
0008: $254 += 1 // integer values 
0004: $273 = 0 // integer values 

:DSKOOL_11048
00BE: text_clear_all 
00D6: if 
001A:   4 > $254 // integer values 
004D: jump_if_false @DSKOOL_11109 
0084: $275 = $254 // integer values and handles 
0008: $275 += 1 // integer values 
01E5: text_1number_highpriority 'DS1_73' $275 5000 ms 4  // Kr ~1~ az 5-bl
0002: jump @DSKOOL_11125 

:DSKOOL_11109
00BC: text_highpriority 'DS1_74' 5000 ms 4  // Utols kr

:DSKOOL_11125
00D6: if or
01C1:   car $198 stopped 
0038:   $254 == 5 // integer values 
004D: jump_if_false @DSKOOL_11902 
0050: gosub @DSKOOL_31505 
0084: $273 = $253 // integer values and handles 
0084: $301 = $273 // integer values and handles 
0014: $301 /= 1000 // integer values 
0084: $302 = $301 // integer values and handles 
0010: $302 *= 1000 // integer values 
0084: $274 = $273 // integer values and handles 
0060: $274 -= $302 // integer values 
0084: $302 = $274 // integer values and handles 
0014: $302 /= 10 // integer values 
0004: $270 = 0 // integer values 
00D6: if 
001A:   5 > $254 // integer values 
004D: jump_if_false @DSKOOL_11265 
0004: $270 = 0 // integer values 
0002: jump @DSKOOL_11523 

:DSKOOL_11265
00D6: if 
001A:   36000 > $273 // integer values 
004D: jump_if_false @DSKOOL_11293 
0004: $270 = 100 // integer values 

:DSKOOL_11293
00D6: if 
0028:   $273 >= 36000 // integer values 
004D: jump_if_false @DSKOOL_11394 
00D6: if 
001A:   40000 > $273 // integer values 
004D: jump_if_false @DSKOOL_11394 
0084: $274 = $273 // integer values and handles 
000C: $274 -= 35999 // integer values 
008D: $276 = integer_to_float $274 
0011: $276 *= 0.0075 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $270 = 100 // integer values 
0060: $270 -= $273 // integer values 

:DSKOOL_11394
00D6: if 
0028:   $273 >= 40000 // integer values 
004D: jump_if_false @DSKOOL_11495 
00D6: if 
001A:   45000 > $273 // integer values 
004D: jump_if_false @DSKOOL_11495 
0084: $274 = $273 // integer values and handles 
000C: $274 -= 39999 // integer values 
008D: $276 = integer_to_float $274 
0011: $276 *= 0.0138 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $270 = 70 // integer values 
0060: $270 -= $273 // integer values 

:DSKOOL_11495
00D6: if 
0028:   $273 >= 45000 // integer values 
004D: jump_if_false @DSKOOL_11523 
0004: $270 = 0 // integer values 

:DSKOOL_11523
00D6: if 
001A:   1 > $270 // integer values 
004D: jump_if_false @DSKOOL_11548 
0004: $270 = 0 // integer values 

:DSKOOL_11548
00D6: if 
0018:   $270 > 99 // integer values 
004D: jump_if_false @DSKOOL_11573 
0004: $270 = 100 // integer values 

:DSKOOL_11573
0084: $271 = $270 // integer values and handles 
0050: gosub @DSKOOL_31789 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $94 // integer values 
004D: jump_if_false @DSKOOL_11651 
008B: 47@ = $94 // integer values and handles 
0084: $94 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_11658 

:DSKOOL_11651
0006: 45@ = 0 // integer values 

:DSKOOL_11658
00D6: if 
0038:   $53 == 7 // integer values 
004D: jump_if_false @DSKOOL_11722 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_11722 
0006: 41@ = 2 // integer values 
0004: $53 = 9 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 9 // integer values 

:DSKOOL_11722
0004: $254 = 6 // integer values 
0006: 32@ = 0 // integer values 

:DSKOOL_11736
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_11796 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_11796 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_11842 

:DSKOOL_11796
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_11835 
0002: jump @DSKOOL_11842 

:DSKOOL_11835
0002: jump @DSKOOL_11736 

:DSKOOL_11842
0050: gosub @DSKOOL_35088 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_35372 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_11895 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_11902 

:DSKOOL_11895
0002: jump @DSKOOL_9832 

:DSKOOL_11902
0002: jump @DSKOOL_10628 

:DSKOOL_11909
00D6: if or
0038:   $247 == 8 // integer values 
0038:   $247 == 9 // integer values 
004D: jump_if_false @DSKOOL_13405 

:DSKOOL_11934
0050: gosub @DSKOOL_30156 

:DSKOOL_11941
0247: request_model #BANSHEE 

:DSKOOL_11946
00D6: if 
8248:   not model #BANSHEE available 
004D: jump_if_false @DSKOOL_11973 
0001: wait 0 ms 
0002: jump @DSKOOL_11946 

:DSKOOL_11973
0005: $258 = 180.0 // floating-point values 
0004: $253 = 11000 // integer values 
0050: gosub @DSKOOL_30265 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 z_angle_to $258 
0107: 59@ = create_object #AD_ROADMARK1 at -2050.0 -172.5 34.35 
0177: set_object 59@ z_angle_to 180.0 
0050: gosub @DSKOOL_35426 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_12158 
015F: set_camera_position -2042.1 -223.4 36.3 0.0 0.0 0.0 
0160: point_camera -2049.1 -210.0 34.8 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_12156 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_12156
0051: return 

:DSKOOL_12158
0400: create_coordinate $282 $283 $284 from_object $201[15] offset 0.0 5.0 0.0 
0407: create_coordinate $305 $306 $257 from_car $198 offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_36' 5000 ms 4  // ~s~Hajts keresztl a jelzbjkon gyorsan, majd rkezz vissza a kezd pozciba.
0050: gosub @DSKOOL_30977 

:DSKOOL_12257
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_12292 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_13338 

:DSKOOL_12292
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_12324 
0002: jump @DSKOOL_24439 

:DSKOOL_12324
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_12406 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_12392 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_36' 5000 ms 4  // ~s~Hajts keresztl a jelzbjkon gyorsan, majd rkezz vissza a kezd pozciba.

:DSKOOL_12392
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_13398 

:DSKOOL_12406
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_13398 
00D6: if 
80B0:   not car $198 0 -2042.0 -126.0 -2058.0 -220.0 
004D: jump_if_false @DSKOOL_12467 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DSKOOL_12467
00D6: if 
0038:   $254 == 0 // integer values 
004D: jump_if_false @DSKOOL_12534 
00D6: if 
01AF:   car $198 1 $282 $283 $284 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_12534 
0004: $254 = 1 // integer values 

:DSKOOL_12534
00D6: if 
0038:   $254 == 1 // integer values 
004D: jump_if_false @DSKOOL_12601 
00D6: if 
01B0:   car $198 stopped 1 $255 $256 $257 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_12601 
0004: $254 = 2 // integer values 

:DSKOOL_12601
0050: gosub @DSKOOL_31471 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_13398 
0050: gosub @DSKOOL_31505 
00D6: if 
0018:   $254 > 0 // integer values 
004D: jump_if_false @DSKOOL_12663 
0050: gosub @DSKOOL_31545 
0002: jump @DSKOOL_12670 

:DSKOOL_12663
0004: $267 = 0 // integer values 

:DSKOOL_12670
0174: $251 = car $198 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_12718 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_13011 

:DSKOOL_12718
00D6: if 
0038:   $252 == 360 // integer values 
004D: jump_if_false @DSKOOL_12751 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_13011 

:DSKOOL_12751
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_12794 
00D6: if 
001A:   21 > $252 // integer values 
004D: jump_if_false @DSKOOL_12794 
0004: $266 = 100 // integer values 

:DSKOOL_12794
00D6: if 
0018:   $252 > 179 // integer values 
004D: jump_if_false @DSKOOL_12881 
00D6: if 
001A:   340 > $252 // integer values 
004D: jump_if_false @DSKOOL_12881 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 180 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 0.62 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_13011 

:DSKOOL_12881
00D6: if 
0018:   $252 > 339 // integer values 
004D: jump_if_false @DSKOOL_12926 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_12926 
0004: $266 = 100 // integer values 

:DSKOOL_12926
00D6: if 
0018:   $252 > 20 // integer values 
004D: jump_if_false @DSKOOL_13011 
00D6: if 
001A:   180 > $252 // integer values 
004D: jump_if_false @DSKOOL_13011 
008D: $276 = integer_to_float $252 
0011: $276 *= 0.62 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_13011 

:DSKOOL_13011
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_13036 
0004: $266 = 0 // integer values 

:DSKOOL_13036
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_13084 
0004: $271 = 0 // integer values 

:DSKOOL_13084
0050: gosub @DSKOOL_31789 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $103 // integer values 
004D: jump_if_false @DSKOOL_13154 
008B: 47@ = $103 // integer values and handles 
0084: $103 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_13161 

:DSKOOL_13154
0006: 45@ = 0 // integer values 

:DSKOOL_13161
00D6: if 
0038:   $53 == 9 // integer values 
004D: jump_if_false @DSKOOL_13225 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_13225 
0006: 41@ = 2 // integer values 
0004: $53 = 10 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 10 // integer values 

:DSKOOL_13225
0006: 32@ = 0 // integer values 

:DSKOOL_13232
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_13292 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_13292 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_13338 

:DSKOOL_13292
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_13331 
0002: jump @DSKOOL_13338 

:DSKOOL_13331
0002: jump @DSKOOL_13232 

:DSKOOL_13338
0050: gosub @DSKOOL_35088 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_35372 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_13391 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_13398 

:DSKOOL_13391
0002: jump @DSKOOL_11934 

:DSKOOL_13398
0002: jump @DSKOOL_12257 

:DSKOOL_13405
00D6: if 
0038:   $247 == 10 // integer values 
004D: jump_if_false @DSKOOL_15303 

:DSKOOL_13423
0050: gosub @DSKOOL_30156 

:DSKOOL_13430
0005: $258 = 270.0 // floating-point values 
0004: $253 = 6000 // integer values 
0050: gosub @DSKOOL_30265 
0086: $277 = $255 // floating-point values only 
0009: $277 += 6.0 // floating-point values 
0086: $278 = $256 // floating-point values only 
000D: $278 -= 75.0 // floating-point values 
00A5: $196 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $196 z_angle_to $258 
0519: lock_vehicle $196 in_current_position 1 
0086: $277 = $255 // floating-point values only 
000D: $277 -= 6.0 // floating-point values 
0086: $278 = $256 // floating-point values only 
000D: $278 -= 75.0 // floating-point values 
00A5: $197 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $197 z_angle_to $258 
0519: lock_vehicle $197 in_current_position 1 
0086: $277 = $255 // floating-point values only 
0086: $278 = $256 // floating-point values only 
00A5: $198 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $198 z_angle_to 180.0 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_13729 
015F: set_camera_position -2045.8 -210.5 35.3 0.0 0.0 0.0 
0160: point_camera -2053.5 -198.1 34.2 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_13727 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_13727
0051: return 

:DSKOOL_13729
00BE: text_clear_all 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_1' 5000 ms 4  // ~s~Egy 90-eshez, farolj a kocsival oldalra a parkol helyre, t msodpercen bell.
0050: gosub @DSKOOL_30977 

:DSKOOL_13770
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_13805 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_15238 

:DSKOOL_13805
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_13837 
0002: jump @DSKOOL_24439 

:DSKOOL_13837
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_13919 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_13905 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_1' 5000 ms 4  // ~s~Egy 90-eshez, farolj a kocsival oldalra a parkol helyre, t msodpercen bell.

:DSKOOL_13905
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_15296 

:DSKOOL_13919
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_15296 
0050: gosub @DSKOOL_31471 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_15296 
0050: gosub @DSKOOL_31505 
000D: $256 -= 75.0 // floating-point values 
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $255 $256 
00D6: if 
0020:   $259 > 0.5 // floating-point values 
004D: jump_if_false @DSKOOL_14112 
00D6: if 
0022:   5.0 > $259 // floating-point values 
004D: jump_if_false @DSKOOL_14098 
000D: $259 -= 0.5 // floating-point values 
0011: $259 *= 22.0 // floating-point values 
008C: $273 = float_to_integer $259 
0004: $267 = 100 // integer values 
0060: $267 -= $273 // integer values 
0002: jump @DSKOOL_14105 

:DSKOOL_14098
0004: $267 = 0 // integer values 

:DSKOOL_14105
0002: jump @DSKOOL_14119 

:DSKOOL_14112
0004: $267 = 100 // integer values 

:DSKOOL_14119
0058: $271 += $267 // integer values 
0174: $251 = car $198 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_14175 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_14719 

:DSKOOL_14175
00D6: if 
0038:   $252 == 90 // integer values 
004D: jump_if_false @DSKOOL_14207 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_14719 

:DSKOOL_14207
00D6: if 
0038:   $252 == 180 // integer values 
004D: jump_if_false @DSKOOL_14240 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_14719 

:DSKOOL_14240
00D6: if 
0038:   $252 == 270 // integer values 
004D: jump_if_false @DSKOOL_14273 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_14719 

:DSKOOL_14273
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_14342 
00D6: if 
001A:   85 > $252 // integer values 
004D: jump_if_false @DSKOOL_14342 
008D: $276 = integer_to_float $252 
0011: $276 *= 1.16 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_14719 

:DSKOOL_14342
00D6: if 
0018:   $252 > 84 // integer values 
004D: jump_if_false @DSKOOL_14385 
00D6: if 
001A:   96 > $252 // integer values 
004D: jump_if_false @DSKOOL_14385 
0004: $266 = 100 // integer values 

:DSKOOL_14385
00D6: if 
0018:   $252 > 95 // integer values 
004D: jump_if_false @DSKOOL_14485 
00D6: if 
001A:   180 > $252 // integer values 
004D: jump_if_false @DSKOOL_14485 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 90 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 1.16 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_14719 

:DSKOOL_14485
00D6: if 
0018:   $252 > 180 // integer values 
004D: jump_if_false @DSKOOL_14572 
00D6: if 
001A:   265 > $252 // integer values 
004D: jump_if_false @DSKOOL_14572 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 180 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 1.16 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_14719 

:DSKOOL_14572
00D6: if 
0018:   $252 > 264 // integer values 
004D: jump_if_false @DSKOOL_14617 
00D6: if 
001A:   276 > $252 // integer values 
004D: jump_if_false @DSKOOL_14617 
0004: $266 = 100 // integer values 

:DSKOOL_14617
00D6: if 
0018:   $252 > 275 // integer values 
004D: jump_if_false @DSKOOL_14719 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_14719 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 270 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 1.16 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_14719 

:DSKOOL_14719
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_14744 
0004: $266 = 0 // integer values 

:DSKOOL_14744
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_14792 
0004: $271 = 0 // integer values 

:DSKOOL_14792
0050: gosub @DSKOOL_31699 
0004: $269 = 200 // integer values 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_14879 
0227: $261 = car $196 health 
0004: $264 = 1000 // integer values 
0060: $264 -= $261 // integer values 
0014: $264 /= 10 // integer values 
00D6: if 
0018:   $264 > 100 // integer values 
004D: jump_if_false @DSKOOL_14879 
0004: $264 = 100 // integer values 

:DSKOOL_14879
00D6: if 
8119:   not car $197 wrecked 
004D: jump_if_false @DSKOOL_14951 
0227: $262 = car $197 health 
0004: $265 = 1000 // integer values 
0060: $265 -= $262 // integer values 
0014: $265 /= 10 // integer values 
00D6: if 
0018:   $265 > 100 // integer values 
004D: jump_if_false @DSKOOL_14951 
0004: $265 = 100 // integer values 

:DSKOOL_14951
0084: $269 = $264 // integer values and handles 
0058: $269 += $265 // integer values 
0084: $272 = $268 // integer values and handles 
0058: $272 += $269 // integer values 
0060: $271 -= $272 // integer values 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $91 // integer values 
004D: jump_if_false @DSKOOL_15054 
008B: 47@ = $91 // integer values and handles 
0084: $91 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_15061 

:DSKOOL_15054
0006: 45@ = 0 // integer values 

:DSKOOL_15061
00D6: if 
0038:   $53 == 10 // integer values 
004D: jump_if_false @DSKOOL_15125 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_15125 
0006: 41@ = 2 // integer values 
0004: $53 = 11 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 11 // integer values 

:DSKOOL_15125
0006: 32@ = 0 // integer values 

:DSKOOL_15132
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_15192 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_15192 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_15238 

:DSKOOL_15192
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_15231 
0002: jump @DSKOOL_15238 

:DSKOOL_15231
0002: jump @DSKOOL_15132 

:DSKOOL_15238
0050: gosub @DSKOOL_35088 
00A6: destroy_car $196 
00A6: destroy_car $197 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_15289 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_15296 

:DSKOOL_15289
0002: jump @DSKOOL_13423 

:DSKOOL_15296
0002: jump @DSKOOL_13770 

:DSKOOL_15303
00D6: if 
0038:   $247 == 11 // integer values 
004D: jump_if_false @DSKOOL_16907 

:DSKOOL_15321
0050: gosub @DSKOOL_30156 

:DSKOOL_15328
0005: $258 = 180.0 // floating-point values 
0004: $253 = 0 // integer values 
0050: gosub @DSKOOL_30265 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 z_angle_to $258 
0086: $277 = $255 // floating-point values only 
0009: $277 += 1.0 // floating-point values 
0086: $278 = $256 // floating-point values only 
000D: $278 -= 25.0 // floating-point values 
0005: $258 = 90.0 // floating-point values 
0107: 58@ = create_object #GARYS_LUV_RAMP at $277 $278 $257 
0177: set_object 58@ z_angle_to 270.0 
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car $198 offset -50.0 30.0 0.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car $198 offset 50.0 200.0 0.0 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_15603 
015F: set_camera_position -2052.6 -138.4 34.9 0.0 0.0 0.0 
0160: point_camera -2044.2 -208.2 37.1 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_15601 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_15601
0051: return 

:DSKOOL_15603
00BE: text_clear_all 
0407: create_coordinate $305 $306 $257 from_car $198 offset 0.0 100.0 0.0 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_34' 5000 ms 4  // ~s~Tartsd a kocsit kt kerken, amg a plya vget nem r.
0050: gosub @DSKOOL_30977 

:DSKOOL_15673
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_15708 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_16847 

:DSKOOL_15708
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_15740 
0002: jump @DSKOOL_24439 

:DSKOOL_15740
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_15822 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_15808 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_34' 5000 ms 4  // ~s~Tartsd a kocsit kt kerken, amg a plya vget nem r.

:DSKOOL_15808
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_16900 

:DSKOOL_15822
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_16900 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 $305 $306 $257 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_15880 

:DSKOOL_15880
00D6: if 
00B0:   car $198 0 $309 $310 $311 $312 
004D: jump_if_false @DSKOOL_15967 
06BE: $276 = car $198 y_angle 
00D6: if 
0022:   4.0 > $276 // floating-point values 
004D: jump_if_false @DSKOOL_15967 
00D6: if 
0020:   $276 > -4.0 // floating-point values 
004D: jump_if_false @DSKOOL_15967 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_15967
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_16900 
0050: gosub @DSKOOL_31505 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_16900 
0050: gosub @DSKOOL_31505 
0086: $255 = $305 // floating-point values only 
0086: $256 = $306 // floating-point values only 
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $255 $256 
00D6: if 
0020:   $259 > 1.0 // floating-point values 
004D: jump_if_false @DSKOOL_16166 
00D6: if 
0022:   10.0 > $259 // floating-point values 
004D: jump_if_false @DSKOOL_16152 
000D: $259 -= 1.0 // floating-point values 
0011: $259 *= 11.0 // floating-point values 
008C: $273 = float_to_integer $259 
0004: $267 = 100 // integer values 
0060: $267 -= $273 // integer values 
0002: jump @DSKOOL_16159 

:DSKOOL_16152
0004: $267 = 0 // integer values 

:DSKOOL_16159
0002: jump @DSKOOL_16173 

:DSKOOL_16166
0004: $267 = 100 // integer values 

:DSKOOL_16173
0174: $251 = car $198 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_16221 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_16504 

:DSKOOL_16221
00D6: if 
0038:   $252 == 180 // integer values 
004D: jump_if_false @DSKOOL_16254 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_16504 

:DSKOOL_16254
00D6: if 
0038:   $252 == 360 // integer values 
004D: jump_if_false @DSKOOL_16287 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_16504 

:DSKOOL_16287
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_16357 
00D6: if 
001A:   175 > $252 // integer values 
004D: jump_if_false @DSKOOL_16357 
008D: $276 = integer_to_float $252 
0011: $276 *= 0.56 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_16504 

:DSKOOL_16357
00D6: if 
0018:   $252 > 174 // integer values 
004D: jump_if_false @DSKOOL_16402 
00D6: if 
001A:   186 > $252 // integer values 
004D: jump_if_false @DSKOOL_16402 
0004: $266 = 100 // integer values 

:DSKOOL_16402
00D6: if 
0018:   $252 > 185 // integer values 
004D: jump_if_false @DSKOOL_16504 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_16504 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 180 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 0.56 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_16504 

:DSKOOL_16504
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_16529 
0004: $266 = 0 // integer values 

:DSKOOL_16529
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_16577 
0004: $271 = 0 // integer values 

:DSKOOL_16577
0050: gosub @DSKOOL_31699 
0084: $272 = $268 // integer values and handles 
0060: $271 -= $272 // integer values 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $101 // integer values 
004D: jump_if_false @DSKOOL_16663 
008B: 47@ = $101 // integer values and handles 
0084: $101 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_16670 

:DSKOOL_16663
0006: 45@ = 0 // integer values 

:DSKOOL_16670
00D6: if 
0038:   $53 == 11 // integer values 
004D: jump_if_false @DSKOOL_16734 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_16734 
0006: 41@ = 2 // integer values 
0004: $53 = 13 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 13 // integer values 

:DSKOOL_16734
0006: 32@ = 0 // integer values 

:DSKOOL_16741
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_16801 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_16801 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_16847 

:DSKOOL_16801
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_16840 
0002: jump @DSKOOL_16847 

:DSKOOL_16840
0002: jump @DSKOOL_16741 

:DSKOOL_16847
0050: gosub @DSKOOL_35088 
0108: destroy_object 58@ 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_16893 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_16900 

:DSKOOL_16893
0002: jump @DSKOOL_15321 

:DSKOOL_16900
0002: jump @DSKOOL_15673 

:DSKOOL_16907
00D6: if or
0038:   $247 == 12 // integer values 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_18316 

:DSKOOL_16932
0050: gosub @DSKOOL_30156 

:DSKOOL_16939
0005: $258 = 0.0 // floating-point values 
0004: $253 = 6000 // integer values 
0050: gosub @DSKOOL_30265 
00A5: $198 = create_car #TAXI at $255 $256 $257 
0175: set_car $198 z_angle_to $258 
08F3: (unknown) $198 0 
0050: gosub @DSKOOL_35426 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_17098 
015F: set_camera_position -2051.9 -185.5 37.8 0.0 0.0 0.0 
0160: point_camera -2052.2 -152.9 34.3 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_17096 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_17096
0051: return 

:DSKOOL_17098
00D6: if 
0038:   $247 == 12 // integer values 
004D: jump_if_false @DSKOOL_17152 
0407: create_coordinate $305 $306 $257 from_car $198 offset 6.5 -40.0 0.0 
0002: jump @DSKOOL_17181 

:DSKOOL_17152
0407: create_coordinate $303 $304 $257 from_car $198 offset -6.5 -40.0 0.0 

:DSKOOL_17181
00BE: text_clear_all 
00BA: text_styled 'DSREVE' 5000 ms 4  // Nyomj ~k~~VEHICLE_BRAKE~ gombot a kezdshez.
00BC: text_highpriority 'DS1_28' 5000 ms 4  // ~s~Hasznld az els kerekeket, hogy fkezz, majd gyorsan fordulj meg 180 fokos fordulatban.~n~Nyomj ~k~~VEHICLE_LOOKLEFT~ s ~k~~VEHICLE_LOOKRIGHT~ gombokat egytt a htranzshez.
0050: gosub @DSKOOL_30977 

:DSKOOL_17222
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_17257 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_18254 

:DSKOOL_17257
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_17289 
0002: jump @DSKOOL_24439 

:DSKOOL_17289
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_17371 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_17357 
00BA: text_styled 'DSREVE' 5000 ms 4  // Nyomj ~k~~VEHICLE_BRAKE~ gombot a kezdshez.
00BC: text_highpriority 'DS1_28' 5000 ms 4  // ~s~Hasznld az els kerekeket, hogy fkezz, majd gyorsan fordulj meg 180 fokos fordulatban.~n~Nyomj ~k~~VEHICLE_LOOKLEFT~ s ~k~~VEHICLE_LOOKRIGHT~ gombokat egytt a htranzshez.

:DSKOOL_17357
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_18309 

:DSKOOL_17371
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_18309 
0050: gosub @DSKOOL_31471 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_18309 
0050: gosub @DSKOOL_31505 
00D6: if 
0038:   $247 == 12 // integer values 
004D: jump_if_false @DSKOOL_17458 
0086: $255 = $305 // floating-point values only 
0086: $256 = $306 // floating-point values only 
0002: jump @DSKOOL_17474 

:DSKOOL_17458
0086: $255 = $303 // floating-point values only 
0086: $256 = $304 // floating-point values only 

:DSKOOL_17474
0050: gosub @DSKOOL_31545 
00D6: if 
0038:   $247 == 12 // integer values 
004D: jump_if_false @DSKOOL_17551 
00D6: if 
80B0:   not car $198 0 -2046.9 -161.4 -2041.2 -174.5 
004D: jump_if_false @DSKOOL_17544 
0004: $267 = 0 // integer values 

:DSKOOL_17544
0002: jump @DSKOOL_17596 

:DSKOOL_17551
00D6: if 
80B0:   not car $198 0 -2054.2 -161.4 -2060.0 -174.5 
004D: jump_if_false @DSKOOL_17596 
0004: $267 = 0 // integer values 

:DSKOOL_17596
0174: $251 = car $198 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_17644 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_17927 

:DSKOOL_17644
00D6: if 
0038:   $252 == 180 // integer values 
004D: jump_if_false @DSKOOL_17677 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_17927 

:DSKOOL_17677
00D6: if 
0038:   $252 == 360 // integer values 
004D: jump_if_false @DSKOOL_17710 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_17927 

:DSKOOL_17710
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_17780 
00D6: if 
001A:   175 > $252 // integer values 
004D: jump_if_false @DSKOOL_17780 
008D: $276 = integer_to_float $252 
0011: $276 *= 0.56 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_17927 

:DSKOOL_17780
00D6: if 
0018:   $252 > 174 // integer values 
004D: jump_if_false @DSKOOL_17825 
00D6: if 
001A:   186 > $252 // integer values 
004D: jump_if_false @DSKOOL_17825 
0004: $266 = 100 // integer values 

:DSKOOL_17825
00D6: if 
0018:   $252 > 185 // integer values 
004D: jump_if_false @DSKOOL_17927 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_17927 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 180 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 0.56 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_17927 

:DSKOOL_17927
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_17952 
0004: $266 = 0 // integer values 

:DSKOOL_17952
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_18000 
0004: $271 = 0 // integer values 

:DSKOOL_18000
0050: gosub @DSKOOL_31789 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $92 // integer values 
004D: jump_if_false @DSKOOL_18070 
008B: 47@ = $92 // integer values and handles 
0084: $92 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_18077 

:DSKOOL_18070
0006: 45@ = 0 // integer values 

:DSKOOL_18077
00D6: if 
0038:   $53 == 13 // integer values 
004D: jump_if_false @DSKOOL_18141 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_18141 
0006: 41@ = 2 // integer values 
0004: $53 = 14 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 14 // integer values 

:DSKOOL_18141
0006: 32@ = 0 // integer values 

:DSKOOL_18148
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_18208 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_18208 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_18254 

:DSKOOL_18208
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_18247 
0002: jump @DSKOOL_18254 

:DSKOOL_18247
0002: jump @DSKOOL_18148 

:DSKOOL_18254
0050: gosub @DSKOOL_35088 
0050: gosub @DSKOOL_35372 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_18302 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_18309 

:DSKOOL_18302
0002: jump @DSKOOL_16932 

:DSKOOL_18309
0002: jump @DSKOOL_17222 

:DSKOOL_18316
00D6: if 
0038:   $247 == 14 // integer values 
004D: jump_if_false @DSKOOL_20023 

:DSKOOL_18334
0050: gosub @DSKOOL_30156 

:DSKOOL_18341
0005: $258 = 180.0 // floating-point values 
0004: $253 = 0 // integer values 
0050: gosub @DSKOOL_30265 
00A5: $198 = create_car #COPCARSF at $255 $256 $257 
0175: set_car $198 z_angle_to $258 
08F3: (unknown) $198 0 
0086: $277 = $255 // floating-point values only 
0086: $278 = $256 // floating-point values only 
000D: $278 -= 10.0 // floating-point values 
00A5: $196 = create_car #COPCARSF at $277 $278 $257 
0175: set_car $196 z_angle_to $258 
0560: $196 = create_random_driver_in_car 56@ 
00AD: set_car $196 max_speed_to 0.0 
0107: 59@ = create_object #AD_ROADMARK2 at -2045.0 -177.5 34.35 
0177: set_object 59@ z_angle_to 180.0 
0107: 57@ = create_object #AD_ROADMARK2 at -2057.0 -177.5 34.35 
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car $198 offset -12.0 -4.0 0.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car $198 offset 12.0 100.0 0.0 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_18680 
015F: set_camera_position -2047.0 -220.2 36.0 0.0 0.0 0.0 
0160: point_camera -2050.2 -193.9 32.5 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_18678 
0129: 55@ = create_actor 24 #SFPD1 in_car $198 driverseat 

:DSKOOL_18678
0051: return 

:DSKOOL_18680
00BE: text_clear_all 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_35' 5000 ms 4  // ~s~Hajts vgre egy P.I.T. manvert, hogy krbefarolj a tbbi kocsin, minimlis krral.~n~Fejezd be olyan kzel a kocsikhoz, amennyire csak lehetsges.
0050: gosub @DSKOOL_30977 

:DSKOOL_18721
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_18756 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_19948 

:DSKOOL_18756
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_18788 
0002: jump @DSKOOL_24439 

:DSKOOL_18788
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_18870 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_18856 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_35' 5000 ms 4  // ~s~Hajts vgre egy P.I.T. manvert, hogy krbefarolj a tbbi kocsin, minimlis krral.~n~Fejezd be olyan kzel a kocsikhoz, amennyire csak lehetsges.

:DSKOOL_18856
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_20016 

:DSKOOL_18870
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_20016 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_20016 
00D6: if 
80B0:   not car $196 0 $309 $310 $311 $312 
004D: jump_if_false @DSKOOL_18946 
0519: lock_vehicle $196 in_current_position 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DSKOOL_18946
00D6: if 
80B0:   not car $198 0 $309 $310 $311 $312 
004D: jump_if_false @DSKOOL_18990 
0519: lock_vehicle $196 in_current_position 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DSKOOL_18990
0174: $251 = car $196 z_angle 
00D6: if or
0020:   $251 > 340.0 // floating-point values 
0022:   20.0 > $251 // floating-point values 
004D: jump_if_false @DSKOOL_19043 
0519: lock_vehicle $196 in_current_position 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DSKOOL_19043
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_20016 
0519: lock_vehicle $196 in_current_position 1 
0050: gosub @DSKOOL_31505 
00AA: store_car $196 position_to $255 $256 $257 
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $255 $256 
00D6: if 
0020:   $259 > 4.0 // floating-point values 
004D: jump_if_false @DSKOOL_19224 
00D6: if 
0022:   11.0 > $259 // floating-point values 
004D: jump_if_false @DSKOOL_19210 
000D: $259 -= 4.0 // floating-point values 
0011: $259 *= 14.14 // floating-point values 
008C: $273 = float_to_integer $259 
0004: $267 = 100 // integer values 
0060: $267 -= $273 // integer values 
0002: jump @DSKOOL_19217 

:DSKOOL_19210
0004: $267 = 0 // integer values 

:DSKOOL_19217
0002: jump @DSKOOL_19231 

:DSKOOL_19224
0004: $267 = 100 // integer values 

:DSKOOL_19231
0058: $271 += $267 // integer values 
0174: $251 = car $196 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_19287 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_19580 

:DSKOOL_19287
00D6: if 
0038:   $252 == 360 // integer values 
004D: jump_if_false @DSKOOL_19320 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_19580 

:DSKOOL_19320
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_19363 
00D6: if 
001A:   21 > $252 // integer values 
004D: jump_if_false @DSKOOL_19363 
0004: $266 = 100 // integer values 

:DSKOOL_19363
00D6: if 
0018:   $252 > 179 // integer values 
004D: jump_if_false @DSKOOL_19450 
00D6: if 
001A:   340 > $252 // integer values 
004D: jump_if_false @DSKOOL_19450 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 180 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 0.62 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_19580 

:DSKOOL_19450
00D6: if 
0018:   $252 > 339 // integer values 
004D: jump_if_false @DSKOOL_19495 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_19495 
0004: $266 = 100 // integer values 

:DSKOOL_19495
00D6: if 
0018:   $252 > 20 // integer values 
004D: jump_if_false @DSKOOL_19580 
00D6: if 
001A:   180 > $252 // integer values 
004D: jump_if_false @DSKOOL_19580 
008D: $276 = integer_to_float $252 
0011: $276 *= 0.62 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_19580 

:DSKOOL_19580
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_19605 
0004: $266 = 0 // integer values 

:DSKOOL_19605
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_19653 
0004: $271 = 0 // integer values 

:DSKOOL_19653
0050: gosub @DSKOOL_31699 
00D6: if 
001A:   3 > $268 // integer values 
004D: jump_if_false @DSKOOL_19685 
0004: $268 = 0 // integer values 

:DSKOOL_19685
0084: $272 = $268 // integer values and handles 
0060: $271 -= $272 // integer values 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $102 // integer values 
004D: jump_if_false @DSKOOL_19764 
008B: 47@ = $102 // integer values and handles 
0084: $102 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_19771 

:DSKOOL_19764
0006: 45@ = 0 // integer values 

:DSKOOL_19771
00D6: if 
0038:   $53 == 14 // integer values 
004D: jump_if_false @DSKOOL_19835 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_19835 
0006: 41@ = 2 // integer values 
0004: $53 = 15 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 15 // integer values 

:DSKOOL_19835
0006: 32@ = 0 // integer values 

:DSKOOL_19842
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_19902 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_19902 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_19948 

:DSKOOL_19902
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_19941 
0002: jump @DSKOOL_19948 

:DSKOOL_19941
0002: jump @DSKOOL_19842 

:DSKOOL_19948
0050: gosub @DSKOOL_35088 
00A6: destroy_car $196 
0108: destroy_object 59@ 
0108: destroy_object 57@ 
009B: destroy_actor_instantly 56@ 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_20009 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_20016 

:DSKOOL_20009
0002: jump @DSKOOL_18334 

:DSKOOL_20016
0002: jump @DSKOOL_18721 

:DSKOOL_20023
00D6: if 
0038:   $247 == 15 // integer values 
004D: jump_if_false @DSKOOL_22675 

:DSKOOL_20041
0050: gosub @DSKOOL_30156 

:DSKOOL_20048
0005: $258 = 180.0 // floating-point values 
0004: $253 = 6000 // integer values 
0050: gosub @DSKOOL_30265 
0086: $278 = $256 // floating-point values only 
0009: $278 += 20.0 // floating-point values 
00A5: $198 = create_car #BANSHEE at $255 $278 $257 
0175: set_car $198 z_angle_to $258 
0852: set_car $198 visible_damage 0 
0086: $277 = $255 // floating-point values only 
0086: $278 = $256 // floating-point values only 
000D: $278 -= 55.0 // floating-point values 
0005: $258 = 90.0 // floating-point values 
0107: 57@ = create_object #AD_JUMP at $277 $278 $257 
0177: set_object 57@ z_angle_to 180.0 
0086: $278 = $256 // floating-point values only 
000D: $278 -= 75.0 // floating-point values 
00A5: $196 = create_car #INFERNUS at $277 $278 $257 
0175: set_car $196 z_angle_to $258 
0519: lock_vehicle $196 in_current_position 1 
0086: $278 = $256 // floating-point values only 
000D: $278 -= 80.0 // floating-point values 
00A5: $197 = create_car #INFERNUS at $277 $278 $257 
0175: set_car $197 z_angle_to $258 
0519: lock_vehicle $197 in_current_position 1 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_20381 
015F: set_camera_position -2061.2 -158.9 37.5 0.0 0.0 0.0 
0160: point_camera -2040.3 -197.0 35.1 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_20379 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_20379
0051: return 

:DSKOOL_20381
00BE: text_clear_all 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_33' 5000 ms 4  // ~s~Csinlj egy fordulatot a levegben, majd rkezz le tkletesen. Ha a levegben vagy, akkor engedd el a gz gombot s hasznld a ~k~~VEHICLE_STEERUP~ s a ~k~~VEHICLE_STEERDOWN~ gombot, hogy mozgasd az auttestet.
0050: gosub @DSKOOL_30977 

:DSKOOL_20422
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_20457 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_22605 

:DSKOOL_20457
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_20489 
0002: jump @DSKOOL_24439 

:DSKOOL_20489
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_20571 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_20557 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_33' 5000 ms 4  // ~s~Csinlj egy fordulatot a levegben, majd rkezz le tkletesen. Ha a levegben vagy, akkor engedd el a gz gombot s hasznld a ~k~~VEHICLE_STEERUP~ s a ~k~~VEHICLE_STEERDOWN~ gombot, hogy mozgasd az auttestet.

:DSKOOL_20557
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_22668 

:DSKOOL_20571
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_22668 
0050: gosub @DSKOOL_31471 
00D6: if 
0038:   $254 == 0 // integer values 
004D: jump_if_false @DSKOOL_20667 
00D6: if 
00B1:   car $198 0 -2047.0 -186.0 37.2 -2054.0 -190.0 39.0 
004D: jump_if_false @DSKOOL_20667 
0004: $254 = 1 // integer values 

:DSKOOL_20667
00D6: if 
0038:   $254 == 1 // integer values 
004D: jump_if_false @DSKOOL_20747 
0224: set_car $198 health_to 1000 
00D6: if 
81F3:   not car $198 airborne 
004D: jump_if_false @DSKOOL_20747 
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_20747 
0224: set_car $198 health_to 700 
0852: set_car $198 visible_damage 1 
0004: $254 = 2 // integer values 

:DSKOOL_20747
00D6: if 
81F3:   not car $198 airborne 
004D: jump_if_false @DSKOOL_20786 
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_20786 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_20786
00D6: if 
80B0:   not car $198 0 -2042.0 -100.0 -2058.0 -280.0 
004D: jump_if_false @DSKOOL_20831 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DSKOOL_20831
0174: $251 = car $198 z_angle 
00D6: if or
0020:   $251 > 200.0 // floating-point values 
0022:   160.0 > $251 // floating-point values 
004D: jump_if_false @DSKOOL_20880 
0005: $276 = 1.0 // floating-point values 

:DSKOOL_20880
06BE: 36@ = car $198 y_angle 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @DSKOOL_20962 
00D6: if 
0021:   36@ > 5.0 // floating-point values 
004D: jump_if_false @DSKOOL_20934 
0006: 38@ = 1 // integer values 

:DSKOOL_20934
00D6: if 
0023:   -5.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_20962 
0006: 38@ = 2 // integer values 

:DSKOOL_20962
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @DSKOOL_21301 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @DSKOOL_21026 
00D6: if 
0021:   36@ > 90.0 // floating-point values 
004D: jump_if_false @DSKOOL_21026 
0006: 37@ = 1 // integer values 

:DSKOOL_21026
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @DSKOOL_21072 
00D6: if 
0021:   36@ > 170.0 // floating-point values 
004D: jump_if_false @DSKOOL_21072 
0006: 37@ = 2 // integer values 

:DSKOOL_21072
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @DSKOOL_21139 
00D6: if 
0023:   0.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21139 
00D6: if 
0021:   36@ > -170.0 // floating-point values 
004D: jump_if_false @DSKOOL_21139 
0006: 37@ = 3 // integer values 

:DSKOOL_21139
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @DSKOOL_21234 
00D6: if 
0023:   0.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21206 
00D6: if 
0021:   36@ > -90.0 // floating-point values 
004D: jump_if_false @DSKOOL_21206 
0006: 37@ = 4 // integer values 

:DSKOOL_21206
00D6: if 
0021:   36@ > 10.0 // floating-point values 
004D: jump_if_false @DSKOOL_21234 
0006: 37@ = 0 // integer values 

:DSKOOL_21234
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @DSKOOL_21301 
00D6: if 
0023:   0.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21301 
00D6: if 
0021:   36@ > -5.0 // floating-point values 
004D: jump_if_false @DSKOOL_21301 
0006: 37@ = 5 // integer values 

:DSKOOL_21301
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @DSKOOL_21640 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @DSKOOL_21365 
00D6: if 
0023:   -90.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21365 
0006: 37@ = 1 // integer values 

:DSKOOL_21365
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @DSKOOL_21411 
00D6: if 
0023:   -170.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21411 
0006: 37@ = 2 // integer values 

:DSKOOL_21411
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @DSKOOL_21478 
00D6: if 
0021:   36@ > 0.0 // floating-point values 
004D: jump_if_false @DSKOOL_21478 
00D6: if 
0023:   170.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21478 
0006: 37@ = 3 // integer values 

:DSKOOL_21478
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @DSKOOL_21573 
00D6: if 
0021:   36@ > 0.0 // floating-point values 
004D: jump_if_false @DSKOOL_21545 
00D6: if 
0023:   90.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21545 
0006: 37@ = 4 // integer values 

:DSKOOL_21545
00D6: if 
0023:   -10.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21573 
0006: 37@ = 0 // integer values 

:DSKOOL_21573
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @DSKOOL_21640 
00D6: if 
0021:   36@ > 0.0 // floating-point values 
004D: jump_if_false @DSKOOL_21640 
00D6: if 
0023:   5.0 > 36@ // floating-point values 
004D: jump_if_false @DSKOOL_21640 
0006: 37@ = 5 // integer values 

:DSKOOL_21640
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_22668 
0050: gosub @DSKOOL_31505 
00D6: if 
0039:   37@ == 5 // integer values 
004D: jump_if_false @DSKOOL_21688 
0004: $267 = 100 // integer values 

:DSKOOL_21688
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @DSKOOL_21713 
0004: $267 = 80 // integer values 

:DSKOOL_21713
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @DSKOOL_21738 
0004: $267 = 60 // integer values 

:DSKOOL_21738
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @DSKOOL_21763 
0004: $267 = 40 // integer values 

:DSKOOL_21763
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @DSKOOL_21788 
0004: $267 = 20 // integer values 

:DSKOOL_21788
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @DSKOOL_21813 
0004: $267 = 0 // integer values 

:DSKOOL_21813
00D6: if 
0038:   $254 == 0 // integer values 
004D: jump_if_false @DSKOOL_21838 
0004: $267 = 0 // integer values 

:DSKOOL_21838
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_21861 
0004: $267 = 0 // integer values 

:DSKOOL_21861
00D6: if 
80B0:   not car $198 0 -2042.0 -215.0 -2058.0 -280.0 
004D: jump_if_false @DSKOOL_21906 
0004: $267 = 0 // integer values 

:DSKOOL_21906
0174: $251 = car $198 z_angle 
008C: $252 = float_to_integer $251 
00D6: if 
0038:   $252 == 0 // integer values 
004D: jump_if_false @DSKOOL_21954 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_22237 

:DSKOOL_21954
00D6: if 
0038:   $252 == 180 // integer values 
004D: jump_if_false @DSKOOL_21987 
0004: $266 = 100 // integer values 
0002: jump @DSKOOL_22237 

:DSKOOL_21987
00D6: if 
0038:   $252 == 360 // integer values 
004D: jump_if_false @DSKOOL_22020 
0004: $266 = 0 // integer values 
0002: jump @DSKOOL_22237 

:DSKOOL_22020
00D6: if 
0018:   $252 > 0 // integer values 
004D: jump_if_false @DSKOOL_22090 
00D6: if 
001A:   175 > $252 // integer values 
004D: jump_if_false @DSKOOL_22090 
008D: $276 = integer_to_float $252 
0011: $276 *= 0.56 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @DSKOOL_22237 

:DSKOOL_22090
00D6: if 
0018:   $252 > 174 // integer values 
004D: jump_if_false @DSKOOL_22135 
00D6: if 
001A:   186 > $252 // integer values 
004D: jump_if_false @DSKOOL_22135 
0004: $266 = 100 // integer values 

:DSKOOL_22135
00D6: if 
0018:   $252 > 185 // integer values 
004D: jump_if_false @DSKOOL_22237 
00D6: if 
001A:   360 > $252 // integer values 
004D: jump_if_false @DSKOOL_22237 
0084: $273 = $252 // integer values and handles 
000C: $273 -= 180 // integer values 
008D: $276 = integer_to_float $273 
0011: $276 *= 0.56 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @DSKOOL_22237 

:DSKOOL_22237
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @DSKOOL_22262 
0004: $266 = 0 // integer values 

:DSKOOL_22262
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @DSKOOL_22310 
0004: $271 = 0 // integer values 

:DSKOOL_22310
0050: gosub @DSKOOL_31699 
00D6: if 
001A:   2 > $268 // integer values 
004D: jump_if_false @DSKOOL_22342 
0004: $268 = 0 // integer values 

:DSKOOL_22342
0084: $272 = $268 // integer values and handles 
0060: $271 -= $272 // integer values 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $100 // integer values 
004D: jump_if_false @DSKOOL_22421 
008B: 47@ = $100 // integer values and handles 
0084: $100 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_22428 

:DSKOOL_22421
0006: 45@ = 0 // integer values 

:DSKOOL_22428
00D6: if 
0038:   $53 == 15 // integer values 
004D: jump_if_false @DSKOOL_22492 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_22492 
0006: 41@ = 2 // integer values 
0004: $53 = 16 // integer values 
0004: $325 = 2 // integer values 
0006: 50@ = 16 // integer values 

:DSKOOL_22492
0006: 32@ = 0 // integer values 

:DSKOOL_22499
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_22559 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_22559 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_22605 

:DSKOOL_22559
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_22598 
0002: jump @DSKOOL_22605 

:DSKOOL_22598
0002: jump @DSKOOL_22499 

:DSKOOL_22605
0050: gosub @DSKOOL_35088 
00A6: destroy_car $196 
00A6: destroy_car $197 
0108: destroy_object 57@ 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_22661 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_22668 

:DSKOOL_22661
0002: jump @DSKOOL_20041 

:DSKOOL_22668
0002: jump @DSKOOL_20422 

:DSKOOL_22675
00D6: if 
0038:   $247 == 16 // integer values 
004D: jump_if_false @DSKOOL_24439 

:DSKOOL_22693
0050: gosub @DSKOOL_30156 

:DSKOOL_22700
0005: $258 = 180.0 // floating-point values 
0004: $253 = 0 // integer values 
0050: gosub @DSKOOL_30265 
0005: $255 = -2046.7 // floating-point values 
0005: $256 = -90.2 // floating-point values 
0005: $257 = 33.9 // floating-point values 
0005: $282 = -1724.3 // floating-point values 
0005: $283 = 1294.0 // floating-point values 
0005: $284 = 6.0 // floating-point values 
00A5: $198 = create_car #SUPERGT at $255 $256 $257 
0175: set_car $198 z_angle_to 0.0 
039C: (unknown) $198 1 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_22913 
015F: set_camera_position -2017.3 -45.0 34.41 0.0 0.0 0.0 
0160: point_camera -2039.0 -100.3 37.4 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_22911 
0560: $198 = create_random_driver_in_car 55@ 

:DSKOOL_22911
0051: return 

:DSKOOL_22913
00BE: text_clear_all 
01EB: set_traffic_density_to 0.5 
03CB: set_camera $255 $256 $257 
018A: 35@ = create_checkpoint_at $282 $283 $284 
06D5: 42@ = create_racing_checkpoint_at $282 $283 $284 $255 $256 $257 type 0 radius 5.0 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_31' 5000 ms 4  // ~s~Vezess el a vros msik oldalra s vissza, anlkl, hogy szttrnd a kocsit.~n~A clid 120 MSODPERC ALATT VAN (2 perc).
0050: gosub @DSKOOL_30977 

:DSKOOL_23016
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_23051 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_24118 

:DSKOOL_23051
0050: gosub @DSKOOL_31045 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_23083 
0002: jump @DSKOOL_24439 

:DSKOOL_23083
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_23108 
0002: jump @DSKOOL_24118 

:DSKOOL_23108
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @DSKOOL_23190 
00D6: if 
8038:   not  $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_23176 
00BA: text_styled 'DSTART' 5000 ms 4  // Nyomd meg s tartsd nyomva a ~k~~VEHICLE_ACCELERATE~ gombot, a kezdshez.
00BC: text_highpriority 'DS1_31' 5000 ms 4  // ~s~Vezess el a vros msik oldalra s vissza, anlkl, hogy szttrnd a kocsit.~n~A clid 120 MSODPERC ALATT VAN (2 perc).

:DSKOOL_23176
0050: gosub @DSKOOL_31151 
0002: jump @DSKOOL_24432 

:DSKOOL_23190
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_24432 
00D6: if 
0018:   $253 > 260000 // integer values 
004D: jump_if_false @DSKOOL_23234 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DSKOOL_23234
00D6: if 
0038:   $254 == 0 // integer values 
004D: jump_if_false @DSKOOL_23355 
00D6: if 
01AF:   car $198 0 $282 $283 $284 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_23355 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at $255 $256 $257 
06D6: destroy_racing_checkpoint 42@ 
06D5: 42@ = create_racing_checkpoint_at $255 $256 $257 $255 $256 $257 type 1 radius 5.0 
0004: $254 = 1 // integer values 

:DSKOOL_23355
00D6: if 
0038:   $254 == 1 // integer values 
004D: jump_if_false @DSKOOL_23427 
00D6: if 
01AF:   car $198 0 $255 $256 $257 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_23427 
0164: disable_marker 35@ 
0004: $254 = 2 // integer values 

:DSKOOL_23427
00BE: text_clear_all 
00D6: if or
01C1:   car $198 stopped 
0038:   $254 == 2 // integer values 
02BF:   car $198 sunk 
0028:   $253 >= 140000 // integer values 
004D: jump_if_false @DSKOOL_24432 
0050: gosub @DSKOOL_31505 
06D6: destroy_racing_checkpoint 42@ 
0084: $273 = $253 // integer values and handles 
0084: $301 = $273 // integer values and handles 
0014: $301 /= 1000 // integer values 
0084: $302 = $301 // integer values and handles 
0010: $302 *= 1000 // integer values 
0084: $274 = $273 // integer values and handles 
0060: $274 -= $302 // integer values 
0084: $302 = $274 // integer values and handles 
0014: $302 /= 10 // integer values 
0004: $270 = 0 // integer values 
00D6: if 
001A:   2 > $254 // integer values 
004D: jump_if_false @DSKOOL_23589 
0004: $270 = 0 // integer values 
0002: jump @DSKOOL_23847 

:DSKOOL_23589
00D6: if 
001A:   100000 > $273 // integer values 
004D: jump_if_false @DSKOOL_23617 
0004: $270 = 100 // integer values 

:DSKOOL_23617
00D6: if 
0028:   $273 >= 100000 // integer values 
004D: jump_if_false @DSKOOL_23718 
00D6: if 
001A:   120000 > $273 // integer values 
004D: jump_if_false @DSKOOL_23718 
0084: $274 = $273 // integer values and handles 
000C: $274 -= 99999 // integer values 
008D: $276 = integer_to_float $274 
0011: $276 *= 0.0015 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $270 = 100 // integer values 
0060: $270 -= $273 // integer values 

:DSKOOL_23718
00D6: if 
0028:   $273 >= 120000 // integer values 
004D: jump_if_false @DSKOOL_23819 
00D6: if 
001A:   140000 > $273 // integer values 
004D: jump_if_false @DSKOOL_23819 
0084: $274 = $273 // integer values and handles 
000C: $274 -= 119999 // integer values 
008D: $276 = integer_to_float $274 
0011: $276 *= 0.0035 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $270 = 70 // integer values 
0060: $270 -= $273 // integer values 

:DSKOOL_23819
00D6: if 
0028:   $273 >= 140000 // integer values 
004D: jump_if_false @DSKOOL_23847 
0004: $270 = 0 // integer values 

:DSKOOL_23847
00D6: if 
001A:   1 > $270 // integer values 
004D: jump_if_false @DSKOOL_23872 
0004: $270 = 0 // integer values 

:DSKOOL_23872
00D6: if 
0018:   $270 > 99 // integer values 
004D: jump_if_false @DSKOOL_23897 
0004: $270 = 100 // integer values 

:DSKOOL_23897
0084: $271 = $270 // integer values and handles 
0050: gosub @DSKOOL_31699 
0084: $272 = $268 // integer values and handles 
0060: $271 -= $272 // integer values 
0050: gosub @DSKOOL_32412 
00D6: if 
001C:   $271 > $97 // integer values 
004D: jump_if_false @DSKOOL_23991 
008B: 47@ = $97 // integer values and handles 
0084: $97 = $271 // integer values and handles 
0006: 41@ = 1 // integer values 
0050: gosub @DSKOOL_32894 
0002: jump @DSKOOL_23998 

:DSKOOL_23991
0006: 45@ = 0 // integer values 

:DSKOOL_23998
0004: $254 = 5 // integer values 
0006: 32@ = 0 // integer values 

:DSKOOL_24012
0001: wait 0 ms 
0050: gosub @DSKOOL_32441 
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_24072 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DSKOOL_24072 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_24118 

:DSKOOL_24072
0050: gosub @DSKOOL_33194 
0050: gosub @DSKOOL_35005 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @DSKOOL_24111 
0002: jump @DSKOOL_24118 

:DSKOOL_24111
0002: jump @DSKOOL_24012 

:DSKOOL_24118
00D6: if 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @DSKOOL_24367 
00D6: if 
0038:   $53 == 16 // integer values 
004D: jump_if_false @DSKOOL_24367 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_24367 
016A: fade 0 500 ms 

:DSKOOL_24179
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_24203 
0001: wait 0 ms 
0002: jump @DSKOOL_24179 

:DSKOOL_24203
04BB: select_interior 3 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04FA: reset_interior_colors 1 
04E4: unknown_refresh_game_renderer_at -2031.1 -118.2 
03CB: set_camera -2031.1 -118.2 1034.2 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2029.7 -115.5 1034.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0792: (unknown) $PLAYER_ACTOR 
00A6: destroy_car $198 
0395: clear_area 1 at -2051.0 -174.0 34.0 range 300.0 
014F: stop_timer $253 
0396: 0 useless_flag 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 

:DSKOOL_24336
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_24360 
0001: wait 0 ms 
0002: jump @DSKOOL_24336 

:DSKOOL_24360
0002: jump @DSKOOL_24477 

:DSKOOL_24367
0050: gosub @DSKOOL_35088 
0164: disable_marker 35@ 
06D6: destroy_racing_checkpoint 42@ 
01EB: set_traffic_density_to 1.0 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_24425 
00BE: text_clear_all 
0002: jump @DSKOOL_1407 
0002: jump @DSKOOL_24432 

:DSKOOL_24425
0002: jump @DSKOOL_22693 

:DSKOOL_24432
0002: jump @DSKOOL_23016 

:DSKOOL_24439
00BE: text_clear_all 
00D6: if 
0038:   $325 == 1 // integer values 
004D: jump_if_false @DSKOOL_24475 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!

:DSKOOL_24475
0051: return 

:DSKOOL_24477
00D6: if 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @DSKOOL_24570 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: text_1number_styled 'DS_PASS' 15 5000 ms 1  // KLDETS TELJESTVE!~n~~w~VEZETSI KPESSG +
0624: add 40.0 to_stat 160 
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'FAR_1'  // Vissza a suliba
030C: set_mission_points += 1 
0004: $MISSION_BACK_TO_SCHOOL_PASSED = 1 // integer values 

:DSKOOL_24570
0051: return 

:DSKOOL_24572
00D6: if 
0038:   $7417 == 0 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $107 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $105 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $98 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $96 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $94 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $103 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $91 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $101 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $92 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $102 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $100 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
00D6: if 
0028:   $97 >= 70 // integer values 
004D: jump_if_false @DSKOOL_24820 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
0004: $7417 = 1 // integer values 

:DSKOOL_24820
00D6: if 
0038:   $7418 == 0 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $107 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $105 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $98 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $96 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $94 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $103 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $91 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $101 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $92 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $102 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $100 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
00D6: if 
0028:   $97 >= 85 // integer values 
004D: jump_if_false @DSKOOL_25068 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
0004: $7418 = 1 // integer values 

:DSKOOL_25068
00D6: if 
0038:   $7419 == 0 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $107 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $105 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $98 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $96 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $94 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $103 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $91 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $101 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $92 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $102 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $100 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
00D6: if 
0038:   $97 == 100 // integer values 
004D: jump_if_false @DSKOOL_25316 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
0004: $7419 = 1 // integer values 

:DSKOOL_25316
014F: stop_timer $253 
03F0: text_draw_toggle 0 
01B7: release_weather 
0249: release_model #BANSHEE 
0249: release_model #TAXI 
0249: release_model #TRAFFICCONE 
0249: release_model #WMYMECH 
0249: release_model #BLISTAC 
0249: release_model #INFERNUS 
0249: release_model #SUPERGT 
0249: release_model #COPCARSF 
0249: release_model #SFPD1 
0249: release_model #TEMP_STINGER2 
0249: release_model #GARYS_LUV_RAMP 
0249: release_model #AD_JUMP 
0249: release_model #AD_ROADMARK1 
0249: release_model #AD_ROADMARK2 
0249: release_model #AD_FINISH 
091D: (unknown) -2015.37 -76.08 10.0 -2078.3 -66.75 50.0 
09EC: (unknown) 0 
097A: (unknown) 0.0 0.0 0.0 1184 
0299: activate_garage 'BODLAWN' 
0299: activate_garage 'MODLAST' 
0299: activate_garage 'MDSSFSE' 
0299: activate_garage 'MDS1SFS' 
0299: activate_garage 'VECMOD' 
0A14: (unknown) 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DSKOOL_25539 
0A09: (unknown) $PLAYER_ACTOR 0 

:DSKOOL_25539
09F5: (unknown) 0 
0391: release_txd_dictionary 
01EB: set_traffic_density_to 1.0 
0826: toggle_hud 1 
0581: toggle_radar 1 
0164: disable_marker 35@ 
06D6: destroy_racing_checkpoint 42@ 
09D2: (unknown) 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:DSKOOL_25590
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 225.0 scale 612.0 438.0 color 0 0 0 alpha 44@ 
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @DSKOOL_25712 
00D6: if 
001B:   255 > 44@ // integer values 
004D: jump_if_false @DSKOOL_25705 
000A: 44@ += 5 // integer values 
00D6: if 
0019:   44@ > 255 // integer values 
004D: jump_if_false @DSKOOL_25698 
0006: 44@ = 255 // integer values 

:DSKOOL_25698
0002: jump @DSKOOL_25712 

:DSKOOL_25705
0006: 43@ = 2 // integer values 

:DSKOOL_25712
00D6: if 
0039:   43@ == 3 // integer values 
004D: jump_if_false @DSKOOL_25794 
00D6: if 
0019:   44@ > 0 // integer values 
004D: jump_if_false @DSKOOL_25787 
000E: 44@ -= 5 // integer values 
00D6: if 
001B:   0 > 44@ // integer values 
004D: jump_if_false @DSKOOL_25780 
0006: 44@ = 0 // integer values 

:DSKOOL_25780
0002: jump @DSKOOL_25794 

:DSKOOL_25787
0006: 43@ = 0 // integer values 

:DSKOOL_25794
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 0.0 scale 640.0 197.0 color 0 0 0 alpha 255 
0050: gosub @DSKOOL_30094 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @DSKOOL_25906 
033E: text_draw 322.0 31.0 'DS_P'  // A 360
008B: 46@ = $107 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_25906
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @DSKOOL_25960 
033E: text_draw 322.0 31.0 'DS_O'  // A 180
008B: 46@ = $105 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_25960
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_26014 
033E: text_draw 322.0 31.0 'DS_I'  // Laposra vers s bevgzs
008B: 46@ = $98 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26014
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_26068 
033E: text_draw 322.0 31.0 'DS_I'  // Laposra vers s bevgzs
008B: 46@ = $98 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26068
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @DSKOOL_26122 
033E: text_draw 322.0 31.0 'DS_F'  // Ugrats s vezets
008B: 46@ = $96 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26122
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @DSKOOL_26176 
033E: text_draw 322.0 31.0 'DS_E'  // Tz s Kr
008B: 46@ = $94 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26176
00D6: if 
0038:   $247 == 7 // integer values 
004D: jump_if_false @DSKOOL_26230 
033E: text_draw 322.0 31.0 'DS_E'  // Tz s Kr
008B: 46@ = $94 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26230
00D6: if 
0038:   $247 == 8 // integer values 
004D: jump_if_false @DSKOOL_26284 
033E: text_draw 322.0 31.0 'DS_N'  // Terelbja
008B: 46@ = $103 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26284
00D6: if 
0038:   $247 == 9 // integer values 
004D: jump_if_false @DSKOOL_26338 
033E: text_draw 322.0 31.0 'DS_N'  // Terelbja
008B: 46@ = $103 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26338
00D6: if 
0038:   $247 == 10 // integer values 
004D: jump_if_false @DSKOOL_26392 
033E: text_draw 322.0 31.0 'DS_A'  // A '90'
008B: 46@ = $91 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26392
00D6: if 
0038:   $247 == 11 // integer values 
004D: jump_if_false @DSKOOL_26446 
033E: text_draw 322.0 31.0 'DS_K'  // Kerkhajts
008B: 46@ = $101 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26446
00D6: if 
0038:   $247 == 12 // integer values 
004D: jump_if_false @DSKOOL_26500 
033E: text_draw 322.0 31.0 'DS_C'  // Forgs s tz
008B: 46@ = $92 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26500
00D6: if 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_26554 
033E: text_draw 322.0 31.0 'DS_C'  // Forgs s tz
008B: 46@ = $92 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26554
00D6: if 
0038:   $247 == 14 // integer values 
004D: jump_if_false @DSKOOL_26608 
033E: text_draw 322.0 31.0 'DS_L'  // P. I. T. manver
008B: 46@ = $102 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26608
00D6: if 
0038:   $247 == 15 // integer values 
004D: jump_if_false @DSKOOL_26662 
033E: text_draw 322.0 31.0 'DS_J'  // Siktori rsz
008B: 46@ = $100 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26662
00D6: if 
0038:   $247 == 16 // integer values 
004D: jump_if_false @DSKOOL_26716 
033E: text_draw 322.0 31.0 'DS_G'  // Vrosi csszkls
008B: 46@ = $97 // integer values and handles 
0050: gosub @DSKOOL_27859 

:DSKOOL_26716
0050: gosub @DSKOOL_29916 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_26811 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 360.0 'DS1_53'  // Kilps
0002: jump @DSKOOL_26844 

:DSKOOL_26811
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 360.0 'DS1_53'  // Kilps

:DSKOOL_26844
00D6: if 
8039:   not  39@ == 1 // integer values 
004D: jump_if_false @DSKOOL_27271 
0050: gosub @DSKOOL_29916 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_26957 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 340.0 'DS1_54'  // Kezds
0002: jump @DSKOOL_26990 

:DSKOOL_26957
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 340.0 'DS1_54'  // Kezds

:DSKOOL_26990
00D6: if 
8038:   not  $53 == 1 // integer values 
004D: jump_if_false @DSKOOL_27143 
0050: gosub @DSKOOL_29916 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_27103 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'DS1_52'  // Navigls
0002: jump @DSKOOL_27136 

:DSKOOL_27103
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'DS1_52'  // Navigls

:DSKOOL_27136
0002: jump @DSKOOL_27271 

:DSKOOL_27143
0050: gosub @DSKOOL_29916 
0904: (unknown) 8 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_27238 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'DS1_52'  // Navigls
0002: jump @DSKOOL_27271 

:DSKOOL_27238
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'DS1_52'  // Navigls

:DSKOOL_27271
0050: gosub @DSKOOL_29916 
033F: set_text_draw_letter_width_height 0.32 1.25 
0904: (unknown) 4 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 150.0 360.0 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  39@ == 1 // integer values 
004D: jump_if_false @DSKOOL_27605 
0050: gosub @DSKOOL_29916 
0904: (unknown) 4 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 150.0 340.0 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $53 == 1 // integer values 
004D: jump_if_false @DSKOOL_27517 
0050: gosub @DSKOOL_29916 
0904: (unknown) 4 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'DS1_62'  // ~<~~>~

:DSKOOL_27517
00D6: if 
0038:   $53 == 1 // integer values 
004D: jump_if_false @DSKOOL_27605 
0050: gosub @DSKOOL_29916 
0904: (unknown) 4 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'DS1_62'  // ~<~~>~

:DSKOOL_27605
033F: set_text_draw_letter_width_height 0.52 1.45 
03E3: (unknown) 1 
038D: create_texture 5 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 160.0 317.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 480.0 317.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 9 position 160.0 435.0 scale 320.0 17.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 9 position 480.0 435.0 scale -320.0 17.0 color 150 150 150 alpha 255 
0051: return 

:DSKOOL_27859
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 430.0 scale 640.0 250.0 color 0 0 0 alpha 255 
00D6: if 
001B:   70 > 46@ // integer values 
004D: jump_if_false @DSKOOL_27921 
0006: 45@ = 1 // integer values 

:DSKOOL_27921
00D6: if 
0019:   46@ > 69 // integer values 
004D: jump_if_false @DSKOOL_27964 
00D6: if 
001B:   85 > 46@ // integer values 
004D: jump_if_false @DSKOOL_27964 
0006: 45@ = 2 // integer values 

:DSKOOL_27964
00D6: if 
0019:   46@ > 84 // integer values 
004D: jump_if_false @DSKOOL_28007 
00D6: if 
001B:   100 > 46@ // integer values 
004D: jump_if_false @DSKOOL_28007 
0006: 45@ = 3 // integer values 

:DSKOOL_28007
00D6: if 
0039:   46@ == 100 // integer values 
004D: jump_if_false @DSKOOL_28032 
0006: 45@ = 4 // integer values 

:DSKOOL_28032
0050: gosub @DSKOOL_29916 
03E4: set_text_draw_align_right 0 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
00D6: if 
0019:   45@ > 1 // integer values 
004D: jump_if_false @DSKOOL_28122 
045A: text_draw_1number 217.0 75.0 'DS1_58' 46@  // Rekord eredmny ~1~%
0002: jump @DSKOOL_28317 

:DSKOOL_28122
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_28161 
033E: text_draw 175.0 75.0 'DS1_67'  // Teljests 70%-ot vagy magasabbat a sikerhez

:DSKOOL_28161
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_28200 
033E: text_draw 83.0 75.0 'DS1_67'  // Teljests 70%-ot vagy magasabbat a sikerhez

:DSKOOL_28200
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_28239 
033E: text_draw 89.0 75.0 'DS1_67'  // Teljests 70%-ot vagy magasabbat a sikerhez

:DSKOOL_28239
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_28278 
033E: text_draw 147.0 75.0 'DS1_67'  // Teljests 70%-ot vagy magasabbat a sikerhez

:DSKOOL_28278
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_28317 
033E: text_draw 65.0 75.0 'DS1_67'  // Teljests 70%-ot vagy magasabbat a sikerhez

:DSKOOL_28317
00D6: if 
0019:   45@ > 1 // integer values 
004D: jump_if_false @DSKOOL_28422 
03E3: (unknown) 1 
038D: create_texture 4 position 250.0 306.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 4 position 395.0 306.0 scale 60.0 60.0 color 180 180 180 alpha 255 
0002: jump @DSKOOL_28502 

:DSKOOL_28422
03E3: (unknown) 1 
038D: create_texture 7 position 250.0 306.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 7 position 395.0 306.0 scale 60.0 60.0 color 180 180 180 alpha 255 

:DSKOOL_28502
03E3: (unknown) 1 
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @DSKOOL_28679 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @DSKOOL_28585 
038D: create_texture 6 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0002: jump @DSKOOL_28621 

:DSKOOL_28585
038D: create_texture 10 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:DSKOOL_28621
0050: gosub @DSKOOL_29916 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 266.0 375.0 'DS1_68'  // NINCS JUTALOM

:DSKOOL_28679
00D6: if 
0039:   45@ == 2 // integer values 
004D: jump_if_false @DSKOOL_28791 
038D: create_texture 1 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @DSKOOL_29916 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 280.0 375.0 'DS1_57'  // BRONZ

:DSKOOL_28791
00D6: if 
0039:   45@ == 3 // integer values 
004D: jump_if_false @DSKOOL_28903 
038D: create_texture 2 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @DSKOOL_29916 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 283.0 375.0 'DS1_56'  // EZST

:DSKOOL_28903
00D6: if 
0039:   45@ == 4 // integer values 
004D: jump_if_false @DSKOOL_29015 
038D: create_texture 3 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @DSKOOL_29916 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 294.0 375.0 'DS1_55'  // ARANY

:DSKOOL_29015
0051: return 

:DSKOOL_29017
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DSKOOL_29342 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @DSKOOL_29060 
0050: gosub @DSKOOL_3825 

:DSKOOL_29060
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @DSKOOL_29085 
0050: gosub @DSKOOL_5398 

:DSKOOL_29085
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_29110 
0050: gosub @DSKOOL_6724 

:DSKOOL_29110
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @DSKOOL_29135 
0050: gosub @DSKOOL_8329 

:DSKOOL_29135
00D6: if 
0038:   $247 == 7 // integer values 
004D: jump_if_false @DSKOOL_29160 
0050: gosub @DSKOOL_9839 

:DSKOOL_29160
00D6: if 
0038:   $247 == 9 // integer values 
004D: jump_if_false @DSKOOL_29185 
0050: gosub @DSKOOL_11941 

:DSKOOL_29185
00D6: if 
0038:   $247 == 10 // integer values 
004D: jump_if_false @DSKOOL_29210 
0050: gosub @DSKOOL_13430 

:DSKOOL_29210
00D6: if 
0038:   $247 == 11 // integer values 
004D: jump_if_false @DSKOOL_29235 
0050: gosub @DSKOOL_15328 

:DSKOOL_29235
00D6: if 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_29260 
0050: gosub @DSKOOL_16939 

:DSKOOL_29260
00D6: if 
0038:   $247 == 14 // integer values 
004D: jump_if_false @DSKOOL_29285 
0050: gosub @DSKOOL_18341 

:DSKOOL_29285
00D6: if 
0038:   $247 == 15 // integer values 
004D: jump_if_false @DSKOOL_29310 
0050: gosub @DSKOOL_20048 

:DSKOOL_29310
00D6: if 
0038:   $247 == 16 // integer values 
004D: jump_if_false @DSKOOL_29335 
0050: gosub @DSKOOL_22700 

:DSKOOL_29335
0006: 34@ = 1 // integer values 

:DSKOOL_29342
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @DSKOOL_29579 
00D6: if 
0038:   $247 == 14 // integer values 
004D: jump_if_false @DSKOOL_29513 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_29506 
00D6: if 
87C1:   not path 14 available 
004D: jump_if_false @DSKOOL_29413 
07C0: load_path 14 

:DSKOOL_29413
00D6: if 
87C1:   not path 3 available 
004D: jump_if_false @DSKOOL_29432 
07C0: load_path 3 

:DSKOOL_29432
00D6: if 
07C1:   path 14 available 
004D: jump_if_false @DSKOOL_29506 
00D6: if 
07C1:   path 3 available 
004D: jump_if_false @DSKOOL_29506 
05EB: assign_vehicle $198 to_path 14 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_29492 
05EB: assign_vehicle $196 to_path 3 

:DSKOOL_29492
0006: 43@ = 3 // integer values 
0006: 34@ = 2 // integer values 

:DSKOOL_29506
0002: jump @DSKOOL_29579 

:DSKOOL_29513
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_29579 
00D6: if 
87C1:   not path $247 available 
004D: jump_if_false @DSKOOL_29557 
07C0: load_path $247 
0002: jump @DSKOOL_29579 

:DSKOOL_29557
05EB: assign_vehicle $198 to_path $247 
0006: 43@ = 3 // integer values 
0006: 34@ = 2 // integer values 

:DSKOOL_29579
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @DSKOOL_29664 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_29650 
00D6: if 
860E:   not car $198 is_assigned_to_existing_path 
004D: jump_if_false @DSKOOL_29643 
0006: 43@ = 1 // integer values 
0006: 34@ = 4 // integer values 

:DSKOOL_29643
0002: jump @DSKOOL_29664 

:DSKOOL_29650
0006: 43@ = 1 // integer values 
0006: 34@ = 4 // integer values 

:DSKOOL_29664
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @DSKOOL_29696 
0006: 43@ = 1 // integer values 
0006: 34@ = 4 // integer values 

:DSKOOL_29696
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DSKOOL_29914 
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @DSKOOL_29914 
00D6: if 
0038:   $247 == 14 // integer values 
004D: jump_if_false @DSKOOL_29771 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_29771 
05EC: release_vehicle $196 from_path 

:DSKOOL_29771
05EC: release_vehicle $198 from_path 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 range 300.0 
014F: stop_timer $253 
0396: 0 useless_flag 
009B: destroy_actor_instantly 55@ 
009B: destroy_actor_instantly 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
00A6: destroy_car $198 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
0050: gosub @DSKOOL_35372 
0006: 34@ = 0 // integer values 

:DSKOOL_29914
0051: return 

:DSKOOL_29916
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 

:DSKOOL_29978
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 

:DSKOOL_30036
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.8 2.6 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0051: return 

:DSKOOL_30094
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.2 4.0 
060D: draw_text_shadow 3 color 0 0 0 alpha 255 
0349: text_draw_style = 3 
0051: return 

:DSKOOL_30156
016A: fade 0 500 ms 

:DSKOOL_30163
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_30187 
0001: wait 0 ms 
0002: jump @DSKOOL_30163 

:DSKOOL_30187
00D6: if 
0038:   $247 == 16 // integer values 
004D: jump_if_false @DSKOOL_30226 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0002: jump @DSKOOL_30240 

:DSKOOL_30226
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DSKOOL_30240
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B6: set_weather 6 
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04FA: reset_interior_colors 0 
0051: return 

:DSKOOL_30265
0005: $309 = 0.0 // floating-point values 
0005: $310 = 0.0 // floating-point values 
0005: $311 = 0.0 // floating-point values 
0005: $312 = 0.0 // floating-point values 
0005: $313 = 0.0 // floating-point values 
0005: $314 = 0.0 // floating-point values 
0005: $315 = 0.0 // floating-point values 
0005: $316 = 0.0 // floating-point values 
0005: $317 = 0.0 // floating-point values 
0005: $318 = 0.0 // floating-point values 
0005: $319 = 0.0 // floating-point values 
0005: $320 = 0.0 // floating-point values 
0005: $321 = 0.0 // floating-point values 
0005: $322 = 0.0 // floating-point values 
0005: $323 = 0.0 // floating-point values 
0005: $324 = 0.0 // floating-point values 
0004: $12 = 0 // integer values 
0005: $277 = 0.0 // floating-point values 
0005: $278 = 0.0 // floating-point values 
0005: $282 = 0.0 // floating-point values 
0005: $283 = 0.0 // floating-point values 
0005: $284 = 0.0 // floating-point values 
0005: $285 = 10.0 // floating-point values 
0004: $249 = 0 // integer values 
0005: $280 = 0.0 // floating-point values 
0005: $281 = 0.0 // floating-point values 
0005: $330 = 0.0 // floating-point values 
0005: $331 = 0.0 // floating-point values 
0005: $332 = 0.0 // floating-point values 
0004: $333 = 0 // integer values 
0004: $261 = 0 // integer values 
0004: $262 = 0 // integer values 
0005: $303 = 0.0 // floating-point values 
0005: $304 = 0.0 // floating-point values 
0005: $305 = 0.0 // floating-point values 
0005: $306 = 0.0 // floating-point values 
0004: $326 = 0 // integer values 
0004: $266 = 0 // integer values 
0005: $250 = 0.0 // floating-point values 
0005: $251 = 0.0 // floating-point values 
0004: $252 = 0 // integer values 
0004: $260 = 0 // integer values 
0004: $325 = 0 // integer values 
0004: $254 = 0 // integer values 
0004: $286 = 0 // integer values 
0004: $287 = 0 // integer values 
0004: $289 = 0 // integer values 
0004: $290 = 0 // integer values 
0004: $292 = 0 // integer values 
0004: $293 = 0 // integer values 
0004: $295 = 0 // integer values 
0004: $296 = 0 // integer values 
0004: $298 = 0 // integer values 
0004: $299 = 0 // integer values 
0004: $288 = 0 // integer values 
0004: $291 = 0 // integer values 
0004: $294 = 0 // integer values 
0004: $297 = 0 // integer values 
0004: $300 = 0 // integer values 
0004: $301 = 0 // integer values 
0004: $302 = 0 // integer values 
0004: $271 = 0 // integer values 
0004: $269 = 0 // integer values 
0086: $255 = $307 // floating-point values only 
0086: $256 = $308 // floating-point values only 
02CE: $257 = ground_z $255 $256 50.0 
0004: $268 = 0 // integer values 
0005: $259 = 0.0 // floating-point values 
0004: $267 = 0 // integer values 
0004: $270 = 0 // integer values 
0004: $263 = 0 // integer values 
0004: $264 = 0 // integer values 
0004: $265 = 0 // integer values 
0004: $272 = 0 // integer values 
0004: $273 = 0 // integer values 
0005: $276 = 0.0 // floating-point values 
0004: $274 = 0 // integer values 
0004: $275 = 0 // integer values 
0005: $279 = 0.0 // floating-point values 
0007: 36@ = 0.0 // floating-point values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0051: return 

:DSKOOL_30977
036A: put_actor $PLAYER_ACTOR in_car $198 
020A: set_car $198 door_status_to 4 
0001: wait 0 ms 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0110: clear_player $PLAYER_CHAR wanted_level 
016A: fade 1 500 ms 

:DSKOOL_31012
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_31036 
0001: wait 0 ms 
0002: jump @DSKOOL_31012 

:DSKOOL_31036
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 

:DSKOOL_31045
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_31112 
00D6: if 
0038:   $249 == 1 // integer values 
004D: jump_if_false @DSKOOL_31105 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $198 
004D: jump_if_false @DSKOOL_31105 
0004: $325 = 1 // integer values 

:DSKOOL_31105
0002: jump @DSKOOL_31149 

:DSKOOL_31112
00D6: if 
02BF:   car $198 sunk 
004D: jump_if_false @DSKOOL_31142 
0004: $325 = 2 // integer values 
0002: jump @DSKOOL_31149 

:DSKOOL_31142
0004: $325 = 1 // integer values 

:DSKOOL_31149
0051: return 

:DSKOOL_31151
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_31194 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $198 
004D: jump_if_false @DSKOOL_31194 
02E3: $250 = car $198 speed 

:DSKOOL_31194
00D6: if or
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @DSKOOL_31469 
00D6: if 
0020:   $250 > 0.5 // floating-point values 
004D: jump_if_false @DSKOOL_31469 
00BE: text_clear_all 
00D6: if or
0038:   $247 == 10 // integer values 
0038:   $247 == 12 // integer values 
0038:   $247 == 13 // integer values 
0038:   $247 == 5 // integer values 
0038:   $247 == 3 // integer values 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_31307 
014E: set_timer_to $253 type 1 
0890: (unknown) $253 3 

:DSKOOL_31307
00D6: if or
0038:   $247 == 15 // integer values 
0038:   $247 == 8 // integer values 
0038:   $247 == 9 // integer values 
0038:   $247 == 2 // integer values 
0038:   $247 == 1 // integer values 
004D: jump_if_false @DSKOOL_31367 
014E: set_timer_to $253 type 1 
0890: (unknown) $253 3 

:DSKOOL_31367
00D6: if or
0038:   $247 == 6 // integer values 
0038:   $247 == 7 // integer values 
0038:   $247 == 16 // integer values 
004D: jump_if_false @DSKOOL_31406 
014E: set_timer_to $253 type 0 

:DSKOOL_31406
00D6: if 
0038:   $247 == 14 // integer values 
004D: jump_if_false @DSKOOL_31462 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_31462 
04BA: set_car $196 speed_instantly 6.0 
0477: set_car $196 animation 9 864000000 ms 

:DSKOOL_31462
0004: $249 = 1 // integer values 

:DSKOOL_31469
0051: return 

:DSKOOL_31471
00D6: if 
0038:   $253 == 0 // integer values 
004D: jump_if_false @DSKOOL_31503 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_31503
0051: return 

:DSKOOL_31505
01B4: set_player $PLAYER_CHAR frozen_state 0 
0519: lock_vehicle $198 in_current_position 1 
0396: 1 useless_flag 
097A: (unknown) 0.0 0.0 0.0 1183 
0051: return 

:DSKOOL_31545
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $255 $256 
00D6: if 
0020:   $259 > 0.5 // floating-point values 
004D: jump_if_false @DSKOOL_31682 
00D6: if 
0022:   10.0 > $259 // floating-point values 
004D: jump_if_false @DSKOOL_31668 
000D: $259 -= 0.5 // floating-point values 
0011: $259 *= 10.42 // floating-point values 
008C: $273 = float_to_integer $259 
0004: $267 = 100 // integer values 
0060: $267 -= $273 // integer values 
0002: jump @DSKOOL_31675 

:DSKOOL_31668
0004: $267 = 0 // integer values 

:DSKOOL_31675
0002: jump @DSKOOL_31689 

:DSKOOL_31682
0004: $267 = 100 // integer values 

:DSKOOL_31689
0058: $271 += $267 // integer values 
0051: return 

:DSKOOL_31699
0227: $260 = car $198 health 
0004: $268 = 1000 // integer values 
0060: $268 -= $260 // integer values 
00D6: if 
0038:   $247 == 16 // integer values 
004D: jump_if_false @DSKOOL_31755 
0014: $268 /= 10 // integer values 
0002: jump @DSKOOL_31762 

:DSKOOL_31755
0014: $268 /= 2 // integer values 

:DSKOOL_31762
00D6: if 
0018:   $268 > 100 // integer values 
004D: jump_if_false @DSKOOL_31787 
0004: $268 = 100 // integer values 

:DSKOOL_31787
0051: return 

:DSKOOL_31789
0004: $272 = 0 // integer values 
0004: $200 = 0 // integer values 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @DSKOOL_31880 

:DSKOOL_31821
00D6: if 
001A:   15 > $200 // integer values 
004D: jump_if_false @DSKOOL_31880 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @DSKOOL_31866 
0008: $272 += 10 // integer values 

:DSKOOL_31866
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_31821 

:DSKOOL_31880
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @DSKOOL_31957 

:DSKOOL_31898
00D6: if 
001A:   25 > $200 // integer values 
004D: jump_if_false @DSKOOL_31957 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @DSKOOL_31943 
0008: $272 += 10 // integer values 

:DSKOOL_31943
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_31898 

:DSKOOL_31957
00D6: if or
0038:   $247 == 3 // integer values 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_32041 

:DSKOOL_31982
00D6: if 
001A:   46 > $200 // integer values 
004D: jump_if_false @DSKOOL_32041 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @DSKOOL_32027 
0008: $272 += 10 // integer values 

:DSKOOL_32027
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_31982 

:DSKOOL_32041
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @DSKOOL_32118 

:DSKOOL_32059
00D6: if 
001A:   37 > $200 // integer values 
004D: jump_if_false @DSKOOL_32118 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @DSKOOL_32104 
0008: $272 += 10 // integer values 

:DSKOOL_32104
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_32059 

:DSKOOL_32118
00D6: if or
0038:   $247 == 6 // integer values 
0038:   $247 == 7 // integer values 
004D: jump_if_false @DSKOOL_32202 

:DSKOOL_32143
00D6: if 
001A:   42 > $200 // integer values 
004D: jump_if_false @DSKOOL_32202 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @DSKOOL_32188 
0008: $272 += 10 // integer values 

:DSKOOL_32188
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_32143 

:DSKOOL_32202
00D6: if or
0038:   $247 == 8 // integer values 
0038:   $247 == 9 // integer values 
004D: jump_if_false @DSKOOL_32286 

:DSKOOL_32227
00D6: if 
001A:   30 > $200 // integer values 
004D: jump_if_false @DSKOOL_32286 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @DSKOOL_32272 
0008: $272 += 10 // integer values 

:DSKOOL_32272
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_32227 

:DSKOOL_32286
00D6: if or
0038:   $247 == 12 // integer values 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_32370 

:DSKOOL_32311
00D6: if 
001A:   31 > $200 // integer values 
004D: jump_if_false @DSKOOL_32370 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @DSKOOL_32356 
0008: $272 += 10 // integer values 

:DSKOOL_32356
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_32311 

:DSKOOL_32370
0010: $272 *= 2 // integer values 
00D6: if 
0018:   $272 > 90 // integer values 
004D: jump_if_false @DSKOOL_32402 
0004: $272 = 100 // integer values 

:DSKOOL_32402
0060: $271 -= $272 // integer values 
0051: return 

:DSKOOL_32412
00D6: if 
001A:   1 > $271 // integer values 
004D: jump_if_false @DSKOOL_32437 
0004: $271 = 0 // integer values 

:DSKOOL_32437
00BE: text_clear_all 
0051: return 

:DSKOOL_32441
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_32892 
00D6: if 
0038:   $333 == 0 // integer values 
004D: jump_if_false @DSKOOL_32637 
00AA: store_car $198 position_to $330 $331 $332 
0009: $332 += 5.0 // floating-point values 
0407: create_coordinate $330 $331 $TEMPVAR_FLOAT_3 from_car $198 offset 15.0 0.0 5.0 
015F: set_camera_position $330 $331 $332 0.0 0.0 0.0 
0A39: (unknown) 60@ 
00D6: if or
0039:   60@ == 1 // integer values 
0039:   60@ == 2 // integer values 
0039:   60@ == 3 // integer values 
004D: jump_if_false @DSKOOL_32607 
0158: camera_on_vehicle $198 15 1 
0002: jump @DSKOOL_32616 

:DSKOOL_32607
0158: camera_on_vehicle $198 15 2 

:DSKOOL_32616
0460: set_camera_pointing_time 50.0 2000 
09EC: (unknown) 1 
0004: $333 = 1 // integer values 

:DSKOOL_32637
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DSKOOL_32774 
00D6: if 
001B:   6000 > 32@ // integer values 
004D: jump_if_false @DSKOOL_32774 
00D6: if 
0038:   $333 == 1 // integer values 
004D: jump_if_false @DSKOOL_32774 
0407: create_coordinate $330 $331 $TEMPVAR_FLOAT_3 from_car $198 offset 0.0 15.0 5.0 
015F: set_camera_position $330 $331 $332 0.0 0.0 0.0 
0158: camera_on_vehicle $198 15 1 
0460: set_camera_pointing_time 50.0 2000 
0004: $333 = 2 // integer values 

:DSKOOL_32774
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @DSKOOL_32892 
00D6: if 
0038:   $333 == 2 // integer values 
004D: jump_if_false @DSKOOL_32892 
0407: create_coordinate $330 $331 $TEMPVAR_FLOAT_3 from_car $198 offset -15.0 0.0 5.0 
015F: set_camera_position $330 $331 $332 0.0 0.0 0.0 
0158: camera_on_vehicle $198 15 1 
0460: set_camera_pointing_time 50.0 2000 
0004: $333 = 3 // integer values 

:DSKOOL_32892
0051: return 

:DSKOOL_32894
0006: 45@ = 0 // integer values 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DSKOOL_33003 
00D6: if 
001A:   85 > $271 // integer values 
004D: jump_if_false @DSKOOL_33003 
00D6: if and
0019:   47@ > 69 // integer values 
001B:   85 > 47@ // integer values 
004D: jump_if_false @DSKOOL_32976 
0006: 45@ = 0 // integer values 
0002: jump @DSKOOL_33003 

:DSKOOL_32976
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 45@ = 2 // integer values 

:DSKOOL_33003
00D6: if 
0018:   $271 > 84 // integer values 
004D: jump_if_false @DSKOOL_33105 
00D6: if 
001A:   100 > $271 // integer values 
004D: jump_if_false @DSKOOL_33105 
00D6: if and
0019:   47@ > 84 // integer values 
001B:   100 > 47@ // integer values 
004D: jump_if_false @DSKOOL_33078 
0006: 45@ = 0 // integer values 
0002: jump @DSKOOL_33105 

:DSKOOL_33078
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 45@ = 3 // integer values 

:DSKOOL_33105
00D6: if 
0038:   $271 == 100 // integer values 
004D: jump_if_false @DSKOOL_33192 
00D6: if 
0039:   47@ == 100 // integer values 
004D: jump_if_false @DSKOOL_33155 
0006: 45@ = 0 // integer values 
0002: jump @DSKOOL_33192 

:DSKOOL_33155
0624: add 30.0 to_stat 160 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 45@ = 4 // integer values 

:DSKOOL_33192
0051: return 

:DSKOOL_33194
0826: toggle_hud 0 
0581: toggle_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
00D6: if 
001B:   2 > 45@ // integer values 
004D: jump_if_false @DSKOOL_33267 
0937: (unknown) 160.0 220.0 490.0 400.0 'DS1_65' 3  // Eredmnyek
0002: jump @DSKOOL_33300 

:DSKOOL_33267
0937: (unknown) 160.0 200.0 490.0 400.0 'DUMMY' 3 

:DSKOOL_33300
00D6: if or
0038:   $247 == 6 // integer values 
0038:   $247 == 7 // integer values 
0038:   $247 == 16 // integer values 
004D: jump_if_false @DSKOOL_33608 
0050: gosub @DSKOOL_29978 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 255.0 'DS1_72'  // sszes id:
0050: gosub @DSKOOL_29978 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
0018:   $302 > 9 // integer values 
004D: jump_if_false @DSKOOL_33467 
045B: text_draw_2numbers 450.0 255.0 'DS1_21' $301 $302  // ~1~.~1~s
0002: jump @DSKOOL_33494 

:DSKOOL_33467
045B: text_draw_2numbers 450.0 255.0 'DS1_22' $301 $302  // ~1~.0~1~s

:DSKOOL_33494
0050: gosub @DSKOOL_29978 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 275.0 'DS1_23'  // Vgs id:
0050: gosub @DSKOOL_29978 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number 450.0 275.0 'DS1_69' $270  // ~1~%
0002: jump @DSKOOL_33822 

:DSKOOL_33608
0050: gosub @DSKOOL_29978 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 255.0 'DS1_5'  // Vgs id:
0050: gosub @DSKOOL_29978 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number 450.0 255.0 'DS1_69' $266  // ~1~%
0050: gosub @DSKOOL_29978 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 275.0 'DS1_6'  // Vgs pozci:
0050: gosub @DSKOOL_29978 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number 450.0 275.0 'DS1_69' $267  // ~1~%

:DSKOOL_33822
0050: gosub @DSKOOL_29978 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 295.0 'DS1_7'  // Srlsi bntets:
0050: gosub @DSKOOL_29978 
03E4: set_text_draw_align_right 1 
0904: (unknown) 0 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
045A: text_draw_1number 450.0 295.0 'DS1_70' $272  // -~1~%
0050: gosub @DSKOOL_29978 
0904: (unknown) 3 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 315.0 'DS1_10'  // sszes eredmny:
0050: gosub @DSKOOL_29978 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number 450.0 315.0 'DS1_69' $271  // ~1~%
00D6: if or
0039:   41@ == 1 // integer values 
0039:   41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_34412 
00D6: if 
0019:   45@ > 0 // integer values 
004D: jump_if_false @DSKOOL_34412 
038D: create_texture 4 position 250.0 199.0 scale -60.0 60.0 color 180 180 180 alpha 255 
038D: create_texture 4 position 392.0 199.0 scale 60.0 60.0 color 180 180 180 alpha 255 
00D6: if 
0039:   45@ == 2 // integer values 
004D: jump_if_false @DSKOOL_34221 
038D: create_texture 1 position 320.0 200.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:DSKOOL_34221
00D6: if 
0039:   45@ == 3 // integer values 
004D: jump_if_false @DSKOOL_34275 
038D: create_texture 2 position 320.0 200.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:DSKOOL_34275
00D6: if 
0039:   45@ == 4 // integer values 
004D: jump_if_false @DSKOOL_34329 
038D: create_texture 3 position 320.0 200.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:DSKOOL_34329
0050: gosub @DSKOOL_30094 
081C: draw_text_outline 2 0 0 0 255 
033F: set_text_draw_letter_width_height 1.0 3.4 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 323.0 65.0 'DS1_47'  // J BIZONYTVNY MEGSZEREZVE

:DSKOOL_34412
00D6: if or
0039:   41@ == 1 // integer values 
0039:   41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_34504 
0050: gosub @DSKOOL_30094 
081C: draw_text_outline 2 0 0 0 255 
033F: set_text_draw_letter_width_height 1.0 3.4 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 323.0 110.0 'DS1_46'  // J REKORD

:DSKOOL_34504
00D6: if 
8039:   not  41@ == 2 // integer values 
004D: jump_if_false @DSKOOL_34809 
0050: gosub @DSKOOL_29978 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 340.0 345.0 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DSKOOL_29978 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 345.0 'DS1_66'  // Folytats
0050: gosub @DSKOOL_29978 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 340.0 365.0 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @DSKOOL_29978 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 365.0 'DS1_53'  // Kilps
0002: jump @DSKOOL_35003 

:DSKOOL_34809
0050: gosub @DSKOOL_29978 
033F: set_text_draw_letter_width_height 0.52 1.45 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 180.0 345.0 'DS1_71'  // J TESZT RHET EL
0050: gosub @DSKOOL_29978 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 340.0 365.0 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DSKOOL_29978 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 51@ 52@ 53@ 54@ 
0340: set_text_draw_color 51@ 52@ 53@ 54@ 
033E: text_draw 180.0 365.0 'DS1_66'  // Folytats

:DSKOOL_35003
0051: return 

:DSKOOL_35005
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DSKOOL_35061 
00D6: if 
0038:   $12 == 1 // integer values 
004D: jump_if_false @DSKOOL_35054 
0004: $12 = 0 // integer values 
0004: $326 = 1 // integer values 

:DSKOOL_35054
0002: jump @DSKOOL_35086 

:DSKOOL_35061
00D6: if 
0038:   $12 == 0 // integer values 
004D: jump_if_false @DSKOOL_35086 
0004: $12 = 1 // integer values 

:DSKOOL_35086
0051: return 

:DSKOOL_35088
097A: (unknown) 0.0 0.0 0.0 1184 
00BE: text_clear_all 
016A: fade 0 500 ms 

:DSKOOL_35117
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_35141 
0001: wait 0 ms 
0002: jump @DSKOOL_35117 

:DSKOOL_35141
00BE: text_clear_all 
03D6: remove_big_text 'DS1_46'  // J REKORD
03D6: remove_big_text 'DS1_47'  // J BIZONYTVNY MEGSZEREZVE
09EC: (unknown) 0 
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
0038:   $325 == 2 // integer values 
004D: jump_if_false @DSKOOL_35259 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DSKOOL_35238 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
0002: jump @DSKOOL_35252 

:DSKOOL_35238
00A1: put_actor $PLAYER_ACTOR at $327 $328 $329 

:DSKOOL_35252
0002: jump @DSKOOL_35310 

:DSKOOL_35259
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DSKOOL_35296 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
0002: jump @DSKOOL_35310 

:DSKOOL_35296
00A1: put_actor $PLAYER_ACTOR at $327 $328 $329 

:DSKOOL_35310
00BE: text_clear_all 
0001: wait 0 ms 
00BE: text_clear_all 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 range 300.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0001: wait 0 ms 
00BE: text_clear_all 
014F: stop_timer $253 
0396: 0 useless_flag 
0826: toggle_hud 1 
0581: toggle_radar 1 
0051: return 

:DSKOOL_35372
00BE: text_clear_all 
0004: $200 = 0 // integer values 

:DSKOOL_35381
00D6: if 
001A:   46 > $200 // integer values 
004D: jump_if_false @DSKOOL_35424 
00BE: text_clear_all 
0108: destroy_object $201($200,46i) 
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_35381 

:DSKOOL_35424
0051: return 

:DSKOOL_35426
0004: $200 = 0 // integer values 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @DSKOOL_35510 

:DSKOOL_35451
00D6: if 
001A:   15 > $200 // integer values 
004D: jump_if_false @DSKOOL_35510 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_35451 

:DSKOOL_35510
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @DSKOOL_35587 

:DSKOOL_35528
00D6: if 
001A:   25 > $200 // integer values 
004D: jump_if_false @DSKOOL_35587 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_35528 

:DSKOOL_35587
00D6: if or
0038:   $247 == 3 // integer values 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_35671 

:DSKOOL_35612
00D6: if 
001A:   46 > $200 // integer values 
004D: jump_if_false @DSKOOL_35671 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_35612 

:DSKOOL_35671
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @DSKOOL_35748 

:DSKOOL_35689
00D6: if 
001A:   37 > $200 // integer values 
004D: jump_if_false @DSKOOL_35748 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_35689 

:DSKOOL_35748
00D6: if or
0038:   $247 == 6 // integer values 
0038:   $247 == 7 // integer values 
004D: jump_if_false @DSKOOL_35832 

:DSKOOL_35773
00D6: if 
001A:   42 > $200 // integer values 
004D: jump_if_false @DSKOOL_35832 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_35773 

:DSKOOL_35832
00D6: if or
0038:   $247 == 8 // integer values 
0038:   $247 == 9 // integer values 
004D: jump_if_false @DSKOOL_35916 

:DSKOOL_35857
00D6: if 
001A:   30 > $200 // integer values 
004D: jump_if_false @DSKOOL_35916 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_35857 

:DSKOOL_35916
00D6: if or
0038:   $247 == 12 // integer values 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_36000 

:DSKOOL_35941
00D6: if 
001A:   31 > $200 // integer values 
004D: jump_if_false @DSKOOL_36000 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_35941 

:DSKOOL_36000
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @DSKOOL_36704 
0005: $285 = 6.0 // floating-point values 
0005: $279 = 0.0 // floating-point values 
0407: create_coordinate $280 $281 $284 from_car $198 offset 0.0 1.0 -0.5 
02CE: $284 = ground_z $280 $281 40.0 
0009: $284 += 0.4 // floating-point values 

:DSKOOL_36093
02F6: $282 = cosine $279 // sinus swapped with cosine 
0069: $282 *= $285 // floating-point values 
0059: $282 += $280 // floating-point values 
02F7: $283 = sinus $279 // cosine swapped with sinus 
0069: $283 *= $285 // floating-point values 
0059: $283 += $281 // floating-point values 
00D6: if 
0042:   $279 == 0.0 // floating-point values 
004D: jump_if_false @DSKOOL_36176 
01BC: put_object $201[0] at $282 $283 $284 

:DSKOOL_36176
00D6: if 
0042:   $279 == 24.0 // floating-point values 
004D: jump_if_false @DSKOOL_36211 
01BC: put_object $201[1] at $282 $283 $284 

:DSKOOL_36211
00D6: if 
0042:   $279 == 48.0 // floating-point values 
004D: jump_if_false @DSKOOL_36246 
01BC: put_object $201[2] at $282 $283 $284 

:DSKOOL_36246
00D6: if 
0042:   $279 == 72.0 // floating-point values 
004D: jump_if_false @DSKOOL_36281 
01BC: put_object $201[3] at $282 $283 $284 

:DSKOOL_36281
00D6: if 
0042:   $279 == 96.0 // floating-point values 
004D: jump_if_false @DSKOOL_36316 
01BC: put_object $201[4] at $282 $283 $284 

:DSKOOL_36316
00D6: if 
0042:   $279 == 120.0 // floating-point values 
004D: jump_if_false @DSKOOL_36351 
01BC: put_object $201[5] at $282 $283 $284 

:DSKOOL_36351
00D6: if 
0042:   $279 == 144.0 // floating-point values 
004D: jump_if_false @DSKOOL_36386 
01BC: put_object $201[6] at $282 $283 $284 

:DSKOOL_36386
00D6: if 
0042:   $279 == 168.0 // floating-point values 
004D: jump_if_false @DSKOOL_36421 
01BC: put_object $201[7] at $282 $283 $284 

:DSKOOL_36421
00D6: if 
0042:   $279 == 192.0 // floating-point values 
004D: jump_if_false @DSKOOL_36456 
01BC: put_object $201[8] at $282 $283 $284 

:DSKOOL_36456
00D6: if 
0042:   $279 == 216.0 // floating-point values 
004D: jump_if_false @DSKOOL_36491 
01BC: put_object $201[9] at $282 $283 $284 

:DSKOOL_36491
00D6: if 
0042:   $279 == 240.0 // floating-point values 
004D: jump_if_false @DSKOOL_36526 
01BC: put_object $201[10] at $282 $283 $284 

:DSKOOL_36526
00D6: if 
0042:   $279 == 264.0 // floating-point values 
004D: jump_if_false @DSKOOL_36561 
01BC: put_object $201[11] at $282 $283 $284 

:DSKOOL_36561
00D6: if 
0042:   $279 == 288.0 // floating-point values 
004D: jump_if_false @DSKOOL_36596 
01BC: put_object $201[12] at $282 $283 $284 

:DSKOOL_36596
00D6: if 
0042:   $279 == 312.0 // floating-point values 
004D: jump_if_false @DSKOOL_36631 
01BC: put_object $201[13] at $282 $283 $284 

:DSKOOL_36631
00D6: if 
0042:   $279 == 336.0 // floating-point values 
004D: jump_if_false @DSKOOL_36666 
01BC: put_object $201[14] at $282 $283 $284 

:DSKOOL_36666
0009: $279 += 24.0 // floating-point values 
00D6: if 
0022:   360.0 > $279 // floating-point values 
004D: jump_if_false @DSKOOL_36704 
0002: jump @DSKOOL_36093 

:DSKOOL_36704
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @DSKOOL_37593 
0005: $285 = 6.0 // floating-point values 
0005: $279 = 90.0 // floating-point values 
0407: create_coordinate $280 $281 $284 from_car $198 offset 0.0 86.0 -0.5 
02CE: $284 = ground_z $280 $281 40.0 
0009: $284 += 0.4 // floating-point values 

:DSKOOL_36797
02F6: $282 = cosine $279 // sinus swapped with cosine 
0069: $282 *= $285 // floating-point values 
0059: $282 += $280 // floating-point values 
02F7: $283 = sinus $279 // cosine swapped with sinus 
0069: $283 *= $285 // floating-point values 
0059: $283 += $281 // floating-point values 
00D6: if 
0042:   $279 == 120.0 // floating-point values 
004D: jump_if_false @DSKOOL_36880 
01BC: put_object $201[0] at $282 $283 $284 

:DSKOOL_36880
00D6: if 
0042:   $279 == 150.0 // floating-point values 
004D: jump_if_false @DSKOOL_36915 
01BC: put_object $201[1] at $282 $283 $284 

:DSKOOL_36915
00D6: if 
0042:   $279 == 180.0 // floating-point values 
004D: jump_if_false @DSKOOL_36950 
01BC: put_object $201[2] at $282 $283 $284 

:DSKOOL_36950
00D6: if 
0042:   $279 == 210.0 // floating-point values 
004D: jump_if_false @DSKOOL_36985 
01BC: put_object $201[3] at $282 $283 $284 

:DSKOOL_36985
00D6: if 
0042:   $279 == 240.0 // floating-point values 
004D: jump_if_false @DSKOOL_37020 
01BC: put_object $201[4] at $282 $283 $284 

:DSKOOL_37020
0009: $279 += 30.0 // floating-point values 
00D6: if 
0022:   271.0 > $279 // floating-point values 
004D: jump_if_false @DSKOOL_37058 
0002: jump @DSKOOL_36797 

:DSKOOL_37058
035C: place_object $201[7] relative_to_car $198 offset -7.0 74.0 -0.5 
035C: place_object $201[8] relative_to_car $198 offset 7.0 74.0 -0.5 
035C: place_object $201[9] relative_to_car $198 offset -7.0 78.0 -0.5 
035C: place_object $201[10] relative_to_car $198 offset 7.0 78.0 -0.5 
035C: place_object $201[11] relative_to_car $198 offset -7.0 82.0 -0.5 
035C: place_object $201[12] relative_to_car $198 offset 7.0 82.0 -0.5 
035C: place_object $201[13] relative_to_car $198 offset -7.0 86.0 -0.5 
035C: place_object $201[14] relative_to_car $198 offset 7.0 86.0 -0.5 
035C: place_object $201[15] relative_to_car $198 offset 0.0 82.0 -0.5 
035C: place_object $201[16] relative_to_car $198 offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 offset 0.0 -4.0 -0.5 
035C: place_object $201[23] relative_to_car $198 offset 0.0 74.0 -0.5 
035C: place_object $201[24] relative_to_car $198 offset 0.0 78.0 -0.5 
0004: $200 = 7 // integer values 

:DSKOOL_37479
00D6: if 
001A:   25 > $200 // integer values 
004D: jump_if_false @DSKOOL_37593 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_37579 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_37579
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_37479 

:DSKOOL_37593
00D6: if or
0038:   $247 == 12 // integer values 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_38084 
035C: place_object $201[0] relative_to_car $198 offset 0.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 offset -3.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 offset 3.0 4.0 -0.5 
035C: place_object $201[3] relative_to_car $198 offset -3.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 offset 3.0 0.0 -0.5 
035C: place_object $201[5] relative_to_car $198 offset -3.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 offset 3.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 offset -3.0 -8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 offset 3.0 -8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 offset -3.0 -12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 offset 3.0 -12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 offset -3.0 -16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 offset 3.0 -16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 offset -3.0 -20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 offset 3.0 -20.0 -0.5 
0004: $200 = 0 // integer values 

:DSKOOL_37970
00D6: if 
001A:   15 > $200 // integer values 
004D: jump_if_false @DSKOOL_38084 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_38070 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_38070
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_37970 

:DSKOOL_38084
00D6: if 
0038:   $247 == 12 // integer values 
004D: jump_if_false @DSKOOL_38591 
035C: place_object $201[15] relative_to_car $198 offset -3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 offset 6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 offset 8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 offset 3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 offset 10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 offset 4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 offset 10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 offset 9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 offset 4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 offset 9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 offset 4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 offset 9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 offset 4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 offset 9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 offset 6.5 -44.0 -0.5 
0004: $200 = 15 // integer values 

:DSKOOL_38477
00D6: if 
001A:   31 > $200 // integer values 
004D: jump_if_false @DSKOOL_38591 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_38577 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_38577
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_38477 

:DSKOOL_38591
00D6: if 
0038:   $247 == 13 // integer values 
004D: jump_if_false @DSKOOL_39098 
035C: place_object $201[15] relative_to_car $198 offset 3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 offset -6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 offset -8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 offset -3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 offset -10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 offset -4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 offset -10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 offset -9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 offset -4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 offset -9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 offset -4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 offset -9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 offset -4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 offset -9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 offset -6.5 -44.0 -0.5 
0004: $200 = 15 // integer values 

:DSKOOL_38984
00D6: if 
001A:   31 > $200 // integer values 
004D: jump_if_false @DSKOOL_39098 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_39084 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_39084
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_38984 

:DSKOOL_39098
00D6: if or
0038:   $247 == 6 // integer values 
0038:   $247 == 7 // integer values 
004D: jump_if_false @DSKOOL_40801 
035C: place_object $201[0] relative_to_car $198 offset -4.0 8.0 -0.5 
035C: place_object $201[1] relative_to_car $198 offset 4.0 8.0 -0.5 
035C: place_object $201[2] relative_to_car $198 offset -4.0 2.0 -0.5 
035C: place_object $201[3] relative_to_car $198 offset 4.0 2.0 -0.5 
035C: place_object $201[4] relative_to_car $198 offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 offset -4.0 14.0 -0.5 
035C: place_object $201[6] relative_to_car $198 offset 4.0 14.0 -0.5 
035C: place_object $201[7] relative_to_car $198 offset -4.0 20.0 -0.5 
035C: place_object $201[8] relative_to_car $198 offset 4.0 20.0 -0.5 
035C: place_object $201[9] relative_to_car $198 offset -4.0 26.0 -0.5 
035C: place_object $201[10] relative_to_car $198 offset 4.0 26.0 -0.5 
035C: place_object $201[11] relative_to_car $198 offset -4.0 32.0 -0.5 
035C: place_object $201[12] relative_to_car $198 offset 4.0 32.0 -0.5 
035C: place_object $201[13] relative_to_car $198 offset -4.0 38.0 -0.5 
035C: place_object $201[14] relative_to_car $198 offset 4.0 38.0 -0.5 
035C: place_object $201[15] relative_to_car $198 offset -4.0 44.0 -0.5 
035C: place_object $201[16] relative_to_car $198 offset 4.0 44.0 -0.5 
035C: place_object $201[17] relative_to_car $198 offset -4.0 50.0 -0.5 
0004: $200 = 0 // integer values 

:DSKOOL_39544
00D6: if 
001A:   18 > $200 // integer values 
004D: jump_if_false @DSKOOL_39658 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_39644 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_39644
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_39544 

:DSKOOL_39658
0005: $279 = 90.0 // floating-point values 
0407: create_coordinate $280 $281 $284 from_car $198 offset 4.0 50.0 -0.5 
02CE: $284 = ground_z $280 $281 40.0 
0009: $284 += 0.4 // floating-point values 

:DSKOOL_39723
02F6: $282 = cosine $279 // sinus swapped with cosine 
0069: $282 *= $285 // floating-point values 
0059: $282 += $280 // floating-point values 
02F7: $283 = sinus $279 // cosine swapped with sinus 
0069: $283 *= $285 // floating-point values 
0059: $283 += $281 // floating-point values 
00D6: if 
0042:   $279 == 126.0 // floating-point values 
004D: jump_if_false @DSKOOL_39806 
01BC: put_object $201[18] at $282 $283 $284 

:DSKOOL_39806
00D6: if 
0042:   $279 == 144.0 // floating-point values 
004D: jump_if_false @DSKOOL_39841 
01BC: put_object $201[19] at $282 $283 $284 

:DSKOOL_39841
00D6: if 
0042:   $279 == 162.0 // floating-point values 
004D: jump_if_false @DSKOOL_39876 
01BC: put_object $201[20] at $282 $283 $284 

:DSKOOL_39876
00D6: if 
0042:   $279 == 180.0 // floating-point values 
004D: jump_if_false @DSKOOL_39911 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_39911
00D6: if 
0042:   $279 == 198.0 // floating-point values 
004D: jump_if_false @DSKOOL_39946 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_39946
00D6: if 
0042:   $279 == 216.0 // floating-point values 
004D: jump_if_false @DSKOOL_39981 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_39981
00D6: if 
0042:   $279 == 234.0 // floating-point values 
004D: jump_if_false @DSKOOL_40016 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_40016
0009: $279 += 18.0 // floating-point values 
00D6: if 
0022:   271.0 > $279 // floating-point values 
004D: jump_if_false @DSKOOL_40054 
0002: jump @DSKOOL_39723 

:DSKOOL_40054
035C: place_object $201[25] relative_to_car $198 offset 12.0 8.0 -0.5 
035C: place_object $201[26] relative_to_car $198 offset 12.0 2.0 -0.5 
035C: place_object $201[27] relative_to_car $198 offset 12.0 -4.0 -0.5 
035C: place_object $201[28] relative_to_car $198 offset 12.0 14.0 -0.5 
035C: place_object $201[29] relative_to_car $198 offset 12.0 20.0 -0.5 
035C: place_object $201[30] relative_to_car $198 offset 12.0 26.0 -0.5 
035C: place_object $201[31] relative_to_car $198 offset 12.0 32.0 -0.5 
035C: place_object $201[32] relative_to_car $198 offset 12.0 38.0 -0.5 
035C: place_object $201[33] relative_to_car $198 offset 12.0 44.0 -0.5 
035C: place_object $201[34] relative_to_car $198 offset 12.0 50.0 -0.5 
0004: $200 = 25 // integer values 

:DSKOOL_40291
00D6: if 
001A:   35 > $200 // integer values 
004D: jump_if_false @DSKOOL_40405 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_40391 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_40391
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_40291 

:DSKOOL_40405
0005: $279 = 270.0 // floating-point values 
0407: create_coordinate $280 $281 $284 from_car $198 offset 4.0 -4.0 -0.5 
02CE: $284 = ground_z $280 $281 40.0 
0009: $284 += 0.4 // floating-point values 

:DSKOOL_40470
02F6: $282 = cosine $279 // sinus swapped with cosine 
0069: $282 *= $285 // floating-point values 
0059: $282 += $280 // floating-point values 
02F7: $283 = sinus $279 // cosine swapped with sinus 
0069: $283 *= $285 // floating-point values 
0059: $283 += $281 // floating-point values 
00D6: if 
0042:   $279 == 306.0 // floating-point values 
004D: jump_if_false @DSKOOL_40553 
01BC: put_object $201[35] at $282 $283 $284 

:DSKOOL_40553
00D6: if 
0042:   $279 == 324.0 // floating-point values 
004D: jump_if_false @DSKOOL_40588 
01BC: put_object $201[36] at $282 $283 $284 

:DSKOOL_40588
00D6: if 
0042:   $279 == 342.0 // floating-point values 
004D: jump_if_false @DSKOOL_40623 
01BC: put_object $201[37] at $282 $283 $284 

:DSKOOL_40623
00D6: if 
0042:   $279 == 360.0 // floating-point values 
004D: jump_if_false @DSKOOL_40658 
01BC: put_object $201[38] at $282 $283 $284 

:DSKOOL_40658
00D6: if 
0042:   $279 == 378.0 // floating-point values 
004D: jump_if_false @DSKOOL_40693 
01BC: put_object $201[39] at $282 $283 $284 

:DSKOOL_40693
00D6: if 
0042:   $279 == 396.0 // floating-point values 
004D: jump_if_false @DSKOOL_40728 
01BC: put_object $201[40] at $282 $283 $284 

:DSKOOL_40728
00D6: if 
0042:   $279 == 414.0 // floating-point values 
004D: jump_if_false @DSKOOL_40763 
01BC: put_object $201[41] at $282 $283 $284 

:DSKOOL_40763
0009: $279 += 18.0 // floating-point values 
00D6: if 
0022:   451.0 > $279 // floating-point values 
004D: jump_if_false @DSKOOL_40801 
0002: jump @DSKOOL_40470 

:DSKOOL_40801
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @DSKOOL_41791 
035C: place_object $201[0] relative_to_car $198 offset 2.0 40.0 -0.5 
035C: place_object $201[1] relative_to_car $198 offset -2.0 40.0 -0.5 
035C: place_object $201[2] relative_to_car $198 offset 3.0 44.0 -0.5 
035C: place_object $201[3] relative_to_car $198 offset -3.0 44.0 -0.5 
035C: place_object $201[4] relative_to_car $198 offset 3.0 48.0 -0.5 
035C: place_object $201[5] relative_to_car $198 offset -3.0 48.0 -0.5 
035C: place_object $201[6] relative_to_car $198 offset 3.0 52.0 -0.5 
035C: place_object $201[7] relative_to_car $198 offset -3.0 52.0 -0.5 
035C: place_object $201[8] relative_to_car $198 offset 3.0 56.0 -0.5 
035C: place_object $201[9] relative_to_car $198 offset -3.0 56.0 -0.5 
035C: place_object $201[10] relative_to_car $198 offset 4.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 offset -2.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 offset 5.0 64.0 -0.5 
035C: place_object $201[13] relative_to_car $198 offset -1.0 64.0 -0.5 
035C: place_object $201[14] relative_to_car $198 offset 6.0 68.0 -0.5 
035C: place_object $201[15] relative_to_car $198 offset 0.0 68.0 -0.5 
035C: place_object $201[16] relative_to_car $198 offset 6.0 72.0 -0.5 
035C: place_object $201[17] relative_to_car $198 offset 0.0 72.0 -0.5 
035C: place_object $201[18] relative_to_car $198 offset 6.0 76.0 -0.5 
035C: place_object $201[19] relative_to_car $198 offset 0.0 76.0 -0.5 
035C: place_object $201[20] relative_to_car $198 offset 6.0 80.0 -0.5 
035C: place_object $201[21] relative_to_car $198 offset 0.0 80.0 -0.5 
035C: place_object $201[22] relative_to_car $198 offset 5.0 84.0 -0.5 
035C: place_object $201[23] relative_to_car $198 offset -1.0 84.0 -0.5 
035C: place_object $201[24] relative_to_car $198 offset 4.0 88.0 -0.5 
035C: place_object $201[25] relative_to_car $198 offset -2.0 88.0 -0.5 
035C: place_object $201[26] relative_to_car $198 offset 3.0 92.0 -0.5 
035C: place_object $201[27] relative_to_car $198 offset -3.0 92.0 -0.5 
035C: place_object $201[28] relative_to_car $198 offset 3.0 96.0 -0.5 
035C: place_object $201[29] relative_to_car $198 offset -3.0 96.0 -0.5 
035C: place_object $201[30] relative_to_car $198 offset 3.0 100.0 -0.5 
035C: place_object $201[31] relative_to_car $198 offset -3.0 100.0 -0.5 
035C: place_object $201[32] relative_to_car $198 offset 3.0 104.0 -0.5 
035C: place_object $201[33] relative_to_car $198 offset -3.0 104.0 -0.5 
035C: place_object $201[34] relative_to_car $198 offset 3.0 108.0 -0.5 
035C: place_object $201[35] relative_to_car $198 offset -3.0 108.0 -0.5 
035C: place_object $201[36] relative_to_car $198 offset 0.0 108.0 -0.5 
0004: $200 = 0 // integer values 

:DSKOOL_41677
00D6: if 
001A:   37 > $200 // integer values 
004D: jump_if_false @DSKOOL_41791 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_41777 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_41777
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_41677 

:DSKOOL_41791
00D6: if or
0038:   $247 == 3 // integer values 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_42587 
035C: place_object $201[0] relative_to_car $198 offset -4.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 offset 4.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 offset -4.0 0.0 -0.5 
035C: place_object $201[3] relative_to_car $198 offset 4.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 offset 4.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 offset 0.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 offset -4.0 8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 offset 4.0 8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 offset -4.0 12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 offset 4.0 12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 offset -4.0 16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 offset 4.0 16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 offset -4.0 20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 offset 4.0 20.0 -0.5 
035C: place_object $201[15] relative_to_car $198 offset -4.0 24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 offset 4.0 24.0 -0.5 
035C: place_object $201[17] relative_to_car $198 offset -4.0 28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 offset 4.0 28.0 -0.5 
035C: place_object $201[19] relative_to_car $198 offset -4.0 32.0 -0.5 
035C: place_object $201[20] relative_to_car $198 offset 4.0 32.0 -0.5 
0004: $200 = 0 // integer values 

:DSKOOL_42306
00D6: if 
001A:   21 > $200 // integer values 
004D: jump_if_false @DSKOOL_42420 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_42406 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_42406
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_42306 

:DSKOOL_42420
0005: $279 = 90.0 // floating-point values 
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_42484 
0407: create_coordinate $280 $281 $284 from_car $198 offset 4.0 30.0 -0.5 
0002: jump @DSKOOL_42513 

:DSKOOL_42484
0407: create_coordinate $280 $281 $284 from_car $198 offset -4.0 30.0 -0.5 

:DSKOOL_42513
02CE: $284 = ground_z $280 $281 40.0 
0009: $284 += 0.4 // floating-point values 

:DSKOOL_42539
02F6: $282 = cosine $279 // sinus swapped with cosine 
0069: $282 *= $285 // floating-point values 
0059: $282 += $280 // floating-point values 
02F7: $283 = sinus $279 // cosine swapped with sinus 
0069: $283 *= $285 // floating-point values 
0059: $283 += $281 // floating-point values 

:DSKOOL_42587
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_42710 
00D6: if 
0042:   $279 == 126.0 // floating-point values 
004D: jump_if_false @DSKOOL_42640 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_42640
00D6: if 
0042:   $279 == 144.0 // floating-point values 
004D: jump_if_false @DSKOOL_42675 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_42675
00D6: if 
0042:   $279 == 162.0 // floating-point values 
004D: jump_if_false @DSKOOL_42710 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_42710
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_42833 
00D6: if 
0042:   $279 == 198.0 // floating-point values 
004D: jump_if_false @DSKOOL_42763 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_42763
00D6: if 
0042:   $279 == 216.0 // floating-point values 
004D: jump_if_false @DSKOOL_42798 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_42798
00D6: if 
0042:   $279 == 234.0 // floating-point values 
004D: jump_if_false @DSKOOL_42833 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_42833
00D6: if or
0038:   $247 == 3 // integer values 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_42984 
00D6: if 
0042:   $279 == 180.0 // floating-point values 
004D: jump_if_false @DSKOOL_42893 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_42893
0009: $279 += 18.0 // floating-point values 
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_42956 
00D6: if 
0022:   181.0 > $279 // floating-point values 
004D: jump_if_false @DSKOOL_42949 
0002: jump @DSKOOL_42539 

:DSKOOL_42949
0002: jump @DSKOOL_42984 

:DSKOOL_42956
00D6: if 
0022:   235.0 > $279 // floating-point values 
004D: jump_if_false @DSKOOL_42984 
0002: jump @DSKOOL_42539 

:DSKOOL_42984
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @DSKOOL_43606 
035C: place_object $201[25] relative_to_car $198 offset 8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 offset 8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 offset 12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 offset 12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 offset 16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 offset 16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 offset 20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 offset 20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 offset 24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 offset 24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 offset 28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 offset 28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 offset 32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 offset 32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 offset 36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 offset 36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 offset 40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 offset 40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 offset 44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 offset 44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 offset 44.0 37.0 -0.5 
0004: $200 = 25 // integer values 

:DSKOOL_43492
00D6: if 
001A:   46 > $200 // integer values 
004D: jump_if_false @DSKOOL_43606 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_43592 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_43592
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_43492 

:DSKOOL_43606
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @DSKOOL_44228 
035C: place_object $201[25] relative_to_car $198 offset -8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 offset -8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 offset -12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 offset -12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 offset -16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 offset -16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 offset -20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 offset -20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 offset -24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 offset -24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 offset -28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 offset -28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 offset -32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 offset -32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 offset -36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 offset -36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 offset -40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 offset -40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 offset -44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 offset -44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 offset -44.0 37.0 -0.5 
0004: $200 = 25 // integer values 

:DSKOOL_44114
00D6: if 
001A:   46 > $200 // integer values 
004D: jump_if_false @DSKOOL_44228 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_44214 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_44214
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_44114 

:DSKOOL_44228
00D6: if 
0038:   $247 == 8 // integer values 
004D: jump_if_false @DSKOOL_44712 
035C: place_object $201[0] relative_to_car $198 offset -8.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 offset -6.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 offset -4.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 offset -2.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 offset 0.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 offset 7.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 offset 5.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 offset 3.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 offset 1.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 offset -1.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 offset -8.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 offset -6.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 offset -4.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 offset -2.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 offset 0.0 60.0 -0.5 
0004: $200 = 0 // integer values 

:DSKOOL_44598
00D6: if 
001A:   15 > $200 // integer values 
004D: jump_if_false @DSKOOL_44712 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_44698 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_44698
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_44598 

:DSKOOL_44712
00D6: if 
0038:   $247 == 9 // integer values 
004D: jump_if_false @DSKOOL_45196 
035C: place_object $201[0] relative_to_car $198 offset 7.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 offset 5.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 offset 3.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 offset 1.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 offset -1.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 offset -8.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 offset -6.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 offset -4.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 offset -2.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 offset 0.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 offset 7.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 offset 5.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 offset 3.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 offset 1.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 offset -1.0 60.0 -0.5 
0004: $200 = 0 // integer values 

:DSKOOL_45082
00D6: if 
001A:   15 > $200 // integer values 
004D: jump_if_false @DSKOOL_45196 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_45182 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_45182
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_45082 

:DSKOOL_45196
00D6: if or
0038:   $247 == 8 // integer values 
0038:   $247 == 9 // integer values 
004D: jump_if_false @DSKOOL_45932 
0005: $285 = 8.0 // floating-point values 
0005: $279 = 90.0 // floating-point values 
0407: create_coordinate $280 $281 $284 from_car $198 offset -0.5 81.0 -0.5 
02CE: $284 = ground_z $280 $281 40.0 
0009: $284 += 0.4 // floating-point values 

:DSKOOL_45296
02F6: $282 = cosine $279 // sinus swapped with cosine 
0069: $282 *= $285 // floating-point values 
0059: $282 += $280 // floating-point values 
02F7: $283 = sinus $279 // cosine swapped with sinus 
0069: $283 *= $285 // floating-point values 
0059: $283 += $281 // floating-point values 
00D6: if 
0042:   $279 == 90.0 // floating-point values 
004D: jump_if_false @DSKOOL_45379 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_45379
00D6: if 
0042:   $279 == 120.0 // floating-point values 
004D: jump_if_false @DSKOOL_45414 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_45414
00D6: if 
0042:   $279 == 150.0 // floating-point values 
004D: jump_if_false @DSKOOL_45449 
01BC: put_object $201[25] at $282 $283 $284 

:DSKOOL_45449
00D6: if 
0042:   $279 == 180.0 // floating-point values 
004D: jump_if_false @DSKOOL_45484 
01BC: put_object $201[26] at $282 $283 $284 

:DSKOOL_45484
00D6: if 
0042:   $279 == 210.0 // floating-point values 
004D: jump_if_false @DSKOOL_45519 
01BC: put_object $201[27] at $282 $283 $284 

:DSKOOL_45519
00D6: if 
0042:   $279 == 240.0 // floating-point values 
004D: jump_if_false @DSKOOL_45554 
01BC: put_object $201[28] at $282 $283 $284 

:DSKOOL_45554
00D6: if 
0042:   $279 == 270.0 // floating-point values 
004D: jump_if_false @DSKOOL_45589 
01BC: put_object $201[29] at $282 $283 $284 

:DSKOOL_45589
0009: $279 += 30.0 // floating-point values 
00D6: if 
0022:   271.0 > $279 // floating-point values 
004D: jump_if_false @DSKOOL_45627 
0002: jump @DSKOOL_45296 

:DSKOOL_45627
035C: place_object $201[15] relative_to_car $198 offset 0.0 80.0 -0.5 
035C: place_object $201[16] relative_to_car $198 offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 offset 0.0 -4.0 -0.5 
0004: $200 = 15 // integer values 

:DSKOOL_45818
00D6: if 
001A:   23 > $200 // integer values 
004D: jump_if_false @DSKOOL_45932 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_45918 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z $282 $283 40.0 
0009: $284 += 0.4 // floating-point values 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_45918
0008: $200 += 1 // integer values 
0002: jump @DSKOOL_45818 

:DSKOOL_45932
0051: return 

:DSKOOL_45934
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @DSKOOL_46027 
00D6: if 
001D:   86@ > 62@ // integer values 
004D: jump_if_false @DSKOOL_45999 
0050: gosub @DSKOOL_46195 
0050: gosub @DSKOOL_46302 
0050: gosub @DSKOOL_46456 
0002: jump @DSKOOL_46027 

:DSKOOL_45999
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_46020 
0968: actor 91@ stop_mouth 

:DSKOOL_46020
0006: 61@ = 0 // integer values 

:DSKOOL_46027
0051: return 

:DSKOOL_46029
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @DSKOOL_46164 
05AA: 65@s = 'MEC_D1' // 8-byte strings 
05AA: 67@s = 'MEC_D2' // 8-byte strings 
05AA: 69@s = 'MEC_D3' // 8-byte strings 
05AA: 71@s = 'MEC_D4' // 8-byte strings 
05AA: 73@s = 'MEC_D5' // 8-byte strings 
04AF: 79@ = unknown_wav_reference 26002 
04AF: 80@ = unknown_wav_reference 26003 
04AF: 81@ = unknown_wav_reference 26004 
04AF: 82@ = unknown_wav_reference 26005 
04AF: 83@ = unknown_wav_reference 26006 
0006: 86@ = 5 // integer values 

:DSKOOL_46164
0085: 89@ = 62@ // integer values and handles 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 90@ = 1 // integer values 
0051: return 

:DSKOOL_46195
00D6: if 
001D:   86@ > 89@ // integer values 
004D: jump_if_false @DSKOOL_46300 
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @DSKOOL_46257 
03CF: load_wav 79@(89@,7i) as 1 
000A: 89@ += 1 // integer values 
0006: 87@ = 1 // integer values 

:DSKOOL_46257
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @DSKOOL_46300 
03CF: load_wav 79@(89@,7i) as 2 
000A: 89@ += 1 // integer values 
0006: 88@ = 1 // integer values 

:DSKOOL_46300
0051: return 

:DSKOOL_46302
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @DSKOOL_46378 
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @DSKOOL_46378 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DSKOOL_46378 
03D1: play_wav 1 
00BC: text_highpriority 65@(62@,7s) 4500 ms 1 
0006: 87@ = 2 // integer values 

:DSKOOL_46378
00D6: if 
0039:   90@ == 2 // integer values 
004D: jump_if_false @DSKOOL_46454 
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @DSKOOL_46454 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DSKOOL_46454 
03D1: play_wav 2 
00BC: text_highpriority 65@(62@,7s) 4500 ms 1 
0006: 88@ = 2 // integer values 

:DSKOOL_46454
0051: return 

:DSKOOL_46456
00D6: if 
0039:   87@ == 2 // integer values 
004D: jump_if_false @DSKOOL_46519 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DSKOOL_46519 
03D5: remove_text 65@(62@,7s) 
000A: 62@ += 1 // integer values 
0006: 90@ = 2 // integer values 
0006: 87@ = 0 // integer values 

:DSKOOL_46519
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @DSKOOL_46582 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DSKOOL_46582 
03D5: remove_text 65@(62@,7s) 
000A: 62@ += 1 // integer values 
0006: 90@ = 1 // integer values 
0006: 88@ = 0 // integer values 

:DSKOOL_46582
0051: return 

//-------------Mission 72---------------
// Originally: Air Raid

:ZERO1
0050: gosub @ZERO1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ZERO1_27 
0050: gosub @ZERO1_17267 

:ZERO1_27
0050: gosub @ZERO1_17506 
004E: end_thread 

:ZERO1_36
0004: $ONMISSION = 1 // integer values 
08E7: set_entrance_markers 1 
08F4: (unknown) 0 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO1' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
054C: use_GXT_table 'ZERO1' 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO1_97
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_121 
0001: wait 0 ms 
0002: jump @ZERO1_97 

:ZERO1_121
04BB: select_interior 6 // select render area 
00A1: put_actor $PLAYER_ACTOR at -2214.436 123.9208 56.4219 
00BF: 359@ = current_time_hours, 360@ = current_time_minutes 
00D6: if or
0019:   359@ > 21 // integer values 
001B:   4 > 359@ // integer values 
004D: jump_if_false @ZERO1_193 
0006: 359@ = 5 // integer values 
00C0: set_current_time 359@ 360@ 

:ZERO1_193
02E4: load_cutscene_data 'ZERO_1' 
0247: request_model #FIRE_EX 

:ZERO1_209
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO1_233 
0001: wait 0 ms 
0002: jump @ZERO1_209 

:ZERO1_233
02E7: start_cutscene 
0001: wait 200 ms 
016A: fade 1 1000 ms 

:ZERO1_247
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO1_271 
0001: wait 0 ms 
0002: jump @ZERO1_247 

:ZERO1_271
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:ZERO1_292
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_316 
0001: wait 0 ms 
0002: jump @ZERO1_292 

:ZERO1_316
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
01B6: set_weather 5 
0006: 361@ = 0 // integer values 
0006: 363@ = 0 // integer values 
0006: 362@ = 0 // integer values 
0006: 364@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 147@ = 1 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0004: $7420 = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0004: $7422 = 210000 // integer values 
0007: 57@ = -2239.453 // floating-point values 
0007: 58@ = 120.4904 // floating-point values 
0007: 59@ = 56.6585 // floating-point values 
0007: 143@ = 97.5 // floating-point values 
0007: 144@ = 160.0 // floating-point values 
0007: 145@ = 14.0 // floating-point values 
0007: 146@ = 280.0 // floating-point values 
0007: 60@ = -2321.496 // floating-point values 
0007: 68@ = 211.349 // floating-point values 
0007: 61@ = -2252.581 // floating-point values 
0007: 69@ = 235.0999 // floating-point values 
0007: 62@ = -2122.693 // floating-point values 
0007: 70@ = 65.552 // floating-point values 
0007: 63@ = -2233.54 // floating-point values 
0007: 71@ = 16.5174 // floating-point values 
0007: 64@ = -2508.456 // floating-point values 
0007: 72@ = 181.6713 // floating-point values 
0007: 65@ = -2502.908 // floating-point values 
0007: 73@ = 184.0278 // floating-point values 
0007: 66@ = -2508.368 // floating-point values 
0007: 74@ = 183.8913 // floating-point values 
0007: 67@ = -2504.02 // floating-point values 
0007: 75@ = 187.1988 // floating-point values 
0006: 330@ = 0 // integer values 
0006: 331@ = 25 // integer values 
0006: 332@ = 25 // integer values 
0006: 333@ = 25 // integer values 
0006: 334@ = 25 // integer values 
0007: 77@ = -2237.24 // floating-point values 
0007: 81@ = 143.33 // floating-point values 
0007: 85@ = 57.0 // floating-point values 
0007: 78@ = -2219.5 // floating-point values 
0007: 82@ = 128.68 // floating-point values 
0007: 86@ = 56.72 // floating-point values 
0007: 79@ = -2224.5 // floating-point values 
0007: 83@ = 149.05 // floating-point values 
0007: 87@ = 59.01 // floating-point values 
0007: 80@ = -2226.7 // floating-point values 
0007: 84@ = 94.8 // floating-point values 
0007: 88@ = 50.87 // floating-point values 
008A: $7421 = 331@ // integer values and handles 
005E: $7421 += 332@ // integer values 
005E: $7421 += 333@ // integer values 
005E: $7421 += 334@ // integer values 
01BD: 340@ = current_time_in_ms 
0004: $7421 = 100 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 1 // integer values 
0006: 153@ = 1 // integer values 
0006: 154@ = 1 // integer values 
0006: 155@ = 1 // integer values 
0006: 156@ = 1 // integer values 
0006: 157@ = 1 // integer values 
0006: 158@ = 1 // integer values 
0006: 159@ = 1 // integer values 
0006: 329@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 328@ = 0 // integer values 
01EB: set_traffic_density_to 0.0 
0107: 34@ = create_object #MINIGUN_BASE at 57@ 58@ 59@ 
0382: set_object 34@ collision_detection 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A1: put_actor $PLAYER_ACTOR at -2214.436 123.9208 56.4219 
0177: set_object 34@ z_angle_to 90.0 
03C3: set_timer_with_text_to $7422 type 1 text 'ZER1_26'  // ID:
03C4: set_status_text_to $7421 1 'ZER1_20'  // ADS:
01BD: 357@ = current_time_in_ms 
0006: 328@ = 0 // integer values 

:ZERO1_1087
00D6: if 
001B:   4 > 328@ // integer values 
004D: jump_if_false @ZERO1_1152 
0107: 45@(328@,10i) = create_object #WONGS_ERECTION at 77@(328@,4f) 81@(328@,4f) 85@(328@,4f) 
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_1087 

:ZERO1_1152
00D6: if 
8248:   not model #FIRE_EX available 
004D: jump_if_false @ZERO1_1179 
0001: wait 0 ms 
0002: jump @ZERO1_1152 

:ZERO1_1179
023C: request_special_actor 'ZERO' as 1 

:ZERO1_1192
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @ZERO1_1218 
0001: wait 0 ms 
0002: jump @ZERO1_1192 

:ZERO1_1218
02A3: toggle_widescreen 1 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera -2261.838 118.3496 55.8344 position_to -2248.468 121.3517 60.4838 6800 ms unknown 1 
0920: point_camera -2261.123 118.8753 55.3739 transverse_to -2247.61 121.8521 60.3731 6800 ms unknown 1 
04ED: load_animation "ON_LOOKERS" 
0A0B: (unknown) -2259.838 122.3496 40.8344 290.0 

:ZERO1_1342
00D6: if 
84EE:   not animation "ON_LOOKERS" loaded 
004D: jump_if_false @ZERO1_1378 
0001: wait 0 ms 
0002: jump @ZERO1_1342 

:ZERO1_1378
0001: wait 1000 ms 
016A: fade 1 500 ms 
0169: set_fade_color 0 0 0 

:ZERO1_1398
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1422 
0001: wait 0 ms 
0002: jump @ZERO1_1398 

:ZERO1_1422
009A: 55@ = create_actor 4 #SPECIAL01 at -2214.29 125.49 56.5985 
0223: set_actor 55@ health_to 1000 
02AB: set_actor 55@ immunities 0 1 1 0 0 
060A: unknown_create_entity 0 335@ 
0708: unknown_add_entity_item 335@ 46 
0708: unknown_add_entity_item 335@ 59 
0709: unknown_set_entity_item 335@ 59 604 100.0 100.0 100.0 100.0 1 1 
060B: unknown_actor_use_entity 55@ 335@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1646 
0615: define_action_sequences 369@ 
05D3: AS_actor -1 go_to_point -2231.323 129.7854 56.5985 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 0.0 
0605: actor -1 perform_animation_sequence "LKUP_LOOP" from_file "ON_LOOKERS" 4.0 loop 1 0 0 1 0 ms 
0616: define_action_sequences_end 369@ 
0618: assign_actor 55@ to_action_sequences 369@ 
061B: remove_references_to_action_sequences 369@ 

:ZERO1_1646
0615: define_action_sequences 369@ 
05D3: AS_actor -1 go_to_point -2239.703 119.9904 56.5985 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_action_sequences_end 369@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 369@ 
061B: remove_references_to_action_sequences 369@ 
03CF: load_wav 44600 as 1 

:ZERO1_1710
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1736 
0001: wait 0 ms 
0002: jump @ZERO1_1710 

:ZERO1_1736
00BC: text_highpriority 'ZER1_AA' 10000 ms 1  // ~z~Berkley totlis tmadst indtott!
03D1: play_wav 1 

:ZERO1_1756
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1782 
0001: wait 0 ms 
0002: jump @ZERO1_1756 

:ZERO1_1782
03D5: remove_text 'ZER1_AA'  // ~z~Berkley totlis tmadst indtott!
0247: request_model #WONGS_ERECTION2 
0247: request_model #RCBARON 
0247: request_model #MINIGUN 
0247: request_model #RCBOMB 

:ZERO1_1813
00D6: if or
8248:   not model #WONGS_ERECTION2 available 
8248:   not model #RCBARON available 
8248:   not model #RCBOMB available 
8248:   not model #MINIGUN available 
004D: jump_if_false @ZERO1_1855 
0001: wait 0 ms 
0002: jump @ZERO1_1813 

:ZERO1_1855
0006: 328@ = 0 // integer values 

:ZERO1_1862
00D6: if 
001B:   8 > 328@ // integer values 
004D: jump_if_false @ZERO1_1927 
018A: 178@(328@,10i) = create_checkpoint_at 0.0 0.0 0.0 
0164: disable_marker 178@(328@,10i) 
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_1862 

:ZERO1_1927
0001: wait 0 ms 
00D6: if 
0039:   147@ == 1 // integer values 
004D: jump_if_false @ZERO1_1956 
0050: gosub @ZERO1_3231 

:ZERO1_1956
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @ZERO1_1981 
0050: gosub @ZERO1_5321 

:ZERO1_1981
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @ZERO1_2006 
0002: jump @ZERO1_17199 

:ZERO1_2006
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_2031 
0002: jump @ZERO1_17267 

:ZERO1_2031
0002: jump @ZERO1_1927 

:ZERO1_2038
0395: clear_area 1 at -2208.1 175.86 40.46 range 25.0 
00D6: if 
001B:   4 > 328@ // integer values 
004D: jump_if_false @ZERO1_2594 
00A5: 35@(328@,10i) = create_car #RCBARON at 60@(330@,8f) 68@(330@,8f) 70.0 
039F: car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 
0224: set_car 35@(328@,10i) health_to 260 
03CC: car 35@(328@,10i) add_to_stuck_car_check 3.0 = 3000 
02AC: set_car 35@(328@,10i) immunities 0 0 1 0 0 
0745: set_plane_thrust_to_horizontal 35@(328@,10i) 
04BA: set_car 35@(328@,10i) speed_instantly 14.0 
00D6: if 
875C:   not marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_2259 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: show_on_radar 178@(328@,10i) 2 
0002: jump @ZERO1_2295 

:ZERO1_2259
0164: disable_marker 178@(328@,10i) 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: show_on_radar 178@(328@,10i) 2 

:ZERO1_2295
03A2: (unknown) 35@(328@,10i) 3 
0107: 188@(328@,10i) = create_object #RCBOMB at 60@(328@,8f) 68@(328@,8f) 130.0 
0681: attach_object 188@(328@,10i) to_car 35@(328@,10i) at_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 188@(328@,10i) relative_to_car 35@(328@,10i) offset 0.0 0.0 258@(328@,10f) 
0382: set_object 188@(328@,10i) collision_detection 0 
0392: object 188@(328@,10i) toggle_in_moving_list 0 
0087: 76@ = 85@(329@,4f) // floating-point values only 
000B: 76@ += 10.5 // floating-point values 
04D2: unknown_RC_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 13.5 
0742: (unknown) 35@(328@,10i) -0.8 
0006: 152@(328@,8i) = 0 // integer values 
0006: 167@(328@,10i) = 0 // integer values 
0006: 151@ = 1 // integer values 
01BD: 336@(328@,10i) = current_time_in_ms 
000A: 330@ += 1 // integer values 
00D6: if 
0019:   330@ > 3 // integer values 
004D: jump_if_false @ZERO1_2580 
0006: 330@ = 0 // integer values 

:ZERO1_2580
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03C7: unknown_maybe_cops_density 0.001 

:ZERO1_2594
0051: return 

:ZERO1_2596
00D6: if or
0019:   328@ > 4 // integer values 
0039:   328@ == 4 // integer values 
004D: jump_if_false @ZERO1_3229 
00A5: 35@(328@,10i) = create_car #RCBARON at 60@(328@,8f) 68@(328@,8f) 85.0 
039F: car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 
02AC: set_car 35@(328@,10i) immunities 0 1 1 0 0 
0224: set_car 35@(328@,10i) health_to 260 
03CC: car 35@(328@,10i) add_to_stuck_car_check 3.0 = 10000 
00D6: if 
875C:   not marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_2777 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: show_on_radar 178@(328@,10i) 2 
0002: jump @ZERO1_2813 

:ZERO1_2777
0164: disable_marker 178@(328@,10i) 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: show_on_radar 178@(328@,10i) 2 

:ZERO1_2813
03A2: (unknown) 35@(328@,10i) 3 
0175: set_car 35@(328@,10i) z_angle_to 258.0 
0745: set_plane_thrust_to_horizontal 35@(328@,10i) 
04BA: set_car 35@(328@,10i) speed_instantly 14.0 
0006: 167@(328@,10i) = 0 // integer values 
0006: 152@(328@,8i) = 0 // integer values 
0107: 188@(328@,10i) = create_object #RCBOMB at 60@(328@,8f) 68@(328@,8f) 120.0 
0681: attach_object 188@(328@,10i) to_car 35@(328@,10i) at_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 188@(328@,10i) relative_to_car 35@(328@,10i) offset 0.0 0.0 258@(328@,10f) 
0382: set_object 188@(328@,10i) collision_detection 0 
0392: object 188@(328@,10i) toggle_in_moving_list 0 
01BD: 336@(328@,10i) = current_time_in_ms 
0087: 76@ = 85@(329@,4f) // floating-point values only 
000B: 76@ += 10.5 // floating-point values 
04D2: unknown_RC_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 69.5 
0742: (unknown) 35@(328@,10i) -0.8 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_3229 
00D6: if 
0039:   361@ == 0 // integer values 
004D: jump_if_false @ZERO1_3229 
03CF: load_wav 44608 as 1 

:ZERO1_3139
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3165 
0001: wait 0 ms 
0002: jump @ZERO1_3139 

:ZERO1_3165
00BC: text_highpriority 'ZER1_BD' 10000 ms 1  // ~z~RC brk 9 rnl, Carl!
03D1: play_wav 1 

:ZERO1_3185
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_3211 
0001: wait 0 ms 
0002: jump @ZERO1_3185 

:ZERO1_3211
03D5: remove_text 'ZER1_BD'  // ~z~RC brk 9 rnl, Carl!
0006: 361@ = 1 // integer values 

:ZERO1_3229
0051: return 

:ZERO1_3231
0006: 32@ = 0 // integer values 
00D6: if 
0038:   $7420 == 0 // integer values 
004D: jump_if_false @ZERO1_5075 
0006: 177@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:ZERO1_3270
00D6: if 
8039:   not  177@ == 10 // integer values 
004D: jump_if_false @ZERO1_4640 
0001: wait 0 ms 
00D6: if 
0039:   177@ == 0 // integer values 
004D: jump_if_false @ZERO1_3501 
03CF: load_wav 44601 as 1 

:ZERO1_3319
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3345 
0001: wait 0 ms 
0002: jump @ZERO1_3319 

:ZERO1_3345
00BC: text_highpriority 'ZER1_AB' 10000 ms 1  // ~z~Ez rlet!
03D1: play_wav 1 

:ZERO1_3365
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_3391 
0001: wait 0 ms 
0002: jump @ZERO1_3365 

:ZERO1_3391
03D5: remove_text 'ZER1_AC'  // ~z~Az sszes elem lngokban ll!
03CF: load_wav 44602 as 1 

:ZERO1_3411
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3437 
0001: wait 0 ms 
0002: jump @ZERO1_3411 

:ZERO1_3437
00BC: text_highpriority 'ZER1_AC' 10000 ms 1  // ~z~Az sszes elem lngokban ll!
03D1: play_wav 1 

:ZERO1_3457
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_3483 
0001: wait 0 ms 
0002: jump @ZERO1_3457 

:ZERO1_3483
03D5: remove_text 'ZER1_AC'  // ~z~Az sszes elem lngokban ll!
0006: 177@ = 1 // integer values 

:ZERO1_3501
00D6: if 
0019:   33@ > 4500 // integer values 
004D: jump_if_false @ZERO1_3708 
00D6: if 
0039:   177@ == 1 // integer values 
004D: jump_if_false @ZERO1_3708 
0006: 177@ = 2 // integer values 
0925: (unknown) 
015F: set_camera_position -2240.485 119.5912 58.4997 0.0 0.0 0.0 
0160: point_camera -2239.875 120.376 58.6143 2 
0395: clear_area 1 at 57@ 58@ 59@ range 1000.0 
03CF: load_wav 44605 as 1 

:ZERO1_3625
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3651 
0001: wait 0 ms 
0002: jump @ZERO1_3625 

:ZERO1_3651
00BC: text_highpriority 'ZER1_BA' 10000 ms 1  // ~z~Az advevimrt jtt!
03D1: play_wav 1 

:ZERO1_3671
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_3697 
0001: wait 0 ms 
0002: jump @ZERO1_3671 

:ZERO1_3697
03D5: remove_text 'ZER1_BA'  // ~z~Az advevimrt jtt!

:ZERO1_3708
00D6: if 
0019:   33@ > 7500 // integer values 
004D: jump_if_false @ZERO1_4023 
00D6: if 
0039:   177@ == 2 // integer values 
004D: jump_if_false @ZERO1_4023 
0006: 177@ = 3 // integer values 
015F: set_camera_position -2231.676 127.7127 57.9036 0.0 0.0 0.0 
0160: point_camera -2231.964 128.6361 58.1563 2 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_3863 
0605: actor 55@ perform_animation_sequence "POINTUP_IN" from_file "ON_LOOKERS" 4.0 loop 0 0 0 1 0 ms 

:ZERO1_3863
03CF: load_wav 44606 as 1 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @ZERO1_3940 
0006: 328@ = 0 // integer values 

:ZERO1_3897
00D6: if 
001B:   2 > 328@ // integer values 
004D: jump_if_false @ZERO1_3940 
0001: wait 0 ms 
0050: gosub @ZERO1_2038 
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_3897 

:ZERO1_3940
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3966 
0001: wait 0 ms 
0002: jump @ZERO1_3940 

:ZERO1_3966
00BC: text_highpriority 'ZER1_BB' 10000 ms 1  // ~z~Ha vgeznek velk, akkor soha nem leszek kpes visszatmadni!
03D1: play_wav 1 

:ZERO1_3986
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_4012 
0001: wait 0 ms 
0002: jump @ZERO1_3986 

:ZERO1_4012
03D5: remove_text 'ZER1_BB'  // ~z~Ha vgeznek velk, akkor soha nem leszek kpes visszatmadni!

:ZERO1_4023
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @ZERO1_4347 
00D6: if 
0039:   177@ == 3 // integer values 
004D: jump_if_false @ZERO1_4347 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_4347 
0407: create_coordinate 92@ 93@ 94@ from_car 36@ offset 2.0 1.5 -1.0 
015F: set_camera_position 92@ 93@ 94@ 0.0 0.0 0.0 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_4156 
0159: camera_on_ped 55@ 15 2 

:ZERO1_4156
03CF: load_wav 44603 as 1 

:ZERO1_4165
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_4191 
0001: wait 0 ms 
0002: jump @ZERO1_4165 

:ZERO1_4191
00BC: text_highpriority 'ZER1_AD' 10000 ms 1  // ~z~Semmi gond, ember. De ezek csak jtkok.
03D1: play_wav 1 

:ZERO1_4211
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_4237 
0001: wait 0 ms 
0002: jump @ZERO1_4211 

:ZERO1_4237
03D5: remove_text 'ZER1_AD'  // ~z~Semmi gond, ember. De ezek csak jtkok.
03CF: load_wav 44604 as 1 

:ZERO1_4257
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_4283 
0001: wait 0 ms 
0002: jump @ZERO1_4257 

:ZERO1_4283
00BC: text_highpriority 'ZER1_AE' 10000 ms 1  // ~z~Azok nem jtkreplk! Csak kisebbek!
03D1: play_wav 1 

:ZERO1_4303
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_4329 
0001: wait 0 ms 
0002: jump @ZERO1_4303 

:ZERO1_4329
03D5: remove_text 'ZER1_AE'  // ~z~Azok nem jtkreplk! Csak kisebbek!
0006: 177@ = 4 // integer values 

:ZERO1_4347
00D6: if 
0019:   33@ > 17000 // integer values 
004D: jump_if_false @ZERO1_4515 
00D6: if 
0039:   177@ == 4 // integer values 
004D: jump_if_false @ZERO1_4515 
0006: 177@ = 5 // integer values 
00A1: put_actor $PLAYER_ACTOR at -2239.703 119.9904 56.5985 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @ZERO1_4448 
0655: unknown_action_sequence $PLAYER_ACTOR 34@ 3000 

:ZERO1_4448
015F: set_camera_position -2239.688 122.1658 57.6384 0.0 0.0 0.0 
0160: point_camera -2239.237 121.2862 57.7886 2 
00BC: text_highpriority 'ZER1_22' 5000 ms 1  // ~s~Hasznld a gpgyt az ellensges fenyegets elhrtsra.

:ZERO1_4515
00D6: if 
08D0: (unknown) 
004D: jump_if_false @ZERO1_4607 
0006: 177@ = 10 // integer values 
040D: unload_wav 1 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @ZERO1_4607 
0006: 328@ = 0 // integer values 

:ZERO1_4564
00D6: if 
001B:   2 > 328@ // integer values 
004D: jump_if_false @ZERO1_4607 
0001: wait 0 ms 
0050: gosub @ZERO1_2038 
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_4564 

:ZERO1_4607
00D6: if 
0019:   33@ > 20000 // integer values 
004D: jump_if_false @ZERO1_4633 
0006: 177@ = 10 // integer values 

:ZERO1_4633
0002: jump @ZERO1_3270 

:ZERO1_4640
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO1_4701 
00AB: put_car 35@ at 60@ 68@ 95.0 
039F: car 35@ race_to 77@(329@,4f) 81@(329@,4f) 
04BA: set_car 35@ speed_instantly 10.0 

:ZERO1_4701
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_4762 
00AB: put_car 36@ at 61@ 69@ 95.0 
039F: car 36@ race_to 77@(329@,4f) 81@(329@,4f) 
04BA: set_car 36@ speed_instantly 10.0 

:ZERO1_4762
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object 34@ offset -0.25 -0.5 1.25 2 360.0 38 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 38 
0114: set_actor $PLAYER_ACTOR car_weapon 38 ammo_to 200000 
0858: (unknown) $PLAYER_CHAR 270.0 300.0 
0687: clear_actor_task $PLAYER_ACTOR 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0925: (unknown) 
015A: restore_camera 
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @ZERO1_4885 
0750: set_object 34@ visibility 0 

:ZERO1_4885
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_4911 
01B2: give_actor 55@ weapon 42 ammo 1000 // Load the weapon model before using this 

:ZERO1_4911
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
03E5: text_box 'ZER1_24'  // A(z) ~k~~PED_FIREWEAPON~ billenty lenyomsval tzelhetsz a gppuskval.
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_5045 
03CF: load_wav 44609 as 1 

:ZERO1_4962
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_4988 
0001: wait 0 ms 
0002: jump @ZERO1_4962 

:ZERO1_4988
00BC: text_highpriority 'ZER1_BE' 10000 ms 1  // ~z~CJ, repcsik 12 rnl!
03D1: play_wav 1 

:ZERO1_5008
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_5034 
0001: wait 0 ms 
0002: jump @ZERO1_5008 

:ZERO1_5034
03D5: remove_text 'ZER1_BE'  // ~z~CJ, repcsik 12 rnl!

:ZERO1_5045
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03C7: unknown_maybe_cops_density 0.001 
0006: 147@ = 0 // integer values 
0006: 148@ = 1 // integer values 
0051: return 

:ZERO1_5075
00D6: if 
0038:   $7420 == 1 // integer values 
004D: jump_if_false @ZERO1_5298 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @ZERO1_5275 
0006: 328@ = 0 // integer values 

:ZERO1_5118
00D6: if 
001B:   4 > 328@ // integer values 
004D: jump_if_false @ZERO1_5268 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_5200 
0224: set_car 35@(328@,10i) health_to 20 
00D6: if 
82CA:   not car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_5200 
00A6: destroy_car 35@(328@,10i) 

:ZERO1_5200
01C3: remove_references_to_car 35@(328@,10i) // Like turning a car into any random car 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_5238 
0164: disable_marker 178@(328@,10i) 

:ZERO1_5238
03CD: car 35@(328@,10i) remove_from_stuck_car_check 
0050: gosub @ZERO1_2038 
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_5118 

:ZERO1_5268
0006: 151@ = 1 // integer values 

:ZERO1_5275
0006: 147@ = 0 // integer values 
0006: 148@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0051: return 

:ZERO1_5298
0006: 147@ = 0 // integer values 
0006: 148@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0051: return 

:ZERO1_5321
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @ZERO1_5370 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 1 // integer values 
0006: 150@ = 0 // integer values 
0051: return 

:ZERO1_5370
0050: gosub @ZERO1_13662 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_5425 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_5425
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_5477 
0006: 148@ = 0 // integer values 
0006: 150@ = 1 // integer values 
040D: unload_wav 1 
00BC: text_highpriority 'ZER1_25' 5000 ms 1  // ~r~Zero halott!
0051: return 

:ZERO1_5477
0006: 328@ = 0 // integer values 

:ZERO1_5484
00D6: if 
001B:   8 > 328@ // integer values 
004D: jump_if_false @ZERO1_8884 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_8859 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_6048 
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @ZERO1_5721 
00D6: if 
874F:   not (unknown) 55@ 59 
004D: jump_if_false @ZERO1_5721 
0615: define_action_sequences 369@ 
0605: actor -1 perform_animation_sequence "SHOUT_01" from_file "ON_LOOKERS" 4.0 loop 0 0 0 1 0 ms 
06BA: unknown_action_sequence -1 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
0605: actor -1 perform_animation_sequence "LKUP_POINT" from_file "ON_LOOKERS" 4.0 loop 0 0 0 1 0 ms 
05C8: AS_actor -1 look_around 
0616: define_action_sequences_end 369@ 
0618: assign_actor 55@ to_action_sequences 369@ 
061B: remove_references_to_action_sequences 369@ 
0006: 165@ = 1 // integer values 

:ZERO1_5721
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @ZERO1_5775 
062E: (unknown) 55@ 1560 56@ 
00D6: if 
04A4:   56@ == 7 // integer values OR floating-point values 
004D: jump_if_false @ZERO1_5775 
0006: 165@ = 0 // integer values 

:ZERO1_5775
00D6: if 
0039:   364@ == 1 // integer values 
004D: jump_if_false @ZERO1_5882 
00D6: if 
031D:   actor 55@ hit_by_weapon 38 
004D: jump_if_false @ZERO1_5882 
0467: clear_actor 55@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:ZERO1_5829
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_5855 
0001: wait 0 ms 
0002: jump @ZERO1_5829 

:ZERO1_5855
00BC: text_highpriority 'ZER1_DB' 5000 ms 1  // ~z~Majd megltod, te idita!
03D1: play_wav 1 
0006: 364@ = 0 // integer values 

:ZERO1_5882
00D6: if 
0039:   364@ == 0 // integer values 
004D: jump_if_false @ZERO1_6041 
00D6: if 
031D:   actor 55@ hit_by_weapon 38 
004D: jump_if_false @ZERO1_6041 
0467: clear_actor 55@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44619 as 1 

:ZERO1_5936
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_6014 
0001: wait 0 ms 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_6007 
0006: 148@ = 0 // integer values 
0006: 150@ = 1 // integer values 
040D: unload_wav 1 
00BC: text_highpriority 'ZER1_25' 5000 ms 1  // ~r~Zero halott!
0051: return 

:ZERO1_6007
0002: jump @ZERO1_5936 

:ZERO1_6014
00BC: text_highpriority 'ZER1_DA' 5000 ms 1  // ~z~H, h, h! NE LJJ! NE LJJ!
03D1: play_wav 1 
0006: 364@ = 1 // integer values 

:ZERO1_6041
0002: jump @ZERO1_6084 

:ZERO1_6048
0006: 148@ = 0 // integer values 
0006: 150@ = 1 // integer values 
040D: unload_wav 1 
00BC: text_highpriority 'ZER1_25' 5000 ms 1  // ~r~Zero halott!
0051: return 

:ZERO1_6084
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_8841 
00D6: if 
0039:   152@(328@,8i) == 0 // integer values 
004D: jump_if_false @ZERO1_6244 
01BD: 356@ = current_time_in_ms 
0085: 346@(328@,10i) = 356@ // integer values and handles 
0062: 346@(328@,10i) -= 336@(328@,10i) // integer values 
00D6: if 
0019:   346@(328@,10i) > 45000 // integer values 
004D: jump_if_false @ZERO1_6244 
020B: explode_car 35@(328@,10i) 
0006: 152@(328@,8i) = 1 // integer values 
0006: 167@(328@,10i) = 0 // integer values 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6244 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6244
00D6: if 
0039:   152@(328@,8i) == 0 // integer values 
004D: jump_if_false @ZERO1_6366 
00D6: if 
06FC: (unknown) 35@(328@,10i) 
004D: jump_if_false @ZERO1_6366 
00D6: if 
03CE:   car 35@(328@,10i) stuck 
004D: jump_if_false @ZERO1_6366 
020B: explode_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6344 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6344
0006: 152@(328@,8i) = 1 // integer values 
0006: 167@(328@,10i) = 0 // integer values 

:ZERO1_6366
00D6: if 
0039:   152@(328@,8i) == 0 // integer values 
004D: jump_if_false @ZERO1_6468 
00D6: if 
81F3:   not car 35@(328@,10i) airborne 
004D: jump_if_false @ZERO1_6468 
020B: explode_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6446 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6446
0006: 152@(328@,8i) = 1 // integer values 
0006: 167@(328@,10i) = 0 // integer values 

:ZERO1_6468
00D6: if 
0039:   152@(328@,8i) == 0 // integer values 
004D: jump_if_false @ZERO1_6574 
00D6: if 
031E:   vehicle 35@(328@,10i) hit_by_weapon 38 
004D: jump_if_false @ZERO1_6574 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6541 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6541
0224: set_car 35@(328@,10i) health_to 20 
0006: 152@(328@,8i) = 1 // integer values 
0006: 167@(328@,10i) = 0 // integer values 

:ZERO1_6574
00D6: if 
0039:   152@(328@,8i) == 0 // integer values 
004D: jump_if_false @ZERO1_6714 
00D6: if 
0039:   167@(328@,10i) == 0 // integer values 
004D: jump_if_false @ZERO1_6714 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_6707 
00D6: if 
01AF:   car 35@(328@,10i) 0 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) radius 18.0 18.0 40.0 
004D: jump_if_false @ZERO1_6707 
0006: 167@(328@,10i) = 1 // integer values 

:ZERO1_6707
0002: jump @ZERO1_6714 

:ZERO1_6714
00D6: if 
0039:   167@(328@,10i) == 1 // integer values 
004D: jump_if_false @ZERO1_6791 
0050: gosub @ZERO1_10905 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_6791 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_6791
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_6839 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_6839
00D6: if 
0019:   167@(328@,10i) > 2 // integer values 
004D: jump_if_false @ZERO1_6989 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_6989 
00D6: if 
01AD:   car 35@(328@,10i) 0 60@(328@,8f) 68@(328@,8f) 30.0 30.0 
004D: jump_if_false @ZERO1_6989 
00A6: destroy_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6965 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6965
0006: 152@(328@,8i) = 1 // integer values 
0006: 167@(328@,10i) = 0 // integer values 
0051: return 

:ZERO1_6989
00D6: if 
0039:   167@(328@,10i) == 2 // integer values 
004D: jump_if_false @ZERO1_7142 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_7142 
00D6: if 
01AD:   car 35@(328@,10i) 0 95@(328@,8f) 103@(328@,8f) 7.0 7.0 
004D: jump_if_false @ZERO1_7142 
04D2: unknown_RC_car 35@(328@,10i) race_to 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) 5.0 0.5 
0742: (unknown) 35@(328@,10i) -1.1 
0006: 167@(328@,10i) = 3 // integer values 

:ZERO1_7142
00D6: if 
0039:   167@(328@,10i) == 3 // integer values 
004D: jump_if_false @ZERO1_7291 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_7291 
00D6: if 
01AD:   car 35@(328@,10i) 0 119@(328@,8f) 127@(328@,8f) 7.0 7.0 
004D: jump_if_false @ZERO1_7291 
04D2: unknown_RC_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 76@ 3.0 0.0 
0742: (unknown) 35@(328@,10i) -0.9 
0006: 167@(328@,10i) = 4 // integer values 

:ZERO1_7291
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_8823 
00D6: if 
01AF:   car 35@(328@,10i) 0 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) radius 4.0 4.0 11.0 
004D: jump_if_false @ZERO1_8816 
00AA: store_car 35@(328@,10i) position_to 89@ 90@ 91@ 
020B: explode_car 35@(328@,10i) 
00A6: destroy_car 35@(328@,10i) 
020C: create_explosion_with_radius 0 at 89@ 90@ 91@ 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_7447 
0108: destroy_object 188@(328@,10i) 

:ZERO1_7447
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_7580 
00D6: if 
0039:   362@ == 0 // integer values 
004D: jump_if_false @ZERO1_7580 
03CF: load_wav 44617 as 1 

:ZERO1_7490
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_7516 
0001: wait 0 ms 
0002: jump @ZERO1_7490 

:ZERO1_7516
00BC: text_highpriority 'ZER1_BN' 10000 ms 1  // ~z~gy emlkeztem, azt mondtad hogy tudsz lni, Carl!
03D1: play_wav 1 

:ZERO1_7536
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_7562 
0001: wait 0 ms 
0002: jump @ZERO1_7536 

:ZERO1_7562
03D5: remove_text 'ZER1_BN'  // ~z~gy emlkeztem, azt mondtad hogy tudsz lni, Carl!
0006: 362@ = 1 // integer values 

:ZERO1_7580
0006: 152@(328@,8i) = 1 // integer values 
0006: 167@(328@,10i) = 0 // integer values 
00D6: if 
0039:   329@ == 3 // integer values 
004D: jump_if_false @ZERO1_7956 
00D6: if 
0019:   334@ > 5 // integer values 
004D: jump_if_false @ZERO1_7652 
000E: 334@ -= 5 // integer values 
0002: jump @ZERO1_7956 

:ZERO1_7652
0006: 163@ = 1 // integer values 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 5 3 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 150@ = 1 // integer values 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_7928 
03CF: load_wav 44621 as 1 

:ZERO1_7845
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_7871 
0001: wait 0 ms 
0002: jump @ZERO1_7845 

:ZERO1_7871
00BC: text_highpriority 'ZER1_EA' 10000 ms 1  // ~z~tkozott, Berkley, TKOZOTTT!
03D1: play_wav 1 

:ZERO1_7891
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_7917 
0001: wait 0 ms 
0002: jump @ZERO1_7891 

:ZERO1_7917
03D5: remove_text 'ZER1_EA'  // ~z~tkozott, Berkley, TKOZOTTT!

:ZERO1_7928
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: text_highpriority 'ZER1_19' 5000 ms 1  // ~r~Az sszes ad megsemmislt.
0051: return 

:ZERO1_7956
00D6: if 
0039:   329@ == 2 // integer values 
004D: jump_if_false @ZERO1_8376 
00D6: if 
0019:   333@ > 5 // integer values 
004D: jump_if_false @ZERO1_8006 
000E: 333@ -= 5 // integer values 
0002: jump @ZERO1_8376 

:ZERO1_8006
0006: 162@ = 1 // integer values 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_8376 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_8084 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_8084
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_8376 
03CF: load_wav 44614 as 1 

:ZERO1_8109
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8135 
0001: wait 0 ms 
0002: jump @ZERO1_8109 

:ZERO1_8135
00BC: text_highpriority 'ZER1_BK' 10000 ms 1  // ~z~Nem veszthetnk el egy jabb adt!
03D1: play_wav 1 

:ZERO1_8155
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8181 
0001: wait 0 ms 
0002: jump @ZERO1_8155 

:ZERO1_8181
03D5: remove_text 'ZER1_BK'  // ~z~Nem veszthetnk el egy jabb adt!
03CF: load_wav 44615 as 1 

:ZERO1_8201
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8227 
0001: wait 0 ms 
0002: jump @ZERO1_8201 

:ZERO1_8227
00BC: text_highpriority 'ZER1_BL' 10000 ms 1  // ~z~Berkley eljn az utols adrt is,
03D1: play_wav 1 

:ZERO1_8247
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8273 
0001: wait 0 ms 
0002: jump @ZERO1_8247 

:ZERO1_8273
03D5: remove_text 'ZER1_BL'  // ~z~Berkley eljn az utols adrt is,
03CF: load_wav 44616 as 1 

:ZERO1_8293
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8319 
0001: wait 0 ms 
0002: jump @ZERO1_8293 

:ZERO1_8319
00BC: text_highpriority 'ZER1_BM' 10000 ms 1  // ~z~meg kell lltanod azokat a replket, Carl!
03D1: play_wav 1 

:ZERO1_8339
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8365 
0001: wait 0 ms 
0002: jump @ZERO1_8339 

:ZERO1_8365
03D5: remove_text 'ZER1_BM'  // ~z~meg kell lltanod azokat a replket, Carl!

:ZERO1_8376
00D6: if 
0039:   329@ == 1 // integer values 
004D: jump_if_false @ZERO1_8596 
00D6: if 
0019:   332@ > 5 // integer values 
004D: jump_if_false @ZERO1_8426 
000E: 332@ -= 5 // integer values 
0002: jump @ZERO1_8596 

:ZERO1_8426
0006: 161@ = 1 // integer values 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_8596 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_8504 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_8504
03CF: load_wav 44613 as 1 

:ZERO1_8513
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8539 
0001: wait 0 ms 
0002: jump @ZERO1_8513 

:ZERO1_8539
00BC: text_highpriority 'ZER1_BJ' 10000 ms 1  // ~z~Egy jabb lks a hbors erfesztseinkhez!
03D1: play_wav 1 

:ZERO1_8559
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8585 
0001: wait 0 ms 
0002: jump @ZERO1_8559 

:ZERO1_8585
03D5: remove_text 'ZER1_BJ'  // ~z~Egy jabb lks a hbors erfesztseinkhez!

:ZERO1_8596
00D6: if 
0039:   329@ == 0 // integer values 
004D: jump_if_false @ZERO1_8816 
00D6: if 
0019:   331@ > 5 // integer values 
004D: jump_if_false @ZERO1_8646 
000E: 331@ -= 5 // integer values 
0002: jump @ZERO1_8816 

:ZERO1_8646
0006: 160@ = 1 // integer values 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_8816 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_8724 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_8724
03CF: load_wav 44611 as 1 

:ZERO1_8733
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8759 
0001: wait 0 ms 
0002: jump @ZERO1_8733 

:ZERO1_8759
00BC: text_highpriority 'ZER1_BG' 10000 ms 1  // ~z~Elvesztettnk egy jeladt!
03D1: play_wav 1 

:ZERO1_8779
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8805 
0001: wait 0 ms 
0002: jump @ZERO1_8779 

:ZERO1_8805
03D5: remove_text 'ZER1_BG'  // ~z~Elvesztettnk egy jeladt!

:ZERO1_8816
0002: jump @ZERO1_8834 

:ZERO1_8823
0006: 152@(328@,8i) = 1 // integer values 

:ZERO1_8834
0002: jump @ZERO1_8852 

:ZERO1_8841
0006: 152@(328@,8i) = 1 // integer values 

:ZERO1_8852
0002: jump @ZERO1_8870 

:ZERO1_8859
0006: 152@(328@,8i) = 1 // integer values 

:ZERO1_8870
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_5484 

:ZERO1_8884
00D6: if 
001A:   1 > $7420 // integer values 
004D: jump_if_false @ZERO1_9398 
0006: 328@ = 0 // integer values 

:ZERO1_8909
00D6: if 
001B:   4 > 328@ // integer values 
004D: jump_if_false @ZERO1_9111 
00D6: if 
0039:   152@(328@,8i) == 1 // integer values 
004D: jump_if_false @ZERO1_9097 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_8978 
0164: disable_marker 178@(328@,10i) 

:ZERO1_8978
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_9007 
0108: destroy_object 188@(328@,10i) 

:ZERO1_9007
03CD: car 35@(328@,10i) remove_from_stuck_car_check 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_9081 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_9072 
01C3: remove_references_to_car 35@(328@,10i) // Like turning a car into any random car 
0002: jump @ZERO1_9081 

:ZERO1_9072
00A6: destroy_car 35@(328@,10i) 

:ZERO1_9081
01C3: remove_references_to_car 35@(328@,10i) // Like turning a car into any random car 
0008: $7420 += 1 // integer values 

:ZERO1_9097
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_8909 

:ZERO1_9111
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @ZERO1_9391 
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @ZERO1_9391 
00D6: if 
0039:   154@ == 1 // integer values 
004D: jump_if_false @ZERO1_9391 
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @ZERO1_9391 
0008: $7420 += 1 // integer values 
0006: 148@ = 0 // integer values 
0006: 147@ = 1 // integer values 
0006: 151@ = 0 // integer values 
0008: $7420 += 1 // integer values 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0006: 328@ = 0 // integer values 

:ZERO1_9245
00D6: if 
001B:   4 > 328@ // integer values 
004D: jump_if_false @ZERO1_9391 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_9294 
0224: set_car 35@(328@,10i) health_to 20 

:ZERO1_9294
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_9359 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_9350 
01C3: remove_references_to_car 35@(328@,10i) // Like turning a car into any random car 
0002: jump @ZERO1_9359 

:ZERO1_9350
00A6: destroy_car 35@(328@,10i) 

:ZERO1_9359
01C3: remove_references_to_car 35@(328@,10i) // Like turning a car into any random car 
03CD: car 35@(328@,10i) remove_from_stuck_car_check 
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_9245 

:ZERO1_9391
0002: jump @ZERO1_10087 

:ZERO1_9398
0006: 328@ = 0 // integer values 

:ZERO1_9405
00D6: if 
001B:   4 > 328@ // integer values 
004D: jump_if_false @ZERO1_10101 
00D6: if 
0039:   152@(328@,8i) == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_9474 
0164: disable_marker 178@(328@,10i) 

:ZERO1_9474
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_9503 
0108: destroy_object 188@(328@,10i) 

:ZERO1_9503
03CD: car 35@(328@,10i) remove_from_stuck_car_check 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_9577 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_9568 
01C3: remove_references_to_car 35@(328@,10i) // Like turning a car into any random car 
0002: jump @ZERO1_9577 

:ZERO1_9568
00A6: destroy_car 35@(328@,10i) 

:ZERO1_9577
01C3: remove_references_to_car 35@(328@,10i) // Like turning a car into any random car 
01BD: 356@ = current_time_in_ms 
0085: 358@ = 356@ // integer values and handles 
0062: 358@ -= 357@ // integer values 
00D6: if and
001A:   210000 > $7422 // integer values 
0018:   $7422 > 190000 // integer values 
004D: jump_if_false @ZERO1_9671 
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @ZERO1_9671 
0050: gosub @ZERO1_2038 
0006: 33@ = 0 // integer values 

:ZERO1_9671
00D6: if and
001A:   190000 > $7422 // integer values 
0018:   $7422 > 120000 // integer values 
004D: jump_if_false @ZERO1_9735 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @ZERO1_9735 
0050: gosub @ZERO1_2038 
0006: 33@ = 0 // integer values 

:ZERO1_9735
00D6: if and
001A:   120000 > $7422 // integer values 
0018:   $7422 > 0 // integer values 
004D: jump_if_false @ZERO1_9796 
00D6: if 
0019:   33@ > 3500 // integer values 
004D: jump_if_false @ZERO1_9796 
0050: gosub @ZERO1_2038 
0006: 33@ = 0 // integer values 

:ZERO1_9796
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   154@ == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @ZERO1_10087 
0050: gosub @ZERO1_2038 
00D6: if 
0039:   363@ == 0 // integer values 
004D: jump_if_false @ZERO1_10080 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_10080 
03CF: load_wav 44618 as 1 

:ZERO1_9990
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_10016 
0001: wait 0 ms 
0002: jump @ZERO1_9990 

:ZERO1_10016
00BC: text_highpriority 'ZER1_CA' 10000 ms 1  // ~z~Remek, klyk. Ne pcslj!
03D1: play_wav 1 

:ZERO1_10036
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_10062 
0001: wait 0 ms 
0002: jump @ZERO1_10036 

:ZERO1_10062
03D5: remove_text 'ZER1_CA'  // ~z~Remek, klyk. Ne pcslj!
0006: 363@ = 1 // integer values 

:ZERO1_10080
0006: 33@ = 0 // integer values 

:ZERO1_10087
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_9405 

:ZERO1_10101
00D6: if 
001A:   210000 > $7422 // integer values 
004D: jump_if_false @ZERO1_10778 
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @ZERO1_10778 
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @ZERO1_10778 
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @ZERO1_10778 
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @ZERO1_10778 
00D6: if 
075C:   marker 182@ enabled 
004D: jump_if_false @ZERO1_10215 
0164: disable_marker 182@ 

:ZERO1_10215
00D6: if 
075C:   marker 183@ enabled 
004D: jump_if_false @ZERO1_10236 
0164: disable_marker 183@ 

:ZERO1_10236
00D6: if 
075C:   marker 184@ enabled 
004D: jump_if_false @ZERO1_10257 
0164: disable_marker 184@ 

:ZERO1_10257
00D6: if 
075C:   marker 185@ enabled 
004D: jump_if_false @ZERO1_10278 
0164: disable_marker 185@ 

:ZERO1_10278
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_10301 
0224: set_car 39@ health_to 10 

:ZERO1_10301
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_10324 
0224: set_car 40@ health_to 10 

:ZERO1_10324
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_10347 
0224: set_car 41@ health_to 10 

:ZERO1_10347
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_10370 
0224: set_car 42@ health_to 10 

:ZERO1_10370
00D6: if 
03CA:   object 192@ exists 
004D: jump_if_false @ZERO1_10391 
0108: destroy_object 192@ 

:ZERO1_10391
00D6: if 
03CA:   object 193@ exists 
004D: jump_if_false @ZERO1_10412 
0108: destroy_object 193@ 

:ZERO1_10412
00D6: if 
03CA:   object 194@ exists 
004D: jump_if_false @ZERO1_10433 
0108: destroy_object 194@ 

:ZERO1_10433
00D6: if 
03CA:   object 195@ exists 
004D: jump_if_false @ZERO1_10454 
0108: destroy_object 195@ 

:ZERO1_10454
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_10503 
00D6: if 
02CA:   car 39@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_10498 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
0002: jump @ZERO1_10503 

:ZERO1_10498
00A6: destroy_car 39@ 

:ZERO1_10503
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_10557 
00D6: if 
02CA:   car 40@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_10552 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
0002: jump @ZERO1_10557 

:ZERO1_10552
00A6: destroy_car 40@ 

:ZERO1_10557
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_10611 
00D6: if 
02CA:   car 41@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_10606 
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
0002: jump @ZERO1_10611 

:ZERO1_10606
00A6: destroy_car 41@ 

:ZERO1_10611
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_10665 
00D6: if 
02CA:   car 42@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_10660 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
0002: jump @ZERO1_10665 

:ZERO1_10660
00A6: destroy_car 42@ 

:ZERO1_10665
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
03CD: car 39@ remove_from_stuck_car_check 
03CD: car 40@ remove_from_stuck_car_check 
03CD: car 41@ remove_from_stuck_car_check 
03CD: car 42@ remove_from_stuck_car_check 
01BD: 356@ = current_time_in_ms 
0085: 350@ = 356@ // integer values and handles 
0062: 350@ -= 340@ // integer values 
00D6: if 
0019:   350@ > 45000 // integer values 
004D: jump_if_false @ZERO1_10778 
0006: 328@ = 4 // integer values 

:ZERO1_10739
00D6: if 
001B:   8 > 328@ // integer values 
004D: jump_if_false @ZERO1_10778 
0050: gosub @ZERO1_2596 
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_10739 

:ZERO1_10778
00D6: if 
002A:   1 >= $7422 // integer values 
004D: jump_if_false @ZERO1_10903 
0006: 328@ = 0 // integer values 

:ZERO1_10803
00D6: if 
001B:   8 > 328@ // integer values 
004D: jump_if_false @ZERO1_10873 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_10859 
020B: explode_car 35@(328@,10i) 
01C3: remove_references_to_car 35@(328@,10i) // Like turning a car into any random car 

:ZERO1_10859
000A: 328@ += 1 // integer values 
0002: jump @ZERO1_10803 

:ZERO1_10873
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 1 // integer values 
0006: 150@ = 0 // integer values 
0051: return 

:ZERO1_10903
0051: return 

:ZERO1_10905
0006: 248@(328@,10i) = 0 // integer values 
00AA: store_car 35@(328@,10i) position_to 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
02CE: 318@(328@,10f) = ground_z 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_11273 
0087: 238@(328@,10f) = 288@(328@,10f) // floating-point values only 
0063: 238@(328@,10f) -= 318@(328@,10f) // floating-point values 
00D6: if 
0021:   238@(328@,10f) > 0.5 // floating-point values 
004D: jump_if_false @ZERO1_11157 
0363: toggle_object_model #RCBOMB render_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 10.0 1 
007F: 258@(328@,10f) -= unknown_inaccurate_float_timer 0.05 // floating-point 
00D6: if 
0023:   -0.5 > 258@(328@,10f) // floating-point values 
004D: jump_if_false @ZERO1_11150 
0007: 258@(328@,10f) = -0.5 // floating-point values 
0006: 248@(328@,10i) = 1 // integer values 

:ZERO1_11150
0002: jump @ZERO1_11273 

:ZERO1_11157
0087: 258@(328@,10f) = 238@(328@,10f) // floating-point values only 
000F: 258@(328@,10f) -= 1.0 // floating-point values 
0013: 258@(328@,10f) *= -1.0 // floating-point values 
00D6: if 
0021:   258@(328@,10f) > 0.0 // floating-point values 
004D: jump_if_false @ZERO1_11273 
0007: 258@(328@,10f) = 0.0 // floating-point values 
0363: toggle_object_model #RCBOMB render_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 10.0 0 

:ZERO1_11273
00D6: if 
0039:   167@(328@,10i) == 1 // integer values 
004D: jump_if_false @ZERO1_11661 
01BD: 218@(328@,10i) = current_time_in_ms 
00D6: if 
001D:   218@(328@,10i) > 228@(328@,10i) // integer values 
004D: jump_if_false @ZERO1_11661 
00D6: if 
0039:   208@(328@,10i) == 0 // integer values 
004D: jump_if_false @ZERO1_11601 
00D6: if 
0039:   248@(328@,10i) == 1 // integer values 
004D: jump_if_false @ZERO1_11594 
000F: 258@(328@,10f) -= 0.5 // floating-point values 
0682: detach_object 188@(328@,10i) 0.0 0.0 0.0 collision_detection 0 
0392: object 188@(328@,10i) toggle_in_moving_list 1 
0382: set_object 188@(328@,10i) collision_detection 1 
038C: object 188@(328@,10i) scatter 0.0 0.0 0.0 
0085: 228@(328@,10i) = 218@(328@,10i) // integer values and handles 
000A: 228@(328@,10i) += 2500 // integer values 
0085: 198@(328@,10i) = 188@(328@,10i) // integer values and handles 
0006: 188@(328@,10i) = -1 // integer values 
04D9: object 198@(328@,10i) set_scripted_collision_check 1 
0085: 298@(328@,10i) = 218@(328@,10i) // integer values and handles 
000A: 298@(328@,10i) += 250 // integer values 
0085: 308@(328@,10i) = 218@(328@,10i) // integer values and handles 
000A: 308@(328@,10i) += 3000 // integer values 
0006: 208@(328@,10i) = 1 // integer values 

:ZERO1_11594
0002: jump @ZERO1_11661 

:ZERO1_11601
00D6: if 
0039:   208@(328@,10i) == 2 // integer values 
004D: jump_if_false @ZERO1_11661 
00D6: if 
001D:   218@(328@,10i) > 298@(328@,10i) // integer values 
004D: jump_if_false @ZERO1_11661 
0006: 208@(328@,10i) = 0 // integer values 

:ZERO1_11661
00D6: if 
0039:   208@(328@,10i) == 1 // integer values 
004D: jump_if_false @ZERO1_13660 
00D6: if 
03CA:   object 198@(328@,10i) exists 
004D: jump_if_false @ZERO1_13660 
01BB: store_object 198@(328@,10i) position_to 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
02CE: 318@(328@,10f) = ground_z 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
000B: 318@(328@,10f) += 0.5 // floating-point values 
00D6: if 
0023:   6.0 > 318@(328@,10f) // floating-point values 
004D: jump_if_false @ZERO1_11816 
0007: 318@(328@,10f) = 6.0 // floating-point values 

:ZERO1_11816
00D6: if or
04DA:   has_object 198@(328@,10i) collided 
001D:   218@(328@,10i) > 308@(328@,10i) // integer values 
04E7:   object 198@(328@,10i) in_water 
004D: jump_if_false @ZERO1_13660 
04D9: object 198@(328@,10i) set_scripted_collision_check 0 
020C: create_explosion_with_radius 0 at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
01C4: remove_references_to_object 198@(328@,10i) // This object will now disappear when the player looks away 
0108: destroy_object 198@(328@,10i) 
0006: 198@(328@,10i) = -1 // integer values 
0006: 208@(328@,10i) = 2 // integer values 
0006: 167@(328@,10i) = 2 // integer values 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_12081 
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @ZERO1_12081 
03CF: load_wav 44607 as 1 

:ZERO1_11991
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_12017 
0001: wait 0 ms 
0002: jump @ZERO1_11991 

:ZERO1_12017
00BC: text_highpriority 'ZER1_BC' 10000 ms 1  // ~z~Kamikzk 6 rnl!
03D1: play_wav 1 

:ZERO1_12037
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_12063 
0001: wait 0 ms 
0002: jump @ZERO1_12037 

:ZERO1_12063
03D5: remove_text 'ZER1_BC'  // ~z~Kamikzk 6 rnl!
0006: 166@ = 1 // integer values 

:ZERO1_12081
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_12361 
0087: 76@ = 85@(329@,4f) // floating-point values only 
000B: 76@ += 4.0 // floating-point values 
00D6: if 
01AD:   car 35@(328@,10i) 0 -2235.66 182.43 50.0 50.0 
004D: jump_if_false @ZERO1_12217 
0407: create_coordinate 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) from_car 35@(328@,10i) offset -25.0 0.0 5.0 
0002: jump @ZERO1_12262 

:ZERO1_12217
0407: create_coordinate 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) from_car 35@(328@,10i) offset 25.0 0.0 5.0 

:ZERO1_12262
0407: create_coordinate 95@(328@,8f) 103@(328@,8f) 111@(328@,8f) from_car 35@(328@,10i) offset 0.0 20.0 4.0 
04D2: unknown_RC_car 35@(328@,10i) race_to 95@(328@,8f) 103@(328@,8f) 111@(328@,8f) -1.0 0.5 
0742: (unknown) 35@(328@,10i) -0.9 

:ZERO1_12361
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @ZERO1_12658 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @ZERO1_12658 
00D6: if 
04E6:   unknown_object 45@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 unknown 0 
004D: jump_if_false @ZERO1_12658 
00D6: if 
0019:   331@ > 5 // integer values 
004D: jump_if_false @ZERO1_12481 
000E: 331@ -= 5 // integer values 
0002: jump @ZERO1_12658 

:ZERO1_12481
0006: 160@ = 1 // integer values 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_12543 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_12543
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_12658 
03CF: load_wav 44611 as 1 

:ZERO1_12568
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_12594 
0001: wait 0 ms 
0002: jump @ZERO1_12568 

:ZERO1_12594
00BC: text_highpriority 'ZER1_BG' 10000 ms 1  // ~z~Elvesztettnk egy jeladt!
03D1: play_wav 1 

:ZERO1_12614
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_12640 
0001: wait 0 ms 
0002: jump @ZERO1_12614 

:ZERO1_12640
03D5: remove_text 'ZER1_BG'  // ~z~Elvesztettnk egy jeladt!
0006: 331@ = 0 // integer values 

:ZERO1_12658
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @ZERO1_12955 
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @ZERO1_12955 
00D6: if 
04E6:   unknown_object 46@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 unknown 0 
004D: jump_if_false @ZERO1_12955 
00D6: if 
0019:   332@ > 5 // integer values 
004D: jump_if_false @ZERO1_12778 
000E: 332@ -= 5 // integer values 
0002: jump @ZERO1_12955 

:ZERO1_12778
0006: 161@ = 1 // integer values 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_12840 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_12840
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_12955 
03CF: load_wav 44613 as 1 

:ZERO1_12865
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_12891 
0001: wait 0 ms 
0002: jump @ZERO1_12865 

:ZERO1_12891
00BC: text_highpriority 'ZER1_BJ' 10000 ms 1  // ~z~Egy jabb lks a hbors erfesztseinkhez!
03D1: play_wav 1 

:ZERO1_12911
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_12937 
0001: wait 0 ms 
0002: jump @ZERO1_12911 

:ZERO1_12937
03D5: remove_text 'ZER1_BJ'  // ~z~Egy jabb lks a hbors erfesztseinkhez!
0006: 332@ = 0 // integer values 

:ZERO1_12955
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @ZERO1_13252 
00D6: if 
03CA:   object 47@ exists 
004D: jump_if_false @ZERO1_13252 
00D6: if 
04E6:   unknown_object 47@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 unknown 0 
004D: jump_if_false @ZERO1_13252 
00D6: if 
0019:   333@ > 5 // integer values 
004D: jump_if_false @ZERO1_13075 
000E: 333@ -= 5 // integer values 
0002: jump @ZERO1_13252 

:ZERO1_13075
0006: 162@ = 1 // integer values 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO1_13137 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 1 // integer values 
0051: return 

:ZERO1_13137
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_13252 
03CF: load_wav 44614 as 1 

:ZERO1_13162
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_13188 
0001: wait 0 ms 
0002: jump @ZERO1_13162 

:ZERO1_13188
00BC: text_highpriority 'ZER1_BK' 10000 ms 1  // ~z~Nem veszthetnk el egy jabb adt!
03D1: play_wav 1 

:ZERO1_13208
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_13234 
0001: wait 0 ms 
0002: jump @ZERO1_13208 

:ZERO1_13234
03D5: remove_text 'ZER1_BK'  // ~z~Nem veszthetnk el egy jabb adt!
0006: 333@ = 0 // integer values 

:ZERO1_13252
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @ZERO1_13660 
00D6: if 
03CA:   object 48@ exists 
004D: jump_if_false @ZERO1_13660 
00D6: if 
04E6:   unknown_object 48@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 unknown 0 
004D: jump_if_false @ZERO1_13660 
00D6: if 
0019:   334@ > 5 // integer values 
004D: jump_if_false @ZERO1_13372 
000E: 334@ -= 5 // integer values 
0002: jump @ZERO1_13660 

:ZERO1_13372
0006: 163@ = 1 // integer values 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 5 3 
0006: 334@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 150@ = 1 // integer values 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_13632 
03CF: load_wav 44621 as 1 

:ZERO1_13549
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_13575 
0001: wait 0 ms 
0002: jump @ZERO1_13549 

:ZERO1_13575
00BC: text_highpriority 'ZER1_EA' 10000 ms 1  // ~z~tkozott, Berkley, TKOZOTTT!
03D1: play_wav 1 

:ZERO1_13595
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_13621 
0001: wait 0 ms 
0002: jump @ZERO1_13595 

:ZERO1_13621
03D5: remove_text 'ZER1_EA'  // ~z~tkozott, Berkley, TKOZOTTT!

:ZERO1_13632
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: text_highpriority 'ZER1_19' 5000 ms 1  // ~r~Az sszes ad megsemmislt.
0051: return 

:ZERO1_13660
0051: return 

:ZERO1_13662
00D6: if or
0019:   329@ > 3 // integer values 
002A:   5 >= $7421 // integer values 
004D: jump_if_false @ZERO1_14011 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 150@ = 1 // integer values 
00D6: if 
03CA:   object 45@(329@,10i) exists 
004D: jump_if_false @ZERO1_13868 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 5 3 

:ZERO1_13868
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_13976 
03CF: load_wav 44621 as 1 

:ZERO1_13893
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_13919 
0001: wait 0 ms 
0002: jump @ZERO1_13893 

:ZERO1_13919
00BC: text_highpriority 'ZER1_EA' 10000 ms 1  // ~z~tkozott, Berkley, TKOZOTTT!
03D1: play_wav 1 

:ZERO1_13939
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_13965 
0001: wait 0 ms 
0002: jump @ZERO1_13939 

:ZERO1_13965
03D5: remove_text 'ZER1_EA'  // ~z~tkozott, Berkley, TKOZOTTT!

:ZERO1_13976
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: text_highpriority 'ZER1_19' 5000 ms 1  // ~r~Az sszes ad megsemmislt.
0051: return 
0002: jump @ZERO1_14043 

:ZERO1_14011
008A: $7421 = 331@ // integer values and handles 
005E: $7421 += 332@ // integer values 
005E: $7421 += 333@ // integer values 
005E: $7421 += 334@ // integer values 

:ZERO1_14043
0051: return 

:ZERO1_14045
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 5 3 
00D6: if and
001B:   4 > 329@ // integer values 
0029:   329@ >= 0 // integer values 
004D: jump_if_false @ZERO1_15204 
000A: 329@ += 1 // integer values 
00D6: if 
0039:   329@ == 1 // integer values 
004D: jump_if_false @ZERO1_14395 
0007: 60@ = -2308.496 // floating-point values 
0007: 68@ = 131.349 // floating-point values 
0007: 61@ = -2080.581 // floating-point values 
0007: 69@ = 122.0999 // floating-point values 
0007: 62@ = -2308.693 // floating-point values 
0007: 70@ = 190.552 // floating-point values 
0007: 63@ = -2124.54 // floating-point values 
0007: 71@ = 63.5174 // floating-point values 
0007: 64@ = -2112.456 // floating-point values 
0007: 72@ = 143.6713 // floating-point values 
0007: 65@ = -2111.908 // floating-point values 
0007: 73@ = 149.0278 // floating-point values 
0007: 66@ = -2110.368 // floating-point values 
0007: 74@ = 126.8913 // floating-point values 
0007: 67@ = -2110.02 // floating-point values 
0007: 75@ = 120.1988 // floating-point values 

:ZERO1_14395
00D6: if 
0039:   329@ == 2 // integer values 
004D: jump_if_false @ZERO1_14573 
0007: 60@ = -2308.496 // floating-point values 
0007: 68@ = 131.349 // floating-point values 
0007: 61@ = -2080.581 // floating-point values 
0007: 69@ = 122.0999 // floating-point values 
0007: 62@ = -2308.693 // floating-point values 
0007: 70@ = 190.552 // floating-point values 
0007: 63@ = -2124.54 // floating-point values 
0007: 71@ = 63.5174 // floating-point values 
0007: 64@ = -2112.456 // floating-point values 
0007: 72@ = 143.6713 // floating-point values 
0007: 65@ = -2111.908 // floating-point values 
0007: 73@ = 149.0278 // floating-point values 
0007: 66@ = -2110.368 // floating-point values 
0007: 74@ = 126.8913 // floating-point values 
0007: 67@ = -2110.02 // floating-point values 
0007: 75@ = 120.1988 // floating-point values 

:ZERO1_14573
00D6: if 
0039:   329@ == 3 // integer values 
004D: jump_if_false @ZERO1_14758 
0708: unknown_add_entity_item 335@ 59 
0007: 60@ = -2119.496 // floating-point values 
0007: 68@ = 91.349 // floating-point values 
0007: 61@ = -2258.581 // floating-point values 
0007: 69@ = 169.0999 // floating-point values 
0007: 62@ = -2278.693 // floating-point values 
0007: 70@ = 66.552 // floating-point values 
0007: 63@ = -2248.54 // floating-point values 
0007: 71@ = 181.5174 // floating-point values 
0007: 64@ = -2180.456 // floating-point values 
0007: 72@ = 22.6713 // floating-point values 
0007: 65@ = -2181.908 // floating-point values 
0007: 73@ = 25.0278 // floating-point values 
0007: 66@ = -2181.368 // floating-point values 
0007: 74@ = 18.8913 // floating-point values 
0007: 67@ = -2180.02 // floating-point values 
0007: 75@ = 18.1988 // floating-point values 

:ZERO1_14758
0087: 76@ = 85@(329@,4f) // floating-point values only 
000B: 76@ += 10.0 // floating-point values 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO1_14833 
04D2: unknown_RC_car 35@ race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 0.5 
01BD: 336@ = current_time_in_ms 

:ZERO1_14833
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_14886 
04D2: unknown_RC_car 36@ race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 0.5 
01BD: 337@ = current_time_in_ms 

:ZERO1_14886
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @ZERO1_14939 
04D2: unknown_RC_car 37@ race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 0.5 
01BD: 338@ = current_time_in_ms 

:ZERO1_14939
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @ZERO1_14992 
04D2: unknown_RC_car 38@ race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 0.5 
01BD: 339@ = current_time_in_ms 

:ZERO1_14992
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_15045 
04D2: unknown_RC_car 39@ race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 0.5 
01BD: 340@ = current_time_in_ms 

:ZERO1_15045
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_15098 
04D2: unknown_RC_car 40@ race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 0.5 
01BD: 341@ = current_time_in_ms 

:ZERO1_15098
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_15151 
04D2: unknown_RC_car 41@ race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 0.5 
01BD: 342@ = current_time_in_ms 

:ZERO1_15151
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_15204 
04D2: unknown_RC_car 42@ race_to 77@(329@,4f) 81@(329@,4f) 76@ -1.0 0.5 
01BD: 343@ = current_time_in_ms 

:ZERO1_15204
0051: return 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: show_on_radar 178@(328@,10i) 2 
0051: return 

:ZERO1_15235
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
0110: clear_player $PLAYER_CHAR wanted_level 

:ZERO1_15255
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_15279 
0001: wait 0 ms 
0002: jump @ZERO1_15255 

:ZERO1_15279
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0858: (unknown) $PLAYER_CHAR 270.0 270.0 
04ED: load_animation "CASINO" 

:ZERO1_15315
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @ZERO1_15347 
0001: wait 0 ms 
0002: jump @ZERO1_15315 

:ZERO1_15347
04EF: release_animation "ON_LOOKERS" 
0708: unknown_add_entity_item 335@ 59 
0668: AS_actor $PLAYER_ACTOR rotate_to_point -2237.22 170.55 58.45 3000 ms 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_15450 
009A: 55@ = create_actor 4 #SPECIAL01 at -2235.0 123.0 57.1 
0223: set_actor 55@ health_to 1000 
0173: set_actor 55@ z_angle_to 160.0 

:ZERO1_15450
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_15659 
0687: clear_actor_task 55@ 
00A1: put_actor 55@ at -2235.0 123.0 57.1 
0173: set_actor 55@ z_angle_to 160.0 
0615: define_action_sequences 369@ 
05D3: AS_actor -1 go_to_point -2237.93 121.4 57.0 speed 6 -1 ms 
0605: actor -1 perform_animation_sequence "MANWIND" from_file "CASINO" 4.0 loop 1 0 0 0 2000 ms 
05D4: AS_actor -1 rotate_angle 100.0 
05C8: AS_actor -1 look_around 
0677: AS_actor -1 chat_with_actor $PLAYER_ACTOR 1 1 
0616: define_action_sequences_end 369@ 
0618: assign_actor 55@ to_action_sequences 369@ 
061B: remove_references_to_action_sequences 369@ 
015F: set_camera_position -2242.837 130.3954 60.7181 0.0 0.0 0.0 
0160: point_camera -2242.324 129.5807 60.4482 2 

:ZERO1_15659
016A: fade 1 1000 ms 
0169: set_fade_color 0 0 0 

:ZERO1_15674
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_15698 
0001: wait 0 ms 
0002: jump @ZERO1_15674 

:ZERO1_15698
03CF: load_wav 44624 as 1 

:ZERO1_15707
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_15733 
0001: wait 0 ms 
0002: jump @ZERO1_15707 

:ZERO1_15733
00BC: text_highpriority 'ZER1_FA' 10000 ms 1  // ~z~Ha ha ha ha Berkley!
03D1: play_wav 1 

:ZERO1_15753
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_15779 
0001: wait 0 ms 
0002: jump @ZERO1_15753 

:ZERO1_15779
03D5: remove_text 'ZER1_FA'  // ~z~Ha ha ha ha Berkley!
03CF: load_wav 44625 as 1 

:ZERO1_15799
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_15825 
0001: wait 0 ms 
0002: jump @ZERO1_15799 

:ZERO1_15825
00BC: text_highpriority 'ZER1_FB' 10000 ms 1  // ~z~Amg van bennnk egy szikra er, HARCOLNI FOGUNK!
03D1: play_wav 1 

:ZERO1_15845
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_15871 
0001: wait 0 ms 
0002: jump @ZERO1_15845 

:ZERO1_15871
03D5: remove_text 'ZER1_FB'  // ~z~Amg van bennnk egy szikra er, HARCOLNI FOGUNK!
0006: 177@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:ZERO1_15903
00D6: if 
8039:   not  177@ == 10 // integer values 
004D: jump_if_false @ZERO1_17016 
0001: wait 0 ms 
00D6: if 
0039:   177@ == 0 // integer values 
004D: jump_if_false @ZERO1_16328 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @ZERO1_16328 
0006: 177@ = 1 // integer values 
015F: set_camera_position -2238.853 124.0934 57.5797 0.0 0.0 0.0 
0160: point_camera -2238.476 123.2044 57.8399 2 
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16054 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 55@ 3500 ms 

:ZERO1_16054
03CF: load_wav 44626 as 1 

:ZERO1_16063
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16089 
0001: wait 0 ms 
0002: jump @ZERO1_16063 

:ZERO1_16089
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16113 
0967: actor 55@ move_mouth 10000 

:ZERO1_16113
00BC: text_highpriority 'ZER1_FC' 10000 ms 1  // ~z~...Jl csinltad, Carl..
03D1: play_wav 1 

:ZERO1_16133
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16159 
0001: wait 0 ms 
0002: jump @ZERO1_16133 

:ZERO1_16159
03D5: remove_text 'ZER1_FC'  // ~z~...Jl csinltad, Carl..
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16191 
0968: actor 55@ stop_mouth 

:ZERO1_16191
03CF: load_wav 44627 as 1 

:ZERO1_16200
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16226 
0001: wait 0 ms 
0002: jump @ZERO1_16200 

:ZERO1_16226
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16250 
0967: actor 55@ move_mouth 10000 

:ZERO1_16250
00BC: text_highpriority 'ZER1_FD' 10000 ms 1  // ~z~Mr megyek is, fel kell kszlnm az elttem ll harcra!
03D1: play_wav 1 

:ZERO1_16270
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16296 
0001: wait 0 ms 
0002: jump @ZERO1_16270 

:ZERO1_16296
03D5: remove_text 'ZER1_FD'  // ~z~Mr megyek is, fel kell kszlnm az elttem ll harcra!
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16328 
0968: actor 55@ stop_mouth 

:ZERO1_16328
00D6: if 
0039:   177@ == 1 // integer values 
004D: jump_if_false @ZERO1_16434 
00D6: if 
0019:   32@ > 100 // integer values 
004D: jump_if_false @ZERO1_16434 
0006: 177@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
015F: set_camera_position -2237.975 122.7383 58.3408 0.0 0.0 0.0 
0160: point_camera -2238.193 121.7735 58.4879 2 

:ZERO1_16434
00D6: if 
0039:   177@ == 2 // integer values 
004D: jump_if_false @ZERO1_16983 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @ZERO1_16983 
0006: 177@ = 3 // integer values 
0006: 32@ = 0 // integer values 
0615: define_action_sequences 369@ 
05D4: AS_actor -1 rotate_angle 270.0 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16526 
0677: AS_actor -1 chat_with_actor 55@ 0 1 

:ZERO1_16526
0616: define_action_sequences_end 369@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 369@ 
061B: remove_references_to_action_sequences 369@ 
03CF: load_wav 44628 as 1 

:ZERO1_16553
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16579 
0001: wait 0 ms 
0002: jump @ZERO1_16553 

:ZERO1_16579
00BC: text_highpriority 'ZER1_FE' 10000 ms 1  // ~z~Nincs olyan kis tartozs, ami ne lenne elg nagy...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16619 
0967: actor 55@ move_mouth 10000 

:ZERO1_16619
03D1: play_wav 1 

:ZERO1_16623
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16649 
0001: wait 0 ms 
0002: jump @ZERO1_16623 

:ZERO1_16649
03D5: remove_text 'ZER1_FE'  // ~z~Nincs olyan kis tartozs, ami ne lenne elg nagy...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16681 
0968: actor 55@ stop_mouth 

:ZERO1_16681
03CF: load_wav 44630 as 1 

:ZERO1_16690
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16716 
0001: wait 0 ms 
0002: jump @ZERO1_16690 

:ZERO1_16716
00BC: text_highpriority 'ZER1_FG' 10000 ms 1  // ~z~tl kicsi, hrom... vagy nem, mi ez?
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16756 
0967: actor 55@ move_mouth 10000 

:ZERO1_16756
03D1: play_wav 1 

:ZERO1_16760
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16786 
0001: wait 0 ms 
0002: jump @ZERO1_16760 

:ZERO1_16786
03D5: remove_text 'ZER1_FG'  // ~z~tl kicsi, hrom... vagy nem, mi ez?
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16818 
0968: actor 55@ stop_mouth 

:ZERO1_16818
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16839 
05C8: AS_actor 55@ look_around 

:ZERO1_16839
03CF: load_wav 44629 as 1 

:ZERO1_16848
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16874 
0001: wait 0 ms 
0002: jump @ZERO1_16848 

:ZERO1_16874
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16898 
0967: actor 55@ move_mouth 10000 

:ZERO1_16898
00BC: text_highpriority 'ZER1_FF' 10000 ms 1  // ~z~Harcolni fogunk vele a tengerparton, a tetkn...
03D1: play_wav 1 

:ZERO1_16918
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16944 
0001: wait 0 ms 
0002: jump @ZERO1_16918 

:ZERO1_16944
03D5: remove_text 'ZER1_FF'  // ~z~Harcolni fogunk vele a tengerparton, a tetkn...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16976 
0968: actor 55@ stop_mouth 

:ZERO1_16976
0006: 177@ = 10 // integer values 

:ZERO1_16983
00D6: if 
0019:   33@ > 14000 // integer values 
004D: jump_if_false @ZERO1_17009 
0006: 177@ = 10 // integer values 

:ZERO1_17009
0002: jump @ZERO1_15903 

:ZERO1_17016
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:ZERO1_17031
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_17055 
0001: wait 0 ms 
0002: jump @ZERO1_17031 

:ZERO1_17055
02A3: toggle_widescreen 0 
0151: remove_status_text $7421 
014F: stop_timer $7422 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_17135 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_17135
0001: wait 500 ms 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at -2246.026 134.895 34.3047 range 1000.0 
016A: fade 1 1000 ms 

:ZERO1_17173
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_17197 
0001: wait 0 ms 
0002: jump @ZERO1_17173 

:ZERO1_17197
0051: return 

:ZERO1_17199
0050: gosub @ZERO1_15235 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01E3: text_1number_styled 'M_PASS' 3000 100 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 3000 
0394: play_music 1 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'ZERO_1'  // Lgitmads
0008: $11275 += 1 // integer values 
0051: return 

:ZERO1_17267
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0001: wait 5000 ms 
016A: fade 0 500 ms 
0169: set_fade_color 0 0 0 

:ZERO1_17303
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_17327 
0001: wait 0 ms 
0002: jump @ZERO1_17303 

:ZERO1_17327
0151: remove_status_text $7421 
014F: stop_timer $7422 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02A3: toggle_widescreen 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_17407 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_17407
03CB: set_camera -2246.026 134.895 34.3047 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at -2246.026 134.895 34.3047 range 1000.0 
016A: fade 1 1000 ms 

:ZERO1_17457
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_17481 
0001: wait 0 ms 
0002: jump @ZERO1_17457 

:ZERO1_17481
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_17504 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:ZERO1_17504
0051: return 

:ZERO1_17506
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B7: release_weather 
0169: set_fade_color 0 0 0 
031A: remove_all_fires 
0004: $ONMISSION = 0 // integer values 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03C7: unknown_maybe_cops_density 1.0 
04DB: exit_rc_mode // on foot version 
01EB: set_traffic_density_to 1.0 
0249: release_model #RCBARON 
0249: release_model #RCRAIDER 
0249: release_model #MINIGUN 
0249: release_model #WONGS_ERECTION 
0249: release_model #RCBOMB 
0249: release_model #WONGS_ERECTION2 
0249: release_model #MINIGUN_BASE 
0249: release_model #FIRE_EX 
0296: unload_special_actor 1 
0151: remove_status_text $7421 
014F: stop_timer $7422 
00A6: destroy_car 35@ 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
00A6: destroy_car 39@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
00A6: destroy_car 44@ 
03EB: clear_small_messages_only 
0925: (unknown) 
08E7: set_entrance_markers 0 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
0108: destroy_object 49@ 
0108: destroy_object 50@ 
0108: destroy_object 51@ 
0108: destroy_object 52@ 
0108: destroy_object 53@ 
0108: destroy_object 54@ 
0108: destroy_object 188@ 
0108: destroy_object 189@ 
0108: destroy_object 190@ 
0108: destroy_object 191@ 
0108: destroy_object 192@ 
0108: destroy_object 193@ 
0108: destroy_object 194@ 
0108: destroy_object 195@ 
0108: destroy_object 196@ 
0108: destroy_object 197@ 
0108: destroy_object 198@ 
0108: destroy_object 199@ 
0108: destroy_object 200@ 
0108: destroy_object 201@ 
0108: destroy_object 202@ 
0108: destroy_object 203@ 
0108: destroy_object 204@ 
0108: destroy_object 205@ 
0108: destroy_object 206@ 
0108: destroy_object 207@ 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0164: disable_marker 182@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0164: disable_marker 185@ 
0164: disable_marker 186@ 
0164: disable_marker 187@ 
03CD: car 35@ remove_from_stuck_car_check 
03CD: car 36@ remove_from_stuck_car_check 
03CD: car 37@ remove_from_stuck_car_check 
03CD: car 38@ remove_from_stuck_car_check 
03CD: car 39@ remove_from_stuck_car_check 
03CD: car 40@ remove_from_stuck_car_check 
03CD: car 41@ remove_from_stuck_car_check 
03CD: car 42@ remove_from_stuck_car_check 
03CD: car 43@ remove_from_stuck_car_check 
03CD: car 44@ remove_from_stuck_car_check 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
034F: destroy_actor_with_fade 55@ // The actor fades away like a ghost 
01C4: remove_references_to_object 34@ // This object will now disappear when the player looks away 
04EF: release_animation "CASINO" 
04EF: release_animation "ON_LOOKERS" 
00D8: mission_cleanup 
0051: return 

//-------------Mission 73---------------
// Originally: Supply Lines...

:ZERO2
0050: gosub @ZERO2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ZERO2_27 
0050: gosub @ZERO2_9413 

:ZERO2_27
0050: gosub @ZERO2_9415 
004E: end_thread 

:ZERO2_36
0006: 119@ = 0 // integer values 
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO2' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
054C: use_GXT_table 'ZERO2' 
09B9: (unknown) 0 
0169: set_fade_color 0 0 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
04BB: select_interior 6 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01B6: set_weather 5 
02E4: load_cutscene_data 'ZERO_2' 

:ZERO2_126
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO2_150 
0001: wait 0 ms 
0002: jump @ZERO2_126 

:ZERO2_150
02E7: start_cutscene 
016A: fade 1 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:ZERO2_166
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO2_190 
0001: wait 0 ms 
0002: jump @ZERO2_166 

:ZERO2_190
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:ZERO2_213
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_237 
0001: wait 0 ms 
0002: jump @ZERO2_213 

:ZERO2_237
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 96@ = 1 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0007: 59@ = 390000.0 // floating-point values 
0087: 60@ = 59@ // floating-point values only 
0007: 63@ = -2006.77 // floating-point values 
0007: 68@ = 365.69 // floating-point values 
0007: 73@ = 34.35 // floating-point values 
0007: 78@ = 0.0 // floating-point values 
0007: 64@ = -2250.572 // floating-point values 
0007: 69@ = 22.8303 // floating-point values 
0007: 74@ = 34.4634 // floating-point values 
0007: 79@ = 180.0 // floating-point values 
0007: 65@ = -2266.27 // floating-point values 
0007: 70@ = 53.1194 // floating-point values 
0007: 75@ = 34.38 // floating-point values 
0007: 80@ = 90.0 // floating-point values 
0007: 66@ = -2441.424 // floating-point values 
0007: 71@ = 41.963 // floating-point values 
0007: 76@ = 33.004 // floating-point values 
0007: 81@ = 90.0 // floating-point values 
0007: 67@ = -1728.08 // floating-point values 
0007: 72@ = 850.89 // floating-point values 
0007: 77@ = 23.73 // floating-point values 
0007: 82@ = 270.0 // floating-point values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0007: 83@ = -2205.44 // floating-point values 
0007: 84@ = 128.99 // floating-point values 
0007: 85@ = 57.33 // floating-point values 
0007: 86@ = 90.0 // floating-point values 
0007: 87@ = -2227.0 // floating-point values 
0007: 88@ = 113.0 // floating-point values 
0007: 89@ = 35.5 // floating-point values 
0007: 61@ = 100.0 // floating-point values 
0004: $7423 = 100 // integer values 
0006: 32@ = 0 // integer values 
0006: 129@ = 0 // integer values 
08E7: set_entrance_markers 1 
0247: request_model #RCBARON 
0247: request_model #TOPFUN 
0247: request_model #MICRO_UZI 
0247: request_model #MTBIKE 
0247: request_model #SANCHEZ 
023C: request_special_actor 'ZERO' as 1 
038B: load_requested_models 

:ZERO2_760
00D6: if or
8248:   not model #RCBARON available 
8248:   not model #TOPFUN available 
8248:   not model #MICRO_UZI available 
8248:   not model #MTBIKE available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @ZERO2_807 
0001: wait 0 ms 
0002: jump @ZERO2_760 

:ZERO2_807
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @ZERO2_833 
0001: wait 0 ms 
0002: jump @ZERO2_807 

:ZERO2_833
060A: unknown_create_entity 0 56@ 

:ZERO2_840
0001: wait 0 ms 
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @ZERO2_869 
0050: gosub @ZERO2_951 

:ZERO2_869
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @ZERO2_894 
0050: gosub @ZERO2_7177 

:ZERO2_894
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @ZERO2_919 
0002: jump @ZERO2_9384 

:ZERO2_919
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @ZERO2_944 
0002: jump @ZERO2_9413 

:ZERO2_944
0002: jump @ZERO2_840 

:ZERO2_951
0395: clear_area 1 at 87@ 88@ 89@ range 1000.0 
00A5: 35@ = create_car #TOPFUN at -2250.9 124.6 28.48 
0587: (unknown) 35@ 0 
0519: lock_vehicle 35@ in_current_position 1 
0657: open_car 35@ component 4 
0657: open_car 35@ component 5 
036A: put_actor $PLAYER_ACTOR in_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_1086 
01C8: 57@ = create_actor 4 #SPECIAL01 in_car 35@ passenger_seat 0 
0224: set_car 35@ health_to 1000 
02AC: set_car 35@ immunities 1 1 1 1 1 

:ZERO2_1086
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at 83@ 84@ 85@ angle 40.09 RC_model #RCBARON 
0484: 34@ = player $PLAYER_CHAR rc_car 
0175: set_car 34@ z_angle_to 90.0 
04D6: enable_rc_car_detonation 0 // or opcode 048Ah 
048A: enable_rc_car_detonation 0 // or opcode 04D6h 
0224: set_car 34@ health_to 1100 
02AC: set_car 34@ immunities 0 1 1 0 0 
0006: 129@ = 0 // integer values 

:ZERO2_1171
00D6: if 
001B:   5 > 129@ // integer values 
004D: jump_if_false @ZERO2_1776 
0001: wait 0 ms 
0395: clear_area 1 at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) range 1000.0 
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @ZERO2_1286 
00A5: 46@(129@,5i) = create_car #SANCHEZ at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1000 

:ZERO2_1286
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @ZERO2_1349 
00A5: 46@(129@,5i) = create_car #MTBIKE at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1500 

:ZERO2_1349
00D6: if 
0039:   129@ == 2 // integer values 
004D: jump_if_false @ZERO2_1412 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1500 

:ZERO2_1412
00D6: if 
0039:   129@ == 3 // integer values 
004D: jump_if_false @ZERO2_1475 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1500 

:ZERO2_1475
00D6: if 
0039:   129@ == 4 // integer values 
004D: jump_if_false @ZERO2_1549 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1500 
020A: set_car 46@(129@,5i) door_status_to 7 

:ZERO2_1549
0175: set_car 46@(129@,5i) z_angle_to 78@(129@,5f) 
02AC: set_car 46@(129@,5i) immunities 0 1 1 0 0 
0560: 46@(129@,5i) = create_random_driver_in_car 36@(129@,5i) 
01B2: give_actor 36@(129@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 36@(129@,5i) weapon_accuracy_to 60 
0587: (unknown) 46@(129@,5i) 0 
00D6: if or
0039:   129@ == 3 // integer values 
0039:   129@ == 0 // integer values 
004D: jump_if_false @ZERO2_1728 
0561: unknown_create_actor_handle 51@(129@,5i) from car 46@(129@,5i) passenger 0 
01B2: give_actor 51@(129@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 51@(129@,5i) weapon_accuracy_to 60 
060B: unknown_actor_use_entity 51@(129@,5i) 56@ 
060B: unknown_actor_use_entity 36@(129@,5i) 56@ 

:ZERO2_1728
05D2: AS_actor 36@(129@,5i) run_to_and_hijack_vehicle 46@(129@,5i) max_search_radius 3.0 traffic_behavior 0 
0006: 103@(129@,5i) = 0 // integer values 
000A: 129@ += 1 // integer values 
0002: jump @ZERO2_1171 

:ZERO2_1776
0006: 33@ = 0 // integer values 
015F: set_camera_position -2273.841 45.5794 37.0987 0.0 0.0 0.0 
0160: point_camera -2273.297 46.4174 37.1385 2 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2285.54 41.31 35.01 range 1000.0 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera -2273.841 45.5794 37.0987 position_to -2280.652 50.3058 35.7357 5000 ms unknown 1 
0920: point_camera -2273.297 46.4174 37.1385 transverse_to -2280.054 51.104 35.6677 5000 ms unknown 1 
02A3: toggle_widescreen 1 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0A0B: (unknown) -2273.841 45.5794 37.0987 310.0 
0169: set_fade_color 0 0 0 
0001: wait 1000 ms 
016A: fade 1 1000 ms 
0006: 120@ = 0 // integer values 

:ZERO2_2023
00D6: if 
8039:   not  120@ == 10 // integer values 
004D: jump_if_false @ZERO2_2460 
0001: wait 0 ms 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @ZERO2_2169 
0006: 120@ = 1 // integer values 
0707: start_scene_skip_to @ZERO2_2460 
03CF: load_wav 44801 as 1 

:ZERO2_2086
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_2112 
0001: wait 0 ms 
0002: jump @ZERO2_2086 

:ZERO2_2112
00BC: text_highpriority 'ZER2_AB' 10000 ms 1  // ~z~Berkley talpnyali vgzik az sszes ruszlltst.
03D1: play_wav 1 

:ZERO2_2132
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_2158 
0001: wait 0 ms 
0002: jump @ZERO2_2132 

:ZERO2_2158
03D5: remove_text 'ZER2_AB'  // ~z~Berkley talpnyali vgzik az sszes ruszlltst.

:ZERO2_2169
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @ZERO2_2286 
0006: 120@ = 2 // integer values 
03CF: load_wav 44802 as 1 

:ZERO2_2203
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_2229 
0001: wait 0 ms 
0002: jump @ZERO2_2203 

:ZERO2_2229
00BC: text_highpriority 'ZER2_AC' 10000 ms 1  // ~z~Nos, ott mrjnk rjuk csapst, ahol a legjobban fj nekik!
03D1: play_wav 1 

:ZERO2_2249
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_2275 
0001: wait 0 ms 
0002: jump @ZERO2_2249 

:ZERO2_2275
03D5: remove_text 'ZER2_AC'  // ~z~Nos, ott mrjnk rjuk csapst, ahol a legjobban fj nekik!

:ZERO2_2286
00D6: if 
0039:   120@ == 2 // integer values 
004D: jump_if_false @ZERO2_2403 
0006: 120@ = 3 // integer values 
03CF: load_wav 44803 as 1 

:ZERO2_2320
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_2346 
0001: wait 0 ms 
0002: jump @ZERO2_2320 

:ZERO2_2346
00BC: text_highpriority 'ZER2_AD' 10000 ms 1  // ~z~Knyszertsk trdre ezt a posts zletgat!
03D1: play_wav 1 

:ZERO2_2366
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_2392 
0001: wait 0 ms 
0002: jump @ZERO2_2366 

:ZERO2_2392
03D5: remove_text 'ZER2_AD'  // ~z~Knyszertsk trdre ezt a posts zletgat!

:ZERO2_2403
00D6: if 
08D0: (unknown) 
004D: jump_if_false @ZERO2_2427 
040D: unload_wav 1 
0006: 120@ = 10 // integer values 

:ZERO2_2427
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @ZERO2_2453 
0006: 120@ = 10 // integer values 

:ZERO2_2453
0002: jump @ZERO2_2023 

:ZERO2_2460
0701: end_scene_skip 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO2_2477
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_2501 
0001: wait 0 ms 
0002: jump @ZERO2_2477 

:ZERO2_2501
0925: (unknown) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_2556 
00AB: put_car 35@ at -2233.9 122.6 700.48 
0175: set_car 35@ z_angle_to 90.0 
0519: lock_vehicle 35@ in_current_position 1 

:ZERO2_2556
041E: set_radio_station 6 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_2581 
0508: (unknown) 35@ 

:ZERO2_2581
02A3: toggle_widescreen 0 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_2641 
0158: camera_on_vehicle 34@ 18 2 
0519: lock_vehicle 34@ in_current_position 0 
0001: wait 0 ms 
032A: unknown 1 

:ZERO2_2641
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:ZERO2_2656
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_2680 
0001: wait 0 ms 
0002: jump @ZERO2_2656 

:ZERO2_2680
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 129@ = 0 // integer values 

:ZERO2_2694
00D6: if 
001B:   5 > 129@ // integer values 
004D: jump_if_false @ZERO2_2762 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_2748 
0187: 123@(129@,5i) = create_marker_above_actor 36@(129@,5i) 

:ZERO2_2748
000A: 129@ += 1 // integer values 
0002: jump @ZERO2_2694 

:ZERO2_2762
03C4: set_status_text_to $7423 1 'ZER2_28'  // ZEMANYAG ~1~
040D: unload_wav 1 
03CF: load_wav 44800 as 1 

:ZERO2_2791
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_2817 
0001: wait 0 ms 
0002: jump @ZERO2_2791 

:ZERO2_2817
00BC: text_highpriority 'ZER2_AA' 10000 ms 1  // ~z~Induljon a Vrs Br!
03D1: play_wav 1 

:ZERO2_2837
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_2863 
0001: wait 0 ms 
0002: jump @ZERO2_2837 

:ZERO2_2863
03D5: remove_text 'ZER2_AA'  // ~z~Induljon a Vrs Br!
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_7019 

:ZERO2_2890
00D6: if 
8039:   not  110@ == 1 // integer values 
004D: jump_if_false @ZERO2_7019 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_3017 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @ZERO2_2989 
007F: 59@ -= unknown_inaccurate_float_timer 20.0 // floating-point 
0087: 61@ = 59@ // floating-point values only 
0073: 61@ /= 60@ // floating-point values 
0013: 61@ *= 100.0 // floating-point values 
0090: $7423 = float_to_integer 61@ 

:ZERO2_2989
00AA: store_car 34@ position_to 83@ 84@ 85@ 
07EF: (unknown) 83@ 84@ 85@ 58@ 

:ZERO2_3017
00D6: if or
04A4:   58@ == 1 // integer values OR floating-point values 
04A4:   58@ == 3 // integer values OR floating-point values 
004D: jump_if_false @ZERO2_3052 
020B: explode_car 34@ 
020B: explode_car 34@ 

:ZERO2_3052
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @ZERO2_3095 
03E5: text_box 'ZER2_1'  // A(z) ~k~~VEHICLE_ACCELERATE~ billenty lenyomsval tudsz gyorsulni, mg a(z) ~k~~VEHICLE_BRAKE~ billentyvel lasstani.
0006: 119@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:ZERO2_3095
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @ZERO2_3159 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @ZERO2_3159 
03E6: remove_text_box 
03E5: text_box 'ZER2_2'  // A(z) ~k~~VEHICLE_LOOKLEFT~ billentyvel tudod balra,  a(z) ~k~~VEHICLE_LOOKRIGHT~ billentyvel pedig jobbra tudod fordtani a kormnyt.
0006: 119@ = 2 // integer values 
0006: 32@ = 0 // integer values 

:ZERO2_3159
00D6: if 
0039:   119@ == 2 // integer values 
004D: jump_if_false @ZERO2_3223 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @ZERO2_3223 
03E6: remove_text_box 
03E5: text_box 'ZER2_30'  // Nyomd meg a(z) ~k~~VEHICLE_FIREWEAPON_ALT~  billentyt a gpgyval val tzelshez.
0006: 119@ = 3 // integer values 
0006: 32@ = 0 // integer values 

:ZERO2_3223
00D6: if 
0039:   119@ == 3 // integer values 
004D: jump_if_false @ZERO2_3285 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @ZERO2_3285 
03E6: remove_text_box 
00BC: text_highpriority 'ZER2_14' 10000 ms 1  // ~s~Vgezz a ~r~ futrokkal ~s~ mieltt mg szthordank a csomagjaikat.
0006: 119@ = 4 // integer values 

:ZERO2_3285
00D6: if 
0735:   83 
004D: jump_if_false @ZERO2_3353 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 100@ = 1 // integer values 
0006: 101@ = 0 // integer values 
0051: return 

:ZERO2_3353
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @ZERO2_3488 
00D6: if 
002A:   50 >= $7423 // integer values 
004D: jump_if_false @ZERO2_3488 
0006: 122@ = 1 // integer values 
03CF: load_wav 44811 as 1 

:ZERO2_3405
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_3431 
0001: wait 0 ms 
0002: jump @ZERO2_3405 

:ZERO2_3431
00BC: text_highpriority 'ZER2_DA' 10000 ms 1  // ~z~Figyelj az zemanyagra, Carl! Mr csak fltanknyi maradt!
03D1: play_wav 1 

:ZERO2_3451
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_3477 
0001: wait 0 ms 
0002: jump @ZERO2_3451 

:ZERO2_3477
03D5: remove_text 'ZER2_DA'  // ~z~Figyelj az zemanyagra, Carl! Mr csak fltanknyi maradt!

:ZERO2_3488
00D6: if 
0039:   122@ == 1 // integer values 
004D: jump_if_false @ZERO2_3623 
00D6: if 
002A:   10 >= $7423 // integer values 
004D: jump_if_false @ZERO2_3623 
0006: 122@ = 2 // integer values 
03CF: load_wav 44812 as 1 

:ZERO2_3540
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_3566 
0001: wait 0 ms 
0002: jump @ZERO2_3540 

:ZERO2_3566
00BC: text_highpriority 'ZER2_DB' 10000 ms 1  // ~z~Mr majdnem kifogytl az zemanyagbl, siess!
03D1: play_wav 1 

:ZERO2_3586
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_3612 
0001: wait 0 ms 
0002: jump @ZERO2_3586 

:ZERO2_3612
03D5: remove_text 'ZER2_DB'  // ~z~Mr majdnem kifogytl az zemanyagbl, siess!

:ZERO2_3623
00D6: if 
002A:   0 >= $7423 // integer values 
004D: jump_if_false @ZERO2_4040 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_3671 
0918: (unknown) 34@ 0 
01EC: make_car 34@ very_heavy 1 

:ZERO2_3671
0151: remove_status_text $7423 
0006: 32@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'ZER2_42' 5000 ms 1  // ~r~Kifogyott az zemanyag!
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
03CF: load_wav 44623 as 1 

:ZERO2_3773
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_3799 
0001: wait 0 ms 
0002: jump @ZERO2_3773 

:ZERO2_3799
03D1: play_wav 1 

:ZERO2_3803
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_3855 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_3848 
04BA: set_car 34@ speed_instantly 0.0 

:ZERO2_3848
0002: jump @ZERO2_3803 

:ZERO2_3855
04DB: exit_rc_mode // on foot version 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_3946 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_3916 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_3936 

:ZERO2_3916
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_3936
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_3946
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO2_3961
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_3985 
0001: wait 0 ms 
0002: jump @ZERO2_3961 

:ZERO2_3985
03CB: set_camera -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:ZERO2_4014
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_4038 
0001: wait 0 ms 
0002: jump @ZERO2_4014 

:ZERO2_4038
0051: return 

:ZERO2_4040
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @ZERO2_4390 
0151: remove_status_text $7423 
0006: 101@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 96@ = 0 // integer values 
00BC: text_highpriority 'ZER2_8' 5000 ms 1  // ~r~A repl felrobbant!
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
03CF: load_wav 44622 as 1 

:ZERO2_4123
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4149 
0001: wait 0 ms 
0002: jump @ZERO2_4123 

:ZERO2_4149
03D1: play_wav 1 

:ZERO2_4153
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_4205 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_4198 
04BA: set_car 34@ speed_instantly 0.0 

:ZERO2_4198
0002: jump @ZERO2_4153 

:ZERO2_4205
04DB: exit_rc_mode // on foot version 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_4296 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_4266 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_4286 

:ZERO2_4266
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_4286
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_4296
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO2_4311
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_4335 
0001: wait 0 ms 
0002: jump @ZERO2_4311 

:ZERO2_4335
03CB: set_camera -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:ZERO2_4364
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_4388 
0001: wait 0 ms 
0002: jump @ZERO2_4364 

:ZERO2_4388
0051: return 

:ZERO2_4390
0006: 129@ = 0 // integer values 

:ZERO2_4397
00D6: if 
001B:   5 > 129@ // integer values 
004D: jump_if_false @ZERO2_6915 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_5037 
00AA: store_car 34@ position_to 83@ 84@ 85@ 
00D6: if 
0039:   111@(129@,5i) == 0 // integer values 
004D: jump_if_false @ZERO2_5037 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_4516 
00D6: if 
0039:   103@(129@,5i) == 1 // integer values 
004D: jump_if_false @ZERO2_4509 

:ZERO2_4509
0002: jump @ZERO2_5037 

:ZERO2_4516
0006: 111@(129@,5i) = 1 // integer values 
0164: disable_marker 123@(129@,5i) 
01C3: remove_references_to_car 46@(129@,5i) // Like turning a car into any random car 
00D6: if or
0039:   129@ == 3 // integer values 
0039:   129@ == 0 // integer values 
004D: jump_if_false @ZERO2_4579 
01C2: remove_references_to_actor 51@(129@,5i) // Like turning an actor into a random pedestrian 

:ZERO2_4579
000A: 121@ += 1 // integer values 
0006: 111@(129@,5i) = 1 // integer values 
00D6: if 
0039:   121@ == 1 // integer values 
004D: jump_if_false @ZERO2_4707 
03CF: load_wav 44806 as 1 

:ZERO2_4624
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4650 
0001: wait 0 ms 
0002: jump @ZERO2_4624 

:ZERO2_4650
00BC: text_highpriority 'ZER2_CA' 10000 ms 1  // ~z~Egynek annyi, mg maradt ngy!
03D1: play_wav 1 

:ZERO2_4670
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_4696 
0001: wait 0 ms 
0002: jump @ZERO2_4670 

:ZERO2_4696
03D5: remove_text 'ZER2_CA'  // ~z~Egynek annyi, mg maradt ngy!

:ZERO2_4707
00D6: if 
0039:   121@ == 2 // integer values 
004D: jump_if_false @ZERO2_4817 
03CF: load_wav 44808 as 1 

:ZERO2_4734
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4760 
0001: wait 0 ms 
0002: jump @ZERO2_4734 

:ZERO2_4760
00BC: text_highpriority 'ZER2_CC' 10000 ms 1  // ~z~Ha ha, mr csak hrom postsfi maradt!
03D1: play_wav 1 

:ZERO2_4780
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_4806 
0001: wait 0 ms 
0002: jump @ZERO2_4780 

:ZERO2_4806
03D5: remove_text 'ZER2_CC'  // ~z~Ha ha, mr csak hrom postsfi maradt!

:ZERO2_4817
00D6: if 
0039:   121@ == 3 // integer values 
004D: jump_if_false @ZERO2_4927 
03CF: load_wav 44809 as 1 

:ZERO2_4844
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4870 
0001: wait 0 ms 
0002: jump @ZERO2_4844 

:ZERO2_4870
00BC: text_highpriority 'ZER2_CD' 10000 ms 1  // ~z~Mr csak kett maradt, Carl! VGEZZ VELK!
03D1: play_wav 1 

:ZERO2_4890
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_4916 
0001: wait 0 ms 
0002: jump @ZERO2_4890 

:ZERO2_4916
03D5: remove_text 'ZER2_CD'  // ~z~Mr csak kett maradt, Carl! VGEZZ VELK!

:ZERO2_4927
00D6: if 
0039:   121@ == 4 // integer values 
004D: jump_if_false @ZERO2_5037 
03CF: load_wav 44810 as 1 

:ZERO2_4954
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4980 
0001: wait 0 ms 
0002: jump @ZERO2_4954 

:ZERO2_4980
00BC: text_highpriority 'ZER2_CE' 10000 ms 1  // ~z~Mr csak egy van htra, s Berkley postsrszlegnek vge!
03D1: play_wav 1 

:ZERO2_5000
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_5026 
0001: wait 0 ms 
0002: jump @ZERO2_5000 

:ZERO2_5026
03D5: remove_text 'ZER2_CE'  // ~z~Mr csak egy van htra, s Berkley postsrszlegnek vge!

:ZERO2_5037
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_6567 
01BD: 95@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ 0 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_5137 
00AA: store_car 34@ position_to 91@ 92@ 93@ 
0085: 94@ = 95@ // integer values and handles 
000A: 94@ += 4000 // integer values 
0006: 117@ = 0 // integer values 

:ZERO2_5137
00D6: if 
01AF:   car 34@ 0 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_5625 
00D6: if 
001D:   95@ > 94@ // integer values 
004D: jump_if_false @ZERO2_5625 
00D6: if 
0019:   119@ > 3 // integer values 
004D: jump_if_false @ZERO2_5625 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @ZERO2_5252 
03E5: text_box 'ZER2_4'  // Nyomd meg a ~k~~PED_FIREWEAPON~ gombot az nmegsemmistshez
0006: 117@ = 1 // integer values 

:ZERO2_5252
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @ZERO2_5625 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'ZER2_8' 5000 ms 1  // ~r~A repl felrobbant!
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0224: set_car 34@ health_to 1 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_5451 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_5421 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_5441 

:ZERO2_5421
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_5441
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_5451
020C: create_explosion_with_radius 0 at 91@ 92@ 93@ 
03CF: load_wav 44623 as 1 

:ZERO2_5473
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_5499 
0001: wait 0 ms 
0002: jump @ZERO2_5473 

:ZERO2_5499
03D1: play_wav 1 

:ZERO2_5503
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_5529 
0001: wait 0 ms 
0002: jump @ZERO2_5503 

:ZERO2_5529
04DB: exit_rc_mode // on foot version 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO2_5546
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_5570 
0001: wait 0 ms 
0002: jump @ZERO2_5546 

:ZERO2_5570
03CB: set_camera -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:ZERO2_5599
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_5623 
0001: wait 0 ms 
0002: jump @ZERO2_5599 

:ZERO2_5623
0051: return 

:ZERO2_5625
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_6560 
00D6: if 
0039:   103@(129@,5i) == 0 // integer values 
004D: jump_if_false @ZERO2_6313 
00D6: if or
051D:   cars 46@(129@,5i) and 34@ collided 
031E:   vehicle 46@(129@,5i) hit_by_weapon 31 
004D: jump_if_false @ZERO2_6313 
0006: 103@(129@,5i) = 1 // integer values 
00D6: if or
0039:   129@ == 2 // integer values 
0039:   129@ == 1 // integer values 
004D: jump_if_false @ZERO2_6021 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_6014 
05CF: actor 36@(129@,5i) exit_car 46@(129@,5i) and_leave_door_opened 83@ 84@ 85@ 
0672: AS_actor 36@(129@,5i) attack_car 34@ 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @ZERO2_5904 
03CF: load_wav 44805 as 1 

:ZERO2_5821
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_5847 
0001: wait 0 ms 
0002: jump @ZERO2_5821 

:ZERO2_5847
00BC: text_highpriority 'ZER2_BB' 10000 ms 1  // ~z~Felfegyerezte a hadnagyait, ezrt lgy vatos Carl!
03D1: play_wav 1 

:ZERO2_5867
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_5893 
0001: wait 0 ms 
0002: jump @ZERO2_5867 

:ZERO2_5893
03D5: remove_text 'ZER2_BB'  // ~z~Felfegyerezte a hadnagyait, ezrt lgy vatos Carl!

:ZERO2_5904
00D6: if 
0039:   129@ == 2 // integer values 
004D: jump_if_false @ZERO2_6014 
03CF: load_wav 44804 as 1 

:ZERO2_5931
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_5957 
0001: wait 0 ms 
0002: jump @ZERO2_5931 

:ZERO2_5957
00BC: text_highpriority 'ZER2_BA' 10000 ms 1  // ~z~Nem hagyhatom, hogy megszkjn! Meg kell fizetnie a hbors bneirt!
03D1: play_wav 1 

:ZERO2_5977
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_6003 
0001: wait 0 ms 
0002: jump @ZERO2_5977 

:ZERO2_6003
03D5: remove_text 'ZER2_BA'  // ~z~Nem hagyhatom, hogy megszkjn! Meg kell fizetnie a hbors bneirt!

:ZERO2_6014
0002: jump @ZERO2_6102 

:ZERO2_6021
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_6102 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_6102 
00D6: if 
8039:   not  129@ == 4 // integer values 
004D: jump_if_false @ZERO2_6102 
05D2: AS_actor 36@(129@,5i) run_to_and_hijack_vehicle 46@(129@,5i) max_search_radius 12.0 traffic_behavior 3 

:ZERO2_6102
00D6: if or
0039:   129@ == 3 // integer values 
0039:   129@ == 0 // integer values 
004D: jump_if_false @ZERO2_6203 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_6203 
00D6: if 
8118:   not actor 51@(129@,5i) dead 
004D: jump_if_false @ZERO2_6203 
0713: actor 51@(129@,5i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 100 

:ZERO2_6203
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @ZERO2_6313 
03CF: load_wav 44631 as 1 

:ZERO2_6230
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_6256 
0001: wait 0 ms 
0002: jump @ZERO2_6230 

:ZERO2_6256
00BC: text_highpriority 'ZER1_FH' 10000 ms 1  // ~z~Harcolsz vagy meghalsz Carl. Csak ennyi vlasztsunk van.
03D1: play_wav 1 

:ZERO2_6276
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_6302 
0001: wait 0 ms 
0002: jump @ZERO2_6276 

:ZERO2_6302
03D5: remove_text 'ZER1_FH'  // ~z~Harcolsz vagy meghalsz Carl. Csak ennyi vlasztsunk van.

:ZERO2_6313
00D6: if 
0039:   119@ == 4 // integer values 
004D: jump_if_false @ZERO2_6560 
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_6560 
00D6: if 
01AF:   car 46@(129@,5i) 0 83@ 84@ 85@ radius 50.0 50.0 50.0 
004D: jump_if_false @ZERO2_6458 
00D6: if 
02CA:   car 46@(129@,5i) bounding_sphere_visible 
004D: jump_if_false @ZERO2_6458 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @ZERO2_6458 
00BB: text_lowpriority 'ZER2_7' 5000 ms 1  // ~s~lltsd fel a Vrs Brt a ~r~szlltk mg~s~.
0006: 98@ = 1 // integer values 

:ZERO2_6458
00D6: if 
01AF:   car 46@(129@,5i) 0 83@ 84@ 85@ radius 30.0 30.0 30.0 
004D: jump_if_false @ZERO2_6560 
00D6: if 
02CA:   car 46@(129@,5i) bounding_sphere_visible 
004D: jump_if_false @ZERO2_6560 
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @ZERO2_6560 
03E5: text_box 'ZER2_30'  // Nyomd meg a(z) ~k~~VEHICLE_FIREWEAPON_ALT~  billentyt a gpgyval val tzelshez.
0006: 98@ = 2 // integer values 

:ZERO2_6560
0002: jump @ZERO2_6901 

:ZERO2_6567
0006: 101@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 96@ = 0 // integer values 
00BC: text_highpriority 'ZER2_8' 5000 ms 1  // ~r~A repl felrobbant!
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_6698 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_6668 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_6688 

:ZERO2_6668
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_6688
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_6698
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
03CF: load_wav 44622 as 1 

:ZERO2_6723
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_6749 
0001: wait 0 ms 
0002: jump @ZERO2_6723 

:ZERO2_6749
03D1: play_wav 1 

:ZERO2_6753
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_6805 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_6798 
04BA: set_car 34@ speed_instantly 0.0 

:ZERO2_6798
0002: jump @ZERO2_6753 

:ZERO2_6805
04DB: exit_rc_mode // on foot version 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO2_6822
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_6846 
0001: wait 0 ms 
0002: jump @ZERO2_6822 

:ZERO2_6846
03CB: set_camera -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:ZERO2_6875
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_6899 
0001: wait 0 ms 
0002: jump @ZERO2_6875 

:ZERO2_6899
0051: return 

:ZERO2_6901
000A: 129@ += 1 // integer values 
0002: jump @ZERO2_4397 

:ZERO2_6915
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @ZERO2_7012 
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @ZERO2_7012 
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @ZERO2_7012 
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @ZERO2_7012 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @ZERO2_7012 
0006: 110@ = 1 // integer values 

:ZERO2_7012
0002: jump @ZERO2_2890 

:ZERO2_7019
0006: 96@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 116@ = 1 // integer values 
0006: 108@ = 0 // integer values 
018A: 128@ = create_checkpoint_at -2237.31 140.08 57.23 
03CF: load_wav 44816 as 1 

:ZERO2_7076
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_7102 
0001: wait 0 ms 
0002: jump @ZERO2_7076 

:ZERO2_7102
00BC: text_highpriority 'ZER2_EB' 10000 ms 1  // ~z~Vidd haza egy darabban a gpet, mieltt mg kifogyna belle az zemanyag!
03D1: play_wav 1 

:ZERO2_7122
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_7148 
0001: wait 0 ms 
0002: jump @ZERO2_7122 

:ZERO2_7148
03D5: remove_text 'ZER2_EB'  // ~z~Vidd haza egy darabban a gpet, mieltt mg kifogyna belle az zemanyag!
00BC: text_highpriority 'ZER2_41' 5000 ms 1  // ~s~Replj vissza a ~y~ zrk tetjre.
0051: return 

:ZERO2_7177
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_8352 
02E3: 62@ = car 34@ speed 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @ZERO2_7262 
007F: 59@ -= unknown_inaccurate_float_timer 20.0 // floating-point 
0087: 61@ = 59@ // floating-point values only 
0073: 61@ /= 60@ // floating-point values 
0013: 61@ *= 100.0 // floating-point values 
0090: $7423 = float_to_integer 61@ 

:ZERO2_7262
00D6: if or
04A4:   58@ == 1 // integer values OR floating-point values 
04A4:   58@ == 3 // integer values OR floating-point values 
004D: jump_if_false @ZERO2_7297 
020B: explode_car 34@ 
020B: explode_car 34@ 

:ZERO2_7297
01BD: 95@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ 0 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_7381 
00AA: store_car 34@ position_to 91@ 92@ 93@ 
0085: 94@ = 95@ // integer values and handles 
000A: 94@ += 4000 // integer values 
0006: 117@ = 0 // integer values 

:ZERO2_7381
00D6: if 
01AF:   car 34@ 0 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_7889 
00D6: if 
001D:   95@ > 94@ // integer values 
004D: jump_if_false @ZERO2_7889 
00D6: if 
0019:   119@ > 3 // integer values 
004D: jump_if_false @ZERO2_7889 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @ZERO2_7496 
03E5: text_box 'ZER2_4'  // Nyomd meg a ~k~~PED_FIREWEAPON~ gombot az nmegsemmistshez
0006: 117@ = 1 // integer values 

:ZERO2_7496
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @ZERO2_7889 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'ZER2_8' 5000 ms 1  // ~r~A repl felrobbant!
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0224: set_car 34@ health_to 1 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_7695 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_7665 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_7685 

:ZERO2_7665
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_7685
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_7695
020C: create_explosion_with_radius 0 at 91@ 92@ 93@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
03CF: load_wav 44623 as 1 

:ZERO2_7737
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_7763 
0001: wait 0 ms 
0002: jump @ZERO2_7737 

:ZERO2_7763
03D1: play_wav 1 

:ZERO2_7767
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_7793 
0001: wait 0 ms 
0002: jump @ZERO2_7767 

:ZERO2_7793
04DB: exit_rc_mode // on foot version 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO2_7810
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_7834 
0001: wait 0 ms 
0002: jump @ZERO2_7810 

:ZERO2_7834
03CB: set_camera -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:ZERO2_7863
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_7887 
0001: wait 0 ms 
0002: jump @ZERO2_7863 

:ZERO2_7887
0051: return 

:ZERO2_7889
00D6: if 
01AF:   car 34@ 1 -2237.31 140.08 57.23 radius 4.0 4.0 4.0 
004D: jump_if_false @ZERO2_8345 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 96@ = 0 // integer values 
0006: 100@ = 1 // integer values 
0006: 116@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0918: (unknown) 34@ 0 
01EC: make_car 34@ very_heavy 1 
01E3: text_1number_styled 'M_PASS' 5000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 5000 
0394: play_music 1 
03CF: load_wav 44818 as 1 

:ZERO2_8026
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8052 
0001: wait 0 ms 
0002: jump @ZERO2_8026 

:ZERO2_8052
00BC: text_highpriority 'ZER2_FB' 10000 ms 1  // ~z~Az illat, amit az zon illataknt ismersz,
03D1: play_wav 1 

:ZERO2_8072
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8098 
0001: wait 0 ms 
0002: jump @ZERO2_8072 

:ZERO2_8098
03D5: remove_text 'ZER2_FB'  // ~z~Az illat, amit az zon illataknt ismersz,
03CF: load_wav 44819 as 1 

:ZERO2_8118
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8144 
0001: wait 0 ms 
0002: jump @ZERO2_8118 

:ZERO2_8144
00BC: text_highpriority 'ZER2_FC' 10000 ms 1  // ~z~a gyzelem illata!
03D1: play_wav 1 

:ZERO2_8164
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8190 
0001: wait 0 ms 
0002: jump @ZERO2_8164 

:ZERO2_8190
03D5: remove_text 'ZER2_FC'  // ~z~a gyzelem illata!
04DB: exit_rc_mode // on foot version 
0151: remove_status_text $7423 
03CB: set_camera -2245.026 126.895 34.3047 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_8314 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_8284 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_8304 

:ZERO2_8284
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_8304
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_8314
0001: wait 1200 ms 

:ZERO2_8319
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_8343 
0001: wait 0 ms 
0002: jump @ZERO2_8319 

:ZERO2_8343
0051: return 

:ZERO2_8345
0002: jump @ZERO2_8688 

:ZERO2_8352
0006: 101@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 96@ = 0 // integer values 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_8485 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_8455 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_8475 

:ZERO2_8455
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_8475
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_8485
03CF: load_wav 44622 as 1 

:ZERO2_8494
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8520 
0001: wait 0 ms 
0002: jump @ZERO2_8494 

:ZERO2_8520
03D1: play_wav 1 

:ZERO2_8524
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8576 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_8569 
04BA: set_car 34@ speed_instantly 0.0 

:ZERO2_8569
0002: jump @ZERO2_8524 

:ZERO2_8576
04DB: exit_rc_mode // on foot version 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO2_8593
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_8617 
0001: wait 0 ms 
0002: jump @ZERO2_8593 

:ZERO2_8617
03CB: set_camera -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:ZERO2_8646
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_8670 
0001: wait 0 ms 
0002: jump @ZERO2_8646 

:ZERO2_8670
00BC: text_highpriority 'ZER2_8' 10000 ms 1  // ~r~A repl felrobbant!
0051: return 

:ZERO2_8688
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @ZERO2_8823 
00D6: if 
002A:   50 >= $7423 // integer values 
004D: jump_if_false @ZERO2_8823 
0006: 122@ = 1 // integer values 
03CF: load_wav 44811 as 1 

:ZERO2_8740
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8766 
0001: wait 0 ms 
0002: jump @ZERO2_8740 

:ZERO2_8766
00BC: text_highpriority 'ZER2_DA' 10000 ms 1  // ~z~Figyelj az zemanyagra, Carl! Mr csak fltanknyi maradt!
03D1: play_wav 1 

:ZERO2_8786
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8812 
0001: wait 0 ms 
0002: jump @ZERO2_8786 

:ZERO2_8812
03D5: remove_text 'ZER2_DA'  // ~z~Figyelj az zemanyagra, Carl! Mr csak fltanknyi maradt!

:ZERO2_8823
00D6: if 
0039:   122@ == 1 // integer values 
004D: jump_if_false @ZERO2_8958 
00D6: if 
002A:   20 >= $7423 // integer values 
004D: jump_if_false @ZERO2_8958 
0006: 122@ = 2 // integer values 
03CF: load_wav 44812 as 1 

:ZERO2_8875
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8901 
0001: wait 0 ms 
0002: jump @ZERO2_8875 

:ZERO2_8901
00BC: text_highpriority 'ZER2_DB' 10000 ms 1  // ~z~Mr majdnem kifogytl az zemanyagbl, siess!
03D1: play_wav 1 

:ZERO2_8921
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8947 
0001: wait 0 ms 
0002: jump @ZERO2_8921 

:ZERO2_8947
03D5: remove_text 'ZER2_DB'  // ~z~Mr majdnem kifogytl az zemanyagbl, siess!

:ZERO2_8958
00D6: if 
002A:   0 >= $7423 // integer values 
004D: jump_if_false @ZERO2_9382 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_9006 
0918: (unknown) 34@ 0 
01EC: make_car 34@ very_heavy 1 

:ZERO2_9006
0006: 32@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'ZER2_42' 5000 ms 1  // ~r~Kifogyott az zemanyag!
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0006: 32@ = 0 // integer values 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_9195 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_9165 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_9185 

:ZERO2_9165
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_9185
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_9195
03CF: load_wav 44623 as 1 

:ZERO2_9204
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_9230 
0001: wait 0 ms 
0002: jump @ZERO2_9204 

:ZERO2_9230
03D1: play_wav 1 

:ZERO2_9234
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_9286 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_9279 
04BA: set_car 34@ speed_instantly 0.0 

:ZERO2_9279
0002: jump @ZERO2_9234 

:ZERO2_9286
04DB: exit_rc_mode // on foot version 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:ZERO2_9303
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_9327 
0001: wait 0 ms 
0002: jump @ZERO2_9303 

:ZERO2_9327
03CB: set_camera -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:ZERO2_9356
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_9380 
0001: wait 0 ms 
0002: jump @ZERO2_9356 

:ZERO2_9380
0051: return 

:ZERO2_9382
0051: return 

:ZERO2_9384
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'ZERO_2'  // Szlltsi vonalak...
030C: set_mission_points += 1 
0008: $11275 += 1 // integer values 
0051: return 

:ZERO2_9413
0051: return 

:ZERO2_9415
08E7: set_entrance_markers 0 
0925: (unknown) 
09B9: (unknown) 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ZERO2_9494 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_9494 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:ZERO2_9494
0004: $ONMISSION = 0 // integer values 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_9554 
0224: set_car 35@ health_to 300 
0587: (unknown) 35@ 1 
02AC: set_car 35@ immunities 0 0 0 0 0 

:ZERO2_9554
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
01B7: release_weather 
0164: disable_marker 128@ 
00A6: destroy_car 46@ 
00A6: destroy_car 47@ 
00A6: destroy_car 48@ 
00A6: destroy_car 49@ 
00A6: destroy_car 50@ 
009B: destroy_actor_instantly 51@ 
009B: destroy_actor_instantly 54@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
04DB: exit_rc_mode // on foot version 
0249: release_model #TOPFUN 
0249: release_model #RCBARON 
0249: release_model #MICRO_UZI 
0249: release_model #MTBIKE 
0249: release_model #SANCHEZ 
0296: unload_special_actor 1 
034F: destroy_actor_with_fade 57@ // The actor fades away like a ghost 
0151: remove_status_text $7423 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00BE: text_clear_all 
00D8: mission_cleanup 
0051: return 

//-------------Mission 74---------------
// Originally: New Model Army

:ZERO4
03A4: name_thread 'ZERO4' 
0050: gosub @ZERO4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ZERO4_38 
0050: gosub @ZERO4_26437 

:ZERO4_38
0050: gosub @ZERO4_26462 
004E: end_thread 

:ZERO4_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:ZERO4_133
0001: wait 0 ms 
00D6: if 
0736:   32 
004D: jump_if_false @ZERO4_186 
000A: 66@ += 1 // integer values 
00D6: if 
0019:   66@ > 8 // integer values 
004D: jump_if_false @ZERO4_184 
0006: 66@ = 0 // integer values 

:ZERO4_184
086A: nop 

:ZERO4_186
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @ZERO4_396 
008A: $7424 = 34@ // integer values and handles 
008A: $7425 = 35@ // integer values and handles 
008A: $7426 = 62@ // integer values and handles 
008A: $7427 = 64@ // integer values and handles 
008A: $7428 = 63@ // integer values and handles 
008A: $7429 = 65@ // integer values and handles 
008A: $7430 = 32@ // integer values and handles 
008A: $7431 = 33@ // integer values and handles 
065D: $7424 "M_STAGE" // same as 0660 
065D: $7425 "M_GOALS" // same as 0660 
065D: $7426 "DIALOGUE_FLAG" // same as 0660 
065D: $7427 "DIALOGUE_TIMER" // same as 0660 
065D: $7428 "HELP_FLAG" // same as 0660 
065D: $7429 "HELP_TIMER" // same as 0660 
065D: $7430 "TIMERA" // same as 0660 
065D: $7431 "TIMERB" // same as 0660 

:ZERO4_396
00D6: if 
0039:   66@ == 2 // integer values 
004D: jump_if_false @ZERO4_659 
008A: $7424 = 110@ // integer values and handles 
008A: $7425 = 111@ // integer values and handles 
008A: $7426 = 112@ // integer values and handles 
008A: $7427 = 113@ // integer values and handles 
008A: $7428 = 115@ // integer values and handles 
008A: $7429 = 116@ // integer values and handles 
008A: $7430 = 117@ // integer values and handles 
008A: $7431 = 118@ // integer values and handles 
065D: $7424 "PCAR_PROGRESS" // same as 0660 
065D: $7425 "PCAR_LIVES_LEFT" // same as 0660 
065D: $7426 "FIRST_BRIDGE" // same as 0660 
065D: $7427 "SECOND_BRIDGE" // same as 0660 
065D: $7428 "FIRST_BRIDGE_LAID" // same as 0660 
065D: $7429 "SECOND_BRIDGE_LAID" // same as 0660 
065D: $7430 "FIRST_BRIDGE_PLANK" // same as 0660 
065D: $7431 "SECOND_BRIDGE_PLANK" // same as 0660 

:ZERO4_659
00D6: if 
0039:   66@ == 3 // integer values 
004D: jump_if_false @ZERO4_916 
008A: $7424 = 119@ // integer values and handles 
008A: $7425 = 120@ // integer values and handles 
008A: $7426 = 121@ // integer values and handles 
008A: $7427 = 122@ // integer values and handles 
008A: $7428 = 123@ // integer values and handles 
008A: $7429 = 102@ // integer values and handles 
008A: $7430 = 103@ // integer values and handles 
008A: $7431 = 124@ // integer values and handles 
065D: $7424 "PCAR_IS_PAUSED" // same as 0660 
065D: $7425 "PCAR_IS_OBSTRUCTED" // same as 0660 
065D: $7426 "BOMB_IS_ARMED" // same as 0660 
065D: $7427 "HELI_IS_CARRYING" // same as 0660 
065D: $7428 "CIRCLE_IS_PRESSED" // same as 0660 
065D: $7429 "RC_BOMB_TIMER" // same as 0660 
065D: $7430 "PHELI_PICKUP_TIMER" // same as 0660 
065D: $7431 "OHELI_FLAG" // same as 0660 

:ZERO4_916
00D6: if 
0039:   66@ == 4 // integer values 
004D: jump_if_false @ZERO4_1153 
008A: $7424 = 125@ // integer values and handles 
008A: $7425 = 126@ // integer values and handles 
008A: $7426 = 127@ // integer values and handles 
008A: $7427 = 128@ // integer values and handles 
008A: $7428 = 129@ // integer values and handles 
008A: $7429 = 130@ // integer values and handles 
008A: $7430 = 134@ // integer values and handles 
0084: $7431 = $ZERO4_CAR_HEALTH // integer values and handles 
065D: $7424 "OHELI_ROCK" // same as 0660 
065D: $7425 "OHELI_GOTO" // same as 0660 
065D: $7426 "PHELI_LIVES" // same as 0660 
065D: $7427 "OTANK_FLAG[0]" // same as 0660 
065D: $7428 "OTANK_FLAG[1]" // same as 0660 
065D: $7429 "OTANK_FLAG[2]" // same as 0660 
065D: $7430 "RESPAWNED_TANKS" // same as 0660 
065D: $7431 "Z4_PCAR_HEALTH" // same as 0660 

:ZERO4_1153
00D6: if 
0039:   66@ == 5 // integer values 
004D: jump_if_false @ZERO4_1397 
008A: $7424 = 131@ // integer values and handles 
008A: $7425 = 132@ // integer values and handles 
008A: $7426 = 133@ // integer values and handles 
008A: $7427 = 135@ // integer values and handles 
008A: $7428 = 136@ // integer values and handles 
008A: $7429 = 107@ // integer values and handles 
008A: $7430 = 137@ // integer values and handles 
008A: $7431 = 138@ // integer values and handles 
065D: $7424 "OTANK_GOTO[0]" // same as 0660 
065D: $7425 "OTANK_GOTO[1]" // same as 0660 
065D: $7426 "OTANK_GOTO[2]" // same as 0660 
065D: $7427 "LAST_HEALTH" // same as 0660 
065D: $7428 "BANDIT_TAKING_DAMAGE" // same as 0660 
065D: $7429 "PCAR_TIMER" // same as 0660 
065D: $7430 "PCAR_HALTED" // same as 0660 
065D: $7431 "PCAR_R3_PRESSED" // same as 0660 

:ZERO4_1397
00D6: if 
0039:   66@ == 6 // integer values 
004D: jump_if_false @ZERO4_1610 
008A: $7424 = 139@ // integer values and handles 
008A: $7425 = 140@ // integer values and handles 
008A: $7426 = 141@ // integer values and handles 
008A: $7427 = 142@ // integer values and handles 
0084: $7428 = $ZERO4_TIME // integer values and handles 
008A: $7429 = 155@ // integer values and handles 
008A: $7430 = 156@ // integer values and handles 
065D: $7424 "OTANK_TARGET[0]" // same as 0660 
065D: $7425 "OTANK_TARGET[1]" // same as 0660 
065D: $7426 "OTANK_TARGET[2]" // same as 0660 
065D: $7427 "CARRIED_OBJECT" // same as 0660 
065D: $7428 "ZERO4_TIMER" // same as 0660 
065D: $7429 "GET_PLANK1" // same as 0660 
065D: $7430 "GET_PLANK2" // same as 0660 

:ZERO4_1610
00D6: if 
0039:   66@ == 7 // integer values 
004D: jump_if_false @ZERO4_1891 
008A: $7424 = 159@ // integer values and handles 
008A: $7425 = 160@ // integer values and handles 
008A: $7426 = 161@ // integer values and handles 
008A: $7427 = 162@ // integer values and handles 
008A: $7428 = 163@ // integer values and handles 
008A: $7429 = 164@ // integer values and handles 
008A: $7430 = 165@ // integer values and handles 
008A: $7431 = 166@ // integer values and handles 
065D: $7424 "FIRST_PICKUP_HELP" // same as 0660 
065D: $7425 "FIRST_TIME_STUCK_AT_RIVER" // same as 0660 
065D: $7426 "PLANK_BLIP" // same as 0660 
065D: $7427 "STUCK_AT_RIVER_DIALOGUE" // same as 0660 
065D: $7428 "OBSTRUCT_AUDIO1" // same as 0660 
065D: $7429 "OBSTRUCT_AUDIO2" // same as 0660 
065D: $7430 "PLAY_FIRST_TIME_BLOCKED_AUDIO" // same as 0660 
065D: $7431 "BOMB_BLIP" // same as 0660 

:ZERO4_1891
00D6: if 
0039:   66@ == 8 // integer values 
004D: jump_if_false @ZERO4_2083 
008A: $7424 = 167@ // integer values and handles 
008A: $7425 = 168@ // integer values and handles 
008A: $7426 = 169@ // integer values and handles 
008A: $7427 = 170@ // integer values and handles 
008A: $7428 = 171@ // integer values and handles 
065D: $7424 "FIRST_TIME_TAKING_DAMAGE_FROM_TANK" // same as 0660 
065D: $7425 "BOMB_TANK_DIALOGUE" // same as 0660 
065D: $7426 "DEAD_DIALOGUE" // same as 0660 
065D: $7427 "NEARLY_DEAD_DIALOGUE" // same as 0660 
065D: $7428 "STUCK_AT_RIVER" // same as 0660 

:ZERO4_2083
00D6: if 
0736:   98 
004D: jump_if_false @ZERO4_2105 
0006: 38@ = 1 // integer values 

:ZERO4_2105
00D6: if 
0736:   83 
004D: jump_if_false @ZERO4_2134 
0050: gosub @ZERO4_24198 
0006: 36@ = 1 // integer values 

:ZERO4_2134
00D6: if 
0736:   80 
004D: jump_if_false @ZERO4_2222 
00D6: if 
0039:   67@ == 0 // integer values 
004D: jump_if_false @ZERO4_2197 
0006: 67@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @ZERO4_2222 

:ZERO4_2197
0006: 67@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:ZERO4_2222
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @ZERO4_2247 
0002: jump @ZERO4_23828 

:ZERO4_2247
000A: 39@ += 1 // integer values 
00D6: if 
0019:   39@ > 9 // integer values 
004D: jump_if_false @ZERO4_2279 
0006: 39@ = 0 // integer values 

:ZERO4_2279
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 64@ += 42@ // integer values 
005A: 65@ += 42@ // integer values 
005A: 102@ += 42@ // integer values 
005A: 103@ += 42@ // integer values 
005A: 104@ += 42@ // integer values 
005A: 105@ += 42@ // integer values 
005A: 106@ += 42@ // integer values 
005A: 107@ += 42@ // integer values 
005A: 108@ += 42@ // integer values 
005A: 109@ += 42@ // integer values 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @ZERO4_6793 
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @ZERO4_2701 
00A5: 68@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 69@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 70@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 75@ = create_car #PONY at 0.0 0.0 0.0 
0107: 77@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 87@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 92@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 142@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 93@ = create_object #BARREL2 at 0.0 0.0 0.0 
009A: 96@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
00A5: 76@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 543@ = create_car #PONY at 0.0 0.0 0.0 

:ZERO4_2701
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = -1 // integer values 
0006: 118@ = -1 // integer values 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 99 // integer values 
0006: 129@ = 99 // integer values 
0006: 130@ = 99 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0004: $ZERO4_CAR_HEALTH = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:ZERO4_2953
00D6: if 
001B:   12 > 43@ // integer values 
004D: jump_if_false @ZERO4_2996 
0006: 143@(43@,12i) = 0 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_2953 

:ZERO4_2996
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 542@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0007: 173@ = -1115.122 // floating-point values 
0007: 175@ = 1029.26 // floating-point values 
0007: 177@ = 1342.483 // floating-point values 
0007: 174@ = -1106.916 // floating-point values 
0007: 176@ = 1056.403 // floating-point values 
0007: 178@ = 1342.053 // floating-point values 
0007: 179@ = -1115.122 // floating-point values 
0007: 181@ = 1029.26 // floating-point values 
0007: 183@ = 1342.483 // floating-point values 
0007: 180@ = -1098.931 // floating-point values 
0007: 182@ = 1070.193 // floating-point values 
0007: 184@ = 1341.467 // floating-point values 
0007: 185@ = -1115.122 // floating-point values 
0007: 187@ = 1029.26 // floating-point values 
0007: 189@ = 342.4828 // floating-point values 
0007: 186@ = -1098.257 // floating-point values 
0007: 188@ = 1063.368 // floating-point values 
0007: 190@ = 1341.791 // floating-point values 
0007: 191@ = -975.6996 // floating-point values 
0007: 308@ = 1061.162 // floating-point values 
0007: 425@ = 1344.8 // floating-point values 
0007: 192@ = -978.6938 // floating-point values 
0007: 309@ = 1061.162 // floating-point values 
0007: 426@ = 1344.554 // floating-point values 
0007: 193@ = -981.6267 // floating-point values 
0007: 310@ = 1061.594 // floating-point values 
0007: 427@ = 1343.677 // floating-point values 
0007: 194@ = -984.4323 // floating-point values 
0007: 311@ = 1062.194 // floating-point values 
0007: 428@ = 1342.66 // floating-point values 
0007: 195@ = -987.3215 // floating-point values 
0007: 312@ = 1063.042 // floating-point values 
0007: 429@ = 1341.941 // floating-point values 
0007: 196@ = -990.1523 // floating-point values 
0007: 313@ = 1064.209 // floating-point values 
0007: 430@ = 1341.847 // floating-point values 
0007: 197@ = -992.064 // floating-point values 
0007: 314@ = 1066.628 // floating-point values 
0007: 431@ = 1341.692 // floating-point values 
0007: 198@ = -994.1041 // floating-point values 
0007: 315@ = 1068.89 // floating-point values 
0007: 432@ = 1341.474 // floating-point values 
0007: 199@ = -996.1589 // floating-point values 
0007: 316@ = 1071.105 // floating-point values 
0007: 433@ = 1341.261 // floating-point values 
0007: 200@ = -998.0826 // floating-point values 
0007: 317@ = 1073.413 // floating-point values 
0007: 434@ = 1341.215 // floating-point values 
0007: 201@ = -1000.138 // floating-point values 
0007: 318@ = 1075.662 // floating-point values 
0007: 435@ = 1341.332 // floating-point values 
0007: 202@ = -1002.858 // floating-point values 
0007: 319@ = 1076.918 // floating-point values 
0007: 436@ = 1341.709 // floating-point values 
0007: 203@ = -1005.518 // floating-point values 
0007: 320@ = 1078.249 // floating-point values 
0007: 437@ = 1342.229 // floating-point values 
0007: 204@ = -1008.56 // floating-point values 
0007: 321@ = 1078.889 // floating-point values 
0007: 438@ = 1342.339 // floating-point values 
0007: 205@ = -1011.59 // floating-point values 
0007: 322@ = 1079.11 // floating-point values 
0007: 439@ = 1342.346 // floating-point values 
0007: 206@ = -1014.66 // floating-point values 
0007: 323@ = 1079.339 // floating-point values 
0007: 440@ = 1342.318 // floating-point values 
0007: 207@ = -1017.696 // floating-point values 
0007: 324@ = 1079.674 // floating-point values 
0007: 441@ = 1342.458 // floating-point values 
0007: 208@ = -1020.666 // floating-point values 
0007: 325@ = 1080.433 // floating-point values 
0007: 442@ = 1342.718 // floating-point values 
0007: 209@ = -1023.608 // floating-point values 
0007: 326@ = 1081.364 // floating-point values 
0007: 443@ = 1342.59 // floating-point values 
0007: 210@ = -1026.497 // floating-point values 
0007: 327@ = 1082.288 // floating-point values 
0007: 444@ = 1342.452 // floating-point values 
0007: 211@ = -1029.534 // floating-point values 
0007: 328@ = 1082.446 // floating-point values 
0007: 445@ = 1342.314 // floating-point values 
0007: 212@ = -1031.727 // floating-point values 
0007: 329@ = 1080.38 // floating-point values 
0007: 446@ = 1342.169 // floating-point values 
0007: 213@ = -1031.45 // floating-point values 
0007: 330@ = 1077.383 // floating-point values 
0007: 447@ = 1342.259 // floating-point values 
0007: 214@ = -1030.556 // floating-point values 
0007: 331@ = 1074.519 // floating-point values 
0007: 448@ = 1342.367 // floating-point values 
0007: 215@ = -1028.476 // floating-point values 
0007: 332@ = 1072.276 // floating-point values 
0007: 449@ = 1342.547 // floating-point values 
0007: 216@ = -1026.12 // floating-point values 
0007: 333@ = 1070.452 // floating-point values 
0007: 450@ = 1342.934 // floating-point values 
0007: 217@ = -1023.345 // floating-point values 
0007: 334@ = 1069.297 // floating-point values 
0007: 451@ = 1342.862 // floating-point values 
0007: 218@ = -1020.924 // floating-point values 
0007: 335@ = 1067.454 // floating-point values 
0007: 452@ = 1342.679 // floating-point values 
0007: 219@ = -1019.808 // floating-point values 
0007: 336@ = 1064.636 // floating-point values 
0007: 453@ = 1342.367 // floating-point values 
0007: 220@ = -1019.498 // floating-point values 
0007: 337@ = 1061.604 // floating-point values 
0007: 454@ = 1342.15 // floating-point values 
0007: 221@ = -1020.352 // floating-point values 
0007: 338@ = 1058.707 // floating-point values 
0007: 455@ = 1342.003 // floating-point values 
0007: 222@ = -1022.205 // floating-point values 
0007: 339@ = 1056.248 // floating-point values 
0007: 456@ = 1341.946 // floating-point values 
0007: 223@ = -1024.654 // floating-point values 
0007: 340@ = 1054.396 // floating-point values 
0007: 457@ = 1342.029 // floating-point values 
0007: 224@ = -1026.949 // floating-point values 
0007: 341@ = 1052.463 // floating-point values 
0007: 458@ = 1341.672 // floating-point values 
0007: 225@ = -1029.535 // floating-point values 
0007: 342@ = 1050.962 // floating-point values 
0007: 459@ = 1341.421 // floating-point values 
0007: 226@ = -1032.204 // floating-point values 
0007: 343@ = 1049.539 // floating-point values 
0007: 460@ = 1341.398 // floating-point values 
0007: 227@ = -1035.146 // floating-point values 
0007: 344@ = 1048.822 // floating-point values 
0007: 461@ = 1341.167 // floating-point values 
0007: 228@ = -1038.131 // floating-point values 
0007: 345@ = 1048.269 // floating-point values 
0007: 462@ = 1340.836 // floating-point values 
0007: 229@ = -1040.29 // floating-point values 
0007: 346@ = 1046.164 // floating-point values 
0007: 463@ = 1340.975 // floating-point values 
0007: 230@ = -1042.149 // floating-point values 
0007: 347@ = 1043.761 // floating-point values 
0007: 464@ = 1341.278 // floating-point values 
0007: 231@ = -1043.827 // floating-point values 
0007: 348@ = 1041.252 // floating-point values 
0007: 465@ = 1341.398 // floating-point values 
0007: 232@ = -1045.285 // floating-point values 
0007: 349@ = 1038.573 // floating-point values 
0007: 466@ = 1341.562 // floating-point values 
0007: 233@ = -1047.242 // floating-point values 
0007: 350@ = 1036.283 // floating-point values 
0007: 467@ = 1341.951 // floating-point values 
0007: 234@ = -1049.558 // floating-point values 
0007: 351@ = 1034.348 // floating-point values 
0007: 468@ = 1342.022 // floating-point values 
0007: 235@ = -1052.581 // floating-point values 
0007: 352@ = 1034.296 // floating-point values 
0007: 469@ = 1342.218 // floating-point values 
0007: 236@ = -1054.624 // floating-point values 
0007: 353@ = 1036.55 // floating-point values 
0007: 470@ = 1342.324 // floating-point values 
0007: 237@ = -1055.726 // floating-point values 
0007: 354@ = 1039.338 // floating-point values 
0007: 471@ = 1342.655 // floating-point values 
0007: 238@ = -1056.591 // floating-point values 
0007: 355@ = 1042.222 // floating-point values 
0007: 472@ = 1343.016 // floating-point values 
0007: 239@ = -1057.64 // floating-point values 
0007: 356@ = 1045.126 // floating-point values 
0007: 473@ = 1343.07 // floating-point values 
0007: 240@ = -1058.867 // floating-point values 
0007: 357@ = 1047.883 // floating-point values 
0007: 474@ = 1343.278 // floating-point values 
0007: 241@ = -1059.966 // floating-point values 
0007: 358@ = 1050.706 // floating-point values 
0007: 475@ = 1343.335 // floating-point values 
0007: 242@ = -1062.282 // floating-point values 
0007: 359@ = 1052.656 // floating-point values 
0007: 476@ = 1342.973 // floating-point values 
0007: 243@ = -1065.312 // floating-point values 
0007: 360@ = 1052.257 // floating-point values 
0007: 477@ = 1342.987 // floating-point values 
0007: 244@ = -1067.413 // floating-point values 
0007: 361@ = 1050.103 // floating-point values 
0007: 478@ = 1343.338 // floating-point values 
0007: 245@ = -1069.68 // floating-point values 
0007: 362@ = 1048.061 // floating-point values 
0007: 479@ = 1343.303 // floating-point values 
0007: 246@ = -1072.397 // floating-point values 
0007: 363@ = 1046.49 // floating-point values 
0007: 480@ = 1343.299 // floating-point values 
0007: 247@ = -1074.844 // floating-point values 
0007: 364@ = 1044.621 // floating-point values 
0007: 481@ = 1343.278 // floating-point values 
0007: 248@ = -1077.279 // floating-point values 
0007: 365@ = 1042.863 // floating-point values 
0007: 482@ = 1343.309 // floating-point values 
0007: 249@ = -1080.09 // floating-point values 
0007: 366@ = 1041.396 // floating-point values 
0007: 483@ = 1343.312 // floating-point values 
0007: 250@ = -1082.901 // floating-point values 
0007: 367@ = 1039.968 // floating-point values 
0007: 484@ = 1343.159 // floating-point values 
0007: 251@ = -1085.723 // floating-point values 
0007: 368@ = 1038.973 // floating-point values 
0007: 485@ = 1342.747 // floating-point values 
0007: 252@ = -1088.693 // floating-point values 
0007: 369@ = 1038.244 // floating-point values 
0007: 486@ = 1342.491 // floating-point values 
0007: 253@ = -1091.744 // floating-point values 
0007: 370@ = 1038.05 // floating-point values 
0007: 487@ = 1342.388 // floating-point values 
0007: 254@ = -1094.634 // floating-point values 
0007: 371@ = 1038.856 // floating-point values 
0007: 488@ = 1342.213 // floating-point values 
0007: 255@ = -1096.468 // floating-point values 
0007: 372@ = 1041.286 // floating-point values 
0007: 489@ = 1342.353 // floating-point values 
0007: 256@ = -1095.897 // floating-point values 
0007: 373@ = 1044.239 // floating-point values 
0007: 490@ = 1342.386 // floating-point values 
0007: 257@ = -1094.407 // floating-point values 
0007: 374@ = 1046.862 // floating-point values 
0007: 491@ = 1342.303 // floating-point values 
0007: 258@ = -1092.616 // floating-point values 
0007: 375@ = 1049.352 // floating-point values 
0007: 492@ = 1342.144 // floating-point values 
0007: 259@ = -1090.795 // floating-point values 
0007: 376@ = 1051.852 // floating-point values 
0007: 493@ = 1342.036 // floating-point values 
0007: 260@ = -1089.037 // floating-point values 
0007: 377@ = 1054.289 // floating-point values 
0007: 494@ = 1341.924 // floating-point values 
0007: 261@ = -1087.131 // floating-point values 
0007: 378@ = 1056.68 // floating-point values 
0007: 495@ = 1341.963 // floating-point values 
0007: 262@ = -1084.63 // floating-point values 
0007: 379@ = 1058.476 // floating-point values 
0007: 496@ = 1342.046 // floating-point values 
0007: 263@ = -1082.026 // floating-point values 
0007: 380@ = 1060.059 // floating-point values 
0007: 497@ = 1342.07 // floating-point values 
0007: 264@ = -1079.68 // floating-point values 
0007: 381@ = 1061.984 // floating-point values 
0007: 498@ = 1342.161 // floating-point values 
0007: 265@ = -1077.382 // floating-point values 
0007: 382@ = 1064.058 // floating-point values 
0007: 499@ = 1342.054 // floating-point values 
0007: 266@ = -1075.023 // floating-point values 
0007: 383@ = 1066.061 // floating-point values 
0007: 500@ = 1341.956 // floating-point values 
0007: 267@ = -1072.544 // floating-point values 
0007: 384@ = 1067.771 // floating-point values 
0007: 501@ = 1341.676 // floating-point values 
0007: 268@ = -1069.934 // floating-point values 
0007: 385@ = 1069.4 // floating-point values 
0007: 502@ = 1341.464 // floating-point values 
0007: 269@ = -1067.392 // floating-point values 
0007: 386@ = 1071.067 // floating-point values 
0007: 503@ = 1340.94 // floating-point values 
0007: 270@ = -1065.172 // floating-point values 
0007: 387@ = 1073.217 // floating-point values 
0007: 504@ = 1340.98 // floating-point values 
0007: 271@ = -1063.084 // floating-point values 
0007: 388@ = 1075.436 // floating-point values 
0007: 505@ = 1341.265 // floating-point values 
0007: 272@ = -1061.741 // floating-point values 
0007: 389@ = 1078.158 // floating-point values 
0007: 506@ = 1341.507 // floating-point values 
0007: 273@ = -1060.928 // floating-point values 
0007: 390@ = 1081.111 // floating-point values 
0007: 507@ = 1341.705 // floating-point values 
0007: 274@ = -1059.851 // floating-point values 
0007: 391@ = 1083.965 // floating-point values 
0007: 508@ = 1341.717 // floating-point values 
0007: 275@ = -1059.096 // floating-point values 
0007: 392@ = 1086.929 // floating-point values 
0007: 509@ = 1341.773 // floating-point values 
0007: 276@ = -1059.464 // floating-point values 
0007: 393@ = 1089.908 // floating-point values 
0007: 510@ = 1341.888 // floating-point values 
0007: 277@ = -1061.656 // floating-point values 
0007: 394@ = 1092.006 // floating-point values 
0007: 511@ = 1342.118 // floating-point values 
0007: 278@ = -1064.414 // floating-point values 
0007: 395@ = 1093.172 // floating-point values 
0007: 512@ = 1342.378 // floating-point values 
0007: 279@ = -1067.396 // floating-point values 
0007: 396@ = 1093.724 // floating-point values 
0007: 513@ = 1342.255 // floating-point values 
0007: 280@ = -1070.372 // floating-point values 
0007: 397@ = 1094.422 // floating-point values 
0007: 514@ = 1342.176 // floating-point values 
0007: 281@ = -1073.385 // floating-point values 
0007: 398@ = 1094.066 // floating-point values 
0007: 515@ = 1342.039 // floating-point values 
0007: 282@ = -1075.899 // floating-point values 
0007: 399@ = 1092.264 // floating-point values 
0007: 516@ = 1342.026 // floating-point values 
0007: 283@ = -1078.33 // floating-point values 
0007: 400@ = 1090.476 // floating-point values 
0007: 517@ = 1341.883 // floating-point values 
0007: 284@ = -1080.692 // floating-point values 
0007: 401@ = 1088.514 // floating-point values 
0007: 518@ = 1341.762 // floating-point values 
0007: 285@ = -1082.786 // floating-point values 
0007: 402@ = 1086.317 // floating-point values 
0007: 519@ = 1341.725 // floating-point values 
0007: 286@ = -1084.715 // floating-point values 
0007: 403@ = 1083.926 // floating-point values 
0007: 520@ = 1341.718 // floating-point values 
0007: 287@ = -1086.711 // floating-point values 
0007: 404@ = 1081.678 // floating-point values 
0007: 521@ = 1341.657 // floating-point values 
0007: 288@ = -1088.739 // floating-point values 
0007: 405@ = 1079.458 // floating-point values 
0007: 522@ = 1341.739 // floating-point values 
0007: 289@ = -1090.599 // floating-point values 
0007: 406@ = 1077.074 // floating-point values 
0007: 523@ = 1341.737 // floating-point values 
0007: 290@ = -1091.925 // floating-point values 
0007: 407@ = 1074.311 // floating-point values 
0007: 524@ = 1341.754 // floating-point values 
0007: 291@ = -1093.073 // floating-point values 
0007: 408@ = 1071.465 // floating-point values 
0007: 525@ = 1341.751 // floating-point values 
0007: 292@ = -1094.317 // floating-point values 
0007: 409@ = 1068.679 // floating-point values 
0007: 526@ = 1341.752 // floating-point values 
0007: 293@ = -1095.859 // floating-point values 
0007: 410@ = 1066.073 // floating-point values 
0007: 527@ = 1341.752 // floating-point values 
0007: 294@ = -1097.911 // floating-point values 
0007: 411@ = 1063.855 // floating-point values 
0007: 528@ = 1341.739 // floating-point values 
0007: 295@ = -1100.731 // floating-point values 
0007: 412@ = 1062.77 // floating-point values 
0007: 529@ = 1341.786 // floating-point values 
0007: 296@ = -1103.847 // floating-point values 
0007: 413@ = 1062.781 // floating-point values 
0007: 530@ = 1341.79 // floating-point values 
0007: 297@ = -1106.772 // floating-point values 
0007: 414@ = 1061.895 // floating-point values 
0007: 531@ = 1341.79 // floating-point values 
0007: 298@ = -1109.576 // floating-point values 
0007: 415@ = 1060.658 // floating-point values 
0007: 532@ = 1341.824 // floating-point values 
0007: 299@ = -1112.578 // floating-point values 
0007: 416@ = 1060.848 // floating-point values 
0007: 533@ = 1341.9 // floating-point values 
0007: 300@ = -1116.12 // floating-point values 
0007: 417@ = 1059.64 // floating-point values 
0007: 534@ = 1342.25 // floating-point values 
0087: 301@ = 300@ // floating-point values only 
0087: 418@ = 417@ // floating-point values only 
0087: 535@ = 534@ // floating-point values only 
0087: 302@ = 300@ // floating-point values only 
0087: 419@ = 417@ // floating-point values only 
0087: 536@ = 534@ // floating-point values only 
0087: 303@ = 300@ // floating-point values only 
0087: 420@ = 417@ // floating-point values only 
0087: 537@ = 534@ // floating-point values only 
0087: 304@ = 300@ // floating-point values only 
0087: 421@ = 417@ // floating-point values only 
0087: 538@ = 534@ // floating-point values only 
0087: 305@ = 300@ // floating-point values only 
0087: 422@ = 417@ // floating-point values only 
0087: 539@ = 534@ // floating-point values only 
0087: 306@ = 300@ // floating-point values only 
0087: 423@ = 417@ // floating-point values only 
0087: 540@ = 534@ // floating-point values only 
0087: 307@ = 300@ // floating-point values only 
0087: 424@ = 417@ // floating-point values only 
0087: 541@ = 534@ // floating-point values only 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0050: gosub @ZERO4_26379 

:ZERO4_6793
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @ZERO4_9245 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @ZERO4_8237 
054C: use_GXT_table 'ZERO4' 
04BB: select_interior 6 // select render area 
02E4: load_cutscene_data 'ZERO_4' 

:ZERO4_6855
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO4_6879 
0001: wait 0 ms 
0002: jump @ZERO4_6855 

:ZERO4_6879
02E7: start_cutscene 
016A: fade 1 1000 ms 

:ZERO4_6888
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO4_6912 
0001: wait 0 ms 
0002: jump @ZERO4_6888 

:ZERO4_6912
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:ZERO4_6927
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_6951 
0001: wait 0 ms 
0002: jump @ZERO4_6927 

:ZERO4_6951
04BB: select_interior 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09AC: (unknown) 1 
09AD: vehicle_camera_mode 2 
0253: save_current_time 
01B6: set_weather 6 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: unknown_maybe_cops_density 0.1 
0247: request_model #RCBANDIT 
0247: request_model #RCGOBLIN 
0247: request_model #BMX 
0247: request_model #RCTIGER 
038B: load_requested_models 

:ZERO4_7010
00D6: if or
8248:   not model #RCBANDIT available 
8248:   not model #RCGOBLIN available 
8248:   not model #BMX available 
8248:   not model #RCTIGER available 
004D: jump_if_false @ZERO4_7052 
0001: wait 0 ms 
0002: jump @ZERO4_7010 

:ZERO4_7052
0860: link_actor $PLAYER_ACTOR to_interior 10 
0395: clear_area 1 at -1004.097 1000.788 1349.749 range 300.0 
00A5: 69@ = create_car #BMX at -1004.097 1000.788 1349.749 
0519: lock_vehicle 69@ in_current_position 1 
036A: put_actor $PLAYER_ACTOR in_car 69@ 
020A: set_car 69@ door_status_to 4 
0840: link_car 69@ to_interior 10 
00A5: 68@ = create_car #RCBANDIT at -975.6997 1061.162 1344.8 
0175: set_car 68@ z_angle_to 90.0 
0840: link_car 68@ to_interior 10 
02AC: set_car 68@ immunities 0 1 1 0 0 
0224: set_car 68@ health_to 2000 
00A5: 70@ = create_car #RCGOBLIN at -973.759 1077.152 1350.399 
0175: set_car 70@ z_angle_to 90.0 
0840: link_car 70@ to_interior 10 
0107: 94@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 
0681: attach_object 94@ to_car 70@ at_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 94@ collision_detection 1 
0519: lock_vehicle 70@ in_current_position 1 
00AB: put_car 70@ at -973.759 1077.152 1346.399 
0825: instantly_spin_flying_vehicle 70@ rotor_blade 
04A2: heli 70@ fly_to -973.759 1077.152 1344.399 speed 344.0 3.0 
00A5: 71@ = create_car #RCGOBLIN at -1131.694 1041.791 1350.141 
0175: set_car 71@ z_angle_to 270.0 
0840: link_car 71@ to_interior 10 
0186: 98@ = create_marker_above_car 71@ 
07E0: set_marker 98@ type_to 0 
018B: show_on_radar 98@ 2 
0168: show_on_radar 98@ 2 
0107: 95@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 
0681: attach_object 95@ to_car 71@ at_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 95@ collision_detection 1 
0825: instantly_spin_flying_vehicle 71@ rotor_blade 
04A2: heli 71@ fly_to -1131.694 1041.791 1344.141 speed 344.0 3.0 
029B: 77@ = init_object #BARREL2 at -1007.213 1078.534 1342.682 
029B: 78@ = init_object #BARREL2 at -1093.137 1037.856 1342.732 
029B: 79@ = init_object #BARREL2 at -1073.466 1094.407 1342.322 
0453: object 77@ set_rotation 0.0 90.0 0.0 
0453: object 78@ set_rotation 0.0 90.0 0.0 
0453: object 79@ set_rotation 0.0 90.0 0.0 
029B: 87@ = init_object #KMB_PLANK at -973.0 1064.0 1344.147 
029B: 88@ = init_object #KMB_PLANK at -973.0 1065.0 1344.146 
029B: 89@ = init_object #KMB_PLANK at -973.0 1066.0 1344.144 
029B: 90@ = init_object #KMB_PLANK at -973.0 1067.0 1344.143 
029B: 91@ = init_object #KMB_PLANK at -973.0 1068.0 1344.142 
0177: set_object 87@ z_angle_to 270.0 
0177: set_object 88@ z_angle_to 270.0 
0177: set_object 89@ z_angle_to 270.0 
0177: set_object 90@ z_angle_to 270.0 
0177: set_object 91@ z_angle_to 270.0 
029B: 92@ = init_object #RCBOMB at -974.5125 1072.044 1344.298 
0177: set_object 92@ z_angle_to 90.0 
00A5: 72@ = create_car #RCTIGER at -1076.873 1046.542 1343.365 
00A5: 73@ = create_car #RCTIGER at -1073.193 1070.426 1341.375 
00A5: 74@ = create_car #RCTIGER at -1106.479 1060.975 1341.864 
0175: set_car 72@ z_angle_to 286.4071 
0175: set_car 73@ z_angle_to 145.4881 
0175: set_car 74@ z_angle_to 278.5302 
0186: 99@ = create_marker_above_car 72@ 
0186: 100@ = create_marker_above_car 73@ 
0186: 101@ = create_marker_above_car 74@ 
018B: show_on_radar 99@ 2 
018B: show_on_radar 100@ 2 
018B: show_on_radar 101@ 2 
0840: link_car 72@ to_interior 10 
0840: link_car 73@ to_interior 10 
0840: link_car 74@ to_interior 10 
0168: show_on_radar 99@ 2 
0168: show_on_radar 100@ 2 
0168: show_on_radar 101@ 2 
04BB: select_interior 10 // select render area 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0898: (unknown) 0 0 0 
0826: toggle_hud 0 
0581: toggle_radar 1 
075B: (unknown) 100 
03CB: set_camera -975.6997 1061.162 344.7998 
02A3: toggle_widescreen 1 
015F: set_camera_position -987.9526 1099.303 1352.45 0.0 0.0 0.0 
0160: point_camera -987.5282 1098.518 1351.997 2 
016A: fade 1 500 ms 

:ZERO4_8170
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_8194 
0001: wait 0 ms 
0002: jump @ZERO4_8170 

:ZERO4_8194
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 62@ = 0 // integer values 
040D: unload_wav 1 
040D: unload_wav 2 
0004: $11266 = 0 // integer values 
000A: 35@ += 1 // integer values 

:ZERO4_8237
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @ZERO4_8728 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @ZERO4_8728 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @ZERO4_8728 
0871: init_jump_table 62@ total_jumps 6 0 @ZERO4_8714 jumps 0 @ZERO4_8355 1 @ZERO4_8417 2 @ZERO4_8479 3 @ZERO4_8541 4 @ZERO4_8603 5 @ZERO4_8665 -1 @ZERO4_8714 

:ZERO4_8355
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AA' // 8-byte strings  // ~z~Nzd csak, Senkifldje!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45200 
004F: create_thread @AUDIOL -1 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 45201 as 2 
0002: jump @ZERO4_8714 

:ZERO4_8417
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AB' // 8-byte strings  // ~z~Ember, vedd ezt a szart komolyan.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45201 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 45202 as 1 
0002: jump @ZERO4_8714 

:ZERO4_8479
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AC' // 8-byte strings  // ~z~Berkley Fhadiszllsa keresztezi Senkifldjt.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45202 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 45203 as 2 
0002: jump @ZERO4_8714 

:ZERO4_8541
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AD' // 8-byte strings  // ~z~n fogom a Banditt vezetni, te pedig a Goblinnal fogsz replni. s segts, ahogy csak tudsz!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45203 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 45204 as 1 
0002: jump @ZERO4_8714 

:ZERO4_8603
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AE' // 8-byte strings  // ~z~Ha a Banditval sikerl elrnem Berkley bzist, akkor rkre fog tvozni San Fierro-bl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45204 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 45205 as 2 
0002: jump @ZERO4_8714 

:ZERO4_8665
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AF' // 8-byte strings  // ~z~KEZDDJN A HARC!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45205 
004F: create_thread @AUDIOL -1 0 1 2 1 
0002: jump @ZERO4_8714 

:ZERO4_8714
000A: 62@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:ZERO4_8728
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @ZERO4_8840 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @ZERO4_8840 
0460: set_camera_pointing_time 0.0 7000 
015F: set_camera_position -982.6354 1055.88 1348.926 0.0 0.0 0.0 
0160: point_camera -981.919 1056.504 1348.614 2 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:ZERO4_8840
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @ZERO4_8952 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @ZERO4_8952 
0460: set_camera_pointing_time 0.0 10000 
015F: set_camera_position -1137.938 1058.032 1355.257 0.0 0.0 0.0 
0160: point_camera -1136.989 1058.099 1354.947 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:ZERO4_8952
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @ZERO4_9002 
00D6: if and
0019:   62@ > 6 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @ZERO4_9002 
0006: 35@ = 99 // integer values 

:ZERO4_9002
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @ZERO4_9044 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @ZERO4_9044 
0006: 35@ = 99 // integer values 

:ZERO4_9044
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @ZERO4_9245 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0460: set_camera_pointing_time 50.0 500 
00BE: text_clear_all 
015F: set_camera_position -968.2972 1077.413 1346.686 0.0 0.0 0.0 
0160: point_camera -969.2341 1077.368 1346.339 2 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_9207 
0519: lock_vehicle 70@ in_current_position 0 
00AB: put_car 70@ at -973.759 1077.152 1349.399 
0175: set_car 70@ z_angle_to 90.0 

:ZERO4_9207
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @ZERO4_9230 
0519: lock_vehicle 71@ in_current_position 0 

:ZERO4_9230
0001: wait 0 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0050: gosub @ZERO4_26379 

:ZERO4_9245
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @ZERO4_23828 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @ZERO4_9505 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_9319 
0186: 97@ = create_marker_above_car 68@ 
07E0: set_marker 97@ type_to 1 
0168: show_on_radar 97@ 2 

:ZERO4_9319
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_9343 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 

:ZERO4_9343
048A: enable_rc_car_detonation 0 // or opcode 04D6h 
04D6: enable_rc_car_detonation 0 // or opcode 048Ah 
07C0: load_path 521 

:ZERO4_9356
00D6: if 
87C1:   not path 521 available 
004D: jump_if_false @ZERO4_9383 
0001: wait 0 ms 
0002: jump @ZERO4_9356 

:ZERO4_9383
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_9417 
05EB: assign_vehicle 68@ to_path 521 
06FD: (unknown) 68@ 0.5 

:ZERO4_9417
0006: 110@ = 0 // integer values 
0006: 111@ = 3 // integer values 
0006: 127@ = 3 // integer values 
0004: $ZERO4_TIME = 480000 // integer values 
03C3: set_timer_with_text_to $ZERO4_TIME type 1 text 'Z4_M11'  // Idzt
04F7: status_text $ZERO4_CAR_HEALTH 1 line 1 'Z4_M06'  // Bandita
0006: 65@ = -1000 // integer values 
0006: 64@ = 10000 // integer values 
000A: 35@ += 1 // integer values 

:ZERO4_9505
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @ZERO4_23803 
07DF: (unknown) -963.0789 1006.746 -1152.824 1105.155 
00D6: if 
87C1:   not path 521 available 
004D: jump_if_false @ZERO4_9573 
07C0: load_path 521 
0002: jump @ZERO4_23803 

:ZERO4_9573
00C0: set_current_time 0 30 
0006: 43@ = 0 // integer values 

:ZERO4_9586
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @ZERO4_9686 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_9672 
01BB: store_object 77@(43@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1335.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @ZERO4_9672 
0108: destroy_object 77@(43@,10i) 

:ZERO4_9672
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_9586 

:ZERO4_9686
0006: 43@ = 0 // integer values 

:ZERO4_9693
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @ZERO4_9822 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_9808 
01BB: store_object 87@(43@,5i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1335.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @ZERO4_9808 
01BC: put_object 87@(43@,5i) at -973.0 1064.0 1345.147 
0177: set_object 87@(43@,5i) z_angle_to 270.0 

:ZERO4_9808
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_9693 

:ZERO4_9822
0006: 43@ = 0 // integer values 

:ZERO4_9829
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @ZERO4_9949 
00D6: if 
056E:   carcass_of_car 72@(43@,3i) valid 
004D: jump_if_false @ZERO4_9935 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_9935 
00AA: store_car 72@(43@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1335.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @ZERO4_9935 
020B: explode_car 72@(43@,3i) 

:ZERO4_9935
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_9829 

:ZERO4_9949
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_10005 
01BB: store_object 92@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1335.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @ZERO4_10005 
0108: destroy_object 92@ 

:ZERO4_10005
00D6: if and
0039:   159@ == 0 // integer values 
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @ZERO4_10450 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_10450 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 70@ offset 0.0 0.0 -1.0 
0006: 43@ = 0 // integer values 

:ZERO4_10079
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @ZERO4_10204 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_10190 
00D6: if 
04E6:   unknown_object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_10190 
03E6: remove_text_box 
03E5: text_box 'Z4_H13'  // Nyomd meg a ~k~~PED_FIREWEAPON~ gombot a trgy felvtelhez.
000A: 159@ += 1 // integer values 
0006: 43@ = 10 // integer values 

:ZERO4_10190
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_10079 

:ZERO4_10204
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @ZERO4_10354 
0006: 43@ = 0 // integer values 

:ZERO4_10229
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @ZERO4_10354 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_10340 
00D6: if 
04E6:   unknown_object 87@(43@,5i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_10340 
03E6: remove_text_box 
03E5: text_box 'Z4_H13'  // Nyomd meg a ~k~~PED_FIREWEAPON~ gombot a trgy felvtelhez.
000A: 159@ += 1 // integer values 
0006: 43@ = 5 // integer values 

:ZERO4_10340
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_10229 

:ZERO4_10354
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @ZERO4_10450 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_10450 
00D6: if 
04E6:   unknown_object 92@ near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_10450 
03E6: remove_text_box 
03E5: text_box 'Z4_H13'  // Nyomd meg a ~k~~PED_FIREWEAPON~ gombot a trgy felvtelhez.
000A: 159@ += 1 // integer values 

:ZERO4_10450
00D6: if and
0039:   159@ == 1 // integer values 
876F:   not text_priority_displaying 
004D: jump_if_false @ZERO4_10506 
00D6: if 
8039:   not  142@ == 0 // integer values 
004D: jump_if_false @ZERO4_10506 
000A: 159@ += 1 // integer values 
03E5: text_box 'Z4_H14'  // A ~k~~PED_FIREWEAPON~ gomb lenyomsval tudod ledobni a trgyat.

:ZERO4_10506
00D6: if and
0039:   143@ == 0 // integer values 
0019:   65@ > 1000 // integer values 
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @ZERO4_10561 
03E5: text_box 'Z4_H1'  // A Goblin helikoptereden van egy mgnes, amivel fel tudod emelni a trgyakat.
0006: 65@ = 0 // integer values 
000A: 143@ += 1 // integer values 

:ZERO4_10561
00D6: if and
0039:   143@ == 1 // integer values 
0019:   65@ > 1000 // integer values 
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0019:   110@ > 18 // integer values 
004D: jump_if_false @ZERO4_10623 
03E5: text_box 'Z4_H4'  // Berkley ~r~Goblinjai~w~ megprbljk elzrni az utat a ~b~Banditd~w~ eltt.
0006: 65@ = 0 // integer values 
000A: 143@ += 1 // integer values 

:ZERO4_10623
00D6: if and
0019:   65@ > 1000 // integer values 
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @ZERO4_10901 
0871: init_jump_table 542@ total_jumps 6 0 @ZERO4_10901 jumps 0 @ZERO4_10709 1 @ZERO4_10741 2 @ZERO4_10773 3 @ZERO4_10805 4 @ZERO4_10837 5 @ZERO4_10869 -1 @ZERO4_10901 

:ZERO4_10709
03E5: text_box 'Z4_H17'  // A ~k~~VEHICLE_ACCELERATE~ gomb megnyomsval tudod a helikopter rotorjnak sebessgt nvelni, amivel felfel szllhatsz.
0006: 65@ = 0 // integer values 
000A: 542@ += 1 // integer values 
0002: jump @ZERO4_10901 

:ZERO4_10741
03E5: text_box 'Z4_H18'  // Hasznld az irnyt gombokat, hogy a helikopter a kivnt rnyba dlve tudjon indulni.
0006: 65@ = 0 // integer values 
000A: 542@ += 1 // integer values 
0002: jump @ZERO4_10901 

:ZERO4_10773
03E5: text_box 'Z4_H19'  // A ~k~~VEHICLE_LOOKLEFT~ gomb lenyomsval tudod az ramutat jrsval szembe forgatni a helikoptert.
0006: 65@ = 0 // integer values 
000A: 542@ += 1 // integer values 
0002: jump @ZERO4_10901 

:ZERO4_10805
03E5: text_box 'Z4_H20'  // Nyomd meg a ~k~~VEHICLE_LOOKRIGHT~ gombot, hogy a helikoptert az ramutat jrsval egyez irnyba fordthasd.
0006: 65@ = 0 // integer values 
000A: 542@ += 1 // integer values 
0002: jump @ZERO4_10901 

:ZERO4_10837
03E5: text_box 'Z4_H21'  // A ~k~~VEHICLE_BRAKE~ gomb lenyomsval tudod cskkenteni a helikopter rotorjnak sebessgt, s gy tudsz a talaj fel ereszkedni.
0006: 65@ = 0 // integer values 
000A: 542@ += 1 // integer values 
0002: jump @ZERO4_10901 

:ZERO4_10869
03E5: text_box 'Z4_H22'  // Hasznld a kamerairnyt gombokat, hogy krlnzhess a helikopterbl.
0006: 65@ = 0 // integer values 
000A: 542@ += 1 // integer values 
0002: jump @ZERO4_10901 

:ZERO4_10901
00D6: if 
8039:   not  120@ == 0 // integer values 
004D: jump_if_false @ZERO4_10962 
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @ZERO4_10962 
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @ZERO4_10962 
000A: 165@ += 1 // integer values 

:ZERO4_10962
00D6: if and
0039:   165@ == 1 // integer values 
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @ZERO4_11406 
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @ZERO4_11204 
00D6: if 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_11204 
0209: 163@ = random_int 0 3 
0209: 164@ = random_int 0 3 
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @ZERO4_11088 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BA' // 8-byte strings  // ~z~Berkley megprbl meglltani azokkal az akadlyokka!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45206 

:ZERO4_11088
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @ZERO4_11130 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BB' // 8-byte strings  // ~z~Franc beld s a vdelmi taktikidba, Berkley!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45207 

:ZERO4_11130
00D6: if 
0039:   163@ == 2 // integer values 
004D: jump_if_false @ZERO4_11172 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BC' // 8-byte strings  // ~z~Az t el van zrdva! Minden elveszett!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45208 

:ZERO4_11172
004F: create_thread @AUDIOL -1 0 1 1 0 
0006: 64@ = 0 // integer values 
000A: 165@ += 1 // integer values 

:ZERO4_11204
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @ZERO4_11406 
00D6: if 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_11406 
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @ZERO4_11283 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CA' // 8-byte strings  // ~z~Carl, ne lgy barom! Hasznld a Goblint az akadlyok eltvoltshoz!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45209 

:ZERO4_11283
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @ZERO4_11325 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CB' // 8-byte strings  // ~z~Tvoltsd el az akadlyt a Goblin mgnesvel, Carl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45210 

:ZERO4_11325
00D6: if 
0039:   163@ == 2 // integer values 
004D: jump_if_false @ZERO4_11367 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CC' // 8-byte strings  // ~z~Hasznld a Goblint az akadly eltvoltsra!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45211 

:ZERO4_11367
004F: create_thread @AUDIOL -1 0 1 1 0 
0006: 64@ = 0 // integer values 
000A: 165@ += 1 // integer values 
0006: 163@ = 0 // integer values 

:ZERO4_11406
00D6: if and
0039:   165@ == 2 // integer values 
8039:   not  120@ == 0 // integer values 
004D: jump_if_false @ZERO4_11490 
00D6: if 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_11490 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @ZERO4_11490 
03E5: text_box 'Z4_H5'  // El kell tvoltani az akadlyokat, mieltt a ~b~Banditddal ~w~tovbb mennl.
000A: 165@ += 1 // integer values 
0006: 64@ = 0 // integer values 

:ZERO4_11490
00D6: if 
0039:   165@ == 3 // integer values 
004D: jump_if_false @ZERO4_11838 
00D6: if and
0039:   120@ == 1 // integer values 
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0019:   64@ > 10000 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @ZERO4_11838 
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @ZERO4_11838 
000A: 163@ += 1 // integer values 
00D6: if 
0019:   163@ > 4 // integer values 
004D: jump_if_false @ZERO4_11595 
0006: 163@ = 0 // integer values 

:ZERO4_11595
0871: init_jump_table 163@ total_jumps 5 0 @ZERO4_11813 jumps 0 @ZERO4_11658 1 @ZERO4_11689 2 @ZERO4_11720 3 @ZERO4_11751 4 @ZERO4_11782 -1 @ZERO4_11813 -1 @ZERO4_11813 

:ZERO4_11658
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DA' // 8-byte strings  // ~z~Carl, tvoltsd el azt az akadlyt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45212 
0002: jump @ZERO4_11813 

:ZERO4_11689
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DB' // 8-byte strings  // ~z~Carl, elakadtam!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45213 
0002: jump @ZERO4_11813 

:ZERO4_11720
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DC' // 8-byte strings  // ~z~Egy jabb, tkozott akadly!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45214 
0002: jump @ZERO4_11813 

:ZERO4_11751
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DD' // 8-byte strings  // ~z~Mozgs, Carl. Berkley jra meglltott!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45215 
0002: jump @ZERO4_11813 

:ZERO4_11782
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DE' // 8-byte strings  // ~z~Lgy tkozott, Berkley! Carl, tvoltsd el azt az akadlyt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45216 
0002: jump @ZERO4_11813 

:ZERO4_11813
004F: create_thread @AUDIOL -1 0 1 1 0 
0006: 64@ = 0 // integer values 

:ZERO4_11838
00D6: if 
0039:   172@ == 0 // integer values 
004D: jump_if_false @ZERO4_11889 
00D6: if and
0119:   car 72@ wrecked 
0119:   car 73@ wrecked 
0119:   car 74@ wrecked 
004D: jump_if_false @ZERO4_11889 
0006: 172@ = 1 // integer values 

:ZERO4_11889
00D6: if 
0039:   172@ == 0 // integer values 
004D: jump_if_false @ZERO4_12930 
00D6: if 
0019:   110@ > 42 // integer values 
004D: jump_if_false @ZERO4_12040 
00D6: if 
0039:   167@ == 0 // integer values 
004D: jump_if_false @ZERO4_12040 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @ZERO4_12040 
00D6: if 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_12040 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_EA' // 8-byte strings  // ~z~Berkley tankokat hasznl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45217 
004F: create_thread @AUDIOL -1 0 1 1 0 
000A: 167@ += 1 // integer values 
0006: 64@ = 0 // integer values 

:ZERO4_12040
00D6: if 
0039:   167@ == 1 // integer values 
004D: jump_if_false @ZERO4_12155 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @ZERO4_12155 
00D6: if 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_12155 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_EB' // 8-byte strings  // ~z~Carl, fogj meg egy bombt, s szabadulj meg a tankoktl, amik fenyegetik a kldetst!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45218 
004F: create_thread @AUDIOL -1 0 1 1 0 
000A: 167@ += 1 // integer values 
0006: 64@ = 0 // integer values 

:ZERO4_12155
00D6: if 
0039:   167@ == 2 // integer values 
004D: jump_if_false @ZERO4_12296 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_12296 
00D6: if 
0039:   549@ == 0 // integer values 
004D: jump_if_false @ZERO4_12289 
00BC: text_highpriority 'Z4_M26' 7000 ms 1  // ~s~Vegyl fel egy ~g~bombt~s~ a bzisrl.
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_12282 
0188: 166@ = create_marker_above_object 92@ 
07E0: set_marker 166@ type_to 1 
000A: 167@ += 1 // integer values 
0006: 64@ = 0 // integer values 

:ZERO4_12282
0002: jump @ZERO4_12296 

:ZERO4_12289
000A: 167@ += 1 // integer values 

:ZERO4_12296
00D6: if 
0039:   167@ == 3 // integer values 
004D: jump_if_false @ZERO4_12406 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_12406 
00D6: if 
8039:   not  549@ == 0 // integer values 
004D: jump_if_false @ZERO4_12406 
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_12383 
0164: disable_marker 166@ 

:ZERO4_12383
00BC: text_highpriority 'Z4_M27' 7000 ms 1  // ~s~Most dobd fel a bombt a ~r~Berkley Tigriseire~s~!
000A: 167@ += 1 // integer values 

:ZERO4_12406
00D6: if 
0039:   167@ == 4 // integer values 
004D: jump_if_false @ZERO4_12471 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0039:   549@ == 0 // integer values 
004D: jump_if_false @ZERO4_12471 
03E5: text_box 'Z4_H11'  // Ms trgyakat is r tudsz dobni  a ~r~Tigrisekre ~w~, melyek szintn meg tudjk sebezni ket.
000A: 167@ += 1 // integer values 
0006: 64@ = 0 // integer values 

:ZERO4_12471
00D6: if 
0039:   167@ == 5 // integer values 
004D: jump_if_false @ZERO4_12923 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0019:   64@ > 10000 // integer values 
0038:   $11266 == 0 // integer values 
0039:   545@ == 1 // integer values 
004D: jump_if_false @ZERO4_12923 
000A: 168@ += 1 // integer values 
00D6: if 
0019:   168@ > 5 // integer values 
004D: jump_if_false @ZERO4_12558 
0006: 168@ = 0 // integer values 

:ZERO4_12558
0006: 43@ = 0 // integer values 

:ZERO4_12565
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @ZERO4_12624 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_12610 
0006: 43@ = 99 // integer values 

:ZERO4_12610
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_12565 

:ZERO4_12624
00D6: if 
0039:   43@ == 99 // integer values 
004D: jump_if_false @ZERO4_12916 
0871: init_jump_table 168@ total_jumps 6 0 @ZERO4_12891 jumps 0 @ZERO4_12705 1 @ZERO4_12736 2 @ZERO4_12767 3 @ZERO4_12798 4 @ZERO4_12829 5 @ZERO4_12860 -1 @ZERO4_12891 

:ZERO4_12705
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FA' // 8-byte strings  // ~z~Eltalltak, Carl! Bombzd Berkley tankjait!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45219 
0002: jump @ZERO4_12891 

:ZERO4_12736
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FB' // 8-byte strings  // ~z~Bombzd azt a tankot, Carl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45220 
0002: jump @ZERO4_12891 

:ZERO4_12767
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FC' // 8-byte strings  // ~z~Carl, Berkley tankjai darabokra szedik a Banditt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45221 
0002: jump @ZERO4_12891 

:ZERO4_12798
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FD' // 8-byte strings  // ~z~Argh! Hol van a segtsgem, Carl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45222 
0002: jump @ZERO4_12891 

:ZERO4_12829
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FE' // 8-byte strings  // ~z~Vdd a Banditt, Carl, szt fogjk lni!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45223 
0002: jump @ZERO4_12891 

:ZERO4_12860
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FF' // 8-byte strings  // ~z~Bombzd a tankokat! Bombzd ket, Carl!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45224 
0002: jump @ZERO4_12891 

:ZERO4_12891
004F: create_thread @AUDIOL -1 0 1 1 0 
0006: 64@ = 0 // integer values 

:ZERO4_12916
0006: 545@ = 0 // integer values 

:ZERO4_12923
0002: jump @ZERO4_12951 

:ZERO4_12930
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_12951 
0164: disable_marker 166@ 

:ZERO4_12951
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_12988 
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @ZERO4_12988 
0164: disable_marker 166@ 

:ZERO4_12988
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @ZERO4_13110 
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @ZERO4_13110 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_13110 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_GA' // 8-byte strings  // ~z~Szerezz egy palnkot a bzisunkrl, s hasznlt hdknt az akadly felett!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45225 
004F: create_thread @AUDIOL -1 0 1 1 0 
000A: 160@ += 1 // integer values 
0006: 64@ = 0 // integer values 

:ZERO4_13110
00D6: if 
0039:   160@ == 1 // integer values 
004D: jump_if_false @ZERO4_13248 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
0019:   64@ > 1000 // integer values 
004D: jump_if_false @ZERO4_13248 
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @ZERO4_13234 
00D6: if 
8039:   not  548@ == 1 // integer values 
004D: jump_if_false @ZERO4_13234 
00BC: text_highpriority 'Z4_M28' 7000 ms 1  // ~s~Vegyl fel egy ~g~pallt~s~ a bzisrl.
00D6: if 
03CA:   object 89@ exists 
004D: jump_if_false @ZERO4_13234 
0188: 161@ = create_marker_above_object 89@ 

:ZERO4_13234
000A: 160@ += 1 // integer values 
0006: 64@ = 0 // integer values 

:ZERO4_13248
00D6: if 
0039:   160@ == 2 // integer values 
004D: jump_if_false @ZERO4_13372 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0038:   $11266 == 0 // integer values 
0019:   64@ > 1000 // integer values 
0039:   548@ == 1 // integer values 
004D: jump_if_false @ZERO4_13372 
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @ZERO4_13337 
00BC: text_highpriority 'Z4_M29' 7000 ms 1  // ~s~Dobd a pallt keresztl azon a folyn.

:ZERO4_13337
00D6: if 
075C:   marker 161@ enabled 
004D: jump_if_false @ZERO4_13358 
0164: disable_marker 161@ 

:ZERO4_13358
000A: 160@ += 1 // integer values 
0006: 64@ = 0 // integer values 

:ZERO4_13372
00D6: if and
0039:   160@ == 3 // integer values 
0039:   171@ == 1 // integer values 
0038:   $11266 == 0 // integer values 
0019:   64@ > 10000 // integer values 
004D: jump_if_false @ZERO4_13640 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
004D: jump_if_false @ZERO4_13640 
000A: 162@ += 1 // integer values 
00D6: if 
0019:   162@ > 2 // integer values 
004D: jump_if_false @ZERO4_13459 
0006: 162@ = 0 // integer values 

:ZERO4_13459
0871: init_jump_table 162@ total_jumps 3 0 @ZERO4_13615 jumps 0 @ZERO4_13522 1 @ZERO4_13553 2 @ZERO4_13584 -1 @ZERO4_13615 -1 @ZERO4_13615 -1 @ZERO4_13615 -1 @ZERO4_13615 

:ZERO4_13522
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HA' // 8-byte strings  // ~z~Carl, egy hdra van szksgem! Azonnal!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45226 
0002: jump @ZERO4_13615 

:ZERO4_13553
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HB' // 8-byte strings  // ~z~Kellene egy pall, hogy tjussak a folyn!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45227 
0002: jump @ZERO4_13615 

:ZERO4_13584
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HC' // 8-byte strings  // ~z~Carl, itt nincsen hd, itt nincsen hd!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45228 
0002: jump @ZERO4_13615 

:ZERO4_13615
004F: create_thread @AUDIOL -1 0 1 1 0 
0006: 64@ = 0 // integer values 

:ZERO4_13640
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_14137 
0227: 43@ = car 68@ health 
00D6: if 
001B:   1400 > 43@ // integer values 
004D: jump_if_false @ZERO4_14137 
00D6: if and
876F:   not text_priority_displaying 
88FE:   not text_box_displaying 
0019:   64@ > 10000 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @ZERO4_14137 
00AA: store_car 68@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 56@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000F: 56@ -= 5.0 // floating-point values 
0089: 57@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 57@ -= 5.0 // floating-point values 
0089: 58@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000F: 58@ -= 5.0 // floating-point values 
0089: 59@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 59@ += 5.0 // floating-point values 
0089: 60@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 60@ += 5.0 // floating-point values 
0089: 61@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 61@ += 5.0 // floating-point values 
00D6: if 
8356:   not explosion_type 11 in_cube 56@ 57@ 58@ 59@ 60@ 61@ 
004D: jump_if_false @ZERO4_14088 
000A: 170@ += 1 // integer values 
00D6: if 
0019:   170@ > 2 // integer values 
004D: jump_if_false @ZERO4_13900 
0006: 170@ = 0 // integer values 

:ZERO4_13900
0871: init_jump_table 170@ total_jumps 3 0 @ZERO4_14056 jumps 0 @ZERO4_13963 1 @ZERO4_13994 2 @ZERO4_14025 -1 @ZERO4_14056 -1 @ZERO4_14056 -1 @ZERO4_14056 -1 @ZERO4_14056 

:ZERO4_13963
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KA' // 8-byte strings  // ~z~Picsba, Carl, ennek a banditnak majdnem sikerlt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45235 
0002: jump @ZERO4_14056 

:ZERO4_13994
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KB' // 8-byte strings  // ~z~A fenbe! Ennek a banditnak majdnem sikerlt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45236 
0002: jump @ZERO4_14056 

:ZERO4_14025
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KC' // 8-byte strings  // ~z~, Istenem! Berkley lvse elg jl eltallta ezt a banditt!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45237 
0002: jump @ZERO4_14056 

:ZERO4_14056
004F: create_thread @AUDIOL -1 0 1 1 0 
0006: 64@ = 0 // integer values 
0002: jump @ZERO4_14137 

:ZERO4_14088
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LC' // 8-byte strings  // ~z~Carl, kinek az oldaln llsz?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45240 
004F: create_thread @AUDIOL -1 0 1 1 0 
0006: 64@ = 0 // integer values 

:ZERO4_14137
00D6: if and
0039:   149@ == 99 // integer values 
0039:   150@ == 0 // integer values 
004D: jump_if_false @ZERO4_14207 
00D6: if 
0039:   111@ == 3 // integer values 
004D: jump_if_false @ZERO4_14207 
03E6: remove_text_box 
03E5: text_box 'Z4_H12'  // Ha a ~b~Bandita ~w~elpusztul, akkor indthatsz egy jabbat a bzisodrl. De vigyzz, sszecsak csak 3 ~b~Banditd~w~ van.
000A: 150@ += 1 // integer values 
0006: 65@ = 0 // integer values 

:ZERO4_14207
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @ZERO4_14232 
0006: 150@ = 99 // integer values 

:ZERO4_14232
00D6: if 
0119:   car 70@ wrecked 
004D: jump_if_false @ZERO4_14546 
00D6: if 
0039:   122@ == 1 // integer values 
004D: jump_if_false @ZERO4_14445 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_14379 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 // integer values 
0006: 103@ = 0 // integer values 
00D6: if 
003B:   142@ == 92@ // integer values 
004D: jump_if_false @ZERO4_14365 
0006: 121@ = 1 // integer values 
04D9: object 92@ set_scripted_collision_check 1 
0006: 102@ = 0 // integer values 

:ZERO4_14365
0006: 142@ = 0 // integer values 
0002: jump @ZERO4_14445 

:ZERO4_14379
00D6: if 
056E:   carcass_of_car 76@ valid 
004D: jump_if_false @ZERO4_14445 
0684: detach_car 76@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 76@ = 0 // integer values 

:ZERO4_14445
0001: wait 1000 ms 
0085: 543@ = 70@ // integer values and handles 
01C3: remove_references_to_car 70@ // Like turning a car into any random car 
000E: 127@ -= 1 // integer values 
00D6: if 
0019:   127@ > 0 // integer values 
004D: jump_if_false @ZERO4_14539 
015F: set_camera_position -968.2972 1077.413 1346.686 0.0 0.0 0.0 
0160: point_camera -969.2341 1077.368 1346.339 2 

:ZERO4_14539
0006: 70@ = 0 // integer values 

:ZERO4_14546
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_14621 
00D6: if 
0039:   544@ == 1 // integer values 
004D: jump_if_false @ZERO4_14621 
00D6: if 
0019:   109@ > 10000 // integer values 
004D: jump_if_false @ZERO4_14621 
02AC: set_car 70@ immunities 0 0 0 0 0 
0006: 544@ = 0 // integer values 

:ZERO4_14621
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @ZERO4_14968 
00D6: if 
8039:   not  127@ == 0 // integer values 
004D: jump_if_false @ZERO4_14968 
015A: restore_camera 
0980: (unknown) -973.759 1077.152 1350.399 200.0 
00A5: 70@ = create_car #RCGOBLIN at -973.759 1077.152 1350.399 
02AC: set_car 70@ immunities 1 1 1 1 1 
0006: 544@ = 1 // integer values 
0006: 109@ = 0 // integer values 
0175: set_car 70@ z_angle_to 90.0 
0825: instantly_spin_flying_vehicle 70@ rotor_blade 
0840: link_car 70@ to_interior 10 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 
00D6: if 
0039:   127@ == 2 // integer values 
004D: jump_if_false @ZERO4_14797 
00BC: text_highpriority 'Z4_M14' 5000 ms 1  // ~s~Mg kt Goblinod maradt.

:ZERO4_14797
00D6: if 
0039:   127@ == 1 // integer values 
004D: jump_if_false @ZERO4_14831 
00BC: text_highpriority 'Z4_M23' 5000 ms 1  // ~s~Ez az utols Goblinod.

:ZERO4_14831
00D6: if 
83CA:   not object 94@ exists 
004D: jump_if_false @ZERO4_14870 
0107: 94@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 

:ZERO4_14870
0681: attach_object 94@ to_car 70@ at_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 94@ collision_detection 1 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @ZERO4_14947 
0338: set_car 70@ visibility 0 
0750: set_object 94@ visibility 0 

:ZERO4_14947
00D6: if 
056E:   carcass_of_car 543@ valid 
004D: jump_if_false @ZERO4_14968 
00A6: destroy_car 543@ 

:ZERO4_14968
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @ZERO4_15361 
00A5: 68@ = create_car #RCBANDIT at -975.6997 1061.162 1344.8 
0175: set_car 68@ z_angle_to 90.0 
0840: link_car 68@ to_interior 10 
02AC: set_car 68@ immunities 0 1 1 0 0 
05EB: assign_vehicle 68@ to_path 521 
06FD: (unknown) 68@ 0.5 
0186: 97@ = create_marker_above_car 68@ 
07E0: set_marker 97@ type_to 1 
0224: set_car 68@ health_to 2000 
0168: show_on_radar 97@ 2 
00D6: if 
0039:   111@ == 2 // integer values 
004D: jump_if_false @ZERO4_15225 
0209: 43@ = random_int 0 2 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @ZERO4_15183 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MA' // 8-byte strings  // ~z~Ha, ha Berkley! Mg maradt kt banditm!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45242 
004F: create_thread @AUDIOL -1 0 1 1 0 
0002: jump @ZERO4_15225 

:ZERO4_15183
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MB' // 8-byte strings  // ~z~Szerencsre mg maradt kt banditnk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45243 
004F: create_thread @AUDIOL -1 0 1 1 0 

:ZERO4_15225
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @ZERO4_15361 
0209: 43@ = random_int 0 2 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @ZERO4_15319 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MC' // 8-byte strings  // ~z~Carl, trjnk t az utols banditnkra!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45244 
004F: create_thread @AUDIOL -1 0 1 1 0 
0002: jump @ZERO4_15361 

:ZERO4_15319
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MD' // 8-byte strings  // ~z~Mr csak egy Bandita maradt, Carl! Vdelmezd minden ron!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45245 
004F: create_thread @AUDIOL -1 0 1 1 0 

:ZERO4_15361
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_15928 
0227: 43@ = car 68@ health 
00D6: if 
001B:   1000 > 43@ // integer values 
004D: jump_if_false @ZERO4_15928 
00AA: store_car 68@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 56@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000F: 56@ -= 5.0 // floating-point values 
0089: 57@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 57@ -= 5.0 // floating-point values 
0089: 58@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000F: 58@ -= 5.0 // floating-point values 
0089: 59@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 59@ += 5.0 // floating-point values 
0089: 60@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 60@ += 5.0 // floating-point values 
0089: 61@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 61@ += 5.0 // floating-point values 
020B: explode_car 68@ 
00D6: if 
8356:   not explosion_type 11 in_cube 56@ 57@ 58@ 59@ 60@ 61@ 
004D: jump_if_false @ZERO4_15810 
000A: 169@ += 1 // integer values 
00D6: if 
0019:   169@ > 2 // integer values 
004D: jump_if_false @ZERO4_15596 
0006: 169@ = 0 // integer values 

:ZERO4_15596
0871: init_jump_table 169@ total_jumps 3 0 @ZERO4_15752 jumps 0 @ZERO4_15659 1 @ZERO4_15690 2 @ZERO4_15721 -1 @ZERO4_15752 -1 @ZERO4_15752 -1 @ZERO4_15752 -1 @ZERO4_15752 

:ZERO4_15659
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LA' // 8-byte strings  // ~z~Elkapott, elkapott.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45238 
0002: jump @ZERO4_15752 

:ZERO4_15690
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LB' // 8-byte strings  // ~z~Hagytad, hogy Berkley felrobbantsa a Banditmat!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45239 
0002: jump @ZERO4_15752 

:ZERO4_15721
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LD' // 8-byte strings  // ~z~tlkozott Berkley! Pokolba veled!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45241 
0002: jump @ZERO4_15752 

:ZERO4_15752
004F: create_thread @AUDIOL -1 0 1 1 0 
0001: wait 100 ms 

:ZERO4_15774
00D6: if 
0038:   $11266 == 1 // integer values 
004D: jump_if_false @ZERO4_15803 
0001: wait 0 ms 
0002: jump @ZERO4_15774 

:ZERO4_15803
0002: jump @ZERO4_15885 

:ZERO4_15810
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LC' // 8-byte strings  // ~z~Carl, kinek az oldaln llsz?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45240 
004F: create_thread @AUDIOL -1 0 1 1 0 
0001: wait 100 ms 

:ZERO4_15856
00D6: if 
0038:   $11266 == 1 // integer values 
004D: jump_if_false @ZERO4_15885 
0001: wait 0 ms 
0002: jump @ZERO4_15856 

:ZERO4_15885
01C3: remove_references_to_car 68@ // Like turning a car into any random car 
05EC: release_vehicle 68@ from_path 
0164: disable_marker 97@ 
0006: 68@ = 0 // integer values 
000E: 111@ -= 1 // integer values 
0006: 110@ = 0 // integer values 
0006: 137@ = 0 // integer values 

:ZERO4_15928
00D6: if 
056E:   carcass_of_car 71@ valid 
004D: jump_if_false @ZERO4_16155 
00D6: if 
0119:   car 71@ wrecked 
004D: jump_if_false @ZERO4_16155 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @ZERO4_15981 
0108: destroy_object 95@ 

:ZERO4_15981
00D6: if 
03CA:   object 77@(125@,10i) exists 
004D: jump_if_false @ZERO4_16148 
00D6: if 
0685:   object 77@(125@,10i) attached 
004D: jump_if_false @ZERO4_16148 
0682: detach_object 77@(125@,10i) 0.0 0.0 0.0 collision_detection 0 
0382: set_object 77@(125@,10i) collision_detection 1 
00D6: if 
09FC:   77@(125@,10i) 
004D: jump_if_false @ZERO4_16148 
01BB: store_object 77@(125@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 77@(125@,10i) z_angle 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
01BC: put_object 77@(125@,10i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 77@(125@,10i) z_angle_to $TEMPVAR_ANGLE 

:ZERO4_16148
0006: 71@ = 0 // integer values 

:ZERO4_16155
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @ZERO4_16397 
0006: 43@ = 0 // integer values 

:ZERO4_16180
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @ZERO4_16397 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_16383 
00D6: if 
8685:   not object 87@(43@,5i) attached 
004D: jump_if_false @ZERO4_16383 
00D6: if 
04E6:   unknown_object 87@(43@,5i) near_point -1043.508 1041.38 1341.294 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_16383 
01BC: put_object 87@(43@,5i) at -1043.508 1041.38 1341.294 
0453: object 87@(43@,5i) set_rotation -2.77 -2.13 -38.12 
0550: keep_object 87@(43@,5i) in_memory 1 
097B: play_sound 87@(43@,5i) on_object 1009 
0006: 115@ = 1 // integer values 
0085: 117@ = 43@ // integer values and handles 
0006: 43@ = 5 // integer values 

:ZERO4_16383
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_16180 

:ZERO4_16397
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @ZERO4_16480 
00D6: if 
03CA:   object 87@(117@,5i) exists 
004D: jump_if_false @ZERO4_16480 
00D6: if 
0685:   object 87@(117@,5i) attached 
004D: jump_if_false @ZERO4_16480 
0550: keep_object 87@(117@,5i) in_memory 0 
0006: 115@ = 0 // integer values 
0006: 117@ = -1 // integer values 

:ZERO4_16480
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_16698 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @ZERO4_16613 
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @ZERO4_16606 
00D6: if 
01AF:   car 68@ 0 -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_16606 
05ED: (unknown) 68@ 
0006: 119@ = 1 // integer values 
0006: 155@ = 1 // integer values 
0006: 171@ = 1 // integer values 

:ZERO4_16606
0002: jump @ZERO4_16698 

:ZERO4_16613
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @ZERO4_16698 
00D6: if 
01AF:   car 68@ 0 -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_16698 
05EE: (unknown) 68@ 
0006: 119@ = 0 // integer values 
0006: 171@ = 0 // integer values 

:ZERO4_16698
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @ZERO4_16757 
00D6: if 
0039:   147@ == 99 // integer values 
004D: jump_if_false @ZERO4_16757 
00BC: text_highpriority 'Z4_M20' 7000 ms 1  // ~s~Szerezz egy pallt a bzisrl.
000A: 155@ += 1 // integer values 

:ZERO4_16757
00D6: if 
0039:   155@ == 2 // integer values 
004D: jump_if_false @ZERO4_16935 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_16935 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 

:ZERO4_16805
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @ZERO4_16894 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_16880 
00D6: if 
003B:   87@(43@,5i) == 142@ // integer values 
004D: jump_if_false @ZERO4_16880 
0006: 44@ = 1 // integer values 
0006: 43@ = 5 // integer values 

:ZERO4_16880
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_16805 

:ZERO4_16894
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @ZERO4_16935 
00BC: text_highpriority 'Z4_M21' 7000 ms 1  // ~s~Dobj egy palnkot a folyn keresztl.
000A: 155@ += 1 // integer values 

:ZERO4_16935
00D6: if 
0039:   155@ == 3 // integer values 
004D: jump_if_false @ZERO4_16980 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @ZERO4_16980 
00BE: text_clear_all 
0006: 155@ = 99 // integer values 

:ZERO4_16980
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @ZERO4_17222 
0006: 43@ = 0 // integer values 

:ZERO4_17005
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @ZERO4_17222 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_17208 
00D6: if 
8685:   not object 87@(43@,5i) attached 
004D: jump_if_false @ZERO4_17208 
00D6: if 
04E6:   unknown_object 87@(43@,5i) near_point -1062.833 1076.628 1341.23 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_17208 
01BC: put_object 87@(43@,5i) at -1062.833 1076.628 1341.23 
0453: object 87@(43@,5i) set_rotation 4.7 -4.77 -31.58 
0550: keep_object 87@(43@,5i) in_memory 1 
097B: play_sound 87@(43@,5i) on_object 1009 
0006: 116@ = 1 // integer values 
0085: 118@ = 43@ // integer values and handles 
0006: 43@ = 5 // integer values 

:ZERO4_17208
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_17005 

:ZERO4_17222
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @ZERO4_17305 
00D6: if 
03CA:   object 87@(118@,5i) exists 
004D: jump_if_false @ZERO4_17305 
00D6: if 
0685:   object 87@(118@,5i) attached 
004D: jump_if_false @ZERO4_17305 
0550: keep_object 87@(118@,5i) in_memory 0 
0006: 116@ = 0 // integer values 
0006: 118@ = -1 // integer values 

:ZERO4_17305
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_17523 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @ZERO4_17438 
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @ZERO4_17431 
00D6: if 
01AF:   car 68@ 0 -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_17431 
05ED: (unknown) 68@ 
0006: 171@ = 1 // integer values 
0006: 119@ = 1 // integer values 
0006: 156@ = 1 // integer values 

:ZERO4_17431
0002: jump @ZERO4_17523 

:ZERO4_17438
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @ZERO4_17523 
00D6: if 
01AF:   car 68@ 0 -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_17523 
05EE: (unknown) 68@ 
0006: 171@ = 0 // integer values 
0006: 119@ = 0 // integer values 

:ZERO4_17523
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @ZERO4_17564 
00BC: text_highpriority 'Z4_M20' 7000 ms 1  // ~s~Szerezz egy pallt a bzisrl.
000A: 156@ += 1 // integer values 

:ZERO4_17564
00D6: if 
0039:   156@ == 2 // integer values 
004D: jump_if_false @ZERO4_17742 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_17742 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 

:ZERO4_17612
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @ZERO4_17701 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_17687 
00D6: if 
003B:   87@(43@,5i) == 142@ // integer values 
004D: jump_if_false @ZERO4_17687 
0006: 44@ = 1 // integer values 
0006: 43@ = 5 // integer values 

:ZERO4_17687
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_17612 

:ZERO4_17701
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @ZERO4_17742 
00BC: text_highpriority 'Z4_M21' 7000 ms 1  // ~s~Dobj egy palnkot a folyn keresztl.
000A: 156@ += 1 // integer values 

:ZERO4_17742
00D6: if 
0039:   156@ == 3 // integer values 
004D: jump_if_false @ZERO4_17787 
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @ZERO4_17787 
00BE: text_clear_all 
0006: 156@ = 99 // integer values 

:ZERO4_17787
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @ZERO4_19148 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @ZERO4_18441 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @ZERO4_18434 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_18434 
0006: 108@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 68@ offset 0.0 2.0 0.0 
0006: 43@ = 0 // integer values 

:ZERO4_17907
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @ZERO4_18094 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_18080 
00D6: if 
04E6:   unknown_object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_18080 
01BB: store_object 77@(43@,10i) position_to 56@ 57@ 58@ 
0509: 46@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 56@ 57@ 
00D6: if 
0023:   0.8 > 46@ // floating-point values 
004D: jump_if_false @ZERO4_18080 
05ED: (unknown) 68@ 
0006: 119@ = 1 // integer values 
0006: 120@ = 1 // integer values 
0006: 157@ = 1 // integer values 
0002: jump @ZERO4_18434 

:ZERO4_18080
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_17907 

:ZERO4_18094
0006: 43@ = 0 // integer values 

:ZERO4_18101
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @ZERO4_18324 
00D6: if 
056E:   carcass_of_car 72@(43@,3i) valid 
004D: jump_if_false @ZERO4_18310 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_18310 
00D6: if 
01AF:   car 72@(43@,3i) 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 2.0 2.0 
004D: jump_if_false @ZERO4_18310 
00AA: store_car 72@(43@,3i) position_to 56@ 57@ 58@ 
0509: 46@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 56@ 57@ 
00D6: if 
0023:   0.9 > 46@ // floating-point values 
004D: jump_if_false @ZERO4_18310 
05ED: (unknown) 68@ 
0006: 119@ = 1 // integer values 
0006: 120@ = 1 // integer values 
0006: 157@ = 2 // integer values 
00BC: text_highpriority 'Z4_M18' 5000 ms 1  // ~s~A ~b~Banditd~s~ tjt egy akadly llja el. Emeld fel az akadlyt, hogy a ~b~Bandita~s~ folytatni tudja tjt.
0002: jump @ZERO4_18434 

:ZERO4_18310
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_18101 

:ZERO4_18324
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_18408 
00D6: if 
01AF:   car 70@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_18408 
05ED: (unknown) 68@ 
0006: 119@ = 1 // integer values 
0006: 120@ = 1 // integer values 
0002: jump @ZERO4_18434 

:ZERO4_18408
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @ZERO4_18434 
0006: 108@ = 30000 // integer values 

:ZERO4_18434
0002: jump @ZERO4_19148 

:ZERO4_18441
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @ZERO4_19148 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_19148 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 68@ offset 0.0 2.0 0.0 
0006: 120@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:ZERO4_18518
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @ZERO4_18693 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_18679 
00D6: if 
04E6:   unknown_object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 2.0 2.0 unknown 0 
004D: jump_if_false @ZERO4_18679 
01BB: store_object 77@(43@,10i) position_to 56@ 57@ 58@ 
0509: 46@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 56@ 57@ 
00D6: if 
0023:   0.9 > 46@ // floating-point values 
004D: jump_if_false @ZERO4_18679 
0006: 120@ = 1 // integer values 
0006: 157@ = 1 // integer values 
0002: jump @ZERO4_19148 

:ZERO4_18679
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_18518 

:ZERO4_18693
0006: 43@ = 0 // integer values 

:ZERO4_18700
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @ZERO4_18895 
00D6: if 
056E:   carcass_of_car 72@(43@,3i) valid 
004D: jump_if_false @ZERO4_18881 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_18881 
00D6: if 
01AF:   car 72@(43@,3i) 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_18881 
00AA: store_car 72@(43@,3i) position_to 56@ 57@ 58@ 
0509: 46@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 56@ 57@ 
00D6: if 
0023:   0.8 > 46@ // floating-point values 
004D: jump_if_false @ZERO4_18881 
0006: 120@ = 1 // integer values 
0006: 157@ = 2 // integer values 
0002: jump @ZERO4_19148 

:ZERO4_18881
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_18700 

:ZERO4_18895
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_18967 
00D6: if 
01AF:   car 70@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_18967 
0006: 120@ = 1 // integer values 
0002: jump @ZERO4_19148 

:ZERO4_18967
00D6: if and
0039:   120@ == 1 // integer values 
0019:   108@ > 30000 // integer values 
001B:   3 > 158@ // integer values 
004D: jump_if_false @ZERO4_19075 
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @ZERO4_19034 
00BB: text_lowpriority 'Z4_M18' 5000 ms 1  // ~s~A ~b~Banditd~s~ tjt egy akadly llja el. Emeld fel az akadlyt, hogy a ~b~Bandita~s~ folytatni tudja tjt.

:ZERO4_19034
00D6: if 
0039:   157@ == 2 // integer values 
004D: jump_if_false @ZERO4_19068 
00BB: text_lowpriority 'Z4_M25' 5000 ms 1  // ~s~A banditd tjt llta egy ~r~tvirnyts TIGRIS~s~. Puszttsd el, vagy emeld fel a tankot, hogy a Bandita tovbb tudjon haladni.

:ZERO4_19068
0006: 108@ = 0 // integer values 

:ZERO4_19075
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @ZERO4_19148 
05EE: (unknown) 68@ 
0006: 119@ = 0 // integer values 
0006: 157@ = 0 // integer values 
00BE: text_clear_all 
00D6: if and
0019:   108@ > 1000 // integer values 
001B:   30000 > 108@ // integer values 
004D: jump_if_false @ZERO4_19148 
000A: 158@ += 1 // integer values 

:ZERO4_19148
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @ZERO4_19568 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_19568 
00D6: if 
031E:   vehicle 68@ hit_by_weapon 28 
004D: jump_if_false @ZERO4_19212 
0006: 545@ = 1 // integer values 
0468: clear_car 68@ last_weapon_damage 

:ZERO4_19212
0227: $ZERO4_CAR_HEALTH = car 68@ health 
0008: $ZERO4_CAR_HEALTH += -1000 // integer values 
008F: 46@ = integer_to_float $ZERO4_CAR_HEALTH 
0017: 46@ /= 1000.0 // floating-point values 
0013: 46@ *= 100.0 // floating-point values 
0090: $ZERO4_CAR_HEALTH = float_to_integer 46@ 
00D6: if 
001F:   135@ > $ZERO4_CAR_HEALTH // integer values 
004D: jump_if_false @ZERO4_19297 
0006: 136@ = 1 // integer values 
0006: 107@ = 0 // integer values 

:ZERO4_19297
008B: 135@ = $ZERO4_CAR_HEALTH // integer values and handles 
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @ZERO4_19393 
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @ZERO4_19353 
05EE: (unknown) 68@ 
0006: 119@ = 0 // integer values 

:ZERO4_19353
00D6: if 
060E:   car 68@ is_assigned_to_existing_path 
004D: jump_if_false @ZERO4_19393 
06FD: (unknown) 68@ -0.2 
000A: 136@ += 1 // integer values 
0006: 107@ = 0 // integer values 

:ZERO4_19393
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @ZERO4_19444 
00D6: if 
0019:   107@ > 4000 // integer values 
004D: jump_if_false @ZERO4_19444 
000A: 136@ += 1 // integer values 
0006: 107@ = 0 // integer values 

:ZERO4_19444
00D6: if 
0039:   136@ == 3 // integer values 
004D: jump_if_false @ZERO4_19498 
06FD: (unknown) 68@ 0.5 
05ED: (unknown) 68@ 
0006: 119@ = 1 // integer values 
0006: 107@ = 0 // integer values 
000A: 136@ += 1 // integer values 

:ZERO4_19498
00D6: if 
0039:   136@ == 4 // integer values 
004D: jump_if_false @ZERO4_19568 
00D6: if 
0019:   107@ > 4000 // integer values 
004D: jump_if_false @ZERO4_19568 
05EE: (unknown) 68@ 
0006: 119@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 120@ = 0 // integer values 

:ZERO4_19568
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_20518 
00D6: if 
0039:   546@ == 1 // integer values 
004D: jump_if_false @ZERO4_20518 
00D6: if 
8039:   not  122@ == 0 // integer values 
004D: jump_if_false @ZERO4_20511 
00D6: if 
0039:   548@ == 1 // integer values 
004D: jump_if_false @ZERO4_20062 
00AA: store_car 70@ position_to 56@ 57@ 58@ 
02CE: 58@ = ground_z 56@ 57@ 58@ 
0006: 43@ = 0 // integer values 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ offset 0.0 1.7 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 46@ += 0.5 // floating-point values 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @ZERO4_19746 
0006: 43@ = 1 // integer values 

:ZERO4_19746
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ offset 0.0 -1.7 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 46@ += 0.5 // floating-point values 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @ZERO4_19819 
0006: 43@ = 1 // integer values 

:ZERO4_19819
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ offset 0.2 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 46@ += 0.5 // floating-point values 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @ZERO4_19892 
0006: 43@ = 1 // integer values 

:ZERO4_19892
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ offset -0.2 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 46@ += 0.5 // floating-point values 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @ZERO4_19965 
0006: 43@ = 1 // integer values 

:ZERO4_19965
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @ZERO4_20048 
0382: set_object 142@ collision_detection 0 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_20041 
07D5: apply_momentum_to_vehicle 70@ direction 0.0 0.0 0.005 0.0 0.0 0.0 

:ZERO4_20041
0002: jump @ZERO4_20062 

:ZERO4_20048
0382: set_object 142@ collision_detection 1 
0006: 546@ = 0 // integer values 

:ZERO4_20062
00D6: if 
0039:   547@ == 1 // integer values 
004D: jump_if_false @ZERO4_20504 
00AA: store_car 70@ position_to 56@ 57@ 58@ 
02CE: 58@ = ground_z 56@ 57@ 58@ 
0006: 43@ = 0 // integer values 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ offset 0.0 1.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 46@ += 0.5 // floating-point values 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @ZERO4_20188 
0006: 43@ = 1 // integer values 

:ZERO4_20188
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ offset 0.0 -1.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 46@ += 0.5 // floating-point values 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @ZERO4_20261 
0006: 43@ = 1 // integer values 

:ZERO4_20261
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ offset 1.0 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 46@ += 0.5 // floating-point values 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @ZERO4_20334 
0006: 43@ = 1 // integer values 

:ZERO4_20334
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ offset -1.0 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 46@ += 0.5 // floating-point values 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @ZERO4_20407 
0006: 43@ = 1 // integer values 

:ZERO4_20407
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @ZERO4_20490 
0382: set_object 142@ collision_detection 0 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_20483 
07D5: apply_momentum_to_vehicle 70@ direction 0.0 0.0 0.005 0.0 0.0 0.0 

:ZERO4_20483
0002: jump @ZERO4_20504 

:ZERO4_20490
0382: set_object 142@ collision_detection 1 
0006: 546@ = 0 // integer values 

:ZERO4_20504
0002: jump @ZERO4_20518 

:ZERO4_20511
0006: 546@ = 0 // integer values 

:ZERO4_20518
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_21716 
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @ZERO4_21420 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @ZERO4_21389 
00D6: if and
00E1:   key_pressed 0 17 
0019:   103@ > 1000 // integer values 
004D: jump_if_false @ZERO4_21375 
0006: 123@ = 1 // integer values 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 70@ offset 0.0 0.0 -1.0 
0006: 43@ = 0 // integer values 

:ZERO4_20638
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @ZERO4_20924 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_20910 
00D6: if 
04E6:   unknown_object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_20910 
0006: 44@ = 0 // integer values 
00D6: if 
0685:   object 77@(43@,10i) attached 
004D: jump_if_false @ZERO4_20756 
0006: 44@ = 1 // integer values 

:ZERO4_20756
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @ZERO4_20910 
0085: 142@ = 77@(43@,10i) // integer values and handles 
0176: 46@ = object 77@(43@,10i) z_angle 
0681: attach_object 142@ to_car 70@ at_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_20860 
097B: play_sound 142@ on_object 1009 

:ZERO4_20860
0382: set_object 94@ collision_detection 1 
050E: (unknown) 142@ 70@ 
0006: 43@ = 10 // integer values 
0006: 122@ = 1 // integer values 
0006: 547@ = 1 // integer values 
0006: 546@ = 1 // integer values 
0002: jump @ZERO4_21368 

:ZERO4_20910
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_20638 

:ZERO4_20924
0006: 43@ = 0 // integer values 

:ZERO4_20931
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @ZERO4_21153 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_21139 
00D6: if 
04E6:   unknown_object 87@(43@,5i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_21139 
0085: 142@ = 87@(43@,5i) // integer values and handles 
0681: attach_object 142@ to_car 70@ at_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_21089 
097B: play_sound 142@ on_object 1009 

:ZERO4_21089
0382: set_object 94@ collision_detection 1 
050E: (unknown) 142@ 70@ 
0006: 43@ = 6 // integer values 
0006: 122@ = 1 // integer values 
0006: 548@ = 1 // integer values 
0006: 546@ = 1 // integer values 
0002: jump @ZERO4_21368 

:ZERO4_21139
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_20931 

:ZERO4_21153
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_21368 
00D6: if 
04E6:   unknown_object 92@ near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 unknown 0 
004D: jump_if_false @ZERO4_21368 
0085: 142@ = 92@ // integer values and handles 
0681: attach_object 142@ to_car 70@ at_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_21332 
00D6: if 
09FC:   142@ 
004D: jump_if_false @ZERO4_21324 
07D5: apply_momentum_to_vehicle 70@ direction 0.0 0.0 0.1 0.0 0.0 0.0 

:ZERO4_21324
097B: play_sound 142@ on_object 1009 

:ZERO4_21332
0382: set_object 94@ collision_detection 1 
050E: (unknown) 142@ 70@ 
0006: 122@ = 1 // integer values 
0006: 549@ = 1 // integer values 
0002: jump @ZERO4_21368 

:ZERO4_21368
0002: jump @ZERO4_21382 

:ZERO4_21375
0006: 123@ = 0 // integer values 

:ZERO4_21382
0002: jump @ZERO4_21413 

:ZERO4_21389
00D6: if 
80E1:   not key_pressed 0 17 
004D: jump_if_false @ZERO4_21413 
0006: 123@ = 0 // integer values 

:ZERO4_21413
0002: jump @ZERO4_21716 

:ZERO4_21420
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @ZERO4_21469 
00D6: if 
80E1:   not key_pressed 0 17 
004D: jump_if_false @ZERO4_21462 
0006: 123@ = 0 // integer values 

:ZERO4_21462
0002: jump @ZERO4_21716 

:ZERO4_21469
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @ZERO4_21716 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_21643 
00D6: if 
89FC:   not  142@ 
004D: jump_if_false @ZERO4_21636 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 // integer values 
0006: 103@ = 0 // integer values 
00D6: if 
003B:   142@ == 92@ // integer values 
004D: jump_if_false @ZERO4_21601 
0006: 121@ = 1 // integer values 
04D9: object 92@ set_scripted_collision_check 1 
0006: 102@ = 0 // integer values 

:ZERO4_21601
0006: 142@ = 0 // integer values 
0006: 123@ = 1 // integer values 
0006: 549@ = 0 // integer values 
0006: 548@ = 0 // integer values 
0006: 547@ = 0 // integer values 

:ZERO4_21636
0002: jump @ZERO4_21716 

:ZERO4_21643
00D6: if 
056E:   carcass_of_car 76@ valid 
004D: jump_if_false @ZERO4_21716 
0684: detach_car 76@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 123@ = 1 // integer values 

:ZERO4_21716
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_21839 
00D6: if 
0039:   121@ == 1 // integer values 
004D: jump_if_false @ZERO4_21832 
00D6: if or
04DA:   has_object 92@ collided 
0019:   102@ > 10000 // integer values 
004D: jump_if_false @ZERO4_21832 
00D6: if 
0019:   102@ > 500 // integer values 
004D: jump_if_false @ZERO4_21832 
01BB: store_object 92@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0108: destroy_object 92@ 
0006: 121@ = 0 // integer values 

:ZERO4_21832
0002: jump @ZERO4_21879 

:ZERO4_21839
029B: 92@ = init_object #RCBOMB at -974.5125 1072.044 1344.298 
0177: set_object 92@ z_angle_to 90.0 
0006: 121@ = 0 // integer values 

:ZERO4_21879
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_22061 
0085: 43@ = 110@ // integer values and handles 

:ZERO4_21903
00D6: if 
001B:   117 > 43@ // integer values 
004D: jump_if_false @ZERO4_22036 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_22015 
00D6: if 
01AD:   car 68@ 0 191@(43@,117f) 308@(43@,117f) 1.0 1.0 
004D: jump_if_false @ZERO4_22001 
0085: 110@ = 43@ // integer values and handles 
000A: 110@ += 1 // integer values 
0002: jump @ZERO4_22008 

:ZERO4_22001
0006: 43@ = 117 // integer values 

:ZERO4_22008
0002: jump @ZERO4_22022 

:ZERO4_22015
0006: 110@ = 0 // integer values 

:ZERO4_22022
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_21903 

:ZERO4_22036
00D6: if 
0019:   110@ > 116 // integer values 
004D: jump_if_false @ZERO4_22061 
0006: 110@ = 116 // integer values 

:ZERO4_22061
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @ZERO4_23144 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @ZERO4_22423 
0006: 125@ = -1 // integer values 
0006: 43@ = 3 // integer values 

:ZERO4_22109
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @ZERO4_22176 
00D6: if 
83CA:   not object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_22162 
0085: 125@ = 43@ // integer values and handles 
0006: 43@ = 10 // integer values 

:ZERO4_22162
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_22109 

:ZERO4_22176
00D6: if 
0019:   125@ > -1 // integer values 
004D: jump_if_false @ZERO4_22328 
0107: 77@(125@,10i) = create_object #BARREL2 at 0.0 0.0 0.0 
0681: attach_object 77@(125@,10i) to_car 71@ at_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
00D6: if 
03CA:   object 77@(125@,10i) exists 
004D: jump_if_false @ZERO4_22295 
097B: play_sound 77@(125@,10i) on_object 1009 

:ZERO4_22295
0382: set_object 95@ collision_detection 0 
050E: (unknown) 77@(125@,10i) 71@ 
000A: 124@ += 1 // integer values 
0002: jump @ZERO4_22423 

:ZERO4_22328
0006: 43@ = 3 // integer values 

:ZERO4_22335
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @ZERO4_22423 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_22409 
00D6: if 
82CC:   not unknown_object 77@(43@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO4_22409 
0108: destroy_object 77@(43@,10i) 
0006: 43@ = 10 // integer values 

:ZERO4_22409
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_22335 

:ZERO4_22423
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @ZERO4_22538 
0085: 126@ = 110@ // integer values and handles 
000A: 126@ += 30 // integer values 
00D6: if 
0019:   126@ > 114 // integer values 
004D: jump_if_false @ZERO4_22481 
0006: 126@ = 114 // integer values 

:ZERO4_22481
04DF: (unknown) 71@ 0 
0853: (unknown) 71@ 0 
04A2: heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) speed 5.0 352.0 
000A: 124@ += 1 // integer values 

:ZERO4_22538
00D6: if 
0039:   124@ == 2 // integer values 
004D: jump_if_false @ZERO4_22821 
00D6: if 
01AF:   car 71@ 0 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) radius 5.0 5.0 15.0 
004D: jump_if_false @ZERO4_22726 
00D6: if 
001D:   110@ > 126@ // integer values 
004D: jump_if_false @ZERO4_22712 
0085: 126@ = 110@ // integer values and handles 
000A: 126@ += 10 // integer values 
00D6: if 
0019:   126@ > 114 // integer values 
004D: jump_if_false @ZERO4_22669 
0006: 126@ = 114 // integer values 

:ZERO4_22669
04A2: heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) speed 5.0 352.0 
0002: jump @ZERO4_22719 

:ZERO4_22712
000A: 124@ += 1 // integer values 

:ZERO4_22719
0002: jump @ZERO4_22821 

:ZERO4_22726
00D6: if 
001D:   110@ > 126@ // integer values 
004D: jump_if_false @ZERO4_22821 
0085: 126@ = 110@ // integer values and handles 
000A: 126@ += 10 // integer values 
00D6: if 
0019:   126@ > 114 // integer values 
004D: jump_if_false @ZERO4_22785 
0006: 126@ = 114 // integer values 

:ZERO4_22785
04A2: heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) speed 5.0 352.0 

:ZERO4_22821
00D6: if 
0039:   124@ == 3 // integer values 
004D: jump_if_false @ZERO4_22882 
04A2: heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) speed 1.0 343.0 
000A: 124@ += 1 // integer values 

:ZERO4_22882
00D6: if 
0039:   124@ == 4 // integer values 
004D: jump_if_false @ZERO4_22961 
00D6: if 
01AF:   car 71@ 0 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) radius 1.5 1.5 5.0 
004D: jump_if_false @ZERO4_22961 
000A: 124@ += 1 // integer values 

:ZERO4_22961
00D6: if 
0039:   124@ == 5 // integer values 
004D: jump_if_false @ZERO4_23019 
0682: detach_object 77@(125@,10i) 0.0 0.0 0.0 collision_detection 0 
0382: set_object 95@ collision_detection 1 
000A: 124@ += 1 // integer values 

:ZERO4_23019
00D6: if 
0039:   124@ == 6 // integer values 
004D: jump_if_false @ZERO4_23074 
04A2: heli 71@ fly_to -1131.694 1041.791 1345.141 speed 5.0 350.0 
000A: 124@ += 1 // integer values 

:ZERO4_23074
00D6: if 
0039:   124@ == 7 // integer values 
004D: jump_if_false @ZERO4_23137 
00D6: if 
01AD:   car 71@ 0 -1131.694 1041.791 4.0 4.0 
004D: jump_if_false @ZERO4_23137 
0006: 124@ = 0 // integer values 

:ZERO4_23137
0002: jump @ZERO4_23179 

:ZERO4_23144
00D6: if 
8039:   not  124@ == 99 // integer values 
004D: jump_if_false @ZERO4_23179 
01C3: remove_references_to_car 71@ // Like turning a car into any random car 
0164: disable_marker 98@ 
0006: 124@ = 99 // integer values 

:ZERO4_23179
0006: 43@ = 0 // integer values 

:ZERO4_23186
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @ZERO4_23498 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_23484 
0006: 44@ = 0 // integer values 

:ZERO4_23231
00D6: if 
001B:   10 > 44@ // integer values 
004D: jump_if_false @ZERO4_23484 
00D6: if 
03CA:   object 77@(44@,10i) exists 
004D: jump_if_false @ZERO4_23470 
00D6: if 
0897: (unknown) 72@(43@,3i) 77@(44@,10i) 
004D: jump_if_false @ZERO4_23470 
05A8: (unknown) 77@(44@,10i) 46@ 
00D6: if 
0021:   46@ > 5.0 // floating-point values 
004D: jump_if_false @ZERO4_23386 
0227: 45@ = car 72@(43@,3i) health 
000A: 45@ += -200 // integer values 
00D6: if 
002B:   0 >= 45@ // integer values 
004D: jump_if_false @ZERO4_23374 
0006: 45@ = 1 // integer values 

:ZERO4_23374
0224: set_car 72@(43@,3i) health_to 45@ 

:ZERO4_23386
00D6: if 
0039:   122@ == 1 // integer values 
004D: jump_if_false @ZERO4_23470 
00D6: if 
003B:   142@ == 77@(44@,10i) // integer values 
004D: jump_if_false @ZERO4_23470 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 // integer values 
0006: 103@ = 0 // integer values 

:ZERO4_23470
000A: 44@ += 1 // integer values 
0002: jump @ZERO4_23231 

:ZERO4_23484
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_23186 

:ZERO4_23498
0006: 44@ = 0 // integer values 

:ZERO4_23505
00D6: if 
001B:   3 > 44@ // integer values 
004D: jump_if_false @ZERO4_23552 
0085: 551@ = 44@ // integer values and handles 
0050: gosub @ZERO4_24681 
000A: 44@ += 1 // integer values 
0002: jump @ZERO4_23505 

:ZERO4_23552
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_23630 
00D6: if 
01AF:   car 68@ 0 -1131.6 1057.7 1345.7 radius 2.5 2.5 2.0 
004D: jump_if_false @ZERO4_23630 
0050: gosub @ZERO4_24198 
0006: 36@ = 1 // integer values 

:ZERO4_23630
00D6: if 
0736:   70 
004D: jump_if_false @ZERO4_23659 
0050: gosub @ZERO4_23930 
0006: 37@ = 1 // integer values 

:ZERO4_23659
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @ZERO4_23707 
0050: gosub @ZERO4_23930 
00BC: text_highpriority 'Z4_M15' 5000 ms 1  // ~r~Az sszes Banditd elpusztult.
0006: 37@ = 1 // integer values 

:ZERO4_23707
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @ZERO4_23755 
0050: gosub @ZERO4_23930 
00BC: text_highpriority 'Z4_M13' 5000 ms 1  // ~r~Az sszes Goblinod elpusztult.
0006: 37@ = 1 // integer values 

:ZERO4_23755
00D6: if 
002A:   0 >= $ZERO4_TIME // integer values 
004D: jump_if_false @ZERO4_23803 
0050: gosub @ZERO4_23930 
00BC: text_highpriority 'Z4_M12' 5000 ms 1  // ~r~Kifutottl az idbl.
0006: 37@ = 1 // integer values 

:ZERO4_23803
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @ZERO4_23828 
0050: gosub @ZERO4_26379 

:ZERO4_23828
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @ZERO4_23928 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @ZERO4_23912 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @ZERO4_23896 
0002: jump @ZERO4_133 
0002: jump @ZERO4_23905 

:ZERO4_23896
0050: gosub @ZERO4_26460 
0051: return 

:ZERO4_23905
0002: jump @ZERO4_23921 

:ZERO4_23912
0050: gosub @ZERO4_26437 
0051: return 

:ZERO4_23921
0002: jump @ZERO4_23930 

:ZERO4_23928
0051: return 

:ZERO4_23930
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03E6: remove_text_box 
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
0001: wait 100 ms 
0209: 62@ = random_int 0 3 
0871: init_jump_table 62@ total_jumps 3 0 @ZERO4_24129 jumps 0 @ZERO4_24036 1 @ZERO4_24067 2 @ZERO4_24098 -1 @ZERO4_24129 -1 @ZERO4_24129 -1 @ZERO4_24129 -1 @ZERO4_24129 

:ZERO4_24036
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NA' // 8-byte strings  // ~z~Teljes csd... Csak remlni tudom, hogy te boldog vagy, Carl... mert n nem.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45246 
0002: jump @ZERO4_24129 

:ZERO4_24067
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NB' // 8-byte strings  // ~z~Berkley, ezzel mg nincs vge, HALLOD?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45247 
0002: jump @ZERO4_24129 

:ZERO4_24098
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NC' // 8-byte strings  // ~z~Mindig van egy lusta katona, aki hagyja az egsz oldal elpusztuljon... ugye, Carl?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45248 
0002: jump @ZERO4_24129 

:ZERO4_24129
004F: create_thread @AUDIOL -1 0 1 1 0 
0001: wait 100 ms 

:ZERO4_24151
00D6: if 
0038:   $11266 == 1 // integer values 
004D: jump_if_false @ZERO4_24180 
0001: wait 0 ms 
0002: jump @ZERO4_24151 

:ZERO4_24180
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0051: return 

:ZERO4_24198
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
0006: 62@ = 0 // integer values 

:ZERO4_24215
00D6: if 
0039:   550@ == 0 // integer values 
004D: jump_if_false @ZERO4_24679 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 1000 // integer values 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @ZERO4_24672 
0871: init_jump_table 62@ total_jumps 8 0 @ZERO4_24622 jumps 0 @ZERO4_24391 1 @ZERO4_24422 2 @ZERO4_24453 3 @ZERO4_24484 4 @ZERO4_24515 5 @ZERO4_24546 6 @ZERO4_24577 
0872: jump_table_jumps 7 @ZERO4_24608 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 

:ZERO4_24391
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OA' // 8-byte strings  // ~z~Ha ha! HA!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45249 
0002: jump @ZERO4_24622 

:ZERO4_24422
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OB' // 8-byte strings  // ~z~Berkley, te egy vesztes vagy.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45250 
0002: jump @ZERO4_24622 

:ZERO4_24453
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OC' // 8-byte strings  // ~z~A csatateret szgyenben elhagyni,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45251 
0002: jump @ZERO4_24622 

:ZERO4_24484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OD' // 8-byte strings  // ~z~felszmoljuk a kis szlltmnyoz zletedet
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45252 
0002: jump @ZERO4_24622 

:ZERO4_24515
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OE' // 8-byte strings  // ~z~s TNJ EL A VROSOMBL!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45253 
0002: jump @ZERO4_24622 

:ZERO4_24546
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OF' // 8-byte strings  // ~z~Carl, mindannyian olyan prbajozk vagytok, mint n.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45254 
0002: jump @ZERO4_24622 

:ZERO4_24577
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OG' // 8-byte strings  // ~z~Uram, dvzlm!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 45255 
0002: jump @ZERO4_24622 

:ZERO4_24608
0006: 550@ = 1 // integer values 
0002: jump @ZERO4_24622 

:ZERO4_24622
00D6: if 
0039:   550@ == 0 // integer values 
004D: jump_if_false @ZERO4_24672 
004F: create_thread @AUDIOL -1 0 1 1 0 
0006: 33@ = 0 // integer values 
000A: 62@ += 1 // integer values 

:ZERO4_24672
0002: jump @ZERO4_24215 

:ZERO4_24679
0051: return 

:ZERO4_24681
00D6: if 
8119:   not car 72@(551@,3i) wrecked 
004D: jump_if_false @ZERO4_26328 
00D6: if 
0039:   139@(551@,3i) == 0 // integer values 
004D: jump_if_false @ZERO4_25442 
00D6: if 
003B:   39@ == 551@ // integer values 
004D: jump_if_false @ZERO4_25435 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_24830 
00AA: store_car 68@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 72@(551@,3i) 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 3.0 
004D: jump_if_false @ZERO4_24830 
0085: 139@(551@,3i) = 68@ // integer values and handles 

:ZERO4_24830
00D6: if 
8039:   not  128@(551@,3i) == 99 // integer values 
004D: jump_if_false @ZERO4_25435 
00D6: if 
0039:   139@(551@,3i) == 0 // integer values 
004D: jump_if_false @ZERO4_25435 
00D6: if 
0039:   128@(551@,3i) == 0 // integer values 
004D: jump_if_false @ZERO4_25063 
0085: 43@ = 131@(551@,3i) // integer values and handles 
00D6: if 
0039:   551@ == 0 // integer values 
004D: jump_if_false @ZERO4_24956 
02C2: car 72@(551@,3i) drive_to_point 173@(43@,2f) 175@(43@,2f) 177@(43@,2f) 

:ZERO4_24956
00D6: if 
0039:   551@ == 1 // integer values 
004D: jump_if_false @ZERO4_25004 
02C2: car 72@(551@,3i) drive_to_point 179@(43@,2f) 181@(43@,2f) 183@(43@,2f) 

:ZERO4_25004
00D6: if 
0039:   551@ == 2 // integer values 
004D: jump_if_false @ZERO4_25052 
02C2: car 72@(551@,3i) drive_to_point 185@(43@,2f) 187@(43@,2f) 189@(43@,2f) 

:ZERO4_25052
000A: 128@(551@,3i) += 1 // integer values 

:ZERO4_25063
00D6: if 
0039:   128@(551@,3i) == 1 // integer values 
004D: jump_if_false @ZERO4_25435 
0085: 43@ = 131@(551@,3i) // integer values and handles 
00D6: if 
0039:   551@ == 0 // integer values 
004D: jump_if_false @ZERO4_25195 
00D6: if 
01AF:   car 72@(551@,3i) 0 173@(43@,2f) 175@(43@,2f) 177@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_25195 
000A: 131@(551@,3i) += 1 // integer values 
0006: 128@(551@,3i) = 0 // integer values 

:ZERO4_25195
00D6: if 
0039:   551@ == 1 // integer values 
004D: jump_if_false @ZERO4_25293 
00D6: if 
01AF:   car 72@(551@,3i) 0 179@(43@,2f) 181@(43@,2f) 183@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_25293 
000A: 131@(551@,3i) += 1 // integer values 
0006: 128@(551@,3i) = 0 // integer values 

:ZERO4_25293
00D6: if 
0039:   551@ == 2 // integer values 
004D: jump_if_false @ZERO4_25391 
00D6: if 
01AF:   car 72@(551@,3i) 0 185@(43@,2f) 187@(43@,2f) 189@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_25391 
000A: 131@(551@,3i) += 1 // integer values 
0006: 128@(551@,3i) = 0 // integer values 

:ZERO4_25391
00D6: if 
0019:   131@(551@,3i) > 1 // integer values 
004D: jump_if_false @ZERO4_25435 
0006: 128@(551@,3i) = 99 // integer values 
0006: 131@(551@,3i) = 0 // integer values 

:ZERO4_25435
0002: jump @ZERO4_26321 

:ZERO4_25442
00D6: if 
8119:   not car 139@(551@,3i) wrecked 
004D: jump_if_false @ZERO4_26310 
00AA: store_car 139@(551@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 72@(551@,3i) 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 3.0 
004D: jump_if_false @ZERO4_26292 
0174: 46@ = car 72@(551@,3i) z_angle 
00AA: store_car 72@(551@,3i) position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0604: get_point 50@ 51@ angle 47@ 
0087: 48@ = 47@ // floating-point values only 
0063: 48@ -= 46@ // floating-point values 
00D6: if 
0021:   48@ > 180.0 // floating-point values 
004D: jump_if_false @ZERO4_25646 
000B: 48@ += -360.0 // floating-point values 

:ZERO4_25646
00D6: if 
0023:   -180.0 > 48@ // floating-point values 
004D: jump_if_false @ZERO4_25677 
000B: 48@ += 360.0 // floating-point values 

:ZERO4_25677
0013: 48@ *= 0.1 // floating-point values 
005B: 46@ += 48@ // floating-point values 
0175: set_car 72@(551@,3i) z_angle_to 46@ 
00D6: if 
0019:   104@(551@,3i) > 500 // integer values 
004D: jump_if_false @ZERO4_26285 
00AA: store_car 139@(551@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AA: store_car 72@(551@,3i) position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 58@ // floating-point values 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 72@(551@,3i) offset 0.0 1.0 0.0 
0089: 53@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 53@ -= 56@ // floating-point values 
0089: 54@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 54@ -= 57@ // floating-point values 
0089: 55@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 55@ -= 58@ // floating-point values 
05A4: (unknown) 50@ 51@ 53@ 54@ 46@ 
00D6: if 
0023:   5.0 > 46@ // floating-point values 
004D: jump_if_false @ZERO4_26285 
05A4: (unknown) 1.0 52@ 1.0 0.0 46@ 
00D6: if 
0023:   45.0 > 46@ // floating-point values 
004D: jump_if_false @ZERO4_26285 
0407: create_coordinate 552@ 553@ 554@ from_car 72@(551@,3i) offset 0.0 1.5 0.35 
00AA: store_car 139@(551@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 552@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 553@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 554@ // floating-point values 
050A: 46@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 552@ 553@ 554@ 
0073: 50@ /= 46@ // floating-point values 
0073: 51@ /= 46@ // floating-point values 
0073: 52@ /= 46@ // floating-point values 
0013: 50@ *= 10.0 // floating-point values 
0013: 51@ *= 10.0 // floating-point values 
0013: 52@ *= 10.0 // floating-point values 
0087: 555@ = 552@ // floating-point values only 
005B: 555@ += 50@ // floating-point values 
0087: 556@ = 553@ // floating-point values only 
005B: 556@ += 51@ // floating-point values 
0087: 557@ = 554@ // floating-point values only 
005B: 557@ += 52@ // floating-point values 
00D6: if 
003B:   139@(551@,3i) == 68@ // integer values 
004D: jump_if_false @ZERO4_26240 
00BC: text_highpriority 'Z4_M19' 5000 ms 1  // ~s~A ~b~Banditdat~s~ megsebezte az egyik ~r~tank~s~! Hasznld fel a bzisodon lv bombkat ellenk!

:ZERO4_26240
09F7: (unknown) 72@(551@,3i) 1157 
06BC: (unknown) 552@ 553@ 554@ 555@ 556@ 557@ 50 
0006: 104@(551@,3i) = 0 // integer values 

:ZERO4_26285
0002: jump @ZERO4_26303 

:ZERO4_26292
0006: 139@(551@,3i) = 0 // integer values 

:ZERO4_26303
0002: jump @ZERO4_26321 

:ZERO4_26310
0006: 139@(551@,3i) = 0 // integer values 

:ZERO4_26321
0002: jump @ZERO4_26377 

:ZERO4_26328
00D6: if 
075C:   marker 99@(551@,3i) enabled 
004D: jump_if_false @ZERO4_26368 
0164: disable_marker 99@(551@,3i) 
0006: 104@(551@,3i) = 0 // integer values 

:ZERO4_26368
01C3: remove_references_to_car 72@(551@,3i) // Like turning a car into any random car 

:ZERO4_26377
0051: return 

:ZERO4_26379
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:ZERO4_26437
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0001: wait 5000 ms 
0051: return 

:ZERO4_26460
0051: return 

:ZERO4_26462
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:ZERO4_26476
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_26500 
0001: wait 0 ms 
0002: jump @ZERO4_26476 

:ZERO4_26500
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
03CB: set_camera -2246.983 136.9301 34.3125 
04E4: unknown_refresh_game_renderer_at -2246.983 136.9301 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2244.669 132.1672 34.3203 
0173: set_actor $PLAYER_ACTOR z_angle_to 92.111 

:ZERO4_26598
00D6: if 
04F0:   unknown_actor_check $PLAYER_ACTOR 
004D: jump_if_false @ZERO4_26625 
0001: wait 0 ms 
0002: jump @ZERO4_26598 

:ZERO4_26625
00A1: put_actor $PLAYER_ACTOR at -2244.669 132.1672 34.3203 
0173: set_actor $PLAYER_ACTOR z_angle_to 92.111 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_camera -2244.669 132.1672 34.3203 
057E: make_radar_grey 0 
09AC: (unknown) 0 
00A6: destroy_car 68@ 
00A6: destroy_car 69@ 
00A6: destroy_car 70@ 
00A6: destroy_car 71@ 
00A6: destroy_car 72@ 
00A6: destroy_car 73@ 
00A6: destroy_car 74@ 
0006: 43@ = 0 // integer values 

:ZERO4_26726
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @ZERO4_26767 
0108: destroy_object 77@(43@,10i) 
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_26726 

:ZERO4_26767
0006: 43@ = 0 // integer values 

:ZERO4_26774
00D6: if 
001B:   5 > 43@ // integer values 
004D: jump_if_false @ZERO4_26815 
0108: destroy_object 87@(43@,5i) 
000A: 43@ += 1 // integer values 
0002: jump @ZERO4_26774 

:ZERO4_26815
0108: destroy_object 92@ 
0826: toggle_hud 1 
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
0249: release_model #RCBANDIT 
0249: release_model #RCTIGER 
0249: release_model #RCGOBLIN 
0249: release_model #BMX 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
075B: (unknown) 0 
0254: restore_current_time 
01B7: release_weather 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @ZERO4_27224 
04A6: $1908 = create_asset_money_pickup_at -2243.007 136.9601 34.8203 money $1907 $1907 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
016A: fade 0 500 ms 

:ZERO4_26970
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_26994 
0001: wait 0 ms 
0002: jump @ZERO4_26970 

:ZERO4_26994
03CB: set_camera -2254.872 133.2548 38.7597 
015F: set_camera_position -2254.872 133.2548 38.7597 0.0 0.0 0.0 
0160: point_camera -2253.899 133.2602 38.527 2 
016A: fade 1 500 ms 

:ZERO4_27069
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_27093 
0001: wait 0 ms 
0002: jump @ZERO4_27069 

:ZERO4_27093
0394: play_music 1 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0001: wait 5000 ms 
015F: set_camera_position -2246.787 136.6037 36.2636 0.0 0.0 0.0 
0160: point_camera -2245.825 136.601 35.9893 2 
01E5: text_1number_highpriority 'ASS_LUV' $1907 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0001: wait 6000 ms 
016A: fade 0 500 ms 

:ZERO4_27200
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_27224 
0001: wait 0 ms 
0002: jump @ZERO4_27200 

:ZERO4_27224
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
04DB: exit_rc_mode // on foot version 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @ZERO4_27317 
01E3: text_1number_styled 'M_PASS' 7000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0318: set_latest_mission_passed 'ZERO_4'  // j hadsereg model
030C: set_mission_points += 1 
0109: player $PLAYER_CHAR money += 7000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $527 
0008: $11275 += 1 // integer values 

:ZERO4_27317
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 75---------------
// Originally: Monster

:TORENO1
03A4: name_thread 'TORENO1' 
0050: gosub @TORENO1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TORENO1_38 
0050: gosub @TORENO1_14439 

:TORENO1_38
0050: gosub @TORENO1_14524 
004E: end_thread 

:TORENO1_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0169: set_fade_color 0 0 0 
01B5: force_weather 14 
054C: use_GXT_table 'TORENO1' 
02E4: load_cutscene_data 'DESERT1' 

:TORENO1_90
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TORENO1_114 
0001: wait 0 ms 
0002: jump @TORENO1_90 

:TORENO1_114
0395: clear_area 1 at -694.4335 964.9288 11.2431 range 100.0 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:TORENO1_147
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TORENO1_171 
0001: wait 0 ms 
0002: jump @TORENO1_147 

:TORENO1_171
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:TORENO1_184
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_208 
0001: wait 0 ms 
0002: jump @TORENO1_184 

:TORENO1_208
02EA: end_cutscene 
01B7: release_weather 
0001: wait 0 ms 
0006: 34@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 195@ = 33 // integer values 
0006: 36@ = 35 // integer values 
0006: 37@ = 0 // integer values 
0007: 52@ = 582.7242 // floating-point values 
0007: 59@ = 356.2812 // floating-point values 
0007: 66@ = 60.2072 // floating-point values 
0007: 73@ = 52.2072 // floating-point values 
0007: 53@ = 581.7789 // floating-point values 
0007: 60@ = 329.3647 // floating-point values 
0007: 67@ = 0.5427 // floating-point values 
0007: 74@ = 2.0841 // floating-point values 
0007: 54@ = 569.0 // floating-point values 
0007: 61@ = 323.5937 // floating-point values 
0007: 68@ = 0.7585 // floating-point values 
0007: 75@ = 3.8106 // floating-point values 
0007: 55@ = 577.7526 // floating-point values 
0007: 62@ = 335.6341 // floating-point values 
0007: 69@ = 0.4929 // floating-point values 
0007: 76@ = 1.8511 // floating-point values 
0007: 56@ = 583.3384 // floating-point values 
0007: 63@ = 355.0323 // floating-point values 
0007: 70@ = 0.4993 // floating-point values 
0007: 77@ = 2.637 // floating-point values 
0007: 57@ = 582.7242 // floating-point values 
0007: 64@ = 356.2812 // floating-point values 
0007: 71@ = 64.2072 // floating-point values 
0007: 78@ = 56.2072 // floating-point values 
0007: 58@ = 582.7242 // floating-point values 
0007: 65@ = 356.2812 // floating-point values 
0007: 72@ = 66.2072 // floating-point values 
0007: 79@ = 58.2072 // floating-point values 
0007: 90@ = -824.7935 // floating-point values 
0007: 125@ = 1078.275 // floating-point values 
0007: 160@ = 34.9479 // floating-point values 
0007: 91@ = -955.9566 // floating-point values 
0007: 126@ = 1359.621 // floating-point values 
0007: 161@ = 33.8826 // floating-point values 
0007: 92@ = -1030.999 // floating-point values 
0007: 127@ = 1446.298 // floating-point values 
0007: 162@ = 38.34 // floating-point values 
0007: 93@ = -1132.675 // floating-point values 
0007: 128@ = 1759.152 // floating-point values 
0007: 163@ = 35.3673 // floating-point values 
0007: 94@ = -1088.92 // floating-point values 
0007: 129@ = 1981.801 // floating-point values 
0007: 164@ = 125.1471 // floating-point values 
0007: 95@ = -990.0067 // floating-point values 
0007: 130@ = 2014.024 // floating-point values 
0007: 165@ = 113.5758 // floating-point values 
0007: 96@ = -1028.137 // floating-point values 
0007: 131@ = 2116.468 // floating-point values 
0007: 166@ = 88.2456 // floating-point values 
0007: 97@ = -1102.431 // floating-point values 
0007: 132@ = 2369.945 // floating-point values 
0007: 167@ = 84.0834 // floating-point values 
0007: 98@ = -1130.04 // floating-point values 
0007: 133@ = 2323.308 // floating-point values 
0007: 168@ = 87.9125 // floating-point values 
0007: 99@ = -1150.184 // floating-point values 
0007: 134@ = 2261.943 // floating-point values 
0007: 169@ = 96.1878 // floating-point values 
0007: 100@ = -1293.376 // floating-point values 
0007: 135@ = 2221.605 // floating-point values 
0007: 170@ = 98.322 // floating-point values 
0007: 101@ = -1349.91 // floating-point values 
0007: 136@ = 2342.396 // floating-point values 
0007: 171@ = 94.5565 // floating-point values 
0007: 102@ = -1285.214 // floating-point values 
0007: 137@ = 2441.422 // floating-point values 
0007: 172@ = 88.557 // floating-point values 
0007: 103@ = -1248.606 // floating-point values 
0007: 138@ = 2596.99 // floating-point values 
0007: 173@ = 89.817 // floating-point values 
0007: 104@ = -1174.87 // floating-point values 
0007: 139@ = 2304.589 // floating-point values 
0007: 174@ = 113.1954 // floating-point values 
0007: 105@ = -1094.353 // floating-point values 
0007: 140@ = 2304.949 // floating-point values 
0007: 175@ = 85.4543 // floating-point values 
0007: 106@ = -1108.603 // floating-point values 
0007: 141@ = 2491.693 // floating-point values 
0007: 176@ = 79.8438 // floating-point values 
0007: 107@ = -1224.763 // floating-point values 
0007: 142@ = 2680.323 // floating-point values 
0007: 177@ = 46.8193 // floating-point values 
0007: 108@ = -1333.673 // floating-point values 
0007: 143@ = 2660.205 // floating-point values 
0007: 178@ = 49.0624 // floating-point values 
0007: 109@ = -1622.432 // floating-point values 
0007: 144@ = 2670.262 // floating-point values 
0007: 179@ = 53.5027 // floating-point values 
0007: 110@ = -1646.642 // floating-point values 
0007: 145@ = 2478.29 // floating-point values 
0007: 180@ = 85.833 // floating-point values 
0007: 111@ = -1742.658 // floating-point values 
0007: 146@ = 2458.663 // floating-point values 
0007: 181@ = 71.4663 // floating-point values 
0007: 112@ = -1687.3 // floating-point values 
0007: 147@ = 2394.693 // floating-point values 
0007: 182@ = 58.0739 // floating-point values 
0007: 113@ = -1752.384 // floating-point values 
0007: 148@ = 2299.294 // floating-point values 
0007: 183@ = 37.9221 // floating-point values 
0007: 114@ = -1687.584 // floating-point values 
0007: 149@ = 2336.405 // floating-point values 
0007: 184@ = 32.4859 // floating-point values 
0007: 115@ = -1575.405 // floating-point values 
0007: 150@ = 2275.412 // floating-point values 
0007: 185@ = 55.2948 // floating-point values 
0007: 116@ = -1508.816 // floating-point values 
0007: 151@ = 1929.009 // floating-point values 
0007: 186@ = 46.1035 // floating-point values 
0007: 117@ = -1330.147 // floating-point values 
0007: 152@ = 1888.01 // floating-point values 
0007: 187@ = 46.2572 // floating-point values 
0007: 118@ = -1147.85 // floating-point values 
0007: 153@ = 1721.926 // floating-point values 
0007: 188@ = 43.41 // floating-point values 
0007: 119@ = -1036.475 // floating-point values 
0007: 154@ = 1564.297 // floating-point values 
0007: 189@ = 32.8195 // floating-point values 
0007: 120@ = -995.6179 // floating-point values 
0007: 155@ = 1395.26 // floating-point values 
0007: 190@ = 40.9086 // floating-point values 
0007: 121@ = -810.2653 // floating-point values 
0007: 156@ = 1149.114 // floating-point values 
0007: 191@ = 33.024 // floating-point values 
0007: 122@ = -702.602 // floating-point values 
0007: 157@ = 1118.19 // floating-point values 
0007: 192@ = 35.5621 // floating-point values 
0007: 123@ = -700.9643 // floating-point values 
0007: 158@ = 955.246 // floating-point values 
0007: 193@ = 12.7168 // floating-point values 
0006: 34@ = 0 // integer values 

:TORENO1_1670
00D6: if 
001B:   34 > 34@ // integer values 
004D: jump_if_false @TORENO1_1716 
000F: 160@(34@,35f) -= 1.0 // floating-point values 
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_1670 

:TORENO1_1716
0006: 34@ = 0 // integer values 
0006: 224@ = 0 // integer values 
0006: 225@ = 1 // integer values 
0006: 226@ = 2 // integer values 
0006: 227@ = 0 // integer values 
0006: 228@ = 0 // integer values 
0006: 229@ = 0 // integer values 
0006: 230@ = 0 // integer values 
0006: 231@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
05A9: s$7446 = 'DES1_BA' // 8-byte strings  // ~z~Ez zlet, itt az egsz a gyorsasgrl s az elktelezettsgrl szl.
05A9: s$7448 = 'DES1_BB' // 8-byte strings  // ~z~Van GPS a jrmben. A trkpkoordintkhoz minl hamarabb rj oda.
05A9: s$7450 = 'DES1_BC' // 8-byte strings  // ~z~Juss el az sszes koordinthoz, majd vezesd vissza a teherautt.
05A9: s$7452 = 'DES1_BD' // 8-byte strings  // ~z~Hagyd el a teherautt, akkor vged.
05A9: s$7454 = 'DES1_BE' // 8-byte strings  // ~z~Elszr is, mi az a GPS? Msodszor, mi a hiba?
05A9: s$7456 = 'DES1_BF' // 8-byte strings  // ~z~Bocs, ezt tudnom kell!
05A9: s$7458 = 'DES1_BG' // 8-byte strings  // ~z~Oh, mg egy dolog, ennek a kicsiknek 4 kerekes fkezse van kzifk helyett.
05A9: s$7460 = 'DES1_BH' // 8-byte strings  // ~z~Sok sikert!
05A9: s$7462 = 'DES1_CA' // 8-byte strings  // ~z~Ok, a fnknek igaza volt veled kapcsolatban!
05A9: s$7464 = 'DES1_CB' // 8-byte strings  // ~z~Egyltaln nem rossz.
05A9: s$7466 = 'DES1_CC' // 8-byte strings  // ~z~Src, foggal-krmmel.
05A9: s$7468 = 'DES1_CD' // 8-byte strings  // ~z~A fnk elgedett lesz.
05A9: s$7470 = 'DES1_CE' // 8-byte strings  // ~z~Bocs, haver, nem te vagy az, akit a fnk keres.
05A9: s$7472 = 'DES1_CF' // 8-byte strings  // ~z~Sok sikert.
05A9: s$7474 = 'DES1_CG' // 8-byte strings  // ~z~Egsz j egy gettsrchoz kpest...
05A9: s$7476 = 'DES1_BJ' // 8-byte strings  // ~z~s harmadjra, ki a fasz vagy te?
04AF: 208@ = unknown_wav_reference 12817 
04AF: 209@ = unknown_wav_reference 12818 
04AF: 210@ = unknown_wav_reference 12819 
04AF: 211@ = unknown_wav_reference 12820 
04AF: 212@ = unknown_wav_reference 12821 
04AF: 213@ = unknown_wav_reference 12822 
04AF: 214@ = unknown_wav_reference 12823 
04AF: 215@ = unknown_wav_reference 12824 
04AF: 216@ = unknown_wav_reference 12826 
04AF: 217@ = unknown_wav_reference 12827 
04AF: 218@ = unknown_wav_reference 12828 
04AF: 219@ = unknown_wav_reference 12829 
04AF: 220@ = unknown_wav_reference 12830 
04AF: 221@ = unknown_wav_reference 12831 
04AF: 222@ = unknown_wav_reference 12832 
04AF: 223@ = unknown_wav_reference 12825 
05A9: s$7434 = 'DES1_45' // 8-byte strings  // GYASOK
05A9: s$7436 = 'DES1_46' // 8-byte strings  // MCMAHON
05A9: s$7438 = 'DES1_47' // 8-byte strings  // V
05A9: s$7440 = 'DES1_48' // 8-byte strings  // TAYLOR
05A9: s$7442 = 'DES1_49' // 8-byte strings  // WONG
0006: 200@ = 260 // integer values 
0006: 201@ = 300 // integer values 
0006: 202@ = 330 // integer values 
0006: 203@ = 360 // integer values 
0006: 204@ = 390 // integer values 
0006: 205@ = 0 // integer values 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
016A: fade 0 1500 ms 

:TORENO1_2281
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_2305 
0001: wait 0 ms 
0002: jump @TORENO1_2281 

:TORENO1_2305
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0247: request_model #MONSTER 
0247: request_model #WBDYG2 
04ED: load_animation "GANGS" 

:TORENO1_2334
00D6: if or
8248:   not model #MONSTER available 
8248:   not model #WBDYG2 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @TORENO1_2374 
0001: wait 0 ms 
0002: jump @TORENO1_2334 

:TORENO1_2374
0395: clear_area 1 at -694.4335 964.9288 11.2431 range 50.0 
00A5: 80@ = create_car #MONSTER at -694.4335 964.9288 11.2431 
0175: set_car 80@ z_angle_to 85.85 
0519: lock_vehicle 80@ in_current_position 1 
009A: 81@ = create_actor 24 #WBDYG2 at -698.2989 963.026 11.3035 
0173: set_actor 81@ z_angle_to 211.0638 
0227: 39@ = car 80@ health 
00A1: put_actor $PLAYER_ACTOR at -697.7833 961.7714 11.2955 
0173: set_actor $PLAYER_ACTOR z_angle_to 15.8778 
015F: set_camera_position -699.15 961.41 12.76 0.0 0.0 0.0 
0160: point_camera -685.7 971.97 13.1 2 
09B9: (unknown) 0 
09BA: (unknown) 0 
016A: fade 1 1500 ms 

:TORENO1_2576
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_2600 
0001: wait 0 ms 
0002: jump @TORENO1_2576 

:TORENO1_2600
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_2632 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ 20000 ms 
0687: clear_actor_task 81@ 

:TORENO1_2632
0006: 224@ = 0 // integer values 
0006: 225@ = 1 // integer values 
0006: 226@ = 2 // integer values 
0006: 227@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 228@ = 0 // integer values 
0707: start_scene_skip_to @TORENO1_4801 

:TORENO1_2681
0001: wait 0 ms 
00D6: if 
0039:   228@ == 0 // integer values 
004D: jump_if_false @TORENO1_4801 
00D6: if 
8039:   not  224@ == 0 // integer values 
004D: jump_if_false @TORENO1_3068 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_2767 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_2760 
040D: unload_wav 226@ 

:TORENO1_2760
0006: 227@ = 1 // integer values 

:TORENO1_2767
00D6: if 
0039:   227@ == 1 // integer values 
004D: jump_if_false @TORENO1_2804 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 // integer values 

:TORENO1_2804
00D6: if 
0039:   227@ == 2 // integer values 
004D: jump_if_false @TORENO1_2864 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_2864 
03D1: play_wav 225@ 
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0006: 227@ = 3 // integer values 

:TORENO1_2864
00D6: if 
0039:   227@ == 3 // integer values 
004D: jump_if_false @TORENO1_3068 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_3007 
03D5: remove_text $7444(224@,17s) 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_2928 
0968: actor 81@ stop_mouth 

:TORENO1_2928
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   225@ == 1 // integer values 
004D: jump_if_false @TORENO1_2972 
0006: 225@ = 2 // integer values 
0006: 226@ = 1 // integer values 
0002: jump @TORENO1_2986 

:TORENO1_2972
0006: 225@ = 1 // integer values 
0006: 226@ = 2 // integer values 

:TORENO1_2986
0006: 224@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0002: jump @TORENO1_3068 

:TORENO1_3007
00D6: if 
83D0:   not wav 226@ loaded 
004D: jump_if_false @TORENO1_3068 
00D6: if 
001B:   8 > 224@ // integer values 
004D: jump_if_false @TORENO1_3068 
0085: 233@ = 224@ // integer values and handles 
000A: 233@ += 1 // integer values 
03CF: load_wav 207@(233@,17i) as 226@ 

:TORENO1_3068
0871: init_jump_table 229@ total_jumps 9 1 @TORENO1_4701 jumps 0 @TORENO1_3196 1 @TORENO1_3312 2 @TORENO1_3468 3 @TORENO1_3624 4 @TORENO1_3780 5 @TORENO1_4010 6 @TORENO1_4150 
0872: jump_table_jumps 7 @TORENO1_4311 8 @TORENO1_4531 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 

:TORENO1_3196
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_3305 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3286 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:TORENO1_3286
0006: 224@ = 1 // integer values 
0006: 229@ = 1 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_3305
0002: jump @TORENO1_4794 

:TORENO1_3312
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_3461 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_3461 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3442 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:TORENO1_3442
0006: 224@ = 2 // integer values 
0006: 229@ = 2 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_3461
0002: jump @TORENO1_4794 

:TORENO1_3468
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_3617 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_3617 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3598 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKF" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:TORENO1_3598
0006: 224@ = 3 // integer values 
0006: 229@ = 3 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_3617
0002: jump @TORENO1_4794 

:TORENO1_3624
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_3773 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_3773 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3754 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:TORENO1_3754
0006: 224@ = 4 // integer values 
0006: 229@ = 4 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_3773
0002: jump @TORENO1_4794 

:TORENO1_3780
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_4003 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_4003 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3877 
0968: actor 81@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 
0687: clear_actor_task 81@ 
0687: clear_actor_task 81@ 

:TORENO1_3877
0615: define_action_sequences 87@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKF" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 87@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 87@ 
061B: remove_references_to_action_sequences 87@ 
0006: 224@ = 5 // integer values 
0006: 229@ = 5 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_4003
0002: jump @TORENO1_4794 

:TORENO1_4010
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_4143 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_4143 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0006: 224@ = 16 // integer values 
0006: 229@ = 6 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_4143
0002: jump @TORENO1_4794 

:TORENO1_4150
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_4304 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_4304 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4285 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 81@ move_mouth 4000 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:TORENO1_4285
0006: 224@ = 6 // integer values 
0006: 229@ = 7 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_4304
0002: jump @TORENO1_4794 

:TORENO1_4311
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_4524 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_4524 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4505 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 
0615: define_action_sequences 87@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 87@ 
0618: assign_actor 81@ to_action_sequences 87@ 
061B: remove_references_to_action_sequences 87@ 

:TORENO1_4505
0006: 224@ = 7 // integer values 
0006: 229@ = 8 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_4524
0002: jump @TORENO1_4794 

:TORENO1_4531
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_4694 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_4694 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4646 
0687: clear_actor_task 81@ 
0605: actor 81@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:TORENO1_4646
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4675 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 

:TORENO1_4675
0006: 224@ = 8 // integer values 
0006: 229@ = 9 // integer values 
01BD: 232@ = current_time_in_ms 

:TORENO1_4694
0002: jump @TORENO1_4794 

:TORENO1_4701
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // integer values and handles 
0062: 230@ -= 232@ // integer values 
00D6: if 
0019:   230@ > 1000 // integer values 
004D: jump_if_false @TORENO1_4787 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_4787 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4780 
0968: actor 81@ stop_mouth 

:TORENO1_4780
0006: 228@ = 1 // integer values 

:TORENO1_4787
0002: jump @TORENO1_4794 

:TORENO1_4794
0002: jump @TORENO1_2681 

:TORENO1_4801
0701: end_scene_skip 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4824 
0968: actor 81@ stop_mouth 

:TORENO1_4824
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 225@ 
040D: unload_wav 226@ 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4865 
0687: clear_actor_task 81@ 

:TORENO1_4865
00BE: text_clear_all 
0085: 48@ = 204@ // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 204@ // integer values and handles 
0062: 49@ -= 35@ // integer values 
0707: start_scene_skip_to @TORENO1_5013 
00D6: if 
0019:   49@ > 9 // integer values 
004D: jump_if_false @TORENO1_4967 
02FD: text_2numbers_lowpriority 'DES1_69' 48@ 49@ 4000 ms 1  // ~s~Jobb idt kell futnod, mint ~1~:~1~.
0002: jump @TORENO1_4989 

:TORENO1_4967
02FD: text_2numbers_lowpriority 'DES1_70' 48@ 49@ 4000 ms 1  // ~s~Jobb idt kell futnod, mint ~1~:0~1~.

:TORENO1_4989
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @TORENO1_5013 
0001: wait 0 ms 
0002: jump @TORENO1_4989 

:TORENO1_5013
0701: end_scene_skip 
00BE: text_clear_all 
016A: fade 0 1000 ms 

:TORENO1_5024
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_5048 
0001: wait 0 ms 
0002: jump @TORENO1_5024 

:TORENO1_5048
009B: destroy_actor_instantly 81@ 
00A1: put_actor $PLAYER_ACTOR at -691.7533 960.2396 11.209 
0707: start_scene_skip_to @TORENO1_5084 
03F0: text_draw_toggle 1 

:TORENO1_5084
0701: end_scene_skip 
00BE: text_clear_all 
08DA: remove_panel 206@ 
04EF: release_animation "GANGS" 
0647: unknown_action_sequence $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0687: clear_actor_task $PLAYER_ACTOR 
00BB: text_lowpriority 'DES1_10' 10000 ms 1  // ~s~Szllj be a ~b~Monster teherautba~s~.
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_5173 
0519: lock_vehicle 80@ in_current_position 0 
009B: destroy_actor_instantly 81@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 

:TORENO1_5173
00A1: put_actor $PLAYER_ACTOR at -697.7833 961.7714 11.2955 
0173: set_actor $PLAYER_ACTOR z_angle_to 15.8778 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
016A: fade 1 1000 ms 

:TORENO1_5216
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_5240 
0001: wait 0 ms 
0002: jump @TORENO1_5216 

:TORENO1_5240
01B4: set_player $PLAYER_CHAR frozen_state 1 

:TORENO1_5247
0001: wait 0 ms 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TORENO1_5563 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_5538 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_5511 
00BE: text_clear_all 
0164: disable_marker 82@ 
018A: 82@ = create_checkpoint_at -719.5559 980.5707 11.1371 
08FB: set_radar_checkpoint 82@ type_to 2 
06D5: 199@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) type 0 radius 6.0 
00BB: text_lowpriority 'DES1_58' 5000 ms 1  // ~s~Juss el az els ~r~ellenrzponthoz~s~.
0293: 38@ = current_controls 
00D6: if 
001B:   2 > 38@ // integer values 
004D: jump_if_false @TORENO1_5443 
0512: permanent_text_box 'DES1_59'  // Tartsd nyomva a(z) ~k~~VEHICLE_HANDBRAKE~ billentyket a 4 kerekes fkezshez.
0002: jump @TORENO1_5490 

:TORENO1_5443
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @TORENO1_5479 
0512: permanent_text_box 'DES1_60'  // Tartsd nyomva a(z) ~k~~VEHICLE_HANDBRAKE~ billentyket a 4 kerekes fkezshez.
0002: jump @TORENO1_5490 

:TORENO1_5479
0512: permanent_text_box 'DES1_61'  // Tartsd nyomva a(z) ~k~~VEHICLE_HANDBRAKE~ billentyket a 4 kerekes fkezshez.

:TORENO1_5490
0006: 85@ = 1 // integer values 
0006: 83@ = 1 // integer values 
0002: jump @TORENO1_5531 

:TORENO1_5511
00BE: text_clear_all 
03E6: remove_text_box 
00BB: text_lowpriority 'DES1_10' 1000 ms 1  // ~s~Szllj be a ~b~Monster teherautba~s~.

:TORENO1_5531
0002: jump @TORENO1_5563 

:TORENO1_5538
00BE: text_clear_all 
00BB: text_lowpriority 'DES1_11' 2000 ms 1  // ~r~Hogyan akarhatsz teheraut nlkl versenyezni?
0002: jump @TORENO1_14439 

:TORENO1_5563
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @TORENO1_6129 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_6104 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_6027 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @TORENO1_5827 
00BE: text_clear_all 
00BB: text_lowpriority 'DES1_58' 5000 ms 1  // ~s~Juss el az els ~r~ellenrzponthoz~s~.
0164: disable_marker 82@ 
018A: 82@ = create_checkpoint_at -719.5559 980.5707 11.1371 
06D5: 199@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) type 0 radius 6.0 
08FB: set_radar_checkpoint 82@ type_to 2 
0293: 38@ = current_controls 
00D6: if 
001B:   2 > 38@ // integer values 
004D: jump_if_false @TORENO1_5773 
0512: permanent_text_box 'DES1_59'  // Tartsd nyomva a(z) ~k~~VEHICLE_HANDBRAKE~ billentyket a 4 kerekes fkezshez.
0002: jump @TORENO1_5820 

:TORENO1_5773
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @TORENO1_5809 
0512: permanent_text_box 'DES1_60'  // Tartsd nyomva a(z) ~k~~VEHICLE_HANDBRAKE~ billentyket a 4 kerekes fkezshez.
0002: jump @TORENO1_5820 

:TORENO1_5809
0512: permanent_text_box 'DES1_61'  // Tartsd nyomva a(z) ~k~~VEHICLE_HANDBRAKE~ billentyket a 4 kerekes fkezshez.

:TORENO1_5820
0006: 85@ = 1 // integer values 

:TORENO1_5827
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -719.5559 980.5707 11.1371 radius 8.0 8.0 8.5 sphere 0 
004D: jump_if_false @TORENO1_6020 
00BE: text_clear_all 
018C: play_sound 1058 at -719.5559 980.5707 11.1371 
0164: disable_marker 82@ 
06D6: destroy_racing_checkpoint 199@ 
01BD: 43@ = current_time_in_ms 
0006: 89@ = 1 // integer values 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_radar_checkpoint 82@ type_to 2 
0006: 86@ = 1 // integer values 
0006: 83@ = 2 // integer values 

:TORENO1_6020
0002: jump @TORENO1_6097 

:TORENO1_6027
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @TORENO1_6081 
0164: disable_marker 82@ 
06D6: destroy_racing_checkpoint 199@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 
0006: 85@ = 0 // integer values 
03E6: remove_text_box 
00BE: text_clear_all 

:TORENO1_6081
00BB: text_lowpriority 'DES1_10' 4000 ms 1  // ~s~Szllj be a ~b~Monster teherautba~s~.

:TORENO1_6097
0002: jump @TORENO1_6129 

:TORENO1_6104
00BE: text_clear_all 
00BB: text_lowpriority 'DES1_11' 2000 ms 1  // ~r~Hogyan akarhatsz teheraut nlkl versenyezni?
0002: jump @TORENO1_14439 

:TORENO1_6129
00D6: if 
0039:   83@ == 2 // integer values 
004D: jump_if_false @TORENO1_7669 
038E: draw_box position 58@ 65@ scale 72@ 79@ color 0 0 0 alpha 255 
038E: draw_box position 57@ 64@ scale 71@ 78@ color 180 180 180 alpha 255 
038E: draw_box position 52@ 59@ scale 66@ 73@ color 0 0 0 alpha 255 
0085: 37@ = 89@ // integer values and handles 
0050: gosub @TORENO1_14303 
033F: set_text_draw_letter_width_height 69@ 76@ 
0342: set_text_draw_centered 1 
00D6: if 
0039:   37@ == 11 // integer values 
004D: jump_if_false @TORENO1_6268 
0348: set_text_draw_proportional 0 

:TORENO1_6268
045B: text_draw_2numbers 583.7526 62@ 'DES1_67' 37@ 36@  // ~1~/~1~
0050: gosub @TORENO1_14303 
033F: set_text_draw_letter_width_height 69@ 76@ 
01BD: 44@ = current_time_in_ms 
0085: 47@ = 44@ // integer values and handles 
0062: 47@ -= 43@ // integer values 
0016: 47@ /= 1000 // integer values 
0050: gosub @TORENO1_14303 
00D6: if 
001D:   47@ > 204@ // integer values 
004D: jump_if_false @TORENO1_6375 
0340: set_text_draw_color 180 0 0 255 

:TORENO1_6375
0085: 48@ = 47@ // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 47@ // integer values and handles 
0062: 49@ -= 35@ // integer values 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_width_height 70@ 77@ 
00D6: if or
0039:   49@ == 11 // integer values 
0039:   48@ == 11 // integer values 
004D: jump_if_false @TORENO1_6462 
0348: set_text_draw_proportional 0 

:TORENO1_6462
00D6: if 
0019:   48@ > 99 // integer values 
004D: jump_if_false @TORENO1_6505 
00BE: text_clear_all 
00BB: text_lowpriority 'DES1_28' 4000 ms 1  // ~r~Kifutottl az idbl!
0002: jump @TORENO1_14439 

:TORENO1_6505
00D6: if 
0019:   49@ > 9 // integer values 
004D: jump_if_false @TORENO1_6553 
045B: text_draw_2numbers 56@ 63@ 'DES1_65' 48@ 49@  // ~1~:~1~
0002: jump @TORENO1_6576 

:TORENO1_6553
045B: text_draw_2numbers 56@ 63@ 'DES1_66' 48@ 49@  // ~1~:0~1~

:TORENO1_6576
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_7066 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_6844 
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @TORENO1_6673 
06D6: destroy_racing_checkpoint 199@ 
0164: disable_marker 82@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 
01BD: 50@ = current_time_in_ms 
0006: 86@ = 0 // integer values 
0002: jump @TORENO1_6837 

:TORENO1_6673
01BD: 51@ = current_time_in_ms 
0085: 47@ = 51@ // integer values and handles 
0062: 47@ -= 50@ // integer values 
0006: 49@ = 10000 // integer values 
0062: 49@ -= 47@ // integer values 
0016: 49@ /= 1000 // integer values 
00D6: if 
0019:   49@ > 0 // integer values 
004D: jump_if_false @TORENO1_6812 
00BE: text_clear_all 
09C1: (unknown) 0 
00D6: if 
001B:   2 > 49@ // integer values 
004D: jump_if_false @TORENO1_6786 
01E4: text_1number_lowpriority 'DES1_26' 49@ 4000 ms 1  // ~s~Van ~1~ msodperced~n~, hogy visszaszllj a ~b~teherautba~s~.
0002: jump @TORENO1_6805 

:TORENO1_6786
01E4: text_1number_lowpriority 'DES1_25' 49@ 4000 ms 1  // ~s~Van ~1~ msodperced~n~, hogy visszaszllj a ~b~teherautba~s~.

:TORENO1_6805
0002: jump @TORENO1_6837 

:TORENO1_6812
00BE: text_clear_all 
00BB: text_lowpriority 'DES1_27' 4000 ms 1  // ~r~Tl sokig voltl a teherautn kvl!
0002: jump @TORENO1_14439 

:TORENO1_6837
0002: jump @TORENO1_7059 

:TORENO1_6844
00D6: if 
0039:   86@ == 0 // integer values 
004D: jump_if_false @TORENO1_7059 
0164: disable_marker 82@ 
00BE: text_clear_all 
00BB: text_lowpriority 'DES1_44' 4000 ms 1  // ~s~Juss el a kvetkez ~r~ellenrzponthoz~s~.
00D6: if 
002D:   195@ >= 89@ // integer values 
004D: jump_if_false @TORENO1_6965 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
0002: jump @TORENO1_7019 

:TORENO1_6965
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) type 1 radius 6.0 

:TORENO1_7019
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_radar_checkpoint 82@ type_to 2 
0006: 86@ = 1 // integer values 

:TORENO1_7059
0002: jump @TORENO1_7091 

:TORENO1_7066
00BE: text_clear_all 
00BB: text_lowpriority 'DES1_43' 4000 ms 1  // ~r~Hazavgtad a teherautt!
0002: jump @TORENO1_14439 

:TORENO1_7091
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @TORENO1_7669 
00D6: if 
001D:   195@ > 88@ // integer values 
004D: jump_if_false @TORENO1_7543 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @TORENO1_7536 
03E6: remove_text_box 
018C: play_sound 1058 at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
06D6: destroy_racing_checkpoint 199@ 
0164: disable_marker 82@ 
000A: 88@ += 1 // integer values 
0085: 89@ = 88@ // integer values and handles 
000A: 89@ += 1 // integer values 
00D6: if 
001D:   88@ > 195@ // integer values 
004D: jump_if_false @TORENO1_7269 
0085: 88@ = 195@ // integer values and handles 

:TORENO1_7269
00D6: if 
002D:   195@ >= 89@ // integer values 
004D: jump_if_false @TORENO1_7382 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_radar_checkpoint 82@ type_to 2 
0002: jump @TORENO1_7469 

:TORENO1_7382
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) type 1 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_radar_checkpoint 82@ type_to 2 

:TORENO1_7469
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_7536 
0227: 39@ = car 80@ health 
000A: 39@ += 200 // integer values 
00D6: if 
0019:   39@ > 1000 // integer values 
004D: jump_if_false @TORENO1_7528 
0006: 39@ = 1000 // integer values 

:TORENO1_7528
0224: set_car 80@ health_to 39@ 

:TORENO1_7536
0002: jump @TORENO1_7669 

:TORENO1_7543
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) radius 4.0 4.0 8.0 sphere 0 
004D: jump_if_false @TORENO1_7669 
06D6: destroy_racing_checkpoint 199@ 
0164: disable_marker 82@ 
0050: gosub @TORENO1_7811 
00D6: if 
001B:   5 > 205@ // integer values 
004D: jump_if_false @TORENO1_7646 
0002: jump @TORENO1_14457 
0002: jump @TORENO1_7669 

:TORENO1_7646
00BC: text_highpriority 'DES1_68' 5000 ms 1  // ~r~Ezzel nem kerlsz be a legjobb t kz.
0002: jump @TORENO1_14439 

:TORENO1_7669
00D6: if 
0735:   135 
004D: jump_if_false @TORENO1_7693 
000E: 43@ -= 1000 // integer values 

:TORENO1_7693
00D6: if 
0735:   97 
004D: jump_if_false @TORENO1_7736 
00A0: store_actor $PLAYER_ACTOR position_to 196@ 197@ 198@ 
00A1: put_actor $PLAYER_ACTOR at 196@ 197@ 198@ 

:TORENO1_7736
00D6: if 
0735:   32 
004D: jump_if_false @TORENO1_7782 
0006: 45@ = 360000 // integer values 
0006: 43@ = 0 // integer values 
0050: gosub @TORENO1_7811 
0002: jump @TORENO1_14457 

:TORENO1_7782
00D6: if 
0735:   83 
004D: jump_if_false @TORENO1_7804 
0002: jump @TORENO1_14457 

:TORENO1_7804
0002: jump @TORENO1_5247 

:TORENO1_7811
01BD: 45@ = current_time_in_ms 
016A: fade 0 1000 ms 
0247: request_model #WBDYG2 
04ED: load_animation "GANGS" 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 

:TORENO1_7847
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_7871 
0001: wait 0 ms 
0002: jump @TORENO1_7847 

:TORENO1_7871
00D6: if or
8248:   not model #WBDYG2 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @TORENO1_7906 
0001: wait 0 ms 
0002: jump @TORENO1_7871 

:TORENO1_7906
0395: clear_area 1 at -684.8021 948.1096 11.125 range 100.0 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_7976 
00AB: put_car 80@ at -680.7953 953.2972 11.125 
0175: set_car 80@ z_angle_to 238.0439 

:TORENO1_7976
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO1_8019 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -684.8021 948.1096 11.125 
0002: jump @TORENO1_8039 

:TORENO1_8019
00A1: put_actor $PLAYER_ACTOR at -684.8021 948.1096 11.125 

:TORENO1_8039
0173: set_actor $PLAYER_ACTOR z_angle_to 124.6699 
009A: 81@ = create_actor 26 #WBDYG2 at -687.6009 946.4823 12.0389 
0173: set_actor 81@ z_angle_to 293.1942 
015F: set_camera_position -688.32 945.02 14.13 0.0 0.0 0.0 
0160: point_camera -680.57 951.17 10.63 2 
0085: 46@ = 45@ // integer values and handles 
0062: 46@ -= 43@ // integer values 
0016: 46@ /= 1000 // integer values 
0085: 48@ = 46@ // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 46@ // integer values and handles 
0062: 49@ -= 35@ // integer values 
00BE: text_clear_all 
016A: fade 1 1500 ms 

:TORENO1_8213
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_8237 
0001: wait 0 ms 
0002: jump @TORENO1_8213 

:TORENO1_8237
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @TORENO1_8284 
02FD: text_2numbers_lowpriority 'DES1_32' 48@ 49@ 4000 ms 1  // ~1~:0~1~ - Nzzk meg a te iddhz hasontva...
0002: jump @TORENO1_8306 

:TORENO1_8284
02FD: text_2numbers_lowpriority 'DES1_33' 48@ 49@ 4000 ms 1  // ~1~:~1~ - Nzzk meg a te iddhz hasonltva...

:TORENO1_8306
0006: 205@ = 5 // integer values 
0006: 34@ = 0 // integer values 

:TORENO1_8320
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_8382 
00D6: if 
001D:   200@(34@,5i) > 46@ // integer values 
004D: jump_if_false @TORENO1_8368 
000E: 205@ -= 1 // integer values 

:TORENO1_8368
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_8320 

:TORENO1_8382
0871: init_jump_table 205@ total_jumps 5 1 @TORENO1_12100 jumps 0 @TORENO1_8445 1 @TORENO1_9176 2 @TORENO1_9907 3 @TORENO1_10638 4 @TORENO1_11369 -1 @TORENO1_12744 -1 @TORENO1_12744 

:TORENO1_8445
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // HELYEZS
08DB: set_panel 206@ column 1 header 'DES1_53' data 'DES1_50' s$7434 s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NV // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ID
0006: 34@ = 0 // integer values 

:TORENO1_8837
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_8906 
0085: 35@ = 34@ // integer values and handles 
000A: 35@ += 1 // integer values 
08EE: set_panel 206@ column 0 row 34@ text_1number 'DES1_51' 35@  // ~1~.
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_8837 

:TORENO1_8906
0006: 40@ = 0 // integer values 
0006: 34@ = 0 // integer values 

:TORENO1_8920
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_9169 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @TORENO1_9009 
0085: 48@ = 46@ // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 46@ // integer values and handles 
0062: 49@ -= 35@ // integer values 
0002: jump @TORENO1_9080 

:TORENO1_9009
0085: 48@ = 200@(40@,5i) // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 200@(40@,5i) // integer values and handles 
0062: 49@ -= 35@ // integer values 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 // integer values 

:TORENO1_9080
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @TORENO1_9130 
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_66' 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_9155 

:TORENO1_9130
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_65' 48@ 49@  // ~1~:~1~

:TORENO1_9155
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_8920 

:TORENO1_9169
0002: jump @TORENO1_12744 

:TORENO1_9176
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // HELYEZS
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 'DES1_50' s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NV // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ID
0006: 34@ = 0 // integer values 

:TORENO1_9568
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_9637 
0085: 35@ = 34@ // integer values and handles 
000A: 35@ += 1 // integer values 
08EE: set_panel 206@ column 0 row 34@ text_1number 'DES1_51' 35@  // ~1~.
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_9568 

:TORENO1_9637
0006: 34@ = 0 // integer values 
0006: 40@ = 0 // integer values 

:TORENO1_9651
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_9900 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TORENO1_9740 
0085: 48@ = 46@ // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 46@ // integer values and handles 
0062: 49@ -= 35@ // integer values 
0002: jump @TORENO1_9811 

:TORENO1_9740
0085: 48@ = 200@(40@,5i) // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 200@(40@,5i) // integer values and handles 
0062: 49@ -= 35@ // integer values 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 // integer values 

:TORENO1_9811
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @TORENO1_9861 
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_66' 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_9886 

:TORENO1_9861
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_65' 48@ 49@  // ~1~:~1~

:TORENO1_9886
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_9651 

:TORENO1_9900
0002: jump @TORENO1_12744 

:TORENO1_9907
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // HELYEZS
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 'DES1_50' s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NV // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ID
0006: 34@ = 0 // integer values 

:TORENO1_10299
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_10368 
0085: 35@ = 34@ // integer values and handles 
000A: 35@ += 1 // integer values 
08EE: set_panel 206@ column 0 row 34@ text_1number 'DES1_51' 35@  // ~1~.
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_10299 

:TORENO1_10368
0006: 40@ = 0 // integer values 
0006: 34@ = 0 // integer values 

:TORENO1_10382
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_10631 
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @TORENO1_10471 
0085: 48@ = 46@ // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 46@ // integer values and handles 
0062: 49@ -= 35@ // integer values 
0002: jump @TORENO1_10542 

:TORENO1_10471
0085: 48@ = 200@(40@,5i) // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 200@(40@,5i) // integer values and handles 
0062: 49@ -= 35@ // integer values 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 // integer values 

:TORENO1_10542
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @TORENO1_10592 
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_66' 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_10617 

:TORENO1_10592
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_65' 48@ 49@  // ~1~:~1~

:TORENO1_10617
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_10382 

:TORENO1_10631
0002: jump @TORENO1_12744 

:TORENO1_10638
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // HELYEZS
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 'DES1_50' s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NV // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ID
0006: 34@ = 0 // integer values 

:TORENO1_11030
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_11099 
0085: 35@ = 34@ // integer values and handles 
000A: 35@ += 1 // integer values 
08EE: set_panel 206@ column 0 row 34@ text_1number 'DES1_51' 35@  // ~1~.
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_11030 

:TORENO1_11099
0006: 34@ = 0 // integer values 
0006: 40@ = 0 // integer values 

:TORENO1_11113
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_11362 
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @TORENO1_11202 
0085: 48@ = 46@ // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 46@ // integer values and handles 
0062: 49@ -= 35@ // integer values 
0002: jump @TORENO1_11273 

:TORENO1_11202
0085: 48@ = 200@(40@,5i) // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 200@(40@,5i) // integer values and handles 
0062: 49@ -= 35@ // integer values 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 // integer values 

:TORENO1_11273
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @TORENO1_11323 
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_66' 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_11348 

:TORENO1_11323
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_65' 48@ 49@  // ~1~:~1~

:TORENO1_11348
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_11113 

:TORENO1_11362
0002: jump @TORENO1_12744 

:TORENO1_11369
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // HELYEZS
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 s$7440 'DES1_50' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NV // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ID
0006: 34@ = 0 // integer values 

:TORENO1_11761
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_11830 
0085: 35@ = 34@ // integer values and handles 
000A: 35@ += 1 // integer values 
08EE: set_panel 206@ column 0 row 34@ text_1number 'DES1_51' 35@  // ~1~.
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_11761 

:TORENO1_11830
0006: 34@ = 0 // integer values 
0006: 40@ = 0 // integer values 

:TORENO1_11844
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_12093 
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @TORENO1_11933 
0085: 48@ = 46@ // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 46@ // integer values and handles 
0062: 49@ -= 35@ // integer values 
0002: jump @TORENO1_12004 

:TORENO1_11933
0085: 48@ = 200@(40@,5i) // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 200@(40@,5i) // integer values and handles 
0062: 49@ -= 35@ // integer values 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 // integer values 

:TORENO1_12004
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @TORENO1_12054 
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_66' 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_12079 

:TORENO1_12054
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_65' 48@ 49@  // ~1~:~1~

:TORENO1_12079
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_11844 

:TORENO1_12093
0002: jump @TORENO1_12744 

:TORENO1_12100
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // HELYEZS
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 s$7440 s$7442 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NV
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ID
0006: 34@ = 0 // integer values 

:TORENO1_12486
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_12555 
0085: 35@ = 34@ // integer values and handles 
000A: 35@ += 1 // integer values 
08EE: set_panel 206@ column 0 row 34@ text_1number 'DES1_51' 35@  // ~1~.
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_12486 

:TORENO1_12555
0006: 34@ = 0 // integer values 
0006: 40@ = 0 // integer values 

:TORENO1_12569
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @TORENO1_12737 
0085: 48@ = 200@(40@,5i) // integer values and handles 
0016: 48@ /= 60 // integer values 
0085: 35@ = 48@ // integer values and handles 
0012: 35@ *= 60 // integer values 
0085: 49@ = 200@(40@,5i) // integer values and handles 
0062: 49@ -= 35@ // integer values 
000A: 40@ += 1 // integer values 
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @TORENO1_12698 
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_66' 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_12723 

:TORENO1_12698
08EF: set_panel 206@ column 2 row 34@ text_2numbers 'DES1_65' 48@ 49@  // ~1~:~1~

:TORENO1_12723
000A: 34@ += 1 // integer values 
0002: jump @TORENO1_12569 

:TORENO1_12737
0002: jump @TORENO1_12744 

:TORENO1_12744
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @TORENO1_12768 
0001: wait 0 ms 
0002: jump @TORENO1_12744 

:TORENO1_12768
0006: 224@ = 0 // integer values 
0006: 225@ = 1 // integer values 
0006: 226@ = 2 // integer values 
0006: 227@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 228@ = 0 // integer values 
0006: 229@ = 0 // integer values 

:TORENO1_12817
0001: wait 0 ms 
00D6: if 
0039:   228@ == 0 // integer values 
004D: jump_if_false @TORENO1_13642 
00D6: if 
8039:   not  224@ == 0 // integer values 
004D: jump_if_false @TORENO1_13117 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_12903 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_12896 
040D: unload_wav 226@ 

:TORENO1_12896
0006: 227@ = 1 // integer values 

:TORENO1_12903
00D6: if 
0039:   227@ == 1 // integer values 
004D: jump_if_false @TORENO1_12940 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 // integer values 

:TORENO1_12940
00D6: if 
0039:   227@ == 2 // integer values 
004D: jump_if_false @TORENO1_13000 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_13000 
03D1: play_wav 225@ 
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0006: 227@ = 3 // integer values 

:TORENO1_13000
00D6: if 
0039:   227@ == 3 // integer values 
004D: jump_if_false @TORENO1_13117 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_13117 
03D5: remove_text $7444(224@,17s) 
00D6: if 
0039:   225@ == 1 // integer values 
004D: jump_if_false @TORENO1_13082 
0006: 225@ = 2 // integer values 
0006: 226@ = 1 // integer values 
0002: jump @TORENO1_13096 

:TORENO1_13082
0006: 225@ = 1 // integer values 
0006: 226@ = 2 // integer values 

:TORENO1_13096
0006: 224@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0006: 228@ = 1 // integer values 

:TORENO1_13117
00D6: if 
0039:   229@ == 0 // integer values 
004D: jump_if_false @TORENO1_13635 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_13207 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKF" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:TORENO1_13207
0871: init_jump_table 205@ total_jumps 5 1 @TORENO1_13575 jumps 0 @TORENO1_13270 1 @TORENO1_13331 2 @TORENO1_13392 3 @TORENO1_13453 4 @TORENO1_13514 -1 @TORENO1_13635 -1 @TORENO1_13635 

:TORENO1_13270
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_13302 
0006: 224@ = 9 // integer values 
0006: 229@ = 1 // integer values 

:TORENO1_13302
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0006: 42@ = 5000 // integer values 
0002: jump @TORENO1_13635 

:TORENO1_13331
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_13363 
0006: 224@ = 15 // integer values 
0006: 229@ = 1 // integer values 

:TORENO1_13363
0006: 42@ = 4000 // integer values 
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0002: jump @TORENO1_13635 

:TORENO1_13392
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_13424 
0006: 224@ = 10 // integer values 
0006: 229@ = 1 // integer values 

:TORENO1_13424
0006: 42@ = 3000 // integer values 
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0002: jump @TORENO1_13635 

:TORENO1_13453
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_13485 
0006: 224@ = 14 // integer values 
0006: 229@ = 1 // integer values 

:TORENO1_13485
0006: 42@ = 2000 // integer values 
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0002: jump @TORENO1_13635 

:TORENO1_13514
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_13546 
0006: 224@ = 11 // integer values 
0006: 229@ = 1 // integer values 

:TORENO1_13546
0006: 42@ = 1000 // integer values 
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0002: jump @TORENO1_13635 

:TORENO1_13575
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_13607 
0006: 224@ = 13 // integer values 
0006: 229@ = 1 // integer values 

:TORENO1_13607
0006: 42@ = 0 // integer values 
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0002: jump @TORENO1_13635 

:TORENO1_13635
0002: jump @TORENO1_12817 

:TORENO1_13642
08DA: remove_panel 206@ 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_13750 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ 4000 ms 
0687: clear_actor_task 81@ 
0615: define_action_sequences 87@ 
05D3: AS_actor -1 go_to_point -688.0 944.0 14.0 speed 4 20000 ms 
05D3: AS_actor -1 go_to_point -688.0 938.0 14.0 speed 4 3000 ms 
0616: define_action_sequences_end 87@ 
0618: assign_actor 81@ to_action_sequences 87@ 
061B: remove_references_to_action_sequences 87@ 

:TORENO1_13750
015F: set_camera_position -685.08 949.38 12.36 0.0 0.0 0.0 
0160: point_camera -688.21 938.04 14.72 2 
00BE: text_clear_all 
00D6: if 
001B:   5 > 205@ // integer values 
004D: jump_if_false @TORENO1_14171 
0006: 84@ = 0 // integer values 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_13857 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 

:TORENO1_13857
0006: 224@ = 12 // integer values 

:TORENO1_13864
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @TORENO1_14171 
00D6: if 
8039:   not  224@ == 0 // integer values 
004D: jump_if_false @TORENO1_14160 
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @TORENO1_13946 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_13939 
040D: unload_wav 226@ 

:TORENO1_13939
0006: 227@ = 1 // integer values 

:TORENO1_13946
00D6: if 
0039:   227@ == 1 // integer values 
004D: jump_if_false @TORENO1_13983 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 // integer values 

:TORENO1_13983
00D6: if 
0039:   227@ == 2 // integer values 
004D: jump_if_false @TORENO1_14043 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_14043 
03D1: play_wav 225@ 
00BC: text_highpriority $7444(224@,17s) 10000 ms 1 
0006: 227@ = 3 // integer values 

:TORENO1_14043
00D6: if 
0039:   227@ == 3 // integer values 
004D: jump_if_false @TORENO1_14160 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_14160 
03D5: remove_text $7444(224@,17s) 
00D6: if 
0039:   225@ == 1 // integer values 
004D: jump_if_false @TORENO1_14125 
0006: 225@ = 2 // integer values 
0006: 226@ = 1 // integer values 
0002: jump @TORENO1_14139 

:TORENO1_14125
0006: 225@ = 1 // integer values 
0006: 226@ = 2 // integer values 

:TORENO1_14139
0006: 224@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0006: 84@ = 1 // integer values 

:TORENO1_14160
0001: wait 0 ms 
0002: jump @TORENO1_13864 

:TORENO1_14171
0006: 84@ = 0 // integer values 

:TORENO1_14178
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @TORENO1_14273 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_14255 
062E: (unknown) 81@ 1560 41@ 
00D6: if 
04A4:   41@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TORENO1_14248 
0006: 84@ = 1 // integer values 

:TORENO1_14248
0002: jump @TORENO1_14262 

:TORENO1_14255
0006: 84@ = 1 // integer values 

:TORENO1_14262
0001: wait 0 ms 
0002: jump @TORENO1_14178 

:TORENO1_14273
0687: clear_actor_task $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
009B: destroy_actor_instantly 81@ 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:TORENO1_14303
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
060D: draw_text_shadow 2 color 0 0 0 alpha 180 
0051: return 
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
060D: draw_text_shadow 2 color 0 0 0 alpha 180 
0051: return 

:TORENO1_14439
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:TORENO1_14457
01E3: text_1number_styled 'M_PASS' 42@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 42@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_stat 320 to 1 // integer 
0318: set_latest_mission_passed 'DESERT1'  // Monster verseny
030C: set_mission_points += 1 
0008: $11276 += 1 // integer values 
0051: return 

:TORENO1_14524
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03F0: text_draw_toggle 0 
01C3: remove_references_to_car 80@ // Like turning a car into any random car 
08DA: remove_panel 206@ 
034F: destroy_actor_with_fade 81@ // The actor fades away like a ghost 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0164: disable_marker 82@ 
06D6: destroy_racing_checkpoint 199@ 
0249: release_model #MONSTER 
0249: release_model #WBDYG2 
0249: release_model #DESERT_EAGLE 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "GANGS" 
01EB: set_traffic_density_to 1.0 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 76---------------
// Originally: Highjack

:TORENO2
03A4: name_thread 'TORENO2' 
0050: gosub @TORENO2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TORENO2_38 
0050: gosub @TORENO2_10697 

:TORENO2_38
0050: gosub @TORENO2_10782 
004E: end_thread 

:TORENO2_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'TORENO2' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0007: 111@ = 0.0 // floating-point values 
0007: 112@ = 0.0 // floating-point values 
0007: 113@ = 0.0 // floating-point values 
0007: 114@ = 0.0 // floating-point values 
0007: 115@ = 0.0 // floating-point values 
0007: 116@ = 0.0 // floating-point values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0007: 52@ = 0.0 // floating-point values 
0007: 53@ = 0.0 // floating-point values 
0006: 54@ = 0 // integer values 
0007: 117@ = 0.0 // floating-point values 
0007: 118@ = 0.0 // floating-point values 
0007: 119@ = 0.0 // floating-point values 
0007: 120@ = 0.0 // floating-point values 
0007: 121@ = 0.0 // floating-point values 
0007: 122@ = 0.0 // floating-point values 
0007: 123@ = 0.0 // floating-point values 
0006: 55@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0007: 124@ = 0.0 // floating-point values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0007: 62@ = 0.0 // floating-point values 
0007: 63@ = 0.0 // floating-point values 
0007: 64@ = 0.0 // floating-point values 
0007: 65@ = 0.0 // floating-point values 
0007: 66@ = 0.0 // floating-point values 
0007: 67@ = 0.0 // floating-point values 
0007: 68@ = 0.0 // floating-point values 
0007: 69@ = 0.0 // floating-point values 
0007: 70@ = 0.0 // floating-point values 
0007: 71@ = 0.0 // floating-point values 
0007: 72@ = 0.0 // floating-point values 
0395: clear_area 1 at -685.1 922.0 10.9 range 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 range 100.0 
01B6: set_weather 11 
08F5: (unknown) 
02E4: load_cutscene_data 'DESERT2' 

:TORENO2_646
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TORENO2_670 
0001: wait 0 ms 
0002: jump @TORENO2_646 

:TORENO2_670
02E7: start_cutscene 
016A: fade 1 1000 ms 

:TORENO2_679
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TORENO2_703 
0001: wait 0 ms 
0002: jump @TORENO2_679 

:TORENO2_703
016A: fade 0 0 ms 

:TORENO2_709
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_733 
0001: wait 0 ms 
0002: jump @TORENO2_709 

:TORENO2_733
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08F6: (unknown) 
01B7: release_weather 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
0247: request_model #PETRO 
0247: request_model #PCJ600 
0247: request_model #PETROTR 
0247: request_model #SAVANNA 
04ED: load_animation "BIKELEAP" 
023C: request_special_actor 'CESAR' as 1 
0606: (unknown) -1695.1 587.6 -1771.3 -1310.0 
0632: release_group $PLAYER_GROUP 
07B4: (unknown) $PLAYER_CHAR 0 
0A20: (unknown) $PLAYER_CHAR 1 
038B: load_requested_models 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position -701.09 917.26 12.08 0.0 0.0 0.0 
0160: point_camera -694.0 938.7 16.69 2 
0732: (unknown) 403 
0732: (unknown) 409 
0732: (unknown) 413 
0732: (unknown) 414 
0732: (unknown) 418 
0732: (unknown) 423 
0732: (unknown) 428 
0732: (unknown) 431 
0732: (unknown) 437 
0732: (unknown) 440 
0732: (unknown) 455 
0732: (unknown) 456 
0732: (unknown) 458 
0732: (unknown) 482 
0732: (unknown) 483 
0732: (unknown) 489 
0732: (unknown) 498 
0732: (unknown) 499 
0732: (unknown) 508 
0732: (unknown) 524 
0732: (unknown) 525 
0732: (unknown) 527 
0732: (unknown) 552 
0732: (unknown) 582 
0732: (unknown) 588 
0732: (unknown) 461 
0732: (unknown) 462 
0732: (unknown) 463 
0732: (unknown) 468 
0732: (unknown) 509 
0732: (unknown) 510 
0732: (unknown) 521 
0732: (unknown) 522 
0732: (unknown) 581 
0732: (unknown) 586 
0395: clear_area 1 at -693.6 924.5 11.3 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -693.6 924.5 11.3 
0173: set_actor $PLAYER_ACTOR z_angle_to 71.2 
0395: clear_area 1 at -685.1 922.0 10.9 range 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 range 100.0 
0674: set_car_model #PCJ600 numberplate "PREACHER" 
00A5: 36@ = create_car #PCJ600 at -712.5 943.5 10.8 
0175: set_car 36@ z_angle_to 32.7 
0395: clear_area 1 at -709.0 952.0 11.2 range 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 39@ = create_car #SAVANNA at -709.0 952.0 11.2 
0175: set_car 39@ z_angle_to 240.7 
0229: set_car 39@ color_to 3 3 
009A: $ACTOR_CESAR = create_actor 24 #SPECIAL01 at -703.7 932.4 11.4 
09F6: set_actor $ACTOR_CESAR jackable_through_driver_seat 0 
0173: set_actor $ACTOR_CESAR z_angle_to 214.6 
0568: set_actor $ACTOR_CESAR targetable 1 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
039E: set_actor $ACTOR_CESAR jackable 1 
07E5: unknown_copy_entity 65542 126@ 
060B: unknown_actor_use_entity $ACTOR_CESAR 126@ 
07A1: set_walk_speed 4 
0615: define_action_sequences 125@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR approach_distance 3.0 approach_angle 0.0 10000 ms 
05B9: unknown_action_sequence -1 5300 
05D3: AS_actor -1 go_to_point -710.0 938.4 11.4 speed 4 -1 ms 
0616: define_action_sequences_end 125@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 
07A1: set_walk_speed 4 
0615: define_action_sequences 125@ 
06A8: AS_actor -1 run_to_and_look_at_actor $ACTOR_CESAR approach_distance 5.0 approach_angle 0.0 10000 ms 
05B9: unknown_action_sequence -1 5000 
05D3: AS_actor -1 go_to_point -708.0 937.9 11.4 speed 4 -1 ms 
0616: define_action_sequences_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 
09F5: (unknown) 1 
0006: 43@ = 1 // integer values 
0707: start_scene_skip_to @TORENO2_1800 
03CF: load_wav 19400 as 3 

:TORENO2_1576
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @TORENO2_1602 
0001: wait 0 ms 
0002: jump @TORENO2_1576 

:TORENO2_1602
0006: 33@ = 0 // integer values 
016A: fade 1 500 ms 

:TORENO2_1616
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @TORENO2_1642 
0002: jump @TORENO2_10715 

:TORENO2_1642
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_1674 
0002: jump @TORENO2_10697 

:TORENO2_1674
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @TORENO2_2182 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @TORENO2_1757 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @TORENO2_1757 
0006: 73@ = 1 // integer values 
0006: 74@ = 0 // integer values 
0050: gosub @TORENO2_15172 
0006: 42@ = 1 // integer values 

:TORENO2_1757
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @TORENO2_2182 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_2182 
0006: 43@ = 0 // integer values 

:TORENO2_1800
0701: end_scene_skip 
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_1834 
0002: jump @TORENO2_10697 

:TORENO2_1834
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @TORENO2_1932 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 // integer values 
016A: fade 0 500 ms 

:TORENO2_1876
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1900 
0001: wait 0 ms 
0002: jump @TORENO2_1876 

:TORENO2_1900
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_1932 
0002: jump @TORENO2_10697 

:TORENO2_1932
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -710.0 938.4 11.4 
0173: set_actor $PLAYER_ACTOR z_angle_to 47.9 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -708.0 937.9 11.4 
0173: set_actor $ACTOR_CESAR z_angle_to 47.9 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
0006: 46@ = 1 // integer values 
07B4: (unknown) $PLAYER_CHAR 0 
07B3: (unknown) $PLAYER_GROUP 1 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
00BC: text_highpriority 'TOR1_01' 7000 ms 1  // ~s~Szksged lesz egy ~b~motorra~s~, hogy Cesar elg kzel tudjon kerlni a teherauthoz.
09F5: (unknown) 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @TORENO2_2168 
016A: fade 1 500 ms 

:TORENO2_2112
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_2136 
0001: wait 0 ms 
0002: jump @TORENO2_2112 

:TORENO2_2136
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_2168 
0002: jump @TORENO2_10697 

:TORENO2_2168
0006: 42@ = 0 // integer values 
0006: 41@ = 1 // integer values 

:TORENO2_2182
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @TORENO2_2486 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @TORENO2_2472 
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @TORENO2_2472 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_2472 
00A5: 34@ = create_car #PETRO at -1687.8 537.7 36.8 
0175: set_car 34@ z_angle_to 137.0 
00A5: 37@ = create_car #PETROTR at -1679.5 545.9 36.9 
0175: set_car 37@ z_angle_to 137.0 
0893: put_trailer 37@ on_cab 34@ 
053F: set_car 34@ tires_vulnerable 0 
020A: set_car 34@ door_status_to 3 
0560: 34@ = create_random_driver_in_car 35@ 
02AA: set_car 34@ immune_to_nonplayer 1 
054A: set_actor 35@ immune_to_car_headshots 0 
00AD: set_car 34@ max_speed_to 0.0 
00AE: unknown_set_car 34@ to_ignore_traffic_lights 2 
0714: (unknown) 34@ 1 
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
0249: release_model #SAVANNA 
00BE: text_clear_all 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 73@ = 2 // integer values 
0006: 74@ = 0 // integer values 
0050: gosub @TORENO2_15172 
0164: disable_marker 40@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_2458 
0186: 40@ = create_marker_above_car 34@ 

:TORENO2_2458
0006: 75@ = 0 // integer values 
0006: 41@ = 2 // integer values 

:TORENO2_2472
0050: gosub @TORENO2_11827 
0050: gosub @TORENO2_11507 

:TORENO2_2486
00D6: if 
0039:   41@ == 2 // integer values 
004D: jump_if_false @TORENO2_5717 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO2_2598 
00D6: if 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @TORENO2_2598 
00D6: if 
0735:   81 
004D: jump_if_false @TORENO2_2598 
03CB: set_camera -1641.0 586.5 38.5 
00A1: put_actor $PLAYER_ACTOR at -1641.0 586.5 38.5 
0175: set_car 36@ z_angle_to 136.9 

:TORENO2_2598
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @TORENO2_2657 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_2657 
00BC: text_highpriority 'TOR1_04' 7000 ms 1  // ~s~A ~r~teheraut~s~ Las Venturas-bl jn s a  Foster-vlgybe tart a Garver-hd mentn.
0006: 75@ = 1 // integer values 

:TORENO2_2657
00D6: if 
0039:   75@ == 1 // integer values 
004D: jump_if_false @TORENO2_3140 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_3140 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_3140 
00D6: if 
05FC:   $PLAYER_ACTOR -1042.5 1016.4 15.3 -810.5 1300.7 50.0 250.0 0 
004D: jump_if_false @TORENO2_2837 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @TORENO2_2830 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_2830 
0006: 73@ = 3 // integer values 
0006: 74@ = 0 // integer values 
0050: gosub @TORENO2_15172 
0006: 105@ = 1 // integer values 

:TORENO2_2830
0002: jump @TORENO2_2844 

:TORENO2_2837
0006: 105@ = 0 // integer values 

:TORENO2_2844
00D6: if 
05FC:   $PLAYER_ACTOR -881.0 1029.0 50.9 -970.2 955.7 33.0 -20.0 0 
004D: jump_if_false @TORENO2_2985 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @TORENO2_2978 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_2978 
0006: 73@ = 4 // integer values 
0209: 74@ = random_int 0 3 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 
0006: 106@ = 1 // integer values 

:TORENO2_2978
0002: jump @TORENO2_2992 

:TORENO2_2985
0006: 106@ = 0 // integer values 

:TORENO2_2992
00D6: if 
05FC:   $PLAYER_ACTOR -774.9 1445.6 10.0 -1187.0 1275.6 50.0 -250.0 0 
004D: jump_if_false @TORENO2_3133 
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @TORENO2_3126 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_3126 
0006: 73@ = 5 // integer values 
0209: 74@ = random_int 0 3 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 
0006: 107@ = 1 // integer values 

:TORENO2_3126
0002: jump @TORENO2_3140 

:TORENO2_3133
0006: 107@ = 0 // integer values 

:TORENO2_3140
00D6: if 
001B:   2 > 75@ // integer values 
004D: jump_if_false @TORENO2_3264 
00D6: if 
05FC:   $PLAYER_ACTOR -1143.8 1041.0 50.9 -1393.7 797.3 33.0 -60.0 0 
004D: jump_if_false @TORENO2_3264 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_3264 
0006: 73@ = 6 // integer values 
0006: 74@ = 1 // integer values 
0006: 108@ = 6 // integer values 
0050: gosub @TORENO2_15172 
0006: 75@ = 3 // integer values 

:TORENO2_3264
00D6: if 
0039:   75@ == 3 // integer values 
004D: jump_if_false @TORENO2_3411 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_3411 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car_in_car 34@ radius 180.0 180.0 unknown 0 
004D: jump_if_false @TORENO2_3411 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_3411 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_3411 
0A09: (unknown) $PLAYER_ACTOR 1 
0006: 73@ = 6 // integer values 
0006: 74@ = 0 // integer values 
0006: 108@ = 1 // integer values 
0050: gosub @TORENO2_15172 
0006: 75@ = 4 // integer values 

:TORENO2_3411
00D6: if 
0039:   75@ == 4 // integer values 
004D: jump_if_false @TORENO2_3461 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_3461 
0A09: (unknown) $PLAYER_ACTOR 0 
0006: 75@ = 5 // integer values 

:TORENO2_3461
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @TORENO2_3616 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car_in_car 34@ radius 180.0 180.0 unknown 0 
004D: jump_if_false @TORENO2_3606 
04BA: set_car 34@ speed_instantly 35.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_3592 
0615: define_action_sequences 125@ 
05D1: AS_actor -1 drive_car 34@ to -1914.6 -1187.7 30.0 speed 15.0 0 0 3 
0616: define_action_sequences_end 125@ 
0618: assign_actor 35@ to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 

:TORENO2_3592
0006: 42@ = 1 // integer values 
0002: jump @TORENO2_3616 

:TORENO2_3606
0175: set_car 34@ z_angle_to 137.0 

:TORENO2_3616
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @TORENO2_3722 
00D6: if 
0207:   actor $PLAYER_ACTOR near_car_in_car 34@ radius 20.0 20.0 20.0 unknown 0 
004D: jump_if_false @TORENO2_3722 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_3722 
00BC: text_highpriority 'TOR1_10' 11000 ms 1  // ~s~Hajts a ~r~teheraut~s~ bal oldala mell, s tartsd a motort egy helyzetben, amg Cesar t nem ugrik.
00AD: set_car 34@ max_speed_to 37.0 
0006: 42@ = 2 // integer values 

:TORENO2_3722
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @TORENO2_5682 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_5682 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_5682 
0407: create_coordinate 111@ 112@ 113@ from_car 34@ offset -3.0 4.0 10.0 
0407: create_coordinate 114@ 115@ 116@ from_car 34@ offset -3.0 0.0 -10.0 
00D6: if 
05FE:   $PLAYER_ACTOR 111@ 112@ 113@ 114@ 115@ 116@ 3.0 0 
004D: jump_if_false @TORENO2_4178 
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @TORENO2_3966 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_RDY_IN" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 51@ = 2 // integer values 
00BC: text_highpriority 'HOLD_1' 7000 ms 1  // Tartsd ezt a helyzetet!
0006: 47@ = 1 // integer values 

:TORENO2_3966
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @TORENO2_4171 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @TORENO2_4021 
01BD: 60@ = current_time_in_ms 
0006: 61@ = 1 // integer values 
0002: jump @TORENO2_4171 

:TORENO2_4021
01BD: 59@ = current_time_in_ms 
0085: 58@ = 59@ // integer values and handles 
0062: 58@ -= 60@ // integer values 
00D6: if 
0019:   58@ > 3500 // integer values 
004D: jump_if_false @TORENO2_4127 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0683: attach_car 36@ to_car 34@ at_offset -2.692 2.484 -1.0 rotation 0.0 0.0 0.0 
0006: 42@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 41@ = 3 // integer values 

:TORENO2_4127
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @TORENO2_4171 
00D6: if 
0019:   58@ > 1000 // integer values 
004D: jump_if_false @TORENO2_4171 
0006: 54@ = 1 // integer values 

:TORENO2_4171
0002: jump @TORENO2_4203 

:TORENO2_4178
03D5: remove_text 'HOLD_1'  // Tartsd ezt a helyzetet!
0006: 61@ = 0 // integer values 
0006: 47@ = 0 // integer values 

:TORENO2_4203
0407: create_coordinate 111@ 112@ 113@ from_car 34@ offset -3.0 12.0 10.0 
0407: create_coordinate 114@ 115@ 116@ from_car 34@ offset -3.0 4.0 -10.0 
00D6: if 
05FE:   $PLAYER_ACTOR 111@ 112@ 113@ 114@ 115@ 116@ 3.0 0 
004D: jump_if_false @TORENO2_4653 
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @TORENO2_4646 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @TORENO2_4516 
00D6: if 
0611:   actor $ACTOR_CESAR animation_is "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_4466 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 // floating-point values 
004D: jump_if_false @TORENO2_4459 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_4459
0002: jump @TORENO2_4516 

:TORENO2_4466
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_4516
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @TORENO2_4583 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_RDY_OUT" from_file "BIKELEAP" 4.0 loop 0 0 0 0 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_4583
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_4639 
0006: 73@ = 10 // integer values 
0209: 74@ = random_int 0 3 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 

:TORENO2_4639
0006: 48@ = 1 // integer values 

:TORENO2_4646
0002: jump @TORENO2_4660 

:TORENO2_4653
0006: 48@ = 0 // integer values 

:TORENO2_4660
0407: create_coordinate 111@ 112@ 113@ from_car 34@ offset -6.0 8.0 10.0 
0407: create_coordinate 114@ 115@ 116@ from_car 34@ offset -6.0 -8.0 -10.0 
00D6: if 
05FE:   $PLAYER_ACTOR 111@ 112@ 113@ 114@ 115@ 116@ 3.0 0 
004D: jump_if_false @TORENO2_5110 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @TORENO2_5103 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @TORENO2_4973 
00D6: if 
0611:   actor $ACTOR_CESAR animation_is "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_4923 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 // floating-point values 
004D: jump_if_false @TORENO2_4916 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_4916
0002: jump @TORENO2_4973 

:TORENO2_4923
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_4973
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @TORENO2_5040 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_RDY_OUT" from_file "BIKELEAP" 4.0 loop 0 0 0 0 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_5040
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_5096 
0006: 73@ = 7 // integer values 
0209: 74@ = random_int 0 3 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 

:TORENO2_5096
0006: 49@ = 1 // integer values 

:TORENO2_5103
0002: jump @TORENO2_5117 

:TORENO2_5110
0006: 49@ = 0 // integer values 

:TORENO2_5117
0407: create_coordinate 111@ 112@ 113@ from_car 34@ offset -3.0 0.0 10.0 
0407: create_coordinate 114@ 115@ 116@ from_car 34@ offset -3.0 -8.0 -10.0 
00D6: if 
05FE:   $PLAYER_ACTOR 111@ 112@ 113@ 114@ 115@ 116@ 3.0 0 
004D: jump_if_false @TORENO2_5567 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @TORENO2_5560 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @TORENO2_5430 
00D6: if 
0611:   actor $ACTOR_CESAR animation_is "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_5380 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 // floating-point values 
004D: jump_if_false @TORENO2_5373 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_5373
0002: jump @TORENO2_5430 

:TORENO2_5380
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_5430
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @TORENO2_5497 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_RDY_OUT" from_file "BIKELEAP" 4.0 loop 0 0 0 0 -1 ms 
0006: 51@ = 1 // integer values 

:TORENO2_5497
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @TORENO2_5553 
0006: 73@ = 9 // integer values 
0209: 74@ = random_int 0 3 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 

:TORENO2_5553
0006: 50@ = 1 // integer values 

:TORENO2_5560
0002: jump @TORENO2_5574 

:TORENO2_5567
0006: 50@ = 0 // integer values 

:TORENO2_5574
00D6: if and
0039:   47@ == 0 // integer values 
0039:   48@ == 0 // integer values 
0039:   49@ == 0 // integer values 
0039:   50@ == 0 // integer values 
004D: jump_if_false @TORENO2_5682 
00D6: if 
0019:   51@ > 0 // integer values 
004D: jump_if_false @TORENO2_5682 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_OUT" from_file "BIKELEAP" 4.0 loop 0 0 0 0 -1 ms 
0006: 51@ = 0 // integer values 

:TORENO2_5682
0050: gosub @TORENO2_12030 
0050: gosub @TORENO2_11507 
0050: gosub @TORENO2_11827 
0050: gosub @TORENO2_12099 
0050: gosub @TORENO2_12223 

:TORENO2_5717
00D6: if 
0039:   41@ == 3 // integer values 
004D: jump_if_false @TORENO2_8119 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @TORENO2_5803 
06C9: remove_actor $ACTOR_CESAR from_group 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_JMP" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 42@ = 1 // integer values 

:TORENO2_5803
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @TORENO2_5889 
00D6: if 
0611:   actor $ACTOR_CESAR animation_is "BK_JMP" 
004D: jump_if_false @TORENO2_5889 
0613: 52@ = actor $ACTOR_CESAR animation "BK_JMP" time 
00D6: if 
0043:   52@ == 1.0 // floating-point values 
004D: jump_if_false @TORENO2_5889 
0006: 42@ = 2 // integer values 

:TORENO2_5889
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @TORENO2_6058 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TORENO2_5931 
09C9: (unknown) $ACTOR_CESAR 36@ 

:TORENO2_5931
0464: put_actor $ACTOR_CESAR into_turret_on_car 34@ at_car_offset -1.0 0.0 0.0 position 3 shooting_angle 360.0 with_weapon 0 
0605: actor $ACTOR_CESAR perform_animation_sequence "TRUCK_GETIN" from_file "BIKELEAP" 1000.0 loop 0 0 0 1 -1 ms 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TORENO2_6044 
0684: detach_car 36@ 0.0 0.0 0.0 collision_detection 0 

:TORENO2_6044
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 42@ = 3 // integer values 

:TORENO2_6058
00D6: if 
0019:   42@ > 3 // integer values 
004D: jump_if_false @TORENO2_6092 
0174: 53@ = car 34@ z_angle 
0173: set_actor $ACTOR_CESAR z_angle_to 53@ 

:TORENO2_6092
00D6: if 
0039:   42@ == 3 // integer values 
004D: jump_if_false @TORENO2_6195 
00D6: if 
0611:   actor $ACTOR_CESAR animation_is "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_6195 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
00D6: if 
0021:   52@ > 0.41 // floating-point values 
004D: jump_if_false @TORENO2_6195 
0006: 56@ = 1 // integer values 
0006: 42@ = 4 // integer values 

:TORENO2_6195
00D6: if 
0039:   42@ == 4 // integer values 
004D: jump_if_false @TORENO2_6358 
00D6: if 
0611:   actor $ACTOR_CESAR animation_is "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_6358 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
00D6: if 
0021:   52@ > 0.66 // floating-point values 
004D: jump_if_false @TORENO2_6358 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_6358 
0605: actor 35@ perform_animation_sequence "TRUCK_DRIVER" from_file "BIKELEAP" 4.0 loop 0 0 0 1 -1 ms 
0006: 54@ = 1 // integer values 
0006: 42@ = 5 // integer values 

:TORENO2_6358
00D6: if 
0039:   42@ == 5 // integer values 
004D: jump_if_false @TORENO2_6593 
00D6: if 
0611:   actor $ACTOR_CESAR animation_is "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_6593 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
00D6: if 
0043:   52@ == 1.0 // floating-point values 
004D: jump_if_false @TORENO2_6593 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_6540 
0362: remove_actor 35@ from_car_and_place_at 0.0 0.0 0.0 
0430: put_actor 35@ into_vehicle 34@ passenger_seat -1 
0605: actor 35@ perform_animation_sequence "STRUGGLE_DRIVER" from_file "BIKELEAP" 1000.0 loop 1 0 0 1 -1 ms 

:TORENO2_6540
0605: actor $ACTOR_CESAR perform_animation_sequence "STRUGGLE_CESAR" from_file "BIKELEAP" 1000.0 loop 1 0 0 1 -1 ms 
0006: 42@ = 6 // integer values 

:TORENO2_6593
00D6: if 
0039:   42@ == 6 // integer values 
004D: jump_if_false @TORENO2_6692 
00D6: if 
0039:   54@ == 16 // integer values 
004D: jump_if_false @TORENO2_6692 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_6692 
0687: clear_actor_task $ACTOR_CESAR 
0687: clear_actor_task 35@ 
0615: define_action_sequences 125@ 
0622: AS_actor -1 bail_car 34@ 
0616: define_action_sequences_end 125@ 
0618: assign_actor 35@ to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 
0006: 42@ = 8 // integer values 

:TORENO2_6692
00D6: if 
0039:   42@ == 8 // integer values 
004D: jump_if_false @TORENO2_6884 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_6884 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @TORENO2_6884 
0477: set_car 34@ animation 0 -1 ms 
02AA: set_car 34@ immune_to_nonplayer 0 
0762: (unknown) 35@ 
0465: remove_actor $ACTOR_CESAR from_turret_mode 
0430: put_actor $ACTOR_CESAR into_vehicle 34@ passenger_seat -1 
0006: 45@ = 1 // integer values 
020A: set_car 34@ door_status_to 1 
0249: release_model #PCJ600 
04EF: release_animation "BIKELEAP" 
0607: (unknown) 
00BE: text_clear_all 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
0A09: (unknown) $ACTOR_CESAR 0 
00BC: text_highpriority 'TOR1_11' 4000 ms 1  // ~s~Szllj be a ~b~teherautba~s~ s vidd el a garzsba.
0006: 42@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 41@ = 4 // integer values 

:TORENO2_6884
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @TORENO2_6943 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 7 200 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 2 // integer values 

:TORENO2_6943
00D6: if 
0039:   54@ == 2 // integer values 
004D: jump_if_false @TORENO2_7021 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @TORENO2_7021 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 9 300 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 3 // integer values 

:TORENO2_7021
00D6: if 
0039:   54@ == 3 // integer values 
004D: jump_if_false @TORENO2_7099 
00D6: if 
0019:   32@ > 300 // integer values 
004D: jump_if_false @TORENO2_7099 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 8 200 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 4 // integer values 

:TORENO2_7099
00D6: if 
0039:   54@ == 4 // integer values 
004D: jump_if_false @TORENO2_7177 
00D6: if 
0019:   32@ > 200 // integer values 
004D: jump_if_false @TORENO2_7177 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 9 500 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 5 // integer values 

:TORENO2_7177
00D6: if 
0039:   54@ == 5 // integer values 
004D: jump_if_false @TORENO2_7255 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @TORENO2_7255 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 7 500 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 6 // integer values 

:TORENO2_7255
00D6: if 
0039:   54@ == 6 // integer values 
004D: jump_if_false @TORENO2_7333 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @TORENO2_7333 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 9 1000 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 7 // integer values 

:TORENO2_7333
00D6: if 
0039:   54@ == 7 // integer values 
004D: jump_if_false @TORENO2_7411 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @TORENO2_7411 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 8 500 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 8 // integer values 

:TORENO2_7411
00D6: if 
0039:   54@ == 8 // integer values 
004D: jump_if_false @TORENO2_7489 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @TORENO2_7489 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 9 1000 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 9 // integer values 

:TORENO2_7489
00D6: if 
0039:   54@ == 9 // integer values 
004D: jump_if_false @TORENO2_7567 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @TORENO2_7567 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 7 500 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 10 // integer values 

:TORENO2_7567
00D6: if 
0039:   54@ == 10 // integer values 
004D: jump_if_false @TORENO2_7645 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @TORENO2_7645 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 9 1000 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 11 // integer values 

:TORENO2_7645
00D6: if 
0039:   54@ == 11 // integer values 
004D: jump_if_false @TORENO2_7723 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @TORENO2_7723 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 8 500 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 12 // integer values 

:TORENO2_7723
00D6: if 
0039:   54@ == 12 // integer values 
004D: jump_if_false @TORENO2_7801 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @TORENO2_7801 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 9 1000 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 13 // integer values 

:TORENO2_7801
00D6: if 
0039:   54@ == 13 // integer values 
004D: jump_if_false @TORENO2_7879 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @TORENO2_7879 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 7 500 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 14 // integer values 

:TORENO2_7879
00D6: if 
0039:   54@ == 14 // integer values 
004D: jump_if_false @TORENO2_7957 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @TORENO2_7957 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 9 1000 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 15 // integer values 

:TORENO2_7957
00D6: if 
0039:   54@ == 15 // integer values 
004D: jump_if_false @TORENO2_8035 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @TORENO2_8035 
03A2: (unknown) 34@ 3 
0477: set_car 34@ animation 6 1000 ms 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 // integer values 
0006: 54@ = 16 // integer values 

:TORENO2_8035
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @TORENO2_8105 
00D6: if 
88A7:   not vehicle 34@ component 2 opened_or_not_present 
004D: jump_if_false @TORENO2_8098 
000B: 124@ += 0.1 // floating-point values 
08A6: set_vehicle 34@ component 2 rotation_to 124@ 
0002: jump @TORENO2_8105 

:TORENO2_8098
0006: 56@ = 2 // integer values 

:TORENO2_8105
0050: gosub @TORENO2_12223 
0050: gosub @TORENO2_12030 

:TORENO2_8119
00D6: if 
0039:   41@ == 4 // integer values 
004D: jump_if_false @TORENO2_8617 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO2_8198 
00D6: if 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @TORENO2_8198 
00D6: if 
0735:   81 
004D: jump_if_false @TORENO2_8198 
0006: 42@ = 0 // integer values 
0006: 41@ = 5 // integer values 

:TORENO2_8198
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @TORENO2_8377 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_8377 
00D6: if 
07AB:   car 37@ attached_to_car 34@ 
004D: jump_if_false @TORENO2_8309 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: text_lowpriority 'TOR1_06' 7000 ms 1  // ~s~Vidd el a teherautt a ~y~garzsba~s~.
0006: 55@ = 1 // integer values 
0002: jump @TORENO2_8352 

:TORENO2_8309
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
00BB: text_lowpriority 'TOR1_21' 7000 ms 1  // ~s~Kapcsoldj jra a ~b~tanker-rel~s~.
0006: 55@ = 0 // integer values 

:TORENO2_8352
041E: set_radio_station 0 
0006: 45@ = 1 // integer values 
0006: 42@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:TORENO2_8377
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @TORENO2_8617 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @TORENO2_8496 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @TORENO2_8496 
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @TORENO2_8496 
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @TORENO2_8496 
0006: 73@ = 11 // integer values 
0006: 74@ = 0 // integer values 
0050: gosub @TORENO2_15172 
0006: 75@ = 1 // integer values 

:TORENO2_8496
00D6: if 
07AB:   car 37@ attached_to_car 34@ 
004D: jump_if_false @TORENO2_8603 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_8603 
00D6: if 
01AF:   car 34@ 1 -2016.5 157.7 26.7 radius 4.0 4.0 4.0 
004D: jump_if_false @TORENO2_8603 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 42@ = 0 // integer values 
0006: 41@ = 5 // integer values 

:TORENO2_8603
0050: gosub @TORENO2_11117 
0050: gosub @TORENO2_11298 

:TORENO2_8617
00D6: if 
0039:   41@ == 5 // integer values 
004D: jump_if_false @TORENO2_9737 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @TORENO2_8707 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0221: set_player $PLAYER_CHAR trapped_in_car 1 
00BE: text_clear_all 
016A: fade 0 500 ms 

:TORENO2_8676
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_8700 
0001: wait 0 ms 
0002: jump @TORENO2_8676 

:TORENO2_8700
0006: 42@ = 1 // integer values 

:TORENO2_8707
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @TORENO2_9379 
04ED: load_animation "POLICE" 

:TORENO2_8735
00D6: if 
84EE:   not animation "POLICE" loaded 
004D: jump_if_false @TORENO2_8767 
0001: wait 0 ms 
0002: jump @TORENO2_8735 

:TORENO2_8767
0360: open_garage 'HBGDSFS' 

:TORENO2_8778
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @TORENO2_8811 
0001: wait 0 ms 
0002: jump @TORENO2_8778 

:TORENO2_8811
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_8843 
0002: jump @TORENO2_10697 

:TORENO2_8843
04E4: unknown_refresh_game_renderer_at -1998.7 178.4 
0A0B: (unknown) -1998.7 178.4 26.3 270.0 
0395: clear_area 0 at -1998.7 178.4 26.3 range 200.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_8988 
00D6: if 
07AB:   car 37@ attached_to_car 34@ 
004D: jump_if_false @TORENO2_8988 
07AC: detach_trailer 37@ from_cab 34@ 
00AB: put_car 37@ at -1998.7 178.4 26.3 
0175: set_car 37@ z_angle_to 88.7 

:TORENO2_8988
00AB: put_car 34@ at -2006.7 178.4 26.3 
0175: set_car 34@ z_angle_to 88.7 
0001: wait 0 ms 
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_9054 
0002: jump @TORENO2_10697 

:TORENO2_9054
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_9078 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_9078
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2035.3 180.5 27.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 277.5 
0615: define_action_sequences 125@ 
0605: actor -1 perform_animation_sequence "COPTRAF_COME" from_file "POLICE" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 
0792: (unknown) $ACTOR_CESAR 
036A: put_actor $ACTOR_CESAR in_car 34@ 
05D1: AS_actor $ACTOR_CESAR drive_car 34@ to -2053.3 178.8 27.8 speed 10.0 0 0 3 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 // integer values 
09F5: (unknown) 1 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position -2038.0 182.8 29.2 0.0 0.0 0.0 
0160: point_camera -2001.0 166.2 31.2 2 
016A: fade 1 2000 ms 

:TORENO2_9316
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_9340 
0001: wait 0 ms 
0002: jump @TORENO2_9316 

:TORENO2_9340
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_9372 
0002: jump @TORENO2_10697 

:TORENO2_9372
0006: 42@ = 2 // integer values 

:TORENO2_9379
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @TORENO2_9545 
062E: (unknown) $PLAYER_ACTOR 1541 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @TORENO2_9545 
0615: define_action_sequences 125@ 
0605: actor -1 perform_animation_sequence "COPTRAF_COME" from_file "POLICE" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "COPTRAF_LEFT" from_file "POLICE" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 
0006: 32@ = 0 // integer values 
0006: 42@ = 3 // integer values 

:TORENO2_9545
00D6: if 
0039:   42@ == 3 // integer values 
004D: jump_if_false @TORENO2_9737 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @TORENO2_9737 
016A: fade 0 500 ms 

:TORENO2_9589
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_9613 
0001: wait 0 ms 
0002: jump @TORENO2_9589 

:TORENO2_9613
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
00A6: destroy_car 37@ 
0361: close_garage 'HBGDSFS' 

:TORENO2_9638
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @TORENO2_9671 
0001: wait 0 ms 
0002: jump @TORENO2_9638 

:TORENO2_9671
09F5: (unknown) 0 
016A: fade 1 500 ms 
02A3: toggle_widescreen 0 
08F6: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:TORENO2_9706
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_9730 
0001: wait 0 ms 
0002: jump @TORENO2_9706 

:TORENO2_9730
0002: jump @TORENO2_10715 

:TORENO2_9737
00D6: if 
001B:   3 > 41@ // integer values 
004D: jump_if_false @TORENO2_9823 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_9823 
00D6: if 
01AD:   car 34@ 0 -1914.6 -1187.7 5.0 5.0 
004D: jump_if_false @TORENO2_9823 
0006: 42@ = 0 // integer values 
0006: 41@ = 6 // integer values 

:TORENO2_9823
00D6: if 
0039:   41@ == 6 // integer values 
004D: jump_if_false @TORENO2_10683 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @TORENO2_10561 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @TORENO2_10561 
00BE: text_clear_all 
016A: fade 0 500 ms 

:TORENO2_9893
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_9917 
0001: wait 0 ms 
0002: jump @TORENO2_9893 

:TORENO2_9917
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_9949 
0002: jump @TORENO2_10697 

:TORENO2_9949
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position -1932.8 -991.8 31.3 0.0 0.0 0.0 
0160: point_camera -1959.7 -1019.9 43.1 2 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1915.0 -977.8 -2013.4 -1074.8 
004D: jump_if_false @TORENO2_10095 
00A1: put_actor $PLAYER_ACTOR at -1984.5 -1072.9 31.5 

:TORENO2_10095
00D6: if 
00A3:   actor $ACTOR_CESAR 0 -1915.0 -977.8 -2013.4 -1074.8 
004D: jump_if_false @TORENO2_10153 
00A1: put_actor $ACTOR_CESAR at -1984.5 -1074.9 31.5 

:TORENO2_10153
04E4: unknown_refresh_game_renderer_at -1984.3 -1045.7 
03CB: set_camera -1984.3 -1045.7 31.6 
0395: clear_area 1 at -1984.3 -1045.7 31.6 range 25.0 
00AB: put_car 34@ at -1984.3 -1045.7 31.6 
0175: set_car 34@ z_angle_to 0.0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_10290 
00AB: put_car 37@ at -1984.3 -1055.7 31.6 
0175: set_car 37@ z_angle_to 0.0 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_10290
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_10461 
0615: define_action_sequences 125@ 
05D1: AS_actor -1 drive_car 34@ to -1984.8 -1022.1 31.6 speed 15.0 0 0 3 
05D1: AS_actor -1 drive_car 34@ to -1954.4 -1007.4 31.6 speed 15.0 0 0 3 
05D1: AS_actor -1 drive_car 34@ to -1943.6 -1040.1 31.6 speed 15.0 2 0 3 
05D1: AS_actor -1 drive_car 34@ to -1946.6 -1018.0 31.6 speed 15.0 2 0 3 
0616: define_action_sequences_end 125@ 
0618: assign_actor 35@ to_action_sequences 125@ 
061B: remove_references_to_action_sequences 125@ 

:TORENO2_10461
00BC: text_highpriority 'TOR1_12' 11000 ms 1  // ~r~Nem tudtad elrabolni a teherautt!
016A: fade 1 1000 ms 

:TORENO2_10484
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_10515 
0001: wait 0 ms 
0050: gosub @TORENO2_12030 
0002: jump @TORENO2_10484 

:TORENO2_10515
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_10547 
0002: jump @TORENO2_10697 

:TORENO2_10547
0707: start_scene_skip_to @TORENO2_10624 
0006: 42@ = 1 // integer values 

:TORENO2_10561
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @TORENO2_10683 
0050: gosub @TORENO2_12030 
00D6: if 
01AD:   car 34@ 0 -1943.6 -1040.1 5.0 5.0 
004D: jump_if_false @TORENO2_10683 

:TORENO2_10624
0701: end_scene_skip 
0050: gosub @TORENO2_10915 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @TORENO2_10658 
0002: jump @TORENO2_10697 

:TORENO2_10658
00BE: text_clear_all 
00BC: text_highpriority 'TOR1_12' 4000 ms 1  // ~r~Nem tudtad elrabolni a teherautt!
0002: jump @TORENO2_10697 

:TORENO2_10683
0050: gosub @TORENO2_12928 
0002: jump @TORENO2_1616 

:TORENO2_10697
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:TORENO2_10715
0008: $11276 += 1 // integer values 
01E3: text_1number_styled 'M_PASS' 7000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 7000 
0629: change_stat 326 to 1 // integer 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'DESERT2'  // Gpeltrts
030C: set_mission_points += 1 
0051: return 

:TORENO2_10782
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @TORENO2_10800 
02EB: restore_camera_with_jumpcut 

:TORENO2_10800
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TORENO2_10823 
0A09: (unknown) $PLAYER_ACTOR 0 

:TORENO2_10823
09F5: (unknown) 0 
0607: (unknown) 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0249: release_model #PETRO 
0249: release_model #PCJ600 
0249: release_model #PETROTR 
0249: release_model #SAVANNA 
034F: destroy_actor_with_fade $ACTOR_CESAR // The actor fades away like a ghost 
0296: unload_special_actor 1 
04EF: release_animation "BIKELEAP" 
04EF: release_animation "POLICE" 
0164: disable_marker 40@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:TORENO2_10915
00D6: if 
001B:   3 > 41@ // integer values 
004D: jump_if_false @TORENO2_10974 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TORENO2_10974 
00BE: text_clear_all 
00BC: text_highpriority 'TOR1_02' 4000 ms 1  // ~r~A motor tnkrement.
0006: 44@ = 1 // integer values 

:TORENO2_10974
00D6: if 
0019:   41@ > 1 // integer values 
004D: jump_if_false @TORENO2_11074 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TORENO2_11033 
00BE: text_clear_all 
00BC: text_highpriority 'TOR1_14' 4000 ms 1  // ~r~A transzport megsemmislt.
0006: 44@ = 1 // integer values 

:TORENO2_11033
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @TORENO2_11074 
00BE: text_clear_all 
00BC: text_highpriority 'TOR1_14' 4000 ms 1  // ~r~A transzport megsemmislt.
0006: 44@ = 1 // integer values 

:TORENO2_11074
00D6: if 
0118:   actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_11115 
00BE: text_clear_all 
00BC: text_highpriority 'TOR1_03' 4000 ms 1  // ~r~Cesar meghalt.
0006: 44@ = 1 // integer values 

:TORENO2_11115
0051: return 

:TORENO2_11117
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @TORENO2_11232 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_11232 
00D6: if 
87AB:   not car 37@ attached_to_car 34@ 
004D: jump_if_false @TORENO2_11200 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
0002: jump @TORENO2_11225 

:TORENO2_11200
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 

:TORENO2_11225
0006: 45@ = 1 // integer values 

:TORENO2_11232
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @TORENO2_11296 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_11296 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
0006: 45@ = 0 // integer values 

:TORENO2_11296
0051: return 

:TORENO2_11298
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @TORENO2_11505 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_11505 
0224: set_car 37@ health_to 1000 
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @TORENO2_11420 
00D6: if 
87AB:   not car 37@ attached_to_car 34@ 
004D: jump_if_false @TORENO2_11420 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
00BC: text_highpriority 'TOR1_21' 4000 ms 1  // ~s~Kapcsoldj jra a ~b~tanker-rel~s~.
0006: 55@ = 0 // integer values 

:TORENO2_11420
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @TORENO2_11505 
00D6: if 
07AB:   car 37@ attached_to_car 34@ 
004D: jump_if_false @TORENO2_11505 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: text_lowpriority 'TOR1_06' 4000 ms 1  // ~s~Vidd el a teherautt a ~y~garzsba~s~.
0006: 55@ = 1 // integer values 

:TORENO2_11505
0051: return 

:TORENO2_11507
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @TORENO2_11825 
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @TORENO2_11695 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_11695 
03D5: remove_text 76@(74@,8s) 
03D5: remove_text 'TOR1_20'  // ~s~Pattanj fel a ~b~motorra~s~.
0164: disable_marker 40@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_11611 
0186: 40@ = create_marker_above_car 34@ 

:TORENO2_11611
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @TORENO2_11688 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_11672 
00BC: text_highpriority 'TOR1_05' 4000 ms 1  // ~s~rd utl a ~r~teherautt~s~.
0002: jump @TORENO2_11688 

:TORENO2_11672
00BC: text_highpriority 'TOR1_16' 4000 ms 1  // ~s~Vedd fel Cesar-t majd ldzd a ~r~teherautt~s~.

:TORENO2_11688
0006: 45@ = 1 // integer values 

:TORENO2_11695
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @TORENO2_11825 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_11825 
03D5: remove_text 76@(74@,8s) 
03D5: remove_text 'TOR1_10'  // ~s~Hajts a ~r~teheraut~s~ bal oldala mell, s tartsd a motort egy helyzetben, amg Cesar t nem ugrik.
03D5: remove_text 'TOR1_16'  // ~s~Vedd fel Cesar-t majd ldzd a ~r~teherautt~s~.
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @TORENO2_11818 
00BC: text_highpriority 'TOR1_20' 4000 ms 1  // ~s~Pattanj fel a ~b~motorra~s~.

:TORENO2_11818
0006: 45@ = 0 // integer values 

:TORENO2_11825
0051: return 

:TORENO2_11827
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @TORENO2_11891 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_11891 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 40@ type_to 1 
0006: 46@ = 0 // integer values 

:TORENO2_11891
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @TORENO2_12028 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @TORENO2_12028 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_11976 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:TORENO2_11976
0164: disable_marker 40@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_12014 
0006: 45@ = 1 // integer values 
0002: jump @TORENO2_12021 

:TORENO2_12014
0006: 45@ = 0 // integer values 

:TORENO2_12021
0006: 46@ = 1 // integer values 

:TORENO2_12028
0051: return 

:TORENO2_12030
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_12097 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_12097 
0224: set_car 37@ health_to 1000 
00D6: if 
87AB:   not car 37@ attached_to_car 34@ 
004D: jump_if_false @TORENO2_12097 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_12097
0051: return 

:TORENO2_12099
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_12221 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @TORENO2_12163 
00AD: set_car 34@ max_speed_to 37.0 
0002: jump @TORENO2_12221 

:TORENO2_12163
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @TORENO2_12211 
00AD: set_car 34@ max_speed_to 20.0 
0002: jump @TORENO2_12221 

:TORENO2_12211
00AD: set_car 34@ max_speed_to 15.0 

:TORENO2_12221
0051: return 

:TORENO2_12223
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_12926 
0407: create_coordinate 120@ 121@ $TEMPVAR_FLOAT_3 from_car 34@ offset -3.0 2.0 0.0 
0407: create_coordinate 122@ 123@ $TEMPVAR_FLOAT_3 from_car 34@ offset 3.0 11.0 0.0 
053E: 38@ = get_random_car_in_area -1 120@ 121@ 122@ with_actor_type 123@ 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @TORENO2_12926 
00D6: if 
803B:   not  38@ == 36@ // integer values 
004D: jump_if_false @TORENO2_12926 
0227: 57@ = car 38@ health 
00D6: if 
0019:   57@ > 500 // integer values 
004D: jump_if_false @TORENO2_12926 
02E3: 69@ = car 34@ speed 
0013: 69@ *= 0.02 // floating-point values 
02F8: 120@ = vehicle 34@ z_angle_sine 
02F9: 121@ = vehicle 34@ z_angle_cosine 
0087: 122@ = 121@ // floating-point values only 
0007: 123@ = -1.0 // floating-point values 
006B: 123@ *= 120@ // floating-point values 
00AA: store_car 38@ position_to 65@ 66@ 67@ 
00AA: store_car 34@ position_to 62@ 63@ 64@ 
0063: 65@ -= 62@ // floating-point values 
0063: 66@ -= 63@ // floating-point values 
0087: 70@ = 122@ // floating-point values only 
006B: 70@ *= 65@ // floating-point values 
0087: 71@ = 123@ // floating-point values only 
006B: 71@ *= 66@ // floating-point values 
0087: 68@ = 70@ // floating-point values only 
005B: 68@ += 71@ // floating-point values 
00D6: if 
0023:   2.5 > 68@ // floating-point values 
004D: jump_if_false @TORENO2_12916 
00D6: if 
0021:   68@ > -2.5 // floating-point values 
004D: jump_if_false @TORENO2_12916 
00D6: if 
0021:   68@ > 0.0 // floating-point values 
004D: jump_if_false @TORENO2_12610 
0007: 68@ = 1.0 // floating-point values 
0002: jump @TORENO2_12620 

:TORENO2_12610
0007: 68@ = -1.0 // floating-point values 

:TORENO2_12620
0087: 70@ = 120@ // floating-point values only 
006B: 70@ *= 69@ // floating-point values 
0087: 71@ = 68@ // floating-point values only 
006B: 71@ *= 122@ // floating-point values 
0013: 71@ *= 0.5 // floating-point values 
0087: 72@ = 69@ // floating-point values only 
006B: 72@ *= 71@ // floating-point values 
0087: 62@ = 70@ // floating-point values only 
005B: 62@ += 72@ // floating-point values 
0087: 70@ = 121@ // floating-point values only 
006B: 70@ *= 69@ // floating-point values 
0087: 71@ = 68@ // floating-point values only 
006B: 71@ *= 123@ // floating-point values 
0013: 71@ *= 0.5 // floating-point values 
0087: 72@ = 69@ // floating-point values only 
006B: 72@ *= 71@ // floating-point values 
0087: 63@ = 70@ // floating-point values only 
005B: 63@ += 72@ // floating-point values 
0087: 64@ = 69@ // floating-point values only 
000B: 64@ += 0.008 // floating-point values 
0013: 64@ *= 0.5 // floating-point values 
0007: 65@ = -1.0 // floating-point values 
006B: 65@ *= 68@ // floating-point values 
006B: 65@ *= 122@ // floating-point values 
006B: 65@ *= 69@ // floating-point values 
0007: 66@ = -1.0 // floating-point values 
006B: 66@ *= 68@ // floating-point values 
006B: 66@ *= 123@ // floating-point values 
006B: 66@ *= 69@ // floating-point values 
0007: 67@ = 0.0 // floating-point values 
03D1: play_wav 3 
03A2: (unknown) 38@ 3 
07D5: apply_momentum_to_vehicle 38@ direction 62@ 63@ 64@ 65@ 66@ 67@ 
0224: set_car 38@ health_to 499 

:TORENO2_12916
054F: (unknown) 38@ 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 

:TORENO2_12926
0051: return 

:TORENO2_12928
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TORENO2_13000 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_12993 
0050: gosub @TORENO2_16460 
0050: gosub @TORENO2_16567 
0050: gosub @TORENO2_16721 
0002: jump @TORENO2_13000 

:TORENO2_12993
0006: 73@ = 0 // integer values 

:TORENO2_13000
00D6: if or
0039:   41@ == 1 // integer values 
0039:   41@ == 2 // integer values 
004D: jump_if_false @TORENO2_14371 
00D6: if or
001B:   14 > 41@ // integer values 
0039:   41@ == 16 // integer values 
004D: jump_if_false @TORENO2_14371 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_13784 
00D6: if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @TORENO2_13777 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor $ACTOR_CESAR has_objective 
004D: jump_if_false @TORENO2_13280 
00D6: if or
0039:   73@ == 2 // integer values 
0039:   73@ == 3 // integer values 
0039:   73@ == 4 // integer values 
0039:   73@ == 5 // integer values 
0039:   73@ == 6 // integer values 
004D: jump_if_false @TORENO2_13280 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_13273 
0050: gosub @TORENO2_16460 
0050: gosub @TORENO2_16567 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_13235 
0050: gosub @TORENO2_16721 
0002: jump @TORENO2_13266 

:TORENO2_13235
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 

:TORENO2_13266
0002: jump @TORENO2_13280 

:TORENO2_13273
0006: 73@ = 0 // integer values 

:TORENO2_13280
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @TORENO2_13455 
00D6: if or
0039:   73@ == 2 // integer values 
0039:   73@ == 3 // integer values 
0039:   73@ == 4 // integer values 
0039:   73@ == 5 // integer values 
0039:   73@ == 6 // integer values 
004D: jump_if_false @TORENO2_13455 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_13448 
0050: gosub @TORENO2_16460 
0050: gosub @TORENO2_16567 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_13410 
0050: gosub @TORENO2_16721 
0002: jump @TORENO2_13441 

:TORENO2_13410
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 

:TORENO2_13441
0002: jump @TORENO2_13455 

:TORENO2_13448
0006: 73@ = 0 // integer values 

:TORENO2_13455
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor $ACTOR_CESAR has_objective 
004D: jump_if_false @TORENO2_13616 
00D6: if or
0039:   73@ == 7 // integer values 
0039:   73@ == 9 // integer values 
0039:   73@ == 10 // integer values 
004D: jump_if_false @TORENO2_13616 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_13609 
0050: gosub @TORENO2_16460 
0050: gosub @TORENO2_16567 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_13571 
0050: gosub @TORENO2_16721 
0002: jump @TORENO2_13602 

:TORENO2_13571
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 

:TORENO2_13602
0002: jump @TORENO2_13616 

:TORENO2_13609
0006: 73@ = 0 // integer values 

:TORENO2_13616
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @TORENO2_13777 
00D6: if or
0039:   73@ == 7 // integer values 
0039:   73@ == 9 // integer values 
0039:   73@ == 10 // integer values 
004D: jump_if_false @TORENO2_13777 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_13770 
0050: gosub @TORENO2_16460 
0050: gosub @TORENO2_16567 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_13732 
0050: gosub @TORENO2_16721 
0002: jump @TORENO2_13763 

:TORENO2_13732
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 

:TORENO2_13763
0002: jump @TORENO2_13777 

:TORENO2_13770
0006: 73@ = 0 // integer values 

:TORENO2_13777
0002: jump @TORENO2_13901 

:TORENO2_13784
00D6: if 
001B:   14 > 73@ // integer values 
004D: jump_if_false @TORENO2_13901 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_13828 
000A: 74@ += 1 // integer values 

:TORENO2_13828
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
00BE: text_clear_all 
0085: 109@ = 73@ // integer values and handles 
0085: 110@ = 74@ // integer values and handles 
0006: 73@ = 14 // integer values 
0209: 74@ = random_int 0 4 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 

:TORENO2_13901
00D6: if 
0039:   73@ == 14 // integer values 
004D: jump_if_false @TORENO2_14092 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_14069 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_14039 
0050: gosub @TORENO2_16460 
0050: gosub @TORENO2_16567 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_14001 
0050: gosub @TORENO2_16721 
0002: jump @TORENO2_14032 

:TORENO2_14001
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 

:TORENO2_14032
0002: jump @TORENO2_14062 

:TORENO2_14039
00BB: text_lowpriority 'TOR1_13' 4000 ms 1  // ~s~Magad mgtt hagytad ~b~Cesar-t~s~.
0006: 73@ = 15 // integer values 

:TORENO2_14062
0002: jump @TORENO2_14092 

:TORENO2_14069
00BB: text_lowpriority 'TOR1_13' 4000 ms 1  // ~s~Magad mgtt hagytad ~b~Cesar-t~s~.
0006: 73@ = 15 // integer values 

:TORENO2_14092
00D6: if 
0039:   73@ == 15 // integer values 
004D: jump_if_false @TORENO2_14145 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_14145 
0006: 73@ = 16 // integer values 
0006: 74@ = 0 // integer values 
00BE: text_clear_all 

:TORENO2_14145
00D6: if 
0039:   73@ == 16 // integer values 
004D: jump_if_false @TORENO2_14371 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_14316 
0006: 33@ = 0 // integer values 
0085: 73@ = 109@ // integer values and handles 
0085: 74@ = 110@ // integer values and handles 
0050: gosub @TORENO2_15172 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @TORENO2_14309 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_14272 
00BB: text_lowpriority 'TOR1_05' 7000 ms 1  // ~s~rd utl a ~r~teherautt~s~.
0002: jump @TORENO2_14288 

:TORENO2_14272
00BB: text_lowpriority 'TOR1_20' 4000 ms 1  // ~s~Pattanj fel a ~b~motorra~s~.

:TORENO2_14288
0006: 33@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 73@ = 0 // integer values 

:TORENO2_14309
0002: jump @TORENO2_14371 

:TORENO2_14316
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 14 // integer values 
0209: 74@ = random_int 0 4 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 

:TORENO2_14371
00D6: if 
0039:   41@ == 4 // integer values 
004D: jump_if_false @TORENO2_15170 
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @TORENO2_15170 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14552 
00D6: if 
0039:   73@ == 11 // integer values 
004D: jump_if_false @TORENO2_14552 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_14545 
0050: gosub @TORENO2_16460 
0050: gosub @TORENO2_16567 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_14507 
0050: gosub @TORENO2_16721 
0002: jump @TORENO2_14538 

:TORENO2_14507
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 

:TORENO2_14538
0002: jump @TORENO2_14552 

:TORENO2_14545
0006: 73@ = 0 // integer values 

:TORENO2_14552
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14688 
00D6: if 
001B:   17 > 73@ // integer values 
004D: jump_if_false @TORENO2_14688 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_14615 
000A: 74@ += 1 // integer values 

:TORENO2_14615
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 76@(74@,8s) 
0085: 109@ = 73@ // integer values and handles 
0085: 110@ = 74@ // integer values and handles 
0006: 73@ = 17 // integer values 
0209: 74@ = random_int 0 6 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 

:TORENO2_14688
00D6: if 
0039:   73@ == 17 // integer values 
004D: jump_if_false @TORENO2_14901 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14849 
00D6: if 
001D:   100@ > 74@ // integer values 
004D: jump_if_false @TORENO2_14826 
0050: gosub @TORENO2_16460 
0050: gosub @TORENO2_16567 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_14788 
0050: gosub @TORENO2_16721 
0002: jump @TORENO2_14819 

:TORENO2_14788
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 

:TORENO2_14819
0002: jump @TORENO2_14849 

:TORENO2_14826
00BB: text_lowpriority 'TOR1_11' 4000 ms 1  // ~s~Szllj be a ~b~teherautba~s~ s vidd el a garzsba.
0006: 73@ = 18 // integer values 

:TORENO2_14849
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14901 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 19 // integer values 
0006: 74@ = 0 // integer values 
00BE: text_clear_all 

:TORENO2_14901
00D6: if 
0039:   73@ == 18 // integer values 
004D: jump_if_false @TORENO2_14954 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14954 
0006: 73@ = 19 // integer values 
0006: 74@ = 0 // integer values 
00BE: text_clear_all 

:TORENO2_14954
00D6: if 
0039:   73@ == 19 // integer values 
004D: jump_if_false @TORENO2_15170 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_15096 
0006: 33@ = 0 // integer values 
0085: 73@ = 109@ // integer values and handles 
0085: 74@ = 110@ // integer values and handles 
0050: gosub @TORENO2_15172 
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @TORENO2_15096 
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @TORENO2_15080 
00BB: text_lowpriority 'TOR1_06' 4000 ms 1  // ~s~Vidd el a teherautt a ~y~garzsba~s~.
0002: jump @TORENO2_15096 

:TORENO2_15080
00BB: text_lowpriority 'TOR1_21' 4000 ms 1  // ~s~Kapcsoldj jra a ~b~tanker-rel~s~.

:TORENO2_15096
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_15170 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 17 // integer values 
0209: 74@ = random_int 0 6 
0085: 108@ = 74@ // integer values and handles 
000A: 108@ += 1 // integer values 
0050: gosub @TORENO2_15172 

:TORENO2_15170
0051: return 

:TORENO2_15172
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TORENO2_15329 
05AA: 76@s = 'DES2_AA' // 8-byte strings 
05AA: 78@s = 'DES2_AB' // 8-byte strings 
05AA: 80@s = 'DES2_AC' // 8-byte strings 
05AA: 82@s = 'DES2_AD' // 8-byte strings 
05AA: 84@s = 'DES2_AE' // 8-byte strings 
05AA: 86@s = 'DES2_AF' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13000 
04AF: 93@ = unknown_wav_reference 13001 
04AF: 94@ = unknown_wav_reference 13002 
04AF: 95@ = unknown_wav_reference 13003 
04AF: 96@ = unknown_wav_reference 13004 
04AF: 97@ = unknown_wav_reference 13005 
0006: 100@ = 6 // integer values 

:TORENO2_15329
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @TORENO2_15398 
05AA: 76@s = 'DES2_BA' // 8-byte strings 
05AA: 78@s = 'DES2_BB' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13006 
04AF: 93@ = unknown_wav_reference 13007 
0006: 100@ = 2 // integer values 

:TORENO2_15398
00D6: if 
0039:   73@ == 3 // integer values 
004D: jump_if_false @TORENO2_15445 
05AA: 76@s = 'DES2_BC' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13008 
0006: 100@ = 1 // integer values 

:TORENO2_15445
00D6: if 
0039:   73@ == 4 // integer values 
004D: jump_if_false @TORENO2_15537 
05AA: 76@s = 'DES2_CA' // 8-byte strings 
05AA: 78@s = 'DES2_CB' // 8-byte strings 
05AA: 80@s = 'DES2_CC' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13009 
04AF: 93@ = unknown_wav_reference 13010 
04AF: 94@ = unknown_wav_reference 13011 
0085: 100@ = 108@ // integer values and handles 

:TORENO2_15537
00D6: if 
0039:   73@ == 5 // integer values 
004D: jump_if_false @TORENO2_15629 
05AA: 76@s = 'DES2_DA' // 8-byte strings 
05AA: 78@s = 'DES2_DB' // 8-byte strings 
05AA: 80@s = 'DES2_DC' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13012 
04AF: 93@ = unknown_wav_reference 13013 
04AF: 94@ = unknown_wav_reference 13014 
0085: 100@ = 108@ // integer values and handles 

:TORENO2_15629
00D6: if 
0039:   73@ == 6 // integer values 
004D: jump_if_false @TORENO2_15787 
05AA: 76@s = 'DES2_EA' // 8-byte strings 
05AA: 78@s = 'DES2_EB' // 8-byte strings 
05AA: 80@s = 'DES2_EC' // 8-byte strings 
05AA: 82@s = 'DES2_ED' // 8-byte strings 
05AA: 84@s = 'DES2_EE' // 8-byte strings 
05AA: 86@s = 'DES2_EF' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13015 
04AF: 93@ = unknown_wav_reference 13016 
04AF: 94@ = unknown_wav_reference 13017 
04AF: 95@ = unknown_wav_reference 13018 
04AF: 96@ = unknown_wav_reference 13019 
04AF: 97@ = unknown_wav_reference 13020 
0085: 100@ = 108@ // integer values and handles 

:TORENO2_15787
00D6: if 
0039:   73@ == 7 // integer values 
004D: jump_if_false @TORENO2_15879 
05AA: 76@s = 'DES2_FA' // 8-byte strings 
05AA: 78@s = 'DES2_FB' // 8-byte strings 
05AA: 80@s = 'DES2_FC' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13021 
04AF: 93@ = unknown_wav_reference 13022 
04AF: 94@ = unknown_wav_reference 13023 
0085: 100@ = 108@ // integer values and handles 

:TORENO2_15879
00D6: if 
0039:   73@ == 9 // integer values 
004D: jump_if_false @TORENO2_15971 
05AA: 76@s = 'DES2_HA' // 8-byte strings 
05AA: 78@s = 'DES2_HB' // 8-byte strings 
05AA: 80@s = 'DES2_HC' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13027 
04AF: 93@ = unknown_wav_reference 13028 
04AF: 94@ = unknown_wav_reference 13029 
0085: 100@ = 108@ // integer values and handles 

:TORENO2_15971
00D6: if 
0039:   73@ == 10 // integer values 
004D: jump_if_false @TORENO2_16063 
05AA: 76@s = 'DES2_JA' // 8-byte strings 
05AA: 78@s = 'DES2_JB' // 8-byte strings 
05AA: 80@s = 'DES2_JC' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13030 
04AF: 93@ = unknown_wav_reference 13031 
04AF: 94@ = unknown_wav_reference 13032 
0085: 100@ = 108@ // integer values and handles 

:TORENO2_16063
00D6: if 
0039:   73@ == 11 // integer values 
004D: jump_if_false @TORENO2_16110 
05AA: 76@s = 'DES2_KA' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13033 
0006: 100@ = 1 // integer values 

:TORENO2_16110
00D6: if 
0039:   73@ == 12 // integer values 
004D: jump_if_false @TORENO2_16157 
05AA: 76@s = 'DES2_LA' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 13038 
0006: 100@ = 1 // integer values 

:TORENO2_16157
00D6: if 
0039:   73@ == 14 // integer values 
004D: jump_if_false @TORENO2_16271 
05AA: 76@s = 'CESX_BA' // 8-byte strings 
05AA: 78@s = 'CESX_BB' // 8-byte strings 
05AA: 80@s = 'CESX_BC' // 8-byte strings 
05AA: 82@s = 'CESX_BD' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 10406 
04AF: 93@ = unknown_wav_reference 10407 
04AF: 94@ = unknown_wav_reference 10408 
04AF: 95@ = unknown_wav_reference 10409 
0085: 100@ = 108@ // integer values and handles 

:TORENO2_16271
00D6: if 
0039:   73@ == 17 // integer values 
004D: jump_if_false @TORENO2_16429 
05AA: 76@s = 'CESX_AA' // 8-byte strings 
05AA: 78@s = 'CESX_AB' // 8-byte strings 
05AA: 80@s = 'CESX_AC' // 8-byte strings 
05AA: 82@s = 'CESX_AD' // 8-byte strings 
05AA: 84@s = 'CESX_AE' // 8-byte strings 
05AA: 86@s = 'CESX_AF' // 8-byte strings 
04AF: 92@ = unknown_wav_reference 10400 
04AF: 93@ = unknown_wav_reference 10401 
04AF: 94@ = unknown_wav_reference 10402 
04AF: 95@ = unknown_wav_reference 10403 
04AF: 96@ = unknown_wav_reference 10404 
04AF: 97@ = unknown_wav_reference 10405 
0085: 100@ = 108@ // integer values and handles 

:TORENO2_16429
0085: 103@ = 74@ // integer values and handles 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 104@ = 1 // integer values 
0051: return 

:TORENO2_16460
00D6: if 
001D:   100@ > 103@ // integer values 
004D: jump_if_false @TORENO2_16565 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @TORENO2_16522 
03CF: load_wav 92@(103@,8i) as 1 
000A: 103@ += 1 // integer values 
0006: 101@ = 1 // integer values 

:TORENO2_16522
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @TORENO2_16565 
03CF: load_wav 92@(103@,8i) as 2 
000A: 103@ += 1 // integer values 
0006: 102@ = 1 // integer values 

:TORENO2_16565
0051: return 

:TORENO2_16567
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @TORENO2_16643 
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @TORENO2_16643 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TORENO2_16643 
03D1: play_wav 1 
00BC: text_highpriority 76@(74@,8s) 4500 ms 1 
0006: 101@ = 2 // integer values 

:TORENO2_16643
00D6: if 
0039:   104@ == 2 // integer values 
004D: jump_if_false @TORENO2_16719 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @TORENO2_16719 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TORENO2_16719 
03D1: play_wav 2 
00BC: text_highpriority 76@(74@,8s) 4500 ms 1 
0006: 102@ = 2 // integer values 

:TORENO2_16719
0051: return 

:TORENO2_16721
00D6: if 
0039:   101@ == 2 // integer values 
004D: jump_if_false @TORENO2_16784 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TORENO2_16784 
03D5: remove_text 76@(74@,8s) 
000A: 74@ += 1 // integer values 
0006: 104@ = 2 // integer values 
0006: 101@ = 0 // integer values 

:TORENO2_16784
00D6: if 
0039:   102@ == 2 // integer values 
004D: jump_if_false @TORENO2_16847 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TORENO2_16847 
03D5: remove_text 76@(74@,8s) 
000A: 74@ += 1 // integer values 
0006: 104@ = 1 // integer values 
0006: 102@ = 0 // integer values 

:TORENO2_16847
0051: return 

//-------------Mission 77---------------
// Originally: Interdiction

:DES3
03A4: name_thread 'DES3' 
0050: gosub @DES3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DES3_38 
0050: gosub @DES3_26916 

:DES3_38
0050: gosub @DES3_27032 
004E: end_thread 

:DES3_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
060A: unknown_create_entity 0 66@ 
060A: unknown_create_entity 2 67@ 

:DES3_147
0001: wait 0 ms 
00D6: if 
0736:   83 
004D: jump_if_false @DES3_173 
0006: 36@ = 1 // integer values 

:DES3_173
000A: 39@ += 1 // integer values 
00D6: if 
0019:   39@ > 10 // integer values 
004D: jump_if_false @DES3_205 
0006: 39@ = 0 // integer values 

:DES3_205
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 64@ += 42@ // integer values 
005A: 65@ += 42@ // integer values 
005A: 135@ += 42@ // integer values 
005A: 136@ += 42@ // integer values 
005A: 137@ += 42@ // integer values 
005A: 138@ += 42@ // integer values 
0062: 224@ -= 42@ // integer values 
005A: 139@ += 42@ // integer values 
0050: gosub @DES3_575 
0871: init_jump_table 34@ total_jumps 7 0 @DES3_466 jumps 0 @DES3_368 1 @DES3_382 2 @DES3_396 3 @DES3_410 4 @DES3_424 5 @DES3_438 6 @DES3_452 

:DES3_368
0050: gosub @DES3_2306 
0002: jump @DES3_466 

:DES3_382
0050: gosub @DES3_2848 
0002: jump @DES3_466 

:DES3_396
0050: gosub @DES3_5177 
0002: jump @DES3_466 

:DES3_410
0050: gosub @DES3_5992 
0002: jump @DES3_466 

:DES3_424
0050: gosub @DES3_10729 
0002: jump @DES3_466 

:DES3_438
0050: gosub @DES3_12361 
0002: jump @DES3_466 

:DES3_452
0050: gosub @DES3_14045 
0002: jump @DES3_466 

:DES3_466
0050: gosub @DES3_16382 

:DES3_473
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @DES3_573 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @DES3_557 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @DES3_541 
0002: jump @DES3_147 
0002: jump @DES3_550 

:DES3_541
0050: gosub @DES3_26934 
0051: return 

:DES3_550
0002: jump @DES3_566 

:DES3_557
0050: gosub @DES3_26916 
0051: return 

:DES3_566
0002: jump @DES3_575 

:DES3_573
0051: return 

:DES3_575
00D6: if 
0736:   88 
004D: jump_if_false @DES3_666 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @DES3_640 
0006: 68@ = 1 // integer values 
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump @DES3_666 

:DES3_640
0006: 68@ = 0 // integer values 
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:DES3_666
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @DES3_2304 
00D6: if 
0736:   32 
004D: jump_if_false @DES3_733 
000A: 69@ += 1 // integer values 
00D6: if 
0019:   69@ > 6 // integer values 
004D: jump_if_false @DES3_731 
0006: 69@ = 0 // integer values 

:DES3_731
086A: nop 

:DES3_733
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @DES3_943 
008A: $7479 = 34@ // integer values and handles 
008A: $7480 = 35@ // integer values and handles 
008A: $7481 = 62@ // integer values and handles 
008A: $7482 = 64@ // integer values and handles 
008A: $7483 = 63@ // integer values and handles 
008A: $7484 = 65@ // integer values and handles 
008A: $7485 = 32@ // integer values and handles 
008A: $7486 = 33@ // integer values and handles 
065D: $7479 "M_STAGE" // same as 0660 
065D: $7480 "M_GOALS" // same as 0660 
065D: $7481 "DIALOGUE_FLAG" // same as 0660 
065D: $7482 "DIALOGUE_TIMER" // same as 0660 
065D: $7483 "HELP_FLAG" // same as 0660 
065D: $7484 "HELP_TIMER" // same as 0660 
065D: $7485 "TIMERA" // same as 0660 
065D: $7486 "TIMERB" // same as 0660 

:DES3_943
00D6: if 
0039:   69@ == 2 // integer values 
004D: jump_if_false @DES3_1217 
008A: $7479 = 108@ // integer values and handles 
008A: $7480 = 119@ // integer values and handles 
008A: $7481 = 120@ // integer values and handles 
008A: $7482 = 121@ // integer values and handles 
008A: $7483 = 122@ // integer values and handles 
008A: $7484 = 127@ // integer values and handles 
008A: $7485 = 128@ // integer values and handles 
008A: $7486 = 131@ // integer values and handles 
065D: $7479 "PHELI_PROGRESS" // same as 0660 
065D: $7480 "BRAVO_PED_FLAG[0]" // same as 0660 
065D: $7481 "BRAVO_PED_FLAG[1]" // same as 0660 
065D: $7482 "BRAVO_PED_FLAG[2]" // same as 0660 
065D: $7483 "BRAVO_PED_FLAG[3]" // same as 0660 
065D: $7484 "ALPHA_HELIS_FUCKED" // same as 0660 
065D: $7485 "BRAVO_HELIS_FUCKED" // same as 0660 
065D: $7486 "TOTAL_FUCKED_HELIS" // same as 0660 

:DES3_1217
00D6: if 
0039:   69@ == 3 // integer values 
004D: jump_if_false @DES3_1455 
008A: $7479 = 109@ // integer values and handles 
008A: $7480 = 112@ // integer values and handles 
008A: $7481 = 115@ // integer values and handles 
008A: $7482 = 116@ // integer values and handles 
008A: $7483 = 117@ // integer values and handles 
008A: $7484 = 118@ // integer values and handles 
008A: $7485 = 129@ // integer values and handles 
065D: $7479 "ALPHA_HELI_AI" // same as 0660 
065D: $7480 "ALPHA_HELI_GOALS" // same as 0660 
065D: $7481 "ALPHA_PED_FLAG[0]" // same as 0660 
065D: $7482 "ALPHA_PED_FLAG[1]" // same as 0660 
065D: $7483 "ALPHA_PED_FLAG[2]" // same as 0660 
065D: $7484 "ALPHA_PED_FLAG[3]" // same as 0660 
065D: $7485 "ALPHA_HELI_CONTROL" // same as 0660 

:DES3_1455
00D6: if 
0039:   69@ == 4 // integer values 
004D: jump_if_false @DES3_1668 
008A: $7479 = 123@ // integer values and handles 
008A: $7480 = 124@ // integer values and handles 
008A: $7481 = 125@ // integer values and handles 
008A: $7482 = 126@ // integer values and handles 
0088: $7491 = 140@ // floating-point values only 
008A: $7484 = 137@ // integer values and handles 
065D: $7479 "ALPHA_PED_ATTACHED[0]" // same as 0660 
065D: $7480 "ALPHA_PED_ATTACHED[1]" // same as 0660 
065D: $7481 "ALPHA_PED_ATTACHED[2]" // same as 0660 
065D: $7482 "ALPHA_PED_ATTACHED[3]" // same as 0660 
065E: (unknown) $7491 "FED_DISTANCE" 
065D: $7484 "FED_TIMER" // same as 0660 

:DES3_1668
00D6: if 
0039:   69@ == 5 // integer values 
004D: jump_if_false @DES3_1915 
0088: $7487 = 199@ // floating-point values only 
0088: $7488 = 202@ // floating-point values only 
0088: $7489 = 205@ // floating-point values only 
0088: $7490 = 208@ // floating-point values only 
0088: $7491 = 211@ // floating-point values only 
0088: $7492 = 221@ // floating-point values only 
0088: $7493 = 222@ // floating-point values only 
0088: $7494 = 223@ // floating-point values only 
065E: (unknown) $7487 "SWING_SPEED_X" 
065E: (unknown) $7488 "SWING_ACCEL_X" 
065E: (unknown) $7489 "SWING_ROT_X" 
065E: (unknown) $7490 "SWING_DEST_X" 
065E: (unknown) $7491 "SWING_DIST_X" 
065E: (unknown) $7492 "SWING_ANGLE_FOR_XY" 
065E: (unknown) $7493 "SWING_DIRECT_DIST" 
065E: (unknown) $7494 "SWING_2D_DIST" 

:DES3_1915
00D6: if 
0039:   69@ == 6 // integer values 
004D: jump_if_false @DES3_2169 
0088: $7487 = 220@ // floating-point values only 
0088: $7488 = 213@ // floating-point values only 
008A: $7481 = 110@ // integer values and handles 
008A: $7482 = 113@ // integer values and handles 
008A: $7483 = 83@ // integer values and handles 
008A: $7484 = 76@ // integer values and handles 
008A: $7485 = 133@ // integer values and handles 
008A: $7486 = 130@ // integer values and handles 
065E: (unknown) $7487 "SWING_ANGLE_FOR_Z" 
065E: (unknown) $7488 "SWING_DIST_Z" 
065D: $7481 "BRAVO_HELI_AI" // same as 0660 
065D: $7482 "BRAVO_HELI_GOALS" // same as 0660 
065D: $7483 "BRAVO_PILOT" // same as 0660 
065D: $7484 "BRAVO_HELI" // same as 0660 
065D: $7485 "TOTAL_CREATED_HELIS" // same as 0660 
065D: $7486 "BRAVO_HELI_CONTROL" // same as 0660 

:DES3_2169
00D6: if 
0736:   98 
004D: jump_if_false @DES3_2191 
0006: 38@ = 1 // integer values 

:DES3_2191
00D6: if 
0736:   80 
004D: jump_if_false @DES3_2279 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @DES3_2254 
0006: 70@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @DES3_2279 

:DES3_2254
0006: 70@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:DES3_2279
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @DES3_2304 
0002: jump @DES3_473 

:DES3_2304
0051: return 

:DES3_2306
00D6: if 
0039:   35@ == -1 // integer values 
004D: jump_if_false @DES3_2642 
00A5: 74@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 75@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 76@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 285@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 286@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 78@ = create_car #PONY at 0.0 0.0 0.0 
009A: 81@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 82@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 83@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 84@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
009A: 88@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 107@ = create_checkpoint_at 0.0 0.0 0.0 

:DES3_2642
0006: 108@ = 0 // integer values 
04AF: 109@ = unknown_wav_reference 0 
04AF: 110@ = unknown_wav_reference 0 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:DES3_2698
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_2763 
0006: 115@(43@,4i) = 0 // integer values 
0006: 119@(43@,4i) = 0 // integer values 
0006: 123@(43@,4i) = 0 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @DES3_2698 

:DES3_2763
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0004: $7495 = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'DSERT3' 
0050: gosub @DES3_26858 
0051: return 

:DES3_2848
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DES3_3481 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:DES3_2880
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_2904 
0001: wait 0 ms 
0002: jump @DES3_2880 

:DES3_2904
0395: clear_area 1 at -691.0 941.0 13.0 range 10.0 
02E4: load_cutscene_data 'DESERT3' 

:DES3_2939
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES3_2963 
0001: wait 0 ms 
0002: jump @DES3_2939 

:DES3_2963
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DES3_2972
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES3_2996 
0001: wait 0 ms 
0002: jump @DES3_2972 

:DES3_2996
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:DES3_3009
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_3033 
0001: wait 0 ms 
0002: jump @DES3_3009 

:DES3_3033
02EA: end_cutscene 
0395: clear_area 1 at -701.5853 965.8546 11.3768 range 5.0 
0247: request_model #BFINJECT 

:DES3_3064
00D6: if 
8248:   not model #BFINJECT available 
004D: jump_if_false @DES3_3091 
0001: wait 0 ms 
0002: jump @DES3_3064 

:DES3_3091
00A5: $TEMPVAR_ACTOR_CAR = create_car #BFINJECT at -701.5853 965.8546 11.3768 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 90.4785 
0249: release_model #BFINJECT 
041E: set_radio_station 10 
00D6: if 
0018:   $7478 > 0 // integer values 
004D: jump_if_false @DES3_3173 
0950: trip_skip -426.8536 2213.783 41.4297 angle 9.9101 

:DES3_3173
00A1: put_actor $PLAYER_ACTOR at -688.7614 946.5271 12.0312 
0173: set_actor $PLAYER_ACTOR z_angle_to 94.6779 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B5: force_weather 17 
018A: 101@ = create_checkpoint_at -429.025 2226.223 41.4297 
00BB: text_lowpriority 'AIR1_13' 5000 ms 1  // ~s~Menj ~y~El Castillo del Diabloba~s~ a sivatagba.
0247: request_model #BANDITO 
0247: request_model #QUAD 
0247: request_model #SANCHEZ 
0247: request_model #HEATSEEK 
038B: load_requested_models 

:DES3_3269
00D6: if or
8248:   not model #BANDITO available 
8248:   not model #QUAD available 
8248:   not model #SANCHEZ available 
8248:   not model #HEATSEEK available 
004D: jump_if_false @DES3_3311 
0001: wait 0 ms 
0002: jump @DES3_3269 

:DES3_3311
016A: fade 1 500 ms 

:DES3_3318
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_3342 
0001: wait 0 ms 
0002: jump @DES3_3318 

:DES3_3342
01B4: set_player $PLAYER_CHAR frozen_state 1 
00A5: 71@ = create_car #QUAD at -434.5365 2237.567 41.869 
00A5: 72@ = create_car #SANCHEZ at -426.2288 2240.41 41.4297 
00A5: 73@ = create_car #BANDITO at -428.1476 2235.207 42.3505 
0175: set_car 71@ z_angle_to 291.5598 
0175: set_car 72@ z_angle_to 179.3694 
0175: set_car 73@ z_angle_to 102.7597 
0249: release_model #QUAD 
0249: release_model #SANCHEZ 
0249: release_model #BANDITO 
040D: unload_wav 1 
03CF: load_wav 13200 as 1 
000A: 35@ += 1 // integer values 

:DES3_3481
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DES3_3767 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @DES3_3554 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @DES3_3554 
00A1: put_actor $PLAYER_ACTOR at -424.6452 2207.541 41.4297 

:DES3_3554
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 
004D: jump_if_false @DES3_3767 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_3705 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_helicopter 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_3684 
00D6: if 
09D0:   $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @DES3_3677 
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:DES3_3677
0002: jump @DES3_3698 

:DES3_3684
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:DES3_3698
0002: jump @DES3_3767 

:DES3_3705
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @DES3_3767 
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:DES3_3767
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DES3_3956 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_3949 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_helicopter 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_3860 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @DES3_3853 
000A: 35@ += 1 // integer values 

:DES3_3853
0002: jump @DES3_3942 

:DES3_3860
016A: fade 0 500 ms 

:DES3_3867
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_3891 
0001: wait 0 ms 
0002: jump @DES3_3867 

:DES3_3891
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DES3_3935 
00AB: put_car $TEMPVAR_ACTOR_CAR at -429.025 2226.223 41.4297 

:DES3_3935
000A: 35@ += 1 // integer values 

:DES3_3942
0002: jump @DES3_3956 

:DES3_3949
000A: 35@ += 1 // integer values 

:DES3_3956
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DES3_4210 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DES3_4005 
0006: 134@ = 1 // integer values 
0002: jump @DES3_4012 

:DES3_4005
0006: 134@ = 0 // integer values 

:DES3_4012
0164: disable_marker 101@ 
0951: (unknown) 
0395: clear_area 1 at -432.3058 2234.374 41.4697 range 5.0 
015F: set_camera_position -433.342 2232.176 43.6323 0.0 0.0 0.0 
0160: point_camera -432.7942 2232.997 43.4724 2 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -433.0047 2230.246 40.4297 
0173: set_actor $PLAYER_ACTOR z_angle_to 341.959 
05D3: AS_actor $PLAYER_ACTOR go_to_point -432.3058 2234.374 41.4697 speed 4 5000 ms 
016A: fade 1 500 ms 

:DES3_4172
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_4196 
0001: wait 0 ms 
0002: jump @DES3_4172 

:DES3_4196
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_4210
00D6: if 
0019:   35@ > 3 // integer values 
004D: jump_if_false @DES3_4309 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DES3_4284 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @DES3_4277 
0006: 35@ = 99 // integer values 
0006: 134@ = 1 // integer values 

:DES3_4277
0002: jump @DES3_4309 

:DES3_4284
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @DES3_4309 
0006: 134@ = 0 // integer values 

:DES3_4309
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @DES3_4411 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DES3_4411 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AA' // 8-byte strings  // ~z~Jzusom, mi ttt beld?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13200 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13201 as 2 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_4411
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @DES3_4591 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_4591 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_4591 
015F: set_camera_position -433.6039 2235.21 43.11 0.0 0.0 0.0 
0160: point_camera -432.6751 2234.851 43.0197 2 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AB' // 8-byte strings  // ~z~Toreno! Merre vagy?!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13201 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13202 as 1 
05C9: AS_actor $PLAYER_ACTOR on_guard 2000 ms 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_4591
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @DES3_4785 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_4785 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_4785 
015F: set_camera_position -430.2061 2236.695 42.8085 0.0 0.0 0.0 
0160: point_camera -429.379 2237.234 42.9687 2 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AC' // 8-byte strings  // ~z~Mrfldekre innen. Nincs idnk a finomkodsra, klyk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13202 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13203 as 2 
0925: (unknown) 
0931: (unknown) 1 
0922: (unknown) 70.0 100.0 10000 1 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_4785
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @DES3_4905 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_4905 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_4905 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AD' // 8-byte strings  // ~z~Vlassz jrmvet s szedd fel a felszerelst, amit adtam,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13203 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13204 as 1 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_4905
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @DES3_5014 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_5014 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_5014 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AE' // 8-byte strings  // ~z~menj a clterletre s vrj a csomagra
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13204 
004F: create_thread @AUDIOL -1 0 1 1 1 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_5014
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @DES3_5076 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_5076 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_5076 
0006: 35@ = 99 // integer values 

:DES3_5076
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DES3_5175 
0008: $7478 += 1 // integer values 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -432.3058 2234.374 41.4697 
0173: set_actor $PLAYER_ACTOR z_angle_to 341.959 
01C3: remove_references_to_car $TEMPVAR_ACTOR_CAR // Like turning a car into any random car 
0925: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0050: gosub @DES3_26858 

:DES3_5175
0051: return 

:DES3_5177
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DES3_5260 
032B: 97@ = create_weapon_pickup #ROCKETLA 3 ammo 40 at -431.3719 2240.132 42.6177 
03DC: 106@ = create_marker_above_pickup 97@ 
00BC: text_highpriority 'AIR1_15' 5000 ms 1  // ~s~Vedd fel a ~g~raktkat~s~.
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_5260
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DES3_5429 
00D6: if or
0214:   pickup 97@ picked_up 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @DES3_5429 
0164: disable_marker 106@ 
0164: disable_marker 101@ 
018A: 101@ = create_checkpoint_at -804.5877 2377.843 151.7558 
00BC: text_highpriority 'AIR1_16' 7000 ms 1  // ~s~Szerezz egy megfelel jrmvet s menj fel a ~y~hegyre~s~.
04ED: load_animation "BOMBER" 

:DES3_5358
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @DES3_5390 
0001: wait 0 ms 
0002: jump @DES3_5358 

:DES3_5390
0247: request_model #TEARGAS 

:DES3_5395
00D6: if 
8248:   not model #TEARGAS available 
004D: jump_if_false @DES3_5422 
0001: wait 0 ms 
0002: jump @DES3_5395 

:DES3_5422
000A: 35@ += 1 // integer values 

:DES3_5429
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DES3_5715 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @DES3_5502 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @DES3_5502 
00A1: put_actor $PLAYER_ACTOR at -798.1865 2419.41 155.9362 

:DES3_5502
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 
004D: jump_if_false @DES3_5715 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_5653 
03C0: 80@ = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_helicopter 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_5632 
00D6: if 
09D0:   80@ 
004D: jump_if_false @DES3_5625 
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:DES3_5625
0002: jump @DES3_5646 

:DES3_5632
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:DES3_5646
0002: jump @DES3_5715 

:DES3_5653
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @DES3_5715 
01B4: set_player $PLAYER_CHAR frozen_state 0 
000A: 35@ += 1 // integer values 

:DES3_5715
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DES3_5904 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_5897 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_helicopter 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_5808 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @DES3_5801 
000A: 35@ += 1 // integer values 

:DES3_5801
0002: jump @DES3_5890 

:DES3_5808
016A: fade 0 500 ms 

:DES3_5815
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_5839 
0001: wait 0 ms 
0002: jump @DES3_5815 

:DES3_5839
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DES3_5883 
00AB: put_car $TEMPVAR_ACTOR_CAR at -804.5877 2377.843 151.7558 

:DES3_5883
000A: 35@ += 1 // integer values 

:DES3_5890
0002: jump @DES3_5904 

:DES3_5897
000A: 35@ += 1 // integer values 

:DES3_5904
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @DES3_5965 
016A: fade 0 500 ms 

:DES3_5929
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_5953 
0001: wait 0 ms 
0002: jump @DES3_5929 

:DES3_5953
0164: disable_marker 101@ 
0006: 35@ = 99 // integer values 

:DES3_5965
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DES3_5990 
0050: gosub @DES3_26858 

:DES3_5990
0051: return 

:DES3_5992
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DES3_6261 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DES3_6034 
0006: 134@ = 1 // integer values 

:DES3_6034
0006: 100@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0247: request_model #MAVERICK 
0247: request_model #WMOMIB 
0247: request_model #BMYMIB 
0247: request_model #WMYPLT 
0247: request_model #AK47 
0247: request_model #LEVIATHN 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:DES3_6089
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #LEVIATHN available 
004D: jump_if_false @DES3_6140 
0001: wait 0 ms 
0002: jump @DES3_6089 

:DES3_6140
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @DES3_6172 
0001: wait 0 ms 
0002: jump @DES3_6140 

:DES3_6172
07C0: load_path 530 
07C0: load_path 531 
07C0: load_path 532 
07C0: load_path 533 
07C0: load_path 534 
07C0: load_path 535 

:DES3_6202
00D6: if or
87C1:   not path 530 available 
87C1:   not path 531 available 
87C1:   not path 532 available 
87C1:   not path 533 available 
87C1:   not path 534 available 
87C1:   not path 535 available 
004D: jump_if_false @DES3_6254 
0001: wait 0 ms 
0002: jump @DES3_6202 

:DES3_6254
000A: 35@ += 1 // integer values 

:DES3_6261
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @DES3_6360 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DES3_6335 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @DES3_6328 
0006: 35@ = 99 // integer values 
0006: 134@ = 1 // integer values 

:DES3_6328
0002: jump @DES3_6360 

:DES3_6335
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @DES3_6360 
0006: 134@ = 0 // integer values 

:DES3_6360
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DES3_6593 
0792: (unknown) $PLAYER_ACTOR 
06AB: (unknown) $PLAYER_ACTOR 1 
0395: clear_area 1 at -800.611 2404.788 155.168 range 5.0 
0395: clear_area 1 at -800.8441 2408.354 155.4525 range 5.0 
00A1: put_actor $PLAYER_ACTOR at -800.611 2404.788 155.168 
0173: set_actor $PLAYER_ACTOR z_angle_to 342.2393 
05D3: AS_actor $PLAYER_ACTOR go_to_point -800.8441 2408.354 155.4525 speed 4 10000 ms 
015F: set_camera_position -797.7917 2403.735 157.1193 0.0 0.0 0.0 
0160: point_camera -798.3541 2404.542 156.9353 2 
02A3: toggle_widescreen 1 
016A: fade 1 500 ms 

:DES3_6555
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_6579 
0001: wait 0 ms 
0002: jump @DES3_6555 

:DES3_6579
000A: 35@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:DES3_6593
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DES3_6674 
00D6: if or
00FF:   actor $PLAYER_ACTOR 0 -800.8441 2408.354 155.4525 radius 1.0 1.0 2.0 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DES3_6674 
000A: 35@ += 1 // integer values 

:DES3_6674
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DES3_6869 
0107: 94@ = create_object #TEARGAS at 0.0 0.0 0.0 
0615: define_action_sequences 49@ 
070A: AS_actor -1 attach_to_object 94@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
0605: actor -1 perform_animation_sequence "BOM_PLANT_IN" from_file "BOMBER" 4.0 loop 0 0 0 1 -1 ms 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 35@ += 1 // integer values 

:DES3_6869
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @DES3_6977 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BOM_PLANT_LOOP" 
004D: jump_if_false @DES3_6977 
015F: set_camera_position -789.7653 2416.894 163.5839 0.0 0.0 0.0 
0160: point_camera -790.3218 2416.124 163.2729 2 
000A: 35@ += 1 // integer values 

:DES3_6977
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @DES3_7178 
062E: (unknown) $PLAYER_ACTOR 1560 43@ 
00D6: if 
04A4:   43@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DES3_7178 
070B: (unknown) $PLAYER_ACTOR 0 
0550: keep_object 94@ in_memory 1 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 0.05 // floating-point values 
01BC: put_object 94@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ offset 0.0 0.0 0.1 1 
064C: make_particle 100@ visible 
0687: clear_actor_task $PLAYER_ACTOR 
0006: 32@ = 0 // integer values 
040D: unload_wav 1 
03CF: load_wav 13205 as 1 
000A: 35@ += 1 // integer values 

:DES3_7178
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @DES3_7222 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @DES3_7222 
000A: 35@ += 1 // integer values 

:DES3_7222
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @DES3_7388 
015F: set_camera_position -779.9253 2418.338 157.8122 0.0 0.0 0.0 
0160: point_camera -778.9708 2418.629 157.7476 2 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -786.2731 2416.113 156.0893 
0173: set_actor $PLAYER_ACTOR z_angle_to 284.998 
05D3: AS_actor $PLAYER_ACTOR go_to_point -782.2095 2417.027 156.1289 speed 4 5000 ms 
0925: (unknown) 
0931: (unknown) 1 
0922: (unknown) 70.0 100.0 10000 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_7388
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @DES3_7515 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DES3_7515 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BA' // 8-byte strings  // ~z~Itt rkezik a rakomnyunk!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13205 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13206 as 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point -809.4514 2426.515 158.8622 99999 ms 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_7515
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @DES3_7636 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DES3_7636 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_7636 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BB' // 8-byte strings  // ~z~Jzusom! Abbahagynd ezt?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13206 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13207 as 1 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_7636
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @DES3_7698 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @DES3_7698 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_7698 
000A: 35@ += 1 // integer values 

:DES3_7698
00D6: if 
0039:   35@ == 11 // integer values 
004D: jump_if_false @DES3_8436 
016A: fade 0 500 ms 

:DES3_7723
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_7747 
0001: wait 0 ms 
0002: jump @DES3_7723 

:DES3_7747
051E: 196@ = get_current_radio_station 
041E: set_radio_station 11 
00D6: if 
056E:   carcass_of_car 71@ valid 
004D: jump_if_false @DES3_7824 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @DES3_7824 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 71@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @DES3_7824 
01C3: remove_references_to_car 71@ // Like turning a car into any random car 

:DES3_7824
00D6: if 
056E:   carcass_of_car 73@ valid 
004D: jump_if_false @DES3_7892 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @DES3_7892 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 73@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @DES3_7892 
01C3: remove_references_to_car 73@ // Like turning a car into any random car 

:DES3_7892
00D6: if 
056E:   carcass_of_car 72@ valid 
004D: jump_if_false @DES3_7960 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @DES3_7960 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @DES3_7960 
01C3: remove_references_to_car 72@ // Like turning a car into any random car 

:DES3_7960
0005: $TEMPVAR_FLOAT_1 = -778.9708 // floating-point values 
0009: $TEMPVAR_FLOAT_1 += 779.9253 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 2418.629 // floating-point values 
000D: $TEMPVAR_FLOAT_2 -= 2418.338 // floating-point values 
0604: get_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 angle $TEMPVAR_ANGLE 
0A0B: (unknown) -1373.0 2004.0 108.0 $TEMPVAR_ANGLE 
0050: gosub @DES3_17557 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8142 
05EB: assign_vehicle 74@ to_path 530 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset 0.0 -20.0 0.0 
00A5: 77@ = create_car #LEVIATHN at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0825: instantly_spin_flying_vehicle 77@ rotor_blade 
05EB: assign_vehicle 77@ to_path 531 
0338: set_car 77@ visibility 0 
02A3: toggle_widescreen 1 
0430: put_actor $PLAYER_ACTOR into_vehicle 74@ passenger_seat 0 

:DES3_8142
0006: 108@ = 0 // integer values 
0006: 62@ = 0 // integer values 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_8219 
0A1C: (unknown) 77@ 1 
00AA: store_car 77@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 

:DES3_8219
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8277 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset 5.0 -10.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:DES3_8277
016A: fade 1 500 ms 

:DES3_8284
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_8422 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_8353 
00AA: store_car 77@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 

:DES3_8353
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8411 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset 5.0 -10.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:DES3_8411
0001: wait 0 ms 
0002: jump @DES3_8284 

:DES3_8422
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_8436
00D6: if 
0039:   35@ == 12 // integer values 
004D: jump_if_false @DES3_8608 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_8510 
00AA: store_car 77@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 

:DES3_8510
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8568 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset 5.0 -10.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:DES3_8568
00D6: if 
0019:   32@ > 11700 // integer values 
004D: jump_if_false @DES3_8608 
016A: fade 0 300 ms 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_8608
00D6: if 
0039:   35@ == 13 // integer values 
004D: jump_if_false @DES3_8806 
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_8760 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_8695 
00AA: store_car 77@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 

:DES3_8695
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8753 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset 5.0 -10.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:DES3_8753
0002: jump @DES3_8806 

:DES3_8760
015F: set_camera_position -1047.62 2164.925 88.4215 0.0 0.0 0.0 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_8806
00D6: if 
0039:   35@ == 14 // integer values 
004D: jump_if_false @DES3_9254 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8861 
00D6: if 
060E:   car 74@ is_assigned_to_existing_path 
004D: jump_if_false @DES3_8861 
05EC: release_vehicle 74@ from_path 

:DES3_8861
0050: gosub @DES3_18288 
0050: gosub @DES3_23443 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_8904 
05EB: assign_vehicle 75@ to_path 532 
05ED: (unknown) 75@ 

:DES3_8904
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_8933 
05EB: assign_vehicle 76@ to_path 533 
05ED: (unknown) 76@ 

:DES3_8933
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8962 
05EB: assign_vehicle 74@ to_path 535 
05ED: (unknown) 74@ 

:DES3_8962
015F: set_camera_position -798.5942 2436.184 172.1772 0.0 0.0 0.0 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_9039 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset -15.0 5.0 -3.0 

:DES3_9039
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0A0B: (unknown) -778.0 2465.0 168.0 45.0 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_9095 
05EE: (unknown) 75@ 

:DES3_9095
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_9116 
05EE: (unknown) 76@ 

:DES3_9116
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_9137 
05EE: (unknown) 74@ 

:DES3_9137
016A: fade 1 300 ms 

:DES3_9144
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_9226 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_9202 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset -15.0 5.0 -3.0 

:DES3_9202
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0001: wait 0 ms 
0002: jump @DES3_9144 

:DES3_9226
0006: 62@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_9254
00D6: if 
0039:   35@ == 15 // integer values 
004D: jump_if_false @DES3_10273 
00D6: if 
8039:   not  62@ == 7 // integer values 
004D: jump_if_false @DES3_10006 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_9335 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset -15.0 5.0 -3.0 

:DES3_9335
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_9999 
0871: init_jump_table 62@ total_jumps 7 0 @DES3_9999 jumps 0 @DES3_9430 1 @DES3_9520 2 @DES3_9610 3 @DES3_9700 4 @DES3_9790 5 @DES3_9881 6 @DES3_9960 

:DES3_9430
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_9513 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BC' // 8-byte strings  // ~z~lltsd meg.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13207 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13208 as 2 
0006: 33@ = 0 // integer values 
000A: 62@ += 1 // integer values 

:DES3_9513
0002: jump @DES3_9999 

:DES3_9520
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_9603 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BD' // 8-byte strings  // ~z~Picsba! A pilta azt mondja, baj van,
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13208 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13209 as 1 
0006: 33@ = 0 // integer values 
000A: 62@ += 1 // integer values 

:DES3_9603
0002: jump @DES3_9999 

:DES3_9610
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_9693 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BE' // 8-byte strings  // ~z~kt gynksgi helikoptert szleltnk.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13209 
004F: create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13210 as 2 
0006: 33@ = 0 // integer values 
000A: 62@ += 1 // integer values 

:DES3_9693
0002: jump @DES3_9999 

:DES3_9700
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_9783 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BF' // 8-byte strings  // ~z~Ltod ket?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13210 
004F: create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13211 as 1 
0006: 33@ = 0 // integer values 
000A: 62@ += 1 // integer values 

:DES3_9783
0002: jump @DES3_9999 

:DES3_9790
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_9874 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BG' // 8-byte strings  // ~z~Igen!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13211 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13212 as 2 
0006: 33@ = 0 // integer values 
000A: 62@ += 1 // integer values 

:DES3_9874
0002: jump @DES3_9999 

:DES3_9881
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_9953 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BH' // 8-byte strings  // ~z~Ldd szt ket. Vdd meg a rakomnyt brmi ron!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13212 
004F: create_thread @AUDIOL -1 0 1 2 1 
0006: 33@ = 0 // integer values 
000A: 62@ += 1 // integer values 

:DES3_9953
0002: jump @DES3_9999 

:DES3_9960
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_9992 
0006: 33@ = 0 // integer values 
000A: 62@ += 1 // integer values 

:DES3_9992
0002: jump @DES3_9999 

:DES3_9999
0002: jump @DES3_10273 

:DES3_10006
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @DES3_10215 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_10070 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset -15.0 5.0 -3.0 

:DES3_10070
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_10120 
00D6: if 
060E:   car 75@ is_assigned_to_existing_path 
004D: jump_if_false @DES3_10120 
05EC: release_vehicle 75@ from_path 

:DES3_10120
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_10157 
00D6: if 
060E:   car 76@ is_assigned_to_existing_path 
004D: jump_if_false @DES3_10157 
05EC: release_vehicle 76@ from_path 

:DES3_10157
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_10194 
00D6: if 
060E:   car 74@ is_assigned_to_existing_path 
004D: jump_if_false @DES3_10194 
05EC: release_vehicle 74@ from_path 

:DES3_10194
016A: fade 0 150 ms 
000A: 35@ += 1 // integer values 
0002: jump @DES3_10273 

:DES3_10215
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_10260 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset -15.0 5.0 -3.0 

:DES3_10260
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:DES3_10273
00D6: if 
0039:   35@ == 16 // integer values 
004D: jump_if_false @DES3_10376 
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_10369 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_10349 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset -15.0 5.0 -3.0 

:DES3_10349
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0002: jump @DES3_10376 

:DES3_10369
0006: 35@ = 99 // integer values 

:DES3_10376
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DES3_10727 
016A: fade 0 0 ms 
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @DES3_10510 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object 94@ 
004D: jump_if_false @DES3_10442 
070B: (unknown) $PLAYER_ACTOR 1 

:DES3_10442
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @DES3_10503 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ offset 0.0 0.0 0.1 1 
064C: make_particle 100@ visible 

:DES3_10503
0002: jump @DES3_10624 

:DES3_10510
0005: $TEMPVAR_FLOAT_1 = -800.8441 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 2408.354 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 155.4525 // floating-point values 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
0107: 94@ = create_object #TEARGAS at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ offset 0.0 0.0 0.1 1 
064C: make_particle 100@ visible 

:DES3_10624
0925: (unknown) 
0792: (unknown) $PLAYER_ACTOR 
03CB: set_camera -806.467 2420.75 155.9102 
00A1: put_actor $PLAYER_ACTOR at -806.467 2420.75 155.9102 
0173: set_actor $PLAYER_ACTOR z_angle_to 190.8497 
00D6: if 
056E:   carcass_of_car 77@ valid 
004D: jump_if_false @DES3_10699 
00A6: destroy_car 77@ 

:DES3_10699
0050: gosub @DES3_17660 
0050: gosub @DES3_19147 
0050: gosub @DES3_24422 
0050: gosub @DES3_26858 

:DES3_10727
0051: return 

:DES3_10729
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DES3_11344 
0247: request_model #MAVERICK 
0247: request_model #WMOMIB 
0247: request_model #BMYMIB 
0247: request_model #WMYPLT 
0247: request_model #AK47 
0247: request_model #LEVIATHN 

:DES3_10776
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #LEVIATHN available 
004D: jump_if_false @DES3_10827 
0001: wait 0 ms 
0002: jump @DES3_10776 

:DES3_10827
0006: 133@ = 0 // integer values 
0007: 231@ = -780.6791 // floating-point values 
0007: 232@ = 2482.339 // floating-point values 
0007: 233@ = 170.8723 // floating-point values 
0007: 234@ = 151.9289 // floating-point values 
0050: gosub @DES3_18288 
0007: 259@ = -750.933 // floating-point values 
0007: 260@ = 2465.285 // floating-point values 
0007: 261@ = 180.7247 // floating-point values 
0007: 262@ = 144.1498 // floating-point values 
0050: gosub @DES3_23443 
0007: 227@ = -772.2108 // floating-point values 
0007: 228@ = 2419.843 // floating-point values 
0007: 229@ = 174.0836 // floating-point values 
0007: 230@ = 176.9396 // floating-point values 
0050: gosub @DES3_17557 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -789.7678 2416.916 156.022 
0173: set_actor $PLAYER_ACTOR z_angle_to 190.8497 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0006: 32@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 114@ = 0 // integer values 
04AF: 109@ = unknown_wav_reference 5 
0006: 112@ = 0 // integer values 
04AF: 110@ = unknown_wav_reference 0 
0006: 113@ = 0 // integer values 
01B6: set_weather 17 
0004: $7495 = 100 // integer values 
00BC: text_highpriority 'AIR1_06' 7000 ms 1  // ~s~Vdd meg a ~b~csempsz helikoptert~s~ az ~r~gynkktl~s~.
03C4: set_status_text_to $7495 1 'AIR1_17'  // Heli
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @DES3_11140 
08F2: (unknown) 71@ 0 

:DES3_11140
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @DES3_11163 
08F2: (unknown) 72@ 0 

:DES3_11163
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @DES3_11186 
08F2: (unknown) 73@ 0 

:DES3_11186
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_11209 
08F2: (unknown) 74@ 0 

:DES3_11209
0213: 98@ = create_pickup #HEALTH type 3 at -770.752 2423.63 157.0753 
032B: 99@ = create_weapon_pickup #ROCKETLA 3 ammo 20 at -808.1523 2430.788 156.9872 
0828: (unknown) 3 
03C7: unknown_maybe_cops_density 0.5 
01F0: set_max_wanted_level_to 2 
096A: (unknown) 0 
0006: 197@ = 0 // integer values 
0006: 129@ = 1 // integer values 
0006: 130@ = 1 // integer values 
041E: set_radio_station 196@ 
016A: fade 1 150 ms 

:DES3_11313
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_11337 
0001: wait 0 ms 
0002: jump @DES3_11313 

:DES3_11337
000A: 35@ += 1 // integer values 

:DES3_11344
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_11704 
00D6: if 
0019:   139@ > 50 // integer values 
004D: jump_if_false @DES3_11660 
0227: 43@ = car 74@ health 
00D6: if 
0019:   43@ > 100 // integer values 
004D: jump_if_false @DES3_11653 
0006: 43@ = 0 // integer values 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_11490 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 74@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
004D: jump_if_false @DES3_11490 
0006: 43@ = 1 // integer values 

:DES3_11490
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @DES3_11587 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_11587 
00AA: store_car 76@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 74@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
004D: jump_if_false @DES3_11587 
0006: 43@ = 1 // integer values 

:DES3_11587
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @DES3_11653 
0227: 43@ = car 74@ health 
000A: 43@ += -5 // integer values 
00D6: if 
001B:   0 > 43@ // integer values 
004D: jump_if_false @DES3_11645 
0006: 43@ = 1 // integer values 

:DES3_11645
0224: set_car 74@ health_to 43@ 

:DES3_11653
0006: 139@ = 0 // integer values 

:DES3_11660
0227: 43@ = car 74@ health 
0093: 46@ = integer_to_float 43@ 
0017: 46@ /= 5000.0 // floating-point values 
0013: 46@ *= 100.0 // floating-point values 
0090: $7495 = float_to_integer 46@ 

:DES3_11704
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DES3_12253 
00D6: if 
0039:   133@ == 5 // integer values 
004D: jump_if_false @DES3_11772 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @DES3_11772 
04AF: 109@ = unknown_wav_reference 5 
000A: 197@ += 1 // integer values 

:DES3_11772
00D6: if 
001B:   5 > 133@ // integer values 
004D: jump_if_false @DES3_11901 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @DES3_11901 
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @DES3_11901 
0007: 231@ = -344.9471 // floating-point values 
0007: 232@ = 2724.421 // floating-point values 
0007: 233@ = 186.0 // floating-point values 
0007: 234@ = 110.0 // floating-point values 
0050: gosub @DES3_18288 
04AF: 109@ = unknown_wav_reference 0 
0006: 112@ = 0 // integer values 
000A: 129@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:DES3_11901
00D6: if 
001B:   5 > 133@ // integer values 
004D: jump_if_false @DES3_12030 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @DES3_12030 
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @DES3_12030 
0007: 259@ = -324.9471 // floating-point values 
0007: 260@ = 2704.421 // floating-point values 
0007: 261@ = 186.0 // floating-point values 
0007: 262@ = 110.0 // floating-point values 
0050: gosub @DES3_23443 
04AF: 110@ = unknown_wav_reference 0 
0006: 113@ = 0 // integer values 
000A: 130@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:DES3_12030
00D6: if 
0019:   129@ > 0 // integer values 
004D: jump_if_false @DES3_12094 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @DES3_12094 
000A: 127@ += 1 // integer values 
000A: 131@ += 1 // integer values 
0006: 129@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:DES3_12094
00D6: if 
0019:   130@ > 0 // integer values 
004D: jump_if_false @DES3_12158 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @DES3_12158 
000A: 128@ += 1 // integer values 
000A: 131@ += 1 // integer values 
0006: 130@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:DES3_12158
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @DES3_12200 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @DES3_12200 
0006: 131@ = 5 // integer values 

:DES3_12200
00D6: if 
0039:   131@ == 5 // integer values 
004D: jump_if_false @DES3_12232 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_12232
0050: gosub @DES3_17718 
0050: gosub @DES3_19279 
0050: gosub @DES3_24554 

:DES3_12253
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DES3_12297 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @DES3_12297 
0006: 35@ = 99 // integer values 

:DES3_12297
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DES3_12359 
03C7: unknown_maybe_cops_density 1.0 
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $7495 
0050: gosub @DES3_17660 
0050: gosub @DES3_19147 
0050: gosub @DES3_24422 
0050: gosub @DES3_26858 

:DES3_12359
0051: return 

:DES3_12361
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DES3_12673 
0247: request_model #LEVIATHN 
0247: request_model #WMYPLT 
0247: request_model #AK47 
0247: request_model #KMB_HOLDALL 
0247: request_model #KMB_PARACHUTE 
0247: request_model #JOURNEY 
0247: request_model #WMOPREA 
0247: request_model #SWFOPRO 
0247: request_model #BANDITO 

:DES3_12421
00D6: if or
8248:   not model #LEVIATHN available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #KMB_HOLDALL available 
8248:   not model #KMB_PARACHUTE available 
004D: jump_if_false @DES3_12467 
0001: wait 0 ms 
0002: jump @DES3_12421 

:DES3_12467
00D6: if or
8248:   not model #JOURNEY available 
8248:   not model #BANDITO available 
004D: jump_if_false @DES3_12499 
0001: wait 0 ms 
0002: jump @DES3_12467 

:DES3_12499
07C0: load_path 536 
07C0: load_path 537 
07C0: load_path 538 

:DES3_12514
00D6: if or
87C1:   not path 536 available 
87C1:   not path 537 available 
87C1:   not path 538 available 
004D: jump_if_false @DES3_12551 
0001: wait 0 ms 
0002: jump @DES3_12514 

:DES3_12551
0050: gosub @DES3_17557 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_12582 
05EB: assign_vehicle 74@ to_path 536 

:DES3_12582
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
02A3: toggle_widescreen 1 
015F: set_camera_position -720.812 2476.182 171.2749 0.0 0.0 0.0 
0160: point_camera -721.6284 2475.607 171.2184 2 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_12673
00D6: if and
0019:   35@ > 0 // integer values 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @DES3_12723 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DES3_12723 
0006: 35@ = 99 // integer values 

:DES3_12723
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DES3_12900 
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @DES3_12825 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_12818 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset 3.0 -5.0 -2.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:DES3_12818
0002: jump @DES3_12900 

:DES3_12825
016A: fade 0 300 ms 

:DES3_12832
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_12856 
0001: wait 0 ms 
0002: jump @DES3_12832 

:DES3_12856
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_12893 
00D6: if 
060E:   car 74@ is_assigned_to_existing_path 
004D: jump_if_false @DES3_12893 
05EC: release_vehicle 74@ from_path 

:DES3_12893
000A: 35@ += 1 // integer values 

:DES3_12900
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DES3_13189 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_13189 
016A: fade 1 300 ms 
085E: assign_vehicle 74@ to_looped_path 538 
015F: set_camera_position 247.7597 2515.937 82.7789 0.0 0.0 0.0 
0160: point_camera 246.7721 2515.894 82.6276 2 
0706: (unknown) 74@ 100.0 
0107: 96@ = create_object #KMB_HOLDALL at 0.0 0.0 0.0 
0681: attach_object 96@ to_car 74@ at_offset 0.0 -2.0 -0.5 rotation 0.0 0.0 0.0 
0750: set_object 96@ visibility 0 
0107: 95@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0681: attach_object 95@ to_car 74@ at_offset 0.0 0.0 -2.5 rotation 0.0 0.0 0.0 
0750: set_object 95@ visibility 0 
0006: 32@ = 0 // integer values 
0007: 142@ = 2.0 // floating-point values 
0007: 143@ = -7.0 // floating-point values 
0007: 144@ = 1.0 // floating-point values 
000A: 35@ += 1 // integer values 

:DES3_13189
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DES3_13426 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_13246 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 95@ offset 142@ 143@ 144@ 

:DES3_13246
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @DES3_13426 
015F: set_camera_position 296.2388 2480.553 97.5696 0.0 0.0 0.0 
0160: point_camera 295.5632 2481.153 97.141 2 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_13367 
0682: detach_object 96@ 0.0 0.0 0.0 collision_detection 0 

:DES3_13367
0750: set_object 96@ visibility 1 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_13412 
0682: detach_object 95@ 0.0 0.0 0.0 collision_detection 0 

:DES3_13412
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_13426
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @DES3_13616 
00D6: if 
0019:   32@ > 1200 // integer values 
004D: jump_if_false @DES3_13558 
0007: 208@ = 264.2501 // floating-point values 
0007: 209@ = 2877.011 // floating-point values 
0007: 210@ = 13.7096 // floating-point values 
0050: gosub @DES3_16532 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_13544 
01BB: store_object 96@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
097A: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1039 

:DES3_13544
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_13558
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_13616 
059F: (unknown) 95@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0011: $TEMPVAR_FLOAT_3 *= -0.1 // floating-point values 
038C: object 95@ scatter 0.0 0.0 $TEMPVAR_FLOAT_3 

:DES3_13616
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @DES3_13725 
0050: gosub @DES3_16957 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DES3_13667 
0006: 35@ = 99 // integer values 

:DES3_13667
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_13725 
059F: (unknown) 95@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0011: $TEMPVAR_FLOAT_3 *= -0.5 // floating-point values 
038C: object 95@ scatter 0.0 0.0 $TEMPVAR_FLOAT_3 

:DES3_13725
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DES3_14043 
016A: fade 1 0 ms 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @DES3_13780 
0186: 107@ = create_marker_above_car 80@ 
0002: jump @DES3_13840 

:DES3_13780
01C3: remove_references_to_car 80@ // Like turning a car into any random car 
0395: clear_area 1 at -804.5877 2377.843 151.7558 range 5.0 
00A5: 80@ = create_car #BANDITO at -804.5877 2377.843 151.7558 
0186: 107@ = create_marker_above_car 80@ 

:DES3_13840
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 20.0 
07E0: set_marker 107@ type_to 1 
0249: release_model #BANDITO 
00A5: 79@ = create_car #JOURNEY at -680.7584 2466.081 114.9057 
0175: set_car 79@ z_angle_to 75.939 
0129: 92@ = create_actor 4 #WMOPREA in_car 79@ driverseat 
01C8: 93@ = create_actor 5 #SWFOPRO in_car 79@ passenger_seat 0 
05D1: AS_actor 92@ drive_car 79@ to -726.9384 2357.388 125.5138 speed 10.0 0 1 2 
0249: release_model #WMOPREA 
0249: release_model #SWFOPRO 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0001: wait 0 ms 
0108: destroy_object 96@ 
0108: destroy_object 95@ 
0050: gosub @DES3_17660 
0050: gosub @DES3_26858 

:DES3_14043
0051: return 

:DES3_14045
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DES3_14308 
00BC: text_highpriority 'AIR1_09' 7000 ms 1  // ~s~Szedd fel a ~g~csempszrut~s~.
0247: request_model #MAVERICK 
0247: request_model #WMYPLT 
0247: request_model #AK47 
0247: request_model #KMB_HOLDALL 
0247: request_model #KMB_PARACHUTE 
0247: request_model #WMOMIB 
0247: request_model #BMYMIB 

:DES3_14113
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #KMB_HOLDALL available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
004D: jump_if_false @DES3_14164 
0001: wait 0 ms 
0002: jump @DES3_14113 

:DES3_14164
00D6: if 
8248:   not model #KMB_PARACHUTE available 
004D: jump_if_false @DES3_14191 
0001: wait 0 ms 
0002: jump @DES3_14164 

:DES3_14191
0007: 214@ = 216.9669 // floating-point values 
0007: 215@ = 2689.149 // floating-point values 
0007: 216@ = 90.0 // floating-point values 
0007: 208@ = 264.2501 // floating-point values 
0007: 209@ = 2877.011 // floating-point values 
0007: 210@ = 13.7096 // floating-point values 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_14272 
0108: destroy_object 96@ 

:DES3_14272
0050: gosub @DES3_16532 
0188: 105@ = create_marker_above_object 96@ 
08D2: object 96@ scale_model 0.3 
096A: (unknown) 1 
000A: 35@ += 1 // integer values 

:DES3_14308
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DES3_14516 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @DES3_14381 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @DES3_14381 
00A1: put_actor $PLAYER_ACTOR at 417.0 2493.0 27.83 

:DES3_14381
00D6: if 
0039:   226@ == 0 // integer values 
004D: jump_if_false @DES3_14516 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_14516 
01BB: store_object 96@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 1.5 
004D: jump_if_false @DES3_14516 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @DES3_14492 
0164: disable_marker 107@ 

:DES3_14492
0108: destroy_object 96@ 
0164: disable_marker 105@ 
0006: 32@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_14516
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DES3_14691 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 269.6016 2868.464 15.2584 0.0 0.0 0.0 
0160: point_camera 269.2238 2869.372 15.0806 2 
00A1: put_actor $PLAYER_ACTOR at 265.7708 2873.078 13.4336 
0173: set_actor $PLAYER_ACTOR z_angle_to 266.1126 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CA' // 8-byte strings  // ~z~OK, vidd a csomagot Las Brujasba.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13213 
004F: create_thread @AUDIOL -1 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 13214 as 2 
0006: 33@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_14691
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @DES3_14812 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_14812 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_14812 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CB' // 8-byte strings  // ~z~Merre vagy?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13214 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13215 as 1 
000A: 35@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:DES3_14812
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @DES3_14933 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_14933 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_14933 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CC' // 8-byte strings  // ~z~A frszt hozod rm, ember!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13215 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13216 as 2 
000A: 35@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:DES3_14933
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @DES3_15042 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_15042 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_15042 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CD' // 8-byte strings  // ~z~Carl, n MINDIG mindent ltok...vagy hallok...vagy mindkett.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 13216 
004F: create_thread @AUDIOL -1 0 1 2 1 
000A: 35@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:DES3_15042
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @DES3_15127 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DES3_15127 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @DES3_15127 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 // integer values 

:DES3_15127
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @DES3_15195 
00BC: text_highpriority 'AIR1_10' 7000 ms 1  // ~s~Vidd a csempszrut a ~y~rejtekhelyre~s~.
018A: 101@ = create_checkpoint_at -394.8462 2226.622 41.4259 
0006: 198@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DES3_15195
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @DES3_15594 
00D6: if 
0039:   198@ == 0 // integer values 
004D: jump_if_false @DES3_15304 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -394.8462 2226.622 41.4259 radius 25.0 25.0 20.0 
004D: jump_if_false @DES3_15297 
0360: open_garage 'GHOSTDR' 
0006: 198@ = 1 // integer values 

:DES3_15297
0002: jump @DES3_15370 

:DES3_15304
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -394.8462 2226.622 41.4259 radius 40.0 40.0 20.0 
004D: jump_if_false @DES3_15370 
0361: close_garage 'GHOSTDR' 
0006: 198@ = 0 // integer values 

:DES3_15370
00D6: if 
075C:   marker 101@ enabled 
004D: jump_if_false @DES3_15550 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_15488 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -394.8462 2226.622 41.4259 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @DES3_15481 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @DES3_15481 
000A: 35@ += 1 // integer values 

:DES3_15481
0002: jump @DES3_15543 

:DES3_15488
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -394.8462 2226.622 41.4259 radius 1.2 1.2 2.0 
004D: jump_if_false @DES3_15543 
000A: 35@ += 1 // integer values 

:DES3_15543
0002: jump @DES3_15594 

:DES3_15550
00D6: if 
0019:   32@ > 60000 // integer values 
004D: jump_if_false @DES3_15594 
00BC: text_highpriority 'AIR1_11' 7000 ms 1  // ~s~Rzd le a ~r~zsernykokat~s~.
0006: 32@ = 0 // integer values 

:DES3_15594
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @DES3_15740 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0361: close_garage 'GHOSTDR' 
016A: fade 0 1000 ms 

:DES3_15637
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_15661 
0001: wait 0 ms 
0002: jump @DES3_15637 

:DES3_15661
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -389.8034 2230.742 41.4297 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
03C8: rotate_player-180-degrees 
02EB: restore_camera_with_jumpcut 

:DES3_15700
00D6: if 
83B1:   not garage 'GHOSTDR' door_closed 
004D: jump_if_false @DES3_15733 
0001: wait 0 ms 
0002: jump @DES3_15700 

:DES3_15733
0006: 36@ = 1 // integer values 

:DES3_15740
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @DES3_15906 
00D6: if 
056E:   carcass_of_car 75@ valid 
004D: jump_if_false @DES3_15906 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_15906 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
81AF:   not car 75@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0 100.0 100.0 
004D: jump_if_false @DES3_15860 
07BB: (unknown) 75@ 10 
0002: jump @DES3_15906 

:DES3_15860
0004: $7496 = 100 // integer values 
03C4: set_status_text_to $7496 1 'AIR1_12'  // Heat
0006: 132@ = 1 // integer values 
00BC: text_highpriority 'AIR1_11' 7000 ms 1  // ~s~Rzd le a ~r~zsernykokat~s~.

:DES3_15906
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @DES3_16230 
00D6: if 
056E:   carcass_of_car 75@ valid 
004D: jump_if_false @DES3_16230 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_16202 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AA: store_car 75@ position_to 56@ 57@ 58@ 
050A: 140@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 56@ 57@ 58@ 
00D6: if 
0023:   175.0 > 140@ // floating-point values 
004D: jump_if_false @DES3_16085 
00D6: if 
001A:   100 > $7496 // integer values 
004D: jump_if_false @DES3_16078 
00D6: if 
0019:   137@ > 100 // integer values 
004D: jump_if_false @DES3_16078 
0008: $7496 += 1 // integer values 
0006: 137@ = 0 // integer values 

:DES3_16078
0002: jump @DES3_16135 

:DES3_16085
00D6: if 
0018:   $7496 > 0 // integer values 
004D: jump_if_false @DES3_16135 
00D6: if 
0019:   137@ > 100 // integer values 
004D: jump_if_false @DES3_16135 
0008: $7496 += -1 // integer values 
0006: 137@ = 0 // integer values 

:DES3_16135
00D6: if 
0038:   $7496 == 0 // integer values 
004D: jump_if_false @DES3_16195 
04AF: 109@ = unknown_wav_reference 99 
0006: 112@ = 0 // integer values 
00BC: text_highpriority 'AIR1_10' 7000 ms 1  // ~s~Vidd a csempszrut a ~y~rejtekhelyre~s~.
0006: 132@ = 2 // integer values 
0151: remove_status_text $7496 

:DES3_16195
0002: jump @DES3_16230 

:DES3_16202
00BC: text_highpriority 'AIR1_10' 7000 ms 1  // ~s~Vidd a csempszrut a ~y~rejtekhelyre~s~.
0006: 132@ = 2 // integer values 
0151: remove_status_text $7496 

:DES3_16230
00D6: if 
0019:   35@ > 1 // integer values 
004D: jump_if_false @DES3_16332 
00D6: if 
075C:   marker 101@ enabled 
004D: jump_if_false @DES3_16294 
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @DES3_16287 
0164: disable_marker 101@ 

:DES3_16287
0002: jump @DES3_16332 

:DES3_16294
00D6: if 
0039:   132@ == 2 // integer values 
004D: jump_if_false @DES3_16332 
018A: 101@ = create_checkpoint_at -450.9301 2238.45 43.4409 

:DES3_16332
00D6: if 
0039:   39@ == 3 // integer values 
004D: jump_if_false @DES3_16373 
00D6: if 
056E:   carcass_of_car 75@ valid 
004D: jump_if_false @DES3_16373 
0050: gosub @DES3_19279 

:DES3_16373
0050: gosub @DES3_16957 
0051: return 

:DES3_16382
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @DES3_16450 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @DES3_16445 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @DES3_16438 
0164: disable_marker 107@ 

:DES3_16438
0002: jump @DES3_16450 

:DES3_16445
0164: disable_marker 107@ 

:DES3_16450
00D6: if 
056E:   carcass_of_car 74@ valid 
004D: jump_if_false @DES3_16505 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @DES3_16505 
0006: 37@ = 1 // integer values 
00BC: text_highpriority 'AIR1_08' 5000 ms 1  // ~r~A csempsz helikopter mr trtnelem.

:DES3_16505
00D6: if 
0039:   39@ == 7 // integer values 
004D: jump_if_false @DES3_16530 
0050: gosub @DES3_26440 

:DES3_16530
0051: return 

:DES3_16532
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_16577 
01BB: store_object 96@ position_to 214@ 215@ 216@ 
000B: 216@ += 6.679 // floating-point values 
0108: destroy_object 96@ 

:DES3_16577
029B: 96@ = init_object #KMB_PARACHUTE at 214@ 215@ 216@ 
0382: set_object 96@ collision_detection 0 
0392: object 96@ toggle_in_moving_list 0 
0007: 199@ = 1.0 // floating-point values 
0007: 200@ = 0.5 // floating-point values 
0007: 201@ = 0.0 // floating-point values 
0007: 205@ = 0.0 // floating-point values 
0007: 206@ = 0.0 // floating-point values 
0007: 207@ = 0.0 // floating-point values 
0006: 224@ = 80000 // integer values 
0093: 225@ = integer_to_float 224@ 
050A: 222@ = distance_between 214@ 215@ 216@ and 208@ 209@ 210@ 
0509: 223@ = distance between point 214@ 215@ and point 208@ 209@ 
0087: 211@ = 214@ // floating-point values only 
0063: 211@ -= 208@ // floating-point values 
0087: 212@ = 215@ // floating-point values only 
0063: 212@ -= 209@ // floating-point values 
0087: 213@ = 216@ // floating-point values only 
0063: 213@ -= 210@ // floating-point values 
0087: 217@ = 208@ // floating-point values only 
0063: 217@ -= 214@ // floating-point values 
0087: 218@ = 209@ // floating-point values only 
0063: 218@ -= 215@ // floating-point values 
0087: 219@ = 210@ // floating-point values only 
0063: 219@ -= 216@ // floating-point values 
0073: 217@ /= 222@ // floating-point values 
0073: 218@ /= 222@ // floating-point values 
0073: 219@ /= 222@ // floating-point values 
0087: 50@ = 223@ // floating-point values only 
0007: 51@ = 0.0 // floating-point values 
0087: 53@ = 223@ // floating-point values only 
0087: 54@ = 213@ // floating-point values only 
05A4: (unknown) 50@ 51@ 53@ 54@ 220@ 
0087: 50@ = 211@ // floating-point values only 
0007: 51@ = 0.0 // floating-point values 
0087: 53@ = 211@ // floating-point values only 
0087: 54@ = 212@ // floating-point values only 
05A4: (unknown) 50@ 51@ 53@ 54@ 221@ 
0006: 226@ = 1 // integer values 
0051: return 

:DES3_16957
00D6: if 
0039:   226@ == 1 // integer values 
004D: jump_if_false @DES3_17555 
00D6: if 
0019:   224@ > 1000 // integer values 
004D: jump_if_false @DES3_17424 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_17417 
00D6: if 
0021:   205@ > 180.0 // floating-point values 
004D: jump_if_false @DES3_17041 
0007: 205@ = -180.0 // floating-point values 

:DES3_17041
00D6: if 
0023:   -180.0 > 205@ // floating-point values 
004D: jump_if_false @DES3_17072 
0007: 205@ = 180.0 // floating-point values 

:DES3_17072
00D6: if 
0031:   205@ >= 0.0 // floating-point values 
004D: jump_if_false @DES3_17110 
0007: 202@ = -0.01 // floating-point values 
0002: jump @DES3_17120 

:DES3_17110
0007: 202@ = 0.01 // floating-point values 

:DES3_17120
007B: 199@ += unknown_inaccurate_float_timer 202@ // floating-point 
00D6: if 
0021:   199@ > 1.0 // floating-point values 
004D: jump_if_false @DES3_17159 
0007: 199@ = 1.0 // floating-point values 

:DES3_17159
00D6: if 
0023:   -1.0 > 199@ // floating-point values 
004D: jump_if_false @DES3_17190 
0007: 199@ = -1.0 // floating-point values 

:DES3_17190
007B: 205@ += unknown_inaccurate_float_timer 199@ // floating-point 
0093: 46@ = integer_to_float 224@ 
0087: 47@ = 225@ // floating-point values only 
0063: 47@ -= 46@ // floating-point values 
0073: 47@ /= 225@ // floating-point values 
006B: 47@ *= 222@ // floating-point values 
0087: 50@ = 217@ // floating-point values only 
006B: 50@ *= 47@ // floating-point values 
0087: 51@ = 218@ // floating-point values only 
006B: 51@ *= 47@ // floating-point values 
0087: 52@ = 219@ // floating-point values only 
006B: 52@ *= 47@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 214@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 50@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 215@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 51@ // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 216@ // floating-point values only 
005F: $TEMPVAR_FLOAT_3 += 52@ // floating-point values 
0089: 145@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 146@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 147@ = $TEMPVAR_FLOAT_3 // floating-point values only 
00D6: if 
0025:   210@ > 147@ // floating-point values 
004D: jump_if_false @DES3_17385 
0087: 147@ = 210@ // floating-point values only 

:DES3_17385
01BC: put_object 96@ at 145@ 146@ 147@ 
0453: object 96@ set_rotation 205@ 0.0 90.0 

:DES3_17417
0002: jump @DES3_17555 

:DES3_17424
01BB: store_object 96@ position_to 145@ 146@ 147@ 
02CE: 147@ = ground_z 145@ 146@ 147@ 
000B: 147@ += 0.5 // floating-point values 
00D6: if 
0025:   210@ > 147@ // floating-point values 
004D: jump_if_false @DES3_17489 
0087: 147@ = 210@ // floating-point values only 

:DES3_17489
0108: destroy_object 96@ 
0164: disable_marker 105@ 
029B: 96@ = init_object #KMB_HOLDALL at 145@ 146@ 147@ 
08D2: object 96@ scale_model 0.3 
0188: 105@ = create_marker_above_object 96@ 
0550: keep_object 96@ in_memory 1 
0382: set_object 96@ collision_detection 0 
0006: 226@ = 0 // integer values 

:DES3_17555
0051: return 

:DES3_17557
00A5: 74@ = create_car #LEVIATHN at 227@ 228@ 229@ 
0175: set_car 74@ z_angle_to 230@ 
0825: instantly_spin_flying_vehicle 74@ rotor_blade 
04DF: (unknown) 74@ 1 
0129: 81@ = create_actor 24 #WMYPLT in_car 74@ driverseat 
0224: set_car 74@ health_to 5000 
02AC: set_car 74@ immunities 0 0 0 1 0 
0186: 104@ = create_marker_above_car 74@ 
07E0: set_marker 104@ type_to 1 
0587: (unknown) 74@ 0 
02AA: set_car 74@ immune_to_nonplayer 1 
0051: return 

:DES3_17660
00D6: if 
056D:   carcass_of_actor 81@ valid 
004D: jump_if_false @DES3_17681 
009B: destroy_actor_instantly 81@ 

:DES3_17681
00D6: if 
056E:   carcass_of_car 74@ valid 
004D: jump_if_false @DES3_17702 
00A6: destroy_car 74@ 

:DES3_17702
0249: release_model #LEVIATHN 
0249: release_model #WMYPLT 
0164: disable_marker 104@ 
0051: return 

:DES3_17718
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_18286 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @DES3_18286 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @DES3_18069 
0007: 151@ = -784.6607 // floating-point values 
0007: 166@ = 2442.231 // floating-point values 
0007: 181@ = 180.0 // floating-point values 
0007: 152@ = -804.959 // floating-point values 
0007: 167@ = 2425.576 // floating-point values 
0007: 182@ = 180.0 // floating-point values 
0007: 153@ = -787.8075 // floating-point values 
0007: 168@ = 2405.689 // floating-point values 
0007: 183@ = 180.0 // floating-point values 
0007: 154@ = -772.5547 // floating-point values 
0007: 169@ = 2413.223 // floating-point values 
0007: 184@ = 180.0 // floating-point values 
0007: 155@ = -772.9753 // floating-point values 
0007: 170@ = 2432.284 // floating-point values 
0007: 185@ = 180.0 // floating-point values 
0007: 156@ = -789.0908 // floating-point values 
0007: 171@ = 2424.852 // floating-point values 
0007: 186@ = 180.0 // floating-point values 
0007: 157@ = -802.8 // floating-point values 
0007: 172@ = 2431.09 // floating-point values 
0007: 187@ = 180.0 // floating-point values 
0007: 158@ = -772.5547 // floating-point values 
0007: 173@ = 2413.223 // floating-point values 
0007: 188@ = 180.0 // floating-point values 
0006: 108@ = 0 // integer values 
04A2: heli 74@ fly_to 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) speed 15.0 181@(108@,15f) 
07BB: (unknown) 74@ 1 
000A: 114@ += 1 // integer values 

:DES3_18069
00D6: if 
01AF:   car 74@ 0 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) radius 10.0 10.0 10.0 
004D: jump_if_false @DES3_18229 
0209: 43@ = random_int 0 8 
00D6: if 
003B:   43@ == 108@ // integer values 
004D: jump_if_false @DES3_18183 
000A: 43@ += 1 // integer values 
00D6: if 
0019:   43@ > 7 // integer values 
004D: jump_if_false @DES3_18183 
0006: 43@ = 0 // integer values 

:DES3_18183
0085: 108@ = 43@ // integer values and handles 
04A2: heli 74@ fly_to 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) speed 15.0 181@(108@,15f) 

:DES3_18229
0227: 43@ = car 74@ health 
00D6: if 
002B:   300 >= 43@ // integer values 
004D: jump_if_false @DES3_18286 
00D6: if 
8039:   not  111@ == 99 // integer values 
004D: jump_if_false @DES3_18286 
0564: (unknown) 74@ 
0006: 111@ = 99 // integer values 

:DES3_18286
0051: return 

:DES3_18288
00D6: if 
856E:   not carcass_of_car 75@ valid 
004D: jump_if_false @DES3_18341 
00A5: 75@ = create_car #MAVERICK at 0.0 0.0 0.0 
08F2: (unknown) 75@ 1 
0587: (unknown) 75@ 0 

:DES3_18341
00D6: if 
856D:   not carcass_of_actor 82@ valid 
004D: jump_if_false @DES3_18370 
0129: 82@ = create_actor 25 #BMYMIB in_car 75@ driverseat 

:DES3_18370
00D6: if 
856D:   not carcass_of_actor 84@ valid 
004D: jump_if_false @DES3_18411 
009A: 84@ = create_actor 25 #WMOMIB at 0.0 0.0 0.0 

:DES3_18411
00D6: if 
856D:   not carcass_of_actor 85@ valid 
004D: jump_if_false @DES3_18452 
009A: 85@ = create_actor 25 #BMYMIB at 0.0 0.0 0.0 

:DES3_18452
00D6: if 
856D:   not carcass_of_actor 86@ valid 
004D: jump_if_false @DES3_18493 
009A: 86@ = create_actor 25 #WMOMIB at 0.0 0.0 0.0 

:DES3_18493
00D6: if 
856D:   not carcass_of_actor 87@ valid 
004D: jump_if_false @DES3_18534 
009A: 87@ = create_actor 25 #BMYMIB at 0.0 0.0 0.0 

:DES3_18534
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_18607 
00AB: put_car 75@ at 231@ 232@ 233@ 
0175: set_car 75@ z_angle_to 234@ 
0825: instantly_spin_flying_vehicle 75@ rotor_blade 
0229: set_car 75@ color_to 0 0 
04DF: (unknown) 75@ 1 
02AA: set_car 75@ immune_to_nonplayer 1 
020A: set_car 75@ door_status_to 2 

:DES3_18607
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_18652 
054A: set_actor 82@ immune_to_car_headshots 0 
039E: set_actor 82@ jackable 1 
054A: set_actor 82@ immune_to_car_headshots 0 
060B: unknown_actor_use_entity 82@ 66@ 

:DES3_18652
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_19079 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DES3_18723 
0464: put_actor 84@ into_turret_on_car 75@ at_car_offset 1.0 1.25 -0.1 position 3 shooting_angle 310.0 with_weapon 30 
0006: 123@ = 1 // integer values 

:DES3_18723
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DES3_18778 
0464: put_actor 85@ into_turret_on_car 75@ at_car_offset 1.1 -0.3 -0.1 position 3 shooting_angle 310.0 with_weapon 30 
0006: 124@ = 1 // integer values 

:DES3_18778
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @DES3_18833 
0464: put_actor 86@ into_turret_on_car 75@ at_car_offset -1.0 1.25 -0.1 position 1 shooting_angle 50.0 with_weapon 30 
0006: 125@ = 1 // integer values 

:DES3_18833
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DES3_18888 
0464: put_actor 87@ into_turret_on_car 75@ at_car_offset -1.1 -0.3 -0.1 position 1 shooting_angle 50.0 with_weapon 30 
0006: 126@ = 1 // integer values 

:DES3_18888
0006: 43@ = 0 // integer values 

:DES3_18895
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_19079 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_19065 
07DD: (unknown) 84@(43@,4i) 20 
02E2: set_actor 84@(43@,4i) weapon_accuracy_to 27 
00D6: if or
0039:   43@ == 0 // integer values 
0039:   43@ == 2 // integer values 
004D: jump_if_false @DES3_19009 
08AF: (unknown) 84@(43@,4i) 125 
0223: set_actor 84@(43@,4i) health_to 125 
0002: jump @DES3_19031 

:DES3_19009
08AF: (unknown) 84@(43@,4i) 100 
0223: set_actor 84@(43@,4i) health_to 100 

:DES3_19031
02A9: set_actor 84@(43@,4i) immune_to_nonplayer 1 
060B: unknown_actor_use_entity 84@(43@,4i) 66@ 
0006: 115@(43@,4i) = 0 // integer values 

:DES3_19065
000A: 43@ += 1 // integer values 
0002: jump @DES3_18895 

:DES3_19079
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_19124 
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_19116 
0164: disable_marker 102@ 

:DES3_19116
0186: 102@ = create_marker_above_car 75@ 

:DES3_19124
04AF: 109@ = unknown_wav_reference 0 
0006: 112@ = 0 // integer values 
000A: 133@ += 1 // integer values 
0051: return 

:DES3_19147
00D6: if 
056D:   carcass_of_actor 82@ valid 
004D: jump_if_false @DES3_19168 
009B: destroy_actor_instantly 82@ 

:DES3_19168
0006: 43@ = 0 // integer values 

:DES3_19175
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_19236 
00D6: if 
056D:   carcass_of_actor 84@(43@,4i) valid 
004D: jump_if_false @DES3_19222 
009B: destroy_actor_instantly 84@(43@,4i) 

:DES3_19222
000A: 43@ += 1 // integer values 
0002: jump @DES3_19175 

:DES3_19236
00D6: if 
056E:   carcass_of_car 75@ valid 
004D: jump_if_false @DES3_19257 
00A6: destroy_car 75@ 

:DES3_19257
0249: release_model #MAVERICK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #AK47 
0051: return 

:DES3_19279
00D6: if 
0019:   32@ > 240000 // integer values 
004D: jump_if_false @DES3_19333 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_19333 
020B: explode_car 75@ 
020B: explode_car 75@ 
0006: 32@ = 0 // integer values 

:DES3_19333
0871: init_jump_table 109@ total_jumps 3 0 @DES3_22132 jumps 0 @DES3_19396 4 @DES3_21962 5 @DES3_19903 -1 @DES3_22132 -1 @DES3_22132 -1 @DES3_22132 -1 @DES3_22132 

:DES3_19396
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_19896 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @DES3_19475 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_19475 
0726: helicopter 75@ follow_actor -1 follow_car 74@ radius 20.0 
000A: 112@ += 1 // integer values 
0006: 135@ = 0 // integer values 

:DES3_19475
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @DES3_19845 
00D6: if 
001B:   10000 > 135@ // integer values 
004D: jump_if_false @DES3_19816 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_19809 
00AA: store_car 74@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset 10.0 -10.0 5.0 
00D6: if 
81AF:   not car 75@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 50.0 50.0 
004D: jump_if_false @DES3_19809 
00AA: store_car 75@ position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 58@ // floating-point values 
050A: $11352 = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 56@ 57@ 58@ 
00D6: if 
0020:   $11352 > 0.01 // floating-point values 
004D: jump_if_false @DES3_19802 
0077: 50@ /= $11352 // floating-point values 
0077: 51@ /= $11352 // floating-point values 
0077: 52@ /= $11352 // floating-point values 
0013: 50@ *= 0.01 // floating-point values 
0013: 51@ *= 0.01 // floating-point values 
0013: 52@ *= 0.01 // floating-point values 
07D5: apply_momentum_to_vehicle 75@ direction 50@ 51@ 52@ 0.0 0.0 0.0 

:DES3_19802
0002: jump @DES3_19809 

:DES3_19809
0002: jump @DES3_19845 

:DES3_19816
0726: helicopter 75@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
000A: 112@ += 1 // integer values 
0006: 135@ = 0 // integer values 

:DES3_19845
00D6: if 
0039:   112@ == 2 // integer values 
004D: jump_if_false @DES3_19896 
00D6: if 
0019:   135@ > 25000 // integer values 
004D: jump_if_false @DES3_19896 
0006: 112@ = 0 // integer values 
0006: 135@ = 0 // integer values 

:DES3_19896
0002: jump @DES3_22132 

:DES3_19903
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_21550 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @DES3_19992 
0780: helicopter 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.0 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
000A: 112@ += 1 // integer values 

:DES3_19992
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @DES3_20206 
00D6: if 
0039:   39@ == 10 // integer values 
004D: jump_if_false @DES3_20206 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
00D6: if 
01AD:   car 75@ 0 56@ 57@ 20.0 20.0 
004D: jump_if_false @DES3_20206 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02CE: 46@ = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 47@ = 58@ // floating-point values only 
0063: 47@ -= 46@ // floating-point values 
00D6: if 
0023:   5.0 > 47@ // floating-point values 
004D: jump_if_false @DES3_20206 
0089: 148@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 149@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0087: 150@ = 46@ // floating-point values only 
000B: 150@ += 10.0 // floating-point values 
04A2: heli 75@ fly_to 148@ 149@ 150@ speed 10.0 0.0 
000A: 112@ += 1 // integer values 

:DES3_20206
00D6: if 
0039:   112@ == 2 // integer values 
004D: jump_if_false @DES3_20621 
00D6: if 
01AF:   car 75@ 0 148@ 149@ 150@ radius 4.0 4.0 8.0 
004D: jump_if_false @DES3_20403 
02E3: 46@ = car 75@ speed 
00D6: if 
0021:   46@ > 1.0 // floating-point values 
004D: jump_if_false @DES3_20375 
06A2: get_vehicle 75@ velocity_in_direction 50@ 51@ 52@ 
0013: 50@ *= -0.001 // floating-point values 
0013: 51@ *= -0.001 // floating-point values 
0013: 52@ *= -0.001 // floating-point values 
07D5: apply_momentum_to_vehicle 75@ direction 50@ 51@ 52@ 0.0 0.0 0.0 
0002: jump @DES3_20396 

:DES3_20375
0519: lock_vehicle 75@ in_current_position 1 
0006: 135@ = 0 // integer values 
000A: 112@ += 1 // integer values 

:DES3_20396
0002: jump @DES3_20621 

:DES3_20403
02E3: 46@ = car 75@ speed 
00D6: if 
0023:   10.0 > 46@ // floating-point values 
004D: jump_if_false @DES3_20621 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 148@ // floating-point values only 
0065: 50@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 51@ = 149@ // floating-point values only 
0065: 51@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 52@ = 150@ // floating-point values only 
0065: 52@ -= $TEMPVAR_FLOAT_3 // floating-point values 
050A: $11352 = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 148@ 149@ 150@ 
00D6: if 
0020:   $11352 > 0.01 // floating-point values 
004D: jump_if_false @DES3_20621 
0077: 50@ /= $11352 // floating-point values 
0077: 51@ /= $11352 // floating-point values 
0077: 52@ /= $11352 // floating-point values 
0013: 50@ *= 0.01 // floating-point values 
0013: 51@ *= 0.01 // floating-point values 
0013: 52@ *= 0.01 // floating-point values 
07D5: apply_momentum_to_vehicle 75@ direction 50@ 51@ 52@ 0.0 0.0 0.0 

:DES3_20621
00D6: if 
0039:   112@ == 3 // integer values 
004D: jump_if_false @DES3_20825 
00D6: if 
0019:   135@ > 1500 // integer values 
004D: jump_if_false @DES3_20825 
0519: lock_vehicle 75@ in_current_position 1 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DES3_20811 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ offset 1.0 1.25 -0.1 
009B: destroy_actor_instantly 84@ 
0503: create_rappel 25 165 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_actor 84@ 
07DD: (unknown) 84@ 30 
02E2: set_actor 84@ weapon_accuracy_to 27 
08AF: (unknown) 84@ 125 
0223: set_actor 84@ health_to 125 
02A9: set_actor 84@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 84@ 66@ 
01B2: give_actor 84@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 84@ 2000.0 
0006: 123@ = 0 // integer values 
0006: 115@ = 1 // integer values 

:DES3_20811
0006: 135@ = 0 // integer values 
000A: 112@ += 1 // integer values 

:DES3_20825
00D6: if 
0039:   112@ == 4 // integer values 
004D: jump_if_false @DES3_21014 
00D6: if 
0019:   135@ > 0 // integer values 
004D: jump_if_false @DES3_21014 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DES3_21000 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ offset 1.1 -0.3 -0.1 
009B: destroy_actor_instantly 85@ 
0503: create_rappel 25 166 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_actor 85@ 
07DD: (unknown) 85@ 30 
02E2: set_actor 85@ weapon_accuracy_to 27 
0223: set_actor 85@ health_to 100 
02A9: set_actor 85@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 85@ 66@ 
01B2: give_actor 85@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 85@ 2000.0 
0006: 124@ = 0 // integer values 
0006: 116@ = 1 // integer values 

:DES3_21000
0006: 135@ = 0 // integer values 
000A: 112@ += 1 // integer values 

:DES3_21014
00D6: if 
0039:   112@ == 5 // integer values 
004D: jump_if_false @DES3_21211 
00D6: if 
0019:   135@ > 2000 // integer values 
004D: jump_if_false @DES3_21211 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @DES3_21197 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ offset -1.0 1.25 -0.1 
009B: destroy_actor_instantly 86@ 
0503: create_rappel 25 165 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_actor 86@ 
07DD: (unknown) 86@ 30 
02E2: set_actor 86@ weapon_accuracy_to 27 
08AF: (unknown) 86@ 125 
0223: set_actor 86@ health_to 125 
02A9: set_actor 86@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 86@ 66@ 
01B2: give_actor 86@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 86@ 2000.0 
0006: 125@ = 0 // integer values 
0006: 117@ = 1 // integer values 

:DES3_21197
0006: 135@ = 0 // integer values 
000A: 112@ += 1 // integer values 

:DES3_21211
00D6: if 
0039:   112@ == 6 // integer values 
004D: jump_if_false @DES3_21401 
00D6: if 
0019:   135@ > 500 // integer values 
004D: jump_if_false @DES3_21401 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DES3_21387 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ offset -1.1 -0.3 -0.1 
009B: destroy_actor_instantly 87@ 
0503: create_rappel 25 165 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_actor 87@ 
07DD: (unknown) 87@ 30 
02E2: set_actor 87@ weapon_accuracy_to 27 
0223: set_actor 87@ health_to 100 
02A9: set_actor 87@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 87@ 66@ 
01B2: give_actor 87@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 87@ 2000.0 
0006: 126@ = 0 // integer values 
0006: 118@ = 1 // integer values 

:DES3_21387
0006: 135@ = 0 // integer values 
000A: 112@ += 1 // integer values 

:DES3_21401
00D6: if 
0039:   112@ == 7 // integer values 
004D: jump_if_false @DES3_21525 
00D6: if or
0039:   115@ == 2 // integer values 
0118:   actor 84@ dead 
004D: jump_if_false @DES3_21525 
00D6: if or
0039:   116@ == 2 // integer values 
0118:   actor 85@ dead 
004D: jump_if_false @DES3_21525 
00D6: if or
0039:   117@ == 2 // integer values 
0118:   actor 86@ dead 
004D: jump_if_false @DES3_21525 
00D6: if or
0039:   118@ == 2 // integer values 
0118:   actor 87@ dead 
004D: jump_if_false @DES3_21525 
0006: 135@ = 0 // integer values 
000A: 112@ += 1 // integer values 

:DES3_21525
00D6: if 
0039:   112@ == 8 // integer values 
004D: jump_if_false @DES3_21550 
0006: 109@ = 99 // integer values 

:DES3_21550
0085: 43@ = 39@ // integer values and handles 
000E: 43@ -= 5 // integer values 
00D6: if and
001B:   4 > 43@ // integer values 
0019:   43@ > -1 // integer values 
004D: jump_if_false @DES3_21955 
00D6: if 
056D:   carcass_of_actor 84@(43@,4i) valid 
004D: jump_if_false @DES3_21955 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_21955 
00D6: if 
0039:   123@(43@,4i) == 0 // integer values 
004D: jump_if_false @DES3_21955 
00D6: if 
0039:   115@(43@,4i) == 0 // integer values 
004D: jump_if_false @DES3_21719 
062E: (unknown) 84@(43@,4i) 1506 44@ 
00D6: if 
04A4:   44@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DES3_21719 
05E2: AS_actor 84@(43@,4i) kill_actor $PLAYER_ACTOR 

:DES3_21719
00D6: if 
0039:   115@(43@,4i) == 1 // integer values 
004D: jump_if_false @DES3_21810 
062E: (unknown) 84@(43@,4i) 1283 44@ 
00D6: if 
04A4:   44@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DES3_21810 
060B: unknown_actor_use_entity 84@(43@,4i) 67@ 
077A: set_actor 84@(43@,4i) aggressive_to_pedgroup 4 type 0 
000A: 115@(43@,4i) += 1 // integer values 

:DES3_21810
00D6: if 
0039:   115@(43@,4i) == 2 // integer values 
004D: jump_if_false @DES3_21892 
0687: clear_actor_task 84@(43@,4i) 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 115@(43@,4i) += 1 // integer values 

:DES3_21892
00D6: if 
0039:   115@(43@,4i) == 3 // integer values 
004D: jump_if_false @DES3_21955 
0085: 263@ = 84@(43@,4i) // integer values and handles 
0050: gosub @DES3_26311 
0006: 84@(43@,4i) = 0 // integer values 
0006: 115@(43@,4i) = 0 // integer values 

:DES3_21955
0002: jump @DES3_22132 

:DES3_21962
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_22125 
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @DES3_22023 
0780: helicopter 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 25.0 15.0 
000A: 112@ += 1 // integer values 

:DES3_22023
02E3: 46@ = car 75@ speed 
00D6: if 
0023:   5.0 > 46@ // floating-point values 
004D: jump_if_false @DES3_22125 
06A2: get_vehicle 75@ velocity_in_direction 50@ 51@ 52@ 
0013: 50@ *= 0.0001 // floating-point values 
0013: 51@ *= 0.0001 // floating-point values 
0013: 52@ *= 0.0001 // floating-point values 
07D5: apply_momentum_to_vehicle 75@ direction 50@ 51@ 52@ 0.0 0.0 0.0 

:DES3_22125
0002: jump @DES3_22132 

:DES3_22132
00D6: if 
0039:   109@ == 99 // integer values 
004D: jump_if_false @DES3_22366 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_22366 
08F2: (unknown) 75@ 0 
0519: lock_vehicle 75@ in_current_position 0 
0227: 43@ = car 75@ health 
00D6: if 
002B:   300 >= 43@ // integer values 
004D: jump_if_false @DES3_22267 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_22236 
060B: unknown_actor_use_entity 82@ 66@ 

:DES3_22236
0564: (unknown) 75@ 
01C3: remove_references_to_car 75@ // Like turning a car into any random car 
0006: 75@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0002: jump @DES3_22345 

:DES3_22267
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_22296 
060B: unknown_actor_use_entity 82@ 66@ 

:DES3_22296
04A2: heli 75@ fly_to 204.0 2816.0 186.0 speed 50.0 186.0 
01C3: remove_references_to_car 75@ // Like turning a car into any random car 
0006: 75@ = 0 // integer values 
0006: 82@ = 0 // integer values 

:DES3_22345
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_22366 
0164: disable_marker 102@ 

:DES3_22366
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_22481 
00D6: if and
0039:   123@ == 1 // integer values 
0118:   actor 84@ dead 
004D: jump_if_false @DES3_22481 
00D6: if and
0039:   124@ == 1 // integer values 
0118:   actor 85@ dead 
004D: jump_if_false @DES3_22481 
00D6: if and
0039:   125@ == 1 // integer values 
0118:   actor 86@ dead 
004D: jump_if_false @DES3_22481 
00D6: if and
0039:   126@ == 1 // integer values 
0118:   actor 87@ dead 
004D: jump_if_false @DES3_22481 
0006: 109@ = 99 // integer values 

:DES3_22481
0085: 43@ = 39@ // integer values and handles 
000E: 43@ -= 5 // integer values 
00D6: if and
001B:   4 > 43@ // integer values 
0019:   43@ > -1 // integer values 
004D: jump_if_false @DES3_23063 
00D6: if 
056D:   carcass_of_actor 84@(43@,4i) valid 
004D: jump_if_false @DES3_23063 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_23063 
00D6: if 
0039:   123@(43@,4i) == 1 // integer values 
004D: jump_if_false @DES3_23063 
00D6: if 
0039:   115@(43@,4i) == 0 // integer values 
004D: jump_if_false @DES3_22705 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_22694 
0687: clear_actor_task 84@(43@,4i) 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 115@(43@,4i) += 1 // integer values 
0002: jump @DES3_22705 

:DES3_22694
000A: 115@(43@,4i) += 1 // integer values 

:DES3_22705
00D6: if 
0039:   115@(43@,4i) == 1 // integer values 
004D: jump_if_false @DES3_22876 
00D6: if or
0039:   43@ == 1 // integer values 
0039:   43@ == 3 // integer values 
0039:   109@ == 4 // integer values 
004D: jump_if_false @DES3_22876 
00D6: if 
0104:   actor 84@(43@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
004D: jump_if_false @DES3_22876 
0687: clear_actor_task 84@(43@,4i) 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
07DD: (unknown) 84@(43@,4i) 100 
000A: 115@(43@,4i) += 1 // integer values 

:DES3_22876
00D6: if 
0039:   115@(43@,4i) == 2 // integer values 
004D: jump_if_false @DES3_23063 
00D6: if or
0039:   43@ == 1 // integer values 
0039:   43@ == 3 // integer values 
0039:   109@ == 4 // integer values 
004D: jump_if_false @DES3_23063 
00D6: if 
8104:   not actor 84@(43@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @DES3_23063 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_23063 
0687: clear_actor_task 84@(43@,4i) 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 84@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
07DD: (unknown) 84@(43@,4i) 20 
0006: 115@(43@,4i) = 1 // integer values 

:DES3_23063
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_23131 
0227: 43@ = car 75@ health 
00D6: if 
002B:   300 >= 43@ // integer values 
004D: jump_if_false @DES3_23131 
00D6: if 
8039:   not  109@ == 99 // integer values 
004D: jump_if_false @DES3_23131 
0006: 109@ = 99 // integer values 

:DES3_23131
0006: 43@ = 0 // integer values 

:DES3_23138
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_23260 
00D6: if 
056D:   carcass_of_actor 84@(43@,4i) valid 
004D: jump_if_false @DES3_23246 
00D6: if 
0118:   actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_23246 
0465: remove_actor 84@(43@,4i) from_turret_mode 
0006: 115@(43@,4i) = 0 // integer values 
0085: 263@ = 84@(43@,4i) // integer values and handles 
0050: gosub @DES3_26311 
0006: 84@(43@,4i) = 0 // integer values 

:DES3_23246
000A: 43@ += 1 // integer values 
0002: jump @DES3_23138 

:DES3_23260
00D6: if and
0119:   car 75@ wrecked 
8039:   not  75@ == 0 // integer values 
004D: jump_if_false @DES3_23441 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_23312 
060B: unknown_actor_use_entity 82@ 66@ 

:DES3_23312
01C3: remove_references_to_car 75@ // Like turning a car into any random car 
0006: 75@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:DES3_23338
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_23420 
00D6: if 
056D:   carcass_of_actor 84@(43@,4i) valid 
004D: jump_if_false @DES3_23406 
0085: 263@ = 84@(43@,4i) // integer values and handles 
0050: gosub @DES3_26311 
0006: 84@(43@,4i) = 0 // integer values 

:DES3_23406
000A: 43@ += 1 // integer values 
0002: jump @DES3_23338 

:DES3_23420
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_23441 
0164: disable_marker 102@ 

:DES3_23441
0051: return 

:DES3_23443
00D6: if 
056E:   carcass_of_car 76@ valid 
004D: jump_if_false @DES3_23471 
01C3: remove_references_to_car 76@ // Like turning a car into any random car 
0006: 76@ = 0 // integer values 

:DES3_23471
00D6: if 
856E:   not carcass_of_car 76@ valid 
004D: jump_if_false @DES3_23524 
00A5: 76@ = create_car #MAVERICK at 0.0 0.0 0.0 
08F2: (unknown) 76@ 1 
0587: (unknown) 76@ 0 

:DES3_23524
00D6: if 
056D:   carcass_of_actor 83@ valid 
004D: jump_if_false @DES3_23576 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_23569 
060B: unknown_actor_use_entity 83@ 66@ 

:DES3_23569
0006: 83@ = 0 // integer values 

:DES3_23576
00D6: if 
856D:   not carcass_of_actor 83@ valid 
004D: jump_if_false @DES3_23605 
0129: 83@ = create_actor 25 #BMYMIB in_car 76@ driverseat 

:DES3_23605
0006: 43@ = 0 // integer values 

:DES3_23612
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_23684 
00D6: if 
056D:   carcass_of_actor 88@(43@,4i) valid 
004D: jump_if_false @DES3_23670 
01C2: remove_references_to_actor 88@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 88@(43@,4i) = 0 // integer values 

:DES3_23670
000A: 43@ += 1 // integer values 
0002: jump @DES3_23612 

:DES3_23684
00D6: if 
856D:   not carcass_of_actor 88@ valid 
004D: jump_if_false @DES3_23725 
009A: 88@ = create_actor 25 #WMOMIB at 0.0 0.0 0.0 

:DES3_23725
00D6: if 
856D:   not carcass_of_actor 89@ valid 
004D: jump_if_false @DES3_23766 
009A: 89@ = create_actor 25 #BMYMIB at 0.0 0.0 0.0 

:DES3_23766
00D6: if 
856D:   not carcass_of_actor 90@ valid 
004D: jump_if_false @DES3_23807 
009A: 90@ = create_actor 25 #WMOMIB at 0.0 0.0 0.0 

:DES3_23807
00D6: if 
856D:   not carcass_of_actor 91@ valid 
004D: jump_if_false @DES3_23848 
009A: 91@ = create_actor 25 #BMYMIB at 0.0 0.0 0.0 

:DES3_23848
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_23921 
00AB: put_car 76@ at 259@ 260@ 261@ 
0175: set_car 76@ z_angle_to 262@ 
0825: instantly_spin_flying_vehicle 76@ rotor_blade 
0229: set_car 76@ color_to 0 0 
04DF: (unknown) 76@ 1 
02AA: set_car 76@ immune_to_nonplayer 1 
020A: set_car 76@ door_status_to 2 

:DES3_23921
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_23966 
054A: set_actor 83@ immune_to_car_headshots 0 
039E: set_actor 83@ jackable 1 
054A: set_actor 83@ immune_to_car_headshots 0 
060B: unknown_actor_use_entity 83@ 66@ 

:DES3_23966
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_24354 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @DES3_24030 
0464: put_actor 88@ into_turret_on_car 76@ at_car_offset 1.0 1.25 0.2 position 3 shooting_angle 310.0 with_weapon 30 

:DES3_24030
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DES3_24078 
0464: put_actor 89@ into_turret_on_car 76@ at_car_offset 1.1 -0.3 0.2 position 3 shooting_angle 310.0 with_weapon 30 

:DES3_24078
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @DES3_24126 
0464: put_actor 90@ into_turret_on_car 76@ at_car_offset -1.0 1.25 0.2 position 1 shooting_angle 50.0 with_weapon 30 

:DES3_24126
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DES3_24174 
0464: put_actor 91@ into_turret_on_car 76@ at_car_offset -1.1 -0.3 0.2 position 1 shooting_angle 50.0 with_weapon 30 

:DES3_24174
0006: 43@ = 0 // integer values 

:DES3_24181
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_24354 
00D6: if 
8118:   not actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_24340 
07DD: (unknown) 88@(43@,4i) 30 
02E2: set_actor 88@(43@,4i) weapon_accuracy_to 27 
00D6: if or
0039:   43@ == 0 // integer values 
0039:   43@ == 2 // integer values 
004D: jump_if_false @DES3_24295 
08AF: (unknown) 88@(43@,4i) 125 
0223: set_actor 88@(43@,4i) health_to 125 
0002: jump @DES3_24306 

:DES3_24295
0223: set_actor 88@(43@,4i) health_to 100 

:DES3_24306
02A9: set_actor 88@(43@,4i) immune_to_nonplayer 1 
060B: unknown_actor_use_entity 88@(43@,4i) 66@ 
0006: 119@(43@,4i) = 0 // integer values 

:DES3_24340
000A: 43@ += 1 // integer values 
0002: jump @DES3_24181 

:DES3_24354
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_24399 
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_24391 
0164: disable_marker 103@ 

:DES3_24391
0186: 103@ = create_marker_above_car 76@ 

:DES3_24399
0006: 110@ = 0 // integer values 
0006: 113@ = 0 // integer values 
000A: 133@ += 1 // integer values 
0051: return 

:DES3_24422
00D6: if 
056D:   carcass_of_actor 83@ valid 
004D: jump_if_false @DES3_24443 
009B: destroy_actor_instantly 83@ 

:DES3_24443
0006: 43@ = 0 // integer values 

:DES3_24450
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_24511 
00D6: if 
056D:   carcass_of_actor 88@(43@,4i) valid 
004D: jump_if_false @DES3_24497 
009B: destroy_actor_instantly 88@(43@,4i) 

:DES3_24497
000A: 43@ += 1 // integer values 
0002: jump @DES3_24450 

:DES3_24511
00D6: if 
056E:   carcass_of_car 76@ valid 
004D: jump_if_false @DES3_24532 
00A6: destroy_car 76@ 

:DES3_24532
0249: release_model #MAVERICK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #AK47 
0051: return 

:DES3_24554
00D6: if 
0019:   33@ > 240000 // integer values 
004D: jump_if_false @DES3_24608 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_24608 
020B: explode_car 76@ 
020B: explode_car 76@ 
0006: 33@ = 0 // integer values 

:DES3_24608
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_25318 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @DES3_25107 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @DES3_24705 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_24705 
0726: helicopter 76@ follow_actor -1 follow_car 74@ radius 20.0 
000A: 113@ += 1 // integer values 
0006: 136@ = 0 // integer values 

:DES3_24705
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @DES3_25054 
00D6: if 
001B:   15000 > 136@ // integer values 
004D: jump_if_false @DES3_25025 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_25018 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ offset -10.0 -10.0 0.0 
00D6: if 
81AF:   not car 76@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 50.0 50.0 
004D: jump_if_false @DES3_25018 
00AA: store_car 76@ position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 58@ // floating-point values 
050A: $11352 = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 56@ 57@ 58@ 
00D6: if 
0020:   $11352 > 0.01 // floating-point values 
004D: jump_if_false @DES3_25018 
0077: 50@ /= $11352 // floating-point values 
0077: 51@ /= $11352 // floating-point values 
0077: 52@ /= $11352 // floating-point values 
0013: 50@ *= 0.01 // floating-point values 
0013: 51@ *= 0.01 // floating-point values 
0013: 52@ *= 0.01 // floating-point values 
07D5: apply_momentum_to_vehicle 76@ direction 50@ 51@ 52@ 0.0 0.0 0.0 

:DES3_25018
0002: jump @DES3_25054 

:DES3_25025
0726: helicopter 76@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
000A: 113@ += 1 // integer values 
0006: 136@ = 0 // integer values 

:DES3_25054
00D6: if 
0039:   113@ == 2 // integer values 
004D: jump_if_false @DES3_25107 
00D6: if 
0019:   136@ > 35000 // integer values 
004D: jump_if_false @DES3_25107 
0006: 113@ = 0 // integer values 
0006: 136@ = 0 // integer values 

:DES3_25107
00D6: if 
0039:   110@ == 99 // integer values 
004D: jump_if_false @DES3_25318 
0519: lock_vehicle 76@ in_current_position 0 
0227: 43@ = car 76@ health 
00D6: if 
002B:   300 >= 43@ // integer values 
004D: jump_if_false @DES3_25219 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_25188 
060B: unknown_actor_use_entity 83@ 66@ 

:DES3_25188
0564: (unknown) 76@ 
01C3: remove_references_to_car 76@ // Like turning a car into any random car 
0006: 76@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0002: jump @DES3_25297 

:DES3_25219
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_25248 
060B: unknown_actor_use_entity 83@ 66@ 

:DES3_25248
04A2: heli 76@ fly_to 204.0 2816.0 186.0 speed 50.0 186.0 
01C3: remove_references_to_car 76@ // Like turning a car into any random car 
0006: 76@ = 0 // integer values 
0006: 83@ = 0 // integer values 

:DES3_25297
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_25318 
0164: disable_marker 103@ 

:DES3_25318
0085: 43@ = 39@ // integer values and handles 
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_25832 
00D6: if 
056D:   carcass_of_actor 88@(43@,4i) valid 
004D: jump_if_false @DES3_25832 
00D6: if 
8118:   not actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_25832 
00D6: if 
0039:   119@(43@,4i) == 0 // integer values 
004D: jump_if_false @DES3_25488 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_25488 
0687: clear_actor_task 88@(43@,4i) 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
000A: 119@(43@,4i) += 1 // integer values 

:DES3_25488
00D6: if 
0039:   119@(43@,4i) == 1 // integer values 
004D: jump_if_false @DES3_25652 
00D6: if or
0039:   43@ == 1 // integer values 
0039:   43@ == 3 // integer values 
004D: jump_if_false @DES3_25652 
00D6: if 
0104:   actor 88@(43@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
004D: jump_if_false @DES3_25652 
0687: clear_actor_task 88@(43@,4i) 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
07DD: (unknown) 88@(43@,4i) 100 
000A: 119@(43@,4i) += 1 // integer values 

:DES3_25652
00D6: if 
0039:   119@(43@,4i) == 2 // integer values 
004D: jump_if_false @DES3_25832 
00D6: if or
0039:   43@ == 1 // integer values 
0039:   43@ == 3 // integer values 
004D: jump_if_false @DES3_25832 
00D6: if 
8104:   not actor 88@(43@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @DES3_25832 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_25832 
0687: clear_actor_task 88@(43@,4i) 
0615: define_action_sequences 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 49@ 
0618: assign_actor 88@(43@,4i) to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 
07DD: (unknown) 88@(43@,4i) 30 
0006: 119@(43@,4i) = 1 // integer values 

:DES3_25832
00D6: if 
0039:   39@ == 4 // integer values 
004D: jump_if_false @DES3_25937 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_25937 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @DES3_25937 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @DES3_25937 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @DES3_25937 
00D6: if 
0118:   actor 91@ dead 
004D: jump_if_false @DES3_25937 
0006: 110@ = 99 // integer values 

:DES3_25937
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_26012 
0227: 43@ = car 76@ health 
00D6: if 
002B:   300 >= 43@ // integer values 
004D: jump_if_false @DES3_26012 
00D6: if 
8039:   not  110@ == 99 // integer values 
004D: jump_if_false @DES3_26012 
0006: 110@ = 99 // integer values 
08F2: (unknown) 76@ 0 

:DES3_26012
0085: 43@ = 39@ // integer values and handles 
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_26128 
00D6: if 
056D:   carcass_of_actor 88@(43@,4i) valid 
004D: jump_if_false @DES3_26128 
00D6: if 
0118:   actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_26128 
0465: remove_actor 88@(43@,4i) from_turret_mode 
0006: 119@(43@,4i) = 0 // integer values 
0085: 263@ = 88@(43@,4i) // integer values and handles 
0050: gosub @DES3_26311 
0006: 88@(43@,4i) = 0 // integer values 

:DES3_26128
00D6: if and
0119:   car 76@ wrecked 
8039:   not  76@ == 0 // integer values 
004D: jump_if_false @DES3_26309 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_26180 
060B: unknown_actor_use_entity 83@ 66@ 

:DES3_26180
01C3: remove_references_to_car 76@ // Like turning a car into any random car 
0006: 76@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 43@ = 0 // integer values 

:DES3_26206
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @DES3_26288 
00D6: if 
056D:   carcass_of_actor 88@(43@,4i) valid 
004D: jump_if_false @DES3_26274 
0085: 263@ = 88@(43@,4i) // integer values and handles 
0050: gosub @DES3_26311 
0006: 88@(43@,4i) = 0 // integer values 

:DES3_26274
000A: 43@ += 1 // integer values 
0002: jump @DES3_26206 

:DES3_26288
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_26309 
0164: disable_marker 103@ 

:DES3_26309
0051: return 

:DES3_26311
0006: 264@ = 0 // integer values 
00D6: if 
0039:   264@ == -1 // integer values 
004D: jump_if_false @DES3_26360 
009A: 265@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 

:DES3_26360
00D6: if 
001B:   20 > 264@ // integer values 
004D: jump_if_false @DES3_26438 
00D6: if 
856D:   not carcass_of_actor 265@(264@,20i) valid 
004D: jump_if_false @DES3_26424 
0085: 265@(264@,20i) = 263@ // integer values and handles 
0006: 264@ = 20 // integer values 
0002: jump @DES3_26431 

:DES3_26424
000A: 264@ += 1 // integer values 

:DES3_26431
0002: jump @DES3_26360 

:DES3_26438
0051: return 

:DES3_26440
0006: 264@ = 0 // integer values 

:DES3_26447
00D6: if 
001B:   20 > 264@ // integer values 
004D: jump_if_false @DES3_26528 
00D6: if 
056D:   carcass_of_actor 265@(264@,20i) valid 
004D: jump_if_false @DES3_26514 
00D6: if 
0118:   actor 265@(264@,20i) dead 
004D: jump_if_false @DES3_26514 
034F: destroy_actor_with_fade 265@(264@,20i) // The actor fades away like a ghost 

:DES3_26514
000A: 264@ += 1 // integer values 
0002: jump @DES3_26447 

:DES3_26528
0006: 264@ = 0 // integer values 

:DES3_26535
00D6: if 
001B:   4 > 264@ // integer values 
004D: jump_if_false @DES3_26687 
00D6: if 
056D:   carcass_of_actor 84@(264@,4i) valid 
004D: jump_if_false @DES3_26613 
00D6: if 
0118:   actor 84@(264@,4i) dead 
004D: jump_if_false @DES3_26613 
034F: destroy_actor_with_fade 84@(264@,4i) // The actor fades away like a ghost 
0006: 84@(264@,4i) = 0 // integer values 

:DES3_26613
00D6: if 
056D:   carcass_of_actor 88@(264@,4i) valid 
004D: jump_if_false @DES3_26673 
00D6: if 
0118:   actor 88@(264@,4i) dead 
004D: jump_if_false @DES3_26673 
034F: destroy_actor_with_fade 88@(264@,4i) // The actor fades away like a ghost 
0006: 88@(264@,4i) = 0 // integer values 

:DES3_26673
000A: 264@ += 1 // integer values 
0002: jump @DES3_26535 

:DES3_26687
0051: return 
00D6: if 
8119:   not car 286@ wrecked 
004D: jump_if_false @DES3_26719 
00AA: store_car 286@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:DES3_26719
00D6: if 
8119:   not car 285@ wrecked 
004D: jump_if_false @DES3_26856 
00AA: store_car 285@ position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 50@ -= 56@ // floating-point values 
0089: 51@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 51@ -= 57@ // floating-point values 
0089: 52@ = $TEMPVAR_FLOAT_3 // floating-point values only 
0063: 52@ -= 58@ // floating-point values 
0013: 50@ *= -0.0001 // floating-point values 
0013: 51@ *= -0.0001 // floating-point values 
0013: 52@ *= -0.0001 // floating-point values 
07D5: apply_momentum_to_vehicle 285@ direction 50@ 51@ 52@ 0.0 0.0 0.0 

:DES3_26856
0051: return 

:DES3_26858
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:DES3_26916
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DES3_26934
01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT3'  // A csomag
030C: set_mission_points += 1 
0008: $11276 += 1 // integer values 
0629: change_stat 330 to 1 // integer 
016A: fade 1 1000 ms 

:DES3_27006
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_27030 
0001: wait 0 ms 
0002: jump @DES3_27006 

:DES3_27030
0051: return 

:DES3_27032
00D6: if 
83B1:   not garage 'GHOSTDR' door_closed 
004D: jump_if_false @DES3_27065 
0361: close_garage 'GHOSTDR' 

:DES3_27065
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0249: release_model #BANDITO 
0249: release_model #QUAD 
0249: release_model #SANCHEZ 
0249: release_model #TEARGAS 
0249: release_model #HEATSEEK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #WMYPLT 
0249: release_model #AK47 
0249: release_model #MAVERICK 
0249: release_model #KMB_HOLDALL 
0249: release_model #LEVIATHN 
0249: release_model #JOURNEY 
0249: release_model #KMB_PARACHUTE 
0249: release_model #WMOPREA 
0249: release_model #SWFOPRO 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
04EF: release_animation "BOMBER" 
01B7: release_weather 
0151: remove_status_text $7495 
0151: remove_status_text $7496 
0215: destroy_pickup 97@ 
0215: destroy_pickup 98@ 
0215: destroy_pickup 99@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DES3_27253 
06AB: (unknown) $PLAYER_ACTOR 0 

:DES3_27253
065C: unknown_create_def_entity 66@ // unknown_destroy 
065C: unknown_create_def_entity 67@ // unknown_destroy 
0650: destroy_particle 100@ 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
096A: (unknown) 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 78---------------
// Originally: Verdant Meadows

:DESERT4
03A4: name_thread 'DESERT4' 
0050: gosub @DESERT4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DESERT4_38 
0050: gosub @DESERT4_292 

:DESERT4_38
0050: gosub @DESERT4_359 
004E: end_thread 

:DESERT4_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT4' 
01B5: force_weather 17 
0395: clear_area 1 at -688.1717 937.9888 12.6328 range 10.0 
02E4: load_cutscene_data 'DESERT4' 

:DESERT4_110
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT4_134 
0001: wait 0 ms 
0002: jump @DESERT4_110 

:DESERT4_134
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DESERT4_143
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT4_167 
0001: wait 0 ms 
0002: jump @DESERT4_143 

:DESERT4_167
016A: fade 0 0 ms 

:DESERT4_173
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT4_197 
0001: wait 0 ms 
0002: jump @DESERT4_173 

:DESERT4_197
01B7: release_weather 
02EA: end_cutscene 
00A1: put_actor $PLAYER_ACTOR at -696.0359 948.1198 11.276 
0173: set_actor $PLAYER_ACTOR z_angle_to 33.1992 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03CB: set_camera -696.0359 948.1198 11.276 
016A: fade 1 1000 ms 
0001: wait 1000 ms 
00BC: text_highpriority 'BUY_AIR' 10000 ms 1  // ~s~Menj az elhagyatott felszllhelyhez s vedd meg.
0002: jump @DESERT4_310 

:DESERT4_292
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DESERT4_310
0008: $11276 += 1 // integer values 
0318: set_latest_mission_passed 'DESERT4'  // Verdant Meadows
014C: set_parked_car_generator $5179 cars_to_generate_to 101 
014C: set_parked_car_generator $5180 cars_to_generate_to 101 
0629: change_stat 325 to 1 // integer 
01F0: set_max_wanted_level_to 6 
030C: set_mission_points += 1 
0051: return 

:DESERT4_359
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 79---------------
// Originally: N.O.E.

:DESERT6
03A4: name_thread 'DESERT6' 
0050: gosub @DESERT6_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DESERT6_38 
0050: gosub @DESERT6_10307 

:DESERT6_38
0050: gosub @DESERT6_10519 
004E: end_thread 

:DESERT6_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = -1 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:DESERT6_231
0006: 87@(48@,3i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @DESERT6_231 
0006: 48@ = 0 // integer values 

:DESERT6_270
0006: 184@(48@,2i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_270 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 181@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0006: 183@ = 0 // integer values 
00D6: if 
0039:   34@ == -99 // integer values 
004D: jump_if_false @DESERT6_694 
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 125@ = create_car #RUSTLER at 0.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:DESERT6_463
00A5: 126@(48@,2i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_463 
0006: 48@ = 0 // integer values 

:DESERT6_518
009A: 123@(48@,2i) = create_actor 4 #HMORI at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_518 
0006: 48@ = 0 // integer values 

:DESERT6_574
0107: 128@(48@,4i) = create_object #AMMO_CAPSULE at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @DESERT6_574 
0186: 133@ = create_marker_above_car 125@ 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:DESERT6_657
0186: 134@(48@,2i) = create_marker_above_car 126@(48@,2i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_657 

:DESERT6_694
054C: use_GXT_table 'DSERT6' 
0050: gosub @DESERT6_9725 
060A: unknown_create_entity 0 136@ 
0050: gosub @DESERT6_9939 

:DESERT6_726
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DESERT6_759 
0006: 36@ = 1 // integer values 
0002: jump @DESERT6_1014 

:DESERT6_759
0050: gosub @DESERT6_9057 
0050: gosub @DESERT6_9410 
00D6: if or
0039:   38@ == 1 // integer values 
0039:   39@ == 1 // integer values 
004D: jump_if_false @DESERT6_805 
0002: jump @DESERT6_1014 

:DESERT6_805
0050: gosub @DESERT6_9622 
0050: gosub @DESERT6_9656 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_849 
0006: 37@ = 1 // integer values 
0002: jump @DESERT6_1014 

:DESERT6_849
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @DESERT6_907 
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:DESERT6_907
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @DESERT6_932 
0050: gosub @DESERT6_1162 

:DESERT6_932
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @DESERT6_957 
0050: gosub @DESERT6_1336 

:DESERT6_957
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @DESERT6_982 
0050: gosub @DESERT6_2968 

:DESERT6_982
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DESERT6_1007 
0006: 36@ = 1 // integer values 

:DESERT6_1007
0050: gosub @DESERT6_6815 

:DESERT6_1014
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @DESERT6_1114 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @DESERT6_1098 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @DESERT6_1082 
0002: jump @DESERT6_726 
0002: jump @DESERT6_1091 

:DESERT6_1082
0050: gosub @DESERT6_10459 
0051: return 

:DESERT6_1091
0002: jump @DESERT6_1107 

:DESERT6_1098
0050: gosub @DESERT6_10307 
0051: return 

:DESERT6_1107
0002: jump @DESERT6_1116 

:DESERT6_1114
0051: return 

:DESERT6_1116
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:DESERT6_1162
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DESERT6_1228 
00BC: text_highpriority 'DES6_00' 7000 ms 1  // ~s~A ~b~gpet~s~ feltltttk, indulsra ksz.
0050: gosub @DESERT6_6258 
0006: 81@ = 1 // integer values 
0050: gosub @DESERT6_7633 
041E: set_radio_station 11 
000A: 35@ += 1 // integer values 

:DESERT6_1228
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1260 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:DESERT6_1260
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DESERT6_1309 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_1309 
0164: disable_marker 133@ 
0006: 35@ = 99 // integer values 

:DESERT6_1309
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DESERT6_1334 
0050: gosub @DESERT6_9695 

:DESERT6_1334
0051: return 

:DESERT6_1336
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DESERT6_1620 
0006: 181@ = 0 // integer values 
0085: 137@ = 46@ // integer values and handles 
000A: 137@ += 2000 // integer values 
0007: 159@ = -2135.59 // floating-point values 
0007: 160@ = -2488.454 // floating-point values 
0007: 161@ = 55.895 // floating-point values 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
0087: 70@ = 160@ // floating-point values only 
000B: 70@ += 1.0 // floating-point values 
06D5: 152@ = create_racing_checkpoint_at 159@ 160@ 161@ 159@ 70@ 161@ type 3 radius 25.0 
0004: $7497 = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0004: $7499 = 10 // integer values 
0010: $7499 *= 60000 // integer values 
03C3: set_timer_with_text_to $7499 type 1 text 'DES6_51'  // Stopper
0819: 162@ = actor $PLAYER_ACTOR distance_from_ground 
0006: 48@ = 0 // integer values 

:DESERT6_1559
0006: 177@(48@,2i) = 0 // integer values 
0006: 150@(48@,2i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_1559 
03CF: load_wav 30600 as 3 
0A24: toggle_military_zones_wanted_level 1 
000A: 35@ += 1 // integer values 

:DESERT6_1620
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1709 
0006: 48@ = 0 // integer values 

:DESERT6_1643
00D6: if 
03CA:   object 128@(48@,4i) exists 
004D: jump_if_false @DESERT6_1672 
0108: destroy_object 128@(48@,4i) 

:DESERT6_1672
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @DESERT6_1643 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:DESERT6_1709
0050: gosub @DESERT6_4831 
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @DESERT6_1736 
0051: return 

:DESERT6_1736
00D6: if 
0038:   $7499 == 0 // integer values 
004D: jump_if_false @DESERT6_1770 
0006: 37@ = 1 // integer values 
0006: 45@ = 3 // integer values 
0051: return 

:DESERT6_1770
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DESERT6_1867 
00D6: if 
001D:   46@ > 137@ // integer values 
004D: jump_if_false @DESERT6_1867 
0819: 70@ = actor $PLAYER_ACTOR distance_from_ground 
0063: 70@ -= 162@ // floating-point values 
00D6: if 
0021:   70@ > 2.0 // floating-point values 
004D: jump_if_false @DESERT6_1867 
03C4: set_status_text_to $7497 1 'DES6_50'  // Lthatsg
000A: 35@ += 1 // integer values 

:DESERT6_1867
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DESERT6_2061 
0087: 57@ = 159@ // floating-point values only 
000F: 57@ -= 25.0 // floating-point values 
0087: 58@ = 160@ // floating-point values only 
000F: 58@ -= 2.0 // floating-point values 
0087: 59@ = 161@ // floating-point values only 
000F: 59@ -= 25.0 // floating-point values 
0087: 60@ = 159@ // floating-point values only 
000B: 60@ += 25.0 // floating-point values 
0087: 61@ = 160@ // floating-point values only 
000B: 61@ += 2.0 // floating-point values 
0087: 62@ = 161@ // floating-point values only 
000B: 62@ += 25.0 // floating-point values 
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 57@ 58@ 59@ 60@ 61@ 62@ 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_2061 
0164: disable_marker 132@ 
06D6: destroy_racing_checkpoint 152@ 
0050: gosub @DESERT6_6561 
0006: 35@ = 99 // integer values 

:DESERT6_2061
0050: gosub @DESERT6_4188 
0050: gosub @DESERT6_5173 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @DESERT6_2119 
00D6: if 
001D:   46@ > 140@ // integer values 
004D: jump_if_false @DESERT6_2119 
0006: 166@ = 1 // integer values 

:DESERT6_2119
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @DESERT6_2175 
0050: gosub @DESERT6_5600 
0006: 50@ = 30 // integer values 
0012: 50@ *= 1000 // integer values 
0085: 140@ = 46@ // integer values and handles 
005A: 140@ += 50@ // integer values 

:DESERT6_2175
0050: gosub @DESERT6_6031 
00D6: if 
0039:   168@ == 0 // integer values 
004D: jump_if_false @DESERT6_2331 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
050A: 72@ = distance_between 57@ 58@ 59@ and 159@ 160@ 161@ 
00D6: if 
0023:   500.0 > 72@ // floating-point values 
004D: jump_if_false @DESERT6_2331 
00D6: if 
00C2:   sphere_onscreen 159@ 160@ 161@ 5.0 
004D: jump_if_false @DESERT6_2331 
00BC: text_highpriority 'DES6_09' 7000 ms 1  // ~s~Replj a ~y~krbe~s~ a ledobs elvgzshez.
0006: 168@ = 1 // integer values 
0006: 169@ = 1 // integer values 
0085: 144@ = 46@ // integer values and handles 
000A: 144@ += 7000 // integer values 

:DESERT6_2331
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @DESERT6_2375 
00D6: if 
001D:   46@ > 144@ // integer values 
004D: jump_if_false @DESERT6_2375 
0006: 169@ = 0 // integer values 

:DESERT6_2375
00D6: if 
88B7:   not test 85@ bit 2 
004D: jump_if_false @DESERT6_2471 
00D6: if and
08B7:   test 85@ bit 1 
0039:   80@ == 0 // integer values 
004D: jump_if_false @DESERT6_2439 
0006: 81@ = 2 // integer values 
0050: gosub @DESERT6_7633 
0002: jump @DESERT6_2471 

:DESERT6_2439
00D6: if and
0039:   80@ == 1 // integer values 
0028:   $7497 >= 40 // integer values 
004D: jump_if_false @DESERT6_2471 
0050: gosub @DESERT6_7857 

:DESERT6_2471
00D6: if and
0039:   163@ == 1 // integer values 
0039:   165@ == 0 // integer values 
0039:   169@ == 0 // integer values 
004D: jump_if_false @DESERT6_2549 
00D6: if and
88B7:   not test 85@ bit 2 
0039:   80@ == 2 // integer values 
0039:   79@ == 1 // integer values 
0028:   $7497 >= 40 // integer values 
004D: jump_if_false @DESERT6_2549 
0050: gosub @DESERT6_7788 

:DESERT6_2549
00D6: if and
88B7:   not test 85@ bit 3 
08B7:   test 85@ bit 2 
0039:   80@ == 0 // integer values 
004D: jump_if_false @DESERT6_2595 
0006: 81@ = 3 // integer values 
0050: gosub @DESERT6_7633 

:DESERT6_2595
00D6: if and
0039:   165@ == 1 // integer values 
88B7:   not test 85@ bit 3 
0039:   80@ == 3 // integer values 
0039:   79@ == 1 // integer values 
004D: jump_if_false @DESERT6_2641 
0050: gosub @DESERT6_7788 

:DESERT6_2641
00D6: if 
0039:   167@ == 0 // integer values 
004D: jump_if_false @DESERT6_2707 
00D6: if and
08B7:   test 85@ bit 3 
8039:   not  79@ == 2 // integer values 
004D: jump_if_false @DESERT6_2707 
00BC: text_highpriority 'DES6_06' 7000 ms 1  // ~s~Maradj radarszint alatt egy ideig. Akkor elvesztik a nyomodat s nem ldznek tovbb.
0006: 167@ = 1 // integer values 

:DESERT6_2707
00D6: if 
0039:   180@ == 0 // integer values 
004D: jump_if_false @DESERT6_2820 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -67.0004 1646.886 423.298 2132.188 
004D: jump_if_false @DESERT6_2820 
00D6: if or
04AB:   actor $PLAYER_ACTOR driving_plane 
04A9:   actor $PLAYER_ACTOR driving_helicopter 
004D: jump_if_false @DESERT6_2820 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @DESERT6_2820 
00BC: text_highpriority 'AREA51' 7000 ms 1  // ~r~DANGER!~s~ Restricted air space!
0006: 180@ = 1 // integer values 

:DESERT6_2820
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @DESERT6_2887 
00D6: if 
001D:   46@ > 137@ // integer values 
004D: jump_if_false @DESERT6_2887 
0050: gosub @DESERT6_7788 
0085: 137@ = 46@ // integer values and handles 
000A: 137@ += 5000 // integer values 
0006: 181@ = 1 // integer values 

:DESERT6_2887
00D6: if 
0039:   183@ == 0 // integer values 
004D: jump_if_false @DESERT6_2941 
00D6: if 
08B7:   test 85@ bit 1 
004D: jump_if_false @DESERT6_2941 
03E5: text_box 'DES6_12'  // ~s~Tartsd szemmel a 'lthatsg mrt' s maradj radarszint alatt.
0006: 183@ = 1 // integer values 

:DESERT6_2941
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DESERT6_2966 
0050: gosub @DESERT6_9695 

:DESERT6_2966
0051: return 

:DESERT6_2968
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DESERT6_3201 
00BC: text_highpriority 'DES6_10' 5000 ms 1  // ~s~Trj vissza a ~y~reptrre~s~ s tedd le a gpet.
0085: 137@ = 46@ // integer values and handles 
000A: 137@ += 5000 // integer values 
0007: 153@ = -76.4228 // floating-point values 
0007: 154@ = 2478.64 // floating-point values 
0007: 155@ = 14.2844 // floating-point values 
0007: 156@ = 433.6483 // floating-point values 
0007: 157@ = 2525.658 // floating-point values 
0007: 158@ = 18.6279 // floating-point values 
0087: 159@ = 156@ // floating-point values only 
0063: 159@ -= 153@ // floating-point values 
0017: 159@ /= 2.0 // floating-point values 
005B: 159@ += 153@ // floating-point values 
0087: 160@ = 157@ // floating-point values only 
0063: 160@ -= 154@ // floating-point values 
0017: 160@ /= 2.0 // floating-point values 
005B: 160@ += 154@ // floating-point values 
0087: 161@ = 158@ // floating-point values only 
0063: 161@ -= 155@ // floating-point values 
0017: 161@ /= 2.0 // floating-point values 
005B: 161@ += 155@ // floating-point values 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
000A: 35@ += 1 // integer values 

:DESERT6_3201
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_3233 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:DESERT6_3233
0050: gosub @DESERT6_4831 
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @DESERT6_3260 
0051: return 

:DESERT6_3260
00D6: if 
0038:   $7499 == 0 // integer values 
004D: jump_if_false @DESERT6_3294 
0006: 37@ = 1 // integer values 
0006: 45@ = 3 // integer values 
0051: return 

:DESERT6_3294
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @DESERT6_3437 
00FE:   actor $PLAYER_ACTOR 1 159@ 160@ 161@ radius 10.0 10.0 10.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 153@ 154@ 155@ 156@ 157@ 158@ 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
01C1:   car 125@ stopped 
81F3:   not car 125@ airborne 
004D: jump_if_false @DESERT6_3437 
0164: disable_marker 132@ 
0050: gosub @DESERT6_7788 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 165@ = 0 // integer values 
0006: 141@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:DESERT6_3437
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @DESERT6_3487 
00D6: if 
08B7:   test 85@ bit 4 
004D: jump_if_false @DESERT6_3487 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 35@ = 99 // integer values 

:DESERT6_3487
0050: gosub @DESERT6_4188 
0050: gosub @DESERT6_5173 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @DESERT6_3545 
00D6: if 
001D:   46@ > 140@ // integer values 
004D: jump_if_false @DESERT6_3545 
0006: 166@ = 1 // integer values 

:DESERT6_3545
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @DESERT6_3601 
0050: gosub @DESERT6_5600 
0006: 50@ = 30 // integer values 
0012: 50@ *= 1000 // integer values 
0085: 140@ = 46@ // integer values and handles 
005A: 140@ += 50@ // integer values 

:DESERT6_3601
0050: gosub @DESERT6_6031 
00D6: if 
0039:   170@ == 0 // integer values 
004D: jump_if_false @DESERT6_3730 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
050A: 72@ = distance_between 57@ 58@ 59@ and 159@ 160@ 161@ 
00D6: if 
0023:   500.0 > 72@ // floating-point values 
004D: jump_if_false @DESERT6_3730 
00BC: text_highpriority 'DES6_11' 7000 ms 1  // ~s~lltsd meg a gpet valahol a ~y~leszllplyn~s~.
0006: 170@ = 1 // integer values 
0006: 171@ = 1 // integer values 
0085: 145@ = 46@ // integer values and handles 
000A: 145@ += 7000 // integer values 

:DESERT6_3730
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @DESERT6_3808 
00D6: if 
001D:   46@ > 145@ // integer values 
004D: jump_if_false @DESERT6_3792 
0006: 171@ = 0 // integer values 
03D5: remove_text 'DES6_11'  // ~s~lltsd meg a gpet valahol a ~y~leszllplyn~s~.
0002: jump @DESERT6_3808 

:DESERT6_3792
00BC: text_highpriority 'DES6_11' 7000 ms 1  // ~s~lltsd meg a gpet valahol a ~y~leszllplyn~s~.

:DESERT6_3808
00D6: if 
0039:   172@ == 0 // integer values 
004D: jump_if_false @DESERT6_3833 
0050: gosub @DESERT6_6621 

:DESERT6_3833
00D6: if and
0039:   170@ == 1 // integer values 
8039:   not  80@ == 4 // integer values 
88B7:   not test 85@ bit 4 
004D: jump_if_false @DESERT6_3963 
0871: init_jump_table 79@ total_jumps 2 0 @DESERT6_3963 jumps 0 @DESERT6_3928 1 @DESERT6_3949 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 

:DESERT6_3928
0006: 81@ = 4 // integer values 
0050: gosub @DESERT6_7633 
0002: jump @DESERT6_3963 

:DESERT6_3949
0050: gosub @DESERT6_7857 
0002: jump @DESERT6_3963 

:DESERT6_3963
00D6: if 
0039:   180@ == 0 // integer values 
004D: jump_if_false @DESERT6_4076 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -67.0004 1646.886 423.298 2132.188 
004D: jump_if_false @DESERT6_4076 
00D6: if or
04AB:   actor $PLAYER_ACTOR driving_plane 
04A9:   actor $PLAYER_ACTOR driving_helicopter 
004D: jump_if_false @DESERT6_4076 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @DESERT6_4076 
00BC: text_highpriority 'AREA51' 7000 ms 1  // ~r~DANGER!~s~ Restricted air space!
0006: 180@ = 1 // integer values 

:DESERT6_4076
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @DESERT6_4101 
0050: gosub @DESERT6_9695 

:DESERT6_4101
0051: return 

:DESERT6_4103
0007: 57@ = 323.5454 // floating-point values 
0007: 58@ = 2540.254 // floating-point values 
0007: 59@ = 15.8085 // floating-point values 
0007: 63@ = 180.0 // floating-point values 
0395: clear_area 1 at 57@ 58@ 59@ range 15.0 
00A5: 125@ = create_car #RUSTLER at 57@ 58@ 59@ 
0175: set_car 125@ z_angle_to 63@ 
0051: return 

:DESERT6_4188
00AA: store_car 125@ position_to 57@ 58@ 59@ 
02CE: 70@ = ground_z 57@ 58@ 59@ 
092E: (unknown) 57@ 58@ 0 71@ 
00D6: if 
0025:   71@ > 70@ // floating-point values 
004D: jump_if_false @DESERT6_4256 
0087: 70@ = 71@ // floating-point values only 

:DESERT6_4256
0087: 71@ = 59@ // floating-point values only 
0063: 71@ -= 70@ // floating-point values 
00D6: if 
0021:   71@ > 40.0 // floating-point values 
004D: jump_if_false @DESERT6_4581 
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @DESERT6_4527 
00D6: if 
001D:   46@ > 138@ // integer values 
004D: jump_if_false @DESERT6_4454 
0008: $7497 += 1 // integer values 
00D6: if 
0018:   $7497 > 100 // integer values 
004D: jump_if_false @DESERT6_4362 
0004: $7497 = 100 // integer values 

:DESERT6_4362
00D6: if and
0038:   $7497 == 100 // integer values 
0039:   165@ == 0 // integer values 
004D: jump_if_false @DESERT6_4439 
0006: 165@ = 1 // integer values 
0006: 166@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0006: 50@ = 3 // integer values 
0012: 50@ *= 1000 // integer values 
0085: 140@ = 46@ // integer values and handles 
005A: 140@ += 50@ // integer values 

:DESERT6_4439
0085: 138@ = 46@ // integer values and handles 
000A: 138@ += 80 // integer values 

:DESERT6_4454
00D6: if and
0039:   165@ == 0 // integer values 
0039:   169@ == 0 // integer values 
0039:   179@ == 0 // integer values 
004D: jump_if_false @DESERT6_4520 
00D6: if 
8039:   not  79@ == 2 // integer values 
004D: jump_if_false @DESERT6_4520 
00BC: text_highpriority 'DES6_07' 1000 ms 1  // ~s~Radarszinten fell vagy!

:DESERT6_4520
0002: jump @DESERT6_4574 

:DESERT6_4527
00D6: if 
0021:   71@ > 41.0 // floating-point values 
004D: jump_if_false @DESERT6_4574 
0006: 163@ = 1 // integer values 
0085: 138@ = 46@ // integer values and handles 
000A: 138@ += 80 // integer values 
03D1: play_wav 3 

:DESERT6_4574
0002: jump @DESERT6_4829 

:DESERT6_4581
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @DESERT6_4738 
0006: 163@ = 0 // integer values 
00D6: if 
0018:   $7497 > 0 // integer values 
004D: jump_if_false @DESERT6_4646 
0085: 138@ = 46@ // integer values and handles 
000A: 138@ += 40 // integer values 
0002: jump @DESERT6_4653 

:DESERT6_4646
0006: 138@ = 0 // integer values 

:DESERT6_4653
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @DESERT6_4702 
0006: 50@ = 10 // integer values 
0012: 50@ *= 1000 // integer values 
0085: 141@ = 46@ // integer values and handles 
005A: 141@ += 50@ // integer values 

:DESERT6_4702
0006: 165@ = 0 // integer values 
0006: 140@ = 0 // integer values 
03D5: remove_text 'DES6_07'  // ~s~Radarszinten fell vagy!
040D: unload_wav 3 
0002: jump @DESERT6_4829 

:DESERT6_4738
00D6: if 
0018:   $7497 > 0 // integer values 
004D: jump_if_false @DESERT6_4829 
00D6: if 
001D:   46@ > 138@ // integer values 
004D: jump_if_false @DESERT6_4829 
000C: $7497 -= 1 // integer values 
00D6: if 
0038:   $7497 == 0 // integer values 
004D: jump_if_false @DESERT6_4814 
0006: 138@ = 0 // integer values 
0002: jump @DESERT6_4829 

:DESERT6_4814
0085: 138@ = 46@ // integer values and handles 
000A: 138@ += 40 // integer values 

:DESERT6_4829
0051: return 

:DESERT6_4831
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_5111 
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @DESERT6_5027 
00D6: if 
001D:   46@ > 139@ // integer values 
004D: jump_if_false @DESERT6_5020 
00D6: if 
0038:   $7498 == 0 // integer values 
004D: jump_if_false @DESERT6_4928 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 
0002: jump @DESERT6_5020 

:DESERT6_4928
000C: $7498 -= 1 // integer values 
0085: 139@ = 46@ // integer values and handles 
000A: 139@ += 1000 // integer values 
03EB: clear_small_messages_only 
09C1: (unknown) 0 
00D6: if 
0038:   $7498 == 1 // integer values 
004D: jump_if_false @DESERT6_5001 
01E5: text_1number_highpriority 'DES6_04' $7498 1500 ms 1  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~gpbe~s~.
0002: jump @DESERT6_5020 

:DESERT6_5001
01E5: text_1number_highpriority 'DES6_03' $7498 1500 ms 1  // ~s~sszesen ~1~ msodperced van, hogy visszarj a ~b~gpre~s~.

:DESERT6_5020
0002: jump @DESERT6_5104 

:DESERT6_5027
0004: $7498 = 30 // integer values 
0085: 139@ = 46@ // integer values and handles 
000A: 139@ += 1000 // integer values 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'DES6_03' $7498 1500 ms 1  // ~s~sszesen ~1~ msodperced van, hogy visszarj a ~b~gpre~s~.
0164: disable_marker 132@ 
0186: 133@ = create_marker_above_car 125@ 
07E0: set_marker 133@ type_to 1 
040D: unload_wav 3 
0006: 164@ = 1 // integer values 

:DESERT6_5104
0002: jump @DESERT6_5171 

:DESERT6_5111
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @DESERT6_5171 
0006: 164@ = 0 // integer values 
0164: disable_marker 133@ 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
0006: 139@ = 0 // integer values 
0004: $7498 = 0 // integer values 
03EB: clear_small_messages_only 

:DESERT6_5171
0051: return 

:DESERT6_5173
0006: 179@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:DESERT6_5187
0006: 73@ = 0 // integer values 
00D6: if 
0039:   184@(48@,2i) == 1 // integer values 
004D: jump_if_false @DESERT6_5577 
0006: 179@ = 1 // integer values 
00D6: if or
0119:   car 126@(48@,2i) wrecked 
0118:   actor 123@(48@,2i) dead 
004D: jump_if_false @DESERT6_5259 
0006: 73@ = 1 // integer values 

:DESERT6_5259
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @DESERT6_5304 
00D6: if 
02BF:   car 126@(48@,2i) sunk 
004D: jump_if_false @DESERT6_5304 
0006: 73@ = 1 // integer values 

:DESERT6_5304
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @DESERT6_5485 
00D6: if 
0039:   177@(48@,2i) == 1 // integer values 
004D: jump_if_false @DESERT6_5430 
00D6: if 
01F3:   car 126@(48@,2i) airborne 
004D: jump_if_false @DESERT6_5393 
0006: 177@(48@,2i) = 0 // integer values 
0006: 150@(48@,2i) = 0 // integer values 
0002: jump @DESERT6_5423 

:DESERT6_5393
00D6: if 
001D:   46@ > 150@(48@,2i) // integer values 
004D: jump_if_false @DESERT6_5423 
0006: 73@ = 1 // integer values 

:DESERT6_5423
0002: jump @DESERT6_5485 

:DESERT6_5430
00D6: if 
81F3:   not car 126@(48@,2i) airborne 
004D: jump_if_false @DESERT6_5485 
0006: 177@(48@,2i) = 1 // integer values 
0085: 150@(48@,2i) = 46@ // integer values and handles 
000A: 150@(48@,2i) += 5000 // integer values 

:DESERT6_5485
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @DESERT6_5577 
01C3: remove_references_to_car 126@(48@,2i) // Like turning a car into any random car 
01C2: remove_references_to_actor 123@(48@,2i) // Like turning an actor into a random pedestrian 
0164: disable_marker 134@(48@,2i) 
0006: 184@(48@,2i) = 0 // integer values 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @DESERT6_5575 
0085: 140@ = 46@ // integer values and handles 
000A: 140@ += 2000 // integer values 

:DESERT6_5575
0051: return 

:DESERT6_5577
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_5187 
0051: return 

:DESERT6_5600
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0006: 48@ = 0 // integer values 

:DESERT6_5621
00D6: if 
0039:   184@(48@,2i) == 0 // integer values 
004D: jump_if_false @DESERT6_6008 
0209: 50@ = random_int 150 200 
0093: 70@ = integer_to_float 50@ 
0209: 51@ = random_int 0 2 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @DESERT6_5704 
005B: 57@ += 70@ // floating-point values 
0002: jump @DESERT6_5712 

:DESERT6_5704
0063: 57@ -= 70@ // floating-point values 

:DESERT6_5712
0209: 50@ = random_int 150 200 
0093: 70@ = integer_to_float 50@ 
0209: 51@ = random_int 0 2 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @DESERT6_5773 
005B: 58@ += 70@ // floating-point values 
0002: jump @DESERT6_5781 

:DESERT6_5773
0063: 58@ -= 70@ // floating-point values 

:DESERT6_5781
02CE: 70@ = ground_z 57@ 58@ 59@ 
092E: (unknown) 57@ 58@ 0 71@ 
00D6: if 
0025:   71@ > 70@ // floating-point values 
004D: jump_if_false @DESERT6_5835 
0087: 70@ = 71@ // floating-point values only 

:DESERT6_5835
0087: 59@ = 70@ // floating-point values only 
000B: 59@ += 200.0 // floating-point values 
00A5: 126@(48@,2i) = create_car #HYDRA at 57@ 58@ 59@ 
0745: set_plane_thrust_to_horizontal 126@(48@,2i) 
070E: (unknown) 126@(48@,2i) $PLAYER_CHAR 10.0 
0186: 134@(48@,2i) = create_marker_above_car 126@(48@,2i) 
018B: show_on_radar 134@(48@,2i) 2 
0129: 123@(48@,2i) = create_actor 4 #HMORI in_car 126@(48@,2i) driverseat 
060B: unknown_actor_use_entity 123@(48@,2i) 136@ 
0006: 177@(48@,2i) = 0 // integer values 
0006: 150@(48@,2i) = 0 // integer values 
0006: 184@(48@,2i) = 1 // integer values 
0006: 166@ = 0 // integer values 
0006: 182@ = 1 // integer values 
0051: return 

:DESERT6_6008
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_5621 
0051: return 

:DESERT6_6031
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @DESERT6_6051 
0051: return 

:DESERT6_6051
00D6: if 
001D:   141@ > 46@ // integer values 
004D: jump_if_false @DESERT6_6072 
0051: return 

:DESERT6_6072
00D6: if 
0039:   182@ == 0 // integer values 
004D: jump_if_false @DESERT6_6092 
0051: return 

:DESERT6_6092
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
0006: 48@ = 0 // integer values 

:DESERT6_6113
00D6: if 
0039:   184@(48@,2i) == 1 // integer values 
004D: jump_if_false @DESERT6_6235 
00AA: store_car 126@(48@,2i) position_to 57@ 58@ 59@ 
050A: 70@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 250.0 // floating-point values 
004D: jump_if_false @DESERT6_6235 
034F: destroy_actor_with_fade 123@(48@,2i) // The actor fades away like a ghost 
00A6: destroy_car 126@(48@,2i) 
0164: disable_marker 134@(48@,2i) 
0006: 184@(48@,2i) = 0 // integer values 

:DESERT6_6235
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_6113 
0051: return 

:DESERT6_6258
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_6276 
0051: return 

:DESERT6_6276
0107: 128@ = create_object #AMMO_CAPSULE at 370.5 2498.75 25.5 
0107: 129@ = create_object #AMMO_CAPSULE at 371.25 2498.35 25.3 
0107: 130@ = create_object #AMMO_CAPSULE at 371.25 2499.15 25.7 
0107: 131@ = create_object #AMMO_CAPSULE at 372.0 2498.35 25.4 
0681: attach_object 128@ to_car 125@ at_offset -0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
0681: attach_object 129@ to_car 125@ at_offset -0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 130@ to_car 125@ at_offset 0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 131@ to_car 125@ at_offset 0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:DESERT6_6527
0382: set_object 128@(48@,4i) collision_detection 0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @DESERT6_6527 
0051: return 

:DESERT6_6561
0006: 172@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:DESERT6_6575
0085: 146@(48@,4i) = 46@ // integer values and handles 
0006: 173@(48@,4i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @DESERT6_6575 
0051: return 

:DESERT6_6621
0006: 48@ = 0 // integer values 

:DESERT6_6628
00D6: if 
0039:   173@(48@,4i) == 0 // integer values 
004D: jump_if_false @DESERT6_6733 
00D6: if 
001D:   46@ > 146@(48@,4i) // integer values 
004D: jump_if_false @DESERT6_6733 
0682: detach_object 128@(48@,4i) 0.0 0.0 0.0 collision_detection 1 
0392: object 128@(48@,4i) toggle_in_moving_list 1 
097B: play_sound 128@(48@,4i) on_object 1009 
0006: 173@(48@,4i) = 1 // integer values 

:DESERT6_6733
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @DESERT6_6628 
0006: 48@ = 0 // integer values 

:DESERT6_6761
00D6: if 
0039:   173@(48@,4i) == 0 // integer values 
004D: jump_if_false @DESERT6_6785 
0051: return 

:DESERT6_6785
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @DESERT6_6761 
0006: 172@ = 1 // integer values 
0051: return 

:DESERT6_6815
0871: init_jump_table 79@ total_jumps 5 1 @DESERT6_6899 jumps 0 @DESERT6_6878 1 @DESERT6_6878 2 @DESERT6_6885 3 @DESERT6_6878 4 @DESERT6_6878 -1 @DESERT6_6935 -1 @DESERT6_6935 

:DESERT6_6878
0002: jump @DESERT6_6935 

:DESERT6_6885
0050: gosub @DESERT6_7075 
0002: jump @DESERT6_6935 

:DESERT6_6899
0662: write_debug_message "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:DESERT6_6935
0051: return 

:DESERT6_6937
00D6: if 
003B:   84@ == 83@ // integer values 
004D: jump_if_false @DESERT6_6958 
0051: return 

:DESERT6_6958
0006: 50@ = 1 // integer values 
0006: 87@(50@,3i) = 1 // integer values 
03CF: load_wav 90@(84@,11i) as 50@ 
000A: 84@ += 1 // integer values 
00D6: if 
003B:   84@ == 83@ // integer values 
004D: jump_if_false @DESERT6_7016 
0051: return 

:DESERT6_7016
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 2 // integer values 
004D: jump_if_false @DESERT6_7043 
0051: return 

:DESERT6_7043
0006: 87@(50@,3i) = 1 // integer values 
03CF: load_wav 90@(84@,11i) as 50@ 
000A: 84@ += 1 // integer values 
0051: return 

:DESERT6_7075
0050: gosub @DESERT6_8047 
00D6: if 
0039:   79@ == 3 // integer values 
004D: jump_if_false @DESERT6_7109 
0050: gosub @DESERT6_7325 
0051: return 

:DESERT6_7109
0871: init_jump_table 87@(78@,3i) total_jumps 4 1 @DESERT6_7292 jumps 0 @DESERT6_7176 1 @DESERT6_7185 2 @DESERT6_7221 3 @DESERT6_7260 -1 @DESERT6_7323 -1 @DESERT6_7323 -1 @DESERT6_7323 

:DESERT6_7176
0051: return 
0002: jump @DESERT6_7323 

:DESERT6_7185
00D6: if 
83D0:   not wav 78@ loaded 
004D: jump_if_false @DESERT6_7203 
0051: return 

:DESERT6_7203
0006: 87@(78@,3i) = 2 // integer values 
0002: jump @DESERT6_7323 

:DESERT6_7221
03D1: play_wav 78@ 
00BC: text_highpriority 101@(82@,11s) 10000 ms 1 
0006: 87@(78@,3i) = 3 // integer values 
0051: return 
0002: jump @DESERT6_7323 

:DESERT6_7260
00D6: if 
83D2:   not wav 78@ ended 
004D: jump_if_false @DESERT6_7278 
0051: return 

:DESERT6_7278
0050: gosub @DESERT6_7378 
0002: jump @DESERT6_7323 

:DESERT6_7292
0662: write_debug_message "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:DESERT6_7323
0051: return 

:DESERT6_7325
0006: 50@ = 1 // integer values 

:DESERT6_7332
00D6: if 
002B:   2 >= 50@ // integer values 
004D: jump_if_false @DESERT6_7369 
040D: unload_wav 50@ 
000A: 50@ += 1 // integer values 
0002: jump @DESERT6_7332 

:DESERT6_7369
0050: gosub @DESERT6_7507 
0051: return 

:DESERT6_7378
0006: 87@(78@,3i) = 0 // integer values 
000A: 82@ += 1 // integer values 
00D6: if 
003B:   82@ == 83@ // integer values 
004D: jump_if_false @DESERT6_7424 
0050: gosub @DESERT6_7507 
0051: return 

:DESERT6_7424
00D6: if 
001D:   83@ > 84@ // integer values 
004D: jump_if_false @DESERT6_7473 
0006: 87@(78@,3i) = 1 // integer values 
03CF: load_wav 90@(84@,11i) as 78@ 
000A: 84@ += 1 // integer values 

:DESERT6_7473
000A: 78@ += 1 // integer values 
00D6: if 
0019:   78@ > 2 // integer values 
004D: jump_if_false @DESERT6_7505 
0006: 78@ = 1 // integer values 

:DESERT6_7505
0051: return 

:DESERT6_7507
08BF: set 85@ bit 80@ 
0006: 80@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 50@ = 1 // integer values 

:DESERT6_7571
00D6: if 
001B:   2 > 50@ // integer values 
004D: jump_if_false @DESERT6_7614 
0006: 87@(50@,3i) = 0 // integer values 
000A: 50@ += 1 // integer values 
0002: jump @DESERT6_7571 

:DESERT6_7614
03EB: clear_small_messages_only 
0085: 86@ = 46@ // integer values and handles 
000A: 86@ += 120 // integer values 
0051: return 

:DESERT6_7633
00D6: if 
8039:   not  79@ == 0 // integer values 
004D: jump_if_false @DESERT6_7658 
0050: gosub @DESERT6_7857 

:DESERT6_7658
00D6: if 
001D:   86@ > 46@ // integer values 
004D: jump_if_false @DESERT6_7679 
0051: return 

:DESERT6_7679
0006: 86@ = 0 // integer values 
0085: 80@ = 81@ // integer values and handles 
0006: 81@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 50@ = 1 // integer values 

:DESERT6_7736
00D6: if 
001B:   2 > 50@ // integer values 
004D: jump_if_false @DESERT6_7779 
0006: 87@(50@,3i) = 0 // integer values 
000A: 50@ += 1 // integer values 
0002: jump @DESERT6_7736 

:DESERT6_7779
0050: gosub @DESERT6_7886 
0051: return 

:DESERT6_7788
00D6: if 
8039:   not  79@ == 1 // integer values 
004D: jump_if_false @DESERT6_7848 
0662: write_debug_message "A_CONVERSATION_HAS_NOT_BEEN_PREPARED" 
0051: return 

:DESERT6_7848
0006: 79@ = 2 // integer values 
0051: return 

:DESERT6_7857
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @DESERT6_7877 
0051: return 

:DESERT6_7877
0050: gosub @DESERT6_7325 
0051: return 

:DESERT6_7886
0871: init_jump_table 80@ total_jumps 4 1 @DESERT6_8005 jumps 1 @DESERT6_7949 2 @DESERT6_7963 3 @DESERT6_7977 4 @DESERT6_7991 -1 @DESERT6_8031 -1 @DESERT6_8031 -1 @DESERT6_8031 

:DESERT6_7949
0050: gosub @DESERT6_8127 
0002: jump @DESERT6_8031 

:DESERT6_7963
0050: gosub @DESERT6_8600 
0002: jump @DESERT6_8031 

:DESERT6_7977
0050: gosub @DESERT6_8797 
0002: jump @DESERT6_8031 

:DESERT6_7991
0050: gosub @DESERT6_9011 
0002: jump @DESERT6_8031 

:DESERT6_8005
0662: write_debug_message "UNKNOWN_CONVERSATION" 
0051: return 

:DESERT6_8031
0050: gosub @DESERT6_6937 
0006: 79@ = 1 // integer values 
0051: return 

:DESERT6_8047
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_8072 
0006: 79@ = 3 // integer values 
0051: return 

:DESERT6_8072
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_8097 
0006: 79@ = 3 // integer values 
0051: return 

:DESERT6_8097
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_8125 
0006: 79@ = 3 // integer values 
0051: return 

:DESERT6_8125
0051: return 

:DESERT6_8127
0006: 50@ = 0 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13400 
05AA: 101@(50@,11s) = 'DES6_AA' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13401 
05AA: 101@(50@,11s) = 'DES6_AB' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13402 
05AA: 101@(50@,11s) = 'DES6_AD' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13403 
05AA: 101@(50@,11s) = 'DES6_AE' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13404 
05AA: 101@(50@,11s) = 'DES6_AF' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13405 
05AA: 101@(50@,11s) = 'DES6_AG' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13406 
05AA: 101@(50@,11s) = 'DES6_AH' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13407 
05AA: 101@(50@,11s) = 'DES6_AJ' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13408 
05AA: 101@(50@,11s) = 'DES6_AK' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13409 
05AA: 101@(50@,11s) = 'DES6_AM' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13410 
05AA: 101@(50@,11s) = 'DES6_AN' // 8-byte strings 
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 11 // integer values 
004D: jump_if_false @DESERT6_8590 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_8590
0085: 83@ = 50@ // integer values and handles 
0051: return 

:DESERT6_8600
0209: 50@ = random_int 0 4 
0871: init_jump_table 50@ total_jumps 4 0 @DESERT6_8788 jumps 0 @DESERT6_8672 1 @DESERT6_8701 2 @DESERT6_8730 3 @DESERT6_8759 -1 @DESERT6_8788 -1 @DESERT6_8788 -1 @DESERT6_8788 

:DESERT6_8672
04AF: 90@ = unknown_wav_reference 13411 
05AA: 101@s = 'DES6_BA' // 8-byte strings 
0002: jump @DESERT6_8788 

:DESERT6_8701
04AF: 90@ = unknown_wav_reference 13412 
05AA: 101@s = 'DES6_BB' // 8-byte strings 
0002: jump @DESERT6_8788 

:DESERT6_8730
04AF: 90@ = unknown_wav_reference 13413 
05AA: 101@s = 'DES6_BC' // 8-byte strings 
0002: jump @DESERT6_8788 

:DESERT6_8759
04AF: 90@ = unknown_wav_reference 13414 
05AA: 101@s = 'DES6_BD' // 8-byte strings 
0002: jump @DESERT6_8788 

:DESERT6_8788
0006: 83@ = 1 // integer values 
0051: return 

:DESERT6_8797
0006: 50@ = 0 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13415 
05AA: 101@(50@,11s) = 'DES6_CA' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13416 
05AA: 101@(50@,11s) = 'DES6_CB' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13417 
05AA: 101@(50@,11s) = 'DES6_CC' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13418 
05AA: 101@(50@,11s) = 'DES6_CD' // 8-byte strings 
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 11 // integer values 
004D: jump_if_false @DESERT6_9001 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_9001
0085: 83@ = 50@ // integer values and handles 
0051: return 

:DESERT6_9011
0006: 50@ = 0 // integer values 
04AF: 90@(50@,11i) = unknown_wav_reference 13419 
05AA: 101@(50@,11s) = 'DES6_DA' // 8-byte strings 
0006: 83@ = 1 // integer values 
0051: return 

:DESERT6_9057
00D6: if 
0736:   32 
004D: jump_if_false @DESERT6_9106 
000A: 47@ += 1 // integer values 
00D6: if 
0019:   47@ > 2 // integer values 
004D: jump_if_false @DESERT6_9104 
0006: 47@ = 0 // integer values 

:DESERT6_9104
086A: nop 

:DESERT6_9106
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @DESERT6_9280 
008A: $7500 = 34@ // integer values and handles 
008A: $7501 = 35@ // integer values and handles 
008A: $7502 = 46@ // integer values and handles 
008A: $7503 = 80@ // integer values and handles 
008A: $7504 = 85@ // integer values and handles 
0004: $7505 = 0 // integer values 
0004: $7506 = 0 // integer values 
0004: $7507 = 0 // integer values 
065D: $7500 "M_STAGE" // same as 0660 
065D: $7501 "M_GOALS" // same as 0660 
065D: $7502 "M_MISSION_TIMER" // same as 0660 
065D: $7503 "CONVERSATION" // same as 0660 
065D: $7504 "CONVERSATIONSPLAYED" // same as 0660 

:DESERT6_9280
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @DESERT6_9298 

:DESERT6_9298
00D6: if 
0736:   98 
004D: jump_if_false @DESERT6_9320 
0006: 38@ = 1 // integer values 

:DESERT6_9320
00D6: if 
0736:   80 
004D: jump_if_false @DESERT6_9408 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @DESERT6_9383 
0006: 39@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @DESERT6_9408 

:DESERT6_9383
0006: 39@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:DESERT6_9408
0051: return 

:DESERT6_9410
00D6: if 
8736:   not  74 
004D: jump_if_false @DESERT6_9427 
0051: return 

:DESERT6_9427
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @DESERT6_9548 
00D6: if 
001B:   2 > 35@ // integer values 
004D: jump_if_false @DESERT6_9531 
0395: clear_area 1 at -2246.706 -2539.1 30.7512 range 25.0 
00A1: put_actor $PLAYER_ACTOR at -2246.706 -2539.1 30.7512 
0173: set_actor $PLAYER_ACTOR z_angle_to 144.5365 
0006: 35@ = 2 // integer values 
0002: jump @DESERT6_9548 

:DESERT6_9531
0164: disable_marker 132@ 
06D6: destroy_racing_checkpoint 152@ 
0006: 35@ = 99 // integer values 

:DESERT6_9548
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @DESERT6_9620 
0395: clear_area 1 at 384.4035 2449.35 15.4921 range 25.0 
00A1: put_actor $PLAYER_ACTOR at 384.4035 2449.35 15.4921 
0173: set_actor $PLAYER_ACTOR z_angle_to 7.1386 

:DESERT6_9620
0051: return 

:DESERT6_9622
000A: 41@ += 1 // integer values 
00D6: if 
0019:   41@ > 9 // integer values 
004D: jump_if_false @DESERT6_9654 
0006: 41@ = 0 // integer values 

:DESERT6_9654
0051: return 

:DESERT6_9656
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // integer values and handles 
0062: 44@ -= 43@ // integer values 
0085: 43@ = 42@ // integer values and handles 
005A: 46@ += 44@ // integer values 
0051: return 

:DESERT6_9695
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:DESERT6_9725
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_9748 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DESERT6_9748
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:DESERT6_9763
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT6_9787 
0001: wait 0 ms 
0002: jump @DESERT6_9763 

:DESERT6_9787
0395: clear_area 1 at 335.0 2529.0 16.0 range 20.0 
02E4: load_cutscene_data 'DESERT6' 

:DESERT6_9822
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT6_9846 
0001: wait 0 ms 
0002: jump @DESERT6_9822 

:DESERT6_9846
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
01B5: force_weather 17 

:DESERT6_9867
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT6_9891 
0001: wait 0 ms 
0002: jump @DESERT6_9867 

:DESERT6_9891
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:DESERT6_9905
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT6_9929 
0001: wait 0 ms 
0002: jump @DESERT6_9905 

:DESERT6_9929
02EA: end_cutscene 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0051: return 

:DESERT6_9939
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT6_9966 
0001: wait 0 ms 
0002: jump @DESERT6_9939 

:DESERT6_9966
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 
0395: clear_area 0 at 368.1973 2519.421 15.5961 range 300.0 
0050: gosub @DESERT6_10197 
0050: gosub @DESERT6_10305 
0050: gosub @DESERT6_4103 
0186: 133@ = create_marker_above_car 125@ 
07E0: set_marker 133@ type_to 1 
0395: clear_area 0 at 331.9908 2533.767 15.8044 range 0.5 
03CB: set_camera 331.9908 2533.767 15.8044 
00A1: put_actor $PLAYER_ACTOR at 331.9908 2533.767 15.8044 
0173: set_actor $PLAYER_ACTOR z_angle_to 48.4743 
0373: set_camera_directly_behind_player 
01B6: set_weather 17 
0923: (unknown) 0 
0001: wait 500 ms 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_10171 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:DESERT6_10171
09FF: (unknown) 322.8019 2530.124 15.8089 
0050: gosub @DESERT6_9695 
0051: return 

:DESERT6_10197
0247: request_model #RUSTLER 
0247: request_model #HYDRA 
0247: request_model #HMORI 
0247: request_model #AMMO_CAPSULE 
038B: load_requested_models 

:DESERT6_10218
00D6: if or
8248:   not model #RUSTLER available 
8248:   not model #HYDRA available 
004D: jump_if_false @DESERT6_10250 
0001: wait 0 ms 
0002: jump @DESERT6_10218 

:DESERT6_10250
00D6: if 
8248:   not model #HMORI available 
004D: jump_if_false @DESERT6_10276 
0001: wait 0 ms 
0002: jump @DESERT6_10250 

:DESERT6_10276
00D6: if 
8248:   not model #AMMO_CAPSULE available 
004D: jump_if_false @DESERT6_10303 
0001: wait 0 ms 
0002: jump @DESERT6_10276 

:DESERT6_10303
0051: return 

:DESERT6_10305
0051: return 

:DESERT6_10307
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 3 0 @DESERT6_10457 jumps 1 @DESERT6_10388 2 @DESERT6_10411 3 @DESERT6_10434 -1 @DESERT6_10457 -1 @DESERT6_10457 -1 @DESERT6_10457 -1 @DESERT6_10457 

:DESERT6_10388
00BC: text_highpriority 'DES6_99' 5000 ms 1  // ~r~A replgp megsemmislt.
0002: jump @DESERT6_10457 

:DESERT6_10411
00BC: text_highpriority 'DES6_98' 5000 ms 1  // ~r~Repln nem.
0002: jump @DESERT6_10457 

:DESERT6_10434
00BC: text_highpriority 'DES6_97' 5000 ms 1  // ~r~Lejrt az id.
0002: jump @DESERT6_10457 

:DESERT6_10457
0051: return 

:DESERT6_10459
01E3: text_1number_styled 'M_PASS' 15000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 15000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT6'  // N.O.E.
030C: set_mission_points += 1 
0008: $11276 += 1 // integer values 
0051: return 

:DESERT6_10519
01C3: remove_references_to_car 125@ // Like turning a car into any random car 
0006: 48@ = 0 // integer values 

:DESERT6_10531
01C3: remove_references_to_car 126@(48@,2i) // Like turning a car into any random car 
01C2: remove_references_to_actor 123@(48@,2i) // Like turning an actor into a random pedestrian 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_10531 
0006: 48@ = 0 // integer values 

:DESERT6_10577
0108: destroy_object 128@(48@,4i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @DESERT6_10577 
0164: disable_marker 133@ 
0164: disable_marker 132@ 
0006: 48@ = 0 // integer values 

:DESERT6_10624
0164: disable_marker 134@(48@,2i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @DESERT6_10624 
0151: remove_status_text $7497 
014F: stop_timer $7499 
06D6: destroy_racing_checkpoint 152@ 
040D: unload_wav 3 
0249: release_model #RUSTLER 
0249: release_model #HYDRA 
0249: release_model #HMORI 
0249: release_model #AMMO_CAPSULE 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
0923: (unknown) 1 
01B7: release_weather 
0A24: toggle_military_zones_wanted_level 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0038:   $PARKED_RUSTLER_EXISTS == 1 // integer values 
004D: jump_if_false @DESERT6_10753 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:DESERT6_10753
00D6: if 
0038:   $PARKED_STUNT_EXISTS == 1 // integer values 
004D: jump_if_false @DESERT6_10778 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:DESERT6_10778
00D6: if 
0038:   $PARKED_HUNTER_EXISTS == 1 // integer values 
004D: jump_if_false @DESERT6_10803 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:DESERT6_10803
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 80---------------
// Originally: Stowaway

:DESERT9
03A4: name_thread 'DESERT9' 
0050: gosub @DESERT9_49 

:DESERT9_18
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DESERT9_38 
0050: gosub @DESERT9_21846 

:DESERT9_38
0050: gosub @DESERT9_21954 

:DESERT9_45
00D8: mission_cleanup 
004E: end_thread 

:DESERT9_49
0317: increment_mission_attempts 
054C: use_GXT_table 'DSERT9' 
03C7: unknown_maybe_cops_density 0.0 
08F4: (unknown) 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0004: $ONMISSION = 1 // integer values 
07FB: set_interior 'DESHOUS' accessible 0  // Elhyagyatott AC torony
0007: 150@ = 100.0 // floating-point values 
00D6: if 
0043:   150@ == 0.0 // floating-point values 
004D: jump_if_false @DESERT9_372 
0107: 91@ = create_object #BARREL1 at 0.0 0.0 0.0 
0107: 225@ = create_object #BARREL1 at 0.0 0.0 0.0 
0107: 56@ = create_object #KB_BARREL at 0.0 0.0 0.0 
00A5: 35@ = create_car #PCJ600 at 426.6481 2535.713 15.5538 
0175: set_car 35@ z_angle_to 107.0 
018A: 152@ = create_checkpoint_at 74@ 75@ 76@ 
0213: $8269 = create_pickup #GUN_PARA type 3 at 1797.602 -1308.881 133.8128 
0186: 153@ = create_marker_above_car 35@ 
0107: 49@ = create_object #CR_GUNCRATE at 365.0146 2500.676 15.492 
0107: 50@ = create_object #CR_CRATESTACK at 365.9573 2502.763 15.4921 
0107: 51@ = create_object #CR_CRATESTACK at 365.5524 2503.46 15.492 
0107: 52@ = create_object #CR_CRATESTACK at 364.5623 2503.406 15.4921 

:DESERT9_372
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DESERT9_398 
0002: jump @DESERT9_21869 

:DESERT9_398
00D6: if 
0735:   68 
004D: jump_if_false @DESERT9_468 

:DESERT9_413
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_445 
0247: request_model #GUN_PARA 
0001: wait 0 ms 
0002: jump @DESERT9_413 

:DESERT9_445
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
0006: 68@ = 0 // integer values 
0006: 71@ = 0 // integer values 

:DESERT9_468
0871: init_jump_table 68@ total_jumps 12 0 @DESERT9_764 jumps 0 @DESERT9_596 2 @DESERT9_652 3 @DESERT9_666 4 @DESERT9_680 5 @DESERT9_694 6 @DESERT9_708 7 @DESERT9_722 
0872: jump_table_jumps 8 @DESERT9_736 9 @DESERT9_750 20 @DESERT9_610 21 @DESERT9_624 22 @DESERT9_638 -1 @DESERT9_764 -1 @DESERT9_764 -1 @DESERT9_764 -1 @DESERT9_764 

:DESERT9_596
0050: gosub @DESERT9_864 
0002: jump @DESERT9_764 

:DESERT9_610
0050: gosub @DESERT9_889 
0002: jump @DESERT9_764 

:DESERT9_624
0050: gosub @DESERT9_4350 
0002: jump @DESERT9_764 

:DESERT9_638
0050: gosub @DESERT9_4519 
0002: jump @DESERT9_764 

:DESERT9_652
0050: gosub @DESERT9_6284 
0002: jump @DESERT9_764 

:DESERT9_666
0050: gosub @DESERT9_7444 
0002: jump @DESERT9_764 

:DESERT9_680
0050: gosub @DESERT9_11098 
0002: jump @DESERT9_764 

:DESERT9_694
0050: gosub @DESERT9_12941 
0002: jump @DESERT9_764 

:DESERT9_708
0050: gosub @DESERT9_13168 
0002: jump @DESERT9_764 

:DESERT9_722
0050: gosub @DESERT9_13222 
0002: jump @DESERT9_764 

:DESERT9_736
0050: gosub @DESERT9_13784 
0002: jump @DESERT9_764 

:DESERT9_750
0050: gosub @DESERT9_14291 
0002: jump @DESERT9_764 

:DESERT9_764
0050: gosub @DESERT9_21693 
0050: gosub @DESERT9_792 
0050: gosub @DESERT9_20462 
0002: jump @DESERT9_372 

:DESERT9_792
0871: init_jump_table 68@ total_jumps 1 0 @DESERT9_862 jumps 2 @DESERT9_855 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 

:DESERT9_855
0002: jump @DESERT9_862 

:DESERT9_862
0051: return 

:DESERT9_864
0746: (unknown) 4 24 0 
0746: (unknown) 1 25 0 
0006: 68@ = 20 // integer values 
0051: return 

:DESERT9_889
0169: set_fade_color 0 0 0 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @DESERT9_936 
0860: link_actor $PLAYER_ACTOR to_interior 0 
016A: fade 0 1000 ms 
0006: 71@ = 1 // integer values 

:DESERT9_936
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @DESERT9_1110 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1110 
0792: (unknown) $PLAYER_ACTOR 
03BA: clear_cars_from_cube -120.5297 2593.665 69.1939 502.5016 2365.418 -1.2447 
042B: clear_peds_from_cube -120.5297 2593.665 69.1939 502.5016 2365.418 -1.2447 
0972: (unknown) $PLAYER_ACTOR 222.7755 2508.972 15.5214 
0247: request_model #ANDROM 
0247: request_model #BOBCAT 
0247: request_model #WMOMIB 
0247: request_model #MICRO_UZI 
0247: request_model #BMYMIB 
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 
038B: load_requested_models 
0006: 71@ = 1 // integer values 

:DESERT9_1110
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @DESERT9_1607 
00D6: if and
0248:   model #ANDROM available 
0248:   model #BOBCAT available 
0248:   model #WMOMIB available 
0248:   model #MICRO_UZI available 
0248:   model #BMYMIB available 
004D: jump_if_false @DESERT9_1607 
00D6: if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
004D: jump_if_false @DESERT9_1607 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
00A5: 36@ = create_car #BOBCAT at -22.1321 2504.942 15.2566 
00A5: 37@ = create_car #BOBCAT at -15.9009 2507.28 15.2543 
00A5: 38@ = create_car #BOBCAT at -17.3227 2501.011 15.252 
0229: set_car 36@ color_to 0 0 
0229: set_car 37@ color_to 0 0 
0229: set_car 38@ color_to 0 0 
0175: set_car 36@ z_angle_to 270.0 
0175: set_car 37@ z_angle_to 270.0 
0175: set_car 38@ z_angle_to 270.0 
0129: 40@ = create_actor 24 #BMYMIB in_car 36@ driverseat 
0129: 41@ = create_actor 24 #WMOMIB in_car 37@ driverseat 
0129: 42@ = create_actor 24 #WMOMIB in_car 38@ driverseat 
01C8: 43@ = create_actor 24 #WMOMIB in_car 36@ passenger_seat 0 
01C8: 44@ = create_actor 24 #BMYMIB in_car 37@ passenger_seat 0 
009A: 45@ = create_actor 24 #WMOMIB at -28.1475 2492.807 15.2513 
009A: 46@ = create_actor 24 #BMYMIB at -28.1475 2493.807 15.2513 
009A: 47@ = create_actor 24 #BMYMIB at -28.1475 2494.807 15.2513 
0464: put_actor 45@ into_turret_on_car 36@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle 10.0 with_weapon 28 
0464: put_actor 46@ into_turret_on_car 37@ at_car_offset -0.5 -1.0 0.4 position 0 shooting_angle 10.0 with_weapon 28 
0464: put_actor 47@ into_turret_on_car 37@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle 10.0 with_weapon 28 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 1500 // integer values 
0006: 71@ = 2 // integer values 

:DESERT9_1607
00D6: if 
0039:   71@ == 2 // integer values 
004D: jump_if_false @DESERT9_1914 
00D6: if 
001D:   86@ > 32@ // integer values 
004D: jump_if_false @DESERT9_1914 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1914 
00D6: if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
004D: jump_if_false @DESERT9_1894 
05EB: assign_vehicle 36@ to_path 450 
05EB: assign_vehicle 37@ to_path 453 
05EB: assign_vehicle 38@ to_path 452 
05EB: assign_vehicle 34@ to_path 168 
0918: (unknown) 34@ 1 
06FD: (unknown) 36@ 0.8 
06FD: (unknown) 37@ 0.9 
06FD: (unknown) 38@ 0.8 
015F: set_camera_position -123.0824 2533.057 21.679 0.0 0.0 0.0 
0A0B: (unknown) -123.0824 2533.057 21.679 100.0 
04E4: unknown_refresh_game_renderer_at -123.0824 2533.057 
016A: fade 1 600 ms 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 5000 // integer values 
0085: 155@ = 32@ // integer values and handles 
000A: 155@ += 1000 // integer values 
0006: 71@ = 3 // integer values 
0002: jump @DESERT9_1914 

:DESERT9_1894
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 

:DESERT9_1914
00D6: if 
0039:   71@ == 3 // integer values 
004D: jump_if_false @DESERT9_2227 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_2227 
0007: 148@ = 0.0 // floating-point values 
0007: 149@ = 0.0 // floating-point values 
0007: 150@ = 0.0 // floating-point values 
00AA: store_car 36@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005D: 148@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 149@ += $TEMPVAR_FLOAT_2 // floating-point values 
005D: 150@ += $TEMPVAR_FLOAT_3 // floating-point values 
00AA: store_car 37@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005D: 148@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 149@ += $TEMPVAR_FLOAT_2 // floating-point values 
005D: 150@ += $TEMPVAR_FLOAT_3 // floating-point values 
00AA: store_car 38@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005D: 148@ += $TEMPVAR_FLOAT_1 // floating-point values 
005D: 149@ += $TEMPVAR_FLOAT_2 // floating-point values 
005D: 150@ += $TEMPVAR_FLOAT_3 // floating-point values 
0017: 148@ /= 3.0 // floating-point values 
0017: 149@ /= 3.0 // floating-point values 
0017: 150@ /= 3.0 // floating-point values 
0160: point_camera 148@ 149@ 150@ 2 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_2176 
0006: 71@ = 4 // integer values 

:DESERT9_2176
00D6: if 
8039:   not  155@ == 0 // integer values 
004D: jump_if_false @DESERT9_2227 
00D6: if 
001D:   32@ > 155@ // integer values 
004D: jump_if_false @DESERT9_2227 
0006: 626@ = 1 // integer values 
0006: 155@ = 0 // integer values 

:DESERT9_2227
00D6: if 
0039:   71@ == 4 // integer values 
004D: jump_if_false @DESERT9_2700 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_2534 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_2534 
05EC: release_vehicle 36@ from_path 
05EC: release_vehicle 37@ from_path 
05EC: release_vehicle 38@ from_path 
00AB: put_car 36@ at 90.1321 2504.942 15.4766 
00AB: put_car 37@ at 83.9009 2510.28 15.4766 
00AB: put_car 38@ at 85.3227 2497.011 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 400.2219 2504.942 15.4766 speed 12.0 2 0 3 
05D1: AS_actor 41@ drive_car 37@ to 400.2219 2510.28 15.4766 speed 12.0 2 0 3 
05D1: AS_actor 42@ drive_car 38@ to 400.2219 2497.011 15.4766 speed 12.0 2 0 3 
0175: set_car 36@ z_angle_to 270.0 
0175: set_car 37@ z_angle_to 270.0 
0175: set_car 38@ z_angle_to 270.0 
04BA: set_car 36@ speed_instantly 12.0 
04BA: set_car 37@ speed_instantly 12.0 
04BA: set_car 38@ speed_instantly 12.0 

:DESERT9_2534
06FD: (unknown) 34@ 0.7 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0615: define_action_sequences 66@ 
0605: actor -1 perform_animation_sequence "FLEE_LKAROUND_01" from_file "PED" 8.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 66@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 66@ 
061B: remove_references_to_action_sequences 66@ 
0006: 626@ = 2 // integer values 
015F: set_camera_position 224.1743 2508.426 16.7184 0.0 0.0 0.0 
0160: point_camera 223.194 2508.535 16.8827 2 
0006: 71@ = 5 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 1700 // integer values 

:DESERT9_2700
00D6: if 
0039:   71@ == 5 // integer values 
004D: jump_if_false @DESERT9_3194 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_3194 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_3011 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_3011 
00AB: put_car 36@ at 90.1321 2504.942 15.4766 
00AB: put_car 37@ at 83.9009 2510.28 15.4766 
00AB: put_car 38@ at 85.3227 2497.011 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 400.2219 2504.942 15.4766 speed 30.0 2 0 3 
05D1: AS_actor 41@ drive_car 37@ to 400.2219 2510.28 15.4766 speed 30.0 2 0 3 
05D1: AS_actor 42@ drive_car 38@ to 400.2219 2497.011 15.4766 speed 30.0 2 0 3 
0175: set_car 36@ z_angle_to 270.0 
0175: set_car 37@ z_angle_to 270.0 
0175: set_car 38@ z_angle_to 270.0 
04BA: set_car 36@ speed_instantly 30.0 
04BA: set_car 37@ speed_instantly 30.0 
04BA: set_car 38@ speed_instantly 30.0 

:DESERT9_3011
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3032 
05EC: release_vehicle 34@ from_path 

:DESERT9_3032
015F: set_camera_position 125.3001 2504.329 15.5565 0.0 0.0 0.0 
0160: point_camera 124.312 2504.361 15.7067 2 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 2700 // integer values 
0006: 71@ = 6 // integer values 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3134 
0918: (unknown) 34@ 1 
0825: instantly_spin_flying_vehicle 34@ rotor_blade 

:DESERT9_3134
00A1: put_actor $PLAYER_ACTOR at 412.6561 2530.908 15.617 
0173: set_actor $PLAYER_ACTOR z_angle_to 136.0 
0007: 74@ = 25.6646 // floating-point values 
0007: 75@ = 2504.646 // floating-point values 
0007: 76@ = 29.1834 // floating-point values 

:DESERT9_3194
00D6: if 
0039:   71@ == 6 // integer values 
004D: jump_if_false @DESERT9_3485 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3326 
0085: 115@ = 32@ // integer values and handles 
0062: 115@ -= 86@ // integer values 
000A: 115@ += 2700 // integer values 
0093: 156@ = integer_to_float 115@ 
0017: 156@ /= 20.0 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 74@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 156@ // floating-point values 
0017: 156@ /= 14.0 // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 76@ // floating-point values only 
0067: $TEMPVAR_FLOAT_3 -= 156@ // floating-point values 
088C: (unknown) 34@ $TEMPVAR_FLOAT_1 75@ $TEMPVAR_FLOAT_3 

:DESERT9_3326
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_3485 
00A1: put_actor $PLAYER_ACTOR at 403.0466 2522.19 15.4843 
05D3: AS_actor $PLAYER_ACTOR go_to_point 415.1068 2528.624 15.5375 speed 6 -2 ms 
0A0B: (unknown) 404.7372 2524.857 15.5671 300.0 
015F: set_camera_position 404.7372 2524.857 15.5671 0.0 0.0 0.0 
0160: point_camera 405.6275 2525.301 15.6661 2 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 2500 // integer values 
0006: 71@ = 8 // integer values 

:DESERT9_3485
00D6: if 
0039:   71@ == 7 // integer values 
004D: jump_if_false @DESERT9_3881 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_3881 
0006: 71@ = 8 // integer values 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3881 
00AB: put_car 34@ at 380.6384 2503.927 15.4884 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_3779 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_3779 
00AB: put_car 36@ at 331.2219 2504.942 15.4766 
00AB: put_car 37@ at 338.2219 2507.942 15.4766 
00AB: put_car 38@ at 325.2219 2501.942 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 430.2219 2504.942 15.4766 speed 13.0 2 0 3 
05D1: AS_actor 41@ drive_car 37@ to 430.2219 2507.28 15.4766 speed 13.0 2 0 3 
05D1: AS_actor 42@ drive_car 38@ to 430.2219 2501.011 15.4766 speed 13.0 2 0 3 

:DESERT9_3779
0175: set_car 34@ z_angle_to 270.0 
04BA: set_car 34@ speed_instantly 7.0 
0825: instantly_spin_flying_vehicle 34@ rotor_blade 
015F: set_camera_position 413.1315 2533.297 15.8551 0.0 0.0 0.0 
0160: point_camera 412.508 2532.519 15.9255 2 
0007: 81@ = 0.0 // floating-point values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 4000 // integer values 

:DESERT9_3881
00D6: if 
0039:   71@ == 8 // integer values 
004D: jump_if_false @DESERT9_3953 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_3953 
016A: fade 0 800 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3953 
05EC: release_vehicle 34@ from_path 
0006: 71@ = 9 // integer values 

:DESERT9_3953
00D6: if 
0039:   71@ == 9 // integer values 
004D: jump_if_false @DESERT9_4238 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_4238 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_4005 
05EC: release_vehicle 34@ from_path 

:DESERT9_4005
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_4046 
05EC: release_vehicle 36@ from_path 
05EC: release_vehicle 37@ from_path 
05EC: release_vehicle 38@ from_path 

:DESERT9_4046
0249: release_model #ANDROM 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #BMYMIB 
0873: release_path 450 
0873: release_path 168 
0873: release_path 452 
0873: release_path 453 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_4192 
00AB: put_car 34@ at 394.6384 2497.927 15.4884 
0175: set_car 34@ z_angle_to 90.0 

:DESERT9_4192
0006: 71@ = 0 // integer values 
00D6: if 
0019:   157@ > 0 // integer values 
004D: jump_if_false @DESERT9_4231 
0006: 68@ = 22 // integer values 
0002: jump @DESERT9_4238 

:DESERT9_4231
0006: 68@ = 21 // integer values 

:DESERT9_4238
00D6: if 
08D0: (unknown) 
004D: jump_if_false @DESERT9_4296 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_4296 
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @DESERT9_4296 
016A: fade 0 600 ms 
0006: 157@ = 1 // integer values 

:DESERT9_4296
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @DESERT9_4348 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_4348 
0006: 629@ = 5 // integer values 
0006: 157@ = 2 // integer values 
0006: 71@ = 9 // integer values 

:DESERT9_4348
0051: return 

:DESERT9_4350
02E4: load_cutscene_data 'DESERT9' 

:DESERT9_4361
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT9_4385 
0001: wait 0 ms 
0002: jump @DESERT9_4361 

:DESERT9_4385
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DESERT9_4394
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT9_4418 
0001: wait 0 ms 
0002: jump @DESERT9_4394 

:DESERT9_4418
00D6: if 
08D0: (unknown) 
004D: jump_if_false @DESERT9_4456 
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @DESERT9_4456 
0006: 157@ = 2 // integer values 

:DESERT9_4456
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
016A: fade 0 0 ms 

:DESERT9_4473
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_4497 
0001: wait 0 ms 
0002: jump @DESERT9_4473 

:DESERT9_4497
02EA: end_cutscene 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 68@ = 22 // integer values 
0051: return 

:DESERT9_4519
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @DESERT9_4626 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0247: request_model #ANDROM 
0247: request_model #BOBCAT 
0247: request_model #WMOMIB 
0247: request_model #MICRO_UZI 
0247: request_model #BMYMIB 
0247: request_model #PCJ600 
0247: request_model #SATCHEL 
0247: request_model #BOMB 
04ED: load_animation "AIRPORT" 
04ED: load_animation "CARRY" 
07C0: load_path 149 
07C0: load_path 135 
07C0: load_path 134 
0006: 71@ = 1 // integer values 

:DESERT9_4626
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @DESERT9_4743 
00D6: if and
0248:   model #BOBCAT available 
0248:   model #WMOMIB available 
0248:   model #MICRO_UZI available 
0248:   model #BMYMIB available 
0248:   model #PCJ600 available 
07C1:   path 134 available 
004D: jump_if_false @DESERT9_4743 
00D6: if and
0248:   model #SATCHEL available 
0248:   model #BOMB available 
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available 
004D: jump_if_false @DESERT9_4743 
0006: 71@ = 2 // integer values 

:DESERT9_4743
00D6: if 
0039:   71@ == 2 // integer values 
004D: jump_if_false @DESERT9_5554 
00A5: 36@ = create_car #BOBCAT at 366.764 2512.655 15.5677 
00A5: 37@ = create_car #BOBCAT at 367.134 2490.174 15.4884 
00A5: 38@ = create_car #BOBCAT at 357.6567 2509.594 15.5221 
0229: set_car 36@ color_to 0 0 
0229: set_car 37@ color_to 0 0 
0229: set_car 38@ color_to 0 0 
009A: 40@ = create_actor 24 #BMYMIB at 359.7588 2511.474 15.5501 
009A: 41@ = create_actor 24 #WMOMIB at 369.7111 2505.838 15.4921 
009A: 42@ = create_actor 24 #WMOMIB at 363.5374 2497.674 15.4921 
01C8: 43@ = create_actor 24 #WMOMIB in_car 36@ passenger_seat 0 
01C8: 44@ = create_actor 24 #BMYMIB in_car 37@ passenger_seat 0 
009A: 45@ = create_actor 24 #WMOMIB at 363.6662 2500.094 15.4921 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_5013 
0175: set_car 34@ z_angle_to 90.0 

:DESERT9_5013
08A4: car 34@ manipulate_extra_parts 1.0 
01B2: give_actor 40@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 41@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 42@ weapon 28 ammo 9999 // Load the weapon model before using this 
0657: open_car 36@ component 2 
0657: open_car 36@ component 3 
0107: 49@ = create_object #CR_GUNCRATE at 365.0146 2500.676 15.492 
0107: 50@ = create_object #CR_CRATESTACK at 365.9573 2502.763 15.4921 
0107: 51@ = create_object #CR_CRATESTACK at 365.5524 2503.46 15.492 
0107: 52@ = create_object #CR_CRATESTACK at 364.5623 2503.406 15.4921 
0177: set_object 50@ z_angle_to 245.0 
0395: clear_area 0 at 435.2751 2527.523 15.871 range 10.0 
00A5: 35@ = create_car #PCJ600 at 435.2751 2527.523 15.871 
0175: set_car 35@ z_angle_to 90.0 
053F: set_car 35@ tires_vulnerable 0 
0173: set_actor 40@ z_angle_to 340.9066 
0173: set_actor 41@ z_angle_to 309.4871 
0173: set_actor 42@ z_angle_to 175.4073 
0605: actor 40@ perform_animation_sequence "IDLE_ARMED" from_file "PED" 4.0 loop 1 0 0 0 0 ms 
0605: actor 41@ perform_animation_sequence "IDLE_ARMED" from_file "PED" 4.0 loop 1 0 0 0 0 ms 
0605: actor 42@ perform_animation_sequence "IDLE_ARMED" from_file "PED" 4.0 loop 1 0 0 0 0 ms 
00A1: put_actor $PLAYER_ACTOR at 412.6561 2530.908 15.617 
0173: set_actor $PLAYER_ACTOR z_angle_to 136.0 
0249: release_model #PCJ600 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_5463 
05EB: assign_vehicle 34@ to_path 149 
06FD: (unknown) 34@ 0.0 

:DESERT9_5463
015F: set_camera_position 350.8692 2488.932 17.5906 0.0 0.0 0.0 
0160: point_camera 351.4443 2489.747 17.52 2 
03CB: set_camera 367.134 2490.174 15.4884 
0006: 71@ = 3 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 1000 // integer values 

:DESERT9_5554
00D6: if 
0039:   71@ == 3 // integer values 
004D: jump_if_false @DESERT9_5745 
00D6: if 
001D:   86@ > 32@ // integer values 
004D: jump_if_false @DESERT9_5745 
00D6: if and
8118:   not actor 45@ dead 
03CA:   object 52@ exists 
004D: jump_if_false @DESERT9_5665 
0615: define_action_sequences 66@ 
07C9: unknown_action_sequence -1 52@ 
05D3: AS_actor -1 go_to_point 360.2195 2500.023 15.4921 speed 4 -2 ms 
0616: define_action_sequences_end 66@ 
0618: assign_actor 45@ to_action_sequences 66@ 
061B: remove_references_to_action_sequences 66@ 

:DESERT9_5665
016A: fade 1 1000 ms 
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @DESERT9_5713 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 4000 // integer values 
0002: jump @DESERT9_5720 

:DESERT9_5713
0006: 86@ = 0 // integer values 

:DESERT9_5720
0006: 71@ = 4 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_3' 4000 ms 1  // ~s~Toreno azt akarja, hogy rakj bombt a replre. A lopakods szba sem jhet, gyhogy gyorsnak kell lenned.

:DESERT9_5745
00D6: if 
0039:   71@ == 4 // integer values 
004D: jump_if_false @DESERT9_5954 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_5954 
02A3: toggle_widescreen 1 
015F: set_camera_position 438.18 2526.193 17.1554 0.0 0.0 0.0 
0160: point_camera 437.2076 2526.339 16.9735 2 
00A1: put_actor $PLAYER_ACTOR at 426.895 2529.478 15.6483 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_5883 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 35@ -2 ms 

:DESERT9_5883
00BB: text_lowpriority 'DES9_4' 3000 ms 1  // ~s~Hajts fel a gp rmpjn ezzel a bringval s rakd le bent a bombt.
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @DESERT9_5940 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 3000 // integer values 
0002: jump @DESERT9_5947 

:DESERT9_5940
0006: 86@ = 0 // integer values 

:DESERT9_5947
0006: 71@ = 5 // integer values 

:DESERT9_5954
00D6: if 
0039:   71@ == 5 // integer values 
004D: jump_if_false @DESERT9_6209 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_6209 
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_44' 4000 ms 1  // ~s~Hajts a bringval a gp rmpjra, mieltt felszllna.
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_6054 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_6054 
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_6054
0107: 56@ = create_object #KB_BARREL at 0.0 0.0 0.0 
0382: set_object 56@ collision_detection 0 
0750: set_object 56@ visibility 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_6145 
0681: attach_object 56@ to_car 34@ at_offset 0.0 -15.223 -1.489 rotation 0.0 0.0 0.0 

:DESERT9_6145
041A: 158@ = actor $PLAYER_ACTOR weapon 39 ammo 
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @DESERT9_6182 
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 1 // Load the weapon model before using this 

:DESERT9_6182
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 3000 // integer values 
0006: 71@ = 6 // integer values 

:DESERT9_6209
00D6: if 
0039:   71@ == 6 // integer values 
004D: jump_if_false @DESERT9_6282 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_6282 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_A4' 4000 ms 1  // ~s~Gyernk! Menj fel a repl ~y~rmpjn~s~!
0006: 68@ = 2 // integer values 

:DESERT9_6282
0051: return 

:DESERT9_6284
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0019:   73@ > 0 // integer values 
004D: jump_if_false @DESERT9_6407 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_6407 
00AA: store_car 34@ position_to 74@ 75@ 76@ 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at 74@ 75@ 76@ 
018B: show_on_radar 152@ 2 
00D6: if 
0023:   -83.0 > 74@ // floating-point values 
004D: jump_if_false @DESERT9_6407 
0006: 68@ = 8 // integer values 
0006: 71@ = 0 // integer values 

:DESERT9_6407
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_6687 
00AA: store_car 35@ position_to 148@ 149@ 150@ 
0007: 154@ = 2499.7 // floating-point values 
0063: 154@ -= 149@ // floating-point values 
0097: make 154@ absolute_float 
0017: 154@ /= 10.0 // floating-point values 
00D6: if 
0021:   154@ > 2.0 // floating-point values 
004D: jump_if_false @DESERT9_6501 
0007: 154@ = 2.0 // floating-point values 

:DESERT9_6501
00D6: if 
0023:   0.2 > 154@ // floating-point values 
004D: jump_if_false @DESERT9_6532 
0007: 154@ = 0.2 // floating-point values 

:DESERT9_6532
088B: 154@ = vehicle 35@ form_drag_multiplier 
000F: 154@ -= 2.0 // floating-point values 
0097: make 154@ absolute_float 
0013: 154@ *= 50.0 // floating-point values 
0087: 159@ = 74@ // floating-point values only 
0063: 159@ -= 148@ // floating-point values 
0097: make 159@ absolute_float 
0087: 160@ = 159@ // floating-point values only 
0017: 160@ /= 100.0 // floating-point values 
00D6: if 
0021:   160@ > 1.0 // floating-point values 
004D: jump_if_false @DESERT9_6635 
0007: 160@ = 1.0 // floating-point values 

:DESERT9_6635
0007: 159@ = 1.0 // floating-point values 
0063: 159@ -= 160@ // floating-point values 
006B: 159@ *= 154@ // floating-point values 
0092: 88@ = float_to_integer 159@ 
0003: shake_camera 88@ 
000E: 88@ -= 256 // integer values 
0095: make 88@ absolute_integer 

:DESERT9_6687
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @DESERT9_6792 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_6792 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 412.6561 2530.908 15.617 radius 5.0 5.0 5.0 
004D: jump_if_false @DESERT9_6792 
0085: 72@ = 32@ // integer values and handles 
000A: 72@ += 8000 // integer values 
0006: 73@ = 2 // integer values 

:DESERT9_6792
00D6: if 
0039:   73@ == 2 // integer values 
004D: jump_if_false @DESERT9_7010 
00D6: if or
00DF:   actor $PLAYER_ACTOR driving 
001D:   32@ > 72@ // integer values 
00FE:   actor $PLAYER_ACTOR 0 354.8564 2500.152 18.3701 radius 50.0 50.0 50.0 
004D: jump_if_false @DESERT9_7010 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_7010 
0085: 72@ = 32@ // integer values and handles 
000A: 72@ += 1350 // integer values 
0006: 73@ = 3 // integer values 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_6934 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 

:DESERT9_6934
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_6965 
04EB: AS_actor 41@ crouch 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:DESERT9_6965
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_6989 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:DESERT9_6989
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DESERT9_7010 
0792: (unknown) 45@ 

:DESERT9_7010
00D6: if 
0039:   73@ == 3 // integer values 
004D: jump_if_false @DESERT9_7064 
00D6: if 
001D:   32@ > 72@ // integer values 
004D: jump_if_false @DESERT9_7064 
06FD: (unknown) 34@ 1.0 
0006: 73@ = 4 // integer values 

:DESERT9_7064
00D6: if 
0039:   73@ == 4 // integer values 
004D: jump_if_false @DESERT9_7442 
01BB: store_object 56@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 148@ 149@ 150@ 
0509: 146@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 148@ 149@ 
0007: 162@ = 200.0 // floating-point values 
0073: 162@ /= 146@ // floating-point values 
00D6: if 
0021:   162@ > 1.0 // floating-point values 
004D: jump_if_false @DESERT9_7176 
0007: 162@ = 1.0 // floating-point values 

:DESERT9_7176
00D6: if 
0023:   0.3 > 162@ // floating-point values 
004D: jump_if_false @DESERT9_7207 
0007: 162@ = 0.3 // floating-point values 

:DESERT9_7207
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_7231 
06FD: (unknown) 34@ 162@ 

:DESERT9_7231
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 15.0 5.0 
004D: jump_if_false @DESERT9_7312 
00D6: if 
001B:   2 > 163@ // integer values 
004D: jump_if_false @DESERT9_7305 
0050: gosub @DESERT9_16137 
0006: 163@ = 1 // integer values 

:DESERT9_7305
0002: jump @DESERT9_7337 

:DESERT9_7312
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @DESERT9_7337 
0006: 163@ = 2 // integer values 

:DESERT9_7337
00D6: if 
0474:   actor $PLAYER_ACTOR near_object 56@ offset 4.0 1.0 1.0 unknown 0 
004D: jump_if_false @DESERT9_7442 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_7442 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DESERT9_7442 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
0164: disable_marker 152@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 71@ = 20 // integer values 
0006: 68@ = 3 // integer values 
041E: set_radio_station 11 

:DESERT9_7442
0051: return 

:DESERT9_7444
0006: 439@ = 1 // integer values 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @DESERT9_7542 
00D6: if 
001B:   11 > 71@ // integer values 
004D: jump_if_false @DESERT9_7496 
0006: 86@ = 0 // integer values 
0006: 71@ = 11 // integer values 

:DESERT9_7496
00D6: if and
0019:   71@ > 19 // integer values 
001B:   23 > 71@ // integer values 
004D: jump_if_false @DESERT9_7542 
0006: 86@ = 0 // integer values 
0006: 71@ = 24 // integer values 
0006: 65@ = 1 // integer values 

:DESERT9_7542
00D6: if 
0039:   71@ == 20 // integer values 
004D: jump_if_false @DESERT9_7691 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_7691 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
060E:   car 34@ is_assigned_to_existing_path 
004D: jump_if_false @DESERT9_7608 
05EC: release_vehicle 34@ from_path 

:DESERT9_7608
05EB: assign_vehicle 34@ to_path 135 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_7646 
0519: lock_vehicle 35@ in_current_position 1 
0338: set_car 35@ visibility 0 

:DESERT9_7646
0337: set_actor $PLAYER_ACTOR visibility 0 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
0249: release_model #BOBCAT 
04ED: load_animation "AIRPORT" 
0006: 71@ = 21 // integer values 

:DESERT9_7691
00D6: if 
0039:   71@ == 21 // integer values 
004D: jump_if_false @DESERT9_7816 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 66.4737 2494.118 17.9816 position_to -43.8545 2492.902 19.8651 5500 ms unknown 1 
0920: point_camera 67.4593 2494.287 17.9942 transverse_to -44.3218 2493.184 20.7031 5500 ms unknown 1 
0006: 71@ = 22 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 4500 // integer values 

:DESERT9_7816
00D6: if 
0039:   71@ == 22 // integer values 
004D: jump_if_false @DESERT9_7867 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_7867 
016A: fade 0 1000 ms 
0006: 71@ = 23 // integer values 

:DESERT9_7867
00D6: if 
0039:   71@ == 23 // integer values 
004D: jump_if_false @DESERT9_7905 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_7905 
0006: 71@ = 0 // integer values 

:DESERT9_7905
00D6: if 
0039:   71@ == 24 // integer values 
004D: jump_if_false @DESERT9_7937 
016A: fade 0 1000 ms 
0006: 71@ = 25 // integer values 

:DESERT9_7937
00D6: if 
0039:   71@ == 25 // integer values 
004D: jump_if_false @DESERT9_7982 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_7982 
0006: 71@ = 0 // integer values 
0006: 65@ = 1 // integer values 

:DESERT9_7982
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @DESERT9_8581 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_8030 
0519: lock_vehicle 35@ in_current_position 0 
0338: set_car 35@ visibility 1 

:DESERT9_8030
04BB: select_interior 9 // select render area 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_8057 
0860: link_actor $PLAYER_ACTOR to_interior 9 

:DESERT9_8057
009B: destroy_actor_instantly 44@ 
009A: 44@ = create_actor 26 #WMOMIB at 316.0887 983.9927 1958.138 
0173: set_actor 44@ z_angle_to 90.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_8120 
0860: link_actor 44@ to_interior 9 

:DESERT9_8120
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_8166 
00A1: put_actor 44@ at 317.081 979.907 1960.108 
0173: set_actor 44@ z_angle_to 90.0 

:DESERT9_8166
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_8189 
0840: link_car 35@ to_interior 9 

:DESERT9_8189
0581: toggle_radar 0 
0107: 85@ = create_object #D9_RUNWAY at 305.191 1030.752 1938.134 
07C0: load_path 150 
07C0: load_path 152 

:DESERT9_8226
00D6: if or
87C1:   not path 150 available 
87C1:   not path 152 available 
004D: jump_if_false @DESERT9_8258 
0001: wait 0 ms 
0002: jump @DESERT9_8226 

:DESERT9_8258
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_8374 
00AB: put_car 35@ at 331.8417 1038.314 1956.177 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_8318 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_8318
00BE: text_clear_all 
0860: link_actor $PLAYER_ACTOR to_interior 9 
0337: set_actor $PLAYER_ACTOR visibility 1 
05EB: assign_vehicle 35@ to_path 150 
06C5: (unknown) 35@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT9_8374 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_8374
03CB: set_camera 331.8417 1038.314 1956.177 
04E4: unknown_refresh_game_renderer_at 331.8417 1038.314 
0001: wait 800 ms 
0925: (unknown) 
015F: set_camera_position 320.1115 1035.373 1948.154 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR 15 2 
0085: 168@ = 32@ // integer values and handles 
0001: wait 500 ms 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 2200 // integer values 
0247: request_model #GUN_PARA 

:DESERT9_8485
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_8512 
0001: wait 0 ms 
0002: jump @DESERT9_8485 

:DESERT9_8512
016A: fade 1 600 ms 
00BB: text_lowpriority 'DES9_A5' 4000 ms 1  // ~S~Csapdba estl a gpen.
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @DESERT9_8574 
0006: 71@ = 11 // integer values 
0006: 86@ = 0 // integer values 
0002: jump @DESERT9_8581 

:DESERT9_8574
0006: 71@ = 1 // integer values 

:DESERT9_8581
00D6: if and
0019:   71@ > 0 // integer values 
001B:   20 > 71@ // integer values 
004D: jump_if_false @DESERT9_8613 
0050: gosub @DESERT9_17051 

:DESERT9_8613
00D6: if 
0039:   435@ == 0 // integer values 
004D: jump_if_false @DESERT9_8657 
00D6: if 
001D:   32@ > 168@ // integer values 
004D: jump_if_false @DESERT9_8657 
0006: 435@ = 1 // integer values 

:DESERT9_8657
00D6: if 
03CA:   object 85@ exists 
004D: jump_if_false @DESERT9_8697 
01BB: store_object 85@ position_to 164@ 165@ 166@ 
000B: 165@ += 0.05 // floating-point values 

:DESERT9_8697
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @DESERT9_8762 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_8762 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
0006: 71@ = 2 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 300 // integer values 

:DESERT9_8762
00D6: if 
0039:   71@ == 2 // integer values 
004D: jump_if_false @DESERT9_8894 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_8894 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_8820 
00A6: destroy_car 34@ 

:DESERT9_8820
015F: set_camera_position 317.7203 1027.3 1949.071 0.0 0.0 0.0 
0160: point_camera 316.9413 1026.675 1949.027 2 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 1000 // integer values 
0006: 71@ = 3 // integer values 

:DESERT9_8894
00D6: if 
0039:   71@ == 3 // integer values 
004D: jump_if_false @DESERT9_9043 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_9043 
0108: destroy_object 85@ 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 317.7203 1027.3 1949.071 position_to 317.7203 1027.3 1949.071 1000 ms unknown 1 
0920: point_camera 316.9413 1026.675 1949.027 transverse_to 317.3408 1026.377 1949.13 1000 ms unknown 1 
0006: 71@ = 4 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 1500 // integer values 

:DESERT9_9043
00D6: if 
0039:   71@ == 4 // integer values 
004D: jump_if_false @DESERT9_9402 
0085: 169@ = 86@ // integer values and handles 
0062: 169@ -= 32@ // integer values 
0093: 170@ = integer_to_float 169@ 
0017: 170@ /= 2000.0 // floating-point values 
000F: 170@ -= 1.0 // floating-point values 
0097: make 170@ absolute_float 
01BB: store_object 96@ position_to 292@ 312@ 332@ 
00D6: if 
0021:   312@ > 1020.214 // floating-point values 
004D: jump_if_false @DESERT9_9294 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_9169 
05EB: assign_vehicle 35@ to_path 152 

:DESERT9_9169
0673: AS_actor $PLAYER_ACTOR dive_to_offset 1.0 0.0 time_on_ground 1000 ms 
0006: 71@ = 6 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 2000 // integer values 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 317.7203 1027.3 1949.071 position_to 317.7203 1027.3 1949.071 2000 ms unknown 1 
0920: point_camera 317.3408 1026.377 1949.13 transverse_to 317.1811 1027.991 1948.589 2000 ms unknown 1 

:DESERT9_9294
0087: 148@ = 292@ // floating-point values only 
000F: 148@ -= 317.5107 // floating-point values 
0087: 149@ = 312@ // floating-point values only 
000F: 149@ -= 1024.815 // floating-point values 
0087: 150@ = 332@ // floating-point values only 
000F: 150@ -= 1949.35 // floating-point values 
006B: 148@ *= 170@ // floating-point values 
006B: 149@ *= 170@ // floating-point values 
006B: 150@ *= 170@ // floating-point values 
000B: 148@ += 317.5107 // floating-point values 
000B: 149@ += 1024.815 // floating-point values 
000B: 150@ += 1949.35 // floating-point values 

:DESERT9_9402
00D6: if 
0039:   71@ == 5 // integer values 
004D: jump_if_false @DESERT9_9434 
01BB: store_object 96@ position_to 292@ 312@ 332@ 

:DESERT9_9434
00D6: if 
0039:   71@ == 6 // integer values 
004D: jump_if_false @DESERT9_9494 
01BB: store_object 96@ position_to 292@ 312@ 332@ 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_9494 
0006: 71@ = 11 // integer values 
00BE: text_clear_all 

:DESERT9_9494
00D6: if 
0039:   71@ == 7 // integer values 
004D: jump_if_false @DESERT9_9667 
0925: (unknown) 
015F: set_camera_position 316.0625 988.6853 1957.741 0.0 0.0 0.0 
0160: point_camera 316.0338 987.7417 1958.07 2 
0006: 71@ = 8 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 2000 // integer values 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_9667 
00A1: put_actor 44@ at 315.7535 983.4348 1958.265 
0173: set_actor 44@ z_angle_to 0.0 
0605: actor 44@ perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 0 3000 ms 

:DESERT9_9667
00D6: if 
0039:   71@ == 8 // integer values 
004D: jump_if_false @DESERT9_9891 
00D6: if 
0248:   model #GUN_PARA available 
004D: jump_if_false @DESERT9_9886 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_9879 
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_45' 4000 ms 1  // ~s~Robbantsd fel a gpet a tltet segtsgvel.
015F: set_camera_position 317.5727 1024.791 1949.854 0.0 0.0 0.0 
0160: point_camera 317.4102 1023.809 1949.95 2 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 317.9964 1023.477 1949.032 
0173: set_actor $PLAYER_ACTOR z_angle_to 121.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_9856 
01B2: give_actor 44@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: (unknown) 44@ 1 

:DESERT9_9856
0006: 71@ = 9 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 4000 // integer values 

:DESERT9_9879
0002: jump @DESERT9_9891 

:DESERT9_9886
0247: request_model #GUN_PARA 

:DESERT9_9891
00D6: if 
0039:   71@ == 9 // integer values 
004D: jump_if_false @DESERT9_10153 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_10153 
015F: set_camera_position 318.8293 975.9706 1960.759 0.0 0.0 0.0 
0160: point_camera 318.3584 976.8294 1960.557 2 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_10114 
00A1: put_actor 44@ at 317.4929 981.1245 1958.806 
0173: set_actor 44@ z_angle_to 90.0 

:DESERT9_10025
00D6: if 
84EE:   not animation "AIRPORT" loaded 
004D: jump_if_false @DESERT9_10069 
04ED: load_animation "AIRPORT" 
0001: wait 0 ms 
0002: jump @DESERT9_10025 

:DESERT9_10069
0605: actor 44@ perform_animation_sequence "THRW_BARL_THRW" from_file "AIRPORT" 4.0 loop 0 0 0 0 -1 ms 

:DESERT9_10114
00BB: text_lowpriority 'DES9_46' 4000 ms 1  // ~s~Ugorj ki a gpbl az r ejternyjvel, miutn aktivltad a bombt.
0006: 71@ = 10 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 1100 // integer values 

:DESERT9_10153
00D6: if 
0039:   71@ == 10 // integer values 
004D: jump_if_false @DESERT9_10220 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_10220 
0006: 435@ = 2 // integer values 
0006: 71@ = 11 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 2900 // integer values 

:DESERT9_10220
00D6: if 
0039:   71@ == 11 // integer values 
004D: jump_if_false @DESERT9_11096 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_11096 
0247: request_model #GUN_PARA 

:DESERT9_10262
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_10289 
0001: wait 0 ms 
0002: jump @DESERT9_10262 

:DESERT9_10289
0925: (unknown) 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_10339 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 318.1163 1024.791 1948.729 
0002: jump @DESERT9_10359 

:DESERT9_10339
00A1: put_actor $PLAYER_ACTOR at 318.1163 1024.791 1948.729 

:DESERT9_10359
0173: set_actor $PLAYER_ACTOR z_angle_to 121.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_10416 
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @DESERT9_10406 
05EC: release_vehicle 35@ from_path 

:DESERT9_10406
00A6: destroy_car 35@ 
0249: release_model #PCJ600 

:DESERT9_10416
0173: set_actor $PLAYER_ACTOR z_angle_to 225.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_10462 
00A1: put_actor 44@ at 317.4565 980.5405 1958.935 

:DESERT9_10462
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_10499 
00D6: if 
060E:   car 35@ is_assigned_to_existing_path 
004D: jump_if_false @DESERT9_10499 
05EC: release_vehicle 35@ from_path 

:DESERT9_10499
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0108: destroy_object 85@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_10540 
00A6: destroy_car 34@ 

:DESERT9_10540
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT9_10563 
06AF: set_player $PLAYER_CHAR sprint_mode 1 

:DESERT9_10563
064B: 174@ = create_particle "CLOUDFAST" at 315.2994 1028.151 1936.464 1 
064C: make_particle 174@ visible 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009A: 40@ = create_actor 26 #WMOMIB at 313.4011 1012.37 1951.588 
009A: 41@ = create_actor 26 #BMYMIB at 312.5008 1004.962 1953.297 
009A: 42@ = create_actor 26 #WMOMIB at 318.7976 988.7245 1957.044 
009A: 43@ = create_actor 26 #BMYMIB at 313.1324 991.6313 1956.374 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_10751 
0519: lock_vehicle 35@ in_current_position 0 
0338: set_car 35@ visibility 1 

:DESERT9_10751
0337: set_actor $PLAYER_ACTOR visibility 1 
07DD: (unknown) 40@ 100 
07DD: (unknown) 41@ 100 
07DD: (unknown) 42@ 100 
07DD: (unknown) 43@ 100 
081A: actor 40@ weapon_skill 2 
081A: actor 41@ weapon_skill 2 
081A: actor 42@ weapon_skill 2 
081A: actor 43@ weapon_skill 2 
081A: actor 44@ weapon_skill 2 
0173: set_actor 40@ z_angle_to 288.4161 
0173: set_actor 41@ z_angle_to 298.9878 
0173: set_actor 42@ z_angle_to 85.3329 
0173: set_actor 43@ z_angle_to 308.2083 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_10884 
0860: link_actor 40@ to_interior 9 

:DESERT9_10884
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_10907 
0860: link_actor 41@ to_interior 9 

:DESERT9_10907
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_10930 
0860: link_actor 42@ to_interior 9 

:DESERT9_10930
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DESERT9_10953 
0860: link_actor 43@ to_interior 9 

:DESERT9_10953
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_11030 
00A1: put_actor 44@ at 317.881 979.907 1960.108 
00D6: if 
8491:   not actor 44@ has_weapon 46 
004D: jump_if_false @DESERT9_11030 
01B2: give_actor 44@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: (unknown) 44@ 1 
07DD: (unknown) 44@ 100 

:DESERT9_11030
0006: 68@ = 4 // integer values 
0006: 178@ = 0 // integer values 
0006: 439@ = 0 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_11082 
02AB: set_actor $PLAYER_ACTOR immunities 0 1 1 0 0 

:DESERT9_11082
0006: 171@ = 1 // integer values 
0004: $1511 = 1 // integer values 

:DESERT9_11096
0051: return 

:DESERT9_11098
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0735:   49 
004D: jump_if_false @DESERT9_11151 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_11151 
05E9: (unknown) 35@ 152 

:DESERT9_11151
00D6: if 
0735:   50 
004D: jump_if_false @DESERT9_11203 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_11203 
00D6: if 
06AA: (unknown) 35@ 
004D: jump_if_false @DESERT9_11203 
0752: (unknown) 35@ 

:DESERT9_11203
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DESERT9_11495 
00D6: if or
0A3A: (unknown) $PLAYER_CHAR -258 
0A3A: (unknown) $PLAYER_CHAR -259 
0A3A: (unknown) $PLAYER_CHAR -260 
004D: jump_if_false @DESERT9_11280 
0A3B: (unknown) $PLAYER_CHAR 
020C: create_explosion_with_radius 7 at 316.0 1000.0 1954.6 

:DESERT9_11280
00D6: if 
0356:   explosion_type -1 in_cube 325.0714 967.935 1971.838 310.7184 1047.574 1939.683 
004D: jump_if_false @DESERT9_11495 
0006: 178@ = 1 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_11363 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 

:DESERT9_11363
0007: 159@ = 972.5745 // floating-point values 
0006: 88@ = 0 // integer values 

:DESERT9_11380
00D6: if 
0033:   1050.574 >= 159@ // floating-point values 
004D: jump_if_false @DESERT9_11495 
0087: 160@ = 159@ // floating-point values only 
000F: 160@ -= 5.0 // floating-point values 
00D6: if 
0356:   explosion_type -1 in_cube 325.0714 159@ 1971.838 310.7184 160@ 1939.683 
004D: jump_if_false @DESERT9_11471 
0006: 462@(88@,15i) = 1 // integer values 

:DESERT9_11471
000A: 88@ += 1 // integer values 
000B: 159@ += 5.0 // floating-point values 
0002: jump @DESERT9_11380 

:DESERT9_11495
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DESERT9_11520 
0050: gosub @DESERT9_19937 

:DESERT9_11520
00D6: if 
0039:   173@ == 0 // integer values 
004D: jump_if_false @DESERT9_11577 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DESERT9_11577 
00BB: text_lowpriority 'DES9_27' 4000 ms 1  // ~s~Vedd fel az ejternyt.
0006: 173@ = 1 // integer values 

:DESERT9_11577
00D6: if 
0039:   173@ == 1 // integer values 
004D: jump_if_false @DESERT9_11702 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @DESERT9_11702 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
00BE: text_clear_all 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @DESERT9_11679 
00BB: text_lowpriority 'DES9_A1' 4000 ms 1  // ~s~Megszerezted az ejternyt.
00BB: text_lowpriority 'DES9_A2' 4000 ms 1  // ~s~Helyezd el e robbantltetet a gpen, aztn hzd el a cskot.
0002: jump @DESERT9_11695 

:DESERT9_11679
00BB: text_lowpriority 'DES9_26' 4000 ms 1  // ~s~Megvan az ejterny, most tnj innen a francba!

:DESERT9_11695
0006: 173@ = 2 // integer values 

:DESERT9_11702
00D6: if 
0039:   180@ == 0 // integer values 
004D: jump_if_false @DESERT9_11781 
00D6: if 
0022:   1942.27 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @DESERT9_11781 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_11772 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 

:DESERT9_11772
0006: 180@ = 1 // integer values 
09D9: (unknown) 

:DESERT9_11781
00D6: if 
0039:   173@ == 2 // integer values 
004D: jump_if_false @DESERT9_11946 
00D6: if 
0022:   1940.27 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @DESERT9_11946 
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @DESERT9_11894 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_11887 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0650: destroy_particle 174@ 
0006: 68@ = 9 // integer values 
0006: 71@ = 0 // integer values 
0004: $1902 = 1 // integer values 

:DESERT9_11887
0002: jump @DESERT9_11946 

:DESERT9_11894
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_39' 4000 ms 1  // ~r~gy tnik, sikerlt felrobbantanod a gpet!
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0050: gosub @DESERT9_21954 
04BB: select_interior 0 // select render area 
0002: jump @DESERT9_45 

:DESERT9_11946
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_12166 
00A0: store_actor 44@ position_to 148@ 149@ 150@ 
00D6: if and
0023:   1940.0 > 150@ // floating-point values 
8818:   not (unknown) $PLAYER_ACTOR 
004D: jump_if_false @DESERT9_12166 
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_29' 5000 ms 1  // ~r~Az ejternys r kizuhant a gpbl!
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0215: destroy_pickup $8269 
0001: wait 1000 ms 
016A: fade 0 1000 ms 

:DESERT9_12053
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_12077 
0001: wait 0 ms 
0002: jump @DESERT9_12053 

:DESERT9_12077
04BB: select_interior 0 // select render area 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 408.6996 2538.272 15.6057 
0173: set_actor $PLAYER_ACTOR z_angle_to 139.0 
0050: gosub @DESERT9_21954 
0001: wait 1500 ms 
016A: fade 1 1000 ms 

:DESERT9_12135
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_12159 
0001: wait 0 ms 
0002: jump @DESERT9_12135 

:DESERT9_12159
0002: jump @DESERT9_45 

:DESERT9_12166
00D6: if and
0022:   1938.0 > $TEMPVAR_Z_COORD // floating-point values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_12896 
00BE: text_clear_all 
00D6: if 
001B:   2 > 173@ // integer values 
004D: jump_if_false @DESERT9_12896 
016A: fade 0 1000 ms 

:DESERT9_12219
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_12243 
0001: wait 0 ms 
0002: jump @DESERT9_12219 

:DESERT9_12243
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_camera 125.1739 1074.067 12.0 
0247: request_model #ADMIRAL 
0247: request_model #WFYRI 
04ED: load_animation "PARACHUTE" 

:DESERT9_12293
00D6: if or
8248:   not model #ADMIRAL available 
8248:   not model #WFYRI available 
84EE:   not animation "PARACHUTE" loaded 
004D: jump_if_false @DESERT9_12337 
0001: wait 0 ms 
0002: jump @DESERT9_12293 

:DESERT9_12337
015F: set_camera_position 125.1739 1074.067 12.8138 0.0 0.0 0.0 
0160: point_camera 124.591 1073.27 12.9688 2 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 122.3556 1069.892 99.6832 
00A5: 181@ = create_car #ADMIRAL at 119.3556 1069.892 13.665 
01C8: 182@ = create_actor 4 #WFYRI in_car 181@ passenger_seat 0 
0249: release_model #WFYRI 
0249: release_model #ADMIRAL 
0249: release_model #SATCHEL 
0249: release_model #BOMB 
0175: set_car 181@ z_angle_to 180.0 
00A1: put_actor $PLAYER_ACTOR at 119.3 1070.47 189.3266 
083C: apply_momentum_to_actor $PLAYER_ACTOR direction 0.0 0.0 0.0 
016A: fade 1 1000 ms 

:DESERT9_12537
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_12561 
0001: wait 0 ms 
0002: jump @DESERT9_12537 

:DESERT9_12561
00A1: put_actor $PLAYER_ACTOR at 119.3 1070.47 80.3266 
083C: apply_momentum_to_actor $PLAYER_ACTOR direction 0.0 0.0 0.0 

:DESERT9_12601
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_12883 
0819: 184@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if and
0023:   4.8 > 184@ // floating-point values 
0039:   183@ == 0 // integer values 
004D: jump_if_false @DESERT9_12872 
0006: 183@ = 1 // integer values 
0829: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" from_file "PARACHUTE" 1000.0 time 0 and_dies 
00D6: if 
8119:   not car 181@ wrecked 
004D: jump_if_false @DESERT9_12872 
0689: break_car 181@ component 2 visible 1 
0689: break_car 181@ component 4 visible 1 
0689: break_car 181@ component 3 visible 1 
04FE: deflate_tire 0 on_car 181@ 
04FE: deflate_tire 2 on_car 181@ 
04FE: deflate_tire 1 on_car 181@ 
0730: damage_car 181@ component 4 
0730: damage_car 181@ component 0 
0730: damage_car 181@ component 6 
0730: damage_car 181@ component 6 
07D5: apply_momentum_to_vehicle 181@ direction 0.0 0.0 -0.15 0.0 0.0 0.0 
00D6: if 
8118:   not actor 182@ dead 
004D: jump_if_false @DESERT9_12872 
0687: clear_actor_task 182@ 
05CF: actor 182@ exit_car 181@ and_leave_door_opened 119.3556 1069.892 13.665 

:DESERT9_12872
0001: wait 0 ms 
0002: jump @DESERT9_12601 

:DESERT9_12883
04EF: release_animation "PARACHUTE" 

:DESERT9_12896
00D6: if 
0020:   $TEMPVAR_Y_COORD > 1033.0 // floating-point values 
004D: jump_if_false @DESERT9_12928 
0003: shake_camera 40 
0002: jump @DESERT9_12932 

:DESERT9_12928
0003: shake_camera 10 

:DESERT9_12932
0050: gosub @DESERT9_17051 
0051: return 

:DESERT9_12941
02A3: toggle_widescreen 1 
0004: $1511 = 1 // integer values 

:DESERT9_12952
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @DESERT9_13101 
04BB: select_interior 0 // select render area 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_12995 
00A6: destroy_car 34@ 

:DESERT9_12995
00A5: 34@ = create_car #ANDROM at 316.212 1003.495 1957.529 
05EB: assign_vehicle 34@ to_path 134 
0175: set_car 34@ z_angle_to 180.0 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 2.0 -2.0 point_to_offset 0.0 0.0 0.0 0.0 2 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 4000 // integer values 
0006: 185@ = 1 // integer values 

:DESERT9_13101
00D6: if 
0039:   185@ == 1 // integer values 
004D: jump_if_false @DESERT9_13155 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_13155 
0004: $1511 = 0 // integer values 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:DESERT9_13155
0001: wait 0 ms 
0002: jump @DESERT9_12952 
0051: return 

:DESERT9_13168
04BB: select_interior 0 // select render area 

:DESERT9_13172
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DESERT9_13198 
0002: jump @DESERT9_21869 

:DESERT9_13198
00D6: if 
0735:   84 
004D: jump_if_false @DESERT9_13213 

:DESERT9_13213
0002: jump @DESERT9_13172 
0051: return 

:DESERT9_13222
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @DESERT9_13304 
00A5: 186@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
05EB: assign_vehicle 186@ to_path 134 
06FD: (unknown) 186@ 1.0 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 1000 // integer values 
0006: 71@ = 1 // integer values 

:DESERT9_13304
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @DESERT9_13528 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_13528 
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_42' 5000 ms 1  // ~r~Felrobbantl a replvel egytt.
0337: set_actor $PLAYER_ACTOR visibility 0 
04BB: select_interior 0 // select render area 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
02AC: set_car 34@ immunities 1 1 1 1 1 
05EB: assign_vehicle 34@ to_path 134 
0224: set_car 34@ health_to 350 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_13487 
06FD: (unknown) 186@ 0.5 
067A: put_camera_on_car 186@ offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 2 
0338: set_car 186@ visibility 0 

:DESERT9_13487
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 203@ = 1 // integer values 
0006: 71@ = 3 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 5000 // integer values 

:DESERT9_13528
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @DESERT9_13671 
00D6: if 
001D:   32@ > 204@ // integer values 
004D: jump_if_false @DESERT9_13671 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_13671 
00AA: store_car 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
001B:   6 > 206@ // integer values 
004D: jump_if_false @DESERT9_13633 
020C: create_explosion_with_radius 7 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @DESERT9_13646 

:DESERT9_13633
0565: create_temporary_explosion_fire $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 7 

:DESERT9_13646
000A: 206@ += 1 // integer values 
0209: 204@ = random_int 100 250 
005A: 204@ += 32@ // integer values 

:DESERT9_13671
00D6: if 
0039:   71@ == 3 // integer values 
004D: jump_if_false @DESERT9_13738 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_13738 
0006: 71@ = 4 // integer values 
016A: fade 0 1000 ms 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 1000 // integer values 

:DESERT9_13738
00D6: if 
0039:   71@ == 4 // integer values 
004D: jump_if_false @DESERT9_13782 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_13782 
0970: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @DESERT9_18 

:DESERT9_13782
0051: return 

:DESERT9_13784
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @DESERT9_14198 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_14198 
015F: set_camera_position -158.5012 2492.161 31.0353 0.0 0.0 0.0 
0160: point_camera -157.5606 2492.445 31.2209 2 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06FD: (unknown) 34@ 1.0 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DESERT9_13930 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @DESERT9_13930 
00A6: destroy_car 36@ 

:DESERT9_13930
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_13951 
00A6: destroy_car 186@ 

:DESERT9_13951
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DESERT9_13991 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @DESERT9_13991 
00A6: destroy_car 37@ 

:DESERT9_13991
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_14031 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DESERT9_14031 
00A6: destroy_car 38@ 

:DESERT9_14031
0006: 414@ = 0 // integer values 

:DESERT9_14038
00D6: if 
001B:   8 > 414@ // integer values 
004D: jump_if_false @DESERT9_14079 
009B: destroy_actor_instantly 40@(414@,8i) 
000A: 414@ += 1 // integer values 
0002: jump @DESERT9_14038 

:DESERT9_14079
0006: 414@ = 0 // integer values 

:DESERT9_14086
00D6: if 
001B:   15 > 414@ // integer values 
004D: jump_if_false @DESERT9_14127 
0108: destroy_object 225@(414@,15i) 
000A: 414@ += 1 // integer values 
0002: jump @DESERT9_14086 

:DESERT9_14127
0006: 414@ = 0 // integer values 

:DESERT9_14134
00D6: if 
001B:   5 > 414@ // integer values 
004D: jump_if_false @DESERT9_14175 
0108: destroy_object 49@(414@,6i) 
000A: 414@ += 1 // integer values 
0002: jump @DESERT9_14134 

:DESERT9_14175
0006: 71@ = 1 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 3000 // integer values 

:DESERT9_14198
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @DESERT9_14289 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_14289 
00BB: text_lowpriority 'DES9_32' 4000 ms 1  // ~r~Nem sikerlt feljutnod a gpre.
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0002: jump @DESERT9_18 

:DESERT9_14289
0051: return 

:DESERT9_14291
008A: $7508 = 32@ // integer values and handles 
0060: $7508 -= $7509 // integer values 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @DESERT9_14671 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_14356 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 

:DESERT9_14356
008A: $7509 = 32@ // integer values and handles 
008A: $7508 = 32@ // integer values and handles 
0060: $7508 -= $7509 // integer values 
083D: get_actor $PLAYER_ACTOR velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A5: 186@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
05EB: assign_vehicle 186@ to_path 134 
06FD: (unknown) 186@ 0.5 
00A1: put_actor $PLAYER_ACTOR at 177.9967 1099.621 1977.491 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
083C: apply_momentum_to_actor $PLAYER_ACTOR direction $TEMPVAR_FLOAT_1 -30.0 $TEMPVAR_FLOAT_3 
0338: set_car 186@ visibility 1 
08A4: car 186@ manipulate_extra_parts 1.0 
04BB: select_interior 0 // select render area 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 5300 // integer values 
0007: 197@ = 175.5399 // floating-point values 
0007: 198@ = 1097.84 // floating-point values 
0007: 199@ = 1978.912 // floating-point values 
0007: 200@ = 185.4931 // floating-point values 
0007: 201@ = 1028.03 // floating-point values 
0007: 202@ = 1763.16 // floating-point values 
0007: 190@ = 175.0676 // floating-point values 
0007: 191@ = 1097.025 // floating-point values 
0007: 192@ = 1979.246 // floating-point values 
0007: 193@ = 185.4931 // floating-point values 
0007: 194@ = 1028.03 // floating-point values 
0007: 195@ = 1763.16 // floating-point values 
0006: 71@ = 999 // integer values 
0006: 203@ = 1 // integer values 

:DESERT9_14671
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @DESERT9_14814 
00D6: if 
001D:   32@ > 204@ // integer values 
004D: jump_if_false @DESERT9_14814 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_14814 
00AA: store_car 186@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
001B:   6 > 206@ // integer values 
004D: jump_if_false @DESERT9_14776 
020C: create_explosion_with_radius 7 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @DESERT9_14789 

:DESERT9_14776
0565: create_temporary_explosion_fire $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 7 

:DESERT9_14789
000A: 206@ += 1 // integer values 
0209: 204@ = random_int 100 250 
005A: 204@ += 32@ // integer values 

:DESERT9_14814
00D6: if 
8039:   not  69@ == 1 // integer values 
004D: jump_if_false @DESERT9_14883 
00D6: if 
0039:   205@ == 0 // integer values 
004D: jump_if_false @DESERT9_14883 
00D6: if 
0018:   $7508 > 4070 // integer values 
004D: jump_if_false @DESERT9_14883 
0050: gosub @DESERT9_21869 
0006: 205@ = 1 // integer values 

:DESERT9_14883
00D6: if 
0018:   $7508 > 8070 // integer values 
004D: jump_if_false @DESERT9_14924 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0002: jump @DESERT9_18 

:DESERT9_14924
00D6: if 
0039:   71@ == 999 // integer values 
004D: jump_if_false @DESERT9_15196 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
008F: 196@ = integer_to_float $7508 
0017: 196@ /= 8070.0 // floating-point values 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 187@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0087: 189@ = 196@ // floating-point values only 
0013: 189@ *= 7.5 // floating-point values 
005D: 189@ += $TEMPVAR_FLOAT_3 // floating-point values 
000F: 189@ -= 2.5 // floating-point values 
0089: 188@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 188@ -= 5.0 // floating-point values 
015F: set_camera_position 187@ 188@ 189@ 0.0 0.0 0.0 
0087: 187@ = 200@ // floating-point values only 
0063: 187@ -= 197@ // floating-point values 
0087: 188@ = 201@ // floating-point values only 
0063: 188@ -= 198@ // floating-point values 
0087: 189@ = 202@ // floating-point values only 
0063: 189@ -= 199@ // floating-point values 
008F: 196@ = integer_to_float $7508 
0017: 196@ /= 8070.0 // floating-point values 
006B: 187@ *= 196@ // floating-point values 
006B: 188@ *= 196@ // floating-point values 
006B: 189@ *= 196@ // floating-point values 
005B: 187@ += 197@ // floating-point values 
005B: 188@ += 198@ // floating-point values 
005B: 189@ += 199@ // floating-point values 
0159: camera_on_ped $PLAYER_ACTOR 15 2 

:DESERT9_15196
00D6: if 
0039:   71@ == 40 // integer values 
004D: jump_if_false @DESERT9_15229 
0085: 88@ = 32@ // integer values and handles 
0006: 71@ = 41 // integer values 

:DESERT9_15229
00D6: if 
8039:   not  69@ == 1 // integer values 
004D: jump_if_false @DESERT9_15336 
00D6: if 
0039:   71@ == 41 // integer values 
004D: jump_if_false @DESERT9_15336 
008A: $7510 = 32@ // integer values and handles 
0066: $7510 -= 88@ // integer values 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_15336 
0006: 71@ = 42 // integer values 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0050: gosub @DESERT9_21869 
0002: jump @DESERT9_18 

:DESERT9_15336
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @DESERT9_15571 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_15571 
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_42' 5000 ms 1  // ~r~Felrobbantl a replvel egytt.
0337: set_actor $PLAYER_ACTOR visibility 0 
04BB: select_interior 0 // select render area 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
02AC: set_car 34@ immunities 1 1 1 1 1 
05EB: assign_vehicle 34@ to_path 134 
0224: set_car 34@ health_to 350 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_15519 
06FD: (unknown) 186@ 0.5 
067A: put_camera_on_car 186@ offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 2 
0338: set_car 186@ visibility 0 

:DESERT9_15519
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
020C: create_explosion_with_radius 7 at 179.0872 1127.109 1959.805 
0006: 71@ = 10 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 80 // integer values 

:DESERT9_15571
00D6: if 
0039:   71@ == 10 // integer values 
004D: jump_if_false @DESERT9_15630 
020C: create_explosion_with_radius 7 at 178.0018 1120.319 1963.485 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 80 // integer values 
0006: 71@ = 11 // integer values 

:DESERT9_15630
00D6: if 
0039:   71@ == 11 // integer values 
004D: jump_if_false @DESERT9_15689 
020C: create_explosion_with_radius 7 at 177.9817 1114.131 1967.356 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 80 // integer values 
0006: 71@ = 12 // integer values 

:DESERT9_15689
00D6: if 
0039:   71@ == 12 // integer values 
004D: jump_if_false @DESERT9_15749 
020C: create_explosion_with_radius 7 at 179.386 1109.919 1972.504 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 3760 // integer values 
0006: 71@ = 3 // integer values 

:DESERT9_15749
00D6: if 
0039:   71@ == 2 // integer values 
004D: jump_if_false @DESERT9_15767 

:DESERT9_15767
00D6: if 
0039:   71@ == 3 // integer values 
004D: jump_if_false @DESERT9_15827 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_15827 
0006: 71@ = 4 // integer values 
0085: 86@ = 32@ // integer values and handles 
000A: 86@ += 6000 // integer values 

:DESERT9_15827
00D6: if 
0039:   71@ == 4 // integer values 
004D: jump_if_false @DESERT9_15873 
00D6: if 
001D:   32@ > 86@ // integer values 
004D: jump_if_false @DESERT9_15873 
0970: (unknown) 
0002: jump @DESERT9_18 

:DESERT9_15873
0051: return 
015F: set_camera_position -189.0987 2493.957 66.7341 0.0 0.0 0.0 
0160: point_camera -188.1982 2494.105 66.3252 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_15953 

:DESERT9_15953
0085: 57@ = 32@ // integer values and handles 
000A: 57@ += 4000 // integer values 

:DESERT9_15969
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @DESERT9_16040 
00D6: if 
001D:   32@ > 57@ // integer values 
004D: jump_if_false @DESERT9_16040 
016A: fade 0 1000 ms 
0085: 57@ = 32@ // integer values and handles 
000A: 57@ += 1000 // integer values 
0006: 58@ = 1 // integer values 

:DESERT9_16040
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @DESERT9_16128 
00D6: if 
001D:   32@ > 57@ // integer values 
004D: jump_if_false @DESERT9_16128 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 0 ms 
00BB: text_lowpriority 'DES9_32' 5000 ms 1  // ~r~Nem sikerlt feljutnod a gpre.
0050: gosub @DESERT9_21846 
0002: jump @DESERT9_18 

:DESERT9_16128
0002: jump @DESERT9_15969 
0051: return 

:DESERT9_16137
00D6: if 
0039:   207@ == 0 // integer values 
004D: jump_if_false @DESERT9_16523 
0006: 208@ = 2000 // integer values 
0006: 209@ = 2300 // integer values 
0006: 210@ = 2600 // integer values 
0006: 211@ = 4000 // integer values 
0006: 212@ = 4300 // integer values 
0006: 213@ = 4600 // integer values 
0006: 214@ = 6000 // integer values 
0006: 215@ = 6300 // integer values 
0006: 216@ = 6600 // integer values 
0006: 217@ = 8000 // integer values 
0006: 218@ = 8300 // integer values 
0006: 219@ = 8600 // integer values 
0006: 220@ = 10000 // integer values 
0006: 221@ = 10300 // integer values 
0006: 222@ = 10600 // integer values 
0006: 240@ = 1 // integer values 
0006: 241@ = 1 // integer values 
0006: 242@ = 1 // integer values 
0006: 243@ = 1 // integer values 
0006: 244@ = 1 // integer values 
0006: 245@ = 1 // integer values 
0006: 246@ = 1 // integer values 
0006: 247@ = 1 // integer values 
0006: 248@ = 0 // integer values 
0006: 249@ = 1 // integer values 
0006: 250@ = 1 // integer values 
0006: 251@ = 1 // integer values 
0006: 252@ = 1 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 1 // integer values 
0006: 255@ = 0 // integer values 

:DESERT9_16387
00D6: if 
001B:   15 > 255@ // integer values 
004D: jump_if_false @DESERT9_16516 
0209: 223@ = random_int -500 500 
005A: 208@(255@,15i) += 32@ // integer values 
005A: 208@(255@,15i) += 223@ // integer values 
000A: 255@ += 1 // integer values 
005A: 208@(255@,15i) += 32@ // integer values 
005A: 208@(255@,15i) += 223@ // integer values 
000A: 255@ += 1 // integer values 
005A: 208@(255@,15i) += 32@ // integer values 
005A: 208@(255@,15i) += 223@ // integer values 
000A: 255@ += 1 // integer values 
0002: jump @DESERT9_16387 

:DESERT9_16516
0006: 207@ = 1 // integer values 

:DESERT9_16523
00D6: if 
0039:   207@ == 1 // integer values 
004D: jump_if_false @DESERT9_17049 
00D6: if 
001B:   15 > 224@ // integer values 
004D: jump_if_false @DESERT9_17049 
00D6: if 
001D:   32@ > 208@(224@,15i) // integer values 
004D: jump_if_false @DESERT9_17049 
0006: 277@ = 0 // integer values 

:DESERT9_16589
00D6: if 
001B:   15 > 277@ // integer values 
004D: jump_if_false @DESERT9_16707 
00D6: if 
03CA:   object 225@(277@,15i) exists 
004D: jump_if_false @DESERT9_16693 
00D6: if 
82CC:   not unknown_object 225@(277@,15i) bounding_sphere_visible 
004D: jump_if_false @DESERT9_16693 
01BB: store_object 225@(277@,15i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0024:   $TEMPVAR_FLOAT_1 > $TEMPVAR_X_COORD // floating-point values only 
004D: jump_if_false @DESERT9_16693 
0108: destroy_object 225@(277@,15i) 

:DESERT9_16693
000A: 277@ += 1 // integer values 
0002: jump @DESERT9_16589 

:DESERT9_16707
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_16731 
02E3: 259@ = car 34@ speed 

:DESERT9_16731
0087: 257@ = 74@ // floating-point values only 
000B: 257@ += 18.538 // floating-point values 
0007: 258@ = 15.61 // floating-point values 
0087: 260@ = 259@ // floating-point values only 
000F: 260@ -= 18.0 // floating-point values 
0013: 260@ *= -1.0 // floating-point values 
00D6: if 
0039:   240@(224@,15i) == 1 // integer values 
004D: jump_if_false @DESERT9_16965 
0208: 261@ = random_float -10.0 10.0 
0107: 225@(224@,15i) = create_object #KB_BARREL at 257@ 75@ 258@ 
0177: set_object 225@(224@,15i) z_angle_to 90.0 
0392: object 225@(224@,15i) toggle_in_moving_list 0 
0392: object 225@(224@,15i) toggle_in_moving_list 1 
0381: throw_object 225@(224@,15i) distance 260@ 261@ 0.0 
0453: object 225@(224@,15i) set_rotation 0.0 0.0 0.0 
0087: 151@ = 260@ // floating-point values only 
0013: 151@ *= 2.0 // floating-point values 
05A1: (unknown) 225@(224@,15i) 0.0 151@ 0.0 

:DESERT9_16965
00D6: if 
0039:   240@(224@,15i) == 2 // integer values 
004D: jump_if_false @DESERT9_17042 
00A5: 256@ = create_car #BOBCAT at 257@ 75@ 258@ 
0175: set_car 256@ z_angle_to 270.0 
04BA: set_car 256@ speed_instantly 260@ 
07DB: apply_rotary_impulse_to_vehicle 256@ about_an_axis 0.0 23.0 0.0 through_center_of_mass 

:DESERT9_17042
000A: 224@ += 1 // integer values 

:DESERT9_17049
0051: return 

:DESERT9_17051
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @DESERT9_17517 
0006: 111@ = 1 // integer values 
0085: 112@ = 32@ // integer values and handles 
000A: 112@ += 1000 // integer values 
0007: 278@ = 316.465 // floating-point values 
0007: 282@ = 981.694 // floating-point values 
0007: 286@ = 1958.96 // floating-point values 
0007: 279@ = 315.248 // floating-point values 
0007: 283@ = 981.694 // floating-point values 
0007: 287@ = 1958.96 // floating-point values 
0007: 280@ = 316.465 // floating-point values 
0007: 284@ = 981.909 // floating-point values 
0007: 288@ = 1959.92 // floating-point values 
0007: 281@ = 315.248 // floating-point values 
0007: 285@ = 981.909 // floating-point values 
0007: 289@ = 1959.92 // floating-point values 
0007: 290@ = -0.996 // floating-point values 
0007: 291@ = 0.232 // floating-point values 
0006: 352@ = 3 // integer values 
0006: 353@ = 4 // integer values 
0006: 354@ = 4 // integer values 
0006: 355@ = 5 // integer values 
0006: 356@ = 6 // integer values 
0006: 357@ = 1 // integer values 
0006: 358@ = 3 // integer values 
0006: 359@ = 3 // integer values 
0006: 360@ = 4 // integer values 
0006: 361@ = 5 // integer values 
0006: 362@ = 2 // integer values 
0006: 363@ = 2 // integer values 
0006: 364@ = 6 // integer values 
0006: 365@ = 6 // integer values 
0006: 366@ = 7 // integer values 
0006: 367@ = 6 // integer values 
0006: 368@ = 6 // integer values 
0006: 369@ = 7 // integer values 
0006: 370@ = 7 // integer values 
0006: 371@ = 8 // integer values 
0006: 372@ = 0 // integer values 
0006: 373@ = 0 // integer values 
0006: 374@ = 300 // integer values 
0006: 375@ = 0 // integer values 
0006: 376@ = 0 // integer values 
0006: 377@ = 0 // integer values 
0006: 378@ = 0 // integer values 
0006: 379@ = 0 // integer values 
0006: 380@ = 0 // integer values 
0006: 381@ = 0 // integer values 
0006: 382@ = 0 // integer values 
0006: 383@ = 0 // integer values 
0006: 384@ = 300 // integer values 
0006: 385@ = 0 // integer values 
0006: 386@ = 300 // integer values 
0006: 387@ = 0 // integer values 
0006: 388@ = 300 // integer values 
0006: 389@ = 0 // integer values 
0006: 390@ = 300 // integer values 
0006: 391@ = 0 // integer values 

:DESERT9_17517
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @DESERT9_17837 
0006: 393@ = 0 // integer values 
0006: 392@ = 0 // integer values 

:DESERT9_17549
00D6: if 
001B:   4 > 392@ // integer values 
004D: jump_if_false @DESERT9_17830 
0007: 440@ = 0.0 // floating-point values 

:DESERT9_17577
00D6: if 
0023:   5.0 > 440@ // floating-point values 
004D: jump_if_false @DESERT9_17816 
0087: 292@(393@,20f) = 278@(392@,4f) // floating-point values only 
0087: 312@(393@,20f) = 440@ // floating-point values only 
006B: 312@(393@,20f) *= 290@ // floating-point values 
005B: 312@(393@,20f) += 282@(392@,4f) // floating-point values 
0087: 332@(393@,20f) = 440@ // floating-point values only 
006B: 332@(393@,20f) *= 291@ // floating-point values 
005B: 332@(393@,20f) += 286@(392@,4f) // floating-point values 
0107: 91@(393@,20i) = create_object #KB_BARREL at 292@(393@,20f) 312@(393@,20f) 332@(393@,20f) 
0085: 114@ = 32@ // integer values and handles 
0453: object 91@(393@,20i) set_rotation 0.0 13.0 90.0 
0392: object 91@(393@,20i) toggle_in_moving_list 0 
0392: object 91@(393@,20i) toggle_in_moving_list 1 
0550: keep_object 91@(393@,20i) in_memory 1 
000A: 393@ += 1 // integer values 
000B: 440@ += 1.0 // floating-point values 
0002: jump @DESERT9_17577 

:DESERT9_17816
000A: 392@ += 1 // integer values 
0002: jump @DESERT9_17549 

:DESERT9_17830
0006: 111@ = 2 // integer values 

:DESERT9_17837
00D6: if 
0039:   111@ == 2 // integer values 
004D: jump_if_false @DESERT9_19935 
0006: 414@ = 0 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0039:   439@ == 0 // integer values 
004D: jump_if_false @DESERT9_17947 
00D6: if 
0032:   990.0 >= $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @DESERT9_17947 
0006: 439@ = 1 // integer values 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_17947 
077A: set_actor 44@ aggressive_to_pedgroup 4 type 0 

:DESERT9_17947
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @DESERT9_18018 
00D6: if 
0022:   1021.0 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @DESERT9_18018 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_18018 
077A: set_actor 40@ aggressive_to_pedgroup 4 type 0 
0006: 60@ = 1 // integer values 

:DESERT9_18018
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @DESERT9_18089 
00D6: if 
0022:   1011.0 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @DESERT9_18089 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_18089 
077A: set_actor 41@ aggressive_to_pedgroup 4 type 0 
0006: 61@ = 1 // integer values 

:DESERT9_18089
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @DESERT9_18160 
00D6: if 
0022:   1000.0 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @DESERT9_18160 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_18160 
077A: set_actor 42@ aggressive_to_pedgroup 4 type 0 
0006: 62@ = 1 // integer values 

:DESERT9_18160
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @DESERT9_18231 
00D6: if 
0022:   1000.0 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @DESERT9_18231 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DESERT9_18231 
077A: set_actor 43@ aggressive_to_pedgroup 4 type 0 
0006: 63@ = 1 // integer values 

:DESERT9_18231
00D6: if 
0039:   439@ == 0 // integer values 
004D: jump_if_false @DESERT9_18429 
00D6: if or
0022:   1021.0 > $TEMPVAR_Y_COORD // floating-point values 
0039:   435@ == 1 // integer values 
004D: jump_if_false @DESERT9_18429 
00D6: if 
001D:   32@ > 436@ // integer values 
004D: jump_if_false @DESERT9_18429 
0085: 436@ = 32@ // integer values and handles 
000A: 436@ += 6500 // integer values 
0085: 437@ = 32@ // integer values and handles 
000A: 435@ += 1 // integer values 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_18429 
00D6: if 
04EE:   animation "AIRPORT" loaded 
004D: jump_if_false @DESERT9_18418 
0605: actor 44@ perform_animation_sequence "THRW_BARL_THRW" from_file "AIRPORT" 4.0 loop 0 0 0 0 3000 ms 
0002: jump @DESERT9_18429 

:DESERT9_18418
04ED: load_animation "AIRPORT" 

:DESERT9_18429
00D6: if 
001B:   20 > 414@ // integer values 
004D: jump_if_false @DESERT9_19935 
00D6: if 
002D:   435@ >= 352@(414@,20i) // integer values 
004D: jump_if_false @DESERT9_19921 
00D6: if 
0039:   415@(414@,20i) == 0 // integer values 
004D: jump_if_false @DESERT9_18591 
0085: 438@ = 437@ // integer values and handles 
005A: 438@ += 372@(414@,20i) // integer values 
00D6: if 
001D:   32@ > 438@ // integer values 
004D: jump_if_false @DESERT9_18591 
0006: 415@(414@,20i) = 1 // integer values 
00D6: if 
0039:   414@ == 5 // integer values 
004D: jump_if_false @DESERT9_18591 
01BC: put_object 96@ at 315.1264 986.6496 1957.926 
0006: 415@(414@,20i) = 6 // integer values 

:DESERT9_18591
00D6: if 
0039:   415@(414@,20i) == 1 // integer values 
004D: jump_if_false @DESERT9_18671 
00D6: if 
001B:   10 > 414@ // integer values 
004D: jump_if_false @DESERT9_18649 
0006: 415@(414@,20i) = 2 // integer values 
0002: jump @DESERT9_18660 

:DESERT9_18649
0006: 415@(414@,20i) = 3 // integer values 

:DESERT9_18660
0382: set_object 91@(414@,20i) collision_detection 0 

:DESERT9_18671
00D6: if 
0039:   415@(414@,20i) == 2 // integer values 
004D: jump_if_false @DESERT9_18758 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 981.691 1959.418 speed 0.0 0.183 0.0412 flag 0 
004D: jump_if_false @DESERT9_18758 
0006: 415@(414@,20i) = 4 // integer values 

:DESERT9_18758
00D6: if 
0039:   415@(414@,20i) == 3 // integer values 
004D: jump_if_false @DESERT9_18845 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 981.909 1960.339 speed 0.0 0.183 0.0412 flag 0 
004D: jump_if_false @DESERT9_18845 
0006: 415@(414@,20i) = 5 // integer values 

:DESERT9_18845
00D6: if 
0039:   415@(414@,20i) == 4 // integer values 
004D: jump_if_false @DESERT9_18932 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 984.242 1958.532 speed 0.0 0.287 0.1 flag 0 
004D: jump_if_false @DESERT9_18932 
0006: 415@(414@,20i) = 5 // integer values 

:DESERT9_18932
00D6: if 
0039:   415@(414@,20i) == 5 // integer values 
004D: jump_if_false @DESERT9_19019 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 984.242 1958.532 speed 0.0 0.21 0.162 flag 0 
004D: jump_if_false @DESERT9_19019 
0006: 415@(414@,20i) = 6 // integer values 

:DESERT9_19019
00D6: if 
0039:   415@(414@,20i) == 6 // integer values 
004D: jump_if_false @DESERT9_19106 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1027.961 1948.424 speed 0.0 0.244 0.0564 flag 0 
004D: jump_if_false @DESERT9_19106 
0006: 415@(414@,20i) = 7 // integer values 

:DESERT9_19106
00D6: if 
0039:   415@(414@,20i) == 7 // integer values 
004D: jump_if_false @DESERT9_19193 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1039.494 1942.693 speed 0.0 0.432 0.2145 flag 0 
004D: jump_if_false @DESERT9_19193 
0006: 415@(414@,20i) = 8 // integer values 

:DESERT9_19193
00D6: if 
0039:   415@(414@,20i) == 8 // integer values 
004D: jump_if_false @DESERT9_19280 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1086.909 1908.631 speed 0.0 0.882 0.6645 flag 0 
004D: jump_if_false @DESERT9_19280 
0006: 415@(414@,20i) = 9 // integer values 

:DESERT9_19280
00D6: if 
0039:   415@(414@,20i) == 9 // integer values 
004D: jump_if_false @DESERT9_19324 
0750: set_object 91@(414@,20i) visibility 0 
0006: 415@(414@,20i) = 10 // integer values 

:DESERT9_19324
00D6: if 
001D:   32@ > 113@ // integer values 
004D: jump_if_false @DESERT9_19558 
00D6: if and
801B:   not  2 > 415@(414@,20i) // integer values 
8029:   not  415@(414@,20i) >= 8 // integer values 
004D: jump_if_false @DESERT9_19558 
01BB: store_object 91@(414@,20i) position_to 292@(414@,20f) 144@ 145@ 
0089: 148@ = $TEMPVAR_X_COORD // floating-point values only 
0063: 148@ -= 292@(414@,20f) // floating-point values 
0089: 149@ = $TEMPVAR_Y_COORD // floating-point values only 
0063: 149@ -= 144@ // floating-point values 
0089: 150@ = $TEMPVAR_Z_COORD // floating-point values only 
0063: 150@ -= 145@ // floating-point values 
0097: make 148@ absolute_float 
00D6: if 
0023:   0.6 > 148@ // floating-point values 
004D: jump_if_false @DESERT9_19558 
00D6: if and
0023:   0.5 > 149@ // floating-point values 
0021:   149@ > 0.0 // floating-point values 
004D: jump_if_false @DESERT9_19558 
00D6: if 
0023:   0.6 > 150@ // floating-point values 
004D: jump_if_false @DESERT9_19558 
0792: (unknown) $PLAYER_ACTOR 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
0085: 113@ = 32@ // integer values and handles 
000A: 113@ += 1500 // integer values 

:DESERT9_19558
0006: 444@ = 0 // integer values 

:DESERT9_19565
00D6: if 
001B:   4 > 444@ // integer values 
004D: jump_if_false @DESERT9_19842 
00D6: if 
8118:   not actor 40@(444@,8i) dead 
004D: jump_if_false @DESERT9_19828 
00D6: if and
801B:   not  2 > 415@(414@,20i) // integer values 
8029:   not  415@(414@,20i) >= 8 // integer values 
004D: jump_if_false @DESERT9_19828 
00A0: store_actor 40@(444@,8i) position_to 441@ 442@ 443@ 
01BB: store_object 91@(414@,20i) position_to 292@(414@,20f) 144@ 145@ 
0087: 148@ = 441@ // floating-point values only 
0063: 148@ -= 292@(414@,20f) // floating-point values 
0087: 149@ = 442@ // floating-point values only 
0063: 149@ -= 144@ // floating-point values 
0087: 150@ = 443@ // floating-point values only 
0063: 150@ -= 145@ // floating-point values 
0097: make 148@ absolute_float 
00D6: if 
0023:   0.6 > 148@ // floating-point values 
004D: jump_if_false @DESERT9_19828 
00D6: if and
0023:   0.5 > 149@ // floating-point values 
0021:   149@ > 0.0 // floating-point values 
004D: jump_if_false @DESERT9_19828 
00D6: if 
0023:   0.6 > 150@ // floating-point values 
004D: jump_if_false @DESERT9_19828 
0792: (unknown) 40@(444@,8i) 
05BB: AS_actor 40@(444@,8i) fall_down 0 time_on_ground 0 

:DESERT9_19828
000A: 444@ += 1 // integer values 
0002: jump @DESERT9_19565 

:DESERT9_19842
000B: 116@(414@,20f) += 20.0 // floating-point values 
0453: object 91@(414@,20i) set_rotation 0.0 116@(414@,20f) 90.0 
00D6: if 
0043:   116@(414@,20f) == 360.0 // floating-point values 
004D: jump_if_false @DESERT9_19921 
0007: 116@(414@,20f) = 0.0 // floating-point values 

:DESERT9_19921
000A: 414@ += 1 // integer values 
0002: jump @DESERT9_18429 

:DESERT9_19935
0051: return 

:DESERT9_19937
0006: 88@ = 0 // integer values 

:DESERT9_19944
00D6: if 
001B:   15 > 88@ // integer values 
004D: jump_if_false @DESERT9_20401 
00D6: if 
0039:   462@(88@,15i) == 1 // integer values 
004D: jump_if_false @DESERT9_20018 
0085: 447@(88@,15i) = 32@ // integer values and handles 
000A: 447@(88@,15i) += 120 // integer values 
0006: 462@(88@,15i) = 2 // integer values 

:DESERT9_20018
00D6: if 
0039:   462@(88@,15i) == 2 // integer values 
004D: jump_if_false @DESERT9_20387 
00D6: if 
001D:   32@ > 447@(88@,15i) // integer values 
004D: jump_if_false @DESERT9_20387 
0006: 462@(88@,15i) = 3 // integer values 
0085: 89@ = 88@ // integer values and handles 
000E: 89@ -= 1 // integer values 
0085: 90@ = 88@ // integer values and handles 
000A: 90@ += 1 // integer values 
00D6: if 
001B:   0 > 89@ // integer values 
004D: jump_if_false @DESERT9_20129 
0006: 89@ = 0 // integer values 

:DESERT9_20129
00D6: if 
0019:   90@ > 14 // integer values 
004D: jump_if_false @DESERT9_20154 
0006: 90@ = 14 // integer values 

:DESERT9_20154
00D6: if 
0039:   462@(89@,15i) == 0 // integer values 
004D: jump_if_false @DESERT9_20187 
0006: 462@(89@,15i) = 1 // integer values 

:DESERT9_20187
00D6: if 
0039:   462@(90@,15i) == 0 // integer values 
004D: jump_if_false @DESERT9_20220 
0006: 462@(90@,15i) = 1 // integer values 

:DESERT9_20220
0093: 161@ = integer_to_float 88@ 
0007: 160@ = 5.0 // floating-point values 
006B: 160@ *= 161@ // floating-point values 
0007: 159@ = 967.5745 // floating-point values 
005B: 159@ += 160@ // floating-point values 
0087: 160@ = 159@ // floating-point values only 
000B: 160@ += 5.0 // floating-point values 
00D6: if and
0027:   160@ > $TEMPVAR_Y_COORD // floating-point values only 
0026:   $TEMPVAR_Y_COORD > 159@ // floating-point values 
004D: jump_if_false @DESERT9_20334 
00D6: if 
0038:   $1513 == 0 // integer values 
004D: jump_if_false @DESERT9_20334 
0006: 69@ = 1 // integer values 

:DESERT9_20334
000B: 159@ += 2.25 // floating-point values 
0087: 160@ = 161@ // floating-point values only 
0013: 160@ *= -1.19 // floating-point values 
000B: 160@ += 1962.38 // floating-point values 
020C: create_explosion_with_radius 7 at 315.8258 159@ 160@ 

:DESERT9_20387
000A: 88@ += 1 // integer values 
0002: jump @DESERT9_19944 

:DESERT9_20401
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @DESERT9_20460 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
0006: 68@ = 7 // integer values 
0006: 71@ = 0 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'DES9_42' 4000 ms 1  // ~r~Felrobbantl a replvel egytt.

:DESERT9_20460
0051: return 

:DESERT9_20462
00D6: if 
8039:   not  477@ == 0 // integer values 
004D: jump_if_false @DESERT9_20662 
00D6: if 
0039:   478@ == 0 // integer values 
004D: jump_if_false @DESERT9_20540 
0006: 478@ = 1 // integer values 
0085: 479@ = 32@ // integer values and handles 
0006: 480@ = 0 // integer values 
0085: 682@ = 479@ // integer values and handles 
005A: 682@ += 481@(480@,10i) // integer values 

:DESERT9_20540
00D6: if 
0039:   478@ == 1 // integer values 
004D: jump_if_false @DESERT9_20662 
00D6: if 
001D:   32@ > 682@ // integer values 
004D: jump_if_false @DESERT9_20662 
0085: 626@ = 491@(480@,10i) // integer values and handles 
000A: 480@ += 1 // integer values 
000E: 501@ -= 1 // integer values 
00D6: if 
0039:   501@ == 0 // integer values 
004D: jump_if_false @DESERT9_20642 
0006: 477@ = 0 // integer values 
0006: 478@ = 0 // integer values 
0002: jump @DESERT9_20662 

:DESERT9_20642
0085: 682@ = 479@ // integer values and handles 
005A: 682@ += 481@(480@,10i) // integer values 

:DESERT9_20662
0871: init_jump_table 629@ total_jumps 6 0 @DESERT9_21691 jumps 0 @DESERT9_20725 1 @DESERT9_20833 2 @DESERT9_21362 3 @DESERT9_21438 4 @DESERT9_21496 5 @DESERT9_21610 -1 @DESERT9_21691 

:DESERT9_20725
05AA: 504@s = 'DES9_BA' // 8-byte strings 
05AA: 506@s = 'DES9_BB' // 8-byte strings 
04AF: 583@ = unknown_wav_reference 13802 
04AF: 584@ = unknown_wav_reference 13803 
0006: 632@ = 0 // integer values 
0006: 633@ = 0 // integer values 
008B: 672@ = $PLAYER_ACTOR // integer values and handles 
0006: 629@ = 1 // integer values 
03CF: load_wav 583@ as 1 
03CF: load_wav 584@ as 2 
0006: 623@ = 1 // integer values 
0006: 624@ = 2 // integer values 
0002: jump @DESERT9_21691 

:DESERT9_20833
00D6: if 
8039:   not  626@ == 0 // integer values 
004D: jump_if_false @DESERT9_21355 
00D6: if 
001D:   32@ > 630@ // integer values 
004D: jump_if_false @DESERT9_21355 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @DESERT9_21355 
00D6: if 
003B:   623@ == 626@ // integer values 
004D: jump_if_false @DESERT9_20922 
0006: 625@ = 1 // integer values 
0002: jump @DESERT9_20985 

:DESERT9_20922
00D6: if 
003B:   624@ == 626@ // integer values 
004D: jump_if_false @DESERT9_20955 
0006: 625@ = 2 // integer values 
0002: jump @DESERT9_20985 

:DESERT9_20955
0006: 625@ = 1 // integer values 
0085: 623@ = 626@ // integer values and handles 
040D: unload_wav 1 
03CF: load_wav 582@(626@,40i) as 1 

:DESERT9_20985
00D6: if 
03D0:   wav 625@ loaded 
004D: jump_if_false @DESERT9_21343 
00D6: if 
8039:   not  631@(626@,40i) == 0 // integer values 
004D: jump_if_false @DESERT9_21116 
0085: 679@ = 631@(626@,40i) // integer values and handles 
0085: 680@ = 671@(679@,7i) // integer values and handles 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_21116 
0949: link_wav 625@ to_actor 680@ 
00D6: if 
894D:   not (unknown) 680@ 
004D: jump_if_false @DESERT9_21109 
0006: 678@ = 1 // integer values 
0967: actor 680@ move_mouth 15000 
0002: jump @DESERT9_21116 

:DESERT9_21109
094E: (unknown) 680@ 0 

:DESERT9_21116
00D6: if 
0039:   631@(626@,40i) == 0 // integer values 
004D: jump_if_false @DESERT9_21145 
0006: 678@ = 1 // integer values 

:DESERT9_21145
00D6: if 
0039:   678@ == 1 // integer values 
004D: jump_if_false @DESERT9_21336 
03D1: play_wav 625@ 
00BE: text_clear_all 
00BB: text_lowpriority 502@(626@,40s) 10000 ms 1 
000A: 629@ += 1 // integer values 
0006: 678@ = 0 // integer values 
000A: 626@ += 1 // integer values 
0085: 627@ = 626@ // integer values and handles 
00D6: if 
8039:   not  582@(626@,40i) == 0 // integer values 
004D: jump_if_false @DESERT9_21336 
00D6: if 
0039:   625@ == 1 // integer values 
004D: jump_if_false @DESERT9_21298 
00D6: if 
803B:   not  624@ == 626@ // integer values 
004D: jump_if_false @DESERT9_21291 
03CF: load_wav 582@(626@,40i) as 2 
0085: 624@ = 626@ // integer values and handles 

:DESERT9_21291
0002: jump @DESERT9_21336 

:DESERT9_21298
00D6: if 
803B:   not  623@ == 626@ // integer values 
004D: jump_if_false @DESERT9_21336 
03CF: load_wav 582@(626@,40i) as 1 
0085: 623@ = 626@ // integer values and handles 

:DESERT9_21336
0002: jump @DESERT9_21355 

:DESERT9_21343
03CF: load_wav 582@(626@,40i) as 625@ 

:DESERT9_21355
0002: jump @DESERT9_21691 

:DESERT9_21362
00D6: if 
03D2:   wav 625@ ended 
004D: jump_if_false @DESERT9_21392 
000A: 629@ += 1 // integer values 
0002: jump @DESERT9_21431 

:DESERT9_21392
00D6: if 
056D:   carcass_of_actor 680@ valid 
004D: jump_if_false @DESERT9_21431 
00D6: if 
0118:   actor 680@ dead 
004D: jump_if_false @DESERT9_21431 
000A: 629@ += 1 // integer values 

:DESERT9_21431
0002: jump @DESERT9_21691 

:DESERT9_21438
040D: unload_wav 625@ 
0006: 622@(625@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_21482 
0968: actor 680@ stop_mouth 
094F: (unknown) 680@ 

:DESERT9_21482
000A: 629@ += 1 // integer values 
0002: jump @DESERT9_21691 

:DESERT9_21496
000A: 626@ += 1 // integer values 
00D6: if 
8039:   not  582@(626@,40i) == 0 // integer values 
004D: jump_if_false @DESERT9_21549 
03CF: load_wav 582@(626@,40i) as 625@ 
0085: 622@(625@,3i) = 626@ // integer values and handles 

:DESERT9_21549
000E: 628@ -= 1 // integer values 
00D6: if 
8019:   not  628@ > 0 // integer values 
004D: jump_if_false @DESERT9_21588 
0006: 626@ = 0 // integer values 
0002: jump @DESERT9_21596 

:DESERT9_21588
0085: 626@ = 627@ // integer values and handles 

:DESERT9_21596
0006: 629@ = 1 // integer values 
0002: jump @DESERT9_21691 

:DESERT9_21610
0006: 629@ = 1 // integer values 
0006: 626@ = 0 // integer values 
0006: 628@ = 0 // integer values 
0006: 477@ = 0 // integer values 
0006: 501@ = 0 // integer values 
040D: unload_wav 625@ 
0006: 622@(625@,3i) = 0 // integer values 
00BE: text_clear_all 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_21684 
094F: (unknown) 680@ 

:DESERT9_21684
0002: jump @DESERT9_21691 

:DESERT9_21691
0051: return 

:DESERT9_21693
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @DESERT9_21844 
00D6: if 
0039:   684@ == 0 // integer values 
004D: jump_if_false @DESERT9_21768 
0085: 683@ = 32@ // integer values and handles 
000A: 683@ += 5000 // integer values 
00BB: text_lowpriority 'DES9_A9' 4000 ms 1  // ~s~A gp tele van robbananyaggal! vatosan lvldzz!
0006: 684@ = 1 // integer values 

:DESERT9_21768
00D6: if 
0039:   684@ == 1 // integer values 
004D: jump_if_false @DESERT9_21844 
00D6: if 
001D:   32@ > 683@ // integer values 
004D: jump_if_false @DESERT9_21844 
0085: 683@ = 32@ // integer values and handles 
000A: 683@ += 4500 // integer values 
00BB: text_lowpriority 'DES9_A6' 4500 ms 1  // ~s~Ejterny kell, hogy lejuthass a gprl. Valakinl biztos van egy.
0006: 684@ = 2 // integer values 

:DESERT9_21844
0051: return 

:DESERT9_21846
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0215: destroy_pickup $8269 
0051: return 

:DESERT9_21869
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 40 
004D: jump_if_false @DESERT9_21894 
0555: remove_weapon 40 from_actor $PLAYER_ACTOR 

:DESERT9_21894
0008: $11276 += 1 // integer values 
0318: set_latest_mission_passed 'DESERT9'  // Potyautas
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 20000 
030C: set_mission_points += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DESERT9_21954
0004: $1902 = 0 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_21992 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 

:DESERT9_21992
0881: (unknown) $PLAYER_CHAR 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_22033 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 // select render area 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DESERT9_22033
0925: (unknown) 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_22080 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 

:DESERT9_22080
07FB: set_interior 'DESHOUS' accessible 1  // Elhyagyatott AC torony
0249: release_model #ADMIRAL 
0249: release_model #WFYRI 
0249: release_model #PCJ600 
0249: release_model #ANDROM 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #BMYMIB 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #GUN_PARA 
04EF: release_animation "AIRPORT" 
04EF: release_animation "CARRY" 
0249: release_model #KNIFECUR 
0873: release_path 150 
0873: release_path 152 
0873: release_path 149 
0873: release_path 167 
0873: release_path 168 
0296: unload_special_actor 1 
0873: release_path 149 
0006: 414@ = 0 // integer values 

:DESERT9_22218
00D6: if 
001B:   8 > 414@ // integer values 
004D: jump_if_false @DESERT9_22279 
00D6: if 
8118:   not actor 40@(414@,8i) dead 
004D: jump_if_false @DESERT9_22265 
009B: destroy_actor_instantly 40@(414@,8i) 

:DESERT9_22265
000A: 414@ += 1 // integer values 
0002: jump @DESERT9_22218 

:DESERT9_22279
0006: 414@ = 0 // integer values 

:DESERT9_22286
00D6: if 
001B:   15 > 414@ // integer values 
004D: jump_if_false @DESERT9_22327 
0108: destroy_object 225@(414@,15i) 
000A: 414@ += 1 // integer values 
0002: jump @DESERT9_22286 

:DESERT9_22327
031A: remove_all_fires 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DESERT9_22369 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @DESERT9_22369 
00A6: destroy_car 36@ 

:DESERT9_22369
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_22390 
00A6: destroy_car 186@ 

:DESERT9_22390
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DESERT9_22430 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @DESERT9_22430 
00A6: destroy_car 37@ 

:DESERT9_22430
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_22470 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DESERT9_22470 
00A6: destroy_car 38@ 

:DESERT9_22470
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_22491 
00A6: destroy_car 34@ 

:DESERT9_22491
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_22545 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT9_22545 
0840: link_car 35@ to_interior 0 
0338: set_car 35@ visibility 1 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 

:DESERT9_22545
00D6: if 
8039:   not  68@ == 9 // integer values 
004D: jump_if_false @DESERT9_22591 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_22584 
00A6: destroy_car 186@ 

:DESERT9_22584
0002: jump @DESERT9_22612 

:DESERT9_22591
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_22612 
01C3: remove_references_to_car 186@ // Like turning a car into any random car 

:DESERT9_22612
0650: destroy_particle 174@ 
0164: disable_marker 152@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT9_22645 
06AF: set_player $PLAYER_CHAR sprint_mode 0 

:DESERT9_22645
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0164: disable_marker 152@ 
0164: disable_marker 153@ 
0581: toggle_radar 1 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $1511 = 0 // integer values 
0051: return 
0051: return 

//-------------Mission 81---------------
// Originally: Black Project

:MAF4
03A4: name_thread 'MAF4' 
0050: gosub @MAF4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MAF4_38 
0050: gosub @MAF4_29854 

:MAF4_38
0050: gosub @MAF4_30168 
004E: end_thread 

:MAF4_47
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT8' 
01B6: set_weather 18 
0652: 34@ = stat 21 // integer 
00D6: if 
0019:   34@ > 600 // integer values 
004D: jump_if_false @MAF4_326 
02E4: load_cutscene_data 'D8_ALT' 

:MAF4_105
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MAF4_129 
0001: wait 0 ms 
0002: jump @MAF4_105 

:MAF4_129
0395: clear_area 0 at 405.2136 2525.9 16.4918 range 7.5 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MAF4_162
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MAF4_186 
0001: wait 0 ms 
0002: jump @MAF4_162 

:MAF4_186
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:MAF4_199
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_223 
0001: wait 0 ms 
0002: jump @MAF4_199 

:MAF4_223
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 range 0.5 
03CB: set_camera 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0373: set_camera_directly_behind_player 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @MAF4_30168 
0002: jump @MAF4_451 

:MAF4_326
0395: clear_area 0 at $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT range 100.0 
02E4: load_cutscene_data 'DESERT8' 

:MAF4_355
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MAF4_379 
0001: wait 0 ms 
0002: jump @MAF4_355 

:MAF4_379
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MAF4_388
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MAF4_412 
0001: wait 0 ms 
0002: jump @MAF4_388 

:MAF4_412
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:MAF4_427
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_451 
0001: wait 0 ms 
0002: jump @MAF4_427 

:MAF4_451
0007: 49@ = 108.51 // floating-point values 
0007: 56@ = 1917.268 // floating-point values 
0007: 63@ = 17.63 // floating-point values 
0007: 70@ = 135.323 // floating-point values 
0007: 77@ = 1917.776 // floating-point values 
0007: 84@ = 18.71 // floating-point values 
0007: 50@ = 180.018 // floating-point values 
0007: 57@ = 1904.214 // floating-point values 
0007: 64@ = 17.255 // floating-point values 
0007: 71@ = 243.707 // floating-point values 
0007: 78@ = 1903.543 // floating-point values 
0007: 85@ = 18.639 // floating-point values 
0007: 51@ = 239.0798 // floating-point values 
0007: 58@ = 1904.087 // floating-point values 
0007: 65@ = 16.899 // floating-point values 
0007: 72@ = 188.371 // floating-point values 
0007: 79@ = 1905.376 // floating-point values 
0007: 86@ = 16.825 // floating-point values 
0007: 52@ = 166.119 // floating-point values 
0007: 59@ = 1857.384 // floating-point values 
0007: 66@ = 16.764 // floating-point values 
0007: 73@ = 276.669 // floating-point values 
0007: 80@ = 1856.339 // floating-point values 
0007: 87@ = 16.671 // floating-point values 
0007: 53@ = 191.28 // floating-point values 
0007: 60@ = 1822.46 // floating-point values 
0007: 67@ = 16.83 // floating-point values 
0007: 74@ = 252.37 // floating-point values 
0007: 81@ = 1821.89 // floating-point values 
0007: 88@ = 17.04 // floating-point values 
0007: 54@ = 138.07 // floating-point values 
0007: 61@ = 1823.01 // floating-point values 
0007: 68@ = 16.88 // floating-point values 
0007: 75@ = 105.1 // floating-point values 
0007: 82@ = 1867.21 // floating-point values 
0007: 89@ = 16.97 // floating-point values 
0007: 55@ = 192.9 // floating-point values 
0007: 62@ = 1809.56 // floating-point values 
0007: 69@ = 16.8 // floating-point values 
0007: 76@ = 144.2 // floating-point values 
0007: 83@ = 1812.52 // floating-point values 
0007: 90@ = 16.78 // floating-point values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 

:MAF4_899
00D6: if 
001B:   7 > 165@ // integer values 
004D: jump_if_false @MAF4_942 
0006: 167@(165@,7i) = 0 // integer values 
000A: 165@ += 1 // integer values 
0002: jump @MAF4_899 

:MAF4_942
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 181@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0006: 183@ = 0 // integer values 
0006: 184@ = 0 // integer values 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 
0006: 187@ = 0 // integer values 
0006: 188@ = 0 // integer values 
0006: 189@ = 0 // integer values 
0006: 190@ = 0 // integer values 
0006: 191@ = 0 // integer values 
0006: 192@ = 0 // integer values 
0006: 193@ = 0 // integer values 
0006: 194@ = 0 // integer values 
0006: 195@ = 0 // integer values 
0006: 196@ = 0 // integer values 
0006: 197@ = 0 // integer values 
0006: 199@ = 0 // integer values 
0006: 200@ = 0 // integer values 
0006: 201@ = 0 // integer values 
0006: 202@ = 0 // integer values 
0006: 198@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 204@ = 0 // integer values 
03C7: unknown_maybe_cops_density 0.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0247: request_model #ARMY 
0247: request_model #M4 
0247: request_model #A51_SPOTBULB 
0247: request_model #A51_SPOTHOUSING 
0247: request_model #A51_SPOTBASE 
0247: request_model #CAMPER 
023C: request_special_actor 'TRUTH' as 1 
07C0: load_path 340 
07C0: load_path 341 
0247: request_model #KNIFECUR 
0247: request_model #SILENCED 
0247: request_model #SNIPER 
0247: request_model #IRGOGGLES 
03CF: load_wav 1809 as 3 
03CF: load_wav 41418 as 2 
03CF: load_wav 13642 as 1 
038B: load_requested_models 

:MAF4_1319
00D6: if or
8248:   not model #ARMY available 
8248:   not model #M4 available 
8248:   not model #A51_SPOTBULB available 
8248:   not model #A51_SPOTHOUSING available 
8248:   not model #A51_SPOTBASE available 
8248:   not model #CAMPER available 
004D: jump_if_false @MAF4_1371 
0001: wait 0 ms 
0002: jump @MAF4_1319 

:MAF4_1371
00D6: if or
823D:   not special_actor 1 loaded 
87C1:   not path 340 available 
87C1:   not path 341 available 
8248:   not model #KNIFECUR available 
8248:   not model #SILENCED available 
8248:   not model #SNIPER available 
004D: jump_if_false @MAF4_1422 
0001: wait 0 ms 
0002: jump @MAF4_1371 

:MAF4_1422
00D6: if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
8248:   not model #IRGOGGLES available 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_1461 
0001: wait 0 ms 
0002: jump @MAF4_1422 

:MAF4_1461
0A24: toggle_military_zones_wanted_level 1 
0A0B: (unknown) 49.8744 1900.289 17.7833 99.0 
060A: unknown_create_entity 4 160@ 
060A: unknown_create_entity 0 159@ 
060A: unknown_create_entity 3 161@ 
060A: unknown_create_entity 2 162@ 
0746: (unknown) 4 24 0 
0746: (unknown) 0 24 24 
0746: (unknown) 0 26 24 
0746: (unknown) 0 24 26 
00A5: 107@ = create_car #CAMPER at 22.4045 1881.61 16.6484 
0175: set_car 107@ z_angle_to 306.3276 
0229: set_car 107@ color_to 1 1 
06ED: set_car 107@ paintjob 0 
01C8: 106@ = create_actor 23 #SPECIAL01 in_car 107@ passenger_seat 0 
060B: unknown_actor_use_entity 106@ 159@ 
036A: put_actor $PLAYER_ACTOR in_car 107@ 
015F: set_camera_position 49.8744 1900.289 17.7833 0.0 0.0 0.0 
0160: point_camera 48.9571 1899.896 17.8444 2 
00A1: put_actor $PLAYER_ACTOR at 36.09 1921.04 18.93 
0173: set_actor $PLAYER_ACTOR z_angle_to 268.5112 
03CB: set_camera 106.9 -1923.21 18.35 
0395: clear_area 1 at 82.775 1917.325 17.733 range 150.0 
01EB: set_traffic_density_to 0.1 
03DE: set_pedestrians_density_multiplier_to 0.1 
075B: (unknown) 75 
09D7: (unknown) $PLAYER_CHAR 1 
00C0: set_current_time 23 30 
0006: 32@ = 0 // integer values 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0489: set_actor $PLAYER_ACTOR audible 1 
016A: fade 1 1000 ms 
0213: 146@ = create_pickup #BODYARMOUR type 3 at 108.48 1919.29 18.56 
0213: 147@ = create_pickup #HEALTH type 3 at 228.91 1858.65 14.8 
0213: 148@ = create_pickup #BODYARMOUR type 3 at 247.016 1859.22 14.08 
0213: 149@ = create_pickup #HEALTH type 3 at 273.61 1816.32 1.02 
0213: 150@ = create_pickup #BODYARMOUR type 3 at 255.36 1802.007 7.47 
0213: 151@ = create_pickup #BODYARMOUR type 3 at 292.46 1817.89 1.015 
09A6: (unknown) 1 
0108: destroy_object $OBJECT_M_A51_VENTCOVERB 
0395: clear_area 0 at 22.4045 1881.61 400.0 range 400.0 
0110: clear_player $PLAYER_CHAR wanted_level 

:MAF4_1996
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @MAF4_2022 
0002: jump @MAF4_29924 

:MAF4_2022
00D6: if 
001B:   5 > 164@ // integer values 
004D: jump_if_false @MAF4_13441 
00D6: if 
0039:   164@ == 0 // integer values 
004D: jump_if_false @MAF4_2116 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2116 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2116 
05EB: assign_vehicle 107@ to_path 340 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 106@ 10000 ms 
0006: 164@ = 1 // integer values 

:MAF4_2116
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @MAF4_2217 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2217 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2217 
00D6: if 
860E:   not car 107@ is_assigned_to_existing_path 
004D: jump_if_false @MAF4_2217 
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0707: start_scene_skip_to @MAF4_8236 
0006: 32@ = 0 // integer values 
0006: 164@ = 2 // integer values 

:MAF4_2217
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @MAF4_2442 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @MAF4_2442 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2442 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2442 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 107@ 
004D: jump_if_false @MAF4_2442 
03D1: play_wav 1 
00BC: text_highpriority 'DES8_LA' 3000 ms 1  // ~z~H, Truth, van valami terv?

:MAF4_2325
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2351 
0001: wait 0 ms 
0002: jump @MAF4_2325 

:MAF4_2351
03CF: load_wav 13643 as 1 
03D1: play_wav 2 
00BC: text_highpriority 'TRUX_AS' 2500 ms 1  // ~z~Menj, menj, menj!

:MAF4_2378
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_2404 
0001: wait 0 ms 
0002: jump @MAF4_2378 

:MAF4_2404
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2428 
05CD: AS_actor $PLAYER_ACTOR exit_car 107@ 

:MAF4_2428
0006: 32@ = 0 // integer values 
0006: 164@ = 3 // integer values 

:MAF4_2442
00D6: if 
0039:   164@ == 3 // integer values 
004D: jump_if_false @MAF4_2684 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2684 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2684 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 107@ 
004D: jump_if_false @MAF4_2684 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MAF4_2684 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MAF4_2684 
00D6: if 
00DB:   actor 106@ in_car 107@ 
004D: jump_if_false @MAF4_2568 
0676: AS_actor 106@ in_car 107@ move_from_passengerseat_to_driverseat 

:MAF4_2568
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2595 
05C0: AS_actor $PLAYER_ACTOR look_at_car 107@ 5000 ms 

:MAF4_2595
03D1: play_wav 1 
00BC: text_highpriority 'DES8_LC' 2000 ms 1  // ~z~H! Vrj csak, haver!

:MAF4_2615
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2641 
0001: wait 0 ms 
0002: jump @MAF4_2615 

:MAF4_2641
0001: wait 350 ms 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2670 
05EB: assign_vehicle 107@ to_path 341 

:MAF4_2670
0006: 32@ = 0 // integer values 
0006: 164@ = 4 // integer values 

:MAF4_2684
00D6: if 
0039:   164@ == 4 // integer values 
004D: jump_if_false @MAF4_13441 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @MAF4_13441 
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ at_offset 0.0 1.181 0.768 
071F: set_object 42@ mass 5000 
0875: (unknown) 42@ 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ offset 0.0 1.181 0.768 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ at_offset 0.0 1.181 0.768 
071F: set_object 43@ mass 5000 
0875: (unknown) 43@ 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ offset 0.0 1.181 0.768 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ at_offset 0.0 1.181 0.768 
071F: set_object 44@ mass 5000 
0875: (unknown) 44@ 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ offset 0.0 1.181 0.768 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ at_offset 0.0 1.181 0.768 
071F: set_object 45@ mass 5000 
0875: (unknown) 45@ 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ offset 0.0 1.181 0.768 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ at_offset 0.0 1.181 0.768 
071F: set_object 46@ mass 5000 
0875: (unknown) 46@ 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ offset 0.0 1.181 0.768 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ at_offset 0.0 1.181 0.768 
071F: set_object 47@ mass 5000 
0875: (unknown) 47@ 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ offset 0.0 1.181 0.768 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ at_offset 0.0 1.181 0.768 
071F: set_object 48@ mass 5000 
0875: (unknown) 48@ 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ offset 0.0 1.181 0.768 1 
0050: gosub @MAF4_29621 
0006: 178@ = 1 // integer values 
009A: 109@ = create_actor 24 #ARMY at 112.39 1931.193 17.77 
060B: unknown_actor_use_entity 109@ 160@ 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 109@ 200.0 
0754: (unknown) 
0755: (unknown) 114.51 1914.793 18.8 "ROADCROSS" "PED" 
0755: (unknown) 112.39 1931.193 18.77 "ROADCROSS" "PED" 
0817: (unknown) 109@ 4 3 
0187: 205@ = create_marker_above_actor 109@ 
07BF: (unknown) 205@ 1 
018B: show_on_radar 205@ 2 
074E: (unknown) 109@ 20.0 1 
009A: 110@ = create_actor 24 #ARMY at 125.135 1916.59 17.9 
060B: unknown_actor_use_entity 110@ 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 110@ 200.0 
0754: (unknown) 
0755: (unknown) 124.716 1890.25 18.33 "NONE" "NONE" 
0755: (unknown) 159.0 1887.9 19.5 "ROADCROSS" "PED" 
0755: (unknown) 161.32 1914.42 18.6 "NONE" "NONE" 
0755: (unknown) 125.135 1916.59 18.9 "ROADCROSS" "PED" 
0817: (unknown) 110@ 4 3 
0187: 206@ = create_marker_above_actor 110@ 
07BF: (unknown) 206@ 1 
018B: show_on_radar 206@ 2 
02E2: set_actor 110@ weapon_accuracy_to 85 
074E: (unknown) 110@ 30.0 1 
009A: 111@ = create_actor 24 #ARMY at 131.37 1821.139 16.6 
060B: unknown_actor_use_entity 111@ 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 111@ 200.0 
0754: (unknown) 
0755: (unknown) 130.62 1855.297 17.73 "ROADCROSS" "PED" 
0755: (unknown) 102.09 1858.6 17.7 "NONE" "NONE" 
0755: (unknown) 102.94 1839.78 17.6 "ROADCROSS" "PED" 
0755: (unknown) 131.37 1821.139 17.6 "NONE" "NONE" 
0817: (unknown) 111@ 4 3 
0187: 207@ = create_marker_above_actor 111@ 
07BF: (unknown) 207@ 1 
018B: show_on_radar 207@ 2 
02E2: set_actor 111@ weapon_accuracy_to 80 
074E: (unknown) 111@ 30.0 1 
009A: 112@ = create_actor 24 #ARMY at 163.458 1824.58 17.64 
0173: set_actor 112@ z_angle_to 180.123 
060B: unknown_actor_use_entity 112@ 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 112@ 200.0 
0187: 208@ = create_marker_above_actor 112@ 
07BF: (unknown) 208@ 1 
018B: show_on_radar 208@ 2 
02E2: set_actor 112@ weapon_accuracy_to 85 
074E: (unknown) 112@ 30.0 1 
009A: 113@ = create_actor 24 #ARMY at 189.91 1916.399 16.64 
060B: unknown_actor_use_entity 113@ 160@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 113@ 200.0 
0754: (unknown) 
0755: (unknown) 168.0187 1916.279 18.37 "ROADCROSS" "PED" 
0755: (unknown) 189.91 1916.399 17.64 "ROADCROSS" "PED" 
0817: (unknown) 113@ 4 3 
0187: 209@ = create_marker_above_actor 113@ 
07BF: (unknown) 209@ 1 
018B: show_on_radar 209@ 2 
02E2: set_actor 113@ weapon_accuracy_to 85 
074E: (unknown) 113@ 30.0 1 
009A: 114@ = create_actor 24 #ARMY at 191.535 1809.588 16.641 
060B: unknown_actor_use_entity 114@ 160@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 114@ 200.0 
0754: (unknown) 
0755: (unknown) 131.24 1811.194 17.6 "ROADCROSS" "PED" 
0755: (unknown) 191.535 1809.588 17.641 "ROADCROSS" "PED" 
0817: (unknown) 114@ 4 3 
0187: 210@ = create_marker_above_actor 114@ 
07BF: (unknown) 210@ 1 
018B: show_on_radar 210@ 2 
02E2: set_actor 114@ weapon_accuracy_to 85 
074E: (unknown) 114@ 30.0 1 
009A: 115@ = create_actor 24 #ARMY at 195.36 1872.92 16.64 
060B: unknown_actor_use_entity 115@ 160@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 115@ 200.0 
0754: (unknown) 
0755: (unknown) 231.095 1872.9 17.64 "ROADCROSS" "PED" 
0755: (unknown) 195.36 1872.92 17.64 "ROADCROSS" "PED" 
0817: (unknown) 115@ 4 3 
0187: 211@ = create_marker_above_actor 115@ 
07BF: (unknown) 211@ 1 
018B: show_on_radar 211@ 2 
02E2: set_actor 115@ weapon_accuracy_to 85 
074E: (unknown) 115@ 20.0 1 
009A: 116@ = create_actor 24 #ARMY at 108.673 1886.18 17.04 
060B: unknown_actor_use_entity 116@ 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 116@ 200.0 
0754: (unknown) 
0755: (unknown) 107.065 1865.8 17.78 "ROADCROSS" "PED" 
0755: (unknown) 126.78 1864.25 17.8 "NONE" "NONE" 
0755: (unknown) 127.842 1885.04 18.027 "ROADCROSS" "PED" 
0755: (unknown) 108.673 1886.18 18.04 "NONE" "NONE" 
0817: (unknown) 116@ 4 3 
0187: 212@ = create_marker_above_actor 116@ 
07BF: (unknown) 212@ 1 
018B: show_on_radar 212@ 2 
02E2: set_actor 116@ weapon_accuracy_to 85 
074E: (unknown) 116@ 30.0 1 
009A: 117@ = create_actor 24 #ARMY at 173.671 1886.841 19.9 
060B: unknown_actor_use_entity 117@ 160@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 117@ 200.0 
0754: (unknown) 
0755: (unknown) 174.25 1866.51 20.7 "ROADCROSS" "PED" 
0755: (unknown) 173.671 1886.841 20.9 "ROADCROSS" "PED" 
0817: (unknown) 117@ 4 3 
0187: 213@ = create_marker_above_actor 117@ 
07BF: (unknown) 213@ 1 
018B: show_on_radar 213@ 2 
02E2: set_actor 117@ weapon_accuracy_to 85 
074E: (unknown) 117@ 30.0 1 
009A: 118@ = create_actor 24 #ARMY at 249.99 1874.78 19.6 
060B: unknown_actor_use_entity 118@ 160@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 118@ 200.0 
0754: (unknown) 
0755: (unknown) 250.99 1906.56 20.6 "ROADCROSS" "PED" 
0755: (unknown) 249.99 1874.78 20.6 "ROADCROSS" "PED" 
0817: (unknown) 118@ 4 3 
0187: 214@ = create_marker_above_actor 118@ 
07BF: (unknown) 214@ 1 
018B: show_on_radar 214@ 2 
02E2: set_actor 118@ weapon_accuracy_to 85 
074E: (unknown) 118@ 30.0 1 
009A: 119@ = create_actor 24 #ARMY at 224.26 1916.79 16.64 
060B: unknown_actor_use_entity 119@ 160@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 119@ 200.0 
0754: (unknown) 
0755: (unknown) 204.475 1915.9 17.64 "ROADCROSS" "PED" 
0755: (unknown) 204.628 1904.521 17.64 "NONE" "NONE" 
0755: (unknown) 221.645 1905.13 17.64 "ROADCROSS" "PED" 
0755: (unknown) 224.26 1916.79 17.64 "NONE" "NONE" 
0817: (unknown) 119@ 4 3 
0187: 215@ = create_marker_above_actor 119@ 
07BF: (unknown) 215@ 1 
018B: show_on_radar 215@ 2 
02E2: set_actor 119@ weapon_accuracy_to 85 
074E: (unknown) 119@ 30.0 1 
009A: 120@ = create_actor 24 #ARMY at 209.07 1833.63 16.64 
0173: set_actor 120@ z_angle_to 346.579 
060B: unknown_actor_use_entity 120@ 160@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 120@ 200.0 
0187: 216@ = create_marker_above_actor 120@ 
07BF: (unknown) 216@ 1 
018B: show_on_radar 216@ 2 
02E2: set_actor 120@ weapon_accuracy_to 85 
074E: (unknown) 120@ 30.0 1 
009A: 121@ = create_actor 24 #ARMY at 268.027 1862.269 17.64 
060B: unknown_actor_use_entity 121@ 160@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 121@ 200.0 
0754: (unknown) 
0755: (unknown) 266.9 1822.3 17.64 "ROADCROSS" "PED" 
0755: (unknown) 268.027 1862.269 17.64 "ROADCROSS" "PED" 
0817: (unknown) 121@ 4 3 
0187: 217@ = create_marker_above_actor 121@ 
07BF: (unknown) 217@ 1 
018B: show_on_radar 217@ 2 
02E2: set_actor 121@ weapon_accuracy_to 85 
074E: (unknown) 121@ 30.0 1 
009A: 122@ = create_actor 24 #ARMY at 221.16 1858.28 20.63 
060B: unknown_actor_use_entity 122@ 160@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 122@ weapon_accuracy_to 90 
0648: (unknown) 122@ 200.0 
0754: (unknown) 
0755: (unknown) 198.711 1857.64 19.633 "ROADCROSS" "PED" 
0755: (unknown) 221.16 1858.28 20.63 "ROADCROSS" "PED" 
0817: (unknown) 122@ 4 3 
0187: 218@ = create_marker_above_actor 122@ 
07BF: (unknown) 218@ 1 
018B: show_on_radar 218@ 2 
02E2: set_actor 122@ weapon_accuracy_to 90 
074E: (unknown) 122@ 30.0 1 
009A: 123@ = create_actor 24 #ARMY at 218.45 1820.78 16.64 
060B: unknown_actor_use_entity 123@ 160@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 123@ weapon_accuracy_to 90 
0648: (unknown) 123@ 200.0 
0754: (unknown) 
0755: (unknown) 250.31 1821.924 17.64 "ROADCROSS" "PED" 
0755: (unknown) 218.45 1820.78 17.64 "NONE" "NONE" 
0817: (unknown) 123@ 4 3 
0187: 219@ = create_marker_above_actor 123@ 
07BF: (unknown) 219@ 1 
018B: show_on_radar 219@ 2 
02E2: set_actor 123@ weapon_accuracy_to 80 
074E: (unknown) 123@ 30.0 1 
016A: fade 0 100 ms 

:MAF4_6742
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_6766 
0001: wait 0 ms 
0002: jump @MAF4_6742 

:MAF4_6766
015F: set_camera_position 312.659 1806.521 26.272 0.0 0.0 0.0 
0160: point_camera 311.7959 1807.022 26.2183 2 
0A0B: (unknown) 312.659 1806.521 26.272 60.2 
016A: fade 1 100 ms 
00BC: text_highpriority 'DST8_1' 7000 ms 1  // ~s~Truth azt akarja, hogy juss be a 69-es krzet kutatlaborjba s hozd el neki az ott fejlesztett fekete projektet.
00A1: put_actor $PLAYER_ACTOR at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR z_angle_to 273.363 
0006: 32@ = 0 // integer values 

:MAF4_6898
00D6: if 
001B:   7000 > 32@ // integer values 
004D: jump_if_false @MAF4_6928 
0001: wait 0 ms 
0002: jump @MAF4_6898 

:MAF4_6928
00BC: text_highpriority 'DST8_18' 8000 ms 1  // ~s~A legegyszerbb t a 69-es krzet bunkereibe, a biztonsgi ajtkon t vezet. Hogy ezeket kinyithasd, menj az ~y~irnyttoronyba~s~.
015F: set_camera_position 232.5476 1911.022 34.7955 0.0 0.0 0.0 
0160: point_camera 231.9904 1910.261 34.4617 2 
0006: 32@ = 0 // integer values 

:MAF4_7002
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @MAF4_7032 
0001: wait 0 ms 
0002: jump @MAF4_7002 

:MAF4_7032
015F: set_camera_position 183.9385 1801.77 29.0751 0.0 0.0 0.0 
0160: point_camera 184.8011 1802.215 28.8356 2 
0006: 32@ = 0 // integer values 

:MAF4_7090
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @MAF4_7120 
0001: wait 0 ms 
0002: jump @MAF4_7090 

:MAF4_7120
015F: set_camera_position 120.4534 1943.522 29.8174 0.0 0.0 0.0 
0160: point_camera 120.5729 1942.533 29.7278 2 
00BC: text_highpriority 'DST8_19' 4000 ms 1  // ~s~Fnycsvk psztzzk a terletet. Figyeld ki ket s dolgozz ki egy tvonalat kzttk.
00BB: text_lowpriority 'DST8_47' 4000 ms 1  // ~s~Ha tl sokig vagy egy fnycsva tjban vagy kettnl tbb fnyforrst lsz ki, akkor szrevesznek.
00BB: text_lowpriority 'DST8_48' 4000 ms 1  // ~s~A biztonsgi ajtk bezrdnak, gy msik bejutsi mdot kell majd tallnod.
0006: 32@ = 0 // integer values 

:MAF4_7226
00D6: if 
001B:   12000 > 32@ // integer values 
004D: jump_if_false @MAF4_7256 
0001: wait 0 ms 
0002: jump @MAF4_7226 

:MAF4_7256
009A: 124@ = create_actor 26 #ARMY at 103.9055 1900.534 24.4985 
060B: unknown_actor_use_entity 124@ 159@ 
0173: set_actor 124@ z_angle_to 6.0802 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
0223: set_actor 124@ health_to 10 
0187: 220@ = create_marker_above_actor 124@ 
07BF: (unknown) 220@ 1 
018B: show_on_radar 220@ 2 
060B: unknown_actor_use_entity 124@ 162@ 
009A: 125@ = create_actor 26 #ARMY at 113.3839 1814.261 24.4985 
060B: unknown_actor_use_entity 125@ 159@ 
0173: set_actor 125@ z_angle_to 5.0273 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
0223: set_actor 125@ health_to 10 
0187: 221@ = create_marker_above_actor 125@ 
07BF: (unknown) 221@ 1 
018B: show_on_radar 221@ 2 
060B: unknown_actor_use_entity 125@ 162@ 
009A: 126@ = create_actor 26 #ARMY at 165.6023 1850.07 24.4985 
060B: unknown_actor_use_entity 126@ 159@ 
0173: set_actor 126@ z_angle_to 5.0273 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
0223: set_actor 126@ health_to 10 
0187: 222@ = create_marker_above_actor 126@ 
07BF: (unknown) 222@ 1 
018B: show_on_radar 222@ 2 
060B: unknown_actor_use_entity 126@ 162@ 
009A: 127@ = create_actor 26 #ARMY at 261.8728 1807.938 24.4985 
060B: unknown_actor_use_entity 127@ 159@ 
0173: set_actor 127@ z_angle_to 5.0273 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
0223: set_actor 127@ health_to 10 
0187: 223@ = create_marker_above_actor 127@ 
07BF: (unknown) 223@ 1 
018B: show_on_radar 223@ 2 
060B: unknown_actor_use_entity 127@ 162@ 
009A: 128@ = create_actor 26 #ARMY at 267.1389 1895.485 24.4985 
060B: unknown_actor_use_entity 128@ 159@ 
0173: set_actor 128@ z_angle_to 119.7683 
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
0223: set_actor 128@ health_to 10 
0187: 224@ = create_marker_above_actor 128@ 
07BF: (unknown) 224@ 1 
018B: show_on_radar 224@ 2 
060B: unknown_actor_use_entity 128@ 162@ 
009A: 129@ = create_actor 26 #ARMY at 161.9575 1933.342 24.4985 
060B: unknown_actor_use_entity 129@ 159@ 
0173: set_actor 129@ z_angle_to 119.7683 
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 129@ stay_put 1 
0223: set_actor 129@ health_to 10 
0187: 225@ = create_marker_above_actor 129@ 
07BF: (unknown) 225@ 1 
018B: show_on_radar 225@ 2 
060B: unknown_actor_use_entity 129@ 162@ 
009A: 130@ = create_actor 26 #ARMY at 233.6724 1934.622 24.4985 
060B: unknown_actor_use_entity 130@ 159@ 
0173: set_actor 130@ z_angle_to 119.7683 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
0223: set_actor 130@ health_to 10 
0187: 226@ = create_marker_above_actor 130@ 
07BF: (unknown) 226@ 1 
018B: show_on_radar 226@ 2 
060B: unknown_actor_use_entity 130@ 162@ 
015F: set_camera_position 113.0058 1934.089 18.245 0.0 0.0 0.0 
0160: point_camera 113.0995 1933.112 18.4334 2 
00BC: text_highpriority 'DST8_21' 5000 ms 1  // ~s~Szmos katonai jrr van a terleten. Hasznld a hszemveget, amit Truth adott, hogy lsd ket a sttben is.
0006: 32@ = 0 // integer values 

:MAF4_8009
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @MAF4_8039 
0001: wait 0 ms 
0002: jump @MAF4_8009 

:MAF4_8039
015F: set_camera_position 112.0028 1893.846 19.5192 0.0 0.0 0.0 
0160: point_camera 111.2033 1894.447 19.5192 2 
0925: (unknown) 
0930: (unknown) 1 
0936: set_camera 112.0028 1893.846 19.5192 position_to 112.0028 1893.846 35.5192 6000 ms unknown 1 
00BC: text_highpriority 'DST8_22' 6500 ms 1  // Lopakodhatsz, hogy elkerld a jrrket vagy mssz fel az irnyttorony tetejre s hasznld a fegyvered a kiiktatsukra.
0006: 32@ = 0 // integer values 

:MAF4_8156
00D6: if 
001B:   6500 > 32@ // integer values 
004D: jump_if_false @MAF4_8186 
0001: wait 0 ms 
0002: jump @MAF4_8156 

:MAF4_8186
0006: 177@ = 1 // integer values 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 70 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 35 // Load the weapon model before using this 
0006: 176@ = 1 // integer values 

:MAF4_8236
0701: end_scene_skip 
00D6: if 
0039:   176@ == 0 // integer values 
004D: jump_if_false @MAF4_13283 
016A: fade 0 250 ms 
00BE: text_clear_all 

:MAF4_8265
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_8289 
0001: wait 0 ms 
0002: jump @MAF4_8265 

:MAF4_8289
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_8326 
00D6: if 
060E:   car 107@ is_assigned_to_existing_path 
004D: jump_if_false @MAF4_8326 
05EC: release_vehicle 107@ from_path 

:MAF4_8326
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MAF4_8372 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR z_angle_to 273.363 

:MAF4_8372
00A1: put_actor $PLAYER_ACTOR at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR z_angle_to 273.363 
009B: destroy_actor_instantly 106@ 
00A6: destroy_car 107@ 
0296: unload_special_actor 1 
0249: release_model #CAMPER 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00D6: if 
0039:   177@ == 0 // integer values 
004D: jump_if_false @MAF4_8492 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 70 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 35 // Load the weapon model before using this 

:MAF4_8492
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @MAF4_9840 
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ at_offset 0.0 1.181 0.768 
071F: set_object 42@ mass 5000 
0875: (unknown) 42@ 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ offset 0.0 1.181 0.768 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ at_offset 0.0 1.181 0.768 
071F: set_object 43@ mass 5000 
0875: (unknown) 43@ 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ offset 0.0 1.181 0.768 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ at_offset 0.0 1.181 0.768 
071F: set_object 44@ mass 5000 
0875: (unknown) 44@ 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ offset 0.0 1.181 0.768 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ at_offset 0.0 1.181 0.768 
071F: set_object 45@ mass 5000 
0875: (unknown) 45@ 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ offset 0.0 1.181 0.768 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ at_offset 0.0 1.181 0.768 
071F: set_object 46@ mass 5000 
0875: (unknown) 46@ 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ offset 0.0 1.181 0.768 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ at_offset 0.0 1.181 0.768 
071F: set_object 47@ mass 5000 
0875: (unknown) 47@ 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ offset 0.0 1.181 0.768 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ at_offset 0.0 1.181 0.768 
071F: set_object 48@ mass 5000 
0875: (unknown) 48@ 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ offset 0.0 1.181 0.768 1 
0050: gosub @MAF4_29621 

:MAF4_9840
0006: 165@ = 0 // integer values 

:MAF4_9847
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_9897 
009B: destroy_actor_instantly 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 // integer values 
0002: jump @MAF4_9847 

:MAF4_9897
009A: 109@ = create_actor 24 #ARMY at 112.39 1931.193 17.77 
060B: unknown_actor_use_entity 109@ 160@ 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 109@ 200.0 
0754: (unknown) 
0755: (unknown) 114.51 1914.793 18.8 "ROADCROSS" "PED" 
0755: (unknown) 112.39 1931.193 18.77 "ROADCROSS" "PED" 
0817: (unknown) 109@ 4 3 
0187: 205@ = create_marker_above_actor 109@ 
07BF: (unknown) 205@ 1 
018B: show_on_radar 205@ 2 
074E: (unknown) 109@ 20.0 1 
009A: 110@ = create_actor 24 #ARMY at 125.135 1916.59 17.9 
060B: unknown_actor_use_entity 110@ 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 110@ 200.0 
0754: (unknown) 
0755: (unknown) 124.716 1890.25 18.33 "NONE" "NONE" 
0755: (unknown) 159.0 1887.9 19.5 "ROADCROSS" "PED" 
0755: (unknown) 161.32 1914.42 18.6 "NONE" "NONE" 
0755: (unknown) 125.135 1916.59 18.9 "ROADCROSS" "PED" 
0817: (unknown) 110@ 4 3 
0187: 206@ = create_marker_above_actor 110@ 
07BF: (unknown) 206@ 1 
018B: show_on_radar 206@ 2 
02E2: set_actor 110@ weapon_accuracy_to 80 
074E: (unknown) 110@ 30.0 1 
009A: 111@ = create_actor 24 #ARMY at 131.37 1821.139 16.6 
060B: unknown_actor_use_entity 111@ 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 111@ 200.0 
0754: (unknown) 
0755: (unknown) 130.62 1855.297 17.73 "ROADCROSS" "PED" 
0755: (unknown) 102.09 1858.6 17.7 "NONE" "NONE" 
0755: (unknown) 102.94 1839.78 17.6 "ROADCROSS" "PED" 
0755: (unknown) 131.37 1821.139 17.6 "NONE" "NONE" 
0817: (unknown) 111@ 4 3 
0187: 207@ = create_marker_above_actor 111@ 
07BF: (unknown) 207@ 1 
018B: show_on_radar 207@ 2 
02E2: set_actor 111@ weapon_accuracy_to 80 
074E: (unknown) 111@ 30.0 1 
009A: 112@ = create_actor 24 #ARMY at 163.458 1824.58 17.64 
0173: set_actor 112@ z_angle_to 180.123 
060B: unknown_actor_use_entity 112@ 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 112@ 200.0 
0187: 208@ = create_marker_above_actor 112@ 
07BF: (unknown) 208@ 1 
018B: show_on_radar 208@ 2 
02E2: set_actor 112@ weapon_accuracy_to 85 
074E: (unknown) 112@ 30.0 1 
009A: 113@ = create_actor 24 #ARMY at 189.91 1916.399 16.64 
060B: unknown_actor_use_entity 113@ 160@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 113@ 200.0 
0754: (unknown) 
0755: (unknown) 168.0187 1916.279 18.37 "ROADCROSS" "PED" 
0755: (unknown) 189.91 1916.399 17.64 "ROADCROSS" "PED" 
0817: (unknown) 113@ 4 3 
0187: 209@ = create_marker_above_actor 113@ 
07BF: (unknown) 209@ 1 
018B: show_on_radar 209@ 2 
02E2: set_actor 113@ weapon_accuracy_to 85 
074E: (unknown) 113@ 30.0 1 
009A: 114@ = create_actor 24 #ARMY at 191.535 1809.588 16.641 
060B: unknown_actor_use_entity 114@ 160@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 114@ 200.0 
0754: (unknown) 
0755: (unknown) 131.24 1811.194 17.6 "ROADCROSS" "PED" 
0755: (unknown) 191.535 1809.588 17.641 "ROADCROSS" "PED" 
0817: (unknown) 114@ 4 3 
0187: 210@ = create_marker_above_actor 114@ 
07BF: (unknown) 210@ 1 
018B: show_on_radar 210@ 2 
02E2: set_actor 114@ weapon_accuracy_to 85 
074E: (unknown) 114@ 30.0 1 
009A: 115@ = create_actor 24 #ARMY at 195.36 1872.92 16.64 
060B: unknown_actor_use_entity 115@ 160@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 115@ 200.0 
0754: (unknown) 
0755: (unknown) 231.095 1872.9 17.64 "ROADCROSS" "PED" 
0755: (unknown) 195.36 1872.92 17.64 "ROADCROSS" "PED" 
0817: (unknown) 115@ 4 3 
0187: 211@ = create_marker_above_actor 115@ 
07BF: (unknown) 211@ 1 
018B: show_on_radar 211@ 2 
02E2: set_actor 115@ weapon_accuracy_to 85 
074E: (unknown) 115@ 20.0 1 
009A: 116@ = create_actor 24 #ARMY at 108.673 1886.18 17.04 
060B: unknown_actor_use_entity 116@ 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 116@ 200.0 
0754: (unknown) 
0755: (unknown) 107.065 1865.8 17.78 "ROADCROSS" "PED" 
0755: (unknown) 126.78 1864.25 17.8 "NONE" "NONE" 
0755: (unknown) 127.842 1885.04 18.027 "ROADCROSS" "PED" 
0755: (unknown) 108.673 1886.18 18.04 "NONE" "NONE" 
0817: (unknown) 116@ 4 3 
0187: 212@ = create_marker_above_actor 116@ 
07BF: (unknown) 212@ 1 
018B: show_on_radar 212@ 2 
02E2: set_actor 116@ weapon_accuracy_to 85 
074E: (unknown) 116@ 30.0 1 
009A: 117@ = create_actor 24 #ARMY at 173.671 1886.841 19.9 
060B: unknown_actor_use_entity 117@ 160@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 117@ 200.0 
0754: (unknown) 
0755: (unknown) 174.25 1866.51 20.7 "ROADCROSS" "PED" 
0755: (unknown) 173.671 1886.841 20.9 "ROADCROSS" "PED" 
0817: (unknown) 117@ 4 3 
0187: 213@ = create_marker_above_actor 117@ 
07BF: (unknown) 213@ 1 
018B: show_on_radar 213@ 2 
02E2: set_actor 117@ weapon_accuracy_to 85 
074E: (unknown) 117@ 30.0 1 
009A: 118@ = create_actor 24 #ARMY at 249.99 1874.78 19.6 
060B: unknown_actor_use_entity 118@ 160@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 118@ 200.0 
0754: (unknown) 
0755: (unknown) 250.99 1906.56 20.6 "ROADCROSS" "PED" 
0755: (unknown) 249.99 1874.78 20.6 "ROADCROSS" "PED" 
0817: (unknown) 118@ 4 3 
0187: 214@ = create_marker_above_actor 118@ 
07BF: (unknown) 214@ 1 
018B: show_on_radar 214@ 2 
02E2: set_actor 118@ weapon_accuracy_to 85 
074E: (unknown) 118@ 30.0 1 
009A: 119@ = create_actor 24 #ARMY at 224.26 1916.79 16.64 
060B: unknown_actor_use_entity 119@ 160@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 119@ 200.0 
0754: (unknown) 
0755: (unknown) 204.475 1915.9 17.64 "ROADCROSS" "PED" 
0755: (unknown) 204.628 1904.521 17.64 "NONE" "NONE" 
0755: (unknown) 221.645 1905.13 17.64 "ROADCROSS" "PED" 
0755: (unknown) 224.26 1916.79 17.64 "NONE" "NONE" 
0817: (unknown) 119@ 4 3 
0187: 215@ = create_marker_above_actor 119@ 
07BF: (unknown) 215@ 1 
018B: show_on_radar 215@ 2 
02E2: set_actor 119@ weapon_accuracy_to 85 
074E: (unknown) 119@ 30.0 1 
009A: 120@ = create_actor 24 #ARMY at 209.07 1833.63 16.64 
0173: set_actor 120@ z_angle_to 346.579 
060B: unknown_actor_use_entity 120@ 160@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 120@ 200.0 
0187: 216@ = create_marker_above_actor 120@ 
07BF: (unknown) 216@ 1 
018B: show_on_radar 216@ 2 
02E2: set_actor 120@ weapon_accuracy_to 85 
074E: (unknown) 120@ 30.0 1 
009A: 121@ = create_actor 24 #ARMY at 268.027 1862.269 17.64 
060B: unknown_actor_use_entity 121@ 160@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 121@ 200.0 
0754: (unknown) 
0755: (unknown) 266.9 1822.3 17.64 "ROADCROSS" "PED" 
0755: (unknown) 268.027 1862.269 17.64 "ROADCROSS" "PED" 
0817: (unknown) 121@ 4 3 
0187: 217@ = create_marker_above_actor 121@ 
07BF: (unknown) 217@ 1 
018B: show_on_radar 217@ 2 
02E2: set_actor 121@ weapon_accuracy_to 85 
074E: (unknown) 121@ 30.0 1 
009A: 122@ = create_actor 24 #ARMY at 221.16 1858.28 20.63 
060B: unknown_actor_use_entity 122@ 160@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 122@ weapon_accuracy_to 90 
0648: (unknown) 122@ 200.0 
0754: (unknown) 
0755: (unknown) 198.711 1857.64 19.633 "ROADCROSS" "PED" 
0755: (unknown) 221.16 1858.28 20.63 "ROADCROSS" "PED" 
0817: (unknown) 122@ 4 3 
0187: 218@ = create_marker_above_actor 122@ 
07BF: (unknown) 218@ 1 
018B: show_on_radar 218@ 2 
02E2: set_actor 122@ weapon_accuracy_to 90 
074E: (unknown) 122@ 30.0 1 
009A: 123@ = create_actor 24 #ARMY at 218.45 1820.78 16.64 
060B: unknown_actor_use_entity 123@ 160@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 123@ weapon_accuracy_to 90 
0648: (unknown) 123@ 200.0 
0754: (unknown) 
0755: (unknown) 250.31 1821.924 17.64 "ROADCROSS" "PED" 
0755: (unknown) 218.45 1820.78 17.64 "NONE" "NONE" 
0817: (unknown) 123@ 4 3 
0187: 219@ = create_marker_above_actor 123@ 
07BF: (unknown) 219@ 1 
018B: show_on_radar 219@ 2 
02E2: set_actor 123@ weapon_accuracy_to 80 
074E: (unknown) 123@ 30.0 1 
009A: 124@ = create_actor 26 #ARMY at 103.9055 1900.534 24.4985 
060B: unknown_actor_use_entity 124@ 159@ 
0173: set_actor 124@ z_angle_to 6.0802 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
0223: set_actor 124@ health_to 10 
0187: 220@ = create_marker_above_actor 124@ 
07BF: (unknown) 220@ 1 
018B: show_on_radar 220@ 2 
060B: unknown_actor_use_entity 124@ 162@ 
009A: 125@ = create_actor 26 #ARMY at 113.3839 1814.261 24.4985 
060B: unknown_actor_use_entity 125@ 159@ 
0173: set_actor 125@ z_angle_to 5.0273 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
0223: set_actor 125@ health_to 10 
0187: 221@ = create_marker_above_actor 125@ 
07BF: (unknown) 221@ 1 
018B: show_on_radar 221@ 2 
060B: unknown_actor_use_entity 125@ 162@ 
009A: 126@ = create_actor 26 #ARMY at 165.6023 1850.07 24.4985 
060B: unknown_actor_use_entity 126@ 159@ 
0173: set_actor 126@ z_angle_to 5.0273 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
0223: set_actor 126@ health_to 10 
0187: 222@ = create_marker_above_actor 126@ 
07BF: (unknown) 222@ 1 
018B: show_on_radar 222@ 2 
060B: unknown_actor_use_entity 126@ 162@ 
009A: 127@ = create_actor 26 #ARMY at 261.8728 1807.938 24.4985 
060B: unknown_actor_use_entity 127@ 159@ 
0173: set_actor 127@ z_angle_to 5.0273 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
0223: set_actor 127@ health_to 10 
0187: 223@ = create_marker_above_actor 127@ 
07BF: (unknown) 223@ 1 
018B: show_on_radar 223@ 2 
060B: unknown_actor_use_entity 127@ 162@ 
009A: 128@ = create_actor 26 #ARMY at 267.1389 1895.485 24.4985 
060B: unknown_actor_use_entity 128@ 159@ 
0173: set_actor 128@ z_angle_to 119.7683 
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
0223: set_actor 128@ health_to 10 
0187: 224@ = create_marker_above_actor 128@ 
07BF: (unknown) 224@ 1 
018B: show_on_radar 224@ 2 
060B: unknown_actor_use_entity 128@ 162@ 
009A: 129@ = create_actor 26 #ARMY at 161.9575 1933.342 24.4985 
060B: unknown_actor_use_entity 129@ 159@ 
0173: set_actor 129@ z_angle_to 119.7683 
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 129@ stay_put 1 
0223: set_actor 129@ health_to 10 
0187: 225@ = create_marker_above_actor 129@ 
07BF: (unknown) 225@ 1 
018B: show_on_radar 225@ 2 
060B: unknown_actor_use_entity 129@ 162@ 
009A: 130@ = create_actor 26 #ARMY at 233.6724 1934.622 24.4985 
060B: unknown_actor_use_entity 130@ 159@ 
0173: set_actor 130@ z_angle_to 119.7683 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
0223: set_actor 130@ health_to 10 
0187: 226@ = create_marker_above_actor 130@ 
07BF: (unknown) 226@ 1 
018B: show_on_radar 226@ 2 
060B: unknown_actor_use_entity 130@ 162@ 
0A0B: (unknown) 69.91 1916.007 16.648 273.4 
016A: fade 1 250 ms 

:MAF4_13283
0792: (unknown) $PLAYER_ACTOR 
00C0: set_current_time 21 30 
00BE: text_clear_all 
0925: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_13352 
00D6: if 
060E:   car 107@ is_assigned_to_existing_path 
004D: jump_if_false @MAF4_13352 
05EC: release_vehicle 107@ from_path 

:MAF4_13352
009B: destroy_actor_instantly 106@ 
00A6: destroy_car 107@ 
0296: unload_special_actor 1 
0249: release_model #CAMPER 
018A: 227@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: text_highpriority 'DST8_38' 5000 ms 1  // ~s~Be kell jutnod a kutatlaborba mg a 05:30-kor esedkes napfelkelte eltt.
00BB: text_lowpriority 'DST8_7' 5000 ms 1  // ~s~A biztonsgi ajtk kinyitshoz hasznld a kapcsolt az ~y~irnyttoronyban~s~.
040D: unload_wav 2 
03CF: load_wav 13600 as 2 
0006: 164@ = 5 // integer values 

:MAF4_13441
00D6: if 
0039:   164@ == 5 // integer values 
004D: jump_if_false @MAF4_19124 
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @MAF4_13513 
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 45 
004D: jump_if_false @MAF4_13513 
03E5: text_box 'DST8_37'  // Miutn kivlasztod a szemveget, nyomj ~k~~PED_FIREWEAPON~-t a hlts ki- s bekapcsolshoz.
0006: 192@ = 1 // integer values 

:MAF4_13513
00D6: if 
0039:   195@ == 0 // integer values 
004D: jump_if_false @MAF4_13706 
00BF: 134@ = current_time_hours, 135@ = current_time_minutes 
00D6: if 
0039:   134@ == 5 // integer values 
004D: jump_if_false @MAF4_13706 
00D6: if 
0019:   135@ > 29 // integer values 
004D: jump_if_false @MAF4_13706 
016A: fade 0 500 ms 
0006: 193@ = 1 // integer values 

:MAF4_13589
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_13613 
0001: wait 0 ms 
0002: jump @MAF4_13589 

:MAF4_13613
00A1: put_actor $PLAYER_ACTOR at 296.348 2474.277 15.477 
0173: set_actor $PLAYER_ACTOR z_angle_to 359.722 
0373: set_camera_directly_behind_player 
016A: fade 1 500 ms 
00BC: text_highpriority 'DST8_41' 5000 ms 1  // ~r~Az jszaka leple alatt kellett volna bejutnod a 69-es krzetbe. Legkzelebb legyl gyorsabb!

:MAF4_13668
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_13692 
0001: wait 0 ms 
0002: jump @MAF4_13668 

:MAF4_13692
0002: jump @MAF4_29854 
0006: 195@ = 1 // integer values 

:MAF4_13706
00D6: if 
0039:   193@ == 0 // integer values 
004D: jump_if_false @MAF4_14035 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @MAF4_13803 
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 52.5 1952.11 295.92 1775.93 
004D: jump_if_false @MAF4_13803 
00BC: text_highpriority 'DST8_39' 5000 ms 1  // ~s~Tl messzire jutottl a 69-es krzettl. Ha tovbbmsz, akkor a kldetsed sikertelen!
0006: 194@ = 1 // integer values 

:MAF4_13803
00D6: if 
0039:   194@ == 1 // integer values 
004D: jump_if_false @MAF4_14035 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 52.5 1952.11 295.92 1775.93 
004D: jump_if_false @MAF4_13873 
0006: 194@ = 0 // integer values 
0002: jump @MAF4_14035 

:MAF4_13873
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 36.9 1961.82 319.56 1760.29 
004D: jump_if_false @MAF4_14035 
016A: fade 0 500 ms 

:MAF4_13918
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_13942 
0001: wait 0 ms 
0002: jump @MAF4_13918 

:MAF4_13942
00A1: put_actor $PLAYER_ACTOR at 296.348 2474.277 15.477 
0173: set_actor $PLAYER_ACTOR z_angle_to 359.722 
0373: set_camera_directly_behind_player 
016A: fade 1 500 ms 
00BC: text_highpriority 'DST8_40' 5000 ms 1  // ~r~Tl messze vagy a 69-es krzettl!

:MAF4_13997
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_14021 
0001: wait 0 ms 
0002: jump @MAF4_13997 

:MAF4_14021
0002: jump @MAF4_29854 
0006: 194@ = 2 // integer values 

:MAF4_14035
00D6: if 
001B:   3 > 175@ // integer values 
004D: jump_if_false @MAF4_14878 
00D6: if 
001B:   2 > 175@ // integer values 
004D: jump_if_false @MAF4_14871 
00D6: if 
0039:   182@ == 0 // integer values 
004D: jump_if_false @MAF4_14144 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 211.604 1811.091 20.8 radius 3.0 3.0 3.0 sphere 1 
004D: jump_if_false @MAF4_14144 
0006: 182@ = 1 // integer values 

:MAF4_14144
00D6: if 
0039:   182@ == 1 // integer values 
004D: jump_if_false @MAF4_14871 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @MAF4_14255 
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 214.0 1872.0 12.14 
00BC: text_highpriority 'DST8_8' 5000 ms 1  // ~s~A ~y~biztonsgi ajtk ~s~kinyltak, csak kevs idd van, mieltt jra bezrdnnak!
0006: 33@ = 0 // integer values 
097A: (unknown) 213.85 1874.68 14.12 1007 
0006: 179@ = 1 // integer values 

:MAF4_14255
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @MAF4_14419 
00D6: if 
0039:   180@ == 0 // integer values 
004D: jump_if_false @MAF4_14346 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 219.941 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
004D: jump_if_false @MAF4_14346 
0006: 180@ = 1 // integer values 

:MAF4_14346
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @MAF4_14419 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 207.842 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
004D: jump_if_false @MAF4_14419 
0006: 181@ = 1 // integer values 

:MAF4_14419
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @MAF4_14500 
00D6: if 
0039:   180@ == 1 // integer values 
004D: jump_if_false @MAF4_14500 
00D6: if 
0039:   181@ == 1 // integer values 
004D: jump_if_false @MAF4_14500 
097A: (unknown) 213.85 1874.68 14.12 1008 
0006: 179@ = 2 // integer values 

:MAF4_14500
00D6: if 
0039:   179@ == 2 // integer values 
004D: jump_if_false @MAF4_14564 
00D6: if 
0019:   33@ > 30000 // integer values 
004D: jump_if_false @MAF4_14564 
097A: (unknown) 213.85 1874.68 14.12 1007 
0006: 179@ = 3 // integer values 

:MAF4_14564
00D6: if 
0039:   179@ == 3 // integer values 
004D: jump_if_false @MAF4_14728 
00D6: if 
0039:   180@ == 1 // integer values 
004D: jump_if_false @MAF4_14655 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
004D: jump_if_false @MAF4_14655 
0006: 180@ = 0 // integer values 

:MAF4_14655
00D6: if 
0039:   181@ == 1 // integer values 
004D: jump_if_false @MAF4_14728 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
004D: jump_if_false @MAF4_14728 
0006: 181@ = 0 // integer values 

:MAF4_14728
00D6: if 
0039:   179@ == 3 // integer values 
004D: jump_if_false @MAF4_14871 
00D6: if 
0039:   180@ == 0 // integer values 
004D: jump_if_false @MAF4_14871 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @MAF4_14871 
097A: (unknown) 213.85 1874.68 14.12 1008 
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: text_highpriority 'DST8_9' 5000 ms 1  // ~s~A biztonsgi ajtk bezrdtak. Menj vissza az ~y~irnyttoronyba ~s~, hogy jra kinyithasd ket.
0006: 179@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 182@ = 0 // integer values 

:MAF4_14871
0002: jump @MAF4_15024 

:MAF4_14878
00D6: if 
0039:   180@ == 5 // integer values 
004D: jump_if_false @MAF4_14951 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
004D: jump_if_false @MAF4_14951 
0006: 180@ = 6 // integer values 

:MAF4_14951
00D6: if 
0039:   181@ == 5 // integer values 
004D: jump_if_false @MAF4_15024 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
004D: jump_if_false @MAF4_15024 
0006: 181@ = 6 // integer values 

:MAF4_15024
00D6: if 
0039:   191@ == 0 // integer values 
004D: jump_if_false @MAF4_15167 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 254.37 1850.1 21.7 207.08 1873.36 10.0 
004D: jump_if_false @MAF4_15167 
0006: 165@ = 0 // integer values 

:MAF4_15097
00D6: if 
001B:   7 > 165@ // integer values 
004D: jump_if_false @MAF4_15160 
00D6: if 
06B3:   35@(165@,7i) 
004D: jump_if_false @MAF4_15146 
0A02: (unknown) 35@(165@,7i) 0 

:MAF4_15146
000A: 165@ += 1 // integer values 
0002: jump @MAF4_15097 

:MAF4_15160
0006: 191@ = 1 // integer values 

:MAF4_15167
00D6: if 
0039:   191@ == 1 // integer values 
004D: jump_if_false @MAF4_15310 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 254.37 1850.1 21.7 207.08 1873.36 10.0 
004D: jump_if_false @MAF4_15310 
0006: 165@ = 0 // integer values 

:MAF4_15240
00D6: if 
001B:   7 > 165@ // integer values 
004D: jump_if_false @MAF4_15303 
00D6: if 
06B3:   35@(165@,7i) 
004D: jump_if_false @MAF4_15289 
0A02: (unknown) 35@(165@,7i) 1 

:MAF4_15289
000A: 165@ += 1 // integer values 
0002: jump @MAF4_15240 

:MAF4_15303
0006: 191@ = 0 // integer values 

:MAF4_15310
0006: 165@ = 0 // integer values 

:MAF4_15317
00D6: if 
001B:   7 > 165@ // integer values 
004D: jump_if_false @MAF4_15478 
00D6: if 
0039:   167@(165@,7i) == 0 // integer values 
004D: jump_if_false @MAF4_15464 
00D6: if 
03CA:   object 42@(165@,7i) exists 
004D: jump_if_false @MAF4_15464 
071E: (unknown) 42@(165@,7i) 91@ 
00D6: if 
001B:   5000 > 91@ // integer values 
004D: jump_if_false @MAF4_15464 
00D6: if 
06B3:   35@(165@,7i) 
004D: jump_if_false @MAF4_15464 
06B2: destroy_searchlight 35@(165@,7i) 
064F: (unknown) 136@(165@,7i) 
000A: 174@ += 1 // integer values 
0006: 167@(165@,7i) = 1 // integer values 

:MAF4_15464
000A: 165@ += 1 // integer values 
0002: jump @MAF4_15317 

:MAF4_15478
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MAF4_15620 
0006: 165@ = 0 // integer values 

:MAF4_15503
00D6: if and
001B:   7 > 165@ // integer values 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MAF4_15620 
00D6: if 
06B3:   35@(165@,7i) 
004D: jump_if_false @MAF4_15606 
00D6: if 
06B7: (unknown) 35@(165@,7i) $PLAYER_ACTOR 
004D: jump_if_false @MAF4_15606 
0006: 198@ = 1 // integer values 
0006: 199@ = 0 // integer values 
0050: gosub @MAF4_29738 
0006: 32@ = 0 // integer values 
0006: 175@ = 1 // integer values 

:MAF4_15606
000A: 165@ += 1 // integer values 
0002: jump @MAF4_15503 

:MAF4_15620
00D6: if 
0039:   175@ == 1 // integer values 
004D: jump_if_false @MAF4_15792 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @MAF4_15792 
0006: 165@ = 0 // integer values 
0006: 175@ = 0 // integer values 

:MAF4_15671
00D6: if 
001B:   7 > 165@ // integer values 
004D: jump_if_false @MAF4_15753 
00D6: if 
06B3:   35@(165@,7i) 
004D: jump_if_false @MAF4_15739 
00D6: if 
06B7: (unknown) 35@(165@,7i) $PLAYER_ACTOR 
004D: jump_if_false @MAF4_15739 
0006: 175@ = 2 // integer values 

:MAF4_15739
000A: 165@ += 1 // integer values 
0002: jump @MAF4_15671 

:MAF4_15753
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @MAF4_15792 
0006: 198@ = 2 // integer values 
0006: 201@ = 0 // integer values 
0050: gosub @MAF4_29621 

:MAF4_15792
00D6: if and
0019:   174@ > 2 // integer values 
001B:   2 > 175@ // integer values 
004D: jump_if_false @MAF4_15824 
0006: 175@ = 2 // integer values 

:MAF4_15824
00D6: if 
0039:   175@ == 2 // integer values 
004D: jump_if_false @MAF4_15987 
0164: disable_marker 227@ 
0006: 198@ = 3 // integer values 
0006: 196@ = 0 // integer values 
018A: 227@ = create_checkpoint_at 246.0 1862.64 19.89 
0006: 165@ = 15 // integer values 

:MAF4_15888
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_15959 
00D6: if 
8118:   not actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_15945 
0085: 153@ = 109@(165@,22i) // integer values and handles 
0050: gosub @MAF4_29816 

:MAF4_15945
000A: 165@ += 1 // integer values 
0002: jump @MAF4_15888 

:MAF4_15959
0050: gosub @MAF4_29738 
0006: 180@ = 5 // integer values 
0006: 181@ = 5 // integer values 
0006: 175@ = 3 // integer values 

:MAF4_15987
0006: 165@ = 0 // integer values 

:MAF4_15994
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_16084 
00D6: if 
0118:   actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_16070 
00D6: if 
075C:   marker 205@(165@,22i) enabled 
004D: jump_if_false @MAF4_16070 
0164: disable_marker 205@(165@,22i) 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 

:MAF4_16070
000A: 165@ += 1 // integer values 
0002: jump @MAF4_15994 

:MAF4_16084
00D6: if 
0039:   175@ == 3 // integer values 
004D: jump_if_false @MAF4_16183 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 246.0 1862.64 radius 5.0 5.0 
004D: jump_if_false @MAF4_16183 
03E5: text_box 'DST8_10'  // Fesztsd szt a ~y~szellzrcsot ~w~s ugorj be rajta.
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 224.99 1859.18 12.31 
0006: 175@ = 4 // integer values 

:MAF4_16183
0050: gosub @MAF4_29473 
00D6: if 
0039:   198@ == 1 // integer values 
004D: jump_if_false @MAF4_16399 
00D6: if 
0039:   199@ == 0 // integer values 
004D: jump_if_false @MAF4_16399 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_16399 
00D6: if 
0019:   200@ > 1 // integer values 
004D: jump_if_false @MAF4_16291 
04AF: 156@ = unknown_wav_reference 13604 
05AA: 157@s = 'DES8_BD' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_16291
00D6: if 
0039:   200@ == 1 // integer values 
004D: jump_if_false @MAF4_16345 
04AF: 156@ = unknown_wav_reference 13602 
05AA: 157@s = 'DES8_BB' // 8-byte strings 
0050: gosub @MAF4_29431 
000A: 200@ += 1 // integer values 

:MAF4_16345
00D6: if 
0039:   200@ == 0 // integer values 
004D: jump_if_false @MAF4_16399 
04AF: 156@ = unknown_wav_reference 13601 
05AA: 157@s = 'DES8_BA' // 8-byte strings 
0050: gosub @MAF4_29431 
000A: 200@ += 1 // integer values 

:MAF4_16399
00D6: if 
0039:   198@ == 2 // integer values 
004D: jump_if_false @MAF4_16608 
00D6: if 
0039:   201@ == 0 // integer values 
004D: jump_if_false @MAF4_16608 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_16608 
00D6: if 
0019:   202@ > 1 // integer values 
004D: jump_if_false @MAF4_16500 
04AF: 156@ = unknown_wav_reference 13607 
05AA: 157@s = 'DES8_CC' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_16500
00D6: if 
0039:   202@ == 1 // integer values 
004D: jump_if_false @MAF4_16554 
04AF: 156@ = unknown_wav_reference 13606 
05AA: 157@s = 'DES8_CB' // 8-byte strings 
0050: gosub @MAF4_29431 
000A: 202@ += 1 // integer values 

:MAF4_16554
00D6: if 
0039:   202@ == 0 // integer values 
004D: jump_if_false @MAF4_16608 
04AF: 156@ = unknown_wav_reference 13605 
05AA: 157@s = 'DES8_CA' // 8-byte strings 
0050: gosub @MAF4_29431 
000A: 202@ += 1 // integer values 

:MAF4_16608
00D6: if 
0039:   198@ == 3 // integer values 
004D: jump_if_false @MAF4_16862 
00D6: if 
0039:   196@ == 0 // integer values 
004D: jump_if_false @MAF4_16691 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_16691 
04AF: 156@ = unknown_wav_reference 13611 
05AA: 157@s = 'DES8_DC' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_16691
00D6: if 
0039:   196@ == 1 // integer values 
004D: jump_if_false @MAF4_16756 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_16756 
04AF: 156@ = unknown_wav_reference 13617 
05AA: 157@s = 'DES8_EE' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_16756
00D6: if 
0039:   196@ == 2 // integer values 
004D: jump_if_false @MAF4_16821 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_16821 
04AF: 156@ = unknown_wav_reference 13616 
05AA: 157@s = 'DES8_ED' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_16821
00D6: if 
0039:   196@ == 3 // integer values 
004D: jump_if_false @MAF4_16862 
00BC: text_highpriority 'DST8_14' 7000 ms 1  // ~s~Az irnyttorony le van kapcsolva, gy mshogy kell bejutnod. Van itt egy ~y~szellz~s~, ami a 69-es krzet belsejbe vezet.
0006: 196@ = 4 // integer values 

:MAF4_16862
00D6: if 
0039:   183@ == 0 // integer values 
004D: jump_if_false @MAF4_19124 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 207.917 1874.33 10.0 2224.917 1868.78 14.6 
00FF:   actor $PLAYER_ACTOR 0 224.99 1859.18 12.31 radius 8.0 8.0 2.0 
00A4:   actor $PLAYER_ACTOR 0 201.99 1874.7 12.3 225.47 1851.43 14.31 
00FF:   actor $PLAYER_ACTOR 0 226.38 1872.33 12.93 radius 4.0 4.0 3.5 
004D: jump_if_false @MAF4_19124 
016A: fade 0 250 ms 
040D: unload_wav 1 
00BE: text_clear_all 

:MAF4_17052
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_17076 
0001: wait 0 ms 
0002: jump @MAF4_17052 

:MAF4_17076
0108: destroy_object $OBJECT_M_A51_VENTCOVERB 
0107: $OBJECT_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: object $OBJECT_M_A51_VENTCOVERB set_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_VENTCOVERB 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0249: release_model #A51_SPOTBULB 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBASE 
0249: release_model #CAMPER 
0296: unload_special_actor 1 
0873: release_path 340 
0873: release_path 341 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0247: request_model #TUG 
0247: request_model #WMOSCI 
0247: request_model #SANCHEZ 
038B: load_requested_models 

:MAF4_17199
00D6: if or
8248:   not model #TUG available 
8248:   not model #WMOSCI available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @MAF4_17235 
0001: wait 0 ms 
0002: jump @MAF4_17199 

:MAF4_17235
00BE: text_clear_all 
0006: 165@ = 0 // integer values 

:MAF4_17244
00D6: if 
001B:   7 > 165@ // integer values 
004D: jump_if_false @MAF4_17294 
06B2: destroy_searchlight 35@(165@,7i) 
0108: destroy_object 42@(165@,7i) 
000A: 165@ += 1 // integer values 
0002: jump @MAF4_17244 

:MAF4_17294
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 94@ 
0108: destroy_object 95@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 102@ 
0108: destroy_object 103@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
0006: 165@ = 0 // integer values 

:MAF4_17371
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_17421 
009B: destroy_actor_instantly 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 // integer values 
0002: jump @MAF4_17371 

:MAF4_17421
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 225.0 1859.0 radius 5.0 5.0 
004D: jump_if_false @MAF4_17496 
00A1: put_actor $PLAYER_ACTOR at 224.44 1859.34 12.14 
0173: set_actor $PLAYER_ACTOR z_angle_to 6.82 
0002: jump @MAF4_17526 

:MAF4_17496
00A1: put_actor $PLAYER_ACTOR at 214.14 1872.388 12.14 
0173: set_actor $PLAYER_ACTOR z_angle_to 267.68 

:MAF4_17526
0108: destroy_object $OBJECT_M_A51_BLASTDOORR 
0108: destroy_object $OBJECT_M_A51_BLASTDOORL 
029B: $OBJECT_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORR z_angle_to 0.0 
029B: $OBJECT_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORL z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORL 
0164: disable_marker 227@ 
009A: 110@ = create_actor 24 #ARMY at 248.128 1860.732 8.76 
0173: set_actor 110@ z_angle_to 266.82 
060B: unknown_actor_use_entity 110@ 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 110@ 5.0 
0187: 206@ = create_marker_above_actor 110@ 
018B: show_on_radar 206@ 2 
0605: actor 110@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
07BF: (unknown) 206@ 1 
009A: 111@ = create_actor 24 #ARMY at 245.1791 1879.571 10.4609 
0173: set_actor 111@ z_angle_to 266.1505 
060B: unknown_actor_use_entity 111@ 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 111@ 5.0 
02E2: set_actor 111@ weapon_accuracy_to 80 
0187: 207@ = create_marker_above_actor 111@ 
018B: show_on_radar 207@ 2 
0605: actor 111@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
07BF: (unknown) 207@ 1 
009A: 112@ = create_actor 24 #ARMY at 245.1999 1863.952 7.5618 
0173: set_actor 112@ z_angle_to 175.5655 
060B: unknown_actor_use_entity 112@ 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 112@ 5.0 
0187: 208@ = create_marker_above_actor 112@ 
018B: show_on_radar 208@ 2 
07BF: (unknown) 208@ 1 
009A: 113@ = create_actor 24 #ARMY at 261.9116 1870.728 7.7578 
060B: unknown_actor_use_entity 113@ 160@ 
0173: set_actor 113@ z_angle_to 186.0656 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 113@ 5.0 
0754: (unknown) 
0755: (unknown) 261.6897 1860.464 7.765 "ROADCROSS" "PED" 
0755: (unknown) 256.1913 1859.627 7.765 "ROADCROSS" "PED" 
0755: (unknown) 256.0048 1870.207 7.79 "ROADCROSS" "PED" 
0755: (unknown) 261.9116 1870.728 7.7578 "ROADCROSS" "PED" 
0817: (unknown) 113@ 4 3 
0187: 209@ = create_marker_above_actor 113@ 
018B: show_on_radar 209@ 2 
07BF: (unknown) 209@ 1 
00A5: 132@ = create_car #TUG at 241.0877 1843.951 7.7578 
0175: set_car 132@ z_angle_to 268.7216 
009A: 114@ = create_actor 24 #ARMY at 243.0288 1846.451 7.765 
060B: unknown_actor_use_entity 114@ 160@ 
0223: set_actor 114@ health_to 10 
0173: set_actor 114@ z_angle_to 270.7867 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 114@ 5.0 
0754: (unknown) 
0755: (unknown) 255.3062 1846.276 7.7734 "ROADCROSS" "PED" 
0755: (unknown) 243.0288 1846.451 7.765 "ROADCROSS" "PED" 
0817: (unknown) 114@ 4 3 
0187: 210@ = create_marker_above_actor 114@ 
018B: show_on_radar 210@ 2 
07BF: (unknown) 210@ 1 
018A: 228@ = create_checkpoint_at 267.015 1862.51 7.76 
07BF: (unknown) 228@ 1 
09EB: (unknown) $PLAYER_CHAR 0 
03CB: set_camera 248.83 1827.63 7.46 
0A0B: (unknown) 282.28 1814.04 7.54 326.0 
016A: fade 1 500 ms 
075B: (unknown) 100 
009A: 131@ = create_actor 24 #ARMY at 248.925 1832.315 6.55 
0173: set_actor 131@ z_angle_to 1.5 
01B2: give_actor 131@ weapon 31 ammo 9999 // Load the weapon model before using this 
0605: actor 131@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 0 1000 ms 
0707: start_scene_skip_to @MAF4_19024 
015F: set_camera_position 278.6251 1812.837 4.8301 0.0 0.0 0.0 
0160: point_camera 279.2745 1813.558 5.0711 2 
00BC: text_highpriority 'DST8_42' 5000 ms 1  // ~s~Menj a 69-es krzeten t a kutatlaborba, ahol hozzfrhetsz a fekete projekthez.
0006: 32@ = 0 // integer values 

:MAF4_18632
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @MAF4_18662 
0001: wait 0 ms 
0002: jump @MAF4_18632 

:MAF4_18662
0A0B: (unknown) 255.93 1838.05 7.73 142.0 
015F: set_camera_position 252.5037 1836.242 8.5554 0.0 0.0 0.0 
0160: point_camera 252.0391 1835.363 8.4453 2 
00BC: text_highpriority 'DST8_43' 8000 ms 1  // ~s~Szmos katona rjratozik az intzmny terletn.
0006: 32@ = 0 // integer values 

:MAF4_18758
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @MAF4_18788 
0001: wait 0 ms 
0002: jump @MAF4_18758 

:MAF4_18788
03CB: set_camera 249.6 1869.03 11.0 
015F: set_camera_position 262.0718 1869.727 13.162 0.0 0.0 0.0 
0160: point_camera 261.4835 1868.996 12.8154 2 
0006: 32@ = 0 // integer values 

:MAF4_18863
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @MAF4_18893 
0001: wait 0 ms 
0002: jump @MAF4_18863 

:MAF4_18893
0A0B: (unknown) 223.75 1822.57 7.51 68.0 
015F: set_camera_position 217.0121 1822.658 6.4205 0.0 0.0 0.0 
0160: point_camera 216.015 1822.672 6.4959 2 
009B: destroy_actor_instantly 131@ 
00BC: text_highpriority 'DST8_44' 5000 ms 1  // ~s~A vezrlbl mdod van kiiktatni a 69-es krzet nhny kls vdelmt, gy megknnytheted a szkst.
0006: 32@ = 0 // integer values 

:MAF4_18994
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @MAF4_19024 
0001: wait 0 ms 
0002: jump @MAF4_18994 

:MAF4_19024
0701: end_scene_skip 
009B: destroy_actor_instantly 131@ 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'DST8_45' 5000 ms 1  // ~s~Menj s keresd meg a ~g~'fekete projektet'~s~.
097A: (unknown) 0.0 0.0 0.0 1005 
0006: 33@ = 0 // integer values 
0006: 203@ = 1 // integer values 
0006: 196@ = 0 // integer values 
0006: 197@ = 0 // integer values 
0006: 164@ = 6 // integer values 
0006: 183@ = 1 // integer values 

:MAF4_19124
00D6: if 
0039:   183@ == 1 // integer values 
004D: jump_if_false @MAF4_26649 
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @MAF4_19186 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @MAF4_19186 
0006: 203@ = 2 // integer values 

:MAF4_19186
00D6: if 
0039:   203@ == 2 // integer values 
004D: jump_if_false @MAF4_20716 
0050: gosub @MAF4_29473 
00D6: if 
001B:   3 > 184@ // integer values 
004D: jump_if_false @MAF4_20549 
00D6: if 
0039:   196@ == 0 // integer values 
004D: jump_if_false @MAF4_19294 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_19294 
04AF: 156@ = unknown_wav_reference 13620 
05AA: 157@s = 'DES8_FB' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_19294
00D6: if 
0039:   196@ == 1 // integer values 
004D: jump_if_false @MAF4_19366 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_19366 
04AF: 156@ = unknown_wav_reference 13621 
05AA: 157@s = 'DES8_FC' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_19366
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @MAF4_19457 
00D6: if 
0039:   196@ == 2 // integer values 
004D: jump_if_false @MAF4_19457 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_19457 
04AF: 156@ = unknown_wav_reference 13625 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_19457
00D6: if 
0019:   33@ > 7500 // integer values 
004D: jump_if_false @MAF4_19548 
00D6: if 
0039:   196@ == 3 // integer values 
004D: jump_if_false @MAF4_19548 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_19548 
04AF: 156@ = unknown_wav_reference 13626 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_19548
00D6: if 
0019:   33@ > 5500 // integer values 
004D: jump_if_false @MAF4_19639 
00D6: if 
0039:   196@ == 4 // integer values 
004D: jump_if_false @MAF4_19639 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_19639 
04AF: 156@ = unknown_wav_reference 13631 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_19639
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @MAF4_19730 
00D6: if 
0039:   196@ == 5 // integer values 
004D: jump_if_false @MAF4_19730 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_19730 
04AF: 156@ = unknown_wav_reference 13622 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_19730
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @MAF4_19821 
00D6: if 
0039:   196@ == 6 // integer values 
004D: jump_if_false @MAF4_19821 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_19821 
04AF: 156@ = unknown_wav_reference 13632 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_19821
00D6: if 
0019:   33@ > 12500 // integer values 
004D: jump_if_false @MAF4_19912 
00D6: if 
0039:   196@ == 7 // integer values 
004D: jump_if_false @MAF4_19912 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_19912 
04AF: 156@ = unknown_wav_reference 13628 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_19912
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @MAF4_20003 
00D6: if 
0039:   196@ == 8 // integer values 
004D: jump_if_false @MAF4_20003 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20003 
04AF: 156@ = unknown_wav_reference 13624 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_20003
00D6: if 
0019:   33@ > 25000 // integer values 
004D: jump_if_false @MAF4_20094 
00D6: if 
0039:   196@ == 9 // integer values 
004D: jump_if_false @MAF4_20094 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20094 
04AF: 156@ = unknown_wav_reference 13633 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_20094
00D6: if 
0019:   33@ > 15000 // integer values 
004D: jump_if_false @MAF4_20185 
00D6: if 
0039:   196@ == 10 // integer values 
004D: jump_if_false @MAF4_20185 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20185 
04AF: 156@ = unknown_wav_reference 13634 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_20185
00D6: if 
0019:   33@ > 20000 // integer values 
004D: jump_if_false @MAF4_20276 
00D6: if 
0039:   196@ == 11 // integer values 
004D: jump_if_false @MAF4_20276 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20276 
04AF: 156@ = unknown_wav_reference 13627 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_20276
00D6: if 
0019:   33@ > 15000 // integer values 
004D: jump_if_false @MAF4_20367 
00D6: if 
0039:   196@ == 12 // integer values 
004D: jump_if_false @MAF4_20367 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20367 
04AF: 156@ = unknown_wav_reference 13635 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_20367
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @MAF4_20458 
00D6: if 
0039:   196@ == 13 // integer values 
004D: jump_if_false @MAF4_20458 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20458 
04AF: 156@ = unknown_wav_reference 13623 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_20458
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @MAF4_20549 
00D6: if 
0039:   196@ == 14 // integer values 
004D: jump_if_false @MAF4_20549 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20549 
04AF: 156@ = unknown_wav_reference 13629 
05AA: 157@s = 'DUMMY' // 8-byte strings 
0050: gosub @MAF4_29431 
0006: 33@ = 0 // integer values 

:MAF4_20549
00D6: if 
0039:   187@ == 2 // integer values 
004D: jump_if_false @MAF4_20716 
00D6: if 
0039:   196@ == 0 // integer values 
004D: jump_if_false @MAF4_20651 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @MAF4_20651 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20651 
04AF: 156@ = unknown_wav_reference 13636 
05AA: 157@s = 'DST8_34' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_20651
00D6: if 
0039:   196@ == 1 // integer values 
004D: jump_if_false @MAF4_20716 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_20716 
04AF: 156@ = unknown_wav_reference 13637 
05AA: 157@s = 'DES8_HB' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_20716
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @MAF4_21878 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 266.53 1849.53 8.0 237.01 1837.55 10.52 
004D: jump_if_false @MAF4_21878 
009A: 115@ = create_actor 24 #ARMY at 248.5208 1806.681 6.5619 
060B: unknown_actor_use_entity 115@ 160@ 
0173: set_actor 115@ z_angle_to 359.2584 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 115@ 5.0 
0754: (unknown) 
0755: (unknown) 248.8298 1835.772 6.5471 "ROADCROSS" "PED" 
0755: (unknown) 248.5208 1809.681 6.5619 "ROADCROSS" "PED" 
0817: (unknown) 115@ 4 3 
0187: 211@ = create_marker_above_actor 115@ 
018B: show_on_radar 211@ 2 
02E2: set_actor 115@ weapon_accuracy_to 80 
07BF: (unknown) 211@ 1 
009A: 116@ = create_actor 24 #ARMY at 254.1943 1835.365 3.7175 
0173: set_actor 116@ z_angle_to 271.2598 
060B: unknown_actor_use_entity 116@ 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 116@ 5.0 
0187: 212@ = create_marker_above_actor 116@ 
018B: show_on_radar 212@ 2 
0605: actor 116@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 1 0 0 0 6000 ms 
07BF: (unknown) 212@ 1 
02E2: set_actor 116@ weapon_accuracy_to 80 
009A: 117@ = create_actor 24 #ARMY at 249.41 1825.84 4.7 
060B: unknown_actor_use_entity 117@ 160@ 
0173: set_actor 117@ z_angle_to 180.5658 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 117@ 5.0 
0754: (unknown) 
0755: (unknown) 249.63 1816.64 4.71 "ROADCROSS" "PED" 
0755: (unknown) 249.41 1825.84 4.7 "ROADCROSS" "PED" 
0817: (unknown) 117@ 4 3 
0187: 213@ = create_marker_above_actor 117@ 
018B: show_on_radar 213@ 2 
07BF: (unknown) 213@ 1 
009A: 118@ = create_actor 24 #ARMY at 236.5669 1813.103 6.4213 
060B: unknown_actor_use_entity 118@ 160@ 
0173: set_actor 118@ z_angle_to 167.7513 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 118@ 5.0 
0754: (unknown) 
0755: (unknown) 236.0416 1803.518 6.4219 "ROADCROSS" "PED" 
0755: (unknown) 243.165 1803.049 6.4219 "ROADCROSS" "PED" 
0755: (unknown) 236.0416 1803.518 6.4219 "ROADCROSS" "PED" 
0755: (unknown) 236.5669 1813.103 6.4213 "ROADCROSS" "PED" 
0817: (unknown) 118@ 4 3 
0187: 214@ = create_marker_above_actor 118@ 
018B: show_on_radar 214@ 2 
07BF: (unknown) 214@ 1 
009A: 120@ = create_actor 24 #ARMY at 284.416 1816.59 3.8 
060B: unknown_actor_use_entity 120@ 160@ 
0173: set_actor 120@ z_angle_to 83.92 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 120@ 5.0 
0754: (unknown) 
0755: (unknown) 265.829 1816.31 4.7 "ROADCROSS" "PED" 
0755: (unknown) 284.416 1816.59 4.72 "ROADCROSS" "PED" 
0817: (unknown) 120@ 4 3 
0187: 216@ = create_marker_above_actor 120@ 
018B: show_on_radar 216@ 2 
07BF: (unknown) 216@ 1 
009A: 121@ = create_actor 24 #WMOSCI at 245.3671 1830.29 6.5547 
0173: set_actor 121@ z_angle_to 178.5107 
060B: unknown_actor_use_entity 121@ 161@ 
0223: set_actor 121@ health_to 10 
0605: actor 121@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
009A: 122@ = create_actor 24 #WMOSCI at 213.3669 1825.511 5.4141 
0173: set_actor 122@ z_angle_to 67.6565 
060B: unknown_actor_use_entity 122@ 161@ 
0223: set_actor 122@ health_to 10 
0605: actor 122@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
009A: 123@ = create_actor 24 #WMOSCI at 214.1768 1818.739 5.4216 
0173: set_actor 123@ z_angle_to 113.5239 
060B: unknown_actor_use_entity 123@ 161@ 
0223: set_actor 123@ health_to 10 
0605: actor 123@ perform_animation_sequence "ATM" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 184@ = 1 // integer values 

:MAF4_21878
00D6: if 
0039:   184@ == 1 // integer values 
004D: jump_if_false @MAF4_22763 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 301.6813 1821.801 7.1396 272.5243 1826.948 10.3607 
004D: jump_if_false @MAF4_22763 
009A: 124@ = create_actor 24 #ARMY at 280.7216 1840.162 6.7266 
060B: unknown_actor_use_entity 124@ 160@ 
0173: set_actor 124@ z_angle_to 262.0249 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 124@ 5.0 
0754: (unknown) 
0755: (unknown) 292.8436 1839.781 6.7266 "ROADCROSS" "PED" 
0755: (unknown) 280.7216 1840.162 6.7266 "ROADCROSS" "PED" 
0817: (unknown) 124@ 4 3 
0187: 220@ = create_marker_above_actor 124@ 
018B: show_on_radar 220@ 2 
02E2: set_actor 124@ weapon_accuracy_to 80 
07BF: (unknown) 220@ 1 
009A: 125@ = create_actor 24 #ARMY at 301.3004 1839.902 6.7266 
060B: unknown_actor_use_entity 125@ 160@ 
0173: set_actor 125@ z_angle_to 91.0904 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 125@ 5.0 
0754: (unknown) 
0755: (unknown) 328.527 1839.673 6.8281 "ROADCROSS" "PED" 
0755: (unknown) 301.3004 1839.902 6.7266 "ROADCROSS" "PED" 
0817: (unknown) 125@ 4 3 
0187: 221@ = create_marker_above_actor 125@ 
02E2: set_actor 125@ weapon_accuracy_to 80 
018B: show_on_radar 221@ 2 
07BF: (unknown) 221@ 1 
009A: 126@ = create_actor 24 #ARMY at 329.3857 1855.295 6.8357 
060B: unknown_actor_use_entity 126@ 160@ 
0173: set_actor 126@ z_angle_to 272.6715 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 126@ 5.0 
0754: (unknown) 
0755: (unknown) 317.411 1855.274 6.7341 "ROADCROSS" "PED" 
0755: (unknown) 329.3857 1855.295 6.8357 "ROADCROSS" "PED" 
0817: (unknown) 126@ 4 3 
0187: 222@ = create_marker_above_actor 126@ 
018B: show_on_radar 222@ 2 
02E2: set_actor 126@ weapon_accuracy_to 80 
07BF: (unknown) 222@ 1 
009A: 127@ = create_actor 24 #ARMY at 298.3582 1856.054 6.8281 
060B: unknown_actor_use_entity 127@ 160@ 
0173: set_actor 127@ z_angle_to 167.8933 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: (unknown) 127@ 5.0 
0754: (unknown) 
0755: (unknown) 297.3482 1868.002 7.7578 "ROADCROSS" "PED" 
0755: (unknown) 298.3582 1856.054 6.8281 "ROADCROSS" "PED" 
0817: (unknown) 127@ 4 3 
0187: 223@ = create_marker_above_actor 127@ 
018B: show_on_radar 223@ 2 
02E2: set_actor 127@ weapon_accuracy_to 80 
07BF: (unknown) 223@ 1 
009A: 128@ = create_actor 24 #ARMY at 313.7065 1845.551 6.7341 
0173: set_actor 128@ z_angle_to 2.8719 
060B: unknown_actor_use_entity 128@ 160@ 
01B2: give_actor 128@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: (unknown) 128@ 5.0 
0187: 224@ = create_marker_above_actor 128@ 
018B: show_on_radar 224@ 2 
02E2: set_actor 128@ weapon_accuracy_to 80 
07BF: (unknown) 224@ 1 
029B: 143@ = init_object #A51_LABDOOR at 268.66 1864.059 7.5 
01C7: remove_object_from_mission_cleanup_list 143@ 
09CA: set_object 143@ immunities 1 1 1 1 1 
0006: 184@ = 2 // integer values 

:MAF4_22763
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @MAF4_22891 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 212.93 1822.82 5.41 radius 1.0 1.0 3.0 sphere 1 
004D: jump_if_false @MAF4_22891 
0006: 32@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 92.24 
0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" from_file "PED" 8.0 loop 0 0 0 0 500 ms 
0006: 185@ = 1 // integer values 

:MAF4_22891
00D6: if 
0039:   185@ == 1 // integer values 
004D: jump_if_false @MAF4_22967 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @MAF4_22967 
0687: clear_actor_task $PLAYER_ACTOR 
00BC: text_highpriority 'DES8_21' 4000 ms 1  // SAM tzellls hatstalantva
07A8: toggle_area69_sam 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 185@ = 2 // integer values 

:MAF4_22967
0006: 165@ = 0 // integer values 

:MAF4_22974
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_23064 
00D6: if 
0118:   actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_23050 
00D6: if 
075C:   marker 205@(165@,22i) enabled 
004D: jump_if_false @MAF4_23050 
0164: disable_marker 205@(165@,22i) 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 

:MAF4_23050
000A: 165@ += 1 // integer values 
0002: jump @MAF4_22974 

:MAF4_23064
00D6: if 
0039:   184@ == 2 // integer values 
004D: jump_if_false @MAF4_23247 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 287.0 1870.0 9.0 radius 6.0 6.0 6.0 
004D: jump_if_false @MAF4_23247 
00BC: text_highpriority 'DST8_46' 5000 ms 1  // ~s~A kilvllsba vezet ~y~ajt~s~, ahol a fekete projekt van, be van zrva. A bejutshoz szerezz egy belpkrtyt.
009A: 133@ = create_actor 24 #WMOSCI at 276.57 1854.53 7.75 
0173: set_actor 133@ z_angle_to 175.15 
060B: unknown_actor_use_entity 133@ 159@ 
0223: set_actor 133@ health_to 10 
0638: AS_actor 133@ stay_put 1 
0605: actor 133@ perform_animation_sequence "ATM" from_file "PED" 8.0 loop 1 0 0 0 1000 ms 
0006: 186@ = 1 // integer values 
0006: 184@ = 3 // integer values 

:MAF4_23247
00D6: if 
0039:   186@ == 1 // integer values 
004D: jump_if_false @MAF4_23537 
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MAF4_23482 
00D6: if or
051A:   actor 133@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 133@ 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 282.25 1852.36 264.28 1863.69 
00A3:   actor $PLAYER_ACTOR 0 282.25 1852.36 264.28 1863.69 
004D: jump_if_false @MAF4_23475 
05C4: AS_actor 133@ hands_up 20000 ms 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MAF4_23412 
0949: link_wav 2 to_actor 133@ 
03D1: play_wav 2 
00BC: text_highpriority 'DES8_AA' 2000 ms 1  // ~z~Krem, elg az erszakbl! Fogja a krtyt s menjen!

:MAF4_23412
0213: 145@ = create_pickup #KEYCARD type 3 at 276.57 1854.53 8.75 
060B: unknown_actor_use_entity 133@ 161@ 
03DC: 229@ = create_marker_above_pickup 145@ 
00BB: text_lowpriority 'DST8_25' 5000 ms 1  // ~s~Szedd fel a ~g~belpkrtyt ~S~s nyisd ki az  ~y~ajtt~s~, ami a fekete projekthez vezet.
0006: 186@ = 2 // integer values 

:MAF4_23475
0002: jump @MAF4_23537 

:MAF4_23482
0213: 145@ = create_pickup #KEYCARD type 3 at 276.57 1854.53 8.75 
03DC: 229@ = create_marker_above_pickup 145@ 
00BC: text_highpriority 'DST8_25' 5000 ms 1  // ~s~Szedd fel a ~g~belpkrtyt ~S~s nyisd ki az  ~y~ajtt~s~, ami a fekete projekthez vezet.
0006: 186@ = 2 // integer values 

:MAF4_23537
00D6: if 
0039:   186@ == 2 // integer values 
004D: jump_if_false @MAF4_23639 
00D6: if 
0118:   actor 133@ dead 
004D: jump_if_false @MAF4_23611 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @MAF4_23611 
040D: unload_wav 2 
03D5: remove_text 'DST8_25'  // ~s~Szedd fel a ~g~belpkrtyt ~S~s nyisd ki az  ~y~ajtt~s~, ami a fekete projekthez vezet.
0006: 204@ = 1 // integer values 

:MAF4_23611
00D6: if 
0214:   pickup 145@ picked_up 
004D: jump_if_false @MAF4_23639 
0164: disable_marker 229@ 
0006: 186@ = 3 // integer values 

:MAF4_23639
00D6: if 
0039:   184@ == 3 // integer values 
004D: jump_if_false @MAF4_23808 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 267.015 1862.51 7.76 radius 1.0 1.0 5.0 sphere 1 
004D: jump_if_false @MAF4_23808 
00D6: if 
0039:   186@ == 3 // integer values 
004D: jump_if_false @MAF4_23792 
0173: set_actor $PLAYER_ACTOR z_angle_to 6.3 
0006: 32@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" from_file "PED" 8.0 loop 0 0 0 0 500 ms 
0006: 184@ = 4 // integer values 
0002: jump @MAF4_23808 

:MAF4_23792
00BC: text_highpriority 'DST8_24' 5000 ms 1  // ~s~Ehhez az ajthoz belpkrtya szksges.

:MAF4_23808
00D6: if 
0039:   184@ == 4 // integer values 
004D: jump_if_false @MAF4_25042 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_25042 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @MAF4_25042 
0006: 187@ = 1 // integer values 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_23892 
097B: play_sound 143@ on_object 1035 

:MAF4_23892
009B: destroy_actor_instantly 115@ 
009B: destroy_actor_instantly 118@ 
009B: destroy_actor_instantly 121@ 
009B: destroy_actor_instantly 122@ 
009B: destroy_actor_instantly 123@ 
009B: destroy_actor_instantly 110@ 
009B: destroy_actor_instantly 111@ 
009B: destroy_actor_instantly 112@ 
009B: destroy_actor_instantly 113@ 
009B: destroy_actor_instantly 114@ 
0687: clear_actor_task $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
009A: 115@ = create_actor 24 #ARMY at 261.5664 1891.85 7.4446 
060B: unknown_actor_use_entity 115@ 159@ 
0173: set_actor 115@ z_angle_to 212.7731 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 115@ stay_put 1 
0223: set_actor 115@ health_to 150 
02E2: set_actor 115@ weapon_accuracy_to 80 
0187: 211@ = create_marker_above_actor 115@ 
018B: show_on_radar 211@ 2 
07BF: (unknown) 211@ 1 
0085: 153@ = 115@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 118@ = create_actor 24 #ARMY at 268.4905 1890.074 4.875 
060B: unknown_actor_use_entity 118@ 159@ 
0173: set_actor 118@ z_angle_to 176.3921 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
0223: set_actor 118@ health_to 150 
02E2: set_actor 118@ weapon_accuracy_to 30 
0187: 214@ = create_marker_above_actor 118@ 
018B: show_on_radar 214@ 2 
07BF: (unknown) 214@ 1 
0085: 153@ = 118@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 122@ = create_actor 24 #ARMY at 274.3991 1880.725 -1.3518 
060B: unknown_actor_use_entity 122@ 159@ 
0173: set_actor 122@ z_angle_to 65.8577 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 122@ stay_put 1 
0223: set_actor 122@ health_to 150 
02E2: set_actor 122@ weapon_accuracy_to 80 
0187: 218@ = create_marker_above_actor 122@ 
018B: show_on_radar 218@ 2 
07BF: (unknown) 218@ 1 
0085: 153@ = 122@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 123@ = create_actor 24 #ARMY at 268.9641 1878.019 -4.5078 
060B: unknown_actor_use_entity 123@ 159@ 
0173: set_actor 123@ z_angle_to 352.3847 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 123@ stay_put 1 
0223: set_actor 123@ health_to 150 
02E2: set_actor 123@ weapon_accuracy_to 40 
0187: 219@ = create_marker_above_actor 123@ 
018B: show_on_radar 219@ 2 
07BF: (unknown) 219@ 1 
0085: 153@ = 123@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 110@ = create_actor 24 #ARMY at 262.9983 1883.624 -9.2031 
060B: unknown_actor_use_entity 110@ 159@ 
0173: set_actor 110@ z_angle_to 259.5976 
01B2: give_actor 110@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 110@ stay_put 1 
0223: set_actor 110@ health_to 100 
02E2: set_actor 110@ weapon_accuracy_to 80 
0187: 206@ = create_marker_above_actor 110@ 
018B: show_on_radar 206@ 2 
07BF: (unknown) 206@ 1 
0085: 153@ = 110@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 111@ = create_actor 24 #ARMY at 268.0892 1889.709 -13.8984 
060B: unknown_actor_use_entity 111@ 159@ 
0173: set_actor 111@ z_angle_to 197.1955 
01B2: give_actor 111@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 111@ stay_put 1 
0223: set_actor 111@ health_to 150 
02E2: set_actor 111@ weapon_accuracy_to 25 
0187: 207@ = create_marker_above_actor 111@ 
018B: show_on_radar 207@ 2 
07BF: (unknown) 207@ 1 
0085: 153@ = 111@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 112@ = create_actor 24 #ARMY at 274.8945 1884.525 -18.5859 
060B: unknown_actor_use_entity 112@ 159@ 
0173: set_actor 112@ z_angle_to 117.7696 
01B2: give_actor 112@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 112@ stay_put 1 
0223: set_actor 112@ health_to 120 
02E2: set_actor 112@ weapon_accuracy_to 80 
0187: 208@ = create_marker_above_actor 112@ 
018B: show_on_radar 208@ 2 
07BF: (unknown) 208@ 1 
0085: 153@ = 112@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 113@ = create_actor 24 #ARMY at 270.4637 1878.031 -22.7266 
060B: unknown_actor_use_entity 113@ 159@ 
0173: set_actor 113@ z_angle_to 117.7696 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 113@ stay_put 1 
0223: set_actor 113@ health_to 150 
02E2: set_actor 113@ weapon_accuracy_to 85 
0187: 209@ = create_marker_above_actor 113@ 
018B: show_on_radar 209@ 2 
07BF: (unknown) 209@ 1 
0085: 153@ = 113@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 114@ = create_actor 24 #ARMY at 262.6877 1883.484 -27.9766 
060B: unknown_actor_use_entity 114@ 159@ 
0173: set_actor 114@ z_angle_to 117.7696 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 114@ stay_put 1 
0223: set_actor 114@ health_to 150 
02E2: set_actor 114@ weapon_accuracy_to 80 
0187: 210@ = create_marker_above_actor 114@ 
018B: show_on_radar 210@ 2 
07BF: (unknown) 210@ 1 
0085: 153@ = 114@ // integer values and handles 
0050: gosub @MAF4_29816 
01C3: remove_references_to_car 132@ // Like turning a car into any random car 
0249: release_model #TUG 
032B: 144@ = create_weapon_pickup #JETPACK 3 ammo 0 at 268.7 1884.1 -30.085 
0164: disable_marker 228@ 
03DC: 228@ = create_marker_above_pickup 144@ 
07BF: (unknown) 228@ 1 
00BE: text_clear_all 
00BC: text_highpriority 'DST8_34' 5000 ms 1  // ~s~A ~g~Fekete Projekt ~s~a kilvlls aljn tallhat.
0006: 184@ = 5 // integer values 

:MAF4_25042
00D6: if 
0039:   187@ == 1 // integer values 
004D: jump_if_false @MAF4_25160 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_25160 
00D6: if 
034E: move_object 143@ to 268.66 1864.059 12.2 speed 0.0 0.0 0.08 flag 0 
004D: jump_if_false @MAF4_25160 
097B: play_sound 143@ on_object 1036 
0006: 196@ = 0 // integer values 
0006: 197@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 187@ = 2 // integer values 

:MAF4_25160
00D6: if 
0039:   184@ == 5 // integer values 
004D: jump_if_false @MAF4_26071 
00D6: if 
0214:   pickup 144@ picked_up 
004D: jump_if_false @MAF4_26071 
0164: disable_marker 228@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00C0: set_current_time 9 0 
00A1: put_actor $PLAYER_ACTOR at 268.591 1884.469 -31.0869 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.99 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
015F: set_camera_position 268.5177 1886.297 -29.5611 0.0 0.0 0.0 
0160: point_camera 268.5393 1885.316 -29.7523 2 
0460: set_camera_pointing_time 0.0 3000 
0247: request_model #MICRO_UZI 
0247: request_model #CAMPER 
023C: request_special_actor 'TRUTH' as 1 
00BC: text_highpriority 'DST8_26' 7000 ms 1  // ~s~Megtalltad, amit Truth keresett, ideje eltnnd. A raktahtizskkal replj ki a ~y~kilvllsbl ~s~egyenesen felfel.

:MAF4_25351
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #CAMPER available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @MAF4_25387 
0001: wait 0 ms 
0002: jump @MAF4_25351 

:MAF4_25387
00A6: destroy_car 132@ 
0249: release_model #TUG 
0006: 165@ = 0 // integer values 

:MAF4_25404
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_25454 
009B: destroy_actor_instantly 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 // integer values 
0002: jump @MAF4_25404 

:MAF4_25454
009A: 112@ = create_actor 24 #ARMY at 139.9523 1929.079 18.2062 
060B: unknown_actor_use_entity 112@ 159@ 
01B2: give_actor 112@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 112@ stay_put 1 
0223: set_actor 112@ health_to 50 
02E2: set_actor 112@ weapon_accuracy_to 30 
009A: 113@ = create_actor 24 #ARMY at 127.6658 1885.153 17.0346 
060B: unknown_actor_use_entity 113@ 159@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 113@ stay_put 1 
0223: set_actor 113@ health_to 50 
02E2: set_actor 113@ weapon_accuracy_to 30 
009A: 114@ = create_actor 24 #ARMY at 114.7912 1830.386 16.6406 
060B: unknown_actor_use_entity 114@ 159@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 114@ stay_put 1 
0223: set_actor 114@ health_to 50 
02E2: set_actor 114@ weapon_accuracy_to 40 
009A: 115@ = create_actor 24 #ARMY at 205.6079 1860.557 19.6406 
060B: unknown_actor_use_entity 115@ 159@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 115@ stay_put 1 
0223: set_actor 115@ health_to 50 
02E2: set_actor 115@ weapon_accuracy_to 30 
009A: 116@ = create_actor 24 #ARMY at 245.2025 1881.998 19.1052 
060B: unknown_actor_use_entity 116@ 159@ 
01B2: give_actor 116@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 116@ stay_put 1 
0223: set_actor 116@ health_to 50 
02E2: set_actor 116@ weapon_accuracy_to 40 
009A: 117@ = create_actor 24 #ARMY at 262.8257 1807.669 24.4985 
060B: unknown_actor_use_entity 117@ 159@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 117@ stay_put 1 
0223: set_actor 117@ health_to 50 
02E2: set_actor 117@ weapon_accuracy_to 30 
009A: 118@ = create_actor 24 #ARMY at 279.2588 1863.757 16.6406 
060B: unknown_actor_use_entity 118@ 159@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
0223: set_actor 118@ health_to 50 
02E2: set_actor 118@ weapon_accuracy_to 30 
009A: 119@ = create_actor 24 #ARMY at 279.2344 1901.905 16.6406 
060B: unknown_actor_use_entity 119@ 159@ 
01B2: give_actor 119@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 119@ stay_put 1 
0223: set_actor 119@ health_to 50 
02E2: set_actor 119@ weapon_accuracy_to 40 
009A: 120@ = create_actor 24 #ARMY at 254.6844 1907.714 19.4742 
060B: unknown_actor_use_entity 120@ 159@ 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 120@ stay_put 1 
0223: set_actor 120@ health_to 50 
02E2: set_actor 120@ weapon_accuracy_to 30 
0108: destroy_object 143@ 
029B: 143@ = init_object #A51_LABDOOR at 268.66 1864.059 7.5 
0006: 32@ = 0 // integer values 
0006: 184@ = 6 // integer values 

:MAF4_26071
00D6: if 
0039:   189@ == 1 // integer values 
004D: jump_if_false @MAF4_26160 
00D6: if 
03CA:   object $2670 exists 
004D: jump_if_false @MAF4_26160 
00D6: if 
034E: move_object $2670 to 276.14 1884.06 15.924 speed 0.05 0.0 0.0 flag 0 
004D: jump_if_false @MAF4_26160 
0006: 189@ = 2 // integer values 

:MAF4_26160
00D6: if 
0039:   184@ == 6 // integer values 
004D: jump_if_false @MAF4_26237 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @MAF4_26237 
0160: point_camera 268.5247 1886.084 -28.5841 1 
0006: 189@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 184@ = 7 // integer values 

:MAF4_26237
00D6: if 
0039:   184@ == 7 // integer values 
004D: jump_if_false @MAF4_26649 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @MAF4_26649 
01B6: set_weather 18 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 200 // Load the weapon model before using this 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01BC: put_object $2670 at 276.14 1884.06 15.924 
07CC: player $PLAYER_CHAR disable_key_15 0 
00BE: text_clear_all 
0164: disable_marker 228@ 
075B: (unknown) 0 
018A: 228@ = create_checkpoint_at 268.9 1884.33 19.91 
009A: 109@ = create_actor 24 #ARMY at 271.62 1878.08 -2.32 
060B: unknown_actor_use_entity 109@ 159@ 
0173: set_actor 109@ z_angle_to 212.7731 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 109@ stay_put 1 
0223: set_actor 109@ health_to 50 
02E2: set_actor 109@ weapon_accuracy_to 30 
0085: 153@ = 109@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 110@ = create_actor 24 #ARMY at 266.112 1876.84 7.44 
060B: unknown_actor_use_entity 110@ 159@ 
0173: set_actor 110@ z_angle_to 328.04 
01B2: give_actor 110@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 110@ stay_put 1 
0223: set_actor 110@ health_to 50 
02E2: set_actor 110@ weapon_accuracy_to 30 
0085: 153@ = 110@ // integer values and handles 
0050: gosub @MAF4_29816 
009A: 111@ = create_actor 24 #ARMY at 274.432 1888.28 3.21 
060B: unknown_actor_use_entity 111@ 159@ 
0173: set_actor 111@ z_angle_to 328.0 
01B2: give_actor 111@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 111@ stay_put 1 
0223: set_actor 111@ health_to 50 
02E2: set_actor 111@ weapon_accuracy_to 30 
0085: 153@ = 111@ // integer values and handles 
0050: gosub @MAF4_29816 
0006: 183@ = 2 // integer values 
0006: 188@ = 1 // integer values 
0006: 184@ = 8 // integer values 

:MAF4_26649
00D6: if 
0039:   183@ == 2 // integer values 
004D: jump_if_false @MAF4_29424 
00D6: if 
0039:   187@ == 3 // integer values 
004D: jump_if_false @MAF4_26887 
0050: gosub @MAF4_29473 
00D6: if 
0039:   196@ == 0 // integer values 
004D: jump_if_false @MAF4_26757 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_26757 
04AF: 156@ = unknown_wav_reference 13638 
05AA: 157@s = 'DST8_35' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_26757
00D6: if 
0039:   196@ == 1 // integer values 
004D: jump_if_false @MAF4_26822 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_26822 
04AF: 156@ = unknown_wav_reference 13639 
05AA: 157@s = 'DES8_JB' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_26822
00D6: if 
0039:   196@ == 2 // integer values 
004D: jump_if_false @MAF4_26887 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_26887 
04AF: 156@ = unknown_wav_reference 13640 
05AA: 157@s = 'DES8_JC' // 8-byte strings 
0050: gosub @MAF4_29431 

:MAF4_26887
00D6: if 
001B:   8 > 188@ // integer values 
004D: jump_if_false @MAF4_27309 
00D6: if 
0039:   188@ == 1 // integer values 
004D: jump_if_false @MAF4_26948 
03E5: text_box 'DST8_27'  // Nyomj ~k~~PED_SPRINT~-t a nyoms nvelshez - ettl emelkedni fogsz.
0006: 33@ = 0 // integer values 
0006: 188@ = 2 // integer values 

:MAF4_26948
00D6: if 
0039:   188@ == 2 // integer values 
004D: jump_if_false @MAF4_27010 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @MAF4_27010 
03E5: text_box 'DST8_28'  // A raktahtizsk levegben val irnytshoz hasznld az irnybillentyket.
0006: 33@ = 0 // integer values 
0006: 188@ = 3 // integer values 

:MAF4_27010
00D6: if 
0039:   188@ == 3 // integer values 
004D: jump_if_false @MAF4_27072 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @MAF4_27072 
03E5: text_box 'DST8_29'  // Gyors sllyedshez nyomj ~k~~PED_JUMPING~-t.
0006: 33@ = 0 // integer values 
0006: 188@ = 4 // integer values 

:MAF4_27072
00D6: if 
0039:   188@ == 4 // integer values 
004D: jump_if_false @MAF4_27134 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @MAF4_27134 
03E5: text_box 'DST8_30'  // A raktahtizskkal val jobbra oldalazshoz nyomj ~k~~GO_RIGHT~-t.
0006: 33@ = 0 // integer values 
0006: 188@ = 5 // integer values 

:MAF4_27134
00D6: if 
0039:   188@ == 5 // integer values 
004D: jump_if_false @MAF4_27196 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @MAF4_27196 
03E5: text_box 'DST8_31'  // A raktahtizskkal val balra oldalazshoz nyomj ~k~~GO_LEFT~-t.
0006: 33@ = 0 // integer values 
0006: 188@ = 6 // integer values 

:MAF4_27196
00D6: if 
0039:   188@ == 6 // integer values 
004D: jump_if_false @MAF4_27258 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @MAF4_27258 
03E5: text_box 'DST8_33'  // A raktahtizsk hasznlata kzben norml mdon tudsz lni egykezes fegyverrel.
0006: 33@ = 0 // integer values 
0006: 188@ = 7 // integer values 

:MAF4_27258
00D6: if 
0039:   188@ == 7 // integer values 
004D: jump_if_false @MAF4_27309 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @MAF4_27309 
0006: 33@ = 0 // integer values 
0006: 188@ = 8 // integer values 

:MAF4_27309
00D6: if 
0039:   184@ == 8 // integer values 
004D: jump_if_false @MAF4_28264 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 268.73 1883.96 17.85 radius 30.0 30.0 10.0 
004D: jump_if_false @MAF4_28264 
097A: (unknown) 0.0 0.0 0.0 1006 
0006: 187@ = 3 // integer values 
0006: 196@ = 0 // integer values 
0006: 197@ = 0 // integer values 
097A: (unknown) 268.73 1883.96 17.85 1005 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
071F: set_object 42@ mass 5000 
0875: (unknown) 42@ 1 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
071F: set_object 43@ mass 5000 
0875: (unknown) 43@ 1 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
071F: set_object 44@ mass 5000 
0875: (unknown) 44@ 1 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
071F: set_object 45@ mass 5000 
0875: (unknown) 45@ 1 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
071F: set_object 46@ mass 5000 
0875: (unknown) 46@ 1 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
071F: set_object 47@ mass 5000 
0875: (unknown) 47@ 1 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
071F: set_object 48@ mass 5000 
0875: (unknown) 48@ 1 
0006: 165@ = 0 // integer values 

:MAF4_28031
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_28095 
00D6: if 
8118:   not actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_28081 
05E2: AS_actor 109@(165@,22i) kill_actor $PLAYER_ACTOR 

:MAF4_28081
000A: 165@ += 1 // integer values 
0002: jump @MAF4_28031 

:MAF4_28095
0164: disable_marker 228@ 
018A: 228@ = create_checkpoint_at -794.8 2425.184 156.124 
00BC: text_highpriority 'DST8_35' 7000 ms 1  // ~s~Vidd a raktahtizskot egy ~y~leszllhelyre ~s~a kanyon mlyben.
00A5: 107@ = create_car #CAMPER at -783.169 2430.03 156.23 
0574: (unknown) 107@ 1 
0175: set_car 107@ z_angle_to 171.04 
0229: set_car 107@ color_to 1 1 
06ED: set_car 107@ paintjob 0 
0129: 106@ = create_actor 23 #SPECIAL01 in_car 107@ driverseat 
060B: unknown_actor_use_entity 106@ 159@ 
02AC: set_car 107@ immunities 1 1 1 1 1 
02AB: set_actor 106@ immunities 1 1 1 1 1 
09B0: (unknown) 107@ 0 
0006: 190@ = 1 // integer values 
0006: 184@ = 9 // integer values 

:MAF4_28264
00D6: if 
0039:   184@ == 9 // integer values 
004D: jump_if_false @MAF4_28385 
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 276.14 1884.06 radius 100.0 100.0 
004D: jump_if_false @MAF4_28385 
0006: 165@ = 0 // integer values 

:MAF4_28327
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_28378 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 
0249: release_model #ARMY 
0249: release_model #M4 
000A: 165@ += 1 // integer values 
0002: jump @MAF4_28327 

:MAF4_28378
0006: 184@ = 10 // integer values 

:MAF4_28385
00D6: if 
0039:   190@ == 1 // integer values 
004D: jump_if_false @MAF4_28533 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_28533 
00D6: if 
00F2:   actor 106@ near_actor $PLAYER_ACTOR radius 200.0 200.0 0 
004D: jump_if_false @MAF4_28533 
097A: (unknown) 268.73 1883.96 17.85 1006 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_28493 
0574: (unknown) 107@ 0 

:MAF4_28493
00A5: 108@ = create_car #SANCHEZ at -776.66 2426.41 156.11 
0175: set_car 108@ z_angle_to 175.776 
0006: 190@ = 2 // integer values 

:MAF4_28533
00D6: if 
0039:   190@ == 2 // integer values 
004D: jump_if_false @MAF4_28761 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -791.14 2425.33 156.2 radius 3.0 3.0 3.0 
004D: jump_if_false @MAF4_28761 
0395: clear_area 1 at -810.94 2360.42 150.81 range 200.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
016A: fade 0 500 ms 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41431 as 1 
03CF: load_wav 13644 as 2 

:MAF4_28665
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MAF4_28695 
0001: wait 0 ms 
0002: jump @MAF4_28665 

:MAF4_28695
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_28719 
0001: wait 0 ms 
0002: jump @MAF4_28695 

:MAF4_28719
00A1: put_actor $PLAYER_ACTOR at -791.178 2425.34 156.16 
0173: set_actor $PLAYER_ACTOR z_angle_to 256.615 
0792: (unknown) $PLAYER_ACTOR 
0006: 190@ = 3 // integer values 

:MAF4_28761
00D6: if 
0039:   190@ == 3 // integer values 
004D: jump_if_false @MAF4_29307 
015F: set_camera_position -785.0004 2435.679 157.5931 0.0 0.0 0.0 
0160: point_camera -784.9536 2434.682 157.5342 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 250 ms 
03D1: play_wav 1 
00BC: text_highpriority 'TRUX_BH' 2000 ms 1  // ~z~Carl, haver, ember!

:MAF4_28864
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_28890 
0001: wait 0 ms 
0002: jump @MAF4_28864 

:MAF4_28890
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41432 as 1 
03D1: play_wav 2 
00BC: text_highpriority 'DES8_MB' 3000 ms 1  // ~z~H, ht itt vagy. Jobb, ha ezt gyorsan elrejted valahova!
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:MAF4_28961
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_28987 
0001: wait 0 ms 
0002: jump @MAF4_28961 

:MAF4_28987
0792: (unknown) $PLAYER_ACTOR 
040D: unload_wav 2 
03CF: load_wav 13645 as 2 

:MAF4_29003
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_29029 
0001: wait 0 ms 
0002: jump @MAF4_29003 

:MAF4_29029
03D1: play_wav 1 
00BC: text_highpriority 'DES8_MC' 3000 ms 1  // ~z~Viszlt, j utat, haver!

:MAF4_29049
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_29075 
0001: wait 0 ms 
0002: jump @MAF4_29049 

:MAF4_29075
040D: unload_wav 1 
03CF: load_wav 13646 as 1 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_29136 
00A7: car 107@ drive_to -810.94 2360.42 150.81 
0006: 32@ = 0 // integer values 
0006: 190@ = 4 // integer values 

:MAF4_29136
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_29163 
05C0: AS_actor $PLAYER_ACTOR look_at_car 107@ 5000 ms 

:MAF4_29163
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @MAF4_29189 
0001: wait 0 ms 
0002: jump @MAF4_29163 

:MAF4_29189
03D1: play_wav 2 
00BC: text_highpriority 'DES8_MD' 2000 ms 1  // ~z~H, vrj egy...

:MAF4_29209
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_29235 
0001: wait 0 ms 
0002: jump @MAF4_29209 

:MAF4_29235
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_29261 
0001: wait 0 ms 
0002: jump @MAF4_29235 

:MAF4_29261
03D1: play_wav 1 
00BC: text_highpriority 'DES8_ME' 2000 ms 1  // ~z~Ahh, tl nagy krs lenne, hogy vigyl be a vrosba?

:MAF4_29281
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_29307 
0001: wait 0 ms 
0002: jump @MAF4_29281 

:MAF4_29307
00D6: if 
0039:   190@ == 4 // integer values 
004D: jump_if_false @MAF4_29424 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @MAF4_29424 
016A: fade 0 500 ms 

:MAF4_29351
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_29375 
0001: wait 0 ms 
0002: jump @MAF4_29351 

:MAF4_29375
0792: (unknown) $PLAYER_ACTOR 
00A6: destroy_car 107@ 
009B: destroy_actor_instantly 106@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 
0002: jump @MAF4_29924 
0006: 190@ = 5 // integer values 

:MAF4_29424
0002: jump @MAF4_1996 

:MAF4_29431
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @MAF4_29471 
03CF: load_wav 156@ as 1 
05AA: 154@s = 157@s // 8-byte strings 
0006: 197@ = 1 // integer values 

:MAF4_29471
0051: return 

:MAF4_29473
00D6: if 
0039:   197@ == 1 // integer values 
004D: jump_if_false @MAF4_29552 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MAF4_29552 
00D6: if 
85AE:   not  154@s == 'DUMMY' // 8-byte strings 
004D: jump_if_false @MAF4_29541 
00BC: text_highpriority 154@s 4000 ms 1 

:MAF4_29541
03D1: play_wav 1 
0006: 197@ = 2 // integer values 

:MAF4_29552
00D6: if 
0039:   197@ == 2 // integer values 
004D: jump_if_false @MAF4_29619 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MAF4_29619 
000A: 196@ += 1 // integer values 
000A: 199@ += 1 // integer values 
000A: 201@ += 1 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 197@ = 0 // integer values 

:MAF4_29619
0051: return 

:MAF4_29621
0006: 165@ = 0 // integer values 

:MAF4_29628
00D6: if 
001B:   7 > 165@ // integer values 
004D: jump_if_false @MAF4_29736 
00D6: if 
06B3:   35@(165@,7i) 
004D: jump_if_false @MAF4_29722 
06B4: set_searchlight 35@(165@,7i) path_to 49@(165@,7f) 56@(165@,7f) 63@(165@,7f) 70@(165@,7f) 77@(165@,7f) 84@(165@,7f) speed 0.3 

:MAF4_29722
000A: 165@ += 1 // integer values 
0002: jump @MAF4_29628 

:MAF4_29736
0051: return 

:MAF4_29738
0006: 166@ = 0 // integer values 

:MAF4_29745
00D6: if 
001B:   7 > 166@ // integer values 
004D: jump_if_false @MAF4_29814 
00D6: if 
06B3:   35@(166@,7i) 
004D: jump_if_false @MAF4_29800 
06B6: set_searchlight 35@(166@,7i) follow_actor $PLAYER_ACTOR speed 0.125 

:MAF4_29800
000A: 166@ += 1 // integer values 
0002: jump @MAF4_29745 

:MAF4_29814
0051: return 

:MAF4_29816
0615: define_action_sequences 152@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 152@ 
0618: assign_actor 153@ to_action_sequences 152@ 
061B: remove_references_to_action_sequences 152@ 
0051: return 

:MAF4_29854
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0108: destroy_object $OBJECT_M_A51_VENTCOVERB 
0107: $OBJECT_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: object $OBJECT_M_A51_VENTCOVERB set_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_VENTCOVERB 
0051: return 

:MAF4_29924
0008: $11276 += 1 // integer values 
0629: change_stat 332 to 1 // integer 
032B: $3242 = create_weapon_pickup #SHOTGSPA 15 ammo 30 at 297.8289 1846.622 6.7266 
032B: $3243 = create_weapon_pickup #JETPACK 15 ammo 0 at 268.7 1884.1 -30.085 
0213: $3343 = create_pickup #BODYARMOUR type 15 at 266.2813 1816.398 1.594 
032B: $3249 = create_weapon_pickup #IRGOGGLES 3 ammo 1 at 212.8813 1811.005 21.4187 
032B: $3250 = create_weapon_pickup #IRGOGGLES 3 ammo 1 at 1270.52 -795.5929 1084.254 
032B: $3251 = create_weapon_pickup #IRGOGGLES 3 ammo 1 at -350.499 1608.437 75.642 
032B: $3252 = create_weapon_pickup #IRGOGGLES 3 ammo 1 at -2224.68 129.1278 1035.62 
0318: set_latest_mission_passed 'DESERT8'  // A titkos terv
0394: play_music 1 
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSD' 1 5000 ms 1  // KLDETS TELJESTVE!
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:MAF4_30168
0004: $ONMISSION = 0 // integer values 
0249: release_model #ARMY 
0249: release_model #M4 
0249: release_model #A51_SPOTBULB 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBASE 
0249: release_model #CAMPER 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0249: release_model #TUG 
0249: release_model #WMOSCI 
0249: release_model #SANCHEZ 
0249: release_model #MICRO_UZI 
0249: release_model #SNIPER 
0249: release_model #IRGOGGLES 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
075B: (unknown) 0 
01B7: release_weather 
09D7: (unknown) $PLAYER_CHAR 0 
0A24: toggle_military_zones_wanted_level 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAF4_30305 
0489: set_actor $PLAYER_ACTOR audible 0 
07CC: player $PLAYER_CHAR disable_key_15 0 

:MAF4_30305
01C2: remove_references_to_actor 106@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0108: destroy_object 143@ 
0215: destroy_pickup 144@ 
0215: destroy_pickup 145@ 
0215: destroy_pickup 146@ 
0215: destroy_pickup 147@ 
0215: destroy_pickup 148@ 
0215: destroy_pickup 149@ 
0215: destroy_pickup 150@ 
0215: destroy_pickup 151@ 
09A6: (unknown) 0 
00D6: if 
03CA:   object $2670 exists 
004D: jump_if_false @MAF4_30399 
01BC: put_object $2670 at 268.664 1884.06 15.925 

:MAF4_30399
0108: destroy_object $OBJECT_M_A51_BLASTDOORR 
0108: destroy_object $OBJECT_M_A51_BLASTDOORL 
029B: $OBJECT_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORR z_angle_to 0.0 
029B: $OBJECT_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORL z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORL 
0006: 165@ = 0 // integer values 

:MAF4_30490
00D6: if 
001B:   22 > 165@ // integer values 
004D: jump_if_false @MAF4_30531 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 // integer values 
0002: jump @MAF4_30490 

:MAF4_30531
0164: disable_marker 227@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0006: 165@ = 0 // integer values 

:MAF4_30553
00D6: if 
001B:   7 > 165@ // integer values 
004D: jump_if_false @MAF4_30603 
06B2: destroy_searchlight 35@(165@,7i) 
0108: destroy_object 42@(165@,7i) 
000A: 165@ += 1 // integer values 
0002: jump @MAF4_30553 

:MAF4_30603
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 94@ 
0108: destroy_object 95@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 102@ 
0108: destroy_object 103@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
01B7: release_weather 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07A8: toggle_area69_sam 1 
03C7: unknown_maybe_cops_density 1.0 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 82---------------
// Originally: Green Goo

:DES10
0050: gosub @DES10_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DES10_27 
0050: gosub @DES10_4112 

:DES10_27
0050: gosub @DES10_4510 
004E: end_thread 

:DES10_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'DES10' 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT10' 
01B6: set_weather 17 
08F5: (unknown) 
0652: 57@ = stat 21 // integer 
00D6: if 
0019:   57@ > 600 // integer values 
004D: jump_if_false @DES10_330 
02E4: load_cutscene_data 'D10_ALT' 

:DES10_114
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_138 
0001: wait 0 ms 
0002: jump @DES10_114 

:DES10_138
0395: clear_area 0 at 405.2136 2525.9 16.4918 range 7.5 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DES10_171
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_195 
0001: wait 0 ms 
0002: jump @DES10_171 

:DES10_195
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:DES10_208
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_232 
0001: wait 0 ms 
0002: jump @DES10_208 

:DES10_232
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 range 0.5 
03CB: set_camera 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0373: set_camera_directly_behind_player 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 
0002: jump @DES10_461 

:DES10_330
02E4: load_cutscene_data 'DES_10A' 

:DES10_341
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_365 
0001: wait 0 ms 
0002: jump @DES10_341 

:DES10_365
0395: clear_area 0 at 419.6919 2529.914 16.6612 range 6.86 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DES10_398
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_422 
0001: wait 0 ms 
0002: jump @DES10_398 

:DES10_422
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:DES10_435
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_459 
0001: wait 0 ms 
0002: jump @DES10_435 

:DES10_459
02EA: end_cutscene 

:DES10_461
01B7: release_weather 
0247: request_model #MICRO_UZI 
0247: request_model #FREIGHT 
0247: request_model #FREIFLAT 
0247: request_model #MP5LNG 
0247: request_model #RHINO 
0247: request_model #ARMY 
0247: request_model #JETPACK 
038B: load_requested_models 

:DES10_500
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #MP5LNG available 
8248:   not model #RHINO available 
8248:   not model #ARMY available 
004D: jump_if_false @DES10_552 
0001: wait 0 ms 
0002: jump @DES10_500 

:DES10_552
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DES10_579 
0001: wait 0 ms 
0002: jump @DES10_552 

:DES10_579
06D7: toggle_train_traffic 0 
0395: clear_area 0 at 419.4488 2529.914 15.6219 range 0.5 
03CB: set_camera 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0373: set_camera_directly_behind_player 
07CC: player $PLAYER_CHAR disable_key_15 0 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 2000 // Load the weapon model before using this 

:DES10_678
00D6: if 
8248:   not model #JETPACK available 
004D: jump_if_false @DES10_705 
0001: wait 0 ms 
0002: jump @DES10_678 

:DES10_705
08F6: (unknown) 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06D8: 58@ = create_train_at 2120.257 2694.058 9.8359 type 13 direction 0 
020A: set_car 58@ door_status_to 2 
06DC: set_train 58@ acc 5.0 
06DD: set_train 58@ speed 5.0 
00BC: text_highpriority 'DE10_01' 5000 ms 1  // ~s~Replj a raktahtizskkal a ~g~vonatra~s~ s lopd el azt, amire szksgk van.
00AA: store_car 58@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 10.0 // floating-point values 
0006: 44@ = 0 // integer values 

:DES10_819
00D6: if 
001B:   12 > 44@ // integer values 
004D: jump_if_false @DES10_960 
009A: 66@(44@,12i) = create_actor 4 #ARMY at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0638: AS_actor 66@(44@,12i) stay_put 1 
02A9: set_actor 66@(44@,12i) immune_to_nonplayer 1 
01B2: give_actor 66@(44@,12i) weapon 29 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 66@(44@,12i) kill_actor $PLAYER_ACTOR 
077A: set_actor 66@(44@,12i) aggressive_to_pedgroup 4 type 0 
060F: (unknown) 66@(44@,12i) 150.0 
0588: (unknown) 66@(44@,12i) 0 
000A: 44@ += 1 // integer values 
0002: jump @DES10_819 

:DES10_960
0464: put_actor 66@ into_turret_on_car 58@ at_car_offset -0.0032 -8.3584 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
0464: put_actor 67@ into_turret_on_car 58@ at_car_offset 0.1129 6.521 1.9285 position 1 shooting_angle 360.0 with_weapon 29 
078A: 59@ = create_carriage_on_train 58@ position 1 
0464: put_actor 68@ into_turret_on_car 59@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
0464: put_actor 69@ into_turret_on_car 59@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle 360.0 with_weapon 29 
029B: 78@ = init_object #KMILITARY_CRATE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 78@ to_car 59@ at_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
035D: toggle_object 78@ targetable 1 
071F: set_object 78@ mass 180 
0188: 81@ = create_marker_above_object 78@ 
029B: 84@ = init_object #KMILITARY_BASE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 84@ to_car 59@ at_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
029B: 85@ = init_object #BLOCKPALLET at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 85@ to_car 59@ at_offset 0.2634 1.2508 -0.3321 rotation 0.0 0.0 90.1967 
029B: 86@ = init_object #TEMP_CRATE1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 86@ to_car 59@ at_offset 1.1025 -7.3122 -1.0766 rotation 0.0 0.0 90.1967 
029B: 87@ = init_object #TEMP_CRATE1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 87@ to_car 59@ at_offset 0.8835 -6.5365 -1.1047 rotation 0.0 0.0 93.7464 
029B: 88@ = init_object #TEMP_CRATE1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 88@ to_car 59@ at_offset 1.1395 -5.6969 -1.0827 rotation 0.0 0.0 83.6459 
029B: 89@ = init_object #K_SMASHBOXES at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 89@ to_car 59@ at_offset 0.4817 -1.5356 -1.0651 rotation 0.0 0.0 93.1856 
078A: 60@ = create_carriage_on_train 58@ position 2 
0464: put_actor 70@ into_turret_on_car 60@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
0464: put_actor 71@ into_turret_on_car 60@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle 360.0 with_weapon 29 
078A: 61@ = create_carriage_on_train 58@ position 3 
0464: put_actor 72@ into_turret_on_car 61@ at_car_offset 0.3372 -1.3877 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
0464: put_actor 73@ into_turret_on_car 61@ at_car_offset -0.0956 2.1291 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
029B: 79@ = init_object #KMILITARY_CRATE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 79@ to_car 61@ at_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 90.1967 
035D: toggle_object 79@ targetable 1 
071F: set_object 79@ mass 180 
0188: 82@ = create_marker_above_object 79@ 
029B: 90@ = init_object #KMILITARY_BASE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 90@ to_car 61@ at_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 2.7605 
029B: 91@ = init_object #K_CARGO1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 91@ to_car 61@ at_offset -0.0177 0.6971 -1.0662 rotation 0.0 0.0 91.0 
029B: 92@ = init_object #K_SMASHBOXES at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 92@ to_car 61@ at_offset -0.0228 -2.9213 -1.0651 rotation 0.0 0.0 87.9095 
029B: 93@ = init_object #K_SMASHBOXES at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 93@ to_car 61@ at_offset 0.1054 6.4364 -1.0651 rotation 0.0 0.0 89.7187 
029B: 96@ = init_object #K_CARGO4 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 96@ to_car 61@ at_offset 0.4192 -6.0624 -1.0628 rotation 0.0 0.0 2.7605 
078A: 62@ = create_carriage_on_train 58@ position 4 
0464: put_actor 74@ into_turret_on_car 62@ at_car_offset -0.516 7.4724 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
00A5: 103@ = create_car #RHINO at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
020A: set_car 103@ door_status_to 2 
0683: attach_car 103@ to_car 62@ at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
078A: 63@ = create_carriage_on_train 58@ position 5 
0464: put_actor 75@ into_turret_on_car 63@ at_car_offset 0.2861 -5.3712 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
0464: put_actor 76@ into_turret_on_car 63@ at_car_offset -0.2277 7.3808 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
0464: put_actor 77@ into_turret_on_car 63@ at_car_offset 0.6604 3.8015 -0.055 position 3 shooting_angle 360.0 with_weapon 29 
029B: 80@ = init_object #KMILITARY_CRATE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 80@ to_car 63@ at_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 90.1967 
035D: toggle_object 80@ targetable 1 
071F: set_object 80@ mass 180 
0188: 83@ = create_marker_above_object 80@ 
029B: 97@ = init_object #KMILITARY_BASE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 97@ to_car 63@ at_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 92.239 
029B: 98@ = init_object #K_CARGO4 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 98@ to_car 63@ at_offset -0.8464 -6.5879 -1.0628 rotation 0.0 0.0 0.12 
029B: 100@ = init_object #K_CARGO1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 100@ to_car 63@ at_offset 0.8877 0.1707 -1.0564 rotation 0.0 0.0 177.5167 
029B: 101@ = init_object #K_CARGO1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 101@ to_car 63@ at_offset -0.6907 0.205 -1.0662 rotation 0.0 0.0 179.6863 
029B: 102@ = init_object #K_CARGO1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 102@ to_car 63@ at_offset 0.0036 2.2326 -1.0644 rotation 0.0 0.0 267.6086 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 36@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 36@ += 600000 // integer values 
0006: 35@ = 0 // integer values 
0006: 109@ = 0 // integer values 
03CF: load_wav 40600 as 3 

:DES10_2651
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0735:   83 
004D: jump_if_false @DES10_2682 
0002: jump @DES10_4130 

:DES10_2682
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DES10_2708 
06DD: set_train 58@ speed 10.0 

:DES10_2708
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @DES10_2780 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 58@ radius 150.0 150.0 unknown 0 
004D: jump_if_false @DES10_2780 
00BC: text_highpriority 'DE10_06' 5000 ms 1  // ~s~Ldd ki a ~g~rekeszeket~s~ a vonaton, hogy megtalld az veg zld masszt.
000A: 109@ += 1 // integer values 

:DES10_2780
0006: 44@ = 0 // integer values 

:DES10_2787
00D6: if 
001B:   3 > 44@ // integer values 
004D: jump_if_false @DES10_3998 
00D6: if 
0039:   104@(44@,3i) == 0 // integer values 
004D: jump_if_false @DES10_2865 
00D6: if 
03CA:   object 78@(44@,3i) exists 
004D: jump_if_false @DES10_2865 
000A: 107@ += 1 // integer values 
000A: 104@(44@,3i) += 1 // integer values 

:DES10_2865
00D6: if 
0039:   104@(44@,3i) == 1 // integer values 
004D: jump_if_false @DES10_2934 
00D6: if 
0366:   object 78@(44@,3i) blown_up 
004D: jump_if_false @DES10_2934 
0164: disable_marker 81@(44@,3i) 
000A: 108@ += 1 // integer values 
000A: 104@(44@,3i) += 1 // integer values 

:DES10_2934
00D6: if 
0039:   104@(44@,3i) == 2 // integer values 
004D: jump_if_false @DES10_3393 
00D6: if 
003B:   108@ == 107@ // integer values 
004D: jump_if_false @DES10_3357 
01BB: store_object 78@(44@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
0108: destroy_object 78@(44@,3i) 
029B: 78@(44@,3i) = init_object #GREEN_GLOOP at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @DES10_3116 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @DES10_3109 
0681: attach_object 78@(44@,3i) to_car 59@ at_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3109
0002: jump @DES10_3257 

:DES10_3116
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @DES10_3199 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DES10_3192 
0681: attach_object 78@(44@,3i) to_car 61@ at_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3192
0002: jump @DES10_3257 

:DES10_3199
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @DES10_3257 
0681: attach_object 78@(44@,3i) to_car 63@ at_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3257
0382: set_object 78@(44@,3i) collision_detection 0 
0188: 81@(44@,3i) = create_marker_above_object 78@(44@,3i) 
00BC: text_highpriority 'DE10_02' 5000 ms 1  // ~s~Ez az! Vedd fel az ~g~veg zld masszt~s~.
03CF: load_wav 40600 as 3 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DES10_3339 
097C: attach_wav 3 to_object 78@(44@,3i) 
03D1: play_wav 3 

:DES10_3339
0006: 104@(44@,3i) = 4 // integer values 
0002: jump @DES10_3393 

:DES10_3357
01C4: remove_references_to_object 78@(44@,3i) // This object will now disappear when the player looks away 
00BC: text_highpriority 'DE10_03' 5000 ms 1  // ~s~A ~g~rekesz~s~ res, prblkozz egy msikkal.
000A: 104@(44@,3i) += 1 // integer values 

:DES10_3393
00D6: if 
0039:   104@(44@,3i) == 4 // integer values 
004D: jump_if_false @DES10_3660 
01BB: store_object 78@(44@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005B: 110@ += 111@ // floating-point values 
00D6: if 
0021:   110@ > 0.2 // floating-point values 
004D: jump_if_false @DES10_3472 
0007: 111@ = -0.01 // floating-point values 

:DES10_3472
00D6: if 
0023:   0.0 > 110@ // floating-point values 
004D: jump_if_false @DES10_3513 
0007: 110@ = 0.0 // floating-point values 
0007: 111@ = 0.01 // floating-point values 

:DES10_3513
04D5: create_corona_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 110@ type 2 flare 2 RGB 0 255 0 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 1.5 
004D: jump_if_false @DES10_3660 
0108: destroy_object 78@(44@,3i) 
040D: unload_wav 3 
00BC: text_highpriority 'DE10_04' 5000 ms 1  // ~s~Megszerezted az veg zld masszt. Most vidd el ~y~Az Igaznak.
0164: disable_marker 81@(44@,3i) 
018A: 81@(44@,3i) = create_checkpoint_at 408.7383 2515.838 15.4918 
000A: 104@(44@,3i) += 1 // integer values 
000A: 35@ += 1 // integer values 

:DES10_3660
00D6: if 
0039:   104@(44@,3i) == 5 // integer values 
004D: jump_if_false @DES10_3984 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 408.7383 2515.838 15.4918 radius 1.5 1.5 1.5 
004D: jump_if_false @DES10_3984 
016A: fade 0 1000 ms 

:DES10_3737
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_3761 
0001: wait 0 ms 
0002: jump @DES10_3737 

:DES10_3761
0792: (unknown) $PLAYER_ACTOR 
02E4: load_cutscene_data 'DES_10B' 

:DES10_3777
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_3801 
0001: wait 0 ms 
0002: jump @DES10_3777 

:DES10_3801
0395: clear_area 0 at 398.7038 2529.735 16.563 range 7.35 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DES10_3834
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_3858 
0001: wait 0 ms 
0002: jump @DES10_3834 

:DES10_3858
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:DES10_3871
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_3895 
0001: wait 0 ms 
0002: jump @DES10_3871 

:DES10_3895
02EA: end_cutscene 
0395: clear_area 0 at 402.8737 2531.582 15.5558 range 0.5 
03CB: set_camera 402.8737 2531.582 15.5558 
00A1: put_actor $PLAYER_ACTOR at 402.8737 2531.582 15.5558 
0173: set_actor $PLAYER_ACTOR z_angle_to 224.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @DES10_4130 

:DES10_3984
000A: 44@ += 1 // integer values 
0002: jump @DES10_2787 

:DES10_3998
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @DES10_4105 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DES10_4105 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 36@ // integer values 
004D: jump_if_false @DES10_4105 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 58@ radius 300.0 300.0 unknown 0 
004D: jump_if_false @DES10_4105 
00BC: text_highpriority 'DE10_05' 5000 ms 1  // ~r~Nem sikerlt idben megszerezned a zld masszt.
0002: jump @DES10_4112 

:DES10_4105
0002: jump @DES10_2651 

:DES10_4112
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:DES10_4130
0004: $7511 = 10000 // integer values 
0213: 112@ = create_pickup #JETPACK type 15 at 431.045 2537.78 16.2463 
04A6: $7512 = create_asset_money_pickup_at 420.5204 2532.686 16.0869 money $7511 $7511 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 0 ms 
02A3: toggle_widescreen 1 
03CB: set_camera 407.8369 2515.65 18.9138 
015F: set_camera_position 407.8369 2515.65 18.9138 0.0 0.0 0.0 
0160: point_camera 408.3296 2516.52 18.9449 2 
016A: fade 1 500 ms 

:DES10_4279
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_4303 
0001: wait 0 ms 
0002: jump @DES10_4279 

:DES10_4303
0394: play_music 1 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0001: wait 5000 ms 
015F: set_camera_position 419.7284 2526.546 16.8 0.0 0.0 0.0 
0160: point_camera 419.897 2527.531 16.8356 2 
01E5: text_1number_highpriority 'ASS_LUV' $7511 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0001: wait 6000 ms 
016A: fade 0 500 ms 

:DES10_4410
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_4434 
0001: wait 0 ms 
0002: jump @DES10_4410 

:DES10_4434
016A: fade 1 500 ms 
0629: change_stat 333 to 1 // integer 
02EB: restore_camera_with_jumpcut 
0008: $11276 += 1 // integer values 
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 20000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESER10'  // Green Goo
030C: set_mission_points += 1 
0051: return 

:DES10_4510
00D6: if 
003B:   108@ == 107@ // integer values 
004D: jump_if_false @DES10_4533 
040D: unload_wav 3 

:DES10_4533
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0249: release_model #MICRO_UZI 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #MP5LNG 
0249: release_model #RHINO 
0249: release_model #ARMY 
0249: release_model #JETPACK 
06D7: toggle_train_traffic 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 83---------------
// Originally: Learning to Fly

:DESERT5
03A4: name_thread 'DESERT5' 
0050: gosub @DESERT5_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DESERT5_38 
0050: gosub @DESERT5_29947 

:DESERT5_38
0050: gosub @DESERT5_30095 
004E: end_thread 

:DESERT5_47
03D5: remove_text 'M_FAIL'  // ~r~KLDETS SIKERTELEN!
0004: $ONMISSION = 1 // integer values 
00D6: if 
8038:   not  $MISSION_LEARNING_TO_FLY_PASSED == 1 // integer values 
004D: jump_if_false @DESERT5_85 
0317: increment_mission_attempts 

:DESERT5_85
054C: use_GXT_table 'DSERT5' 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
016A: fade 0 500 ms 

:DESERT5_115
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_139 
0001: wait 0 ms 
0002: jump @DESERT5_115 

:DESERT5_139
0005: $327 = 415.55 // floating-point values 
0005: $328 = 2533.57 // floating-point values 
0005: $329 = 19.18 // floating-point values 
0006: 230@ = 0 // integer values 
0006: 226@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0006: 229@ = 0 // integer values 
0006: 228@ = 0 // integer values 
0006: 231@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 237@ = 0 // integer values 
0006: 238@ = 0 // integer values 
0007: 44@ = -81.36 // floating-point values 
0007: 45@ = 2476.0 // floating-point values 
0007: 46@ = 435.92 // floating-point values 
0007: 47@ = 2528.62 // floating-point values 
0087: 48@ = 44@ // floating-point values only 
005B: 48@ += 46@ // floating-point values 
0017: 48@ /= 2.0 // floating-point values 
0087: 49@ = 45@ // floating-point values only 
005B: 49@ += 47@ // floating-point values 
0017: 49@ /= 2.0 // floating-point values 
0007: 50@ = 321.52 // floating-point values 
0087: 51@ = 49@ // floating-point values only 
0007: 52@ = 17.16 // floating-point values 
0007: 73@ = -383.79 // floating-point values 
0087: 76@ = 49@ // floating-point values only 
0007: 79@ = 147.09 // floating-point values 
0087: 74@ = 73@ // floating-point values only 
000F: 74@ -= 300.0 // floating-point values 
0087: 77@ = 76@ // floating-point values only 
0087: 80@ = 79@ // floating-point values only 
000F: 80@ -= 20.0 // floating-point values 
0087: 75@ = 73@ // floating-point values only 
000F: 75@ -= 650.0 // floating-point values 
0087: 78@ = 76@ // floating-point values only 
0087: 81@ = 79@ // floating-point values only 
000B: 81@ += 10.0 // floating-point values 
0007: 53@ = -383.79 // floating-point values 
0087: 54@ = 49@ // floating-point values only 
0007: 55@ = 85.09 // floating-point values 
0087: 82@ = 44@ // floating-point values only 
0087: 83@ = 49@ // floating-point values only 
0007: 84@ = 33.3 // floating-point values 
0087: 109@ = 50@ // floating-point values only 
000F: 109@ -= 500.0 // floating-point values 
0087: 110@ = 51@ // floating-point values only 
0087: 111@ = 52@ // floating-point values only 
000B: 111@ += 120.0 // floating-point values 
0007: 56@ = 308.0 // floating-point values 
0087: 57@ = 49@ // floating-point values only 
0007: 58@ = 17.07 // floating-point values 
0006: 63@ = 3 // integer values 
0006: 66@ = 2 // integer values 
0087: 112@ = 48@ // floating-point values only 
0087: 113@ = 49@ // floating-point values only 
0007: 114@ = 80.0 // floating-point values 
0087: 115@ = 112@ // floating-point values only 
000B: 115@ += 200.0 // floating-point values 
0007: 129@ = 15.0 // floating-point values 
0087: 136@ = 48@ // floating-point values only 
0087: 137@ = 49@ // floating-point values only 
0007: 138@ = 15.53 // floating-point values 
0087: 139@ = 136@ // floating-point values only 
000B: 139@ += 350.0 // floating-point values 
0087: 140@ = 137@ // floating-point values only 
0007: 141@ = 900.0 // floating-point values 
0004: $7523 = 0 // integer values 
0004: $7524 = 0 // integer values 
0004: $7525 = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 215@ = 0 // integer values 
0006: 216@ = 0 // integer values 
0006: 218@ = 0 // integer values 
0006: 219@ = 0 // integer values 
00D6: if 
0039:   219@ == 1 // integer values 
004D: jump_if_false @DESERT5_954 
00A5: 35@ = create_car #RUSTLER at 0.0 0.0 -100.0 
009A: 70@ = create_actor 24 #NULL at 0.0 0.0 -100.0 
0006: 156@ = 0 // integer values 

:DESERT5_894
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_954 
00A5: 60@(156@,3i) = create_car #PETRO at 0.0 0.0 -100.0 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_894 

:DESERT5_954
0A0E: (unknown) 1 
03BA: clear_cars_from_cube 44@ 45@ 0.0 46@ 47@ 50.0 
08F8: (unknown) 0 
07A8: toggle_area69_sam 0 
096A: (unknown) 0 
050F: 239@ = get_max_wanted_level 
01F0: set_max_wanted_level_to 0 
0247: request_model #RUSTLER 
0247: request_model #HUNTER 
0247: request_model #PETRO 
0247: request_model #LANDSTAL 
0247: request_model #STUNT 
08A9: load_external_script 1 (PARACHUTE) 
038B: load_requested_models 

:DESERT5_1034
00D6: if or
8248:   not model #RUSTLER available 
8248:   not model #HUNTER available 
8248:   not model #PETRO available 
8248:   not model #LANDSTAL available 
8248:   not model #STUNT available 
004D: jump_if_false @DESERT5_1081 
0001: wait 0 ms 
0002: jump @DESERT5_1034 

:DESERT5_1081
00D6: if 
88AB:   not external_script 1 (PARACHUTE) loaded 
004D: jump_if_false @DESERT5_1107 
0001: wait 0 ms 
0002: jump @DESERT5_1081 

:DESERT5_1107
0390: load_txd_dictionary 'LD_DRV' 
038F: request_texture "BRFLY" as 1 // Load dictionary with 0390 first 
038F: request_texture "SILFLY" as 2 // Load dictionary with 0390 first 
038F: request_texture "GOLFLY" as 3 // Load dictionary with 0390 first 
038F: request_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: request_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: request_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: request_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: request_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: request_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
08A8: (unknown) 1 
00D6: if 
0038:   $1954 == 0 // integer values 
004D: jump_if_false @DESERT5_2570 
0395: clear_area 0 at $327 $328 $329 range 50.0 
00A1: put_actor $PLAYER_ACTOR at 414.8 2534.2 18.18 
0173: set_actor $PLAYER_ACTOR z_angle_to 200.0 
05AA: 179@s = 'MTOR04A' // 8-byte strings 
05AA: 181@s = 'MTOR04B' // 8-byte strings 
05AA: 183@s = 'MTOR04C' // 8-byte strings 
05AA: 185@s = 'MTOR04D' // 8-byte strings 
05AA: 187@s = 'MTOR04E' // 8-byte strings 
05AA: 189@s = 'MTOR04F' // 8-byte strings 
05AA: 191@s = 'MTOR04G' // 8-byte strings 
05AA: 193@s = 'MTOR04H' // 8-byte strings 
05AA: 195@s = 'MTOR04J' // 8-byte strings 
05AA: 197@s = 'MTOR04K' // 8-byte strings 
05AA: 199@s = 'MTOR04L' // 8-byte strings 
05AA: 201@s = 'MTOR04M' // 8-byte strings 
04AF: 203@ = unknown_wav_reference 29618 
04AF: 204@ = unknown_wav_reference 29619 
04AF: 205@ = unknown_wav_reference 29620 
04AF: 206@ = unknown_wav_reference 29621 
04AF: 207@ = unknown_wav_reference 29622 
04AF: 208@ = unknown_wav_reference 29623 
04AF: 209@ = unknown_wav_reference 29624 
04AF: 210@ = unknown_wav_reference 29625 
04AF: 211@ = unknown_wav_reference 29626 
04AF: 212@ = unknown_wav_reference 29627 
04AF: 213@ = unknown_wav_reference 29628 
04AF: 214@ = unknown_wav_reference 29629 
0006: 217@ = 12 // integer values 
0006: 215@ = 0 // integer values 
0006: 218@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 1 
0247: request_model #CELLPHONE 
03CF: load_wav 23000 as 3 

:DESERT5_1616
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @DESERT5_1647 
0001: wait 0 ms 
0002: jump @DESERT5_1616 

:DESERT5_1647
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
015F: set_camera_position 415.83 2532.94 19.5 0.0 0.0 0.0 
0160: point_camera 415.28 2533.65 19.5 2 
016A: fade 1 1000 ms 

:DESERT5_1716
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_1740 
0001: wait 0 ms 
0002: jump @DESERT5_1716 

:DESERT5_1740
0006: 240@ = 1 // integer values 
0707: start_scene_skip_to @DESERT5_2377 
0001: wait 600 ms 
040D: unload_wav 3 
0001: wait 1000 ms 
0006: 216@ = 0 // integer values 

:DESERT5_1775
00D6: if 
001B:   1 > 216@ // integer values 
004D: jump_if_false @DESERT5_1811 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
0002: jump @DESERT5_1775 

:DESERT5_1811
00D6: if 
001B:   2 > 216@ // integer values 
004D: jump_if_false @DESERT5_1887 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 // integer values 
8039:   not  218@ == 1 // integer values 
004D: jump_if_false @DESERT5_1880 
0967: actor $PLAYER_ACTOR move_mouth 10000 
0006: 218@ = 1 // integer values 

:DESERT5_1880
0002: jump @DESERT5_1811 

:DESERT5_1887
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1892
00D6: if 
001B:   3 > 216@ // integer values 
004D: jump_if_false @DESERT5_1968 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 // integer values 
8039:   not  218@ == 1 // integer values 
004D: jump_if_false @DESERT5_1961 
0967: actor $PLAYER_ACTOR move_mouth 10000 
0006: 218@ = 1 // integer values 

:DESERT5_1961
0002: jump @DESERT5_1892 

:DESERT5_1968
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1973
00D6: if 
001B:   5 > 216@ // integer values 
004D: jump_if_false @DESERT5_2009 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
0002: jump @DESERT5_1973 

:DESERT5_2009
00D6: if 
001B:   6 > 216@ // integer values 
004D: jump_if_false @DESERT5_2085 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 // integer values 
8039:   not  218@ == 1 // integer values 
004D: jump_if_false @DESERT5_2078 
0967: actor $PLAYER_ACTOR move_mouth 10000 
0006: 218@ = 1 // integer values 

:DESERT5_2078
0002: jump @DESERT5_2009 

:DESERT5_2085
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2090
00D6: if 
001B:   8 > 216@ // integer values 
004D: jump_if_false @DESERT5_2216 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 // integer values 
0039:   216@ == 7 // integer values 
8039:   not  218@ == 1 // integer values 
004D: jump_if_false @DESERT5_2209 
015F: set_camera_position 414.83 2532.13 19.43 0.0 0.0 0.0 
0160: point_camera 415.01 2533.11 19.42 2 
0006: 218@ = 1 // integer values 

:DESERT5_2209
0002: jump @DESERT5_2090 

:DESERT5_2216
00D6: if 
001B:   10 > 216@ // integer values 
004D: jump_if_false @DESERT5_2252 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
0002: jump @DESERT5_2216 

:DESERT5_2252
00D6: if 
001B:   11 > 216@ // integer values 
004D: jump_if_false @DESERT5_2328 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 // integer values 
8039:   not  218@ == 1 // integer values 
004D: jump_if_false @DESERT5_2321 
0967: actor $PLAYER_ACTOR move_mouth 10000 
0006: 218@ = 1 // integer values 

:DESERT5_2321
0002: jump @DESERT5_2252 

:DESERT5_2328
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2333
00D6: if 
001D:   217@ > 216@ // integer values 
004D: jump_if_false @DESERT5_2370 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
0002: jump @DESERT5_2333 

:DESERT5_2370
0006: 240@ = 0 // integer values 

:DESERT5_2377
0701: end_scene_skip 
00D6: if 
8039:   not  240@ == 1 // integer values 
004D: jump_if_false @DESERT5_2404 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2404
016A: fade 0 1000 ms 

:DESERT5_2411
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2435 
0001: wait 0 ms 
0002: jump @DESERT5_2411 

:DESERT5_2435
00D6: if 
0039:   240@ == 1 // integer values 
004D: jump_if_false @DESERT5_2460 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2460
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 413.94 $328 18.18 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0006: 178@ = 1 // integer values 
0004: $1954 = 1 // integer values 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1000 ms 

:DESERT5_2539
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2563 
0001: wait 0 ms 
0002: jump @DESERT5_2539 

:DESERT5_2563
0002: jump @DESERT5_29947 

:DESERT5_2570
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:DESERT5_2600
01B4: set_player $PLAYER_CHAR frozen_state 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 231@ = 0 // integer values 
0006: 230@ = 0 // integer values 
03F0: text_draw_toggle 1 
0006: 227@ = 255 // integer values 
0006: 226@ = 2 // integer values 
008B: 34@ = $1953 // integer values and handles 
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @DESERT5_2726 
0006: 34@ = 4 // integer values 

:DESERT5_2726
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @DESERT5_2751 
0006: 34@ = 6 // integer values 

:DESERT5_2751
0826: toggle_hud 0 
0581: toggle_radar 0 
03CF: load_wav 3800 as 3 

:DESERT5_2766
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DESERT5_2792 
0001: wait 0 ms 
0002: jump @DESERT5_2766 

:DESERT5_2792
016A: fade 1 1000 ms 
0050: gosub @DESERT5_20476 

:DESERT5_2806
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2837 
0001: wait 0 ms 
0050: gosub @DESERT5_20476 
0002: jump @DESERT5_2806 

:DESERT5_2837
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @DESERT5_2863 
0002: jump @DESERT5_29990 

:DESERT5_2863
0050: gosub @DESERT5_20476 
00D6: if 
0039:   230@ == 0 // integer values 
004D: jump_if_false @DESERT5_3392 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @DESERT5_3035 
000E: 34@ -= 1 // integer values 
000C: $1953 -= 1 // integer values 
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @DESERT5_2967 
0006: 34@ = 2 // integer values 

:DESERT5_2967
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @DESERT5_2992 
0006: 34@ = 4 // integer values 

:DESERT5_2992
00D6: if 
0018:   $1952 > 1 // integer values 
004D: jump_if_false @DESERT5_3035 
00D6: if 
001B:   4 > 231@ // integer values 
004D: jump_if_false @DESERT5_3035 
0006: 231@ = 3 // integer values 

:DESERT5_3035
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @DESERT5_3166 
000A: 34@ += 1 // integer values 
0008: $1953 += 1 // integer values 
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @DESERT5_3098 
0006: 34@ = 4 // integer values 

:DESERT5_3098
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @DESERT5_3123 
0006: 34@ = 6 // integer values 

:DESERT5_3123
00D6: if 
0018:   $1952 > 1 // integer values 
004D: jump_if_false @DESERT5_3166 
00D6: if 
001B:   4 > 231@ // integer values 
004D: jump_if_false @DESERT5_3166 
0006: 231@ = 3 // integer values 

:DESERT5_3166
00D6: if 
001B:   1 > 34@ // integer values 
004D: jump_if_false @DESERT5_3200 
008B: 34@ = $1952 // integer values and handles 
0084: $1953 = $1952 // integer values and handles 

:DESERT5_3200
00D6: if 
001F:   34@ > $1952 // integer values 
004D: jump_if_false @DESERT5_3233 
0006: 34@ = 1 // integer values 
0004: $1953 = 1 // integer values 

:DESERT5_3233
00D6: if or
001A:   -100 > $11281 // integer values 
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 10 
00E1:   key_pressed 0 11 
004D: jump_if_false @DESERT5_3304 
0001: wait 0 ms 
0050: gosub @DESERT5_20476 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
0002: jump @DESERT5_3233 

:DESERT5_3304
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_3392 
00D6: if or
0039:   34@ == 4 // integer values 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_3360 
0006: 230@ = 1 // integer values 
0002: jump @DESERT5_3392 

:DESERT5_3360
00D6: if 
001B:   4 > 231@ // integer values 
004D: jump_if_false @DESERT5_3385 
0006: 231@ = 3 // integer values 

:DESERT5_3385
0002: jump @DESERT5_3793 

:DESERT5_3392
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @DESERT5_3722 
00D6: if 
001B:   4 > 231@ // integer values 
004D: jump_if_false @DESERT5_3435 
0006: 231@ = 3 // integer values 

:DESERT5_3435
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_3460 
0006: 231@ = 5 // integer values 

:DESERT5_3460
0050: gosub @DESERT5_24729 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 320.0 140.0 'DES5_FH'  // Melyik kurzust vlasztod?
0050: gosub @DESERT5_24729 
0342: set_text_draw_centered 0 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 182.0 185.0 'DES5_FI'  // ~k~~GO_LEFT~ ramutat forgsnak irnyban
0050: gosub @DESERT5_24729 
0342: set_text_draw_centered 0 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 182.0 211.0 'DES5_FJ'  // ~k~~GO_RIGHT~ Az ramutat forgsnak irnyban
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @DESERT5_3641 
0002: jump @DESERT5_3793 

:DESERT5_3641
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @DESERT5_3722 
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DESERT5_3690 
0006: 34@ = 3 // integer values 

:DESERT5_3690
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_3715 
0006: 34@ = 5 // integer values 

:DESERT5_3715
0002: jump @DESERT5_3793 

:DESERT5_3722
00D6: if 
0735:   81 
004D: jump_if_false @DESERT5_3751 
0004: $1952 = 12 // integer values 
0004: $MISSION_LEARNING_TO_FLY_PASSED = 1 // integer values 

:DESERT5_3751
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_3775 
0002: jump @DESERT5_29947 

:DESERT5_3775
01B6: set_weather 17 
0050: gosub @DESERT5_23134 
0002: jump @DESERT5_2837 

:DESERT5_3793
016A: fade 0 500 ms 

:DESERT5_3800
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_3831 
0001: wait 0 ms 
0050: gosub @DESERT5_20476 
0002: jump @DESERT5_3800 

:DESERT5_3831
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_3852 
05EC: release_vehicle 35@ from_path 

:DESERT5_3852
00A6: destroy_car 35@ 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly 70@ 
0006: 156@ = 0 // integer values 

:DESERT5_3871
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_3913 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_3871 

:DESERT5_3913
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 range 500.0 
014F: stop_timer $253 
0396: 0 useless_flag 
0006: 231@ = 5 // integer values 
0826: toggle_hud 1 
0581: toggle_radar 1 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @DESERT5_5468 

:DESERT5_3977
0050: gosub @DESERT5_24907 

:DESERT5_3984
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0004: $7523 = 0 // integer values 
0004: $7524 = 0 // integer values 
0006: 157@ = 0 // integer values 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_4135 
015F: set_camera_position 172.6 2466.14 17.05 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0051: return 

:DESERT5_4135
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_1A' 5000 ms 4  // ~s~Tartsd lenyomva a ~k~~VEHICLE_ACCELERATE~-t a kifutn val gyorstshoz.
0050: gosub @DESERT5_24944 

:DESERT5_4165
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_4204 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_5415 

:DESERT5_4204
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_4273 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_4266 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_5415 
0002: jump @DESERT5_4273 

:DESERT5_4266
0002: jump @DESERT5_29947 

:DESERT5_4273
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_4355 
00BC: text_highpriority 'DES5_1A' 5000 ms 4  // ~s~Tartsd lenyomva a ~k~~VEHICLE_ACCELERATE~-t a kifutn val gyorstshoz.
0050: gosub @DESERT5_25173 
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @DESERT5_4348 
00BC: text_highpriority 'DES5_1B' 10000 ms 4  // ~s~Mikor a gp farka megemelkedik, nyomj ~k~~VEHICLE_STEERDOWN~-t az orr felhzshoz s a landolshoz.

:DESERT5_4348
0002: jump @DESERT5_5461 

:DESERT5_4355
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_5461 
00D6: if 
8038:   not  $7524 == 1 // integer values 
004D: jump_if_false @DESERT5_4561 
00D6: if 
8038:   not  $7523 == 1 // integer values 
004D: jump_if_false @DESERT5_4459 
077D: $7513 = car 35@ x_angle 
00D6: if 
0032:   5.0 >= $7513 // floating-point values 
004D: jump_if_false @DESERT5_4459 
0004: $7523 = 1 // integer values 
00BC: text_highpriority 'DES5_1C' 10000 ms 4  // ~s~Most nyomj ~k~~VEHICLE_STEERDOWN~-t.

:DESERT5_4459
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 // floating-point values 
004D: jump_if_false @DESERT5_4524 
0004: $7524 = 1 // integer values 
00BC: text_highpriority 'DES5_1I' 10000 ms 4  // ~s~Nyomj ~k~~TOGGLE_SUBMISSIONS~-t a kerekek behzshoz.
0002: jump @DESERT5_4561 

:DESERT5_4524
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 44@ 45@ 46@ 47@ 
004D: jump_if_false @DESERT5_4561 
0006: 236@ = 1 // integer values 

:DESERT5_4561
00D6: if 
0038:   $7524 == 1 // integer values 
004D: jump_if_false @DESERT5_4986 
00D6: if 
8039:   not  157@ == 1 // integer values 
004D: jump_if_false @DESERT5_4725 
091F: 151@ = plane 35@ landing_gear_status 
00D6: if 
0021:   151@ > 0.0 // floating-point values 
004D: jump_if_false @DESERT5_4718 
0006: 157@ = 1 // integer values 
018A: 220@ = create_checkpoint_at 73@ 76@ 79@ 
06D5: 118@ = create_racing_checkpoint_at 73@ 76@ 79@ 0.0 76@ 79@ type 3 radius 129@ 
0006: 116@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_1F' 7000 ms 4  // ~s~Menj az els ~y~krhz.
00BB: text_lowpriority 'DES5_1J' 10000 ms 4  // ~s~Ahogy a gp emelkedik s sllyed, gy emelkedik s sllyed a radar bal oldaln tallhat magassgmr is.

:DESERT5_4718
0002: jump @DESERT5_4986 

:DESERT5_4725
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_4986 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 118@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
000A: 116@ += 1 // integer values 
00D6: if 
001B:   3 > 116@ // integer values 
004D: jump_if_false @DESERT5_4979 
018A: 220@ = create_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) 
06D5: 118@ = create_racing_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) 0.0 76@(116@,3f) 79@(116@,3f) type 3 radius 129@ 
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @DESERT5_4938 
00BC: text_highpriority 'DES5_1G' 10000 ms 4  // ~s~Nyomj ~k~~VEHICLE_STEERUP~-t s ereszkedj a kvetkez ~y~krig.

:DESERT5_4938
00D6: if 
0039:   116@ == 2 // integer values 
004D: jump_if_false @DESERT5_4972 
00BC: text_highpriority 'DES5_1H' 10000 ms 4  // ~s~Nyomj ~k~~VEHICLE_STEERDOWN~-t s tartsd lenyomva ~k~~VEHICLE_ACCELERATE~-t hogy fel tudj emelkedni az utols ~y~krhz.

:DESERT5_4972
0002: jump @DESERT5_4986 

:DESERT5_4979
0006: 235@ = 1 // integer values 

:DESERT5_4986
00D6: if 
0038:   $7524 == 1 // integer values 
004D: jump_if_false @DESERT5_5027 
00D6: if 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_5027 
0006: 236@ = 1 // integer values 

:DESERT5_5027
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_5070 
0006: 236@ = 1 // integer values 

:DESERT5_5070
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_5461 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_5169 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 30 // integer values 
0006: 148@ = 45 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_5197 

:DESERT5_5169
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_5197
00D6: if 
001C:   $271 > $1942[0] // integer values 
004D: jump_if_false @DESERT5_5246 
008B: 237@ = $1942[0] // integer values and handles 
0084: $1942[0] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_5246
00D6: if 
0038:   $1952 == 1 // integer values 
004D: jump_if_false @DESERT5_5317 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_5317 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 2 // integer values 
0004: $1953 = 2 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_5317
0050: gosub @DESERT5_27620 

:DESERT5_5324
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_5415 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_5384 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_5415 

:DESERT5_5384
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_5408 
0002: jump @DESERT5_5415 

:DESERT5_5408
0002: jump @DESERT5_5324 

:DESERT5_5415
0050: gosub @DESERT5_27200 
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_5454 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_5461 

:DESERT5_5454
0002: jump @DESERT5_3977 

:DESERT5_5461
0002: jump @DESERT5_4165 

:DESERT5_5468
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @DESERT5_6924 

:DESERT5_5486
0050: gosub @DESERT5_24907 

:DESERT5_5493
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 158@ = 0 // integer values 
00A5: 35@ = create_car #RUSTLER at 53@ 54@ 55@ 
0175: set_car 35@ z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_5644 
015F: set_camera_position 27.29 2466.31 16.76 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0051: return 

:DESERT5_5644
08E6: plane 35@ change_landing_gear 1 
0519: lock_vehicle 35@ in_current_position 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_2J' 5000 ms 4  // ~s~Nyomj ~k~~TOGGLE_SUBMISSIONS~-t a kerekek kiengedshez.
0050: gosub @DESERT5_24944 

:DESERT5_5688
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_5727 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_6871 

:DESERT5_5727
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_5796 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_5789 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_6871 
0002: jump @DESERT5_5796 

:DESERT5_5789
0002: jump @DESERT5_29947 

:DESERT5_5796
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_5937 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_5930 
0519: lock_vehicle 35@ in_current_position 0 
04BA: set_car 35@ speed_instantly 30.0 
018A: 220@ = create_checkpoint_at 82@ 83@ 84@ 
06D5: 118@ = create_racing_checkpoint_at 82@ 83@ 84@ -200.0 83@ 84@ type 3 radius 129@ 
03C3: set_timer_with_text_to $253 type 0 text 'DES5_T4'  // Id ~1~
00BC: text_highpriority 'DES5_2J' 5000 ms 4  // ~s~Nyomj ~k~~TOGGLE_SUBMISSIONS~-t a kerekek kiengedshez.
0006: 233@ = 1 // integer values 

:DESERT5_5930
0002: jump @DESERT5_6917 

:DESERT5_5937
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_6917 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @DESERT5_6171 
00D6: if 
8039:   not  158@ == 1 // integer values 
004D: jump_if_false @DESERT5_6041 
091F: 151@ = plane 35@ landing_gear_status 
00D6: if 
0023:   1.0 > 151@ // floating-point values 
004D: jump_if_false @DESERT5_6041 
0006: 158@ = 1 // integer values 
00BC: text_highpriority 'DES5_2C' 5000 ms 4  // ~s~Menj az els ~y~krhz.

:DESERT5_6041
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 82@ 83@ 84@ radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_6164 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 118@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 159@ = 1 // integer values 
018A: 220@ = create_checkpoint_at 308.0 49@ 52@ 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_2I' 5000 ms 4  // ~s~Nyomj ~k~~VEHICLE_BRAKE~-t a sebessg cskkentshez, amg a gp lassan sllyedni nem kezd.
00BB: text_lowpriority 'DES5_2D' 7000 ms 4  // ~s~Nyomj ~k~~VEHICLE_STEERDOWN~-t, hogy cskkentsd a sllyeds fokt.

:DESERT5_6164
0002: jump @DESERT5_6368 

:DESERT5_6171
01AC:   car 35@ stopped 1 288.0 45@ 16.0 328.0 47@ 18.0 
00D6: if 
8039:   not  160@ == 1 // integer values 
004D: jump_if_false @DESERT5_6321 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0033:   17.66 >= 39@ // floating-point values 
004D: jump_if_false @DESERT5_6314 
0006: 160@ = 1 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_2E' 7000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_STEERUP~-t a gp orrnak lent tartshoz.
00BB: text_lowpriority 'DES5_2F' 7000 ms 4  // ~s~Gurulj vgig a kifutn s llj meg a ~y~clterleten ~s~extra pontokrt.
00BB: text_lowpriority 'DES5_2G' 7000 ms 4  // ~s~Nyomj ~k~~VEHICLE_LOOKLEFT~-t balra fordulshoz s ~k~~VEHICLE_LOOKRIGHT~-t jobbra fordulshoz a kormnylapt segtsgvel.

:DESERT5_6314
0002: jump @DESERT5_6368 

:DESERT5_6321
00D6: if and
01AB:   car 35@ stopped 0 44@ 45@ 46@ 47@ 
81F3:   not car 35@ airborne 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_6368 
0006: 235@ = 1 // integer values 

:DESERT5_6368
00D6: if 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_6483 
00D6: if 
8039:   not  159@ == 1 // integer values 
004D: jump_if_false @DESERT5_6416 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_6483 

:DESERT5_6416
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 44@ 45@ 46@ 47@ 
004D: jump_if_false @DESERT5_6460 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_6483 

:DESERT5_6460
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_6483 
0006: 236@ = 1 // integer values 

:DESERT5_6483
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_6526 
0006: 236@ = 1 // integer values 

:DESERT5_6526
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_6917 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_6625 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 25 // integer values 
0006: 148@ = 40 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_6653 

:DESERT5_6625
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_6653
00D6: if 
001C:   $271 > $1942[1] // integer values 
004D: jump_if_false @DESERT5_6702 
008B: 237@ = $1942[1] // integer values and handles 
0084: $1942[1] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_6702
00D6: if 
0038:   $1952 == 2 // integer values 
004D: jump_if_false @DESERT5_6773 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_6773 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 4 // integer values 
0004: $1953 = 4 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_6773
0050: gosub @DESERT5_27620 

:DESERT5_6780
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_6871 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_6840 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_6871 

:DESERT5_6840
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_6864 
0002: jump @DESERT5_6871 

:DESERT5_6864
0002: jump @DESERT5_6780 

:DESERT5_6871
0050: gosub @DESERT5_27200 
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_6910 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_6917 

:DESERT5_6910
0002: jump @DESERT5_5486 

:DESERT5_6917
0002: jump @DESERT5_5688 

:DESERT5_6924
00D6: if or
0039:   34@ == 3 // integer values 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DESERT5_8503 

:DESERT5_6949
0050: gosub @DESERT5_24907 

:DESERT5_6956
0050: gosub @DESERT5_19958 
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0004: $7524 = 0 // integer values 
0006: 116@ = 0 // integer values 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_7114 
08E6: plane 35@ change_landing_gear 1 
015F: set_camera_position -1251.02 2301.32 140.44 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0051: return 

:DESERT5_7114
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_1A' 5000 ms 4  // ~s~Tartsd lenyomva a ~k~~VEHICLE_ACCELERATE~-t a kifutn val gyorstshoz.
0050: gosub @DESERT5_24944 

:DESERT5_7144
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_7183 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_8402 

:DESERT5_7183
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_7252 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_7245 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_8402 
0002: jump @DESERT5_7252 

:DESERT5_7245
0002: jump @DESERT5_29947 

:DESERT5_7252
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_7445 
00BC: text_highpriority 'DES5_1A' 5000 ms 4  // ~s~Tartsd lenyomva a ~k~~VEHICLE_ACCELERATE~-t a kifutn val gyorstshoz.
0050: gosub @DESERT5_25173 
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @DESERT5_7438 
0006: 116@ = 0 // integer values 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ 85@ 93@ 101@ type 3 radius 129@ 
00BC: text_highpriority 'DES5_3B' 10000 ms 4  // ~s~Szllj fel s emelkedj folyamatosan, amg elred az els ~y~krt.
00BB: text_lowpriority 'DES5_3C' 7000 ms 4  // ~s~Nyomj ~k~~VEHICLE_LOOKLEFT~-t balra fordulshoz s ~k~~VEHICLE_LOOKRIGHT~-t jobbra fordulshoz a kormnylapt segtsgvel.
00BB: text_lowpriority 'DES5_3D' 10000 ms 4  // ~s~A gyorsabb kanyarodshoz hasznld a kormnylaptot.

:DESERT5_7438
0002: jump @DESERT5_8496 

:DESERT5_7445
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_8496 
00D6: if 
8038:   not  $7524 == 1 // integer values 
004D: jump_if_false @DESERT5_7521 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 // floating-point values 
004D: jump_if_false @DESERT5_7521 
0004: $7524 = 1 // integer values 

:DESERT5_7521
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_7973 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 119@(116@,8i) 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
000A: 116@ += 1 // integer values 
00D6: if 
001B:   8 > 116@ // integer values 
004D: jump_if_false @DESERT5_7966 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // integer values and handles 
000A: 117@ += 1 // integer values 
00D6: if 
001B:   8 > 117@ // integer values 
004D: jump_if_false @DESERT5_7743 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_7743
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @DESERT5_7818 
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DESERT5_7802 
00BC: text_highpriority 'DES5_3F' 10000 ms 4  // ~s~Nyomd ~k~~VEHICLE_STEERDOWN~-t s ~k~~VEHICLE_STEERRIGHT~-t a kanyarodshoz s menj a kvetkez ~y~krhz.
0002: jump @DESERT5_7818 

:DESERT5_7802
00BC: text_highpriority 'DES5_3E' 10000 ms 4  // ~s~Nyomj ~k~~VEHICLE_STEERDOWN~-t s ~k~~VEHICLE_STEERLEFT~-t a krbe fordulshoz s menj a kvetkez ~y~krhz.

:DESERT5_7818
00D6: if 
0039:   116@ == 2 // integer values 
004D: jump_if_false @DESERT5_7893 
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DESERT5_7877 
00BC: text_highpriority 'DES5_3G' 10000 ms 4  // ~s~Kanyarodj balra s replj t a kvetkez ~y~krn.
0002: jump @DESERT5_7893 

:DESERT5_7877
00BC: text_highpriority 'DES5_3H' 10000 ms 4  // ~s~Kanyarodj jobbra s menj t a kvetkez ~y~krn.

:DESERT5_7893
00D6: if 
0039:   116@ == 3 // integer values 
004D: jump_if_false @DESERT5_7959 
00BC: text_highpriority 'DES5_3K' 10000 ms 4  // ~s~Kanyarodj krbe s kvesd a ~y~krket.
00BB: text_lowpriority 'DES5_3L' 7000 ms 4  // ~s~A radaron lv mestersges horizont mutatja a gp helyzett.
00BB: text_lowpriority 'DES5_3M' 10000 ms 4  // ~s~Ahogy a gp helyzete megvltozik, az nyomon kvethet a mestersges horizont segtsgvel.

:DESERT5_7959
0002: jump @DESERT5_7973 

:DESERT5_7966
0006: 235@ = 1 // integer values 

:DESERT5_7973
00D6: if 
0038:   $7524 == 1 // integer values 
004D: jump_if_false @DESERT5_8014 
00D6: if 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_8014 
0006: 236@ = 1 // integer values 

:DESERT5_8014
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_8057 
0006: 236@ = 1 // integer values 

:DESERT5_8057
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_8496 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_8156 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 60 // integer values 
0006: 148@ = 75 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_8184 

:DESERT5_8156
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_8184
00D6: if 
001C:   $271 > $1942[2] // integer values 
004D: jump_if_false @DESERT5_8233 
008B: 237@ = $1942[2] // integer values and handles 
0084: $1942[2] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_8233
00D6: if 
0038:   $1952 == 4 // integer values 
004D: jump_if_false @DESERT5_8304 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_8304 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 6 // integer values 
0004: $1953 = 6 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_8304
0050: gosub @DESERT5_27620 

:DESERT5_8311
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_8402 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_8371 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_8402 

:DESERT5_8371
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_8395 
0002: jump @DESERT5_8402 

:DESERT5_8395
0002: jump @DESERT5_8311 

:DESERT5_8402
0050: gosub @DESERT5_27200 
0006: 156@ = 0 // integer values 

:DESERT5_8416
00D6: if 
001B:   8 > 156@ // integer values 
004D: jump_if_false @DESERT5_8457 
06D6: destroy_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_8416 

:DESERT5_8457
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_8489 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_8496 

:DESERT5_8489
0002: jump @DESERT5_6949 

:DESERT5_8496
0002: jump @DESERT5_7144 

:DESERT5_8503
00D6: if or
0039:   34@ == 5 // integer values 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_10300 

:DESERT5_8528
0050: gosub @DESERT5_24907 

:DESERT5_8535
0050: gosub @DESERT5_19958 
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0004: $7524 = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 161@ = 0 // integer values 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_8700 
08E6: plane 35@ change_landing_gear 1 
015F: set_camera_position -394.09 2601.47 134.89 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0051: return 

:DESERT5_8700
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_1A' 5000 ms 4  // ~s~Tartsd lenyomva a ~k~~VEHICLE_ACCELERATE~-t a kifutn val gyorstshoz.
0050: gosub @DESERT5_24944 

:DESERT5_8730
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_8769 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_10199 

:DESERT5_8769
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_8838 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_8831 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_10199 
0002: jump @DESERT5_8838 

:DESERT5_8831
0002: jump @DESERT5_29947 

:DESERT5_8838
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_8999 
00BC: text_highpriority 'DES5_1A' 5000 ms 4  // ~s~Tartsd lenyomva a ~k~~VEHICLE_ACCELERATE~-t a kifutn val gyorstshoz.
0050: gosub @DESERT5_25173 
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @DESERT5_8992 
0006: 116@ = 0 // integer values 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ 85@ 93@ 101@ type 3 radius 129@ 
00BC: text_highpriority 'DES5_3B' 10000 ms 4  // ~s~Szllj fel s emelkedj folyamatosan, amg elred az els ~y~krt.

:DESERT5_8992
0002: jump @DESERT5_10293 

:DESERT5_8999
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_10293 
00D6: if 
8038:   not  $7524 == 1 // integer values 
004D: jump_if_false @DESERT5_9075 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 // floating-point values 
004D: jump_if_false @DESERT5_9075 
0004: $7524 = 1 // integer values 

:DESERT5_9075
00D6: if 
8039:   not  161@ == 1 // integer values 
004D: jump_if_false @DESERT5_9609 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_9602 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 119@(116@,8i) 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
000A: 116@ += 1 // integer values 
00D6: if 
001B:   8 > 116@ // integer values 
004D: jump_if_false @DESERT5_9506 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // integer values and handles 
000A: 117@ += 1 // integer values 
00D6: if 
001B:   8 > 117@ // integer values 
004D: jump_if_false @DESERT5_9315 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_9315
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @DESERT5_9390 
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_9374 
00BC: text_highpriority 'DES5_3H' 10000 ms 4  // ~s~Kanyarodj jobbra s menj t a kvetkez ~y~krn.
0002: jump @DESERT5_9390 

:DESERT5_9374
00BC: text_highpriority 'DES5_3G' 10000 ms 4  // ~s~Kanyarodj balra s replj t a kvetkez ~y~krn.

:DESERT5_9390
00D6: if 
0039:   116@ == 2 // integer values 
004D: jump_if_false @DESERT5_9465 
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_9449 
00BC: text_highpriority 'DES5_3G' 10000 ms 4  // ~s~Kanyarodj balra s replj t a kvetkez ~y~krn.
0002: jump @DESERT5_9465 

:DESERT5_9449
00BC: text_highpriority 'DES5_3H' 10000 ms 4  // ~s~Kanyarodj jobbra s menj t a kvetkez ~y~krn.

:DESERT5_9465
00D6: if 
0039:   116@ == 3 // integer values 
004D: jump_if_false @DESERT5_9499 
00BC: text_highpriority 'DES5_3K' 10000 ms 4  // ~s~Kanyarodj krbe s kvesd a ~y~krket.

:DESERT5_9499
0002: jump @DESERT5_9602 

:DESERT5_9506
0006: 161@ = 1 // integer values 
018A: 220@ = create_checkpoint_at 308.0 45@ 52@ 
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_9570 
00BC: text_highpriority 'DES5_5I' 10000 ms 4  // ~s~Kanyarodj jobbra s landolj a leszllplyn.
0002: jump @DESERT5_9586 

:DESERT5_9570
00BC: text_highpriority 'DES5_5H' 10000 ms 4  // ~s~Kanyarodj balra s landolj a leszllplyn.

:DESERT5_9586
00BB: text_lowpriority 'DES5_5J' 10000 ms 4  // ~s~llj meg a ~y~clterleten ~s~extra pontokrt.

:DESERT5_9602
0002: jump @DESERT5_9689 

:DESERT5_9609
01AC:   car 35@ stopped 1 288.0 45@ 16.0 328.0 47@ 18.0 
00D6: if and
01AB:   car 35@ stopped 0 44@ 45@ 46@ 47@ 
81F3:   not car 35@ airborne 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_9689 
0006: 235@ = 1 // integer values 

:DESERT5_9689
00D6: if and
0038:   $7524 == 1 // integer values 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_9811 
00D6: if 
8039:   not  161@ == 1 // integer values 
004D: jump_if_false @DESERT5_9744 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_9811 

:DESERT5_9744
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 44@ 45@ 46@ 47@ 
004D: jump_if_false @DESERT5_9788 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_9811 

:DESERT5_9788
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_9811 
0006: 236@ = 1 // integer values 

:DESERT5_9811
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_9854 
0006: 236@ = 1 // integer values 

:DESERT5_9854
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_10293 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_9953 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 80 // integer values 
0006: 148@ = 95 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_9981 

:DESERT5_9953
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_9981
00D6: if 
001C:   $271 > $1942[3] // integer values 
004D: jump_if_false @DESERT5_10030 
008B: 237@ = $1942[3] // integer values and handles 
0084: $1942[3] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_10030
00D6: if 
0038:   $1952 == 6 // integer values 
004D: jump_if_false @DESERT5_10101 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_10101 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 7 // integer values 
0004: $1953 = 7 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_10101
0050: gosub @DESERT5_27620 

:DESERT5_10108
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_10199 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_10168 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_10199 

:DESERT5_10168
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_10192 
0002: jump @DESERT5_10199 

:DESERT5_10192
0002: jump @DESERT5_10108 

:DESERT5_10199
0050: gosub @DESERT5_27200 
0006: 156@ = 0 // integer values 

:DESERT5_10213
00D6: if 
001B:   8 > 156@ // integer values 
004D: jump_if_false @DESERT5_10254 
06D6: destroy_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_10213 

:DESERT5_10254
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_10286 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_10293 

:DESERT5_10286
0002: jump @DESERT5_8528 

:DESERT5_10293
0002: jump @DESERT5_8730 

:DESERT5_10300
00D6: if 
0039:   34@ == 7 // integer values 
004D: jump_if_false @DESERT5_11736 

:DESERT5_10318
0050: gosub @DESERT5_24907 

:DESERT5_10325
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0004: $7524 = 0 // integer values 
0004: $7525 = 0 // integer values 
0087: 132@ = 111@ // floating-point values only 
0006: 234@ = 0 // integer values 
00A5: 35@ = create_car #HUNTER at 50@ 51@ 15.07 
0175: set_car 35@ z_angle_to 270.0 
00A9: set_car 35@ to_normal_driver 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_10491 
015F: set_camera_position 323.02 2446.81 117.65 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0051: return 

:DESERT5_10491
0006: 241@ = 1 // integer values 

:DESERT5_10498
00D6: if 
0039:   241@ == 1 // integer values 
004D: jump_if_false @DESERT5_10566 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_10559 
00D6: if 
01C1:   car 35@ stopped 
004D: jump_if_false @DESERT5_10559 
0006: 241@ = 0 // integer values 

:DESERT5_10559
0002: jump @DESERT5_10498 

:DESERT5_10566
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_7A' 5000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_ACCELERATE~-t a gyorstshoz.
0050: gosub @DESERT5_24944 

:DESERT5_10596
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_10635 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_11683 

:DESERT5_10635
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_10704 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_10697 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_11683 
0002: jump @DESERT5_10704 

:DESERT5_10697
0002: jump @DESERT5_29947 

:DESERT5_10704
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_10816 
00BC: text_highpriority 'DES5_7A' 10000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_ACCELERATE~-t a gyorstshoz.
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_10809 
00D6: if 
01F3:   car 35@ airborne 
004D: jump_if_false @DESERT5_10809 
03C3: set_timer_with_text_to $253 type 0 text 'DES5_T4'  // Id ~1~
00BC: text_highpriority 'DES5_7B' 10000 ms 4  // ~s~Emelkedj tovbb.
0006: 233@ = 1 // integer values 

:DESERT5_10809
0002: jump @DESERT5_11729 

:DESERT5_10816
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_11729 
00D6: if 
8038:   not  $7525 == 1 // integer values 
004D: jump_if_false @DESERT5_10922 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0035:   39@ >= 132@ // floating-point values 
004D: jump_if_false @DESERT5_10922 
0004: $7525 = 1 // integer values 
00BC: text_highpriority 'DES5_7C' 5000 ms 4  // ~s~Engedd el ~k~~VEHICLE_ACCELERATE~-t az emelkeds lasstshoz s a sllyedshez.
00BB: text_lowpriority 'DES5_7D' 10000 ms 4  // ~s~Forgasd a helikoptert 180 fokban a ~k~~VEHICLE_LOOKLEFT~ gombbal, balra s jobbra fordulshoz hasznld ~k~~VEHICLE_LOOKRIGHT~-t.

:DESERT5_10922
00D6: if 
0038:   $7525 == 1 // integer values 
004D: jump_if_false @DESERT5_11194 
00D6: if 
8039:   not  234@ == 1 // integer values 
004D: jump_if_false @DESERT5_11121 
0174: 40@ = car 35@ z_angle 
00D6: if and
0031:   40@ >= 80.0 // floating-point values 
0033:   100.0 >= 40@ // floating-point values 
004D: jump_if_false @DESERT5_11114 
0006: 234@ = 1 // integer values 
018A: 220@ = create_checkpoint_at 109@ 110@ 111@ 
06D5: 118@ = create_racing_checkpoint_at 109@ 110@ 111@ 0.0 110@ 111@ type 3 radius 129@ 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_7F' 10000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_STEERUP~-t a helikopter 45 fokos megdntshez.
00BB: text_lowpriority 'DES5_7G' 10000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_ACCELERATE~-t s menj egyenesen a ~y~krhz.
00BB: text_lowpriority 'DES5_7H' 10000 ms 4  // ~s~Ha kanyarodnod kell, nyomj ~k~~VEHICLE_STEERDOWN~-t s kormnyozz jobbra vagy balra.
00BB: text_lowpriority 'DES5_7I' 10000 ms 4  // ~s~Ha sllyedned kell, nyomj ~k~~VEHICLE_BRAKE~-t.

:DESERT5_11114
0002: jump @DESERT5_11194 

:DESERT5_11121
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 109@ 110@ 111@ radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_11194 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 118@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 235@ = 1 // integer values 

:DESERT5_11194
00D6: if 
8038:   not  $7524 == 1 // integer values 
004D: jump_if_false @DESERT5_11254 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 // floating-point values 
004D: jump_if_false @DESERT5_11254 
0004: $7524 = 1 // integer values 

:DESERT5_11254
00D6: if 
0038:   $7524 == 1 // integer values 
004D: jump_if_false @DESERT5_11295 
00D6: if 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_11295 
0006: 236@ = 1 // integer values 

:DESERT5_11295
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_11338 
0006: 236@ = 1 // integer values 

:DESERT5_11338
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_11729 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_11437 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 45 // integer values 
0006: 148@ = 60 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_11465 

:DESERT5_11437
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_11465
00D6: if 
001C:   $271 > $1942[4] // integer values 
004D: jump_if_false @DESERT5_11514 
008B: 237@ = $1942[4] // integer values and handles 
0084: $1942[4] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_11514
00D6: if 
0038:   $1952 == 7 // integer values 
004D: jump_if_false @DESERT5_11585 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_11585 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 8 // integer values 
0004: $1953 = 8 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_11585
0050: gosub @DESERT5_27620 

:DESERT5_11592
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_11683 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_11652 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_11683 

:DESERT5_11652
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_11676 
0002: jump @DESERT5_11683 

:DESERT5_11676
0002: jump @DESERT5_11592 

:DESERT5_11683
0050: gosub @DESERT5_27200 
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_11722 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_11729 

:DESERT5_11722
0002: jump @DESERT5_10318 

:DESERT5_11729
0002: jump @DESERT5_10596 

:DESERT5_11736
00D6: if 
0039:   34@ == 8 // integer values 
004D: jump_if_false @DESERT5_12955 

:DESERT5_11754
0050: gosub @DESERT5_24907 

:DESERT5_11761
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 162@ = 0 // integer values 
00A5: 35@ = create_car #HUNTER at 53@ 54@ 55@ 
0175: set_car 35@ z_angle_to 270.0 
0825: instantly_spin_flying_vehicle 35@ rotor_blade 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_11903 
015F: set_camera_position 301.56 2455.21 55.82 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0051: return 

:DESERT5_11903
0519: lock_vehicle 35@ in_current_position 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_8A' 5000 ms 4  // ~s~Nyomj ~k~~VEHICLE_STEERUP~-t s ~k~~VEHICLE_ACCELERATE~-t a sebessged belltshoz.
0050: gosub @DESERT5_24944 

:DESERT5_11940
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_11979 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_12902 

:DESERT5_11979
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_12048 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_12041 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_12902 
0002: jump @DESERT5_12048 

:DESERT5_12041
0002: jump @DESERT5_29947 

:DESERT5_12048
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_12175 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_12168 
0519: lock_vehicle 35@ in_current_position 0 
04BA: set_car 35@ speed_instantly 15.0 
03C3: set_timer_with_text_to $253 type 0 text 'DES5_T4'  // Id ~1~
00BC: text_highpriority 'DES5_8A' 10000 ms 4  // ~s~Nyomj ~k~~VEHICLE_STEERUP~-t s ~k~~VEHICLE_ACCELERATE~-t a sebessged belltshoz.
00BB: text_lowpriority 'DES5_8B' 10000 ms 4  // ~s~Menj a plya legvgre s tartsd a magassgot.
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
0006: 233@ = 1 // integer values 

:DESERT5_12168
0002: jump @DESERT5_12948 

:DESERT5_12175
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_12948 
00D6: if 
8039:   not  162@ == 1 // integer values 
004D: jump_if_false @DESERT5_12321 
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 56@ 57@ radius 300.0 300.0 
004D: jump_if_false @DESERT5_12314 
0006: 162@ = 1 // integer values 
00BC: text_highpriority 'DES5_8G' 4000 ms 4  // ~s~Most engedd el a ~k~~VEHICLE_ACCELERATE~-t.
00BB: text_lowpriority 'DES5_8C' 10000 ms 4  // ~s~Lassts le s lebegj a ~y~clterlet~s~ felett a ~k~~VEHICLE_HORN~~s~ nyomva tartsval, ami kiegyenslyozza a helikoptert.
00BB: text_lowpriority 'DES5_8D' 10000 ms 4  // ~s~Nyomj ~k~~VEHICLE_BRAKE~-t a sllyedshez s landolshoz.~N~Landolj a ~y~clterleten ~s~extra pontokrt.
00BB: text_lowpriority 'DES5_8E' 10000 ms 4  // ~s~Ha tl gyorsan kezdesz sllyedni, engedd el a  ~k~~VEHICLE_BRAKE~-t s tartsd lenyomva a ~k~~VEHICLE_ACCELERATE~-t a sllyeds lasstshoz.

:DESERT5_12314
0002: jump @DESERT5_12399 

:DESERT5_12321
01B0:   car 35@ stopped 1 56@ 57@ 58@ radius 26.31 26.31 26.31 
00D6: if and
01AB:   car 35@ stopped 0 44@ 45@ 46@ 47@ 
81F3:   not car 35@ airborne 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_12399 
0006: 235@ = 1 // integer values 

:DESERT5_12399
00D6: if 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_12514 
00D6: if 
8039:   not  162@ == 1 // integer values 
004D: jump_if_false @DESERT5_12447 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_12514 

:DESERT5_12447
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 44@ 45@ 46@ 47@ 
004D: jump_if_false @DESERT5_12491 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_12514 

:DESERT5_12491
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_12514 
0006: 236@ = 1 // integer values 

:DESERT5_12514
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_12557 
0006: 236@ = 1 // integer values 

:DESERT5_12557
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_12948 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_12656 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 30 // integer values 
0006: 148@ = 45 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_12684 

:DESERT5_12656
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_12684
00D6: if 
001C:   $271 > $1942[5] // integer values 
004D: jump_if_false @DESERT5_12733 
008B: 237@ = $1942[5] // integer values and handles 
0084: $1942[5] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_12733
00D6: if 
0038:   $1952 == 8 // integer values 
004D: jump_if_false @DESERT5_12804 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_12804 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 9 // integer values 
0004: $1953 = 9 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_12804
0050: gosub @DESERT5_27620 

:DESERT5_12811
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_12902 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_12871 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_12902 

:DESERT5_12871
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_12895 
0002: jump @DESERT5_12902 

:DESERT5_12895
0002: jump @DESERT5_12811 

:DESERT5_12902
0050: gosub @DESERT5_27200 
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_12941 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_12948 

:DESERT5_12941
0002: jump @DESERT5_11754 

:DESERT5_12948
0002: jump @DESERT5_11940 

:DESERT5_12955
00D6: if 
0039:   34@ == 9 // integer values 
004D: jump_if_false @DESERT5_15284 

:DESERT5_12973
0050: gosub @DESERT5_24907 

:DESERT5_12980
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 169@ = 0 // integer values 
00A5: 35@ = create_car #HUNTER at 53@ 54@ 55@ 
0175: set_car 35@ z_angle_to 270.0 
0825: instantly_spin_flying_vehicle 35@ rotor_blade 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_13233 
015F: set_camera_position 365.5 2339.25 63.23 0.0 0.0 0.0 
0160: point_camera 363.09 2473.76 33.46 2 
0007: 69@ = 418.5 // floating-point values 
0006: 156@ = 0 // integer values 

:DESERT5_13147
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_13224 
00A5: 60@(156@,3i) = create_car #PETRO at 69@ 49@ 17.1 
000F: 69@ -= 40.0 // floating-point values 
0006: 170@(156@,3i) = 0 // integer values 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_13147 

:DESERT5_13224
0006: 33@ = 0 // integer values 
0051: return 

:DESERT5_13233
0519: lock_vehicle 35@ in_current_position 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_9A' 5000 ms 4  // ~s~Ldd szt a hrom ~r~teherautt ~s~a leszllplya vgn.
0050: gosub @DESERT5_24944 

:DESERT5_13270
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_13305 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_15096 

:DESERT5_13305
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_13374 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_13367 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_15096 
0002: jump @DESERT5_13374 

:DESERT5_13367
0002: jump @DESERT5_29947 

:DESERT5_13374
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_13604 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_13597 
0519: lock_vehicle 35@ in_current_position 0 
04BA: set_car 35@ speed_instantly 15.0 
03C3: set_timer_with_text_to $253 type 0 text 'DES5_T4'  // Id ~1~
00BC: text_highpriority 'DES5_9A' 10000 ms 4  // ~s~Ldd szt a hrom ~r~teherautt ~s~a leszllplya vgn.
00BB: text_lowpriority 'DES5_9B' 10000 ms 4  // ~s~Nyomj ~k~~VEHICLE_FIREWEAPON_ALT~-t a tzelshez s ~k~~PED_FIREWEAPON~-t raktk kilvshez.
0007: 69@ = 418.5 // floating-point values 
0006: 156@ = 0 // integer values 

:DESERT5_13490
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_13583 
00A5: 60@(156@,3i) = create_car #PETRO at 69@ 49@ 17.1 
0186: 221@(156@,3i) = create_marker_above_car 60@(156@,3i) 
0006: 163@(156@,3i) = 1 // integer values 
000F: 69@ -= 40.0 // floating-point values 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_13490 

:DESERT5_13583
0006: 59@ = 0 // integer values 
0006: 233@ = 1 // integer values 

:DESERT5_13597
0002: jump @DESERT5_15277 

:DESERT5_13604
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_15277 
00D6: if 
8039:   not  169@ == 1 // integer values 
004D: jump_if_false @DESERT5_14515 
0006: 168@ = 1 // integer values 
0871: init_jump_table 59@ total_jumps 2 1 @DESERT5_14494 jumps 0 @DESERT5_13708 1 @DESERT5_14293 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 

:DESERT5_13708
0006: 156@ = 0 // integer values 

:DESERT5_13715
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_13824 
00D6: if 
0119:   car 60@(156@,3i) wrecked 
004D: jump_if_false @DESERT5_13803 
00D6: if 
0039:   163@(156@,3i) == 1 // integer values 
004D: jump_if_false @DESERT5_13796 
0164: disable_marker 221@(156@,3i) 
0006: 163@(156@,3i) = 0 // integer values 

:DESERT5_13796
0002: jump @DESERT5_13810 

:DESERT5_13803
0006: 168@ = 0 // integer values 

:DESERT5_13810
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_13715 

:DESERT5_13824
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @DESERT5_14286 
0006: 59@ = 1 // integer values 
00A5: 64@ = create_car #LANDSTAL at 22.61 2322.06 22.35 
00A5: 65@ = create_car #LANDSTAL at 74.58 2375.99 16.52 
0129: 67@ = create_actor 24 #MALE01 in_car 64@ driverseat 
0129: 68@ = create_actor 24 #MALE01 in_car 65@ driverseat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
0615: define_action_sequences 71@ 
06BB: AS_assign_scmpath_to_actor -1 in_car 64@ speed 10.0 
0643: (unknown) 71@ 1 
0616: define_action_sequences_end 71@ 
0618: assign_actor 67@ to_action_sequences 71@ 
061B: remove_references_to_action_sequences 71@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
0615: define_action_sequences 72@ 
06BB: AS_assign_scmpath_to_actor -1 in_car 65@ speed 10.0 
0643: (unknown) 72@ 1 
0616: define_action_sequences_end 72@ 
0618: assign_actor 68@ to_action_sequences 72@ 
061B: remove_references_to_action_sequences 72@ 
0006: 156@ = 0 // integer values 

:DESERT5_14150
00D6: if 
001D:   66@ > 156@ // integer values 
004D: jump_if_false @DESERT5_14221 
020A: set_car 64@(156@,2i) door_status_to 2 
0186: 224@(156@,2i) = create_marker_above_car 64@(156@,2i) 
0006: 166@(156@,2i) = 1 // integer values 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_14150 

:DESERT5_14221
00BC: text_highpriority 'DES5_9D' 10000 ms 4  // ~s~Semmistsd meg a kt mozg ~r~autt ~s~, a kifuttl dlnyugatra.
0006: 156@ = 0 // integer values 

:DESERT5_14244
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_14286 
01C3: remove_references_to_car 60@(156@,3i) // Like turning a car into any random car 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_14244 

:DESERT5_14286
0002: jump @DESERT5_14508 

:DESERT5_14293
0006: 156@ = 0 // integer values 

:DESERT5_14300
00D6: if 
001D:   66@ > 156@ // integer values 
004D: jump_if_false @DESERT5_14409 
00D6: if 
0119:   car 64@(156@,2i) wrecked 
004D: jump_if_false @DESERT5_14388 
00D6: if 
0039:   166@(156@,2i) == 1 // integer values 
004D: jump_if_false @DESERT5_14381 
0164: disable_marker 224@(156@,2i) 
0006: 166@(156@,2i) = 0 // integer values 

:DESERT5_14381
0002: jump @DESERT5_14395 

:DESERT5_14388
0006: 168@ = 0 // integer values 

:DESERT5_14395
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_14300 

:DESERT5_14409
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @DESERT5_14487 
0006: 59@ = -1 // integer values 
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: text_highpriority 'DES5_9E' 10000 ms 4  // ~s~Landolj a leszllplyn.
00BB: text_lowpriority 'DES5_5J' 10000 ms 4  // ~s~llj meg a ~y~clterleten ~s~extra pontokrt.
0006: 169@ = 1 // integer values 

:DESERT5_14487
0002: jump @DESERT5_14508 

:DESERT5_14494
0006: 169@ = 1 // integer values 
0002: jump @DESERT5_14508 

:DESERT5_14508
0002: jump @DESERT5_14593 

:DESERT5_14515
01B0:   car 35@ stopped 1 56@ 57@ 58@ radius 26.31 26.31 26.31 
00D6: if and
01AB:   car 35@ stopped 0 44@ 45@ 46@ 47@ 
81F3:   not car 35@ airborne 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_14593 
0006: 235@ = 1 // integer values 

:DESERT5_14593
00D6: if 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_14708 
00D6: if 
8039:   not  169@ == 1 // integer values 
004D: jump_if_false @DESERT5_14641 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_14708 

:DESERT5_14641
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 44@ 45@ 46@ 47@ 
004D: jump_if_false @DESERT5_14685 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_14708 

:DESERT5_14685
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_14708 
0006: 236@ = 1 // integer values 

:DESERT5_14708
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_14751 
0006: 236@ = 1 // integer values 

:DESERT5_14751
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_15277 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_14850 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 80 // integer values 
0006: 148@ = 105 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_14878 

:DESERT5_14850
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_14878
00D6: if 
001C:   $271 > $1942[6] // integer values 
004D: jump_if_false @DESERT5_14927 
008B: 237@ = $1942[6] // integer values and handles 
0084: $1942[6] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_14927
00D6: if 
0038:   $1952 == 9 // integer values 
004D: jump_if_false @DESERT5_14998 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_14998 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 10 // integer values 
0004: $1953 = 10 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_14998
0050: gosub @DESERT5_27620 

:DESERT5_15005
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_15096 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_15065 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_15096 

:DESERT5_15065
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_15089 
0002: jump @DESERT5_15096 

:DESERT5_15089
0002: jump @DESERT5_15005 

:DESERT5_15096
0050: gosub @DESERT5_27200 
061B: remove_references_to_action_sequences 71@ 
061B: remove_references_to_action_sequences 72@ 
0006: 156@ = 0 // integer values 

:DESERT5_15120
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_15171 
00A6: destroy_car 60@(156@,3i) 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_15120 

:DESERT5_15171
0006: 156@ = 0 // integer values 

:DESERT5_15178
00D6: if 
001D:   66@ > 156@ // integer values 
004D: jump_if_false @DESERT5_15238 
009B: destroy_actor_instantly 67@(156@,2i) 
00A6: destroy_car 64@(156@,2i) 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_15178 

:DESERT5_15238
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_15270 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_15277 

:DESERT5_15270
0002: jump @DESERT5_12973 

:DESERT5_15277
0002: jump @DESERT5_13270 

:DESERT5_15284
00D6: if 
0039:   34@ == 10 // integer values 
004D: jump_if_false @DESERT5_16962 

:DESERT5_15302
0050: gosub @DESERT5_24907 

:DESERT5_15309
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
00A5: 35@ = create_car #STUNT at 53@ 113@ 114@ 
0175: set_car 35@ z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_15453 
015F: set_camera_position 269.53 2445.3 88.46 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0051: return 

:DESERT5_15453
0519: lock_vehicle 35@ in_current_position 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_AA' 5000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_ACCELERATE~-t a magassg tartshoz s gy menj egyenesen az els ~y~krhz.
0050: gosub @DESERT5_24944 

:DESERT5_15490
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_15529 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_16899 

:DESERT5_15529
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_15598 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_15591 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_16899 
0002: jump @DESERT5_15598 

:DESERT5_15591
0002: jump @DESERT5_29947 

:DESERT5_15598
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_15785 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_15778 
0519: lock_vehicle 35@ in_current_position 0 
04BA: set_car 35@ speed_instantly 20.0 
0006: 233@ = 1 // integer values 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_with_text_to $253 type 0 text 'DES5_T4'  // Id ~1~
00BC: text_highpriority 'DES5_AA' 7000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_ACCELERATE~-t a magassg tartshoz s gy menj egyenesen az els ~y~krhz.
00BB: text_lowpriority 'DES5_AB' 10000 ms 4  // ~s~Ahogy elred a krt, hasznld ~k~~VEHICLE_STEERDOWN~-t a gyors emelkedshez s tartsd azt lenyomva a bukfenchez.

:DESERT5_15778
0002: jump @DESERT5_16955 

:DESERT5_15785
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_16955 
00D6: if 
8039:   not  173@ == 1 // integer values 
004D: jump_if_false @DESERT5_15943 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_15936 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 127@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 173@ = 1 // integer values 
00BC: text_highpriority 'DES5_AC' 5000 ms 4  // ~s~Most nyomj ~k~~VEHICLE_STEERDOWN~-t.
077D: $7514 = car 35@ x_angle 
0005: $7516 = 0.0 // floating-point values 
0005: $7521 = 0.0 // floating-point values 

:DESERT5_15936
0002: jump @DESERT5_16488 

:DESERT5_15943
00D6: if 
8039:   not  174@ == 1 // integer values 
004D: jump_if_false @DESERT5_16415 
06BE: $7517 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7517 // floating-point values 
004D: jump_if_false @DESERT5_16000 
0009: $7517 += 360.0 // floating-point values 

:DESERT5_16000
083F: $7522 = vehicle 35@ vertical_deviation 
00D6: if 
0030:   $7522 >= 0.0 // floating-point values 
004D: jump_if_false @DESERT5_16074 
00D6: if and
0030:   $7517 >= 20.0 // floating-point values 
0032:   340.0 >= $7517 // floating-point values 
004D: jump_if_false @DESERT5_16067 
0006: 236@ = 1 // integer values 

:DESERT5_16067
0002: jump @DESERT5_16112 

:DESERT5_16074
00D6: if or
0032:   160.0 >= $7517 // floating-point values 
0030:   $7517 >= 200.0 // floating-point values 
004D: jump_if_false @DESERT5_16112 
0006: 236@ = 1 // integer values 

:DESERT5_16112
077D: $7513 = car 35@ x_angle 
0086: $7515 = $7513 // floating-point values only 
0061: $7515 -= $7514 // floating-point values 
0086: $7514 = $7513 // floating-point values only 
00D6: if 
0020:   $7515 > 180.0 // floating-point values 
004D: jump_if_false @DESERT5_16175 
000D: $7515 -= 360.0 // floating-point values 

:DESERT5_16175
00D6: if 
0022:   -180.0 > $7515 // floating-point values 
004D: jump_if_false @DESERT5_16206 
0009: $7515 += 360.0 // floating-point values 

:DESERT5_16206
00D6: if 
0022:   0.0 > $7515 // floating-point values 
004D: jump_if_false @DESERT5_16242 
0059: $7521 += $7515 // floating-point values 
0002: jump @DESERT5_16304 

:DESERT5_16242
00D6: if 
0022:   0.0 > $7521 // floating-point values 
004D: jump_if_false @DESERT5_16278 
0059: $7521 += $7515 // floating-point values 
0002: jump @DESERT5_16304 

:DESERT5_16278
0059: $7516 += $7521 // floating-point values 
0005: $7521 = 0.0 // floating-point values 
0059: $7516 += $7515 // floating-point values 

:DESERT5_16304
00D6: if 
0022:   -20.0 > $7521 // floating-point values 
004D: jump_if_false @DESERT5_16332 
0006: 236@ = 1 // integer values 

:DESERT5_16332
00D6: if 
8039:   not  236@ == 1 // integer values 
004D: jump_if_false @DESERT5_16408 
00D6: if 
0030:   $7516 >= 360.0 // floating-point values 
004D: jump_if_false @DESERT5_16408 
0006: 174@ = 1 // integer values 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: text_highpriority 'DES5_AD' 10000 ms 4  // ~s~Replj t az utols ~y~krn.

:DESERT5_16408
0002: jump @DESERT5_16488 

:DESERT5_16415
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_16488 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 128@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 235@ = 1 // integer values 

:DESERT5_16488
00D6: if 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_16511 
0006: 236@ = 1 // integer values 

:DESERT5_16511
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_16554 
0006: 236@ = 1 // integer values 

:DESERT5_16554
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_16955 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_16653 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 21 // integer values 
0006: 148@ = 27 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_16681 

:DESERT5_16653
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_16681
00D6: if 
001C:   $271 > $1942[7] // integer values 
004D: jump_if_false @DESERT5_16730 
008B: 237@ = $1942[7] // integer values and handles 
0084: $1942[7] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_16730
00D6: if 
0038:   $1952 == 10 // integer values 
004D: jump_if_false @DESERT5_16801 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_16801 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 11 // integer values 
0004: $1953 = 11 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_16801
0050: gosub @DESERT5_27620 

:DESERT5_16808
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_16899 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_16868 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_16899 

:DESERT5_16868
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_16892 
0002: jump @DESERT5_16899 

:DESERT5_16892
0002: jump @DESERT5_16808 

:DESERT5_16899
0050: gosub @DESERT5_27200 
06D6: destroy_racing_checkpoint 127@ 
06D6: destroy_racing_checkpoint 128@ 
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_16948 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_16955 

:DESERT5_16948
0002: jump @DESERT5_15302 

:DESERT5_16955
0002: jump @DESERT5_15490 

:DESERT5_16962
00D6: if 
0039:   34@ == 11 // integer values 
004D: jump_if_false @DESERT5_18542 

:DESERT5_16980
0050: gosub @DESERT5_24907 

:DESERT5_16987
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
00A5: 35@ = create_car #STUNT at 53@ 113@ 114@ 
0175: set_car 35@ z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_17131 
015F: set_camera_position 292.95 2445.3 93.46 0.0 0.0 0.0 
0158: camera_on_vehicle 35@ 15 2 
0051: return 

:DESERT5_17131
0519: lock_vehicle 35@ in_current_position 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_AA' 5000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_ACCELERATE~-t a magassg tartshoz s gy menj egyenesen az els ~y~krhz.
0050: gosub @DESERT5_24944 

:DESERT5_17168
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_17207 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_18479 

:DESERT5_17207
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @DESERT5_17276 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_17269 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_18479 
0002: jump @DESERT5_17276 

:DESERT5_17269
0002: jump @DESERT5_29947 

:DESERT5_17276
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_17463 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_17456 
0519: lock_vehicle 35@ in_current_position 0 
04BA: set_car 35@ speed_instantly 20.0 
0006: 233@ = 1 // integer values 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_with_text_to $253 type 0 text 'DES5_T4'  // Id ~1~
00BC: text_highpriority 'DES5_AA' 7000 ms 4  // ~s~Tartsd lenyomva ~k~~VEHICLE_ACCELERATE~-t a magassg tartshoz s gy menj egyenesen az els ~y~krhz.
00BB: text_lowpriority 'DES5_BB' 10000 ms 4  // ~s~Ahogy elred a krt, tartsd lenyomva ~k~~VEHICLE_STEERLEFT~-t az tfordulshoz.

:DESERT5_17456
0002: jump @DESERT5_18535 

:DESERT5_17463
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_18535 
00D6: if 
8039:   not  173@ == 1 // integer values 
004D: jump_if_false @DESERT5_17654 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_17647 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 127@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 173@ = 1 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_BC' 5000 ms 4  // ~s~Most tartsd lenyomva a ~k~~VEHICLE_STEERLEFT~-t.
06BE: $7518 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7518 // floating-point values 
004D: jump_if_false @DESERT5_17627 
0009: $7518 += 360.0 // floating-point values 

:DESERT5_17627
0005: $7520 = 0.0 // floating-point values 
0005: $7521 = 0.0 // floating-point values 

:DESERT5_17647
0002: jump @DESERT5_18068 

:DESERT5_17654
00D6: if 
8039:   not  174@ == 1 // integer values 
004D: jump_if_false @DESERT5_17995 
06BE: $7517 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7517 // floating-point values 
004D: jump_if_false @DESERT5_17711 
0009: $7517 += 360.0 // floating-point values 

:DESERT5_17711
0086: $7519 = $7517 // floating-point values only 
0061: $7519 -= $7518 // floating-point values 
0086: $7518 = $7517 // floating-point values only 
00D6: if 
0020:   $7519 > 180.0 // floating-point values 
004D: jump_if_false @DESERT5_17766 
000D: $7519 -= 360.0 // floating-point values 

:DESERT5_17766
00D6: if 
0022:   -180.0 > $7519 // floating-point values 
004D: jump_if_false @DESERT5_17797 
0009: $7519 += 360.0 // floating-point values 

:DESERT5_17797
00D6: if 
0022:   0.0 > $7519 // floating-point values 
004D: jump_if_false @DESERT5_17833 
0059: $7521 += $7519 // floating-point values 
0002: jump @DESERT5_17895 

:DESERT5_17833
00D6: if 
0022:   0.0 > $7521 // floating-point values 
004D: jump_if_false @DESERT5_17869 
0059: $7521 += $7519 // floating-point values 
0002: jump @DESERT5_17895 

:DESERT5_17869
0059: $7520 += $7521 // floating-point values 
0005: $7521 = 0.0 // floating-point values 
0059: $7520 += $7519 // floating-point values 

:DESERT5_17895
00D6: if 
0022:   -20.0 > $7521 // floating-point values 
004D: jump_if_false @DESERT5_17930 
0006: 236@ = 1 // integer values 
0002: jump @DESERT5_17988 

:DESERT5_17930
00D6: if 
0030:   $7520 >= 360.0 // floating-point values 
004D: jump_if_false @DESERT5_17988 
0006: 174@ = 1 // integer values 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: text_highpriority 'DES5_AD' 10000 ms 4  // ~s~Replj t az utols ~y~krn.

:DESERT5_17988
0002: jump @DESERT5_18068 

:DESERT5_17995
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 
004D: jump_if_false @DESERT5_18068 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 128@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 235@ = 1 // integer values 

:DESERT5_18068
00D6: if 
81F3:   not car 35@ airborne 
004D: jump_if_false @DESERT5_18091 
0006: 236@ = 1 // integer values 

:DESERT5_18091
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_18134 
0006: 236@ = 1 // integer values 

:DESERT5_18134
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_18535 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_18233 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 18 // integer values 
0006: 148@ = 23 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_18261 

:DESERT5_18233
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_18261
00D6: if 
001C:   $271 > $1942[8] // integer values 
004D: jump_if_false @DESERT5_18310 
008B: 237@ = $1942[8] // integer values and handles 
0084: $1942[8] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_18310
00D6: if 
0038:   $1952 == 11 // integer values 
004D: jump_if_false @DESERT5_18381 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_18381 
0623: add 60 to_stat 223 
0006: 238@ = 2 // integer values 
0004: $1952 = 12 // integer values 
0004: $1953 = 12 // integer values 
0006: 232@ = 2 // integer values 

:DESERT5_18381
0050: gosub @DESERT5_27620 

:DESERT5_18388
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_18479 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_18448 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_18479 

:DESERT5_18448
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_18472 
0002: jump @DESERT5_18479 

:DESERT5_18472
0002: jump @DESERT5_18388 

:DESERT5_18479
0050: gosub @DESERT5_27200 
06D6: destroy_racing_checkpoint 127@ 
06D6: destroy_racing_checkpoint 128@ 
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_18528 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_18535 

:DESERT5_18528
0002: jump @DESERT5_16980 

:DESERT5_18535
0002: jump @DESERT5_17168 

:DESERT5_18542
00D6: if 
0039:   34@ == 12 // integer values 
004D: jump_if_false @DESERT5_19958 

:DESERT5_18560
0050: gosub @DESERT5_24907 

:DESERT5_18567
0004: $253 = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 176@ = 0 // integer values 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_18780 
009A: 70@ = create_actor 24 #NULL at 46@ 49@ 250.0 
0173: set_actor 70@ z_angle_to 90.0 
04D7: lock_actor 70@ in_current_position 1 
0088: $8271 = 136@ // floating-point values only 
0088: $8272 = 137@ // floating-point values only 
0088: $8273 = 138@ // floating-point values only 
0913: run_external_script 1 -1 -10.0 10.0 -5.0 -2.0 10.0 12.0 1 70@ 
08A9: load_external_script 1 (PARACHUTE) 
067E: put_camera_on_actor 70@ offset 0.0 -5.0 4.0 point_to_actor 70@ tilt 0.0 2 
0051: return 

:DESERT5_18780
00A1: put_actor $PLAYER_ACTOR at 139@ 140@ 141@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0247: request_model #GUN_PARA 

:DESERT5_18809
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT5_18836 
0001: wait 0 ms 
0002: jump @DESERT5_18809 

:DESERT5_18836
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
0005: $1500 = 5.0 // floating-point values 
0005: $1501 = -5.0 // floating-point values 
0005: $1502 = 8.5 // floating-point values 
0005: $1503 = -1.5 // floating-point values 
0005: $1504 = -30.0 // floating-point values 
0005: $1505 = 15.0 // floating-point values 
0004: $1510 = 0 // integer values 

:DESERT5_18912
00D6: if 
001A:   2 > $1497 // integer values 
004D: jump_if_false @DESERT5_18941 
0001: wait 0 ms 
0002: jump @DESERT5_18912 

:DESERT5_18941
0107: 135@ = create_object #BASEJUMP_TARGET at 136@ 137@ 138@ 
0177: set_object 135@ z_angle_to 90.0 
06D5: 143@ = create_racing_checkpoint_at 136@ 137@ 138@ 136@ 137@ 900.0 type 3 radius 6.5 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_CA' 7000 ms 4  // ~s~Szabadessnl nyomj ~k~~GO_FORWARD~-t az elrehaladshoz.
00BB: text_lowpriority 'DES5_CI' 10000 ms 4  // ~s~Nyomj ~k~~GO_BACK~-t a sllyeds cskkentshez s nyomj ~k~~GO_LEFT~-t s ~k~~GO_RIGHT~-t a forgshoz.
0050: gosub @DESERT5_24944 

:DESERT5_19046
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_19085 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_19842 

:DESERT5_19085
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @DESERT5_19147 
03C3: set_timer_with_text_to $253 type 0 text 'DES5_T4'  // Id ~1~
018A: 220@ = create_checkpoint_at 136@ 137@ 138@ 
0006: 233@ = 1 // integer values 
0002: jump @DESERT5_19951 

:DESERT5_19147
00D6: if 
8039:   not  176@ == 1 // integer values 
004D: jump_if_false @DESERT5_19331 
00D6: if 
8039:   not  175@ == 1 // integer values 
004D: jump_if_false @DESERT5_19241 
00A0: store_actor $PLAYER_ACTOR position_to 41@ 42@ 43@ 
00D6: if 
0033:   300.0 >= 43@ // floating-point values 
004D: jump_if_false @DESERT5_19241 
0006: 175@ = 1 // integer values 
00BC: text_highpriority 'DES5_CC' 10000 ms 4  // ~s~Most nyomj ~k~~PED_FIREWEAPON~-t az ejterny kinyitshoz.

:DESERT5_19241
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @DESERT5_19331 
0006: 176@ = 1 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'DES5_CD' 7000 ms 4  // ~s~Landolj a ~y~clponton.~s~~N~Landolj kzel a kzpponthoz extra pontokrt.
00BB: text_lowpriority 'DES5_CF' 7000 ms 4  // ~s~Nyomj ~k~~GO_BACK~-t a lbaid megemelshez s az elre mozgshoz.
00BB: text_lowpriority 'DES5_CH' 7000 ms 4  // Ha elremsz, azzal egyben cskkented a sllyeds mrtkt is.
00BB: text_lowpriority 'DES5_CE' 7000 ms 4  // ~s~Hasznld ~k~~GO_LEFT~-t s ~k~~GO_RIGHT~-t az ejterny balra s jobbra irnytshoz.

:DESERT5_19331
00D6: if 
0039:   176@ == 1 // integer values 
004D: jump_if_false @DESERT5_19440 
00D6: if 
0038:   $1498 == 1 // integer values 
004D: jump_if_false @DESERT5_19440 
00A0: store_actor $PLAYER_ACTOR position_to 41@ 42@ 43@ 
0509: 142@ = distance between point 41@ 42@ and point 136@ 137@ 
00D6: if 
0033:   10.0 >= 142@ // floating-point values 
004D: jump_if_false @DESERT5_19433 
0006: 235@ = 1 // integer values 
0002: jump @DESERT5_19440 

:DESERT5_19433
0006: 236@ = 1 // integer values 

:DESERT5_19440
00D6: if 
80EC:   not actor $PLAYER_ACTOR 0 -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_19483 
0006: 236@ = 1 // integer values 

:DESERT5_19483
00D6: if or
0039:   235@ == 1 // integer values 
0039:   236@ == 1 // integer values 
004D: jump_if_false @DESERT5_19951 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @DESERT5_19582 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 55 // integer values 
0006: 148@ = 70 // integer values 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_19610 

:DESERT5_19582
0004: $301 = 0 // integer values 
0004: $267 = 0 // integer values 
0006: 145@ = 0 // integer values 
0004: $271 = 0 // integer values 

:DESERT5_19610
00D6: if 
001C:   $271 > $1942[9] // integer values 
004D: jump_if_false @DESERT5_19659 
008B: 237@ = $1942[9] // integer values and handles 
0084: $1942[9] = $271 // integer values and handles 
0006: 238@ = 1 // integer values 
0050: gosub @DESERT5_25412 

:DESERT5_19659
00D6: if 
8038:   not  $MISSION_LEARNING_TO_FLY_PASSED == 1 // integer values 
004D: jump_if_false @DESERT5_19744 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_19744 
0006: 238@ = 2 // integer values 
0004: $1952 = 12 // integer values 
0004: $1953 = 12 // integer values 
0006: 232@ = 2 // integer values 
0623: add 60 to_stat 223 
0004: $MISSION_LEARNING_TO_FLY_PASSED = 1 // integer values 
0006: 177@ = 1 // integer values 

:DESERT5_19744
0050: gosub @DESERT5_27620 

:DESERT5_19751
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @DESERT5_19842 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DESERT5_19811 
0006: 232@ = 2 // integer values 
0002: jump @DESERT5_19842 

:DESERT5_19811
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DESERT5_19835 
0002: jump @DESERT5_19842 

:DESERT5_19835
0002: jump @DESERT5_19751 

:DESERT5_19842
0050: gosub @DESERT5_27200 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
00D6: if 
0039:   177@ == 1 // integer values 
004D: jump_if_false @DESERT5_19912 
016A: fade 1 500 ms 

:DESERT5_19881
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_19905 
0001: wait 0 ms 
0002: jump @DESERT5_19881 

:DESERT5_19905
0002: jump @DESERT5_29990 

:DESERT5_19912
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_19944 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_19951 

:DESERT5_19944
0002: jump @DESERT5_18560 

:DESERT5_19951
0002: jump @DESERT5_19046 

:DESERT5_19958
0007: 85@ = -383.79 // floating-point values 
0087: 93@ = 49@ // floating-point values only 
0007: 101@ = 147.09 // floating-point values 
0087: 86@ = 85@ // floating-point values only 
000F: 86@ -= 300.0 // floating-point values 
0087: 91@ = 85@ // floating-point values only 
000F: 91@ -= 300.0 // floating-point values 
00D6: if or
0039:   34@ == 3 // integer values 
0039:   34@ == 5 // integer values 
004D: jump_if_false @DESERT5_20090 
0087: 94@ = 93@ // floating-point values only 
000F: 94@ -= 300.0 // floating-point values 
0087: 99@ = 93@ // floating-point values only 
000B: 99@ += 300.0 // floating-point values 
0002: jump @DESERT5_20126 

:DESERT5_20090
0087: 94@ = 93@ // floating-point values only 
000B: 94@ += 300.0 // floating-point values 
0087: 99@ = 93@ // floating-point values only 
000F: 99@ -= 300.0 // floating-point values 

:DESERT5_20126
0087: 102@ = 101@ // floating-point values only 
0087: 107@ = 101@ // floating-point values only 
0007: 130@ = 350.0 // floating-point values 
00D6: if or
0039:   34@ == 3 // integer values 
0039:   34@ == 5 // integer values 
004D: jump_if_false @DESERT5_20194 
0007: 131@ = 270.0 // floating-point values 
0002: jump @DESERT5_20204 

:DESERT5_20194
0007: 131@ = 90.0 // floating-point values 

:DESERT5_20204
0087: 133@ = 85@ // floating-point values only 
000F: 133@ -= 600.0 // floating-point values 
0087: 134@ = 93@ // floating-point values only 
0006: 156@ = 2 // integer values 

:DESERT5_20237
00D6: if 
002B:   5 >= 156@ // integer values 
004D: jump_if_false @DESERT5_20405 
02F7: 85@(156@,8f) = sinus 131@ // cosine swapped with sinus 
02F6: 93@(156@,8f) = cosine 131@ // sinus swapped with cosine 
006B: 85@(156@,8f) *= 130@ // floating-point values 
006B: 93@(156@,8f) *= 130@ // floating-point values 
005B: 85@(156@,8f) += 133@ // floating-point values 
005B: 93@(156@,8f) += 134@ // floating-point values 
0087: 101@(156@,8f) = 101@ // floating-point values only 
00D6: if or
0039:   34@ == 3 // integer values 
0039:   34@ == 5 // integer values 
004D: jump_if_false @DESERT5_20381 
000F: 131@ -= 60.0 // floating-point values 
0002: jump @DESERT5_20391 

:DESERT5_20381
000B: 131@ += 60.0 // floating-point values 

:DESERT5_20391
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_20237 

:DESERT5_20405
0087: 92@ = 85@ // floating-point values only 
0087: 100@ = 93@ // floating-point values only 
0087: 108@ = 101@ // floating-point values only 
00D6: if or
0039:   34@ == 5 // integer values 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_20474 
000B: 92@ += 20.0 // floating-point values 
000F: 108@ -= 30.0 // floating-point values 

:DESERT5_20474
0051: return 

:DESERT5_20476
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 225.0 scale 612.0 438.0 color 0 0 0 alpha 227@ 
00D6: if 
0039:   226@ == 1 // integer values 
004D: jump_if_false @DESERT5_20598 
00D6: if 
001B:   255 > 227@ // integer values 
004D: jump_if_false @DESERT5_20591 
000A: 227@ += 5 // integer values 
00D6: if 
0019:   227@ > 255 // integer values 
004D: jump_if_false @DESERT5_20584 
0006: 227@ = 255 // integer values 

:DESERT5_20584
0002: jump @DESERT5_20598 

:DESERT5_20591
0006: 226@ = 2 // integer values 

:DESERT5_20598
00D6: if 
0039:   226@ == 3 // integer values 
004D: jump_if_false @DESERT5_20680 
00D6: if 
0019:   227@ > 0 // integer values 
004D: jump_if_false @DESERT5_20673 
000E: 227@ -= 5 // integer values 
00D6: if 
001B:   0 > 227@ // integer values 
004D: jump_if_false @DESERT5_20666 
0006: 227@ = 0 // integer values 

:DESERT5_20666
0002: jump @DESERT5_20680 

:DESERT5_20673
0006: 226@ = 0 // integer values 

:DESERT5_20680
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 0.0 scale 640.0 197.0 color 0 0 0 alpha 255 
0050: gosub @DESERT5_24787 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @DESERT5_20792 
033E: text_draw 322.0 31.0 'DES5_MA'  // Felszlls
008B: 228@ = $1942[0] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_20792
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @DESERT5_20846 
033E: text_draw 322.0 31.0 'DES5_MB'  // Landols replvel
008B: 228@ = $1942[1] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_20846
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @DESERT5_20900 
033E: text_draw 322.0 31.0 'DES5_MC'  // Kanyarodj a felszllhelyre
008B: 228@ = $1942[2] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_20900
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DESERT5_20954 
033E: text_draw 322.0 31.0 'DES5_MC'  // Kanyarodj a felszllhelyre
008B: 228@ = $1942[2] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_20954
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @DESERT5_21008 
033E: text_draw 322.0 31.0 'DES5_MD'  // Fordulj r a kifutra s landolj
008B: 228@ = $1942[3] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_21008
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_21062 
033E: text_draw 322.0 31.0 'DES5_MD'  // Fordulj r a kifutra s landolj
008B: 228@ = $1942[3] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_21062
00D6: if 
0039:   34@ == 7 // integer values 
004D: jump_if_false @DESERT5_21116 
033E: text_draw 322.0 31.0 'DES5_ME'  // Helikopter felszlls
008B: 228@ = $1942[4] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_21116
00D6: if 
0039:   34@ == 8 // integer values 
004D: jump_if_false @DESERT5_21170 
033E: text_draw 322.0 31.0 'DES5_MF'  // Landols helikopterrel
008B: 228@ = $1942[5] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_21170
00D6: if 
0039:   34@ == 9 // integer values 
004D: jump_if_false @DESERT5_21224 
033E: text_draw 322.0 31.0 'DES5_MG'  // Semmistsd meg a clpontokat
008B: 228@ = $1942[6] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_21224
00D6: if 
0039:   34@ == 10 // integer values 
004D: jump_if_false @DESERT5_21278 
033E: text_draw 322.0 31.0 'DES5_MH'  // Bukfenc
008B: 228@ = $1942[7] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_21278
00D6: if 
0039:   34@ == 11 // integer values 
004D: jump_if_false @DESERT5_21332 
033E: text_draw 322.0 31.0 'DES5_MI'  // tforduls
008B: 228@ = $1942[8] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_21332
00D6: if 
0039:   34@ == 12 // integer values 
004D: jump_if_false @DESERT5_21386 
033E: text_draw 322.0 31.0 'DES5_MJ'  // Ereszkedj a clpontra
008B: 228@ = $1942[9] // integer values and handles 
0050: gosub @DESERT5_22125 

:DESERT5_21386
0050: gosub @DESERT5_24667 
0904: (unknown) 6 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 360.0 'DES5_FO'  // Kilp
00D6: if 
8039:   not  230@ == 1 // integer values 
004D: jump_if_false @DESERT5_21655 
0050: gosub @DESERT5_24667 
0904: (unknown) 6 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 340.0 'DES5_FP'  // Kezds
0050: gosub @DESERT5_24667 
00D6: if 
8038:   not  $1952 == 1 // integer values 
004D: jump_if_false @DESERT5_21592 
0904: (unknown) 6 152@ 153@ 154@ 155@ 
0002: jump @DESERT5_21608 

:DESERT5_21592
0904: (unknown) 8 152@ 153@ 154@ 155@ 

:DESERT5_21608
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'DES5_FN'  // Navigls

:DESERT5_21655
0050: gosub @DESERT5_24667 
0904: (unknown) 4 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 150.0 360.0 'DES5_FL'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  230@ == 1 // integer values 
004D: jump_if_false @DESERT5_21883 
0050: gosub @DESERT5_24667 
0904: (unknown) 4 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 150.0 340.0 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DESERT5_24667 
0904: (unknown) 4 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'DES5_FK'  // ~<~~>~

:DESERT5_21883
03E3: (unknown) 1 
038D: create_texture 5 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 160.0 317.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 480.0 317.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 9 position 160.0 435.0 scale 320.0 17.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 9 position 480.0 435.0 scale -320.0 17.0 color 150 150 150 alpha 255 
0051: return 

:DESERT5_22125
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 430.0 scale 640.0 250.0 color 0 0 0 alpha 255 
00D6: if 
001B:   70 > 228@ // integer values 
004D: jump_if_false @DESERT5_22187 
0006: 229@ = 1 // integer values 

:DESERT5_22187
00D6: if 
0019:   228@ > 69 // integer values 
004D: jump_if_false @DESERT5_22230 
00D6: if 
001B:   85 > 228@ // integer values 
004D: jump_if_false @DESERT5_22230 
0006: 229@ = 2 // integer values 

:DESERT5_22230
00D6: if 
0019:   228@ > 84 // integer values 
004D: jump_if_false @DESERT5_22273 
00D6: if 
001B:   100 > 228@ // integer values 
004D: jump_if_false @DESERT5_22273 
0006: 229@ = 3 // integer values 

:DESERT5_22273
00D6: if 
0039:   228@ == 100 // integer values 
004D: jump_if_false @DESERT5_22298 
0006: 229@ = 4 // integer values 

:DESERT5_22298
0050: gosub @DESERT5_24667 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0904: (unknown) 3 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
00D6: if 
0019:   229@ > 1 // integer values 
004D: jump_if_false @DESERT5_22392 
045A: text_draw_1number 320.0 75.0 'DES5_FQ' 228@  // Rekord: ~1~%
0002: jump @DESERT5_22413 

:DESERT5_22392
033E: text_draw 320.0 75.0 'DES5_FR'  // Szerezz legalbb 70%-ot a sikerhez

:DESERT5_22413
00D6: if 
0019:   229@ > 1 // integer values 
004D: jump_if_false @DESERT5_22518 
03E3: (unknown) 1 
038D: create_texture 4 position 250.0 306.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 4 position 395.0 306.0 scale 60.0 60.0 color 180 180 180 alpha 255 
0002: jump @DESERT5_22598 

:DESERT5_22518
03E3: (unknown) 1 
038D: create_texture 7 position 250.0 306.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 7 position 395.0 306.0 scale 60.0 60.0 color 180 180 180 alpha 255 

:DESERT5_22598
03E3: (unknown) 1 
00D6: if 
0039:   229@ == 1 // integer values 
004D: jump_if_false @DESERT5_22784 
09FB: 242@ = unknown_get_display_mode_or_gxt_file_used 
00D6: if 
04A4:   242@ == 0 // integer values OR floating-point values 
004D: jump_if_false @DESERT5_22686 
038D: create_texture 6 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0002: jump @DESERT5_22722 

:DESERT5_22686
038D: create_texture 10 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:DESERT5_22722
0050: gosub @DESERT5_24667 
0342: set_text_draw_centered 1 
0904: (unknown) 3 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033E: text_draw 320.0 375.0 'DES5_FS'  // Nincs jutalom

:DESERT5_22784
00D6: if 
0039:   229@ == 2 // integer values 
004D: jump_if_false @DESERT5_22900 
038D: create_texture 1 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @DESERT5_24667 
0342: set_text_draw_centered 1 
0904: (unknown) 3 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033E: text_draw 320.0 375.0 'DES5_FF'  // BRONZ

:DESERT5_22900
00D6: if 
0039:   229@ == 3 // integer values 
004D: jump_if_false @DESERT5_23016 
038D: create_texture 2 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @DESERT5_24667 
0342: set_text_draw_centered 1 
0904: (unknown) 3 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033E: text_draw 320.0 375.0 'DES5_FE'  // EZST

:DESERT5_23016
00D6: if 
0039:   229@ == 4 // integer values 
004D: jump_if_false @DESERT5_23132 
038D: create_texture 3 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @DESERT5_24667 
0342: set_text_draw_centered 1 
0904: (unknown) 3 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033E: text_draw 320.0 375.0 'DES5_FD'  // ARANY

:DESERT5_23132
0051: return 

:DESERT5_23134
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @DESERT5_23413 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @DESERT5_23177 
0050: gosub @DESERT5_3984 

:DESERT5_23177
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @DESERT5_23202 
0050: gosub @DESERT5_5493 

:DESERT5_23202
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DESERT5_23227 
0050: gosub @DESERT5_6956 

:DESERT5_23227
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_23252 
0050: gosub @DESERT5_8535 

:DESERT5_23252
00D6: if 
0039:   34@ == 7 // integer values 
004D: jump_if_false @DESERT5_23277 
0050: gosub @DESERT5_10325 

:DESERT5_23277
00D6: if 
0039:   34@ == 8 // integer values 
004D: jump_if_false @DESERT5_23302 
0050: gosub @DESERT5_11761 

:DESERT5_23302
00D6: if 
0039:   34@ == 9 // integer values 
004D: jump_if_false @DESERT5_23327 
0050: gosub @DESERT5_12980 

:DESERT5_23327
00D6: if 
0039:   34@ == 10 // integer values 
004D: jump_if_false @DESERT5_23352 
0050: gosub @DESERT5_15309 

:DESERT5_23352
00D6: if 
0039:   34@ == 11 // integer values 
004D: jump_if_false @DESERT5_23377 
0050: gosub @DESERT5_16987 

:DESERT5_23377
00D6: if 
0039:   34@ == 12 // integer values 
004D: jump_if_false @DESERT5_23402 
0050: gosub @DESERT5_18567 

:DESERT5_23402
03D1: play_wav 3 
0006: 231@ = 1 // integer values 

:DESERT5_23413
00D6: if 
0039:   231@ == 1 // integer values 
004D: jump_if_false @DESERT5_23711 
00D6: if 
8039:   not  34@ == 12 // integer values 
004D: jump_if_false @DESERT5_23616 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_23595 
0006: 150@ = 589 // integer values 
005A: 150@ += 34@ // integer values 
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @DESERT5_23506 
000E: 150@ -= 1 // integer values 

:DESERT5_23506
00D6: if 
0029:   34@ >= 6 // integer values 
004D: jump_if_false @DESERT5_23531 
000E: 150@ -= 2 // integer values 

:DESERT5_23531
00D6: if 
87C1:   not path 150@ available 
004D: jump_if_false @DESERT5_23559 
07C0: load_path 150@ 
0002: jump @DESERT5_23588 

:DESERT5_23559
05EB: assign_vehicle 35@ to_path 150@ 
0050: gosub @DESERT5_24311 
0006: 226@ = 3 // integer values 
0006: 231@ = 2 // integer values 

:DESERT5_23588
0002: jump @DESERT5_23609 

:DESERT5_23595
0006: 226@ = 3 // integer values 
0006: 231@ = 2 // integer values 

:DESERT5_23609
0002: jump @DESERT5_23711 

:DESERT5_23616
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DESERT5_23697 
00D6: if 
0611:   actor 70@ animation_is "FALL_SKYDIVE" 
004D: jump_if_false @DESERT5_23690 
04D7: lock_actor 70@ in_current_position 0 
0006: 33@ = 0 // integer values 
0006: 226@ = 3 // integer values 
0006: 231@ = 2 // integer values 

:DESERT5_23690
0002: jump @DESERT5_23711 

:DESERT5_23697
0006: 226@ = 3 // integer values 
0006: 231@ = 2 // integer values 

:DESERT5_23711
00D6: if 
0039:   231@ == 2 // integer values 
004D: jump_if_false @DESERT5_24069 
00D6: if 
8039:   not  34@ == 12 // integer values 
004D: jump_if_false @DESERT5_23992 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_23971 
00D6: if 
860E:   not car 35@ is_assigned_to_existing_path 
004D: jump_if_false @DESERT5_23807 
0519: lock_vehicle 35@ in_current_position 1 
0006: 226@ = 1 // integer values 
0006: 231@ = 4 // integer values 
0002: jump @DESERT5_23964 

:DESERT5_23807
0825: instantly_spin_flying_vehicle 35@ rotor_blade 
00D6: if 
0039:   34@ == 9 // integer values 
004D: jump_if_false @DESERT5_23964 
0541: fire_guns_on_vehicle 35@ 
00D6: if and
8039:   not  172@ == 1 // integer values 
8119:   not car 62@ wrecked 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @DESERT5_23878 
070C: (unknown) 62@ 
0006: 172@ = 1 // integer values 

:DESERT5_23878
00D6: if and
8039:   not  171@ == 1 // integer values 
8119:   not car 61@ wrecked 
0019:   33@ > 4500 // integer values 
004D: jump_if_false @DESERT5_23921 
070C: (unknown) 61@ 
0006: 171@ = 1 // integer values 

:DESERT5_23921
00D6: if and
8039:   not  170@ == 1 // integer values 
8119:   not car 60@ wrecked 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @DESERT5_23964 
070C: (unknown) 60@ 
0006: 170@ = 1 // integer values 

:DESERT5_23964
0002: jump @DESERT5_23985 

:DESERT5_23971
0006: 226@ = 1 // integer values 
0006: 231@ = 4 // integer values 

:DESERT5_23985
0002: jump @DESERT5_24069 

:DESERT5_23992
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DESERT5_24055 
00D6: if 
0019:   33@ > 15000 // integer values 
004D: jump_if_false @DESERT5_24048 
04D7: lock_actor 70@ in_current_position 1 
0006: 226@ = 1 // integer values 
0006: 231@ = 4 // integer values 

:DESERT5_24048
0002: jump @DESERT5_24069 

:DESERT5_24055
0006: 226@ = 1 // integer values 
0006: 231@ = 4 // integer values 

:DESERT5_24069
00D6: if 
0039:   231@ == 3 // integer values 
004D: jump_if_false @DESERT5_24124 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_24110 
0519: lock_vehicle 35@ in_current_position 1 

:DESERT5_24110
0006: 226@ = 1 // integer values 
0006: 231@ = 4 // integer values 

:DESERT5_24124
00D6: if 
0039:   231@ == 4 // integer values 
004D: jump_if_false @DESERT5_24309 
00D6: if 
0039:   226@ == 2 // integer values 
004D: jump_if_false @DESERT5_24309 
05EC: release_vehicle 35@ from_path 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly 70@ 
00A6: destroy_car 35@ 
0006: 156@ = 0 // integer values 

:DESERT5_24184
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_24226 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_24184 

:DESERT5_24226
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 range 300.0 
014F: stop_timer $253 
0396: 0 useless_flag 
0006: 231@ = 0 // integer values 

:DESERT5_24309
0051: return 

:DESERT5_24311
0871: init_jump_table 34@ total_jumps 10 1 @DESERT5_24636 jumps 1 @DESERT5_24439 2 @DESERT5_24463 3 @DESERT5_24487 4 @DESERT5_24487 5 @DESERT5_24516 6 @DESERT5_24516 7 @DESERT5_24540 
0872: jump_table_jumps 9 @DESERT5_24564 10 @DESERT5_24588 11 @DESERT5_24612 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 

:DESERT5_24439
03CB: set_camera 172.6 2466.14 17.05 
0002: jump @DESERT5_24643 

:DESERT5_24463
03CB: set_camera 27.29 2466.31 16.76 
0002: jump @DESERT5_24643 

:DESERT5_24487
0A0B: (unknown) -1251.02 2301.32 120.44 60.0 
0002: jump @DESERT5_24643 

:DESERT5_24516
03CB: set_camera -394.09 2601.47 134.89 
0002: jump @DESERT5_24643 

:DESERT5_24540
03CB: set_camera 323.02 2446.81 117.65 
0002: jump @DESERT5_24643 

:DESERT5_24564
03CB: set_camera 365.5 2339.25 63.23 
0002: jump @DESERT5_24643 

:DESERT5_24588
03CB: set_camera 269.53 2445.3 88.46 
0002: jump @DESERT5_24643 

:DESERT5_24612
03CB: set_camera 292.95 2445.3 93.46 
0002: jump @DESERT5_24643 

:DESERT5_24636
0002: jump @DESERT5_24643 

:DESERT5_24643
0A0B: (unknown) 412.38 2533.65 18.18 90.0 
0051: return 

:DESERT5_24667
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 

:DESERT5_24729
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.8 2.6 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0051: return 

:DESERT5_24787
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.2 4.0 
060D: draw_text_shadow 3 color 0 0 0 alpha 255 
0349: text_draw_style = 3 
0051: return 

:DESERT5_24849
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.0 3.4 
060D: draw_text_shadow 3 color 0 0 0 alpha 255 
0349: text_draw_style = 3 
0051: return 

:DESERT5_24907
016A: fade 0 500 ms 

:DESERT5_24914
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_24938 
0001: wait 0 ms 
0002: jump @DESERT5_24914 

:DESERT5_24938
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:DESERT5_24944
00D6: if 
8039:   not  34@ == 12 // integer values 
004D: jump_if_false @DESERT5_24986 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_24986 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT5_24986
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
04E4: unknown_refresh_game_renderer_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
03CB: set_camera $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0001: wait 0 ms 
00D6: if 
8039:   not  34@ == 9 // integer values 
004D: jump_if_false @DESERT5_25045 
01B6: set_weather 17 

:DESERT5_25045
0826: toggle_hud 1 
0581: toggle_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 

:DESERT5_25064
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_25088 
0001: wait 0 ms 
0002: jump @DESERT5_25064 

:DESERT5_25088
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 

:DESERT5_25097
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_25164 
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @DESERT5_25157 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_25157 
0006: 232@ = 1 // integer values 

:DESERT5_25157
0002: jump @DESERT5_25171 

:DESERT5_25164
0006: 232@ = 1 // integer values 

:DESERT5_25171
0051: return 

:DESERT5_25173
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_25216 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_25216 
02E3: $7526 = car 35@ speed 

:DESERT5_25216
00D6: if or
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @DESERT5_25331 
00D6: if 
0020:   $7526 > 0.1 // floating-point values 
004D: jump_if_false @DESERT5_25331 
00BE: text_clear_all 
00D6: if or
0039:   34@ == 1 // integer values 
0039:   34@ == 3 // integer values 
0039:   34@ == 4 // integer values 
0039:   34@ == 5 // integer values 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_25324 
03C3: set_timer_with_text_to $253 type 0 text 'DES5_T4'  // Id ~1~

:DESERT5_25324
0006: 233@ = 1 // integer values 

:DESERT5_25331
0051: return 
00D6: if 
0038:   $253 == 0 // integer values 
004D: jump_if_false @DESERT5_25365 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DESERT5_25365
0051: return 

:DESERT5_25367
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8039:   not  34@ == 12 // integer values 
004D: jump_if_false @DESERT5_25399 
0002: jump @DESERT5_25406 

:DESERT5_25399
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:DESERT5_25406
0396: 1 useless_flag 
0051: return 

:DESERT5_25412
0006: 229@ = 0 // integer values 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @DESERT5_25501 
00D6: if 
001A:   85 > $271 // integer values 
004D: jump_if_false @DESERT5_25501 
00D6: if and
0019:   237@ > 69 // integer values 
001B:   85 > 237@ // integer values 
004D: jump_if_false @DESERT5_25494 
0006: 229@ = 0 // integer values 
0002: jump @DESERT5_25501 

:DESERT5_25494
0006: 229@ = 2 // integer values 

:DESERT5_25501
00D6: if 
0018:   $271 > 84 // integer values 
004D: jump_if_false @DESERT5_25583 
00D6: if 
001A:   100 > $271 // integer values 
004D: jump_if_false @DESERT5_25583 
00D6: if and
0019:   237@ > 84 // integer values 
001B:   100 > 237@ // integer values 
004D: jump_if_false @DESERT5_25576 
0006: 229@ = 0 // integer values 
0002: jump @DESERT5_25583 

:DESERT5_25576
0006: 229@ = 3 // integer values 

:DESERT5_25583
00D6: if 
0038:   $271 == 100 // integer values 
004D: jump_if_false @DESERT5_25640 
00D6: if 
0039:   237@ == 100 // integer values 
004D: jump_if_false @DESERT5_25633 
0006: 229@ = 0 // integer values 
0002: jump @DESERT5_25640 

:DESERT5_25633
0006: 229@ = 4 // integer values 

:DESERT5_25640
0006: 243@ = 1 // integer values 
0006: 244@ = 1 // integer values 
0006: 245@ = 1 // integer values 
0006: 156@ = 0 // integer values 

:DESERT5_25668
00D6: if 
001B:   10 > 156@ // integer values 
004D: jump_if_false @DESERT5_25862 
00D6: if 
8038:   not  $PARKED_RUSTLER_EXISTS == 1 // integer values 
004D: jump_if_false @DESERT5_25740 
00D6: if and
001A:   70 > $1942(156@,10i) // integer values 
0039:   243@ == 1 // integer values 
004D: jump_if_false @DESERT5_25740 
0006: 243@ = 0 // integer values 

:DESERT5_25740
00D6: if 
8038:   not  $PARKED_STUNT_EXISTS == 1 // integer values 
004D: jump_if_false @DESERT5_25794 
00D6: if and
001A:   85 > $1942(156@,10i) // integer values 
0039:   244@ == 1 // integer values 
004D: jump_if_false @DESERT5_25794 
0006: 244@ = 0 // integer values 

:DESERT5_25794
00D6: if 
8038:   not  $PARKED_HUNTER_EXISTS == 1 // integer values 
004D: jump_if_false @DESERT5_25848 
00D6: if and
001A:   100 > $1942(156@,10i) // integer values 
0039:   245@ == 1 // integer values 
004D: jump_if_false @DESERT5_25848 
0006: 245@ = 0 // integer values 

:DESERT5_25848
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_25668 

:DESERT5_25862
00D6: if and
8038:   not  $PARKED_RUSTLER_EXISTS == 1 // integer values 
0039:   243@ == 1 // integer values 
004D: jump_if_false @DESERT5_25901 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 
0004: $PARKED_RUSTLER_EXISTS = 1 // integer values 

:DESERT5_25901
00D6: if and
8038:   not  $PARKED_STUNT_EXISTS == 1 // integer values 
0039:   244@ == 1 // integer values 
004D: jump_if_false @DESERT5_25940 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 
0004: $PARKED_STUNT_EXISTS = 1 // integer values 

:DESERT5_25940
00D6: if and
8038:   not  $PARKED_HUNTER_EXISTS == 1 // integer values 
0039:   245@ == 1 // integer values 
004D: jump_if_false @DESERT5_25986 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 
014C: set_parked_car_generator $5189[25] cars_to_generate_to 101 
0004: $PARKED_HUNTER_EXISTS = 1 // integer values 

:DESERT5_25986
0051: return 

:DESERT5_25988
00D6: if or
0039:   34@ == 1 // integer values 
0039:   34@ == 3 // integer values 
0039:   34@ == 4 // integer values 
0039:   34@ == 7 // integer values 
0039:   34@ == 10 // integer values 
0039:   34@ == 11 // integer values 
004D: jump_if_false @DESERT5_26055 
0004: $267 = 100 // integer values 
0002: jump @DESERT5_26669 

:DESERT5_26055
00D6: if 
8039:   not  34@ == 12 // integer values 
004D: jump_if_false @DESERT5_26487 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_26473 
0004: $267 = 100 // integer values 
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @DESERT5_26165 
00D6: if 
81AC:   not car 35@ stopped 0 288.0 45@ 16.0 328.0 47@ 18.0 
004D: jump_if_false @DESERT5_26165 
000C: $267 -= 50 // integer values 

:DESERT5_26165
00D6: if or
0039:   34@ == 5 // integer values 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_26241 
00D6: if 
81AC:   not car 35@ stopped 1 288.0 45@ 16.0 328.0 47@ 18.0 
004D: jump_if_false @DESERT5_26241 
000C: $267 -= 50 // integer values 

:DESERT5_26241
00D6: if 
0039:   34@ == 8 // integer values 
004D: jump_if_false @DESERT5_26308 
00D6: if 
81B0:   not car 35@ stopped 1 56@ 57@ 58@ radius 26.31 26.31 26.31 
004D: jump_if_false @DESERT5_26308 
000C: $267 -= 50 // integer values 

:DESERT5_26308
00D6: if 
0039:   34@ == 9 // integer values 
004D: jump_if_false @DESERT5_26375 
00D6: if 
81B0:   not car 35@ stopped 1 56@ 57@ 58@ radius 26.31 26.31 26.31 
004D: jump_if_false @DESERT5_26375 
000C: $267 -= 50 // integer values 

:DESERT5_26375
0174: 40@ = car 35@ z_angle 
00D6: if or
8031:   not  40@ >= 260.0 // floating-point values 
8033:   not  280.0 >= 40@ // floating-point values 
004D: jump_if_false @DESERT5_26466 
00D6: if and
0031:   40@ >= 181.0 // floating-point values 
0033:   359.0 >= 40@ // floating-point values 
004D: jump_if_false @DESERT5_26459 
000C: $267 -= 10 // integer values 
0002: jump @DESERT5_26466 

:DESERT5_26459
000C: $267 -= 25 // integer values 

:DESERT5_26466
0002: jump @DESERT5_26480 

:DESERT5_26473
0004: $267 = 0 // integer values 

:DESERT5_26480
0002: jump @DESERT5_26669 

:DESERT5_26487
00D6: if 
0033:   0.8 >= 142@ // floating-point values 
004D: jump_if_false @DESERT5_26522 
0004: $267 = 100 // integer values 
0002: jump @DESERT5_26669 

:DESERT5_26522
00D6: if 
0033:   2.1 >= 142@ // floating-point values 
004D: jump_if_false @DESERT5_26557 
0004: $267 = 85 // integer values 
0002: jump @DESERT5_26669 

:DESERT5_26557
00D6: if 
0033:   4.0 >= 142@ // floating-point values 
004D: jump_if_false @DESERT5_26592 
0004: $267 = 75 // integer values 
0002: jump @DESERT5_26669 

:DESERT5_26592
00D6: if 
0033:   6.0 >= 142@ // floating-point values 
004D: jump_if_false @DESERT5_26627 
0004: $267 = 70 // integer values 
0002: jump @DESERT5_26669 

:DESERT5_26627
00D6: if 
0033:   10.0 >= 142@ // floating-point values 
004D: jump_if_false @DESERT5_26662 
0004: $267 = 35 // integer values 
0002: jump @DESERT5_26669 

:DESERT5_26662
0004: $267 = 0 // integer values 

:DESERT5_26669
00D6: if 
001A:   0 > $267 // integer values 
004D: jump_if_false @DESERT5_26694 
0004: $267 = 0 // integer values 

:DESERT5_26694
00D6: if 
0018:   $267 > 100 // integer values 
004D: jump_if_false @DESERT5_26719 
0004: $267 = 100 // integer values 

:DESERT5_26719
0051: return 

:DESERT5_26721
00D6: if 
8039:   not  34@ == 12 // integer values 
004D: jump_if_false @DESERT5_26873 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_26859 
0227: 36@ = car 35@ health 
0004: $268 = 1000 // integer values 
0060: $268 -= $260 // integer values 
0006: 145@ = 1000 // integer values 
0062: 145@ -= 36@ // integer values 
0016: 145@ /= 10 // integer values 
00D6: if 
001B:   0 > 145@ // integer values 
004D: jump_if_false @DESERT5_26827 
0006: 145@ = 0 // integer values 

:DESERT5_26827
00D6: if 
0019:   145@ > 100 // integer values 
004D: jump_if_false @DESERT5_26852 
0006: 145@ = 100 // integer values 

:DESERT5_26852
0002: jump @DESERT5_26866 

:DESERT5_26859
0006: 145@ = 100 // integer values 

:DESERT5_26866
0002: jump @DESERT5_26880 

:DESERT5_26873
0006: 145@ = 0 // integer values 

:DESERT5_26880
0051: return 

:DESERT5_26882
0084: $301 = $253 // integer values and handles 
0014: $301 /= 1000 // integer values 
00D6: if 
002F:   147@ >= $301 // integer values 
004D: jump_if_false @DESERT5_26931 
0006: 146@ = 100 // integer values 
0002: jump @DESERT5_27042 

:DESERT5_26931
008B: 146@ = $301 // integer values and handles 
0062: 146@ -= 147@ // integer values 
0012: 146@ *= 30 // integer values 
0085: 149@ = 148@ // integer values and handles 
0062: 149@ -= 147@ // integer values 
0072: 146@ /= 149@ // integer values 
0012: 146@ *= -1 // integer values 
000A: 146@ += 100 // integer values 
00D6: if 
001B:   0 > 146@ // integer values 
004D: jump_if_false @DESERT5_27017 
0006: 146@ = 0 // integer values 

:DESERT5_27017
00D6: if 
0019:   146@ > 100 // integer values 
004D: jump_if_false @DESERT5_27042 
0006: 146@ = 100 // integer values 

:DESERT5_27042
0051: return 

:DESERT5_27044
008A: $271 = 146@ // integer values and handles 
00D6: if or
0039:   34@ == 2 // integer values 
0039:   34@ == 5 // integer values 
0039:   34@ == 6 // integer values 
0039:   34@ == 8 // integer values 
0039:   34@ == 9 // integer values 
0039:   34@ == 12 // integer values 
004D: jump_if_false @DESERT5_27120 
0058: $271 += $267 // integer values 
0014: $271 /= 2 // integer values 

:DESERT5_27120
00D6: if 
8039:   not  34@ == 12 // integer values 
004D: jump_if_false @DESERT5_27146 
0066: $271 -= 145@ // integer values 

:DESERT5_27146
00D6: if 
001A:   0 > $271 // integer values 
004D: jump_if_false @DESERT5_27171 
0004: $271 = 0 // integer values 

:DESERT5_27171
00D6: if 
0018:   $271 > 100 // integer values 
004D: jump_if_false @DESERT5_27196 
0004: $271 = 100 // integer values 

:DESERT5_27196
00BE: text_clear_all 
0051: return 

:DESERT5_27200
01B4: set_player $PLAYER_CHAR frozen_state 0 
097A: (unknown) -1000.0 -1000.0 -1000.0 1188 
016A: fade 0 500 ms 

:DESERT5_27234
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_27265 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
0002: jump @DESERT5_27234 

:DESERT5_27265
08DA: remove_panel 144@ 
03E6: remove_text_box 
00BE: text_clear_all 
03D6: remove_big_text 'DES5_SA'  // j kpestst szereztl
03D6: remove_big_text 'DES5_SB'  // j rekord
033F: set_text_draw_letter_width_height 1.0 1.0 
0221: set_player $PLAYER_CHAR trapped_in_car 0 
00D6: if 
0039:   34@ == 12 // integer values 
004D: jump_if_false @DESERT5_27350 
0108: destroy_object 135@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0249: release_model #GUN_PARA 

:DESERT5_27350
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly 70@ 
0792: (unknown) $PLAYER_ACTOR 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 118@ 
06D6: destroy_racing_checkpoint 143@ 
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_27397 
00BE: text_clear_all 

:DESERT5_27397
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_27439 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_27439 
0519: lock_vehicle 35@ in_current_position 1 

:DESERT5_27439
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0001: wait 0 ms 
04E4: unknown_refresh_game_renderer_at 412.38 2533.65 
03CB: set_camera 412.38 2533.65 18.18 
0395: clear_area 1 at $327 $328 $329 range 300.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_27520 
0519: lock_vehicle 35@ in_current_position 0 

:DESERT5_27520
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT5_27570 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
0002: jump @DESERT5_27590 

:DESERT5_27570
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 

:DESERT5_27590
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
00A6: destroy_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
014F: stop_timer $253 
0396: 0 useless_flag 
0051: return 

:DESERT5_27620
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 200 ms 

:DESERT5_27634
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_27658 
0001: wait 0 ms 
0002: jump @DESERT5_27634 

:DESERT5_27658
03E6: remove_text_box 
00BE: text_clear_all 
014F: stop_timer $253 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 118@ 
00D6: if or
0039:   34@ == 3 // integer values 
0039:   34@ == 4 // integer values 
0039:   34@ == 5 // integer values 
0039:   34@ == 6 // integer values 
004D: jump_if_false @DESERT5_27764 
0006: 156@ = 0 // integer values 

:DESERT5_27723
00D6: if 
001B:   8 > 156@ // integer values 
004D: jump_if_false @DESERT5_27764 
06D6: destroy_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_27723 

:DESERT5_27764
00D6: if 
0039:   34@ == 9 // integer values 
004D: jump_if_false @DESERT5_27880 
0006: 156@ = 0 // integer values 

:DESERT5_27789
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_27831 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_27789 

:DESERT5_27831
0006: 156@ = 0 // integer values 

:DESERT5_27838
00D6: if 
001D:   66@ > 156@ // integer values 
004D: jump_if_false @DESERT5_27880 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_27838 

:DESERT5_27880
00D6: if or
0039:   34@ == 10 // integer values 
0039:   34@ == 11 // integer values 
004D: jump_if_false @DESERT5_27915 
06D6: destroy_racing_checkpoint 127@ 
06D6: destroy_racing_checkpoint 128@ 

:DESERT5_27915
00D6: if 
0039:   34@ == 12 // integer values 
004D: jump_if_false @DESERT5_27960 
0108: destroy_object 135@ 
06D6: destroy_racing_checkpoint 143@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0249: release_model #GUN_PARA 
0792: (unknown) $PLAYER_ACTOR 

:DESERT5_27960
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly 70@ 
00D6: if 
0039:   232@ == 2 // integer values 
004D: jump_if_false @DESERT5_27987 
00BE: text_clear_all 

:DESERT5_27987
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_28029 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_28029 
0519: lock_vehicle 35@ in_current_position 1 

:DESERT5_28029
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0001: wait 0 ms 
04E4: unknown_refresh_game_renderer_at 412.38 2533.65 
03CB: set_camera 300.0 2501.94 19.65 
0395: clear_area 1 at $327 $328 $329 range 300.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_28110 
0519: lock_vehicle 35@ in_current_position 0 

:DESERT5_28110
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT5_28160 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
0002: jump @DESERT5_28180 

:DESERT5_28160
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 

:DESERT5_28180
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
00A6: destroy_car 35@ 
0826: toggle_hud 0 
0581: toggle_radar 0 
015F: set_camera_position 370.0 2501.94 19.65 0.0 0.0 0.0 
0160: point_camera 320.0 2501.94 19.65 2 
08D4: 144@ = create_panel_with_title 'DUMMY' position 184.0 200.0 width 128.0 columns 2 interactive 0 background 1 alignment 0 
08DB: set_panel 144@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel 144@ column 0 alignment 1 
08D6: set_panel 144@ column 1 alignment 0 
09DB: set_panel 144@ column 0 width 192 
09DB: set_panel 144@ column 1 width 64 
0006: 270@ = 0 // integer values 
00D6: if and
0019:   238@ > 0 // integer values 
0019:   229@ > 0 // integer values 
004D: jump_if_false @DESERT5_28509 
05AA: 246@(270@,12s) = 'DUMMY' // 8-byte strings 
000A: 270@ += 1 // integer values 

:DESERT5_28509
05AA: 246@(270@,12s) = 'DES5_S3' // 8-byte strings 
08EE: set_panel 144@ column 1 row 270@ text_1number 'DES5_SC' $301  // ~1~s
000A: 270@ += 1 // integer values 
00D6: if or
0039:   34@ == 2 // integer values 
0039:   34@ == 5 // integer values 
0039:   34@ == 6 // integer values 
0039:   34@ == 8 // integer values 
0039:   34@ == 9 // integer values 
0039:   34@ == 12 // integer values 
004D: jump_if_false @DESERT5_28656 
05AA: 246@(270@,12s) = 'DES5_S5' // 8-byte strings 
08EE: set_panel 144@ column 1 row 270@ text_1number 'DES5_SD' $267  // ~1~%
000A: 270@ += 1 // integer values 

:DESERT5_28656
00D6: if 
8039:   not  34@ == 12 // integer values 
004D: jump_if_false @DESERT5_28721 
05AA: 246@(270@,12s) = 'DES5_S6' // 8-byte strings 
08EE: set_panel 144@ column 1 row 270@ text_1number 'DES5_SD' 145@  // ~1~%
000A: 270@ += 1 // integer values 

:DESERT5_28721
05AA: 246@(270@,12s) = 'DES5_S7' // 8-byte strings 
08EE: set_panel 144@ column 1 row 270@ text_1number 'DES5_SD' $271  // ~1~%
000A: 270@ += 1 // integer values 
00D6: if 
0039:   238@ == 2 // integer values 
004D: jump_if_false @DESERT5_29045 
05AA: 246@(270@,12s) = 'DUMMY' // 8-byte strings 
000A: 270@ += 1 // integer values 
05AA: 246@(270@,12s) = 'DES5_SF' // 8-byte strings 
000A: 270@ += 1 // integer values 
00D6: if 
8038:   not  $1955 == 1 // integer values 
004D: jump_if_false @DESERT5_29045 
0652: 271@ = stat 223 // integer 
00D6: if 
0029:   271@ >= 180 // integer values 
004D: jump_if_false @DESERT5_29045 
0004: $1955 = 1 // integer values 
0006: 156@ = 0 // integer values 

:DESERT5_28895
00D6: if 
002B:   24 >= 156@ // integer values 
004D: jump_if_false @DESERT5_28963 
00D6: if and
8039:   not  156@ == 8 // integer values 
8039:   not  156@ == 9 // integer values 
004D: jump_if_false @DESERT5_28949 
014C: set_parked_car_generator $5189(156@,28i) cars_to_generate_to 101 

:DESERT5_28949
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_28895 

:DESERT5_28963
014C: set_parked_car_generator $5189[27] cars_to_generate_to 101 
0006: 156@ = 0 // integer values 

:DESERT5_28977
00D6: if 
002B:   11 >= 156@ // integer values 
004D: jump_if_false @DESERT5_29020 
014C: set_parked_car_generator $5217(156@,12i) cars_to_generate_to 0 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_28977 

:DESERT5_29020
05AA: 246@(270@,12s) = 'DES5_SG' // 8-byte strings 
000A: 270@ += 1 // integer values 

:DESERT5_29045
05AA: 246@(270@,12s) = 'DUMMY' // 8-byte strings 
000A: 270@ += 1 // integer values 
00D6: if 
0039:   238@ == 2 // integer values 
004D: jump_if_false @DESERT5_29113 
05AA: 246@(270@,12s) = 'DES5_S8' // 8-byte strings 
0002: jump @DESERT5_29131 

:DESERT5_29113
05AA: 246@(270@,12s) = 'DES5_SE' // 8-byte strings 

:DESERT5_29131
000A: 270@ += 1 // integer values 
05AA: 246@(270@,12s) = 'DES5_S9' // 8-byte strings 
000A: 270@ += 1 // integer values 

:DESERT5_29163
00D6: if 
001B:   12 > 270@ // integer values 
004D: jump_if_false @DESERT5_29213 
05AA: 246@(270@,12s) = 'DUMMY' // 8-byte strings 
000A: 270@ += 1 // integer values 
0002: jump @DESERT5_29163 

:DESERT5_29213
08DB: set_panel 144@ column 0 header 'DUMMY' data 246@s 248@s 250@s 252@s 254@s 256@s 258@s 260@s 262@s 264@s 266@s 268@s 
097A: (unknown) -1000.0 -1000.0 -1000.0 1187 
016A: fade 1 500 ms 

:DESERT5_29292
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_29323 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
0002: jump @DESERT5_29292 

:DESERT5_29323
0051: return 

:DESERT5_29325
00D6: if or
0039:   238@ == 1 // integer values 
0039:   238@ == 2 // integer values 
004D: jump_if_false @DESERT5_29714 
0050: gosub @DESERT5_24849 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 320.0 120.0 'DES5_SB'  // j rekord
00D6: if 
0019:   229@ > 0 // integer values 
004D: jump_if_false @DESERT5_29714 
0050: gosub @DESERT5_24849 
0904: (unknown) 6 152@ 153@ 154@ 155@ 
0340: set_text_draw_color 152@ 153@ 154@ 155@ 
033E: text_draw 320.0 85.0 'DES5_SA'  // j kpestst szereztl
03E3: (unknown) 1 
038D: create_texture 4 position 261.7 200.0 scale -50.0 50.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 4 position 378.3 200.0 scale 50.0 50.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
00D6: if 
0039:   229@ == 2 // integer values 
004D: jump_if_false @DESERT5_29606 
038D: create_texture 1 position 320.0 200.0 scale 91.7 79.2 color 160 160 160 alpha 255 

:DESERT5_29606
00D6: if 
0039:   229@ == 3 // integer values 
004D: jump_if_false @DESERT5_29660 
038D: create_texture 2 position 320.0 200.0 scale 91.7 79.2 color 160 160 160 alpha 255 

:DESERT5_29660
00D6: if 
0039:   229@ == 4 // integer values 
004D: jump_if_false @DESERT5_29714 
038D: create_texture 3 position 320.0 200.0 scale 91.7 79.2 color 160 160 160 alpha 255 

:DESERT5_29714
0051: return 

:DESERT5_29716
00D6: if or
0039:   215@ == 0 // integer values 
0039:   215@ == 1 // integer values 
004D: jump_if_false @DESERT5_29786 
00D6: if 
001D:   217@ > 216@ // integer values 
004D: jump_if_false @DESERT5_29786 
00D6: if 
0019:   33@ > 200 // integer values 
004D: jump_if_false @DESERT5_29786 
0050: gosub @DESERT5_29851 

:DESERT5_29786
00D6: if 
0039:   215@ == 2 // integer values 
004D: jump_if_false @DESERT5_29849 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DESERT5_29849 
0006: 215@ = 0 // integer values 
000A: 216@ += 1 // integer values 
0006: 218@ = 0 // integer values 
00BE: text_clear_all 
0006: 33@ = 0 // integer values 

:DESERT5_29849
0051: return 

:DESERT5_29851
00D6: if 
0039:   215@ == 0 // integer values 
004D: jump_if_false @DESERT5_29887 
03CF: load_wav 203@(216@,12i) as 1 
0006: 215@ = 1 // integer values 

:DESERT5_29887
00D6: if 
0039:   215@ == 1 // integer values 
004D: jump_if_false @DESERT5_29945 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DESERT5_29945 
00BC: text_highpriority 179@(216@,12s) 10000 ms 1 
03D1: play_wav 1 
0006: 215@ = 2 // integer values 

:DESERT5_29945
0051: return 

:DESERT5_29947
00BE: text_clear_all 
00D6: if or
0039:   232@ == 1 // integer values 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT5_29988 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!

:DESERT5_29988
0051: return 

:DESERT5_29990
00D6: if 
8038:   not  $MISSION_LEARNING_TO_FLY_PASSED == 1 // integer values 
004D: jump_if_false @DESERT5_30015 
0004: $MISSION_LEARNING_TO_FLY_PASSED = 1 // integer values 

:DESERT5_30015
00D6: if 
0038:   $MISSION_LEARNING_TO_FLY_PASSED == 1 // integer values 
004D: jump_if_false @DESERT5_30093 
0318: set_latest_mission_passed 'DESERT5'  // Repliskola
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 5 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0629: change_stat 331 to 1 // integer 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0008: $11276 += 1 // integer values 

:DESERT5_30093
0051: return 

:DESERT5_30095
0249: release_model #RUSTLER 
0249: release_model #HUNTER 
0249: release_model #PETRO 
0249: release_model #LANDSTAL 
0249: release_model #STUNT 
0249: release_model #GUN_PARA 
0249: release_model #CELLPHONE 
090F: end_external_script 1 (PARACHUTE) 
0391: release_txd_dictionary 
0164: disable_marker 220@ 
06D6: destroy_racing_checkpoint 118@ 
0006: 156@ = 0 // integer values 

:DESERT5_30153
00D6: if 
001B:   8 > 156@ // integer values 
004D: jump_if_false @DESERT5_30194 
06D6: destroy_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_30153 

:DESERT5_30194
06D6: destroy_racing_checkpoint 127@ 
06D6: destroy_racing_checkpoint 128@ 
06D6: destroy_racing_checkpoint 143@ 
0006: 156@ = 0 // integer values 

:DESERT5_30216
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_30258 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_30216 

:DESERT5_30258
0006: 156@ = 0 // integer values 

:DESERT5_30265
00D6: if 
001D:   66@ > 156@ // integer values 
004D: jump_if_false @DESERT5_30307 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_30265 

:DESERT5_30307
03E6: remove_text_box 
03D6: remove_big_text 'DES5_SA'  // j kpestst szereztl
03D6: remove_big_text 'DES5_SB'  // j rekord
061B: remove_references_to_action_sequences 71@ 
061B: remove_references_to_action_sequences 72@ 
08A8: (unknown) 0 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: text_draw_toggle 0 
08DA: remove_panel 144@ 
0108: destroy_object 135@ 
0004: $1510 = 1 // integer values 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_30401 
05EC: release_vehicle 35@ from_path 

:DESERT5_30401
00A6: destroy_car 35@ 
0006: 156@ = 0 // integer values 

:DESERT5_30413
00D6: if 
001D:   63@ > 156@ // integer values 
004D: jump_if_false @DESERT5_30455 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 // integer values 
0002: jump @DESERT5_30413 

:DESERT5_30455
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
097A: (unknown) -1000.0 -1000.0 -1000.0 1188 
014F: stop_timer $253 
0396: 0 useless_flag 
01B7: release_weather 
0581: toggle_radar 1 
08F8: (unknown) 1 
07A8: toggle_area69_sam 1 
096A: (unknown) 1 
01F0: set_max_wanted_level_to 239@ 
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @DESERT5_30574 
02EB: restore_camera_with_jumpcut 

:DESERT5_30574
009B: destroy_actor_instantly 70@ 
0373: set_camera_directly_behind_player 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 84---------------
// Originally: Fender Ketchup

:CASINO1
03A4: name_thread 'CASINO1' 
0050: gosub @CASINO1_484 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASINO1_38 
0050: gosub @CASINO1_19524 

:CASINO1_38
0050: gosub @CASINO1_19606 
004E: end_thread 

:CASINO1_47
03CB: set_camera 326@ 327@ 328@ 
023C: request_special_actor 'SINDACO' as 1 
0247: request_model #FELTZER 
04ED: load_animation "CAR" 
038B: load_requested_models 

:CASINO1_85
00D6: if or
8248:   not model #FELTZER available 
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR" loaded 
004D: jump_if_false @CASINO1_123 
0001: wait 0 ms 
0002: jump @CASINO1_85 

:CASINO1_123
0051: return 

:CASINO1_125
0007: 326@ = 1903.857 // floating-point values 
0007: 327@ = 974.1888 // floating-point values 
0007: 328@ = 9.8127 // floating-point values 
0007: 329@ = 177.4801 // floating-point values 
041E: set_radio_station 1 
00A5: 322@ = create_car #FELTZER at 326@ 327@ 328@ 
0175: set_car 322@ z_angle_to 329@ 
053F: set_car 322@ tires_vulnerable 0 
009A: 324@ = create_actor 23 #SPECIAL01 at 0.0 0.0 0.0 
0464: put_actor 324@ into_turret_on_car 322@ at_car_offset 0.0 1.266 0.391 position 0 shooting_angle 0.0 with_weapon 0 
0223: set_actor 324@ health_to 300 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
060A: unknown_create_entity 0 320@ 
060B: unknown_actor_use_entity 324@ 320@ 
0708: unknown_add_entity_item 320@ 12 
0708: unknown_add_entity_item 320@ 13 
0708: unknown_add_entity_item 320@ 56 
0224: set_car 322@ health_to 1000 
0051: return 
0186: 323@ = create_marker_above_car 322@ 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 

:CASINO1_372
0249: release_model #FELTZER 
0051: return 

:CASINO1_379
0247: request_model #TRIADB 

:CASINO1_383
00D6: if 
8248:   not model #TRIADB available 
004D: jump_if_false @CASINO1_409 
0001: wait 0 ms 
0002: jump @CASINO1_383 

:CASINO1_409
0007: 337@ = 1911.024 // floating-point values 
0007: 338@ = 956.8084 // floating-point values 
0007: 339@ = 9.8203 // floating-point values 
0007: 340@ = 95.5462 // floating-point values 
009A: 334@ = create_actor 4 #TRIADB at 337@ 338@ 339@ 
0173: set_actor 334@ z_angle_to 340@ 
0051: return 

:CASINO1_477
009B: destroy_actor_instantly 334@ 
0051: return 

:CASINO1_484
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0006: 34@ = -1 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0004: $7529 = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0004: $7528 = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 335@ = 1 // integer values 
0007: 70@ = 0.1 // floating-point values 
0007: 79@ = 1904.75 // floating-point values 
0007: 80@ = 960.74 // floating-point values 
0007: 81@ = 9.36 // floating-point values 
0007: 308@ = 1427.4 // floating-point values 
0007: 312@ = 2666.4 // floating-point values 
0007: 316@ = 13.01 // floating-point values 
0006: 303@ = 1 // integer values 
0006: 304@ = 2 // integer values 
0006: 305@ = 0 // integer values 
0006: 306@ = 1 // integer values 
0006: 307@ = 0 // integer values 
05AA: 104@s = 'CAS1_AA' // 8-byte strings 
05AA: 106@s = 'CAS1_AB' // 8-byte strings 
05AA: 108@s = 'CAS1_AC' // 8-byte strings 
05AA: 110@s = 'CAS1_AD' // 8-byte strings 
05AA: 112@s = 'CAS1_AE' // 8-byte strings 
05AA: 114@s = 'CAS1_BA' // 8-byte strings 
05AA: 116@s = 'CAS1_BB' // 8-byte strings 
05AA: 118@s = 'CAS1_BC' // 8-byte strings 
05AA: 120@s = 'CAS1_BD' // 8-byte strings 
05AA: 122@s = 'CAS1_BE' // 8-byte strings 
05AA: 124@s = 'CAS1_CA' // 8-byte strings 
05AA: 126@s = 'CAS1_CB' // 8-byte strings 
05AA: 128@s = 'CAS1_CC' // 8-byte strings 
05AA: 130@s = 'CAS1_CD' // 8-byte strings 
05AA: 132@s = 'CAS1_CE' // 8-byte strings 
05AA: 134@s = 'CAS1_DA' // 8-byte strings 
05AA: 136@s = 'CAS1_DB' // 8-byte strings 
05AA: 138@s = 'CAS1_DC' // 8-byte strings 
05AA: 140@s = 'CAS1_DD' // 8-byte strings 
05AA: 142@s = 'CAS1_DE' // 8-byte strings 
05AA: 144@s = 'CAS1_EA' // 8-byte strings 
05AA: 146@s = 'CAS1_EB' // 8-byte strings 
05AA: 148@s = 'CAS1_EC' // 8-byte strings 
05AA: 150@s = 'CAS1_ED' // 8-byte strings 
05AA: 152@s = 'CAS1_EE' // 8-byte strings 
05AA: 154@s = 'CAS1_EF' // 8-byte strings 
05AA: 156@s = 'CAS1_EG' // 8-byte strings 
05AA: 158@s = 'CAS1_EH' // 8-byte strings 
05AA: 160@s = 'CAS1_EI' // 8-byte strings 
05AA: 162@s = 'CAS1_EJ' // 8-byte strings 
05AA: 164@s = 'CAS1_EK' // 8-byte strings 
05AA: 166@s = 'CAS1_EL' // 8-byte strings 
05AA: 168@s = 'CAS1_EM' // 8-byte strings 
05AA: 170@s = 'CAS1_EN' // 8-byte strings 
05AA: 172@s = 'CAS1_EO' // 8-byte strings 
05AA: 174@s = 'CAS1_EP' // 8-byte strings 
05AA: 176@s = 'CAS1_EQ' // 8-byte strings 
05AA: 180@s = 'CAS1_ES' // 8-byte strings 
05AA: 182@s = 'CAS1_ET' // 8-byte strings 
05AA: 184@s = 'CAS1_EU' // 8-byte strings 
05AA: 186@s = 'CAS1_EV' // 8-byte strings 
05AA: 190@s = 'CAS1_EX' // 8-byte strings 
05AA: 192@s = 'CAS1_EY' // 8-byte strings 
05AA: 194@s = 'CAS1_EZ' // 8-byte strings 
05AA: 196@s = 'CAS1_FA' // 8-byte strings 
05AA: 198@s = 'CAS1_FB' // 8-byte strings 
05AA: 200@s = 'CAS1_GA' // 8-byte strings 
05AA: 202@s = 'CAS1_GB' // 8-byte strings 
05AA: 204@s = 'CAS1_GC' // 8-byte strings 
05AA: 206@s = 'CAS1_GD' // 8-byte strings 
05AA: 208@s = 'CAS1_GE' // 8-byte strings 
05AA: 210@s = 'CAS1_HA' // 8-byte strings 
05AA: 212@s = 'CAS1_HB' // 8-byte strings 
05AA: 214@s = 'CAS1_HC' // 8-byte strings 
05AA: 216@s = 'CAS1_HD' // 8-byte strings 
05AA: 218@s = 'CAS1_HE' // 8-byte strings 
05AA: 220@s = 'CAS1_JA' // 8-byte strings 
05AA: 222@s = 'CAS1_JB' // 8-byte strings 
05AA: 224@s = 'CAS1B00' // 8-byte strings 
05AA: 226@s = 'CAS1B02' // 8-byte strings 
05AA: 228@s = 'CAS1B03' // 8-byte strings 
05AA: 230@s = 'CAS1B04' // 8-byte strings 
05AA: 232@s = 'CAS1B05' // 8-byte strings 
05AA: 234@s = 'CAS1B06' // 8-byte strings 
04AF: 237@ = unknown_wav_reference 7007 
04AF: 238@ = unknown_wav_reference 7008 
04AF: 239@ = unknown_wav_reference 7009 
04AF: 240@ = unknown_wav_reference 7010 
04AF: 241@ = unknown_wav_reference 7011 
04AF: 242@ = unknown_wav_reference 7012 
04AF: 243@ = unknown_wav_reference 7013 
04AF: 244@ = unknown_wav_reference 7014 
04AF: 245@ = unknown_wav_reference 7015 
04AF: 246@ = unknown_wav_reference 7016 
04AF: 247@ = unknown_wav_reference 7017 
04AF: 248@ = unknown_wav_reference 7018 
04AF: 249@ = unknown_wav_reference 7019 
04AF: 250@ = unknown_wav_reference 7020 
04AF: 251@ = unknown_wav_reference 7021 
04AF: 252@ = unknown_wav_reference 7022 
04AF: 253@ = unknown_wav_reference 7023 
04AF: 254@ = unknown_wav_reference 7024 
04AF: 255@ = unknown_wav_reference 7025 
04AF: 256@ = unknown_wav_reference 7026 
04AF: 257@ = unknown_wav_reference 7027 
04AF: 258@ = unknown_wav_reference 7028 
04AF: 259@ = unknown_wav_reference 7029 
04AF: 260@ = unknown_wav_reference 7030 
04AF: 261@ = unknown_wav_reference 7031 
04AF: 262@ = unknown_wav_reference 7032 
04AF: 263@ = unknown_wav_reference 7033 
04AF: 264@ = unknown_wav_reference 7034 
04AF: 265@ = unknown_wav_reference 7035 
04AF: 266@ = unknown_wav_reference 7036 
04AF: 267@ = unknown_wav_reference 7037 
04AF: 268@ = unknown_wav_reference 7038 
04AF: 269@ = unknown_wav_reference 7039 
04AF: 270@ = unknown_wav_reference 7040 
04AF: 271@ = unknown_wav_reference 7041 
04AF: 272@ = unknown_wav_reference 7042 
04AF: 273@ = unknown_wav_reference 7043 
04AF: 275@ = unknown_wav_reference 7044 
04AF: 276@ = unknown_wav_reference 7045 
04AF: 277@ = unknown_wav_reference 7046 
04AF: 278@ = unknown_wav_reference 7047 
04AF: 280@ = unknown_wav_reference 7049 
04AF: 281@ = unknown_wav_reference 7050 
04AF: 282@ = unknown_wav_reference 7051 
04AF: 283@ = unknown_wav_reference 7052 
04AF: 284@ = unknown_wav_reference 7053 
04AF: 285@ = unknown_wav_reference 7055 
04AF: 286@ = unknown_wav_reference 7056 
04AF: 287@ = unknown_wav_reference 7057 
04AF: 288@ = unknown_wav_reference 7058 
04AF: 289@ = unknown_wav_reference 7059 
04AF: 290@ = unknown_wav_reference 7060 
04AF: 291@ = unknown_wav_reference 7061 
04AF: 292@ = unknown_wav_reference 7062 
04AF: 293@ = unknown_wav_reference 7063 
04AF: 294@ = unknown_wav_reference 7064 
04AF: 295@ = unknown_wav_reference 7065 
04AF: 296@ = unknown_wav_reference 7066 
04AF: 297@ = unknown_wav_reference 7000 
04AF: 298@ = unknown_wav_reference 7002 
04AF: 299@ = unknown_wav_reference 7003 
04AF: 300@ = unknown_wav_reference 7004 
04AF: 301@ = unknown_wav_reference 7005 
04AF: 302@ = unknown_wav_reference 7006 
054C: use_GXT_table 'CASINO1' 
07B4: (unknown) $PLAYER_CHAR 0 
016A: fade 0 500 ms 

:CASINO1_2189
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2213 
0001: wait 0 ms 
0002: jump @CASINO1_2189 

:CASINO1_2213
04BB: select_interior 11 // select render area 
02E4: load_cutscene_data 'CAS_1A' 

:CASINO1_2228
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO1_2252 
0001: wait 0 ms 
0002: jump @CASINO1_2228 

:CASINO1_2252
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO1_2261
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO1_2285 
0001: wait 0 ms 
0002: jump @CASINO1_2261 

:CASINO1_2285
016A: fade 0 0 ms 

:CASINO1_2291
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2315 
0001: wait 0 ms 
0002: jump @CASINO1_2291 

:CASINO1_2315
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
04BB: select_interior 0 // select render area 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
0822: (unknown) 0 
015F: set_camera_position 1908.156 977.3071 10.2294 0.0 0.0 0.0 
0160: point_camera 1907.488 976.5921 10.4377 2 
0395: clear_area 1 at 1903.27 955.95 9.8203 range 30.0 
00A1: put_actor $PLAYER_ACTOR at 1909.826 977.4828 9.8127 
0173: set_actor $PLAYER_ACTOR z_angle_to 136.9741 
0247: request_model #TRDCSGRGDOOR_LVS 
038B: load_requested_models 

:CASINO1_2470
00D6: if 
8248:   not model #TRDCSGRGDOOR_LVS available 
004D: jump_if_false @CASINO1_2496 
0001: wait 0 ms 
0002: jump @CASINO1_2470 

:CASINO1_2496
0050: gosub @CASINO1_47 
0050: gosub @CASINO1_125 
0A0B: (unknown) 1908.156 977.3071 10.2294 136.9741 
02A3: toggle_widescreen 1 
0001: wait 150 ms 
016A: fade 1 1500 ms 

:CASINO1_2548
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2572 
0001: wait 0 ms 
0002: jump @CASINO1_2548 

:CASINO1_2572
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2601 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 324@ 100000 ms 

:CASINO1_2601
0001: wait 0 ms 
00D6: if 
8039:   not  305@ == 0 // integer values 
004D: jump_if_false @CASINO1_3234 
00D6: if 
0039:   307@ == 0 // integer values 
004D: jump_if_false @CASINO1_2669 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CASINO1_2662 
040D: unload_wav 304@ 

:CASINO1_2662
0006: 307@ = 1 // integer values 

:CASINO1_2669
00D6: if 
0039:   307@ == 1 // integer values 
004D: jump_if_false @CASINO1_2706 
03CF: load_wav 236@(305@,67i) as 303@ 
0006: 307@ = 2 // integer values 

:CASINO1_2706
00D6: if 
0039:   307@ == 2 // integer values 
004D: jump_if_false @CASINO1_2864 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CASINO1_2864 
00D6: if or
0039:   305@ == 61 // integer values 
0039:   305@ == 63 // integer values 
004D: jump_if_false @CASINO1_2789 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2789 
0967: actor 324@ move_mouth 10000 

:CASINO1_2789
00D6: if or
0039:   305@ == 62 // integer values 
0039:   305@ == 64 // integer values 
004D: jump_if_false @CASINO1_2838 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_2838 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:CASINO1_2838
03D1: play_wav 303@ 
00BC: text_highpriority 102@(305@,67s) 10000 ms 1 
0006: 307@ = 3 // integer values 

:CASINO1_2864
00D6: if 
0039:   307@ == 3 // integer values 
004D: jump_if_false @CASINO1_3234 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CASINO1_3173 
03D5: remove_text 102@(305@,67s) 
00D6: if or
0039:   305@ == 61 // integer values 
0039:   305@ == 63 // integer values 
004D: jump_if_false @CASINO1_2953 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2953 
0968: actor 324@ stop_mouth 

:CASINO1_2953
00D6: if or
0039:   305@ == 62 // integer values 
0039:   305@ == 64 // integer values 
004D: jump_if_false @CASINO1_2999 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_2999 
0968: actor $PLAYER_ACTOR stop_mouth 

:CASINO1_2999
00D6: if 
0039:   303@ == 1 // integer values 
004D: jump_if_false @CASINO1_3038 
0006: 303@ = 2 // integer values 
0006: 304@ = 1 // integer values 
0002: jump @CASINO1_3052 

:CASINO1_3038
0006: 303@ = 1 // integer values 
0006: 304@ = 2 // integer values 

:CASINO1_3052
0006: 305@ = 0 // integer values 
0006: 307@ = 0 // integer values 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CASINO1_3091 
0006: 35@ = 1 // integer values 

:CASINO1_3091
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CASINO1_3116 
0006: 35@ = 5 // integer values 

:CASINO1_3116
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CASINO1_3141 
0006: 35@ = 4 // integer values 

:CASINO1_3141
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @CASINO1_3166 
0006: 35@ = 8 // integer values 

:CASINO1_3166
0002: jump @CASINO1_3234 

:CASINO1_3173
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CASINO1_3234 
00D6: if 
001B:   66 > 305@ // integer values 
004D: jump_if_false @CASINO1_3234 
0085: 306@ = 305@ // integer values and handles 
000A: 306@ += 1 // integer values 
03CF: load_wav 236@(306@,67i) as 304@ 

:CASINO1_3234
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_3359 
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_3359 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_3359 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_3359
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @CASINO1_3401 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO1_3401 
0006: 35@ = 10 // integer values 

:CASINO1_3401
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CASINO1_3451 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_3451 
0006: 305@ = 61 // integer values 

:CASINO1_3451
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CASINO1_3500 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1905.45 973.9371 9.8127 speed 4 -2 ms 
0006: 35@ = 2 // integer values 

:CASINO1_3500
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CASINO1_3629 
062E: (unknown) $PLAYER_ACTOR 1491 97@ 
00D6: if 
04A4:   97@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO1_3629 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_3629 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 324@ 
015F: set_camera_position 1903.005 974.7813 11.1887 0.0 0.0 0.0 
0160: point_camera 1903.732 974.0975 11.2553 2 
0006: 35@ = 3 // integer values 

:CASINO1_3629
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CASINO1_3679 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_3679 
0006: 305@ = 62 // integer values 

:CASINO1_3679
00D6: if or
0039:   35@ == 4 // integer values 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CASINO1_3741 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 flag 0 

:CASINO1_3741
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @CASINO1_3796 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 flag 0 

:CASINO1_3796
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CASINO1_3846 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_3846 
0006: 305@ = 63 // integer values 

:CASINO1_3846
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @CASINO1_3897 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_3897 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 322@ -2 ms 
0006: 35@ = 6 // integer values 

:CASINO1_3897
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @CASINO1_4039 
062E: (unknown) $PLAYER_ACTOR 1483 97@ 
00D6: if 
04A4:   97@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO1_4039 
015F: set_camera_position 1906.528 970.1409 10.433 0.0 0.0 0.0 
0160: point_camera 1905.822 970.8365 10.5694 2 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.1 flag 0 
0006: 35@ = 7 // integer values 

:CASINO1_4039
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @CASINO1_4089 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_4089 
0006: 305@ = 64 // integer values 

:CASINO1_4089
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @CASINO1_4164 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_4164 
05D1: AS_actor $PLAYER_ACTOR drive_car 322@ to 1903.27 955.95 9.8203 speed 10.0 1 0 2 
0006: 35@ = 9 // integer values 

:CASINO1_4164
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @CASINO1_4218 
062E: (unknown) $PLAYER_ACTOR 1489 97@ 
00D6: if 
04A4:   97@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO1_4218 
0006: 35@ = 10 // integer values 

:CASINO1_4218
00D6: if 
8039:   not  35@ == 10 // integer values 
004D: jump_if_false @CASINO1_4243 
0002: jump @CASINO1_2601 

:CASINO1_4243
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_4356 
01BC: put_object $2658 at 1903.383 967.82 11.438 
00AB: put_car 322@ at 1903.27 955.95 9.8203 
0175: set_car 322@ z_angle_to 180.7793 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_4348 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1903.27 955.95 9.8203 

:CASINO1_4348
036A: put_actor $PLAYER_ACTOR in_car 322@ 

:CASINO1_4356
0249: release_model #TRDCSGRGDOOR_LVS 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0647: unknown_action_sequence $PLAYER_ACTOR 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 35@ = 0 // integer values 

:CASINO1_4387
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @CASINO1_4413 
0002: jump @CASINO1_19542 

:CASINO1_4413
00D6: if 
0735:   32 
004D: jump_if_false @CASINO1_4435 
0004: $7528 = 100 // integer values 

:CASINO1_4435
00D6: if 
8039:   not  305@ == 0 // integer values 
004D: jump_if_false @CASINO1_4774 
00D6: if 
0039:   307@ == 0 // integer values 
004D: jump_if_false @CASINO1_4499 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CASINO1_4492 
040D: unload_wav 304@ 

:CASINO1_4492
0006: 307@ = 1 // integer values 

:CASINO1_4499
00D6: if 
0039:   307@ == 1 // integer values 
004D: jump_if_false @CASINO1_4536 
03CF: load_wav 236@(305@,67i) as 303@ 
0006: 307@ = 2 // integer values 

:CASINO1_4536
00D6: if 
0039:   307@ == 2 // integer values 
004D: jump_if_false @CASINO1_4596 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CASINO1_4596 
03D1: play_wav 303@ 
00BC: text_highpriority 102@(305@,67s) 10000 ms 1 
0006: 307@ = 3 // integer values 

:CASINO1_4596
00D6: if 
0039:   307@ == 3 // integer values 
004D: jump_if_false @CASINO1_4774 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CASINO1_4713 
03D5: remove_text 102@(305@,67s) 
00D6: if 
0039:   303@ == 1 // integer values 
004D: jump_if_false @CASINO1_4678 
0006: 303@ = 2 // integer values 
0006: 304@ = 1 // integer values 
0002: jump @CASINO1_4692 

:CASINO1_4678
0006: 303@ = 1 // integer values 
0006: 304@ = 2 // integer values 

:CASINO1_4692
0006: 305@ = 0 // integer values 
0006: 307@ = 0 // integer values 
0002: jump @CASINO1_4774 

:CASINO1_4713
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CASINO1_4774 
00D6: if 
001B:   66 > 305@ // integer values 
004D: jump_if_false @CASINO1_4774 
0085: 306@ = 305@ // integer values and handles 
000A: 306@ += 1 // integer values 
03CF: load_wav 236@(306@,67i) as 304@ 

:CASINO1_4774
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PINT'  // Pilson csompont
0154:   actor $PLAYER_ACTOR in_zone 'BINT'  // Blackfield csompont
0154:   actor $PLAYER_ACTOR in_zone 'JTN'  // Julius Thruway North
0154:   actor $PLAYER_ACTOR in_zone 'JTS'  // Julius Thruway South
0154:   actor $PLAYER_ACTOR in_zone 'JTW'  // Julius Thruway West
0154:   actor $PLAYER_ACTOR in_zone 'JTE'  // Julius Thruway East
004D: jump_if_false @CASINO1_4967 
00D6: if and
0039:   98@ == 0 // integer values 
0039:   38@ == 0 // integer values 
004D: jump_if_false @CASINO1_4924 
00BB: text_lowpriority 'CAS1_10' 5000 ms 1  // ~s~Kerld el az autplyt!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0006: 38@ = 1 // integer values 

:CASINO1_4924
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @CASINO1_4967 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @CASINO1_4967 
0006: 38@ = 0 // integer values 

:CASINO1_4967
00D6: if 
0039:   34@ == -1 // integer values 
004D: jump_if_false @CASINO1_5335 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 flag 0 
00D6: if 
0038:   $2200 == 0 // integer values 
004D: jump_if_false @CASINO1_5308 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_5301 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_5301 
00D6: if 
0038:   $7529 == 0 // integer values 
004D: jump_if_false @CASINO1_5187 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_5142 
0006: 305@ = 65 // integer values 
0008: $7529 += 1 // integer values 
01BD: 101@ = current_time_in_ms 

:CASINO1_5142
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_5187 
01BD: 101@ = current_time_in_ms 

:CASINO1_5187
00D6: if 
0038:   $7529 == 1 // integer values 
004D: jump_if_false @CASINO1_5301 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_5256 
0006: 305@ = 66 // integer values 
0008: $7529 += 1 // integer values 
0006: 34@ = 0 // integer values 
01BD: 101@ = current_time_in_ms 

:CASINO1_5256
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_5301 
01BD: 101@ = current_time_in_ms 

:CASINO1_5301
0002: jump @CASINO1_5335 

:CASINO1_5308
01BC: put_object $2658 at 1903.383 967.82 11.438 
0006: 34@ = 0 // integer values 

:CASINO1_5335
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @CASINO1_5473 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_5473 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_5473 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_5473 
00BE: text_clear_all 
00BB: text_lowpriority 'CAS1_11' 5000 ms 1  // ~s~Ijeszd meg, de ne feledd, hogy a frontlis tkzs megli.
00BB: text_lowpriority 'CAS1_12' 5000 ms 1  // ~s~s maradj tvol az autplytl, nincs szksg zsarukra.
0006: 98@ = 2 // integer values 
0006: 34@ = 2 // integer values 
0006: 36@ = 1 // integer values 

:CASINO1_5473
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @CASINO1_5794 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_5794 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO1_5655 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_5655 
00BE: text_clear_all 
0822: (unknown) 0 
01BD: 101@ = current_time_in_ms 
0164: disable_marker 323@ 
0164: disable_marker 50@ 
00D6: if and
0019:   34@ > 0 // integer values 
001B:   4 > 34@ // integer values 
004D: jump_if_false @CASINO1_5616 
0151: remove_status_text $7528 
03C4: set_status_text_to $7528 1 'CAS1_05'  // Beszars Mr

:CASINO1_5616
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @CASINO1_5648 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 

:CASINO1_5648
0006: 36@ = 1 // integer values 

:CASINO1_5655
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO1_5794 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_5794 
00BE: text_clear_all 
0822: (unknown) 1 
0164: disable_marker 323@ 
0186: 323@ = create_marker_above_car 322@ 
07E0: set_marker 323@ type_to 1 
00D6: if and
0019:   34@ > 0 // integer values 
001B:   4 > 34@ // integer values 
004D: jump_if_false @CASINO1_5748 
0151: remove_status_text $7528 

:CASINO1_5748
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @CASINO1_5771 
0164: disable_marker 50@ 

:CASINO1_5771
00BC: text_highpriority 'CAS1_01' 7500 ms 2  // ~s~Szllj vissza a ~b~kocsiba~s~.
0006: 36@ = 0 // integer values 

:CASINO1_5794
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @CASINO1_6007 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_6007 
03C4: set_status_text_to $7528 1 'CAS1_05'  // Beszars Mr
0209: 37@ = random_int 0 4 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @CASINO1_5894 
03E5: text_box 'CAS1_06'  // A nagy sebessgtl majd tuti, hogy sszeszarja magt.
0006: 34@ = 3 // integer values 

:CASINO1_5894
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @CASINO1_5930 
03E5: text_box 'CAS1_07'  // Prblj pr kzifkes kanyart.
0006: 34@ = 3 // integer values 

:CASINO1_5930
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @CASINO1_5966 
03E5: text_box 'CAS1_08'  // Az rlt mutatvnyok majd jobb beltsra brjk.
0006: 34@ = 3 // integer values 

:CASINO1_5966
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @CASINO1_6002 
03E5: text_box 'CAS1_09'  // A forgalommal szemben val vezets, majd elbizonytalantja a faszit.
0006: 34@ = 3 // integer values 

:CASINO1_6002
01BD: 74@ = current_time_in_ms 

:CASINO1_6007
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @CASINO1_15346 
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_15346 
00D6: if 
0039:   335@ == 0 // integer values 
004D: jump_if_false @CASINO1_6163 
00D6: if 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_6163 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 1910.75 960.74 10.86 radius 15.0 15.0 15.0 
004D: jump_if_false @CASINO1_6163 
00D6: if 
82CB:   not actor 334@ bounding_sphere_visible 
004D: jump_if_false @CASINO1_6163 
0050: gosub @CASINO1_477 
0006: 335@ = 1 // integer values 

:CASINO1_6163
00D6: if 
09BB:   car 322@ recieved_heavy_damage 0 
004D: jump_if_false @CASINO1_6214 
05BE: AS_kill_actor 324@ 
0465: remove_actor 324@ from_turret_mode 
00BC: text_highpriority 'CAS1_04' 5000 ms 1  // ~r~Kinyrtad az arcot!
0002: jump @CASINO1_19524 

:CASINO1_6214
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_15346 
00D6: if 
001B:   8 > 49@ // integer values 
004D: jump_if_false @CASINO1_6443 
01BD: 73@ = current_time_in_ms 
0085: 72@ = 73@ // integer values and handles 
0062: 72@ -= 74@ // integer values 
00D6: if 
0019:   72@ > 30000 // integer values 
004D: jump_if_false @CASINO1_6443 
0209: 37@ = random_int 0 4 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @CASINO1_6334 
03E5: text_box 'CAS1_06'  // A nagy sebessgtl majd tuti, hogy sszeszarja magt.
01BD: 74@ = current_time_in_ms 

:CASINO1_6334
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @CASINO1_6368 
03E5: text_box 'CAS1_07'  // Prblj pr kzifkes kanyart.
01BD: 74@ = current_time_in_ms 

:CASINO1_6368
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @CASINO1_6402 
03E5: text_box 'CAS1_08'  // Az rlt mutatvnyok majd jobb beltsra brjk.
01BD: 74@ = current_time_in_ms 

:CASINO1_6402
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @CASINO1_6436 
03E5: text_box 'CAS1_09'  // A forgalommal szemben val vezets, majd elbizonytalantja a faszit.
01BD: 74@ = current_time_in_ms 

:CASINO1_6436
000A: 49@ += 1 // integer values 

:CASINO1_6443
00D6: if 
0018:   $7528 > 100 // integer values 
004D: jump_if_false @CASINO1_6506 
0004: $7528 = 100 // integer values 
0004: $7529 = 0 // integer values 
0151: remove_status_text $7528 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 
01BD: 62@ = current_time_in_ms 
0006: 34@ = 4 // integer values 

:CASINO1_6506
00D6: if and
0039:   39@ == 0 // integer values 
0039:   41@ == 0 // integer values 
0039:   40@ == 0 // integer values 
004D: jump_if_false @CASINO1_6601 
00D6: if 
0021:   71@ > 15.0 // floating-point values 
004D: jump_if_false @CASINO1_6601 
00D6: if 
00E1:   key_pressed 0 6 
004D: jump_if_false @CASINO1_6601 
0174: 331@ = car 322@ z_angle 
0007: 333@ = 0.0 // floating-point values 
0006: 39@ = 1 // integer values 

:CASINO1_6601
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @CASINO1_6835 
00D6: if 
00E1:   key_pressed 0 6 
004D: jump_if_false @CASINO1_6676 
0174: 332@ = car 322@ z_angle 
0087: 330@ = 332@ // floating-point values only 
0063: 330@ -= 331@ // floating-point values 
005B: 333@ += 330@ // floating-point values 
0174: 331@ = car 322@ z_angle 

:CASINO1_6676
00D6: if 
80E1:   not key_pressed 0 6 
004D: jump_if_false @CASINO1_6835 
00D6: if 
0023:   0.0 > 333@ // floating-point values 
004D: jump_if_false @CASINO1_6724 
000B: 333@ += 360.0 // floating-point values 

:CASINO1_6724
00D6: if 
0021:   333@ > 0.0 // floating-point values 
004D: jump_if_false @CASINO1_6828 
00D6: if and
0021:   333@ > 14.0 // floating-point values 
0023:   210.0 > 333@ // floating-point values 
004D: jump_if_false @CASINO1_6790 
0008: $7528 += 7 // integer values 
0002: jump @CASINO1_6828 

:CASINO1_6790
00D6: if and
0021:   333@ > 90.0 // floating-point values 
0023:   270.0 > 333@ // floating-point values 
004D: jump_if_false @CASINO1_6828 
0008: $7528 += 3 // integer values 

:CASINO1_6828
0006: 39@ = 0 // integer values 

:CASINO1_6835
00D6: if and
0039:   40@ == 0 // integer values 
0039:   39@ == 0 // integer values 
0039:   41@ == 0 // integer values 
004D: jump_if_false @CASINO1_6895 
00D6: if 
01F3:   car 322@ airborne 
004D: jump_if_false @CASINO1_6895 
01BD: 53@ = current_time_in_ms 
0006: 40@ = 1 // integer values 

:CASINO1_6895
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @CASINO1_6973 
00D6: if 
81F3:   not car 322@ airborne 
004D: jump_if_false @CASINO1_6973 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // integer values and handles 
0062: 51@ -= 53@ // integer values 
0016: 51@ /= 250 // integer values 
005E: $7528 += 51@ // integer values 
0006: 40@ = 0 // integer values 

:CASINO1_6973
00D6: if and
0039:   41@ == 0 // integer values 
0039:   39@ == 0 // integer values 
0039:   40@ == 0 // integer values 
001B:   20 > 59@ // integer values 
004D: jump_if_false @CASINO1_7123 
00D6: if 
0023:   1.0 > 71@ // floating-point values 
004D: jump_if_false @CASINO1_7123 
00D6: if and
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @CASINO1_7123 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // integer values and handles 
0062: 51@ -= 53@ // integer values 
00D6: if 
0019:   51@ > 3000 // integer values 
004D: jump_if_false @CASINO1_7123 
0007: 69@ = 0.0 // floating-point values 
0007: 70@ = 0.15 // floating-point values 
0006: 41@ = 1 // integer values 

:CASINO1_7123
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @CASINO1_7333 
0494: get_joystick_data 0 91@ 92@ 93@ 94@ 
00D6: if 
80E1:   not key_pressed 0 14 
004D: jump_if_false @CASINO1_7181 
0006: 41@ = 0 // integer values 

:CASINO1_7181
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CASINO1_7205 
0006: 41@ = 0 // integer values 

:CASINO1_7205
00D6: if and
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @CASINO1_7333 
00D6: if 
803B:   not  91@ == 95@ // integer values 
004D: jump_if_false @CASINO1_7333 
00D6: if and
0031:   69@ >= 0.0 // floating-point values 
0031:   70@ >= 0.0 // floating-point values 
004D: jump_if_false @CASINO1_7333 
01BD: 53@ = current_time_in_ms 
005B: 69@ += 70@ // floating-point values 
000F: 70@ -= 0.025 // floating-point values 
0092: 54@ = float_to_integer 69@ 
005E: $7528 += 54@ // integer values 
005A: 59@ += 54@ // integer values 
0085: 95@ = 91@ // integer values and handles 

:CASINO1_7333
02E3: 71@ = car 322@ speed 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASINO1_7410 
00D6: if 
0021:   71@ > 30.0 // floating-point values 
004D: jump_if_false @CASINO1_7410 
00D6: if 
001B:   40 > 58@ // integer values 
004D: jump_if_false @CASINO1_7410 
01BD: 65@ = current_time_in_ms 
0006: 42@ = 1 // integer values 

:CASINO1_7410
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASINO1_7515 
01BD: 64@ = current_time_in_ms 
0085: 63@ = 64@ // integer values and handles 
0062: 63@ -= 65@ // integer values 
00D6: if 
0019:   63@ > 600 // integer values 
004D: jump_if_false @CASINO1_7487 
01BD: 65@ = current_time_in_ms 
000A: 58@ += 1 // integer values 
0008: $7528 += 1 // integer values 

:CASINO1_7487
00D6: if 
0023:   30.0 > 71@ // floating-point values 
004D: jump_if_false @CASINO1_7515 
0006: 42@ = 0 // integer values 

:CASINO1_7515
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @CASINO1_7581 
00D6: if 
0018:   $1294 > 0 // integer values 
004D: jump_if_false @CASINO1_7581 
008B: 55@ = $1302 // integer values and handles 
0016: 55@ /= 5 // integer values 
005E: $7528 += 55@ // integer values 
0006: 43@ = 1 // integer values 

:CASINO1_7581
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @CASINO1_7624 
00D6: if 
0038:   $1294 == 0 // integer values 
004D: jump_if_false @CASINO1_7624 
0006: 43@ = 0 // integer values 

:CASINO1_7624
00D6: if and
0039:   44@ == 0 // integer values 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO1_8338 
00D6: if 
0021:   71@ > 15.0 // floating-point values 
004D: jump_if_false @CASINO1_8324 
0494: get_joystick_data 0 91@ 92@ 93@ 94@ 
00D6: if 
8039:   not  91@ == 0 // integer values 
004D: jump_if_false @CASINO1_8303 
000A: 56@ += 1 // integer values 
00D6: if 
0019:   56@ > 20 // integer values 
004D: jump_if_false @CASINO1_8296 
00D6: if or
0019:   91@ > 96 // integer values 
001B:   -96 > 91@ // integer values 
004D: jump_if_false @CASINO1_8296 
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @CASINO1_8296 
00D6: if 
001B:   20 > 57@ // integer values 
004D: jump_if_false @CASINO1_7804 
0008: $7528 += 1 // integer values 
000A: 57@ += 1 // integer values 

:CASINO1_7804
00D6: if 
0019:   91@ > 0 // integer values 
004D: jump_if_false @CASINO1_8050 
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_7965 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_7958 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNR" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0004: $7527 = 1 // integer values 
0006: 56@ = 0 // integer values 
0006: 45@ = 1 // integer values 

:CASINO1_7958
0002: jump @CASINO1_8050 

:CASINO1_7965
00D6: if 
8611:   not actor 324@ animation_is "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_8050 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNR" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0006: 56@ = 0 // integer values 
0006: 45@ = 1 // integer values 

:CASINO1_8050
00D6: if 
001B:   0 > 91@ // integer values 
004D: jump_if_false @CASINO1_8296 
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_8211 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_8204 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNL" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0004: $7527 = 1 // integer values 
0006: 56@ = 0 // integer values 
0006: 45@ = 1 // integer values 

:CASINO1_8204
0002: jump @CASINO1_8296 

:CASINO1_8211
00D6: if 
8611:   not actor 324@ animation_is "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_8296 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNL" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0006: 56@ = 0 // integer values 
0006: 45@ = 1 // integer values 

:CASINO1_8296
0002: jump @CASINO1_8317 

:CASINO1_8303
0006: 45@ = 0 // integer values 
0006: 56@ = 0 // integer values 

:CASINO1_8317
0002: jump @CASINO1_8338 

:CASINO1_8324
0006: 45@ = 0 // integer values 
0006: 56@ = 0 // integer values 

:CASINO1_8338
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO1_8424 
00D6: if 
0021:   71@ > 15.0 // floating-point values 
004D: jump_if_false @CASINO1_8424 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CASINO1_8424 
00D6: if or
00E1:   key_pressed 0 14 
00E1:   key_pressed 0 6 
004D: jump_if_false @CASINO1_8424 
0006: 46@ = 1 // integer values 

:CASINO1_8424
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @CASINO1_8558 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CASINO1_8558 
00D6: if or
00E1:   key_pressed 0 14 
00E1:   key_pressed 0 6 
004D: jump_if_false @CASINO1_8558 
000A: 78@ += 1 // integer values 
00D6: if 
0019:   78@ > 12 // integer values 
004D: jump_if_false @CASINO1_8558 
0812: AS_actor 324@ perform_animation "TYD2CAR_BUMP" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
01BD: 77@ = current_time_in_ms 
0006: 46@ = 2 // integer values 

:CASINO1_8558
00D6: if 
0039:   46@ == 2 // integer values 
004D: jump_if_false @CASINO1_8710 
01BD: 76@ = current_time_in_ms 
0085: 75@ = 76@ // integer values and handles 
0062: 75@ -= 77@ // integer values 
00D6: if 
0019:   75@ > 1000 // integer values 
004D: jump_if_false @CASINO1_8710 
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_8710 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_8710 
0008: $7528 += 1 // integer values 
0006: 78@ = 0 // integer values 
0006: 46@ = 0 // integer values 

:CASINO1_8710
00D6: if 
0021:   71@ > 30.0 // floating-point values 
004D: jump_if_false @CASINO1_9065 
0407: create_coordinate 88@ 89@ 90@ from_car 322@ offset 0.0 4.0 0.0 
0087: 82@ = 88@ // floating-point values only 
000F: 82@ -= 0.1 // floating-point values 
0087: 83@ = 89@ // floating-point values only 
000F: 83@ -= 0.1 // floating-point values 
0087: 84@ = 90@ // floating-point values only 
000F: 84@ -= 0.1 // floating-point values 
0087: 85@ = 88@ // floating-point values only 
000B: 85@ += 0.1 // floating-point values 
0087: 86@ = 89@ // floating-point values only 
000B: 86@ += 0.1 // floating-point values 
0087: 87@ = 90@ // floating-point values only 
000B: 87@ += 0.1 // floating-point values 
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @CASINO1_8939 
00D6: if 
0339:   objects_in_cube 82@ 83@ 84@ 85@ 86@ 87@ 0 1 0 0 0 
004D: jump_if_false @CASINO1_8939 
01BD: 68@ = current_time_in_ms 
0006: 48@ = 1 // integer values 

:CASINO1_8939
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @CASINO1_9065 
01BD: 67@ = current_time_in_ms 
0085: 66@ = 67@ // integer values and handles 
0062: 66@ -= 68@ // integer values 
00D6: if 
0019:   66@ > 50 // integer values 
004D: jump_if_false @CASINO1_9065 
00D6: if 
0339:   objects_in_cube 82@ 83@ 84@ 85@ 86@ 87@ 0 1 0 0 0 
004D: jump_if_false @CASINO1_9058 
0008: $7528 += 1 // integer values 
0006: 48@ = 0 // integer values 
0002: jump @CASINO1_9065 

:CASINO1_9058
0006: 48@ = 0 // integer values 

:CASINO1_9065
00D6: if or
0039:   40@ == 1 // integer values 
0039:   39@ == 1 // integer values 
0039:   41@ == 1 // integer values 
0039:   45@ == 1 // integer values 
004D: jump_if_false @CASINO1_9241 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO1_9241 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 5000 // integer values 
004D: jump_if_false @CASINO1_9241 
0209: $7529 = random_int 0 6 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_9241 
00D6: if 
001A:   6 > $7529 // integer values 
004D: jump_if_false @CASINO1_9234 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_9241 

:CASINO1_9234
000C: $7529 -= 1 // integer values 

:CASINO1_9241
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @CASINO1_13989 
00D6: if 
0038:   $7529 == 0 // integer values 
004D: jump_if_false @CASINO1_9369 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_9309 
0006: 305@ = 27 // integer values 

:CASINO1_9309
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_9369 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_9369
00D6: if 
0038:   $7529 == 1 // integer values 
004D: jump_if_false @CASINO1_9479 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_9419 
0006: 305@ = 28 // integer values 

:CASINO1_9419
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_9479 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_9479
00D6: if 
0038:   $7529 == 2 // integer values 
004D: jump_if_false @CASINO1_9589 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_9529 
0006: 305@ = 29 // integer values 

:CASINO1_9529
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_9589 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_9589
00D6: if 
0038:   $7529 == 3 // integer values 
004D: jump_if_false @CASINO1_9699 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_9639 
0006: 305@ = 30 // integer values 

:CASINO1_9639
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_9699 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_9699
00D6: if 
0038:   $7529 == 4 // integer values 
004D: jump_if_false @CASINO1_9809 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_9749 
0006: 305@ = 31 // integer values 

:CASINO1_9749
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_9809 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_9809
00D6: if 
0038:   $7529 == 5 // integer values 
004D: jump_if_false @CASINO1_9919 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_9859 
0006: 305@ = 32 // integer values 

:CASINO1_9859
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_9919 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_9919
00D6: if 
0038:   $7529 == 6 // integer values 
004D: jump_if_false @CASINO1_10029 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_9969 
0006: 305@ = 33 // integer values 

:CASINO1_9969
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10029 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10029
00D6: if 
0038:   $7529 == 7 // integer values 
004D: jump_if_false @CASINO1_10139 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10079 
0006: 305@ = 21 // integer values 

:CASINO1_10079
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10139 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10139
00D6: if 
0038:   $7529 == 8 // integer values 
004D: jump_if_false @CASINO1_10249 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10189 
0006: 305@ = 22 // integer values 

:CASINO1_10189
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10249 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10249
00D6: if 
0038:   $7529 == 9 // integer values 
004D: jump_if_false @CASINO1_10359 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10299 
0006: 305@ = 23 // integer values 

:CASINO1_10299
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10359 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10359
00D6: if 
0038:   $7529 == 10 // integer values 
004D: jump_if_false @CASINO1_10469 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10409 
0006: 305@ = 45 // integer values 

:CASINO1_10409
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10469 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10469
00D6: if 
0038:   $7529 == 11 // integer values 
004D: jump_if_false @CASINO1_10579 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10519 
0006: 305@ = 46 // integer values 

:CASINO1_10519
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10579 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10579
00D6: if 
0038:   $7529 == 12 // integer values 
004D: jump_if_false @CASINO1_10689 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10629 
0006: 305@ = 47 // integer values 

:CASINO1_10629
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10689 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10689
00D6: if 
0038:   $7529 == 13 // integer values 
004D: jump_if_false @CASINO1_10799 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10739 
0006: 305@ = 48 // integer values 

:CASINO1_10739
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10799 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10799
00D6: if 
0038:   $7529 == 14 // integer values 
004D: jump_if_false @CASINO1_10909 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10849 
0006: 305@ = 24 // integer values 

:CASINO1_10849
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_10909 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_10909
00D6: if 
0038:   $7529 == 15 // integer values 
004D: jump_if_false @CASINO1_11019 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_10959 
0006: 305@ = 25 // integer values 

:CASINO1_10959
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11019 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11019
00D6: if 
0038:   $7529 == 16 // integer values 
004D: jump_if_false @CASINO1_11129 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11069 
0006: 305@ = 26 // integer values 

:CASINO1_11069
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11129 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11129
00D6: if 
0038:   $7529 == 17 // integer values 
004D: jump_if_false @CASINO1_11239 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11179 
0006: 305@ = 34 // integer values 

:CASINO1_11179
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11239 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11239
00D6: if 
0038:   $7529 == 18 // integer values 
004D: jump_if_false @CASINO1_11349 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11289 
0006: 305@ = 35 // integer values 

:CASINO1_11289
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11349 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11349
00D6: if 
0038:   $7529 == 19 // integer values 
004D: jump_if_false @CASINO1_11459 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11399 
0006: 305@ = 36 // integer values 

:CASINO1_11399
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11459 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11459
00D6: if 
0038:   $7529 == 20 // integer values 
004D: jump_if_false @CASINO1_11569 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11509 
0006: 305@ = 37 // integer values 

:CASINO1_11509
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11569 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11569
00D6: if 
0038:   $7529 == 21 // integer values 
004D: jump_if_false @CASINO1_11679 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11619 
0006: 305@ = 40 // integer values 

:CASINO1_11619
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11679 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11679
00D6: if 
0038:   $7529 == 22 // integer values 
004D: jump_if_false @CASINO1_11789 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11729 
0006: 305@ = 39 // integer values 

:CASINO1_11729
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11789 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11789
00D6: if 
0038:   $7529 == 23 // integer values 
004D: jump_if_false @CASINO1_11899 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11839 
0006: 305@ = 40 // integer values 

:CASINO1_11839
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_11899 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_11899
00D6: if 
0038:   $7529 == 24 // integer values 
004D: jump_if_false @CASINO1_12009 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_11949 
0006: 305@ = 41 // integer values 

:CASINO1_11949
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12009 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12009
00D6: if 
0038:   $7529 == 25 // integer values 
004D: jump_if_false @CASINO1_12119 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12059 
0006: 305@ = 42 // integer values 

:CASINO1_12059
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12119 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12119
00D6: if 
0038:   $7529 == 26 // integer values 
004D: jump_if_false @CASINO1_12229 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12169 
0006: 305@ = 44 // integer values 

:CASINO1_12169
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12229 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12229
00D6: if 
0038:   $7529 == 27 // integer values 
004D: jump_if_false @CASINO1_12339 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12279 
0006: 305@ = 44 // integer values 

:CASINO1_12279
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12339 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12339
00D6: if 
0038:   $7529 == 28 // integer values 
004D: jump_if_false @CASINO1_12449 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12389 
0006: 305@ = 6 // integer values 

:CASINO1_12389
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12449 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12449
00D6: if 
0038:   $7529 == 29 // integer values 
004D: jump_if_false @CASINO1_12559 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12499 
0006: 305@ = 7 // integer values 

:CASINO1_12499
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12559 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12559
00D6: if 
0038:   $7529 == 30 // integer values 
004D: jump_if_false @CASINO1_12669 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12609 
0006: 305@ = 8 // integer values 

:CASINO1_12609
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12669 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12669
00D6: if 
0038:   $7529 == 31 // integer values 
004D: jump_if_false @CASINO1_12779 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12719 
0006: 305@ = 9 // integer values 

:CASINO1_12719
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12779 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12779
00D6: if 
0038:   $7529 == 32 // integer values 
004D: jump_if_false @CASINO1_12889 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12829 
0006: 305@ = 10 // integer values 

:CASINO1_12829
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12889 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12889
00D6: if 
0038:   $7529 == 33 // integer values 
004D: jump_if_false @CASINO1_12999 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_12939 
0006: 305@ = 11 // integer values 

:CASINO1_12939
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_12999 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_12999
00D6: if 
0038:   $7529 == 34 // integer values 
004D: jump_if_false @CASINO1_13109 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13049 
0006: 305@ = 12 // integer values 

:CASINO1_13049
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13109 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13109
00D6: if 
0038:   $7529 == 35 // integer values 
004D: jump_if_false @CASINO1_13219 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13159 
0006: 305@ = 13 // integer values 

:CASINO1_13159
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13219 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13219
00D6: if 
0038:   $7529 == 36 // integer values 
004D: jump_if_false @CASINO1_13329 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13269 
0006: 305@ = 14 // integer values 

:CASINO1_13269
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13329 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13329
00D6: if 
0038:   $7529 == 37 // integer values 
004D: jump_if_false @CASINO1_13439 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13379 
0006: 305@ = 15 // integer values 

:CASINO1_13379
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13439 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13439
00D6: if 
0038:   $7529 == 38 // integer values 
004D: jump_if_false @CASINO1_13549 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13489 
0006: 305@ = 16 // integer values 

:CASINO1_13489
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13549 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13549
00D6: if 
0038:   $7529 == 39 // integer values 
004D: jump_if_false @CASINO1_13659 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13599 
0006: 305@ = 17 // integer values 

:CASINO1_13599
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13659 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13659
00D6: if 
0038:   $7529 == 40 // integer values 
004D: jump_if_false @CASINO1_13769 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13709 
0006: 305@ = 18 // integer values 

:CASINO1_13709
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13769 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13769
00D6: if 
0038:   $7529 == 41 // integer values 
004D: jump_if_false @CASINO1_13879 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13819 
0006: 305@ = 19 // integer values 

:CASINO1_13819
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13879 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13879
00D6: if 
0038:   $7529 == 42 // integer values 
004D: jump_if_false @CASINO1_13989 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_13929 
0006: 305@ = 20 // integer values 

:CASINO1_13929
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_13989 
0084: $7530 = $7529 // integer values and handles 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 // integer values 

:CASINO1_13989
00D6: if 
0039:   98@ == 2 // integer values 
004D: jump_if_false @CASINO1_14054 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_14054 
0006: 98@ = 0 // integer values 

:CASINO1_14054
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO1_14478 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 10000 // integer values 
004D: jump_if_false @CASINO1_14478 
00D6: if and
0028:   $7528 >= 0 // integer values 
001A:   34 > $7528 // integer values 
004D: jump_if_false @CASINO1_14234 
0209: $7529 = random_int 28 32 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_14234 
00D6: if 
001A:   32 > $7529 // integer values 
004D: jump_if_false @CASINO1_14209 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_14234 

:CASINO1_14209
00D6: if 
0018:   $7529 > 28 // integer values 
004D: jump_if_false @CASINO1_14234 
000C: $7529 -= 1 // integer values 

:CASINO1_14234
00D6: if and
0018:   $7528 > 33 // integer values 
001A:   67 > $7528 // integer values 
004D: jump_if_false @CASINO1_14356 
0209: $7529 = random_int 33 37 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_14356 
00D6: if 
001A:   37 > $7529 // integer values 
004D: jump_if_false @CASINO1_14331 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_14356 

:CASINO1_14331
00D6: if 
0018:   $7529 > 33 // integer values 
004D: jump_if_false @CASINO1_14356 
000C: $7529 -= 1 // integer values 

:CASINO1_14356
00D6: if and
0018:   $7528 > 66 // integer values 
001A:   100 > $7528 // integer values 
004D: jump_if_false @CASINO1_14478 
0209: $7529 = random_int 38 42 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_14478 
00D6: if 
001A:   42 > $7529 // integer values 
004D: jump_if_false @CASINO1_14453 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_14478 

:CASINO1_14453
00D6: if 
0018:   $7529 > 38 // integer values 
004D: jump_if_false @CASINO1_14478 
000C: $7529 -= 1 // integer values 

:CASINO1_14478
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASINO1_14651 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO1_14651 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 5000 // integer values 
004D: jump_if_false @CASINO1_14651 
0209: $7529 = random_int 7 9 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_14651 
00D6: if 
001A:   9 > $7529 // integer values 
004D: jump_if_false @CASINO1_14626 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_14651 

:CASINO1_14626
00D6: if 
0018:   $7529 > 7 // integer values 
004D: jump_if_false @CASINO1_14651 
000C: $7529 -= 1 // integer values 

:CASINO1_14651
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @CASINO1_14824 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO1_14824 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 5000 // integer values 
004D: jump_if_false @CASINO1_14824 
0209: $7529 = random_int 14 16 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_14824 
00D6: if 
001A:   16 > $7529 // integer values 
004D: jump_if_false @CASINO1_14799 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_14824 

:CASINO1_14799
00D6: if 
0018:   $7529 > 14 // integer values 
004D: jump_if_false @CASINO1_14824 
000C: $7529 -= 1 // integer values 

:CASINO1_14824
00D6: if or
0039:   46@ == 2 // integer values 
0039:   48@ == 1 // integer values 
004D: jump_if_false @CASINO1_15004 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO1_15004 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 5000 // integer values 
004D: jump_if_false @CASINO1_15004 
0209: $7529 = random_int 17 24 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_15004 
00D6: if 
001A:   24 > $7529 // integer values 
004D: jump_if_false @CASINO1_14979 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_15004 

:CASINO1_14979
00D6: if 
0018:   $7529 > 17 // integer values 
004D: jump_if_false @CASINO1_15004 
000C: $7529 -= 1 // integer values 

:CASINO1_15004
00D6: if 
0495:   car 322@ burning 
004D: jump_if_false @CASINO1_15175 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO1_15175 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 5000 // integer values 
004D: jump_if_false @CASINO1_15175 
0209: $7529 = random_int 10 13 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_15175 
00D6: if 
001A:   13 > $7529 // integer values 
004D: jump_if_false @CASINO1_15150 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_15175 

:CASINO1_15150
00D6: if 
0018:   $7529 > 10 // integer values 
004D: jump_if_false @CASINO1_15175 
000C: $7529 -= 1 // integer values 

:CASINO1_15175
00D6: if 
01F4:   car 322@ flipped 
004D: jump_if_false @CASINO1_15346 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO1_15346 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 5000 // integer values 
004D: jump_if_false @CASINO1_15346 
0209: $7529 = random_int 25 27 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 // integer values 
00D6: if 
003A:   $7529 == $7530 // integer values and handles 
004D: jump_if_false @CASINO1_15346 
00D6: if 
001A:   27 > $7529 // integer values 
004D: jump_if_false @CASINO1_15321 
0008: $7529 += 1 // integer values 
0002: jump @CASINO1_15346 

:CASINO1_15321
00D6: if 
0018:   $7529 > 25 // integer values 
004D: jump_if_false @CASINO1_15346 
000C: $7529 -= 1 // integer values 

:CASINO1_15346
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_17351 
00D6: if and
0028:   $7528 >= 0 // integer values 
001A:   34 > $7528 // integer values 
004D: jump_if_false @CASINO1_15988 
00D6: if and
0039:   45@ == 0 // integer values 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO1_15988 
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_15535 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_15528 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0004: $7527 = 1 // integer values 

:CASINO1_15528
0002: jump @CASINO1_15988 

:CASINO1_15535
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_15648 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_15648 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_15648
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_15761 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_15761 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_15761
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_15872 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_15872 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_15872
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_15988 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_15988 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0004: $7527 = 2 // integer values 

:CASINO1_15988
00D6: if and
0018:   $7528 > 33 // integer values 
001A:   67 > $7528 // integer values 
004D: jump_if_false @CASINO1_16718 
00D6: if and
0039:   45@ == 0 // integer values 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO1_16718 
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_16161 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_16154 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0004: $7527 = 2 // integer values 

:CASINO1_16154
0002: jump @CASINO1_16718 

:CASINO1_16161
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_16274 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_16274 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_16274
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_16387 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_16387 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_16387
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_16498 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_16498 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_16498
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_16609 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0021:   96@ > 1.0 // floating-point values 
004D: jump_if_false @CASINO1_16609 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_16609
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_16718 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_16718 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_16718
00D6: if and
0018:   $7528 > 66 // integer values 
001A:   100 > $7528 // integer values 
004D: jump_if_false @CASINO1_17351 
00D6: if and
0039:   45@ == 0 // integer values 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO1_17351 
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_16894 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_16887 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0004: $7527 = 3 // integer values 

:CASINO1_16887
0002: jump @CASINO1_17351 

:CASINO1_16894
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_17008 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_17008 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_17008
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_17122 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_17122 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_17122
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_17234 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_17234 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 

:CASINO1_17234
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_17351 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_17351 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0004: $7527 = 2 // integer values 

:CASINO1_17351
00D6: if 
0019:   34@ > 3 // integer values 
004D: jump_if_false @CASINO1_17570 
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @CASINO1_17433 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0006: 47@ = 1 // integer values 

:CASINO1_17433
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @CASINO1_17570 
00D6: if 
0611:   actor 324@ animation_is "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_17570 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0043:   96@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO1_17570 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" from_file "CAR" 4.0 loop 0 0 0 lock 1 time 0 
0004: $7527 = 2 // integer values 

:CASINO1_17570
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @CASINO1_18500 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_18500 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_18229 
00D6: if 
0038:   $7529 == 0 // integer values 
004D: jump_if_false @CASINO1_17735 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_17690 
0006: 305@ = 49 // integer values 
0008: $7529 += 1 // integer values 
01BD: 101@ = current_time_in_ms 

:CASINO1_17690
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_17735 
01BD: 101@ = current_time_in_ms 

:CASINO1_17735
00D6: if 
0038:   $7529 == 1 // integer values 
004D: jump_if_false @CASINO1_17842 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_17797 
0006: 305@ = 50 // integer values 
0008: $7529 += 1 // integer values 
01BD: 101@ = current_time_in_ms 

:CASINO1_17797
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_17842 
01BD: 101@ = current_time_in_ms 

:CASINO1_17842
00D6: if 
0038:   $7529 == 2 // integer values 
004D: jump_if_false @CASINO1_17949 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_17904 
0006: 305@ = 51 // integer values 
0008: $7529 += 1 // integer values 
01BD: 101@ = current_time_in_ms 

:CASINO1_17904
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_17949 
01BD: 101@ = current_time_in_ms 

:CASINO1_17949
00D6: if 
0038:   $7529 == 3 // integer values 
004D: jump_if_false @CASINO1_18056 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_18011 
0006: 305@ = 52 // integer values 
0008: $7529 += 1 // integer values 
01BD: 101@ = current_time_in_ms 

:CASINO1_18011
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_18056 
01BD: 101@ = current_time_in_ms 

:CASINO1_18056
00D6: if 
0038:   $7529 == 4 // integer values 
004D: jump_if_false @CASINO1_18163 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_18118 
0006: 305@ = 53 // integer values 
0008: $7529 += 1 // integer values 
01BD: 101@ = current_time_in_ms 

:CASINO1_18118
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // integer values and handles 
0062: 100@ -= 101@ // integer values 
00D6: if 
0019:   100@ > 500 // integer values 
004D: jump_if_false @CASINO1_18163 
01BD: 101@ = current_time_in_ms 

:CASINO1_18163
00D6: if 
0038:   $7529 == 5 // integer values 
004D: jump_if_false @CASINO1_18229 
00D6: if and
0039:   307@ == 0 // integer values 
0039:   305@ == 0 // integer values 
004D: jump_if_false @CASINO1_18229 
00BB: text_lowpriority 'CAS1_03' 7000 ms 1  // ~s~Vidd vissza t a ~y~kaszinba~s~.
0008: $7529 += 1 // integer values 

:CASINO1_18229
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_18500 
00D6: if 
0039:   335@ == 1 // integer values 
004D: jump_if_false @CASINO1_18321 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1910.75 960.74 10.86 radius 100.0 100.0 100.0 
004D: jump_if_false @CASINO1_18321 
0006: 335@ = 2 // integer values 

:CASINO1_18321
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 79@ 80@ 81@ radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO1_18500 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO1_18500 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 
00D6: if and
8118:   not actor 324@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_18500 
016A: fade 0 300 ms 

:CASINO1_18437
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_18461 
0001: wait 0 ms 
0002: jump @CASINO1_18437 

:CASINO1_18461
0395: clear_area 1 at 79@ 80@ 81@ range 35.0 
0050: gosub @CASINO1_379 
0006: 34@ = 5 // integer values 
0006: 35@ = 0 // integer values 

:CASINO1_18500
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @CASINO1_19367 
00D6: if and
0019:   35@ > 0 // integer values 
001B:   3 > 35@ // integer values 
004D: jump_if_false @CASINO1_18580 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 flag 0 

:CASINO1_18580
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CASINO1_18824 
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_18824 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1907.11 953.0226 10.9148 0.0 0.0 0.0 
0160: point_camera 1906.713 953.9378 10.9839 2 
07C0: load_path 179 

:CASINO1_18686
00D6: if 
87C1:   not path 179 available 
004D: jump_if_false @CASINO1_18713 
0001: wait 0 ms 
0002: jump @CASINO1_18686 

:CASINO1_18713
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_18824 
05EB: assign_vehicle 322@ to_path 179 
05ED: (unknown) 322@ 
016A: fade 1 300 ms 

:CASINO1_18754
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_18778 
0001: wait 0 ms 
0002: jump @CASINO1_18754 

:CASINO1_18778
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_18824 
05CD: AS_actor $PLAYER_ACTOR exit_car 322@ 
05CB: AS_actor 334@ enter_car_as_driver 322@ -1 ms 
0006: 35@ = 1 // integer values 

:CASINO1_18824
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @CASINO1_19131 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.05 flag 0 
004D: jump_if_false @CASINO1_18890 

:CASINO1_18890
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_19131 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @CASINO1_18974 
062E: (unknown) $PLAYER_ACTOR 1593 97@ 
00D6: if 
04A4:   97@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO1_18974 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 334@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 334@ -2 ms 

:CASINO1_18974
00D6: if 
00DB:   actor 334@ in_car 322@ 
004D: jump_if_false @CASINO1_19092 
0647: unknown_action_sequence $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1900.727 951.1921 9.8203 speed 4 -2 ms 
015F: set_camera_position 1901.262 961.8007 11.2363 0.0 0.0 0.0 
0160: point_camera 1901.62 960.8673 11.2165 2 
05EE: (unknown) 322@ 
0006: 35@ = 2 // integer values 
0002: jump @CASINO1_19131 

:CASINO1_19092
062E: (unknown) 334@ 1483 336@ 
00D6: if 
04A4:   336@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO1_19131 
05CB: AS_actor 334@ enter_car_as_driver 322@ -1 ms 

:CASINO1_19131
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @CASINO1_19193 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_19193 
00D6: if 
860E:   not car 322@ is_assigned_to_existing_path 
004D: jump_if_false @CASINO1_19193 
01BD: 53@ = current_time_in_ms 
0006: 35@ = 3 // integer values 

:CASINO1_19193
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @CASINO1_19295 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.2 flag 0 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // integer values and handles 
0062: 51@ -= 53@ // integer values 
00D6: if 
0019:   51@ > 1250 // integer values 
004D: jump_if_false @CASINO1_19295 
0006: 35@ = 4 // integer values 

:CASINO1_19295
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @CASINO1_19367 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0792: (unknown) $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 35@ = 5 // integer values 
0002: jump @CASINO1_19542 

:CASINO1_19367
00D6: if 
0019:   34@ > -2 // integer values 
004D: jump_if_false @CASINO1_19517 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_19460 
0226: 325@ = actor 324@ health 
00D6: if 
0039:   325@ == 0 // integer values 
004D: jump_if_false @CASINO1_19460 
05BE: AS_kill_actor 324@ 
0465: remove_actor 324@ from_turret_mode 
00BC: text_highpriority 'CAS1_04' 5000 ms 1  // ~r~Kinyrtad az arcot!
0002: jump @CASINO1_19524 

:CASINO1_19460
00D6: if 
02BF:   car 322@ sunk 
004D: jump_if_false @CASINO1_19517 
0004: $7527 = 999 // integer values 
05BE: AS_kill_actor 324@ 
0465: remove_actor 324@ from_turret_mode 
00BC: text_highpriority 'CAS1_04' 5000 ms 1  // ~r~Kinyrtad az arcot!
0002: jump @CASINO1_19524 

:CASINO1_19517
0002: jump @CASINO1_4387 

:CASINO1_19524
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:CASINO1_19542
0008: $11277 += 1 // integer values 
0318: set_latest_mission_passed 'CASINO1'  // Ketchupos lkhrt
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 5000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 5000 
0998: add_respect 10 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:CASINO1_19606
0050: gosub @CASINO1_372 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_19637 
06A5: (unknown) 324@ 10000 

:CASINO1_19637
01BC: put_object $2658 at 1903.383 967.62 11.438 
0164: disable_marker 323@ 
0164: disable_marker 50@ 
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @CASINO1_19700 
009B: destroy_actor_instantly 334@ 
009B: destroy_actor_instantly 324@ 
00A6: destroy_car 322@ 

:CASINO1_19700
0249: release_model #FELTZER 
0249: release_model #TRIADB 
0296: unload_special_actor 1 
04EF: release_animation "CAR" 
065C: unknown_create_def_entity 320@ // unknown_destroy 
0822: (unknown) 1 
0151: remove_status_text $7528 
00D6: if 
0038:   $2200 == 0 // integer values 
004D: jump_if_false @CASINO1_19759 
0004: $2200 = 1 // integer values 

:CASINO1_19759
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 85---------------
// Originally: Explosive Situation

:CASINO2
03A4: name_thread 'CASINO2' 
0050: gosub @CASINO2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASINO2_38 
0050: gosub @CASINO2_16369 

:CASINO2_38
0050: gosub @CASINO2_16478 
004E: end_thread 

:CASINO2_47
054C: use_GXT_table 'CASINO2' 
0004: $10493 = 1 // integer values 
0004: $7531 = 0 // integer values 
0004: $7532 = 0 // integer values 
0169: set_fade_color 0 0 0 
0007: 138@ = 542.6064 // floating-point values 
0007: 144@ = 880.7817 // floating-point values 
0007: 150@ = -36.4105 // floating-point values 
0007: 139@ = 585.3983 // floating-point values 
0007: 145@ = 870.3217 // floating-point values 
0007: 151@ = -38.6206 // floating-point values 
0007: 140@ = 518.1696 // floating-point values 
0007: 146@ = 814.9295 // floating-point values 
0007: 152@ = -9.7489 // floating-point values 
0007: 141@ = 484.6667 // floating-point values 
0007: 147@ = 937.2839 // floating-point values 
0007: 153@ = -16.6201 // floating-point values 
0007: 142@ = 438.5849 // floating-point values 
0007: 148@ = 870.4443 // floating-point values 
0007: 154@ = -4.264 // floating-point values 
0007: 143@ = 455.1732 // floating-point values 
0007: 149@ = 803.1501 // floating-point values 
0007: 155@ = 5.3843 // floating-point values 
0007: 156@ = 561.1495 // floating-point values 
0007: 162@ = 875.8472 // floating-point values 
0007: 168@ = -37.2976 // floating-point values 
0007: 157@ = 585.9339 // floating-point values 
0007: 163@ = 851.1839 // floating-point values 
0007: 169@ = -36.1799 // floating-point values 
0007: 158@ = 464.2791 // floating-point values 
0007: 164@ = 860.6772 // floating-point values 
0007: 170@ = -17.3952 // floating-point values 
0007: 159@ = 443.1031 // floating-point values 
0007: 165@ = 902.137 // floating-point values 
0007: 171@ = -7.5636 // floating-point values 
0007: 160@ = 429.2553 // floating-point values 
0007: 166@ = 923.7551 // floating-point values 
0007: 172@ = 0.5245 // floating-point values 
0007: 161@ = 476.2539 // floating-point values 
0007: 167@ = 779.3841 // floating-point values 
0007: 173@ = 8.0929 // floating-point values 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
060A: unknown_create_entity 3 53@ 
060A: unknown_create_entity 0 127@ 
060A: unknown_create_entity 1 252@ 
060A: unknown_create_entity 2 78@ 
0746: (unknown) 1 24 24 
0746: (unknown) 1 24 25 
0746: (unknown) 1 25 24 
0746: (unknown) 1 25 25 
0746: (unknown) 4 24 0 
0746: (unknown) 4 25 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CASINO2_547
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_571 
0001: wait 0 ms 
0002: jump @CASINO2_547 

:CASINO2_571
02E4: load_cutscene_data 'CAS_2' 

:CASINO2_582
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO2_606 
0001: wait 0 ms 
0002: jump @CASINO2_582 

:CASINO2_606
04BB: select_interior 11 // select render area 
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:CASINO2_627
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO2_651 
0001: wait 0 ms 
0002: jump @CASINO2_627 

:CASINO2_651
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:CASINO2_665
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_689 
0001: wait 0 ms 
0002: jump @CASINO2_665 

:CASINO2_689
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0732: (unknown) 406 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_814 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
03CB: set_camera 2028.932 1023.292 9.8127 
0395: clear_area 1 at 2028.932 1023.292 9.8127 range 20.0 
00A1: put_actor $PLAYER_ACTOR at 2028.932 1023.292 9.8127 
0173: set_actor $PLAYER_ACTOR z_angle_to 278.4092 
0373: set_camera_directly_behind_player 
0001: wait 500 ms 

:CASINO2_814
0247: request_model #BMYCON 

:CASINO2_819
00D6: if 
8248:   not model #BMYCON available 
004D: jump_if_false @CASINO2_846 
0001: wait 0 ms 
0002: jump @CASINO2_819 

:CASINO2_846
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
009A: 182@ = create_actor 4 #BMYCON at 819.707 857.8054 11.0547 
0173: set_actor 182@ z_angle_to 204.1414 
060B: unknown_actor_use_entity 182@ 53@ 
0107: 60@ = create_object #DES_QUARRYGATE2 at 806.5 846.9 8.6822 
0177: set_object 60@ z_angle_to 0.0 
0107: 61@ = create_object #DES_QUARRYGATE at 810.3 838.6 8.6822 
0177: set_object 61@ z_angle_to 45.0 
018A: 186@ = create_checkpoint_at 811.1817 843.9733 8.9859 
00BC: text_highpriority 'PD_16' 8000 ms 1  // ~s~Menj a ~y~Kfejthz~s~.
0107: 191@ = create_object #GUNBOX at 600.8789 826.5641 -44.2392 
0177: set_object 191@ z_angle_to 131.8763 
0107: 191@ = create_object #GUNBOX at 599.4742 827.0499 -44.2844 
0177: set_object 191@ z_angle_to 129.5516 
0107: 191@ = create_object #GUNBOX at 600.8787 828.1313 -44.271 
0177: set_object 191@ z_angle_to 72.6773 
0107: 191@ = create_object #GUNBOX at 671.1311 816.2497 -43.9456 
0177: set_object 191@ z_angle_to 280.6081 
0107: 191@ = create_object #GUNBOX at 672.9714 817.7601 -43.9456 
0177: set_object 191@ z_angle_to 295.8181 
0107: 191@ = create_object #GUNBOX at 673.1854 817.8634 -43.9456 
0177: set_object 191@ z_angle_to 295.8181 
03C7: unknown_maybe_cops_density 0.0 

:CASINO2_1218
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_1413 
0001: wait 0 ms 
0050: gosub @CASINO2_18038 
00D6: if 
0735:   83 
004D: jump_if_false @CASINO2_1267 
0002: jump @CASINO2_16387 

:CASINO2_1267
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 811.1817 843.9733 8.9859 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO2_1406 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:CASINO2_1329
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_1353 
0001: wait 0 ms 
0002: jump @CASINO2_1329 

:CASINO2_1353
0164: disable_marker 186@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_1399 
00D9: 83@ = actor $PLAYER_ACTOR car 
03A2: (unknown) 83@ 3 
0477: set_car 83@ animation 5 1500 ms 

:CASINO2_1399
0002: jump @CASINO2_1425 

:CASINO2_1406
0002: jump @CASINO2_1218 

:CASINO2_1413
0001: wait 1000 ms 
0002: jump @CASINO2_16369 

:CASINO2_1425
0007: 84@ = 662.1465 // floating-point values 
0007: 88@ = 917.9582 // floating-point values 
0007: 92@ = -41.8491 // floating-point values 
0007: 96@ = 318.2808 // floating-point values 
0007: 85@ = 583.0025 // floating-point values 
0007: 89@ = 934.0627 // floating-point values 
0007: 93@ = -43.9531 // floating-point values 
0007: 97@ = 114.8609 // floating-point values 
0007: 86@ = 552.9266 // floating-point values 
0007: 90@ = 846.8138 // floating-point values 
0007: 94@ = -42.8758 // floating-point values 
0007: 98@ = 197.0568 // floating-point values 
0007: 87@ = 640.8603 // floating-point values 
0007: 91@ = 810.404 // floating-point values 
0007: 95@ = -43.9531 // floating-point values 
0007: 99@ = 250.0977 // floating-point values 
0006: 246@ = 2 // integer values 
0006: 262@ = 2 // integer values 
0247: request_model #CELLPHONE 
0247: request_model #WMYCONB 
0247: request_model #WMYSGRD 
0247: request_model #BMYCON 
0247: request_model #COLT45 
0247: request_model #SHOVEL 
0247: request_model #FORKLIFT 
0247: request_model #DUMPER 

:CASINO2_1638
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CASINO2_1665 
0001: wait 0 ms 
0002: jump @CASINO2_1638 

:CASINO2_1665
00D6: if or
8248:   not model #WMYCONB available 
8248:   not model #WMYSGRD available 
8248:   not model #BMYCON available 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO2_1706 
0001: wait 0 ms 
0002: jump @CASINO2_1665 

:CASINO2_1706
00D6: if or
8248:   not model #SHOVEL available 
8248:   not model #FORKLIFT available 
8248:   not model #DUMPER available 
004D: jump_if_false @CASINO2_1743 
0001: wait 0 ms 
0002: jump @CASINO2_1706 

:CASINO2_1743
00A5: 254@ = create_car #DUMPER at 684.158 899.4011 -41.382 
0175: set_car 254@ z_angle_to 50.0 
0615: define_action_sequences 250@ 
0603: unknown_action_sequence -1 661.397 917.1706 -41.4059 4 -1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 250@ 1 
0616: define_action_sequences_end 250@ 
0615: define_action_sequences 251@ 
0603: unknown_action_sequence -1 662.605 916.313 -41.4059 4 -1 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 251@ 1 
0616: define_action_sequences_end 251@ 
0615: define_action_sequences 215@ 
0603: unknown_action_sequence -1 661.397 917.1706 -41.4059 4 -1 
0643: (unknown) 215@ 1 
0616: define_action_sequences_end 215@ 
0615: define_action_sequences 212@ 
0603: unknown_action_sequence -1 590.1505 875.5482 -43.4973 4 -1 
05C9: AS_actor -1 on_guard 40000 ms 
0643: (unknown) 212@ 1 
0616: define_action_sequences_end 212@ 
0615: define_action_sequences 72@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 72@ 
0615: define_action_sequences 59@ 
0603: unknown_action_sequence -1 416.7344 894.5847 1.64 6 -1 
0616: define_action_sequences_end 59@ 
0615: define_action_sequences 185@ 
0603: unknown_action_sequence -1 811.1705 840.3314 8.8556 4 -1 
0603: unknown_action_sequence -1 835.0692 854.228 11.5339 4 -1 
0603: unknown_action_sequence -1 831.1895 869.6328 11.7659 4 -1 
0603: unknown_action_sequence -1 812.9305 865.5474 11.2512 4 -1 
0616: define_action_sequences_end 185@ 
0615: define_action_sequences 217@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0643: (unknown) 217@ 1 
0616: define_action_sequences_end 217@ 
0615: define_action_sequences 206@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 652.6294 920.1244 -41.6245 
05D7: add_point_to_scmpath 643.2743 944.6199 -36.1984 
05D7: add_point_to_scmpath 650.2857 948.2803 -35.9383 
05D7: add_point_to_scmpath 676.3673 939.0834 -31.2018 
05D7: add_point_to_scmpath 695.1881 918.9306 -31.3478 
05D7: add_point_to_scmpath 709.0739 891.5104 -28.7325 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 728.9528 889.2318 -27.4689 
05D7: add_point_to_scmpath 718.7523 918.5203 -19.886 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 206@ 
0615: define_action_sequences 55@ 
05BA: AS_actor -1 chew_gum 4000 ms 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
0643: (unknown) 55@ 1 
0616: define_action_sequences_end 55@ 
0615: define_action_sequences 56@ 
0603: unknown_action_sequence -1 625.9337 831.7066 -43.9531 4 -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: unknown_action_sequence -1 629.7086 863.9051 -43.9456 4 -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: unknown_action_sequence -1 633.362 899.4764 -43.8397 4 -1 
05C9: AS_actor -1 on_guard 2000 ms 
0643: (unknown) 56@ 1 
0616: define_action_sequences_end 56@ 
0615: define_action_sequences 57@ 
0603: unknown_action_sequence -1 531.6239 860.3109 -43.6083 4 -1 
0603: unknown_action_sequence -1 536.4184 852.4755 -43.4897 4 -1 
0603: unknown_action_sequence -1 548.7656 858.6099 -43.83 4 -1 
0603: unknown_action_sequence -1 544.7462 868.412 -43.0847 4 -1 
0643: (unknown) 57@ 1 
0616: define_action_sequences_end 57@ 
0615: define_action_sequences 58@ 
0603: unknown_action_sequence -1 580.5311 830.0402 -30.9456 4 -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: unknown_action_sequence -1 570.5531 828.2956 -26.8808 4 -1 
0603: unknown_action_sequence -1 561.6993 826.1243 -23.1406 4 -1 
05C9: AS_actor -1 on_guard 2000 ms 
0643: (unknown) 58@ 1 
0616: define_action_sequences_end 58@ 
0615: define_action_sequences 205@ 
0603: unknown_action_sequence -1 576.2826 880.9235 -44.6488 4 -1 
0603: unknown_action_sequence -1 575.4687 871.9396 -44.6139 4 -1 
0603: unknown_action_sequence -1 577.0265 862.7321 -44.0826 4 -1 
0603: unknown_action_sequence -1 584.0759 844.0593 -43.4072 4 -1 
0643: (unknown) 205@ 1 
0616: define_action_sequences_end 205@ 
0615: define_action_sequences 211@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 473.5352 916.5417 -19.6808 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 508.5752 956.9808 -15.2792 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: (unknown) 211@ 1 
0616: define_action_sequences_end 211@ 
0615: define_action_sequences 221@ 
0603: unknown_action_sequence -1 420.7673 866.2073 5.7531 6 -1 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0616: define_action_sequences_end 221@ 
0615: define_action_sequences 222@ 
0603: unknown_action_sequence -1 413.9022 863.8785 7.0415 6 -1 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0616: define_action_sequences_end 222@ 
009A: 198@ = create_actor 24 #WMYCONB at 590.366 876.7747 -43.4973 
0173: set_actor 198@ z_angle_to 177.7406 
060B: unknown_actor_use_entity 198@ 252@ 
01B2: give_actor 198@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 198@ armed_weapon_to 22 
0223: set_actor 198@ health_to 200 
08AF: (unknown) 198@ 200 
0638: AS_actor 198@ stay_put 1 
0729: AS_actor 198@ hold_cellphone 1 
0107: 197@ = create_object #CJ_DYN_PLUNGE_1 at 591.2704 876.7986 -43.4973 
0177: set_object 197@ z_angle_to 270.0 
00A5: 187@ = create_car #FORKLIFT at 640.8603 810.404 -43.9531 
0175: set_car 187@ z_angle_to 250.0977 
08A4: car 187@ manipulate_extra_parts 0.5 
0615: define_action_sequences 190@ 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_3477 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 605.1934 820.2333 -44.0023 
07E7: AS_assign_scmpath_to_actor -1 in_car 187@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 608.6918 819.8881 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
07E7: AS_assign_scmpath_to_actor -1 in_car 187@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
0643: (unknown) 190@ 1 

:CASINO2_3477
0616: define_action_sequences_end 190@ 
009A: 43@ = create_actor 24 #BMYCON at 625.9337 831.7066 -43.9531 
0173: set_actor 43@ z_angle_to 156.9796 
060B: unknown_actor_use_entity 43@ 53@ 
0618: assign_actor 43@ to_action_sequences 56@ 
009A: 44@ = create_actor 25 #BMYCON at 531.6239 860.3109 -43.6083 
0173: set_actor 44@ z_angle_to 156.9796 
060B: unknown_actor_use_entity 44@ 78@ 
01B2: give_actor 44@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 44@ armed_weapon_to 6 
0618: assign_actor 44@ to_action_sequences 57@ 
009A: 45@ = create_actor 24 #BMYCON at 637.8237 825.2736 -41.2744 
0173: set_actor 45@ z_angle_to 309.4228 
060B: unknown_actor_use_entity 45@ 53@ 
009A: 46@ = create_actor 24 #BMYCON at 638.5316 826.1287 -41.2291 
0173: set_actor 46@ z_angle_to 144.6359 
060B: unknown_actor_use_entity 46@ 53@ 
009A: 47@ = create_actor 24 #BMYCON at 583.0614 849.4081 -43.5974 
0173: set_actor 47@ z_angle_to 26.0656 
060B: unknown_actor_use_entity 47@ 53@ 
0618: assign_actor 47@ to_action_sequences 205@ 
009A: 49@ = create_actor 25 #WMYSGRD at 491.5784 940.8132 -17.1478 
01B2: give_actor 49@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 49@ armed_weapon_to 22 
0173: set_actor 49@ z_angle_to 279.9455 
060B: unknown_actor_use_entity 49@ 78@ 
0618: assign_actor 49@ to_action_sequences 211@ 
009A: 50@ = create_actor 25 #WMYSGRD at 590.1505 875.5482 -43.4973 
0173: set_actor 50@ z_angle_to 278.2997 
060B: unknown_actor_use_entity 50@ 78@ 
01B2: give_actor 50@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 50@ armed_weapon_to 22 
0618: assign_actor 50@ to_action_sequences 212@ 
009A: 51@ = create_actor 24 #BMYCON at 655.8689 904.3282 -42.0397 
0173: set_actor 51@ z_angle_to 330.4476 
060B: unknown_actor_use_entity 51@ 53@ 
009A: 52@ = create_actor 24 #BMYCON at 654.8843 906.4748 -42.0822 
0173: set_actor 52@ z_angle_to 324.192 
01B2: give_actor 52@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 6 
060B: unknown_actor_use_entity 52@ 53@ 
0006: 35@ = 0 // integer values 

:CASINO2_3982
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_4016 
060F: (unknown) 43@(35@,10i) 15.0 

:CASINO2_4016
000A: 35@ += 1 // integer values 
0029:   35@ >= 10 // integer values 
004D: jump_if_false @CASINO2_3982 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_4082 
0129: 183@ = create_actor 24 #BMYCON in_car 187@ driverseat 
060B: unknown_actor_use_entity 183@ 53@ 
0618: assign_actor 183@ to_action_sequences 190@ 

:CASINO2_4082
0373: set_camera_directly_behind_player 
0006: 35@ = 0 // integer values 

:CASINO2_4091
029B: 109@(35@,4i) = init_object #DYNAMITE at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
09CA: set_object 109@(35@,4i) immunities 0 0 0 0 0 
029B: 121@(35@,4i) = init_object #DYNO_BOX_A at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
0382: set_object 109@(35@,4i) collision_detection 0 
0177: set_object 121@(35@,4i) z_angle_to 96@(35@,4f) 
029B: 113@(35@,4i) = init_object #DYNO_BOX_B at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
0177: set_object 113@(35@,4i) z_angle_to 96@(35@,4f) 
0188: 101@(35@,4i) = create_marker_above_object 109@(35@,4i) 
018B: show_on_radar 101@(35@,4i) 3 
035D: toggle_object 113@(35@,4i) targetable 0 
035D: toggle_object 109@(35@,4i) targetable 0 
035D: toggle_object 121@(35@,4i) targetable 0 
071F: set_object 113@(35@,4i) mass 1000 
000A: 35@ += 1 // integer values 
0029:   35@ >= 4 // integer values 
004D: jump_if_false @CASINO2_4091 
069A: attach_object 112@ to_object 116@ at_offset 0.0 0.0 0.4 rotation 0.0 0.0 0.0 
069A: attach_object 124@ to_object 116@ at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0681: attach_object 116@ to_car 187@ at_offset 0.0 0.8 -0.3 rotation 0.0 0.0 0.0 
0107: 77@ = create_object #PRIVATESIGN3 at 470.3749 965.7881 4.5134 
0177: set_object 77@ z_angle_to 311.2527 
0107: 76@ = create_object #PRIVATESIGN1 at 546.1226 879.7054 -42.1212 
0177: set_object 76@ z_angle_to 76.924 
018A: 132@ = create_checkpoint_at 542.6064 880.7817 -36.3928 
018B: show_on_radar 132@ 0 
018A: 133@ = create_checkpoint_at 585.3983 870.3217 -39.4206 
018B: show_on_radar 133@ 0 
018A: 134@ = create_checkpoint_at 518.1917 814.9812 -9.7609 
018B: show_on_radar 134@ 0 
018A: 135@ = create_checkpoint_at 479.1757 930.0793 -16.6475 
018B: show_on_radar 135@ 0 
018A: 136@ = create_checkpoint_at 437.9441 869.2394 -4.0196 
018B: show_on_radar 136@ 0 
018A: 137@ = create_checkpoint_at 455.1732 803.1501 5.3872 
018B: show_on_radar 137@ 0 
018A: 204@ = create_checkpoint_at 1030.157 744.3469 9.7922 
018B: show_on_radar 204@ 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_4771 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_4771 
00D9: 83@ = actor $PLAYER_ACTOR car 
03A2: (unknown) 83@ 3 
0477: set_car 83@ animation 5 1500 ms 

:CASINO2_4771
0050: gosub @CASINO2_17922 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_4921 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_4867 
00AB: put_car 83@ at 777.9584 838.6478 4.861 
0175: set_car 83@ z_angle_to 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 774.3173 835.658 4.8819 
0002: jump @CASINO2_4887 

:CASINO2_4867
00A1: put_actor $PLAYER_ACTOR at 775.5965 834.8624 4.8713 

:CASINO2_4887
0603: unknown_action_sequence $PLAYER_ACTOR 771.6103 836.6703 4.8969 4 -1 
0173: set_actor $PLAYER_ACTOR z_angle_to 87.4579 

:CASINO2_4921
0A0B: (unknown) 773.9383 834.7843 4.8835 74.4105 
015F: set_camera_position 776.3613 837.3477 7.3533 0.0 0.0 0.0 
0160: point_camera 775.4211 837.4819 7.0403 2 
0001: wait 500 ms 
0050: gosub @CASINO2_18005 
00BC: text_highpriority 'PD_01' 4500 ms 1  // Menj be a Kfejtbe, s nyld le a dinamitot.
0006: 32@ = 0 // integer values 

:CASINO2_5029
00D6: if 
001B:   4500 > 32@ // integer values 
004D: jump_if_false @CASINO2_5083 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_5076 
0002: jump @CASINO2_5639 

:CASINO2_5076
0002: jump @CASINO2_5029 

:CASINO2_5083
0A0B: (unknown) 610.9529 869.6495 -40.7211 77.0 
015F: set_camera_position 610.9529 869.6495 -40.7211 0.0 0.0 0.0 
0160: point_camera 610.0316 870.0207 -40.8371 2 
00BC: text_highpriority 'PD_20' 5000 ms 1  // A dinamit robbantsra ksz!
0006: 32@ = 0 // integer values 

:CASINO2_5179
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @CASINO2_5233 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_5226 
0002: jump @CASINO2_5639 

:CASINO2_5226
0002: jump @CASINO2_5179 

:CASINO2_5233
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_5270 
0618: assign_actor 51@ to_action_sequences 251@ 
0618: assign_actor 52@ to_action_sequences 250@ 

:CASINO2_5270
0006: 32@ = 0 // integer values 

:CASINO2_5277
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @CASINO2_5331 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_5324 
0002: jump @CASINO2_5639 

:CASINO2_5324
0002: jump @CASINO2_5277 

:CASINO2_5331
015F: set_camera_position 664.9276 918.5754 -40.8955 0.0 0.0 0.0 
0160: point_camera 663.9788 918.2599 -40.9078 2 
00BC: text_highpriority 'PD_21' 4000 ms 1  // Szerezd meg, mieltt a munksok elpuszttjk.
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @CASINO2_5450 
0605: actor 46@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 

:CASINO2_5450
0006: 32@ = 0 // integer values 

:CASINO2_5457
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @CASINO2_5511 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_5504 
0002: jump @CASINO2_5639 

:CASINO2_5504
0002: jump @CASINO2_5457 

:CASINO2_5511
015F: set_camera_position 661.5589 921.2776 -40.5538 0.0 0.0 0.0 
0160: point_camera 661.9819 920.3747 -40.6291 2 
00BC: text_highpriority 'PD_27' 6000 ms 1  // Valami slyos dologra lesz szksged, hogy sszezzhasd a ldkat.
0006: 32@ = 0 // integer values 

:CASINO2_5585
00D6: if 
001B:   6000 > 32@ // integer values 
004D: jump_if_false @CASINO2_5639 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_5632 
0002: jump @CASINO2_5639 

:CASINO2_5632
0002: jump @CASINO2_5585 

:CASINO2_5639
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_5676 
0618: assign_actor 51@ to_action_sequences 251@ 
0618: assign_actor 52@ to_action_sequences 250@ 

:CASINO2_5676
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @CASINO2_5728 
0605: actor 46@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 

:CASINO2_5728
0050: gosub @CASINO2_17970 
0050: gosub @CASINO2_17944 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_5793 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 775.4108 834.5572 4.8721 
0173: set_actor $PLAYER_ACTOR z_angle_to 93.2533 

:CASINO2_5793
0050: gosub @CASINO2_18005 
00BE: text_clear_all 
0004: $7531 = 150000 // integer values 
03C3: set_timer_with_text_to $7531 type 1 text 'PD_25'  // Detonci
0002: jump @CASINO2_8497 

:CASINO2_5835
0247: request_model #TRIADA 
0247: request_model #MANANA 
04ED: load_animation "CARRY" 

:CASINO2_5853
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_5893 
0001: wait 0 ms 
0002: jump @CASINO2_5853 

:CASINO2_5893
009A: 48@ = create_actor 25 #WMYSGRD at 580.5311 830.0402 -30.9456 
0173: set_actor 48@ z_angle_to 57.3299 
060B: unknown_actor_use_entity 48@ 78@ 
01B2: give_actor 48@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 48@ armed_weapon_to 22 
0618: assign_actor 48@ to_action_sequences 58@ 
0395: clear_area 1 at 1032.678 741.7072 9.8044 range 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
0519: lock_vehicle 223@ in_current_position 1 
04E1: open_and_freeze_trunk_of_car 223@ 
0175: set_car 223@ z_angle_to 292.6477 
009A: 224@ = create_actor 4 #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ z_angle_to 63.6493 
0446: set_actor 224@ immune_to_headshots 0 
0568: set_actor 224@ targetable 1 
02A9: set_actor 224@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 224@ 127@ 
0247: request_model #SECURICA 
0247: request_model #CHROMEGUN 

:CASINO2_6109
00D6: if or
8248:   not model #SECURICA available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @CASINO2_6141 
0001: wait 0 ms 
0002: jump @CASINO2_6109 

:CASINO2_6141
0395: clear_area 1 at 812.6123 845.2352 9.1419 range 20.0 
00A5: 73@ = create_car #SECURICA at 812.6123 845.2352 9.1419 
0175: set_car 73@ z_angle_to 101.1888 
00A5: 74@ = create_car #SECURICA at 812.4752 840.8808 8.9765 
0175: set_car 74@ z_angle_to 101.8471 
00A5: 75@ = create_car #SECURICA at 422.5194 856.283 6.1078 
0175: set_car 75@ z_angle_to 33.0215 
0129: 62@ = create_actor 25 #WMYSGRD in_car 73@ driverseat 
01C8: 63@ = create_actor 25 #WMYSGRD in_car 73@ passenger_seat 0 
0129: 64@ = create_actor 25 #WMYSGRD in_car 74@ driverseat 
01C8: 65@ = create_actor 25 #WMYSGRD in_car 74@ passenger_seat 0 
0006: 35@ = 0 // integer values 

:CASINO2_6323
01B2: give_actor 62@(35@,10i) weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@(35@,10i) armed_weapon_to 25 
060B: unknown_actor_use_entity 62@(35@,10i) 78@ 
000A: 35@ += 1 // integer values 
0029:   35@ >= 4 // integer values 
004D: jump_if_false @CASINO2_6323 
0395: clear_area 1 at 783.6387 841.395 4.8177 range 20.0 
05D1: AS_actor 62@ drive_car 73@ to 783.6387 841.395 4.8177 speed 20.0 2 0 2 
05D1: AS_actor 64@ drive_car 74@ to 781.6849 833.6969 4.8296 speed 20.0 2 0 2 
0006: 131@ = 1 // integer values 
00BE: text_clear_all 
0050: gosub @CASINO2_17970 
0006: 35@ = 0 // integer values 

:CASINO2_6496
00D6: if and
8039:   not  35@ == 5 // integer values 
8039:   not  35@ == 6 // integer values 
8039:   not  35@ == 7 // integer values 
004D: jump_if_false @CASINO2_6557 
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_6557 
009B: destroy_actor_instantly 43@(35@,10i) 

:CASINO2_6557
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @CASINO2_6616 
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_6616 
0792: (unknown) 43@(35@,10i) 
05E2: AS_actor 43@(35@,10i) kill_actor $PLAYER_ACTOR 

:CASINO2_6616
000A: 35@ += 1 // integer values 
0029:   35@ >= 10 // integer values 
004D: jump_if_false @CASINO2_6496 
00D6: if 
8118:   not actor 182@ dead 
004D: jump_if_false @CASINO2_6658 
009B: destroy_actor_instantly 182@ 

:CASINO2_6658
00D6: if 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_6679 
009B: destroy_actor_instantly 183@ 

:CASINO2_6679
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_6700 
009B: destroy_actor_instantly 198@ 

:CASINO2_6700
0247: request_model #SANCHEZ 

:CASINO2_6705
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @CASINO2_6732 
0001: wait 0 ms 
0002: jump @CASINO2_6705 

:CASINO2_6732
00A5: 82@ = create_car #SANCHEZ at 583.0051 881.9482 -45.0648 
053F: set_car 82@ tires_vulnerable 0 
0175: set_car 82@ z_angle_to 93.6785 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 range 10.0 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 range 10.0 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0050: gosub @CASINO2_17922 
01B6: set_weather 19 
015F: set_camera_position 772.3265 828.7196 5.8497 0.0 0.0 0.0 
0160: point_camera 773.1074 829.3431 5.8867 2 
0050: gosub @CASINO2_18005 
0006: 32@ = 0 // integer values 

:CASINO2_6911
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @CASINO2_6965 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_6958 
0002: jump @CASINO2_7851 

:CASINO2_6958
0002: jump @CASINO2_6911 

:CASINO2_6965
015F: set_camera_position 772.3265 828.7196 5.8497 0.0 0.0 0.0 
0160: point_camera 773.1074 829.3431 5.8867 2 
00BC: text_highpriority 'PD_10' 3500 ms 1  // A biztonsgiak elzrtk a kijratot.
0006: 32@ = 0 // integer values 

:CASINO2_7039
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @CASINO2_7093 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_7086 
0002: jump @CASINO2_7851 

:CASINO2_7086
0002: jump @CASINO2_7039 

:CASINO2_7093
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_7114 
068B: (unknown) 74@ 

:CASINO2_7114
0006: 32@ = 0 // integer values 

:CASINO2_7121
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @CASINO2_7175 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_7168 
0002: jump @CASINO2_7851 

:CASINO2_7168
0002: jump @CASINO2_7121 

:CASINO2_7175
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_7196 
068B: (unknown) 73@ 

:CASINO2_7196
0006: 32@ = 0 // integer values 

:CASINO2_7203
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @CASINO2_7257 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_7250 
0002: jump @CASINO2_7851 

:CASINO2_7250
0002: jump @CASINO2_7203 

:CASINO2_7257
015F: set_camera_position 587.0494 883.9788 -44.1279 0.0 0.0 0.0 
0160: point_camera 586.0945 883.6844 -44.1663 2 
00BC: text_highpriority 'PD_11' 4000 ms 1  // ~s~Hasznld a ~b~cross-motort ~s~s keress egy msik kiutat!
0006: 32@ = 0 // integer values 

:CASINO2_7331
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @CASINO2_7385 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_7378 
0002: jump @CASINO2_7851 

:CASINO2_7378
0002: jump @CASINO2_7331 

:CASINO2_7385
015F: set_camera_position 560.5041 888.881 -42.2954 0.0 0.0 0.0 
0160: point_camera 559.5857 888.5298 -42.1132 2 
0006: 32@ = 0 // integer values 

:CASINO2_7443
00D6: if 
001B:   100 > 32@ // integer values 
004D: jump_if_false @CASINO2_7496 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_7489 
0002: jump @CASINO2_7851 

:CASINO2_7489
0002: jump @CASINO2_7443 

:CASINO2_7496
0460: set_camera_pointing_time 0.0 5000 
015F: set_camera_position 560.5041 888.881 -42.2954 0.0 0.0 0.0 
0160: point_camera 561.1447 888.1351 -42.1132 1 
0006: 32@ = 0 // integer values 

:CASINO2_7564
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @CASINO2_7618 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_7611 
0002: jump @CASINO2_7851 

:CASINO2_7611
0002: jump @CASINO2_7564 

:CASINO2_7618
015F: set_camera_position 584.2947 833.9013 -23.7385 0.0 0.0 0.0 
0160: point_camera 583.8419 833.3374 -24.4291 2 
0006: 32@ = 0 // integer values 

:CASINO2_7676
00D6: if 
001B:   100 > 32@ // integer values 
004D: jump_if_false @CASINO2_7729 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_7722 
0002: jump @CASINO2_7851 

:CASINO2_7722
0002: jump @CASINO2_7676 

:CASINO2_7729
0460: set_camera_pointing_time 0.0 4000 
015F: set_camera_position 584.2947 833.9013 -23.7385 0.0 0.0 0.0 
0160: point_camera 583.3537 833.6394 -23.5241 1 
0006: 32@ = 0 // integer values 

:CASINO2_7797
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @CASINO2_7851 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_7844 
0002: jump @CASINO2_7851 

:CASINO2_7844
0002: jump @CASINO2_7797 

:CASINO2_7851
0050: gosub @CASINO2_17970 
00BE: text_clear_all 
0050: gosub @CASINO2_17944 
0050: gosub @CASINO2_18005 
0177: set_object 60@ z_angle_to 115.0 
0177: set_object 61@ z_angle_to -65.0 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_7930 
00AB: put_car 73@ at 783.6387 841.395 4.8177 

:CASINO2_7930
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_7966 
00AB: put_car 74@ at 781.6849 833.6969 4.8296 

:CASINO2_7966
0006: 131@ = 1 // integer values 
029B: 125@ = init_object #BARRIER_4ANDY at 783.3699 847.4722 4.8193 
0177: set_object 125@ z_angle_to 10.654 
029B: 125@ = init_object #BARRIER_4ANDY at 778.0906 847.8346 4.8515 
0177: set_object 125@ z_angle_to 10.5331 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO2_8138 
00D6: if 
80DF:   not actor 62@ driving 
004D: jump_if_false @CASINO2_8108 
00A1: put_actor 62@ at 781.9483 848.7029 4.828 
0173: set_actor 62@ z_angle_to 20.7251 
0002: jump @CASINO2_8138 

:CASINO2_8108
0362: remove_actor 62@ from_car_and_place_at 781.9483 848.7029 4.828 
0173: set_actor 62@ z_angle_to 20.7251 

:CASINO2_8138
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CASINO2_8237 
00D6: if 
80DF:   not actor 63@ driving 
004D: jump_if_false @CASINO2_8207 
00A1: put_actor 63@ at 777.5142 849.4856 4.8551 
0173: set_actor 63@ z_angle_to 22.0536 
0002: jump @CASINO2_8237 

:CASINO2_8207
0362: remove_actor 63@ from_car_and_place_at 777.5142 849.4856 4.8551 
0173: set_actor 63@ z_angle_to 22.0536 

:CASINO2_8237
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CASINO2_8336 
00D6: if 
80DF:   not actor 64@ driving 
004D: jump_if_false @CASINO2_8306 
00A1: put_actor 64@ at 773.2135 821.8822 4.3934 
0173: set_actor 64@ z_angle_to 168.8133 
0002: jump @CASINO2_8336 

:CASINO2_8306
0362: remove_actor 64@ from_car_and_place_at 773.2135 821.8822 4.3934 
0173: set_actor 64@ z_angle_to 168.8133 

:CASINO2_8336
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASINO2_8435 
00D6: if 
80DF:   not actor 65@ driving 
004D: jump_if_false @CASINO2_8405 
00A1: put_actor 65@ at 778.8481 819.9525 4.3237 
0173: set_actor 65@ z_angle_to 156.0701 
0002: jump @CASINO2_8435 

:CASINO2_8405
0362: remove_actor 65@ from_car_and_place_at 778.8481 819.9525 4.3237 
0173: set_actor 65@ z_angle_to 156.0701 

:CASINO2_8435
0006: 35@ = 0 // integer values 

:CASINO2_8442
00D6: if 
8118:   not actor 62@(35@,10i) dead 
004D: jump_if_false @CASINO2_8474 
0618: assign_actor 62@(35@,10i) to_action_sequences 72@ 

:CASINO2_8474
000A: 35@ += 1 // integer values 
0029:   35@ >= 4 // integer values 
004D: jump_if_false @CASINO2_8442 
0051: return 

:CASINO2_8497
0006: 33@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'PD_26' 7000 ms 1  // ~s~Szerezd meg a ~g~Dinamitot ~s~ mieltt kifutsz az idbl, s felrobban.

:CASINO2_8522
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_15940 
0001: wait 0 ms 
000A: 256@ += 1 // integer values 
00D6: if 
0736:   83 
004D: jump_if_false @CASINO2_8571 
0002: jump @CASINO2_16387 

:CASINO2_8571
0050: gosub @CASINO2_18038 
0050: gosub @CASINO2_20232 
0050: gosub @CASINO2_20360 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_8622 
00A0: store_actor $PLAYER_ACTOR position_to 218@ 219@ 220@ 

:CASINO2_8622
0050: gosub @CASINO2_17782 
00D6: if and
002A:   22000 >= $7531 // integer values 
0039:   234@ == 0 // integer values 
004D: jump_if_false @CASINO2_8680 
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @CASINO2_8673 

:CASINO2_8673
0006: 234@ = 1 // integer values 

:CASINO2_8680
00D6: if and
002A:   20000 >= $7531 // integer values 
0039:   234@ == 1 // integer values 
004D: jump_if_false @CASINO2_8760 
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @CASINO2_8753 
05AA: 264@s = 'CAS2_BA' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7415 
0050: gosub @CASINO2_20212 

:CASINO2_8753
0006: 234@ = 2 // integer values 

:CASINO2_8760
00D6: if and
002A:   6000 >= $7531 // integer values 
0039:   234@ == 2 // integer values 
004D: jump_if_false @CASINO2_8840 
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @CASINO2_8833 
05AA: 264@s = 'CAS2_BB' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7416 
0050: gosub @CASINO2_20212 

:CASINO2_8833
0006: 234@ = 3 // integer values 

:CASINO2_8840
00D6: if and
002A:   3800 >= $7531 // integer values 
0039:   234@ == 3 // integer values 
004D: jump_if_false @CASINO2_8920 
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @CASINO2_8913 
05AA: 264@s = 'CAS2_BC' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7417 
0050: gosub @CASINO2_20212 

:CASINO2_8913
0006: 234@ = 4 // integer values 

:CASINO2_8920
00D6: if and
002A:   2800 >= $7531 // integer values 
0039:   234@ == 4 // integer values 
004D: jump_if_false @CASINO2_9000 
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @CASINO2_8993 
05AA: 264@s = 'CAS2_BD' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7418 
0050: gosub @CASINO2_20212 

:CASINO2_8993
0006: 234@ = 5 // integer values 

:CASINO2_9000
00D6: if and
0119:   car 254@ wrecked 
0039:   81@ == 0 // integer values 
004D: jump_if_false @CASINO2_9046 
00BC: text_highpriority 'PD_33' 4000 ms 1  // ~r~A rakodkocsi felrobbant - ez lett volna az egyetlen mdja a ldk sszetrsnek!
0002: jump @CASINO2_16369 

:CASINO2_9046
00D6: if and
8118:   not actor 198@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_9109 
00D6: if and
02E0:   actor 198@ aggressive 
0039:   259@ == 0 // integer values 
004D: jump_if_false @CASINO2_9109 
0792: (unknown) 198@ 
0729: AS_actor 198@ hold_cellphone 0 
0006: 259@ = 1 // integer values 

:CASINO2_9109
00D6: if and
002A:   1800 >= $7531 // integer values 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_9535 
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @CASINO2_9512 
0050: gosub @CASINO2_17922 
03E6: remove_text_box 
00BE: text_clear_all 
015F: set_camera_position 586.0814 876.6778 -41.6123 0.0 0.0 0.0 
0160: point_camera 587.0665 876.6669 -41.7839 2 
040D: unload_wav 1 
03CF: load_wav 7419 as 1 
04ED: load_animation "MISC" 

:CASINO2_9232
00D6: if or
83D0:   not wav 1 loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO2_9266 
0001: wait 0 ms 
0002: jump @CASINO2_9232 

:CASINO2_9266
03D1: play_wav 1 
00BC: text_highpriority 'CAS2_BE' 2000 ms 1  // ~z~EGY...
0001: wait 1000 ms 
0006: 32@ = 0 // integer values 

:CASINO2_9298
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @CASINO2_9352 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_9345 
0002: jump @CASINO2_9490 

:CASINO2_9345
0002: jump @CASINO2_9298 

:CASINO2_9352
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_9429 
0792: (unknown) 198@ 
060B: unknown_actor_use_entity 198@ 53@ 
0173: set_actor 198@ z_angle_to 270.0 
0605: actor 198@ perform_animation_sequence "PLUNGER_01" from_file "MISC" 1.0 loop 1 0 0 0 -1 ms 

:CASINO2_9429
0006: 32@ = 0 // integer values 

:CASINO2_9436
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @CASINO2_9490 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_9483 
0002: jump @CASINO2_9490 

:CASINO2_9483
0002: jump @CASINO2_9436 

:CASINO2_9490
04EF: release_animation "MISC" 
0050: gosub @CASINO2_16957 
0050: gosub @CASINO2_17944 

:CASINO2_9512
00BC: text_highpriority 'PD_19' 4000 ms 1  // ~r~A dinamit megsemmislt!
0002: jump @CASINO2_16369 

:CASINO2_9535
00D6: if and
0118:   actor 198@ dead 
0039:   189@ == 0 // integer values 
004D: jump_if_false @CASINO2_9570 
014F: stop_timer $7531 
0006: 189@ = 1 // integer values 

:CASINO2_9570
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_9610 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_9610 
00D9: 193@ = actor $PLAYER_ACTOR car 

:CASINO2_9610
00D6: if and
8119:   not car 193@ wrecked 
8119:   not car 187@ wrecked 
0039:   196@ == 1 // integer values 
004D: jump_if_false @CASINO2_9966 
00D6: if and
051D:   cars 187@ and 193@ collided 
0039:   194@ == 0 // integer values 
004D: jump_if_false @CASINO2_9966 
0006: 194@ = 1 // integer values 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_9801 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_9710 
0382: set_object 124@ collision_detection 0 

:CASINO2_9710
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_9778 
0382: set_object 112@ collision_detection 0 
0682: detach_object 112@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 112@ relative_to_car 187@ offset 0.0 1.8 -0.4 

:CASINO2_9778
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_9801 
0382: set_object 116@ collision_detection 0 

:CASINO2_9801
0723: break_object 116@ intensity 1 
0108: destroy_object 124@ 
0087: 100@ = 95@ // floating-point values only 
000B: 100@ += 0.3 // floating-point values 
0165: set_marker 104@ color_to 0 
064B: 213@ = create_particle "EXPLOSION_CRATE" at 87@ 91@ 95@ 1 
097B: play_sound 116@ on_object 1159 
064F: (unknown) 213@ 
0006: 120@ = 1 // integer values 
0006: 36@ = 2 // integer values 
000A: 126@ += 1 // integer values 
00D6: if and
8118:   not actor 183@ dead 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_9966 
00D6: if and
00DB:   actor 183@ in_car 187@ 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_9966 
05CD: AS_actor 183@ exit_car 187@ 
05E2: AS_actor 183@ kill_actor $PLAYER_ACTOR 

:CASINO2_9966
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 429.469 916.0814 0.9027 radius 20.0 20.0 20.0 
0039:   227@ == 0 // integer values 
004D: jump_if_false @CASINO2_10146 
009A: 66@ = create_actor 25 #WMYSGRD at 416.5302 862.1686 6.7328 
0173: set_actor 66@ z_angle_to 357.0781 
01B2: give_actor 66@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 22 
0618: assign_actor 66@ to_action_sequences 217@ 
009A: 67@ = create_actor 25 #WMYSGRD at 423.9201 861.7891 5.5413 
0173: set_actor 67@ z_angle_to 352.4637 
01B2: give_actor 67@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 67@ armed_weapon_to 22 
0618: assign_actor 67@ to_action_sequences 217@ 
0006: 227@ = 1 // integer values 

:CASINO2_10146
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_10176 
01BB: store_object 112@ position_to 87@ 91@ 95@ 

:CASINO2_10176
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT 
8039:   not  188@ == 2 // integer values 
8039:   not  120@ == 1 // integer values 
004D: jump_if_false @CASINO2_10283 
0512: permanent_text_box 'PD_17'  // ~s~Nyomd meg a(z) ~k~~VEHICLE_TURRETUP~ gombot a lda le engedshez.
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_10244 

:CASINO2_10244
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_10260 

:CASINO2_10260
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_10276 

:CASINO2_10276
0002: jump @CASINO2_10351 

:CASINO2_10283
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_10299 

:CASINO2_10299
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_10315 

:CASINO2_10315
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_10331 

:CASINO2_10331
00D6: if 
8039:   not  79@ == 4 // integer values 
004D: jump_if_false @CASINO2_10351 
03E6: remove_text_box 

:CASINO2_10351
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #DOZER 
004D: jump_if_false @CASINO2_10482 
0006: 35@ = 0 // integer values 

:CASINO2_10385
00D6: if 
03CA:   object 113@(35@,4i) exists 
004D: jump_if_false @CASINO2_10416 
0382: set_object 113@(35@,4i) collision_detection 0 

:CASINO2_10416
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_10447 
0382: set_object 121@(35@,4i) collision_detection 0 

:CASINO2_10447
000A: 35@ += 1 // integer values 
0029:   35@ >= 4 // integer values 
004D: jump_if_false @CASINO2_10385 
0006: 196@ = 1 // integer values 
0002: jump @CASINO2_10579 

:CASINO2_10482
0006: 35@ = 0 // integer values 

:CASINO2_10489
00D6: if 
03CA:   object 113@(35@,4i) exists 
004D: jump_if_false @CASINO2_10520 
0382: set_object 113@(35@,4i) collision_detection 1 

:CASINO2_10520
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_10551 
0382: set_object 121@(35@,4i) collision_detection 1 

:CASINO2_10551
000A: 35@ += 1 // integer values 
0029:   35@ >= 4 // integer values 
004D: jump_if_false @CASINO2_10489 
0006: 196@ = 0 // integer values 

:CASINO2_10579
0006: 35@ = 0 // integer values 

:CASINO2_10586
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_11098 
00A0: store_actor 43@(35@,10i) position_to 231@ 232@ 233@ 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 231@ 232@ 233@ radius 15.0 15.0 3.0 
004D: jump_if_false @CASINO2_11098 
00D6: if and
0039:   129@ == 0 // integer values 
0019:   256@ > 300 // integer values 
0039:   131@ == 0 // integer values 
004D: jump_if_false @CASINO2_11073 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO2_11073 
0006: 249@ = 0 // integer values 

:CASINO2_10719
0209: 130@ = random_int 0 6 
00D6: if 
003B:   130@ == 248@ // integer values 
004D: jump_if_false @CASINO2_10779 
000A: 249@ += 1 // integer values 
00D6: if 
001B:   5 > 249@ // integer values 
004D: jump_if_false @CASINO2_10779 
0002: jump @CASINO2_10719 

:CASINO2_10779
0871: init_jump_table 130@ total_jumps 6 0 @CASINO2_11058 jumps 0 @CASINO2_10842 1 @CASINO2_10878 2 @CASINO2_10914 3 @CASINO2_10950 4 @CASINO2_10986 5 @CASINO2_11022 -1 @CASINO2_11058 

:CASINO2_10842
05AA: 264@s = 'CAS2_AA' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7400 
0050: gosub @CASINO2_20212 
0002: jump @CASINO2_11058 

:CASINO2_10878
05AA: 264@s = 'CAS2_AB' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7401 
0050: gosub @CASINO2_20212 
0002: jump @CASINO2_11058 

:CASINO2_10914
05AA: 264@s = 'CAS2_AC' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7402 
0050: gosub @CASINO2_20212 
0002: jump @CASINO2_11058 

:CASINO2_10950
05AA: 264@s = 'CAS2_AJ' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7409 
0050: gosub @CASINO2_20212 
0002: jump @CASINO2_11058 

:CASINO2_10986
05AA: 264@s = 'CAS2_AK' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7410 
0050: gosub @CASINO2_20212 
0002: jump @CASINO2_11058 

:CASINO2_11022
05AA: 264@s = 'CAS2_AL' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7411 
0050: gosub @CASINO2_20212 
0002: jump @CASINO2_11058 

:CASINO2_11058
0085: 248@ = 130@ // integer values and handles 
0006: 256@ = 0 // integer values 

:CASINO2_11073
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @CASINO2_11098 
0006: 128@ = 1 // integer values 

:CASINO2_11098
000A: 35@ += 1 // integer values 
0029:   35@ >= 10 // integer values 
004D: jump_if_false @CASINO2_10586 
0006: 35@ = 0 // integer values 

:CASINO2_11126
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 5.0 5.0 5.0 
0039:   128@ == 1 // integer values 
0039:   36@ == 2 // integer values 
004D: jump_if_false @CASINO2_11371 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO2_11371 
0209: 130@ = random_int 0 3 
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @CASINO2_11263 
05AA: 264@s = 'CAS2_AD' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7403 
0050: gosub @CASINO2_20212 

:CASINO2_11263
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @CASINO2_11310 
05AA: 264@s = 'CAS2_AE' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7404 
0050: gosub @CASINO2_20212 

:CASINO2_11310
00D6: if 
0039:   130@ == 2 // integer values 
004D: jump_if_false @CASINO2_11357 
05AA: 264@s = 'CAS2_AF' // 8-byte strings 
04AF: 247@ = unknown_wav_reference 7405 
0050: gosub @CASINO2_20212 

:CASINO2_11357
0006: 128@ = 2 // integer values 
0006: 33@ = 0 // integer values 

:CASINO2_11371
00D6: if 
0039:   117@(35@,4i) == 0 // integer values 
004D: jump_if_false @CASINO2_12001 
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_11423 
01BB: store_object 112@ position_to 87@ 91@ 95@ 

:CASINO2_11423
00D6: if and
0100:   actor $PLAYER_ACTOR near_point_in_car 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 3.0 3.0 3.0 sphere 0 
0039:   117@(35@,4i) == 0 // integer values 
004D: jump_if_false @CASINO2_11890 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #DOZER 
004D: jump_if_false @CASINO2_11890 
00D6: if and
0039:   35@ == 3 // integer values 
8119:   not car 187@ wrecked 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_11570 
00D6: if 
00DB:   actor 183@ in_car 187@ 
004D: jump_if_false @CASINO2_11570 
05CD: AS_actor 183@ exit_car 187@ 

:CASINO2_11570
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CASINO2_11656 
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_11622 
0792: (unknown) 51@ 
0618: assign_actor 51@ to_action_sequences 206@ 

:CASINO2_11622
00D6: if and
8118:   not actor 52@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_11656 
0792: (unknown) 52@ 
0618: assign_actor 52@ to_action_sequences 206@ 

:CASINO2_11656
00D6: if 
0039:   225@ == 0 // integer values 
004D: jump_if_false @CASINO2_11697 
00BC: text_highpriority 'PD_29' 4000 ms 1  // ~s~Vedd fel a ~r~Dinamitot~s~.
0006: 225@ = 1 // integer values 

:CASINO2_11697
015B: (unknown) 0 300 200 
0723: break_object 113@(35@,4i) intensity 1 
0087: 100@ = 92@(35@,4f) // floating-point values only 
000B: 100@ += 0.3 // floating-point values 
035D: toggle_object 113@(35@,4i) targetable 0 
01BC: put_object 109@(35@,4i) at 84@(35@,4f) 88@(35@,4f) 100@ 
0165: set_marker 101@(35@,4i) color_to 0 
064B: 37@(35@,4i) = create_particle "EXPLOSION_CRATE" at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 1 
064F: (unknown) 37@(35@,4i) 
097B: play_sound 113@(35@,4i) on_object 1140 
0006: 117@(35@,4i) = 1 // integer values 
0006: 36@ = 2 // integer values 
000A: 126@ += 1 // integer values 
0050: gosub @CASINO2_16275 

:CASINO2_11890
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 2.0 2.0 2.0 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO2_12001 
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #DUMPER 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #DOZER 
004D: jump_if_false @CASINO2_12001 
00BC: text_highpriority 'PD_02' 4000 ms 1  // Valami slyos dologra lesz szksged, hogy sszezzhasd a dinamitos ldt.
0006: 36@ = 1 // integer values 

:CASINO2_12001
00D6: if and
0039:   105@(35@,4i) == 0 // integer values 
0039:   117@(35@,4i) == 1 // integer values 
004D: jump_if_false @CASINO2_12232 
0087: 100@ = 92@(35@,4f) // floating-point values only 
000B: 100@ += 0.3 // floating-point values 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 1.5 1.5 1.5 
004D: jump_if_false @CASINO2_12232 
0006: 80@ = 0 // integer values 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #DOZER 
004D: jump_if_false @CASINO2_12151 
0006: 80@ = 1 // integer values 

:CASINO2_12151
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @CASINO2_12232 
0164: disable_marker 101@(35@,4i) 
0006: 105@(35@,4i) = 1 // integer values 
0382: set_object 109@(35@,4i) collision_detection 0 
0108: destroy_object 109@(35@,4i) 
015B: (unknown) 0 200 100 
0050: gosub @CASINO2_16008 
0006: 126@ = 5 // integer values 

:CASINO2_12232
000A: 35@ += 1 // integer values 
0029:   35@ >= 4 // integer values 
004D: jump_if_false @CASINO2_11126 
00D6: if 
0039:   126@ == 4 // integer values 
004D: jump_if_false @CASINO2_12330 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @CASINO2_12300 
0792: (unknown) 50@ 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:CASINO2_12300
00BC: text_highpriority 'PD_12' 4000 ms 1  // ~s~Gyjtsd ssze a ~r~Dinamitot~s~!
0006: 81@ = 1 // integer values 
0006: 126@ = 5 // integer values 

:CASINO2_12330
00D6: if and
0039:   79@ == 3 // integer values 
0039:   235@ == 0 // integer values 
004D: jump_if_false @CASINO2_13897 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CASINO2_12457 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 82@ 
0039:   203@ == 0 // integer values 
004D: jump_if_false @CASINO2_12457 
018B: show_on_radar 132@ 2 
06D5: 174@ = create_racing_checkpoint_at 138@ 144@ 150@ 156@ 162@ 168@ type 0 radius 4.0 
00BC: text_highpriority 'PD_23' 4000 ms 1  // ~s~Kvesd a ~y~nyilakat ~s~, hogy elmeneklhess.
0006: 203@ = 1 // integer values 

:CASINO2_12457
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CASINO2_12789 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CASINO2_12524 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO2_12517 
0006: 255@ = 1 // integer values 

:CASINO2_12517
0002: jump @CASINO2_12565 

:CASINO2_12524
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO2_12565 
00BC: text_highpriority 'PD_X' 4000 ms 1  // ~s~Szllj vissza a ~b~motorra~s~!
0006: 255@ = 0 // integer values 

:CASINO2_12565
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CASINO2_12719 
00D6: if 
0039:   216@ == 0 // integer values 
004D: jump_if_false @CASINO2_12712 
00D6: if 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_12698 
018B: show_on_radar 132@($7532,6i) 2 
06D6: destroy_racing_checkpoint 174@($7532,6i) 
06D5: 174@($7532,6i) = create_racing_checkpoint_at 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) 156@($7532,6f) 162@($7532,6f) 168@($7532,6f) type 0 radius 4.0 

:CASINO2_12698
018B: show_on_radar 192@ 0 
0006: 216@ = 1 // integer values 

:CASINO2_12712
0002: jump @CASINO2_12789 

:CASINO2_12719
00D6: if 
0039:   216@ == 1 // integer values 
004D: jump_if_false @CASINO2_12789 
00D6: if 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_12775 
018B: show_on_radar 132@($7532,6i) 0 
06D6: destroy_racing_checkpoint 174@($7532,6i) 

:CASINO2_12775
018B: show_on_radar 192@ 3 
0006: 216@ = 0 // integer values 

:CASINO2_12789
00D6: if 
0039:   216@ == 1 // integer values 
004D: jump_if_false @CASINO2_13534 
00D6: if and
0023:   -4.0 > 220@ // floating-point values 
0018:   $7532 > 4 // integer values 
004D: jump_if_false @CASINO2_12924 
00D6: if 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_12873 
018B: show_on_radar 132@($7532,6i) 0 
06D6: destroy_racing_checkpoint 174@($7532,6i) 

:CASINO2_12873
018B: show_on_radar 136@ 2 
06D5: 178@ = create_racing_checkpoint_at 142@ 148@ 154@ 160@ 166@ 172@ type 0 radius 4.0 
018B: show_on_radar 204@ 0 
0004: $7532 = 4 // integer values 

:CASINO2_12924
00D6: if and
0023:   -16.0 > 220@ // floating-point values 
0018:   $7532 > 3 // integer values 
004D: jump_if_false @CASINO2_13041 
00D6: if 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_12990 
018B: show_on_radar 132@($7532,6i) 0 
06D6: destroy_racing_checkpoint 174@($7532,6i) 

:CASINO2_12990
018B: show_on_radar 135@ 2 
06D5: 177@ = create_racing_checkpoint_at 141@ 147@ 153@ 159@ 165@ 171@ type 0 radius 4.0 
018B: show_on_radar 204@ 0 
0004: $7532 = 3 // integer values 

:CASINO2_13041
00D6: if and
0023:   -30.0 > 220@ // floating-point values 
0018:   $7532 > 2 // integer values 
004D: jump_if_false @CASINO2_13158 
00D6: if 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_13107 
018B: show_on_radar 132@($7532,6i) 0 
06D6: destroy_racing_checkpoint 174@($7532,6i) 

:CASINO2_13107
018B: show_on_radar 134@ 2 
06D5: 176@ = create_racing_checkpoint_at 140@ 146@ 152@ 158@ 164@ 170@ type 0 radius 4.0 
018B: show_on_radar 204@ 0 
0004: $7532 = 2 // integer values 

:CASINO2_13158
00D6: if and
0023:   -40.0 > 220@ // floating-point values 
8038:   not  $7532 == 0 // integer values 
004D: jump_if_false @CASINO2_13275 
00D6: if 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_13224 
018B: show_on_radar 132@($7532,6i) 0 
06D6: destroy_racing_checkpoint 174@($7532,6i) 

:CASINO2_13224
018B: show_on_radar 132@ 2 
06D5: 174@ = create_racing_checkpoint_at 138@ 144@ 150@ 156@ 162@ 168@ type 0 radius 4.0 
018B: show_on_radar 204@ 0 
0004: $7532 = 0 // integer values 

:CASINO2_13275
00D6: if 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_13534 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) radius 3.0 3.0 3.0 
0039:   216@ == 1 // integer values 
004D: jump_if_false @CASINO2_13534 
018B: show_on_radar 132@($7532,6i) 0 
06D6: destroy_racing_checkpoint 174@($7532,6i) 
0008: $7532 += 1 // integer values 
00D6: if 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_13468 
06D5: 174@($7532,6i) = create_racing_checkpoint_at 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) 156@($7532,6f) 162@($7532,6f) 168@($7532,6f) type 0 radius 4.0 
018B: show_on_radar 132@($7532,6i) 2 

:CASINO2_13468
00D6: if 
0038:   $7532 == 6 // integer values 
004D: jump_if_false @CASINO2_13534 
018B: show_on_radar 204@ 3 
00D6: if 
0039:   226@ == 0 // integer values 
004D: jump_if_false @CASINO2_13534 
00BC: text_highpriority 'PD_28' 7000 ms 1  // ~s~Most szlltsd le a dinamitot a ~y~clterletre~s~.
0006: 226@ = 1 // integer values 

:CASINO2_13534
00D6: if and
0119:   car 82@ wrecked 
0039:   235@ == 0 // integer values 
004D: jump_if_false @CASINO2_13814 
01C3: remove_references_to_car 82@ // Like turning a car into any random car 
00D6: if 
075C:   marker 192@ enabled 
004D: jump_if_false @CASINO2_13583 
0164: disable_marker 192@ 

:CASINO2_13583
00D6: if 
0039:   260@ == 0 // integer values 
004D: jump_if_false @CASINO2_13694 
0395: clear_area 1 at 639.3412 850.4575 -43.9534 range 15.0 
00A5: 82@ = create_car #SANCHEZ at 639.3412 850.4575 -43.9534 
053F: set_car 82@ tires_vulnerable 0 
0175: set_car 82@ z_angle_to 90.0 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0006: 260@ = 1 // integer values 
0002: jump @CASINO2_13780 

:CASINO2_13694
0395: clear_area 1 at 583.0051 881.9482 -45.0648 range 15.0 
00A5: 82@ = create_car #SANCHEZ at 583.0051 881.9482 -45.0648 
053F: set_car 82@ tires_vulnerable 0 
0175: set_car 82@ z_angle_to 93.6785 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0006: 260@ = 0 // integer values 

:CASINO2_13780
00D6: if 
0039:   258@ == 0 // integer values 
004D: jump_if_false @CASINO2_13814 
00BC: text_highpriority 'PD_34' 4000 ms 1  // ~s~Keress egy msik ~b~motort ~s~s meneklj!

:CASINO2_13814
00D6: if and
8119:   not car 82@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_13897 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AA: store_car 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 266@ 
000F: 266@ -= 6.0 // floating-point values 
00D6: if 
0027:   266@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @CASINO2_13897 
020B: explode_car 82@ 

:CASINO2_13897
00D6: if 
0019:   79@ > 0 // integer values 
004D: jump_if_false @CASINO2_15548 
00D6: if and
0019:   32@ > 3000 // integer values 
0039:   79@ == 1 // integer values 
004D: jump_if_false @CASINO2_13964 
00BC: text_highpriority 'PD_22' 4000 ms 1  // ~s~Menj haza a dinamittal.
0006: 79@ = 2 // integer values 

:CASINO2_13964
00D6: if and
0019:   32@ > 7000 // integer values 
0039:   79@ == 2 // integer values 
004D: jump_if_false @CASINO2_14004 
0050: gosub @CASINO2_5835 
0006: 79@ = 3 // integer values 

:CASINO2_14004
00D6: if 
0039:   79@ == 3 // integer values 
004D: jump_if_false @CASINO2_14100 
00D6: if 
0119:   car 223@ wrecked 
004D: jump_if_false @CASINO2_14061 
00BC: text_highpriority 'PD_30' 4000 ms 1  // Te balfasz, felrobbantottad a futr kocsijt!
0002: jump @CASINO2_16369 

:CASINO2_14061
00D6: if 
0118:   actor 224@ dead 
004D: jump_if_false @CASINO2_14100 
00BC: text_highpriority 'PD_31' 4000 ms 1  // ~r~Te barom, kinyrtad a futrt
0002: jump @CASINO2_16369 

:CASINO2_14100
00D6: if 
8039:   not  79@ == 4 // integer values 
004D: jump_if_false @CASINO2_15548 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 1030.157 744.3469 9.7922 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_15548 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
075C:   marker 204@ enabled 
004D: jump_if_false @CASINO2_14194 
0164: disable_marker 204@ 

:CASINO2_14194
0006: 35@ = 0 // integer values 

:CASINO2_14201
00D6: if 
075C:   marker 132@(35@,6i) enabled 
004D: jump_if_false @CASINO2_14230 
0164: disable_marker 132@(35@,6i) 

:CASINO2_14230
000A: 35@ += 1 // integer values 
0029:   35@ >= 5 // integer values 
004D: jump_if_false @CASINO2_14201 
00BE: text_clear_all 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_15523 
0050: gosub @CASINO2_17970 
0395: clear_area 1 at 1023.937 738.5938 9.808 range 30.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_14323 
0519: lock_vehicle 223@ in_current_position 0 

:CASINO2_14323
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_14440 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_14420 
00D9: 269@ = actor $PLAYER_ACTOR car 
00AB: put_car 269@ at 1025.296 746.0016 9.8302 
0175: set_car 269@ z_angle_to 300.0064 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
0002: jump @CASINO2_14440 

:CASINO2_14420
00A1: put_actor $PLAYER_ACTOR at 1028.168 741.3518 9.7989 

:CASINO2_14440
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_14491 
0792: (unknown) 224@ 
00A1: put_actor 224@ at 1029.173 740.8435 9.8018 
0173: set_actor 224@ z_angle_to 63.6493 

:CASINO2_14491
0173: set_actor $PLAYER_ACTOR z_angle_to 232.6414 
0107: 228@ = create_object #DYNAMITE at 1028.934 741.1799 9.8005 
0177: set_object 228@ z_angle_to 90.0 
0382: set_object 228@ collision_detection 0 
0107: 229@ = create_object #DYNAMITE at 1028.934 741.0 9.8005 
0382: set_object 229@ collision_detection 0 
0107: 230@ = create_object #DYNAMITE at 1028.934 741.0 9.8005 
0382: set_object 230@ collision_detection 0 
069A: attach_object 229@ to_object 228@ at_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 230@ to_object 228@ at_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_14701 
07C9: unknown_action_sequence 224@ 228@ 

:CASINO2_14701
0050: gosub @CASINO2_17922 
03CB: set_camera 1028.934 741.1799 9.8005 
015F: set_camera_position 1026.36 737.9733 11.3745 0.0 0.0 0.0 
0160: point_camera 1026.991 738.7281 11.1933 2 
0050: gosub @CASINO2_18005 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_14835 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 

:CASINO2_14835
00BC: text_highpriority 'CAS2_CA' 4000 ms 1  // ~z~Kldemny Woozienak.
040D: unload_wav 1 
03CF: load_wav 7420 as 1 

:CASINO2_14862
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASINO2_14888 
0001: wait 0 ms 
0002: jump @CASINO2_14862 

:CASINO2_14888
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:CASINO2_14899
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASINO2_14925 
0001: wait 0 ms 
0002: jump @CASINO2_14899 

:CASINO2_14925
00BC: text_highpriority 'CAS2_CB' 4000 ms 1  // ~z~H, csak vatosan azzal...
040D: unload_wav 1 
03CF: load_wav 7421 as 1 

:CASINO2_14952
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASINO2_14978 
0001: wait 0 ms 
0002: jump @CASINO2_14952 

:CASINO2_14978
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:CASINO2_14989
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASINO2_15015 
0001: wait 0 ms 
0002: jump @CASINO2_14989 

:CASINO2_15015
0006: 32@ = 0 // integer values 

:CASINO2_15022
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @CASINO2_15076 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_15069 
0002: jump @CASINO2_15390 

:CASINO2_15069
0002: jump @CASINO2_15022 

:CASINO2_15076
0050: gosub @CASINO2_17970 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_15104 
00A6: destroy_car 223@ 

:CASINO2_15104
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
015F: set_camera_position 1020.499 740.7717 14.7072 0.0 0.0 0.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_15184 
0158: camera_on_vehicle 223@ 15 2 

:CASINO2_15184
00D6: if or
8118:   not actor 224@ dead 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_15262 
0108: destroy_object 229@ 
0108: destroy_object 230@ 
0108: destroy_object 228@ 
036A: put_actor 224@ in_car 223@ 
05D1: AS_actor 224@ drive_car 223@ to 1052.568 754.0004 9.8094 speed 25.0 2 0 3 

:CASINO2_15262
0006: 32@ = 0 // integer values 

:CASINO2_15269
00D6: if 
001B:   10 > 32@ // integer values 
004D: jump_if_false @CASINO2_15322 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_15315 
0002: jump @CASINO2_15390 

:CASINO2_15315
0002: jump @CASINO2_15269 

:CASINO2_15322
0050: gosub @CASINO2_18005 
0006: 32@ = 0 // integer values 

:CASINO2_15336
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @CASINO2_15390 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_15383 
0002: jump @CASINO2_15390 

:CASINO2_15383
0002: jump @CASINO2_15336 

:CASINO2_15390
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_15411 
0792: (unknown) $PLAYER_ACTOR 

:CASINO2_15411
00D6: if 
03CA:   object 228@ exists 
004D: jump_if_false @CASINO2_15432 
0108: destroy_object 228@ 

:CASINO2_15432
00D6: if 
03CA:   object 229@ exists 
004D: jump_if_false @CASINO2_15453 
0108: destroy_object 229@ 

:CASINO2_15453
00D6: if 
03CA:   object 230@ exists 
004D: jump_if_false @CASINO2_15474 
0108: destroy_object 230@ 

:CASINO2_15474
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_15495 
009B: destroy_actor_instantly 224@ 

:CASINO2_15495
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_15516 
00A6: destroy_car 223@ 

:CASINO2_15516
0050: gosub @CASINO2_17944 

:CASINO2_15523
03E5: text_box 'PD_32'  // Menj a kfejtbe, hogy elrhesd a Kfejt alkldetst.
0006: 79@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:CASINO2_15548
00D6: if and
0039:   79@ == 4 // integer values 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @CASINO2_15581 
0002: jump @CASINO2_16387 

:CASINO2_15581
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 454.5292 804.0931 5.3702 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_15636 
0006: 258@ = 1 // integer values 

:CASINO2_15636
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 447.3409 811.1259 5.4896 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_15691 
0006: 258@ = 0 // integer values 

:CASINO2_15691
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
004D: jump_if_false @CASINO2_15753 
0006: 257@ = 0 // integer values 
0002: jump @CASINO2_15760 

:CASINO2_15753
0006: 257@ = 1 // integer values 

:CASINO2_15760
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
0039:   79@ == 3 // integer values 
001A:   6 > $7532 // integer values 
004D: jump_if_false @CASINO2_15933 
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @CASINO2_15933 
018B: show_on_radar 132@($7532,6i) 0 
018B: show_on_radar 192@($7532,1i) 0 
06D6: destroy_racing_checkpoint 174@($7532,6i) 
0004: $7532 = 6 // integer values 
018B: show_on_radar 204@ 3 
00D6: if 
0039:   226@ == 0 // integer values 
004D: jump_if_false @CASINO2_15926 
00BC: text_highpriority 'PD_28' 4000 ms 1  // ~s~Most szlltsd le a dinamitot a ~y~clterletre~s~.
0006: 226@ = 1 // integer values 

:CASINO2_15926
0006: 235@ = 1 // integer values 

:CASINO2_15933
0002: jump @CASINO2_8522 

:CASINO2_15940
0002: jump @CASINO2_16369 

:CASINO2_15947
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASINO2_15999 
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @CASINO2_15999 
00BB: text_lowpriority 'CAS4_AD' 4000 ms 1 

:CASINO2_15999
0006: 42@ = 1 // integer values 
0051: return 

:CASINO2_16008
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @CASINO2_16073 
0050: gosub @CASINO2_15947 
00BB: text_lowpriority 'PD_05' 4000 ms 1  // 1 rd a 4-bl
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_16073 
09F1: (unknown) $PLAYER_ACTOR 1150 

:CASINO2_16073
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @CASINO2_16131 
00BC: text_highpriority 'PD_06' 4000 ms 1  // 2 rd a 4-bl
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_16131 
09F1: (unknown) $PLAYER_ACTOR 1150 

:CASINO2_16131
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @CASINO2_16189 
00BC: text_highpriority 'PD_07' 4000 ms 1  // 3 rd a 4-bl
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_16189 
09F1: (unknown) $PLAYER_ACTOR 1150 

:CASINO2_16189
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @CASINO2_16266 
00BC: text_highpriority 'PD_08' 4000 ms 1  // 4 rd a 4-bl
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_16247 
09F1: (unknown) $PLAYER_ACTOR 1150 

:CASINO2_16247
0006: 32@ = 0 // integer values 
0006: 79@ = 1 // integer values 
014F: stop_timer $7531 

:CASINO2_16266
000A: 34@ += 1 // integer values 
0051: return 

:CASINO2_16275
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @CASINO2_16301 
0746: (unknown) 4 24 0 

:CASINO2_16301
0051: return 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @CASINO2_16328 
0006: 41@ = 1 // integer values 

:CASINO2_16328
0051: return 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00BC: text_highpriority 'PD_09' 4000 ms 1  // ~r~Felrobbantottad a dinamitot.
0001: wait 4000 ms 
0051: return 

:CASINO2_16369
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:CASINO2_16387
0008: $11277 += 1 // integer values 
0318: set_latest_mission_passed 'CASEEN2'  // Kirobban helyzet
01E3: text_1number_styled 'M_PASSS' 7000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 7000 
0998: add_respect 15 
030C: set_mission_points += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01B7: release_weather 
01B5: force_weather 1 
0164: disable_marker $628 
0570: $628 = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
0051: return 

:CASINO2_16478
00D6: if 
0018:   $1513 > 0 // integer values 
004D: jump_if_false @CASINO2_16503 
0004: $1513 = 6 // integer values 

:CASINO2_16503
0004: $10493 = 0 // integer values 
014F: stop_timer $7531 
0006: 35@ = 0 // integer values 

:CASINO2_16522
00D6: if 
075C:   marker 101@(35@,4i) enabled 
004D: jump_if_false @CASINO2_16551 
0164: disable_marker 101@(35@,4i) 

:CASINO2_16551
000A: 35@ += 1 // integer values 
0029:   35@ >= 4 // integer values 
004D: jump_if_false @CASINO2_16522 
0006: 35@ = 0 // integer values 

:CASINO2_16579
00D6: if 
075C:   marker 132@(35@,6i) enabled 
004D: jump_if_false @CASINO2_16608 
0164: disable_marker 132@(35@,6i) 

:CASINO2_16608
000A: 35@ += 1 // integer values 
0029:   35@ >= 5 // integer values 
004D: jump_if_false @CASINO2_16579 
00D6: if 
075C:   marker 204@ enabled 
004D: jump_if_false @CASINO2_16650 
0164: disable_marker 204@ 

:CASINO2_16650
00D6: if 
075C:   marker 192@ enabled 
004D: jump_if_false @CASINO2_16671 
0164: disable_marker 192@ 

:CASINO2_16671
00D6: if 
075C:   marker 186@ enabled 
004D: jump_if_false @CASINO2_16692 
0164: disable_marker 186@ 

:CASINO2_16692
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_16713 
00A6: destroy_car 73@ 

:CASINO2_16713
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_16734 
00A6: destroy_car 74@ 

:CASINO2_16734
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @CASINO2_16755 
00A6: destroy_car 75@ 

:CASINO2_16755
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @CASINO2_16781 
0177: set_object 60@ z_angle_to 0.0 

:CASINO2_16781
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @CASINO2_16807 
0177: set_object 61@ z_angle_to 15.0 

:CASINO2_16807
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @CASINO2_16828 
0108: destroy_object 77@ 

:CASINO2_16828
00D6: if 
03CA:   object 76@ exists 
004D: jump_if_false @CASINO2_16849 
0108: destroy_object 76@ 

:CASINO2_16849
0249: release_model #BMYCON 
0249: release_model #CELLPHONE 
0249: release_model #WMYCONB 
0249: release_model #WMYSGRD 
0249: release_model #COLT45 
0249: release_model #SHOVEL 
0249: release_model #FORKLIFT 
0249: release_model #TRIADA 
0249: release_model #MANANA 
0249: release_model #SECURICA 
0249: release_model #CHROMEGUN 
0249: release_model #SANCHEZ 
0249: release_model #DUMPER 
04EF: release_animation "CARRY" 
04EF: release_animation "MISC" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
0733: (unknown) 406 
01B7: release_weather 
00D8: mission_cleanup 
0004: $ONMISSION = 0 // integer values 
0051: return 

:CASINO2_16957
0006: 35@ = 0 // integer values 

:CASINO2_16964
00D6: if 
03CA:   object 109@(35@,4i) exists 
004D: jump_if_false @CASINO2_17759 
0871: init_jump_table 35@ total_jumps 4 0 @CASINO2_17590 jumps 0 @CASINO2_17047 1 @CASINO2_17147 2 @CASINO2_17205 3 @CASINO2_17263 -1 @CASINO2_17590 -1 @CASINO2_17590 -1 @CASINO2_17590 

:CASINO2_17047
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @CASINO2_17068 
009B: destroy_actor_instantly 51@ 

:CASINO2_17068
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_17089 
009B: destroy_actor_instantly 52@ 

:CASINO2_17089
015F: set_camera_position 656.9689 914.2382 -38.7741 0.0 0.0 0.0 
0160: point_camera 657.7072 914.8211 -39.1131 2 
0002: jump @CASINO2_17590 

:CASINO2_17147
015F: set_camera_position 578.0302 926.3607 -39.6861 0.0 0.0 0.0 
0160: point_camera 578.5041 927.1686 -40.0363 2 
0002: jump @CASINO2_17590 

:CASINO2_17205
015F: set_camera_position 543.1476 853.9489 -38.0164 0.0 0.0 0.0 
0160: point_camera 543.9039 853.3993 -38.3712 2 
0002: jump @CASINO2_17590 

:CASINO2_17263
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_17524 
00D6: if and
8119:   not car 187@ wrecked 
0039:   188@ == 0 // integer values 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT 
004D: jump_if_false @CASINO2_17524 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_17371 
0682: detach_object 124@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 124@ relative_to_car 187@ offset 0.0 1.8 -0.6 

:CASINO2_17371
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_17432 
0682: detach_object 112@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 112@ relative_to_car 187@ offset 0.0 1.8 -0.6 

:CASINO2_17432
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_17493 
0682: detach_object 116@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 116@ relative_to_car 187@ offset 0.0 1.8 -0.6 

:CASINO2_17493
00D6: if 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_17519 
0792: (unknown) 183@ 
009B: destroy_actor_instantly 183@ 

:CASINO2_17519
00A6: destroy_car 187@ 

:CASINO2_17524
01BB: store_object 112@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position 635.8651 827.8486 -34.5451 0.0 0.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0002: jump @CASINO2_17590 

:CASINO2_17590
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_17621 
0550: keep_object 121@(35@,4i) in_memory 1 

:CASINO2_17621
01BB: store_object 109@(35@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 11 radius 5.0 
064B: 199@(35@,4i) = create_particle "EXPLOSION_SMALL" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1 
064F: (unknown) 199@(35@,4i) 
0108: destroy_object 109@(35@,4i) 
00D6: if 
0039:   117@(35@,4i) == 0 // integer values 
004D: jump_if_false @CASINO2_17745 
0723: break_object 113@(35@,4i) intensity 1 

:CASINO2_17745
0001: wait 2000 ms 
0650: destroy_particle 199@(35@,4i) 

:CASINO2_17759
000A: 35@ += 1 // integer values 
0029:   35@ >= 4 // integer values 
004D: jump_if_false @CASINO2_16964 
0051: return 

:CASINO2_17782
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @CASINO2_17851 
00D6: if 
00FE:   actor 51@ 0 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO2_17851 
034F: destroy_actor_with_fade 51@ // The actor fades away like a ghost 

:CASINO2_17851
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_17920 
00D6: if 
00FE:   actor 52@ 0 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO2_17920 
034F: destroy_actor_with_fade 52@ // The actor fades away like a ghost 

:CASINO2_17920
0051: return 

:CASINO2_17922
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0051: return 

:CASINO2_17944
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0051: return 

:CASINO2_17970
016A: fade 0 500 ms 

:CASINO2_17977
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_18001 
0001: wait 0 ms 
0002: jump @CASINO2_17977 

:CASINO2_18001
00BE: text_clear_all 
0051: return 

:CASINO2_18005
016A: fade 1 500 ms 

:CASINO2_18012
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_18036 
0001: wait 0 ms 
0002: jump @CASINO2_18012 

:CASINO2_18036
0051: return 

:CASINO2_18038
00D6: if 
0736:   81 
004D: jump_if_false @CASINO2_18183 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_18183 
0681: attach_object 124@ to_car 187@ at_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ at_offset 0.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ at_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18183
00D6: if 
0736:   66 
004D: jump_if_false @CASINO2_18462 
0247: request_model #TRIADA 
0247: request_model #MANANA 
04ED: load_animation "CARRY" 

:CASINO2_18216
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_18256 
0001: wait 0 ms 
0002: jump @CASINO2_18216 

:CASINO2_18256
0395: clear_area 1 at 1032.678 741.7072 9.8044 range 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
0519: lock_vehicle 223@ in_current_position 1 
04E1: open_and_freeze_trunk_of_car 223@ 
0175: set_car 223@ z_angle_to 292.6477 
009A: 224@ = create_actor 4 #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ z_angle_to 63.6493 
0446: set_actor 224@ immune_to_headshots 0 
0568: set_actor 224@ targetable 1 
02A9: set_actor 224@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 224@ 127@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_18462 
00A1: put_actor $PLAYER_ACTOR at 1010.221 736.1201 9.8047 
0173: set_actor $PLAYER_ACTOR z_angle_to 275.6392 
0006: 79@ = 3 // integer values 
0004: $7532 = 6 // integer values 
0006: 235@ = 1 // integer values 

:CASINO2_18462
00D6: if 
0736:   87 
004D: jump_if_false @CASINO2_18607 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_18607 
0681: attach_object 124@ to_car 187@ at_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ at_offset 0.0 0.5 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ at_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18607
00D6: if 
0736:   69 
004D: jump_if_false @CASINO2_18752 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_18752 
0681: attach_object 124@ to_car 187@ at_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ at_offset 0.0 -1.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ at_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18752
00D6: if 
0736:   80 
004D: jump_if_false @CASINO2_18775 
0004: $7531 = 25000 // integer values 

:CASINO2_18775
00D6: if 
0736:   89 
004D: jump_if_false @CASINO2_18840 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_18840 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 820.8088 847.8527 10.0376 
0173: set_actor $PLAYER_ACTOR z_angle_to 114.6715 
0373: set_camera_directly_behind_player 

:CASINO2_18840
00D6: if 
0736:   68 
004D: jump_if_false @CASINO2_18927 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_18927 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_18927 
00D9: 270@ = actor $PLAYER_ACTOR car 
00AB: put_car 270@ at 495.8263 820.5667 -9.8729 
0175: set_car 270@ z_angle_to 30.4329 
0373: set_camera_directly_behind_player 

:CASINO2_18927
00D6: if 
0736:   70 
004D: jump_if_false @CASINO2_19010 
00A5: 75@ = create_car #SECURICA at 428.4801 840.5771 5.5835 
0175: set_car 75@ z_angle_to 28.5847 
0249: release_model #SECURICA 
0129: 66@ = create_actor 25 #WMYSGRD in_car 75@ driverseat 
01C8: 67@ = create_actor 25 #WMYSGRD in_car 75@ passenger_seat 0 
0249: release_model #WMYSGRD 

:CASINO2_19010
00D6: if 
0736:   75 
004D: jump_if_false @CASINO2_19095 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_19075 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 658.134 947.6506 -35.8939 
0173: set_actor $PLAYER_ACTOR z_angle_to 194.3468 
0373: set_camera_directly_behind_player 

:CASINO2_19075
018C: play_sound 1058 at 0.0 0.0 0.0 

:CASINO2_19095
00D6: if 
0736:   72 
004D: jump_if_false @CASINO2_20210 
0247: request_model #TRIADA 
0247: request_model #MANANA 

:CASINO2_19119
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
004D: jump_if_false @CASINO2_19150 
0001: wait 0 ms 
0002: jump @CASINO2_19119 

:CASINO2_19150
0395: clear_area 1 at 1032.678 741.7072 9.8044 range 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
04E1: open_and_freeze_trunk_of_car 223@ 
0175: set_car 223@ z_angle_to 292.6477 
009A: 224@ = create_actor 4 #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ z_angle_to 63.6493 
0050: gosub @CASINO2_17970 
0395: clear_area 1 at 1032.678 741.7072 9.8044 range 10.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_19327 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
0002: jump @CASINO2_19347 

:CASINO2_19327
00A1: put_actor $PLAYER_ACTOR at 1028.168 741.3518 9.7989 

:CASINO2_19347
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_19393 
00A1: put_actor 224@ at 1029.173 740.8435 9.8018 
0173: set_actor 224@ z_angle_to 63.6493 

:CASINO2_19393
0173: set_actor $PLAYER_ACTOR z_angle_to 232.6414 
04ED: load_animation "CARRY" 

:CASINO2_19412
00D6: if 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_19443 
0001: wait 0 ms 
0002: jump @CASINO2_19412 

:CASINO2_19443
0107: 228@ = create_object #DYNAMITE at 1028.934 741.1799 9.8005 
0177: set_object 228@ z_angle_to 90.0 
0382: set_object 228@ collision_detection 0 
0107: 229@ = create_object #DYNAMITE at 1028.934 741.0 9.8005 
0382: set_object 229@ collision_detection 0 
0107: 230@ = create_object #DYNAMITE at 1028.934 741.0 9.8005 
0382: set_object 230@ collision_detection 0 
069A: attach_object 229@ to_object 228@ at_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 230@ to_object 228@ at_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_19648 
07C9: unknown_action_sequence 224@ 228@ 

:CASINO2_19648
0050: gosub @CASINO2_17922 
015F: set_camera_position 1026.36 737.9733 11.3745 0.0 0.0 0.0 
0160: point_camera 1026.991 738.7281 11.1933 2 
0050: gosub @CASINO2_18005 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_19765 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 

:CASINO2_19765
00BC: text_highpriority 'PD_32' 4000 ms 1  // Menj a kfejtbe, hogy elrhesd a Kfejt alkldetst.
0001: wait 1000 ms 
0006: 32@ = 0 // integer values 

:CASINO2_19793
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @CASINO2_19847 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_19840 
0002: jump @CASINO2_20161 

:CASINO2_19840
0002: jump @CASINO2_19793 

:CASINO2_19847
0050: gosub @CASINO2_17970 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_19875 
00A6: destroy_car 223@ 

:CASINO2_19875
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
015F: set_camera_position 1020.499 740.7717 14.7072 0.0 0.0 0.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_19955 
0158: camera_on_vehicle 223@ 15 2 

:CASINO2_19955
00D6: if or
8118:   not actor 224@ dead 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_20033 
0108: destroy_object 228@ 
0108: destroy_object 229@ 
0108: destroy_object 230@ 
036A: put_actor 224@ in_car 223@ 
05D1: AS_actor 224@ drive_car 223@ to 1065.901 775.0016 9.8227 speed 25.0 2 0 3 

:CASINO2_20033
0006: 32@ = 0 // integer values 

:CASINO2_20040
00D6: if 
001B:   10 > 32@ // integer values 
004D: jump_if_false @CASINO2_20093 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_20086 
0002: jump @CASINO2_15390 

:CASINO2_20086
0002: jump @CASINO2_20040 

:CASINO2_20093
0050: gosub @CASINO2_18005 
0006: 32@ = 0 // integer values 

:CASINO2_20107
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @CASINO2_20161 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO2_20154 
0002: jump @CASINO2_15390 

:CASINO2_20154
0002: jump @CASINO2_20107 

:CASINO2_20161
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_20182 
009B: destroy_actor_instantly 224@ 

:CASINO2_20182
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_20203 
00A6: destroy_car 223@ 

:CASINO2_20203
0050: gosub @CASINO2_17944 

:CASINO2_20210
0051: return 

:CASINO2_20212
040D: unload_wav 1 
03CF: load_wav 247@ as 1 
0006: 246@ = 0 // integer values 
0051: return 

:CASINO2_20232
00D6: if and
03D0:   wav 1 loaded 
0039:   246@ == 0 // integer values 
004D: jump_if_false @CASINO2_20300 
03D1: play_wav 1 
00D6: if 
85AE:   not  264@s == 'DUMMY' // 8-byte strings 
004D: jump_if_false @CASINO2_20293 
00BC: text_highpriority 264@s 10000 ms 1 

:CASINO2_20293
0006: 246@ = 1 // integer values 

:CASINO2_20300
00D6: if and
03D2:   wav 1 ended 
0039:   246@ == 1 // integer values 
004D: jump_if_false @CASINO2_20338 
040D: unload_wav 1 
03D5: remove_text 264@s 
0006: 246@ = 2 // integer values 

:CASINO2_20338
0051: return 
040D: unload_wav 3 
03CF: load_wav 261@ as 3 
0006: 262@ = 0 // integer values 
0051: return 

:CASINO2_20360
00D6: if and
03D0:   wav 3 loaded 
0039:   262@ == 0 // integer values 
004D: jump_if_false @CASINO2_20412 
03D7: set_wav 3 location 591.091 877.4084 -43.4973 
03D1: play_wav 3 
0006: 262@ = 1 // integer values 

:CASINO2_20412
00D6: if and
03D2:   wav 3 ended 
0039:   262@ == 1 // integer values 
004D: jump_if_false @CASINO2_20445 
040D: unload_wav 3 
0006: 262@ = 2 // integer values 

:CASINO2_20445
0051: return 

//-------------Mission 86---------------
// Originally: You've Had Your Chips

:CASINO3
03A4: name_thread 'CASINO3' 
0050: gosub @CASINO3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASINO3_38 
0050: gosub @CASINO3_14111 

:CASINO3_38
0050: gosub @CASINO3_14193 
004E: end_thread 

:CASINO3_47
0317: increment_mission_attempts 
054C: use_GXT_table 'CASINO3' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
04BB: select_interior 11 // select render area 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
00A1: put_actor $PLAYER_ACTOR at 2027.391 1008.087 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 297.1696 
02E4: load_cutscene_data 'CAS_3' 

:CASINO3_136
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO3_160 
0001: wait 0 ms 
0002: jump @CASINO3_136 

:CASINO3_160
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO3_169
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO3_193 
0001: wait 0 ms 
0002: jump @CASINO3_169 

:CASINO3_193
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO3_206
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_230 
0001: wait 0 ms 
0002: jump @CASINO3_206 

:CASINO3_230
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
060A: unknown_create_entity 0 73@ 
0001: wait 0 ms 
0169: set_fade_color 0 0 0 
0247: request_model #BRAVURA 
0247: request_model #ADMIRAL 
0247: request_model #WMYMECH 
0247: request_model #WMYMECH 
0247: request_model #BAT 
0247: request_model #COLT45 
0247: request_model #SHOTGSPA 
0247: request_model #MICRO_UZI 
0247: request_model #VMAFF1 
0247: request_model #VMAFF2 
0247: request_model #VMAFF3 
0247: request_model #VMAFF4 
0247: request_model #FORKLIFT 
038B: load_requested_models 

:CASINO3_316
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #BRAVURA available 
004D: jump_if_false @CASINO3_348 
0001: wait 0 ms 
0002: jump @CASINO3_316 

:CASINO3_348
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #SHOTGSPA available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CASINO3_392 
0001: wait 0 ms 
0002: jump @CASINO3_348 

:CASINO3_392
00D6: if or
8248:   not model #FORKLIFT available 
8248:   not model #VMAFF4 available 
8248:   not model #VMAFF4 available 
004D: jump_if_false @CASINO3_427 
0001: wait 0 ms 
0002: jump @CASINO3_392 

:CASINO3_427
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #BAT available 
8248:   not model #ADMIRAL available 
004D: jump_if_false @CASINO3_463 
0001: wait 0 ms 
0002: jump @CASINO3_427 

:CASINO3_463
03CB: set_camera 2031.168 1030.918 9.813 
0006: 51@ = 99 // integer values 
0006: 186@ = 0 // integer values 
0006: 187@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 53@ = 5 // integer values 
0006: 54@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 1 // integer values 
0006: 141@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 247@ = 0 // integer values 
0006: 171@ = 1 // integer values 
0006: 238@ = 1 // integer values 
0006: 239@ = 2 // integer values 
0006: 240@ = 0 // integer values 
0006: 241@ = 1 // integer values 
0006: 242@ = 0 // integer values 
0006: 243@ = 0 // integer values 
05AA: 195@s = 'CAS3_AA' // 8-byte strings 
05AA: 197@s = 'CAS3_AB' // 8-byte strings 
05AA: 199@s = 'CAS3_AC' // 8-byte strings 
05AA: 201@s = 'CAS3_AD' // 8-byte strings 
05AA: 203@s = 'CAS3_BA' // 8-byte strings 
05AA: 205@s = 'CAS3_BB' // 8-byte strings 
05AA: 207@s = 'CAS3_BC' // 8-byte strings 
05AA: 209@s = 'CAS3_BD' // 8-byte strings 
05AA: 211@s = 'CAS3_BE' // 8-byte strings 
05AA: 213@s = 'CAS3_CA' // 8-byte strings 
05AA: 215@s = 'CAS3_CB' // 8-byte strings 
05AA: 217@s = 'CAS3_CC' // 8-byte strings 
04AF: 224@ = unknown_wav_reference 7600 
04AF: 225@ = unknown_wav_reference 7601 
04AF: 226@ = unknown_wav_reference 7602 
04AF: 227@ = unknown_wav_reference 7603 
04AF: 228@ = unknown_wav_reference 7604 
04AF: 229@ = unknown_wav_reference 7605 
04AF: 230@ = unknown_wav_reference 7606 
04AF: 231@ = unknown_wav_reference 7607 
04AF: 232@ = unknown_wav_reference 7608 
04AF: 233@ = unknown_wav_reference 7609 
04AF: 234@ = unknown_wav_reference 7610 
04AF: 235@ = unknown_wav_reference 7611 
050F: 34@ = get_max_wanted_level 
00D6: if 
0039:   55@ == -13 // integer values 
004D: jump_if_false @CASINO3_1077 
00A5: 179@ = create_car #ADMIRAL at 1029.856 2142.858 9.813 

:CASINO3_1077
0382: set_object $2658 collision_detection 1 
00A5: 57@ = create_car #BRAVURA at 2014.72 1035.238 9.8127 
0175: set_car 57@ z_angle_to 1.0755 
0229: set_car 57@ color_to 10 2 
00A5: 58@ = create_car #ADMIRAL at 1044.271 2096.714 9.813 
02AC: set_car 58@ immunities 0 0 1 0 0 
0175: set_car 58@ z_angle_to 27.1148 
0229: set_car 58@ color_to 2 1 
00A5: 60@ = create_car #FORKLIFT at 1063.887 2134.724 9.8203 
0175: set_car 60@ z_angle_to 252.0755 
00A5: 61@ = create_car #FORKLIFT at 1060.146 2083.986 9.8203 
0175: set_car 61@ z_angle_to 233.609 
0129: 76@ = create_actor 4 #WMYMECH in_car 61@ driverseat 
01B2: give_actor 76@ weapon 28 ammo 2000 // Load the weapon model before using this 
054A: set_actor 76@ immune_to_car_headshots 1 
0249: release_model #BRAVURA 
0249: release_model #FORKLIFT 
0129: 71@ = create_actor 24 #VMAFF1 in_car 58@ driverseat 
01B2: give_actor 71@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 71@ z_angle_to 56.724 
060B: unknown_actor_use_entity 71@ 73@ 
054A: set_actor 71@ immune_to_car_headshots 0 
01C8: 72@ = create_actor 24 #VMAFF2 in_car 58@ passenger_seat 0 
01B2: give_actor 72@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 72@ z_angle_to 148.026 
060B: unknown_actor_use_entity 72@ 73@ 
054A: set_actor 72@ immune_to_car_headshots 0 
009A: 81@ = create_actor 24 #VMAFF4 at 1064.213 2140.694 9.8203 
01B2: give_actor 81@ weapon 28 ammo 2000 // Load the weapon model before using this 
0173: set_actor 81@ z_angle_to 156.0958 
060B: unknown_actor_use_entity 81@ 73@ 
009A: 82@ = create_actor 24 #VMAFF2 at 1093.068 2107.34 9.8203 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 82@ z_angle_to 115.2591 
060B: unknown_actor_use_entity 82@ 73@ 
009A: 83@ = create_actor 24 #VMAFF1 at 1092.082 2116.792 14.3504 
01B2: give_actor 83@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 83@ z_angle_to 115.409 
060B: unknown_actor_use_entity 83@ 73@ 
009A: 80@ = create_actor 24 #VMAFF3 at 1083.688 2121.599 14.3504 
01B2: give_actor 80@ weapon 27 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 80@ 73@ 
035F: set_actor 80@ armour_to 50 
0173: set_actor 80@ z_angle_to 115.6952 
009A: 74@ = create_actor 24 #WMYMECH at 1056.655 2108.551 9.8203 
0173: set_actor 74@ z_angle_to 186.9465 
060B: unknown_actor_use_entity 74@ 73@ 
054A: set_actor 74@ immune_to_car_headshots 1 
009A: 75@ = create_actor 24 #WMYMECH at 1092.606 2116.912 9.8203 
0173: set_actor 75@ z_angle_to 116.0465 
060B: unknown_actor_use_entity 75@ 73@ 
054A: set_actor 75@ immune_to_car_headshots 1 
029B: 257@ = init_object #CJ_CHIP_MAKER_BITS at 1074.903 2139.611 10.7203 
09CA: set_object 257@ immunities 1 1 1 1 1 
029B: 266@ = init_object #CJ_CHIP_MAKER at 1074.903 2139.611 10.7203 
0382: set_object 257@ collision_detection 1 
0453: object 257@ set_rotation 0.0 0.0 180.0 
0453: object 266@ set_rotation 0.0 0.0 180.0 
029B: 258@ = init_object #CJ_CHIP_MAKER_BITS at 1069.485 2139.611 10.7203 
09CA: set_object 258@ immunities 1 1 1 1 1 
029B: 267@ = init_object #CJ_CHIP_MAKER at 1069.485 2139.611 10.7203 
0382: set_object 258@ collision_detection 1 
0453: object 258@ set_rotation 0.0 0.0 180.0 
0453: object 267@ set_rotation 0.0 0.0 180.0 
029B: 259@ = init_object #CJ_CHIP_MAKER_BITS at 1062.456 2139.611 10.7203 
09CA: set_object 259@ immunities 1 1 1 1 1 
029B: 268@ = init_object #CJ_CHIP_MAKER at 1062.456 2139.611 10.7203 
0382: set_object 259@ collision_detection 1 
0453: object 259@ set_rotation 0.0 0.0 180.0 
0453: object 268@ set_rotation 0.0 0.0 180.0 
029B: 260@ = init_object #CJ_CHIP_MAKER_BITS at 1081.268 2123.686 10.7203 
09CA: set_object 260@ immunities 1 1 1 1 1 
029B: 269@ = init_object #CJ_CHIP_MAKER at 1081.268 2123.686 10.7203 
0453: object 260@ set_rotation 0.0 0.0 90.0 
0453: object 269@ set_rotation 0.0 0.0 90.0 
0382: set_object 260@ collision_detection 1 
029B: 261@ = init_object #CJ_CHIP_MAKER_BITS at 1081.236 2130.681 10.7203 
09CA: set_object 261@ immunities 1 1 1 1 1 
029B: 270@ = init_object #CJ_CHIP_MAKER at 1081.236 2130.681 10.7203 
0453: object 261@ set_rotation 0.0 0.0 90.0 
0453: object 270@ set_rotation 0.0 0.0 90.0 
0382: set_object 261@ collision_detection 1 
029B: 262@ = init_object #CJ_CHIP_MAKER_BITS at 1086.855 2077.532 10.7203 
09CA: set_object 262@ immunities 1 1 1 1 1 
029B: 271@ = init_object #CJ_CHIP_MAKER at 1086.855 2077.532 10.7203 
0382: set_object 262@ collision_detection 1 
029B: 263@ = init_object #CJ_CHIP_MAKER_BITS at 1091.818 2121.256 10.7203 
09CA: set_object 263@ immunities 1 1 1 1 1 
029B: 272@ = init_object #CJ_CHIP_MAKER at 1091.818 2121.256 10.7203 
0453: object 263@ set_rotation 0.0 0.0 180.0 
0453: object 272@ set_rotation 0.0 0.0 180.0 
0382: set_object 263@ collision_detection 1 
029B: 264@ = init_object #CJ_CHIP_MAKER_BITS at 1094.163 2102.352 10.7203 
09CA: set_object 264@ immunities 1 1 1 1 1 
029B: 273@ = init_object #CJ_CHIP_MAKER at 1094.163 2102.352 10.7203 
0453: object 264@ set_rotation 0.0 0.0 90.0 
0453: object 273@ set_rotation 0.0 0.0 90.0 
0382: set_object 264@ collision_detection 1 
029B: 265@ = init_object #CJ_CHIP_MAKER_BITS at 1094.163 2092.352 10.7203 
09CA: set_object 265@ immunities 1 1 1 1 1 
029B: 274@ = init_object #CJ_CHIP_MAKER at 1094.163 2092.352 10.7203 
0453: object 265@ set_rotation 0.0 0.0 90.0 
0453: object 274@ set_rotation 0.0 0.0 90.0 
0382: set_object 265@ collision_detection 1 
0006: 284@ = 0 // integer values 

:CASINO3_2636
00D6: if 
001B:   9 > 284@ // integer values 
004D: jump_if_false @CASINO3_2691 
0006: 275@(284@,9i) = 0 // integer values 
071F: set_object 257@(284@,9i) mass 1000 
000A: 284@ += 1 // integer values 
0002: jump @CASINO3_2636 

:CASINO3_2691
029B: 106@ = init_object #KMB_CONTAINER_RED at 1023.181 2106.604 14.7301 
0453: object 106@ set_rotation 0.0 0.0 0.0 
029B: 107@ = init_object #KMB_CONTAINER_RED at 1077.014 2070.743 14.7635 
0453: object 107@ set_rotation 0.0 0.0 0.0 
0007: 139@ = 0.0 // floating-point values 
0007: 140@ = 0.0 // floating-point values 
018A: 37@ = create_checkpoint_at 1057.636 2089.694 9.8203 
03CB: set_camera 2031.168 1030.918 9.813 
04E4: unknown_refresh_game_renderer_at 2031.168 1030.918 
09BA: (unknown) 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:CASINO3_2866
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_2890 
0001: wait 0 ms 
0002: jump @CASINO3_2866 

:CASINO3_2890
00BC: text_highpriority 'CA3_1' 10000 ms 1  // ~s~Haladj a klvrosban lv ~y~gyr~s~fel. Egy kis kalamajkt fogsz okozni nekik.
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BA: (unknown) 1 

:CASINO3_2921
0001: wait 0 ms 
00D6: if 
03CA:   object $2664 exists 
004D: jump_if_false @CASINO3_2961 
01BC: put_object $2664 at 1055.629 2087.67 0.299 

:CASINO3_2961
00D6: if 
8039:   not  240@ == 0 // integer values 
004D: jump_if_false @CASINO3_3314 
00D6: if 
0039:   242@ == 0 // integer values 
004D: jump_if_false @CASINO3_3032 
00D6: if 
03D0:   wav 239@ loaded 
004D: jump_if_false @CASINO3_3018 
040D: unload_wav 239@ 

:CASINO3_3018
0006: 242@ = 1 // integer values 
0006: 243@ = 1 // integer values 

:CASINO3_3032
00D6: if 
0039:   242@ == 1 // integer values 
004D: jump_if_false @CASINO3_3069 
03CF: load_wav 223@(240@,15i) as 238@ 
0006: 242@ = 2 // integer values 

:CASINO3_3069
00D6: if 
0039:   242@ == 2 // integer values 
004D: jump_if_false @CASINO3_3129 
00D6: if 
03D0:   wav 238@ loaded 
004D: jump_if_false @CASINO3_3129 
03D1: play_wav 238@ 
00BC: text_highpriority 193@(240@,15s) 10000 ms 1 
0006: 242@ = 3 // integer values 

:CASINO3_3129
00D6: if 
0039:   242@ == 3 // integer values 
004D: jump_if_false @CASINO3_3314 
00D6: if 
03D2:   wav 238@ ended 
004D: jump_if_false @CASINO3_3253 
03D5: remove_text 193@(240@,15s) 
00D6: if 
0039:   238@ == 1 // integer values 
004D: jump_if_false @CASINO3_3211 
0006: 238@ = 2 // integer values 
0006: 239@ = 1 // integer values 
0002: jump @CASINO3_3225 

:CASINO3_3211
0006: 238@ = 1 // integer values 
0006: 239@ = 2 // integer values 

:CASINO3_3225
0006: 240@ = 0 // integer values 
0006: 242@ = 0 // integer values 
0006: 243@ = 0 // integer values 
0002: jump @CASINO3_3314 

:CASINO3_3253
00D6: if 
83D0:   not wav 239@ loaded 
004D: jump_if_false @CASINO3_3314 
00D6: if 
001B:   10 > 240@ // integer values 
004D: jump_if_false @CASINO3_3314 
0085: 241@ = 240@ // integer values and handles 
000A: 241@ += 1 // integer values 
03CF: load_wav 223@(241@,15i) as 239@ 

:CASINO3_3314
00D6: if 
0735:   83 
004D: jump_if_false @CASINO3_3336 
0002: jump @CASINO3_14129 

:CASINO3_3336
0453: object 106@ set_rotation 0.0 0.0 139@ 
00D6: if 
8039:   not  36@ == 1 // integer values 
004D: jump_if_false @CASINO3_3382 
000B: 139@ += 0.2 // floating-point values 

:CASINO3_3382
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO3_3410 
000B: 139@ += 0.4 // floating-point values 

:CASINO3_3410
00D6: if 
0021:   139@ > 359.0 // floating-point values 
004D: jump_if_false @CASINO3_3441 
0007: 139@ = 0.0 // floating-point values 

:CASINO3_3441
0453: object 107@ set_rotation 0.0 0.0 140@ 
000B: 140@ += 0.25 // floating-point values 
00D6: if 
0021:   140@ > 359.0 // floating-point values 
004D: jump_if_false @CASINO3_3500 
0007: 140@ = 0.0 // floating-point values 

:CASINO3_3500
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO3_3595 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO3_3595 

:CASINO3_3535
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO3_3563 
0001: wait 0 ms 
0002: jump @CASINO3_3535 

:CASINO3_3563
00D6: if 
0019:   150@ > 1 // integer values 
004D: jump_if_false @CASINO3_3595 
0006: 150@ = 10 // integer values 
0006: 36@ = 0 // integer values 

:CASINO3_3595
00D6: if 
0735:   87 
004D: jump_if_false @CASINO3_3642 
00A1: put_actor $PLAYER_ACTOR at 1002.171 2079.443 9.8203 
0373: set_camera_directly_behind_player 
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 2000 // Load the weapon model before using this 

:CASINO3_3642
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @CASINO3_3719 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO3_3719 

:CASINO3_3677
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO3_3705 
0001: wait 0 ms 
0002: jump @CASINO3_3677 

:CASINO3_3705
0006: 153@ = 5 // integer values 
0006: 155@ = 0 // integer values 

:CASINO3_3719
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @CASINO3_3796 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO3_3796 

:CASINO3_3754
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO3_3782 
0001: wait 0 ms 
0002: jump @CASINO3_3754 

:CASINO3_3782
0006: 154@ = 5 // integer values 
0006: 156@ = 0 // integer values 

:CASINO3_3796
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @CASINO3_3873 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO3_3873 

:CASINO3_3831
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CASINO3_3859 
0001: wait 0 ms 
0002: jump @CASINO3_3831 

:CASINO3_3859
0006: 55@ = 40 // integer values 
0006: 157@ = 0 // integer values 

:CASINO3_3873
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @CASINO3_3938 
00D6: if 
0038:   $2001 == 1 // integer values 
004D: jump_if_false @CASINO3_3938 
0950: trip_skip 1009.683 1987.64 9.6796 angle 1.816 
0006: 171@ = 0 // integer values 

:CASINO3_3938
00D6: if 
0039:   53@ == 5 // integer values 
004D: jump_if_false @CASINO3_4110 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_4053 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 100.0 100.0 0 
004D: jump_if_false @CASINO3_4053 
0951: (unknown) 
0006: 171@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'CA3_2' 6000 ms 1  // ~s~rk vigyzzk a fbejratot azoknl a maffizknl. Prblj meg szrevtlenl bejutni a ~y~gyrba~s~.
0006: 53@ = 10 // integer values 
050F: 34@ = get_max_wanted_level 
01F0: set_max_wanted_level_to 0 
0004: $2001 = 1 // integer values 

:CASINO3_4053
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1009.683 1987.64 9.6796 radius 25.0 25.0 5.0 
004D: jump_if_false @CASINO3_4110 
0951: (unknown) 
0006: 171@ = 0 // integer values 

:CASINO3_4110
00D6: if 
0039:   53@ == 10 // integer values 
004D: jump_if_false @CASINO3_4358 
00D6: if 
05F6:   $PLAYER_ACTOR 1048.428 2093.521 1048.822 2081.844 15.0 0 
004D: jump_if_false @CASINO3_4185 
0006: 55@ = 1 // integer values 
0006: 53@ = 99 // integer values 

:CASINO3_4185
00D6: if 
05F6:   $PLAYER_ACTOR 1055.174 2064.71 1054.835 21099.81 15.0 0 
004D: jump_if_false @CASINO3_4258 
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @CASINO3_4258 
0006: 170@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:CASINO3_4258
00D6: if 
056D:   carcass_of_actor 76@ valid 
004D: jump_if_false @CASINO3_4307 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_4307 
0006: 55@ = 1 // integer values 
0006: 53@ = 99 // integer values 

:CASINO3_4307
00D6: if 
0039:   170@ == 1 // integer values 
004D: jump_if_false @CASINO3_4358 
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @CASINO3_4358 
0006: 55@ = 1 // integer values 
0006: 53@ = 99 // integer values 

:CASINO3_4358
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @CASINO3_4729 
00D6: if 
001B:   0 > 53@ // integer values 
004D: jump_if_false @CASINO3_4729 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @CASINO3_4485 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_4485 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_4485 
05D1: AS_actor 76@ drive_car 61@ to 1030.442 2106.319 9.8203 speed 10.0 2 0 2 
0006: 151@ = 1 // integer values 

:CASINO3_4485
00D6: if 
0039:   151@ == 1 // integer values 
004D: jump_if_false @CASINO3_4624 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_4624 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_4624 
00D6: if 
01AF:   car 61@ 0 1030.442 2106.319 9.8203 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO3_4624 
0006: 151@ = 2 // integer values 
05D1: AS_actor 76@ drive_car 61@ to 1060.146 2084.986 9.8203 speed 10.0 2 0 2 

:CASINO3_4624
00D6: if 
0039:   151@ == 2 // integer values 
004D: jump_if_false @CASINO3_4729 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_4729 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_4729 
00D6: if 
01AF:   car 61@ 0 1060.146 2084.986 9.8203 radius 5.0 5.0 3.0 
004D: jump_if_false @CASINO3_4729 
0006: 151@ = 0 // integer values 

:CASINO3_4729
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @CASINO3_6971 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @CASINO3_5875 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @CASINO3_5210 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
016A: fade 0 500 ms 

:CASINO3_4804
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_4828 
0001: wait 0 ms 
0002: jump @CASINO3_4804 

:CASINO3_4828
009A: 89@ = create_actor 24 #VMAFF4 at 1083.01 2099.131 14.3504 
0173: set_actor 89@ z_angle_to 186.4201 
01B2: give_actor 89@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 89@ 73@ 
009A: 87@ = create_actor 24 #VMAFF1 at 1084.281 2097.948 14.3504 
0173: set_actor 87@ z_angle_to 153.4201 
01B2: give_actor 87@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 87@ 73@ 
00A1: put_actor $PLAYER_ACTOR at 1050.532 2087.933 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 282.0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1088.848 2094.238 17.2308 0.0 0.0 0.0 
0160: point_camera 1087.869 2094.222 17.0277 2 
016A: fade 1 500 ms 

:CASINO3_5024
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_5048 
0001: wait 0 ms 
0002: jump @CASINO3_5024 

:CASINO3_5048
0006: 32@ = 0 // integer values 
0006: 153@ = 1 // integer values 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_5106 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1083.361 2093.45 14.3504 
05D8: AS_assign_scmpath to_actor 89@ flags 4 0 

:CASINO3_5106
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_5150 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1084.752 2093.208 14.3504 
05D8: AS_assign_scmpath to_actor 87@ flags 4 0 

:CASINO3_5150
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO3_5210 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_5210 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_5210
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @CASINO3_5360 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CASINO3_5254 
0006: 155@ = 1 // integer values 

:CASINO3_5254
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @CASINO3_5360 
0006: 240@ = 8 // integer values 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_5309 
0687: clear_actor_task 89@ 
0639: AS_actor 89@ rotate_to_actor $PLAYER_ACTOR 

:CASINO3_5309
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_5353 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1082.375 2090.25 14.3504 
05D8: AS_assign_scmpath to_actor 87@ flags 4 0 

:CASINO3_5353
0006: 153@ = 2 // integer values 

:CASINO3_5360
00D6: if 
0039:   153@ == 2 // integer values 
004D: jump_if_false @CASINO3_5565 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @CASINO3_5565 
0006: 240@ = 9 // integer values 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_5453 
0687: clear_actor_task 89@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1088.526 2112.616 14.3504 
05D8: AS_assign_scmpath to_actor 89@ flags 6 0 

:CASINO3_5453
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_5519 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_5519 
05D1: AS_actor 76@ drive_car 61@ to 1076.809 2080.526 9.8203 speed 9.0 2 0 2 

:CASINO3_5519
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_5551 
0687: clear_actor_task 87@ 
0635: AS_actor 87@ aim_at_actor $PLAYER_ACTOR 4000 ms 

:CASINO3_5551
0006: 153@ = 3 // integer values 
0006: 32@ = 0 // integer values 

:CASINO3_5565
00D6: if 
0039:   153@ == 3 // integer values 
004D: jump_if_false @CASINO3_5687 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CASINO3_5687 
0006: 153@ = 5 // integer values 
0006: 155@ = 0 // integer values 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_5687 
0687: clear_actor_task 76@ 
0615: define_action_sequences 167@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 1088.783 2077.572 9.8203 speed 6 -1 ms 
0616: define_action_sequences_end 167@ 
0618: assign_actor 76@ to_action_sequences 167@ 
061B: remove_references_to_action_sequences 167@ 

:CASINO3_5687
00D6: if 
0039:   153@ == 5 // integer values 
004D: jump_if_false @CASINO3_5875 
02A3: toggle_widescreen 0 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_5761 
00D6: if 
0449:   actor 76@ in_a_car 
004D: jump_if_false @CASINO3_5761 
0362: remove_actor 76@ from_car_and_place_at 1088.783 2077.572 9.8203 

:CASINO3_5761
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_5807 
00AB: put_car 61@ at 1076.809 2080.526 9.8203 
0175: set_car 61@ z_angle_to 273.0 

:CASINO3_5807
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_5847 
02AC: set_car 58@ immunities 0 0 0 0 0 

:CASINO3_5847
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0006: 55@ = 2 // integer values 
0006: 141@ = 1 // integer values 

:CASINO3_5875
00D6: if 
0019:   149@ > 0 // integer values 
004D: jump_if_false @CASINO3_6971 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @CASINO3_6264 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:CASINO3_5932
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_5956 
0001: wait 0 ms 
0002: jump @CASINO3_5932 

:CASINO3_5956
00A1: put_actor $PLAYER_ACTOR at 1050.532 2087.933 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 282.0 
009A: 89@ = create_actor 24 #VMAFF4 at 1086.869 2078.61 14.3504 
0173: set_actor 89@ z_angle_to 86.4201 
01B2: give_actor 89@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 89@ 73@ 
009A: 87@ = create_actor 24 #VMAFF1 at 1086.42 2077.292 14.3504 
0173: set_actor 87@ z_angle_to 74.4201 
01B2: give_actor 87@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 87@ 73@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1075.725 2094.545 18.0271 0.0 0.0 0.0 
0160: point_camera 1074.852 2094.529 17.5392 2 
016A: fade 1 500 ms 

:CASINO3_6159
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_6183 
0001: wait 0 ms 
0002: jump @CASINO3_6159 

:CASINO3_6183
0006: 32@ = 0 // integer values 
0006: 154@ = 1 // integer values 
0006: 240@ = 7 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO3_6264 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_6264 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_6264
00D6: if 
0039:   154@ == 1 // integer values 
004D: jump_if_false @CASINO3_6620 
00D6: if 
0019:   32@ > 300 // integer values 
004D: jump_if_false @CASINO3_6580 
00D6: if 
0039:   169@ == 0 // integer values 
004D: jump_if_false @CASINO3_6580 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_6390 
0687: clear_actor_task 87@ 
06C2: unknown_action_sequence 87@ 1079.871 2079.303 14.3516 4 0.5 0.5 $PLAYER_ACTOR 0.0 0.0 0.0 

:CASINO3_6390
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_6456 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_6456 
05D1: AS_actor 76@ drive_car 61@ to 1076.809 2080.526 9.8203 speed 9.0 2 0 2 

:CASINO3_6456
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_6536 
0687: clear_actor_task 71@ 
0615: define_action_sequences 168@ 
05D3: AS_actor -1 go_to_point 1064.677 2094.79 13.6896 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 168@ 
0618: assign_actor 71@ to_action_sequences 168@ 
061B: remove_references_to_action_sequences 168@ 
0638: AS_actor 71@ stay_put 1 

:CASINO3_6536
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_6566 
04EB: AS_actor 72@ crouch 1 
0638: AS_actor 72@ stay_put 1 

:CASINO3_6566
0006: 156@ = 1 // integer values 
0006: 169@ = 1 // integer values 

:CASINO3_6580
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @CASINO3_6620 
0006: 240@ = 6 // integer values 
0006: 154@ = 3 // integer values 
0006: 32@ = 0 // integer values 

:CASINO3_6620
00D6: if 
0039:   154@ == 3 // integer values 
004D: jump_if_false @CASINO3_6742 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @CASINO3_6742 
0006: 154@ = 5 // integer values 
0006: 156@ = 0 // integer values 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_6742 
0687: clear_actor_task 76@ 
0615: define_action_sequences 167@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 1088.783 2077.572 9.8203 speed 6 -1 ms 
0616: define_action_sequences_end 167@ 
0618: assign_actor 76@ to_action_sequences 167@ 
061B: remove_references_to_action_sequences 167@ 

:CASINO3_6742
00D6: if 
0039:   154@ == 5 // integer values 
004D: jump_if_false @CASINO3_6971 
02A3: toggle_widescreen 0 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_6805 
0687: clear_actor_task 87@ 
00A1: put_actor 87@ at 1079.871 2079.303 14.3516 

:CASINO3_6805
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_6857 
00D6: if 
0449:   actor 76@ in_a_car 
004D: jump_if_false @CASINO3_6857 
0362: remove_actor 76@ from_car_and_place_at 1088.783 2077.572 9.8203 

:CASINO3_6857
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_6903 
00AB: put_car 61@ at 1076.809 2080.526 9.8203 
0175: set_car 61@ z_angle_to 273.0 

:CASINO3_6903
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_6943 
02AC: set_car 58@ immunities 0 0 0 0 0 

:CASINO3_6943
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0006: 55@ = 2 // integer values 
0006: 141@ = 1 // integer values 

:CASINO3_6971
00D6: if 
0039:   55@ == 2 // integer values 
004D: jump_if_false @CASINO3_7231 
0164: disable_marker 37@ 
0006: 284@ = 0 // integer values 

:CASINO3_7001
00D6: if 
001B:   9 > 284@ // integer values 
004D: jump_if_false @CASINO3_7113 
0006: 275@(284@,9i) = 0 // integer values 
0188: 40@(284@,11i) = create_marker_above_object 257@(284@,9i) 
09CA: set_object 257@(284@,9i) immunities 0 0 0 0 0 
0168: show_on_radar 40@(284@,11i) 2 
071F: set_object 257@(284@,9i) mass 1000 
035D: toggle_object 257@(284@,9i) targetable 1 
000A: 284@ += 1 // integer values 
0002: jump @CASINO3_7001 

:CASINO3_7113
00BE: text_clear_all 
00BC: text_highpriority 'CA3_7' 6000 ms 1  // ~s~Rombold le az sszes lenyomatkszt ~g~gpet~s~!
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_7160 
0687: clear_actor_task 76@ 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:CASINO3_7160
00D6: if 
0019:   149@ > 0 // integer values 
004D: jump_if_false @CASINO3_7192 
0050: gosub @CASINO3_13413 
0006: 55@ = 4 // integer values 

:CASINO3_7192
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @CASINO3_7224 
0050: gosub @CASINO3_12849 
0006: 55@ = 4 // integer values 

:CASINO3_7224
0050: gosub @CASINO3_14056 

:CASINO3_7231
00D6: if 
0039:   55@ == 8 // integer values 
004D: jump_if_false @CASINO3_7360 
00BC: text_highpriority 'CA3_23' 6000 ms 1  // ~s~Szp munka, sikeres! rj vissza ~y~Woozie kaszinjba~s~ psgben!
01F0: set_max_wanted_level_to 34@ 
018A: 39@ = create_checkpoint_at 1918.59 958.3391 9.8203 
0165: set_marker 39@ color_to 4 
0249: release_model #VMAFF3 
0249: release_model #WMYMECH 
0247: request_model #TRIADA 
0247: request_model #TRIADB 
0247: request_model #WASHING 
0006: 55@ = 9 // integer values 

:CASINO3_7325
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #WASHING available 
8248:   not model #TRIADB available 
004D: jump_if_false @CASINO3_7360 
0001: wait 0 ms 
0002: jump @CASINO3_7325 

:CASINO3_7360
00D6: if 
0039:   55@ == 9 // integer values 
004D: jump_if_false @CASINO3_7704 
077E: 35@ = active_interior 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @CASINO3_7421 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @CASINO3_7421 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:CASINO3_7421
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO3_7704 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_7606 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @CASINO3_7599 
00A5: 69@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 69@ z_angle_to 197.2609 
0229: set_car 69@ color_to 4 2 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_7592 
0129: 68@ = create_actor 25 #TRIADA in_car 69@ driverseat 
01C8: 67@ = create_actor 25 #TRIADB in_car 69@ passenger_seat 1 

:CASINO3_7592
0006: 55@ = 15 // integer values 

:CASINO3_7599
0002: jump @CASINO3_7704 

:CASINO3_7606
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A5: 69@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 69@ z_angle_to 197.2609 
0229: set_car 69@ color_to 4 2 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_7697 
0129: 68@ = create_actor 25 #TRIADA in_car 69@ driverseat 
01C8: 67@ = create_actor 25 #TRIADB in_car 69@ passenger_seat 1 

:CASINO3_7697
0006: 55@ = 15 // integer values 

:CASINO3_7704
00D6: if 
0039:   55@ == 15 // integer values 
004D: jump_if_false @CASINO3_7989 
01C3: remove_references_to_car 179@ // Like turning a car into any random car 
01C3: remove_references_to_car 58@ // Like turning a car into any random car 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00BE: text_clear_all 
0395: clear_area 1 at 1913.682 962.0125 9.8203 range 20.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 range 20.0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1922.234 951.8628 12.2282 0.0 0.0 0.0 
0160: point_camera 1921.714 952.7101 12.1171 2 
0006: 55@ = 17 // integer values 
0006: 32@ = 0 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_7943 
0615: define_action_sequences 166@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 1913.682 962.0125 9.8203 speed 4 -1 ms 
0616: define_action_sequences_end 166@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 166@ 
061B: remove_references_to_action_sequences 166@ 
0002: jump @CASINO3_7989 

:CASINO3_7943
0615: define_action_sequences 166@ 
05D3: AS_actor -1 go_to_point 1913.682 962.0125 9.8203 speed 4 -1 ms 
0616: define_action_sequences_end 166@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 166@ 
061B: remove_references_to_action_sequences 166@ 

:CASINO3_7989
00D6: if 
0039:   55@ == 17 // integer values 
004D: jump_if_false @CASINO3_8053 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @CASINO3_8053 
0006: 55@ = 20 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1035 

:CASINO3_8053
00D6: if 
0039:   55@ == 20 // integer values 
004D: jump_if_false @CASINO3_8356 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 flag 0 
004D: jump_if_false @CASINO3_8156 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_8156
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @CASINO3_8356 
0006: 55@ = 30 // integer values 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_8356 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_8356 
05D1: AS_actor 68@ drive_car 69@ to 1909.04 959.7415 9.8203 speed 7.0 2 0 2 
015F: set_camera_position 1914.831 962.6716 11.3214 0.0 0.0 0.0 
0160: point_camera 1913.837 962.5726 11.2813 2 
00A1: put_actor $PLAYER_ACTOR at 1913.682 962.0125 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 100.3 
0006: 32@ = 0 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1036 

:CASINO3_8356
00D6: if 
0039:   55@ == 30 // integer values 
004D: jump_if_false @CASINO3_8548 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_8548 
00D6: if 
01AD:   car 69@ 0 1909.04 959.7415 3.0 3.0 
004D: jump_if_false @CASINO3_8495 
0006: 55@ = 35 // integer values 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_8461 
05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR -1 ms 

:CASINO3_8461
0006: 240@ = 10 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1035 
0006: 32@ = 0 // integer values 

:CASINO3_8495
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @CASINO3_8548 
0006: 55@ = 35 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1035 
0006: 32@ = 0 // integer values 

:CASINO3_8548
00D6: if 
0039:   55@ == 35 // integer values 
004D: jump_if_false @CASINO3_8711 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 
004D: jump_if_false @CASINO3_8651 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_8651
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @CASINO3_8711 
0006: 55@ = 36 // integer values 
0006: 32@ = 0 // integer values 
0006: 247@ = 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1036 

:CASINO3_8711
00D6: if 
0019:   247@ > 0 // integer values 
004D: jump_if_false @CASINO3_8852 
00D6: if 
0039:   243@ == 0 // integer values 
004D: jump_if_false @CASINO3_8852 
0871: init_jump_table 247@ total_jumps 2 0 @CASINO3_8852 jumps 1 @CASINO3_8810 2 @CASINO3_8831 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 

:CASINO3_8810
0006: 240@ = 11 // integer values 
0006: 247@ = 2 // integer values 
0002: jump @CASINO3_8852 

:CASINO3_8831
0006: 240@ = 12 // integer values 
0006: 247@ = 0 // integer values 
0002: jump @CASINO3_8852 

:CASINO3_8852
00D6: if 
0039:   55@ == 36 // integer values 
004D: jump_if_false @CASINO3_9104 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 
004D: jump_if_false @CASINO3_8955 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_8955
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CASINO3_9104 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @CASINO3_9104 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_9104 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_9104 
0687: clear_actor_task 68@ 
0006: 55@ = 37 // integer values 
05D1: AS_actor 68@ drive_car 69@ to 1915.04 940.7415 9.8203 speed 10.0 2 0 2 
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_9104 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ -1 ms 

:CASINO3_9104
00D6: if 
0039:   55@ == 37 // integer values 
004D: jump_if_false @CASINO3_9233 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 
004D: jump_if_false @CASINO3_9207 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_9207
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @CASINO3_9233 
0006: 55@ = 40 // integer values 

:CASINO3_9233
00D6: if 
0039:   55@ == 40 // integer values 
004D: jump_if_false @CASINO3_9473 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 
004D: jump_if_false @CASINO3_9336 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_9336
0006: 157@ = 0 // integer values 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_9369 
0792: (unknown) 67@ 
009B: destroy_actor_instantly 67@ 

:CASINO3_9369
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_9395 
0792: (unknown) 68@ 
009B: destroy_actor_instantly 68@ 

:CASINO3_9395
00A6: destroy_car 69@ 
02A3: toggle_widescreen 0 
0792: (unknown) $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0177: set_object $2658 z_angle_to 0.0 
0006: 55@ = 45 // integer values 
00BE: text_clear_all 
0002: jump @CASINO3_14129 

:CASINO3_9473
00D6: if 
001B:   1 > 55@ // integer values 
004D: jump_if_false @CASINO3_10031 
00D6: if 
05F6:   $PLAYER_ACTOR 1030.105 2095.714 1054.818 2098.778 30.0 0 
004D: jump_if_false @CASINO3_9668 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @CASINO3_9601 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_9601 
00D6: if 
09ED: (unknown) 71@ $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9601 
0006: 149@ = 1 // integer values 
0006: 150@ = 1 // integer values 

:CASINO3_9601
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @CASINO3_9668 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_9668 
00D6: if 
09ED: (unknown) 72@ $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9668 
0006: 149@ = 1 // integer values 
0006: 150@ = 1 // integer values 

:CASINO3_9668
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @CASINO3_9735 
00D6: if 
056D:   carcass_of_actor 71@ valid 
004D: jump_if_false @CASINO3_9735 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9735 
0006: 149@ = 1 // integer values 
0006: 150@ = 1 // integer values 

:CASINO3_9735
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @CASINO3_9802 
00D6: if 
056D:   carcass_of_actor 72@ valid 
004D: jump_if_false @CASINO3_9802 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9802 
0006: 149@ = 1 // integer values 
0006: 150@ = 1 // integer values 

:CASINO3_9802
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @CASINO3_9869 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_9869 
00D6: if 
051C:   car 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9869 
0006: 149@ = 1 // integer values 
0006: 150@ = 1 // integer values 

:CASINO3_9869
00D6: if 
0039:   149@ == 3 // integer values 
004D: jump_if_false @CASINO3_9950 
00D6: if 
056D:   carcass_of_actor 71@ valid 
004D: jump_if_false @CASINO3_9950 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9950 
0006: 149@ = 4 // integer values 
0050: gosub @CASINO3_12691 
0006: 55@ = 1 // integer values 
0006: 53@ = 99 // integer values 

:CASINO3_9950
00D6: if 
0039:   149@ == 3 // integer values 
004D: jump_if_false @CASINO3_10031 
00D6: if 
056D:   carcass_of_actor 72@ valid 
004D: jump_if_false @CASINO3_10031 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_10031 
0006: 149@ = 4 // integer values 
0050: gosub @CASINO3_12691 
0006: 55@ = 1 // integer values 
0006: 53@ = 99 // integer values 

:CASINO3_10031
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @CASINO3_10247 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1039.3 2100.434 12.2503 0.0 0.0 0.0 
0160: point_camera 1040.13 2099.906 12.0705 2 
0006: 240@ = 1 // integer values 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_10160 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_10160 
05BF: AS_actor 71@ look_at_actor 72@ -1 ms 

:CASINO3_10160
0006: 240@ = 1 // integer values 
0006: 33@ = 0 // integer values 
0006: 150@ = 3 // integer values 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_10247 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_10247 
05D1: AS_actor 76@ drive_car 61@ to 1076.804 2080.491 9.8203 speed 9.0 2 0 2 

:CASINO3_10247
00D6: if 
0039:   150@ == 3 // integer values 
004D: jump_if_false @CASINO3_10331 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @CASINO3_10291 
0006: 36@ = 1 // integer values 

:CASINO3_10291
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @CASINO3_10331 
0006: 150@ = 5 // integer values 
0006: 240@ = 2 // integer values 
0006: 33@ = 0 // integer values 

:CASINO3_10331
00D6: if 
0039:   150@ == 5 // integer values 
004D: jump_if_false @CASINO3_10451 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_10451 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_10437 
0687: clear_actor_task 71@ 
0615: define_action_sequences 137@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 1062.345 2087.318 9.8203 speed 6 10000 ms 
0616: define_action_sequences_end 137@ 
0618: assign_actor 71@ to_action_sequences 137@ 
061B: remove_references_to_action_sequences 137@ 

:CASINO3_10437
0006: 150@ = 6 // integer values 
0006: 33@ = 0 // integer values 

:CASINO3_10451
00D6: if 
0039:   150@ == 6 // integer values 
004D: jump_if_false @CASINO3_10590 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @CASINO3_10590 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_10590 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_10576 
0687: clear_actor_task 72@ 
0615: define_action_sequences 138@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 1056.874 2084.136 9.8203 speed 6 10000 ms 
0616: define_action_sequences_end 138@ 
0618: assign_actor 72@ to_action_sequences 138@ 
061B: remove_references_to_action_sequences 138@ 

:CASINO3_10576
0006: 33@ = 0 // integer values 
0006: 150@ = 8 // integer values 

:CASINO3_10590
00D6: if 
0039:   150@ == 8 // integer values 
004D: jump_if_false @CASINO3_10634 
00D6: if 
0019:   33@ > 3700 // integer values 
004D: jump_if_false @CASINO3_10634 
0006: 150@ = 10 // integer values 

:CASINO3_10634
00D6: if 
0039:   150@ == 10 // integer values 
004D: jump_if_false @CASINO3_10854 
02A3: toggle_widescreen 0 
0006: 36@ = 0 // integer values 
0173: set_actor $PLAYER_ACTOR z_angle_to 228.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_10724 
0792: (unknown) 71@ 
00A1: put_actor 71@ at 1073.558 2094.412 13.6896 
0173: set_actor 71@ z_angle_to 83.0 

:CASINO3_10724
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_10775 
0792: (unknown) 72@ 
00A1: put_actor 72@ at 1066.096 2098.85 13.7429 
0173: set_actor 72@ z_angle_to 132.0 

:CASINO3_10775
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_10811 
00AB: put_car 61@ at 1076.804 2080.491 9.8203 

:CASINO3_10811
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
00BC: text_highpriority 'CA3_8' 6000 ms 1  // ~s~ppen ltogatkat vrnak! Gyorsan menj be a ~y~gyrba~s~!
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 150@ = 99 // integer values 
0006: 149@ = 99 // integer values 

:CASINO3_10854
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @CASINO3_11401 
0006: 284@ = 0 // integer values 

:CASINO3_10879
00D6: if 
001B:   9 > 284@ // integer values 
004D: jump_if_false @CASINO3_11232 
00D6: if 
0039:   275@(284@,9i) == 0 // integer values 
004D: jump_if_false @CASINO3_11218 
071E: (unknown) 257@(284@,9i) 52@ 
00D6: if 
08FF: (unknown) 257@(284@,9i) 27 
004D: jump_if_false @CASINO3_10960 
0006: 52@ = 0 // integer values 

:CASINO3_10960
00D6: if 
08FF: (unknown) 257@(284@,9i) 25 
004D: jump_if_false @CASINO3_10989 
0006: 52@ = 0 // integer values 

:CASINO3_10989
00D6: if 
08FF: (unknown) 257@(284@,9i) 26 
004D: jump_if_false @CASINO3_11018 
0006: 52@ = 0 // integer values 

:CASINO3_11018
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @CASINO3_11218 
01BB: store_object 257@(284@,9i) position_to 125@ 126@ 127@ 
064B: 248@(284@,9i) = create_particle "OVERHEAT_CAR_ELECTRIC" at 125@ 126@ 127@ 1 
000B: 127@ += 1.0 // floating-point values 
0948: create_explosion_at 125@ 126@ 127@ type 11 radius 1.0 
0723: break_object 257@(284@,9i) intensity 1 
0164: disable_marker 40@(284@,11i) 
035D: toggle_object 257@(284@,9i) targetable 0 
00D6: if 
8039:   not  51@ == 99 // integer values 
004D: jump_if_false @CASINO3_11183 
0650: destroy_particle 248@(51@,9i) 

:CASINO3_11183
064C: make_particle 248@(284@,9i) visible 
0085: 51@ = 284@ // integer values and handles 
000A: 275@(284@,9i) += 1 // integer values 
000A: 117@ += 1 // integer values 

:CASINO3_11218
000A: 284@ += 1 // integer values 
0002: jump @CASINO3_10879 

:CASINO3_11232
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @CASINO3_11369 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_11369 
00D6: if 
00FE:   actor 81@ 0 1067.581 2122.251 9.8203 radius 1.5 1.5 3.0 
004D: jump_if_false @CASINO3_11369 
0687: clear_actor_task 81@ 
0615: define_action_sequences 129@ 
0638: AS_actor -1 stay_put 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 5000 60 
0616: define_action_sequences_end 129@ 
0618: assign_actor 81@ to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 
0006: 148@ = 1 // integer values 

:CASINO3_11369
00D6: if 
0039:   117@ == 9 // integer values 
004D: jump_if_false @CASINO3_11401 
0006: 55@ = 8 // integer values 
0006: 141@ = 99 // integer values 

:CASINO3_11401
00D6: if 
0039:   186@ == 0 // integer values 
004D: jump_if_false @CASINO3_11846 
00D6: if 
0039:   117@ == 3 // integer values 
004D: jump_if_false @CASINO3_11846 
009A: 172@ = create_actor 24 #WMYMECH at 1020.017 2082.9 17.9296 
01B2: give_actor 172@ weapon 27 ammo 2000 // Load the weapon model before using this 
0173: set_actor 172@ z_angle_to 269.9465 
060B: unknown_actor_use_entity 172@ 73@ 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO3_11575 
0687: clear_actor_task 172@ 
0615: define_action_sequences 175@ 
05D3: AS_actor -1 go_to_point 1038.716 2082.798 13.9297 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 175@ 
0618: assign_actor 172@ to_action_sequences 175@ 
061B: remove_references_to_action_sequences 175@ 

:CASINO3_11575
009A: 173@ = create_actor 24 #WMYMECH at 1020.263 2097.185 13.9297 
01B2: give_actor 173@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 173@ z_angle_to 274.9465 
060B: unknown_actor_use_entity 173@ 73@ 
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO3_11701 
0687: clear_actor_task 173@ 
0615: define_action_sequences 176@ 
05D3: AS_actor -1 go_to_point 1038.426 2098.644 9.8203 speed 6 -2 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 176@ 
0618: assign_actor 173@ to_action_sequences 176@ 
061B: remove_references_to_action_sequences 176@ 

:CASINO3_11701
009A: 174@ = create_actor 24 #WMYMECH at 1019.671 2078.126 13.9297 
01B2: give_actor 174@ weapon 28 ammo 2000 // Load the weapon model before using this 
0173: set_actor 174@ z_angle_to 267.9465 
060B: unknown_actor_use_entity 174@ 73@ 
00D6: if 
8118:   not actor 174@ dead 
004D: jump_if_false @CASINO3_11839 
0687: clear_actor_task 174@ 
0615: define_action_sequences 177@ 
05D3: AS_actor -1 go_to_point 1068.708 2085.24 9.8203 speed 6 -2 ms 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 177@ 
0618: assign_actor 174@ to_action_sequences 177@ 
061B: remove_references_to_action_sequences 177@ 

:CASINO3_11839
0006: 186@ = 1 // integer values 

:CASINO3_11846
00D6: if 
0039:   187@ == 0 // integer values 
004D: jump_if_false @CASINO3_11982 
00D6: if 
0019:   117@ > 5 // integer values 
004D: jump_if_false @CASINO3_11982 
0674: set_car_model #ADMIRAL numberplate "G1RUYHUN" 
00A5: 179@ = create_car #ADMIRAL at 1029.856 2142.858 9.813 
0175: set_car 179@ z_angle_to 205.1437 
0229: set_car 179@ color_to 123 10 
02AC: set_car 179@ immunities 1 1 1 1 1 
020A: set_car 179@ door_status_to 3 
0519: lock_vehicle 179@ in_current_position 1 
053F: set_car 179@ tires_vulnerable 0 
0006: 187@ = 1 // integer values 

:CASINO3_11982
00D6: if 
0039:   187@ == 1 // integer values 
004D: jump_if_false @CASINO3_12269 
00D6: if 
0019:   117@ > 5 // integer values 
004D: jump_if_false @CASINO3_12269 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_12269 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 179@ radius 25.0 25.0 unknown 0 
004D: jump_if_false @CASINO3_12269 
0129: 178@ = create_actor 24 #VMAFF1 in_car 179@ driverseat 
060B: unknown_actor_use_entity 178@ 73@ 
01B2: give_actor 178@ weapon 28 ammo 2000 // Load the weapon model before using this 
01C8: 180@ = create_actor 24 #VMAFF2 in_car 179@ passenger_seat 1 
060B: unknown_actor_use_entity 180@ 73@ 
01B2: give_actor 180@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 180@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
01C8: 181@ = create_actor 24 #VMAFF4 in_car 179@ passenger_seat 2 
060B: unknown_actor_use_entity 181@ 73@ 
01B2: give_actor 181@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 181@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
0519: lock_vehicle 179@ in_current_position 0 
0477: set_car 179@ animation 9 5500 ms 
020A: set_car 179@ door_status_to 1 
0006: 187@ = 2 // integer values 
0006: 33@ = 0 // integer values 

:CASINO3_12269
00D6: if 
0039:   187@ == 2 // integer values 
004D: jump_if_false @CASINO3_12422 
00D6: if 
0019:   33@ > 6500 // integer values 
004D: jump_if_false @CASINO3_12422 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_12422 
00D6: if 
8118:   not actor 178@ dead 
004D: jump_if_false @CASINO3_12422 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_12422 
02AC: set_car 179@ immunities 0 0 0 0 0 
0687: clear_actor_task 178@ 
0615: define_action_sequences 182@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 182@ 
0618: assign_actor 178@ to_action_sequences 182@ 
061B: remove_references_to_action_sequences 182@ 
0006: 187@ = 3 // integer values 
0006: 33@ = 0 // integer values 

:CASINO3_12422
00D6: if 
0039:   187@ == 3 // integer values 
004D: jump_if_false @CASINO3_12553 
00D6: if 
0019:   33@ > 15000 // integer values 
004D: jump_if_false @CASINO3_12553 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_12553 
00D6: if 
8118:   not actor 181@ dead 
004D: jump_if_false @CASINO3_12553 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_12553 
0687: clear_actor_task 181@ 
0615: define_action_sequences 184@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 184@ 
0618: assign_actor 181@ to_action_sequences 184@ 
061B: remove_references_to_action_sequences 184@ 
0006: 187@ = 4 // integer values 

:CASINO3_12553
00D6: if 
0039:   187@ == 4 // integer values 
004D: jump_if_false @CASINO3_12684 
00D6: if 
0019:   33@ > 25000 // integer values 
004D: jump_if_false @CASINO3_12684 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_12684 
00D6: if 
8118:   not actor 180@ dead 
004D: jump_if_false @CASINO3_12684 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_12684 
0687: clear_actor_task 180@ 
0615: define_action_sequences 183@ 
0633: AS_actor -1 exit_vehicle 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 183@ 
0618: assign_actor 180@ to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 
0006: 187@ = 5 // integer values 

:CASINO3_12684
0002: jump @CASINO3_2921 

:CASINO3_12691
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_12715 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_12715
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_12739 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_12739
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_12795 
00A1: put_actor 74@ at 1084.126 2107.637 14.3504 
0173: set_actor 74@ z_angle_to 111.4468 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 

:CASINO3_12795
009A: 88@ = create_actor 24 #VMAFF1 at 1084.71 2116.736 14.3504 
0173: set_actor 88@ z_angle_to 94.4201 
01B2: give_actor 88@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 88@ 73@ 
0051: return 

:CASINO3_12849
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @CASINO3_13411 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_12924 
0687: clear_actor_task 87@ 
0615: define_action_sequences 135@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 135@ 
0618: assign_actor 87@ to_action_sequences 135@ 
061B: remove_references_to_action_sequences 135@ 

:CASINO3_12924
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_12999 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 1067.581 2122.251 9.8203 speed 6 -2 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 129@ 
0618: assign_actor 81@ to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 

:CASINO3_12999
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @CASINO3_13085 
0615: define_action_sequences 128@ 
0637: unknown_action_sequence -1 1085.596 2106.83 9.8203 6 100.0 2.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 128@ 
0618: assign_actor 82@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 

:CASINO3_13085
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @CASINO3_13178 
0615: define_action_sequences 130@ 
0637: unknown_action_sequence -1 1082.391 2091.13 14.3504 6 100.0 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 50 
0616: define_action_sequences_end 130@ 
0618: assign_actor 83@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:CASINO3_13178
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_13214 
0687: clear_actor_task 89@ 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 89@ stay_put 1 

:CASINO3_13214
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_13253 
0687: clear_actor_task 74@ 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CASINO3_13253
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO3_13356 
0687: clear_actor_task 75@ 
01B2: give_actor 75@ weapon 22 ammo 2000 // Load the weapon model before using this 
00A1: put_actor 75@ at 1057.055 2122.319 13.6896 
0173: set_actor 75@ z_angle_to 279.0 
0615: define_action_sequences 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 79@ 
0618: assign_actor 75@ to_action_sequences 79@ 
061B: remove_references_to_action_sequences 79@ 

:CASINO3_13356
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_13380 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_13380
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_13404 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_13404
0006: 144@ = 1 // integer values 

:CASINO3_13411
0051: return 

:CASINO3_13413
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @CASINO3_14054 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_13488 
0687: clear_actor_task 87@ 
0615: define_action_sequences 135@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 135@ 
0618: assign_actor 87@ to_action_sequences 135@ 
061B: remove_references_to_action_sequences 135@ 

:CASINO3_13488
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @CASINO3_13545 
0687: clear_actor_task 88@ 
0615: define_action_sequences 136@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 136@ 
0618: assign_actor 88@ to_action_sequences 136@ 
061B: remove_references_to_action_sequences 136@ 

:CASINO3_13545
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_13612 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 
0687: clear_actor_task 74@ 
0615: define_action_sequences 78@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 78@ 
0618: assign_actor 74@ to_action_sequences 78@ 
061B: remove_references_to_action_sequences 78@ 

:CASINO3_13612
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO3_13715 
01B2: give_actor 75@ weapon 28 ammo 2000 // Load the weapon model before using this 
0687: clear_actor_task 75@ 
00A1: put_actor 75@ at 1057.055 2122.319 13.6896 
0173: set_actor 75@ z_angle_to 279.0 
0615: define_action_sequences 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 79@ 
0618: assign_actor 75@ to_action_sequences 79@ 
061B: remove_references_to_action_sequences 79@ 

:CASINO3_13715
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_13790 
0615: define_action_sequences 129@ 
05D3: AS_actor -1 go_to_point 1067.581 2122.251 9.8203 speed 6 -2 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 129@ 
0618: assign_actor 81@ to_action_sequences 129@ 
061B: remove_references_to_action_sequences 129@ 

:CASINO3_13790
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @CASINO3_13870 
0615: define_action_sequences 128@ 
0637: unknown_action_sequence -1 1085.596 2106.83 9.8203 6 100.0 2.0 $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 128@ 
0618: assign_actor 82@ to_action_sequences 128@ 
061B: remove_references_to_action_sequences 128@ 

:CASINO3_13870
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @CASINO3_13963 
0615: define_action_sequences 130@ 
0637: unknown_action_sequence -1 1082.391 2091.13 14.3504 6 100.0 1.0 $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 50 
0616: define_action_sequences_end 130@ 
0618: assign_actor 83@ to_action_sequences 130@ 
061B: remove_references_to_action_sequences 130@ 

:CASINO3_13963
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_13999 
0687: clear_actor_task 89@ 
0638: AS_actor 89@ stay_put 1 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 

:CASINO3_13999
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_14023 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_14023
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_14047 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_14047
0006: 144@ = 1 // integer values 

:CASINO3_14054
0051: return 

:CASINO3_14056
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @CASINO3_14109 
0615: define_action_sequences 131@ 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 50 
0616: define_action_sequences_end 131@ 
0618: assign_actor 80@ to_action_sequences 131@ 
061B: remove_references_to_action_sequences 131@ 

:CASINO3_14109
0051: return 

:CASINO3_14111
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:CASINO3_14129
0008: $11277 += 1 // integer values 
0318: set_latest_mission_passed 'CASINO3'  // Hamis zsetonok
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 10000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0998: add_respect 20 
0109: player $PLAYER_CHAR money += 10000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:CASINO3_14193
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_14224 
02AC: set_car 58@ immunities 0 0 0 0 0 

:CASINO3_14224
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_14255 
02AC: set_car 179@ immunities 0 0 0 0 0 

:CASINO3_14255
00D6: if 
03CA:   object $2658 exists 
004D: jump_if_false @CASINO3_14301 
01BC: put_object $2658 at 1903.383 967.62 11.438 
0177: set_object $2658 z_angle_to 0.0 

:CASINO3_14301
01F0: set_max_wanted_level_to 34@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
03CA:   object $2664 exists 
004D: jump_if_false @CASINO3_14352 
01BC: put_object $2664 at 1055.629 2087.67 12.469 

:CASINO3_14352
0164: disable_marker 37@ 
0164: disable_marker 39@ 
0006: 284@ = 0 // integer values 

:CASINO3_14369
00D6: if 
001B:   9 > 284@ // integer values 
004D: jump_if_false @CASINO3_14410 
0164: disable_marker 40@(284@,11i) 
000A: 284@ += 1 // integer values 
0002: jump @CASINO3_14369 

:CASINO3_14410
00D6: if 
8039:   not  51@ == 99 // integer values 
004D: jump_if_false @CASINO3_14437 
0650: destroy_particle 248@(51@,9i) 

:CASINO3_14437
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #WASHING 
0249: release_model #WMYMECH 
0249: release_model #SHOTGSPA 
0249: release_model #COLT45 
0249: release_model #BAT 
0249: release_model #MICRO_UZI 
0249: release_model #ADMIRAL 
0249: release_model #BRAVURA 
0249: release_model #FORKLIFT 
031A: remove_all_fires 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 87---------------
// Originally: Fish in a Barrel

:CASINO7
03A4: name_thread 'CASINO7' 
0050: gosub @CASINO7_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASINO7_38 
0050: gosub @CASINO7_301 

:CASINO7_38
0050: gosub @CASINO7_355 
004E: end_thread 

:CASINO7_47
054C: use_GXT_table 'CASINO7' 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
04BB: select_interior 11 // select render area 
02E4: load_cutscene_data 'CAS_7B' 

:CASINO7_86
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO7_110 
0001: wait 0 ms 
0002: jump @CASINO7_86 

:CASINO7_110
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO7_119
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO7_143 
0001: wait 0 ms 
0002: jump @CASINO7_119 

:CASINO7_143
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO7_156
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO7_180 
0001: wait 0 ms 
0002: jump @CASINO7_156 

:CASINO7_180
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0169: set_fade_color 0 0 0 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
04E4: unknown_refresh_game_renderer_at 2025.8 1007.87 
0A0B: (unknown) 2025.8 1007.87 9.81 279.83 
00A1: put_actor $PLAYER_ACTOR at 2025.8 1007.87 9.81 
0173: set_actor $PLAYER_ACTOR z_angle_to 279.83 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 2000 ms 
0002: jump @CASINO7_319 

:CASINO7_301
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:CASINO7_319
0008: $11277 += 1 // integer values 
0318: set_latest_mission_passed 'CASINO7'  // A nagy fogs
0629: change_stat 306 to 1 // integer 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: set_mission_points += 1 
0051: return 

:CASINO7_355
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 88---------------
// Originally: Don Peyote

:CASINO4
03A4: name_thread 'CASINO4' 
0050: gosub @CASINO4_86 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASINO4_38 
0050: gosub @CASINO4_45862 

:CASINO4_38
0050: gosub @CASINO4_45942 
004E: end_thread 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:CASINO4_62
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_86 
0001: wait 0 ms 
0002: jump @CASINO4_62 

:CASINO4_86
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
01B5: force_weather 10 
054C: use_GXT_table 'CASINO4' 
02E4: load_cutscene_data 'CAS_4A' 

:CASINO4_121
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_145 
0001: wait 0 ms 
0002: jump @CASINO4_121 

:CASINO4_145
0395: clear_area 1 at 2027.358 1007.738 9.8127 range 10.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 265.5486 
01BD: 294@ = current_time_in_ms 
0006: 295@ = 0 // integer values 
00D6: if 
0039:   295@ == 99 // integer values 
004D: jump_if_false @CASINO4_316 
00A5: 289@ = create_car 291@ at 2044.621 1110.198 9.6719 
0560: 289@ = create_random_driver_in_car 290@ 
0560: 289@ = create_random_driver_in_car 73@ 
0560: 289@ = create_random_driver_in_car 75@ 
0560: 289@ = create_random_driver_in_car 74@ 
0560: 289@ = create_random_driver_in_car 76@ 
064B: 136@ = create_particle "PUKE" at 95@ 96@ 97@ 1 
064B: 137@ = create_particle "PUKE" at 95@ 96@ 97@ 1 

:CASINO4_316
08F5: (unknown) 
02E7: start_cutscene 
016A: fade 1 1000 ms 
0006: 32@ = 0 // integer values 

:CASINO4_334
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_857 
01BD: 293@ = current_time_in_ms 
0085: 296@ = 293@ // integer values and handles 
0062: 296@ -= 294@ // integer values 
00D6: if 
0019:   296@ > 15000 // integer values 
004D: jump_if_false @CASINO4_846 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CASINO4_846 
0871: init_jump_table 295@ total_jumps 4 1 @CASINO4_832 jumps 0 @CASINO4_469 1 @CASINO4_574 2 @CASINO4_647 3 @CASINO4_752 -1 @CASINO4_839 -1 @CASINO4_839 -1 @CASINO4_839 

:CASINO4_469
09B2: (unknown) 1 291@ 292@ 
00D6: if 
8039:   not  291@ == -1 // integer values 
004D: jump_if_false @CASINO4_560 
00A5: 289@ = create_car 291@ at 2051.544 1100.511 9.6719 
0594: (unknown) 289@ 0 
0175: set_car 289@ z_angle_to 183.2183 
0560: 289@ = create_random_driver_in_car 290@ 
00A8: set_car 289@ to_psycho_driver 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ // Like turning a car into any random car 

:CASINO4_560
000A: 295@ += 1 // integer values 
0002: jump @CASINO4_839 

:CASINO4_574
0376: 290@ = create_random_actor 2034.814 993.6725 9.813 
0173: set_actor 290@ z_angle_to 357.2051 
05F5: unknown_action_sequence 290@ 2033.856 1051.804 9.8203 4 -2 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
000A: 295@ += 1 // integer values 
0002: jump @CASINO4_839 

:CASINO4_647
09B2: (unknown) 1 291@ 292@ 
00D6: if 
8039:   not  291@ == -1 // integer values 
004D: jump_if_false @CASINO4_738 
00A5: 289@ = create_car 291@ at 2051.544 1100.511 9.6719 
0594: (unknown) 289@ 0 
0175: set_car 289@ z_angle_to 183.2183 
0560: 289@ = create_random_driver_in_car 290@ 
00A8: set_car 289@ to_psycho_driver 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ // Like turning a car into any random car 

:CASINO4_738
000A: 295@ += 1 // integer values 
0002: jump @CASINO4_839 

:CASINO4_752
0376: 290@ = create_random_actor 2033.856 1041.804 9.8203 
0173: set_actor 290@ z_angle_to 181.0345 
05F5: unknown_action_sequence 290@ 2032.257 986.0109 9.813 4 -2 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
0006: 295@ = 0 // integer values 
0002: jump @CASINO4_839 
0006: 295@ = 0 // integer values 

:CASINO4_832
0002: jump @CASINO4_839 

:CASINO4_839
0006: 32@ = 0 // integer values 

:CASINO4_846
0001: wait 0 ms 
0002: jump @CASINO4_334 

:CASINO4_857
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO4_870
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_894 
0001: wait 0 ms 
0002: jump @CASINO4_870 

:CASINO4_894
02EA: end_cutscene 
08F6: (unknown) 
01B7: release_weather 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06AE: unknown_group_creator 0 39@ 
06AD: unknown_group_use_entity $PLAYER_GROUP 39@ 
060A: unknown_create_entity 2 37@ 
060A: unknown_create_entity 0 38@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1500 ms 

:CASINO4_957
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_981 
0001: wait 0 ms 
0002: jump @CASINO4_957 

:CASINO4_981
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ // Like turning a car into any random car 
0001: wait 0 ms 
023C: request_special_actor 'MACCER' as 1 
023C: request_special_actor 'PAUL' as 2 
038B: load_requested_models 

:CASINO4_1023
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CASINO4_1053 
0001: wait 0 ms 
0002: jump @CASINO4_1023 

:CASINO4_1053
02A3: toggle_widescreen 0 
0006: 44@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0007: 91@ = 0.0 // floating-point values 
0007: 92@ = 0.0 // floating-point values 
0007: 93@ = 0.0 // floating-point values 
0007: 95@ = 0.0 // floating-point values 
0007: 96@ = 0.0 // floating-point values 
0007: 97@ = 0.0 // floating-point values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 

:CASINO4_1292
00D6: if 
001B:   4 > 99@ // integer values 
004D: jump_if_false @CASINO4_1335 
0006: 101@(99@,4i) = 0 // integer values 
000A: 99@ += 1 // integer values 
0002: jump @CASINO4_1292 

:CASINO4_1335
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 99999 // integer values 
0007: 94@ = 0.0 // floating-point values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 264@ = 0 // integer values 
0006: 265@ = 0 // integer values 
0006: 266@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 268@ = 0 // integer values 
0006: 269@ = 0 // integer values 
0006: 270@ = 0 // integer values 
0006: 271@ = 0 // integer values 
0006: 272@ = 0 // integer values 
0006: 273@ = 0 // integer values 
0006: 274@ = 0 // integer values 
0006: 275@ = 0 // integer values 
0006: 276@ = 0 // integer values 
0006: 277@ = 0 // integer values 
0006: 282@ = 0 // integer values 
0006: 278@ = 0 // integer values 
0006: 279@ = 0 // integer values 
0006: 280@ = 0 // integer values 
0006: 281@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
05A9: s$7547 = 'CAS4_BA' // 8-byte strings  // ~z~Sztbaszdtak a lbaim, a fejem meg kurvra sajog!
05A9: s$7549 = 'CAS4_BB' // 8-byte strings  // ~z~Nem mehetnk vissza, bartom, nzz rnk.
05A9: s$7551 = 'CAS4_CA' // 8-byte strings  // ~z~Behajtottl a hajra, klyk!
05A9: s$7553 = 'CAS4_CB' // 8-byte strings  // ~z~, ez kellemes!
05A9: s$7555 = 'CAS4_CC' // 8-byte strings  // ~z~n vagyok a fnk, n vagyok a fnk!
05A9: s$7557 = 'CAS4_CD' // 8-byte strings  // ~z~Oh, foglalj helyet!
05A9: s$7559 = 'CAS4_CE' // 8-byte strings  // ~z~Hagyd mr, jl lesz!
05A9: s$7561 = 'CAS4_CF' // 8-byte strings  // ~z~Visszajvnk rted, grem!
05A9: s$7563 = 'CAS4_CG' // 8-byte strings  // ~z~, nem, te nem, emlkszem a Preston Kereskedhzra!
05A9: s$7565 = 'CAS4_CH' // 8-byte strings  // ~z~n vagyok a fnk, amit mondok, az van!
05A9: s$7567 = 'CAS4_CJ' // 8-byte strings  // ~z~Ne akard, hogy megsselek, napsugaram!
05A9: s$7569 = 'CAS4_CK' // 8-byte strings  // ~z~Ne akard, hogy kibasszalak, P.!
05A9: s$7571 = 'CAS4_CL' // 8-byte strings  // ~z~Te vagy a menedzserem, minden a te hibd!
05A9: s$7573 = 'CAS4_DA' // 8-byte strings  // ~z~Akkor hol vannak a tbbiek, fik?
05A9: s$7575 = 'CAS4_DB' // 8-byte strings  // ~z~Maccer, hol vannak a fik?
05A9: s$7577 = 'CAS4_DC' // 8-byte strings  // ~z~Nem tudom a picsba mr.
05A9: s$7579 = 'CAS4_DD' // 8-byte strings  // ~z~Emlkszem kgykra, kurva sok kigyra...
05A9: s$7581 = 'CAS4_DE' // 8-byte strings  // ~z~Az egy kgyfarm nem messze innen, gyhogy meg tudjuk nzni.
05A9: s$7583 = 'CAS4_EA' // 8-byte strings  // ~z~Nem emlkszem Manchester ezen rszre, haver, Chorltonban vagyunk?
05A9: s$7585 = 'CAS4_EB' // 8-byte strings  // ~z~Hnyszor mondjam mg el, hogy Amerikban vagyunk?
05A9: s$7587 = 'CAS4_EC' // 8-byte strings  // ~z~Amerika? Vrj, amg elmondom ezt anyunak!
05A9: s$7589 = 'CAS4_ED' // 8-byte strings  // ~z~Olyan, mint egy megakadt szalag. Las Venturasrl krdezett.
05A9: s$7591 = 'CAS4_EE' // 8-byte strings  // ~z~Las Venturas? Mindig is ide akartam menni, j muffok.
05A9: s$7593 = 'CAS4_EF' // 8-byte strings  // ~z~Ne kezdd megint, ne ezen a zrt helyen.
05A9: s$7595 = 'CAS4_EG' // 8-byte strings  // ~z~J kemny, szp cicik!
05A9: s$7597 = 'CAS4_EH' // 8-byte strings  // ~z~Maradj egyedl, hogy kisrhasd magad!
05A9: s$7599 = 'CAS4_FA' // 8-byte strings  // ~z~Itt vagyunk, meghitten nznk ki?
05A9: s$7601 = 'CAS4_FB' // 8-byte strings  // ~z~Olyan nekem, mint Salford...
05A9: s$7603 = 'CAS4_FC' // 8-byte strings  // ~z~Mirl beszlsz?
05A9: s$7605 = 'CAS4_GA' // 8-byte strings  // ~z~Oh, ne! Fut mint a szar!
05A9: s$7607 = 'CAS4_GB' // 8-byte strings  // ~z~Mindenki a kocsiba!
05A9: s$7609 = 'CAS4_HA' // 8-byte strings  // ~z~Vrj, klyk, vrj!
05A9: s$7611 = 'CAS4_HB' // 8-byte strings  // ~z~n is jnni akarok!
05A9: s$7613 = 'CAS4_HC' // 8-byte strings  // ~z~Oh, vrj meg, napocskm!
05A9: s$7615 = 'CAS4_HD' // 8-byte strings  // ~z~Ne hagyj itt ebben az undort kabtban!
05A9: s$7617 = 'CAS4_JA' // 8-byte strings  // ~z~Azt hiszem, elvesztettk ket.
05A9: s$7619 = 'CAS4_JB' // 8-byte strings  // ~z~Nem brom nzni azokat a kgyfarmokat tbb!
05A9: s$7621 = 'CAS4_JC' // 8-byte strings  // ~z~Kuss, ti ketten!
05A9: s$7623 = 'CAS4_JD' // 8-byte strings  // ~z~Hagyjtok abba a veszekedst!
05A9: s$7625 = 'CAS4_KA' // 8-byte strings  // ~z~gy nz ki, hogy a fiknak mkjuk van.
05A9: s$7627 = 'CAS4_KB' // 8-byte strings  // ~z~H, mi van a bandval?
05A9: s$7629 = 'CAS4_KC' // 8-byte strings  // ~z~Imdkoznunk kell, az emberisgrt tettk.
05A9: s$7631 = 'CAS4_KD' // 8-byte strings  // ~z~A billentysk s a dobosok mindennaposak mellesleg.
05A9: s$7633 = 'CAS4_KE' // 8-byte strings  // ~z~H, ember, hugyoznom kell!
05A9: s$7635 = 'CAS4_KF' // 8-byte strings  // ~z~Basszus, meg vagyunk lve!
05A9: s$7637 = 'CAS4_KG' // 8-byte strings  // ~z~H, nem vrhatna?
05A9: s$7639 = 'CAS4_KH' // 8-byte strings  // ~z~Sztrobbantom a fejedet!
05A9: s$7641 = 'CAS4_KJ' // 8-byte strings  // ~z~Ki kell hznod, vannak felttelej -  egy priapis! Mindenhova elmegy!
05A9: s$7643 = 'CAS4_LA' // 8-byte strings  // ~z~Nem fogom tovbb hzni!
05A9: s$7645 = 'CAS4_LB' // 8-byte strings  // ~z~Oh, basszus! A szemeim!
05A9: s$7647 = 'CAS4_LC' // 8-byte strings  // ~z~H, ember, rajta!
05A9: s$7649 = 'CAS4_LD' // 8-byte strings  // ~z~! lltsd meg!
05A9: s$7651 = 'CAS4_LE' // 8-byte strings  // ~z~Mutass ki a kibaszott ablakon, rendben?
05A9: s$7653 = 'CAS4_MA' // 8-byte strings  // ~z~ bassza meg, ez marha j.
05A9: s$7655 = 'CAS4_NA' // 8-byte strings  // ~z~Oh, bassza meg- most mr remegek.
05A9: s$7657 = 'CAS4_NB' // 8-byte strings  // ~z~Ember, hulla spadt vagy!
05A9: s$7659 = 'CAS4_NC' // 8-byte strings  // ~z~, Istenem, azt hiszem szaktok!
05A9: s$7661 = 'CAS4_ND' // 8-byte strings  // ~z~P., ami neked kell, az egy kis kaja.
05A9: s$7663 = 'CAS4_NE' // 8-byte strings  // ~z~(Paul a kzelben rkzik)
05A9: s$7665 = 'CAS4_NF' // 8-byte strings  // ~z~Egy ftt tojs majonzzel helyre rakja.
05A9: s$7667 = 'CAS4_NG' // 8-byte strings  // ~z~(Paul megint rkzik a kzelben)
05A9: s$7669 = 'CAS4_NH' // 8-byte strings  // ~z~s mit szlnl egy kis tojsmrtshoz?
05A9: s$7671 = 'CAS4_NJ' // 8-byte strings  // ~z~Hzd el, MOST!
05A9: s$7673 = 'CAS4_OA' // 8-byte strings  // ~z~Bassszzzzzzzzzzzzza meg!
05A9: s$7675 = 'CAS4_OB' // 8-byte strings  // ~z~Elmentem- huuurrrgghh!
05A9: s$7677 = 'CAS4_OC' // 8-byte strings  // ~z~Menj a- Hhhuurrgghh!
05A9: s$7679 = 'CAS4_OD' // 8-byte strings  // ~z~Szraz- hurgh!
05A9: s$7681 = 'CAS4_OE' // 8-byte strings  // ~z~Szraz - huhh!
05A9: s$7683 = 'CAS4_OF' // 8-byte strings  // ~z~Szraz als... Oh...
05A9: s$7685 = 'CAS4_OG' // 8-byte strings  // ~z~, azt hiszem... azt hiszem, hogy ksz.
05A9: s$7687 = 'CAS4_OH' // 8-byte strings  // ~z~Mit szlnl egy kis tdhz olajban, ez majd helyretesz.
05A9: s$7689 = 'CAS4_OJ' // 8-byte strings  // ~z~(Paul nagyot okdik)
05A9: s$7691 = 'CAS4_OK' // 8-byte strings  // ~z~Hagyd egyedl, ember!
05A9: s$7693 = 'CAS4_OL' // 8-byte strings  // ~z~H, h, a j doki ppen prblt segteni
05A9: s$7695 = 'CAS4_OM' // 8-byte strings  // ~z~Menj a picsba!
05A9: s$7697 = 'CAS4_PA' // 8-byte strings  // ~z~Milyen didki vannak ennek a Rosienak?
05A9: s$7699 = 'CAS4_PB' // 8-byte strings  // ~z~Nagy, hurks cicik?
05A9: s$7703 = 'CAS4_PD' // 8-byte strings  // ~z~res nyeregtska? Vagy stt madzag?
05A9: s$7705 = 'CAS4_PE' // 8-byte strings  // ~z~Rosie egy frfi!
05A9: s$7707 = 'CAS4_PF' // 8-byte strings  // ~z~s ne tapizd magad!
05A9: s$7709 = 'CAS4_PG' // 8-byte strings  // ~z~Ez csak a knyelemrt van, Pablo, ez egy megterhel helyzet.
05A9: s$7711 = 'CAS4_PH' // 8-byte strings  // ~z~Kurvra azt mondtad, hogy ez az!
05A9: s$7713 = 'CAS4_PJ' // 8-byte strings  // ~z~, tudntok ti ketten!
05A9: s$7715 = 'CAS4_PK' // 8-byte strings  // ~z~H. elkezdte!
05A9: s$7717 = 'CAS4_QA' // 8-byte strings  // ~z~Melyik kaszin ez?
05A9: s$7719 = 'CAS4_QB' // 8-byte strings  // ~z~Ezt Caligulnak hvjk. Valahol a kifutplynl van.
05A9: s$7721 = 'CAS4_RA' // 8-byte strings  // ~z~Bassza meg! Itt jnnek a kgyfarmerek!
05A9: s$7723 = 'CAS4_RB' // 8-byte strings  // ~z~Most mr elegem van. Vgezz vele!
05A9: s$7727 = 'CAS4_RD' // 8-byte strings  // ~z~Szerzek pr fasza cicit, haver!
05A9: s$7729 = 'CAS4_RE' // 8-byte strings  // ~z~Oh, haver. Aki -t mond, mondjon b-t is.
05A9: s$7731 = 'CAS4_SA' // 8-byte strings  // ~z~Gyernk akkor, menjnk be s ltogassuk meg Rosiet.
05A9: s$7733 = 'CAS4_TA' // 8-byte strings  // ~z~H, Woozie.
05A9: s$7735 = 'CAS4_TB' // 8-byte strings  // ~z~Azt hiszem, talltam egy utat, hogy megkzeltsk Caligulket gyan nlkl.
05A9: s$7737 = 'CAS4_TC' // 8-byte strings  // ~z~Ksbb beszlnk.
05A9: s$7739 = 'CAS4_FD' // 8-byte strings  // ~z~Skubizzatok oda, pajtsok, k azok?
05A9: s$7741 = 'CAS4_FE' // 8-byte strings  // ~z~Hogy itt a vrosi klyk elment, s a djnyertes disznmmal van!
05A9: s$7743 = 'CAS4_FF' // 8-byte strings  // ~z~Nem kaptam cukormentest tle.
05A9: s$7745 = 'CAS4_FG' // 8-byte strings  // ~z~s ez meg bmulta a csajom!
05A9: s$7747 = 'CAS4_FH' // 8-byte strings  // ~z~Kurvra fjt a cspm azta!
05A9: s$7749 = 'CAS4_FJ' // 8-byte strings  // ~z~Megcsaplak te hlye, amirt adtl s a piros csnakrt!
05A9: s$7751 = 'CAS4_FK' // 8-byte strings  // ~z~Mi a rosseb?
05A9: s$7753 = 'CAS4_FL' // 8-byte strings  // ~z~Azon vagyopk, hogy adjak valami pit, amirt te elviszed a fiataljaimat!
05A9: s$7755 = 'MACX_AF' // 8-byte strings  // ~z~Teht te tnyleg tudod, hogy milyen is.
05A9: s$7757 = 'MACX_AG' // 8-byte strings  // ~z~Ja, gy csinltuk Salfordban
05A9: s$7759 = 'MACX_AI' // 8-byte strings  // ~z~Hirtelen eltnt s meghalt.
04AF: 145@ = unknown_wav_reference 7800 
04AF: 146@ = unknown_wav_reference 7801 
04AF: 147@ = unknown_wav_reference 7802 
04AF: 148@ = unknown_wav_reference 7803 
04AF: 149@ = unknown_wav_reference 7804 
04AF: 150@ = unknown_wav_reference 7805 
04AF: 151@ = unknown_wav_reference 7806 
04AF: 152@ = unknown_wav_reference 7807 
04AF: 153@ = unknown_wav_reference 7808 
04AF: 154@ = unknown_wav_reference 7809 
04AF: 155@ = unknown_wav_reference 7810 
04AF: 156@ = unknown_wav_reference 7811 
04AF: 157@ = unknown_wav_reference 7812 
04AF: 158@ = unknown_wav_reference 7813 
04AF: 159@ = unknown_wav_reference 7814 
04AF: 160@ = unknown_wav_reference 7815 
04AF: 161@ = unknown_wav_reference 7816 
04AF: 162@ = unknown_wav_reference 7817 
04AF: 163@ = unknown_wav_reference 7818 
04AF: 164@ = unknown_wav_reference 7819 
04AF: 165@ = unknown_wav_reference 7820 
04AF: 166@ = unknown_wav_reference 7821 
04AF: 167@ = unknown_wav_reference 7822 
04AF: 168@ = unknown_wav_reference 7823 
04AF: 169@ = unknown_wav_reference 7824 
04AF: 170@ = unknown_wav_reference 7825 
04AF: 171@ = unknown_wav_reference 7826 
04AF: 172@ = unknown_wav_reference 7827 
04AF: 173@ = unknown_wav_reference 7828 
04AF: 174@ = unknown_wav_reference 7837 
04AF: 175@ = unknown_wav_reference 7838 
04AF: 176@ = unknown_wav_reference 7839 
04AF: 177@ = unknown_wav_reference 7840 
04AF: 178@ = unknown_wav_reference 7841 
04AF: 179@ = unknown_wav_reference 7842 
04AF: 180@ = unknown_wav_reference 7843 
04AF: 181@ = unknown_wav_reference 7844 
04AF: 182@ = unknown_wav_reference 7845 
04AF: 183@ = unknown_wav_reference 7846 
04AF: 184@ = unknown_wav_reference 7847 
04AF: 185@ = unknown_wav_reference 7848 
04AF: 186@ = unknown_wav_reference 7849 
04AF: 187@ = unknown_wav_reference 7850 
04AF: 188@ = unknown_wav_reference 7851 
04AF: 189@ = unknown_wav_reference 7852 
04AF: 190@ = unknown_wav_reference 7853 
04AF: 191@ = unknown_wav_reference 7854 
04AF: 192@ = unknown_wav_reference 7855 
04AF: 193@ = unknown_wav_reference 7856 
04AF: 194@ = unknown_wav_reference 7857 
04AF: 195@ = unknown_wav_reference 7858 
04AF: 196@ = unknown_wav_reference 7859 
04AF: 197@ = unknown_wav_reference 7860 
04AF: 198@ = unknown_wav_reference 7861 
04AF: 199@ = unknown_wav_reference 7862 
04AF: 200@ = unknown_wav_reference 7863 
04AF: 201@ = unknown_wav_reference 7864 
04AF: 202@ = unknown_wav_reference 7865 
04AF: 203@ = unknown_wav_reference 7866 
04AF: 204@ = unknown_wav_reference 7867 
04AF: 205@ = unknown_wav_reference 7868 
04AF: 206@ = unknown_wav_reference 7869 
04AF: 207@ = unknown_wav_reference 7870 
04AF: 208@ = unknown_wav_reference 7871 
04AF: 209@ = unknown_wav_reference 7872 
04AF: 210@ = unknown_wav_reference 7873 
04AF: 211@ = unknown_wav_reference 7874 
04AF: 212@ = unknown_wav_reference 7875 
04AF: 213@ = unknown_wav_reference 7876 
04AF: 214@ = unknown_wav_reference 7877 
04AF: 215@ = unknown_wav_reference 7878 
04AF: 216@ = unknown_wav_reference 7879 
04AF: 217@ = unknown_wav_reference 7880 
04AF: 218@ = unknown_wav_reference 7881 
04AF: 219@ = unknown_wav_reference 7882 
04AF: 220@ = unknown_wav_reference 7883 
04AF: 221@ = unknown_wav_reference 7884 
04AF: 223@ = unknown_wav_reference 7885 
04AF: 224@ = unknown_wav_reference 7886 
04AF: 225@ = unknown_wav_reference 7887 
04AF: 226@ = unknown_wav_reference 7888 
04AF: 227@ = unknown_wav_reference 7889 
04AF: 228@ = unknown_wav_reference 7890 
04AF: 229@ = unknown_wav_reference 7891 
04AF: 230@ = unknown_wav_reference 7892 
04AF: 231@ = unknown_wav_reference 7893 
04AF: 232@ = unknown_wav_reference 7894 
04AF: 233@ = unknown_wav_reference 7895 
04AF: 235@ = unknown_wav_reference 7896 
04AF: 236@ = unknown_wav_reference 7897 
04AF: 237@ = unknown_wav_reference 7898 
04AF: 238@ = unknown_wav_reference 7900 
04AF: 239@ = unknown_wav_reference 7901 
04AF: 240@ = unknown_wav_reference 7902 
04AF: 241@ = unknown_wav_reference 7829 
04AF: 242@ = unknown_wav_reference 7830 
04AF: 243@ = unknown_wav_reference 7831 
04AF: 244@ = unknown_wav_reference 7832 
04AF: 245@ = unknown_wav_reference 7833 
04AF: 246@ = unknown_wav_reference 7834 
04AF: 247@ = unknown_wav_reference 7835 
04AF: 248@ = unknown_wav_reference 7836 
04AF: 249@ = unknown_wav_reference 23205 
04AF: 250@ = unknown_wav_reference 23206 
04AF: 251@ = unknown_wav_reference 23208 
04AF: 286@ = unknown_wav_reference 14200 
0006: 252@ = 0 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 287@ = 0 // integer values 
0006: 288@ = 0 // integer values 
0006: 283@ = 0 // integer values 
0006: 284@ = 0 // integer values 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 1 
09DD: (unknown) 2 
0001: wait 1000 ms 

:CASINO4_4043
0001: wait 0 ms 
00D6: if 
0735:   49 
004D: jump_if_false @CASINO4_4082 
00A1: put_actor $PLAYER_ACTOR at -725.0 2392.69 128.0 

:CASINO4_4082
00D6: if 
0735:   50 
004D: jump_if_false @CASINO4_4117 
00A1: put_actor $PLAYER_ACTOR at -45.0 2322.0 23.0 

:CASINO4_4117
00D6: if 
0735:   51 
004D: jump_if_false @CASINO4_4152 
00A1: put_actor $PLAYER_ACTOR at 2062.0 1362.0 10.7 

:CASINO4_4152
00D6: if 
0735:   71 
004D: jump_if_false @CASINO4_4175 
0006: 32@ = 27000 // integer values 

:CASINO4_4175
00D6: if 
0735:   99 
004D: jump_if_false @CASINO4_4249 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0007: 94@ = 0.0 // floating-point values 

:CASINO4_4249
00D6: if 
0735:   32 
004D: jump_if_false @CASINO4_4821 
0006: 252@ = 103 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_4343 
0006: 252@ = 103 // integer values 
0006: 257@ = 103 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_4343
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @CASINO4_4821 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_4704 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_4429 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_4422 
040D: unload_wav 254@ 

:CASINO4_4422
0006: 255@ = 1 // integer values 

:CASINO4_4429
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_4466 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_4466
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_4526 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_4526 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_4526
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_4704 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_4643 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_4608 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_4622 

:CASINO4_4608
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_4622
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_4704 

:CASINO4_4643
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_4704 
00D6: if 
001B:   102 > 252@ // integer values 
004D: jump_if_false @CASINO4_4704 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_4704
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_4814 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_4814 
00D6: if 
001B:   110 > 257@ // integer values 
004D: jump_if_false @CASINO4_4807 
000A: 257@ += 1 // integer values 
0085: 252@ = 257@ // integer values and handles 
01BD: 260@ = current_time_in_ms 
0002: jump @CASINO4_4814 

:CASINO4_4807
0006: 256@ = 1 // integer values 

:CASINO4_4814
0002: jump @CASINO4_4343 

:CASINO4_4821
00D6: if 
0735:   48 
004D: jump_if_false @CASINO4_4852 
0006: 32@ = 27000 // integer values 
0006: 33@ = 27000 // integer values 

:CASINO4_4852
00D6: if 
0735:   83 
004D: jump_if_false @CASINO4_4874 
0002: jump @CASINO4_45880 

:CASINO4_4874
00D6: if and
0039:   47@ == 0 // integer values 
0039:   48@ == 0 // integer values 
004D: jump_if_false @CASINO4_5063 

:CASINO4_4899
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_4923 
0001: wait 0 ms 
0002: jump @CASINO4_4899 

:CASINO4_4923
018A: 66@ = create_checkpoint_at -735.0 2398.69 126.0 
08FB: set_radar_checkpoint 66@ type_to 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 265.5486 
0373: set_camera_directly_behind_player 
00BB: text_lowpriority 'CAS4_01' 10000 ms 1  // ~s~Keresd meg~b~Pault ~s~s ~b~Maccert~s~.
0006: 48@ = 1 // integer values 
016A: fade 1 1500 ms 

:CASINO4_4992
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_5016 
0001: wait 0 ms 
0002: jump @CASINO4_4992 

:CASINO4_5016
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0038:   $2878 == 1 // integer values 
004D: jump_if_false @CASINO4_5063 
0950: trip_skip -698.0 2398.0 131.0 angle 60.0 

:CASINO4_5063
00D6: if and
0039:   47@ == 0 // integer values 
0039:   48@ == 1 // integer values 
004D: jump_if_false @CASINO4_5645 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_5112 
00D9: 77@ = actor $PLAYER_ACTOR car 

:CASINO4_5112
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 -735.0 2398.69 126.0 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_5179 
0164: disable_marker 66@ 
0006: 47@ = 1 // integer values 
0002: jump @CASINO4_5645 

:CASINO4_5179
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @CASINO4_5645 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -735.0 2398.69 126.0 radius 100.0 100.0 100.0 
004D: jump_if_false @CASINO4_5645 
00D6: if 
0038:   $2878 == 0 // integer values 
004D: jump_if_false @CASINO4_5270 
0004: $2878 = 1 // integer values 

:CASINO4_5270
04ED: load_animation "SUNBATHE" 

:CASINO4_5282
00D6: if 
84EE:   not animation "SUNBATHE" loaded 
004D: jump_if_false @CASINO4_5316 
0001: wait 0 ms 
0002: jump @CASINO4_5282 

:CASINO4_5316
009A: 71@ = create_actor 23 #SPECIAL01 at -751.1198 2395.199 128.2378 
0173: set_actor 71@ z_angle_to 246.0 
060B: unknown_actor_use_entity 71@ 38@ 
0568: set_actor 71@ targetable 1 
0446: set_actor 71@ immune_to_headshots 0 
009A: 72@ = create_actor 23 #SPECIAL02 at -752.2823 2391.054 127.8083 
0173: set_actor 72@ z_angle_to 220.2451 
060B: unknown_actor_use_entity 72@ 38@ 
02AB: set_actor 71@ immunities 0 0 0 0 1 
02AB: set_actor 72@ immunities 0 0 0 0 1 
0568: set_actor 72@ targetable 1 
0446: set_actor 72@ immune_to_headshots 0 
0615: define_action_sequences 81@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation_sequence "SBATHE_F_LIEB2SIT" from_file "SUNBATHE" 60000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 81@ 
0618: assign_actor 72@ to_action_sequences 81@ 
061B: remove_references_to_action_sequences 81@ 
0615: define_action_sequences 80@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation_sequence "SBATHE_F_LIEB2SIT" from_file "SUNBATHE" 60000.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 80@ 
0618: assign_actor 71@ to_action_sequences 80@ 
061B: remove_references_to_action_sequences 80@ 
077A: set_actor 71@ aggressive_to_pedgroup 0 type 0 
077A: set_actor 72@ aggressive_to_pedgroup 0 type 0 
0006: 44@ = 1 // integer values 

:CASINO4_5645
00D6: if and
0039:   47@ == 1 // integer values 
0039:   49@ == 0 // integer values 
004D: jump_if_false @CASINO4_6625 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:CASINO4_5684
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_5708 
0001: wait 0 ms 
0002: jump @CASINO4_5684 

:CASINO4_5708
02A3: toggle_widescreen 1 
08F5: (unknown) 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
01B5: force_weather 18 
009B: destroy_actor_instantly 71@ 
009B: destroy_actor_instantly 72@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
04EF: release_animation "SUNBATHE" 

:CASINO4_5765
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_5789 
0001: wait 0 ms 
0002: jump @CASINO4_5765 

:CASINO4_5789
0395: clear_area 1 at -738.0978 2391.592 127.9015 range 100.0 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_5897 
00D6: if 
01AF:   car 77@ 0 -738.0 2391.0 127.0 radius 10.0 10.0 5.0 
004D: jump_if_false @CASINO4_5897 
00AB: put_car 77@ at -735.0 2398.69 126.0 

:CASINO4_5897
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'CAS_4B' 

:CASINO4_5913
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_5937 
0001: wait 0 ms 
0002: jump @CASINO4_5913 

:CASINO4_5937
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO4_5946
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_5970 
0001: wait 0 ms 
0002: jump @CASINO4_5946 

:CASINO4_5970
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO4_5985
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_6009 
0001: wait 0 ms 
0002: jump @CASINO4_5985 

:CASINO4_6009
01B7: release_weather 
0709: unknown_set_entity_item 38@ 79 706 100.0 100.0 100.0 100.0 1 0 
009A: 71@ = create_actor 23 #SPECIAL01 at -751.1198 2395.199 128.2378 
060B: unknown_actor_use_entity 71@ 38@ 
0568: set_actor 71@ targetable 1 
0446: set_actor 71@ immune_to_headshots 0 
009A: 72@ = create_actor 23 #SPECIAL02 at -752.2823 2391.054 127.8083 
060B: unknown_actor_use_entity 72@ 38@ 
02AB: set_actor 71@ immunities 0 0 0 0 1 
02AB: set_actor 72@ immunities 0 0 0 0 1 
0568: set_actor 72@ targetable 1 
0446: set_actor 72@ immune_to_headshots 0 
077A: set_actor 71@ aggressive_to_pedgroup 0 type 0 
077A: set_actor 72@ aggressive_to_pedgroup 0 type 0 
08AF: (unknown) 72@ 200 
0223: set_actor 72@ health_to 200 
08AF: (unknown) 71@ 200 
0223: set_actor 71@ health_to 200 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_6300 
00A1: put_actor 72@ at -738.0978 2385.592 124.9015 
0173: set_actor 72@ z_angle_to 0.0 
00A1: put_actor 71@ at -736.8244 2385.102 125.0871 
0173: set_actor 71@ z_angle_to 0.0 

:CASINO4_6300
0247: request_model #WALTON 
0247: request_model #DWMOLC1 
0247: request_model #DWMYLC1 
04ED: load_animation "SMOKING" 
0247: request_model #COLT45 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_6395 
0687: clear_actor_task $PLAYER_ACTOR 
0687: clear_actor_task 72@ 
0687: clear_actor_task 71@ 
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 

:CASINO4_6395
00D6: if or
8248:   not model #WALTON available 
8248:   not model #DWMOLC1 available 
8248:   not model #DWMYLC1 available 
84EE:   not animation "SMOKING" loaded 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @CASINO4_6451 
0001: wait 0 ms 
0002: jump @CASINO4_6395 

:CASINO4_6451
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_6494 
00A1: put_actor $PLAYER_ACTOR at -738.0603 2388.346 125.1527 
0002: jump @CASINO4_6514 

:CASINO4_6494
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -738.0603 2388.346 125.1527 

:CASINO4_6514
0173: set_actor $PLAYER_ACTOR z_angle_to 176.0 
04ED: load_animation "PAULNMAC" 

:CASINO4_6536
00D6: if 
84EE:   not animation "PAULNMAC" loaded 
004D: jump_if_false @CASINO4_6570 
0001: wait 0 ms 
0002: jump @CASINO4_6536 

:CASINO4_6570
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
08F6: (unknown) 
016A: fade 1 1500 ms 

:CASINO4_6585
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_6609 
0001: wait 0 ms 
0002: jump @CASINO4_6585 

:CASINO4_6609
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
0006: 49@ = 1 // integer values 

:CASINO4_6625
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CASINO4_6772 
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_6772 
00BE: text_clear_all 
00D6: if and
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @CASINO4_6710 
00BB: text_lowpriority 'CAS4_47' 3000 ms 1  // ~r~Pault s Maccert megltk!
0002: jump @CASINO4_6765 

:CASINO4_6710
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_6749 
00BB: text_lowpriority 'CAS4_05' 3000 ms 1  // ~r~Maccer elpatkolt, a zens rszek nem lesznek soha mr a rgiek!
0002: jump @CASINO4_6765 

:CASINO4_6749
00BB: text_lowpriority 'CAS4_04' 3000 ms 1  // ~r~Peal teljesen elcsontosodott!

:CASINO4_6765
0002: jump @CASINO4_45862 

:CASINO4_6772
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @CASINO4_22506 
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @CASINO4_22506 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_6897 
00D9: 77@ = actor $PLAYER_ACTOR car 
01EA: 135@ = car 77@ max_passengers 
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @CASINO4_6865 
000E: 135@ -= 1 // integer values 

:CASINO4_6865
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @CASINO4_6890 
000E: 135@ -= 1 // integer values 

:CASINO4_6890
0002: jump @CASINO4_7234 

:CASINO4_6897
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_7063 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_7063 
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @CASINO4_7006 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_7006 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_6984 
0633: AS_actor 72@ exit_vehicle 

:CASINO4_6984
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 // integer values 

:CASINO4_7006
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_7063 
062E: (unknown) 72@ 1587 90@ 
00D6: if and
84A4:   not  90@ == 1 // integer values OR floating-point values 
84A4:   not  90@ == 0 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_7063 
0633: AS_actor 72@ exit_vehicle 

:CASINO4_7063
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_7213 
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @CASINO4_7156 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_7156 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_7134 
0633: AS_actor 71@ exit_vehicle 

:CASINO4_7134
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 // integer values 

:CASINO4_7156
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_7213 
062E: (unknown) 71@ 1587 90@ 
00D6: if and
84A4:   not  90@ == 1 // integer values OR floating-point values 
84A4:   not  90@ == 0 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_7213 
0633: AS_actor 71@ exit_vehicle 

:CASINO4_7213
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 135@ = 0 // integer values 

:CASINO4_7234
00D6: if 
0019:   121@ > 0 // integer values 
004D: jump_if_false @CASINO4_7336 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_7336 
00D6: if 
0019:   135@ > 1 // integer values 
004D: jump_if_false @CASINO4_7336 
0687: clear_actor_task 72@ 
0687: clear_actor_task 71@ 
0006: 274@ = 0 // integer values 
0006: 275@ = 0 // integer values 
0006: 276@ = 0 // integer values 
0006: 277@ = 0 // integer values 
0006: 121@ = 0 // integer values 

:CASINO4_7336
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @CASINO4_8643 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_8636 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_7994 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @CASINO4_7908 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 72@ radius 8.0 8.0 5.0 0 
004D: jump_if_false @CASINO4_7860 
00D6: if 
0019:   135@ > 0 // integer values 
004D: jump_if_false @CASINO4_7616 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_7609 
00D6: if 
0448:   actor 72@ in_car 77@ 
004D: jump_if_false @CASINO4_7519 
0164: disable_marker 67@ 
000E: 135@ -= 1 // integer values 
0006: 119@ = 1 // integer values 
0002: jump @CASINO4_7609 

:CASINO4_7519
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @CASINO4_7563 
05CA: AS_actor 72@ enter_car 77@ passenger_seat -1 -2 ms 
0006: 130@ = 1 // integer values 
0002: jump @CASINO4_7609 

:CASINO4_7563
062E: (unknown) 72@ 1482 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_7609 
0687: clear_actor_task 72@ 
05CA: AS_actor 72@ enter_car 77@ passenger_seat -1 -2 ms 

:CASINO4_7609
0002: jump @CASINO4_7853 

:CASINO4_7616
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_7853 
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @CASINO4_7853 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_7688 
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 // integer values 

:CASINO4_7688
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @CASINO4_7853 
0615: define_action_sequences 89@ 
05D9: AS_actor -1 run_to_actor 71@ stop_within_radius -1 2.0 ms 
0639: AS_actor -1 rotate_to_actor 71@ 
0616: define_action_sequences_end 89@ 
0618: assign_actor 72@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0615: define_action_sequences 89@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_7775 
0633: AS_actor -1 exit_vehicle 

:CASINO4_7775
05D9: AS_actor -1 run_to_actor 72@ stop_within_radius -1 2.0 ms 
0639: AS_actor -1 rotate_to_actor 72@ 
0616: define_action_sequences_end 89@ 
0618: assign_actor 71@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
00BE: text_clear_all 
00BB: text_lowpriority 'CAS4_44' 10000 ms 1  // ~s~Addig fognak harcolni, amg te tallsz egy autt, ami j lesz nekik.
0006: 282@ = 1 // integer values 
0006: 132@ = 6 // integer values 
0006: 121@ = 1 // integer values 

:CASINO4_7853
0002: jump @CASINO4_7901 

:CASINO4_7860
062E: (unknown) 72@ 1482 90@ 
00D6: if 
04A4:   90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_7894 
0687: clear_actor_task 72@ 

:CASINO4_7894
0006: 130@ = 0 // integer values 

:CASINO4_7901
0002: jump @CASINO4_7994 

:CASINO4_7908
00D6: if 
8106:   not actor $PLAYER_ACTOR near_actor_in_car 72@ radius 10.0 10.0 5.0 0 
004D: jump_if_false @CASINO4_7994 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_7965 
0633: AS_actor 72@ exit_vehicle 

:CASINO4_7965
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 130@ = 0 // integer values 
0006: 119@ = 0 // integer values 

:CASINO4_7994
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @CASINO4_8636 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_8636 
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @CASINO4_8550 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 71@ radius 8.0 8.0 5.0 0 
004D: jump_if_false @CASINO4_8502 
00D6: if 
0019:   135@ > 0 // integer values 
004D: jump_if_false @CASINO4_8258 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_8251 
00D6: if 
0448:   actor 71@ in_car 77@ 
004D: jump_if_false @CASINO4_8161 
0164: disable_marker 68@ 
000E: 135@ -= 1 // integer values 
0006: 120@ = 1 // integer values 
0002: jump @CASINO4_8251 

:CASINO4_8161
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @CASINO4_8205 
05CA: AS_actor 71@ enter_car 77@ passenger_seat -1 -2 ms 
0006: 131@ = 1 // integer values 
0002: jump @CASINO4_8251 

:CASINO4_8205
062E: (unknown) 71@ 1482 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_8251 
0687: clear_actor_task 71@ 
05CA: AS_actor 71@ enter_car 77@ passenger_seat -1 -2 ms 

:CASINO4_8251
0002: jump @CASINO4_8495 

:CASINO4_8258
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_8495 
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @CASINO4_8495 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_8330 
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 // integer values 

:CASINO4_8330
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @CASINO4_8495 
0615: define_action_sequences 89@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_8373 
0633: AS_actor -1 exit_vehicle 

:CASINO4_8373
05D9: AS_actor -1 run_to_actor 71@ stop_within_radius -1 2.0 ms 
0639: AS_actor -1 rotate_to_actor 71@ 
0616: define_action_sequences_end 89@ 
0618: assign_actor 72@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0615: define_action_sequences 89@ 
05D9: AS_actor -1 run_to_actor 72@ stop_within_radius -1 2.0 ms 
0639: AS_actor -1 rotate_to_actor 72@ 
0616: define_action_sequences_end 89@ 
0618: assign_actor 71@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
00BE: text_clear_all 
00BB: text_lowpriority 'CAS4_44' 10000 ms 1  // ~s~Addig fognak harcolni, amg te tallsz egy autt, ami j lesz nekik.
0006: 282@ = 2 // integer values 
0006: 132@ = 6 // integer values 
0006: 121@ = 1 // integer values 

:CASINO4_8495
0002: jump @CASINO4_8543 

:CASINO4_8502
062E: (unknown) 71@ 1482 90@ 
00D6: if 
04A4:   90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_8543 
0687: clear_actor_task 71@ 
0006: 131@ = 0 // integer values 

:CASINO4_8543
0002: jump @CASINO4_8636 

:CASINO4_8550
00D6: if 
8106:   not actor $PLAYER_ACTOR near_actor_in_car 71@ radius 10.0 10.0 5.0 0 
004D: jump_if_false @CASINO4_8636 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_8607 
0633: AS_actor 71@ exit_vehicle 

:CASINO4_8607
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 131@ = 0 // integer values 
0006: 120@ = 0 // integer values 

:CASINO4_8636
0002: jump @CASINO4_10220 

:CASINO4_8643
00D6: if 
0039:   121@ == 1 // integer values 
004D: jump_if_false @CASINO4_8812 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_8805 
062E: (unknown) 71@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_8805 
062E: (unknown) 72@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_8805 
04C4: create_coordinate 40@ 41@ 42@ from_actor 71@ offset 0.0 1.5 0.0 
07CD: AS_actor 72@ walk_to 40@ 41@ 42@ stop_with_angle 43@ within_radius 0.5 
0050: gosub @CASINO4_38638 
0006: 121@ = 2 // integer values 

:CASINO4_8805
0002: jump @CASINO4_10220 

:CASINO4_8812
00D6: if 
0039:   121@ == 2 // integer values 
004D: jump_if_false @CASINO4_10220 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_9169 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_8894 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_8887 
040D: unload_wav 254@ 

:CASINO4_8887
0006: 255@ = 1 // integer values 

:CASINO4_8894
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_8931 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_8931
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_8991 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_8991 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_8991
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_9169 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_9108 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_9073 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_9087 

:CASINO4_9073
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_9087
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_9169 

:CASINO4_9108
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_9169 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_9169 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_9169
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @CASINO4_9740 
00D6: if 
0039:   275@ == 0 // integer values 
004D: jump_if_false @CASINO4_9733 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_9733 
0871: init_jump_table 274@ total_jumps 5 1 @CASINO4_9661 jumps 0 @CASINO4_9281 1 @CASINO4_9325 2 @CASINO4_9409 3 @CASINO4_9493 4 @CASINO4_9577 -1 @CASINO4_9733 -1 @CASINO4_9733 

:CASINO4_9281
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_9318 
0006: 252@ = 9 // integer values 
0006: 274@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_9318
0002: jump @CASINO4_9733 

:CASINO4_9325
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_9402 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_9402 
0006: 252@ = 10 // integer values 
0006: 274@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_9402
0002: jump @CASINO4_9733 

:CASINO4_9409
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_9486 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_9486 
0006: 252@ = 11 // integer values 
0006: 274@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_9486
0002: jump @CASINO4_9733 

:CASINO4_9493
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_9570 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_9570 
0006: 252@ = 12 // integer values 
0006: 274@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_9570
0002: jump @CASINO4_9733 

:CASINO4_9577
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_9654 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_9654 
0006: 252@ = 19 // integer values 
0006: 274@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_9654
0002: jump @CASINO4_9733 

:CASINO4_9661
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_9726 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_9726 
0006: 275@ = 1 // integer values 

:CASINO4_9726
0002: jump @CASINO4_9733 

:CASINO4_9733
0002: jump @CASINO4_10220 

:CASINO4_9740
00D6: if 
0039:   282@ == 2 // integer values 
004D: jump_if_false @CASINO4_10220 
00D6: if 
0039:   277@ == 0 // integer values 
004D: jump_if_false @CASINO4_10220 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_10220 
0871: init_jump_table 276@ total_jumps 4 1 @CASINO4_10148 jumps 0 @CASINO4_9852 1 @CASINO4_9896 2 @CASINO4_9980 3 @CASINO4_10064 -1 @CASINO4_10220 -1 @CASINO4_10220 -1 @CASINO4_10220 

:CASINO4_9852
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_9889 
0006: 252@ = 13 // integer values 
0006: 276@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_9889
0002: jump @CASINO4_10220 

:CASINO4_9896
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_9973 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_9973 
0006: 252@ = 14 // integer values 
0006: 276@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_9973
0002: jump @CASINO4_10220 

:CASINO4_9980
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_10057 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_10057 
0006: 252@ = 15 // integer values 
0006: 276@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_10057
0002: jump @CASINO4_10220 

:CASINO4_10064
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_10141 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_10141 
0006: 252@ = 16 // integer values 
0006: 276@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_10141
0002: jump @CASINO4_10220 

:CASINO4_10148
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_10213 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_10213 
0006: 277@ = 1 // integer values 

:CASINO4_10213
0002: jump @CASINO4_10220 

:CASINO4_10220
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_10349 
00BE: text_clear_all 
00D6: if and
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @CASINO4_10287 
00BB: text_lowpriority 'CAS4_47' 3000 ms 1  // ~r~Pault s Maccert megltk!
0002: jump @CASINO4_10342 

:CASINO4_10287
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_10326 
00BB: text_lowpriority 'CAS4_05' 3000 ms 1  // ~r~Maccer elpatkolt, a zens rszek nem lesznek soha mr a rgiek!
0002: jump @CASINO4_10342 

:CASINO4_10326
00BB: text_lowpriority 'CAS4_04' 3000 ms 1  // ~r~Peal teljesen elcsontosodott!

:CASINO4_10342
0002: jump @CASINO4_45862 

:CASINO4_10349
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @CASINO4_11039 
00D6: if and
0039:   119@ == 0 // integer values 
0039:   120@ == 0 // integer values 
004D: jump_if_false @CASINO4_10591 
00D6: if 
0019:   135@ > 1 // integer values 
004D: jump_if_false @CASINO4_10504 
00D6: if 
8039:   not  132@ == 0 // integer values 
004D: jump_if_false @CASINO4_10497 
03D5: remove_text 'CAS4_19'  // ~s~Szksged van egy jrmre legalbb 2 utaslssel.
03D5: remove_text 'CAS4_03'  // ~s~Menj vissza s vedd fel~b~Maccert~s~!
03D5: remove_text 'CAS4_02'  // ~s~Menj vissza s keresd ~b~Pault~s~!
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_10497 
00BB: text_lowpriority 'CAS4_37' 7000 ms 1  // ~s~Menj s vedd fel~b~Pault ~s~s ~b~Maccert~s~.
0006: 132@ = 0 // integer values 

:CASINO4_10497
0002: jump @CASINO4_10591 

:CASINO4_10504
00D6: if 
8039:   not  132@ == 1 // integer values 
004D: jump_if_false @CASINO4_10591 
03D5: remove_text 'CAS4_37'  // ~s~Menj s vedd fel~b~Pault ~s~s ~b~Maccert~s~.
03D5: remove_text 'CAS4_03'  // ~s~Menj vissza s vedd fel~b~Maccert~s~!
03D5: remove_text 'CAS4_02'  // ~s~Menj vissza s keresd ~b~Pault~s~!
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_10591 
00BB: text_lowpriority 'CAS4_19' 7000 ms 1  // ~s~Szksged van egy jrmre legalbb 2 utaslssel.
0006: 132@ = 1 // integer values 

:CASINO4_10591
00D6: if and
0039:   119@ == 1 // integer values 
0039:   120@ == 0 // integer values 
004D: jump_if_false @CASINO4_10815 
00D6: if 
0019:   135@ > 0 // integer values 
004D: jump_if_false @CASINO4_10728 
00D6: if 
8039:   not  132@ == 2 // integer values 
004D: jump_if_false @CASINO4_10721 
03D5: remove_text 'CAS4_19'  // ~s~Szksged van egy jrmre legalbb 2 utaslssel.
03D5: remove_text 'CAS4_37'  // ~s~Menj s vedd fel~b~Pault ~s~s ~b~Maccert~s~.
03D5: remove_text 'CAS4_02'  // ~s~Menj vissza s keresd ~b~Pault~s~!
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_10721 
00BB: text_lowpriority 'CAS4_03' 7000 ms 1  // ~s~Menj vissza s vedd fel~b~Maccert~s~!
0006: 132@ = 2 // integer values 

:CASINO4_10721
0002: jump @CASINO4_10815 

:CASINO4_10728
00D6: if 
8039:   not  132@ == 3 // integer values 
004D: jump_if_false @CASINO4_10815 
03D5: remove_text 'CAS4_37'  // ~s~Menj s vedd fel~b~Pault ~s~s ~b~Maccert~s~.
03D5: remove_text 'CAS4_03'  // ~s~Menj vissza s vedd fel~b~Maccert~s~!
03D5: remove_text 'CAS4_02'  // ~s~Menj vissza s keresd ~b~Pault~s~!
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_10815 
00BB: text_lowpriority 'CAS4_19' 7000 ms 1  // ~s~Szksged van egy jrmre legalbb 2 utaslssel.
0006: 132@ = 3 // integer values 

:CASINO4_10815
00D6: if and
0039:   119@ == 0 // integer values 
0039:   120@ == 1 // integer values 
004D: jump_if_false @CASINO4_11039 
00D6: if 
0019:   135@ > 0 // integer values 
004D: jump_if_false @CASINO4_10952 
00D6: if 
8039:   not  132@ == 4 // integer values 
004D: jump_if_false @CASINO4_10945 
03D5: remove_text 'CAS4_19'  // ~s~Szksged van egy jrmre legalbb 2 utaslssel.
03D5: remove_text 'CAS4_03'  // ~s~Menj vissza s vedd fel~b~Maccert~s~!
03D5: remove_text 'CAS4_37'  // ~s~Menj s vedd fel~b~Pault ~s~s ~b~Maccert~s~.
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_10945 
00BB: text_lowpriority 'CAS4_02' 7000 ms 1  // ~s~Menj vissza s keresd ~b~Pault~s~!
0006: 132@ = 4 // integer values 

:CASINO4_10945
0002: jump @CASINO4_11039 

:CASINO4_10952
00D6: if 
8039:   not  132@ == 5 // integer values 
004D: jump_if_false @CASINO4_11039 
03D5: remove_text 'CAS4_37'  // ~s~Menj s vedd fel~b~Pault ~s~s ~b~Maccert~s~.
03D5: remove_text 'CAS4_03'  // ~s~Menj vissza s vedd fel~b~Maccert~s~!
03D5: remove_text 'CAS4_02'  // ~s~Menj vissza s keresd ~b~Pault~s~!
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_11039 
00BB: text_lowpriority 'CAS4_19' 7000 ms 1  // ~s~Szksged van egy jrmre legalbb 2 utaslssel.
0006: 132@ = 5 // integer values 

:CASINO4_11039
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @CASINO4_18462 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @CASINO4_18271 
00D6: if 
0019:   32@ > 30000 // integer values 
004D: jump_if_false @CASINO4_18264 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_11487 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_11158 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_11151 
040D: unload_wav 254@ 

:CASINO4_11151
0006: 255@ = 1 // integer values 

:CASINO4_11158
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_11195 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_11195
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_11309 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_11309 
03D1: play_wav 253@ 
00D6: if 
8039:   not  252@ == 65 // integer values 
004D: jump_if_false @CASINO4_11302 
00D6: if 
8039:   not  252@ == 67 // integer values 
004D: jump_if_false @CASINO4_11302 
00D6: if 
8039:   not  252@ == 78 // integer values 
004D: jump_if_false @CASINO4_11302 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 

:CASINO4_11302
0006: 255@ = 3 // integer values 

:CASINO4_11309
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_11487 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_11426 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_11391 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_11405 

:CASINO4_11391
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_11405
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_11487 

:CASINO4_11426
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_11487 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_11487 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_11487
00D6: if 
8039:   not  287@ == 0 // integer values 
004D: jump_if_false @CASINO4_11721 
00D6: if 
0039:   288@ == 0 // integer values 
004D: jump_if_false @CASINO4_11549 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO4_11542 
040D: unload_wav 3 

:CASINO4_11542
0006: 288@ = 1 // integer values 

:CASINO4_11549
00D6: if 
0039:   288@ == 1 // integer values 
004D: jump_if_false @CASINO4_11585 
03CF: load_wav 285@(287@,2i) as 3 
0006: 288@ = 2 // integer values 

:CASINO4_11585
00D6: if 
0039:   288@ == 2 // integer values 
004D: jump_if_false @CASINO4_11670 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO4_11670 
00D6: if 
0039:   287@ == 1 // integer values 
004D: jump_if_false @CASINO4_11659 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_11659 
0949: link_wav 3 to_actor 71@ 

:CASINO4_11659
03D1: play_wav 3 
0006: 288@ = 3 // integer values 

:CASINO4_11670
00D6: if 
0039:   288@ == 3 // integer values 
004D: jump_if_false @CASINO4_11721 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CASINO4_11721 
040D: unload_wav 3 
0006: 287@ = 0 // integer values 
0006: 288@ = 0 // integer values 

:CASINO4_11721
00D6: if 
001B:   5 > 122@ // integer values 
004D: jump_if_false @CASINO4_15662 
00D6: if and
8118:   not actor 72@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_15655 
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @CASINO4_12691 
00D6: if 
0039:   263@ == 1 // integer values 
004D: jump_if_false @CASINO4_12684 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_12684 
0871: init_jump_table 280@ total_jumps 8 1 @CASINO4_12583 jumps 0 @CASINO4_11937 1 @CASINO4_11995 2 @CASINO4_12079 3 @CASINO4_12163 4 @CASINO4_12247 5 @CASINO4_12331 6 @CASINO4_12415 
0872: jump_table_jumps 7 @CASINO4_12499 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 

:CASINO4_11937
0A09: (unknown) 72@ 1 
0A09: (unknown) 71@ 1 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_11988 
0006: 252@ = 62 // integer values 
0006: 280@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_11988
0002: jump @CASINO4_12684 

:CASINO4_11995
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12072 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12072 
0006: 252@ = 63 // integer values 
0006: 280@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12072
0002: jump @CASINO4_12684 

:CASINO4_12079
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12156 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12156 
0006: 252@ = 64 // integer values 
0006: 280@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12156
0002: jump @CASINO4_12684 

:CASINO4_12163
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12240 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12240 
0006: 252@ = 65 // integer values 
0006: 280@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12240
0002: jump @CASINO4_12684 

:CASINO4_12247
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12324 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12324 
0006: 252@ = 66 // integer values 
0006: 280@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12324
0002: jump @CASINO4_12684 

:CASINO4_12331
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12408 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12408 
0006: 252@ = 67 // integer values 
0006: 280@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12408
0002: jump @CASINO4_12684 

:CASINO4_12415
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12492 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12492 
0006: 252@ = 68 // integer values 
0006: 280@ = 7 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12492
0002: jump @CASINO4_12684 

:CASINO4_12499
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12576 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12576 
0006: 252@ = 69 // integer values 
0006: 280@ = 8 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12576
0002: jump @CASINO4_12684 

:CASINO4_12583
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12677 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12677 
0006: 132@ = 99 // integer values 
04ED: load_animation "FOOD" 
0006: 33@ = 0 // integer values 
0006: 280@ = 0 // integer values 
0006: 122@ = 1 // integer values 

:CASINO4_12677
0002: jump @CASINO4_12684 

:CASINO4_12684
0002: jump @CASINO4_15655 

:CASINO4_12691
00D6: if 
0039:   122@ == 1 // integer values 
004D: jump_if_false @CASINO4_14093 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @CASINO4_13925 
0871: init_jump_table 280@ total_jumps 12 1 @CASINO4_13824 jumps 0 @CASINO4_12856 1 @CASINO4_12900 2 @CASINO4_12984 3 @CASINO4_13068 4 @CASINO4_13152 5 @CASINO4_13236 6 @CASINO4_13320 
0872: jump_table_jumps 7 @CASINO4_13404 8 @CASINO4_13488 9 @CASINO4_13572 10 @CASINO4_13656 11 @CASINO4_13740 -1 @CASINO4_13918 -1 @CASINO4_13918 -1 @CASINO4_13918 -1 @CASINO4_13918 

:CASINO4_12856
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12893 
0006: 252@ = 70 // integer values 
0006: 280@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12893
0002: jump @CASINO4_13918 

:CASINO4_12900
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_12977 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_12977 
0006: 252@ = 71 // integer values 
0006: 280@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_12977
0002: jump @CASINO4_13918 

:CASINO4_12984
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13061 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13061 
0006: 252@ = 72 // integer values 
0006: 280@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13061
0002: jump @CASINO4_13918 

:CASINO4_13068
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13145 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13145 
0006: 252@ = 73 // integer values 
0006: 280@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13145
0002: jump @CASINO4_13918 

:CASINO4_13152
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13229 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13229 
0006: 252@ = 74 // integer values 
0006: 280@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13229
0002: jump @CASINO4_13918 

:CASINO4_13236
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13313 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13313 
0006: 252@ = 75 // integer values 
0006: 280@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13313
0002: jump @CASINO4_13918 

:CASINO4_13320
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13397 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13397 
0006: 252@ = 76 // integer values 
0006: 280@ = 7 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13397
0002: jump @CASINO4_13918 

:CASINO4_13404
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13481 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13481 
0006: 252@ = 77 // integer values 
0006: 280@ = 8 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13481
0002: jump @CASINO4_13918 

:CASINO4_13488
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13565 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13565 
0006: 252@ = 78 // integer values 
0006: 280@ = 9 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13565
0002: jump @CASINO4_13918 

:CASINO4_13572
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13649 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13649 
0006: 252@ = 79 // integer values 
0006: 280@ = 10 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13649
0002: jump @CASINO4_13918 

:CASINO4_13656
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13733 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13733 
0006: 252@ = 80 // integer values 
0006: 280@ = 11 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13733
0002: jump @CASINO4_13918 

:CASINO4_13740
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13817 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13817 
0006: 252@ = 81 // integer values 
0006: 280@ = 12 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_13817
0002: jump @CASINO4_13918 

:CASINO4_13824
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_13911 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_13911 
0006: 32@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 128@ = 1 // integer values 
0006: 122@ = 9999 // integer values 

:CASINO4_13911
0002: jump @CASINO4_13918 

:CASINO4_13918
0002: jump @CASINO4_14086 

:CASINO4_13925
00D6: if and
04EE:   animation "FOOD" loaded 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_14086 
0407: create_coordinate 95@ 96@ 97@ from_car 77@ offset 4.0 2.0 0.0 
0615: define_action_sequences 89@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 95@ 96@ 97@ speed 7 5000 ms 
0605: actor -1 perform_animation_sequence "EAT_VOMIT_P" from_file "FOOD" 1004.0 loop 0 0 0 0 -1 ms 
05CA: AS_actor -1 enter_car 77@ passenger_seat -1 -2 ms 
0616: define_action_sequences_end 89@ 
0618: assign_actor 72@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0006: 122@ = 2 // integer values 
0006: 124@ = 1 // integer values 

:CASINO4_14086
0002: jump @CASINO4_15655 

:CASINO4_14093
00D6: if 
8039:   not  122@ == 3 // integer values 
004D: jump_if_false @CASINO4_14961 
00D6: if 
001B:   3 > 122@ // integer values 
004D: jump_if_false @CASINO4_14961 
0871: init_jump_table 280@ total_jumps 8 1 @CASINO4_14889 jumps 0 @CASINO4_14257 1 @CASINO4_14301 2 @CASINO4_14385 3 @CASINO4_14469 4 @CASINO4_14553 5 @CASINO4_14637 6 @CASINO4_14721 
0872: jump_table_jumps 7 @CASINO4_14805 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 

:CASINO4_14257
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14294 
0006: 252@ = 70 // integer values 
0006: 280@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_14294
0002: jump @CASINO4_14961 

:CASINO4_14301
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_14378 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14378 
0006: 252@ = 71 // integer values 
0006: 280@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_14378
0002: jump @CASINO4_14961 

:CASINO4_14385
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_14462 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14462 
0006: 252@ = 72 // integer values 
0006: 280@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_14462
0002: jump @CASINO4_14961 

:CASINO4_14469
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_14546 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14546 
0006: 252@ = 73 // integer values 
0006: 280@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_14546
0002: jump @CASINO4_14961 

:CASINO4_14553
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_14630 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14630 
0006: 252@ = 74 // integer values 
0006: 280@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_14630
0002: jump @CASINO4_14961 

:CASINO4_14637
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_14714 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14714 
0006: 252@ = 75 // integer values 
0006: 280@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_14714
0002: jump @CASINO4_14961 

:CASINO4_14721
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_14798 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14798 
0006: 252@ = 76 // integer values 
0006: 280@ = 7 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_14798
0002: jump @CASINO4_14961 

:CASINO4_14805
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_14882 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14882 
0006: 252@ = 77 // integer values 
0006: 280@ = 8 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_14882
0002: jump @CASINO4_14961 

:CASINO4_14889
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_14954 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_14954 
0006: 281@ = 1 // integer values 

:CASINO4_14954
0002: jump @CASINO4_14961 

:CASINO4_14961
00D6: if 
0039:   122@ == 2 // integer values 
004D: jump_if_false @CASINO4_15183 
062E: (unknown) 72@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_15051 
04EF: release_animation "FOOD" 
0006: 122@ = 5 // integer values 
0006: 128@ = 1 // integer values 
0006: 124@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @CASINO4_15176 

:CASINO4_15051
00D6: if 
0611:   actor 72@ animation_is "EAT_VOMIT_P" 
004D: jump_if_false @CASINO4_15176 
04C4: create_coordinate 95@ 96@ 97@ from_actor 72@ offset 0.355 -0.116 0.048 
0613: 94@ = actor 72@ animation "EAT_VOMIT_P" time 
064B: 136@ = create_particle "PUKE" at 95@ 96@ 97@ 1 
0006: 134@ = 0 // integer values 
0007: 94@ = 0.0 // floating-point values 
0006: 122@ = 3 // integer values 

:CASINO4_15176
0002: jump @CASINO4_15655 

:CASINO4_15183
00D6: if 
0039:   122@ == 3 // integer values 
004D: jump_if_false @CASINO4_15555 
062E: (unknown) 72@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_15301 
04EF: release_animation "FOOD" 
0006: 122@ = 5 // integer values 
0006: 128@ = 1 // integer values 
0006: 124@ = 0 // integer values 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @CASINO4_15294 
064E: (unknown) 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 // integer values 

:CASINO4_15294
0006: 32@ = 0 // integer values 

:CASINO4_15301
00D6: if 
8043:   not  94@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO4_15510 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @CASINO4_15403 
00D6: if 
0031:   94@ >= 0.42 // floating-point values 
004D: jump_if_false @CASINO4_15403 
064C: make_particle 136@ visible 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_15396 
0006: 252@ = 78 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_15396
0006: 134@ = 1 // integer values 

:CASINO4_15403
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_15493 
00D6: if 
0611:   actor 72@ animation_is "EAT_VOMIT_P" 
004D: jump_if_false @CASINO4_15476 
0613: 94@ = actor 72@ animation "EAT_VOMIT_P" time 
0002: jump @CASINO4_15486 

:CASINO4_15476
0007: 94@ = 1.0 // floating-point values 

:CASINO4_15486
0002: jump @CASINO4_15503 

:CASINO4_15493
0007: 94@ = 1.0 // floating-point values 

:CASINO4_15503
0002: jump @CASINO4_15548 

:CASINO4_15510
064E: (unknown) 136@ 
0650: destroy_particle 136@ 
0006: 32@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 122@ = 4 // integer values 

:CASINO4_15548
0002: jump @CASINO4_15655 

:CASINO4_15555
062E: (unknown) 72@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_15655 
04EF: release_animation "FOOD" 
0006: 122@ = 5 // integer values 
0006: 128@ = 1 // integer values 
0006: 124@ = 0 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @CASINO4_15655 
064E: (unknown) 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 // integer values 

:CASINO4_15655
0002: jump @CASINO4_18264 

:CASINO4_15662
00D6: if 
001B:   5 > 123@ // integer values 
004D: jump_if_false @CASINO4_18208 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_18201 
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @CASINO4_16308 
00D6: if 
0039:   265@ == 1 // integer values 
004D: jump_if_false @CASINO4_16294 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_16294 
0871: init_jump_table 278@ total_jumps 5 1 @CASINO4_16193 jumps 0 @CASINO4_15813 1 @CASINO4_15857 2 @CASINO4_15941 3 @CASINO4_16025 4 @CASINO4_16109 -1 @CASINO4_16294 -1 @CASINO4_16294 

:CASINO4_15813
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_15850 
0006: 252@ = 50 // integer values 
0006: 278@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_15850
0002: jump @CASINO4_16294 

:CASINO4_15857
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_15934 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_15934 
0006: 252@ = 51 // integer values 
0006: 278@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_15934
0002: jump @CASINO4_16294 

:CASINO4_15941
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16018 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16018 
0006: 252@ = 52 // integer values 
0006: 278@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16018
0002: jump @CASINO4_16294 

:CASINO4_16025
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16102 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16102 
0006: 252@ = 53 // integer values 
0006: 278@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16102
0002: jump @CASINO4_16294 

:CASINO4_16109
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16186 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16186 
0006: 252@ = 54 // integer values 
0006: 278@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16186
0002: jump @CASINO4_16294 

:CASINO4_16193
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16287 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16287 
0006: 132@ = 99 // integer values 
04ED: load_animation "FOOD" 
0006: 33@ = 0 // integer values 
0006: 278@ = 0 // integer values 
0006: 123@ = 1 // integer values 

:CASINO4_16287
0002: jump @CASINO4_16294 

:CASINO4_16294
0006: 279@ = 0 // integer values 
0002: jump @CASINO4_18201 

:CASINO4_16308
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @CASINO4_17262 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @CASINO4_17011 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_17004 
0871: init_jump_table 278@ total_jumps 6 1 @CASINO4_16892 jumps 0 @CASINO4_16421 1 @CASINO4_16465 2 @CASINO4_16549 3 @CASINO4_16640 4 @CASINO4_16724 5 @CASINO4_16808 -1 @CASINO4_17004 

:CASINO4_16421
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16458 
0006: 252@ = 55 // integer values 
0006: 278@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16458
0002: jump @CASINO4_17004 

:CASINO4_16465
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16542 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16542 
0006: 252@ = 56 // integer values 
0006: 278@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16542
0002: jump @CASINO4_17004 

:CASINO4_16549
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16633 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16633 
0006: 252@ = 57 // integer values 
0006: 278@ = 5 // integer values 
0006: 287@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16633
0002: jump @CASINO4_17004 

:CASINO4_16640
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16717 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16717 
0006: 252@ = 58 // integer values 
0006: 278@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16717
0002: jump @CASINO4_17004 

:CASINO4_16724
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16801 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16801 
0006: 252@ = 58 // integer values 
0006: 278@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16801
0002: jump @CASINO4_17004 

:CASINO4_16808
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16885 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16885 
0006: 252@ = 59 // integer values 
0006: 278@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_16885
0002: jump @CASINO4_17004 

:CASINO4_16892
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_16997 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_16997 
0006: 132@ = 99 // integer values 
0006: 32@ = 0 // integer values 
040D: unload_wav 3 
0006: 287@ = 0 // integer values 
0006: 288@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 123@ = 9999 // integer values 

:CASINO4_16997
0002: jump @CASINO4_17004 

:CASINO4_17004
0002: jump @CASINO4_17255 

:CASINO4_17011
00D6: if and
04EE:   animation "PAULNMAC" loaded 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_17255 
0407: create_coordinate 95@ 96@ 97@ from_car 77@ offset 4.0 2.0 0.0 
0615: define_action_sequences 89@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 95@ 96@ 97@ speed 7 5000 ms 
0605: actor -1 perform_animation_sequence "PISS_IN" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PISS_LOOP" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PISS_OUT" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
05CA: AS_actor -1 enter_car 77@ passenger_seat -1 -2 ms 
0616: define_action_sequences_end 89@ 
0618: assign_actor 71@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0006: 123@ = 2 // integer values 
0006: 125@ = 1 // integer values 

:CASINO4_17255
0002: jump @CASINO4_18201 

:CASINO4_17262
00D6: if 
0039:   123@ == 2 // integer values 
004D: jump_if_false @CASINO4_17570 
062E: (unknown) 71@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_17330 
0006: 123@ = 5 // integer values 
0006: 125@ = 0 // integer values 
0002: jump @CASINO4_17563 

:CASINO4_17330
00D6: if 
04A4:   90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_17413 
0646: (unknown) 71@ 90@ 
00D6: if 
0019:   90@ > 4 // integer values 
004D: jump_if_false @CASINO4_17413 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @CASINO4_17413 
064E: (unknown) 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 // integer values 

:CASINO4_17413
00D6: if 
0611:   actor 71@ animation_is "PISS_IN" 
004D: jump_if_false @CASINO4_17563 
04C4: create_coordinate 95@ 96@ 97@ from_actor 71@ offset 0.0 0.0 -0.2 
0613: 94@ = actor 71@ animation "PISS_IN" time 
066A: 137@ = attach_particle "PETROLCAN" to_actor 71@ offset 0.0 0.116 0.048 rotation 95@ 96@ 97@ 1 
0883: (unknown) 137@ 71@ 1 
0007: 94@ = 0.0 // floating-point values 
0006: 123@ = 3 // integer values 
0006: 133@ = 0 // integer values 

:CASINO4_17563
0002: jump @CASINO4_18201 

:CASINO4_17570
00D6: if 
0039:   123@ == 3 // integer values 
004D: jump_if_false @CASINO4_17925 
062E: (unknown) 71@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_17677 
0006: 123@ = 5 // integer values 
0006: 125@ = 0 // integer values 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @CASINO4_17670 
064E: (unknown) 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 // integer values 

:CASINO4_17670
0002: jump @CASINO4_17760 

:CASINO4_17677
00D6: if 
04A4:   90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_17760 
0646: (unknown) 71@ 90@ 
00D6: if 
0019:   90@ > 4 // integer values 
004D: jump_if_false @CASINO4_17760 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @CASINO4_17760 
064E: (unknown) 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 // integer values 

:CASINO4_17760
00D6: if 
0611:   actor 71@ animation_is "PISS_IN" 
004D: jump_if_false @CASINO4_17918 
0613: 94@ = actor 71@ animation "PISS_IN" time 
00D6: if 
8043:   not  94@ == 1.0 // floating-point values 
004D: jump_if_false @CASINO4_17918 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @CASINO4_17918 
00D6: if 
0031:   94@ >= 0.6 // floating-point values 
004D: jump_if_false @CASINO4_17918 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_17892 
0006: 252@ = 60 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_17892
064C: make_particle 137@ visible 
0006: 287@ = 1 // integer values 
0006: 133@ = 1 // integer values 
0006: 123@ = 4 // integer values 

:CASINO4_17918
0002: jump @CASINO4_18201 

:CASINO4_17925
062E: (unknown) 71@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_18014 
0006: 123@ = 5 // integer values 
0006: 125@ = 0 // integer values 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @CASINO4_18007 
064E: (unknown) 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 // integer values 

:CASINO4_18007
0002: jump @CASINO4_18097 

:CASINO4_18014
00D6: if 
04A4:   90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_18097 
0646: (unknown) 71@ 90@ 
00D6: if 
0019:   90@ > 4 // integer values 
004D: jump_if_false @CASINO4_18097 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @CASINO4_18097 
064E: (unknown) 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 // integer values 

:CASINO4_18097
00D6: if 
0611:   actor 71@ animation_is "PISS_OUT" 
004D: jump_if_false @CASINO4_18201 
0613: 94@ = actor 71@ animation "PISS_OUT" time 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @CASINO4_18201 
00D6: if 
0031:   94@ >= 0.42 // floating-point values 
004D: jump_if_false @CASINO4_18201 
064E: (unknown) 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 // integer values 

:CASINO4_18201
0002: jump @CASINO4_18264 

:CASINO4_18208
0006: 125@ = 0 // integer values 
0006: 126@ = 1 // integer values 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_18264 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) 72@ 0 
0A09: (unknown) 71@ 0 

:CASINO4_18264
0002: jump @CASINO4_18455 

:CASINO4_18271
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @CASINO4_18359 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_18317 
0687: clear_actor_task 71@ 
0A09: (unknown) 71@ 0 

:CASINO4_18317
064E: (unknown) 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 123@ = 5 // integer values 
0006: 125@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 126@ = 1 // integer values 

:CASINO4_18359
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @CASINO4_18455 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_18405 
0687: clear_actor_task 72@ 
0A09: (unknown) 72@ 0 

:CASINO4_18405
064E: (unknown) 136@ 
0650: destroy_particle 136@ 
040D: unload_wav 3 
04EF: release_animation "FOOD" 
0006: 122@ = 5 // integer values 
0006: 128@ = 1 // integer values 
0006: 124@ = 0 // integer values 
0006: 134@ = 0 // integer values 

:CASINO4_18455
0002: jump @CASINO4_18532 

:CASINO4_18462
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @CASINO4_18497 
064E: (unknown) 137@ 
0650: destroy_particle 137@ 
0006: 133@ = 0 // integer values 

:CASINO4_18497
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @CASINO4_18532 
064E: (unknown) 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 // integer values 

:CASINO4_18532
00D6: if and
0039:   120@ == 1 // integer values 
0039:   119@ == 1 // integer values 
004D: jump_if_false @CASINO4_18733 
0006: 129@ = 1 // integer values 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @CASINO4_18726 
00D6: if and
0039:   124@ == 0 // integer values 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CASINO4_18726 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_18726 
00D6: if and
0448:   actor 72@ in_car 77@ 
0448:   actor 71@ in_car 77@ 
004D: jump_if_false @CASINO4_18726 
0006: 32@ = 0 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'CAS4_16' 8000 ms 1  // ~s~Vidd Pault s Maccert a ~y~kgyfarmra~s~.
018A: 70@ = create_checkpoint_at -24.0 2331.0 24.0 
0006: 52@ = 1 // integer values 
0006: 272@ = 0 // integer values 
0006: 273@ = 0 // integer values 

:CASINO4_18726
0002: jump @CASINO4_20438 

:CASINO4_18733
0006: 129@ = 0 // integer values 
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @CASINO4_18770 
0164: disable_marker 70@ 
0006: 52@ = 0 // integer values 

:CASINO4_18770
00D6: if 
0039:   272@ == 0 // integer values 
004D: jump_if_false @CASINO4_19152 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_19152 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_18852 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_18845 
040D: unload_wav 254@ 

:CASINO4_18845
0006: 255@ = 1 // integer values 

:CASINO4_18852
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_18889 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_18889
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_18974 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_18974 
03D1: play_wav 253@ 
00D6: if or
0039:   252@ == 7 // integer values 
0039:   252@ == 8 // integer values 
004D: jump_if_false @CASINO4_18967 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 

:CASINO4_18967
0006: 255@ = 3 // integer values 

:CASINO4_18974
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_19152 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_19091 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_19056 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_19070 

:CASINO4_19056
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_19070
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_19152 

:CASINO4_19091
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_19152 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_19152 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_19152
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_20438 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_20438 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 sphere 0 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_20410 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_20007 
0006: 284@ = 0 // integer values 
0006: 283@ = 1 // integer values 
00D6: if 
0039:   272@ == 0 // integer values 
004D: jump_if_false @CASINO4_20000 
00D6: if and
0039:   120@ == 1 // integer values 
0039:   119@ == 0 // integer values 
004D: jump_if_false @CASINO4_19542 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_19542 
0871: init_jump_table 273@ total_jumps 1 1 @CASINO4_19463 jumps 0 @CASINO4_19419 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 

:CASINO4_19419
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_19456 
0006: 252@ = 40 // integer values 
0006: 273@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_19456
0002: jump @CASINO4_19542 

:CASINO4_19463
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_19535 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_19535 
0006: 273@ = 0 // integer values 
0006: 272@ = 1 // integer values 

:CASINO4_19535
0002: jump @CASINO4_19542 

:CASINO4_19542
00D6: if and
0039:   120@ == 0 // integer values 
0039:   119@ == 1 // integer values 
004D: jump_if_false @CASINO4_19789 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_19789 
0871: init_jump_table 273@ total_jumps 1 1 @CASINO4_19710 jumps 0 @CASINO4_19666 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 

:CASINO4_19666
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_19703 
0006: 252@ = 39 // integer values 
0006: 273@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_19703
0002: jump @CASINO4_19789 

:CASINO4_19710
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_19782 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_19782 
0006: 273@ = 0 // integer values 
0006: 272@ = 1 // integer values 

:CASINO4_19782
0002: jump @CASINO4_19789 

:CASINO4_19789
00D6: if and
0039:   120@ == 0 // integer values 
0039:   119@ == 0 // integer values 
004D: jump_if_false @CASINO4_20000 
0871: init_jump_table 273@ total_jumps 1 1 @CASINO4_19921 jumps 0 @CASINO4_19877 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 

:CASINO4_19877
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_19914 
0006: 252@ = 38 // integer values 
0006: 273@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_19914
0002: jump @CASINO4_20000 

:CASINO4_19921
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_19993 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_19993 
0006: 273@ = 0 // integer values 
0006: 272@ = 1 // integer values 

:CASINO4_19993
0002: jump @CASINO4_20000 

:CASINO4_20000
0002: jump @CASINO4_20403 

:CASINO4_20007
0006: 272@ = 0 // integer values 
0006: 273@ = 0 // integer values 
00D6: if 
0039:   284@ == 0 // integer values 
004D: jump_if_false @CASINO4_20403 
0871: init_jump_table 283@ total_jumps 2 1 @CASINO4_20293 jumps 0 @CASINO4_20102 1 @CASINO4_20175 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 

:CASINO4_20102
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_20168 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_20149 
0968: actor 71@ stop_mouth 
0967: actor 71@ move_mouth 3000 

:CASINO4_20149
0006: 252@ = 7 // integer values 
0006: 283@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_20168
0002: jump @CASINO4_20403 

:CASINO4_20175
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_20286 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_20286 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_20267 
0968: actor 71@ stop_mouth 
0967: actor 72@ move_mouth 3000 

:CASINO4_20267
0006: 252@ = 8 // integer values 
0006: 283@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_20286
0002: jump @CASINO4_20403 

:CASINO4_20293
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_20396 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_20396 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_20382 
0968: actor 71@ stop_mouth 
0968: actor 72@ stop_mouth 

:CASINO4_20382
0006: 283@ = 0 // integer values 
0006: 284@ = 1 // integer values 

:CASINO4_20396
0002: jump @CASINO4_20403 

:CASINO4_20403
0002: jump @CASINO4_20438 

:CASINO4_20410
0006: 272@ = 0 // integer values 
0006: 273@ = 0 // integer values 
0006: 284@ = 0 // integer values 
0006: 283@ = 1 // integer values 

:CASINO4_20438
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @CASINO4_22506 
00D6: if and
0039:   124@ == 0 // integer values 
0039:   125@ == 0 // integer values 
004D: jump_if_false @CASINO4_22476 
00D6: if 
0039:   265@ == 0 // integer values 
004D: jump_if_false @CASINO4_22469 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_20838 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_20563 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_20556 
040D: unload_wav 254@ 

:CASINO4_20556
0006: 255@ = 1 // integer values 

:CASINO4_20563
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_20600 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_20600
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_20660 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_20660 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_20660
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_20838 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_20777 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_20742 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_20756 

:CASINO4_20742
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_20756
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_20838 

:CASINO4_20777
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_20838 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_20838 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_20838
00D6: if 
0039:   263@ == 0 // integer values 
004D: jump_if_false @CASINO4_21502 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_21495 
0871: init_jump_table 262@ total_jumps 5 1 @CASINO4_21354 jumps 0 @CASINO4_20932 1 @CASINO4_21018 2 @CASINO4_21102 3 @CASINO4_21186 4 @CASINO4_21270 -1 @CASINO4_21495 -1 @CASINO4_21495 

:CASINO4_20932
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21011 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_20992 
0A09: (unknown) 72@ 1 
0A09: (unknown) 71@ 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:CASINO4_20992
0006: 252@ = 20 // integer values 
0006: 262@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21011
0002: jump @CASINO4_21495 

:CASINO4_21018
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_21095 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21095 
0006: 252@ = 21 // integer values 
0006: 262@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21095
0002: jump @CASINO4_21495 

:CASINO4_21102
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_21179 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21179 
0006: 252@ = 22 // integer values 
0006: 262@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21179
0002: jump @CASINO4_21495 

:CASINO4_21186
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_21263 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21263 
0006: 252@ = 23 // integer values 
0006: 262@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21263
0002: jump @CASINO4_21495 

:CASINO4_21270
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_21347 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21347 
0006: 252@ = 24 // integer values 
0006: 262@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21347
0002: jump @CASINO4_21495 

:CASINO4_21354
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_21488 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21488 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_21454 
0A09: (unknown) 72@ 0 
0A09: (unknown) 71@ 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:CASINO4_21454
0006: 263@ = 1 // integer values 
00D6: if 
0019:   32@ > 25000 // integer values 
004D: jump_if_false @CASINO4_21488 
0006: 32@ = 25000 // integer values 

:CASINO4_21488
0002: jump @CASINO4_21495 

:CASINO4_21495
0002: jump @CASINO4_22469 

:CASINO4_21502
00D6: if and
0039:   265@ == 0 // integer values 
0039:   128@ == 1 // integer values 
004D: jump_if_false @CASINO4_22469 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_22469 
0871: init_jump_table 264@ total_jumps 8 1 @CASINO4_22335 jumps 0 @CASINO4_21668 1 @CASINO4_21747 2 @CASINO4_21831 3 @CASINO4_21915 4 @CASINO4_21999 5 @CASINO4_22083 6 @CASINO4_22167 
0872: jump_table_jumps 7 @CASINO4_22251 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 

:CASINO4_21668
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21740 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_21721 
0A09: (unknown) 72@ 1 
0A09: (unknown) 71@ 1 

:CASINO4_21721
0006: 252@ = 25 // integer values 
0006: 264@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21740
0002: jump @CASINO4_22469 

:CASINO4_21747
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_21824 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21824 
0006: 252@ = 26 // integer values 
0006: 264@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21824
0002: jump @CASINO4_22469 

:CASINO4_21831
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_21908 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21908 
0006: 252@ = 27 // integer values 
0006: 264@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21908
0002: jump @CASINO4_22469 

:CASINO4_21915
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_21992 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_21992 
0006: 252@ = 28 // integer values 
0006: 264@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_21992
0002: jump @CASINO4_22469 

:CASINO4_21999
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_22076 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_22076 
0006: 252@ = 29 // integer values 
0006: 264@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_22076
0002: jump @CASINO4_22469 

:CASINO4_22083
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_22160 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_22160 
0006: 252@ = 30 // integer values 
0006: 264@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_22160
0002: jump @CASINO4_22469 

:CASINO4_22167
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_22244 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_22244 
0006: 252@ = 31 // integer values 
0006: 264@ = 7 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_22244
0002: jump @CASINO4_22469 

:CASINO4_22251
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_22328 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_22328 
0006: 252@ = 32 // integer values 
0006: 264@ = 8 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_22328
0002: jump @CASINO4_22469 

:CASINO4_22335
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_22462 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_22462 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_22428 
0A09: (unknown) 72@ 0 
0A09: (unknown) 71@ 0 

:CASINO4_22428
0006: 265@ = 1 // integer values 
00D6: if 
0019:   32@ > 25000 // integer values 
004D: jump_if_false @CASINO4_22462 
0006: 32@ = 25000 // integer values 

:CASINO4_22462
0002: jump @CASINO4_22469 

:CASINO4_22469
0002: jump @CASINO4_22506 

:CASINO4_22476
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @CASINO4_22506 
0164: disable_marker 70@ 
0006: 52@ = 0 // integer values 

:CASINO4_22506
00D6: if and
0039:   49@ == 1 // integer values 
0039:   60@ == 0 // integer values 
004D: jump_if_false @CASINO4_22724 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -32.0 2337.0 24.0 radius 100.0 100.0 20.0 
004D: jump_if_false @CASINO4_22724 
0674: set_car_model #WALTON numberplate "__TIM___" 
00A5: 78@ = create_car #WALTON at -50.0 2358.0 24.0 
020A: set_car 78@ door_status_to 3 
03F5: unknown_prepare_car 78@ for_explosion flag 0 
0175: set_car 78@ z_angle_to 188.0 
0519: lock_vehicle 78@ in_current_position 1 
0674: set_car_model #WALTON numberplate "_TAMMY__" 
00A5: 79@ = create_car #WALTON at -46.0 2355.0 24.0 
020A: set_car 79@ door_status_to 3 
0175: set_car 79@ z_angle_to 188.0 
0519: lock_vehicle 79@ in_current_position 1 
03F5: unknown_prepare_car 79@ for_explosion flag 0 
0006: 60@ = 1 // integer values 

:CASINO4_22724
00D6: if and
0039:   52@ == 1 // integer values 
0039:   51@ == 0 // integer values 
0039:   49@ == 1 // integer values 
004D: jump_if_false @CASINO4_29660 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_29660 
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 72@ 0 -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 71@ 0 -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_29660 
0164: disable_marker 70@ 
00BE: text_clear_all 
015F: set_camera_position -21.46 2335.33 23.52 0.0 0.0 0.0 
0160: point_camera -49.14 2356.75 26.09 2 
08F5: (unknown) 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 1 at -24.0 2331.0 24.0 range 50.0 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04ED: load_animation "SMOKING" 
0247: request_model #COLT45 

:CASINO4_23037
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO4_23075 
0001: wait 0 ms 
0002: jump @CASINO4_23037 

:CASINO4_23075
009A: 73@ = create_actor 25 #DWMOLC1 at -32.3702 2348.239 23.1328 
0173: set_actor 73@ z_angle_to 180.1098 
0770: (unknown) 73@ 1 
01B2: give_actor 73@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_action_sequences 109@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 73@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 
009A: 74@ = create_actor 25 #DWMYLC1 at -34.288 2350.204 23.1328 
0173: set_actor 74@ z_angle_to 177.5823 
0770: (unknown) 74@ 1 
01B2: give_actor 74@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_action_sequences 109@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 74@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 
015F: set_camera_position -21.46 2335.33 23.52 0.0 0.0 0.0 
0160: point_camera -49.14 2356.75 26.09 2 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_23661 
0395: clear_area 1 at -25.7433 2334.629 23.1328 range 100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_23485 
00D9: 77@ = actor $PLAYER_ACTOR car 
00AF: set_car 77@ driver_behaviour_to 10 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -25.7433 2334.629 23.1328 
00AB: put_car 77@ at -24.0 2331.0 24.0 
0002: jump @CASINO4_23505 

:CASINO4_23485
00A1: put_actor $PLAYER_ACTOR at -25.7433 2334.629 23.1328 

:CASINO4_23505
0173: set_actor $PLAYER_ACTOR z_angle_to 35.8419 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_23558 
0362: remove_actor 72@ from_car_and_place_at -23.6752 2335.531 23.1328 
0002: jump @CASINO4_23578 

:CASINO4_23558
00A1: put_actor 72@ at -23.6752 2334.531 23.1328 

:CASINO4_23578
0173: set_actor 72@ z_angle_to 35.8419 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_23631 
0362: remove_actor 71@ from_car_and_place_at -27.9403 2335.105 23.1328 
0002: jump @CASINO4_23651 

:CASINO4_23631
00A1: put_actor 71@ at -27.9403 2334.105 23.1328 

:CASINO4_23651
0173: set_actor 71@ z_angle_to 35.8419 

:CASINO4_23661
0615: define_action_sequences 82@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_23686 
0633: AS_actor -1 exit_vehicle 

:CASINO4_23686
05D3: AS_actor -1 go_to_point -31.7411 2342.68 23.125 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 35.5196 
0616: define_action_sequences_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 82@ 
061B: remove_references_to_action_sequences 82@ 
0708: unknown_add_entity_item 38@ 13 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_23862 
02AB: set_actor 71@ immunities 1 1 1 1 1 
06C9: remove_actor 71@ from_group 
0615: define_action_sequences 80@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_23804 
0633: AS_actor -1 exit_vehicle 

:CASINO4_23804
05D3: AS_actor -1 go_to_point -33.0398 2342.354 23.125 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 37.553 
0616: define_action_sequences_end 80@ 
0618: assign_actor 71@ to_action_sequences 80@ 
061B: remove_references_to_action_sequences 80@ 
060B: unknown_actor_use_entity 71@ 38@ 

:CASINO4_23862
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_23981 
02AB: set_actor 72@ immunities 1 1 1 1 1 
06C9: remove_actor 72@ from_group 
0615: define_action_sequences 81@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_23923 
0633: AS_actor -1 exit_vehicle 

:CASINO4_23923
05D3: AS_actor -1 go_to_point -30.0669 2344.002 23.125 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 19.556 
0616: define_action_sequences_end 81@ 
0618: assign_actor 72@ to_action_sequences 81@ 
061B: remove_references_to_action_sequences 81@ 
060B: unknown_actor_use_entity 72@ 38@ 

:CASINO4_23981
0006: 252@ = 0 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:CASINO4_24058
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @CASINO4_24877 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_24419 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_24144 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_24137 
040D: unload_wav 254@ 

:CASINO4_24137
0006: 255@ = 1 // integer values 

:CASINO4_24144
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_24181 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_24181
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_24241 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_24241 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_24241
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_24419 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_24358 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_24323 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_24337 

:CASINO4_24323
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_24337
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_24419 

:CASINO4_24358
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_24419 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_24419 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_24419
0871: init_jump_table 257@ total_jumps 3 1 @CASINO4_24777 jumps 0 @CASINO4_24482 1 @CASINO4_24539 2 @CASINO4_24659 -1 @CASINO4_24870 -1 @CASINO4_24870 -1 @CASINO4_24870 -1 @CASINO4_24870 

:CASINO4_24482
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_24532 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0006: 252@ = 33 // integer values 
0006: 257@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_24532
0002: jump @CASINO4_24870 

:CASINO4_24539
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_24652 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_24652 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_24626 
0968: actor 71@ stop_mouth 
0967: actor 71@ move_mouth 3000 

:CASINO4_24626
0006: 252@ = 34 // integer values 
0006: 257@ = 2 // integer values 
0707: start_scene_skip_to @CASINO4_27883 
01BD: 260@ = current_time_in_ms 

:CASINO4_24652
0002: jump @CASINO4_24870 

:CASINO4_24659
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_24770 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_24770 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_24751 
0968: actor 71@ stop_mouth 
0967: actor 72@ move_mouth 3000 

:CASINO4_24751
0006: 252@ = 35 // integer values 
0006: 257@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_24770
0002: jump @CASINO4_24870 

:CASINO4_24777
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_24863 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_24863 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_24856 
0968: actor 72@ stop_mouth 

:CASINO4_24856
0006: 256@ = 1 // integer values 

:CASINO4_24863
0002: jump @CASINO4_24870 

:CASINO4_24870
0002: jump @CASINO4_24058 

:CASINO4_24877
0006: 53@ = 0 // integer values 

:CASINO4_24884
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @CASINO4_24976 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 -31.7411 2342.68 23.125 radius 3.0 3.0 3.0 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @CASINO4_24965 
0006: 53@ = 1 // integer values 

:CASINO4_24965
0001: wait 0 ms 
0002: jump @CASINO4_24884 

:CASINO4_24976
00A1: put_actor $PLAYER_ACTOR at -31.7411 2342.68 23.125 
0173: set_actor $PLAYER_ACTOR z_angle_to 37.553 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_25057 
0687: clear_actor_task 72@ 
00A1: put_actor 72@ at -30.0669 2344.002 23.125 
0173: set_actor 72@ z_angle_to 19.556 

:CASINO4_25057
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_25108 
0687: clear_actor_task 71@ 
00A1: put_actor 71@ at -33.0398 2342.354 23.125 
0173: set_actor 71@ z_angle_to 37.553 

:CASINO4_25108
015F: set_camera_position -29.85 2341.05 23.81 0.0 0.0 0.0 
0160: point_camera -48.53 2366.47 31.65 2 
0247: request_model #DWFOLC 
0247: request_model #DWMOLC2 
04ED: load_animation "MISC" 
00D6: if and
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_25239 
0615: define_action_sequences 82@ 
05BF: AS_actor -1 look_at_actor 73@ 3000 ms 
05BF: AS_actor -1 look_at_actor 74@ 3000 ms 
0616: define_action_sequences_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 82@ 
061B: remove_references_to_action_sequences 82@ 

:CASINO4_25239
0006: 252@ = 0 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 

:CASINO4_25309
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @CASINO4_27883 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_25754 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_25395 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_25388 
040D: unload_wav 254@ 

:CASINO4_25388
0006: 255@ = 1 // integer values 

:CASINO4_25395
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_25432 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_25432
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_25492 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_25492 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_25492
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_25754 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_25693 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_25574 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_25588 

:CASINO4_25574
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_25588
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_25609 
0968: actor 75@ stop_mouth 

:CASINO4_25609
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_25630 
0968: actor 73@ stop_mouth 

:CASINO4_25630
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_25651 
0968: actor 76@ stop_mouth 

:CASINO4_25651
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_25672 
0968: actor 74@ stop_mouth 

:CASINO4_25672
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_25754 

:CASINO4_25693
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_25754 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_25754 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_25754
0871: init_jump_table 257@ total_jumps 8 1 @CASINO4_27804 jumps 0 @CASINO4_25882 1 @CASINO4_25950 2 @CASINO4_26183 3 @CASINO4_26291 4 @CASINO4_26966 5 @CASINO4_27074 6 @CASINO4_27296 
0872: jump_table_jumps 7 @CASINO4_27570 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 

:CASINO4_25882
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_25943 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_25924 
0967: actor 73@ move_mouth 10000 

:CASINO4_25924
0006: 252@ = 103 // integer values 
0006: 257@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_25943
0002: jump @CASINO4_27876 

:CASINO4_25950
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_26176 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_26176 
00D6: if 
04EE:   animation "MISC" loaded 
004D: jump_if_false @CASINO4_26168 
0647: unknown_action_sequence $PLAYER_ACTOR 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_26118 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 71@ 6000 ms 
05BF: AS_actor 72@ look_at_actor 71@ 6000 ms 
0615: define_action_sequences 82@ 
05BF: AS_actor -1 look_at_actor 72@ 3000 ms 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_action_sequences_end 82@ 
0618: assign_actor 71@ to_action_sequences 82@ 
061B: remove_references_to_action_sequences 82@ 

:CASINO4_26118
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_26142 
0967: actor 74@ move_mouth 10000 

:CASINO4_26142
0006: 252@ = 104 // integer values 
0006: 257@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 
0002: jump @CASINO4_26176 

:CASINO4_26168
04ED: load_animation "MISC" 

:CASINO4_26176
0002: jump @CASINO4_27876 

:CASINO4_26183
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_26284 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_26284 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_26265 
0967: actor 74@ move_mouth 10000 

:CASINO4_26265
0006: 252@ = 105 // integer values 
0006: 257@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_26284
0002: jump @CASINO4_27876 

:CASINO4_26291
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_26959 
00D6: if or
8248:   not model #DWFOLC available 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @CASINO4_26365 
0247: request_model #DWFOLC 
0247: request_model #DWMOLC2 
0002: jump @CASINO4_26959 

:CASINO4_26365
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_26959 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_26419 
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence 72@ 
0647: unknown_action_sequence 71@ 

:CASINO4_26419
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_26554 
0615: define_action_sequences 82@ 
05BA: AS_actor -1 chew_gum 2000 ms 
0605: actor -1 perform_animation_sequence "PLYR_SHKHEAD" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 82@ 
0618: assign_actor 71@ to_action_sequences 82@ 
061B: remove_references_to_action_sequences 82@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 71@ 6000 ms 
0615: define_action_sequences 82@ 
05BA: AS_actor -1 chew_gum 3000 ms 
05C8: AS_actor -1 look_around 
0616: define_action_sequences_end 82@ 
0618: assign_actor 72@ to_action_sequences 82@ 
061B: remove_references_to_action_sequences 82@ 

:CASINO4_26554
0647: unknown_action_sequence $PLAYER_ACTOR 
009A: 76@ = create_actor 25 #DWFOLC at -45.2021 2350.32 23.125 
0173: set_actor 76@ z_angle_to 176.976 
0245: set_actor 76@ walk_style_to "SEXYWOMAN" 
0770: (unknown) 76@ 1 
060B: unknown_actor_use_entity 76@ 38@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.614 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -36.6941 2346.5 23.125 
0615: define_action_sequences 109@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 109@ 
0618: assign_actor 76@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 
009A: 75@ = create_actor 25 #DWMOLC2 at -46.1256 2351.387 23.125 
0173: set_actor 75@ z_angle_to 176.976 
060B: unknown_actor_use_entity 75@ 38@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.614 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -38.286 2346.675 23.125 
05D7: add_point_to_scmpath -36.1799 2348.412 23.125 
0615: define_action_sequences 109@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 109@ 
0618: assign_actor 75@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 
015F: set_camera_position -36.34 2345.19 24.52 0.0 0.0 0.0 
0160: point_camera -50.23 2366.32 23.72 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_26940 
0967: actor 75@ move_mouth 10000 

:CASINO4_26940
0006: 252@ = 106 // integer values 
0006: 257@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_26959
0002: jump @CASINO4_27876 

:CASINO4_26966
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_27067 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_27067 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_27048 
0967: actor 75@ move_mouth 10000 

:CASINO4_27048
0006: 252@ = 107 // integer values 
0006: 257@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_27067
0002: jump @CASINO4_27876 

:CASINO4_27074
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_27289 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_27289 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_27270 
062E: (unknown) 76@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_27263 
0605: actor 76@ perform_animation_sequence "SCRATCHBALLS_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0006: 252@ = 108 // integer values 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_27251 
0967: actor 76@ move_mouth 10000 

:CASINO4_27251
0006: 257@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_27263
0002: jump @CASINO4_27289 

:CASINO4_27270
0006: 252@ = 108 // integer values 
0006: 257@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_27289
0002: jump @CASINO4_27876 

:CASINO4_27296
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_27563 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_27563 
015F: set_camera_position -30.33 2342.29 24.71 0.0 0.0 0.0 
0160: point_camera -41.67 2352.5 23.55 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_27464 
0605: actor 75@ perform_animation_sequence "SCRATCHBALLS_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 

:CASINO4_27464
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_27520 
0605: actor 73@ perform_animation_sequence "M_SMK_OUT" from_file "SMOKING" 4.0 loop 0 0 0 0 -1 ms 

:CASINO4_27520
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_27544 
0967: actor 73@ move_mouth 10000 

:CASINO4_27544
0006: 252@ = 109 // integer values 
0006: 257@ = 7 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_27563
0002: jump @CASINO4_27876 

:CASINO4_27570
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_27797 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_27797 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_27754 
0615: define_action_sequences 109@ 
0605: actor -1 perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "COLT45_RELOAD" from_file "COLT45" 4.0 loop 0 0 0 0 -1 ms 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 6000 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 73@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_27754
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_27778 
0967: actor 73@ move_mouth 10000 

:CASINO4_27778
0006: 252@ = 110 // integer values 
0006: 257@ = 8 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_27797
0002: jump @CASINO4_27876 

:CASINO4_27804
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_27869 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_27869 
0006: 256@ = 1 // integer values 

:CASINO4_27869
0002: jump @CASINO4_27876 

:CASINO4_27876
0002: jump @CASINO4_25309 

:CASINO4_27883
0701: end_scene_skip 
08F6: (unknown) 
040D: unload_wav 253@ 
040D: unload_wav 254@ 
0709: unknown_set_entity_item 38@ 13 917 100.0 0.0 0.0 100.0 1 0 

:CASINO4_27931
00D6: if or
8248:   not model #DWMOLC1 available 
8248:   not model #DWMYLC1 available 
8248:   not model #DWFOLC available 
8248:   not model #DWMOLC2 available 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO4_27991 
0001: wait 0 ms 
0247: request_model #DWMYLC1 
0247: request_model #DWFOLC 
0247: request_model #DWMOLC2 
0247: request_model #COLT45 
0002: jump @CASINO4_27931 

:CASINO4_27991
009B: destroy_actor_instantly 73@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
009A: 73@ = create_actor 25 #DWMOLC1 at -32.3702 2348.239 23.125 
0173: set_actor 73@ z_angle_to 180.1098 
0770: (unknown) 73@ 1 
01B2: give_actor 73@ weapon 22 ammo 3000 // Load the weapon model before using this 
009B: destroy_actor_instantly 74@ 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
009A: 74@ = create_actor 25 #DWMYLC1 at -34.288 2350.204 23.125 
0173: set_actor 74@ z_angle_to 177.5823 
0770: (unknown) 74@ 1 
01B2: give_actor 74@ weapon 22 ammo 3000 // Load the weapon model before using this 
009B: destroy_actor_instantly 76@ 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
009A: 76@ = create_actor 25 #DWFOLC at -36.6941 2346.5 23.125 
0173: set_actor 76@ z_angle_to 259.6481 
0245: set_actor 76@ walk_style_to "SEXYWOMAN" 
0770: (unknown) 76@ 1 
009B: destroy_actor_instantly 75@ 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
009A: 75@ = create_actor 25 #DWMOLC2 at -36.1799 2348.412 23.125 
0173: set_actor 75@ z_angle_to 265.8938 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_28267 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -31.7411 2342.68 23.125 
0002: jump @CASINO4_28287 

:CASINO4_28267
00A1: put_actor $PLAYER_ACTOR at -31.7411 2342.68 23.125 

:CASINO4_28287
0173: set_actor $PLAYER_ACTOR z_angle_to 37.553 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_28391 
0687: clear_actor_task 72@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_28361 
0362: remove_actor 72@ from_car_and_place_at -30.0669 2344.002 23.125 
0002: jump @CASINO4_28381 

:CASINO4_28361
00A1: put_actor 72@ at -30.0669 2344.002 23.125 

:CASINO4_28381
0173: set_actor 72@ z_angle_to 19.556 

:CASINO4_28391
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_28485 
0687: clear_actor_task 71@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_28455 
0362: remove_actor 71@ from_car_and_place_at -33.0398 2342.354 23.125 
0002: jump @CASINO4_28475 

:CASINO4_28455
00A1: put_actor 71@ at -33.0398 2342.354 23.125 

:CASINO4_28475
0173: set_actor 71@ z_angle_to 37.553 

:CASINO4_28485
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_28520 
04EB: AS_actor 71@ crouch 1 
04EB: AS_actor 72@ crouch 1 

:CASINO4_28520
00A0: store_actor $PLAYER_ACTOR position_to 34@ 35@ 36@ 
00D6: if and
8118:   not actor 73@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_28679 
0519: lock_vehicle 79@ in_current_position 0 
0615: define_action_sequences 83@ 
0668: AS_actor -1 rotate_to_point 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 go_to_point -46.3592 2346.976 23.1348 speed 6 10000 ms 
05CA: AS_actor -1 enter_car 79@ passenger_seat 0 3000 ms 
0713: actor -1 drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_action_sequences_end 83@ 
0618: assign_actor 73@ to_action_sequences 83@ 
061B: remove_references_to_action_sequences 83@ 
0002: jump @CASINO4_28724 

:CASINO4_28679
00D6: if or
0119:   car 79@ wrecked 
0118:   actor 76@ dead 
004D: jump_if_false @CASINO4_28724 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_28724 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 

:CASINO4_28724
00D6: if and
8118:   not actor 74@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_28869 
0519: lock_vehicle 78@ in_current_position 0 
0615: define_action_sequences 84@ 
0668: AS_actor -1 rotate_to_point 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 go_to_point -44.9959 2346.381 23.1348 speed 6 10000 ms 
05CA: AS_actor -1 enter_car 78@ passenger_seat 0 3000 ms 
0713: actor -1 drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_action_sequences_end 84@ 
0618: assign_actor 74@ to_action_sequences 84@ 
061B: remove_references_to_action_sequences 84@ 
0002: jump @CASINO4_28914 

:CASINO4_28869
00D6: if or
0119:   car 78@ wrecked 
0118:   actor 75@ dead 
004D: jump_if_false @CASINO4_28914 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_28914 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CASINO4_28914
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_29022 
0519: lock_vehicle 78@ in_current_position 0 
0615: define_action_sequences 86@ 
0668: AS_actor -1 rotate_to_point 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 go_to_point -44.9959 2346.381 23.1348 speed 6 10000 ms 
05CB: AS_actor -1 enter_car_as_driver 78@ 3000 ms 
0616: define_action_sequences_end 86@ 
0618: assign_actor 75@ to_action_sequences 86@ 
061B: remove_references_to_action_sequences 86@ 
0002: jump @CASINO4_29051 

:CASINO4_29022
00D6: if and
0119:   car 78@ wrecked 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_29051 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 

:CASINO4_29051
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_29159 
0519: lock_vehicle 79@ in_current_position 0 
0615: define_action_sequences 85@ 
0668: AS_actor -1 rotate_to_point 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 go_to_point -46.3592 2346.976 23.1348 speed 6 10000 ms 
05CB: AS_actor -1 enter_car_as_driver 79@ 3000 ms 
0616: define_action_sequences_end 85@ 
0618: assign_actor 76@ to_action_sequences 85@ 
061B: remove_references_to_action_sequences 85@ 
0002: jump @CASINO4_29188 

:CASINO4_29159
00D6: if and
0119:   car 79@ wrecked 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_29188 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:CASINO4_29188
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_29225 
03F5: unknown_prepare_car 78@ for_explosion flag 1 
02AA: set_car 78@ immune_to_nonplayer 1 

:CASINO4_29225
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_29255 
03F5: unknown_prepare_car 79@ for_explosion flag 1 
02AA: set_car 79@ immune_to_nonplayer 1 

:CASINO4_29255
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_29306 
0687: clear_actor_task $PLAYER_ACTOR 
0687: clear_actor_task 72@ 
0687: clear_actor_task 71@ 
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence 72@ 
0647: unknown_action_sequence 71@ 

:CASINO4_29306
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
0708: unknown_add_entity_item 38@ 49 
0708: unknown_add_entity_item 38@ 15 
0709: unknown_set_entity_item 38@ 49 311 100.0 100.0 100.0 100.0 1 1 
0709: unknown_set_entity_item 38@ 15 415 100.0 100.0 100.0 100.0 1 1 
0749: unknown_group_add_item 39@ 9 
074A: unknown_group_set_item_params 39@ 15 1510 100.0 100.0 100.0 100.0 1 1 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_29523 
00D6: if 
86EE:   not actor 72@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_29496 
0631: put_actor 72@ in_group $PLAYER_GROUP 

:CASINO4_29496
00D6: if 
86EE:   not actor 71@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_29523 
0631: put_actor 71@ in_group $PLAYER_GROUP 

:CASINO4_29523
0085: 113@ = 73@ // integer values and handles 
0085: 114@ = 76@ // integer values and handles 
0085: 115@ = 75@ // integer values and handles 
0085: 116@ = 74@ // integer values and handles 
0006: 272@ = 0 // integer values 
0006: 273@ = 0 // integer values 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO4_29643 
018A: 69@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BC: text_highpriority 'CAS4_06' 8000 ms 1  // ~s~Vidd vissza ket a ~y~Rosie kaszinba~s~ Las Venturasba!
0006: 46@ = 1 // integer values 

:CASINO4_29643
0006: 51@ = 1 // integer values 
0006: 132@ = 9999999 // integer values 

:CASINO4_29660
00D6: if 
0019:   51@ > 0 // integer values 
004D: jump_if_false @CASINO4_33651 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_29916 
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @CASINO4_29846 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 71@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO4_29839 
06C9: remove_actor 71@ from_group 
00D6: if 
80DF:   not actor 71@ driving 
004D: jump_if_false @CASINO4_29781 
05BD: AS_actor 71@ tired 60000 ms 
0002: jump @CASINO4_29817 

:CASINO4_29781
0615: define_action_sequences 80@ 
0633: AS_actor -1 exit_vehicle 
05BD: AS_actor -1 tired 60000 ms 
0616: define_action_sequences_end 80@ 
0618: assign_actor 71@ to_action_sequences 80@ 
061B: remove_references_to_action_sequences 80@ 

:CASINO4_29817
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 // integer values 

:CASINO4_29839
0002: jump @CASINO4_29916 

:CASINO4_29846
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 5.0 5.0 0 
004D: jump_if_false @CASINO4_29916 
00D6: if 
86EE:   not actor 71@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_29904 
0631: put_actor 71@ in_group $PLAYER_GROUP 

:CASINO4_29904
0164: disable_marker 68@ 
0006: 120@ = 1 // integer values 

:CASINO4_29916
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_30154 
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @CASINO4_30084 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 72@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO4_30077 
06C9: remove_actor 72@ from_group 
00D6: if 
80DF:   not actor 72@ driving 
004D: jump_if_false @CASINO4_30019 
05BD: AS_actor 72@ tired 60000 ms 
0002: jump @CASINO4_30055 

:CASINO4_30019
0615: define_action_sequences 80@ 
0633: AS_actor -1 exit_vehicle 
05BD: AS_actor -1 tired 60000 ms 
0616: define_action_sequences_end 80@ 
0618: assign_actor 72@ to_action_sequences 80@ 
061B: remove_references_to_action_sequences 80@ 

:CASINO4_30055
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 // integer values 

:CASINO4_30077
0002: jump @CASINO4_30154 

:CASINO4_30084
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 72@ radius 5.0 5.0 0 
004D: jump_if_false @CASINO4_30154 
00D6: if 
86EE:   not actor 72@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_30142 
0631: put_actor 72@ in_group $PLAYER_GROUP 

:CASINO4_30142
0164: disable_marker 67@ 
0006: 119@ = 1 // integer values 

:CASINO4_30154
00D6: if and
0039:   119@ == 1 // integer values 
0039:   120@ == 1 // integer values 
004D: jump_if_false @CASINO4_32764 
00D6: if 
0039:   269@ == 0 // integer values 
004D: jump_if_false @CASINO4_32687 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_30536 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_30261 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_30254 
040D: unload_wav 254@ 

:CASINO4_30254
0006: 255@ = 1 // integer values 

:CASINO4_30261
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_30298 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_30298
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_30358 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_30358 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_30358
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_30536 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_30475 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_30440 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_30454 

:CASINO4_30440
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_30454
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_30536 

:CASINO4_30475
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_30536 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_30536 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_30536
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_32687 
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @CASINO4_31607 
00D6: if 
0039:   271@ == 0 // integer values 
004D: jump_if_false @CASINO4_30862 
0871: init_jump_table 270@ total_jumps 2 1 @CASINO4_30776 jumps 0 @CASINO4_30648 1 @CASINO4_30692 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 

:CASINO4_30648
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_30685 
0006: 252@ = 36 // integer values 
0006: 270@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_30685
0002: jump @CASINO4_30855 

:CASINO4_30692
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_30769 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_30769 
0006: 252@ = 37 // integer values 
0006: 270@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_30769
0002: jump @CASINO4_30855 

:CASINO4_30776
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_30848 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_30848 
0006: 271@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:CASINO4_30848
0002: jump @CASINO4_30855 

:CASINO4_30855
0002: jump @CASINO4_31600 

:CASINO4_30862
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_31600 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_31600 
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @CASINO4_31600 
0871: init_jump_table 266@ total_jumps 6 1 @CASINO4_31479 jumps 0 @CASINO4_30973 1 @CASINO4_31059 2 @CASINO4_31143 3 @CASINO4_31227 4 @CASINO4_31311 5 @CASINO4_31395 -1 @CASINO4_31600 

:CASINO4_30973
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31052 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_31033 
0A09: (unknown) 72@ 1 
0A09: (unknown) 71@ 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:CASINO4_31033
0006: 252@ = 46 // integer values 
0006: 266@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_31052
0002: jump @CASINO4_31600 

:CASINO4_31059
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_31136 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31136 
0006: 252@ = 47 // integer values 
0006: 266@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_31136
0002: jump @CASINO4_31600 

:CASINO4_31143
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_31220 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31220 
0006: 252@ = 48 // integer values 
0006: 266@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_31220
0002: jump @CASINO4_31600 

:CASINO4_31227
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_31304 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31304 
0006: 252@ = 49 // integer values 
0006: 266@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_31304
0002: jump @CASINO4_31600 

:CASINO4_31311
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_31388 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31388 
0006: 252@ = 92 // integer values 
0006: 266@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_31388
0002: jump @CASINO4_31600 

:CASINO4_31395
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_31472 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31472 
0006: 252@ = 93 // integer values 
0006: 266@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_31472
0002: jump @CASINO4_31600 

:CASINO4_31479
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_31593 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31593 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_31579 
0A09: (unknown) 72@ 0 
0A09: (unknown) 71@ 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:CASINO4_31579
0006: 267@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:CASINO4_31593
0002: jump @CASINO4_31600 

:CASINO4_31600
0002: jump @CASINO4_32687 

:CASINO4_31607
00D6: if 
0039:   269@ == 0 // integer values 
004D: jump_if_false @CASINO4_32687 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_32687 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_32687 
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @CASINO4_32687 
0871: init_jump_table 268@ total_jumps 10 1 @CASINO4_32573 jumps 0 @CASINO4_31801 1 @CASINO4_31887 2 @CASINO4_31971 3 @CASINO4_31985 4 @CASINO4_32069 5 @CASINO4_32153 6 @CASINO4_32237 
0872: jump_table_jumps 7 @CASINO4_32321 8 @CASINO4_32405 9 @CASINO4_32489 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 

:CASINO4_31801
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31880 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_31861 
0A09: (unknown) 72@ 1 
0A09: (unknown) 71@ 1 
0A09: (unknown) $PLAYER_ACTOR 1 

:CASINO4_31861
0006: 252@ = 82 // integer values 
0006: 268@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_31880
0002: jump @CASINO4_32687 

:CASINO4_31887
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_31964 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_31964 
0006: 252@ = 83 // integer values 
0006: 268@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_31964
0002: jump @CASINO4_32687 

:CASINO4_31971
0006: 268@ = 3 // integer values 
0002: jump @CASINO4_32687 

:CASINO4_31985
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_32062 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_32062 
0006: 252@ = 85 // integer values 
0006: 268@ = 4 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_32062
0002: jump @CASINO4_32687 

:CASINO4_32069
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_32146 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_32146 
0006: 252@ = 86 // integer values 
0006: 268@ = 5 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_32146
0002: jump @CASINO4_32687 

:CASINO4_32153
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_32230 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_32230 
0006: 252@ = 87 // integer values 
0006: 268@ = 6 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_32230
0002: jump @CASINO4_32687 

:CASINO4_32237
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_32314 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_32314 
0006: 252@ = 88 // integer values 
0006: 268@ = 7 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_32314
0002: jump @CASINO4_32687 

:CASINO4_32321
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_32398 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_32398 
0006: 252@ = 89 // integer values 
0006: 268@ = 8 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_32398
0002: jump @CASINO4_32687 

:CASINO4_32405
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_32482 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_32482 
0006: 252@ = 90 // integer values 
0006: 268@ = 9 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_32482
0002: jump @CASINO4_32687 

:CASINO4_32489
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_32566 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_32566 
0006: 252@ = 91 // integer values 
0006: 268@ = 10 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_32566
0002: jump @CASINO4_32687 

:CASINO4_32573
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_32680 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_32680 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_32673 
0A09: (unknown) 72@ 0 
0A09: (unknown) 71@ 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:CASINO4_32673
0006: 269@ = 1 // integer values 

:CASINO4_32680
0002: jump @CASINO4_32687 

:CASINO4_32687
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO4_32757 
0006: 272@ = 0 // integer values 
018A: 69@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BE: text_clear_all 
00BB: text_lowpriority 'CAS4_06' 8000 ms 1  // ~s~Vidd vissza ket a ~y~Rosie kaszinba~s~ Las Venturasba!
0006: 46@ = 1 // integer values 

:CASINO4_32757
0002: jump @CASINO4_33651 

:CASINO4_32764
00D6: if 
0039:   46@ == 1 // integer values 
004D: jump_if_false @CASINO4_32794 
0164: disable_marker 69@ 
0006: 46@ = 0 // integer values 

:CASINO4_32794
00D6: if and
0039:   119@ == 0 // integer values 
0039:   120@ == 0 // integer values 
004D: jump_if_false @CASINO4_32862 
00D6: if 
8039:   not  132@ == 0 // integer values 
004D: jump_if_false @CASINO4_32862 
00BE: text_clear_all 
00BB: text_lowpriority 'CAS4_37' 7000 ms 1  // ~s~Menj s vedd fel~b~Pault ~s~s ~b~Maccert~s~.
0006: 132@ = 0 // integer values 

:CASINO4_32862
00D6: if and
0039:   119@ == 1 // integer values 
0039:   120@ == 0 // integer values 
004D: jump_if_false @CASINO4_32930 
00D6: if 
8039:   not  132@ == 1 // integer values 
004D: jump_if_false @CASINO4_32930 
00BE: text_clear_all 
00BB: text_lowpriority 'CAS4_03' 7000 ms 1  // ~s~Menj vissza s vedd fel~b~Maccert~s~!
0006: 132@ = 1 // integer values 

:CASINO4_32930
00D6: if and
0039:   119@ == 0 // integer values 
0039:   120@ == 1 // integer values 
004D: jump_if_false @CASINO4_32998 
00D6: if 
8039:   not  132@ == 2 // integer values 
004D: jump_if_false @CASINO4_32998 
00BE: text_clear_all 
00BB: text_lowpriority 'CAS4_02' 7000 ms 1  // ~s~Menj vissza s keresd ~b~Pault~s~!
0006: 132@ = 2 // integer values 

:CASINO4_32998
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_33651 
00D6: if 
0039:   272@ == 0 // integer values 
004D: jump_if_false @CASINO4_33651 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_33368 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_33093 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_33086 
040D: unload_wav 254@ 

:CASINO4_33086
0006: 255@ = 1 // integer values 

:CASINO4_33093
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_33130 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_33130
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_33190 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_33190 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_33190
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_33368 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_33307 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_33272 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_33286 

:CASINO4_33272
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_33286
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_33368 

:CASINO4_33307
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_33368 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_33368 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_33368
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO4_33651 
0871: init_jump_table 273@ total_jumps 2 1 @CASINO4_33572 jumps 0 @CASINO4_33444 1 @CASINO4_33488 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 

:CASINO4_33444
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_33481 
0006: 252@ = 40 // integer values 
0006: 273@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_33481
0002: jump @CASINO4_33651 

:CASINO4_33488
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_33565 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_33565 
0006: 252@ = 41 // integer values 
0006: 273@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_33565
0002: jump @CASINO4_33651 

:CASINO4_33572
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_33644 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_33644 
0006: 273@ = 0 // integer values 
0006: 272@ = 1 // integer values 

:CASINO4_33644
0002: jump @CASINO4_33651 

:CASINO4_33651
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @CASINO4_34178 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_33693 
00D9: 77@ = actor $PLAYER_ACTOR car 

:CASINO4_33693
00D6: if and
8118:   not actor 73@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_33747 
00D6: if 
00DB:   actor 73@ in_car 79@ 
004D: jump_if_false @CASINO4_33740 
0006: 55@ = 1 // integer values 

:CASINO4_33740
0002: jump @CASINO4_33754 

:CASINO4_33747
0006: 55@ = 1 // integer values 

:CASINO4_33754
00D6: if and
0039:   55@ == 1 // integer values 
0039:   64@ == 0 // integer values 
004D: jump_if_false @CASINO4_33887 
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_33887 
0615: define_action_sequences 87@ 
05D1: AS_actor -1 drive_car 79@ to -44.86 2345.23 23.16 speed 30.0 2 0 3 
06E1: unknown_action_sequence -1 79@ 77@ 3 35.0 2 
0616: define_action_sequences_end 87@ 
0618: assign_actor 76@ to_action_sequences 87@ 
061B: remove_references_to_action_sequences 87@ 
0006: 64@ = 1 // integer values 

:CASINO4_33887
00D6: if and
8118:   not actor 74@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_33941 
00D6: if 
00DB:   actor 74@ in_car 78@ 
004D: jump_if_false @CASINO4_33934 
0006: 54@ = 1 // integer values 

:CASINO4_33934
0002: jump @CASINO4_33948 

:CASINO4_33941
0006: 54@ = 1 // integer values 

:CASINO4_33948
00D6: if and
0039:   54@ == 1 // integer values 
0039:   65@ == 0 // integer values 
004D: jump_if_false @CASINO4_34081 
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_34081 
0615: define_action_sequences 88@ 
05D1: AS_actor -1 drive_car 78@ to -50.86 2349.23 23.16 speed 30.0 2 0 3 
06E1: unknown_action_sequence -1 78@ 77@ 3 35.0 2 
0616: define_action_sequences_end 88@ 
0618: assign_actor 75@ to_action_sequences 88@ 
061B: remove_references_to_action_sequences 88@ 
0006: 65@ = 1 // integer values 

:CASINO4_34081
00D6: if and
0039:   54@ == 1 // integer values 
0039:   55@ == 1 // integer values 
004D: jump_if_false @CASINO4_34178 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_34157 
02AB: set_actor 72@ immunities 0 0 0 0 1 
02AB: set_actor 71@ immunities 0 0 0 0 1 

:CASINO4_34157
0708: unknown_add_entity_item 38@ 49 
0708: unknown_add_entity_item 38@ 15 
0006: 51@ = 2 // integer values 

:CASINO4_34178
00D6: if and
0039:   51@ == 2 // integer values 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO4_35557 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @CASINO4_34233 
0006: 61@ = 0 // integer values 
0002: jump @CASINO4_34289 

:CASINO4_34233
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_34289 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_34282 
0006: 61@ = 1 // integer values 
0002: jump @CASINO4_34289 

:CASINO4_34282
0006: 61@ = 0 // integer values 

:CASINO4_34289
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @CASINO4_34319 
0006: 62@ = 0 // integer values 
0002: jump @CASINO4_34389 

:CASINO4_34319
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_34382 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_34368 
0006: 62@ = 1 // integer values 
0002: jump @CASINO4_34375 

:CASINO4_34368
0006: 62@ = 0 // integer values 

:CASINO4_34375
0002: jump @CASINO4_34389 

:CASINO4_34382
0006: 62@ = 0 // integer values 

:CASINO4_34389
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_34563 
00D6: if or
0119:   car 79@ wrecked 
80DF:   not actor 73@ driving 
0039:   61@ == 0 // integer values 
004D: jump_if_false @CASINO4_34563 
062E: (unknown) 73@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34563 
062E: (unknown) 73@ 1506 90@ 
00D6: if and
84A4:   not  90@ == 0 // integer values OR floating-point values 
84A4:   not  90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34538 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @CASINO4_34531 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 56@ = 1 // integer values 

:CASINO4_34531
0002: jump @CASINO4_34563 

:CASINO4_34538
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34563 
0006: 56@ = 0 // integer values 

:CASINO4_34563
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_34732 
00D6: if or
0119:   car 79@ wrecked 
0039:   61@ == 0 // integer values 
004D: jump_if_false @CASINO4_34732 
062E: (unknown) 76@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34732 
062E: (unknown) 76@ 1506 90@ 
00D6: if and
84A4:   not  90@ == 0 // integer values OR floating-point values 
84A4:   not  90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34707 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @CASINO4_34700 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 58@ = 1 // integer values 

:CASINO4_34700
0002: jump @CASINO4_34732 

:CASINO4_34707
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34732 
0006: 58@ = 0 // integer values 

:CASINO4_34732
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_34906 
00D6: if or
0119:   car 78@ wrecked 
80DF:   not actor 74@ driving 
0039:   62@ == 0 // integer values 
004D: jump_if_false @CASINO4_34906 
062E: (unknown) 74@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34906 
062E: (unknown) 74@ 1506 90@ 
00D6: if and
84A4:   not  90@ == 0 // integer values OR floating-point values 
84A4:   not  90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34881 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @CASINO4_34874 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 59@ = 1 // integer values 

:CASINO4_34874
0002: jump @CASINO4_34906 

:CASINO4_34881
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_34906 
0006: 59@ = 0 // integer values 

:CASINO4_34906
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_35075 
00D6: if or
0119:   car 78@ wrecked 
0039:   62@ == 0 // integer values 
004D: jump_if_false @CASINO4_35075 
062E: (unknown) 75@ 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_35075 
062E: (unknown) 75@ 1506 90@ 
00D6: if and
84A4:   not  90@ == 0 // integer values OR floating-point values 
84A4:   not  90@ == 1 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_35050 
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @CASINO4_35043 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 57@ = 1 // integer values 

:CASINO4_35043
0002: jump @CASINO4_35075 

:CASINO4_35050
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_35075 
0006: 57@ = 0 // integer values 

:CASINO4_35075
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_35316 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_35316 
00AD: set_car 79@ max_speed_to 35.0 
00D6: if and
80F2:   not actor $PLAYER_ACTOR near_actor 76@ radius 100.0 100.0 0 
82CA:   not car 79@ bounding_sphere_visible 
004D: jump_if_false @CASINO4_35316 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASINO4_35316 
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
04C4: create_coordinate 95@ 96@ 97@ from_actor $PLAYER_ACTOR offset -10.0 -10.0 0.0 
00D6: if 
838A:   not car_in_cube 95@ 96@ 97@ 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_35316 
00D6: if 
80C2:   not sphere_onscreen 95@ 96@ 97@ 4.0 
004D: jump_if_false @CASINO4_35316 
00AB: put_car 79@ at 95@ 96@ 97@ 
039F: car 79@ race_to 91@ 92@ 
00AF: set_car 79@ driver_behaviour_to 3 

:CASINO4_35316
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_35557 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_35557 
00AD: set_car 78@ max_speed_to 35.0 
00D6: if and
80F2:   not actor $PLAYER_ACTOR near_actor 75@ radius 100.0 100.0 0 
82CA:   not car 78@ bounding_sphere_visible 
004D: jump_if_false @CASINO4_35557 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASINO4_35557 
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
04C4: create_coordinate 95@ 96@ 97@ from_actor $PLAYER_ACTOR offset -13.0 -13.0 0.0 
00D6: if 
838A:   not car_in_cube 95@ 96@ 97@ 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_35557 
00D6: if 
80C2:   not sphere_onscreen 95@ 96@ 97@ 4.0 
004D: jump_if_false @CASINO4_35557 
00AB: put_car 78@ at 95@ 96@ 97@ 
039F: car 78@ race_to 91@ 92@ 
00AF: set_car 78@ driver_behaviour_to 3 

:CASINO4_35557
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 

:CASINO4_35571
00D6: if 
001B:   4 > 99@ // integer values 
004D: jump_if_false @CASINO4_35659 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_35627 
0006: 101@(99@,4i) = 1 // integer values 
0002: jump @CASINO4_35645 

:CASINO4_35627
0006: 101@(99@,4i) = 0 // integer values 
000A: 100@ += 1 // integer values 

:CASINO4_35645
000A: 99@ += 1 // integer values 
0002: jump @CASINO4_35571 

:CASINO4_35659
00D6: if or
0039:   46@ == 1 // integer values 
0039:   45@ == 1 // integer values 
004D: jump_if_false @CASINO4_38631 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_38631 
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @CASINO4_35967 
00D6: if and
0019:   100@ > 0 // integer values 
0039:   98@ == 0 // integer values 
004D: jump_if_false @CASINO4_35824 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_35817 
0050: gosub @CASINO4_39181 
0006: 98@ = 1 // integer values 
0006: 45@ = 1 // integer values 

:CASINO4_35817
0002: jump @CASINO4_35960 

:CASINO4_35824
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
00FE:   actor 72@ 0 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
00FE:   actor 71@ 0 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
004D: jump_if_false @CASINO4_35960 
0164: disable_marker 69@ 
0006: 45@ = 1 // integer values 
00BE: text_clear_all 

:CASINO4_35960
0002: jump @CASINO4_38631 

:CASINO4_35967
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_38631 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1500 ms 

:CASINO4_36004
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_36028 
0001: wait 0 ms 
0002: jump @CASINO4_36004 

:CASINO4_36028
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 79@ // Like turning a car into any random car 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
02A3: toggle_widescreen 1 
015F: set_camera_position 2188.26 1678.0 11.19 0.0 0.0 0.0 
0160: point_camera 2153.54 1692.94 12.04 2 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_36470 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_36177 
0362: remove_actor 71@ from_car_and_place_at 2179.708 1680.568 10.0469 
0002: jump @CASINO4_36197 

:CASINO4_36177
00A1: put_actor 71@ at 2179.708 1680.568 10.0469 

:CASINO4_36197
0173: set_actor 71@ z_angle_to 266.3517 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_36250 
0362: remove_actor 72@ from_car_and_place_at 2179.708 1677.568 10.0469 
0002: jump @CASINO4_36270 

:CASINO4_36250
00A1: put_actor 72@ at 2179.708 1677.568 10.0469 

:CASINO4_36270
0173: set_actor 72@ z_angle_to 266.3517 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_36323 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2179.759 1678.957 10.0469 
0002: jump @CASINO4_36343 

:CASINO4_36323
00A1: put_actor $PLAYER_ACTOR at 2179.759 1678.957 10.0469 

:CASINO4_36343
0173: set_actor $PLAYER_ACTOR z_angle_to 269.249 
065C: unknown_create_def_entity 38@ // unknown_destroy 
060A: unknown_create_entity 0 38@ 
0708: unknown_add_entity_item 38@ 13 
060B: unknown_actor_use_entity 71@ 38@ 
060B: unknown_actor_use_entity 72@ 38@ 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2187.0 1680.0 11.4 speed 4 -1 ms 
06C9: remove_actor 71@ from_group 
05D3: AS_actor 71@ go_to_point 2187.0 1680.0 11.4 speed 4 -1 ms 
06C9: remove_actor 72@ from_group 
05D3: AS_actor 72@ go_to_point 2187.0 1680.0 11.4 speed 4 -1 ms 

:CASINO4_36470
016A: fade 1 1000 ms 

:CASINO4_36477
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_36501 
0001: wait 0 ms 
0002: jump @CASINO4_36477 

:CASINO4_36501
0006: 32@ = 0 // integer values 
0006: 252@ = 0 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 

:CASINO4_36578
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @CASINO4_37175 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_36939 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_36664 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_36657 
040D: unload_wav 254@ 

:CASINO4_36657
0006: 255@ = 1 // integer values 

:CASINO4_36664
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_36701 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_36701
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_36761 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_36761 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_36761
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_36939 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_36878 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_36843 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_36857 

:CASINO4_36843
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_36857
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_36939 

:CASINO4_36878
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_36939 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_36939 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_36939
0871: init_jump_table 257@ total_jumps 1 1 @CASINO4_37075 jumps 0 @CASINO4_37002 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 

:CASINO4_37002
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_37068 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_37049 
0968: actor 72@ stop_mouth 
0967: actor 72@ move_mouth 3000 

:CASINO4_37049
0006: 252@ = 99 // integer values 
0006: 257@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_37068
0002: jump @CASINO4_37168 

:CASINO4_37075
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_37161 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_37161 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_37154 
0968: actor 72@ stop_mouth 

:CASINO4_37154
0006: 256@ = 1 // integer values 

:CASINO4_37161
0002: jump @CASINO4_37168 

:CASINO4_37168
0002: jump @CASINO4_36578 

:CASINO4_37175
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @CASINO4_37338 
0001: wait 0 ms 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2187.0 1680.0 radius 2.0 2.0 
004D: jump_if_false @CASINO4_37242 
0006: 50@ = 1 // integer values 

:CASINO4_37242
00D6: if 
0019:   32@ > 15000 // integer values 
004D: jump_if_false @CASINO4_37331 
00D6: if 
838A:   not car_in_cube 2195.35 1680.058 11.4 1.5 1.5 3.0 
004D: jump_if_false @CASINO4_37324 
00A1: put_actor $PLAYER_ACTOR at 2187.0 1680.0 11.4 

:CASINO4_37324
0006: 50@ = 1 // integer values 

:CASINO4_37331
0002: jump @CASINO4_37175 

:CASINO4_37338
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CASINO4_37353
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_37377 
0001: wait 0 ms 
0002: jump @CASINO4_37353 

:CASINO4_37377
01B5: force_weather 10 
01C3: remove_references_to_car 77@ // Like turning a car into any random car 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
01C3: remove_references_to_car 79@ // Like turning a car into any random car 
01C3: remove_references_to_car 289@ // Like turning a car into any random car 
034F: destroy_actor_with_fade 72@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 71@ // The actor fades away like a ghost 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0249: release_model #WALTON 
0249: release_model #DWFOLC 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMYLC1 
0249: release_model #COLT45 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'CAS_4C' 

:CASINO4_37489
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_37513 
0001: wait 0 ms 
0002: jump @CASINO4_37489 

:CASINO4_37513
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO4_37522
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_37546 
0001: wait 0 ms 
0002: jump @CASINO4_37522 

:CASINO4_37546
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO4_37561
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_37585 
0001: wait 0 ms 
0002: jump @CASINO4_37561 

:CASINO4_37585
04BB: select_interior 0 // select render area 
01B7: release_weather 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly 72@ 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
009B: destroy_actor_instantly 71@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
00A1: put_actor $PLAYER_ACTOR at 2187.0 1680.0 10.106 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
03CB: set_camera 2187.0 1680.0 10.106 
0247: request_model #CELLPHONE 

:CASINO4_37665
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CASINO4_37692 
0001: wait 0 ms 
0002: jump @CASINO4_37665 

:CASINO4_37692
015F: set_camera_position 2186.524 1679.363 11.6094 0.0 0.0 0.0 
0160: point_camera 2186.983 1680.246 11.7063 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
016A: fade 1 1500 ms 

:CASINO4_37763
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_37787 
0001: wait 0 ms 
0002: jump @CASINO4_37763 

:CASINO4_37787
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 2000 ms 
0006: 252@ = 0 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0707: start_scene_skip_to @CASINO4_38542 

:CASINO4_37876
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @CASINO4_38542 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_38237 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_37962 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_37955 
040D: unload_wav 254@ 

:CASINO4_37955
0006: 255@ = 1 // integer values 

:CASINO4_37962
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_37999 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_37999
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_38059 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_38059 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_38059
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_38237 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_38176 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_38141 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_38155 

:CASINO4_38141
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_38155
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_38237 

:CASINO4_38176
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_38237 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_38237 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_38237
0871: init_jump_table 257@ total_jumps 3 1 @CASINO4_38458 jumps 0 @CASINO4_38300 1 @CASINO4_38357 2 @CASINO4_38414 -1 @CASINO4_38535 -1 @CASINO4_38535 -1 @CASINO4_38535 -1 @CASINO4_38535 

:CASINO4_38300
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_38350 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0006: 252@ = 100 // integer values 
0006: 257@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_38350
0002: jump @CASINO4_38535 

:CASINO4_38357
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_38407 
0006: 252@ = 101 // integer values 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0006: 257@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_38407
0002: jump @CASINO4_38535 

:CASINO4_38414
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_38451 
0006: 252@ = 102 // integer values 
0006: 257@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_38451
0002: jump @CASINO4_38535 

:CASINO4_38458
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_38528 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_38528 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 256@ = 1 // integer values 

:CASINO4_38528
0002: jump @CASINO4_38535 

:CASINO4_38535
0002: jump @CASINO4_37876 

:CASINO4_38542
0701: end_scene_skip 
08F6: (unknown) 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 253@ 
040D: unload_wav 254@ 
062E: (unknown) $PLAYER_ACTOR 1833 90@ 
00D6: if 
84A4:   not  90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_38597 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:CASINO4_38597
0249: release_model #CELLPHONE 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @CASINO4_45880 
0006: 49@ = 1 // integer values 

:CASINO4_38631
0002: jump @CASINO4_4043 

:CASINO4_38638
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_39179 
0615: define_action_sequences 89@ 
05D9: AS_actor -1 run_to_actor 71@ stop_within_radius -1 1.2 ms 
0639: AS_actor -1 rotate_to_actor 71@ 
0605: actor -1 perform_animation_sequence "PNM_LOOP_A" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PNM_ARGUE2_A" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PNM_LOOP_A" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PNM_ARGUE1_A" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PNM_LOOP_A" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 89@ 1 
0616: define_action_sequences_end 89@ 
0618: assign_actor 72@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 
0615: define_action_sequences 89@ 
05D9: AS_actor -1 run_to_actor 72@ stop_within_radius -1 1.2 ms 
0639: AS_actor -1 rotate_to_actor 72@ 
0605: actor -1 perform_animation_sequence "PNM_LOOP_B" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PNM_ARGUE2_B" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PNM_LOOP_B" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PNM_ARGUE1_B" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PNM_LOOP_B" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 89@ 1 
0616: define_action_sequences_end 89@ 
0618: assign_actor 71@ to_action_sequences 89@ 
061B: remove_references_to_action_sequences 89@ 

:CASINO4_39179
0051: return 

:CASINO4_39181
06AD: unknown_group_use_entity $PLAYER_GROUP -1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03C7: unknown_maybe_cops_density 0.0 
0085: 113@ = 73@ // integer values and handles 
0085: 114@ = 76@ // integer values and handles 
0085: 115@ = 75@ // integer values and handles 
0085: 116@ = 74@ // integer values and handles 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 

:CASINO4_39248
00D6: if 
001B:   4 > 99@ // integer values 
004D: jump_if_false @CASINO4_39356 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_39304 
0006: 101@(99@,4i) = 1 // integer values 
0002: jump @CASINO4_39342 

:CASINO4_39304
0687: clear_actor_task 113@(99@,4i) 
01B9: set_actor 113@(99@,4i) armed_weapon_to 0 
0006: 101@(99@,4i) = 0 // integer values 
000A: 100@ += 1 // integer values 

:CASINO4_39342
000A: 99@ += 1 // integer values 
0002: jump @CASINO4_39248 

:CASINO4_39356
00D6: if 
0019:   100@ > 0 // integer values 
004D: jump_if_false @CASINO4_45860 
0164: disable_marker 69@ 
0006: 46@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0395: clear_area 1 at 2165.612 1680.619 9.8047 range 50.0 
00BE: text_clear_all 
015F: set_camera_position 2171.91 1669.08 10.32 0.0 0.0 0.0 
0160: point_camera 2164.93 1708.54 16.85 2 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_39620 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_39620 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_39620 
00AB: put_car 78@ at 2096.136 1643.952 9.7768 
0175: set_car 78@ z_angle_to 270.9418 
05D1: AS_actor 75@ drive_car 78@ to 2158.518 1681.402 9.8047 speed 30.0 1 0 1 

:CASINO4_39620
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_39735 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_39735 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_39735 
00AB: put_car 79@ at 2080.934 1643.649 9.6757 
0175: set_car 79@ z_angle_to 271.0448 
05D1: AS_actor 76@ drive_car 79@ to 2154.275 1664.964 9.8125 speed 30.0 1 0 1 

:CASINO4_39735
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_40162 
00D9: 77@ = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_40155 
00AF: set_car 77@ driver_behaviour_to 11 
0006: 53@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:CASINO4_39796
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @CASINO4_40155 
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @CASINO4_40118 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_40118 
00D6: if 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_40118 
0615: define_action_sequences 109@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_39889 
0633: AS_actor -1 exit_vehicle 

:CASINO4_39889
05D3: AS_actor -1 go_to_point 2171.0 1671.0 11.0 speed 4 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_40017 
06C9: remove_actor 71@ from_group 
0615: define_action_sequences 109@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_39976 
0633: AS_actor -1 exit_vehicle 

:CASINO4_39976
05D3: AS_actor -1 go_to_point 2172.0 1669.0 10.8125 speed 4 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 71@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_40017
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_40104 
06C9: remove_actor 72@ from_group 
0615: define_action_sequences 109@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_40063 
0633: AS_actor -1 exit_vehicle 

:CASINO4_40063
05D3: AS_actor -1 go_to_point 2170.0 1673.0 10.8203 speed 4 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 72@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_40104
0006: 53@ = 1 // integer values 
0006: 63@ = 1 // integer values 

:CASINO4_40118
00D6: if 
0019:   33@ > 20000 // integer values 
004D: jump_if_false @CASINO4_40144 
0006: 53@ = 1 // integer values 

:CASINO4_40144
0001: wait 0 ms 
0002: jump @CASINO4_39796 

:CASINO4_40155
0002: jump @CASINO4_40392 

:CASINO4_40162
0615: define_action_sequences 109@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_40187 
0633: AS_actor -1 exit_vehicle 

:CASINO4_40187
05D3: AS_actor -1 go_to_point 2165.612 1680.619 9.8047 speed 4 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_40310 
0615: define_action_sequences 109@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_40269 
0633: AS_actor -1 exit_vehicle 

:CASINO4_40269
05D3: AS_actor -1 go_to_point 2166.443 1678.606 9.8125 speed 4 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 71@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_40310
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_40392 
0615: define_action_sequences 109@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_40351 
0633: AS_actor -1 exit_vehicle 

:CASINO4_40351
05D3: AS_actor -1 go_to_point 2166.706 1683.291 9.8203 speed 4 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 72@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_40392
0006: 252@ = 0 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 300@ = 0 // integer values 
0006: 301@ = 0 // integer values 
0006: 302@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:CASINO4_40497
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @CASINO4_41575 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_40863 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_40583 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_40576 
040D: unload_wav 254@ 

:CASINO4_40576
0006: 255@ = 1 // integer values 

:CASINO4_40583
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_40620 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_40620
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_40680 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_40680 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_40680
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_40863 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_40802 
0968: actor $PLAYER_ACTOR stop_mouth 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_40767 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_40781 

:CASINO4_40767
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_40781
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_40863 

:CASINO4_40802
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_40863 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_40863 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_40863
0871: init_jump_table 257@ total_jumps 2 1 @CASINO4_41070 jumps 0 @CASINO4_40926 1 @CASINO4_40978 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 

:CASINO4_40926
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_40971 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0006: 252@ = 94 // integer values 
0006: 257@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_40971
0002: jump @CASINO4_41196 

:CASINO4_40978
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_41063 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_41063 
0967: actor $PLAYER_ACTOR move_mouth 3000 
0006: 252@ = 95 // integer values 
0006: 257@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_41063
0002: jump @CASINO4_41196 

:CASINO4_41070
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_41189 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_41189 
00D6: if 
0039:   300@ == 1 // integer values 
004D: jump_if_false @CASINO4_41189 
00D6: if 
0039:   301@ == 1 // integer values 
004D: jump_if_false @CASINO4_41189 
00D6: if 
0039:   302@ == 1 // integer values 
004D: jump_if_false @CASINO4_41189 
0006: 256@ = 1 // integer values 

:CASINO4_41189
0002: jump @CASINO4_41196 

:CASINO4_41196
062E: (unknown) $PLAYER_ACTOR 1560 90@ 
00D6: if 
04A4:   90@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO4_41232 
0006: 300@ = 1 // integer values 

:CASINO4_41232
00D6: if 
0039:   301@ == 0 // integer values 
004D: jump_if_false @CASINO4_41387 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_41380 
046C: 303@ = car 79@ driver 
00D6: if 
8039:   not  303@ == -1 // integer values 
004D: jump_if_false @CASINO4_41366 
00D6: if 
01AF:   car 79@ 0 2154.275 1664.964 9.8125 radius 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_41359 
00AF: set_car 79@ driver_behaviour_to 11 
068B: (unknown) 79@ 
0006: 301@ = 1 // integer values 

:CASINO4_41359
0002: jump @CASINO4_41373 

:CASINO4_41366
0006: 301@ = 1 // integer values 

:CASINO4_41373
0002: jump @CASINO4_41387 

:CASINO4_41380
0006: 301@ = 1 // integer values 

:CASINO4_41387
00D6: if 
0039:   302@ == 0 // integer values 
004D: jump_if_false @CASINO4_41542 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_41535 
046C: 303@ = car 78@ driver 
00D6: if 
8039:   not  303@ == -1 // integer values 
004D: jump_if_false @CASINO4_41521 
00D6: if 
01AF:   car 78@ 0 2158.518 1681.402 9.8047 radius 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_41514 
00AF: set_car 78@ driver_behaviour_to 11 
068B: (unknown) 78@ 
0006: 302@ = 1 // integer values 

:CASINO4_41514
0002: jump @CASINO4_41528 

:CASINO4_41521
0006: 300@ = 1 // integer values 

:CASINO4_41528
0002: jump @CASINO4_41542 

:CASINO4_41535
0006: 302@ = 1 // integer values 

:CASINO4_41542
00D6: if 
0019:   33@ > 20000 // integer values 
004D: jump_if_false @CASINO4_41568 
0006: 256@ = 1 // integer values 

:CASINO4_41568
0002: jump @CASINO4_40497 

:CASINO4_41575
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
01C3: remove_references_to_car 79@ // Like turning a car into any random car 
0249: release_model #WALTON 

:CASINO4_41590
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO4_41646 
04ED: load_animation "GANGS" 
04ED: load_animation "MISC" 
0001: wait 0 ms 
0002: jump @CASINO4_41590 

:CASINO4_41646
0395: clear_area 1 at 2175.21 1679.37 9.85 range 50.0 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_41718 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.0 1671.0 9.8125 
0002: jump @CASINO4_41738 

:CASINO4_41718
00A1: put_actor $PLAYER_ACTOR at 2171.0 1671.0 9.8125 

:CASINO4_41738
0173: set_actor $PLAYER_ACTOR z_angle_to 109.2628 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_41857 
060B: unknown_actor_use_entity 72@ 37@ 
0006: 119@ = 0 // integer values 
0792: (unknown) 72@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_41827 
0362: remove_actor 72@ from_car_and_place_at 2170.0 1673.0 9.8125 
0002: jump @CASINO4_41847 

:CASINO4_41827
00A1: put_actor 72@ at 2170.0 1673.0 9.8125 

:CASINO4_41847
0173: set_actor 72@ z_angle_to 153.2628 

:CASINO4_41857
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_41966 
060B: unknown_actor_use_entity 71@ 38@ 
0006: 120@ = 0 // integer values 
0792: (unknown) 71@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_41936 
0362: remove_actor 71@ from_car_and_place_at 2172.0 1669.0 9.8125 
0002: jump @CASINO4_41956 

:CASINO4_41936
00A1: put_actor 71@ at 2172.0 1669.0 9.8125 

:CASINO4_41956
0173: set_actor 71@ z_angle_to 133.2628 

:CASINO4_41966
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @CASINO4_42141 
00D6: if 
00DF:   actor 113@ driving 
004D: jump_if_false @CASINO4_42039 
0362: remove_actor 113@ from_car_and_place_at 2163.43 1660.721 9.8203 
0002: jump @CASINO4_42059 

:CASINO4_42039
00A1: put_actor 113@ at 2163.43 1660.721 9.8203 

:CASINO4_42059
0173: set_actor 113@ z_angle_to 327.8448 
0615: define_action_sequences 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "SCRATCHBALLS_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 113@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_42141
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @CASINO4_42302 
00D6: if 
00DF:   actor 114@ driving 
004D: jump_if_false @CASINO4_42200 
0362: remove_actor 114@ from_car_and_place_at 2162.691 1664.223 9.8203 
0002: jump @CASINO4_42220 

:CASINO4_42200
00A1: put_actor 114@ at 2162.691 1664.223 9.8203 

:CASINO4_42220
0173: set_actor 114@ z_angle_to 355.144 
0615: define_action_sequences 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "SCRATCHBALLS_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 114@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_42302
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @CASINO4_42463 
00D6: if 
00DF:   actor 115@ driving 
004D: jump_if_false @CASINO4_42361 
0362: remove_actor 115@ from_car_and_place_at 2166.566 1661.498 9.8203 
0002: jump @CASINO4_42381 

:CASINO4_42361
00A1: put_actor 115@ at 2166.566 1661.498 9.8203 

:CASINO4_42381
0173: set_actor 115@ z_angle_to 343.0 
0615: define_action_sequences 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "SCRATCHBALLS_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 115@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_42463
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @CASINO4_42624 
00D6: if 
00DF:   actor 116@ driving 
004D: jump_if_false @CASINO4_42522 
0362: remove_actor 116@ from_car_and_place_at 2160.908 1664.875 9.8047 
0002: jump @CASINO4_42542 

:CASINO4_42522
00A1: put_actor 116@ at 2160.908 1664.875 9.8047 

:CASINO4_42542
0173: set_actor 116@ z_angle_to 315.7 
0615: define_action_sequences 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "SCRATCHBALLS_01" from_file "MISC" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 109@ 
0618: assign_actor 116@ to_action_sequences 109@ 
061B: remove_references_to_action_sequences 109@ 

:CASINO4_42624
015F: set_camera_position 2171.65 1673.89 11.12 0.0 0.0 0.0 
0160: point_camera 2158.4 1649.68 11.08 2 
08F5: (unknown) 
0006: 252@ = 0 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0707: start_scene_skip_to @CASINO4_43736 

:CASINO4_42754
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @CASINO4_43736 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_43115 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_42840 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_42833 
040D: unload_wav 254@ 

:CASINO4_42833
0006: 255@ = 1 // integer values 

:CASINO4_42840
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_42877 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_42877
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_42937 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_42937 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_42937
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_43115 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_43054 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_43019 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_43033 

:CASINO4_43019
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_43033
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_43115 

:CASINO4_43054
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_43115 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_43115 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_43115
0871: init_jump_table 257@ total_jumps 3 1 @CASINO4_43636 jumps 0 @CASINO4_43178 1 @CASINO4_43280 2 @CASINO4_43507 -1 @CASINO4_43729 -1 @CASINO4_43729 -1 @CASINO4_43729 -1 @CASINO4_43729 

:CASINO4_43178
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_43273 
0006: 257@ = 1 // integer values 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43257 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43246 
05BF: AS_actor 71@ look_at_actor 72@ 10000 ms 

:CASINO4_43246
05BF: AS_actor $PLAYER_ACTOR look_at_actor 72@ 10000 ms 

:CASINO4_43257
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43273 

:CASINO4_43273
0002: jump @CASINO4_43729 

:CASINO4_43280
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_43500 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_43500 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43362 
0967: actor 71@ move_mouth 3000 

:CASINO4_43362
0006: 252@ = 97 // integer values 
0006: 257@ = 2 // integer values 
0006: 299@ = 0 // integer values 

:CASINO4_43383
00D6: if 
001B:   4 > 299@ // integer values 
004D: jump_if_false @CASINO4_43463 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_43449 
05D3: AS_actor 113@(299@,4i) go_to_point 2167.999 1666.121 9.8203 speed 4 -1 ms 

:CASINO4_43449
000A: 299@ += 1 // integer values 
0002: jump @CASINO4_43383 

:CASINO4_43463
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43479 

:CASINO4_43479
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43495 

:CASINO4_43495
01BD: 260@ = current_time_in_ms 

:CASINO4_43500
0002: jump @CASINO4_43729 

:CASINO4_43507
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_43629 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_43629 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43586 
0968: actor 71@ stop_mouth 

:CASINO4_43586
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43610 
0967: actor 72@ move_mouth 3000 

:CASINO4_43610
0006: 252@ = 98 // integer values 
0006: 257@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_43629
0002: jump @CASINO4_43729 

:CASINO4_43636
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_43722 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_43722 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43715 
0968: actor 72@ stop_mouth 

:CASINO4_43715
0006: 256@ = 1 // integer values 

:CASINO4_43722
0002: jump @CASINO4_43729 

:CASINO4_43729
0002: jump @CASINO4_42754 

:CASINO4_43736
0701: end_scene_skip 
08F6: (unknown) 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43761 
0968: actor 71@ stop_mouth 

:CASINO4_43761
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43782 
0968: actor 72@ stop_mouth 

:CASINO4_43782
040D: unload_wav 253@ 
040D: unload_wav 254@ 
0006: 99@ = 3 // integer values 

:CASINO4_43799
00D6: if 
0019:   99@ > -1 // integer values 
004D: jump_if_false @CASINO4_43934 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43920 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_43920 
0647: unknown_action_sequence 71@ 
05E2: AS_actor 71@ kill_actor 113@(99@,4i) 
0085: 298@ = 113@(99@,4i) // integer values and handles 
077A: set_actor 71@ aggressive_to_pedgroup 4 type 25 
0187: 117@ = create_marker_above_actor 71@ 
07E0: set_marker 117@ type_to 1 
0168: show_on_radar 117@ 2 
0006: 99@ = -1 // integer values 

:CASINO4_43920
000E: 99@ -= 1 // integer values 
0002: jump @CASINO4_43799 

:CASINO4_43934
0006: 99@ = 0 // integer values 

:CASINO4_43941
00D6: if 
001B:   4 > 99@ // integer values 
004D: jump_if_false @CASINO4_44076 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_44062 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_44062 
0647: unknown_action_sequence 72@ 
05E2: AS_actor 72@ kill_actor 113@(99@,4i) 
0085: 297@ = 113@(99@,4i) // integer values and handles 
077A: set_actor 72@ aggressive_to_pedgroup 4 type 25 
0187: 118@ = create_marker_above_actor 72@ 
07E0: set_marker 118@ type_to 1 
0168: show_on_radar 118@ 2 
0006: 99@ = 4 // integer values 

:CASINO4_44062
000A: 99@ += 1 // integer values 
0002: jump @CASINO4_43941 

:CASINO4_44076
0006: 99@ = 0 // integer values 

:CASINO4_44083
00D6: if 
001B:   4 > 99@ // integer values 
004D: jump_if_false @CASINO4_44280 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_44266 
0187: 105@(99@,4i) = create_marker_above_actor 113@(99@,4i) 
018B: show_on_radar 105@(99@,4i) 2 
0168: show_on_radar 105@(99@,4i) 2 
077A: set_actor 113@(99@,4i) aggressive_to_pedgroup 4 type 23 
077A: set_actor 113@(99@,4i) aggressive_to_pedgroup 4 type 0 
00D6: if 
001B:   2 > 99@ // integer values 
004D: jump_if_false @CASINO4_44238 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_44231 
05E2: AS_actor 113@(99@,4i) kill_actor 72@ 

:CASINO4_44231
0002: jump @CASINO4_44266 

:CASINO4_44238
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_44266 
05E2: AS_actor 113@(99@,4i) kill_actor 71@ 

:CASINO4_44266
000A: 99@ += 1 // integer values 
0002: jump @CASINO4_44083 

:CASINO4_44280
02EB: restore_camera_with_jumpcut 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0687: clear_actor_task $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
0006: 252@ = 0 // integer values 
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 53@ = 0 // integer values 

:CASINO4_44418
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @CASINO4_45785 
00D6: if 
8039:   not  252@ == 0 // integer values 
004D: jump_if_false @CASINO4_44831 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_44500 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_44493 
040D: unload_wav 254@ 

:CASINO4_44493
0006: 255@ = 1 // integer values 

:CASINO4_44500
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @CASINO4_44537 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 // integer values 

:CASINO4_44537
00D6: if 
0039:   255@ == 2 // integer values 
004D: jump_if_false @CASINO4_44597 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_44597 
03D1: play_wav 253@ 
00BC: text_highpriority $7533(252@,114s) 10000 ms 1 
0006: 255@ = 3 // integer values 

:CASINO4_44597
00D6: if 
0039:   255@ == 3 // integer values 
004D: jump_if_false @CASINO4_44831 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_44770 
03D5: remove_text $7533(252@,114s) 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_44668 
0968: actor 71@ stop_mouth 
0A09: (unknown) 71@ 0 

:CASINO4_44668
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_44696 
0968: actor 72@ stop_mouth 
0A09: (unknown) 72@ 0 

:CASINO4_44696
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @CASINO4_44735 
0006: 253@ = 2 // integer values 
0006: 254@ = 1 // integer values 
0002: jump @CASINO4_44749 

:CASINO4_44735
0006: 253@ = 1 // integer values 
0006: 254@ = 2 // integer values 

:CASINO4_44749
0006: 252@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0002: jump @CASINO4_44831 

:CASINO4_44770
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_44831 
00D6: if 
001B:   110 > 252@ // integer values 
004D: jump_if_false @CASINO4_44831 
0085: 261@ = 252@ // integer values and handles 
000A: 261@ += 1 // integer values 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_44831
0871: init_jump_table 257@ total_jumps 3 1 @CASINO4_45218 jumps 0 @CASINO4_44894 1 @CASINO4_44988 2 @CASINO4_45103 -1 @CASINO4_45290 -1 @CASINO4_45290 -1 @CASINO4_45290 -1 @CASINO4_45290 

:CASINO4_44894
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @CASINO4_44981 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_44981 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_44962 
0A09: (unknown) 71@ 1 
0967: actor 71@ move_mouth 3000 

:CASINO4_44962
0006: 252@ = 112 // integer values 
0006: 257@ = 1 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_44981
0002: jump @CASINO4_45290 

:CASINO4_44988
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 7000 // integer values 
004D: jump_if_false @CASINO4_45096 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_45096 
0006: 252@ = 17 // integer values 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_45084 
0A09: (unknown) 72@ 1 
0967: actor 72@ move_mouth 3000 

:CASINO4_45084
0006: 257@ = 2 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_45096
0002: jump @CASINO4_45290 

:CASINO4_45103
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 7000 // integer values 
004D: jump_if_false @CASINO4_45211 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_45211 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_45192 
0A09: (unknown) 71@ 1 
0967: actor 71@ move_mouth 3000 

:CASINO4_45192
0006: 252@ = 111 // integer values 
0006: 257@ = 3 // integer values 
01BD: 260@ = current_time_in_ms 

:CASINO4_45211
0002: jump @CASINO4_45290 

:CASINO4_45218
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // integer values and handles 
0062: 258@ -= 260@ // integer values 
00D6: if 
0019:   258@ > 1000 // integer values 
004D: jump_if_false @CASINO4_45283 
00D6: if 
0039:   255@ == 0 // integer values 
004D: jump_if_false @CASINO4_45283 
0006: 256@ = 1 // integer values 

:CASINO4_45283
0002: jump @CASINO4_45290 

:CASINO4_45290
0006: 99@ = 0 // integer values 

:CASINO4_45297
00D6: if 
001B:   4 > 99@ // integer values 
004D: jump_if_false @CASINO4_45665 
00D6: if 
0039:   101@(99@,4i) == 0 // integer values 
004D: jump_if_false @CASINO4_45651 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_45651 
00D6: if 
003B:   298@ == 113@(99@,4i) // integer values 
004D: jump_if_false @CASINO4_45486 
0006: 299@ = 3 // integer values 

:CASINO4_45387
00D6: if 
0019:   299@ > -1 // integer values 
004D: jump_if_false @CASINO4_45486 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_45472 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_45472 
05E2: AS_actor 71@ kill_actor 113@(299@,4i) 
0085: 298@ = 113@(299@,4i) // integer values and handles 
0006: 299@ = -1 // integer values 

:CASINO4_45472
000E: 299@ -= 1 // integer values 
0002: jump @CASINO4_45387 

:CASINO4_45486
00D6: if 
003B:   297@ == 113@(99@,4i) // integer values 
004D: jump_if_false @CASINO4_45615 
0006: 299@ = 0 // integer values 

:CASINO4_45516
00D6: if 
001B:   4 > 299@ // integer values 
004D: jump_if_false @CASINO4_45615 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_45601 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_45601 
05E2: AS_actor 72@ kill_actor 113@(299@,4i) 
0085: 297@ = 113@(299@,4i) // integer values and handles 
0006: 299@ = 4 // integer values 

:CASINO4_45601
000A: 299@ += 1 // integer values 
0002: jump @CASINO4_45516 

:CASINO4_45615
0164: disable_marker 105@(99@,4i) 
01C2: remove_references_to_actor 113@(99@,4i) // Like turning an actor into a random pedestrian 
0006: 101@(99@,4i) = 1 // integer values 
000E: 100@ -= 1 // integer values 

:CASINO4_45651
000A: 99@ += 1 // integer values 
0002: jump @CASINO4_45297 

:CASINO4_45665
00D6: if 
001B:   1 > 100@ // integer values 
004D: jump_if_false @CASINO4_45744 
0006: 53@ = 1 // integer values 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO4_45744 
01C3: remove_references_to_car 77@ // Like turning a car into any random car 
0395: clear_area 1 at 2175.21 1679.37 9.85 range 10.0 
0006: 46@ = 1 // integer values 

:CASINO4_45744
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_45774 
00BE: text_clear_all 
0006: 53@ = 1 // integer values 

:CASINO4_45774
0001: wait 0 ms 
0002: jump @CASINO4_44418 

:CASINO4_45785
040D: unload_wav 254@ 
040D: unload_wav 253@ 
03C7: unknown_maybe_cops_density 1.0 
0164: disable_marker 118@ 
0164: disable_marker 117@ 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_45860 
0968: actor 71@ stop_mouth 
0968: actor 72@ stop_mouth 
0792: (unknown) 72@ 
0792: (unknown) 71@ 
07B3: (unknown) $PLAYER_GROUP 0 

:CASINO4_45860
0051: return 

:CASINO4_45862
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:CASINO4_45880
0008: $11277 += 1 // integer values 
0629: change_stat 317 to 1 // integer 
0318: set_latest_mission_passed 'CASINO4'  // Don Peyote
01E3: text_1number_styled 'M_PASSR' 5 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: set_mission_points += 1 
0051: return 

:CASINO4_45942
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO4_45977 
0A09: (unknown) $PLAYER_ACTOR 0 

:CASINO4_45977
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0164: disable_marker 69@ 
0164: disable_marker 68@ 
0164: disable_marker 67@ 
0164: disable_marker 70@ 
0164: disable_marker 66@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
01C3: remove_references_to_car 77@ // Like turning a car into any random car 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
01C3: remove_references_to_car 79@ // Like turning a car into any random car 
01C3: remove_references_to_car 289@ // Like turning a car into any random car 
034F: destroy_actor_with_fade 72@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 71@ // The actor fades away like a ghost 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 303@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 114@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 115@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 116@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
0249: release_model #WALTON 
0249: release_model #CELLPHONE 
0249: release_model #DWFOLC 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMYLC1 
0249: release_model #COLT45 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
065C: unknown_create_def_entity 37@ // unknown_destroy 
065C: unknown_create_def_entity 38@ // unknown_destroy 
065C: unknown_create_def_entity 39@ // unknown_destroy 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 89---------------
// Originally: Intensive Care

:CASINO5
03A4: name_thread 'CASINO5' 
0050: gosub @CASINO5_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASINO5_38 
0050: gosub @CASINO5_12902 

:CASINO5_38
0050: gosub @CASINO5_12948 
004E: end_thread 

:CASINO5_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'CASINO5' 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
08AD: (unknown) $PLAYER_ACTOR 2233.5 1712.8 9.8203 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
0004: $1249 = 1 // integer values 
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'CAS_5A' 

:CASINO5_150
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO5_174 
0001: wait 0 ms 
0002: jump @CASINO5_150 

:CASINO5_174
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO5_183
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO5_207 
0001: wait 0 ms 
0002: jump @CASINO5_183 

:CASINO5_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO5_222
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_246 
0001: wait 0 ms 
0002: jump @CASINO5_222 

:CASINO5_246
04BB: select_interior 0 // select render area 
08F4: (unknown) 99 
004F: create_thread @A_CONT 
03CB: set_camera 2175.412 1681.548 9.8203 
0247: request_model #AMBULAN 
0247: request_model #PATRIOT 
0247: request_model #LVEMT1 
0247: request_model #VMAFF1 
0247: request_model #VMAFF2 
023C: request_special_actor 'SINDACO' as 1 
0247: request_model #MP5LNG 
04ED: load_animation "GANGS" 

:CASINO5_329
00D6: if or
8248:   not model #AMBULAN available 
8248:   not model #PATRIOT available 
8248:   not model #LVEMT1 available 
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
004D: jump_if_false @CASINO5_374 
0001: wait 0 ms 
0002: jump @CASINO5_329 

:CASINO5_374
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #MP5LNG available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @CASINO5_414 
0001: wait 0 ms 
0002: jump @CASINO5_374 

:CASINO5_414
060A: unknown_create_entity 2 47@ 
060A: unknown_create_entity 1 49@ 
060A: unknown_create_entity 0 48@ 
0746: (unknown) 4 24 0 
0006: 54@ = 0 // integer values 
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @CASINO5_547 
009A: 72@ = create_actor 24 #VMAFF1 at 0.0 0.0 0.0 
009A: 99@(40@,2i) = create_actor 24 #VMAFF1 at 0.0 0.0 0.0 
00A5: 97@(40@,2i) = create_car #AMBULAN at 0.0 0.0 0.0 

:CASINO5_547
0169: set_fade_color 0 0 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
016A: fade 1 0 ms 
00BC: text_highpriority 'CAS5_00' 8000 ms 1  // ~s~Keress egy motort s vedd fel Johnny Sindaccot a~y~krhzbl~s~.
018A: 44@ = create_checkpoint_at 1604.158 1838.765 9.828 
05AA: 140@s = 'CAS5_AA' // 8-byte strings 
04AF: 124@ = unknown_wav_reference 8000 
05AA: 142@s = 'CAS5_AB' // 8-byte strings 
04AF: 125@ = unknown_wav_reference 8001 
05AA: 144@s = 'CAS5_BA' // 8-byte strings 
04AF: 126@ = unknown_wav_reference 8002 
05AA: 146@s = 'CAS5_BB' // 8-byte strings 
04AF: 127@ = unknown_wav_reference 8003 
05AA: 148@s = 'CAS5_BC' // 8-byte strings 
04AF: 128@ = unknown_wav_reference 8004 
05AA: 150@s = 'CAS5_BD' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 8005 
05AA: 152@s = 'CAS5_BE' // 8-byte strings 
04AF: 130@ = unknown_wav_reference 8006 
05AA: 154@s = 'CAS5_CA' // 8-byte strings 
04AF: 131@ = unknown_wav_reference 8007 
05AA: 156@s = 'CAS5_CB' // 8-byte strings 
04AF: 132@ = unknown_wav_reference 8008 
05AA: 158@s = 'CAS5_CC' // 8-byte strings 
04AF: 133@ = unknown_wav_reference 8009 
05AA: 160@s = 'CAS5_CD' // 8-byte strings 
04AF: 134@ = unknown_wav_reference 8010 
05AA: 162@s = 'CAS5_CE' // 8-byte strings 
04AF: 135@ = unknown_wav_reference 8011 
05AA: 164@s = 'CAS5_CF' // 8-byte strings 
04AF: 136@ = unknown_wav_reference 8012 
05AA: 166@s = 'CAS5_CG' // 8-byte strings 
04AF: 137@ = unknown_wav_reference 8013 
05AA: 168@s = 'CAS5_DA' // 8-byte strings 
04AF: 138@ = unknown_wav_reference 8014 
05AA: 170@s = 'CAS5_DB' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 8015 
0085: 122@ = 123@ // integer values and handles 
0006: 33@ = 0 // integer values 

:CASINO5_979
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @CASINO5_1005 
0002: jump @CASINO5_12838 

:CASINO5_1005
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @CASINO5_1186 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1604.158 1838.765 9.828 radius 120.0 120.0 120.0 
004D: jump_if_false @CASINO5_1186 
0395: clear_area 1 at 1604.158 1838.765 9.828 range 30.0 
0732: (unknown) 470 
0674: set_car_model #PATRIOT numberplate "H_CARMAN" 
0395: clear_area 1 at 1624.598 1850.607 9.828 range 8.0 
00A5: 55@ = create_car #PATRIOT at 1624.598 1850.607 9.828 
0175: set_car 55@ z_angle_to 180.0 
03AB: set_car 55@ do_nothing 1 
000A: 56@ += 1 // integer values 

:CASINO5_1186
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 1604.158 1838.765 9.828 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO5_1325 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_1309 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 400 ms 

:CASINO5_1266
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_1290 
0001: wait 0 ms 
0002: jump @CASINO5_1266 

:CASINO5_1290
0164: disable_marker 44@ 
0002: jump @CASINO5_1339 
0002: jump @CASINO5_1325 

:CASINO5_1309
00BC: text_highpriority 'CAS5_01' 4000 ms 1  // ~s~Szksged lesz egy jrmre, hogy felvedd Johnnyt.

:CASINO5_1325
0050: gosub @CASINO5_10202 
0002: jump @CASINO5_979 

:CASINO5_1339
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1595.199 1838.316 12.4095 0.0 0.0 0.0 
0160: point_camera 1596.18 1838.252 12.2269 2 
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO5_1426 
0004: $1285[0] = -2 // integer values 

:CASINO5_1426
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO5_1451 
0004: $1285[1] = -2 // integer values 

:CASINO5_1451
00D9: 50@ = actor $PLAYER_ACTOR car 
0224: set_car 50@ health_to 2000 
0395: clear_area 1 at 1604.158 1838.765 9.828 range 15.0 
016A: fade 1 0 ms 
0615: define_action_sequences 42@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 1606.106 1825.065 9.828 speed 6 -1 ms 
05BA: AS_actor -1 chew_gum 100 ms 
0616: define_action_sequences_end 42@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
0006: 43@ = 0 // integer values 
0006: 46@ = 0 // integer values 

:CASINO5_1567
00D6: if 
001B:   2 > 43@ // integer values 
004D: jump_if_false @CASINO5_1604 
0001: wait 0 ms 
0646: (unknown) $PLAYER_ACTOR 43@ 
0002: jump @CASINO5_1567 

:CASINO5_1604
0707: start_scene_skip_to @CASINO5_1831 
0006: 123@ = 4 // integer values 

:CASINO5_1618
00D6: if 
001B:   7 > 122@ // integer values 
004D: jump_if_false @CASINO5_1654 
0001: wait 0 ms 
0050: gosub @CASINO5_10202 
0002: jump @CASINO5_1618 

:CASINO5_1654
0615: define_action_sequences 42@ 
05BA: AS_actor -1 chew_gum 3800 ms 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_1691 
05CB: AS_actor -1 enter_car_as_driver 50@ -1 ms 

:CASINO5_1691
0616: define_action_sequences_end 42@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
0006: 40@ = 0 // integer values 

:CASINO5_1716
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @CASINO5_1787 
0001: wait 0 ms 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_1780 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @CASINO5_1780 
0006: 40@ = 1 // integer values 

:CASINO5_1780
0002: jump @CASINO5_1716 

:CASINO5_1787
0006: 46@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:CASINO5_1801
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @CASINO5_1831 
0001: wait 0 ms 
0002: jump @CASINO5_1801 

:CASINO5_1831
0701: end_scene_skip 
00BE: text_clear_all 
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO5_1860 
0004: $1285[0] = -2 // integer values 

:CASINO5_1860
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO5_1885 
0004: $1285[1] = -2 // integer values 

:CASINO5_1885
00D6: if or
89DE:   not (unknown) $PLAYER_ACTOR 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_1935 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_1935 
036A: put_actor $PLAYER_ACTOR in_car 50@ 

:CASINO5_1935
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'CAS5_03' 8000 ms 1  // ~s~Tuti, hogy a maffia vitte el Johnnyt. Keresd meg a~r~mentautt~s~, amiben Johnny van.
0994: (unknown) 2066.25 956.0 9.125 
0994: (unknown) 2048.625 953.8749 9.125 
0994: (unknown) 2032.5 973.25 9.5 
0994: (unknown) 2027.25 1093.125 9.625 
0994: (unknown) 2030.125 1273.0 9.625 
0994: (unknown) 2029.0 1453.25 9.625 
0994: (unknown) 2033.75 1713.125 9.625 
0994: (unknown) 2112.125 1863.125 9.75 
0994: (unknown) 2104.0 1969.125 9.75 
0994: (unknown) 2108.25 2022.0 9.625 
0994: (unknown) 2107.625 2113.125 9.625 
0994: (unknown) 2091.25 2283.125 9.625 
0994: (unknown) 2005.625 2393.25 9.625 
0994: (unknown) 1605.375 2589.75 9.625 
0994: (unknown) 1477.375 2563.125 9.625 
0994: (unknown) 1385.625 2575.0 9.625 
0994: (unknown) 1293.875 2574.625 9.625 
0994: (unknown) 1528.125 2773.125 9.625 
0994: (unknown) 2127.375 2792.875 9.625 
0994: (unknown) 2397.375 2713.125 9.625 
0994: (unknown) 2404.625 2513.125 9.625 
0994: (unknown) 2628.625 2301.75 9.625 
0994: (unknown) 2787.25 2303.5 9.625 
0994: (unknown) 2860.125 2293.0 9.625 
0994: (unknown) 2796.125 2135.375 9.75 
0994: (unknown) 2796.125 2090.875 9.625 
0994: (unknown) 2638.375 2135.375 9.625 
0994: (unknown) 2638.375 2090.875 9.75 
0994: (unknown) 2621.625 1473.125 9.625 
0994: (unknown) 2645.375 1313.125 9.75 
0994: (unknown) 2547.25 923.125 9.625 
0994: (unknown) 2287.25 957.8749 9.625 
0994: (unknown) 2147.25 963.2499 9.625 
0395: clear_area 1 at 2152.029 1912.456 9.6797 range 10.0 
00A5: 57@ = create_car #AMBULAN at 2152.029 1912.456 9.6797 
0175: set_car 57@ z_angle_to 0.0 
0224: set_car 57@ health_to 2000 
0186: 60@ = create_marker_above_car 57@ 
020A: set_car 57@ door_status_to 3 
0587: (unknown) 57@ 0 
0129: 66@ = create_actor 24 #LVEMT1 in_car 57@ driverseat 
039E: set_actor 66@ jackable 1 
060B: unknown_actor_use_entity 66@ 48@ 
01C8: 69@ = create_actor 24 #LVEMT1 in_car 57@ passenger_seat 0 
039E: set_actor 69@ jackable 1 
060B: unknown_actor_use_entity 69@ 48@ 
05D2: AS_actor 66@ run_to_and_hijack_vehicle 57@ max_search_radius 15.0 traffic_behavior 0 
0006: 63@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0395: clear_area 1 at 2050.291 1358.516 9.6719 range 10.0 
00A5: 58@ = create_car #AMBULAN at 2050.291 1358.516 9.6719 
0175: set_car 58@ z_angle_to 180.0 
0224: set_car 58@ health_to 2000 
0186: 61@ = create_marker_above_car 58@ 
020A: set_car 58@ door_status_to 3 
0587: (unknown) 58@ 0 
0129: 67@ = create_actor 24 #LVEMT1 in_car 58@ driverseat 
039E: set_actor 67@ jackable 1 
060B: unknown_actor_use_entity 67@ 48@ 
01C8: 70@ = create_actor 24 #LVEMT1 in_car 58@ passenger_seat 0 
039E: set_actor 70@ jackable 1 
060B: unknown_actor_use_entity 70@ 48@ 
05D2: AS_actor 67@ run_to_and_hijack_vehicle 58@ max_search_radius 15.0 traffic_behavior 0 
0006: 64@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0395: clear_area 1 at 2544.98 1395.797 9.78 range 10.0 
00A5: 59@ = create_car #AMBULAN at 2544.98 1395.797 9.78 
0175: set_car 59@ z_angle_to 180.0 
0224: set_car 59@ health_to 2000 
0186: 62@ = create_marker_above_car 59@ 
020A: set_car 59@ door_status_to 3 
0587: (unknown) 59@ 0 
0129: 68@ = create_actor 24 #LVEMT1 in_car 59@ driverseat 
039E: set_actor 68@ jackable 1 
060B: unknown_actor_use_entity 68@ 48@ 
01C8: 71@ = create_actor 24 #LVEMT1 in_car 59@ passenger_seat 0 
039E: set_actor 71@ jackable 1 
060B: unknown_actor_use_entity 71@ 48@ 
05D2: AS_actor 68@ run_to_and_hijack_vehicle 59@ max_search_radius 15.0 traffic_behavior 0 
0006: 65@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = -1 // integer values 
0006: 76@ = 0 // integer values 
0006: 80@ = 0 // integer values 

:CASINO5_3077
0001: wait 0 ms 
0006: 40@ = 0 // integer values 

:CASINO5_3088
00D6: if 
001B:   3 > 40@ // integer values 
004D: jump_if_false @CASINO5_7042 
00D6: if and
8119:   not car 57@(40@,3i) wrecked 
001B:   6 > 63@(40@,3i) // integer values 
004D: jump_if_false @CASINO5_7028 
0871: init_jump_table 63@(40@,3i) total_jumps 6 0 @CASINO5_7028 jumps 0 @CASINO5_3204 1 @CASINO5_4019 2 @CASINO5_4588 3 @CASINO5_5080 4 @CASINO5_5177 5 @CASINO5_5731 -1 @CASINO5_7028 

:CASINO5_3204
00D6: if or
0118:   actor 66@(40@,3i) dead 
0118:   actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_3272 
0006: 77@ = 0 // integer values 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @CASINO5_3265 
0050: gosub @CASINO5_7432 

:CASINO5_3265
0002: jump @CASINO5_3426 

:CASINO5_3272
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_3334 
0006: 77@ = 1 // integer values 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @CASINO5_3327 
0050: gosub @CASINO5_7432 

:CASINO5_3327
0002: jump @CASINO5_3426 

:CASINO5_3334
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @CASINO5_3419 
00D6: if and
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 40.0 40.0 unknown 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_3419 
00BC: text_highpriority 'CAS5_04' 8000 ms 1  // ~s~Menj neki a~r~mentnek~s~s figyeld, hogy hogyan reagl a sofr.
0006: 78@ = 1 // integer values 

:CASINO5_3419
0002: jump @CASINO5_7028 

:CASINO5_3426
00D6: if 
0039:   77@ == 0 // integer values 
004D: jump_if_false @CASINO5_3508 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @CASINO5_3485 
00BC: text_highpriority 'CAS5_07' 8000 ms 1  // ~s~Most ltl meg egy rtatlan orvost, Johnny msik~r~mentben~s~van.
0002: jump @CASINO5_3501 

:CASINO5_3485
00BC: text_highpriority 'CAS5_08' 8000 ms 1  // ~s~Most ltl meg egy rtatlan orvost, Johnny egy msik~r~mentben~s~van.

:CASINO5_3501
0002: jump @CASINO5_3565 

:CASINO5_3508
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @CASINO5_3549 
00BC: text_highpriority 'CAS5_05' 8000 ms 1  // ~s~Johnny biztosan egy msik ~r~mentautban van~s~, ez itt halott.
0002: jump @CASINO5_3565 

:CASINO5_3549
00BC: text_highpriority 'CAS5_06' 8000 ms 1  // ~s~Johnny biztosan a msik ~r~mentautban~s~ van, ez a vals megllapods.

:CASINO5_3565
0164: disable_marker 60@(40@,3i) 
000A: 76@ += 1 // integer values 
0006: 81@(40@,3i) = 0 // integer values 
0477: set_car 57@(40@,3i) animation 6 5000 ms 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_3787 
0687: clear_actor_task 66@(40@,3i) 
0615: define_action_sequences 42@ 
0633: AS_actor -1 exit_vehicle 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" from_file "GANGS" 1000.0 loop 0 0 0 0 2000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" from_file "GANGS" 1000.0 loop 0 0 0 0 2000 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0616: define_action_sequences_end 42@ 
0618: assign_actor 66@(40@,3i) to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
000A: 81@(40@,3i) += 1 // integer values 

:CASINO5_3787
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_3968 
0687: clear_actor_task 69@(40@,3i) 
0615: define_action_sequences 42@ 
0633: AS_actor -1 exit_vehicle 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 1000.0 loop 0 0 0 0 2000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 1000.0 loop 0 0 0 0 2000 ms 
05BA: AS_actor -1 chew_gum 5000 ms 
0616: define_action_sequences_end 42@ 
0618: assign_actor 69@(40@,3i) to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
000A: 81@(40@,3i) += 2 // integer values 

:CASINO5_3968
00D6: if 
0039:   81@(40@,3i) == 0 // integer values 
004D: jump_if_false @CASINO5_4008 
0006: 63@(40@,3i) = 3 // integer values 
0002: jump @CASINO5_7028 

:CASINO5_4008
000A: 63@(40@,3i) += 1 // integer values 

:CASINO5_4019
00D6: if or
0039:   81@(40@,3i) == 1 // integer values 
0039:   81@(40@,3i) == 3 // integer values 
004D: jump_if_false @CASINO5_4202 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4158 
00D6: if 
80DF:   not actor 66@(40@,3i) driving 
004D: jump_if_false @CASINO5_4151 
0646: (unknown) 66@(40@,3i) 43@ 
00D6: if 
0039:   43@ == 5 // integer values 
004D: jump_if_false @CASINO5_4151 
05CB: AS_actor 66@(40@,3i) enter_car_as_driver 57@(40@,3i) -2 ms 
000E: 81@(40@,3i) -= 1 // integer values 

:CASINO5_4151
0002: jump @CASINO5_4202 

:CASINO5_4158
00D6: if or
0039:   81@(40@,3i) == 1 // integer values 
0039:   81@(40@,3i) == 3 // integer values 
004D: jump_if_false @CASINO5_4202 
000E: 81@(40@,3i) -= 1 // integer values 

:CASINO5_4202
00D6: if or
0039:   81@(40@,3i) == 2 // integer values 
0039:   81@(40@,3i) == 3 // integer values 
004D: jump_if_false @CASINO5_4432 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_4388 
00D6: if 
80DF:   not actor 69@(40@,3i) driving 
004D: jump_if_false @CASINO5_4381 
0646: (unknown) 69@(40@,3i) 43@ 
00D6: if 
0039:   43@ == 5 // integer values 
004D: jump_if_false @CASINO5_4381 
00D6: if 
0118:   actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4350 
05CB: AS_actor 69@(40@,3i) enter_car_as_driver 57@(40@,3i) -2 ms 
0002: jump @CASINO5_4370 

:CASINO5_4350
05CA: AS_actor 69@(40@,3i) enter_car 57@(40@,3i) passenger_seat 0 -2 ms 

:CASINO5_4370
000E: 81@(40@,3i) -= 2 // integer values 

:CASINO5_4381
0002: jump @CASINO5_4432 

:CASINO5_4388
00D6: if or
0039:   81@(40@,3i) == 2 // integer values 
0039:   81@(40@,3i) == 3 // integer values 
004D: jump_if_false @CASINO5_4432 
000E: 81@(40@,3i) -= 2 // integer values 

:CASINO5_4432
00D6: if 
0039:   81@(40@,3i) == 0 // integer values 
004D: jump_if_false @CASINO5_4581 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4485 
000A: 81@(40@,3i) += 1 // integer values 

:CASINO5_4485
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_4516 
000A: 81@(40@,3i) += 2 // integer values 

:CASINO5_4516
00D6: if 
0039:   81@(40@,3i) == 0 // integer values 
004D: jump_if_false @CASINO5_4563 
0006: 63@(40@,3i) = 3 // integer values 
0002: jump @CASINO5_7028 
0002: jump @CASINO5_4574 

:CASINO5_4563
000A: 63@(40@,3i) += 1 // integer values 

:CASINO5_4574
0002: jump @CASINO5_4588 

:CASINO5_4581
0002: jump @CASINO5_7028 

:CASINO5_4588
00D6: if or
0039:   81@(40@,3i) == 1 // integer values 
0039:   81@(40@,3i) == 3 // integer values 
004D: jump_if_false @CASINO5_4730 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4686 
00D6: if 
00DB:   actor 66@(40@,3i) in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_4679 
000E: 81@(40@,3i) -= 1 // integer values 

:CASINO5_4679
0002: jump @CASINO5_4730 

:CASINO5_4686
00D6: if or
0039:   81@(40@,3i) == 1 // integer values 
0039:   81@(40@,3i) == 3 // integer values 
004D: jump_if_false @CASINO5_4730 
000E: 81@(40@,3i) -= 1 // integer values 

:CASINO5_4730
00D6: if or
0039:   81@(40@,3i) == 2 // integer values 
0039:   81@(40@,3i) == 3 // integer values 
004D: jump_if_false @CASINO5_4872 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_4828 
00D6: if 
00DB:   actor 69@(40@,3i) in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_4821 
000E: 81@(40@,3i) -= 2 // integer values 

:CASINO5_4821
0002: jump @CASINO5_4872 

:CASINO5_4828
00D6: if or
0039:   81@(40@,3i) == 2 // integer values 
0039:   81@(40@,3i) == 3 // integer values 
004D: jump_if_false @CASINO5_4872 
000E: 81@(40@,3i) -= 2 // integer values 

:CASINO5_4872
00D6: if 
0039:   81@(40@,3i) == 0 // integer values 
004D: jump_if_false @CASINO5_5073 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4944 
05D2: AS_actor 66@(40@,3i) run_to_and_hijack_vehicle 57@(40@,3i) max_search_radius 15.0 traffic_behavior 0 
0002: jump @CASINO5_5055 

:CASINO5_4944
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_5055 
046C: 87@ = car 57@(40@,3i) driver 
0615: define_action_sequences 42@ 
00D6: if 
803B:   not  87@ == 69@(40@,3i) // integer values 
004D: jump_if_false @CASINO5_5015 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 

:CASINO5_5015
05D2: AS_actor -1 run_to_and_hijack_vehicle 57@(40@,3i) max_search_radius 15.0 traffic_behavior 0 
0616: define_action_sequences_end 42@ 
0618: assign_actor 69@(40@,3i) to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 

:CASINO5_5055
000A: 63@(40@,3i) += 1 // integer values 
0002: jump @CASINO5_5080 

:CASINO5_5073
0002: jump @CASINO5_7028 

:CASINO5_5080
00D6: if or
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 50.0 50.0 unknown 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_5131 
0002: jump @CASINO5_7028 

:CASINO5_5131
01C3: remove_references_to_car 57@(40@,3i) // Like turning a car into any random car 
01C2: remove_references_to_actor 66@(40@,3i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@(40@,3i) // Like turning an actor into a random pedestrian 
0006: 63@(40@,3i) = 10000 // integer values 
0002: jump @CASINO5_7028 

:CASINO5_5177
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_5703 
00D6: if or
0118:   actor 66@(40@,3i) dead 
0118:   actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_5256 
00BC: text_highpriority 'CAS5_10' 8000 ms 1  // ~s~szrevett a maffia a  jelenlted, trd ssze a~r~mentautt~s~kicsit, hogy lssk, hogy rdekel az zlet.
0006: 63@(40@,3i) = 5 // integer values 
0002: jump @CASINO5_5696 

:CASINO5_5256
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_5313 
00BC: text_highpriority 'CAS5_09' 8000 ms 1  // ~s~gy nz ki, hogy ez az a ~r~mentaut~s~, amelyik Johnnyt vitte, trd ssze egy kicsit, s mutasd meg a maffinak, hogy rdekel az zlet
0006: 63@(40@,3i) = 5 // integer values 
0002: jump @CASINO5_5696 

:CASINO5_5313
00D6: if 
0019:   32@ > 120000 // integer values 
004D: jump_if_false @CASINO5_5574 
00D6: if or
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 60.0 60.0 unknown 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_5422 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_5408 
0006: 89@ = 1 // integer values 

:CASINO5_5408
0002: jump @CASINO5_7028 
0002: jump @CASINO5_5567 

:CASINO5_5422
0164: disable_marker 60@(40@,3i) 
00D6: if 
056D:   carcass_of_actor 72@ valid 
004D: jump_if_false @CASINO5_5452 
009B: destroy_actor_instantly 72@ 

:CASINO5_5452
00D6: if 
056D:   carcass_of_actor 66@(40@,3i) valid 
004D: jump_if_false @CASINO5_5481 
009B: destroy_actor_instantly 66@(40@,3i) 

:CASINO5_5481
00D6: if 
056D:   carcass_of_actor 69@(40@,3i) valid 
004D: jump_if_false @CASINO5_5510 
009B: destroy_actor_instantly 69@(40@,3i) 

:CASINO5_5510
00D6: if 
056E:   carcass_of_car 57@(40@,3i) valid 
004D: jump_if_false @CASINO5_5539 
00A6: destroy_car 57@(40@,3i) 

:CASINO5_5539
0006: 51@ = 1 // integer values 
05AA: 52@s = 'CAS5_32' // 8-byte strings 
0002: jump @CASINO5_12902 

:CASINO5_5567
0002: jump @CASINO5_5696 

:CASINO5_5574
00D6: if 
001B:   2 > 79@ // integer values 
004D: jump_if_false @CASINO5_5689 
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @CASINO5_5653 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO5_5646 
00BC: text_highpriority 'CAS5_30' 8000 ms 1  // ~s~A maffit riadztattk a mentbl, amivel most tkztl.
000A: 79@ += 1 // integer values 

:CASINO5_5646
0002: jump @CASINO5_5689 

:CASINO5_5653
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @CASINO5_5689 
00BC: text_highpriority 'CAS5_31' 8000 ms 1  // ~s~Keresd meg a~r~mentautt~s~,amelyiket a maffia lopott el meneklskor!
000A: 79@ += 1 // integer values 

:CASINO5_5689
0002: jump @CASINO5_7028 

:CASINO5_5696
0002: jump @CASINO5_5731 

:CASINO5_5703
0006: 51@ = 1 // integer values 
05AA: 52@s = 'CAS5_17' // 8-byte strings 
0002: jump @CASINO5_12902 

:CASINO5_5731
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_6993 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @CASINO5_6171 
0006: 41@ = 0 // integer values 

:CASINO5_5772
00D6: if 
001B:   3 > 41@ // integer values 
004D: jump_if_false @CASINO5_5865 
00D6: if 
803B:   not  40@ == 41@ // integer values 
004D: jump_if_false @CASINO5_5851 
0164: disable_marker 60@(41@,3i) 
00D6: if 
001B:   3 > 63@(41@,3i) // integer values 
004D: jump_if_false @CASINO5_5851 
0006: 63@(41@,3i) = 3 // integer values 

:CASINO5_5851
000A: 41@ += 1 // integer values 
0002: jump @CASINO5_5772 

:CASINO5_5865
0249: release_model #LVEMT1 
04EF: release_animation "GANGS" 
0247: request_model #SENTINEL 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @CASINO5_6120 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_6028 
0687: clear_actor_task 66@(40@,3i) 
05D2: AS_actor 66@(40@,3i) run_to_and_hijack_vehicle 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6014 
0713: actor 69@(40@,3i) drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 1 1 firing_rate 35 

:CASINO5_6014
0006: 88@ = 0 // integer values 
0002: jump @CASINO5_6120 

:CASINO5_6028
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6120 
0687: clear_actor_task 69@(40@,3i) 
0615: define_action_sequences 42@ 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_vehicle 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_action_sequences_end 42@ 
0618: assign_actor 69@(40@,3i) to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
0006: 88@ = 1 // integer values 

:CASINO5_6120
0397: car 57@(40@,3i) siren = 1 
0224: set_car 57@(40@,3i) health_to 96@ 
0006: 80@ = 1 // integer values 
0006: 92@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0002: jump @CASINO5_6986 

:CASINO5_6171
0227: 90@ = car 57@(40@,3i) health 
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_6298 
0085: 91@ = 96@ // integer values and handles 
0062: 91@ -= 90@ // integer values 
00D6: if 
031E:   vehicle 57@(40@,3i) hit_by_weapon 57 
004D: jump_if_false @CASINO5_6283 
0016: 91@ /= 20 // integer values 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @CASINO5_6276 
0006: 91@ = 1 // integer values 

:CASINO5_6276
0002: jump @CASINO5_6290 

:CASINO5_6283
0012: 91@ *= 2 // integer values 

:CASINO5_6290
005A: 92@ += 91@ // integer values 

:CASINO5_6298
0224: set_car 57@(40@,3i) health_to 96@ 
054F: (unknown) 57@(40@,3i) 
00D6: if 
001B:   200 > 92@ // integer values 
004D: jump_if_false @CASINO5_6526 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_6519 
00D6: if 
0118:   actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_6505 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6498 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @CASINO5_6491 
0687: clear_actor_task 69@(40@,3i) 
0615: define_action_sequences 42@ 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_vehicle 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_action_sequences_end 42@ 
0618: assign_actor 69@(40@,3i) to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
0006: 88@ = 1 // integer values 

:CASINO5_6491
0002: jump @CASINO5_7028 

:CASINO5_6498
0002: jump @CASINO5_6512 

:CASINO5_6505
0002: jump @CASINO5_7028 

:CASINO5_6512
0002: jump @CASINO5_6526 

:CASINO5_6519
0006: 89@ = 1 // integer values 

:CASINO5_6526
0224: set_car 57@(40@,3i) health_to 3000 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @CASINO5_6570 
0477: set_car 57@(40@,3i) animation 6 5000 ms 

:CASINO5_6570
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_6657 
0687: clear_actor_task 66@(40@,3i) 
0615: define_action_sequences 42@ 
05CD: AS_actor -1 exit_car 57@(40@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 42@ 
0618: assign_actor 66@(40@,3i) to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
0002: jump @CASINO5_6657 

:CASINO5_6657
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6744 
0687: clear_actor_task 69@(40@,3i) 
0615: define_action_sequences 42@ 
05CD: AS_actor -1 exit_car 57@(40@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 42@ 
0618: assign_actor 69@(40@,3i) to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
0002: jump @CASINO5_6744 

:CASINO5_6744
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @CASINO5_6884 
0164: disable_marker 60@(40@,3i) 
0186: 60@(40@,3i) = create_marker_above_car 57@(40@,3i) 
07E0: set_marker 60@(40@,3i) type_to 1 
020A: set_car 57@(40@,3i) door_status_to 1 
00D6: if or
8118:   not actor 66@(40@,3i) dead 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6861 
00BC: text_highpriority 'CAS5_11' 8000 ms 1  // ~s~Szllj be gyorsan a~b~mentautba~s~ mieltt a biztonsgiek idernek.
0002: jump @CASINO5_6877 

:CASINO5_6861
00BC: text_highpriority 'CAS5_12' 8000 ms 1  // ~s~Gyorsan menj a ~b~menthz~s~ a sofr lehet, hogy hvott biztonsgiakat, mieltt meghalt.

:CASINO5_6877
0002: jump @CASINO5_6893 

:CASINO5_6884
0164: disable_marker 60@(40@,3i) 

:CASINO5_6893
01EB: set_traffic_density_to 0.6 
03DE: set_pedestrians_density_multiplier_to 0.6 
0995: (unknown) 
0007: 109@ = 100.0 // floating-point values 
0006: 106@ = 0 // integer values 
0006: 101@ = -1 // integer values 
0006: 102@ = -1 // integer values 
0007: 107@ = -10.0 // floating-point values 
0007: 108@ = -10.0 // floating-point values 
0006: 77@ = 0 // integer values 
0224: set_car 57@(40@,3i) health_to 1250 
0002: jump @CASINO5_8780 

:CASINO5_6986
0002: jump @CASINO5_7021 

:CASINO5_6993
0006: 51@ = 1 // integer values 
05AA: 52@s = 'CAS5_17' // 8-byte strings 
0002: jump @CASINO5_12902 

:CASINO5_7021
0002: jump @CASINO5_7028 

:CASINO5_7028
000A: 40@ += 1 // integer values 
0002: jump @CASINO5_3088 

:CASINO5_7042
0050: gosub @CASINO5_7056 
0002: jump @CASINO5_3077 

:CASINO5_7056
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @CASINO5_7430 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0006: 40@ = 0 // integer values 

:CASINO5_7096
00D6: if 
001B:   3 > 40@ // integer values 
004D: jump_if_false @CASINO5_7423 
00D6: if 
8119:   not car 57@(40@,3i) wrecked 
004D: jump_if_false @CASINO5_7409 
00D6: if 
0039:   63@(40@,3i) == 0 // integer values 
004D: jump_if_false @CASINO5_7365 
00AA: store_car 57@(40@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0871: init_jump_table 93@(40@,3i) total_jumps 2 0 @CASINO5_7358 jumps 0 @CASINO5_7258 1 @CASINO5_7308 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 

:CASINO5_7258
00D6: if 
0022:   120.0 > $11352 // floating-point values 
004D: jump_if_false @CASINO5_7301 
0587: (unknown) 57@(40@,3i) 1 
000A: 93@(40@,3i) += 1 // integer values 

:CASINO5_7301
0002: jump @CASINO5_7358 

:CASINO5_7308
00D6: if 
0020:   $11352 > 140.0 // floating-point values 
004D: jump_if_false @CASINO5_7351 
0587: (unknown) 57@(40@,3i) 0 
000E: 93@(40@,3i) -= 1 // integer values 

:CASINO5_7351
0002: jump @CASINO5_7358 

:CASINO5_7358
0002: jump @CASINO5_7409 

:CASINO5_7365
00D6: if 
0039:   93@(40@,3i) == 0 // integer values 
004D: jump_if_false @CASINO5_7409 
0587: (unknown) 57@(40@,3i) 1 
0006: 93@(40@,3i) = 1 // integer values 

:CASINO5_7409
000A: 40@ += 1 // integer values 
0002: jump @CASINO5_7096 

:CASINO5_7423
0006: 33@ = 0 // integer values 

:CASINO5_7430
0051: return 

:CASINO5_7432
0209: 45@ = random_int 0 2 
0871: init_jump_table 40@ total_jumps 3 0 @CASINO5_7642 jumps 0 @CASINO5_7504 1 @CASINO5_7550 2 @CASINO5_7596 -1 @CASINO5_7642 -1 @CASINO5_7642 -1 @CASINO5_7642 -1 @CASINO5_7642 

:CASINO5_7504
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @CASINO5_7536 
0006: 74@ = 1 // integer values 
0002: jump @CASINO5_7543 

:CASINO5_7536
0006: 74@ = 2 // integer values 

:CASINO5_7543
0002: jump @CASINO5_7642 

:CASINO5_7550
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @CASINO5_7582 
0006: 74@ = 0 // integer values 
0002: jump @CASINO5_7589 

:CASINO5_7582
0006: 74@ = 2 // integer values 

:CASINO5_7589
0002: jump @CASINO5_7642 

:CASINO5_7596
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @CASINO5_7628 
0006: 74@ = 0 // integer values 
0002: jump @CASINO5_7635 

:CASINO5_7628
0006: 74@ = 1 // integer values 

:CASINO5_7635
0002: jump @CASINO5_7642 

:CASINO5_7642
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_7980 
0006: 96@ = 5000 // integer values 
0224: set_car 57@(74@,3i) health_to 96@ 
053F: set_car 57@(74@,3i) tires_vulnerable 0 
00D6: if 
8118:   not actor 66@(74@,3i) dead 
004D: jump_if_false @CASINO5_7731 
0687: clear_actor_task 66@(74@,3i) 
009B: destroy_actor_instantly 66@(74@,3i) 

:CASINO5_7731
0129: 66@(74@,3i) = create_actor 24 #VMAFF1 in_car 57@(74@,3i) driverseat 
039E: set_actor 66@(74@,3i) jackable 1 
01B2: give_actor 66@(74@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 66@(74@,3i) armed_weapon_to 29 
060B: unknown_actor_use_entity 66@(74@,3i) 47@ 
00D6: if 
8118:   not actor 69@(74@,3i) dead 
004D: jump_if_false @CASINO5_7837 
0687: clear_actor_task 69@(74@,3i) 
009B: destroy_actor_instantly 69@(74@,3i) 

:CASINO5_7837
01C8: 69@(74@,3i) = create_actor 24 #VMAFF2 in_car 57@(74@,3i) passenger_seat 0 
039E: set_actor 69@(74@,3i) jackable 1 
01B2: give_actor 69@(74@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@(74@,3i) armed_weapon_to 29 
060B: unknown_actor_use_entity 69@(74@,3i) 47@ 
01C8: 72@ = create_actor 23 #SPECIAL01 in_car 57@(74@,3i) passenger_seat 1 
0526: unknown_actor 72@ 1 
0982: (unknown) 72@ 1 
060B: unknown_actor_use_entity 72@ 48@ 
09F6: set_actor 72@ jackable_through_driver_seat 0 
0006: 32@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 63@(74@,3i) = 4 // integer values 

:CASINO5_7980
0051: return 

:CASINO5_7982
0006: 105@ = 0 // integer values 

:CASINO5_7989
00D6: if 
001B:   2 > 105@ // integer values 
004D: jump_if_false @CASINO5_8778 
00D6: if and
8118:   not actor 99@(105@,2i) dead 
8119:   not car 97@(105@,2i) wrecked 
004D: jump_if_false @CASINO5_8416 
0871: init_jump_table 101@(105@,2i) total_jumps 2 0 @CASINO5_8409 jumps 1 @CASINO5_8103 2 @CASINO5_8332 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 

:CASINO5_8103
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @CASINO5_8135 
0050: gosub @CASINO5_9852 
0002: jump @CASINO5_8325 

:CASINO5_8135
00AA: store_car 97@(105@,2i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance between point 1074.461 2392.227 and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0509: $11352 = distance between point 1010.673 1487.184 and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0687: clear_actor_task 99@(105@,2i) 
00D6: if 
0024:   $11352 > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @CASINO5_8272 
05D1: AS_actor 99@(105@,2i) drive_car 97@(105@,2i) to 1074.461 2392.227 9.6796 speed 25.0 0 0 2 
0002: jump @CASINO5_8314 

:CASINO5_8272
05D1: AS_actor 99@(105@,2i) drive_car 97@(105@,2i) to 1010.673 1487.184 9.6797 speed 25.0 0 0 2 

:CASINO5_8314
0006: 101@(105@,2i) = 2 // integer values 

:CASINO5_8325
0002: jump @CASINO5_8409 

:CASINO5_8332
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @CASINO5_8402 
0006: 101@(105@,2i) = 1 // integer values 
0687: clear_actor_task 99@(105@,2i) 
06E1: unknown_action_sequence 99@(105@,2i) 97@(105@,2i) 57@(74@,3i) 3 32.0 2 

:CASINO5_8402
0002: jump @CASINO5_8409 

:CASINO5_8409
0002: jump @CASINO5_8764 

:CASINO5_8416
0871: init_jump_table 101@(105@,2i) total_jumps 2 1 @CASINO5_8483 jumps -1 @CASINO5_8519 0 @CASINO5_8526 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 

:CASINO5_8483
01C2: remove_references_to_actor 99@(105@,2i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 97@(105@,2i) // Like turning a car into any random car 
0006: 101@(105@,2i) = -1 // integer values 
0002: jump @CASINO5_8764 

:CASINO5_8519
0002: jump @CASINO5_8764 

:CASINO5_8526
00D6: if 
0019:   103@(105@,2i) > 9000 // integer values 
004D: jump_if_false @CASINO5_8757 
00D6: if 
0248:   model #SENTINEL available 
004D: jump_if_false @CASINO5_8757 
0050: gosub @CASINO5_10001 
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @CASINO5_8757 
00A5: 97@(105@,2i) = create_car #SENTINEL at 118@ 119@ 120@ 
0175: set_car 97@(105@,2i) z_angle_to 121@ 
020A: set_car 97@(105@,2i) door_status_to 3 
0852: set_car 97@(105@,2i) visible_damage 0 
0224: set_car 97@(105@,2i) health_to 5000 
0129: 99@(105@,2i) = create_actor 24 #VMAFF2 in_car 97@(105@,2i) driverseat 
01B2: give_actor 99@(105@,2i) weapon 29 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 99@(105@,2i) 48@ 
039E: set_actor 99@(105@,2i) jackable 1 
06E1: unknown_action_sequence 99@(105@,2i) 97@(105@,2i) 57@(74@,3i) 3 32.0 2 
0006: 101@(105@,2i) = 1 // integer values 

:CASINO5_8757
0002: jump @CASINO5_8764 

:CASINO5_8764
000A: 105@ += 1 // integer values 
0002: jump @CASINO5_7989 

:CASINO5_8778
0051: return 

:CASINO5_8780
0001: wait 0 ms 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_9817 
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_9810 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@(74@,3i) 
004D: jump_if_false @CASINO5_9197 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @CASINO5_8999 
0164: disable_marker 60@(74@,3i) 
018A: 44@ = create_checkpoint_at 981.4241 2132.469 9.8203 
00D6: if 
0039:   77@ == 0 // integer values 
004D: jump_if_false @CASINO5_8976 
00BC: text_highpriority 'CAS5_13' 8000 ms 1  // ~s~Vidd vissza Johnnyt a ~y~hszembe~s~.
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 77@ = 1 // integer values 
01C3: remove_references_to_car 55@ // Like turning a car into any random car 
0249: release_model #PATRIOT 
0002: jump @CASINO5_8992 

:CASINO5_8976
00BC: text_highpriority 'CAS5_14' 8000 ms 1  // ~s~Vidd vissza Johnnyt a ~y~hszembe~s~.

:CASINO5_8992
0006: 110@ = 1 // integer values 

:CASINO5_8999
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 981.4241 2132.469 radius 109@ 109@ 
004D: jump_if_false @CASINO5_9130 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 981.4241 2132.469 9.8203 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @CASINO5_9088 
0002: jump @CASINO5_10933 

:CASINO5_9088
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @CASINO5_9123 
0007: 109@ = 120.0 // floating-point values 
0006: 106@ = 1 // integer values 

:CASINO5_9123
0002: jump @CASINO5_9165 

:CASINO5_9130
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @CASINO5_9165 
0007: 109@ = 100.0 // floating-point values 
0006: 106@ = 0 // integer values 

:CASINO5_9165
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @CASINO5_9190 
0050: gosub @CASINO5_10202 

:CASINO5_9190
0002: jump @CASINO5_9550 

:CASINO5_9197
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @CASINO5_9270 
0164: disable_marker 44@ 
0186: 60@(74@,3i) = create_marker_above_car 57@(74@,3i) 
07E0: set_marker 60@(74@,3i) type_to 1 
00BC: text_highpriority 'CAS5_15' 8000 ms 1  // ~s~Szllj vissza a~b~mentautba~s~.
0006: 110@ = 0 // integer values 

:CASINO5_9270
00D6: if 
001B:   2 > 111@ // integer values 
004D: jump_if_false @CASINO5_9550 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @CASINO5_9415 
00D6: if 
8118:   not actor 66@(74@,3i) dead 
004D: jump_if_false @CASINO5_9401 
00D6: if 
80DF:   not actor 66@(74@,3i) driving 
004D: jump_if_false @CASINO5_9394 
04AE: unknown $1276 radar_icon_or_model 8016 
05A9: s$1281 = 'CAS5_EA' // 8-byte strings  // ~z~Rendben, ki rtja bele magt a Forelli zletbe?
004F: create_thread @A_ALAP 2 100 66@(74@,3i) 
000A: 111@ += 1 // integer values 

:CASINO5_9394
0002: jump @CASINO5_9408 

:CASINO5_9401
000A: 111@ += 1 // integer values 

:CASINO5_9408
0002: jump @CASINO5_9550 

:CASINO5_9415
00D6: if 
8118:   not actor 69@(74@,3i) dead 
004D: jump_if_false @CASINO5_9543 
00D6: if 
80DF:   not actor 69@(74@,3i) driving 
004D: jump_if_false @CASINO5_9536 
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO5_9536 
0004: $1285($1288,2i) = -4 // integer values 
04AE: unknown $1276 radar_icon_or_model 8017 
05A9: s$1281 = 'CAS5_EB' // 8-byte strings  // ~z~Nos, ki akar meghalni?
004F: create_thread @A_ALAP 2 100 69@(74@,3i) 
000A: 111@ += 1 // integer values 

:CASINO5_9536
0002: jump @CASINO5_9550 

:CASINO5_9543
000A: 111@ += 1 // integer values 

:CASINO5_9550
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @CASINO5_9758 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @CASINO5_9638 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 10.0 10.0 unknown 0 
004D: jump_if_false @CASINO5_9638 
00BC: text_highpriority 'CAS5_16' 8000 ms 1  // ~s~gy nz ki, hogy ersts rkezett. Vidd Johnnyt vissza a~y~hszembe~s~.
0006: 112@ = 1 // integer values 

:CASINO5_9638
00D6: if 
0039:   112@ == 0 // integer values 
004D: jump_if_false @CASINO5_9726 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CASINO5_9726 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 98@ radius 10.0 10.0 unknown 0 
004D: jump_if_false @CASINO5_9726 
00BC: text_highpriority 'CAS5_16' 8000 ms 1  // ~s~gy nz ki, hogy ersts rkezett. Vidd Johnnyt vissza a~y~hszembe~s~.
0006: 112@ = 1 // integer values 

:CASINO5_9726
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @CASINO5_9758 
0006: 33@ = 0 // integer values 
0006: 123@ = 7 // integer values 

:CASINO5_9758
01BD: 37@ = current_time_in_ms 
0085: 39@ = 37@ // integer values and handles 
0062: 39@ -= 38@ // integer values 
0085: 38@ = 37@ // integer values and handles 
005A: 103@ += 39@ // integer values 
005A: 104@ += 39@ // integer values 
0050: gosub @CASINO5_7982 

:CASINO5_9810
0002: jump @CASINO5_9845 

:CASINO5_9817
0006: 51@ = 1 // integer values 
05AA: 52@s = 'CAS5_17' // 8-byte strings 
0002: jump @CASINO5_12902 

:CASINO5_9845
0002: jump @CASINO5_8780 

:CASINO5_9852
00D6: if 
0019:   103@(105@,2i) > 500 // integer values 
004D: jump_if_false @CASINO5_9999 
00D6: if and
8202:   not actor $PLAYER_ACTOR near_car 97@(105@,2i) radius 75.0 75.0 unknown 0 
82CA:   not car 97@(105@,2i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_9988 
0050: gosub @CASINO5_10001 
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @CASINO5_9988 
00AB: put_car 97@(105@,2i) at 118@ 119@ 120@ 
0175: set_car 97@(105@,2i) z_angle_to 121@ 
04BA: set_car 97@(105@,2i) speed_instantly 32.0 

:CASINO5_9988
0006: 103@(105@,2i) = 0 // integer values 

:CASINO5_9999
0051: return 

:CASINO5_10001
0006: 113@ = 1 // integer values 
0006: 114@ = 0 // integer values 

:CASINO5_10015
00D6: if and
001B:   10 > 113@ // integer values 
0039:   114@ == 0 // integer values 
004D: jump_if_false @CASINO5_10200 
04C4: create_coordinate 115@ 116@ 117@ from_actor $PLAYER_ACTOR offset 0.0 107@(105@,2f) 0.0 
06F8: (unknown) 115@ 116@ 117@ 113@ 118@ 119@ 120@ 121@ 
00D6: if 
838A:   not car_in_cube 118@ 119@ 120@ 5.0 5.0 5.0 
004D: jump_if_false @CASINO5_10186 
00D6: if 
80C2:   not sphere_onscreen 118@ 119@ 120@ 5.0 
004D: jump_if_false @CASINO5_10186 
0395: clear_area 1 at 118@ 119@ 120@ range 5.0 
0006: 114@ = 1 // integer values 

:CASINO5_10186
000A: 113@ += 1 // integer values 
0002: jump @CASINO5_10015 

:CASINO5_10200
0051: return 

:CASINO5_10202
0871: init_jump_table 123@ total_jumps 9 0 @CASINO5_10931 jumps 0 @CASINO5_10330 1 @CASINO5_10363 2 @CASINO5_10452 4 @CASINO5_10499 5 @CASINO5_10588 7 @CASINO5_10635 8 @CASINO5_10677 
0872: jump_table_jumps 9 @CASINO5_10813 10 @CASINO5_10898 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 

:CASINO5_10330
00D6: if 
0019:   33@ > 8500 // integer values 
004D: jump_if_false @CASINO5_10356 
000A: 123@ += 1 // integer values 

:CASINO5_10356
0002: jump @CASINO5_10931 

:CASINO5_10363
00D6: if 
001B:   2 > 122@ // integer values 
004D: jump_if_false @CASINO5_10438 
008A: $1276 = 124@(122@,16i) // integer values and handles 
05A9: s$1281 = 140@(122@,16s) // 8-byte strings 
004F: create_thread @A_ALAP 0 100 
000A: 122@ += 1 // integer values 
000A: 123@ += 1 // integer values 
0002: jump @CASINO5_10452 

:CASINO5_10438
0006: 123@ = 3 // integer values 
0002: jump @CASINO5_10931 

:CASINO5_10452
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO5_10492 
0006: 123@ = 1 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO5_10492
0002: jump @CASINO5_10931 

:CASINO5_10499
00D6: if 
001B:   7 > 122@ // integer values 
004D: jump_if_false @CASINO5_10574 
008A: $1276 = 124@(122@,16i) // integer values and handles 
05A9: s$1281 = 140@(122@,16s) // 8-byte strings 
004F: create_thread @A_ALAP 0 100 
000A: 122@ += 1 // integer values 
000A: 123@ += 1 // integer values 
0002: jump @CASINO5_10588 

:CASINO5_10574
0006: 123@ = 6 // integer values 
0002: jump @CASINO5_10931 

:CASINO5_10588
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO5_10628 
0006: 123@ = 4 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO5_10628
0002: jump @CASINO5_10931 

:CASINO5_10635
00D6: if 
0019:   33@ > 8500 // integer values 
004D: jump_if_false @CASINO5_10670 
0209: 122@ = random_int 7 14 
000A: 123@ += 1 // integer values 

:CASINO5_10670
0002: jump @CASINO5_10931 

:CASINO5_10677
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @CASINO5_10728 
00D6: if 
051D:   cars 57@(74@,3i) and 97@ collided 
004D: jump_if_false @CASINO5_10723 
0006: 123@ = 9 // integer values 

:CASINO5_10723
054F: (unknown) 97@ 

:CASINO5_10728
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CASINO5_10797 
00D6: if 
8039:   not  123@ == 9 // integer values 
004D: jump_if_false @CASINO5_10792 
00D6: if 
051D:   cars 57@(74@,3i) and 98@ collided 
004D: jump_if_false @CASINO5_10792 
0006: 123@ = 9 // integer values 

:CASINO5_10792
054F: (unknown) 98@ 

:CASINO5_10797
054F: (unknown) 57@(74@,3i) 
0002: jump @CASINO5_10931 

:CASINO5_10813
008A: $1276 = 124@(122@,16i) // integer values and handles 
05A9: s$1281 = 140@(122@,16s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 72@ 
0006: 123@ = 10 // integer values 
000A: 122@ += 1 // integer values 
00D6: if 
0039:   122@ == 14 // integer values 
004D: jump_if_false @CASINO5_10891 
0006: 122@ = 7 // integer values 

:CASINO5_10891
0006: 33@ = 0 // integer values 

:CASINO5_10898
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @CASINO5_10924 
0006: 123@ = 8 // integer values 

:CASINO5_10924
0002: jump @CASINO5_10931 

:CASINO5_10931
0051: return 

:CASINO5_10933
016A: fade 0 0 ms 

:CASINO5_10939
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_10963 
0001: wait 0 ms 
0002: jump @CASINO5_10939 

:CASINO5_10963
00BE: text_clear_all 
0395: clear_area 1 at 979.7058 2137.246 9.8203 range 200.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_11032 
0224: set_car 57@(74@,3i) health_to 3000 

:CASINO5_11032
0247: request_model #VMAFF3 
0247: request_model #VMAFF4 
0247: request_model #CJ_WHEELCHAIR1 

:CASINO5_11045
00D6: if or
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #CJ_WHEELCHAIR1 available 
004D: jump_if_false @CASINO5_11080 
0001: wait 0 ms 
0002: jump @CASINO5_11045 

:CASINO5_11080
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_11182 
00AB: put_car 57@(74@,3i) at 979.7058 2137.246 9.8203 
0175: set_car 57@(74@,3i) z_angle_to 237.8897 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 998.5278 2118.589 9.8203 
0129: 172@ = create_actor 24 #VMAFF3 in_car 57@(74@,3i) driverseat 
060B: unknown_actor_use_entity 172@ 48@ 

:CASINO5_11182
015F: set_camera_position 972.8329 2141.334 11.0496 0.0 0.0 0.0 
0160: point_camera 973.6994 2140.839 11.1103 2 
016A: fade 1 500 ms 

:CASINO5_11240
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_11264 
0001: wait 0 ms 
0002: jump @CASINO5_11240 

:CASINO5_11264
00D6: if and
8119:   not car 57@(74@,3i) wrecked 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_11351 
0615: define_action_sequences 42@ 
06C7: unknown_action_sequence -1 57@(74@,3i) 22 500 
06C7: unknown_action_sequence -1 57@(74@,3i) 6 300 
05BA: AS_actor -1 chew_gum 8000 ms 
0616: define_action_sequences_end 42@ 
0618: assign_actor 172@ to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 

:CASINO5_11351
0006: 46@ = 0 // integer values 

:CASINO5_11358
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO5_11436 
0001: wait 0 ms 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_11429 
0646: (unknown) 172@ 43@ 
00D6: if 
0019:   43@ > 0 // integer values 
004D: jump_if_false @CASINO5_11429 
0006: 46@ = 1 // integer values 

:CASINO5_11429
0002: jump @CASINO5_11358 

:CASINO5_11436
00D6: if and
8118:   not actor 172@ dead 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_11696 
0362: remove_actor 172@ from_car_and_place_at 971.7789 2137.288 9.8203 
0173: set_actor 172@ z_angle_to 316.6316 
0792: (unknown) 172@ 
0615: define_action_sequences 42@ 
05D3: AS_actor -1 go_to_point 974.2065 2140.108 9.8203 speed 4 -2 ms 
05C0: AS_actor -1 look_at_car 57@(74@,3i) 8000 ms 
05BA: AS_actor -1 chew_gum 8000 ms 
0616: define_action_sequences_end 42@ 
0618: assign_actor 172@ to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_11591 
036A: put_actor $PLAYER_ACTOR in_car 57@(74@,3i) 

:CASINO5_11591
009A: 173@ = create_actor 24 #VMAFF4 at 975.8311 2144.959 9.8203 
0173: set_actor 173@ z_angle_to 162.2693 
060B: unknown_actor_use_entity 173@ 48@ 
0615: define_action_sequences 42@ 
05D3: AS_actor -1 go_to_point 975.0208 2141.366 9.8203 speed 4 -2 ms 
05BF: AS_actor -1 look_at_actor 173@ 8000 ms 
05BA: AS_actor -1 chew_gum 8000 ms 
0616: define_action_sequences_end 42@ 
0618: assign_actor 173@ to_action_sequences 42@ 
061B: remove_references_to_action_sequences 42@ 

:CASINO5_11696
0006: 46@ = 0 // integer values 

:CASINO5_11703
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO5_11781 
0001: wait 0 ms 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_11774 
0646: (unknown) 172@ 43@ 
00D6: if 
0019:   43@ > 0 // integer values 
004D: jump_if_false @CASINO5_11774 
0006: 46@ = 1 // integer values 

:CASINO5_11774
0002: jump @CASINO5_11703 

:CASINO5_11781
04AE: unknown $1276 radar_icon_or_model 8014 
05A9: s$1281 = 'CAS5_DA' // 8-byte strings  // ~z~H, Johnny, hogy rzed magad?
004F: create_thread @A_ALAP 2 200 172@ 
0006: 46@ = 0 // integer values 

:CASINO5_11826
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO5_11904 
0001: wait 0 ms 
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO5_11897 
0646: (unknown) 173@ 43@ 
00D6: if 
0019:   43@ > 0 // integer values 
004D: jump_if_false @CASINO5_11897 
0006: 46@ = 1 // integer values 

:CASINO5_11897
0002: jump @CASINO5_11826 

:CASINO5_11904
00D6: if 
8038:   not  $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO5_11937 
0001: wait 0 ms 
0002: jump @CASINO5_11904 

:CASINO5_11937
04AE: unknown $1276 radar_icon_or_model 8015 
05A9: s$1281 = 'CAS5_DB' // 8-byte strings  // ~z~Nem hiszem, hogy kiengedik holnapig!
004F: create_thread @A_ALAP 2 200 173@ 
0006: 32@ = 0 // integer values 

:CASINO5_11982
00D6: if 
001B:   4500 > 32@ // integer values 
004D: jump_if_false @CASINO5_12012 
0001: wait 0 ms 
0002: jump @CASINO5_11982 

:CASINO5_12012
016A: fade 0 0 ms 

:CASINO5_12018
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_12042 
0001: wait 0 ms 
0002: jump @CASINO5_12018 

:CASINO5_12042
0107: 174@ = create_object #CJ_WHEELCHAIR1 at 971.5 2140.5 9.8203 
0177: set_object 174@ z_angle_to 180.0 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_12179 
0362: remove_actor 72@ from_car_and_place_at 0.0 0.0 0.0 
04F4: align_actor 72@ with_scripted_file_path_object 174@ offset 0.0 -0.575 0.525 2 0.0 0 
0605: actor 72@ perform_animation_sequence "SEAT_DOWN" from_file "PED" 9.0 loop 0 0 0 1 -1 ms 

:CASINO5_12179
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_12225 
00A1: put_actor 172@ at 972.5 2140.5 9.8203 
0173: set_actor 172@ z_angle_to 0.0 

:CASINO5_12225
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO5_12271 
00A1: put_actor 173@ at 971.5 2139.5 9.8203 
0173: set_actor 173@ z_angle_to 0.0 

:CASINO5_12271
0006: 46@ = 0 // integer values 

:CASINO5_12278
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @CASINO5_12378 
0001: wait 0 ms 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_12371 
00D6: if 
0611:   actor 72@ animation_is "SEAT_DOWN" 
004D: jump_if_false @CASINO5_12371 
0614: set_actor 72@ animation "SEAT_DOWN" progress_to 1.0 
0006: 46@ = 1 // integer values 

:CASINO5_12371
0002: jump @CASINO5_12278 

:CASINO5_12378
015F: set_camera_position 971.4178 2146.135 14.0976 0.0 0.0 0.0 
0160: point_camera 971.5663 2145.275 13.6106 2 
0006: 32@ = 0 // integer values 

:CASINO5_12436
00D6: if 
001B:   200 > 32@ // integer values 
004D: jump_if_false @CASINO5_12466 
0001: wait 0 ms 
0002: jump @CASINO5_12436 

:CASINO5_12466
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_12487 
0687: clear_actor_task 172@ 

:CASINO5_12487
016A: fade 1 500 ms 

:CASINO5_12494
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_12518 
0001: wait 0 ms 
0002: jump @CASINO5_12494 

:CASINO5_12518
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_12558 
05D3: AS_actor 172@ go_to_point 972.8889 2148.039 9.8203 speed 4 -2 ms 

:CASINO5_12558
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_12616 
05D1: AS_actor $PLAYER_ACTOR drive_car 57@(74@,3i) to 991.3741 2136.312 9.8203 speed 5.0 0 0 0 

:CASINO5_12616
0006: 32@ = 0 // integer values 

:CASINO5_12623
00D6: if 
001B:   1700 > 32@ // integer values 
004D: jump_if_false @CASINO5_12653 
0001: wait 0 ms 
0002: jump @CASINO5_12623 

:CASINO5_12653
016A: fade 0 1000 ms 

:CASINO5_12660
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_12684 
0001: wait 0 ms 
0002: jump @CASINO5_12660 

:CASINO5_12684
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_12750 
04BA: set_car 57@(74@,3i) speed_instantly 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 
036A: put_actor $PLAYER_ACTOR in_car 57@(74@,3i) 

:CASINO5_12750
0465: remove_actor 72@ from_turret_mode 
009B: destroy_actor_instantly 72@ 
009B: destroy_actor_instantly 172@ 
009B: destroy_actor_instantly 173@ 
0108: destroy_object 174@ 
0687: clear_actor_task $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 1 
0006: 32@ = 0 // integer values 

:CASINO5_12802
00D6: if 
001B:   200 > 32@ // integer values 
004D: jump_if_false @CASINO5_12832 
0001: wait 0 ms 
0002: jump @CASINO5_12802 

:CASINO5_12832
016A: fade 1 0 ms 

:CASINO5_12838
0008: $11277 += 1 // integer values 
0318: set_latest_mission_passed 'CASINO5'  // Intenzv gondoskods
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 5000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 5000 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:CASINO5_12902
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @CASINO5_12946 
00BC: text_highpriority 52@s 5000 ms 1 

:CASINO5_12946
0051: return 

:CASINO5_12948
004F: create_thread @A_TERM 
0995: (unknown) 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO5_12985 
07B4: (unknown) $PLAYER_CHAR 1 
08F4: (unknown) 99 

:CASINO5_12985
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 44@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 55@ // Like turning a car into any random car 
01C3: remove_references_to_car 57@ // Like turning a car into any random car 
01C3: remove_references_to_car 58@ // Like turning a car into any random car 
01C3: remove_references_to_car 59@ // Like turning a car into any random car 
01C3: remove_references_to_car 97@ // Like turning a car into any random car 
01C3: remove_references_to_car 98@ // Like turning a car into any random car 
0733: (unknown) 470 
0296: unload_special_actor 1 
0249: release_model #LVEMT1 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #PATRIOT 
0249: release_model #AMBULAN 
0249: release_model #SENTINEL 
0249: release_model #MP5LNG 
0249: release_model #CJ_WHEELCHAIR1 
04EF: release_animation "GANGS" 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 90---------------
// Originally: The Meat Business

:CASINO6
03A4: name_thread 'CASINO6' 
0050: gosub @CASINO6_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASINO6_38 
0050: gosub @CASINO6_31354 

:CASINO6_38
0050: gosub @CASINO6_32102 
004E: end_thread 

:CASINO6_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
07FB: set_interior 'ABATOIR' accessible 1  // Sindacco vghd
054C: use_GXT_table 'CASINO6' 
00A1: put_actor $PLAYER_ACTOR at 2179.934 1684.148 10.0533 
0173: set_actor $PLAYER_ACTOR z_angle_to 108.0825 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
0004: $1249 = 1 // integer values 
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'CAS_6A' 

:CASINO6_157
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_181 
0001: wait 0 ms 
0002: jump @CASINO6_157 

:CASINO6_181
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO6_190
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_214 
0001: wait 0 ms 
0002: jump @CASINO6_190 

:CASINO6_214
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO6_227
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_251 
0001: wait 0 ms 
0002: jump @CASINO6_227 

:CASINO6_251
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
08F4: (unknown) 99 
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @CASINO6_342 
00A5: 316@ = create_car #SENTINEL at 0.0 0.0 0.0 
018A: 218@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 40@ = create_checkpoint_at 0.0 0.0 0.0 

:CASINO6_342
07B4: (unknown) $PLAYER_CHAR 0 
004F: create_thread @A_CONT 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0A0B: (unknown) 2179.934 1684.148 10.0533 108.0825 
060A: unknown_create_entity 0 34@ 
060A: unknown_create_entity 2 35@ 
0746: (unknown) 4 23 25 
0746: (unknown) 0 23 0 
0746: (unknown) 4 25 23 
0746: (unknown) 4 25 0 
07AF: 310@ = player $PLAYER_CHAR group 
07B3: (unknown) 310@ 1 
023C: request_special_actor 'ROSE' as 1 

:CASINO6_460
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CASINO6_486 
0001: wait 0 ms 
0002: jump @CASINO6_460 

:CASINO6_486
009A: 39@ = create_actor 23 #SPECIAL01 at 2181.372 1680.926 10.0636 
0173: set_actor 39@ z_angle_to 71.6745 
0860: link_actor 39@ to_interior 0 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
018B: show_on_radar 40@ 2 
07E0: set_marker 40@ type_to 1 
060B: unknown_actor_use_entity 39@ 34@ 
0568: set_actor 39@ targetable 1 
0446: set_actor 39@ immune_to_headshots 0 
0223: set_actor 39@ health_to 300 
087F: (unknown) 39@ 1 
0631: put_actor 39@ in_group 310@ 
07DD: (unknown) 39@ 100 
018A: 218@ = create_checkpoint_at 967.3132 2161.154 9.8203 
00BC: text_highpriority 'CAS6_10' 8000 ms 1  // ~s~El kell vinned ~b~Rosenberget~s~ a ~y~vghdhoz~s~.
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0213: 231@ = create_pickup #HEALTH type 3 at 958.9762 2096.836 1011.1 
016A: fade 1 500 ms 

:CASINO6_689
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_713 
0001: wait 0 ms 
0002: jump @CASINO6_689 

:CASINO6_713
05AA: 366@s = 'CAS6_AA' // 8-byte strings 
04AF: 320@ = unknown_wav_reference 8200 
008B: 343@ = $PLAYER_ACTOR // integer values and handles 
05AA: 368@s = 'CAS6_AB' // 8-byte strings 
04AF: 321@ = unknown_wav_reference 8201 
0085: 344@ = 39@ // integer values and handles 
05AA: 370@s = 'CAS6_AC' // 8-byte strings 
04AF: 322@ = unknown_wav_reference 8202 
0085: 345@ = 39@ // integer values and handles 
05AA: 372@s = 'CAS6_AD' // 8-byte strings 
04AF: 323@ = unknown_wav_reference 8203 
0085: 346@ = 39@ // integer values and handles 
05AA: 374@s = 'CAS6_AE' // 8-byte strings 
04AF: 324@ = unknown_wav_reference 8204 
008B: 347@ = $PLAYER_ACTOR // integer values and handles 
05AA: 376@s = 'CAS6_AF' // 8-byte strings 
04AF: 325@ = unknown_wav_reference 8205 
0085: 348@ = 39@ // integer values and handles 
05AA: 378@s = 'CAS6_BA' // 8-byte strings 
04AF: 326@ = unknown_wav_reference 8206 
0085: 349@ = 39@ // integer values and handles 
05AA: 380@s = 'CAS6_BB' // 8-byte strings 
04AF: 327@ = unknown_wav_reference 8207 
0085: 350@ = 39@ // integer values and handles 
05AA: 382@s = 'CAS6_BC' // 8-byte strings 
04AF: 328@ = unknown_wav_reference 8208 
0085: 351@ = 39@ // integer values and handles 
05AA: 384@s = 'CAS6_BD' // 8-byte strings 
04AF: 329@ = unknown_wav_reference 8209 
008B: 352@ = $PLAYER_ACTOR // integer values and handles 
05AA: 386@s = 'CAS6_BE' // 8-byte strings 
04AF: 330@ = unknown_wav_reference 8210 
0085: 353@ = 39@ // integer values and handles 
05AA: 388@s = 'CAS6_BF' // 8-byte strings 
04AF: 331@ = unknown_wav_reference 8211 
0085: 354@ = 39@ // integer values and handles 
05AA: 390@s = 'CAS6_BH' // 8-byte strings 
04AF: 332@ = unknown_wav_reference 8212 
0085: 355@ = 39@ // integer values and handles 
05AA: 392@s = 'CAS6_BK' // 8-byte strings 
04AF: 333@ = unknown_wav_reference 8213 
008B: 356@ = $PLAYER_ACTOR // integer values and handles 
05AA: 394@s = 'CAS6_BL' // 8-byte strings 
04AF: 334@ = unknown_wav_reference 8214 
0085: 357@ = 39@ // integer values and handles 
05AA: 396@s = 'CAS6_BM' // 8-byte strings 
04AF: 335@ = unknown_wav_reference 8215 
0085: 358@ = 39@ // integer values and handles 
05AA: 398@s = 'CAS6_BN' // 8-byte strings 
04AF: 336@ = unknown_wav_reference 8216 
0085: 359@ = 39@ // integer values and handles 
05AA: 400@s = 'CAS6_CA' // 8-byte strings 
04AF: 337@ = unknown_wav_reference 8217 
0085: 360@ = 39@ // integer values and handles 
05AA: 402@s = 'CAS6_CB' // 8-byte strings 
04AF: 338@ = unknown_wav_reference 8218 
0085: 361@ = 39@ // integer values and handles 
0006: 33@ = 0 // integer values 

:CASINO6_1290
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_1739 
00D6: if 
0735:   83 
004D: jump_if_false @CASINO6_1381 
07FB: set_interior 'ABATOIR' accessible 1  // Sindacco vghd
0004: $1012 = 0 // integer values 
0004: $1013 = 0 // integer values 
05A9: s$1014 = 'ABATOIR' // 8-byte strings  // Sindacco vghd
004F: create_thread @ENTEXT 
0002: jump @CASINO6_31283 

:CASINO6_1381
077E: 286@ = active_interior 
00D6: if 
8039:   not  286@ == 0 // integer values 
004D: jump_if_false @CASINO6_1502 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 967.3132 2161.154 radius 5.0 5.0 
004D: jump_if_false @CASINO6_1466 
0002: jump @CASINO6_2758 
0002: jump @CASINO6_1502 

:CASINO6_1466
04D7: lock_actor 39@ in_current_position 1 
0164: disable_marker 218@ 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 
0006: 315@ = 0 // integer values 
0002: jump @CASINO6_1774 

:CASINO6_1502
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 967.3132 2161.154 radius 30.0 30.0 
004D: jump_if_false @CASINO6_1711 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 30.0 30.0 0 
004D: jump_if_false @CASINO6_1641 
00D6: if 
001B:   2 > 317@ // integer values 
004D: jump_if_false @CASINO6_1596 
0006: 317@ = 2 // integer values 

:CASINO6_1596
00D6: if 
0039:   232@ == 0 // integer values 
004D: jump_if_false @CASINO6_1634 
07FB: set_interior 'ABATOIR' accessible 0  // Sindacco vghd
0006: 232@ = 1 // integer values 

:CASINO6_1634
0002: jump @CASINO6_1711 

:CASINO6_1641
00D6: if 
001B:   5 > 319@ // integer values 
004D: jump_if_false @CASINO6_1673 
0006: 318@ = 17 // integer values 
0006: 319@ = 5 // integer values 

:CASINO6_1673
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @CASINO6_1711 
07FB: set_interior 'ABATOIR' accessible 1  // Sindacco vghd
0006: 232@ = 0 // integer values 

:CASINO6_1711
0050: gosub @CASINO6_29738 
0050: gosub @CASINO6_2522 
0050: gosub @CASINO6_1949 
0002: jump @CASINO6_1767 

:CASINO6_1739
0006: 227@ = 1 // integer values 
05AA: 228@s = 'CAS6_F0' // 8-byte strings 
0002: jump @CASINO6_31354 

:CASINO6_1767
0002: jump @CASINO6_1290 

:CASINO6_1774
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_1914 
077E: 286@ = active_interior 
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @CASINO6_1907 
04D7: lock_actor 39@ in_current_position 0 
087F: (unknown) 39@ 1 
0631: put_actor 39@ in_group 310@ 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: show_on_radar 40@ 2 
018A: 218@ = create_checkpoint_at 967.3132 2161.154 9.8203 
0006: 32@ = 0 // integer values 
0006: 317@ = 3 // integer values 
0002: jump @CASINO6_1290 

:CASINO6_1907
0002: jump @CASINO6_1942 

:CASINO6_1914
0006: 227@ = 1 // integer values 
05AA: 228@s = 'CAS6_F0' // 8-byte strings 
0002: jump @CASINO6_31354 

:CASINO6_1942
0002: jump @CASINO6_1774 

:CASINO6_1949
0871: init_jump_table 319@ total_jumps 7 0 @CASINO6_2520 jumps 0 @CASINO6_2012 1 @CASINO6_2045 2 @CASINO6_2172 3 @CASINO6_2258 4 @CASINO6_2351 5 @CASINO6_2398 6 @CASINO6_2473 

:CASINO6_2012
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @CASINO6_2038 
000A: 319@ += 1 // integer values 

:CASINO6_2038
0002: jump @CASINO6_2520 

:CASINO6_2045
00D6: if 
001B:   6 > 318@ // integer values 
004D: jump_if_false @CASINO6_2158 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO6_2151 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 

:CASINO6_2151
0002: jump @CASINO6_2172 

:CASINO6_2158
0006: 319@ = 3 // integer values 
0002: jump @CASINO6_2520 

:CASINO6_2172
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_2251 
00D6: if 
0039:   315@ == 1 // integer values 
004D: jump_if_false @CASINO6_2233 
0006: 318@ = 6 // integer values 
0006: 319@ = 3 // integer values 
0002: jump @CASINO6_2240 

:CASINO6_2233
0006: 319@ = 1 // integer values 

:CASINO6_2240
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_2251
0002: jump @CASINO6_2520 

:CASINO6_2258
00D6: if 
0039:   315@ == 1 // integer values 
004D: jump_if_false @CASINO6_2351 
00D6: if 
001B:   17 > 318@ // integer values 
004D: jump_if_false @CASINO6_2351 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 1 100 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 

:CASINO6_2351
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_2391 
0006: 319@ = 3 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_2391
0002: jump @CASINO6_2520 

:CASINO6_2398
00D6: if 
001B:   19 > 318@ // integer values 
004D: jump_if_false @CASINO6_2473 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 

:CASINO6_2473
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_2513 
0006: 319@ = 5 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_2513
0002: jump @CASINO6_2520 

:CASINO6_2520
0051: return 

:CASINO6_2522
0871: init_jump_table 317@ total_jumps 4 0 @CASINO6_2756 jumps 0 @CASINO6_2585 1 @CASINO6_2653 2 @CASINO6_2686 3 @CASINO6_2723 -1 @CASINO6_2756 -1 @CASINO6_2756 -1 @CASINO6_2756 

:CASINO6_2585
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 60.0 60.0 0 
004D: jump_if_false @CASINO6_2646 
00BC: text_highpriority 'CAS6_11' 8000 ms 1  // ~s~Ne hagyd ~b~Rosenberget~s~ magad mgtt, el kell vinned t a~y~vghdhoz~s~.
0006: 32@ = 0 // integer values 
000A: 317@ += 1 // integer values 

:CASINO6_2646
0002: jump @CASINO6_2756 

:CASINO6_2653
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @CASINO6_2679 
000E: 317@ -= 1 // integer values 

:CASINO6_2679
0002: jump @CASINO6_2756 

:CASINO6_2686
00BC: text_highpriority 'CAS6_12' 8000 ms 1  // ~s~El kell vinned ~b~Rosenberget~s~ a ~y~vghdhoz~s~.
0006: 32@ = 0 // integer values 
000A: 317@ += 1 // integer values 
0002: jump @CASINO6_2756 

:CASINO6_2723
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @CASINO6_2749 
0006: 317@ = 0 // integer values 

:CASINO6_2749
0002: jump @CASINO6_2756 

:CASINO6_2756
0051: return 

:CASINO6_2758
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8119:   not car 316@ wrecked 
004D: jump_if_false @CASINO6_3064 
00D6: if 
00B0:   car 316@ 0 960.4431 2087.975 996.5055 2182.152 
004D: jump_if_false @CASINO6_3054 
00D6: if 
81F4:   not car 316@ flipped 
004D: jump_if_false @CASINO6_3054 
0006: 233@ = 1 // integer values 
00AA: store_car 316@ position_to 241@ 242@ 243@ 
0174: 244@ = car 316@ z_angle 
0441: 234@ = car 316@ model 
03F3: get_car 316@ color 235@ 236@ 
0A12: (unknown) 316@ 237@ 238@ 
0006: 216@ = 0 // integer values 

:CASINO6_2899
00D6: if 
001B:   4 > 216@ // integer values 
004D: jump_if_false @CASINO6_2958 
00D6: if 
0496:   tire 216@ on_car 316@ deflated 
004D: jump_if_false @CASINO6_2944 
08BF: set 239@ bit 216@ 

:CASINO6_2944
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_2899 

:CASINO6_2958
00D6: if 
0A01:   234@ 
004D: jump_if_false @CASINO6_3047 
0006: 216@ = 0 // integer values 

:CASINO6_2981
00D6: if 
001B:   6 > 216@ // integer values 
004D: jump_if_false @CASINO6_3040 
00D6: if 
09BB:   car 316@ recieved_heavy_damage 216@ 
004D: jump_if_false @CASINO6_3026 
08BF: set 240@ bit 216@ 

:CASINO6_3026
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_2981 

:CASINO6_3040
0002: jump @CASINO6_3054 

:CASINO6_3047
0006: 240@ = -1 // integer values 

:CASINO6_3054
0A30: repair_car 316@ 
0249: release_model 234@ 

:CASINO6_3064
0006: 286@ = 0 // integer values 

:CASINO6_3071
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @CASINO6_3108 
0001: wait 0 ms 
09E8: 286@ = actor $PLAYER_ACTOR active_interior 
0002: jump @CASINO6_3071 

:CASINO6_3108
016A: fade 0 0 ms 

:CASINO6_3114
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_3138 
0001: wait 0 ms 
0002: jump @CASINO6_3114 

:CASINO6_3138
08C7: (unknown) $PLAYER_ACTOR 963.7808 2165.35 1010.031 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_3268 
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @CASINO6_3231 
00A1: put_actor 39@ at 963.8596 2162.615 1010.031 
0002: jump @CASINO6_3251 

:CASINO6_3231
0362: remove_actor 39@ from_car_and_place_at 963.8596 2162.615 1010.031 

:CASINO6_3251
04D7: lock_actor 39@ in_current_position 1 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 

:CASINO6_3268
0164: disable_marker 218@ 
00D6: if 
8119:   not car 316@ wrecked 
004D: jump_if_false @CASINO6_3294 
00A6: destroy_car 316@ 

:CASINO6_3294
0006: 319@ = 0 // integer values 
0006: 318@ = 0 // integer values 
042B: clear_peds_from_cube 930.0 2178.0 1008.0 964.0 2095.0 1014.0 
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'CAS6B_1' 

:CASINO6_3360
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_3384 
0001: wait 0 ms 
0002: jump @CASINO6_3360 

:CASINO6_3384
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO6_3393
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_3417 
0001: wait 0 ms 
0002: jump @CASINO6_3393 

:CASINO6_3417
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO6_3432
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_3456 
0001: wait 0 ms 
0002: jump @CASINO6_3432 

:CASINO6_3456
00D6: if 
856A:   not (unknown) 
004D: jump_if_false @CASINO6_3576 
02E4: load_cutscene_data 'CAS6B_2' 

:CASINO6_3480
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_3504 
0001: wait 0 ms 
0002: jump @CASINO6_3480 

:CASINO6_3504
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO6_3513
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_3537 
0001: wait 0 ms 
0002: jump @CASINO6_3513 

:CASINO6_3537
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO6_3552
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_3576 
0001: wait 0 ms 
0002: jump @CASINO6_3552 

:CASINO6_3576
02A3: toggle_widescreen 1 
03CB: set_camera 942.8142 2111.484 1010.031 
04E4: unknown_refresh_game_renderer_at 942.8142 2111.484 
00A1: put_actor $PLAYER_ACTOR at 961.4175 2111.39 1010.03 
0173: set_actor $PLAYER_ACTOR z_angle_to 100.0 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0006: 36@ = 0 // integer values 
0247: request_model #VMAFF1 
0247: request_model #VMAFF2 
0247: request_model #VMAFF3 
0247: request_model #VMAFF4 
0247: request_model #MOLOTOV 
0247: request_model #MP5LNG 
0247: request_model #CHNSAW 
0247: request_model #BAT 
0247: request_model #FIRE_EX 
0247: request_model #BODYARMOUR 
0247: request_model #AB_CARCASS 
0247: request_model #AB_HOOK 
0247: request_model #FREEZER_DOOR 
0247: request_model #SEC_KEYPAD 
0247: request_model #CARDBOARDBOX2 
0247: request_model #CJ_MEAT_BAG_1 
0247: request_model #CJ_MEAT_1 
0247: request_model #CJ_MEAT_2 
03CF: load_wav 1812 as 3 

:CASINO6_3745
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #MOLOTOV available 
004D: jump_if_false @CASINO6_3788 
0001: wait 0 ms 
0002: jump @CASINO6_3745 

:CASINO6_3788
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #CHNSAW available 
8248:   not model #BAT available 
8248:   not model #FIRE_EX available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @CASINO6_3834 
0001: wait 0 ms 
0002: jump @CASINO6_3788 

:CASINO6_3834
00D6: if or
8248:   not model #AB_CARCASS available 
8248:   not model #AB_HOOK available 
8248:   not model #FREEZER_DOOR available 
8248:   not model #SEC_KEYPAD available 
8248:   not model #CARDBOARDBOX2 available 
8248:   not model #CJ_MEAT_BAG_1 available 
004D: jump_if_false @CASINO6_3886 
0001: wait 0 ms 
0002: jump @CASINO6_3834 

:CASINO6_3886
00D6: if or
8248:   not model #CJ_MEAT_1 available 
8248:   not model #CJ_MEAT_2 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @CASINO6_3922 
0001: wait 0 ms 
0002: jump @CASINO6_3886 

:CASINO6_3922
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon 220@ ammo 230@ model 230@ 
00D6: if 
04A4:   220@ == 9 // integer values OR floating-point values 
004D: jump_if_false @CASINO6_3975 
04AF: 220@ = unknown_wav_reference 5 
0249: release_model #CHNSAW 
0002: jump @CASINO6_3982 

:CASINO6_3975
04AF: 220@ = unknown_wav_reference 9 

:CASINO6_3982
0828: (unknown) 0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_4109 
00A1: put_actor 39@ at 959.7906 2108.67 1010.03 
0173: set_actor 39@ z_angle_to 51.5 
0860: link_actor 39@ to_interior 1 
04D7: lock_actor 39@ in_current_position 0 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
018B: show_on_radar 40@ 2 
08DC: (unknown) 40@ 968.3954 2160.965 1.0 
07E0: set_marker 40@ type_to 1 
060B: unknown_actor_use_entity 39@ 34@ 
0223: set_actor 39@ health_to 300 

:CASINO6_4109
03C4: set_status_text_to $7761 1 'CAS6_C0'  // Rosie
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0213: 37@ = create_pickup #FIRE_EX type 3 at 962.9547 2101.918 1011.0 
029B: 43@ = init_object #FIRE_EX at 959.9 2098.1 1010.6 
0453: object 43@ set_rotation 0.0 45.0 90.0 
0213: 38@ = create_pickup #BODYARMOUR type 3 at 958.4733 2144.251 1011.0 
075B: (unknown) 95 
0006: 287@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0006: 309@ = 0 // integer values 
0006: 305@ = 0 // integer values 
0006: 306@ = 0 // integer values 
0007: 180@ = 1.062 // floating-point values 
0087: 178@ = 180@ // floating-point values only 
0013: 178@ *= 2.0 // floating-point values 
0013: 178@ *= 3.1416 // floating-point values 
0017: 178@ /= 360.0 // floating-point values 
0007: 176@ = 0.0 // floating-point values 
0007: 177@ = -0.0001 // floating-point values 
0006: 162@ = 1 // integer values 
0006: 161@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0007: 181@ = 945.725 // floating-point values 
0007: 189@ = 2175.24 // floating-point values 
0007: 182@ = 946.787 // floating-point values 
0007: 190@ = 2174.185 // floating-point values 
0007: 183@ = 946.787 // floating-point values 
0007: 191@ = 2118.155 // floating-point values 
0007: 184@ = 945.725 // floating-point values 
0007: 192@ = 2117.069 // floating-point values 
0007: 185@ = 938.357 // floating-point values 
0007: 193@ = 2117.069 // floating-point values 
0007: 186@ = 937.262 // floating-point values 
0007: 194@ = 2118.155 // floating-point values 
0007: 187@ = 937.262 // floating-point values 
0007: 195@ = 2174.185 // floating-point values 
0007: 188@ = 938.357 // floating-point values 
0007: 196@ = 2175.24 // floating-point values 
0007: 197@ = 1016.288 // floating-point values 
029B: 160@ = init_object #SEC_KEYPAD at 946.35 2113.55 1011.522 
0382: set_object 160@ collision_detection 0 
0550: keep_object 160@ in_memory 1 
029B: 154@ = init_object #CARDBOARDBOX2 at 937.262 2126.155 197@ 
0392: object 154@ toggle_in_moving_list 0 
0382: set_object 154@ collision_detection 0 
0750: set_object 154@ visibility 0 
0006: 148@ = 6 // integer values 
0007: 164@ = 0.0 // floating-point values 
0007: 170@ = 0.0 // floating-point values 
029B: 142@ = init_object #AB_CARCASS at 937.228 2121.157 197@ 
069A: attach_object 142@ to_object 154@ at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 155@ = init_object #CARDBOARDBOX2 at 940.356 2175.24 197@ 
0392: object 155@ toggle_in_moving_list 0 
0382: set_object 155@ collision_detection 0 
0750: set_object 155@ visibility 0 
0006: 149@ = 0 // integer values 
0007: 165@ = 90.0 // floating-point values 
0007: 171@ = 0.0 // floating-point values 
029B: 143@ = init_object #AB_CARCASS at 940.356 2175.264 197@ 
069A: attach_object 143@ to_object 155@ at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 156@ = init_object #CARDBOARDBOX2 at 946.846 2135.264 197@ 
0392: object 156@ toggle_in_moving_list 0 
0382: set_object 156@ collision_detection 0 
0750: set_object 156@ visibility 0 
0006: 150@ = 2 // integer values 
0007: 166@ = 0.0 // floating-point values 
0007: 172@ = 0.0 // floating-point values 
029B: 144@ = init_object #AB_CARCASS at 946.846 2135.264 197@ 
069A: attach_object 144@ to_object 156@ at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 157@ = init_object #AB_HOOK at 941.727 2117.076 197@ 
0006: 151@ = 4 // integer values 
0007: 167@ = 90.0 // floating-point values 
0007: 173@ = 45.0 // floating-point values 
0453: object 157@ set_rotation 0.0 0.0 173@ 
029B: 158@ = init_object #AB_HOOK at 937.228 2162.24 197@ 
0006: 152@ = 6 // integer values 
0007: 168@ = 0.0 // floating-point values 
0007: 174@ = -45.0 // floating-point values 
0453: object 158@ set_rotation 0.0 0.0 174@ 
029B: 159@ = init_object #AB_HOOK at 946.846 2172.24 197@ 
0006: 153@ = 2 // integer values 
0007: 169@ = 0.0 // floating-point values 
0007: 175@ = 135.0 // floating-point values 
0453: object 159@ set_rotation 0.0 0.0 175@ 
029B: 245@ = init_object #CJ_MEAT_BAG_1 at 933.6226 2118.948 1012.313 
0177: set_object 245@ z_angle_to 65.0793 
029B: 246@ = init_object #CJ_MEAT_BAG_1 at 933.1715 2133.366 1012.767 
0177: set_object 246@ z_angle_to 65.0783 
029B: 247@ = init_object #CJ_MEAT_BAG_1 at 942.9017 2155.644 1013.478 
0177: set_object 247@ z_angle_to 64.6149 
029B: 248@ = init_object #CJ_MEAT_BAG_1 at 950.8132 2166.67 1012.296 
0177: set_object 248@ z_angle_to 88.701 
029B: 249@ = init_object #CJ_MEAT_2 at 942.7145 2154.633 1011.213 
0177: set_object 249@ z_angle_to 73.973 
029B: 250@ = init_object #CJ_MEAT_2 at 950.4804 2155.572 1011.902 
0177: set_object 250@ z_angle_to 131.2515 
029B: 251@ = init_object #CJ_MEAT_2 at 942.3651 2118.868 1011.241 
0177: set_object 251@ z_angle_to 64.6148 
029B: 252@ = init_object #CJ_MEAT_2 at 950.6234 2132.096 1011.947 
0177: set_object 252@ z_angle_to 24.2141 
029B: 253@ = init_object #CJ_MEAT_2 at 934.5715 2171.173 1011.266 
0177: set_object 253@ z_angle_to 354.6342 
029B: 202@ = init_object #FREEZER_DOOR at 951.859 2121.648 1012.094 
09CA: set_object 202@ immunities 1 1 1 1 1 
029B: 203@ = init_object #SEC_KEYPAD at 950.9305 2114.348 1011.522 
0177: set_object 203@ z_angle_to 180.0 
0550: keep_object 203@ in_memory 1 
0382: set_object 203@ collision_detection 0 
0006: 204@ = 0 // integer values 
0007: 214@ = 0.0 // floating-point values 
0007: 215@ = 0.001 // floating-point values 
0006: 289@ = -1 // integer values 
0615: define_action_sequences 206@ 
05D4: AS_actor -1 rotate_angle 180.0 
05BA: AS_actor -1 chew_gum 800 ms 
0616: define_action_sequences_end 206@ 
029B: 208@ = init_object #AB_CARCASS at 962.4035 2119.817 197@ 
029B: 209@ = init_object #AB_CARCASS at 962.4035 2121.641 197@ 
029B: 210@ = init_object #AB_CARCASS at 962.4035 2124.842 197@ 
029B: 211@ = init_object #AB_CARCASS at 955.9693 2128.817 197@ 
029B: 212@ = init_object #AB_CARCASS at 955.9693 2131.641 197@ 
029B: 213@ = init_object #AB_CARCASS at 955.9693 2134.842 197@ 
0006: 140@ = 29 // integer values 
0006: 141@ = 0 // integer values 
0006: 216@ = 0 // integer values 

:CASINO6_5751
00D6: if 
001D:   140@ > 216@ // integer values 
004D: jump_if_false @CASINO6_5795 
0006: 111@(216@,29i) = -1 // integer values 
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_5751 

:CASINO6_5795
009A: 53@ = create_actor 25 #VMAFF3 at 937.3484 2112.078 1010.031 
0173: set_actor 53@ z_angle_to 264.0 
0223: set_actor 53@ health_to 200 
08AF: (unknown) 53@ 200 
0187: 82@ = create_marker_above_actor 53@ 
018B: show_on_radar 82@ 2 
08DC: (unknown) 82@ 968.3954 2160.965 1.0 
0638: AS_actor 53@ stay_put 1 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 53@ armed_weapon_to 29 
02E2: set_actor 53@ weapon_accuracy_to 30 
060B: unknown_actor_use_entity 53@ 34@ 
0006: 111@ = 0 // integer values 
009A: 54@ = create_actor 25 #VMAFF4 at 937.135 2108.94 1010.031 
0173: set_actor 54@ z_angle_to 271.5 
0223: set_actor 54@ health_to 200 
08AF: (unknown) 54@ 200 
0187: 83@ = create_marker_above_actor 54@ 
018B: show_on_radar 83@ 2 
08DC: (unknown) 83@ 968.3954 2160.965 1.0 
0638: AS_actor 54@ stay_put 1 
01B2: give_actor 54@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 54@ armed_weapon_to 29 
02E2: set_actor 54@ weapon_accuracy_to 30 
060B: unknown_actor_use_entity 54@ 34@ 
0006: 112@ = 0 // integer values 
009A: 55@ = create_actor 25 #VMAFF1 at 939.319 2124.888 1010.031 
0173: set_actor 55@ z_angle_to 195.0 
0223: set_actor 53@ health_to 200 
08AF: (unknown) 53@ 200 
0187: 84@ = create_marker_above_actor 55@ 
018B: show_on_radar 84@ 2 
08DC: (unknown) 84@ 968.3954 2160.965 1.0 
01B2: give_actor 55@ weapon 220@ ammo 0 // Load the weapon model before using this 
01B9: set_actor 55@ armed_weapon_to 220@ 
0006: 113@ = 0 // integer values 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 chew_gum 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 go_to_point 940.5833 2116.169 1010.031 speed 6 -1 ms 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 39@ 
07BC: unknown_action_sequence -1 35@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 55@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
009A: 56@ = create_actor 25 #VMAFF2 at 937.819 2137.487 1010.03 
0173: set_actor 56@ z_angle_to 188.0 
0223: set_actor 53@ health_to 200 
08AF: (unknown) 53@ 200 
0187: 85@ = create_marker_above_actor 56@ 
018B: show_on_radar 85@ 2 
08DC: (unknown) 85@ 968.3954 2160.965 1.0 
01B2: give_actor 56@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 56@ armed_weapon_to 5 
02E2: set_actor 56@ weapon_accuracy_to 35 
0006: 114@ = 0 // integer values 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 chew_gum 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 go_to_point 940.5833 2116.169 1010.031 speed 6 -1 ms 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 39@ 
07BC: unknown_action_sequence -1 35@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 56@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
009A: 57@ = create_actor 25 #VMAFF4 at 948.0 2124.0 1010.031 
0173: set_actor 57@ z_angle_to 135.0 
0223: set_actor 57@ health_to 200 
08AF: (unknown) 57@ 200 
0187: 86@ = create_marker_above_actor 57@ 
018B: show_on_radar 86@ 2 
08DC: (unknown) 86@ 968.3954 2160.965 1.0 
0638: AS_actor 57@ stay_put 1 
02E2: set_actor 57@ weapon_accuracy_to 30 
0006: 115@ = 0 // integer values 
029B: 254@ = init_object #MOLOTOV at 948.0 2124.0 1010.031 
0392: object 254@ toggle_in_moving_list 0 
0382: set_object 254@ collision_detection 0 
070A: AS_actor 57@ attach_to_object 254@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
066D: 256@ = attach_particle "FIRE" to_object 254@ offset 0.0 0.0 0.6 1 
0615: define_action_sequences 290@ 
05BA: AS_actor -1 chew_gum 200 ms 
0605: actor -1 perform_animation_sequence "UZI_RELOAD" from_file "UZI" 4.0 loop 0 0 0 0 300 ms 
0605: actor -1 perform_animation_sequence "WEAPON_START_THROW" from_file "GRENADE" 10.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "WEAPON_THROW" from_file "GRENADE" 10.0 loop 0 0 0 0 -1 ms 
05BA: AS_actor -1 chew_gum 500 ms 
0603: unknown_action_sequence -1 944.032 2119.907 1010.031 6 -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 290@ 
0618: assign_actor 57@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
009A: 58@ = create_actor 25 #VMAFF2 at 940.7016 2138.933 1010.031 
0173: set_actor 58@ z_angle_to 180.0 
0223: set_actor 58@ health_to 200 
08AF: (unknown) 58@ 200 
0187: 87@ = create_marker_above_actor 58@ 
018B: show_on_radar 87@ 2 
08DC: (unknown) 87@ 968.3954 2160.965 1.0 
01B2: give_actor 58@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 58@ armed_weapon_to 29 
02E2: set_actor 58@ weapon_accuracy_to 30 
0006: 116@ = 0 // integer values 
0085: 291@ = 58@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 1 // integer values 
0007: 295@ = 940.8504 // floating-point values 
0007: 296@ = 2120.21 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 184.0 // floating-point values 
0050: gosub @CASINO6_21012 
009A: 59@ = create_actor 25 #VMAFF1 at 938.9517 2132.403 1010.031 
0173: set_actor 59@ z_angle_to 170.0 
0223: set_actor 59@ health_to 200 
08AF: (unknown) 59@ 200 
0187: 88@ = create_marker_above_actor 59@ 
018B: show_on_radar 88@ 2 
08DC: (unknown) 88@ 968.3954 2160.965 1.0 
01B2: give_actor 59@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 29 
02E2: set_actor 59@ weapon_accuracy_to 30 
0006: 117@ = 0 // integer values 
0085: 291@ = 59@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 1 // integer values 
0007: 295@ = 933.7762 // floating-point values 
0007: 296@ = 2120.589 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 230.0 // floating-point values 
0050: gosub @CASINO6_21012 
009A: 60@ = create_actor 25 #VMAFF3 at 942.4279 2129.262 1011.228 
0173: set_actor 60@ z_angle_to 180.0 
0223: set_actor 60@ health_to 200 
08AF: (unknown) 60@ 200 
0187: 89@ = create_marker_above_actor 60@ 
018B: show_on_radar 89@ 2 
08DC: (unknown) 89@ 968.3954 2160.965 1.0 
04EB: AS_actor 60@ crouch 1 
0638: AS_actor 60@ stay_put 1 
01B2: give_actor 60@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 29 
02E2: set_actor 60@ weapon_accuracy_to 30 
0006: 118@ = 0 // integer values 
009A: 61@ = create_actor 25 #VMAFF2 at 941.8554 2141.05 1010.03 
0173: set_actor 61@ z_angle_to 198.3264 
0223: set_actor 61@ health_to 200 
08AF: (unknown) 61@ 200 
0187: 90@ = create_marker_above_actor 61@ 
018B: show_on_radar 90@ 2 
08DC: (unknown) 90@ 968.3954 2160.965 1.0 
01B2: give_actor 61@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 29 
02E2: set_actor 61@ weapon_accuracy_to 30 
0006: 119@ = 0 // integer values 
0085: 291@ = 61@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 1 // integer values 
0007: 295@ = 950.5577 // floating-point values 
0007: 296@ = 2126.734 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 150.0 // floating-point values 
0050: gosub @CASINO6_21012 
015F: set_camera_position 946.2746 2122.199 1011.262 0.0 0.0 0.0 
0160: point_camera 947.4866 2124.386 1011.262 2 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0006: 219@ = 0 // integer values 
0001: wait 0 ms 
0007: 280@ = 0.2 // floating-point values 
015D: set_gamespeed 280@ 
0006: 32@ = 0 // integer values 

:CASINO6_7669
00D6: if 
001B:   100 > 32@ // integer values 
004D: jump_if_false @CASINO6_7698 
0001: wait 0 ms 
0002: jump @CASINO6_7669 

:CASINO6_7698
016A: fade 1 0 ms 
0707: start_scene_skip_to @CASINO6_9497 
0007: 274@ = 0.25 // floating-point values 
006B: 274@ *= 280@ // floating-point values 
0007: 276@ = -0.0001 // floating-point values 
006B: 276@ *= 280@ // floating-point values 
0007: 278@ = 0.4 // floating-point values 
006B: 278@ *= 280@ // floating-point values 
0007: 275@ = 0.2 // floating-point values 
006B: 275@ *= 280@ // floating-point values 
0007: 277@ = -0.05 // floating-point values 
006B: 277@ *= 280@ // floating-point values 
006B: 277@ *= 280@ // floating-point values 
0007: 279@ = 0.0 // floating-point values 

:CASINO6_7819
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @CASINO6_7913 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_7899 
00D6: if 
0611:   actor 57@ animation_is "UZI_RELOAD" 
004D: jump_if_false @CASINO6_7892 
0006: 281@ = 1 // integer values 

:CASINO6_7892
0002: jump @CASINO6_7906 

:CASINO6_7899
0006: 281@ = 1 // integer values 

:CASINO6_7906
0002: jump @CASINO6_7819 

:CASINO6_7913
064C: make_particle 256@ visible 

:CASINO6_7918
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @CASINO6_8014 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_8000 
00D6: if 
0611:   actor 57@ animation_is "WEAPON_THROW" 
004D: jump_if_false @CASINO6_7993 
0006: 281@ = 1 // integer values 

:CASINO6_7993
0002: jump @CASINO6_8007 

:CASINO6_8000
0006: 281@ = 1 // integer values 

:CASINO6_8007
0002: jump @CASINO6_7918 

:CASINO6_8014
0006: 281@ = 0 // integer values 

:CASINO6_8021
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @CASINO6_8160 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_8146 
00D6: if 
0611:   actor 57@ animation_is "WEAPON_THROW" 
004D: jump_if_false @CASINO6_8139 
0613: 282@ = actor 57@ animation "WEAPON_THROW" time 
00D6: if 
0031:   282@ >= 0.3 // floating-point values 
004D: jump_if_false @CASINO6_8139 
0006: 281@ = 1 // integer values 

:CASINO6_8139
0002: jump @CASINO6_8153 

:CASINO6_8146
0006: 281@ = 1 // integer values 

:CASINO6_8153
0002: jump @CASINO6_8021 

:CASINO6_8160
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_8297 
01BB: store_object 254@ position_to 268@ 269@ 270@ 
070B: (unknown) 57@ 0 
0650: destroy_particle 256@ 
0108: destroy_object 254@ 
0006: 219@ = 1 // integer values 
029B: 255@ = init_object #MOLOTOV at 268@ 269@ 270@ 
066D: 257@ = attach_particle "FIRE" to_object 255@ offset 0.0 0.0 0.6 1 
064C: make_particle 257@ visible 
0007: 271@ = 0.0 // floating-point values 
0007: 272@ = 0.0 // floating-point values 
0007: 273@ = 0.0 // floating-point values 

:CASINO6_8297
02F7: 198@ = sinus 241.0 // cosine swapped with sinus 
02F6: 199@ = cosine 241.0 // sinus swapped with cosine 
0005: $TEMPVAR_FLOAT_3 = 5000.0 // floating-point values 

:CASINO6_8327
00D6: if 
8032:   not  1010.031 >= $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @CASINO6_8760 
0001: wait 0 ms 
005B: 274@ += 276@ // floating-point values 
005B: 278@ += 274@ // floating-point values 
0087: 200@ = 278@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 278@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
007B: 275@ += unknown_inaccurate_float_timer 277@ // floating-point 
007B: 279@ += unknown_inaccurate_float_timer 275@ // floating-point 
0088: $TEMPVAR_FLOAT_1 = 268@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 269@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 201@ // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 270@ // floating-point values only 
005F: $TEMPVAR_FLOAT_3 += 279@ // floating-point values 
01BC: put_object 255@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0079: 271@ += unknown_inaccurate_float_timer 1.0 // floating-point 
0079: 272@ += unknown_inaccurate_float_timer 1.0 // floating-point 
0079: 273@ += unknown_inaccurate_float_timer 1.0 // floating-point 
0453: object 255@ set_rotation 271@ 272@ 273@ 
0087: 283@ = 278@ // floating-point values only 
000B: 283@ += 1.5 // floating-point values 
0087: 284@ = 278@ // floating-point values only 
000F: 284@ -= 1.0 // floating-point values 
0087: 200@ = 283@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 283@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 268@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 269@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 201@ // floating-point values 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ 0.0 0.0 0.0 
0087: 200@ = 284@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 284@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 268@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 269@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 201@ // floating-point values 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ 2 
00D6: if 
0032:   1010.5 >= $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @CASINO6_8753 
0550: keep_object 255@ in_memory 1 

:CASINO6_8753
0002: jump @CASINO6_8327 

:CASINO6_8760
0650: destroy_particle 257@ 
0108: destroy_object 255@ 
0249: release_model #MOLOTOV 
0006: 219@ = 2 // integer values 
064B: 258@ = create_particle "EXPLOSION_MOLOTOV" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 1010.0 1 
064F: (unknown) 258@ 
08FD: (unknown) 1 
02CF: 259@ = create_fire_at 940.35 2114.0 1010.03 0 2 
0006: 219@ = 3 // integer values 
02CF: 260@ = create_fire_at 941.1 2114.0 1010.03 0 1 
0006: 219@ = 4 // integer values 
02CF: 261@ = create_fire_at 941.5 2114.0 1010.03 0 1 
0006: 219@ = 5 // integer values 
02CF: 262@ = create_fire_at 942.3 2114.0 1010.03 0 1 
0006: 219@ = 6 // integer values 
02CF: 263@ = create_fire_at 942.9 2114.0 1010.03 0 1 
0006: 219@ = 7 // integer values 
02CF: 264@ = create_fire_at 943.65 2114.0 1010.03 0 2 
0006: 219@ = 8 // integer values 
0006: 32@ = 0 // integer values 

:CASINO6_9021
00D6: if 
001B:   220 > 32@ // integer values 
004D: jump_if_false @CASINO6_9262 
0001: wait 0 ms 
005B: 278@ += 274@ // floating-point values 
0087: 283@ = 278@ // floating-point values only 
000B: 283@ += 1.5 // floating-point values 
0087: 284@ = 278@ // floating-point values only 
000F: 284@ -= 1.0 // floating-point values 
0087: 200@ = 283@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 283@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 268@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 269@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 201@ // floating-point values 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ 0.0 0.0 0.0 
0087: 200@ = 284@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 284@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 268@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 269@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 201@ // floating-point values 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ 2 
0002: jump @CASINO6_9021 

:CASINO6_9262
0007: 285@ = 61.0 // floating-point values 
068D: (unknown) 224@ 225@ 226@ 
0006: 32@ = 0 // integer values 

:CASINO6_9290
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @CASINO6_9320 
0001: wait 0 ms 
0002: jump @CASINO6_9290 

:CASINO6_9320
0006: 32@ = 0 // integer values 

:CASINO6_9327
00D6: if 
001B:   700 > 32@ // integer values 
004D: jump_if_false @CASINO6_9460 
0001: wait 0 ms 
02F7: 198@ = sinus 285@ // cosine swapped with sinus 
02F6: 199@ = cosine 285@ // sinus swapped with cosine 
0087: 200@ = 284@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 284@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 224@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 225@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 201@ // floating-point values 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ 2 
000F: 285@ -= 0.25 // floating-point values 
0002: jump @CASINO6_9327 

:CASINO6_9460
0006: 32@ = 0 // integer values 

:CASINO6_9467
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @CASINO6_9497 
0001: wait 0 ms 
0002: jump @CASINO6_9467 

:CASINO6_9497
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0871: init_jump_table 219@ total_jumps 8 0 @CASINO6_9836 jumps 0 @CASINO6_9637 1 @CASINO6_9670 2 @CASINO6_9685 3 @CASINO6_9709 4 @CASINO6_9733 5 @CASINO6_9757 6 @CASINO6_9781 
0872: jump_table_jumps 7 @CASINO6_9805 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 

:CASINO6_9637
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_9660 
070B: (unknown) 57@ 0 

:CASINO6_9660
0650: destroy_particle 256@ 
0108: destroy_object 254@ 

:CASINO6_9670
0650: destroy_particle 257@ 
0108: destroy_object 255@ 
0249: release_model #MOLOTOV 

:CASINO6_9685
02CF: 259@ = create_fire_at 940.35 2114.0 1010.03 0 2 

:CASINO6_9709
02CF: 260@ = create_fire_at 941.1 2114.0 1010.03 0 1 

:CASINO6_9733
02CF: 261@ = create_fire_at 941.5 2114.0 1010.03 0 1 

:CASINO6_9757
02CF: 262@ = create_fire_at 942.3 2114.0 1010.03 0 1 

:CASINO6_9781
02CF: 263@ = create_fire_at 942.9 2114.0 1010.03 0 1 

:CASINO6_9805
02CF: 264@ = create_fire_at 943.65 2114.0 1010.03 0 2 
0002: jump @CASINO6_9836 

:CASINO6_9836
0650: destroy_particle 258@ 
03E6: remove_text_box 
03E5: text_box 'CAS6_G0'  // ~s~Vdd meg ~b~Rosenberget~s~ s ld meg az ssze ~r~szemtant~s~.
0006: 32@ = 0 // integer values 
08FD: (unknown) 0 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
07FB: set_interior 'ABATOIR' accessible 0  // Sindacco vghd
0006: 265@ = 0 // integer values 
0006: 266@ = 0 // integer values 
0006: 267@ = 0 // integer values 
015D: set_gamespeed 1.0 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_10004 
0006: 111@ = 0 // integer values 
0085: 291@ = 53@ // integer values and handles 
0006: 292@ = 0 // integer values 
0007: 295@ = 945.2795 // floating-point values 
0007: 296@ = 2108.657 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @CASINO6_21242 

:CASINO6_10004
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_10087 
0006: 112@ = 0 // integer values 
0085: 291@ = 54@ // integer values and handles 
0006: 292@ = 0 // integer values 
0007: 295@ = 937.135 // floating-point values 
0007: 296@ = 2108.94 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @CASINO6_21242 

:CASINO6_10087
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @CASINO6_10162 
0687: clear_actor_task 55@ 
00A1: put_actor 55@ at 941.481 2111.887 1010.031 
0173: set_actor 55@ z_angle_to 260.0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_10162 
05E2: AS_actor 55@ kill_actor 39@ 

:CASINO6_10162
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASINO6_10321 
0687: clear_actor_task 56@ 
00A1: put_actor 56@ at 939.6515 2123.306 1010.031 
0173: set_actor 56@ z_angle_to 187.5 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 chew_gum 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 go_to_point 940.5833 2116.169 1010.031 speed 6 -1 ms 
05BC: AS_actor -1 jump 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_10296 
05E2: AS_actor -1 kill_actor 39@ 

:CASINO6_10296
07BC: unknown_action_sequence -1 35@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 56@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 

:CASINO6_10321
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_10411 
0687: clear_actor_task 57@ 
00A1: put_actor 57@ at 944.032 2119.907 1010.031 
0173: set_actor 57@ z_angle_to 160.0 
04EB: AS_actor 57@ crouch 1 
0638: AS_actor 57@ stay_put 1 
01B2: give_actor 57@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 29 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:CASINO6_10411
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @CASINO6_10435 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 

:CASINO6_10435
05AA: 366@s = 'CAS6_EP' // 8-byte strings 
04AF: 320@ = unknown_wav_reference 8235 
008B: 343@ = $PLAYER_ACTOR // integer values and handles 
05AA: 368@s = 'CAS6_EQ' // 8-byte strings 
04AF: 321@ = unknown_wav_reference 8236 
008B: 344@ = $PLAYER_ACTOR // integer values and handles 
05AA: 370@s = 'CAS6_ED' // 8-byte strings 
04AF: 322@ = unknown_wav_reference 8224 
0085: 345@ = 39@ // integer values and handles 
05AA: 372@s = 'CAS6_DA' // 8-byte strings 
04AF: 323@ = unknown_wav_reference 8219 
0085: 346@ = 39@ // integer values and handles 
05AA: 374@s = 'CAS6_DB' // 8-byte strings 
04AF: 324@ = unknown_wav_reference 8220 
008B: 347@ = $PLAYER_ACTOR // integer values and handles 
05AA: 376@s = 'CAS6_ET' // 8-byte strings 
04AF: 325@ = unknown_wav_reference 8239 
0085: 348@ = 39@ // integer values and handles 
05AA: 378@s = 'CAS6_EU' // 8-byte strings 
04AF: 326@ = unknown_wav_reference 8240 
008B: 349@ = $PLAYER_ACTOR // integer values and handles 
05AA: 380@s = 'CAS6_EA' // 8-byte strings 
04AF: 327@ = unknown_wav_reference 8221 
0085: 350@ = 39@ // integer values and handles 
05AA: 382@s = 'CAS6_EB' // 8-byte strings 
04AF: 328@ = unknown_wav_reference 8222 
0085: 351@ = 39@ // integer values and handles 
05AA: 384@s = 'CAS6_EC' // 8-byte strings 
04AF: 329@ = unknown_wav_reference 8223 
0085: 352@ = 39@ // integer values and handles 
05AA: 386@s = 'CAS6_GH' // 8-byte strings 
04AF: 330@ = unknown_wav_reference 8250 
0085: 353@ = 39@ // integer values and handles 
05AA: 388@s = 'CAS6_GJ' // 8-byte strings 
04AF: 331@ = unknown_wav_reference 8251 
0085: 354@ = 39@ // integer values and handles 
05AA: 390@s = 'CAS6_GK' // 8-byte strings 
04AF: 332@ = unknown_wav_reference 8252 
0085: 355@ = 39@ // integer values and handles 
05AA: 392@s = 'CAS6_FM' // 8-byte strings 
04AF: 333@ = unknown_wav_reference 8245 
0085: 356@ = 39@ // integer values and handles 
01BD: 222@ = current_time_in_ms 

:CASINO6_10860
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_11364 
00D6: if 
0735:   83 
004D: jump_if_false @CASINO6_10951 
07FB: set_interior 'ABATOIR' accessible 1  // Sindacco vghd
0004: $1012 = 0 // integer values 
0004: $1013 = 0 // integer values 
05A9: s$1014 = 'ABATOIR' // 8-byte strings  // Sindacco vghd
004F: create_thread @ENTEXT 
0002: jump @CASINO6_31283 

:CASINO6_10951
00D6: if 
0039:   227@ == 2 // integer values 
004D: jump_if_false @CASINO6_10976 
0002: jump @CASINO6_31354 

:CASINO6_10976
01BD: 221@ = current_time_in_ms 
0085: 223@ = 221@ // integer values and handles 
0062: 223@ -= 222@ // integer values 
0085: 222@ = 221@ // integer values and handles 
005A: 42@ += 223@ // integer values 
005A: 51@ += 223@ // integer values 
005A: 163@ += 223@ // integer values 
005A: 207@ += 223@ // integer values 
005A: 306@ += 223@ // integer values 
0050: gosub @CASINO6_11417 
0050: gosub @CASINO6_15444 
0050: gosub @CASINO6_20395 
0050: gosub @CASINO6_21452 
0050: gosub @CASINO6_23635 
00D6: if 
8039:   not  302@ == 2 // integer values 
004D: jump_if_false @CASINO6_11105 
0050: gosub @CASINO6_25377 

:CASINO6_11105
0226: 216@ = actor 39@ health 
008A: $7761 = 216@ // integer values and handles 
0014: $7761 /= 3 // integer values 
00D6: if 
803B:   not  141@ == 140@ // integer values 
004D: jump_if_false @CASINO6_11299 
0006: 216@ = 0 // integer values 

:CASINO6_11154
00D6: if 
001D:   140@ > 216@ // integer values 
004D: jump_if_false @CASINO6_11292 
00D6: if 
8039:   not  111@(216@,29i) == -1 // integer values 
004D: jump_if_false @CASINO6_11278 
00D6: if 
0118:   actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_11278 
01C2: remove_references_to_actor 53@(216@,29i) // Like turning an actor into a random pedestrian 
0164: disable_marker 82@(216@,29i) 
0006: 111@(216@,29i) = -1 // integer values 
000A: 141@ += 1 // integer values 
00D6: if 
003B:   141@ == 140@ // integer values 
004D: jump_if_false @CASINO6_11278 
060B: unknown_actor_use_entity 39@ 34@ 

:CASINO6_11278
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_11154 

:CASINO6_11292
0002: jump @CASINO6_11336 

:CASINO6_11299
0050: gosub @CASINO6_27225 
077E: 286@ = active_interior 
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @CASINO6_11336 
0002: jump @CASINO6_28003 

:CASINO6_11336
0050: gosub @CASINO6_25554 
0050: gosub @CASINO6_25126 
0050: gosub @CASINO6_26515 
0002: jump @CASINO6_11410 

:CASINO6_11364
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @CASINO6_11403 
0006: 227@ = 1 // integer values 
05AA: 228@s = 'CAS6_F0' // 8-byte strings 

:CASINO6_11403
0002: jump @CASINO6_31354 

:CASINO6_11410
0002: jump @CASINO6_10860 

:CASINO6_11417
0871: init_jump_table 287@ total_jumps 5 0 @CASINO6_15442 jumps 0 @CASINO6_11480 1 @CASINO6_12819 2 @CASINO6_13891 3 @CASINO6_15168 4 @CASINO6_15305 -1 @CASINO6_15442 -1 @CASINO6_15442 

:CASINO6_11480
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 935.0 2114.0 947.0 2116.0 
004D: jump_if_false @CASINO6_12812 
000A: 287@ += 1 // integer values 
009A: 62@ = create_actor 25 #VMAFF1 at 944.947 2146.821 1010.03 
0173: set_actor 62@ z_angle_to 180.0 
0223: set_actor 62@ health_to 200 
08AF: (unknown) 62@ 200 
0187: 91@ = create_marker_above_actor 62@ 
018B: show_on_radar 91@ 2 
08DC: (unknown) 91@ 968.3954 2160.965 1.0 
01B2: give_actor 62@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 29 
02E2: set_actor 62@ weapon_accuracy_to 35 
0006: 120@ = 0 // integer values 
0085: 291@ = 62@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0007: 295@ = 950.4513 // floating-point values 
0007: 296@ = 2133.938 // floating-point values 
0007: 297@ = 1010.03 // floating-point values 
0007: 298@ = 156.0 // floating-point values 
0050: gosub @CASINO6_21012 
009A: 63@ = create_actor 25 #VMAFF2 at 938.7369 2146.927 1010.031 
0173: set_actor 63@ z_angle_to 180.0 
0223: set_actor 63@ health_to 200 
08AF: (unknown) 63@ 200 
0187: 92@ = create_marker_above_actor 63@ 
018B: show_on_radar 92@ 2 
08DC: (unknown) 92@ 968.3954 2160.965 1.0 
01B2: give_actor 63@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 63@ armed_weapon_to 29 
02E2: set_actor 63@ weapon_accuracy_to 40 
0006: 121@ = 0 // integer values 
0085: 291@ = 63@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0007: 295@ = 935.2033 // floating-point values 
0007: 296@ = 2135.923 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 195.0 // floating-point values 
0050: gosub @CASINO6_21012 
009A: 64@ = create_actor 25 #VMAFF3 at 938.8906 2150.719 1010.031 
0173: set_actor 64@ z_angle_to 222.0 
0223: set_actor 64@ health_to 200 
08AF: (unknown) 64@ 200 
0187: 93@ = create_marker_above_actor 64@ 
018B: show_on_radar 93@ 2 
08DC: (unknown) 93@ 968.3954 2160.965 1.0 
01B2: give_actor 64@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 64@ armed_weapon_to 29 
02E2: set_actor 64@ weapon_accuracy_to 35 
0006: 122@ = 0 // integer values 
0085: 291@ = 64@ // integer values and handles 
0006: 292@ = 0 // integer values 
0007: 295@ = 941.6102 // floating-point values 
0007: 296@ = 2144.133 // floating-point values 
0007: 297@ = 1010.03 // floating-point values 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @CASINO6_21242 
009A: 65@ = create_actor 25 #VMAFF2 at 951.4207 2146.367 1010.03 
0173: set_actor 65@ z_angle_to 148.0 
0187: 94@ = create_marker_above_actor 65@ 
018B: show_on_radar 94@ 2 
08DC: (unknown) 94@ 968.3954 2160.965 1.0 
01B2: give_actor 65@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 65@ armed_weapon_to 29 
02E2: set_actor 65@ weapon_accuracy_to 40 
07DD: (unknown) 65@ 60 
0006: 123@ = 0 // integer values 
0085: 291@ = 65@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0007: 295@ = 946.5566 // floating-point values 
0007: 296@ = 2141.394 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 180.0 // floating-point values 
0050: gosub @CASINO6_21012 
009A: 66@ = create_actor 25 #VMAFF3 at 932.7236 2146.784 1010.031 
0173: set_actor 66@ z_angle_to 220.0 
0223: set_actor 66@ health_to 150 
08AF: (unknown) 66@ 150 
0187: 95@ = create_marker_above_actor 66@ 
018B: show_on_radar 95@ 2 
08DC: (unknown) 95@ 968.3954 2160.965 1.0 
01B2: give_actor 66@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 29 
02E2: set_actor 66@ weapon_accuracy_to 35 
0006: 124@ = 0 // integer values 
0085: 291@ = 66@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0007: 295@ = 937.0684 // floating-point values 
0007: 296@ = 2141.996 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 180.0 // floating-point values 
0050: gosub @CASINO6_21012 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_12587 
00D6: if 
001B:   2 > 41@ // integer values 
004D: jump_if_false @CASINO6_12513 
0007: 295@ = 940.4404 // floating-point values 
0007: 296@ = 2111.781 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 350.3034 // floating-point values 
0002: jump @CASINO6_12553 

:CASINO6_12513
0007: 295@ = 959.418 // floating-point values 
0007: 296@ = 2104.867 // floating-point values 
0007: 297@ = 1010.03 // floating-point values 
0007: 298@ = 167.1333 // floating-point values 

:CASINO6_12553
0085: 291@ = 53@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 1 // integer values 
0687: clear_actor_task 53@ 
0050: gosub @CASINO6_21127 

:CASINO6_12587
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_12812 
00D6: if 
001B:   2 > 41@ // integer values 
004D: jump_if_false @CASINO6_12668 
0007: 295@ = 943.3311 // floating-point values 
0007: 296@ = 2111.713 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 0.2979 // floating-point values 
0002: jump @CASINO6_12812 

:CASINO6_12668
0085: 291@ = 54@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 1 // integer values 
0687: clear_actor_task 54@ 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_12765 
0007: 295@ = 943.3311 // floating-point values 
0007: 296@ = 2111.713 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 0.2979 // floating-point values 
0050: gosub @CASINO6_21012 
0002: jump @CASINO6_12812 

:CASINO6_12765
0007: 295@ = 959.418 // floating-point values 
0007: 296@ = 2104.867 // floating-point values 
0007: 297@ = 1010.03 // floating-point values 
0007: 298@ = 167.1333 // floating-point values 
0050: gosub @CASINO6_21127 

:CASINO6_12812
0002: jump @CASINO6_15442 

:CASINO6_12819
00D6: if or
00A3:   actor $PLAYER_ACTOR 0 930.0 2120.0 952.25 2125.0 
00A3:   actor $PLAYER_ACTOR 0 952.25 2140.0 967.0 2147.0 
004D: jump_if_false @CASINO6_13884 
000A: 287@ += 1 // integer values 
009A: 67@ = create_actor 25 #VMAFF1 at 951.3571 2143.16 1010.031 
0173: set_actor 67@ z_angle_to 90.0 
0223: set_actor 67@ health_to 200 
08AF: (unknown) 67@ 200 
0187: 96@ = create_marker_above_actor 67@ 
018B: show_on_radar 96@ 2 
08DC: (unknown) 96@ 968.3954 2160.965 1.0 
01B2: give_actor 67@ weapon 5 ammo 3000 // Load the weapon model before using this 
0006: 125@ = 0 // integer values 
0085: 291@ = 67@ // integer values and handles 
0006: 292@ = 0 // integer values 
0007: 295@ = 943.5978 // floating-point values 
0007: 296@ = 2138.572 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @CASINO6_21242 
009A: 68@ = create_actor 25 #VMAFF4 at 932.6479 2144.118 1010.031 
0173: set_actor 68@ z_angle_to 270.0 
0223: set_actor 68@ health_to 200 
08AF: (unknown) 68@ 200 
0187: 97@ = create_marker_above_actor 68@ 
018B: show_on_radar 97@ 2 
08DC: (unknown) 97@ 968.3954 2160.965 1.0 
01B2: give_actor 68@ weapon 5 ammo 3000 // Load the weapon model before using this 
0006: 126@ = 0 // integer values 
0085: 291@ = 68@ // integer values and handles 
0006: 292@ = 0 // integer values 
0007: 295@ = 940.223 // floating-point values 
0007: 296@ = 2139.419 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @CASINO6_21242 
009A: 69@ = create_actor 25 #VMAFF3 at 950.7346 2156.716 1010.03 
0173: set_actor 69@ z_angle_to 135.0 
0223: set_actor 69@ health_to 150 
08AF: (unknown) 69@ 150 
0187: 98@ = create_marker_above_actor 69@ 
018B: show_on_radar 98@ 2 
08DC: (unknown) 98@ 968.3954 2160.965 1.0 
0638: AS_actor 69@ stay_put 1 
01B2: give_actor 69@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 69@ armed_weapon_to 29 
02E2: set_actor 69@ weapon_accuracy_to 35 
060B: unknown_actor_use_entity 69@ 35@ 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 
0006: 127@ = 0 // integer values 
009A: 70@ = create_actor 25 #VMAFF2 at 933.3263 2160.188 1010.031 
0173: set_actor 70@ z_angle_to 214.0 
0187: 99@ = create_marker_above_actor 70@ 
018B: show_on_radar 99@ 2 
08DC: (unknown) 99@ 968.3954 2160.965 1.0 
0638: AS_actor 70@ stay_put 1 
01B2: give_actor 70@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 70@ armed_weapon_to 29 
02E2: set_actor 70@ weapon_accuracy_to 40 
060B: unknown_actor_use_entity 70@ 35@ 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
0006: 128@ = 0 // integer values 
009A: 71@ = create_actor 25 #VMAFF1 at 942.5138 2165.1 1011.228 
0173: set_actor 71@ z_angle_to 180.0 
0223: set_actor 71@ health_to 150 
08AF: (unknown) 71@ 150 
0187: 100@ = create_marker_above_actor 71@ 
018B: show_on_radar 100@ 2 
08DC: (unknown) 100@ 968.3954 2160.965 1.0 
0638: AS_actor 71@ stay_put 1 
01B2: give_actor 71@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 71@ armed_weapon_to 29 
02E2: set_actor 71@ weapon_accuracy_to 35 
07DD: (unknown) 71@ 60 
04EB: AS_actor 71@ crouch 1 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0006: 129@ = 0 // integer values 
009A: 72@ = create_actor 25 #VMAFF2 at 950.2886 2172.38 1010.03 
0173: set_actor 72@ z_angle_to 163.5 
0187: 101@ = create_marker_above_actor 72@ 
018B: show_on_radar 101@ 2 
08DC: (unknown) 101@ 968.3954 2160.965 1.0 
0638: AS_actor 72@ stay_put 1 
01B2: give_actor 72@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 72@ armed_weapon_to 29 
02E2: set_actor 72@ weapon_accuracy_to 40 
060B: unknown_actor_use_entity 72@ 35@ 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 130@ = 0 // integer values 
009A: 73@ = create_actor 25 #VMAFF3 at 934.5824 2172.318 1010.03 
0173: set_actor 73@ z_angle_to 197.0 
0223: set_actor 73@ health_to 150 
08AF: (unknown) 73@ 150 
0187: 102@ = create_marker_above_actor 73@ 
018B: show_on_radar 102@ 2 
08DC: (unknown) 102@ 968.3954 2160.965 1.0 
0638: AS_actor 73@ stay_put 1 
01B2: give_actor 73@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 73@ armed_weapon_to 29 
02E2: set_actor 73@ weapon_accuracy_to 35 
060B: unknown_actor_use_entity 73@ 35@ 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 131@ = 0 // integer values 

:CASINO6_13884
0002: jump @CASINO6_15442 

:CASINO6_13891
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 951.5627 2146.944 932.642 2141.283 
004D: jump_if_false @CASINO6_15161 
000A: 287@ += 1 // integer values 
009A: 74@ = create_actor 25 #VMAFF4 at 954.0464 2157.825 1010.031 
0173: set_actor 74@ z_angle_to 30.0 
0223: set_actor 74@ health_to 150 
08AF: (unknown) 74@ 150 
0187: 103@ = create_marker_above_actor 74@ 
018B: show_on_radar 103@ 2 
08DC: (unknown) 103@ 968.3954 2160.965 1.0 
01B2: give_actor 74@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 74@ armed_weapon_to 29 
02E2: set_actor 74@ weapon_accuracy_to 40 
0006: 132@ = 0 // integer values 
0085: 291@ = 74@ // integer values and handles 
0006: 292@ = 0 // integer values 
0007: 295@ = 944.0997 // floating-point values 
0007: 296@ = 2173.731 // floating-point values 
0007: 297@ = 1010.03 // floating-point values 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @CASINO6_21242 
009A: 75@ = create_actor 25 #VMAFF1 at 952.8911 2165.843 1010.031 
0173: set_actor 75@ z_angle_to 180.0 
0223: set_actor 75@ health_to 150 
08AF: (unknown) 75@ 150 
0187: 104@ = create_marker_above_actor 75@ 
018B: show_on_radar 104@ 2 
08DC: (unknown) 104@ 968.3954 2160.965 1.0 
01B2: give_actor 75@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 29 
02E2: set_actor 75@ weapon_accuracy_to 35 
07DD: (unknown) 75@ 70 
0006: 133@ = 0 // integer values 
0085: 291@ = 75@ // integer values and handles 
0006: 292@ = 0 // integer values 
0007: 295@ = 949.5583 // floating-point values 
0007: 296@ = 2159.848 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @CASINO6_21242 
009A: 76@ = create_actor 25 #VMAFF3 at 953.709 2167.353 1010.031 
0173: set_actor 76@ z_angle_to 180.0 
0223: set_actor 76@ health_to 150 
08AF: (unknown) 76@ 150 
0187: 105@ = create_marker_above_actor 76@ 
018B: show_on_radar 105@ 2 
08DC: (unknown) 105@ 968.3954 2160.965 1.0 
01B2: give_actor 76@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 76@ armed_weapon_to 29 
02E2: set_actor 76@ weapon_accuracy_to 40 
0006: 134@ = 0 // integer values 
0085: 291@ = 76@ // integer values and handles 
0006: 292@ = 0 // integer values 
0007: 295@ = 947.7441 // floating-point values 
0007: 296@ = 2162.758 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
008B: 294@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @CASINO6_21242 
009A: 77@ = create_actor 25 #VMAFF4 at 955.1686 2155.968 1013.643 
0173: set_actor 77@ z_angle_to 25.0 
0223: set_actor 77@ health_to 150 
08AF: (unknown) 77@ 150 
0187: 106@ = create_marker_above_actor 77@ 
018B: show_on_radar 106@ 2 
08DC: (unknown) 106@ 968.3954 2160.965 1.0 
0638: AS_actor 77@ stay_put 1 
01B2: give_actor 77@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 77@ armed_weapon_to 29 
02E2: set_actor 77@ weapon_accuracy_to 35 
04EB: AS_actor 77@ crouch 1 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 135@ = 0 // integer values 
009A: 78@ = create_actor 25 #VMAFF1 at 957.3302 2172.359 1011.832 
0173: set_actor 78@ z_angle_to 88.0 
0223: set_actor 78@ health_to 150 
08AF: (unknown) 78@ 150 
0187: 107@ = create_marker_above_actor 78@ 
018B: show_on_radar 107@ 2 
08DC: (unknown) 107@ 968.3954 2160.965 1.0 
0638: AS_actor 78@ stay_put 1 
01B2: give_actor 78@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 78@ armed_weapon_to 29 
02E2: set_actor 78@ weapon_accuracy_to 40 
04EB: AS_actor 78@ crouch 1 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 
0006: 136@ = 0 // integer values 
009A: 79@ = create_actor 25 #VMAFF3 at 955.526 2175.984 1010.031 
0173: set_actor 79@ z_angle_to 169.0 
0223: set_actor 79@ health_to 150 
08AF: (unknown) 79@ 150 
0187: 108@ = create_marker_above_actor 79@ 
018B: show_on_radar 108@ 2 
08DC: (unknown) 108@ 968.3954 2160.965 1.0 
0638: AS_actor 79@ stay_put 1 
01B2: give_actor 79@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 79@ armed_weapon_to 29 
02E2: set_actor 79@ weapon_accuracy_to 35 
04EB: AS_actor 79@ crouch 1 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0006: 137@ = 0 // integer values 
009A: 80@ = create_actor 25 #VMAFF2 at 959.0216 2172.0 1010.031 
0173: set_actor 80@ z_angle_to 283.0 
0223: set_actor 80@ health_to 150 
08AF: (unknown) 80@ 150 
0187: 109@ = create_marker_above_actor 80@ 
018B: show_on_radar 109@ 2 
08DC: (unknown) 109@ 968.3954 2160.965 1.0 
0638: AS_actor 80@ stay_put 1 
01B2: give_actor 80@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 80@ armed_weapon_to 29 
02E2: set_actor 80@ weapon_accuracy_to 40 
04EB: AS_actor 80@ crouch 1 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 0 // integer values 
009A: 81@ = create_actor 25 #VMAFF3 at 958.8845 2152.117 1011.832 
0173: set_actor 81@ z_angle_to 0.0 
0223: set_actor 81@ health_to 150 
08AF: (unknown) 81@ 150 
0187: 110@ = create_marker_above_actor 81@ 
018B: show_on_radar 110@ 2 
08DC: (unknown) 110@ 968.3954 2160.965 1.0 
0638: AS_actor 81@ stay_put 1 
01B2: give_actor 81@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 81@ armed_weapon_to 29 
02E2: set_actor 81@ weapon_accuracy_to 35 
04EB: AS_actor 81@ crouch 1 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 139@ = 0 // integer values 

:CASINO6_15161
0002: jump @CASINO6_15442 

:CASINO6_15168
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 952.7594 2156.424 955.3043 2166.761 
004D: jump_if_false @CASINO6_15298 
000A: 287@ += 1 // integer values 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @CASINO6_15298 
0085: 291@ = 79@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0007: 295@ = 960.9915 // floating-point values 
0007: 296@ = 2177.387 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 107.0 // floating-point values 
0050: gosub @CASINO6_21012 

:CASINO6_15298
0002: jump @CASINO6_15442 

:CASINO6_15305
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 961.765 2174.899 965.3094 2171.588 
004D: jump_if_false @CASINO6_15435 
000A: 287@ += 1 // integer values 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @CASINO6_15435 
0085: 291@ = 80@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0007: 295@ = 958.909 // floating-point values 
0007: 296@ = 2158.502 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 0.0 // floating-point values 
0050: gosub @CASINO6_21012 

:CASINO6_15435
0002: jump @CASINO6_15442 

:CASINO6_15442
0051: return 

:CASINO6_15444
0871: init_jump_table 41@ total_jumps 23 0 @CASINO6_20393 jumps 0 @CASINO6_15637 1 @CASINO6_15665 2 @CASINO6_16043 3 @CASINO6_16474 4 @CASINO6_16807 5 @CASINO6_17074 6 @CASINO6_17217 
0872: jump_table_jumps 7 @CASINO6_17502 8 @CASINO6_17552 9 @CASINO6_17671 10 @CASINO6_17721 11 @CASINO6_17811 12 @CASINO6_17872 13 @CASINO6_18328 14 @CASINO6_18447 15 @CASINO6_18634 
0872: jump_table_jumps 16 @CASINO6_18756 17 @CASINO6_18924 18 @CASINO6_19444 19 @CASINO6_19548 20 @CASINO6_19899 21 @CASINO6_20032 22 @CASINO6_20118 -1 @CASINO6_20393 -1 @CASINO6_20393 

:CASINO6_15637
0638: AS_actor 39@ stay_put 1 
04EB: AS_actor 39@ crouch 1 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_20393 

:CASINO6_15665
00D6: if and
0118:   actor 55@ dead 
0118:   actor 56@ dead 
004D: jump_if_false @CASINO6_15793 
0615: define_action_sequences 290@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 959.2689 2098.59 1010.03 6 -1 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 chew_gum 300 ms 
05BA: AS_actor -1 chew_gum 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_16036 

:CASINO6_15793
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO6_15918 
0615: define_action_sequences 290@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 959.2689 2098.59 1010.03 6 -1 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 chew_gum 300 ms 
05BA: AS_actor -1 chew_gum 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_16036 

:CASINO6_15918
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @CASINO6_16036 
0209: 52@ = random_int 0 101 
00D6: if 
001B:   50 > 52@ // integer values 
004D: jump_if_false @CASINO6_15992 
04AE: unknown $1276 radar_icon_or_model 8227 
05A9: s$1281 = 'CAS6_EG' // 8-byte strings  // Nyomd le a ~k~~VEHICLE_ENTER_EXIT~gombot amikor a htnl vagy, hogy kinyisd az ajtajt.
0002: jump @CASINO6_16014 

:CASINO6_15992
04AE: unknown $1276 radar_icon_or_model 8225 
05A9: s$1281 = 'CAS6_EE' // 8-byte strings  // ~z~Valakinek szksge van rm, itt megtallnak!

:CASINO6_16014
004F: create_thread @A_ALAP 2 50 39@ 
0006: 45@ = 1 // integer values 

:CASINO6_16036
0002: jump @CASINO6_20393 

:CASINO6_16043
0646: (unknown) 39@ 288@ 
00D6: if 
0039:   288@ == 6 // integer values 
004D: jump_if_false @CASINO6_16467 
01B2: give_actor 39@ weapon 42 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 42 
0108: destroy_object 43@ 
04AE: unknown $1276 radar_icon_or_model 8228 
05A9: s$1281 = 'CAS6_EH' // 8-byte strings  // ~z~Megvannak a tzoltk, megvannak!
004F: create_thread @A_ALAP 2 100 39@ 
0006: 51@ = 0 // integer values 
00D6: if and
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @CASINO6_16268 
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 946.1957 2112.372 1010.031 6 -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0006: 51@ = 0 // integer values 
0006: 41@ = 4 // integer values 
0002: jump @CASINO6_16467 

:CASINO6_16268
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO6_16391 
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 946.1957 2112.372 1010.031 6 -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0006: 41@ = 4 // integer values 
0002: jump @CASINO6_16467 

:CASINO6_16391
0085: 291@ = 39@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0007: 295@ = 957.9808 // floating-point values 
0007: 296@ = 2100.714 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 346.0 // floating-point values 
0050: gosub @CASINO6_21344 
000A: 41@ += 1 // integer values 

:CASINO6_16467
0002: jump @CASINO6_20393 

:CASINO6_16474
00D6: if and
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @CASINO6_16600 
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 945.1309 2112.711 1010.031 6 -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_16800 

:CASINO6_16600
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO6_16730 
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 945.1309 2112.711 1010.031 6 -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
000A: 41@ += 1 // integer values 
0006: 51@ = 0 // integer values 
0002: jump @CASINO6_16800 

:CASINO6_16730
00D6: if and
0039:   46@ == 0 // integer values 
0019:   51@ > 500 // integer values 
004D: jump_if_false @CASINO6_16800 
04AE: unknown $1276 radar_icon_or_model 8226 
05A9: s$1281 = 'CAS6_EF' // 8-byte strings  // ~z~n nem jvk ki, amg nem biztonsgos!
004F: create_thread @A_ALAP 2 100 39@ 
0006: 46@ = 1 // integer values 

:CASINO6_16800
0002: jump @CASINO6_20393 

:CASINO6_16807
00D6: if 
00ED:   actor 39@ 0 945.1309 2112.711 radius 1.5 1.5 
004D: jump_if_false @CASINO6_16958 
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @CASINO6_16877 
0006: 41@ = 21 // integer values 
0002: jump @CASINO6_16951 

:CASINO6_16877
00D6: if 
0019:   287@ > 0 // integer values 
004D: jump_if_false @CASINO6_16909 
0006: 41@ = 6 // integer values 
0002: jump @CASINO6_16951 

:CASINO6_16909
00D6: if and
0118:   actor 57@ dead 
0118:   actor 58@ dead 
004D: jump_if_false @CASINO6_16944 
0006: 41@ = 6 // integer values 
0002: jump @CASINO6_16951 

:CASINO6_16944
000A: 41@ += 1 // integer values 

:CASINO6_16951
0002: jump @CASINO6_17067 

:CASINO6_16958
00D6: if and
0039:   47@ == 0 // integer values 
0019:   51@ > 2500 // integer values 
004D: jump_if_false @CASINO6_17067 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO6_17067 
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
004D: jump_if_false @CASINO6_17067 
04AE: unknown $1276 radar_icon_or_model 8229 
05A9: s$1281 = 'CAS6_EJ' // 8-byte strings  // ~z~Vidd ki azokat a fikat, s majd n eloltom a tzet!
004F: create_thread @A_ALAP 2 101 39@ 
0006: 47@ = 1 // integer values 

:CASINO6_17067
0002: jump @CASINO6_20393 

:CASINO6_17074
00D6: if 
0019:   287@ > 0 // integer values 
004D: jump_if_false @CASINO6_17106 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_17210 

:CASINO6_17106
00D6: if and
0118:   actor 57@ dead 
0118:   actor 58@ dead 
004D: jump_if_false @CASINO6_17210 
00D6: if 
80ED:   not actor 39@ 0 945.1309 2112.711 radius 1.5 1.5 
004D: jump_if_false @CASINO6_17203 
0603: unknown_action_sequence 39@ 945.1309 2112.711 1010.031 6 -1 
000E: 41@ -= 1 // integer values 
0002: jump @CASINO6_17210 

:CASINO6_17203
000A: 41@ += 1 // integer values 

:CASINO6_17210
0002: jump @CASINO6_20393 

:CASINO6_17217
00D6: if 
803B:   not  141@ == 140@ // integer values 
004D: jump_if_false @CASINO6_17383 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO6_17383 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 930.0 2114.0 1010.0 966.0 2095.0 1012.0 
004D: jump_if_false @CASINO6_17346 
04AE: unknown $1276 radar_icon_or_model 8230 
05A9: s$1281 = 'CAS6_EK' // 8-byte strings  // ~z~Maradj ott, majd n elfolytom a tzet!
004F: create_thread @A_ALAP 2 101 39@ 
0002: jump @CASINO6_17383 

:CASINO6_17346
04AE: unknown $1276 radar_icon_or_model 8231 
05A9: s$1281 = 'CAS6_EL' // 8-byte strings  // ~z~Hey, CJ, vrj meg! VRJ! VRJ!
004F: create_thread @A_ALAP 2 101 39@ 

:CASINO6_17383
0687: clear_actor_task 39@ 
0006: 42@ = 0 // integer values 
00D6: if or
82D0:   not fire 264@ extinguished 
82D0:   not fire 263@ extinguished 
004D: jump_if_false @CASINO6_17480 
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
0668: AS_actor -1 rotate_to_point 943.2 2114.0 1011.0 3000 ms 
05BA: AS_actor -1 chew_gum 500 ms 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0002: jump @CASINO6_17488 

:CASINO6_17480
0006: 42@ = 10000 // integer values 

:CASINO6_17488
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_20393 

:CASINO6_17502
00D6: if 
0019:   42@ > 2850 // integer values 
004D: jump_if_false @CASINO6_17545 
02D1: remove_fire 264@ 
02D1: remove_fire 263@ 
0006: 265@ = 1 // integer values 
000A: 41@ += 1 // integer values 

:CASINO6_17545
0002: jump @CASINO6_20393 

:CASINO6_17552
0687: clear_actor_task 39@ 
0006: 42@ = 0 // integer values 
00D6: if or
82D0:   not fire 262@ extinguished 
82D0:   not fire 261@ extinguished 
004D: jump_if_false @CASINO6_17649 
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
0668: AS_actor -1 rotate_to_point 941.9 2114.0 1011.0 2000 ms 
05BA: AS_actor -1 chew_gum 500 ms 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0002: jump @CASINO6_17657 

:CASINO6_17649
0006: 42@ = 10000 // integer values 

:CASINO6_17657
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_20393 

:CASINO6_17671
00D6: if 
0019:   42@ > 1250 // integer values 
004D: jump_if_false @CASINO6_17714 
02D1: remove_fire 262@ 
02D1: remove_fire 261@ 
0006: 266@ = 1 // integer values 
000A: 41@ += 1 // integer values 

:CASINO6_17714
0002: jump @CASINO6_20393 

:CASINO6_17721
0687: clear_actor_task 39@ 
0006: 42@ = 0 // integer values 
00D6: if or
82D0:   not fire 260@ extinguished 
82D0:   not fire 259@ extinguished 
004D: jump_if_false @CASINO6_17789 
0687: clear_actor_task 39@ 
0668: AS_actor 39@ rotate_to_point 940.7 2114.0 1011.0 3000 ms 
0002: jump @CASINO6_17797 

:CASINO6_17789
0006: 42@ = 10000 // integer values 

:CASINO6_17797
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_20393 

:CASINO6_17811
00D6: if 
0019:   42@ > 2850 // integer values 
004D: jump_if_false @CASINO6_17865 
02D1: remove_fire 260@ 
02D1: remove_fire 259@ 
0006: 267@ = 1 // integer values 
0006: 302@ = 2 // integer values 
08FD: (unknown) 0 
000A: 41@ += 1 // integer values 

:CASINO6_17865
0002: jump @CASINO6_20393 

:CASINO6_17872
00D6: if 
0019:   287@ > 0 // integer values 
004D: jump_if_false @CASINO6_18196 
00D6: if 
0039:   287@ == 1 // integer values 
004D: jump_if_false @CASINO6_17990 
00D6: if or
0039:   204@ == 0 // integer values 
0039:   204@ == 3 // integer values 
004D: jump_if_false @CASINO6_17976 
0687: clear_actor_task 39@ 
0603: unknown_action_sequence 39@ 960.0 2110.0 1010.031 6 -1 
0006: 41@ = 15 // integer values 
0002: jump @CASINO6_17983 

:CASINO6_17976
0006: 41@ = 13 // integer values 

:CASINO6_17983
0002: jump @CASINO6_18127 

:CASINO6_17990
00D6: if 
0039:   287@ == 2 // integer values 
004D: jump_if_false @CASINO6_18090 
00D6: if or
0039:   204@ == 0 // integer values 
0039:   204@ == 3 // integer values 
004D: jump_if_false @CASINO6_18076 
0687: clear_actor_task 39@ 
0603: unknown_action_sequence 39@ 960.0 2110.0 1010.031 6 -1 
0006: 41@ = 15 // integer values 
0002: jump @CASINO6_18083 

:CASINO6_18076
0006: 41@ = 13 // integer values 

:CASINO6_18083
0002: jump @CASINO6_18127 

:CASINO6_18090
00D6: if 
0019:   287@ > 2 // integer values 
004D: jump_if_false @CASINO6_18127 
0687: clear_actor_task 39@ 
0006: 41@ = 19 // integer values 
0002: jump @CASINO6_20393 

:CASINO6_18127
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO6_18189 
04AE: unknown $1276 radar_icon_or_model 8241 
05A9: s$1281 = 'CAS6_FA' // 8-byte strings  // ~z~Csukd be, elrejtzk a htben!
004F: create_thread @A_ALAP 2 100 39@ 
0006: 51@ = 0 // integer values 

:CASINO6_18189
0002: jump @CASINO6_18321 

:CASINO6_18196
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @CASINO6_18321 
0209: 52@ = random_int 0 101 
00D6: if 
001B:   50 > 52@ // integer values 
004D: jump_if_false @CASINO6_18270 
04AE: unknown $1276 radar_icon_or_model 8232 
05A9: s$1281 = 'CAS6_EM' // 8-byte strings  // ~z~Nos, mire is vrunk?
0002: jump @CASINO6_18292 

:CASINO6_18270
04AE: unknown $1276 radar_icon_or_model 8233 
05A9: s$1281 = 'CAS6_EN' // 8-byte strings  // ~z~Nem kvetem az utam!

:CASINO6_18292
004F: create_thread @A_ALAP 2 100 39@ 
0006: 48@ = 1 // integer values 
0006: 51@ = 0 // integer values 

:CASINO6_18321
0002: jump @CASINO6_20393 

:CASINO6_18328
061D: unknown_sequences_packs 950.9462 2114.972 1011.5 180.0 15.0 206@ 205@ 
0680: unknown_sequences_packs 205@ 24 
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
0603: unknown_action_sequence -1 950.2319 2115.926 1010.031 6 -1 
074C: unknown_action_sequence -1 unknown_sequences_pack 205@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_20393 

:CASINO6_18447
00D6: if 
0642:   unknown_sequences_packs 39@ 205@ 
004D: jump_if_false @CASINO6_18627 
00D6: if or
0039:   204@ == 1 // integer values 
0039:   204@ == 2 // integer values 
004D: jump_if_false @CASINO6_18518 
0007: 214@ = 0.0 // floating-point values 
0007: 215@ = 0.0005 // floating-point values 
0006: 204@ = 3 // integer values 

:CASINO6_18518
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO6_18543 
0006: 51@ = 0 // integer values 

:CASINO6_18543
02AB: set_actor 39@ immunities 0 0 0 0 0 
0603: unknown_action_sequence 39@ 963.4875 2119.283 1010.031 6 -1 
061E: unknown_sequences_packs 205@ 
00D6: if 
803B:   not  141@ == 140@ // integer values 
004D: jump_if_false @CASINO6_18620 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_18627 

:CASINO6_18620
0006: 41@ = 19 // integer values 

:CASINO6_18627
0002: jump @CASINO6_20393 

:CASINO6_18634
00D6: if 
00A4:   actor 39@ 0 952.25 2147.0 1010.0 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_18696 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_18749 

:CASINO6_18696
062E: (unknown) 39@ 1539 288@ 
00D6: if 
04A4:   288@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO6_18749 
0603: unknown_action_sequence 39@ 963.4875 2119.283 1010.031 6 -1 

:CASINO6_18749
0002: jump @CASINO6_20393 

:CASINO6_18756
062E: (unknown) 39@ 1539 288@ 
00D6: if 
04A4:   288@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO6_18917 
00D6: if 
00ED:   actor 39@ 0 963.4875 2119.283 radius 1.2 1.2 
004D: jump_if_false @CASINO6_18893 
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
05D4: AS_actor -1 rotate_angle 104.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 35@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_18917 

:CASINO6_18893
0603: unknown_action_sequence 39@ 963.4875 2119.283 1010.031 6 -1 

:CASINO6_18917
0002: jump @CASINO6_20393 

:CASINO6_18924
00D6: if or
0039:   204@ == 0 // integer values 
0039:   204@ == 3 // integer values 
004D: jump_if_false @CASINO6_19430 
00D6: if 
0029:   287@ >= 2 // integer values 
004D: jump_if_false @CASINO6_19423 
00D6: if or
8118:   not actor 67@ dead 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_19002 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19423 

:CASINO6_19002
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
8118:   not actor 59@ dead 
8118:   not actor 60@ dead 
8118:   not actor 61@ dead 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO6_19057 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19423 

:CASINO6_19057
00D6: if or
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_19097 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19423 

:CASINO6_19097
0085: 291@ = 39@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 1 // integer values 
00D6: if or
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @CASINO6_19194 
0007: 295@ = 942.1362 // floating-point values 
0007: 296@ = 2116.977 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 310.9558 // floating-point values 
0006: 41@ = 18 // integer values 
0002: jump @CASINO6_19241 

:CASINO6_19194
0007: 295@ = 944.9211 // floating-point values 
0007: 296@ = 2138.566 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 49.7997 // floating-point values 
0006: 41@ = 19 // integer values 

:CASINO6_19241
0050: gosub @CASINO6_21344 
00D6: if 
803B:   not  141@ == 140@ // integer values 
004D: jump_if_false @CASINO6_19322 
00D6: if 
0039:   300@ == 1 // integer values 
004D: jump_if_false @CASINO6_19322 
04AE: unknown $1276 radar_icon_or_model 8238 
05A9: s$1281 = 'CAS6_ES' // 8-byte strings  // ~z~J, ez tiszta!
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_19322
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @CASINO6_19416 
0209: 52@ = random_int 0 101 
00D6: if 
001B:   50 > 52@ // integer values 
004D: jump_if_false @CASINO6_19388 
0006: 319@ = 2 // integer values 
0006: 318@ = 3 // integer values 
0002: jump @CASINO6_19402 

:CASINO6_19388
0006: 319@ = 4 // integer values 
0006: 318@ = 5 // integer values 

:CASINO6_19402
0006: 32@ = 0 // integer values 
0006: 49@ = 1 // integer values 

:CASINO6_19416
0006: 51@ = 0 // integer values 

:CASINO6_19423
0002: jump @CASINO6_19437 

:CASINO6_19430
0050: gosub @CASINO6_26367 

:CASINO6_19437
0002: jump @CASINO6_20393 

:CASINO6_19444
00D6: if and
0118:   actor 65@ dead 
0118:   actor 66@ dead 
004D: jump_if_false @CASINO6_19541 
0085: 291@ = 39@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 1 // integer values 
0007: 295@ = 944.9211 // floating-point values 
0007: 296@ = 2138.566 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 49.7997 // floating-point values 
0050: gosub @CASINO6_21344 
000A: 41@ += 1 // integer values 

:CASINO6_19541
0002: jump @CASINO6_20393 

:CASINO6_19548
00D6: if 
0019:   287@ > 2 // integer values 
004D: jump_if_false @CASINO6_19892 
00D6: if or
8118:   not actor 69@ dead 
8118:   not actor 70@ dead 
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO6_19621 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19892 

:CASINO6_19621
00D6: if or
8118:   not actor 75@ dead 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO6_19656 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19892 

:CASINO6_19656
0085: 291@ = 39@ // integer values and handles 
0006: 292@ = 0 // integer values 
00D6: if or
8118:   not actor 77@ dead 
8118:   not actor 78@ dead 
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO6_19768 
0006: 293@ = 1 // integer values 
0007: 295@ = 949.2078 // floating-point values 
0007: 296@ = 2153.648 // floating-point values 
0007: 297@ = 1010.03 // floating-point values 
0007: 298@ = 0.0 // floating-point values 
0006: 41@ = 20 // integer values 
0002: jump @CASINO6_19822 

:CASINO6_19768
0006: 293@ = 0 // integer values 
0007: 295@ = 965.2232 // floating-point values 
0007: 296@ = 2156.294 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 22.0 // floating-point values 
0006: 41@ = 30 // integer values 

:CASINO6_19822
0050: gosub @CASINO6_21344 
00D6: if 
803B:   not  141@ == 140@ // integer values 
004D: jump_if_false @CASINO6_19885 
04AE: unknown $1276 radar_icon_or_model 8238 
05A9: s$1281 = 'CAS6_ES' // 8-byte strings  // ~z~J, ez tiszta!
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_19885
0006: 51@ = 0 // integer values 

:CASINO6_19892
0002: jump @CASINO6_20393 

:CASINO6_19899
00D6: if or
8118:   not actor 77@ dead 
8118:   not actor 78@ dead 
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO6_19949 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_20025 

:CASINO6_19949
0085: 291@ = 39@ // integer values and handles 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0007: 295@ = 965.2232 // floating-point values 
0007: 296@ = 2156.294 // floating-point values 
0007: 297@ = 1010.031 // floating-point values 
0007: 298@ = 22.0 // floating-point values 
0050: gosub @CASINO6_21344 
0006: 41@ = 30 // integer values 

:CASINO6_20025
0002: jump @CASINO6_20393 

:CASINO6_20032
0687: clear_actor_task 39@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 0.0 
05BA: AS_actor -1 chew_gum 500 ms 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 290@ 
0618: assign_actor 39@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
000A: 41@ += 1 // integer values 
0002: jump @CASINO6_20393 

:CASINO6_20118
0646: (unknown) 39@ 288@ 
00D6: if 
0039:   288@ == 3 // integer values 
004D: jump_if_false @CASINO6_20386 
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @CASINO6_20379 
0007: 177@ = 0.0001 // floating-point values 
0006: 161@ = 1 // integer values 
0006: 163@ = 0 // integer values 
097A: (unknown) 941.9891 2144.288 1016.206 1081 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO6_20379 
00D6: if 
803B:   not  141@ == 140@ // integer values 
004D: jump_if_false @CASINO6_20372 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 930.0 2114.25 1010.0 966.0 2095.0 1012.0 
004D: jump_if_false @CASINO6_20335 
04AE: unknown $1276 radar_icon_or_model 8234 
05A9: s$1281 = 'CAS6_EO' // 8-byte strings  // ~z~Igen, foglald le a bikkat a dudval!
004F: create_thread @A_ALAP 2 100 39@ 
0002: jump @CASINO6_20372 

:CASINO6_20335
04AE: unknown $1276 radar_icon_or_model 8237 
05A9: s$1281 = 'CAS6_ER' // 8-byte strings  // ~z~, s mit tettl rte?
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_20372
0006: 51@ = 0 // integer values 

:CASINO6_20379
0006: 41@ = 4 // integer values 

:CASINO6_20386
0002: jump @CASINO6_20393 

:CASINO6_20393
0051: return 

:CASINO6_20395
00D6: if 
8039:   not  289@ == -2 // integer values 
004D: jump_if_false @CASINO6_20541 
00D6: if 
0029:   287@ >= 2 // integer values 
004D: jump_if_false @CASINO6_20541 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @CASINO6_20541 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 952.25 2147.0 1010.0 967.0 2114.0 1012.0 
00A4:   actor 39@ 0 952.25 2147.0 1010.0 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_20541 
0050: gosub @CASINO6_20543 

:CASINO6_20541
0051: return 

:CASINO6_20543
00D6: if 
0039:   289@ == -1 // integer values 
004D: jump_if_false @CASINO6_20798 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO6_20591 
0006: 289@ = 14 // integer values 
0002: jump @CASINO6_20628 

:CASINO6_20591
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_20621 
0006: 289@ = 15 // integer values 
0002: jump @CASINO6_20628 

:CASINO6_20621
0006: 289@ = -2 // integer values 

:CASINO6_20628
00D6: if 
8039:   not  289@ == -2 // integer values 
004D: jump_if_false @CASINO6_20791 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @CASINO6_20784 
061D: unknown_sequences_packs 950.9462 2114.972 1011.5 180.0 15.0 206@ 205@ 
0680: unknown_sequences_packs 205@ 25 
0687: clear_actor_task 53@(289@,29i) 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
0603: unknown_action_sequence -1 950.2319 2115.926 1010.031 6 -1 
074C: unknown_action_sequence -1 unknown_sequences_pack 205@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 53@(289@,29i) to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0002: jump @CASINO6_20791 

:CASINO6_20784
0006: 289@ = -1 // integer values 

:CASINO6_20791
0002: jump @CASINO6_21010 

:CASINO6_20798
00D6: if 
0118:   actor 53@(289@,29i) dead 
004D: jump_if_false @CASINO6_20837 
061E: unknown_sequences_packs 205@ 
0006: 289@ = -1 // integer values 
0002: jump @CASINO6_21010 

:CASINO6_20837
00D6: if 
0642:   unknown_sequences_packs 53@(289@,29i) 205@ 
004D: jump_if_false @CASINO6_20952 
00D6: if or
0039:   204@ == 0 // integer values 
0039:   204@ == 3 // integer values 
004D: jump_if_false @CASINO6_20912 
0007: 214@ = 0.0 // floating-point values 
0007: 215@ = -0.0005 // floating-point values 
0006: 204@ = 1 // integer values 

:CASINO6_20912
0687: clear_actor_task 53@(289@,29i) 
060B: unknown_actor_use_entity 53@(289@,29i) 35@ 
061E: unknown_sequences_packs 205@ 
0006: 289@ = -1 // integer values 
0002: jump @CASINO6_21010 

:CASINO6_20952
00D6: if or
0039:   204@ == 1 // integer values 
0039:   204@ == 2 // integer values 
004D: jump_if_false @CASINO6_21010 
0687: clear_actor_task 53@(289@,29i) 
060B: unknown_actor_use_entity 53@(289@,29i) 35@ 
061E: unknown_sequences_packs 205@ 
0006: 289@ = -1 // integer values 

:CASINO6_21010
0051: return 

:CASINO6_21012
0687: clear_actor_task 291@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 295@ 296@ 297@ 6 -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 // floating-point values 
004D: jump_if_false @CASINO6_21093 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21093
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
07BC: unknown_action_sequence -1 35@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 291@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0051: return 

:CASINO6_21127
0687: clear_actor_task 291@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 295@ 296@ 297@ 6 -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 // floating-point values 
004D: jump_if_false @CASINO6_21208 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21208
05E2: AS_actor -1 kill_actor 39@ 
07BC: unknown_action_sequence -1 35@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 291@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0051: return 

:CASINO6_21242
0687: clear_actor_task 291@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
04EB: AS_actor -1 crouch 292@ 
0638: AS_actor -1 stay_put 0 
00D6: if 
8043:   not  295@ == -1.0 // floating-point values 
004D: jump_if_false @CASINO6_21310 
0603: unknown_action_sequence -1 295@ 296@ 297@ 6 -1 

:CASINO6_21310
05E2: AS_actor -1 kill_actor 294@ 
07BC: unknown_action_sequence -1 35@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 291@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0051: return 

:CASINO6_21344
0687: clear_actor_task 291@ 
0615: define_action_sequences 290@ 
07BC: unknown_action_sequence -1 34@ 
0638: AS_actor -1 stay_put 0 
0603: unknown_action_sequence -1 295@ 296@ 297@ 6 -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 // floating-point values 
004D: jump_if_false @CASINO6_21425 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21425
07BC: unknown_action_sequence -1 35@ 
0616: define_action_sequences_end 290@ 
0618: assign_actor 291@ to_action_sequences 290@ 
061B: remove_references_to_action_sequences 290@ 
0051: return 

:CASINO6_21452
00D6: if 
0735:   49 
004D: jump_if_false @CASINO6_21484 
0007: 177@ = 0.0001 // floating-point values 
0002: jump @CASINO6_21509 

:CASINO6_21484
00D6: if 
0735:   50 
004D: jump_if_false @CASINO6_21509 
0007: 177@ = -0.0001 // floating-point values 

:CASINO6_21509
007B: 176@ += unknown_inaccurate_float_timer 177@ // floating-point 
00D6: if 
0021:   176@ > 0.06 // floating-point values 
004D: jump_if_false @CASINO6_21555 
0007: 176@ = 0.06 // floating-point values 
0002: jump @CASINO6_21586 

:CASINO6_21555
00D6: if 
0023:   0.0 > 176@ // floating-point values 
004D: jump_if_false @CASINO6_21586 
0007: 176@ = 0.0 // floating-point values 

:CASINO6_21586
00D6: if or
0039:   161@ == 1 // integer values 
0021:   176@ > 0.0 // floating-point values 
004D: jump_if_false @CASINO6_23453 
0006: 216@ = 0 // integer values 

:CASINO6_21621
00D6: if 
001B:   6 > 216@ // integer values 
004D: jump_if_false @CASINO6_23453 
01BB: store_object 154@(216@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0085: 217@ = 148@(216@,6i) // integer values and handles 
0871: init_jump_table 217@ total_jumps 8 0 @CASINO6_23421 jumps 0 @CASINO6_21797 1 @CASINO6_21853 2 @CASINO6_22203 3 @CASINO6_22259 4 @CASINO6_22609 5 @CASINO6_22665 6 @CASINO6_23015 
0872: jump_table_jumps 7 @CASINO6_23071 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 

:CASINO6_21797
00D6: if 
0036:   $TEMPVAR_FLOAT_1 >= 181@(217@,8f) // floating-point values 
004D: jump_if_false @CASINO6_21838 
000A: 148@(216@,6i) += 1 // integer values 
0002: jump @CASINO6_21853 

:CASINO6_21838
005F: $TEMPVAR_FLOAT_1 += 176@ // floating-point values 
0002: jump @CASINO6_23421 

:CASINO6_21853
00D6: if 
0031:   164@(216@,6f) >= 180.0 // floating-point values 
004D: jump_if_false @CASINO6_21918 
0007: 164@(216@,6f) = 0.0 // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 176@ // floating-point values 
000A: 148@(216@,6i) += 1 // integer values 
0002: jump @CASINO6_22196 

:CASINO6_21918
0087: 179@ = 176@ // floating-point values only 
0073: 179@ /= 178@ // floating-point values 
005B: 164@(216@,6f) += 179@ // floating-point values 
00D6: if 
0031:   164@(216@,6f) >= 180.0 // floating-point values 
004D: jump_if_false @CASINO6_21985 
0007: 164@(216@,6f) = 180.0 // floating-point values 

:CASINO6_21985
0063: 170@(216@,6f) -= 179@ // floating-point values 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) // floating-point values 
004D: jump_if_false @CASINO6_22043 
000B: 170@(216@,6f) += 360.0 // floating-point values 
0002: jump @CASINO6_22082 

:CASINO6_22043
00D6: if 
0031:   170@(216@,6f) >= 180.0 // floating-point values 
004D: jump_if_false @CASINO6_22082 
000B: 170@(216@,6f) += -360.0 // floating-point values 

:CASINO6_22082
0453: object 154@(216@,6i) set_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = sinus 164@(216@,6f) // cosine swapped with sinus 
02F6: 199@ = cosine 164@(216@,6f) // sinus swapped with cosine 
0087: 200@ = 180@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 180@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 181@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 190@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 201@ // floating-point values 

:CASINO6_22196
0002: jump @CASINO6_23421 

:CASINO6_22203
00D6: if 
0037:   189@(217@,8f) >= $TEMPVAR_FLOAT_2 // floating-point values 
004D: jump_if_false @CASINO6_22244 
000A: 148@(216@,6i) += 1 // integer values 
0002: jump @CASINO6_22259 

:CASINO6_22244
0067: $TEMPVAR_FLOAT_2 -= 176@ // floating-point values 
0002: jump @CASINO6_23421 

:CASINO6_22259
00D6: if 
0033:   -90.0 >= 164@(216@,6f) // floating-point values 
004D: jump_if_false @CASINO6_22324 
0007: 164@(216@,6f) = 90.0 // floating-point values 
0067: $TEMPVAR_FLOAT_1 -= 176@ // floating-point values 
000A: 148@(216@,6i) += 1 // integer values 
0002: jump @CASINO6_22602 

:CASINO6_22324
0087: 179@ = 176@ // floating-point values only 
0073: 179@ /= 178@ // floating-point values 
0063: 164@(216@,6f) -= 179@ // floating-point values 
00D6: if 
0033:   -90.0 >= 164@(216@,6f) // floating-point values 
004D: jump_if_false @CASINO6_22391 
0007: 164@(216@,6f) = -90.0 // floating-point values 

:CASINO6_22391
0063: 170@(216@,6f) -= 179@ // floating-point values 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) // floating-point values 
004D: jump_if_false @CASINO6_22449 
000B: 170@(216@,6f) += 360.0 // floating-point values 
0002: jump @CASINO6_22488 

:CASINO6_22449
00D6: if 
0031:   170@(216@,6f) >= 180.0 // floating-point values 
004D: jump_if_false @CASINO6_22488 
000B: 170@(216@,6f) += -360.0 // floating-point values 

:CASINO6_22488
0453: object 154@(216@,6i) set_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = sinus 164@(216@,6f) // cosine swapped with sinus 
02F6: 199@ = cosine 164@(216@,6f) // sinus swapped with cosine 
0087: 200@ = 180@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 180@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 184@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 191@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 201@ // floating-point values 

:CASINO6_22602
0002: jump @CASINO6_23421 

:CASINO6_22609
00D6: if 
0037:   181@(217@,8f) >= $TEMPVAR_FLOAT_1 // floating-point values 
004D: jump_if_false @CASINO6_22650 
000A: 148@(216@,6i) += 1 // integer values 
0002: jump @CASINO6_22665 

:CASINO6_22650
0067: $TEMPVAR_FLOAT_1 -= 176@ // floating-point values 
0002: jump @CASINO6_23421 

:CASINO6_22665
00D6: if 
0031:   164@(216@,6f) >= 180.0 // floating-point values 
004D: jump_if_false @CASINO6_22730 
0007: 164@(216@,6f) = 0.0 // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 176@ // floating-point values 
000A: 148@(216@,6i) += 1 // integer values 
0002: jump @CASINO6_23008 

:CASINO6_22730
0087: 179@ = 176@ // floating-point values only 
0073: 179@ /= 178@ // floating-point values 
005B: 164@(216@,6f) += 179@ // floating-point values 
00D6: if 
0031:   164@(216@,6f) >= 180.0 // floating-point values 
004D: jump_if_false @CASINO6_22797 
0007: 164@(216@,6f) = 180.0 // floating-point values 

:CASINO6_22797
0063: 170@(216@,6f) -= 179@ // floating-point values 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) // floating-point values 
004D: jump_if_false @CASINO6_22855 
000B: 170@(216@,6f) += 360.0 // floating-point values 
0002: jump @CASINO6_22894 

:CASINO6_22855
00D6: if 
0031:   170@(216@,6f) >= 180.0 // floating-point values 
004D: jump_if_false @CASINO6_22894 
000B: 170@(216@,6f) += -360.0 // floating-point values 

:CASINO6_22894
0453: object 154@(216@,6i) set_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = sinus 164@(216@,6f) // cosine swapped with sinus 
02F6: 199@ = cosine 164@(216@,6f) // sinus swapped with cosine 
0087: 200@ = 180@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 180@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 185@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 194@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 201@ // floating-point values 

:CASINO6_23008
0002: jump @CASINO6_23421 

:CASINO6_23015
00D6: if 
0036:   $TEMPVAR_FLOAT_2 >= 189@(217@,8f) // floating-point values 
004D: jump_if_false @CASINO6_23056 
000A: 148@(216@,6i) += 1 // integer values 
0002: jump @CASINO6_23071 

:CASINO6_23056
005F: $TEMPVAR_FLOAT_2 += 176@ // floating-point values 
0002: jump @CASINO6_23421 

:CASINO6_23071
00D6: if 
0033:   -90.0 >= 164@(216@,6f) // floating-point values 
004D: jump_if_false @CASINO6_23136 
0007: 164@(216@,6f) = 90.0 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 176@ // floating-point values 
0006: 148@(216@,6i) = 0 // integer values 
0002: jump @CASINO6_23414 

:CASINO6_23136
0087: 179@ = 176@ // floating-point values only 
0073: 179@ /= 178@ // floating-point values 
0063: 164@(216@,6f) -= 179@ // floating-point values 
00D6: if 
0033:   -90.0 >= 164@(216@,6f) // floating-point values 
004D: jump_if_false @CASINO6_23203 
0007: 164@(216@,6f) = -90.0 // floating-point values 

:CASINO6_23203
0063: 170@(216@,6f) -= 179@ // floating-point values 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) // floating-point values 
004D: jump_if_false @CASINO6_23261 
000B: 170@(216@,6f) += 360.0 // floating-point values 
0002: jump @CASINO6_23300 

:CASINO6_23261
00D6: if 
0031:   170@(216@,6f) >= 180.0 // floating-point values 
004D: jump_if_false @CASINO6_23300 
000B: 170@(216@,6f) += -360.0 // floating-point values 

:CASINO6_23300
0453: object 154@(216@,6i) set_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = sinus 164@(216@,6f) // cosine swapped with sinus 
02F6: 199@ = cosine 164@(216@,6f) // sinus swapped with cosine 
0087: 200@ = 180@ // floating-point values only 
006B: 200@ *= 198@ // floating-point values 
0087: 201@ = 180@ // floating-point values only 
006B: 201@ *= 199@ // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 188@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 200@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 195@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 201@ // floating-point values 

:CASINO6_23414
0002: jump @CASINO6_23421 

:CASINO6_23421
0815: (unknown) 154@(216@,6i) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_21621 

:CASINO6_23453
00D6: if 
0019:   163@ > 500 // integer values 
004D: jump_if_false @CASINO6_23633 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CASINO6_23633 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 945.7303 2113.197 947.412 2112.319 
004D: jump_if_false @CASINO6_23633 
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @CASINO6_23589 
0007: 177@ = 0.0001 // floating-point values 
0006: 161@ = 1 // integer values 
097A: (unknown) 941.9891 2144.288 1016.206 1081 
0002: jump @CASINO6_23626 

:CASINO6_23589
0007: 177@ = -0.0001 // floating-point values 
0006: 161@ = 0 // integer values 
097A: (unknown) 941.9891 2144.288 1016.206 1082 

:CASINO6_23626
0006: 163@ = 0 // integer values 

:CASINO6_23633
0051: return 

:CASINO6_23635
0871: init_jump_table 204@ total_jumps 4 0 @CASINO6_25124 jumps 0 @CASINO6_23698 1 @CASINO6_23787 2 @CASINO6_24411 3 @CASINO6_24942 -1 @CASINO6_25124 -1 @CASINO6_25124 -1 @CASINO6_25124 

:CASINO6_23698
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CASINO6_23780 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 951.954 2115.744 949.9608 2114.699 
004D: jump_if_false @CASINO6_23780 
0007: 214@ = 0.0 // floating-point values 
0007: 215@ = -0.0005 // floating-point values 
000A: 204@ += 1 // integer values 

:CASINO6_23780
0002: jump @CASINO6_25124 

:CASINO6_23787
00D6: if 
0039:   299@ == 0 // integer values 
004D: jump_if_false @CASINO6_23820 
097B: play_sound 202@ on_object 1079 
0006: 299@ = 1 // integer values 

:CASINO6_23820
01BB: store_object 202@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 301@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 301@ -= 2.5 // floating-point values 
00D6: if 
00ED:   actor $PLAYER_ACTOR 1 $TEMPVAR_FLOAT_1 301@ radius 0.8 0.8 
004D: jump_if_false @CASINO6_23893 
0002: jump @CASINO6_25124 

:CASINO6_23893
005B: 214@ += 215@ // floating-point values 
00D6: if 
0023:   -0.4 > 214@ // floating-point values 
004D: jump_if_false @CASINO6_23932 
0007: 214@ = -0.4 // floating-point values 

:CASINO6_23932
005F: $TEMPVAR_FLOAT_2 += 214@ // floating-point values 
00D6: if 
0032:   2117.448 >= $TEMPVAR_FLOAT_2 // floating-point values 
004D: jump_if_false @CASINO6_24390 
0005: $TEMPVAR_FLOAT_2 = 2117.448 // floating-point values 
000A: 204@ += 1 // integer values 
097B: play_sound 202@ on_object 1080 
0006: 299@ = 0 // integer values 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 952.25 2147.0 1010.0 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_24062 
0006: 36@ = 1 // integer values 
0006: 207@ = 0 // integer values 
0002: jump @CASINO6_24069 

:CASINO6_24062
0006: 36@ = 0 // integer values 

:CASINO6_24069
00D6: if 
00A4:   actor 39@ 0 952.25 2147.0 1010.0 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_24242 
0006: 44@ = 1 // integer values 
0006: 207@ = 0 // integer values 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO6_24177 
0006: 227@ = 2 // integer values 
05AA: 228@s = 'CAS6_F2' // 8-byte strings 
0002: jump @CASINO6_24235 

:CASINO6_24177
04AE: unknown $1276 radar_icon_or_model 8242 
05A9: s$1281 = 'CAS6_FC' // 8-byte strings  // ~z~CJ, nhny fick bezrt a htbe!
004F: create_thread @A_ALAP 2 102 39@ 
0006: 51@ = 0 // integer values 
0006: 303@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:CASINO6_24235
0002: jump @CASINO6_24383 

:CASINO6_24242
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO6_24351 
04AE: unknown $1276 radar_icon_or_model 8248 
05A9: s$1281 = 'CAS6_FP' // 8-byte strings  // ~z~Vegyl ki ebbl a htbl, Rosie!
004F: create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
0006: 51@ = 0 // integer values 
02AB: set_actor 39@ immunities 1 1 1 1 1 
00D6: if 
0029:   41@ >= 15 // integer values 
004D: jump_if_false @CASINO6_24344 
0006: 41@ = 13 // integer values 

:CASINO6_24344
0002: jump @CASINO6_24376 

:CASINO6_24351
00D6: if 
0039:   41@ == 15 // integer values 
004D: jump_if_false @CASINO6_24376 
0006: 41@ = 13 // integer values 

:CASINO6_24376
0006: 44@ = 0 // integer values 

:CASINO6_24383
0002: jump @CASINO6_24390 

:CASINO6_24390
0815: (unknown) 202@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @CASINO6_25124 

:CASINO6_24411
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CASINO6_24935 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 951.954 2115.744 949.9608 2114.699 
004D: jump_if_false @CASINO6_24935 
0007: 214@ = 0.0 // floating-point values 
0007: 215@ = 0.0005 // floating-point values 
000A: 204@ += 1 // integer values 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CASINO6_24921 
00D6: if or
8118:   not actor 67@ dead 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_24590 
04AE: unknown $1276 radar_icon_or_model 8278 
05A9: s$1281 = 'CAS6_LD' // 8-byte strings  // ~z~J, maradj itt, amg kivgzem ezeket a seggfejeket!
004F: create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
0006: 300@ = 1 // integer values 
0006: 51@ = 0 // integer values 
0002: jump @CASINO6_24921 

:CASINO6_24590
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
8118:   not actor 59@ dead 
8118:   not actor 60@ dead 
8118:   not actor 61@ dead 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO6_24689 
04AE: unknown $1276 radar_icon_or_model 8278 
05A9: s$1281 = 'CAS6_LD' // 8-byte strings  // ~z~J, maradj itt, amg kivgzem ezeket a seggfejeket!
004F: create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
0006: 300@ = 1 // integer values 
0006: 51@ = 0 // integer values 
0002: jump @CASINO6_24921 

:CASINO6_24689
00D6: if or
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_24773 
04AE: unknown $1276 radar_icon_or_model 8278 
05A9: s$1281 = 'CAS6_LD' // 8-byte strings  // ~z~J, maradj itt, amg kivgzem ezeket a seggfejeket!
004F: create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
0006: 300@ = 1 // integer values 
0006: 51@ = 0 // integer values 
0002: jump @CASINO6_24921 

:CASINO6_24773
0209: 52@ = random_int 0 151 
00D6: if 
001B:   50 > 52@ // integer values 
004D: jump_if_false @CASINO6_24830 
04AE: unknown $1276 radar_icon_or_model 8277 
05A9: s$1281 = 'CAS6_LC' // 8-byte strings  // ~z~Hogy zrtak be ide, csi?
0002: jump @CASINO6_24899 

:CASINO6_24830
00D6: if 
0019:   52@ > 100 // integer values 
004D: jump_if_false @CASINO6_24877 
04AE: unknown $1276 radar_icon_or_model 8244 
05A9: s$1281 = 'CAS6_FK' // 8-byte strings  // ~z~Ksz, ember, tudtam, hogy biztosan megfagytam!
0002: jump @CASINO6_24899 

:CASINO6_24877
04AE: unknown $1276 radar_icon_or_model 8276 
05A9: s$1281 = 'CAS6_LB' // 8-byte strings  // ~z~Rosenberg, te vagy az?

:CASINO6_24899
004F: create_thread @A_ALAP 2 102 39@ 
0006: 51@ = 0 // integer values 

:CASINO6_24921
0006: 36@ = 0 // integer values 
0006: 44@ = 0 // integer values 

:CASINO6_24935
0002: jump @CASINO6_25124 

:CASINO6_24942
00D6: if 
0039:   299@ == 0 // integer values 
004D: jump_if_false @CASINO6_24975 
097B: play_sound 202@ on_object 1079 
0006: 299@ = 1 // integer values 

:CASINO6_24975
01BB: store_object 202@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005B: 214@ += 215@ // floating-point values 
00D6: if 
0021:   214@ > 0.4 // floating-point values 
004D: jump_if_false @CASINO6_25028 
0007: 214@ = 0.4 // floating-point values 

:CASINO6_25028
005F: $TEMPVAR_FLOAT_2 += 214@ // floating-point values 
00D6: if 
0030:   $TEMPVAR_FLOAT_2 >= 2121.648 // floating-point values 
004D: jump_if_false @CASINO6_25089 
0005: $TEMPVAR_FLOAT_2 = 2121.648 // floating-point values 
0006: 204@ = 0 // integer values 
097B: play_sound 202@ on_object 1080 
0006: 299@ = 0 // integer values 

:CASINO6_25089
0815: (unknown) 202@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 36@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0002: jump @CASINO6_25124 

:CASINO6_25124
0051: return 

:CASINO6_25126
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO6_25254 
00D6: if 
0019:   207@ > 1500 // integer values 
004D: jump_if_false @CASINO6_25247 
0226: 216@ = actor $PLAYER_ACTOR health 
000E: 216@ -= 3 // integer values 
00D6: if 
002B:   0 >= 216@ // integer values 
004D: jump_if_false @CASINO6_25231 
0006: 227@ = 1 // integer values 
05AA: 228@s = 'CAS6_F3' // 8-byte strings 
0223: set_actor $PLAYER_ACTOR health_to 0 
0002: jump @CASINO6_25240 

:CASINO6_25231
0851: (unknown) $PLAYER_ACTOR 3 0 

:CASINO6_25240
0006: 207@ = 0 // integer values 

:CASINO6_25247
0002: jump @CASINO6_25375 

:CASINO6_25254
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CASINO6_25375 
00D6: if 
0019:   207@ > 1500 // integer values 
004D: jump_if_false @CASINO6_25375 
0226: 216@ = actor 39@ health 
000E: 216@ -= 6 // integer values 
00D6: if 
002B:   0 >= 216@ // integer values 
004D: jump_if_false @CASINO6_25359 
0006: 227@ = 1 // integer values 
05AA: 228@s = 'CAS6_F1' // 8-byte strings 
0223: set_actor 39@ health_to 0 
0002: jump @CASINO6_25368 

:CASINO6_25359
0851: (unknown) 39@ 6 0 

:CASINO6_25368
0006: 207@ = 0 // integer values 

:CASINO6_25375
0051: return 

:CASINO6_25377
0871: init_jump_table 302@ total_jumps 2 0 @CASINO6_25552 jumps 0 @CASINO6_25440 1 @CASINO6_25496 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 

:CASINO6_25440
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 941.5 2114.0 radius 9.0 9.0 
004D: jump_if_false @CASINO6_25489 
08FD: (unknown) 1 
000A: 302@ += 1 // integer values 

:CASINO6_25489
0002: jump @CASINO6_25552 

:CASINO6_25496
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 941.5 2114.0 radius 11.0 11.0 
004D: jump_if_false @CASINO6_25545 
08FD: (unknown) 0 
000E: 302@ -= 1 // integer values 

:CASINO6_25545
0002: jump @CASINO6_25552 

:CASINO6_25552
0051: return 

:CASINO6_25554
0871: init_jump_table 319@ total_jumps 9 0 @CASINO6_26365 jumps 0 @CASINO6_25682 1 @CASINO6_25757 2 @CASINO6_25804 3 @CASINO6_25926 4 @CASINO6_25973 5 @CASINO6_26095 6 @CASINO6_26142 
0872: jump_table_jumps 7 @CASINO6_26243 8 @CASINO6_26290 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 

:CASINO6_25682
00D6: if 
001B:   3 > 318@ // integer values 
004D: jump_if_false @CASINO6_25757 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 2 70 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 

:CASINO6_25757
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_25797 
0006: 319@ = 0 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_25797
0002: jump @CASINO6_26365 

:CASINO6_25804
00D6: if 
001B:   5 > 318@ // integer values 
004D: jump_if_false @CASINO6_25905 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @CASINO6_25898 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 2 70 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 

:CASINO6_25898
0002: jump @CASINO6_25926 

:CASINO6_25905
0006: 32@ = 0 // integer values 
0006: 319@ = 6 // integer values 
0006: 318@ = 7 // integer values 

:CASINO6_25926
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_25966 
0006: 319@ = 2 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_25966
0002: jump @CASINO6_26365 

:CASINO6_25973
00D6: if 
001B:   7 > 318@ // integer values 
004D: jump_if_false @CASINO6_26074 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @CASINO6_26067 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 2 70 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 

:CASINO6_26067
0002: jump @CASINO6_26095 

:CASINO6_26074
0006: 32@ = 0 // integer values 
0006: 319@ = 6 // integer values 
0006: 318@ = 7 // integer values 

:CASINO6_26095
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_26135 
0006: 319@ = 4 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_26135
0002: jump @CASINO6_26365 

:CASINO6_26142
00D6: if 
001B:   13 > 318@ // integer values 
004D: jump_if_false @CASINO6_26243 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @CASINO6_26243 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 2 70 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CASINO6_26243
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_26283 
0006: 319@ = 6 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_26283
0002: jump @CASINO6_26365 

:CASINO6_26290
00D6: if 
0019:   32@ > 9000 // integer values 
004D: jump_if_false @CASINO6_26365 
008A: $1276 = 333@ // integer values and handles 
05A9: s$1281 = 392@s // 8-byte strings 
004F: create_thread @A_ALAP 2 70 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:CASINO6_26365
0051: return 

:CASINO6_26367
00D6: if and
0039:   303@ == 1 // integer values 
0019:   33@ > 20000 // integer values 
004D: jump_if_false @CASINO6_26513 
00D6: if 
0039:   304@ == 0 // integer values 
004D: jump_if_false @CASINO6_26462 
04AE: unknown $1276 radar_icon_or_model 8243 
05A9: s$1281 = 'CAS6_FF' // 8-byte strings  // ~z~CJ? CJ! Szedjl ki innen!
004F: create_thread @A_ALAP 2 75 39@ 
0006: 304@ = 1 // integer values 
0002: jump @CASINO6_26506 

:CASINO6_26462
04AE: unknown $1276 radar_icon_or_model 8275 
05A9: s$1281 = 'CAS6_LA' // 8-byte strings  // ~z~Rosie, hova msz?
004F: create_thread @A_ALAP 2 75 $PLAYER_ACTOR 
0006: 304@ = 0 // integer values 

:CASINO6_26506
0006: 33@ = 0 // integer values 

:CASINO6_26513
0051: return 

:CASINO6_26515
0871: init_jump_table 305@ total_jumps 5 0 @CASINO6_27223 jumps 0 @CASINO6_26578 1 @CASINO6_26662 2 @CASINO6_26738 3 @CASINO6_26913 4 @CASINO6_26994 -1 @CASINO6_27223 -1 @CASINO6_27223 

:CASINO6_26578
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 950.4901 2113.204 940.3504 2103.84 
004D: jump_if_false @CASINO6_26655 
0512: permanent_text_box 'CAS6_H0'  // Nyomd le a ~k~~VEHICLE_ENTER_EXIT~gombot amikor a kapcsolnl llsz.
0006: 306@ = 0 // integer values 
0006: 307@ = 0 // integer values 
0006: 308@ = 0 // integer values 
000A: 305@ += 1 // integer values 

:CASINO6_26655
0002: jump @CASINO6_27223 

:CASINO6_26662
00D6: if 
0019:   306@ > 8000 // integer values 
004D: jump_if_false @CASINO6_26697 
03E6: remove_text_box 
000A: 305@ += 1 // integer values 
0002: jump @CASINO6_26731 

:CASINO6_26697
00D6: if or
0039:   36@ == 1 // integer values 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CASINO6_26731 
03E6: remove_text_box 
000A: 305@ += 1 // integer values 

:CASINO6_26731
0002: jump @CASINO6_27223 

:CASINO6_26738
00D6: if and
0039:   36@ == 1 // integer values 
0039:   307@ == 0 // integer values 
004D: jump_if_false @CASINO6_26813 
00D6: if 
8039:   not  44@ == 1 // integer values 
004D: jump_if_false @CASINO6_26806 
0512: permanent_text_box 'CAS6_H3'  // Be vagy zrva a htbe, az leted lassan cskken, amg Rosenberg ki nem juttat innen.
0006: 306@ = 0 // integer values 
0006: 305@ = 3 // integer values 

:CASINO6_26806
0002: jump @CASINO6_26906 

:CASINO6_26813
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CASINO6_26906 
00D6: if 
0039:   308@ == 0 // integer values 
004D: jump_if_false @CASINO6_26881 
0512: permanent_text_box 'CAS6_H1'  // Nyomd le a ~k~~VEHICLE_ENTER_EXIT~gombot amikor a htnl vagy, hogy kinyisd az ajtajt.
0006: 306@ = 0 // integer values 
0006: 305@ = 4 // integer values 
0002: jump @CASINO6_26906 

:CASINO6_26881
00D6: if 
0039:   308@ == 1 // integer values 
004D: jump_if_false @CASINO6_26906 
0006: 305@ = 4 // integer values 

:CASINO6_26906
0002: jump @CASINO6_27223 

:CASINO6_26913
00D6: if or
0019:   306@ > 8000 // integer values 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO6_26987 
03E6: remove_text_box 
0006: 307@ = 1 // integer values 
00D6: if 
0039:   308@ == 3 // integer values 
004D: jump_if_false @CASINO6_26980 
0006: 305@ = -1 // integer values 
0002: jump @CASINO6_26987 

:CASINO6_26980
0006: 305@ = 2 // integer values 

:CASINO6_26987
0002: jump @CASINO6_27223 

:CASINO6_26994
00D6: if 
0039:   308@ == 0 // integer values 
004D: jump_if_false @CASINO6_27106 
00D6: if 
0019:   306@ > 8000 // integer values 
004D: jump_if_false @CASINO6_27065 
03E6: remove_text_box 
0512: permanent_text_box 'CAS6_H2'  // Amg Rosenberg bajban van, cskken az lete.
0006: 306@ = 0 // integer values 
0006: 308@ = 2 // integer values 
0002: jump @CASINO6_27099 

:CASINO6_27065
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @CASINO6_27099 
03E6: remove_text_box 
0006: 308@ = 1 // integer values 
0006: 305@ = 2 // integer values 

:CASINO6_27099
0002: jump @CASINO6_27216 

:CASINO6_27106
00D6: if 
0039:   308@ == 1 // integer values 
004D: jump_if_false @CASINO6_27156 
0512: permanent_text_box 'CAS6_H2'  // Amg Rosenberg bajban van, cskken az lete.
0006: 306@ = 0 // integer values 
0006: 308@ = 2 // integer values 
0002: jump @CASINO6_27216 

:CASINO6_27156
00D6: if 
0039:   308@ == 2 // integer values 
004D: jump_if_false @CASINO6_27216 
00D6: if or
0019:   306@ > 8000 // integer values 
0039:   44@ == 0 // integer values 
004D: jump_if_false @CASINO6_27216 
03E6: remove_text_box 
0006: 308@ = 3 // integer values 
0006: 305@ = 2 // integer values 

:CASINO6_27216
0002: jump @CASINO6_27223 

:CASINO6_27223
0051: return 

:CASINO6_27225
0871: init_jump_table 309@ total_jumps 4 0 @CASINO6_27813 jumps 0 @CASINO6_27288 1 @CASINO6_27522 2 @CASINO6_27639 3 @CASINO6_27756 -1 @CASINO6_27813 -1 @CASINO6_27813 -1 @CASINO6_27813 

:CASINO6_27288
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CASINO6_27336 
00BC: text_highpriority 'CAS6_G2' 8000 ms 1  // ~s~Minden szemtan halott, de~b~Rosenberget~s~ bezrtk a htbe s neked kell kiengedned, mieltt elmsz.
0006: 309@ = 1 // integer values 
0002: jump @CASINO6_27515 

:CASINO6_27336
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO6_27492 
00BC: text_highpriority 'CAS6_G1' 8000 ms 1  // ~s~Minden tll halott a~y~kijrat~s~ fel.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_27426 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: (unknown) 218@ 964.788 2159.504 4.0 

:CASINO6_27426
07FB: set_interior 'ABATOIR' accessible 1  // Sindacco vghd
0006: 309@ = 3 // integer values 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @CASINO6_27485 
0006: 319@ = 8 // integer values 
0006: 32@ = 0 // integer values 
0006: 50@ = 1 // integer values 

:CASINO6_27485
0002: jump @CASINO6_27515 

:CASINO6_27492
00BC: text_highpriority 'CAS6_G3' 8000 ms 1  // ~s~Minden szemtan halott, de meg kell vrnod ~b~Rosenberget~s~, hogy kiengedjen.
0006: 309@ = 2 // integer values 

:CASINO6_27515
0002: jump @CASINO6_27813 

:CASINO6_27522
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @CASINO6_27632 
00BC: text_highpriority 'CAS6_G4' 8000 ms 1  // ~s~Irny a ~y~kijrat~s~.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_27612 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: (unknown) 218@ 964.788 2159.504 4.0 

:CASINO6_27612
07FB: set_interior 'ABATOIR' accessible 1  // Sindacco vghd
0006: 309@ = 3 // integer values 

:CASINO6_27632
0002: jump @CASINO6_27813 

:CASINO6_27639
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO6_27749 
00BC: text_highpriority 'CAS6_G4' 8000 ms 1  // ~s~Irny a ~y~kijrat~s~.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_27729 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: (unknown) 218@ 964.788 2159.504 4.0 

:CASINO6_27729
07FB: set_interior 'ABATOIR' accessible 1  // Sindacco vghd
0006: 309@ = 3 // integer values 

:CASINO6_27749
0002: jump @CASINO6_27813 

:CASINO6_27756
00D6: if or
0039:   36@ == 1 // integer values 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CASINO6_27806 
0164: disable_marker 218@ 
07FB: set_interior 'ABATOIR' accessible 0  // Sindacco vghd
0006: 309@ = 0 // integer values 

:CASINO6_27806
0002: jump @CASINO6_27813 

:CASINO6_27813
0051: return 

:CASINO6_27815
0006: 216@ = 0 // integer values 

:CASINO6_27822
00D6: if 
001B:   6 > 216@ // integer values 
004D: jump_if_false @CASINO6_27881 
01C4: remove_references_to_object 154@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 142@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 208@(216@,6i) // This object will now disappear when the player looks away 
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_27822 

:CASINO6_27881
0215: destroy_pickup 37@ 
0215: destroy_pickup 38@ 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 202@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 203@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 254@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 255@ // This object will now disappear when the player looks away 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #AB_CARCASS 
0249: release_model #AB_HOOK 
0249: release_model #FREEZER_DOOR 
0249: release_model #SEC_KEYPAD 
0249: release_model #CARDBOARDBOX2 
0249: release_model #MP5LNG 
0249: release_model #BAT 
0249: release_model #CHNSAW 
0249: release_model #FIRE_EX 
0249: release_model #BODYARMOUR 
0249: release_model #CJ_MEAT_BAG_1 
0249: release_model #CJ_MEAT_1 
0249: release_model #CJ_MEAT_2 
0051: return 

:CASINO6_28003
0006: 286@ = 1 // integer values 

:CASINO6_28010
00D6: if 
0039:   286@ == 1 // integer values 
004D: jump_if_false @CASINO6_28047 
0001: wait 0 ms 
09E8: 286@ = actor $PLAYER_ACTOR active_interior 
0002: jump @CASINO6_28010 

:CASINO6_28047
016A: fade 0 0 ms 

:CASINO6_28053
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_28077 
0001: wait 0 ms 
0002: jump @CASINO6_28053 

:CASINO6_28077
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0151: remove_status_text $7761 
0164: disable_marker 40@ 
03E6: remove_text_box 
075B: (unknown) 0 
0050: gosub @CASINO6_27815 
07FB: set_interior 'ABATOIR' accessible 0  // Sindacco vghd
0164: disable_marker 218@ 
018A: 218@ = create_checkpoint_at 2165.185 1692.317 9.8203 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_28248 
00A1: put_actor 39@ at 970.7965 2155.644 9.8203 
0173: set_actor 39@ z_angle_to 295.3334 
0792: (unknown) 39@ 
0860: link_actor 39@ to_interior 0 
087F: (unknown) 39@ 1 
0631: put_actor 39@ in_group 310@ 
048F: (unknown) 39@ 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 

:CASINO6_28248
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @CASINO6_28503 
0247: request_model 234@ 

:CASINO6_28271
00D6: if 
8248:   not model 234@ available 
004D: jump_if_false @CASINO6_28298 
0001: wait 0 ms 
0002: jump @CASINO6_28271 

:CASINO6_28298
00A5: 316@ = create_car 234@ at 977.1431 2164.062 9.8203 
0175: set_car 316@ z_angle_to 194.2554 
0229: set_car 316@ color_to 235@ 236@ 
0A11: (unknown) 316@ 237@ 238@ 
0006: 216@ = 0 // integer values 

:CASINO6_28360
00D6: if 
001B:   4 > 216@ // integer values 
004D: jump_if_false @CASINO6_28419 
00D6: if 
08B9:   test 239@ bit 216@ 
004D: jump_if_false @CASINO6_28405 
04FE: deflate_tire 216@ on_car 316@ 

:CASINO6_28405
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_28360 

:CASINO6_28419
00D6: if 
8039:   not  240@ == -1 // integer values 
004D: jump_if_false @CASINO6_28503 
0006: 216@ = 0 // integer values 

:CASINO6_28444
00D6: if 
001B:   6 > 216@ // integer values 
004D: jump_if_false @CASINO6_28503 
00D6: if 
08B9:   test 240@ bit 216@ 
004D: jump_if_false @CASINO6_28489 
073C: damage_car 316@ component 216@ 

:CASINO6_28489
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_28444 

:CASINO6_28503
016A: fade 1 500 ms 
00BC: text_highpriority 'CAS6_G5' 8000 ms 1  // ~s~Vidd vissza ~b~Rosenberget~s~ a~y~Kaszinba~s~.
0006: 317@ = 0 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 6 
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO6_28567 
0004: $1285[0] = -2 // integer values 

:CASINO6_28567
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO6_28592 
0004: $1285[1] = -2 // integer values 

:CASINO6_28592
05AA: 366@s = 'CAS6_HA' // 8-byte strings 
04AF: 320@ = unknown_wav_reference 8253 
0085: 343@ = 39@ // integer values and handles 
05AA: 368@s = 'CAS6_HB' // 8-byte strings 
04AF: 321@ = unknown_wav_reference 8254 
0085: 344@ = 39@ // integer values and handles 
05AA: 370@s = 'CAS6_HC' // 8-byte strings 
04AF: 322@ = unknown_wav_reference 8255 
0085: 345@ = 39@ // integer values and handles 
05AA: 372@s = 'CAS6_HD' // 8-byte strings 
04AF: 323@ = unknown_wav_reference 8256 
008B: 346@ = $PLAYER_ACTOR // integer values and handles 
05AA: 374@s = 'CAS6_JA' // 8-byte strings 
04AF: 324@ = unknown_wav_reference 8257 
0085: 347@ = 39@ // integer values and handles 
05AA: 376@s = 'CAS6_JB' // 8-byte strings 
04AF: 325@ = unknown_wav_reference 8258 
0085: 348@ = 39@ // integer values and handles 
05AA: 378@s = 'CAS6_JC' // 8-byte strings 
04AF: 326@ = unknown_wav_reference 8259 
0085: 349@ = 39@ // integer values and handles 
05AA: 380@s = 'CAS6_JD' // 8-byte strings 
04AF: 327@ = unknown_wav_reference 8260 
008B: 350@ = $PLAYER_ACTOR // integer values and handles 
05AA: 382@s = 'CAS6_JE' // 8-byte strings 
04AF: 328@ = unknown_wav_reference 8261 
0085: 351@ = 39@ // integer values and handles 
05AA: 384@s = 'CAS6_JF' // 8-byte strings 
04AF: 329@ = unknown_wav_reference 8262 
0085: 352@ = 39@ // integer values and handles 
05AA: 386@s = 'CAS6_JG' // 8-byte strings 
04AF: 330@ = unknown_wav_reference 8263 
0085: 353@ = 39@ // integer values and handles 
05AA: 388@s = 'CAS6_JJ' // 8-byte strings 
04AF: 331@ = unknown_wav_reference 8264 
008B: 354@ = $PLAYER_ACTOR // integer values and handles 
05AA: 390@s = 'CAS6_JK' // 8-byte strings 
04AF: 332@ = unknown_wav_reference 8265 
008B: 355@ = $PLAYER_ACTOR // integer values and handles 
05AA: 392@s = 'CAS6_JL' // 8-byte strings 
04AF: 333@ = unknown_wav_reference 8266 
008B: 356@ = $PLAYER_ACTOR // integer values and handles 
05AA: 394@s = 'CAS6_JM' // 8-byte strings 
04AF: 334@ = unknown_wav_reference 8267 
0085: 357@ = 39@ // integer values and handles 
05AA: 396@s = 'CAS6_JN' // 8-byte strings 
04AF: 335@ = unknown_wav_reference 8268 
008B: 358@ = $PLAYER_ACTOR // integer values and handles 
05AA: 398@s = 'CAS6_JO' // 8-byte strings 
04AF: 336@ = unknown_wav_reference 8269 
008B: 359@ = $PLAYER_ACTOR // integer values and handles 
05AA: 400@s = 'CAS6_KA' // 8-byte strings 
04AF: 337@ = unknown_wav_reference 8270 
008B: 360@ = $PLAYER_ACTOR // integer values and handles 
05AA: 402@s = 'CAS6_KB' // 8-byte strings 
04AF: 338@ = unknown_wav_reference 8271 
0085: 361@ = 39@ // integer values and handles 
05AA: 404@s = 'CAS6_KC' // 8-byte strings 
04AF: 339@ = unknown_wav_reference 8272 
0085: 362@ = 39@ // integer values and handles 
05AA: 406@s = 'CAS6_KD' // 8-byte strings 
04AF: 340@ = unknown_wav_reference 8273 
0085: 363@ = 39@ // integer values and handles 
05AA: 408@s = 'CAS6_KE' // 8-byte strings 
04AF: 341@ = unknown_wav_reference 8274 
0085: 364@ = 39@ // integer values and handles 
0006: 318@ = 0 // integer values 
0006: 319@ = 0 // integer values 
0006: 33@ = 0 // integer values 
07B4: (unknown) $PLAYER_CHAR 1 

:CASINO6_29280
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_29528 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 2165.185 1692.317 9.8203 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO6_29439 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 15.0 15.0 0 
004D: jump_if_false @CASINO6_29393 
0002: jump @CASINO6_30652 
0002: jump @CASINO6_29432 

:CASINO6_29393
00D6: if 
001B:   2 > 317@ // integer values 
004D: jump_if_false @CASINO6_29418 
0006: 317@ = 2 // integer values 

:CASINO6_29418
0050: gosub @CASINO6_29922 
0050: gosub @CASINO6_30158 

:CASINO6_29432
0002: jump @CASINO6_29460 

:CASINO6_29439
0050: gosub @CASINO6_29738 
0050: gosub @CASINO6_29922 
0050: gosub @CASINO6_30158 

:CASINO6_29460
077E: 286@ = active_interior 
00D6: if 
8039:   not  286@ == 0 // integer values 
004D: jump_if_false @CASINO6_29521 
00BE: text_clear_all 
04D7: lock_actor 39@ in_current_position 1 
0164: disable_marker 218@ 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 
0006: 315@ = 0 // integer values 
0002: jump @CASINO6_29563 

:CASINO6_29521
0002: jump @CASINO6_29556 

:CASINO6_29528
0006: 227@ = 1 // integer values 
05AA: 228@s = 'CAS6_F0' // 8-byte strings 
0002: jump @CASINO6_31354 

:CASINO6_29556
0002: jump @CASINO6_29280 

:CASINO6_29563
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_29703 
077E: 286@ = active_interior 
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @CASINO6_29696 
04D7: lock_actor 39@ in_current_position 0 
087F: (unknown) 39@ 1 
0631: put_actor 39@ in_group 310@ 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: show_on_radar 40@ 2 
018A: 218@ = create_checkpoint_at 2165.185 1692.317 9.8203 
0006: 32@ = 0 // integer values 
0006: 317@ = 3 // integer values 
0002: jump @CASINO6_29280 

:CASINO6_29696
0002: jump @CASINO6_29731 

:CASINO6_29703
0006: 227@ = 1 // integer values 
05AA: 228@s = 'CAS6_F0' // 8-byte strings 
0002: jump @CASINO6_31354 

:CASINO6_29731
0002: jump @CASINO6_29563 

:CASINO6_29738
0871: init_jump_table 315@ total_jumps 2 0 @CASINO6_29920 jumps 0 @CASINO6_29801 1 @CASINO6_29863 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 

:CASINO6_29801
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO6_29856 
0811: 316@ = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor 39@ in_car 316@ 
004D: jump_if_false @CASINO6_29856 
0164: disable_marker 40@ 
000A: 315@ += 1 // integer values 

:CASINO6_29856
0002: jump @CASINO6_29920 

:CASINO6_29863
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @CASINO6_29913 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: show_on_radar 40@ 2 
000E: 315@ -= 1 // integer values 

:CASINO6_29913
0002: jump @CASINO6_29920 

:CASINO6_29920
0051: return 

:CASINO6_29922
0871: init_jump_table 317@ total_jumps 4 0 @CASINO6_30156 jumps 0 @CASINO6_29985 1 @CASINO6_30053 2 @CASINO6_30086 3 @CASINO6_30123 -1 @CASINO6_30156 -1 @CASINO6_30156 -1 @CASINO6_30156 

:CASINO6_29985
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 60.0 60.0 0 
004D: jump_if_false @CASINO6_30046 
00BC: text_highpriority 'CAS6_G6' 8000 ms 1  // ~s~Ne hagyd ~b~Rosenberget~s~ magad mgtt, el kell vinned t a~y~kaszinba~s~.
0006: 32@ = 0 // integer values 
000A: 317@ += 1 // integer values 

:CASINO6_30046
0002: jump @CASINO6_30156 

:CASINO6_30053
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @CASINO6_30079 
000E: 317@ -= 1 // integer values 

:CASINO6_30079
0002: jump @CASINO6_30156 

:CASINO6_30086
00BC: text_highpriority 'CAS6_G7' 8000 ms 1  // ~s~El kell vinned ~b~Rosenberget~s~ a  ~y~kaszinba~s~.
0006: 32@ = 0 // integer values 
000A: 317@ += 1 // integer values 
0002: jump @CASINO6_30156 

:CASINO6_30123
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @CASINO6_30149 
0006: 317@ = 0 // integer values 

:CASINO6_30149
0002: jump @CASINO6_30156 

:CASINO6_30156
0051: return 

:CASINO6_30158
0871: init_jump_table 319@ total_jumps 5 0 @CASINO6_30650 jumps 0 @CASINO6_30221 1 @CASINO6_30254 2 @CASINO6_30381 3 @CASINO6_30428 4 @CASINO6_30603 -1 @CASINO6_30650 -1 @CASINO6_30650 

:CASINO6_30221
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @CASINO6_30247 
000A: 319@ += 1 // integer values 

:CASINO6_30247
0002: jump @CASINO6_30650 

:CASINO6_30254
00D6: if 
001B:   4 > 318@ // integer values 
004D: jump_if_false @CASINO6_30367 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 15.0 15.0 0 
004D: jump_if_false @CASINO6_30360 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 

:CASINO6_30360
0002: jump @CASINO6_30381 

:CASINO6_30367
0006: 319@ = 3 // integer values 
0002: jump @CASINO6_30650 

:CASINO6_30381
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_30421 
0006: 319@ = 1 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_30421
0002: jump @CASINO6_30650 

:CASINO6_30428
00D6: if 
0039:   315@ == 1 // integer values 
004D: jump_if_false @CASINO6_30528 
00D6: if 
001B:   17 > 318@ // integer values 
004D: jump_if_false @CASINO6_30521 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 1 100 343@(318@,23i) 
000A: 318@ += 1 // integer values 
000A: 319@ += 1 // integer values 

:CASINO6_30521
0002: jump @CASINO6_30603 

:CASINO6_30528
00D6: if 
8039:   not  318@ == 4 // integer values 
004D: jump_if_false @CASINO6_30596 
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO6_30571 
0004: $1285[0] = -2 // integer values 

:CASINO6_30571
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO6_30596 
0004: $1285[1] = -2 // integer values 

:CASINO6_30596
0002: jump @CASINO6_30650 

:CASINO6_30603
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_30643 
0006: 319@ = 3 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO6_30643
0002: jump @CASINO6_30650 

:CASINO6_30650
0051: return 

:CASINO6_30652
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO6_30684 
0004: $1285[0] = -2 // integer values 

:CASINO6_30684
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO6_30709 
0004: $1285[1] = -2 // integer values 

:CASINO6_30709
016A: fade 0 500 ms 

:CASINO6_30716
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_30740 
0001: wait 0 ms 
0002: jump @CASINO6_30716 

:CASINO6_30740
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO6_30783 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.511 1687.368 9.8203 
0002: jump @CASINO6_30803 

:CASINO6_30783
00A1: put_actor $PLAYER_ACTOR at 2171.511 1687.368 9.8203 

:CASINO6_30803
0173: set_actor $PLAYER_ACTOR z_angle_to 352.2379 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_30902 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @CASINO6_30872 
0362: remove_actor 39@ from_car_and_place_at 2171.519 1688.526 9.8203 
0002: jump @CASINO6_30892 

:CASINO6_30872
00A1: put_actor 39@ at 2171.519 1688.526 9.8203 

:CASINO6_30892
0173: set_actor 39@ z_angle_to 194.051 

:CASINO6_30902
015F: set_camera_position 2172.856 1688.255 11.0927 0.0 0.0 0.0 
0160: point_camera 2171.891 1688.013 11.1875 2 
0395: clear_area 1 at 2171.511 1687.368 9.8203 range 60.0 
00A6: destroy_car 316@ 
0006: 318@ = 17 // integer values 
02A3: toggle_widescreen 1 
016A: fade 1 500 ms 
0707: start_scene_skip_to @CASINO6_31197 

:CASINO6_31007
00D6: if 
001B:   22 > 318@ // integer values 
004D: jump_if_false @CASINO6_31126 
008A: $1276 = 320@(318@,23i) // integer values and handles 
05A9: s$1281 = 366@(318@,23s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 343@(318@,23i) 

:CASINO6_31068
00D6: if 
8038:   not  $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO6_31101 
0001: wait 0 ms 
0002: jump @CASINO6_31068 

:CASINO6_31101
0004: $1285($1288,2i) = -4 // integer values 
000A: 318@ += 1 // integer values 
0002: jump @CASINO6_31007 

:CASINO6_31126
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_31173 
05D3: AS_actor 39@ go_to_point 2178.015 1689.698 9.8203 speed 4 -2 ms 
016A: fade 0 2500 ms 

:CASINO6_31173
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31197 
0001: wait 0 ms 
0002: jump @CASINO6_31173 

:CASINO6_31197
0701: end_scene_skip 
016A: fade 0 0 ms 

:CASINO6_31205
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31229 
0001: wait 0 ms 
0002: jump @CASINO6_31205 

:CASINO6_31229
00BE: text_clear_all 
0173: set_actor $PLAYER_ACTOR z_angle_to 95.0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_31262 
009B: destroy_actor_instantly 39@ 

:CASINO6_31262
016A: fade 1 0 ms 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:CASINO6_31283
0008: $11277 += 1 // integer values 
0318: set_latest_mission_passed 'CASINO6'  // A hs zem
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 8000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 8000 
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_stat 328 to 1 // integer 
0051: return 

:CASINO6_31354
0871: init_jump_table 227@ total_jumps 3 0 @CASINO6_32064 jumps 0 @CASINO6_31465 1 @CASINO6_31417 2 @CASINO6_31488 -1 @CASINO6_32064 -1 @CASINO6_32064 -1 @CASINO6_32064 -1 @CASINO6_32064 

:CASINO6_31417
00BC: text_highpriority 228@s 5000 ms 1 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @CASINO6_31465 
01BC: put_object 202@ at 951.859 2121.648 1012.094 

:CASINO6_31465
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0002: jump @CASINO6_32064 

:CASINO6_31488
016A: fade 0 0 ms 

:CASINO6_31494
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31518 
0001: wait 0 ms 
0002: jump @CASINO6_31494 

:CASINO6_31518
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 963.9219 2124.63 1013.85 0.0 0.0 0.0 
0160: point_camera 963.0831 2124.185 1013.536 2 
00A1: put_actor $PLAYER_ACTOR at 955.6613 2116.203 1010.03 
0173: set_actor $PLAYER_ACTOR z_angle_to 72.8077 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_31676 
0792: (unknown) 39@ 
04EB: AS_actor 39@ crouch 0 
060B: unknown_actor_use_entity 39@ 34@ 
00A1: put_actor 39@ at 955.32 2119.472 1010.031 
0173: set_actor 39@ z_angle_to 113.9337 

:CASINO6_31676
0006: 216@ = 0 // integer values 

:CASINO6_31683
00D6: if 
001D:   140@ > 216@ // integer values 
004D: jump_if_false @CASINO6_31797 
00D6: if 
8118:   not actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_31783 
00D6: if 
00A4:   actor 53@(216@,29i) 0 952.25 2147.0 1010.0 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_31783 
009B: destroy_actor_instantly 53@(216@,29i) 

:CASINO6_31783
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_31683 

:CASINO6_31797
0006: 32@ = 0 // integer values 

:CASINO6_31804
00D6: if 
001B:   400 > 32@ // integer values 
004D: jump_if_false @CASINO6_31834 
0001: wait 0 ms 
0002: jump @CASINO6_31804 

:CASINO6_31834
016A: fade 1 1000 ms 

:CASINO6_31841
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31865 
0001: wait 0 ms 
0002: jump @CASINO6_31841 

:CASINO6_31865
00BA: text_styled 'M_FAIL' 4000 ms 1  // ~r~KLDETS SIKERTELEN!
00BC: text_highpriority 228@s 4000 ms 1 
0006: 32@ = 0 // integer values 

:CASINO6_31898
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @CASINO6_31928 
0001: wait 0 ms 
0002: jump @CASINO6_31898 

:CASINO6_31928
016A: fade 0 500 ms 

:CASINO6_31935
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31959 
0001: wait 0 ms 
0002: jump @CASINO6_31935 

:CASINO6_31959
03CB: set_camera 1578.446 1770.682 9.828 
04E4: unknown_refresh_game_renderer_at 1578.446 1770.682 
0972: (unknown) $PLAYER_ACTOR 1578.446 1770.682 9.828 
0173: set_actor $PLAYER_ACTOR z_angle_to 99.7567 
0974: (unknown) 
0006: 32@ = 0 // integer values 

:CASINO6_32027
00D6: if 
001B:   400 > 32@ // integer values 
004D: jump_if_false @CASINO6_32057 
0001: wait 0 ms 
0002: jump @CASINO6_32027 

:CASINO6_32057
0002: jump @CASINO6_32064 

:CASINO6_32064
077E: 286@ = active_interior 
00D6: if 
8039:   not  286@ == 0 // integer values 
004D: jump_if_false @CASINO6_32100 
07FB: set_interior 'ABATOIR' accessible 1  // Sindacco vghd

:CASINO6_32100
0051: return 

:CASINO6_32102
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO6_32129 
07B4: (unknown) $PLAYER_CHAR 1 
08F4: (unknown) 99 

:CASINO6_32129
004F: create_thread @A_TERM 
0004: $1012 = 0 // integer values 
0004: $1013 = 0 // integer values 
05A9: s$1014 = 'ABATOIR' // 8-byte strings  // Sindacco vghd
004F: create_thread @ENTEXT 
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $7761 
0164: disable_marker 218@ 
03E6: remove_text_box 
08FD: (unknown) 0 
075B: (unknown) 0 
00D6: if 
0039:   265@ == 0 // integer values 
004D: jump_if_false @CASINO6_32225 
02D1: remove_fire 264@ 
02D1: remove_fire 263@ 

:CASINO6_32225
00D6: if 
0039:   266@ == 0 // integer values 
004D: jump_if_false @CASINO6_32253 
02D1: remove_fire 262@ 
02D1: remove_fire 261@ 

:CASINO6_32253
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @CASINO6_32281 
02D1: remove_fire 260@ 
02D1: remove_fire 259@ 

:CASINO6_32281
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO6_32408 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0006: 216@ = 0 // integer values 

:CASINO6_32311
00D6: if 
001D:   140@ > 216@ // integer values 
004D: jump_if_false @CASINO6_32408 
00D6: if 
8118:   not actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_32385 
060B: unknown_actor_use_entity 53@(216@,29i) 34@ 
05E2: AS_actor 53@(216@,29i) kill_actor $PLAYER_ACTOR 
0961: (unknown) 53@(216@,29i) 1 

:CASINO6_32385
0164: disable_marker 82@(216@,29i) 
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_32311 

:CASINO6_32408
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 40@ 
0006: 216@ = 0 // integer values 

:CASINO6_32425
00D6: if 
001B:   6 > 216@ // integer values 
004D: jump_if_false @CASINO6_32484 
01C4: remove_references_to_object 154@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 142@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 208@(216@,6i) // This object will now disappear when the player looks away 
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_32425 

:CASINO6_32484
0006: 216@ = 0 // integer values 

:CASINO6_32491
00D6: if 
001B:   6 > 216@ // integer values 
004D: jump_if_false @CASINO6_32532 
01C4: remove_references_to_object 245@(216@,9i) // This object will now disappear when the player looks away 
000A: 216@ += 1 // integer values 
0002: jump @CASINO6_32491 

:CASINO6_32532
0215: destroy_pickup 37@ 
0215: destroy_pickup 38@ 
01C3: remove_references_to_car 316@ // Like turning a car into any random car 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 202@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 203@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 254@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 255@ // This object will now disappear when the player looks away 
0650: destroy_particle 256@ 
0650: destroy_particle 257@ 
0296: unload_special_actor 1 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #MOLOTOV 
0249: release_model #MP5LNG 
0249: release_model #CHNSAW 
0249: release_model #BAT 
0249: release_model #FIRE_EX 
0249: release_model #BODYARMOUR 
0249: release_model #AB_CARCASS 
0249: release_model #AB_HOOK 
0249: release_model #FREEZER_DOOR 
0249: release_model #SEC_KEYPAD 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CJ_MEAT_BAG_1 
0249: release_model #CJ_MEAT_1 
0249: release_model #CJ_MEAT_2 
0249: release_model 234@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0039:   227@ == 2 // integer values 
004D: jump_if_false @CASINO6_32715 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 1000 ms 

:CASINO6_32715
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 91---------------
// Originally: Freefall

:CASINO9
03A4: name_thread 'CASINO9' 
0050: gosub @CASINO9_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASINO9_38 
0050: gosub @CASINO9_12205 

:CASINO9_38
0050: gosub @CASINO9_12504 
004E: end_thread 

:CASINO9_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'CASINO9' 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
08AD: (unknown) $PLAYER_ACTOR 2233.5 1712.8 10.0 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
0004: $1249 = 1 // integer values 
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'CAS_9A1' 

:CASINO9_150
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO9_174 
0001: wait 0 ms 
0002: jump @CASINO9_150 

:CASINO9_174
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO9_183
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO9_207 
0001: wait 0 ms 
0002: jump @CASINO9_183 

:CASINO9_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO9_222
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_246 
0001: wait 0 ms 
0002: jump @CASINO9_222 

:CASINO9_246
00D6: if 
856A:   not (unknown) 
004D: jump_if_false @CASINO9_366 
02E4: load_cutscene_data 'CAS_9A2' 

:CASINO9_270
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO9_294 
0001: wait 0 ms 
0002: jump @CASINO9_270 

:CASINO9_294
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASINO9_303
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO9_327 
0001: wait 0 ms 
0002: jump @CASINO9_303 

:CASINO9_327
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASINO9_342
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_366 
0001: wait 0 ms 
0002: jump @CASINO9_342 

:CASINO9_366
04BB: select_interior 0 // select render area 
08F4: (unknown) 99 
004F: create_thread @A_CONT 
03CB: set_camera 2175.412 1681.548 9.8203 
0247: request_model #DODO 
0247: request_model #FCR900 

:CASINO9_409
00D6: if or
8248:   not model #DODO available 
8248:   not model #FCR900 available 
004D: jump_if_false @CASINO9_441 
0001: wait 0 ms 
0002: jump @CASINO9_409 

:CASINO9_441
01B6: set_weather 10 
0006: 68@ = 0 // integer values 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @CASINO9_501 
00A5: 34@ = create_car #DODO at 0.0 0.0 0.0 
0186: 35@ = create_marker_above_car 34@ 

:CASINO9_501
0006: 36@ = 0 // integer values 
0373: set_camera_directly_behind_player 
0923: (unknown) 0 
00A5: 37@ = create_car #FCR900 at 2163.249 1679.976 9.8125 
0175: set_car 37@ z_angle_to 350.0 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
09FF: (unknown) 1581.374 1768.996 9.8203 
016A: fade 1 500 ms 
00BC: text_highpriority 'CAS9_08' 8500 ms 1  // ~s~Juss el a ~y~reptrre~s~.
018A: 43@ = create_checkpoint_at 1707.828 1606.639 9.055 
0006: 50@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0007: 53@ = 1465.0 // floating-point values 
0007: 54@ = 5200.0 // floating-point values 
0007: 55@ = 200.0 // floating-point values 
0007: 59@ = 1465.0 // floating-point values 
0007: 60@ = 5220.0 // floating-point values 
0007: 61@ = 215.0 // floating-point values 

:CASINO9_710
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @CASINO9_736 
0002: jump @CASINO9_12440 

:CASINO9_736
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @CASINO9_875 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1707.828 1606.639 radius 4.0 4.0 
004D: jump_if_false @CASINO9_868 
0164: disable_marker 43@ 
00A5: 34@ = create_car #DODO at 1279.625 1361.605 9.8203 
0175: set_car 34@ z_angle_to 270.0 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: text_highpriority 'CAS9_09' 6000 ms 1  // ~s~Lopd el a ~b~gpet~s~a hangrbl.
000A: 47@ += 1 // integer values 

:CASINO9_868
0002: jump @CASINO9_1739 

:CASINO9_875
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_1711 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @CASINO9_1652 
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @CASINO9_988 
0164: disable_marker 35@ 
018A: 43@ = create_checkpoint_at 53@ 54@ 55@ 
00BE: text_clear_all 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASINO9_988 
00BC: text_highpriority 'CAS9_50' 8000 ms 1  // ~s~A brgyilkos gpe valszn, hogy mindjrt landol,tartztasd fel a ~y~gpt~s~, mieltt Las Venturasba r.
000A: 36@ += 1 // integer values 

:CASINO9_988
00AA: store_car 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 53@ 54@ 
0871: init_jump_table 39@ total_jumps 4 0 @CASINO9_1645 jumps 0 @CASINO9_1082 1 @CASINO9_1136 2 @CASINO9_1260 3 @CASINO9_1377 -1 @CASINO9_1645 -1 @CASINO9_1645 -1 @CASINO9_1645 

:CASINO9_1082
00D6: if 
0020:   $11352 > 4400.0 // floating-point values 
004D: jump_if_false @CASINO9_1110 
0002: jump @CASINO9_1645 

:CASINO9_1110
0247: request_model #SHAMAL 
0247: request_model #WMYPLT 
0249: release_model #FCR900 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
000A: 39@ += 1 // integer values 

:CASINO9_1136
00D6: if or
0020:   $11352 > 600.0 // floating-point values 
8248:   not model #SHAMAL available 
8248:   not model #WMYPLT available 
004D: jump_if_false @CASINO9_1173 
0002: jump @CASINO9_1645 

:CASINO9_1173
0164: disable_marker 43@ 
00A5: 38@ = create_car #SHAMAL at 53@ 54@ 55@ 
0175: set_car 38@ z_angle_to 180.0 
08E6: plane 38@ change_landing_gear 1 
0519: lock_vehicle 38@ in_current_position 1 
0129: 40@ = create_actor 24 #WMYPLT in_car 38@ driverseat 
0186: 43@ = create_marker_above_car 38@ 
018B: show_on_radar 43@ 2 
0165: set_marker 43@ color_to 4 
000A: 39@ += 1 // integer values 

:CASINO9_1260
00D6: if 
0020:   $11352 > 300.0 // floating-point values 
004D: jump_if_false @CASINO9_1288 
0002: jump @CASINO9_1645 

:CASINO9_1288
0087: 60@ = 54@ // floating-point values only 
000B: 60@ += 20.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 60@ // floating-point values only 
000D: $TEMPVAR_FLOAT_2 -= 1.0 // floating-point values 
06D5: 48@ = create_racing_checkpoint_at 59@ 60@ 61@ 59@ $TEMPVAR_FLOAT_2 61@ type 3 radius 3.0 
00BC: text_highpriority 'CAS9_51' 8000 ms 1  // ~s~Kerlj a ~y~gp~s~ mg s replj be az ~r~udvarba~s~.
000A: 39@ += 1 // integer values 

:CASINO9_1377
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_1638 
007F: 54@ -= unknown_inaccurate_float_timer 0.75 // floating-point 
088C: (unknown) 38@ 53@ 54@ 55@ 
0087: 60@ = 54@ // floating-point values only 
000B: 60@ += 20.0 // floating-point values 
07F3: move_racing_checkpoint 48@ to 59@ 60@ 61@ 
0088: $TEMPVAR_FLOAT_3 = 61@ // floating-point values only 
000D: $TEMPVAR_FLOAT_3 -= 3.0 // floating-point values 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 59@ 60@ $TEMPVAR_FLOAT_3 radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @CASINO9_1562 
0174: $TEMPVAR_ANGLE = car 34@ z_angle 
00D6: if and
0022:   240.0 > $TEMPVAR_ANGLE // floating-point values 
0020:   $TEMPVAR_ANGLE > 120.0 // floating-point values 
004D: jump_if_false @CASINO9_1555 
0002: jump @CASINO9_1746 

:CASINO9_1555
0002: jump @CASINO9_1569 

:CASINO9_1562
0006: 32@ = 0 // integer values 

:CASINO9_1569
00D6: if 
0033:   3000.0 >= 54@ // floating-point values 
004D: jump_if_false @CASINO9_1638 
070F: (unknown) 38@ 180.0 200.0 200.0 
0006: 50@ = 1 // integer values 
05AA: 51@s = 'CAS9_52' // 8-byte strings 
0002: jump @CASINO9_12205 

:CASINO9_1638
0002: jump @CASINO9_1645 

:CASINO9_1645
0002: jump @CASINO9_1704 

:CASINO9_1652
00D6: if 
875C:   not marker 35@ enabled 
004D: jump_if_false @CASINO9_1704 
00BC: text_highpriority 'CAS9_04' 8000 ms 1  // ~s~Szllj vissza a~b~gpbe~s~, el kell kapnod a brgyilkost.
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
0164: disable_marker 43@ 

:CASINO9_1704
0002: jump @CASINO9_1739 

:CASINO9_1711
0006: 50@ = 1 // integer values 
05AA: 51@s = 'CAS9_F1' // 8-byte strings 
0002: jump @CASINO9_12205 

:CASINO9_1739
0002: jump @CASINO9_710 

:CASINO9_1746
016A: fade 0 0 ms 

:CASINO9_1752
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_1776 
0001: wait 0 ms 
0002: jump @CASINO9_1752 

:CASINO9_1776
09BA: (unknown) 0 
0006: 72@ = 1 // integer values 
03CF: load_wav 16200 as 3 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_1834 
0175: set_car 38@ z_angle_to 0.0 
08E6: plane 38@ change_landing_gear 1 

:CASINO9_1834
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_1960 
0087: 56@ = 53@ // floating-point values only 
0087: 57@ = 54@ // floating-point values only 
000F: 57@ -= 25.0 // floating-point values 
0087: 58@ = 55@ // floating-point values only 
000B: 58@ += 20.0 // floating-point values 
00AB: put_car 34@ at 56@ 57@ 58@ 
0175: set_car 34@ z_angle_to 0.0 
0519: lock_vehicle 34@ in_current_position 1 
0224: set_car 34@ health_to 4000 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @CASINO9_1960 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:CASINO9_1960
06D6: destroy_racing_checkpoint 48@ 
04ED: load_animation "MISC" 

:CASINO9_1973
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO9_2003 
0001: wait 0 ms 
0002: jump @CASINO9_1973 

:CASINO9_2003
0007: 62@ = -3.0 // floating-point values 
0007: 63@ = -4.0 // floating-point values 
0007: 64@ = 0.0 // floating-point values 
0007: 65@ = -1.0 // floating-point values 
0007: 66@ = 0.0 // floating-point values 
0007: 67@ = 0.0 // floating-point values 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_2109 
0679: put_camera_on_vehicle 34@ offset 62@ 63@ 64@ point_to_offset 65@ 66@ 67@ 2.0 2 

:CASINO9_2109
0006: 71@ = 0 // integer values 
016A: fade 1 400 ms 
02A3: toggle_widescreen 1 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0707: start_scene_skip_to @CASINO9_2970 

:CASINO9_2157
0001: wait 0 ms 
00D6: if and
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_3841 
0003: shake_camera 20 
0079: 57@ += unknown_inaccurate_float_timer 1.0 // floating-point 
00AB: put_car 34@ at 56@ 57@ 58@ 
0079: 54@ += unknown_inaccurate_float_timer 1.0 // floating-point 
00AB: put_car 38@ at 53@ 54@ 55@ 
0871: init_jump_table 71@ total_jumps 6 0 @CASINO9_3841 jumps 0 @CASINO9_2297 1 @CASINO9_2623 2 @CASINO9_2703 3 @CASINO9_2757 4 @CASINO9_2858 5 @CASINO9_3535 -1 @CASINO9_3841 

:CASINO9_2297
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @CASINO9_2323 
0002: jump @CASINO9_3841 

:CASINO9_2323
0464: put_actor $PLAYER_ACTOR into_turret_on_car 34@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle 0.0 with_weapon 0 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLANE_EXIT" from_file "MISC" 1000.0 loop 0 0 0 0 0 ms 
0006: 75@ = 741 // integer values 
0007: 90@ = 0.0 // floating-point values 
0006: 76@ = 794 // integer values 
0007: 91@ = 0.33 // floating-point values 
0006: 77@ = 847 // integer values 
0007: 92@ = 0.71 // floating-point values 
0006: 78@ = 953 // integer values 
0007: 93@ = 1.0 // floating-point values 
0006: 79@ = 1006 // integer values 
0007: 94@ = 0.87 // floating-point values 
0006: 80@ = 1059 // integer values 
0007: 95@ = 0.83 // floating-point values 
0006: 81@ = 1165 // integer values 
0007: 96@ = 0.81 // floating-point values 
0006: 82@ = 2118 // integer values 
0007: 97@ = 0.81 // floating-point values 
0006: 83@ = 2277 // integer values 
0007: 98@ = 0.78 // floating-point values 
0006: 84@ = 3336 // integer values 
0007: 99@ = 0.78 // floating-point values 
0006: 85@ = 4000 // integer values 
0007: 100@ = 0.78 // floating-point values 
0006: 88@ = 0 // integer values 
0007: 101@ = 0.0 // floating-point values 
0085: 89@ = 34@ // integer values and handles 
000A: 71@ += 1 // integer values 

:CASINO9_2623
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @CASINO9_2649 
0002: jump @CASINO9_3841 

:CASINO9_2649
00D6: if 
001B:   1500 > 33@ // integer values 
004D: jump_if_false @CASINO9_2689 
0050: gosub @CASINO9_3848 
0002: jump @CASINO9_3841 
0002: jump @CASINO9_2703 

:CASINO9_2689
0006: 32@ = 0 // integer values 
000A: 71@ += 1 // integer values 

:CASINO9_2703
0050: gosub @CASINO9_3848 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO9_2750 
0A16: link_wav 3 to_car 34@ 
03D1: play_wav 3 
000A: 71@ += 1 // integer values 
0002: jump @CASINO9_2757 

:CASINO9_2750
0002: jump @CASINO9_3841 

:CASINO9_2757
00D6: if 
001B:   5000 > 33@ // integer values 
004D: jump_if_false @CASINO9_2851 
00D6: if 
0023:   -1.4 > 63@ // floating-point values 
004D: jump_if_false @CASINO9_2837 
0079: 63@ += unknown_inaccurate_float_timer 0.1 // floating-point 
0679: put_camera_on_vehicle 34@ offset 62@ 63@ 64@ point_to_offset 65@ 66@ 67@ 2.0 2 

:CASINO9_2837
0050: gosub @CASINO9_3848 
0002: jump @CASINO9_3841 

:CASINO9_2851
000A: 71@ += 1 // integer values 

:CASINO9_2858
00D6: if 
0021:   62@ > -7.0 // floating-point values 
004D: jump_if_false @CASINO9_2929 
007F: 62@ -= unknown_inaccurate_float_timer 0.1 // floating-point 
007F: 64@ -= unknown_inaccurate_float_timer 0.045 // floating-point 
0679: put_camera_on_vehicle 34@ offset 62@ 63@ 64@ point_to_offset 65@ 66@ 67@ 2.0 2 

:CASINO9_2929
0613: 74@ = actor $PLAYER_ACTOR animation "PLANE_EXIT" time 
00D6: if 
0021:   74@ > 0.95 // floating-point values 
004D: jump_if_false @CASINO9_3521 

:CASINO9_2970
0701: end_scene_skip 
016A: fade 0 0 ms 

:CASINO9_2978
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_3002 
0001: wait 0 ms 
0002: jump @CASINO9_2978 

:CASINO9_3002
0792: (unknown) $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:CASINO9_3019
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLANE_EXIT" 
004D: jump_if_false @CASINO9_3058 
0001: wait 0 ms 
0002: jump @CASINO9_3019 

:CASINO9_3058
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_3106 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 38@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle 360.0 with_weapon 0 

:CASINO9_3106
0001: wait 0 ms 
016A: fade 1 50 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLANE_HIJACK" from_file "MISC" 1000.0 loop 0 0 0 lock 0 time 0 
0006: 75@ = 3229 // integer values 
0007: 90@ = 0.0 // floating-point values 
0006: 76@ = 3282 // integer values 
0007: 91@ = 0.04 // floating-point values 
0006: 77@ = 3335 // integer values 
0007: 92@ = 0.09 // floating-point values 
0006: 78@ = 3388 // integer values 
0007: 93@ = 0.14 // floating-point values 
0006: 79@ = 3440 // integer values 
0007: 94@ = 0.19 // floating-point values 
0006: 80@ = 3493 // integer values 
0007: 95@ = 0.22 // floating-point values 
0006: 81@ = 5028 // integer values 
0007: 96@ = 0.22 // floating-point values 
0006: 82@ = 5081 // integer values 
0007: 97@ = 0.15 // floating-point values 
0006: 83@ = 5134 // integer values 
0007: 98@ = 0.08 // floating-point values 
0006: 84@ = 5187 // integer values 
0007: 99@ = 0.01 // floating-point values 
0006: 85@ = 5240 // integer values 
0007: 100@ = 0.0 // floating-point values 
0006: 88@ = 0 // integer values 
0007: 101@ = 0.0 // floating-point values 
0085: 89@ = 38@ // integer values and handles 
0007: 62@ = -3.0 // floating-point values 
0007: 63@ = 6.0 // floating-point values 
0007: 64@ = -0.5 // floating-point values 
0007: 65@ = -2.0 // floating-point values 
0007: 66@ = -8.0 // floating-point values 
0007: 67@ = 1.0 // floating-point values 
099C: jiggle_camera type 1 duration 20000.0 intensity 3.0 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_3490 
0519: lock_vehicle 34@ in_current_position 0 

:CASINO9_3490
0007: 73@ = 0.0 // floating-point values 
0707: start_scene_skip_to @CASINO9_3653 
0006: 71@ = 5 // integer values 
0002: jump @CASINO9_3535 

:CASINO9_3521
0050: gosub @CASINO9_3848 
0002: jump @CASINO9_3841 

:CASINO9_3535
00D6: if 
001B:   7000 > 33@ // integer values 
004D: jump_if_false @CASINO9_3653 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_3632 
007F: 73@ -= unknown_inaccurate_float_timer 3.0 // floating-point 
007F: 56@ -= unknown_inaccurate_float_timer 0.3 // floating-point 
0079: 57@ += unknown_inaccurate_float_timer 0.3 // floating-point 
007F: 58@ -= unknown_inaccurate_float_timer 0.3 // floating-point 
00AB: put_car 34@ at 56@ 57@ 58@ 
0731: (unknown) 34@ 73@ 

:CASINO9_3632
0050: gosub @CASINO9_3848 
0050: gosub @CASINO9_4222 
0002: jump @CASINO9_3841 

:CASINO9_3653
0701: end_scene_skip 
016A: fade 0 0 ms 

:CASINO9_3661
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_3685 
0001: wait 0 ms 
0002: jump @CASINO9_3661 

:CASINO9_3685
0925: (unknown) 
0792: (unknown) $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:CASINO9_3704
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLANE_HIJACK" 
004D: jump_if_false @CASINO9_3745 
0001: wait 0 ms 
0002: jump @CASINO9_3704 

:CASINO9_3745
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
0249: release_model #WMYPLT 
0249: release_model #DODO 
0249: release_model #SHAMAL 
04EF: release_animation "MISC" 
04BB: select_interior 1 // select render area 
00A1: put_actor $PLAYER_ACTOR at 1.6127 34.7411 1199.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0860: link_actor $PLAYER_ACTOR to_interior 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CASINO9_4375 

:CASINO9_3841
0002: jump @CASINO9_2157 

:CASINO9_3848
00D6: if 
001B:   11 > 88@ // integer values 
004D: jump_if_false @CASINO9_4194 
00D6: if 
001D:   75@(88@,11i) > 32@ // integer values 
004D: jump_if_false @CASINO9_4071 
005B: 102@ += 101@ // floating-point values 
00D6: if 
0023:   0.0 > 102@ // floating-point values 
004D: jump_if_false @CASINO9_3935 
0007: 102@ = 0.0 // floating-point values 
0002: jump @CASINO9_3966 

:CASINO9_3935
00D6: if 
0021:   102@ > 1.0 // floating-point values 
004D: jump_if_false @CASINO9_3966 
0007: 102@ = 1.0 // floating-point values 

:CASINO9_3966
00D6: if 
0031:   101@ >= 0.0 // floating-point values 
004D: jump_if_false @CASINO9_4029 
00D6: if 
0025:   102@ > 90@(88@,11f) // floating-point values 
004D: jump_if_false @CASINO9_4022 
0087: 102@ = 90@(88@,11f) // floating-point values only 

:CASINO9_4022
0002: jump @CASINO9_4064 

:CASINO9_4029
00D6: if 
0025:   90@(88@,11f) > 102@ // floating-point values 
004D: jump_if_false @CASINO9_4064 
0087: 102@ = 90@(88@,11f) // floating-point values only 

:CASINO9_4064
0002: jump @CASINO9_4194 

:CASINO9_4071
0093: 103@ = integer_to_float 75@(88@,11i) 
0087: 105@ = 90@(88@,11f) // floating-point values only 
000A: 88@ += 1 // integer values 
00D6: if 
0019:   88@ > 10 // integer values 
004D: jump_if_false @CASINO9_4122 
0051: return 

:CASINO9_4122
0093: 104@ = integer_to_float 75@(88@,11i) 
0087: 106@ = 90@(88@,11f) // floating-point values only 
0063: 104@ -= 103@ // floating-point values 
0063: 106@ -= 105@ // floating-point values 
0073: 106@ /= 104@ // floating-point values 
0087: 101@ = 106@ // floating-point values only 
006B: 101@ *= 104@ // floating-point values 
005B: 102@ += 101@ // floating-point values 

:CASINO9_4194
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @CASINO9_4220 
08A6: set_vehicle 89@ component 2 rotation_to 102@ 

:CASINO9_4220
0051: return 

:CASINO9_4222
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_4373 
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @CASINO9_4373 
00D6: if 
0033:   -4.0 >= 62@ // floating-point values 
004D: jump_if_false @CASINO9_4293 
0006: 107@ = 1 // integer values 
0051: return 
0002: jump @CASINO9_4343 

:CASINO9_4293
0079: 62@ += unknown_inaccurate_float_timer -0.02 // floating-point 
0079: 63@ += unknown_inaccurate_float_timer 0.02 // floating-point 
0079: 64@ += unknown_inaccurate_float_timer -0.01 // floating-point 
0079: 66@ += unknown_inaccurate_float_timer 0.23 // floating-point 
0079: 67@ += unknown_inaccurate_float_timer -0.02 // floating-point 

:CASINO9_4343
0679: put_camera_on_vehicle 38@ offset 62@ 63@ 64@ point_to_offset 65@ 66@ 67@ 0.0 2 

:CASINO9_4373
0051: return 

:CASINO9_4375
0006: 72@ = 0 // integer values 
0247: request_model #VMAFF1 
0247: request_model #VMAFF2 
0247: request_model #VMAFF3 
0247: request_model #VMAFF4 
0247: request_model #COLT45 
0247: request_model #JET_BAGGAGE_DOOR 
0247: request_model #CARDBOARDBOX2 
0247: request_model #JET_INTERIOR 

:CASINO9_4418
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #COLT45 available 
8248:   not model #JET_BAGGAGE_DOOR available 
004D: jump_if_false @CASINO9_4466 
0001: wait 0 ms 
0002: jump @CASINO9_4418 

:CASINO9_4466
00D6: if or
8248:   not model #CARDBOARDBOX2 available 
8248:   not model #JET_INTERIOR available 
004D: jump_if_false @CASINO9_4498 
0001: wait 0 ms 
0002: jump @CASINO9_4466 

:CASINO9_4498
060A: unknown_create_entity 0 49@ 
0A0B: (unknown) 2.3947 32.9835 1198.594 155.9863 
0007: 165@ = 2.9 // floating-point values 
0007: 166@ = 32.4 // floating-point values 
0007: 167@ = 1198.75 // floating-point values 
0006: 163@ = 0 // integer values 
0107: 164@ = create_object #CARDBOARDBOX2 at 165@ 166@ 167@ 
0566: object 164@ set_interior 1 
0392: object 164@ toggle_in_moving_list 0 
0382: set_object 164@ collision_detection 0 
0750: set_object 164@ visibility 0 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object 164@ offset 0.0 0.0 0.5 2 85.0 22 
0858: (unknown) $PLAYER_CHAR 30.0 30.0 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0581: toggle_radar 0 
009A: 108@ = create_actor 24 #VMAFF1 at 2.9739 28.7207 1198.594 
0860: link_actor 108@ to_interior 1 
0173: set_actor 108@ z_angle_to 0.0 
0223: set_actor 108@ health_to 150 
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 108@ armed_weapon_to 22 
060B: unknown_actor_use_entity 108@ 49@ 
0568: set_actor 108@ targetable 1 
0638: AS_actor 108@ stay_put 1 
06B0: AS_actor 108@ sit_down 80000 ms 
087E: set_actor 108@ weapon_droppable 0 
07DD: (unknown) 108@ 90 
02E2: set_actor 108@ weapon_accuracy_to 0 
0006: 132@ = 2 // integer values 
0007: 146@ = 197.6 // floating-point values 
0007: 150@ = 214.0 // floating-point values 
0007: 154@ = 1199.851 // floating-point values 
0007: 158@ = 1200.366 // floating-point values 
009A: 109@ = create_actor 24 #VMAFF2 at 0.5102 27.6804 1198.594 
0860: link_actor 109@ to_interior 1 
0173: set_actor 109@ z_angle_to 0.0 
0223: set_actor 109@ health_to 150 
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 109@ armed_weapon_to 22 
060B: unknown_actor_use_entity 109@ 49@ 
0568: set_actor 109@ targetable 1 
0638: AS_actor 109@ stay_put 1 
06B0: AS_actor 109@ sit_down 80000 ms 
087E: set_actor 109@ weapon_droppable 0 
07DD: (unknown) 109@ 90 
02E2: set_actor 109@ weapon_accuracy_to 0 
0006: 133@ = 3 // integer values 
0007: 147@ = 158.7 // floating-point values 
0007: 151@ = 170.2 // floating-point values 
0007: 155@ = 1199.972 // floating-point values 
0007: 159@ = 1200.34 // floating-point values 
009A: 110@ = create_actor 24 #VMAFF3 at 2.8831 26.4404 1198.601 
0860: link_actor 110@ to_interior 1 
0173: set_actor 110@ z_angle_to 0.0 
0223: set_actor 110@ health_to 150 
01B2: give_actor 110@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 110@ armed_weapon_to 22 
060B: unknown_actor_use_entity 110@ 49@ 
0568: set_actor 110@ targetable 1 
0638: AS_actor 110@ stay_put 1 
06B0: AS_actor 110@ sit_down 80000 ms 
087E: set_actor 110@ weapon_droppable 0 
07DD: (unknown) 110@ 90 
02E2: set_actor 110@ weapon_accuracy_to 0 
0006: 134@ = 0 // integer values 
0007: 148@ = 189.4 // floating-point values 
0007: 152@ = 196.9 // floating-point values 
0007: 156@ = 200.1145 // floating-point values 
0007: 160@ = 200.3232 // floating-point values 
009A: 111@ = create_actor 24 #VMAFF4 at 0.5068 25.3824 1198.601 
0860: link_actor 111@ to_interior 1 
0173: set_actor 111@ z_angle_to 0.0 
0223: set_actor 111@ health_to 150 
01B2: give_actor 111@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 111@ armed_weapon_to 22 
060B: unknown_actor_use_entity 111@ 49@ 
0568: set_actor 111@ targetable 1 
0638: AS_actor 111@ stay_put 1 
06B0: AS_actor 111@ sit_down 80000 ms 
087E: set_actor 111@ weapon_droppable 0 
07DD: (unknown) 111@ 90 
02E2: set_actor 111@ weapon_accuracy_to 0 
0006: 135@ = 1 // integer values 
0007: 149@ = 167.51 // floating-point values 
0007: 153@ = 174.11 // floating-point values 
0007: 157@ = 1200.148 // floating-point values 
0007: 161@ = 1200.328 // floating-point values 
05AA: 208@s = 'CAS9_AA' // 8-byte strings 
04AF: 184@ = unknown_wav_reference 8400 
0085: 188@ = 108@ // integer values and handles 
05AA: 210@s = 'CAS9_AB' // 8-byte strings 
04AF: 185@ = unknown_wav_reference 8401 
0085: 189@ = 109@ // integer values and handles 
05AA: 212@s = 'CAS9_AC' // 8-byte strings 
04AF: 186@ = unknown_wav_reference 8402 
0085: 190@ = 110@ // integer values and handles 
05AA: 214@s = 'CAS9_AD' // 8-byte strings 
04AF: 187@ = unknown_wav_reference 8403 
0085: 191@ = 110@ // integer values and handles 
05AA: 216@s = 'CAS9_BA' // 8-byte strings 
04AF: 192@ = unknown_wav_reference 8404 
05AA: 218@s = 'CAS9_BB' // 8-byte strings 
04AF: 193@ = unknown_wav_reference 8405 
05AA: 220@s = 'CAS9_BC' // 8-byte strings 
04AF: 194@ = unknown_wav_reference 8406 
05AA: 222@s = 'CAS9_BD' // 8-byte strings 
04AF: 195@ = unknown_wav_reference 8407 
05AA: 224@s = 'CAS9_CA' // 8-byte strings 
04AF: 196@ = unknown_wav_reference 8408 
05AA: 226@s = 'CAS9_CB' // 8-byte strings 
04AF: 197@ = unknown_wav_reference 8409 
05AA: 228@s = 'CAS9_CC' // 8-byte strings 
04AF: 198@ = unknown_wav_reference 8410 
05AA: 230@s = 'CAS9_CD' // 8-byte strings 
04AF: 199@ = unknown_wav_reference 8411 
0881: (unknown) $PLAYER_CHAR 0 
082A: (unknown) $PLAYER_CHAR 0 
0006: 162@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 138@ = 4 // integer values 
0006: 139@ = -1 // integer values 
0006: 137@ = -1 // integer values 
029B: 168@ = init_object #JET_BAGGAGE_DOOR at 0.752 25.518 1201.15 
029B: 169@ = init_object #JET_BAGGAGE_DOOR at 0.752 28.024 1201.15 
029B: 170@ = init_object #JET_BAGGAGE_DOOR at 0.752 30.403 1201.15 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 1 
0006: 32@ = 0 // integer values 

:CASINO9_5784
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @CASINO9_5814 
0001: wait 0 ms 
0002: jump @CASINO9_5784 

:CASINO9_5814
016A: fade 1 500 ms 
00D6: if 
0A4B: (unknown) 
004D: jump_if_false @CASINO9_5852 
0512: permanent_text_box 'CAS9_H2'  // Nyomd le a~k~~PED_CYCLE_WEAPON_LEFT~ s ~k~~PED_CYCLE_WEAPON_RIGHT~ gombot a fedezkhez.
0002: jump @CASINO9_5863 

:CASINO9_5852
0512: permanent_text_box 'CAS9_H4'  // Menj balra s jobbra, hogy fedezket tallj.

:CASINO9_5863
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_5887 
0001: wait 0 ms 
0002: jump @CASINO9_5863 

:CASINO9_5887
0006: 32@ = 0 // integer values 

:CASINO9_5894
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @CASINO9_5924 
0001: wait 0 ms 
0002: jump @CASINO9_5894 

:CASINO9_5924
0881: (unknown) $PLAYER_CHAR 1 
02A3: toggle_widescreen 0 
0006: 178@ = 0 // integer values 
01BD: 172@ = current_time_in_ms 

:CASINO9_5947
0001: wait 0 ms 
01BD: 171@ = current_time_in_ms 
0085: 173@ = 171@ // integer values and handles 
0062: 173@ -= 172@ // integer values 
0085: 172@ = 171@ // integer values and handles 
005A: 120@ += 173@ // integer values 
005A: 121@ += 173@ // integer values 
005A: 122@ += 173@ // integer values 
005A: 123@ += 173@ // integer values 
005A: 178@ += 173@ // integer values 
0050: gosub @CASINO9_9113 
0050: gosub @CASINO9_10095 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @CASINO9_6315 
00D6: if or
0039:   162@ == 0 // integer values 
00E1:   key_pressed 0 17 
00E1:   key_pressed 0 4 
004D: jump_if_false @CASINO9_6308 
00D6: if and
8118:   not actor 108@ dead 
8118:   not actor 109@ dead 
8118:   not actor 110@ dead 
8118:   not actor 111@ dead 
004D: jump_if_false @CASINO9_6308 
0687: clear_actor_task 108@ 
0637: unknown_action_sequence 108@ 3.0228 29.7474 1198.594 6 20.0 0.5 $PLAYER_ACTOR 
0006: 112@ = -1 // integer values 
0687: clear_actor_task 109@ 
0637: unknown_action_sequence 109@ 0.739 28.6978 1198.594 6 20.0 0.5 $PLAYER_ACTOR 
0006: 113@ = -1 // integer values 
0687: clear_actor_task 110@ 
0637: unknown_action_sequence 110@ 2.9224 27.2966 1198.601 6 20.0 0.5 $PLAYER_ACTOR 
0006: 114@ = -1 // integer values 
0687: clear_actor_task 111@ 
0637: unknown_action_sequence 111@ 0.5596 26.2475 1198.601 6 20.0 0.5 $PLAYER_ACTOR 
0006: 115@ = -1 // integer values 
0006: 175@ = 1 // integer values 

:CASINO9_6308
0002: jump @CASINO9_7421 

:CASINO9_6315
00D6: if 
8039:   not  181@ == 2 // integer values 
004D: jump_if_false @CASINO9_6340 
0050: gosub @CASINO9_10327 

:CASINO9_6340
00D6: if 
8039:   not  138@ == 0 // integer values 
004D: jump_if_false @CASINO9_7414 
0209: 174@ = random_int 0 24 
0871: init_jump_table 174@ total_jumps 24 0 @CASINO9_7400 jumps 0 @CASINO9_6560 1 @CASINO9_6595 2 @CASINO9_6630 3 @CASINO9_6665 4 @CASINO9_6700 5 @CASINO9_6735 6 @CASINO9_6770 
0872: jump_table_jumps 7 @CASINO9_6805 8 @CASINO9_6840 9 @CASINO9_6875 10 @CASINO9_6910 11 @CASINO9_6945 12 @CASINO9_6980 13 @CASINO9_7015 14 @CASINO9_7050 15 @CASINO9_7085 
0872: jump_table_jumps 16 @CASINO9_7120 17 @CASINO9_7155 18 @CASINO9_7190 19 @CASINO9_7225 20 @CASINO9_7260 21 @CASINO9_7295 22 @CASINO9_7330 23 @CASINO9_7365 -1 @CASINO9_7400 

:CASINO9_6560
0006: 141@ = 0 // integer values 
0006: 142@ = 1 // integer values 
0006: 143@ = 2 // integer values 
0006: 144@ = 3 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6595
0006: 141@ = 0 // integer values 
0006: 142@ = 1 // integer values 
0006: 143@ = 3 // integer values 
0006: 144@ = 2 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6630
0006: 141@ = 0 // integer values 
0006: 142@ = 2 // integer values 
0006: 143@ = 1 // integer values 
0006: 144@ = 3 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6665
0006: 141@ = 0 // integer values 
0006: 142@ = 2 // integer values 
0006: 143@ = 3 // integer values 
0006: 144@ = 1 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6700
0006: 141@ = 0 // integer values 
0006: 142@ = 3 // integer values 
0006: 143@ = 1 // integer values 
0006: 144@ = 2 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6735
0006: 141@ = 0 // integer values 
0006: 142@ = 3 // integer values 
0006: 143@ = 2 // integer values 
0006: 144@ = 1 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6770
0006: 141@ = 1 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 2 // integer values 
0006: 144@ = 3 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6805
0006: 141@ = 1 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 3 // integer values 
0006: 144@ = 2 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6840
0006: 141@ = 1 // integer values 
0006: 142@ = 2 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 3 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6875
0006: 141@ = 1 // integer values 
0006: 142@ = 2 // integer values 
0006: 143@ = 3 // integer values 
0006: 144@ = 0 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6910
0006: 141@ = 1 // integer values 
0006: 142@ = 3 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 2 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6945
0006: 141@ = 1 // integer values 
0006: 142@ = 3 // integer values 
0006: 143@ = 2 // integer values 
0006: 144@ = 0 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_6980
0006: 141@ = 2 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 1 // integer values 
0006: 144@ = 3 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7015
0006: 141@ = 2 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 3 // integer values 
0006: 144@ = 1 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7050
0006: 141@ = 2 // integer values 
0006: 142@ = 1 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 3 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7085
0006: 141@ = 2 // integer values 
0006: 142@ = 1 // integer values 
0006: 143@ = 3 // integer values 
0006: 144@ = 0 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7120
0006: 141@ = 2 // integer values 
0006: 142@ = 3 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 1 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7155
0006: 141@ = 2 // integer values 
0006: 142@ = 3 // integer values 
0006: 143@ = 1 // integer values 
0006: 144@ = 0 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7190
0006: 141@ = 3 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 1 // integer values 
0006: 144@ = 2 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7225
0006: 141@ = 3 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 2 // integer values 
0006: 144@ = 1 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7260
0006: 141@ = 3 // integer values 
0006: 142@ = 1 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 2 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7295
0006: 141@ = 3 // integer values 
0006: 142@ = 1 // integer values 
0006: 143@ = 2 // integer values 
0006: 144@ = 0 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7330
0006: 141@ = 3 // integer values 
0006: 142@ = 2 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 1 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7365
0006: 141@ = 3 // integer values 
0006: 142@ = 2 // integer values 
0006: 143@ = 1 // integer values 
0006: 144@ = 0 // integer values 
0002: jump @CASINO9_7400 

:CASINO9_7400
0050: gosub @CASINO9_7428 
0002: jump @CASINO9_7421 

:CASINO9_7414
0002: jump @CASINO9_10542 

:CASINO9_7421
0002: jump @CASINO9_5947 

:CASINO9_7428
0006: 41@ = 0 // integer values 

:CASINO9_7435
00D6: if 
001B:   4 > 41@ // integer values 
004D: jump_if_false @CASINO9_9111 
0085: 145@ = 141@(41@,4i) // integer values and handles 
00D6: if 
8118:   not actor 108@(145@,4i) dead 
004D: jump_if_false @CASINO9_9023 
0871: init_jump_table 112@(145@,4i) total_jumps 6 0 @CASINO9_9016 jumps -1 @CASINO9_7552 0 @CASINO9_7629 1 @CASINO9_8007 2 @CASINO9_8597 3 @CASINO9_8893 4 @CASINO9_8964 -1 @CASINO9_9016 

:CASINO9_7552
062E: (unknown) 108@(145@,4i) 1591 46@ 
00D6: if 
04A4:   46@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO9_7629 
04D7: lock_actor 108@(145@,4i) in_current_position 1 
04EB: AS_actor 108@(145@,4i) crouch 1 
02E2: set_actor 108@(145@,4i) weapon_accuracy_to 65 
0006: 112@(145@,4i) = 0 // integer values 

:CASINO9_7629
00D6: if 
0039:   137@ == -1 // integer values 
004D: jump_if_false @CASINO9_8000 
062E: (unknown) 108@(145@,4i) 1259 46@ 
00D6: if 
04A4:   46@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO9_7805 
0085: 42@ = 132@(145@,4i) // integer values and handles 
00D6: if 
803B:   not  139@ == 42@ // integer values 
004D: jump_if_false @CASINO9_7726 
0085: 137@ = 145@ // integer values and handles 
0002: jump @CASINO9_7805 

:CASINO9_7726
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @CASINO9_7759 
0085: 137@ = 145@ // integer values and handles 
0002: jump @CASINO9_7805 

:CASINO9_7759
00D6: if 
0039:   138@ == 2 // integer values 
004D: jump_if_false @CASINO9_7805 
00D6: if 
8118:   not actor 108@(42@,4i) dead 
004D: jump_if_false @CASINO9_7805 
0085: 137@ = 145@ // integer values and handles 

:CASINO9_7805
00D6: if 
003B:   137@ == 145@ // integer values 
004D: jump_if_false @CASINO9_8000 
0006: 112@(145@,4i) = 4 // integer values 
0006: 116@(145@,4i) = 0 // integer values 
0006: 120@(145@,4i) = 0 // integer values 
0226: 140@ = actor 108@(145@,4i) health 
0085: 124@(145@,4i) = 140@ // integer values and handles 
0012: 124@(145@,4i) *= 15 // integer values 
00D6: if 
001B:   2000 > 124@(145@,4i) // integer values 
004D: jump_if_false @CASINO9_7934 
0006: 124@(145@,4i) = 2000 // integer values 
0002: jump @CASINO9_7969 

:CASINO9_7934
00D6: if 
0019:   124@(145@,4i) > 5000 // integer values 
004D: jump_if_false @CASINO9_7969 
0006: 124@(145@,4i) = 5000 // integer values 

:CASINO9_7969
0687: clear_actor_task 108@(145@,4i) 
04EB: AS_actor 108@(145@,4i) crouch 0 
0856: (unknown) 108@(145@,4i) 0 

:CASINO9_8000
0002: jump @CASINO9_9016 

:CASINO9_8007
00D6: if 
003B:   137@ == 145@ // integer values 
004D: jump_if_false @CASINO9_8590 
00D6: if 
8039:   not  138@ == 1 // integer values 
004D: jump_if_false @CASINO9_8249 
00D6: if 
002D:   120@(145@,4i) >= 124@(145@,4i) // integer values 
004D: jump_if_false @CASINO9_8119 
0006: 112@(145@,4i) = 2 // integer values 
0006: 120@(145@,4i) = 0 // integer values 
0006: 124@(145@,4i) = 500 // integer values 
0002: jump @CASINO9_9016 
0002: jump @CASINO9_8249 

:CASINO9_8119
0172: $TEMPVAR_ANGLE = actor $PLAYER_ACTOR z_angle 
00D6: if and
0036:   $TEMPVAR_ANGLE >= 146@(145@,4f) // floating-point values 
0037:   150@(145@,4f) >= $TEMPVAR_ANGLE // floating-point values 
004D: jump_if_false @CASINO9_8249 
068E: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0036:   $TEMPVAR_FLOAT_3 >= 154@(145@,4f) // floating-point values 
0037:   158@(145@,4f) >= $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @CASINO9_8249 
0006: 112@(145@,4i) = 2 // integer values 
0006: 120@(145@,4i) = 0 // integer values 
0006: 124@(145@,4i) = 700 // integer values 
0002: jump @CASINO9_9016 

:CASINO9_8249
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @CASINO9_8425 
00D6: if 
8039:   not  116@(145@,4i) == 1 // integer values 
004D: jump_if_false @CASINO9_8321 
0006: 116@(145@,4i) = 1 // integer values 
0687: clear_actor_task 108@(145@,4i) 
05E2: AS_actor 108@(145@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_8321
00D6: if and
0039:   183@ == 1 // integer values 
0039:   200@(145@,4i) == 0 // integer values 
004D: jump_if_false @CASINO9_8418 
008A: $1276 = 192@(145@,4i) // integer values and handles 
05A9: s$1281 = 216@(145@,4s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 108@(145@,4i) 
0006: 183@ = 0 // integer values 
0006: 33@ = 0 // integer values 
000A: 200@(145@,4i) += 1 // integer values 

:CASINO9_8418
0002: jump @CASINO9_8590 

:CASINO9_8425
00D6: if and
0039:   183@ == 2 // integer values 
0039:   204@(145@,4i) == 0 // integer values 
004D: jump_if_false @CASINO9_8522 
008A: $1276 = 196@(145@,4i) // integer values and handles 
05A9: s$1281 = 224@(145@,4s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 108@(145@,4i) 
0006: 183@ = 0 // integer values 
0006: 33@ = 0 // integer values 
000A: 204@(145@,4i) += 1 // integer values 

:CASINO9_8522
00D6: if 
8039:   not  116@(145@,4i) == 2 // integer values 
004D: jump_if_false @CASINO9_8590 
0006: 116@(145@,4i) = 2 // integer values 
0687: clear_actor_task 108@(145@,4i) 
0668: AS_actor 108@(145@,4i) rotate_to_point 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_8590
0002: jump @CASINO9_9016 

:CASINO9_8597
00D6: if 
002D:   120@(145@,4i) >= 124@(145@,4i) // integer values 
004D: jump_if_false @CASINO9_8739 
0006: 112@(145@,4i) = 0 // integer values 
0687: clear_actor_task 108@(145@,4i) 
0856: (unknown) 108@(145@,4i) 1 
062E: (unknown) 108@(145@,4i) 1259 46@ 
00D6: if 
04A4:   46@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO9_8706 
04EB: AS_actor 108@(145@,4i) crouch 1 
0002: jump @CASINO9_8717 

:CASINO9_8706
0006: 112@(145@,4i) = 3 // integer values 

:CASINO9_8717
0085: 139@ = 145@ // integer values and handles 
0006: 137@ = -1 // integer values 
0002: jump @CASINO9_8886 

:CASINO9_8739
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @CASINO9_8818 
00D6: if 
8039:   not  116@(145@,4i) == 1 // integer values 
004D: jump_if_false @CASINO9_8811 
0006: 116@(145@,4i) = 1 // integer values 
0687: clear_actor_task 108@(145@,4i) 
05E2: AS_actor 108@(145@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_8811
0002: jump @CASINO9_8886 

:CASINO9_8818
00D6: if 
8039:   not  116@(145@,4i) == 2 // integer values 
004D: jump_if_false @CASINO9_8886 
0006: 116@(145@,4i) = 2 // integer values 
0687: clear_actor_task 108@(145@,4i) 
0668: AS_actor 108@(145@,4i) rotate_to_point 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_8886
0002: jump @CASINO9_9016 

:CASINO9_8893
062E: (unknown) 108@(145@,4i) 1259 46@ 
00D6: if 
04A4:   46@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CASINO9_8957 
0687: clear_actor_task 108@(145@,4i) 
04EB: AS_actor 108@(145@,4i) crouch 1 
0006: 112@(145@,4i) = 0 // integer values 

:CASINO9_8957
0002: jump @CASINO9_9016 

:CASINO9_8964
00D6: if 
0029:   120@(145@,4i) >= 200 // integer values 
004D: jump_if_false @CASINO9_9009 
0006: 120@(145@,4i) = 0 // integer values 
0006: 112@(145@,4i) = 1 // integer values 

:CASINO9_9009
0002: jump @CASINO9_9016 

:CASINO9_9016
0002: jump @CASINO9_9097 

:CASINO9_9023
00D6: if 
8039:   not  112@(145@,4i) == -2 // integer values 
004D: jump_if_false @CASINO9_9097 
0006: 112@(145@,4i) = -2 // integer values 
000E: 138@ -= 1 // integer values 
00D6: if 
003B:   137@ == 145@ // integer values 
004D: jump_if_false @CASINO9_9097 
0085: 139@ = 145@ // integer values and handles 
0006: 137@ = -1 // integer values 

:CASINO9_9097
000A: 41@ += 1 // integer values 
0002: jump @CASINO9_7435 

:CASINO9_9111
0051: return 

:CASINO9_9113
01BB: store_object 164@ position_to 165@ 166@ 167@ 
00D6: if or
0021:   165@ > 2.6 // floating-point values 
0023:   0.2 > 165@ // floating-point values 
004D: jump_if_false @CASINO9_9248 
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @CASINO9_9197 
0006: 162@ = 1 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @CASINO9_9241 

:CASINO9_9197
00D6: if 
0019:   33@ > 9000 // integer values 
004D: jump_if_false @CASINO9_9241 
00D6: if 
0039:   181@ == 2 // integer values 
004D: jump_if_false @CASINO9_9241 
0006: 183@ = 2 // integer values 

:CASINO9_9241
0002: jump @CASINO9_9331 

:CASINO9_9248
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @CASINO9_9287 
0006: 162@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @CASINO9_9331 

:CASINO9_9287
00D6: if 
0019:   33@ > 9000 // integer values 
004D: jump_if_false @CASINO9_9331 
00D6: if 
0039:   181@ == 2 // integer values 
004D: jump_if_false @CASINO9_9331 
0006: 183@ = 1 // integer values 

:CASINO9_9331
00D6: if or
00E1:   key_pressed 0 2 
00E1:   key_pressed 0 3 
004D: jump_if_false @CASINO9_9368 
0006: 180@ = 1 // integer values 
0002: jump @CASINO9_9375 

:CASINO9_9368
0006: 180@ = 0 // integer values 

:CASINO9_9375
00D6: if 
0A4B: (unknown) 
004D: jump_if_false @CASINO9_9800 
00D6: if and
80E1:   not key_pressed 0 5 
80E1:   not key_pressed 0 7 
004D: jump_if_false @CASINO9_9494 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 flag 0 
00D6: if and
8043:   not  165@ == 1.7 // floating-point values 
0039:   180@ == 0 // integer values 
004D: jump_if_false @CASINO9_9487 
0858: (unknown) $PLAYER_CHAR 90.0 9.0 

:CASINO9_9487
0002: jump @CASINO9_9793 

:CASINO9_9494
00D6: if and
00E1:   key_pressed 0 5 
00E1:   key_pressed 0 7 
004D: jump_if_false @CASINO9_9600 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 flag 0 
00D6: if and
8043:   not  165@ == 1.7 // floating-point values 
0039:   180@ == 0 // integer values 
004D: jump_if_false @CASINO9_9593 
0858: (unknown) $PLAYER_CHAR 90.0 9.0 

:CASINO9_9593
0002: jump @CASINO9_9793 

:CASINO9_9600
00D6: if 
00E1:   key_pressed 0 5 
004D: jump_if_false @CASINO9_9700 
034E: move_object 164@ to 2.9 166@ 167@ speed 0.09 0.0 0.0 flag 0 
00D6: if and
0023:   2.9 > 165@ // floating-point values 
0039:   180@ == 0 // integer values 
004D: jump_if_false @CASINO9_9693 
0858: (unknown) $PLAYER_CHAR 30.0 9.0 

:CASINO9_9693
0002: jump @CASINO9_9793 

:CASINO9_9700
00D6: if 
00E1:   key_pressed 0 7 
004D: jump_if_false @CASINO9_9793 
034E: move_object 164@ to 0.5 166@ 167@ speed 0.09 0.0 0.0 flag 0 
00D6: if and
0021:   165@ > 0.5 // floating-point values 
0039:   180@ == 0 // integer values 
004D: jump_if_false @CASINO9_9793 
0858: (unknown) $PLAYER_CHAR 150.0 9.0 

:CASINO9_9793
0002: jump @CASINO9_10093 

:CASINO9_9800
00D6: if 
80E1:   not key_pressed 0 0 
004D: jump_if_false @CASINO9_9900 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 flag 0 
00D6: if and
8043:   not  165@ == 1.7 // floating-point values 
0039:   180@ == 0 // integer values 
004D: jump_if_false @CASINO9_9893 
0858: (unknown) $PLAYER_CHAR 90.0 9.0 

:CASINO9_9893
0002: jump @CASINO9_10093 

:CASINO9_9900
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if 
001A:   0 > $11281 // integer values 
004D: jump_if_false @CASINO9_10017 
034E: move_object 164@ to 2.9 166@ 167@ speed 0.09 0.0 0.0 flag 0 
00D6: if and
0023:   2.9 > 165@ // floating-point values 
0039:   180@ == 0 // integer values 
004D: jump_if_false @CASINO9_10010 
0858: (unknown) $PLAYER_CHAR 30.0 9.0 

:CASINO9_10010
0002: jump @CASINO9_10093 

:CASINO9_10017
034E: move_object 164@ to 0.5 166@ 167@ speed 0.09 0.0 0.0 flag 0 
00D6: if and
0021:   165@ > 0.5 // floating-point values 
0039:   180@ == 0 // integer values 
004D: jump_if_false @CASINO9_10093 
0858: (unknown) $PLAYER_CHAR 150.0 9.0 

:CASINO9_10093
0051: return 

:CASINO9_10095
0871: init_jump_table 179@ total_jumps 3 0 @CASINO9_10325 jumps 0 @CASINO9_10158 1 @CASINO9_10200 2 @CASINO9_10283 -1 @CASINO9_10325 -1 @CASINO9_10325 -1 @CASINO9_10325 -1 @CASINO9_10325 

:CASINO9_10158
00D6: if 
0029:   178@ >= 6000 // integer values 
004D: jump_if_false @CASINO9_10193 
03E6: remove_text_box 
000A: 179@ += 1 // integer values 
0006: 178@ = 0 // integer values 

:CASINO9_10193
0002: jump @CASINO9_10325 

:CASINO9_10200
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @CASINO9_10269 
00D6: if 
0019:   178@ > 20000 // integer values 
004D: jump_if_false @CASINO9_10262 
0512: permanent_text_box 'CAS9_H2'  // Nyomd le a~k~~PED_CYCLE_WEAPON_LEFT~ s ~k~~PED_CYCLE_WEAPON_RIGHT~ gombot a fedezkhez.
000A: 179@ += 1 // integer values 
0006: 178@ = 0 // integer values 

:CASINO9_10262
0002: jump @CASINO9_10276 

:CASINO9_10269
0006: 178@ = 0 // integer values 

:CASINO9_10276
0002: jump @CASINO9_10325 

:CASINO9_10283
00D6: if 
0019:   178@ > 6000 // integer values 
004D: jump_if_false @CASINO9_10318 
03E6: remove_text_box 
000E: 179@ -= 1 // integer values 
0006: 178@ = 0 // integer values 

:CASINO9_10318
0002: jump @CASINO9_10325 

:CASINO9_10325
0051: return 

:CASINO9_10327
0871: init_jump_table 181@ total_jumps 2 0 @CASINO9_10540 jumps 0 @CASINO9_10390 1 @CASINO9_10493 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 

:CASINO9_10390
00D6: if 
001B:   4 > 182@ // integer values 
004D: jump_if_false @CASINO9_10472 
008A: $1276 = 184@(182@,4i) // integer values and handles 
05A9: s$1281 = 208@(182@,4s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 188@(182@,4i) 
000A: 182@ += 1 // integer values 
000A: 181@ += 1 // integer values 
0002: jump @CASINO9_10493 

:CASINO9_10472
0006: 33@ = 0 // integer values 
0006: 181@ = 2 // integer values 
0002: jump @CASINO9_10540 

:CASINO9_10493
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @CASINO9_10533 
000E: 181@ -= 1 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:CASINO9_10533
0002: jump @CASINO9_10540 

:CASINO9_10540
0051: return 

:CASINO9_10542
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO9_10567 
0004: $1285[0] = -2 // integer values 

:CASINO9_10567
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @CASINO9_10592 
0004: $1285[1] = -2 // integer values 

:CASINO9_10592
00BE: text_clear_all 
03E6: remove_text_box 
0247: request_model #WMYPLT 

:CASINO9_10600
00D6: if 
8248:   not model #WMYPLT available 
004D: jump_if_false @CASINO9_10626 
0001: wait 0 ms 
0002: jump @CASINO9_10600 

:CASINO9_10626
0006: 32@ = 0 // integer values 

:CASINO9_10633
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @CASINO9_10663 
0001: wait 0 ms 
0002: jump @CASINO9_10633 

:CASINO9_10663
016A: fade 0 500 ms 

:CASINO9_10670
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_10694 
0001: wait 0 ms 
0002: jump @CASINO9_10670 

:CASINO9_10694
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
015F: set_camera_position 2.7271 24.965 1201.535 0.0 0.0 0.0 
0160: point_camera 2.422 25.7162 1200.95 2 
00A1: put_actor $PLAYER_ACTOR at 1.8227 31.0635 1198.609 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
01BC: put_object 164@ at 1.7 26.8 1198.75 
0615: define_action_sequences 44@ 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 chew_gum 1000 ms 
05D3: AS_actor -1 go_to_point 1.7221 26.7679 1198.602 speed 4 -1 ms 
0616: define_action_sequences_end 44@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 44@ 
061B: remove_references_to_action_sequences 44@ 
016A: fade 1 500 ms 
0006: 32@ = 0 // integer values 

:CASINO9_10891
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @CASINO9_10921 
0001: wait 0 ms 
0002: jump @CASINO9_10891 

:CASINO9_10921
009A: 40@ = create_actor 24 #WMYPLT at 1.881 34.9202 1198.602 
0173: set_actor 40@ z_angle_to 180.0 
01B2: give_actor 40@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 40@ armed_weapon_to 22 
087E: set_actor 40@ weapon_droppable 0 
07DD: (unknown) 40@ 70 
02E2: set_actor 40@ weapon_accuracy_to 65 
060B: unknown_actor_use_entity 40@ 49@ 
0568: set_actor 40@ targetable 1 
0638: AS_actor 40@ stay_put 1 
0603: unknown_action_sequence 40@ 1.7462 32.3896 1198.602 4 -1 
0006: 32@ = 0 // integer values 

:CASINO9_11046
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @CASINO9_11076 
0001: wait 0 ms 
0002: jump @CASINO9_11046 

:CASINO9_11076
016A: fade 0 500 ms 

:CASINO9_11083
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_11107 
0001: wait 0 ms 
0002: jump @CASINO9_11083 

:CASINO9_11107
015A: restore_camera 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
0792: (unknown) $PLAYER_ACTOR 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object 164@ offset 0.0 0.0 0.5 0 85.0 22 
0858: (unknown) $PLAYER_CHAR 270.0 270.0 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
016A: fade 1 0 ms 
0006: 232@ = 0 // integer values 
04AE: unknown $1276 radar_icon_or_model 8412 
05A9: s$1281 = 'CAS9_DA' // 8-byte strings  // ~z~n nem megyek innen le repl nlkl!
004F: create_thread @A_ALAP 2 100 40@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASINO9_11260 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 

:CASINO9_11260
0001: wait 0 ms 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASINO9_11287 
0002: jump @CASINO9_11294 

:CASINO9_11287
0002: jump @CASINO9_11260 

:CASINO9_11294
0247: request_model #SHAMAL 

:CASINO9_11299
00D6: if 
8248:   not model #SHAMAL available 
004D: jump_if_false @CASINO9_11326 
0001: wait 0 ms 
0002: jump @CASINO9_11299 

:CASINO9_11326
0006: 32@ = 0 // integer values 

:CASINO9_11333
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @CASINO9_11363 
0001: wait 0 ms 
0002: jump @CASINO9_11333 

:CASINO9_11363
016A: fade 0 500 ms 

:CASINO9_11370
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_11394 
0001: wait 0 ms 
0002: jump @CASINO9_11370 

:CASINO9_11394
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0581: toggle_radar 1 
015F: set_camera_position 3.0968 36.596 1200.369 0.0 0.0 0.0 
0160: point_camera 2.4708 35.9141 1199.991 2 
00A1: put_actor $PLAYER_ACTOR at 1.7462 32.3896 1198.602 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0615: define_action_sequences 44@ 
05BA: AS_actor -1 chew_gum 550 ms 
0603: unknown_action_sequence -1 1.7037 34.9246 1198.602 4 -1 
0616: define_action_sequences_end 44@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 44@ 
061B: remove_references_to_action_sequences 44@ 
016A: fade 1 500 ms 
0006: 32@ = 0 // integer values 

:CASINO9_11569
00D6: if 
001B:   2500 > 32@ // integer values 
004D: jump_if_false @CASINO9_11599 
0001: wait 0 ms 
0002: jump @CASINO9_11569 

:CASINO9_11599
016A: fade 0 500 ms 

:CASINO9_11606
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_11630 
0001: wait 0 ms 
0002: jump @CASINO9_11606 

:CASINO9_11630
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #WMYPLT 
0249: release_model #JET_INTERIOR 
0108: destroy_object 164@ 
0108: destroy_object 168@ 
0108: destroy_object 169@ 
0108: destroy_object 170@ 
0249: release_model #JET_BAGGAGE_DOOR 
0249: release_model #CARDBOARDBOX2 
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_camera 1405.0 6000.0 210.0 
04E4: unknown_refresh_game_renderer_at 1405.0 6000.0 
00A5: 38@ = create_car #SHAMAL at 1405.0 6000.0 210.0 
0175: set_car 38@ z_angle_to 210.0 
0840: link_car 38@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 38@ 
04BA: set_car 38@ speed_instantly 45.0 
08E6: plane 38@ change_landing_gear 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
09BA: (unknown) 1 
016A: fade 1 100 ms 
018A: 43@ = create_checkpoint_at 1476.219 1463.623 9.8203 
0006: 233@ = 1 // integer values 
0006: 234@ = 1 // integer values 
01F0: set_max_wanted_level_to 6 
00BC: text_highpriority 'CAS9_41' 8000 ms 1  // ~s~Vidd vissza a gpet a~y~reptrre~s~.

:CASINO9_11894
0001: wait 0 ms 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_12170 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @CASINO9_12008 
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @CASINO9_12001 
00BE: text_clear_all 
00BC: text_highpriority 'CAS9_41' 8000 ms 1  // ~s~Vidd vissza a gpet a~y~reptrre~s~.
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 1476.219 1463.623 9.8203 
0006: 233@ = 1 // integer values 

:CASINO9_12001
0002: jump @CASINO9_12071 

:CASINO9_12008
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @CASINO9_12071 
00BE: text_clear_all 
00BC: text_highpriority 'IN_VEH' 8000 ms 1  // ~s~H! Szllj vissza a ~b~kocsiba~s~!
0164: disable_marker 43@ 
0186: 43@ = create_marker_above_car 38@ 
07E0: set_marker 43@ type_to 1 
0006: 233@ = 0 // integer values 

:CASINO9_12071
00D6: if and
01AC:   car 38@ stopped 0 1636.319 1144.478 7.0 1261.411 1780.672 14.0 
00A4:   actor $PLAYER_ACTOR 0 1636.319 1144.478 7.0 1261.411 1780.672 14.0 
004D: jump_if_false @CASINO9_12163 
0002: jump @CASINO9_12440 

:CASINO9_12163
0002: jump @CASINO9_12198 

:CASINO9_12170
0006: 50@ = 1 // integer values 
05AA: 51@s = 'CAS9_F1' // 8-byte strings 
0002: jump @CASINO9_12205 

:CASINO9_12198
0002: jump @CASINO9_11894 

:CASINO9_12205
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @CASINO9_12261 
00BC: text_highpriority 51@s 6000 ms 1 

:CASINO9_12261
0006: 236@ = 0 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO9_12322 
03C0: 235@ = actor $PLAYER_ACTOR car 
00D6: if 
02BF:   car 235@ sunk 
004D: jump_if_false @CASINO9_12315 
0006: 236@ = 1 // integer values 

:CASINO9_12315
0002: jump @CASINO9_12398 

:CASINO9_12322
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @CASINO9_12398 
00D6: if 
04AD:   actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @CASINO9_12368 
0006: 236@ = 1 // integer values 
0002: jump @CASINO9_12398 

:CASINO9_12368
00D6: if and
0818: (unknown) $PLAYER_ACTOR 
002A:   0 >= $1513 // integer values 
004D: jump_if_false @CASINO9_12398 
0006: 236@ = 1 // integer values 

:CASINO9_12398
00D6: if 
0039:   236@ == 1 // integer values 
004D: jump_if_false @CASINO9_12438 
09AF: (unknown) 2097.009 1728.284 9.8203 169.1748 

:CASINO9_12438
0051: return 

:CASINO9_12440
0008: $11277 += 1 // integer values 
0318: set_latest_mission_passed 'CASINO9'  // Szabadess
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 15000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 15000 
0998: add_respect 30 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:CASINO9_12504
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @CASINO9_12529 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02EB: restore_camera_with_jumpcut 

:CASINO9_12529
09BA: (unknown) 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO9_12560 
07B4: (unknown) $PLAYER_CHAR 1 
08F4: (unknown) 99 

:CASINO9_12560
004F: create_thread @A_TERM 
04EF: release_animation "MISC" 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #WMYPLT 
0249: release_model #FCR900 
0249: release_model #DODO 
0249: release_model #SHAMAL 
0249: release_model #COLT45 
0249: release_model #SMLPLANE_DOOR 
0249: release_model #JET_DOOR 
0249: release_model #JET_BAGGAGE_DOOR 
0249: release_model #CARDBOARDBOX2 
0249: release_model #JET_INTERIOR 
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
01C3: remove_references_to_car 38@ // Like turning a car into any random car 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 164@ // This object will now disappear when the player looks away 
01F0: set_max_wanted_level_to 6 
0923: (unknown) 1 
0164: disable_marker 35@ 
0164: disable_marker 43@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 92---------------
// Originally: Saint Mark's Bistro

:CASIN10
03A4: name_thread 'CASIN10' 
0050: gosub @CASIN10_294 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CASIN10_38 
0050: gosub @CASIN10_15190 

:CASIN10_38
0050: gosub @CASIN10_15417 
004E: end_thread 

:CASIN10_47
0871: init_jump_table 134@ total_jumps 2 0 @CASIN10_292 jumps 0 @CASIN10_110 1 @CASIN10_212 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 

:CASIN10_110
05A9: s$7762 = 'CAS11BA' // 8-byte strings  // ~z~Itt a CJ101-es magngp, kzelednk Liberty-hez, vge.
05A9: s$7764 = 'CAS11BB' // 8-byte strings  // ~z~CJ101, ltjuk a radaron.
05A9: s$7766 = 'CAS11BC' // 8-byte strings  // ~z~Tartsa a jelenlegi irnyt s vrja a leszllssal kapcsolatos instrukcikat...
05A9: s$7768 = 'CAS11CA' // 8-byte strings  // ~z~dvzljk Liberty City-ben, CJ101...
04AF: 135@ = unknown_wav_reference 7204 
04AF: 136@ = unknown_wav_reference 7205 
04AF: 137@ = unknown_wav_reference 7206 
04AF: 138@ = unknown_wav_reference 7207 
0004: $1422 = 3 // integer values 
0002: jump @CASIN10_292 

:CASIN10_212
05A9: s$7762 = 'CAS11GA' // 8-byte strings  // ~z~Itt a CJ101-es jrat Liberty City-bl,,
05A9: s$7764 = 'CAS11GB' // 8-byte strings  // ~z~leszllsi engedlyt krek a Las Venturasi nemzetkzi repltrre, vge.
05A9: s$7766 = 'CAS11GC' // 8-byte strings  // ~z~CJ101 jrat, leszlls engedlyezve a 3-as kifutplyra.
04AF: 135@ = unknown_wav_reference 7218 
04AF: 136@ = unknown_wav_reference 7219 
04AF: 137@ = unknown_wav_reference 7220 
0004: $1422 = 2 // integer values 
0002: jump @CASIN10_292 

:CASIN10_292
0051: return 

:CASIN10_294
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 36@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 1000 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 70@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0007: 99@ = 0.0 // floating-point values 
0006: 83@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 159@ = 0 // integer values 
054C: use_GXT_table 'CASIN10' 
0001: wait 0 ms 
0395: clear_area 1 at 2163.589 1682.247 9.86 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0004: $1249 = 1 // integer values 
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'CAS_11A' 

:CASIN10_783
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASIN10_807 
0001: wait 0 ms 
0002: jump @CASIN10_783 

:CASIN10_807
02E7: start_cutscene 
016A: fade 1 1000 ms 

:CASIN10_816
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASIN10_840 
0001: wait 0 ms 
0002: jump @CASIN10_816 

:CASIN10_840
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:CASIN10_853
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_877 
0001: wait 0 ms 
0002: jump @CASIN10_853 

:CASIN10_877
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0004: $1249 = 0 // integer values 
03C7: unknown_maybe_cops_density 0.5 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
08AD: (unknown) $PLAYER_ACTOR 2233.5 1712.8 10.0 
0001: wait 1000 ms 
0247: request_model #SHAMAL 
0247: request_model #SENTINEL 
023C: request_special_actor 'MACCER' as 1 
023C: request_special_actor 'PAUL' as 2 
023C: request_special_actor 'ROSE' as 3 
03CF: load_wav 7200 as 1 
03CF: load_wav 7201 as 2 
0002: jump @CASIN10_1146 
0615: define_action_sequences 96@ 
0638: AS_actor -1 stay_put 0 
0616: define_action_sequences_end 96@ 
0615: define_action_sequences 97@ 
0638: AS_actor -1 stay_put 0 
0616: define_action_sequences_end 97@ 
0615: define_action_sequences 98@ 
0638: AS_actor -1 stay_put 0 
0616: define_action_sequences_end 98@ 
0615: define_action_sequences 38@ 
0638: AS_actor -1 stay_put 0 
0616: define_action_sequences_end 38@ 
0615: define_action_sequences 39@ 
0638: AS_actor -1 stay_put 0 
0616: define_action_sequences_end 39@ 
00A5: 123@ = create_car #SENTINEL at 0.0 0.0 0.0 
00A6: destroy_car 123@ 
018A: 113@ = create_checkpoint_at 0.0 0.0 0.0 
0164: disable_marker 113@ 

:CASIN10_1146
060A: unknown_create_entity 2 105@ 
060A: unknown_create_entity 2 106@ 
0709: unknown_set_entity_item 106@ 49 311 0.0 100.0 100.0 100.0 0 1 
060A: unknown_create_entity 0 110@ 
038B: load_requested_models 

:CASIN10_1203
00D6: if or
8248:   not model #SHAMAL available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #SENTINEL available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_1251 
0001: wait 0 ms 
0002: jump @CASIN10_1203 

:CASIN10_1251
00D6: if 
823D:   not special_actor 3 loaded 
004D: jump_if_false @CASIN10_1277 
0001: wait 0 ms 
0002: jump @CASIN10_1251 

:CASIN10_1277
0395: clear_area 1 at 2163.589 1682.247 9.86 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 
0A09: (unknown) $PLAYER_ACTOR 1 
03CB: set_camera 2163.589 1682.247 9.86 
01E8: create_forbidden_for_cars_cube 2095.35 1734.179 8.0 2337.495 1524.991 15.0 
022B: create_forbidden_for_peds_cube 2095.35 1734.179 8.0 2337.495 1524.991 15.0 
009A: 107@ = create_actor 24 #SPECIAL01 at 2162.213 1682.752 9.86 
060B: unknown_actor_use_entity 107@ 110@ 
0173: set_actor 107@ z_angle_to 280.0 
02A9: set_actor 107@ immune_to_nonplayer 1 
0639: AS_actor 107@ rotate_to_actor $PLAYER_ACTOR 
02AB: set_actor 107@ immunities 1 1 1 1 1 
0A09: (unknown) 107@ 1 
0395: clear_area 1 at 2160.582 1682.103 9.735 range 4.0 
00A5: 111@ = create_car #SENTINEL at 2160.582 1682.103 9.735 
0175: set_car 111@ z_angle_to 0.0 
02AA: set_car 111@ immune_to_nonplayer 1 
02AC: set_car 111@ immunities 1 1 1 1 1 
01C8: 109@ = create_actor 24 #SPECIAL03 in_car 111@ passenger_seat 1 
060B: unknown_actor_use_entity 109@ 110@ 
02A9: set_actor 109@ immune_to_nonplayer 1 
02AB: set_actor 109@ immunities 1 1 1 1 1 
0A09: (unknown) 109@ 1 
0129: 108@ = create_actor 24 #SPECIAL02 in_car 111@ driverseat 
060B: unknown_actor_use_entity 108@ 110@ 
02A9: set_actor 108@ immune_to_nonplayer 1 
02AB: set_actor 108@ immunities 1 1 1 1 1 
0A09: (unknown) 108@ 1 
00A9: set_car 111@ to_normal_driver 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2165.228 1680.256 9.9643 position_to 2164.975 1684.109 11.4927 14500 ms unknown 1 
0920: point_camera 2162.274 1682.247 11.86 transverse_to 2160.582 1682.103 11.0 14500 ms unknown 1 
0169: set_fade_color 0 0 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
016A: fade 1 2000 ms 
0395: clear_area 1 at 2162.274 1682.247 9.86 range 120.0 

:CASIN10_1814
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_1838 
0001: wait 0 ms 
0002: jump @CASIN10_1814 

:CASIN10_1838
0707: start_scene_skip_to @CASIN10_3929 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_1934 
03D1: play_wav 1 
00BC: text_highpriority 'CAS11AA' 10000 ms 1  // ~z~Rendben, fik, jobban tenntek, ha elhzntok Las Venturasbl, azonnal!
0967: actor $PLAYER_ACTOR move_mouth 999999 
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
0002: jump @CASIN10_1953 

:CASIN10_1934
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // ~z~Rendben, fik, jobban tenntek, ha elhzntok Las Venturasbl, azonnal!

:CASIN10_1953
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASIN10_2182 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2018 
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 
0002: jump @CASIN10_2023 

:CASIN10_2018
0687: clear_actor_task 107@ 

:CASIN10_2023
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2062 
00BC: text_highpriority 'CM10_12' 8000 ms 1  // ~r~Paul meghalt!
0002: jump @CASIN10_15190 

:CASIN10_2062
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2101 
00BC: text_highpriority 'CM10_13' 8000 ms 1  // ~r~Rosenberg meghalt!
0002: jump @CASIN10_15190 

:CASIN10_2101
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2140 
00BC: text_highpriority 'CM10_14' 8000 ms 1  // ~r~Az aut felrobbant!
0002: jump @CASIN10_15190 

:CASIN10_2140
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_2175 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // ~z~Rendben, fik, jobban tenntek, ha elhzntok Las Venturasbl, azonnal!

:CASIN10_2175
0002: jump @CASIN10_1953 

:CASIN10_2182
040D: unload_wav 1 
03D5: remove_text 'CAS11AA'  // ~z~Rendben, fik, jobban tenntek, ha elhzntok Las Venturasbl, azonnal!
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7202 as 1 
03D1: play_wav 2 
00BC: text_highpriority 'CAS11AB' 10000 ms 1  // ~z~Majd jelentkezek.
0967: actor $PLAYER_ACTOR move_mouth 999999 

:CASIN10_2239
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASIN10_2472 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2308 
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 
0002: jump @CASIN10_2313 

:CASIN10_2308
0687: clear_actor_task 107@ 

:CASIN10_2313
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2352 
00BC: text_highpriority 'CM10_12' 8000 ms 1  // ~r~Paul meghalt!
0002: jump @CASIN10_15190 

:CASIN10_2352
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2391 
00BC: text_highpriority 'CM10_13' 8000 ms 1  // ~r~Rosenberg meghalt!
0002: jump @CASIN10_15190 

:CASIN10_2391
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2430 
00BC: text_highpriority 'CM10_14' 8000 ms 1  // ~r~Az aut felrobbant!
0002: jump @CASIN10_15190 

:CASIN10_2430
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_2465 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // ~z~Majd jelentkezek.

:CASIN10_2465
0002: jump @CASIN10_2239 

:CASIN10_2472
0687: clear_actor_task $PLAYER_ACTOR 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // ~z~Majd jelentkezek.
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7203 as 2 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_2593 
03D1: play_wav 1 
00BC: text_highpriority 'CAS11AC' 10000 ms 1  // ~z~Mi a plya az erstssel, ember? Megleszel nlklnk is?
0967: actor 107@ move_mouth 999999 
0812: AS_actor 107@ perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
0002: jump @CASIN10_2616 

:CASIN10_2593
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 

:CASIN10_2616
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_2821 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2697 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // ~z~Mi a plya az erstssel, ember? Megleszel nlklnk is?
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 

:CASIN10_2697
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2736 
00BC: text_highpriority 'CM10_12' 8000 ms 1  // ~r~Paul meghalt!
0002: jump @CASIN10_15190 

:CASIN10_2736
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2775 
00BC: text_highpriority 'CM10_13' 8000 ms 1  // ~r~Rosenberg meghalt!
0002: jump @CASIN10_15190 

:CASIN10_2775
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2814 
00BC: text_highpriority 'CM10_14' 8000 ms 1  // ~r~Az aut felrobbant!
0002: jump @CASIN10_15190 

:CASIN10_2814
0002: jump @CASIN10_2616 

:CASIN10_2821
040D: unload_wav 1 
03D5: remove_text 'CAS11AC'  // ~z~Mi a plya az erstssel, ember? Megleszel nlklnk is?
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_2869 
0968: actor 107@ stop_mouth 
0687: clear_actor_task 107@ 
0002: jump @CASIN10_2892 

:CASIN10_2869
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 

:CASIN10_2892
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @CASIN10_2955 
05BF: AS_actor 109@ look_at_actor $PLAYER_ACTOR -2 ms 
03D1: play_wav 2 
00BC: text_highpriority 'CAS11AD' 10000 ms 1  // ~z~Persze hogy meg lesz, te fogyatkos, gyernk!
0967: actor 109@ move_mouth 999999 
0002: jump @CASIN10_2997 

:CASIN10_2955
00BC: text_highpriority 'CM10_13' 8000 ms 1  // ~r~Rosenberg meghalt!
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // ~z~Persze hogy meg lesz, te fogyatkos, gyernk!
0002: jump @CASIN10_15190 

:CASIN10_2997
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CASIN10_3198 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_3055 
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 

:CASIN10_3055
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_3094 
00BC: text_highpriority 'CM10_12' 8000 ms 1  // ~r~Paul meghalt!
0002: jump @CASIN10_15190 

:CASIN10_3094
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_3152 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // ~z~Mi a plya az erstssel, ember? Megleszel nlklnk is?
00BC: text_highpriority 'CM10_13' 8000 ms 1  // ~r~Rosenberg meghalt!
0002: jump @CASIN10_15190 

:CASIN10_3152
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_3191 
00BC: text_highpriority 'CM10_14' 8000 ms 1  // ~r~Az aut felrobbant!
0002: jump @CASIN10_15190 

:CASIN10_3191
0002: jump @CASIN10_2997 

:CASIN10_3198
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // ~z~Persze hogy meg lesz, te fogyatkos, gyernk!
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @CASIN10_3246 
0968: actor 109@ stop_mouth 
0647: unknown_action_sequence 109@ 
0002: jump @CASIN10_3269 

:CASIN10_3246
00BC: text_highpriority 'CM10_13' 8000 ms 1  // ~r~Rosenberg meghalt!
0002: jump @CASIN10_15190 

:CASIN10_3269
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @CASIN10_3468 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_3321 
05CA: AS_actor 107@ enter_car 111@ passenger_seat 0 10000 ms 
0002: jump @CASIN10_3344 

:CASIN10_3321
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 

:CASIN10_3344
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_3383 
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 

:CASIN10_3383
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_3422 
00BC: text_highpriority 'CM10_13' 8000 ms 1  // ~r~Rosenberg meghalt!
0002: jump @CASIN10_15190 

:CASIN10_3422
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_3461 
00BC: text_highpriority 'CM10_12' 8000 ms 1  // ~r~Paul meghalt!
0002: jump @CASIN10_15190 

:CASIN10_3461
0002: jump @CASIN10_3491 

:CASIN10_3468
00BC: text_highpriority 'CM10_14' 8000 ms 1  // ~r~Az aut felrobbant!
0002: jump @CASIN10_15190 

:CASIN10_3491
00D6: if or
80DB:   not actor 107@ in_car 111@ 
80DB:   not actor 108@ in_car 111@ 
80DB:   not actor 109@ in_car 111@ 
004D: jump_if_false @CASIN10_3693 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_3569 
00BC: text_highpriority 'CM10_11' 8000 ms 1  // ~r~Maccer halott!
0002: jump @CASIN10_15190 

:CASIN10_3569
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_3608 
00BC: text_highpriority 'CM10_12' 8000 ms 1  // ~r~Paul meghalt!
0002: jump @CASIN10_15190 

:CASIN10_3608
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_3647 
00BC: text_highpriority 'CM10_13' 8000 ms 1  // ~r~Rosenberg meghalt!
0002: jump @CASIN10_15190 

:CASIN10_3647
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_3686 
00BC: text_highpriority 'CM10_14' 8000 ms 1  // ~r~Az aut felrobbant!
0002: jump @CASIN10_15190 

:CASIN10_3686
0002: jump @CASIN10_3491 

:CASIN10_3693
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @CASIN10_3753 
00A7: car 111@ drive_to 2148.048 1703.466 9.727 
00AE: unknown_set_car 111@ to_ignore_traffic_lights 2 
00AD: set_car 111@ max_speed_to 30.0 
0002: jump @CASIN10_3776 

:CASIN10_3753
00BC: text_highpriority 'CM10_14' 8000 ms 1  // ~r~Az aut felrobbant!
0002: jump @CASIN10_15190 

:CASIN10_3776
0001: wait 2000 ms 
009B: destroy_actor_instantly 107@ 
009B: destroy_actor_instantly 108@ 
009B: destroy_actor_instantly 109@ 
00A6: destroy_car 111@ 
0A09: (unknown) $PLAYER_ACTOR 0 
0249: release_model #SENTINEL 
02A3: toggle_widescreen 0 
08F6: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
091D: (unknown) 2095.35 1734.179 8.0 2337.495 1524.991 15.0 
091E: (unknown) 2095.35 1734.179 8.0 2337.495 1524.991 15.0 
0006: 114@ = 1 // integer values 

:CASIN10_3929
0701: end_scene_skip 
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @CASIN10_4237 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CASIN10_3974
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_3998 
0001: wait 0 ms 
0002: jump @CASIN10_3974 

:CASIN10_3998
08F6: (unknown) 
0395: clear_area 1 at 2163.589 1682.247 9.86 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 
009B: destroy_actor_instantly 107@ 
009B: destroy_actor_instantly 108@ 
009B: destroy_actor_instantly 109@ 
00A6: destroy_car 111@ 
0A09: (unknown) $PLAYER_ACTOR 0 
0249: release_model #SENTINEL 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
02A3: toggle_widescreen 0 
0925: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
0792: (unknown) $PLAYER_ACTOR 
091D: (unknown) 2095.35 1734.179 8.0 2337.495 1524.991 15.0 
091E: (unknown) 2095.35 1734.179 8.0 2337.495 1524.991 15.0 
016A: fade 1 1000 ms 

:CASIN10_4192
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_4216 
0001: wait 0 ms 
0002: jump @CASIN10_4192 

:CASIN10_4216
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 

:CASIN10_4237
00BC: text_highpriority 'CM10_1' 10000 ms 1  // ~s~Menj a ~y~repltrre~s~.
018A: 35@ = create_checkpoint_at 1707.828 1606.639 9.055 
0395: clear_area 0 at 1707.828 1606.639 9.055 range 2.0 

:CASIN10_4297
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 1707.828 1606.639 9.055 radius 4.0 4.0 3.0 
004D: jump_if_false @CASIN10_4378 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @CASIN10_4371 
0002: jump @CASIN10_15339 

:CASIN10_4371
0002: jump @CASIN10_4297 

:CASIN10_4378
0164: disable_marker 35@ 
00BC: text_highpriority 'CM10_10' 10000 ms 1  // ~s~A ~b~magnrepl ~s~a kifutplya vgn van, szllj be, s replj Liberty City-be.
0395: clear_area 1 at 1479.714 1758.306 12.098 range 2.0 
00A5: 112@ = create_car #SHAMAL at 1479.714 1758.306 12.098 
02AA: set_car 112@ immune_to_nonplayer 1 
0175: set_car 112@ z_angle_to 180.0 
0186: 34@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 

:CASIN10_4478
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_4552 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_4545 
00BC: text_highpriority 'CM10_17' 8000 ms 1  // ~r~Tnkretetted a gpet!
0164: disable_marker 34@ 
0002: jump @CASIN10_15190 

:CASIN10_4545
0002: jump @CASIN10_4478 

:CASIN10_4552
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_4582 
02AA: set_car 112@ immune_to_nonplayer 0 
0002: jump @CASIN10_4610 

:CASIN10_4582
00BC: text_highpriority 'CM10_17' 8000 ms 1  // ~r~Tnkretetted a gpet!
0164: disable_marker 34@ 
0002: jump @CASIN10_15190 

:CASIN10_4610
0164: disable_marker 34@ 
00BC: text_highpriority 'CM10_18' 8000 ms 1  // ~s~Replj~y~Liberty City-be~s~.
018A: 126@ = create_checkpoint_at 7500.0 2478.34 200.0 
0006: 32@ = 0 // integer values 

:CASIN10_4658
00D6: if or
8100:   not actor $PLAYER_ACTOR near_point_in_car 7500.0 2478.34 200.0 radius 100.0 100.0 200.0 sphere 0 
8448:   not actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_4995 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_4764 
00BC: text_highpriority 'CM10_17' 8000 ms 1  // ~r~Tnkretetted a gpet!
0002: jump @CASIN10_15190 
0002: jump @CASIN10_4988 

:CASIN10_4764
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_4920 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @CASIN10_4840 
00D6: if 
0019:   32@ > 40000 // integer values 
004D: jump_if_false @CASIN10_4840 
03E5: text_box 'CM10_99'  // Nyomd meg a(z) ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ gombot a kameravltshoz.
0006: 159@ = 1 // integer values 

:CASIN10_4840
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @CASIN10_4913 
00BC: text_highpriority 'CM10_18' 8000 ms 1  // ~s~Replj~y~Liberty City-be~s~.
018A: 126@ = create_checkpoint_at 7500.0 2478.34 200.0 
0164: disable_marker 34@ 
0004: $127 = 1 // integer values 
0006: 129@ = 0 // integer values 

:CASIN10_4913
0002: jump @CASIN10_4988 

:CASIN10_4920
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @CASIN10_4988 
0164: disable_marker 126@ 
0186: 34@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~s~H! Szllj vissza a ~b~kocsiba~s~!
0004: $127 = 0 // integer values 
0006: 129@ = 1 // integer values 

:CASIN10_4988
0002: jump @CASIN10_4658 

:CASIN10_4995
0164: disable_marker 126@ 
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:CASIN10_5015
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_5039 
0001: wait 0 ms 
0002: jump @CASIN10_5015 

:CASIN10_5039
0A19: display_zone_text 'MARKS'  // Szent Mrk
08F5: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
09FF: (unknown) 1578.446 1770.682 9.8358 
01B6: set_weather 5 
0247: request_model #VMAFF1 
0247: request_model #COLT45 
0247: request_model #TAXI 
0247: request_model #SENTINEL 
07C0: load_path 602 
07C0: load_path 603 
0247: request_model #BMYBU 
0247: request_model #WFYBU 
038B: load_requested_models 

:CASIN10_5143
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #COLT45 available 
8248:   not model #TAXI available 
8248:   not model #SENTINEL available 
87C1:   not path 602 available 
87C1:   not path 603 available 
004D: jump_if_false @CASIN10_5194 
0001: wait 0 ms 
0002: jump @CASIN10_5143 

:CASIN10_5194
00D6: if or
8248:   not model #BMYBU available 
8248:   not model #WFYBU available 
004D: jump_if_false @CASIN10_5225 
0001: wait 0 ms 
0002: jump @CASIN10_5194 

:CASIN10_5225
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
04E4: unknown_refresh_game_renderer_at -811.999 457.027 
0A0B: (unknown) -811.999 457.027 1356.622 82.0 
038B: load_requested_models 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASIN10_5335 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -813.833 459.11 998.989 
0792: (unknown) $PLAYER_ACTOR 
0002: jump @CASIN10_5375 

:CASIN10_5335
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -813.833 459.11 998.989 

:CASIN10_5375
0373: set_camera_directly_behind_player 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00A6: destroy_car 112@ 
0249: release_model #SHAMAL 
00A5: 161@ = create_car #TAXI at -811.999 457.027 1356.622 
0175: set_car 161@ z_angle_to 270.0 
0840: link_car 161@ to_interior 1 
02AA: set_car 161@ immune_to_nonplayer 1 
0129: 160@ = create_actor 4 #VMAFF1 in_car 161@ driverseat 
0860: link_actor 160@ to_interior 1 
00A9: set_car 161@ to_normal_driver 
0430: put_actor $PLAYER_ACTOR into_vehicle 161@ passenger_seat 1 
00A5: 163@ = create_car #SENTINEL at -729.2895 514.4813 1370.969 
0175: set_car 163@ z_angle_to 161.5196 
0840: link_car 163@ to_interior 1 
02AA: set_car 163@ immune_to_nonplayer 1 
0129: 164@ = create_actor 4 #VMAFF1 in_car 163@ driverseat 
0860: link_actor 164@ to_interior 1 
00A9: set_car 163@ to_normal_driver 

:CASIN10_5553
00D6: if 
84F1:   not unknown_car_check 161@ 
004D: jump_if_false @CASIN10_5612 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_5589 

:CASIN10_5589
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_5605 

:CASIN10_5605
0002: jump @CASIN10_5553 

:CASIN10_5612
009A: 165@ = create_actor 4 #BMYBU at -864.653 451.569 1348.584 
05DE: AS_actor 165@ walk_around_ped_path 
009A: 166@ = create_actor 5 #WFYBU at -884.251 466.693 1346.577 
05DE: AS_actor 166@ walk_around_ped_path 
009A: 167@ = create_actor 4 #BMYBU at -857.588 467.419 1349.29 
05DE: AS_actor 167@ walk_around_ped_path 
009A: 168@ = create_actor 5 #WFYBU at -814.46 466.873 1356.137 
05DE: AS_actor 168@ walk_around_ped_path 
009A: 169@ = create_actor 4 #BMYBU at -781.615 468.628 1363.266 
05DE: AS_actor 169@ walk_around_ped_path 
009A: 170@ = create_actor 5 #WFYBU at -737.431 503.6 1370.968 
05DE: AS_actor 170@ walk_around_ped_path 
009A: 171@ = create_actor 4 #BMYBU at -738.769 476.826 1370.306 
05DE: AS_actor 171@ walk_around_ped_path 
009A: 172@ = create_actor 5 #WFYBU at -771.993 456.237 1364.445 
05DE: AS_actor 172@ walk_around_ped_path 
009A: 173@ = create_actor 4 #BMYBU at -799.539 453.03 1359.074 
05DE: AS_actor 173@ walk_around_ped_path 
009A: 174@ = create_actor 5 #WFYBU at -753.076 484.357 1369.885 
05DE: AS_actor 174@ walk_around_ped_path 
015F: set_camera_position -751.2452 449.8578 1370.5 0.0 0.0 0.0 
0160: point_camera -752.1519 450.2614 1370.378 2 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_5992 
05EB: assign_vehicle 161@ to_path 602 
06FD: (unknown) 161@ 1.1 

:CASIN10_5992
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @CASIN10_6026 
05EB: assign_vehicle 163@ to_path 603 
06FD: (unknown) 163@ 1.1 

:CASIN10_6026
0001: wait 800 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6052 
05EC: release_vehicle 161@ from_path 

:CASIN10_6052
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6073 
05EC: release_vehicle 163@ from_path 

:CASIN10_6073
0169: set_fade_color 0 0 0 
02A3: toggle_widescreen 1 
016A: fade 1 2000 ms 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera -751.2452 449.8578 1370.5 position_to -730.0718 483.3791 1373.472 8600 ms unknown 1 
0920: point_camera -752.1519 450.2614 1370.378 transverse_to -730.9146 483.9166 1373.496 8600 ms unknown 1 

:CASIN10_6176
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_6200 
0001: wait 0 ms 
0002: jump @CASIN10_6176 

:CASIN10_6200
057E: make_radar_grey 1 
09AC: (unknown) 1 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6229 
05EC: release_vehicle 161@ from_path 

:CASIN10_6229
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6250 
05EC: release_vehicle 163@ from_path 

:CASIN10_6250
0707: start_scene_skip_to @CASIN10_6465 

:CASIN10_6257
00D6: if 
060E:   car 161@ is_assigned_to_existing_path 
004D: jump_if_false @CASIN10_6326 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6298 
05EC: release_vehicle 161@ from_path 

:CASIN10_6298
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6319 
05EC: release_vehicle 163@ from_path 

:CASIN10_6319
0002: jump @CASIN10_6257 

:CASIN10_6326
0615: define_action_sequences 162@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_6354 
05CD: AS_actor -1 exit_car 161@ 

:CASIN10_6354
05D3: AS_actor -1 go_to_point -760.2046 492.1819 1370.677 speed 4 10000 ms 
0616: define_action_sequences_end 162@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 162@ 
061B: remove_references_to_action_sequences 162@ 
0006: 32@ = 0 // integer values 

:CASIN10_6403
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @CASIN10_6465 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6442 

:CASIN10_6442
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6458 

:CASIN10_6458
0002: jump @CASIN10_6403 

:CASIN10_6465
0701: end_scene_skip 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CASIN10_6482
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_6506 
0001: wait 0 ms 
0002: jump @CASIN10_6482 

:CASIN10_6506
0915: (unknown) 
0792: (unknown) $PLAYER_ACTOR 
061B: remove_references_to_action_sequences 162@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_6669 
05EC: release_vehicle 161@ from_path 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @CASIN10_6669 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -760.2046 492.1819 1370.677 

:CASIN10_6578
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASIN10_6669 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6614 

:CASIN10_6614
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6630 

:CASIN10_6630
00D6: if 
0118:   actor 160@ dead 
004D: jump_if_false @CASIN10_6646 

:CASIN10_6646
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @CASIN10_6662 

:CASIN10_6662
0002: jump @CASIN10_6578 

:CASIN10_6669
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @CASIN10_6690 
05EC: release_vehicle 163@ from_path 

:CASIN10_6690
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @CASIN10_6731 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 60 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
0002: jump @CASIN10_6738 

:CASIN10_6731
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 

:CASIN10_6738
0873: release_path 602 
0873: release_path 603 
0925: (unknown) 
00A6: destroy_car 161@ 
009B: destroy_actor_instantly 160@ 
00A6: destroy_car 163@ 
009B: destroy_actor_instantly 164@ 
009B: destroy_actor_instantly 165@ 
009B: destroy_actor_instantly 166@ 
009B: destroy_actor_instantly 167@ 
009B: destroy_actor_instantly 168@ 
009B: destroy_actor_instantly 169@ 
009B: destroy_actor_instantly 170@ 
009B: destroy_actor_instantly 171@ 
009B: destroy_actor_instantly 172@ 
009B: destroy_actor_instantly 173@ 
009B: destroy_actor_instantly 174@ 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
0249: release_model #TAXI 
0247: request_model #VMAFF1 
0247: request_model #VMAFF2 
0247: request_model #VMAFF3 
0247: request_model #CHROMEGUN 
0247: request_model #MICRO_UZI 
0247: request_model #COLT45 
04ED: load_animation "SWAT" 
0247: request_model #SENTINEL 
023C: request_special_actor 'FORELLI' as 1 
03CF: load_wav 7208 as 1 
03CF: load_wav 7209 as 2 
038B: load_requested_models 

:CASIN10_6903
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #CHROMEGUN available 
8248:   not model #MICRO_UZI available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CASIN10_6955 
0001: wait 0 ms 
0002: jump @CASIN10_6903 

:CASIN10_6955
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #VMAFF3 available 
8248:   not model #SENTINEL available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_6999 
0001: wait 0 ms 
0002: jump @CASIN10_6955 

:CASIN10_6999
009A: 40@ = create_actor 24 #SPECIAL01 at -783.62 505.055 1370.788 
0856: (unknown) 40@ 0 
01B2: give_actor 40@ weapon 28 ammo 30000 // Load the weapon model before using this 
081A: actor 40@ weapon_skill 2 
0946: (unknown) 40@ 1 
0173: set_actor 40@ z_angle_to 348.44 
0187: 41@ = create_marker_above_actor 40@ 
060B: unknown_actor_use_entity 40@ 110@ 
0446: set_actor 40@ immune_to_headshots 0 
08AF: (unknown) 40@ 1000 
0223: set_actor 40@ health_to 1000 
02E2: set_actor 40@ weapon_accuracy_to 80 
07DD: (unknown) 40@ 50 
009A: 47@ = create_actor 24 #VMAFF1 at -783.223 497.549 1370.78 
0856: (unknown) 47@ 0 
01B2: give_actor 47@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 47@ z_angle_to 348.44 
060B: unknown_actor_use_entity 47@ 106@ 
02E2: set_actor 47@ weapon_accuracy_to 65 
07DD: (unknown) 47@ 40 
009A: 50@ = create_actor 24 #VMAFF2 at -788.965 497.522 1370.78 
0856: (unknown) 50@ 0 
01B2: give_actor 50@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 50@ z_angle_to 348.44 
060B: unknown_actor_use_entity 50@ 106@ 
02E2: set_actor 50@ weapon_accuracy_to 65 
07DD: (unknown) 50@ 45 
009A: 53@ = create_actor 24 #VMAFF3 at -791.034 500.973 1370.78 
0856: (unknown) 53@ 0 
01B2: give_actor 53@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 53@ z_angle_to 5.1 
060B: unknown_actor_use_entity 53@ 105@ 
02E2: set_actor 53@ weapon_accuracy_to 70 
07DD: (unknown) 53@ 50 
009A: 56@ = create_actor 24 #VMAFF1 at -780.395 500.947 1370.78 
0856: (unknown) 56@ 0 
01B2: give_actor 56@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 56@ z_angle_to 5.1 
060B: unknown_actor_use_entity 56@ 105@ 
02E2: set_actor 56@ weapon_accuracy_to 40 
07DD: (unknown) 56@ 60 
009A: 59@ = create_actor 24 #VMAFF2 at -794.945 507.819 1370.788 
0856: (unknown) 59@ 0 
01B2: give_actor 59@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 59@ z_angle_to 174.837 
060B: unknown_actor_use_entity 59@ 105@ 
02E2: set_actor 59@ weapon_accuracy_to 70 
07DD: (unknown) 59@ 45 
009A: 62@ = create_actor 24 #VMAFF3 at -793.0 506.434 1370.788 
0856: (unknown) 62@ 0 
01B2: give_actor 62@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 62@ z_angle_to 113.867 
060B: unknown_actor_use_entity 62@ 105@ 
02E2: set_actor 62@ weapon_accuracy_to 65 
07DD: (unknown) 62@ 40 
009A: 65@ = create_actor 24 #VMAFF2 at -785.853 508.372 1370.774 
0856: (unknown) 65@ 0 
01B2: give_actor 65@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 65@ z_angle_to 212.0 
060B: unknown_actor_use_entity 65@ 105@ 
02E2: set_actor 65@ weapon_accuracy_to 65 
07DD: (unknown) 65@ 40 
009A: 69@ = create_actor 24 #VMAFF1 at -792.191 508.908 1370.788 
0856: (unknown) 69@ 0 
01B2: give_actor 69@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 69@ z_angle_to 188.0 
060B: unknown_actor_use_entity 69@ 105@ 
02E2: set_actor 69@ weapon_accuracy_to 70 
07DD: (unknown) 69@ 40 
009A: 73@ = create_actor 24 #VMAFF3 at -783.975 498.564 1375.195 
0856: (unknown) 73@ 0 
01B2: give_actor 73@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 73@ z_angle_to 172.352 
060B: unknown_actor_use_entity 73@ 105@ 
02E2: set_actor 73@ weapon_accuracy_to 65 
07DD: (unknown) 73@ 40 
009A: 77@ = create_actor 24 #VMAFF1 at -792.542 494.229 1375.235 
0856: (unknown) 77@ 0 
01B2: give_actor 77@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 77@ z_angle_to 279.542 
060B: unknown_actor_use_entity 77@ 105@ 
02E2: set_actor 77@ weapon_accuracy_to 70 
07DD: (unknown) 77@ 50 
009A: 81@ = create_actor 24 #VMAFF2 at -786.142 491.815 1375.235 
0856: (unknown) 81@ 0 
01B2: give_actor 81@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 81@ z_angle_to 270.0 
060B: unknown_actor_use_entity 81@ 110@ 
02E2: set_actor 81@ weapon_accuracy_to 75 
07DD: (unknown) 81@ 40 
009A: 84@ = create_actor 24 #VMAFF1 at -793.7 494.999 1375.243 
0856: (unknown) 84@ 0 
01B2: give_actor 84@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 84@ z_angle_to 270.0 
060B: unknown_actor_use_entity 84@ 110@ 
02E2: set_actor 84@ weapon_accuracy_to 65 
07DD: (unknown) 84@ 40 
009A: 87@ = create_actor 24 #VMAFF1 at -781.141 494.625 1367.571 
0856: (unknown) 87@ 0 
01B2: give_actor 87@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 87@ z_angle_to 90.0 
060B: unknown_actor_use_entity 87@ 105@ 
02E2: set_actor 87@ weapon_accuracy_to 65 
07DD: (unknown) 87@ 40 
009A: 90@ = create_actor 24 #VMAFF3 at -786.705 501.671 1366.414 
0856: (unknown) 90@ 0 
01B2: give_actor 90@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 90@ z_angle_to 270.0 
060B: unknown_actor_use_entity 90@ 105@ 
02E2: set_actor 90@ weapon_accuracy_to 65 
07DD: (unknown) 90@ 40 
009A: 93@ = create_actor 24 #VMAFF2 at -790.646 505.521 1366.414 
0856: (unknown) 93@ 0 
01B2: give_actor 93@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 93@ z_angle_to 231.0 
060B: unknown_actor_use_entity 93@ 106@ 
02E2: set_actor 93@ weapon_accuracy_to 65 
07DD: (unknown) 93@ 50 
0002: jump @CASIN10_8307 
009A: 120@ = create_actor 24 #VMAFF3 at -816.005 493.329 1358.293 
009B: destroy_actor_instantly 120@ 
009A: 121@ = create_actor 24 #VMAFF1 at -821.268 508.167 1358.273 
009B: destroy_actor_instantly 121@ 
009A: 122@ = create_actor 24 #VMAFF2 at -828.77 510.594 1357.307 
009B: destroy_actor_instantly 122@ 

:CASIN10_8307
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -783.104 490.814 1375.235 
0173: set_actor $PLAYER_ACTOR z_angle_to 8.832 
0A0B: (unknown) -783.104 490.814 1375.235 8.832 
015F: set_camera_position -787.9748 493.9206 1375.796 0.0 0.0 0.0 
0160: point_camera -787.056 494.3102 1375.859 2 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:CASIN10_8430
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_8454 
0001: wait 0 ms 
0002: jump @CASIN10_8430 

:CASIN10_8454
0006: 116@ = 1 // integer values 
0707: start_scene_skip_to @CASIN10_9952 
05D3: AS_actor $PLAYER_ACTOR go_to_point -783.153 495.215 1375.227 speed 4 -1 ms 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_8525 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 73@ -1 ms 
0002: jump @CASIN10_8557 

:CASIN10_8525
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_8557 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:CASIN10_8557
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_8590 
05BF: AS_actor 77@ look_at_actor $PLAYER_ACTOR -1 ms 
0002: jump @CASIN10_8622 

:CASIN10_8590
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @CASIN10_8622 
000A: 152@ += 1 // integer values 
0006: 78@ = 1 // integer values 

:CASIN10_8622
0615: define_action_sequences 75@ 
05F5: unknown_action_sequence -1 -783.336 496.837 1375.235 4 -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 15000 ms 
0616: define_action_sequences_end 75@ 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_8717 
0618: assign_actor 73@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 
0002: jump @CASIN10_8749 

:CASIN10_8717
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_8749 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:CASIN10_8749
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_8809 
03D1: play_wav 1 
00BC: text_highpriority 'CAS11DA' 10000 ms 1  // ~z~Ez egy zrtkr rendezvny, csak meghvottaknak!
0967: actor 73@ move_mouth 999999 
0A09: (unknown) 73@ 1 
0002: jump @CASIN10_8845 

:CASIN10_8809
040D: unload_wav 1 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_8845 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:CASIN10_8845
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASIN10_8930 
0001: wait 0 ms 
0050: gosub @CASIN10_15702 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_8923 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @CASIN10_8923 
040D: unload_wav 1 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:CASIN10_8923
0002: jump @CASIN10_8845 

:CASIN10_8930
03D5: remove_text 'CAS11DA'  // ~z~Ez egy zrtkr rendezvny, csak meghvottaknak!
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_8983 
0968: actor 73@ stop_mouth 
0A09: (unknown) 73@ 0 
0638: AS_actor $PLAYER_ACTOR stay_put 1 
0002: jump @CASIN10_9015 

:CASIN10_8983
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_9015 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:CASIN10_9015
03D1: play_wav 2 
00BC: text_highpriority 'CAS11DB' 4000 ms 1  // ~z~Oh tnyleg? Nos Leone r mst mondott!
0967: actor $PLAYER_ACTOR move_mouth 999999 
0A09: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position -785.9136 497.3071 1375.579 0.0 0.0 0.0 
0160: point_camera -785.0042 496.9065 1375.69 2 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_9170 
04EB: AS_actor 73@ crouch 1 
02E2: set_actor 73@ weapon_accuracy_to 5 
0668: AS_actor 73@ rotate_to_point -781.079 495.708 1376.195 10000 ms 
07DD: (unknown) 73@ 80 
0002: jump @CASIN10_9202 

:CASIN10_9170
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_9202 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:CASIN10_9202
0615: define_action_sequences 37@ 
05D4: AS_actor -1 rotate_angle 270.0 
0812: AS_actor -1 perform_animation "JMP_WALL1M_180" from_file "SWAT" 4.0 loop 0 0 0 lock 1 time -1 
0007: 99@ = 0.0 // floating-point values 
0616: define_action_sequences_end 37@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 37@ 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "JMP_WALL1M_180" 
004D: jump_if_false @CASIN10_9336 
0613: 99@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_9336
00D6: if 
8043:   not  99@ == 1.0 // floating-point values 
004D: jump_if_false @CASIN10_9431 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "JMP_WALL1M_180" 
004D: jump_if_false @CASIN10_9417 
0613: 99@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_9417
0050: gosub @CASIN10_15702 
0002: jump @CASIN10_9336 

:CASIN10_9431
0615: define_action_sequences 67@ 
04EB: AS_actor -1 crouch 1 
05F5: unknown_action_sequence -1 -781.563 505.346 1370.782 6 -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 67@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_9519 
0618: assign_actor 65@ to_action_sequences 67@ 
061B: remove_references_to_action_sequences 67@ 
0002: jump @CASIN10_9551 

:CASIN10_9519
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @CASIN10_9551 
000A: 152@ += 1 // integer values 
0006: 66@ = 1 // integer values 

:CASIN10_9551
0615: define_action_sequences 71@ 
04EB: AS_actor -1 crouch 1 
05F5: unknown_action_sequence -1 -786.511 505.073 1370.782 6 -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 71@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_9639 
0618: assign_actor 69@ to_action_sequences 71@ 
061B: remove_references_to_action_sequences 71@ 
0002: jump @CASIN10_9671 

:CASIN10_9639
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @CASIN10_9671 
000A: 152@ += 1 // integer values 
0006: 70@ = 1 // integer values 

:CASIN10_9671
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CASIN10_9724 
0001: wait 0 ms 
0050: gosub @CASIN10_15702 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASIN10_9717 
040D: unload_wav 2 

:CASIN10_9717
0002: jump @CASIN10_9671 

:CASIN10_9724
03D5: remove_text 'CAS11DB'  // ~z~Oh tnyleg? Nos Leone r mst mondott!
0968: actor $PLAYER_ACTOR stop_mouth 
0A09: (unknown) $PLAYER_ACTOR 0 
0615: define_action_sequences 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 79@ 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_9812 
0618: assign_actor 77@ to_action_sequences 79@ 
061B: remove_references_to_action_sequences 79@ 
0002: jump @CASIN10_9844 

:CASIN10_9812
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @CASIN10_9844 
000A: 152@ += 1 // integer values 
0006: 78@ = 1 // integer values 

:CASIN10_9844
040D: unload_wav 1 
040D: unload_wav 2 
02A3: toggle_widescreen 0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -780.806 495.717 1375.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 100.0 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" from_file "PED" 1000.0 loop 0 0 0 lock 0 time -1 
02EB: restore_camera_with_jumpcut 
061B: remove_references_to_action_sequences 37@ 
0006: 36@ = 1 // integer values 

:CASIN10_9952
0701: end_scene_skip 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @CASIN10_10266 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0A09: (unknown) $PLAYER_ACTOR 0 
0615: define_action_sequences 67@ 
04EB: AS_actor -1 crouch 1 
05F5: unknown_action_sequence -1 -781.563 505.346 1370.782 6 -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 67@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_10077 
0618: assign_actor 65@ to_action_sequences 67@ 
061B: remove_references_to_action_sequences 67@ 
0002: jump @CASIN10_10109 

:CASIN10_10077
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @CASIN10_10109 
000A: 152@ += 1 // integer values 
0006: 66@ = 1 // integer values 

:CASIN10_10109
0615: define_action_sequences 71@ 
04EB: AS_actor -1 crouch 1 
05F5: unknown_action_sequence -1 -786.511 505.073 1370.782 6 -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 71@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_10197 
0618: assign_actor 69@ to_action_sequences 71@ 
061B: remove_references_to_action_sequences 71@ 
0002: jump @CASIN10_10229 

:CASIN10_10197
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @CASIN10_10229 
000A: 152@ += 1 // integer values 
0006: 70@ = 1 // integer values 

:CASIN10_10229
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -780.806 495.717 1375.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 100.0 
02EB: restore_camera_with_jumpcut 

:CASIN10_10266
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_10387 
02E2: set_actor 73@ weapon_accuracy_to 40 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @CASIN10_10380 
07DD: (unknown) 73@ 40 
0638: AS_actor 73@ stay_put 0 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 76@ = 1 // integer values 

:CASIN10_10380
0002: jump @CASIN10_10419 

:CASIN10_10387
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_10419 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:CASIN10_10419
08F6: (unknown) 
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @CASIN10_10884 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -778.0 486.0 1370.0 -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_10684 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_10550 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @CASIN10_10543 
0085: 101@ = 59@ // integer values and handles 
0050: gosub @CASIN10_18869 
0006: 61@ = 1 // integer values 

:CASIN10_10543
0002: jump @CASIN10_10582 

:CASIN10_10550
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @CASIN10_10582 
000A: 152@ += 1 // integer values 
0006: 60@ = 1 // integer values 

:CASIN10_10582
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_10645 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @CASIN10_10638 
0085: 102@ = 62@ // integer values and handles 
0050: gosub @CASIN10_18952 
0006: 64@ = 1 // integer values 

:CASIN10_10638
0002: jump @CASIN10_10677 

:CASIN10_10645
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @CASIN10_10677 
000A: 152@ += 1 // integer values 
0006: 63@ = 1 // integer values 

:CASIN10_10677
0002: jump @CASIN10_10884 

:CASIN10_10684
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_10752 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @CASIN10_10745 
0687: clear_actor_task 59@ 
0638: AS_actor 59@ stay_put 0 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0006: 61@ = 1 // integer values 

:CASIN10_10745
0002: jump @CASIN10_10784 

:CASIN10_10752
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @CASIN10_10784 
000A: 152@ += 1 // integer values 
0006: 60@ = 1 // integer values 

:CASIN10_10784
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_10852 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @CASIN10_10845 
0687: clear_actor_task 62@ 
0638: AS_actor 62@ stay_put 0 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 // integer values 

:CASIN10_10845
0002: jump @CASIN10_10884 

:CASIN10_10852
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @CASIN10_10884 
000A: 152@ += 1 // integer values 
0006: 63@ = 1 // integer values 

:CASIN10_10884
00BC: text_highpriority 'CM10_2' 10000 ms 1  // ~s~ld meg ~r~Forelli-t~s~ s a testreit.

:CASIN10_10900
00D6: if 
8039:   not  152@ == 19 // integer values 
004D: jump_if_false @CASIN10_13775 
0001: wait 0 ms 
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @CASIN10_11020 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -777.097 501.709 1365.0 -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_11020 
0050: gosub @CASIN10_19233 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @CASIN10_11020 
0050: gosub @CASIN10_19878 

:CASIN10_11020
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @CASIN10_11045 
0050: gosub @CASIN10_20441 

:CASIN10_11045
0050: gosub @CASIN10_15702 
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @CASIN10_11302 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -778.0 486.0 1370.0 -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_11220 
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @CASIN10_11213 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_11181 
0085: 101@ = 53@ // integer values and handles 
0050: gosub @CASIN10_18869 
0006: 55@ = 1 // integer values 
0002: jump @CASIN10_11213 

:CASIN10_11181
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @CASIN10_11213 
000A: 152@ += 1 // integer values 
0006: 54@ = 1 // integer values 

:CASIN10_11213
0002: jump @CASIN10_11302 

:CASIN10_11220
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_11270 
0687: clear_actor_task 53@ 
0638: AS_actor 53@ stay_put 0 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0006: 55@ = 2 // integer values 
0002: jump @CASIN10_11302 

:CASIN10_11270
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @CASIN10_11302 
000A: 152@ += 1 // integer values 
0006: 54@ = 1 // integer values 

:CASIN10_11302
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @CASIN10_11552 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -778.0 486.0 1370.0 -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_11470 
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @CASIN10_11463 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_11431 
0085: 102@ = 56@ // integer values and handles 
0050: gosub @CASIN10_18952 
0006: 58@ = 1 // integer values 
0002: jump @CASIN10_11463 

:CASIN10_11431
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @CASIN10_11463 
000A: 152@ += 1 // integer values 
0006: 57@ = 1 // integer values 

:CASIN10_11463
0002: jump @CASIN10_11552 

:CASIN10_11470
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_11520 
0687: clear_actor_task 56@ 
0638: AS_actor 56@ stay_put 0 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 
0006: 58@ = 2 // integer values 
0002: jump @CASIN10_11552 

:CASIN10_11520
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @CASIN10_11552 
000A: 152@ += 1 // integer values 
0006: 57@ = 1 // integer values 

:CASIN10_11552
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @CASIN10_11695 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASIN10_11663 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -792.344 489.644 1370.782 -783.436 493.662 1366.0 
004D: jump_if_false @CASIN10_11656 
0085: 103@ = 87@ // integer values and handles 
0050: gosub @CASIN10_19035 
0006: 89@ = 1 // integer values 

:CASIN10_11656
0002: jump @CASIN10_11695 

:CASIN10_11663
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @CASIN10_11695 
000A: 152@ += 1 // integer values 
0006: 88@ = 1 // integer values 

:CASIN10_11695
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @CASIN10_11838 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @CASIN10_11806 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -777.097 501.709 1365.0 -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_11799 
0085: 104@ = 90@ // integer values and handles 
0050: gosub @CASIN10_19134 
0006: 92@ = 1 // integer values 

:CASIN10_11799
0002: jump @CASIN10_11838 

:CASIN10_11806
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @CASIN10_11838 
000A: 152@ += 1 // integer values 
0006: 91@ = 1 // integer values 

:CASIN10_11838
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @CASIN10_11986 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CASIN10_11954 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -777.097 501.709 1365.0 -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_11947 
0687: clear_actor_task 93@ 
0638: AS_actor 93@ stay_put 1 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
0006: 95@ = 1 // integer values 

:CASIN10_11947
0002: jump @CASIN10_11986 

:CASIN10_11954
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @CASIN10_11986 
000A: 152@ += 1 // integer values 
0006: 94@ = 1 // integer values 

:CASIN10_11986
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_12016 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:CASIN10_12016
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASIN10_13768 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASIN10_12076 
0164: disable_marker 41@ 
000A: 152@ += 1 // integer values 
0006: 42@ = 1 // integer values 
0002: jump @CASIN10_13768 

:CASIN10_12076
0226: 46@ = actor 40@ health 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @CASIN10_12148 
077B: set_actor 40@ neutral_to_pedgroup 4 type 0 
0792: (unknown) 40@ 
05F5: unknown_action_sequence 40@ -781.09 497.79 1370.782 6 10000 
0006: 43@ = 1 // integer values 

:CASIN10_12148
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @CASIN10_12246 
00D6: if 
00FF:   actor 40@ 0 -781.09 497.79 1370.782 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_12246 
05F5: unknown_action_sequence 40@ -791.749 491.447 1370.782 6 10000 
0006: 43@ = 2 // integer values 

:CASIN10_12246
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @CASIN10_12531 
00D6: if 
01A6:   actor $PLAYER_ACTOR 0 -777.827 510.0 1369.0 -797.0 494.0 1373.0 
004D: jump_if_false @CASIN10_12319 
0006: 117@ = 1 // integer values 

:CASIN10_12319
00D6: if 
00FF:   actor 40@ 0 -791.749 491.447 1370.782 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_12531 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @CASIN10_12424 
0173: set_actor 40@ z_angle_to 0.0 
0638: AS_actor 40@ stay_put 1 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 33@ = 0 // integer values 
0006: 44@ = 1 // integer values 

:CASIN10_12424
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @CASIN10_12531 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @CASIN10_12531 
00D6: if or
0029:   33@ >= 6000 // integer values 
002B:   800 >= 46@ // integer values 
004D: jump_if_false @CASIN10_12531 
0687: clear_actor_task 40@ 
0638: AS_actor 40@ stay_put 0 
05F5: unknown_action_sequence 40@ -779.844 492.67 1367.616 6 10000 
0006: 43@ = 3 // integer values 

:CASIN10_12531
00D6: if 
0039:   43@ == 3 // integer values 
004D: jump_if_false @CASIN10_12629 
00D6: if 
00FF:   actor 40@ 0 -779.844 492.67 1367.616 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_12629 
05F5: unknown_action_sequence 40@ -779.844 499.811 1367.571 6 10000 
0006: 43@ = 4 // integer values 

:CASIN10_12629
00D6: if 
0039:   43@ == 4 // integer values 
004D: jump_if_false @CASIN10_12752 
00D6: if 
00FF:   actor 40@ 0 -779.844 499.811 1367.571 radius 0.75 0.75 2.0 
004D: jump_if_false @CASIN10_12752 
00D6: if 
0019:   46@ > 99 // integer values 
004D: jump_if_false @CASIN10_12720 
0223: set_actor 40@ health_to 100 

:CASIN10_12720
05F5: unknown_action_sequence 40@ -787.237 499.939 1366.414 6 10000 
0006: 43@ = 5 // integer values 

:CASIN10_12752
00D6: if 
0039:   43@ == 5 // integer values 
004D: jump_if_false @CASIN10_12850 
00D6: if 
00FF:   actor 40@ 0 -787.237 499.939 1366.414 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_12850 
05F5: unknown_action_sequence 40@ -787.543 508.034 1366.414 6 10000 
0006: 43@ = 6 // integer values 

:CASIN10_12850
00D6: if 
0039:   43@ == 6 // integer values 
004D: jump_if_false @CASIN10_12948 
00D6: if 
00FF:   actor 40@ 0 -787.543 508.034 1366.414 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_12948 
05F5: unknown_action_sequence 40@ -791.552 507.859 1366.414 6 10000 
0006: 43@ = 7 // integer values 

:CASIN10_12948
00D6: if 
0039:   43@ == 7 // integer values 
004D: jump_if_false @CASIN10_13046 
00D6: if 
00FF:   actor 40@ 0 -791.552 507.859 1366.414 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_13046 
05F5: unknown_action_sequence 40@ -791.045 498.883 1366.414 6 10000 
0006: 43@ = 8 // integer values 

:CASIN10_13046
00D6: if 
0039:   43@ == 8 // integer values 
004D: jump_if_false @CASIN10_13144 
00D6: if 
00FF:   actor 40@ 0 -791.045 498.883 1366.414 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_13144 
05F5: unknown_action_sequence 40@ -791.81 492.473 1366.414 6 10000 
0006: 43@ = 9 // integer values 

:CASIN10_13144
00D6: if 
0039:   43@ == 9 // integer values 
004D: jump_if_false @CASIN10_13242 
00D6: if 
00FF:   actor 40@ 0 -791.81 492.473 1366.414 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_13242 
05F5: unknown_action_sequence 40@ -798.194 492.462 1366.274 6 10000 
0006: 43@ = 10 // integer values 

:CASIN10_13242
00D6: if 
0039:   43@ == 10 // integer values 
004D: jump_if_false @CASIN10_13340 
00D6: if 
00FF:   actor 40@ 0 -798.194 492.462 1366.274 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_13340 
05F5: unknown_action_sequence 40@ -799.081 503.71 1361.913 6 10000 
0006: 43@ = 11 // integer values 

:CASIN10_13340
00D6: if 
0039:   43@ == 11 // integer values 
004D: jump_if_false @CASIN10_13438 
00D6: if 
00FF:   actor 40@ 0 -799.081 503.71 1361.913 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_13438 
05F5: unknown_action_sequence 40@ -821.412 504.901 1357.35 6 10000 
0006: 43@ = 12 // integer values 

:CASIN10_13438
00D6: if 
0039:   43@ == 12 // integer values 
004D: jump_if_false @CASIN10_13631 
00D6: if 
00FF:   actor 40@ 0 -821.412 504.901 1357.358 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_13631 
0615: define_action_sequences 124@ 
05F5: unknown_action_sequence -1 -830.889 501.107 1357.374 6 -1 
05F5: unknown_action_sequence -1 -830.711 498.369 1357.385 6 -1 
05D4: AS_actor -1 rotate_angle 260.984 
0616: define_action_sequences_end 124@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASIN10_13612 
0618: assign_actor 40@ to_action_sequences 124@ 
061B: remove_references_to_action_sequences 124@ 
0006: 43@ = 13 // integer values 
0002: jump @CASIN10_13631 

:CASIN10_13612
0164: disable_marker 41@ 
000A: 152@ += 1 // integer values 
0006: 42@ = 1 // integer values 

:CASIN10_13631
00D6: if 
0039:   43@ == 13 // integer values 
004D: jump_if_false @CASIN10_13768 
00D6: if 
00FF:   actor 40@ 0 -830.711 498.369 1357.385 radius 0.5 0.5 2.0 
004D: jump_if_false @CASIN10_13768 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASIN10_13749 
0638: AS_actor 40@ stay_put 1 
04EB: AS_actor 40@ crouch 1 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 43@ = 14 // integer values 
0002: jump @CASIN10_13768 

:CASIN10_13749
0164: disable_marker 41@ 
000A: 152@ += 1 // integer values 
0006: 42@ = 1 // integer values 

:CASIN10_13768
0002: jump @CASIN10_10900 

:CASIN10_13775
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:CASIN10_13816
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_13840 
0001: wait 0 ms 
0002: jump @CASIN10_13816 

:CASIN10_13840
08F5: (unknown) 
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @CASIN10_13867 
0050: gosub @CASIN10_19233 

:CASIN10_13867
009B: destroy_actor_instantly 87@ 
009B: destroy_actor_instantly 90@ 
009B: destroy_actor_instantly 93@ 
009B: destroy_actor_instantly 120@ 
009B: destroy_actor_instantly 121@ 
009B: destroy_actor_instantly 122@ 
00A6: destroy_car 123@ 
0249: release_model #SENTINEL 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #TAXI 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
04EF: release_animation "SWAT" 
034F: destroy_actor_with_fade 40@ // The actor fades away like a ghost 
0296: unload_special_actor 1 
0247: request_model #SHAMAL 
07C0: load_path 601 
038B: load_requested_models 

:CASIN10_13977
00D6: if or
8248:   not model #SHAMAL available 
87C1:   not path 601 available 
004D: jump_if_false @CASIN10_14009 
0001: wait 0 ms 
0002: jump @CASIN10_13977 

:CASIN10_14009
04BB: select_interior 0 // select render area 
057E: make_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03E6: remove_text_box 
00BE: text_clear_all 
00A5: 112@ = create_car #SHAMAL at 7500.0 2478.34 200.0 
0745: set_plane_thrust_to_horizontal 112@ 
02AA: set_car 112@ immune_to_nonplayer 1 
02AC: set_car 112@ immunities 1 1 1 1 1 
0175: set_car 112@ z_angle_to 110.0 
08E6: plane 112@ change_landing_gear 1 
036A: put_actor $PLAYER_ACTOR in_car 112@ 
05EB: assign_vehicle 112@ to_path 601 
015F: set_camera_position 8867.637 1581.89 193.188 0.0 0.0 0.0 
0160: point_camera 8867.605 1582.883 193.0727 2 
02A3: toggle_widescreen 1 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:CASIN10_14181
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_14205 
0001: wait 0 ms 
0002: jump @CASIN10_14181 

:CASIN10_14205
0707: start_scene_skip_to @CASIN10_14288 
0006: 32@ = 0 // integer values 

:CASIN10_14219
00D6: if 
001B:   2800 > 32@ // integer values 
004D: jump_if_false @CASIN10_14288 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_14281 
00BC: text_highpriority 'CM10_17' 8000 ms 1  // ~r~Tnkretetted a gpet!
0002: jump @CASIN10_15190 

:CASIN10_14281
0002: jump @CASIN10_14219 

:CASIN10_14288
0701: end_scene_skip 
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:CASIN10_14305
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_14329 
0001: wait 0 ms 
0002: jump @CASIN10_14305 

:CASIN10_14329
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_14366 
00D6: if 
060E:   car 112@ is_assigned_to_existing_path 
004D: jump_if_false @CASIN10_14366 
05EC: release_vehicle 112@ from_path 

:CASIN10_14366
0873: release_path 601 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_14458 
00AB: put_car 112@ at 7500.0 2478.34 200.0 
0519: lock_vehicle 112@ in_current_position 1 
0745: set_plane_thrust_to_horizontal 112@ 
02AA: set_car 112@ immune_to_nonplayer 0 
02AC: set_car 112@ immunities 0 0 0 0 0 
0175: set_car 112@ z_angle_to 110.0 
08E6: plane 112@ change_landing_gear 1 

:CASIN10_14458
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: (unknown) 
0169: set_fade_color 0 0 0 
09AC: (unknown) 0 
01F0: set_max_wanted_level_to 6 
016A: fade 1 500 ms 
02A3: toggle_widescreen 0 

:CASIN10_14491
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_14515 
0001: wait 0 ms 
0002: jump @CASIN10_14491 

:CASIN10_14515
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_14576 
0519: lock_vehicle 112@ in_current_position 0 
04BA: set_car 112@ speed_instantly 30.0 
0002: jump @CASIN10_14599 

:CASIN10_14576
00BC: text_highpriority 'CM10_17' 8000 ms 1  // ~r~Tnkretetted a gpet!
0002: jump @CASIN10_15190 

:CASIN10_14599
00BC: text_highpriority 'CM10_19' 8000 ms 1  // ~s~Replj vissza a ~y~Las Venturasi repltrre~s~.
018A: 130@ = create_checkpoint_at 1477.225 1640.364 9.86 
08A8: (unknown) 1 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0050: gosub @CASIN10_47 
0006: 129@ = 0 // integer values 

:CASIN10_14681
00D6: if or
81AC:   not car 112@ stopped 0 1636.319 1144.478 7.0 1261.411 1780.672 14.0 
80A4:   not actor $PLAYER_ACTOR 0 1636.319 1144.478 7.0 1261.411 1780.672 14.0 
004D: jump_if_false @CASIN10_15159 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_14826 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'CM10_17' 8000 ms 1  // ~r~Tnkretetted a gpet!
0002: jump @CASIN10_15190 
0002: jump @CASIN10_15152 

:CASIN10_14826
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_15028 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 1477.225 1640.364 9.86 radius 350.0 350.0 500.0 sphere 0 
004D: jump_if_false @CASIN10_14900 
0050: gosub @CASIN10_20236 

:CASIN10_14900
00D6: if 
81AC:   not car 112@ stopped 0 1636.319 1144.478 7.0 1261.411 1780.672 14.0 
004D: jump_if_false @CASIN10_15021 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @CASIN10_15021 
00BC: text_highpriority 'CM10_19' 8000 ms 1  // ~s~Replj vissza a ~y~Las Venturasi repltrre~s~.
018A: 130@ = create_checkpoint_at 1477.225 1640.364 9.86 
0164: disable_marker 113@ 
0004: $127 = 1 // integer values 
0006: 129@ = 0 // integer values 

:CASIN10_15021
0002: jump @CASIN10_15152 

:CASIN10_15028
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
81AC:   not car 112@ stopped 0 1636.319 1144.478 7.0 1261.411 1780.672 14.0 
004D: jump_if_false @CASIN10_15152 
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @CASIN10_15152 
0164: disable_marker 130@ 
0186: 113@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~s~H! Szllj vissza a ~b~kocsiba~s~!
0004: $127 = 0 // integer values 
0006: 129@ = 1 // integer values 

:CASIN10_15152
0002: jump @CASIN10_14681 

:CASIN10_15159
0164: disable_marker 130@ 
0164: disable_marker 113@ 
08A8: (unknown) 0 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0002: jump @CASIN10_15339 

:CASIN10_15190
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if or
04AD:   actor $PLAYER_ACTOR touching_water 
02BF:   car 112@ sunk 
004D: jump_if_false @CASIN10_15249 
09AF: (unknown) 2149.609 1681.117 9.82 90.0 

:CASIN10_15249
00D6: if 
0818: (unknown) $PLAYER_ACTOR 
004D: jump_if_false @CASIN10_15337 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASIN10_15337 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @CASIN10_15337 
00D6: if 
8018:   not  $1513 > 0 // integer values 
004D: jump_if_false @CASIN10_15337 
09AF: (unknown) 2149.609 1681.117 9.82 90.0 

:CASIN10_15337
0051: return 

:CASIN10_15339
0008: $11277 += 1 // integer values 
0318: set_latest_mission_passed 'CASIN10'  // Szent Mrk bisztr
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSS' 20000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 20000 
0998: add_respect 35 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_stat 181 to 4 // integer 
0629: change_stat 329 to 1 // integer 
0051: return 

:CASIN10_15417
01F0: set_max_wanted_level_to 6 
03C7: unknown_maybe_cops_density 1.0 
034F: destroy_actor_with_fade 40@ // The actor fades away like a ghost 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: (unknown) 2095.35 1734.179 8.0 2337.495 1524.991 15.0 
091E: (unknown) 2095.35 1734.179 8.0 2337.495 1524.991 15.0 
061B: remove_references_to_action_sequences 75@ 
061B: remove_references_to_action_sequences 79@ 
061B: remove_references_to_action_sequences 97@ 
061B: remove_references_to_action_sequences 98@ 
061B: remove_references_to_action_sequences 96@ 
061B: remove_references_to_action_sequences 162@ 
061B: remove_references_to_action_sequences 67@ 
061B: remove_references_to_action_sequences 71@ 
061B: remove_references_to_action_sequences 38@ 
061B: remove_references_to_action_sequences 39@ 
061B: remove_references_to_action_sequences 124@ 
0164: disable_marker 41@ 
0164: disable_marker 34@ 
0164: disable_marker 35@ 
0164: disable_marker 126@ 
0164: disable_marker 113@ 
0164: disable_marker 130@ 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #SHAMAL 
0249: release_model #SENTINEL 
0249: release_model #TAXI 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
065C: unknown_create_def_entity 105@ // unknown_destroy 
065C: unknown_create_def_entity 110@ // unknown_destroy 
0873: release_path 601 
0873: release_path 602 
0873: release_path 603 
04EF: release_animation "SWAT" 
08A8: (unknown) 0 
057E: make_radar_grey 0 
00D8: mission_cleanup 
0051: return 

:CASIN10_15702
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASIN10_15755 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASIN10_15755 
0164: disable_marker 41@ 
000A: 152@ += 1 // integer values 
0006: 42@ = 1 // integer values 

:CASIN10_15755
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @CASIN10_16030 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @CASIN10_15810 
000A: 152@ += 1 // integer values 
0006: 48@ = 1 // integer values 
0002: jump @CASIN10_16030 

:CASIN10_15810
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @CASIN10_16030 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASIN10_15946 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @CASIN10_15939 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -796.172 488.58 1370.0 -777.902 498.668 1378.235 
004D: jump_if_false @CASIN10_15939 
0687: clear_actor_task 47@ 
0638: AS_actor 47@ stay_put 1 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 // integer values 

:CASIN10_15939
0002: jump @CASIN10_16030 

:CASIN10_15946
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @CASIN10_15985 
0638: AS_actor 47@ stay_put 0 
0006: 49@ = 2 // integer values 
0002: jump @CASIN10_16030 

:CASIN10_15985
00D6: if 
8039:   not  49@ == 2 // integer values 
004D: jump_if_false @CASIN10_16030 
0687: clear_actor_task 47@ 
0638: AS_actor 47@ stay_put 0 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 2 // integer values 

:CASIN10_16030
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @CASIN10_16305 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @CASIN10_16085 
000A: 152@ += 1 // integer values 
0006: 51@ = 1 // integer values 
0002: jump @CASIN10_16305 

:CASIN10_16085
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @CASIN10_16305 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASIN10_16221 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @CASIN10_16214 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -796.172 488.58 1370.0 -777.902 498.668 1378.235 
004D: jump_if_false @CASIN10_16214 
0687: clear_actor_task 50@ 
0638: AS_actor 50@ stay_put 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 52@ = 1 // integer values 

:CASIN10_16214
0002: jump @CASIN10_16305 

:CASIN10_16221
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @CASIN10_16260 
0638: AS_actor 50@ stay_put 0 
0006: 52@ = 2 // integer values 
0002: jump @CASIN10_16305 

:CASIN10_16260
00D6: if 
8039:   not  52@ == 2 // integer values 
004D: jump_if_false @CASIN10_16305 
0687: clear_actor_task 50@ 
0638: AS_actor 50@ stay_put 0 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 52@ = 2 // integer values 

:CASIN10_16305
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @CASIN10_16410 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @CASIN10_16360 
000A: 152@ += 1 // integer values 
0006: 54@ = 1 // integer values 
0002: jump @CASIN10_16410 

:CASIN10_16360
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_16410 
00D6: if 
001B:   2 > 55@ // integer values 
004D: jump_if_false @CASIN10_16410 
0638: AS_actor 53@ stay_put 0 
0006: 55@ = 2 // integer values 

:CASIN10_16410
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @CASIN10_16515 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @CASIN10_16465 
000A: 152@ += 1 // integer values 
0006: 57@ = 1 // integer values 
0002: jump @CASIN10_16515 

:CASIN10_16465
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_16515 
00D6: if 
001B:   2 > 58@ // integer values 
004D: jump_if_false @CASIN10_16515 
0638: AS_actor 56@ stay_put 0 
0006: 58@ = 2 // integer values 

:CASIN10_16515
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @CASIN10_16672 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @CASIN10_16570 
000A: 152@ += 1 // integer values 
0006: 60@ = 1 // integer values 
0002: jump @CASIN10_16672 

:CASIN10_16570
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_16672 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @CASIN10_16640 
0687: clear_actor_task 59@ 
0638: AS_actor 59@ stay_put 0 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0006: 61@ = 1 // integer values 
0002: jump @CASIN10_16672 

:CASIN10_16640
00D6: if 
001B:   2 > 61@ // integer values 
004D: jump_if_false @CASIN10_16672 
0638: AS_actor 59@ stay_put 0 
0006: 61@ = 2 // integer values 

:CASIN10_16672
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @CASIN10_16829 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @CASIN10_16727 
000A: 152@ += 1 // integer values 
0006: 63@ = 1 // integer values 
0002: jump @CASIN10_16829 

:CASIN10_16727
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_16829 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @CASIN10_16797 
0687: clear_actor_task 62@ 
0638: AS_actor 62@ stay_put 0 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 // integer values 
0002: jump @CASIN10_16829 

:CASIN10_16797
00D6: if 
001B:   2 > 64@ // integer values 
004D: jump_if_false @CASIN10_16829 
0638: AS_actor 62@ stay_put 0 
0006: 64@ = 2 // integer values 

:CASIN10_16829
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @CASIN10_16934 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @CASIN10_16884 
000A: 152@ += 1 // integer values 
0006: 66@ = 1 // integer values 
0002: jump @CASIN10_16934 

:CASIN10_16884
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_16934 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @CASIN10_16934 
0638: AS_actor 65@ stay_put 0 
0006: 68@ = 1 // integer values 

:CASIN10_16934
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @CASIN10_17039 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @CASIN10_16989 
000A: 152@ += 1 // integer values 
0006: 70@ = 1 // integer values 
0002: jump @CASIN10_17039 

:CASIN10_16989
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_17039 
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @CASIN10_17039 
0638: AS_actor 69@ stay_put 0 
0006: 72@ = 1 // integer values 

:CASIN10_17039
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_17157 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @CASIN10_17094 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 
0002: jump @CASIN10_17157 

:CASIN10_17094
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_17157 
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @CASIN10_17157 
0687: clear_actor_task 73@ 
0638: AS_actor 73@ stay_put 0 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 76@ = 1 // integer values 

:CASIN10_17157
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @CASIN10_17393 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @CASIN10_17212 
000A: 152@ += 1 // integer values 
0006: 78@ = 1 // integer values 
0002: jump @CASIN10_17393 

:CASIN10_17212
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @CASIN10_17393 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASIN10_17348 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @CASIN10_17341 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 -778.0 486.0 1370.0 -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_17341 
0687: clear_actor_task 77@ 
0638: AS_actor 77@ stay_put 0 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 80@ = 1 // integer values 

:CASIN10_17341
0002: jump @CASIN10_17393 

:CASIN10_17348
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @CASIN10_17393 
0687: clear_actor_task 77@ 
0638: AS_actor 77@ stay_put 0 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 80@ = 1 // integer values 

:CASIN10_17393
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @CASIN10_17757 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @CASIN10_17448 
000A: 152@ += 1 // integer values 
0006: 82@ = 1 // integer values 
0002: jump @CASIN10_17757 

:CASIN10_17448
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @CASIN10_17757 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASIN10_17712 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -781.646 498.659 1374.0 -780.146 487.315 1378.0 
004D: jump_if_false @CASIN10_17660 
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @CASIN10_17572 
0085: 100@ = 81@ // integer values and handles 
0050: gosub @CASIN10_18645 
0006: 83@ = 1 // integer values 

:CASIN10_17572
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @CASIN10_17653 
00D6: if 
031D:   actor 81@ hit_by_weapon 57 
004D: jump_if_false @CASIN10_17653 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @CASIN10_17653 
0687: clear_actor_task 81@ 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 // integer values 

:CASIN10_17653
0002: jump @CASIN10_17705 

:CASIN10_17660
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @CASIN10_17705 
0687: clear_actor_task 81@ 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 // integer values 

:CASIN10_17705
0002: jump @CASIN10_17757 

:CASIN10_17712
00D6: if 
8039:   not  83@ == 2 // integer values 
004D: jump_if_false @CASIN10_17757 
0687: clear_actor_task 81@ 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 // integer values 

:CASIN10_17757
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @CASIN10_18172 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @CASIN10_17812 
000A: 152@ += 1 // integer values 
0006: 85@ = 1 // integer values 
0002: jump @CASIN10_18172 

:CASIN10_17812
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @CASIN10_18172 
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @CASIN10_18127 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -781.646 498.659 1374.0 -780.146 487.315 1378.0 
004D: jump_if_false @CASIN10_18075 
00D6: if 
0039:   86@ == 0 // integer values 
004D: jump_if_false @CASIN10_17928 
0006: 32@ = 0 // integer values 
0006: 86@ = 1 // integer values 

:CASIN10_17928
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @CASIN10_17987 
00D6: if 
0029:   32@ >= 800 // integer values 
004D: jump_if_false @CASIN10_17987 
0085: 100@ = 84@ // integer values and handles 
0050: gosub @CASIN10_18645 
0006: 86@ = 2 // integer values 

:CASIN10_17987
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @CASIN10_18068 
00D6: if 
031D:   actor 84@ hit_by_weapon 57 
004D: jump_if_false @CASIN10_18068 
00D6: if 
001B:   3 > 86@ // integer values 
004D: jump_if_false @CASIN10_18068 
0687: clear_actor_task 84@ 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 // integer values 

:CASIN10_18068
0002: jump @CASIN10_18120 

:CASIN10_18075
00D6: if 
0039:   86@ == 2 // integer values 
004D: jump_if_false @CASIN10_18120 
0687: clear_actor_task 84@ 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 // integer values 

:CASIN10_18120
0002: jump @CASIN10_18172 

:CASIN10_18127
00D6: if 
001B:   3 > 86@ // integer values 
004D: jump_if_false @CASIN10_18172 
0687: clear_actor_task 84@ 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 // integer values 

:CASIN10_18172
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @CASIN10_18329 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @CASIN10_18227 
000A: 152@ += 1 // integer values 
0006: 88@ = 1 // integer values 
0002: jump @CASIN10_18329 

:CASIN10_18227
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_18329 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @CASIN10_18297 
0687: clear_actor_task 87@ 
0638: AS_actor 87@ stay_put 0 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0006: 89@ = 1 // integer values 
0002: jump @CASIN10_18329 

:CASIN10_18297
00D6: if 
001B:   2 > 89@ // integer values 
004D: jump_if_false @CASIN10_18329 
0638: AS_actor 87@ stay_put 0 
0006: 89@ = 2 // integer values 

:CASIN10_18329
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @CASIN10_18486 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @CASIN10_18384 
000A: 152@ += 1 // integer values 
0006: 91@ = 1 // integer values 
0002: jump @CASIN10_18486 

:CASIN10_18384
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_18486 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @CASIN10_18454 
0687: clear_actor_task 90@ 
0638: AS_actor 90@ stay_put 0 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
0006: 92@ = 1 // integer values 
0002: jump @CASIN10_18486 

:CASIN10_18454
00D6: if 
001B:   2 > 92@ // integer values 
004D: jump_if_false @CASIN10_18486 
0638: AS_actor 90@ stay_put 0 
0006: 92@ = 2 // integer values 

:CASIN10_18486
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @CASIN10_18643 
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @CASIN10_18541 
000A: 152@ += 1 // integer values 
0006: 94@ = 1 // integer values 
0002: jump @CASIN10_18643 

:CASIN10_18541
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_18643 
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @CASIN10_18611 
0687: clear_actor_task 93@ 
0638: AS_actor 93@ stay_put 0 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
0006: 95@ = 1 // integer values 
0002: jump @CASIN10_18643 

:CASIN10_18611
00D6: if 
001B:   2 > 95@ // integer values 
004D: jump_if_false @CASIN10_18643 
0638: AS_actor 93@ stay_put 0 
0006: 95@ = 2 // integer values 

:CASIN10_18643
0051: return 

:CASIN10_18645
0615: define_action_sequences 96@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 0 -1 ms 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 96@ 1 
0616: define_action_sequences_end 96@ 
0618: assign_actor 100@ to_action_sequences 96@ 
061B: remove_references_to_action_sequences 96@ 
0051: return 

:CASIN10_18869
0615: define_action_sequences 97@ 
04EB: AS_actor -1 crouch 1 
05F5: unknown_action_sequence -1 -788.611 497.731 1375.227 6 -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 97@ 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @CASIN10_18945 
0618: assign_actor 101@ to_action_sequences 97@ 

:CASIN10_18945
061B: remove_references_to_action_sequences 97@ 
0051: return 

:CASIN10_18952
0615: define_action_sequences 98@ 
04EB: AS_actor -1 crouch 1 
05F5: unknown_action_sequence -1 -789.542 495.862 1376.235 6 -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 98@ 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @CASIN10_19028 
0618: assign_actor 102@ to_action_sequences 98@ 

:CASIN10_19028
061B: remove_references_to_action_sequences 98@ 
0051: return 

:CASIN10_19035
0615: define_action_sequences 38@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 38@ 
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @CASIN10_19127 
0618: assign_actor 103@ to_action_sequences 38@ 

:CASIN10_19127
061B: remove_references_to_action_sequences 38@ 
0051: return 

:CASIN10_19134
0615: define_action_sequences 39@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 39@ 
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @CASIN10_19226 
0618: assign_actor 104@ to_action_sequences 39@ 

:CASIN10_19226
061B: remove_references_to_action_sequences 39@ 
0051: return 

:CASIN10_19233
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @CASIN10_19286 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @CASIN10_19286 
009B: destroy_actor_instantly 47@ 
000A: 152@ += 1 // integer values 
0006: 48@ = 1 // integer values 

:CASIN10_19286
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @CASIN10_19339 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @CASIN10_19339 
009B: destroy_actor_instantly 50@ 
000A: 152@ += 1 // integer values 
0006: 51@ = 1 // integer values 

:CASIN10_19339
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @CASIN10_19392 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_19392 
009B: destroy_actor_instantly 53@ 
000A: 152@ += 1 // integer values 
0006: 54@ = 1 // integer values 

:CASIN10_19392
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @CASIN10_19445 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_19445 
009B: destroy_actor_instantly 56@ 
000A: 152@ += 1 // integer values 
0006: 57@ = 1 // integer values 

:CASIN10_19445
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @CASIN10_19498 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_19498 
009B: destroy_actor_instantly 59@ 
000A: 152@ += 1 // integer values 
0006: 60@ = 1 // integer values 

:CASIN10_19498
00D6: if 
0039:   63@ == 0 // integer values 
004D: jump_if_false @CASIN10_19551 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_19551 
009B: destroy_actor_instantly 62@ 
000A: 152@ += 1 // integer values 
0006: 63@ = 1 // integer values 

:CASIN10_19551
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @CASIN10_19604 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_19604 
009B: destroy_actor_instantly 65@ 
000A: 152@ += 1 // integer values 
0006: 66@ = 1 // integer values 

:CASIN10_19604
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @CASIN10_19657 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_19657 
009B: destroy_actor_instantly 69@ 
000A: 152@ += 1 // integer values 
0006: 70@ = 1 // integer values 

:CASIN10_19657
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @CASIN10_19710 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_19710 
009B: destroy_actor_instantly 73@ 
000A: 152@ += 1 // integer values 
0006: 74@ = 1 // integer values 

:CASIN10_19710
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @CASIN10_19763 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_19763 
009B: destroy_actor_instantly 77@ 
000A: 152@ += 1 // integer values 
0006: 78@ = 1 // integer values 

:CASIN10_19763
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @CASIN10_19816 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASIN10_19816 
009B: destroy_actor_instantly 81@ 
000A: 152@ += 1 // integer values 
0006: 82@ = 0 // integer values 

:CASIN10_19816
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @CASIN10_19869 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @CASIN10_19869 
009B: destroy_actor_instantly 84@ 
000A: 152@ += 1 // integer values 
0006: 85@ = 1 // integer values 

:CASIN10_19869
0006: 118@ = 1 // integer values 
0051: return 

:CASIN10_19878
0674: set_car_model #SENTINEL numberplate "_4GEDIT_" 
00A5: 123@ = create_car #SENTINEL at -831.107 503.678 1357.348 
0229: set_car 123@ color_to 24 24 
0175: set_car 123@ z_angle_to 292.606 
020A: set_car 123@ door_status_to 2 
0840: link_car 123@ to_interior 1 
009A: 120@ = create_actor 24 #VMAFF3 at -816.005 493.329 1358.293 
0856: (unknown) 120@ 0 
01B2: give_actor 120@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 120@ z_angle_to 302.139 
060B: unknown_actor_use_entity 120@ 106@ 
0638: AS_actor 120@ stay_put 1 
05E2: AS_actor 120@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 120@ weapon_accuracy_to 80 
07DD: (unknown) 120@ 50 
009A: 121@ = create_actor 24 #VMAFF1 at -821.268 508.167 1358.273 
0856: (unknown) 121@ 0 
01B2: give_actor 121@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 121@ z_angle_to 234.012 
060B: unknown_actor_use_entity 121@ 106@ 
04EB: AS_actor 121@ crouch 1 
0638: AS_actor 121@ stay_put 1 
05E2: AS_actor 121@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 121@ weapon_accuracy_to 50 
07DD: (unknown) 121@ 80 
009A: 122@ = create_actor 24 #VMAFF2 at -828.77 510.594 1357.307 
0856: (unknown) 122@ 0 
01B2: give_actor 122@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 122@ z_angle_to 241.767 
060B: unknown_actor_use_entity 122@ 106@ 
04EB: AS_actor 122@ crouch 1 
0638: AS_actor 122@ stay_put 1 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 122@ weapon_accuracy_to 75 
07DD: (unknown) 122@ 50 
0006: 119@ = 1 // integer values 
0051: return 

:CASIN10_20236
00D6: if or
0039:   132@ == 0 // integer values 
0039:   132@ == 1 // integer values 
004D: jump_if_false @CASIN10_20287 
00D6: if 
002E:   $1422 >= 131@ // integer values 
004D: jump_if_false @CASIN10_20287 
0050: gosub @CASIN10_20345 

:CASIN10_20287
00D6: if 
0039:   132@ == 2 // integer values 
004D: jump_if_false @CASIN10_20343 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CASIN10_20343 
0006: 132@ = 0 // integer values 
000A: 131@ += 1 // integer values 
0006: 133@ = 0 // integer values 
00BE: text_clear_all 

:CASIN10_20343
0051: return 

:CASIN10_20345
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @CASIN10_20381 
03CF: load_wav 135@(131@,17i) as 1 
0006: 132@ = 1 // integer values 

:CASIN10_20381
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @CASIN10_20439 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CASIN10_20439 
00BC: text_highpriority $7762(131@,17s) 4000 ms 1 
03D1: play_wav 1 
0006: 132@ = 2 // integer values 

:CASIN10_20439
0051: return 

:CASIN10_20441
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @CASIN10_20546 
00D6: if 
0118:   actor 120@ dead 
004D: jump_if_false @CASIN10_20496 
000A: 152@ += 1 // integer values 
0006: 153@ = 1 // integer values 
0002: jump @CASIN10_20546 

:CASIN10_20496
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_20546 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @CASIN10_20546 
0350: unknown_actor 120@ not_scared_flag 0 
0006: 154@ = 1 // integer values 

:CASIN10_20546
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @CASIN10_20651 
00D6: if 
0118:   actor 121@ dead 
004D: jump_if_false @CASIN10_20601 
000A: 152@ += 1 // integer values 
0006: 155@ = 1 // integer values 
0002: jump @CASIN10_20651 

:CASIN10_20601
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_20651 
00D6: if 
0039:   156@ == 0 // integer values 
004D: jump_if_false @CASIN10_20651 
0350: unknown_actor 121@ not_scared_flag 0 
0006: 156@ = 1 // integer values 

:CASIN10_20651
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @CASIN10_20756 
00D6: if 
0118:   actor 122@ dead 
004D: jump_if_false @CASIN10_20706 
000A: 152@ += 1 // integer values 
0006: 157@ = 1 // integer values 
0002: jump @CASIN10_20756 

:CASIN10_20706
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @CASIN10_20756 
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @CASIN10_20756 
0350: unknown_actor 122@ not_scared_flag 0 
0006: 158@ = 1 // integer values 

:CASIN10_20756
0051: return 

//-------------Mission 93---------------
// Originally: Misappropriation

:VCRASH1
0050: gosub @VCRASH1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @VCRASH1_27 
0050: gosub @VCRASH1_7873 

:VCRASH1_27
0050: gosub @VCRASH1_8036 
004E: end_thread 

:VCRASH1_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'VCRASH1' 
0001: wait 0 ms 
054C: use_GXT_table 'VCR1' 
08F5: (unknown) 
02E4: load_cutscene_data 'CRASHV1' 

:VCRASH1_84
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCRASH1_108 
0001: wait 0 ms 
0002: jump @VCRASH1_84 

:VCRASH1_108
01B6: set_weather 11 
02E7: start_cutscene 
0395: clear_area 0 at 1653.347 2668.373 10.8203 range 10.0 
016A: fade 1 1000 ms 

:VCRASH1_145
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCRASH1_169 
0001: wait 0 ms 
0002: jump @VCRASH1_145 

:VCRASH1_169
016A: fade 0 0 ms 

:VCRASH1_175
00D6: if 
016B:   fading 
004D: jump_if_false @VCRASH1_199 
0001: wait 0 ms 
0002: jump @VCRASH1_175 

:VCRASH1_199
02EA: end_cutscene 

:VCRASH1_201
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_228 
0001: wait 0 ms 
0002: jump @VCRASH1_201 

:VCRASH1_228
0395: clear_area 0 at 1599.09 2667.725 9.8203 range 0.5 
03CB: set_camera 1599.09 2667.725 9.8203 
00A1: put_actor $PLAYER_ACTOR at 1599.09 2667.725 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0373: set_camera_directly_behind_player 
01B7: release_weather 
08F6: (unknown) 
016A: fade 1 1000 ms 

:VCRASH1_312
00D6: if 
016B:   fading 
004D: jump_if_false @VCRASH1_336 
0001: wait 0 ms 
0002: jump @VCRASH1_312 

:VCRASH1_336
09FF: (unknown) 1599.09 2667.725 9.8203 
00BC: text_highpriority 'VCR1__1' 15000 ms 1  // ~s~ld meg a ~r~clpontot ~s~s szerezd meg a bizonyt dosszit.
018A: 34@ = create_checkpoint_at -1306.191 2532.48 86.7332 
0165: set_marker 34@ color_to 0 
0006: 59@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 49@ = 0 // integer values 

:VCRASH1_424
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @VCRASH1_467 
0006: 62@(49@,10i) = 0 // integer values 
000A: 49@ += 1 // integer values 
0002: jump @VCRASH1_424 

:VCRASH1_467
0006: 36@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 73@ = 0 // integer values 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @VCRASH1_525 
0213: 106@ = create_pickup #BRIEFCASE type 3 at 103@ 104@ 105@ 

:VCRASH1_525
077A: set_actor $PLAYER_ACTOR aggressive_to_pedgroup 4 type 24 
00D6: if 
0038:   $2879 == 1 // integer values 
004D: jump_if_false @VCRASH1_574 
0950: trip_skip -1346.614 2304.482 93.539 angle 4.8156 

:VCRASH1_574
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_601 
0002: jump @VCRASH1_574 

:VCRASH1_601
00D6: if 
0735:   83 
004D: jump_if_false @VCRASH1_623 
0002: jump @VCRASH1_7980 

:VCRASH1_623
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
00EC:   actor $PLAYER_ACTOR 0 -1306.191 2532.48 radius 200.0 200.0 
004D: jump_if_false @VCRASH1_710 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:VCRASH1_710
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @VCRASH1_3167 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -1306.191 2532.48 radius 250.0 250.0 
004D: jump_if_false @VCRASH1_3167 
0006: 44@ = 0 // integer values 
00D6: if 
8248:   not model #MAVERICK available 
004D: jump_if_false @VCRASH1_801 
0247: request_model #MAVERICK 
0002: jump @VCRASH1_808 

:VCRASH1_801
000A: 44@ += 1 // integer values 

:VCRASH1_808
00D6: if 
8248:   not model #MESA available 
004D: jump_if_false @VCRASH1_836 
0247: request_model #MESA 
0002: jump @VCRASH1_843 

:VCRASH1_836
000A: 44@ += 1 // integer values 

:VCRASH1_843
00D6: if 
8248:   not model #FBIRANCH available 
004D: jump_if_false @VCRASH1_871 
0247: request_model #FBIRANCH 
0002: jump @VCRASH1_878 

:VCRASH1_871
000A: 44@ += 1 // integer values 

:VCRASH1_878
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @VCRASH1_906 
0247: request_model #SANCHEZ 
0002: jump @VCRASH1_913 

:VCRASH1_906
000A: 44@ += 1 // integer values 

:VCRASH1_913
00D6: if 
8248:   not model #BUFFALO available 
004D: jump_if_false @VCRASH1_941 
0247: request_model #BUFFALO 
0002: jump @VCRASH1_948 

:VCRASH1_941
000A: 44@ += 1 // integer values 

:VCRASH1_948
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @VCRASH1_976 
0247: request_model #AK47 
0002: jump @VCRASH1_983 

:VCRASH1_976
000A: 44@ += 1 // integer values 

:VCRASH1_983
00D6: if 
8248:   not model #FBI available 
004D: jump_if_false @VCRASH1_1011 
0247: request_model #FBI 
0002: jump @VCRASH1_1018 

:VCRASH1_1011
000A: 44@ += 1 // integer values 

:VCRASH1_1018
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @VCRASH1_1046 
0247: request_model #WMYBU 
0002: jump @VCRASH1_1053 

:VCRASH1_1046
000A: 44@ += 1 // integer values 

:VCRASH1_1053
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @VCRASH1_1081 
0247: request_model #MICRO_UZI 
0002: jump @VCRASH1_1088 

:VCRASH1_1081
000A: 44@ += 1 // integer values 

:VCRASH1_1088
00D6: if 
87C1:   not path 114 available 
004D: jump_if_false @VCRASH1_1114 
07C0: load_path 114 
0002: jump @VCRASH1_1121 

:VCRASH1_1114
000A: 44@ += 1 // integer values 

:VCRASH1_1121
00D6: if 
87C1:   not path 109 available 
004D: jump_if_false @VCRASH1_1147 
07C0: load_path 109 
0002: jump @VCRASH1_1154 

:VCRASH1_1147
000A: 44@ += 1 // integer values 

:VCRASH1_1154
00D6: if 
0039:   44@ == 11 // integer values 
004D: jump_if_false @VCRASH1_3167 
0004: $2879 = 1 // integer values 
00A5: 74@ = create_car #MAVERICK at -1325.514 2559.87 87.6329 
0175: set_car 74@ z_angle_to 90.0 
020A: set_car 74@ door_status_to 3 
0224: set_car 74@ health_to 50000 
02AC: set_car 74@ immunities 1 1 1 1 1 
05EB: assign_vehicle 74@ to_path 114 
06FD: (unknown) 74@ 0.0 
0825: instantly_spin_flying_vehicle 74@ rotor_blade 
00A5: 75@ = create_car #MAVERICK at -1343.22 2538.337 87.0107 
0175: set_car 75@ z_angle_to 10.304 
02AC: set_car 75@ immunities 1 1 1 1 1 
0249: release_model #MAVERICK 
00A5: 76@ = create_car #MESA at -1304.416 2498.821 87.0571 
0249: release_model #MESA 
0175: set_car 76@ z_angle_to 240.0877 
00A5: 77@ = create_car #FBIRANCH at -1291.948 2497.782 87.1105 
0249: release_model #FBIRANCH 
0175: set_car 77@ z_angle_to 107.4866 
00A5: 78@ = create_car #SANCHEZ at -1311.13 2512.169 86.7085 
0175: set_car 78@ z_angle_to 177.3181 
00A5: 79@ = create_car #SANCHEZ at -1308.107 2542.577 87.4072 
0249: release_model #SANCHEZ 
0175: set_car 79@ z_angle_to 179.8761 
009A: 80@ = create_actor 24 #WMYBU at -1312.008 2549.6 86.7332 
0173: set_actor 80@ z_angle_to 259.3965 
01B2: give_actor 80@ weapon 28 ammo 9999 // Load the weapon model before using this 
074E: (unknown) 80@ 30.0 5 
0164: disable_marker 34@ 
0187: 34@ = create_marker_above_actor 80@ 
02A9: set_actor 80@ immune_to_nonplayer 1 
0223: set_actor 80@ health_to 200 
07E5: unknown_copy_entity -1 90@ 
0708: unknown_add_entity_item 90@ 31 
060B: unknown_actor_use_entity 80@ 90@ 
0006: 91@ = 0 // integer values 
009A: 81@ = create_actor 24 #FBI at -1302.715 2534.374 86.7332 
0173: set_actor 81@ z_angle_to 183.0002 
01B2: give_actor 81@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 81@ 0 0 1 
074E: (unknown) 81@ 30.0 8 
077A: set_actor 81@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 81@ 70.0 
0961: (unknown) 81@ 1 
009A: 82@ = create_actor 24 #FBI at -1325.868 2525.352 89.2044 
0173: set_actor 82@ z_angle_to 226.106 
01B2: give_actor 82@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 82@ 0 0 1 
074E: (unknown) 82@ 30.0 8 
077A: set_actor 82@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 82@ 70.0 
0961: (unknown) 82@ 1 
009A: 83@ = create_actor 24 #FBI at -1303.204 2530.197 86.6889 
0173: set_actor 83@ z_angle_to 4.8042 
01B2: give_actor 83@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 83@ 0 0 1 
074E: (unknown) 83@ 30.0 8 
077A: set_actor 83@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 83@ 70.0 
0961: (unknown) 83@ 1 
009A: 84@ = create_actor 24 #FBI at -1315.782 2502.167 88.8673 
0173: set_actor 84@ z_angle_to 242.7848 
01B2: give_actor 84@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 84@ 0 0 1 
074E: (unknown) 84@ 30.0 8 
077A: set_actor 84@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 84@ 70.0 
0961: (unknown) 84@ 1 
009A: 85@ = create_actor 24 #FBI at -1299.54 2555.919 86.5877 
01B2: give_actor 85@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 85@ 0 0 1 
074E: (unknown) 85@ 30.0 8 
077A: set_actor 85@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 85@ 70.0 
0961: (unknown) 85@ 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1299.54 2555.919 86.5877 
05D7: add_point_to_scmpath -1310.96 2556.232 86.7332 
05D7: add_point_to_scmpath -1311.968 2538.963 86.7332 
05D7: add_point_to_scmpath -1321.357 2531.076 86.6104 
05D7: add_point_to_scmpath -1321.043 2522.5 86.285 
05D7: add_point_to_scmpath -1314.539 2513.364 86.0349 
05D7: add_point_to_scmpath -1309.208 2508.24 86.0349 
05D7: add_point_to_scmpath -1296.686 2524.012 86.4456 
05D8: AS_assign_scmpath to_actor 85@ flags 4 3 
009A: 86@ = create_actor 24 #FBI at -1328.974 2533.528 86.409 
01B2: give_actor 86@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 86@ 0 0 1 
074E: (unknown) 86@ 30.0 8 
077A: set_actor 86@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 86@ 70.0 
0961: (unknown) 86@ 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1328.974 2533.528 86.409 
05D7: add_point_to_scmpath -1329.293 2521.88 86.0349 
05D7: add_point_to_scmpath -1309.194 2521.418 86.3435 
05D7: add_point_to_scmpath -1308.755 2535.446 86.7332 
05D8: AS_assign_scmpath to_actor 86@ flags 4 3 
009A: 87@ = create_actor 24 #FBI at -1288.024 2516.431 86.1473 
01B2: give_actor 87@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 87@ 0 0 1 
074E: (unknown) 87@ 30.0 8 
077A: set_actor 87@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 87@ 70.0 
0961: (unknown) 87@ 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1288.024 2516.431 86.1473 
05D7: add_point_to_scmpath -1287.43 2508.768 86.0176 
05D7: add_point_to_scmpath -1295.208 2506.548 85.9726 
05D7: add_point_to_scmpath -1310.584 2517.543 86.191 
05D7: add_point_to_scmpath -1311.336 2524.432 86.4621 
05D7: add_point_to_scmpath -1305.55 2521.813 86.359 
05D7: add_point_to_scmpath -1300.198 2521.183 86.3342 
05D7: add_point_to_scmpath -1296.416 2525.185 86.4917 
05D8: AS_assign_scmpath to_actor 87@ flags 4 2 
009A: 88@ = create_actor 24 #FBI at -1294.97 2499.619 85.9347 
0173: set_actor 88@ z_angle_to 102.9169 
01B2: give_actor 88@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 88@ 0 0 1 
074E: (unknown) 88@ 30.0 8 
077A: set_actor 88@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 88@ 70.0 
0961: (unknown) 88@ 1 
009A: 89@ = create_actor 24 #FBI at -1296.548 2499.436 85.9413 
0173: set_actor 89@ z_angle_to 281.057 
01B2: give_actor 89@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_action_sequence 89@ 0 0 1 
0677: AS_actor 88@ chat_with_actor 89@ 1 1 
0677: AS_actor 89@ chat_with_actor 88@ 0 1 
074E: (unknown) 89@ 30.0 12 
077A: set_actor 89@ aggressive_to_pedgroup 4 type 0 
060F: (unknown) 89@ 70.0 
0961: (unknown) 89@ 1 
00A5: 92@ = create_car #BUFFALO at 2077.761 2420.901 48.5234 
0175: set_car 92@ z_angle_to 90.0 
05EB: assign_vehicle 92@ to_path 109 
06FD: (unknown) 92@ 0.0 
02AC: set_car 92@ immunities 1 1 1 1 1 
0224: set_car 92@ health_to 50000 
020A: set_car 92@ door_status_to 3 
00A5: 93@ = create_car #BUFFALO at 2077.761 2416.901 48.5234 
0175: set_car 93@ z_angle_to 90.0 
0224: set_car 93@ health_to 1750 
020A: set_car 93@ door_status_to 3 
0615: define_action_sequences 94@ 
05D3: AS_actor -1 go_to_point -1324.902 2554.654 87.8548 speed 7 -2 ms 
05CB: AS_actor -1 enter_car_as_driver 74@ 20000 ms 
0616: define_action_sequences_end 94@ 
0615: define_action_sequences 95@ 
0633: AS_actor -1 exit_vehicle 
0637: unknown_action_sequence -1 2112.607 2422.873 59.8223 7 1.0 0.5 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 2097.288 2436.618 59.8223 7 1.0 0.5 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 2096.757 2440.394 59.8151 7 1.0 0.5 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 2074.036 2440.098 48.5176 7 1.0 0.5 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 2078.0 2427.004 48.5244 7 1.0 0.5 $PLAYER_ACTOR 
05CB: AS_actor -1 enter_car_as_driver 92@ 20000 ms 
0616: define_action_sequences_end 95@ 
000A: 36@ += 1 // integer values 

:VCRASH1_3167
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @VCRASH1_3253 
00D6: if 
0039:   62@(91@,10i) == 2 // integer values 
004D: jump_if_false @VCRASH1_3253 
00BC: text_highpriority 'VCR1__7' 8000 ms 1  // ~s~A ~r~clpont ~s~helikopterrel menekl.
014C: set_parked_car_generator $5189[7] cars_to_generate_to 0 
008B: 37@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 37@ += 8000 // integer values 
000A: 72@ += 1 // integer values 

:VCRASH1_3253
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @VCRASH1_3401 
00D6: if 
001B:   1 > 61@ // integer values 
004D: jump_if_false @VCRASH1_3401 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // integer values 
004D: jump_if_false @VCRASH1_3401 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_3378 
00D6: if 
84A9:   not actor $PLAYER_ACTOR driving_helicopter 
004D: jump_if_false @VCRASH1_3378 
00BC: text_highpriority 'VCR1__9' 6000 ms 1  // ~s~Kvesd a clpontot a megmaradt~b~helikopterrel.
0186: 35@ = create_marker_above_car 75@ 
07E0: set_marker 35@ type_to 1 
018B: show_on_radar 34@ 1 

:VCRASH1_3378
008B: 37@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 37@ += 6000 // integer values 
000A: 72@ += 1 // integer values 

:VCRASH1_3401
00D6: if 
0039:   72@ == 2 // integer values 
004D: jump_if_false @VCRASH1_3583 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // integer values 
004D: jump_if_false @VCRASH1_3583 
00D6: if 
04A9:   actor $PLAYER_ACTOR driving_helicopter 
004D: jump_if_false @VCRASH1_3551 
00BC: text_highpriority 'VCR1_10' 5000 ms 1  // ~s~Ne hagyd, hogy a  ~r~clpont ~s~elmenekljn!
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_3501 
02AC: set_car 74@ immunities 0 0 0 0 0 

:VCRASH1_3501
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_3532 
02AC: set_car 75@ immunities 0 0 0 0 0 

:VCRASH1_3532
018B: show_on_radar 34@ 3 
0164: disable_marker 35@ 
000A: 72@ += 1 // integer values 

:VCRASH1_3551
00D6: if 
0118:   actor 80@(91@,10i) dead 
004D: jump_if_false @VCRASH1_3583 
0164: disable_marker 35@ 
000A: 72@ += 1 // integer values 

:VCRASH1_3583
00D6: if 
0019:   36@ > 0 // integer values 
004D: jump_if_false @VCRASH1_6883 
0006: 49@ = 0 // integer values 

:VCRASH1_3608
00D6: if 
001B:   10 > 49@ // integer values 
004D: jump_if_false @VCRASH1_6883 
00D6: if 
003B:   49@ == 91@ // integer values 
004D: jump_if_false @VCRASH1_6189 
00D6: if 
8118:   not actor 80@(49@,10i) dead 
004D: jump_if_false @VCRASH1_5884 
00D6: if 
0039:   62@(91@,10i) == 0 // integer values 
004D: jump_if_false @VCRASH1_3732 
00D6: if 
0019:   59@ > 0 // integer values 
004D: jump_if_false @VCRASH1_3732 
0618: assign_actor 80@(91@,10i) to_action_sequences 94@ 
07A8: toggle_area69_sam 0 
000A: 62@(91@,10i) += 1 // integer values 

:VCRASH1_3732
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_4114 
00D6: if 
0039:   62@(91@,10i) == 1 // integer values 
004D: jump_if_false @VCRASH1_3827 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 74@ 
004D: jump_if_false @VCRASH1_3827 
0224: set_car 74@ health_to 1750 
02AC: set_car 74@ immunities 0 0 0 0 0 
000A: 62@(91@,10i) += 1 // integer values 

:VCRASH1_3827
00D6: if 
0039:   62@(91@,10i) == 2 // integer values 
004D: jump_if_false @VCRASH1_4114 
00AA: store_car 74@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
0509: $11352 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 51@ 52@ 
0007: 96@ = 7000.0 // floating-point values 
0077: 96@ /= $11352 // floating-point values 
0017: 96@ /= 100.0 // floating-point values 
00D6: if 
0021:   96@ > 2.0 // floating-point values 
004D: jump_if_false @VCRASH1_3953 
0007: 96@ = 2.0 // floating-point values 

:VCRASH1_3953
00D6: if 
0023:   0.3 > 96@ // floating-point values 
004D: jump_if_false @VCRASH1_3984 
0007: 96@ = 0.3 // floating-point values 

:VCRASH1_3984
06FD: (unknown) 74@ 96@ 
00D6: if 
860E:   not car 74@ is_assigned_to_existing_path 
004D: jump_if_false @VCRASH1_4114 
00D6: if 
8119:   not car 93@ wrecked 
004D: jump_if_false @VCRASH1_4031 
020A: set_car 93@ door_status_to 1 

:VCRASH1_4031
0618: assign_actor 80@(91@,10i) to_action_sequences 95@ 
00BC: text_highpriority 'VCR1__8' 5000 ms 1  // ~s~A ~r~clpont ~s~elhagyta a helikoptert.
0164: disable_marker 35@ 
018B: show_on_radar 34@ 3 
01E8: create_forbidden_for_cars_cube 2475.428 2345.007 2.7255 2517.416 2398.874 12.369 
000A: 62@(91@,10i) += 1 // integer values 

:VCRASH1_4114
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @VCRASH1_4555 
00D6: if 
0039:   62@(91@,10i) == 3 // integer values 
004D: jump_if_false @VCRASH1_4306 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 92@ 
004D: jump_if_false @VCRASH1_4306 
0224: set_car 92@ health_to 1750 
02AC: set_car 92@ immunities 0 0 0 0 0 
01C3: remove_references_to_car 74@ // Like turning a car into any random car 
01C3: remove_references_to_car 75@ // Like turning a car into any random car 
01C3: remove_references_to_car 76@ // Like turning a car into any random car 
01C3: remove_references_to_car 77@ // Like turning a car into any random car 
01C3: remove_references_to_car 78@ // Like turning a car into any random car 
01C3: remove_references_to_car 79@ // Like turning a car into any random car 
0006: 42@ = 0 // integer values 

:VCRASH1_4235
00D6: if 
001B:   10 > 42@ // integer values 
004D: jump_if_false @VCRASH1_4295 
00D6: if 
803B:   not  42@ == 91@ // integer values 
004D: jump_if_false @VCRASH1_4281 
01C2: remove_references_to_actor 80@(42@,10i) // Like turning an actor into a random pedestrian 

:VCRASH1_4281
000A: 42@ += 1 // integer values 
0002: jump @VCRASH1_4235 

:VCRASH1_4295
000A: 62@(91@,10i) += 1 // integer values 

:VCRASH1_4306
00D6: if 
0039:   62@(91@,10i) == 4 // integer values 
004D: jump_if_false @VCRASH1_4555 
00D6: if 
060E:   car 92@ is_assigned_to_existing_path 
004D: jump_if_false @VCRASH1_4500 
00AA: store_car 92@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
050A: $11352 = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and 51@ 52@ 53@ 
0007: 96@ = 5000.0 // floating-point values 
0077: 96@ /= $11352 // floating-point values 
0017: 96@ /= 100.0 // floating-point values 
00D6: if 
0021:   96@ > 1.1 // floating-point values 
004D: jump_if_false @VCRASH1_4454 
0007: 96@ = 1.1 // floating-point values 

:VCRASH1_4454
00D6: if 
0023:   0.6 > 96@ // floating-point values 
004D: jump_if_false @VCRASH1_4485 
0007: 96@ = 0.6 // floating-point values 

:VCRASH1_4485
06FD: (unknown) 92@ 96@ 
0002: jump @VCRASH1_4555 

:VCRASH1_4500
05D1: AS_actor 80@(91@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 1 2 
04E0: car 92@ abandon_path_radius 1 
000A: 62@(91@,10i) += 1 // integer values 

:VCRASH1_4555
00D6: if 
0039:   62@(91@,10i) == 5 // integer values 
004D: jump_if_false @VCRASH1_5588 
00D6: if 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_5577 
03C0: 97@ = actor 80@(91@,10i) car 
00AE: unknown_set_car 97@ to_ignore_traffic_lights 2 
04E0: car 97@ abandon_path_radius 1 
00AA: store_car 97@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
0509: $11352 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 51@ 52@ 
0007: 57@ = 3000.0 // floating-point values 
0077: 57@ /= $11352 // floating-point values 
00D6: if 
0100:   actor 80@(91@,10i) near_point_in_car 2506.65 2355.857 10.8203 radius 29.9399 15.57 2.0 sphere 0 
004D: jump_if_false @VCRASH1_4748 
0007: 57@ = 20.0 // floating-point values 

:VCRASH1_4748
00D6: if 
0021:   57@ > 100.0 // floating-point values 
004D: jump_if_false @VCRASH1_4779 
0007: 57@ = 100.0 // floating-point values 

:VCRASH1_4779
00D6: if 
0023:   15.0 > 57@ // floating-point values 
004D: jump_if_false @VCRASH1_4810 
0007: 57@ = 15.0 // floating-point values 

:VCRASH1_4810
00AD: set_car 97@ max_speed_to 57@ 
0227: 40@ = car 97@ health 
00D6: if 
001B:   251 > 40@ // integer values 
004D: jump_if_false @VCRASH1_4910 
0477: set_car 97@ animation 4 5000 ms 
00A0: store_actor 80@(91@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 80@(91@,10i) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 1500 
000A: 62@(91@,10i) += 1 // integer values 

:VCRASH1_4910
00D6: if and
01F4:   car 97@ flipped 
01C1:   car 97@ stopped 
004D: jump_if_false @VCRASH1_5170 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 90.0 90.0 unknown 0 
004D: jump_if_false @VCRASH1_5031 
03ED: (unknown) 97@ 0 
00A0: store_actor 80@(91@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 80@(91@,10i) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 1500 
000A: 62@(91@,10i) += 1 // integer values 
0002: jump @VCRASH1_5170 

:VCRASH1_5031
00D6: if 
838A:   not car_in_cube $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_5170 
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @VCRASH1_5170 
00AA: store_car 97@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D3: point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 get_nearby_vector $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_ANGLE 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 4.0 
004D: jump_if_false @VCRASH1_5170 
00AB: put_car 97@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 97@ z_angle_to $TEMPVAR_ANGLE 

:VCRASH1_5170
00D6: if 
01AF:   car 97@ 0 98@ 99@ 100@ radius 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_5477 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 101@ // integer values 
004D: jump_if_false @VCRASH1_5470 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 90.0 90.0 unknown 0 
004D: jump_if_false @VCRASH1_5331 
03ED: (unknown) 97@ 0 
00A0: store_actor 80@(91@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 80@(91@,10i) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 500 
000A: 62@(91@,10i) += 1 // integer values 
0002: jump @VCRASH1_5470 

:VCRASH1_5331
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @VCRASH1_5470 
00AA: store_car 97@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D3: point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 get_nearby_vector $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_ANGLE 
00D6: if 
838A:   not car_in_cube $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_5470 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 4.0 
004D: jump_if_false @VCRASH1_5470 
00AB: put_car 97@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 97@ z_angle_to $TEMPVAR_ANGLE 

:VCRASH1_5470
0002: jump @VCRASH1_5507 

:VCRASH1_5477
00AA: store_car 97@ position_to 98@ 99@ 100@ 
008B: 101@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 101@ += 5000 // integer values 

:VCRASH1_5507
00D6: if 
0100:   actor 80@(91@,10i) near_point_in_car 2538.067 2389.819 3.22 radius 5.0 5.0 2.0 sphere 0 
004D: jump_if_false @VCRASH1_5570 
0006: 62@(91@,10i) = 7 // integer values 

:VCRASH1_5570
0002: jump @VCRASH1_5588 

:VCRASH1_5577
000A: 62@(91@,10i) += 1 // integer values 

:VCRASH1_5588
00D6: if 
0039:   62@(91@,10i) == 6 // integer values 
004D: jump_if_false @VCRASH1_5733 
062E: (unknown) 80@(91@,10i) 1498 $416 
062E: (unknown) 80@(91@,10i) 1489 102@ 
00D6: if or
04A3:   $416 == 7 // integer values OR floating-point values 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_5733 
00D6: if 
04A4:   102@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VCRASH1_5733 
05D1: AS_actor 80@(91@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 1 2 
000E: 62@(91@,10i) -= 1 // integer values 

:VCRASH1_5733
00D6: if 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_5785 
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @VCRASH1_5778 
0006: 60@ = 1 // integer values 

:VCRASH1_5778
0002: jump @VCRASH1_5810 

:VCRASH1_5785
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @VCRASH1_5810 
0006: 60@ = 0 // integer values 

:VCRASH1_5810
00D6: if 
0039:   62@(91@,10i) == 7 // integer values 
004D: jump_if_false @VCRASH1_5877 
062E: (unknown) 80@(91@,10i) 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @VCRASH1_5877 
05E2: AS_actor 80@(91@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_5877
0002: jump @VCRASH1_6182 

:VCRASH1_5884
00D6: if 
0039:   62@(91@,10i) == 2 // integer values 
004D: jump_if_false @VCRASH1_5959 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_5959 
00D6: if 
060E:   car 74@ is_assigned_to_existing_path 
004D: jump_if_false @VCRASH1_5943 
05EC: release_vehicle 74@ from_path 

:VCRASH1_5943
0564: (unknown) 74@ 
0006: 62@(91@,10i) = 90 // integer values 

:VCRASH1_5959
00D6: if 
056D:   carcass_of_actor 80@(91@,10i) valid 
004D: jump_if_false @VCRASH1_6134 
00D6: if 
84AD:   not actor 80@(91@,10i) touching_water 
004D: jump_if_false @VCRASH1_6104 
00D6: if 
0039:   61@ == 0 // integer values 
004D: jump_if_false @VCRASH1_6097 
0164: disable_marker 34@ 
04A5: store_dead_actor 80@(91@,10i) position_to 103@ 104@ 105@ 
0213: 106@ = create_pickup #BRIEFCASE type 3 at 103@ 104@ 105@ 
03DC: 34@ = create_marker_above_pickup 106@ 
00BC: text_highpriority 'VCR1__3' 5000 ms 1  // ~s~A clpont halott s ledobta az ~g~eredeti dosszit~s~. Keresd meg, mieltt ms megtallja.
0006: 60@ = 2 // integer values 
0006: 61@ = 1 // integer values 

:VCRASH1_6097
0002: jump @VCRASH1_6127 

:VCRASH1_6104
00BC: text_highpriority 'VCR1__4' 5000 ms 1  // ~r~A bizonytk a tenger fenekn van!
0002: jump @VCRASH1_7873 

:VCRASH1_6127
0002: jump @VCRASH1_6157 

:VCRASH1_6134
00BC: text_highpriority 'VCR1__5' 5000 ms 1  // ~r~Megsemmistetted a bizonytkot a robbants sorn!
0002: jump @VCRASH1_7873 

:VCRASH1_6157
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @VCRASH1_6182 
0006: 59@ = 1 // integer values 

:VCRASH1_6182
0002: jump @VCRASH1_6765 

:VCRASH1_6189
00D6: if 
8118:   not actor 80@(49@,10i) dead 
004D: jump_if_false @VCRASH1_6729 
00D6: if 
001B:   3 > 62@(91@,10i) // integer values 
004D: jump_if_false @VCRASH1_6722 
00D6: if 
0039:   62@(49@,10i) == 0 // integer values 
004D: jump_if_false @VCRASH1_6463 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @VCRASH1_6316 
062E: (unknown) 80@(49@,10i) 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @VCRASH1_6316 
05E2: AS_actor 80@(49@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_6316
00D6: if 
001B:   2 > 62@(49@,10i) // integer values 
004D: jump_if_false @VCRASH1_6463 
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @VCRASH1_6463 
00D6: if 
00ED:   actor 80@(49@,10i) 0 103@ 104@ radius 65.0 65.0 
004D: jump_if_false @VCRASH1_6463 
01B2: give_actor 80@(49@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 80@(49@,10i) armed_weapon_to 28 
0637: unknown_action_sequence 80@(49@,10i) 103@ 104@ 105@ 6 1.0 0.5 $PLAYER_ACTOR 
000A: 62@(49@,10i) += 1 // integer values 

:VCRASH1_6463
00D6: if 
0039:   62@(49@,10i) == 1 // integer values 
004D: jump_if_false @VCRASH1_6722 
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @VCRASH1_6711 
062E: (unknown) 80@(49@,10i) 1591 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @VCRASH1_6704 
00D6: if 
00ED:   actor 80@(49@,10i) 0 103@ 104@ radius 2.0 2.0 
004D: jump_if_false @VCRASH1_6704 
01C2: remove_references_to_actor 80@(91@,10i) // Like turning an actor into a random pedestrian 
0006: 80@(91@,10i) = -1 // integer values 
0085: 91@ = 49@ // integer values and handles 
0164: disable_marker 34@ 
0215: destroy_pickup 106@ 
0187: 34@ = create_marker_above_actor 80@(91@,10i) 
02A9: set_actor 80@(91@,10i) immune_to_nonplayer 1 
00D6: if 
8457:   not player $PLAYER_CHAR aiming_at_actor 80@(91@,10i) 
004D: jump_if_false @VCRASH1_6670 
0223: set_actor 80@(91@,10i) health_to 200 

:VCRASH1_6670
0006: 62@(91@,10i) = 0 // integer values 
00BC: text_highpriority 'VCR1__2' 5000 ms 1  // ~s~Tl lass voltl. Az egyik r szrevett, s elvetted a cuccot.
0006: 61@ = 0 // integer values 

:VCRASH1_6704
0002: jump @VCRASH1_6722 

:VCRASH1_6711
000E: 62@(49@,10i) -= 1 // integer values 

:VCRASH1_6722
0002: jump @VCRASH1_6765 

:VCRASH1_6729
01C2: remove_references_to_actor 80@(49@,10i) // Like turning an actor into a random pedestrian 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @VCRASH1_6765 
0951: (unknown) 
0006: 59@ = 1 // integer values 

:VCRASH1_6765
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @VCRASH1_6869 
00D6: if or
074F: (unknown) 80@(49@,10i) 36 
074F: (unknown) 80@(49@,10i) 12 
074F: (unknown) 80@(49@,10i) 15 
074F: (unknown) 80@(49@,10i) 11 
074F: (unknown) 80@(49@,10i) 49 
074F: (unknown) 80@(49@,10i) 30 
004D: jump_if_false @VCRASH1_6869 
0951: (unknown) 
0006: 59@ = 1 // integer values 

:VCRASH1_6869
000A: 49@ += 1 // integer values 
0002: jump @VCRASH1_3608 

:VCRASH1_6883
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @VCRASH1_6958 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1308.928 2527.466 92.816 radius 26.85 38.6399 8.9 
004D: jump_if_false @VCRASH1_6958 
0951: (unknown) 
000A: 73@ += 1 // integer values 

:VCRASH1_6958
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @VCRASH1_7001 
00BC: text_highpriority 'VCR1_11' 5000 ms 1  // ~s~szrevettek! A ~r~clpont ~s~ppen meneklni prbl, ne hagyd neki.
0951: (unknown) 
000A: 59@ += 1 // integer values 

:VCRASH1_7001
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @VCRASH1_7541 
00D6: if 
0019:   62@(91@,10i) > 2 // integer values 
004D: jump_if_false @VCRASH1_7541 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
004D: jump_if_false @VCRASH1_7541 
00A5: 107@ = create_car #BUFFALO at 2522.211 2383.629 4.0162 
0175: set_car 107@ z_angle_to 339.2576 
00A5: 108@ = create_car #BUFFALO at 2518.511 2393.82 4.0104 
0175: set_car 108@ z_angle_to 168.2849 
00A5: 109@ = create_car #BUFFALO at 2510.336 2380.583 4.0139 
0175: set_car 109@ z_angle_to 110.7153 
0007: 110@ = 2524.221 // floating-point values 
0007: 120@ = 2385.007 // floating-point values 
0007: 111@ = 2520.053 // floating-point values 
0007: 121@ = 2392.282 // floating-point values 
0007: 112@ = 2513.938 // floating-point values 
0007: 122@ = 2381.334 // floating-point values 
0007: 113@ = 2513.91 // floating-point values 
0007: 123@ = 2385.471 // floating-point values 
0007: 114@ = 2511.99 // floating-point values 
0007: 124@ = 2392.347 // floating-point values 
0007: 115@ = 2519.308 // floating-point values 
0007: 125@ = 2399.535 // floating-point values 
0007: 116@ = 2530.169 // floating-point values 
0007: 126@ = 2388.519 // floating-point values 
0007: 117@ = 2504.144 // floating-point values 
0007: 127@ = 2382.468 // floating-point values 
0007: 118@ = 2504.832 // floating-point values 
0007: 128@ = 2397.616 // floating-point values 
0007: 119@ = 2506.832 // floating-point values 
0007: 129@ = 2397.616 // floating-point values 
0006: 43@ = 0 // integer values 

:VCRASH1_7395
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @VCRASH1_7518 
00D6: if 
803B:   not  43@ == 91@ // integer values 
004D: jump_if_false @VCRASH1_7504 
009A: 80@(43@,10i) = create_actor 24 #FBI at 110@(43@,10f) 120@(43@,10f) 3.2262 
0173: set_actor 80@(43@,10i) z_angle_to 91.4967 
01B2: give_actor 80@(43@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
0961: (unknown) 80@(43@,10i) 1 

:VCRASH1_7504
000A: 43@ += 1 // integer values 
0002: jump @VCRASH1_7395 

:VCRASH1_7518
008B: 37@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 37@ += 3000 // integer values 
000A: 36@ += 1 // integer values 

:VCRASH1_7541
00D6: if 
0039:   36@ == 2 // integer values 
004D: jump_if_false @VCRASH1_7689 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // integer values 
004D: jump_if_false @VCRASH1_7689 
0006: 43@ = 0 // integer values 

:VCRASH1_7585
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @VCRASH1_7666 
00D6: if 
8118:   not actor 80@(43@,10i) dead 
004D: jump_if_false @VCRASH1_7652 
074E: (unknown) 80@(43@,10i) 50.0 8 
077A: set_actor 80@(43@,10i) aggressive_to_pedgroup 4 type 0 

:VCRASH1_7652
000A: 43@ += 1 // integer values 
0002: jump @VCRASH1_7585 

:VCRASH1_7666
008B: 37@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 37@ += 3000 // integer values 
000A: 36@ += 1 // integer values 

:VCRASH1_7689
00D6: if 
0039:   36@ == 3 // integer values 
004D: jump_if_false @VCRASH1_7804 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // integer values 
004D: jump_if_false @VCRASH1_7804 
0006: 43@ = 0 // integer values 

:VCRASH1_7733
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @VCRASH1_7797 
00D6: if 
8118:   not actor 80@(43@,10i) dead 
004D: jump_if_false @VCRASH1_7783 
05E2: AS_actor 80@(43@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_7783
000A: 43@ += 1 // integer values 
0002: jump @VCRASH1_7733 

:VCRASH1_7797
000A: 36@ += 1 // integer values 

:VCRASH1_7804
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @VCRASH1_7866 
00D6: if 
0214:   pickup 106@ picked_up 
004D: jump_if_false @VCRASH1_7866 
0164: disable_marker 34@ 
00BC: text_highpriority 'VCR1__6' 5000 ms 1  // ~s~Gratullok, megvan az eredeti dosszi.
0002: jump @VCRASH1_7980 

:VCRASH1_7866
0002: jump @VCRASH1_574 

:VCRASH1_7873
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
8118:   not actor 80@(91@,10i) dead 
004D: jump_if_false @VCRASH1_7978 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_7978 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 74@ 
004D: jump_if_false @VCRASH1_7978 
04A2: heli 74@ fly_to 0.0 0.0 0.0 speed 20.0 40.0 

:VCRASH1_7978
0051: return 

:VCRASH1_7980
0008: $598 += 1 // integer values 
00BA: text_styled 'M_PASSD' 5000 ms 1  // KLDETS TELJESTVE!
0109: player $PLAYER_CHAR money += 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH1'  // Sikkaszts
030C: set_mission_points += 1 
0051: return 

:VCRASH1_8036
0164: disable_marker 34@ 
0164: disable_marker 35@ 
07A8: toggle_area69_sam 1 
0215: destroy_pickup 106@ 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_8086 
02AC: set_car 75@ immunities 0 0 0 0 0 

:VCRASH1_8086
01E7: remove_forbidden_for_cars_cube 2475.428 2345.007 2.7255 2517.416 2398.874 12.369 
00D6: if 
0038:   $1955 == 1 // integer values 
004D: jump_if_false @VCRASH1_8143 
014C: set_parked_car_generator $5189[7] cars_to_generate_to 101 

:VCRASH1_8143
0249: release_model #MAVERICK 
0249: release_model #MESA 
0249: release_model #FBIRANCH 
0249: release_model #SANCHEZ 
0249: release_model #BUFFALO 
0249: release_model #AK47 
0249: release_model #FBI 
0249: release_model #WMYBU 
0249: release_model #MICRO_UZI 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_8213 
077B: set_actor $PLAYER_ACTOR neutral_to_pedgroup 4 type 24 

:VCRASH1_8213
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 94---------------
// Originally: High Noon

:VCR2
0050: gosub @VCR2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @VCR2_27 
0050: gosub @VCR2_5040 

:VCR2_27
0050: gosub @VCR2_5121 
004E: end_thread 

:VCR2_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'VCR2' 
0001: wait 0 ms 
054C: use_GXT_table 'VCR2' 
08F5: (unknown) 
02E4: load_cutscene_data 'CRASV2A' 

:VCR2_84
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCR2_108 
0001: wait 0 ms 
0002: jump @VCR2_84 

:VCR2_108
01B6: set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 range 30.9 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:VCR2_145
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCR2_169 
0001: wait 0 ms 
0002: jump @VCR2_145 

:VCR2_169
016A: fade 0 0 ms 

:VCR2_175
00D6: if 
016B:   fading 
004D: jump_if_false @VCR2_199 
0001: wait 0 ms 
0002: jump @VCR2_175 

:VCR2_199
02EA: end_cutscene 
00D6: if 
856A:   not (unknown) 
004D: jump_if_false @VCR2_342 
02E4: load_cutscene_data 'CRASV2B' 

:VCR2_225
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCR2_249 
0001: wait 0 ms 
0002: jump @VCR2_225 

:VCR2_249
01B6: set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 range 30.9 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:VCR2_286
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCR2_310 
0001: wait 0 ms 
0002: jump @VCR2_286 

:VCR2_310
016A: fade 0 0 ms 

:VCR2_316
00D6: if 
016B:   fading 
004D: jump_if_false @VCR2_340 
0001: wait 0 ms 
0002: jump @VCR2_316 

:VCR2_340
02EA: end_cutscene 

:VCR2_342
023C: request_special_actor 'PULASKI' as 1 
0247: request_model #BANDITO 
0247: request_model #BUFFALO 
0247: request_model #DESERT_EAGLE 
038B: load_requested_models 

:VCR2_372
00D6: if or
8248:   not model #BANDITO available 
8248:   not model #BUFFALO available 
8248:   not model #DESERT_EAGLE available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @VCR2_413 
0001: wait 0 ms 
0002: jump @VCR2_372 

:VCR2_413
05AA: 48@s = 'VCR2_AA' // 8-byte strings 
05AA: 50@s = 'VCR2_AB' // 8-byte strings 
05AA: 52@s = 'VCR2_AC' // 8-byte strings 
05AA: 54@s = 'VCR2_AD' // 8-byte strings 
05AA: 56@s = 'VCR2_AE' // 8-byte strings 
05AA: 58@s = 'VCR2_BA' // 8-byte strings 
05AA: 60@s = 'VCR2_BB' // 8-byte strings 
05AA: 62@s = 'VCR2_BC' // 8-byte strings 
05AA: 64@s = 'VCR2_BE' // 8-byte strings 
05AA: 66@s = 'VCR2_BF' // 8-byte strings 
05AA: 68@s = 'VCR2_BG' // 8-byte strings 
05AA: 70@s = 'VCR2_BH' // 8-byte strings 
05AA: 72@s = 'VCR2_BJ' // 8-byte strings 
05AA: 74@s = 'VCR2_CA' // 8-byte strings 
05AA: 76@s = 'VCR2_CB' // 8-byte strings 
05AA: 78@s = 'VCR2_CC' // 8-byte strings 
05AA: 80@s = 'VCR2_CD' // 8-byte strings 
05AA: 82@s = 'VCR2_CE' // 8-byte strings 
05AA: 84@s = 'VCR2_CF' // 8-byte strings 
05AA: 86@s = 'VCR2_CG' // 8-byte strings 
04AF: 88@ = unknown_wav_reference 42400 
04AF: 89@ = unknown_wav_reference 42401 
04AF: 90@ = unknown_wav_reference 42402 
04AF: 91@ = unknown_wav_reference 42403 
04AF: 92@ = unknown_wav_reference 42404 
04AF: 93@ = unknown_wav_reference 42405 
04AF: 94@ = unknown_wav_reference 42406 
04AF: 95@ = unknown_wav_reference 42407 
04AF: 96@ = unknown_wav_reference 42408 
04AF: 97@ = unknown_wav_reference 42409 
04AF: 98@ = unknown_wav_reference 42410 
04AF: 99@ = unknown_wav_reference 42411 
04AF: 100@ = unknown_wav_reference 42412 
04AF: 101@ = unknown_wav_reference 42413 
04AF: 102@ = unknown_wav_reference 42414 
04AF: 103@ = unknown_wav_reference 42415 
04AF: 104@ = unknown_wav_reference 42416 
04AF: 105@ = unknown_wav_reference 42417 
04AF: 106@ = unknown_wav_reference 42418 
04AF: 107@ = unknown_wav_reference 42419 
0006: 109@ = 0 // integer values 
0006: 110@ = 1 // integer values 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 111@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 111@ += 6000 // integer values 
0674: set_car_model #BUFFALO numberplate "PULASKI" 
00A5: 112@ = create_car #BUFFALO at -371.0292 2209.82 41.4921 
0175: set_car 112@ z_angle_to 159.2268 
0229: set_car 112@ color_to 8 0 
09C4: set_car 112@ gas_tank_explosion 0 
02AA: set_car 112@ immune_to_nonplayer 1 
073B: (unknown) 112@ 1 
02AC: set_car 112@ immunities 1 1 1 1 1 
0224: set_car 112@ health_to 2250 
009A: 113@ = create_actor 24 #SPECIAL01 at -335.4141 2218.942 41.4921 
077A: set_actor $PLAYER_ACTOR aggressive_to_pedgroup 4 type 24 
0173: set_actor 113@ z_angle_to 104.108 
02A9: set_actor 113@ immune_to_nonplayer 1 
08AF: (unknown) 113@ 500 
0223: set_actor 113@ health_to 500 
0446: set_actor 113@ immune_to_headshots 0 
0946: (unknown) 113@ 1 
02E2: set_actor 113@ weapon_accuracy_to 80 
02AB: set_actor 113@ immunities 1 1 1 0 0 
0615: define_action_sequences 37@ 
05D3: AS_actor -1 go_to_point -346.4254 2216.427 41.4921 speed 6 -2 ms 
05CB: AS_actor -1 enter_car_as_driver 112@ -2 ms 
05D1: AS_actor -1 drive_car 112@ to -472.778 1958.194 83.5515 speed 40.0 0 1 2 
0616: define_action_sequences_end 37@ 
0618: assign_actor 113@ to_action_sequences 37@ 
061B: remove_references_to_action_sequences 37@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0001: wait 0 ms 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
015F: set_camera_position -341.3325 2213.11 42.837 0.0 0.0 0.0 
0160: point_camera -340.718 2213.898 42.8258 2 
0A0B: (unknown) -341.3325 2213.11 42.837 327.4725 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 0 at -334.1724 2214.62 40.4911 range 30.0 
03CB: set_camera -334.1724 2214.62 40.4911 
00A1: put_actor $PLAYER_ACTOR at -334.1724 2214.62 40.4911 
0173: set_actor $PLAYER_ACTOR z_angle_to 232.082 
0373: set_camera_directly_behind_player 
00A5: 114@ = create_car #BANDITO at -342.2552 2221.39 41.4911 
0175: set_car 114@ z_angle_to 168.7771 
016A: fade 1 500 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 1500 // integer values 
0006: 47@ = 0 // integer values 
0006: 115@ = 0 // integer values 
01B7: release_weather 

:VCR2_1480
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0735:   83 
004D: jump_if_false @VCR2_1511 
0002: jump @VCR2_5058 

:VCR2_1511
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @VCR2_1568 
00D6: if 
001B:   9 > 47@ // integer values 
004D: jump_if_false @VCR2_1568 
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 2000 // integer values 
0006: 47@ = 9 // integer values 

:VCR2_1568
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @VCR2_1653 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_1653 
05D3: AS_actor $PLAYER_ACTOR go_to_point -337.9653 2218.594 41.4911 speed 6 2000 ms 
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 1500 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_1653
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @VCR2_1832 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_1832 
00A1: put_actor $PLAYER_ACTOR at -337.9653 2218.594 41.4911 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
00A1: put_actor 113@ at -359.3949 2213.404 41.4911 
0173: set_actor 113@ z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0187: 34@ = create_marker_above_actor 113@ 
00BC: text_highpriority 'VCR2__1' 15000 ms 1  // ~s~ld meg ~r~Pulaskit!
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 26000 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_1832
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @VCR2_2019 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_2019 
05D2: AS_actor 113@ run_to_and_hijack_vehicle -1 max_search_radius 40.0 traffic_behavior 2 
01B2: give_actor 113@ weapon 24 ammo 9999 // Load the weapon model before using this 
077A: set_actor 113@ aggressive_to_pedgroup 4 type 0 
02AB: set_actor 113@ immunities 0 1 1 0 0 
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @VCR2_1994 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_1987 
02AC: set_car 112@ immunities 0 0 0 0 0 
072F: (unknown) 112@ 4.0 4000 1 1 0 -1 

:VCR2_1987
0006: 115@ = 1 // integer values 

:VCR2_1994
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 240000 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_2019
00D6: if 
0039:   47@ == 3 // integer values 
004D: jump_if_false @VCR2_2782 
00D6: if 
00EC:   actor 113@ 0 184.0797 1715.949 radius 40.6 1108.668 
004D: jump_if_false @VCR2_2160 
062E: (unknown) 113@ 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @VCR2_2160 
05D1: AS_actor 113@ drive_car -1 to -2466.309 2244.328 3.8078 speed 40.0 0 1 2 
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 10000 // integer values 
0006: 47@ = 2 // integer values 

:VCR2_2160
00D6: if 
00EC:   actor 113@ 0 -2747.482 2334.301 radius 36.34 5.86 
004D: jump_if_false @VCR2_2283 
062E: (unknown) 113@ 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @VCR2_2283 
05D1: AS_actor 113@ drive_car -1 to -1446.225 2670.991 54.9682 speed 40.0 0 1 2 
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 10000 // integer values 
0006: 47@ = 2 // integer values 

:VCR2_2283
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 200.0 200.0 0 
004D: jump_if_false @VCR2_2375 
008B: 116@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 116@ += 8000 // integer values 
00D6: if 
875C:   not marker 34@ enabled 
004D: jump_if_false @VCR2_2368 
05D2: AS_actor 113@ run_to_and_hijack_vehicle -1 max_search_radius 50.0 traffic_behavior 2 
0187: 34@ = create_marker_above_actor 113@ 

:VCR2_2368
0002: jump @VCR2_2468 

:VCR2_2375
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @VCR2_2426 
05D2: AS_actor 113@ run_to_and_hijack_vehicle -1 max_search_radius 28.0 traffic_behavior 2 
00BC: text_highpriority 'VCR2__2' 5000 ms 1  // ~r~Pulaski elmenekl!
0164: disable_marker 34@ 

:VCR2_2426
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 116@ // integer values 
004D: jump_if_false @VCR2_2468 
00BC: text_highpriority 'VCR2__3' 5000 ms 1  // ~r~Pulaski elmeneklt!
0002: jump @VCR2_5040 

:VCR2_2468
00D6: if 
001B:   20 > 109@ // integer values 
004D: jump_if_false @VCR2_2695 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 30.0 30.0 0 
004D: jump_if_false @VCR2_2695 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 111@ // integer values 
004D: jump_if_false @VCR2_2695 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @VCR2_2695 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 48@(109@,20s) // 8-byte strings 
008A: $ACTOR_SPEECH_WAV_FILE = 88@(109@,21i) // integer values and handles 
004F: create_thread @AUDIOL -1 0 1 110@ 109@ 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @VCR2_2630 
0006: 110@ = 2 // integer values 
0002: jump @VCR2_2637 

:VCR2_2630
0006: 110@ = 1 // integer values 

:VCR2_2637
008B: 111@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 111@ += 500 // integer values 
000A: 109@ += 1 // integer values 
00D6: if 
001B:   20 > 109@ // integer values 
004D: jump_if_false @VCR2_2695 
040D: unload_wav 110@ 
03CF: load_wav 88@(109@,21i) as 110@ 

:VCR2_2695
00D6: if 
80DF:   not actor 113@ driving 
004D: jump_if_false @VCR2_2782 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 20.0 20.0 0 
004D: jump_if_false @VCR2_2782 
062E: (unknown) 113@ 1957 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @VCR2_2782 
07A5: AS_actor 113@ attack_actor $PLAYER_ACTOR 4000 ms 

:VCR2_2782
00D6: if 
0039:   47@ == 9 // integer values 
004D: jump_if_false @VCR2_2863 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_2863 
00D6: if 
04AD:   actor 113@ touching_water 
004D: jump_if_false @VCR2_2849 
0002: jump @VCR2_5058 
0002: jump @VCR2_2863 

:VCR2_2849
016A: fade 0 500 ms 
000A: 47@ += 1 // integer values 

:VCR2_2863
00D6: if 
0039:   47@ == 10 // integer values 
004D: jump_if_false @VCR2_3045 
04ED: load_animation "SWAT" 
00D6: if 
816B:   not fading 
004D: jump_if_false @VCR2_3045 
0792: (unknown) $PLAYER_ACTOR 
00A6: destroy_car 112@ 
0889: (unknown) 113@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009B: destroy_actor_instantly 113@ 
02C1: set $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 to_car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 100.0 
0674: set_car_model #BUFFALO numberplate "PULASKI" 
00A5: 112@ = create_car #BUFFALO at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0229: set_car 112@ color_to 8 0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 100 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_3045
00D6: if 
0039:   47@ == 11 // integer values 
004D: jump_if_false @VCR2_3649 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_3649 
00D6: if 
04EE:   animation "SWAT" loaded 
004D: jump_if_false @VCR2_3649 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @VCR2_3131 
016A: fade 1 500 ms 
0002: jump @VCR2_5058 

:VCR2_3131
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 1.6 -1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 117@ = create_actor 24 #SPECIAL01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 112@ z_angle 
0009: $TEMPVAR_ANGLE += -90.0 // floating-point values 
0173: set_actor 117@ z_angle_to $TEMPVAR_ANGLE 
0332: set_actor 117@ bleeding_to 1 
0812: AS_actor 117@ perform_animation "GNSTWALL_INJURD" from_file "SWAT" 9999.0 loop 1 0 0 lock 0 time -1 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 3.0 -1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 112@ z_angle 
0009: $TEMPVAR_ANGLE += 90.0 // floating-point values 
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 3.3455 -1.6234 1.1443 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 2.5461 -1.3539 0.6073 
0159: camera_on_ped 117@ 15 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 
040D: unload_wav 1 
03CF: load_wav 42420 as 1 
016A: fade 1 500 ms 
00D6: if 
8119:   not car 114@ wrecked 
004D: jump_if_false @VCR2_3621 
00AA: store_car 112@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AD:   car 114@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 6.0 6.0 
004D: jump_if_false @VCR2_3614 
00A6: destroy_car 114@ 

:VCR2_3614
0002: jump @VCR2_3626 

:VCR2_3621
00A6: destroy_car 114@ 

:VCR2_3626
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 400 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_3649
00D6: if 
0039:   47@ == 12 // integer values 
004D: jump_if_false @VCR2_3839 
00D6: if 
816B:   not fading 
004D: jump_if_false @VCR2_3839 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @VCR2_3839 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DA' // 8-byte strings  // ~z~Nem rzed szarul magad, heh?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 42420 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 42421 as 2 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_3816 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_3816
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 500 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_3839
00D6: if 
0039:   47@ == 13 // integer values 
004D: jump_if_false @VCR2_4035 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_4035 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @VCR2_4035 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DB' // 8-byte strings  // ~z~Ja, amiatt a kurva fk miatt van.... bassza meg
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 42421 
004F: create_thread @AUDIOL 117@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 42422 as 1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_4012 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4012
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 500 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_4035
00D6: if 
0039:   47@ == 14 // integer values 
004D: jump_if_false @VCR2_4231 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_4231 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @VCR2_4231 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DC' // 8-byte strings  // ~z~Utols kvnsg?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 42422 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 42423 as 2 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_4208 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4208
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 500 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_4231
00D6: if 
0039:   47@ == 15 // integer values 
004D: jump_if_false @VCR2_4427 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_4427 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @VCR2_4427 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DD' // 8-byte strings  // ~z~Ja... megbaszhatom a hgod?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 42423 
004F: create_thread @AUDIOL 117@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 42424 as 1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_4404 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4404
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 500 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_4427
00D6: if 
0039:   47@ == 16 // integer values 
004D: jump_if_false @VCR2_4685 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_4685 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @VCR2_4685 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DE' // 8-byte strings  // ~z~Te fasz seggfej. Kcsg fasszop!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 42424 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
041D: set_camera_near_clip 0.1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_4662 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ offset 2.1414 -0.908 0.2244 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:VCR2_4662
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 500 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_4685
00D6: if 
0039:   47@ == 17 // integer values 
004D: jump_if_false @VCR2_4782 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_4782 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @VCR2_4782 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTA_G" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
000A: 47@ += 1 // integer values 

:VCR2_4782
00D6: if 
0039:   47@ == 18 // integer values 
004D: jump_if_false @VCR2_4939 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "FIGHTA_G" 
004D: jump_if_false @VCR2_4939 
0613: 118@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 
00D6: if 
0021:   118@ > 0.351 // floating-point values 
004D: jump_if_false @VCR2_4939 
097A: (unknown) 0.0 0.0 0.0 1136 
043C: unknown_set_game_sounds 0 
016A: fade 0 0 ms 
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @VCR2_4916 
05BE: AS_kill_actor 117@ 

:VCR2_4916
008B: 35@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 35@ += 1000 // integer values 
000A: 47@ += 1 // integer values 

:VCR2_4939
00D6: if 
0039:   47@ == 19 // integer values 
004D: jump_if_false @VCR2_5033 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // integer values 
004D: jump_if_false @VCR2_5033 
016A: fade 1 500 ms 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @VCR2_5058 

:VCR2_5033
0002: jump @VCR2_1480 

:VCR2_5040
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:VCR2_5058
00BA: text_styled 'M_PASSD' 5000 ms 1  // KLDETS TELJESTVE!
0109: player $PLAYER_CHAR money += 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH2'  // Delel
030C: set_mission_points += 1 
0629: change_stat 339 to 1 // integer 
0008: $598 += 1 // integer values 
0051: return 

:VCR2_5121
0164: disable_marker 34@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0296: unload_special_actor 1 
0249: release_model #BANDITO 
0249: release_model #BUFFALO 
0249: release_model #DESERT_EAGLE 
043C: unknown_set_game_sounds 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCR2_5179 
077B: set_actor $PLAYER_ACTOR neutral_to_pedgroup 4 type 24 

:VCR2_5179
04EF: release_animation "SWAT" 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 95---------------
// Originally: Madd Dogg

:DOC2
03A4: name_thread 'DOC2' 
0050: gosub @DOC2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @DOC2_38 
0050: gosub @DOC2_13046 

:DOC2_38
0050: gosub @DOC2_13736 
004E: end_thread 

:DOC2_47
0006: 131@ = 0 // integer values 
0004: $7799 = 40 // integer values 
0004: $7800 = 0 // integer values 
0004: $7796 = 0 // integer values 
0004: $7797 = 0 // integer values 
0004: $7798 = 0 // integer values 
060A: unknown_create_entity 3 99@ 
0169: set_fade_color 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'DOC2' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:DOC2_137
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_161 
0001: wait 0 ms 
0002: jump @DOC2_137 

:DOC2_161
02E4: load_cutscene_data 'DOC_2' 

:DOC2_172
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DOC2_196 
0001: wait 0 ms 
0002: jump @DOC2_172 

:DOC2_196
0395: clear_area 1 at 2159.899 1443.042 9.8203 range 40.0 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:DOC2_229
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DOC2_253 
0001: wait 0 ms 
0002: jump @DOC2_229 

:DOC2_253
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:DOC2_274
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_298 
0001: wait 0 ms 
0002: jump @DOC2_274 

:DOC2_298
02EA: end_cutscene 
0247: request_model #VBMYELV 
0247: request_model #VWFYPRO 
0247: request_model #WMOTR1 
0247: request_model #WMOPREA 
0247: request_model #CELLPHONE 
0247: request_model #HECK1 
0247: request_model #HECK2 
04ED: load_animation "ON_LOOKERS" 
023C: request_special_actor 'MADDOGG' as 1 

:DOC2_358
00D6: if or
8248:   not model #VBMYELV available 
8248:   not model #VWFYPRO available 
8248:   not model #WMOTR1 available 
004D: jump_if_false @DOC2_392 
0001: wait 0 ms 
0002: jump @DOC2_358 

:DOC2_392
00D6: if or
8248:   not model #WMOPREA available 
8248:   not model #CELLPHONE available 
8248:   not model #HECK1 available 
004D: jump_if_false @DOC2_428 
0001: wait 0 ms 
0002: jump @DOC2_392 

:DOC2_428
00D6: if or
8248:   not model #HECK2 available 
84EE:   not animation "ON_LOOKERS" loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DOC2_473 
0001: wait 0 ms 
0002: jump @DOC2_428 

:DOC2_473
01E8: create_forbidden_for_cars_cube 2090.981 1388.51 8.8203 2234.686 1517.077 10.8203 
022B: create_forbidden_for_peds_cube 2090.981 1388.51 8.8203 2234.686 1517.077 10.8203 
0007: 105@ = 2163.638 // floating-point values 
0007: 106@ = 1443.663 // floating-point values 
0007: 107@ = 9.8203 // floating-point values 
01EB: set_traffic_density_to 0.0 
0395: clear_area 1 at 2161.34 1442.504 9.8203 range 20.0 
0395: clear_area 1 at 2107.19 1409.153 9.8203 range 10.0 
009A: 95@ = create_actor 4 #SPECIAL01 at 2162.62 1451.475 23.1719 
0245: set_actor 95@ walk_style_to "DRUNKMAN" 
0173: set_actor 95@ z_angle_to 180.0 
0223: set_actor 95@ health_to 1 
0615: define_action_sequences 73@ 
05D3: AS_actor -1 go_to_point 2154.192 1437.948 9.8203 speed 4 8000 ms 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation_sequence "LKAROUND_IN" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "LKAROUND_OUT" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 73@ 1 
0616: define_action_sequences_end 73@ 
0615: define_action_sequences 74@ 
05D3: AS_actor -1 go_to_point 2164.596 1435.169 9.8203 speed 4 8000 ms 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation_sequence "POINTUP_IN" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "POINTUP_SHOUT" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 74@ 1 
0616: define_action_sequences_end 74@ 
0615: define_action_sequences 75@ 
05D3: AS_actor -1 go_to_point 2160.696 1435.38 9.8203 speed 4 8000 ms 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: unknown_action_sequence -1 100 
0605: actor -1 perform_animation_sequence "POINTUP_IN" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "POINTUP_SHOUT" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "POINTUP_OUT" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 75@ 1 
0616: define_action_sequences_end 75@ 
0615: define_action_sequences 76@ 
05D3: AS_actor -1 go_to_point 2169.263 1435.927 9.8203 speed 4 8000 ms 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_02" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_01" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 76@ 1 
0616: define_action_sequences_end 76@ 
0615: define_action_sequences 77@ 
05D3: AS_actor -1 go_to_point 2155.42 1436.42 9.8203 speed 4 8000 ms 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: unknown_action_sequence -1 500 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_01" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_01" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 77@ 1 
0616: define_action_sequences_end 77@ 
0615: define_action_sequences 78@ 
05D3: AS_actor -1 go_to_point 2168.29 1436.191 9.8203 speed 4 8000 ms 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_02" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_01" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 78@ 1 
0616: define_action_sequences_end 78@ 
0615: define_action_sequences 79@ 
05D3: AS_actor -1 go_to_point 2159.253 1435.312 9.8203 speed 4 8000 ms 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: unknown_action_sequence -1 500 
0605: actor -1 perform_animation_sequence "LKUP_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "LKUP_POINT" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "LKUP_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "LKUP_POINT" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "LKUP_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 79@ 1 
0616: define_action_sequences_end 79@ 
0615: define_action_sequences 96@ 
05D3: AS_actor -1 go_to_point 2165.651 1452.0 23.1721 speed 4 8000 ms 
05D3: AS_actor -1 go_to_point 2160.56 1452.0 23.1719 speed 4 8000 ms 
0643: (unknown) 96@ 1 
0616: define_action_sequences_end 96@ 
0615: define_action_sequences 97@ 
05BC: AS_actor -1 jump 0 
0616: define_action_sequences_end 97@ 
0615: define_action_sequences 98@ 
05C5: AS_actor -1 cower -1 ms 
0643: (unknown) 98@ 1 
0616: define_action_sequences_end 98@ 
0615: define_action_sequences 116@ 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 116@ 1 
0616: define_action_sequences_end 116@ 
0615: define_action_sequences 110@ 
0605: actor -1 perform_animation_sequence "WAVE_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 110@ 
0615: define_action_sequences 111@ 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" from_file "ON_LOOKERS" 1.0 loop 0 0 0 0 -1 ms 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 111@ 
029B: 100@ = init_object #SMASH_BOX_STAY at 2156.719 1482.352 19.1794 
029B: 101@ = init_object #SMASH_BOX_BRK at 2156.719 1482.352 19.1794 
0004: $7796 = 100 // integer values 
0568: set_actor 95@ targetable 1 
018A: 92@ = create_checkpoint_at 105@ 106@ 107@ 
018A: 93@ = create_checkpoint_at 1878.546 2240.82 9.813 
018B: show_on_radar 92@ 0 
018B: show_on_radar 93@ 0 
0209: $7797 = random_int 0 5 
0871: init_jump_table $7797 total_jumps 5 0 @DOC2_3089 jumps 0 @DOC2_3014 1 @DOC2_3029 2 @DOC2_3044 3 @DOC2_3059 4 @DOC2_3074 -1 @DOC2_3089 -1 @DOC2_3089 

:DOC2_3014
0004: $7797 = 16000 // integer values 
0002: jump @DOC2_3089 

:DOC2_3029
0004: $7797 = 18000 // integer values 
0002: jump @DOC2_3089 

:DOC2_3044
0004: $7797 = 20000 // integer values 
0002: jump @DOC2_3089 

:DOC2_3059
0004: $7797 = 22000 // integer values 
0002: jump @DOC2_3089 

:DOC2_3074
0004: $7797 = 24000 // integer values 
0002: jump @DOC2_3089 

:DOC2_3089
0615: define_action_sequences 88@ 
0639: AS_actor -1 rotate_to_actor 95@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: unknown_action_sequence -1 1000 
0643: (unknown) 88@ 1 
0616: define_action_sequences_end 88@ 
0006: 39@ = 0 // integer values 
0004: $7798 = 0 // integer values 
009A: 43@ = create_actor 4 #WMOTR1 at 2154.192 1437.948 9.8203 
0173: set_actor 43@ z_angle_to 341.9008 
060B: unknown_actor_use_entity 43@ 99@ 
0618: assign_actor 43@ to_action_sequences 73@ 
009A: 44@ = create_actor 4 #VBMYELV at 2164.596 1435.169 9.8203 
0173: set_actor 44@ z_angle_to 8.2163 
060B: unknown_actor_use_entity 44@ 99@ 
0618: assign_actor 44@ to_action_sequences 74@ 
009A: 45@ = create_actor 4 #HECK2 at 2160.696 1435.38 9.8203 
0173: set_actor 45@ z_angle_to 8.2163 
060B: unknown_actor_use_entity 45@ 99@ 
0618: assign_actor 45@ to_action_sequences 75@ 
009A: 46@ = create_actor 4 #WMOTR1 at 2169.263 1435.927 9.8203 
0173: set_actor 46@ z_angle_to 8.2163 
060B: unknown_actor_use_entity 46@ 99@ 
0618: assign_actor 46@ to_action_sequences 76@ 
009A: 47@ = create_actor 4 #VWFYPRO at 2155.42 1436.42 9.8203 
0173: set_actor 47@ z_angle_to 8.2163 
060B: unknown_actor_use_entity 47@ 99@ 
0618: assign_actor 47@ to_action_sequences 77@ 
009A: 48@ = create_actor 4 #WMOPREA at 2168.29 1436.191 9.8203 
0173: set_actor 48@ z_angle_to 8.2163 
060B: unknown_actor_use_entity 48@ 99@ 
0618: assign_actor 48@ to_action_sequences 78@ 
009A: 49@ = create_actor 4 #HECK1 at 2159.253 1435.312 9.8203 
0173: set_actor 49@ z_angle_to 2.018 
060B: unknown_actor_use_entity 49@ 99@ 
0618: assign_actor 49@ to_action_sequences 79@ 
0247: request_model #WALTON 
0247: request_model #WMYMECH 
0247: request_model #SMASHBOXPILE 

:DOC2_3511
00D6: if or
8248:   not model #WALTON available 
8248:   not model #WMYMECH available 
8248:   not model #SMASHBOXPILE available 
004D: jump_if_false @DOC2_3547 
0001: wait 0 ms 
0002: jump @DOC2_3511 

:DOC2_3547
0107: 102@ = create_object #SMASHBOXPILE at 2112.753 1403.973 10.1484 
0177: set_object 102@ z_angle_to 86.7997 
0249: release_model #SMASHBOXPILE 
0506: vehicle_model #WALTON set_next_variation 4 4 
00A5: 34@ = create_car #WALTON at 2107.19 1409.153 9.8203 
0249: release_model #WALTON 
0175: set_car 34@ z_angle_to 180.0 
0229: set_car 34@ color_to 1 1 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
018B: show_on_radar 35@ 3 
0007: 109@ = 0.0 // floating-point values 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_3761 
0681: attach_object 100@ to_car 34@ at_offset -0.3 -1.0 109@ rotation 0.0 0.0 0.0 
0681: attach_object 101@ to_car 34@ at_offset -0.3 -1.0 109@ rotation 0.0 0.0 0.0 

:DOC2_3761
009A: 114@ = create_actor 4 #WMYMECH at 2109.793 1407.857 9.8203 
0249: release_model #WMYMECH 
0173: set_actor 114@ z_angle_to 180.0 
0729: AS_actor 114@ hold_cellphone 1 
0050: gosub @DOC2_13984 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_3864 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2162.498 1434.396 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 358.0 

:DOC2_3864
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_3893 
0792: (unknown) 95@ 
0618: assign_actor 95@ to_action_sequences 116@ 

:DOC2_3893
0395: clear_area 1 at 2162.705 1430.308 9.8203 range 10.0 
015F: set_camera_position 2162.541 1423.84 9.9728 0.0 0.0 0.0 
0160: point_camera 2162.558 1424.803 10.2424 2 
0169: set_fade_color 0 0 0 
016A: fade 1 0 ms 
0006: 130@ = 2 // integer values 
0006: 135@ = 2 // integer values 
0001: wait 1000 ms 
00BC: text_highpriority 'DOC2_X' 5000 ms 1  // ~s~Mentsd meg valahogy Madd Doggot, mieltt ugrik!
0006: 33@ = 0 // integer values 

:DOC2_4024
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @DOC2_4078 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_4071 
0002: jump @DOC2_4170 

:DOC2_4071
0002: jump @DOC2_4024 

:DOC2_4078
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_4109 
0792: (unknown) $PLAYER_ACTOR 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 172.0 

:DOC2_4109
0006: 33@ = 0 // integer values 

:DOC2_4116
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @DOC2_4170 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_4163 
0002: jump @DOC2_4170 

:DOC2_4163
0002: jump @DOC2_4116 

:DOC2_4170
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_4201 
0792: (unknown) $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to 172.0 

:DOC2_4201
00BE: text_clear_all 
0050: gosub @DOC2_13999 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'DOC2_01' 7000 ms 1  // ~s~Hasznld a saroknl lv ~b~teherautt~s~, hogy megmentsd Madd Doggot!

:DOC2_4228
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_13032 
0001: wait 0 ms 
00D6: if 
0736:   83 
004D: jump_if_false @DOC2_4280 
0002: jump @DOC2_13233 

:DOC2_4280
000A: 131@ += 1 // integer values 
0050: gosub @DOC2_14084 
0050: gosub @DOC2_14886 
00D6: if 
001B:   4 > 91@ // integer values 
004D: jump_if_false @DOC2_5044 
00D6: if and
0019:   131@ > 200 // integer values 
00FE:   actor $PLAYER_ACTOR 0 2154.192 1437.948 9.8203 radius 20.0 20.0 20.0 
876F:   not text_priority_displaying 
004D: jump_if_false @DOC2_5044 

:DOC2_4377
0209: $7798 = random_int 0 9 
00D6: if and
003C:   $7798 == 132@ // integer values 
001B:   3 > 133@ // integer values 
004D: jump_if_false @DOC2_4426 
0002: jump @DOC2_4377 
000A: 133@ += 1 // integer values 

:DOC2_4426
008B: 132@ = $7798 // integer values and handles 
0006: 133@ = 0 // integer values 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DOC2_4685 
00D6: if and
00FE:   actor 43@ 0 2154.192 1437.948 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displaying 
0039:   126@ == 0 // integer values 
004D: jump_if_false @DOC2_4685 
0871: init_jump_table $7798 total_jumps 3 0 @DOC2_4685 jumps 0 @DOC2_4577 1 @DOC2_4613 2 @DOC2_4649 -1 @DOC2_4685 -1 @DOC2_4685 -1 @DOC2_4685 -1 @DOC2_4685 

:DOC2_4577
05AA: 127@s = 'DC2_AA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12400 
0050: gosub @DOC2_14866 
0002: jump @DOC2_4685 

:DOC2_4613
05AA: 127@s = 'DC2_AB' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12401 
0050: gosub @DOC2_14866 
0002: jump @DOC2_4685 

:DOC2_4649
05AA: 127@s = 'DC2_AC' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12402 
0050: gosub @DOC2_14866 
0002: jump @DOC2_4685 

:DOC2_4685
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DOC2_5037 
00D6: if and
00FE:   actor 44@ 0 2164.596 1435.169 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displaying 
0039:   126@ == 0 // integer values 
004D: jump_if_false @DOC2_5037 
0871: init_jump_table $7798 total_jumps 6 0 @DOC2_5037 jumps 3 @DOC2_4821 4 @DOC2_4857 5 @DOC2_4893 6 @DOC2_4929 7 @DOC2_4965 8 @DOC2_5001 -1 @DOC2_5037 

:DOC2_4821
05AA: 127@s = 'DC2_AD' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12403 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5037 

:DOC2_4857
05AA: 127@s = 'DC2_AE' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12404 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5037 

:DOC2_4893
05AA: 127@s = 'DC2_AF' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12405 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5037 

:DOC2_4929
05AA: 127@s = 'DC2_AJ' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12409 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5037 

:DOC2_4965
05AA: 127@s = 'DC2_AK' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12410 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5037 

:DOC2_5001
05AA: 127@s = 'DC2_AL' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 12411 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5037 

:DOC2_5037
0006: 131@ = 0 // integer values 

:DOC2_5044
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6975 
0006: 39@ = 0 // integer values 

:DOC2_5077
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_5272 
00D6: if and
051A:   actor 43@(39@,15i) damaged_by_actor $PLAYER_ACTOR 
0039:   58@(39@,15i) == 0 // integer values 
004D: jump_if_false @DOC2_5180 
0687: clear_actor_task 43@(39@,15i) 
05D3: AS_actor 43@(39@,15i) go_to_point 2082.005 1415.909 9.8047 speed 7 20000 ms 
0006: 58@(39@,15i) = 1 // integer values 

:DOC2_5180
00D6: if and
00FE:   actor 43@(39@,15i) 0 2082.381 1416.636 9.8047 radius 10.0 10.0 10.0 
8039:   not  58@(39@,15i) == 3 // integer values 
004D: jump_if_false @DOC2_5272 
0687: clear_actor_task 43@(39@,15i) 
05DE: AS_actor 43@(39@,15i) walk_around_ped_path 
0006: 58@(39@,15i) = 3 // integer values 

:DOC2_5272
000A: 39@ += 1 // integer values 
0029:   39@ >= 7 // integer values 
004D: jump_if_false @DOC2_5077 
00D6: if or
0039:   91@ == 1 // integer values 
0039:   91@ == 0 // integer values 
004D: jump_if_false @DOC2_5748 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_5588 
00D6: if and
8118:   not actor 114@ dead 
0039:   113@ == 0 // integer values 
004D: jump_if_false @DOC2_5560 
0792: (unknown) 114@ 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 
0209: $7798 = random_int 0 2 
0871: init_jump_table $7798 total_jumps 3 0 @DOC2_5553 jumps 0 @DOC2_5445 1 @DOC2_5481 2 @DOC2_5517 -1 @DOC2_5553 -1 @DOC2_5553 -1 @DOC2_5553 -1 @DOC2_5553 

:DOC2_5445
05AA: 127@s = 'DOGG_GA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14039 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5553 

:DOC2_5481
05AA: 127@s = 'DOGG_GB' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14040 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5553 

:DOC2_5517
05AA: 127@s = 'DOGG_GC' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14041 
0050: gosub @DOC2_14866 
0002: jump @DOC2_5553 

:DOC2_5553
0006: 113@ = 1 // integer values 

:DOC2_5560
018B: show_on_radar 35@ 0 
018B: show_on_radar 92@ 3 
0006: 91@ = 1 // integer values 
0002: jump @DOC2_5609 

:DOC2_5588
018B: show_on_radar 35@ 3 
018B: show_on_radar 92@ 0 
0006: 91@ = 0 // integer values 

:DOC2_5609
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @DOC2_5748 
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 105@ 106@ 107@ radius 4.0 4.0 4.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_5748 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 91@ = 2 // integer values 
0172: 108@ = actor $PLAYER_ACTOR z_angle 
00D6: if and
0021:   108@ > 45.0 // floating-point values 
0023:   145.0 > 108@ // floating-point values 
004D: jump_if_false @DOC2_5741 
0006: 125@ = 0 // integer values 
0002: jump @DOC2_5748 

:DOC2_5741
0006: 125@ = 1 // integer values 

:DOC2_5748
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @DOC2_6975 
0050: gosub @DOC2_13984 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_5830 
0792: (unknown) 95@ 
0605: actor 95@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 

:DOC2_5830
015F: set_camera_position 2162.62 1450.208 25.1198 0.0 0.0 0.0 
0160: point_camera 2162.62 1451.192 24.9414 2 
0209: $7798 = random_int 0 3 
0871: init_jump_table $7798 total_jumps 3 0 @DOC2_6217 jumps 0 @DOC2_5953 1 @DOC2_6041 2 @DOC2_6129 -1 @DOC2_6217 -1 @DOC2_6217 -1 @DOC2_6217 -1 @DOC2_6217 

:DOC2_5953
040D: unload_wav 1 
03CF: load_wav 14000 as 1 

:DOC2_5964
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_5990 
0001: wait 0 ms 
0002: jump @DOC2_5964 

:DOC2_5990
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6014 
0967: actor 95@ move_mouth 2000 

:DOC2_6014
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_AA' 3000 ms 1  // ~z~Vissza!
0002: jump @DOC2_6217 

:DOC2_6041
040D: unload_wav 1 
03CF: load_wav 14002 as 1 

:DOC2_6052
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_6078 
0001: wait 0 ms 
0002: jump @DOC2_6052 

:DOC2_6078
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6102 
0967: actor 95@ move_mouth 2000 

:DOC2_6102
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_AC' 3000 ms 1  // ~z~Figyelmeztetlek titket, ugrani fogok!
0002: jump @DOC2_6217 

:DOC2_6129
040D: unload_wav 1 
03CF: load_wav 14006 as 1 

:DOC2_6140
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_6166 
0001: wait 0 ms 
0002: jump @DOC2_6140 

:DOC2_6166
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6190 
0967: actor 95@ move_mouth 2000 

:DOC2_6190
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_AG' 3000 ms 1  // ~z~Brandy, Istenit, szerezd meg a brandy-t!
0002: jump @DOC2_6217 

:DOC2_6217
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DOC2_6238 
034F: destroy_actor_with_fade 114@ // The actor fades away like a ghost 

:DOC2_6238
0249: release_model #CELLPHONE 
0249: release_model #WMYMECH 
0001: wait 1000 ms 
0006: 33@ = 0 // integer values 

:DOC2_6259
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_6316 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_6309 
0006: 134@ = 1 // integer values 
0002: jump @DOC2_6747 

:DOC2_6309
0002: jump @DOC2_6259 

:DOC2_6316
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6337 
0968: actor 95@ stop_mouth 

:DOC2_6337
0006: 33@ = 0 // integer values 

:DOC2_6344
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @DOC2_6405 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_6398 
0006: 134@ = 1 // integer values 
0002: jump @DOC2_6747 

:DOC2_6398
0002: jump @DOC2_6344 

:DOC2_6405
0460: set_camera_pointing_time 0.0 2000 
015F: set_camera_position 2162.62 1450.208 25.1198 0.0 0.0 0.0 
0160: point_camera 2162.62 1450.499 24.1631 1 
0006: 33@ = 0 // integer values 

:DOC2_6473
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @DOC2_6534 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_6527 
0006: 134@ = 1 // integer values 
0002: jump @DOC2_6747 

:DOC2_6527
0002: jump @DOC2_6473 

:DOC2_6534
0460: set_camera_pointing_time 0.0 2000 
015F: set_camera_position 2162.62 1445.077 13.6736 0.0 0.0 0.0 
0160: point_camera 2162.62 1445.815 14.7476 1 
0006: 33@ = 0 // integer values 

:DOC2_6602
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @DOC2_6663 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_6656 
0006: 134@ = 1 // integer values 
0002: jump @DOC2_6747 

:DOC2_6656
0002: jump @DOC2_6602 

:DOC2_6663
00BC: text_highpriority 'DOC2_05' 3000 ms 1  // ~s~Kapd el ~b~Madd Doggot~s~, ha ugrik.
0006: 33@ = 0 // integer values 

:DOC2_6686
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @DOC2_6747 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_6740 
0006: 134@ = 1 // integer values 
0002: jump @DOC2_6747 

:DOC2_6740
0002: jump @DOC2_6686 

:DOC2_6747
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @DOC2_6781 
00BC: text_highpriority 'DOC2_05' 3000 ms 1  // ~s~Kapd el ~b~Madd Doggot~s~, ha ugrik.

:DOC2_6781
00BE: text_clear_all 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6807 
0618: assign_actor 95@ to_action_sequences 96@ 

:DOC2_6807
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @DOC2_6878 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_6871 
00AB: put_car 34@ at 2163.888 1444.0 9.8203 
0175: set_car 34@ z_angle_to 90.0 

:DOC2_6871
0002: jump @DOC2_6924 

:DOC2_6878
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_6924 
00AB: put_car 34@ at 2163.888 1444.0 9.8203 
0175: set_car 34@ z_angle_to 270.0 

:DOC2_6924
0221: set_player $PLAYER_CHAR trapped_in_car 0 
00D6: if 
075C:   marker 92@ enabled 
004D: jump_if_false @DOC2_6954 
08FB: set_radar_checkpoint 92@ type_to 1 

:DOC2_6954
0050: gosub @DOC2_13999 
0006: 91@ = 3 // integer values 
0006: 32@ = 0 // integer values 

:DOC2_6975
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_12980 
00D6: if 
0039:   91@ == 3 // integer values 
004D: jump_if_false @DOC2_9058 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2149.407 1431.497 9.8203 radius 100.0 100.0 100.0 
004D: jump_if_false @DOC2_7090 
00BC: text_highpriority 'DOC2_10' 4000 ms 1  // ~r~Hagytad, hogy Madd Dogg meghaljon.
0002: jump @DOC2_13046 

:DOC2_7090
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_7155 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @DOC2_7148 
018B: show_on_radar 35@ 0 
018B: show_on_radar 92@ 3 
0006: 89@ = 1 // integer values 

:DOC2_7148
0002: jump @DOC2_7210 

:DOC2_7155
00D6: if 
0039:   89@ == 1 // integer values 
004D: jump_if_false @DOC2_7210 
00BC: text_highpriority 'DOC2_19' 4000 ms 1  // ~s~Szllj vissza a ~b~teherautba~s~!
018B: show_on_radar 35@ 3 
018B: show_on_radar 92@ 0 
0006: 89@ = 0 // integer values 

:DOC2_7210
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 105@ 106@ 107@ radius 12.0 12.0 12.0 
0039:   112@ == 1 // integer values 
004D: jump_if_false @DOC2_7275 
0006: 33@ = 0 // integer values 
02EB: restore_camera_with_jumpcut 
0006: 112@ = 2 // integer values 

:DOC2_7275
00D6: if and
0019:   33@ > 1000 // integer values 
0039:   112@ == 2 // integer values 
004D: jump_if_false @DOC2_7324 
00BC: text_highpriority 'DOC2_11' 4000 ms 1  // ~s~Menj vissza s mentsd meg ~b~Madd Doggot~s~!
0006: 112@ = 0 // integer values 

:DOC2_7324
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 105@ 106@ 107@ radius 12.0 12.0 12.0 
004D: jump_if_false @DOC2_9058 
0006: 112@ = 1 // integer values 
00D6: if 
001B:   40000 > 32@ // integer values 
004D: jump_if_false @DOC2_7445 
015F: set_camera_position 2163.702 1435.87 37.0031 0.0 0.0 0.0 
0160: point_camera 2163.699 1436.447 36.1861 2 

:DOC2_7445
00D6: if and
0019:   32@ > 10000 // integer values 
001B:   11000 > 32@ // integer values 
004D: jump_if_false @DOC2_7761 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @DOC2_7761 
0209: $7798 = random_int 0 3 
0871: init_jump_table $7798 total_jumps 3 0 @DOC2_7754 jumps 0 @DOC2_7562 1 @DOC2_7626 2 @DOC2_7690 -1 @DOC2_7754 -1 @DOC2_7754 -1 @DOC2_7754 -1 @DOC2_7754 

:DOC2_7562
040D: unload_wav 1 
03CF: load_wav 14010 as 1 

:DOC2_7573
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_7599 
0001: wait 0 ms 
0002: jump @DOC2_7573 

:DOC2_7599
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_BA' 4000 ms 1  // ~z~Ez az! Ez itt a vg! Meghalok!
0002: jump @DOC2_7754 

:DOC2_7626
040D: unload_wav 1 
03CF: load_wav 14011 as 1 

:DOC2_7637
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_7663 
0001: wait 0 ms 
0002: jump @DOC2_7637 

:DOC2_7663
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_BB' 4000 ms 1  // ~z~Itt az id, meg fogom tenni!
0002: jump @DOC2_7754 

:DOC2_7690
040D: unload_wav 1 
03CF: load_wav 14012 as 1 

:DOC2_7701
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_7727 
0001: wait 0 ms 
0002: jump @DOC2_7701 

:DOC2_7727
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_BC' 4000 ms 1  // ~z~Viszlt, romlott vilg!
0002: jump @DOC2_7754 

:DOC2_7754
0006: 126@ = 1 // integer values 

:DOC2_7761
00D6: if 
001F:   32@ > $7797 // integer values 
004D: jump_if_false @DOC2_9058 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_7818 
0792: (unknown) 95@ 
0173: set_actor 95@ z_angle_to 177.7059 

:DOC2_7818
015D: set_gamespeed 0.4 
015F: set_camera_position 2163.22 1454.533 35.0248 0.0 0.0 0.0 
0160: point_camera 2163.227 1454.063 34.1425 2 
0001: wait 500 ms 
0382: set_object 100@ collision_detection 0 
0382: set_object 101@ collision_detection 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_7919 
0618: assign_actor 95@ to_action_sequences 97@ 

:DOC2_7919
0006: 33@ = 0 // integer values 
0006: 91@ = 4 // integer values 
040D: unload_wav 3 
03CF: load_wav 23400 as 3 

:DOC2_7944
00D6: if 
8019:   not  33@ > 2000 // integer values 
004D: jump_if_false @DOC2_8558 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 500 // integer values 
0039:   103@ == 0 // integer values 
004D: jump_if_false @DOC2_8021 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_8014 
0687: clear_actor_task 95@ 

:DOC2_8014
0006: 103@ = 1 // integer values 

:DOC2_8021
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_8117 
00A0: store_actor 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0022:   12.0 > $TEMPVAR_FLOAT_3 // floating-point values 
0019:   32@ > 10 // integer values 
004D: jump_if_false @DOC2_8117 
0006: 32@ = 0 // integer values 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 offset 0.0 0.0 2.0 density 40 on_actor 95@ 

:DOC2_8117
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @DOC2_8201 
0050: gosub @DOC2_13984 
015F: set_camera_position 2172.002 1441.702 10.2111 0.0 0.0 0.0 
0160: point_camera 2171.076 1442.002 10.4368 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:DOC2_8201
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_8551 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_8551 
00D6: if 
8039:   not  91@ == 5 // integer values 
004D: jump_if_false @DOC2_8551 
0407: create_coordinate 40@ 41@ 42@ from_car 34@ offset 0.0 -1.5 0.5 
00D6: if 
00FE:   actor 95@ 0 40@ 41@ 42@ radius 1.3 1.3 1.0 
004D: jump_if_false @DOC2_8551 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DOC2_8341 
03D1: play_wav 3 

:DOC2_8341
0007: 109@ = -0.1 // floating-point values 
0723: break_object 101@ intensity 1 
0619: set_actor 95@ collision_detection 0 
0223: set_actor 95@ health_to 100 
0792: (unknown) 95@ 
0812: AS_actor 95@ perform_animation "KO_SHOT_FRONT" from_file "PED" 2.0 loop 0 0 0 lock 1 time -1 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.0 1.0 position 0 shooting_angle 0.0 with_weapon 0 
0006: 91@ = 5 // integer values 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_8551 
064B: 90@ = create_particle "EXPLOSION_BARREL" at 40@ 41@ 42@ 1 
064F: (unknown) 90@ 
015B: (unknown) 0 500 200 
01EB: set_traffic_density_to 2.0 
0223: set_actor 95@ health_to 100 
0826: toggle_hud 1 
0050: gosub @DOC2_13295 

:DOC2_8551
0002: jump @DOC2_7944 

:DOC2_8558
0006: 32@ = 0 // integer values 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @DOC2_8584 
040D: unload_wav 3 

:DOC2_8584
015D: set_gamespeed 1.0 
0050: gosub @DOC2_13999 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_8656 
0465: remove_actor 95@ from_turret_mode 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle 0.0 with_weapon 0 

:DOC2_8656
00D6: if 
0039:   91@ == 4 // integer values 
004D: jump_if_false @DOC2_8747 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_8740 
00A0: store_actor 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 offset 0.0 0.0 10.0 density 100 on_actor 95@ 
05BE: AS_kill_actor 95@ 

:DOC2_8740
0002: jump @DOC2_9058 

:DOC2_8747
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_8793 
01EB: set_traffic_density_to 2.0 
0227: 36@ = car 34@ health 
02AC: set_car 34@ immunities 1 0 0 0 1 

:DOC2_8793
0085: 37@ = 36@ // integer values and handles 
03C4: set_status_text_to $7799 1 'DOC2_07'  // Madd Dogg
018B: show_on_radar 93@ 3 
018B: show_on_radar 92@ 0 
0006: 39@ = 0 // integer values 

:DOC2_8838
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_8995 
0792: (unknown) 43@(39@,15i) 
0209: $7798 = random_int 0 2 
00D6: if 
0038:   $7798 == 0 // integer values 
004D: jump_if_false @DOC2_8948 
0209: $7798 = random_int 10 200 
0001: wait $7798 ms 
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_8941 
0618: assign_actor 43@(39@,15i) to_action_sequences 110@ 

:DOC2_8941
0002: jump @DOC2_8995 

:DOC2_8948
0209: $7798 = random_int 10 200 
0001: wait $7798 ms 
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_8995 
0618: assign_actor 43@(39@,15i) to_action_sequences 111@ 

:DOC2_8995
000A: 39@ += 1 // integer values 
0029:   39@ >= 7 // integer values 
004D: jump_if_false @DOC2_8838 
04EF: release_animation "ON_LOOKERS" 
0001: wait 1000 ms 
00BC: text_highpriority 'DOC2_06' 5000 ms 1  // ~s~Fuvarozd el Madd Doggot a ~y~krhzba ~s~VATOSAN. Minden tkzs cskkenti a tllsi eslyeit.
0006: 32@ = 0 // integer values 

:DOC2_9058
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_12980 
00D6: if 
0039:   91@ == 5 // integer values 
004D: jump_if_false @DOC2_12980 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @DOC2_9482 
00D6: if and
0039:   130@ == 2 // integer values 
0039:   124@ == 0 // integer values 
004D: jump_if_false @DOC2_9177 
05AA: 127@s = 'DOGG_CA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14013 
0050: gosub @DOC2_14866 
0006: 124@ = 1 // integer values 

:DOC2_9177
00D6: if and
0039:   130@ == 2 // integer values 
0039:   124@ == 1 // integer values 
004D: jump_if_false @DOC2_9238 
05AA: 127@s = 'DOGG_CB' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14014 
0050: gosub @DOC2_14866 
0006: 124@ = 2 // integer values 

:DOC2_9238
00D6: if and
0039:   130@ == 2 // integer values 
0039:   124@ == 2 // integer values 
004D: jump_if_false @DOC2_9299 
05AA: 127@s = 'DOGG_CC' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14015 
0050: gosub @DOC2_14866 
0006: 124@ = 3 // integer values 

:DOC2_9299
00D6: if and
0039:   130@ == 2 // integer values 
0039:   124@ == 3 // integer values 
004D: jump_if_false @DOC2_9360 
05AA: 127@s = 'DOGG_CD' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14016 
0050: gosub @DOC2_14866 
0006: 124@ = 4 // integer values 

:DOC2_9360
00D6: if and
0039:   130@ == 2 // integer values 
0039:   124@ == 4 // integer values 
004D: jump_if_false @DOC2_9421 
05AA: 127@s = 'DOGG_CE' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14017 
0050: gosub @DOC2_14866 
0006: 124@ = 5 // integer values 

:DOC2_9421
00D6: if and
0039:   130@ == 2 // integer values 
0039:   124@ == 5 // integer values 
004D: jump_if_false @DOC2_9482 
05AA: 127@s = 'DOGG_CF' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14018 
0050: gosub @DOC2_14866 
0006: 124@ = 6 // integer values 

:DOC2_9482
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_9618 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_9577 
00D6: if 
0039:   117@ == 0 // integer values 
004D: jump_if_false @DOC2_9570 
0006: 124@ = 6 // integer values 
00BC: text_highpriority 'DOC2_19' 4000 ms 1  // ~s~Szllj vissza a ~b~teherautba~s~!
0006: 117@ = 1 // integer values 

:DOC2_9570
0002: jump @DOC2_9618 

:DOC2_9577
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @DOC2_9618 
00BC: text_highpriority 'DOC2_20' 4000 ms 1  // ~s~Fuvarozd el Madd Doggot a ~y~krhzba~s~!
0006: 117@ = 0 // integer values 

:DOC2_9618
0085: 37@ = 36@ // integer values and handles 
0227: 36@ = car 34@ health 
00D6: if and
8118:   not actor 95@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_9700 
00D6: if 
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DOC2_9700 
00D6: if 
003B:   36@ == 37@ // integer values 
004D: jump_if_false @DOC2_9700 
000E: 36@ -= 50 // integer values 

:DOC2_9700
00D6: if 
001D:   37@ > 36@ // integer values 
004D: jump_if_false @DOC2_10835 
0085: 38@ = 37@ // integer values and handles 
0062: 38@ -= 36@ // integer values 
0066: $7799 -= 38@ // integer values 
00D6: if 
001A:   0 > $7799 // integer values 
004D: jump_if_false @DOC2_10022 
0004: $7799 = 0 // integer values 
00BE: text_clear_all 
0209: $7798 = random_int 0 3 
0871: init_jump_table $7798 total_jumps 3 0 @DOC2_9950 jumps 0 @DOC2_9842 1 @DOC2_9878 2 @DOC2_9914 -1 @DOC2_9950 -1 @DOC2_9950 -1 @DOC2_9950 -1 @DOC2_9950 

:DOC2_9842
05AA: 127@s = 'DOGG_EA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14029 
0050: gosub @DOC2_14866 
0002: jump @DOC2_9950 

:DOC2_9878
05AA: 127@s = 'DOGG_EB' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14030 
0050: gosub @DOC2_14866 
0002: jump @DOC2_9950 

:DOC2_9914
05AA: 127@s = 'DOGG_EC' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14031 
0050: gosub @DOC2_14866 
0002: jump @DOC2_9950 

:DOC2_9950
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_9980 
0006: 91@ = 6 // integer values 
0002: jump @DOC2_9992 

:DOC2_9980
034F: destroy_actor_with_fade 95@ // The actor fades away like a ghost 
0002: jump @DOC2_13046 

:DOC2_9992
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_10015 
0332: set_actor 95@ bleeding_to 0 

:DOC2_10015
0006: 33@ = 0 // integer values 

:DOC2_10022
00D6: if and
0039:   94@ == 0 // integer values 
8039:   not  91@ == 6 // integer values 
004D: jump_if_false @DOC2_10835 
00BE: text_clear_all 
0006: 124@ = 4 // integer values 
0006: 94@ = 1 // integer values 
0006: 33@ = 0 // integer values 
0332: set_actor 95@ bleeding_to 1 
00D6: if or
0039:   137@ == 0 // integer values 
0039:   137@ == 1 // integer values 
004D: jump_if_false @DOC2_10118 
0209: $7798 = random_int 0 3 
0002: jump @DOC2_10127 

:DOC2_10118
0209: $7798 = random_int 0 2 

:DOC2_10127
0871: init_jump_table 137@ total_jumps 4 0 @DOC2_10796 jumps 0 @DOC2_10190 1 @DOC2_10338 2 @DOC2_10486 3 @DOC2_10641 -1 @DOC2_10796 -1 @DOC2_10796 -1 @DOC2_10796 

:DOC2_10190
00D6: if 
0038:   $7798 == 0 // integer values 
004D: jump_if_false @DOC2_10237 
05AA: 127@s = 'DOGG_DC' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14021 
0050: gosub @DOC2_14866 

:DOC2_10237
00D6: if 
0038:   $7798 == 1 // integer values 
004D: jump_if_false @DOC2_10284 
05AA: 127@s = 'DOGG_DD' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14022 
0050: gosub @DOC2_14866 

:DOC2_10284
00D6: if 
0038:   $7798 == 2 // integer values 
004D: jump_if_false @DOC2_10331 
05AA: 127@s = 'DOGG_DI' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14027 
0050: gosub @DOC2_14866 

:DOC2_10331
0002: jump @DOC2_10796 

:DOC2_10338
00D6: if 
0038:   $7798 == 0 // integer values 
004D: jump_if_false @DOC2_10385 
05AA: 127@s = 'DOGG_DJ' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14028 
0050: gosub @DOC2_14866 

:DOC2_10385
00D6: if 
0038:   $7798 == 1 // integer values 
004D: jump_if_false @DOC2_10432 
05AA: 127@s = 'DOGG_DE' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14023 
0050: gosub @DOC2_14866 

:DOC2_10432
00D6: if 
0038:   $7798 == 2 // integer values 
004D: jump_if_false @DOC2_10479 
05AA: 127@s = 'DOGG_DF' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14024 
0050: gosub @DOC2_14866 

:DOC2_10479
0002: jump @DOC2_10796 

:DOC2_10486
00D6: if 
0038:   $7798 == 0 // integer values 
004D: jump_if_false @DOC2_10533 
05AA: 127@s = 'DOGG_DG' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14025 
0050: gosub @DOC2_14866 

:DOC2_10533
00D6: if 
0038:   $7798 == 1 // integer values 
004D: jump_if_false @DOC2_10634 
00D6: if 
0039:   124@ == 6 // integer values 
004D: jump_if_false @DOC2_10605 
05AA: 127@s = 'DOGG_DH' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14026 
0050: gosub @DOC2_14866 
0002: jump @DOC2_10634 

:DOC2_10605
05AA: 127@s = 'DOGG_DG' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14025 
0050: gosub @DOC2_14866 

:DOC2_10634
0002: jump @DOC2_10796 

:DOC2_10641
00D6: if 
0038:   $7798 == 0 // integer values 
004D: jump_if_false @DOC2_10688 
05AA: 127@s = 'DOGG_DA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14019 
0050: gosub @DOC2_14866 

:DOC2_10688
00D6: if 
0038:   $7798 == 1 // integer values 
004D: jump_if_false @DOC2_10789 
00D6: if 
0039:   124@ == 6 // integer values 
004D: jump_if_false @DOC2_10760 
05AA: 127@s = 'DOGG_DB' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14020 
0050: gosub @DOC2_14866 
0002: jump @DOC2_10789 

:DOC2_10760
05AA: 127@s = 'DOGG_DA' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 14019 
0050: gosub @DOC2_14866 

:DOC2_10789
0002: jump @DOC2_10796 

:DOC2_10796
000A: 137@ += 1 // integer values 
00D6: if 
0039:   137@ == 4 // integer values 
004D: jump_if_false @DOC2_10828 
0006: 137@ = 0 // integer values 

:DOC2_10828
0006: 124@ = 6 // integer values 

:DOC2_10835
00D6: if and
0039:   94@ == 1 // integer values 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @DOC2_10875 
0332: set_actor 95@ bleeding_to 0 
0006: 94@ = 0 // integer values 

:DOC2_10875
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_10915 
018B: show_on_radar 35@ 0 
018B: show_on_radar 93@ 3 
0002: jump @DOC2_10929 

:DOC2_10915
018B: show_on_radar 35@ 3 
018B: show_on_radar 93@ 0 

:DOC2_10929
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_12980 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_12980 
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 1878.546 2240.82 9.813 radius 4.0 4.0 4.0 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_12980 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_12947 
0221: set_player $PLAYER_CHAR trapped_in_car 1 
0050: gosub @DOC2_13984 
0172: 108@ = actor $PLAYER_ACTOR z_angle 
00D6: if and
0021:   108@ > 0.0 // floating-point values 
0023:   180.0 > 108@ // floating-point values 
004D: jump_if_false @DOC2_11107 
0006: 115@ = 0 // integer values 
0002: jump @DOC2_11114 

:DOC2_11107
0006: 115@ = 1 // integer values 

:DOC2_11114
0395: clear_area 1 at 1878.546 2240.82 9.813 range 10.0 
0465: remove_actor 95@ from_turret_mode 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_11189 
00A1: put_actor 95@ at 1876.335 2236.9 10.125 
0173: set_actor 95@ z_angle_to 242.5344 

:DOC2_11189
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_11270 
00AB: put_car 34@ at 1878.546 2240.82 9.813 
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @DOC2_11260 
0175: set_car 34@ z_angle_to 90.0 
0002: jump @DOC2_11270 

:DOC2_11260
0175: set_car 34@ z_angle_to 270.0 

:DOC2_11270
015F: set_camera_position 1854.521 2272.75 11.9889 0.0 0.0 0.0 
0160: point_camera 1854.83 2271.8 11.9363 2 
0001: wait 1000 ms 
0006: 33@ = 0 // integer values 

:DOC2_11333
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @DOC2_11387 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_11380 
0002: jump @DOC2_12813 

:DOC2_11380
0002: jump @DOC2_11333 

:DOC2_11387
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_11456 
0615: define_action_sequences 139@ 
0603: unknown_action_sequence -1 1878.493 2235.108 10.125 6 -1 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: unknown_action_sequence -1 2000 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 139@ 

:DOC2_11456
009A: 120@ = create_actor 4 #LAEMT1 at 1875.337 2235.227 10.125 
0173: set_actor 120@ z_angle_to 329.5542 
04EB: AS_actor 120@ crouch 1 
009A: 121@ = create_actor 4 #LAEMT1 at 1886.006 2235.067 10.125 
0173: set_actor 121@ z_angle_to 84.1029 
0618: assign_actor 121@ to_action_sequences 139@ 
015F: set_camera_position 1872.495 2243.844 14.0672 0.0 0.0 0.0 
0160: point_camera 1873.321 2243.282 14.1094 2 
0001: wait 100 ms 
040D: unload_wav 1 
03CF: load_wav 14032 as 1 

:DOC2_11607
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_11633 
0001: wait 0 ms 
0002: jump @DOC2_11607 

:DOC2_11633
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_FA' 3000 ms 1  // ~z~H, hozd rendbe magad,
0460: set_camera_pointing_time 0.0 6000 
015F: set_camera_position 1872.495 2243.844 14.0672 0.0 0.0 0.0 
0160: point_camera 1872.97 2243.143 13.5352 1 
0006: 33@ = 0 // integer values 

:DOC2_11721
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_11771 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_11764 
0002: jump @DOC2_12813 

:DOC2_11764
0002: jump @DOC2_11721 

:DOC2_11771
040D: unload_wav 1 
03CF: load_wav 14033 as 1 

:DOC2_11782
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_11808 
0001: wait 0 ms 
0002: jump @DOC2_11782 

:DOC2_11808
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_FB' 3000 ms 1  // ~z~akkor visszavihetnk a stdiba.
0006: 33@ = 0 // integer values 

:DOC2_11835
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_11885 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_11878 
0002: jump @DOC2_12813 

:DOC2_11878
0002: jump @DOC2_11835 

:DOC2_11885
0006: 33@ = 0 // integer values 

:DOC2_11892
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @DOC2_11946 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_11939 
0002: jump @DOC2_12813 

:DOC2_11939
0002: jump @DOC2_11892 

:DOC2_11946
040D: unload_wav 1 
03CF: load_wav 14034 as 1 

:DOC2_11957
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_11983 
0001: wait 0 ms 
0002: jump @DOC2_11957 

:DOC2_11983
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_FC' 3000 ms 1  // ~z~Carl.
0006: 33@ = 0 // integer values 

:DOC2_12010
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12060 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_12053 
0002: jump @DOC2_12813 

:DOC2_12053
0002: jump @DOC2_12010 

:DOC2_12060
040D: unload_wav 1 
03CF: load_wav 14035 as 1 

:DOC2_12071
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_12097 
0001: wait 0 ms 
0002: jump @DOC2_12071 

:DOC2_12097
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_FD' 3000 ms 1  // ~z~Mi?
0006: 33@ = 0 // integer values 

:DOC2_12124
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12174 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_12167 
0002: jump @DOC2_12813 

:DOC2_12167
0002: jump @DOC2_12124 

:DOC2_12174
0006: 33@ = 0 // integer values 

:DOC2_12181
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @DOC2_12235 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_12228 
0002: jump @DOC2_12813 

:DOC2_12228
0002: jump @DOC2_12181 

:DOC2_12235
040D: unload_wav 1 
03CF: load_wav 14036 as 1 

:DOC2_12246
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_12272 
0001: wait 0 ms 
0002: jump @DOC2_12246 

:DOC2_12272
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_FE' 3000 ms 1  // ~z~Ha tisztztam magam, akkor szksgem lesz egy j menedzserre.
0006: 33@ = 0 // integer values 

:DOC2_12299
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12349 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_12342 
0002: jump @DOC2_12813 

:DOC2_12342
0002: jump @DOC2_12299 

:DOC2_12349
040D: unload_wav 1 
03CF: load_wav 14037 as 1 

:DOC2_12360
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_12386 
0001: wait 0 ms 
0002: jump @DOC2_12360 

:DOC2_12386
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_FF' 2000 ms 1  // ~z~Gondoltam, majd benzek hozzd.
0006: 33@ = 0 // integer values 

:DOC2_12413
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12463 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_12456 
0002: jump @DOC2_12813 

:DOC2_12456
0002: jump @DOC2_12413 

:DOC2_12463
0006: 33@ = 0 // integer values 

:DOC2_12470
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @DOC2_12524 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_12517 
0002: jump @DOC2_12813 

:DOC2_12517
0002: jump @DOC2_12470 

:DOC2_12524
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_12638 
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @DOC2_12604 
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to 1853.302 2239.55 9.8203 speed 10.0 2 0 2 
0002: jump @DOC2_12638 

:DOC2_12604
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to 1902.168 2238.136 9.8203 speed 10.0 2 0 2 

:DOC2_12638
040D: unload_wav 1 
03CF: load_wav 14038 as 1 

:DOC2_12649
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_12675 
0001: wait 0 ms 
0002: jump @DOC2_12649 

:DOC2_12675
03D1: play_wav 1 
00BC: text_highpriority 'DOGG_FG' 3000 ms 1  // ~z~Te tetted ezt, pajts.
0006: 33@ = 0 // integer values 

:DOC2_12702
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12752 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_12745 
0002: jump @DOC2_12813 

:DOC2_12745
0002: jump @DOC2_12702 

:DOC2_12752
0006: 33@ = 0 // integer values 

:DOC2_12759
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @DOC2_12813 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DOC2_12806 
0002: jump @DOC2_12813 

:DOC2_12806
0002: jump @DOC2_12759 

:DOC2_12813
0050: gosub @DOC2_13650 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_12928 
03A2: (unknown) 34@ 0 
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @DOC2_12898 
00AB: put_car 34@ at 1913.238 2240.401 9.8203 
0175: set_car 34@ z_angle_to 270.0 
0002: jump @DOC2_12928 

:DOC2_12898
00AB: put_car 34@ at 1867.3 2260.574 9.8203 
0175: set_car 34@ z_angle_to 0.0 

:DOC2_12928
0151: remove_status_text $7796 
0050: gosub @DOC2_13999 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:DOC2_12947
009B: destroy_actor_instantly 95@ 
00D6: if 
075C:   marker 93@ enabled 
004D: jump_if_false @DOC2_12973 
0164: disable_marker 93@ 

:DOC2_12973
0002: jump @DOC2_13233 

:DOC2_12980
00D6: if and
0039:   91@ == 6 // integer values 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @DOC2_13025 
0332: set_actor 95@ bleeding_to 0 
034F: destroy_actor_with_fade 95@ // The actor fades away like a ghost 
0002: jump @DOC2_13046 

:DOC2_13025
0002: jump @DOC2_4228 

:DOC2_13032
0050: gosub @DOC2_13999 
0002: jump @DOC2_13046 

:DOC2_13046
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @DOC2_13231 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0039:   91@ == 5 // integer values 
004D: jump_if_false @DOC2_13103 
0151: remove_status_text $7799 

:DOC2_13103
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @DOC2_13192 
00D6: if 
001B:   5 > 91@ // integer values 
004D: jump_if_false @DOC2_13160 
00BC: text_highpriority 'DOC2_09' 4000 ms 1  // ~r~Most mr nem leszel kpes arra, hogy elkapd Madd Doggot.
0002: jump @DOC2_13176 

:DOC2_13160
00BC: text_highpriority 'DOC2_10' 4000 ms 1  // ~r~Hagytad, hogy Madd Dogg meghaljon.

:DOC2_13176
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_13192 

:DOC2_13192
00D6: if or
0118:   actor 95@ dead 
0038:   $7799 == 0 // integer values 
004D: jump_if_false @DOC2_13231 
00BC: text_highpriority 'DOC2_10' 4000 ms 1  // ~r~Hagytad, hogy Madd Dogg meghaljon.

:DOC2_13231
0051: return 

:DOC2_13233
0006: 104@ = 1 // integer values 
0008: $599 += 1 // integer values 
0318: set_latest_mission_passed 'DOC_2'  // Madd Dogg
030C: set_mission_points += 1 
0394: play_music 1 
01E3: text_1number_styled 'M_PASSR' 10 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DOC2_13295
0247: request_model #LAEMT1 
0247: request_model #AMBULAN 

:DOC2_13305
00D6: if or
8248:   not model #LAEMT1 available 
8248:   not model #AMBULAN available 
004D: jump_if_false @DOC2_13337 
0001: wait 0 ms 
0002: jump @DOC2_13305 

:DOC2_13337
009A: 118@ = create_actor 4 #LAEMT1 at 1853.996 2264.554 9.9245 
0173: set_actor 118@ z_angle_to 261.1915 
009A: 119@ = create_actor 4 #LAEMT1 at 1855.156 2264.286 9.8885 
0173: set_actor 119@ z_angle_to 62.9217 
00A5: 122@ = create_car #AMBULAN at 1889.046 2256.128 9.8203 
0175: set_car 122@ z_angle_to 359.5048 
00A5: 123@ = create_car #AMBULAN at 1896.493 2256.069 9.8203 
0175: set_car 123@ z_angle_to 2.7445 
0615: define_action_sequences 142@ 
0603: unknown_action_sequence -1 1853.996 2264.554 9.9245 4 -1 
05D4: AS_actor -1 rotate_angle 242.922 
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @DOC2_13561 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 

:DOC2_13561
0643: (unknown) 142@ 1 
0616: define_action_sequences_end 142@ 
0618: assign_actor 118@ to_action_sequences 142@ 
061B: remove_references_to_action_sequences 142@ 
0615: define_action_sequences 142@ 
0603: unknown_action_sequence -1 1855.156 2264.286 9.8885 4 -1 
05D4: AS_actor -1 rotate_angle 62.9217 
0643: (unknown) 142@ 1 
0616: define_action_sequences_end 142@ 
0618: assign_actor 119@ to_action_sequences 142@ 
0249: release_model #AMBULAN 
0051: return 

:DOC2_13650
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @DOC2_13671 
034F: destroy_actor_with_fade 118@ // The actor fades away like a ghost 

:DOC2_13671
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @DOC2_13692 
034F: destroy_actor_with_fade 119@ // The actor fades away like a ghost 

:DOC2_13692
00D6: if 
8118:   not actor 120@ dead 
004D: jump_if_false @DOC2_13713 
034F: destroy_actor_with_fade 120@ // The actor fades away like a ghost 

:DOC2_13713
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @DOC2_13734 
034F: destroy_actor_with_fade 121@ // The actor fades away like a ghost 

:DOC2_13734
0051: return 

:DOC2_13736
0004: $ONMISSION = 0 // integer values 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_13764 
034F: destroy_actor_with_fade 95@ // The actor fades away like a ghost 

:DOC2_13764
00D6: if 
075C:   marker 92@ enabled 
004D: jump_if_false @DOC2_13785 
0164: disable_marker 92@ 

:DOC2_13785
00D6: if 
075C:   marker 93@ enabled 
004D: jump_if_false @DOC2_13806 
0164: disable_marker 93@ 

:DOC2_13806
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @DOC2_13827 
0164: disable_marker 35@ 

:DOC2_13827
0151: remove_status_text $7799 
0650: destroy_particle 90@ 
091D: (unknown) 2090.981 1388.51 8.8203 2234.686 1517.077 10.8203 
091E: (unknown) 2090.981 1388.51 8.8203 2234.686 1517.077 10.8203 
0249: release_model #WALTON 
0249: release_model #WMYCON 
0249: release_model #VBMYELV 
0249: release_model #VWFYPRO 
0249: release_model #WMOTR1 
0249: release_model #LAEMT1 
0249: release_model #AMBULAN 
0249: release_model #HECK1 
0249: release_model #HECK2 
0249: release_model #WMOPREA 
0249: release_model #WMYMECH 
0249: release_model #CELLPHONE 
0296: unload_special_actor 1 
04EF: release_animation "ON_LOOKERS" 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:DOC2_13984
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0051: return 

:DOC2_13999
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0051: return 
016A: fade 0 500 ms 

:DOC2_14025
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_14049 
0001: wait 0 ms 
0002: jump @DOC2_14025 

:DOC2_14049
0051: return 
016A: fade 1 500 ms 

:DOC2_14058
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_14082 
0001: wait 0 ms 
0002: jump @DOC2_14058 

:DOC2_14082
0051: return 

:DOC2_14084
00D6: if 
0736:   87 
004D: jump_if_false @DOC2_14154 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14154 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FACE" from_file "PED" 2.0 loop 0 0 0 1 -1 ms 

:DOC2_14154
00D6: if 
0736:   67 
004D: jump_if_false @DOC2_14225 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14225 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FRONT" from_file "PED" 2.0 loop 0 0 0 1 -1 ms 

:DOC2_14225
00D6: if 
0736:   69 
004D: jump_if_false @DOC2_14295 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14295 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_STOM" from_file "PED" 2.0 loop 0 0 0 1 -1 ms 

:DOC2_14295
00D6: if 
0736:   68 
004D: jump_if_false @DOC2_14380 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14380 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DOC2_14380 
00D9: 143@ = actor $PLAYER_ACTOR car 
00AB: put_car 143@ at 1893.958 2240.108 9.8203 
0175: set_car 143@ z_angle_to 77.6686 

:DOC2_14380
00D6: if 
0736:   70 
004D: jump_if_false @DOC2_14410 
065D: $7797 "DOC2_RND" // same as 0660 

:DOC2_14410
00D6: if 
0736:   66 
004D: jump_if_false @DOC2_14509 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_14470 
0407: create_coordinate 40@ 41@ 42@ from_car 34@ offset 0.0 -1.5 0.5 

:DOC2_14470
064B: 90@ = create_particle "EXPLOSION_BARREL" at 40@ 41@ 42@ 1 
064C: make_particle 90@ visible 

:DOC2_14509
00D6: if 
0736:   75 
004D: jump_if_false @DOC2_14545 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14545 
05BE: AS_kill_actor $PLAYER_ACTOR 

:DOC2_14545
00D6: if 
0736:   81 
004D: jump_if_false @DOC2_14621 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14621 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 offset 0.0 0.0 2.0 density 40 on_actor $PLAYER_ACTOR 

:DOC2_14621
00D6: if 
0736:   72 
004D: jump_if_false @DOC2_14666 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14666 
035F: set_actor $PLAYER_ACTOR armour_to 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:DOC2_14666
00D6: if 
0736:   80 
004D: jump_if_false @DOC2_14830 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
8039:   not  91@ == 5 // integer values 
004D: jump_if_false @DOC2_14830 
0723: break_object 101@ intensity 1 
0792: (unknown) 95@ 
0812: AS_actor 95@ perform_animation "KO_SHOT_FRONT" from_file "PED" 2.0 loop 0 0 0 lock 1 time -1 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle 0.0 with_weapon 0 
0006: 91@ = 5 // integer values 
03C4: set_status_text_to $7796 1 'DOC2_07'  // Madd Dogg
018B: show_on_radar 93@ 3 
018B: show_on_radar 92@ 0 

:DOC2_14830
00D6: if 
0736:   90 
004D: jump_if_false @DOC2_14849 
01B6: set_weather 16 

:DOC2_14849
00D6: if 
0736:   85 
004D: jump_if_false @DOC2_14864 

:DOC2_14864
0051: return 

:DOC2_14866
040D: unload_wav 1 
03CF: load_wav 129@ as 1 
0006: 130@ = 0 // integer values 
0051: return 

:DOC2_14886
00D6: if and
03D0:   wav 1 loaded 
0039:   130@ == 0 // integer values 
004D: jump_if_false @DOC2_14929 
03D1: play_wav 1 
00BC: text_highpriority 127@s 10000 ms 1 
0006: 130@ = 1 // integer values 

:DOC2_14929
00D6: if and
03D2:   wav 1 ended 
0039:   130@ == 1 // integer values 
004D: jump_if_false @DOC2_14967 
040D: unload_wav 1 
03D5: remove_text 127@s 
0006: 130@ = 2 // integer values 

:DOC2_14967
0051: return 

//-------------Mission 96---------------
// Originally: Architectural Espionage

:HEIST1
03A4: name_thread 'HEIST1' 
0050: gosub @HEIST1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HEIST1_38 
0050: gosub @HEIST1_23645 

:HEIST1_38
0050: gosub @HEIST1_23743 
004E: end_thread 

:HEIST1_47
0317: increment_mission_attempts 
054C: use_GXT_table 'HEIST1' 
0004: $ONMISSION = 1 // integer values 
0004: $2332 = 1 // integer values 
0006: 318@ = 0 // integer values 
0001: wait 0 ms 
04BB: select_interior 10 // select render area 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
00A1: put_actor $PLAYER_ACTOR at 2026.225 1007.423 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 307.0 
00BF: 322@ = current_time_hours, 323@ = current_time_minutes 
00C0: set_current_time 0 0 
0924: set_world_lighting 1 -1 ms 
0006: 318@ = 0 // integer values 
02E4: load_cutscene_data 'HEIST1A' 

:HEIST1_177
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST1_201 
0001: wait 0 ms 
0002: jump @HEIST1_177 

:HEIST1_201
0004: $129 = 0 // integer values 
01B6: set_weather 16 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:HEIST1_221
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST1_372 
0001: wait 0 ms 
02E8: $129 = cutscenetime 
00D6: if 
0039:   318@ == 0 // integer values 
004D: jump_if_false @HEIST1_303 
00D6: if 
0018:   $129 > 12666 // integer values 
004D: jump_if_false @HEIST1_303 
0006: 318@ = 1 // integer values 
01B6: set_weather 11 
00C0: set_current_time 12 0 
0924: set_world_lighting 0 -1 ms 

:HEIST1_303
00D6: if 
0039:   318@ == 1 // integer values 
004D: jump_if_false @HEIST1_365 
00D6: if 
0018:   $129 > 46000 // integer values 
004D: jump_if_false @HEIST1_365 
0006: 318@ = 99 // integer values 
01B6: set_weather 16 
00C0: set_current_time 0 0 
0924: set_world_lighting 1 -1 ms 

:HEIST1_365
0002: jump @HEIST1_221 

:HEIST1_372
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:HEIST1_385
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_409 
0001: wait 0 ms 
0002: jump @HEIST1_385 

:HEIST1_409
02EA: end_cutscene 
01B6: set_weather 12 
01B7: release_weather 
0924: set_world_lighting 0 -1 ms 
04BB: select_interior 0 // select render area 
03CB: set_camera 2031.168 1030.918 9.813 
0001: wait 0 ms 
0169: set_fade_color 0 0 0 
00C0: set_current_time 322@ 323@ 
0924: set_world_lighting 0 -1 ms 
01B7: release_weather 
0247: request_model #CAMERA 
0247: request_model #COLT45 
0247: request_model #CHROMEGUN 
0247: request_model #OMYRI 
0247: request_model #BFYRI 
0247: request_model #OFOST 
0247: request_model #WMOSCI 
0247: request_model #WMYBU 
0247: request_model #BMYBU 
0247: request_model #WMYSGRD 
0247: request_model #OMORI 
0247: request_model #OMOST 
04ED: load_animation "CAMERA" 
038B: load_requested_models 

:HEIST1_536
00D6: if or
8248:   not model #OMYRI available 
8248:   not model #BFYRI available 
8248:   not model #OFOST available 
004D: jump_if_false @HEIST1_570 
0001: wait 0 ms 
0002: jump @HEIST1_536 

:HEIST1_570
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
8248:   not model #CAMERA available 
004D: jump_if_false @HEIST1_607 
0001: wait 0 ms 
0002: jump @HEIST1_570 

:HEIST1_607
00D6: if or
8248:   not model #WMOSCI available 
8248:   not model #WMYBU available 
8248:   not model #BMYBU available 
8248:   not model #WMYSGRD available 
004D: jump_if_false @HEIST1_646 
0001: wait 0 ms 
0002: jump @HEIST1_607 

:HEIST1_646
00D6: if or
8248:   not model #OMOST available 
8248:   not model #OMORI available 
84EE:   not animation "CAMERA" loaded 
004D: jump_if_false @HEIST1_686 
0001: wait 0 ms 
0002: jump @HEIST1_646 

:HEIST1_686
060A: unknown_create_entity 3 102@ 
060A: unknown_create_entity 0 103@ 
060A: unknown_create_entity 2 104@ 
060A: unknown_create_entity 3 105@ 
03CB: set_camera 2031.168 1030.918 9.813 
04E4: unknown_refresh_game_renderer_at 2031.168 1030.918 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
016A: fade 1 1000 ms 

:HEIST1_759
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_783 
0001: wait 0 ms 
0002: jump @HEIST1_759 

:HEIST1_783
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 41@ = 0 // integer values 
0006: 226@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0006: 228@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 181@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0006: 183@ = 0 // integer values 
0006: 184@ = 0 // integer values 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 
0006: 188@ = 0 // integer values 
0006: 189@ = 0 // integer values 
0006: 190@ = 0 // integer values 
0006: 191@ = 0 // integer values 
0006: 192@ = 0 // integer values 
0006: 193@ = 0 // integer values 
0006: 194@ = 0 // integer values 
0006: 195@ = 0 // integer values 
0006: 196@ = 0 // integer values 
0006: 197@ = 0 // integer values 
0006: 198@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 199@ = 0 // integer values 
0006: 211@ = 0 // integer values 
0006: 216@ = 0 // integer values 
0006: 215@ = 0 // integer values 
0006: 218@ = 0 // integer values 
0006: 219@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 220@ = 0 // integer values 
0006: 222@ = 0 // integer values 
0006: 223@ = 0 // integer values 
0006: 224@ = 0 // integer values 
0006: 225@ = 0 // integer values 
0006: 221@ = 0 // integer values 
0006: 324@ = 0 // integer values 
0006: 306@ = 1 // integer values 
0006: 307@ = 2 // integer values 
0006: 308@ = 0 // integer values 
0006: 309@ = 1 // integer values 
0006: 310@ = 0 // integer values 
0006: 311@ = 0 // integer values 
0006: 315@ = 0 // integer values 
0006: 316@ = 0 // integer values 
05AA: 236@s = 'HE1_AG' // 8-byte strings 
05AA: 238@s = 'HE1_AH' // 8-byte strings 
05AA: 240@s = 'HE1_AI' // 8-byte strings 
05AA: 242@s = 'HE1_AJ' // 8-byte strings 
05AA: 244@s = 'HE1_AK' // 8-byte strings 
05AA: 246@s = 'HE1_AL' // 8-byte strings 
05AA: 248@s = 'HE1_ZA' // 8-byte strings 
05AA: 250@s = 'HE1_ZB' // 8-byte strings 
05AA: 252@s = 'HE1_ZC' // 8-byte strings 
05AA: 254@s = 'HE1_ZD' // 8-byte strings 
05AA: 256@s = 'HE1_ZE' // 8-byte strings 
05AA: 258@s = 'HEX2B' // 8-byte strings 
05AA: 260@s = 'HE1_ZG' // 8-byte strings 
05AA: 262@s = 'HE1_ZH' // 8-byte strings 
05AA: 264@s = 'HE1_ZJ' // 8-byte strings 
05AA: 266@s = 'HE1_ZK' // 8-byte strings 
05AA: 268@s = 'HE1_ZL' // 8-byte strings 
05AA: 270@s = 'HE1_ZM' // 8-byte strings 
05AA: 272@s = 'HE1_XA' // 8-byte strings 
05AA: 274@s = 'HE1_XB' // 8-byte strings 
05AA: 276@s = 'HEX3' // 8-byte strings 
04AF: 283@ = unknown_wav_reference 18006 
04AF: 284@ = unknown_wav_reference 18007 
04AF: 285@ = unknown_wav_reference 18008 
04AF: 286@ = unknown_wav_reference 18009 
04AF: 287@ = unknown_wav_reference 18010 
04AF: 288@ = unknown_wav_reference 18011 
04AF: 289@ = unknown_wav_reference 18014 
04AF: 290@ = unknown_wav_reference 18015 
04AF: 291@ = unknown_wav_reference 18016 
04AF: 292@ = unknown_wav_reference 18017 
04AF: 293@ = unknown_wav_reference 18018 
04AF: 294@ = unknown_wav_reference 19216 
04AF: 295@ = unknown_wav_reference 18020 
04AF: 296@ = unknown_wav_reference 18021 
04AF: 297@ = unknown_wav_reference 18022 
04AF: 298@ = unknown_wav_reference 18023 
04AF: 299@ = unknown_wav_reference 18024 
04AF: 300@ = unknown_wav_reference 18025 
04AF: 301@ = unknown_wav_reference 18012 
04AF: 302@ = unknown_wav_reference 18013 
04AF: 303@ = unknown_wav_reference 19219 
0107: 107@ = create_object #ST_ARCH_PLAN at 346.7 164.98 1026.8 
0453: object 107@ set_rotation 90.0 0.0 0.0 
0382: set_object $2658 collision_detection 1 
009A: 35@ = create_actor 24 #OMOST at 2024.26 1525.787 9.8203 
060B: unknown_actor_use_entity 35@ 102@ 
0708: unknown_add_entity_item 102@ 9 
0173: set_actor 35@ z_angle_to 287.789 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_1728 

:HEIST1_1728
009A: 36@ = create_actor 24 #OMORI at 2022.34 1529.559 9.8196 
060B: unknown_actor_use_entity 36@ 102@ 
0173: set_actor 36@ z_angle_to 223.9212 
009A: 37@ = create_actor 24 #OMYRI at 2026.092 1530.428 9.8203 
060B: unknown_actor_use_entity 37@ 102@ 
0856: (unknown) 37@ 0 
0173: set_actor 37@ z_angle_to 129.789 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_1867 
01B2: give_actor 37@ weapon 43 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 37@ kill_actor 35@ 
087E: set_actor 37@ weapon_droppable 0 
04D8: set_actor 37@ ability_to_swim 0 

:HEIST1_1867
009A: 38@ = create_actor 24 #OMORI at 2017.924 1536.108 9.8228 
060B: unknown_actor_use_entity 38@ 102@ 
0856: (unknown) 37@ 0 
0173: set_actor 38@ z_angle_to 170.9212 
009A: 39@ = create_actor 24 #OMYRI at 2017.708 1535.127 9.825 
060B: unknown_actor_use_entity 39@ 102@ 
0173: set_actor 39@ z_angle_to 11.9212 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_2028 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_2028 
094E: (unknown) 38@ 0 
094E: (unknown) 39@ 0 
0677: AS_actor 38@ chat_with_actor 39@ 1 1 
0677: AS_actor 39@ chat_with_actor 38@ 0 1 

:HEIST1_2028
0249: release_model #OMOST 
0249: release_model #OMYRI 
0249: release_model #OMORI 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2126 
0187: 168@ = create_marker_above_actor 35@ 
0168: show_on_radar 168@ 1 
0187: 169@ = create_marker_above_actor 36@ 
0168: show_on_radar 169@ 1 
0187: 170@ = create_marker_above_actor 37@ 
0187: 171@ = create_marker_above_actor 38@ 
0168: show_on_radar 171@ 1 
0187: 172@ = create_marker_above_actor 39@ 
0168: show_on_radar 172@ 1 

:HEIST1_2126
0006: 151@ = 1 // integer values 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2167 
00BC: text_highpriority 'HEI1_41' 10000 ms 1  // ~s~Szksged van egy fnykpezre a tervek lemsolshoz. Vedd el az egyik ~r~tristtl~s~.

:HEIST1_2167
029B: 109@ = init_object #GEN_DOORINT01 at 371.2516 166.6324 1007.359 
0453: object 109@ set_rotation 0.0 0.0 0.0 
0550: keep_object 109@ in_memory 1 
0107: 110@ = create_object #KMB_LOCKEDDOOR at 370.8048 179.0889 1018.958 
0177: set_object 110@ z_angle_to 88.5679 
0107: 111@ = create_object #GEN_DOORINT01 at 368.8954 161.5299 1013.274 
0453: object 111@ set_rotation 0.0 0.0 90.0 
0905: set_door 111@ openable 1 
0828: (unknown) 1 
0006: 177@ = 1 // integer values 

:HEIST1_2311
0001: wait 0 ms 
00D6: if 
0039:   316@ == 1 // integer values 
004D: jump_if_false @HEIST1_2351 
040D: unload_wav 3 
03CF: load_wav 3401 as 3 
0006: 316@ = 2 // integer values 

:HEIST1_2351
00D6: if 
0039:   316@ == 2 // integer values 
004D: jump_if_false @HEIST1_2395 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST1_2395 
03D1: play_wav 3 
0006: 316@ = 3 // integer values 

:HEIST1_2395
00D6: if 
8039:   not  308@ == 0 // integer values 
004D: jump_if_false @HEIST1_2748 
00D6: if 
0039:   310@ == 0 // integer values 
004D: jump_if_false @HEIST1_2466 
00D6: if 
03D0:   wav 307@ loaded 
004D: jump_if_false @HEIST1_2452 
040D: unload_wav 307@ 

:HEIST1_2452
0006: 310@ = 1 // integer values 
0006: 311@ = 1 // integer values 

:HEIST1_2466
00D6: if 
0039:   310@ == 1 // integer values 
004D: jump_if_false @HEIST1_2503 
03CF: load_wav 282@(308@,24i) as 306@ 
0006: 310@ = 2 // integer values 

:HEIST1_2503
00D6: if 
0039:   310@ == 2 // integer values 
004D: jump_if_false @HEIST1_2563 
00D6: if 
03D0:   wav 306@ loaded 
004D: jump_if_false @HEIST1_2563 
03D1: play_wav 306@ 
00BC: text_highpriority 234@(308@,24s) 10000 ms 1 
0006: 310@ = 3 // integer values 

:HEIST1_2563
00D6: if 
0039:   310@ == 3 // integer values 
004D: jump_if_false @HEIST1_2748 
00D6: if 
03D2:   wav 306@ ended 
004D: jump_if_false @HEIST1_2687 
03D5: remove_text 234@(308@,24s) 
00D6: if 
0039:   306@ == 1 // integer values 
004D: jump_if_false @HEIST1_2645 
0006: 306@ = 2 // integer values 
0006: 307@ = 1 // integer values 
0002: jump @HEIST1_2659 

:HEIST1_2645
0006: 306@ = 1 // integer values 
0006: 307@ = 2 // integer values 

:HEIST1_2659
0006: 308@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 311@ = 0 // integer values 
0002: jump @HEIST1_2748 

:HEIST1_2687
00D6: if 
83D0:   not wav 307@ loaded 
004D: jump_if_false @HEIST1_2748 
00D6: if 
001B:   18 > 308@ // integer values 
004D: jump_if_false @HEIST1_2748 
0085: 309@ = 308@ // integer values and handles 
000A: 309@ += 1 // integer values 
03CF: load_wav 282@(309@,24i) as 307@ 

:HEIST1_2748
00D6: if 
001B:   35 > 177@ // integer values 
004D: jump_if_false @HEIST1_2790 
0395: clear_area 0 at 362.2167 174.5354 1007.398 range 1000.0 

:HEIST1_2790
00D6: if 
0735:   83 
004D: jump_if_false @HEIST1_2812 
0002: jump @HEIST1_23681 

:HEIST1_2812
00D6: if 
0735:   67 
004D: jump_if_false @HEIST1_2862 
0006: 216@ = 9 // integer values 
0006: 184@ = 11 // integer values 
0006: 177@ = -13 // integer values 
0006: 180@ = -13 // integer values 
0006: 179@ = -13 // integer values 

:HEIST1_2862
00D6: if 
0735:   79 
004D: jump_if_false @HEIST1_2950 
0395: clear_area 0 at 2419.827 1120.785 9.8203 range 0.5 
03CB: set_camera 2419.827 1120.785 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2419.827 1120.785 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:HEIST1_2950
00D6: if 
0039:   185@ == 1 // integer values 
004D: jump_if_false @HEIST1_2992 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST1_2992 
0006: 177@ = 55 // integer values 

:HEIST1_2992
00D6: if 
0039:   186@ == 1 // integer values 
004D: jump_if_false @HEIST1_3034 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST1_3034 
0006: 184@ = 5 // integer values 

:HEIST1_3034
00D6: if 
0039:   187@ == 1 // integer values 
004D: jump_if_false @HEIST1_3076 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST1_3076 
0006: 188@ = 4 // integer values 

:HEIST1_3076
00D6: if 
0039:   215@ == 1 // integer values 
004D: jump_if_false @HEIST1_3153 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST1_3153 

:HEIST1_3111
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST1_3139 
0001: wait 0 ms 
0002: jump @HEIST1_3111 

:HEIST1_3139
0006: 216@ = 40 // integer values 
0006: 215@ = 0 // integer values 

:HEIST1_3153
00D6: if 
0039:   177@ == 1 // integer values 
004D: jump_if_false @HEIST1_5280 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @HEIST1_4029 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_3210 
0164: disable_marker 168@ 

:HEIST1_3210
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_3231 
0164: disable_marker 172@ 

:HEIST1_3231
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_3252 
0164: disable_marker 172@ 

:HEIST1_3252
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @HEIST1_3377 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @HEIST1_3377 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_3377 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_3377 
00D6: if 
84AD:   not actor 37@ touching_water 
004D: jump_if_false @HEIST1_3377 
0687: clear_actor_task 37@ 
0687: clear_actor_task 35@ 
0639: AS_actor 37@ rotate_to_actor 35@ 
0639: AS_actor 35@ rotate_to_actor 37@ 
0006: 32@ = 0 // integer values 
0006: 40@ = 1 // integer values 

:HEIST1_3377
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @HEIST1_3535 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @HEIST1_3535 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_3535 
00D6: if 
84AD:   not actor 37@ touching_water 
004D: jump_if_false @HEIST1_3535 
0687: clear_actor_task 37@ 
0605: actor 37@ perform_animation_sequence "PICSTND_TAKE" from_file "CAMERA" 8.0 loop 0 0 0 1 -1 ms 
00A0: store_actor 37@ position_to 42@ 43@ 44@ 
097A: (unknown) 42@ 43@ 44@ 1132 
0006: 32@ = 0 // integer values 
0006: 40@ = 2 // integer values 

:HEIST1_3535
00D6: if 
0039:   40@ == 2 // integer values 
004D: jump_if_false @HEIST1_3660 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @HEIST1_3660 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_3660 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_3660 
00D6: if 
84AD:   not actor 37@ touching_water 
004D: jump_if_false @HEIST1_3660 
0687: clear_actor_task 37@ 
0687: clear_actor_task 36@ 
0639: AS_actor 36@ rotate_to_actor 37@ 
0639: AS_actor 37@ rotate_to_actor 36@ 
0006: 32@ = 0 // integer values 
0006: 40@ = 3 // integer values 

:HEIST1_3660
00D6: if 
0039:   40@ == 3 // integer values 
004D: jump_if_false @HEIST1_3818 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @HEIST1_3818 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_3818 
00D6: if 
84AD:   not actor 37@ touching_water 
004D: jump_if_false @HEIST1_3818 
0687: clear_actor_task 37@ 
0605: actor 37@ perform_animation_sequence "PICCRCH_TAKE" from_file "CAMERA" 8.0 loop 0 0 0 1 -1 ms 
00A0: store_actor 37@ position_to 42@ 43@ 44@ 
097A: (unknown) 42@ 43@ 44@ 1132 
0006: 32@ = 0 // integer values 
0006: 40@ = 0 // integer values 

:HEIST1_3818
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_3942 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_3942 
062E: (unknown) 38@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_3942 
062E: (unknown) 39@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_3942 
0687: clear_actor_task 38@ 
0687: clear_actor_task 39@ 
0677: AS_actor 38@ chat_with_actor 39@ 1 1 
0677: AS_actor 39@ chat_with_actor 38@ 0 1 

:HEIST1_3942
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @HEIST1_4029 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_4029 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_4029 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_4029 
0687: clear_actor_task 36@ 
0639: AS_actor 36@ rotate_to_actor 37@ 
0006: 33@ = 0 // integer values 

:HEIST1_4029
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @HEIST1_4132 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_4132 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 5.0 5.0 0 
004D: jump_if_false @HEIST1_4132 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_4132 
0687: clear_actor_task 36@ 
05BF: AS_actor 36@ look_at_actor $PLAYER_ACTOR 5 ms 
0006: 174@ = 99 // integer values 

:HEIST1_4132
00D6: if 
0039:   220@ == 0 // integer values 
004D: jump_if_false @HEIST1_4206 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_4206 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 35.0 35.0 0 
004D: jump_if_false @HEIST1_4206 
00BE: text_clear_all 
0006: 220@ = 99 // integer values 

:HEIST1_4206
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @HEIST1_4275 
00D6: if 
056D:   carcass_of_actor 37@ valid 
004D: jump_if_false @HEIST1_4275 
00D6: if 
051A:   actor 37@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4275 
00BE: text_clear_all 
0006: 308@ = 1 // integer values 
0006: 175@ = 1 // integer values 

:HEIST1_4275
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @HEIST1_4342 
00D6: if 
056D:   carcass_of_actor 36@ valid 
004D: jump_if_false @HEIST1_4342 
00D6: if 
051A:   actor 36@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4342 
0006: 308@ = 2 // integer values 
0006: 175@ = 1 // integer values 

:HEIST1_4342
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @HEIST1_4411 
00D6: if 
056D:   carcass_of_actor 35@ valid 
004D: jump_if_false @HEIST1_4411 
00D6: if 
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4411 
00BE: text_clear_all 
0006: 308@ = 3 // integer values 
0006: 175@ = 1 // integer values 

:HEIST1_4411
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @HEIST1_4480 
00D6: if 
056D:   carcass_of_actor 38@ valid 
004D: jump_if_false @HEIST1_4480 
00D6: if 
051A:   actor 38@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4480 
00BE: text_clear_all 
0006: 308@ = 4 // integer values 
0006: 175@ = 1 // integer values 

:HEIST1_4480
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @HEIST1_4549 
00D6: if 
056D:   carcass_of_actor 39@ valid 
004D: jump_if_false @HEIST1_4549 
00D6: if 
051A:   actor 39@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4549 
00BE: text_clear_all 
0006: 308@ = 6 // integer values 
0006: 175@ = 1 // integer values 

:HEIST1_4549
00D6: if 
0039:   175@ == 1 // integer values 
004D: jump_if_false @HEIST1_4876 
0006: 174@ = 99 // integer values 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_4595 
0164: disable_marker 168@ 

:HEIST1_4595
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_4616 
0164: disable_marker 169@ 

:HEIST1_4616
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @HEIST1_4637 
0164: disable_marker 171@ 

:HEIST1_4637
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_4658 
0164: disable_marker 172@ 

:HEIST1_4658
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_4701 
0687: clear_actor_task 37@ 
0638: AS_actor 37@ stay_put 0 
05DD: AS_actor 37@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:HEIST1_4701
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_4737 
0687: clear_actor_task 36@ 
05DD: AS_actor 36@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:HEIST1_4737
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_4773 
0687: clear_actor_task 35@ 
05DD: AS_actor 35@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:HEIST1_4773
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_4816 
0687: clear_actor_task 38@ 
094E: (unknown) 38@ 1 
05DD: AS_actor 38@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:HEIST1_4816
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_4859 
0687: clear_actor_task 39@ 
094E: (unknown) 39@ 1 
05DD: AS_actor 39@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:HEIST1_4859
04EF: release_animation "CAMERA" 
0006: 175@ = 2 // integer values 

:HEIST1_4876
00D6: if 
0039:   175@ == 2 // integer values 
004D: jump_if_false @HEIST1_5168 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_4915 
0164: disable_marker 168@ 

:HEIST1_4915
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_4936 
0164: disable_marker 169@ 

:HEIST1_4936
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_4957 
0164: disable_marker 172@ 

:HEIST1_4957
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @HEIST1_4978 
0164: disable_marker 171@ 

:HEIST1_4978
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @HEIST1_5168 
00D6: if 
0039:   311@ == 0 // integer values 
004D: jump_if_false @HEIST1_5168 
0006: 151@ = 1 // integer values 

:HEIST1_5019
00D6: if 
001B:   6 > 151@ // integer values 
004D: jump_if_false @HEIST1_5060 
0164: disable_marker 167@(151@,6i) 
000A: 151@ += 1 // integer values 
0002: jump @HEIST1_5019 

:HEIST1_5060
00BE: text_clear_all 
04A5: store_dead_actor 37@ position_to 202@ 203@ 204@ 
032B: 154@ = create_weapon_pickup #CAMERA 3 ammo 20 at 202@ 203@ 204@ 
03DC: 155@ = create_marker_above_pickup 154@ 
0165: set_marker 155@ color_to 1 
0006: 308@ = 0 // integer values 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
00BC: text_highpriority 'HEI1_39' 6000 ms 1  // ~s~J! Kapd fel azt a ~g~kamert~s~.
0006: 175@ = 3 // integer values 

:HEIST1_5168
00D6: if 
0214:   pickup 154@ picked_up 
004D: jump_if_false @HEIST1_5280 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5280 
0164: disable_marker 155@ 
0006: 199@ = 1 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_40' 6000 ms 1  // ~s~Van kamerd, most nyoms a ~y~tervez osztlyra~s~.
0006: 177@ = 5 // integer values 
0006: 205@ = 1 // integer values 
0006: 33@ = 0 // integer values 
018A: 156@ = create_checkpoint_at 2414.812 1124.435 9.813 
0165: set_marker 156@ color_to 4 

:HEIST1_5280
00D6: if 
0039:   205@ == 1 // integer values 
004D: jump_if_false @HEIST1_5342 
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @HEIST1_5342 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI1_1' 6000 ms 1  // ~s~A biztonsgiak elg szigorak a ~y~tervez osztlyon~s~. Ne csinlj semmi zrt!
0006: 205@ = 2 // integer values 

:HEIST1_5342
00D6: if 
0039:   199@ == 1 // integer values 
004D: jump_if_false @HEIST1_5512 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @HEIST1_5512 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5512 
00BC: text_highpriority 'HEI1_11' 6000 ms 1  // ~s~Ha egy msik ~r~kamerra~s~ vagy filmre van szksged, menj vissza a  kaszinba s "gyzz meg" egy turistt, hogy neked nagyobb szksged van a masinra!
009A: 82@(201@,20i) = create_actor 4 #OMYRI at 2030.702 1489.388 9.8203 
05DE: AS_actor 82@(201@,20i) walk_around_ped_path 
0187: 164@ = create_marker_above_actor 82@(201@,20i) 
0165: set_marker 164@ color_to 0 
01B2: give_actor 82@(201@,20i) weapon 43 ammo 30000 // Load the weapon model before using this 
087E: set_actor 82@(201@,20i) weapon_droppable 0 
060B: unknown_actor_use_entity 82@(201@,20i) 102@ 
0006: 199@ = 2 // integer values 

:HEIST1_5512
00D6: if 
0039:   199@ == 2 // integer values 
004D: jump_if_false @HEIST1_5784 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @HEIST1_5784 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5693 
00D6: if 
0118:   actor 82@(201@,20i) dead 
004D: jump_if_false @HEIST1_5693 
0164: disable_marker 164@ 
04A5: store_dead_actor 82@(201@,20i) position_to 202@ 203@ 204@ 
032B: 154@ = create_weapon_pickup #CAMERA 3 ammo 60 at 202@ 203@ 204@ 
03DC: 164@ = create_marker_above_pickup 154@ 
0165: set_marker 164@ color_to 1 
01C2: remove_references_to_actor 82@(201@,20i) // Like turning an actor into a random pedestrian 
00D6: if 
001B:   19 > 201@ // integer values 
004D: jump_if_false @HEIST1_5686 
000A: 201@ += 1 // integer values 
0006: 227@ = 0 // integer values 

:HEIST1_5686
0006: 199@ = 3 // integer values 

:HEIST1_5693
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5784 
00D6: if 
056D:   carcass_of_actor 82@(201@,20i) valid 
004D: jump_if_false @HEIST1_5772 
01C2: remove_references_to_actor 82@(201@,20i) // Like turning an actor into a random pedestrian 
00D6: if 
001B:   19 > 201@ // integer values 
004D: jump_if_false @HEIST1_5772 
000A: 201@ += 1 // integer values 
0006: 227@ = 0 // integer values 

:HEIST1_5772
0164: disable_marker 164@ 
0006: 199@ = 1 // integer values 

:HEIST1_5784
00D6: if 
0039:   199@ == 3 // integer values 
004D: jump_if_false @HEIST1_5848 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5848 
00D6: if 
0214:   pickup 154@ picked_up 
004D: jump_if_false @HEIST1_5848 
0164: disable_marker 164@ 
0006: 199@ = 1 // integer values 

:HEIST1_5848
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @HEIST1_5944 
00D6: if 
056D:   carcass_of_actor 82@(201@,20i) valid 
004D: jump_if_false @HEIST1_5944 
00D6: if 
051A:   actor 82@(201@,20i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_5944 
0687: clear_actor_task 82@(201@,20i) 
05DD: AS_actor 82@(201@,20i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0006: 227@ = 1 // integer values 

:HEIST1_5944
00D6: if 
0019:   199@ > 0 // integer values 
004D: jump_if_false @HEIST1_6040 
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @HEIST1_6040 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_6040 
041A: 200@ = actor $PLAYER_ACTOR weapon 43 ammo 
00D6: if 
0039:   200@ == 0 // integer values 
004D: jump_if_false @HEIST1_6040 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
0006: 199@ = 1 // integer values 

:HEIST1_6040
00D6: if 
0039:   177@ == 5 // integer values 
004D: jump_if_false @HEIST1_7839 
00D6: if 
0039:   218@ == 0 // integer values 
004D: jump_if_false @HEIST1_7650 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2414.812 1124.435 9.813 radius 50.0 50.0 20.0 
004D: jump_if_false @HEIST1_7650 
009A: 65@ = create_actor 4 #WMYBU at 366.2195 178.2328 1007.398 
094E: (unknown) 65@ 0 
060B: unknown_actor_use_entity 65@ 102@ 
0173: set_actor 65@ z_angle_to 256.0 
08AD: (unknown) 65@ 2415.348 1123.942 10.0 
009A: 66@ = create_actor 4 #BMYBU at 367.4051 178.2571 1007.397 
060B: unknown_actor_use_entity 66@ 102@ 
094E: (unknown) 66@ 0 
0173: set_actor 66@ z_angle_to 75.0 
08AD: (unknown) 66@ 2415.348 1123.942 10.0 
009A: 67@ = create_actor 4 #BMYBU at 336.205 173.5649 1018.984 
060B: unknown_actor_use_entity 67@ 102@ 
094E: (unknown) 67@ 0 
0173: set_actor 67@ z_angle_to 21.0 
08AD: (unknown) 67@ 2415.348 1123.942 10.0 
009A: 68@ = create_actor 4 #WMYBU at 335.1483 175.8309 1018.984 
060B: unknown_actor_use_entity 68@ 102@ 
094E: (unknown) 68@ 0 
0173: set_actor 68@ z_angle_to 200.0 
08AD: (unknown) 68@ 2415.348 1123.942 10.0 
009A: 69@ = create_actor 4 #BMYBU at 347.6199 171.2935 1018.991 
060B: unknown_actor_use_entity 69@ 102@ 
094E: (unknown) 69@ 0 
0173: set_actor 69@ z_angle_to 89.0 
08AD: (unknown) 69@ 2415.348 1123.942 10.0 
009A: 70@ = create_actor 4 #WMYBU at 347.7367 172.3383 1018.991 
060B: unknown_actor_use_entity 70@ 102@ 
094E: (unknown) 70@ 0 
0173: set_actor 70@ z_angle_to 270.0 
08AD: (unknown) 70@ 2415.348 1123.942 10.0 
009A: 71@ = create_actor 4 #WMYBU at 360.7583 175.1333 1018.984 
060B: unknown_actor_use_entity 71@ 102@ 
094E: (unknown) 71@ 0 
0173: set_actor 71@ z_angle_to 162.0 
08AD: (unknown) 71@ 2415.348 1123.942 10.0 
009A: 72@ = create_actor 5 #BFYRI at 361.4531 176.2417 1018.984 
060B: unknown_actor_use_entity 72@ 102@ 
0173: set_actor 72@ z_angle_to 0.0 
094E: (unknown) 72@ 0 
08AD: (unknown) 72@ 2415.348 1123.942 10.0 
009A: 73@ = create_actor 4 #BMYBU at 359.5063 177.6107 1018.984 
060B: unknown_actor_use_entity 73@ 102@ 
0173: set_actor 73@ z_angle_to 184.0 
094E: (unknown) 73@ 0 
08AD: (unknown) 73@ 2415.348 1123.942 10.0 
06B0: AS_actor 73@ sit_down 500000 ms 
009A: 45@ = create_actor 5 #BFYRI at 359.7724 173.5793 1007.389 
08AD: (unknown) 45@ 2415.348 1123.942 10.0 
0173: set_actor 45@ z_angle_to 261.0 
060B: unknown_actor_use_entity 45@ 103@ 
0568: set_actor 45@ targetable 1 
009A: 52@ = create_actor 24 #WMYSGRD at 365.3421 188.8672 1007.391 
0173: set_actor 52@ z_angle_to 172.9746 
060B: unknown_actor_use_entity 52@ 103@ 
01B2: give_actor 52@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 52@ 2415.348 1123.942 10.0 
009A: 53@ = create_actor 24 #WMYSGRD at 376.3221 170.1705 1007.398 
0173: set_actor 53@ z_angle_to 314.7879 
060B: unknown_actor_use_entity 53@ 103@ 
01B2: give_actor 53@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 53@ 2415.348 1123.942 10.0 
009A: 54@ = create_actor 24 #WMYSGRD at 351.8366 163.8015 1024.786 
0173: set_actor 54@ z_angle_to 239.6 
060B: unknown_actor_use_entity 54@ 103@ 
01B2: give_actor 54@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 54@ 2415.348 1123.942 10.0 
009A: 47@ = create_actor 24 #WMYBU at 355.1732 172.5407 1024.781 
0173: set_actor 47@ z_angle_to 259.56 
060B: unknown_actor_use_entity 47@ 102@ 
08AD: (unknown) 47@ 2415.348 1123.942 10.0 
009A: 48@ = create_actor 24 #BMYBU at 355.8736 172.4779 1024.781 
0173: set_actor 48@ z_angle_to 80.67 
060B: unknown_actor_use_entity 48@ 102@ 
08AD: (unknown) 48@ 2415.348 1123.942 10.0 
009A: 49@ = create_actor 24 #WMYBU at 362.339 155.2859 1024.781 
0173: set_actor 49@ z_angle_to 178.989 
060B: unknown_actor_use_entity 49@ 102@ 
05C8: AS_actor 49@ look_around 
08AD: (unknown) 49@ 2415.348 1123.942 10.0 
009A: 50@ = create_actor 24 #BMYBU at 362.7949 156.2016 1024.781 
0173: set_actor 50@ z_angle_to 20.989 
060B: unknown_actor_use_entity 50@ 102@ 
05C8: AS_actor 50@ look_around 
08AD: (unknown) 50@ 2415.348 1123.942 10.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_7370 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_7370 
0687: clear_actor_task 65@ 
0687: clear_actor_task 66@ 
0677: AS_actor 65@ chat_with_actor 66@ 1 1 
0677: AS_actor 66@ chat_with_actor 65@ 0 1 

:HEIST1_7370
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_7436 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_7436 
0687: clear_actor_task 67@ 
0687: clear_actor_task 68@ 
0677: AS_actor 67@ chat_with_actor 68@ 1 1 
0677: AS_actor 68@ chat_with_actor 67@ 0 1 

:HEIST1_7436
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_7502 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_7502 
0687: clear_actor_task 69@ 
0687: clear_actor_task 70@ 
0677: AS_actor 69@ chat_with_actor 70@ 1 1 
0677: AS_actor 70@ chat_with_actor 69@ 0 1 

:HEIST1_7502
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_7568 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_7568 
0687: clear_actor_task 47@ 
0687: clear_actor_task 48@ 
0677: AS_actor 47@ chat_with_actor 48@ 1 1 
0677: AS_actor 48@ chat_with_actor 47@ 0 1 

:HEIST1_7568
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_7634 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_7634 
0687: clear_actor_task 49@ 
0687: clear_actor_task 50@ 
0677: AS_actor 49@ chat_with_actor 50@ 1 1 
0677: AS_actor 50@ chat_with_actor 49@ 0 1 

:HEIST1_7634
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0006: 218@ = 1 // integer values 

:HEIST1_7650
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_7839 
0006: 177@ = 10 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00BC: text_highpriority 'HEI1_9' 4000 ms 1  // ~s~Ez egy polgri plet. Nem viselhetsz fegyvert, klnben kidobnak.
0006: 180@ = 1 // integer values 
0006: 179@ = 1 // integer values 
08AD: (unknown) $PLAYER_ACTOR 2415.348 1123.942 10.0 
075B: (unknown) 95 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_7839 
08AD: (unknown) 45@ 2415.348 1123.942 10.0 
06B0: AS_actor 45@ sit_down 500000 ms 
0164: disable_marker 156@ 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_7839
00D6: if 
0019:   177@ > 5 // integer values 
004D: jump_if_false @HEIST1_8224 
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @HEIST1_8057 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_8057 
0395: clear_area 0 at 362.2167 174.5354 1007.398 range 1000.0 
0006: 179@ = 1 // integer values 
075B: (unknown) 95 
00D6: if 
0019:   316@ > 1 // integer values 
004D: jump_if_false @HEIST1_7983 
0006: 316@ = 1 // integer values 

:HEIST1_7983
00D6: if 
001B:   25 > 177@ // integer values 
004D: jump_if_false @HEIST1_8057 
0164: disable_marker 156@ 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8057 
08AD: (unknown) 45@ 2415.348 1123.942 10.0 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_8057
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @HEIST1_8224 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2415.6 1123.24 9.813 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_8224 
0006: 181@ = 0 // integer values 
00BE: text_clear_all 
0006: 179@ = 0 // integer values 
075B: (unknown) 0 
00D6: if 
001B:   25 > 177@ // integer values 
004D: jump_if_false @HEIST1_8202 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8202 
0164: disable_marker 157@ 
018A: 156@ = create_checkpoint_at 2414.812 1124.435 9.813 

:HEIST1_8202
00D6: if 
0019:   316@ > 1 // integer values 
004D: jump_if_false @HEIST1_8224 
040D: unload_wav 3 

:HEIST1_8224
00D6: if 
0039:   177@ == 10 // integer values 
004D: jump_if_false @HEIST1_8486 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8486 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 4.0 4.0 0 
004D: jump_if_false @HEIST1_8486 
0687: clear_actor_task 45@ 
0639: AS_actor 45@ rotate_to_actor $PLAYER_ACTOR 
0717: (unknown) 45@ 
0A18: (unknown) 'HEQ1' 'HEQ2' 'HEX1B' 19200 19202 19201 
0A3C: (unknown) 'HEX1B' 19214 
0A18: (unknown) 'HEQ2' 'HEQ4' 'HEX2' 19203 19205 19204 
0A3C: (unknown) 'HEQ4' 19207 
0A18: (unknown) 'HEX2' 'HEQ4C' 'HEQ5' 19215 19218 19217 
0A3C: (unknown) 'HEQ4C' 19209 
0A3C: (unknown) 'HEQ5' 19210 
0719: (unknown) 
0006: 177@ = 15 // integer values 

:HEIST1_8486
00D6: if 
0039:   177@ == 15 // integer values 
004D: jump_if_false @HEIST1_8570 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8570 
00D6: if 
071A:   45@ 'HEQ1' 
004D: jump_if_false @HEIST1_8570 
03E6: remove_text_box 
0164: disable_marker 157@ 
0512: permanent_text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t
0006: 177@ = 20 // integer values 

:HEIST1_8570
00D6: if 
0039:   177@ == 20 // integer values 
004D: jump_if_false @HEIST1_9259 
00D6: if or
00E1:   key_pressed 0 10 
00E1:   key_pressed 0 11 
004D: jump_if_false @HEIST1_8613 
03E6: remove_text_box 

:HEIST1_8613
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9259 
00D6: if 
071A:   45@ 'HEQ4' 
004D: jump_if_false @HEIST1_8680 
03E6: remove_text_box 
0164: disable_marker 157@ 
0164: disable_marker 156@ 
0006: 177@ = 24 // integer values 
0006: 228@ = 0 // integer values 

:HEIST1_8680
00D6: if 
071A:   45@ 'HEQ4C' 
004D: jump_if_false @HEIST1_8731 
03E6: remove_text_box 
0164: disable_marker 157@ 
0164: disable_marker 156@ 
0006: 228@ = 0 // integer values 
0006: 177@ = 24 // integer values 

:HEIST1_8731
00D6: if 
071A:   45@ 'HEX1B' 
004D: jump_if_false @HEIST1_8832 
0512: permanent_text_box 'HEIH9'  // Menj kzel a recepcishoz s nyomd meg a(z) ~k~~PED_LOCK_TARGET~ billentyt a beszlgets jrakezdshez.
0006: 183@ = 1 // integer values 
0006: 177@ = 22 // integer values 
0006: 228@ = 0 // integer values 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8832 
0687: clear_actor_task 45@ 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_8832
00D6: if 
071A:   45@ 'HEQ5' 
004D: jump_if_false @HEIST1_8933 
0512: permanent_text_box 'HEIH9'  // Menj kzel a recepcishoz s nyomd meg a(z) ~k~~PED_LOCK_TARGET~ billentyt a beszlgets jrakezdshez.
0006: 183@ = 1 // integer values 
0006: 177@ = 22 // integer values 
0006: 228@ = 0 // integer values 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8933 
0687: clear_actor_task 45@ 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_8933
00D6: if 
071A:   45@ 'HEX1' 
004D: jump_if_false @HEIST1_9034 
0512: permanent_text_box 'HEIH9'  // Menj kzel a recepcishoz s nyomd meg a(z) ~k~~PED_LOCK_TARGET~ billentyt a beszlgets jrakezdshez.
0006: 183@ = 1 // integer values 
0006: 177@ = 22 // integer values 
0006: 228@ = 0 // integer values 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9034 
0687: clear_actor_task 45@ 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_9034
00D6: if 
0039:   228@ == 0 // integer values 
004D: jump_if_false @HEIST1_9091 
00D6: if 
071A:   45@ 'HEX2' 
004D: jump_if_false @HEIST1_9091 
0006: 32@ = 0 // integer values 
0006: 228@ = 1 // integer values 

:HEIST1_9091
00D6: if 
0039:   228@ == 1 // integer values 
004D: jump_if_false @HEIST1_9144 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @HEIST1_9144 
00BE: text_clear_all 
0006: 308@ = 12 // integer values 
0006: 228@ = 2 // integer values 

:HEIST1_9144
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 5.0 5.0 0 
004D: jump_if_false @HEIST1_9259 
0006: 183@ = 1 // integer values 
0006: 177@ = 22 // integer values 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9259 
0687: clear_actor_task 45@ 
06B0: AS_actor 45@ sit_down 10000 ms 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 308@ = 21 // integer values 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 
0006: 228@ = 0 // integer values 

:HEIST1_9259
00D6: if 
0039:   177@ == 22 // integer values 
004D: jump_if_false @HEIST1_9312 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9298 
08ED: (unknown) 45@ 

:HEIST1_9298
0006: 228@ = 0 // integer values 
0006: 177@ = 23 // integer values 

:HEIST1_9312
00D6: if 
0039:   177@ == 23 // integer values 
004D: jump_if_false @HEIST1_9470 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9470 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @HEIST1_9437 
0512: permanent_text_box 'HEIH9'  // Menj kzel a recepcishoz s nyomd meg a(z) ~k~~PED_LOCK_TARGET~ billentyt a beszlgets jrakezdshez.
00D6: if 
0039:   183@ == 1 // integer values 
004D: jump_if_false @HEIST1_9437 
00D6: if 
00E1:   key_pressed 0 4 
004D: jump_if_false @HEIST1_9437 
0006: 177@ = 10 // integer values 
0006: 183@ = 0 // integer values 

:HEIST1_9437
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @HEIST1_9470 
03E6: remove_text_box 

:HEIST1_9470
00D6: if 
0039:   177@ == 24 // integer values 
004D: jump_if_false @HEIST1_9570 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9516 
0006: 228@ = 0 // integer values 
08ED: (unknown) 45@ 

:HEIST1_9516
018A: 166@ = create_checkpoint_at 372.253 164.4298 1007.398 
08DC: (unknown) 166@ 2415.348 1123.942 10.0 
0006: 177@ = 25 // integer values 
0006: 183@ = 0 // integer values 

:HEIST1_9570
00D6: if 
0039:   177@ == 25 // integer values 
004D: jump_if_false @HEIST1_9768 
03E6: remove_text_box 
0006: 189@ = 1 // integer values 
0550: keep_object 109@ in_memory 0 
0107: 114@ = create_object #DYN_AIRCON at 349.3042 189.4448 1018.984 
0453: object 114@ set_rotation 0.0 0.0 90.0 
071F: set_object 114@ mass 450 
0107: 116@ = create_object #DYN_AIRCON at 349.3042 189.4448 1019.784 
035D: toggle_object 116@ targetable 1 
0453: object 116@ set_rotation 0.0 0.0 90.0 
071F: set_object 116@ mass 450 
071E: (unknown) 116@ 117@ 
0907: (unknown) 116@ 118@ 
0006: 177@ = 27 // integer values 
0006: 173@ = 1 // integer values 
0006: 32@ = 0 // integer values 
040D: unload_wav 3 
03CF: load_wav 3400 as 3 
0006: 315@ = 1 // integer values 

:HEIST1_9768
00D6: if 
0039:   315@ == 1 // integer values 
004D: jump_if_false @HEIST1_9835 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST1_9835 
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @HEIST1_9835 
097C: attach_wav 3 to_object 116@ 
03D1: play_wav 3 
0006: 315@ = 2 // integer values 

:HEIST1_9835
00D6: if 
0039:   177@ == 27 // integer values 
004D: jump_if_false @HEIST1_10047 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST1_9915 
00D6: if 
0039:   173@ == 1 // integer values 
004D: jump_if_false @HEIST1_9915 
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_33' 4000 ms 1  // ~s~Mostantl hasznlhatod a ~y~lpcshzat~s~. Menj fel a tervrajzokrt.
0006: 173@ = 0 // integer values 

:HEIST1_9915
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 372.253 164.4298 1007.398 radius 1.0 1.0 1.5 
004D: jump_if_false @HEIST1_10047 
0164: disable_marker 166@ 
0006: 173@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_34' 6000 ms 1  // ~s~A ~y~tervrajzok~s~ amiket le kell fotznod a legfels emelet utols szobjban vannak.
018A: 158@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: (unknown) 158@ 2415.348 1123.942 10.0 
0165: set_marker 158@ color_to 4 
0006: 177@ = 30 // integer values 

:HEIST1_10047
00D6: if 
0039:   180@ == 1 // integer values 
004D: jump_if_false @HEIST1_14654 
00D6: if 
0039:   179@ == 1 // integer values 
004D: jump_if_false @HEIST1_14654 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @HEIST1_14654 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_10667 
00D6: if 
001B:   40 > 177@ // integer values 
004D: jump_if_false @HEIST1_10293 
00D6: if 
0039:   173@ == 0 // integer values 
004D: jump_if_false @HEIST1_10293 
00D6: if 
0039:   228@ == 0 // integer values 
004D: jump_if_false @HEIST1_10293 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @HEIST1_10293 
00D6: if 
0039:   207@ == 0 // integer values 
004D: jump_if_false @HEIST1_10293 
0792: (unknown) 52@ 
0639: AS_actor 52@ rotate_to_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_10293 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_10293 
0792: (unknown) 53@ 
0792: (unknown) 54@ 
0639: AS_actor 53@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 
0006: 32@ = 0 // integer values 
0006: 113@ = 1 // integer values 

:HEIST1_10293
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_10355 
0687: clear_actor_task 52@ 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_10355
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @HEIST1_10601 
00D6: if 
0364:   actor 52@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 43 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 1 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 14 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 10 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 11 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 12 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 13 
004D: jump_if_false @HEIST1_10601 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 46 
004D: jump_if_false @HEIST1_10601 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 7 // integer values 
0006: 33@ = 0 // integer values 
0006: 181@ = 1 // integer values 

:HEIST1_10601
00D6: if 
0039:   207@ == 1 // integer values 
004D: jump_if_false @HEIST1_10667 
00D6: if 
0039:   208@ == 0 // integer values 
004D: jump_if_false @HEIST1_10667 
0792: (unknown) 52@ 
0638: AS_actor 52@ stay_put 1 
0635: AS_actor 52@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 208@ = 1 // integer values 

:HEIST1_10667
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_11057 
00D6: if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_10745 
0687: clear_actor_task 53@ 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_10745
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @HEIST1_10991 
00D6: if 
0364:   actor 53@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 43 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 1 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 14 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 10 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 11 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 12 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 13 
004D: jump_if_false @HEIST1_10991 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 46 
004D: jump_if_false @HEIST1_10991 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 7 // integer values 
0006: 33@ = 0 // integer values 
0006: 181@ = 1 // integer values 

:HEIST1_10991
00D6: if 
0039:   207@ == 1 // integer values 
004D: jump_if_false @HEIST1_11057 
00D6: if 
0039:   209@ == 0 // integer values 
004D: jump_if_false @HEIST1_11057 
0792: (unknown) 53@ 
0638: AS_actor 53@ stay_put 1 
0635: AS_actor 53@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 209@ = 1 // integer values 

:HEIST1_11057
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_12129 
00D6: if 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_11135 
0687: clear_actor_task 54@ 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_11135
00D6: if 
0039:   189@ == 1 // integer values 
004D: jump_if_false @HEIST1_11244 
00D6: if 
0039:   188@ == 0 // integer values 
004D: jump_if_false @HEIST1_11244 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 367.6113 162.3746 1024.781 radius 3.5 3.5 1.5 
004D: jump_if_false @HEIST1_11244 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @HEIST1_11244 
0006: 188@ = 1 // integer values 

:HEIST1_11244
00D6: if 
0833: (unknown) 107@ 
004D: jump_if_false @HEIST1_11292 
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_52' 4000 ms 1  // ~r~Ht ez nagyszer! El kellett volna terelni az r figyelmt, mieltt nekiltunk fotzni!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_11292
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @HEIST1_11576 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 10.0 10.0 2.0 sphere 0 
004D: jump_if_false @HEIST1_11576 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @HEIST1_11576 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 1 
004D: jump_if_false @HEIST1_11576 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 14 
004D: jump_if_false @HEIST1_11576 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 10 
004D: jump_if_false @HEIST1_11576 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 11 
004D: jump_if_false @HEIST1_11576 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 12 
004D: jump_if_false @HEIST1_11576 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 13 
004D: jump_if_false @HEIST1_11576 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 46 
004D: jump_if_false @HEIST1_11576 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 43 
004D: jump_if_false @HEIST1_11548 
0006: 308@ = 10 // integer values 
0002: jump @HEIST1_11555 

:HEIST1_11548
0006: 308@ = 7 // integer values 

:HEIST1_11555
0006: 33@ = 0 // integer values 
0006: 181@ = 1 // integer values 
0006: 211@ = 1 // integer values 

:HEIST1_11576
00D6: if 
0039:   207@ == 1 // integer values 
004D: jump_if_false @HEIST1_11642 
00D6: if 
0039:   210@ == 0 // integer values 
004D: jump_if_false @HEIST1_11642 
0792: (unknown) 54@ 
0638: AS_actor 54@ stay_put 1 
0635: AS_actor 54@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 210@ = 1 // integer values 

:HEIST1_11642
00D6: if 
0039:   189@ == 1 // integer values 
004D: jump_if_false @HEIST1_12129 
00D6: if 
0039:   188@ == 1 // integer values 
004D: jump_if_false @HEIST1_11865 
01B4: set_player $PLAYER_CHAR frozen_state 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 0 // integer values 
016A: fade 0 500 ms 

:HEIST1_11723
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_11747 
0001: wait 0 ms 
0002: jump @HEIST1_11723 

:HEIST1_11747
00BE: text_clear_all 
02A3: toggle_widescreen 1 
015F: set_camera_position 345.0205 163.0617 1026.826 0.0 0.0 0.0 
0160: point_camera 345.8946 163.5473 1026.817 2 
016A: fade 1 500 ms 

:HEIST1_11811
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_11835 
0001: wait 0 ms 
0002: jump @HEIST1_11811 

:HEIST1_11835
0006: 188@ = 2 // integer values 
00BC: text_highpriority 'HEI1_6' 4000 ms 1  // ~s~Nem fotzhatod le a kaszin tervrajzait, ha egy r tartzkodik a kzeledben! El kell terelned a figyelmt.
0006: 33@ = 0 // integer values 

:HEIST1_11865
00D6: if 
0039:   188@ == 2 // integer values 
004D: jump_if_false @HEIST1_11944 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @HEIST1_11909 
0006: 187@ = 1 // integer values 

:HEIST1_11909
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @HEIST1_11944 
00BE: text_clear_all 
0006: 188@ = 4 // integer values 
0006: 33@ = 0 // integer values 

:HEIST1_11944
00D6: if 
0039:   188@ == 4 // integer values 
004D: jump_if_false @HEIST1_12129 
0006: 187@ = 0 // integer values 
016A: fade 0 500 ms 
00BE: text_clear_all 

:HEIST1_11978
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_12002 
0001: wait 0 ms 
0002: jump @HEIST1_11978 

:HEIST1_12002
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 

:HEIST1_12017
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_12041 
0001: wait 0 ms 
0002: jump @HEIST1_12017 

:HEIST1_12041
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
0164: disable_marker 158@ 
018A: 160@ = create_checkpoint_at 357.3549 193.415 1018.984 
08DC: (unknown) 160@ 2415.348 1123.942 10.0 
0165: set_marker 160@ color_to 4 
0006: 188@ = 99 // integer values 
00BC: text_highpriority 'HEI1_7' 6000 ms 1  // ~s~Egy szinttel lejjebb van egy ~y~irattr~s~. Menj le s nzd meg, hogy tudsz-e valami zavart kelteni.

:HEIST1_12129
00D6: if 
0039:   181@ == 1 // integer values 
004D: jump_if_false @HEIST1_13212 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @HEIST1_12260 
00D6: if 
0039:   207@ == 0 // integer values 
004D: jump_if_false @HEIST1_12260 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @HEIST1_12260 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
00D6: if 
82D8:   not actor $PLAYER_ACTOR currentweapon == 43 
004D: jump_if_false @HEIST1_12253 
0006: 308@ = 9 // integer values 

:HEIST1_12253
0006: 207@ = 1 // integer values 

:HEIST1_12260
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @HEIST1_12311 
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_50' 6000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_12311
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 0 
004D: jump_if_false @HEIST1_12404 
0006: 181@ = 0 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 

:HEIST1_12404
00D6: if 
8039:   not  211@ == 1 // integer values 
004D: jump_if_false @HEIST1_12515 
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 43 
004D: jump_if_false @HEIST1_12515 
0006: 181@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 

:HEIST1_12515
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 1 
004D: jump_if_false @HEIST1_12608 
0006: 181@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 

:HEIST1_12608
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 14 
004D: jump_if_false @HEIST1_12701 
0006: 181@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 

:HEIST1_12701
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 10 
004D: jump_if_false @HEIST1_12794 
0006: 181@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 

:HEIST1_12794
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 11 
004D: jump_if_false @HEIST1_12887 
0006: 181@ = 0 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 

:HEIST1_12887
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 12 
004D: jump_if_false @HEIST1_12980 
0006: 181@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 

:HEIST1_12980
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 13 
004D: jump_if_false @HEIST1_13073 
0006: 181@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 

:HEIST1_13073
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 46 
004D: jump_if_false @HEIST1_13166 
0006: 181@ = 0 // integer values 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 8 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 211@ = 0 // integer values 

:HEIST1_13166
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @HEIST1_13212 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_13212
00D6: if 
056D:   carcass_of_actor 65@ valid 
004D: jump_if_false @HEIST1_13313 
00D6: if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13313 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_13313 
0687: clear_actor_task 65@ 
05DD: AS_actor 65@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_13313
00D6: if 
056D:   carcass_of_actor 66@ valid 
004D: jump_if_false @HEIST1_13414 
00D6: if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13414 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_13414 
0687: clear_actor_task 66@ 
05DD: AS_actor 66@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_13414
00D6: if 
056D:   carcass_of_actor 67@ valid 
004D: jump_if_false @HEIST1_13515 
00D6: if 
051A:   actor 67@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13515 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_13515 
0687: clear_actor_task 67@ 
05DD: AS_actor 67@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_13515
00D6: if 
056D:   carcass_of_actor 68@ valid 
004D: jump_if_false @HEIST1_13616 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13616 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_13616 
0687: clear_actor_task 68@ 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_13616
00D6: if 
056D:   carcass_of_actor 69@ valid 
004D: jump_if_false @HEIST1_13717 
00D6: if 
051A:   actor 69@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13717 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_13717 
0687: clear_actor_task 69@ 
05DD: AS_actor 69@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_13717
00D6: if 
056D:   carcass_of_actor 70@ valid 
004D: jump_if_false @HEIST1_13818 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13818 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_13818 
0687: clear_actor_task 70@ 
05DD: AS_actor 70@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_13818
00D6: if 
056D:   carcass_of_actor 71@ valid 
004D: jump_if_false @HEIST1_13919 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13919 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_13919 
0687: clear_actor_task 71@ 
05DD: AS_actor 71@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_13919
00D6: if 
056D:   carcass_of_actor 72@ valid 
004D: jump_if_false @HEIST1_14020 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14020 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_14020 
0687: clear_actor_task 72@ 
05DD: AS_actor 72@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_14020
00D6: if 
056D:   carcass_of_actor 73@ valid 
004D: jump_if_false @HEIST1_14121 
00D6: if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14121 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_14121 
0687: clear_actor_task 73@ 
05DD: AS_actor 73@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_14121
00D6: if 
056D:   carcass_of_actor 45@ valid 
004D: jump_if_false @HEIST1_14222 
00D6: if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14222 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_14222 
0687: clear_actor_task 45@ 
05DD: AS_actor 45@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_14222
00D6: if 
056D:   carcass_of_actor 47@ valid 
004D: jump_if_false @HEIST1_14330 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14330 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_14330 
0687: clear_actor_task 47@ 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0050: gosub @HEIST1_23582 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_14330
00D6: if 
056D:   carcass_of_actor 48@ valid 
004D: jump_if_false @HEIST1_14438 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14438 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_14438 
0687: clear_actor_task 48@ 
05DD: AS_actor 48@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0050: gosub @HEIST1_23582 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_14438
00D6: if 
056D:   carcass_of_actor 49@ valid 
004D: jump_if_false @HEIST1_14546 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14546 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_14546 
0687: clear_actor_task 49@ 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0050: gosub @HEIST1_23582 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_14546
00D6: if 
056D:   carcass_of_actor 50@ valid 
004D: jump_if_false @HEIST1_14654 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14654 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_14654 
0687: clear_actor_task 50@ 
05DD: AS_actor 50@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0050: gosub @HEIST1_23582 
00BC: text_highpriority 'HEI1_50' 4000 ms 1  // ~r~Direkt megmondtuk neked, hogy ez nem egy gyilkols kldets, te mgis elvetted a fegyvered!
0050: gosub @HEIST1_23613 
0002: jump @HEIST1_23645 

:HEIST1_14654
00D6: if 
0039:   177@ == 30 // integer values 
004D: jump_if_false @HEIST1_15248 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 364.4255 188.2647 1018.984 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST1_14814 
00D6: if 
0019:   188@ > 1 // integer values 
004D: jump_if_false @HEIST1_14814 
00D6: if 
0039:   221@ == 0 // integer values 
004D: jump_if_false @HEIST1_14814 
0164: disable_marker 160@ 
0188: 163@ = create_marker_above_object 114@ 
08DC: (unknown) 163@ 2415.348 1123.942 10.0 
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_10' 6000 ms 1  // ~s~Azok az reg ~g~lgkondik~s~ elgg le vannak pukkanva. Zzd szt ket valahogy.
0006: 221@ = 1 // integer values 

:HEIST1_14814
00D6: if 
0039:   191@ == 0 // integer values 
004D: jump_if_false @HEIST1_14897 
00D6: if 
0366:   object 114@ blown_up 
004D: jump_if_false @HEIST1_14897 
0209: 151@ = random_int 1 4 
0723: break_object 114@ intensity 1 
0164: disable_marker 163@ 
000A: 190@ += 1 // integer values 
0006: 191@ = 1 // integer values 
0006: 190@ = 2 // integer values 
035D: toggle_object 114@ targetable 0 

:HEIST1_14897
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @HEIST1_15005 
00D6: if 
001B:   2 > 190@ // integer values 
004D: jump_if_false @HEIST1_15005 
00D6: if 
0366:   object 116@ blown_up 
004D: jump_if_false @HEIST1_15005 
0209: 151@ = random_int 1 4 
0723: break_object 116@ intensity 1 
0164: disable_marker 163@ 
000A: 190@ += 1 // integer values 
0006: 192@ = 1 // integer values 
0006: 190@ = 2 // integer values 
035D: toggle_object 116@ targetable 0 
0006: 32@ = 0 // integer values 

:HEIST1_15005
00D6: if 
0039:   190@ == 2 // integer values 
004D: jump_if_false @HEIST1_15085 
040D: unload_wav 3 
0006: 315@ = 99 // integer values 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @HEIST1_15085 
02CF: 148@ = create_fire_at 350.8387 190.3284 1019.0 1 151@ 
0006: 190@ = 3 // integer values 

:HEIST1_15085
00D6: if 
0039:   190@ == 3 // integer values 
004D: jump_if_false @HEIST1_15248 
0006: 177@ = 40 // integer values 
064B: 141@ = create_particle "TEARGAS" at 350.6574 189.2716 1019.0 1 
064B: 142@ = create_particle "TEARGAS" at 350.6574 189.2716 1020.0 1 
064B: 143@ = create_particle "TEARGAS" at 350.8387 190.3284 1019.0 1 
064C: make_particle 141@ visible 
064C: make_particle 142@ visible 
064C: make_particle 143@ visible 
0006: 32@ = 0 // integer values 
00BC: text_highpriority 'HEI1_20' 4000 ms 1  // ~s~Ennyi! Majd a tzjelz lekti az rket.
0006: 316@ = 1 // integer values 

:HEIST1_15248
00D6: if 
0039:   177@ == 40 // integer values 
004D: jump_if_false @HEIST1_15306 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST1_15306 
0006: 180@ = 0 // integer values 
0006: 178@ = 1 // integer values 
0006: 177@ = 45 // integer values 

:HEIST1_15306
00D6: if 
0019:   177@ > 9 // integer values 
004D: jump_if_false @HEIST1_15863 
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @HEIST1_15863 
00D6: if 
001B:   45 > 177@ // integer values 
004D: jump_if_false @HEIST1_15863 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_15484 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_15484 
062E: (unknown) 65@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_15484 
062E: (unknown) 66@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_15484 
0687: clear_actor_task 65@ 
0687: clear_actor_task 66@ 
0677: AS_actor 65@ chat_with_actor 66@ 1 1 
0677: AS_actor 66@ chat_with_actor 65@ 0 1 

:HEIST1_15484
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_15608 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_15608 
062E: (unknown) 67@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_15608 
062E: (unknown) 68@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_15608 
0687: clear_actor_task 67@ 
0687: clear_actor_task 68@ 
0677: AS_actor 67@ chat_with_actor 68@ 1 1 
0677: AS_actor 68@ chat_with_actor 67@ 0 1 

:HEIST1_15608
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_15732 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_15732 
062E: (unknown) 69@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_15732 
062E: (unknown) 70@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_15732 
0687: clear_actor_task 69@ 
0687: clear_actor_task 70@ 
0677: AS_actor 69@ chat_with_actor 70@ 1 1 
0677: AS_actor 70@ chat_with_actor 69@ 0 1 

:HEIST1_15732
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_15856 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_15856 
062E: (unknown) 71@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_15856 
062E: (unknown) 72@ 1655 206@ 
00D6: if 
04A4:   206@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST1_15856 
0687: clear_actor_task 71@ 
0687: clear_actor_task 72@ 
0677: AS_actor 71@ chat_with_actor 72@ 1 1 
0677: AS_actor 72@ chat_with_actor 71@ 0 1 

:HEIST1_15856
0006: 113@ = 0 // integer values 

:HEIST1_15863
00D6: if 
0039:   177@ == 45 // integer values 
004D: jump_if_false @HEIST1_16904 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_15926 
0687: clear_actor_task 67@ 
05F5: unknown_action_sequence 67@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_15926
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_15971 
0687: clear_actor_task 69@ 
05F5: unknown_action_sequence 69@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_15971
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_16016 
0687: clear_actor_task 68@ 
05F5: unknown_action_sequence 68@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_16016
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_16061 
0687: clear_actor_task 70@ 
05F5: unknown_action_sequence 70@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_16061
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_16106 
0687: clear_actor_task 71@ 
05F5: unknown_action_sequence 71@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_16106
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_16151 
0687: clear_actor_task 72@ 
05F5: unknown_action_sequence 72@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_16151
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_16196 
0687: clear_actor_task 73@ 
05F5: unknown_action_sequence 73@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_16196
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_16245 
0687: clear_actor_task 50@ 
060B: unknown_actor_use_entity 50@ 103@ 
00A1: put_actor 50@ at 377.7027 153.2545 1022.774 

:HEIST1_16245
016A: fade 0 500 ms 

:HEIST1_16252
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_16276 
0001: wait 0 ms 
0002: jump @HEIST1_16252 

:HEIST1_16276
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
02D1: remove_fire 148@ 
015F: set_camera_position 350.4867 162.1073 1026.989 0.0 0.0 0.0 
0160: point_camera 351.4692 162.1195 1026.804 2 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_16411 
0638: AS_actor 54@ stay_put 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 353.4759 161.9657 1024.781 
05D7: add_point_to_scmpath 365.8191 162.2179 1024.781 
05D8: AS_assign_scmpath to_actor 54@ flags 4 0 

:HEIST1_16411
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_16552 
060B: unknown_actor_use_entity 47@ 103@ 
0687: clear_actor_task 47@ 
00A1: put_actor 47@ at 353.9879 164.0512 1024.781 
0173: set_actor 47@ z_angle_to 224.0 
0687: clear_actor_task 47@ 
060B: unknown_actor_use_entity 47@ 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 47@ flags 4 0 
0006: 194@ = 1 // integer values 

:HEIST1_16552
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_16693 
060B: unknown_actor_use_entity 48@ 103@ 
0687: clear_actor_task 48@ 
00A1: put_actor 48@ at 354.1077 160.163 1024.781 
0173: set_actor 48@ z_angle_to 302.0 
0687: clear_actor_task 48@ 
060B: unknown_actor_use_entity 48@ 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 48@ flags 4 0 
0006: 195@ = 2 // integer values 

:HEIST1_16693
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_16817 
060B: unknown_actor_use_entity 49@ 103@ 
0687: clear_actor_task 49@ 
00A1: put_actor 49@ at 364.2849 160.2124 1024.788 
0173: set_actor 49@ z_angle_to 294.5 
0687: clear_actor_task 49@ 
060B: unknown_actor_use_entity 49@ 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 369.2587 162.4347 1024.774 
05D7: add_point_to_scmpath 377.2099 163.5096 1024.781 
05D8: AS_assign_scmpath to_actor 49@ flags 4 0 
0006: 196@ = 1 // integer values 

:HEIST1_16817
00BE: text_clear_all 
016A: fade 1 500 ms 

:HEIST1_16826
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_16850 
0001: wait 0 ms 
0002: jump @HEIST1_16826 

:HEIST1_16850
0006: 177@ = 50 // integer values 
0006: 33@ = 0 // integer values 
0006: 185@ = 1 // integer values 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 // integer values 
0006: 310@ = 0 // integer values 
0006: 308@ = 13 // integer values 

:HEIST1_16904
00D6: if 
0039:   177@ == 50 // integer values 
004D: jump_if_false @HEIST1_16948 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @HEIST1_16948 
0006: 177@ = 55 // integer values 

:HEIST1_16948
00D6: if 
0039:   177@ == 55 // integer values 
004D: jump_if_false @HEIST1_17593 
0006: 185@ = 0 // integer values 
016A: fade 0 500 ms 

:HEIST1_16980
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_17004 
0001: wait 0 ms 
0002: jump @HEIST1_16980 

:HEIST1_17004
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0687: clear_actor_task $PLAYER_ACTOR 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 
0687: clear_actor_task $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 151@ = 3 // integer values 
02CF: 147@ = create_fire_at 350.6574 189.5716 1019.0 1 151@ 
02CF: 148@ = create_fire_at 350.8387 190.3284 1019.0 1 2 
0006: 177@ = 60 // integer values 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_17143 
060B: unknown_actor_use_entity 54@ 104@ 
00A1: put_actor 54@ at 2419.994 1153.71 9.8047 

:HEIST1_17143
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_17187 
060B: unknown_actor_use_entity 53@ 104@ 
00A1: put_actor 53@ at 2419.994 1145.71 9.8047 

:HEIST1_17187
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_17231 
060B: unknown_actor_use_entity 52@ 104@ 
00A1: put_actor 52@ at 2417.655 1154.084 9.8047 

:HEIST1_17231
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_17277 
00A1: put_actor 45@ at 2419.363 1132.672 9.8047 
0173: set_actor 45@ z_angle_to 135.0 

:HEIST1_17277
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_17298 
009B: destroy_actor_instantly 65@ 

:HEIST1_17298
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_17319 
009B: destroy_actor_instantly 66@ 

:HEIST1_17319
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_17370 
0687: clear_actor_task 47@ 
00A1: put_actor 47@ at 372.0212 163.0494 1024.773 
0173: set_actor 47@ z_angle_to 276.1 

:HEIST1_17370
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_17421 
0687: clear_actor_task 48@ 
00A1: put_actor 48@ at 375.6833 163.8624 1024.773 
0173: set_actor 48@ z_angle_to 266.1 

:HEIST1_17421
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_17472 
0687: clear_actor_task 49@ 
00A1: put_actor 49@ at 378.0436 162.5748 1024.775 
0173: set_actor 49@ z_angle_to 168.1 

:HEIST1_17472
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_17523 
0687: clear_actor_task 50@ 
00A1: put_actor 50@ at 377.7027 153.2545 1022.774 
0173: set_actor 50@ z_angle_to 101.1 

:HEIST1_17523
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_22' 6000 ms 1  // ~s~Oks! Most el vannak foglalva a kirtssel. Menj fel az emeletre s fotzd le a falra akasztott ~y~tervrajzokat~s~.
0164: disable_marker 158@ 
018A: 158@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: (unknown) 158@ 2415.348 1123.942 10.0 
0165: set_marker 158@ color_to 4 

:HEIST1_17593
00D6: if 
0039:   177@ == 60 // integer values 
004D: jump_if_false @HEIST1_18669 
00D6: if 
0039:   219@ == 0 // integer values 
004D: jump_if_false @HEIST1_17864 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 371.0459 161.5409 1018.984 radius 1.5 1.5 2.0 
004D: jump_if_false @HEIST1_17864 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_17722 
0687: clear_actor_task 50@ 
05F5: unknown_action_sequence 50@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_17722
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_17767 
0687: clear_actor_task 49@ 
05F5: unknown_action_sequence 49@ 379.2716 173.4771 1007.397 4 -2 

:HEIST1_17767
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_17812 
0687: clear_actor_task 48@ 
05F5: unknown_action_sequence 48@ 370.9119 175.3713 1007.397 4 -2 

:HEIST1_17812
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_17857 
0687: clear_actor_task 47@ 
05F5: unknown_action_sequence 47@ 370.877 171.6468 1007.397 4 -2 

:HEIST1_17857
0006: 219@ = 1 // integer values 

:HEIST1_17864
00D6: if 
0039:   219@ == 1 // integer values 
004D: jump_if_false @HEIST1_18202 
00D6: if 
0039:   225@ == 0 // integer values 
004D: jump_if_false @HEIST1_17962 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_17962 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_17962 
0687: clear_actor_task 50@ 
05DD: AS_actor 50@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0006: 225@ = 1 // integer values 

:HEIST1_17962
00D6: if 
0039:   224@ == 0 // integer values 
004D: jump_if_false @HEIST1_18042 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_18042 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_18042 
0687: clear_actor_task 49@ 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0006: 224@ = 1 // integer values 

:HEIST1_18042
00D6: if 
0039:   223@ == 0 // integer values 
004D: jump_if_false @HEIST1_18122 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_18122 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_18122 
0687: clear_actor_task 48@ 
05DD: AS_actor 48@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0006: 223@ = 1 // integer values 

:HEIST1_18122
00D6: if 
0039:   222@ == 0 // integer values 
004D: jump_if_false @HEIST1_18202 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_18202 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_18202 
0687: clear_actor_task 47@ 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
0006: 222@ = 1 // integer values 

:HEIST1_18202
00D6: if 
0833: (unknown) 107@ 
004D: jump_if_false @HEIST1_18669 
0006: 184@ = 1 // integer values 
0164: disable_marker 158@ 
00BE: text_clear_all 
03E6: remove_text_box 
00BC: text_highpriority 'HEI1_25' 6000 ms 1  // ~s~Remek! Lefotztad a kaszin tervrajzait! Tnj el az ~y~pletbl~s~ mieltt elkapnak.
018A: 161@ = create_checkpoint_at 2418.682 1123.352 9.8047 
0165: set_marker 161@ color_to 4 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
064B: 138@ = create_particle "TEARGAS" at 369.2483 162.346 1026.774 1 
064B: 139@ = create_particle "TEARGAS" at 373.3976 162.6828 1026.774 1 
064B: 140@ = create_particle "TEARGAS" at 378.9187 163.1306 1026.774 1 
064C: make_particle 138@ visible 
064C: make_particle 139@ visible 
064C: make_particle 140@ visible 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_18421 
009B: destroy_actor_instantly 47@ 

:HEIST1_18421
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_18442 
009B: destroy_actor_instantly 48@ 

:HEIST1_18442
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_18463 
009B: destroy_actor_instantly 49@ 

:HEIST1_18463
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_18484 
009B: destroy_actor_instantly 50@ 

:HEIST1_18484
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_18505 
009B: destroy_actor_instantly 67@ 

:HEIST1_18505
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_18526 
009B: destroy_actor_instantly 68@ 

:HEIST1_18526
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_18547 
009B: destroy_actor_instantly 69@ 

:HEIST1_18547
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_18568 
009B: destroy_actor_instantly 70@ 

:HEIST1_18568
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_18589 
009B: destroy_actor_instantly 71@ 

:HEIST1_18589
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_18610 
009B: destroy_actor_instantly 72@ 

:HEIST1_18610
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_18631 
009B: destroy_actor_instantly 73@ 

:HEIST1_18631
0006: 198@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 177@ = 99 // integer values 
03CB: set_camera 376.9717 192.0647 1013.18 

:HEIST1_18669
00D6: if 
0039:   184@ == 1 // integer values 
004D: jump_if_false @HEIST1_18977 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @HEIST1_18977 
0247: request_model #LVEMT1 
0247: request_model #LVPD1 
0247: request_model #WMYBU 

:HEIST1_18721
00D6: if or
8248:   not model #LVEMT1 available 
8248:   not model #LVPD1 available 
8248:   not model #WMYBU available 
004D: jump_if_false @HEIST1_18758 
0001: wait 0 ms 
0002: jump @HEIST1_18721 

:HEIST1_18758
009A: 78@ = create_actor 24 #WMYBU at 376.9717 192.0647 1013.18 
0173: set_actor 78@ z_angle_to 266.7879 
060B: unknown_actor_use_entity 78@ 105@ 
08AD: (unknown) 78@ 2415.348 1123.942 10.0 
009A: 79@ = create_actor 24 #LVPD1 at 377.2169 190.7318 1013.18 
0173: set_actor 79@ z_angle_to 5.7879 
060B: unknown_actor_use_entity 79@ 105@ 
01B2: give_actor 79@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 79@ 2415.348 1123.942 10.0 
0639: AS_actor 78@ rotate_to_actor 79@ 
009A: 80@ = create_actor 24 #LVPD1 at 377.9352 192.4556 1013.18 
0173: set_actor 80@ z_angle_to 124.31 
060B: unknown_actor_use_entity 80@ 105@ 
08AD: (unknown) 80@ 2415.348 1123.942 10.0 
0249: release_model #LVEMT1 
0006: 184@ = 2 // integer values 

:HEIST1_18977
00D6: if 
0039:   184@ == 2 // integer values 
004D: jump_if_false @HEIST1_19161 
00BE: text_clear_all 
016A: fade 0 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:HEIST1_19011
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_19035 
0001: wait 0 ms 
0002: jump @HEIST1_19011 

:HEIST1_19035
00BE: text_clear_all 
02A3: toggle_widescreen 1 
03CB: set_camera 376.9717 192.0647 1013.18 
015F: set_camera_position 374.0174 190.0682 1014.494 0.0 0.0 0.0 
0160: point_camera 374.8688 190.5916 1014.458 2 
016A: fade 1 2000 ms 

:HEIST1_19116
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_19140 
0001: wait 0 ms 
0002: jump @HEIST1_19116 

:HEIST1_19140
0006: 184@ = 3 // integer values 
0006: 186@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:HEIST1_19161
00D6: if 
0039:   184@ == 3 // integer values 
004D: jump_if_false @HEIST1_19255 
00BE: text_clear_all 
0006: 308@ = 15 // integer values 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @HEIST1_19241 
0605: actor 78@ perform_animation_sequence "ENDCHAT_01" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:HEIST1_19241
0006: 184@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:HEIST1_19255
00D6: if 
0039:   184@ == 4 // integer values 
004D: jump_if_false @HEIST1_19306 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @HEIST1_19306 
0006: 184@ = 5 // integer values 
0006: 32@ = 0 // integer values 

:HEIST1_19306
00D6: if 
0039:   184@ == 5 // integer values 
004D: jump_if_false @HEIST1_20891 
0006: 186@ = 0 // integer values 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @HEIST1_19373 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST1_19373 
0687: clear_actor_task 78@ 
0687: clear_actor_task 79@ 

:HEIST1_19373
016A: fade 0 500 ms 

:HEIST1_19380
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_19404 
0001: wait 0 ms 
0002: jump @HEIST1_19380 

:HEIST1_19404
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 

:HEIST1_19426
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_19450 
0001: wait 0 ms 
0002: jump @HEIST1_19426 

:HEIST1_19450
0006: 184@ = 10 // integer values 
009B: destroy_actor_instantly 78@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_19549 
00A1: put_actor 54@ at 378.2106 154.386 1022.782 
0173: set_actor 54@ z_angle_to 312.89 
0687: clear_actor_task 54@ 
0615: define_action_sequences 76@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 76@ 
0618: assign_actor 54@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 

:HEIST1_19549
009A: 56@ = create_actor 24 #LVPD1 at 371.6575 153.1287 1020.796 
0173: set_actor 56@ z_angle_to 264.7879 
07DD: (unknown) 56@ 60 
060B: unknown_actor_use_entity 56@ 103@ 
01B2: give_actor 56@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 56@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 76@ 
0618: assign_actor 56@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
009A: 57@ = create_actor 24 #LVPD1 at 378.6946 163.6932 1018.984 
0173: set_actor 57@ z_angle_to 91.89 
060B: unknown_actor_use_entity 57@ 103@ 
01B2: give_actor 57@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 57@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
085B: unknown_action_sequence -1 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 76@ 
0618: assign_actor 57@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
009A: 58@ = create_actor 24 #LVPD1 at 371.9029 164.5795 1013.18 
0173: set_actor 58@ z_angle_to 195.89 
060B: unknown_actor_use_entity 58@ 103@ 
01B2: give_actor 58@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 58@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
085B: unknown_action_sequence -1 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 50 
0616: define_action_sequences_end 76@ 
0618: assign_actor 58@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
009A: 59@ = create_actor 24 #LVPD1 at 371.2767 154.0267 1014.984 
0173: set_actor 59@ z_angle_to 195.89 
07DD: (unknown) 59@ 60 
060B: unknown_actor_use_entity 59@ 103@ 
01B2: give_actor 59@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 59@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
085B: unknown_action_sequence -1 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 50 
0616: define_action_sequences_end 76@ 
0618: assign_actor 59@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
009A: 60@ = create_actor 24 #LVPD1 at 378.0627 152.9613 1011.195 
0173: set_actor 60@ z_angle_to 285.89 
060B: unknown_actor_use_entity 60@ 103@ 
01B2: give_actor 60@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 60@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
085B: unknown_action_sequence -1 0 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 50 
0616: define_action_sequences_end 76@ 
0618: assign_actor 60@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
009A: 61@ = create_actor 24 #LVPD1 at 372.2917 162.8527 1007.389 
0173: set_actor 61@ z_angle_to 195.89 
060B: unknown_actor_use_entity 61@ 103@ 
01B2: give_actor 61@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 61@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
085B: unknown_action_sequence -1 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 50 
0616: define_action_sequences_end 76@ 
0618: assign_actor 61@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
009A: 64@ = create_actor 24 #LVPD1 at 379.1144 153.0811 1011.195 
0173: set_actor 64@ z_angle_to 4.89 
060B: unknown_actor_use_entity 64@ 103@ 
04EB: AS_actor 64@ crouch 1 
07DD: (unknown) 64@ 50 
0223: set_actor 64@ health_to 120 
01B2: give_actor 64@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 64@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 76@ 
0618: assign_actor 64@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
009A: 63@ = create_actor 24 #LVPD1 at 369.8178 162.4074 1018.977 
0173: set_actor 63@ z_angle_to 217.89 
07DD: (unknown) 63@ 50 
0223: set_actor 63@ health_to 120 
060B: unknown_actor_use_entity 63@ 103@ 
01B2: give_actor 63@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 63@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
0638: AS_actor -1 stay_put 1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR 4 3000 70 
0616: define_action_sequences_end 76@ 
0618: assign_actor 63@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
009A: 62@ = create_actor 24 #LVPD1 at 370.1607 179.6097 1007.391 
0173: set_actor 62@ z_angle_to 170.89 
07DD: (unknown) 62@ 50 
0223: set_actor 62@ health_to 120 
060B: unknown_actor_use_entity 62@ 103@ 
04EB: AS_actor 62@ crouch 1 
01B2: give_actor 62@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: (unknown) 62@ 2415.348 1123.942 10.0 
0615: define_action_sequences 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 76@ 
0618: assign_actor 62@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_20701 
0687: clear_actor_task 53@ 
00A1: put_actor 53@ at 375.0372 177.4968 1007.391 
0173: set_actor 53@ z_angle_to 193.0 
0638: AS_actor 53@ stay_put 1 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:HEIST1_20701
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_20767 
0687: clear_actor_task 52@ 
00A1: put_actor 52@ at 385.5123 174.311 1007.389 
0173: set_actor 52@ z_angle_to 82.0 
085B: unknown_action_sequence 52@ 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:HEIST1_20767
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST1_20796 
0687: clear_actor_task 79@ 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 

:HEIST1_20796
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_46' 6000 ms 1  // ~s~A zsaruk a tz miatt nem zrhatjk le az alagsori ajtkat! Ha szksges, hasznld a fegyvered.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0247: request_model #BRAVURA 

:HEIST1_20826
00D6: if 
8248:   not model #BRAVURA available 
004D: jump_if_false @HEIST1_20853 
0001: wait 0 ms 
0002: jump @HEIST1_20826 

:HEIST1_20853
00A5: 106@ = create_car #BRAVURA at 2423.733 1120.273 9.6719 
0175: set_car 106@ z_angle_to 179.4729 
0249: release_model #BRAVURA 

:HEIST1_20891
00D6: if 
0039:   198@ == 1 // integer values 
004D: jump_if_false @HEIST1_21334 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 369.2483 162.346 1024.774 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST1_21334 
0669: 129@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 0.0 2.0 1 
0669: 130@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 2.0 1.8 1 
0669: 131@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 -2.0 2.0 1 
0669: 132@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 1.0 5.0 1.5 1 
0669: 133@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -1.0 8.0 1.8 1 
0669: 134@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 2.0 0.0 1.5 1 
0669: 135@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -2.0 0.0 1.5 1 
0669: 136@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -2.0 2.0 1.5 1 
0669: 137@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 2.0 2.0 1.5 1 
08FD: (unknown) 1 
064C: make_particle 129@ visible 
064C: make_particle 130@ visible 
064C: make_particle 131@ visible 
064C: make_particle 132@ visible 
064C: make_particle 133@ visible 
064C: make_particle 134@ visible 
064C: make_particle 135@ visible 
064C: make_particle 136@ visible 
064C: make_particle 137@ visible 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0006: 198@ = 2 // integer values 

:HEIST1_21334
00D6: if 
0039:   184@ == 10 // integer values 
004D: jump_if_false @HEIST1_21543 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2418.682 1123.352 9.8047 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST1_21543 
08FD: (unknown) 0 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 129@ 
0650: destroy_particle 130@ 
0650: destroy_particle 131@ 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0650: destroy_particle 135@ 
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
0006: 184@ = 11 // integer values 
0164: disable_marker 161@ 
018A: 165@ = create_checkpoint_at 1918.59 958.3391 9.8203 
00BE: text_clear_all 
00BC: text_highpriority 'HEI1_29' 6000 ms 1  // ~s~Vidd a negatvokat a ~y~Ngy Srkny kaszin~s~ hts bejrathoz.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 324@ = 1 // integer values 
0006: 33@ = 0 // integer values 
0249: release_model #WMYSGRD 
0249: release_model #OFOST 

:HEIST1_21543
00D6: if 
0039:   324@ == 1 // integer values 
004D: jump_if_false @HEIST1_21594 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @HEIST1_21594 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
0006: 324@ = 2 // integer values 

:HEIST1_21594
00D6: if 
0039:   184@ == 11 // integer values 
004D: jump_if_false @HEIST1_21674 
0247: request_model #TRIADA 
0247: request_model #WASHING 
0247: request_model #TRIADB 

:HEIST1_21625
00D6: if or
8248:   not model #TRIADB available 
8248:   not model #TRIADA available 
8248:   not model #WASHING available 
004D: jump_if_false @HEIST1_21660 
0001: wait 0 ms 
0002: jump @HEIST1_21625 

:HEIST1_21660
0006: 184@ = 13 // integer values 
0006: 216@ = 9 // integer values 

:HEIST1_21674
00D6: if 
0039:   216@ == 9 // integer values 
004D: jump_if_false @HEIST1_22018 
077E: 34@ = active_interior 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @HEIST1_21735 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @HEIST1_21735 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HEIST1_21735
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
004D: jump_if_false @HEIST1_22018 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST1_21920 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @HEIST1_21913 
00A5: 213@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 213@ z_angle_to 197.2609 
0229: set_car 213@ color_to 4 2 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_21906 
0129: 214@ = create_actor 25 #TRIADA in_car 213@ driverseat 
01C8: 212@ = create_actor 25 #TRIADB in_car 213@ passenger_seat 1 

:HEIST1_21906
0006: 216@ = 15 // integer values 

:HEIST1_21913
0002: jump @HEIST1_22018 

:HEIST1_21920
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A5: 213@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 213@ z_angle_to 197.2609 
0229: set_car 213@ color_to 4 2 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_22011 
0129: 214@ = create_actor 25 #TRIADA in_car 213@ driverseat 
01C8: 212@ = create_actor 25 #TRIADB in_car 213@ passenger_seat 1 

:HEIST1_22011
0006: 216@ = 15 // integer values 

:HEIST1_22018
00D6: if 
0039:   216@ == 15 // integer values 
004D: jump_if_false @HEIST1_22360 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
016A: fade 0 1000 ms 

:HEIST1_22057
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_22081 
0001: wait 0 ms 
0002: jump @HEIST1_22057 

:HEIST1_22081
00BE: text_clear_all 
01C3: remove_references_to_car 106@ // Like turning a car into any random car 
0395: clear_area 1 at 1913.682 962.0125 9.8203 range 60.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 range 60.0 
02A3: toggle_widescreen 1 
015F: set_camera_position 1922.234 951.8628 12.2282 0.0 0.0 0.0 
0160: point_camera 1921.714 952.7101 12.1171 2 
016A: fade 1 1000 ms 

:HEIST1_22198
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_22222 
0001: wait 0 ms 
0002: jump @HEIST1_22198 

:HEIST1_22222
0006: 216@ = 17 // integer values 
0006: 32@ = 0 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST1_22314 
0615: define_action_sequences 217@ 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 1913.682 962.0125 9.8203 speed 4 -1 ms 
0616: define_action_sequences_end 217@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 217@ 
061B: remove_references_to_action_sequences 217@ 
0002: jump @HEIST1_22360 

:HEIST1_22314
0615: define_action_sequences 217@ 
05D3: AS_actor -1 go_to_point 1913.682 962.0125 9.8203 speed 4 -1 ms 
0616: define_action_sequences_end 217@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 217@ 
061B: remove_references_to_action_sequences 217@ 

:HEIST1_22360
00D6: if 
0039:   216@ == 17 // integer values 
004D: jump_if_false @HEIST1_22424 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @HEIST1_22424 
097A: (unknown) -1000.0 -1000.0 -1000.0 1035 
0006: 216@ = 20 // integer values 

:HEIST1_22424
00D6: if 
0039:   216@ == 20 // integer values 
004D: jump_if_false @HEIST1_22756 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 flag 0 
004D: jump_if_false @HEIST1_22527 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 flag 0 

:HEIST1_22527
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @HEIST1_22756 
0006: 216@ = 30 // integer values 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_22756 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_22756 
05D1: AS_actor 214@ drive_car 213@ to 1909.04 959.7415 9.8203 speed 7.0 2 0 2 
015F: set_camera_position 1901.587 965.5023 11.8636 0.0 0.0 0.0 
0160: point_camera 1902.538 965.246 11.6931 2 
00A1: put_actor $PLAYER_ACTOR at 1913.682 962.0125 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 100.3 
097A: (unknown) -1000.0 -1000.0 -1000.0 1036 
0687: clear_actor_task $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1909.887 962.3391 9.8203 speed 4 -1 ms 
0006: 32@ = 0 // integer values 

:HEIST1_22756
00D6: if 
0039:   216@ == 30 // integer values 
004D: jump_if_false @HEIST1_22916 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_22916 
00D6: if 
01AD:   car 213@ 0 1909.04 959.7415 3.0 3.0 
004D: jump_if_false @HEIST1_22875 
0006: 216@ = 35 // integer values 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_22861 
05BF: AS_actor 212@ look_at_actor $PLAYER_ACTOR -1 ms 

:HEIST1_22861
0006: 308@ = 19 // integer values 
0006: 32@ = 0 // integer values 

:HEIST1_22875
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @HEIST1_22916 
0006: 216@ = 35 // integer values 
0662: write_debug_message "TEST" 
0006: 32@ = 0 // integer values 

:HEIST1_22916
00D6: if 
0039:   216@ == 35 // integer values 
004D: jump_if_false @HEIST1_22974 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST1_22974 
0006: 308@ = 20 // integer values 
0006: 216@ = 36 // integer values 
0006: 32@ = 0 // integer values 

:HEIST1_22974
00D6: if 
0039:   216@ == 36 // integer values 
004D: jump_if_false @HEIST1_23122 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @HEIST1_23122 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_23122 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_23122 
0687: clear_actor_task 214@ 
0006: 216@ = 37 // integer values 
05D1: AS_actor 214@ drive_car 213@ to 1905.279 934.162 9.8352 speed 10.0 2 0 2 
0006: 32@ = 0 // integer values 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_23122 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 212@ -1 ms 

:HEIST1_23122
00D6: if 
0039:   216@ == 37 // integer values 
004D: jump_if_false @HEIST1_23315 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @HEIST1_23289 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 flag 0 
004D: jump_if_false @HEIST1_23244 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 flag 0 

:HEIST1_23244
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST1_23289 
097A: (unknown) -1000.0 -1000.0 -1000.0 1035 
0006: 41@ = 1 // integer values 

:HEIST1_23289
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST1_23315 
0006: 216@ = 40 // integer values 

:HEIST1_23315
00D6: if 
0039:   216@ == 40 // integer values 
004D: jump_if_false @HEIST1_23575 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 flag 0 
004D: jump_if_false @HEIST1_23418 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 flag 0 

:HEIST1_23418
0006: 215@ = 0 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1036 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_23471 
0792: (unknown) 212@ 
009B: destroy_actor_instantly 212@ 

:HEIST1_23471
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_23497 
0792: (unknown) 214@ 
009B: destroy_actor_instantly 214@ 

:HEIST1_23497
00A6: destroy_car 213@ 
02A3: toggle_widescreen 0 
0792: (unknown) $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0177: set_object $2658 z_angle_to 0.0 
0006: 216@ = 45 // integer values 
00BE: text_clear_all 
0002: jump @HEIST1_23681 

:HEIST1_23575
0002: jump @HEIST1_2311 

:HEIST1_23582
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_23611 
0687: clear_actor_task 54@ 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:HEIST1_23611
0051: return 

:HEIST1_23613
0006: 226@ = 1 // integer values 
00BA: text_styled 'M_FAIL' 8000 ms 1  // ~r~KLDETS SIKERTELEN!
0006: 33@ = 0 // integer values 
0051: return 

:HEIST1_23645
00D6: if 
8039:   not  226@ == 1 // integer values 
004D: jump_if_false @HEIST1_23679 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!

:HEIST1_23679
0051: return 

:HEIST1_23681
0008: $11258 += 1 // integer values 
01E3: text_1number_styled 'M_PASSR' 10 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 10 
0318: set_latest_mission_passed 'HEIST_1'  // A tervrajzok
030C: set_mission_points += 1 
0629: change_stat 312 to 1 // integer 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:HEIST1_23743
0004: $2332 = 0 // integer values 
040D: unload_wav 3 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST1_23775 
0687: clear_actor_task $PLAYER_ACTOR 

:HEIST1_23775
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
03CA:   object $2658 exists 
004D: jump_if_false @HEIST1_23826 
01BC: put_object $2658 at 1903.383 967.62 11.438 
0177: set_object $2658 z_angle_to 0.0 

:HEIST1_23826
075B: (unknown) 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST1_23846 

:HEIST1_23846
0164: disable_marker 155@ 
0164: disable_marker 156@ 
0164: disable_marker 157@ 
0164: disable_marker 158@ 
0164: disable_marker 160@ 
0164: disable_marker 163@ 
0164: disable_marker 161@ 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 166@ 
0006: 151@ = 1 // integer values 

:HEIST1_23903
00D6: if 
001B:   6 > 151@ // integer values 
004D: jump_if_false @HEIST1_23944 
0164: disable_marker 167@(151@,6i) 
000A: 151@ += 1 // integer values 
0002: jump @HEIST1_23903 

:HEIST1_23944
0215: destroy_pickup 154@ 
031A: remove_all_fires 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
0650: destroy_particle 129@ 
0650: destroy_particle 130@ 
0650: destroy_particle 131@ 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0650: destroy_particle 135@ 
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
08FD: (unknown) 0 
0249: release_model #OMORI 
0249: release_model #OMOST 
0249: release_model #CAMERA 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
0249: release_model #OMYRI 
0249: release_model #OFOST 
0249: release_model #BRAVURA 
0249: release_model #WMYSGRD 
0249: release_model #WMOSCI 
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0249: release_model #LVPD1 
0249: release_model #LVEMT1 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #WASHING 
04EF: release_animation "CAMERA" 
00D6: if 
0039:   226@ == 1 // integer values 
004D: jump_if_false @HEIST1_24162 
016E: override_restart at 2337.083 2453.802 13.9765 90.7643 
0970: (unknown) 

:HEIST1_24162
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 97---------------
// Originally: Key To Her Heart

:HEIST3
03A4: name_thread 'HEIST3' 
0050: gosub @HEIST3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HEIST3_38 
0050: gosub @HEIST3_22985 

:HEIST3_38
0050: gosub @HEIST3_23065 
004E: end_thread 

:HEIST3_47
0317: increment_mission_attempts 
0169: set_fade_color 0 0 0 
0004: $ONMISSION = 1 // integer values 
016A: fade 0 2000 ms 

:HEIST3_71
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_95 
0001: wait 0 ms 
0002: jump @HEIST3_71 

:HEIST3_95
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_138 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:HEIST3_138
0793: (unknown) 
01B5: force_weather 10 
04BB: select_interior 10 // select render area 
054C: use_GXT_table 'HEIST3' 
02E4: load_cutscene_data 'HEIST2A' 

:HEIST3_170
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST3_194 
0001: wait 0 ms 
0002: jump @HEIST3_170 

:HEIST3_194
02E7: start_cutscene 
016A: fade 1 1000 ms 

:HEIST3_203
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST3_227 
0001: wait 0 ms 
0002: jump @HEIST3_203 

:HEIST3_227
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:HEIST3_240
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_264 
0001: wait 0 ms 
0002: jump @HEIST3_240 

:HEIST3_264
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:HEIST3_284
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_308 
0001: wait 0 ms 
0002: jump @HEIST3_284 

:HEIST3_308
01B7: release_weather 
03CB: set_camera 2030.103 1020.79 9.8203 
0001: wait 0 ms 
04E4: unknown_refresh_game_renderer_at 2030.103 1020.79 
03CB: set_camera 2030.103 1020.79 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2030.103 1020.79 9.813 
0173: set_actor $PLAYER_ACTOR z_angle_to 277.5123 
04BB: select_interior 0 // select render area 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
060A: unknown_create_entity 0 42@ 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0007: 44@ = 0.0 // floating-point values 
0007: 46@ = 0.0 // floating-point values 
0006: 36@ = 0 // integer values 
0004: $7801 = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0007: 77@ = 2090.0 // floating-point values 
0007: 78@ = 2074.0 // floating-point values 
0007: 79@ = 11.0 // floating-point values 
0007: 86@ = 2036.928 // floating-point values 
0007: 87@ = 2721.449 // floating-point values 
0007: 88@ = 10.5469 // floating-point values 
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
05A9: s$7804 = 'HE3_AA' // 8-byte strings  // ~z~Szerencsre minden ltez biztonsgi rendszernek van egy gyenge pontja.
05A9: s$7806 = 'HE3_BA' // 8-byte strings  // ~z~Vgetrt mg egy mszak! Holnap ltjuk egymst!
05A9: s$7808 = 'HE3_BB' // 8-byte strings  // ~z~J kis menet volt! Holnap ltjuk egymst!
05A9: s$7810 = 'HE3_CA' // 8-byte strings  // ~z~Sirly, mintha rm ntttk volna!
05A9: s$7812 = 'HE3_CB' // 8-byte strings  // ~z~Biztos vagyok benne, hogy olyan mintha rd ntttk volna!
05A9: s$7814 = 'HE3_CC' // 8-byte strings  // ~z~Nzzk csak.
05A9: s$7816 = 'HE3_CD' // 8-byte strings  // ~z~Tkletes!
05A9: s$7818 = 'HE3_CE' // 8-byte strings  // ~z~Oh szia, Benny...
05A9: s$7820 = 'HE3_CF' // 8-byte strings  // ~z~Igen Uram, ppen most bjok bele.
05A9: s$7822 = 'HE3_CG' // 8-byte strings  // ~z~A tied is megvan?
05A9: s$7824 = 'HE3_CH' // 8-byte strings  // ~z~Kirly, nemsokra talizunk nlam.
05A9: s$7826 = 'HE3_DA' // 8-byte strings  // ~z~Az ajt nyitva, Uram!
05A9: s$7828 = 'HE3_DB' // 8-byte strings  // ~z~Gyere be, kszen llok!
05A9: s$7830 = 'HE3_DC' // 8-byte strings  // ~z~Nagyon rossz kislny voltl!
05A9: s$7832 = 'HE3_DD' // 8-byte strings  // ~z~Oh tudom! Tudom!
05A9: s$7834 = 'HE3_DE' // 8-byte strings  // ~z~H bbi, szksgem van a mgnes krtyra s a belptet kdra a Caligulhoz.
05A9: s$7836 = 'HE3_DF' // 8-byte strings  // ~z~ Benny, te szexvadllat!
05A9: s$7838 = 'HE3_DG' // 8-byte strings  // ~z~Soha nem fogod megtudni te pimasz frter, soha, SOHA!
05A9: s$7840 = 'HE3_EA' // 8-byte strings  // ~z~Hol van a mgnes krtya?
05A9: s$7842 = 'HE3_EB' // 8-byte strings  // ~z~Valdd be!
05A9: s$7844 = 'HE3_EC' // 8-byte strings  // ~z~Soha nem fogsz megtrni!
05A9: s$7846 = 'HE3_FA' // 8-byte strings  // ~z~Elg Uram!
05A9: s$7848 = 'HE3_FB' // 8-byte strings  // ~z~Kinn van a krtya a kocsimban!
05A9: s$7850 = 'HE3_FC' // 8-byte strings  // ~z~s most, ruld el a kdot!
05A9: s$7852 = 'HE3_FD' // 8-byte strings  // ~z~Kpd mr ki, te mocskos freg!
05A9: s$7854 = 'HE3_FE' // 8-byte strings  // ~z~H, ha jl csinlod, majd jobban megbntetlek.
05A9: s$7856 = 'HE3_FF' // 8-byte strings  // ~z~n bevllalom!
05A9: s$7858 = 'HE3_FG' // 8-byte strings  // ~z~Ne kmlj!
05A9: s$7860 = 'HE3_GA' // 8-byte strings  // ~z~Elg! Megtrtl!
05A9: s$7862 = 'HE3_GB' // 8-byte strings  // ~z~Mondd a kdot, te sznalmas hulladk!
05A9: s$7864 = 'HE3_GC' // 8-byte strings  // ~z~risten, ht te nagyon j vagy!
05A9: s$7866 = 'HE3_GD' // 8-byte strings  // ~z~Tudom, hogy nem Benny vagy!
05A9: s$7868 = 'HE3_GE' // 8-byte strings  // ~z~Add meg a szmod, jra ltni akarlak.
05A9: s$7870 = 'HE3_HA' // 8-byte strings  // ~z~SD BE A KDOT!
05A9: s$7872 = 'HE3_HB' // 8-byte strings  // ~z~h. Ez...
05A9: s$7874 = 'HE3_HC' // 8-byte strings  // ~z~A.
05A9: s$7876 = 'HE3_HD' // 8-byte strings  // ~z~B.
05A9: s$7878 = 'HE3_HE' // 8-byte strings  // ~z~C.
05A9: s$7880 = 'HE3_HF' // 8-byte strings  // ~z~D.
05A9: s$7882 = 'HE3_HG' // 8-byte strings  // ~z~E.
05A9: s$7884 = 'HE3_HH' // 8-byte strings  // ~z~F.
05A9: s$7886 = 'HE3_HJ' // 8-byte strings  // ~z~Hvlak majd Uram, grem!
05A9: s$7888 = 'HE3_AB' // 8-byte strings  // ~z~Az emberi gyarlsg.
04AF: 90@ = unknown_wav_reference 18400 
04AF: 91@ = unknown_wav_reference 18402 
04AF: 92@ = unknown_wav_reference 18403 
04AF: 93@ = unknown_wav_reference 18404 
04AF: 94@ = unknown_wav_reference 18405 
04AF: 95@ = unknown_wav_reference 18406 
04AF: 96@ = unknown_wav_reference 18407 
04AF: 97@ = unknown_wav_reference 18408 
04AF: 98@ = unknown_wav_reference 18409 
04AF: 99@ = unknown_wav_reference 18410 
04AF: 100@ = unknown_wav_reference 18411 
04AF: 101@ = unknown_wav_reference 18412 
04AF: 102@ = unknown_wav_reference 18413 
04AF: 103@ = unknown_wav_reference 18414 
04AF: 104@ = unknown_wav_reference 18415 
04AF: 105@ = unknown_wav_reference 18416 
04AF: 106@ = unknown_wav_reference 18417 
04AF: 107@ = unknown_wav_reference 18418 
04AF: 108@ = unknown_wav_reference 18419 
04AF: 109@ = unknown_wav_reference 18420 
04AF: 110@ = unknown_wav_reference 18421 
04AF: 111@ = unknown_wav_reference 18422 
04AF: 112@ = unknown_wav_reference 18423 
04AF: 113@ = unknown_wav_reference 18424 
04AF: 114@ = unknown_wav_reference 18425 
04AF: 115@ = unknown_wav_reference 18426 
04AF: 116@ = unknown_wav_reference 18427 
04AF: 117@ = unknown_wav_reference 18428 
04AF: 118@ = unknown_wav_reference 18429 
04AF: 119@ = unknown_wav_reference 18430 
04AF: 120@ = unknown_wav_reference 18431 
04AF: 121@ = unknown_wav_reference 18432 
04AF: 122@ = unknown_wav_reference 18433 
04AF: 123@ = unknown_wav_reference 18434 
04AF: 124@ = unknown_wav_reference 65535 
04AF: 125@ = unknown_wav_reference 65535 
04AF: 126@ = unknown_wav_reference 65535 
04AF: 127@ = unknown_wav_reference 65535 
04AF: 128@ = unknown_wav_reference 65535 
04AF: 129@ = unknown_wav_reference 65535 
04AF: 130@ = unknown_wav_reference 65535 
04AF: 131@ = unknown_wav_reference 65535 
04AF: 132@ = unknown_wav_reference 18401 
04AF: 144@ = unknown_wav_reference 20803 
04AF: 145@ = unknown_wav_reference 20801 
04AF: 146@ = unknown_wav_reference 20802 
04AF: 147@ = unknown_wav_reference 20804 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
018A: 72@ = create_checkpoint_at 2169.0 1662.0 11.0 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 1 
03CB: set_camera 2030.103 1020.79 9.8203 
016A: fade 1 1000 ms 

:HEIST3_1734
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_1758 
0001: wait 0 ms 
0002: jump @HEIST3_1734 

:HEIST3_1758
0707: start_scene_skip_to @HEIST3_2328 

:HEIST3_1765
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @HEIST3_2328 
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @HEIST3_2058 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_1851 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_1844 
040D: unload_wav 135@ 

:HEIST3_1844
0006: 136@ = 1 // integer values 

:HEIST3_1851
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @HEIST3_1888 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 // integer values 

:HEIST3_1888
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @HEIST3_1948 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_1948 
03D1: play_wav 134@ 
00BC: text_highpriority $7802(133@,44s) 10000 ms 1 
0006: 136@ = 3 // integer values 

:HEIST3_1948
00D6: if 
0039:   136@ == 3 // integer values 
004D: jump_if_false @HEIST3_2058 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2058 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @HEIST3_2030 
0006: 134@ = 2 // integer values 
0006: 135@ = 1 // integer values 
0002: jump @HEIST3_2044 

:HEIST3_2030
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 

:HEIST3_2044
0006: 133@ = 0 // integer values 
0006: 136@ = 0 // integer values 

:HEIST3_2058
0871: init_jump_table 138@ total_jumps 2 1 @HEIST3_2249 jumps 0 @HEIST3_2121 1 @HEIST3_2165 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 

:HEIST3_2121
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_2158 
0006: 133@ = 1 // integer values 
0006: 138@ = 1 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_2158
0002: jump @HEIST3_2321 

:HEIST3_2165
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_2242 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_2242 
0006: 133@ = 43 // integer values 
0006: 138@ = 2 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_2242
0002: jump @HEIST3_2321 

:HEIST3_2249
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_2314 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_2314 
0006: 137@ = 1 // integer values 

:HEIST3_2314
0002: jump @HEIST3_2321 

:HEIST3_2321
0002: jump @HEIST3_1765 

:HEIST3_2328
0701: end_scene_skip 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2351 
040D: unload_wav 134@ 

:HEIST3_2351
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00BB: text_lowpriority 'HEI3_33' 5000 ms 1  // ~s~Menj a ~y~Caligula kaszinba~s~.

:HEIST3_2380
0001: wait 0 ms 
00D6: if 
0039:   48@ == 99999 // integer values 
004D: jump_if_false @HEIST3_2606 
018A: 68@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 71@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 69@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 70@ = create_checkpoint_at 0.0 0.0 0.0 
009A: 56@ = create_actor 24 #CROGRL3 at 2191.0 1679.0 11.0 
00A5: 65@ = create_car #CLUB at 2175.181 1695.522 9.8203 
009A: 57@ = create_actor 24 #CROGRL3 at 2191.0 1679.0 11.0 
00A5: 66@ = create_car #FELTZER at 2175.181 1695.522 9.8203 
009A: 58@ = create_actor 24 #CROGRL3 at 2191.0 1679.0 11.0 

:HEIST3_2606
00D6: if 
0735:   83 
004D: jump_if_false @HEIST3_2635 
08BA: set $406 bit 5 
0002: jump @HEIST3_23003 

:HEIST3_2635
00D6: if 
0735:   32 
004D: jump_if_false @HEIST3_2739 

:HEIST3_2650
00D6: if or
8248:   not model #WINDSOR available 
8248:   not model #CROGRL3 available 
8248:   not model #CLUB available 
004D: jump_if_false @HEIST3_2732 
0247: request_model #CLUB 
0247: request_model #CROGRL3 
0247: request_model #WINDSOR 
087B: set_player $PLAYER_CHAR clothes "GIMPLEG" "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
0001: wait 0 ms 
0002: jump @HEIST3_2650 

:HEIST3_2732
0006: 47@ = 5 // integer values 

:HEIST3_2739
00D6: if 
0735:   49 
004D: jump_if_false @HEIST3_2774 
00A1: put_actor $PLAYER_ACTOR at 2152.774 1653.351 10.0469 

:HEIST3_2774
00D6: if 
0735:   57 
004D: jump_if_false @HEIST3_2896 
0247: request_model #GUN_DILDO1 

:HEIST3_2794
00D6: if 
8248:   not model #GUN_DILDO1 available 
004D: jump_if_false @HEIST3_2821 
0001: wait 0 ms 
0002: jump @HEIST3_2794 

:HEIST3_2821
0164: disable_marker 72@ 
0164: disable_marker 69@ 
0164: disable_marker 68@ 
009B: destroy_actor_instantly 57@ 
00A6: destroy_car 66@ 
009B: destroy_actor_instantly 56@ 
00A6: destroy_car 65@ 
00A1: put_actor $PLAYER_ACTOR at 86@ 87@ 88@ 
0164: disable_marker 71@ 
018A: 71@ = create_checkpoint_at 86@ 87@ 88@ 
0006: 47@ = 9 // integer values 

:HEIST3_2896
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @HEIST3_3476 
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point 2169.0 1662.0 11.0 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @HEIST3_3476 
0164: disable_marker 72@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1500 ms 

:HEIST3_2981
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_3005 
0001: wait 0 ms 
0002: jump @HEIST3_2981 

:HEIST3_3005
022B: create_forbidden_for_peds_cube 2096.335 1656.397 8.0 2161.659 1728.287 10.0 
01E8: create_forbidden_for_cars_cube 2096.335 1656.397 8.0 2161.659 1728.287 10.0 
0247: request_model #CROGRL3 
0247: request_model #CLUB 
0247: request_model #MAFFA 

:HEIST3_3083
00D6: if or
8248:   not model #CROGRL3 available 
8248:   not model #MAFFA available 
8248:   not model #CLUB available 
004D: jump_if_false @HEIST3_3119 
0001: wait 0 ms 
0002: jump @HEIST3_3083 

:HEIST3_3119
0395: clear_area 1 at 2175.181 1695.522 9.8203 range 30.0 
0674: set_car_model #CLUB numberplate "_SPANK__" 
00A5: 65@ = create_car #CLUB at 2175.181 1695.522 9.8203 
0229: set_car 65@ color_to 126 126 
053F: set_car 65@ tires_vulnerable 0 
020A: set_car 65@ door_status_to 3 
0175: set_car 65@ z_angle_to 66.1016 
009A: 56@ = create_actor 24 #CROGRL3 at 2191.0 1679.0 11.0 
060B: unknown_actor_use_entity 56@ 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0187: 68@ = create_marker_above_actor 56@ 
0173: set_actor 56@ z_angle_to 76.0 
009A: 58@ = create_actor 25 #MAFFA at 2188.1 1686.4 10.0 
0173: set_actor 58@ z_angle_to 78.0 
060B: unknown_actor_use_entity 58@ 42@ 
02A3: toggle_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST3_3388 
00D9: 67@ = actor $PLAYER_ACTOR car 
00AB: put_car 67@ at 2174.0 1662.0 9.8203 
0175: set_car 67@ z_angle_to 27.0 
0002: jump @HEIST3_3418 

:HEIST3_3388
00A1: put_actor $PLAYER_ACTOR at 2174.0 1662.0 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 27.0 

:HEIST3_3418
015F: set_camera_position 2191.4 1677.08 12.48 0.0 0.0 0.0 
0160: point_camera 2182.17 1688.45 8.05 2 
0006: 47@ = 1 // integer values 

:HEIST3_3476
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @HEIST3_5104 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_5104 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_5104 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2123.564 2134.417 9.6797 
0615: define_action_sequences 75@ 
05D3: AS_actor -1 go_to_point 2175.092 1692.705 9.8203 speed 4 30000 ms 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car_as_driver 65@ 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
05D1: AS_actor -1 drive_car 65@ to 2130.536 2061.717 9.6875 speed 20.0 2 0 5 
05D1: AS_actor -1 drive_car 65@ to 2116.264 2044.594 9.8125 speed 20.0 2 0 5 
05D1: AS_actor -1 drive_car 65@ to 2101.0 2040.0 9.8203 speed 20.0 2 0 5 
05D1: AS_actor -1 drive_car 65@ to 2096.0 2073.0 9.8203 speed 20.0 2 0 5 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 
016A: fade 1 1500 ms 

:HEIST3_3814
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_3838 
0001: wait 0 ms 
0002: jump @HEIST3_3814 

:HEIST3_3838
00BE: text_clear_all 
00BB: text_lowpriority 'HEI3_01' 7000 ms 1  // ~s~A ~r~krupinl ~s~van a mgneskrtya s a kdot is  ismeri. Tapadj r.
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_3947
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_5033 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @HEIST3_4357 
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @HEIST3_4290 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_4047 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_4040 
040D: unload_wav 135@ 

:HEIST3_4040
0006: 136@ = 1 // integer values 

:HEIST3_4047
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @HEIST3_4084 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 // integer values 

:HEIST3_4084
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @HEIST3_4144 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_4144 
03D1: play_wav 134@ 
00BC: text_highpriority $7802(133@,44s) 10000 ms 1 
0006: 136@ = 3 // integer values 

:HEIST3_4144
00D6: if 
0039:   136@ == 3 // integer values 
004D: jump_if_false @HEIST3_4290 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_4290 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_4207 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_4207
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @HEIST3_4255 
0006: 134@ = 2 // integer values 
0006: 135@ = 1 // integer values 
0002: jump @HEIST3_4269 

:HEIST3_4255
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 

:HEIST3_4269
0006: 133@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 1 // integer values 

:HEIST3_4290
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @HEIST3_4357 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_4357 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_4350 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_4350
0006: 133@ = 2 // integer values 

:HEIST3_4357
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST3_4701 
0006: 48@ = 1 // integer values 
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_4701 
00D6: if 
80DB:   not actor 56@ in_car 65@ 
004D: jump_if_false @HEIST3_4429 
036A: put_actor 56@ in_car 65@ 

:HEIST3_4429
0508: (unknown) 65@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2128.564 2134.417 9.6797 
0615: define_action_sequences 75@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
05D1: AS_actor -1 drive_car 65@ to 2130.536 2061.717 9.6875 speed 20.0 2 0 5 
05D1: AS_actor -1 drive_car 65@ to 2116.264 2044.594 9.8125 speed 20.0 2 0 5 
05D1: AS_actor -1 drive_car 65@ to 2101.0 2040.0 9.8203 speed 20.0 2 0 5 
05D1: AS_actor -1 drive_car 65@ to 2096.0 2073.0 9.8203 speed 20.0 2 0 5 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 
0395: clear_area 1 at 2175.181 1695.522 9.8203 range 30.0 

:HEIST3_4701
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_5015 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_5008 
0646: (unknown) 56@ 34@ 
00D6: if 
0205:   actor 56@ near_car 65@ radius 7.0 7.0 5.0 unknown 0 
004D: jump_if_false @HEIST3_4933 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @HEIST3_4933 
00BB: text_lowpriority 'HEI3_02' 5000 ms 1  // ~s~Ha tl kzel msz hozz ki fog szrni, viszont ha nagyon lemaradsz, elveszted a nyomt.
015F: set_camera_position 2182.17 1694.54 11.72 0.0 0.0 0.0 
0160: point_camera 2108.69 1674.08 -4.6 2 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_4926 
0687: clear_actor_task 58@ 
05D3: AS_actor 58@ go_to_point 2196.62 1684.18 12.41 speed 4 30000 ms 

:HEIST3_4926
0006: 35@ = 1 // integer values 

:HEIST3_4933
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @HEIST3_5008 
0001: wait 1000 ms 
0395: clear_area 1 at 2175.181 1695.522 9.8203 range 30.0 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_5001 
0508: (unknown) 65@ 

:HEIST3_5001
0006: 48@ = 1 // integer values 

:HEIST3_5008
0002: jump @HEIST3_5022 

:HEIST3_5015
0006: 48@ = 1 // integer values 

:HEIST3_5022
0001: wait 0 ms 
0002: jump @HEIST3_3947 

:HEIST3_5033
00BE: text_clear_all 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 58@ // The actor fades away like a ghost 
0249: release_model #MAFFA 
01C3: remove_references_to_car 67@ // Like turning a car into any random car 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
03C4: set_status_text_to $7801 1 'HEI3_94'  // PARA-MR
0006: 33@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 47@ = 2 // integer values 

:HEIST3_5104
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @HEIST3_6977 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_6847 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_6710 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_5739 
0395: clear_area 1 at 2096.0 2073.0 9.8203 range 20.0 
0151: remove_status_text $7801 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @HEIST3_5609 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ z_angle_to 4.4441 
015F: set_camera_position 2098.45 2081.99 9.88 0.0 0.0 0.0 
0160: point_camera 2056.37 2043.26 26.3 2 
0707: start_scene_skip_to @HEIST3_5607 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST3_5432 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2088.0 2076.0 11.0 radius 5.0 5.0 3.0 
004D: jump_if_false @HEIST3_5432 
00A1: put_actor $PLAYER_ACTOR at 2092.0 2063.0 11.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 

:HEIST3_5432
0615: define_action_sequences 75@ 
00D6: if 
00DF:   actor 56@ driving 
004D: jump_if_false @HEIST3_5457 
0633: AS_actor -1 exit_vehicle 

:HEIST3_5457
05D3: AS_actor -1 go_to_point 2085.721 2074.76 10.0579 speed 4 -1 ms 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 
0006: 48@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_5512
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_5607 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_5589 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_5582 
0006: 48@ = 1 // integer values 

:HEIST3_5582
0002: jump @HEIST3_5596 

:HEIST3_5589
0006: 48@ = 1 // integer values 

:HEIST3_5596
0001: wait 0 ms 
0002: jump @HEIST3_5512 

:HEIST3_5607
0701: end_scene_skip 

:HEIST3_5609
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_5660 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ z_angle_to 4.4441 
0508: (unknown) 65@ 

:HEIST3_5660
02EB: restore_camera_with_jumpcut 
0164: disable_marker 68@ 
018A: 70@ = create_checkpoint_at 77@ 78@ 79@ 
009B: destroy_actor_instantly 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00BB: text_lowpriority 'HEI3_03' 5000 ms 1  // ~s~Be fog menni a ~y~szexboltba~s~, kvesd.
0006: 35@ = 0 // integer values 
0006: 47@ = 3 // integer values 
0002: jump @HEIST3_6703 

:HEIST3_5739
00A0: store_actor $PLAYER_ACTOR position_to 80@ 81@ 82@ 
00A0: store_actor 56@ position_to 83@ 84@ 85@ 
050A: 46@ = distance_between 80@ 81@ 82@ and 83@ 84@ 85@ 
0092: 36@ = float_to_integer 46@ 
00D6: if 
04A4:   34@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_6703 
0646: (unknown) 56@ 34@ 
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @HEIST3_6703 
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @HEIST3_6223 
00D6: if 
0019:   36@ > 140 // integer values 
004D: jump_if_false @HEIST3_6090 
00BE: text_clear_all 
00D6: if 
0019:   36@ > 168 // integer values 
004D: jump_if_false @HEIST3_6074 
00D6: if 
82CB:   not actor 56@ bounding_sphere_visible 
004D: jump_if_false @HEIST3_6051 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_6021 
016A: fade 0 1000 ms 

:HEIST3_5950
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_5974 
0001: wait 0 ms 
0002: jump @HEIST3_5950 

:HEIST3_5974
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_5997
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6021 
0001: wait 0 ms 
0002: jump @HEIST3_5997 

:HEIST3_6021
00BB: text_lowpriority 'HEI3_16' 5000 ms 1  // ~r~Elvesztetted!
0002: jump @HEIST3_22985 
0002: jump @HEIST3_6067 

:HEIST3_6051
00BB: text_lowpriority 'HEI3_10' 1000 ms 1  // ~s~Menj kzelebb a ~r~krupihoz~s~, mr majdnem eltnt a ltmezdbl!

:HEIST3_6067
0002: jump @HEIST3_6090 

:HEIST3_6074
00BB: text_lowpriority 'HEI3_10' 1000 ms 1  // ~s~Menj kzelebb a ~r~krupihoz~s~, mr majdnem eltnt a ltmezdbl!

:HEIST3_6090
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 22.5 22.5 20.0 sphere 0 
004D: jump_if_false @HEIST3_6165 
00D6: if 
0019:   32@ > 64 // integer values 
004D: jump_if_false @HEIST3_6158 
0008: $7801 += 1 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_6158
0002: jump @HEIST3_6216 

:HEIST3_6165
00D6: if 
0019:   32@ > 150 // integer values 
004D: jump_if_false @HEIST3_6216 
00D6: if 
0018:   $7801 > 0 // integer values 
004D: jump_if_false @HEIST3_6209 
000C: $7801 -= 1 // integer values 

:HEIST3_6209
0006: 32@ = 0 // integer values 

:HEIST3_6216
0002: jump @HEIST3_6267 

:HEIST3_6223
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @HEIST3_6267 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @HEIST3_6267 
0006: 51@ = 1 // integer values 

:HEIST3_6267
00D6: if 
001A:   0 > $7801 // integer values 
004D: jump_if_false @HEIST3_6299 
0004: $7801 = 0 // integer values 
0002: jump @HEIST3_6324 

:HEIST3_6299
00D6: if 
0018:   $7801 > 100 // integer values 
004D: jump_if_false @HEIST3_6324 
0004: $7801 = 100 // integer values 

:HEIST3_6324
00D6: if 
0018:   $7801 > 10 // integer values 
004D: jump_if_false @HEIST3_6383 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @HEIST3_6383 
00BC: text_highpriority 'HEI3_11' 5000 ms 1  // ~s~Tl kzel vagy, lpj vissza mieltt beparzik a csaj!
0006: 52@ = 1 // integer values 

:HEIST3_6383
00D6: if 
0038:   $7801 == 100 // integer values 
004D: jump_if_false @HEIST3_6531 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_6508 
00BE: text_clear_all 
016A: fade 0 1000 ms 

:HEIST3_6437
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6461 
0001: wait 0 ms 
0002: jump @HEIST3_6437 

:HEIST3_6461
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_6484
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6508 
0001: wait 0 ms 
0002: jump @HEIST3_6484 

:HEIST3_6508
00BC: text_highpriority 'HEI3_17' 5000 ms 1  // ~r~Tl kzel vagy!
0002: jump @HEIST3_22985 

:HEIST3_6531
00D6: if or
80DB:   not actor 56@ in_car 65@ 
0547:   actor $PLAYER_ACTOR colliding_with_car 65@ 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_6703 
0004: $7801 = 100 // integer values 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_6680 
00BE: text_clear_all 
016A: fade 0 1000 ms 

:HEIST3_6609
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6633 
0001: wait 0 ms 
0002: jump @HEIST3_6609 

:HEIST3_6633
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_6656
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6680 
0001: wait 0 ms 
0002: jump @HEIST3_6656 

:HEIST3_6680
00BC: text_highpriority 'HEI3_31' 5000 ms 1  // ~r~Valamitl beparzott a krupi!
0002: jump @HEIST3_22985 

:HEIST3_6703
0002: jump @HEIST3_6840 

:HEIST3_6710
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_6817 
016A: fade 0 1000 ms 

:HEIST3_6746
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6770 
0001: wait 0 ms 
0002: jump @HEIST3_6746 

:HEIST3_6770
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_6793
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6817 
0001: wait 0 ms 
0002: jump @HEIST3_6793 

:HEIST3_6817
00BB: text_lowpriority 'HEI3_18' 5000 ms 1  // ~r~sszetrted a kocsijt, nem fog neked segteni!
0002: jump @HEIST3_22985 

:HEIST3_6840
0002: jump @HEIST3_6977 

:HEIST3_6847
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_6954 
016A: fade 0 1000 ms 

:HEIST3_6883
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6907 
0001: wait 0 ms 
0002: jump @HEIST3_6883 

:HEIST3_6907
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_6930
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6954 
0001: wait 0 ms 
0002: jump @HEIST3_6930 

:HEIST3_6954
00BB: text_lowpriority 'HEI3_14' 5000 ms 1  // ~r~Meglted a krupit!
0002: jump @HEIST3_22985 

:HEIST3_6977
00D6: if 
0039:   47@ == 3 // integer values 
004D: jump_if_false @HEIST3_13413 
00D6: if 
0119:   car 65@ wrecked 
004D: jump_if_false @HEIST3_7141 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_7118 
016A: fade 0 1000 ms 

:HEIST3_7047
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_7071 
0001: wait 0 ms 
0002: jump @HEIST3_7047 

:HEIST3_7071
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_7094
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_7118 
0001: wait 0 ms 
0002: jump @HEIST3_7094 

:HEIST3_7118
00BB: text_lowpriority 'HEI3_18' 5000 ms 1  // ~r~sszetrted a kocsijt, nem fog neked segteni!
0002: jump @HEIST3_22985 

:HEIST3_7141
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @HEIST3_7926 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 2086.726 2074.352 10.0579 radius 2.0 2.0 3.0 
004D: jump_if_false @HEIST3_7926 
0006: 35@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:HEIST3_7228
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_7252 
0001: wait 0 ms 
0002: jump @HEIST3_7228 

:HEIST3_7252
00BE: text_clear_all 
08AD: (unknown) $PLAYER_ACTOR 2086.726 2074.352 5.0579 
04BB: select_interior 3 // select render area 
04E4: unknown_refresh_game_renderer_at -100.432 -23.1933 
03CB: set_camera -100.432 -23.1933 999.7261 
00A1: put_actor $PLAYER_ACTOR at -100.432 -23.1933 999.7261 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
023C: request_special_actor 'CROGRL2' as 1 
0247: request_model #CELLPHONE 
0247: request_model #BMYPIMP 
0247: request_model #WFYSEX 
0247: request_model #BMOCHIL 
0247: request_model #WMYST 

:HEIST3_7374
00D6: if or
8248:   not model #CELLPHONE available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @HEIST3_7405 
0001: wait 0 ms 
0002: jump @HEIST3_7374 

:HEIST3_7405
00D6: if or
8248:   not model #BMYPIMP available 
8248:   not model #WFYSEX available 
8248:   not model #BMOCHIL available 
8248:   not model #WMYST available 
004D: jump_if_false @HEIST3_7446 
0001: wait 0 ms 
0002: jump @HEIST3_7405 

:HEIST3_7446
009A: 59@ = create_actor 24 #BMOCHIL at -100.6538 -17.633 999.7188 
0173: set_actor 59@ z_angle_to 93.7683 
009A: 60@ = create_actor 24 #WMYST at -108.0798 -18.0669 999.7261 
0173: set_actor 60@ z_angle_to 89.3157 
009A: 61@ = create_actor 24 #BMYPIMP at -105.6009 -13.6508 999.7261 
0173: set_actor 61@ z_angle_to 176.841 
009A: 62@ = create_actor 24 #WFYSEX at -103.7278 -24.3711 999.7261 
0173: set_actor 62@ z_angle_to 349.7995 
009A: 63@ = create_actor 24 #WFYSEX at -104.715 -8.9155 999.7188 
0173: set_actor 63@ z_angle_to 179.3188 
009A: 56@ = create_actor 23 #SPECIAL01 at -113.9837 -8.3695 999.7812 
0568: set_actor 56@ targetable 1 
0223: set_actor 56@ health_to 200 
0446: set_actor 56@ immune_to_headshots 0 
060B: unknown_actor_use_entity 56@ 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ z_angle_to 183.0375 
00D6: if 
04EE:   animation "CLOTHES" loaded 
004D: jump_if_false @HEIST3_7768 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_TORSO" from_file "CLOTHES" 1000.0 loop 1 0 0 lock 1 time -1 

:HEIST3_7768
0164: disable_marker 70@ 
0164: disable_marker 68@ 
009A: 58@ = create_actor 24 #WFYSEX at -115.8863 -12.0374 999.7886 
0245: set_actor 58@ walk_style_to "SEXYWOMAN" 
060B: unknown_actor_use_entity 58@ 42@ 
0173: set_actor 58@ z_angle_to 297.3894 
00A1: put_actor $PLAYER_ACTOR at -100.432 -23.1933 999.7261 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:HEIST3_7879
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_7903 
0001: wait 0 ms 
0002: jump @HEIST3_7879 

:HEIST3_7903
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BB: text_lowpriority 'HEI3_29' 5000 ms 1  // ~s~A krupi csaj itt van valahol benn, talld meg.

:HEIST3_7926
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @HEIST3_13413 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -107.1254 -12.2446 1000.821 radius 15.2999 15.0999 35.2997 
004D: jump_if_false @HEIST3_13283 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @HEIST3_8060 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @HEIST3_8060 
09D5: (unknown) 62@ 88 1 0 0 43@ 

:HEIST3_8060
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST3_8128 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 63@ radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @HEIST3_8128 
09D5: (unknown) 63@ 109 1 0 0 43@ 

:HEIST3_8128
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_13146 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_13009 
00D6: if or
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_8410 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_8294 
016A: fade 0 1000 ms 

:HEIST3_8223
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_8247 
0001: wait 0 ms 
0002: jump @HEIST3_8223 

:HEIST3_8247
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_8270
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_8294 
0001: wait 0 ms 
0002: jump @HEIST3_8270 

:HEIST3_8294
00D6: if and
8118:   not actor 56@ dead 
89A8:   not (unknown) 56@ 
004D: jump_if_false @HEIST3_8387 
0226: 35@ = actor 56@ health 
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @HEIST3_8364 
00BB: text_lowpriority 'HEI3_31' 5000 ms 1  // ~r~Valamitl beparzott a krupi!
0002: jump @HEIST3_8380 

:HEIST3_8364
00BB: text_lowpriority 'HEI3_14' 5000 ms 1  // ~r~Meglted a krupit!

:HEIST3_8380
0002: jump @HEIST3_8403 

:HEIST3_8387
00BB: text_lowpriority 'HEI3_14' 5000 ms 1  // ~r~Meglted a krupit!

:HEIST3_8403
0002: jump @HEIST3_22985 

:HEIST3_8410
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point -109.7757 -12.6704 999.7188 radius 1.2 1.2 3.1 sphere 1 
004D: jump_if_false @HEIST3_13002 
0395: clear_area 1 at -107.7856 -12.4046 999.7812 range 50.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position -113.08 -12.39 1000.76 0.0 0.0 0.0 
0160: point_camera -119.54 -8.15 1001.83 2 
00A1: put_actor $PLAYER_ACTOR at -109.7757 -12.6704 999.7188 
0173: set_actor $PLAYER_ACTOR z_angle_to 59.7399 
0707: start_scene_skip_to @HEIST3_12821 
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 

:HEIST3_8653
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @HEIST3_9463 
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @HEIST3_9014 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_8739 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_8732 
040D: unload_wav 135@ 

:HEIST3_8732
0006: 136@ = 1 // integer values 

:HEIST3_8739
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @HEIST3_8776 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 // integer values 

:HEIST3_8776
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @HEIST3_8836 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_8836 
03D1: play_wav 134@ 
00BC: text_highpriority $7802(133@,44s) 10000 ms 1 
0006: 136@ = 3 // integer values 

:HEIST3_8836
00D6: if 
0039:   136@ == 3 // integer values 
004D: jump_if_false @HEIST3_9014 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_8953 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @HEIST3_8918 
0006: 134@ = 2 // integer values 
0006: 135@ = 1 // integer values 
0002: jump @HEIST3_8932 

:HEIST3_8918
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 

:HEIST3_8932
0006: 133@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0002: jump @HEIST3_9014 

:HEIST3_8953
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_9014 
00D6: if 
001B:   8 > 133@ // integer values 
004D: jump_if_false @HEIST3_9014 
0085: 142@ = 133@ // integer values and handles 
000A: 142@ += 1 // integer values 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_9014
0871: init_jump_table 138@ total_jumps 3 1 @HEIST3_9363 jumps 0 @HEIST3_9077 1 @HEIST3_9150 2 @HEIST3_9279 -1 @HEIST3_9456 -1 @HEIST3_9456 -1 @HEIST3_9456 -1 @HEIST3_9456 

:HEIST3_9077
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_9143 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_9124 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_9124
0006: 133@ = 4 // integer values 
0006: 138@ = 1 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_9143
0002: jump @HEIST3_9456 

:HEIST3_9150
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_9272 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_9272 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_9229 
0968: actor 56@ stop_mouth 

:HEIST3_9229
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_9253 
0967: actor 58@ move_mouth 3000 

:HEIST3_9253
0006: 133@ = 5 // integer values 
0006: 138@ = 2 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_9272
0002: jump @HEIST3_9456 

:HEIST3_9279
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_9356 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_9356 
0006: 133@ = 6 // integer values 
0006: 138@ = 3 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_9356
0002: jump @HEIST3_9456 

:HEIST3_9363
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_9449 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_9449 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_9442 
0968: actor 58@ stop_mouth 

:HEIST3_9442
0006: 137@ = 1 // integer values 

:HEIST3_9449
0002: jump @HEIST3_9456 

:HEIST3_9456
0002: jump @HEIST3_8653 

:HEIST3_9463
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_9571 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_9571 
0615: define_action_sequences 75@ 
05D3: AS_actor -1 go_to_point -113.8582 -9.7549 999.7812 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -114.2882 -11.5372 999.7886 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor 58@ 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_9571
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_9662
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_10222 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @HEIST3_9997 
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @HEIST3_9997 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_9762 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_9755 
040D: unload_wav 135@ 

:HEIST3_9755
0006: 136@ = 1 // integer values 

:HEIST3_9762
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @HEIST3_9799 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 // integer values 

:HEIST3_9799
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @HEIST3_9859 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_9859 
03D1: play_wav 134@ 
00BC: text_highpriority $7802(133@,44s) 10000 ms 1 
0006: 136@ = 3 // integer values 

:HEIST3_9859
00D6: if 
0039:   136@ == 3 // integer values 
004D: jump_if_false @HEIST3_9997 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_9997 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_9914 
0968: actor 56@ stop_mouth 

:HEIST3_9914
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @HEIST3_9962 
0006: 134@ = 2 // integer values 
0006: 135@ = 1 // integer values 
0002: jump @HEIST3_9976 

:HEIST3_9962
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 

:HEIST3_9976
0006: 133@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 1 // integer values 

:HEIST3_9997
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10204 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_10074 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_10067 
0006: 48@ = 1 // integer values 

:HEIST3_10067
0002: jump @HEIST3_10197 

:HEIST3_10074
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @HEIST3_10197 
00D6: if 
04A4:   34@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_10197 
0646: (unknown) 56@ 34@ 
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @HEIST3_10197 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_10197 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10183 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 2000 

:HEIST3_10183
0006: 133@ = 7 // integer values 
0006: 35@ = 1 // integer values 

:HEIST3_10197
0002: jump @HEIST3_10211 

:HEIST3_10204
0006: 48@ = 1 // integer values 

:HEIST3_10211
0001: wait 0 ms 
0002: jump @HEIST3_9662 

:HEIST3_10222
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @HEIST3_10246 
0001: wait 0 ms 
0002: jump @HEIST3_10222 

:HEIST3_10246
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10317 
0615: define_action_sequences 75@ 
05D3: AS_actor -1 go_to_point -112.6415 -12.4015 999.7812 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 247.0 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_10317
015F: set_camera_position -112.15 -11.94 1001.16 0.0 0.0 0.0 
0160: point_camera -123.84 -14.32 1002.43 2 
0006: 48@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_10389
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_10724 
00D6: if 
8039:   not  148@ == 0 // integer values 
004D: jump_if_false @HEIST3_10603 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @HEIST3_10469 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_10462 
040D: unload_wav 3 

:HEIST3_10462
0006: 149@ = 1 // integer values 

:HEIST3_10469
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @HEIST3_10505 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 // integer values 

:HEIST3_10505
00D6: if 
0039:   149@ == 2 // integer values 
004D: jump_if_false @HEIST3_10549 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_10549 
03D1: play_wav 3 
0006: 149@ = 3 // integer values 

:HEIST3_10549
00D6: if 
0039:   149@ == 3 // integer values 
004D: jump_if_false @HEIST3_10603 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_10603 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_10603
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @HEIST3_10647 
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @HEIST3_10647 
0006: 148@ = 4 // integer values 

:HEIST3_10647
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10706 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_10699 
0006: 48@ = 1 // integer values 

:HEIST3_10699
0002: jump @HEIST3_10713 

:HEIST3_10706
0006: 48@ = 1 // integer values 

:HEIST3_10713
0001: wait 0 ms 
0002: jump @HEIST3_10389 

:HEIST3_10724
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10756 
040D: unload_wav 3 
0729: AS_actor 56@ hold_cellphone 1 
0001: wait 2000 ms 

:HEIST3_10756
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 

:HEIST3_10826
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @HEIST3_11747 
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @HEIST3_11208 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_10912 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_10905 
040D: unload_wav 135@ 

:HEIST3_10905
0006: 136@ = 1 // integer values 

:HEIST3_10912
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @HEIST3_10949 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 // integer values 

:HEIST3_10949
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @HEIST3_11009 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_11009 
03D1: play_wav 134@ 
00BC: text_highpriority $7802(133@,44s) 10000 ms 1 
0006: 136@ = 3 // integer values 

:HEIST3_11009
00D6: if 
0039:   136@ == 3 // integer values 
004D: jump_if_false @HEIST3_11208 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_11147 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11064 
0968: actor 56@ stop_mouth 

:HEIST3_11064
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @HEIST3_11112 
0006: 134@ = 2 // integer values 
0006: 135@ = 1 // integer values 
0002: jump @HEIST3_11126 

:HEIST3_11112
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 

:HEIST3_11126
0006: 133@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0002: jump @HEIST3_11208 

:HEIST3_11147
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_11208 
00D6: if 
001B:   8 > 133@ // integer values 
004D: jump_if_false @HEIST3_11208 
0085: 142@ = 133@ // integer values and handles 
000A: 142@ += 1 // integer values 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_11208
0871: init_jump_table 138@ total_jumps 4 1 @HEIST3_11668 jumps 0 @HEIST3_11271 1 @HEIST3_11344 2 @HEIST3_11452 3 @HEIST3_11560 -1 @HEIST3_11740 -1 @HEIST3_11740 -1 @HEIST3_11740 

:HEIST3_11271
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_11337 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11318 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_11318
0006: 133@ = 8 // integer values 
0006: 138@ = 1 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_11337
0002: jump @HEIST3_11740 

:HEIST3_11344
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_11445 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_11445 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11426 
0967: actor 56@ move_mouth 3000 

:HEIST3_11426
0006: 133@ = 9 // integer values 
0006: 138@ = 2 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_11445
0002: jump @HEIST3_11740 

:HEIST3_11452
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_11553 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_11553 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11534 
0967: actor 56@ move_mouth 2000 

:HEIST3_11534
0006: 133@ = 10 // integer values 
0006: 138@ = 3 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_11553
0002: jump @HEIST3_11740 

:HEIST3_11560
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_11661 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_11661 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11642 
0967: actor 56@ move_mouth 3000 

:HEIST3_11642
0006: 133@ = 11 // integer values 
0006: 138@ = 4 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_11661
0002: jump @HEIST3_11740 

:HEIST3_11668
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_11733 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_11733 
0006: 137@ = 1 // integer values 

:HEIST3_11733
0002: jump @HEIST3_11740 

:HEIST3_11740
0002: jump @HEIST3_10826 

:HEIST3_11747
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11804 
062E: (unknown) 56@ 1833 34@ 
00D6: if 
84A4:   not  34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_11799 
0729: AS_actor 56@ hold_cellphone 0 

:HEIST3_11799
0249: release_model #CELLPHONE 

:HEIST3_11804
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11921 
0615: define_action_sequences 75@ 
05D4: AS_actor -1 rotate_angle 87.0 
05D3: AS_actor -1 go_to_point -114.2882 -11.5372 999.7886 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -113.8582 -9.7549 999.7812 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -113.9837 -8.3695 999.7812 speed 4 -1 ms 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_11921
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_11990 
0615: define_action_sequences 75@ 
05BA: AS_actor -1 chew_gum 3000 ms 
05D3: AS_actor -1 go_to_point -102.0 -12.0 1001.0 speed 4 -1 ms 
0616: define_action_sequences_end 75@ 
0618: assign_actor 58@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_11990
015F: set_camera_position -106.63 -11.88 1001.28 0.0 0.0 0.0 
0160: point_camera -120.22 -11.77 1000.71 2 
0006: 48@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_12062
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_12215 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_12197 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_12139 
0006: 48@ = 1 // integer values 
0002: jump @HEIST3_12190 

:HEIST3_12139
00D6: if 
04A4:   34@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_12190 
0646: (unknown) 56@ 34@ 
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @HEIST3_12190 
0006: 48@ = 1 // integer values 

:HEIST3_12190
0002: jump @HEIST3_12204 

:HEIST3_12197
0006: 48@ = 1 // integer values 

:HEIST3_12204
0001: wait 0 ms 
0002: jump @HEIST3_12062 

:HEIST3_12215
0006: 48@ = 0 // integer values 
0006: 148@ = 3 // integer values 
0006: 149@ = 0 // integer values 

:HEIST3_12236
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_12461 
00D6: if 
8039:   not  148@ == 0 // integer values 
004D: jump_if_false @HEIST3_12450 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @HEIST3_12316 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_12309 
040D: unload_wav 3 

:HEIST3_12309
0006: 149@ = 1 // integer values 

:HEIST3_12316
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @HEIST3_12352 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 // integer values 

:HEIST3_12352
00D6: if 
0039:   149@ == 2 // integer values 
004D: jump_if_false @HEIST3_12396 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_12396 
03D1: play_wav 3 
0006: 149@ = 3 // integer values 

:HEIST3_12396
00D6: if 
0039:   149@ == 3 // integer values 
004D: jump_if_false @HEIST3_12450 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_12450 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 48@ = 1 // integer values 

:HEIST3_12450
0001: wait 0 ms 
0002: jump @HEIST3_12236 

:HEIST3_12461
016A: fade 0 1500 ms 

:HEIST3_12468
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_12492 
0001: wait 0 ms 
0002: jump @HEIST3_12468 

:HEIST3_12492
009B: destroy_actor_instantly 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
009A: 56@ = create_actor 24 #CROGRL3 at -100.3376 -20.1905 999.7812 
060B: unknown_actor_use_entity 56@ 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ z_angle_to 183.4416 
015F: set_camera_position -101.69 -20.2 1000.67 0.0 0.0 0.0 
0160: point_camera -84.83 -44.52 1005.63 2 
016A: fade 1 1500 ms 

:HEIST3_12619
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_12643 
0001: wait 0 ms 
0002: jump @HEIST3_12619 

:HEIST3_12643
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_12705 
0615: define_action_sequences 75@ 
05D3: AS_actor -1 go_to_point -100.2427 -24.2149 999.7886 speed 4 -1 ms 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_12705
0006: 48@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_12726
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_12821 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_12803 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_12796 
0006: 48@ = 1 // integer values 

:HEIST3_12796
0002: jump @HEIST3_12810 

:HEIST3_12803
0006: 48@ = 1 // integer values 

:HEIST3_12810
0001: wait 0 ms 
0002: jump @HEIST3_12726 

:HEIST3_12821
0701: end_scene_skip 
040D: unload_wav 134@ 
040D: unload_wav 135@ 
00BE: text_clear_all 
040D: unload_wav 3 
016A: fade 1 500 ms 

:HEIST3_12846
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_12870 
0001: wait 0 ms 
0002: jump @HEIST3_12846 

:HEIST3_12870
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0213: 64@ = create_pickup #CLOTHESP type 3 at -114.6156 -8.6308 1000.713 
03DC: 73@ = create_marker_above_pickup 64@ 
08DC: (unknown) 73@ 2090.0 2074.0 10.0 
00BB: text_lowpriority 'HEI3_04' 5000 ms 1  // ~s~Menj s szerezz egy ~g~bna jelmezt~s~.
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0249: release_model #CELLPHONE 
0296: unload_special_actor 1 
009B: destroy_actor_instantly 58@ 
009B: destroy_actor_instantly 56@ 
0247: request_model #WINDSOR 
0006: 35@ = 0 // integer values 
0006: 47@ = 4 // integer values 

:HEIST3_13002
0002: jump @HEIST3_13139 

:HEIST3_13009
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_13116 
016A: fade 0 1000 ms 

:HEIST3_13045
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13069 
0001: wait 0 ms 
0002: jump @HEIST3_13045 

:HEIST3_13069
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_13092
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13116 
0001: wait 0 ms 
0002: jump @HEIST3_13092 

:HEIST3_13116
00BB: text_lowpriority 'HEI3_31' 5000 ms 1  // ~r~Valamitl beparzott a krupi!
0002: jump @HEIST3_22985 

:HEIST3_13139
0002: jump @HEIST3_13276 

:HEIST3_13146
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_13253 
016A: fade 0 1000 ms 

:HEIST3_13182
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13206 
0001: wait 0 ms 
0002: jump @HEIST3_13182 

:HEIST3_13206
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_13229
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13253 
0001: wait 0 ms 
0002: jump @HEIST3_13229 

:HEIST3_13253
00BB: text_lowpriority 'HEI3_14' 5000 ms 1  // ~r~Meglted a krupit!
0002: jump @HEIST3_22985 

:HEIST3_13276
0002: jump @HEIST3_13413 

:HEIST3_13283
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_13390 
016A: fade 0 1000 ms 

:HEIST3_13319
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13343 
0001: wait 0 ms 
0002: jump @HEIST3_13319 

:HEIST3_13343
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_13366
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13390 
0001: wait 0 ms 
0002: jump @HEIST3_13366 

:HEIST3_13390
00BB: text_lowpriority 'HEI3_16' 5000 ms 1  // ~r~Elvesztetted!
0002: jump @HEIST3_22985 

:HEIST3_13413
00D6: if 
0039:   47@ == 4 // integer values 
004D: jump_if_false @HEIST3_14396 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @HEIST3_14311 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @HEIST3_13478 
08E7: set_entrance_markers 1 
0006: 35@ = 1 // integer values 

:HEIST3_13478
00D6: if 
0214:   pickup 64@ picked_up 
004D: jump_if_false @HEIST3_14304 
0215: destroy_pickup 64@ 
00BE: text_clear_all 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0028:   $SHOPS_PLAYER_CASH >= 200 // integer values 
004D: jump_if_false @HEIST3_13543 
0109: player $PLAYER_CHAR money += -200 
0002: jump @HEIST3_13576 

:HEIST3_13543
00D6: if 
0018:   $SHOPS_PLAYER_CASH > 0 // integer values 
004D: jump_if_false @HEIST3_13576 
0010: $SHOPS_PLAYER_CASH *= -1 // integer values 
0109: player $PLAYER_CHAR money += $SHOPS_PLAYER_CASH 

:HEIST3_13576
01B4: set_player $PLAYER_CHAR frozen_state 0 
043C: unknown_set_game_sounds 0 
016A: fade 0 1500 ms 

:HEIST3_13594
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13618 
0001: wait 0 ms 
0002: jump @HEIST3_13594 

:HEIST3_13618
02A3: toggle_widescreen 1 
0164: disable_marker 73@ 
0793: (unknown) 
0006: 53@ = 1 // integer values 
087B: set_player $PLAYER_CHAR clothes "GIMPLEG" "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
0006: 48@ = 0 // integer values 
0006: 148@ = 1 // integer values 
0006: 149@ = 0 // integer values 

:HEIST3_13687
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_13912 
00D6: if 
8039:   not  148@ == 0 // integer values 
004D: jump_if_false @HEIST3_13901 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @HEIST3_13767 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_13760 
040D: unload_wav 3 

:HEIST3_13760
0006: 149@ = 1 // integer values 

:HEIST3_13767
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @HEIST3_13803 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 // integer values 

:HEIST3_13803
00D6: if 
0039:   149@ == 2 // integer values 
004D: jump_if_false @HEIST3_13847 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_13847 
03D1: play_wav 3 
0006: 149@ = 3 // integer values 

:HEIST3_13847
00D6: if 
0039:   149@ == 3 // integer values 
004D: jump_if_false @HEIST3_13901 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_13901 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 48@ = 1 // integer values 

:HEIST3_13901
0001: wait 0 ms 
0002: jump @HEIST3_13687 

:HEIST3_13912
015F: set_camera_position -111.19 -12.67 1002.69 0.0 0.0 0.0 
0160: point_camera -124.89 -3.78 997.61 2 
0395: clear_area 1 at -113.9837 -8.3695 999.7812 range 20.0 
00A1: put_actor $PLAYER_ACTOR at -113.9837 -8.3695 999.7812 
0173: set_actor $PLAYER_ACTOR z_angle_to 183.0 
016A: fade 1 1000 ms 

:HEIST3_14024
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_14048 
0001: wait 0 ms 
0002: jump @HEIST3_14024 

:HEIST3_14048
043C: unknown_set_game_sounds 1 
0615: define_action_sequences 74@ 
05BA: AS_actor -1 chew_gum 1000 ms 
05D3: AS_actor -1 go_to_point -113.8582 -9.7549 999.7812 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point -114.2882 -11.5372 999.7886 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 252.0 
05C8: AS_actor -1 look_around 
0616: define_action_sequences_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 74@ 
061B: remove_references_to_action_sequences 74@ 
0006: 48@ = 0 // integer values 

:HEIST3_14148
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_14243 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST3_14225 
062E: (unknown) $PLAYER_ACTOR 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_14218 
0006: 48@ = 1 // integer values 

:HEIST3_14218
0002: jump @HEIST3_14232 

:HEIST3_14225
0006: 48@ = 1 // integer values 

:HEIST3_14232
0001: wait 0 ms 
0002: jump @HEIST3_14148 

:HEIST3_14243
08E7: set_entrance_markers 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00BB: text_lowpriority 'HEI3_30' 5000 ms 1  // ~s~Hagyd el a boltot s menj a krupi utn.
0164: disable_marker 70@ 
018A: 70@ = create_checkpoint_at 77@ 78@ 79@ 
0006: 50@ = 1 // integer values 

:HEIST3_14304
0002: jump @HEIST3_14396 

:HEIST3_14311
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -100.5496 -24.1101 999.7886 radius 1.3 1.3 50.0 
004D: jump_if_false @HEIST3_14366 
0006: 47@ = 5 // integer values 

:HEIST3_14366
077E: 35@ = active_interior 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @HEIST3_14396 
0006: 47@ = 5 // integer values 

:HEIST3_14396
00D6: if 
0039:   47@ == 5 // integer values 
004D: jump_if_false @HEIST3_16063 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:HEIST3_14428
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_14452 
0001: wait 0 ms 
0002: jump @HEIST3_14428 

:HEIST3_14452
0164: disable_marker 70@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
0249: release_model #BMYPIMP 
0249: release_model #WFYSEX 
0249: release_model #BMOCHIL 
0249: release_model #WMYST 
04BB: select_interior 0 // select render area 
0247: request_model #CWMYHB1 
0247: request_model #GUN_DILDO1 
0247: request_model #WINDSOR 

:HEIST3_14525
00D6: if or
8248:   not model #CWMYHB1 available 
8248:   not model #GUN_DILDO1 available 
8248:   not model #WINDSOR available 
004D: jump_if_false @HEIST3_14562 
0001: wait 0 ms 
0002: jump @HEIST3_14525 

:HEIST3_14562
03CB: set_camera 2085.12 2077.086 15.8434 
0395: clear_area 1 at 2105.957 2039.186 9.8203 range 6.0 
0395: clear_area 1 at 2093.913 2047.081 9.8203 range 6.0 
0395: clear_area 1 at 2093.913 2055.081 9.8203 range 6.0 
0395: clear_area 1 at 2093.913 2060.081 9.8203 range 6.0 
0395: clear_area 1 at 2093.913 2065.081 9.8203 range 6.0 
0395: clear_area 1 at 2093.913 2070.081 9.8203 range 6.0 
0395: clear_area 1 at 2088.827 2076.001 9.8203 range 12.0 
00A5: 67@ = create_car #WINDSOR at 2103.957 2073.186 9.8203 
0175: set_car 67@ z_angle_to 270.8618 
01C3: remove_references_to_car 67@ // Like turning a car into any random car 
0249: release_model #WINDSOR 
08AD: (unknown) $PLAYER_ACTOR -100.3132 -25.1503 20.0 
00A1: put_actor $PLAYER_ACTOR at 2085.12 2077.086 15.8434 
0173: set_actor $PLAYER_ACTOR z_angle_to 268.8011 
04BB: select_interior 0 // select render area 
009A: 56@ = create_actor 24 #CROGRL3 at 2085.721 2074.76 10.0579 
060B: unknown_actor_use_entity 56@ 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0187: 68@ = create_marker_above_actor 56@ 
0173: set_actor 56@ z_angle_to 271.0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2037.671 2743.196 9.6875 
00A6: destroy_car 65@ 
01C3: remove_references_to_car 65@ // Like turning a car into any random car 
0674: set_car_model #CLUB numberplate "_SPANK__" 
00A5: 65@ = create_car #CLUB at 2095.913 2074.081 9.8203 
0229: set_car 65@ color_to 126 126 
053F: set_car 65@ tires_vulnerable 0 
020A: set_car 65@ door_status_to 3 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15115 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ z_angle_to 4.444 
0224: set_car 65@ health_to 1000 
0615: define_action_sequences 75@ 
05D3: AS_actor -1 go_to_point 2093.418 2073.646 9.8203 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car_as_driver 65@ 20000 ms 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_15115
00BE: text_clear_all 
00BB: text_lowpriority 'HEI3_09' 5000 ms 1  // ~s~A ~r~krupi~s~ elhagyta a boltot. Kvesd, de vigyzz hogy ne kerlj hozz tl kzel.
015F: set_camera_position 2098.5 2076.12 11.8 0.0 0.0 0.0 
0160: point_camera 2075.2 2067.39 7.26 2 
02A3: toggle_widescreen 1 
016A: fade 1 1500 ms 

:HEIST3_15195
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_15219 
0001: wait 0 ms 
0002: jump @HEIST3_15195 

:HEIST3_15219
0006: 49@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_15247
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_15378 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST3_15296 
0006: 48@ = 1 // integer values 
0006: 49@ = 1 // integer values 

:HEIST3_15296
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15360 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_15353 
0006: 48@ = 1 // integer values 

:HEIST3_15353
0002: jump @HEIST3_15367 

:HEIST3_15360
0006: 48@ = 1 // integer values 

:HEIST3_15367
0001: wait 0 ms 
0002: jump @HEIST3_15247 

:HEIST3_15378
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @HEIST3_15631 
07C0: load_path 803 

:HEIST3_15401
00D6: if 
87C1:   not path 803 available 
004D: jump_if_false @HEIST3_15428 
0001: wait 0 ms 
0002: jump @HEIST3_15401 

:HEIST3_15428
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15452 
05EB: assign_vehicle 65@ to_path 803 

:HEIST3_15452
0A0B: (unknown) 2084.08 2068.62 11.22 206.8418 
015F: set_camera_position 2088.506 2079.985 10.6126 0.0 0.0 0.0 
0160: point_camera 2088.674 2079.0 10.5742 2 
0006: 48@ = 0 // integer values 

:HEIST3_15532
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_15631 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST3_15581 
0006: 49@ = 1 // integer values 
0006: 48@ = 1 // integer values 

:HEIST3_15581
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15620 
00D6: if 
860E:   not car 65@ is_assigned_to_existing_path 
004D: jump_if_false @HEIST3_15620 
0006: 48@ = 1 // integer values 

:HEIST3_15620
0001: wait 0 ms 
0002: jump @HEIST3_15532 

:HEIST3_15631
0873: release_path 803 
00BE: text_clear_all 
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @HEIST3_15734 
00D6: if and
8119:   not car 65@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_15734 
00D6: if 
80DB:   not actor 56@ in_car 65@ 
004D: jump_if_false @HEIST3_15704 
036A: put_actor 56@ in_car 65@ 

:HEIST3_15704
00AB: put_car 65@ at 2109.004 2039.756 9.8125 
0175: set_car 65@ z_angle_to 269.4456 

:HEIST3_15734
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15769 
0508: (unknown) 65@ 
020A: set_car 65@ door_status_to 6 
020A: set_car 65@ door_status_to 3 

:HEIST3_15769
00A1: put_actor $PLAYER_ACTOR at 2089.653 2083.562 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 223.4858 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0004: $7801 = 0 // integer values 
03C4: set_status_text_to $7801 1 'HEI3_94'  // PARA-MR
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2123.365 2030.273 9.6719 
05D7: add_point_to_scmpath 2038.803 2023.952 9.6875 
05D7: add_point_to_scmpath 1929.384 2175.129 9.7972 
05D7: add_point_to_scmpath 1931.512 2385.797 9.6719 
05D7: add_point_to_scmpath 2029.426 2417.225 9.7143 
05D7: add_point_to_scmpath 2045.03 2745.491 9.6719 
05D7: add_point_to_scmpath 2035.317 2737.322 9.6719 
05D7: add_point_to_scmpath 2035.338 2726.573 9.8281 
00D6: if and
8119:   not car 65@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_16035 
0615: define_action_sequences 75@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_16035
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 47@ = 6 // integer values 

:HEIST3_16063
00D6: if 
0039:   47@ == 6 // integer values 
004D: jump_if_false @HEIST3_18150 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_18020 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_17883 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @HEIST3_17229 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2037.891 2749.534 9.8125 radius 40.0 40.0 4.0 
004D: jump_if_false @HEIST3_16227 
00FE:   actor $PLAYER_ACTOR 1 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 

:HEIST3_16227
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_16302 
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at 2038.836 2749.803 9.8203 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI3_96' 5000 ms 1  // ~s~Parkolj le a ~y~krupi hza~s~ eltt.
0006: 55@ = 1 // integer values 
0002: jump @HEIST3_17222 

:HEIST3_16302
00A0: store_actor $PLAYER_ACTOR position_to 80@ 81@ 82@ 
00A0: store_actor 56@ position_to 83@ 84@ 85@ 
050A: 46@ = distance_between 80@ 81@ 82@ and 83@ 84@ 85@ 
0092: 36@ = float_to_integer 46@ 
00D6: if 
0019:   36@ > 140 // integer values 
004D: jump_if_false @HEIST3_16591 
00BE: text_clear_all 
00D6: if 
0019:   36@ > 168 // integer values 
004D: jump_if_false @HEIST3_16575 
00D6: if 
82CB:   not actor 56@ bounding_sphere_visible 
004D: jump_if_false @HEIST3_16552 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_16522 
016A: fade 0 1000 ms 

:HEIST3_16451
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_16475 
0001: wait 0 ms 
0002: jump @HEIST3_16451 

:HEIST3_16475
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_16498
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_16522 
0001: wait 0 ms 
0002: jump @HEIST3_16498 

:HEIST3_16522
00BB: text_lowpriority 'HEI3_16' 5000 ms 1  // ~r~Elvesztetted!
0002: jump @HEIST3_22985 
0002: jump @HEIST3_16568 

:HEIST3_16552
00BB: text_lowpriority 'HEI3_10' 1000 ms 1  // ~s~Menj kzelebb a ~r~krupihoz~s~, mr majdnem eltnt a ltmezdbl!

:HEIST3_16568
0002: jump @HEIST3_16591 

:HEIST3_16575
00BB: text_lowpriority 'HEI3_10' 1000 ms 1  // ~s~Menj kzelebb a ~r~krupihoz~s~, mr majdnem eltnt a ltmezdbl!

:HEIST3_16591
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @HEIST3_16742 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 22.5 22.5 2.0 sphere 0 
004D: jump_if_false @HEIST3_16684 
00D6: if 
0019:   32@ > 64 // integer values 
004D: jump_if_false @HEIST3_16677 
0008: $7801 += 1 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_16677
0002: jump @HEIST3_16735 

:HEIST3_16684
00D6: if 
0019:   32@ > 150 // integer values 
004D: jump_if_false @HEIST3_16735 
00D6: if 
0018:   $7801 > 0 // integer values 
004D: jump_if_false @HEIST3_16728 
000C: $7801 -= 1 // integer values 

:HEIST3_16728
0006: 32@ = 0 // integer values 

:HEIST3_16735
0002: jump @HEIST3_16786 

:HEIST3_16742
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @HEIST3_16786 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @HEIST3_16786 
0006: 51@ = 1 // integer values 

:HEIST3_16786
00D6: if 
001A:   0 > $7801 // integer values 
004D: jump_if_false @HEIST3_16818 
0004: $7801 = 0 // integer values 
0002: jump @HEIST3_16843 

:HEIST3_16818
00D6: if 
0018:   $7801 > 100 // integer values 
004D: jump_if_false @HEIST3_16843 
0004: $7801 = 100 // integer values 

:HEIST3_16843
00D6: if 
0018:   $7801 > 10 // integer values 
004D: jump_if_false @HEIST3_16902 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @HEIST3_16902 
00BC: text_highpriority 'HEI3_11' 5000 ms 1  // ~s~Tl kzel vagy, lpj vissza mieltt beparzik a csaj!
0006: 52@ = 1 // integer values 

:HEIST3_16902
00D6: if 
0038:   $7801 == 100 // integer values 
004D: jump_if_false @HEIST3_17050 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_17027 
00BE: text_clear_all 
016A: fade 0 1000 ms 

:HEIST3_16956
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_16980 
0001: wait 0 ms 
0002: jump @HEIST3_16956 

:HEIST3_16980
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_17003
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17027 
0001: wait 0 ms 
0002: jump @HEIST3_17003 

:HEIST3_17027
00BC: text_highpriority 'HEI3_17' 5000 ms 1  // ~r~Tl kzel vagy!
0002: jump @HEIST3_22985 

:HEIST3_17050
00D6: if or
80DB:   not actor 56@ in_car 65@ 
0547:   actor $PLAYER_ACTOR colliding_with_car 65@ 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_17222 
0004: $7801 = 100 // integer values 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_17199 
00BE: text_clear_all 
016A: fade 0 1000 ms 

:HEIST3_17128
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17152 
0001: wait 0 ms 
0002: jump @HEIST3_17128 

:HEIST3_17152
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_17175
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17199 
0001: wait 0 ms 
0002: jump @HEIST3_17175 

:HEIST3_17199
00BC: text_highpriority 'HEI3_31' 5000 ms 1  // ~r~Valamitl beparzott a krupi!
0002: jump @HEIST3_22985 

:HEIST3_17222
0002: jump @HEIST3_17876 

:HEIST3_17229
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 
004D: jump_if_false @HEIST3_17876 
0164: disable_marker 68@ 
0395: clear_area 1 at 2034.794 2724.464 9.8281 range 20.0 
0151: remove_status_text $7801 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
00AB: put_car 65@ at 2035.01 2725.36 9.8281 
0175: set_car 65@ z_angle_to 184.0343 
015F: set_camera_position 2041.206 2753.339 11.9601 0.0 0.0 0.0 
0160: point_camera 2040.648 2752.515 11.8569 2 
0707: start_scene_skip_to @HEIST3_17626 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_17517 
0615: define_action_sequences 75@ 
00D6: if 
00DF:   actor 56@ driving 
004D: jump_if_false @HEIST3_17453 
0633: AS_actor -1 exit_vehicle 

:HEIST3_17453
05D3: AS_actor -1 go_to_point 2037.468 2724.142 9.8281 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 2037.378 2721.449 10.5469 speed 4 -1 ms 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_17517
0006: 48@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_17531
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_17626 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_17608 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_17601 
0006: 48@ = 1 // integer values 

:HEIST3_17601
0002: jump @HEIST3_17615 

:HEIST3_17608
0006: 48@ = 1 // integer values 

:HEIST3_17615
0001: wait 0 ms 
0002: jump @HEIST3_17531 

:HEIST3_17626
0701: end_scene_skip 
0395: clear_area 1 at 1936.196 2734.011 9.8203 range 2.0 
009A: 57@ = create_actor 25 #CWMYHB1 at 1999.788 2733.692 9.8203 
0173: set_actor 57@ z_angle_to 354.8084 
01B2: give_actor 57@ weapon 10 ammo 0 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 10 
0615: define_action_sequences 76@ 
05D3: AS_actor -1 go_to_point 2021.594 2734.576 9.8203 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 2029.786 2730.539 9.8281 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 2038.505 2729.846 9.8281 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 2037.28 2722.567 9.8281 speed 4 -2 ms 
0616: define_action_sequences_end 76@ 
0618: assign_actor 57@ to_action_sequences 76@ 
061B: remove_references_to_action_sequences 76@ 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0249: release_model #CROGRL3 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI3_08' 8000 ms 1  // ~s~A bna nemsokra megrkezik, vrj a kzelben, s ne engedd bejutni a krupi hzba.
01BD: 37@ = current_time_in_ms 
0006: 47@ = 8 // integer values 

:HEIST3_17876
0002: jump @HEIST3_18013 

:HEIST3_17883
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_17990 
016A: fade 0 1000 ms 

:HEIST3_17919
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17943 
0001: wait 0 ms 
0002: jump @HEIST3_17919 

:HEIST3_17943
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_17966
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17990 
0001: wait 0 ms 
0002: jump @HEIST3_17966 

:HEIST3_17990
00BB: text_lowpriority 'HEI3_18' 5000 ms 1  // ~r~sszetrted a kocsijt, nem fog neked segteni!
0002: jump @HEIST3_22985 

:HEIST3_18013
0002: jump @HEIST3_18150 

:HEIST3_18020
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_18127 
016A: fade 0 1000 ms 

:HEIST3_18056
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18080 
0001: wait 0 ms 
0002: jump @HEIST3_18056 

:HEIST3_18080
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_18103
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18127 
0001: wait 0 ms 
0002: jump @HEIST3_18103 

:HEIST3_18127
00BB: text_lowpriority 'HEI3_14' 5000 ms 1  // ~r~Meglted a krupit!
0002: jump @HEIST3_22985 

:HEIST3_18150
00D6: if 
0039:   47@ == 8 // integer values 
004D: jump_if_false @HEIST3_18675 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST3_18631 
00D6: if 
00FE:   actor 57@ 0 2037.312 2722.288 10.8281 radius 1.2 1.6 3.0 
004D: jump_if_false @HEIST3_18367 
00BE: text_clear_all 
034F: destroy_actor_with_fade 57@ // The actor fades away like a ghost 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_18344 
016A: fade 0 1000 ms 

:HEIST3_18273
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18297 
0001: wait 0 ms 
0002: jump @HEIST3_18273 

:HEIST3_18297
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_18320
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18344 
0001: wait 0 ms 
0002: jump @HEIST3_18320 

:HEIST3_18344
00BB: text_lowpriority 'HEI3_92' 5000 ms 1  // ~r~A bna odart a hzhoz!
0002: jump @HEIST3_22985 

:HEIST3_18367
062E: (unknown) 57@ 1560 34@ 
00D6: if 
04A4:   34@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_18447 
0646: (unknown) 57@ 34@ 
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @HEIST3_18440 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI3_93' 5000 ms 1  // ~s~A bna majdnem elrte mr a hzat!

:HEIST3_18440
0002: jump @HEIST3_18624 

:HEIST3_18447
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_18624 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 57@ radius 100.0 100.0 20.0 sphere 0 
004D: jump_if_false @HEIST3_18624 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_18624 
016A: fade 0 1000 ms 

:HEIST3_18535
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18559 
0001: wait 0 ms 
0002: jump @HEIST3_18535 

:HEIST3_18559
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_18582
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18606 
0001: wait 0 ms 
0002: jump @HEIST3_18582 

:HEIST3_18606
00BE: text_clear_all 
00BB: text_lowpriority 'HEI3_15' 5000 ms 1  // ~r~Meglpett a bna!

:HEIST3_18624
0002: jump @HEIST3_18675 

:HEIST3_18631
0164: disable_marker 69@ 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI3_22' 5000 ms 1  // ~s~A bna kiiktatva, menj s ~y~csengess be~s~.
018A: 71@ = create_checkpoint_at 86@ 87@ 88@ 
0006: 47@ = 9 // integer values 

:HEIST3_18675
00D6: if 
0039:   47@ == 9 // integer values 
004D: jump_if_false @HEIST3_19967 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 2037.307 2722.106 10.2989 radius 1.2 1.2 3.0 sphere 1 
004D: jump_if_false @HEIST3_19967 
00BE: text_clear_all 
0164: disable_marker 71@ 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A1: put_actor $PLAYER_ACTOR at 2037.165 2721.894 10.2989 
0173: set_actor $PLAYER_ACTOR z_angle_to 174.4355 
015F: set_camera_position 2035.66 2722.75 11.84 0.0 0.0 0.0 
0160: point_camera 2039.39 2717.31 12.2 2 
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 148@ = 2 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 

:HEIST3_18931
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @HEIST3_19534 
00D6: if 
8039:   not  148@ == 0 // integer values 
004D: jump_if_false @HEIST3_19156 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @HEIST3_19015 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_19008 
040D: unload_wav 3 

:HEIST3_19008
0006: 149@ = 1 // integer values 

:HEIST3_19015
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @HEIST3_19051 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 // integer values 

:HEIST3_19051
00D6: if 
0039:   149@ == 2 // integer values 
004D: jump_if_false @HEIST3_19095 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_19095 
03D1: play_wav 3 
0006: 149@ = 3 // integer values 

:HEIST3_19095
00D6: if 
0039:   149@ == 3 // integer values 
004D: jump_if_false @HEIST3_19156 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_19156 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 48@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_19156
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @HEIST3_19455 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_19220 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_19213 
040D: unload_wav 135@ 

:HEIST3_19213
0006: 136@ = 1 // integer values 

:HEIST3_19220
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @HEIST3_19257 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 // integer values 

:HEIST3_19257
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @HEIST3_19317 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_19317 
03D1: play_wav 134@ 
00BC: text_highpriority $7802(133@,44s) 10000 ms 1 
0006: 136@ = 3 // integer values 

:HEIST3_19317
00D6: if 
0039:   136@ == 3 // integer values 
004D: jump_if_false @HEIST3_19455 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_19455 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_19372 
0968: actor 56@ stop_mouth 

:HEIST3_19372
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @HEIST3_19420 
0006: 134@ = 2 // integer values 
0006: 135@ = 1 // integer values 
0002: jump @HEIST3_19434 

:HEIST3_19420
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 

:HEIST3_19434
0006: 133@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 1 // integer values 

:HEIST3_19455
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_19527 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @HEIST3_19527 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_19520 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_19520
0006: 133@ = 12 // integer values 

:HEIST3_19527
0002: jump @HEIST3_18931 

:HEIST3_19534
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @HEIST3_19558 
0001: wait 0 ms 
0002: jump @HEIST3_19534 

:HEIST3_19558
016A: fade 0 1000 ms 

:HEIST3_19565
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_19589 
0001: wait 0 ms 
0002: jump @HEIST3_19565 

:HEIST3_19589
04BB: select_interior 6 // select render area 
023C: request_special_actor 'CROGRL2' as 1 

:HEIST3_19606
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @HEIST3_19632 
0001: wait 0 ms 
0002: jump @HEIST3_19606 

:HEIST3_19632
04E4: unknown_refresh_game_renderer_at 344.8872 305.4298 
03CB: set_camera 344.8872 305.4298 998.2638 
0581: toggle_radar 0 
00A1: put_actor $PLAYER_ACTOR at 344.412 305.033 998.1484 
0173: set_actor $PLAYER_ACTOR z_angle_to 296.283 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 66@ // Like turning a car into any random car 
01C3: remove_references_to_car 65@ // Like turning a car into any random car 
0249: release_model #CWMYHB1 
0249: release_model #ELEGANT 
0249: release_model #CLUB 
0687: clear_actor_task $PLAYER_ACTOR 
00BE: text_clear_all 
009A: 56@ = create_actor 23 #SPECIAL01 at 349.1921 308.5705 998.1484 
060B: unknown_actor_use_entity 56@ 42@ 
0860: link_actor 56@ to_interior 6 
0860: link_actor $PLAYER_ACTOR to_interior 6 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ z_angle_to 147.245 
015F: set_camera_position 348.8104 310.0784 999.4993 0.0 0.0 0.0 
0160: point_camera 348.6377 309.0935 999.5004 2 
00A1: put_actor $PLAYER_ACTOR at 344.412 305.033 998.1484 
0173: set_actor $PLAYER_ACTOR z_angle_to 296.283 
00A1: put_actor 56@ at 349.1921 308.5705 998.1484 
0173: set_actor 56@ z_angle_to 147.245 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 56@ 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:HEIST3_19936
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_19960 
0001: wait 0 ms 
0002: jump @HEIST3_19936 

:HEIST3_19960
0006: 47@ = 10 // integer values 

:HEIST3_19967
00D6: if and
0029:   47@ >= 5 // integer values 
001B:   9 > 47@ // integer values 
004D: jump_if_false @HEIST3_20065 
077E: 35@ = active_interior 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @HEIST3_20065 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_20065 
00BB: text_lowpriority 'HEI3_34' 5000 ms 1  // ~r~Mr nem viseled a bna jelmezt.
0002: jump @HEIST3_22985 

:HEIST3_20065
00D6: if 
0039:   47@ == 10 // integer values 
004D: jump_if_false @HEIST3_22141 
0707: start_scene_skip_to @HEIST3_22078 
00BE: text_clear_all 
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 

:HEIST3_20162
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @HEIST3_22078 
00D6: if 
8039:   not  133@ == 0 // integer values 
004D: jump_if_false @HEIST3_20523 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_20248 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_20241 
040D: unload_wav 135@ 

:HEIST3_20241
0006: 136@ = 1 // integer values 

:HEIST3_20248
00D6: if 
0039:   136@ == 1 // integer values 
004D: jump_if_false @HEIST3_20285 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 // integer values 

:HEIST3_20285
00D6: if 
0039:   136@ == 2 // integer values 
004D: jump_if_false @HEIST3_20345 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_20345 
03D1: play_wav 134@ 
00BC: text_highpriority $7802(133@,44s) 10000 ms 1 
0006: 136@ = 3 // integer values 

:HEIST3_20345
00D6: if 
0039:   136@ == 3 // integer values 
004D: jump_if_false @HEIST3_20523 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_20462 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @HEIST3_20427 
0006: 134@ = 2 // integer values 
0006: 135@ = 1 // integer values 
0002: jump @HEIST3_20441 

:HEIST3_20427
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 

:HEIST3_20441
0006: 133@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0002: jump @HEIST3_20523 

:HEIST3_20462
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_20523 
00D6: if 
001B:   8 > 133@ // integer values 
004D: jump_if_false @HEIST3_20523 
0085: 142@ = 133@ // integer values and handles 
000A: 142@ += 1 // integer values 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_20523
0871: init_jump_table 138@ total_jumps 7 1 @HEIST3_21978 jumps 0 @HEIST3_20586 1 @HEIST3_20659 2 @HEIST3_20874 3 @HEIST3_20987 4 @HEIST3_21229 5 @HEIST3_21413 6 @HEIST3_21789 

:HEIST3_20586
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_20652 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_20633 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_20633
0006: 133@ = 13 // integer values 
0006: 138@ = 1 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_20652
0002: jump @HEIST3_22071 

:HEIST3_20659
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_20867 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_20867 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_20819 
0615: define_action_sequences 74@ 
05BF: AS_actor -1 look_at_actor 56@ 20000 ms 
05D3: AS_actor -1 go_to_point 347.0207 306.2751 998.2088 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 348.2744 307.7908 998.204 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor 56@ 
0616: define_action_sequences_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 74@ 
061B: remove_references_to_action_sequences 74@ 

:HEIST3_20819
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_20848 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 

:HEIST3_20848
0006: 133@ = 14 // integer values 
0006: 138@ = 2 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_20867
0002: jump @HEIST3_22071 

:HEIST3_20874
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_20980 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_20980 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_20961 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_20961
0006: 133@ = 15 // integer values 
0006: 138@ = 3 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_20980
0002: jump @HEIST3_22071 

:HEIST3_20987
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_21222 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_21222 
0006: 48@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_21066
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_21174 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21156 
062E: (unknown) $PLAYER_ACTOR 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_21149 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @HEIST3_21149 
0006: 48@ = 1 // integer values 

:HEIST3_21149
0002: jump @HEIST3_21163 

:HEIST3_21156
0006: 48@ = 1 // integer values 

:HEIST3_21163
0001: wait 0 ms 
0002: jump @HEIST3_21066 

:HEIST3_21174
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21203 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 

:HEIST3_21203
0006: 133@ = 25 // integer values 
0006: 138@ = 4 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_21222
0002: jump @HEIST3_22071 

:HEIST3_21229
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_21406 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_21406 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21316 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_21316
0006: 133@ = 21 // integer values 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21394 
0615: define_action_sequences 75@ 
05D3: AS_actor -1 go_to_point 344.6502 307.6453 998.1963 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 245.3258 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_21394
0006: 138@ = 5 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_21406
0002: jump @HEIST3_22071 

:HEIST3_21413
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_21782 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_21782 
0006: 48@ = 0 // integer values 
0006: 35@ = 0 // integer values 

:HEIST3_21485
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_21734 
0001: wait 0 ms 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21720 
062E: (unknown) 56@ 1560 34@ 
00D6: if 
04A4:   34@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST3_21577 
05BF: AS_actor 56@ look_at_actor $PLAYER_ACTOR 10000 ms 
0006: 48@ = 1 // integer values 
0002: jump @HEIST3_21713 

:HEIST3_21577
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @HEIST3_21713 
015F: set_camera_position 347.32 308.43 999.52 0.0 0.0 0.0 
0160: point_camera 339.91 301.08 998.31 2 
0615: define_action_sequences 74@ 
0639: AS_actor -1 rotate_to_actor 56@ 
05D3: AS_actor -1 go_to_point 345.7446 304.2489 998.1641 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor 56@ 
0616: define_action_sequences_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 74@ 
061B: remove_references_to_action_sequences 74@ 
0006: 35@ = 1 // integer values 

:HEIST3_21713
0002: jump @HEIST3_21727 

:HEIST3_21720
0006: 48@ = 1 // integer values 

:HEIST3_21727
0002: jump @HEIST3_21485 

:HEIST3_21734
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21763 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 

:HEIST3_21763
0006: 133@ = 26 // integer values 
0006: 138@ = 6 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_21782
0002: jump @HEIST3_22071 

:HEIST3_21789
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_21971 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_21971 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21923 
0615: define_action_sequences 75@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 go_to_point 345.3145 305.0605 998.1641 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 75@ 
0618: assign_actor 56@ to_action_sequences 75@ 
061B: remove_references_to_action_sequences 75@ 

:HEIST3_21923
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21952 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 

:HEIST3_21952
0006: 133@ = 17 // integer values 
0006: 138@ = 7 // integer values 
01BD: 141@ = current_time_in_ms 

:HEIST3_21971
0002: jump @HEIST3_22071 

:HEIST3_21978
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // integer values and handles 
0062: 139@ -= 141@ // integer values 
00D6: if 
0019:   139@ > 1000 // integer values 
004D: jump_if_false @HEIST3_22064 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST3_22064 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_22057 
0968: actor 56@ stop_mouth 

:HEIST3_22057
0006: 137@ = 1 // integer values 

:HEIST3_22064
0002: jump @HEIST3_22071 

:HEIST3_22071
0002: jump @HEIST3_20162 

:HEIST3_22078
0701: end_scene_skip 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_22106 
0968: actor 56@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST3_22106
00BE: text_clear_all 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 49@ = 0 // integer values 
0006: 40@ = 5 // integer values 
0006: 41@ = 1 // integer values 
0006: 47@ = 11 // integer values 

:HEIST3_22141
00D6: if 
0039:   47@ == 11 // integer values 
004D: jump_if_false @HEIST3_22363 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @HEIST3_22295 
0926: $SCRIPT_STATUS = external_script_status 26 (GF_SEX) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 // integer values 
004D: jump_if_false @HEIST3_22295 
08A9: load_external_script 26 (GF_SEX) 
00D6: if 
08AB:   external_script 26 (GF_SEX) loaded 
004D: jump_if_false @HEIST3_22295 
0004: $390 = 0 // integer values 
08BA: set $390 bit 5 
08E7: set_entrance_markers 1 
0913: run_external_script 26 40@ 41@ 0 2037.651 2723.871 9.8352 0.0702 
016A: fade 0 0 ms 
009B: destroy_actor_instantly 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0006: 49@ = 1 // integer values 

:HEIST3_22295
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @HEIST3_22363 
00D6: if 
08B4:   test $390 bit 4 
004D: jump_if_false @HEIST3_22338 
0006: 54@ = 1 // integer values 

:HEIST3_22338
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @HEIST3_22363 
0006: 47@ = 12 // integer values 

:HEIST3_22363
00D6: if 
0039:   47@ == 12 // integer values 
004D: jump_if_false @HEIST3_22978 
015F: set_camera_position 2033.274 2719.888 10.2275 0.0 0.0 0.0 
0160: point_camera 2033.727 2720.774 10.3282 2 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08E7: set_entrance_markers 0 
0707: start_scene_skip_to @HEIST3_22757 
0615: define_action_sequences 74@ 
05D3: AS_actor -1 go_to_point 2036.874 2734.282 9.8203 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 2029.545 2735.628 9.8203 speed 4 -1 ms 
0616: define_action_sequences_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 74@ 
061B: remove_references_to_action_sequences 74@ 
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @HEIST3_22624 
03E6: remove_text_box 
0512: permanent_text_box 'HEI3_95'  // Szereztl egy jabb csajt. Teljesen a kedvben kell jrnod, hogy odaadja a mgneskrtyt.
0006: 133@ = 0 // integer values 
0006: 134@ = 1 // integer values 
0006: 135@ = 2 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 

:HEIST3_22624
0006: 48@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST3_22638
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST3_22757 
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @HEIST3_22720 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @HEIST3_22713 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @HEIST3_22713 
0006: 48@ = 1 // integer values 

:HEIST3_22713
0002: jump @HEIST3_22746 

:HEIST3_22720
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @HEIST3_22746 
0006: 48@ = 1 // integer values 

:HEIST3_22746
0001: wait 0 ms 
0002: jump @HEIST3_22638 

:HEIST3_22757
0701: end_scene_skip 
0687: clear_actor_task $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2029.545 2735.628 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 68.4474 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03E6: remove_text_box 
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @HEIST3_22848 
08BA: set $406 bit 5 
0002: jump @HEIST3_23003 
0002: jump @HEIST3_22978 

:HEIST3_22848
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @HEIST3_22955 
016A: fade 0 1000 ms 

:HEIST3_22884
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_22908 
0001: wait 0 ms 
0002: jump @HEIST3_22884 

:HEIST3_22908
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:HEIST3_22931
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_22955 
0001: wait 0 ms 
0002: jump @HEIST3_22931 

:HEIST3_22955
00BB: text_lowpriority 'HEI3_24' 5000 ms 1  // ~r~Nem tudtad felizgatni a csajszit.
0002: jump @HEIST3_22985 

:HEIST3_22978
0002: jump @HEIST3_2380 

:HEIST3_22985
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:HEIST3_23003
0008: $11258 += 1 // integer values 
0004: $2555 = 1 // integer values 
01E3: text_1number_styled 'M_PASSR' 15 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_3'  // A hdts
030C: set_mission_points += 1 
0051: return 

:HEIST3_23065
091E: (unknown) 2096.335 1656.397 8.0 2161.659 1728.287 10.0 
091D: (unknown) 2096.335 1656.397 8.0 2161.659 1728.287 10.0 
090F: end_external_script 26 (GF_SEX) 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $7801 
0581: toggle_radar 1 
08E7: set_entrance_markers 0 
0249: release_model #BMYPIMP 
0249: release_model #WFYSEX 
0249: release_model #BMOCHIL 
0249: release_model #WMYST 
0249: release_model #CROGRL3 
0249: release_model #CLUB 
0249: release_model #CWMYHB1 
0249: release_model #MAFFA 
0249: release_model #WINDSOR 
0249: release_model #CELLPHONE 
0249: release_model #GUN_DILDO1 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_23227 
020A: set_car 65@ door_status_to 1 

:HEIST3_23227
01C3: remove_references_to_car 65@ // Like turning a car into any random car 
01C3: remove_references_to_car 67@ // Like turning a car into any random car 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 56@ // The actor fades away like a ghost 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0215: destroy_pickup 64@ 
0164: disable_marker 68@ 
0164: disable_marker 70@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0873: release_path 803 
0296: unload_special_actor 1 
065C: unknown_create_def_entity 42@ // unknown_destroy 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 98---------------
// Originally: Dam And Blast

:HEIST2
03A4: name_thread 'HEIST2' 
0050: gosub @HEIST2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HEIST2_38 
0050: gosub @HEIST2_18795 

:HEIST2_38
0050: gosub @HEIST2_18863 
004E: end_thread 

:HEIST2_47
054C: use_GXT_table 'HEIST2' 
0317: increment_mission_attempts 
0169: set_fade_color 0 0 0 
0004: $ONMISSION = 1 // integer values 
016A: fade 0 2000 ms 

:HEIST2_82
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_106 
0001: wait 0 ms 
0002: jump @HEIST2_82 

:HEIST2_106
04BB: select_interior 10 // select render area 
01B5: force_weather 10 
02E4: load_cutscene_data 'HEIST4A' 

:HEIST2_125
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST2_149 
0001: wait 0 ms 
0002: jump @HEIST2_125 

:HEIST2_149
02E7: start_cutscene 
016A: fade 1 1000 ms 

:HEIST2_158
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST2_182 
0001: wait 0 ms 
0002: jump @HEIST2_158 

:HEIST2_182
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 
03CB: set_camera 2030.103 1020.79 9.8203 

:HEIST2_212
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_236 
0001: wait 0 ms 
0002: jump @HEIST2_212 

:HEIST2_236
02EA: end_cutscene 
01B7: release_weather 
04BB: select_interior 0 // select render area 
0001: wait 0 ms 
04E4: unknown_refresh_game_renderer_at 2030.103 1020.79 
03CB: set_camera 2030.103 1020.79 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2030.103 1020.79 9.813 
0173: set_actor $PLAYER_ACTOR z_angle_to 277.5123 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
018A: 152@ = create_checkpoint_at 1717.017 1602.497 9.3368 
07E0: set_marker 152@ type_to 1 
04ED: load_animation "BOMBER" 

:HEIST2_368
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @HEIST2_400 
0001: wait 0 ms 
0002: jump @HEIST2_368 

:HEIST2_400
0169: set_fade_color 0 0 0 
02A3: toggle_widescreen 0 
060A: unknown_create_entity 4 38@ 
03CB: set_camera 2030.103 1020.79 9.8203 
016A: fade 1 1500 ms 

:HEIST2_443
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_467 
0001: wait 0 ms 
0002: jump @HEIST2_443 

:HEIST2_467
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BB: text_lowpriority 'HEI2_90' 10000 ms 1  // ~s~Menj a ~y~reptrre~s~. Egy replre lesz szksged, hogy a gt feljrjhoz ejternyzhess.
0006: 105@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 36@ = 0 // integer values 

:HEIST2_602
00D6: if 
001B:   6 > 36@ // integer values 
004D: jump_if_false @HEIST2_674 
0006: 113@(36@,6i) = 0 // integer values 
00D6: if 
001B:   5 > 36@ // integer values 
004D: jump_if_false @HEIST2_660 
0006: 108@(36@,5i) = 0 // integer values 

:HEIST2_660
000A: 36@ += 1 // integer values 
0002: jump @HEIST2_602 

:HEIST2_674
0006: 34@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 35@ = 1 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0007: 47@ = -955.7253 // floating-point values 
0007: 53@ = 1920.637 // floating-point values 
0007: 59@ = 8.0078 // floating-point values 
0007: 65@ = 294.0869 // floating-point values 
0007: 48@ = -959.8978 // floating-point values 
0007: 54@ = 1861.884 // floating-point values 
0007: 60@ = 8.0078 // floating-point values 
0007: 66@ = 87.9045 // floating-point values 
0007: 49@ = -945.822 // floating-point values 
0007: 55@ = 1868.03 // floating-point values 
0007: 61@ = 4.0051 // floating-point values 
0007: 67@ = 177.415 // floating-point values 
0007: 50@ = -945.5732 // floating-point values 
0007: 56@ = 1911.255 // floating-point values 
0007: 62@ = 4.0 // floating-point values 
0007: 68@ = 183.0188 // floating-point values 
0007: 51@ = -959.6175 // floating-point values 
0007: 57@ = 1858.156 // floating-point values 
0007: 63@ = 8.0078 // floating-point values 
0007: 69@ = 180.4759 // floating-point values 
0007: 52@ = -959.7453 // floating-point values 
0007: 58@ = 1914.674 // floating-point values 
0007: 64@ = 8.0078 // floating-point values 
0007: 70@ = 185.4313 // floating-point values 
0007: 71@ = -955.7253 // floating-point values 
0007: 77@ = 1920.637 // floating-point values 
0007: 83@ = 8.0078 // floating-point values 
0007: 72@ = -959.8978 // floating-point values 
0007: 78@ = 1861.884 // floating-point values 
0007: 84@ = 8.0078 // floating-point values 
0007: 73@ = -943.7589 // floating-point values 
0007: 79@ = 1888.943 // floating-point values 
0007: 85@ = 4.0051 // floating-point values 
0007: 74@ = -943.0214 // floating-point values 
0007: 80@ = 1932.352 // floating-point values 
0007: 86@ = 4.0 // floating-point values 
0007: 75@ = -959.4366 // floating-point values 
0007: 81@ = 1900.022 // floating-point values 
0007: 87@ = 8.0078 // floating-point values 
0007: 76@ = -959.496 // floating-point values 
0007: 82@ = 1936.925 // floating-point values 
0007: 88@ = 8.0061 // floating-point values 
0007: 89@ = -952.56 // floating-point values 
0007: 94@ = 1943.52 // floating-point values 
0007: 99@ = 8.0 // floating-point values 
0007: 90@ = -952.56 // floating-point values 
0007: 95@ = 1922.07 // floating-point values 
0007: 100@ = 8.0 // floating-point values 
0007: 91@ = -952.56 // floating-point values 
0007: 96@ = 1900.44 // floating-point values 
0007: 101@ = 8.0 // floating-point values 
0007: 92@ = -952.56 // floating-point values 
0007: 97@ = 1878.16 // floating-point values 
0007: 102@ = 8.0 // floating-point values 
0007: 93@ = -952.56 // floating-point values 
0007: 98@ = 1857.7 // floating-point values 
0007: 103@ = 8.0 // floating-point values 
0006: 185@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 
0006: 212@ = 0 // integer values 
0006: 213@ = 0 // integer values 
0006: 214@ = 0 // integer values 
0006: 215@ = 0 // integer values 
0006: 216@ = 0 // integer values 
0006: 217@ = 0 // integer values 
0006: 218@ = 0 // integer values 
0006: 42@ = 0 // integer values 
04AF: 221@ = unknown_wav_reference 11200 
0006: 222@ = 0 // integer values 
0006: 223@ = 0 // integer values 
0006: 224@ = 0 // integer values 
05A9: s$7893 = 'HE2_AA' // 8-byte strings  // ~z~H megtalltam, itt van!
05A9: s$7895 = 'HE2_AB' // 8-byte strings  // ~z~Ott kell lennie valahol, kezd el keresni!
05A9: s$7897 = 'HE2_AC' // 8-byte strings  // ~z~Mr jnnek a zsaruk, nem fog lelpni ez a bajkever!
05A9: s$7899 = 'HE2_AD' // 8-byte strings  // ~z~Az egyik rzkel szerint valaki behatolt!
05A9: s$7901 = 'HE2_AE' // 8-byte strings  // ~z~Az a fick az, tartztassk le!
05A9: s$7903 = 'HE2_AF' // 8-byte strings  // ~z~Tbb emberre van szksgnk!
05A9: s$7905 = 'HE2_AG' // 8-byte strings  // ~z~Az isten szerelmre, lltstok meg!
05A9: s$7907 = 'HE2_AH' // 8-byte strings  // ~z~Mindig kifogom a mel legjavt!
05A9: s$7909 = 'HE2_AJ' // 8-byte strings  // ~z~Tudhattam volna. Szar volt a palacsintban!
05A9: s$7911 = 'HE2_AK' // 8-byte strings  // ~z~Vgre trtnik itt valami!
05A9: s$7913 = 'HE2_AL' // 8-byte strings  // ~z~Hov a pokolba tnt?
05A9: s$7915 = 'HE2_BA' // 8-byte strings  // ~z~Kiszrta mr valaki?
05A9: s$7917 = 'HE2_BB' // 8-byte strings  // ~z~Mg nem, de mr lezrtuk a feljrt s a zsaruk is ton vannak.
05A9: s$7919 = 'HE2_CA' // 8-byte strings  // ~z~Mi a faszom, uh bazz, valaki lezrta a fedelet!
05A9: s$7921 = 'HE2_CB' // 8-byte strings  // ~z~Francba! A fedl lezrdott mgttem!
05A9: s$7923 = 'HE2_DA' // 8-byte strings  // ~z~Francba, biztosan rossz fel mentek!
05A9: s$7925 = 'HE2_DB' // 8-byte strings  // ~z~Csapdba csaltuk, arrl a prknyrl mr nem meneklhet!
04AF: 192@ = unknown_wav_reference 18200 
04AF: 193@ = unknown_wav_reference 18201 
04AF: 194@ = unknown_wav_reference 18202 
04AF: 195@ = unknown_wav_reference 18203 
04AF: 196@ = unknown_wav_reference 18204 
04AF: 197@ = unknown_wav_reference 18205 
04AF: 198@ = unknown_wav_reference 18206 
04AF: 199@ = unknown_wav_reference 18207 
04AF: 200@ = unknown_wav_reference 18208 
04AF: 201@ = unknown_wav_reference 18209 
04AF: 202@ = unknown_wav_reference 18210 
04AF: 203@ = unknown_wav_reference 18211 
04AF: 204@ = unknown_wav_reference 18212 
04AF: 205@ = unknown_wav_reference 18213 
04AF: 206@ = unknown_wav_reference 18214 
04AF: 207@ = unknown_wav_reference 18215 
04AF: 208@ = unknown_wav_reference 18216 
0746: (unknown) 0 24 24 
0746: (unknown) 0 25 25 
07FB: set_interior 'DAMIN' accessible 0  // Genertor terem
07FB: set_interior 'DAMOUT' accessible 0 
0001: wait 1000 ms 

:HEIST2_1813
0001: wait 0 ms 
00D6: if 
0735:   49 
004D: jump_if_false @HEIST2_1852 
00A1: put_actor $PLAYER_ACTOR at -585.0 2026.0 60.0 

:HEIST2_1852
00D6: if 
0735:   50 
004D: jump_if_false @HEIST2_1887 
00A1: put_actor $PLAYER_ACTOR at 1423.657 1643.182 9.8359 

:HEIST2_1887
00D6: if 
0735:   51 
004D: jump_if_false @HEIST2_1922 
00A1: put_actor $PLAYER_ACTOR at -828.64 1971.644 6.0 

:HEIST2_1922
00D6: if 
0735:   52 
004D: jump_if_false @HEIST2_1957 
00A1: put_actor $PLAYER_ACTOR at -693.98 1806.81 800.0 

:HEIST2_1957
00D6: if 
0735:   97 
004D: jump_if_false @HEIST2_1993 
0006: 119@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0050: gosub @HEIST2_14813 

:HEIST2_1993
00D6: if 
0735:   54 
004D: jump_if_false @HEIST2_2015 
0006: 107@ = 6 // integer values 

:HEIST2_2015
00D6: if 
0735:   55 
004D: jump_if_false @HEIST2_2037 
0006: 123@ = 6 // integer values 

:HEIST2_2037
00D6: if 
0735:   83 
004D: jump_if_false @HEIST2_2059 
0002: jump @HEIST2_18813 

:HEIST2_2059
00D6: if 
0039:   107@ == 99999 // integer values 
004D: jump_if_false @HEIST2_2120 
018A: 154@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 155@ = create_checkpoint_at 0.0 0.0 0.0 

:HEIST2_2120
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @HEIST2_2168 
00BB: text_lowpriority 'HEI2_90' 7000 ms 1  // ~s~Menj a ~y~reptrre~s~. Egy replre lesz szksged, hogy a gt feljrjhoz ejternyzhess.
0006: 107@ = 1 // integer values 
0006: 123@ = 1 // integer values 

:HEIST2_2168
00D6: if 
001B:   12 > 123@ // integer values 
004D: jump_if_false @HEIST2_9195 
00D6: if 
001B:   4 > 123@ // integer values 
004D: jump_if_false @HEIST2_2907 
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @HEIST2_2400 
00D6: if or
00EC:   actor $PLAYER_ACTOR 0 1477.401 1677.399 radius 250.0 250.0 
00EC:   actor $PLAYER_ACTOR 0 1717.017 1602.497 radius 20.0 20.0 
00FE:   actor $PLAYER_ACTOR 0 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
004D: jump_if_false @HEIST2_2400 
0247: request_model #NEVADA 

:HEIST2_2329
00D6: if 
8248:   not model #NEVADA available 
004D: jump_if_false @HEIST2_2356 
0001: wait 0 ms 
0002: jump @HEIST2_2329 

:HEIST2_2356
07A8: toggle_area69_sam 0 
00A5: 168@ = create_car #NEVADA at 1477.401 1677.399 9.8425 
0175: set_car 168@ z_angle_to 180.049 
0006: 123@ = 2 // integer values 

:HEIST2_2400
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @HEIST2_2554 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
00EC:   actor $PLAYER_ACTOR 0 1717.017 1602.497 radius 20.0 20.0 
004D: jump_if_false @HEIST2_2554 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2554 
0164: disable_marker 152@ 
0186: 152@ = create_marker_above_car 168@ 
07E0: set_marker 152@ type_to 1 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI2_57' 7000 ms 1  // ~s~A kifut vgn van a ~b~repl~s~, amelybe be kell szllnod.
0006: 136@ = 1 // integer values 

:HEIST2_2554
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 1717.017 1602.497 9.3368 radius 10.0 10.0 5.0 
004D: jump_if_false @HEIST2_2602 

:HEIST2_2602
00D6: if 
0019:   123@ > 1 // integer values 
004D: jump_if_false @HEIST2_2679 
00D6: if 
001B:   4 > 123@ // integer values 
004D: jump_if_false @HEIST2_2679 
00D6: if 
0119:   car 168@ wrecked 
004D: jump_if_false @HEIST2_2679 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI2_25' 5000 ms 1  // ~r~sszetrt a repl!
0002: jump @HEIST2_18795 

:HEIST2_2679
00D6: if 
0039:   123@ == 2 // integer values 
004D: jump_if_false @HEIST2_2900 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2900 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 168@ 
004D: jump_if_false @HEIST2_2900 
020A: set_car 168@ door_status_to 4 
0006: 137@ = 1 // integer values 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI2_26' 10000 ms 1  // ~s~Replj a gppel a gt fl, egszen a ~y~kiugrsi pontig~s~.
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 153@ = create_racing_checkpoint_at -592.42 1555.88 750.0 -592.42 1555.88 750.0 type 3 radius 25.0 
0247: request_model #GUN_PARA 

:HEIST2_2838
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @HEIST2_2870 
0247: request_model #GUN_PARA 
0001: wait 0 ms 
0002: jump @HEIST2_2838 

:HEIST2_2870
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0004: $1510 = 0 // integer values 
0006: 123@ = 3 // integer values 

:HEIST2_2900
0002: jump @HEIST2_2907 

:HEIST2_2907
00D6: if 
0039:   123@ == 3 // integer values 
004D: jump_if_false @HEIST2_4819 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_4819 
00D6: if or
0448:   actor $PLAYER_ACTOR in_car 168@ 
0039:   138@ == 1 // integer values 
004D: jump_if_false @HEIST2_4639 
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @HEIST2_3075 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 153@ = create_racing_checkpoint_at -592.42 1555.88 750.0 -592.42 1555.88 750.0 type 3 radius 25.0 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 132@ = 0 // integer values 

:HEIST2_3075
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -592.42 1555.88 750.0 radius 50.0 50.0 25.0 sphere 0 
004D: jump_if_false @HEIST2_4458 
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @HEIST2_3186 
020A: set_car 168@ door_status_to 1 
03E6: remove_text_box 
0512: permanent_text_box 'HEI2_50'  // ~s~Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt a gpbl val kiugrshoz.
00BE: text_clear_all 
00BB: text_lowpriority 'HEI2_15' 10000 ms 1  // ~s~Nyoms!
0006: 137@ = 0 // integer values 

:HEIST2_3186
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @HEIST2_4451 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
06D6: destroy_racing_checkpoint 153@ 
0519: lock_vehicle 168@ in_current_position 1 
00AB: put_car 168@ at -592.42 1555.88 750.0 
0175: set_car 168@ z_angle_to 180.0 
0825: instantly_spin_flying_vehicle 168@ rotor_blade 
0006: 32@ = 0 // integer values 
0004: $1511 = 1 // integer values 
07C0: load_path 805 
0006: 32@ = 0 // integer values 
0006: 106@ = 0 // integer values 

:HEIST2_3301
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_3366 
00D6: if and
07C1:   path 805 available 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST2_3355 
0006: 106@ = 1 // integer values 
07C0: load_path 805 

:HEIST2_3355
0001: wait 0 ms 
0002: jump @HEIST2_3301 

:HEIST2_3366
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3453 
05EB: assign_vehicle 168@ to_path 805 
015F: set_camera_position -590.9276 1546.75 735.8972 0.0 0.0 0.0 
0160: point_camera -591.0876 1546.227 735.0595 2 
0337: set_actor $PLAYER_ACTOR visibility 0 
01BD: 186@ = current_time_in_ms 

:HEIST2_3453
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3476 
0519: lock_vehicle 168@ in_current_position 0 

:HEIST2_3476
0707: start_scene_skip_to @HEIST2_4313 
0005: $1504 = 0.0 // floating-point values 
0006: 106@ = 0 // integer values 
0006: 41@ = 0 // integer values 

:HEIST2_3507
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_3900 
0005: $1504 = 0.0 // floating-point values 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3889 
00D6: if 
860E:   not car 168@ is_assigned_to_existing_path 
004D: jump_if_false @HEIST2_3581 
0006: 106@ = 1 // integer values 
0002: jump @HEIST2_3889 

:HEIST2_3581
01BD: 187@ = current_time_in_ms 
0085: 188@ = 187@ // integer values and handles 
0062: 188@ -= 186@ // integer values 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_3889 
00D6: if 
0019:   188@ > 6000 // integer values 
004D: jump_if_false @HEIST2_3889 
016A: fade 0 1000 ms 

:HEIST2_3646
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_3670 
0001: wait 0 ms 
0002: jump @HEIST2_3646 

:HEIST2_3670
0247: request_model #SW_BIT_09 

:HEIST2_3675
00D6: if 
8248:   not model #SW_BIT_09 available 
004D: jump_if_false @HEIST2_3702 
0001: wait 0 ms 
0002: jump @HEIST2_3675 

:HEIST2_3702
015F: set_camera_position -781.9676 1163.64 28.421 0.0 0.0 0.0 
0160: point_camera -781.364 1164.077 29.0876 2 
03CB: set_camera -781.364 1164.077 29.0876 
04E4: unknown_refresh_game_renderer_at -781.364 1164.077 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3829 
00D6: if 
060E:   car 168@ is_assigned_to_existing_path 
004D: jump_if_false @HEIST2_3824 
0706: (unknown) 168@ 80.0 

:HEIST2_3824
0825: instantly_spin_flying_vehicle 168@ rotor_blade 

:HEIST2_3829
0A0B: (unknown) -781.364 1164.077 29.0876 270.0 
016A: fade 1 1000 ms 

:HEIST2_3858
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_3882 
0001: wait 0 ms 
0002: jump @HEIST2_3858 

:HEIST2_3882
0006: 41@ = 1 // integer values 

:HEIST2_3889
0001: wait 0 ms 
0002: jump @HEIST2_3507 

:HEIST2_3900
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3921 
0825: instantly_spin_flying_vehicle 168@ rotor_blade 

:HEIST2_3921
064B: 189@ = create_particle "SMOKE50LIT" at -761.2061 1174.616 39.0387 1 
064B: 190@ = create_particle "EXPLOSION_SMALL" at -761.2061 1174.616 38.5387 1 
00D6: if 
0039:   189@ == -1 // integer values 
004D: jump_if_false @HEIST2_4019 
0002: jump @HEIST2_4034 

:HEIST2_4019
0001: wait 300 ms 
064C: make_particle 190@ visible 
064C: make_particle 189@ visible 

:HEIST2_4034
020C: create_explosion_with_radius 1 at -761.2062 1175.616 39.5387 
020C: create_explosion_with_radius 1 at -761.206 1173.616 39.5387 
020C: create_explosion_with_radius 1 at -761.2061 1174.616 39.5387 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_4112 
020B: explode_car 168@ 

:HEIST2_4112
0006: 32@ = 0 // integer values 

:HEIST2_4119
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @HEIST2_4313 
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @HEIST2_4183 
020C: create_explosion_with_radius 2 at -761.2062 1175.616 39.5387 
0002: jump @HEIST2_4273 

:HEIST2_4183
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @HEIST2_4209 
0002: jump @HEIST2_4273 

:HEIST2_4209
00D6: if 
001B:   1500 > 32@ // integer values 
004D: jump_if_false @HEIST2_4254 
020C: create_explosion_with_radius 0 at -761.206 1173.616 39.5387 
0002: jump @HEIST2_4273 

:HEIST2_4254
020C: create_explosion_with_radius 7 at -761.2061 1174.616 39.5387 

:HEIST2_4273
00D6: if or
0118:   actor $PLAYER_ACTOR dead 
0119:   car 168@ wrecked 
004D: jump_if_false @HEIST2_4302 
0006: 32@ = 2000 // integer values 

:HEIST2_4302
0001: wait 0 ms 
0002: jump @HEIST2_4119 

:HEIST2_4313
0701: end_scene_skip 
0249: release_model #SW_BIT_09 
016A: fade 1 500 ms 

:HEIST2_4327
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_4351 
0001: wait 0 ms 
0002: jump @HEIST2_4327 

:HEIST2_4351
0873: release_path 805 
0650: destroy_particle 189@ 
0650: destroy_particle 190@ 
0337: set_actor $PLAYER_ACTOR visibility 1 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $1511 = 0 // integer values 
0005: $1504 = -30.0 // floating-point values 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_4439 
00AB: put_car 168@ at -761.2061 1174.616 39.5387 

:HEIST2_4439
01C3: remove_references_to_car 168@ // Like turning a car into any random car 
0006: 123@ = 4 // integer values 

:HEIST2_4451
0002: jump @HEIST2_4632 

:HEIST2_4458
03E6: remove_text_box 
03D5: remove_text 'HEI2_15'  // ~s~Nyoms!
0819: $7890 = actor $PLAYER_ACTOR distance_from_ground 
00D6: if 
0022:   5.0 > $7890 // floating-point values 
004D: jump_if_false @HEIST2_4539 
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @HEIST2_4532 
020A: set_car 168@ door_status_to 1 
0006: 137@ = 0 // integer values 

:HEIST2_4532
0002: jump @HEIST2_4571 

:HEIST2_4539
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @HEIST2_4571 
020A: set_car 168@ door_status_to 4 
0006: 137@ = 1 // integer values 

:HEIST2_4571
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car -592.42 1555.88 750.0 radius 400.0 400.0 300.0 sphere 0 
004D: jump_if_false @HEIST2_4632 
0512: permanent_text_box 'HEI2_88'  // Amikor a fny gyrhz rsz a(z) ~k~~VEHICLE_ENTER_EXIT~ billenty lenyomsval ugorj ki a gpbl.
00BE: text_clear_all 

:HEIST2_4632
0002: jump @HEIST2_4819 

:HEIST2_4639
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @HEIST2_4819 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -592.42 1555.88 750.0 radius 100.0 100.0 100.0 
004D: jump_if_false @HEIST2_4719 
0006: 138@ = 1 // integer values 
0002: jump @HEIST2_4819 

:HEIST2_4719
00BE: text_clear_all 
00BB: text_lowpriority 'HEI2_28' 1000 ms 1  // ~s~Szllj vissza a ~b~gpbe~s~!
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @HEIST2_4787 
0164: disable_marker 152@ 
06D6: destroy_racing_checkpoint 153@ 
0186: 152@ = create_marker_above_car 168@ 
07E0: set_marker 152@ type_to 1 
0006: 132@ = 1 // integer values 

:HEIST2_4787
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @HEIST2_4819 
020A: set_car 168@ door_status_to 1 
0006: 137@ = 0 // integer values 

:HEIST2_4819
00D6: if 
0039:   123@ == 4 // integer values 
004D: jump_if_false @HEIST2_5584 
06D5: 153@ = create_racing_checkpoint_at -811.07 1816.08 7.0 -811.07 1816.08 200.0 type 2 radius 6.0 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -811.07 1816.08 7.0 
01C3: remove_references_to_car 168@ // Like turning a car into any random car 
0249: release_model #NEVADA 
0247: request_model #SMASHBOXPILE 
0247: request_model #K_CARGO1 
0247: request_model #KMB_CONTAINER_RED 
0247: request_model #K_CARGO4 
0247: request_model #WMYSGRD 
0247: request_model #NITESTICK 
038B: load_requested_models 

:HEIST2_4945
00D6: if or
8248:   not model #K_CARGO4 available 
8248:   not model #SMASHBOXPILE available 
8248:   not model #K_CARGO1 available 
8248:   not model #KMB_CONTAINER_RED available 
8248:   not model #WMYSGRD available 
8248:   not model #NITESTICK available 
004D: jump_if_false @HEIST2_4996 
0001: wait 0 ms 
0002: jump @HEIST2_4945 

:HEIST2_4996
029B: 174@ = init_object #SMASHBOXPILE at -829.8794 1957.827 6.4364 
0177: set_object 174@ z_angle_to 7.1004 
029B: 175@ = init_object #SMASHBOXPILE at -824.9033 1958.443 6.5048 
0177: set_object 175@ z_angle_to 9.1604 
029B: 176@ = init_object #K_CARGO1 at -828.3333 1952.527 5.9651 
0177: set_object 176@ z_angle_to 102.0394 
029B: 177@ = init_object #K_CARGO1 at -825.9227 1953.171 5.9651 
0177: set_object 177@ z_angle_to 100.9489 
029B: 178@ = init_object #K_CARGO4 at -827.6044 1958.276 5.9873 
0177: set_object 178@ z_angle_to 101.9089 
029B: 179@ = init_object #KMB_CONTAINER_RED at -820.3694 1933.666 7.3952 
0177: set_object 179@ z_angle_to 11.8154 
029B: 180@ = init_object #KMB_CONTAINER_RED at -822.3879 1945.519 7.4836 
0177: set_object 180@ z_angle_to 11.8154 
009A: 163@ = create_actor 24 #WMYSGRD at -826.3729 1946.988 6.0692 
01B2: give_actor 163@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 163@ weapon_droppable 0 
0173: set_actor 163@ z_angle_to 0.0 
060F: (unknown) 163@ 10.0 
009A: 164@ = create_actor 24 #WMYSGRD at -823.3655 1956.276 6.04 
01B2: give_actor 164@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 164@ weapon_droppable 0 
0173: set_actor 164@ z_angle_to 301.2606 
060F: (unknown) 164@ 10.0 
060B: unknown_actor_use_entity 163@ 38@ 
060B: unknown_actor_use_entity 164@ 38@ 
0754: (unknown) 
0755: (unknown) -825.4943 1938.904 6.0 "NONE" "NONE" 
0755: (unknown) -823.3667 1933.54 6.0 "ROADCROSS" "PED" 
0755: (unknown) -825.4943 1938.904 6.0 "NONE" "NONE" 
0755: (unknown) -826.9571 1947.569 6.0 "ROADCROSS" "PED" 
0817: (unknown) 163@ 4 2 
0754: (unknown) 
0755: (unknown) -828.9601 1955.366 6.0 "ROADCROSS" "PED" 
0755: (unknown) -823.2458 1957.016 6.007 "ROADCROSS" "PED" 
0817: (unknown) 164@ 4 2 
0006: 123@ = 5 // integer values 

:HEIST2_5584
00D6: if and
0019:   123@ > 4 // integer values 
001B:   12 > 123@ // integer values 
004D: jump_if_false @HEIST2_7025 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_5656 
00D6: if 
82CA:   not car 168@ bounding_sphere_visible 
004D: jump_if_false @HEIST2_5656 
01C3: remove_references_to_car 168@ // Like turning a car into any random car 
0249: release_model #NEVADA 
00A6: destroy_car 168@ 

:HEIST2_5656
00D6: if 
8039:   not  209@ == 0 // integer values 
004D: jump_if_false @HEIST2_5927 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_5720 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_5713 
040D: unload_wav 211@ 

:HEIST2_5713
0006: 212@ = 1 // integer values 

:HEIST2_5720
00D6: if 
0039:   212@ == 1 // integer values 
004D: jump_if_false @HEIST2_5757 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 // integer values 

:HEIST2_5757
00D6: if 
0039:   212@ == 2 // integer values 
004D: jump_if_false @HEIST2_5817 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_5817 
03D1: play_wav 210@ 
00BC: text_highpriority $7891(209@,18s) 10000 ms 1 
0006: 212@ = 3 // integer values 

:HEIST2_5817
00D6: if 
0039:   212@ == 3 // integer values 
004D: jump_if_false @HEIST2_5927 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_5927 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 // integer values 
004D: jump_if_false @HEIST2_5899 
0006: 210@ = 2 // integer values 
0006: 211@ = 1 // integer values 
0002: jump @HEIST2_5913 

:HEIST2_5899
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 

:HEIST2_5913
0006: 209@ = 0 // integer values 
0006: 212@ = 0 // integer values 

:HEIST2_5927
0006: 36@ = 0 // integer values 

:HEIST2_5934
00D6: if 
001B:   2 > 36@ // integer values 
004D: jump_if_false @HEIST2_6966 
00D6: if 
8118:   not actor 163@(36@,2i) dead 
004D: jump_if_false @HEIST2_6910 
00D6: if 
0039:   126@(36@,6i) == 0 // integer values 
004D: jump_if_false @HEIST2_6173 
00D6: if or
074F: (unknown) 163@(36@,2i) 62 
074F: (unknown) 163@(36@,2i) 63 
004D: jump_if_false @HEIST2_6173 
00D6: if 
874F:   not (unknown) 163@(36@,2i) 36 
004D: jump_if_false @HEIST2_6173 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_6147 
0209: 41@ = random_int 0 4 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_6108 
0006: 209@ = 1 // integer values 
0002: jump @HEIST2_6147 

:HEIST2_6108
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @HEIST2_6140 
0006: 209@ = 8 // integer values 
0002: jump @HEIST2_6147 

:HEIST2_6140
0006: 209@ = 12 // integer values 

:HEIST2_6147
0006: 126@(36@,6i) = 1 // integer values 
0947: (unknown) 163@(36@,2i) 204 219@ 

:HEIST2_6173
00D6: if 
0039:   126@(36@,6i) == 1 // integer values 
004D: jump_if_false @HEIST2_6395 
00D6: if and
874F:   not (unknown) 163@(36@,2i) 62 
874F:   not (unknown) 163@(36@,2i) 63 
874F:   not (unknown) 163@(36@,2i) 36 
874F:   not (unknown) 163@(36@,2i) 15 
874F:   not (unknown) 163@(36@,2i) 9 
874F:   not (unknown) 163@(36@,2i) 31 
004D: jump_if_false @HEIST2_6395 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_6370 
0209: 41@ = random_int 0 3 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_6331 
0006: 209@ = 6 // integer values 
0002: jump @HEIST2_6370 

:HEIST2_6331
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @HEIST2_6363 
0006: 209@ = 3 // integer values 
0002: jump @HEIST2_6370 

:HEIST2_6363
0006: 209@ = 2 // integer values 

:HEIST2_6370
0947: (unknown) 163@(36@,2i) 13 219@ 
0006: 126@(36@,6i) = 0 // integer values 

:HEIST2_6395
00D6: if or
0039:   126@(36@,6i) == 0 // integer values 
0039:   126@(36@,6i) == 1 // integer values 
004D: jump_if_false @HEIST2_6712 
00D6: if or
074F: (unknown) 163@(36@,2i) 36 
074F: (unknown) 163@(36@,2i) 15 
074F: (unknown) 163@(36@,2i) 9 
074F: (unknown) 163@(36@,2i) 31 
004D: jump_if_false @HEIST2_6712 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_6613 
0209: 41@ = random_int 0 4 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_6542 
0006: 209@ = 1 // integer values 
0002: jump @HEIST2_6613 

:HEIST2_6542
00D6: if 
0039:   41@ == 5 // integer values 
004D: jump_if_false @HEIST2_6574 
0006: 209@ = 8 // integer values 
0002: jump @HEIST2_6613 

:HEIST2_6574
00D6: if 
0039:   41@ == 2 // integer values 
004D: jump_if_false @HEIST2_6606 
0006: 209@ = 7 // integer values 
0002: jump @HEIST2_6613 

:HEIST2_6606
0006: 209@ = 10 // integer values 

:HEIST2_6613
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @HEIST2_6686 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_6655 
05E2: AS_actor 163@ kill_actor $PLAYER_ACTOR 

:HEIST2_6655
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_6679 
05E2: AS_actor 164@ kill_actor $PLAYER_ACTOR 

:HEIST2_6679
0006: 105@ = 1 // integer values 

:HEIST2_6686
0947: (unknown) 163@(36@,2i) 205 219@ 
0006: 126@(36@,6i) = 2 // integer values 

:HEIST2_6712
00D6: if 
0039:   126@(36@,6i) == 2 // integer values 
004D: jump_if_false @HEIST2_6903 
00D6: if and
874F:   not (unknown) 163@(36@,2i) 62 
874F:   not (unknown) 163@(36@,2i) 63 
874F:   not (unknown) 163@(36@,2i) 36 
874F:   not (unknown) 163@(36@,2i) 15 
874F:   not (unknown) 163@(36@,2i) 9 
874F:   not (unknown) 163@(36@,2i) 31 
004D: jump_if_false @HEIST2_6903 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_6877 
0209: 41@ = random_int 0 2 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_6870 
0006: 209@ = 11 // integer values 
0002: jump @HEIST2_6877 

:HEIST2_6870
0006: 209@ = 9 // integer values 

:HEIST2_6877
0947: (unknown) 163@(36@,2i) 206 219@ 
0006: 126@(36@,6i) = 0 // integer values 

:HEIST2_6903
0002: jump @HEIST2_6952 

:HEIST2_6910
00D6: if 
0039:   113@(36@,6i) == 1 // integer values 
004D: jump_if_false @HEIST2_6952 
0164: disable_marker 154@(36@,2i) 
0006: 113@(36@,6i) = 0 // integer values 

:HEIST2_6952
000A: 36@ += 1 // integer values 
0002: jump @HEIST2_5934 

:HEIST2_6966
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_7025 
00D6: if 
803B:   not  42@ == 209@ // integer values 
004D: jump_if_false @HEIST2_7018 
0085: 42@ = 209@ // integer values and handles 
0002: jump @HEIST2_7025 

:HEIST2_7018
0006: 209@ = 0 // integer values 

:HEIST2_7025
00D6: if 
0039:   123@ == 5 // integer values 
004D: jump_if_false @HEIST2_8465 
00D6: if or
0611:   actor $PLAYER_ACTOR animation_is "PARA_OPEN" 
0611:   actor $PLAYER_ACTOR animation_is "PARA_FLOAT" 
004D: jump_if_false @HEIST2_7089 
03E6: remove_text_box 

:HEIST2_7089
00D6: if or
0038:   $1498 == 2 // integer values 
00FE:   actor $PLAYER_ACTOR 0 -811.07 1816.08 7.0 radius 6.0 6.0 3.0 
004D: jump_if_false @HEIST2_8399 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06D6: destroy_racing_checkpoint 153@ 
0164: disable_marker 152@ 
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1500 ms 

:HEIST2_7195
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_7219 
0001: wait 0 ms 
0002: jump @HEIST2_7195 

:HEIST2_7219
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST2_7240 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 

:HEIST2_7240
0249: release_model #GUN_PARA 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -828.4104 1945.76 7.04 radius 13.1 19.2998 4.5 
004D: jump_if_false @HEIST2_7323 
00A1: put_actor $PLAYER_ACTOR at -820.3474 1939.728 6.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 295.9757 

:HEIST2_7323
02A3: toggle_widescreen 1 
06BA: unknown_action_sequence $PLAYER_ACTOR -830.94 1983.23 9.0 
0459: end_thread_named 'PARACH' 
0004: $1498 = 2 // integer values 
0792: (unknown) $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
075B: (unknown) 90 
0247: request_model #KNIFECUR 

:HEIST2_7381
00D6: if 
8248:   not model #KNIFECUR available 
004D: jump_if_false @HEIST2_7408 
0001: wait 0 ms 
0002: jump @HEIST2_7381 

:HEIST2_7408
0213: 104@ = create_pickup #KNIFECUR type 3 at -819.0 1929.0 7.0 
03DC: 156@ = create_marker_above_pickup 104@ 
018B: show_on_radar 156@ 2 
009B: destroy_actor_instantly 163@ 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
009B: destroy_actor_instantly 164@ 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
009A: 163@ = create_actor 24 #WMYSGRD at -826.3729 1946.988 6.0692 
01B2: give_actor 163@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 163@ weapon_droppable 0 
0173: set_actor 163@ z_angle_to 0.0 
060F: (unknown) 163@ 10.0 
009A: 164@ = create_actor 24 #WMYSGRD at -823.3655 1956.276 6.04 
01B2: give_actor 164@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 164@ weapon_droppable 0 
0173: set_actor 164@ z_angle_to 301.2606 
060F: (unknown) 164@ 10.0 
060B: unknown_actor_use_entity 163@ 38@ 
060B: unknown_actor_use_entity 164@ 38@ 
0754: (unknown) 
0755: (unknown) -823.3667 1933.54 6.0 "ROADCROSS" "PED" 
0755: (unknown) -825.4943 1938.904 6.0 "NONE" "NONE" 
0755: (unknown) -826.9571 1947.569 6.0 "ROADCROSS" "PED" 
0817: (unknown) 163@ 4 2 
0754: (unknown) 
0755: (unknown) -828.9601 1955.366 6.0 "ROADCROSS" "PED" 
0755: (unknown) -823.2458 1957.016 6.007 "ROADCROSS" "PED" 
0817: (unknown) 164@ 4 2 
015F: set_camera_position -794.19 1856.16 8.89 0.0 0.0 0.0 
0160: point_camera -833.48 1914.18 3.2 2 
016A: fade 1 1500 ms 

:HEIST2_7847
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_7871 
0001: wait 0 ms 
0002: jump @HEIST2_7847 

:HEIST2_7871
00BB: text_lowpriority 'HEI2_52' 6000 ms 1  // ~s~Menj a gt feljrjnak a vgre.
0707: start_scene_skip_to @HEIST2_8191 

:HEIST2_7894
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @HEIST2_7918 
0001: wait 0 ms 
0002: jump @HEIST2_7894 

:HEIST2_7918
015F: set_camera_position -821.12 1953.34 7.52 0.0 0.0 0.0 
0160: point_camera -842.66 1973.89 3.84 2 
00BB: text_lowpriority 'HEI2_52' 6000 ms 1  // ~s~Menj a gt feljrjnak a vgre.

:HEIST2_7985
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @HEIST2_8009 
0001: wait 0 ms 
0002: jump @HEIST2_7985 

:HEIST2_8009
015F: set_camera_position -828.18 1949.82 6.79 0.0 0.0 0.0 
0160: point_camera -807.1 1918.51 8.91 2 
00BB: text_lowpriority 'HEI2_53' 6000 ms 1  // ~s~Vigyzz, nehogy kiszrjanak a jrrz rk

:HEIST2_8076
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @HEIST2_8100 
0001: wait 0 ms 
0002: jump @HEIST2_8076 

:HEIST2_8100
00BB: text_lowpriority 'HEI2_46' 6000 ms 1  // ~s~Egy ~g~ks ~s~van elrejtve az egyik kontner mellett. Ksbb mg hasznos lehet.
015F: set_camera_position -823.48 1924.82 6.71 0.0 0.0 0.0 
0160: point_camera -808.71 1959.51 9.43 2 

:HEIST2_8167
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @HEIST2_8191 
0001: wait 0 ms 
0002: jump @HEIST2_8167 

:HEIST2_8191
0701: end_scene_skip 
00BE: text_clear_all 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_8233 
0187: 154@ = create_marker_above_actor 163@ 
018B: show_on_radar 154@ 2 
0006: 113@ = 1 // integer values 

:HEIST2_8233
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_8271 
0187: 155@ = create_marker_above_actor 164@ 
018B: show_on_radar 155@ 2 
0006: 114@ = 1 // integer values 

:HEIST2_8271
02A3: toggle_widescreen 0 
00BB: text_lowpriority 'HEI2_60' 5000 ms 1  // ~s~Menj s vedd fel a ~g~kst~s~.
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_8337 
077A: set_actor 163@ aggressive_to_pedgroup 4 type 0 
074E: (unknown) 163@ 30.0 10 

:HEIST2_8337
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_8374 
077A: set_actor 164@ aggressive_to_pedgroup 4 type 0 
074E: (unknown) 164@ 30.0 10 

:HEIST2_8374
03E5: text_box 'HEI2_89'  // Ne feledd, lehajolva kevesebb zajt csapsz.
0006: 123@ = 7 // integer values 
0002: jump @HEIST2_8465 

:HEIST2_8399
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @HEIST2_8465 
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @HEIST2_8465 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 139@ = 1 // integer values 

:HEIST2_8465
00D6: if 
0039:   123@ == 7 // integer values 
004D: jump_if_false @HEIST2_8696 
00D6: if 
04AD:   actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @HEIST2_8578 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @HEIST2_8571 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI2_40' 7000 ms 1  // ~s~Menj vissza a ~y~gt feljrjra~s~.
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: (unknown) 0 
0006: 124@ = 1 // integer values 

:HEIST2_8571
0002: jump @HEIST2_8630 

:HEIST2_8578
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @HEIST2_8630 
0164: disable_marker 152@ 
0006: 124@ = 0 // integer values 
00BE: text_clear_all 
075B: (unknown) 90 
00BB: text_lowpriority 'HEI2_60' 5000 ms 1  // ~s~Menj s vedd fel a ~g~kst~s~.

:HEIST2_8630
00D6: if 
0214:   pickup 104@ picked_up 
004D: jump_if_false @HEIST2_8696 
00BE: text_clear_all 
00BB: text_lowpriority 'HEI2_34' 7000 ms 1  // ~s~Juss t az ~r~rkn~s~ s talld meg a genertor szoba ~y~bejratt~s~.
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -830.94 1983.23 9.0 
0006: 123@ = 8 // integer values 

:HEIST2_8696
00D6: if 
0039:   123@ == 8 // integer values 
004D: jump_if_false @HEIST2_9195 
00D6: if 
0118:   actor 163@ dead 
004D: jump_if_false @HEIST2_8735 
0164: disable_marker 154@ 

:HEIST2_8735
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @HEIST2_8756 
0164: disable_marker 155@ 

:HEIST2_8756
00D6: if 
04AD:   actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @HEIST2_8851 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @HEIST2_8844 
00BE: text_clear_all 
0164: disable_marker 152@ 
00BB: text_lowpriority 'HEI2_40' 7000 ms 1  // ~s~Menj vissza a ~y~gt feljrjra~s~.
018A: 152@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: (unknown) 0 
0006: 124@ = 1 // integer values 

:HEIST2_8844
0002: jump @HEIST2_9195 

:HEIST2_8851
00D6: if 
0039:   124@ == 1 // integer values 
004D: jump_if_false @HEIST2_8923 
0006: 124@ = 0 // integer values 
00BE: text_clear_all 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -830.94 1983.23 9.0 
075B: (unknown) 90 
00BB: text_lowpriority 'HEI2_34' 7000 ms 1  // ~s~Juss t az ~r~rkn~s~ s talld meg a genertor szoba ~y~bejratt~s~.

:HEIST2_8923
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -830.2665 1982.124 8.25 radius 1.2 1.2 3.0 
004D: jump_if_false @HEIST2_9195 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:HEIST2_8987
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_9011 
0001: wait 0 ms 
0002: jump @HEIST2_8987 

:HEIST2_9011
00A1: put_actor $PLAYER_ACTOR at -942.0 1847.0 4.0 
04BB: select_interior 17 // select render area 
03CB: set_camera -942.0 1847.0 4.0 
04E4: unknown_refresh_game_renderer_at -942.0 1847.0 
04F9: interior_colors 1 0 
00BE: text_clear_all 
0164: disable_marker 152@ 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 174@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 175@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 177@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 179@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 180@ // This object will now disappear when the player looks away 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0249: release_model #SMASHBOXPILE 
0249: release_model #K_CARGO1 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #K_CARGO4 
0249: release_model #KNIFECUR 
0215: destroy_pickup 104@ 
0164: disable_marker 156@ 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0006: 107@ = 2 // integer values 
0006: 123@ = 12 // integer values 

:HEIST2_9195
00D6: if 
0019:   123@ > 11 // integer values 
004D: jump_if_false @HEIST2_14806 
00D6: if 
0039:   107@ == 2 // integer values 
004D: jump_if_false @HEIST2_10118 
0247: request_model #SATCHEL 
0247: request_model #WMYMECH 
0247: request_model #COLT45 
0247: request_model #CELLPHONE 

:HEIST2_9250
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #WMYMECH available 
8248:   not model #COLT45 available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @HEIST2_9291 
0001: wait 0 ms 
0002: jump @HEIST2_9250 

:HEIST2_9291
0213: 104@ = create_pickup #KNIFECUR type 15 at -938.3901 1901.649 4.3 
009A: 166@ = create_actor 25 #WMYSGRD at -960.0 1927.0 8.04 
0173: set_actor 166@ z_angle_to 81.0 
0729: AS_actor 166@ hold_cellphone 1 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 36@ = 0 // integer values 

:HEIST2_9385
00D6: if 
001B:   6 > 36@ // integer values 
004D: jump_if_false @HEIST2_10111 
00D6: if 
0019:   36@ > 1 // integer values 
004D: jump_if_false @HEIST2_9790 
009A: 157@(36@,6i) = create_actor 25 #WMYSGRD at 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) 
0648: (unknown) 157@(36@,6i) 1.0 
060F: (unknown) 157@(36@,6i) 10.0 
02E2: set_actor 157@(36@,6i) weapon_accuracy_to 85 
074E: (unknown) 157@(36@,6i) 20.0 1 
00D6: if or
0039:   36@ == 2 // integer values 
0039:   36@ == 4 // integer values 
004D: jump_if_false @HEIST2_9578 
01B2: give_actor 157@(36@,6i) weapon 3 ammo 3000 // Load the weapon model before using this 
07DD: (unknown) 157@(36@,6i) 70 
081A: actor 157@(36@,6i) weapon_skill 2 
0002: jump @HEIST2_9614 

:HEIST2_9578
01B2: give_actor 157@(36@,6i) weapon 22 ammo 3000 // Load the weapon model before using this 
07DD: (unknown) 157@(36@,6i) 60 
081A: actor 157@(36@,6i) weapon_skill 1 

:HEIST2_9614
087E: set_actor 157@(36@,6i) weapon_droppable 0 
0173: set_actor 157@(36@,6i) z_angle_to 65@(36@,6f) 
0187: 146@(36@,6i) = create_marker_above_actor 157@(36@,6i) 
018B: show_on_radar 146@(36@,6i) 2 
0006: 113@(36@,6i) = 1 // integer values 
0006: 126@(36@,6i) = 0 // integer values 
0754: (unknown) 
0755: (unknown) 71@(36@,6f) 77@(36@,6f) 83@(36@,6f) "ROADCROSS" "PED" 
0755: (unknown) 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) "ROADCROSS" "PED" 
0817: (unknown) 157@(36@,6i) 4 2 
0002: jump @HEIST2_10097 

:HEIST2_9790
009A: 157@(36@,6i) = create_actor 25 #WMYMECH at 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) 
0648: (unknown) 157@(36@,6i) 1.0 
060F: (unknown) 157@(36@,6i) 10.0 
02E2: set_actor 157@(36@,6i) weapon_accuracy_to 85 
074E: (unknown) 157@(36@,6i) 20.0 1 
0173: set_actor 157@(36@,6i) z_angle_to 65@(36@,6f) 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @HEIST2_9924 
05C5: AS_actor 157@(36@,6i) cower -2 ms 

:HEIST2_9924
0187: 146@(36@,6i) = create_marker_above_actor 157@(36@,6i) 
018B: show_on_radar 146@(36@,6i) 2 
0006: 113@(36@,6i) = 1 // integer values 
0006: 126@(36@,6i) = 0 // integer values 
0615: define_action_sequences 184@ 
05F5: unknown_action_sequence -1 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) 4 -2 
05D4: AS_actor -1 rotate_angle 65@(36@,6f) 
05C5: AS_actor -1 cower 5000 ms 
05C8: AS_actor -1 look_around 
0605: actor -1 perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 
05C7: AS_actor -1 use_atm 
05C8: AS_actor -1 look_around 
0643: (unknown) 184@ 1 
0616: define_action_sequences_end 184@ 
0618: assign_actor 157@(36@,6i) to_action_sequences 184@ 
061B: remove_references_to_action_sequences 184@ 

:HEIST2_10097
000A: 36@ += 1 // integer values 
0002: jump @HEIST2_9385 

:HEIST2_10111
0006: 107@ = 3 // integer values 

:HEIST2_10118
00D6: if 
0039:   107@ == 3 // integer values 
004D: jump_if_false @HEIST2_11565 
0006: 120@ = 1 // integer values 
00D6: if or
00FF:   actor $PLAYER_ACTOR 0 -942.0 1847.0 5.0 radius 2.0 2.0 2.0 
00FF:   actor $PLAYER_ACTOR 0 -960.0 1952.0 9.0 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST2_11565 
015F: set_camera_position -940.3428 1845.949 5.4312 0.0 0.0 0.0 
0160: point_camera -940.8073 1846.819 5.5962 2 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
016A: fade 1 1500 ms 

:HEIST2_10294
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_10318 
0001: wait 0 ms 
0002: jump @HEIST2_10294 

:HEIST2_10318
00BB: text_lowpriority 'HEI2_20' 6000 ms 1  // ~s~Ez a lopakodsrl szl, ha kiszrnak vagy tl sok zajt csapsz az egsz pletet riadztatjk.
0707: start_scene_skip_to @HEIST2_11281 

:HEIST2_10341
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @HEIST2_10365 
0001: wait 0 ms 
0002: jump @HEIST2_10341 

:HEIST2_10365
015F: set_camera_position -959.851 1925.822 8.6787 0.0 0.0 0.0 
0160: point_camera -959.1008 1925.218 8.9476 2 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @HEIST2_10439 
04D7: lock_actor 162@ in_current_position 1 

:HEIST2_10439
00BB: text_lowpriority 'HEI2_2' 6000 ms 1  // ~s~A ~y~genertor~s~ kzelben nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt a robbanszerkezet teleptshez. Telepts robbanszerkezetet az sszes ~y~genertorra~s~.

:HEIST2_10455
00D6: if 
076F:   text_priority_displaying 
004D: jump_if_false @HEIST2_10479 
0001: wait 0 ms 
0002: jump @HEIST2_10455 

:HEIST2_10479
015F: set_camera_position -960.33 1925.24 9.12 0.0 0.0 0.0 
0160: point_camera -938.79 1959.11 15.19 2 
0006: 209@ = 0 // integer values 
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 
0006: 212@ = 0 // integer values 
0006: 213@ = 0 // integer values 
0006: 214@ = 0 // integer values 
0006: 215@ = 0 // integer values 
0006: 216@ = 0 // integer values 
0006: 217@ = 0 // integer values 
0006: 218@ = 0 // integer values 

:HEIST2_10600
0001: wait 0 ms 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @HEIST2_11281 
00D6: if 
8039:   not  209@ == 0 // integer values 
004D: jump_if_false @HEIST2_10961 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_10686 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_10679 
040D: unload_wav 211@ 

:HEIST2_10679
0006: 212@ = 1 // integer values 

:HEIST2_10686
00D6: if 
0039:   212@ == 1 // integer values 
004D: jump_if_false @HEIST2_10723 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 // integer values 

:HEIST2_10723
00D6: if 
0039:   212@ == 2 // integer values 
004D: jump_if_false @HEIST2_10783 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_10783 
03D1: play_wav 210@ 
00BC: text_highpriority $7891(209@,18s) 10000 ms 1 
0006: 212@ = 3 // integer values 

:HEIST2_10783
00D6: if 
0039:   212@ == 3 // integer values 
004D: jump_if_false @HEIST2_10961 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_10900 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 // integer values 
004D: jump_if_false @HEIST2_10865 
0006: 210@ = 2 // integer values 
0006: 211@ = 1 // integer values 
0002: jump @HEIST2_10879 

:HEIST2_10865
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 

:HEIST2_10879
0006: 209@ = 0 // integer values 
0006: 212@ = 0 // integer values 
0002: jump @HEIST2_10961 

:HEIST2_10900
00D6: if 
83D0:   not wav 211@ loaded 
004D: jump_if_false @HEIST2_10961 
00D6: if 
001B:   8 > 209@ // integer values 
004D: jump_if_false @HEIST2_10961 
0085: 218@ = 209@ // integer values and handles 
000A: 218@ += 1 // integer values 
03CF: load_wav 191@(218@,18i) as 211@ 

:HEIST2_10961
0871: init_jump_table 214@ total_jumps 2 1 @HEIST2_11202 jumps 0 @HEIST2_11024 1 @HEIST2_11097 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 

:HEIST2_11024
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_11090 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_11071 
0968: actor 166@ stop_mouth 
0967: actor 166@ move_mouth 4000 

:HEIST2_11071
0006: 209@ = 12 // integer values 
0006: 214@ = 1 // integer values 
01BD: 217@ = current_time_in_ms 

:HEIST2_11090
0002: jump @HEIST2_11274 

:HEIST2_11097
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // integer values and handles 
0062: 215@ -= 217@ // integer values 
00D6: if 
0019:   215@ > 1000 // integer values 
004D: jump_if_false @HEIST2_11195 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_11195 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_11176 
0968: actor 166@ stop_mouth 

:HEIST2_11176
0006: 209@ = 13 // integer values 
0006: 214@ = 2 // integer values 
01BD: 217@ = current_time_in_ms 

:HEIST2_11195
0002: jump @HEIST2_11274 

:HEIST2_11202
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // integer values and handles 
0062: 215@ -= 217@ // integer values 
00D6: if 
0019:   215@ > 1000 // integer values 
004D: jump_if_false @HEIST2_11267 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_11267 
0006: 213@ = 1 // integer values 

:HEIST2_11267
0002: jump @HEIST2_11274 

:HEIST2_11274
0002: jump @HEIST2_10600 

:HEIST2_11281
0701: end_scene_skip 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @HEIST2_11306 
04D7: lock_actor 162@ in_current_position 0 

:HEIST2_11306
00BE: text_clear_all 
00BB: text_lowpriority 'HEI2_2' 4000 ms 1  // ~s~A ~y~genertor~s~ kzelben nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt a robbanszerkezet teleptshez. Telepts robbanszerkezetet az sszes ~y~genertorra~s~.
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_11383 
062E: (unknown) 166@ 1833 39@ 
00D6: if 
84A4:   not  39@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST2_11378 
0729: AS_actor 166@ hold_cellphone 0 

:HEIST2_11378
0249: release_model #CELLPHONE 

:HEIST2_11383
009B: destroy_actor_instantly 166@ 
01C2: remove_references_to_actor 166@ // Like turning an actor into a random pedestrian 
075B: (unknown) 90 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0006: 37@ = 0 // integer values 

:HEIST2_11417
00D6: if 
001B:   6 > 37@ // integer values 
004D: jump_if_false @HEIST2_11558 
00D6: if 
001B:   5 > 37@ // integer values 
004D: jump_if_false @HEIST2_11483 
018A: 140@(37@,5i) = create_checkpoint_at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 

:HEIST2_11483
00D6: if 
8118:   not actor 157@(37@,6i) dead 
004D: jump_if_false @HEIST2_11544 
077A: set_actor 157@(37@,6i) aggressive_to_pedgroup 4 type 0 
060B: unknown_actor_use_entity 157@(37@,6i) 38@ 
074E: (unknown) 157@(37@,6i) 40.0 10 

:HEIST2_11544
000A: 37@ += 1 // integer values 
0002: jump @HEIST2_11417 

:HEIST2_11558
0006: 107@ = 4 // integer values 

:HEIST2_11565
00D6: if 
001B:   6 > 107@ // integer values 
004D: jump_if_false @HEIST2_11709 
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @HEIST2_11702 
0006: 36@ = 0 // integer values 

:HEIST2_11608
00D6: if 
001B:   6 > 36@ // integer values 
004D: jump_if_false @HEIST2_11702 
00D6: if 
0118:   actor 157@(36@,6i) dead 
004D: jump_if_false @HEIST2_11688 
00D6: if 
0039:   113@(36@,6i) == 1 // integer values 
004D: jump_if_false @HEIST2_11688 
0164: disable_marker 146@(36@,6i) 
0006: 113@(36@,6i) = 0 // integer values 

:HEIST2_11688
000A: 36@ += 1 // integer values 
0002: jump @HEIST2_11608 

:HEIST2_11702
0002: jump @HEIST2_11808 

:HEIST2_11709
00D6: if 
0039:   107@ == 6 // integer values 
004D: jump_if_false @HEIST2_11808 
0006: 36@ = 0 // integer values 

:HEIST2_11734
00D6: if 
001B:   6 > 36@ // integer values 
004D: jump_if_false @HEIST2_11808 
00D6: if 
0039:   113@(36@,6i) == 1 // integer values 
004D: jump_if_false @HEIST2_11794 
0164: disable_marker 146@(36@,6i) 
0006: 113@(36@,6i) = 0 // integer values 

:HEIST2_11794
000A: 36@ += 1 // integer values 
0002: jump @HEIST2_11734 

:HEIST2_11808
00D6: if and
0019:   107@ > 2 // integer values 
0039:   185@ == 0 // integer values 
004D: jump_if_false @HEIST2_13330 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_11880 
00D6: if 
82CA:   not car 168@ bounding_sphere_visible 
004D: jump_if_false @HEIST2_11880 
01C3: remove_references_to_car 168@ // Like turning a car into any random car 
0249: release_model #NEVADA 
00A6: destroy_car 168@ 

:HEIST2_11880
00D6: if 
8039:   not  209@ == 0 // integer values 
004D: jump_if_false @HEIST2_12151 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_11944 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_11937 
040D: unload_wav 211@ 

:HEIST2_11937
0006: 212@ = 1 // integer values 

:HEIST2_11944
00D6: if 
0039:   212@ == 1 // integer values 
004D: jump_if_false @HEIST2_11981 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 // integer values 

:HEIST2_11981
00D6: if 
0039:   212@ == 2 // integer values 
004D: jump_if_false @HEIST2_12041 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_12041 
03D1: play_wav 210@ 
00BC: text_highpriority $7891(209@,18s) 10000 ms 1 
0006: 212@ = 3 // integer values 

:HEIST2_12041
00D6: if 
0039:   212@ == 3 // integer values 
004D: jump_if_false @HEIST2_12151 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_12151 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 // integer values 
004D: jump_if_false @HEIST2_12123 
0006: 210@ = 2 // integer values 
0006: 211@ = 1 // integer values 
0002: jump @HEIST2_12137 

:HEIST2_12123
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 

:HEIST2_12137
0006: 209@ = 0 // integer values 
0006: 212@ = 0 // integer values 

:HEIST2_12151
0006: 36@ = 0 // integer values 

:HEIST2_12158
00D6: if 
001B:   6 > 36@ // integer values 
004D: jump_if_false @HEIST2_13203 
00D6: if 
8118:   not actor 157@(36@,6i) dead 
004D: jump_if_false @HEIST2_13189 
00D6: if 
0039:   126@(36@,6i) == 0 // integer values 
004D: jump_if_false @HEIST2_12421 
00D6: if or
074F: (unknown) 157@(36@,6i) 62 
074F: (unknown) 157@(36@,6i) 63 
004D: jump_if_false @HEIST2_12421 
00D6: if 
874F:   not (unknown) 157@(36@,6i) 36 
004D: jump_if_false @HEIST2_12421 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_12389 
00D6: if 
0019:   36@ > 1 // integer values 
004D: jump_if_false @HEIST2_12389 
0209: 41@ = random_int 0 3 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_12350 
0006: 209@ = 6 // integer values 
0002: jump @HEIST2_12389 

:HEIST2_12350
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @HEIST2_12382 
0006: 209@ = 3 // integer values 
0002: jump @HEIST2_12389 

:HEIST2_12382
0006: 209@ = 2 // integer values 

:HEIST2_12389
09D5: (unknown) 157@(36@,6i) 204 1 0 0 219@ 
0006: 126@(36@,6i) = 1 // integer values 

:HEIST2_12421
00D6: if 
0039:   126@(36@,6i) == 1 // integer values 
004D: jump_if_false @HEIST2_12635 
00D6: if and
874F:   not (unknown) 157@(36@,6i) 62 
874F:   not (unknown) 157@(36@,6i) 63 
874F:   not (unknown) 157@(36@,6i) 36 
874F:   not (unknown) 157@(36@,6i) 15 
874F:   not (unknown) 157@(36@,6i) 9 
874F:   not (unknown) 157@(36@,6i) 31 
004D: jump_if_false @HEIST2_12635 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_12604 
00D6: if 
0019:   36@ > 1 // integer values 
004D: jump_if_false @HEIST2_12604 
0209: 41@ = random_int 0 2 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_12597 
0006: 209@ = 11 // integer values 
0002: jump @HEIST2_12604 

:HEIST2_12597
0006: 209@ = 9 // integer values 

:HEIST2_12604
09D5: (unknown) 157@(36@,6i) 13 1 0 0 219@ 
0006: 126@(36@,6i) = 0 // integer values 

:HEIST2_12635
00D6: if or
0039:   126@(36@,6i) == 0 // integer values 
0039:   126@(36@,6i) == 1 // integer values 
004D: jump_if_false @HEIST2_12910 
00D6: if or
074F: (unknown) 157@(36@,6i) 36 
074F: (unknown) 157@(36@,6i) 15 
074F: (unknown) 157@(36@,6i) 9 
074F: (unknown) 157@(36@,6i) 31 
004D: jump_if_false @HEIST2_12910 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_12871 
00D6: if 
0019:   36@ > 1 // integer values 
004D: jump_if_false @HEIST2_12871 
0209: 41@ = random_int 0 4 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_12800 
0006: 209@ = 1 // integer values 
0002: jump @HEIST2_12871 

:HEIST2_12800
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @HEIST2_12832 
0006: 209@ = 8 // integer values 
0002: jump @HEIST2_12871 

:HEIST2_12832
00D6: if 
0039:   41@ == 2 // integer values 
004D: jump_if_false @HEIST2_12864 
0006: 209@ = 4 // integer values 
0002: jump @HEIST2_12871 

:HEIST2_12864
0006: 209@ = 12 // integer values 

:HEIST2_12871
09D5: (unknown) 157@(36@,6i) 205 1 0 0 219@ 
0006: 105@ = 1 // integer values 
0006: 126@(36@,6i) = 2 // integer values 

:HEIST2_12910
00D6: if 
0039:   126@(36@,6i) == 2 // integer values 
004D: jump_if_false @HEIST2_13189 
00D6: if and
874F:   not (unknown) 157@(36@,6i) 62 
874F:   not (unknown) 157@(36@,6i) 63 
874F:   not (unknown) 157@(36@,6i) 36 
874F:   not (unknown) 157@(36@,6i) 15 
874F:   not (unknown) 157@(36@,6i) 9 
874F:   not (unknown) 157@(36@,6i) 31 
004D: jump_if_false @HEIST2_13189 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_13157 
00D6: if 
0019:   36@ > 1 // integer values 
004D: jump_if_false @HEIST2_13157 
0209: 41@ = random_int 0 4 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @HEIST2_13086 
0006: 209@ = 1 // integer values 
0002: jump @HEIST2_13157 

:HEIST2_13086
00D6: if 
0039:   41@ == 5 // integer values 
004D: jump_if_false @HEIST2_13118 
0006: 209@ = 8 // integer values 
0002: jump @HEIST2_13157 

:HEIST2_13118
00D6: if 
0039:   41@ == 2 // integer values 
004D: jump_if_false @HEIST2_13150 
0006: 209@ = 7 // integer values 
0002: jump @HEIST2_13157 

:HEIST2_13150
0006: 209@ = 10 // integer values 

:HEIST2_13157
09D5: (unknown) 157@(36@,6i) 206 1 0 0 219@ 
0006: 126@(36@,6i) = 0 // integer values 

:HEIST2_13189
000A: 36@ += 1 // integer values 
0002: jump @HEIST2_12158 

:HEIST2_13203
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @HEIST2_13271 
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @HEIST2_13271 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_13271 
0006: 133@ = 1 // integer values 
0006: 209@ = 4 // integer values 

:HEIST2_13271
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_13330 
00D6: if 
803B:   not  42@ == 209@ // integer values 
004D: jump_if_false @HEIST2_13323 
0085: 42@ = 209@ // integer values and handles 
0002: jump @HEIST2_13330 

:HEIST2_13323
0006: 209@ = 0 // integer values 

:HEIST2_13330
00D6: if 
0039:   107@ == 4 // integer values 
004D: jump_if_false @HEIST2_14449 
00D6: if 
001B:   5 > 34@ // integer values 
004D: jump_if_false @HEIST2_14386 
0006: 122@ = 0 // integer values 
0006: 37@ = 0 // integer values 

:HEIST2_13380
00D6: if 
001B:   5 > 37@ // integer values 
004D: jump_if_false @HEIST2_14359 
00D6: if 
0039:   108@(37@,5i) == 0 // integer values 
004D: jump_if_false @HEIST2_14345 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) radius 4.0 4.0 3.0 
004D: jump_if_false @HEIST2_14345 
0006: 122@ = 1 // integer values 
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @HEIST2_13517 
0006: 121@ = 1 // integer values 
03E5: text_box 'HEI2_6'  // A(z) ~k~~VEHICLE_ENTER_EXIT~ billentyvel teleptheted a robbanszerkezetet

:HEIST2_13517
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @HEIST2_14345 
03E6: remove_text_box 
0006: 121@ = 0 // integer values 
000A: 34@ += 1 // integer values 
0164: disable_marker 140@(37@,5i) 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @HEIST2_13589 
0006: 134@ = 1 // integer values 
0002: jump @HEIST2_13596 

:HEIST2_13589
0006: 134@ = 0 // integer values 

:HEIST2_13596
01B4: set_player $PLAYER_CHAR frozen_state 0 
0615: define_action_sequences 182@ 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @HEIST2_13699 
06BA: unknown_action_sequence -1 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0605: actor -1 perform_animation_sequence "BOM_PLANT_IN" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @HEIST2_13747 

:HEIST2_13699
0605: actor -1 perform_animation_sequence "BOM_PLANT_CROUCH_IN" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 

:HEIST2_13747
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @HEIST2_13913 
0605: actor -1 perform_animation_sequence "BOM_PLANT_CROUCH_OUT" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
04EB: AS_actor -1 crouch 1 
0002: jump @HEIST2_13957 

:HEIST2_13913
0605: actor -1 perform_animation_sequence "BOM_PLANT_2IDLE" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 

:HEIST2_13957
0616: define_action_sequences_end 182@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 182@ 
061B: remove_references_to_action_sequences 182@ 
0006: 32@ = 0 // integer values 
0006: 106@ = 0 // integer values 

:HEIST2_13989
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_14311 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @HEIST2_14168 
00D6: if or
0611:   actor $PLAYER_ACTOR animation_is "BOM_PLANT_2IDLE" 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @HEIST2_14161 
04C4: create_coordinate 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) from_actor $PLAYER_ACTOR offset 0.0 0.5 -1.0 
0107: 169@(37@,5i) = create_object #SATCHEL at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0177: set_object 169@(37@,5i) z_angle_to 100.0 
0006: 106@ = 1 // integer values 

:HEIST2_14161
0002: jump @HEIST2_14300 

:HEIST2_14168
062E: (unknown) $PLAYER_ACTOR 1560 39@ 
00D6: if or
04A4:   39@ == 7 // integer values OR floating-point values 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @HEIST2_14300 
04C4: create_coordinate 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) from_actor $PLAYER_ACTOR offset 0.0 0.5 -1.0 
0107: 169@(37@,5i) = create_object #SATCHEL at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0177: set_object 169@(37@,5i) z_angle_to 100.0 
0006: 106@ = 1 // integer values 

:HEIST2_14300
0001: wait 0 ms 
0002: jump @HEIST2_13989 

:HEIST2_14311
00BC: text_highpriority 'HEI2_58' 4000 ms 1  // ~s~Robbanszerkezet elhelyezve.
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 108@(37@,5i) = 1 // integer values 

:HEIST2_14345
000A: 37@ += 1 // integer values 
0002: jump @HEIST2_13380 

:HEIST2_14359
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @HEIST2_14386 
03E6: remove_text_box 
0006: 121@ = 0 // integer values 

:HEIST2_14386
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @HEIST2_14449 
00BE: text_clear_all 
018A: 145@ = create_checkpoint_at -959.5947 1953.122 8.0078 
00BB: text_lowpriority 'HEI2_5' 10000 ms 1  // ~s~Az sszes genertor be lett drtozva, menj a ~y~kijrathoz~s~.
0006: 107@ = 5 // integer values 

:HEIST2_14449
00D6: if 
0039:   107@ == 5 // integer values 
004D: jump_if_false @HEIST2_14806 
00D6: if 
00FF:   actor $PLAYER_ACTOR 35@ -959.5947 1953.122 8.0078 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST2_14799 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
016A: fade 0 1500 ms 

:HEIST2_14534
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_14558 
0001: wait 0 ms 
0002: jump @HEIST2_14534 

:HEIST2_14558
0006: 185@ = 1 // integer values 
0006: 35@ = 0 // integer values 
0164: disable_marker 145@ 
0215: destroy_pickup 104@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0108: destroy_object 169@ 
0108: destroy_object 170@ 
0108: destroy_object 171@ 
0108: destroy_object 172@ 
0108: destroy_object 173@ 
009B: destroy_actor_instantly 157@ 
009B: destroy_actor_instantly 158@ 
009B: destroy_actor_instantly 159@ 
009B: destroy_actor_instantly 160@ 
009B: destroy_actor_instantly 161@ 
009B: destroy_actor_instantly 162@ 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 171@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 172@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 173@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 157@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 160@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 161@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
0249: release_model #SATCHEL 
0247: request_model #REEFER 

:HEIST2_14716
00D6: if 
8248:   not model #REEFER available 
004D: jump_if_false @HEIST2_14743 
0001: wait 0 ms 
0002: jump @HEIST2_14716 

:HEIST2_14743
00A5: 167@ = create_car #REEFER at -638.0 1955.0 1.0 
0175: set_car 167@ z_angle_to 180.0 
0050: gosub @HEIST2_14813 
00BE: text_clear_all 
0002: jump @HEIST2_18813 
0002: jump @HEIST2_14806 

:HEIST2_14799
0006: 35@ = 1 // integer values 

:HEIST2_14806
0002: jump @HEIST2_1813 

:HEIST2_14813
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @HEIST2_18793 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @HEIST2_14869 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 

:HEIST2_14869
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "BD_FIRE" 
04ED: load_animation "BOMBER" 
0247: request_model #ENFORCER 
0247: request_model #COPCARRU 
04BB: select_interior 0 // select render area 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: (unknown) $PLAYER_ACTOR 1 

:HEIST2_14930
00D6: if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "BD_FIRE" loaded 
84EE:   not animation "BOMBER" loaded 
8248:   not model #COPCARRU available 
8248:   not model #ENFORCER available 
004D: jump_if_false @HEIST2_14995 
0001: wait 0 ms 
0002: jump @HEIST2_14930 

:HEIST2_14995
04FA: reset_interior_colors 0 
00A1: put_actor $PLAYER_ACTOR at -596.3235 2015.608 75.9845 
0173: set_actor $PLAYER_ACTOR z_angle_to 330.0 
03CB: set_camera -594.9886 2018.639 76.8829 
04E4: unknown_refresh_game_renderer_at -594.9886 2018.639 
015F: set_camera_position -595.73 2001.92 78.66 0.0 0.0 0.0 
0160: point_camera -601.02 2033.63 73.91 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0395: clear_area 1 at -683.0 2053.0 59.1719 range 50.0 
0395: clear_area 1 at -488.0 2001.0 59.4028 range 50.0 
00A5: 225@ = create_car #COPCARRU at -683.0 2053.0 59.1719 
0175: set_car 225@ z_angle_to 268.7848 
073B: (unknown) 225@ 1 
0397: car 225@ siren = 1 
00A5: 226@ = create_car #COPCARRU at -486.0 2006.0 59.4028 
0175: set_car 226@ z_angle_to 130.7071 
073B: (unknown) 226@ 1 
0397: car 226@ siren = 1 
00A5: 227@ = create_car #ENFORCER at -694.0 2055.0 59.1719 
0175: set_car 227@ z_angle_to 268.7848 
073B: (unknown) 227@ 1 
0397: car 227@ siren = 1 
00A5: 228@ = create_car #ENFORCER at -491.0 1997.0 59.4028 
0175: set_car 228@ z_angle_to 126.7071 
073B: (unknown) 228@ 1 
0397: car 228@ siren = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
016A: fade 1 1500 ms 

:HEIST2_15373
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_15397 
0001: wait 0 ms 
0002: jump @HEIST2_15373 

:HEIST2_15397
0006: 33@ = 0 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0707: start_scene_skip_to @HEIST2_18583 
0006: 209@ = 0 // integer values 
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 
0006: 212@ = 0 // integer values 
0006: 213@ = 0 // integer values 
0006: 214@ = 0 // integer values 
0006: 215@ = 0 // integer values 
0006: 216@ = 0 // integer values 
0006: 217@ = 0 // integer values 
0006: 218@ = 0 // integer values 
0006: 222@ = 0 // integer values 
0006: 224@ = 0 // integer values 
0006: 223@ = 0 // integer values 

:HEIST2_15507
0001: wait 0 ms 
00D6: if 
8039:   not  209@ == 0 // integer values 
004D: jump_if_false @HEIST2_15782 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_15575 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_15568 
040D: unload_wav 211@ 

:HEIST2_15568
0006: 212@ = 1 // integer values 

:HEIST2_15575
00D6: if 
0039:   212@ == 1 // integer values 
004D: jump_if_false @HEIST2_15612 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 // integer values 

:HEIST2_15612
00D6: if 
0039:   212@ == 2 // integer values 
004D: jump_if_false @HEIST2_15672 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_15672 
03D1: play_wav 210@ 
00BC: text_highpriority $7891(209@,18s) 10000 ms 1 
0006: 212@ = 3 // integer values 

:HEIST2_15672
00D6: if 
0039:   212@ == 3 // integer values 
004D: jump_if_false @HEIST2_15782 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_15782 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 // integer values 
004D: jump_if_false @HEIST2_15754 
0006: 210@ = 2 // integer values 
0006: 211@ = 1 // integer values 
0002: jump @HEIST2_15768 

:HEIST2_15754
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 

:HEIST2_15768
0006: 209@ = 0 // integer values 
0006: 212@ = 0 // integer values 

:HEIST2_15782
00D6: if 
8039:   not  222@ == 0 // integer values 
004D: jump_if_false @HEIST2_15971 
00D6: if 
0039:   223@ == 0 // integer values 
004D: jump_if_false @HEIST2_15844 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST2_15837 
040D: unload_wav 3 

:HEIST2_15837
0006: 223@ = 1 // integer values 

:HEIST2_15844
00D6: if 
0039:   223@ == 1 // integer values 
004D: jump_if_false @HEIST2_15880 
03CF: load_wav 220@(222@,2i) as 3 
0006: 223@ = 2 // integer values 

:HEIST2_15880
00D6: if 
0039:   223@ == 2 // integer values 
004D: jump_if_false @HEIST2_15924 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST2_15924 
03D1: play_wav 3 
0006: 223@ = 3 // integer values 

:HEIST2_15924
00D6: if 
0039:   223@ == 3 // integer values 
004D: jump_if_false @HEIST2_15971 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST2_15971 
0006: 222@ = 0 // integer values 
0006: 223@ = 0 // integer values 

:HEIST2_15971
0871: init_jump_table 214@ total_jumps 2 1 @HEIST2_16475 jumps 0 @HEIST2_16034 1 @HEIST2_16096 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 

:HEIST2_16034
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_16089 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 
0006: 209@ = 16 // integer values 
05C8: AS_actor $PLAYER_ACTOR look_around 
0006: 214@ = 1 // integer values 
01BD: 217@ = current_time_in_ms 

:HEIST2_16089
0002: jump @HEIST2_16560 

:HEIST2_16096
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // integer values and handles 
0062: 215@ -= 217@ // integer values 
00D6: if 
0019:   215@ > 2000 // integer values 
004D: jump_if_false @HEIST2_16468 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_16468 
00D6: if 
0039:   224@ == 1 // integer values 
004D: jump_if_false @HEIST2_16436 
00D6: if 
0039:   223@ == 0 // integer values 
004D: jump_if_false @HEIST2_16429 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 
0006: 209@ = 14 // integer values 
0006: 214@ = 2 // integer values 
01BD: 217@ = current_time_in_ms 
015F: set_camera_position -596.53 2013.11 76.53 0.0 0.0 0.0 
0160: point_camera -598.08 2045.39 79.93 2 
0687: clear_actor_task $PLAYER_ACTOR 
0615: define_action_sequences 183@ 
0605: actor -1 perform_animation_sequence "BOM_PLANT_IN" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "BOM_PLANT_2IDLE" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 

:HEIST2_16429
0002: jump @HEIST2_16468 

:HEIST2_16436
00D6: if 
0039:   224@ == 0 // integer values 
004D: jump_if_false @HEIST2_16468 
0006: 222@ = 1 // integer values 
0006: 224@ = 1 // integer values 

:HEIST2_16468
0002: jump @HEIST2_16560 

:HEIST2_16475
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // integer values and handles 
0062: 215@ -= 217@ // integer values 
00D6: if 
0019:   215@ > 1000 // integer values 
004D: jump_if_false @HEIST2_16553 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_16553 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 
0006: 213@ = 1 // integer values 

:HEIST2_16553
0002: jump @HEIST2_16560 

:HEIST2_16560
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @HEIST2_16585 
0002: jump @HEIST2_15507 

:HEIST2_16585
0006: 106@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST2_16599
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_16664 
062E: (unknown) $PLAYER_ACTOR 1560 39@ 
00D6: if 
04A4:   39@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST2_16653 
0006: 106@ = 1 // integer values 

:HEIST2_16653
0001: wait 0 ms 
0002: jump @HEIST2_16599 

:HEIST2_16664
0687: clear_actor_task $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
0615: define_action_sequences 183@ 
0603: unknown_action_sequence -1 -598.5344 2017.53 75.9845 4 -1 
05D4: AS_actor -1 rotate_angle 70.0 
0812: AS_actor -1 perform_animation "BD_PANIC_02" from_file "BD_FIRE" 4.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 
0006: 209@ = 17 // integer values 
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 
0006: 212@ = 0 // integer values 
0006: 213@ = 0 // integer values 
0006: 214@ = 0 // integer values 
0006: 215@ = 0 // integer values 
0006: 216@ = 0 // integer values 
0006: 217@ = 0 // integer values 
0006: 218@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST2_16854
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_17404 
00D6: if 
8039:   not  209@ == 0 // integer values 
004D: jump_if_false @HEIST2_17143 
00D6: if 
0039:   212@ == 0 // integer values 
004D: jump_if_false @HEIST2_16936 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_16929 
040D: unload_wav 211@ 

:HEIST2_16929
0006: 212@ = 1 // integer values 

:HEIST2_16936
00D6: if 
0039:   212@ == 1 // integer values 
004D: jump_if_false @HEIST2_16973 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 // integer values 

:HEIST2_16973
00D6: if 
0039:   212@ == 2 // integer values 
004D: jump_if_false @HEIST2_17033 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_17033 
03D1: play_wav 210@ 
00BC: text_highpriority $7891(209@,18s) 10000 ms 1 
0006: 212@ = 3 // integer values 

:HEIST2_17033
00D6: if 
0039:   212@ == 3 // integer values 
004D: jump_if_false @HEIST2_17143 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_17143 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 // integer values 
004D: jump_if_false @HEIST2_17115 
0006: 210@ = 2 // integer values 
0006: 211@ = 1 // integer values 
0002: jump @HEIST2_17129 

:HEIST2_17115
0006: 210@ = 1 // integer values 
0006: 211@ = 2 // integer values 

:HEIST2_17129
0006: 209@ = 0 // integer values 
0006: 212@ = 0 // integer values 

:HEIST2_17143
062E: (unknown) $PLAYER_ACTOR 1560 39@ 
00D6: if 
04A4:   39@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST2_17186 
0006: 106@ = 1 // integer values 
0002: jump @HEIST2_17393 

:HEIST2_17186
00D6: if 
04A4:   39@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HEIST2_17393 
0646: (unknown) $PLAYER_ACTOR 39@ 
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @HEIST2_17393 
00D6: if 
8119:   not car 225@ wrecked 
004D: jump_if_false @HEIST2_17286 
04BA: set_car 225@ speed_instantly 20.0 
00AD: set_car 225@ max_speed_to 40.0 
00A7: car 225@ drive_to -591.4136 2024.863 59.1719 

:HEIST2_17286
00D6: if 
8119:   not car 227@ wrecked 
004D: jump_if_false @HEIST2_17342 
04BA: set_car 227@ speed_instantly 20.0 
00AD: set_car 227@ max_speed_to 40.0 
00A7: car 227@ drive_to -591.4136 2024.863 59.1719 

:HEIST2_17342
015F: set_camera_position -597.14 2017.04 78.03 0.0 0.0 0.0 
0160: point_camera -637.05 2036.76 64.61 2 

:HEIST2_17393
0001: wait 0 ms 
0002: jump @HEIST2_16854 

:HEIST2_17404
00A1: put_actor $PLAYER_ACTOR at -598.5344 2017.53 75.9845 
0173: set_actor $PLAYER_ACTOR z_angle_to 70.0 
015F: set_camera_position -601.69 2017.41 78.85 0.0 0.0 0.0 
0160: point_camera -576.19 2014.02 68.86 2 
0615: define_action_sequences 183@ 
0812: AS_actor -1 perform_animation "BD_PANIC_04" from_file "BD_FIRE" 4.0 loop 0 0 0 lock 0 time -1 
0603: unknown_action_sequence -1 -596.3235 2015.608 75.9845 4 -1 
05D4: AS_actor -1 rotate_angle 148.5634 
0616: define_action_sequences_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 183@ 
061B: remove_references_to_action_sequences 183@ 
0006: 106@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST2_17595
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_17823 
062E: (unknown) $PLAYER_ACTOR 1560 39@ 
00D6: if 
04A4:   39@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST2_17656 
0006: 106@ = 1 // integer values 
0002: jump @HEIST2_17812 

:HEIST2_17656
00D6: if 
04A4:   39@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HEIST2_17812 
0646: (unknown) $PLAYER_ACTOR 39@ 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @HEIST2_17812 
00D6: if 
8119:   not car 226@ wrecked 
004D: jump_if_false @HEIST2_17756 
04BA: set_car 226@ speed_instantly 20.0 
00AD: set_car 226@ max_speed_to 40.0 
00A7: car 226@ drive_to -587.4136 2036.863 59.1719 

:HEIST2_17756
00D6: if 
8119:   not car 228@ wrecked 
004D: jump_if_false @HEIST2_17812 
04BA: set_car 228@ speed_instantly 20.0 
00AD: set_car 228@ max_speed_to 40.0 
00A7: car 228@ drive_to -587.4136 2036.863 59.1719 

:HEIST2_17812
0001: wait 0 ms 
0002: jump @HEIST2_17595 

:HEIST2_17823
015F: set_camera_position -596.51 2000.5 79.7 0.0 0.0 0.0 
0160: point_camera -600.79 2009.02 75.31 2 
0647: unknown_action_sequence $PLAYER_ACTOR 
0687: clear_actor_task $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -596.3235 2015.608 75.9845 
0173: set_actor $PLAYER_ACTOR z_angle_to 148.5634 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" from_file "DAM_JUMP" 4.0 loop 0 0 0 lock 0 time -1 
0006: 106@ = 0 // integer values 

:HEIST2_17963
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_18053 
062E: (unknown) $PLAYER_ACTOR 2066 39@ 
00D6: if 
04A4:   39@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST2_18042 
00A1: put_actor $PLAYER_ACTOR at -613.74 1980.77 52.13 
0001: wait 200 ms 
0006: 106@ = 1 // integer values 

:HEIST2_18042
0001: wait 0 ms 
0002: jump @HEIST2_17963 

:HEIST2_18053
015F: set_camera_position -607.52 1963.5 41.26 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR 15 2 
00A6: destroy_car 225@ 
00A6: destroy_car 226@ 
00A6: destroy_car 227@ 
00A6: destroy_car 228@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_DIVE_LOOP" from_file "DAM_JUMP" 1000.0 loop 1 0 0 lock 0 time -1 
0006: 106@ = 0 // integer values 

:HEIST2_18166
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_18250 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -613.74 1980.77 10.824 radius 50.0 50.0 1.0 
004D: jump_if_false @HEIST2_18239 
0006: 106@ = 1 // integer values 

:HEIST2_18239
0001: wait 0 ms 
0002: jump @HEIST2_18166 

:HEIST2_18250
015F: set_camera_position -620.95 1970.46 4.58 0.0 0.0 0.0 
0160: point_camera -610.92 1984.83 -2.79 2 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAND" from_file "DAM_JUMP" 4.0 loop 0 1 1 lock 0 time -1 
0006: 106@ = 0 // integer values 
0006: 125@ = 0 // integer values 

:HEIST2_18355
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST2_18583 
062E: (unknown) $PLAYER_ACTOR 2066 39@ 
00D6: if 
04A4:   39@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST2_18416 
0006: 106@ = 1 // integer values 
0002: jump @HEIST2_18572 

:HEIST2_18416
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @HEIST2_18572 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "DAM_LAND" 
004D: jump_if_false @HEIST2_18572 
0613: 46@ = actor $PLAYER_ACTOR animation "DAM_LAND" time 
00D6: if 
0021:   46@ > 0.115 // floating-point values 
004D: jump_if_false @HEIST2_18572 
064B: 40@ = create_particle "WATER_SPLASH" at -613.74 1980.77 -0.8 1 
00D6: if 
0039:   40@ == -1 // integer values 
004D: jump_if_false @HEIST2_18560 
0002: jump @HEIST2_18572 

:HEIST2_18560
064F: (unknown) 40@ 
0006: 125@ = 1 // integer values 

:HEIST2_18572
0001: wait 0 ms 
0002: jump @HEIST2_18355 

:HEIST2_18583
0701: end_scene_skip 
040D: unload_wav 210@ 
040D: unload_wav 211@ 
00BE: text_clear_all 
016A: fade 0 1000 ms 

:HEIST2_18604
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_18628 
0001: wait 0 ms 
0002: jump @HEIST2_18604 

:HEIST2_18628
0972: (unknown) $PLAYER_ACTOR -613.74 1980.77 -0.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 148.5634 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BOMBER" 
04EF: release_animation "BD_FIRE" 
01C3: remove_references_to_car 225@ // Like turning a car into any random car 
01C3: remove_references_to_car 226@ // Like turning a car into any random car 
01C3: remove_references_to_car 227@ // Like turning a car into any random car 
01C3: remove_references_to_car 228@ // Like turning a car into any random car 
0249: release_model #COPCARRU 
0249: release_model #ENFORCER 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
02EB: restore_camera_with_jumpcut 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
016A: fade 1 1500 ms 

:HEIST2_18755
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_18779 
0001: wait 0 ms 
0002: jump @HEIST2_18755 

:HEIST2_18779
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 119@ = 1 // integer values 

:HEIST2_18793
0051: return 

:HEIST2_18795
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:HEIST2_18813
0008: $11258 += 1 // integer values 
0318: set_latest_mission_passed 'HEIST_2'  // Gtrobbant
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 5 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0394: play_music 1 
0998: add_respect 5 
0051: return 

:HEIST2_18863
0004: $1510 = 1 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0581: toggle_radar 1 
01B7: release_weather 
075B: (unknown) 0 
07FB: set_interior 'DAMIN' accessible 1  // Genertor terem
07FB: set_interior 'DAMOUT' accessible 1 
0873: release_path 805 
00D6: if 
0039:   135@ == 1 // integer values 
004D: jump_if_false @HEIST2_18957 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST2_18957 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:HEIST2_18957
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
07A8: toggle_area69_sam 1 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
0164: disable_marker 142@ 
0164: disable_marker 143@ 
0164: disable_marker 144@ 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0164: disable_marker 145@ 
0164: disable_marker 152@ 
0164: disable_marker 156@ 
0006: 36@ = 0 // integer values 

:HEIST2_19032
00D6: if 
001B:   6 > 36@ // integer values 
004D: jump_if_false @HEIST2_19073 
0164: disable_marker 146@(36@,6i) 
000A: 36@ += 1 // integer values 
0002: jump @HEIST2_19032 

:HEIST2_19073
06D6: destroy_racing_checkpoint 153@ 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 171@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 172@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 173@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 174@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 175@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 177@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 179@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 180@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 157@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 160@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 161@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 165@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 165@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 167@ // Like turning a car into any random car 
01C3: remove_references_to_car 225@ // Like turning a car into any random car 
01C3: remove_references_to_car 226@ // Like turning a car into any random car 
01C3: remove_references_to_car 227@ // Like turning a car into any random car 
01C3: remove_references_to_car 228@ // Like turning a car into any random car 
0249: release_model #ENFORCER 
0249: release_model #COPCARRU 
0249: release_model #SMASHBOXPILE 
0249: release_model #K_CARGO1 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #K_CARGO4 
0249: release_model #GUN_PARA 
0249: release_model #WMYSGRD 
0249: release_model #WMYMECH 
0249: release_model #NITESTICK 
0249: release_model #COLT45 
0249: release_model #KNIFECUR 
0249: release_model #SATCHEL 
0249: release_model #REEFER 
0249: release_model #KNIFECUR 
020A: set_car 168@ door_status_to 1 
01C3: remove_references_to_car 168@ // Like turning a car into any random car 
0249: release_model #NEVADA 
0249: release_model #SW_BIT_09 
0215: destroy_pickup 104@ 
04EF: release_animation "BOMBER" 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BD_FIRE" 
065C: unknown_create_def_entity 38@ // unknown_destroy 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 99---------------
// Originally: Cop Wheels

:HEIST4
03A4: name_thread 'HEIST4' 
0050: gosub @HEIST4_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HEIST4_38 
0050: gosub @HEIST4_13162 

:HEIST4_38
0050: gosub @HEIST4_13235 
004E: end_thread 

:HEIST4_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'HEIST4' 
0001: wait 0 ms 
04BB: select_interior 10 // select render area 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
00A1: put_actor $PLAYER_ACTOR at 2033.974 1017.29 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 288.0 
07AF: 34@ = player $PLAYER_CHAR group 
07B4: (unknown) $PLAYER_CHAR 0 
0940: (unknown) 34@ 0 
0A31: (unknown) $PLAYER_CHAR 1 
02E4: load_cutscene_data 'HEIST5A' 

:HEIST4_165
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST4_189 
0001: wait 0 ms 
0002: jump @HEIST4_165 

:HEIST4_189
02E7: start_cutscene 
016A: fade 1 1000 ms 

:HEIST4_198
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST4_222 
0001: wait 0 ms 
0002: jump @HEIST4_198 

:HEIST4_222
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:HEIST4_235
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_259 
0001: wait 0 ms 
0002: jump @HEIST4_235 

:HEIST4_259
02EA: end_cutscene 
072C: (unknown) 0 
03CB: set_camera 2031.168 1030.918 9.813 
04E4: unknown_refresh_game_renderer_at 2031.168 1030.918 
04BB: select_interior 0 // select render area 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 104@ = 0 // integer values 
0006: 194@ = 1 // integer values 
0006: 195@ = 2 // integer values 
0006: 196@ = 0 // integer values 
0006: 197@ = 1 // integer values 
0006: 198@ = 0 // integer values 
0006: 199@ = 0 // integer values 
05AA: 139@s = 'HE4_AA' // 8-byte strings 
05AA: 141@s = 'HE4_AB' // 8-byte strings 
05AA: 143@s = 'HE4_AC' // 8-byte strings 
05AA: 145@s = 'HE4_BA' // 8-byte strings 
05AA: 147@s = 'HE4_BB' // 8-byte strings 
05AA: 149@s = 'HE4_BC' // 8-byte strings 
05AA: 151@s = 'HE4_BD' // 8-byte strings 
05AA: 153@s = 'HE4_BE' // 8-byte strings 
05AA: 155@s = 'HE4_BF' // 8-byte strings 
05AA: 157@s = 'HE4_BG' // 8-byte strings 
05AA: 159@s = 'HE4_BH' // 8-byte strings 
05AA: 161@s = 'HE4_BJ' // 8-byte strings 
05AA: 163@s = 'HE4_BK' // 8-byte strings 
05AA: 165@s = 'HE4_BL' // 8-byte strings 
05AA: 167@s = 'HE4_BM' // 8-byte strings 
05AA: 169@s = 'HE4_CA' // 8-byte strings 
05AA: 171@s = 'HE4_CB' // 8-byte strings 
04AF: 176@ = unknown_wav_reference 18600 
04AF: 177@ = unknown_wav_reference 18601 
04AF: 178@ = unknown_wav_reference 18602 
04AF: 179@ = unknown_wav_reference 18603 
04AF: 180@ = unknown_wav_reference 18604 
04AF: 181@ = unknown_wav_reference 18605 
04AF: 182@ = unknown_wav_reference 18606 
04AF: 183@ = unknown_wav_reference 18607 
04AF: 184@ = unknown_wav_reference 18608 
04AF: 185@ = unknown_wav_reference 18609 
04AF: 186@ = unknown_wav_reference 18610 
04AF: 187@ = unknown_wav_reference 18611 
04AF: 188@ = unknown_wav_reference 18612 
04AF: 189@ = unknown_wav_reference 18613 
04AF: 190@ = unknown_wav_reference 18614 
04AF: 191@ = unknown_wav_reference 18615 
04AF: 192@ = unknown_wav_reference 18616 
0247: request_model #PACKER 
0247: request_model #COPBIKE 
0247: request_model #LAPDM1 
0247: request_model #COLT45 
0247: request_model #COPCARVG 
0247: request_model #DWMOLC1 
0247: request_model #FREEWAY 
0247: request_model #DWMYLC1 
0247: request_model #DWMOLC2 
0247: request_model #WMYMECH 
0247: request_model #TRIADA 
04ED: load_animation "SMOKING" 
04ED: load_animation "MISC" 
0173: set_actor $PLAYER_ACTOR z_angle_to 342.8127 
038B: load_requested_models 

:HEIST4_813
00D6: if or
8248:   not model #PACKER available 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
8248:   not model #COLT45 available 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @HEIST4_859 
0001: wait 0 ms 
0002: jump @HEIST4_813 

:HEIST4_859
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #COPCARVG available 
84EE:   not animation "MISC" loaded 
8248:   not model #FREEWAY available 
004D: jump_if_false @HEIST4_910 
0001: wait 0 ms 
0002: jump @HEIST4_859 

:HEIST4_910
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #DWMOLC2 available 
8248:   not model #DWMYLC1 available 
8248:   not model #TRIADA available 
004D: jump_if_false @HEIST4_948 
0001: wait 0 ms 
0002: jump @HEIST4_910 

:HEIST4_948
03CB: set_camera 2031.168 1030.918 9.813 
060A: unknown_create_entity 0 61@ 
060A: unknown_create_entity 2 62@ 
00A0: store_actor $PLAYER_ACTOR position_to 111@ 112@ 113@ 
0395: clear_area 0 at 111@ 112@ 113@ range 1000.0 

:HEIST4_1011
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST4_1038 
0001: wait 0 ms 
0002: jump @HEIST4_1011 

:HEIST4_1038
0007: 204@ = 2710.623 // floating-point values 
0007: 224@ = 1397.883 // floating-point values 
0007: 205@ = 2711.07 // floating-point values 
0007: 225@ = 1175.003 // floating-point values 
0007: 206@ = 2590.812 // floating-point values 
0007: 226@ = 898.2437 // floating-point values 
0007: 207@ = 2203.896 // floating-point values 
0007: 227@ = 849.0437 // floating-point values 
0007: 208@ = 1833.473 // floating-point values 
0007: 228@ = 850.4182 // floating-point values 
0007: 209@ = 1541.602 // floating-point values 
0007: 229@ = 848.788 // floating-point values 
0007: 210@ = 1288.89 // floating-point values 
0007: 230@ = 901.789 // floating-point values 
0007: 211@ = 1224.975 // floating-point values 
0007: 231@ = 1240.59 // floating-point values 
0007: 212@ = 1224.064 // floating-point values 
0007: 232@ = 1744.703 // floating-point values 
0007: 213@ = 1224.173 // floating-point values 
0007: 233@ = 2071.703 // floating-point values 
0007: 214@ = 1279.245 // floating-point values 
0007: 234@ = 2398.683 // floating-point values 
0007: 215@ = 1566.816 // floating-point values 
0007: 235@ = 2457.233 // floating-point values 
0007: 216@ = 1931.45 // floating-point values 
0007: 236@ = 2521.858 // floating-point values 
0007: 217@ = 2442.573 // floating-point values 
0007: 237@ = 2609.429 // floating-point values 
0007: 218@ = 2704.658 // floating-point values 
0007: 238@ = 2343.654 // floating-point values 
0007: 219@ = 2710.891 // floating-point values 
0007: 239@ = 2065.317 // floating-point values 
0007: 220@ = 2711.892 // floating-point values 
0007: 240@ = 1830.5 // floating-point values 
0395: clear_area 0 at 2710.525 1567.009 100.0 range 100.0 
0674: set_car_model #PACKER numberplate "CFC_1888" 
00A5: 244@ = create_car #PACKER at 2711.326 1567.045 6.2 
0175: set_car 244@ z_angle_to 175.1379 
0229: set_car 244@ color_to 16 16 
03ED: (unknown) 244@ 1 
0224: set_car 244@ health_to 2500 
0190: unknown_car 244@ 
03CC: car 244@ add_to_stuck_car_check 4.0 = 3000 
0657: open_car 244@ component 3 
0466: unknown_car 244@ flag 1 
02AA: set_car 244@ immune_to_nonplayer 1 
020A: set_car 244@ door_status_to 2 
073B: (unknown) 244@ 0 
0129: 245@ = create_actor 24 #TRIADA in_car 244@ driverseat 
009A: 115@ = create_actor 24 #WMYMECH at 2715.326 1569.045 7.2 
02AB: set_actor 115@ immunities 1 1 1 1 1 
0568: set_actor 115@ targetable 1 
0464: put_actor 115@ into_turret_on_car 244@ at_car_offset 1.0 3.1 0.4 position 2 shooting_angle 0.0 with_weapon 0 
0588: (unknown) 115@ 0 
060B: unknown_actor_use_entity 245@ 61@ 
060B: unknown_actor_use_entity 115@ 61@ 
0588: (unknown) 245@ 0 
054A: set_actor 245@ immune_to_car_headshots 0 
039E: set_actor 245@ jackable 1 
0526: unknown_actor 245@ 1 
0446: set_actor 245@ immune_to_headshots 0 
09F6: set_actor 245@ jackable_through_driver_seat 0 
0587: (unknown) 244@ 0 
0249: release_model #PACKER 
0007: 246@ = 2770.213 // floating-point values 
0007: 250@ = 1433.86 // floating-point values 
0007: 254@ = 9.3804 // floating-point values 
0007: 258@ = 257.0 // floating-point values 
0007: 247@ = 2620.683 // floating-point values 
0007: 251@ = 2333.686 // floating-point values 
0007: 255@ = 9.8203 // floating-point values 
0007: 259@ = 174.5638 // floating-point values 
0007: 248@ = 2316.935 // floating-point values 
0007: 252@ = 2457.006 // floating-point values 
0007: 256@ = 9.8203 // floating-point values 
0007: 260@ = 140.3 // floating-point values 
0007: 249@ = 1610.588 // floating-point values 
0007: 253@ = 1845.602 // floating-point values 
0007: 257@ = 9.828 // floating-point values 
0007: 261@ = 235.7296 // floating-point values 
0006: 60@ = 99 // integer values 
0004: $7927 = 720000 // integer values 
0006: 66@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 48@ = 0 // integer values 
00D6: if 
0039:   48@ == -1 // integer values 
004D: jump_if_false @HEIST4_2102 
00A5: 279@(48@,4i) = create_car #COPBIKE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 35@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 63@ = create_actor 24 #LAPDM1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 70@ = create_actor 24 #LAPDM1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:HEIST4_2102
00D6: if 
001B:   4 > 48@ // integer values 
004D: jump_if_false @HEIST4_2197 
018A: 283@(48@,4i) = create_checkpoint_at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) 
0165: set_marker 283@(48@,4i) color_to 1 
0006: 262@(48@,4i) = 0 // integer values 
0006: 266@(48@,4i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0002: jump @HEIST4_2102 

:HEIST4_2197
0007: 270@ = 0.6 // floating-point values 
0007: 271@ = 0.0 // floating-point values 
0007: 272@ = 1.9 // floating-point values 
0006: 273@ = 0 // integer values 
0007: 274@ = 15.0 // floating-point values 
0006: 47@ = 0 // integer values 
0006: 275@ = 0 // integer values 
009A: 76@ = create_actor 24 #LAPDM1 at 2311.019 2438.368 9.8203 
060B: unknown_actor_use_entity 76@ 61@ 
0173: set_actor 76@ z_angle_to 297.0 
01B2: give_actor 76@ weapon 22 ammo 2000 // Load the weapon model before using this 
009A: 77@ = create_actor 24 #LAPDM1 at 2311.85 2439.374 9.8203 
060B: unknown_actor_use_entity 77@ 61@ 
0173: set_actor 77@ z_angle_to 115.0 
01B2: give_actor 77@ weapon 22 ammo 2000 // Load the weapon model before using this 
009A: 82@ = create_actor 24 #LAPDM1 at 1612.244 1845.855 9.828 
060B: unknown_actor_use_entity 82@ 61@ 
0173: set_actor 82@ z_angle_to 110.0 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
08C6: set_actor 82@ stay_on_bike 3 
009A: 63@ = create_actor 24 #LAPDM1 at 2768.797 1431.239 9.487 
01B2: give_actor 63@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 63@ 61@ 
0173: set_actor 63@ z_angle_to 111.0 
0249: release_model #LAPDM1 
009A: 68@ = create_actor 24 #DWMYLC1 at 2767.537 1424.877 9.2195 
0245: set_actor 68@ walk_style_to "DRUNKMAN" 
060B: unknown_actor_use_entity 68@ 61@ 
0173: set_actor 68@ z_angle_to 347.0 
009A: 70@ = create_actor 24 #LAPDM1 at 2619.858 2339.256 10.0081 
08C6: set_actor 70@ stay_on_bike 3 
01B2: give_actor 70@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 70@ 61@ 
0173: set_actor 70@ z_angle_to 300.0 
00A5: 92@ = create_car #FREEWAY at 2634.011 2343.212 9.6797 
0175: set_car 92@ z_angle_to 120.0386 
0587: (unknown) 92@ 0 
00A5: 93@ = create_car #FREEWAY at 2625.69 2336.85 9.6875 
0175: set_car 93@ z_angle_to 183.0386 
0587: (unknown) 93@ 0 
00A5: 94@ = create_car #FREEWAY at 2637.847 2347.576 9.6797 
0175: set_car 94@ z_angle_to 126.0963 
0587: (unknown) 94@ 0 
0129: 95@ = create_actor 24 #DWMYLC1 in_car 92@ driverseat 
060B: unknown_actor_use_entity 95@ 61@ 
0129: 96@ = create_actor 24 #DWMOLC1 in_car 93@ driverseat 
060B: unknown_actor_use_entity 96@ 61@ 
0129: 97@ = create_actor 24 #DWMOLC2 in_car 94@ driverseat 
060B: unknown_actor_use_entity 97@ 61@ 
0249: release_model #DWMYLC1 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #FREEWAY 
0677: AS_actor 77@ chat_with_actor 76@ 1 1 
0677: AS_actor 76@ chat_with_actor 77@ 0 1 
0605: actor 82@ perform_animation_sequence "M_SMKSTND_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 0 -1 ms 
072C: (unknown) 0 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
01EB: set_traffic_density_to 1.5 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2996 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2996 
0687: clear_actor_task 245@ 
0395: clear_area 0 at 2710.525 1731.009 100.0 range 100.0 
0006: 47@ = 0 // integer values 
05D1: AS_actor 245@ drive_car 244@ to 204@(47@,20f) 224@(47@,20f) 6.0 speed 15.0 0 0 1 

:HEIST4_2996
0006: 116@ = 0 // integer values 
0006: 203@ = 0 // integer values 
009A: 276@ = create_actor 24 #TRIADA at 2029.56 1006.041 9.8203 
0173: set_actor 276@ z_angle_to 280.0 
060B: unknown_actor_use_entity 276@ 61@ 
0249: release_model #TRIADA 
0249: release_model #WMYMECH 
00A1: put_actor $PLAYER_ACTOR at 2028.874 1006.87 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 265.0 
0395: clear_area 0 at 2033.974 1017.29 9.8203 range 1000.0 
0001: wait 1000 ms 
02A3: toggle_widescreen 1 
015F: set_camera_position 2025.905 1003.544 12.1278 0.0 0.0 0.0 
0160: point_camera 2026.726 1004.074 11.9155 2 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_3206 
0639: AS_actor 276@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 276@ 

:HEIST4_3206
016A: fade 1 1000 ms 

:HEIST4_3213
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_3237 
0001: wait 0 ms 
0002: jump @HEIST4_3213 

:HEIST4_3237
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 275@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:HEIST4_3287
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @HEIST4_3392 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST4_3392 

:HEIST4_3322
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST4_3350 
0001: wait 0 ms 
0002: jump @HEIST4_3322 

:HEIST4_3350
00D6: if 
0019:   275@ > 1 // integer values 
004D: jump_if_false @HEIST4_3392 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 275@ = 5 // integer values 
0006: 104@ = 0 // integer values 

:HEIST4_3392
00D6: if 
0039:   275@ == 1 // integer values 
004D: jump_if_false @HEIST4_3431 
0006: 196@ = 16 // integer values 
0006: 275@ = 2 // integer values 
0006: 32@ = 0 // integer values 

:HEIST4_3431
00D6: if 
0039:   275@ == 2 // integer values 
004D: jump_if_false @HEIST4_3591 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST4_3591 
0006: 104@ = 1 // integer values 
0006: 196@ = 17 // integer values 
0006: 275@ = 3 // integer values 
0006: 32@ = 0 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "ENDCHAT_01" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_3591 
0605: actor 276@ perform_animation_sequence "ENDCHAT_03" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 

:HEIST4_3591
00D6: if 
0039:   275@ == 3 // integer values 
004D: jump_if_false @HEIST4_3692 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @HEIST4_3692 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_3692 
0687: clear_actor_task $PLAYER_ACTOR 
0687: clear_actor_task 276@ 
05D3: AS_actor 276@ go_to_point 2030.431 984.6912 9.8131 speed 6 -2 ms 
0006: 275@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:HEIST4_3692
00D6: if 
0039:   275@ == 4 // integer values 
004D: jump_if_false @HEIST4_3736 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @HEIST4_3736 
0006: 275@ = 5 // integer values 

:HEIST4_3736
00D6: if 
0039:   275@ == 5 // integer values 
004D: jump_if_false @HEIST4_3857 
0006: 104@ = 0 // integer values 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0687: clear_actor_task $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to 305.0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
094F: (unknown) $PLAYER_ACTOR 
009B: destroy_actor_instantly 276@ 
00BE: text_clear_all 
00BC: text_highpriority 'HEI4_01' 8000 ms 1  // ~s~Ngy ~g~rendrmotort~s~ kell lenylnunk s psgben elfurikznunk a teherautra.
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 60@ = 2 // integer values 
0006: 275@ = -99 // integer values 

:HEIST4_3857
00D6: if 
0039:   203@ == 0 // integer values 
004D: jump_if_false @HEIST4_3889 
03CF: load_wav 1096 as 3 
0006: 203@ = 1 // integer values 

:HEIST4_3889
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @HEIST4_3929 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST4_3929 
0006: 203@ = 2 // integer values 

:HEIST4_3929
00D6: if 
8039:   not  196@ == 0 // integer values 
004D: jump_if_false @HEIST4_4282 
00D6: if 
0039:   198@ == 0 // integer values 
004D: jump_if_false @HEIST4_4000 
00D6: if 
03D0:   wav 195@ loaded 
004D: jump_if_false @HEIST4_3986 
040D: unload_wav 195@ 

:HEIST4_3986
0006: 198@ = 1 // integer values 
0006: 199@ = 1 // integer values 

:HEIST4_4000
00D6: if 
0039:   198@ == 1 // integer values 
004D: jump_if_false @HEIST4_4037 
03CF: load_wav 175@(196@,19i) as 194@ 
0006: 198@ = 2 // integer values 

:HEIST4_4037
00D6: if 
0039:   198@ == 2 // integer values 
004D: jump_if_false @HEIST4_4097 
00D6: if 
03D0:   wav 194@ loaded 
004D: jump_if_false @HEIST4_4097 
03D1: play_wav 194@ 
00BB: text_lowpriority 137@(196@,19s) 10000 ms 1 
0006: 198@ = 3 // integer values 

:HEIST4_4097
00D6: if 
0039:   198@ == 3 // integer values 
004D: jump_if_false @HEIST4_4282 
00D6: if 
03D2:   wav 194@ ended 
004D: jump_if_false @HEIST4_4221 
03D5: remove_text 137@(196@,19s) 
00D6: if 
0039:   194@ == 1 // integer values 
004D: jump_if_false @HEIST4_4179 
0006: 194@ = 2 // integer values 
0006: 195@ = 1 // integer values 
0002: jump @HEIST4_4193 

:HEIST4_4179
0006: 194@ = 1 // integer values 
0006: 195@ = 2 // integer values 

:HEIST4_4193
0006: 196@ = 0 // integer values 
0006: 198@ = 0 // integer values 
0006: 199@ = 0 // integer values 
0002: jump @HEIST4_4282 

:HEIST4_4221
00D6: if 
83D0:   not wav 195@ loaded 
004D: jump_if_false @HEIST4_4282 
00D6: if 
001B:   15 > 196@ // integer values 
004D: jump_if_false @HEIST4_4282 
0085: 197@ = 196@ // integer values and handles 
000A: 197@ += 1 // integer values 
03CF: load_wav 175@(197@,19i) as 195@ 

:HEIST4_4282
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_4383 
0407: create_coordinate 121@ 122@ 123@ from_car 244@ offset -1.3 -40.0 -2.0 
0407: create_coordinate 124@ 125@ 126@ from_car 244@ offset 1.3 0.0 2.0 
053E: 129@ = get_random_car_in_area -1 121@ 122@ 124@ with_actor_type 125@ 
02E3: 127@ = car 244@ speed 

:HEIST4_4383
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @HEIST4_4425 
0087: 128@ = 127@ // floating-point values only 
000F: 128@ -= 4.0 // floating-point values 
00AD: set_car 129@ max_speed_to 128@ 

:HEIST4_4425
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_4504 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_4504 
00D6: if 
80DB:   not actor 245@ in_car 244@ 
004D: jump_if_false @HEIST4_4504 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_4497 
0465: remove_actor 115@ from_turret_mode 

:HEIST4_4497
0002: jump @HEIST4_13162 

:HEIST4_4504
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @HEIST4_4598 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @HEIST4_4598 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_4598 
00AA: store_car 244@ position_to 118@ 119@ 120@ 
097A: (unknown) -1000.0 -1000.0 -1000.0 1095 
0006: 114@ = 2 // integer values 

:HEIST4_4598
00D6: if 
0039:   114@ == 2 // integer values 
004D: jump_if_false @HEIST4_4728 
00D6: if 
0019:   33@ > 1500 // integer values 
004D: jump_if_false @HEIST4_4728 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_4721 
00D6: if 
8611:   not actor 115@ animation_is "HIKER_POSE_L" 
004D: jump_if_false @HEIST4_4721 
0605: actor 115@ perform_animation_sequence "HIKER_POSE_L" from_file "MISC" 4.0 loop 0 0 0 1 -1 ms 

:HEIST4_4721
0006: 114@ = 3 // integer values 

:HEIST4_4728
00D6: if 
0039:   114@ == 3 // integer values 
004D: jump_if_false @HEIST4_4772 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @HEIST4_4772 
0006: 114@ = 4 // integer values 

:HEIST4_4772
00D6: if 
0039:   114@ == 4 // integer values 
004D: jump_if_false @HEIST4_4988 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @HEIST4_4988 
0687: clear_actor_task $PLAYER_ACTOR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   273@ == 4 // integer values 
004D: jump_if_false @HEIST4_4845 
00BE: text_clear_all 

:HEIST4_4845
00D6: if 
0039:   273@ == 1 // integer values 
004D: jump_if_false @HEIST4_4881 
00BE: text_clear_all 
00BC: text_highpriority 'HEI4_06' 5000 ms 1  // ~s~Szerezz mg egy ~g~rendrmotort~s~ a melhoz.

:HEIST4_4881
00D6: if 
0039:   273@ == 2 // integer values 
004D: jump_if_false @HEIST4_4917 
00BE: text_clear_all 
00BC: text_highpriority 'HEI4_08' 5000 ms 1  // ~s~Mg kt ~g~motor~s~ s ksz vagy.

:HEIST4_4917
00D6: if 
0039:   273@ == 3 // integer values 
004D: jump_if_false @HEIST4_4960 
00BE: text_clear_all 
00BC: text_highpriority 'HEI4_09' 5000 ms 1  // ~s~Mr csak egy ~g~motor~s~ van htra.
0006: 32@ = 0 // integer values 

:HEIST4_4960
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_4981 
0687: clear_actor_task 115@ 

:HEIST4_4981
0006: 114@ = 0 // integer values 

:HEIST4_4988
00D6: if 
0735:   83 
004D: jump_if_false @HEIST4_5010 
0002: jump @HEIST4_13180 

:HEIST4_5010
00D6: if 
0735:   87 
004D: jump_if_false @HEIST4_5035 
0008: $7927 += 60000 // integer values 

:HEIST4_5035
00D6: if 
0735:   80 
004D: jump_if_false @HEIST4_5057 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:HEIST4_5057
00D6: if 
0735:   79 
004D: jump_if_false @HEIST4_5079 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:HEIST4_5079
00D6: if 
0735:   81 
004D: jump_if_false @HEIST4_5124 
00A1: put_actor $PLAYER_ACTOR at 2608.193 2315.54 9.6719 
0173: set_actor $PLAYER_ACTOR z_angle_to 354.7109 

:HEIST4_5124
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @HEIST4_5201 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST4_5201 

:HEIST4_5159
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST4_5187 
0001: wait 0 ms 
0002: jump @HEIST4_5159 

:HEIST4_5187
0006: 102@ = 50 // integer values 
0006: 103@ = 0 // integer values 

:HEIST4_5201
0001: wait 0 ms 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @HEIST4_5272 
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST4_5272 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 280@ 
004D: jump_if_false @HEIST4_5272 
0397: car 280@ siren = 0 
0006: 101@ = 1 // integer values 

:HEIST4_5272
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @HEIST4_5423 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @HEIST4_5423 
0249: release_model #COPCARVG 
0247: request_model #POLMAV 

:HEIST4_5319
00D6: if 
8248:   not model #POLMAV available 
004D: jump_if_false @HEIST4_5346 
0001: wait 0 ms 
0002: jump @HEIST4_5319 

:HEIST4_5346
00A5: 86@ = create_car #POLMAV at 1589.198 1850.619 9.8358 
0175: set_car 86@ z_angle_to 51.0 
0657: open_car 86@ component 2 
0129: 87@ = create_actor 24 #LAPDM1 in_car 86@ driverseat 
0588: (unknown) 87@ 0 
0825: instantly_spin_flying_vehicle 86@ rotor_blade 
0249: release_model #POLMAV 
0006: 89@ = 1 // integer values 

:HEIST4_5423
00D6: if 
0039:   60@ == 2 // integer values 
004D: jump_if_false @HEIST4_5544 
00D6: if 
0019:   32@ > 12000 // integer values 
004D: jump_if_false @HEIST4_5544 
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @HEIST4_5544 
00BE: text_clear_all 
03D5: remove_text 'HEI4_01'  // ~s~Ngy ~g~rendrmotort~s~ kell lenylnunk s psgben elfurikznunk a teherautra.
00BC: text_highpriority 'HEI4_11' 8000 ms 1  // ~s~A teheraut a klvrosban krz, de sietned kell, mert nemsokra eltnik onnan.
03C3: set_timer_with_text_to $7927 type 1 text 'HEI4_12'  // id
0006: 131@ = 1 // integer values 
0006: 60@ = 3 // integer values 
0006: 32@ = 0 // integer values 

:HEIST4_5544
00D6: if 
0039:   60@ == 3 // integer values 
004D: jump_if_false @HEIST4_5588 
00D6: if 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @HEIST4_5588 
0006: 60@ = 4 // integer values 

:HEIST4_5588
00D6: if 
001A:   1 > $7927 // integer values 
004D: jump_if_false @HEIST4_5631 
00BE: text_clear_all 
00BC: text_highpriority 'HEI4_10' 8000 ms 1  // ~r~Lejrt az id! A teheraut elment!
0002: jump @HEIST4_13162 

:HEIST4_5631
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @HEIST4_7632 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_7588 
00D6: if 
01AD:   car 244@ 0 204@(47@,20f) 224@(47@,20f) 15.0 15.0 
004D: jump_if_false @HEIST4_5798 
000A: 47@ += 1 // integer values 
00D6: if 
0039:   47@ == 17 // integer values 
004D: jump_if_false @HEIST4_5739 
0006: 47@ = 0 // integer values 

:HEIST4_5739
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_5798 
0687: clear_actor_task 245@ 
05D1: AS_actor 245@ drive_car 244@ to 204@(47@,20f) 224@(47@,20f) 8.0 speed 15.0 0 0 1 

:HEIST4_5798
0006: 48@ = 0 // integer values 

:HEIST4_5805
00D6: if 
001B:   4 > 48@ // integer values 
004D: jump_if_false @HEIST4_7391 
00D6: if 
001B:   2 > 266@(48@,4i) // integer values 
004D: jump_if_false @HEIST4_7377 
00D6: if 
8119:   not car 279@(48@,4i) wrecked 
004D: jump_if_false @HEIST4_7119 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 279@(48@,4i) 
004D: jump_if_false @HEIST4_6819 
00D6: if 
0039:   266@(48@,4i) == 0 // integer values 
004D: jump_if_false @HEIST4_6030 
0006: 43@ = 0 // integer values 

:HEIST4_5917
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @HEIST4_5958 
0164: disable_marker 283@(43@,4i) 
000A: 43@ += 1 // integer values 
0002: jump @HEIST4_5917 

:HEIST4_5958
0164: disable_marker 35@ 
0186: 35@ = create_marker_above_car 244@ 
07E0: set_marker 35@ type_to 1 
00D6: if 
8039:   not  273@ == 4 // integer values 
004D: jump_if_false @HEIST4_6012 
00BC: text_highpriority 'HEI4_02' 8000 ms 1  // ~s~Gurulj fel a motorral a ~b~teherautra~s~.

:HEIST4_6012
0006: 266@(48@,4i) = 1 // integer values 
0050: gosub @HEIST4_11600 

:HEIST4_6030
00D6: if 
0039:   266@(48@,4i) == 1 // integer values 
004D: jump_if_false @HEIST4_6812 
00D6: if 
001B:   2 > 273@ // integer values 
004D: jump_if_false @HEIST4_6128 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset -1.3 -3.2 -0.8 
0407: create_coordinate 52@ 53@ 54@ from_car 244@ offset 1.3 -3.2 2.6 

:HEIST4_6128
00D6: if 
0019:   273@ > 1 // integer values 
004D: jump_if_false @HEIST4_6204 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ offset -1.3 -8.2 -0.8 
0407: create_coordinate 52@ 53@ 54@ from_car 244@ offset 1.3 -8.2 2.6 

:HEIST4_6204
00D6: if 
0204:   actor $PLAYER_ACTOR near_car_in_car 244@ radius 30.0 30.0 unknown 0 
004D: jump_if_false @HEIST4_6251 
00BC: text_highpriority 'HEI4_13' 8000 ms 1  // ~s~Kicsit tvolabb van egy ~b~teheraut~s~. Szp nyugodtan hajts fel a rmpra, amg be nem akad a motor.

:HEIST4_6251
00D6: if 
05FE:   $PLAYER_ACTOR $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 52@ 53@ 54@ 4.8 0 
004D: jump_if_false @HEIST4_6812 
02E3: 277@ = car 244@ speed 
02E3: 278@ = car 279@(48@,4i) speed 
000B: 277@ += 10.0 // floating-point values 
00D6: if 
0025:   277@ > 278@ // floating-point values 
004D: jump_if_false @HEIST4_6812 
000F: 277@ -= 10.0 // floating-point values 
00D6: if 
0025:   278@ > 277@ // floating-point values 
004D: jump_if_false @HEIST4_6812 
0683: attach_car 279@(48@,4i) to_car 244@ at_offset 270@ 271@ 272@ rotation 16.0 0.0 0.0 
0519: lock_vehicle 279@(48@,4i) in_current_position 1 
00D6: if or
0039:   273@ == 1 // integer values 
0039:   273@ == 3 // integer values 
004D: jump_if_false @HEIST4_6462 
000F: 271@ -= 2.5 // floating-point values 
000F: 272@ -= 0.7 // floating-point values 

:HEIST4_6462
00D6: if 
0043:   270@ == 0.6 // floating-point values 
004D: jump_if_false @HEIST4_6500 
0007: 270@ = -0.6 // floating-point values 
0002: jump @HEIST4_6510 

:HEIST4_6500
0007: 270@ = 0.6 // floating-point values 

:HEIST4_6510
000A: 273@ += 1 // integer values 
00D6: if 
001B:   4 > 273@ // integer values 
004D: jump_if_false @HEIST4_6588 
067A: put_camera_on_car 244@ offset 3.0 5.0 2.2 point_to_car 244@ tilt 0.0 2 
0006: 114@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
0006: 33@ = 0 // integer values 

:HEIST4_6588
000B: 274@ += 10.0 // floating-point values 
0006: 266@(48@,4i) = 2 // integer values 
0164: disable_marker 35@ 
03D5: remove_text 'HEI4_02'  // ~s~Gurulj fel a motorral a ~b~teherautra~s~.
0006: 43@ = 0 // integer values 

:HEIST4_6632
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @HEIST4_6812 
00D6: if 
001B:   2 > 266@(43@,4i) // integer values 
004D: jump_if_false @HEIST4_6798 
00D6: if 
0039:   262@(43@,4i) == 1 // integer values 
004D: jump_if_false @HEIST4_6757 
0164: disable_marker 283@(43@,4i) 
00D6: if 
8119:   not car 279@(43@,4i) wrecked 
004D: jump_if_false @HEIST4_6750 
0186: 283@(43@,4i) = create_marker_above_car 279@(43@,4i) 
0165: set_marker 283@(43@,4i) color_to 1 

:HEIST4_6750
0002: jump @HEIST4_6787 

:HEIST4_6757
018A: 283@(43@,4i) = create_checkpoint_at 246@(43@,4f) 250@(43@,4f) 254@(43@,4f) 

:HEIST4_6787
0165: set_marker 283@(43@,4i) color_to 1 

:HEIST4_6798
000A: 43@ += 1 // integer values 
0002: jump @HEIST4_6632 

:HEIST4_6812
0002: jump @HEIST4_7112 

:HEIST4_6819
00D6: if 
0039:   266@(48@,4i) == 1 // integer values 
004D: jump_if_false @HEIST4_7112 
0006: 43@ = 0 // integer values 

:HEIST4_6848
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @HEIST4_7112 
00D6: if 
0039:   266@(43@,4i) == 1 // integer values 
004D: jump_if_false @HEIST4_6899 
0006: 266@(43@,4i) = 0 // integer values 

:HEIST4_6899
00D6: if 
001B:   2 > 266@(43@,4i) // integer values 
004D: jump_if_false @HEIST4_7098 
0164: disable_marker 283@(43@,4i) 
00D6: if 
0039:   262@(43@,4i) == 1 // integer values 
004D: jump_if_false @HEIST4_7036 
00D6: if 
8119:   not car 279@(43@,4i) wrecked 
004D: jump_if_false @HEIST4_7006 
0186: 283@(43@,4i) = create_marker_above_car 279@(43@,4i) 
0165: set_marker 283@(43@,4i) color_to 1 
0002: jump @HEIST4_7029 

:HEIST4_7006
00BC: text_highpriority 'HEI4_04' 8000 ms 1  // ~r~Az sszes motornak teljesen j llapotban kell lennie!
0002: jump @HEIST4_13162 

:HEIST4_7029
0002: jump @HEIST4_7066 

:HEIST4_7036
018A: 283@(43@,4i) = create_checkpoint_at 246@(43@,4f) 250@(43@,4f) 254@(43@,4f) 

:HEIST4_7066
0164: disable_marker 35@ 
0165: set_marker 283@(43@,4i) color_to 1 
00BC: text_highpriority 'HEI4_03' 5000 ms 1  // ~s~llj vissza a ~g~motorra~s~.

:HEIST4_7098
000A: 43@ += 1 // integer values 
0002: jump @HEIST4_6848 

:HEIST4_7112
0002: jump @HEIST4_7377 

:HEIST4_7119
00D6: if 
0039:   262@(48@,4i) == 0 // integer values 
004D: jump_if_false @HEIST4_7354 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 246@(48@,4f) 250@(48@,4f) radius 200.0 200.0 
004D: jump_if_false @HEIST4_7347 
0395: clear_area 0 at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) range 40.0 
00A5: 279@(48@,4i) = create_car #COPBIKE at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) 
0175: set_car 279@(48@,4i) z_angle_to 258@(48@,4f) 
053F: set_car 279@(48@,4i) tires_vulnerable 0 
0587: (unknown) 279@(48@,4i) 0 
00D6: if 
875C:   not marker 35@ enabled 
004D: jump_if_false @HEIST4_7336 
0164: disable_marker 283@(48@,4i) 
0186: 283@(48@,4i) = create_marker_above_car 279@(48@,4i) 
0165: set_marker 283@(48@,4i) color_to 1 

:HEIST4_7336
0006: 262@(48@,4i) = 1 // integer values 

:HEIST4_7347
0002: jump @HEIST4_7377 

:HEIST4_7354
00BC: text_highpriority 'HEI4_04' 5000 ms 1  // ~r~Az sszes motornak teljesen j llapotban kell lennie!
0002: jump @HEIST4_13162 

:HEIST4_7377
000A: 48@ += 1 // integer values 
0002: jump @HEIST4_5805 

:HEIST4_7391
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 244@ radius 120.0 120.0 unknown 0 
004D: jump_if_false @HEIST4_7437 
00AD: set_car 244@ max_speed_to 274@ 
0002: jump @HEIST4_7447 

:HEIST4_7437
00AD: set_car 244@ max_speed_to 15.0 

:HEIST4_7447
00D6: if or
018F:   unknown_car_check 244@ 
03CE:   car 244@ stuck 
004D: jump_if_false @HEIST4_7581 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @HEIST4_7581 
00D6: if 
80C2:   not sphere_onscreen 204@(47@,20f) 224@(47@,20f) 6.0 4.0 
004D: jump_if_false @HEIST4_7581 
0395: clear_area 0 at 204@(47@,20f) 224@(47@,20f) 7.0 range 10.0 
00AB: put_car 244@ at 204@(47@,20f) 224@(47@,20f) 10.0 
0175: set_car 244@ z_angle_to $TEMPVAR_ANGLE 

:HEIST4_7581
0002: jump @HEIST4_7632 

:HEIST4_7588
00BC: text_highpriority 'HEI4_05' 5000 ms 1  // ~r~A teherautnak annyi! Na most hogy a picsba fogjuk leszlltani a mocikat?
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_7625 
009B: destroy_actor_instantly 115@ 

:HEIST4_7625
0002: jump @HEIST4_13162 

:HEIST4_7632
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @HEIST4_7680 
00D6: if 
0039:   273@ == 4 // integer values 
004D: jump_if_false @HEIST4_7680 
014F: stop_timer $7927 
0006: 102@ = 1 // integer values 

:HEIST4_7680
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @HEIST4_8118 
016A: fade 0 1000 ms 
00BE: text_clear_all 
014F: stop_timer $7927 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0110: clear_player $PLAYER_CHAR wanted_level 

:HEIST4_7724
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_7748 
0001: wait 0 ms 
0002: jump @HEIST4_7724 

:HEIST4_7748
05BC: AS_actor $PLAYER_ACTOR jump 0 
0792: (unknown) $PLAYER_ACTOR 
0A0B: (unknown) 1009.781 1929.377 9.6719 122.0 
0001: wait 0 ms 
02A3: toggle_widescreen 1 
0006: 102@ = 10 // integer values 
015F: set_camera_position 1022.831 1899.513 18.6192 0.0 0.0 0.0 
0160: point_camera 1021.961 1899.518 18.126 2 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_8015 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_8015 
0687: clear_actor_task 245@ 
0395: clear_area 0 at 1009.994 1880.02 150.0 range 150.0 
00AB: put_car 244@ at 1009.994 1870.02 9.6797 
0175: set_car 244@ z_angle_to 2.3 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 244@ at_car_offset 0.5 -10.0 -0.3 position 2 shooting_angle 10.0 with_weapon 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 300.0 
05D1: AS_actor 245@ drive_car 244@ to 1009.781 1900.377 9.6719 speed 15.0 0 0 1 

:HEIST4_8015
0395: clear_area 0 at 1009.994 1910.02 150.0 range 150.0 
016A: fade 1 500 ms 

:HEIST4_8046
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_8094 
0001: wait 0 ms 
0395: clear_area 0 at 1009.994 1910.02 150.0 range 150.0 
0002: jump @HEIST4_8046 

:HEIST4_8094
0395: clear_area 0 at 1009.994 1910.02 150.0 range 150.0 

:HEIST4_8118
00D6: if 
0039:   102@ == 10 // integer values 
004D: jump_if_false @HEIST4_8294 
0395: clear_area 0 at 1009.994 1910.02 150.0 range 150.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_8294 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_8294 
00D6: if 
01C1:   car 244@ stopped 
004D: jump_if_false @HEIST4_8294 
0006: 102@ = 20 // integer values 
0006: 103@ = 1 // integer values 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0615: define_action_sequences 105@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 go_to_point 1014.013 1902.325 9.8125 speed 6 10000 ms 
0639: AS_actor -1 rotate_to_actor 245@ 
0616: define_action_sequences_end 105@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 105@ 
061B: remove_references_to_action_sequences 105@ 
0006: 32@ = 0 // integer values 

:HEIST4_8294
00D6: if 
0019:   201@ > 0 // integer values 
004D: jump_if_false @HEIST4_8477 
00D6: if 
0039:   199@ == 0 // integer values 
004D: jump_if_false @HEIST4_8477 
0871: init_jump_table 201@ total_jumps 4 0 @HEIST4_8477 jumps 1 @HEIST4_8393 2 @HEIST4_8414 3 @HEIST4_8435 4 @HEIST4_8456 -1 @HEIST4_8477 -1 @HEIST4_8477 -1 @HEIST4_8477 

:HEIST4_8393
0006: 196@ = 1 // integer values 
0006: 201@ = 2 // integer values 
0002: jump @HEIST4_8477 

:HEIST4_8414
0006: 196@ = 2 // integer values 
0006: 201@ = 3 // integer values 
0002: jump @HEIST4_8477 

:HEIST4_8435
0006: 196@ = 3 // integer values 
0006: 201@ = 4 // integer values 
0002: jump @HEIST4_8477 

:HEIST4_8456
0006: 196@ = 0 // integer values 
0006: 201@ = 0 // integer values 
0002: jump @HEIST4_8477 

:HEIST4_8477
00D6: if 
0039:   102@ == 20 // integer values 
004D: jump_if_false @HEIST4_8559 
0395: clear_area 0 at 1009.994 1910.02 150.0 range 150.0 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST4_8559 
0006: 201@ = 1 // integer values 
0006: 102@ = 30 // integer values 
0006: 32@ = 0 // integer values 

:HEIST4_8559
00D6: if 
0039:   102@ == 30 // integer values 
004D: jump_if_false @HEIST4_8700 
0395: clear_area 0 at 1009.994 1910.02 150.0 range 150.0 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST4_8700 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_8700 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_8700 
0006: 102@ = 40 // integer values 
05D1: AS_actor 245@ drive_car 244@ to 1009.781 2000.377 9.6719 speed 15.0 0 0 1 
0006: 32@ = 0 // integer values 

:HEIST4_8700
00D6: if 
0039:   102@ == 40 // integer values 
004D: jump_if_false @HEIST4_8801 
0395: clear_area 0 at 1009.994 1910.02 150.0 range 150.0 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @HEIST4_8801 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_8801 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 245@ -2 ms 
0006: 102@ = 45 // integer values 
0006: 32@ = 0 // integer values 

:HEIST4_8801
00D6: if 
0039:   102@ == 45 // integer values 
004D: jump_if_false @HEIST4_8869 
0395: clear_area 0 at 1009.994 1910.02 150.0 range 150.0 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST4_8869 
0006: 102@ = 50 // integer values 

:HEIST4_8869
00D6: if 
0039:   102@ == 50 // integer values 
004D: jump_if_false @HEIST4_8988 
0006: 103@ = 0 // integer values 
00A6: destroy_car 279@ 
00A6: destroy_car 280@ 
00A6: destroy_car 281@ 
00A6: destroy_car 282@ 
00A6: destroy_car 244@ 
009B: destroy_actor_instantly 245@ 
009B: destroy_actor_instantly 115@ 
02A3: toggle_widescreen 0 
0687: clear_actor_task $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1014.013 1902.325 9.8125 
0173: set_actor $PLAYER_ACTOR z_angle_to 59.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BE: text_clear_all 
0002: jump @HEIST4_13180 

:HEIST4_8988
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @HEIST4_9110 
0006: 90@ = 0 // integer values 

:HEIST4_9013
00D6: if 
001B:   4 > 90@ // integer values 
004D: jump_if_false @HEIST4_9110 
00D6: if 
0039:   266@(90@,4i) == 2 // integer values 
004D: jump_if_false @HEIST4_9096 
00D6: if 
0119:   car 279@(90@,4i) wrecked 
004D: jump_if_false @HEIST4_9096 
00BC: text_highpriority 'HEI4_04' 5000 ms 1  // ~r~Az sszes motornak teljesen j llapotban kell lennie!
0002: jump @HEIST4_13162 

:HEIST4_9096
000A: 90@ += 1 // integer values 
0002: jump @HEIST4_9013 

:HEIST4_9110
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @HEIST4_9397 
00D6: if 
056D:   carcass_of_actor 63@ valid 
004D: jump_if_false @HEIST4_9288 
00D6: if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9234 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_12511 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_9213 
0006: 66@ = 1 // integer values 
0687: clear_actor_task 63@ 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST4_9213
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_9234 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 

:HEIST4_9234
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_9288 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 63@ radius 25.0 25.0 0 
004D: jump_if_false @HEIST4_9288 
0050: gosub @HEIST4_12511 

:HEIST4_9288
00D6: if 
056D:   carcass_of_actor 68@ valid 
004D: jump_if_false @HEIST4_9397 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9397 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_9361 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:HEIST4_9361
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_9397 
0006: 66@ = 1 // integer values 
0687: clear_actor_task 63@ 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST4_9397
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @HEIST4_10019 
00D6: if 
056D:   carcass_of_actor 70@ valid 
004D: jump_if_false @HEIST4_9617 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9563 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0050: gosub @HEIST4_12657 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9500 
0006: 72@ = 1 // integer values 
0687: clear_actor_task 70@ 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9500
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_9521 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_9521
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_9542 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_9542
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_9563 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_9563
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9617 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 70@ radius 30.0 30.0 0 
004D: jump_if_false @HEIST4_9617 
0050: gosub @HEIST4_12657 

:HEIST4_9617
00D6: if 
056D:   carcass_of_actor 95@ valid 
004D: jump_if_false @HEIST4_9751 
00D6: if 
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9751 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9688 
0006: 72@ = 1 // integer values 
0687: clear_actor_task 70@ 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9688
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_9709 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_9709
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_9730 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_9730
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_9751 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_9751
00D6: if 
056D:   carcass_of_actor 96@ valid 
004D: jump_if_false @HEIST4_9885 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9885 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9822 
0006: 72@ = 1 // integer values 
0687: clear_actor_task 70@ 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9822
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_9843 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_9843
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_9864 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_9864
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_9885 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_9885
00D6: if 
056D:   carcass_of_actor 97@ valid 
004D: jump_if_false @HEIST4_10019 
00D6: if 
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10019 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9956 
0006: 72@ = 1 // integer values 
0687: clear_actor_task 70@ 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9956
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_9977 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_9977
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_9998 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_9998
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_10019 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_10019
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @HEIST4_10135 
00D6: if 
056D:   carcass_of_actor 77@ valid 
004D: jump_if_false @HEIST4_10086 
00D6: if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10086 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_12209 

:HEIST4_10086
00D6: if 
056D:   carcass_of_actor 76@ valid 
004D: jump_if_false @HEIST4_10135 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10135 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_12209 

:HEIST4_10135
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @HEIST4_10292 
00D6: if 
056D:   carcass_of_actor 82@ valid 
004D: jump_if_false @HEIST4_10292 
00D6: if 
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10238 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_12283 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_10238 
0006: 85@ = 1 // integer values 
0687: clear_actor_task 82@ 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 

:HEIST4_10238
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_10292 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 82@ radius 35.0 35.0 0 
004D: jump_if_false @HEIST4_10292 
0050: gosub @HEIST4_12283 

:HEIST4_10292
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST4_10359 
00D6: if 
056D:   carcass_of_actor 82@ valid 
004D: jump_if_false @HEIST4_10359 
00D6: if 
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10359 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 106@ = 1 // integer values 

:HEIST4_10359
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @HEIST4_10426 
00D6: if 
056D:   carcass_of_actor 70@ valid 
004D: jump_if_false @HEIST4_10426 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10426 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 107@ = 1 // integer values 

:HEIST4_10426
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @HEIST4_10493 
00D6: if 
056D:   carcass_of_actor 63@ valid 
004D: jump_if_false @HEIST4_10493 
00D6: if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10493 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 108@ = 1 // integer values 

:HEIST4_10493
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @HEIST4_10560 
00D6: if 
056D:   carcass_of_actor 76@ valid 
004D: jump_if_false @HEIST4_10560 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10560 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 109@ = 1 // integer values 

:HEIST4_10560
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @HEIST4_10627 
00D6: if 
056D:   carcass_of_actor 77@ valid 
004D: jump_if_false @HEIST4_10627 
00D6: if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10627 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 110@ = 1 // integer values 

:HEIST4_10627
00D6: if 
0039:   88@ == 1 // integer values 
004D: jump_if_false @HEIST4_10714 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @HEIST4_10714 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 86@ radius 200.0 200.0 200.0 unknown 0 
004D: jump_if_false @HEIST4_10714 
0006: 88@ = 2 // integer values 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 86@ // Like turning a car into any random car 

:HEIST4_10714
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_10787 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 82@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_10780 
0575: (unknown) 82@ 0 
0002: jump @HEIST4_10787 

:HEIST4_10780
0575: (unknown) 82@ 1 

:HEIST4_10787
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_10860 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 70@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_10853 
0575: (unknown) 70@ 0 
0002: jump @HEIST4_10860 

:HEIST4_10853
0575: (unknown) 70@ 1 

:HEIST4_10860
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @HEIST4_11097 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_10951 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_10944 
0575: (unknown) 95@ 0 
0002: jump @HEIST4_10951 

:HEIST4_10944
0575: (unknown) 95@ 1 

:HEIST4_10951
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_11024 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 96@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11017 
0575: (unknown) 96@ 0 
0002: jump @HEIST4_11024 

:HEIST4_11017
0575: (unknown) 96@ 1 

:HEIST4_11024
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_11097 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 97@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11090 
0575: (unknown) 97@ 0 
0002: jump @HEIST4_11097 

:HEIST4_11090
0575: (unknown) 97@ 1 

:HEIST4_11097
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @HEIST4_11301 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_11177 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 95@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11177 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ // Like turning a car into any random car 

:HEIST4_11177
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_11239 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 96@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11239 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 93@ // Like turning a car into any random car 

:HEIST4_11239
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_11301 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 97@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11301 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 94@ // Like turning a car into any random car 

:HEIST4_11301
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_11374 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 77@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_11367 
0575: (unknown) 77@ 0 
0002: jump @HEIST4_11374 

:HEIST4_11367
0575: (unknown) 77@ 1 

:HEIST4_11374
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_11447 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_11440 
0575: (unknown) 76@ 0 
0002: jump @HEIST4_11447 

:HEIST4_11440
0575: (unknown) 76@ 1 

:HEIST4_11447
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_11520 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 63@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_11513 
0575: (unknown) 63@ 0 
0002: jump @HEIST4_11520 

:HEIST4_11513
0575: (unknown) 63@ 1 

:HEIST4_11520
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_11593 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_11586 
0575: (unknown) 68@ 0 
0002: jump @HEIST4_11593 

:HEIST4_11586
0575: (unknown) 68@ 1 

:HEIST4_11593
0002: jump @HEIST4_3287 

:HEIST4_11600
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @HEIST4_11766 
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @HEIST4_11766 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_11711 
0687: clear_actor_task 63@ 
0615: define_action_sequences 65@ 
05D3: AS_actor -1 go_to_point 2785.789 1439.454 9.5579 speed 6 10000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 65@ 
0618: assign_actor 63@ to_action_sequences 65@ 
061B: remove_references_to_action_sequences 65@ 

:HEIST4_11711
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_11752 
0687: clear_actor_task 68@ 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 

:HEIST4_11752
0006: 66@ = 1 // integer values 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_11766
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @HEIST4_11906 
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @HEIST4_11906 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_11877 
0687: clear_actor_task 70@ 
0615: define_action_sequences 71@ 
05D3: AS_actor -1 go_to_point 2646.582 2348.17 9.6797 speed 6 10000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 71@ 
0618: assign_actor 70@ to_action_sequences 71@ 
061B: remove_references_to_action_sequences 71@ 

:HEIST4_11877
0006: 72@ = 1 // integer values 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
01C3: remove_references_to_car 92@ // Like turning a car into any random car 
01C3: remove_references_to_car 93@ // Like turning a car into any random car 
01C3: remove_references_to_car 94@ // Like turning a car into any random car 

:HEIST4_11906
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @HEIST4_12082 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @HEIST4_12082 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_11993 
0687: clear_actor_task 77@ 
0615: define_action_sequences 79@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 79@ 
0618: assign_actor 77@ to_action_sequences 79@ 
061B: remove_references_to_action_sequences 79@ 

:HEIST4_11993
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_12068 
0687: clear_actor_task 76@ 
0615: define_action_sequences 78@ 
05D3: AS_actor -1 go_to_point 2311.004 2436.764 9.8203 speed 6 10000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 78@ 
0618: assign_actor 76@ to_action_sequences 78@ 
061B: remove_references_to_action_sequences 78@ 

:HEIST4_12068
0006: 80@ = 1 // integer values 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_12082
00D6: if 
0039:   48@ == 3 // integer values 
004D: jump_if_false @HEIST4_12207 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @HEIST4_12207 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_12193 
0687: clear_actor_task 82@ 
0615: define_action_sequences 83@ 
05D3: AS_actor -1 go_to_point 1593.289 1836.808 9.8281 speed 6 10000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 83@ 
0618: assign_actor 82@ to_action_sequences 83@ 
061B: remove_references_to_action_sequences 83@ 

:HEIST4_12193
0006: 85@ = 1 // integer values 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_12207
0051: return 

:HEIST4_12209
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_12238 
0687: clear_actor_task 77@ 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:HEIST4_12238
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_12267 
0687: clear_actor_task 76@ 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:HEIST4_12267
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0006: 80@ = 1 // integer values 
0051: return 

:HEIST4_12283
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @HEIST4_12509 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST4_12378 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @HEIST4_12378 
00AD: set_car 86@ max_speed_to 100.0 
0508: (unknown) 86@ 
04A2: heli 86@ fly_to -2303.627 2105.29 200.0 speed 200.0 200.0 

:HEIST4_12378
00D6: if 
8119:   not car 282@ wrecked 
004D: jump_if_false @HEIST4_12502 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_12502 
0687: clear_actor_task 82@ 
0615: define_action_sequences 84@ 
05CB: AS_actor -1 enter_car_as_driver 282@ 6000 ms 
05D1: AS_actor -1 drive_car 282@ to 1570.712 1834.135 9.6969 speed 15.0 0 0 2 
05D2: AS_actor -1 run_to_and_hijack_vehicle 282@ max_search_radius 15.0 traffic_behavior 2 
0616: define_action_sequences_end 84@ 
0618: assign_actor 82@ to_action_sequences 84@ 
061B: remove_references_to_action_sequences 84@ 
08C6: set_actor 82@ stay_on_bike 3 

:HEIST4_12502
0006: 88@ = 1 // integer values 

:HEIST4_12509
0051: return 

:HEIST4_12511
00D6: if 
0039:   67@ == 0 // integer values 
004D: jump_if_false @HEIST4_12655 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_12648 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_12648 
0687: clear_actor_task 68@ 
0615: define_action_sequences 69@ 
0643: (unknown) 69@ 1 
05D3: AS_actor -1 go_to_point 2762.117 1432.399 9.5325 speed 4 30000 ms 
05BB: AS_actor -1 fall_down 0 time_on_ground 3000 
05D3: AS_actor -1 go_to_point 2767.537 1424.877 9.2195 speed 4 30000 ms 
0616: define_action_sequences_end 69@ 
0618: assign_actor 68@ to_action_sequences 69@ 

:HEIST4_12648
0006: 67@ = 1 // integer values 

:HEIST4_12655
0051: return 

:HEIST4_12657
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @HEIST4_13160 
00D6: if 
0039:   203@ == 2 // integer values 
004D: jump_if_false @HEIST4_12697 
03D1: play_wav 3 

:HEIST4_12697
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @HEIST4_12804 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_12804 
0687: clear_actor_task 95@ 
0615: define_action_sequences 98@ 
05D1: AS_actor -1 drive_car 92@ to 2648.744 2293.42 9.6875 speed 25.0 0 0 2 
05D2: AS_actor -1 run_to_and_hijack_vehicle 92@ max_search_radius 25.0 traffic_behavior 2 
0616: define_action_sequences_end 98@ 
0618: assign_actor 95@ to_action_sequences 98@ 
061B: remove_references_to_action_sequences 98@ 

:HEIST4_12804
00D6: if 
8119:   not car 93@ wrecked 
004D: jump_if_false @HEIST4_12911 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_12911 
0687: clear_actor_task 96@ 
0615: define_action_sequences 99@ 
05D1: AS_actor -1 drive_car 93@ to 2650.566 2290.315 9.6875 speed 26.0 0 0 2 
05D2: AS_actor -1 run_to_and_hijack_vehicle 93@ max_search_radius 25.0 traffic_behavior 2 
0616: define_action_sequences_end 99@ 
0618: assign_actor 96@ to_action_sequences 99@ 
061B: remove_references_to_action_sequences 99@ 

:HEIST4_12911
00D6: if 
8119:   not car 94@ wrecked 
004D: jump_if_false @HEIST4_13018 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_13018 
0687: clear_actor_task 97@ 
0615: define_action_sequences 100@ 
05D1: AS_actor -1 drive_car 94@ to 2651.681 2294.87 9.6875 speed 25.0 0 0 2 
05D2: AS_actor -1 run_to_and_hijack_vehicle 94@ max_search_radius 25.0 traffic_behavior 2 
0616: define_action_sequences_end 100@ 
0618: assign_actor 97@ to_action_sequences 100@ 
061B: remove_references_to_action_sequences 100@ 

:HEIST4_13018
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST4_13153 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_13142 
0687: clear_actor_task 70@ 
0615: define_action_sequences 71@ 
05CB: AS_actor -1 enter_car_as_driver 280@ 10000 ms 
05D1: AS_actor -1 drive_car 280@ to 2647.941 2293.222 9.6875 speed 21.0 0 0 2 
05D2: AS_actor -1 run_to_and_hijack_vehicle 280@ max_search_radius 17.0 traffic_behavior 2 
0616: define_action_sequences_end 71@ 
0618: assign_actor 70@ to_action_sequences 71@ 
061B: remove_references_to_action_sequences 71@ 
08C6: set_actor 70@ stay_on_bike 3 

:HEIST4_13142
0397: car 280@ siren = 1 
040D: unload_wav 3 

:HEIST4_13153
0006: 73@ = 1 // integer values 

:HEIST4_13160
0051: return 

:HEIST4_13162
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:HEIST4_13180
0008: $11258 += 1 // integer values 
01E3: text_1number_styled 'M_PASSR' 20 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_4'  // Rendrmotorok
030C: set_mission_points += 1 
0051: return 

:HEIST4_13235
01B4: set_player $PLAYER_CHAR frozen_state 1 
07B4: (unknown) $PLAYER_CHAR 1 
0940: (unknown) 34@ 1 
0A31: (unknown) $PLAYER_CHAR 0 
01EB: set_traffic_density_to 1.0 
040D: unload_wav 3 
01B7: release_weather 
072C: (unknown) 1 
0164: disable_marker 35@ 
0164: disable_marker 283@ 
0164: disable_marker 284@ 
0164: disable_marker 285@ 
0164: disable_marker 286@ 
0249: release_model #PACKER 
0249: release_model #COPBIKE 
0249: release_model #COLT45 
0249: release_model #LAPDM1 
0249: release_model #COPCARVG 
0249: release_model #POLMAV 
0249: release_model #FREEWAY 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #WMYMECH 
0249: release_model #TRIADA 
0249: release_model #DWMOLC1 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
014F: stop_timer $7927 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 100---------------
// Originally: Up, Up and Away!

:HEIST5
03A4: name_thread 'HEIST5' 
0050: gosub @HEIST5_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HEIST5_38 
0050: gosub @HEIST5_13717 

:HEIST5_38
0050: gosub @HEIST5_13815 
004E: end_thread 

:HEIST5_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0007: 39@ = 406.989 // floating-point values 
0007: 40@ = 2516.901 // floating-point values 
0007: 41@ = 15.4918 // floating-point values 
0006: 36@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 70@ = 0 // integer values 
0006: 72@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0007: 133@ = 0.0 // floating-point values 
0007: 134@ = 0.0 // floating-point values 
0007: 135@ = 0.0 // floating-point values 
0007: 136@ = 0.0 // floating-point values 
0007: 137@ = 0.0 // floating-point values 
0007: 138@ = 0.0 // floating-point values 
0006: 111@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0004: $7928 = 1000 // integer values 
0006: 124@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0005: $7929 = 0.0 // floating-point values 
0007: 108@ = 0.0 // floating-point values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0007: 145@ = 365.356 // floating-point values 
0007: 146@ = 2538.113 // floating-point values 
0007: 147@ = 15.712 // floating-point values 
0004: $7932 = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0007: 160@ = 0.0 // floating-point values 
0007: 161@ = 0.0 // floating-point values 
0007: 162@ = 0.0 // floating-point values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
054C: use_GXT_table 'HEIST5' 
0001: wait 0 ms 
0395: clear_area 0 at 2030.108 1007.929 9.852 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2030.108 1007.929 9.852 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0004: $1249 = 1 // integer values 
04BB: select_interior 10 // select render area 
02E4: load_cutscene_data 'HEIST6A' 

:HEIST5_710
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST5_734 
0001: wait 0 ms 
0002: jump @HEIST5_710 

:HEIST5_734
02E7: start_cutscene 
016A: fade 1 1000 ms 

:HEIST5_743
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST5_767 
0001: wait 0 ms 
0002: jump @HEIST5_743 

:HEIST5_767
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:HEIST5_780
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_804 
0001: wait 0 ms 
0002: jump @HEIST5_780 

:HEIST5_804
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0004: $1249 = 0 // integer values 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 
0923: (unknown) 0 
096A: (unknown) 0 
041A: 155@ = actor $PLAYER_ACTOR weapon 16 ammo 
00D6: if 
001B:   5 > 155@ // integer values 
004D: jump_if_false @HEIST5_899 
0213: 156@ = create_pickup #GRENADE type 3 at 2550.967 2824.342 10.6 

:HEIST5_899
0213: 157@ = create_pickup #BODYARMOUR type 3 at 2557.337 2817.809 10.82 
0213: 158@ = create_pickup #HEALTH type 3 at 2573.734 2814.91 10.82 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
03CB: set_camera 2030.108 1007.929 9.852 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0615: define_action_sequences 59@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 59@ 
0615: define_action_sequences 60@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 60@ 
0615: define_action_sequences 91@ 
05F5: unknown_action_sequence -1 2604.0 2837.0 9.86 6 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 91@ 
0615: define_action_sequences 92@ 
05F5: unknown_action_sequence -1 2608.0 2827.0 9.86 6 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 92@ 
0615: define_action_sequences 93@ 
05F5: unknown_action_sequence -1 2585.0 2815.0 18.999 6 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 93@ 
0615: define_action_sequences 94@ 
05F5: unknown_action_sequence -1 2593.0 2835.0 18.999 6 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 94@ 
0615: define_action_sequences 95@ 
05F5: unknown_action_sequence -1 2585.0 2809.0 18.999 6 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 95@ 
0615: define_action_sequences 96@ 
05F5: unknown_action_sequence -1 2575.0 2833.0 18.999 6 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 96@ 
060A: unknown_create_entity 2 57@ 
0709: unknown_set_entity_item 57@ 49 311 0.0 100.0 100.0 100.0 0 1 
060A: unknown_create_entity 2 58@ 
060A: unknown_create_entity 0 56@ 
0247: request_model #LEVIATHN 
0247: request_model #ARMY 
0247: request_model #M4 
0247: request_model #ROCKETLA 
0247: request_model #HUNTER 
0247: request_model #MINIGUN_BASE 
0247: request_model #MINIGUN 
0247: request_model #SECURICA 
0247: request_model #PATRIOT 
03CF: load_wav 41800 as 3 
038B: load_requested_models 

:HEIST5_1422
00D6: if or
8248:   not model #LEVIATHN available 
8248:   not model #ARMY available 
8248:   not model #M4 available 
8248:   not model #ROCKETLA available 
8248:   not model #PATRIOT available 
004D: jump_if_false @HEIST5_1469 
0001: wait 0 ms 
0002: jump @HEIST5_1422 

:HEIST5_1469
00D6: if or
8248:   not model #HUNTER available 
8248:   not model #MINIGUN_BASE available 
8248:   not model #MINIGUN available 
8248:   not model #SECURICA available 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST5_1515 
0001: wait 0 ms 
0002: jump @HEIST5_1469 

:HEIST5_1515
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 

:HEIST5_1530
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_1554 
0001: wait 0 ms 
0002: jump @HEIST5_1530 

:HEIST5_1554
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'HM5_1' 5000 ms 1  // ~s~Nyld le a helikoptert a ~y~katonai zemanyagraktrbl~s~. A kapun tengedik a katonai jrmveket.
018A: 38@ = create_checkpoint_at 2616.408 2721.367 35.563 
07E0: set_marker 38@ type_to 1 
0107: 109@ = create_object #MINIGUN_BASE at 2595.549 2758.04 22.832 
0177: set_object 109@ z_angle_to 180.0 
03CF: load_wav 18804 as 1 
03CF: load_wav 18807 as 2 

:HEIST5_1651
00D6: if or
80FE:   not actor $PLAYER_ACTOR 0 2502.702 2778.55 9.868 radius 200.0 200.0 400.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_1740 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @HEIST5_1733 
0002: jump @HEIST5_13735 

:HEIST5_1733
0002: jump @HEIST5_1651 

:HEIST5_1740
00A5: 34@ = create_car #LEVIATHN at 2614.603 2720.745 35.563 
0175: set_car 34@ z_angle_to 90.0 
0788: enable_heli 34@ magnet 1 
020A: set_car 34@ door_status_to 2 
02AC: set_car 34@ immunities 1 1 1 1 0 
0519: lock_vehicle 34@ in_current_position 1 
0006: 104@ = 1 // integer values 
009A: 97@ = create_actor 24 #ARMY at 2502.702 2778.55 9.868 
01B2: give_actor 97@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 97@ z_angle_to 90.0 
02E2: set_actor 97@ weapon_accuracy_to 70 
07DD: (unknown) 97@ 40 
060B: unknown_actor_use_entity 97@ 56@ 
009A: 67@ = create_actor 24 #ARMY at 2615.0 2835.0 9.86 
01B2: give_actor 67@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 67@ z_angle_to 105.0 
060B: unknown_actor_use_entity 67@ 57@ 
077C: (unknown) 67@ 4 
077A: set_actor 67@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 67@ weapon_accuracy_to 70 
07DD: (unknown) 67@ 40 
009A: 69@ = create_actor 24 #ARMY at 2615.0 2817.0 9.86 
01B2: give_actor 69@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 69@ z_angle_to 105.0 
060B: unknown_actor_use_entity 69@ 57@ 
077C: (unknown) 69@ 4 
077A: set_actor 69@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 69@ weapon_accuracy_to 70 
07DD: (unknown) 69@ 40 
009A: 71@ = create_actor 24 #ARMY at 2585.927 2837.06 9.82 
01B2: give_actor 71@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 71@ z_angle_to 127.0 
060B: unknown_actor_use_entity 71@ 57@ 
077C: (unknown) 71@ 4 
077A: set_actor 71@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 71@ weapon_accuracy_to 70 
07DD: (unknown) 71@ 50 
0605: actor 71@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
009A: 73@ = create_actor 24 #ARMY at 2568.0 2821.0 9.86 
01B2: give_actor 73@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 73@ z_angle_to 80.0 
060B: unknown_actor_use_entity 73@ 57@ 
077C: (unknown) 73@ 4 
077A: set_actor 73@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 73@ weapon_accuracy_to 70 
07DD: (unknown) 73@ 40 
009A: 75@ = create_actor 24 #ARMY at 2562.0 2818.0 9.86 
01B2: give_actor 75@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 75@ z_angle_to 96.0 
060B: unknown_actor_use_entity 75@ 57@ 
077C: (unknown) 75@ 4 
077A: set_actor 75@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 75@ weapon_accuracy_to 70 
07DD: (unknown) 75@ 45 
0605: actor 75@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
009A: 77@ = create_actor 24 #ARMY at 2571.933 2831.912 9.82 
01B2: give_actor 77@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 77@ z_angle_to 70.0 
060B: unknown_actor_use_entity 77@ 57@ 
077C: (unknown) 77@ 4 
077A: set_actor 77@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 77@ weapon_accuracy_to 70 
07DD: (unknown) 77@ 40 
0605: actor 77@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
009A: 79@ = create_actor 24 #ARMY at 2595.0 2840.0 9.86 
01B2: give_actor 79@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 79@ z_angle_to 96.0 
060B: unknown_actor_use_entity 79@ 57@ 
077C: (unknown) 79@ 4 
077A: set_actor 79@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 79@ weapon_accuracy_to 70 
07DD: (unknown) 79@ 50 
009A: 81@ = create_actor 24 #ARMY at 2613.0 2806.0 18.999 
01B2: give_actor 81@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 81@ z_angle_to 96.0 
0223: set_actor 81@ health_to 100 
060B: unknown_actor_use_entity 81@ 58@ 
077C: (unknown) 81@ 4 
077A: set_actor 81@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 81@ weapon_accuracy_to 70 
07DD: (unknown) 81@ 45 
009A: 83@ = create_actor 24 #ARMY at 2614.0 2848.0 18.999 
01B2: give_actor 83@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 83@ z_angle_to 96.0 
0223: set_actor 83@ health_to 100 
060B: unknown_actor_use_entity 83@ 58@ 
077C: (unknown) 83@ 4 
077A: set_actor 83@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 83@ weapon_accuracy_to 70 
07DD: (unknown) 83@ 40 
009A: 85@ = create_actor 24 #ARMY at 2545.0 2806.0 18.999 
01B2: give_actor 85@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 85@ z_angle_to 274.0 
0223: set_actor 85@ health_to 100 
060B: unknown_actor_use_entity 85@ 58@ 
077C: (unknown) 85@ 4 
077A: set_actor 85@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 85@ weapon_accuracy_to 70 
07DD: (unknown) 85@ 45 
009A: 87@ = create_actor 24 #ARMY at 2563.0 2848.0 18.999 
01B2: give_actor 87@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 87@ z_angle_to 274.0 
0223: set_actor 87@ health_to 100 
060B: unknown_actor_use_entity 87@ 58@ 
077C: (unknown) 87@ 4 
077A: set_actor 87@ aggressive_to_pedgroup 4 type 0 
02E2: set_actor 87@ weapon_accuracy_to 70 
07DD: (unknown) 87@ 40 
009A: 42@ = create_actor 24 #ARMY at 2621.0 2804.0 9.86 
060B: unknown_actor_use_entity 42@ 58@ 
01B2: give_actor 42@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 42@ weapon_accuracy_to 70 
07DD: (unknown) 42@ 50 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2629.0 2795.0 9.86 
05D7: add_point_to_scmpath 2642.0 2788.0 9.86 
05D7: add_point_to_scmpath 2659.0 2786.0 9.86 
05D7: add_point_to_scmpath 2621.0 2804.0 9.86 
05D8: AS_assign_scmpath to_actor 42@ flags 4 3 
009A: 43@ = create_actor 24 #ARMY at 2649.0 2768.0 18.375 
060B: unknown_actor_use_entity 43@ 58@ 
01B2: give_actor 43@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: unknown_actor 43@ not_scared_flag 1 
0173: set_actor 43@ z_angle_to 330.0 
02E2: set_actor 43@ weapon_accuracy_to 70 
07DD: (unknown) 43@ 40 
0605: actor 43@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
009A: 44@ = create_actor 24 #ARMY at 2626.37 2800.007 9.82 
060B: unknown_actor_use_entity 44@ 58@ 
0173: set_actor 44@ z_angle_to 14.7 
01B2: give_actor 44@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 44@ weapon_accuracy_to 70 
07DD: (unknown) 44@ 45 
04EB: AS_actor 44@ crouch 1 
0350: unknown_actor 44@ not_scared_flag 1 
009A: 61@ = create_actor 24 #ARMY at 2504.0 2763.0 9.86 
01B2: give_actor 61@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 61@ z_angle_to 364.0 
060B: unknown_actor_use_entity 61@ 58@ 
02E2: set_actor 61@ weapon_accuracy_to 70 
07DD: (unknown) 61@ 45 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2505.0 2711.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2763.0 9.86 
05D8: AS_assign_scmpath to_actor 61@ flags 4 3 
009A: 63@ = create_actor 24 #ARMY at 2509.0 2791.0 9.86 
01B2: give_actor 63@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 63@ z_angle_to 90.0 
060B: unknown_actor_use_entity 63@ 58@ 
02E2: set_actor 63@ weapon_accuracy_to 70 
07DD: (unknown) 63@ 40 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2527.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2509.0 2791.0 9.86 
05D8: AS_assign_scmpath to_actor 63@ flags 4 3 
009A: 65@ = create_actor 24 #ARMY at 2583.0 2801.0 9.86 
01B2: give_actor 65@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 65@ z_angle_to 184.0 
060B: unknown_actor_use_entity 65@ 58@ 
02E2: set_actor 65@ weapon_accuracy_to 70 
07DD: (unknown) 65@ 50 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2568.0 2801.0 9.86 
05D7: add_point_to_scmpath 2551.0 2801.0 9.86 
05D7: add_point_to_scmpath 2538.0 2801.0 9.845 
05D7: add_point_to_scmpath 2551.0 2801.0 9.845 
05D7: add_point_to_scmpath 2568.0 2801.0 9.855 
05D7: add_point_to_scmpath 2583.0 2801.0 9.845 
05D8: AS_assign_scmpath to_actor 65@ flags 4 3 
009A: 45@ = create_actor 24 #ARMY at 2606.119 2733.683 35.563 
060B: unknown_actor_use_entity 45@ 58@ 
01B2: give_actor 45@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: unknown_actor 45@ not_scared_flag 1 
02E2: set_actor 45@ weapon_accuracy_to 70 
07DD: (unknown) 45@ 50 
009A: 46@ = create_actor 24 #ARMY at 2628.508 2733.41 35.564 
060B: unknown_actor_use_entity 46@ 58@ 
01B2: give_actor 46@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: unknown_actor 46@ not_scared_flag 1 
02E2: set_actor 46@ weapon_accuracy_to 70 
07DD: (unknown) 46@ 40 
009A: 47@ = create_actor 24 #ARMY at 2595.279 2755.393 22.822 
0173: set_actor 47@ z_angle_to 80.0 
060B: unknown_actor_use_entity 47@ 58@ 
01B2: give_actor 47@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: unknown_actor 47@ not_scared_flag 1 
02E2: set_actor 47@ weapon_accuracy_to 70 
07DD: (unknown) 47@ 45 
009A: 48@ = create_actor 24 #ARMY at 2658.506 2784.133 14.93 
0173: set_actor 48@ z_angle_to 54.818 
060B: unknown_actor_use_entity 48@ 58@ 
01B2: give_actor 48@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: unknown_actor 48@ not_scared_flag 1 
02E2: set_actor 48@ weapon_accuracy_to 70 
07DD: (unknown) 48@ 50 
00A5: $7931 = create_car #PATRIOT at 2520.737 2769.963 9.816 
0175: set_car $7931 z_angle_to 0.563 
0129: $7930 = create_actor 24 #ARMY in_car $7931 driverseat 
060B: unknown_actor_use_entity $7930 56@ 
01B2: give_actor $7930 weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $7930 weapon_accuracy_to 70 
07DD: (unknown) $7930 40 
00A9: set_car $7931 to_normal_driver 

:HEIST5_4208
00D6: if 
8039:   not  112@ == 2 // integer values 
004D: jump_if_false @HEIST5_7625 
0001: wait 0 ms 
00D6: if 
0029:   100@ >= 1 // integer values 
004D: jump_if_false @HEIST5_4347 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @HEIST5_4296 
03D7: set_wav 3 location 2502.943 2778.928 10.82 
03D1: play_wav 3 
0006: 159@ = 1 // integer values 

:HEIST5_4296
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @HEIST5_4347 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @HEIST5_4347 
03D5: remove_text 'HE5_BD'  // ~z~Tzet fogok nyitni!
0006: 103@ = 2 // integer values 

:HEIST5_4347
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_5816 
00D6: if 
0038:   $7932 == 0 // integer values 
004D: jump_if_false @HEIST5_4684 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2502.702 2778.55 9.868 radius 80.0 80.0 80.0 
0039:   99@ == 1 // integer values 
0039:   100@ == 1 // integer values 
004D: jump_if_false @HEIST5_4684 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_4684 
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_4684 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_4644 
00D6: if 
0029:   100@ >= 1 // integer values 
004D: jump_if_false @HEIST5_4554 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_4554 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 // integer values 
0006: 154@ = 1 // integer values 

:HEIST5_4554
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_4637 
05D1: AS_actor $7930 drive_car $7931 to 2506.34 2772.69 9.8203 speed 10.0 1 0 3 
0395: clear_area 0 at 2501.494 2775.199 9.8203 range 3.0 
0004: $7932 = 1 // integer values 

:HEIST5_4637
0002: jump @HEIST5_4684 

:HEIST5_4644
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_4684 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 // integer values 
0006: 154@ = 1 // integer values 

:HEIST5_4684
00D6: if 
0038:   $7932 == 1 // integer values 
004D: jump_if_false @HEIST5_4945 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_4945 
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_4945 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_4905 
00D6: if 
0029:   100@ >= 1 // integer values 
004D: jump_if_false @HEIST5_4811 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_4811 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 // integer values 
0006: 154@ = 1 // integer values 

:HEIST5_4811
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_4898 
00D6: if 
01AF:   car $7931 0 2506.34 2772.69 9.8203 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST5_4898 
0004: $709 = 1 // integer values 
0004: $1521 = 1 // integer values 
0004: $7932 = 2 // integer values 

:HEIST5_4898
0002: jump @HEIST5_4945 

:HEIST5_4905
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_4945 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 // integer values 
0006: 154@ = 1 // integer values 

:HEIST5_4945
00D6: if 
0038:   $7932 == 2 // integer values 
004D: jump_if_false @HEIST5_5344 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_5313 
00D6: if 
80B1:   not car $7931 0 2497.387 2858.018 8.0 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_5058 
0395: clear_area 0 at 2497.289 2772.606 9.8262 range 5.0 
0004: $1521 = 0 // integer values 

:HEIST5_5058
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_5306 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_5266 
00D6: if 
0038:   $709 == 3 // integer values 
004D: jump_if_false @HEIST5_5201 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_5194 
05D1: AS_actor $7930 drive_car $7931 to 2472.188 2775.916 9.7097 speed 20.0 1 0 2 
0395: clear_area 0 at 2472.188 2775.916 9.7097 range 3.0 
0004: $7932 = 3 // integer values 

:HEIST5_5194
0002: jump @HEIST5_5259 

:HEIST5_5201
00D6: if 
0029:   100@ >= 1 // integer values 
004D: jump_if_false @HEIST5_5259 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_5259 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 // integer values 
0006: 154@ = 1 // integer values 

:HEIST5_5259
0002: jump @HEIST5_5306 

:HEIST5_5266
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_5306 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 // integer values 
0006: 154@ = 1 // integer values 

:HEIST5_5306
0002: jump @HEIST5_5344 

:HEIST5_5313
0395: clear_area 0 at 2497.289 2772.606 9.8262 range 5.0 
0004: $1521 = 0 // integer values 

:HEIST5_5344
00D6: if 
0038:   $7932 == 3 // integer values 
004D: jump_if_false @HEIST5_5647 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_5616 
00D6: if 
80B1:   not car $7931 0 2497.387 2858.018 8.0 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_5457 
0395: clear_area 0 at 2497.289 2772.606 9.8262 range 5.0 
0004: $1521 = 0 // integer values 

:HEIST5_5457
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_5609 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_5569 
00D6: if 
01AF:   car $7931 0 2472.188 2775.916 9.7097 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST5_5562 
05D2: AS_actor $7930 run_to_and_hijack_vehicle $7931 max_search_radius 30.0 traffic_behavior 2 
0004: $7932 = 4 // integer values 

:HEIST5_5562
0002: jump @HEIST5_5609 

:HEIST5_5569
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @HEIST5_5609 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 // integer values 
0006: 154@ = 1 // integer values 

:HEIST5_5609
0002: jump @HEIST5_5647 

:HEIST5_5616
0395: clear_area 0 at 2497.289 2772.606 9.8262 range 5.0 
0004: $1521 = 0 // integer values 

:HEIST5_5647
00D6: if 
0038:   $1521 == 1 // integer values 
004D: jump_if_false @HEIST5_5816 
00D6: if 
002A:   4 >= $7932 // integer values 
004D: jump_if_false @HEIST5_5816 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_5785 
00D6: if 
80B1:   not car $7931 0 2497.387 2858.018 8.0 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_5778 
0395: clear_area 0 at 2497.289 2772.606 9.8262 range 5.0 
0004: $1521 = 0 // integer values 

:HEIST5_5778
0002: jump @HEIST5_5816 

:HEIST5_5785
0395: clear_area 0 at 2497.289 2772.606 9.8262 range 5.0 
0004: $1521 = 0 // integer values 

:HEIST5_5816
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @HEIST5_5977 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2497.387 2858.018 8.0 2676.413 2683.661 100.0 
004D: jump_if_false @HEIST5_5977 
0164: disable_marker 38@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_5925 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
0002: jump @HEIST5_5958 

:HEIST5_5925
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_5958
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: unknown_maybe_cops_density 0.0 
0006: 99@ = 1 // integer values 

:HEIST5_5977
0050: gosub @HEIST5_19766 
0050: gosub @HEIST5_16762 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_6080 
0050: gosub @HEIST5_15411 
0050: gosub @HEIST5_14157 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @HEIST5_6080 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @HEIST5_6073 
0050: gosub @HEIST5_14486 
0002: jump @HEIST5_6080 

:HEIST5_6073
0050: gosub @HEIST5_14884 

:HEIST5_6080
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_6119 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_6119
00D6: if 
01A6:   actor $PLAYER_ACTOR 0 2656.523 2782.107 17.0 2594.178 2695.773 60.0 
004D: jump_if_false @HEIST5_6199 
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @HEIST5_6199 
0050: gosub @HEIST5_20266 
0006: 113@ = 1 // integer values 

:HEIST5_6199
00D6: if 
0039:   113@ == 1 // integer values 
004D: jump_if_false @HEIST5_6272 
00D6: if 
01A6:   actor $PLAYER_ACTOR 0 2646.055 2782.106 21.0 2594.268 2724.261 60.0 
004D: jump_if_false @HEIST5_6272 
0006: 113@ = 2 // integer values 

:HEIST5_6272
00D6: if 
0039:   113@ == 2 // integer values 
004D: jump_if_false @HEIST5_7137 
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @HEIST5_6580 
00A5: 114@ = create_car #HUNTER at 2253.509 2806.941 15.0 
0186: 115@ = create_marker_above_car 114@ 
0224: set_car 114@ health_to 4000 
0129: 117@ = create_actor 24 #ARMY in_car 114@ driverseat 
04BA: set_car 114@ speed_instantly 20.0 
0841: flying_vehicle 114@ use_secondary_gun 1 
0724: helicopter 114@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: car 114@ add_to_stuck_car_check 2.0 = 5000 
00A5: 118@ = create_car #HUNTER at 2306.756 2806.941 15.0 
0186: 119@ = create_marker_above_car 118@ 
0224: set_car 118@ health_to 4000 
0129: 121@ = create_actor 24 #ARMY in_car 118@ driverseat 
04BA: set_car 118@ speed_instantly 20.0 
0841: flying_vehicle 118@ use_secondary_gun 1 
0724: helicopter 118@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: car 118@ add_to_stuck_car_check 2.0 = 5000 
00BC: text_highpriority 'HM5_6' 12000 ms 1  // ~s~Kt ~r~harci helikoptert~s~ kldtek utnad, hasznld a ~y~fegyverzetet~s~ az elpuszttsukhoz.
018A: 110@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 149@ = create_sphere 2596.589 2758.158 22.862 1.0 
0006: 33@ = 0 // integer values 
0006: 153@ = 1 // integer values 
0006: 111@ = 1 // integer values 

:HEIST5_6580
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @HEIST5_6809 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2596.589 2758.158 22.862 radius 1.0 1.0 3.0 
004D: jump_if_false @HEIST5_6800 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @HEIST5_6682 
03E5: text_box 'HM5_20'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, ha hasznlni akarod a fegyvert.
0006: 151@ = 1 // integer values 

:HEIST5_6682
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @HEIST5_6793 
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @HEIST5_6793 
03D5: remove_text 'HM5_20'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, ha hasznlni akarod a fegyvert.
03E6: remove_text_box 
0164: disable_marker 110@ 
03BD: destroy_sphere 149@ 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object 109@ offset 0.0 0.0 2.0 1 360.0 38 
0750: set_object 109@ visibility 0 
0006: 111@ = 2 // integer values 
0006: 152@ = 1 // integer values 

:HEIST5_6793
0002: jump @HEIST5_6809 

:HEIST5_6800
03E6: remove_text_box 
0006: 151@ = 0 // integer values 

:HEIST5_6809
00D6: if 
0039:   111@ == 2 // integer values 
004D: jump_if_false @HEIST5_6851 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @HEIST5_6851 
0006: 111@ = 3 // integer values 

:HEIST5_6851
00D6: if 
0039:   111@ == 3 // integer values 
004D: jump_if_false @HEIST5_6929 
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @HEIST5_6905 
03E5: text_box 'HM5_21'  // Az egrrel tudod irnytani a clkeresztet.~N~Lni a(z) ~k~~PED_FIREWEAPON~ billentyvel tudsz.~n~Kilpshez nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 150@ = 1 // integer values 

:HEIST5_6905
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @HEIST5_6929 
0006: 111@ = 4 // integer values 

:HEIST5_6929
00D6: if 
0039:   111@ == 4 // integer values 
004D: jump_if_false @HEIST5_7137 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @HEIST5_7137 
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @HEIST5_7137 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2596.129 2757.112 22.862 
0173: set_actor $PLAYER_ACTOR z_angle_to 217.0 
0750: set_object 109@ visibility 1 
03D5: remove_text 'HM5_21'  // Az egrrel tudod irnytani a clkeresztet.~N~Lni a(z) ~k~~PED_FIREWEAPON~ billentyvel tudsz.~n~Kilpshez nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
03E6: remove_text_box 
0164: disable_marker 110@ 
03BD: destroy_sphere 149@ 
018A: 110@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 149@ = create_sphere 2596.589 2758.158 22.862 1.0 
0006: 150@ = 0 // integer values 
0006: 111@ = 1 // integer values 
0006: 152@ = 0 // integer values 

:HEIST5_7137
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @HEIST5_7471 
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @HEIST5_7313 
00D6: if 
0119:   car 114@ wrecked 
004D: jump_if_false @HEIST5_7215 
0164: disable_marker 115@ 
000A: 112@ += 1 // integer values 
0006: 116@ = 1 // integer values 
0002: jump @HEIST5_7313 

:HEIST5_7215
00D6: if 
03CE:   car 114@ stuck 
004D: jump_if_false @HEIST5_7313 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 133@ = $TEMPVAR_X_COORD // floating-point values only 
000B: 133@ += 80.0 // floating-point values 
0089: 134@ = $TEMPVAR_Y_COORD // floating-point values only 
000B: 134@ += 80.0 // floating-point values 
0089: 135@ = $TEMPVAR_Z_COORD // floating-point values only 
000B: 135@ += 50.0 // floating-point values 
00AB: put_car 114@ at 133@ 134@ 135@ 

:HEIST5_7313
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @HEIST5_7471 
00D6: if 
0119:   car 118@ wrecked 
004D: jump_if_false @HEIST5_7373 
0164: disable_marker 119@ 
000A: 112@ += 1 // integer values 
0006: 120@ = 1 // integer values 
0002: jump @HEIST5_7471 

:HEIST5_7373
00D6: if 
03CE:   car 118@ stuck 
004D: jump_if_false @HEIST5_7471 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 136@ = $TEMPVAR_X_COORD // floating-point values only 
000B: 136@ += 90.0 // floating-point values 
0089: 137@ = $TEMPVAR_Y_COORD // floating-point values only 
000B: 137@ += 90.0 // floating-point values 
0089: 138@ = $TEMPVAR_Z_COORD // floating-point values only 
000B: 138@ += 60.0 // floating-point values 
00AB: put_car 118@ at 136@ 137@ 138@ 

:HEIST5_7471
00D6: if 
0019:   33@ > 240000 // integer values 
004D: jump_if_false @HEIST5_7618 
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @HEIST5_7555 
00D6: if 
8119:   not car 114@ wrecked 
004D: jump_if_false @HEIST5_7555 
020B: explode_car 114@ 
020B: explode_car 114@ 
0164: disable_marker 115@ 
000A: 112@ += 1 // integer values 
0006: 116@ = 1 // integer values 

:HEIST5_7555
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @HEIST5_7618 
00D6: if 
8119:   not car 118@ wrecked 
004D: jump_if_false @HEIST5_7618 
020B: explode_car 118@ 
020B: explode_car 118@ 
0164: disable_marker 119@ 
000A: 112@ += 1 // integer values 
0006: 120@ = 1 // integer values 

:HEIST5_7618
0002: jump @HEIST5_4208 

:HEIST5_7625
0004: $1521 = 0 // integer values 
03D5: remove_text 'HM5_20'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, ha hasznlni akarod a fegyvert.
03D5: remove_text 'HM5_21'  // Az egrrel tudod irnytani a clkeresztet.~N~Lni a(z) ~k~~PED_FIREWEAPON~ billentyvel tudsz.~n~Kilpshez nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
03E6: remove_text_box 
03BD: destroy_sphere 149@ 
0164: disable_marker 38@ 
0164: disable_marker 110@ 
0164: disable_marker 115@ 
0164: disable_marker 119@ 
0249: release_model #HUNTER 
0249: release_model #MINIGUN 
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @HEIST5_7768 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2596.129 2757.112 22.862 
0173: set_actor $PLAYER_ACTOR z_angle_to 217.0 

:HEIST5_7768
00D6: if 
03CA:   object 109@ exists 
004D: jump_if_false @HEIST5_7791 
0750: set_object 109@ visibility 1 

:HEIST5_7791
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_7843 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities 0 0 0 0 0 
0519: lock_vehicle 34@ in_current_position 0 
0002: jump @HEIST5_7866 

:HEIST5_7843
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_7866
00BC: text_highpriority 'HM5_7' 8000 ms 1  // ~s~A harci helikopterek megsemmisltek, menj a ~b~helikopterhez~s~ s hzd el a cskot.

:HEIST5_7882
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_8124 
0001: wait 0 ms 
0050: gosub @HEIST5_19766 
0050: gosub @HEIST5_16762 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_7994 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @HEIST5_7994 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @HEIST5_7987 
0050: gosub @HEIST5_14486 
0002: jump @HEIST5_7994 

:HEIST5_7987
0050: gosub @HEIST5_14884 

:HEIST5_7994
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_8040 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_8117 

:HEIST5_8040
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 2614.603 2720.745 35.563 radius 4.0 4.0 4.0 
004D: jump_if_false @HEIST5_8117 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities 0 0 0 0 0 
0519: lock_vehicle 34@ in_current_position 0 

:HEIST5_8117
0002: jump @HEIST5_7882 

:HEIST5_8124
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @HEIST5_8153 
040D: unload_wav 3 
0006: 159@ = 0 // integer values 

:HEIST5_8153
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker 35@ 
0249: release_model #ROCKETLA 
00A5: 122@ = create_car #SECURICA at 2847.391 904.2733 9.75 
03ED: (unknown) 122@ 1 
020A: set_car 122@ door_status_to 2 
0175: set_car 122@ z_angle_to 353.511 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
083F: $7929 = vehicle 122@ vertical_deviation 
0006: 129@ = 1 // integer values 
00BC: text_highpriority 'HM5_8' 8000 ms 1  // ~s~Menj a raktrhoz s a helikopter csrljvel, emeld fel a ~b~bank furgont~s~.
0006: 32@ = 0 // integer values 

:HEIST5_8268
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @HEIST5_8921 
0001: wait 0 ms 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @HEIST5_8414 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_8391 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @HEIST5_8354 
0164: disable_marker 123@ 
0006: 129@ = 0 // integer values 

:HEIST5_8354
00BC: text_highpriority 'HM5_9' 8000 ms 1  // ~r~Lezztad a furgont.
0002: jump @HEIST5_13717 
0006: 124@ = 1 // integer values 
0002: jump @HEIST5_8414 

:HEIST5_8391
0227: $7928 = car 122@ health 
0014: $7928 /= 10 // integer values 
083F: $7929 = vehicle 122@ vertical_deviation 

:HEIST5_8414
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_8460 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_8914 

:HEIST5_8460
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_8805 
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @HEIST5_8545 
00D6: if 
0029:   32@ >= 5000 // integer values 
004D: jump_if_false @HEIST5_8545 
03D5: remove_text 'HM5_8'  // ~s~Menj a raktrhoz s a helikopter csrljvel, emeld fel a ~b~bank furgont~s~.
03E5: text_box 'WINCH_V'  // Hasznld a(z) ~k~~VEHICLE_TURRETUP~ s ~k~~VEHICLE_TURRETDOWN~ billentyket a csrl irnytshoz. ~N~A leengedshez nyomd meg a(z) ~k~~PED_FIREWEAPON~ billentyt.
0006: 163@ = 1 // integer values 

:HEIST5_8545
00D6: if 
0039:   90@ == 0 // integer values 
004D: jump_if_false @HEIST5_8618 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 2497.387 2858.018 8.0 2676.413 2683.661 80.0 
004D: jump_if_false @HEIST5_8618 
0050: gosub @HEIST5_20959 

:HEIST5_8618
078B: 126@ = car_on_heli 34@ magnet unknown 127@ 128@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_8689 
00D6: if 
003B:   126@ == 122@ // integer values 
004D: jump_if_false @HEIST5_8689 
0227: $7928 = car 122@ health 
0014: $7928 /= 10 // integer values 
0006: 125@ = 1 // integer values 

:HEIST5_8689
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @HEIST5_8798 
0004: $127 = 1 // integer values 
0164: disable_marker 35@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_8791 
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @HEIST5_8791 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: text_highpriority 'HM5_10' 8000 ms 1  // ~s~Kapd fel a ~b~bank furgont~s~.
0006: 129@ = 1 // integer values 

:HEIST5_8791
0006: 36@ = 0 // integer values 

:HEIST5_8798
0002: jump @HEIST5_8914 

:HEIST5_8805
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @HEIST5_8914 
0004: $127 = 0 // integer values 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_8876 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @HEIST5_8876 
0164: disable_marker 123@ 
0006: 129@ = 0 // integer values 

:HEIST5_8876
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~s~H! Szllj vissza a ~b~kocsiba~s~!
0006: 36@ = 1 // integer values 

:HEIST5_8914
0002: jump @HEIST5_8268 

:HEIST5_8921
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_8989 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @HEIST5_8982 
0164: disable_marker 123@ 
02AC: set_car 122@ immunities 0 0 0 0 0 
0006: 129@ = 0 // integer values 

:HEIST5_8982
0002: jump @HEIST5_9049 

:HEIST5_8989
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @HEIST5_9019 
0164: disable_marker 123@ 
0006: 129@ = 0 // integer values 

:HEIST5_9019
00BC: text_highpriority 'HM5_9' 8000 ms 1  // ~r~Lezztad a furgont.
0002: jump @HEIST5_13717 
0006: 124@ = 1 // integer values 

:HEIST5_9049
0249: release_model #ARMY 
0247: request_model #TRIADA 
00BC: text_highpriority 'HM5_2' 5000 ms 1  // ~s~Vidd a banki furgont a sivatagban, a ~y~Replgp temetbe~s~.
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
0006: 139@ = 1 // integer values 
0006: 36@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0004: $127 = 1 // integer values 

:HEIST5_9116
00D6: if or
8039:   not  142@ == 1 // integer values 
81B0:   not car 122@ stopped $127 39@ 40@ 41@ radius 6.0 6.0 5.0 
8248:   not model #TRIADA available 
004D: jump_if_false @HEIST5_10600 
0001: wait 0 ms 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @HEIST5_9538 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_9275 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @HEIST5_9238 
0164: disable_marker 123@ 
0006: 129@ = 0 // integer values 

:HEIST5_9238
00BC: text_highpriority 'HM5_9' 8000 ms 1  // ~r~Lezztad a furgont.
0002: jump @HEIST5_13717 
0006: 124@ = 1 // integer values 
0002: jump @HEIST5_9538 

:HEIST5_9275
0227: $7928 = car 122@ health 
0014: $7928 /= 10 // integer values 
083F: $7929 = vehicle 122@ vertical_deviation 
00D6: if 
01B0:   car 122@ stopped 0 39@ 40@ 41@ radius 6.0 6.0 5.0 
004D: jump_if_false @HEIST5_9531 
00D6: if 
0039:   140@ == 0 // integer values 
004D: jump_if_false @HEIST5_9495 
00D6: if and
0032:   1.0 >= $7929 // floating-point values 
0020:   $7929 > 0.8 // floating-point values 
004D: jump_if_false @HEIST5_9440 
00D6: if 
81F3:   not car 122@ airborne 
004D: jump_if_false @HEIST5_9426 
08A5: set_car 122@ attractive_to_magnet 0 
0006: 142@ = 1 // integer values 
0002: jump @HEIST5_9433 

:HEIST5_9426
0006: 142@ = 0 // integer values 

:HEIST5_9433
0002: jump @HEIST5_9447 

:HEIST5_9440
0006: 142@ = 0 // integer values 

:HEIST5_9447
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @HEIST5_9488 
00BC: text_highpriority 'HM5_12' 8000 ms 1  // ~s~A furgonnak a kerekein kell llnia!
0006: 140@ = 1 // integer values 

:HEIST5_9488
0002: jump @HEIST5_9524 

:HEIST5_9495
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @HEIST5_9524 
03D5: remove_text 'HM5_12'  // ~s~A furgonnak a kerekein kell llnia!

:HEIST5_9524
0002: jump @HEIST5_9538 

:HEIST5_9531
0006: 140@ = 0 // integer values 

:HEIST5_9538
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_9584 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_10593 

:HEIST5_9584
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_10465 
078B: 126@ = car_on_heli 34@ magnet unknown 127@ 128@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_10078 
00D6: if 
003B:   126@ == 122@ // integer values 
004D: jump_if_false @HEIST5_9785 
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @HEIST5_9697 
0164: disable_marker 123@ 
0227: $7928 = car 122@ health 
0014: $7928 /= 10 // integer values 
0006: 129@ = 0 // integer values 

:HEIST5_9697
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @HEIST5_9764 
0164: disable_marker 37@ 
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
00BC: text_highpriority 'HM5_2' 5000 ms 1  // ~s~Vidd a banki furgont a sivatagban, a ~y~Replgp temetbe~s~.
0004: $127 = 1 // integer values 
0006: 139@ = 1 // integer values 

:HEIST5_9764
0006: 141@ = 0 // integer values 
0006: 125@ = 1 // integer values 
0002: jump @HEIST5_10078 

:HEIST5_9785
00AA: store_car 122@ position_to 130@ 131@ 132@ 
00AA: store_car 34@ position_to 105@ 106@ 107@ 
0509: 108@ = distance between point 105@ 106@ and point 130@ 131@ 
00D6: if 
0023:   10.0 > 108@ // floating-point values 
004D: jump_if_false @HEIST5_9973 
00D6: if 
86BD:   not (unknown) 105@ 106@ 107@ 130@ 131@ 132@ 1 0 0 0 0 
004D: jump_if_false @HEIST5_9973 
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @HEIST5_9931 
0006: 32@ = 0 // integer values 
0006: 141@ = 1 // integer values 
0002: jump @HEIST5_9973 

:HEIST5_9931
00D6: if 
0029:   32@ >= 10000 // integer values 
004D: jump_if_false @HEIST5_9973 
00BC: text_highpriority 'HM5_14' 8000 ms 1  // ~r~A furgon egy olyan helyen akadt meg, ahov nem jut be a csrl!
0002: jump @HEIST5_13717 

:HEIST5_9973
0006: 125@ = 0 // integer values 
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @HEIST5_10010 
0164: disable_marker 37@ 
0006: 139@ = 0 // integer values 

:HEIST5_10010
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @HEIST5_10078 
0164: disable_marker 123@ 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: text_highpriority 'HM5_10' 8000 ms 1  // ~s~Kapd fel a ~b~bank furgont~s~.
0004: $127 = 0 // integer values 
0006: 129@ = 1 // integer values 

:HEIST5_10078
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @HEIST5_10458 
0164: disable_marker 35@ 
00D6: if 
0039:   125@ == 1 // integer values 
004D: jump_if_false @HEIST5_10200 
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @HEIST5_10163 
0164: disable_marker 37@ 
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
0006: 139@ = 1 // integer values 

:HEIST5_10163
00BC: text_highpriority 'HM5_2' 5000 ms 1  // ~s~Vidd a banki furgont a sivatagban, a ~y~Replgp temetbe~s~.
0004: $127 = 1 // integer values 
0006: 36@ = 0 // integer values 
0002: jump @HEIST5_10458 

:HEIST5_10200
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_10451 
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @HEIST5_10451 
0164: disable_marker 123@ 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: text_highpriority 'HM5_10' 8000 ms 1  // ~s~Kapd fel a ~b~bank furgont~s~.
0004: $127 = 0 // integer values 
00AA: store_car 122@ position_to 130@ 131@ 132@ 
00AA: store_car 34@ position_to 105@ 106@ 107@ 
0509: 108@ = distance between point 105@ 106@ and point 130@ 131@ 
00D6: if 
86BD:   not (unknown) 105@ 106@ 107@ 130@ 131@ 132@ 1 0 0 0 0 
004D: jump_if_false @HEIST5_10444 
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @HEIST5_10402 
0006: 32@ = 0 // integer values 
0006: 141@ = 1 // integer values 
0002: jump @HEIST5_10444 

:HEIST5_10402
00D6: if 
0029:   32@ >= 10000 // integer values 
004D: jump_if_false @HEIST5_10444 
00BC: text_highpriority 'HM5_14' 8000 ms 1  // ~r~A furgon egy olyan helyen akadt meg, ahov nem jut be a csrl!
0002: jump @HEIST5_13717 

:HEIST5_10444
0006: 129@ = 1 // integer values 

:HEIST5_10451
0006: 36@ = 0 // integer values 

:HEIST5_10458
0002: jump @HEIST5_10593 

:HEIST5_10465
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @HEIST5_10593 
0004: $127 = 0 // integer values 
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @HEIST5_10520 
0164: disable_marker 37@ 
0006: 139@ = 0 // integer values 

:HEIST5_10520
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @HEIST5_10550 
0164: disable_marker 123@ 
0006: 129@ = 0 // integer values 

:HEIST5_10550
0164: disable_marker 35@ 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~s~H! Szllj vissza a ~b~kocsiba~s~!
0006: 36@ = 1 // integer values 

:HEIST5_10593
0002: jump @HEIST5_9116 

:HEIST5_10600
03D5: remove_text 'HM5_12'  // ~s~A furgonnak a kerekein kell llnia!
0164: disable_marker 37@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_10695 
0164: disable_marker 123@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_10665 
0789: drop_car 34@ from_magnet 
0002: jump @HEIST5_10688 

:HEIST5_10665
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_10688
0002: jump @HEIST5_10723 

:HEIST5_10695
0164: disable_marker 123@ 
00BC: text_highpriority 'HM5_9' 8000 ms 1  // ~r~Lezztad a furgont.
0002: jump @HEIST5_13717 

:HEIST5_10723
00BC: text_highpriority 'HM5_13' 8000 ms 1  // ~s~Tedd le a helikoptert a ~y~kijellt znban~s~.
018A: 144@ = create_checkpoint_at 145@ 146@ 147@ 
0006: 36@ = 0 // integer values 
0004: $127 = 1 // integer values 
03CF: load_wav 18800 as 1 
03CF: load_wav 18801 as 2 

:HEIST5_10781
00D6: if or
81B0:   not car 34@ stopped $127 145@ 146@ 147@ radius 20.0 20.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car 34@ 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_11102 
0001: wait 0 ms 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_10888 
0164: disable_marker 123@ 
00BC: text_highpriority 'HM5_9' 8000 ms 1  // ~r~Lezztad a furgont.
0002: jump @HEIST5_13717 

:HEIST5_10888
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_10934 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_11095 

:HEIST5_10934
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_11027 
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @HEIST5_11020 
0164: disable_marker 35@ 
00BC: text_highpriority 'HM5_13' 8000 ms 1  // ~s~Tedd le a helikoptert a ~y~kijellt znban~s~.
018A: 144@ = create_checkpoint_at 145@ 146@ 147@ 
0004: $127 = 1 // integer values 
0006: 36@ = 0 // integer values 

:HEIST5_11020
0002: jump @HEIST5_11095 

:HEIST5_11027
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @HEIST5_11095 
0164: disable_marker 144@ 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~s~H! Szllj vissza a ~b~kocsiba~s~!
0004: $127 = 0 // integer values 
0006: 36@ = 1 // integer values 

:HEIST5_11095
0002: jump @HEIST5_10781 

:HEIST5_11102
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 144@ 
0164: disable_marker 35@ 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00A6: destroy_car 122@ 
0249: release_model #SECURICA 
08F5: (unknown) 
0007: 145@ = 365.87 // floating-point values 
0007: 146@ = 2537.868 // floating-point values 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_11231 
00AB: put_car 34@ at 145@ 146@ 147@ 
0175: set_car 34@ z_angle_to 214.0 
02AC: set_car 34@ immunities 1 1 1 1 1 
0002: jump @HEIST5_11254 

:HEIST5_11231
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_11254
015F: set_camera_position 371.7336 2544.856 16.6086 0.0 0.0 0.0 
0160: point_camera 371.3514 2543.944 16.7564 2 
0001: wait 2000 ms 
0707: start_scene_skip_to @HEIST5_13377 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_11362 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: (unknown) $PLAYER_ACTOR 1 
05CD: AS_actor $PLAYER_ACTOR exit_car 34@ 
0002: jump @HEIST5_11385 

:HEIST5_11362
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_11385
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST5_11451 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_11444 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_11444
0002: jump @HEIST5_11385 

:HEIST5_11451
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
009A: 148@ = create_actor 4 #TRIADA at 375.081 2535.866 15.64 
060B: unknown_actor_use_entity 148@ 56@ 
02A9: set_actor 148@ immune_to_nonplayer 1 
02AB: set_actor 148@ immunities 1 1 1 1 1 
0A09: (unknown) 148@ 1 
05D3: AS_actor $PLAYER_ACTOR go_to_point 370.364 2538.753 15.643 speed 4 -1 ms 

:HEIST5_11543
00D6: if 
8102:   not actor $PLAYER_ACTOR stopped_near_point_on_foot 370.364 2538.753 15.643 radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @HEIST5_11680 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_11634 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_11634
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_11673 
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_11673
0002: jump @HEIST5_11543 

:HEIST5_11680
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_11792 
05D9: AS_actor 148@ run_to_actor $PLAYER_ACTOR stop_within_radius -1 1.3 ms 
03D1: play_wav 1 
00BC: text_highpriority 'HE5_AA' 10000 ms 1  // ~z~H CJ, egyre jobban le vagyok nygzve tled!
0967: actor 148@ move_mouth 999999 
0812: AS_actor 148@ perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 148@ 
0002: jump @HEIST5_11815 

:HEIST5_11792
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_11815
0006: 32@ = 0 // integer values 

:HEIST5_11822
00D6: if or
8105:   not actor 148@ near_actor_on_foot $PLAYER_ACTOR radius 1.2 1.2 2.0 sphere 0 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST5_12016 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_11924 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AA'  // ~z~H CJ, egyre jobban le vagyok nygzve tled!
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_11924
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_11970 
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_12009 

:HEIST5_11970
00D6: if 
0029:   32@ >= 15000 // integer values 
004D: jump_if_false @HEIST5_12009 
00A1: put_actor 148@ at 371.364 2538.753 15.643 

:HEIST5_12009
0002: jump @HEIST5_11822 

:HEIST5_12016
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12044 
0687: clear_actor_task 148@ 
0002: jump @HEIST5_12067 

:HEIST5_12044
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_12067
040D: unload_wav 1 
03D5: remove_text 'HE5_AA'  // ~z~H CJ, egyre jobban le vagyok nygzve tled!
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12110 
0968: actor 148@ stop_mouth 
0002: jump @HEIST5_12133 

:HEIST5_12110
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_12133
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_12276 
03D1: play_wav 2 
00BC: text_highpriority 'HE5_AB' 10000 ms 1  // ~z~He-he, hol van Woozie, szpsgem?
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
0967: actor $PLAYER_ACTOR move_mouth 999999 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12246 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 148@ 
0002: jump @HEIST5_12269 

:HEIST5_12246
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_12269
0002: jump @HEIST5_12295 

:HEIST5_12276
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~He-he, hol van Woozie, szpsgem?

:HEIST5_12295
03CF: load_wav 18802 as 1 

:HEIST5_12302
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST5_12445 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_12364 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_12364
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_12403 
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_12403
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_12438 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~He-he, hol van Woozie, szpsgem?

:HEIST5_12438
0002: jump @HEIST5_12302 

:HEIST5_12445
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~He-he, hol van Woozie, szpsgem?
0687: clear_actor_task $PLAYER_ACTOR 
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12559 
03D1: play_wav 1 
00BC: text_highpriority 'HE5_AC' 10000 ms 1  // ~z~Nem tudom. Erskdtt hogy egyedl akar ide furikzni. Brhol lehet.
0967: actor 148@ move_mouth 999999 
0812: AS_actor 148@ perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
0002: jump @HEIST5_12601 

:HEIST5_12559
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // ~z~Nem tudom. Erskdtt hogy egyedl akar ide furikzni. Brhol lehet.
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_12601
03CF: load_wav 18803 as 2 

:HEIST5_12608
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_12735 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_12670 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_12670
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_12728 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // ~z~Nem tudom. Erskdtt hogy egyedl akar ide furikzni. Brhol lehet.
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_12728
0002: jump @HEIST5_12608 

:HEIST5_12735
040D: unload_wav 1 
03D5: remove_text 'HE5_AC'  // ~z~Nem tudom. Erskdtt hogy egyedl akar ide furikzni. Brhol lehet.
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12778 
0968: actor 148@ stop_mouth 
0002: jump @HEIST5_12801 

:HEIST5_12778
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_12801
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12829 
0687: clear_actor_task 148@ 
0002: jump @HEIST5_12852 

:HEIST5_12829
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_12852
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_12941 
03D1: play_wav 2 
00BC: text_highpriority 'HE5_AD' 10000 ms 1  // ~z~Ha-ha, az tuti. Rendben, csajszi, n elhzok. Ksbb talizunk.
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 lock 0 time -1 
0967: actor $PLAYER_ACTOR move_mouth 999999 
0002: jump @HEIST5_12960 

:HEIST5_12941
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha-ha, az tuti. Rendben, csajszi, n elhzok. Ksbb talizunk.

:HEIST5_12960
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @HEIST5_13099 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_13018 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_13018
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_13057 
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_13057
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_13092 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha-ha, az tuti. Rendben, csajszi, n elhzok. Ksbb talizunk.

:HEIST5_13092
0002: jump @HEIST5_12960 

:HEIST5_13099
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha-ha, az tuti. Rendben, csajszi, n elhzok. Ksbb talizunk.
0687: clear_actor_task $PLAYER_ACTOR 
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_13171 
05D3: AS_actor 148@ go_to_point 378.998 2534.098 15.624 speed 4 -1 ms 
0002: jump @HEIST5_13194 

:HEIST5_13171
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_13194
0001: wait 1200 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 379.998 2534.098 15.624 speed 4 -1 ms 
0006: 32@ = 0 // integer values 

:HEIST5_13230
00D6: if 
002B:   3000 >= 32@ // integer values 
004D: jump_if_false @HEIST5_13338 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_13292 
00BC: text_highpriority 'HM5_3' 5000 ms 1  // ~r~sszetrted a madrkt!
0002: jump @HEIST5_13717 

:HEIST5_13292
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_13331 
00BC: text_highpriority 'HM5_16' 8000 ms 1  // ~r~A Triad tag kinyiffant!
0002: jump @HEIST5_13717 

:HEIST5_13331
0002: jump @HEIST5_13230 

:HEIST5_13338
00A6: destroy_car 34@ 
009B: destroy_actor_instantly 148@ 
00A1: put_actor $PLAYER_ACTOR at 388.007 2532.546 15.594 
0373: set_camera_directly_behind_player 
0006: 164@ = 1 // integer values 

:HEIST5_13377
0701: end_scene_skip 
00D6: if 
0039:   164@ == 0 // integer values 
004D: jump_if_false @HEIST5_13679 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:HEIST5_13412
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_13436 
0001: wait 0 ms 
0002: jump @HEIST5_13412 

:HEIST5_13436
040D: unload_wav 1 
040D: unload_wav 2 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: toggle_widescreen 0 
0395: clear_area 1 at 388.007 2532.546 15.594 range 5.0 
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_13596 
00D9: 165@ = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 388.007 2532.546 15.594 

:HEIST5_13520
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_13579 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_13556 

:HEIST5_13556
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_13572 

:HEIST5_13572
0002: jump @HEIST5_13520 

:HEIST5_13579
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0002: jump @HEIST5_13626 

:HEIST5_13596
00A1: put_actor $PLAYER_ACTOR at 388.007 2532.546 15.594 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 

:HEIST5_13626
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A6: destroy_car 34@ 
009B: destroy_actor_instantly 148@ 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:HEIST5_13655
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_13679 
0001: wait 0 ms 
0002: jump @HEIST5_13655 

:HEIST5_13679
08F6: (unknown) 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0002: jump @HEIST5_13735 

:HEIST5_13717
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:HEIST5_13735
0008: $11258 += 1 // integer values 
0318: set_latest_mission_passed 'HEIST_5'  // Fel, fel s el!
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 0 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $1384 == 0 // integer values 
004D: jump_if_false @HEIST5_13802 

:HEIST5_13802
014C: set_parked_car_generator $2335 cars_to_generate_to 101 
0394: play_music 1 
0051: return 

:HEIST5_13815
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
03C7: unknown_maybe_cops_density 1.0 
00D6: if 
0038:   $PARKED_RUSTLER_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST5_13852 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:HEIST5_13852
00D6: if 
0038:   $PARKED_STUNT_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST5_13877 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:HEIST5_13877
00D6: if 
0038:   $PARKED_HUNTER_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST5_13902 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:HEIST5_13902
00D6: if 
8214:   not pickup 156@ picked_up 
004D: jump_if_false @HEIST5_13923 
0215: destroy_pickup 156@ 

:HEIST5_13923
00D6: if 
8214:   not pickup 157@ picked_up 
004D: jump_if_false @HEIST5_13944 
0215: destroy_pickup 157@ 

:HEIST5_13944
00D6: if 
8214:   not pickup 158@ picked_up 
004D: jump_if_false @HEIST5_13965 
0215: destroy_pickup 158@ 

:HEIST5_13965
0004: $1521 = 0 // integer values 
0923: (unknown) 1 
096A: (unknown) 1 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03BD: destroy_sphere 149@ 
0249: release_model #LEVIATHN 
0249: release_model #ARMY 
0249: release_model #M4 
0249: release_model #ROCKETLA 
0249: release_model #HUNTER 
0249: release_model #MINIGUN_BASE 
0249: release_model #MINIGUN 
0249: release_model #SECURICA 
0249: release_model #PATRIOT 
0249: release_model #TRIADA 
065C: unknown_create_def_entity 57@ // unknown_destroy 
065C: unknown_create_def_entity 58@ // unknown_destroy 
065C: unknown_create_def_entity 56@ // unknown_destroy 
0164: disable_marker 35@ 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
0164: disable_marker 144@ 
0164: disable_marker 110@ 
0164: disable_marker 115@ 
0164: disable_marker 119@ 
0164: disable_marker 123@ 
061B: remove_references_to_action_sequences 59@ 
061B: remove_references_to_action_sequences 60@ 
061B: remove_references_to_action_sequences 91@ 
061B: remove_references_to_action_sequences 92@ 
061B: remove_references_to_action_sequences 93@ 
061B: remove_references_to_action_sequences 94@ 
061B: remove_references_to_action_sequences 95@ 
061B: remove_references_to_action_sequences 96@ 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00D8: mission_cleanup 
0051: return 

:HEIST5_14157
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST5_14266 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $1513 > 0 // integer values 
004D: jump_if_false @HEIST5_14237 
048F: (unknown) 45@ 
01B2: give_actor 45@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 85 
07DD: (unknown) 45@ 40 
0002: jump @HEIST5_14266 

:HEIST5_14237
048F: (unknown) 45@ 
01B2: give_actor 45@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 70 
07DD: (unknown) 45@ 40 

:HEIST5_14266
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @HEIST5_14375 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $1513 > 0 // integer values 
004D: jump_if_false @HEIST5_14346 
048F: (unknown) 46@ 
01B2: give_actor 46@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 85 
07DD: (unknown) 46@ 40 
0002: jump @HEIST5_14375 

:HEIST5_14346
048F: (unknown) 46@ 
01B2: give_actor 46@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 70 
07DD: (unknown) 46@ 45 

:HEIST5_14375
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST5_14484 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $1513 > 0 // integer values 
004D: jump_if_false @HEIST5_14455 
048F: (unknown) 47@ 
01B2: give_actor 47@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 85 
07DD: (unknown) 47@ 40 
0002: jump @HEIST5_14484 

:HEIST5_14455
048F: (unknown) 47@ 
01B2: give_actor 47@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 70 
07DD: (unknown) 47@ 50 

:HEIST5_14484
0051: return 

:HEIST5_14486
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @HEIST5_14882 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @HEIST5_14528 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 

:HEIST5_14528
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST5_14552 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST5_14552
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST5_14576 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:HEIST5_14576
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_14600 
0618: assign_actor 67@ to_action_sequences 91@ 

:HEIST5_14600
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_14624 
0618: assign_actor 69@ to_action_sequences 92@ 

:HEIST5_14624
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_14655 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0350: unknown_actor 71@ not_scared_flag 1 

:HEIST5_14655
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_14686 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0350: unknown_actor 73@ not_scared_flag 1 

:HEIST5_14686
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_14717 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0350: unknown_actor 75@ not_scared_flag 1 

:HEIST5_14717
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_14748 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0350: unknown_actor 77@ not_scared_flag 1 

:HEIST5_14748
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_14779 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0350: unknown_actor 79@ not_scared_flag 1 

:HEIST5_14779
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @HEIST5_14803 
0618: assign_actor 81@ to_action_sequences 93@ 

:HEIST5_14803
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @HEIST5_14827 
0618: assign_actor 83@ to_action_sequences 94@ 

:HEIST5_14827
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @HEIST5_14851 
0618: assign_actor 85@ to_action_sequences 95@ 

:HEIST5_14851
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST5_14875 
0618: assign_actor 87@ to_action_sequences 96@ 

:HEIST5_14875
0006: 89@ = 1 // integer values 

:HEIST5_14882
0051: return 

:HEIST5_14884
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_14959 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 67@ radius 3.0 3.0 2.0 sphere 0 
004D: jump_if_false @HEIST5_14951 
060B: unknown_actor_use_entity 67@ 58@ 
0002: jump @HEIST5_14959 

:HEIST5_14951
060B: unknown_actor_use_entity 67@ 57@ 

:HEIST5_14959
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_15034 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 69@ radius 3.0 3.0 2.0 sphere 0 
004D: jump_if_false @HEIST5_15026 
060B: unknown_actor_use_entity 69@ 58@ 
0002: jump @HEIST5_15034 

:HEIST5_15026
060B: unknown_actor_use_entity 69@ 57@ 

:HEIST5_15034
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_15109 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 71@ radius 3.0 3.0 2.0 sphere 0 
004D: jump_if_false @HEIST5_15101 
060B: unknown_actor_use_entity 71@ 58@ 
0002: jump @HEIST5_15109 

:HEIST5_15101
060B: unknown_actor_use_entity 71@ 57@ 

:HEIST5_15109
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_15184 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 73@ radius 3.0 3.0 2.0 sphere 0 
004D: jump_if_false @HEIST5_15176 
060B: unknown_actor_use_entity 73@ 58@ 
0002: jump @HEIST5_15184 

:HEIST5_15176
060B: unknown_actor_use_entity 73@ 57@ 

:HEIST5_15184
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_15259 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 75@ radius 3.0 3.0 2.0 sphere 0 
004D: jump_if_false @HEIST5_15251 
060B: unknown_actor_use_entity 75@ 58@ 
0002: jump @HEIST5_15259 

:HEIST5_15251
060B: unknown_actor_use_entity 75@ 57@ 

:HEIST5_15259
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_15334 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 77@ radius 3.0 3.0 2.0 sphere 0 
004D: jump_if_false @HEIST5_15326 
060B: unknown_actor_use_entity 77@ 58@ 
0002: jump @HEIST5_15334 

:HEIST5_15326
060B: unknown_actor_use_entity 77@ 57@ 

:HEIST5_15334
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_15409 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 79@ radius 3.0 3.0 2.0 sphere 0 
004D: jump_if_false @HEIST5_15401 
060B: unknown_actor_use_entity 79@ 58@ 
0002: jump @HEIST5_15409 

:HEIST5_15401
060B: unknown_actor_use_entity 79@ 57@ 

:HEIST5_15409
0051: return 

:HEIST5_15411
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_16698 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_16541 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 97@ 
031D:   actor 97@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_15478 
0006: 100@ = 1 // integer values 

:HEIST5_15478
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_16527 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @HEIST5_16513 
00D6: if 
0038:   $1513 == 0 // integer values 
004D: jump_if_false @HEIST5_16499 
00D6: if or
0364:   actor 97@ spotted_actor $PLAYER_ACTOR 
00A4:   actor $PLAYER_ACTOR 0 2497.387 2858.018 8.0 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_16492 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @HEIST5_15745 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 97@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @HEIST5_15668 
00BC: text_highpriority 'HE5_BA' 8000 ms 1  // ~z~Ide tilos belpni!

:HEIST5_15668
00A0: store_actor 97@ position_to 160@ 161@ 162@ 
03D7: set_wav 1 location 160@ 161@ 162@ 
03D1: play_wav 1 
0967: actor 97@ move_mouth 999999 
0A09: (unknown) 97@ 1 
0006: 33@ = 0 // integer values 
05D9: AS_actor 97@ run_to_actor $PLAYER_ACTOR stop_within_radius -1 2.0 ms 
0006: 101@ = 1 // integer values 

:HEIST5_15745
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @HEIST5_15799 
062E: (unknown) 97@ 1497 102@ 
00D6: if 
04A4:   102@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST5_15799 
0006: 101@ = 2 // integer values 

:HEIST5_15799
00D6: if 
0029:   101@ >= 1 // integer values 
004D: jump_if_false @HEIST5_16492 

:HEIST5_15817
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @HEIST5_16185 
0001: wait 0 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @HEIST5_15908 
03D5: remove_text 'HE5_BA'  // ~z~Ide tilos belpni!
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_15901 
0968: actor 97@ stop_mouth 
0A09: (unknown) 97@ 0 
0002: jump @HEIST5_15908 

:HEIST5_15901
0006: 98@ = 1 // integer values 

:HEIST5_15908
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @HEIST5_16060 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_15998 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @HEIST5_15991 
077C: (unknown) 97@ 4 
077A: set_actor 97@ aggressive_to_pedgroup 4 type 0 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 // integer values 

:HEIST5_15991
0002: jump @HEIST5_16053 

:HEIST5_15998
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @HEIST5_16053 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Ide tilos belpni!
03D5: remove_text 'HE5_BB'  // ~z~Krem, azonnal menjen el!
0006: 98@ = 1 // integer values 

:HEIST5_16053
0002: jump @HEIST5_16178 

:HEIST5_16060
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @HEIST5_16178 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST5_16145 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Ide tilos belpni!
03D5: remove_text 'HE5_BB'  // ~z~Krem, azonnal menjen el!
0006: 100@ = 1 // integer values 
0006: 98@ = 1 // integer values 
0002: jump @HEIST5_16178 

:HEIST5_16145
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 97@ 
031D:   actor 97@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_16178 
0006: 100@ = 1 // integer values 

:HEIST5_16178
0002: jump @HEIST5_15817 

:HEIST5_16185
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2497.387 2858.018 8.0 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_16492 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_16430 
00D6: if 
0029:   100@ >= 0 // integer values 
004D: jump_if_false @HEIST5_16367 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 97@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @HEIST5_16319 
00BC: text_highpriority 'HE5_BD' 8000 ms 1  // ~z~Tzet fogok nyitni!

:HEIST5_16319
0967: actor 97@ move_mouth 999999 
0A09: (unknown) 97@ 1 
00A0: store_actor 97@ position_to 160@ 161@ 162@ 
03D7: set_wav 2 location 160@ 161@ 162@ 
03D1: play_wav 2 

:HEIST5_16367
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @HEIST5_16416 
077C: (unknown) 97@ 4 
077A: set_actor 97@ aggressive_to_pedgroup 4 type 0 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 // integer values 

:HEIST5_16416
0006: 100@ = 1 // integer values 
0002: jump @HEIST5_16492 

:HEIST5_16430
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @HEIST5_16485 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Ide tilos belpni!
03D5: remove_text 'HE5_BB'  // ~z~Krem, azonnal menjen el!
0006: 98@ = 1 // integer values 

:HEIST5_16485
0006: 100@ = 1 // integer values 

:HEIST5_16492
0002: jump @HEIST5_16506 

:HEIST5_16499
0006: 100@ = 1 // integer values 

:HEIST5_16506
0002: jump @HEIST5_16520 

:HEIST5_16513
0006: 100@ = 1 // integer values 

:HEIST5_16520
0002: jump @HEIST5_16534 

:HEIST5_16527
0006: 100@ = 1 // integer values 

:HEIST5_16534
0002: jump @HEIST5_16691 

:HEIST5_16541
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_16629 
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @HEIST5_16622 
077C: (unknown) 97@ 4 
077C: (unknown) 97@ 1 
077A: set_actor 97@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 97@ aggressive_to_pedgroup 1 type 24 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 // integer values 

:HEIST5_16622
0002: jump @HEIST5_16691 

:HEIST5_16629
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @HEIST5_16684 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Ide tilos belpni!
03D5: remove_text 'HE5_BB'  // ~z~Krem, azonnal menjen el!
0006: 98@ = 1 // integer values 

:HEIST5_16684
0006: 100@ = 1 // integer values 

:HEIST5_16691
0002: jump @HEIST5_16760 

:HEIST5_16698
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @HEIST5_16753 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Ide tilos belpni!
03D5: remove_text 'HE5_BB'  // ~z~Krem, azonnal menjen el!
0006: 98@ = 1 // integer values 

:HEIST5_16753
0006: 100@ = 1 // integer values 

:HEIST5_16760
0051: return 

:HEIST5_16762
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @HEIST5_16949 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @HEIST5_16817 
0006: 100@ = 1 // integer values 
0006: 62@ = 1 // integer values 
0002: jump @HEIST5_16949 

:HEIST5_16817
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_16949 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_16949 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 61@ 
031D:   actor 61@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_16886 
0006: 100@ = 1 // integer values 

:HEIST5_16886
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_16949 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_16949 
00D6: if 
0364:   actor 61@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_16949 
0006: 100@ = 1 // integer values 

:HEIST5_16949
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @HEIST5_17136 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @HEIST5_17004 
0006: 100@ = 1 // integer values 
0006: 64@ = 1 // integer values 
0002: jump @HEIST5_17136 

:HEIST5_17004
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_17136 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_17136 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 63@ 
031D:   actor 63@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17073 
0006: 100@ = 1 // integer values 

:HEIST5_17073
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_17136 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_17136 
00D6: if 
0364:   actor 63@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17136 
0006: 100@ = 1 // integer values 

:HEIST5_17136
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @HEIST5_17323 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @HEIST5_17191 
0006: 100@ = 1 // integer values 
0006: 66@ = 1 // integer values 
0002: jump @HEIST5_17323 

:HEIST5_17191
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_17323 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_17323 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 65@ 
031D:   actor 65@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17260 
0006: 100@ = 1 // integer values 

:HEIST5_17260
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_17323 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_17323 
00D6: if 
0364:   actor 65@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17323 
0006: 100@ = 1 // integer values 

:HEIST5_17323
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @HEIST5_17510 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @HEIST5_17378 
0006: 100@ = 1 // integer values 
0006: 68@ = 1 // integer values 
0002: jump @HEIST5_17510 

:HEIST5_17378
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_17510 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_17510 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 67@ 
031D:   actor 67@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17447 
0006: 100@ = 1 // integer values 

:HEIST5_17447
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_17510 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_17510 
00D6: if 
0364:   actor 67@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17510 
0006: 100@ = 1 // integer values 

:HEIST5_17510
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @HEIST5_17697 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @HEIST5_17565 
0006: 100@ = 1 // integer values 
0006: 70@ = 1 // integer values 
0002: jump @HEIST5_17697 

:HEIST5_17565
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_17697 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_17697 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 69@ 
031D:   actor 69@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17634 
0006: 100@ = 1 // integer values 

:HEIST5_17634
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_17697 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_17697 
00D6: if 
0364:   actor 69@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17697 
0006: 100@ = 1 // integer values 

:HEIST5_17697
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @HEIST5_17884 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @HEIST5_17752 
0006: 100@ = 1 // integer values 
0006: 72@ = 1 // integer values 
0002: jump @HEIST5_17884 

:HEIST5_17752
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_17884 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_17884 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
031D:   actor 71@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17821 
0006: 100@ = 1 // integer values 

:HEIST5_17821
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_17884 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_17884 
00D6: if 
0364:   actor 71@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17884 
0006: 100@ = 1 // integer values 

:HEIST5_17884
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @HEIST5_18071 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @HEIST5_17939 
0006: 100@ = 1 // integer values 
0006: 74@ = 1 // integer values 
0002: jump @HEIST5_18071 

:HEIST5_17939
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_18071 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_18071 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 73@ 
031D:   actor 73@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18008 
0006: 100@ = 1 // integer values 

:HEIST5_18008
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_18071 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_18071 
00D6: if 
0364:   actor 73@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18071 
0006: 100@ = 1 // integer values 

:HEIST5_18071
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @HEIST5_18258 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @HEIST5_18126 
0006: 100@ = 1 // integer values 
0006: 76@ = 1 // integer values 
0002: jump @HEIST5_18258 

:HEIST5_18126
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_18258 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_18258 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 75@ 
031D:   actor 75@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18195 
0006: 100@ = 1 // integer values 

:HEIST5_18195
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_18258 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_18258 
00D6: if 
0364:   actor 75@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18258 
0006: 100@ = 1 // integer values 

:HEIST5_18258
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @HEIST5_18445 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @HEIST5_18313 
0006: 100@ = 1 // integer values 
0006: 78@ = 1 // integer values 
0002: jump @HEIST5_18445 

:HEIST5_18313
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_18445 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_18445 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 77@ 
031D:   actor 77@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18382 
0006: 100@ = 1 // integer values 

:HEIST5_18382
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_18445 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_18445 
00D6: if 
0364:   actor 77@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18445 
0006: 100@ = 1 // integer values 

:HEIST5_18445
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @HEIST5_18632 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @HEIST5_18500 
0006: 100@ = 1 // integer values 
0006: 80@ = 1 // integer values 
0002: jump @HEIST5_18632 

:HEIST5_18500
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_18632 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_18632 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 79@ 
031D:   actor 79@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18569 
0006: 100@ = 1 // integer values 

:HEIST5_18569
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_18632 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_18632 
00D6: if 
0364:   actor 79@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18632 
0006: 100@ = 1 // integer values 

:HEIST5_18632
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @HEIST5_18819 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @HEIST5_18687 
0006: 100@ = 1 // integer values 
0006: 82@ = 1 // integer values 
0002: jump @HEIST5_18819 

:HEIST5_18687
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_18819 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_18819 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 81@ 
031D:   actor 81@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18756 
0006: 100@ = 1 // integer values 

:HEIST5_18756
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_18819 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_18819 
00D6: if 
0364:   actor 81@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18819 
0006: 100@ = 1 // integer values 

:HEIST5_18819
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @HEIST5_19006 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @HEIST5_18874 
0006: 100@ = 1 // integer values 
0006: 84@ = 1 // integer values 
0002: jump @HEIST5_19006 

:HEIST5_18874
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_19006 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_19006 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 83@ 
031D:   actor 83@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18943 
0006: 100@ = 1 // integer values 

:HEIST5_18943
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_19006 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_19006 
00D6: if 
0364:   actor 83@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_19006 
0006: 100@ = 1 // integer values 

:HEIST5_19006
00D6: if 
0039:   86@ == 0 // integer values 
004D: jump_if_false @HEIST5_19193 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @HEIST5_19061 
0006: 100@ = 1 // integer values 
0006: 86@ = 1 // integer values 
0002: jump @HEIST5_19193 

:HEIST5_19061
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_19193 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_19193 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 85@ 
031D:   actor 85@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_19130 
0006: 100@ = 1 // integer values 

:HEIST5_19130
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_19193 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_19193 
00D6: if 
0364:   actor 85@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_19193 
0006: 100@ = 1 // integer values 

:HEIST5_19193
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @HEIST5_19380 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @HEIST5_19248 
0006: 100@ = 1 // integer values 
0006: 88@ = 1 // integer values 
0002: jump @HEIST5_19380 

:HEIST5_19248
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_19380 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_19380 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 87@ 
031D:   actor 87@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_19317 
0006: 100@ = 1 // integer values 

:HEIST5_19317
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_19380 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_19380 
00D6: if 
0364:   actor 87@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_19380 
0006: 100@ = 1 // integer values 

:HEIST5_19380
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @HEIST5_19428 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST5_19428 
0006: 100@ = 1 // integer values 
0006: 98@ = 1 // integer values 

:HEIST5_19428
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @HEIST5_19476 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @HEIST5_19476 
0006: 100@ = 1 // integer values 
0006: 49@ = 1 // integer values 

:HEIST5_19476
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @HEIST5_19524 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @HEIST5_19524 
0006: 100@ = 1 // integer values 
0006: 50@ = 1 // integer values 

:HEIST5_19524
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @HEIST5_19572 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @HEIST5_19572 
0006: 100@ = 1 // integer values 
0006: 51@ = 1 // integer values 

:HEIST5_19572
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @HEIST5_19620 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @HEIST5_19620 
0006: 100@ = 1 // integer values 
0006: 52@ = 1 // integer values 

:HEIST5_19620
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @HEIST5_19668 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @HEIST5_19668 
0006: 100@ = 1 // integer values 
0006: 53@ = 1 // integer values 

:HEIST5_19668
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @HEIST5_19716 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @HEIST5_19716 
0006: 100@ = 1 // integer values 
0006: 54@ = 1 // integer values 

:HEIST5_19716
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @HEIST5_19764 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @HEIST5_19764 
0006: 100@ = 1 // integer values 
0006: 55@ = 1 // integer values 

:HEIST5_19764
0051: return 

:HEIST5_19766
0006: 166@ = 0 // integer values 

:HEIST5_19773
00D6: if 
001B:   7 > 166@ // integer values 
004D: jump_if_false @HEIST5_20264 
0001: wait 0 ms 
0050: gosub @HEIST5_16762 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_20020 
0050: gosub @HEIST5_15411 
0050: gosub @HEIST5_14157 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @HEIST5_19891 
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @HEIST5_19884 
0050: gosub @HEIST5_14486 
0002: jump @HEIST5_19891 

:HEIST5_19884
0050: gosub @HEIST5_14884 

:HEIST5_19891
00D6: if 
0029:   100@ >= 1 // integer values 
004D: jump_if_false @HEIST5_20020 
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @HEIST5_20020 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @HEIST5_20020 
03D5: remove_text 'HE5_BD'  // ~z~Tzet fogok nyitni!
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @HEIST5_20013 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_20006 
0968: actor 97@ stop_mouth 
0A09: (unknown) 97@ 0 
0002: jump @HEIST5_20013 

:HEIST5_20006
0006: 98@ = 1 // integer values 

:HEIST5_20013
0006: 103@ = 2 // integer values 

:HEIST5_20020
00D6: if 
8118:   not actor 42@(166@,7i) dead 
004D: jump_if_false @HEIST5_20243 
062E: (unknown) 42@(166@,7i) 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @HEIST5_20236 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @HEIST5_20236 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST5_20224 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@(166@,7i) 
031D:   actor 42@(166@,7i) hit_by_weapon 57 
004D: jump_if_false @HEIST5_20150 
0006: 100@ = 1 // integer values 

:HEIST5_20150
00D6: if 
0019:   101@ > 1 // integer values 
004D: jump_if_false @HEIST5_20217 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @HEIST5_20217 
00D6: if 
0364:   actor 42@(166@,7i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_20217 
0006: 100@ = 1 // integer values 

:HEIST5_20217
0002: jump @HEIST5_20236 

:HEIST5_20224
05E2: AS_actor 42@(166@,7i) kill_actor $PLAYER_ACTOR 

:HEIST5_20236
0002: jump @HEIST5_20250 

:HEIST5_20243
0006: 100@ = 1 // integer values 

:HEIST5_20250
000A: 166@ += 1 // integer values 
0002: jump @HEIST5_19773 

:HEIST5_20264
0051: return 

:HEIST5_20266
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @HEIST5_20312 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @HEIST5_20312 
009B: destroy_actor_instantly 61@ 
0006: 62@ = 1 // integer values 

:HEIST5_20312
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @HEIST5_20358 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST5_20358 
009B: destroy_actor_instantly 63@ 
0006: 64@ = 1 // integer values 

:HEIST5_20358
00D6: if 
0039:   66@ == 0 // integer values 
004D: jump_if_false @HEIST5_20404 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST5_20404 
009B: destroy_actor_instantly 65@ 
0006: 66@ = 1 // integer values 

:HEIST5_20404
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @HEIST5_20450 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_20450 
009B: destroy_actor_instantly 67@ 
0006: 68@ = 1 // integer values 

:HEIST5_20450
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @HEIST5_20496 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_20496 
009B: destroy_actor_instantly 69@ 
0006: 70@ = 1 // integer values 

:HEIST5_20496
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @HEIST5_20542 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_20542 
009B: destroy_actor_instantly 71@ 
0006: 72@ = 1 // integer values 

:HEIST5_20542
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @HEIST5_20588 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_20588 
009B: destroy_actor_instantly 73@ 
0006: 74@ = 1 // integer values 

:HEIST5_20588
00D6: if 
0039:   76@ == 0 // integer values 
004D: jump_if_false @HEIST5_20634 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_20634 
009B: destroy_actor_instantly 75@ 
0006: 76@ = 1 // integer values 

:HEIST5_20634
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @HEIST5_20680 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_20680 
009B: destroy_actor_instantly 77@ 
0006: 78@ = 1 // integer values 

:HEIST5_20680
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @HEIST5_20726 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_20726 
009B: destroy_actor_instantly 79@ 
0006: 80@ = 1 // integer values 

:HEIST5_20726
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @HEIST5_20772 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @HEIST5_20772 
009B: destroy_actor_instantly 81@ 
0006: 82@ = 1 // integer values 

:HEIST5_20772
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @HEIST5_20818 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @HEIST5_20818 
009B: destroy_actor_instantly 83@ 
0006: 84@ = 1 // integer values 

:HEIST5_20818
00D6: if 
0039:   86@ == 0 // integer values 
004D: jump_if_false @HEIST5_20864 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @HEIST5_20864 
009B: destroy_actor_instantly 85@ 
0006: 86@ = 1 // integer values 

:HEIST5_20864
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @HEIST5_20910 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST5_20910 
009B: destroy_actor_instantly 87@ 
0006: 88@ = 1 // integer values 

:HEIST5_20910
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_20931 
009B: destroy_actor_instantly $7930 

:HEIST5_20931
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_20952 
00A6: destroy_car $7931 

:HEIST5_20952
0249: release_model #PATRIOT 
0051: return 

:HEIST5_20959
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @HEIST5_21005 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_21005 
009B: destroy_actor_instantly 97@ 
0006: 98@ = 1 // integer values 

:HEIST5_21005
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @HEIST5_21051 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @HEIST5_21051 
009B: destroy_actor_instantly 42@ 
0006: 49@ = 1 // integer values 

:HEIST5_21051
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @HEIST5_21097 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HEIST5_21097 
009B: destroy_actor_instantly 43@ 
0006: 50@ = 1 // integer values 

:HEIST5_21097
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @HEIST5_21143 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @HEIST5_21143 
009B: destroy_actor_instantly 44@ 
0006: 51@ = 1 // integer values 

:HEIST5_21143
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @HEIST5_21189 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST5_21189 
009B: destroy_actor_instantly 45@ 
0006: 52@ = 1 // integer values 

:HEIST5_21189
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @HEIST5_21235 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @HEIST5_21235 
009B: destroy_actor_instantly 46@ 
0006: 53@ = 1 // integer values 

:HEIST5_21235
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @HEIST5_21281 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST5_21281 
009B: destroy_actor_instantly 47@ 
0006: 54@ = 1 // integer values 

:HEIST5_21281
00D6: if 
0039:   55@ == 0 // integer values 
004D: jump_if_false @HEIST5_21327 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST5_21327 
009B: destroy_actor_instantly 48@ 
0006: 55@ = 1 // integer values 

:HEIST5_21327
0006: 90@ = 1 // integer values 
0051: return 

//-------------Mission 101---------------
// Originally: Breaking the Bank at Caligula's

:HEIST9
03A4: name_thread 'HEIST9' 
0050: gosub @HEIST9_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HEIST9_38 
0050: gosub @HEIST9_44468 

:HEIST9_38
0050: gosub @HEIST9_44931 
004E: end_thread 

:HEIST9_47
00D6: if 
0038:   $PARKED_RUSTLER_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST9_72 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 

:HEIST9_72
00D6: if 
0038:   $PARKED_STUNT_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST9_97 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 

:HEIST9_97
00D6: if 
0038:   $PARKED_HUNTER_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST9_122 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 

:HEIST9_122
09B7: (unknown) 'MEAD' 1  // Verdant Meadows
054C: use_GXT_table 'HEIST9' 
0004: $7933 = 0 // integer values 
0005: $7937 = 0.0 // floating-point values 
0005: $7936 = 0.0 // floating-point values 
0005: $7938 = 0.0 // floating-point values 
0005: $7939 = 0.0 // floating-point values 
0004: $7940 = 0 // integer values 
0004: $7941 = 0 // integer values 
0169: set_fade_color 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $9470 = 0 // integer values 
0006: 231@ = 2 // integer values 
0004: $2332 = 1 // integer values 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_340 
0793: (unknown) 
087B: set_player $PLAYER_CHAR clothes "CROUPIER" "VALET" body_part 17 
0784: (unknown) $PLAYER_CHAR 0 0 1 
0784: (unknown) $PLAYER_CHAR 0 0 13 
0784: (unknown) $PLAYER_CHAR 0 0 15 
0784: (unknown) $PLAYER_CHAR 0 0 16 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_340
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:HEIST9_355
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_379 
0001: wait 0 ms 
0002: jump @HEIST9_355 

:HEIST9_379
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_490 
04BB: select_interior 0 // select render area 
08AD: (unknown) $PLAYER_ACTOR 2016.422 1017.102 10.0 
03CB: set_camera 2028.932 1023.292 9.813 
0395: clear_area 1 at 2028.932 1023.292 9.813 range 20.0 
08C7: (unknown) $PLAYER_ACTOR 2028.932 1023.292 9.813 
0173: set_actor $PLAYER_ACTOR z_angle_to 278.4092 

:HEIST9_490
04BB: select_interior 0 // select render area 
02E4: load_cutscene_data 'HEIST8A' 

:HEIST9_505
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST9_529 
0001: wait 0 ms 
0002: jump @HEIST9_505 

:HEIST9_529
0395: clear_area 1 at 1908.433 957.3687 9.8203 range 40.0 
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:HEIST9_570
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST9_594 
0001: wait 0 ms 
0002: jump @HEIST9_570 

:HEIST9_594
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:HEIST9_608
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_632 
0001: wait 0 ms 
0002: jump @HEIST9_608 

:HEIST9_632
02EA: end_cutscene 
018A: 39@ = create_checkpoint_at 2196.714 1677.198 11.375 
060A: unknown_create_entity 3 217@ 
060A: unknown_create_entity 1 89@ 
060A: unknown_create_entity 0 120@ 
060A: unknown_create_entity 2 245@ 
0746: (unknown) 1 26 26 
0746: (unknown) 3 26 0 
0746: (unknown) 4 24 0 
0746: (unknown) 4 24 25 
0746: (unknown) 1 25 0 
0709: unknown_set_entity_item 89@ 37 300 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item 245@ 37 300 0.0 100.0 0.0 0.0 1 1 
0247: request_model #SILENCED 
0247: request_model #TEARGAS 
0247: request_model #NVGOGGLES 
0247: request_model #BODYARMOUR 
0247: request_model #MP5LNG 
0247: request_model #KNIFECUR 
0247: request_model #COLT45 
04ED: load_animation "HEIST9" 

:HEIST9_834
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #TEARGAS available 
8248:   not model #NVGOGGLES available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @HEIST9_875 
0001: wait 0 ms 
0002: jump @HEIST9_834 

:HEIST9_875
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #KNIFECUR available 
84EE:   not animation "HEIST9" loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @HEIST9_922 
0001: wait 0 ms 
0002: jump @HEIST9_875 

:HEIST9_922
0004: $7934 = 240000 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: unknown_maybe_cops_density 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0107: 171@ = create_object #GENERATOR_BIG at 2145.05 1613.49 999.9764 
0566: object 171@ set_interior 1 
0177: set_object 171@ z_angle_to 1.2043 
0107: 172@ = create_object #GENERATOR_BIG at 2148.8 1613.49 999.9764 
0566: object 172@ set_interior 1 
0177: set_object 172@ z_angle_to 354.0372 
0615: define_action_sequences 212@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" from_file "HEIST9" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" from_file "HEIST9" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "HEIST9" 8.0 loop 0 1 1 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" from_file "HEIST9" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 212@ 1 
0616: define_action_sequences_end 212@ 
0615: define_action_sequences 213@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" from_file "HEIST9" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" from_file "HEIST9" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" from_file "HEIST9" 8.0 loop 0 1 1 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" from_file "HEIST9" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 213@ 1 
0616: define_action_sequences_end 213@ 
06F0: set_group $PLAYER_GROUP separation_range 300.0 
07B3: (unknown) $PLAYER_GROUP 0 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 10 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 300 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0249: release_model #NVGOGGLES 
0249: release_model #TEARGAS 
029B: 41@ = init_object #AB_CASDORLOK at 2148.56 1604.609 1006.5 
0566: object 41@ set_interior 1 
0177: set_object 41@ z_angle_to 180.0 
029B: 48@ = init_object #AB_CASDORLOK at 2177.16 1594.322 1000.4 
0566: object 48@ set_interior 1 
0177: set_object 48@ z_angle_to 180.0 
029B: 49@ = init_object #WAREHOUSE_DOOR2B at 2220.188 1571.763 1001.6 
0566: object 49@ set_interior 1 
0177: set_object 49@ z_angle_to 270.0 
07F7: set_object 49@ indestructible 0 
029B: 196@ = init_object #WAREHOUSE_DOOR2B at 2220.188 1571.7 1005.8 
0566: object 196@ set_interior 1 
0177: set_object 196@ z_angle_to 270.0 
0382: set_object 196@ collision_detection 0 
07F7: set_object 49@ indestructible 0 
029B: 42@ = init_object #WAREHOUSE_DOOR2B at 2203.2 1551.743 1009.0 
0566: object 42@ set_interior 1 
0177: set_object 42@ z_angle_to 0.0 
07F7: set_object 42@ indestructible 0 
0007: 34@ = 1001.4 // floating-point values 
029B: 60@ = init_object #AB_VAULTDOOR at 2144.18 1626.947 994.28 
0177: set_object 60@ z_angle_to 180.0 
0566: object 60@ set_interior 1 
029B: 96@ = init_object #SEC_KEYPAD at 2168.5 1617.335 1000.4 
0566: object 96@ set_interior 1 
0177: set_object 96@ z_angle_to 270.0 
0382: set_object 96@ collision_detection 0 
0213: $7933 = create_pickup #BODYARMOUR type 3 at 2176.471 1597.394 1000.0 
0213: 285@ = create_pickup #BODYARMOUR type 3 at 2144.339 1640.666 993.5 
0002: jump @HEIST9_2362 

:HEIST9_1936
0247: request_model #TRIADA 
0247: request_model #SECURICA 
023C: request_special_actor 'WUZIMU' as 2 
023C: request_special_actor 'JANITOR' as 3 

:HEIST9_1971
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #SECURICA available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @HEIST9_2010 
0001: wait 0 ms 
0002: jump @HEIST9_1971 

:HEIST9_2010
00A5: 51@ = create_car #SECURICA at 2220.344 1551.767 1003.719 
0840: link_car 51@ to_interior 1 
0175: set_car 51@ z_angle_to 176.7739 
07EE: car 51@ enable_tire_marks 0 
020A: set_car 51@ door_status_to 3 
0746: (unknown) 4 24 0 
0746: (unknown) 4 24 25 
0746: (unknown) 1 25 0 
0129: 54@ = create_actor 25 #SPECIAL02 in_car 51@ driverseat 
0860: link_actor 54@ to_interior 1 
01C8: 55@ = create_actor 25 #TRIADA in_car 51@ passenger_seat 2 
0860: link_actor 55@ to_interior 1 
01C8: 56@ = create_actor 25 #TRIADA in_car 51@ passenger_seat 1 
0860: link_actor 56@ to_interior 1 
01C8: 57@ = create_actor 25 #SPECIAL03 in_car 51@ passenger_seat 0 
0860: link_actor 57@ to_interior 1 
0245: set_actor 54@ walk_style_to "BLINDMAN" 
0006: 58@ = 0 // integer values 

:HEIST9_2194
0648: (unknown) 54@(58@,4i) 2.0 
01B2: give_actor 54@(58@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 54@(58@,4i) armed_weapon_to 29 
060B: unknown_actor_use_entity 54@(58@,4i) 120@ 
0568: set_actor 54@(58@,4i) targetable 1 
02AB: set_actor 54@(58@,4i) immunities 0 0 0 1 0 
0446: set_actor 54@(58@,4i) immune_to_headshots 0 
08AF: (unknown) 54@(58@,4i) 500 
0223: set_actor 54@(58@,4i) health_to 500 
02E2: set_actor 54@(58@,4i) weapon_accuracy_to 60 
09B5: (unknown) 54@(58@,4i) 0 
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_2194 
0006: 250@ = 1 // integer values 
0051: return 

:HEIST9_2362
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2390 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0373: set_camera_directly_behind_player 

:HEIST9_2390
0050: gosub @HEIST9_46341 
0006: 215@ = 1 // integer values 
0006: 231@ = 2 // integer values 
0006: 38@ = 1 // integer values 
0006: 107@ = 0 // integer values 
0006: 33@ = 0 // integer values 
07FB: set_interior 'JUMP1' accessible 0  // Caligula hztetje
07FB: set_interior 'JUMP2' accessible 0  // Caligula laksa
07FB: set_interior 'MAFCAS2' accessible 0  // Laks ksret
0006: 290@ = 1 // integer values 
029B: 308@ = init_object #TMP_BIN at 2188.845 1619.136 999.3 
0566: object 308@ set_interior 1 
0177: set_object 308@ z_angle_to 270.0 
029B: 310@ = init_object #K_SMASHBOXES at 2139.343 1617.604 992.5 
0566: object 310@ set_interior 1 
0177: set_object 310@ z_angle_to 0.1132 
029B: 311@ = init_object #K_SMASHBOXES at 2148.0 1622.107 992.5 
0566: object 311@ set_interior 1 
0177: set_object 311@ z_angle_to 179.6736 

:HEIST9_2598
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_43649 
0001: wait 0 ms 
0050: gosub @HEIST9_46374 
0050: gosub @HEIST9_50651 
077E: $7942 = active_interior 
00D6: if 
002A:   0 >= $7934 // integer values 
004D: jump_if_false @HEIST9_2690 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_1B' 4000 ms 1  // ~r~Kifogysz az idbl.
0002: jump @HEIST9_44468 
014F: stop_timer $7934 

:HEIST9_2690
00D6: if 
8039:   not  290@ == 0 // integer values 
004D: jump_if_false @HEIST9_3136 
00D6: if and
0039:   231@ == 2 // integer values 
0039:   290@ == 1 // integer values 
004D: jump_if_false @HEIST9_2792 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2756 
0A09: (unknown) $PLAYER_ACTOR 1 

:HEIST9_2756
05AA: 288@s = 'HE8_AA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19000 
0050: gosub @HEIST9_50631 
0006: 290@ = 2 // integer values 

:HEIST9_2792
00D6: if and
0039:   231@ == 2 // integer values 
0039:   290@ == 2 // integer values 
004D: jump_if_false @HEIST9_2877 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2841 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:HEIST9_2841
05AA: 288@s = 'HE8_AB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19001 
0050: gosub @HEIST9_50631 
0006: 290@ = 3 // integer values 

:HEIST9_2877
00D6: if and
0039:   231@ == 2 // integer values 
0039:   290@ == 3 // integer values 
004D: jump_if_false @HEIST9_2959 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2923 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2923
05AA: 288@s = 'HE8_AC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19002 
0050: gosub @HEIST9_50631 
0006: 290@ = 4 // integer values 

:HEIST9_2959
00D6: if and
0039:   231@ == 2 // integer values 
0039:   290@ == 4 // integer values 
004D: jump_if_false @HEIST9_3044 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3008 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:HEIST9_3008
05AA: 288@s = 'HE8_AD' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19003 
0050: gosub @HEIST9_50631 
0006: 290@ = 5 // integer values 

:HEIST9_3044
00D6: if and
0039:   231@ == 2 // integer values 
0039:   290@ == 5 // integer values 
004D: jump_if_false @HEIST9_3136 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3090 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_3090
00BC: text_highpriority 'HM9_28' 9000 ms 1  // ~s~Menj be a ~y~Maffia kaszinba~s~!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3129 
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_3129
0006: 290@ = 6 // integer values 

:HEIST9_3136
077E: $7941 = active_interior 
00D6: if 
0038:   $7941 == 0 // integer values 
004D: jump_if_false @HEIST9_3207 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3200 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0004: $9470 = 0 // integer values 
0004: $7935 = 0 // integer values 
075B: (unknown) 0 

:HEIST9_3200
0002: jump @HEIST9_3234 

:HEIST9_3207
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3234 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
075B: (unknown) 100 

:HEIST9_3234
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2233.91 1712.599 1010.877 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR 0 2265.79 1619.58 1089.445 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR 0 2267.056 1675.385 1089.445 radius 50.0 50.0 50.0 
004D: jump_if_false @HEIST9_3367 
075B: (unknown) 100 
0004: $7935 = 1 // integer values 

:HEIST9_3367
00D6: if and
0039:   303@ == 0 // integer values 
0038:   $7935 == 1 // integer values 
004D: jump_if_false @HEIST9_3506 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3506 
00D6: if and
82D8:   not actor $PLAYER_ACTOR currentweapon == 0 
82D8:   not actor $PLAYER_ACTOR currentweapon == 44 
82D8:   not actor $PLAYER_ACTOR currentweapon == 17 
82D8:   not actor $PLAYER_ACTOR currentweapon == 1 
82D8:   not actor $PLAYER_ACTOR currentweapon == 4 
004D: jump_if_false @HEIST9_3491 
0746: (unknown) 4 4 0 
00BC: text_highpriority 'HM9_99' 100 ms 1  // ~s~Rejtsd el a fegyvered, amg t nem rsz a szemlyzeti bejrn!
0006: 300@ = 1 // integer values 
0002: jump @HEIST9_3506 

:HEIST9_3491
0746: (unknown) 1 4 0 
0006: 300@ = 0 // integer values 

:HEIST9_3506
00D6: if 
8500:   not player $PLAYER_CHAR skin == "CROUPIER" 17 
004D: jump_if_false @HEIST9_3557 
00BC: text_highpriority 'HM9_52' 4000 ms 1  // ~r~Elcseszted az lcdat, tartalkold a kldetst!
0002: jump @HEIST9_44468 

:HEIST9_3557
00D6: if and
0038:   $9470 == 1 // integer values 
0039:   106@ == 0 // integer values 
0038:   $7935 == 1 // integer values 
004D: jump_if_false @HEIST9_3619 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_52' 4000 ms 1  // ~r~Elcseszted az lcdat, tartalkold a kldetst!
0002: jump @HEIST9_44468 

:HEIST9_3619
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3713 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2180.981 1677.813 10.0609 radius 30.0 30.0 30.0 
0039:   243@ == 0 // integer values 
004D: jump_if_false @HEIST9_3713 
00BC: text_highpriority 'HM9_54' 7000 ms 1  // Ne hvd fel magadra a figyelmet a kaszinban, klnben cseszheted az lcdat
0006: 243@ = 1 // integer values 

:HEIST9_3713
00D6: if 
0736:   83 
004D: jump_if_false @HEIST9_3735 
0002: jump @HEIST9_44516 

:HEIST9_3735
00D6: if and
002B:   2 >= 38@ // integer values 
8118:   not actor $PLAYER_ACTOR dead 
0039:   284@ == 0 // integer values 
004D: jump_if_false @HEIST9_3814 
041A: 175@ = actor $PLAYER_ACTOR weapon 17 ammo 
00D6: if and
002B:   0 >= 175@ // integer values 
002B:   2 >= 38@ // integer values 
004D: jump_if_false @HEIST9_3814 
0006: 284@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_3814
00D6: if and
0019:   32@ > 2000 // integer values 
0039:   284@ == 1 // integer values 
0039:   173@ == 0 // integer values 
004D: jump_if_false @HEIST9_3934 
00D6: if or
0038:   $7935 == 1 // integer values 
0038:   $7941 == 0 // integer values 
004D: jump_if_false @HEIST9_3934 
00D6: if 
0038:   $7935 == 1 // integer values 
004D: jump_if_false @HEIST9_3904 
0050: gosub @HEIST9_50371 
0002: jump @HEIST9_3911 

:HEIST9_3904
0050: gosub @HEIST9_50585 

:HEIST9_3911
00BC: text_highpriority 'HM9_48' 4000 ms 1  // ~r~Te hlye, elpazaroltad az sszes grntot!
0002: jump @HEIST9_44468 

:HEIST9_3934
00D6: if and
0119:   car 51@ wrecked 
0039:   174@ == 0 // integer values 
0039:   250@ == 1 // integer values 
004D: jump_if_false @HEIST9_3994 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_15' 4000 ms 1  // ~r~A furgon elhzott, nincs mivel elszlltani a lvt.
0002: jump @HEIST9_44468 

:HEIST9_3994
0008: $7940 += 1 // integer values 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @HEIST9_4398 
00D6: if 
0038:   $7935 == 1 // integer values 
004D: jump_if_false @HEIST9_4398 
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @HEIST9_4058 
0164: disable_marker 39@ 

:HEIST9_4058
00BE: text_clear_all 
0006: 38@ = 2 // integer values 
0006: 215@ = 1 // integer values 
0006: 33@ = 0 // integer values 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
018A: 44@ = create_checkpoint_at 2148.995 1605.08 1005.172 
08DC: (unknown) 44@ 2196.635 1676.841 10.0 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 

:HEIST9_4138
00D6: if or
8248:   not model #BMYBOUN available 
8248:   not model #WMYBOUN available 
004D: jump_if_false @HEIST9_4170 
0001: wait 0 ms 
0002: jump @HEIST9_4138 

:HEIST9_4170
009A: 109@ = create_actor 24 #BMYBOUN at 2146.58 1622.228 992.6882 
0860: link_actor 109@ to_interior 1 
0173: set_actor 109@ z_angle_to 83.607 
009A: 110@ = create_actor 24 #BMYBOUN at 2141.41 1626.068 992.6882 
0860: link_actor 110@ to_interior 1 
0173: set_actor 110@ z_angle_to 188.011 
009A: 111@ = create_actor 4 #WMYBOUN at 2151.187 1605.832 1005.188 
0860: link_actor 111@ to_interior 1 
0173: set_actor 111@ z_angle_to 359.346 
060B: unknown_actor_use_entity 111@ 120@ 
0638: AS_actor 111@ stay_put 1 
0006: 58@ = 0 // integer values 

:HEIST9_4318
01B2: give_actor 109@(58@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 109@(58@,5i) armed_weapon_to 29 
035F: set_actor 109@(58@,5i) armour_to 200 
0638: AS_actor 109@(58@,5i) stay_put 1 
0568: set_actor 109@(58@,5i) targetable 1 
000A: 58@ += 1 // integer values 
0029:   58@ >= 2 // integer values 
004D: jump_if_false @HEIST9_4318 

:HEIST9_4398
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @HEIST9_10444 
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_4481 
00D6: if 
051A:   actor 111@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_4481 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_52' 4000 ms 1  // ~r~Elcseszted az lcdat, tartalkold a kldetst!
0002: jump @HEIST9_44468 

:HEIST9_4481
00D6: if and
0118:   actor 111@ dead 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST9_4534 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_52' 4000 ms 1  // ~r~Elcseszted az lcdat, tartalkold a kldetst!
0002: jump @HEIST9_44468 

:HEIST9_4534
00D6: if 
8039:   not  215@ == 0 // integer values 
004D: jump_if_false @HEIST9_5179 
00D6: if 
0039:   215@ == 1 // integer values 
004D: jump_if_false @HEIST9_4628 
0004: $7934 = 240000 // integer values 
03C3: set_timer_with_text_to $7934 type 1 text 'HM9_1A'  // ID
01E5: text_1number_highpriority 'HM9_1D' 4 5000 ms 1  // ~s~~1~ perced van, hogy bejuttasd a csapatot!
0006: 33@ = 0 // integer values 
0006: 215@ = 2 // integer values 

:HEIST9_4628
00D6: if and
0019:   33@ > 4000 // integer values 
0039:   215@ == 2 // integer values 
004D: jump_if_false @HEIST9_4713 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_4677 
0A09: (unknown) $PLAYER_ACTOR 1 

:HEIST9_4677
05AA: 288@s = 'HE8_BA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19004 
0050: gosub @HEIST9_50631 
0006: 215@ = 3 // integer values 

:HEIST9_4713
00D6: if and
0039:   231@ == 2 // integer values 
0039:   215@ == 3 // integer values 
004D: jump_if_false @HEIST9_4798 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_4762 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:HEIST9_4762
05AA: 288@s = 'HE8_BB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19005 
0050: gosub @HEIST9_50631 
0006: 215@ = 4 // integer values 

:HEIST9_4798
00D6: if and
0039:   231@ == 2 // integer values 
0039:   215@ == 4 // integer values 
004D: jump_if_false @HEIST9_4880 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_4844 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_4844
05AA: 288@s = 'HE8_BC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19006 
0050: gosub @HEIST9_50631 
0006: 215@ = 5 // integer values 

:HEIST9_4880
00D6: if and
0039:   231@ == 2 // integer values 
0039:   215@ == 5 // integer values 
004D: jump_if_false @HEIST9_4965 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_4929 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:HEIST9_4929
05AA: 288@s = 'HE8_BD' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19007 
0050: gosub @HEIST9_50631 
0006: 215@ = 6 // integer values 

:HEIST9_4965
00D6: if and
0039:   231@ == 2 // integer values 
0039:   215@ == 6 // integer values 
004D: jump_if_false @HEIST9_5047 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_5011 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_5011
05AA: 288@s = 'HE8_BE' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19008 
0050: gosub @HEIST9_50631 
0006: 215@ = 7 // integer values 

:HEIST9_5047
00D6: if and
0039:   231@ == 2 // integer values 
0039:   215@ == 7 // integer values 
004D: jump_if_false @HEIST9_5108 
05AA: 288@s = 'HE8_BF' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19009 
0050: gosub @HEIST9_50631 
0006: 215@ = 8 // integer values 

:HEIST9_5108
00D6: if and
0039:   231@ == 2 // integer values 
0039:   215@ == 8 // integer values 
004D: jump_if_false @HEIST9_5179 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_5156 
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_5156
00BC: text_highpriority 'HM9_2' 7000 ms 1  // ~s~Keresd meg s nyisd ki a ~y~biztonsgi krtys ajtt~s~!
0006: 215@ = 0 // integer values 

:HEIST9_5179
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2147.756 1605.401 1005.17 radius 3.0 3.0 3.0 
0039:   216@ == 0 // integer values 
004D: jump_if_false @HEIST9_6325 
00D6: if 
0039:   300@ == 1 // integer values 
004D: jump_if_false @HEIST9_5282 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_52' 4000 ms 1  // ~r~Elcseszted az lcdat, tartalkold a kldetst!
0002: jump @HEIST9_44468 

:HEIST9_5282
0050: gosub @HEIST9_46272 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_5363 
08C7: (unknown) $PLAYER_ACTOR 2147.675 1607.399 1005.188 
0173: set_actor $PLAYER_ACTOR z_angle_to 188.6317 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 111@ 
0639: AS_actor 111@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_5363
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_5409 
08C7: (unknown) 111@ 2151.187 1605.832 1005.188 
0173: set_actor 111@ z_angle_to 359.346 

:HEIST9_5409
015F: set_camera_position 2152.125 1606.502 1006.716 0.0 0.0 0.0 
0160: point_camera 2151.134 1606.365 1006.719 2 
00BC: text_highpriority 'HE8_CA' 4000 ms 1  // ~z~Nem tnsz ismersnek. j vagy?
040D: unload_wav 1 
03CF: load_wav 19010 as 1 

:HEIST9_5487
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_5513 
0001: wait 0 ms 
0002: jump @HEIST9_5487 

:HEIST9_5513
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 33@ = 0 // integer values 

:HEIST9_5529
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_5579 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_5572 
0002: jump @HEIST9_6254 

:HEIST9_5572
0002: jump @HEIST9_5529 

:HEIST9_5579
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_5631 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 

:HEIST9_5631
00BC: text_highpriority 'HE8_CB' 4000 ms 1  // ~z~Ja, Jerry-t helyettestem, amg beteg.
040D: unload_wav 1 
03CF: load_wav 19011 as 1 

:HEIST9_5658
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_5684 
0001: wait 0 ms 
0002: jump @HEIST9_5658 

:HEIST9_5684
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_5695
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_5745 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_5738 
0002: jump @HEIST9_6254 

:HEIST9_5738
0002: jump @HEIST9_5695 

:HEIST9_5745
00BC: text_highpriority 'HE8_CC' 4000 ms 1  // ~z~Ki az a Jerry?
040D: unload_wav 1 
03CF: load_wav 19012 as 1 

:HEIST9_5772
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_5798 
0001: wait 0 ms 
0002: jump @HEIST9_5772 

:HEIST9_5798
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_5809
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_5859 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_5852 
0002: jump @HEIST9_6254 

:HEIST9_5852
0002: jump @HEIST9_5809 

:HEIST9_5859
00BC: text_highpriority 'HE8_CD' 2000 ms 1  // ~z~Kussolsz.
040D: unload_wav 1 
03CF: load_wav 19013 as 1 

:HEIST9_5886
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_5912 
0001: wait 0 ms 
0002: jump @HEIST9_5886 

:HEIST9_5912
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_5923
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_5973 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_5966 
0002: jump @HEIST9_6254 

:HEIST9_5966
0002: jump @HEIST9_5923 

:HEIST9_5973
00BC: text_highpriority 'HE8_CE' 2000 ms 1  // ~z~Mi?
040D: unload_wav 1 
03CF: load_wav 19014 as 1 

:HEIST9_6000
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_6026 
0001: wait 0 ms 
0002: jump @HEIST9_6000 

:HEIST9_6026
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_6037
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_6087 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_6080 
0002: jump @HEIST9_6254 

:HEIST9_6080
0002: jump @HEIST9_6037 

:HEIST9_6087
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_6140 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_TIRED" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 

:HEIST9_6140
00BC: text_highpriority 'HE8_CF' 3000 ms 1  // ~z~...azt hiszem n is, elkezdtem khgni
040D: unload_wav 1 
03CF: load_wav 19015 as 1 

:HEIST9_6167
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_6193 
0001: wait 0 ms 
0002: jump @HEIST9_6167 

:HEIST9_6193
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_6204
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_6254 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_6247 
0002: jump @HEIST9_6254 

:HEIST9_6247
0002: jump @HEIST9_6204 

:HEIST9_6254
040D: unload_wav 1 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_6304 
0792: (unknown) $PLAYER_ACTOR 
0173: set_actor 111@ z_angle_to 3.8184 
0173: set_actor $PLAYER_ACTOR z_angle_to 207.6449 

:HEIST9_6304
0050: gosub @HEIST9_46289 
0006: 215@ = 0 // integer values 
0006: 216@ = 1 // integer values 

:HEIST9_6325
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2149.008 1605.299 1005.172 radius 2.0 2.0 2.0 
0039:   36@ == 0 // integer values 
004D: jump_if_false @HEIST9_6642 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @HEIST9_6404 
0512: permanent_text_box 'HM9_29'  // ~k~~VEHICLE_ENTER_EXIT~ Hasznld a biztonsgi krtyt.

:HEIST9_6404
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @HEIST9_6635 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @HEIST9_6527 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR 2149.008 1605.299 1005.172 
0173: set_actor $PLAYER_ACTOR z_angle_to 188.7539 
0605: actor $PLAYER_ACTOR perform_animation_sequence "USE_SWIPECARD" from_file "HEIST9" 2.0 loop 0 0 0 0 -1 ms 

:HEIST9_6527
0001: wait 500 ms 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_6543
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_6569 
0001: wait 0 ms 
0002: jump @HEIST9_6543 

:HEIST9_6569
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_6588 
03D1: play_wav 3 

:HEIST9_6588
0001: wait 1000 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @HEIST9_6621 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HEIST9_6621
0006: 303@ = 1 // integer values 
0006: 36@ = 1 // integer values 

:HEIST9_6635
0002: jump @HEIST9_6644 

:HEIST9_6642
03E6: remove_text_box 

:HEIST9_6644
00D6: if and
0039:   36@ == 1 // integer values 
0039:   107@ == 0 // integer values 
004D: jump_if_false @HEIST9_7355 
03E6: remove_text_box 
0247: request_model #VBFYCRP 
0247: request_model #VWFYCRP 

:HEIST9_6680
00D6: if or
8248:   not model #VWFYCRP available 
8248:   not model #VBFYCRP available 
004D: jump_if_false @HEIST9_6711 
0001: wait 0 ms 
0002: jump @HEIST9_6680 

:HEIST9_6711
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.01 1603.086 1000.968 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2158.395 1618.554 998.9647 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: (unknown) 53@ 1 
0616: define_action_sequences_end 53@ 
009A: 218@ = create_actor 26 #VWFYCRP at 2144.01 1603.086 1000.968 
0860: link_actor 218@ to_interior 1 
060B: unknown_actor_use_entity 218@ 89@ 
0618: assign_actor 218@ to_action_sequences 53@ 
009A: 219@ = create_actor 26 #VBFYCRP at 2148.394 1596.737 998.768 
0860: link_actor 219@ to_interior 1 
060B: unknown_actor_use_entity 219@ 89@ 
009A: 220@ = create_actor 26 #VWFYCRP at 2149.355 1597.133 998.768 
0860: link_actor 220@ to_interior 1 
060B: unknown_actor_use_entity 220@ 89@ 
009A: 222@ = create_actor 26 #BMYBOUN at 2146.831 1603.942 1000.968 
0173: set_actor 222@ z_angle_to 187.4626 
0860: link_actor 222@ to_interior 1 
01B2: give_actor 222@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 222@ armed_weapon_to 22 
060B: unknown_actor_use_entity 222@ 245@ 
0638: AS_actor 222@ stay_put 1 
009A: 223@ = create_actor 26 #VWFYCRP at 2170.674 1603.371 998.9696 
0860: link_actor 223@ to_interior 1 
060B: unknown_actor_use_entity 223@ 89@ 
009A: 224@ = create_actor 26 #VWFYCRP at 2169.843 1605.299 998.9706 
0860: link_actor 224@ to_interior 1 
060B: unknown_actor_use_entity 224@ 89@ 
0677: AS_actor 219@ chat_with_actor 220@ 1 1 
0677: AS_actor 220@ chat_with_actor 219@ 0 1 
0677: AS_actor 223@ chat_with_actor 224@ 1 1 
0677: AS_actor 224@ chat_with_actor 223@ 0 1 
0006: 117@ = 1 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7277 
0792: (unknown) $PLAYER_ACTOR 

:HEIST9_7277
061B: remove_references_to_action_sequences 53@ 
0164: disable_marker 44@ 
0006: 35@ = 1 // integer values 
018A: 108@ = create_checkpoint_at 2143.046 1620.661 999.968 
08DC: (unknown) 108@ 2196.635 1676.841 10.0 
0006: 107@ = 1 // integer values 
0006: 302@ = 2 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_7355
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2147.863 1599.649 1003.534 radius 2.0 2.0 2.0 
0039:   106@ == 0 // integer values 
004D: jump_if_false @HEIST9_7460 
0006: 106@ = 1 // integer values 
0395: clear_area 1 at 2192.605 1601.92 1004.062 range 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
009B: destroy_actor_instantly 111@ 
0006: 33@ = 0 // integer values 

:HEIST9_7460
00D6: if and
0039:   231@ == 2 // integer values 
0039:   302@ == 2 // integer values 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @HEIST9_7552 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7516 
0A09: (unknown) $PLAYER_ACTOR 1 

:HEIST9_7516
05AA: 288@s = 'HE8_DB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19017 
0050: gosub @HEIST9_50631 
0006: 302@ = 3 // integer values 

:HEIST9_7552
00D6: if and
0039:   231@ == 2 // integer values 
0039:   302@ == 3 // integer values 
004D: jump_if_false @HEIST9_7613 
05AA: 288@s = 'HE8_DD' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19019 
0050: gosub @HEIST9_50631 
0006: 302@ = 0 // integer values 

:HEIST9_7613
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2148.252 1605.901 1000.114 radius 1.2 1.2 1.2 
0039:   244@ == 0 // integer values 
004D: jump_if_false @HEIST9_7682 
0006: 244@ = 1 // integer values 
0006: 302@ = 0 // integer values 

:HEIST9_7682
00D6: if and
0039:   231@ == 2 // integer values 
0039:   244@ == 1 // integer values 
004D: jump_if_false @HEIST9_7774 
0006: 303@ = 1 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7738 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:HEIST9_7738
05AA: 288@s = 'HE8_EA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19020 
0050: gosub @HEIST9_50631 
0006: 244@ = 2 // integer values 

:HEIST9_7774
00D6: if and
0039:   231@ == 2 // integer values 
0039:   244@ == 2 // integer values 
004D: jump_if_false @HEIST9_7856 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7820 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_7820
05AA: 288@s = 'HE8_EB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19021 
0050: gosub @HEIST9_50631 
0006: 244@ = 3 // integer values 

:HEIST9_7856
00D6: if and
0039:   231@ == 2 // integer values 
0039:   244@ == 3 // integer values 
004D: jump_if_false @HEIST9_7917 
05AA: 288@s = 'HE8_EC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19022 
0050: gosub @HEIST9_50631 
0006: 244@ = 4 // integer values 

:HEIST9_7917
00D6: if and
0039:   231@ == 2 // integer values 
0039:   244@ == 4 // integer values 
004D: jump_if_false @HEIST9_8001 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7965 
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_7965
05AA: 288@s = 'HE8_ED' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19023 
0050: gosub @HEIST9_50631 
0006: 244@ = 5 // integer values 

:HEIST9_8001
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2254.543 1706.5 1.1746 radius 1.2 1.2 1.2 
004D: jump_if_false @HEIST9_8065 
00BC: text_highpriority 'HM9_36' 1000 ms 1  // Elszr gzostsd el az rket!

:HEIST9_8065
00D6: if and
001B:   45 > 106@ // integer values 
8039:   not  106@ == 0 // integer values 
004D: jump_if_false @HEIST9_8114 
034D: object 41@ at_angle 180.0 then_rotate_by_angle 2.0 flag 0 
000A: 106@ += 1 // integer values 

:HEIST9_8114
00D6: if and
001B:   45 > 117@ // integer values 
8039:   not  117@ == 0 // integer values 
004D: jump_if_false @HEIST9_8163 
034D: object 41@ at_angle 270.0 then_rotate_by_angle 2.0 flag 0 
000A: 117@ += 1 // integer values 

:HEIST9_8163
0006: 58@ = 0 // integer values 

:HEIST9_8170
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_8349 
00D6: if 
051A:   actor 109@(58@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_8243 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_52' 4000 ms 1  // ~r~Elcseszted az lcdat, tartalkold a kldetst!
0002: jump @HEIST9_44468 

:HEIST9_8243
00D6: if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 109@(58@,5i) 
004D: jump_if_false @HEIST9_8296 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_52' 4000 ms 1  // ~r~Elcseszted az lcdat, tartalkold a kldetst!
0002: jump @HEIST9_44468 

:HEIST9_8296
00D6: if 
0364:   actor 109@(58@,5i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_8349 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_37' 4000 ms 1  // ~r~Meglttak az rk s megszlaltattk a riasztt.
0002: jump @HEIST9_44468 

:HEIST9_8349
000A: 58@ += 1 // integer values 
0029:   58@ >= 2 // integer values 
004D: jump_if_false @HEIST9_8170 
00D6: if and
02EE:   projectile_in_cube 2144.464 1621.26 1002.136 2136.209 1626.877 997.7474 
0039:   173@ == 0 // integer values 
004D: jump_if_false @HEIST9_8475 
0006: 173@ = 1 // integer values 
0006: 302@ = 0 // integer values 
0006: 244@ = 0 // integer values 
0A46: (unknown) 1 0 
0004: $1249 = 1 // integer values 
0006: 32@ = 0 // integer values 
0050: gosub @HEIST9_46308 
0050: gosub @HEIST9_1936 

:HEIST9_8475
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2145.79 1613.851 999.968 radius 5.0 5.0 5.0 
0039:   114@ == 0 // integer values 
0039:   173@ == 0 // integer values 
004D: jump_if_false @HEIST9_8625 
0006: 114@ = 1 // integer values 
0395: clear_area 1 at 2144.323 1622.684 992.5681 range 30.0 
0006: 58@ = 0 // integer values 

:HEIST9_8575
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_8604 
0792: (unknown) 109@(58@,5i) 

:HEIST9_8604
000A: 58@ += 1 // integer values 
0029:   58@ >= 2 // integer values 
004D: jump_if_false @HEIST9_8575 

:HEIST9_8625
00D6: if 
0039:   173@ == 1 // integer values 
004D: jump_if_false @HEIST9_10412 
0006: 303@ = 1 // integer values 
00BE: text_clear_all 
07FB: set_interior 'MAFCAS' accessible 0  // Caligula kaszinja
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_8688 
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_8688
0050: gosub @HEIST9_46272 
015F: set_camera_position 2139.85 1609.236 995.7649 0.0 0.0 0.0 
0160: point_camera 2140.229 1610.145 995.5919 2 
0247: request_model #TEARGAS 

:HEIST9_8751
00D6: if 
8248:   not model #TEARGAS available 
004D: jump_if_false @HEIST9_8778 
0001: wait 0 ms 
0002: jump @HEIST9_8751 

:HEIST9_8778
0395: clear_area 1 at 2144.323 1622.684 997.0 range 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 range 10.0 
0107: 314@ = create_object #TEARGAS at 2144.323 1622.684 997.0 
0050: gosub @HEIST9_46341 
01BB: store_object 314@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 313@ 

:HEIST9_8870
00D6: if 
0021:   313@ > 992.6 // floating-point values 
004D: jump_if_false @HEIST9_8940 
0001: wait 20 ms 
01BB: store_object 314@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 313@ 
000F: 313@ -= 0.3 // floating-point values 
01BC: put_object 314@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 313@ 
0002: jump @HEIST9_8870 

:HEIST9_8940
064B: 139@ = create_particle "TEARGASAD" at 2144.323 1622.684 992.5681 1 
064C: make_particle 139@ visible 
0001: wait 1500 ms 
0006: 58@ = 0 // integer values 

:HEIST9_8990
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_9014 
0002: jump @HEIST9_10100 

:HEIST9_9014
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_9189 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @HEIST9_9112 
0792: (unknown) 109@(58@,5i) 
0605: actor 109@(58@,5i) perform_animation_sequence "CAS_G2_GASKO" from_file "HEIST9" 1.0 loop 0 0 0 1 -1 ms 
0001: wait 200 ms 

:HEIST9_9112
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @HEIST9_9189 
0792: (unknown) 109@(58@,5i) 
0605: actor 109@(58@,5i) perform_animation_sequence "CAS_G2_GASKO" from_file "HEIST9" 1.0 loop 0 0 0 1 -1 ms 
0001: wait 100 ms 

:HEIST9_9189
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_9220 
0619: set_actor 109@(58@,5i) collision_detection 0 

:HEIST9_9220
000A: 58@ += 1 // integer values 
0029:   58@ >= 2 // integer values 
004D: jump_if_false @HEIST9_8990 
0006: 33@ = 0 // integer values 

:HEIST9_9248
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @HEIST9_9302 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_9295 
0002: jump @HEIST9_10100 

:HEIST9_9295
0002: jump @HEIST9_9248 

:HEIST9_9302
040D: unload_wav 1 
03CF: load_wav 19024 as 1 

:HEIST9_9313
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_9339 
0001: wait 0 ms 
0002: jump @HEIST9_9313 

:HEIST9_9339
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_9350
00D6: if 
001B:   1500 > 33@ // integer values 
004D: jump_if_false @HEIST9_9404 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_9397 
0002: jump @HEIST9_10100 

:HEIST9_9397
0002: jump @HEIST9_9350 

:HEIST9_9404
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @HEIST9_9428 
09F1: (unknown) 110@ 1163 

:HEIST9_9428
0006: 33@ = 0 // integer values 

:HEIST9_9435
00D6: if 
001B:   500 > 33@ // integer values 
004D: jump_if_false @HEIST9_9489 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_9482 
0002: jump @HEIST9_10100 

:HEIST9_9482
0002: jump @HEIST9_9435 

:HEIST9_9489
00BC: text_highpriority 'HE8_FB' 2000 ms 1  // ~z~Akkor fog kiderlni, hogy mxik-e, ha majd ott lesznk!
040D: unload_wav 1 
03CF: load_wav 19025 as 1 

:HEIST9_9516
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_9542 
0001: wait 0 ms 
0002: jump @HEIST9_9516 

:HEIST9_9542
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_9553
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_9603 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_9596 
0002: jump @HEIST9_10100 

:HEIST9_9596
0002: jump @HEIST9_9553 

:HEIST9_9603
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_9649 
08C7: (unknown) $PLAYER_ACTOR 2143.376 1619.655 999.9764 
0173: set_actor $PLAYER_ACTOR z_angle_to 182.7419 

:HEIST9_9649
064E: (unknown) 139@ 
0976: (unknown) 139@ 
0395: clear_area 1 at 2144.323 1622.684 997.0 range 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 range 10.0 
015F: set_camera_position 2142.75 1617.836 1001.143 0.0 0.0 0.0 
0160: point_camera 2142.997 1618.803 1001.197 2 
00BC: text_highpriority 'HE8_FC' 2000 ms 1  // ~z~Ja, ht, emiatt ne aggdj.
040D: unload_wav 1 
03CF: load_wav 19026 as 1 

:HEIST9_9785
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_9811 
0001: wait 0 ms 
0002: jump @HEIST9_9785 

:HEIST9_9811
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_9822
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_9872 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_9865 
0002: jump @HEIST9_10100 

:HEIST9_9865
0002: jump @HEIST9_9822 

:HEIST9_9872
00BC: text_highpriority 'HE8_FD' 2000 ms 1  // ~z~Pillanatnyilag tartanunk kell a hatridt!
040D: unload_wav 1 
03CF: load_wav 19027 as 1 

:HEIST9_9899
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_9925 
0001: wait 0 ms 
0002: jump @HEIST9_9899 

:HEIST9_9925
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_9936
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_9986 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_9979 
0002: jump @HEIST9_10100 

:HEIST9_9979
0002: jump @HEIST9_9936 

:HEIST9_9986
00BC: text_highpriority 'HE8_FE' 2000 ms 1  // ~z~Menj a biztonsgi ajthoz s hasznld Millie biztonsgi krtyjt!
040D: unload_wav 1 
03CF: load_wav 19028 as 1 

:HEIST9_10013
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_10039 
0001: wait 0 ms 
0002: jump @HEIST9_10013 

:HEIST9_10039
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_10050
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_10100 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_10093 
0002: jump @HEIST9_10100 

:HEIST9_10093
0002: jump @HEIST9_10050 

:HEIST9_10100
0108: destroy_object 314@ 
0249: release_model #TEARGAS 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_10156 
08C7: (unknown) $PLAYER_ACTOR 2143.22 1618.372 999.9688 
0173: set_actor $PLAYER_ACTOR z_angle_to 175.5027 

:HEIST9_10156
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @HEIST9_10238 
0792: (unknown) 109@ 
0812: AS_actor 109@ perform_animation "CAS_G2_GASKO" from_file "HEIST9" 1.0 loop 0 0 0 lock 1 time -1 
0688: unknown_action_sequence 109@ 0 0 0 
060B: unknown_actor_use_entity 109@ 120@ 

:HEIST9_10238
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @HEIST9_10320 
0792: (unknown) 110@ 
0812: AS_actor 110@ perform_animation "CAS_G2_GASKO" from_file "HEIST9" 1.0 loop 0 0 0 lock 1 time -1 
0688: unknown_action_sequence 110@ 0 0 0 
060B: unknown_actor_use_entity 110@ 120@ 

:HEIST9_10320
0050: gosub @HEIST9_46289 
064E: (unknown) 139@ 
0976: (unknown) 139@ 

:HEIST9_10337
00BC: text_highpriority 'HM9_12' 5000 ms 1  // ~s~Talld meg a ~y~biztonsgi krtys ajtt ~s~s nyisd ki.
0164: disable_marker 108@ 
018A: 45@ = create_checkpoint_at 2168.173 1616.986 998.97 
08DC: (unknown) 45@ 2196.635 1676.841 10.0 
0006: 38@ = 3 // integer values 
0006: 246@ = 1 // integer values 

:HEIST9_10412
00D6: if 
0039:   116@ == 4 // integer values 
004D: jump_if_false @HEIST9_10444 
0006: 116@ = 5 // integer values 
0002: jump @HEIST9_10337 

:HEIST9_10444
00D6: if and
876F:   not text_priority_displaying 
8039:   not  246@ == 12 // integer values 
8039:   not  246@ == 0 // integer values 
004D: jump_if_false @HEIST9_11312 
00D6: if and
0039:   231@ == 2 // integer values 
0039:   246@ == 1 // integer values 
004D: jump_if_false @HEIST9_10555 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_10519 
0A09: (unknown) $PLAYER_ACTOR 1 

:HEIST9_10519
05AA: 288@s = 'HE8_GB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19030 
0050: gosub @HEIST9_50631 
0006: 246@ = 2 // integer values 

:HEIST9_10555
00D6: if and
0039:   231@ == 2 // integer values 
0039:   246@ == 2 // integer values 
004D: jump_if_false @HEIST9_10616 
05AA: 288@s = 'HE8_GC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19031 
0050: gosub @HEIST9_50631 
0006: 246@ = 3 // integer values 

:HEIST9_10616
00D6: if and
0039:   231@ == 2 // integer values 
0039:   246@ == 3 // integer values 
004D: jump_if_false @HEIST9_10677 
05AA: 288@s = 'HE8_GD' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19032 
0050: gosub @HEIST9_50631 
0006: 246@ = 4 // integer values 

:HEIST9_10677
00D6: if and
0039:   231@ == 2 // integer values 
0039:   246@ == 4 // integer values 
004D: jump_if_false @HEIST9_10982 
0924: set_world_lighting 1 220 ms 
040D: unload_wav 3 
03CF: load_wav 6402 as 3 

:HEIST9_10720
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_10746 
0001: wait 0 ms 
0002: jump @HEIST9_10720 

:HEIST9_10746
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_10765 
03D1: play_wav 3 

:HEIST9_10765
0001: wait 100 ms 
05AA: 288@s = 'HE8_GE' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19033 
0050: gosub @HEIST9_50631 
0615: define_action_sequences 53@ 
05F5: unknown_action_sequence -1 2157.597 1597.863 998.9694 6 -1 
06A9: AS_actor -1 look_at_point 2155.781 1598.063 998.9686 -2 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 
05B9: unknown_action_sequence -1 1000 
0643: (unknown) 53@ 1 
0616: define_action_sequences_end 53@ 
0006: 58@ = 0 // integer values 

:HEIST9_10908
00D6: if 
8118:   not actor 218@(58@,10i) dead 
004D: jump_if_false @HEIST9_10949 
0792: (unknown) 218@(58@,10i) 
0618: assign_actor 218@(58@,10i) to_action_sequences 53@ 

:HEIST9_10949
000A: 58@ += 1 // integer values 
0029:   58@ >= 7 // integer values 
004D: jump_if_false @HEIST9_10908 
061B: remove_references_to_action_sequences 53@ 
0006: 246@ = 5 // integer values 

:HEIST9_10982
00D6: if and
0039:   231@ == 2 // integer values 
0039:   246@ == 5 // integer values 
004D: jump_if_false @HEIST9_11080 
00D6: if 
899D:   not (unknown) 
004D: jump_if_false @HEIST9_11073 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_11044 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:HEIST9_11044
05AA: 288@s = 'HE8_GF' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19034 
0050: gosub @HEIST9_50631 

:HEIST9_11073
0006: 246@ = 9 // integer values 

:HEIST9_11080
00D6: if and
0039:   231@ == 2 // integer values 
0039:   246@ == 9 // integer values 
004D: jump_if_false @HEIST9_11156 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_11126 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_11126
00BC: text_highpriority 'HM9_49' 5000 ms 1  // ~s~Vlaszd ki az jjellt szemveget s aktivld a(z) ~k~~PED_FIREWEAPON~ gombbal.
0006: 246@ = 10 // integer values 
0006: 33@ = 0 // integer values 

:HEIST9_11156
00D6: if and
0019:   33@ > 5000 // integer values 
0039:   249@ == 0 // integer values 
004D: jump_if_false @HEIST9_11312 
00D6: if and
0039:   38@ == 5 // integer values 
0039:   231@ == 2 // integer values 
0039:   246@ == 10 // integer values 
004D: jump_if_false @HEIST9_11221 
0006: 246@ = 11 // integer values 

:HEIST9_11221
00D6: if and
0039:   38@ == 5 // integer values 
0039:   231@ == 2 // integer values 
0039:   246@ == 11 // integer values 
004D: jump_if_false @HEIST9_11312 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_11276 
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_11276
05AA: 288@s = 'HE8_HB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19038 
0050: gosub @HEIST9_50631 
0006: 246@ = 12 // integer values 

:HEIST9_11312
00D6: if 
0039:   38@ == 3 // integer values 
004D: jump_if_false @HEIST9_11712 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2167.599 1617.412 998.9715 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST9_11710 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @HEIST9_11402 
0512: permanent_text_box 'HM9_29'  // ~k~~VEHICLE_ENTER_EXIT~ Hasznld a biztonsgi krtyt.

:HEIST9_11402
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @HEIST9_11703 
0006: 58@ = 0 // integer values 

:HEIST9_11426
009B: destroy_actor_instantly 218@(58@,10i) 
000A: 58@ += 1 // integer values 
0029:   58@ >= 7 // integer values 
004D: jump_if_false @HEIST9_11426 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_11467
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_11493 
0001: wait 0 ms 
0002: jump @HEIST9_11467 

:HEIST9_11493
0249: release_model #VWFYCRP 
0249: release_model #WMYBOUN 
0249: release_model #VWFYWAI 
0164: disable_marker 45@ 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR 2167.599 1617.287 998.9715 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0605: actor $PLAYER_ACTOR perform_animation_sequence "USE_SWIPECARD" from_file "HEIST9" 2.0 loop 0 0 0 0 -1 ms 
0001: wait 500 ms 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_11615 
03D1: play_wav 3 

:HEIST9_11615
0001: wait 500 ms 
0006: 58@ = 0 // integer values 

:HEIST9_11627
00D6: if 
8039:   not  58@ == 33 // integer values 
004D: jump_if_false @HEIST9_11680 
0001: wait 0 ms 
034D: object $2703 at_angle 180.0 then_rotate_by_angle 3.0 flag 0 
000A: 58@ += 1 // integer values 
0002: jump @HEIST9_11627 

:HEIST9_11680
0006: 38@ = 5 // integer values 
03E6: remove_text_box 
0006: 215@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_11703
0002: jump @HEIST9_11712 

:HEIST9_11710
03E6: remove_text_box 

:HEIST9_11712
00D6: if 
0039:   38@ == 5 // integer values 
004D: jump_if_false @HEIST9_12426 
00D6: if and
0039:   231@ == 2 // integer values 
0039:   215@ == 0 // integer values 
004D: jump_if_false @HEIST9_11913 
0247: request_model #FORKLIFT 

:HEIST9_11760
00D6: if 
8248:   not model #FORKLIFT available 
004D: jump_if_false @HEIST9_11787 
0001: wait 0 ms 
0002: jump @HEIST9_11760 

:HEIST9_11787
00A5: 46@ = create_car #FORKLIFT at 2173.621 1585.964 998.9722 
0840: link_car 46@ to_interior 1 
0175: set_car 46@ z_angle_to 270.0 
0229: set_car 46@ color_to 6 6 
0006: 209@ = 1 // integer values 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_11866 
0840: link_car 46@ to_interior 1 

:HEIST9_11866
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: (unknown) 90@ 2196.635 1676.841 10.0 
0006: 215@ = 1 // integer values 

:HEIST9_11913
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2224.452 1595.435 998.9753 radius 1.2 1.2 1.2 
0039:   249@ == 0 // integer values 
004D: jump_if_false @HEIST9_11975 
0006: 249@ = 1 // integer values 

:HEIST9_11975
00D6: if and
0039:   231@ == 2 // integer values 
0039:   249@ == 1 // integer values 
004D: jump_if_false @HEIST9_12036 
05AA: 288@s = 'HE8_JA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19039 
0050: gosub @HEIST9_50631 
0006: 249@ = 2 // integer values 

:HEIST9_12036
00D6: if and
0039:   231@ == 2 // integer values 
0039:   249@ == 2 // integer values 
004D: jump_if_false @HEIST9_12097 
05AA: 288@s = 'HE8_JB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19040 
0050: gosub @HEIST9_50631 
0006: 249@ = 3 // integer values 

:HEIST9_12097
00D6: if and
0039:   231@ == 2 // integer values 
0039:   249@ == 3 // integer values 
004D: jump_if_false @HEIST9_12201 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_12143 
0164: disable_marker 90@ 

:HEIST9_12143
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_12194 
0186: 47@ = create_marker_above_car 46@ 
08DC: (unknown) 47@ 2196.635 1676.841 10.0 
07E0: set_marker 47@ type_to 1 

:HEIST9_12194
0006: 249@ = 4 // integer values 

:HEIST9_12201
00D6: if and
0039:   231@ == 2 // integer values 
0039:   249@ == 4 // integer values 
004D: jump_if_false @HEIST9_12249 
00BC: text_highpriority 'HM9_51' 7000 ms 1  // ~s~Valami nagyra lesz szksged, hogy felemeld ezt az ajtt.
0006: 249@ = 5 // integer values 

:HEIST9_12249
00D6: if 
0039:   209@ == 1 // integer values 
004D: jump_if_false @HEIST9_12426 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_12426 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_12426 
00D6: if and
0039:   50@ == 0 // integer values 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_12426 
00BC: text_highpriority 'HM9_5' 5000 ms 1  // ~s~A targoncval nyisd ki a ~y~redny ajtt~s~.
0006: 50@ = 1 // integer values 
0006: 38@ = 6 // integer values 
0006: 211@ = 1 // integer values 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_12386 
0164: disable_marker 90@ 

:HEIST9_12386
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: (unknown) 90@ 2196.635 1676.841 10.0 

:HEIST9_12426
00D6: if and
0119:   car 46@ wrecked 
001B:   7 > 38@ // integer values 
0039:   209@ == 1 // integer values 
004D: jump_if_false @HEIST9_12486 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_13' 4000 ms 1  // ~r~Te hlye sztcseszted a targonct, az egyedli eszkzt, amivel fel lehetett volna nyitni a redny ajtt!
0002: jump @HEIST9_44468 

:HEIST9_12486
00D6: if 
0039:   38@ == 6 // integer values 
004D: jump_if_false @HEIST9_17984 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_12630 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 46@ 
0039:   95@ == 0 // integer values 
004D: jump_if_false @HEIST9_12567 
018B: show_on_radar 47@ 0 
018B: show_on_radar 90@ 3 
0006: 95@ = 1 // integer values 

:HEIST9_12567
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
0039:   95@ == 1 // integer values 
004D: jump_if_false @HEIST9_12630 
00BC: text_highpriority 'HM9_23' 3000 ms 1  // ~s~llj vissza a ~b~Targoncba~s~!
018B: show_on_radar 47@ 3 
018B: show_on_radar 90@ 0 
0006: 95@ = 0 // integer values 

:HEIST9_12630
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_13014 
098D: get_car 46@ extra_parts_angle $7936 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_13014 
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point 2220.543 1573.141 998.9672 radius 6.0 6.0 6.0 sphere 0 
004D: jump_if_false @HEIST9_12739 
0512: permanent_text_box 'HM9_53'  // Nyomd meg a(z) ~k~~VEHICLE_TURRETDOWN~ gombot s emeld fel az ajtt
0002: jump @HEIST9_12741 

:HEIST9_12739
03E6: remove_text_box 

:HEIST9_12741
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0172: 287@ = actor $PLAYER_ACTOR z_angle 
0086: $7938 = $7936 // floating-point values only 
0009: $7938 += 1001.6 // floating-point values 
0059: $7936 += $TEMPVAR_FLOAT_3 // floating-point values 
00D6: if and
0021:   287@ > 140.0 // floating-point values 
0023:   220.0 > 287@ // floating-point values 
004D: jump_if_false @HEIST9_13014 
00D6: if and
0020:   $TEMPVAR_FLOAT_2 > 1572.8 // floating-point values 
0022:   1573.8 > $TEMPVAR_FLOAT_2 // floating-point values 
004D: jump_if_false @HEIST9_13014 
00D6: if 
00E1:   key_pressed 0 3 
004D: jump_if_false @HEIST9_12981 
01BB: store_object 49@ position_to 177@ 178@ $7937 
0004: $11284 = 0 // integer values 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
0086: $7937 = $7938 // floating-point values only 
000D: $7937 -= 0.1 // floating-point values 
01BC: put_object 49@ at 2220.188 1571.763 $7937 
00D6: if 
0039:   305@ == 0 // integer values 
004D: jump_if_false @HEIST9_12974 
097B: play_sound 49@ on_object 1165 
0006: 305@ = 1 // integer values 

:HEIST9_12974
0002: jump @HEIST9_13014 

:HEIST9_12981
00D6: if 
0039:   305@ == 1 // integer values 
004D: jump_if_false @HEIST9_13014 
097B: play_sound 49@ on_object 1166 
0006: 305@ = 0 // integer values 

:HEIST9_13014
00D6: if and
0030:   $7937 >= 1002.8 // floating-point values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_17984 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT 
004D: jump_if_false @HEIST9_17968 
032B: 214@ = create_weapon_pickup #SATCHEL 3 ammo 10 at 2146.487 1622.805 993.5 
00D6: if 
8118:   not actor 225@ dead 
004D: jump_if_false @HEIST9_13107 
009B: destroy_actor_instantly 225@ 

:HEIST9_13107
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @HEIST9_13128 
009B: destroy_actor_instantly 226@ 

:HEIST9_13128
00D6: if 
8118:   not actor 227@ dead 
004D: jump_if_false @HEIST9_13149 
009B: destroy_actor_instantly 227@ 

:HEIST9_13149
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_13172 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:HEIST9_13172
0164: disable_marker 90@ 
03E6: remove_text_box 
07C0: load_path 499 
07C0: load_path 487 

:HEIST9_13189
00D6: if or
87C1:   not path 499 available 
87C1:   not path 487 available 
004D: jump_if_false @HEIST9_13221 
0001: wait 0 ms 
0002: jump @HEIST9_13189 

:HEIST9_13221
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_13251 
0840: link_car 51@ to_interior 1 
0397: car 51@ siren = 1 

:HEIST9_13251
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_13297 
00AB: put_car 46@ at 2220.543 1573.141 998.9672 
0175: set_car 46@ z_angle_to 180.0 

:HEIST9_13297
0050: gosub @HEIST9_46272 
015F: set_camera_position 2224.694 1577.632 1002.633 0.0 0.0 0.0 
0160: point_camera 2224.199 1576.856 1002.241 2 
00D6: if and
07C1:   path 487 available 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_13384 
05EB: assign_vehicle 46@ to_path 487 

:HEIST9_13384
097B: play_sound 49@ on_object 1035 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @HEIST9_13422 
01BB: store_object 49@ position_to 177@ 178@ $7937 

:HEIST9_13422
00D6: if 
8020:   not  $7937 > 1005.4 // floating-point values 
004D: jump_if_false @HEIST9_13482 
0001: wait 50 ms 
0009: $7937 += 0.1 // floating-point values 
01BC: put_object 49@ at 2220.188 1571.763 $7937 
0002: jump @HEIST9_13422 

:HEIST9_13482
097B: play_sound 49@ on_object 1036 
00D6: if and
07C1:   path 499 available 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_13519 
05EB: assign_vehicle 51@ to_path 499 

:HEIST9_13519
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_13586 
00D6: if 
060E:   car 46@ is_assigned_to_existing_path 
004D: jump_if_false @HEIST9_13556 
05EC: release_vehicle 46@ from_path 

:HEIST9_13556
00AB: put_car 46@ at 2218.038 1592.232 998.9783 
0175: set_car 46@ z_angle_to 26.1233 

:HEIST9_13586
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_13675 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_13645 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2217.115 1589.683 998.9709 
0002: jump @HEIST9_13665 

:HEIST9_13645
08C7: (unknown) $PLAYER_ACTOR 2217.115 1589.683 998.9709 

:HEIST9_13665
0173: set_actor $PLAYER_ACTOR z_angle_to 209.5064 

:HEIST9_13675
0006: 58@ = 0 // integer values 

:HEIST9_13682
00D6: if 
8118:   not actor 218@(58@,10i) dead 
004D: jump_if_false @HEIST9_13711 
009B: destroy_actor_instantly 218@(58@,10i) 

:HEIST9_13711
000A: 58@ += 1 // integer values 
0029:   58@ >= 7 // integer values 
004D: jump_if_false @HEIST9_13682 
0247: request_model #SATCHEL 
0247: request_model #BOMB 
0247: request_model #MP5LNG 
0247: request_model #WMYBOUN 

:HEIST9_13752
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #BOMB available 
8248:   not model #MP5LNG available 
8248:   not model #WMYBOUN available 
004D: jump_if_false @HEIST9_13794 
0001: wait 0 ms 
0002: jump @HEIST9_13752 

:HEIST9_13794
015F: set_camera_position 2217.37 1580.595 1000.582 0.0 0.0 0.0 
0160: point_camera 2217.662 1579.639 1000.559 2 
0006: 33@ = 0 // integer values 

:HEIST9_13852
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @HEIST9_13906 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_13899 
0002: jump @HEIST9_15911 

:HEIST9_13899
0002: jump @HEIST9_13852 

:HEIST9_13906
015F: set_camera_position 2215.132 1594.248 1002.778 0.0 0.0 0.0 
0160: point_camera 2215.409 1593.319 1002.531 2 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_13980 
0519: lock_vehicle 51@ in_current_position 1 

:HEIST9_13980
00BC: text_highpriority 'HE8_KA' 4000 ms 1  // ~z~Jl csinltad, Carl.
040D: unload_wav 1 
03CF: load_wav 19042 as 1 

:HEIST9_14007
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_14033 
0001: wait 0 ms 
0002: jump @HEIST9_14007 

:HEIST9_14033
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_14044
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_14094 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_14087 
0002: jump @HEIST9_15911 

:HEIST9_14087
0002: jump @HEIST9_14044 

:HEIST9_14094
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_14557 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 500 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.155 1579.691 998.9739 
05D7: add_point_to_scmpath 2223.636 1585.549 998.9675 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_14239 
0618: assign_actor 54@ to_action_sequences 53@ 

:HEIST9_14239
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2220.033 1584.614 998.9719 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: unknown_action_sequence -1 2216.44 1589.13 998.979 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_14333 
0618: assign_actor 55@ to_action_sequences 53@ 

:HEIST9_14333
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 500 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.495 1584.948 998.9701 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: unknown_action_sequence -1 2216.44 1589.13 998.979 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_14434 
0618: assign_actor 56@ to_action_sequences 53@ 

:HEIST9_14434
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 1000 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2216.699 1578.363 998.9761 
05D7: add_point_to_scmpath 2217.538 1583.64 998.9749 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: unknown_action_sequence -1 2216.44 1589.13 998.979 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_14552 
0618: assign_actor 57@ to_action_sequences 53@ 

:HEIST9_14552
061B: remove_references_to_action_sequences 53@ 

:HEIST9_14557
00BC: text_highpriority 'HE8_KB' 4000 ms 1  // ~z~Most jtt el a mi idnk!
040D: unload_wav 1 
03CF: load_wav 19043 as 1 

:HEIST9_14584
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_14610 
0001: wait 0 ms 
0002: jump @HEIST9_14584 

:HEIST9_14610
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_14621
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_14671 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_14664 
0002: jump @HEIST9_15911 

:HEIST9_14664
0002: jump @HEIST9_14621 

:HEIST9_14671
00BC: text_highpriority 'HE8_KC' 4000 ms 1  // ~z~Prblj meg kzel maradni!
040D: unload_wav 1 
03CF: load_wav 19044 as 1 

:HEIST9_14698
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_14724 
0001: wait 0 ms 
0002: jump @HEIST9_14698 

:HEIST9_14724
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_14735
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_14785 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_14778 
0002: jump @HEIST9_15911 

:HEIST9_14778
0002: jump @HEIST9_14735 

:HEIST9_14785
00BC: text_highpriority 'HE8_KD' 4000 ms 1  // ~z~OK csapat, tanulmnyoztam a tervrajzot, s gy ismerem a helyet, mint a tenyeremet.
040D: unload_wav 1 
03CF: load_wav 19045 as 1 

:HEIST9_14812
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_14838 
0001: wait 0 ms 
0002: jump @HEIST9_14812 

:HEIST9_14838
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_14849
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_14899 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_14892 
0002: jump @HEIST9_15911 

:HEIST9_14892
0002: jump @HEIST9_14849 

:HEIST9_14899
015F: set_camera_position 2219.653 1584.914 1001.21 0.0 0.0 0.0 
0160: point_camera 2220.18 1585.746 1001.034 2 
00BC: text_highpriority 'HE8_KE' 4000 ms 1  // ~z~Mindenki, utnam!
040D: unload_wav 1 
03CF: load_wav 19046 as 1 

:HEIST9_14977
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_15003 
0001: wait 0 ms 
0002: jump @HEIST9_14977 

:HEIST9_15003
03D1: play_wav 1 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15151 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.192 1589.193 998.9668 
05D7: add_point_to_scmpath 2225.465 1592.997 998.9677 
05D7: add_point_to_scmpath 2226.739 1597.796 998.9755 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation_sequence "GETUP_FRONT" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 53@ 
0792: (unknown) 54@ 
0618: assign_actor 54@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:HEIST9_15151
0006: 33@ = 0 // integer values 

:HEIST9_15158
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_15208 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_15201 
0002: jump @HEIST9_15911 

:HEIST9_15201
0002: jump @HEIST9_15158 

:HEIST9_15208
0006: 33@ = 0 // integer values 

:HEIST9_15215
00D6: if 
001B:   2500 > 33@ // integer values 
004D: jump_if_false @HEIST9_15269 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_15262 
0002: jump @HEIST9_15911 

:HEIST9_15262
0002: jump @HEIST9_15215 

:HEIST9_15269
0003: shake_camera 30 
0006: 33@ = 0 // integer values 

:HEIST9_15280
00D6: if 
001B:   1500 > 33@ // integer values 
004D: jump_if_false @HEIST9_15334 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_15327 
0002: jump @HEIST9_15911 

:HEIST9_15327
0002: jump @HEIST9_15280 

:HEIST9_15334
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15484 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_15379 
0687: clear_actor_task 55@ 
0639: AS_actor 55@ rotate_to_actor 54@ 

:HEIST9_15379
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_15408 
0687: clear_actor_task 56@ 
0639: AS_actor 56@ rotate_to_actor 54@ 

:HEIST9_15408
0001: wait 100 ms 
00D6: if and
8118:   not actor 57@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15446 
0687: clear_actor_task 57@ 
0639: AS_actor 57@ rotate_to_actor 54@ 

:HEIST9_15446
0001: wait 100 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15484 
0687: clear_actor_task $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 54@ 

:HEIST9_15484
00BC: text_highpriority 'HE8_KF' 4000 ms 1  // ~z~Francba! A rafinlt szemtlda megvltoztatta a tervrajzot!
040D: unload_wav 1 
03CF: load_wav 19047 as 1 

:HEIST9_15511
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_15537 
0001: wait 0 ms 
0002: jump @HEIST9_15511 

:HEIST9_15537
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_15548
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_15598 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_15591 
0002: jump @HEIST9_15911 

:HEIST9_15591
0002: jump @HEIST9_15548 

:HEIST9_15598
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15632 
0687: clear_actor_task 54@ 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_15632
015F: set_camera_position 2216.963 1581.526 1000.579 0.0 0.0 0.0 
0160: point_camera 2217.403 1582.416 1000.465 2 
00BC: text_highpriority 'HE8_KG' 4000 ms 1  // ~z~Ne izgulj majd n, tveszem a vezetst, gr.
040D: unload_wav 1 
03CF: load_wav 19048 as 1 

:HEIST9_15710
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_15736 
0001: wait 0 ms 
0002: jump @HEIST9_15710 

:HEIST9_15736
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_15747
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_15797 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_15790 
0002: jump @HEIST9_15911 

:HEIST9_15790
0002: jump @HEIST9_15747 

:HEIST9_15797
00BC: text_highpriority 'HE8_KH' 4000 ms 1  // ~z~J tlet, kvesstek!
040D: unload_wav 1 
03CF: load_wav 19049 as 1 

:HEIST9_15824
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_15850 
0001: wait 0 ms 
0002: jump @HEIST9_15824 

:HEIST9_15850
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_15861
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_15911 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_15904 
0002: jump @HEIST9_15911 

:HEIST9_15904
0002: jump @HEIST9_15861 

:HEIST9_15911
009A: 315@ = create_actor 24 #BMYBOUN at 2201.126 1617.877 998.9827 
0860: link_actor 315@ to_interior 1 
0173: set_actor 315@ z_angle_to 267.4834 
04EB: AS_actor 315@ crouch 1 
009A: 316@ = create_actor 24 #WMYBOUN at 2196.083 1618.684 998.9766 
0860: link_actor 316@ to_interior 1 
0173: set_actor 316@ z_angle_to 263.4616 
009A: 317@ = create_actor 24 #BMYBOUN at 2207.917 1620.372 998.9827 
0860: link_actor 317@ to_interior 1 
0173: set_actor 317@ z_angle_to 267.4754 
04EB: AS_actor 317@ crouch 1 
02A9: set_actor 317@ immune_to_nonplayer 1 
0006: 58@ = 0 // integer values 

:HEIST9_16065
03FE: set_actor 315@(58@,5i) money 0 
00D6: if 
8039:   not  58@ == 2 // integer values 
004D: jump_if_false @HEIST9_16118 
0223: set_actor 315@(58@,5i) health_to 200 
08AF: (unknown) 315@(58@,5i) 200 

:HEIST9_16118
0187: 320@(58@,15i) = create_marker_above_actor 315@(58@,5i) 
08DC: (unknown) 320@(58@,15i) 2196.635 1676.841 10.0 
018B: show_on_radar 320@(58@,15i) 2 
01B2: give_actor 315@(58@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 315@(58@,5i) armed_weapon_to 29 
02E2: set_actor 315@(58@,5i) weapon_accuracy_to 20 
07DD: (unknown) 315@(58@,5i) 20 
060B: unknown_actor_use_entity 315@(58@,5i) 245@ 
0638: AS_actor 315@(58@,5i) stay_put 1 
000A: 58@ += 1 // integer values 
0029:   58@ >= 3 // integer values 
004D: jump_if_false @HEIST9_16065 
009A: 335@ = create_actor 24 #BMYBOUN at 2180.075 1611.572 998.9766 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ z_angle_to 273.7555 
02A9: set_actor 335@ immune_to_nonplayer 1 
009A: 336@ = create_actor 24 #WMYBOUN at 2186.142 1612.398 998.9777 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ z_angle_to 306.4445 
04EB: AS_actor 336@ crouch 1 
009A: 337@ = create_actor 24 #BMYBOUN at 2183.52 1615.246 998.9766 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ z_angle_to 294.2185 
009A: 338@ = create_actor 24 #WMYBOUN at 2182.612 1623.697 998.9742 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ z_angle_to 248.6147 
04EB: AS_actor 338@ crouch 1 
009A: 339@ = create_actor 24 #WMYBOUN at 2179.681 1622.404 998.9764 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ z_angle_to 268.7008 
02A9: set_actor 339@ immune_to_nonplayer 1 
009A: 340@ = create_actor 24 #BMYBOUN at 2178.852 1625.603 998.9709 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ z_angle_to 250.7106 
009A: 341@ = create_actor 24 #BMYBOUN at 2176.363 1606.599 998.9827 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ z_angle_to 0.8709 
060F: (unknown) 341@ 5.0 
04EB: AS_actor 341@ crouch 1 
009A: 342@ = create_actor 24 #WMYBOUN at 2176.491 1600.897 998.9827 
0860: link_actor 342@ to_interior 1 
060F: (unknown) 342@ 5.0 
0173: set_actor 342@ z_angle_to 352.937 
009A: 343@ = create_actor 24 #BMYBOUN at 2169.117 1618.626 998.9766 
0860: link_actor 343@ to_interior 1 
0173: set_actor 343@ z_angle_to 272.9878 
009A: 344@ = create_actor 24 #BMYBOUN at 2161.208 1602.776 998.9812 
0860: link_actor 344@ to_interior 1 
0173: set_actor 344@ z_angle_to 4.2093 
009A: 345@ = create_actor 24 #WMYBOUN at 2156.54 1605.252 998.9725 
0860: link_actor 345@ to_interior 1 
0173: set_actor 345@ z_angle_to 353.705 
0006: 58@ = 0 // integer values 

:HEIST9_16784
03FE: set_actor 335@(58@,15i) money 0 
00D6: if and
8039:   not  58@ == 0 // integer values 
8039:   not  58@ == 4 // integer values 
004D: jump_if_false @HEIST9_16844 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: (unknown) 335@(58@,15i) 200 

:HEIST9_16844
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: (unknown) 350@(58@,15i) 2196.635 1676.841 10.0 
018B: show_on_radar 350@(58@,15i) 2 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: (unknown) 335@(58@,15i) 20 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: unknown_actor_use_entity 335@(58@,15i) 245@ 
0638: AS_actor 335@(58@,15i) stay_put 1 
000A: 58@ += 1 // integer values 
0029:   58@ >= 11 // integer values 
004D: jump_if_false @HEIST9_16784 
0004: $7934 = 420000 // integer values 
014F: stop_timer $7934 
03C3: set_timer_with_text_to $7934 type 1 text 'HM9_1A'  // ID
0050: gosub @HEIST9_46289 
0108: destroy_object 49@ 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_17101 
00D6: if 
060E:   car 51@ is_assigned_to_existing_path 
004D: jump_if_false @HEIST9_17066 
05EC: release_vehicle 51@ from_path 

:HEIST9_17066
00AB: put_car 51@ at 2220.39 1577.623 998.967 
0175: set_car 51@ z_angle_to 179.9804 
06C5: (unknown) 51@ 

:HEIST9_17101
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_17850 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_17850 
0615: define_action_sequences 286@ 
05B9: unknown_action_sequence -1 10 
00D6: if 
8118:   not actor 315@ dead 
004D: jump_if_false @HEIST9_17182 
05E2: AS_actor -1 kill_actor 315@ 

:HEIST9_17182
00D6: if 
8118:   not actor 316@ dead 
004D: jump_if_false @HEIST9_17205 
05E2: AS_actor -1 kill_actor 316@ 

:HEIST9_17205
00D6: if 
8118:   not actor 317@ dead 
004D: jump_if_false @HEIST9_17228 
05E2: AS_actor -1 kill_actor 317@ 

:HEIST9_17228
0616: define_action_sequences_end 286@ 
0615: define_action_sequences 365@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.952 1586.563 998.9695 
05D7: add_point_to_scmpath 2223.39 1591.61 998.9678 
05D7: add_point_to_scmpath 2224.253 1597.906 998.9766 
05D7: add_point_to_scmpath 2224.359 1599.682 998.983 
04EB: AS_actor -1 crouch 0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 365@ 
0615: define_action_sequences 366@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2224.593 1602.669 998.9816 
05D7: add_point_to_scmpath 2224.79 1609.521 998.975 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 366@ 
0615: define_action_sequences 53@ 
00D6: if 
00DB:   actor 55@ in_car 51@ 
004D: jump_if_false @HEIST9_17422 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17422
0618: assign_actor -1 to_action_sequences 365@ 
0618: assign_actor -1 to_action_sequences 366@ 
05F5: unknown_action_sequence -1 2222.452 1617.022 998.9678 6 -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 286@ 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 55@ 
0618: assign_actor 55@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 500 
00D6: if 
00DB:   actor 56@ in_car 51@ 
004D: jump_if_false @HEIST9_17533 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17533
0618: assign_actor -1 to_action_sequences 365@ 
05B9: unknown_action_sequence -1 1000 
0618: assign_actor -1 to_action_sequences 366@ 
05F5: unknown_action_sequence -1 2222.943 1620.636 998.9709 6 -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 286@ 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 56@ 
0618: assign_actor 56@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 1500 
00D6: if 
00DB:   actor 57@ in_car 51@ 
004D: jump_if_false @HEIST9_17651 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17651
0618: assign_actor -1 to_action_sequences 365@ 
05B9: unknown_action_sequence -1 3000 
0618: assign_actor -1 to_action_sequences 366@ 
05F5: unknown_action_sequence -1 2223.133 1610.966 998.9728 4 -1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 57@ 
0618: assign_actor 57@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 2000 
00D6: if 
00DB:   actor 54@ in_car 51@ 
004D: jump_if_false @HEIST9_17762 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17762
0618: assign_actor -1 to_action_sequences 365@ 
05B9: unknown_action_sequence -1 2500 
0618: assign_actor -1 to_action_sequences 366@ 
05F5: unknown_action_sequence -1 2223.133 1610.966 998.9728 4 -1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 54@ 
0618: assign_actor 54@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 286@ 
061B: remove_references_to_action_sequences 53@ 
061B: remove_references_to_action_sequences 365@ 
061B: remove_references_to_action_sequences 366@ 

:HEIST9_17850
0006: 58@ = 0 // integer values 

:HEIST9_17857
00D6: if and
8118:   not actor 54@(58@,4i) dead 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_17933 
0187: 91@(58@,4i) = create_marker_above_actor 54@(58@,4i) 
08DC: (unknown) 91@(58@,4i) 2196.635 1676.841 10.0 
07E0: set_marker 91@(58@,4i) type_to 1 

:HEIST9_17933
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_17857 
0006: 38@ = 7 // integer values 
0002: jump @HEIST9_17984 

:HEIST9_17968
00BC: text_highpriority 'HM9_14' 5000 ms 1  // ~s~Nyisd ki a ~y~redny ajtt~s~.

:HEIST9_17984
00D6: if 
0039:   38@ == 7 // integer values 
004D: jump_if_false @HEIST9_18058 
04ED: load_animation "BOMBER" 

:HEIST9_18012
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @HEIST9_18044 
0001: wait 0 ms 
0002: jump @HEIST9_18012 

:HEIST9_18044
0006: 38@ = 8 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_18058
00D6: if 
0039:   38@ == 8 // integer values 
004D: jump_if_false @HEIST9_24146 
0006: 58@ = 0 // integer values 

:HEIST9_18083
00D6: if and
0118:   actor 315@(58@,5i) dead 
8039:   not  320@(58@,15i) == 0 // integer values 
004D: jump_if_false @HEIST9_18163 
00D6: if 
075C:   marker 320@(58@,15i) enabled 
004D: jump_if_false @HEIST9_18163 
0164: disable_marker 320@(58@,15i) 
0006: 320@(58@,15i) = 0 // integer values 
01C2: remove_references_to_actor 315@(58@,5i) // Like turning an actor into a random pedestrian 

:HEIST9_18163
000A: 58@ += 1 // integer values 
0029:   58@ >= 3 // integer values 
004D: jump_if_false @HEIST9_18083 
0006: 58@ = 0 // integer values 

:HEIST9_18191
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 // integer values 
004D: jump_if_false @HEIST9_18271 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_18271 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 // integer values 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_18271
000A: 58@ += 1 // integer values 
0029:   58@ >= 11 // integer values 
004D: jump_if_false @HEIST9_18191 
00D6: if and
0118:   actor 315@ dead 
0118:   actor 316@ dead 
0118:   actor 317@ dead 
0039:   257@ == 0 // integer values 
004D: jump_if_false @HEIST9_19157 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_19150 
0615: define_action_sequences 286@ 
05B9: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 335@ dead 
004D: jump_if_false @HEIST9_18390 
05E2: AS_actor -1 kill_actor 335@ 

:HEIST9_18390
00D6: if 
8118:   not actor 337@ dead 
004D: jump_if_false @HEIST9_18413 
05E2: AS_actor -1 kill_actor 337@ 

:HEIST9_18413
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @HEIST9_18436 
05E2: AS_actor -1 kill_actor 336@ 

:HEIST9_18436
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_18459 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_18459
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_18482 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_18482
0616: define_action_sequences_end 286@ 
0615: define_action_sequences 365@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2217.468 1619.031 998.9766 
05D7: add_point_to_scmpath 2209.887 1618.989 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2203.74 1619.167 998.9827 
05D7: add_point_to_scmpath 2199.119 1618.858 998.9827 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 365@ 
0615: define_action_sequences 53@ 
0618: assign_actor -1 to_action_sequences 365@ 
05F5: unknown_action_sequence -1 2196.144 1618.719 998.9766 6 -1 
05F5: unknown_action_sequence -1 2192.726 1618.628 998.9766 6 -1 
05F5: unknown_action_sequence -1 2190.531 1617.372 998.9766 6 -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 286@ 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 55@ 
0618: assign_actor 55@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 286@ 
0615: define_action_sequences 286@ 
05B9: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_18750 
05E2: AS_actor -1 kill_actor 338@ 

:HEIST9_18750
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_18773 
05E2: AS_actor -1 kill_actor 339@ 

:HEIST9_18773
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_18796 
05E2: AS_actor -1 kill_actor 340@ 

:HEIST9_18796
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_18819 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_18819
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_18842 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_18842
0616: define_action_sequences_end 286@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
0618: assign_actor -1 to_action_sequences 365@ 
05F5: unknown_action_sequence -1 2196.144 1618.719 998.9766 6 -1 
05F5: unknown_action_sequence -1 2191.214 1620.229 998.9802 6 -1 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 286@ 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 56@ 
0618: assign_actor 56@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 500 
05F5: unknown_action_sequence -1 2223.391 1619.15 998.9672 6 -1 
0618: assign_actor -1 to_action_sequences 365@ 
05F5: unknown_action_sequence -1 2198.942 1617.974 998.9766 6 -1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 57@ 
0618: assign_actor 57@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 500 
05F5: unknown_action_sequence -1 2223.391 1619.15 998.9672 6 -1 
0618: assign_actor -1 to_action_sequences 365@ 
05F5: unknown_action_sequence -1 2197.816 1617.827 998.9766 6 -1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 54@ 
0618: assign_actor 54@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 286@ 
061B: remove_references_to_action_sequences 53@ 
061B: remove_references_to_action_sequences 365@ 

:HEIST9_19150
0006: 257@ = 1 // integer values 

:HEIST9_19157
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2158.438 1618.74 998.965 radius 4.0 4.0 4.0 
0039:   37@ == 0 // integer values 
004D: jump_if_false @HEIST9_19248 
00D6: if 
8118:   not actor 344@ dead 
004D: jump_if_false @HEIST9_19241 
0687: clear_actor_task 344@ 
0618: assign_actor 344@ to_action_sequences 212@ 

:HEIST9_19241
0006: 37@ = 1 // integer values 

:HEIST9_19248
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0039:   258@ == 0 // integer values 
004D: jump_if_false @HEIST9_19839 
00D6: if and
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   257@ == 1 // integer values 
004D: jump_if_false @HEIST9_19839 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_19839 
0615: define_action_sequences 286@ 
05B9: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 343@ dead 
004D: jump_if_false @HEIST9_19379 
05E2: AS_actor -1 kill_actor 343@ 

:HEIST9_19379
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_19402 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_19402
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_19425 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_19425
0616: define_action_sequences_end 286@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.958 1615.043 998.9766 
05D7: add_point_to_scmpath 2184.968 1614.836 998.9766 
05D7: add_point_to_scmpath 2181.06 1612.783 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 286@ 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 55@ 
0618: assign_actor 55@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2187.532 1623.486 998.9746 
05D7: add_point_to_scmpath 2182.642 1624.14 998.9734 
05D7: add_point_to_scmpath 2180.778 1624.237 998.9733 
05D7: add_point_to_scmpath 2178.494 1623.014 998.9754 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 286@ 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 56@ 
0618: assign_actor 56@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.157 1620.457 998.9797 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 57@ 
0618: assign_actor 57@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.435 1616.811 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 54@ 
0618: assign_actor 54@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
061B: remove_references_to_action_sequences 286@ 
0006: 258@ = 1 // integer values 

:HEIST9_19839
00D6: if and
0118:   actor 341@ dead 
0118:   actor 342@ dead 
0118:   actor 343@ dead 
0039:   258@ == 1 // integer values 
004D: jump_if_false @HEIST9_20545 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_20545 
0615: define_action_sequences 286@ 
05B9: unknown_action_sequence -1 1 
00D6: if 
8118:   not actor 345@ dead 
004D: jump_if_false @HEIST9_19937 
05E2: AS_actor -1 kill_actor 345@ 

:HEIST9_19937
00D6: if 
8118:   not actor 344@ dead 
004D: jump_if_false @HEIST9_19960 
05E2: AS_actor -1 kill_actor 344@ 

:HEIST9_19960
0616: define_action_sequences_end 286@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2177.684 1614.631 998.9766 
05D7: add_point_to_scmpath 2173.296 1618.374 998.9766 
05D7: add_point_to_scmpath 2169.075 1618.589 998.9766 
05D7: add_point_to_scmpath 2165.562 1618.568 998.9752 
05D7: add_point_to_scmpath 2159.532 1617.056 998.9662 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 286@ 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 55@ 
0618: assign_actor 55@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2174.709 1621.068 998.978 
05D7: add_point_to_scmpath 2169.154 1618.646 998.9766 
05D7: add_point_to_scmpath 2161.401 1619.628 998.9706 
05D7: add_point_to_scmpath 2155.982 1619.06 998.9666 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 180.0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 286@ 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 56@ 
0618: assign_actor 56@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2190.003 1622.425 998.9764 
05D7: add_point_to_scmpath 2186.135 1623.306 998.9749 
05D7: add_point_to_scmpath 2182.44 1624.333 998.9731 
05D7: add_point_to_scmpath 2178.639 1623.895 998.9739 
05D7: add_point_to_scmpath 2174.756 1622.692 998.976 
05D7: add_point_to_scmpath 2169.404 1620.61 998.9795 
05D4: AS_actor -1 rotate_angle 172.0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 57@ 
0618: assign_actor 57@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.537 1615.527 998.9766 
05D7: add_point_to_scmpath 2184.411 1614.467 998.9766 
05D7: add_point_to_scmpath 2180.224 1614.09 998.9766 
05D7: add_point_to_scmpath 2175.855 1615.655 998.9766 
05D7: add_point_to_scmpath 2169.48 1617.185 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 53@ 
0687: clear_actor_task 54@ 
0618: assign_actor 54@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
061B: remove_references_to_action_sequences 286@ 
0006: 258@ = 2 // integer values 

:HEIST9_20545
00D6: if and
0118:   actor 344@ dead 
0118:   actor 345@ dead 
0039:   258@ == 2 // integer values 
004D: jump_if_false @HEIST9_20730 
0615: define_action_sequences 53@ 
04EB: AS_actor -1 crouch 0 
05F5: unknown_action_sequence -1 2157.872 1603.249 998.973 6 -1 
05F5: unknown_action_sequence -1 2144.3 1610.444 992.6882 6 -1 
0616: define_action_sequences_end 53@ 
0006: 58@ = 0 // integer values 

:HEIST9_20642
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_20683 
0687: clear_actor_task 54@(58@,4i) 
0618: assign_actor 54@(58@,4i) to_action_sequences 53@ 

:HEIST9_20683
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_20642 
061B: remove_references_to_action_sequences 53@ 
0006: 367@ = 1 // integer values 
0006: 33@ = 0 // integer values 
0006: 258@ = 3 // integer values 

:HEIST9_20730
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2195.041 1618.905 998.9766 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST9_21072 
00D6: if and
8119:   not car 46@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_20828 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_20828 
00A6: destroy_car 46@ 
0249: release_model #FORKLIFT 

:HEIST9_20828
00D6: if 
0039:   304@ == 0 // integer values 
004D: jump_if_false @HEIST9_21072 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_20953 
0615: define_action_sequences 53@ 
0638: AS_actor -1 stay_put 0 
05B9: unknown_action_sequence -1 3000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.472 998.9766 
05D7: add_point_to_scmpath 2173.56 1623.915 998.9739 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_action_sequences_end 53@ 
0618: assign_actor 341@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:HEIST9_20953
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_21065 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
0638: AS_actor -1 stay_put 0 
05B9: unknown_action_sequence -1 3000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.472 998.9766 
05D7: add_point_to_scmpath 2175.972 1613.853 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_action_sequences_end 53@ 
0618: assign_actor 342@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:HEIST9_21065
0006: 304@ = 1 // integer values 

:HEIST9_21072
00D6: if 
0039:   251@ == 0 // integer values 
004D: jump_if_false @HEIST9_21252 
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 0 // integer values 
004D: jump_if_false @HEIST9_21147 
01E5: text_1number_highpriority 'HM9_1C' 7 5000 ms 1  // ~s~~1~ perced van, hogy megszerezd a pnzt s vissza!
0006: 105@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:HEIST9_21147
00D6: if and
0019:   33@ > 5000 // integer values 
0039:   105@ == 1 // integer values 
004D: jump_if_false @HEIST9_21203 
00BC: text_highpriority 'HM9_21' 6000 ms 1  // ~s~Tiszttsd meg a folyoskat a ~r~biztonsgiaktl ~s~gy a csapat eljuthat a pnclterembe.
0006: 105@ = 2 // integer values 
0006: 33@ = 0 // integer values 

:HEIST9_21203
00D6: if and
0019:   33@ > 6000 // integer values 
0039:   105@ == 2 // integer values 
004D: jump_if_false @HEIST9_21252 
00BC: text_highpriority 'HM9_1G' 7000 ms 1  // ~s~Ne feledd, hogy maradj a csapat kzelben
0006: 105@ = 3 // integer values 

:HEIST9_21252
00D6: if 
8039:   not  367@ == 0 // integer values 
004D: jump_if_false @HEIST9_21722 
00D6: if 
0039:   367@ == 1 // integer values 
004D: jump_if_false @HEIST9_21355 
0006: 58@ = 0 // integer values 

:HEIST9_21295
009B: destroy_actor_instantly 315@(58@,5i) 
000A: 58@ += 1 // integer values 
0029:   58@ >= 3 // integer values 
004D: jump_if_false @HEIST9_21295 
00BC: text_highpriority 'HM9_1E' 5000 ms 1  // ~s~Kvesd a ~b~csapatot ~s~ le a pnclterembe.
0006: 367@ = 2 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_21355
00D6: if and
0019:   32@ > 4000 // integer values 
0039:   367@ == 2 // integer values 
004D: jump_if_false @HEIST9_21417 
05AA: 288@s = 'HE8_LA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19050 
0050: gosub @HEIST9_50631 
0006: 367@ = 3 // integer values 

:HEIST9_21417
00D6: if and
0039:   231@ == 2 // integer values 
0039:   367@ == 3 // integer values 
004D: jump_if_false @HEIST9_21478 
05AA: 288@s = 'HE8_LB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19051 
0050: gosub @HEIST9_50631 
0006: 367@ = 4 // integer values 

:HEIST9_21478
00D6: if and
0039:   231@ == 2 // integer values 
0039:   367@ == 4 // integer values 
004D: jump_if_false @HEIST9_21539 
05AA: 288@s = 'HE8_LC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19052 
0050: gosub @HEIST9_50631 
0006: 367@ = 5 // integer values 

:HEIST9_21539
00D6: if and
0039:   231@ == 2 // integer values 
0039:   367@ == 5 // integer values 
004D: jump_if_false @HEIST9_21600 
05AA: 288@s = 'HE8_LD' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19053 
0050: gosub @HEIST9_50631 
0006: 367@ = 6 // integer values 

:HEIST9_21600
00D6: if and
0039:   231@ == 2 // integer values 
0039:   367@ == 6 // integer values 
004D: jump_if_false @HEIST9_21661 
05AA: 288@s = 'HE8_LE' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19054 
0050: gosub @HEIST9_50631 
0006: 367@ = 7 // integer values 

:HEIST9_21661
00D6: if and
0039:   231@ == 2 // integer values 
0039:   367@ == 7 // integer values 
004D: jump_if_false @HEIST9_21722 
05AA: 288@s = 'HE8_LF' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19055 
0050: gosub @HEIST9_50631 
0006: 367@ = 0 // integer values 

:HEIST9_21722
0006: 234@ = 0 // integer values 
00D6: if and
0019:   251@ > 1 // integer values 
0039:   252@ == 1 // integer values 
004D: jump_if_false @HEIST9_22816 
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 0 // integer values 
004D: jump_if_false @HEIST9_21899 
0006: 58@ = 0 // integer values 

:HEIST9_21786
009B: destroy_actor_instantly 335@(58@,15i) 
000A: 58@ += 1 // integer values 
0029:   58@ >= 11 // integer values 
004D: jump_if_false @HEIST9_21786 
018A: 233@ = create_checkpoint_at 2144.101 1623.453 993.5677 
08DC: (unknown) 233@ 2196.635 1676.841 10.0 
018B: show_on_radar 233@ 0 
05AA: 288@s = 'HE8_MA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19056 
0050: gosub @HEIST9_50631 
0006: 105@ = 1 // integer values 

:HEIST9_21899
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 1 // integer values 
004D: jump_if_false @HEIST9_21960 
05AA: 288@s = 'HE8_MB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19057 
0050: gosub @HEIST9_50631 
0006: 105@ = 2 // integer values 

:HEIST9_21960
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 2 // integer values 
004D: jump_if_false @HEIST9_22028 
05AA: 288@s = 'HE8_MC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19058 
0050: gosub @HEIST9_50631 
0006: 105@ = 3 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_22028
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 3 // integer values 
004D: jump_if_false @HEIST9_22089 
05AA: 288@s = 'HE8_NA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19059 
0050: gosub @HEIST9_50631 
0006: 105@ = 4 // integer values 

:HEIST9_22089
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 4 // integer values 
004D: jump_if_false @HEIST9_22150 
05AA: 288@s = 'HE8_NB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19060 
0050: gosub @HEIST9_50631 
0006: 105@ = 5 // integer values 

:HEIST9_22150
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 5 // integer values 
004D: jump_if_false @HEIST9_22218 
05AA: 288@s = 'HE8_NC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19061 
0050: gosub @HEIST9_50631 
0006: 105@ = 6 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_22218
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 6 // integer values 
004D: jump_if_false @HEIST9_22279 
05AA: 288@s = 'HE8_ND' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19062 
0050: gosub @HEIST9_50631 
0006: 105@ = 7 // integer values 

:HEIST9_22279
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 7 // integer values 
004D: jump_if_false @HEIST9_22347 
05AA: 288@s = 'HE8_NE' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19063 
0050: gosub @HEIST9_50631 
0006: 105@ = 8 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_22347
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 8 // integer values 
004D: jump_if_false @HEIST9_22816 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 39 
004D: jump_if_false @HEIST9_22758 
0247: request_model #BMYBOUN 

:HEIST9_22395
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @HEIST9_22422 
0001: wait 0 ms 
0002: jump @HEIST9_22395 

:HEIST9_22422
009A: 295@ = create_actor 24 #WMYBOUN at 2146.665 1611.452 999.9764 
0860: link_actor 295@ to_interior 1 
0173: set_actor 295@ z_angle_to 189.8734 
060B: unknown_actor_use_entity 295@ 89@ 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
0638: AS_actor 295@ stay_put 1 
03FE: set_actor 295@ money 0 
009A: 296@ = create_actor 24 #BMYBOUN at 2147.982 1605.254 1000.752 
0860: link_actor 296@ to_interior 1 
0173: set_actor 296@ z_angle_to 191.7168 
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 296@ 89@ 
01B9: set_actor 296@ armed_weapon_to 29 
0638: AS_actor 296@ stay_put 1 
03FE: set_actor 296@ money 0 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_22605 
0164: disable_marker 233@ 

:HEIST9_22605
0006: 58@ = 0 // integer values 

:HEIST9_22612
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_22651 
02AB: set_actor 54@(58@,4i) immunities 0 1 1 1 0 

:HEIST9_22651
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_22612 
00BC: text_highpriority 'HM9_22' 4000 ms 1  // ~s~Puszttsd el a tartalk ~g~genertorokat~s~!
0006: 38@ = 13 // integer values 
0188: 228@ = create_marker_above_object 171@ 
08DC: (unknown) 228@ 2196.635 1676.841 10.0 
0188: 229@ = create_marker_above_object 172@ 
08DC: (unknown) 229@ 2196.635 1676.841 10.0 
0002: jump @HEIST9_22802 

:HEIST9_22758
00BC: text_highpriority 'HM9_PK' 4000 ms 1  // ~s~Vedd fel a ~g~robbanszert~s~!
03DC: 299@ = create_marker_above_pickup 214@ 
08DC: (unknown) 299@ 2196.635 1676.841 10.0 

:HEIST9_22802
0006: 105@ = 101 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_22816
00D6: if and
0491:   actor $PLAYER_ACTOR has_weapon 39 
0039:   105@ == 101 // integer values 
8039:   not  38@ == 13 // integer values 
004D: jump_if_false @HEIST9_23216 
0247: request_model #BMYBOUN 

:HEIST9_22853
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @HEIST9_22880 
0001: wait 0 ms 
0002: jump @HEIST9_22853 

:HEIST9_22880
009A: 295@ = create_actor 24 #WMYBOUN at 2146.665 1611.452 999.9764 
0860: link_actor 295@ to_interior 1 
0173: set_actor 295@ z_angle_to 189.8734 
060B: unknown_actor_use_entity 295@ 89@ 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
0638: AS_actor 295@ stay_put 1 
009A: 296@ = create_actor 24 #BMYBOUN at 2147.982 1605.254 1000.752 
0860: link_actor 296@ to_interior 1 
0173: set_actor 296@ z_angle_to 191.7168 
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 296@ 89@ 
01B9: set_actor 296@ armed_weapon_to 29 
0638: AS_actor 296@ stay_put 1 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_23049 
0164: disable_marker 233@ 

:HEIST9_23049
0006: 58@ = 0 // integer values 

:HEIST9_23056
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_23095 
02AB: set_actor 54@(58@,4i) immunities 0 1 1 1 0 

:HEIST9_23095
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_23056 
00D6: if 
075C:   marker 299@ enabled 
004D: jump_if_false @HEIST9_23137 
0164: disable_marker 299@ 

:HEIST9_23137
00BC: text_highpriority 'HM9_22' 4000 ms 1  // ~s~Puszttsd el a tartalk ~g~genertorokat~s~!
0006: 38@ = 13 // integer values 
0188: 228@ = create_marker_above_object 171@ 
08DC: (unknown) 228@ 2196.635 1676.841 10.0 
0188: 229@ = create_marker_above_object 172@ 
08DC: (unknown) 229@ 2196.635 1676.841 10.0 

:HEIST9_23216
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2144.393 1616.653 992.5681 radius 20.0 20.0 2.0 
004D: jump_if_false @HEIST9_23333 
00D6: if and
8039:   not  105@ == 0 // integer values 
8039:   not  105@ == 9 // integer values 
0019:   251@ > 1 // integer values 
004D: jump_if_false @HEIST9_23319 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_23319 
018B: show_on_radar 233@ 0 

:HEIST9_23319
0006: 252@ = 1 // integer values 
0002: jump @HEIST9_23411 

:HEIST9_23333
00D6: if and
8039:   not  105@ == 0 // integer values 
8039:   not  105@ == 9 // integer values 
0019:   251@ > 1 // integer values 
004D: jump_if_false @HEIST9_23404 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_23388 
018B: show_on_radar 233@ 3 

:HEIST9_23388
00BC: text_highpriority 'HM9_56' 1000 ms 1  // ~s~A csapatnak szksge van rd a ~y~Szfnl~s~.

:HEIST9_23404
0006: 252@ = 0 // integer values 

:HEIST9_23411
0006: 58@ = 0 // integer values 

:HEIST9_23418
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_24125 
00D6: if and
00FE:   actor 54@(58@,4i) 0 2143.693 1610.628 992.6882 radius 4.0 4.0 2.0 
0039:   239@(58@,4i) == 0 // integer values 
004D: jump_if_false @HEIST9_24125 
00D6: if and
0039:   58@ == 0 // integer values 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_23669 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2143.036 1626.497 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: unknown_action_sequence -1 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 1.0 loop 1 0 0 0 -1 ms 
0638: AS_actor -1 stay_put 1 
0643: (unknown) 53@ 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 54@ to_action_sequences 53@ 

:HEIST9_23669
00D6: if and
0039:   58@ == 1 // integer values 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_23831 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2145.696 1626.496 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: unknown_action_sequence -1 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 1.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 53@ 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 55@ to_action_sequences 53@ 

:HEIST9_23831
00D6: if and
0039:   58@ == 2 // integer values 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_23943 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2147.744 1620.447 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: unknown_action_sequence -1 2144.231 1629.507 992.5703 
0616: define_action_sequences_end 53@ 
0618: assign_actor 56@ to_action_sequences 53@ 

:HEIST9_23943
00D6: if and
0039:   58@ == 3 // integer values 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_24055 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2136.254 1621.628 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: unknown_action_sequence -1 2144.231 1629.507 992.5703 
0616: define_action_sequences_end 53@ 
0618: assign_actor 57@ to_action_sequences 53@ 

:HEIST9_24055
061B: remove_references_to_action_sequences 53@ 
02A9: set_actor 54@(58@,4i) immune_to_nonplayer 0 
018B: show_on_radar 91@(58@,4i) 0 
0006: 239@(58@,4i) = 1 // integer values 
00D6: if 
0039:   251@ == 0 // integer values 
004D: jump_if_false @HEIST9_24118 
0006: 105@ = 0 // integer values 

:HEIST9_24118
000A: 251@ += 1 // integer values 

:HEIST9_24125
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_23418 

:HEIST9_24146
00D6: if and
0039:   38@ == 13 // integer values 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @HEIST9_31401 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @HEIST9_24617 
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 0 // integer values 
004D: jump_if_false @HEIST9_24251 
05AA: 288@s = 'HE8_OA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19064 
0050: gosub @HEIST9_50631 
0006: 105@ = 1 // integer values 

:HEIST9_24251
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 1 // integer values 
004D: jump_if_false @HEIST9_24312 
05AA: 288@s = 'HE8_OB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19065 
0050: gosub @HEIST9_50631 
0006: 105@ = 2 // integer values 

:HEIST9_24312
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 2 // integer values 
004D: jump_if_false @HEIST9_24373 
05AA: 288@s = 'HE8_OC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19066 
0050: gosub @HEIST9_50631 
0006: 105@ = 3 // integer values 

:HEIST9_24373
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 3 // integer values 
004D: jump_if_false @HEIST9_24434 
05AA: 288@s = 'HE8_OD' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19067 
0050: gosub @HEIST9_50631 
0006: 105@ = 4 // integer values 

:HEIST9_24434
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 4 // integer values 
004D: jump_if_false @HEIST9_24495 
05AA: 288@s = 'HE8_OE' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19068 
0050: gosub @HEIST9_50631 
0006: 105@ = 5 // integer values 

:HEIST9_24495
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 5 // integer values 
004D: jump_if_false @HEIST9_24556 
05AA: 288@s = 'HE8_OF' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19069 
0050: gosub @HEIST9_50631 
0006: 105@ = 8 // integer values 

:HEIST9_24556
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 8 // integer values 
004D: jump_if_false @HEIST9_24617 
05AA: 288@s = 'HE8_OJ' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19072 
0050: gosub @HEIST9_50631 
0006: 105@ = 9 // integer values 

:HEIST9_24617
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_24643 
041A: 175@ = actor $PLAYER_ACTOR weapon 39 ammo 

:HEIST9_24643
00D6: if 
848C:   not unknown_pickup_exists_at 2146.487 1622.805 993.0 
004D: jump_if_false @HEIST9_24739 
00D6: if and
002B:   0 >= 175@ // integer values 
0039:   119@ == 0 // integer values 
004D: jump_if_false @HEIST9_24739 
00D6: if 
89D1:   not (unknown) 214@ 
004D: jump_if_false @HEIST9_24739 
032B: 214@ = create_weapon_pickup #SATCHEL 3 ammo 5 at 2146.487 1622.805 993.0 

:HEIST9_24739
00D6: if or
0356:   explosion_type 0 in_cube 2150.966 1618.857 999.9688 2142.472 1608.066 1003.0 
0356:   explosion_type 1 in_cube 2150.966 1618.857 999.9688 2142.472 1608.066 1003.0 
0356:   explosion_type 3 in_cube 2150.966 1618.857 999.9688 2142.472 1608.066 1003.0 
0356:   explosion_type 2 in_cube 2150.966 1618.857 999.9688 2142.472 1608.066 1003.0 
004D: jump_if_false @HEIST9_25621 
00D6: if 
0039:   119@ == 0 // integer values 
004D: jump_if_false @HEIST9_25621 
029B: 312@ = init_object #WAREHOUSE_DOOR2B at 2195.769 1585.199 1002.0 
0566: object 312@ set_interior 1 
0177: set_object 312@ z_angle_to 180.0 
07F7: set_object 312@ indestructible 0 
0050: gosub @HEIST9_46272 
07F7: set_object 60@ indestructible 1 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2146.146 1613.818 999.968 radius 7.0 7.0 2.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_25023 
05BE: AS_kill_actor $PLAYER_ACTOR 

:HEIST9_25023
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @HEIST9_25044 
0164: disable_marker 228@ 

:HEIST9_25044
00D6: if 
075C:   marker 229@ enabled 
004D: jump_if_false @HEIST9_25065 
0164: disable_marker 229@ 

:HEIST9_25065
015F: set_camera_position 2141.361 1619.829 1000.669 0.0 0.0 0.0 
0160: point_camera 2141.925 1619.005 1000.723 2 
0050: gosub @HEIST9_43886 
0108: destroy_object 171@ 
0108: destroy_object 172@ 
0249: release_model #GENERATOR_BIG 
0107: 171@ = create_object #GENERATOR_BIG_D at 2145.05 1613.49 999.9764 
0177: set_object 171@ z_angle_to 1.2043 
0107: 172@ = create_object #GENERATOR_BIG_D at 2148.8 1613.49 999.9764 
0177: set_object 172@ z_angle_to 354.0372 
0006: 368@ = 0 // integer values 

:HEIST9_25211
020C: create_explosion_with_radius 11 at 2143.107 1611.332 1000.5 
064B: 201@ = create_particle "EXPLOSION_SMALL" at 2143.107 1611.332 1000.5 1 
064C: make_particle 201@ visible 
0001: wait 150 ms 
020C: create_explosion_with_radius 11 at 2149.51 1614.586 1000.5 
064B: 202@ = create_particle "EXPLOSION_SMALL" at 2149.51 1614.586 1000.5 1 
064C: make_particle 202@ visible 
0001: wait 10 ms 
0006: 58@ = 0 // integer values 

:HEIST9_25353
064E: (unknown) 201@(58@,6i) 
0650: destroy_particle 201@(58@,6i) 
000A: 58@ += 1 // integer values 
0029:   58@ >= 6 // integer values 
004D: jump_if_false @HEIST9_25353 
000A: 368@ += 1 // integer values 
0029:   368@ >= 3 // integer values 
004D: jump_if_false @HEIST9_25211 
0001: wait 2000 ms 
0006: 58@ = 0 // integer values 

:HEIST9_25425
018B: show_on_radar 91@(58@,4i) 3 
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_25486 
0638: AS_actor 54@(58@,4i) stay_put 0 
02AB: set_actor 54@(58@,4i) immunities 0 0 0 1 0 

:HEIST9_25486
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_25425 
0006: 105@ = 6 // integer values 
0050: gosub @HEIST9_46289 
0050: gosub @HEIST9_43955 
0006: 32@ = 0 // integer values 
0006: 119@ = 1 // integer values 
03E6: remove_text_box 
0006: 58@ = 0 // integer values 

:HEIST9_25551
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_25551 
00D6: if 
048C:   unknown_pickup_exists_at 2146.487 1622.805 993.0 
004D: jump_if_false @HEIST9_25605 
0215: destroy_pickup 214@ 

:HEIST9_25605
00BC: text_highpriority 'HM9_40' 5000 ms 1  // ~s~Menj lefel s nzd meg mi a plya a ~b~csapattal~s~!

:HEIST9_25621
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @HEIST9_25700 
00D6: if and
0039:   231@ == 2 // integer values 
0039:   105@ == 0 // integer values 
004D: jump_if_false @HEIST9_25700 
05AA: 288@s = 'HE8_OK' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19073 
0050: gosub @HEIST9_50631 
0006: 105@ = 10 // integer values 

:HEIST9_25700
00D6: if and
0039:   121@ == 0 // integer values 
0039:   119@ == 1 // integer values 
004D: jump_if_false @HEIST9_27722 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2143.975 1624.443 992.5681 radius 20.0 20.0 2.0 
004D: jump_if_false @HEIST9_27722 
0006: 105@ = 10 // integer values 
0006: 121@ = 1 // integer values 
0006: 58@ = 0 // integer values 

:HEIST9_25794
018B: show_on_radar 91@(58@,4i) 0 
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_25794 
0050: gosub @HEIST9_46272 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_25879 
08C7: (unknown) 56@ 2147.744 1620.447 992.6882 
0173: set_actor 56@ z_angle_to 346.8824 

:HEIST9_25879
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_25925 
08C7: (unknown) 57@ 2136.254 1621.628 992.6882 
0173: set_actor 57@ z_angle_to 358.8987 

:HEIST9_25925
015F: set_camera_position 2140.489 1617.689 993.7817 0.0 0.0 0.0 
0160: point_camera 2140.831 1618.629 993.7844 2 
0001: wait 1000 ms 
00BC: text_highpriority 'HE8_QA' 4000 ms 1  // ~z~Mindenki fedezkbe!
040D: unload_wav 1 
03CF: load_wav 19083 as 1 

:HEIST9_26008
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_26034 
0001: wait 0 ms 
0002: jump @HEIST9_26008 

:HEIST9_26034
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_26045
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_26088 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_26081 

:HEIST9_26081
0002: jump @HEIST9_26045 

:HEIST9_26088
00BC: text_highpriority 'HE8_QC' 4000 ms 1  // ~z~A picsba! n hov bjjak? Hov bjjak?
040D: unload_wav 1 
03CF: load_wav 19085 as 1 

:HEIST9_26115
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_26141 
0001: wait 0 ms 
0002: jump @HEIST9_26115 

:HEIST9_26141
03D1: play_wav 1 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_26211 
05B9: unknown_action_sequence 54@ 1000 
0792: (unknown) 54@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2135.497 1625.518 992.5681 
04EB: AS_actor 54@ crouch 1 
05D8: AS_assign_scmpath to_actor 54@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_26211
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_26269 
0792: (unknown) 55@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2152.954 1625.076 992.5681 
04EB: AS_actor 55@ crouch 1 
05D8: AS_assign_scmpath to_actor 55@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_26269
0006: 33@ = 0 // integer values 

:HEIST9_26276
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_26319 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_26312 

:HEIST9_26312
0002: jump @HEIST9_26276 

:HEIST9_26319
00BC: text_highpriority 'HE8_QB' 4000 ms 1  // ~z~Robbants!
040D: unload_wav 1 
03CF: load_wav 19084 as 1 

:HEIST9_26346
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_26372 
0001: wait 0 ms 
0002: jump @HEIST9_26346 

:HEIST9_26372
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_26383
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_26426 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_26419 

:HEIST9_26419
0002: jump @HEIST9_26383 

:HEIST9_26426
0006: 58@ = 0 // integer values 

:HEIST9_26433
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_26473 
0792: (unknown) 54@(58@,4i) 
04EB: AS_actor 54@(58@,4i) crouch 1 

:HEIST9_26473
018B: show_on_radar 91@(58@,4i) 3 
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_26433 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 992.707 
064B: 369@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 992.707 1 
064F: (unknown) 369@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 994.0 
0001: wait 500 ms 
064B: 370@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 994.0 1 
064F: (unknown) 370@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 996.0 
0108: destroy_object 60@ 
0001: wait 500 ms 
064B: 371@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 996.0 1 
064F: (unknown) 371@ 
00BC: text_highpriority 'HE8_RA' 4000 ms 1  // ~z~OK emberek, gyjtsk be a lt!
040D: unload_wav 1 
03CF: load_wav 19086 as 1 

:HEIST9_26736
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_26762 
0001: wait 0 ms 
0002: jump @HEIST9_26736 

:HEIST9_26762
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_26773
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_26816 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_26809 

:HEIST9_26809
0002: jump @HEIST9_26773 

:HEIST9_26816
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_26862 
08C7: (unknown) $PLAYER_ACTOR 2144.266 1610.649 992.5681 
0173: set_actor $PLAYER_ACTOR z_angle_to 359.3881 

:HEIST9_26862
0050: gosub @HEIST9_46289 
00BC: text_highpriority 'HM9_58' 7000 ms 1  // ~s~Lpj be a ~y~Szfbe~s~.
0107: 61@ = create_object #CJ_MONEY_BAG at 2146.27 1636.314 992.5683 
0566: object 61@ set_interior 1 
0177: set_object 61@ z_angle_to 268.4277 
0382: set_object 61@ collision_detection 0 
0107: 62@ = create_object #CJ_MONEY_BAG at 2146.137 1632.404 992.5683 
0566: object 62@ set_interior 1 
0177: set_object 62@ z_angle_to 89.5044 
0382: set_object 62@ collision_detection 0 
0107: 63@ = create_object #CJ_MONEY_BAG at 2142.148 1632.426 992.5683 
0566: object 63@ set_interior 1 
0177: set_object 63@ z_angle_to 97.3067 
0382: set_object 63@ collision_detection 0 
0107: 64@ = create_object #CJ_MONEY_BAG at 2142.07 1636.136 992.5683 
0566: object 64@ set_interior 1 
0177: set_object 64@ z_angle_to 51.5319 
0382: set_object 64@ collision_detection 0 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_27722 
0615: define_action_sequences 373@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: unknown_action_sequence -1 500 
0643: (unknown) 373@ 1 
0616: define_action_sequences_end 373@ 
0615: define_action_sequences 53@ 
04EB: AS_actor -1 crouch 1 
05B9: unknown_action_sequence -1 3000 
05F5: unknown_action_sequence -1 2146.27 1636.314 992.5683 6 -1 
070A: AS_actor -1 attach_to_object 61@ offset 0.0 0.0 -0.5 on_bone 6 1 "NULL" "NULL" 0 ms 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 373@ 
0616: define_action_sequences_end 53@ 
0792: (unknown) 54@ 
04EB: AS_actor 54@ crouch 0 
0618: assign_actor 54@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 100 
04EB: AS_actor -1 crouch 1 
05F5: unknown_action_sequence -1 2146.137 1632.404 992.5683 6 -1 
070A: AS_actor -1 attach_to_object 62@ offset 0.0 0.0 -0.5 on_bone 6 1 "NULL" "NULL" 0 ms 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 373@ 
0616: define_action_sequences_end 53@ 
0792: (unknown) 55@ 
04EB: AS_actor 55@ crouch 0 
0618: assign_actor 55@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 200 
04EB: AS_actor -1 crouch 1 
05B9: unknown_action_sequence -1 2000 
05F5: unknown_action_sequence -1 2142.148 1632.426 992.5683 6 -1 
070A: AS_actor -1 attach_to_object 63@ offset 0.0 0.0 -0.5 on_bone 6 1 "NULL" "NULL" 0 ms 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 373@ 
0616: define_action_sequences_end 53@ 
0792: (unknown) 56@ 
04EB: AS_actor 56@ crouch 0 
0618: assign_actor 56@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05B9: unknown_action_sequence -1 100 
04EB: AS_actor -1 crouch 1 
05B9: unknown_action_sequence -1 3000 
05F5: unknown_action_sequence -1 2142.07 1636.136 992.5683 6 -1 
070A: AS_actor -1 attach_to_object 64@ offset 0.0 0.0 -0.5 on_bone 6 1 "NULL" "NULL" 0 ms 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_action_sequences 373@ 
0616: define_action_sequences_end 53@ 
0792: (unknown) 57@ 
04EB: AS_actor 57@ crouch 0 
0618: assign_actor 57@ to_action_sequences 53@ 
04EF: release_animation "BOMBER" 
018A: 372@ = create_checkpoint_at 2144.152 1636.462 992.5703 
08DC: (unknown) 372@ 2196.635 1676.841 10.0 
061B: remove_references_to_action_sequences 373@ 
061B: remove_references_to_action_sequences 53@ 

:HEIST9_27722
00D6: if 
0039:   121@ == 1 // integer values 
004D: jump_if_false @HEIST9_27915 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2144.152 1636.462 992.5703 radius 10.0 10.0 2.0 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_27915 
00D6: if 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_27814 
0164: disable_marker 372@ 

:HEIST9_27814
0006: 140@ = 1 // integer values 
0006: 121@ = 2 // integer values 
0006: 33@ = 0 // integer values 
0006: 58@ = 0 // integer values 

:HEIST9_27842
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_27894 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
0085: 148@(58@,5i) = 142@(58@,5i) // integer values and handles 

:HEIST9_27894
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_27842 

:HEIST9_27915
00D6: if and
0039:   231@ == 2 // integer values 
0039:   140@ == 1 // integer values 
004D: jump_if_false @HEIST9_27976 
05AA: 288@s = 'HE8_RB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19087 
0050: gosub @HEIST9_50631 
0006: 140@ = 2 // integer values 

:HEIST9_27976
00D6: if and
0039:   231@ == 2 // integer values 
0039:   140@ == 2 // integer values 
004D: jump_if_false @HEIST9_28044 
05AA: 288@s = 'HE8_RC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19088 
0050: gosub @HEIST9_50631 
0006: 32@ = 0 // integer values 
0006: 140@ = 3 // integer values 

:HEIST9_28044
00D6: if and
0039:   231@ == 2 // integer values 
0039:   140@ == 3 // integer values 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @HEIST9_29538 
0050: gosub @HEIST9_46308 
0050: gosub @HEIST9_46272 
0006: 131@ = 4 // integer values 
0006: 58@ = 0 // integer values 

:HEIST9_28105
00D6: if 
8118:   not actor 335@(58@,15i) dead 
004D: jump_if_false @HEIST9_28134 
009B: destroy_actor_instantly 335@(58@,15i) 

:HEIST9_28134
000A: 58@ += 1 // integer values 
0029:   58@ >= 11 // integer values 
004D: jump_if_false @HEIST9_28105 
0006: 58@ = 0 // integer values 

:HEIST9_28162
009B: destroy_actor_instantly 109@(58@,5i) 
000A: 58@ += 1 // integer values 
0029:   58@ >= 3 // integer values 
004D: jump_if_false @HEIST9_28162 
009B: destroy_actor_instantly 295@ 
009B: destroy_actor_instantly 296@ 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0247: request_model #VMAFF1 
0247: request_model #VMAFF2 

:HEIST9_28220
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
004D: jump_if_false @HEIST9_28250 
0001: wait 0 ms 
0002: jump @HEIST9_28220 

:HEIST9_28250
009A: 335@ = create_actor 24 #VMAFF1 at 2150.831 1611.033 992.6882 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ z_angle_to 353.2278 
02A9: set_actor 335@ immune_to_nonplayer 1 
009A: 336@ = create_actor 24 #VMAFF1 at 2135.702 1611.064 992.6882 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ z_angle_to 354.2745 
0615: define_action_sequences 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.014 992.6882 
05D7: add_point_to_scmpath 2146.085 1611.896 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 6.3138 
05BA: AS_actor -1 chew_gum 1 ms 
05D6: clear_scmpath 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_28434 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_28434
0616: define_action_sequences_end 374@ 
009A: 337@ = create_actor 24 #VMAFF2 at 2144.029 1605.352 992.5684 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ z_angle_to 356.695 
0618: assign_actor 337@ to_action_sequences 374@ 
061B: remove_references_to_action_sequences 374@ 
0615: define_action_sequences 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.014 992.6882 
05D7: add_point_to_scmpath 2139.815 1615.471 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 335.8946 
05BA: AS_actor -1 chew_gum 1 ms 
05D6: clear_scmpath 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_28594 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_28594
0616: define_action_sequences_end 374@ 
009A: 338@ = create_actor 24 #VMAFF1 at 2144.22 1601.963 992.5684 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ z_angle_to 358.3628 
0618: assign_actor 338@ to_action_sequences 374@ 
009A: 339@ = create_actor 24 #VMAFF2 at 2146.605 1597.785 994.5676 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ z_angle_to 89.7654 
02A9: set_actor 339@ immune_to_nonplayer 1 
0638: AS_actor 339@ stay_put 1 
060F: (unknown) 339@ 5.0 
009A: 340@ = create_actor 24 #VMAFF2 at 2147.77 1596.479 994.5676 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ z_angle_to 78.7631 
0638: AS_actor 340@ stay_put 1 
060F: (unknown) 340@ 5.0 
009A: 341@ = create_actor 24 #VMAFF1 at 2148.627 1602.235 996.7766 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ z_angle_to 170.4726 
0638: AS_actor 341@ stay_put 1 
060F: (unknown) 341@ 5.0 
009A: 342@ = create_actor 24 #VMAFF2 at 2148.358 1603.734 996.7766 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ z_angle_to 158.879 
0638: AS_actor 342@ stay_put 1 
060F: (unknown) 342@ 5.0 
061B: remove_references_to_action_sequences 374@ 
0006: 58@ = 0 // integer values 

:HEIST9_28899
0961: (unknown) 335@(58@,15i) 1 
03FE: set_actor 335@(58@,15i) money 0 
00D6: if and
8039:   not  58@ == 0 // integer values 
8039:   not  58@ == 4 // integer values 
004D: jump_if_false @HEIST9_28970 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: (unknown) 335@(58@,15i) 200 

:HEIST9_28970
00D6: if or
0039:   58@ == 3 // integer values 
0039:   58@ == 4 // integer values 
0039:   58@ == 7 // integer values 
004D: jump_if_false @HEIST9_29034 
081A: actor 335@(58@,15i) weapon_skill 2 
01B2: give_actor 335@(58@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @HEIST9_29059 

:HEIST9_29034
01B2: give_actor 335@(58@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 

:HEIST9_29059
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: (unknown) 350@(58@,15i) 2196.635 1676.841 10.0 
018B: show_on_radar 350@(58@,15i) 2 
07DD: (unknown) 335@(58@,15i) 30 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: unknown_actor_use_entity 335@(58@,15i) 245@ 
000A: 58@ += 1 // integer values 
0029:   58@ >= 8 // integer values 
004D: jump_if_false @HEIST9_28899 
015F: set_camera_position 2142.248 1611.113 993.2602 0.0 0.0 0.0 
0160: point_camera 2142.669 1610.211 993.3487 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_29262 
08C7: (unknown) $PLAYER_ACTOR 2144.048 1627.986 992.5703 
0173: set_actor $PLAYER_ACTOR z_angle_to 181.8141 

:HEIST9_29262
0050: gosub @HEIST9_46341 
00BC: text_highpriority 'HM9_57' 5000 ms 1  // ~s~Vgezz a ~r~Maffizkkal ~s~, amg a csapat megszerzi a lt.
0001: wait 2000 ms 
015F: set_camera_position 2140.785 1619.831 993.4654 0.0 0.0 0.0 
0160: point_camera 2141.078 1618.876 993.4291 2 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_29399 
0687: clear_actor_task 338@ 
04EB: AS_actor 338@ crouch 1 
08C7: (unknown) 338@ 2140.249 1615.12 992.6882 
0173: set_actor 338@ z_angle_to 340.6346 

:HEIST9_29399
0001: wait 3000 ms 
00D6: if 
8118:   not actor 335@ dead 
004D: jump_if_false @HEIST9_29428 
0618: assign_actor 335@ to_action_sequences 212@ 

:HEIST9_29428
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @HEIST9_29452 
0618: assign_actor 336@ to_action_sequences 213@ 

:HEIST9_29452
00D6: if 
03CA:   object 308@ exists 
004D: jump_if_false @HEIST9_29488 
01BC: put_object 308@ at 2173.867 1619.415 999.3 

:HEIST9_29488
0050: gosub @HEIST9_46289 
05AA: 288@s = 'HE8_RD' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19089 
0050: gosub @HEIST9_50631 
0006: 140@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_29538
00D6: if 
0039:   140@ == 4 // integer values 
004D: jump_if_false @HEIST9_30079 
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0039:   375@ == 0 // integer values 
004D: jump_if_false @HEIST9_29760 
061B: remove_references_to_action_sequences 374@ 
0615: define_action_sequences 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.15 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.57 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 374@ 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_29724 
0687: clear_actor_task 339@ 
0618: assign_actor 339@ to_action_sequences 374@ 

:HEIST9_29724
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_29753 
0687: clear_actor_task 340@ 
0618: assign_actor 340@ to_action_sequences 374@ 

:HEIST9_29753
0006: 375@ = 1 // integer values 

:HEIST9_29760
00D6: if and
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   375@ == 1 // integer values 
004D: jump_if_false @HEIST9_29971 
061B: remove_references_to_action_sequences 374@ 
0615: define_action_sequences 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 374@ 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_29935 
0687: clear_actor_task 341@ 
0618: assign_actor 341@ to_action_sequences 374@ 

:HEIST9_29935
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_29964 
0687: clear_actor_task 342@ 
0618: assign_actor 342@ to_action_sequences 374@ 

:HEIST9_29964
0006: 375@ = 2 // integer values 

:HEIST9_29971
0006: 58@ = 0 // integer values 

:HEIST9_29978
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 // integer values 
004D: jump_if_false @HEIST9_30058 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_30058 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 // integer values 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_30058
000A: 58@ += 1 // integer values 
0029:   58@ >= 8 // integer values 
004D: jump_if_false @HEIST9_29978 

:HEIST9_30079
00D6: if and
0019:   140@ > 3 // integer values 
00FE:   actor $PLAYER_ACTOR 0 2144.245 1606.821 992.6882 radius 3.0 3.0 3.0 
0039:   256@ == 0 // integer values 
004D: jump_if_false @HEIST9_30490 
061B: remove_references_to_action_sequences 374@ 
0615: define_action_sequences 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.15 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.57 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 374@ 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_30271 
0687: clear_actor_task 339@ 
0618: assign_actor 339@ to_action_sequences 374@ 

:HEIST9_30271
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_30300 
0687: clear_actor_task 340@ 
0618: assign_actor 340@ to_action_sequences 374@ 

:HEIST9_30300
061B: remove_references_to_action_sequences 374@ 
0615: define_action_sequences 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 374@ 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_30447 
0687: clear_actor_task 341@ 
0618: assign_actor 341@ to_action_sequences 374@ 

:HEIST9_30447
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_30476 
0687: clear_actor_task 342@ 
0618: assign_actor 342@ to_action_sequences 374@ 

:HEIST9_30476
0006: 375@ = 2 // integer values 
0006: 256@ = 1 // integer values 

:HEIST9_30490
00D6: if 
0039:   121@ == 2 // integer values 
004D: jump_if_false @HEIST9_30631 
0006: 58@ = 0 // integer values 

:HEIST9_30515
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_30610 
0085: 148@(58@,5i) = 142@(58@,5i) // integer values and handles 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // integer values 
004D: jump_if_false @HEIST9_30610 
00BC: text_highpriority 'HM9_44' 4000 ms 1  // Megtmadtk a csapatot, neked kellene megvdeni ket!

:HEIST9_30610
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_30515 

:HEIST9_30631
00D6: if 
0039:   121@ == 2 // integer values 
004D: jump_if_false @HEIST9_30681 
00D6: if and
0039:   140@ == 4 // integer values 
0039:   52@ == 0 // integer values 
004D: jump_if_false @HEIST9_30681 
0050: gosub @HEIST9_44024 

:HEIST9_30681
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2146.329 1597.409 998.7676 radius 4.0 4.0 4.0 
0039:   52@ == 1 // integer values 
004D: jump_if_false @HEIST9_31401 
0006: 58@ = 0 // integer values 

:HEIST9_30743
009B: destroy_actor_instantly 335@(58@,15i) 
000A: 58@ += 1 // integer values 
0029:   58@ >= 8 // integer values 
004D: jump_if_false @HEIST9_30743 
009A: 335@ = create_actor 24 #VMAFF1 at 2152.015 1602.51 1000.971 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ z_angle_to 270.0812 
0638: AS_actor 335@ stay_put 1 
009A: 336@ = create_actor 24 #VMAFF2 at 2160.985 1616.689 998.9657 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ z_angle_to 178.5078 
0618: assign_actor 336@ to_action_sequences 213@ 
009A: 337@ = create_actor 24 #VMAFF1 at 2181.32 1625.335 998.9714 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ z_angle_to 117.5403 
0638: AS_actor 337@ stay_put 1 
04EB: AS_actor 337@ crouch 1 
009A: 338@ = create_actor 24 #VMAFF1 at 2183.653 1623.66 998.9743 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ z_angle_to 98.1814 
0638: AS_actor 338@ stay_put 1 
009A: 339@ = create_actor 24 #VMAFF2 at 2182.494 1611.846 998.9766 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ z_angle_to 57.0007 
0638: AS_actor 339@ stay_put 1 
009A: 340@ = create_actor 24 #VMAFF2 at 2191.278 1619.051 998.9766 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ z_angle_to 85.6714 
009A: 341@ = create_actor 24 #VMAFF1 at 2222.654 1616.012 998.9688 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ z_angle_to 97.3112 
0618: assign_actor 341@ to_action_sequences 213@ 
009A: 342@ = create_actor 24 #VMAFF2 at 2210.106 1620.387 998.9766 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ z_angle_to 90.3344 
04EB: AS_actor 342@ crouch 1 
0638: AS_actor 342@ stay_put 1 
009A: 343@ = create_actor 24 #VMAFF1 at 2224.578 1619.114 998.9679 
0860: link_actor 343@ to_interior 1 
0173: set_actor 343@ z_angle_to 86.7328 
04EB: AS_actor 343@ crouch 1 
0638: AS_actor 343@ stay_put 1 
0006: 58@ = 0 // integer values 

:HEIST9_31228
03FE: set_actor 335@(58@,15i) money 0 
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: (unknown) 350@(58@,15i) 2196.635 1676.841 10.0 
018B: show_on_radar 350@(58@,15i) 2 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: (unknown) 335@(58@,15i) 200 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: (unknown) 335@(58@,15i) 30 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: unknown_actor_use_entity 335@(58@,15i) 245@ 
000A: 58@ += 1 // integer values 
0029:   58@ >= 9 // integer values 
004D: jump_if_false @HEIST9_31228 
0006: 38@ = 15 // integer values 

:HEIST9_31401
00D6: if 
0039:   38@ == 15 // integer values 
004D: jump_if_false @HEIST9_35092 
0006: 58@ = 0 // integer values 

:HEIST9_31426
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 // integer values 
004D: jump_if_false @HEIST9_31506 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_31506 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 // integer values 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_31506
000A: 58@ += 1 // integer values 
0029:   58@ >= 9 // integer values 
004D: jump_if_false @HEIST9_31426 
00D6: if and
0019:   33@ > 7000 // integer values 
0039:   278@ == 1 // integer values 
004D: jump_if_false @HEIST9_31589 
05AA: 288@s = 'HE8_TA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19093 
0050: gosub @HEIST9_50631 
0006: 278@ = 2 // integer values 

:HEIST9_31589
00D6: if and
0039:   231@ == 2 // integer values 
0039:   278@ == 2 // integer values 
004D: jump_if_false @HEIST9_31650 
05AA: 288@s = 'HE8_TB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19094 
0050: gosub @HEIST9_50631 
0006: 278@ = 3 // integer values 

:HEIST9_31650
00D6: if and
0039:   231@ == 2 // integer values 
0039:   278@ == 3 // integer values 
004D: jump_if_false @HEIST9_31711 
05AA: 288@s = 'HE8_TC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19095 
0050: gosub @HEIST9_50631 
0006: 278@ = 0 // integer values 

:HEIST9_31711
00D6: if and
0118:   actor 335@ dead 
0039:   257@ == 0 // integer values 
004D: jump_if_false @HEIST9_31844 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05F5: unknown_action_sequence -1 2157.629 1602.604 998.9766 6 -1 
0616: define_action_sequences_end 53@ 
0006: 58@ = 0 // integer values 

:HEIST9_31779
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_31811 
0618: assign_actor 54@(58@,4i) to_action_sequences 53@ 

:HEIST9_31811
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_31779 
061B: remove_references_to_action_sequences 53@ 
0006: 257@ = 1 // integer values 

:HEIST9_31844
00D6: if and
0118:   actor 336@ dead 
0039:   257@ == 1 // integer values 
004D: jump_if_false @HEIST9_31972 
0615: define_action_sequences 53@ 
05F5: unknown_action_sequence -1 2165.423 1618.386 998.9747 6 -1 
0616: define_action_sequences_end 53@ 
0006: 58@ = 0 // integer values 

:HEIST9_31907
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_31939 
0618: assign_actor 54@(58@,4i) to_action_sequences 53@ 

:HEIST9_31939
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_31907 
061B: remove_references_to_action_sequences 53@ 
0006: 257@ = 2 // integer values 

:HEIST9_31972
00D6: if and
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   257@ == 2 // integer values 
004D: jump_if_false @HEIST9_32388 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.045 1618.73 998.9766 
05D7: add_point_to_scmpath 2171.097 1618.622 998.9766 
05D7: add_point_to_scmpath 2172.748 1621.935 998.9772 
05D7: add_point_to_scmpath 2179.594 1623.489 998.9745 
05D7: add_point_to_scmpath 2184.2 1623.908 998.9739 
05D7: add_point_to_scmpath 2187.764 1622.788 998.9758 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_32175 
0618: assign_actor 54@ to_action_sequences 53@ 

:HEIST9_32175
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_32199 
0618: assign_actor 55@ to_action_sequences 53@ 

:HEIST9_32199
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.019 1618.764 998.9766 
05D7: add_point_to_scmpath 2171.71 1618.252 998.9766 
05D7: add_point_to_scmpath 2174.538 1615.005 998.9766 
05D7: add_point_to_scmpath 2180.379 1614.246 998.9766 
05D7: add_point_to_scmpath 2185.445 1614.739 998.9766 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_32352 
0618: assign_actor 56@ to_action_sequences 53@ 

:HEIST9_32352
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_32376 
0618: assign_actor 57@ to_action_sequences 53@ 

:HEIST9_32376
061B: remove_references_to_action_sequences 53@ 
0006: 257@ = 3 // integer values 

:HEIST9_32388
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @HEIST9_32698 
0247: request_model #COPBIKE 
0247: request_model #LAPDM1 
023C: request_special_actor 'ZERO' as 1 

:HEIST9_32429
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_32465 
0001: wait 0 ms 
0002: jump @HEIST9_32429 

:HEIST9_32465
07C0: load_path 494 
023C: request_special_actor 'ZERO' as 1 

:HEIST9_32483
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_32510 
0001: wait 0 ms 
0002: jump @HEIST9_32483 

:HEIST9_32510
0395: clear_area 1 at 2220.34 1582.068 998.9764 range 10.0 
009A: 97@ = create_actor 25 #SPECIAL01 at 2220.34 1582.068 998.9764 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ z_angle_to 350.4443 
0568: set_actor 97@ targetable 1 
00A5: 279@ = create_car #COPBIKE at 2223.699 1582.78 998.0 
0840: link_car 279@ to_interior 1 
0175: set_car 279@ z_angle_to 175.8434 
020A: set_car 279@ door_status_to 3 
0519: lock_vehicle 279@ in_current_position 1 
00A5: 280@ = create_car #COPBIKE at 2217.549 1583.667 998.0 
0840: link_car 280@ to_interior 1 
0175: set_car 280@ z_angle_to 175.3717 
020A: set_car 280@ door_status_to 3 
0519: lock_vehicle 280@ in_current_position 1 
0006: 257@ = 4 // integer values 

:HEIST9_32698
00D6: if and
0118:   actor 341@ dead 
0118:   actor 342@ dead 
0118:   actor 343@ dead 
0039:   257@ == 4 // integer values 
004D: jump_if_false @HEIST9_32859 
0615: define_action_sequences 53@ 
05F5: unknown_action_sequence -1 2222.995 1618.726 998.9672 6 -1 
05F5: unknown_action_sequence -1 2220.908 1585.695 998.9708 6 -1 
0616: define_action_sequences_end 53@ 
0006: 58@ = 0 // integer values 

:HEIST9_32794
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_32826 
0618: assign_actor 54@(58@,4i) to_action_sequences 53@ 

:HEIST9_32826
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_32794 
061B: remove_references_to_action_sequences 53@ 
0006: 257@ = 5 // integer values 

:HEIST9_32859
00D6: if 
0029:   257@ >= 4 // integer values 
004D: jump_if_false @HEIST9_33015 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST9_32923 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_63' 4000 ms 1  // ~r~Zero-t kinyrtk
0002: jump @HEIST9_44468 

:HEIST9_32923
00D6: if 
0119:   car 279@ wrecked 
004D: jump_if_false @HEIST9_32969 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_60' 4000 ms 1  // ~r~sszetrted a jrr motort!
0002: jump @HEIST9_44468 

:HEIST9_32969
00D6: if 
0119:   car 280@ wrecked 
004D: jump_if_false @HEIST9_33015 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_60' 4000 ms 1  // ~r~sszetrted a jrr motort!
0002: jump @HEIST9_44468 

:HEIST9_33015
0006: 58@ = 0 // integer values 

:HEIST9_33022
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_33117 
0085: 148@(58@,5i) = 142@(58@,5i) // integer values and handles 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // integer values 
004D: jump_if_false @HEIST9_33117 
00BC: text_highpriority 'HM9_44' 5000 ms 1  // Megtmadtk a csapatot, neked kellene megvdeni ket!

:HEIST9_33117
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_33022 
0006: 58@ = 0 // integer values 

:HEIST9_33145
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_33246 
00D6: if and
00FE:   actor 54@(58@,4i) 0 2220.205 1585.422 998.9717 radius 5.0 5.0 5.0 
0039:   78@(58@,4i) == 0 // integer values 
004D: jump_if_false @HEIST9_33246 
000A: 82@ += 1 // integer values 
0006: 78@(58@,4i) = 1 // integer values 

:HEIST9_33246
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_33145 
00D6: if 
8039:   not  257@ == 5 // integer values 
004D: jump_if_false @HEIST9_33349 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
004D: jump_if_false @HEIST9_33349 
00BC: text_highpriority 'HM9_1F' 4000 ms 1  // ~s~Menj vissza s nyrd ki a maradk ~r~biztonsgiakat~s~.

:HEIST9_33349
00D6: if and
0039:   257@ == 5 // integer values 
00FE:   actor $PLAYER_ACTOR 0 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
004D: jump_if_false @HEIST9_35092 
00BE: text_clear_all 
0050: gosub @HEIST9_46308 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_33434 
0164: disable_marker 90@ 

:HEIST9_33434
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_33485 
0792: (unknown) 54@ 
08C7: (unknown) 54@ 2224.042 1589.366 998.967 
0173: set_actor 54@ z_angle_to 165.2519 

:HEIST9_33485
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_33536 
0792: (unknown) 55@ 
08C7: (unknown) 55@ 2222.893 1589.583 998.9684 
0173: set_actor 55@ z_angle_to 173.9364 

:HEIST9_33536
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_33587 
0792: (unknown) 56@ 
08C7: (unknown) 56@ 2221.866 1589.245 998.9696 
0173: set_actor 56@ z_angle_to 177.0563 

:HEIST9_33587
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_33638 
0792: (unknown) 57@ 
08C7: (unknown) 57@ 2220.723 1589.224 998.971 
0173: set_actor 57@ z_angle_to 171.7417 

:HEIST9_33638
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_33684 
08C7: (unknown) 97@ 2220.34 1582.068 998.9764 
0173: set_actor 97@ z_angle_to 350.4443 

:HEIST9_33684
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_33773 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_33743 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2225.54 1586.834 998.9651 
0002: jump @HEIST9_33763 

:HEIST9_33743
08C7: (unknown) $PLAYER_ACTOR 2225.54 1586.834 998.9651 

:HEIST9_33763
0173: set_actor $PLAYER_ACTOR z_angle_to 124.4066 

:HEIST9_33773
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_33796 
0519: lock_vehicle 279@ in_current_position 0 

:HEIST9_33796
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_33819 
0519: lock_vehicle 280@ in_current_position 0 

:HEIST9_33819
014F: stop_timer $7934 
0050: gosub @HEIST9_46272 
015F: set_camera_position 2216.721 1579.81 1000.832 0.0 0.0 0.0 
0160: point_camera 2217.382 1580.538 1000.654 2 
0050: gosub @HEIST9_46341 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_33946 
0687: clear_actor_task 97@ 
0605: actor 97@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 

:HEIST9_33946
00BC: text_highpriority 'HE8_UA' 4000 ms 1  // ~z~Kivettem a jrr motorokat.
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_33973
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_33999 
0001: wait 0 ms 
0002: jump @HEIST9_33973 

:HEIST9_33999
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_34010
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_34060 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_34053 
0002: jump @HEIST9_34841 

:HEIST9_34053
0002: jump @HEIST9_34010 

:HEIST9_34060
00BC: text_highpriority 'HE8_UB' 4000 ms 1  // ~z~Mindenki befel! Ti ketten, ltzzetek t zsaru egyenruhba!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_34087
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_34113 
0001: wait 0 ms 
0002: jump @HEIST9_34087 

:HEIST9_34113
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_34124
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_34174 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_34167 
0002: jump @HEIST9_34841 

:HEIST9_34167
0002: jump @HEIST9_34124 

:HEIST9_34174
009B: destroy_actor_instantly 97@ 
009B: destroy_actor_instantly 56@ 
009B: destroy_actor_instantly 57@ 
015F: set_camera_position 2216.914 1571.622 999.7229 0.0 0.0 0.0 
0160: point_camera 2217.27 1572.557 999.7267 2 
009A: 281@ = create_actor 25 #LAPDM1 at 2220.8 1581.163 998.9764 
0173: set_actor 281@ z_angle_to 196.0524 
0860: link_actor 281@ to_interior 1 
009A: 282@ = create_actor 25 #LAPDM1 at 2220.019 1581.179 998.9772 
0173: set_actor 282@ z_angle_to 74.4668 
0860: link_actor 282@ to_interior 1 
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_34356 
05CB: AS_actor 54@ enter_car_as_driver 51@ 8000 ms 

:HEIST9_34356
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_34390 
05CA: AS_actor 55@ enter_car 51@ passenger_seat 0 8000 ms 

:HEIST9_34390
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_34422 
05CB: AS_actor 281@ enter_car_as_driver 279@ 8000 ms 

:HEIST9_34422
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_34454 
05CB: AS_actor 282@ enter_car_as_driver 280@ 8000 ms 

:HEIST9_34454
0006: 33@ = 0 // integer values 

:HEIST9_34461
00D6: if 
001B:   8000 > 33@ // integer values 
004D: jump_if_false @HEIST9_34515 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_34508 
0002: jump @HEIST9_34841 

:HEIST9_34508
0002: jump @HEIST9_34461 

:HEIST9_34515
015F: set_camera_position 2223.85 1572.014 1001.623 0.0 0.0 0.0 
0160: point_camera 2223.371 1572.844 1001.336 2 
00D6: if and
07C1:   path 494 available 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_34595 
05EB: assign_vehicle 51@ to_path 494 

:HEIST9_34595
0006: 33@ = 0 // integer values 

:HEIST9_34602
00D6: if 
001B:   500 > 33@ // integer values 
004D: jump_if_false @HEIST9_34656 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_34649 
0002: jump @HEIST9_34841 

:HEIST9_34649
0002: jump @HEIST9_34602 

:HEIST9_34656
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_34718 
0397: car 279@ siren = 1 
05D1: AS_actor 281@ drive_car 279@ to 2223.455 1564.892 1000.873 speed 10.0 2 0 3 

:HEIST9_34718
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_34780 
0397: car 280@ siren = 1 
05D1: AS_actor 282@ drive_car 280@ to 2217.319 1566.6 1000.3 speed 10.0 2 0 3 

:HEIST9_34780
0006: 33@ = 0 // integer values 

:HEIST9_34787
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @HEIST9_34841 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_34834 
0002: jump @HEIST9_34841 

:HEIST9_34834
0002: jump @HEIST9_34787 

:HEIST9_34841
0006: 58@ = 0 // integer values 

:HEIST9_34848
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_34886 
0164: disable_marker 91@(58@,4i) 
009B: destroy_actor_instantly 54@(58@,4i) 

:HEIST9_34886
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_34848 
0050: gosub @HEIST9_46289 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_34935 
009B: destroy_actor_instantly 97@ 

:HEIST9_34935
00D6: if 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_34956 
009B: destroy_actor_instantly 281@ 

:HEIST9_34956
00D6: if 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_34977 
009B: destroy_actor_instantly 282@ 

:HEIST9_34977
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_34998 
00A6: destroy_car 279@ 

:HEIST9_34998
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_35019 
00A6: destroy_car 280@ 

:HEIST9_35019
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_35040 
00A6: destroy_car 51@ 

:HEIST9_35040
0249: release_model #TRIADA 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #SECURICA 
0296: unload_special_actor 3 
0296: unload_special_actor 2 
0296: unload_special_actor 1 
0006: 174@ = 1 // integer values 
0006: 38@ = 16 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_35092
00D6: if 
0039:   38@ == 16 // integer values 
004D: jump_if_false @HEIST9_35852 
0006: 58@ = 0 // integer values 

:HEIST9_35117
009B: destroy_actor_instantly 335@(58@,15i) 
000A: 58@ += 1 // integer values 
0029:   58@ >= 9 // integer values 
004D: jump_if_false @HEIST9_35117 
0249: release_model #VMAFF2 
0249: release_model #VMAFF1 
0247: request_model #VMAFF3 
0247: request_model #VMAFF4 

:HEIST9_35163
00D6: if or
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
004D: jump_if_false @HEIST9_35193 
0001: wait 0 ms 
0002: jump @HEIST9_35163 

:HEIST9_35193
009A: 335@ = create_actor 24 #VMAFF4 at 2221.34 1616.971 998.9719 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ z_angle_to 173.3951 
0638: AS_actor 335@ stay_put 1 
0618: assign_actor 335@ to_action_sequences 212@ 
009A: 336@ = create_actor 24 #VMAFF3 at 2204.911 1615.991 998.982 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ z_angle_to 266.9222 
0638: AS_actor 336@ stay_put 1 
009A: 337@ = create_actor 24 #VMAFF4 at 2196.664 1618.759 998.9766 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ z_angle_to 266.9185 
009A: 338@ = create_actor 24 #VMAFF3 at 2172.996 1616.329 998.9766 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ z_angle_to 263.6073 
009A: 339@ = create_actor 24 #VMAFF4 at 2173.003 1622.626 998.9761 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ z_angle_to 261.2549 
009A: 340@ = create_actor 24 #VMAFF3 at 2179.727 1611.811 998.9766 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ z_angle_to 263.1769 
04EB: AS_actor 340@ crouch 1 
0638: AS_actor 340@ stay_put 1 
009A: 341@ = create_actor 24 #VMAFF3 at 2181.543 1622.657 998.976 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ z_angle_to 263.6053 
04EB: AS_actor 341@ crouch 1 
0638: AS_actor 341@ stay_put 1 
009A: 342@ = create_actor 24 #VMAFF3 at 2151.578 1602.322 1000.971 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ z_angle_to 264.2166 
0638: AS_actor 342@ stay_put 1 
0006: 58@ = 0 // integer values 

:HEIST9_35585
0006: 350@(58@,15i) = 1 // integer values 
03FE: set_actor 335@(58@,15i) money 0 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: (unknown) 335@(58@,15i) 200 
00D6: if or
0039:   58@ == 3 // integer values 
0039:   58@ == 4 // integer values 
0039:   58@ == 7 // integer values 
004D: jump_if_false @HEIST9_35695 
081A: actor 335@(58@,15i) weapon_skill 2 
01B2: give_actor 335@(58@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @HEIST9_35720 

:HEIST9_35695
01B2: give_actor 335@(58@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 

:HEIST9_35720
07DD: (unknown) 335@(58@,15i) 30 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 30 
060B: unknown_actor_use_entity 335@(58@,15i) 245@ 
000A: 58@ += 1 // integer values 
0029:   58@ >= 8 // integer values 
004D: jump_if_false @HEIST9_35585 
00BC: text_highpriority 'HM9_10' 7000 ms 1  // ~s~Menj a ~y~szervz lifthez~s~ - ne feledd, te vagy a csali!
018A: 84@ = create_checkpoint_at 2156.188 1597.98 998.9766 
08DC: (unknown) 84@ 2196.635 1676.841 10.0 
0006: 38@ = 17 // integer values 
0006: 255@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:HEIST9_35852
00D6: if 
0039:   38@ == 17 // integer values 
004D: jump_if_false @HEIST9_37681 
0006: 58@ = 0 // integer values 

:HEIST9_35877
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 // integer values 
004D: jump_if_false @HEIST9_35928 
0006: 350@(58@,15i) = 0 // integer values 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_35928
000A: 58@ += 1 // integer values 
0029:   58@ >= 8 // integer values 
004D: jump_if_false @HEIST9_35877 
00D6: if and
8118:   not actor 336@ dead 
00FE:   actor $PLAYER_ACTOR 0 2208.02 1619.125 998.9827 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36073 
00D6: if 
0039:   351@ == 1 // integer values 
004D: jump_if_false @HEIST9_36073 
0792: (unknown) 336@ 
0615: define_action_sequences 53@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 336@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0006: 351@ = 2 // integer values 

:HEIST9_36073
00D6: if and
8118:   not actor 337@ dead 
00FE:   actor $PLAYER_ACTOR 0 2224.02 1618.927 998.9655 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36186 
00D6: if 
0039:   352@ == 1 // integer values 
004D: jump_if_false @HEIST9_36186 
0792: (unknown) 337@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.02 1618.927 998.9655 
05D8: AS_assign_scmpath to_actor 337@ flags 6 0 
05D6: clear_scmpath 
0006: 352@ = 2 // integer values 

:HEIST9_36186
00D6: if and
8118:   not actor 340@ dead 
00FE:   actor $PLAYER_ACTOR 0 2183.907 1613.572 998.9766 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36329 
00D6: if 
0039:   355@ == 1 // integer values 
004D: jump_if_false @HEIST9_36329 
04EB: AS_actor 340@ crouch 0 
0006: 355@ = 2 // integer values 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_36329 
0792: (unknown) 338@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2183.907 1613.572 998.9766 
04EB: AS_actor 338@ crouch 1 
05D8: AS_assign_scmpath to_actor 338@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_36329
00D6: if and
8118:   not actor 341@ dead 
00FE:   actor $PLAYER_ACTOR 0 2185.579 1624.431 998.973 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36511 
00D6: if 
0039:   356@ == 1 // integer values 
004D: jump_if_false @HEIST9_36511 
0792: (unknown) 341@ 
0615: define_action_sequences 53@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_action_sequences_end 53@ 
0618: assign_actor 341@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0006: 356@ = 2 // integer values 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_36511 
0792: (unknown) 339@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2185.579 1624.431 998.973 
04EB: AS_actor 339@ crouch 1 
05D8: AS_assign_scmpath to_actor 339@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_36511
00D6: if and
8118:   not actor 342@ dead 
00FE:   actor $PLAYER_ACTOR 0 2160.279 1618.668 998.9676 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36641 
00D6: if 
0039:   357@ == 1 // integer values 
004D: jump_if_false @HEIST9_36641 
0792: (unknown) 342@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2157.58 1601.944 998.9766 
05D7: add_point_to_scmpath 2157.832 1616.024 998.9669 
05D8: AS_assign_scmpath to_actor 342@ flags 6 0 
05D6: clear_scmpath 
0006: 357@ = 2 // integer values 

:HEIST9_36641
00D6: if and
0019:   32@ > 7000 // integer values 
0039:   255@ == 1 // integer values 
004D: jump_if_false @HEIST9_36703 
05AA: 288@s = 'HE8_VA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19112 
0050: gosub @HEIST9_50631 
0006: 255@ = 2 // integer values 

:HEIST9_36703
00D6: if and
0039:   231@ == 2 // integer values 
0039:   255@ == 2 // integer values 
004D: jump_if_false @HEIST9_36764 
05AA: 288@s = 'HE8_VB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19113 
0050: gosub @HEIST9_50631 
0006: 255@ = 3 // integer values 

:HEIST9_36764
00D6: if and
0039:   231@ == 2 // integer values 
0039:   255@ == 3 // integer values 
004D: jump_if_false @HEIST9_36825 
05AA: 288@s = 'HE8_VC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19114 
0050: gosub @HEIST9_50631 
0006: 255@ = 4 // integer values 

:HEIST9_36825
00D6: if and
0039:   231@ == 2 // integer values 
0039:   255@ == 4 // integer values 
004D: jump_if_false @HEIST9_36886 
05AA: 288@s = 'HE8_VD' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19115 
0050: gosub @HEIST9_50631 
0006: 255@ = 101 // integer values 

:HEIST9_36886
00D6: if and
0039:   255@ == 101 // integer values 
0039:   254@ == 0 // integer values 
004D: jump_if_false @HEIST9_36977 
0924: set_world_lighting 0 0 ms 
07FB: set_interior 'JUMP1' accessible 1  // Caligula hztetje
07FB: set_interior 'JUMP2' accessible 0  // Caligula laksa
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_36966 
09EB: (unknown) $PLAYER_CHAR 1 

:HEIST9_36966
08B1: toggle_night_vision 0 
0006: 254@ = 1 // integer values 

:HEIST9_36977
00D6: if and
8039:   not  254@ == 0 // integer values 
8039:   not  254@ == 7 // integer values 
004D: jump_if_false @HEIST9_37352 
00D6: if and
0039:   231@ == 2 // integer values 
0039:   254@ == 1 // integer values 
004D: jump_if_false @HEIST9_37063 
05AA: 288@s = 'HE8_WA' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19116 
0050: gosub @HEIST9_50631 
0006: 254@ = 2 // integer values 

:HEIST9_37063
00D6: if and
0039:   231@ == 2 // integer values 
0039:   254@ == 2 // integer values 
004D: jump_if_false @HEIST9_37124 
05AA: 288@s = 'HE8_WB' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19117 
0050: gosub @HEIST9_50631 
0006: 254@ = 3 // integer values 

:HEIST9_37124
00D6: if and
0039:   231@ == 2 // integer values 
0039:   254@ == 3 // integer values 
004D: jump_if_false @HEIST9_37209 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37173 
0967: actor $PLAYER_ACTOR move_mouth 10000 

:HEIST9_37173
05AA: 288@s = 'HE8_WC' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19118 
0050: gosub @HEIST9_50631 
0006: 254@ = 4 // integer values 

:HEIST9_37209
00D6: if and
0039:   231@ == 2 // integer values 
0039:   254@ == 4 // integer values 
004D: jump_if_false @HEIST9_37291 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37255 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_37255
05AA: 288@s = 'HE8_WE' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19120 
0050: gosub @HEIST9_50631 
0006: 254@ = 5 // integer values 

:HEIST9_37291
00D6: if and
0039:   231@ == 2 // integer values 
0039:   254@ == 5 // integer values 
004D: jump_if_false @HEIST9_37352 
05AA: 288@s = 'HE8_WF' // 8-byte strings 
04AF: 232@ = unknown_wav_reference 19121 
0050: gosub @HEIST9_50631 
0006: 254@ = 7 // integer values 

:HEIST9_37352
00D6: if and
00FE:   actor $PLAYER_ACTOR 1 2156.188 1597.98 998.9766 radius 1.2 1.2 2.0 
0039:   153@ == 0 // integer values 
004D: jump_if_false @HEIST9_37681 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37430 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:HEIST9_37430
0050: gosub @HEIST9_46308 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_37458 
0164: disable_marker 84@ 

:HEIST9_37458
03CB: set_camera 2266.511 1647.517 1083.241 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37525 
08C7: (unknown) $PLAYER_ACTOR 2266.511 1647.517 1083.241 
0173: set_actor $PLAYER_ACTOR z_angle_to 268.927 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:HEIST9_37525
018A: 376@ = create_checkpoint_at 2266.225 1619.766 1089.445 
08DC: (unknown) 376@ 2196.635 1676.841 10.0 
0050: gosub @HEIST9_44764 
040D: unload_wav 3 
03CF: load_wav 6401 as 3 

:HEIST9_37583
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_37609 
0001: wait 0 ms 
0002: jump @HEIST9_37583 

:HEIST9_37609
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_37628 
03D1: play_wav 3 

:HEIST9_37628
0050: gosub @HEIST9_46341 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37658 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HEIST9_37658
00BC: text_highpriority 'HM9_45' 4000 ms 1  // ~s~Juss fel a ~y~tetre~s~!
0006: 153@ = 1 // integer values 

:HEIST9_37681
00D6: if or
0039:   38@ == 17 // integer values 
0039:   38@ == 18 // integer values 
004D: jump_if_false @HEIST9_40679 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2266.598 1647.378 1083.241 radius 1.2 1.2 2.0 
0039:   294@ == 0 // integer values 
004D: jump_if_false @HEIST9_38136 
0006: 58@ = 0 // integer values 

:HEIST9_37768
009B: destroy_actor_instantly 335@(58@,15i) 
000A: 58@ += 1 // integer values 
0029:   58@ >= 8 // integer values 
004D: jump_if_false @HEIST9_37768 
0247: request_model #GUN_PARA 

:HEIST9_37803
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @HEIST9_37830 
0001: wait 0 ms 
0002: jump @HEIST9_37803 

:HEIST9_37830
0213: 298@ = create_pickup #GUN_PARA type 3 at 2267.989 1699.668 101.4 
0005: $1504 = -6.0 // floating-point values 
0005: $1505 = 35.0 // floating-point values 
009A: 292@ = create_actor 24 #VMAFF3 at 2269.732 1620.345 1085.25 
0860: link_actor 292@ to_interior 1 
0173: set_actor 292@ z_angle_to 0.7663 
01B2: give_actor 292@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 292@ armed_weapon_to 29 
02E2: set_actor 292@ weapon_accuracy_to 80 
060B: unknown_actor_use_entity 292@ 89@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2269.577 1624.246 1083.258 
05D7: add_point_to_scmpath 2269.986 1628.803 1083.245 
05D7: add_point_to_scmpath 2268.948 1641.64 1083.234 
05D8: AS_assign_scmpath to_actor 292@ flags 6 0 
05D6: clear_scmpath 
03FE: set_actor 292@ money 0 
009A: 293@ = create_actor 24 #VMAFF4 at 2265.832 1624.938 1087.448 
0860: link_actor 293@ to_interior 1 
0173: set_actor 293@ z_angle_to 178.1353 
01B2: give_actor 293@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 293@ armed_weapon_to 29 
02E2: set_actor 293@ weapon_accuracy_to 80 
060B: unknown_actor_use_entity 293@ 89@ 
04EB: AS_actor 293@ crouch 1 
0638: AS_actor 293@ stay_put 1 
03FE: set_actor 293@ money 0 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0006: 294@ = 1 // integer values 

:HEIST9_38136
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST9_39553 
00D6: if and
00FE:   actor $PLAYER_ACTOR 0 2269.068 1624.648 93.922 radius 10.0 10.0 10.0 
0039:   100@ == 0 // integer values 
004D: jump_if_false @HEIST9_39553 
075B: (unknown) 0 
03C7: unknown_maybe_cops_density 1.0 
016A: fade 0 0 ms 
00C0: set_current_time 0 0 
0050: gosub @HEIST9_46272 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_38285 
08C7: (unknown) $PLAYER_ACTOR 2268.666 1620.91 93.922 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 

:HEIST9_38285
03CB: set_camera 2269.811 1625.442 93.922 
0A0B: (unknown) 2270.095 1692.939 101.2986 129.3904 
0247: request_model #POLMAV 

:HEIST9_38329
00D6: if 
8248:   not model #POLMAV available 
004D: jump_if_false @HEIST9_38356 
0001: wait 0 ms 
0002: jump @HEIST9_38329 

:HEIST9_38356
00A5: 198@ = create_car #POLMAV at 2295.622 1839.804 38.2713 
0175: set_car 198@ z_angle_to 191.5123 
0247: request_model #SWAT 
07C0: load_path 484 

:HEIST9_38399
00D6: if or
8248:   not model #SWAT available 
87C1:   not path 484 available 
004D: jump_if_false @HEIST9_38431 
0001: wait 0 ms 
0002: jump @HEIST9_38399 

:HEIST9_38431
00A5: 377@ = create_car #POLMAV at 2253.068 1626.562 87.9584 
0129: 378@ = create_actor 27 #SWAT in_car 377@ driverseat 
054A: set_actor 378@ immune_to_car_headshots 0 
020A: set_car 377@ door_status_to 2 
039E: set_actor 378@ jackable 1 
0825: instantly_spin_flying_vehicle 377@ rotor_blade 
04BA: set_car 377@ speed_instantly 10.0 
009A: 380@ = create_actor 24 #SWAT at 2253.068 1626.562 87.9584 
060B: unknown_actor_use_entity 380@ 245@ 
009A: 381@ = create_actor 24 #SWAT at 2253.068 1626.562 87.9584 
060B: unknown_actor_use_entity 381@ 245@ 
009A: 382@ = create_actor 24 #SWAT at 2253.068 1626.562 87.9584 
060B: unknown_actor_use_entity 382@ 245@ 
009A: 383@ = create_actor 24 #SWAT at 2253.068 1626.562 87.9584 
060B: unknown_actor_use_entity 383@ 245@ 
0464: put_actor 380@ into_turret_on_car 377@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle 190.0 with_weapon 29 
0464: put_actor 381@ into_turret_on_car 377@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle 190.0 with_weapon 29 
0464: put_actor 382@ into_turret_on_car 377@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle 190.0 with_weapon 29 
0464: put_actor 383@ into_turret_on_car 377@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle 190.0 with_weapon 29 
0006: 58@ = 0 // integer values 

:HEIST9_38770
03FE: set_actor 380@(58@,4i) money 0 
0223: set_actor 380@(58@,4i) health_to 150 
07DD: (unknown) 380@(58@,4i) 40 
02E2: set_actor 380@(58@,4i) weapon_accuracy_to 40 
0638: AS_actor 380@(58@,4i) stay_put 1 
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_38770 
06C1: create_searchlight 379@ on_vehicle 377@ offset 0.0 1.0 -0.5 radius 0.4 target 2269.456 1625.442 93.922 radius 5.0 
06B6: set_searchlight 379@ follow_actor $PLAYER_ACTOR speed 10.0 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_38953 
00D6: if 
07C1:   path 484 available 
004D: jump_if_false @HEIST9_38953 
05EB: assign_vehicle 377@ to_path 484 
05ED: (unknown) 377@ 

:HEIST9_38953
009A: 335@ = create_actor 24 #SWAT at 2293.68 1837.016 38.2713 
0173: set_actor 335@ z_angle_to 164.9221 
05BA: AS_actor 335@ chew_gum 1 ms 
009A: 336@ = create_actor 24 #SWAT at 2298.492 1836.946 38.2713 
0173: set_actor 336@ z_angle_to 170.0207 
05BA: AS_actor 336@ chew_gum 1 ms 
04EB: AS_actor 336@ crouch 1 
0006: 58@ = 0 // integer values 

:HEIST9_39051
0006: 350@(58@,15i) = 1 // integer values 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: (unknown) 335@(58@,15i) 200 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: (unknown) 335@(58@,15i) 30 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: unknown_actor_use_entity 335@(58@,15i) 245@ 
000A: 58@ += 1 // integer values 
0029:   58@ >= 2 // integer values 
004D: jump_if_false @HEIST9_39051 
07FB: set_interior 'JUMP1' accessible 0  // Caligula hztetje
07FB: set_interior 'JUMP2' accessible 0  // Caligula laksa
0395: clear_area 1 at 2270.021 1623.486 93.922 range 20.0 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_39237 
0164: disable_marker 84@ 

:HEIST9_39237
00D6: if 
075C:   marker 376@ enabled 
004D: jump_if_false @HEIST9_39258 
0164: disable_marker 376@ 

:HEIST9_39258
03DC: 384@ = create_marker_above_pickup 298@ 
01EB: set_traffic_density_to 1.0 
015F: set_camera_position 2305.338 1721.1 126.2864 0.0 0.0 0.0 
0160: point_camera 2304.813 1720.407 125.7915 2 
0050: gosub @HEIST9_46341 
0460: set_camera_pointing_time 0.0 8000 
015F: set_camera_position 2307.409 1599.532 118.4341 0.0 0.0 0.0 
0160: point_camera 2306.748 1600.164 118.0293 1 
00BC: text_highpriority 'HM9_25' 8000 ms 1  // ~s~A hztetkn haladva gyjtsd be az ~g~ejternyt~s~.
0001: wait 3000 ms 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_39450 
00D6: if 
07C1:   path 484 available 
004D: jump_if_false @HEIST9_39450 
05EE: (unknown) 377@ 

:HEIST9_39450
0001: wait 5000 ms 
0050: gosub @HEIST9_46289 
0213: 385@ = create_pickup #BODYARMOUR type 3 at 2265.825 1617.069 94.5 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_39539 
0687: clear_actor_task $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR 2269.139 1622.576 93.922 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:HEIST9_39539
0006: 100@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:HEIST9_39553
00D6: if 
0119:   car 377@ wrecked 
004D: jump_if_false @HEIST9_39590 
00D6: if 
06B3:   379@ 
004D: jump_if_false @HEIST9_39590 
06B2: destroy_searchlight 379@ 

:HEIST9_39590
00D6: if and
0039:   100@ == 1 // integer values 
0019:   33@ > 10800 // integer values 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_40122 
00D6: if 
060E:   car 377@ is_assigned_to_existing_path 
004D: jump_if_false @HEIST9_39642 
05ED: (unknown) 377@ 

:HEIST9_39642
0006: 58@ = 0 // integer values 

:HEIST9_39649
00D6: if 
8118:   not actor 380@(58@,4i) dead 
004D: jump_if_false @HEIST9_39778 
00A0: store_actor 380@(58@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009B: destroy_actor_instantly 380@(58@,4i) 
0503: create_rappel 24 285 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_actor 380@(58@,4i) 
07DD: (unknown) 380@(58@,4i) 70 
060B: unknown_actor_use_entity 380@(58@,4i) 245@ 
01B2: give_actor 380@(58@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 380@(58@,4i) armed_weapon_to 29 
0638: AS_actor 380@(58@,4i) stay_put 1 

:HEIST9_39778
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_39649 
0615: define_action_sequences 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: unknown_action_sequence -1 3000 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 380@ dead 
004D: jump_if_false @HEIST9_39876 
0618: assign_actor 380@ to_action_sequences 53@ 

:HEIST9_39876
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: unknown_action_sequence -1 3000 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 381@ dead 
004D: jump_if_false @HEIST9_39952 
0618: assign_actor 381@ to_action_sequences 53@ 

:HEIST9_39952
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: unknown_action_sequence -1 3000 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 382@ dead 
004D: jump_if_false @HEIST9_40034 
0618: assign_actor 382@ to_action_sequences 53@ 

:HEIST9_40034
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: unknown_action_sequence -1 3000 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0616: define_action_sequences_end 53@ 
00D6: if 
8118:   not actor 383@ dead 
004D: jump_if_false @HEIST9_40110 
0618: assign_actor 383@ to_action_sequences 53@ 

:HEIST9_40110
061B: remove_references_to_action_sequences 53@ 
0006: 100@ = 2 // integer values 

:HEIST9_40122
00D6: if and
0039:   100@ == 2 // integer values 
0019:   33@ > 18000 // integer values 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_40181 
00D6: if 
060E:   car 377@ is_assigned_to_existing_path 
004D: jump_if_false @HEIST9_40174 
05EE: (unknown) 377@ 

:HEIST9_40174
0006: 100@ = 3 // integer values 

:HEIST9_40181
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @HEIST9_40540 
00D6: if 
0214:   pickup 298@ picked_up 
004D: jump_if_false @HEIST9_40540 
00D6: if 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_40236 
0164: disable_marker 384@ 

:HEIST9_40236
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_40267 
0186: 247@ = create_marker_above_car 198@ 
07E0: set_marker 247@ type_to 1 

:HEIST9_40267
0006: 38@ = 18 // integer values 
0006: 99@ = 2 // integer values 
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_40471 
0050: gosub @HEIST9_46272 
015F: set_camera_position 2267.88 1692.82 111.0014 0.0 0.0 0.0 
0160: point_camera 2267.876 1693.396 110.1835 2 
0001: wait 100 ms 
0460: set_camera_pointing_time 0.0 6000 
015F: set_camera_position 2293.709 1832.279 41.1442 0.0 0.0 0.0 
0160: point_camera 2294.057 1833.15 40.7979 1 
00BC: text_highpriority 'HM9_24' 6000 ms 1  // ~s~Nyomd meg a(z) ~k~~PED_FIREWEAPON~ gombot zuhans kzben az erny nyitshoz.
0001: wait 6000 ms 
0050: gosub @HEIST9_46289 
00BC: text_highpriority 'HM9_1H' 6000 ms 1  // ~s~Ugorj ki az ernyvel s meneklj el a ~b~helikopterrel~s~.
0002: jump @HEIST9_40507 

:HEIST9_40471
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: text_highpriority 'HM9_X' 6000 ms 1  // ~s~Ugorj ki az ernyvel s meneklj a ~y~rejtekhelyre~s~.

:HEIST9_40507
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_40533 
0173: set_actor $PLAYER_ACTOR z_angle_to 353.9519 

:HEIST9_40533
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 

:HEIST9_40540
00D6: if and
0119:   car 198@ wrecked 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_40618 
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @HEIST9_40613 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: text_highpriority 'HM9_1J' 6000 ms 1  // ~s~Meneklj a ~y~bvhely kecba~s~.

:HEIST9_40613
0164: disable_marker 247@ 

:HEIST9_40618
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_40679 
00D6: if and
860E:   not car 377@ is_assigned_to_existing_path 
0039:   40@ == 0 // integer values 
004D: jump_if_false @HEIST9_40679 
0727: set_helicopter 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
0006: 40@ = 1 // integer values 

:HEIST9_40679
00D6: if 
0039:   38@ == 18 // integer values 
004D: jump_if_false @HEIST9_43350 
00D6: if and
0119:   car 198@ wrecked 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_40723 
0164: disable_marker 247@ 

:HEIST9_40723
00D6: if and
8119:   not car 198@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_40825 
00D6: if and
075C:   marker 247@ enabled 
00DB:   actor $PLAYER_ACTOR in_car 198@ 
004D: jump_if_false @HEIST9_40825 
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @HEIST9_40820 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: text_highpriority 'HM9_1J' 6000 ms 1  // ~s~Meneklj a ~y~bvhely kecba~s~.

:HEIST9_40820
0164: disable_marker 247@ 

:HEIST9_40825
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_40909 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   90.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @HEIST9_40909 
00D6: if and
075C:   marker 384@ enabled 
0038:   $7941 == 0 // integer values 
004D: jump_if_false @HEIST9_40909 
0164: disable_marker 384@ 

:HEIST9_40909
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_41059 
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_41059 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   36.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @HEIST9_41059 
00D6: if and
075C:   marker 247@ enabled 
0038:   $7941 == 0 // integer values 
0039:   307@ == 0 // integer values 
004D: jump_if_false @HEIST9_41059 
0164: disable_marker 247@ 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: text_highpriority 'HM9_1J' 6000 ms 1  // ~s~Meneklj a ~y~bvhely kecba~s~.
0006: 307@ = 1 // integer values 

:HEIST9_41059
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 365.5647 2536.76 15.6637 radius 4.0 4.0 4.0 
004D: jump_if_false @HEIST9_43350 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_41130 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:HEIST9_41130
0006: 43@ = 1 // integer values 
0164: disable_marker 102@ 
0050: gosub @HEIST9_46308 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_41189 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_41189 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:HEIST9_41189
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_41278 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_41248 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 345.389 2539.21 15.7622 
0002: jump @HEIST9_41268 

:HEIST9_41248
08C7: (unknown) $PLAYER_ACTOR 345.389 2539.21 15.7622 

:HEIST9_41268
0173: set_actor $PLAYER_ACTOR z_angle_to 300.8022 

:HEIST9_41278
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_41299 
00A6: destroy_car 377@ 

:HEIST9_41299
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_41320 
00A6: destroy_car 198@ 

:HEIST9_41320
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @HEIST9_41341 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 

:HEIST9_41341
0247: request_model #SECURICA 
0247: request_model #COPBIKE 
0247: request_model #LAPDM1 
023C: request_special_actor 'ZERO' as 1 
023C: request_special_actor 'WUZIMU' as 2 

:HEIST9_41382
00D6: if or
8248:   not model #SECURICA available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_41427 
0001: wait 0 ms 
0002: jump @HEIST9_41382 

:HEIST9_41427
0107: 61@ = create_object #CJ_MONEY_BAG at 344.9779 2545.213 15.7642 
0107: 62@ = create_object #CJ_MONEY_BAG at 347.936 2543.972 15.7498 
0107: 63@ = create_object #CJ_MONEY_BAG at 348.9375 2545.841 15.7383 
0107: 64@ = create_object #CJ_MONEY_BAG at 343.8135 2545.722 15.7699 
0395: clear_area 1 at 345.2756 2546.824 15.7628 range 50.0 
00A5: 51@ = create_car #SECURICA at 345.2756 2546.824 15.7628 
0175: set_car 51@ z_angle_to 58.9413 
020A: set_car 51@ door_status_to 3 
0519: lock_vehicle 51@ in_current_position 1 
009A: 54@ = create_actor 25 #SPECIAL02 at 343.7633 2545.022 15.7702 
0173: set_actor 54@ z_angle_to 202.9705 
0245: set_actor 54@ walk_style_to "BLINDMAN" 
0638: AS_actor 54@ stay_put 1 
060B: unknown_actor_use_entity 54@ 120@ 
0568: set_actor 54@ targetable 1 
02A9: set_actor 54@ immune_to_nonplayer 1 
0395: clear_area 1 at 344.5244 2540.562 15.7743 range 200.0 
0395: clear_area 1 at 346.5559 2548.027 15.7244 range 2.0 
009A: 97@ = create_actor 25 #SPECIAL01 at 346.5559 2548.027 15.7244 
0173: set_actor 97@ z_angle_to 242.1164 
0568: set_actor 97@ targetable 1 
0638: AS_actor 97@ stay_put 1 
060B: unknown_actor_use_entity 97@ 120@ 
0568: set_actor 97@ targetable 1 
02A9: set_actor 97@ immune_to_nonplayer 1 
00A5: 279@ = create_car #COPBIKE at 360.2574 2547.46 15.5491 
0175: set_car 279@ z_angle_to 107.4242 
00A5: 280@ = create_car #COPBIKE at 362.587 2542.715 15.618 
0175: set_car 280@ z_angle_to 95.499 
0129: 281@ = create_actor 25 #LAPDM1 in_car 279@ driverseat 
0129: 282@ = create_actor 25 #LAPDM1 in_car 280@ driverseat 
0110: clear_player $PLAYER_CHAR wanted_level 
0A0B: (unknown) 345.6064 2536.51 15.7612 4.4301 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_41953 
08C7: (unknown) 54@ 342.5135 2545.147 15.7763 
0173: set_actor 54@ z_angle_to 215.4312 

:HEIST9_41953
0050: gosub @HEIST9_46272 
04ED: load_animation "FIGHT_B" 

:HEIST9_41971
00D6: if 
84EE:   not animation "FIGHT_B" loaded 
004D: jump_if_false @HEIST9_42004 
0001: wait 0 ms 
0002: jump @HEIST9_41971 

:HEIST9_42004
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 97@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_42154 
0792: (unknown) $PLAYER_ACTOR 
0615: define_action_sequences 53@ 
0603: unknown_action_sequence -1 347.2988 2541.483 15.7529 4 -1 
0639: AS_actor -1 rotate_to_actor 97@ 
05B9: unknown_action_sequence -1 4500 
0639: AS_actor -1 rotate_to_actor 97@ 
0605: actor -1 perform_animation_sequence "FIGHTB_M" from_file "FIGHT_B" 4.0 loop 0 0 0 0 -1 ms 
05B9: unknown_action_sequence -1 3000 
0639: AS_actor -1 rotate_to_actor 54@ 
0616: define_action_sequences_end 53@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:HEIST9_42154
015F: set_camera_position 346.245 2537.94 16.7555 0.0 0.0 0.0 
0160: point_camera 346.7908 2538.778 16.7555 2 
00D6: if and
8119:   not car 279@ wrecked 
8119:   not car 280@ wrecked 
8118:   not actor 281@ dead 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_42397 
0615: define_action_sequences 53@ 
05D1: AS_actor -1 drive_car 279@ to 351.2343 2544.124 15.7337 speed 5.0 2 0 3 
05B9: unknown_action_sequence -1 2000 
05CD: AS_actor -1 exit_car 279@ 
0397: car 279@ siren = 0 
0616: define_action_sequences_end 53@ 
0618: assign_actor 281@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 
0615: define_action_sequences 53@ 
05D1: AS_actor -1 drive_car 280@ to 351.4331 2542.753 15.7337 speed 5.0 2 0 3 
05B9: unknown_action_sequence -1 2000 
05CD: AS_actor -1 exit_car 280@ 
0397: car 280@ siren = 0 
0616: define_action_sequences_end 53@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0618: assign_actor 282@ to_action_sequences 53@ 
061B: remove_references_to_action_sequences 53@ 

:HEIST9_42397
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_42425 
0397: car 279@ siren = 1 

:HEIST9_42425
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_42453 
0397: car 280@ siren = 1 

:HEIST9_42453
0050: gosub @HEIST9_46341 
00BC: text_highpriority 'HE8_ZA' 4000 ms 1  // ~z~Zero, hol bujklsz?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_42487
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_42513 
0001: wait 0 ms 
0002: jump @HEIST9_42487 

:HEIST9_42513
03D1: play_wav 1 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_42597 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 350.6611 2546.735 15.6957 
05D7: add_point_to_scmpath 348.9894 2543.476 15.7446 
05D7: add_point_to_scmpath 347.4687 2541.793 15.7521 
05D8: AS_assign_scmpath to_actor 97@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_42597
0006: 33@ = 0 // integer values 

:HEIST9_42604
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_42630 
0001: wait 0 ms 
0002: jump @HEIST9_42604 

:HEIST9_42630
00BC: text_highpriority 'HE8_ZB' 4000 ms 1  // ~z~Nem akartam elmondani Berkley-nek, vletlenl kicsszott...ennyi az egsz.
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_42657
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_42683 
0001: wait 0 ms 
0002: jump @HEIST9_42657 

:HEIST9_42683
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_42694
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_42720 
0001: wait 0 ms 
0002: jump @HEIST9_42694 

:HEIST9_42720
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_42775 
0605: actor 97@ perform_animation_sequence "KO_SHOT_FACE" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 

:HEIST9_42775
00BC: text_highpriority 'ZER1_DB' 4000 ms 1  // ~z~Majd megltod, te idita!
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:HEIST9_42804
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_42830 
0001: wait 0 ms 
0002: jump @HEIST9_42804 

:HEIST9_42830
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_42841
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_42867 
0001: wait 0 ms 
0002: jump @HEIST9_42841 

:HEIST9_42867
0001: wait 500 ms 
0460: set_camera_pointing_time 0.0 3000 
015F: set_camera_position 348.9764 2538.028 16.6197 0.0 0.0 0.0 
0160: point_camera 348.743 2539.001 16.6362 1 
00BC: text_highpriority 'WUZX_BR' 4000 ms 1  // ~z~H, CJ, nyugi!
040D: unload_wav 1 
03CF: load_wav 44443 as 1 

:HEIST9_42962
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_42988 
0001: wait 0 ms 
0002: jump @HEIST9_42962 

:HEIST9_42988
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_42999
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_43025 
0001: wait 0 ms 
0002: jump @HEIST9_42999 

:HEIST9_43025
0001: wait 1000 ms 
00BC: text_highpriority 'WUZX_AK' 4000 ms 1  // ~z~Jobb lenne, ha haza vinnl, CJ!
040D: unload_wav 1 
03CF: load_wav 44410 as 1 

:HEIST9_43059
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_43085 
0001: wait 0 ms 
0002: jump @HEIST9_43059 

:HEIST9_43085
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_43096
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_43122 
0001: wait 0 ms 
0002: jump @HEIST9_43096 

:HEIST9_43122
0050: gosub @HEIST9_46308 
009B: destroy_actor_instantly 54@ 
009B: destroy_actor_instantly 97@ 
009B: destroy_actor_instantly 281@ 
009B: destroy_actor_instantly 282@ 
00A6: destroy_car 279@ 
00A6: destroy_car 280@ 
00A6: destroy_car 51@ 
04EF: release_animation "FIGHT_B" 
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0006: 230@ = 1 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_43225 
0794: (unknown) 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_43225
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_43324 
03CB: set_camera 2023.783 1007.845 9.8203 
0395: clear_area 1 at 2023.783 1007.845 9.8203 range 20.0 
04E4: unknown_refresh_game_renderer_at 2023.783 1007.845 
08C7: (unknown) $PLAYER_ACTOR 2023.783 1007.845 9.813 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.9639 

:HEIST9_43324
0050: gosub @HEIST9_46289 
0001: wait 500 ms 
0050: gosub @HEIST9_46341 
0002: jump @HEIST9_44516 

:HEIST9_43350
00D6: if and
001B:   16 > 38@ // integer values 
0039:   174@ == 0 // integer values 
0039:   250@ == 1 // integer values 
004D: jump_if_false @HEIST9_43642 
0006: 58@ = 0 // integer values 

:HEIST9_43389
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_43439 
00A0: store_actor 54@(58@,4i) position_to 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) 

:HEIST9_43439
00D6: if 
0118:   actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_43621 
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_43488 
0164: disable_marker 91@(58@,4i) 

:HEIST9_43488
0050: gosub @HEIST9_46272 
000B: 188@(58@,4f) += 2.5 // floating-point values 
015F: set_camera_position 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) 0.0 0.0 0.0 
000F: 188@(58@,4f) -= 2.5 // floating-point values 
0160: point_camera 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) 2 
0001: wait 4000 ms 
0050: gosub @HEIST9_50371 
00BC: text_highpriority 'HM9_9' 4000 ms 1  // ~r~Nem sikerlt megvdened a srcokat!
0002: jump @HEIST9_44468 

:HEIST9_43621
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_43389 

:HEIST9_43642
0002: jump @HEIST9_2598 

:HEIST9_43649
0002: jump @HEIST9_44468 
00A6: destroy_car 46@ 
0249: release_model #FORKLIFT 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_43724 
0792: (unknown) 54@ 
08C7: (unknown) 54@ 2145.146 1626.464 992.5681 
0173: set_actor 54@ z_angle_to 11.1673 
05C5: AS_actor 54@ cower -1 ms 

:HEIST9_43724
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_43782 
0792: (unknown) 55@ 
08C7: (unknown) 55@ 2143.25 1626.482 992.5681 
0173: set_actor 55@ z_angle_to 3.4561 
05C5: AS_actor 55@ cower -1 ms 

:HEIST9_43782
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_43833 
0792: (unknown) 56@ 
08C7: (unknown) 56@ 2140.753 1616.249 992.5681 
0173: set_actor 56@ z_angle_to 342.9477 

:HEIST9_43833
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_43884 
0792: (unknown) 57@ 
08C7: (unknown) 57@ 2147.738 1616.703 992.5681 
0173: set_actor 57@ z_angle_to 33.9273 

:HEIST9_43884
0051: return 

:HEIST9_43886
0006: 58@ = 0 // integer values 

:HEIST9_43893
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_43932 
02AB: set_actor 54@(58@,4i) immunities 0 0 1 1 0 

:HEIST9_43932
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_43893 
0051: return 

:HEIST9_43955
0006: 58@ = 0 // integer values 

:HEIST9_43962
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_44001 
02AB: set_actor 54@(58@,4i) immunities 0 0 0 1 0 

:HEIST9_44001
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_43962 
0051: return 

:HEIST9_44024
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0118:   actor 339@ dead 
004D: jump_if_false @HEIST9_44466 
00D6: if and
0118:   actor 340@ dead 
0118:   actor 341@ dead 
0118:   actor 342@ dead 
004D: jump_if_false @HEIST9_44466 
0615: define_action_sequences 53@ 
05F5: unknown_action_sequence -1 2148.017 1597.457 998.7676 6 -1 
0616: define_action_sequences_end 53@ 
0006: 58@ = 0 // integer values 

:HEIST9_44126
0006: 266@(58@,4i) = 0 // integer values 
0006: 270@(58@,4i) = 0 // integer values 
00D6: if and
8118:   not actor 54@(58@,4i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_44194 
0792: (unknown) 54@(58@,4i) 
0618: assign_actor 54@(58@,4i) to_action_sequences 53@ 

:HEIST9_44194
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_44289 
0085: 148@(58@,5i) = 142@(58@,5i) // integer values and handles 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // integer values 
004D: jump_if_false @HEIST9_44289 
00BC: text_highpriority 'HM9_44' 5000 ms 1  // Megtmadtk a csapatot, neked kellene megvdeni ket!

:HEIST9_44289
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_44126 
061B: remove_references_to_action_sequences 53@ 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 278@ = 1 // integer values 
0006: 33@ = 0 // integer values 
0006: 58@ = 0 // integer values 

:HEIST9_44350
018B: show_on_radar 91@(58@,4i) 3 
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_44350 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_44403 
0164: disable_marker 90@ 

:HEIST9_44403
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: (unknown) 90@ 2196.635 1676.841 10.0 
00BC: text_highpriority 'HM9_8' 7000 ms 1  // ~s~Vezesd vissza a ~b~csapatot ~s~  psgben a furgonhoz.
0006: 52@ = 1 // integer values 

:HEIST9_44466
0051: return 

:HEIST9_44468
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_44498 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_44498
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:HEIST9_44516
032B: $3253 = create_weapon_pickup #NVGOGGLES 15 ammo 1 at 102.7728 1899.192 33.1572 
032B: $3254 = create_weapon_pickup #NVGOGGLES 15 ammo 1 at 1274.3 -825.7809 1085.079 
032B: $3255 = create_weapon_pickup #NVGOGGLES 15 ammo 1 at -948.3487 1858.023 8.3237 
032B: $3256 = create_weapon_pickup #NVGOGGLES 15 ammo 1 at -1956.274 -853.7687 31.873 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_44654 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_44654
0001: wait 0 ms 
0008: $11258 += 1 // integer values 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'HEIST_9'  // Viszem a bankot
01E3: text_1number_styled 'M_PASSS' 100000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 100000 
0998: add_respect 100 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2444.772 655.0391 10.3874 range 30.0 
0004: $2557 = 1 // integer values 
0629: change_stat 307 to 1 // integer 
0051: return 

:HEIST9_44764
0249: release_model #FORKLIFT 
0249: release_model #SECURICA 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #SILENCED 
0249: release_model #TEARGAS 
0249: release_model #BMYBOUN 
0249: release_model #GENERATOR_BIG 
0249: release_model #SATCHEL 
0249: release_model #NVGOGGLES 
0249: release_model #CJ_MONEY_BAG 
0249: release_model #GENERATOR_BIG_D 
0249: release_model #WMYBOUN 
0249: release_model #TRIADA 
0249: release_model #COPBIKE 
0249: release_model #LAPDM1 
0249: release_model #BODYARMOUR 
0249: release_model #BOMB 
0249: release_model #CELLPHONE 
0249: release_model #VBFYCRP 
0249: release_model #VWFYCRP 
0249: release_model #POLMAV 
0249: release_model #GUN_PARA 
0249: release_model #KNIFECUR 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "BOMBER" 
0873: release_path 499 
0873: release_path 487 
0873: release_path 494 
0873: release_path 484 
0051: return 

:HEIST9_44931
0004: $2332 = 0 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_44959 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_44959
03C7: unknown_maybe_cops_density 1.0 
075B: (unknown) 0 
0006: 58@ = 0 // integer values 

:HEIST9_44977
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_45006 
0164: disable_marker 350@(58@,15i) 

:HEIST9_45006
00D6: if 
075C:   marker 320@(58@,15i) enabled 
004D: jump_if_false @HEIST9_45035 
0164: disable_marker 320@(58@,15i) 

:HEIST9_45035
000A: 58@ += 1 // integer values 
0029:   58@ >= 11 // integer values 
004D: jump_if_false @HEIST9_44977 
00D6: if 
0038:   $PARKED_RUSTLER_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST9_45081 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:HEIST9_45081
00D6: if 
0038:   $PARKED_STUNT_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST9_45106 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:HEIST9_45106
00D6: if 
0038:   $PARKED_HUNTER_EXISTS == 1 // integer values 
004D: jump_if_false @HEIST9_45131 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:HEIST9_45131
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_45152 
034F: destroy_actor_with_fade 97@ // The actor fades away like a ghost 

:HEIST9_45152
00D6: if 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_45173 
034F: destroy_actor_with_fade 281@ // The actor fades away like a ghost 

:HEIST9_45173
00D6: if 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_45194 
034F: destroy_actor_with_fade 282@ // The actor fades away like a ghost 

:HEIST9_45194
09B7: (unknown) 'MEAD' 0  // Verdant Meadows
014F: stop_timer $7934 
00D6: if 
0018:   $1513 > 0 // integer values 
004D: jump_if_false @HEIST9_45237 
0004: $1513 = 6 // integer values 

:HEIST9_45237
0005: $1500 = 5.0 // floating-point values 
0005: $1502 = 8.5 // floating-point values 
0005: $1504 = -30.0 // floating-point values 
0005: $1505 = 32.0 // floating-point values 
0004: $1249 = 0 // integer values 
0A46: (unknown) 1 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_45320 
0555: remove_weapon 44 from_actor $PLAYER_ACTOR 
0555: remove_weapon 17 from_actor $PLAYER_ACTOR 

:HEIST9_45320
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_45350 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_45350
0177: set_object $2703 z_angle_to 270.0 
07FB: set_interior 'MAFCAS' accessible 1  // Caligula kaszinja
07FB: set_interior 'MAFCAS2' accessible 1  // Laks ksret
07FB: set_interior 'JUMP1' accessible 1  // Caligula hztetje
07FB: set_interior 'JUMP2' accessible 1  // Caligula laksa
0924: set_world_lighting 0 0 ms 
08B1: toggle_night_vision 0 
0004: $ONMISSION = 0 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
0108: destroy_object 41@ 
0006: 58@ = 0 // integer values 

:HEIST9_45446
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_45475 
034F: destroy_actor_with_fade 54@(58@,4i) // The actor fades away like a ghost 

:HEIST9_45475
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_45504 
01C2: remove_references_to_actor 109@(58@,5i) // Like turning an actor into a random pedestrian 

:HEIST9_45504
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_45533 
0164: disable_marker 91@(58@,4i) 

:HEIST9_45533
00D6: if 
03CA:   object 61@(58@,4i) exists 
004D: jump_if_false @HEIST9_45562 
0108: destroy_object 61@(58@,4i) 

:HEIST9_45562
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_45446 
00D6: if 
075C:   marker 299@ enabled 
004D: jump_if_false @HEIST9_45604 
0164: disable_marker 299@ 

:HEIST9_45604
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_45625 
0164: disable_marker 233@ 

:HEIST9_45625
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @HEIST9_45646 
0164: disable_marker 45@ 

:HEIST9_45646
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @HEIST9_45667 
0164: disable_marker 108@ 

:HEIST9_45667
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @HEIST9_45688 
0164: disable_marker 39@ 

:HEIST9_45688
00D6: if 
075C:   marker 44@ enabled 
004D: jump_if_false @HEIST9_45709 
0164: disable_marker 44@ 

:HEIST9_45709
00D6: if 
075C:   marker 47@ enabled 
004D: jump_if_false @HEIST9_45730 
0164: disable_marker 47@ 

:HEIST9_45730
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_45751 
0164: disable_marker 90@ 

:HEIST9_45751
00D6: if 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_45772 
0164: disable_marker 384@ 

:HEIST9_45772
00D6: if 
075C:   marker 376@ enabled 
004D: jump_if_false @HEIST9_45793 
0164: disable_marker 376@ 

:HEIST9_45793
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_45814 
0164: disable_marker 84@ 

:HEIST9_45814
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @HEIST9_45835 
0164: disable_marker 102@ 

:HEIST9_45835
00D6: if 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_45856 
0164: disable_marker 372@ 

:HEIST9_45856
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @HEIST9_45877 
0164: disable_marker 228@ 

:HEIST9_45877
00D6: if 
075C:   marker 229@ enabled 
004D: jump_if_false @HEIST9_45898 
0164: disable_marker 229@ 

:HEIST9_45898
00D6: if 
048C:   unknown_pickup_exists_at 2176.471 1597.394 1000.0 
004D: jump_if_false @HEIST9_45931 
0215: destroy_pickup $7933 

:HEIST9_45931
00D6: if 
048C:   unknown_pickup_exists_at 2144.339 1640.666 993.5 
004D: jump_if_false @HEIST9_45964 
0215: destroy_pickup 285@ 

:HEIST9_45964
00D6: if 
048C:   unknown_pickup_exists_at 2146.487 1622.805 993.0 
004D: jump_if_false @HEIST9_45997 
0215: destroy_pickup 214@ 

:HEIST9_45997
00D6: if 
048C:   unknown_pickup_exists_at 2267.989 1699.668 101.4 
004D: jump_if_false @HEIST9_46030 
0215: destroy_pickup 298@ 

:HEIST9_46030
00D6: if 
048C:   unknown_pickup_exists_at 2265.825 1617.069 94.5 
004D: jump_if_false @HEIST9_46063 
0215: destroy_pickup 385@ 

:HEIST9_46063
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #FORKLIFT 
0249: release_model #SECURICA 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #PARA_PACK 
0249: release_model #SILENCED 
0249: release_model #TEARGAS 
0249: release_model #WMYBOUN 
0249: release_model #BMYBOUN 
0249: release_model #GENERATOR_BIG 
0249: release_model #SATCHEL 
0249: release_model #NVGOGGLES 
0249: release_model #CJ_MONEY_BAG 
0249: release_model #POLMAV 
0249: release_model #GENERATOR_BIG_D 
0249: release_model #COLT45 
0249: release_model #TRIADA 
0249: release_model #COPBIKE 
0249: release_model #LAPDM1 
0249: release_model #BODYARMOUR 
0249: release_model #BOMB 
0249: release_model #CELLPHONE 
0249: release_model #VBFYCRP 
0249: release_model #VWFYCRP 
0249: release_model #MP5LNG 
0249: release_model #KNIFECUR 
0249: release_model #SWAT 
0249: release_model #GUN_PARA 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "HEIST9" 
04EF: release_animation "BOMBER" 
04EF: release_animation "FIGHT_B" 
00D8: mission_cleanup 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0051: return 

:HEIST9_46272
00BE: text_clear_all 
03E6: remove_text_box 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0051: return 

:HEIST9_46289
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:HEIST9_46308
016A: fade 0 500 ms 

:HEIST9_46315
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_46339 
0001: wait 0 ms 
0002: jump @HEIST9_46315 

:HEIST9_46339
0051: return 

:HEIST9_46341
016A: fade 1 500 ms 

:HEIST9_46348
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_46372 
0001: wait 0 ms 
0002: jump @HEIST9_46348 

:HEIST9_46372
0051: return 

:HEIST9_46374
00D6: if 
0736:   89 
004D: jump_if_false @HEIST9_46465 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46465 
08C7: (unknown) $PLAYER_ACTOR 2179.354 1673.18 10.0469 
0173: set_actor $PLAYER_ACTOR z_angle_to 285.6208 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46458 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_46458
0A09: (unknown) $PLAYER_ACTOR 0 

:HEIST9_46465
00D6: if 
0736:   68 
004D: jump_if_false @HEIST9_46526 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46526 
08C7: (unknown) $PLAYER_ACTOR 2176.583 1600.462 998.9749 
0173: set_actor $PLAYER_ACTOR z_angle_to 179.7799 

:HEIST9_46526
00D6: if 
0736:   70 
004D: jump_if_false @HEIST9_46729 
0050: gosub @HEIST9_46272 
015F: set_camera_position 2144.677 1614.061 1001.469 0.0 0.0 0.0 
0160: point_camera 2144.413 1615.016 1001.331 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46693 
0792: (unknown) $PLAYER_ACTOR 
083C: apply_momentum_to_actor $PLAYER_ACTOR direction 0.0 0.0 0.0 
08C7: (unknown) $PLAYER_ACTOR 2142.664 1617.397 999.968 
0173: set_actor $PLAYER_ACTOR z_angle_to 352.2108 
0668: AS_actor $PLAYER_ACTOR rotate_to_point 2142.664 1620.397 1003.0 1000 ms 

:HEIST9_46693
0001: wait 4000 ms 
0395: clear_area 1 at 2143.124 1618.427 999.968 range 10.0 
0050: gosub @HEIST9_46289 

:HEIST9_46729
00D6: if 
0736:   66 
004D: jump_if_false @HEIST9_46813 
04BB: select_interior 1 // select render area 
03CB: set_camera 2147.778 1611.972 1005.188 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46813 
08C7: (unknown) $PLAYER_ACTOR 2147.778 1611.972 1005.188 
0173: set_actor $PLAYER_ACTOR z_angle_to 182.1343 
0373: set_camera_directly_behind_player 

:HEIST9_46813
00D6: if 
0736:   75 
004D: jump_if_false @HEIST9_47078 
0050: gosub @HEIST9_46308 
0050: gosub @HEIST9_46272 
0247: request_model #CELLPHONE 
023C: request_special_actor 'ZERO' as 1 

:HEIST9_46860
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #CELLPHONE available 
004D: jump_if_false @HEIST9_46891 
0001: wait 0 ms 
0002: jump @HEIST9_46860 

:HEIST9_46891
08B1: toggle_night_vision 0 
0924: set_world_lighting 1 220 ms 
015F: set_camera_position 2219.456 1587.37 999.1768 0.0 0.0 0.0 
0160: point_camera 2219.68 1586.409 999.3383 2 
009A: 97@ = create_actor 23 #SPECIAL01 at 2221.122 1582.974 998.9675 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ z_angle_to 4.8671 
0729: AS_actor 97@ hold_cellphone 1 
0050: gosub @HEIST9_46341 
00BC: text_highpriority 'HM9_46' 4000 ms 1 
0001: wait 2000 ms 
0924: set_world_lighting 0 0 ms 
0001: wait 2000 ms 
0050: gosub @HEIST9_46289 
00BC: text_highpriority 'HM9_8' 5000 ms 1  // ~s~Vezesd vissza a ~b~csapatot ~s~  psgben a furgonhoz.
0006: 105@ = 1 // integer values 
0006: 200@ = 1 // integer values 

:HEIST9_47078
00D6: if 
0736:   67 
004D: jump_if_false @HEIST9_47139 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47139 
08C7: (unknown) $PLAYER_ACTOR 2144.021 1612.867 992.5681 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 

:HEIST9_47139
00D6: if 
0736:   69 
004D: jump_if_false @HEIST9_47177 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47177 
0794: (unknown) 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_47177
00D6: if 
0736:   80 
004D: jump_if_false @HEIST9_47350 
0006: 38@ = 6 // integer values 
00A5: 46@ = create_car #FORKLIFT at 2173.621 1585.964 998.9722 
0840: link_car 46@ to_interior 1 
0175: set_car 46@ z_angle_to 270.0 
0229: set_car 46@ color_to 6 6 
0249: release_model #FORKLIFT 
0006: 209@ = 1 // integer values 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_47283 
0840: link_car 46@ to_interior 1 

:HEIST9_47283
04BB: select_interior 1 // select render area 
03CB: set_camera 2256.551 1704.762 1.1747 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47350 
08C7: (unknown) $PLAYER_ACTOR 2220.37 1574.484 998.9695 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 

:HEIST9_47350
00D6: if 
0736:   76 
004D: jump_if_false @HEIST9_47411 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47411 
08C7: (unknown) $PLAYER_ACTOR 1962.84 1060.633 993.4688 
0173: set_actor $PLAYER_ACTOR z_angle_to 346.1133 

:HEIST9_47411
00D6: if 
0736:   85 
004D: jump_if_false @HEIST9_47479 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47472 
08C7: (unknown) $PLAYER_ACTOR 362.6579 2525.248 15.6336 
0173: set_actor $PLAYER_ACTOR z_angle_to 11.8402 

:HEIST9_47472
0006: 38@ = 18 // integer values 

:HEIST9_47479
00D6: if 
0736:   90 
004D: jump_if_false @HEIST9_48119 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47540 
08C7: (unknown) $PLAYER_ACTOR 346.9504 2539.025 15.7546 
0173: set_actor $PLAYER_ACTOR z_angle_to 2.8895 

:HEIST9_47540
0050: gosub @HEIST9_46272 
015F: set_camera_position 350.102 2536.995 16.9325 0.0 0.0 0.0 
0160: point_camera 349.5165 2537.801 16.844 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47650 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 0 0 0 0 -1 ms 

:HEIST9_47650
00BC: text_highpriority 'HE8_ZA' 4000 ms 1  // ~z~Zero, hol bujklsz?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_47677
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_47703 
0001: wait 0 ms 
0002: jump @HEIST9_47677 

:HEIST9_47703
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_47714
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_47740 
0001: wait 0 ms 
0002: jump @HEIST9_47714 

:HEIST9_47740
00BC: text_highpriority 'HE8_ZB' 4000 ms 1  // ~z~Nem akartam elmondani Berkley-nek, vletlenl kicsszott...ennyi az egsz.
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_47767
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_47793 
0001: wait 0 ms 
0002: jump @HEIST9_47767 

:HEIST9_47793
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_47804
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_47830 
0001: wait 0 ms 
0002: jump @HEIST9_47804 

:HEIST9_47830
00BC: text_highpriority 'HE8_ZC' 4000 ms 1  // ~z~H, nem szmt, vgigcsinltuk, Caligula kirtve!
040D: unload_wav 1 
03CF: load_wav 65535 as 1 

:HEIST9_47859
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_47885 
0001: wait 0 ms 
0002: jump @HEIST9_47859 

:HEIST9_47885
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_47896
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_47922 
0001: wait 0 ms 
0002: jump @HEIST9_47896 

:HEIST9_47922
00BC: text_highpriority 'HE8_ZD' 4000 ms 1  // ~z~Ja, igyunk erre!
040D: unload_wav 1 
03CF: load_wav 19130 as 1 

:HEIST9_47949
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_47975 
0001: wait 0 ms 
0002: jump @HEIST9_47949 

:HEIST9_47975
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_47986
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_48012 
0001: wait 0 ms 
0002: jump @HEIST9_47986 

:HEIST9_48012
0050: gosub @HEIST9_46308 
009B: destroy_actor_instantly 54@ 
009B: destroy_actor_instantly 97@ 
00A6: destroy_car 51@ 
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_48105 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR 347.167 2538.484 15.7535 
0173: set_actor $PLAYER_ACTOR z_angle_to 191.987 

:HEIST9_48105
0050: gosub @HEIST9_46289 
0050: gosub @HEIST9_46341 

:HEIST9_48119
00D6: if 
0736:   79 
004D: jump_if_false @HEIST9_48138 
075B: (unknown) 0 

:HEIST9_48138
00D6: if 
0736:   82 
004D: jump_if_false @HEIST9_48157 
075B: (unknown) 100 

:HEIST9_48157
00D6: if 
0736:   84 
004D: jump_if_false @HEIST9_49672 
0247: request_model #TRIADA 
0247: request_model #TRIBOSS 
0247: request_model #SECURICA 
0247: request_model #COPBIKE 
0247: request_model #LAPDM1 
023C: request_special_actor 'ZERO' as 1 

:HEIST9_48208
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIBOSS available 
8248:   not model #SECURICA available 
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_48257 
0001: wait 0 ms 
0002: jump @HEIST9_48208 

:HEIST9_48257
07C0: load_path 494 

:HEIST9_48262
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_48289 
0001: wait 0 ms 
0002: jump @HEIST9_48262 

:HEIST9_48289
0108: destroy_object 49@ 
00A5: 387@ = create_car #SECURICA at 2220.389 1577.623 998.0 
0840: link_car 387@ to_interior 1 
0175: set_car 387@ z_angle_to 179.9804 
009A: 54@ = create_actor 25 #TRIADA at 2224.042 1589.366 998.967 
0860: link_actor 54@ to_interior 1 
0173: set_actor 54@ z_angle_to 165.2519 
009A: 55@ = create_actor 25 #TRIBOSS at 2222.893 1589.583 998.9684 
0860: link_actor 55@ to_interior 1 
0173: set_actor 55@ z_angle_to 173.9364 
009A: 56@ = create_actor 25 #TRIBOSS at 2221.866 1589.245 998.9696 
0860: link_actor 56@ to_interior 1 
0173: set_actor 56@ z_angle_to 177.0563 
009A: 57@ = create_actor 25 #TRIBOSS at 2220.723 1589.224 998.971 
0860: link_actor 57@ to_interior 1 
0173: set_actor 57@ z_angle_to 171.7417 
0050: gosub @HEIST9_46272 
015F: set_camera_position 2216.721 1579.81 1000.832 0.0 0.0 0.0 
0160: point_camera 2217.382 1580.538 1000.654 2 
00BC: text_highpriority 'HE8_UA' 4000 ms 1  // ~z~Kivettem a jrr motorokat.
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_48583
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_48609 
0001: wait 0 ms 
0002: jump @HEIST9_48583 

:HEIST9_48609
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_48620
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_48670 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_48663 
0002: jump @HEIST9_49498 

:HEIST9_48663
0002: jump @HEIST9_48620 

:HEIST9_48670
00BC: text_highpriority 'HE8_UB' 4000 ms 1  // ~z~Mindenki befel! Ti ketten, ltzzetek t zsaru egyenruhba!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_48697
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_48723 
0001: wait 0 ms 
0002: jump @HEIST9_48697 

:HEIST9_48723
03D1: play_wav 1 
0006: 33@ = 0 // integer values 

:HEIST9_48734
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_48784 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_48777 
0002: jump @HEIST9_49498 

:HEIST9_48777
0002: jump @HEIST9_48734 

:HEIST9_48784
009B: destroy_actor_instantly 97@ 
009B: destroy_actor_instantly 56@ 
009B: destroy_actor_instantly 57@ 
015F: set_camera_position 2216.914 1571.622 999.7229 0.0 0.0 0.0 
0160: point_camera 2217.27 1572.557 999.7267 2 
009A: 281@ = create_actor 25 #LAPDM1 at 2220.8 1581.163 998.9764 
0173: set_actor 281@ z_angle_to 196.0524 
0860: link_actor 281@ to_interior 1 
009A: 282@ = create_actor 25 #LAPDM1 at 2220.019 1581.179 998.9772 
0173: set_actor 282@ z_angle_to 74.4668 
0860: link_actor 282@ to_interior 1 
00D6: if and
8119:   not car 387@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_48966 
05CB: AS_actor 54@ enter_car_as_driver 387@ 8000 ms 

:HEIST9_48966
00D6: if and
8119:   not car 387@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_49000 
05CA: AS_actor 55@ enter_car 387@ passenger_seat 0 8000 ms 

:HEIST9_49000
0006: 33@ = 0 // integer values 

:HEIST9_49007
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @HEIST9_49061 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_49054 
0002: jump @HEIST9_49498 

:HEIST9_49054
0002: jump @HEIST9_49007 

:HEIST9_49061
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_49093 
05CB: AS_actor 281@ enter_car_as_driver 279@ 4000 ms 

:HEIST9_49093
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_49125 
05CB: AS_actor 282@ enter_car_as_driver 280@ 4000 ms 

:HEIST9_49125
0006: 33@ = 0 // integer values 

:HEIST9_49132
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @HEIST9_49186 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_49179 
0002: jump @HEIST9_49498 

:HEIST9_49179
0002: jump @HEIST9_49132 

:HEIST9_49186
015F: set_camera_position 2223.85 1572.014 1001.623 0.0 0.0 0.0 
0160: point_camera 2223.371 1572.844 1001.336 2 
00D6: if and
07C1:   path 494 available 
8119:   not car 387@ wrecked 
004D: jump_if_false @HEIST9_49266 
05EB: assign_vehicle 387@ to_path 494 

:HEIST9_49266
0006: 33@ = 0 // integer values 

:HEIST9_49273
00D6: if 
001B:   500 > 33@ // integer values 
004D: jump_if_false @HEIST9_49327 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_49320 
0002: jump @HEIST9_49498 

:HEIST9_49320
0002: jump @HEIST9_49273 

:HEIST9_49327
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_49382 
05D1: AS_actor 281@ drive_car 279@ to 2223.486 1564.463 1001.016 speed 10.0 2 0 3 

:HEIST9_49382
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_49437 
05D1: AS_actor 282@ drive_car 280@ to 2217.319 1566.6 1000.3 speed 10.0 2 0 3 

:HEIST9_49437
0006: 33@ = 0 // integer values 

:HEIST9_49444
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @HEIST9_49498 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @HEIST9_49491 
0002: jump @HEIST9_49498 

:HEIST9_49491
0002: jump @HEIST9_49444 

:HEIST9_49498
0006: 58@ = 0 // integer values 

:HEIST9_49505
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_49543 
0164: disable_marker 91@(58@,4i) 
009B: destroy_actor_instantly 54@(58@,4i) 

:HEIST9_49543
000A: 58@ += 1 // integer values 
0029:   58@ >= 4 // integer values 
004D: jump_if_false @HEIST9_49505 
00D6: if 
8119:   not car 387@ wrecked 
004D: jump_if_false @HEIST9_49585 
00A6: destroy_car 387@ 

:HEIST9_49585
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_49606 
00A6: destroy_car 279@ 

:HEIST9_49606
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_49627 
00A6: destroy_car 280@ 

:HEIST9_49627
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_49648 
009B: destroy_actor_instantly 97@ 

:HEIST9_49648
0050: gosub @HEIST9_46289 
0249: release_model #TRIADA 
0249: release_model #TRIBOSS 
0249: release_model #SWAT 
0296: unload_special_actor 2 

:HEIST9_49672
00D6: if 
0736:   73 
004D: jump_if_false @HEIST9_49710 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_49710 
09EB: (unknown) $PLAYER_CHAR 1 

:HEIST9_49710
00D6: if 
0736:   87 
004D: jump_if_false @HEIST9_49768 
0006: 38@ = 18 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_49768 
08C7: (unknown) $PLAYER_ACTOR 338.0 2540.562 15.7743 

:HEIST9_49768
00D6: if 
0736:   74 
004D: jump_if_false @HEIST9_50369 
0247: request_model #COPBIKE 
0247: request_model #LAPDM1 
023C: request_special_actor 'ZERO' as 1 

:HEIST9_49806
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_49847 
0001: wait 0 ms 
0002: jump @HEIST9_49806 

:HEIST9_49847
07C0: load_path 494 
023C: request_special_actor 'ZERO' as 1 

:HEIST9_49865
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_49892 
0001: wait 0 ms 
0002: jump @HEIST9_49865 

:HEIST9_49892
07FB: set_interior 'JUMP1' accessible 1  // Caligula hztetje
07FB: set_interior 'JUMP2' accessible 0  // Caligula laksa
0006: 106@ = 1 // integer values 
0395: clear_area 1 at 2220.34 1582.068 998.9764 range 10.0 
009A: 97@ = create_actor 25 #SPECIAL01 at 2220.34 1582.068 998.9764 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ z_angle_to 350.4443 
00A5: 279@ = create_car #COPBIKE at 2223.699 1582.78 998.0 
0840: link_car 279@ to_interior 1 
0175: set_car 279@ z_angle_to 175.8434 
020A: set_car 279@ door_status_to 3 
0519: lock_vehicle 279@ in_current_position 1 
00A5: 280@ = create_car #COPBIKE at 2217.549 1583.667 998.0 
0840: link_car 280@ to_interior 1 
0175: set_car 280@ z_angle_to 175.3717 
020A: set_car 280@ door_status_to 3 
0519: lock_vehicle 280@ in_current_position 1 
0050: gosub @HEIST9_1936 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_50152 
00AB: put_car 51@ at 2220.294 1578.07 998.9756 
0175: set_car 51@ z_angle_to 177.9097 

:HEIST9_50152
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_50198 
08C7: (unknown) $PLAYER_ACTOR 2216.03 1618.646 998.9766 
0173: set_actor $PLAYER_ACTOR z_angle_to 269.4771 

:HEIST9_50198
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_50239 
0362: remove_actor 54@ from_car_and_place_at 2219.758 1585.285 998.9722 
0792: (unknown) 54@ 

:HEIST9_50239
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_50280 
0362: remove_actor 55@ from_car_and_place_at 2221.883 1584.261 998.9696 
0792: (unknown) 55@ 

:HEIST9_50280
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_50321 
0362: remove_actor 56@ from_car_and_place_at 2222.704 1586.266 998.9686 
0792: (unknown) 56@ 

:HEIST9_50321
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_50362 
0362: remove_actor 57@ from_car_and_place_at 2220.302 1586.568 998.9716 
0792: (unknown) 57@ 

:HEIST9_50362
0006: 38@ = 14 // integer values 

:HEIST9_50369
0051: return 

:HEIST9_50371
077E: 388@ = active_interior 
0050: gosub @HEIST9_46308 
08B1: toggle_night_vision 0 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
89BE:   not (unknown) 
004D: jump_if_false @HEIST9_50546 
04BB: select_interior 0 // select render area 
03CB: set_camera 2185.739 1677.396 10.0946 
0395: clear_area 1 at 2185.739 1677.396 10.0946 range 10.0 
04E4: unknown_refresh_game_renderer_at 2185.739 1677.396 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_50505 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2185.739 1677.396 10.0946 
0002: jump @HEIST9_50525 

:HEIST9_50505
08C7: (unknown) $PLAYER_ACTOR 2185.739 1677.396 10.0946 

:HEIST9_50525
0173: set_actor $PLAYER_ACTOR z_angle_to 88.4776 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:HEIST9_50546
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_50576 
0794: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
0006: 230@ = 1 // integer values 

:HEIST9_50576
0050: gosub @HEIST9_46341 
0051: return 

:HEIST9_50585
0050: gosub @HEIST9_46308 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_50622 
0794: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
0006: 230@ = 1 // integer values 

:HEIST9_50622
0050: gosub @HEIST9_46341 
0051: return 

:HEIST9_50631
040D: unload_wav 1 
03CF: load_wav 232@ as 1 
0006: 231@ = 0 // integer values 
0051: return 

:HEIST9_50651
00D6: if and
03D0:   wav 1 loaded 
0039:   231@ == 0 // integer values 
004D: jump_if_false @HEIST9_50694 
03D1: play_wav 1 
00BC: text_highpriority 288@s 20000 ms 1 
0006: 231@ = 1 // integer values 

:HEIST9_50694
00D6: if and
03D2:   wav 1 ended 
0039:   231@ == 1 // integer values 
004D: jump_if_false @HEIST9_50732 
040D: unload_wav 1 
03D5: remove_text 288@s 
0006: 231@ = 2 // integer values 

:HEIST9_50732
0051: return 

//-------------Mission 102---------------
// Originally: A Home In The Hills

:MANSIO1
03A4: name_thread 'MANSIO1' 
0050: gosub @MANSIO1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MANSIO1_38 
0050: gosub @MANSIO1_38488 

:MANSIO1_38
0050: gosub @MANSIO1_39042 
004E: end_thread 

:MANSIO1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
08AD: (unknown) $PLAYER_ACTOR 2233.5 1712.8 10.0 
054C: use_GXT_table 'MAN_1' 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
0004: $1249 = 1 // integer values 
04BB: select_interior 11 // select render area 
02E4: load_cutscene_data 'BHILL1' 

:MANSIO1_150
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO1_174 
0001: wait 0 ms 
0002: jump @MANSIO1_150 

:MANSIO1_174
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MANSIO1_183
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO1_207 
0001: wait 0 ms 
0002: jump @MANSIO1_183 

:MANSIO1_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:MANSIO1_222
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_246 
0001: wait 0 ms 
0002: jump @MANSIO1_222 

:MANSIO1_246
04BB: select_interior 0 // select render area 
09BA: (unknown) 0 
08F4: (unknown) 99 
004F: create_thread @A_CONT 
0A0B: (unknown) 2171.137 1269.357 32.8078 0.0 
0247: request_model #ANDROM 

:MANSIO1_293
00D6: if 
8248:   not model #ANDROM available 
004D: jump_if_false @MANSIO1_320 
0001: wait 0 ms 
0002: jump @MANSIO1_293 

:MANSIO1_320
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A5: 96@ = create_car #ANDROM at 2144.0 1600.0 50.0 
0175: set_car 96@ z_angle_to 180.0 
041E: set_radio_station 11 
08E6: plane 96@ change_landing_gear 1 
0519: lock_vehicle 96@ in_current_position 1 
0840: link_car 96@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 96@ 
0006: 49@ = 0 // integer values 
01B6: set_weather 17 
00C0: set_current_time 6 0 
015F: set_camera_position 2171.137 1269.357 32.8078 0.0 0.0 0.0 
0160: point_camera 2170.998 1270.331 32.9838 2 
09FF: (unknown) 1581.374 1768.996 9.8203 
02A3: toggle_widescreen 1 
08FD: (unknown) 1 
0006: 32@ = 0 // integer values 

:MANSIO1_493
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_523 
0001: wait 0 ms 
0002: jump @MANSIO1_493 

:MANSIO1_523
0707: start_scene_skip_to @MANSIO1_703 
0007: 97@ = 1600.0 // floating-point values 
016A: fade 1 1000 ms 

:MANSIO1_547
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_615 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_604 
000F: 97@ -= 1.5 // floating-point values 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_604
0001: wait 0 ms 
0002: jump @MANSIO1_547 

:MANSIO1_615
0006: 32@ = 0 // integer values 

:MANSIO1_622
00D6: if 
001B:   9000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_696 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_685 
000F: 97@ -= 1.5 // floating-point values 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_685
0001: wait 0 ms 
0002: jump @MANSIO1_622 

:MANSIO1_696
0006: 49@ = 1 // integer values 

:MANSIO1_703
0701: end_scene_skip 
016A: fade 0 1000 ms 

:MANSIO1_712
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_780 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_769 
000F: 97@ -= 1.5 // floating-point values 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_769
0001: wait 0 ms 
0002: jump @MANSIO1_712 

:MANSIO1_780
08FD: (unknown) 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO1_827 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1598.951 -785.327 350.1654 
0002: jump @MANSIO1_847 

:MANSIO1_827
00A1: put_actor $PLAYER_ACTOR at 1598.951 -785.327 350.1654 

:MANSIO1_847
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0249: release_model #ANDROM 
01C3: remove_references_to_car 96@ // Like turning a car into any random car 
0247: request_model #TRIADA 
0247: request_model #TRIADB 
0247: request_model #LSV1 
0247: request_model #LSV2 
0247: request_model #M4 
0247: request_model #MP5LNG 
0247: request_model #CARGO_REAR 
0247: request_model #D9_RAMP 
0247: request_model #CELLPHONE 
0247: request_model #PARACHUTE 
0247: request_model #PARA_PACK 
04ED: load_animation "PARACHUTE" 
08A9: load_external_script 1 (PARACHUTE) 

:MANSIO1_932
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #M4 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @MANSIO1_980 
0001: wait 0 ms 
0002: jump @MANSIO1_932 

:MANSIO1_980
00D6: if or
8248:   not model #CARGO_REAR available 
8248:   not model #D9_RAMP available 
8248:   not model #CELLPHONE available 
8248:   not model #PARACHUTE available 
8248:   not model #PARA_PACK available 
84EE:   not animation "PARACHUTE" loaded 
004D: jump_if_false @MANSIO1_1040 
0001: wait 0 ms 
0002: jump @MANSIO1_980 

:MANSIO1_1040
00D6: if 
88AB:   not external_script 1 (PARACHUTE) loaded 
004D: jump_if_false @MANSIO1_1066 
0001: wait 0 ms 
0002: jump @MANSIO1_1040 

:MANSIO1_1066
0006: 52@ = 0 // integer values 
060A: unknown_create_entity 0 34@ 
060A: unknown_create_entity 0 35@ 
0709: unknown_set_entity_item 35@ 36 1024 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 35@ 36 1700 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 35@ 9 1000 0.0 100.0 0.0 0.0 0 1 
060A: unknown_create_entity 0 36@ 
0709: unknown_set_entity_item 36@ 36 1024 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 36@ 36 1700 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 36@ 9 1000 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 36@ 15 300 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 36@ 65 300 10.0 10.0 10.0 10.0 0 1 
060A: unknown_create_entity 0 37@ 
0709: unknown_set_entity_item 37@ 36 927 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 37@ 37 927 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 37@ 9 911 0.0 100.0 0.0 0.0 0 1 
06AE: unknown_group_creator 0 39@ 
0749: unknown_group_add_item 39@ 9 
074A: unknown_group_set_item_params 39@ 9 1502 0.0 100.0 0.0 0.0 0 1 
0746: (unknown) 0 24 24 
0746: (unknown) 4 24 25 
0746: (unknown) 0 24 0 
0746: (unknown) 4 25 24 
0746: (unknown) 4 25 0 
0746: (unknown) 4 26 0 
0746: (unknown) 4 26 24 
0746: (unknown) 3 26 25 
07AF: 44@ = player $PLAYER_CHAR group 
07B3: (unknown) 44@ 0 
06AD: unknown_group_use_entity 44@ 39@ 
0006: 98@ = 0 // integer values 
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @MANSIO1_1842 
009A: 143@(431@,3i) = create_actor 4 #TRIADA at 0.0 0.0 0.0 
009A: 159@ = create_actor 4 #TRIADA at 0.0 0.0 0.0 
009A: 170@(43@,6i) = create_actor 4 #TRIADA at 0.0 0.0 0.0 
009A: 286@(43@,10i) = create_actor 4 #TRIADA at 0.0 0.0 0.0 
009A: 474@(43@,3i) = create_actor 4 #TRIADA at 0.0 0.0 0.0 
009A: 316@(43@,4i) = create_actor 4 #TRIADA at 0.0 0.0 0.0 
0107: 194@(43@,6i) = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0187: 146@(43@,3i) = create_marker_above_actor 143@(43@,3i) 

:MANSIO1_1842
0923: (unknown) 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B6: set_weather 1 
00C0: set_current_time 3 0 
029B: 127@ = init_object #CARGO_REAR at 1595.0 -785.0 350.0 
0177: set_object 127@ z_angle_to 90.0 
0550: keep_object 127@ in_memory 1 
029B: 128@ = init_object #D9_RAMP at 1595.03 -784.98 348.758 
0177: set_object 128@ z_angle_to 90.0 
0550: keep_object 128@ in_memory 1 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
00A1: put_actor $PLAYER_ACTOR at 1594.393 -784.7317 349.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 36.9506 
009A: 131@ = create_actor 24 #TRIADA at 1595.303 -783.4741 349.0 
0173: set_actor 131@ z_angle_to 205.0 
0860: link_actor 131@ to_interior 0 
01B2: give_actor 131@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 31 
0568: set_actor 131@ targetable 1 
060B: unknown_actor_use_entity 131@ 34@ 
09B5: (unknown) 131@ 0 
0107: 152@ = create_object #PARA_PACK at 1595.303 -783.4741 349.0 
070A: AS_actor 131@ attach_to_object 152@ offset -0.11 -0.05 0.0 on_bone 1 16 "NULL" "NULL" 0 ms 
02AB: set_actor 131@ immunities 1 0 0 0 0 
0006: 139@ = 0 // integer values 
0006: 135@ = 0 // integer values 
009A: 132@ = create_actor 24 #TRIADB at 1596.97 -786.8875 349.0 
0173: set_actor 132@ z_angle_to 2.0 
0860: link_actor 132@ to_interior 0 
01B2: give_actor 132@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 132@ armed_weapon_to 31 
0568: set_actor 132@ targetable 1 
060B: unknown_actor_use_entity 132@ 34@ 
09B5: (unknown) 132@ 0 
0107: 153@ = create_object #PARA_PACK at 1596.97 -786.8875 349.0 
070A: AS_actor 132@ attach_to_object 153@ offset -0.11 -0.05 0.0 on_bone 1 16 "NULL" "NULL" 0 ms 
02AB: set_actor 132@ immunities 1 0 0 0 0 
0006: 140@ = 1500 // integer values 
0006: 136@ = 0 // integer values 
009A: 133@ = create_actor 24 #TRIADB at 1598.448 -782.9297 349.0 
0173: set_actor 133@ z_angle_to 175.0 
0860: link_actor 133@ to_interior 0 
01B2: give_actor 133@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 133@ armed_weapon_to 31 
0568: set_actor 133@ targetable 1 
060B: unknown_actor_use_entity 133@ 34@ 
09B5: (unknown) 133@ 0 
0107: 154@ = create_object #PARA_PACK at 1598.448 -782.9297 349.0 
070A: AS_actor 133@ attach_to_object 154@ offset -0.11 -0.05 0.0 on_bone 1 16 "NULL" "NULL" 0 ms 
02AB: set_actor 133@ immunities 1 0 0 0 0 
0006: 141@ = 3000 // integer values 
0006: 137@ = 0 // integer values 
009A: 134@ = create_actor 24 #TRIADA at 1599.034 -786.9792 349.0 
0173: set_actor 134@ z_angle_to 347.0 
0860: link_actor 134@ to_interior 0 
01B2: give_actor 134@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 134@ armed_weapon_to 31 
0568: set_actor 134@ targetable 1 
060B: unknown_actor_use_entity 134@ 34@ 
09B5: (unknown) 134@ 0 
0107: 155@ = create_object #PARA_PACK at 1599.034 -786.9792 349.0 
070A: AS_actor 134@ attach_to_object 155@ offset -0.11 -0.05 0.0 on_bone 1 16 "NULL" "NULL" 0 ms 
02AB: set_actor 134@ immunities 1 0 0 0 0 
0006: 142@ = 5000 // integer values 
0006: 138@ = 0 // integer values 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @MANSIO1_2700 
0002: jump @MANSIO1_5657 

:MANSIO1_2700
0006: 49@ = 0 // integer values 
03CB: set_camera 1597.615 -784.5765 350.0 
015F: set_camera_position 1598.951 -785.327 350.1654 0.0 0.0 0.0 
0160: point_camera 1598.351 -784.5302 350.089 2 
0006: 32@ = 0 // integer values 

:MANSIO1_2782
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @MANSIO1_2812 
0001: wait 0 ms 
0002: jump @MANSIO1_2782 

:MANSIO1_2812
099C: jiggle_camera type 1 duration 50000.0 intensity 3.0 
0470: 109@ = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @MANSIO1_2905 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0006: 110@ = 1 // integer values 
0247: request_model #BRASSKNUCKLE 

:MANSIO1_2871
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @MANSIO1_2898 
0001: wait 0 ms 
0002: jump @MANSIO1_2871 

:MANSIO1_2898
0002: jump @MANSIO1_2912 

:MANSIO1_2905
0006: 110@ = 0 // integer values 

:MANSIO1_2912
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 500 ms 

:MANSIO1_2926
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2950 
0001: wait 0 ms 
0002: jump @MANSIO1_2926 

:MANSIO1_2950
0707: start_scene_skip_to @MANSIO1_4063 
0615: define_action_sequences 45@ 
05BA: AS_actor -1 chew_gum 1500 ms 
05D3: AS_actor -1 go_to_point 1598.05 -784.5205 349.0 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 257.9061 
0638: AS_actor -1 stay_put 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_action_sequences_end 45@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
05AA: 76@s = 'MKND02A' // 8-byte strings 
04AF: 55@ = unknown_wav_reference 27009 
008B: 65@ = $PLAYER_ACTOR // integer values and handles 
05AA: 78@s = 'MKND02B' // 8-byte strings 
04AF: 56@ = unknown_wav_reference 27010 
0006: 66@ = -1 // integer values 
05AA: 80@s = 'MKND02C' // 8-byte strings 
04AF: 57@ = unknown_wav_reference 27011 
008B: 67@ = $PLAYER_ACTOR // integer values and handles 
05AA: 82@s = 'MKND02D' // 8-byte strings 
04AF: 58@ = unknown_wav_reference 27012 
0006: 68@ = -1 // integer values 
05AA: 84@s = 'MKND02E' // 8-byte strings 
04AF: 59@ = unknown_wav_reference 27013 
0006: 69@ = -1 // integer values 
05AA: 86@s = 'MKND02F' // 8-byte strings 
04AF: 60@ = unknown_wav_reference 27014 
0006: 70@ = -1 // integer values 
05AA: 88@s = 'MKND02G' // 8-byte strings 
04AF: 61@ = unknown_wav_reference 27015 
008B: 71@ = $PLAYER_ACTOR // integer values and handles 
05AA: 90@s = 'MKND02H' // 8-byte strings 
04AF: 62@ = unknown_wav_reference 27016 
0006: 72@ = -1 // integer values 
05AA: 92@s = 'MKND02J' // 8-byte strings 
04AF: 63@ = unknown_wav_reference 27017 
0006: 73@ = -1 // integer values 
05AA: 94@s = 'MKND02K' // 8-byte strings 
04AF: 64@ = unknown_wav_reference 27018 
008B: 74@ = $PLAYER_ACTOR // integer values and handles 
0006: 75@ = 0 // integer values 

:MANSIO1_3332
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @MANSIO1_3369 
0001: wait 0 ms 
0646: (unknown) $PLAYER_ACTOR 46@ 
0002: jump @MANSIO1_3332 

:MANSIO1_3369
04AE: unknown $1276 radar_icon_or_model 20804 
05A9: s$1281 = 'MOBRING' // 8-byte strings  // ~z~(Telefon csrgs)
004F: create_thread @A_ALAP 0 99 

:MANSIO1_3403
00D6: if 
8038:   not  $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSIO1_3436 
0001: wait 0 ms 
0002: jump @MANSIO1_3403 

:MANSIO1_3436
0004: $1285($1288,2i) = -4 // integer values 
0646: (unknown) $PLAYER_ACTOR 46@ 

:MANSIO1_3455
00D6: if 
8039:   not  46@ == 4 // integer values 
004D: jump_if_false @MANSIO1_3492 
0001: wait 0 ms 
0646: (unknown) $PLAYER_ACTOR 46@ 
0002: jump @MANSIO1_3455 

:MANSIO1_3492
0001: wait 2250 ms 

:MANSIO1_3497
00D6: if 
001B:   10 > 75@ // integer values 
004D: jump_if_false @MANSIO1_3657 
008A: $1276 = 55@(75@,10i) // integer values and handles 
05A9: s$1281 = 76@(75@,10s) // 8-byte strings 
00D6: if 
8039:   not  65@(75@,10i) == -1 // integer values 
004D: jump_if_false @MANSIO1_3587 
004F: create_thread @A_ALAP 2 100 65@(75@,10i) 
0002: jump @MANSIO1_3599 

:MANSIO1_3587
004F: create_thread @A_ALAP 0 100 

:MANSIO1_3599
00D6: if 
8038:   not  $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSIO1_3632 
0001: wait 0 ms 
0002: jump @MANSIO1_3599 

:MANSIO1_3632
0004: $1285($1288,2i) = -4 // integer values 
000A: 75@ += 1 // integer values 
0002: jump @MANSIO1_3497 

:MANSIO1_3657
00D6: if or
8038:   not  $1285($1287,2i) == -4 // integer values 
8038:   not  $1285($1288,2i) == -4 // integer values 
004D: jump_if_false @MANSIO1_3701 
0001: wait 0 ms 
0002: jump @MANSIO1_3657 

:MANSIO1_3701
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 2000 ms 
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MANSIO1_3745 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 133@ 
0639: AS_actor 133@ rotate_to_actor $PLAYER_ACTOR 

:MANSIO1_3745
04AE: unknown $1276 radar_icon_or_model 23808 
05A9: s$1281 = 'MAN1_CA' // 8-byte strings  // ~z~Kipucoljuk ezt a helyet.
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:MANSIO1_3782
00D6: if 
8038:   not  $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSIO1_3815 
0001: wait 0 ms 
0002: jump @MANSIO1_3782 

:MANSIO1_3815
0004: $1285($1288,2i) = -4 // integer values 
04AE: unknown $1276 radar_icon_or_model 23809 
05A9: s$1281 = 'MAN1_CB' // 8-byte strings  // ~z~J tlet - a meglepets erejvel.
004F: create_thread @A_ALAP 2 100 133@ 

:MANSIO1_3863
00D6: if 
8038:   not  $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSIO1_3896 
0001: wait 0 ms 
0002: jump @MANSIO1_3863 

:MANSIO1_3896
0004: $1285($1288,2i) = -4 // integer values 
04AE: unknown $1276 radar_icon_or_model 23810 
05A9: s$1281 = 'MAN1_CC' // 8-byte strings  // ~z~Most mr nyugodtam bemehetnek a tbbiek.
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:MANSIO1_3944
00D6: if or
8038:   not  $1285($1287,2i) == -4 // integer values 
8038:   not  $1285($1288,2i) == -4 // integer values 
004D: jump_if_false @MANSIO1_3988 
0001: wait 0 ms 
0002: jump @MANSIO1_3944 

:MANSIO1_3988
0006: 32@ = 0 // integer values 

:MANSIO1_3995
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_4025 
0001: wait 0 ms 
0002: jump @MANSIO1_3995 

:MANSIO1_4025
016A: fade 0 500 ms 

:MANSIO1_4032
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_4056 
0001: wait 0 ms 
0002: jump @MANSIO1_4032 

:MANSIO1_4056
0006: 49@ = 1 // integer values 

:MANSIO1_4063
0701: end_scene_skip 
00BE: text_clear_all 
016A: fade 0 0 ms 

:MANSIO1_4073
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_4097 
0001: wait 0 ms 
0002: jump @MANSIO1_4073 

:MANSIO1_4097
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @MANSIO1_4129 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0249: release_model #BRASSKNUCKLE 

:MANSIO1_4129
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 109@ 
0925: (unknown) 
0792: (unknown) $PLAYER_ACTOR 
0249: release_model #CELLPHONE 
00D6: if 
0028:   $1285[0] >= 0 // integer values 
004D: jump_if_false @MANSIO1_4174 
0004: $1285[0] = -2 // integer values 

:MANSIO1_4174
00D6: if 
0028:   $1285[0] >= 0 // integer values 
004D: jump_if_false @MANSIO1_4199 
0004: $1285[1] = -2 // integer values 

:MANSIO1_4199
00A1: put_actor $PLAYER_ACTOR at 1096.562 -825.7372 85.9453 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @MANSIO1_4244 
0002: jump @MANSIO1_5657 

:MANSIO1_4244
0006: 49@ = 0 // integer values 
0005: $8271 = 1347.407 // floating-point values 
0005: $8272 = -811.7421 // floating-point values 
0005: $8273 = 96.9707 // floating-point values 
015F: set_camera_position 1385.568 -810.5753 78.1164 0.0 0.0 0.0 
0160: point_camera 1385.498 -809.579 78.0669 2 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
03CB: set_camera 1385.568 -810.5753 78.1164 
0006: 32@ = 0 // integer values 

:MANSIO1_4398
00D6: if 
001B:   800 > 32@ // integer values 
004D: jump_if_false @MANSIO1_4428 
0001: wait 0 ms 
0002: jump @MANSIO1_4398 

:MANSIO1_4428
016A: fade 1 500 ms 
009A: 99@ = create_actor 24 #TRIADA at 1485.536 -818.0389 130.0 
0173: set_actor 99@ z_angle_to 90.0 
0860: link_actor 99@ to_interior 0 
0913: run_external_script 1 -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 99@ 
08A9: load_external_script 1 (PARACHUTE) 
0707: start_scene_skip_to @MANSIO1_4864 
0006: 32@ = 0 // integer values 

:MANSIO1_4536
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_4572 
0001: wait 0 ms 
00C0: set_current_time 3 0 
0002: jump @MANSIO1_4536 

:MANSIO1_4572
0006: 32@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 1385.568 -810.5753 78.1164 position_to 1368.495 -855.6013 75.1238 12000 ms unknown 1 
0920: point_camera 1385.498 -809.579 78.0669 transverse_to 1369.012 -854.7825 75.3725 12000 ms unknown 1 

:MANSIO1_4670
00D6: if 
001B:   14000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_4826 
0001: wait 0 ms 
00D6: if and
0039:   111@ == 0 // integer values 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @MANSIO1_4813 
009A: 100@ = create_actor 24 #TRIADB at 1485.536 -818.0389 130.0 
0173: set_actor 100@ z_angle_to 90.0 
0860: link_actor 100@ to_interior 0 
0913: run_external_script 1 -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 100@ 
08A9: load_external_script 1 (PARACHUTE) 
0006: 111@ = 1 // integer values 

:MANSIO1_4813
00C0: set_current_time 3 0 
0002: jump @MANSIO1_4670 

:MANSIO1_4826
016A: fade 0 1000 ms 

:MANSIO1_4833
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_4857 
0001: wait 0 ms 
0002: jump @MANSIO1_4833 

:MANSIO1_4857
0006: 49@ = 1 // integer values 

:MANSIO1_4864
0701: end_scene_skip 
016A: fade 0 0 ms 

:MANSIO1_4872
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_4896 
0001: wait 0 ms 
0002: jump @MANSIO1_4872 

:MANSIO1_4896
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @MANSIO1_4925 
0002: jump @MANSIO1_5657 

:MANSIO1_4925
0006: 49@ = 0 // integer values 
0007: 115@ = 35.0 // floating-point values 
0007: 116@ = 20.0 // floating-point values 
0007: 114@ = 100.2 // floating-point values 
0005: $8271 = 1291.266 // floating-point values 
0005: $8272 = -788.1172 // floating-point values 
0005: $8273 = 96.7736 // floating-point values 
0007: 117@ = 1291.153 // floating-point values 
0007: 118@ = -788.1339 // floating-point values 
0007: 119@ = 95.0 // floating-point values 
0A0B: (unknown) 1291.266 -788.1172 96.7736 122.0 
0247: request_model #OPMANS01_CUNTE 
0247: request_model #CEHOLLYHIL06 
0247: request_model #SUNSET22_LAWN 

:MANSIO1_5059
00D6: if or
8248:   not model #OPMANS01_CUNTE available 
8248:   not model #CEHOLLYHIL06 available 
8248:   not model #SUNSET22_LAWN available 
004D: jump_if_false @MANSIO1_5096 
0001: wait 0 ms 
0002: jump @MANSIO1_5059 

:MANSIO1_5096
0006: 167@ = 2 // integer values 
0006: 32@ = 0 // integer values 

:MANSIO1_5110
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @MANSIO1_5147 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
0002: jump @MANSIO1_5110 

:MANSIO1_5147
064B: 124@ = create_particle "SMOKE_FLARE" at 1291.454 -775.3071 95.5 1 
064B: 125@ = create_particle "SMOKE_FLARE" at 1303.211 -788.2426 95.5 1 
064B: 126@ = create_particle "SMOKE_FLARE" at 1291.159 -800.4006 95.5 1 
009A: 101@ = create_actor 24 #TRIADB at 1323.17 -783.7548 117.0 
0173: set_actor 101@ z_angle_to 90.0 
0860: link_actor 101@ to_interior 0 
01B2: give_actor 101@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 -1 -2.0 1.0 -3.0 -1.0 1.5 3.2 1 101@ 
08A9: load_external_script 1 (PARACHUTE) 
083C: apply_momentum_to_actor 101@ direction 0.0 0.0 2.0 
060B: unknown_actor_use_entity 101@ 34@ 
009A: 102@ = create_actor 24 #TRIADA at 1323.442 -798.6427 120.0 
0173: set_actor 102@ z_angle_to 90.0 
0860: link_actor 102@ to_interior 0 
01B2: give_actor 102@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 -1 -2.0 1.0 -3.0 -1.0 1.0 2.5 1 102@ 
08A9: load_external_script 1 (PARACHUTE) 
083C: apply_momentum_to_actor 102@ direction 0.0 0.0 2.0 
060B: unknown_actor_use_entity 102@ 34@ 
016A: fade 1 1000 ms 

:MANSIO1_5509
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_5547 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
0050: gosub @MANSIO1_18623 
0002: jump @MANSIO1_5509 

:MANSIO1_5547
0707: start_scene_skip_to @MANSIO1_5655 
0006: 32@ = 0 // integer values 

:MANSIO1_5561
00D6: if 
001B:   8 > 107@ // integer values 
004D: jump_if_false @MANSIO1_5624 
0001: wait 0 ms 
0050: gosub @MANSIO1_9333 
0050: gosub @MANSIO1_10132 
00C0: set_current_time 3 0 
0050: gosub @MANSIO1_10537 
0050: gosub @MANSIO1_18623 
0002: jump @MANSIO1_5561 

:MANSIO1_5624
016A: fade 0 500 ms 

:MANSIO1_5631
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_5655 
0001: wait 0 ms 
0002: jump @MANSIO1_5631 

:MANSIO1_5655
0701: end_scene_skip 

:MANSIO1_5657
016A: fade 0 0 ms 

:MANSIO1_5663
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_5687 
0001: wait 0 ms 
0002: jump @MANSIO1_5663 

:MANSIO1_5687
0249: release_model #OPMANS01_CUNTE 
0249: release_model #CEHOLLYHIL06 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
064C: make_particle 124@ visible 
064C: make_particle 125@ visible 
064C: make_particle 126@ visible 
0005: $8271 = 1291.266 // floating-point values 
0005: $8272 = -788.1172 // floating-point values 
0005: $8273 = 96.7736 // floating-point values 
0247: request_model #GUN_PARA 
0247: request_model #CARDBOARDBOX2 
03CF: load_wav 1818 as 3 

:MANSIO1_5763
00D6: if or
8248:   not model #GUN_PARA available 
8248:   not model #CARDBOARDBOX2 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @MANSIO1_5813 
0001: wait 0 ms 
0006: 167@ = 4 // integer values 
0050: gosub @MANSIO1_10537 
0002: jump @MANSIO1_5763 

:MANSIO1_5813
05AA: 76@s = 'MAN1_DA' // 8-byte strings 
04AF: 55@ = unknown_wav_reference 23811 
0085: 65@ = 131@ // integer values and handles 
05AA: 78@s = 'MAN1_DB' // 8-byte strings 
04AF: 56@ = unknown_wav_reference 23812 
0085: 66@ = 132@ // integer values and handles 
05AA: 80@s = 'MAN1_DC' // 8-byte strings 
04AF: 57@ = unknown_wav_reference 23813 
0085: 67@ = 131@ // integer values and handles 
05AA: 82@s = 'MAN1_DD' // 8-byte strings 
04AF: 58@ = unknown_wav_reference 23814 
0085: 68@ = 132@ // integer values and handles 
05AA: 84@s = 'MAN1_DE' // 8-byte strings 
04AF: 59@ = unknown_wav_reference 23815 
0085: 69@ = 131@ // integer values and handles 
05AA: 86@s = 'MAN1_DF' // 8-byte strings 
04AF: 60@ = unknown_wav_reference 23816 
0085: 70@ = 132@ // integer values and handles 
05AA: 88@s = 'MAN1_DG' // 8-byte strings 
04AF: 61@ = unknown_wav_reference 23817 
0085: 71@ = 132@ // integer values and handles 
05AA: 90@s = 'MAN1_DH' // 8-byte strings 
04AF: 62@ = unknown_wav_reference 23818 
0085: 72@ = 133@ // integer values and handles 
05AA: 92@s = 'MAN1_DJ' // 8-byte strings 
04AF: 63@ = unknown_wav_reference 23819 
0085: 73@ = 134@ // integer values and handles 
029B: 129@ = init_object #CARDBOARDBOX2 at 1601.759 -785.1198 349.95 
0177: set_object 129@ z_angle_to 90.0 
0550: keep_object 129@ in_memory 1 
0750: set_object 129@ visibility 0 
0382: set_object 129@ collision_detection 0 
02EB: restore_camera_with_jumpcut 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object 129@ offset 0.0 0.0 0.0 0 40.0 0 
0006: 157@ = 0 // integer values 
03CB: set_camera 1601.759 -785.1198 351.0 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
082A: (unknown) $PLAYER_CHAR 0 
0901: (unknown) $PLAYER_CHAR 0 
0881: (unknown) $PLAYER_CHAR 0 
02A3: toggle_widescreen 0 
0581: toggle_radar 0 
0826: toggle_hud 0 
0006: 222@ = 2000 // integer values 
0006: 221@ = 0 // integer values 
0007: 220@ = 0.0 // floating-point values 
0006: 32@ = 0 // integer values 

:MANSIO1_6265
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @MANSIO1_6302 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
0002: jump @MANSIO1_6265 

:MANSIO1_6302
01B6: set_weather 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 

:MANSIO1_6320
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_6351 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
0002: jump @MANSIO1_6320 

:MANSIO1_6351
0006: 32@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 75@ = 0 // integer values 

:MANSIO1_6372
00D6: if 
001B:   5 > 75@ // integer values 
004D: jump_if_false @MANSIO1_6627 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @MANSIO1_6427 
0050: gosub @MANSIO1_18875 

:MANSIO1_6427
0871: init_jump_table 156@ total_jumps 3 0 @MANSIO1_6620 jumps 0 @MANSIO1_6490 1 @MANSIO1_6516 2 @MANSIO1_6566 -1 @MANSIO1_6620 -1 @MANSIO1_6620 -1 @MANSIO1_6620 -1 @MANSIO1_6620 

:MANSIO1_6490
00D6: if 
8019:   not  32@ > 800 // integer values 
004D: jump_if_false @MANSIO1_6516 
0002: jump @MANSIO1_6620 

:MANSIO1_6516
008A: $1276 = 55@(75@,10i) // integer values and handles 
05A9: s$1281 = 76@(75@,10s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 65@(75@,10i) 
0006: 156@ = 2 // integer values 

:MANSIO1_6566
00D6: if 
8038:   not  $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSIO1_6595 
0002: jump @MANSIO1_6620 

:MANSIO1_6595
0004: $1285($1288,2i) = -4 // integer values 
000A: 75@ += 1 // integer values 
0006: 156@ = 1 // integer values 

:MANSIO1_6620
0002: jump @MANSIO1_6372 

:MANSIO1_6627
0006: 32@ = 0 // integer values 
01BD: 41@ = current_time_in_ms 

:MANSIO1_6639
0001: wait 0 ms 
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 158@ += 42@ // integer values 
0006: 43@ = 0 // integer values 

:MANSIO1_6687
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_6731 
005A: 160@(43@,4i) += 42@ // integer values 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_6687 

:MANSIO1_6731
0050: gosub @MANSIO1_7365 
0050: gosub @MANSIO1_10822 
0050: gosub @MANSIO1_10537 
00D6: if 
001B:   4 > 157@ // integer values 
004D: jump_if_false @MANSIO1_6783 
00C0: set_current_time 3 0 
0002: jump @MANSIO1_6847 

:MANSIO1_6783
0006: 157@ = 0 // integer values 
07FB: set_interior 'MADDOGS' accessible 0  // Madd Dogg krja
07FB: set_interior 'MDDOGS' accessible 0  // Madd Dogg kglije 
0213: 51@ = create_pickup #BODYARMOUR type 3 at 1292.7 -769.0 95.8 
0002: jump @MANSIO1_6854 

:MANSIO1_6847
0002: jump @MANSIO1_6639 

:MANSIO1_6854
0006: 168@ = 4 // integer values 
04AF: 182@ = unknown_wav_reference 108 
04AF: 183@ = unknown_wav_reference 109 
04AF: 184@ = unknown_wav_reference 108 
04AF: 185@ = unknown_wav_reference 109 

:MANSIO1_6889
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @MANSIO1_6915 
0002: jump @MANSIO1_38560 

:MANSIO1_6915
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @MANSIO1_6940 
0002: jump @MANSIO1_38488 

:MANSIO1_6940
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 158@ += 42@ // integer values 
0006: 43@ = 0 // integer values 

:MANSIO1_6984
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @MANSIO1_7040 
005A: 160@(43@,4i) += 42@ // integer values 
005A: 164@(43@,3i) += 42@ // integer values 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_6984 

:MANSIO1_7040
005A: 163@ += 42@ // integer values 
0006: 43@ = 0 // integer values 

:MANSIO1_7055
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @MANSIO1_7099 
005A: 188@(43@,6i) += 42@ // integer values 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_7055 

:MANSIO1_7099
0050: gosub @MANSIO1_7776 
0050: gosub @MANSIO1_10822 
00D6: if 
0019:   157@ > 5 // integer values 
004D: jump_if_false @MANSIO1_7138 
0050: gosub @MANSIO1_12648 

:MANSIO1_7138
00D6: if 
001B:   2 > 206@ // integer values 
004D: jump_if_false @MANSIO1_7170 
0050: gosub @MANSIO1_16769 
0002: jump @MANSIO1_7177 

:MANSIO1_7170
0050: gosub @MANSIO1_14197 

:MANSIO1_7177
0006: 211@ = 0 // integer values 
077E: 48@ = active_interior 
00D6: if 
8039:   not  48@ == 0 // integer values 
004D: jump_if_false @MANSIO1_7358 
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 1257.995 -785.4104 radius 5.0 5.0 
004D: jump_if_false @MANSIO1_7358 
0006: 48@ = 0 // integer values 

:MANSIO1_7252
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @MANSIO1_7289 
09E8: 48@ = actor $PLAYER_ACTOR active_interior 
0001: wait 0 ms 
0002: jump @MANSIO1_7252 

:MANSIO1_7289
016A: fade 0 0 ms 

:MANSIO1_7295
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_7319 
0001: wait 0 ms 
0002: jump @MANSIO1_7295 

:MANSIO1_7319
042B: clear_peds_from_cube 1288.0 -772.0 1080.0 1260.5 -787.5 1100.0 
0002: jump @MANSIO1_19435 

:MANSIO1_7358
0002: jump @MANSIO1_6889 

:MANSIO1_7365
0871: init_jump_table 157@ total_jumps 4 0 @MANSIO1_7774 jumps 0 @MANSIO1_7428 1 @MANSIO1_7538 2 @MANSIO1_7556 3 @MANSIO1_7633 -1 @MANSIO1_7774 -1 @MANSIO1_7774 -1 @MANSIO1_7774 

:MANSIO1_7428
00D6: if 
0019:   32@ > 8300 // integer values 
004D: jump_if_false @MANSIO1_7531 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0603: unknown_action_sequence $PLAYER_ACTOR 1584.292 -784.9141 347.0 7 -1 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @MANSIO1_7510 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 

:MANSIO1_7510
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 221@ = 2 // integer values 
000A: 157@ += 1 // integer values 

:MANSIO1_7531
0002: jump @MANSIO1_7774 

:MANSIO1_7538
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
000A: 157@ += 1 // integer values 
0002: jump @MANSIO1_7774 

:MANSIO1_7556
00D6: if 
00ED:   actor $PLAYER_ACTOR 0 1584.292 -784.9141 radius 2.75 2.75 
004D: jump_if_false @MANSIO1_7626 
05BC: AS_actor $PLAYER_ACTOR jump 1 
0006: 158@ = 0 // integer values 
0006: 221@ = 3 // integer values 
0003: shake_camera 0 
000A: 157@ += 1 // integer values 

:MANSIO1_7626
0002: jump @MANSIO1_7774 

:MANSIO1_7633
00D6: if 
0019:   158@ > 700 // integer values 
004D: jump_if_false @MANSIO1_7767 
0006: 158@ = 0 // integer values 
09BA: (unknown) 1 
0108: destroy_object 127@ 
0108: destroy_object 128@ 
0108: destroy_object 129@ 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
01B4: set_player $PLAYER_CHAR frozen_state 1 
082A: (unknown) $PLAYER_CHAR 1 
0901: (unknown) $PLAYER_CHAR 1 
0881: (unknown) $PLAYER_CHAR 1 
0581: toggle_radar 1 
0826: toggle_hud 1 
00BC: text_highpriority 'MAN1_03' 8000 ms 1  // ~s~Szllj le a ~y~tetn~s~ a Tridokkal.
018A: 47@ = create_checkpoint_at 1290.491 -788.3314 95.4531 
000A: 157@ += 1 // integer values 

:MANSIO1_7767
0002: jump @MANSIO1_7774 

:MANSIO1_7774
0051: return 

:MANSIO1_7776
0871: init_jump_table 157@ total_jumps 11 0 @MANSIO1_9331 jumps 0 @MANSIO1_7904 1 @MANSIO1_7968 2 @MANSIO1_7998 3 @MANSIO1_8216 4 @MANSIO1_8262 5 @MANSIO1_8315 6 @MANSIO1_8964 
0872: jump_table_jumps 7 @MANSIO1_9081 8 @MANSIO1_9150 9 @MANSIO1_9211 10 @MANSIO1_9271 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 

:MANSIO1_7904
00D6: if 
0038:   $1498 == 2 // integer values 
004D: jump_if_false @MANSIO1_7936 
0006: 157@ = 2 // integer values 
0002: jump @MANSIO1_7961 

:MANSIO1_7936
00D6: if 
0038:   $1498 == 3 // integer values 
004D: jump_if_false @MANSIO1_7961 
000A: 157@ += 1 // integer values 

:MANSIO1_7961
0002: jump @MANSIO1_9331 

:MANSIO1_7968
00D6: if 
8818:   not (unknown) $PLAYER_ACTOR 
004D: jump_if_false @MANSIO1_7991 
000A: 157@ += 1 // integer values 

:MANSIO1_7991
0002: jump @MANSIO1_9331 

:MANSIO1_7998
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO1_8131 
00D6: if 
8039:   not  210@ == -1 // integer values 
004D: jump_if_false @MANSIO1_8108 
00D6: if 
001B:   6 > 210@ // integer values 
004D: jump_if_false @MANSIO1_8078 
0006: 157@ = 5 // integer values 
0002: jump @MANSIO1_8101 

:MANSIO1_8078
00BC: text_highpriority 'MAN1_04' 8000 ms 1  // ~s~Menj a ~y~tetre~s~ s segts a Tridoknak.
0006: 157@ = 4 // integer values 

:MANSIO1_8101
0002: jump @MANSIO1_8131 

:MANSIO1_8108
00BC: text_highpriority 'MAN1_04' 8000 ms 1  // ~s~Menj a ~y~tetre~s~ s segts a Tridoknak.
0006: 157@ = 3 // integer values 

:MANSIO1_8131
0006: 43@ = 0 // integer values 

:MANSIO1_8138
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_8209 
00D6: if 
8118:   not actor 170@(43@,6i) dead 
004D: jump_if_false @MANSIO1_8195 
02AB: set_actor 170@(43@,6i) immunities 0 0 0 0 0 

:MANSIO1_8195
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_8138 

:MANSIO1_8209
0002: jump @MANSIO1_9331 

:MANSIO1_8216
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if 
8039:   not  210@ == -1 // integer values 
004D: jump_if_false @MANSIO1_8255 
000A: 157@ += 1 // integer values 

:MANSIO1_8255
0002: jump @MANSIO1_9331 

:MANSIO1_8262
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if and
8039:   not  210@ == -1 // integer values 
001B:   6 > 210@ // integer values 
004D: jump_if_false @MANSIO1_8308 
000A: 157@ += 1 // integer values 

:MANSIO1_8308
0002: jump @MANSIO1_9331 

:MANSIO1_8315
0164: disable_marker 47@ 
00D6: if 
0039:   168@ == 0 // integer values 
004D: jump_if_false @MANSIO1_8361 
00BC: text_highpriority 'MAN1_06' 8000 ms 1  // ~s~Fedezd a tett, amg idernek a ~b~Tridok~s~.
0002: jump @MANSIO1_8377 

:MANSIO1_8361
00BC: text_highpriority 'MAN1_05' 8000 ms 1  // ~s~Segts fedezni, amg megrkeznek a ~b~Tridok~s~.

:MANSIO1_8377
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
009A: 143@ = create_actor 24 #TRIADA at 1000.0 -785.0 200.0 
0173: set_actor 143@ z_angle_to 270.0 
0860: link_actor 143@ to_interior 0 
0187: 146@ = create_marker_above_actor 143@ 
018B: show_on_radar 146@ 2 
07E0: set_marker 146@ type_to 1 
01B2: give_actor 143@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 143@ armed_weapon_to 31 
0568: set_actor 143@ targetable 1 
060B: unknown_actor_use_entity 143@ 34@ 
0006: 149@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0913: run_external_script 1 -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 143@ 
08A9: load_external_script 1 (PARACHUTE) 
009A: 144@ = create_actor 24 #TRIADB at 1000.0 -770.0 200.0 
0173: set_actor 144@ z_angle_to 270.0 
0860: link_actor 144@ to_interior 0 
0187: 147@ = create_marker_above_actor 144@ 
018B: show_on_radar 147@ 2 
07E0: set_marker 147@ type_to 1 
01B2: give_actor 144@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 144@ armed_weapon_to 31 
0568: set_actor 144@ targetable 1 
060B: unknown_actor_use_entity 144@ 34@ 
0006: 150@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0913: run_external_script 1 -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 144@ 
08A9: load_external_script 1 (PARACHUTE) 
009A: 145@ = create_actor 24 #TRIADA at 1000.0 -800.0 200.0 
0173: set_actor 145@ z_angle_to 270.0 
0860: link_actor 145@ to_interior 0 
0187: 148@ = create_marker_above_actor 145@ 
018B: show_on_radar 148@ 2 
07E0: set_marker 148@ type_to 1 
01B2: give_actor 145@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 145@ armed_weapon_to 31 
0568: set_actor 145@ targetable 1 
060B: unknown_actor_use_entity 145@ 34@ 
0006: 151@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0913: run_external_script 1 -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 145@ 
08A9: load_external_script 1 (PARACHUTE) 
0006: 169@ = 0 // integer values 
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @MANSIO1_8881 
0223: set_actor 131@ health_to 20 

:MANSIO1_8881
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @MANSIO1_8904 
0223: set_actor 132@ health_to 40 

:MANSIO1_8904
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MANSIO1_8927 
0223: set_actor 133@ health_to 30 

:MANSIO1_8927
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @MANSIO1_8950 
0223: set_actor 134@ health_to 25 

:MANSIO1_8950
000A: 157@ += 1 // integer values 
0002: jump @MANSIO1_9331 

:MANSIO1_8964
00D6: if 
0039:   169@ == 3 // integer values 
004D: jump_if_false @MANSIO1_9074 
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if and
001B:   6 > 210@ // integer values 
8039:   not  210@ == -1 // integer values 
004D: jump_if_false @MANSIO1_9051 
00BC: text_highpriority 'MAN1_09' 8000 ms 1  // ~s~Vidd a ~b~Tridokat~s~ a ~y~hzba~s~.
0006: 157@ = 8 // integer values 
0002: jump @MANSIO1_9074 

:MANSIO1_9051
00BC: text_highpriority 'MAN1_10' 8000 ms 1  // ~s~A ~b~Tridok~s~ megrkeztek, menj a tetre s szedd ssze ket.
0006: 157@ = 7 // integer values 

:MANSIO1_9074
0002: jump @MANSIO1_9331 

:MANSIO1_9081
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if and
001B:   6 > 210@ // integer values 
8039:   not  210@ == -1 // integer values 
004D: jump_if_false @MANSIO1_9143 
00BC: text_highpriority 'MAN1_09' 8000 ms 1  // ~s~Vidd a ~b~Tridokat~s~ a ~y~hzba~s~.
0006: 157@ = 8 // integer values 

:MANSIO1_9143
0002: jump @MANSIO1_9331 

:MANSIO1_9150
0050: gosub @MANSIO1_13336 
0006: 206@ = 3 // integer values 
018A: 47@ = create_checkpoint_at 1257.995 -785.4104 91.0302 
07FB: set_interior 'MADDOGS' accessible 1  // Madd Dogg krja
000A: 157@ += 1 // integer values 
0002: jump @MANSIO1_9331 

:MANSIO1_9211
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if or
0039:   210@ == -1 // integer values 
0019:   210@ > 10 // integer values 
004D: jump_if_false @MANSIO1_9264 
0050: gosub @MANSIO1_13440 
000A: 157@ += 1 // integer values 

:MANSIO1_9264
0002: jump @MANSIO1_9331 

:MANSIO1_9271
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if and
8039:   not  210@ == -1 // integer values 
002B:   10 >= 210@ // integer values 
004D: jump_if_false @MANSIO1_9324 
0050: gosub @MANSIO1_13336 
000E: 157@ -= 1 // integer values 

:MANSIO1_9324
0002: jump @MANSIO1_9331 

:MANSIO1_9331
0051: return 

:MANSIO1_9333
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @MANSIO1_10118 
0871: init_jump_table 107@ total_jumps 8 0 @MANSIO1_10111 jumps 0 @MANSIO1_9477 1 @MANSIO1_9574 2 @MANSIO1_9713 3 @MANSIO1_9765 4 @MANSIO1_9887 5 @MANSIO1_9929 6 @MANSIO1_10025 
0872: jump_table_jumps 7 @MANSIO1_10078 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 

:MANSIO1_9477
00D6: if 
0611:   actor 101@ animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_9525 
0006: 105@ = 1 // integer values 
000A: 107@ += 1 // integer values 
0002: jump @MANSIO1_9567 

:MANSIO1_9525
00A0: store_actor 101@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   99.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @MANSIO1_9567 
0006: 218@ = 1 // integer values 

:MANSIO1_9567
0002: jump @MANSIO1_10111 

:MANSIO1_9574
00D6: if 
8611:   not actor 101@ animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_9706 
0615: define_action_sequences 45@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 1291.519 -776.0716 95.4531 speed 6 -1 ms 
05BA: AS_actor -1 chew_gum 400 ms 
05BA: AS_actor -1 chew_gum 400 ms 
05D3: AS_actor -1 go_to_point 1280.995 -780.3347 95.461 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_action_sequences_end 45@ 
0618: assign_actor 101@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
000A: 107@ += 1 // integer values 

:MANSIO1_9706
0002: jump @MANSIO1_10111 

:MANSIO1_9713
0646: (unknown) 101@ 46@ 
00D6: if 
0039:   46@ == 4 // integer values 
004D: jump_if_false @MANSIO1_9758 
064C: make_particle 124@ visible 
0006: 32@ = 0 // integer values 
000A: 107@ += 1 // integer values 

:MANSIO1_9758
0002: jump @MANSIO1_10111 

:MANSIO1_9765
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @MANSIO1_9880 
000A: 107@ += 1 // integer values 
009A: 159@ = create_actor 25 #LSV1 at 1281.413 -785.8877 91.0302 
0173: set_actor 159@ z_angle_to 90.0 
0860: link_actor 159@ to_interior 0 
05D3: AS_actor 159@ go_to_point 1268.336 -785.9549 94.9688 speed 4 -1 ms 
060B: unknown_actor_use_entity 159@ 34@ 
01B2: give_actor 159@ weapon 29 ammo 1 // Load the weapon model before using this 
01B9: set_actor 159@ armed_weapon_to 29 

:MANSIO1_9880
0002: jump @MANSIO1_10111 

:MANSIO1_9887
00D6: if 
0023:   190.0 > 115@ // floating-point values 
004D: jump_if_false @MANSIO1_9915 
0002: jump @MANSIO1_10111 

:MANSIO1_9915
0006: 32@ = 0 // integer values 
000A: 107@ += 1 // integer values 

:MANSIO1_9929
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @MANSIO1_10018 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @MANSIO1_9978 
00A0: store_actor 159@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:MANSIO1_9978
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
0668: AS_actor 101@ rotate_to_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 100 ms 
0006: 32@ = 0 // integer values 
000A: 107@ += 1 // integer values 

:MANSIO1_10018
0002: jump @MANSIO1_10111 

:MANSIO1_10025
00D6: if 
0019:   32@ > 50 // integer values 
004D: jump_if_false @MANSIO1_10071 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @MANSIO1_10064 
0321: kill_actor 159@ 

:MANSIO1_10064
000A: 107@ += 1 // integer values 

:MANSIO1_10071
0002: jump @MANSIO1_10111 

:MANSIO1_10078
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @MANSIO1_10104 
000A: 107@ += 1 // integer values 

:MANSIO1_10104
0002: jump @MANSIO1_10111 

:MANSIO1_10111
0002: jump @MANSIO1_10130 

:MANSIO1_10118
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
0006: 107@ = -1 // integer values 

:MANSIO1_10130
0051: return 

:MANSIO1_10132
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MANSIO1_10523 
0871: init_jump_table 108@ total_jumps 4 0 @MANSIO1_10516 jumps 0 @MANSIO1_10211 1 @MANSIO1_10259 2 @MANSIO1_10426 3 @MANSIO1_10471 -1 @MANSIO1_10516 -1 @MANSIO1_10516 -1 @MANSIO1_10516 

:MANSIO1_10211
00D6: if 
0611:   actor 102@ animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_10252 
0006: 106@ = 1 // integer values 
000A: 108@ += 1 // integer values 

:MANSIO1_10252
0002: jump @MANSIO1_10516 

:MANSIO1_10259
00D6: if 
8611:   not actor 102@ animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_10419 
0615: define_action_sequences 45@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 1291.213 -799.4603 95.4531 speed 6 -1 ms 
05BA: AS_actor -1 chew_gum 400 ms 
05BA: AS_actor -1 chew_gum 400 ms 
05D3: AS_actor -1 go_to_point 1302.196 -788.2992 95.4531 speed 6 -1 ms 
05BA: AS_actor -1 chew_gum 400 ms 
05BA: AS_actor -1 chew_gum 400 ms 
05D3: AS_actor -1 go_to_point 1292.383 -787.4926 95.4476 speed 6 -1 ms 
0616: define_action_sequences_end 45@ 
0618: assign_actor 102@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
000A: 108@ += 1 // integer values 

:MANSIO1_10419
0002: jump @MANSIO1_10516 

:MANSIO1_10426
0646: (unknown) 102@ 46@ 
00D6: if 
0039:   46@ == 3 // integer values 
004D: jump_if_false @MANSIO1_10464 
064C: make_particle 126@ visible 
000A: 108@ += 1 // integer values 

:MANSIO1_10464
0002: jump @MANSIO1_10516 

:MANSIO1_10471
0646: (unknown) 102@ 46@ 
00D6: if 
0039:   46@ == 6 // integer values 
004D: jump_if_false @MANSIO1_10509 
064C: make_particle 125@ visible 
000A: 108@ += 1 // integer values 

:MANSIO1_10509
0002: jump @MANSIO1_10516 

:MANSIO1_10516
0002: jump @MANSIO1_10535 

:MANSIO1_10523
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 
0006: 108@ = -1 // integer values 

:MANSIO1_10535
0051: return 

:MANSIO1_10537
0006: 43@ = 0 // integer values 

:MANSIO1_10544
00D6: if 
001D:   167@ > 43@ // integer values 
004D: jump_if_false @MANSIO1_10820 
00D6: if 
8039:   not  103@(43@,4i) == -1 // integer values 
004D: jump_if_false @MANSIO1_10806 
00D6: if 
8118:   not actor 99@(43@,4i) dead 
004D: jump_if_false @MANSIO1_10786 
0871: init_jump_table 103@(43@,4i) total_jumps 2 0 @MANSIO1_10779 jumps 0 @MANSIO1_10672 1 @MANSIO1_10721 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 

:MANSIO1_10672
00D6: if 
0611:   actor 99@(43@,4i) animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_10714 
000A: 103@(43@,4i) += 1 // integer values 

:MANSIO1_10714
0002: jump @MANSIO1_10779 

:MANSIO1_10721
00D6: if 
8611:   not actor 99@(43@,4i) animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_10772 
05BE: AS_kill_actor 99@(43@,4i) 
000A: 103@(43@,4i) += 1 // integer values 

:MANSIO1_10772
0002: jump @MANSIO1_10779 

:MANSIO1_10779
0002: jump @MANSIO1_10806 

:MANSIO1_10786
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 103@(43@,4i) = -1 // integer values 

:MANSIO1_10806
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_10544 

:MANSIO1_10820
0051: return 

:MANSIO1_10822
0006: 43@ = 0 // integer values 

:MANSIO1_10829
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_11979 
00D6: if 
8039:   not  135@(43@,4i) == -1 // integer values 
004D: jump_if_false @MANSIO1_11965 
00D6: if 
8118:   not actor 131@(43@,4i) dead 
004D: jump_if_false @MANSIO1_11938 
0871: init_jump_table 135@(43@,4i) total_jumps 11 0 @MANSIO1_11931 jumps 0 @MANSIO1_11021 1 @MANSIO1_11209 2 @MANSIO1_11223 3 @MANSIO1_11293 4 @MANSIO1_11320 5 @MANSIO1_11388 6 @MANSIO1_11437 
0872: jump_table_jumps 7 @MANSIO1_11549 8 @MANSIO1_11648 9 @MANSIO1_11740 10 @MANSIO1_11839 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 

:MANSIO1_11021
00D6: if 
001D:   32@ > 139@(43@,4i) // integer values 
004D: jump_if_false @MANSIO1_11202 
00D6: if or
0039:   43@ == 0 // integer values 
0039:   43@ == 2 // integer values 
004D: jump_if_false @MANSIO1_11104 
0603: unknown_action_sequence 131@(43@,4i) 1585.293 -786.5728 347.0 6 -1 
0002: jump @MANSIO1_11191 

:MANSIO1_11104
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @MANSIO1_11163 
04AE: unknown $1276 radar_icon_or_model 23816 
05A9: s$1281 = 'MAN1_DF' // 8-byte strings  // ~z~H, vrj csak!
004F: create_thread @A_ALAP 2 100 65@(75@,10i) 

:MANSIO1_11163
0603: unknown_action_sequence 131@(43@,4i) 1585.322 -783.2303 347.0 6 -1 

:MANSIO1_11191
000A: 135@(43@,4i) += 1 // integer values 

:MANSIO1_11202
0002: jump @MANSIO1_11931 

:MANSIO1_11209
0050: gosub @MANSIO1_11981 
0002: jump @MANSIO1_11931 

:MANSIO1_11223
00D6: if 
0019:   160@(43@,4i) > 1200 // integer values 
004D: jump_if_false @MANSIO1_11286 
070B: (unknown) 131@(43@,4i) 0 
0006: 160@(43@,4i) = 0 // integer values 
0050: gosub @MANSIO1_12371 
000A: 135@(43@,4i) += 1 // integer values 

:MANSIO1_11286
0002: jump @MANSIO1_11931 

:MANSIO1_11293
0108: destroy_object 152@(43@,4i) 
000A: 135@(43@,4i) += 1 // integer values 
0002: jump @MANSIO1_11931 

:MANSIO1_11320
00D6: if 
0029:   160@(43@,4i) >= 40000 // integer values 
004D: jump_if_false @MANSIO1_11381 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @MANSIO1_11370 
0050: gosub @MANSIO1_13530 

:MANSIO1_11370
000A: 135@(43@,4i) += 1 // integer values 

:MANSIO1_11381
0002: jump @MANSIO1_11931 

:MANSIO1_11388
00D6: if 
0611:   actor 131@(43@,4i) animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_11430 
000A: 135@(43@,4i) += 1 // integer values 

:MANSIO1_11430
0002: jump @MANSIO1_11931 

:MANSIO1_11437
00D6: if 
8611:   not actor 131@(43@,4i) animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_11542 
00D6: if 
001B:   2 > 206@ // integer values 
004D: jump_if_false @MANSIO1_11500 
0006: 206@ = 2 // integer values 
0050: gosub @MANSIO1_14039 

:MANSIO1_11500
02AB: set_actor 131@(43@,4i) immunities 0 0 0 0 0 
0085: 135@(43@,4i) = 43@ // integer values and handles 
000A: 135@(43@,4i) += 7 // integer values 

:MANSIO1_11542
0002: jump @MANSIO1_11931 

:MANSIO1_11549
0856: (unknown) 131@ 0 
0615: define_action_sequences 45@ 
0603: unknown_action_sequence -1 1289.698 -771.6924 94.954 6 -1 
05D4: AS_actor -1 rotate_angle 100.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 131@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 135@(43@,4i) = 11 // integer values 
0002: jump @MANSIO1_11931 

:MANSIO1_11648
0615: define_action_sequences 45@ 
0603: unknown_action_sequence -1 1285.824 -772.1167 94.953 6 -1 
05D4: AS_actor -1 rotate_angle 115.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 132@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 135@(43@,4i) = 11 // integer values 
0002: jump @MANSIO1_11931 

:MANSIO1_11740
0856: (unknown) 133@ 0 
0615: define_action_sequences 45@ 
0603: unknown_action_sequence -1 1277.87 -789.9062 95.4531 6 -1 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 133@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 135@(43@,4i) = 11 // integer values 
0002: jump @MANSIO1_11931 

:MANSIO1_11839
0615: define_action_sequences 45@ 
0603: unknown_action_sequence -1 1278.609 -783.3164 95.4531 6 -1 
05D4: AS_actor -1 rotate_angle 95.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 134@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 135@(43@,4i) = 11 // integer values 
0002: jump @MANSIO1_11931 

:MANSIO1_11931
0002: jump @MANSIO1_11965 

:MANSIO1_11938
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
000E: 168@ -= 1 // integer values 
0006: 135@(43@,4i) = -1 // integer values 

:MANSIO1_11965
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_10829 

:MANSIO1_11979
0051: return 

:MANSIO1_11981
0871: init_jump_table 43@ total_jumps 4 0 @MANSIO1_12369 jumps 0 @MANSIO1_12044 1 @MANSIO1_12192 2 @MANSIO1_12044 3 @MANSIO1_12192 -1 @MANSIO1_12369 -1 @MANSIO1_12369 -1 @MANSIO1_12369 

:MANSIO1_12044
00D6: if 
80ED:   not actor 131@(43@,4i) 0 1585.293 -786.5728 radius 1.2 1.2 
004D: jump_if_false @MANSIO1_12093 
0002: jump @MANSIO1_12369 

:MANSIO1_12093
00D6: if 
0039:   43@ == 2 // integer values 
004D: jump_if_false @MANSIO1_12152 
04AE: unknown $1276 radar_icon_or_model 23818 
05A9: s$1281 = 'MAN1_DH' // 8-byte strings  // ~z~WhaaaHEEEEEE!
004F: create_thread @A_ALAP 2 100 131@(43@,4i) 

:MANSIO1_12152
05BC: AS_actor 131@(43@,4i) jump 1 
0006: 160@(43@,4i) = 0 // integer values 
000A: 135@(43@,4i) += 1 // integer values 
0002: jump @MANSIO1_12369 

:MANSIO1_12192
00D6: if 
80ED:   not actor 131@(43@,4i) 0 1585.322 -783.2303 radius 1.2 1.2 
004D: jump_if_false @MANSIO1_12241 
0002: jump @MANSIO1_12369 

:MANSIO1_12241
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @MANSIO1_12288 
04AE: unknown $1276 radar_icon_or_model 23817 
05A9: s$1281 = 'MAN1_DG' // 8-byte strings  // ~z~WhaaaHOOOOOO!
0002: jump @MANSIO1_12310 

:MANSIO1_12288
04AE: unknown $1276 radar_icon_or_model 23819 
05A9: s$1281 = 'MAN1_DJ' // 8-byte strings  // ~z~WhoooHOOOOOO!

:MANSIO1_12310
004F: create_thread @A_ALAP 2 100 131@(43@,4i) 
05BC: AS_actor 131@(43@,4i) jump 1 
0006: 160@(43@,4i) = 0 // integer values 
000A: 135@(43@,4i) += 1 // integer values 
0002: jump @MANSIO1_12369 

:MANSIO1_12369
0051: return 

:MANSIO1_12371
0871: init_jump_table 43@ total_jumps 4 0 @MANSIO1_12646 jumps 0 @MANSIO1_12434 1 @MANSIO1_12487 2 @MANSIO1_12540 3 @MANSIO1_12593 -1 @MANSIO1_12646 -1 @MANSIO1_12646 -1 @MANSIO1_12646 

:MANSIO1_12434
0913: run_external_script 1 -1 -29.0 14.0 -3.0 -1.0 5.25 6.75 1 131@ 
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_12646 

:MANSIO1_12487
0913: run_external_script 1 -1 -28.0 14.0 -3.0 -1.0 5.25 6.75 1 132@ 
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_12646 

:MANSIO1_12540
0913: run_external_script 1 -1 -27.0 14.0 -3.0 -1.0 5.25 6.75 1 133@ 
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_12646 

:MANSIO1_12593
0913: run_external_script 1 -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 134@ 
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_12646 

:MANSIO1_12646
0051: return 

:MANSIO1_12648
0006: 43@ = 0 // integer values 

:MANSIO1_12655
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @MANSIO1_13334 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_13299 
0871: init_jump_table 149@(43@,3i) total_jumps 6 0 @MANSIO1_13292 jumps 0 @MANSIO1_12760 1 @MANSIO1_12899 2 @MANSIO1_12948 3 @MANSIO1_13016 4 @MANSIO1_13108 5 @MANSIO1_13200 -1 @MANSIO1_13292 

:MANSIO1_12760
00D6: if 
0029:   164@(43@,3i) >= 35000 // integer values 
004D: jump_if_false @MANSIO1_12892 
00D6: if 
0039:   43@ == 0 // integer values 
004D: jump_if_false @MANSIO1_12881 
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if and
001B:   6 > 210@ // integer values 
8039:   not  210@ == -1 // integer values 
004D: jump_if_false @MANSIO1_12865 
00BC: text_highpriority 'MAN1_07' 8000 ms 1  // ~s~A ~b~Tridok~s~ mindjrt idernek. Ha megjttek, vigyzz rjuk, egyet se szedjenek le.
0002: jump @MANSIO1_12881 

:MANSIO1_12865
00BC: text_highpriority 'MAN1_08' 8000 ms 1  // ~s~Menj vissza a tetre, a ~b~Tridok~s~ mindjrt idernek, ha megjttek, vigyzz rjuk, mind lje tl.

:MANSIO1_12881
000A: 149@(43@,3i) += 1 // integer values 

:MANSIO1_12892
0002: jump @MANSIO1_13292 

:MANSIO1_12899
00D6: if 
0611:   actor 143@(43@,3i) animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_12941 
000A: 149@(43@,3i) += 1 // integer values 

:MANSIO1_12941
0002: jump @MANSIO1_13292 

:MANSIO1_12948
00D6: if 
8611:   not actor 143@(43@,3i) animation_is "PARA_LAND" 
004D: jump_if_false @MANSIO1_13009 
000A: 169@ += 1 // integer values 
0085: 149@(43@,3i) = 43@ // integer values and handles 
000A: 149@(43@,3i) += 3 // integer values 

:MANSIO1_13009
0002: jump @MANSIO1_13292 

:MANSIO1_13016
0615: define_action_sequences 45@ 
0603: unknown_action_sequence -1 1279.681 -786.5801 95.4531 6 -1 
05D4: AS_actor -1 rotate_angle 86.7391 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 143@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 149@(43@,3i) = 6 // integer values 
0002: jump @MANSIO1_13292 

:MANSIO1_13108
0615: define_action_sequences 45@ 
0603: unknown_action_sequence -1 1289.565 -775.1545 95.4476 6 -1 
05D4: AS_actor -1 rotate_angle 76.697 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 144@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 149@(43@,3i) = 6 // integer values 
0002: jump @MANSIO1_13292 

:MANSIO1_13200
0615: define_action_sequences 45@ 
0603: unknown_action_sequence -1 1281.683 -779.4835 95.4531 6 -1 
05D4: AS_actor -1 rotate_angle 84.4451 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 145@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 149@(43@,3i) = 6 // integer values 
0002: jump @MANSIO1_13292 

:MANSIO1_13292
0002: jump @MANSIO1_13320 

:MANSIO1_13299
0006: 52@ = 1 // integer values 
05AA: 53@s = 'MAN1_11' // 8-byte strings 

:MANSIO1_13320
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_12655 

:MANSIO1_13334
0051: return 

:MANSIO1_13336
0006: 43@ = 0 // integer values 

:MANSIO1_13343
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @MANSIO1_13438 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_13424 
0792: (unknown) 143@(43@,3i) 
0638: AS_actor 143@(43@,3i) stay_put 0 
0631: put_actor 143@(43@,3i) in_group 44@ 
087F: (unknown) 143@(43@,3i) 1 

:MANSIO1_13424
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_13343 

:MANSIO1_13438
0051: return 

:MANSIO1_13440
0006: 43@ = 0 // integer values 

:MANSIO1_13447
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @MANSIO1_13528 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_13514 
0687: clear_actor_task 143@(43@,3i) 
0638: AS_actor 143@(43@,3i) stay_put 0 
06C9: remove_actor 143@(43@,3i) from_group 

:MANSIO1_13514
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_13447 

:MANSIO1_13528
0051: return 

:MANSIO1_13530
009A: 170@ = create_actor 25 #LSV1 at 1268.069 -783.494 94.961 
0173: set_actor 170@ z_angle_to 275.8136 
0223: set_actor 170@ health_to 200 
08AF: (unknown) 170@ 200 
060B: unknown_actor_use_entity 170@ 34@ 
01B2: give_actor 170@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 170@ armed_weapon_to 29 
02AB: set_actor 170@ immunities 1 0 0 0 0 
0770: (unknown) 170@ 1 
09B5: (unknown) 170@ 0 
0006: 176@ = -2 // integer values 
009A: 171@ = create_actor 25 #LSV2 at 1271.156 -780.8453 94.9663 
0173: set_actor 171@ z_angle_to 254.8986 
0223: set_actor 171@ health_to 200 
08AF: (unknown) 171@ 200 
060B: unknown_actor_use_entity 171@ 34@ 
01B2: give_actor 171@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 171@ armed_weapon_to 29 
02AB: set_actor 171@ immunities 1 0 0 0 0 
0770: (unknown) 171@ 1 
09B5: (unknown) 171@ 0 
0006: 177@ = -2 // integer values 
009A: 172@ = create_actor 25 #LSV1 at 1267.737 -777.1963 94.9577 
0173: set_actor 172@ z_angle_to 302.1641 
0223: set_actor 172@ health_to 200 
08AF: (unknown) 172@ 200 
060B: unknown_actor_use_entity 172@ 34@ 
01B2: give_actor 172@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 172@ armed_weapon_to 29 
0770: (unknown) 172@ 1 
09B5: (unknown) 172@ 0 
0006: 178@ = -2 // integer values 
009A: 173@ = create_actor 25 #LSV2 at 1272.534 -774.9141 94.9466 
0173: set_actor 173@ z_angle_to 249.014 
0223: set_actor 173@ health_to 200 
08AF: (unknown) 173@ 200 
060B: unknown_actor_use_entity 173@ 34@ 
01B2: give_actor 173@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 173@ armed_weapon_to 29 
0770: (unknown) 173@ 1 
09B5: (unknown) 173@ 0 
0006: 179@ = -2 // integer values 
00D6: if 
001B:   2 > 157@ // integer values 
004D: jump_if_false @MANSIO1_14022 
02AB: set_actor 170@ immunities 1 0 0 0 0 
02AB: set_actor 171@ immunities 1 0 0 0 0 
02AB: set_actor 172@ immunities 1 0 0 0 0 
02AB: set_actor 173@ immunities 1 0 0 0 0 

:MANSIO1_14022
0006: 33@ = 3000 // integer values 
0006: 206@ = 1 // integer values 
0051: return 

:MANSIO1_14039
00D6: if 
8118:   not actor 170@ dead 
004D: jump_if_false @MANSIO1_14078 
060B: unknown_actor_use_entity 170@ 36@ 
02AB: set_actor 170@ immunities 0 0 0 0 0 

:MANSIO1_14078
00D6: if 
8118:   not actor 171@ dead 
004D: jump_if_false @MANSIO1_14117 
060B: unknown_actor_use_entity 171@ 36@ 
02AB: set_actor 171@ immunities 0 0 0 0 0 

:MANSIO1_14117
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @MANSIO1_14156 
060B: unknown_actor_use_entity 172@ 36@ 
02AB: set_actor 172@ immunities 0 0 0 0 0 

:MANSIO1_14156
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @MANSIO1_14195 
060B: unknown_actor_use_entity 173@ 36@ 
02AB: set_actor 173@ immunities 0 0 0 0 0 

:MANSIO1_14195
0051: return 

:MANSIO1_14197
0006: 43@ = 0 // integer values 

:MANSIO1_14204
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_15096 
00D6: if 
8118:   not actor 170@(43@,6i) dead 
004D: jump_if_false @MANSIO1_14449 
0871: init_jump_table 176@(43@,6i) total_jumps 3 0 @MANSIO1_14442 jumps 0 @MANSIO1_14309 1 @MANSIO1_14358 2 @MANSIO1_14406 -1 @MANSIO1_14442 -1 @MANSIO1_14442 -1 @MANSIO1_14442 -1 @MANSIO1_14442 

:MANSIO1_14309
00D6: if 
0019:   188@(43@,6i) > 100 // integer values 
004D: jump_if_false @MANSIO1_14351 
0108: destroy_object 194@(43@,6i) 
000A: 176@(43@,6i) += 1 // integer values 

:MANSIO1_14351
0002: jump @MANSIO1_14442 

:MANSIO1_14358
0646: (unknown) 170@(43@,6i) 46@ 
00D6: if 
0029:   46@ >= 2 // integer values 
004D: jump_if_false @MANSIO1_14399 
000A: 176@(43@,6i) += 1 // integer values 

:MANSIO1_14399
0002: jump @MANSIO1_14442 

:MANSIO1_14406
00A0: store_actor 170@(43@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 176@(43@,6i) += 1 // integer values 
0002: jump @MANSIO1_14442 

:MANSIO1_14442
0002: jump @MANSIO1_15082 

:MANSIO1_14449
00D6: if 
8039:   not  176@(43@,6i) == -1 // integer values 
004D: jump_if_false @MANSIO1_14500 
0006: 188@(43@,6i) = 0 // integer values 
0006: 176@(43@,6i) = -1 // integer values 
0002: jump @MANSIO1_15082 

:MANSIO1_14500
00D6: if 
0019:   188@(43@,6i) > 2000 // integer values 
004D: jump_if_false @MANSIO1_15082 
034F: destroy_actor_with_fade 170@(43@,6i) // The actor fades away like a ghost 
00D6: if 
001B:   3 > 206@ // integer values 
004D: jump_if_false @MANSIO1_15082 
0006: 208@ = 0 // integer values 
0050: gosub @MANSIO1_17063 
00D6: if or
8039:   not  210@ == -1 // integer values 
8039:   not  212@ == 0 // integer values 
004D: jump_if_false @MANSIO1_15082 
0085: 205@ = 43@ // integer values and handles 
00D6: if 
0039:   210@ == -1 // integer values 
004D: jump_if_false @MANSIO1_14647 
00D6: if 
8039:   not  212@ == 0 // integer values 
004D: jump_if_false @MANSIO1_14640 
0050: gosub @MANSIO1_15445 

:MANSIO1_14640
0002: jump @MANSIO1_14654 

:MANSIO1_14647
0050: gosub @MANSIO1_15098 

:MANSIO1_14654
0107: 194@(43@,6i) = create_object #CARDBOARDBOX2 at 200@ 201@ 93.0 
0392: object 194@(43@,6i) toggle_in_moving_list 0 
0750: set_object 194@(43@,6i) visibility 0 
0550: keep_object 194@(43@,6i) in_memory 1 
009A: 170@(43@,6i) = create_actor 25 182@(43@,6i) at 200@ 201@ 202@ 
0770: (unknown) 170@(43@,6i) 1 
0223: set_actor 170@(43@,6i) health_to 200 
08AF: (unknown) 170@(43@,6i) 200 
0173: set_actor 170@(43@,6i) z_angle_to 203@ 
060B: unknown_actor_use_entity 170@(43@,6i) 34@ 
01B2: give_actor 170@(43@,6i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 170@(43@,6i) armed_weapon_to 29 
02E2: set_actor 170@(43@,6i) weapon_accuracy_to 70 
07DD: (unknown) 170@(43@,6i) 55 
09B5: (unknown) 170@(43@,6i) 0 
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_15082 
00D6: if or
8039:   not  210@ == -1 // integer values 
0019:   212@ > 0 // integer values 
004D: jump_if_false @MANSIO1_15030 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 170@(43@,6i) offset 0.0 3.5 0.0 
0615: define_action_sequences 45@ 
078F: unknown_action_sequence -1 1 
04EB: AS_actor -1 crouch 1 
0603: unknown_action_sequence -1 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 94.95 6 -1 
0638: AS_actor -1 stay_put 0 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 170@(43@,6i) to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 188@(43@,6i) = 0 // integer values 
0006: 176@(43@,6i) = 0 // integer values 
0002: jump @MANSIO1_15075 

:MANSIO1_15030
0638: AS_actor 170@(43@,6i) stay_put 1 
07BC: unknown_action_sequence 170@(43@,6i) 36@ 
0006: 188@(43@,6i) = 0 // integer values 
0006: 176@(43@,6i) = 3 // integer values 

:MANSIO1_15075
0002: jump @MANSIO1_15082 

:MANSIO1_15082
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_14204 

:MANSIO1_15096
0051: return 

:MANSIO1_15098
0871: init_jump_table 210@ total_jumps 11 1 @MANSIO1_15347 jumps 0 @MANSIO1_15226 1 @MANSIO1_15242 2 @MANSIO1_15258 3 @MANSIO1_15274 4 @MANSIO1_15290 5 @MANSIO1_15306 6 @MANSIO1_15274 
0872: jump_table_jumps 7 @MANSIO1_15290 8 @MANSIO1_15306 9 @MANSIO1_15258 10 @MANSIO1_15242 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 

:MANSIO1_15226
0209: 204@ = random_int 0 5 
0002: jump @MANSIO1_15361 

:MANSIO1_15242
0209: 204@ = random_int 2 5 
0002: jump @MANSIO1_15361 

:MANSIO1_15258
0209: 204@ = random_int 3 5 
0002: jump @MANSIO1_15361 

:MANSIO1_15274
0209: 204@ = random_int 0 3 
0002: jump @MANSIO1_15361 

:MANSIO1_15290
0209: 204@ = random_int 0 2 
0002: jump @MANSIO1_15361 

:MANSIO1_15306
0209: 204@ = random_int 0 4 
00D6: if 
0019:   204@ > 1 // integer values 
004D: jump_if_false @MANSIO1_15340 
000A: 204@ += 1 // integer values 

:MANSIO1_15340
0002: jump @MANSIO1_15361 

:MANSIO1_15347
0006: 204@ = 5 // integer values 
0002: jump @MANSIO1_15361 

:MANSIO1_15361
00D6: if 
001B:   5 > 204@ // integer values 
004D: jump_if_false @MANSIO1_15411 
0012: 205@ *= 5 // integer values 
005A: 204@ += 205@ // integer values 
0007: 202@ = 94.0 // floating-point values 
0002: jump @MANSIO1_15436 

:MANSIO1_15411
0012: 204@ *= 4 // integer values 
005A: 204@ += 205@ // integer values 
0007: 202@ = 95.0 // floating-point values 

:MANSIO1_15436
0050: gosub @MANSIO1_15686 
0051: return 

:MANSIO1_15445
0871: init_jump_table 212@ total_jumps 6 0 @MANSIO1_15602 jumps -1 @MANSIO1_15588 1 @MANSIO1_15508 2 @MANSIO1_15524 3 @MANSIO1_15540 4 @MANSIO1_15556 5 @MANSIO1_15572 -1 @MANSIO1_15602 

:MANSIO1_15508
0209: 204@ = random_int 0 5 
0002: jump @MANSIO1_15602 

:MANSIO1_15524
0209: 204@ = random_int 3 5 
0002: jump @MANSIO1_15602 

:MANSIO1_15540
0209: 204@ = random_int 2 5 
0002: jump @MANSIO1_15602 

:MANSIO1_15556
0209: 204@ = random_int 0 2 
0002: jump @MANSIO1_15602 

:MANSIO1_15572
0209: 204@ = random_int 0 3 
0002: jump @MANSIO1_15602 

:MANSIO1_15588
0006: 204@ = 5 // integer values 
0002: jump @MANSIO1_15602 

:MANSIO1_15602
00D6: if 
001B:   5 > 204@ // integer values 
004D: jump_if_false @MANSIO1_15652 
0012: 205@ *= 5 // integer values 
005A: 204@ += 205@ // integer values 
0007: 202@ = 94.0 // floating-point values 
0002: jump @MANSIO1_15677 

:MANSIO1_15652
0012: 204@ *= 4 // integer values 
005A: 204@ += 205@ // integer values 
0007: 202@ = 95.0 // floating-point values 

:MANSIO1_15677
0050: gosub @MANSIO1_15686 
0051: return 

:MANSIO1_15686
0871: init_jump_table 204@ total_jumps 24 0 @MANSIO1_16767 jumps 0 @MANSIO1_15879 1 @MANSIO1_15916 2 @MANSIO1_15953 3 @MANSIO1_15990 4 @MANSIO1_16027 5 @MANSIO1_16064 6 @MANSIO1_16101 
0872: jump_table_jumps 7 @MANSIO1_16138 8 @MANSIO1_16175 9 @MANSIO1_16212 10 @MANSIO1_16249 11 @MANSIO1_16286 12 @MANSIO1_16323 13 @MANSIO1_16360 14 @MANSIO1_16397 15 @MANSIO1_16434 
0872: jump_table_jumps 16 @MANSIO1_16471 17 @MANSIO1_16508 18 @MANSIO1_16545 19 @MANSIO1_16582 20 @MANSIO1_16619 21 @MANSIO1_16656 22 @MANSIO1_16693 23 @MANSIO1_16730 -1 @MANSIO1_16767 

:MANSIO1_15879
0007: 200@ = 1262.0 // floating-point values 
0007: 201@ = -770.5 // floating-point values 
0007: 203@ = 180.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_15916
0007: 200@ = 1266.0 // floating-point values 
0007: 201@ = -770.5 // floating-point values 
0007: 203@ = 180.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_15953
0007: 200@ = 1257.0 // floating-point values 
0007: 201@ = -784.0 // floating-point values 
0007: 203@ = 270.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_15990
0007: 200@ = 1269.0 // floating-point values 
0007: 201@ = -789.5 // floating-point values 
0007: 203@ = 0.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16027
0007: 200@ = 1265.0 // floating-point values 
0007: 201@ = -789.5 // floating-point values 
0007: 203@ = 0.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16064
0007: 200@ = 1267.0 // floating-point values 
0007: 201@ = -770.5 // floating-point values 
0007: 203@ = 180.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16101
0007: 200@ = 1263.0 // floating-point values 
0007: 201@ = -770.5 // floating-point values 
0007: 203@ = 180.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16138
0007: 200@ = 1257.0 // floating-point values 
0007: 201@ = -781.0 // floating-point values 
0007: 203@ = 270.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16175
0007: 200@ = 1264.0 // floating-point values 
0007: 201@ = -789.5 // floating-point values 
0007: 203@ = 0.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16212
0007: 200@ = 1268.0 // floating-point values 
0007: 201@ = -789.5 // floating-point values 
0007: 203@ = 0.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16249
0007: 200@ = 1264.0 // floating-point values 
0007: 201@ = -770.5 // floating-point values 
0007: 203@ = 180.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16286
0007: 200@ = 1268.0 // floating-point values 
0007: 201@ = -770.5 // floating-point values 
0007: 203@ = 180.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16323
0007: 200@ = 1257.0 // floating-point values 
0007: 201@ = -778.0 // floating-point values 
0007: 203@ = 270.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16360
0007: 200@ = 1267.0 // floating-point values 
0007: 201@ = -789.5 // floating-point values 
0007: 203@ = 0.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16397
0007: 200@ = 1263.0 // floating-point values 
0007: 201@ = -789.5 // floating-point values 
0007: 203@ = 0.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16434
0007: 200@ = 1269.0 // floating-point values 
0007: 201@ = -770.5 // floating-point values 
0007: 203@ = 180.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16471
0007: 200@ = 1265.0 // floating-point values 
0007: 201@ = -770.5 // floating-point values 
0007: 203@ = 180.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16508
0007: 200@ = 1257.0 // floating-point values 
0007: 201@ = -775.0 // floating-point values 
0007: 203@ = 270.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16545
0007: 200@ = 1262.0 // floating-point values 
0007: 201@ = -789.5 // floating-point values 
0007: 203@ = 0.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16582
0007: 200@ = 1266.0 // floating-point values 
0007: 201@ = -789.5 // floating-point values 
0007: 203@ = 0.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16619
0007: 200@ = 1268.069 // floating-point values 
0007: 201@ = -783.494 // floating-point values 
0007: 203@ = 270.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16656
0007: 200@ = 1271.156 // floating-point values 
0007: 201@ = -780.8453 // floating-point values 
0007: 203@ = 270.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16693
0007: 200@ = 1267.737 // floating-point values 
0007: 201@ = -777.1963 // floating-point values 
0007: 203@ = 270.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16730
0007: 200@ = 1272.534 // floating-point values 
0007: 201@ = -774.9141 // floating-point values 
0007: 203@ = 270.0 // floating-point values 
0002: jump @MANSIO1_16767 

:MANSIO1_16767
0051: return 

:MANSIO1_16769
00D6: if 
0019:   33@ > 700 // integer values 
004D: jump_if_false @MANSIO1_17061 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $11352 = distance between point 1269.668 -778.8566 and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if and
0020:   $TEMPVAR_Z_COORD > 105.0 // floating-point values 
0020:   $11352 > 65.0 // floating-point values 
0022:   130.0 > $11352 // floating-point values 
004D: jump_if_false @MANSIO1_17043 
0208: $TEMPVAR_FLOAT_1 = random_float -6.0 6.1 
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > 0.0 // floating-point values 
004D: jump_if_false @MANSIO1_16917 
0009: $TEMPVAR_FLOAT_1 += 1.5 // floating-point values 
0002: jump @MANSIO1_16927 

:MANSIO1_16917
000D: $TEMPVAR_FLOAT_1 -= 1.5 // floating-point values 

:MANSIO1_16927
0208: $TEMPVAR_FLOAT_3 = random_float -6.0 6.1 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 0.0 // floating-point values 
004D: jump_if_false @MANSIO1_16980 
0009: $TEMPVAR_FLOAT_3 += 1.5 // floating-point values 
0002: jump @MANSIO1_16990 

:MANSIO1_16980
000D: $TEMPVAR_FLOAT_3 -= 1.5 // floating-point values 

:MANSIO1_16990
04C4: create_coordinate $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR offset $TEMPVAR_FLOAT_1 -10.0 $TEMPVAR_FLOAT_3 
06BC: (unknown) 1269.668 -778.8566 94.9557 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 0 

:MANSIO1_17043
0209: 204@ = random_int 100 401 
0085: 33@ = 204@ // integer values and handles 

:MANSIO1_17061
0051: return 

:MANSIO1_17063
00D6: if 
0039:   208@ == 0 // integer values 
004D: jump_if_false @MANSIO1_17143 
00D6: if 
0039:   211@ == 0 // integer values 
004D: jump_if_false @MANSIO1_17134 
0006: 210@ = -1 // integer values 
0006: 212@ = 0 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to 215@ 216@ 217@ 
0002: jump @MANSIO1_17136 

:MANSIO1_17134
0051: return 

:MANSIO1_17136
0002: jump @MANSIO1_17168 

:MANSIO1_17143
0006: 213@ = -1 // integer values 
00A0: store_actor 170@(214@,6i) position_to 215@ 216@ 217@ 

:MANSIO1_17168
00D6: if 
0021:   217@ > 94.5 // floating-point values 
004D: jump_if_false @MANSIO1_17203 
0006: 209@ = 0 // integer values 
0002: jump @MANSIO1_17280 

:MANSIO1_17203
00D6: if 
0021:   217@ > 90.5 // floating-point values 
004D: jump_if_false @MANSIO1_17238 
0006: 209@ = 1 // integer values 
0002: jump @MANSIO1_17280 

:MANSIO1_17238
00D6: if 
0021:   217@ > 86.0 // floating-point values 
004D: jump_if_false @MANSIO1_17273 
0006: 209@ = 2 // integer values 
0002: jump @MANSIO1_17280 

:MANSIO1_17273
0006: 209@ = 3 // integer values 

:MANSIO1_17280
0871: init_jump_table 209@ total_jumps 4 0 @MANSIO1_18429 jumps 0 @MANSIO1_17343 1 @MANSIO1_17597 2 @MANSIO1_17816 3 @MANSIO1_18175 -1 @MANSIO1_18429 -1 @MANSIO1_18429 -1 @MANSIO1_18429 

:MANSIO1_17343
00D6: if and
0021:   216@ > -802.2 // floating-point values 
0023:   -766.75 > 216@ // floating-point values 
0021:   215@ > 1257.9 // floating-point values 
0023:   1304.4 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_17583 
00D6: if 
0021:   216@ > -774.2 // floating-point values 
004D: jump_if_false @MANSIO1_17464 
00D6: if 
0023:   1262.7 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_17450 
0006: 207@ = 2 // integer values 
0002: jump @MANSIO1_17457 

:MANSIO1_17450
0006: 207@ = 1 // integer values 

:MANSIO1_17457
0002: jump @MANSIO1_17576 

:MANSIO1_17464
00D6: if 
0023:   -785.85 > 216@ // floating-point values 
004D: jump_if_false @MANSIO1_17534 
00D6: if 
0023:   1262.7 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_17520 
0006: 207@ = 4 // integer values 
0002: jump @MANSIO1_17527 

:MANSIO1_17520
0006: 207@ = 3 // integer values 

:MANSIO1_17527
0002: jump @MANSIO1_17576 

:MANSIO1_17534
00D6: if 
0023:   1262.7 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_17569 
0006: 207@ = 5 // integer values 
0002: jump @MANSIO1_17576 

:MANSIO1_17569
0006: 207@ = 0 // integer values 

:MANSIO1_17576
0002: jump @MANSIO1_17590 

:MANSIO1_17583
0006: 207@ = -1 // integer values 

:MANSIO1_17590
0002: jump @MANSIO1_18429 

:MANSIO1_17597
00D6: if and
0021:   216@ > -793.0 // floating-point values 
0023:   -767.6 > 216@ // floating-point values 
0021:   215@ > 1251.4 // floating-point values 
0023:   1295.7 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_17802 
00D6: if 
0021:   216@ > -776.25 // floating-point values 
004D: jump_if_false @MANSIO1_17718 
00D6: if 
0023:   1265.9 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_17704 
0006: 207@ = 9 // integer values 
0002: jump @MANSIO1_17711 

:MANSIO1_17704
0006: 207@ = 10 // integer values 

:MANSIO1_17711
0002: jump @MANSIO1_17795 

:MANSIO1_17718
00D6: if 
0023:   -783.5 > 216@ // floating-point values 
004D: jump_if_false @MANSIO1_17788 
00D6: if 
0023:   1265.9 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_17774 
0006: 207@ = 7 // integer values 
0002: jump @MANSIO1_17781 

:MANSIO1_17774
0006: 207@ = 6 // integer values 

:MANSIO1_17781
0002: jump @MANSIO1_17795 

:MANSIO1_17788
0006: 207@ = 8 // integer values 

:MANSIO1_17795
0002: jump @MANSIO1_17809 

:MANSIO1_17802
0006: 207@ = -1 // integer values 

:MANSIO1_17809
0002: jump @MANSIO1_18429 

:MANSIO1_17816
00D6: if and
0021:   216@ > -814.0 // floating-point values 
0023:   -785.0 > 216@ // floating-point values 
0021:   215@ > 1251.8 // floating-point values 
0023:   1303.5 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_18161 
00D6: if 
0021:   216@ > -793.6 // floating-point values 
004D: jump_if_false @MANSIO1_17972 
00D6: if 
0021:   215@ > 1298.8 // floating-point values 
004D: jump_if_false @MANSIO1_17923 
0006: 207@ = 13 // integer values 
0002: jump @MANSIO1_17965 

:MANSIO1_17923
00D6: if 
0021:   215@ > 1259.4 // floating-point values 
004D: jump_if_false @MANSIO1_17958 
0006: 207@ = 12 // integer values 
0002: jump @MANSIO1_17965 

:MANSIO1_17958
0006: 207@ = 11 // integer values 

:MANSIO1_17965
0002: jump @MANSIO1_18154 

:MANSIO1_17972
00D6: if 
0021:   216@ > -807.1 // floating-point values 
004D: jump_if_false @MANSIO1_18077 
00D6: if 
0021:   215@ > 1298.8 // floating-point values 
004D: jump_if_false @MANSIO1_18028 
0006: 207@ = 16 // integer values 
0002: jump @MANSIO1_18070 

:MANSIO1_18028
00D6: if 
0021:   215@ > 1259.4 // floating-point values 
004D: jump_if_false @MANSIO1_18063 
0006: 207@ = 15 // integer values 
0002: jump @MANSIO1_18070 

:MANSIO1_18063
0006: 207@ = 14 // integer values 

:MANSIO1_18070
0002: jump @MANSIO1_18154 

:MANSIO1_18077
00D6: if 
0021:   215@ > 1298.8 // floating-point values 
004D: jump_if_false @MANSIO1_18112 
0006: 207@ = 19 // integer values 
0002: jump @MANSIO1_18154 

:MANSIO1_18112
00D6: if 
0021:   215@ > 1259.4 // floating-point values 
004D: jump_if_false @MANSIO1_18147 
0006: 207@ = 18 // integer values 
0002: jump @MANSIO1_18154 

:MANSIO1_18147
0006: 207@ = 17 // integer values 

:MANSIO1_18154
0002: jump @MANSIO1_18168 

:MANSIO1_18161
0006: 207@ = -1 // integer values 

:MANSIO1_18168
0002: jump @MANSIO1_18429 

:MANSIO1_18175
00D6: if and
0021:   216@ > -834.35 // floating-point values 
0023:   -787.3 > 216@ // floating-point values 
0021:   215@ > 1239.9 // floating-point values 
0023:   1308.4 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_18415 
00D6: if 
0023:   -804.2511 > 216@ // floating-point values 
004D: jump_if_false @MANSIO1_18331 
00D6: if 
0023:   1254.75 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_18282 
0006: 207@ = 23 // integer values 
0002: jump @MANSIO1_18324 

:MANSIO1_18282
00D6: if 
0023:   1298.6 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_18317 
0006: 207@ = 24 // integer values 
0002: jump @MANSIO1_18324 

:MANSIO1_18317
0006: 207@ = 25 // integer values 

:MANSIO1_18324
0002: jump @MANSIO1_18408 

:MANSIO1_18331
00D6: if 
0023:   1254.75 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_18366 
0006: 207@ = 20 // integer values 
0002: jump @MANSIO1_18408 

:MANSIO1_18366
00D6: if 
0023:   1298.6 > 215@ // floating-point values 
004D: jump_if_false @MANSIO1_18401 
0006: 207@ = 21 // integer values 
0002: jump @MANSIO1_18408 

:MANSIO1_18401
0006: 207@ = 22 // integer values 

:MANSIO1_18408
0002: jump @MANSIO1_18422 

:MANSIO1_18415
0006: 207@ = -1 // integer values 

:MANSIO1_18422
0002: jump @MANSIO1_18429 

:MANSIO1_18429
00D6: if 
0039:   207@ == -1 // integer values 
004D: jump_if_false @MANSIO1_18573 
00D6: if 
0021:   217@ > 91.5 // floating-point values 
004D: jump_if_false @MANSIO1_18566 
0006: 212@ = 0 // integer values 
00D6: if 
0021:   215@ > 1279.351 // floating-point values 
004D: jump_if_false @MANSIO1_18503 
000A: 212@ += 1 // integer values 

:MANSIO1_18503
00D6: if 
0021:   216@ > -766.75 // floating-point values 
004D: jump_if_false @MANSIO1_18531 
000A: 212@ += 2 // integer values 

:MANSIO1_18531
00D6: if 
0023:   -802.2 > 216@ // floating-point values 
004D: jump_if_false @MANSIO1_18559 
000A: 212@ += 4 // integer values 

:MANSIO1_18559
0002: jump @MANSIO1_18573 

:MANSIO1_18566
0006: 212@ = -1 // integer values 

:MANSIO1_18573
00D6: if 
0039:   208@ == 0 // integer values 
004D: jump_if_false @MANSIO1_18613 
0085: 210@ = 207@ // integer values and handles 
0006: 211@ = 1 // integer values 
0002: jump @MANSIO1_18621 

:MANSIO1_18613
0085: 213@ = 207@ // integer values and handles 

:MANSIO1_18621
0051: return 

:MANSIO1_18623
0871: init_jump_table 218@ total_jumps 1 0 @MANSIO1_18754 jumps 1 @MANSIO1_18686 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 

:MANSIO1_18686
00D6: if 
0023:   190.0 > 115@ // floating-point values 
004D: jump_if_false @MANSIO1_18747 
000B: 115@ += 0.34 // floating-point values 
000F: 114@ -= 0.006 // floating-point values 
000B: 118@ += 0.01 // floating-point values 
000B: 116@ += 0.01 // floating-point values 

:MANSIO1_18747
0002: jump @MANSIO1_18754 

:MANSIO1_18754
02F7: 122@ = sinus 115@ // cosine swapped with sinus 
02F6: 123@ = cosine 115@ // sinus swapped with cosine 
0087: 120@ = 116@ // floating-point values only 
006B: 120@ *= 122@ // floating-point values 
0087: 121@ = 116@ // floating-point values only 
006B: 121@ *= 123@ // floating-point values 
0087: 112@ = 117@ // floating-point values only 
005B: 112@ += 120@ // floating-point values 
0087: 113@ = 118@ // floating-point values only 
005B: 113@ += 121@ // floating-point values 
015F: set_camera_position 112@ 113@ 114@ 0.0 0.0 0.0 
0160: point_camera 117@ 118@ 119@ 2 
0051: return 

:MANSIO1_18875
0871: init_jump_table 219@ total_jumps 2 0 @MANSIO1_19024 jumps 0 @MANSIO1_18938 1 @MANSIO1_18953 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 

:MANSIO1_18938
097B: play_sound 128@ on_object 1108 
000A: 219@ += 1 // integer values 

:MANSIO1_18953
00D6: if 
0021:   220@ > -20.0 // floating-point values 
004D: jump_if_false @MANSIO1_19009 
000B: 220@ += -0.1 // floating-point values 
0453: object 128@ set_rotation 220@ 0.0 90.0 
0002: jump @MANSIO1_19024 

:MANSIO1_19009
097B: play_sound 128@ on_object 1109 
000A: 219@ += 1 // integer values 

:MANSIO1_19024
0051: return 
0871: init_jump_table 221@ total_jumps 3 0 @MANSIO1_19272 jumps 0 @MANSIO1_19089 1 @MANSIO1_19152 2 @MANSIO1_19261 -1 @MANSIO1_19272 -1 @MANSIO1_19272 -1 @MANSIO1_19272 -1 @MANSIO1_19272 

:MANSIO1_19089
00D6: if 
002D:   33@ >= 222@ // integer values 
004D: jump_if_false @MANSIO1_19140 
0209: 223@ = random_int 4000 6001 
0006: 33@ = 0 // integer values 
000A: 221@ += 1 // integer values 
0002: jump @MANSIO1_19145 

:MANSIO1_19140
0003: shake_camera 224@ 

:MANSIO1_19145
0002: jump @MANSIO1_19272 

:MANSIO1_19152
00D6: if 
002D:   33@ >= 223@ // integer values 
004D: jump_if_false @MANSIO1_19250 
0209: 224@ = random_int 40 51 
0003: shake_camera 224@ 
0209: 222@ = random_int 2500 5001 
0085: 225@ = 224@ // integer values and handles 
0012: 225@ *= 2 // integer values 
000A: 225@ += 150 // integer values 
015B: (unknown) 0 222@ 225@ 
0006: 33@ = 0 // integer values 
000E: 221@ -= 1 // integer values 
0002: jump @MANSIO1_19254 

:MANSIO1_19250
0003: shake_camera 5 

:MANSIO1_19254
0002: jump @MANSIO1_19272 

:MANSIO1_19261
0003: shake_camera 20 
0002: jump @MANSIO1_19272 

:MANSIO1_19272
0051: return 

:MANSIO1_19274
0650: destroy_particle 124@ 
0650: destroy_particle 125@ 
0650: destroy_particle 126@ 
0164: disable_marker 47@ 
0164: disable_marker 146@ 
0164: disable_marker 147@ 
0164: disable_marker 148@ 
0215: destroy_pickup 51@ 
0006: 43@ = 0 // integer values 

:MANSIO1_19321
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_19380 
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 170@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_19321 

:MANSIO1_19380
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
0249: release_model #GUN_PARA 
04EF: release_animation "PARACHUTE" 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CELLPHONE 
0051: return 

:MANSIO1_19435
0050: gosub @MANSIO1_13440 
0050: gosub @MANSIO1_19274 
065C: unknown_create_def_entity 39@ // unknown_destroy 
08E7: set_entrance_markers 1 
03CB: set_camera 1267.429 -781.5715 1090.891 
060A: unknown_create_entity 0 38@ 
0709: unknown_set_entity_item 38@ 9 911 0.0 100.0 100.0 0.0 0 1 
0709: unknown_set_entity_item 38@ 15 415 0.0 100.0 100.0 0.0 0 1 
0709: unknown_set_entity_item 38@ 31 413 0.0 100.0 0.0 0.0 0 1 
0247: request_model #LSV3 
0247: request_model #BFYST 
0247: request_model #GANGRL3 

:MANSIO1_19597
00D6: if or
8248:   not model #LSV3 available 
8248:   not model #BFYST available 
8248:   not model #GANGRL3 available 
004D: jump_if_false @MANSIO1_19632 
0001: wait 0 ms 
0002: jump @MANSIO1_19597 

:MANSIO1_19632
0213: 51@ = create_pickup #HEALTH type 3 at 1278.88 -810.5082 1086.0 
015F: set_camera_position 1266.807 -782.0668 1092.602 0.0 0.0 0.0 
0160: point_camera 1267.786 -781.8895 1092.5 2 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A1: put_actor $PLAYER_ACTOR at 1267.785 -781.2607 1090.898 
0173: set_actor $PLAYER_ACTOR z_angle_to 185.363 
0006: 157@ = 0 // integer values 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_19804 
00A1: put_actor 143@ at 1263.087 -782.9864 1090.898 
0164: disable_marker 146@ 
0002: jump @MANSIO1_19852 

:MANSIO1_19804
009A: 143@ = create_actor 24 #TRIADA at 1263.087 -782.9864 1090.898 
01B2: give_actor 143@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 143@ armed_weapon_to 31 
0568: set_actor 143@ targetable 1 

:MANSIO1_19852
0173: set_actor 143@ z_angle_to 269.9343 
0223: set_actor 143@ health_to 300 
0860: link_actor 143@ to_interior 5 
060B: unknown_actor_use_entity 143@ 34@ 
09B5: (unknown) 143@ 0 
02E2: set_actor 143@ weapon_accuracy_to 75 
07DD: (unknown) 143@ 60 
04AF: 428@ = unknown_wav_reference 117 
0006: 149@ = 0 // integer values 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_19968 
00A1: put_actor 144@ at 1261.967 -778.3527 1090.898 
0164: disable_marker 147@ 
0002: jump @MANSIO1_20016 

:MANSIO1_19968
009A: 144@ = create_actor 24 #TRIADB at 1261.967 -778.3527 1090.898 
01B2: give_actor 144@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 144@ armed_weapon_to 31 
0568: set_actor 144@ targetable 1 

:MANSIO1_20016
0173: set_actor 144@ z_angle_to 258.1764 
0223: set_actor 144@ health_to 300 
0860: link_actor 144@ to_interior 5 
060B: unknown_actor_use_entity 144@ 34@ 
09B5: (unknown) 144@ 0 
02E2: set_actor 144@ weapon_accuracy_to 75 
07DD: (unknown) 144@ 60 
0006: 150@ = 1 // integer values 
04AF: 429@ = unknown_wav_reference 118 
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_20132 
00A1: put_actor 145@ at 1267.936 -782.3963 1090.938 
0164: disable_marker 148@ 
0002: jump @MANSIO1_20180 

:MANSIO1_20132
009A: 145@ = create_actor 24 #TRIADB at 1267.936 -782.3963 1090.938 
01B2: give_actor 145@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 145@ armed_weapon_to 31 
0568: set_actor 145@ targetable 1 

:MANSIO1_20180
0173: set_actor 145@ z_angle_to 7.0205 
0223: set_actor 145@ health_to 300 
0860: link_actor 145@ to_interior 5 
060B: unknown_actor_use_entity 145@ 34@ 
0006: 43@ = 0 // integer values 

:MANSIO1_20220
00D6: if 
001B:   20 > 43@ // integer values 
004D: jump_if_false @MANSIO1_20263 
0006: 246@(43@,20i) = -2 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_20220 

:MANSIO1_20263
0006: 43@ = 0 // integer values 

:MANSIO1_20270
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @MANSIO1_20313 
0006: 296@(43@,10i) = -2 // integer values 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_20270 

:MANSIO1_20313
0006: 320@ = -2 // integer values 
0006: 321@ = -2 // integer values 
0006: 322@ = -2 // integer values 
0006: 323@ = -2 // integer values 
0007: 346@ = 1282.481 // floating-point values 
0007: 362@ = -783.0235 // floating-point values 
0007: 378@ = 1088.93 // floating-point values 
0007: 394@ = 178.1922 // floating-point values 
0007: 347@ = 1283.504 // floating-point values 
0007: 363@ = -782.3303 // floating-point values 
0007: 379@ = 1088.93 // floating-point values 
0007: 395@ = 179.0122 // floating-point values 
0006: 344@ = 2 // integer values 
0007: 348@ = 1280.705 // floating-point values 
0007: 364@ = -789.9243 // floating-point values 
0007: 380@ = 1088.93 // floating-point values 
0007: 396@ = 86.8595 // floating-point values 
0007: 349@ = 1283.79 // floating-point values 
0007: 365@ = -798.3011 // floating-point values 
0007: 381@ = 1088.93 // floating-point values 
0007: 397@ = 282.0571 // floating-point values 
0007: 350@ = 1280.78 // floating-point values 
0007: 366@ = -801.7443 // floating-point values 
0007: 382@ = 1088.93 // floating-point values 
0007: 398@ = 94.8903 // floating-point values 
0007: 351@ = 1283.531 // floating-point values 
0007: 367@ = -810.207 // floating-point values 
0007: 383@ = 1088.93 // floating-point values 
0007: 399@ = 277.6203 // floating-point values 
0007: 352@ = 1280.724 // floating-point values 
0007: 368@ = -813.7949 // floating-point values 
0007: 384@ = 1088.93 // floating-point values 
0007: 400@ = 92.4805 // floating-point values 
0007: 353@ = 1283.641 // floating-point values 
0007: 369@ = -822.3738 // floating-point values 
0007: 385@ = 1088.93 // floating-point values 
0007: 401@ = 281.8632 // floating-point values 
0006: 345@ = 8 // integer values 
0007: 354@ = 1283.491 // floating-point values 
0007: 370@ = -785.184 // floating-point values 
0007: 386@ = 1088.93 // floating-point values 
0007: 402@ = 178.5884 // floating-point values 
0007: 355@ = 1281.049 // floating-point values 
0007: 371@ = -792.4401 // floating-point values 
0007: 387@ = 1088.93 // floating-point values 
0007: 403@ = 182.731 // floating-point values 
0007: 356@ = 1283.697 // floating-point values 
0007: 372@ = -799.8134 // floating-point values 
0007: 388@ = 1088.93 // floating-point values 
0007: 404@ = 177.1231 // floating-point values 
0007: 357@ = 1280.901 // floating-point values 
0007: 373@ = -804.8507 // floating-point values 
0007: 389@ = 1088.93 // floating-point values 
0007: 405@ = 184.0353 // floating-point values 
0007: 358@ = 1283.5 // floating-point values 
0007: 374@ = -812.0164 // floating-point values 
0007: 390@ = 1088.93 // floating-point values 
0007: 406@ = 175.55 // floating-point values 
0007: 359@ = 1280.848 // floating-point values 
0007: 375@ = -816.8154 // floating-point values 
0007: 391@ = 1088.93 // floating-point values 
0007: 407@ = 188.1912 // floating-point values 
0007: 360@ = 1283.654 // floating-point values 
0007: 376@ = -831.0235 // floating-point values 
0007: 392@ = 1088.93 // floating-point values 
0007: 408@ = 71.1923 // floating-point values 
0007: 361@ = 1282.427 // floating-point values 
0007: 377@ = -834.7235 // floating-point values 
0007: 393@ = 1088.93 // floating-point values 
0007: 409@ = 92.1225 // floating-point values 
0209: 452@ = random_int 0 4 
04AF: 444@ = unknown_wav_reference 23824 
05AA: 453@s = 'MAN1_FC' // 8-byte strings 
04AF: 445@ = unknown_wav_reference 23825 
05AA: 455@s = 'MAN1_FD' // 8-byte strings 
04AF: 446@ = unknown_wav_reference 23826 
05AA: 457@s = 'MAN1_FE' // 8-byte strings 
04AF: 447@ = unknown_wav_reference 23827 
05AA: 459@s = 'MAN1_FF' // 8-byte strings 
04AF: 448@ = unknown_wav_reference 23831 
05AA: 461@s = 'MAN1_FK' // 8-byte strings 
04AF: 449@ = unknown_wav_reference 23832 
05AA: 463@s = 'MAN1_FL' // 8-byte strings 
04AF: 450@ = unknown_wav_reference 23833 
05AA: 465@s = 'MAN1_FM' // 8-byte strings 
04AF: 451@ = unknown_wav_reference 23834 
05AA: 467@s = 'MAN1_FN' // 8-byte strings 
009A: 226@ = create_actor 25 #LSV1 at 1275.64 -776.5879 1089.711 
0173: set_actor 226@ z_angle_to 127.9642 
0223: set_actor 226@ health_to 200 
08AF: (unknown) 226@ 200 
0860: link_actor 226@ to_interior 5 
01B2: give_actor 226@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 226@ armed_weapon_to 29 
02E2: set_actor 226@ weapon_accuracy_to 35 
07DD: (unknown) 226@ 50 
04EB: AS_actor 226@ crouch 1 
060B: unknown_actor_use_entity 226@ 34@ 
0006: 246@ = 0 // integer values 
009A: 227@ = create_actor 25 #LSV3 at 1281.108 -776.7111 1089.704 
0173: set_actor 227@ z_angle_to 99.357 
0223: set_actor 227@ health_to 200 
08AF: (unknown) 227@ 200 
0860: link_actor 227@ to_interior 5 
01B2: give_actor 227@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 227@ armed_weapon_to 29 
02E2: set_actor 227@ weapon_accuracy_to 35 
07DD: (unknown) 227@ 60 
04EB: AS_actor 227@ crouch 1 
060B: unknown_actor_use_entity 227@ 34@ 
0006: 247@ = 0 // integer values 
009A: 228@ = create_actor 25 #LSV1 at 1281.617 -784.6133 1088.93 
0173: set_actor 228@ z_angle_to 90.0 
0223: set_actor 228@ health_to 200 
08AF: (unknown) 228@ 200 
0860: link_actor 228@ to_interior 5 
01B2: give_actor 228@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 228@ armed_weapon_to 29 
02E2: set_actor 228@ weapon_accuracy_to 35 
07DD: (unknown) 228@ 70 
060B: unknown_actor_use_entity 228@ 34@ 
0006: 248@ = 0 // integer values 
009A: 229@ = create_actor 25 #LSV3 at 1283.19 -786.4687 1088.93 
0173: set_actor 229@ z_angle_to 0.0 
0223: set_actor 229@ health_to 200 
08AF: (unknown) 229@ 200 
0860: link_actor 229@ to_interior 5 
01B2: give_actor 229@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 229@ armed_weapon_to 29 
02E2: set_actor 229@ weapon_accuracy_to 35 
07DD: (unknown) 229@ 50 
060B: unknown_actor_use_entity 229@ 34@ 
0006: 249@ = 0 // integer values 
0006: 487@ = -1 // integer values 
0007: 490@ = 1275.382 // floating-point values 
0007: 496@ = -782.1158 // floating-point values 
0007: 502@ = 1088.93 // floating-point values 
0007: 508@ = 270.0 // floating-point values 
0007: 491@ = 1290.621 // floating-point values 
0007: 497@ = -797.5714 // floating-point values 
0007: 503@ = 1088.93 // floating-point values 
0007: 509@ = 90.0 // floating-point values 
0007: 492@ = 1276.333 // floating-point values 
0007: 498@ = -813.5852 // floating-point values 
0007: 504@ = 1088.93 // floating-point values 
0007: 510@ = 270.0 // floating-point values 
0007: 493@ = 1274.861 // floating-point values 
0007: 499@ = -825.8968 // floating-point values 
0007: 505@ = 1088.93 // floating-point values 
0007: 511@ = 270.0 // floating-point values 
0007: 494@ = 1226.309 // floating-point values 
0007: 500@ = -832.0841 // floating-point values 
0007: 506@ = 1083.008 // floating-point values 
0007: 512@ = 180.0 // floating-point values 
0007: 495@ = 1288.024 // floating-point values 
0007: 501@ = -821.6524 // floating-point values 
0007: 507@ = 1088.93 // floating-point values 
0007: 513@ = 90.0 // floating-point values 
04AF: 331@ = unknown_wav_reference 23800 
05AA: 336@s = 'MAN1_AA' // 8-byte strings 
04AF: 332@ = unknown_wav_reference 23801 
05AA: 338@s = 'MAN1_AB' // 8-byte strings 
04AF: 333@ = unknown_wav_reference 23802 
05AA: 340@s = 'MAN1_AC' // 8-byte strings 
04AF: 334@ = unknown_wav_reference 23803 
05AA: 342@s = 'MAN1_AD' // 8-byte strings 
0006: 335@ = 0 // integer values 
0006: 330@ = 0 // integer values 
0917: audio_zone 'MADDOGL' enable_sound 1 
0968: actor $PLAYER_ACTOR stop_mouth 
016A: fade 1 1000 ms 

:MANSIO1_21980
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_22004 
0001: wait 0 ms 
0002: jump @MANSIO1_21980 

:MANSIO1_22004
0006: 32@ = 0 // integer values 
0006: 49@ = 0 // integer values 
04AE: unknown $1276 radar_icon_or_model 23820 
05A9: s$1281 = 'MAN1_EA' // 8-byte strings  // ~z~Tl kevesen vagyunk, de ha sszedolgozunk, elnyomjuk ket!
004F: create_thread @A_ALAP 2 100 145@ 
0707: start_scene_skip_to @MANSIO1_22313 

:MANSIO1_22062
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_22092 
0001: wait 0 ms 
0002: jump @MANSIO1_22062 

:MANSIO1_22092
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22122 
04EB: AS_actor 226@ crouch 0 
0006: 49@ = 1 // integer values 

:MANSIO1_22122
00D6: if 
001B:   4400 > 32@ // integer values 
004D: jump_if_false @MANSIO1_22152 
0001: wait 0 ms 
0002: jump @MANSIO1_22122 

:MANSIO1_22152
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22198 
0668: AS_actor 226@ rotate_to_point 1267.728 -782.9617 1092.689 300 ms 
0006: 49@ = 2 // integer values 

:MANSIO1_22198
00D6: if 
001B:   4700 > 32@ // integer values 
004D: jump_if_false @MANSIO1_22228 
0001: wait 0 ms 
0002: jump @MANSIO1_22198 

:MANSIO1_22228
00D6: if and
8118:   not actor 226@ dead 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_22273 
0687: clear_actor_task 226@ 
04EB: AS_actor 226@ crouch 1 
0321: kill_actor 145@ 
0006: 49@ = 3 // integer values 

:MANSIO1_22273
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 

:MANSIO1_22283
00D6: if 
001B:   5400 > 32@ // integer values 
004D: jump_if_false @MANSIO1_22313 
0001: wait 0 ms 
0002: jump @MANSIO1_22283 

:MANSIO1_22313
0701: end_scene_skip 
0871: init_jump_table 49@ total_jumps 3 0 @MANSIO1_22450 jumps 0 @MANSIO1_22422 1 @MANSIO1_22399 2 @MANSIO1_22378 -1 @MANSIO1_22450 -1 @MANSIO1_22450 -1 @MANSIO1_22450 -1 @MANSIO1_22450 

:MANSIO1_22378
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22399 
0687: clear_actor_task 226@ 

:MANSIO1_22399
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22422 
04EB: AS_actor 226@ crouch 1 

:MANSIO1_22422
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_22443 
0321: kill_actor 145@ 

:MANSIO1_22443
0002: jump @MANSIO1_22450 

:MANSIO1_22450
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
04AE: unknown $1276 radar_icon_or_model 23821 
05A9: s$1281 = 'MAN1_EB' // 8-byte strings  // ~z~Barmok! TZELJ!
004F: create_thread @A_ALAP 2 101 143@ 
0006: 33@ = 0 // integer values 
0006: 415@ = 1 // integer values 
0006: 411@ = 1 // integer values 
0006: 416@ = -1 // integer values 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_22630 
0615: define_action_sequences 45@ 
05D3: AS_actor -1 go_to_point 1266.858 -782.4518 1090.898 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 270.5538 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 143@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 

:MANSIO1_22630
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_22720 
0615: define_action_sequences 45@ 
05D3: AS_actor -1 go_to_point 1268.02 -779.9092 1090.898 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 267.5782 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 144@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 

:MANSIO1_22720
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22744 
060B: unknown_actor_use_entity 226@ 36@ 

:MANSIO1_22744
00D6: if 
8118:   not actor 227@ dead 
004D: jump_if_false @MANSIO1_22768 
060B: unknown_actor_use_entity 227@ 36@ 

:MANSIO1_22768
00D6: if 
8118:   not actor 228@ dead 
004D: jump_if_false @MANSIO1_22827 
0615: define_action_sequences 45@ 
05BA: AS_actor -1 chew_gum 1000 ms 
06E3: AS_actor -1 roll_sideways 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 228@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 

:MANSIO1_22827
00D6: if 
8118:   not actor 229@ dead 
004D: jump_if_false @MANSIO1_22918 
0615: define_action_sequences 45@ 
05BA: AS_actor -1 chew_gum 500 ms 
05D3: AS_actor -1 go_to_point 1283.221 -779.912 1088.93 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 229@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 

:MANSIO1_22918
01BD: 41@ = current_time_in_ms 
0006: 157@ = 0 // integer values 

:MANSIO1_22930
0001: wait 0 ms 
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // integer values and handles 
0062: 42@ -= 41@ // integer values 
0085: 41@ = 40@ // integer values and handles 
005A: 164@ += 42@ // integer values 
005A: 165@ += 42@ // integer values 
0006: 43@ = 0 // integer values 

:MANSIO1_22986
00D6: if 
001B:   20 > 43@ // integer values 
004D: jump_if_false @MANSIO1_23030 
005A: 266@(43@,20i) += 42@ // integer values 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_22986 

:MANSIO1_23030
0006: 43@ = 0 // integer values 

:MANSIO1_23037
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @MANSIO1_23081 
005A: 306@(43@,10i) += 42@ // integer values 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_23037 

:MANSIO1_23081
005A: 480@ += 42@ // integer values 
005A: 481@ += 42@ // integer values 
005A: 482@ += 42@ // integer values 
005A: 324@ += 42@ // integer values 
005A: 325@ += 42@ // integer values 
005A: 326@ += 42@ // integer values 
005A: 327@ += 42@ // integer values 
0050: gosub @MANSIO1_23279 
0050: gosub @MANSIO1_29184 
0050: gosub @MANSIO1_32862 
0050: gosub @MANSIO1_28155 
00D6: if 
0019:   157@ > 0 // integer values 
004D: jump_if_false @MANSIO1_23190 
0050: gosub @MANSIO1_34284 

:MANSIO1_23190
00D6: if 
0039:   330@ == 1 // integer values 
004D: jump_if_false @MANSIO1_23215 
0050: gosub @MANSIO1_35151 

:MANSIO1_23215
00D6: if 
8039:   not  521@ == 0 // integer values 
004D: jump_if_false @MANSIO1_23240 
0050: gosub @MANSIO1_35745 

:MANSIO1_23240
00D6: if 
0039:   514@ == 2 // integer values 
004D: jump_if_false @MANSIO1_23265 
0002: jump @MANSIO1_36517 

:MANSIO1_23265
0006: 471@ = 0 // integer values 
0002: jump @MANSIO1_22930 

:MANSIO1_23279
0871: init_jump_table 157@ total_jumps 12 0 @MANSIO1_28153 jumps 0 @MANSIO1_23407 1 @MANSIO1_24472 2 @MANSIO1_24838 3 @MANSIO1_24986 4 @MANSIO1_25838 5 @MANSIO1_26532 6 @MANSIO1_26757 
0872: jump_table_jumps 7 @MANSIO1_26929 8 @MANSIO1_27158 9 @MANSIO1_27387 10 @MANSIO1_27654 11 @MANSIO1_27883 -1 @MANSIO1_28153 -1 @MANSIO1_28153 -1 @MANSIO1_28153 -1 @MANSIO1_28153 

:MANSIO1_23407
00D6: if or
00A3:   actor $PLAYER_ACTOR 0 1285.937 -783.2331 1279.36 -779.1484 
0039:   149@ == 6 // integer values 
0039:   150@ == 7 // integer values 
004D: jump_if_false @MANSIO1_24465 
009A: 286@ = create_actor 25 #LSV1 at 1271.954 -786.6414 1088.928 
0173: set_actor 286@ z_angle_to 248.455 
0860: link_actor 286@ to_interior 5 
01B2: give_actor 286@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 286@ armed_weapon_to 29 
02E2: set_actor 286@ weapon_accuracy_to 45 
07DD: (unknown) 286@ 35 
0638: AS_actor 286@ stay_put 1 
060B: unknown_actor_use_entity 286@ 36@ 
0006: 296@ = 0 // integer values 
009A: 287@ = create_actor 25 #LSV3 at 1272.165 -790.5964 1088.928 
0173: set_actor 287@ z_angle_to 277.2843 
0860: link_actor 287@ to_interior 5 
01B2: give_actor 287@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 287@ armed_weapon_to 29 
02E2: set_actor 287@ weapon_accuracy_to 45 
07DD: (unknown) 287@ 35 
0638: AS_actor 287@ stay_put 1 
060B: unknown_actor_use_entity 287@ 36@ 
0006: 297@ = 0 // integer values 
009A: 288@ = create_actor 25 #LSV3 at 1287.489 -788.2037 1088.93 
0173: set_actor 288@ z_angle_to 176.3381 
0860: link_actor 288@ to_interior 5 
01B2: give_actor 288@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 288@ armed_weapon_to 29 
02E2: set_actor 288@ weapon_accuracy_to 50 
07DD: (unknown) 288@ 35 
0638: AS_actor 288@ stay_put 1 
060B: unknown_actor_use_entity 288@ 36@ 
0006: 298@ = 0 // integer values 
009A: 289@ = create_actor 25 #LSV1 at 1292.456 -788.2022 1088.93 
0173: set_actor 289@ z_angle_to 145.1614 
0860: link_actor 289@ to_interior 5 
01B2: give_actor 289@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 289@ armed_weapon_to 29 
02E2: set_actor 289@ weapon_accuracy_to 50 
07DD: (unknown) 289@ 35 
0638: AS_actor 289@ stay_put 1 
060B: unknown_actor_use_entity 289@ 36@ 
0006: 299@ = 0 // integer values 
009A: 290@ = create_actor 25 #LSV1 at 1271.389 -800.9039 1088.927 
0173: set_actor 290@ z_angle_to 263.9924 
0860: link_actor 290@ to_interior 5 
01B2: give_actor 290@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 290@ armed_weapon_to 29 
02E2: set_actor 290@ weapon_accuracy_to 50 
07DD: (unknown) 290@ 35 
0638: AS_actor 290@ stay_put 1 
060B: unknown_actor_use_entity 290@ 36@ 
0006: 300@ = 0 // integer values 
009A: 291@ = create_actor 25 #LSV1 at 1291.748 -810.5742 1088.93 
0173: set_actor 291@ z_angle_to 87.4676 
0860: link_actor 291@ to_interior 5 
01B2: give_actor 291@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 291@ armed_weapon_to 29 
02E2: set_actor 291@ weapon_accuracy_to 50 
07DD: (unknown) 291@ 35 
0638: AS_actor 291@ stay_put 1 
060B: unknown_actor_use_entity 291@ 36@ 
0006: 301@ = 0 // integer values 
009A: 292@ = create_actor 25 #LSV3 at 1289.562 -801.537 1088.93 
0173: set_actor 292@ z_angle_to 155.5354 
0860: link_actor 292@ to_interior 5 
01B2: give_actor 292@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 292@ armed_weapon_to 29 
02E2: set_actor 292@ weapon_accuracy_to 50 
07DD: (unknown) 292@ 35 
0638: AS_actor 292@ stay_put 1 
060B: unknown_actor_use_entity 292@ 36@ 
0006: 302@ = 0 // integer values 
009A: 293@ = create_actor 25 #LSV3 at 1272.797 -812.8729 1088.93 
0173: set_actor 293@ z_angle_to 263.3181 
0860: link_actor 293@ to_interior 5 
01B2: give_actor 293@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 293@ armed_weapon_to 29 
02E2: set_actor 293@ weapon_accuracy_to 60 
07DD: (unknown) 293@ 45 
0638: AS_actor 293@ stay_put 1 
060B: unknown_actor_use_entity 293@ 36@ 
0006: 303@ = 0 // integer values 
009A: 294@ = create_actor 25 #LSV3 at 1292.816 -821.3403 1088.93 
0173: set_actor 294@ z_angle_to 96.7033 
0860: link_actor 294@ to_interior 5 
01B2: give_actor 294@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 294@ armed_weapon_to 29 
02E2: set_actor 294@ weapon_accuracy_to 60 
07DD: (unknown) 294@ 45 
0638: AS_actor 294@ stay_put 1 
060B: unknown_actor_use_entity 294@ 36@ 
0006: 304@ = 0 // integer values 
009A: 295@ = create_actor 25 #LSV1 at 1292.17 -814.6696 1088.93 
0173: set_actor 295@ z_angle_to 136.5314 
0860: link_actor 295@ to_interior 5 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
02E2: set_actor 295@ weapon_accuracy_to 60 
07DD: (unknown) 295@ 45 
0638: AS_actor 295@ stay_put 1 
060B: unknown_actor_use_entity 295@ 36@ 
0006: 305@ = 0 // integer values 
0006: 477@ = -1 // integer values 
0006: 478@ = -1 // integer values 
0006: 479@ = -1 // integer values 
0006: 480@ = 8000 // integer values 
0006: 481@ = 4000 // integer values 
0006: 482@ = 0 // integer values 
0006: 472@ = 1 // integer values 
0006: 488@ = 8000 // integer values 
000A: 157@ += 1 // integer values 

:MANSIO1_24465
0002: jump @MANSIO1_28153 

:MANSIO1_24472
0007: 418@ = 1280.15 // floating-point values 
0007: 419@ = -791.93 // floating-point values 
0007: 420@ = 1284.45 // floating-point values 
0007: 421@ = -795.42 // floating-point values 
0050: gosub @MANSIO1_29026 
00D6: if 
0039:   417@ == 0 // integer values 
004D: jump_if_false @MANSIO1_24544 
0002: jump @MANSIO1_28153 

:MANSIO1_24544
01C2: remove_references_to_actor 145@ // Like turning an actor into a random pedestrian 
0209: 410@ = random_int 0 2 
00D6: if 
0039:   410@ == 0 // integer values 
004D: jump_if_false @MANSIO1_24632 
009A: 230@ = create_actor 25 #LSV1 at 1278.607 -801.3676 1088.93 
009A: 316@ = create_actor 26 #GANGRL3 at 1286.281 -809.3582 1088.93 
0002: jump @MANSIO1_24681 

:MANSIO1_24632
009A: 230@ = create_actor 25 #LSV1 at 1286.281 -809.3582 1088.93 
009A: 316@ = create_actor 26 #GANGRL3 at 1278.607 -801.3676 1088.93 

:MANSIO1_24681
0173: set_actor 230@ z_angle_to 0.0 
0223: set_actor 230@ health_to 200 
08AF: (unknown) 230@ 200 
0860: link_actor 230@ to_interior 5 
01B2: give_actor 230@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 230@ armed_weapon_to 29 
02E2: set_actor 230@ weapon_accuracy_to 70 
07DD: (unknown) 230@ 60 
060B: unknown_actor_use_entity 230@ 36@ 
00D6: if 
0039:   410@ == 0 // integer values 
004D: jump_if_false @MANSIO1_24785 
06E3: AS_actor 230@ roll_sideways 1 
0002: jump @MANSIO1_24792 

:MANSIO1_24785
06E3: AS_actor 230@ roll_sideways 0 

:MANSIO1_24792
0006: 250@ = 0 // integer values 
0173: set_actor 316@ z_angle_to 0.0 
0860: link_actor 316@ to_interior 5 
060B: unknown_actor_use_entity 316@ 37@ 
0006: 320@ = 0 // integer values 
000A: 157@ += 1 // integer values 

:MANSIO1_24838
0007: 418@ = 1284.939 // floating-point values 
0007: 419@ = -799.527 // floating-point values 
0007: 420@ = 1279.67 // floating-point values 
0007: 421@ = -803.5135 // floating-point values 
0050: gosub @MANSIO1_29026 
00D6: if 
0039:   417@ == 0 // integer values 
004D: jump_if_false @MANSIO1_24910 
0002: jump @MANSIO1_28153 

:MANSIO1_24910
0006: 413@ = 1 // integer values 
018A: 47@ = create_checkpoint_at 1227.226 -834.4195 1083.008 
08DC: (unknown) 47@ 1258.338 -785.4264 91.0313 
08FB: set_radar_checkpoint 47@ type_to 2 
0006: 472@ = 0 // integer values 
0006: 488@ = 10000 // integer values 
000A: 157@ += 1 // integer values 

:MANSIO1_24986
0007: 418@ = 1284.94 // floating-point values 
0007: 419@ = -823.43 // floating-point values 
0007: 420@ = 1280.15 // floating-point values 
0007: 421@ = -818.35 // floating-point values 
0050: gosub @MANSIO1_29026 
00D6: if 
0039:   417@ == 0 // integer values 
004D: jump_if_false @MANSIO1_25058 
0002: jump @MANSIO1_28153 

:MANSIO1_25058
009A: 231@ = create_actor 25 #LSV3 at 1267.936 -836.5694 1084.633 
0173: set_actor 231@ z_angle_to 312.4274 
0223: set_actor 231@ health_to 200 
08AF: (unknown) 231@ 200 
0860: link_actor 231@ to_interior 5 
01B2: give_actor 231@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 231@ armed_weapon_to 29 
02E2: set_actor 231@ weapon_accuracy_to 60 
07DD: (unknown) 231@ 60 
04EB: AS_actor 231@ crouch 1 
060B: unknown_actor_use_entity 231@ 36@ 
0006: 251@ = 0 // integer values 
009A: 232@ = create_actor 25 #LSV1 at 1272.94 -837.6696 1084.633 
0173: set_actor 232@ z_angle_to 325.2802 
0223: set_actor 232@ health_to 200 
08AF: (unknown) 232@ 200 
0860: link_actor 232@ to_interior 5 
01B2: give_actor 232@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 232@ armed_weapon_to 29 
02E2: set_actor 232@ weapon_accuracy_to 60 
07DD: (unknown) 232@ 60 
04EB: AS_actor 232@ crouch 1 
060B: unknown_actor_use_entity 232@ 36@ 
0006: 252@ = 0 // integer values 
009A: 233@ = create_actor 25 #LSV3 at 1278.936 -837.8117 1084.633 
0173: set_actor 233@ z_angle_to 354.8666 
0223: set_actor 233@ health_to 200 
08AF: (unknown) 233@ 200 
0860: link_actor 233@ to_interior 5 
01B2: give_actor 233@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 233@ armed_weapon_to 29 
02E2: set_actor 233@ weapon_accuracy_to 60 
07DD: (unknown) 233@ 60 
04EB: AS_actor 233@ crouch 1 
060B: unknown_actor_use_entity 233@ 36@ 
0006: 253@ = 0 // integer values 
009A: 234@ = create_actor 25 #LSV1 at 1293.434 -837.4308 1084.633 
0173: set_actor 234@ z_angle_to 84.6034 
0223: set_actor 234@ health_to 200 
08AF: (unknown) 234@ 200 
0860: link_actor 234@ to_interior 5 
01B2: give_actor 234@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 234@ armed_weapon_to 29 
02E2: set_actor 234@ weapon_accuracy_to 60 
07DD: (unknown) 234@ 60 
04EB: AS_actor 234@ crouch 1 
060B: unknown_actor_use_entity 234@ 36@ 
0006: 254@ = 0 // integer values 
009A: 235@ = create_actor 25 #LSV3 at 1288.788 -832.1437 1084.633 
0173: set_actor 235@ z_angle_to 93.3971 
0223: set_actor 235@ health_to 200 
08AF: (unknown) 235@ 200 
0860: link_actor 235@ to_interior 5 
01B2: give_actor 235@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 235@ armed_weapon_to 29 
02E2: set_actor 235@ weapon_accuracy_to 60 
07DD: (unknown) 235@ 60 
04EB: AS_actor 235@ crouch 1 
060B: unknown_actor_use_entity 235@ 36@ 
0006: 255@ = 0 // integer values 
009A: 236@ = create_actor 25 #LSV1 at 1279.452 -818.7137 1084.633 
0173: set_actor 236@ z_angle_to 169.7489 
0223: set_actor 236@ health_to 200 
08AF: (unknown) 236@ 200 
0860: link_actor 236@ to_interior 5 
01B2: give_actor 236@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 236@ armed_weapon_to 29 
02E2: set_actor 236@ weapon_accuracy_to 30 
07DD: (unknown) 236@ 50 
04EB: AS_actor 236@ crouch 1 
060B: unknown_actor_use_entity 236@ 36@ 
0006: 256@ = 0 // integer values 
009A: 317@ = create_actor 26 #BFYST at 1292.736 -832.9896 1084.633 
0173: set_actor 317@ z_angle_to 90.0 
0860: link_actor 317@ to_interior 5 
060B: unknown_actor_use_entity 317@ 37@ 
0006: 321@ = 0 // integer values 
009A: 318@ = create_actor 26 #GANGRL3 at 1277.984 -813.5414 1084.64 
0173: set_actor 318@ z_angle_to 180.0 
0860: link_actor 318@ to_interior 5 
060B: unknown_actor_use_entity 318@ 37@ 
0006: 322@ = 0 // integer values 
000A: 157@ += 1 // integer values 

:MANSIO1_25838
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 1266.533 -831.5337 1261.282 -838.8454 
004D: jump_if_false @MANSIO1_26532 
009A: 237@ = create_actor 25 #LSV3 at 1253.758 -826.5505 1083.008 
0173: set_actor 237@ z_angle_to 197.3586 
0223: set_actor 237@ health_to 200 
08AF: (unknown) 237@ 200 
0860: link_actor 237@ to_interior 5 
01B2: give_actor 237@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 237@ armed_weapon_to 29 
02E2: set_actor 237@ weapon_accuracy_to 60 
07DD: (unknown) 237@ 70 
04EB: AS_actor 237@ crouch 1 
060B: unknown_actor_use_entity 237@ 36@ 
05D3: AS_actor 237@ go_to_point 1255.499 -831.5446 1083.008 speed 6 -1 ms 
0006: 257@ = 0 // integer values 
009A: 238@ = create_actor 25 #LSV1 at 1233.705 -827.7943 1083.008 
0173: set_actor 238@ z_angle_to 180.0 
0223: set_actor 238@ health_to 200 
08AF: (unknown) 238@ 200 
0860: link_actor 238@ to_interior 5 
01B2: give_actor 238@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 238@ armed_weapon_to 29 
02E2: set_actor 238@ weapon_accuracy_to 60 
07DD: (unknown) 238@ 70 
060B: unknown_actor_use_entity 238@ 34@ 
0006: 258@ = 0 // integer values 
0615: define_action_sequences 45@ 
05D3: AS_actor -1 go_to_point 1234.104 -832.2075 1083.008 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 1238.847 -833.2389 1083.008 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: unknown_action_sequence -1 36@ 
0616: define_action_sequences_end 45@ 
0618: assign_actor 238@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
009A: 328@ = create_actor 25 #LSV2 at 1227.226 -834.4195 1083.008 
0173: set_actor 328@ z_angle_to 270.0 
02AB: set_actor 328@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 328@ 34@ 
0568: set_actor 328@ targetable 1 
0164: disable_marker 47@ 
0187: 329@ = create_marker_above_actor 328@ 
08DC: (unknown) 329@ 1258.338 -785.4264 91.0313 
018B: show_on_radar 329@ 1 
0007: 516@ = 1227.315 // floating-point values 
0007: 517@ = -831.5784 // floating-point values 
0615: define_action_sequences 45@ 
06E3: AS_actor -1 roll_sideways 1 
05BA: AS_actor -1 chew_gum 2000 ms 
05D3: AS_actor -1 go_to_point 516@ 517@ 1083.008 speed 6 -1 ms 
0616: define_action_sequences_end 45@ 
0618: assign_actor 328@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0007: 518@ = 1225.194 // floating-point values 
0007: 519@ = -816.5573 // floating-point values 
0007: 520@ = 270.0 // floating-point values 
0006: 514@ = 0 // integer values 
04AE: unknown $1276 radar_icon_or_model 23804 
05A9: s$1281 = 'MAN1_BA' // 8-byte strings  // ~z~Barom! Nem ezt a hzat kell kipakolni!
004F: create_thread @A_ALAP 2 200 328@ 
0006: 330@ = 1 // integer values 
0006: 415@ = -1 // integer values 
009A: 319@ = create_actor 26 #BFYST at 1240.835 -826.6857 1082.156 
0173: set_actor 319@ z_angle_to 143.0862 
0860: link_actor 319@ to_interior 5 
060B: unknown_actor_use_entity 319@ 37@ 
0006: 323@ = 0 // integer values 
000A: 157@ += 1 // integer values 

:MANSIO1_26532
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 1229.934 -835.5339 1082.5 1224.882 -838.8135 1085.5 
004D: jump_if_false @MANSIO1_26750 
00D6: if 
0039:   515@ == 0 // integer values 
004D: jump_if_false @MANSIO1_26621 
00BC: text_highpriority 'MAN1_21' 8000 ms 1  // ~r~Nagy Poppa~s~ meg akar lgni, kapd el!
0006: 515@ = 1 // integer values 

:MANSIO1_26621
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_26743 
0792: (unknown) 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ z_angle_to 520@ 
0007: 516@ = 1231.282 // floating-point values 
0007: 517@ = -816.6354 // floating-point values 
05D3: AS_actor 328@ go_to_point 516@ 517@ 1083.015 speed 6 -1 ms 
0007: 518@ = 1256.583 // floating-point values 
0007: 519@ = -812.8542 // floating-point values 
0007: 520@ = 270.0 // floating-point values 
0006: 514@ = 0 // integer values 

:MANSIO1_26743
000A: 157@ += 1 // integer values 

:MANSIO1_26750
0002: jump @MANSIO1_28153 

:MANSIO1_26757
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 1228.68 -829.9222 1082.5 1224.883 -825.2996 1085.5 
004D: jump_if_false @MANSIO1_26922 
009A: 239@ = create_actor 25 #LSV1 at 1228.808 -812.9333 1083.008 
0173: set_actor 239@ z_angle_to 180.0 
0223: set_actor 239@ health_to 200 
08AF: (unknown) 239@ 200 
0860: link_actor 239@ to_interior 5 
01B2: give_actor 239@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 239@ armed_weapon_to 29 
02E2: set_actor 239@ weapon_accuracy_to 60 
07DD: (unknown) 239@ 70 
060B: unknown_actor_use_entity 239@ 36@ 
06E3: AS_actor 239@ roll_sideways 1 
0006: 259@ = 0 // integer values 
000A: 157@ += 1 // integer values 

:MANSIO1_26922
0002: jump @MANSIO1_28153 

:MANSIO1_26929
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 1229.799 -810.6401 1082.5 1224.884 -819.0158 1085.5 
004D: jump_if_false @MANSIO1_27151 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_27144 
0792: (unknown) 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ z_angle_to 520@ 
0007: 516@ = 1262.628 // floating-point values 
0007: 517@ = -805.6454 // floating-point values 
0615: define_action_sequences 45@ 
05D3: AS_actor -1 go_to_point 1261.444 -812.2836 1083.015 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 516@ 517@ 1083.015 speed 6 -1 ms 
0616: define_action_sequences_end 45@ 
0618: assign_actor 328@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0007: 518@ = 1266.928 // floating-point values 
0007: 519@ = -801.9423 // floating-point values 
0007: 520@ = 270.0 // floating-point values 
0006: 514@ = 0 // integer values 

:MANSIO1_27144
000A: 157@ += 1 // integer values 

:MANSIO1_27151
0002: jump @MANSIO1_28153 

:MANSIO1_27158
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 1254.281 -810.6465 1082.5 1264.044 -813.9205 1085.5 
004D: jump_if_false @MANSIO1_27380 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_27366 
0792: (unknown) 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ z_angle_to 520@ 
0007: 516@ = 1274.634 // floating-point values 
0007: 517@ = -801.9045 // floating-point values 
05D3: AS_actor 328@ go_to_point 516@ 517@ 1083.015 speed 6 -1 ms 
0007: 518@ = 1257.388 // floating-point values 
0007: 519@ = -789.8594 // floating-point values 
0007: 520@ = 90.0 // floating-point values 
0006: 514@ = 0 // integer values 
04AE: unknown $1276 radar_icon_or_model 23805 
05A9: s$1281 = 'MAN1_BB' // 8-byte strings  // ~z~Tudod, hogy kivel baszakszol? He?
004F: create_thread @A_ALAP 2 200 328@ 

:MANSIO1_27366
000A: 157@ += 1 // integer values 
0050: gosub @MANSIO1_35546 

:MANSIO1_27380
0002: jump @MANSIO1_28153 

:MANSIO1_27387
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 1278.469 -791.9025 1082.5 1285.187 -786.7327 1085.5 
004D: jump_if_false @MANSIO1_27647 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_27640 
0792: (unknown) 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ z_angle_to 520@ 
0007: 516@ = 1249.664 // floating-point values 
0007: 517@ = -782.4513 // floating-point values 
0615: define_action_sequences 45@ 
05D3: AS_actor -1 go_to_point 1250.071 -788.768 1083.015 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 516@ 517@ 1083.015 speed 6 -1 ms 
0616: define_action_sequences_end 45@ 
0618: assign_actor 328@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0007: 518@ = 1265.614 // floating-point values 
0007: 519@ = -769.7585 // floating-point values 
0007: 520@ = 270.0 // floating-point values 
0006: 514@ = 0 // integer values 
04AE: unknown $1276 radar_icon_or_model 23806 
05A9: s$1281 = 'MAN1_BC' // 8-byte strings  // ~z~Mi a tkmet baszol a hzammal, a cuccaimmal?
004F: create_thread @A_ALAP 2 200 328@ 

:MANSIO1_27640
000A: 157@ += 1 // integer values 

:MANSIO1_27647
0002: jump @MANSIO1_28153 

:MANSIO1_27654
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 1251.285 -775.3042 1082.5 1247.005 -765.7498 1085.5 
004D: jump_if_false @MANSIO1_27876 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_27869 
0792: (unknown) 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ z_angle_to 520@ 
0007: 516@ = 1269.674 // floating-point values 
0007: 517@ = -774.7773 // floating-point values 
0615: define_action_sequences 45@ 
05D3: AS_actor -1 go_to_point 1269.4 -769.4953 1083.015 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 516@ 517@ 1083.015 speed 6 -1 ms 
0616: define_action_sequences_end 45@ 
0618: assign_actor 328@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0007: 518@ = 1280.114 // floating-point values 
0007: 519@ = -781.6223 // floating-point values 
0007: 520@ = 270.0 // floating-point values 
0006: 514@ = 0 // integer values 

:MANSIO1_27869
000A: 157@ += 1 // integer values 

:MANSIO1_27876
0002: jump @MANSIO1_28153 

:MANSIO1_27883
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 1260.289 -765.4207 1082.5 1267.524 -774.8633 1085.5 
004D: jump_if_false @MANSIO1_28146 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_28139 
0792: (unknown) 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ z_angle_to 520@ 
0007: 516@ = 1301.081 // floating-point values 
0007: 517@ = -786.3077 // floating-point values 
0615: define_action_sequences 45@ 
05D3: AS_actor -1 go_to_point 1288.806 -780.5795 1083.015 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 1300.839 -781.0582 1083.015 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 516@ 517@ 1083.015 speed 6 -1 ms 
0616: define_action_sequences_end 45@ 
0618: assign_actor 328@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0007: 518@ = -1.0 // floating-point values 
0006: 514@ = 0 // integer values 
04AE: unknown $1276 radar_icon_or_model 23807 
05A9: s$1281 = 'MAN1_BD' // 8-byte strings  // ~z~Lszart sem rsz!
004F: create_thread @A_ALAP 2 200 328@ 

:MANSIO1_28139
000A: 157@ += 1 // integer values 

:MANSIO1_28146
0002: jump @MANSIO1_28153 

:MANSIO1_28153
0051: return 

:MANSIO1_28155
00D6: if 
0039:   415@ == 0 // integer values 
004D: jump_if_false @MANSIO1_28951 
0006: 43@ = 0 // integer values 

:MANSIO1_28180
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_28944 
00D6: if 
0039:   411@(43@,4i) == 1 // integer values 
004D: jump_if_false @MANSIO1_28930 
0871: init_jump_table 43@ total_jumps 4 0 @MANSIO1_28930 jumps 0 @MANSIO1_28283 1 @MANSIO1_28335 2 @MANSIO1_28610 3 @MANSIO1_28662 -1 @MANSIO1_28930 -1 @MANSIO1_28930 -1 @MANSIO1_28930 

:MANSIO1_28283
00BC: text_highpriority 'MAN1_13' 8000 ms 1  // ~s~Kutasd t a hzat, keresd meg Big Poppat s nyrj ki mindenkit, aki az utadba ll.
0006: 415@ = 1 // integer values 
0085: 416@ = 43@ // integer values and handles 
0006: 33@ = 0 // integer values 
0006: 43@ = 4 // integer values 
0002: jump @MANSIO1_28930 

:MANSIO1_28335
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_28483 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 143@ radius 35.0 35.0 4.0 sphere 0 
004D: jump_if_false @MANSIO1_28469 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_28432 
04AE: unknown $1276 radar_icon_or_model 23822 
05A9: s$1281 = 'MAN1_FA' // 8-byte strings  // ~z~CJ, nzd meg a folyost, mi megynk a szobkba!
0002: jump @MANSIO1_28454 

:MANSIO1_28432
04AE: unknown $1276 radar_icon_or_model 23823 
05A9: s$1281 = 'MAN1_FB' // 8-byte strings  // ~z~CJ, nzd meg a folyost s pucold ki a szobkat!

:MANSIO1_28454
004F: create_thread @A_ALAP 2 100 143@ 

:MANSIO1_28469
0006: 415@ = 1 // integer values 
0002: jump @MANSIO1_28563 

:MANSIO1_28483
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 144@ radius 35.0 35.0 4.0 sphere 0 
004D: jump_if_false @MANSIO1_28556 
04AE: unknown $1276 radar_icon_or_model 23830 
05A9: s$1281 = 'MAN1_FJ' // 8-byte strings  // ~z~Pucold ki a folyost, n megnzem a szobkat!
004F: create_thread @A_ALAP 2 100 144@ 

:MANSIO1_28556
0006: 415@ = 1 // integer values 

:MANSIO1_28563
00D6: if 
0039:   415@ == 1 // integer values 
004D: jump_if_false @MANSIO1_28603 
0085: 416@ = 43@ // integer values and handles 
0006: 33@ = 0 // integer values 
0006: 43@ = 4 // integer values 

:MANSIO1_28603
0002: jump @MANSIO1_28930 

:MANSIO1_28610
00BC: text_highpriority 'MAN1_20' 8000 ms 1  // ~r~Big Poppa ~s~ lefel megy. Kapd el.
0006: 415@ = 1 // integer values 
0085: 416@ = 43@ // integer values and handles 
0006: 33@ = 0 // integer values 
0006: 43@ = 4 // integer values 
0002: jump @MANSIO1_28930 

:MANSIO1_28662
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_28810 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 143@ radius 35.0 35.0 4.0 sphere 0 
004D: jump_if_false @MANSIO1_28796 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_28759 
04AE: unknown $1276 radar_icon_or_model 23828 
05A9: s$1281 = 'MAN1_FG' // 8-byte strings  // ~z~Menj elre CJ, mi tartjuk az erklyt!
0002: jump @MANSIO1_28781 

:MANSIO1_28759
04AE: unknown $1276 radar_icon_or_model 23829 
05A9: s$1281 = 'MAN1_FH' // 8-byte strings  // ~z~Menj elre, CJ. n majd fedezem az erklyt!

:MANSIO1_28781
004F: create_thread @A_ALAP 2 100 143@ 

:MANSIO1_28796
0006: 415@ = 1 // integer values 
0002: jump @MANSIO1_28890 

:MANSIO1_28810
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 144@ radius 35.0 35.0 4.0 sphere 0 
004D: jump_if_false @MANSIO1_28883 
04AE: unknown $1276 radar_icon_or_model 23835 
05A9: s$1281 = 'MAN1_FO' // 8-byte strings  // ~z~Menj elre, CJ, n tartom az erklyt!
004F: create_thread @A_ALAP 2 100 144@ 

:MANSIO1_28883
0006: 415@ = 1 // integer values 

:MANSIO1_28890
00D6: if 
0039:   415@ == 1 // integer values 
004D: jump_if_false @MANSIO1_28930 
0085: 416@ = 43@ // integer values and handles 
0006: 33@ = 0 // integer values 
0006: 43@ = 4 // integer values 

:MANSIO1_28930
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_28180 

:MANSIO1_28944
0002: jump @MANSIO1_29024 

:MANSIO1_28951
00D6: if 
0039:   415@ == 1 // integer values 
004D: jump_if_false @MANSIO1_29024 
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @MANSIO1_29024 
00D6: if 
8039:   not  416@ == -1 // integer values 
004D: jump_if_false @MANSIO1_29017 
0006: 411@(416@,4i) = -1 // integer values 

:MANSIO1_29017
0006: 415@ = 0 // integer values 

:MANSIO1_29024
0051: return 

:MANSIO1_29026
0006: 417@ = 0 // integer values 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 418@ 419@ 420@ 421@ 
004D: jump_if_false @MANSIO1_29072 
0006: 417@ = 1 // integer values 
0051: return 

:MANSIO1_29072
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_29127 
00D6: if 
00A3:   actor 143@ 0 418@ 419@ 420@ 421@ 
004D: jump_if_false @MANSIO1_29127 
0006: 417@ = 1 // integer values 
0051: return 

:MANSIO1_29127
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_29182 
00D6: if 
00A3:   actor 144@ 0 418@ 419@ 420@ 421@ 
004D: jump_if_false @MANSIO1_29182 
0006: 417@ = 1 // integer values 
0051: return 

:MANSIO1_29182
0051: return 

:MANSIO1_29184
0006: 430@ = 0 // integer values 
0006: 431@ = 1 // integer values 

:MANSIO1_29198
00D6: if 
001B:   2 > 430@ // integer values 
004D: jump_if_false @MANSIO1_30961 
00D6: if 
8118:   not actor 143@(430@,3i) dead 
004D: jump_if_false @MANSIO1_30763 
0871: init_jump_table 149@(430@,3i) total_jumps 18 0 @MANSIO1_30756 jumps 0 @MANSIO1_29433 1 @MANSIO1_29433 2 @MANSIO1_29497 3 @MANSIO1_29497 4 @MANSIO1_29559 5 @MANSIO1_29559 6 @MANSIO1_29684 
0872: jump_table_jumps 7 @MANSIO1_29684 8 @MANSIO1_29752 9 @MANSIO1_29854 10 @MANSIO1_29907 11 @MANSIO1_29983 12 @MANSIO1_30089 13 @MANSIO1_30199 14 @MANSIO1_30266 15 @MANSIO1_30361 
0872: jump_table_jumps 16 @MANSIO1_30550 17 @MANSIO1_30618 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 

:MANSIO1_29433
00D6: if or
8039:   not  246@ == -1 // integer values 
8039:   not  247@ == -1 // integer values 
8039:   not  248@ == -1 // integer values 
8039:   not  249@ == -1 // integer values 
004D: jump_if_false @MANSIO1_29479 
0002: jump @MANSIO1_30756 

:MANSIO1_29479
000A: 149@(430@,3i) += 2 // integer values 
0002: jump @MANSIO1_30756 

:MANSIO1_29497
0687: clear_actor_task 143@(430@,3i) 
060B: unknown_actor_use_entity 143@(430@,3i) 35@ 
0006: 422@(430@,2i) = -1 // integer values 
0085: 424@(430@,2i) = 430@ // integer values and handles 
000A: 149@(430@,3i) += 2 // integer values 
0002: jump @MANSIO1_30756 

:MANSIO1_29559
00D6: if 
8039:   not  422@(430@,2i) == 3 // integer values 
004D: jump_if_false @MANSIO1_29595 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_29677 

:MANSIO1_29595
0687: clear_actor_task 143@(430@,3i) 
060B: unknown_actor_use_entity 143@(430@,3i) 36@ 
04EB: AS_actor 143@(430@,3i) crouch 1 
0085: 433@ = 424@(430@,2i) // integer values and handles 
05D4: AS_actor 143@(430@,3i) rotate_angle 394@(433@,16f) 
0006: 422@(430@,2i) = -1 // integer values 
000A: 149@(430@,3i) += 2 // integer values 

:MANSIO1_29677
0002: jump @MANSIO1_30756 

:MANSIO1_29684
00D6: if 
0019:   157@ > 0 // integer values 
004D: jump_if_false @MANSIO1_29745 
000A: 149@(430@,3i) += 2 // integer values 
00D6: if 
0039:   432@ == 0 // integer values 
004D: jump_if_false @MANSIO1_29745 
0006: 412@ = 1 // integer values 
0006: 432@ = 1 // integer values 

:MANSIO1_29745
0002: jump @MANSIO1_30756 

:MANSIO1_29752
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_29801 
00D6: if 
8039:   not  149@(431@,3i) == 13 // integer values 
004D: jump_if_false @MANSIO1_29801 
0002: jump @MANSIO1_30756 

:MANSIO1_29801
060B: unknown_actor_use_entity 143@(430@,3i) 35@ 
0006: 422@(430@,2i) = -1 // integer values 
0085: 424@(430@,2i) = 344@ // integer values and handles 
000A: 149@(430@,3i) += 2 // integer values 
0002: jump @MANSIO1_30756 

:MANSIO1_29854
060B: unknown_actor_use_entity 143@(430@,3i) 35@ 
0006: 422@(430@,2i) = -1 // integer values 
0085: 424@(430@,2i) = 345@ // integer values and handles 
000A: 149@(430@,3i) += 2 // integer values 
0002: jump @MANSIO1_30756 

:MANSIO1_29907
00D6: if 
8039:   not  422@(430@,2i) == 3 // integer values 
004D: jump_if_false @MANSIO1_29943 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_29976 

:MANSIO1_29943
0006: 426@(430@,2i) = 1 // integer values 
0006: 422@(430@,2i) = -1 // integer values 
000A: 149@(430@,3i) += 2 // integer values 

:MANSIO1_29976
0002: jump @MANSIO1_30756 

:MANSIO1_29983
00D6: if 
8039:   not  422@(430@,2i) == 3 // integer values 
004D: jump_if_false @MANSIO1_30019 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_30082 

:MANSIO1_30019
060B: unknown_actor_use_entity 143@(430@,3i) 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
04EB: AS_actor 143@(430@,3i) crouch 1 
0006: 422@(430@,2i) = -1 // integer values 
000A: 345@ += 1 // integer values 
000A: 149@(430@,3i) += 2 // integer values 

:MANSIO1_30082
0002: jump @MANSIO1_30756 

:MANSIO1_30089
00D6: if 
8039:   not  422@(430@,2i) == 3 // integer values 
004D: jump_if_false @MANSIO1_30125 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_30192 

:MANSIO1_30125
060B: unknown_actor_use_entity 143@(430@,3i) 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
04EB: AS_actor 143@(430@,3i) crouch 1 
0006: 422@(430@,2i) = -1 // integer values 
0006: 437@(430@,2i) = -1 // integer values 
000A: 149@(430@,3i) += 2 // integer values 

:MANSIO1_30192
0002: jump @MANSIO1_30756 

:MANSIO1_30199
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_30248 
00D6: if 
8039:   not  149@(431@,3i) == 11 // integer values 
004D: jump_if_false @MANSIO1_30248 
0002: jump @MANSIO1_30756 

:MANSIO1_30248
000E: 149@(430@,3i) -= 5 // integer values 
0002: jump @MANSIO1_30756 

:MANSIO1_30266
0050: gosub @MANSIO1_31608 
00D6: if 
0039:   439@ == 1 // integer values 
004D: jump_if_false @MANSIO1_30354 
0006: 439@ = 0 // integer values 
060B: unknown_actor_use_entity 143@(430@,3i) 35@ 
04EB: AS_actor 143@(430@,3i) crouch 0 
0006: 426@(430@,2i) = 0 // integer values 
0006: 422@(430@,2i) = -1 // integer values 
000A: 149@(430@,3i) += 1 // integer values 

:MANSIO1_30354
0002: jump @MANSIO1_30756 

:MANSIO1_30361
00D6: if 
8039:   not  422@(430@,2i) == 3 // integer values 
004D: jump_if_false @MANSIO1_30397 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_30543 

:MANSIO1_30397
00D6: if 
0039:   344@ == 8 // integer values 
004D: jump_if_false @MANSIO1_30471 
0006: 149@(430@,3i) = 16 // integer values 
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_30457 
0006: 149@(431@,3i) = 16 // integer values 

:MANSIO1_30457
0006: 414@ = 1 // integer values 
0002: jump @MANSIO1_30543 

:MANSIO1_30471
0006: 422@(430@,2i) = -1 // integer values 
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_30532 
0085: 424@(430@,2i) = 345@ // integer values and handles 
000E: 149@(430@,3i) -= 4 // integer values 
0002: jump @MANSIO1_30543 

:MANSIO1_30532
000E: 149@(430@,3i) -= 7 // integer values 

:MANSIO1_30543
0002: jump @MANSIO1_30756 

:MANSIO1_30550
060B: unknown_actor_use_entity 143@(430@,3i) 35@ 
0006: 422@(430@,2i) = -1 // integer values 
0006: 433@ = 14 // integer values 
005A: 433@ += 430@ // integer values 
0085: 424@(430@,2i) = 433@ // integer values and handles 
000A: 149@(430@,3i) += 1 // integer values 
0002: jump @MANSIO1_30756 

:MANSIO1_30618
00D6: if 
8039:   not  422@(430@,2i) == 3 // integer values 
004D: jump_if_false @MANSIO1_30654 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_30749 

:MANSIO1_30654
060B: unknown_actor_use_entity 143@(430@,3i) 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
00D6: if 
0039:   424@(430@,2i) == 14 // integer values 
004D: jump_if_false @MANSIO1_30710 
04EB: AS_actor 143@(430@,3i) crouch 1 

:MANSIO1_30710
0085: 433@ = 424@(430@,2i) // integer values and handles 
05D4: AS_actor 143@(430@,3i) rotate_angle 394@(433@,16f) 
000A: 149@(430@,3i) += 1 // integer values 

:MANSIO1_30749
0002: jump @MANSIO1_30756 

:MANSIO1_30756
0002: jump @MANSIO1_30940 

:MANSIO1_30763
00D6: if 
8039:   not  149@(430@,3i) == -2 // integer values 
004D: jump_if_false @MANSIO1_30940 
0871: init_jump_table 149@(430@,3i) total_jumps 1 1 @MANSIO1_30852 jumps -1 @MANSIO1_30881 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 

:MANSIO1_30852
0006: 164@(430@,3i) = 0 // integer values 
0006: 149@(430@,3i) = -1 // integer values 
0002: jump @MANSIO1_30940 

:MANSIO1_30881
00D6: if 
001B:   10000 > 164@(430@,3i) // integer values 
004D: jump_if_false @MANSIO1_30911 
0002: jump @MANSIO1_30940 

:MANSIO1_30911
034F: destroy_actor_with_fade 143@(430@,3i) // The actor fades away like a ghost 
0249: release_model 428@(430@,2i) 
000E: 149@(430@,3i) -= 1 // integer values 

:MANSIO1_30940
000A: 430@ += 1 // integer values 
000E: 431@ -= 1 // integer values 
0002: jump @MANSIO1_29198 

:MANSIO1_30961
0051: return 

:MANSIO1_30963
0085: 433@ = 424@(430@,2i) // integer values and handles 
0087: 434@ = 346@(433@,16f) // floating-point values only 
0087: 435@ = 362@(433@,16f) // floating-point values only 
0087: 436@ = 378@(433@,16f) // floating-point values only 
00D6: if 
0039:   426@(430@,2i) == 1 // integer values 
004D: jump_if_false @MANSIO1_31130 
0871: init_jump_table 344@ total_jumps 6 0 @MANSIO1_31130 jumps 2 @MANSIO1_31096 3 @MANSIO1_31113 4 @MANSIO1_31096 5 @MANSIO1_31113 6 @MANSIO1_31096 7 @MANSIO1_31113 -1 @MANSIO1_31130 

:MANSIO1_31096
000F: 434@ -= 3.5 // floating-point values 
0002: jump @MANSIO1_31130 

:MANSIO1_31113
000B: 434@ += 3.5 // floating-point values 
0002: jump @MANSIO1_31130 

:MANSIO1_31130
0871: init_jump_table 422@(430@,2i) total_jumps 4 0 @MANSIO1_31606 jumps -1 @MANSIO1_31197 0 @MANSIO1_31310 1 @MANSIO1_31361 2 @MANSIO1_31525 -1 @MANSIO1_31606 -1 @MANSIO1_31606 -1 @MANSIO1_31606 

:MANSIO1_31197
00D6: if 
074F: (unknown) 143@(430@,3i) -1 
004D: jump_if_false @MANSIO1_31248 
0638: AS_actor 143@(430@,3i) stay_put 1 
0006: 422@(430@,2i) = 0 // integer values 
0002: jump @MANSIO1_31303 

:MANSIO1_31248
0638: AS_actor 143@(430@,3i) stay_put 0 
04EB: AS_actor 143@(430@,3i) crouch 0 
05D3: AS_actor 143@(430@,3i) go_to_point 434@ 435@ 436@ speed 6 -2 ms 
0006: 422@(430@,2i) = 1 // integer values 

:MANSIO1_31303
0002: jump @MANSIO1_31606 

:MANSIO1_31310
00D6: if 
874F:   not (unknown) 143@(430@,3i) -1 
004D: jump_if_false @MANSIO1_31354 
0006: 164@(430@,3i) = 0 // integer values 
0006: 422@(430@,2i) = 2 // integer values 

:MANSIO1_31354
0002: jump @MANSIO1_31606 

:MANSIO1_31361
00D6: if 
074F: (unknown) 143@(430@,3i) -1 
004D: jump_if_false @MANSIO1_31401 
0006: 422@(430@,2i) = -1 // integer values 
0002: jump @MANSIO1_31518 

:MANSIO1_31401
00D6: if 
00FF:   actor 143@(430@,3i) 0 434@ 435@ 436@ radius 1.2 1.2 1.5 
004D: jump_if_false @MANSIO1_31465 
0006: 422@(430@,2i) = 3 // integer values 
0002: jump @MANSIO1_31518 

:MANSIO1_31465
062E: (unknown) 143@(430@,3i) 1491 50@ 
00D6: if 
04A4:   50@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MANSIO1_31518 
0687: clear_actor_task 143@(430@,3i) 
0006: 422@(430@,2i) = -1 // integer values 

:MANSIO1_31518
0002: jump @MANSIO1_31606 

:MANSIO1_31525
00D6: if 
074F: (unknown) 143@(430@,3i) -1 
004D: jump_if_false @MANSIO1_31565 
0006: 422@(430@,2i) = 0 // integer values 
0002: jump @MANSIO1_31599 

:MANSIO1_31565
00D6: if 
0019:   164@(430@,3i) > 500 // integer values 
004D: jump_if_false @MANSIO1_31599 
0006: 422@(430@,2i) = -1 // integer values 

:MANSIO1_31599
0002: jump @MANSIO1_31606 

:MANSIO1_31606
0051: return 

:MANSIO1_31608
0871: init_jump_table 437@(430@,2i) total_jumps 3 0 @MANSIO1_31862 jumps -1 @MANSIO1_31675 0 @MANSIO1_31726 1 @MANSIO1_31807 -1 @MANSIO1_31862 -1 @MANSIO1_31862 -1 @MANSIO1_31862 -1 @MANSIO1_31862 

:MANSIO1_31675
00D6: if 
874F:   not (unknown) 143@(430@,3i) -1 
004D: jump_if_false @MANSIO1_31719 
0006: 164@(430@,3i) = 0 // integer values 
000A: 437@(430@,2i) += 1 // integer values 

:MANSIO1_31719
0002: jump @MANSIO1_31862 

:MANSIO1_31726
00D6: if 
074F: (unknown) 143@(430@,3i) -1 
004D: jump_if_false @MANSIO1_31766 
000E: 437@(430@,2i) -= 1 // integer values 
0002: jump @MANSIO1_31800 

:MANSIO1_31766
00D6: if 
0019:   164@(430@,3i) > 300 // integer values 
004D: jump_if_false @MANSIO1_31800 
000A: 437@(430@,2i) += 1 // integer values 

:MANSIO1_31800
0002: jump @MANSIO1_31862 

:MANSIO1_31807
0050: gosub @MANSIO1_31864 
00D6: if 
0039:   439@ == 0 // integer values 
004D: jump_if_false @MANSIO1_31855 
0006: 164@(430@,3i) = 150 // integer values 
000E: 437@(430@,2i) -= 1 // integer values 

:MANSIO1_31855
0002: jump @MANSIO1_31862 

:MANSIO1_31862
0051: return 

:MANSIO1_31864
0006: 439@ = 0 // integer values 
0871: init_jump_table 344@ total_jumps 6 0 @MANSIO1_32394 jumps 2 @MANSIO1_31934 3 @MANSIO1_32013 4 @MANSIO1_32092 5 @MANSIO1_32164 6 @MANSIO1_32243 7 @MANSIO1_32315 -1 @MANSIO1_32394 

:MANSIO1_31934
00D6: if and
0039:   296@ == -1 // integer values 
0039:   297@ == -1 // integer values 
004D: jump_if_false @MANSIO1_32006 
0006: 439@ = 1 // integer values 
0007: 440@ = 1271.341 // floating-point values 
0007: 441@ = -785.5189 // floating-point values 
0007: 442@ = 1278.642 // floating-point values 
0007: 443@ = -798.1946 // floating-point values 

:MANSIO1_32006
0002: jump @MANSIO1_32394 

:MANSIO1_32013
00D6: if and
0039:   298@ == -1 // integer values 
0039:   299@ == -1 // integer values 
004D: jump_if_false @MANSIO1_32085 
0006: 439@ = 1 // integer values 
0007: 440@ = 1285.97 // floating-point values 
0007: 441@ = -785.5347 // floating-point values 
0007: 442@ = 1293.101 // floating-point values 
0007: 443@ = -799.4673 // floating-point values 

:MANSIO1_32085
0002: jump @MANSIO1_32394 

:MANSIO1_32092
00D6: if 
0039:   300@ == -1 // integer values 
004D: jump_if_false @MANSIO1_32157 
0006: 439@ = 1 // integer values 
0007: 440@ = 1271.417 // floating-point values 
0007: 441@ = -799.7592 // floating-point values 
0007: 442@ = 1278.639 // floating-point values 
0007: 443@ = -810.0243 // floating-point values 

:MANSIO1_32157
0002: jump @MANSIO1_32394 

:MANSIO1_32164
00D6: if and
0039:   301@ == -1 // integer values 
0039:   302@ == -1 // integer values 
004D: jump_if_false @MANSIO1_32236 
0006: 439@ = 1 // integer values 
0007: 440@ = 1285.959 // floating-point values 
0007: 441@ = -800.8917 // floating-point values 
0007: 442@ = 1293.121 // floating-point values 
0007: 443@ = -811.5349 // floating-point values 

:MANSIO1_32236
0002: jump @MANSIO1_32394 

:MANSIO1_32243
00D6: if 
0039:   303@ == -1 // integer values 
004D: jump_if_false @MANSIO1_32308 
0006: 439@ = 1 // integer values 
0007: 440@ = 1271.434 // floating-point values 
0007: 441@ = -811.7203 // floating-point values 
0007: 442@ = 1278.597 // floating-point values 
0007: 443@ = -822.8848 // floating-point values 

:MANSIO1_32308
0002: jump @MANSIO1_32394 

:MANSIO1_32315
00D6: if and
0039:   304@ == -1 // integer values 
0039:   305@ == -1 // integer values 
004D: jump_if_false @MANSIO1_32387 
0006: 439@ = 1 // integer values 
0007: 440@ = 1285.944 // floating-point values 
0007: 441@ = -812.8881 // floating-point values 
0007: 442@ = 1293.238 // floating-point values 
0007: 443@ = -823.5223 // floating-point values 

:MANSIO1_32387
0002: jump @MANSIO1_32394 

:MANSIO1_32394
00D6: if 
0039:   439@ == 1 // integer values 
004D: jump_if_false @MANSIO1_32519 
0006: 43@ = 0 // integer values 

:MANSIO1_32419
00D6: if 
001B:   20 > 43@ // integer values 
004D: jump_if_false @MANSIO1_32519 
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_32505 
00D6: if 
00A3:   actor 226@(43@,20i) 0 440@ 441@ 442@ 443@ 
004D: jump_if_false @MANSIO1_32505 
0006: 439@ = 0 // integer values 
0006: 43@ = 20 // integer values 

:MANSIO1_32505
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_32419 

:MANSIO1_32519
00D6: if 
0039:   439@ == 1 // integer values 
004D: jump_if_false @MANSIO1_32644 
0006: 43@ = 0 // integer values 

:MANSIO1_32544
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @MANSIO1_32644 
00D6: if 
8118:   not actor 474@(43@,3i) dead 
004D: jump_if_false @MANSIO1_32630 
00D6: if 
00A3:   actor 474@(43@,3i) 0 440@ 441@ 442@ 443@ 
004D: jump_if_false @MANSIO1_32630 
0006: 439@ = 0 // integer values 
0006: 43@ = 2 // integer values 

:MANSIO1_32630
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_32544 

:MANSIO1_32644
00D6: if 
0039:   439@ == 1 // integer values 
004D: jump_if_false @MANSIO1_32860 
000A: 344@ += 1 // integer values 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @MANSIO1_32860 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot 143@(430@,3i) radius 35.0 35.0 4.0 sphere 0 
004D: jump_if_false @MANSIO1_32860 
00D6: if 
0039:   430@ == 0 // integer values 
004D: jump_if_false @MANSIO1_32771 
008A: $1276 = 444@(452@,8i) // integer values and handles 
05A9: s$1281 = 453@(452@,8s) // 8-byte strings 
0002: jump @MANSIO1_32809 

:MANSIO1_32771
000A: 452@ += 4 // integer values 
008A: $1276 = 444@(452@,8i) // integer values and handles 
05A9: s$1281 = 453@(452@,8s) // 8-byte strings 
000E: 452@ -= 4 // integer values 

:MANSIO1_32809
004F: create_thread @A_ALAP 2 100 143@(430@,3i) 
000A: 452@ += 1 // integer values 
00D6: if 
0039:   452@ == 4 // integer values 
004D: jump_if_false @MANSIO1_32860 
0006: 452@ = 0 // integer values 

:MANSIO1_32860
0051: return 

:MANSIO1_32862
0006: 43@ = 0 // integer values 

:MANSIO1_32869
00D6: if 
001B:   20 > 43@ // integer values 
004D: jump_if_false @MANSIO1_33074 
0871: init_jump_table 246@(43@,20i) total_jumps 2 0 @MANSIO1_33060 jumps 0 @MANSIO1_32954 1 @MANSIO1_33010 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 

:MANSIO1_32954
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_32988 
0002: jump @MANSIO1_33060 
0002: jump @MANSIO1_33010 

:MANSIO1_32988
0006: 266@(43@,20i) = 0 // integer values 
0006: 246@(43@,20i) = 1 // integer values 

:MANSIO1_33010
00D6: if 
0019:   266@(43@,20i) > 2500 // integer values 
004D: jump_if_false @MANSIO1_33053 
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 
0006: 246@(43@,20i) = -1 // integer values 

:MANSIO1_33053
0002: jump @MANSIO1_33060 

:MANSIO1_33060
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_32869 

:MANSIO1_33074
0006: 43@ = 0 // integer values 

:MANSIO1_33081
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @MANSIO1_33286 
0871: init_jump_table 296@(43@,10i) total_jumps 2 0 @MANSIO1_33272 jumps 0 @MANSIO1_33166 1 @MANSIO1_33222 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 

:MANSIO1_33166
00D6: if 
8118:   not actor 286@(43@,10i) dead 
004D: jump_if_false @MANSIO1_33200 
0002: jump @MANSIO1_33272 
0002: jump @MANSIO1_33222 

:MANSIO1_33200
0006: 306@(43@,10i) = 0 // integer values 
0006: 296@(43@,10i) = 1 // integer values 

:MANSIO1_33222
00D6: if 
0019:   306@(43@,10i) > 1800 // integer values 
004D: jump_if_false @MANSIO1_33265 
01C2: remove_references_to_actor 286@(43@,10i) // Like turning an actor into a random pedestrian 
0006: 296@(43@,10i) = -1 // integer values 

:MANSIO1_33265
0002: jump @MANSIO1_33272 

:MANSIO1_33272
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_33081 

:MANSIO1_33286
0006: 43@ = 0 // integer values 

:MANSIO1_33293
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_33498 
0871: init_jump_table 320@(43@,4i) total_jumps 2 0 @MANSIO1_33484 jumps 0 @MANSIO1_33378 1 @MANSIO1_33434 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 

:MANSIO1_33378
00D6: if 
8118:   not actor 316@(43@,4i) dead 
004D: jump_if_false @MANSIO1_33412 
0002: jump @MANSIO1_33484 
0002: jump @MANSIO1_33434 

:MANSIO1_33412
0006: 324@(43@,4i) = 0 // integer values 
0006: 320@(43@,4i) = 1 // integer values 

:MANSIO1_33434
00D6: if 
0019:   324@(43@,4i) > 1800 // integer values 
004D: jump_if_false @MANSIO1_33477 
01C2: remove_references_to_actor 316@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 320@(43@,4i) = -1 // integer values 

:MANSIO1_33477
0002: jump @MANSIO1_33484 

:MANSIO1_33484
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_33293 

:MANSIO1_33498
0051: return 

:MANSIO1_33500
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 1089.0 // floating-point values 
004D: jump_if_false @MANSIO1_33909 
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -784.0 // floating-point values 
004D: jump_if_false @MANSIO1_33570 
0006: 469@ = 0 // integer values 
0002: jump @MANSIO1_33902 

:MANSIO1_33570
00D6: if or
0022:   1271.0 > $TEMPVAR_FLOAT_1 // floating-point values 
0020:   $TEMPVAR_FLOAT_1 > 1294.0 // floating-point values 
004D: jump_if_false @MANSIO1_33615 
0006: 469@ = 0 // integer values 
0002: jump @MANSIO1_33902 

:MANSIO1_33615
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -824.0 // floating-point values 
004D: jump_if_false @MANSIO1_33895 
00D6: if 
0022:   1279.0 > $TEMPVAR_FLOAT_1 // floating-point values 
004D: jump_if_false @MANSIO1_33741 
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -799.0 // floating-point values 
004D: jump_if_false @MANSIO1_33692 
0006: 469@ = 1 // integer values 
0002: jump @MANSIO1_33734 

:MANSIO1_33692
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -811.0 // floating-point values 
004D: jump_if_false @MANSIO1_33727 
0006: 469@ = 3 // integer values 
0002: jump @MANSIO1_33734 

:MANSIO1_33727
0006: 469@ = 5 // integer values 

:MANSIO1_33734
0002: jump @MANSIO1_33888 

:MANSIO1_33741
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > 1285.0 // floating-point values 
004D: jump_if_false @MANSIO1_33846 
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -800.0 // floating-point values 
004D: jump_if_false @MANSIO1_33797 
0006: 469@ = 2 // integer values 
0002: jump @MANSIO1_33839 

:MANSIO1_33797
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -812.0 // floating-point values 
004D: jump_if_false @MANSIO1_33832 
0006: 469@ = 4 // integer values 
0002: jump @MANSIO1_33839 

:MANSIO1_33832
0006: 469@ = 6 // integer values 

:MANSIO1_33839
0002: jump @MANSIO1_33888 

:MANSIO1_33846
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -806.0 // floating-point values 
004D: jump_if_false @MANSIO1_33881 
0006: 469@ = 7 // integer values 
0002: jump @MANSIO1_33888 

:MANSIO1_33881
0006: 469@ = 8 // integer values 

:MANSIO1_33888
0002: jump @MANSIO1_33902 

:MANSIO1_33895
0006: 469@ = 9 // integer values 

:MANSIO1_33902
0002: jump @MANSIO1_33923 

:MANSIO1_33909
0006: 489@ = 1 // integer values 
0006: 469@ = 10 // integer values 

:MANSIO1_33923
00D6: if 
0039:   472@ == 1 // integer values 
004D: jump_if_false @MANSIO1_33957 
0209: 473@ = random_int 0 2 
0002: jump @MANSIO1_33964 

:MANSIO1_33957
0006: 473@ = 0 // integer values 

:MANSIO1_33964
0006: 470@ = 0 // integer values 
00D6: if 
8039:   not  489@ == 1 // integer values 
004D: jump_if_false @MANSIO1_34275 
0871: init_jump_table 469@ total_jumps 11 0 @MANSIO1_34275 jumps 0 @MANSIO1_34117 1 @MANSIO1_34138 2 @MANSIO1_34138 3 @MANSIO1_34138 4 @MANSIO1_34191 5 @MANSIO1_34191 6 @MANSIO1_34212 
0872: jump_table_jumps 7 @MANSIO1_34138 8 @MANSIO1_34233 9 @MANSIO1_34233 10 @MANSIO1_34254 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 

:MANSIO1_34117
08BD: set 470@ bit 1 
08BD: set 470@ bit 2 
0002: jump @MANSIO1_34275 

:MANSIO1_34138
00D6: if 
0039:   473@ == 0 // integer values 
004D: jump_if_false @MANSIO1_34170 
08BD: set 470@ bit 2 
0002: jump @MANSIO1_34177 

:MANSIO1_34170
08BD: set 470@ bit 5 

:MANSIO1_34177
08BD: set 470@ bit 3 
0002: jump @MANSIO1_34275 

:MANSIO1_34191
08BD: set 470@ bit 1 
08BD: set 470@ bit 3 
0002: jump @MANSIO1_34275 

:MANSIO1_34212
08BD: set 470@ bit 1 
08BD: set 470@ bit 0 
0002: jump @MANSIO1_34275 

:MANSIO1_34233
08BD: set 470@ bit 0 
08BD: set 470@ bit 4 
0002: jump @MANSIO1_34275 

:MANSIO1_34254
08BD: set 470@ bit 2 
08BD: set 470@ bit 4 
0002: jump @MANSIO1_34275 

:MANSIO1_34275
0006: 471@ = 1 // integer values 
0051: return 

:MANSIO1_34284
0006: 486@ = 0 // integer values 

:MANSIO1_34291
00D6: if 
001B:   3 > 486@ // integer values 
004D: jump_if_false @MANSIO1_35149 
00D6: if 
8118:   not actor 474@(486@,3i) dead 
004D: jump_if_false @MANSIO1_34537 
0871: init_jump_table 477@(486@,3i) total_jumps 1 0 @MANSIO1_34530 jumps 1 @MANSIO1_34396 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 

:MANSIO1_34396
00D6: if 
001B:   4 > 335@ // integer values 
004D: jump_if_false @MANSIO1_34523 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @MANSIO1_34523 
00D6: if 
00F2:   actor 474@(486@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @MANSIO1_34523 
008A: $1276 = 331@(335@,4i) // integer values and handles 
05A9: s$1281 = 336@(335@,4s) // 8-byte strings 
004F: create_thread @A_ALAP 2 50 474@(486@,3i) 
0006: 477@(486@,3i) = 0 // integer values 
000A: 335@ += 1 // integer values 

:MANSIO1_34523
0002: jump @MANSIO1_34530 

:MANSIO1_34530
0002: jump @MANSIO1_35135 

:MANSIO1_34537
0871: init_jump_table 477@(486@,3i) total_jumps 2 1 @MANSIO1_35113 jumps -2 @MANSIO1_34708 -1 @MANSIO1_34604 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 

:MANSIO1_34604
00D6: if 
001D:   488@ > 480@(486@,3i) // integer values 
004D: jump_if_false @MANSIO1_34634 
0002: jump @MANSIO1_35135 

:MANSIO1_34634
034F: destroy_actor_with_fade 474@(486@,3i) // The actor fades away like a ghost 
00D6: if 
0039:   486@ == 2 // integer values 
004D: jump_if_false @MANSIO1_34708 
00D6: if 
0039:   472@ == 0 // integer values 
004D: jump_if_false @MANSIO1_34697 
000A: 477@(486@,3i) += 1 // integer values 
0002: jump @MANSIO1_34708 

:MANSIO1_34697
000E: 477@(486@,3i) -= 1 // integer values 

:MANSIO1_34708
00D6: if 
8039:   not  489@ == 1 // integer values 
004D: jump_if_false @MANSIO1_35092 
00D6: if 
0039:   471@ == 0 // integer values 
004D: jump_if_false @MANSIO1_34751 
0050: gosub @MANSIO1_33500 

:MANSIO1_34751
0006: 43@ = 0 // integer values 

:MANSIO1_34758
00D6: if 
001B:   6 > 43@ // integer values 
004D: jump_if_false @MANSIO1_35106 
00D6: if 
08B9:   test 470@ bit 43@ 
004D: jump_if_false @MANSIO1_35092 
00D6: if 
803B:   not  43@ == 487@ // integer values 
004D: jump_if_false @MANSIO1_35092 
00D6: if 
838A:   not car_in_cube 490@(43@,6f) 496@(43@,6f) 502@(43@,6f) 1.5 1.5 0.0 
004D: jump_if_false @MANSIO1_35092 
009A: 474@(486@,3i) = create_actor 25 #LSV1 at 490@(43@,6f) 496@(43@,6f) 502@(43@,6f) 
0223: set_actor 474@(486@,3i) health_to 200 
08AF: (unknown) 474@(486@,3i) 200 
0173: set_actor 474@(486@,3i) z_angle_to 508@(43@,6f) 
0860: link_actor 474@(486@,3i) to_interior 5 
01B2: give_actor 474@(486@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 474@(486@,3i) armed_weapon_to 29 
060B: unknown_actor_use_entity 474@(486@,3i) 36@ 
087E: set_actor 474@(486@,3i) weapon_droppable 0 
05E2: AS_actor 474@(486@,3i) kill_actor $PLAYER_ACTOR 
02E2: set_actor 474@(486@,3i) weapon_accuracy_to 50 
07DD: (unknown) 474@(486@,3i) 60 
00D6: if 
0039:   486@ == 0 // integer values 
004D: jump_if_false @MANSIO1_35066 
0006: 477@(486@,3i) = 1 // integer values 
0002: jump @MANSIO1_35077 

:MANSIO1_35066
0006: 477@(486@,3i) = 0 // integer values 

:MANSIO1_35077
0085: 487@ = 43@ // integer values and handles 
0006: 43@ = 5 // integer values 

:MANSIO1_35092
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_34758 

:MANSIO1_35106
0002: jump @MANSIO1_35135 

:MANSIO1_35113
0006: 480@(486@,3i) = 0 // integer values 
0006: 477@(486@,3i) = -1 // integer values 

:MANSIO1_35135
000A: 486@ += 1 // integer values 
0002: jump @MANSIO1_34291 

:MANSIO1_35149
0051: return 

:MANSIO1_35151
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_35544 
0871: init_jump_table 514@ total_jumps 2 0 @MANSIO1_35544 jumps 0 @MANSIO1_35230 1 @MANSIO1_35514 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 

:MANSIO1_35230
00D6: if 
80ED:   not actor 328@ 0 516@ 517@ radius 1.0 1.0 
004D: jump_if_false @MANSIO1_35271 
0002: jump @MANSIO1_35544 

:MANSIO1_35271
00D6: if 
8043:   not  518@ == -1.0 // floating-point values 
004D: jump_if_false @MANSIO1_35369 
00D6: if 
0039:   515@ == 0 // integer values 
004D: jump_if_false @MANSIO1_35333 
00BC: text_highpriority 'MAN1_21' 8000 ms 1  // ~r~Nagy Poppa~s~ meg akar lgni, kapd el!
0006: 515@ = 1 // integer values 

:MANSIO1_35333
0792: (unknown) 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ z_angle_to 520@ 
0002: jump @MANSIO1_35500 

:MANSIO1_35369
08E7: set_entrance_markers 0 
07FB: set_interior 'MDDOGS' accessible 1  // Madd Dogg kglije 
018A: 47@ = create_checkpoint_at 1298.74 -795.9946 1083.008 
08DC: (unknown) 47@ 1258.338 -785.4264 91.0313 
00BC: text_highpriority 'MAN1_22' 8000 ms 1  // ~r~Big Poppa ~s~ kiment ~y~a krbl~s~, kvesd.
00A1: put_actor 328@ at 1261.031 -815.666 83.1484 
0173: set_actor 328@ z_angle_to 65.0097 
0860: link_actor 328@ to_interior 0 
0575: (unknown) 328@ 1 
0006: 514@ = 1 // integer values 
0002: jump @MANSIO1_35544 

:MANSIO1_35500
0006: 514@ = -1 // integer values 
0002: jump @MANSIO1_35544 

:MANSIO1_35514
077E: 48@ = active_interior 
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @MANSIO1_35544 
0006: 514@ = 2 // integer values 

:MANSIO1_35544
0051: return 

:MANSIO1_35546
009B: destroy_actor_instantly 143@ 
009B: destroy_actor_instantly 144@ 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #M4 
0006: 43@ = 0 // integer values 

:MANSIO1_35576
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @MANSIO1_35617 
009B: destroy_actor_instantly 286@(43@,10i) 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_35576 

:MANSIO1_35617
0006: 43@ = 0 // integer values 

:MANSIO1_35624
00D6: if 
001B:   13 > 43@ // integer values 
004D: jump_if_false @MANSIO1_35665 
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_35624 

:MANSIO1_35665
01C2: remove_references_to_actor 474@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 475@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 476@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 316@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 317@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 318@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 319@ // Like turning an actor into a random pedestrian 
0249: release_model #BFYST 
0249: release_model #GANGRL3 
065C: unknown_create_def_entity 37@ // unknown_destroy 
065C: unknown_create_def_entity 35@ // unknown_destroy 
0247: request_model #BMYBE 
0247: request_model #BMYDJ 
0247: request_model #BFYPRO 
0247: request_model #BFYBE 
0006: 521@ = 1 // integer values 
0051: return 

:MANSIO1_35745
0871: init_jump_table 521@ total_jumps 2 0 @MANSIO1_36515 jumps 1 @MANSIO1_35808 2 @MANSIO1_36227 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 

:MANSIO1_35808
009A: 240@ = create_actor 25 #LSV3 at 1260.064 -793.2798 1083.241 
0173: set_actor 240@ z_angle_to 290.4863 
0223: set_actor 240@ health_to 200 
08AF: (unknown) 240@ 200 
0860: link_actor 240@ to_interior 5 
01B2: give_actor 240@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 240@ armed_weapon_to 29 
02E2: set_actor 240@ weapon_accuracy_to 80 
07DD: (unknown) 240@ 60 
060B: unknown_actor_use_entity 240@ 36@ 
0006: 260@ = 0 // integer values 
009A: 241@ = create_actor 25 #LSV3 at 1257.702 -767.9689 1083.008 
0173: set_actor 241@ z_angle_to 119.2357 
0223: set_actor 241@ health_to 200 
08AF: (unknown) 241@ 200 
0860: link_actor 241@ to_interior 5 
01B2: give_actor 241@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 241@ armed_weapon_to 29 
02E2: set_actor 241@ weapon_accuracy_to 70 
07DD: (unknown) 241@ 50 
060B: unknown_actor_use_entity 241@ 36@ 
0006: 261@ = 0 // integer values 
009A: 242@ = create_actor 25 #LSV3 at 1289.814 -778.2963 1083.008 
0173: set_actor 242@ z_angle_to 67.6874 
0223: set_actor 242@ health_to 200 
08AF: (unknown) 242@ 200 
0860: link_actor 242@ to_interior 5 
01B2: give_actor 242@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 242@ armed_weapon_to 29 
02E2: set_actor 242@ weapon_accuracy_to 70 
07DD: (unknown) 242@ 60 
060B: unknown_actor_use_entity 242@ 36@ 
0006: 262@ = 0 // integer values 
009A: 243@ = create_actor 25 #LSV3 at 1282.886 -779.3019 1083.015 
0173: set_actor 243@ z_angle_to 57.042 
0223: set_actor 243@ health_to 200 
08AF: (unknown) 243@ 200 
0860: link_actor 243@ to_interior 5 
01B2: give_actor 243@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 243@ armed_weapon_to 29 
02E2: set_actor 243@ weapon_accuracy_to 70 
07DD: (unknown) 243@ 60 
060B: unknown_actor_use_entity 243@ 36@ 
0006: 263@ = 0 // integer values 
000A: 521@ += 1 // integer values 

:MANSIO1_36227
00D6: if or
8248:   not model #BMYBE available 
8248:   not model #BMYDJ available 
8248:   not model #BFYPRO available 
8248:   not model #BFYBE available 
004D: jump_if_false @MANSIO1_36262 
0002: jump @MANSIO1_36515 

:MANSIO1_36262
009A: 522@ = create_actor 26 #BMYDJ at 1275.155 -788.5061 1083.008 
0173: set_actor 522@ z_angle_to 152.55 
0860: link_actor 522@ to_interior 5 
060B: unknown_actor_use_entity 522@ 38@ 
009A: 523@ = create_actor 26 #BFYPRO at 1274.54 -790.0915 1083.008 
0173: set_actor 523@ z_angle_to 349.0896 
0860: link_actor 523@ to_interior 5 
060B: unknown_actor_use_entity 523@ 38@ 
009A: 524@ = create_actor 26 #BMYBE at 1273.279 -788.6833 1083.008 
0173: set_actor 524@ z_angle_to 221.2157 
0860: link_actor 524@ to_interior 5 
060B: unknown_actor_use_entity 524@ 38@ 
009A: 525@ = create_actor 26 #BFYBE at 1261.499 -788.9477 1083.015 
0173: set_actor 525@ z_angle_to 154.0331 
0860: link_actor 525@ to_interior 5 
060B: unknown_actor_use_entity 525@ 38@ 
009A: 526@ = create_actor 26 #BMYBE at 1260.887 -790.43 1083.015 
0173: set_actor 526@ z_angle_to 332.9453 
0860: link_actor 526@ to_interior 5 
060B: unknown_actor_use_entity 526@ 38@ 
0006: 521@ = 0 // integer values 

:MANSIO1_36515
0051: return 

:MANSIO1_36517
00BE: text_clear_all 
0006: 48@ = 5 // integer values 

:MANSIO1_36526
00D6: if 
0039:   48@ == 5 // integer values 
004D: jump_if_false @MANSIO1_36563 
0001: wait 0 ms 
09E8: 48@ = actor $PLAYER_ACTOR active_interior 
0002: jump @MANSIO1_36526 

:MANSIO1_36563
0917: audio_zone 'MADDOGL' enable_sound 0 
016A: fade 0 0 ms 

:MANSIO1_36582
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_36606 
0001: wait 0 ms 
0002: jump @MANSIO1_36582 

:MANSIO1_36606
07FB: set_interior 'MADDOGS' accessible 0  // Madd Dogg krja
07FB: set_interior 'MDDOGS' accessible 0  // Madd Dogg kglije 
03BA: clear_cars_from_cube 1239.904 -800.9069 80.0 1261.751 -817.216 90.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0050: gosub @MANSIO1_38446 
01EB: set_traffic_density_to 0.5 
0247: request_model #PHOENIX 
0247: request_model #WINDSOR 
07C0: load_path 708 

:MANSIO1_36704
00D6: if or
8248:   not model #PHOENIX available 
8248:   not model #WINDSOR available 
87C1:   not path 708 available 
004D: jump_if_false @MANSIO1_36741 
0001: wait 0 ms 
0002: jump @MANSIO1_36704 

:MANSIO1_36741
03CB: set_camera 1265.009 -816.3813 83.6305 
00A5: 527@ = create_car #PHOENIX at 1250.519 -812.1237 83.1484 
0175: set_car 527@ z_angle_to 162.4757 
0674: set_car_model #WINDSOR numberplate "J_LOMAX" 
0506: vehicle_model #WINDSOR set_next_variation 1 1 
00A5: 528@ = create_car #WINDSOR at 1244.026 -808.5705 83.1484 
0175: set_car 528@ z_angle_to 177.4448 
0229: set_car 528@ color_to 126 0 
041E: set_radio_station 3 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_36938 
0792: (unknown) 328@ 
060B: unknown_actor_use_entity 328@ 34@ 
0575: (unknown) 328@ 0 
0860: link_actor 328@ to_interior 0 
00A1: put_actor 328@ at 1268.7 -813.0891 83.1484 
0173: set_actor 328@ z_angle_to 90.0 
0164: disable_marker 329@ 

:MANSIO1_36938
00A1: put_actor $PLAYER_ACTOR at 1268.7 -813.0891 83.1484 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0925: (unknown) 
099C: jiggle_camera type 1 duration 50000.0 intensity 0.5 
015F: set_camera_position 1265.009 -816.3813 83.6305 0.0 0.0 0.0 
0160: point_camera 1264.046 -816.1189 83.6842 2 
016A: fade 1 500 ms 

:MANSIO1_37042
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_37066 
0001: wait 0 ms 
0002: jump @MANSIO1_37042 

:MANSIO1_37066
00D6: if and
8118:   not actor 328@ dead 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_37177 
0615: define_action_sequences 45@ 
05BA: AS_actor -1 chew_gum 1500 ms 
05CB: AS_actor -1 enter_car_as_driver 527@ 9999 ms 
0616: define_action_sequences_end 45@ 
0618: assign_actor 328@ to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0615: define_action_sequences 45@ 
05BA: AS_actor -1 chew_gum 7000 ms 
05D3: AS_actor -1 go_to_point 1251.697 -812.287 83.1484 speed 6 -2 ms 
05BF: AS_actor -1 look_at_actor 328@ 1500 ms 
0616: define_action_sequences_end 45@ 

:MANSIO1_37177
0618: assign_actor $PLAYER_ACTOR to_action_sequences 45@ 
061B: remove_references_to_action_sequences 45@ 
0006: 32@ = 0 // integer values 

:MANSIO1_37197
00D6: if 
001B:   1500 > 32@ // integer values 
004D: jump_if_false @MANSIO1_37227 
0001: wait 0 ms 
0002: jump @MANSIO1_37197 

:MANSIO1_37227
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 1265.009 -816.3813 83.6305 position_to 1253.448 -815.4342 83.4116 7500 ms unknown 1 
0920: point_camera 1264.046 -816.1189 83.6842 transverse_to 1252.86 -814.6353 83.5422 7500 ms unknown 1 
0006: 49@ = 0 // integer values 

:MANSIO1_37316
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @MANSIO1_37384 
0001: wait 0 ms 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_37377 
00D6: if 
00DF:   actor 328@ driving 
004D: jump_if_false @MANSIO1_37377 
0006: 49@ = 1 // integer values 

:MANSIO1_37377
0002: jump @MANSIO1_37316 

:MANSIO1_37384
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_37456 
05EB: assign_vehicle 527@ to_path 708 
04BA: set_car 527@ speed_instantly 40.0 
020A: set_car 527@ door_status_to 2 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_37456 
02AB: set_actor 328@ immunities 0 0 0 0 0 

:MANSIO1_37456
0006: 32@ = 0 // integer values 

:MANSIO1_37463
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_37493 
0001: wait 0 ms 
0002: jump @MANSIO1_37463 

:MANSIO1_37493
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_37517 
0186: 329@ = create_marker_above_car 527@ 

:MANSIO1_37517
00BC: text_highpriority 'MAN1_23' 8000 ms 1  // ~s~ldzd  ~r~Big Poppat~s~ az tra!
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_to 0.5 

:MANSIO1_37561
0001: wait 0 ms 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_37678 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 328@ radius 250.0 250.0 0 
004D: jump_if_false @MANSIO1_37640 
0006: 52@ = 1 // integer values 
05AA: 53@s = 'MAN1_24' // 8-byte strings 
0002: jump @MANSIO1_38488 

:MANSIO1_37640
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO1_37664 
03C0: 530@ = actor $PLAYER_ACTOR car 

:MANSIO1_37664
0050: gosub @MANSIO1_38303 
0002: jump @MANSIO1_38296 

:MANSIO1_37678
0164: disable_marker 329@ 
0006: 32@ = 0 // integer values 

:MANSIO1_37690
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_37720 
0001: wait 0 ms 
0002: jump @MANSIO1_37690 

:MANSIO1_37720
016A: fade 0 0 ms 

:MANSIO1_37726
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_37750 
0001: wait 0 ms 
0002: jump @MANSIO1_37726 

:MANSIO1_37750
051E: 529@ = get_current_radio_station 
041E: set_radio_station 11 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0110: clear_player $PLAYER_CHAR wanted_level 
02A3: toggle_widescreen 1 
00D6: if 
8119:   not car 530@ wrecked 
004D: jump_if_false @MANSIO1_37851 
0227: 531@ = car 530@ health 
00D6: if 
001B:   500 > 531@ // integer values 
004D: jump_if_false @MANSIO1_37841 
0224: set_car 530@ health_to 500 

:MANSIO1_37841
04BA: set_car 530@ speed_instantly 0.0 

:MANSIO1_37851
0247: request_model #DRG_NU_EXT 

:MANSIO1_37856
00D6: if 
8248:   not model #DRG_NU_EXT available 
004D: jump_if_false @MANSIO1_37883 
0001: wait 0 ms 
0002: jump @MANSIO1_37856 

:MANSIO1_37883
015F: set_camera_position 1221.787 -856.6817 99.5425 0.0 0.0 0.0 
0160: point_camera 1222.33 -855.9062 99.2196 2 
0A0B: (unknown) 1248.908 -804.626 87.535 297.0012 
0006: 32@ = 0 // integer values 

:MANSIO1_37963
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @MANSIO1_37993 
0001: wait 0 ms 
0002: jump @MANSIO1_37963 

:MANSIO1_37993
016A: fade 1 500 ms 

:MANSIO1_38000
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_38024 
0001: wait 0 ms 
0002: jump @MANSIO1_38000 

:MANSIO1_38024
0707: start_scene_skip_to @MANSIO1_38115 
00BC: text_highpriority 'MAN1_30' 7000 ms 1  // Madd Dogg krjban vagy.
0006: 32@ = 0 // integer values 

:MANSIO1_38054
00D6: if 
001B:   7000 > 32@ // integer values 
004D: jump_if_false @MANSIO1_38084 
0001: wait 0 ms 
0002: jump @MANSIO1_38054 

:MANSIO1_38084
016A: fade 0 500 ms 

:MANSIO1_38091
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_38115 
0001: wait 0 ms 
0002: jump @MANSIO1_38091 

:MANSIO1_38115
0701: end_scene_skip 
016A: fade 0 0 ms 

:MANSIO1_38123
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_38147 
0001: wait 0 ms 
0002: jump @MANSIO1_38123 

:MANSIO1_38147
0249: release_model #DRG_NU_EXT 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0172: $TEMPVAR_ANGLE = actor $PLAYER_ACTOR z_angle 
0A0B: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD $TEMPVAR_ANGLE 
0006: 32@ = 0 // integer values 

:MANSIO1_38208
00D6: if 
001B:   500 > 32@ // integer values 
004D: jump_if_false @MANSIO1_38238 
0001: wait 0 ms 
0002: jump @MANSIO1_38208 

:MANSIO1_38238
041E: set_radio_station 529@ 
016A: fade 1 500 ms 

:MANSIO1_38250
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_38274 
0001: wait 0 ms 
0002: jump @MANSIO1_38250 

:MANSIO1_38274
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
0002: jump @MANSIO1_38560 

:MANSIO1_38296
0002: jump @MANSIO1_37561 

:MANSIO1_38303
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_38444 
0871: init_jump_table 532@ total_jumps 1 0 @MANSIO1_38444 jumps 0 @MANSIO1_38382 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 

:MANSIO1_38382
00D6: if 
060E:   car 527@ is_assigned_to_existing_path 
004D: jump_if_false @MANSIO1_38405 
0002: jump @MANSIO1_38444 

:MANSIO1_38405
00AD: set_car 527@ max_speed_to 25.0 
05D2: AS_actor 328@ run_to_and_hijack_vehicle 527@ max_search_radius 25.0 traffic_behavior 2 
000A: 532@ += 1 // integer values 
0002: jump @MANSIO1_38444 

:MANSIO1_38444
0051: return 

:MANSIO1_38446
0164: disable_marker 47@ 
0249: release_model #LSV1 
0249: release_model #LSV3 
0249: release_model #BMYBE 
0249: release_model #BMYDJ 
0249: release_model #BFYPRO 
0249: release_model #BFYBE 
0249: release_model #MP5LNG 
065C: unknown_create_def_entity 36@ // unknown_destroy 
0051: return 

:MANSIO1_38488
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
07FB: set_interior 'MADDOGS' accessible 0  // Madd Dogg krja
07FB: set_interior 'MDDOGS' accessible 0  // Madd Dogg kglije 
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @MANSIO1_38558 
00BC: text_highpriority 53@s 8000 ms 1 

:MANSIO1_38558
0051: return 

:MANSIO1_38560
0006: 43@ = 0 // integer values 

:MANSIO1_38567
00D6: if 
001B:   16 > 43@ // integer values 
004D: jump_if_false @MANSIO1_38700 
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_38677 
0687: clear_actor_task 226@(43@,20i) 
02E2: set_actor 226@(43@,20i) weapon_accuracy_to 20 
07DD: (unknown) 226@(43@,20i) 25 
0638: AS_actor 226@(43@,20i) stay_put 1 
05E2: AS_actor 226@(43@,20i) kill_actor $PLAYER_ACTOR 
0961: (unknown) 226@(43@,20i) 1 
0002: jump @MANSIO1_38686 

:MANSIO1_38677
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 

:MANSIO1_38686
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_38567 

:MANSIO1_38700
0006: 43@ = 0 // integer values 

:MANSIO1_38707
00D6: if 
001B:   10 > 43@ // integer values 
004D: jump_if_false @MANSIO1_38840 
00D6: if 
8118:   not actor 286@(43@,10i) dead 
004D: jump_if_false @MANSIO1_38817 
0687: clear_actor_task 286@(43@,10i) 
02E2: set_actor 226@(43@,20i) weapon_accuracy_to 20 
07DD: (unknown) 226@(43@,20i) 25 
0638: AS_actor 286@(43@,10i) stay_put 1 
05E2: AS_actor 286@(43@,10i) kill_actor $PLAYER_ACTOR 
0961: (unknown) 286@(43@,10i) 1 
0002: jump @MANSIO1_38826 

:MANSIO1_38817
01C2: remove_references_to_actor 286@(43@,10i) // Like turning an actor into a random pedestrian 

:MANSIO1_38826
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_38707 

:MANSIO1_38840
0006: 43@ = 0 // integer values 

:MANSIO1_38847
00D6: if 
001B:   2 > 43@ // integer values 
004D: jump_if_false @MANSIO1_38947 
00D6: if 
8118:   not actor 474@(43@,3i) dead 
004D: jump_if_false @MANSIO1_38924 
0687: clear_actor_task 474@(43@,3i) 
05E2: AS_actor 474@(43@,3i) kill_actor $PLAYER_ACTOR 
0961: (unknown) 474@(43@,3i) 1 
0002: jump @MANSIO1_38933 

:MANSIO1_38924
01C2: remove_references_to_actor 474@(43@,3i) // Like turning an actor into a random pedestrian 

:MANSIO1_38933
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_38847 

:MANSIO1_38947
07FB: set_interior 'MADDOGS' accessible 1  // Madd Dogg krja
07FB: set_interior 'MDDOGS' accessible 1  // Madd Dogg kglije 
0008: $11264 += 1 // integer values 
0318: set_latest_mission_passed 'MAN_1'  // Hz a hegyen
030C: set_mission_points += 1 
014C: set_parked_car_generator $5269 cars_to_generate_to 101 
01E3: text_1number_styled 'M_PASSR' 4 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
018B: show_on_radar $1718 2 
0051: return 

:MANSIO1_39042
09BA: (unknown) 1 
0917: audio_zone 'MADDOGL' enable_sound 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO1_39086 
07B4: (unknown) $PLAYER_CHAR 1 
08F4: (unknown) 99 

:MANSIO1_39086
004F: create_thread @A_TERM 
0164: disable_marker 47@ 
0164: disable_marker 329@ 
08E7: set_entrance_markers 0 
0923: (unknown) 1 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_to 1.0 
0004: $1512 = 0 // integer values 
0650: destroy_particle 124@ 
0650: destroy_particle 125@ 
0650: destroy_particle 126@ 
0164: disable_marker 47@ 
0006: 43@ = 0 // integer values 

:MANSIO1_39157
00D6: if 
001B:   4 > 43@ // integer values 
004D: jump_if_false @MANSIO1_39216 
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 170@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_39157 

:MANSIO1_39216
0006: 43@ = 0 // integer values 

:MANSIO1_39223
00D6: if 
001B:   3 > 43@ // integer values 
004D: jump_if_false @MANSIO1_39273 
01C2: remove_references_to_actor 143@(43@,3i) // Like turning an actor into a random pedestrian 
0164: disable_marker 146@(43@,3i) 
000A: 43@ += 1 // integer values 
0002: jump @MANSIO1_39223 

:MANSIO1_39273
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 328@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 527@ // Like turning a car into any random car 
01C3: remove_references_to_car 528@ // Like turning a car into any random car 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #BFYST 
0249: release_model #GANGRL3 
0249: release_model #BMYBE 
0249: release_model #BMYDJ 
0249: release_model #BFYPRO 
0249: release_model #BFYBE 
0249: release_model #WINDSOR 
0249: release_model #PHOENIX 
0249: release_model #M4 
0249: release_model #MP5LNG 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
0249: release_model #GUN_PARA 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CELLPHONE 
0249: release_model #DRG_NU_EXT 
090F: end_external_script 1 (PARACHUTE) 
04EF: release_animation "PARACHUTE" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 103---------------
// Originally: Vertical Bird

:MANSIO2
03A4: name_thread 'MANSIO2' 
0050: gosub @MANSIO2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MANSIO2_38 
0050: gosub @MANSIO2_52168 

:MANSIO2_38
0050: gosub @MANSIO2_52634 
004E: end_thread 

:MANSIO2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 82@ = -1 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 87@ = 1 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_238
0006: 88@(48@,3i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_238 
0006: 223@ = 0 // integer values 
0006: 224@ = 0 // integer values 
0006: 225@ = 0 // integer values 
0006: 226@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0006: 228@ = 0 // integer values 
0006: 229@ = 0 // integer values 
0006: 230@ = 0 // integer values 
0006: 231@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 234@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 237@ = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 246@ = 0 // integer values 
0006: 247@ = 0 // integer values 
0006: 248@ = 0 // integer values 
0006: 249@ = 0 // integer values 
0006: 250@ = 0 // integer values 
0006: 251@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 264@ = 0 // integer values 
0006: 265@ = 0 // integer values 
0006: 266@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 268@ = 0 // integer values 
0006: 283@ = 0 // integer values 
0006: 284@ = 0 // integer values 
0006: 285@ = 0 // integer values 
0006: 286@ = 0 // integer values 
0006: 287@ = 0 // integer values 
0006: 288@ = 0 // integer values 
0006: 289@ = 0 // integer values 
0006: 290@ = 0 // integer values 
0006: 291@ = 0 // integer values 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0006: 294@ = 0 // integer values 
0006: 295@ = 0 // integer values 
0006: 296@ = 0 // integer values 
0006: 297@ = 0 // integer values 
00D6: if 
0039:   34@ == -99 // integer values 
004D: jump_if_false @MANSIO2_1399 
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 139@ = create_car #WASHING at 0.0 0.0 0.0 
00A5: 140@ = create_car #SQUALO at 0.0 0.0 0.0 
00A5: 145@ = create_car #HYDRA at 0.0 0.0 0.0 
00A5: 153@ = create_car #LAUNCH at 0.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:MANSIO2_780
00A5: 141@(48@,4i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_780 
0006: 48@ = 0 // integer values 

:MANSIO2_835
00A5: 146@(48@,3i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_835 
0006: 48@ = 0 // integer values 

:MANSIO2_890
00A5: 149@(48@,4i) = create_car #TROPIC at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_890 
0006: 48@ = 0 // integer values 

:MANSIO2_945
00A5: 154@(48@,3i) = create_car #FORKLIFT at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_945 
009A: 130@ = create_actor 24 #SPECIAL01 at 0.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:MANSIO2_1025
009A: 131@(48@,6i) = create_actor 25 #ARMY at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_1025 
0006: 48@ = 0 // integer values 

:MANSIO2_1082
009A: 137@(48@,2i) = create_actor 24 #WMYMECH at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_1082 
029B: 157@ = init_object #CARRIER_LIFT1_SFSE at 0.0 0.0 0.0 
029B: 158@ = init_object #CARRIER_LIFT2_SFSE at 0.0 0.0 0.0 
029B: 159@ = init_object #CARRIER_DOOR_SFSE at 0.0 0.0 0.0 
0107: 160@ = create_object #MISSILE_07_SFXR at 0.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:MANSIO2_1227
0107: 161@(48@,3i) = create_object #KMB_KEYPAD at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_1227 
0186: 164@ = create_marker_above_car 140@ 
0186: 179@ = create_marker_above_car 145@ 
018A: 165@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:MANSIO2_1318
0186: 166@(48@,3i) = create_marker_above_car 146@(48@,3i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_1318 
0006: 48@ = 0 // integer values 

:MANSIO2_1362
0186: 169@(48@,4i) = create_marker_above_car 149@(48@,4i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_1362 

:MANSIO2_1399
054C: use_GXT_table 'MAN_2' 
01B6: set_weather 16 
0050: gosub @MANSIO2_51244 
060A: unknown_create_entity 0 180@ 
060A: unknown_create_entity 4 181@ 
060A: unknown_create_entity 2 182@ 
0708: unknown_add_entity_item 181@ 62 
0050: gosub @MANSIO2_51416 

:MANSIO2_1456
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @MANSIO2_1489 
0006: 36@ = 1 // integer values 
0002: jump @MANSIO2_1884 

:MANSIO2_1489
0050: gosub @MANSIO2_50589 
0050: gosub @MANSIO2_50895 
00D6: if or
0039:   38@ == 1 // integer values 
0039:   39@ == 1 // integer values 
004D: jump_if_false @MANSIO2_1535 
0002: jump @MANSIO2_1884 

:MANSIO2_1535
0050: gosub @MANSIO2_51141 
0050: gosub @MANSIO2_51175 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_1579 
0006: 37@ = 1 // integer values 
0002: jump @MANSIO2_1884 

:MANSIO2_1579
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @MANSIO2_1637 
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:MANSIO2_1637
0871: init_jump_table 34@ total_jumps 8 0 @MANSIO2_1877 jumps 1 @MANSIO2_1765 2 @MANSIO2_1779 3 @MANSIO2_1793 4 @MANSIO2_1807 5 @MANSIO2_1821 6 @MANSIO2_1835 7 @MANSIO2_1849 
0872: jump_table_jumps 8 @MANSIO2_1863 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 

:MANSIO2_1765
0050: gosub @MANSIO2_2032 
0002: jump @MANSIO2_1877 

:MANSIO2_1779
0050: gosub @MANSIO2_4061 
0002: jump @MANSIO2_1877 

:MANSIO2_1793
0050: gosub @MANSIO2_6174 
0002: jump @MANSIO2_1877 

:MANSIO2_1807
0050: gosub @MANSIO2_8624 
0002: jump @MANSIO2_1877 

:MANSIO2_1821
0050: gosub @MANSIO2_12006 
0002: jump @MANSIO2_1877 

:MANSIO2_1835
0050: gosub @MANSIO2_17063 
0002: jump @MANSIO2_1877 

:MANSIO2_1849
0050: gosub @MANSIO2_21732 
0002: jump @MANSIO2_1877 

:MANSIO2_1863
0006: 36@ = 1 // integer values 
0002: jump @MANSIO2_1877 

:MANSIO2_1877
0050: gosub @MANSIO2_47201 

:MANSIO2_1884
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @MANSIO2_1984 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @MANSIO2_1968 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @MANSIO2_1952 
0002: jump @MANSIO2_1456 
0002: jump @MANSIO2_1961 

:MANSIO2_1952
0050: gosub @MANSIO2_52419 
0051: return 

:MANSIO2_1961
0002: jump @MANSIO2_1977 

:MANSIO2_1968
0050: gosub @MANSIO2_52168 
0051: return 

:MANSIO2_1977
0002: jump @MANSIO2_1986 

:MANSIO2_1984
0051: return 

:MANSIO2_1986
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:MANSIO2_2032
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @MANSIO2_2334 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
00A5: 139@ = create_car #WASHING at 1248.681 -815.9187 83.1484 
0229: set_car 139@ color_to 84 84 
0175: set_car 139@ z_angle_to 180.0 
041E: set_radio_station 1 
009A: 130@ = create_actor 24 #SPECIAL01 at 1250.896 -802.7902 83.1484 
0173: set_actor 130@ z_angle_to 180.0 
07A1: set_walk_speed 4 
05CB: AS_actor 130@ enter_car_as_driver 139@ 10000 ms 
07A1: set_walk_speed 4 
05CA: AS_actor $PLAYER_ACTOR enter_car 139@ passenger_seat 0 10000 ms 
015F: set_camera_position 1246.497 -822.7375 84.7111 0.0 0.0 0.0 
0160: point_camera 1246.785 -821.78 84.6972 2 
0006: 81@ = 1 // integer values 
0050: gosub @MANSIO2_48037 
01EB: set_traffic_density_to 0.0 
016A: fade 1 1000 ms 
0006: 223@ = 0 // integer values 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0006: 294@ = 0 // integer values 
0006: 295@ = 1 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0006: 75@ = 1 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_2334
00D6: if 
0119:   car 139@ wrecked 
004D: jump_if_false @MANSIO2_2366 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:MANSIO2_2366
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_2398 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:MANSIO2_2398
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2512 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2448 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_2512 

:MANSIO2_2448
00D6: if 
8039:   not  80@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2480 
0006: 81@ = 1 // integer values 
0050: gosub @MANSIO2_48037 

:MANSIO2_2480
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2512 
0050: gosub @MANSIO2_48192 
000A: 35@ += 1 // integer values 

:MANSIO2_2512
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @MANSIO2_2781 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2562 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_2781 

:MANSIO2_2562
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 139@ 
00DB:   actor 130@ in_car 139@ 
004D: jump_if_false @MANSIO2_2781 
05EB: assign_vehicle 139@ to_path 208 
0006: 223@ = 1 // integer values 
0A0B: (unknown) 1239.286 -836.2535 83.1477 27.7504 
015F: set_camera_position 1250.188 -849.5969 93.6161 0.0 0.0 0.0 
0160: point_camera 1249.69 -848.7883 93.3037 2 
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2714 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 293@ = 0 // integer values 
0006: 207@ = 0 // integer values 

:MANSIO2_2714
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2751 
0647: unknown_action_sequence 130@ 
0006: 294@ = 0 // integer values 
0006: 208@ = 0 // integer values 

:MANSIO2_2751
0006: 295@ = 0 // integer values 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1000 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_2781
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @MANSIO2_2880 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2831 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_2880 

:MANSIO2_2831
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_2880 
016A: fade 0 2000 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 2000 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_2880
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @MANSIO2_2977 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_2930 
0006: 35@ = 50 // integer values 
0002: jump @MANSIO2_2977 

:MANSIO2_2930
00D6: if and
001D:   46@ > 194@ // integer values 
816B:   not fading 
004D: jump_if_false @MANSIO2_2977 
05EC: release_vehicle 139@ from_path 
0006: 223@ = 0 // integer values 
0006: 75@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_2977
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @MANSIO2_3156 
0873: release_path 208 
0395: clear_area 0 at -610.7587 176.8072 18.946 range 20.0 
00AB: put_car 139@ at -610.7587 176.8072 18.946 
0175: set_car 139@ z_angle_to 40.0 
0A0B: (unknown) -709.131 232.466 4.698 250.0 
00C0: set_current_time 20 0 
015F: set_camera_position -710.0532 232.8524 4.6799 0.0 0.0 0.0 
0160: point_camera -709.131 232.466 4.698 2 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_3156
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @MANSIO2_3200 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_3200 
0006: 35@ = 99 // integer values 

:MANSIO2_3200
00D6: if and
0039:   75@ == 1 // integer values 
08D0: (unknown) 
0039:   77@ == 0 // integer values 
004D: jump_if_false @MANSIO2_3234 
0006: 77@ = 1 // integer values 

:MANSIO2_3234
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @MANSIO2_3289 
016A: fade 0 500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 500 // integer values 
0006: 76@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_3289
00D6: if 
0039:   35@ == 51 // integer values 
004D: jump_if_false @MANSIO2_3534 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_3534 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_3355 
0430: put_actor $PLAYER_ACTOR into_vehicle 139@ passenger_seat 0 

:MANSIO2_3355
00D6: if 
80DB:   not actor 130@ in_car 139@ 
004D: jump_if_false @MANSIO2_3382 
072A: (unknown) 130@ 139@ 

:MANSIO2_3382
00D6: if 
0039:   223@ == 1 // integer values 
004D: jump_if_false @MANSIO2_3405 
05EC: release_vehicle 139@ from_path 

:MANSIO2_3405
00D6: if 
88B7:   not test 85@ bit 1 
004D: jump_if_false @MANSIO2_3430 
0050: gosub @MANSIO2_48221 

:MANSIO2_3430
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @MANSIO2_3467 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 293@ = 0 // integer values 
0006: 207@ = 0 // integer values 

:MANSIO2_3467
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @MANSIO2_3504 
0647: unknown_action_sequence 130@ 
0006: 294@ = 0 // integer values 
0006: 208@ = 0 // integer values 

:MANSIO2_3504
0006: 295@ = 0 // integer values 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 200 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_3534
00D6: if 
0039:   35@ == 52 // integer values 
004D: jump_if_false @MANSIO2_3599 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_3599 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 35@ = 5 // integer values 

:MANSIO2_3599
00D6: if 
0039:   295@ == 1 // integer values 
004D: jump_if_false @MANSIO2_3980 
00D6: if 
0039:   207@ == 0 // integer values 
004D: jump_if_false @MANSIO2_3669 
0209: 50@ = random_int 2000 3000 
0085: 207@ = 46@ // integer values and handles 
005A: 207@ += 50@ // integer values 
0002: jump @MANSIO2_3749 

:MANSIO2_3669
00D6: if 
001D:   46@ > 207@ // integer values 
004D: jump_if_false @MANSIO2_3749 
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @MANSIO2_3725 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 293@ = 0 // integer values 
0002: jump @MANSIO2_3742 

:MANSIO2_3725
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 // integer values 

:MANSIO2_3742
0006: 207@ = 0 // integer values 

:MANSIO2_3749
00D6: if 
0039:   208@ == 0 // integer values 
004D: jump_if_false @MANSIO2_3801 
0209: 50@ = random_int 1000 4000 
0085: 208@ = 46@ // integer values and handles 
005A: 208@ += 50@ // integer values 
0002: jump @MANSIO2_3881 

:MANSIO2_3801
00D6: if 
001D:   46@ > 208@ // integer values 
004D: jump_if_false @MANSIO2_3881 
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @MANSIO2_3857 
0647: unknown_action_sequence 130@ 
0006: 294@ = 0 // integer values 
0002: jump @MANSIO2_3874 

:MANSIO2_3857
05BF: AS_actor 130@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 294@ = 1 // integer values 

:MANSIO2_3874
0006: 208@ = 0 // integer values 

:MANSIO2_3881
00D6: if 
08B7:   test 85@ bit 1 
004D: jump_if_false @MANSIO2_3980 
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @MANSIO2_3936 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 293@ = 0 // integer values 
0006: 207@ = 0 // integer values 

:MANSIO2_3936
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @MANSIO2_3973 
0647: unknown_action_sequence 130@ 
0006: 294@ = 0 // integer values 
0006: 208@ = 0 // integer values 

:MANSIO2_3973
0006: 295@ = 0 // integer values 

:MANSIO2_3980
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_4034 
00D6: if 
0039:   293@ == 0 // integer values 
004D: jump_if_false @MANSIO2_4034 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 // integer values 

:MANSIO2_4034
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @MANSIO2_4059 
0050: gosub @MANSIO2_51214 

:MANSIO2_4059
0051: return 

:MANSIO2_4061
00D6: if 
0039:   292@ == 0 // integer values 
004D: jump_if_false @MANSIO2_4143 
00D6: if 
0119:   car 139@ wrecked 
004D: jump_if_false @MANSIO2_4111 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:MANSIO2_4111
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_4143 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:MANSIO2_4143
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @MANSIO2_4360 
0395: clear_area 1 at -760.8 243.1655 -6.6249 range 20.0 
00A5: 140@ = create_car #SQUALO at -759.4562 240.346 -2.0951 
0175: set_car 140@ z_angle_to 121.0 
0323: unknown_car 140@ flag 1 
05D1: AS_actor 130@ drive_car 139@ to -731.1018 223.2893 1.3815 speed 12.0 0 421 3 
016A: fade 1 1500 ms 
0006: 81@ = 2 // integer values 
0050: gosub @MANSIO2_48037 
0006: 293@ = 0 // integer values 
0006: 294@ = 0 // integer values 
0006: 295@ = 0 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 5000 // integer values 
0006: 75@ = 1 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_4360
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @MANSIO2_4498 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_4410 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_4498 

:MANSIO2_4410
00D6: if 
8039:   not  80@ == 2 // integer values 
004D: jump_if_false @MANSIO2_4442 
0006: 81@ = 2 // integer values 
0050: gosub @MANSIO2_48037 

:MANSIO2_4442
00D6: if and
0039:   80@ == 2 // integer values 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_4498 
0050: gosub @MANSIO2_48192 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 6200 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_4498
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @MANSIO2_4632 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_4548 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_4632 

:MANSIO2_4548
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_4632 
015F: set_camera_position -738.98 227.2293 3.4204 0.0 0.0 0.0 
0160: point_camera -738.0241 226.939 3.375 2 
0006: 295@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_4632
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @MANSIO2_4753 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_4682 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_4753 

:MANSIO2_4682
00D6: if 
01B0:   car 139@ stopped 0 -731.1018 223.2893 1.3815 radius 5.0 5.0 5.0 
004D: jump_if_false @MANSIO2_4753 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 4600 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_4753
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @MANSIO2_4880 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_4803 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_4880 

:MANSIO2_4803
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_4880 
015F: set_camera_position -725.9466 218.6036 4.4433 0.0 0.0 0.0 
0160: point_camera -726.7355 219.1785 4.2265 2 
000A: 35@ += 1 // integer values 

:MANSIO2_4880
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @MANSIO2_5085 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_4930 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_5085 

:MANSIO2_4930
00D6: if 
08B7:   test 85@ bit 2 
004D: jump_if_false @MANSIO2_5085 
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @MANSIO2_4985 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 293@ = 0 // integer values 
0006: 207@ = 0 // integer values 

:MANSIO2_4985
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @MANSIO2_5022 
0647: unknown_action_sequence 130@ 
0006: 294@ = 0 // integer values 
0006: 208@ = 0 // integer values 

:MANSIO2_5022
0006: 295@ = 0 // integer values 
05CD: AS_actor $PLAYER_ACTOR exit_car 139@ 
05D3: AS_actor $PLAYER_ACTOR go_to_point -732.8385 225.4091 1.718 speed 4 10000 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_5085
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @MANSIO2_5212 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_5135 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_5212 

:MANSIO2_5135
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_5212 
05D1: AS_actor 130@ drive_car 139@ to -751.1168 113.9648 13.2849 speed 15.0 0 421 3 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_5212
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @MANSIO2_5336 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_5262 
0006: 35@ = 50 // integer values 
0002: jump @MANSIO2_5336 

:MANSIO2_5262
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_5336 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
009B: destroy_actor_instantly 130@ 
00A6: destroy_car 139@ 
0296: unload_special_actor 1 
0249: release_model #WASHING 
0006: 292@ = 1 // integer values 
0006: 75@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_5336
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @MANSIO2_5361 
0006: 35@ = 99 // integer values 

:MANSIO2_5361
00D6: if and
0039:   75@ == 1 // integer values 
08D0: (unknown) 
0039:   77@ == 0 // integer values 
004D: jump_if_false @MANSIO2_5395 
0006: 77@ = 1 // integer values 

:MANSIO2_5395
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @MANSIO2_5450 
016A: fade 0 500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 500 // integer values 
0006: 76@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_5450
00D6: if 
0039:   35@ == 51 // integer values 
004D: jump_if_false @MANSIO2_5733 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_5733 
00D6: if 
88B7:   not test 85@ bit 2 
004D: jump_if_false @MANSIO2_5512 
0050: gosub @MANSIO2_48221 

:MANSIO2_5512
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @MANSIO2_5549 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 293@ = 0 // integer values 
0006: 207@ = 0 // integer values 

:MANSIO2_5549
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @MANSIO2_5586 
0647: unknown_action_sequence 130@ 
0006: 294@ = 0 // integer values 
0006: 208@ = 0 // integer values 

:MANSIO2_5586
0006: 295@ = 0 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_5639 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -732.8385 225.4091 1.718 
0002: jump @MANSIO2_5659 

:MANSIO2_5639
00A1: put_actor $PLAYER_ACTOR at -732.8385 225.4091 1.718 

:MANSIO2_5659
0173: set_actor $PLAYER_ACTOR z_angle_to 83.9578 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
009B: destroy_actor_instantly 130@ 
00A6: destroy_car 139@ 
0296: unload_special_actor 1 
0249: release_model #WASHING 
0006: 292@ = 1 // integer values 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 2000 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_5733
00D6: if 
0039:   35@ == 52 // integer values 
004D: jump_if_false @MANSIO2_5800 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_5800 
016A: fade 1 1500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_5800
00D6: if 
0039:   35@ == 53 // integer values 
004D: jump_if_false @MANSIO2_5865 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_5865 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 35@ = 8 // integer values 

:MANSIO2_5865
00D6: if 
0039:   295@ == 1 // integer values 
004D: jump_if_false @MANSIO2_6147 
00D6: if 
0039:   207@ == 0 // integer values 
004D: jump_if_false @MANSIO2_5935 
0209: 50@ = random_int 2000 3000 
0085: 207@ = 46@ // integer values and handles 
005A: 207@ += 50@ // integer values 
0002: jump @MANSIO2_6015 

:MANSIO2_5935
00D6: if 
001D:   46@ > 207@ // integer values 
004D: jump_if_false @MANSIO2_6015 
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @MANSIO2_5991 
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: 293@ = 0 // integer values 
0002: jump @MANSIO2_6008 

:MANSIO2_5991
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 // integer values 

:MANSIO2_6008
0006: 207@ = 0 // integer values 

:MANSIO2_6015
00D6: if 
0039:   208@ == 0 // integer values 
004D: jump_if_false @MANSIO2_6067 
0209: 50@ = random_int 1000 4000 
0085: 208@ = 46@ // integer values and handles 
005A: 208@ += 50@ // integer values 
0002: jump @MANSIO2_6147 

:MANSIO2_6067
00D6: if 
001D:   46@ > 208@ // integer values 
004D: jump_if_false @MANSIO2_6147 
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @MANSIO2_6123 
0647: unknown_action_sequence 130@ 
0006: 294@ = 0 // integer values 
0002: jump @MANSIO2_6140 

:MANSIO2_6123
05BF: AS_actor 130@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 294@ = 1 // integer values 

:MANSIO2_6140
0006: 208@ = 0 // integer values 

:MANSIO2_6147
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @MANSIO2_6172 
0050: gosub @MANSIO2_51214 

:MANSIO2_6172
0051: return 

:MANSIO2_6174
0006: 224@ = 1 // integer values 
00D6: if 
0119:   car 140@ wrecked 
004D: jump_if_false @MANSIO2_6204 
0006: 224@ = 0 // integer values 

:MANSIO2_6204
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @MANSIO2_6841 
029B: 157@ = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 9.914 
029B: 158@ = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
029B: 159@ = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0186: 164@ = create_marker_above_car 140@ 
07E0: set_marker 164@ type_to 1 
0395: clear_area 1 at -1519.843 590.923 0.0 range 20.0 
00A5: 153@ = create_car #LAUNCH at -1519.843 590.923 0.0 
0175: set_car 153@ z_angle_to 202.1246 
0323: unknown_car 153@ flag 1 
0006: 50@ = 0 // integer values 
0129: 131@(50@,6i) = create_actor 25 #ARMY in_car 153@ driverseat 
060B: unknown_actor_use_entity 131@(50@,6i) 180@ 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: (unknown) 131@(50@,6i) 1 
0006: 50@ = 1 // integer values 
009A: 131@(50@,6i) = create_actor 25 #ARMY at -1429.354 497.0963 2.039 
060B: unknown_actor_use_entity 131@(50@,6i) 180@ 
0464: put_actor 131@(50@,6i) into_turret_on_car 153@ at_car_offset 0.0 -3.5 1.3 position 0 shooting_angle 0.0 with_weapon 31 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: (unknown) 131@(50@,6i) 1 
0006: 50@ = 2 // integer values 
009A: 131@(50@,6i) = create_actor 25 #ARMY at -1428.723 500.472 2.0391 
060B: unknown_actor_use_entity 131@(50@,6i) 180@ 
0464: put_actor 131@(50@,6i) into_turret_on_car 153@ at_car_offset 0.0 4.0 1.3 position 0 shooting_angle 0.0 with_weapon 31 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: (unknown) 131@(50@,6i) 1 
0006: 191@ = 0 // integer values 
0007: 220@ = -1459.143 // floating-point values 
0007: 221@ = 501.0938 // floating-point values 
0007: 222@ = 2.7322 // floating-point values 
00BC: text_highpriority 'MAN2_20' 7000 ms 1  // ~s~A ~b~motorcsnakban~s~ tallsz egy kst s egy hangtompts pisztolyt.
01EB: set_traffic_density_to 1.0 
0006: 243@ = 0 // integer values 
03CF: load_wav 1824 as 3 
0A24: toggle_military_zones_wanted_level 1 
0006: 225@ = 0 // integer values 
0006: 226@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0006: 228@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 195@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_6841
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @MANSIO2_7052 
00D6: if or
0039:   226@ == 1 // integer values 
0039:   227@ == 1 // integer values 
004D: jump_if_false @MANSIO2_7052 
0006: 81@ = 4 // integer values 
0050: gosub @MANSIO2_48037 
0006: 227@ = 1 // integer values 
0395: clear_area 0 at -1357.0 502.0 10.0 range 300.0 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position -1513.614 559.4036 22.2746 0.0 0.0 0.0 
0160: point_camera -1513.076 558.6777 21.8463 2 
0006: 258@ = 1 // integer values 
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @MANSIO2_7031 
097B: play_sound 159@ on_object 1128 
0006: 286@ = 1 // integer values 

:MANSIO2_7031
0006: 183@ = 0 // integer values 
0006: 75@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_7052
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @MANSIO2_7182 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_7102 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_7182 

:MANSIO2_7102
00D6: if 
8039:   not  80@ == 4 // integer values 
004D: jump_if_false @MANSIO2_7134 
0006: 81@ = 4 // integer values 
0050: gosub @MANSIO2_48037 

:MANSIO2_7134
00D6: if 
0039:   80@ == 4 // integer values 
004D: jump_if_false @MANSIO2_7182 
0050: gosub @MANSIO2_48192 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 6800 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_7182
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @MANSIO2_7325 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_7232 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_7325 

:MANSIO2_7232
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_7325 
015F: set_camera_position -1474.739 526.7202 16.2159 0.0 0.0 0.0 
0160: point_camera -1474.991 525.8577 15.7775 2 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 3700 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_7325
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @MANSIO2_7441 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_7375 
0006: 35@ = 50 // integer values 
0002: jump @MANSIO2_7441 

:MANSIO2_7375
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_7441 
00D6: if 
08B7:   test 85@ bit 4 
004D: jump_if_false @MANSIO2_7441 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 75@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_7441
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @MANSIO2_7482 
00BC: text_highpriority 'MAN2_32' 8000 ms 1  // ~s~Szllj be a ~y~hajba~s~ mieltt a hts ajt becsukdik. Ha szol, nehezebben vesznek szre.
0006: 35@ = 99 // integer values 

:MANSIO2_7482
00D6: if and
0039:   75@ == 1 // integer values 
08D0: (unknown) 
0039:   77@ == 0 // integer values 
004D: jump_if_false @MANSIO2_7516 
0006: 77@ = 1 // integer values 

:MANSIO2_7516
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @MANSIO2_7571 
016A: fade 0 500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 500 // integer values 
0006: 76@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_7571
00D6: if 
0039:   35@ == 51 // integer values 
004D: jump_if_false @MANSIO2_7785 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_7785 
00D6: if 
88B7:   not test 85@ bit 4 
004D: jump_if_false @MANSIO2_7633 
0050: gosub @MANSIO2_48221 

:MANSIO2_7633
01BC: put_object 159@ at -1468.492 501.289 11.109 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @MANSIO2_7699 
00AB: put_car 153@ at -1446.218 491.9281 0.0 
0175: set_car 153@ z_angle_to 270.0 

:MANSIO2_7699
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @MANSIO2_7740 
00D6: if 
8039:   not  183@ == 3 // integer values 
004D: jump_if_false @MANSIO2_7740 
0006: 183@ = 2 // integer values 

:MANSIO2_7740
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 1500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_7785
00D6: if 
0039:   35@ == 52 // integer values 
004D: jump_if_false @MANSIO2_7850 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_7850 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 35@ = 5 // integer values 

:MANSIO2_7850
00D6: if 
0039:   226@ == 0 // integer values 
004D: jump_if_false @MANSIO2_8147 
00D6: if 
0039:   224@ == 1 // integer values 
004D: jump_if_false @MANSIO2_8112 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1397.0 552.0 17.0 radius 150.0 110.0 25.0 
004D: jump_if_false @MANSIO2_8008 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_7964 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_7964
0164: disable_marker 164@ 
00D6: if 
88B7:   not test 85@ bit 3 
004D: jump_if_false @MANSIO2_7994 
08BD: set 85@ bit 3 

:MANSIO2_7994
0006: 226@ = 1 // integer values 
0002: jump @MANSIO2_8105 

:MANSIO2_8008
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 140@ 
004D: jump_if_false @MANSIO2_8069 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_8057 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_8057
0164: disable_marker 164@ 
0002: jump @MANSIO2_8105 

:MANSIO2_8069
00D6: if 
875C:   not marker 164@ enabled 
004D: jump_if_false @MANSIO2_8100 
0186: 164@ = create_marker_above_car 140@ 
07E0: set_marker 164@ type_to 1 

:MANSIO2_8100
0164: disable_marker 165@ 

:MANSIO2_8105
0002: jump @MANSIO2_8147 

:MANSIO2_8112
0164: disable_marker 164@ 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_8147 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_8147
00D6: if 
0039:   225@ == 0 // integer values 
004D: jump_if_false @MANSIO2_8255 
00D6: if 
0039:   224@ == 1 // integer values 
004D: jump_if_false @MANSIO2_8255 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 140@ 
004D: jump_if_false @MANSIO2_8255 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 30 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 0 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 
0006: 81@ = 3 // integer values 
0050: gosub @MANSIO2_48037 
0050: gosub @MANSIO2_48192 
0006: 225@ = 1 // integer values 

:MANSIO2_8255
00D6: if 
0039:   228@ == 0 // integer values 
004D: jump_if_false @MANSIO2_8348 
00D6: if 
0039:   226@ == 0 // integer values 
004D: jump_if_false @MANSIO2_8348 
00D6: if 
075C:   marker 165@ enabled 
004D: jump_if_false @MANSIO2_8348 
00D6: if 
08B7:   test 85@ bit 3 
004D: jump_if_false @MANSIO2_8348 
00BC: text_highpriority 'MAN2_21' 7000 ms 1  // ~s~Menj a ~y~hajkhoz~s~.
0006: 228@ = 1 // integer values 

:MANSIO2_8348
00D6: if 
0039:   258@ == 1 // integer values 
004D: jump_if_false @MANSIO2_8454 
00D6: if 
034E: move_object 159@ to -1468.492 501.289 11.109 speed 0.04 0.04 0.05 flag 0 
004D: jump_if_false @MANSIO2_8454 
0006: 258@ = 0 // integer values 
00D6: if 
0039:   286@ == 1 // integer values 
004D: jump_if_false @MANSIO2_8454 
097B: play_sound 159@ on_object 1129 
0006: 286@ = 0 // integer values 

:MANSIO2_8454
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @MANSIO2_8576 
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_8495 
0006: 227@ = 1 // integer values 

:MANSIO2_8495
00D6: if 
0039:   227@ == 0 // integer values 
004D: jump_if_false @MANSIO2_8576 
00AA: store_car 153@ position_to 57@ 58@ 59@ 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 57@ 58@ 59@ radius 100.0 100.0 30.0 
004D: jump_if_false @MANSIO2_8576 
0006: 227@ = 1 // integer values 

:MANSIO2_8576
0050: gosub @MANSIO2_22723 
0050: gosub @MANSIO2_36622 
0050: gosub @MANSIO2_46199 
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @MANSIO2_8622 
0050: gosub @MANSIO2_51214 

:MANSIO2_8622
0051: return 

:MANSIO2_8624
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @MANSIO2_8719 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 291@ = 0 // integer values 
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_8691 
00A6: destroy_car 142@ 

:MANSIO2_8691
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_8719
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @MANSIO2_8916 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 220@ 221@ 222@ radius 4.0 13.5 5.0 
004D: jump_if_false @MANSIO2_8916 
0164: disable_marker 165@ 
0164: disable_marker 164@ 
0006: 263@ = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09D7: (unknown) $PLAYER_CHAR 1 
094E: (unknown) $PLAYER_ACTOR 0 
0006: 195@ = 0 // integer values 
0006: 259@ = 1 // integer values 
0006: 260@ = 1 // integer values 
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @MANSIO2_8871 
097B: play_sound 159@ on_object 1128 
0006: 286@ = 1 // integer values 

:MANSIO2_8871
0006: 246@ = 0 // integer values 
0169: set_fade_color 0 0 0 
016A: fade 0 200 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 400 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_8916
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @MANSIO2_9244 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_9244 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0A0B: (unknown) -1439.546 489.3506 3.8546 300.0 
075B: (unknown) 90 
09A6: (unknown) 1 
0007: 220@ = -1288.084 // floating-point values 
0007: 221@ = 490.5533 // floating-point values 
0007: 222@ = 10.2026 // floating-point values 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
00A1: put_actor $PLAYER_ACTOR at -1327.957 507.4273 0.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 84.8851 
0006: 50@ = 0 // integer values 
00A5: 141@(50@,4i) = create_car #HYDRA at -1423.62 497.13 10.19 
0175: set_car 141@(50@,4i) z_angle_to 62.12 
0006: 242@(50@,4i) = 1 // integer values 
0006: 50@ = 2 // integer values 
00A5: 141@(50@,4i) = create_car #HYDRA at -1416.47 518.36 16.91 
0175: set_car 141@(50@,4i) z_angle_to 270.0 
0006: 242@(50@,4i) = 1 // integer values 
0129: 135@ = create_actor 25 #ARMY in_car 141@(50@,4i) driverseat 
060B: unknown_actor_use_entity 135@ 180@ 
0770: (unknown) 135@ 1 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 2000 // integer values 
0006: 75@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_9244
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @MANSIO2_9414 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_9294 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_9414 

:MANSIO2_9294
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_9414 
02A3: toggle_widescreen 1 
015F: set_camera_position -1304.926 489.9207 11.6599 0.0 0.0 0.0 
0160: point_camera -1304.047 490.3978 11.6435 2 
00BC: text_highpriority 'MAN2_22' 6000 ms 1  // ~s~Talld meg a ~y~vezrl termet~s~, hogy kikapcsolhasd a SAM kilvllsokat.
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 4000 // integer values 
016A: fade 1 500 ms 
000A: 35@ += 1 // integer values 

:MANSIO2_9414
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @MANSIO2_9577 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_9464 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_9577 

:MANSIO2_9464
00FF:   actor $PLAYER_ACTOR 1 220@ 221@ 222@ radius 1.0 1.0 2.0 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_9577 
0006: 246@ = 1 // integer values 
00D6: if 
0039:   288@ == 0 // integer values 
004D: jump_if_false @MANSIO2_9554 
097B: play_sound 158@ on_object 1128 
0006: 288@ = 1 // integer values 

:MANSIO2_9554
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1800 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_9577
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @MANSIO2_10017 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_9627 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_10017 

:MANSIO2_9627
00FF:   actor $PLAYER_ACTOR 1 220@ 221@ 222@ radius 1.0 1.0 2.0 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_10017 
015F: set_camera_position -1400.167 517.7336 11.9235 0.0 0.0 0.0 
0160: point_camera -1401.079 518.1353 12.0041 2 
00BC: text_highpriority 'MAN2_25' 5000 ms 1  // ~s~Lopj egy katonai gpet.
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 3800 // integer values 
0085: 202@ = 46@ // integer values and handles 
000A: 202@ += 2500 // integer values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO2_9867 
00A1: put_actor $PLAYER_ACTOR at -1446.333 506.7063 -2.089 
0173: set_actor $PLAYER_ACTOR z_angle_to 256.1819 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @MANSIO2_9853 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0323: unknown_car $TEMPVAR_ACTOR_CAR flag 1 

:MANSIO2_9853
0006: 291@ = 1 // integer values 
0002: jump @MANSIO2_10010 

:MANSIO2_9867
00A1: put_actor $PLAYER_ACTOR at -1455.558 497.0678 -2.089 
0173: set_actor $PLAYER_ACTOR z_angle_to 256.1819 
00D6: if 
8119:   not car 140@ wrecked 
004D: jump_if_false @MANSIO2_10010 
00D6: if 
00B1:   car 140@ 0 -1466.083 490.7395 -2.0 -1434.139 511.856 3.0 
004D: jump_if_false @MANSIO2_10005 
00AB: put_car 140@ at -1446.333 506.7063 -2.089 
0175: set_car 140@ z_angle_to 256.1819 
0006: 291@ = 1 // integer values 
0002: jump @MANSIO2_10010 

:MANSIO2_10005
00A6: destroy_car 140@ 

:MANSIO2_10010
000A: 35@ += 1 // integer values 

:MANSIO2_10017
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @MANSIO2_10229 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_10067 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_10229 

:MANSIO2_10067
00D6: if and
001D:   46@ > 202@ // integer values 
8039:   not  202@ == 0 // integer values 
004D: jump_if_false @MANSIO2_10107 
0006: 187@ = 5 // integer values 
0006: 202@ = 0 // integer values 

:MANSIO2_10107
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_10229 
0006: 50@ = 1 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_10166 
0006: 183@(50@,6i) = 6 // integer values 

:MANSIO2_10166
0006: 50@ = 2 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_10206 
0006: 183@(50@,6i) = 6 // integer values 

:MANSIO2_10206
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1000 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_10229
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @MANSIO2_10392 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_10279 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_10392 

:MANSIO2_10279
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_10392 
015F: set_camera_position -1395.61 493.0729 5.3645 0.0 0.0 0.0 
0160: point_camera -1394.977 493.8029 5.109 2 
01B6: set_weather 5 
00BC: text_highpriority 'MAN2_23' 6000 ms 1  // ~s~Ne zavard meg az ~r~rket~s~.
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 5800 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_10392
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @MANSIO2_10500 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_10442 
0006: 35@ = 50 // integer values 
0002: jump @MANSIO2_10500 

:MANSIO2_10442
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_10500 
0173: set_actor $PLAYER_ACTOR z_angle_to 256.1819 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 75@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_10500
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @MANSIO2_10887 
0006: 188@ = 5 // integer values 
0006: 274@ = 1 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_10539
00D6: if and
8039:   not  183@(48@,6i) == -2 // integer values 
8039:   not  183@(48@,6i) == -1 // integer values 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_10637 
00D6: if 
8039:   not  48@ == 4 // integer values 
004D: jump_if_false @MANSIO2_10637 
0187: 173@(48@,6i) = create_marker_above_actor 131@(48@,6i) 
018B: show_on_radar 173@(48@,6i) 2 
07BF: (unknown) 173@(48@,6i) 1 

:MANSIO2_10637
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_10539 
0006: 187@ = 18 // integer values 
00D6: if 
0039:   291@ == 1 // integer values 
004D: jump_if_false @MANSIO2_10793 
0006: 213@ = 1 // integer values 
0006: 50@ = 0 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_10730 
0006: 183@(50@,6i) = 24 // integer values 

:MANSIO2_10730
0006: 50@ = 1 // integer values 
00D6: if 
8039:   not  189@(50@,2i) == -2 // integer values 
004D: jump_if_false @MANSIO2_10770 
0006: 189@(50@,2i) = 12 // integer values 

:MANSIO2_10770
00BC: text_highpriority 'MAN2_46' 5000 ms 1  // ~s~Tl sok zajt csinltl a leszllhajn.
0002: jump @MANSIO2_10873 

:MANSIO2_10793
0006: 50@ = 0 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_10833 
0006: 183@(50@,6i) = 8 // integer values 

:MANSIO2_10833
0006: 50@ = 1 // integer values 
00D6: if 
8039:   not  189@(50@,2i) == -2 // integer values 
004D: jump_if_false @MANSIO2_10873 
0006: 189@(50@,2i) = 6 // integer values 

:MANSIO2_10873
0006: 283@ = 1 // integer values 
0006: 35@ = 99 // integer values 

:MANSIO2_10887
00D6: if and
0039:   75@ == 1 // integer values 
08D0: (unknown) 
0039:   77@ == 0 // integer values 
004D: jump_if_false @MANSIO2_10921 
0006: 77@ = 1 // integer values 

:MANSIO2_10921
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @MANSIO2_10976 
016A: fade 0 500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 500 // integer values 
0006: 76@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_10976
00D6: if 
0039:   35@ == 51 // integer values 
004D: jump_if_false @MANSIO2_11441 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_11441 
0006: 246@ = 1 // integer values 
00D6: if 
0039:   288@ == 0 // integer values 
004D: jump_if_false @MANSIO2_11053 
097B: play_sound 158@ on_object 1128 
0006: 288@ = 1 // integer values 

:MANSIO2_11053
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO2_11144 
00A1: put_actor $PLAYER_ACTOR at -1446.333 506.7063 -2.089 
0173: set_actor $PLAYER_ACTOR z_angle_to 256.1819 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @MANSIO2_11130 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0323: unknown_car $TEMPVAR_ACTOR_CAR flag 1 

:MANSIO2_11130
0006: 291@ = 1 // integer values 
0002: jump @MANSIO2_11287 

:MANSIO2_11144
00A1: put_actor $PLAYER_ACTOR at -1455.558 497.0678 -2.089 
0173: set_actor $PLAYER_ACTOR z_angle_to 256.1819 
00D6: if 
8119:   not car 140@ wrecked 
004D: jump_if_false @MANSIO2_11287 
00D6: if 
00B1:   car 140@ 0 -1466.083 490.7395 -2.0 -1434.139 511.856 3.0 
004D: jump_if_false @MANSIO2_11282 
00AB: put_car 140@ at -1446.333 506.7063 -2.089 
0175: set_car 140@ z_angle_to 256.1819 
0006: 291@ = 1 // integer values 
0002: jump @MANSIO2_11287 

:MANSIO2_11282
00A6: destroy_car 140@ 

:MANSIO2_11287
0006: 50@ = 1 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_11327 
0006: 183@(50@,6i) = 6 // integer values 

:MANSIO2_11327
0006: 50@ = 2 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_11367 
0006: 183@(50@,6i) = 6 // integer values 

:MANSIO2_11367
00D6: if 
0039:   187@ == -1 // integer values 
004D: jump_if_false @MANSIO2_11392 
0006: 187@ = 5 // integer values 

:MANSIO2_11392
01B6: set_weather 5 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 1500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_11441
00D6: if 
0039:   35@ == 52 // integer values 
004D: jump_if_false @MANSIO2_11506 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_11506 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 35@ = 9 // integer values 

:MANSIO2_11506
00D6: if 
0039:   246@ == 1 // integer values 
004D: jump_if_false @MANSIO2_11612 
00D6: if 
034E: move_object 158@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 flag 0 
004D: jump_if_false @MANSIO2_11612 
0006: 246@ = 0 // integer values 
00D6: if 
0039:   288@ == 1 // integer values 
004D: jump_if_false @MANSIO2_11612 
097B: play_sound 158@ on_object 1129 
0006: 288@ = 0 // integer values 

:MANSIO2_11612
00D6: if 
0039:   259@ == 1 // integer values 
004D: jump_if_false @MANSIO2_11865 
00D6: if 
0039:   260@ == 1 // integer values 
004D: jump_if_false @MANSIO2_11743 
00D6: if 
034E: move_object 159@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.3 flag 0 
004D: jump_if_false @MANSIO2_11736 
0006: 259@ = 0 // integer values 
00D6: if 
0039:   286@ == 1 // integer values 
004D: jump_if_false @MANSIO2_11736 
097B: play_sound 159@ on_object 1129 
0006: 286@ = 0 // integer values 

:MANSIO2_11736
0002: jump @MANSIO2_11865 

:MANSIO2_11743
00D6: if 
034E: move_object 159@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.05 flag 0 
004D: jump_if_false @MANSIO2_11865 
0006: 259@ = 0 // integer values 
00D6: if 
0039:   286@ == 1 // integer values 
004D: jump_if_false @MANSIO2_11831 
097B: play_sound 159@ on_object 1129 
0006: 286@ = 0 // integer values 

:MANSIO2_11831
00D6: if 
0039:   263@ == 0 // integer values 
004D: jump_if_false @MANSIO2_11865 
0006: 37@ = 1 // integer values 
0006: 45@ = 5 // integer values 
0051: return 

:MANSIO2_11865
0050: gosub @MANSIO2_22723 
0050: gosub @MANSIO2_36622 
00D6: if 
8039:   not  195@ == 0 // integer values 
004D: jump_if_false @MANSIO2_11979 
00D6: if 
001D:   46@ > 195@ // integer values 
004D: jump_if_false @MANSIO2_11979 
0006: 195@ = 0 // integer values 
0006: 259@ = 1 // integer values 
00D6: if 
0039:   286@ == 0 // integer values 
004D: jump_if_false @MANSIO2_11963 
097B: play_sound 159@ on_object 1128 
0006: 286@ = 1 // integer values 

:MANSIO2_11963
00BC: text_highpriority 'MAN2_31' 7000 ms 1  // ~s~Az anyahaj hts ajtaja bezrdik.

:MANSIO2_11979
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @MANSIO2_12004 
0050: gosub @MANSIO2_51214 

:MANSIO2_12004
0051: return 

:MANSIO2_12006
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @MANSIO2_12354 
0006: 238@ = 0 // integer values 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0923: (unknown) 0 
0006: 50@ = 3 // integer values 
00A5: 141@(50@,4i) = create_car #HYDRA at -1333.231 507.6329 17.2266 
0175: set_car 141@(50@,4i) z_angle_to 270.0 
0006: 242@(50@,4i) = 1 // integer values 
0006: 50@ = 0 // integer values 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1414.55 514.4193 2.9391 
0177: set_object 161@(50@,3i) z_angle_to 180.0 
0006: 50@ = 1 // integer values 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1313.173 488.3687 11.1026 
0006: 50@ = 2 // integer values 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1412.198 488.3644 11.1026 
041E: set_radio_station 11 
0006: 230@ = 0 // integer values 
0006: 231@ = 0 // integer values 
0006: 229@ = 0 // integer values 
0006: 248@ = 0 // integer values 
0006: 249@ = 0 // integer values 
0006: 250@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 264@ = 0 // integer values 
0006: 265@ = 0 // integer values 
0006: 284@ = 0 // integer values 
0006: 285@ = 0 // integer values 
0006: 296@ = 0 // integer values 
0006: 192@ = -1 // integer values 
0006: 193@ = -1 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_12354
0006: 73@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_12368
00D6: if 
0039:   242@(48@,4i) == 1 // integer values 
004D: jump_if_false @MANSIO2_12417 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_12417 
0006: 73@ = 1 // integer values 

:MANSIO2_12417
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_12368 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_12472 
0006: 37@ = 1 // integer values 
0006: 45@ = 3 // integer values 
0051: return 

:MANSIO2_12472
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #HYDRA 
004D: jump_if_false @MANSIO2_12599 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00D6: if or
0023:   484.0 > 58@ // floating-point values 
0021:   58@ > 523.0 // floating-point values 
004D: jump_if_false @MANSIO2_12552 
0006: 37@ = 1 // integer values 
0006: 45@ = 6 // integer values 
0051: return 

:MANSIO2_12552
00D6: if or
0023:   -1471.0 > 57@ // floating-point values 
0021:   57@ > -1246.0 // floating-point values 
004D: jump_if_false @MANSIO2_12599 
0006: 37@ = 1 // integer values 
0006: 45@ = 6 // integer values 
0051: return 

:MANSIO2_12599
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @MANSIO2_12822 
00D6: if 
0039:   238@ == 1 // integer values 
004D: jump_if_false @MANSIO2_12797 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position -1291.578 491.3468 13.2852 0.0 0.0 0.0 
0160: point_camera -1290.686 491.105 12.9042 2 
00A1: put_actor $PLAYER_ACTOR at 220@ 221@ 222@ 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 200 // integer values 
0164: disable_marker 165@ 
018A: 165@ = create_checkpoint_at -1432.482 506.5725 10.1953 
0006: 229@ = 1 // integer values 
0006: 75@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_12797
00D6: if 
0039:   248@ == 1 // integer values 
004D: jump_if_false @MANSIO2_12822 
0006: 35@ = 6 // integer values 

:MANSIO2_12822
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @MANSIO2_12972 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_12872 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_12972 

:MANSIO2_12872
062E: (unknown) $PLAYER_ACTOR 1492 40@ 
00D6: if and
84A4:   not  40@ == 1 // integer values OR floating-point values 
84A4:   not  40@ == 0 // integer values OR floating-point values 
004D: jump_if_false @MANSIO2_12972 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SLOT_BET_02" from_file "CASINO" 4.0 loop 0 0 0 0 0 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 250 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_12972
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @MANSIO2_13144 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_13022 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_13144 

:MANSIO2_13022
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_13144 
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "SLOT_BET_02" 
004D: jump_if_false @MANSIO2_13144 
015F: set_camera_position -1391.304 490.2552 18.2899 0.0 0.0 0.0 
0160: point_camera -1392.138 490.5674 18.7452 2 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 2000 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_13144
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @MANSIO2_13240 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_13194 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_13240 

:MANSIO2_13194
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_13240 
09E4: toggle_aircraftcarrier_sam 0 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_13240
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @MANSIO2_13361 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @MANSIO2_13290 
0006: 35@ = 50 // integer values 
0002: jump @MANSIO2_13361 

:MANSIO2_13290
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_13361 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'MAN2_25' 15000 ms 1  // ~s~Lopj egy katonai gpet.
000A: 35@ += 1 // integer values 

:MANSIO2_13361
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @MANSIO2_13475 
00D6: if 
0039:   248@ == 1 // integer values 
004D: jump_if_false @MANSIO2_13475 
00D6: if or
0039:   249@ == 1 // integer values 
0039:   250@ == 1 // integer values 
004D: jump_if_false @MANSIO2_13426 
0373: set_camera_directly_behind_player 
015A: restore_camera 

:MANSIO2_13426
0164: disable_marker 165@ 
0006: 48@ = 0 // integer values 

:MANSIO2_13438
0164: disable_marker 173@(48@,6i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_13438 
0006: 35@ = 99 // integer values 

:MANSIO2_13475
00D6: if and
0039:   75@ == 1 // integer values 
08D0: (unknown) 
0039:   77@ == 0 // integer values 
004D: jump_if_false @MANSIO2_13509 
0006: 77@ = 1 // integer values 

:MANSIO2_13509
00D6: if 
0039:   35@ == 50 // integer values 
004D: jump_if_false @MANSIO2_13564 
016A: fade 0 500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 500 // integer values 
0006: 76@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_13564
00D6: if 
0039:   35@ == 51 // integer values 
004D: jump_if_false @MANSIO2_13664 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_13664 
09E4: toggle_aircraftcarrier_sam 0 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 1500 ms 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_13664
00D6: if 
0039:   35@ == 52 // integer values 
004D: jump_if_false @MANSIO2_13745 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_13745 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 75@ = 0 // integer values 
00BC: text_highpriority 'MAN2_25' 15000 ms 1  // ~s~Lopj egy katonai gpet.
0006: 35@ = 6 // integer values 

:MANSIO2_13745
00D6: if 
0039:   238@ == 0 // integer values 
004D: jump_if_false @MANSIO2_13812 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 220@ 221@ 222@ radius 1.0 1.0 2.0 
004D: jump_if_false @MANSIO2_13812 
0006: 238@ = 1 // integer values 

:MANSIO2_13812
00D6: if 
0039:   229@ == 0 // integer values 
004D: jump_if_false @MANSIO2_13872 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HYDRA 
004D: jump_if_false @MANSIO2_13872 
00BC: text_highpriority 'MAN2_24' 5000 ms 1  // ~s~Az elhrts mg aktv.
0006: 229@ = 1 // integer values 

:MANSIO2_13872
00D6: if 
0039:   230@ == 0 // integer values 
004D: jump_if_false @MANSIO2_13950 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HYDRA 
004D: jump_if_false @MANSIO2_13950 
0512: permanent_text_box 'MAN2_70'  // Nyomj ~k~~VEHICLE_TURRETUP~ -t s ~k~~VEHICLE_TURRETDOWN~ -t, a manverezshez.
0006: 230@ = 1 // integer values 
0006: 231@ = 0 // integer values 
0085: 206@ = 46@ // integer values and handles 
000A: 206@ += 15000 // integer values 

:MANSIO2_13950
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @MANSIO2_14041 
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14041 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_14041 
03E6: remove_text_box 
0512: permanent_text_box 'MAN2_99'  // Ha ~k~~TOGGLE_SUBMISSIONS~ -t nyomsz, leengeded a futmvet.
0006: 231@ = 1 // integer values 
0085: 206@ = 46@ // integer values and handles 
000A: 206@ += 10000 // integer values 

:MANSIO2_14041
00D6: if 
0039:   231@ == 1 // integer values 
004D: jump_if_false @MANSIO2_14105 
00D6: if 
8039:   not  206@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14105 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_14105 
0006: 206@ = 0 // integer values 
03E6: remove_text_box 

:MANSIO2_14105
00D6: if 
0039:   264@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14322 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HYDRA 
004D: jump_if_false @MANSIO2_14204 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 144@ 
004D: jump_if_false @MANSIO2_14175 
0006: 264@ = 1 // integer values 
0002: jump @MANSIO2_14197 

:MANSIO2_14175
05EB: assign_vehicle 144@ to_path 209 
0006: 192@ = 0 // integer values 
0006: 264@ = 1 // integer values 

:MANSIO2_14197
0002: jump @MANSIO2_14322 

:MANSIO2_14204
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1347.692 499.5881 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_14281 
05EB: assign_vehicle 144@ to_path 209 
0006: 192@ = 0 // integer values 
0006: 264@ = 1 // integer values 
0002: jump @MANSIO2_14322 

:MANSIO2_14281
00D6: if 
0179:   actor $PLAYER_ACTOR picked_up_object 158@ 
004D: jump_if_false @MANSIO2_14322 
05EB: assign_vehicle 144@ to_path 209 
0006: 192@ = 0 // integer values 
0006: 264@ = 1 // integer values 

:MANSIO2_14322
00D6: if 
0039:   265@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14427 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1368.303 496.5314 10.1854 radius 5.0 5.0 4.0 
004D: jump_if_false @MANSIO2_14427 
0006: 193@ = 0 // integer values 
0006: 265@ = 1 // integer values 
00D6: if 
0039:   279@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14427 
0006: 187@ = 11 // integer values 

:MANSIO2_14427
00D6: if 
8119:   not car 143@ wrecked 
004D: jump_if_false @MANSIO2_14677 
0006: 73@ = 0 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_14531 
00D6: if 
034E: move_object 158@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 flag 0 
004D: jump_if_false @MANSIO2_14524 
0006: 73@ = 1 // integer values 

:MANSIO2_14524
0002: jump @MANSIO2_14586 

:MANSIO2_14531
00D6: if 
034E: move_object 158@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 flag 0 
004D: jump_if_false @MANSIO2_14586 
0006: 73@ = 1 // integer values 

:MANSIO2_14586
00D6: if 
0039:   288@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14644 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14637 
097B: play_sound 158@ on_object 1128 
0006: 288@ = 1 // integer values 

:MANSIO2_14637
0002: jump @MANSIO2_14677 

:MANSIO2_14644
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_14677 
097B: play_sound 158@ on_object 1129 
0006: 288@ = 0 // integer values 

:MANSIO2_14677
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_14927 
0006: 73@ = 0 // integer values 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_14781 
00D6: if 
034E: move_object 157@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 flag 0 
004D: jump_if_false @MANSIO2_14774 
0006: 73@ = 1 // integer values 

:MANSIO2_14774
0002: jump @MANSIO2_14836 

:MANSIO2_14781
00D6: if 
034E: move_object 157@ to -1456.719 501.297 9.914 speed 0.05 0.05 0.05 flag 0 
004D: jump_if_false @MANSIO2_14836 
0006: 73@ = 1 // integer values 

:MANSIO2_14836
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14894 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_14887 
097B: play_sound 157@ on_object 1128 
0006: 287@ = 1 // integer values 

:MANSIO2_14887
0002: jump @MANSIO2_14927 

:MANSIO2_14894
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_14927 
097B: play_sound 157@ on_object 1129 
0006: 287@ = 0 // integer values 

:MANSIO2_14927
00D6: if 
0039:   249@ == 0 // integer values 
004D: jump_if_false @MANSIO2_15120 
00D6: if 
8119:   not car 143@ wrecked 
004D: jump_if_false @MANSIO2_15113 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_15113 
00AA: store_car 143@ position_to 57@ 58@ 59@ 
01BB: store_object 158@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if or
0031:   70@ >= 0.0 // floating-point values 
0033:   3.0 >= 70@ // floating-point values 
004D: jump_if_false @MANSIO2_15113 
015F: set_camera_position -1427.408 516.3539 20.8899 0.0 0.0 0.0 
0160: point_camera -1426.435 516.2787 20.6742 1 
0006: 249@ = 1 // integer values 

:MANSIO2_15113
0002: jump @MANSIO2_15184 

:MANSIO2_15120
00D6: if 
0119:   car 143@ wrecked 
004D: jump_if_false @MANSIO2_15154 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 249@ = 0 // integer values 
0002: jump @MANSIO2_15184 

:MANSIO2_15154
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_15184 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 249@ = 0 // integer values 

:MANSIO2_15184
00D6: if 
0039:   250@ == 0 // integer values 
004D: jump_if_false @MANSIO2_15377 
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_15370 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_15370 
00AA: store_car 142@ position_to 57@ 58@ 59@ 
01BB: store_object 157@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if or
0031:   70@ >= 0.0 // floating-point values 
0033:   3.0 >= 70@ // floating-point values 
004D: jump_if_false @MANSIO2_15370 
015F: set_camera_position -1439.283 507.3634 28.9545 0.0 0.0 0.0 
0160: point_camera -1440.069 507.1481 28.3752 1 
0006: 250@ = 1 // integer values 

:MANSIO2_15370
0002: jump @MANSIO2_15441 

:MANSIO2_15377
00D6: if 
0119:   car 142@ wrecked 
004D: jump_if_false @MANSIO2_15411 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 250@ = 0 // integer values 
0002: jump @MANSIO2_15441 

:MANSIO2_15411
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_15441 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 250@ = 0 // integer values 

:MANSIO2_15441
0006: 48@ = 0 // integer values 

:MANSIO2_15448
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_15830 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_15830 
0871: init_jump_table 48@ total_jumps 3 1 @MANSIO2_15803 jumps 0 @MANSIO2_15740 1 @MANSIO2_15647 2 @MANSIO2_15554 -1 @MANSIO2_15830 -1 @MANSIO2_15830 -1 @MANSIO2_15830 -1 @MANSIO2_15830 

:MANSIO2_15554
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
01BB: store_object 158@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if or
0023:   0.0 > 70@ // floating-point values 
0021:   70@ > 3.0 // floating-point values 
004D: jump_if_false @MANSIO2_15640 
0006: 248@ = 1 // integer values 

:MANSIO2_15640
0002: jump @MANSIO2_15830 

:MANSIO2_15647
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
01BB: store_object 157@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if or
0023:   0.0 > 70@ // floating-point values 
0021:   70@ > 3.0 // floating-point values 
004D: jump_if_false @MANSIO2_15733 
0006: 248@ = 1 // integer values 

:MANSIO2_15733
0002: jump @MANSIO2_15830 

:MANSIO2_15740
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
00D6: if or
0021:   59@ > 20.0 // floating-point values 
0023:   5.0 > 59@ // floating-point values 
004D: jump_if_false @MANSIO2_15796 
0006: 248@ = 1 // integer values 

:MANSIO2_15796
0002: jump @MANSIO2_15830 

:MANSIO2_15803
00D6: if 
01F3:   car 141@(48@,4i) airborne 
004D: jump_if_false @MANSIO2_15830 
0006: 248@ = 1 // integer values 

:MANSIO2_15830
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_15448 
00D6: if and
0039:   248@ == 1 // integer values 
0039:   261@ == 0 // integer values 
004D: jump_if_false @MANSIO2_16281 
0006: 48@ = 0 // integer values 

:MANSIO2_15883
0006: 239@(48@,3i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_15883 
0006: 50@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_15929
00D6: if 
0039:   48@ == 3 // integer values 
004D: jump_if_false @MANSIO2_16028 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_16028 
00D6: if 
060E:   car 141@(48@,4i) is_assigned_to_existing_path 
004D: jump_if_false @MANSIO2_15996 
05EC: release_vehicle 141@(48@,4i) from_path 

:MANSIO2_15996
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_16028 
00A6: destroy_car 141@(48@,4i) 

:MANSIO2_16028
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @MANSIO2_16161 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_16161 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_16161 
00D6: if 
8039:   not  193@ == -1 // integer values 
004D: jump_if_false @MANSIO2_16161 
05EC: release_vehicle 141@(48@,4i) from_path 
00AB: put_car 141@(48@,4i) at -1457.627 502.2539 9.0078 
0175: set_car 141@(48@,4i) z_angle_to 185.069 
0006: 193@ = -1 // integer values 

:MANSIO2_16161
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_16253 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_16219 
00D9: 145@ = actor $PLAYER_ACTOR car 
0002: jump @MANSIO2_16253 

:MANSIO2_16219
0085: 146@(50@,3i) = 141@(48@,4i) // integer values and handles 
0006: 239@(50@,3i) = 1 // integer values 
000A: 50@ += 1 // integer values 

:MANSIO2_16253
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_15929 
0006: 261@ = 1 // integer values 

:MANSIO2_16281
0050: gosub @MANSIO2_22639 
0050: gosub @MANSIO2_22723 
0050: gosub @MANSIO2_36622 
0006: 48@ = 0 // integer values 

:MANSIO2_16309
00D6: if 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_16338 
0467: clear_actor 131@(48@,6i) last_weapon_damage 

:MANSIO2_16338
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_16309 
0006: 48@ = 0 // integer values 

:MANSIO2_16366
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_16395 
0467: clear_actor 137@(48@,2i) last_weapon_damage 

:MANSIO2_16395
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_16366 
0006: 48@ = 0 // integer values 

:MANSIO2_16423
00D6: if 
8119:   not car 154@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_16452 
0468: clear_car 154@(48@,3i) last_weapon_damage 

:MANSIO2_16452
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_16423 
0050: gosub @MANSIO2_46556 
0050: gosub @MANSIO2_46828 
00D6: if 
0039:   268@ == 0 // integer values 
004D: jump_if_false @MANSIO2_16758 
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @MANSIO2_16758 
0871: init_jump_table 213@ total_jumps 6 0 @MANSIO2_16724 jumps 1 @MANSIO2_16586 2 @MANSIO2_16609 3 @MANSIO2_16632 4 @MANSIO2_16655 5 @MANSIO2_16678 6 @MANSIO2_16701 -1 @MANSIO2_16724 

:MANSIO2_16586
00BC: text_highpriority 'MAN2_47' 7000 ms 1  // ~s~Az ~r~rk~s~ riadztatva.
0002: jump @MANSIO2_16724 

:MANSIO2_16609
00BC: text_highpriority 'MAN2_49' 7000 ms 1  // ~s~Az egyik mels aktivlta a riasztt. Az anyahaj riadztatva.
0002: jump @MANSIO2_16724 

:MANSIO2_16632
00BC: text_highpriority 'MAN2_40' 7000 ms 1  // ~s~szrevettek az ~r~rk~s~. Az anyahaj riadztatva.
0002: jump @MANSIO2_16724 

:MANSIO2_16655
00BC: text_highpriority 'MAN2_41' 7000 ms 1  // ~s~Az egyik mels tallt egy holttestet. A lgier riadztatva.
0002: jump @MANSIO2_16724 

:MANSIO2_16678
00BC: text_highpriority 'MAN2_42' 7000 ms 1  // ~s~Az ~r~rk~s~ talltak egy holttestet. Riadztattk a lgiert.
0002: jump @MANSIO2_16724 

:MANSIO2_16701
00BC: text_highpriority 'MAN2_43' 7000 ms 1  // ~s~Volt egy robbans. A Lgier riadztatva.
0002: jump @MANSIO2_16724 

:MANSIO2_16724
097A: (unknown) 0.0 0.0 0.0 1161 
0006: 289@ = 1 // integer values 
0006: 268@ = 1 // integer values 

:MANSIO2_16758
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @MANSIO2_16843 
0786: (unknown) -1471.0 484.0 0.0 -1246.0 523.0 40.0 50@ 
00D6: if 
0019:   50@ > 0 // integer values 
004D: jump_if_false @MANSIO2_16843 
0006: 213@ = 6 // integer values 
0006: 267@ = 1 // integer values 

:MANSIO2_16843
00D6: if 
0039:   238@ == 1 // integer values 
004D: jump_if_false @MANSIO2_16955 
00D6: if 
0039:   296@ == 0 // integer values 
004D: jump_if_false @MANSIO2_16955 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 -1466.973 488.6672 7.1953 -1393.22 521.52 11.3953 
004D: jump_if_false @MANSIO2_16955 
0164: disable_marker 165@ 
00BC: text_highpriority 'MAN2_25' 5000 ms 1  // ~s~Lopj egy katonai gpet.
0006: 296@ = 1 // integer values 

:MANSIO2_16955
00D6: if 
0039:   297@ == 1 // integer values 
004D: jump_if_false @MANSIO2_17010 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT 
004D: jump_if_false @MANSIO2_17003 
041E: set_radio_station 11 
0006: 297@ = 0 // integer values 

:MANSIO2_17003
0002: jump @MANSIO2_17036 

:MANSIO2_17010
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT 
004D: jump_if_false @MANSIO2_17036 
0006: 297@ = 1 // integer values 

:MANSIO2_17036
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @MANSIO2_17061 
0050: gosub @MANSIO2_51214 

:MANSIO2_17061
0051: return 

:MANSIO2_17063
00D6: if 
0119:   car 145@ wrecked 
004D: jump_if_false @MANSIO2_17095 
0006: 37@ = 1 // integer values 
0006: 45@ = 4 // integer values 
0051: return 

:MANSIO2_17095
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @MANSIO2_17926 
0006: 50@ = 0 // integer values 
0395: clear_area 1 at -1178.22 2775.04 40.0 range 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -1178.22 2775.04 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) z_angle_to 327.1833 
0323: unknown_car 149@(50@,4i) flag 1 
0574: (unknown) 149@(50@,4i) 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 // integer values 
000A: 50@ += 1 // integer values 
0395: clear_area 1 at -1168.919 2795.99 40.0 range 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -1168.919 2795.99 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) z_angle_to 171.1833 
0323: unknown_car 149@(50@,4i) flag 1 
0574: (unknown) 149@(50@,4i) 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 // integer values 
000A: 50@ += 1 // integer values 
0395: clear_area 1 at -930.1593 2641.605 40.0 range 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -930.1593 2641.605 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) z_angle_to 124.0961 
0323: unknown_car 149@(50@,4i) flag 1 
0574: (unknown) 149@(50@,4i) 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 // integer values 
000A: 50@ += 1 // integer values 
0395: clear_area 1 at -973.0267 2484.021 40.0 range 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -973.0267 2484.021 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) z_angle_to 171.8058 
0323: unknown_car 149@(50@,4i) flag 1 
0574: (unknown) 149@(50@,4i) 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 // integer values 
0006: 247@ = 1 // integer values 
0006: 251@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 290@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 234@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 236@ = 0 // integer values 
00D6: if 
0039:   288@ == 0 // integer values 
004D: jump_if_false @MANSIO2_17799 
097B: play_sound 158@ on_object 1128 
0006: 288@ = 1 // integer values 

:MANSIO2_17799
00D6: if 
0039:   287@ == 0 // integer values 
004D: jump_if_false @MANSIO2_17832 
097B: play_sound 157@ on_object 1128 
0006: 287@ = 1 // integer values 

:MANSIO2_17832
00D6: if 
0039:   289@ == 1 // integer values 
004D: jump_if_false @MANSIO2_17877 
097A: (unknown) 0.0 0.0 0.0 1162 
0006: 289@ = 0 // integer values 

:MANSIO2_17877
0227: 50@ = car 145@ health 
000A: 50@ += 1000 // integer values 
0224: set_car 145@ health_to 50@ 
0006: 81@ = 5 // integer values 
0050: gosub @MANSIO2_48037 
075B: (unknown) 0 
000A: 35@ += 1 // integer values 

:MANSIO2_17926
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @MANSIO2_18098 
00D6: if 
8039:   not  80@ == 5 // integer values 
004D: jump_if_false @MANSIO2_17976 
0006: 81@ = 5 // integer values 
0050: gosub @MANSIO2_48037 

:MANSIO2_17976
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 -1343.5 504.1 30.0 radius 250.0 250.0 200.0 
0039:   80@ == 5 // integer values 
004D: jump_if_false @MANSIO2_18098 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_18082 
0050: gosub @MANSIO2_48192 
0006: 290@ = 1 // integer values 
0A24: toggle_military_zones_wanted_level 0 
000A: 35@ += 1 // integer values 
0002: jump @MANSIO2_18098 

:MANSIO2_18082
0006: 37@ = 1 // integer values 
0006: 45@ = 6 // integer values 
0051: return 

:MANSIO2_18098
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @MANSIO2_18155 
00D6: if 
08B7:   test 85@ bit 5 
004D: jump_if_false @MANSIO2_18155 
0006: 81@ = 6 // integer values 
0050: gosub @MANSIO2_48037 
000A: 35@ += 1 // integer values 

:MANSIO2_18155
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @MANSIO2_18916 
00D6: if 
8039:   not  80@ == 6 // integer values 
004D: jump_if_false @MANSIO2_18205 
0006: 81@ = 6 // integer values 
0050: gosub @MANSIO2_48037 

:MANSIO2_18205
00D6: if 
0039:   80@ == 6 // integer values 
004D: jump_if_false @MANSIO2_18916 
0006: 73@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_18237
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_18322 
00D6: if 
0039:   239@(48@,3i) == 0 // integer values 
004D: jump_if_false @MANSIO2_18322 
00A5: 146@(48@,3i) = create_car #HYDRA at -1333.231 507.6329 17.2266 
0006: 239@(48@,3i) = 1 // integer values 
0006: 73@ = 1 // integer values 

:MANSIO2_18322
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_18237 
0006: 50@ = 0 // integer values 
00D6: if 
0039:   239@(50@,3i) == 1 // integer values 
004D: jump_if_false @MANSIO2_18524 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_18524 
00AB: put_car 146@(50@,3i) at -1293.86 481.91 81.18 
0175: set_car 146@(50@,3i) z_angle_to 0.0 
03A2: (unknown) 146@(50@,3i) 3 
04BA: set_car 146@(50@,3i) speed_instantly 30.0 
0742: (unknown) 146@(50@,3i) 1.5 
0745: set_plane_thrust_to_horizontal 146@(50@,3i) 
0710: (unknown) 146@(50@,3i) $PLAYER_ACTOR -1 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: show_on_radar 166@(50@,3i) 2 

:MANSIO2_18524
000A: 50@ += 1 // integer values 
00D6: if 
0039:   239@(50@,3i) == 1 // integer values 
004D: jump_if_false @MANSIO2_18705 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_18705 
00AB: put_car 146@(50@,3i) at -1273.86 481.91 81.18 
0175: set_car 146@(50@,3i) z_angle_to 0.0 
03A2: (unknown) 146@(50@,3i) 3 
04BA: set_car 146@(50@,3i) speed_instantly 30.0 
0742: (unknown) 146@(50@,3i) 1.5 
0745: set_plane_thrust_to_horizontal 146@(50@,3i) 
0710: (unknown) 146@(50@,3i) $PLAYER_ACTOR -1 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: show_on_radar 166@(50@,3i) 2 

:MANSIO2_18705
000A: 50@ += 1 // integer values 
00D6: if 
0039:   239@(50@,3i) == 1 // integer values 
004D: jump_if_false @MANSIO2_18886 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_18886 
00AB: put_car 146@(50@,3i) at -1253.86 481.91 81.18 
0175: set_car 146@(50@,3i) z_angle_to 0.0 
03A2: (unknown) 146@(50@,3i) 3 
04BA: set_car 146@(50@,3i) speed_instantly 30.0 
0742: (unknown) 146@(50@,3i) 1.5 
0745: set_plane_thrust_to_horizontal 146@(50@,3i) 
0710: (unknown) 146@(50@,3i) $PLAYER_ACTOR -1 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: show_on_radar 166@(50@,3i) 2 

:MANSIO2_18886
0006: 251@ = 1 // integer values 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1000 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_18916
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @MANSIO2_19174 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_19174 
0006: 50@ = -1 // integer values 
00D6: if 
0039:   239@ == 1 // integer values 
004D: jump_if_false @MANSIO2_19001 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @MANSIO2_19001 
0006: 50@ = 0 // integer values 

:MANSIO2_19001
00D6: if 
0039:   50@ == -1 // integer values 
004D: jump_if_false @MANSIO2_19060 
00D6: if 
0039:   240@ == 1 // integer values 
004D: jump_if_false @MANSIO2_19060 
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @MANSIO2_19060 
0006: 50@ = 1 // integer values 

:MANSIO2_19060
00D6: if 
8039:   not  50@ == -1 // integer values 
004D: jump_if_false @MANSIO2_19160 
015F: set_camera_position -1297.633 489.9132 74.9315 0.0 0.0 0.0 
0158: camera_on_vehicle 146@(50@,3i) 15 2 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_19149 
0519: lock_vehicle 145@ in_current_position 1 

:MANSIO2_19149
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:MANSIO2_19160
0050: gosub @MANSIO2_48192 
000A: 35@ += 1 // integer values 

:MANSIO2_19174
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @MANSIO2_19231 
00D6: if 
08B7:   test 85@ bit 6 
004D: jump_if_false @MANSIO2_19231 
0006: 81@ = 7 // integer values 
0050: gosub @MANSIO2_48037 
000A: 35@ += 1 // integer values 

:MANSIO2_19231
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @MANSIO2_19383 
00D6: if 
8039:   not  80@ == 7 // integer values 
004D: jump_if_false @MANSIO2_19281 
0006: 81@ = 7 // integer values 
0050: gosub @MANSIO2_48037 

:MANSIO2_19281
00D6: if 
0039:   80@ == 7 // integer values 
004D: jump_if_false @MANSIO2_19383 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_19360 
0519: lock_vehicle 145@ in_current_position 0 
04BA: set_car 145@ speed_instantly 30.0 
0742: (unknown) 145@ 1.0 

:MANSIO2_19360
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_19383
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @MANSIO2_19434 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_19434 
0050: gosub @MANSIO2_48192 
000A: 35@ += 1 // integer values 

:MANSIO2_19434
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @MANSIO2_19527 
00D6: if 
08B7:   test 85@ bit 7 
004D: jump_if_false @MANSIO2_19527 
0512: permanent_text_box 'MAN2_71'  // Nyomj ~k~~VEHICLE_HANDBRAKE~ -t a clzshoz. Ha a kereszt pirosra vlt, a clpont be van fogva. Nyomj ~k~~VEHICLE_FIREWEAPON_ALT~ -t a kvet raktkhoz.
0006: 232@ = 1 // integer values 
0085: 206@ = 46@ // integer values and handles 
000A: 206@ += 15000 // integer values 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 5000 // integer values 
000A: 35@ += 1 // integer values 

:MANSIO2_19527
00D6: if 
0039:   35@ == 9 // integer values 
004D: jump_if_false @MANSIO2_19761 
00D6: if 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_19761 
0006: 50@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_19578
00D6: if 
0039:   239@(48@,3i) == 1 // integer values 
004D: jump_if_false @MANSIO2_19658 
00D6: if 
8119:   not car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_19658 
0742: (unknown) 146@(48@,3i) 0.5 
08A2: (unknown) 146@(48@,3i) $PLAYER_CHAR 30.0 
000A: 50@ += 1 // integer values 

:MANSIO2_19658
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_19578 
00D6: if 
0019:   50@ > 0 // integer values 
004D: jump_if_false @MANSIO2_19754 
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @MANSIO2_19738 
00BC: text_highpriority 'MAN2_36' 7000 ms 1  // ~s~Egy ~r~katonai gp~s~ van a nyomodban. Szedd le!
0002: jump @MANSIO2_19754 

:MANSIO2_19738
00BC: text_highpriority 'MAN2_35' 7000 ms 1  // ~s~ ~r~Katonai gpek~s~ vannak mgtted. Szedd le ket!

:MANSIO2_19754
000A: 35@ += 1 // integer values 

:MANSIO2_19761
00D6: if 
0039:   35@ == 10 // integer values 
004D: jump_if_false @MANSIO2_19811 
00D6: if and
0039:   256@ == 1 // integer values 
0039:   257@ == 1 // integer values 
004D: jump_if_false @MANSIO2_19811 
0006: 35@ = 99 // integer values 

:MANSIO2_19811
0006: 73@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_19832
00D6: if 
0039:   252@(48@,4i) == 1 // integer values 
004D: jump_if_false @MANSIO2_19915 
00D6: if 
0119:   car 149@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_19908 
0006: 252@(48@,4i) = 0 // integer values 
0164: disable_marker 169@(48@,4i) 
0006: 73@ = 1 // integer values 
0002: jump @MANSIO2_19915 

:MANSIO2_19908
000A: 50@ += 1 // integer values 

:MANSIO2_19915
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_19832 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_20115 
00D6: if 
0019:   50@ > 0 // integer values 
004D: jump_if_false @MANSIO2_20042 
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @MANSIO2_20016 
01E5: text_1number_highpriority 'MAN2_30' 50@ 5000 ms 1  // ~s~Kmhaj elpuszttva. ~1~ haj maradt.
0002: jump @MANSIO2_20035 

:MANSIO2_20016
01E5: text_1number_highpriority 'MAN2_29' 50@ 5000 ms 1  // ~s~Kmhaj elpuszttva. ~1~ maradt.

:MANSIO2_20035
0002: jump @MANSIO2_20076 

:MANSIO2_20042
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @MANSIO2_20076 
00BC: text_highpriority 'MAN2_44' 5000 ms 1  // ~s~Az sszes kmhaj elpuszttva. Most szedd le a tbbi ~r~gpet~s~.

:MANSIO2_20076
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @MANSIO2_20115 
0006: 235@ = 1 // integer values 
0006: 236@ = 1 // integer values 
0006: 236@ = 1 // integer values 

:MANSIO2_20115
0006: 256@ = 1 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_20129
00D6: if 
0039:   252@(48@,4i) == 1 // integer values 
004D: jump_if_false @MANSIO2_20158 
0006: 256@ = 0 // integer values 

:MANSIO2_20158
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_20129 
0006: 73@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_20200
00D6: if 
0039:   239@(48@,3i) == 1 // integer values 
004D: jump_if_false @MANSIO2_20310 
00D6: if 
0119:   car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_20303 
0006: 239@(48@,3i) = 0 // integer values 
01C3: remove_references_to_car 146@(48@,3i) // Like turning a car into any random car 
0164: disable_marker 166@(48@,3i) 
00D6: if 
0039:   251@ == 1 // integer values 
004D: jump_if_false @MANSIO2_20296 
0006: 73@ = 1 // integer values 

:MANSIO2_20296
0002: jump @MANSIO2_20310 

:MANSIO2_20303
000A: 50@ += 1 // integer values 

:MANSIO2_20310
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_20200 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_20441 
00D6: if 
0019:   50@ > 0 // integer values 
004D: jump_if_false @MANSIO2_20393 
01E5: text_1number_highpriority 'MAN2_27' 50@ 5000 ms 1  // ~s~Ellensges gp megsemmistve. ~1~ maradt mg.
0002: jump @MANSIO2_20441 

:MANSIO2_20393
0006: 257@ = 1 // integer values 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @MANSIO2_20441 
00BC: text_highpriority 'MAN2_28' 5000 ms 1  // ~s~Ellensges gpek elpuszttva. Most sllyeszd el a ~y~kmhajkat~s~.
0006: 234@ = 1 // integer values 

:MANSIO2_20441
00D6: if 
0039:   247@ == 1 // integer values 
004D: jump_if_false @MANSIO2_20617 
00D6: if and
034E: move_object 158@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 flag 0 
034E: move_object 157@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 flag 0 
004D: jump_if_false @MANSIO2_20617 
0006: 247@ = 0 // integer values 
00D6: if 
0039:   288@ == 1 // integer values 
004D: jump_if_false @MANSIO2_20584 
097B: play_sound 158@ on_object 1129 
0006: 288@ = 0 // integer values 

:MANSIO2_20584
00D6: if 
0039:   287@ == 1 // integer values 
004D: jump_if_false @MANSIO2_20617 
097B: play_sound 157@ on_object 1129 
0006: 287@ = 0 // integer values 

:MANSIO2_20617
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_20872 
00D6: if 
875C:   not marker 179@ enabled 
004D: jump_if_false @MANSIO2_20690 
00BC: text_highpriority 'MAN2_37' 5000 ms 1  // ~s~Szllj vissza a ~b~gpbe~s~.
0186: 179@ = create_marker_above_car 145@ 
07E0: set_marker 179@ type_to 1 
0002: jump @MANSIO2_20865 

:MANSIO2_20690
00D6: if 
0039:   290@ == 0 // integer values 
004D: jump_if_false @MANSIO2_20865 
0006: 73@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_20722
00D6: if 
0039:   239@(48@,3i) == 1 // integer values 
004D: jump_if_false @MANSIO2_20844 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_20844 
00D6: if 
8119:   not car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_20844 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 146@(48@,3i) 
004D: jump_if_false @MANSIO2_20844 
008A: $TEMPVAR_ACTOR_CAR = 146@(48@,3i) // integer values and handles 
0085: 146@(48@,3i) = 145@ // integer values and handles 
008B: 145@ = $TEMPVAR_ACTOR_CAR // integer values and handles 
0006: 73@ = 1 // integer values 

:MANSIO2_20844
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_20722 

:MANSIO2_20865
0002: jump @MANSIO2_20904 

:MANSIO2_20872
00D6: if 
075C:   marker 179@ enabled 
004D: jump_if_false @MANSIO2_20904 
0164: disable_marker 179@ 
03D5: remove_text 'MAN2_37'  // ~s~Szllj vissza a ~b~gpbe~s~.

:MANSIO2_20904
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @MANSIO2_20977 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_20977 
03E6: remove_text_box 
0512: permanent_text_box 'MAN2_99'  // Ha ~k~~TOGGLE_SUBMISSIONS~ -t nyomsz, leengeded a futmvet.
0006: 231@ = 1 // integer values 
0085: 206@ = 46@ // integer values and handles 
000A: 206@ += 10000 // integer values 

:MANSIO2_20977
00D6: if and
0039:   231@ == 1 // integer values 
0039:   232@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21048 
00D6: if 
8039:   not  206@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21048 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_21048 
0006: 206@ = 0 // integer values 
03E6: remove_text_box 

:MANSIO2_21048
00D6: if 
0039:   232@ == 1 // integer values 
004D: jump_if_false @MANSIO2_21139 
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21139 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_21139 
03E6: remove_text_box 
0512: permanent_text_box 'MAN2_98'  // Nyomj ~k~~PED_FIREWEAPON~ gombot, az elterel raktkhoz.
0006: 233@ = 1 // integer values 
0085: 206@ = 46@ // integer values and handles 
000A: 206@ += 10000 // integer values 

:MANSIO2_21139
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @MANSIO2_21203 
00D6: if 
8039:   not  206@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21203 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_21203 
0006: 206@ = 0 // integer values 
03E6: remove_text_box 

:MANSIO2_21203
00D6: if 
0039:   234@ == 1 // integer values 
004D: jump_if_false @MANSIO2_21705 
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21459 
00D6: if and
0039:   233@ == 1 // integer values 
0039:   206@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21459 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_21459 
0006: 73@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSIO2_21297
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21384 
00D6: if 
0039:   252@(48@,4i) == 1 // integer values 
004D: jump_if_false @MANSIO2_21384 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@(48@,4i) radius 300.0 300.0 300.0 unknown 0 
004D: jump_if_false @MANSIO2_21384 
0006: 73@ = 1 // integer values 

:MANSIO2_21384
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_21297 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_21459 
03E6: remove_text_box 
0512: permanent_text_box 'HYDHLP1'  // Nyomj ~k~~VEHICLE_TURRETUP~ s ~k~~VEHICLE_TURRETDOWN~ gombot a manverezshez.
0006: 235@ = 1 // integer values 
0085: 206@ = 46@ // integer values and handles 
000A: 206@ += 10000 // integer values 

:MANSIO2_21459
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @MANSIO2_21550 
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21550 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_21550 
03E6: remove_text_box 
0512: permanent_text_box 'HYDHLP2'  // Tartsd nyomva a ~k~~VEHICLE_HANDBRAKE~ -t, hogy rgztsd a clpontot.
0006: 236@ = 1 // integer values 
0085: 206@ = 46@ // integer values and handles 
000A: 206@ += 10000 // integer values 

:MANSIO2_21550
00D6: if 
0039:   236@ == 1 // integer values 
004D: jump_if_false @MANSIO2_21641 
00D6: if 
0039:   237@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21641 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_21641 
03E6: remove_text_box 
0512: permanent_text_box 'HYDHLP3'  // Tartsd nyomva a ~k~~VEHICLE_HANDBRAKE~ -t, a clpont rgztshez s nyomj ~k~~VEHICLE_FIREWEAPON_ALT~ -t, a tzelshez. Minden hajnak kell pr lvs.
0006: 237@ = 1 // integer values 
0085: 206@ = 46@ // integer values and handles 
000A: 206@ += 10000 // integer values 

:MANSIO2_21641
00D6: if 
0039:   237@ == 1 // integer values 
004D: jump_if_false @MANSIO2_21705 
00D6: if 
8039:   not  206@ == 0 // integer values 
004D: jump_if_false @MANSIO2_21705 
00D6: if 
001D:   46@ > 206@ // integer values 
004D: jump_if_false @MANSIO2_21705 
0006: 206@ = 0 // integer values 
03E6: remove_text_box 

:MANSIO2_21705
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @MANSIO2_21730 
0050: gosub @MANSIO2_51214 

:MANSIO2_21730
0051: return 

:MANSIO2_21732
00D6: if 
0119:   car 145@ wrecked 
004D: jump_if_false @MANSIO2_21764 
0006: 37@ = 1 // integer values 
0006: 45@ = 4 // integer values 
0051: return 

:MANSIO2_21764
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @MANSIO2_22022 
0007: 214@ = -76.4228 // floating-point values 
0007: 215@ = 2478.64 // floating-point values 
0007: 216@ = 14.2844 // floating-point values 
0007: 217@ = 433.6483 // floating-point values 
0007: 218@ = 2525.658 // floating-point values 
0007: 219@ = 18.6279 // floating-point values 
0087: 220@ = 217@ // floating-point values only 
0063: 220@ -= 214@ // floating-point values 
0017: 220@ /= 2.0 // floating-point values 
005B: 220@ += 214@ // floating-point values 
0087: 221@ = 218@ // floating-point values only 
0063: 221@ -= 215@ // floating-point values 
0017: 221@ /= 2.0 // floating-point values 
005B: 221@ += 215@ // floating-point values 
0087: 222@ = 219@ // floating-point values only 
0063: 222@ -= 216@ // floating-point values 
0017: 222@ /= 2.0 // floating-point values 
005B: 222@ += 216@ // floating-point values 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
0006: 81@ = 8 // integer values 
0050: gosub @MANSIO2_48037 
0085: 194@ = 46@ // integer values and handles 
000A: 194@ += 1000 // integer values 
0006: 266@ = 0 // integer values 
0247: request_model #ROCKETLA 
0247: request_model #HEATSEEK 
0247: request_model #MINIGUN 
0247: request_model #FLAME 
000A: 35@ += 1 // integer values 

:MANSIO2_22022
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @MANSIO2_22112 
00D6: if 
8039:   not  80@ == 8 // integer values 
004D: jump_if_false @MANSIO2_22072 
0006: 81@ = 8 // integer values 
0050: gosub @MANSIO2_48037 

:MANSIO2_22072
00D6: if and
0039:   80@ == 8 // integer values 
001D:   46@ > 194@ // integer values 
004D: jump_if_false @MANSIO2_22112 
0050: gosub @MANSIO2_48192 
000A: 35@ += 1 // integer values 

:MANSIO2_22112
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @MANSIO2_22171 
00D6: if 
08B7:   test 85@ bit 8 
004D: jump_if_false @MANSIO2_22171 
00BC: text_highpriority 'MAN2_26' 10000 ms 1  // ~s~Vidd a gpet a sivatagi reptrre s szllj le vele, valahol a ~y~landolsi znban~s~.
000A: 35@ += 1 // integer values 

:MANSIO2_22171
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @MANSIO2_22420 
00FE:   actor $PLAYER_ACTOR 1 220@ 221@ 222@ radius 10.0 10.0 10.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 214@ 215@ 216@ 217@ 218@ 219@ 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_22304 
00D6: if and
01C1:   car 145@ stopped 
81F3:   not car 145@ airborne 
004D: jump_if_false @MANSIO2_22297 
0164: disable_marker 165@ 
000A: 35@ += 1 // integer values 

:MANSIO2_22297
0002: jump @MANSIO2_22420 

:MANSIO2_22304
0087: 70@ = 219@ // floating-point values only 
000B: 70@ += 20.0 // floating-point values 
00D6: if and
00A4:   actor $PLAYER_ACTOR 0 214@ 215@ 216@ 217@ 218@ 70@ 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
0039:   266@ == 0 // integer values 
004D: jump_if_false @MANSIO2_22420 
091F: 71@ = plane 145@ landing_gear_status 
00D6: if 
0021:   71@ > 0.1 // floating-point values 
004D: jump_if_false @MANSIO2_22420 
03E5: text_box 'MAN2_72'  // Nyomj ~k~~TOGGLE_SUBMISSIONS~ -t, hogy leengedd a futmvet.
0006: 266@ = 1 // integer values 

:MANSIO2_22420
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @MANSIO2_22505 
0007: 220@ = 291.3149 // floating-point values 
0007: 221@ = 2535.249 // floating-point values 
0007: 222@ = 15.8205 // floating-point values 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
00BC: text_highpriority 'MAN2_33' 5000 ms 1  // ~s~Vezesd a gpet a hangrba.
000A: 35@ += 1 // integer values 

:MANSIO2_22505
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @MANSIO2_22612 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_22612 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 220@ 221@ 222@ radius 10.0 10.0 10.0 
004D: jump_if_false @MANSIO2_22612 
00D6: if 
01C1:   car 145@ stopped 
004D: jump_if_false @MANSIO2_22612 
0164: disable_marker 165@ 
0006: 35@ = 99 // integer values 

:MANSIO2_22612
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @MANSIO2_22637 
0050: gosub @MANSIO2_51214 

:MANSIO2_22637
0051: return 

:MANSIO2_22639
0006: 285@ = 0 // integer values 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @MANSIO2_22666 
0051: return 

:MANSIO2_22666
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @MANSIO2_22721 
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 23 
004D: jump_if_false @MANSIO2_22714 
0006: 285@ = 1 // integer values 
0002: jump @MANSIO2_22721 

:MANSIO2_22714
0006: 284@ = 1 // integer values 

:MANSIO2_22721
0051: return 

:MANSIO2_22723
0006: 52@ = 0 // integer values 

:MANSIO2_22730
00D6: if and
8039:   not  183@(52@,6i) == -1 // integer values 
8039:   not  183@(52@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_22810 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_22810 
0006: 183@(52@,6i) = -2 // integer values 
0164: disable_marker 173@(52@,6i) 
0050: gosub @MANSIO2_25486 

:MANSIO2_22810
000A: 52@ += 1 // integer values 
0029:   52@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_22730 
0006: 52@ = 0 // integer values 

:MANSIO2_22838
00D6: if 
0039:   269@(52@,6i) == 1 // integer values 
004D: jump_if_false @MANSIO2_22867 
0050: gosub @MANSIO2_23571 

:MANSIO2_22867
0871: init_jump_table 183@(52@,6i) total_jumps 30 1 @MANSIO2_23521 jumps -2 @MANSIO2_23129 -1 @MANSIO2_23129 0 @MANSIO2_23136 1 @MANSIO2_23150 2 @MANSIO2_23164 3 @MANSIO2_23178 4 @MANSIO2_23192 
0872: jump_table_jumps 5 @MANSIO2_23206 6 @MANSIO2_23220 7 @MANSIO2_23234 8 @MANSIO2_23248 9 @MANSIO2_23262 10 @MANSIO2_23276 11 @MANSIO2_23290 12 @MANSIO2_23304 13 @MANSIO2_23318 
0872: jump_table_jumps 14 @MANSIO2_23332 15 @MANSIO2_23346 16 @MANSIO2_23360 17 @MANSIO2_23374 18 @MANSIO2_23388 19 @MANSIO2_23402 20 @MANSIO2_23416 21 @MANSIO2_23430 22 @MANSIO2_23444 
0872: jump_table_jumps 23 @MANSIO2_23458 24 @MANSIO2_23472 25 @MANSIO2_23486 26 @MANSIO2_23500 27 @MANSIO2_23514 -1 @MANSIO2_23548 -1 @MANSIO2_23548 -1 @MANSIO2_23548 -1 @MANSIO2_23548 

:MANSIO2_23129
0002: jump @MANSIO2_23548 

:MANSIO2_23136
0050: gosub @MANSIO2_26049 
0002: jump @MANSIO2_23548 

:MANSIO2_23150
0050: gosub @MANSIO2_26125 
0002: jump @MANSIO2_23548 

:MANSIO2_23164
0050: gosub @MANSIO2_26286 
0002: jump @MANSIO2_23548 

:MANSIO2_23178
0050: gosub @MANSIO2_26355 
0002: jump @MANSIO2_23548 

:MANSIO2_23192
0050: gosub @MANSIO2_26576 
0002: jump @MANSIO2_23548 

:MANSIO2_23206
0050: gosub @MANSIO2_27119 
0002: jump @MANSIO2_23548 

:MANSIO2_23220
0050: gosub @MANSIO2_27615 
0002: jump @MANSIO2_23548 

:MANSIO2_23234
0050: gosub @MANSIO2_27941 
0002: jump @MANSIO2_23548 

:MANSIO2_23248
0050: gosub @MANSIO2_28286 
0002: jump @MANSIO2_23548 

:MANSIO2_23262
0050: gosub @MANSIO2_28489 
0002: jump @MANSIO2_23548 

:MANSIO2_23276
0050: gosub @MANSIO2_28643 
0002: jump @MANSIO2_23548 

:MANSIO2_23290
0050: gosub @MANSIO2_28864 
0002: jump @MANSIO2_23548 

:MANSIO2_23304
0050: gosub @MANSIO2_29104 
0002: jump @MANSIO2_23548 

:MANSIO2_23318
0050: gosub @MANSIO2_29727 
0002: jump @MANSIO2_23548 

:MANSIO2_23332
0050: gosub @MANSIO2_29785 
0002: jump @MANSIO2_23548 

:MANSIO2_23346
0050: gosub @MANSIO2_29849 
0002: jump @MANSIO2_23548 

:MANSIO2_23360
0050: gosub @MANSIO2_30040 
0002: jump @MANSIO2_23548 

:MANSIO2_23374
0050: gosub @MANSIO2_30471 
0002: jump @MANSIO2_23548 

:MANSIO2_23388
0050: gosub @MANSIO2_30635 
0002: jump @MANSIO2_23548 

:MANSIO2_23402
0050: gosub @MANSIO2_30865 
0002: jump @MANSIO2_23548 

:MANSIO2_23416
0050: gosub @MANSIO2_31260 
0002: jump @MANSIO2_23548 

:MANSIO2_23430
0050: gosub @MANSIO2_31960 
0002: jump @MANSIO2_23548 

:MANSIO2_23444
0050: gosub @MANSIO2_32057 
0002: jump @MANSIO2_23548 

:MANSIO2_23458
0050: gosub @MANSIO2_32189 
0002: jump @MANSIO2_23548 

:MANSIO2_23472
0050: gosub @MANSIO2_32269 
0002: jump @MANSIO2_23548 

:MANSIO2_23486
0050: gosub @MANSIO2_32468 
0002: jump @MANSIO2_23548 

:MANSIO2_23500
0050: gosub @MANSIO2_32749 
0002: jump @MANSIO2_23548 

:MANSIO2_23514
0002: jump @MANSIO2_23548 

:MANSIO2_23521
0662: write_debug_message "UNKNOWN_GUARD_AI_ACTION" 

:MANSIO2_23548
000A: 52@ += 1 // integer values 
0029:   52@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_22838 
0051: return 

:MANSIO2_23571
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @MANSIO2_23667 
00D6: if 
0039:   275@(52@,6i) == 0 // integer values 
004D: jump_if_false @MANSIO2_23665 
0006: 183@(52@,6i) = 19 // integer values 
0006: 275@(52@,6i) = 1 // integer values 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_23665 
060B: unknown_actor_use_entity 131@(52@,6i) 182@ 

:MANSIO2_23665
0051: return 

:MANSIO2_23667
00D6: if 
0039:   275@(52@,6i) == 0 // integer values 
004D: jump_if_false @MANSIO2_23828 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_23828 
00D6: if 
09ED: (unknown) 131@(52@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_23828 
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0023:   15.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_23828 
0006: 183@(52@,6i) = 23 // integer values 
0050: gosub @MANSIO2_24878 
0051: return 

:MANSIO2_23828
00D6: if 
0039:   275@(52@,6i) == 0 // integer values 
004D: jump_if_false @MANSIO2_23937 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_23937 
00D6: if or
0480:   unknown_actor 131@(52@,6i) pedgroup 25 
0480:   unknown_actor 131@(52@,6i) pedgroup 24 
004D: jump_if_false @MANSIO2_23937 
0006: 267@ = 1 // integer values 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @MANSIO2_23935 
0006: 213@ = 5 // integer values 

:MANSIO2_23935
0051: return 

:MANSIO2_23937
00D6: if 
0039:   275@(52@,6i) == 0 // integer values 
004D: jump_if_false @MANSIO2_24207 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_24207 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @MANSIO2_24031 
0006: 267@ = 1 // integer values 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @MANSIO2_24029 
0006: 213@ = 3 // integer values 

:MANSIO2_24029
0051: return 

:MANSIO2_24031
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @MANSIO2_24207 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_24207 
0087: 71@ = 59@ // floating-point values only 
0063: 71@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_24166 
0013: 71@ *= -1.0 // floating-point values 

:MANSIO2_24166
00D6: if 
0023:   5.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_24207 
0006: 183@(52@,6i) = 23 // integer values 
0050: gosub @MANSIO2_24878 
0051: return 

:MANSIO2_24207
00D6: if 
0039:   275@(52@,6i) == 0 // integer values 
004D: jump_if_false @MANSIO2_24303 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_24303 
00D6: if or
051A:   actor 131@(52@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 131@(52@,6i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_24303 
0006: 183@(52@,6i) = 23 // integer values 
0050: gosub @MANSIO2_24878 
0051: return 

:MANSIO2_24303
0051: return 

:MANSIO2_24305
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_24327 
0051: return 

:MANSIO2_24327
0006: 73@ = 0 // integer values 
00D6: if 
09ED: (unknown) 131@(52@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_24364 
0006: 73@ = 1 // integer values 

:MANSIO2_24364
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_24545 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @MANSIO2_24545 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   75.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_24545 
0087: 71@ = 59@ // floating-point values only 
0063: 71@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_24517 
0013: 71@ *= -1.0 // floating-point values 

:MANSIO2_24517
00D6: if 
0023:   5.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_24545 
0006: 73@ = 1 // integer values 

:MANSIO2_24545
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_24726 
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @MANSIO2_24726 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_24726 
0087: 71@ = 59@ // floating-point values only 
0063: 71@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_24698 
0013: 71@ *= -1.0 // floating-point values 

:MANSIO2_24698
00D6: if 
0023:   5.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_24726 
0006: 73@ = 1 // integer values 

:MANSIO2_24726
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_24785 
00D6: if or
051A:   actor 131@(52@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 131@(52@,6i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_24785 
0006: 73@ = 1 // integer values 

:MANSIO2_24785
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_24876 
00D6: if and
8039:   not  183@(52@,6i) == 23 // integer values 
8039:   not  183@(52@,6i) == 26 // integer values 
8039:   not  183@(52@,6i) == 24 // integer values 
8039:   not  183@(52@,6i) == 25 // integer values 
004D: jump_if_false @MANSIO2_24869 
0006: 183@(52@,6i) = 23 // integer values 

:MANSIO2_24869
0050: gosub @MANSIO2_24878 

:MANSIO2_24876
0051: return 

:MANSIO2_24878
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_24923 
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
0002: jump @MANSIO2_24941 

:MANSIO2_24923
0889: (unknown) 131@(52@,6i) 57@ 58@ 59@ 

:MANSIO2_24941
0006: 48@ = 0 // integer values 

:MANSIO2_24948
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // integer values 
004D: jump_if_false @MANSIO2_25188 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_25188 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_25079 
0013: 70@ *= -1.0 // floating-point values 

:MANSIO2_25079
00D6: if 
0023:   6.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_25188 
00D6: if 
0039:   269@(48@,6i) == 1 // integer values 
004D: jump_if_false @MANSIO2_25188 
00D6: if and
8039:   not  183@(48@,6i) == 23 // integer values 
8039:   not  183@(48@,6i) == 26 // integer values 
8039:   not  183@(48@,6i) == 24 // integer values 
8039:   not  183@(48@,6i) == 25 // integer values 
004D: jump_if_false @MANSIO2_25188 
0006: 183@(48@,6i) = 23 // integer values 

:MANSIO2_25188
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_24948 
0006: 48@ = 0 // integer values 

:MANSIO2_25216
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_25463 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_25463 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_25339 
0013: 70@ *= -1.0 // floating-point values 

:MANSIO2_25339
00D6: if 
0023:   6.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_25463 
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @MANSIO2_25463 
00D6: if 
0039:   281@(48@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_25456 
0006: 189@(48@,2i) = 12 // integer values 
00D6: if 
8039:   not  213@ == 1 // integer values 
004D: jump_if_false @MANSIO2_25445 
00BC: text_highpriority 'MAN2_45' 7000 ms 1  // ~s~Megltott az egyik mels. Most a riaszthoz fut.

:MANSIO2_25445
0006: 281@(48@,2i) = 1 // integer values 

:MANSIO2_25456
0002: jump @MANSIO2_25463 

:MANSIO2_25463
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_25216 
0051: return 

:MANSIO2_25486
0889: (unknown) 131@(52@,6i) 57@ 58@ 59@ 
0006: 48@ = 0 // integer values 

:MANSIO2_25511
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // integer values 
004D: jump_if_false @MANSIO2_25751 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_25751 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_25642 
0013: 70@ *= -1.0 // floating-point values 

:MANSIO2_25642
00D6: if 
0023:   6.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_25751 
00D6: if 
0039:   269@(48@,6i) == 1 // integer values 
004D: jump_if_false @MANSIO2_25751 
00D6: if and
8039:   not  183@(48@,6i) == 23 // integer values 
8039:   not  183@(48@,6i) == 26 // integer values 
8039:   not  183@(48@,6i) == 24 // integer values 
8039:   not  183@(48@,6i) == 25 // integer values 
004D: jump_if_false @MANSIO2_25751 
0006: 183@(48@,6i) = 23 // integer values 

:MANSIO2_25751
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_25511 
0006: 48@ = 0 // integer values 

:MANSIO2_25779
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_26026 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_26026 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_25902 
0013: 70@ *= -1.0 // floating-point values 

:MANSIO2_25902
00D6: if 
0023:   6.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_26026 
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @MANSIO2_26026 
00D6: if 
0039:   281@(48@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_26019 
0006: 189@(48@,2i) = 12 // integer values 
00D6: if 
8039:   not  213@ == 1 // integer values 
004D: jump_if_false @MANSIO2_26008 
00BC: text_highpriority 'MAN2_45' 7000 ms 1  // ~s~Megltott az egyik mels. Most a riaszthoz fut.

:MANSIO2_26008
0006: 281@(48@,2i) = 1 // integer values 

:MANSIO2_26019
0002: jump @MANSIO2_26026 

:MANSIO2_26026
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_25779 
0051: return 

:MANSIO2_26049
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_26067 
0051: return 

:MANSIO2_26067
0323: unknown_car 153@ flag 0 
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1493.44 506.8398 0.0 speed 20.0 2 0 3 
0006: 183@(52@,6i) = 1 // integer values 
0051: return 

:MANSIO2_26125
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_26143 
0051: return 

:MANSIO2_26143
00D6: if 
81AF:   not car 153@ 0 -1493.44 506.8398 0.0 radius 10.0 15.0 5.0 
004D: jump_if_false @MANSIO2_26273 
062E: (unknown) 131@(52@,6i) 1489 40@ 
00D6: if or
04A4:   40@ == 1 // integer values OR floating-point values 
04A4:   40@ == 0 // integer values OR floating-point values 
004D: jump_if_false @MANSIO2_26233 
0051: return 

:MANSIO2_26233
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1493.44 506.8398 0.0 speed 25.0 2 0 3 
0051: return 

:MANSIO2_26273
0006: 183@(52@,6i) = 2 // integer values 
0051: return 

:MANSIO2_26286
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_26304 
0051: return 

:MANSIO2_26304
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1446.218 493.9281 0.0 speed 10.0 2 0 3 
0006: 183@(52@,6i) = 3 // integer values 
0051: return 

:MANSIO2_26355
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_26373 
0051: return 

:MANSIO2_26373
00D6: if 
81AF:   not car 153@ 0 -1446.218 493.9281 0.0 radius 3.0 6.0 5.0 
004D: jump_if_false @MANSIO2_26503 
062E: (unknown) 131@(52@,6i) 1489 40@ 
00D6: if or
04A4:   40@ == 1 // integer values OR floating-point values 
04A4:   40@ == 0 // integer values OR floating-point values 
004D: jump_if_false @MANSIO2_26463 
0051: return 

:MANSIO2_26463
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1446.218 493.9281 0.0 speed 10.0 2 0 3 
0051: return 

:MANSIO2_26503
00AB: put_car 153@ at -1446.218 491.9281 0.0 
0175: set_car 153@ z_angle_to 270.0 
0323: unknown_car 153@ flag 1 
0006: 195@ = 60 // integer values 
0012: 195@ *= 1000 // integer values 
005A: 195@ += 46@ // integer values 
0006: 183@(52@,6i) = 4 // integer values 
0051: return 

:MANSIO2_26576
0006: 50@ = 0 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_26616 
0006: 183@(50@,6i) = 5 // integer values 

:MANSIO2_26616
0006: 50@ = 1 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_26656 
0006: 183@(50@,6i) = 5 // integer values 

:MANSIO2_26656
0006: 50@ = 2 // integer values 
00D6: if 
8039:   not  183@(50@,6i) == -2 // integer values 
004D: jump_if_false @MANSIO2_26696 
0006: 183@(50@,6i) = 5 // integer values 

:MANSIO2_26696
0006: 50@ = 5 // integer values 
009A: 131@(50@,6i) = create_actor 25 #ARMY at -1401.786 504.5374 17.2266 
0173: set_actor 131@(50@,6i) z_angle_to 43.9825 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
02E2: set_actor 131@(50@,6i) weapon_accuracy_to 70 
07DD: (unknown) 131@(50@,6i) 70 
060B: unknown_actor_use_entity 131@(50@,6i) 181@ 
0770: (unknown) 131@(50@,6i) 1 
0006: 50@ = 1 // integer values 
009A: 137@(50@,2i) = create_actor 24 #WMYMECH at -1421.757 496.6105 2.0463 
0006: 189@(50@,2i) = 0 // integer values 
0006: 50@ = 0 // integer values 
009A: 137@(50@,2i) = create_actor 24 #WMYMECH at -1346.218 497.9554 10.1953 
0006: 189@(50@,2i) = 0 // integer values 
0006: 50@ = 0 // integer values 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1415.933 502.7617 2.0391 
0175: set_car 154@(50@,3i) z_angle_to 250.5131 
0006: 50@ = 1 // integer values 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1312.89 503.5017 10.1953 
0175: set_car 154@(50@,3i) z_angle_to 265.6291 
0006: 50@ = 2 // integer values 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1405.751 495.4972 10.2026 
0175: set_car 154@(50@,3i) z_angle_to 81.1713 
0107: 160@ = create_object #MISSILE_07_SFXR at -1312.89 503.5017 10.1953 
0681: attach_object 160@ to_car 154@(50@,3i) at_offset 0.0 0.4 1.5 rotation 0.0 90.0 90.0 
0051: return 

:MANSIO2_27119
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_27141 
0051: return 

:MANSIO2_27141
0871: init_jump_table 52@ total_jumps 6 1 @MANSIO2_27504 jumps 0 @MANSIO2_27204 1 @MANSIO2_27280 2 @MANSIO2_27365 3 @MANSIO2_27450 4 @MANSIO2_27486 5 @MANSIO2_27468 -1 @MANSIO2_27536 

:MANSIO2_27204
0792: (unknown) 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1423.138 493.9279 2.0391 
0173: set_actor 131@(52@,6i) z_angle_to 355.6815 
0006: 183@(52@,6i) = 27 // integer values 
0006: 269@(52@,6i) = 1 // integer values 
0002: jump @MANSIO2_27536 

:MANSIO2_27280
0465: remove_actor 131@(52@,6i) from_turret_mode 
0792: (unknown) 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1394.477 500.653 2.0463 
0173: set_actor 131@(52@,6i) z_angle_to 214.6545 
0006: 183@(52@,6i) = 27 // integer values 
0006: 269@(52@,6i) = 1 // integer values 
0002: jump @MANSIO2_27536 

:MANSIO2_27365
0465: remove_actor 131@(52@,6i) from_turret_mode 
0792: (unknown) 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1396.397 500.5882 2.0391 
0173: set_actor 131@(52@,6i) z_angle_to 233.6078 
0006: 183@(52@,6i) = 27 // integer values 
0006: 269@(52@,6i) = 1 // integer values 
0002: jump @MANSIO2_27536 

:MANSIO2_27450
0006: 183@(52@,6i) = 14 // integer values 
0002: jump @MANSIO2_27536 

:MANSIO2_27468
0006: 183@(52@,6i) = 6 // integer values 
0002: jump @MANSIO2_27536 

:MANSIO2_27486
0006: 183@(52@,6i) = 14 // integer values 
0002: jump @MANSIO2_27536 

:MANSIO2_27504
0662: write_debug_message "UNKNOWN_GUARD_FOR_ACTIVATION" 

:MANSIO2_27536
00D6: if 
8039:   not  52@ == 5 // integer values 
004D: jump_if_false @MANSIO2_27613 
01B2: give_actor 131@(52@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(52@,6i) armed_weapon_to 31 
02E2: set_actor 131@(52@,6i) weapon_accuracy_to 70 
07DD: (unknown) 131@(52@,6i) 70 
060B: unknown_actor_use_entity 131@(52@,6i) 181@ 

:MANSIO2_27613
0051: return 

:MANSIO2_27615
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_27637 
0051: return 

:MANSIO2_27637
0871: init_jump_table 52@ total_jumps 4 1 @MANSIO2_27908 jumps 0 @MANSIO2_27700 1 @MANSIO2_27746 2 @MANSIO2_27792 5 @MANSIO2_27862 -1 @MANSIO2_27939 -1 @MANSIO2_27939 -1 @MANSIO2_27939 

:MANSIO2_27700
05F5: unknown_action_sequence 131@(52@,6i) -1348.171 498.9987 10.1953 4 -2 
0006: 183@(52@,6i) = 7 // integer values 
0002: jump @MANSIO2_27939 

:MANSIO2_27746
05F5: unknown_action_sequence 131@(52@,6i) -1340.658 500.8229 17.2266 4 -2 
0006: 183@(52@,6i) = 7 // integer values 
0002: jump @MANSIO2_27939 

:MANSIO2_27792
05F5: unknown_action_sequence 131@(52@,6i) -1289.705 489.1904 10.2026 4 -2 
0006: 183@(52@,6i) = 12 // integer values 
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 5000 // integer values 
0002: jump @MANSIO2_27939 

:MANSIO2_27862
05D3: AS_actor 131@(52@,6i) go_to_point -1445.235 501.5114 17.2266 speed 4 -2 ms 
0006: 183@(52@,6i) = 7 // integer values 
0002: jump @MANSIO2_27939 

:MANSIO2_27908
0662: write_debug_message "UNKNOWN_GUARD_FOR_WALK_HOME" 

:MANSIO2_27939
0051: return 

:MANSIO2_27941
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_27963 
0051: return 

:MANSIO2_27963
0871: init_jump_table 52@ total_jumps 3 1 @MANSIO2_28250 jumps 0 @MANSIO2_28026 1 @MANSIO2_28096 5 @MANSIO2_28180 -1 @MANSIO2_28284 -1 @MANSIO2_28284 -1 @MANSIO2_28284 -1 @MANSIO2_28284 

:MANSIO2_28026
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1348.171 498.9987 10.1953 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_28089 
0006: 183@(52@,6i) = 10 // integer values 

:MANSIO2_28089
0002: jump @MANSIO2_28284 

:MANSIO2_28096
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1340.658 500.8229 17.2266 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_28173 
05D4: AS_actor 131@(52@,6i) rotate_angle 303.0599 
0006: 183@(52@,6i) = 27 // integer values 

:MANSIO2_28173
0002: jump @MANSIO2_28284 

:MANSIO2_28180
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1435.72 501.0618 17.2266 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_28243 
0006: 183@(52@,6i) = 16 // integer values 

:MANSIO2_28243
0002: jump @MANSIO2_28284 

:MANSIO2_28250
0662: write_debug_message "UNKNOWN_GUARD_FOR_WALKING_HOME" 

:MANSIO2_28284
0051: return 

:MANSIO2_28286
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_28308 
0051: return 

:MANSIO2_28308
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_28450 jumps 0 @MANSIO2_28371 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 

:MANSIO2_28371
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @MANSIO2_28419 
0677: AS_actor 131@(52@,6i) chat_with_actor 138@ 1 1 
0677: AS_actor 138@ chat_with_actor 131@(52@,6i) 0 1 

:MANSIO2_28419
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 7000 // integer values 
0002: jump @MANSIO2_28476 

:MANSIO2_28450
0662: write_debug_message "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_28476
0006: 183@(52@,6i) = 9 // integer values 
0051: return 

:MANSIO2_28489
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_28511 
0051: return 

:MANSIO2_28511
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_28615 jumps 0 @MANSIO2_28574 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 

:MANSIO2_28574
00D6: if 
001D:   46@ > 198@(52@,6i) // integer values 
004D: jump_if_false @MANSIO2_28608 
0006: 183@(52@,6i) = 6 // integer values 

:MANSIO2_28608
0002: jump @MANSIO2_28641 

:MANSIO2_28615
0662: write_debug_message "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_28641
0051: return 

:MANSIO2_28643
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_28665 
0051: return 

:MANSIO2_28665
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_28837 jumps 0 @MANSIO2_28728 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 

:MANSIO2_28728
0615: define_action_sequences 56@ 
05D3: AS_actor -1 go_to_point -1348.074 493.1958 10.1953 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point -1345.748 493.6958 10.2027 speed 4 -2 ms 
05D4: AS_actor -1 rotate_angle 180.0 
06B0: AS_actor -1 sit_down 99999999 ms 
0616: define_action_sequences_end 56@ 
0618: assign_actor 131@(52@,6i) to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0006: 183@(52@,6i) = 27 // integer values 
0002: jump @MANSIO2_28862 

:MANSIO2_28837
0662: write_debug_message "UNKNOWN_GUARD_FOR_SIT" 

:MANSIO2_28862
0051: return 

:MANSIO2_28864
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_28886 
0051: return 

:MANSIO2_28886
0871: init_jump_table 52@ total_jumps 5 1 @MANSIO2_29074 jumps 1 @MANSIO2_28974 2 @MANSIO2_28949 3 @MANSIO2_28999 4 @MANSIO2_29049 5 @MANSIO2_29024 -1 @MANSIO2_29102 -1 @MANSIO2_29102 

:MANSIO2_28949
0050: gosub @MANSIO2_32951 
0006: 183@(52@,6i) = 12 // integer values 
0002: jump @MANSIO2_29102 

:MANSIO2_28974
0050: gosub @MANSIO2_33750 
0006: 183@(52@,6i) = 12 // integer values 
0002: jump @MANSIO2_29102 

:MANSIO2_28999
0050: gosub @MANSIO2_34441 
0006: 183@(52@,6i) = 12 // integer values 
0002: jump @MANSIO2_29102 

:MANSIO2_29024
0050: gosub @MANSIO2_35240 
0006: 183@(52@,6i) = 12 // integer values 
0002: jump @MANSIO2_29102 

:MANSIO2_29049
0050: gosub @MANSIO2_35931 
0006: 183@(52@,6i) = 12 // integer values 
0002: jump @MANSIO2_29102 

:MANSIO2_29074
0662: write_debug_message "UNKNOWN_GUARD_FOR_WANDER" 

:MANSIO2_29102
0051: return 

:MANSIO2_29104
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_29126 
0051: return 

:MANSIO2_29126
0871: init_jump_table 52@ total_jumps 5 1 @MANSIO2_29694 jumps 1 @MANSIO2_29290 2 @MANSIO2_29189 3 @MANSIO2_29391 4 @MANSIO2_29593 5 @MANSIO2_29492 -1 @MANSIO2_29725 -1 @MANSIO2_29725 

:MANSIO2_29189
00D6: if 
001D:   46@ > 198@(52@,6i) // integer values 
004D: jump_if_false @MANSIO2_29283 
0050: gosub @MANSIO2_33281 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_29283 
0209: 50@ = random_int 5000 7000 
0085: 198@(52@,6i) = 46@ // integer values and handles 
005A: 198@(52@,6i) += 50@ // integer values 
0006: 183@(52@,6i) = 13 // integer values 

:MANSIO2_29283
0002: jump @MANSIO2_29725 

:MANSIO2_29290
00D6: if 
001D:   46@ > 198@(52@,6i) // integer values 
004D: jump_if_false @MANSIO2_29384 
0050: gosub @MANSIO2_34045 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_29384 
0209: 50@ = random_int 5000 7000 
0085: 198@(52@,6i) = 46@ // integer values and handles 
005A: 198@(52@,6i) += 50@ // integer values 
0006: 183@(52@,6i) = 13 // integer values 

:MANSIO2_29384
0002: jump @MANSIO2_29725 

:MANSIO2_29391
00D6: if 
001D:   46@ > 198@(52@,6i) // integer values 
004D: jump_if_false @MANSIO2_29485 
0050: gosub @MANSIO2_34771 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_29485 
0209: 50@ = random_int 5000 7000 
0085: 198@(52@,6i) = 46@ // integer values and handles 
005A: 198@(52@,6i) += 50@ // integer values 
0006: 183@(52@,6i) = 13 // integer values 

:MANSIO2_29485
0002: jump @MANSIO2_29725 

:MANSIO2_29492
00D6: if 
001D:   46@ > 198@(52@,6i) // integer values 
004D: jump_if_false @MANSIO2_29586 
0050: gosub @MANSIO2_35535 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_29586 
0209: 50@ = random_int 5000 7000 
0085: 198@(52@,6i) = 46@ // integer values and handles 
005A: 198@(52@,6i) += 50@ // integer values 
0006: 183@(52@,6i) = 13 // integer values 

:MANSIO2_29586
0002: jump @MANSIO2_29725 

:MANSIO2_29593
00D6: if 
001D:   46@ > 198@(52@,6i) // integer values 
004D: jump_if_false @MANSIO2_29687 
0050: gosub @MANSIO2_36226 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_29687 
0209: 50@ = random_int 5000 7000 
0085: 198@(52@,6i) = 46@ // integer values and handles 
005A: 198@(52@,6i) += 50@ // integer values 
0006: 183@(52@,6i) = 13 // integer values 

:MANSIO2_29687
0002: jump @MANSIO2_29725 

:MANSIO2_29694
0662: write_debug_message "UNKNOWN_GUARD_FOR_WANDERING" 

:MANSIO2_29725
0051: return 

:MANSIO2_29727
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_29749 
0051: return 

:MANSIO2_29749
00D6: if 
001D:   46@ > 198@(52@,6i) // integer values 
004D: jump_if_false @MANSIO2_29783 
0006: 183@(52@,6i) = 11 // integer values 

:MANSIO2_29783
0051: return 

:MANSIO2_29785
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_29807 
0051: return 

:MANSIO2_29807
00D6: if 
04AB:   actor 131@(52@,6i) driving_plane 
004D: jump_if_false @MANSIO2_29836 
0633: AS_actor 131@(52@,6i) exit_vehicle 

:MANSIO2_29836
0006: 183@(52@,6i) = 15 // integer values 
0051: return 

:MANSIO2_29849
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_29871 
0051: return 

:MANSIO2_29871
00D6: if 
04AB:   actor 131@(52@,6i) driving_plane 
004D: jump_if_false @MANSIO2_29893 
0051: return 

:MANSIO2_29893
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_30003 jumps 3 @MANSIO2_29956 4 @MANSIO2_29985 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 

:MANSIO2_29956
0006: 183@(52@,6i) = 11 // integer values 
0006: 269@(52@,6i) = 1 // integer values 
0002: jump @MANSIO2_30038 

:MANSIO2_29985
0006: 183@(52@,6i) = 27 // integer values 
0002: jump @MANSIO2_30038 

:MANSIO2_30003
0662: write_debug_message "UNKNOWN_GUARD_FOR_EXITING_PLANE" 

:MANSIO2_30038
0051: return 

:MANSIO2_30040
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_30062 
0051: return 

:MANSIO2_30062
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_30435 jumps 5 @MANSIO2_30125 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 

:MANSIO2_30125
00D6: if 
0119:   car 142@ wrecked 
004D: jump_if_false @MANSIO2_30168 
0006: 183@(52@,6i) = 11 // integer values 
0647: unknown_action_sequence 131@(52@,6i) 
0002: jump @MANSIO2_30428 

:MANSIO2_30168
00D6: if 
860E:   not car 142@ is_assigned_to_existing_path 
004D: jump_if_false @MANSIO2_30211 
0006: 183@(52@,6i) = 11 // integer values 
0647: unknown_action_sequence 131@(52@,6i) 
0002: jump @MANSIO2_30428 

:MANSIO2_30211
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
0087: 67@ = 57@ // floating-point values only 
0087: 68@ = 58@ // floating-point values only 
00AA: store_car 142@ position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // floating-point values only 
0087: 65@ = 58@ // floating-point values only 
0087: 57@ = 64@ // floating-point values only 
0063: 57@ -= 67@ // floating-point values 
0087: 58@ = 65@ // floating-point values only 
0063: 58@ -= 68@ // floating-point values 
0604: get_point 57@ 58@ angle 63@ 
05D4: AS_actor 131@(52@,6i) rotate_angle 63@ 
062E: (unknown) 131@(52@,6i) 1471 40@ 
00D6: if 
84A4:   not  40@ == 1 // integer values OR floating-point values 
004D: jump_if_false @MANSIO2_30393 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @MANSIO2_30393 
05BF: AS_actor 131@(52@,6i) look_at_actor 134@ -2 ms 

:MANSIO2_30393
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 5000 // integer values 
0006: 183@(52@,6i) = 17 // integer values 

:MANSIO2_30428
0002: jump @MANSIO2_30469 

:MANSIO2_30435
0662: write_debug_message "UNKNOWN_GUARD_FOR_WATCH_PLANES" 

:MANSIO2_30469
0051: return 

:MANSIO2_30471
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_30493 
0051: return 

:MANSIO2_30493
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_30597 jumps 5 @MANSIO2_30556 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 

:MANSIO2_30556
00D6: if 
001D:   46@ > 198@(52@,6i) // integer values 
004D: jump_if_false @MANSIO2_30590 
0006: 183@(52@,6i) = 16 // integer values 

:MANSIO2_30590
0002: jump @MANSIO2_30633 

:MANSIO2_30597
0662: write_debug_message "UNKNOWN_GUARD_FOR_WATCHING_PLANE" 

:MANSIO2_30633
0051: return 

:MANSIO2_30635
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_30657 
0051: return 

:MANSIO2_30657
00D6: if 
00DF:   actor 131@(52@,6i) driving 
004D: jump_if_false @MANSIO2_30679 
0051: return 

:MANSIO2_30679
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_30833 jumps 4 @MANSIO2_30742 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 

:MANSIO2_30742
00A1: put_actor 131@(52@,6i) at -1413.004 508.974 10.1953 
0006: 183@(52@,6i) = 27 // integer values 
0006: 269@(52@,6i) = 1 // integer values 
0187: 173@(52@,6i) = create_marker_above_actor 131@(52@,6i) 
018B: show_on_radar 173@(52@,6i) 2 
07BF: (unknown) 173@(52@,6i) 1 
0002: jump @MANSIO2_30863 

:MANSIO2_30833
0662: write_debug_message "UNKNOWN_GUARD_FOR_TELEPORT" 

:MANSIO2_30863
0051: return 

:MANSIO2_30865
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_30887 
0051: return 

:MANSIO2_30887
0871: init_jump_table 52@ total_jumps 6 1 @MANSIO2_31226 jumps 0 @MANSIO2_30950 1 @MANSIO2_30996 2 @MANSIO2_31042 3 @MANSIO2_31088 4 @MANSIO2_31180 5 @MANSIO2_31134 -1 @MANSIO2_31258 

:MANSIO2_30950
05F5: unknown_action_sequence 131@(52@,6i) -1324.158 508.4572 10.1953 6 -2 
0006: 183@(52@,6i) = 20 // integer values 
0002: jump @MANSIO2_31258 

:MANSIO2_30996
05F5: unknown_action_sequence 131@(52@,6i) -1348.061 492.4249 10.1953 6 -2 
0006: 183@(52@,6i) = 20 // integer values 
0002: jump @MANSIO2_31258 

:MANSIO2_31042
05F5: unknown_action_sequence 131@(52@,6i) -1299.653 509.2915 10.1953 6 -2 
0006: 183@(52@,6i) = 20 // integer values 
0002: jump @MANSIO2_31258 

:MANSIO2_31088
05F5: unknown_action_sequence 131@(52@,6i) -1434.212 508.0886 10.1953 6 -2 
0006: 183@(52@,6i) = 20 // integer values 
0002: jump @MANSIO2_31258 

:MANSIO2_31134
05F5: unknown_action_sequence 131@(52@,6i) -1418.207 492.2773 17.2266 6 -2 
0006: 183@(52@,6i) = 20 // integer values 
0002: jump @MANSIO2_31258 

:MANSIO2_31180
05F5: unknown_action_sequence 131@(52@,6i) -1409.154 506.4637 10.1953 6 -2 
0006: 183@(52@,6i) = 20 // integer values 
0002: jump @MANSIO2_31258 

:MANSIO2_31226
0662: write_debug_message "UNKNOWN_GUARD_FOR_GOTO_ALERT" 

:MANSIO2_31258
0051: return 

:MANSIO2_31260
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_31282 
0051: return 

:MANSIO2_31282
0871: init_jump_table 52@ total_jumps 6 1 @MANSIO2_31915 jumps 0 @MANSIO2_31345 1 @MANSIO2_31440 2 @MANSIO2_31535 3 @MANSIO2_31630 4 @MANSIO2_31820 5 @MANSIO2_31725 -1 @MANSIO2_31951 

:MANSIO2_31345
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1324.158 508.4572 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31433 
05D4: AS_actor 131@(52@,6i) rotate_angle 98.0823 
0006: 183@(52@,6i) = 21 // integer values 
0006: 198@(52@,6i) = 0 // integer values 

:MANSIO2_31433
0002: jump @MANSIO2_31951 

:MANSIO2_31440
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1348.061 492.4249 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31528 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 183@(52@,6i) = 21 // integer values 
0006: 198@(52@,6i) = 0 // integer values 

:MANSIO2_31528
0002: jump @MANSIO2_31951 

:MANSIO2_31535
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1299.653 509.2915 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31623 
05D4: AS_actor 131@(52@,6i) rotate_angle 122.1536 
0006: 183@(52@,6i) = 21 // integer values 
0006: 198@(52@,6i) = 0 // integer values 

:MANSIO2_31623
0002: jump @MANSIO2_31951 

:MANSIO2_31630
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1434.212 508.0886 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31718 
05D4: AS_actor 131@(52@,6i) rotate_angle 261.6837 
0006: 183@(52@,6i) = 21 // integer values 
0006: 198@(52@,6i) = 0 // integer values 

:MANSIO2_31718
0002: jump @MANSIO2_31951 

:MANSIO2_31725
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1418.207 492.2773 17.2266 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31813 
05D4: AS_actor 131@(52@,6i) rotate_angle 304.1052 
0006: 183@(52@,6i) = 21 // integer values 
0006: 198@(52@,6i) = 0 // integer values 

:MANSIO2_31813
0002: jump @MANSIO2_31951 

:MANSIO2_31820
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1409.154 506.4637 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31908 
05D4: AS_actor 131@(52@,6i) rotate_angle 270.2725 
0006: 183@(52@,6i) = 21 // integer values 
0006: 198@(52@,6i) = 0 // integer values 

:MANSIO2_31908
0002: jump @MANSIO2_31951 

:MANSIO2_31915
0662: write_debug_message "UNKNOWN_GUARD_FOR_GOING_TO_ALERT" 

:MANSIO2_31951
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_31960
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_31982 
0051: return 

:MANSIO2_31982
062E: (unknown) 131@(52@,6i) 1492 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MANSIO2_32048 
0816: (unknown) 131@(52@,6i) 1 
0006: 183@(52@,6i) = 22 // integer values 
0006: 198@(52@,6i) = 0 // integer values 

:MANSIO2_32048
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_32057
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32079 
0051: return 

:MANSIO2_32079
00D6: if 
001D:   198@(52@,6i) > 46@ // integer values 
004D: jump_if_false @MANSIO2_32104 
0051: return 

:MANSIO2_32104
062E: (unknown) 131@(52@,6i) 1588 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MANSIO2_32180 
0634: unknown_action_sequence 131@(52@,6i) $PLAYER_ACTOR 4 3000 60 
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 1000 // integer values 

:MANSIO2_32180
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_32189
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32211 
0051: return 

:MANSIO2_32211
060B: unknown_actor_use_entity 131@(52@,6i) 182@ 
0816: (unknown) 131@(52@,6i) 0 
0006: 183@(52@,6i) = 26 // integer values 
0006: 275@(52@,6i) = 1 // integer values 
0006: 198@(52@,6i) = 0 // integer values 
0051: return 

:MANSIO2_32269
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32291 
0051: return 

:MANSIO2_32291
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_32389 jumps 0 @MANSIO2_32354 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 

:MANSIO2_32354
05D3: AS_actor 131@(52@,6i) go_to_point -1431.944 500.2454 2.0391 speed 6 -2 ms 
0002: jump @MANSIO2_32421 

:MANSIO2_32389
0662: write_debug_message "UNKNOWN_GUARD_FOR_RUN_ATTACK" 

:MANSIO2_32421
060B: unknown_actor_use_entity 131@(52@,6i) 182@ 
0006: 183@(52@,6i) = 25 // integer values 
0006: 275@(52@,6i) = 1 // integer values 
0006: 198@(52@,6i) = 0 // integer values 
0051: return 

:MANSIO2_32468
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32490 
0051: return 

:MANSIO2_32490
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @MANSIO2_32560 
00D6: if 
02E0:   actor 131@(52@,6i) aggressive 
004D: jump_if_false @MANSIO2_32560 
0006: 267@ = 1 // integer values 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @MANSIO2_32560 
0006: 213@ = 3 // integer values 

:MANSIO2_32560
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_32704 jumps 0 @MANSIO2_32623 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 

:MANSIO2_32623
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1431.944 500.2454 2.0391 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_32697 
0006: 198@(52@,6i) = 0 // integer values 
0006: 183@(52@,6i) = 26 // integer values 

:MANSIO2_32697
0002: jump @MANSIO2_32740 

:MANSIO2_32704
0662: write_debug_message "UNKNOWN_GUARD_FOR_RUNNING_ATTACK" 

:MANSIO2_32740
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_32749
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32771 
0051: return 

:MANSIO2_32771
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @MANSIO2_32841 
00D6: if 
02E0:   actor 131@(52@,6i) aggressive 
004D: jump_if_false @MANSIO2_32841 
0006: 267@ = 1 // integer values 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @MANSIO2_32841 
0006: 213@ = 3 // integer values 

:MANSIO2_32841
00D6: if 
001D:   198@(52@,6i) > 46@ // integer values 
004D: jump_if_false @MANSIO2_32866 
0051: return 

:MANSIO2_32866
062E: (unknown) 131@(52@,6i) 1588 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MANSIO2_32942 
0634: unknown_action_sequence 131@(52@,6i) $PLAYER_ACTOR 4 3000 60 
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 1000 // integer values 

:MANSIO2_32942
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_32951
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32973 
0051: return 

:MANSIO2_32973
0209: 50@ = random_int 0 6 
0871: init_jump_table 50@ total_jumps 6 0 @MANSIO2_33255 jumps 0 @MANSIO2_33045 1 @MANSIO2_33080 2 @MANSIO2_33115 3 @MANSIO2_33150 4 @MANSIO2_33185 5 @MANSIO2_33220 -1 @MANSIO2_33255 

:MANSIO2_33045
05F5: unknown_action_sequence 131@(52@,6i) -1289.705 489.1904 10.2026 4 -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33080
05F5: unknown_action_sequence 131@(52@,6i) -1325.66 498.4251 10.2026 4 -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33115
05F5: unknown_action_sequence 131@(52@,6i) -1302.248 504.2907 10.1953 4 -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33150
05F5: unknown_action_sequence 131@(52@,6i) -1292.353 494.8264 10.1953 4 -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33185
05F5: unknown_action_sequence 131@(52@,6i) -1301.599 509.8161 10.1953 4 -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33220
05F5: unknown_action_sequence 131@(52@,6i) -1294.257 504.8536 10.1953 4 -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33255
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 5000 // integer values 
0051: return 

:MANSIO2_33281
0006: 73@ = 0 // integer values 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_33310 
0051: return 

:MANSIO2_33310
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1289.705 489.1904 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33383 
05D4: AS_actor 131@(52@,6i) rotate_angle 155.3066 
0006: 73@ = 1 // integer values 

:MANSIO2_33383
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1325.66 498.4251 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33456 
05D4: AS_actor 131@(52@,6i) rotate_angle 77.7535 
0006: 73@ = 1 // integer values 

:MANSIO2_33456
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1302.248 504.2907 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33529 
05D4: AS_actor 131@(52@,6i) rotate_angle 275.9547 
0006: 73@ = 1 // integer values 

:MANSIO2_33529
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1292.353 494.8264 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33602 
05D4: AS_actor 131@(52@,6i) rotate_angle 248.83 
0006: 73@ = 1 // integer values 

:MANSIO2_33602
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1301.599 509.8161 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33675 
05D4: AS_actor 131@(52@,6i) rotate_angle 14.841 
0006: 73@ = 1 // integer values 

:MANSIO2_33675
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1294.257 504.8536 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33748 
05D4: AS_actor 131@(52@,6i) rotate_angle 157.6618 
0006: 73@ = 1 // integer values 

:MANSIO2_33748
0051: return 

:MANSIO2_33750
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_33772 
0051: return 

:MANSIO2_33772
0209: 50@ = random_int 0 5 
0871: init_jump_table 50@ total_jumps 5 0 @MANSIO2_34019 jumps 0 @MANSIO2_33844 1 @MANSIO2_33879 2 @MANSIO2_33914 3 @MANSIO2_33949 4 @MANSIO2_33984 -1 @MANSIO2_34019 -1 @MANSIO2_34019 

:MANSIO2_33844
05F5: unknown_action_sequence 131@(52@,6i) -1311.834 489.4401 17.2266 4 -2 
0002: jump @MANSIO2_34019 

:MANSIO2_33879
05F5: unknown_action_sequence 131@(52@,6i) -1298.359 512.5721 17.2266 4 -2 
0002: jump @MANSIO2_34019 

:MANSIO2_33914
05F5: unknown_action_sequence 131@(52@,6i) -1247.352 502.8824 17.2266 4 -2 
0002: jump @MANSIO2_34019 

:MANSIO2_33949
05F5: unknown_action_sequence 131@(52@,6i) -1359.656 512.5123 17.2266 4 -2 
0002: jump @MANSIO2_34019 

:MANSIO2_33984
05F5: unknown_action_sequence 131@(52@,6i) -1349.606 493.5821 17.2279 4 -2 
0002: jump @MANSIO2_34019 

:MANSIO2_34019
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 5000 // integer values 
0051: return 

:MANSIO2_34045
0006: 73@ = 0 // integer values 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_34074 
0051: return 

:MANSIO2_34074
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1311.834 489.4401 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34147 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 // integer values 

:MANSIO2_34147
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1298.359 512.5721 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34220 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 // integer values 

:MANSIO2_34220
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1247.352 502.8824 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34293 
05D4: AS_actor 131@(52@,6i) rotate_angle 270.0 
0006: 73@ = 1 // integer values 

:MANSIO2_34293
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1359.656 512.5123 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34366 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 // integer values 

:MANSIO2_34366
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1349.606 493.5821 17.2279 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34439 
05D4: AS_actor 131@(52@,6i) rotate_angle 80.0 
0006: 73@ = 1 // integer values 

:MANSIO2_34439
0051: return 

:MANSIO2_34441
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_34463 
0051: return 

:MANSIO2_34463
0209: 50@ = random_int 0 6 
0871: init_jump_table 50@ total_jumps 6 0 @MANSIO2_34745 jumps 0 @MANSIO2_34535 1 @MANSIO2_34570 2 @MANSIO2_34605 3 @MANSIO2_34640 4 @MANSIO2_34675 5 @MANSIO2_34710 -1 @MANSIO2_34745 

:MANSIO2_34535
05F5: unknown_action_sequence 131@(52@,6i) -1444.29 496.4273 10.1953 4 -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34570
05F5: unknown_action_sequence 131@(52@,6i) -1449.621 506.0983 10.1953 4 -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34605
05F5: unknown_action_sequence 131@(52@,6i) -1424.252 511.1483 10.1953 4 -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34640
05F5: unknown_action_sequence 131@(52@,6i) -1411.083 511.8316 10.1953 4 -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34675
05F5: unknown_action_sequence 131@(52@,6i) -1417.342 505.5704 10.1953 4 -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34710
05F5: unknown_action_sequence 131@(52@,6i) -1431.498 501.8023 10.1953 4 -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34745
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 5000 // integer values 
0051: return 

:MANSIO2_34771
0006: 73@ = 0 // integer values 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_34800 
0051: return 

:MANSIO2_34800
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1444.29 496.4273 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34873 
05D4: AS_actor 131@(52@,6i) rotate_angle 56.0502 
0006: 73@ = 1 // integer values 

:MANSIO2_34873
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1449.621 506.0983 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34946 
05D4: AS_actor 131@(52@,6i) rotate_angle 123.3438 
0006: 73@ = 1 // integer values 

:MANSIO2_34946
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1424.252 511.1483 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35019 
05D4: AS_actor 131@(52@,6i) rotate_angle 318.9861 
0006: 73@ = 1 // integer values 

:MANSIO2_35019
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1411.083 511.8316 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35092 
05D4: AS_actor 131@(52@,6i) rotate_angle 28.0647 
0006: 73@ = 1 // integer values 

:MANSIO2_35092
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1417.342 505.5704 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35165 
05D4: AS_actor 131@(52@,6i) rotate_angle 139.4299 
0006: 73@ = 1 // integer values 

:MANSIO2_35165
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1431.498 501.8023 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35238 
05D4: AS_actor 131@(52@,6i) rotate_angle 242.7025 
0006: 73@ = 1 // integer values 

:MANSIO2_35238
0051: return 

:MANSIO2_35240
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_35262 
0051: return 

:MANSIO2_35262
0209: 50@ = random_int 0 5 
0871: init_jump_table 50@ total_jumps 5 0 @MANSIO2_35509 jumps 0 @MANSIO2_35334 1 @MANSIO2_35369 2 @MANSIO2_35404 3 @MANSIO2_35439 4 @MANSIO2_35474 -1 @MANSIO2_35509 -1 @MANSIO2_35509 

:MANSIO2_35334
05D3: AS_actor 131@(52@,6i) go_to_point -1445.235 501.5114 17.2266 speed 4 -2 ms 
0002: jump @MANSIO2_35509 

:MANSIO2_35369
05D3: AS_actor 131@(52@,6i) go_to_point -1419.48 510.346 17.2295 speed 4 -2 ms 
0002: jump @MANSIO2_35509 

:MANSIO2_35404
05D3: AS_actor 131@(52@,6i) go_to_point -1412.218 489.4574 17.2266 speed 4 -2 ms 
0002: jump @MANSIO2_35509 

:MANSIO2_35439
05D3: AS_actor 131@(52@,6i) go_to_point -1395.934 498.2455 17.2266 speed 4 -2 ms 
0002: jump @MANSIO2_35509 

:MANSIO2_35474
05D3: AS_actor 131@(52@,6i) go_to_point -1373.579 512.998 17.2295 speed 4 -2 ms 
0002: jump @MANSIO2_35509 

:MANSIO2_35509
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 5000 // integer values 
0051: return 

:MANSIO2_35535
0006: 73@ = 0 // integer values 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_35564 
0051: return 

:MANSIO2_35564
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1445.235 501.5114 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35637 
05D4: AS_actor 131@(52@,6i) rotate_angle 90.0 
0006: 73@ = 1 // integer values 

:MANSIO2_35637
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1419.48 510.346 17.2295 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35710 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 // integer values 

:MANSIO2_35710
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1412.218 489.4574 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35783 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 // integer values 

:MANSIO2_35783
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1395.934 498.2455 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35856 
05D4: AS_actor 131@(52@,6i) rotate_angle 194.6539 
0006: 73@ = 1 // integer values 

:MANSIO2_35856
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1373.579 512.998 17.2295 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35929 
05D4: AS_actor 131@(52@,6i) rotate_angle 326.651 
0006: 73@ = 1 // integer values 

:MANSIO2_35929
0051: return 

:MANSIO2_35931
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_35953 
0051: return 

:MANSIO2_35953
0209: 50@ = random_int 0 5 
0871: init_jump_table 50@ total_jumps 5 0 @MANSIO2_36200 jumps 0 @MANSIO2_36025 1 @MANSIO2_36060 2 @MANSIO2_36095 3 @MANSIO2_36130 4 @MANSIO2_36165 -1 @MANSIO2_36200 -1 @MANSIO2_36200 

:MANSIO2_36025
05F5: unknown_action_sequence 131@(52@,6i) -1411.714 512.2815 10.1953 4 -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36060
05F5: unknown_action_sequence 131@(52@,6i) -1406.451 502.476 10.1953 4 -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36095
05F5: unknown_action_sequence 131@(52@,6i) -1366.03 505.7779 10.2026 4 -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36130
05F5: unknown_action_sequence 131@(52@,6i) -1366.484 516.8234 10.1797 4 -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36165
05F5: unknown_action_sequence 131@(52@,6i) -1344.821 499.0515 10.2027 4 -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36200
0085: 198@(52@,6i) = 46@ // integer values and handles 
000A: 198@(52@,6i) += 5000 // integer values 
0051: return 

:MANSIO2_36226
0006: 73@ = 0 // integer values 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_36255 
0051: return 

:MANSIO2_36255
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1411.714 512.2815 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36328 
05D4: AS_actor 131@(52@,6i) rotate_angle 24.5074 
0006: 73@ = 1 // integer values 

:MANSIO2_36328
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1406.451 502.476 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36401 
05D4: AS_actor 131@(52@,6i) rotate_angle 236.3499 
0006: 73@ = 1 // integer values 

:MANSIO2_36401
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1366.03 505.7779 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36474 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 // integer values 

:MANSIO2_36474
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1366.484 516.8234 10.1797 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36547 
05D4: AS_actor 131@(52@,6i) rotate_angle 341.4966 
0006: 73@ = 1 // integer values 

:MANSIO2_36547
00D6: if 
00FE:   actor 131@(52@,6i) 0 -1344.821 499.0515 10.2027 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36620 
05D4: AS_actor 131@(52@,6i) rotate_angle 192.1196 
0006: 73@ = 1 // integer values 

:MANSIO2_36620
0051: return 

:MANSIO2_36622
0006: 52@ = 0 // integer values 

:MANSIO2_36629
00D6: if and
8039:   not  189@(52@,2i) == -1 // integer values 
8039:   not  189@(52@,2i) == -2 // integer values 
004D: jump_if_false @MANSIO2_36700 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_36700 
0006: 189@(52@,2i) = -2 // integer values 
0050: gosub @MANSIO2_39380 

:MANSIO2_36700
000A: 52@ += 1 // integer values 
0029:   52@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_36629 
0006: 52@ = 0 // integer values 

:MANSIO2_36728
0050: gosub @MANSIO2_37215 
0871: init_jump_table 189@(52@,2i) total_jumps 19 1 @MANSIO2_37170 jumps -2 @MANSIO2_36932 -1 @MANSIO2_36932 0 @MANSIO2_36939 1 @MANSIO2_36981 2 @MANSIO2_36995 3 @MANSIO2_37009 4 @MANSIO2_37023 
0872: jump_table_jumps 5 @MANSIO2_37037 6 @MANSIO2_36953 7 @MANSIO2_36967 8 @MANSIO2_37051 9 @MANSIO2_37065 10 @MANSIO2_37079 11 @MANSIO2_37093 12 @MANSIO2_37107 13 @MANSIO2_37121 
0872: jump_table_jumps 14 @MANSIO2_37135 15 @MANSIO2_37149 16 @MANSIO2_37163 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 

:MANSIO2_36932
0002: jump @MANSIO2_37192 

:MANSIO2_36939
0050: gosub @MANSIO2_39943 
0002: jump @MANSIO2_37192 

:MANSIO2_36953
0050: gosub @MANSIO2_40174 
0002: jump @MANSIO2_37192 

:MANSIO2_36967
0050: gosub @MANSIO2_40332 
0002: jump @MANSIO2_37192 

:MANSIO2_36981
0050: gosub @MANSIO2_40493 
0002: jump @MANSIO2_37192 

:MANSIO2_36995
0050: gosub @MANSIO2_40703 
0002: jump @MANSIO2_37192 

:MANSIO2_37009
0050: gosub @MANSIO2_40973 
0002: jump @MANSIO2_37192 

:MANSIO2_37023
0050: gosub @MANSIO2_41141 
0002: jump @MANSIO2_37192 

:MANSIO2_37037
0050: gosub @MANSIO2_41464 
0002: jump @MANSIO2_37192 

:MANSIO2_37051
0050: gosub @MANSIO2_41522 
0002: jump @MANSIO2_37192 

:MANSIO2_37065
0050: gosub @MANSIO2_41905 
0002: jump @MANSIO2_37192 

:MANSIO2_37079
0050: gosub @MANSIO2_42419 
0002: jump @MANSIO2_37192 

:MANSIO2_37093
0050: gosub @MANSIO2_42614 
0002: jump @MANSIO2_37192 

:MANSIO2_37107
0050: gosub @MANSIO2_43052 
0002: jump @MANSIO2_37192 

:MANSIO2_37121
0050: gosub @MANSIO2_43413 
0002: jump @MANSIO2_37192 

:MANSIO2_37135
0050: gosub @MANSIO2_43865 
0002: jump @MANSIO2_37192 

:MANSIO2_37149
0050: gosub @MANSIO2_44343 
0002: jump @MANSIO2_37192 

:MANSIO2_37163
0002: jump @MANSIO2_37192 

:MANSIO2_37170
0662: write_debug_message "UNKNOWN_MECHANICAI" 

:MANSIO2_37192
000A: 52@ += 1 // integer values 
0029:   52@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_36728 
0051: return 

:MANSIO2_37215
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @MANSIO2_37235 
0051: return 

:MANSIO2_37235
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @MANSIO2_37299 
00D6: if 
0039:   281@(52@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_37297 
0006: 189@(52@,2i) = 8 // integer values 
0006: 281@(52@,2i) = 1 // integer values 

:MANSIO2_37297
0051: return 

:MANSIO2_37299
00D6: if 
0039:   281@(52@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_37505 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_37505 
00D6: if 
09ED: (unknown) 137@(52@,2i) $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_37505 
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between 57@ 58@ 59@ and 60@ 61@ 62@ 
00D6: if 
0023:   15.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_37505 
0006: 189@(52@,2i) = 12 // integer values 
00D6: if 
8039:   not  213@ == 1 // integer values 
004D: jump_if_false @MANSIO2_37485 
00BC: text_highpriority 'MAN2_45' 7000 ms 1  // ~s~Megltott az egyik mels. Most a riaszthoz fut.

:MANSIO2_37485
0006: 281@(52@,2i) = 1 // integer values 
0050: gosub @MANSIO2_38806 
0051: return 

:MANSIO2_37505
00D6: if 
0039:   281@(52@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_37641 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_37641 
00D6: if 
0480:   unknown_actor 137@(52@,2i) pedgroup 25 
004D: jump_if_false @MANSIO2_37641 
0006: 189@(52@,2i) = 12 // integer values 
0006: 281@(52@,2i) = 1 // integer values 
00BC: text_highpriority 'MAN2_48' 7000 ms 1  // ~s~Az egyik mels tallt egy holttestet. Most a riaszthoz rohan.
0050: gosub @MANSIO2_38806 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @MANSIO2_37639 
0006: 213@ = 4 // integer values 

:MANSIO2_37639
0051: return 

:MANSIO2_37641
00D6: if 
0039:   281@(52@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_38012 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_38012 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @MANSIO2_37791 
0006: 189@(52@,2i) = 12 // integer values 
00D6: if 
8039:   not  213@ == 1 // integer values 
004D: jump_if_false @MANSIO2_37746 
00BC: text_highpriority 'MAN2_45' 7000 ms 1  // ~s~Megltott az egyik mels. Most a riaszthoz fut.

:MANSIO2_37746
0006: 281@(52@,2i) = 1 // integer values 
0050: gosub @MANSIO2_38806 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @MANSIO2_37789 
0006: 213@ = 2 // integer values 

:MANSIO2_37789
0051: return 

:MANSIO2_37791
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @MANSIO2_38012 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_38012 
0087: 71@ = 59@ // floating-point values only 
0063: 71@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_37926 
0013: 71@ *= -1.0 // floating-point values 

:MANSIO2_37926
00D6: if 
0023:   5.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_38012 
0006: 189@(52@,2i) = 12 // integer values 
00D6: if 
8039:   not  213@ == 1 // integer values 
004D: jump_if_false @MANSIO2_37992 
00BC: text_highpriority 'MAN2_45' 7000 ms 1  // ~s~Megltott az egyik mels. Most a riaszthoz fut.

:MANSIO2_37992
0006: 281@(52@,2i) = 1 // integer values 
0050: gosub @MANSIO2_38806 
0051: return 

:MANSIO2_38012
00D6: if 
0039:   281@(52@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_38277 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_38277 
00D6: if 
00DF:   actor 137@(52@,2i) driving 
004D: jump_if_false @MANSIO2_38189 
03C0: $TEMPVAR_ACTOR_CAR = actor 137@(52@,2i) car 
00D6: if or
051C:   car $TEMPVAR_ACTOR_CAR damaged_by_actor $PLAYER_ACTOR 
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_38182 
0006: 189@(52@,2i) = 12 // integer values 
00D6: if 
8039:   not  213@ == 1 // integer values 
004D: jump_if_false @MANSIO2_38162 
00BC: text_highpriority 'MAN2_45' 7000 ms 1  // ~s~Megltott az egyik mels. Most a riaszthoz fut.

:MANSIO2_38162
0006: 281@(52@,2i) = 1 // integer values 
0050: gosub @MANSIO2_38806 
0051: return 

:MANSIO2_38182
0002: jump @MANSIO2_38277 

:MANSIO2_38189
00D6: if 
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_38277 
0006: 189@(52@,2i) = 12 // integer values 
00D6: if 
8039:   not  213@ == 1 // integer values 
004D: jump_if_false @MANSIO2_38257 
00BC: text_highpriority 'MAN2_45' 7000 ms 1  // ~s~Megltott az egyik mels. Most a riaszthoz fut.

:MANSIO2_38257
0006: 281@(52@,2i) = 1 // integer values 
0050: gosub @MANSIO2_38806 
0051: return 

:MANSIO2_38277
0051: return 

:MANSIO2_38279
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_38301 
0051: return 

:MANSIO2_38301
00D6: if 
0039:   283@ == 0 // integer values 
004D: jump_if_false @MANSIO2_38321 
0051: return 

:MANSIO2_38321
0006: 73@ = 0 // integer values 
00D6: if 
09ED: (unknown) 137@(52@,2i) $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_38358 
0006: 73@ = 1 // integer values 

:MANSIO2_38358
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_38539 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @MANSIO2_38539 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   75.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_38539 
0087: 71@ = 59@ // floating-point values only 
0063: 71@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_38511 
0013: 71@ *= -1.0 // floating-point values 

:MANSIO2_38511
00D6: if 
0023:   5.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_38539 
0006: 73@ = 1 // integer values 

:MANSIO2_38539
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_38720 
00D6: if 
0039:   285@ == 1 // integer values 
004D: jump_if_false @MANSIO2_38720 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_38720 
0087: 71@ = 59@ // floating-point values only 
0063: 71@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_38692 
0013: 71@ *= -1.0 // floating-point values 

:MANSIO2_38692
00D6: if 
0023:   5.0 > 71@ // floating-point values 
004D: jump_if_false @MANSIO2_38720 
0006: 73@ = 1 // integer values 

:MANSIO2_38720
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO2_38779 
00D6: if or
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 137@(52@,2i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_38779 
0006: 73@ = 1 // integer values 

:MANSIO2_38779
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_38804 
0050: gosub @MANSIO2_38806 

:MANSIO2_38804
0051: return 

:MANSIO2_38806
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_38851 
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
0002: jump @MANSIO2_38869 

:MANSIO2_38851
0889: (unknown) 137@(52@,2i) 57@ 58@ 59@ 

:MANSIO2_38869
0006: 48@ = 0 // integer values 

:MANSIO2_38876
00D6: if 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_39108 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_39108 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_38999 
0013: 70@ *= -1.0 // floating-point values 

:MANSIO2_38999
00D6: if 
0023:   6.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_39108 
00D6: if 
0039:   269@(48@,6i) == 1 // integer values 
004D: jump_if_false @MANSIO2_39108 
00D6: if and
8039:   not  183@(48@,6i) == 23 // integer values 
8039:   not  183@(48@,6i) == 26 // integer values 
8039:   not  183@(48@,6i) == 24 // integer values 
8039:   not  183@(48@,6i) == 25 // integer values 
004D: jump_if_false @MANSIO2_39108 
0006: 183@(48@,6i) = 23 // integer values 

:MANSIO2_39108
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_38876 
0006: 48@ = 0 // integer values 

:MANSIO2_39136
00D6: if and
8118:   not actor 137@(48@,2i) dead 
803B:   not  52@ == 48@ // integer values 
004D: jump_if_false @MANSIO2_39357 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_39357 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_39267 
0013: 70@ *= -1.0 // floating-point values 

:MANSIO2_39267
00D6: if 
0023:   6.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_39357 
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @MANSIO2_39357 
00D6: if 
0039:   281@(48@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_39350 
0006: 189@(48@,2i) = 12 // integer values 
0006: 281@(48@,2i) = 1 // integer values 

:MANSIO2_39350
0002: jump @MANSIO2_39357 

:MANSIO2_39357
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_39136 
0051: return 

:MANSIO2_39380
0889: (unknown) 137@(52@,2i) 57@ 58@ 59@ 
0006: 48@ = 0 // integer values 

:MANSIO2_39405
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // integer values 
004D: jump_if_false @MANSIO2_39645 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_39645 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_39536 
0013: 70@ *= -1.0 // floating-point values 

:MANSIO2_39536
00D6: if 
0023:   6.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_39645 
00D6: if 
0039:   269@(48@,6i) == 1 // integer values 
004D: jump_if_false @MANSIO2_39645 
00D6: if and
8039:   not  183@(48@,6i) == 23 // integer values 
8039:   not  183@(48@,6i) == 26 // integer values 
8039:   not  183@(48@,6i) == 24 // integer values 
8039:   not  183@(48@,6i) == 25 // integer values 
004D: jump_if_false @MANSIO2_39645 
0006: 183@(48@,6i) = 23 // integer values 

:MANSIO2_39645
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_39405 
0006: 48@ = 0 // integer values 

:MANSIO2_39673
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_39920 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance between point 57@ 58@ and point 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO2_39920 
0087: 70@ = 59@ // floating-point values only 
0063: 70@ -= 62@ // floating-point values 
00D6: if 
0023:   0.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_39796 
0013: 70@ *= -1.0 // floating-point values 

:MANSIO2_39796
00D6: if 
0023:   6.0 > 70@ // floating-point values 
004D: jump_if_false @MANSIO2_39920 
00D6: if 
0039:   267@ == 0 // integer values 
004D: jump_if_false @MANSIO2_39920 
00D6: if 
0039:   281@(48@,2i) == 0 // integer values 
004D: jump_if_false @MANSIO2_39913 
0006: 189@(48@,2i) = 12 // integer values 
00D6: if 
8039:   not  213@ == 1 // integer values 
004D: jump_if_false @MANSIO2_39902 
00BC: text_highpriority 'MAN2_45' 7000 ms 1  // ~s~Megltott az egyik mels. Most a riaszthoz fut.

:MANSIO2_39902
0006: 281@(48@,2i) = 1 // integer values 

:MANSIO2_39913
0002: jump @MANSIO2_39920 

:MANSIO2_39920
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_39673 
0051: return 

:MANSIO2_39943
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_39965 
0051: return 

:MANSIO2_39965
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_40140 jumps 0 @MANSIO2_40084 1 @MANSIO2_40028 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 

:MANSIO2_40028
00A1: put_actor 137@(52@,2i) at -1421.757 496.6105 2.0463 
0173: set_actor 137@(52@,2i) z_angle_to 175.6815 
0006: 189@(52@,2i) = 16 // integer values 
0002: jump @MANSIO2_40160 

:MANSIO2_40084
00A1: put_actor 137@(52@,2i) at -1346.218 497.9554 10.1953 
0173: set_actor 137@(52@,2i) z_angle_to 270.0 
0006: 189@(52@,2i) = 1 // integer values 
0002: jump @MANSIO2_40160 

:MANSIO2_40140
0662: write_debug_message "UNKNOWN_MECHANIC" 

:MANSIO2_40160
060B: unknown_actor_use_entity 137@(52@,2i) 180@ 
0051: return 

:MANSIO2_40174
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40196 
0051: return 

:MANSIO2_40196
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_40290 jumps 1 @MANSIO2_40259 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 

:MANSIO2_40259
0085: 204@(52@,2i) = 46@ // integer values and handles 
000A: 204@(52@,2i) += 7000 // integer values 
0002: jump @MANSIO2_40319 

:MANSIO2_40290
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_CHAT" 

:MANSIO2_40319
0006: 189@(52@,2i) = 7 // integer values 
0051: return 

:MANSIO2_40332
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40354 
0051: return 

:MANSIO2_40354
0871: init_jump_table 52@ total_jumps 1 1 @MANSIO2_40458 jumps 1 @MANSIO2_40417 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 

:MANSIO2_40417
00D6: if 
001D:   46@ > 204@(52@,2i) // integer values 
004D: jump_if_false @MANSIO2_40451 
0006: 189@(52@,2i) = 1 // integer values 

:MANSIO2_40451
0002: jump @MANSIO2_40491 

:MANSIO2_40458
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_CHATTING" 

:MANSIO2_40491
0051: return 

:MANSIO2_40493
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40515 
0051: return 

:MANSIO2_40515
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_40660 jumps 0 @MANSIO2_40619 1 @MANSIO2_40578 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 

:MANSIO2_40578
00D6: if 
8119:   not car 154@ wrecked 
004D: jump_if_false @MANSIO2_40612 
07A1: set_walk_speed 4 
05CB: AS_actor 137@(52@,2i) enter_car_as_driver 154@ -2 ms 

:MANSIO2_40612
0002: jump @MANSIO2_40690 

:MANSIO2_40619
00D6: if 
8119:   not car 155@ wrecked 
004D: jump_if_false @MANSIO2_40653 
07A1: set_walk_speed 4 
05CB: AS_actor 137@(52@,2i) enter_car_as_driver 155@ -2 ms 

:MANSIO2_40653
0002: jump @MANSIO2_40690 

:MANSIO2_40660
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_ENTER" 

:MANSIO2_40690
0006: 189@(52@,2i) = 2 // integer values 
0051: return 

:MANSIO2_40703
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40725 
0051: return 

:MANSIO2_40725
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_40938 jumps 0 @MANSIO2_40863 1 @MANSIO2_40788 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 

:MANSIO2_40788
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_40822 
0006: 189@(52@,2i) = 16 // integer values 
0002: jump @MANSIO2_40856 

:MANSIO2_40822
00D6: if 
00DB:   actor 137@(52@,2i) in_car 154@ 
004D: jump_if_false @MANSIO2_40856 
0006: 189@(52@,2i) = 3 // integer values 

:MANSIO2_40856
0002: jump @MANSIO2_40971 

:MANSIO2_40863
00D6: if 
0119:   car 155@ wrecked 
004D: jump_if_false @MANSIO2_40897 
0006: 189@(52@,2i) = 16 // integer values 
0002: jump @MANSIO2_40931 

:MANSIO2_40897
00D6: if 
00DB:   actor 137@(52@,2i) in_car 155@ 
004D: jump_if_false @MANSIO2_40931 
0006: 189@(52@,2i) = 3 // integer values 

:MANSIO2_40931
0002: jump @MANSIO2_40971 

:MANSIO2_40938
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_ENTERING" 

:MANSIO2_40971
0051: return 

:MANSIO2_40973
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40995 
0051: return 

:MANSIO2_40995
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_41108 jumps 0 @MANSIO2_41083 1 @MANSIO2_41058 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 

:MANSIO2_41058
0050: gosub @MANSIO2_44624 
0006: 189@(52@,2i) = 4 // integer values 
0002: jump @MANSIO2_41139 

:MANSIO2_41083
0050: gosub @MANSIO2_45356 
0006: 189@(52@,2i) = 4 // integer values 
0002: jump @MANSIO2_41139 

:MANSIO2_41108
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_WANDER" 

:MANSIO2_41139
0051: return 

:MANSIO2_41141
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_41163 
0051: return 

:MANSIO2_41163
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_41428 jumps 0 @MANSIO2_41327 1 @MANSIO2_41226 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 

:MANSIO2_41226
00D6: if 
001D:   46@ > 204@(52@,2i) // integer values 
004D: jump_if_false @MANSIO2_41320 
0050: gosub @MANSIO2_44965 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_41320 
0209: 50@ = random_int 2000 4000 
0085: 204@(52@,2i) = 46@ // integer values and handles 
005A: 204@(52@,2i) += 50@ // integer values 
0006: 189@(52@,2i) = 5 // integer values 

:MANSIO2_41320
0002: jump @MANSIO2_41462 

:MANSIO2_41327
00D6: if 
001D:   46@ > 204@(52@,2i) // integer values 
004D: jump_if_false @MANSIO2_41421 
0050: gosub @MANSIO2_45742 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @MANSIO2_41421 
0209: 50@ = random_int 2000 4000 
0085: 204@(52@,2i) = 46@ // integer values and handles 
005A: 204@(52@,2i) += 50@ // integer values 
0006: 189@(52@,2i) = 5 // integer values 

:MANSIO2_41421
0002: jump @MANSIO2_41462 

:MANSIO2_41428
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_WANDERING" 

:MANSIO2_41462
0051: return 

:MANSIO2_41464
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_41486 
0051: return 

:MANSIO2_41486
00D6: if 
001D:   46@ > 204@(52@,2i) // integer values 
004D: jump_if_false @MANSIO2_41520 
0006: 189@(52@,2i) = 3 // integer values 

:MANSIO2_41520
0051: return 

:MANSIO2_41522
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_41544 
0051: return 

:MANSIO2_41544
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_41868 jumps 0 @MANSIO2_41690 1 @MANSIO2_41607 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 

:MANSIO2_41607
0615: define_action_sequences 56@ 
0633: AS_actor -1 exit_vehicle 
05F5: unknown_action_sequence -1 -1420.125 512.2188 2.0463 6 -2 
0616: define_action_sequences_end 56@ 
0618: assign_actor 137@(52@,2i) to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0006: 189@(52@,2i) = 9 // integer values 
0006: 204@(52@,2i) = 0 // integer values 
0002: jump @MANSIO2_41903 

:MANSIO2_41690
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
00D6: if 
0025:   57@ > 60@ // floating-point values 
004D: jump_if_false @MANSIO2_41785 
0615: define_action_sequences 56@ 
0633: AS_actor -1 exit_vehicle 
05F5: unknown_action_sequence -1 -1316.862 490.2876 10.2026 6 -2 
0616: define_action_sequences_end 56@ 
0002: jump @MANSIO2_41822 

:MANSIO2_41785
0615: define_action_sequences 56@ 
0633: AS_actor -1 exit_vehicle 
05F5: unknown_action_sequence -1 -1394.846 491.5163 10.1953 6 -2 
0616: define_action_sequences_end 56@ 

:MANSIO2_41822
0618: assign_actor 137@(52@,2i) to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0006: 189@(52@,2i) = 9 // integer values 
0006: 204@(52@,2i) = 0 // integer values 
0002: jump @MANSIO2_41903 

:MANSIO2_41868
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_GOTO_COWER" 

:MANSIO2_41903
0051: return 

:MANSIO2_41905
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_41927 
0051: return 

:MANSIO2_41927
00D6: if 
001D:   204@(52@,2i) > 46@ // integer values 
004D: jump_if_false @MANSIO2_41952 
0051: return 

:MANSIO2_41952
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_42371 jumps 0 @MANSIO2_42193 1 @MANSIO2_42015 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 

:MANSIO2_42015
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42096 
0006: 189@(52@,2i) = 10 // integer values 
0006: 204@(52@,2i) = 0 // integer values 
0002: jump @MANSIO2_42170 

:MANSIO2_42096
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1389.81 491.263 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42170 
0006: 189@(52@,2i) = 10 // integer values 
0006: 204@(52@,2i) = 0 // integer values 

:MANSIO2_42170
0226: 211@(52@,2i) = actor 137@(52@,2i) health 
0002: jump @MANSIO2_42410 

:MANSIO2_42193
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42274 
0006: 189@(52@,2i) = 10 // integer values 
0006: 204@(52@,2i) = 0 // integer values 
0002: jump @MANSIO2_42348 

:MANSIO2_42274
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1316.862 490.2876 10.2026 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42348 
0006: 189@(52@,2i) = 10 // integer values 
0006: 204@(52@,2i) = 0 // integer values 

:MANSIO2_42348
0226: 211@(52@,2i) = actor 137@(52@,2i) health 
0002: jump @MANSIO2_42410 

:MANSIO2_42371
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_GOING_TO_COWER" 

:MANSIO2_42410
0050: gosub @MANSIO2_38279 
0051: return 

:MANSIO2_42419
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_42441 
0051: return 

:MANSIO2_42441
0226: 50@ = actor 137@(52@,2i) health 
00D6: if 
001D:   211@(52@,2i) > 50@ // integer values 
004D: jump_if_false @MANSIO2_42512 
0006: 189@(52@,2i) = 11 // integer values 
0085: 211@(52@,2i) = 50@ // integer values and handles 
0006: 204@(52@,2i) = 0 // integer values 
0051: return 

:MANSIO2_42512
00D6: if 
001D:   204@(52@,2i) > 46@ // integer values 
004D: jump_if_false @MANSIO2_42537 
0051: return 

:MANSIO2_42537
062E: (unknown) 137@(52@,2i) 1477 40@ 
00D6: if 
04A4:   40@ == 7 // integer values OR floating-point values 
004D: jump_if_false @MANSIO2_42605 
05C5: AS_actor 137@(52@,2i) cower -2 ms 
0085: 204@(52@,2i) = 46@ // integer values and handles 
000A: 204@(52@,2i) += 1000 // integer values 

:MANSIO2_42605
0050: gosub @MANSIO2_38279 
0051: return 

:MANSIO2_42614
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_42636 
0051: return 

:MANSIO2_42636
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_43013 jumps 0 @MANSIO2_42856 1 @MANSIO2_42699 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 

:MANSIO2_42699
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42786 
05F5: unknown_action_sequence 137@(52@,2i) -1389.81 491.263 2.0463 6 -2 
0002: jump @MANSIO2_42814 

:MANSIO2_42786
05F5: unknown_action_sequence 137@(52@,2i) -1420.125 512.2188 2.0463 6 -2 

:MANSIO2_42814
0006: 189@(52@,2i) = 9 // integer values 
0085: 204@(52@,2i) = 46@ // integer values and handles 
000A: 204@(52@,2i) += 10000 // integer values 
0002: jump @MANSIO2_43050 

:MANSIO2_42856
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42943 
05F5: unknown_action_sequence 137@(52@,2i) -1316.862 490.2876 10.2026 6 -2 
0002: jump @MANSIO2_42971 

:MANSIO2_42943
05F5: unknown_action_sequence 137@(52@,2i) -1394.846 491.5163 10.1953 6 -2 

:MANSIO2_42971
0006: 189@(52@,2i) = 9 // integer values 
0085: 204@(52@,2i) = 46@ // integer values and handles 
000A: 204@(52@,2i) += 10000 // integer values 
0002: jump @MANSIO2_43050 

:MANSIO2_43013
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_CHANGE_COWER" 

:MANSIO2_43050
0051: return 

:MANSIO2_43052
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_43074 
0051: return 

:MANSIO2_43074
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_43376 jumps 0 @MANSIO2_43209 1 @MANSIO2_43137 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 

:MANSIO2_43137
0615: define_action_sequences 56@ 
0633: AS_actor -1 exit_vehicle 
05F5: unknown_action_sequence -1 -1414.349 514.0193 2.0391 6 -2 
0616: define_action_sequences_end 56@ 
0618: assign_actor 137@(52@,2i) to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0006: 189@(52@,2i) = 13 // integer values 
0002: jump @MANSIO2_43411 

:MANSIO2_43209
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
00D6: if 
0025:   57@ > 60@ // floating-point values 
004D: jump_if_false @MANSIO2_43304 
0615: define_action_sequences 56@ 
0633: AS_actor -1 exit_vehicle 
05F5: unknown_action_sequence -1 -1313.372 488.6687 10.2026 6 -2 
0616: define_action_sequences_end 56@ 
0002: jump @MANSIO2_43341 

:MANSIO2_43304
0615: define_action_sequences 56@ 
0633: AS_actor -1 exit_vehicle 
05F5: unknown_action_sequence -1 -1412.397 488.6644 10.2026 6 -2 
0616: define_action_sequences_end 56@ 

:MANSIO2_43341
0618: assign_actor 137@(52@,2i) to_action_sequences 56@ 
061B: remove_references_to_action_sequences 56@ 
0006: 189@(52@,2i) = 13 // integer values 
0002: jump @MANSIO2_43411 

:MANSIO2_43376
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_GOTO_ALARM" 

:MANSIO2_43411
0051: return 

:MANSIO2_43413
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_43435 
0051: return 

:MANSIO2_43435
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_43817 jumps 0 @MANSIO2_43617 1 @MANSIO2_43498 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 

:MANSIO2_43498
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @MANSIO2_43536 
0006: 189@(52@,2i) = 8 // integer values 
0051: return 
0002: jump @MANSIO2_43610 

:MANSIO2_43536
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1414.349 514.8193 2.0391 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_43610 
0006: 189@(52@,2i) = 14 // integer values 
0006: 204@(52@,2i) = 0 // integer values 

:MANSIO2_43610
0002: jump @MANSIO2_43856 

:MANSIO2_43617
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @MANSIO2_43655 
0006: 189@(52@,2i) = 8 // integer values 
0051: return 
0002: jump @MANSIO2_43810 

:MANSIO2_43655
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1313.372 487.8687 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_43736 
0006: 189@(52@,2i) = 14 // integer values 
0006: 204@(52@,2i) = 0 // integer values 
0002: jump @MANSIO2_43810 

:MANSIO2_43736
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1412.397 487.8644 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_43810 
0006: 189@(52@,2i) = 14 // integer values 
0006: 204@(52@,2i) = 0 // integer values 

:MANSIO2_43810
0002: jump @MANSIO2_43856 

:MANSIO2_43817
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_GOING_TO_ALARM" 

:MANSIO2_43856
0050: gosub @MANSIO2_38279 
0051: return 

:MANSIO2_43865
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_43887 
0051: return 

:MANSIO2_43887
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_44303 jumps 0 @MANSIO2_44062 1 @MANSIO2_43950 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 

:MANSIO2_43950
0804: AS_actor 137@(52@,2i) walk_to -1414.349 513.4193 2.0391 stop_angle 0.0 0.2 perform_animation "CARDS_RAISE" from_file "CASINO" 10.0 loop 0 0 0 lock 0 -1 ms 
0085: 204@(52@,2i) = 46@ // integer values and handles 
000A: 204@(52@,2i) += 2000 // integer values 
0006: 189@(52@,2i) = 15 // integer values 
0002: jump @MANSIO2_44341 

:MANSIO2_44062
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1313.372 487.8687 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_44191 
0804: AS_actor 137@(52@,2i) walk_to -1313.372 489.3687 10.2026 stop_angle 180.0 0.2 perform_animation "CARDS_RAISE" from_file "CASINO" 10.0 loop 0 0 0 lock 0 -1 ms 
0002: jump @MANSIO2_44261 

:MANSIO2_44191
0804: AS_actor 137@(52@,2i) walk_to -1412.397 489.3644 10.2026 stop_angle 180.0 0.2 perform_animation "CARDS_RAISE" from_file "CASINO" 10.0 loop 0 0 0 lock 0 -1 ms 

:MANSIO2_44261
0085: 204@(52@,2i) = 46@ // integer values and handles 
000A: 204@(52@,2i) += 2000 // integer values 
0006: 189@(52@,2i) = 15 // integer values 
0002: jump @MANSIO2_44341 

:MANSIO2_44303
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_TRIGGER_ALARM" 

:MANSIO2_44341
0051: return 

:MANSIO2_44343
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_44365 
0051: return 

:MANSIO2_44365
0871: init_jump_table 52@ total_jumps 2 1 @MANSIO2_44574 jumps 0 @MANSIO2_44501 1 @MANSIO2_44428 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 

:MANSIO2_44428
00D6: if 
001D:   46@ > 204@(52@,2i) // integer values 
004D: jump_if_false @MANSIO2_44494 
0006: 189@(52@,2i) = 8 // integer values 
0006: 267@ = 1 // integer values 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @MANSIO2_44494 
0006: 213@ = 2 // integer values 

:MANSIO2_44494
0002: jump @MANSIO2_44615 

:MANSIO2_44501
00D6: if 
001D:   46@ > 204@(52@,2i) // integer values 
004D: jump_if_false @MANSIO2_44567 
0006: 189@(52@,2i) = 8 // integer values 
0006: 267@ = 1 // integer values 
00D6: if 
0039:   213@ == 0 // integer values 
004D: jump_if_false @MANSIO2_44567 
0006: 213@ = 2 // integer values 

:MANSIO2_44567
0002: jump @MANSIO2_44615 

:MANSIO2_44574
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_TRIGGERING_ALARM" 

:MANSIO2_44615
0050: gosub @MANSIO2_38279 
0051: return 

:MANSIO2_44624
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_44646 
0051: return 

:MANSIO2_44646
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_44675 
0006: 189@(52@,2i) = 16 // integer values 
0051: return 

:MANSIO2_44675
0209: 50@ = random_int 0 4 
0871: init_jump_table 50@ total_jumps 4 0 @MANSIO2_44927 jumps 0 @MANSIO2_44747 1 @MANSIO2_44792 2 @MANSIO2_44837 3 @MANSIO2_44882 -1 @MANSIO2_44927 -1 @MANSIO2_44927 -1 @MANSIO2_44927 

:MANSIO2_44747
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1400.205 507.259 2.0463 speed 2.0 2 0 0 
0002: jump @MANSIO2_44927 

:MANSIO2_44792
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1394.387 506.6834 2.0463 speed 2.0 2 0 0 
0002: jump @MANSIO2_44927 

:MANSIO2_44837
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1399.348 501.5815 2.0463 speed 2.0 2 0 0 
0002: jump @MANSIO2_44927 

:MANSIO2_44882
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1410.671 501.3295 2.0391 speed 2.0 2 0 0 
0002: jump @MANSIO2_44927 

:MANSIO2_44927
0085: 209@(52@,2i) = 50@ // integer values and handles 
0085: 204@(52@,2i) = 46@ // integer values and handles 
000A: 204@(52@,2i) += 10000 // integer values 
0051: return 

:MANSIO2_44965
0006: 73@ = 0 // integer values 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_44994 
0051: return 

:MANSIO2_44994
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_45023 
0006: 189@(52@,2i) = 16 // integer values 
0051: return 

:MANSIO2_45023
0871: init_jump_table 209@(52@,2i) total_jumps 4 0 @MANSIO2_45354 jumps 0 @MANSIO2_45090 1 @MANSIO2_45156 2 @MANSIO2_45222 3 @MANSIO2_45288 -1 @MANSIO2_45354 -1 @MANSIO2_45354 -1 @MANSIO2_45354 

:MANSIO2_45090
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1400.205 507.259 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45149 
0006: 73@ = 1 // integer values 

:MANSIO2_45149
0002: jump @MANSIO2_45354 

:MANSIO2_45156
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1394.387 506.6834 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45215 
0006: 73@ = 1 // integer values 

:MANSIO2_45215
0002: jump @MANSIO2_45354 

:MANSIO2_45222
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1399.348 501.5815 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45281 
0006: 73@ = 1 // integer values 

:MANSIO2_45281
0002: jump @MANSIO2_45354 

:MANSIO2_45288
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1410.671 501.3295 2.0391 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45347 
0006: 73@ = 1 // integer values 

:MANSIO2_45347
0002: jump @MANSIO2_45354 

:MANSIO2_45354
0051: return 

:MANSIO2_45356
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_45378 
0051: return 

:MANSIO2_45378
00D6: if 
0119:   car 155@ wrecked 
004D: jump_if_false @MANSIO2_45407 
0006: 189@(52@,2i) = 16 // integer values 
0051: return 

:MANSIO2_45407
0209: 50@ = random_int 0 4 
0871: init_jump_table 50@ total_jumps 5 0 @MANSIO2_45704 jumps 0 @MANSIO2_45479 1 @MANSIO2_45524 2 @MANSIO2_45569 3 @MANSIO2_45614 4 @MANSIO2_45659 -1 @MANSIO2_45704 -1 @MANSIO2_45704 

:MANSIO2_45479
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1321.422 495.9306 10.2026 speed 2.0 2 0 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45524
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1305.444 497.4329 10.2026 speed 2.0 2 0 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45569
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1307.425 503.4752 10.1953 speed 2.0 2 0 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45614
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1351.098 506.4217 10.1953 speed 2.0 2 0 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45659
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1390.884 507.6548 10.1953 speed 3.0 2 0 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45704
0085: 209@(52@,2i) = 50@ // integer values and handles 
0085: 204@(52@,2i) = 46@ // integer values and handles 
000A: 204@(52@,2i) += 10000 // integer values 
0051: return 

:MANSIO2_45742
0006: 73@ = 0 // integer values 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_45771 
0051: return 

:MANSIO2_45771
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_45800 
0006: 189@(52@,2i) = 16 // integer values 
0051: return 

:MANSIO2_45800
0871: init_jump_table 209@(52@,2i) total_jumps 5 0 @MANSIO2_46197 jumps 0 @MANSIO2_45867 1 @MANSIO2_45933 2 @MANSIO2_45999 3 @MANSIO2_46065 4 @MANSIO2_46131 -1 @MANSIO2_46197 -1 @MANSIO2_46197 

:MANSIO2_45867
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1321.422 495.9306 10.2026 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45926 
0006: 73@ = 1 // integer values 

:MANSIO2_45926
0002: jump @MANSIO2_46197 

:MANSIO2_45933
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1305.444 497.4329 10.2026 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45992 
0006: 73@ = 1 // integer values 

:MANSIO2_45992
0002: jump @MANSIO2_46197 

:MANSIO2_45999
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1307.425 503.4752 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_46058 
0006: 73@ = 1 // integer values 

:MANSIO2_46058
0002: jump @MANSIO2_46197 

:MANSIO2_46065
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1351.098 506.4217 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_46124 
0006: 73@ = 1 // integer values 

:MANSIO2_46124
0002: jump @MANSIO2_46197 

:MANSIO2_46131
00D6: if 
00FE:   actor 137@(52@,2i) 0 -1390.884 507.6548 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_46190 
0006: 73@ = 1 // integer values 

:MANSIO2_46190
0002: jump @MANSIO2_46197 

:MANSIO2_46197
0051: return 

:MANSIO2_46199
00D6: if 
0039:   191@ == -1 // integer values 
004D: jump_if_false @MANSIO2_46219 
0051: return 

:MANSIO2_46219
0006: 50@ = 1 // integer values 
00D6: if 
8039:   not  191@ == 0 // integer values 
004D: jump_if_false @MANSIO2_46282 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_46282 
0006: 191@ = -1 // integer values 
01C3: remove_references_to_car 141@(50@,4i) // Like turning a car into any random car 
0051: return 

:MANSIO2_46282
0871: init_jump_table 191@ total_jumps 2 0 @MANSIO2_46554 jumps 0 @MANSIO2_46345 1 @MANSIO2_46512 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 

:MANSIO2_46345
00A5: 141@(50@,4i) = create_car #HYDRA at -84.0771 418.3652 92.2066 
00AB: put_car 141@(50@,4i) at -84.0771 418.3652 92.2066 
0175: set_car 141@(50@,4i) z_angle_to 91.2218 
03A2: (unknown) 141@(50@,4i) 3 
04BA: set_car 141@(50@,4i) speed_instantly 70.0 
0742: (unknown) 141@(50@,4i) 1.5 
0745: set_plane_thrust_to_horizontal 141@(50@,4i) 
070F: (unknown) 141@(50@,4i) 190.0 20.0 30.0 
0085: 196@ = 46@ // integer values and handles 
000A: 196@ += 25000 // integer values 
000A: 191@ += 1 // integer values 
0002: jump @MANSIO2_46554 

:MANSIO2_46512
00D6: if 
001D:   46@ > 196@ // integer values 
004D: jump_if_false @MANSIO2_46547 
00A6: destroy_car 141@(50@,4i) 
0006: 191@ = -1 // integer values 

:MANSIO2_46547
0002: jump @MANSIO2_46554 

:MANSIO2_46554
0051: return 

:MANSIO2_46556
00D6: if 
0039:   192@ == -1 // integer values 
004D: jump_if_false @MANSIO2_46576 
0051: return 

:MANSIO2_46576
0006: 50@ = 3 // integer values 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_46621 
0006: 192@ = -1 // integer values 
00A6: destroy_car 141@(50@,4i) 
0051: return 

:MANSIO2_46621
0871: init_jump_table 192@ total_jumps 3 0 @MANSIO2_46826 jumps 0 @MANSIO2_46684 1 @MANSIO2_46714 2 @MANSIO2_46783 -1 @MANSIO2_46826 -1 @MANSIO2_46826 -1 @MANSIO2_46826 -1 @MANSIO2_46826 

:MANSIO2_46684
0085: 197@ = 46@ // integer values and handles 
000A: 197@ += 6000 // integer values 
000A: 192@ += 1 // integer values 
0002: jump @MANSIO2_46826 

:MANSIO2_46714
00D6: if 
001D:   46@ > 197@ // integer values 
004D: jump_if_false @MANSIO2_46776 
0006: 242@(50@,4i) = 0 // integer values 
00D6: if 
0039:   276@ == 0 // integer values 
004D: jump_if_false @MANSIO2_46769 
0006: 184@ = 11 // integer values 

:MANSIO2_46769
000A: 192@ += 1 // integer values 

:MANSIO2_46776
0002: jump @MANSIO2_46826 

:MANSIO2_46783
00D6: if 
860E:   not car 141@(50@,4i) is_assigned_to_existing_path 
004D: jump_if_false @MANSIO2_46819 
00A6: destroy_car 141@(50@,4i) 
0006: 192@ = -1 // integer values 

:MANSIO2_46819
0002: jump @MANSIO2_46826 

:MANSIO2_46826
0051: return 

:MANSIO2_46828
00D6: if 
0039:   193@ == -1 // integer values 
004D: jump_if_false @MANSIO2_46848 
0051: return 

:MANSIO2_46848
0006: 50@ = 1 // integer values 
00D6: if 
0019:   193@ > 0 // integer values 
004D: jump_if_false @MANSIO2_46911 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_46911 
0006: 193@ = -1 // integer values 
00A6: destroy_car 141@(50@,4i) 
0051: return 

:MANSIO2_46911
0871: init_jump_table 193@ total_jumps 3 0 @MANSIO2_47199 jumps 0 @MANSIO2_46974 1 @MANSIO2_47059 2 @MANSIO2_47136 -1 @MANSIO2_47199 -1 @MANSIO2_47199 -1 @MANSIO2_47199 -1 @MANSIO2_47199 

:MANSIO2_46974
00A5: 141@(50@,4i) = create_car #HYDRA at -1354.587 6.2662 13.1485 
0129: 134@ = create_actor 25 #ARMY in_car 141@(50@,4i) driverseat 
060B: unknown_actor_use_entity 134@ 180@ 
0770: (unknown) 134@ 1 
05EB: assign_vehicle 141@(50@,4i) to_path 211 
000A: 193@ += 1 // integer values 
0002: jump @MANSIO2_47199 

:MANSIO2_47059
00D6: if 
01AF:   car 141@(50@,4i) 0 -1456.356 501.1173 9.0078 radius 10.0 15.0 20.0 
004D: jump_if_false @MANSIO2_47129 
0006: 242@(50@,4i) = 1 // integer values 
000A: 193@ += 1 // integer values 

:MANSIO2_47129
0002: jump @MANSIO2_47199 

:MANSIO2_47136
00D6: if 
860E:   not car 141@(50@,4i) is_assigned_to_existing_path 
004D: jump_if_false @MANSIO2_47192 
0006: 186@ = 5 // integer values 
0187: 176@ = create_marker_above_actor 134@ 
018B: show_on_radar 176@ 2 
07BF: (unknown) 176@ 1 
0006: 193@ = -1 // integer values 

:MANSIO2_47192
0002: jump @MANSIO2_47199 

:MANSIO2_47199
0051: return 

:MANSIO2_47201
0871: init_jump_table 79@ total_jumps 5 1 @MANSIO2_47285 jumps 0 @MANSIO2_47264 1 @MANSIO2_47264 2 @MANSIO2_47271 3 @MANSIO2_47264 4 @MANSIO2_47264 -1 @MANSIO2_47321 -1 @MANSIO2_47321 

:MANSIO2_47264
0002: jump @MANSIO2_47321 

:MANSIO2_47271
0050: gosub @MANSIO2_47461 
0002: jump @MANSIO2_47321 

:MANSIO2_47285
0662: write_debug_message "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:MANSIO2_47321
0051: return 

:MANSIO2_47323
00D6: if 
003B:   84@ == 83@ // integer values 
004D: jump_if_false @MANSIO2_47344 
0051: return 

:MANSIO2_47344
0006: 50@ = 1 // integer values 
0006: 88@(50@,3i) = 1 // integer values 
03CF: load_wav 91@(84@,13i) as 50@ 
000A: 84@ += 1 // integer values 
00D6: if 
003B:   84@ == 83@ // integer values 
004D: jump_if_false @MANSIO2_47402 
0051: return 

:MANSIO2_47402
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 2 // integer values 
004D: jump_if_false @MANSIO2_47429 
0051: return 

:MANSIO2_47429
0006: 88@(50@,3i) = 1 // integer values 
03CF: load_wav 91@(84@,13i) as 50@ 
000A: 84@ += 1 // integer values 
0051: return 

:MANSIO2_47461
0050: gosub @MANSIO2_48532 
00D6: if 
0039:   79@ == 3 // integer values 
004D: jump_if_false @MANSIO2_47495 
0050: gosub @MANSIO2_47729 
0051: return 

:MANSIO2_47495
0871: init_jump_table 88@(78@,3i) total_jumps 4 1 @MANSIO2_47696 jumps 0 @MANSIO2_47562 1 @MANSIO2_47571 2 @MANSIO2_47607 3 @MANSIO2_47664 -1 @MANSIO2_47727 -1 @MANSIO2_47727 -1 @MANSIO2_47727 

:MANSIO2_47562
0051: return 
0002: jump @MANSIO2_47727 

:MANSIO2_47571
00D6: if 
83D0:   not wav 78@ loaded 
004D: jump_if_false @MANSIO2_47589 
0051: return 

:MANSIO2_47589
0006: 88@(78@,3i) = 2 // integer values 
0002: jump @MANSIO2_47727 

:MANSIO2_47607
03D1: play_wav 78@ 
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @MANSIO2_47644 
00BC: text_highpriority 104@(82@,13s) 10000 ms 1 

:MANSIO2_47644
0006: 88@(78@,3i) = 3 // integer values 
0051: return 
0002: jump @MANSIO2_47727 

:MANSIO2_47664
00D6: if 
83D2:   not wav 78@ ended 
004D: jump_if_false @MANSIO2_47682 
0051: return 

:MANSIO2_47682
0050: gosub @MANSIO2_47782 
0002: jump @MANSIO2_47727 

:MANSIO2_47696
0662: write_debug_message "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:MANSIO2_47727
0051: return 

:MANSIO2_47729
0006: 50@ = 1 // integer values 

:MANSIO2_47736
00D6: if 
002B:   2 >= 50@ // integer values 
004D: jump_if_false @MANSIO2_47773 
040D: unload_wav 50@ 
000A: 50@ += 1 // integer values 
0002: jump @MANSIO2_47736 

:MANSIO2_47773
0050: gosub @MANSIO2_47911 
0051: return 

:MANSIO2_47782
0006: 88@(78@,3i) = 0 // integer values 
000A: 82@ += 1 // integer values 
00D6: if 
003B:   82@ == 83@ // integer values 
004D: jump_if_false @MANSIO2_47828 
0050: gosub @MANSIO2_47911 
0051: return 

:MANSIO2_47828
00D6: if 
001D:   83@ > 84@ // integer values 
004D: jump_if_false @MANSIO2_47877 
0006: 88@(78@,3i) = 1 // integer values 
03CF: load_wav 91@(84@,13i) as 78@ 
000A: 84@ += 1 // integer values 

:MANSIO2_47877
000A: 78@ += 1 // integer values 
00D6: if 
0019:   78@ > 2 // integer values 
004D: jump_if_false @MANSIO2_47909 
0006: 78@ = 1 // integer values 

:MANSIO2_47909
0051: return 

:MANSIO2_47911
08BF: set 85@ bit 80@ 
0006: 80@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 50@ = 1 // integer values 

:MANSIO2_47975
00D6: if 
001B:   2 > 50@ // integer values 
004D: jump_if_false @MANSIO2_48018 
0006: 88@(50@,3i) = 0 // integer values 
000A: 50@ += 1 // integer values 
0002: jump @MANSIO2_47975 

:MANSIO2_48018
03EB: clear_small_messages_only 
0085: 86@ = 46@ // integer values and handles 
000A: 86@ += 120 // integer values 
0051: return 

:MANSIO2_48037
00D6: if 
8039:   not  79@ == 0 // integer values 
004D: jump_if_false @MANSIO2_48062 
0050: gosub @MANSIO2_48221 

:MANSIO2_48062
00D6: if 
001D:   86@ > 46@ // integer values 
004D: jump_if_false @MANSIO2_48083 
0051: return 

:MANSIO2_48083
0006: 86@ = 0 // integer values 
0085: 80@ = 81@ // integer values and handles 
0006: 81@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 50@ = 1 // integer values 

:MANSIO2_48140
00D6: if 
001B:   2 > 50@ // integer values 
004D: jump_if_false @MANSIO2_48183 
0006: 88@(50@,3i) = 0 // integer values 
000A: 50@ += 1 // integer values 
0002: jump @MANSIO2_48140 

:MANSIO2_48183
0050: gosub @MANSIO2_48250 
0051: return 

:MANSIO2_48192
00D6: if 
8039:   not  79@ == 1 // integer values 
004D: jump_if_false @MANSIO2_48212 
0051: return 

:MANSIO2_48212
0006: 79@ = 2 // integer values 
0051: return 

:MANSIO2_48221
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @MANSIO2_48241 
0051: return 

:MANSIO2_48241
0050: gosub @MANSIO2_47729 
0051: return 

:MANSIO2_48250
0871: init_jump_table 80@ total_jumps 8 1 @MANSIO2_48490 jumps 1 @MANSIO2_48378 2 @MANSIO2_48392 3 @MANSIO2_48406 4 @MANSIO2_48420 5 @MANSIO2_48434 6 @MANSIO2_48448 7 @MANSIO2_48462 
0872: jump_table_jumps 8 @MANSIO2_48476 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 

:MANSIO2_48378
0050: gosub @MANSIO2_48789 
0002: jump @MANSIO2_48516 

:MANSIO2_48392
0050: gosub @MANSIO2_49003 
0002: jump @MANSIO2_48516 

:MANSIO2_48406
0050: gosub @MANSIO2_49550 
0002: jump @MANSIO2_48516 

:MANSIO2_48420
0050: gosub @MANSIO2_49596 
0002: jump @MANSIO2_48516 

:MANSIO2_48434
0050: gosub @MANSIO2_50209 
0002: jump @MANSIO2_48516 

:MANSIO2_48448
0050: gosub @MANSIO2_50255 
0002: jump @MANSIO2_48516 

:MANSIO2_48462
0050: gosub @MANSIO2_50301 
0002: jump @MANSIO2_48516 

:MANSIO2_48476
0050: gosub @MANSIO2_49810 
0002: jump @MANSIO2_48516 

:MANSIO2_48490
0662: write_debug_message "UNKNOWN_CONVERSATION" 
0051: return 

:MANSIO2_48516
0050: gosub @MANSIO2_47323 
0006: 79@ = 1 // integer values 
0051: return 

:MANSIO2_48532
0871: init_jump_table 80@ total_jumps 8 0 @MANSIO2_48692 jumps 1 @MANSIO2_48660 2 @MANSIO2_48660 3 @MANSIO2_48660 4 @MANSIO2_48660 5 @MANSIO2_48660 6 @MANSIO2_48660 7 @MANSIO2_48660 
0872: jump_table_jumps 8 @MANSIO2_48660 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 

:MANSIO2_48660
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_48685 
0006: 79@ = 3 // integer values 
0051: return 

:MANSIO2_48685
0002: jump @MANSIO2_48692 

:MANSIO2_48692
0871: init_jump_table 80@ total_jumps 2 0 @MANSIO2_48787 jumps 1 @MANSIO2_48755 2 @MANSIO2_48755 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 

:MANSIO2_48755
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_48780 
0006: 79@ = 3 // integer values 
0051: return 

:MANSIO2_48780
0002: jump @MANSIO2_48787 

:MANSIO2_48787
0051: return 

:MANSIO2_48789
0006: 50@ = 0 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24000 
05AA: 104@(50@,13s) = 'MAN2_AA' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24001 
05AA: 104@(50@,13s) = 'MAN2_AB' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24002 
05AA: 104@(50@,13s) = 'MAN2_AC' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24003 
05AA: 104@(50@,13s) = 'MAN2_AD' // 8-byte strings 
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 13 // integer values 
004D: jump_if_false @MANSIO2_48993 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_48993
0085: 83@ = 50@ // integer values and handles 
0051: return 

:MANSIO2_49003
0006: 50@ = 0 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24004 
05AA: 104@(50@,13s) = 'MAN2_BA' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24005 
05AA: 104@(50@,13s) = 'MAN2_BB' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24006 
05AA: 104@(50@,13s) = 'MAN2_BC' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24007 
05AA: 104@(50@,13s) = 'MAN2_BD' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24008 
05AA: 104@(50@,13s) = 'MAN2_BE' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24009 
05AA: 104@(50@,13s) = 'MAN2_BF' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24010 
05AA: 104@(50@,13s) = 'MAN2_BG' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24011 
05AA: 104@(50@,13s) = 'MAN2_BH' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24012 
05AA: 104@(50@,13s) = 'MAN2_BJ' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24013 
05AA: 104@(50@,13s) = 'MAN2_BK' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24014 
05AA: 104@(50@,13s) = 'MAN2_BL' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24015 
05AA: 104@(50@,13s) = 'MAN2_BM' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24016 
05AA: 104@(50@,13s) = 'MAN2_BN' // 8-byte strings 
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 13 // integer values 
004D: jump_if_false @MANSIO2_49540 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49540
0085: 83@ = 50@ // integer values and handles 
0051: return 

:MANSIO2_49550
0006: 50@ = 0 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24017 
05AA: 104@(50@,13s) = 'MAN2_CA' // 8-byte strings 
0006: 83@ = 1 // integer values 
0051: return 

:MANSIO2_49596
0006: 50@ = 0 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24018 
05AA: 104@(50@,13s) = 'MAN2_DA' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24019 
05AA: 104@(50@,13s) = 'MAN2_DB' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24020 
05AA: 104@(50@,13s) = 'MAN2_DC' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24021 
05AA: 104@(50@,13s) = 'MAN2_DD' // 8-byte strings 
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 13 // integer values 
004D: jump_if_false @MANSIO2_49800 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49800
0085: 83@ = 50@ // integer values and handles 
0051: return 

:MANSIO2_49810
0006: 50@ = 0 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24030 
05AA: 104@(50@,13s) = 'MAN2_FA' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24031 
05AA: 104@(50@,13s) = 'MAN2_FB' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24032 
05AA: 104@(50@,13s) = 'MAN2_FC' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24033 
05AA: 104@(50@,13s) = 'MAN2_FD' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24034 
05AA: 104@(50@,13s) = 'MAN2_FE' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24035 
05AA: 104@(50@,13s) = 'MAN2_FF' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24036 
05AA: 104@(50@,13s) = 'MAN2_FG' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24037 
05AA: 104@(50@,13s) = 'MAN2_FK' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24038 
05AA: 104@(50@,13s) = 'MAN2_FL' // 8-byte strings 
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 13 // integer values 
004D: jump_if_false @MANSIO2_50199 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_50199
0085: 83@ = 50@ // integer values and handles 
0051: return 

:MANSIO2_50209
0006: 50@ = 0 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24022 
05AA: 104@(50@,13s) = 'MAN2_EA' // 8-byte strings 
0006: 83@ = 1 // integer values 
0051: return 

:MANSIO2_50255
0006: 50@ = 0 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24023 
05AA: 104@(50@,13s) = 'MAN2_EB' // 8-byte strings 
0006: 83@ = 1 // integer values 
0051: return 

:MANSIO2_50301
0006: 50@ = 0 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24024 
05AA: 104@(50@,13s) = 'MAN2_EC' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24025 
05AA: 104@(50@,13s) = 'MAN2_EE' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24026 
05AA: 104@(50@,13s) = 'MAN2_EF' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24027 
05AA: 104@(50@,13s) = 'MAN2_EG' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24028 
05AA: 104@(50@,13s) = 'MAN2_EH' // 8-byte strings 
000A: 50@ += 1 // integer values 
04AF: 91@(50@,13i) = unknown_wav_reference 24029 
05AA: 104@(50@,13s) = 'MAN2_EJ' // 8-byte strings 
000A: 50@ += 1 // integer values 
00D6: if 
0019:   50@ > 13 // integer values 
004D: jump_if_false @MANSIO2_50579 
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_50579
0085: 83@ = 50@ // integer values and handles 
0051: return 

:MANSIO2_50589
00D6: if 
0736:   32 
004D: jump_if_false @MANSIO2_50638 
000A: 47@ += 1 // integer values 
00D6: if 
0019:   47@ > 2 // integer values 
004D: jump_if_false @MANSIO2_50636 
0006: 47@ = 0 // integer values 

:MANSIO2_50636
086A: nop 

:MANSIO2_50638
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @MANSIO2_50765 
008A: $7943 = 34@ // integer values and handles 
008A: $7944 = 35@ // integer values and handles 
008A: $7945 = 46@ // integer values and handles 
0004: $7946 = 0 // integer values 
0004: $7947 = 0 // integer values 
0004: $7948 = 0 // integer values 
0004: $7949 = 0 // integer values 
0004: $7950 = 0 // integer values 
065D: $7943 "M_STAGE" // same as 0660 
065D: $7944 "M_GOALS" // same as 0660 
065D: $7945 "M_MISSION_TIMER" // same as 0660 

:MANSIO2_50765
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @MANSIO2_50783 

:MANSIO2_50783
00D6: if 
0736:   98 
004D: jump_if_false @MANSIO2_50805 
0006: 38@ = 1 // integer values 

:MANSIO2_50805
00D6: if 
0736:   80 
004D: jump_if_false @MANSIO2_50893 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @MANSIO2_50868 
0006: 39@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @MANSIO2_50893 

:MANSIO2_50868
0006: 39@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:MANSIO2_50893
0051: return 

:MANSIO2_50895
00D6: if 
8736:   not  74 
004D: jump_if_false @MANSIO2_50912 
0051: return 

:MANSIO2_50912
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @MANSIO2_50987 
0395: clear_area 0 at 220@ 221@ 222@ range 50.0 
00A1: put_actor $PLAYER_ACTOR at -1460.192 513.4575 2.003 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0050: gosub @MANSIO2_51214 
0051: return 

:MANSIO2_50987
00D6: if and
0039:   34@ == 4 // integer values 
0019:   35@ > 1 // integer values 
001B:   8 > 35@ // integer values 
004D: jump_if_false @MANSIO2_51028 
0006: 35@ = 8 // integer values 
0051: return 

:MANSIO2_51028
00D6: if and
0039:   34@ == 5 // integer values 
0039:   35@ == 1 // integer values 
004D: jump_if_false @MANSIO2_51139 
0395: clear_area 0 at -1403.146 509.5356 17.2266 range 1.0 
00A1: put_actor $PLAYER_ACTOR at -1403.146 509.5356 17.2266 
0173: set_actor $PLAYER_ACTOR z_angle_to 78.0 
09E4: toggle_aircraftcarrier_sam 0 
0006: 238@ = 1 // integer values 
0006: 229@ = 1 // integer values 
0164: disable_marker 165@ 
0006: 35@ = 6 // integer values 
0051: return 

:MANSIO2_51139
0051: return 

:MANSIO2_51141
000A: 41@ += 1 // integer values 
00D6: if 
0019:   41@ > 9 // integer values 
004D: jump_if_false @MANSIO2_51173 
0006: 41@ = 0 // integer values 

:MANSIO2_51173
0051: return 

:MANSIO2_51175
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // integer values and handles 
0062: 44@ -= 43@ // integer values 
0085: 43@ = 42@ // integer values and handles 
005A: 46@ += 44@ // integer values 
0051: return 

:MANSIO2_51214
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:MANSIO2_51244
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:MANSIO2_51266
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO2_51290 
0001: wait 0 ms 
0002: jump @MANSIO2_51266 

:MANSIO2_51290
04BB: select_interior 5 // select render area 
02E4: load_cutscene_data 'BHILL2' 

:MANSIO2_51305
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO2_51329 
0001: wait 0 ms 
0002: jump @MANSIO2_51305 

:MANSIO2_51329
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:MANSIO2_51346
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO2_51370 
0001: wait 0 ms 
0002: jump @MANSIO2_51346 

:MANSIO2_51370
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:MANSIO2_51384
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO2_51408 
0001: wait 0 ms 
0002: jump @MANSIO2_51384 

:MANSIO2_51408
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
0051: return 

:MANSIO2_51416
0006: 34@ = 0 // integer values 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:MANSIO2_51434
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO2_51461 
0001: wait 0 ms 
0002: jump @MANSIO2_51434 

:MANSIO2_51461
0050: gosub @MANSIO2_51787 
0050: gosub @MANSIO2_52070 
0050: gosub @MANSIO2_52114 
0006: 48@ = 0 // integer values 

:MANSIO2_51489
0006: 183@(48@,6i) = -1 // integer values 
0006: 269@(48@,6i) = 0 // integer values 
0006: 275@(48@,6i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_51489 
0006: 48@ = 0 // integer values 

:MANSIO2_51550
0006: 189@(48@,2i) = -1 // integer values 
0006: 281@(48@,2i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 2 // integer values 
004D: jump_if_false @MANSIO2_51550 
06D0: (unknown) 0 
03C7: unknown_maybe_cops_density 0.0 
0006: 213@ = 0 // integer values 
0395: clear_area 1 at 1248.681 -807.9187 83.1484 range 100.0 
03CB: set_camera 1248.681 -807.9187 83.1484 
00A1: put_actor $PLAYER_ACTOR at 1246.016 -803.2319 83.1484 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0373: set_camera_directly_behind_player 
00C0: set_current_time 8 0 
0001: wait 2000 ms 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
0746: (unknown) 4 25 0 
0746: (unknown) 0 24 25 
0746: (unknown) 0 25 24 
0746: (unknown) 0 25 25 
09E4: toggle_aircraftcarrier_sam 1 
0108: destroy_object $5290 
0108: destroy_object $5291 
0108: destroy_object $5292 
09FF: (unknown) 1250.65 -785.9349 89.2412 
0050: gosub @MANSIO2_51214 
0051: return 

:MANSIO2_51787
0247: request_model #WASHING 
0247: request_model #SQUALO 
0247: request_model #HYDRA 
0247: request_model #TROPIC 
0247: request_model #LAUNCH 
0247: request_model #FORKLIFT 
0247: request_model #ARMY 
0247: request_model #WMYMECH 
023C: request_special_actor 'TORINO' as 1 
0247: request_model #SILENCED 
0247: request_model #KNIFECUR 
0247: request_model #M4 
0247: request_model #CARRIER_LIFT1_SFSE 
0247: request_model #CARRIER_LIFT2_SFSE 
0247: request_model #CARRIER_DOOR_SFSE 
0247: request_model #MISSILE_07_SFXR 
0247: request_model #KMB_KEYPAD 
038B: load_requested_models 

:MANSIO2_51878
00D6: if or
8248:   not model #WASHING available 
8248:   not model #SQUALO available 
8248:   not model #HYDRA available 
8248:   not model #TROPIC available 
8248:   not model #LAUNCH available 
8248:   not model #FORKLIFT available 
004D: jump_if_false @MANSIO2_51930 
0001: wait 0 ms 
0002: jump @MANSIO2_51878 

:MANSIO2_51930
00D6: if or
8248:   not model #ARMY available 
8248:   not model #WMYMECH available 
004D: jump_if_false @MANSIO2_51961 
0001: wait 0 ms 
0002: jump @MANSIO2_51930 

:MANSIO2_51961
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @MANSIO2_51987 
0001: wait 0 ms 
0002: jump @MANSIO2_51961 

:MANSIO2_51987
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #KNIFECUR available 
8248:   not model #M4 available 
004D: jump_if_false @MANSIO2_52024 
0001: wait 0 ms 
0002: jump @MANSIO2_51987 

:MANSIO2_52024
00D6: if or
8248:   not model #CARRIER_LIFT1_SFSE available 
8248:   not model #CARRIER_LIFT2_SFSE available 
8248:   not model #CARRIER_DOOR_SFSE available 
8248:   not model #MISSILE_07_SFXR available 
8248:   not model #KMB_KEYPAD available 
004D: jump_if_false @MANSIO2_52068 
0001: wait 0 ms 
0002: jump @MANSIO2_52024 

:MANSIO2_52068
0051: return 

:MANSIO2_52070
04ED: load_animation "CASINO" 

:MANSIO2_52080
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @MANSIO2_52112 
0001: wait 0 ms 
0002: jump @MANSIO2_52080 

:MANSIO2_52112
0051: return 

:MANSIO2_52114
07C0: load_path 208 
07C0: load_path 209 
07C0: load_path 211 

:MANSIO2_52129
00D6: if or
87C1:   not path 208 available 
87C1:   not path 209 available 
87C1:   not path 211 available 
004D: jump_if_false @MANSIO2_52166 
0001: wait 0 ms 
0002: jump @MANSIO2_52129 

:MANSIO2_52166
0051: return 

:MANSIO2_52168
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 6 0 @MANSIO2_52387 jumps 1 @MANSIO2_52249 2 @MANSIO2_52272 3 @MANSIO2_52295 4 @MANSIO2_52318 5 @MANSIO2_52341 6 @MANSIO2_52364 -1 @MANSIO2_52387 

:MANSIO2_52249
00BC: text_highpriority 'MAN2_80' 5000 ms 1  // ~r~Toreno kocsija elpuszttva.
0002: jump @MANSIO2_52387 

:MANSIO2_52272
00BC: text_highpriority 'MAN2_81' 5000 ms 1  // ~r~Toreno meghalt.
0002: jump @MANSIO2_52387 

:MANSIO2_52295
00BC: text_highpriority 'MAN2_82' 5000 ms 1  // ~r~Nem maradt tbb gp az anyahajn.
0002: jump @MANSIO2_52387 

:MANSIO2_52318
00BC: text_highpriority 'MAN2_83' 5000 ms 1  // ~r~Gp elpuszttva.
0002: jump @MANSIO2_52387 

:MANSIO2_52341
00BC: text_highpriority 'MAN2_84' 5000 ms 1  // ~r~Nem jutottl be az anyahajra!
0002: jump @MANSIO2_52387 

:MANSIO2_52364
00BC: text_highpriority 'MAN2_ZZ' 5000 ms 1  // ~r~Nem tudtad lenylni a Hydra-t!
0002: jump @MANSIO2_52387 

:MANSIO2_52387
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO2_52417 
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0555: remove_weapon 4 from_actor $PLAYER_ACTOR 

:MANSIO2_52417
0051: return 

:MANSIO2_52419
01E3: text_1number_styled 'M_PASS' 50000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 50000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'MAN_2'  // Fggleges madrka
030C: set_mission_points += 1 
0629: change_stat 308 to 1 // integer 
00BC: text_highpriority 'MAN2_34' 7000 ms 1  // ~s~A Hydra-t mostantl itt mindig megtallod.
0008: $11264 += 1 // integer values 
0213: $2873 = create_pickup #ROCKETLA type 15 at -686.0 934.0 13.5 
0213: $2874 = create_pickup #HEATSEEK type 15 at -690.0 934.0 13.5 
0213: $2875 = create_pickup #MINIGUN type 15 at -690.0 939.0 13.5 
0213: $2876 = create_pickup #FLAME type 15 at -686.0 939.0 13.5 
014C: set_parked_car_generator $5189[8] cars_to_generate_to 101 
014C: set_parked_car_generator $5189[9] cars_to_generate_to 101 
014C: set_parked_car_generator $5181 cars_to_generate_to 101 
014C: set_parked_car_generator $5182 cars_to_generate_to 101 
0051: return 

:MANSIO2_52634
00D6: if 
0039:   286@ == 1 // integer values 
004D: jump_if_false @MANSIO2_52667 
097B: play_sound 159@ on_object 1129 
0006: 286@ = 0 // integer values 

:MANSIO2_52667
00D6: if 
0039:   288@ == 1 // integer values 
004D: jump_if_false @MANSIO2_52700 
097B: play_sound 158@ on_object 1129 
0006: 288@ = 0 // integer values 

:MANSIO2_52700
00D6: if 
0039:   287@ == 1 // integer values 
004D: jump_if_false @MANSIO2_52733 
097B: play_sound 157@ on_object 1129 
0006: 287@ = 0 // integer values 

:MANSIO2_52733
00D6: if 
0039:   289@ == 1 // integer values 
004D: jump_if_false @MANSIO2_52778 
097A: (unknown) 0.0 0.0 0.0 1162 
0006: 289@ = 0 // integer values 

:MANSIO2_52778
01C3: remove_references_to_car 139@ // Like turning a car into any random car 
01C3: remove_references_to_car 140@ // Like turning a car into any random car 
01C3: remove_references_to_car 153@ // Like turning a car into any random car 
01C2: remove_references_to_actor 130@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 157@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 158@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 159@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
0006: 48@ = 0 // integer values 

:MANSIO2_52825
01C3: remove_references_to_car 141@(48@,4i) // Like turning a car into any random car 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_52825 
0006: 48@ = 0 // integer values 

:MANSIO2_52862
01C3: remove_references_to_car 146@(48@,3i) // Like turning a car into any random car 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_52862 
0006: 48@ = 0 // integer values 

:MANSIO2_52899
01C3: remove_references_to_car 149@(48@,4i) // Like turning a car into any random car 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_52899 
0006: 48@ = 0 // integer values 

:MANSIO2_52936
01C3: remove_references_to_car 154@(48@,3i) // Like turning a car into any random car 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_52936 
0006: 48@ = 0 // integer values 

:MANSIO2_52973
01C2: remove_references_to_actor 131@(48@,6i) // Like turning an actor into a random pedestrian 
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_52973 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 179@ 
0006: 48@ = 0 // integer values 

:MANSIO2_53025
0164: disable_marker 166@(48@,3i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @MANSIO2_53025 
0006: 48@ = 0 // integer values 

:MANSIO2_53062
0164: disable_marker 169@(48@,4i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @MANSIO2_53062 
0006: 48@ = 0 // integer values 

:MANSIO2_53099
0164: disable_marker 173@(48@,6i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @MANSIO2_53099 
03E6: remove_text_box 
04EF: release_animation "CASINO" 
0249: release_model #WASHING 
0249: release_model #SQUALO 
0249: release_model #HYDRA 
0249: release_model #TROPIC 
0249: release_model #LAUNCH 
0249: release_model #FORKLIFT 
0249: release_model #ARMY 
0249: release_model #WMYMECH 
0249: release_model #SILENCED 
0249: release_model #KNIFECUR 
0249: release_model #M4 
0249: release_model #CARRIER_LIFT1_SFSE 
0249: release_model #CARRIER_LIFT2_SFSE 
0249: release_model #CARRIER_DOOR_SFSE 
0249: release_model #MISSILE_07_SFXR 
0249: release_model #KMB_KEYPAD 
0249: release_model #ROCKETLA 
0249: release_model #HEATSEEK 
0249: release_model #MINIGUN 
0249: release_model #FLAME 
0296: unload_special_actor 1 
0873: release_path 208 
0873: release_path 209 
0873: release_path 211 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
06D0: (unknown) 1 
06D7: toggle_train_traffic 1 
0923: (unknown) 1 
01B7: release_weather 
0A24: toggle_military_zones_wanted_level 0 
09E4: toggle_aircraftcarrier_sam 1 
09D7: (unknown) $PLAYER_CHAR 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_53327 
094F: (unknown) $PLAYER_ACTOR 

:MANSIO2_53327
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
029B: $5290 = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0392: object $5290 toggle_in_moving_list 0 
07F7: set_object $5290 indestructible 0 
09CA: set_object $5290 immunities 1 1 1 1 1 
01C7: remove_object_from_mission_cleanup_list $5290 
029B: $5291 = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
0392: object $5291 toggle_in_moving_list 0 
07F7: set_object $5291 indestructible 0 
09CA: set_object $5291 immunities 1 1 1 1 1 
01C7: remove_object_from_mission_cleanup_list $5291 
029B: $5292 = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 16.953 
0392: object $5292 toggle_in_moving_list 0 
07F7: set_object $5292 indestructible 0 
09CA: set_object $5292 immunities 1 1 1 1 1 
01C7: remove_object_from_mission_cleanup_list $5292 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 104---------------
// Originally: Home Coming

:MANSIO3
03A4: name_thread 'MANSIO3' 
0050: gosub @MANSIO3_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MANSIO3_38 
0050: gosub @MANSIO3_6714 

:MANSIO3_38
0050: gosub @MANSIO3_6906 
004E: end_thread 

:MANSIO3_47
054C: use_GXT_table 'MAN_3' 
0A20: (unknown) $PLAYER_CHAR 1 
08A3: (unknown) 1 
0169: set_fade_color 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0006: 82@ = 2 // integer values 
0001: wait 0 ms 
023C: request_special_actor 'SWEET' as 1 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:MANSIO3_125
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_149 
0001: wait 0 ms 
0002: jump @MANSIO3_125 

:MANSIO3_149
01B6: set_weather 1 
04BB: select_interior 5 // select render area 
02E4: load_cutscene_data 'BHILL3A' 

:MANSIO3_168
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_192 
0001: wait 0 ms 
0002: jump @MANSIO3_168 

:MANSIO3_192
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:MANSIO3_209
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_233 
0001: wait 0 ms 
0002: jump @MANSIO3_209 

:MANSIO3_233
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:MANSIO3_247
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_271 
0001: wait 0 ms 
0002: jump @MANSIO3_247 

:MANSIO3_271
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
01B7: release_weather 
0247: request_model #VINCENT 
0247: request_model #BMYDRUG 
0247: request_model #FAM2 
0247: request_model #AK47 
0247: request_model #WMYDRUG 
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
07C0: load_path 488 
08A9: load_external_script 19 (DEALER) 
038B: load_requested_models 

:MANSIO3_330
00D6: if or
8248:   not model #VINCENT available 
823D:   not special_actor 1 loaded 
8248:   not model #FAM2 available 
004D: jump_if_false @MANSIO3_365 
0001: wait 0 ms 
0002: jump @MANSIO3_330 

:MANSIO3_365
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
8248:   not model #BMYDRUG available 
004D: jump_if_false @MANSIO3_409 
0001: wait 0 ms 
0002: jump @MANSIO3_365 

:MANSIO3_409
00D6: if or
88AB:   not external_script 19 (DEALER) loaded 
87C1:   not path 488 available 
8248:   not model #AK47 available 
8248:   not model #WMYDRUG available 
004D: jump_if_false @MANSIO3_449 
0001: wait 0 ms 
0002: jump @MANSIO3_409 

:MANSIO3_449
04E4: unknown_refresh_game_renderer_at 1251.541 -808.7633 
076C: set_zone 'GAN1' controlled_by_gang 1 density 0 
076C: set_zone 'GAN1' controlled_by_gang 0 density 40 
08A3: (unknown) 0 
009A: 52@ = create_actor 4 #BMYDRUG at 2488.617 -1671.536 -10.0 
0913: run_external_script 19 52@ 
018A: 56@ = create_checkpoint_at 2514.461 -1674.104 12.6425 
018A: 57@ = create_checkpoint_at 1521.252 -1673.336 12.5607 
018B: show_on_radar 56@ 0 
018B: show_on_radar 57@ 3 
0395: clear_area 1 at 1245.049 -811.1318 83.1477 range 10.0 
00A5: 60@ = create_car #VINCENT at 1245.049 -811.1318 83.1477 
0229: set_car 60@ color_to 0 0 
0175: set_car 60@ z_angle_to 181.4888 
0423: car 60@ improve_handling 2.0 
00A1: put_actor $PLAYER_ACTOR at 1251.541 -808.7633 83.1484 
0173: set_actor $PLAYER_ACTOR z_angle_to 109.0044 
018A: 79@ = create_checkpoint_at 2485.527 -1668.528 12.3438 
018B: show_on_radar 79@ 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A0B: (unknown) 1251.541 -808.7633 83.1484 109.0044 
0050: gosub @MANSIO3_7299 
00BC: text_highpriority 'MAN3_01' 7000 ms 1  // ~s~Vedd fel ~y~Sweetet~s~.

:MANSIO3_763
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_5460 
0001: wait 0 ms 
00D6: if 
0736:   83 
004D: jump_if_false @MANSIO3_805 
0002: jump @MANSIO3_6732 

:MANSIO3_805
0050: gosub @MANSIO3_7332 
0050: gosub @MANSIO3_7787 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @MANSIO3_1823 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_877 
00D9: 61@ = actor $PLAYER_ACTOR car 
01EA: 62@ = car 61@ max_passengers 
01E9: 84@ = car 61@ num_passengers 

:MANSIO3_877
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 1521.194 -1671.913 12.5625 radius 3.0 3.0 3.0 
004D: jump_if_false @MANSIO3_1823 
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @MANSIO3_959 
00BC: text_highpriority 'MAN3_19' 3000 ms 1  // ~s~Szerezz egy nagyobb verdt!

:MANSIO3_959
00D6: if 
003B:   84@ == 62@ // integer values 
004D: jump_if_false @MANSIO3_1043 
00D6: if or
04A9:   actor $PLAYER_ACTOR driving_helicopter 
04AB:   actor $PLAYER_ACTOR driving_plane 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @MANSIO3_1027 
00BC: text_highpriority 'MAN3_69' 3000 ms 1  // A kocsi tele van, Sweet nem fr be!
0002: jump @MANSIO3_1043 

:MANSIO3_1027
00BC: text_highpriority 'MAN3_34' 3000 ms 1  // A kocsi tele van, Sweet nem fr be!

:MANSIO3_1043
00D6: if and
0019:   62@ > 0 // integer values 
803B:   not  84@ == 62@ // integer values 
004D: jump_if_false @MANSIO3_1823 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_1807 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_1131 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 

:MANSIO3_1131
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:MANSIO3_1153
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_1177 
0001: wait 0 ms 
0002: jump @MANSIO3_1153 

:MANSIO3_1177
03EF: player $PLAYER_CHAR make_safe 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @MANSIO3_1251 
00D6: if 
01AF:   car 60@ 0 1542.73 -1675.697 12.5551 radius 15.0 15.0 15.0 
004D: jump_if_false @MANSIO3_1251 
00A6: destroy_car 60@ 

:MANSIO3_1251
0395: clear_area 1 at 1542.73 -1675.697 12.5551 range 60.0 
02E4: load_cutscene_data 'BHILL3B' 

:MANSIO3_1286
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_1310 
0001: wait 0 ms 
0002: jump @MANSIO3_1286 

:MANSIO3_1310
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MANSIO3_1319
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_1343 
0001: wait 0 ms 
0002: jump @MANSIO3_1319 

:MANSIO3_1343
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:MANSIO3_1358
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_1382 
0001: wait 0 ms 
0002: jump @MANSIO3_1358 

:MANSIO3_1382
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_1434 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @MANSIO3_1434 
00AB: put_car $TEMPVAR_ACTOR_CAR at 1521.194 -1671.913 12.5625 

:MANSIO3_1434
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @MANSIO3_1518 
09DD: (unknown) 1 
01C8: $ACTOR_SWEET = create_actor 25 #SPECIAL01 in_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
0223: set_actor $ACTOR_SWEET health_to 700 
08AF: (unknown) $ACTOR_SWEET 700 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
02E2: set_actor $ACTOR_SWEET weapon_accuracy_to 90 

:MANSIO3_1518
00D6: if and
8118:   not actor $ACTOR_SWEET dead 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_1593 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @MANSIO3_1571 
036A: put_actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 

:MANSIO3_1571
0187: 58@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 58@ type_to 1 
018B: show_on_radar 58@ 0 

:MANSIO3_1593
0006: 33@ = 0 // integer values 
018B: show_on_radar 56@ 3 
018B: show_on_radar 57@ 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_1642 
09DD: (unknown) 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_1642
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0172: 72@ = actor $PLAYER_ACTOR z_angle 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @MANSIO3_1779 
00D6: if and
0021:   72@ > 90.0 // floating-point values 
0023:   270.0 > 72@ // floating-point values 
004D: jump_if_false @MANSIO3_1747 
0A0B: (unknown) 1521.194 -1671.913 12.5625 180.0 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 180.0 
0002: jump @MANSIO3_1779 

:MANSIO3_1747
0A0B: (unknown) 1521.194 -1671.913 12.5625 0.0 
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to 0.0 

:MANSIO3_1779
0050: gosub @MANSIO3_7299 
0006: 59@ = 1 // integer values 
0006: 64@ = 1 // integer values 
0002: jump @MANSIO3_1823 

:MANSIO3_1807
00BC: text_highpriority 'MAN3_08' 4000 ms 1  // Szerezz egy verdt s vedd fel Sweetet.

:MANSIO3_1823
00D6: if 
8039:   not  59@ == 0 // integer values 
004D: jump_if_false @MANSIO3_2226 
00D6: if and
0019:   33@ > 1000 // integer values 
0039:   59@ == 1 // integer values 
004D: jump_if_false @MANSIO3_1949 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @MANSIO3_1890 
0A09: (unknown) $ACTOR_RYDER 1 

:MANSIO3_1890
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_1913 
0A09: (unknown) $PLAYER_ACTOR 1 

:MANSIO3_1913
05AA: 86@s = 'MAN3_AA' // 8-byte strings 
04AF: 83@ = unknown_wav_reference 24200 
0050: gosub @MANSIO3_7767 
0006: 59@ = 2 // integer values 

:MANSIO3_1949
00D6: if and
0039:   82@ == 2 // integer values 
0039:   59@ == 2 // integer values 
004D: jump_if_false @MANSIO3_2010 
05AA: 86@s = 'MAN3_AB' // 8-byte strings 
04AF: 83@ = unknown_wav_reference 24201 
0050: gosub @MANSIO3_7767 
0006: 59@ = 3 // integer values 

:MANSIO3_2010
00D6: if and
0039:   82@ == 2 // integer values 
0039:   59@ == 3 // integer values 
004D: jump_if_false @MANSIO3_2071 
05AA: 86@s = 'MAN3_AC' // 8-byte strings 
04AF: 83@ = unknown_wav_reference 24202 
0050: gosub @MANSIO3_7767 
0006: 59@ = 4 // integer values 

:MANSIO3_2071
00D6: if and
0039:   82@ == 2 // integer values 
0039:   59@ == 4 // integer values 
004D: jump_if_false @MANSIO3_2132 
05AA: 86@s = 'MAN3_AD' // 8-byte strings 
04AF: 83@ = unknown_wav_reference 24203 
0050: gosub @MANSIO3_7767 
0006: 59@ = 5 // integer values 

:MANSIO3_2132
00D6: if and
0039:   82@ == 2 // integer values 
0039:   59@ == 5 // integer values 
004D: jump_if_false @MANSIO3_2226 
00BC: text_highpriority 'MAN3_05' 7000 ms 1  // ~s~Vidd Sweetet a ~y~Grove Street~s~-re.
0006: 59@ = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @MANSIO3_2203 
0A09: (unknown) $ACTOR_RYDER 0 

:MANSIO3_2203
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2226 
0A09: (unknown) $PLAYER_ACTOR 0 

:MANSIO3_2226
00D6: if or
0039:   64@ == 1 // integer values 
0039:   64@ == 2 // integer values 
004D: jump_if_false @MANSIO3_3847 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_2290 
00BC: text_highpriority 'MAN3_11' 4000 ms 1  // ~r~Sweet meghalt.
0002: jump @MANSIO3_6714 

:MANSIO3_2290
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_2320 
00A0: store_actor $ACTOR_SWEET position_to 53@ 54@ 55@ 

:MANSIO3_2320
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 53@ 54@ 55@ radius 30.0 30.0 30.0 
004D: jump_if_false @MANSIO3_2421 
018B: show_on_radar 58@ 0 
018B: show_on_radar 56@ 3 
00D6: if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_2407 
09DD: (unknown) 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_2407
0006: 64@ = 1 // integer values 
0002: jump @MANSIO3_2482 

:MANSIO3_2421
00BC: text_highpriority 'MAN3_03' 4000 ms 1  // ~s~Lemaradt ~b~Sweet~s~, menj vissza rte.
018B: show_on_radar 58@ 3 
018B: show_on_radar 56@ 0 
00D6: if 
06EE:   actor $ACTOR_SWEET in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_2475 
06C9: remove_actor $ACTOR_SWEET from_group 

:MANSIO3_2475
0006: 64@ = 2 // integer values 

:MANSIO3_2482
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @MANSIO3_3847 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 2514.461 -1674.104 12.6425 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO3_3847 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2594 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 

:MANSIO3_2594
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:MANSIO3_2609
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2633 
0001: wait 0 ms 
0002: jump @MANSIO3_2609 

:MANSIO3_2633
03EF: player $PLAYER_CHAR make_safe 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @MANSIO3_2756 
00D6: if 
01AF:   car 60@ 0 2492.889 -1666.564 12.3438 radius 15.0 15.0 15.0 
004D: jump_if_false @MANSIO3_2756 
0395: clear_area 1 at 2482.994 -1653.609 12.461 range 10.0 
00AB: put_car 60@ at 2482.994 -1653.609 12.461 
0175: set_car 60@ z_angle_to 273.1021 

:MANSIO3_2756
0395: clear_area 1 at 2492.889 -1666.564 12.3438 range 60.0 
02E4: load_cutscene_data 'BHILL3C' 

:MANSIO3_2791
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_2815 
0001: wait 0 ms 
0002: jump @MANSIO3_2791 

:MANSIO3_2815
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MANSIO3_2824
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_2848 
0001: wait 0 ms 
0002: jump @MANSIO3_2824 

:MANSIO3_2848
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:MANSIO3_2863
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2887 
0001: wait 0 ms 
0002: jump @MANSIO3_2863 

:MANSIO3_2887
0615: define_action_sequences 88@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 88@ 1 
0616: define_action_sequences_end 88@ 
0615: define_action_sequences 89@ 
05B9: unknown_action_sequence -1 1000 
0643: (unknown) 89@ 1 
0616: define_action_sequences_end 89@ 
018B: show_on_radar 56@ 0 
0006: 64@ = 3 // integer values 
009A: 40@ = create_actor 4 #BMYDRUG at 2429.19 -1677.537 12.7231 
0173: set_actor 40@ z_angle_to 306.1672 
0618: assign_actor 40@ to_action_sequences 88@ 
0187: 34@ = create_marker_above_actor 40@ 
009A: 47@ = create_actor 4 #FAM2 at 2430.586 -1677.074 12.7135 
0173: set_actor 47@ z_angle_to 80.528 
0618: assign_actor 47@ to_action_sequences 89@ 
009A: 48@ = create_actor 4 #FAM2 at 2513.364 -1649.865 13.5588 
0173: set_actor 48@ z_angle_to 140.4164 
0605: actor 48@ perform_animation_sequence "CRCKIDLE1" from_file "CRACK" 1.0 loop 1 0 0 0 -1 ms 
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0050: gosub @MANSIO3_7234 
0A0B: (unknown) 2424.184 -1679.58 12.7653 322.7617 
015F: set_camera_position 2427.227 -1681.12 13.891 0.0 0.0 0.0 
0160: point_camera 2427.808 -1680.306 13.8707 2 
00BC: text_highpriority 'MAN3_20' 5000 ms 1  // Nyrd ki az sszes drogdlert a terleten, hogy megvdd a csaldodat.
0050: gosub @MANSIO3_7299 
0001: wait 1000 ms 
0006: 33@ = 0 // integer values 

:MANSIO3_3263
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @MANSIO3_3324 
0001: wait 0 ms 
00D6: if and
00E1:   key_pressed 0 16 
0038:   $7951 == 1 // integer values 
004D: jump_if_false @MANSIO3_3317 
0002: jump @MANSIO3_3459 

:MANSIO3_3317
0002: jump @MANSIO3_3263 

:MANSIO3_3324
015F: set_camera_position 2507.984 -1652.199 15.6974 0.0 0.0 0.0 
0160: point_camera 2508.892 -1651.913 15.3924 2 
00BC: text_highpriority 'MAN3_21' 5000 ms 1  // Ha valamelyik csapattrsad nagyon be van lve, nem msz vele semmire.
0006: 33@ = 0 // integer values 

:MANSIO3_3398
00D6: if 
001B:   5000 > 33@ // integer values 
004D: jump_if_false @MANSIO3_3459 
0001: wait 0 ms 
00D6: if and
00E1:   key_pressed 0 16 
0038:   $7951 == 1 // integer values 
004D: jump_if_false @MANSIO3_3452 
0002: jump @MANSIO3_3459 

:MANSIO3_3452
0002: jump @MANSIO3_3398 

:MANSIO3_3459
0004: $7951 = 1 // integer values 
0006: 85@ = 1 // integer values 
08A3: (unknown) 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_3568 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_3536 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2506.059 -1671.968 12.379 
0002: jump @MANSIO3_3556 

:MANSIO3_3536
00A1: put_actor $PLAYER_ACTOR at 2506.059 -1671.968 12.379 

:MANSIO3_3556
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR z_angle_to 62.4295 

:MANSIO3_3568
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_3674 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @MANSIO3_3627 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2506.567 -1670.212 12.3822 
0002: jump @MANSIO3_3647 

:MANSIO3_3627
00A1: put_actor $ACTOR_SWEET at 2506.567 -1670.212 12.3822 

:MANSIO3_3647
01B2: give_actor $ACTOR_SWEET weapon 30 ammo 300 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 30 
0173: set_actor $ACTOR_SWEET z_angle_to 113.0677 

:MANSIO3_3674
00D6: if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_3705 
09DD: (unknown) 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_3705
076C: set_zone 'GAN1' controlled_by_gang 1 density 0 
076C: set_zone 'GAN1' controlled_by_gang 0 density 40 
076C: set_zone 'GAN2' controlled_by_gang 1 density 0 
076C: set_zone 'GAN2' controlled_by_gang 0 density 40 
009B: destroy_actor_instantly 47@ 
0006: 59@ = 0 // integer values 
0050: gosub @MANSIO3_7247 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_3824 
0223: set_actor $ACTOR_SWEET health_to 700 
08AF: (unknown) $ACTOR_SWEET 700 
0226: $7953 = actor $ACTOR_SWEET health 

:MANSIO3_3824
0014: $7953 /= 7 // integer values 
03C4: set_status_text_to $7953 1 'MAN3_32'  // Sweet

:MANSIO3_3847
00D6: if 
0039:   64@ == 3 // integer values 
004D: jump_if_false @MANSIO3_4151 
00BC: text_highpriority 'MAN3_22' 7000 ms 1  // ~s~Foglald vissza a terletet a Ballastl s nyrd ki a ~r~dlereket~s~!
009A: 41@ = create_actor 17 #WMYDRUG at 2482.087 -1696.119 12.5267 
0173: set_actor 41@ z_angle_to 0.095 
0187: 35@ = create_marker_above_actor 41@ 
009A: 42@ = create_actor 17 #BMYDRUG at 2451.681 -1644.083 12.457 
0173: set_actor 42@ z_angle_to 186.2393 
0187: 36@ = create_marker_above_actor 42@ 
009A: 43@ = create_actor 17 #WMYDRUG at 2415.79 -1631.143 12.5114 
0173: set_actor 43@ z_angle_to 287.5167 
0187: 37@ = create_marker_above_actor 43@ 
009A: 44@ = create_actor 17 #BMYDRUG at 2364.361 -1666.775 12.5469 
0173: set_actor 44@ z_angle_to 343.1245 
0187: 38@ = create_marker_above_actor 44@ 
009A: 45@ = create_actor 17 #BMYDRUG at 2370.333 -1637.42 12.477 
0173: set_actor 45@ z_angle_to 140.6299 
0187: 39@ = create_marker_above_actor 45@ 
0913: run_external_script 19 40@ 
0913: run_external_script 19 41@ 
0913: run_external_script 19 42@ 
0913: run_external_script 19 43@ 
0913: run_external_script 19 44@ 
0913: run_external_script 19 45@ 
009B: destroy_actor_instantly 52@ 
0006: 64@ = 4 // integer values 

:MANSIO3_4151
00D6: if 
0039:   64@ == 4 // integer values 
004D: jump_if_false @MANSIO3_5453 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_4200 
0226: $7953 = actor $ACTOR_SWEET health 
0014: $7953 /= 7 // integer values 

:MANSIO3_4200
076D: get_zone 'GAN1' controlled_by_gang 0 density 75@ 
00D6: if 
0039:   75@ == 0 // integer values 
004D: jump_if_false @MANSIO3_4511 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @MANSIO3_4511 
0006: 74@ = 1 // integer values 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO3_4504 
0050: gosub @MANSIO3_7234 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_4350 
0792: (unknown) $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time -1 

:MANSIO3_4350
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_4416 
0792: (unknown) $ACTOR_SWEET 
0812: AS_actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time -1 

:MANSIO3_4416
00BC: text_highpriority 'MAN3_33' 4000 ms 1  // A kerlet a titek!
0001: wait 4000 ms 
076C: set_zone 'GAN1' controlled_by_gang 1 density 40 
076C: set_zone 'GAN1' controlled_by_gang 0 density 0 
0746: (unknown) 1 8 0 
0746: (unknown) 4 8 7 
0050: gosub @MANSIO3_7247 
0006: 33@ = 0 // integer values 
0002: jump @MANSIO3_4511 

:MANSIO3_4504
0002: jump @MANSIO3_5467 

:MANSIO3_4511
00D6: if and
0039:   74@ == 1 // integer values 
0019:   33@ > 4000 // integer values 
0039:   81@ == 0 // integer values 
004D: jump_if_false @MANSIO3_4567 
00BC: text_highpriority 'MAN3_29' 10000 ms 1  // ~s~Most nyrd ki a ~r~dlereket~s~!
0006: 81@ = 1 // integer values 

:MANSIO3_4567
00D6: if and
0583:   player $PLAYER_CHAR in_zone 'GAN1' 
0039:   74@ == 0 // integer values 
0039:   85@ == 1 // integer values 
004D: jump_if_false @MANSIO3_4665 
00D6: if and
0039:   78@ == 0 // integer values 
887A:   not gang_war_provoking 
004D: jump_if_false @MANSIO3_4658 
08A3: (unknown) 1 
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @MANSIO3_4651 
0164: disable_marker 79@ 

:MANSIO3_4651
0006: 78@ = 1 // integer values 

:MANSIO3_4658
0004: $7952 = 1 // integer values 

:MANSIO3_4665
00D6: if and
8583:   not player $PLAYER_CHAR in_zone 'GAN1' 
0039:   74@ == 0 // integer values 
0039:   85@ == 1 // integer values 
004D: jump_if_false @MANSIO3_4794 
00D6: if and
0039:   78@ == 1 // integer values 
887A:   not gang_war_provoking 
004D: jump_if_false @MANSIO3_4787 
08A3: (unknown) 0 
00BC: text_highpriority 'MAN3_31' 6000 ms 1  // ~s~Menj vissza s foglald el a ~y~Grove Street~s~ terlett.
00D6: if 
875C:   not marker 79@ enabled 
004D: jump_if_false @MANSIO3_4780 
018A: 79@ = create_checkpoint_at 2485.527 -1668.528 12.3438 

:MANSIO3_4780
0006: 78@ = 0 // integer values 

:MANSIO3_4787
0004: $7952 = 0 // integer values 

:MANSIO3_4794
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_4833 
00BC: text_highpriority 'MAN3_11' 4000 ms 1  // ~r~Sweet meghalt.
0002: jump @MANSIO3_6714 

:MANSIO3_4833
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_4863 
00A0: store_actor $ACTOR_SWEET position_to 53@ 54@ 55@ 

:MANSIO3_4863
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 53@ 54@ 55@ radius 35.0 35.0 35.0 
004D: jump_if_false @MANSIO3_5014 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @MANSIO3_5007 
018B: show_on_radar 58@ 0 
018B: show_on_radar 34@ 3 
018B: show_on_radar 35@ 3 
018B: show_on_radar 36@ 3 
018B: show_on_radar 37@ 3 
018B: show_on_radar 38@ 3 
018B: show_on_radar 39@ 3 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_5000 
09DD: (unknown) 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_5000
0006: 70@ = 0 // integer values 

:MANSIO3_5007
0002: jump @MANSIO3_5125 

:MANSIO3_5014
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @MANSIO3_5125 
00BC: text_highpriority 'MAN3_03' 10000 ms 1  // ~s~Lemaradt ~b~Sweet~s~, menj vissza rte.
018B: show_on_radar 58@ 3 
018B: show_on_radar 34@ 0 
018B: show_on_radar 35@ 0 
018B: show_on_radar 36@ 0 
018B: show_on_radar 37@ 0 
018B: show_on_radar 38@ 0 
018B: show_on_radar 39@ 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_5118 
06C9: remove_actor $ACTOR_SWEET from_group 

:MANSIO3_5118
0006: 70@ = 1 // integer values 

:MANSIO3_5125
00D6: if and
0118:   actor 40@ dead 
075C:   marker 34@ enabled 
004D: jump_if_false @MANSIO3_5151 
0164: disable_marker 34@ 

:MANSIO3_5151
00D6: if and
0118:   actor 41@ dead 
075C:   marker 35@ enabled 
004D: jump_if_false @MANSIO3_5177 
0164: disable_marker 35@ 

:MANSIO3_5177
00D6: if and
0118:   actor 42@ dead 
075C:   marker 36@ enabled 
004D: jump_if_false @MANSIO3_5203 
0164: disable_marker 36@ 

:MANSIO3_5203
00D6: if and
0118:   actor 43@ dead 
075C:   marker 37@ enabled 
004D: jump_if_false @MANSIO3_5229 
0164: disable_marker 37@ 

:MANSIO3_5229
00D6: if and
0118:   actor 44@ dead 
075C:   marker 38@ enabled 
004D: jump_if_false @MANSIO3_5255 
0164: disable_marker 38@ 

:MANSIO3_5255
00D6: if and
0118:   actor 45@ dead 
075C:   marker 39@ enabled 
004D: jump_if_false @MANSIO3_5281 
0164: disable_marker 39@ 

:MANSIO3_5281
00D6: if and
0039:   77@ == 1 // integer values 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @MANSIO3_5325 
03E5: text_box 'MAN3_30'  // ~s~Lj le pr Ballast, hogy elkezddjn a banda hbor!
0006: 77@ = 2 // integer values 

:MANSIO3_5325
00D6: if and
0118:   actor 40@ dead 
0118:   actor 41@ dead 
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0118:   actor 44@ dead 
0118:   actor 45@ dead 
004D: jump_if_false @MANSIO3_5453 
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @MANSIO3_5453 
0006: 73@ = 1 // integer values 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @MANSIO3_5446 
00BC: text_highpriority 'MAN3_28' 10000 ms 1  // ~s~Most foglald vissza a terletet!
0006: 32@ = 0 // integer values 
0006: 77@ = 1 // integer values 
0002: jump @MANSIO3_5453 

:MANSIO3_5446
0002: jump @MANSIO3_5467 

:MANSIO3_5453
0002: jump @MANSIO3_763 

:MANSIO3_5460
0002: jump @MANSIO3_6714 

:MANSIO3_5467
0050: gosub @MANSIO3_7266 
0050: gosub @MANSIO3_7234 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_5715 
06C9: remove_actor $ACTOR_SWEET from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 range 20.0 
00A6: destroy_car 60@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_5599 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2514.788 -1673.938 12.6861 
0002: jump @MANSIO3_5639 

:MANSIO3_5599
00A1: put_actor $PLAYER_ACTOR at 2512.761 -1672.52 12.5034 
00A1: put_actor $ACTOR_SWEET at 2514.788 -1673.938 12.6861 

:MANSIO3_5639
00A6: destroy_car 60@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 240.2609 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
0173: set_actor $ACTOR_SWEET z_angle_to 73.5014 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
0688: unknown_action_sequence $ACTOR_SWEET 0 0 0 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 

:MANSIO3_5715
03CB: set_camera 2512.761 -1672.52 12.5034 
0A0B: (unknown) 2512.761 -1672.52 12.5034 240.2609 
015F: set_camera_position 2509.798 -1672.175 13.4192 0.0 0.0 0.0 
0160: point_camera 2510.752 -1672.457 13.5178 2 
0050: gosub @MANSIO3_7299 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_5878 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0001: wait 500 ms 

:MANSIO3_5878
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_5944 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0001: wait 500 ms 

:MANSIO3_5944
040D: unload_wav 1 
03CF: load_wav 24204 as 1 

:MANSIO3_5955
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_5981 
0001: wait 0 ms 
0002: jump @MANSIO3_5955 

:MANSIO3_5981
03D1: play_wav 1 
00BC: text_highpriority 'MAN3_BA' 4000 ms 1  // ~z~Frank, tnjnk innen. Nzznk be Kendlhez.
0006: 33@ = 0 // integer values 

:MANSIO3_6008
00D6: if 
001B:   4000 > 33@ // integer values 
004D: jump_if_false @MANSIO3_6062 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MANSIO3_6055 
0002: jump @MANSIO3_6693 

:MANSIO3_6055
0002: jump @MANSIO3_6008 

:MANSIO3_6062
040D: unload_wav 1 
03CF: load_wav 24205 as 1 

:MANSIO3_6073
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_6099 
0001: wait 0 ms 
0002: jump @MANSIO3_6073 

:MANSIO3_6099
03D1: play_wav 1 
00BC: text_highpriority 'MAN3_BB' 3000 ms 1  // ~z~Kendl itt lthat, az otthonban.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_6176 
0792: (unknown) $ACTOR_SWEET 
0605: actor $ACTOR_SWEET perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:MANSIO3_6176
0006: 33@ = 0 // integer values 

:MANSIO3_6183
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @MANSIO3_6237 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MANSIO3_6230 
0002: jump @MANSIO3_6693 

:MANSIO3_6230
0002: jump @MANSIO3_6183 

:MANSIO3_6237
040D: unload_wav 1 
03CF: load_wav 24206 as 1 

:MANSIO3_6248
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_6274 
0001: wait 0 ms 
0002: jump @MANSIO3_6248 

:MANSIO3_6274
03D1: play_wav 1 
00BC: text_highpriority 'MAN3_BC' 3000 ms 1  // ~z~De itt tbb semmi sem lesz.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_6351 
0792: (unknown) $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 -1 ms 

:MANSIO3_6351
0006: 33@ = 0 // integer values 

:MANSIO3_6358
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @MANSIO3_6412 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MANSIO3_6405 
0002: jump @MANSIO3_6693 

:MANSIO3_6405
0002: jump @MANSIO3_6358 

:MANSIO3_6412
040D: unload_wav 1 
03CF: load_wav 24207 as 1 

:MANSIO3_6423
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_6449 
0001: wait 0 ms 
0002: jump @MANSIO3_6423 

:MANSIO3_6449
03D1: play_wav 1 
00BC: text_highpriority 'MAN3_BD' 3000 ms 1  // ~z~Rmt sem egy nap alatt ptettk, nigger!
0006: 33@ = 0 // integer values 

:MANSIO3_6476
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @MANSIO3_6530 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MANSIO3_6523 
0002: jump @MANSIO3_6693 

:MANSIO3_6523
0002: jump @MANSIO3_6476 

:MANSIO3_6530
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_6575 
0792: (unknown) $PLAYER_ACTOR 
0603: unknown_action_sequence $PLAYER_ACTOR 2507.793 -1668.927 12.3879 4 -1 

:MANSIO3_6575
040D: unload_wav 1 
03CF: load_wav 24208 as 1 

:MANSIO3_6586
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_6612 
0001: wait 0 ms 
0002: jump @MANSIO3_6586 

:MANSIO3_6612
03D1: play_wav 1 
00BC: text_highpriority 'MAN3_BE' 2000 ms 1  // ~z~A bratym nagyon nagy fjdalmat tud okozni a seggedben!
0006: 33@ = 0 // integer values 

:MANSIO3_6639
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @MANSIO3_6693 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MANSIO3_6686 
0002: jump @MANSIO3_6693 

:MANSIO3_6686
0002: jump @MANSIO3_6639 

:MANSIO3_6693
0050: gosub @MANSIO3_7247 
0373: set_camera_directly_behind_player 
009B: destroy_actor_instantly $ACTOR_SWEET 
0002: jump @MANSIO3_6732 

:MANSIO3_6714
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:MANSIO3_6732
08A3: (unknown) 1 
076C: set_zone 'GAN1' controlled_by_gang 1 density 40 
076C: set_zone 'GAN2' controlled_by_gang 1 density 40 
076C: set_zone 'GAN1' controlled_by_gang 0 density 0 
076C: set_zone 'GAN2' controlled_by_gang 0 density 0 
0008: $11264 += 1 // integer values 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'MAN_3'  // Hazatrs
01E3: text_1number_styled 'M_PASSR' 40 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 40 
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $GS_GANG_CASH 
004F: create_thread @TCASH 
0004: $816 = 0 // integer values 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_stat 334 to 1 // integer 
0006: 65@ = 1 // integer values 
0051: return 

:MANSIO3_6906
00D6: if 
0039:   65@ == 0 // integer values 
004D: jump_if_false @MANSIO3_6988 
08A3: (unknown) 0 
076C: set_zone 'GAN1' controlled_by_gang 1 density 0 
076C: set_zone 'GAN2' controlled_by_gang 1 density 0 
076C: set_zone 'GAN1' controlled_by_gang 0 density 40 
076C: set_zone 'GAN2' controlled_by_gang 0 density 40 

:MANSIO3_6988
0151: remove_status_text $7953 
0746: (unknown) 1 8 0 
0746: (unknown) 4 8 7 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01BD: $10 = current_time_in_ms 
0249: release_model #VINCENT 
0249: release_model #COACH 
0249: release_model #BMYDRUG 
0249: release_model #FAM2 
0249: release_model #AK47 
0249: release_model #WMYDRUG 
090F: end_external_script 19 (DEALER) 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_7100 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 

:MANSIO3_7100
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @MANSIO3_7121 
0164: disable_marker 79@ 

:MANSIO3_7121
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @MANSIO3_7142 
0164: disable_marker 34@ 

:MANSIO3_7142
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @MANSIO3_7163 
0164: disable_marker 35@ 

:MANSIO3_7163
00D6: if 
075C:   marker 57@ enabled 
004D: jump_if_false @MANSIO3_7184 
0164: disable_marker 57@ 

:MANSIO3_7184
00D6: if 
075C:   marker 56@ enabled 
004D: jump_if_false @MANSIO3_7205 
0164: disable_marker 56@ 

:MANSIO3_7205
00D6: if 
075C:   marker 58@ enabled 
004D: jump_if_false @MANSIO3_7226 
0164: disable_marker 58@ 

:MANSIO3_7226
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D8: mission_cleanup 
0051: return 

:MANSIO3_7234
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0051: return 

:MANSIO3_7247
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:MANSIO3_7266
016A: fade 0 500 ms 

:MANSIO3_7273
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_7297 
0001: wait 0 ms 
0002: jump @MANSIO3_7273 

:MANSIO3_7297
0051: return 

:MANSIO3_7299
016A: fade 1 500 ms 

:MANSIO3_7306
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_7330 
0001: wait 0 ms 
0002: jump @MANSIO3_7306 

:MANSIO3_7330
0051: return 

:MANSIO3_7332
00D6: if 
0736:   87 
004D: jump_if_false @MANSIO3_7395 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_7395 
00A1: put_actor $PLAYER_ACTOR at 1522.09 -1662.082 12.5469 
0173: set_actor $PLAYER_ACTOR z_angle_to 175.5419 
0373: set_camera_directly_behind_player 

:MANSIO3_7395
00D6: if 
0736:   68 
004D: jump_if_false @MANSIO3_7410 

:MANSIO3_7410
00D6: if 
0736:   70 
004D: jump_if_false @MANSIO3_7473 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_7473 
00A1: put_actor $PLAYER_ACTOR at 2503.688 -1671.453 12.3707 
0173: set_actor $PLAYER_ACTOR z_angle_to 255.1807 
0373: set_camera_directly_behind_player 

:MANSIO3_7473
00D6: if 
0736:   75 
004D: jump_if_false @MANSIO3_7655 
0050: gosub @MANSIO3_7234 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_7561 
0792: (unknown) $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time -1 

:MANSIO3_7561
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_7627 
0792: (unknown) $ACTOR_SWEET 
0812: AS_actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time -1 

:MANSIO3_7627
00BC: text_highpriority 'MAN3_33' 4000 ms 1  // A kerlet a titek!
0001: wait 4000 ms 
0050: gosub @MANSIO3_7247 

:MANSIO3_7655
00D6: if 
0736:   72 
004D: jump_if_false @MANSIO3_7677 
0002: jump @MANSIO3_5467 

:MANSIO3_7677
00D6: if 
0736:   90 
004D: jump_if_false @MANSIO3_7750 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @MANSIO3_7750 
01C8: 46@ = create_actor 4 #FAM2 in_car 61@ passenger_seat 0 
01C8: 47@ = create_actor 4 #FAM2 in_car 61@ passenger_seat 1 
01C8: 48@ = create_actor 4 #FAM2 in_car 61@ passenger_seat 2 

:MANSIO3_7750
00D6: if 
0736:   77 
004D: jump_if_false @MANSIO3_7765 

:MANSIO3_7765
0051: return 

:MANSIO3_7767
040D: unload_wav 1 
03CF: load_wav 83@ as 1 
0006: 82@ = 0 // integer values 
0051: return 

:MANSIO3_7787
00D6: if and
03D0:   wav 1 loaded 
0039:   82@ == 0 // integer values 
004D: jump_if_false @MANSIO3_7830 
03D1: play_wav 1 
00BC: text_highpriority 86@s 10000 ms 1 
0006: 82@ = 1 // integer values 

:MANSIO3_7830
00D6: if and
03D2:   wav 1 ended 
0039:   82@ == 1 // integer values 
004D: jump_if_false @MANSIO3_7868 
040D: unload_wav 1 
03D5: remove_text 86@s 
0006: 82@ = 2 // integer values 

:MANSIO3_7868
0051: return 

//-------------Mission 105---------------
// Originally: Cut Throat Business

:MANSON5
03A4: name_thread 'MANSON5' 
0050: gosub @MANSON5_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MANSON5_38 
0050: gosub @MANSON5_13113 

:MANSON5_38
0050: gosub @MANSON5_13159 
004E: end_thread 

:MANSON5_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'MAN_5' 
07B4: (unknown) $PLAYER_CHAR 0 
08F4: (unknown) 0 
04BB: select_interior 5 // select render area 
02E4: load_cutscene_data 'BHILL5A' 

:MANSON5_93
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSON5_117 
0001: wait 0 ms 
0002: jump @MANSON5_93 

:MANSON5_117
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MANSON5_126
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSON5_150 
0001: wait 0 ms 
0002: jump @MANSON5_126 

:MANSON5_150
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:MANSON5_165
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_189 
0001: wait 0 ms 
0002: jump @MANSON5_165 

:MANSON5_189
04BB: select_interior 0 // select render area 
08F4: (unknown) 99 
004F: create_thread @A_CONT 
01B6: set_weather 0 
060A: unknown_create_entity 0 52@ 
023C: request_special_actor 'MADDOGG' as 1 
0247: request_model #BFINJECT 

:MANSON5_234
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #BFINJECT available 
004D: jump_if_false @MANSON5_265 
0001: wait 0 ms 
0002: jump @MANSON5_234 

:MANSON5_265
0395: clear_area 1 at 1252.471 -805.5187 83.1484 range 400.0 
03CB: set_camera 1252.471 -805.5187 83.1484 
04E4: unknown_refresh_game_renderer_at 1252.471 -805.5187 
00A1: put_actor $PLAYER_ACTOR at 1252.471 -805.5187 83.1484 
0173: set_actor $PLAYER_ACTOR z_angle_to 144.1434 
07AF: 51@ = player $PLAYER_CHAR group 
07B3: (unknown) 51@ 0 
009A: 34@ = create_actor 23 #SPECIAL01 at 1254.311 -810.8859 83.1484 
0173: set_actor 34@ z_angle_to 60.7435 
087F: (unknown) 34@ 1 
0631: put_actor 34@ in_group 51@ 
04D8: set_actor 34@ ability_to_swim 1 
060B: unknown_actor_use_entity 34@ 52@ 
0568: set_actor 34@ targetable 1 
039E: set_actor 34@ jackable 1 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: show_on_radar 37@ 2 
0674: set_car_model #BFINJECT numberplate "LA5H_L3Y" 
0771: (unknown) 424 2 
00A5: 45@ = create_car #BFINJECT at 1248.907 -804.3519 83.1484 
0175: set_car 45@ z_angle_to 180.0 
0229: set_car 45@ color_to 0 3 
018A: 50@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
0006: 118@ = 0 // integer values 
0006: 119@ = 0 // integer values 
05AA: 168@s = 'MAN5_AA' // 8-byte strings 
04AF: 120@ = unknown_wav_reference 24400 
008B: 144@ = $PLAYER_ACTOR // integer values and handles 
05AA: 170@s = 'MAN5_AB' // 8-byte strings 
04AF: 121@ = unknown_wav_reference 24401 
008B: 145@ = $PLAYER_ACTOR // integer values and handles 
05AA: 172@s = 'MAN5_AC' // 8-byte strings 
04AF: 122@ = unknown_wav_reference 24402 
0085: 146@ = 34@ // integer values and handles 
05AA: 174@s = 'MAN5_BA' // 8-byte strings 
04AF: 123@ = unknown_wav_reference 24403 
0085: 147@ = 34@ // integer values and handles 
05AA: 176@s = 'MAN5_BB' // 8-byte strings 
04AF: 124@ = unknown_wav_reference 24404 
008B: 148@ = $PLAYER_ACTOR // integer values and handles 
05AA: 178@s = 'MAN5_BC' // 8-byte strings 
04AF: 125@ = unknown_wav_reference 24405 
0085: 149@ = 34@ // integer values and handles 
05AA: 180@s = 'MAN5_BD' // 8-byte strings 
04AF: 126@ = unknown_wav_reference 24406 
008B: 150@ = $PLAYER_ACTOR // integer values and handles 
05AA: 182@s = 'MAN5_BE' // 8-byte strings 
04AF: 127@ = unknown_wav_reference 24407 
008B: 151@ = $PLAYER_ACTOR // integer values and handles 
05AA: 184@s = 'MAN5_BF' // 8-byte strings 
04AF: 128@ = unknown_wav_reference 24408 
008B: 152@ = $PLAYER_ACTOR // integer values and handles 
05AA: 186@s = 'MAN5_BG' // 8-byte strings 
04AF: 129@ = unknown_wav_reference 24409 
0085: 153@ = 34@ // integer values and handles 
05AA: 188@s = 'MAN5_BH' // 8-byte strings 
04AF: 130@ = unknown_wav_reference 24410 
008B: 154@ = $PLAYER_ACTOR // integer values and handles 
05AA: 190@s = 'MAN5_BJ' // 8-byte strings 
04AF: 131@ = unknown_wav_reference 24411 
008B: 155@ = $PLAYER_ACTOR // integer values and handles 
05AA: 192@s = 'MAN5_BK' // 8-byte strings 
04AF: 132@ = unknown_wav_reference 24412 
008B: 156@ = $PLAYER_ACTOR // integer values and handles 
05AA: 194@s = 'MAN5_BL' // 8-byte strings 
04AF: 133@ = unknown_wav_reference 24413 
008B: 157@ = $PLAYER_ACTOR // integer values and handles 
05AA: 196@s = 'MAN5_BM' // 8-byte strings 
04AF: 134@ = unknown_wav_reference 24414 
008B: 158@ = $PLAYER_ACTOR // integer values and handles 
05AA: 198@s = 'MAN5_BN' // 8-byte strings 
04AF: 135@ = unknown_wav_reference 24415 
0085: 159@ = 34@ // integer values and handles 
05AA: 200@s = 'MAN5_CA' // 8-byte strings 
04AF: 136@ = unknown_wav_reference 24417 
008B: 160@ = $PLAYER_ACTOR // integer values and handles 
05AA: 202@s = 'MAN5_CB' // 8-byte strings 
04AF: 137@ = unknown_wav_reference 24418 
008B: 161@ = $PLAYER_ACTOR // integer values and handles 
05AA: 204@s = 'MAN5_DA' // 8-byte strings 
04AF: 138@ = unknown_wav_reference 24419 
0085: 162@ = 34@ // integer values and handles 
05AA: 206@s = 'MAN5_DB' // 8-byte strings 
04AF: 139@ = unknown_wav_reference 24420 
0085: 163@ = 34@ // integer values and handles 
05AA: 208@s = 'MAN5_DC' // 8-byte strings 
04AF: 140@ = unknown_wav_reference 24421 
0085: 164@ = 34@ // integer values and handles 
05AA: 210@s = 'MAN5_DD' // 8-byte strings 
04AF: 141@ = unknown_wav_reference 24422 
0085: 165@ = 34@ // integer values and handles 
05AA: 212@s = 'MAN5_EA' // 8-byte strings 
04AF: 142@ = unknown_wav_reference 24423 
008B: 166@ = $PLAYER_ACTOR // integer values and handles 
05AA: 214@s = 'MAN5_EB' // 8-byte strings 
04AF: 143@ = unknown_wav_reference 24424 
008B: 167@ = $PLAYER_ACTOR // integer values and handles 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
016A: fade 1 0 ms 
0006: 68@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00BC: text_highpriority 'MAN5_G0' 7500 ms 1  // ~s~Vidd ~b~Madd Dogg~s~ -ot a ~y~vide felvtelre~s~.

:MANSON5_1350
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_1966 
00D6: if 
0735:   83 
004D: jump_if_false @MANSON5_1399 
0002: jump @MANSON5_12906 
0002: jump @MANSON5_1477 

:MANSON5_1399
00D6: if 
0735:   87 
004D: jump_if_false @MANSON5_1477 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_1477 
0811: 67@ = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor 34@ in_car 67@ 
004D: jump_if_false @MANSON5_1477 
00AB: put_car 67@ at -127.1875 -1260.738 2.0469 

:MANSON5_1477
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -12.2064 -1117.876 radius 60.0 60.0 
004D: jump_if_false @MANSON5_1851 
00A0: store_actor 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point -12.2064 -1117.876 and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0022:   75.0 > $11352 // floating-point values 
004D: jump_if_false @MANSON5_1812 
040D: unload_wav 1 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
0249: release_model #BFINJECT 
0249: release_model #QUAD 
016A: fade 0 0 ms 

:MANSON5_1596
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_1620 
0001: wait 0 ms 
0002: jump @MANSON5_1596 

:MANSON5_1620
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_1674 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -13.4832 -1139.642 7.0664 
0002: jump @MANSON5_1694 

:MANSON5_1674
00A1: put_actor $PLAYER_ACTOR at -13.4832 -1139.642 7.0664 

:MANSON5_1694
0173: set_actor $PLAYER_ACTOR z_angle_to 347.9809 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_1798 
06C9: remove_actor 34@ from_group 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_1768 
0362: remove_actor 34@ from_car_and_place_at -11.4883 -1140.971 6.8764 
0002: jump @MANSON5_1788 

:MANSON5_1768
00A1: put_actor 34@ at -11.4883 -1140.971 6.8764 

:MANSON5_1788
0173: set_actor 34@ z_angle_to 359.6364 

:MANSON5_1798
0002: jump @MANSON5_3411 
0002: jump @MANSON5_1844 

:MANSON5_1812
00D6: if 
001B:   2 > 68@ // integer values 
004D: jump_if_false @MANSON5_1837 
0006: 68@ = 2 // integer values 

:MANSON5_1837
0050: gosub @MANSON5_2222 

:MANSON5_1844
0002: jump @MANSON5_1905 

:MANSON5_1851
0050: gosub @MANSON5_2001 
0050: gosub @MANSON5_2222 
0050: gosub @MANSON5_2493 
0050: gosub @MANSON5_2612 
00D6: if 
0019:   33@ > 8000 // integer values 
004D: jump_if_false @MANSON5_1905 
0050: gosub @MANSON5_11710 

:MANSON5_1905
077E: 65@ = active_interior 
00D6: if 
8039:   not  65@ == 0 // integer values 
004D: jump_if_false @MANSON5_1959 
00BE: text_clear_all 
04D7: lock_actor 34@ in_current_position 1 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
06C9: remove_actor 34@ from_group 
0002: jump @MANSON5_3252 

:MANSON5_1959
0002: jump @MANSON5_1994 

:MANSON5_1966
0006: 62@ = 1 // integer values 
05AA: 63@s = 'MAN5_F0' // 8-byte strings 
0002: jump @MANSON5_13113 

:MANSON5_1994
0002: jump @MANSON5_1350 

:MANSON5_2001
0871: init_jump_table 66@ total_jumps 2 0 @MANSON5_2220 jumps 0 @MANSON5_2064 1 @MANSON5_2166 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 

:MANSON5_2064
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2159 
0811: 67@ = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor 34@ in_car 67@ 
004D: jump_if_false @MANSON5_2159 
00D6: if 
0038:   $7954 == 1 // integer values 
004D: jump_if_false @MANSON5_2147 
0950: trip_skip -126.6673 -1260.804 2.0469 angle 280.0 

:MANSON5_2147
0164: disable_marker 37@ 
000A: 66@ += 1 // integer values 

:MANSON5_2159
0002: jump @MANSON5_2220 

:MANSON5_2166
00D6: if 
80DF:   not actor 34@ driving 
004D: jump_if_false @MANSON5_2213 
0951: (unknown) 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: show_on_radar 37@ 2 
000E: 66@ -= 1 // integer values 

:MANSON5_2213
0002: jump @MANSON5_2220 

:MANSON5_2220
0051: return 

:MANSON5_2222
0871: init_jump_table 68@ total_jumps 4 0 @MANSON5_2491 jumps 0 @MANSON5_2285 1 @MANSON5_2388 2 @MANSON5_2421 3 @MANSON5_2458 -1 @MANSON5_2491 -1 @MANSON5_2491 -1 @MANSON5_2491 

:MANSON5_2285
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A0: store_actor 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0020:   $11352 > 75.0 // floating-point values 
004D: jump_if_false @MANSON5_2381 
00BC: text_highpriority 'MAN5_G1' 8000 ms 1  // ~s~Na hagyd le ~b~Madd Dogg~s~-ot. Kszts rla ~b~vide felvtelt~s~.
0006: 32@ = 0 // integer values 
000A: 68@ += 1 // integer values 

:MANSON5_2381
0002: jump @MANSON5_2491 

:MANSON5_2388
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @MANSON5_2414 
000E: 68@ -= 1 // integer values 

:MANSON5_2414
0002: jump @MANSON5_2491 

:MANSON5_2421
00BC: text_highpriority 'MAN5_G2' 8000 ms 1  // ~s~Vidd ~b~Madd Dogg~s~-ot a ~y~felvtelre~s~.
0006: 32@ = 0 // integer values 
000A: 68@ += 1 // integer values 
0002: jump @MANSON5_2491 

:MANSON5_2458
00D6: if 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @MANSON5_2484 
0006: 68@ = 0 // integer values 

:MANSON5_2484
0002: jump @MANSON5_2491 

:MANSON5_2491
0051: return 

:MANSON5_2493
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @MANSON5_2610 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @MANSON5_2610 
00AA: store_car 45@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0020:   $11352 > 150.0 // floating-point values 
004D: jump_if_false @MANSON5_2610 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
0249: release_model #BFINJECT 
000A: 47@ += 1 // integer values 

:MANSON5_2610
0051: return 

:MANSON5_2612
0871: init_jump_table 69@ total_jumps 3 0 @MANSON5_3250 jumps 0 @MANSON5_2675 1 @MANSON5_2755 2 @MANSON5_2806 -1 @MANSON5_3250 -1 @MANSON5_3250 -1 @MANSON5_3250 -1 @MANSON5_3250 

:MANSON5_2675
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -12.2064 -1117.876 radius 250.0 250.0 
004D: jump_if_false @MANSON5_2748 
023C: request_special_actor 'OGLOC' as 2 
0247: request_model #SBFYRI 
0247: request_model #NEWSVAN 
0247: request_model #VORTEX 
000A: 69@ += 1 // integer values 

:MANSON5_2748
0002: jump @MANSON5_3250 

:MANSON5_2755
00D6: if or
823D:   not special_actor 2 loaded 
8248:   not model #SBFYRI available 
8248:   not model #NEWSVAN available 
8248:   not model #VORTEX available 
004D: jump_if_false @MANSON5_2799 
0002: jump @MANSON5_3250 
0002: jump @MANSON5_2806 

:MANSON5_2799
000A: 69@ += 1 // integer values 

:MANSON5_2806
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -12.2064 -1117.876 radius 150.0 150.0 
004D: jump_if_false @MANSON5_3243 
009A: 35@ = create_actor 23 #SPECIAL02 at -6.499 -1109.111 6.5441 
0173: set_actor 35@ z_angle_to 333.1959 
04D7: lock_actor 35@ in_current_position 1 
02AB: set_actor 35@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 35@ 52@ 
0568: set_actor 35@ targetable 1 
039E: set_actor 35@ jackable 1 
009A: 73@ = create_actor 24 #SBFYRI at -7.174 -1108.2 6.4475 
0173: set_actor 73@ z_angle_to 210.4687 
04D7: lock_actor 73@ in_current_position 1 
02AB: set_actor 73@ immunities 1 1 1 1 1 
00A5: 74@ = create_car #NEWSVAN at -12.3019 -1108.927 6.837 
0175: set_car 74@ z_angle_to 153.1079 
0519: lock_vehicle 74@ in_current_position 1 
0229: set_car 74@ color_to 1 1 
02AC: set_car 74@ immunities 1 1 1 1 1 
00A5: 39@ = create_car #VORTEX at -7.4398 -1116.85 7.0583 
0175: set_car 39@ z_angle_to 278.5895 
0519: lock_vehicle 39@ in_current_position 1 
0229: set_car 39@ color_to 1 1 
02AC: set_car 39@ immunities 1 1 1 1 1 
00A5: 40@ = create_car #VORTEX at -4.862 -1120.453 7.0799 
0175: set_car 40@ z_angle_to 266.0038 
0519: lock_vehicle 40@ in_current_position 1 
0229: set_car 40@ color_to 1 1 
02AC: set_car 40@ immunities 1 1 1 1 1 
00A5: 41@ = create_car #VORTEX at -7.0309 -1111.909 6.726 
0175: set_car 41@ z_angle_to 269.4002 
0519: lock_vehicle 41@ in_current_position 1 
0229: set_car 41@ color_to 8 0 
02AC: set_car 41@ immunities 1 1 1 1 1 
000A: 69@ += 1 // integer values 

:MANSON5_3243
0002: jump @MANSON5_3250 

:MANSON5_3250
0051: return 

:MANSON5_3252
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_3376 
09E8: 65@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   65@ == 0 // integer values 
004D: jump_if_false @MANSON5_3369 
04D7: lock_actor 34@ in_current_position 0 
087F: (unknown) 34@ 1 
0631: put_actor 34@ in_group 51@ 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: show_on_radar 37@ 2 
018A: 50@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
0002: jump @MANSON5_1350 

:MANSON5_3369
0002: jump @MANSON5_3404 

:MANSON5_3376
0006: 62@ = 1 // integer values 
05AA: 63@s = 'MAN5_F0' // 8-byte strings 
0002: jump @MANSON5_13113 

:MANSON5_3404
0002: jump @MANSON5_3252 

:MANSON5_3411
00D6: if 
001B:   3 > 69@ // integer values 
004D: jump_if_false @MANSON5_3447 
0001: wait 0 ms 
0050: gosub @MANSON5_2612 
0002: jump @MANSON5_3411 

:MANSON5_3447
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00A6: destroy_car 45@ 
0247: request_model #MARQUIS 
0247: request_model #REEFER 
0247: request_model #WATERJUMPX2 
07C0: load_path 700 
07C0: load_path 701 

:MANSON5_3487
00D6: if or
8248:   not model #MARQUIS available 
8248:   not model #REEFER available 
8248:   not model #WATERJUMPX2 available 
87C1:   not path 700 available 
87C1:   not path 701 available 
004D: jump_if_false @MANSON5_3534 
0001: wait 0 ms 
0002: jump @MANSON5_3487 

:MANSON5_3534
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_3557 
04D7: lock_actor 35@ in_current_position 0 

:MANSON5_3557
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_3580 
04D7: lock_actor 73@ in_current_position 0 

:MANSON5_3580
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_3603 
0519: lock_vehicle 74@ in_current_position 0 

:MANSON5_3603
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_3626 
0519: lock_vehicle 39@ in_current_position 0 

:MANSON5_3626
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_3649 
0519: lock_vehicle 40@ in_current_position 0 

:MANSON5_3649
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_3672 
0519: lock_vehicle 41@ in_current_position 0 

:MANSON5_3672
00D6: if 
0038:   $7954 == 0 // integer values 
004D: jump_if_false @MANSON5_3697 
0008: $7954 += 1 // integer values 

:MANSON5_3697
015F: set_camera_position -5.0753 -1108.265 7.9567 0.0 0.0 0.0 
0160: point_camera -6.004 -1108.63 7.8925 2 
0006: 53@ = 0 // integer values 
0395: clear_area 1 at -12.3019 -1108.927 6.837 range 500.0 
0951: (unknown) 
0006: 118@ = 6 // integer values 
0006: 119@ = 18 // integer values 
016A: fade 1 0 ms 
0707: start_scene_skip_to @MANSON5_4643 
0006: 32@ = 0 // integer values 

:MANSON5_3815
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @MANSON5_3852 
0001: wait 0 ms 
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_3815 

:MANSON5_3852
0925: (unknown) 
092F: (unknown) 1 
0920: point_camera -6.004 -1108.63 7.8925 transverse_to -5.5642 -1108.835 7.8925 2000 ms unknown 1 
00D6: if and
8118:   not actor 35@ dead 
8118:   not actor 34@ dead 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_3937 
0639: AS_actor 35@ rotate_to_actor 34@ 
0639: AS_actor 73@ rotate_to_actor 34@ 

:MANSON5_3937
0006: 32@ = 0 // integer values 

:MANSON5_3944
00D6: if 
001B:   1800 > 32@ // integer values 
004D: jump_if_false @MANSON5_3981 
0001: wait 0 ms 
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_3944 

:MANSON5_3981
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_4052 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -8.0333 -1118.52 7.0531 speed 6 -2 ms 
05CB: AS_actor -1 enter_car_as_driver 39@ -2 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:MANSON5_4052
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_4128 
0615: define_action_sequences 49@ 
05D3: AS_actor -1 go_to_point -4.9313 -1122.054 7.0188 speed 6 -2 ms 
05CB: AS_actor -1 enter_car_as_driver 40@ -2 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 34@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:MANSON5_4128
0006: 32@ = 0 // integer values 

:MANSON5_4135
00D6: if 
001B:   250 > 32@ // integer values 
004D: jump_if_false @MANSON5_4172 
0001: wait 0 ms 
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_4135 

:MANSON5_4172
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_4203 
05CB: AS_actor 35@ enter_car_as_driver 41@ -2 ms 

:MANSON5_4203
0006: 48@ = 0 // integer values 

:MANSON5_4210
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @MANSON5_4303 
0001: wait 0 ms 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_4289 
00D6: if 
00DB:   actor 35@ in_car 41@ 
004D: jump_if_false @MANSON5_4289 
0006: 48@ = 1 // integer values 
04BA: set_car 41@ speed_instantly 8.0 

:MANSON5_4289
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_4210 

:MANSON5_4303
068D: (unknown) 55@ 56@ 57@ 
068E: (unknown) 58@ 59@ 60@ 
0925: (unknown) 
015F: set_camera_position 55@ 56@ 57@ 0.0 0.0 0.0 
0160: point_camera 58@ 59@ 60@ 2 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:MANSON5_4387
00D6: if 
001B:   4500 > 32@ // integer values 
004D: jump_if_false @MANSON5_4592 
0001: wait 0 ms 
000B: 55@ += 0.0085 // floating-point values 
000F: 56@ -= 0.05 // floating-point values 
000B: 58@ += 0.0085 // floating-point values 
000F: 59@ -= 0.05 // floating-point values 
015F: set_camera_position 55@ 56@ 57@ 0.0 0.0 0.0 
0160: point_camera 58@ 59@ 60@ 2 
00D6: if and
0019:   33@ > 800 // integer values 
0039:   48@ == 0 // integer values 
004D: jump_if_false @MANSON5_4578 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_4578 
04BA: set_car 41@ speed_instantly 0.0 
00AB: put_car 41@ at -15.191 -1107.97 7.0385 
0175: set_car 41@ z_angle_to 345.91 
000A: 48@ += 1 // integer values 

:MANSON5_4578
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_4387 

:MANSON5_4592
0006: 32@ = 0 // integer values 

:MANSON5_4599
00D6: if 
001B:   1800 > 32@ // integer values 
004D: jump_if_false @MANSON5_4636 
0001: wait 0 ms 
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_4599 

:MANSON5_4636
0006: 53@ = 1 // integer values 

:MANSON5_4643
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
05AA: 168@s = 'MAN5_FA' // 8-byte strings 
04AF: 120@ = unknown_wav_reference 24425 
05AA: 170@s = 'MAN5_FB' // 8-byte strings 
04AF: 121@ = unknown_wav_reference 24426 
05AA: 172@s = 'MAN5_FC' // 8-byte strings 
04AF: 122@ = unknown_wav_reference 24427 
05AA: 174@s = 'MAN5_FD' // 8-byte strings 
04AF: 123@ = unknown_wav_reference 24428 
05AA: 176@s = 'MAN5_FE' // 8-byte strings 
04AF: 124@ = unknown_wav_reference 24429 
05AA: 178@s = 'MAN5_FF' // 8-byte strings 
04AF: 125@ = unknown_wav_reference 24430 
05AA: 180@s = 'MAN5_FG' // 8-byte strings 
04AF: 126@ = unknown_wav_reference 24431 
05AA: 182@s = 'MAN5_FH' // 8-byte strings 
04AF: 127@ = unknown_wav_reference 24432 
05AA: 184@s = 'MAN5_FJ' // 8-byte strings 
04AF: 128@ = unknown_wav_reference 24433 
0006: 118@ = 8 // integer values 
0006: 119@ = 0 // integer values 
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @MANSON5_5056 
016A: fade 0 0 ms 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_4942 
00D6: if 
80DB:   not actor 35@ in_car 41@ 
004D: jump_if_false @MANSON5_4942 
0687: clear_actor_task 35@ 
036A: put_actor 35@ in_car 41@ 

:MANSON5_4942
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_4995 
00D6: if 
80DB:   not actor 34@ in_car 40@ 
004D: jump_if_false @MANSON5_4995 
0687: clear_actor_task 34@ 
036A: put_actor 34@ in_car 40@ 

:MANSON5_4995
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_5048 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @MANSON5_5048 
0687: clear_actor_task $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 39@ 

:MANSON5_5048
0925: (unknown) 
016A: fade 1 0 ms 

:MANSON5_5056
00BC: text_highpriority 'MAN5_G4' 8000 ms 1  // ~r~OG Loc's~s~ meg akar lgni, ne hagyd t elmenni.
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_5130 
04D7: lock_actor 73@ in_current_position 0 
02AB: set_actor 73@ immunities 0 0 0 0 0 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 

:MANSON5_5130
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_5173 
0519: lock_vehicle 74@ in_current_position 0 
02AC: set_car 74@ immunities 0 0 0 0 0 
01C3: remove_references_to_car 74@ // Like turning a car into any random car 

:MANSON5_5173
0249: release_model #SBFYRI 
0249: release_model #NEWSVAN 
00D6: if and
8119:   not car 41@ wrecked 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_5285 
02AC: set_car 41@ immunities 0 0 0 1 0 
02AC: set_car 40@ immunities 0 0 0 1 0 
0971: (unknown) 
05EB: assign_vehicle 41@ to_path 700 
05EB: assign_vehicle 40@ to_path 701 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
0186: 38@ = create_marker_above_car 41@ 
0186: 37@ = create_marker_above_car 40@ 
07E0: set_marker 37@ type_to 1 

:MANSON5_5285
00D6: if and
8118:   not actor 35@ dead 
8118:   not actor 34@ dead 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_5356 
02AB: set_actor 35@ immunities 0 0 0 1 0 
02AB: set_actor 34@ immunities 0 0 0 1 0 
02AC: set_car 39@ immunities 0 0 0 0 0 

:MANSON5_5356
00A5: 75@ = create_car #MARQUIS at 64.6248 -1577.02 1.0 
0175: set_car 75@ z_angle_to 120.3362 
0323: unknown_car 75@ flag 1 
00A5: 76@ = create_car #MARQUIS at 33.6099 -1568.462 1.0 
0175: set_car 76@ z_angle_to 284.2679 
0323: unknown_car 76@ flag 1 
00A5: 77@ = create_car #REEFER at 44.502 -1623.984 1.0 
0175: set_car 77@ z_angle_to 75.0 
0323: unknown_car 77@ flag 1 
00A5: 78@ = create_car #MARQUIS at 27.4441 -1654.804 1.0 
0175: set_car 78@ z_angle_to 60.0 
0323: unknown_car 78@ flag 1 
00A5: 79@ = create_car #MARQUIS at 65.1404 -1664.87 1.0 
0175: set_car 79@ z_angle_to 95.0 
0323: unknown_car 79@ flag 1 
00A5: 80@ = create_car #REEFER at 53.4007 -1694.956 1.0 
0175: set_car 80@ z_angle_to 231.9938 
0323: unknown_car 80@ flag 1 
00A5: 81@ = create_car #REEFER at 33.4799 -1697.462 1.0 
0175: set_car 81@ z_angle_to 106.8489 
0323: unknown_car 81@ flag 1 
00A5: 82@ = create_car #MARQUIS at 57.1376 -1767.301 1.0 
0175: set_car 82@ z_angle_to 286.5185 
0323: unknown_car 82@ flag 1 
029B: 83@ = init_object #WATERJUMPX2 at 137.9184 -1895.06 0.9 
0177: set_object 83@ z_angle_to 235.0 
0006: 95@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:MANSON5_5730
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_5978 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_5943 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0050: gosub @MANSON5_8993 
0050: gosub @MANSON5_9399 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if 
0030:   $11352 >= 240.0 // floating-point values 
004D: jump_if_false @MANSON5_5874 
0006: 62@ = 1 // integer values 
05AA: 63@s = 'MAN5_F2' // 8-byte strings 
0002: jump @MANSON5_13113 

:MANSON5_5874
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 820.3243 -1918.42 11.8624 852.5646 -1894.725 13.0 
004D: jump_if_false @MANSON5_5929 
0002: jump @MANSON5_6013 

:MANSON5_5929
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_5971 

:MANSON5_5943
0006: 62@ = 1 // integer values 
05AA: 63@s = 'MAN5_F3' // 8-byte strings 
0002: jump @MANSON5_13113 

:MANSON5_5971
0002: jump @MANSON5_6006 

:MANSON5_5978
0006: 62@ = 1 // integer values 
05AA: 63@s = 'MAN5_F0' // 8-byte strings 
0002: jump @MANSON5_13113 

:MANSON5_6006
0002: jump @MANSON5_5730 

:MANSON5_6013
016A: fade 0 0 ms 
041E: set_radio_station 11 
03DE: set_pedestrians_density_multiplier_to 0.3 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_6094 
0224: set_car 39@ health_to 2000 
04BA: set_car 39@ speed_instantly 0.0 
00AB: put_car 39@ at 824.9831 -1843.146 11.6654 
0175: set_car 39@ z_angle_to 192.0245 

:MANSON5_6094
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_6176 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_6131 
05EC: release_vehicle 40@ from_path 

:MANSON5_6131
04BA: set_car 40@ speed_instantly 0.0 
00AB: put_car 40@ at 846.0862 -1842.421 11.6367 
0175: set_car 40@ z_angle_to 170.999 
0164: disable_marker 37@ 

:MANSON5_6176
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_6258 
00D6: if 
060E:   car 41@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_6213 
05EC: release_vehicle 41@ from_path 

:MANSON5_6213
04BA: set_car 41@ speed_instantly 0.0 
00AB: put_car 41@ at 832.5709 -2045.707 11.8672 
0175: set_car 41@ z_angle_to 180.0 
0164: disable_marker 38@ 

:MANSON5_6258
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 48@ = 0 // integer values 

:MANSON5_6270
00D6: if 
001B:   8 > 48@ // integer values 
004D: jump_if_false @MANSON5_6311 
01C3: remove_references_to_car 75@(48@,8i) // Like turning a car into any random car 
000A: 48@ += 1 // integer values 
0002: jump @MANSON5_6270 

:MANSON5_6311
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
0249: release_model #MARQUIS 
0249: release_model #REEFER 
0249: release_model #WATERJUMPX2 
0873: release_path 700 
0873: release_path 701 
0247: request_model #KART 
07C0: load_path 702 
07C0: load_path 703 
07C0: load_path 704 
07C0: load_path 705 

:MANSON5_6366
00D6: if or
8248:   not model #KART available 
87C1:   not path 702 available 
87C1:   not path 703 available 
87C1:   not path 704 available 
87C1:   not path 705 available 
004D: jump_if_false @MANSON5_6413 
0001: wait 0 ms 
0002: jump @MANSON5_6366 

:MANSON5_6413
00A5: 42@ = create_car #KART at 832.4061 -2046.025 11.8672 
0175: set_car 42@ z_angle_to 343.6256 
00A5: 43@ = create_car #KART at 835.5082 -2047.978 11.8672 
0175: set_car 43@ z_angle_to 0.0 
00A5: 44@ = create_car #KART at 839.2866 -2050.322 11.8672 
0175: set_car 44@ z_angle_to 21.8433 
0519: lock_vehicle 44@ in_current_position 1 
0007: 103@ = 15.0 // floating-point values 
0007: 104@ = 10.0 // floating-point values 
0007: 102@ = 15.0 // floating-point values 
0007: 105@ = 835.5082 // floating-point values 
0007: 106@ = -2047.978 // floating-point values 
0007: 107@ = 11.8672 // floating-point values 
0050: gosub @MANSON5_10491 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_6626 
00D6: if 
860E:   not car 41@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_6626 
05EB: assign_vehicle 41@ to_path 702 

:MANSON5_6626
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 1 0 ms 
0006: 32@ = 0 // integer values 

:MANSON5_6650
00D6: if 
001B:   1000 > 32@ // integer values 
004D: jump_if_false @MANSON5_6687 
0001: wait 0 ms 
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_6650 

:MANSON5_6687
0006: 53@ = 0 // integer values 
0707: start_scene_skip_to @MANSON5_7376 
0006: 32@ = 0 // integer values 

:MANSON5_6708
00D6: if 
001B:   3400 > 32@ // integer values 
004D: jump_if_false @MANSON5_6745 
0001: wait 0 ms 
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_6708 

:MANSON5_6745
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_6791 
00AB: put_car 39@ at 827.2987 -2036.851 11.8672 
0175: set_car 39@ z_angle_to 176.431 

:MANSON5_6791
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_6834 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 828.7999 -2036.757 11.8672 
0002: jump @MANSON5_6854 

:MANSON5_6834
00A1: put_actor $PLAYER_ACTOR at 828.7999 -2036.757 11.8672 

:MANSON5_6854
0173: set_actor $PLAYER_ACTOR z_angle_to 129.8786 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_6910 
00AB: put_car 40@ at 846.0646 -2039.737 11.8672 
0175: set_car 40@ z_angle_to 162.7406 

:MANSON5_6910
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_6999 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_6969 
0362: remove_actor 34@ from_car_and_place_at 844.8756 -2038.455 11.8672 
0002: jump @MANSON5_6989 

:MANSON5_6969
00A1: put_actor 34@ at 844.8756 -2038.455 11.8672 

:MANSON5_6989
0173: set_actor 34@ z_angle_to 132.7607 

:MANSON5_6999
0006: 48@ = 0 // integer values 

:MANSON5_7006
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @MANSON5_7081 
0001: wait 0 ms 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_7067 
00D6: if 
860E:   not car 41@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_7067 
0006: 48@ = 1 // integer values 

:MANSON5_7067
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_7006 

:MANSON5_7081
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7138 
0615: define_action_sequences 49@ 
0633: AS_actor -1 exit_vehicle 
05CB: AS_actor -1 enter_car_as_driver 44@ -2 ms 
0616: define_action_sequences_end 49@ 
0618: assign_actor 35@ to_action_sequences 49@ 
061B: remove_references_to_action_sequences 49@ 

:MANSON5_7138
0006: 48@ = 0 // integer values 

:MANSON5_7145
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @MANSON5_7228 
0001: wait 0 ms 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7214 
00D6: if 
00DB:   actor 35@ in_car 44@ 
004D: jump_if_false @MANSON5_7214 
0006: 48@ = 1 // integer values 

:MANSON5_7214
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_7145 

:MANSON5_7228
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7268 
00D6: if 
860E:   not car 44@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_7268 
05EB: assign_vehicle 44@ to_path 703 

:MANSON5_7268
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @MANSON5_7294 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 42@ -2 ms 

:MANSON5_7294
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_7325 
05CB: AS_actor 34@ enter_car_as_driver 43@ -2 ms 

:MANSON5_7325
0006: 32@ = 0 // integer values 

:MANSON5_7332
00D6: if 
001B:   4500 > 32@ // integer values 
004D: jump_if_false @MANSON5_7369 
0001: wait 0 ms 
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_7332 

:MANSON5_7369
0006: 53@ = 1 // integer values 

:MANSON5_7376
0701: end_scene_skip 
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @MANSON5_7402 
016A: fade 0 0 ms 

:MANSON5_7402
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @MANSON5_7481 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
004D: jump_if_false @MANSON5_7481 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_7473 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7473
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:MANSON5_7481
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_7527 
00AB: put_car 39@ at 827.2987 -2036.851 11.8672 
0175: set_car 39@ z_angle_to 176.431 

:MANSON5_7527
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_7611 
00D6: if 
80DB:   not actor 34@ in_car 43@ 
004D: jump_if_false @MANSON5_7611 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_7603 
0362: remove_actor 34@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7603
036A: put_actor 34@ in_car 43@ 

:MANSON5_7611
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_7657 
00AB: put_car 40@ at 846.0646 -2039.737 11.8672 
0175: set_car 40@ z_angle_to 162.7406 

:MANSON5_7657
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7748 
0519: lock_vehicle 44@ in_current_position 0 
00D6: if 
80DB:   not actor 35@ in_car 44@ 
004D: jump_if_false @MANSON5_7748 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @MANSON5_7740 
0362: remove_actor 35@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7740
036A: put_actor 35@ in_car 44@ 

:MANSON5_7748
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_7785 
00D6: if 
060E:   car 41@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_7785 
06C5: (unknown) 41@ 

:MANSON5_7785
0006: 95@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0007: 94@ = 0.0 // floating-point values 
0006: 112@ = 0 // integer values 
0006: 117@ = 0 // integer values 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7876 
00D6: if 
060E:   car 44@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_7860 
05EC: release_vehicle 44@ from_path 

:MANSON5_7860
05EB: assign_vehicle 44@ to_path 704 
0186: 38@ = create_marker_above_car 44@ 

:MANSON5_7876
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_7931 
00D6: if 
860E:   not car 43@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_7916 
05EB: assign_vehicle 43@ to_path 705 

:MANSON5_7916
0186: 37@ = create_marker_above_car 43@ 
07E0: set_marker 37@ type_to 1 

:MANSON5_7931
0006: 118@ = 10 // integer values 
0006: 119@ = 4 // integer values 
016A: fade 1 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'MAN5_G5' 8000 ms 1  // ~s~Menj ~r~OG Loc~s~ utn s ne vesztsd el t.
0006: 32@ = 0 // integer values 

:MANSON5_7989
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_8244 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_8209 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0050: gosub @MANSON5_9742 
0050: gosub @MANSON5_10148 
0050: gosub @MANSON5_10713 
0050: gosub @MANSON5_11446 
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @MANSON5_8099 
0002: jump @MANSON5_8279 
0002: jump @MANSON5_8195 

:MANSON5_8099
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_8195 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if 
0030:   $11352 >= 130.0 // floating-point values 
004D: jump_if_false @MANSON5_8195 
0006: 62@ = 1 // integer values 
05AA: 63@s = 'MAN5_F2' // 8-byte strings 
0002: jump @MANSON5_13113 

:MANSON5_8195
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_8237 

:MANSON5_8209
0006: 62@ = 1 // integer values 
05AA: 63@s = 'MAN5_F3' // 8-byte strings 
0002: jump @MANSON5_13113 

:MANSON5_8237
0002: jump @MANSON5_8272 

:MANSON5_8244
0006: 62@ = 1 // integer values 
05AA: 63@s = 'MAN5_F0' // 8-byte strings 
0002: jump @MANSON5_13113 

:MANSON5_8272
0002: jump @MANSON5_7989 

:MANSON5_8279
016A: fade 0 0 ms 
041E: set_radio_station 11 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_8333 
0811: 84@ = actor $PLAYER_ACTOR car 
04BA: set_car 84@ speed_instantly 0.0 

:MANSON5_8333
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_8359 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0249: release_model #VBMYCR 

:MANSON5_8359
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_8401 
00D6: if 
060E:   car 43@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_8396 
05EC: release_vehicle 43@ from_path 

:MANSON5_8396
01C3: remove_references_to_car 43@ // Like turning a car into any random car 

:MANSON5_8401
015F: set_camera_position 1045.371 -1221.84 18.9362 0.0 0.0 0.0 
0160: point_camera 1046.241 -1221.447 18.6378 2 
03BA: clear_cars_from_cube 1071.504 -1195.558 18.6451 1044.942 -1242.477 14.9051 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_8531 
00D6: if 
060E:   car 44@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_8531 
05EE: (unknown) 44@ 
06FD: (unknown) 44@ 1.0 

:MANSON5_8531
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 1 500 ms 

:MANSON5_8549
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_8573 
0001: wait 0 ms 
0002: jump @MANSON5_8549 

:MANSON5_8573
0707: start_scene_skip_to @MANSON5_8669 
0006: 48@ = 0 // integer values 

:MANSON5_8587
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @MANSON5_8669 
0001: wait 0 ms 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_8655 
00D6: if 
860E:   not car 44@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_8648 
0006: 48@ = 1 // integer values 

:MANSON5_8648
0002: jump @MANSON5_8662 

:MANSON5_8655
0006: 48@ = 1 // integer values 

:MANSON5_8662
0002: jump @MANSON5_8587 

:MANSON5_8669
0701: end_scene_skip 
016A: fade 0 0 ms 

:MANSON5_8677
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_8701 
0001: wait 0 ms 
0002: jump @MANSON5_8677 

:MANSON5_8701
04BB: select_interior 3 // select render area 
03EF: player $PLAYER_CHAR make_safe 
03AF: set_streaming 0 
02E4: load_cutscene_data 'BHILL5B' 

:MANSON5_8725
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSON5_8749 
0001: wait 0 ms 
0002: jump @MANSON5_8725 

:MANSON5_8749
02E7: start_cutscene 
016A: fade 1 1000 ms 

:MANSON5_8758
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSON5_8782 
0001: wait 0 ms 
0002: jump @MANSON5_8758 

:MANSON5_8782
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:MANSON5_8797
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_8821 
0001: wait 0 ms 
0002: jump @MANSON5_8797 

:MANSON5_8821
04BB: select_interior 0 // select render area 
03CB: set_camera 1180.732 -1159.114 22.8578 
04E4: unknown_refresh_game_renderer_at 1180.732 -1159.114 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_8897 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1180.732 -1159.114 22.8578 
0002: jump @MANSON5_8917 

:MANSON5_8897
0972: (unknown) $PLAYER_ACTOR 1180.732 -1159.114 22.8578 

:MANSON5_8917
0173: set_actor $PLAYER_ACTOR z_angle_to 25.4307 
0006: 32@ = 0 // integer values 

:MANSON5_8934
00D6: if 
001B:   400 > 32@ // integer values 
004D: jump_if_false @MANSON5_8964 
0001: wait 0 ms 
0002: jump @MANSON5_8934 

:MANSON5_8964
016A: fade 1 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @MANSON5_12906 

:MANSON5_8993
00D6: if and
8119:   not car 40@ wrecked 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_9397 
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @MANSON5_9397 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_9380 
00D6: if 
00F4:   actor 34@ near_actor_in_car $PLAYER_ACTOR radius 6.0 6.0 0 
004D: jump_if_false @MANSON5_9096 
000F: 96@ -= 0.2 // floating-point values 
0002: jump @MANSON5_9296 

:MANSON5_9096
0407: create_coordinate 85@ 86@ $TEMPVAR_FLOAT_3 from_car 40@ offset 0.0 4.0 0.0 
0407: create_coordinate 87@ 88@ $TEMPVAR_FLOAT_3 from_car 40@ offset 2.0 2.0 0.0 
0407: create_coordinate 89@ 90@ $TEMPVAR_FLOAT_3 from_car 40@ offset -2.0 2.0 0.0 
0509: 91@ = distance between point 85@ 86@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0013: 91@ *= 2.0 // floating-point values 
0509: 92@ = distance between point 87@ 88@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance between point 89@ 90@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // floating-point values only 
0063: 61@ -= 92@ // floating-point values 
0063: 61@ -= 93@ // floating-point values 
0017: 61@ /= 300.0 // floating-point values 
0013: 61@ *= -1.0 // floating-point values 
005B: 96@ += 61@ // floating-point values 

:MANSON5_9296
00D6: if 
0021:   96@ > 1.0 // floating-point values 
004D: jump_if_false @MANSON5_9334 
0007: 96@ = 1.0 // floating-point values 
0002: jump @MANSON5_9365 

:MANSON5_9334
00D6: if 
0023:   0.0 > 96@ // floating-point values 
004D: jump_if_false @MANSON5_9365 
0007: 96@ = 0.0 // floating-point values 

:MANSON5_9365
06FD: (unknown) 40@ 96@ 
0002: jump @MANSON5_9397 

:MANSON5_9380
04BA: set_car 40@ speed_instantly 0.0 
0006: 95@ = -1 // integer values 

:MANSON5_9397
0051: return 

:MANSON5_9399
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_9740 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @MANSON5_9740 
00D6: if 
060E:   car 41@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_9723 
0407: create_coordinate 85@ 86@ $TEMPVAR_FLOAT_3 from_car 41@ offset 0.0 -18.0 0.0 
0407: create_coordinate 87@ 88@ $TEMPVAR_FLOAT_3 from_car 41@ offset 2.0 -11.0 0.0 
0407: create_coordinate 89@ 90@ $TEMPVAR_FLOAT_3 from_car 41@ offset -2.0 -11.0 0.0 
0509: 91@ = distance between point 85@ 86@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0013: 91@ *= 2.0 // floating-point values 
0509: 92@ = distance between point 87@ 88@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance between point 89@ 90@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // floating-point values only 
0063: 61@ -= 92@ // floating-point values 
0063: 61@ -= 93@ // floating-point values 
0017: 61@ /= 300.0 // floating-point values 
005B: 98@ += 61@ // floating-point values 
00D6: if 
0021:   98@ > 1.4 // floating-point values 
004D: jump_if_false @MANSON5_9677 
0007: 98@ = 1.4 // floating-point values 
0002: jump @MANSON5_9708 

:MANSON5_9677
00D6: if 
0023:   0.9 > 98@ // floating-point values 
004D: jump_if_false @MANSON5_9708 
0007: 98@ = 0.9 // floating-point values 

:MANSON5_9708
06FD: (unknown) 41@ 98@ 
0002: jump @MANSON5_9740 

:MANSON5_9723
04BA: set_car 41@ speed_instantly 0.0 
0006: 97@ = -1 // integer values 

:MANSON5_9740
0051: return 

:MANSON5_9742
00D6: if and
8119:   not car 43@ wrecked 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_10146 
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @MANSON5_10146 
00D6: if 
060E:   car 43@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_10129 
00D6: if 
00F4:   actor 34@ near_actor_in_car $PLAYER_ACTOR radius 6.0 6.0 0 
004D: jump_if_false @MANSON5_9845 
000F: 96@ -= 0.2 // floating-point values 
0002: jump @MANSON5_10045 

:MANSON5_9845
0407: create_coordinate 85@ 86@ $TEMPVAR_FLOAT_3 from_car 43@ offset 0.0 4.0 0.0 
0407: create_coordinate 87@ 88@ $TEMPVAR_FLOAT_3 from_car 43@ offset 2.0 2.0 0.0 
0407: create_coordinate 89@ 90@ $TEMPVAR_FLOAT_3 from_car 43@ offset -2.0 2.0 0.0 
0509: 91@ = distance between point 85@ 86@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0013: 91@ *= 2.0 // floating-point values 
0509: 92@ = distance between point 87@ 88@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance between point 89@ 90@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // floating-point values only 
0063: 61@ -= 92@ // floating-point values 
0063: 61@ -= 93@ // floating-point values 
0017: 61@ /= 150.0 // floating-point values 
0013: 61@ *= -1.0 // floating-point values 
005B: 96@ += 61@ // floating-point values 

:MANSON5_10045
00D6: if 
0021:   96@ > 1.05 // floating-point values 
004D: jump_if_false @MANSON5_10083 
0007: 96@ = 1.05 // floating-point values 
0002: jump @MANSON5_10114 

:MANSON5_10083
00D6: if 
0023:   0.0 > 96@ // floating-point values 
004D: jump_if_false @MANSON5_10114 
0007: 96@ = 0.0 // floating-point values 

:MANSON5_10114
06FD: (unknown) 43@ 96@ 
0002: jump @MANSON5_10146 

:MANSON5_10129
04BA: set_car 43@ speed_instantly 0.0 
0006: 95@ = -1 // integer values 

:MANSON5_10146
0051: return 

:MANSON5_10148
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_10489 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @MANSON5_10489 
00D6: if 
060E:   car 44@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_10472 
0407: create_coordinate 85@ 86@ $TEMPVAR_FLOAT_3 from_car 44@ offset 0.0 -18.0 0.0 
0407: create_coordinate 87@ 88@ $TEMPVAR_FLOAT_3 from_car 44@ offset 2.0 -11.0 0.0 
0407: create_coordinate 89@ 90@ $TEMPVAR_FLOAT_3 from_car 44@ offset -2.0 -11.0 0.0 
0509: 91@ = distance between point 85@ 86@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0013: 91@ *= 2.0 // floating-point values 
0509: 92@ = distance between point 87@ 88@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance between point 89@ 90@ and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // floating-point values only 
0063: 61@ -= 92@ // floating-point values 
0063: 61@ -= 93@ // floating-point values 
0017: 61@ /= 300.0 // floating-point values 
005B: 98@ += 61@ // floating-point values 
00D6: if 
0021:   98@ > 1.2 // floating-point values 
004D: jump_if_false @MANSON5_10426 
0007: 98@ = 1.2 // floating-point values 
0002: jump @MANSON5_10457 

:MANSON5_10426
00D6: if 
0023:   0.6 > 98@ // floating-point values 
004D: jump_if_false @MANSON5_10457 
0007: 98@ = 0.6 // floating-point values 

:MANSON5_10457
06FD: (unknown) 44@ 98@ 
0002: jump @MANSON5_10489 

:MANSON5_10472
04BA: set_car 44@ speed_instantly 0.0 
0006: 44@ = -1 // integer values 

:MANSON5_10489
0051: return 

:MANSON5_10491
0871: init_jump_table 99@ total_jumps 1 0 @MANSON5_10592 jumps 0 @MANSON5_10554 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 

:MANSON5_10554
00D6: if 
0023:   255.0 > 103@ // floating-point values 
004D: jump_if_false @MANSON5_10585 
000B: 103@ += 0.35 // floating-point values 

:MANSON5_10585
0002: jump @MANSON5_10592 

:MANSON5_10592
02F7: 110@ = sinus 103@ // cosine swapped with sinus 
02F6: 111@ = cosine 103@ // sinus swapped with cosine 
0087: 108@ = 104@ // floating-point values only 
006B: 108@ *= 110@ // floating-point values 
0087: 109@ = 104@ // floating-point values only 
006B: 109@ *= 111@ // floating-point values 
0087: 100@ = 105@ // floating-point values only 
005B: 100@ += 108@ // floating-point values 
0087: 101@ = 106@ // floating-point values only 
005B: 101@ += 109@ // floating-point values 
015F: set_camera_position 100@ 101@ 102@ 0.0 0.0 0.0 
0160: point_camera 105@ 106@ 107@ 2 
0051: return 

:MANSON5_10713
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_11444 
0871: init_jump_table 112@ total_jumps 5 0 @MANSON5_11444 jumps 0 @MANSON5_10792 1 @MANSON5_10896 2 @MANSON5_11236 3 @MANSON5_11298 4 @MANSON5_11362 -1 @MANSON5_11444 -1 @MANSON5_11444 

:MANSON5_10792
00D6: if 
00EE:   actor 35@ 0 748.4916 -1812.361 radius 2.0 2.0 
004D: jump_if_false @MANSON5_10889 
00D6: if 
86BD:   not (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 748.4916 -1812.361 12.0297 1 0 0 0 0 
004D: jump_if_false @MANSON5_10877 

:MANSON5_10877
0247: request_model #HOTDOG 
000A: 112@ += 1 // integer values 

:MANSON5_10889
0002: jump @MANSON5_11444 

:MANSON5_10896
00D6: if 
00EE:   actor 35@ 0 662.4983 -1791.844 radius 2.0 2.0 
004D: jump_if_false @MANSON5_11229 
00D6: if 
0248:   model #HOTDOG available 
004D: jump_if_false @MANSON5_11030 
00D6: if 
86BD:   not (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 532.9616 -1768.656 4.698 1 0 0 0 0 
004D: jump_if_false @MANSON5_11030 
00A5: 114@ = create_car #HOTDOG at 532.9616 -1768.656 4.698 
0175: set_car 114@ z_angle_to 270.0 

:MANSON5_11030
01E8: create_forbidden_for_cars_cube 226.1833 -1631.007 40.0 546.4532 -1423.991 12.0 
01E8: create_forbidden_for_cars_cube 510.3661 -1431.656 10.0 645.8312 -1387.312 20.0 
01E8: create_forbidden_for_cars_cube 646.6142 -1389.016 10.0 620.9656 -1310.468 20.0 
01E8: create_forbidden_for_cars_cube 620.9656 -1310.468 10.0 947.811 -1335.012 20.0 
01E8: create_forbidden_for_cars_cube 948.2631 -1335.406 10.0 934.2357 -1229.938 20.0 
01E8: create_forbidden_for_cars_cube 804.0421 -1329.191 10.0 789.3583 -1159.008 24.0 
000A: 112@ += 1 // integer values 

:MANSON5_11229
0002: jump @MANSON5_11444 

:MANSON5_11236
00D6: if 
00EE:   actor 35@ 0 394.1295 -1801.128 radius 2.0 2.0 
004D: jump_if_false @MANSON5_11291 
0249: release_model #HOTDOG 
01C3: remove_references_to_car 114@ // Like turning a car into any random car 
000A: 112@ += 1 // integer values 

:MANSON5_11291
0002: jump @MANSON5_11444 

:MANSON5_11298
00D6: if 
00EE:   actor 35@ 0 1030.758 -1223.58 radius 2.0 2.0 
004D: jump_if_false @MANSON5_11355 
05ED: (unknown) 44@ 
000A: 112@ += 1 // integer values 
0002: jump @MANSON5_11362 

:MANSON5_11355
0002: jump @MANSON5_11444 

:MANSON5_11362
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_11437 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $11352 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if 
0032:   40.0 >= $11352 // floating-point values 
004D: jump_if_false @MANSON5_11437 
0006: 54@ = 1 // integer values 

:MANSON5_11437
0002: jump @MANSON5_11444 

:MANSON5_11444
0051: return 

:MANSON5_11446
0871: init_jump_table 117@ total_jumps 2 0 @MANSON5_11708 jumps 0 @MANSON5_11509 1 @MANSON5_11570 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 

:MANSON5_11509
0509: $11352 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point 1064.547 -1218.083 
00D6: if 
0022:   250.0 > $11352 // floating-point values 
004D: jump_if_false @MANSON5_11563 
0247: request_model #BURRITO 
000A: 117@ += 1 // integer values 

:MANSON5_11563
0002: jump @MANSON5_11708 

:MANSON5_11570
00D6: if 
0248:   model #BURRITO available 
004D: jump_if_false @MANSON5_11701 
0509: $11352 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point 1064.547 -1218.083 
00D6: if 
0022:   80.0 > $11352 // floating-point values 
004D: jump_if_false @MANSON5_11701 
00A5: 115@ = create_car #BURRITO at 1064.547 -1218.083 15.928 
0175: set_car 115@ z_angle_to 191.9481 
00A5: 116@ = create_car #BURRITO at 1050.6 -1222.692 15.8704 
0175: set_car 116@ z_angle_to 111.6362 
000A: 117@ += 1 // integer values 

:MANSON5_11701
0002: jump @MANSON5_11708 

:MANSON5_11708
0051: return 

:MANSON5_11710
0871: init_jump_table 118@ total_jumps 12 0 @MANSON5_12904 jumps 0 @MANSON5_11838 1 @MANSON5_11934 2 @MANSON5_11981 3 @MANSON5_12233 4 @MANSON5_12280 5 @MANSON5_12355 6 @MANSON5_12402 
0872: jump_table_jumps 7 @MANSON5_12477 8 @MANSON5_12524 9 @MANSON5_12667 10 @MANSON5_12714 11 @MANSON5_12857 -1 @MANSON5_12904 -1 @MANSON5_12904 -1 @MANSON5_12904 -1 @MANSON5_12904 

:MANSON5_11838
00D6: if 
001B:   3 > 119@ // integer values 
004D: jump_if_false @MANSON5_11920 
008A: $1276 = 120@(119@,24i) // integer values and handles 
05A9: s$1281 = 168@(119@,24s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 144@(119@,24i) 
000A: 119@ += 1 // integer values 
000A: 118@ += 1 // integer values 
0002: jump @MANSON5_11934 

:MANSON5_11920
0006: 118@ = 2 // integer values 
0002: jump @MANSON5_12904 

:MANSON5_11934
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSON5_11974 
0006: 118@ = 0 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:MANSON5_11974
0002: jump @MANSON5_12904 

:MANSON5_11981
00D6: if 
0039:   69@ == 3 // integer values 
004D: jump_if_false @MANSON5_12058 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 -12.2064 -1117.876 radius 120.0 120.0 
004D: jump_if_false @MANSON5_12058 
000A: 118@ += 2 // integer values 
0006: 119@ = 16 // integer values 
0002: jump @MANSON5_12904 

:MANSON5_12058
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @MANSON5_12158 
00D6: if 
001B:   16 > 119@ // integer values 
004D: jump_if_false @MANSON5_12151 
008A: $1276 = 120@(119@,24i) // integer values and handles 
05A9: s$1281 = 168@(119@,24s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 144@(119@,24i) 
000A: 119@ += 1 // integer values 
000A: 118@ += 1 // integer values 

:MANSON5_12151
0002: jump @MANSON5_12233 

:MANSON5_12158
00D6: if 
8039:   not  119@ == 3 // integer values 
004D: jump_if_false @MANSON5_12226 
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @MANSON5_12201 
0004: $1285[0] = -2 // integer values 

:MANSON5_12201
00D6: if 
801A:   not  0 > $1285[0] // integer values 
004D: jump_if_false @MANSON5_12226 
0004: $1285[1] = -2 // integer values 

:MANSON5_12226
0002: jump @MANSON5_12904 

:MANSON5_12233
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSON5_12273 
0006: 118@ = 2 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:MANSON5_12273
0002: jump @MANSON5_12904 

:MANSON5_12280
00D6: if 
001B:   18 > 119@ // integer values 
004D: jump_if_false @MANSON5_12355 
008A: $1276 = 120@(119@,24i) // integer values and handles 
05A9: s$1281 = 168@(119@,24s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 144@(119@,24i) 
000A: 119@ += 1 // integer values 
000A: 118@ += 1 // integer values 

:MANSON5_12355
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSON5_12395 
0006: 118@ = 4 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:MANSON5_12395
0002: jump @MANSON5_12904 

:MANSON5_12402
00D6: if 
001B:   24 > 119@ // integer values 
004D: jump_if_false @MANSON5_12477 
008A: $1276 = 120@(119@,24i) // integer values and handles 
05A9: s$1281 = 168@(119@,24s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 144@(119@,24i) 
000A: 119@ += 1 // integer values 
000A: 118@ += 1 // integer values 

:MANSON5_12477
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSON5_12517 
0006: 118@ = 6 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:MANSON5_12517
0002: jump @MANSON5_12904 

:MANSON5_12524
00D6: if 
001B:   4 > 119@ // integer values 
004D: jump_if_false @MANSON5_12667 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @MANSON5_12667 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 60.0 60.0 0 
004D: jump_if_false @MANSON5_12659 
008A: $1276 = 120@(119@,24i) // integer values and handles 
05A9: s$1281 = 168@(119@,24s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 35@ 
000A: 119@ += 1 // integer values 
000A: 118@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @MANSON5_12667 

:MANSON5_12659
0006: 32@ = 7000 // integer values 

:MANSON5_12667
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSON5_12707 
0006: 118@ = 8 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:MANSON5_12707
0002: jump @MANSON5_12904 

:MANSON5_12714
00D6: if 
001B:   9 > 119@ // integer values 
004D: jump_if_false @MANSON5_12857 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @MANSON5_12857 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 0 
004D: jump_if_false @MANSON5_12849 
008A: $1276 = 120@(119@,24i) // integer values and handles 
05A9: s$1281 = 168@(119@,24s) // 8-byte strings 
004F: create_thread @A_ALAP 2 100 35@ 
000A: 119@ += 1 // integer values 
000A: 118@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @MANSON5_12857 

:MANSON5_12849
0006: 32@ = 7000 // integer values 

:MANSON5_12857
00D6: if 
0038:   $1285($1288,2i) == -3 // integer values 
004D: jump_if_false @MANSON5_12897 
0006: 118@ = 10 // integer values 
0004: $1285($1288,2i) = -4 // integer values 

:MANSON5_12897
0002: jump @MANSON5_12904 

:MANSON5_12904
0051: return 

:MANSON5_12906
0008: $11264 += 1 // integer values 
0318: set_latest_mission_passed 'MAN_5'  // Torokkszrls
030C: set_mission_points += 1 
014C: set_parked_car_generator $5248 cars_to_generate_to 101 
014C: set_parked_car_generator $5249 cars_to_generate_to 101 
014C: set_parked_car_generator $5250 cars_to_generate_to 101 
014C: set_parked_car_generator $5251 cars_to_generate_to 101 
014C: set_parked_car_generator $5252 cars_to_generate_to 101 
014C: set_parked_car_generator $5253 cars_to_generate_to 101 
014C: set_parked_car_generator $5254 cars_to_generate_to 101 
014C: set_parked_car_generator $5255 cars_to_generate_to 101 
014C: set_parked_car_generator $5256 cars_to_generate_to 101 
014C: set_parked_car_generator $5257 cars_to_generate_to 101 
014C: set_parked_car_generator $5258 cars_to_generate_to 101 
014C: set_parked_car_generator $5259 cars_to_generate_to 101 
014C: set_parked_car_generator $5260 cars_to_generate_to 101 
014C: set_parked_car_generator $5261 cars_to_generate_to 101 
014C: set_parked_car_generator $5262 cars_to_generate_to 101 
014C: set_parked_car_generator $5263 cars_to_generate_to 101 
014C: set_parked_car_generator $5264 cars_to_generate_to 101 
014C: set_parked_car_generator $5265 cars_to_generate_to 101 
014C: set_parked_car_generator $5266 cars_to_generate_to 101 
014C: set_parked_car_generator $5267 cars_to_generate_to 101 
014C: set_parked_car_generator $5268 cars_to_generate_to 101 
01E3: text_1number_styled 'M_PASSR' 4 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $622 
0051: return 

:MANSON5_13113
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @MANSON5_13157 
00BC: text_highpriority 63@s 5000 ms 1 

:MANSON5_13157
0051: return 

:MANSON5_13159
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSON5_13186 
07B4: (unknown) $PLAYER_CHAR 1 
08F4: (unknown) 99 

:MANSON5_13186
004F: create_thread @A_TERM 
03DE: set_pedestrians_density_multiplier_to 1.0 
091D: (unknown) 226.1833 -1631.007 40.0 546.4532 -1423.991 12.0 
091D: (unknown) 510.3661 -1431.656 10.0 645.8312 -1387.312 20.0 
091D: (unknown) 646.6142 -1389.016 10.0 620.9656 -1310.468 20.0 
091D: (unknown) 620.9656 -1310.468 10.0 947.811 -1335.012 20.0 
091D: (unknown) 948.2631 -1335.406 10.0 934.2357 -1229.938 20.0 
091D: (unknown) 804.0421 -1329.191 10.0 789.3583 -1159.008 24.0 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_13429 
06C9: remove_actor 34@ from_group 

:MANSON5_13429
034F: destroy_actor_with_fade 34@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 35@ // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_13490 
04D7: lock_actor 73@ in_current_position 0 
02AB: set_actor 73@ immunities 0 0 0 0 0 

:MANSON5_13490
01C3: remove_references_to_car 74@ // Like turning a car into any random car 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_13533 
0519: lock_vehicle 74@ in_current_position 0 
02AC: set_car 74@ immunities 0 0 0 0 0 

:MANSON5_13533
01C3: remove_references_to_car 39@ // Like turning a car into any random car 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_13575 
00D6: if 
060E:   car 40@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_13575 
05EC: release_vehicle 40@ from_path 

:MANSON5_13575
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_13617 
00D6: if 
060E:   car 41@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_13617 
05EC: release_vehicle 41@ from_path 

:MANSON5_13617
01C3: remove_references_to_car 41@ // Like turning a car into any random car 
01C3: remove_references_to_car 42@ // Like turning a car into any random car 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_13664 
00D6: if 
060E:   car 43@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_13664 
05EC: release_vehicle 43@ from_path 

:MANSON5_13664
01C3: remove_references_to_car 43@ // Like turning a car into any random car 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_13706 
00D6: if 
060E:   car 44@ is_assigned_to_existing_path 
004D: jump_if_false @MANSON5_13706 
05EC: release_vehicle 44@ from_path 

:MANSON5_13706
01C3: remove_references_to_car 44@ // Like turning a car into any random car 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C3: remove_references_to_car 114@ // Like turning a car into any random car 
01C3: remove_references_to_car 115@ // Like turning a car into any random car 
01C3: remove_references_to_car 116@ // Like turning a car into any random car 
0006: 48@ = 0 // integer values 

:MANSON5_13738
00D6: if 
001B:   8 > 48@ // integer values 
004D: jump_if_false @MANSON5_13779 
01C3: remove_references_to_car 75@(48@,8i) // Like turning a car into any random car 
000A: 48@ += 1 // integer values 
0002: jump @MANSON5_13738 

:MANSON5_13779
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
0249: release_model #SBFYRI 
0249: release_model #BFINJECT 
0249: release_model #VORTEX 
0249: release_model #KART 
0249: release_model #NEWSVAN 
0249: release_model #MARQUIS 
0249: release_model #REEFER 
0249: release_model #HOTDOG 
0249: release_model #BURRITO 
0249: release_model #WATERJUMPX2 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 106---------------
// Originally: Beat Down on B Dup

:GROVE1
03A4: name_thread 'GROVE1' 
0050: gosub @GROVE1_608 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GROVE1_38 
0050: gosub @GROVE1_18793 

:GROVE1_38
0050: gosub @GROVE1_18932 
004E: end_thread 

:GROVE1_47
0871: init_jump_table 96@ total_jumps 4 0 @GROVE1_606 jumps 0 @GROVE1_110 1 @GROVE1_322 2 @GROVE1_446 3 @GROVE1_548 -1 @GROVE1_606 -1 @GROVE1_606 -1 @GROVE1_606 

:GROVE1_110
05A9: s$7956 = 'GRO1_FA' // 8-byte strings  // ~z~Mire gondoltl akkor, tes?
05A9: s$7958 = 'GRO1_FB' // 8-byte strings  // ~z~Fradt vagyok. NAGYON FRADT!!
05A9: s$7960 = 'GRO1_FC' // 8-byte strings  // ~z~Nem brom mr, hogy egyre tbb van a melban s mg se lesz jobb semmi.
05A9: s$7962 = 'GRO1_FD' // 8-byte strings  // ~z~Nem brom nzni, ahogy a csaldom darabokra hullik.
05A9: s$7964 = 'GRO1_FE' // 8-byte strings  // ~z~Sweet, ember, nem vagy te ennyire szvtelen.
05A9: s$7966 = 'GRO1_FF' // 8-byte strings  // ~z~Biztos, hogy minden el van baszva mr, de lesz egy sarkunk, tes.
05A9: s$7968 = 'GRO1_FG' // 8-byte strings  // ~z~Eljn a napja, amikor a Johnson csald lesz a legnagyobb.
05A9: s$7970 = 'GRO1_FH' // 8-byte strings  // ~z~s mindjrt jn is.
05A9: s$7972 = 'GRO1_FJ' // 8-byte strings  // ~z~Hallom, CJ, miattunk vagy itt, tudtam.
04AF: 97@ = unknown_wav_reference 17432 
04AF: 98@ = unknown_wav_reference 17433 
04AF: 99@ = unknown_wav_reference 17434 
04AF: 100@ = unknown_wav_reference 17435 
04AF: 101@ = unknown_wav_reference 17436 
04AF: 102@ = unknown_wav_reference 17437 
04AF: 103@ = unknown_wav_reference 17438 
04AF: 104@ = unknown_wav_reference 17439 
04AF: 105@ = unknown_wav_reference 17440 
0004: $1422 = 8 // integer values 
0002: jump @GROVE1_606 

:GROVE1_322
05A9: s$7956 = 'GRO1_JA' // 8-byte strings  // ~z~Oh ember, Glen Park!
05A9: s$7958 = 'GRO1_JB' // 8-byte strings  // ~z~A Kilo Trays szvben.
05A9: s$7960 = 'GRO1_JC' // 8-byte strings  // ~z~Bassza meg, kivagyok s az a fasz is tl sok jn mr.
05A9: s$7962 = 'GRO1_JD' // 8-byte strings  // ~z~Majd flresprjk a teljes szomszdsgot!
05A9: s$7964 = 'GRO1_JE' // 8-byte strings  // ~z~Ja, hadd szljon.
04AF: 97@ = unknown_wav_reference 17445 
04AF: 98@ = unknown_wav_reference 17446 
04AF: 99@ = unknown_wav_reference 17447 
04AF: 100@ = unknown_wav_reference 17448 
04AF: 101@ = unknown_wav_reference 17449 
0004: $1422 = 4 // integer values 
0002: jump @GROVE1_606 

:GROVE1_446
05A9: s$7956 = 'GRO1_LA' // 8-byte strings  // ~z~Ok, a szomszdsg most holtrszeg.
05A9: s$7958 = 'GRO1_LB' // 8-byte strings  // ~z~Nincs jele B Dupnak, kutya.
05A9: s$7960 = 'GRO1_LC' // 8-byte strings  // ~z~Vizsgld meg azt a helyet.
05A9: s$7962 = 'GRO1_LD' // 8-byte strings  // ~z~Ez az, tudom!
04AF: 97@ = unknown_wav_reference 17452 
04AF: 98@ = unknown_wav_reference 17453 
04AF: 99@ = unknown_wav_reference 17454 
04AF: 100@ = unknown_wav_reference 17455 
0004: $1422 = 3 // integer values 
0002: jump @GROVE1_606 

:GROVE1_548
05A9: s$7956 = 'GRO1_KA' // 8-byte strings  // ~z~sd kemnyen azokat a Ballasokat!
05A9: s$7958 = 'GRO1_KB' // 8-byte strings  // ~z~A Jonhson fik most mennek keresztl!
04AF: 97@ = unknown_wav_reference 17450 
04AF: 98@ = unknown_wav_reference 17451 
0004: $1422 = 1 // integer values 
0002: jump @GROVE1_606 

:GROVE1_606
0051: return 

:GROVE1_608
0004: $ONMISSION = 1 // integer values 
0006: 77@ = 50 // integer values 
0006: 78@ = 50 // integer values 
0006: 79@ = 50 // integer values 
0006: 80@ = 50 // integer values 
0006: 81@ = 0 // integer values 
0004: $7955 = 1000 // integer values 
0006: 37@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 70@ = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 88@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'GROVE1' 
0001: wait 0 ms 
04BB: select_interior 3 // select render area 
02E4: load_cutscene_data 'GROVE1A' 

:GROVE1_1005
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_1029 
0001: wait 0 ms 
0002: jump @GROVE1_1005 

:GROVE1_1029
02E7: start_cutscene 
016A: fade 1 1000 ms 

:GROVE1_1038
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_1062 
0001: wait 0 ms 
0002: jump @GROVE1_1038 

:GROVE1_1062
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:GROVE1_1075
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_1099 
0001: wait 0 ms 
0002: jump @GROVE1_1075 

:GROVE1_1099
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
08F4: (unknown) 5 
0002: jump @GROVE1_1224 
018A: 39@ = create_checkpoint_at 0.0 0.0 0.0 
0615: define_action_sequences 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_action_sequences_end 57@ 
0615: define_action_sequences 61@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_action_sequences_end 61@ 
0615: define_action_sequences 65@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_action_sequences_end 65@ 
0615: define_action_sequences 69@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_action_sequences_end 69@ 

:GROVE1_1224
060A: unknown_create_entity 2 34@ 
060A: unknown_create_entity 2 35@ 
0709: unknown_set_entity_item 35@ 49 311 0.0 100.0 100.0 100.0 0 1 
023C: request_special_actor 'SWEET' as 1 
0247: request_model #BALLAS3 
0247: request_model #BALLAS1 
0247: request_model #AK47 
0247: request_model #INFERNUS 
03CF: load_wav 17441 as 2 
038B: load_requested_models 

:GROVE1_1312
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #AK47 available 
8248:   not model #BALLAS3 available 
8248:   not model #BALLAS1 available 
8248:   not model #INFERNUS available 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_1360 
0001: wait 0 ms 
0002: jump @GROVE1_1312 

:GROVE1_1360
00A1: put_actor $PLAYER_ACTOR at 2497.324 -1684.744 12.44 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_camera 2497.324 -1684.744 12.44 
009A: 38@ = create_actor 24 #SPECIAL01 at 2496.633 -1684.573 12.435 
0173: set_actor 38@ z_angle_to 0.0 
060B: unknown_actor_use_entity 38@ 65542 
0245: set_actor 38@ walk_style_to "GANG2" 
01B2: give_actor 38@ weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor 38@ targetable 1 
0446: set_actor 38@ immune_to_headshots 0 
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
02E2: set_actor 38@ weapon_accuracy_to 90 
0223: set_actor 38@ health_to 1000 
08AF: (unknown) 38@ 1000 
077A: set_actor 38@ aggressive_to_pedgroup 4 type 25 
02AB: set_actor 38@ immunities 1 1 1 1 1 
0A20: (unknown) $PLAYER_CHAR 1 
02A3: toggle_widescreen 0 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:GROVE1_1580
00D6: if 
816B:   not fading 
004D: jump_if_false @GROVE1_1604 
0001: wait 0 ms 
0002: jump @GROVE1_1580 

:GROVE1_1604
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_1657 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 
0002: jump @GROVE1_1672 

:GROVE1_1657
02AB: set_actor 38@ immunities 0 0 0 0 0 

:GROVE1_1672
00BC: text_highpriority 'GM1_18' 8000 ms 1  // ~s~Juss el ~y~B Dup~s~ hzba.
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
0004: $127 = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0050: gosub @GROVE1_47 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 

:GROVE1_1771
00D6: if or
80FE:   not actor $PLAYER_ACTOR $127 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
8039:   not  120@ == 1 // integer values 
004D: jump_if_false @GROVE1_3274 
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @GROVE1_1861 
0002: jump @GROVE1_18877 

:GROVE1_1861
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_1945 
00D9: 83@ = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @GROVE1_1938 
00D6: if 
09D0:   83@ 
004D: jump_if_false @GROVE1_1931 
0006: 120@ = 1 // integer values 
0002: jump @GROVE1_1938 

:GROVE1_1931
0006: 120@ = 0 // integer values 

:GROVE1_1938
0002: jump @GROVE1_2047 

:GROVE1_1945
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE1_2040 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2026 
0006: 120@ = 1 // integer values 
0002: jump @GROVE1_2033 

:GROVE1_2026
0006: 120@ = 0 // integer values 

:GROVE1_2033
0002: jump @GROVE1_2047 

:GROVE1_2040
0006: 120@ = 0 // integer values 

:GROVE1_2047
00D6: if 
0039:   114@ == 0 // integer values 
004D: jump_if_false @GROVE1_2102 
00D6: if 
0029:   32@ >= 5000 // integer values 
004D: jump_if_false @GROVE1_2102 
03D5: remove_text 'GM1_18'  // ~s~Juss el ~y~B Dup~s~ hzba.
0006: 114@ = 1 // integer values 

:GROVE1_2102
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @GROVE1_2420 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2364 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2254 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_2247 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor 38@ has_objective 
004D: jump_if_false @GROVE1_2219 
0050: gosub @GROVE1_19450 

:GROVE1_2219
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_2247 
0050: gosub @GROVE1_19450 

:GROVE1_2247
0002: jump @GROVE1_2357 

:GROVE1_2254
040D: unload_wav 1 
03D5: remove_text 'GRO1_FA'  // ~z~Mire gondoltl akkor, tes?
03D5: remove_text 'GRO1_FB'  // ~z~Fradt vagyok. NAGYON FRADT!!
03D5: remove_text 'GRO1_FC'  // ~z~Nem brom mr, hogy egyre tbb van a melban s mg se lesz jobb semmi.
03D5: remove_text 'GRO1_FD'  // ~z~Nem brom nzni, ahogy a csaldom darabokra hullik.
03D5: remove_text 'GRO1_FE'  // ~z~Sweet, ember, nem vagy te ennyire szvtelen.
03D5: remove_text 'GRO1_FF'  // ~z~Biztos, hogy minden el van baszva mr, de lesz egy sarkunk, tes.
03D5: remove_text 'GRO1_FG'  // ~z~Eljn a napja, amikor a Johnson csald lesz a legnagyobb.
03D5: remove_text 'GRO1_FH'  // ~z~s mindjrt jn is.
03D5: remove_text 'GRO1_FJ'  // ~z~Hallom, CJ, miattunk vagy itt, tudtam.

:GROVE1_2357
0002: jump @GROVE1_2420 

:GROVE1_2364
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_2413 
0164: disable_marker 39@ 

:GROVE1_2413
0002: jump @GROVE1_18793 

:GROVE1_2420
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2489 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_2475 
0164: disable_marker 39@ 

:GROVE1_2475
0002: jump @GROVE1_18793 
0002: jump @GROVE1_3267 

:GROVE1_2489
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 // integer values 
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @GROVE1_2555 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2555 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0006: 117@ = 0 // integer values 

:GROVE1_2555
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GROVE1_2638 
0164: disable_marker 89@ 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: text_highpriority 'GM1_2' 8000 ms 1  // ~s~Htrahagytad ~b~Sweetet~s~, menj vissza rte.
0004: $127 = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 37@ = 1 // integer values 

:GROVE1_2638
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_3267 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_3267 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_3106 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_3029 
00D9: 83@ = actor $PLAYER_ACTOR car 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // integer values and handles 
0062: 86@ -= 85@ // integer values 
00D6: if 
0029:   86@ >= 1 // integer values 
004D: jump_if_false @GROVE1_2861 
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: text_highpriority 'GM1_18' 8000 ms 1  // ~s~Juss el ~y~B Dup~s~ hzba.
0004: $127 = 1 // integer values 
0006: 87@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0002: jump @GROVE1_3022 

:GROVE1_2861
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @GROVE1_2959 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2931 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_2931
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 87@ = 1 // integer values 
0002: jump @GROVE1_3022 

:GROVE1_2959
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_3022 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_3022 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_3022
0002: jump @GROVE1_3099 

:GROVE1_3029
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: text_highpriority 'GM1_18' 8000 ms 1  // ~s~Juss el ~y~B Dup~s~ hzba.
0004: $127 = 1 // integer values 
0006: 37@ = 0 // integer values 

:GROVE1_3099
0002: jump @GROVE1_3267 

:GROVE1_3106
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @GROVE1_3204 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_3176 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_3176
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 73@ = 1 // integer values 
0002: jump @GROVE1_3267 

:GROVE1_3204
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_3267 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_3267 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_3267
0002: jump @GROVE1_1771 

:GROVE1_3274
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 89@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_3344 
02AB: set_actor 38@ immunities 1 1 1 1 1 
0002: jump @GROVE1_3367 

:GROVE1_3344
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_3367
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:GROVE1_3382
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_3445 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_3438 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_3438
0002: jump @GROVE1_3382 

:GROVE1_3445
08F5: (unknown) 
0395: clear_area 1 at 2294.323 -1797.048 12.586 range 7.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_3548 
0395: clear_area 1 at 2294.323 -1797.048 12.586 range 3.0 
00A1: put_actor $PLAYER_ACTOR at 2294.323 -1797.048 12.586 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
0002: jump @GROVE1_3652 

:GROVE1_3548
00D9: 90@ = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2294.323 -1797.048 12.586 

:GROVE1_3576
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_3642 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_3635 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_3635
0002: jump @GROVE1_3576 

:GROVE1_3642
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 

:GROVE1_3652
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_3861 
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_3750 
0395: clear_area 1 at 2294.323 -1794.911 12.586 range 3.0 
0792: (unknown) 38@ 
00A1: put_actor 38@ at 2294.323 -1794.911 12.586 
0173: set_actor 38@ z_angle_to 270.0 
0002: jump @GROVE1_3854 

:GROVE1_3750
00D9: 90@ = actor 38@ car 
0362: remove_actor 38@ from_car_and_place_at 2294.323 -1794.911 12.586 

:GROVE1_3778
00D6: if 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_3844 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_3837 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_3837
0002: jump @GROVE1_3778 

:GROVE1_3844
0173: set_actor 38@ z_angle_to 270.0 

:GROVE1_3854
0002: jump @GROVE1_3884 

:GROVE1_3861
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_3884
0395: clear_area 1 at 2294.323 -1797.048 12.586 range 6.0 
00D6: if 
056E:   carcass_of_car 90@ valid 
004D: jump_if_false @GROVE1_3994 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @GROVE1_3994 
0395: clear_area 0 at 2299.243 -1784.565 12.591 range 3.0 
00AB: put_car 90@ at 2299.243 -1784.565 12.591 
0175: set_car 90@ z_angle_to 0.0 

:GROVE1_3994
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 3 // select render area 
02E4: load_cutscene_data 'GROVE1B' 

:GROVE1_4014
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_4038 
0001: wait 0 ms 
0002: jump @GROVE1_4014 

:GROVE1_4038
02E7: start_cutscene 
016A: fade 1 1000 ms 

:GROVE1_4047
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_4071 
0001: wait 0 ms 
0002: jump @GROVE1_4047 

:GROVE1_4071
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:GROVE1_4084
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_4108 
0001: wait 0 ms 
0002: jump @GROVE1_4084 

:GROVE1_4108
02EA: end_cutscene 
04BB: select_interior 0 // select render area 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: (unknown) 
03CB: set_camera 2294.323 -1797.048 12.586 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 

:GROVE1_4156
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_4180 
0001: wait 0 ms 
0002: jump @GROVE1_4156 

:GROVE1_4180
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_4218 
02AB: set_actor 38@ immunities 0 0 0 0 0 
0002: jump @GROVE1_4241 

:GROVE1_4218
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_4241
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00BC: text_highpriority 'GM1_1' 5000 ms 1  // ~s~Menj a ~y~Glen Parkba~s~.
02A8: 40@ = create_marker 62 at 1988.316 -1199.675 19.135 
076C: set_zone 'GLN1' controlled_by_gang 0 density 40 
076C: set_zone 'GLN1' controlled_by_gang 1 density 0 
076D: get_zone 'GLN1' controlled_by_gang 2 density 91@ 
076D: get_zone 'GLN1' controlled_by_gang 7 density 92@ 
076C: set_zone 'GLN1' controlled_by_gang 2 density 0 
076C: set_zone 'GLN1' controlled_by_gang 7 density 0 
090C: (unknown) 'GLN1' 
03C7: unknown_maybe_cops_density 0.5 
08A3: (unknown) 1 
0006: 33@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 1 // integer values 
0050: gosub @GROVE1_47 
0006: 119@ = 0 // integer values 

:GROVE1_4463
00D6: if or
8039:   not  81@ == 1 // integer values 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_5646 
0001: wait 0 ms 
00D6: if 
0039:   115@ == 0 // integer values 
004D: jump_if_false @GROVE1_4548 
00D6: if 
0029:   33@ >= 5000 // integer values 
004D: jump_if_false @GROVE1_4548 
03D5: remove_text 'GM1_1'  // ~s~Menj a ~y~Glen Parkba~s~.
0006: 115@ = 1 // integer values 

:GROVE1_4548
00D6: if 
0039:   115@ == 1 // integer values 
004D: jump_if_false @GROVE1_4823 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_4766 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_4700 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_4693 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor 38@ has_objective 
004D: jump_if_false @GROVE1_4665 
0050: gosub @GROVE1_19450 

:GROVE1_4665
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_4693 
0050: gosub @GROVE1_19450 

:GROVE1_4693
0002: jump @GROVE1_4759 

:GROVE1_4700
040D: unload_wav 1 
03D5: remove_text 'GRO1_JA'  // ~z~Oh ember, Glen Park!
03D5: remove_text 'GRO1_JB'  // ~z~A Kilo Trays szvben.
03D5: remove_text 'GRO1_JC'  // ~z~Bassza meg, kivagyok s az a fasz is tl sok jn mr.
03D5: remove_text 'GRO1_JD'  // ~z~Majd flresprjk a teljes szomszdsgot!
03D5: remove_text 'GRO1_JE'  // ~z~Ja, hadd szljon.

:GROVE1_4759
0002: jump @GROVE1_4823 

:GROVE1_4766
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_4816 
0164: disable_marker 39@ 

:GROVE1_4816
0002: jump @GROVE1_18793 

:GROVE1_4823
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @GROVE1_4862 
0006: 81@ = 1 // integer values 
0002: jump @GROVE1_4869 

:GROVE1_4862
0006: 81@ = 0 // integer values 

:GROVE1_4869
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_4938 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_4924 
0164: disable_marker 39@ 

:GROVE1_4924
0002: jump @GROVE1_18793 
0002: jump @GROVE1_5639 

:GROVE1_4938
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 // integer values 
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @GROVE1_5004 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_5004 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0006: 117@ = 0 // integer values 

:GROVE1_5004
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GROVE1_5082 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: text_highpriority 'GM1_2' 8000 ms 1  // ~s~Htrahagytad ~b~Sweetet~s~, menj vissza rte.
0004: $127 = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 37@ = 1 // integer values 

:GROVE1_5082
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_5639 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_5639 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_5478 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_5437 
00D9: 83@ = actor $PLAYER_ACTOR car 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // integer values and handles 
0062: 86@ -= 85@ // integer values 
00D6: if 
0029:   86@ >= 1 // integer values 
004D: jump_if_false @GROVE1_5269 
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 // integer values 
0006: 87@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0002: jump @GROVE1_5430 

:GROVE1_5269
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @GROVE1_5367 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_5339 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_5339
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 87@ = 1 // integer values 
0002: jump @GROVE1_5430 

:GROVE1_5367
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_5430 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_5430 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_5430
0002: jump @GROVE1_5471 

:GROVE1_5437
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 // integer values 
0006: 37@ = 0 // integer values 

:GROVE1_5471
0002: jump @GROVE1_5639 

:GROVE1_5478
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @GROVE1_5576 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_5548 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_5548
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 73@ = 1 // integer values 
0002: jump @GROVE1_5639 

:GROVE1_5576
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_5639 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_5639 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_5639
0002: jump @GROVE1_4463 

:GROVE1_5646
00BC: text_highpriority 'GM1_3' 8000 ms 1  // ~s~Tmadd meg a Ballast s foglald el a terleteiket.
0006: 33@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 3 // integer values 
0050: gosub @GROVE1_47 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_5735 
0226: $7955 = actor 38@ health 
0002: jump @GROVE1_5792 

:GROVE1_5735
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_5785 
0164: disable_marker 39@ 

:GROVE1_5785
0002: jump @GROVE1_18793 

:GROVE1_5792
0014: $7955 /= 10 // integer values 
03C4: set_status_text_to $7955 1 'GM1_7'  // SWEET
0006: 119@ = 0 // integer values 

:GROVE1_5822
00D6: if or
8039:   not  82@ == 1 // integer values 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_7127 
0001: wait 0 ms 
00D6: if 
0039:   116@ == 0 // integer values 
004D: jump_if_false @GROVE1_5907 
00D6: if 
0029:   33@ >= 5000 // integer values 
004D: jump_if_false @GROVE1_5907 
03D5: remove_text 'GM1_3'  // ~s~Tmadd meg a Ballast s foglald el a terleteiket.
0006: 116@ = 1 // integer values 

:GROVE1_5907
00D6: if 
0039:   116@ == 1 // integer values 
004D: jump_if_false @GROVE1_6149 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_6092 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_6059 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_6052 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor 38@ has_objective 
004D: jump_if_false @GROVE1_6024 
0050: gosub @GROVE1_19450 

:GROVE1_6024
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_6052 
0050: gosub @GROVE1_19450 

:GROVE1_6052
0002: jump @GROVE1_6085 

:GROVE1_6059
040D: unload_wav 1 
03D5: remove_text 'GRO1_KA'  // ~z~sd kemnyen azokat a Ballasokat!
03D5: remove_text 'GRO1_KB'  // ~z~A Jonhson fik most mennek keresztl!

:GROVE1_6085
0002: jump @GROVE1_6149 

:GROVE1_6092
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_6142 
0164: disable_marker 39@ 

:GROVE1_6142
0002: jump @GROVE1_18793 

:GROVE1_6149
076D: get_zone 'GLN1' controlled_by_gang 0 density 77@ 
076D: get_zone 'GLN1' controlled_by_gang 1 density 118@ 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_6250 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_6236 
0164: disable_marker 39@ 

:GROVE1_6236
0002: jump @GROVE1_18793 
0002: jump @GROVE1_6951 

:GROVE1_6250
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 // integer values 
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @GROVE1_6316 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_6316 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0006: 117@ = 0 // integer values 

:GROVE1_6316
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GROVE1_6394 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: text_highpriority 'GM1_2' 8000 ms 1  // ~s~Htrahagytad ~b~Sweetet~s~, menj vissza rte.
0004: $127 = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 37@ = 1 // integer values 

:GROVE1_6394
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_6951 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_6951 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_6790 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_6749 
00D9: 83@ = actor $PLAYER_ACTOR car 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // integer values and handles 
0062: 86@ -= 85@ // integer values 
00D6: if 
0029:   86@ >= 1 // integer values 
004D: jump_if_false @GROVE1_6581 
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 // integer values 
0006: 87@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0002: jump @GROVE1_6742 

:GROVE1_6581
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @GROVE1_6679 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_6651 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_6651
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 87@ = 1 // integer values 
0002: jump @GROVE1_6742 

:GROVE1_6679
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_6742 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_6742 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_6742
0002: jump @GROVE1_6783 

:GROVE1_6749
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 // integer values 
0006: 37@ = 0 // integer values 

:GROVE1_6783
0002: jump @GROVE1_6951 

:GROVE1_6790
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @GROVE1_6888 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_6860 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_6860
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 73@ = 1 // integer values 
0002: jump @GROVE1_6951 

:GROVE1_6888
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_6951 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_6951 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_6951
00D6: if 
0039:   77@ == 0 // integer values 
004D: jump_if_false @GROVE1_6976 
0006: 82@ = 1 // integer values 

:GROVE1_6976
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @GROVE1_7015 
0006: 81@ = 1 // integer values 
0002: jump @GROVE1_7120 

:GROVE1_7015
00D6: if 
887A:   not gang_war_provoking 
004D: jump_if_false @GROVE1_7113 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_7106 
00D6: if 
0039:   118@ == 0 // integer values 
004D: jump_if_false @GROVE1_7106 
00D6: if 
0039:   88@ == 0 // integer values 
004D: jump_if_false @GROVE1_7106 
00BC: text_highpriority 'GM1_16' 8000 ms 1  // ~s~Menj vissza a ~y~Glen Parkba~s~ s vedd vissza a ~y~terletet~s~!
0006: 88@ = 1 // integer values 

:GROVE1_7106
0002: jump @GROVE1_7120 

:GROVE1_7113
0006: 88@ = 0 // integer values 

:GROVE1_7120
0002: jump @GROVE1_5822 

:GROVE1_7127
0164: disable_marker 40@ 
03D5: remove_text 'GM1_16'  // ~s~Menj vissza a ~y~Glen Parkba~s~ s vedd vissza a ~y~terletet~s~!
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
03D5: remove_text 'GM1_2'  // ~s~Htrahagytad ~b~Sweetet~s~, menj vissza rte.
03D5: remove_text 'GM1_4'  // ~r~Sweet halott!
03D5: remove_text 'GM1_3'  // ~s~Tmadd meg a Ballast s foglald el a terleteiket.
08A3: (unknown) 0 
0001: wait 5000 ms 
0050: gosub @ENTEXT_63 

:GROVE1_7203
00D6: if 
8038:   not  $38 == 1 // integer values 
004D: jump_if_false @GROVE1_7283 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_7269 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0164: disable_marker 39@ 
0002: jump @GROVE1_18793 

:GROVE1_7269
0050: gosub @ENTEXT_63 
0002: jump @GROVE1_7203 

:GROVE1_7283
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_7342 
02AB: set_actor 38@ immunities 1 1 1 1 1 
0002: jump @GROVE1_7365 

:GROVE1_7342
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_7365
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:GROVE1_7380
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_7404 
0001: wait 0 ms 
0002: jump @GROVE1_7380 

:GROVE1_7404
08F5: (unknown) 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_7500 
03CB: set_camera 2038.184 -1143.772 23.455 
0395: clear_area 1 at 2038.184 -1143.772 23.455 range 3.0 
00A1: put_actor $PLAYER_ACTOR at 2038.184 -1143.772 23.455 
0173: set_actor $PLAYER_ACTOR z_angle_to 56.5 
0002: jump @GROVE1_7597 

:GROVE1_7500
00D9: 90@ = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2038.184 -1143.772 23.455 

:GROVE1_7528
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_7587 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_7564 

:GROVE1_7564
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @GROVE1_7580 

:GROVE1_7580
0002: jump @GROVE1_7528 

:GROVE1_7587
0173: set_actor $PLAYER_ACTOR z_angle_to 56.5 

:GROVE1_7597
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_7787 
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_7690 
0395: clear_area 1 at 2037.048 -1144.896 23.487 range 3.0 
00A1: put_actor $PLAYER_ACTOR at 2037.048 -1144.896 23.487 
0173: set_actor 38@ z_angle_to 56.5 
0002: jump @GROVE1_7787 

:GROVE1_7690
00D9: 90@ = actor 38@ car 
0362: remove_actor 38@ from_car_and_place_at 2037.048 -1144.896 23.487 

:GROVE1_7718
00D6: if 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_7777 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_7754 

:GROVE1_7754
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @GROVE1_7770 

:GROVE1_7770
0002: jump @GROVE1_7718 

:GROVE1_7777
0173: set_actor 38@ z_angle_to 56.5 

:GROVE1_7787
0395: clear_area 1 at 2038.184 -1143.772 23.455 range 6.0 
02A3: toggle_widescreen 1 
0395: clear_area 1 at 2006.356 -1125.663 25.6347 range 1.0 
015F: set_camera_position 2006.356 -1125.663 25.6347 0.0 0.0 0.0 
0160: point_camera 2005.666 -1124.966 25.8323 2 
0395: clear_area 0 at 1992.437 -1120.185 25.813 range 4.0 
00A5: 76@ = create_car #INFERNUS at 1992.437 -1120.185 25.813 
0175: set_car 76@ z_angle_to 260.0 
020A: set_car 76@ door_status_to 2 
04E4: unknown_refresh_game_renderer_at 1994.668 -1119.022 
0A0B: (unknown) 1994.668 -1119.022 25.813 56.5 
0395: clear_area 0 at 1994.668 -1119.022 25.813 range 2.0 
009A: 42@ = create_actor 25 #BALLAS1 at 1994.668 -1119.022 25.813 
01B2: give_actor 42@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 42@ z_angle_to 207.71 
060B: unknown_actor_use_entity 42@ 35@ 
0605: actor 42@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0350: unknown_actor 42@ not_scared_flag 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0770: (unknown) 42@ 1 
077A: set_actor 42@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 42@ aggressive_to_pedgroup 4 type 24 
0395: clear_area 0 at 2005.848 -1116.5 26.179 range 2.0 
009A: 45@ = create_actor 25 #BALLAS3 at 2005.848 -1116.5 26.179 
01B2: give_actor 45@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 45@ z_angle_to 185.395 
060B: unknown_actor_use_entity 45@ 35@ 
0605: actor 45@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0350: unknown_actor 45@ not_scared_flag 1 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0770: (unknown) 45@ 1 
077A: set_actor 45@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 45@ aggressive_to_pedgroup 4 type 24 
0395: clear_area 0 at 2002.672 -1116.134 26.172 range 2.0 
009A: 48@ = create_actor 25 #BALLAS1 at 2002.672 -1116.134 26.172 
01B2: give_actor 48@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 48@ z_angle_to 200.691 
060B: unknown_actor_use_entity 48@ 35@ 
0605: actor 48@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0350: unknown_actor 48@ not_scared_flag 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
0770: (unknown) 48@ 1 
077A: set_actor 48@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 48@ aggressive_to_pedgroup 4 type 24 
0395: clear_area 0 at 1988.934 -1120.135 25.813 range 2.0 
009A: 51@ = create_actor 25 #BALLAS3 at 1988.934 -1120.135 25.813 
01B2: give_actor 51@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 51@ z_angle_to 220.163 
060B: unknown_actor_use_entity 51@ 35@ 
0350: unknown_actor 51@ not_scared_flag 1 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0770: (unknown) 51@ 1 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 51@ aggressive_to_pedgroup 4 type 24 
0605: actor 48@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0395: clear_area 0 at 1994.062 -1115.618 25.813 range 2.0 
009A: 54@ = create_actor 25 #BALLAS3 at 1994.062 -1115.618 25.813 
01B2: give_actor 54@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 54@ z_angle_to 235.0 
060B: unknown_actor_use_entity 54@ 34@ 
0350: unknown_actor 54@ not_scared_flag 1 
0770: (unknown) 54@ 1 
077A: set_actor 54@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 54@ aggressive_to_pedgroup 4 type 24 
0395: clear_area 0 at 1997.48 -1114.998 25.813 range 2.0 
009A: 58@ = create_actor 25 #BALLAS1 at 1997.48 -1118.998 25.813 
01B2: give_actor 58@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 58@ z_angle_to 176.0 
060B: unknown_actor_use_entity 58@ 34@ 
0350: unknown_actor 58@ not_scared_flag 1 
0770: (unknown) 58@ 1 
077A: set_actor 58@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 58@ aggressive_to_pedgroup 4 type 24 
0395: clear_area 0 at 2008.344 -1113.057 25.584 range 2.0 
009A: 62@ = create_actor 25 #BALLAS3 at 2008.344 -1113.057 25.584 
01B2: give_actor 62@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 62@ z_angle_to 177.195 
060B: unknown_actor_use_entity 62@ 34@ 
0350: unknown_actor 62@ not_scared_flag 1 
0770: (unknown) 62@ 1 
077A: set_actor 62@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 62@ aggressive_to_pedgroup 4 type 24 
0395: clear_area 0 at 2014.768 -1111.447 25.235 range 2.0 
009A: 66@ = create_actor 25 #BALLAS1 at 2014.768 -1111.447 25.235 
01B2: give_actor 66@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 66@ z_angle_to 164.89 
060B: unknown_actor_use_entity 66@ 34@ 
0770: (unknown) 66@ 1 
077A: set_actor 66@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 66@ aggressive_to_pedgroup 4 type 24 
0169: set_fade_color 0 0 0 
016A: fade 1 2000 ms 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 2 // integer values 
0050: gosub @GROVE1_47 
0050: gosub @GROVE1_19450 

:GROVE1_9094
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_9118 
0001: wait 0 ms 
0002: jump @GROVE1_9094 

:GROVE1_9118
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_9148 
0050: gosub @GROVE1_19450 
0002: jump @GROVE1_9209 

:GROVE1_9148
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 40@ 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_9202 
0164: disable_marker 39@ 

:GROVE1_9202
0002: jump @GROVE1_18793 

:GROVE1_9209
0707: start_scene_skip_to @GROVE1_9386 

:GROVE1_9216
00D6: if 
8039:   not  93@ == 3 // integer values 
004D: jump_if_false @GROVE1_9386 
0001: wait 0 ms 
0050: gosub @GROVE1_20490 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_9275 
0050: gosub @GROVE1_19450 
0002: jump @GROVE1_9336 

:GROVE1_9275
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 40@ 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_9329 
0164: disable_marker 39@ 

:GROVE1_9329
0002: jump @GROVE1_18793 

:GROVE1_9336
00D6: if 
0019:   93@ > 0 // integer values 
004D: jump_if_false @GROVE1_9379 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @GROVE1_9379 
0050: gosub @GROVE1_19125 

:GROVE1_9379
0002: jump @GROVE1_9216 

:GROVE1_9386
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:GROVE1_9413
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_9437 
0001: wait 0 ms 
0002: jump @GROVE1_9413 

:GROVE1_9437
08F6: (unknown) 
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @GROVE1_9507 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_9488 
0187: 43@ = create_marker_above_actor 42@ 
0002: jump @GROVE1_9507 

:GROVE1_9488
0164: disable_marker 43@ 
000A: 41@ += 1 // integer values 
0006: 44@ = 1 // integer values 

:GROVE1_9507
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @GROVE1_9575 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_9556 
0187: 46@ = create_marker_above_actor 45@ 
0002: jump @GROVE1_9575 

:GROVE1_9556
0164: disable_marker 46@ 
000A: 41@ += 1 // integer values 
0006: 47@ = 1 // integer values 

:GROVE1_9575
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @GROVE1_9643 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_9624 
0187: 49@ = create_marker_above_actor 48@ 
0002: jump @GROVE1_9643 

:GROVE1_9624
0164: disable_marker 49@ 
000A: 41@ += 1 // integer values 
0006: 50@ = 1 // integer values 

:GROVE1_9643
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @GROVE1_9711 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_9692 
0187: 52@ = create_marker_above_actor 51@ 
0002: jump @GROVE1_9711 

:GROVE1_9692
0164: disable_marker 52@ 
000A: 41@ += 1 // integer values 
0006: 53@ = 1 // integer values 

:GROVE1_9711
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @GROVE1_9779 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_9760 
0187: 55@ = create_marker_above_actor 54@ 
0002: jump @GROVE1_9779 

:GROVE1_9760
0164: disable_marker 55@ 
000A: 41@ += 1 // integer values 
0006: 56@ = 1 // integer values 

:GROVE1_9779
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @GROVE1_9847 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_9828 
0187: 59@ = create_marker_above_actor 58@ 
0002: jump @GROVE1_9847 

:GROVE1_9828
0164: disable_marker 59@ 
000A: 41@ += 1 // integer values 
0006: 60@ = 1 // integer values 

:GROVE1_9847
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @GROVE1_9915 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_9896 
0187: 63@ = create_marker_above_actor 62@ 
0002: jump @GROVE1_9915 

:GROVE1_9896
0164: disable_marker 63@ 
000A: 41@ += 1 // integer values 
0006: 64@ = 1 // integer values 

:GROVE1_9915
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @GROVE1_9983 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_9964 
0187: 67@ = create_marker_above_actor 66@ 
0002: jump @GROVE1_9983 

:GROVE1_9964
0164: disable_marker 67@ 
000A: 41@ += 1 // integer values 
0006: 68@ = 1 // integer values 

:GROVE1_9983
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:GROVE1_10006
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_10030 
0001: wait 0 ms 
0002: jump @GROVE1_10006 

:GROVE1_10030
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_10089 
02AB: set_actor 38@ immunities 0 0 0 0 0 
0002: jump @GROVE1_10112 

:GROVE1_10089
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_10112
00BC: text_highpriority 'GM1_9' 8000 ms 1  // ~s~ld meg a B Dup ~r~rsget~s~!
0006: 119@ = 0 // integer values 

:GROVE1_10135
00D6: if or
8039:   not  41@ == 8 // integer values 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_14447 
0001: wait 0 ms 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_10248 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_10234 
0164: disable_marker 39@ 

:GROVE1_10234
0002: jump @GROVE1_18793 
0002: jump @GROVE1_11501 

:GROVE1_10248
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 // integer values 
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @GROVE1_10314 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_10314 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0006: 117@ = 0 // integer values 

:GROVE1_10314
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GROVE1_10560 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: text_highpriority 'GM1_2' 8000 ms 1  // ~s~Htrahagytad ~b~Sweetet~s~, menj vissza rte.
0004: $127 = 0 // integer values 
0006: 73@ = 0 // integer values 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_10406 
0164: disable_marker 43@ 

:GROVE1_10406
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_10427 
0164: disable_marker 46@ 

:GROVE1_10427
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_10448 
0164: disable_marker 49@ 

:GROVE1_10448
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_10469 
0164: disable_marker 52@ 

:GROVE1_10469
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_10490 
0164: disable_marker 55@ 

:GROVE1_10490
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_10511 
0164: disable_marker 59@ 

:GROVE1_10511
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_10532 
0164: disable_marker 63@ 

:GROVE1_10532
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_10553 
0164: disable_marker 67@ 

:GROVE1_10553
0006: 37@ = 1 // integer values 

:GROVE1_10560
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_11501 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_11501 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_11340 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_11107 
00D9: 83@ = actor $PLAYER_ACTOR car 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // integer values and handles 
0062: 86@ -= 85@ // integer values 
00D6: if 
0029:   86@ >= 1 // integer values 
004D: jump_if_false @GROVE1_10939 
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_10743 
0187: 43@ = create_marker_above_actor 42@ 

:GROVE1_10743
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_10767 
0187: 46@ = create_marker_above_actor 45@ 

:GROVE1_10767
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_10791 
0187: 49@ = create_marker_above_actor 48@ 

:GROVE1_10791
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_10815 
0187: 52@ = create_marker_above_actor 51@ 

:GROVE1_10815
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_10839 
0187: 55@ = create_marker_above_actor 54@ 

:GROVE1_10839
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_10863 
0187: 59@ = create_marker_above_actor 58@ 

:GROVE1_10863
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_10887 
0187: 63@ = create_marker_above_actor 62@ 

:GROVE1_10887
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_10911 
0187: 67@ = create_marker_above_actor 66@ 

:GROVE1_10911
0004: $127 = 1 // integer values 
0006: 87@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0002: jump @GROVE1_11100 

:GROVE1_10939
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @GROVE1_11037 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_11009 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_11009
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 87@ = 1 // integer values 
0002: jump @GROVE1_11100 

:GROVE1_11037
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_11100 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_11100 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_11100
0002: jump @GROVE1_11333 

:GROVE1_11107
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 // integer values 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_11158 
0187: 43@ = create_marker_above_actor 42@ 

:GROVE1_11158
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_11182 
0187: 46@ = create_marker_above_actor 45@ 

:GROVE1_11182
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_11206 
0187: 49@ = create_marker_above_actor 48@ 

:GROVE1_11206
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_11230 
0187: 52@ = create_marker_above_actor 51@ 

:GROVE1_11230
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_11254 
0187: 55@ = create_marker_above_actor 54@ 

:GROVE1_11254
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_11278 
0187: 59@ = create_marker_above_actor 58@ 

:GROVE1_11278
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_11302 
0187: 63@ = create_marker_above_actor 62@ 

:GROVE1_11302
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_11326 
0187: 67@ = create_marker_above_actor 66@ 

:GROVE1_11326
0006: 37@ = 0 // integer values 

:GROVE1_11333
0002: jump @GROVE1_11501 

:GROVE1_11340
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @GROVE1_11438 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_11410 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_11410
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 73@ = 1 // integer values 
0002: jump @GROVE1_11501 

:GROVE1_11438
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_11501 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_11501 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_11501
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @GROVE1_11863 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @GROVE1_11561 
0164: disable_marker 43@ 
000A: 41@ += 1 // integer values 
0006: 44@ = 1 // integer values 
0002: jump @GROVE1_11863 

:GROVE1_11561
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_11627 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
0364:   actor 42@ spotted_actor $PLAYER_ACTOR 
031D:   actor 42@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_11620 
0006: 70@ = 1 // integer values 

:GROVE1_11620
0002: jump @GROVE1_11863 

:GROVE1_11627
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_11812 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_11751 
00D6: if 
0039:   122@ == 0 // integer values 
004D: jump_if_false @GROVE1_11744 
0687: clear_actor_task 42@ 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 42@ stay_put 1 
0006: 122@ = 1 // integer values 

:GROVE1_11744
0002: jump @GROVE1_11805 

:GROVE1_11751
00D6: if 
0039:   121@ == 0 // integer values 
004D: jump_if_false @GROVE1_11805 
0687: clear_actor_task 42@ 
0638: AS_actor 42@ stay_put 1 
099F: unknown_action_sequence 42@ 1 
074D: AS_actor 42@ turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0006: 121@ = 1 // integer values 

:GROVE1_11805
0002: jump @GROVE1_11863 

:GROVE1_11812
00D6: if or
0039:   121@ == 1 // integer values 
0039:   122@ == 1 // integer values 
004D: jump_if_false @GROVE1_11863 
0687: clear_actor_task 42@ 
0638: AS_actor 42@ stay_put 1 
0006: 122@ = 0 // integer values 
0006: 121@ = 0 // integer values 

:GROVE1_11863
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @GROVE1_12225 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @GROVE1_11923 
0164: disable_marker 46@ 
000A: 41@ += 1 // integer values 
0006: 47@ = 1 // integer values 
0002: jump @GROVE1_12225 

:GROVE1_11923
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_11989 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
031D:   actor 45@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_11982 
0006: 70@ = 1 // integer values 

:GROVE1_11982
0002: jump @GROVE1_12225 

:GROVE1_11989
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12174 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12113 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @GROVE1_12106 
0687: clear_actor_task 45@ 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 45@ stay_put 1 
0006: 124@ = 1 // integer values 

:GROVE1_12106
0002: jump @GROVE1_12167 

:GROVE1_12113
00D6: if 
0039:   123@ == 0 // integer values 
004D: jump_if_false @GROVE1_12167 
0687: clear_actor_task 45@ 
0638: AS_actor 45@ stay_put 1 
099F: unknown_action_sequence 45@ 1 
074D: AS_actor 45@ turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0006: 123@ = 1 // integer values 

:GROVE1_12167
0002: jump @GROVE1_12225 

:GROVE1_12174
00D6: if or
0039:   123@ == 1 // integer values 
0039:   124@ == 1 // integer values 
004D: jump_if_false @GROVE1_12225 
0687: clear_actor_task 45@ 
0638: AS_actor 45@ stay_put 1 
0006: 124@ = 0 // integer values 
0006: 123@ = 0 // integer values 

:GROVE1_12225
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @GROVE1_12587 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @GROVE1_12285 
0164: disable_marker 49@ 
000A: 41@ += 1 // integer values 
0006: 50@ = 1 // integer values 
0002: jump @GROVE1_12587 

:GROVE1_12285
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_12351 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 48@ 
0364:   actor 48@ spotted_actor $PLAYER_ACTOR 
031D:   actor 48@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_12344 
0006: 70@ = 1 // integer values 

:GROVE1_12344
0002: jump @GROVE1_12587 

:GROVE1_12351
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12536 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12475 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @GROVE1_12468 
0687: clear_actor_task 48@ 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 48@ stay_put 1 
0006: 126@ = 1 // integer values 

:GROVE1_12468
0002: jump @GROVE1_12529 

:GROVE1_12475
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @GROVE1_12529 
0687: clear_actor_task 48@ 
0638: AS_actor 48@ stay_put 1 
099F: unknown_action_sequence 48@ 1 
074D: AS_actor 48@ turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0006: 125@ = 1 // integer values 

:GROVE1_12529
0002: jump @GROVE1_12587 

:GROVE1_12536
00D6: if or
0039:   125@ == 1 // integer values 
0039:   126@ == 1 // integer values 
004D: jump_if_false @GROVE1_12587 
0687: clear_actor_task 48@ 
0638: AS_actor 48@ stay_put 1 
0006: 126@ = 0 // integer values 
0006: 125@ = 0 // integer values 

:GROVE1_12587
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @GROVE1_12949 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @GROVE1_12647 
0164: disable_marker 52@ 
000A: 41@ += 1 // integer values 
0006: 53@ = 1 // integer values 
0002: jump @GROVE1_12949 

:GROVE1_12647
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_12713 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
0364:   actor 51@ spotted_actor $PLAYER_ACTOR 
031D:   actor 51@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_12706 
0006: 70@ = 1 // integer values 

:GROVE1_12706
0002: jump @GROVE1_12949 

:GROVE1_12713
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 51@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12898 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 51@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12837 
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @GROVE1_12830 
0687: clear_actor_task 51@ 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 51@ stay_put 1 
0006: 128@ = 1 // integer values 

:GROVE1_12830
0002: jump @GROVE1_12891 

:GROVE1_12837
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @GROVE1_12891 
0687: clear_actor_task 51@ 
0638: AS_actor 51@ stay_put 1 
099F: unknown_action_sequence 51@ 1 
074D: AS_actor 51@ turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0006: 127@ = 1 // integer values 

:GROVE1_12891
0002: jump @GROVE1_12949 

:GROVE1_12898
00D6: if or
0039:   127@ == 1 // integer values 
0039:   128@ == 1 // integer values 
004D: jump_if_false @GROVE1_12949 
0687: clear_actor_task 51@ 
0638: AS_actor 51@ stay_put 1 
0006: 128@ = 0 // integer values 
0006: 127@ = 0 // integer values 

:GROVE1_12949
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @GROVE1_13311 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @GROVE1_13009 
0164: disable_marker 55@ 
000A: 41@ += 1 // integer values 
0006: 56@ = 1 // integer values 
0002: jump @GROVE1_13311 

:GROVE1_13009
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_13075 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 54@ 
0364:   actor 54@ spotted_actor $PLAYER_ACTOR 
031D:   actor 54@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_13068 
0006: 70@ = 1 // integer values 

:GROVE1_13068
0002: jump @GROVE1_13311 

:GROVE1_13075
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13260 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13199 
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @GROVE1_13192 
0687: clear_actor_task 54@ 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 54@ stay_put 1 
0006: 130@ = 1 // integer values 

:GROVE1_13192
0002: jump @GROVE1_13253 

:GROVE1_13199
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @GROVE1_13253 
0687: clear_actor_task 54@ 
0638: AS_actor 54@ stay_put 1 
099F: unknown_action_sequence 54@ 1 
074D: AS_actor 54@ turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0006: 129@ = 1 // integer values 

:GROVE1_13253
0002: jump @GROVE1_13311 

:GROVE1_13260
00D6: if or
0039:   129@ == 1 // integer values 
0039:   130@ == 1 // integer values 
004D: jump_if_false @GROVE1_13311 
0687: clear_actor_task 54@ 
0638: AS_actor 54@ stay_put 1 
0006: 130@ = 0 // integer values 
0006: 129@ = 0 // integer values 

:GROVE1_13311
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @GROVE1_13673 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @GROVE1_13371 
0164: disable_marker 59@ 
000A: 41@ += 1 // integer values 
0006: 60@ = 1 // integer values 
0002: jump @GROVE1_13673 

:GROVE1_13371
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_13437 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
0364:   actor 58@ spotted_actor $PLAYER_ACTOR 
031D:   actor 58@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_13430 
0006: 70@ = 1 // integer values 

:GROVE1_13430
0002: jump @GROVE1_13673 

:GROVE1_13437
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 58@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13622 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 58@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13561 
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @GROVE1_13554 
0687: clear_actor_task 58@ 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 58@ stay_put 1 
0006: 132@ = 1 // integer values 

:GROVE1_13554
0002: jump @GROVE1_13615 

:GROVE1_13561
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @GROVE1_13615 
0687: clear_actor_task 58@ 
0638: AS_actor 58@ stay_put 1 
099F: unknown_action_sequence 58@ 1 
074D: AS_actor 58@ turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0006: 131@ = 1 // integer values 

:GROVE1_13615
0002: jump @GROVE1_13673 

:GROVE1_13622
00D6: if or
0039:   131@ == 1 // integer values 
0039:   132@ == 1 // integer values 
004D: jump_if_false @GROVE1_13673 
0687: clear_actor_task 58@ 
0638: AS_actor 58@ stay_put 1 
0006: 132@ = 0 // integer values 
0006: 131@ = 0 // integer values 

:GROVE1_13673
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @GROVE1_14035 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @GROVE1_13733 
0164: disable_marker 63@ 
000A: 41@ += 1 // integer values 
0006: 64@ = 1 // integer values 
0002: jump @GROVE1_14035 

:GROVE1_13733
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_13799 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_13792 
0006: 70@ = 1 // integer values 

:GROVE1_13792
0002: jump @GROVE1_14035 

:GROVE1_13799
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13984 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13923 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @GROVE1_13916 
0687: clear_actor_task 62@ 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 62@ stay_put 1 
0006: 134@ = 1 // integer values 

:GROVE1_13916
0002: jump @GROVE1_13977 

:GROVE1_13923
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @GROVE1_13977 
0687: clear_actor_task 62@ 
0638: AS_actor 62@ stay_put 1 
099F: unknown_action_sequence 62@ 1 
074D: AS_actor 62@ turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0006: 133@ = 1 // integer values 

:GROVE1_13977
0002: jump @GROVE1_14035 

:GROVE1_13984
00D6: if or
0039:   133@ == 1 // integer values 
0039:   134@ == 1 // integer values 
004D: jump_if_false @GROVE1_14035 
0687: clear_actor_task 62@ 
0638: AS_actor 62@ stay_put 1 
0006: 134@ = 0 // integer values 
0006: 133@ = 0 // integer values 

:GROVE1_14035
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @GROVE1_14397 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @GROVE1_14095 
0164: disable_marker 67@ 
000A: 41@ += 1 // integer values 
0006: 68@ = 1 // integer values 
0002: jump @GROVE1_14397 

:GROVE1_14095
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_14161 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_14154 
0006: 70@ = 1 // integer values 

:GROVE1_14154
0002: jump @GROVE1_14397 

:GROVE1_14161
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_14346 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_14285 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @GROVE1_14278 
0687: clear_actor_task 66@ 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 66@ stay_put 1 
0006: 136@ = 1 // integer values 

:GROVE1_14278
0002: jump @GROVE1_14339 

:GROVE1_14285
00D6: if 
0039:   135@ == 0 // integer values 
004D: jump_if_false @GROVE1_14339 
0687: clear_actor_task 66@ 
0638: AS_actor 66@ stay_put 1 
099F: unknown_action_sequence 66@ 1 
074D: AS_actor 66@ turns_to_and_look_at_actor $PLAYER_ACTOR -1 ms 
0006: 135@ = 1 // integer values 

:GROVE1_14339
0002: jump @GROVE1_14397 

:GROVE1_14346
00D6: if or
0039:   135@ == 1 // integer values 
0039:   136@ == 1 // integer values 
004D: jump_if_false @GROVE1_14397 
0687: clear_actor_task 66@ 
0638: AS_actor 66@ stay_put 1 
0006: 136@ = 0 // integer values 
0006: 135@ = 0 // integer values 

:GROVE1_14397
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @GROVE1_14440 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @GROVE1_14440 
0050: gosub @GROVE1_19125 

:GROVE1_14440
0002: jump @GROVE1_10135 

:GROVE1_14447
040D: unload_wav 1 
00BE: text_clear_all 
00BC: text_highpriority 'GM1_15' 8000 ms 1  // ~s~Menj s llj ki ~y~B Duppal~s~.
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 // integer values 
0006: 119@ = 0 // integer values 

:GROVE1_14503
00D6: if or
80FF:   not actor $PLAYER_ACTOR $127 2000.269 -1117.084 25.821 radius 2.0 2.0 2.0 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_15386 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_14633 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_14619 
0164: disable_marker 39@ 

:GROVE1_14619
0002: jump @GROVE1_18793 
0002: jump @GROVE1_15379 

:GROVE1_14633
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 // integer values 
00D6: if 
0039:   117@ == 1 // integer values 
004D: jump_if_false @GROVE1_14699 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_14699 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0006: 117@ = 0 // integer values 

:GROVE1_14699
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GROVE1_14782 
0164: disable_marker 36@ 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: text_highpriority 'GM1_2' 8000 ms 1  // ~s~Htrahagytad ~b~Sweetet~s~, menj vissza rte.
0004: $127 = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 37@ = 1 // integer values 

:GROVE1_14782
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @GROVE1_15379 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_15379 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_15218 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_15157 
00D9: 83@ = actor $PLAYER_ACTOR car 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // integer values and handles 
0062: 86@ -= 85@ // integer values 
00D6: if 
0029:   86@ >= 1 // integer values 
004D: jump_if_false @GROVE1_14989 
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 // integer values 
0006: 87@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0002: jump @GROVE1_15150 

:GROVE1_14989
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @GROVE1_15087 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_15059 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_15059
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 87@ = 1 // integer values 
0002: jump @GROVE1_15150 

:GROVE1_15087
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_15150 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_15150 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_15150
0002: jump @GROVE1_15211 

:GROVE1_15157
0940: (unknown) $PLAYER_GROUP 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 // integer values 
0006: 37@ = 0 // integer values 

:GROVE1_15211
0002: jump @GROVE1_15379 

:GROVE1_15218
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @GROVE1_15316 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_15288 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_GA' 8000 ms 1  // ~z~Tes, brkzz meg vele, neknk nem megy!
0967: actor 38@ move_mouth 999999 
0A09: (unknown) 38@ 1 

:GROVE1_15288
0006: 119@ = 1 // integer values 
0006: 117@ = 1 // integer values 
0006: 73@ = 1 // integer values 
0002: jump @GROVE1_15379 

:GROVE1_15316
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @GROVE1_15379 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_15379 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Tes, brkzz meg vele, neknk nem megy!
0A09: (unknown) 38@ 0 
0006: 119@ = 0 // integer values 

:GROVE1_15379
0002: jump @GROVE1_14503 

:GROVE1_15386
0151: remove_status_text $7955 
0164: disable_marker 36@ 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_15457 
02AB: set_actor 38@ immunities 1 1 1 1 1 
0002: jump @GROVE1_15480 

:GROVE1_15457
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_15480
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:GROVE1_15495
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_15519 
0001: wait 0 ms 
0002: jump @GROVE1_15495 

:GROVE1_15519
08F5: (unknown) 
009B: destroy_actor_instantly 38@ 
0249: release_model #BALLAS3 
0249: release_model #BALLAS1 
0249: release_model #AK47 
04BB: select_interior 11 // select render area 
03EF: player $PLAYER_CHAR make_safe 
00A1: put_actor $PLAYER_ACTOR at 1044.88 -1334.32 12.55 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:GROVE1_15583
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_15607 
0001: wait 0 ms 
0002: jump @GROVE1_15583 

:GROVE1_15607
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'GROVE1C' 

:GROVE1_15622
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_15646 
0001: wait 0 ms 
0002: jump @GROVE1_15622 

:GROVE1_15646
02E7: start_cutscene 
016A: fade 1 1000 ms 

:GROVE1_15655
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_15679 
0001: wait 0 ms 
0002: jump @GROVE1_15655 

:GROVE1_15679
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:GROVE1_15692
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_15716 
0001: wait 0 ms 
0002: jump @GROVE1_15692 

:GROVE1_15716
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
04BB: select_interior 0 // select render area 
023C: request_special_actor 'SWEET' as 1 
023C: request_special_actor 'BBTHIN' as 2 
04ED: load_animation "GANGS" 
03CF: load_wav 17405 as 1 
03CF: load_wav 17406 as 2 

:GROVE1_15778
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_15825 
0001: wait 0 ms 
0002: jump @GROVE1_15778 

:GROVE1_15825
02A3: toggle_widescreen 1 
022B: create_forbidden_for_peds_cube 1965.968 -1096.668 20.0 2081.465 -1163.309 30.0 
0395: clear_area 0 at 2003.217 -1132.552 24.278 range 2.0 
00A5: 75@ = create_car #INFERNUS at 2003.217 -1132.552 24.278 
02AC: set_car 75@ immunities 1 1 1 1 1 
0175: set_car 75@ z_angle_to 90.0 
01C8: 72@ = create_actor 24 #SPECIAL02 in_car 75@ passenger_seat 0 
02AB: set_actor 72@ immunities 1 1 1 1 1 
0A09: (unknown) 72@ 1 
04E4: unknown_refresh_game_renderer_at 2002.105 -1129.403 
0395: clear_area 1 at 2002.105 -1129.403 24.484 range 1.0 
00A1: put_actor $PLAYER_ACTOR at 2002.105 -1129.403 24.484 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: (unknown) $PLAYER_ACTOR 1 
03CB: set_camera 2002.105 -1129.403 24.484 
0395: clear_area 1 at 2003.105 -1129.403 24.484 range 1.0 
009A: 38@ = create_actor 24 #SPECIAL01 at 2003.105 -1129.403 24.484 
02AB: set_actor 38@ immunities 1 1 1 1 1 
0173: set_actor 38@ z_angle_to 90.0 
0A09: (unknown) 38@ 1 
0395: clear_area 1 at 2016.976 -1130.804 24.62 range 60.0 
015F: set_camera_position 2006.711 -1126.867 24.6168 0.0 0.0 0.0 
0160: point_camera 2006.004 -1127.551 24.7956 2 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 

:GROVE1_16238
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_16262 
0001: wait 0 ms 
0002: jump @GROVE1_16238 

:GROVE1_16262
0707: start_scene_skip_to @GROVE1_18553 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_16359 
0605: actor 38@ perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
03D1: play_wav 1 
00BC: text_highpriority 'GRO1_BA' 10000 ms 1  // ~z~Visszahoztam Beart, haver.
0967: actor 38@ move_mouth 999999 
0002: jump @GROVE1_16392 

:GROVE1_16359
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_16392
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:GROVE1_16429
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE1_16602 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_16497 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_16497
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_16546 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_16546
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_16595 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_16595
0002: jump @GROVE1_16429 

:GROVE1_16602
040D: unload_wav 1 
03D5: remove_text 'GRO1_BA'  // ~z~Visszahoztam Beart, haver.
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_16645 
0968: actor 38@ stop_mouth 
0002: jump @GROVE1_16678 

:GROVE1_16645
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_16678
03CF: load_wav 17407 as 1 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_BB' 10000 ms 1  // ~z~Oks, pr perc s vagyok, Bear!
0967: actor $PLAYER_ACTOR move_mouth 999999 

:GROVE1_16715
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE1_16892 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_16787 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_16787
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_16836 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_16836
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_16885 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_16885
0002: jump @GROVE1_16715 

:GROVE1_16892
03D5: remove_text 'GRO1_BB'  // ~z~Oks, pr perc s vagyok, Bear!
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 17408 as 2 
03D1: play_wav 1 
00BC: text_highpriority 'GRO1_BC' 10000 ms 1  // ~z~Hova megynk, Sweet?
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_16972 
0967: actor 72@ move_mouth 999999 
0002: jump @GROVE1_17005 

:GROVE1_16972
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_17005
05D4: AS_actor $PLAYER_ACTOR rotate_angle 180.0 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @GROVE1_17094 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_17064 
05CB: AS_actor 38@ enter_car_as_driver 75@ -1 ms 
0002: jump @GROVE1_17087 

:GROVE1_17064
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_17087
0002: jump @GROVE1_17117 

:GROVE1_17094
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_17117
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_17321 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_17189 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_17189
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_17245 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 
0002: jump @GROVE1_17265 

:GROVE1_17245
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_17265 
0968: actor 72@ stop_mouth 

:GROVE1_17265
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_17314 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_17314
0002: jump @GROVE1_17117 

:GROVE1_17321
03D5: remove_text 'GRO1_BC'  // ~z~Hova megynk, Sweet?
040D: unload_wav 1 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_17392 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 
0002: jump @GROVE1_17397 

:GROVE1_17392
0968: actor 72@ stop_mouth 

:GROVE1_17397
03CF: load_wav 17409 as 1 
03D1: play_wav 2 
00BC: text_highpriority 'GRO1_BD' 10000 ms 1  // ~z~Valahol, ahol visszakaphatjuk a rgi Beart!
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_17457 
0967: actor 38@ move_mouth 999999 
0002: jump @GROVE1_17490 

:GROVE1_17457
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_17490
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE1_17694 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_17569 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 
0002: jump @GROVE1_17589 

:GROVE1_17569
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_17589 
0968: actor 38@ stop_mouth 

:GROVE1_17589
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_17638 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_17638
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_17687 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_17687
0002: jump @GROVE1_17490 

:GROVE1_17694
03D5: remove_text 'GRO1_BD'  // ~z~Valahol, ahol visszakaphatjuk a rgi Beart!
040D: unload_wav 2 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_17765 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 
0002: jump @GROVE1_17770 

:GROVE1_17765
0968: actor 38@ stop_mouth 

:GROVE1_17770
03D1: play_wav 1 
00BC: text_highpriority 'GRO1_BE' 10000 ms 1  // ~z~Rendben. Nekem j...
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_17823 
0967: actor 72@ move_mouth 999999 
0002: jump @GROVE1_17856 

:GROVE1_17823
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_17856
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_18117 
0001: wait 0 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_17963 
03D5: remove_text 'GRO1_BE'  // ~z~Rendben. Nekem j...
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_17930 
0968: actor 72@ stop_mouth 
0002: jump @GROVE1_17963 

:GROVE1_17930
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_17963
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_18012 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_18012
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_18061 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_18061
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_18110 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_18110
0002: jump @GROVE1_17856 

:GROVE1_18117
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @GROVE1_18177 
00AE: unknown_set_car 75@ to_ignore_traffic_lights 2 
00AD: set_car 75@ max_speed_to 30.0 
00A7: car 75@ drive_to 1946.0 -1132.0 25.0 
0002: jump @GROVE1_18210 

:GROVE1_18177
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_18210
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE1_18383 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_18278 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_4' 5000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE1_18793 

:GROVE1_18278
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_18327 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_18327
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_18376 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_18376
0002: jump @GROVE1_18210 

:GROVE1_18383
03D5: remove_text 'GRO1_BE'  // ~z~Rendben. Nekem j...
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_18430 
0968: actor 72@ stop_mouth 
0002: jump @GROVE1_18463 

:GROVE1_18430
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'GM1_12' 8000 ms 1  // ~r~Big Bear halott!
0002: jump @GROVE1_18793 

:GROVE1_18463
0001: wait 2000 ms 
034F: destroy_actor_with_fade 72@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 38@ // The actor fades away like a ghost 
00A6: destroy_car 75@ 
08F6: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
091E: (unknown) 1965.968 -1096.668 20.0 2081.465 -1163.309 30.0 
0006: 74@ = 1 // integer values 

:GROVE1_18553
0701: end_scene_skip 
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @GROVE1_18750 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:GROVE1_18598
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_18622 
0001: wait 0 ms 
0002: jump @GROVE1_18598 

:GROVE1_18622
08F6: (unknown) 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
034F: destroy_actor_with_fade 72@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 38@ // The actor fades away like a ghost 
00A6: destroy_car 75@ 
091E: (unknown) 1965.968 -1096.668 20.0 2081.465 -1163.309 30.0 
00A1: put_actor $PLAYER_ACTOR at 2002.105 -1129.403 24.484 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:GROVE1_18726
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_18750 
0001: wait 0 ms 
0002: jump @GROVE1_18726 

:GROVE1_18750
02A3: toggle_widescreen 0 
0A09: (unknown) $PLAYER_ACTOR 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0002: jump @GROVE1_18877 

:GROVE1_18793
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
076C: set_zone 'GLN1' controlled_by_gang 0 density 40 
076C: set_zone 'GLN1' controlled_by_gang 1 density 0 
076C: set_zone 'GLN1' controlled_by_gang 2 density 91@ 
076C: set_zone 'GLN1' controlled_by_gang 7 density 92@ 
08A3: (unknown) 0 
0051: return 

:GROVE1_18877
0008: $11263 += 1 // integer values 
0318: set_latest_mission_passed 'GROVE_1'  // B Dup bebntetse
030C: set_mission_points += 1 
01E3: text_1number_styled 'M_PASSR' 10 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GROVE1_18932
034F: destroy_actor_with_fade 38@ // The actor fades away like a ghost 
0004: $ONMISSION = 0 // integer values 
091E: (unknown) 1965.968 -1096.668 20.0 2081.465 -1163.309 30.0 
04BB: select_interior 0 // select render area 
090D: (unknown) 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $7955 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #BALLAS3 
0249: release_model #BALLAS1 
0249: release_model #AK47 
0249: release_model #INFERNUS 
04EF: release_animation "GANGS" 
0164: disable_marker 89@ 
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0164: disable_marker 36@ 
0164: disable_marker 43@ 
0164: disable_marker 46@ 
0164: disable_marker 49@ 
0164: disable_marker 52@ 
0164: disable_marker 55@ 
0164: disable_marker 59@ 
0164: disable_marker 63@ 
0164: disable_marker 67@ 
061B: remove_references_to_action_sequences 57@ 
061B: remove_references_to_action_sequences 61@ 
061B: remove_references_to_action_sequences 65@ 
061B: remove_references_to_action_sequences 69@ 
065C: unknown_create_def_entity 35@ // unknown_destroy 
065C: unknown_create_def_entity 34@ // unknown_destroy 
08A3: (unknown) 0 
00D8: mission_cleanup 
0051: return 

:GROVE1_19125
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_19204 
0615: define_action_sequences 57@ 
05D3: AS_actor -1 go_to_point 1996.934 -1122.258 25.76 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 57@ 
0687: clear_actor_task 54@ 
0618: assign_actor 54@ to_action_sequences 57@ 
061B: remove_references_to_action_sequences 57@ 

:GROVE1_19204
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_19283 
0615: define_action_sequences 61@ 
05D3: AS_actor -1 go_to_point 2004.069 -1122.884 25.584 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 61@ 
0687: clear_actor_task 58@ 
0618: assign_actor 58@ to_action_sequences 61@ 
061B: remove_references_to_action_sequences 61@ 

:GROVE1_19283
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_19362 
0615: define_action_sequences 65@ 
05D3: AS_actor -1 go_to_point 2006.758 -1122.695 25.493 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 65@ 
0687: clear_actor_task 62@ 
0618: assign_actor 62@ to_action_sequences 65@ 
061B: remove_references_to_action_sequences 65@ 

:GROVE1_19362
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_19441 
0615: define_action_sequences 69@ 
05D3: AS_actor -1 go_to_point 2015.458 -1121.923 25.243 speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_action_sequences_end 69@ 
0687: clear_actor_task 66@ 
0618: assign_actor 66@ to_action_sequences 69@ 
061B: remove_references_to_action_sequences 69@ 

:GROVE1_19441
0006: 71@ = 1 // integer values 
0051: return 

:GROVE1_19450
00D6: if or
0039:   94@ == 0 // integer values 
0039:   94@ == 1 // integer values 
004D: jump_if_false @GROVE1_19501 
00D6: if 
002E:   $1422 >= 93@ // integer values 
004D: jump_if_false @GROVE1_19501 
0050: gosub @GROVE1_19566 

:GROVE1_19501
00D6: if 
0039:   94@ == 2 // integer values 
004D: jump_if_false @GROVE1_19564 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_19564 
0050: gosub @GROVE1_20107 
0006: 94@ = 0 // integer values 
000A: 93@ += 1 // integer values 
0006: 95@ = 0 // integer values 
00BE: text_clear_all 

:GROVE1_19564
0051: return 

:GROVE1_19566
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @GROVE1_19602 
03CF: load_wav 97@(93@,17i) as 1 
0006: 94@ = 1 // integer values 

:GROVE1_19602
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @GROVE1_19682 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GROVE1_19682 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_19682 
00BC: text_highpriority $7956(93@,17s) 4000 ms 1 
03D1: play_wav 1 
0050: gosub @GROVE1_19684 
0006: 94@ = 2 // integer values 

:GROVE1_19682
0051: return 

:GROVE1_19684
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @GROVE1_19805 
00D6: if or
0039:   93@ == 0 // integer values 
0039:   93@ == 4 // integer values 
0039:   93@ == 5 // integer values 
0039:   93@ == 6 // integer values 
0039:   93@ == 7 // integer values 
004D: jump_if_false @GROVE1_19772 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 999999 
0002: jump @GROVE1_19805 

:GROVE1_19772
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_19805 
0A09: (unknown) 38@ 1 
0967: actor 38@ move_mouth 999999 

:GROVE1_19805
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @GROVE1_19912 
00D6: if or
0039:   93@ == 0 // integer values 
0039:   93@ == 2 // integer values 
0039:   93@ == 3 // integer values 
004D: jump_if_false @GROVE1_19879 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 999999 
0002: jump @GROVE1_19912 

:GROVE1_19879
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_19912 
0A09: (unknown) 38@ 1 
0967: actor 38@ move_mouth 999999 

:GROVE1_19912
00D6: if 
0039:   96@ == 2 // integer values 
004D: jump_if_false @GROVE1_20012 
00D6: if or
0039:   93@ == 1 // integer values 
0039:   93@ == 3 // integer values 
004D: jump_if_false @GROVE1_19979 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 999999 
0002: jump @GROVE1_20012 

:GROVE1_19979
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20012 
0A09: (unknown) 38@ 1 
0967: actor 38@ move_mouth 999999 

:GROVE1_20012
00D6: if 
0039:   96@ == 3 // integer values 
004D: jump_if_false @GROVE1_20105 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @GROVE1_20072 
0A09: (unknown) $PLAYER_ACTOR 1 
0967: actor $PLAYER_ACTOR move_mouth 999999 
0002: jump @GROVE1_20105 

:GROVE1_20072
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20105 
0A09: (unknown) 38@ 1 
0967: actor 38@ move_mouth 999999 

:GROVE1_20105
0051: return 

:GROVE1_20107
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @GROVE1_20218 
00D6: if or
0039:   93@ == 0 // integer values 
0039:   93@ == 4 // integer values 
0039:   93@ == 5 // integer values 
0039:   93@ == 6 // integer values 
0039:   93@ == 7 // integer values 
004D: jump_if_false @GROVE1_20190 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_20218 

:GROVE1_20190
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20218 
0A09: (unknown) 38@ 0 
0968: actor 38@ stop_mouth 

:GROVE1_20218
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @GROVE1_20315 
00D6: if or
0039:   93@ == 0 // integer values 
0039:   93@ == 2 // integer values 
0039:   93@ == 3 // integer values 
004D: jump_if_false @GROVE1_20287 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_20315 

:GROVE1_20287
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20315 
0A09: (unknown) 38@ 0 
0968: actor 38@ stop_mouth 

:GROVE1_20315
00D6: if 
0039:   96@ == 2 // integer values 
004D: jump_if_false @GROVE1_20405 
00D6: if or
0039:   93@ == 1 // integer values 
0039:   93@ == 3 // integer values 
004D: jump_if_false @GROVE1_20377 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_20405 

:GROVE1_20377
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20405 
0A09: (unknown) 38@ 0 
0968: actor 38@ stop_mouth 

:GROVE1_20405
00D6: if 
0039:   96@ == 3 // integer values 
004D: jump_if_false @GROVE1_20488 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @GROVE1_20460 
0A09: (unknown) $PLAYER_ACTOR 0 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_20488 

:GROVE1_20460
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20488 
0A09: (unknown) 38@ 0 
0968: actor 38@ stop_mouth 

:GROVE1_20488
0051: return 

:GROVE1_20490
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @GROVE1_20609 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @GROVE1_20550 
0164: disable_marker 43@ 
000A: 41@ += 1 // integer values 
0006: 44@ = 1 // integer values 
0002: jump @GROVE1_20609 

:GROVE1_20550
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_20609 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
0364:   actor 42@ spotted_actor $PLAYER_ACTOR 
031D:   actor 42@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_20609 
0006: 70@ = 1 // integer values 

:GROVE1_20609
00D6: if 
0039:   47@ == 0 // integer values 
004D: jump_if_false @GROVE1_20728 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @GROVE1_20669 
0164: disable_marker 46@ 
000A: 41@ += 1 // integer values 
0006: 47@ = 1 // integer values 
0002: jump @GROVE1_20728 

:GROVE1_20669
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_20728 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
031D:   actor 45@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_20728 
0006: 70@ = 1 // integer values 

:GROVE1_20728
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @GROVE1_20847 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @GROVE1_20788 
0164: disable_marker 49@ 
000A: 41@ += 1 // integer values 
0006: 50@ = 1 // integer values 
0002: jump @GROVE1_20847 

:GROVE1_20788
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_20847 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 48@ 
0364:   actor 48@ spotted_actor $PLAYER_ACTOR 
031D:   actor 48@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_20847 
0006: 70@ = 1 // integer values 

:GROVE1_20847
00D6: if 
0039:   53@ == 0 // integer values 
004D: jump_if_false @GROVE1_20966 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @GROVE1_20907 
0164: disable_marker 52@ 
000A: 41@ += 1 // integer values 
0006: 53@ = 1 // integer values 
0002: jump @GROVE1_20966 

:GROVE1_20907
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_20966 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
0364:   actor 51@ spotted_actor $PLAYER_ACTOR 
031D:   actor 51@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_20966 
0006: 70@ = 1 // integer values 

:GROVE1_20966
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @GROVE1_21085 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @GROVE1_21026 
0164: disable_marker 55@ 
000A: 41@ += 1 // integer values 
0006: 56@ = 1 // integer values 
0002: jump @GROVE1_21085 

:GROVE1_21026
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_21085 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 54@ 
0364:   actor 54@ spotted_actor $PLAYER_ACTOR 
031D:   actor 54@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_21085 
0006: 70@ = 1 // integer values 

:GROVE1_21085
00D6: if 
0039:   60@ == 0 // integer values 
004D: jump_if_false @GROVE1_21204 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @GROVE1_21145 
0164: disable_marker 59@ 
000A: 41@ += 1 // integer values 
0006: 60@ = 1 // integer values 
0002: jump @GROVE1_21204 

:GROVE1_21145
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_21204 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
0364:   actor 58@ spotted_actor $PLAYER_ACTOR 
031D:   actor 58@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_21204 
0006: 70@ = 1 // integer values 

:GROVE1_21204
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @GROVE1_21323 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @GROVE1_21264 
0164: disable_marker 63@ 
000A: 41@ += 1 // integer values 
0006: 64@ = 1 // integer values 
0002: jump @GROVE1_21323 

:GROVE1_21264
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_21323 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_21323 
0006: 70@ = 1 // integer values 

:GROVE1_21323
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @GROVE1_21442 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @GROVE1_21383 
0164: disable_marker 67@ 
000A: 41@ += 1 // integer values 
0006: 68@ = 1 // integer values 
0002: jump @GROVE1_21442 

:GROVE1_21383
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @GROVE1_21442 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_21442 
0006: 70@ = 1 // integer values 

:GROVE1_21442
0051: return 

//-------------Mission 107---------------
// Originally: Grove 4 Life

:GROVE2
03A4: name_thread 'GROVE2' 
0050: gosub @GROVE2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GROVE2_38 
0050: gosub @GROVE2_3137 

:GROVE2_38
0050: gosub @GROVE2_3219 
004E: end_thread 

:GROVE2_47
09DD: (unknown) 1 
054C: use_GXT_table 'GROVE2' 
0169: set_fade_color 0 0 0 
0317: increment_mission_attempts 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:GROVE2_87
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_111 
0001: wait 0 ms 
0002: jump @GROVE2_87 

:GROVE2_111
01B6: set_weather 1 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'GROVE2' 

:GROVE2_130
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE2_154 
0001: wait 0 ms 
0002: jump @GROVE2_130 

:GROVE2_154
02E7: start_cutscene 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:GROVE2_171
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE2_195 
0001: wait 0 ms 
0002: jump @GROVE2_171 

:GROVE2_195
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 

:GROVE2_209
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_233 
0001: wait 0 ms 
0002: jump @GROVE2_209 

:GROVE2_233
02EA: end_cutscene 
01B7: release_weather 
023C: request_special_actor 'SWEET' as 1 
0247: request_model #AK47 
0247: request_model #GREENWOO 
038B: load_requested_models 

:GROVE2_262
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #AK47 available 
8248:   not model #GREENWOO available 
004D: jump_if_false @GROVE2_298 
0001: wait 0 ms 
0002: jump @GROVE2_262 

:GROVE2_298
04BB: select_interior 0 // select render area 
02A3: toggle_widescreen 0 
0004: $7990 = 0 // integer values 
0004: $7991 = 0 // integer values 
0006: 47@ = 2 // integer values 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_352 
0110: clear_player $PLAYER_CHAR wanted_level 

:GROVE2_352
0A20: (unknown) $PLAYER_CHAR 1 
08A3: (unknown) 1 
03CB: set_camera 2497.324 -1684.744 12.44 
00A1: put_actor $PLAYER_ACTOR at 2497.324 -1684.744 12.44 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
009A: $ACTOR_SWEET = create_actor 24 #SPECIAL01 at 2496.633 -1684.573 12.435 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: 39@ = create_car #GREENWOO at 2507.699 -1671.716 12.3823 
0229: set_car 39@ color_to 59 34 
0175: set_car 39@ z_angle_to 355.4549 
0173: set_actor $ACTOR_SWEET z_angle_to 0.0 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
01B2: give_actor $ACTOR_SWEET weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
09DD: (unknown) 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 
02E2: set_actor $ACTOR_SWEET weapon_accuracy_to 90 
0223: set_actor $ACTOR_SWEET health_to 1000 
08AF: (unknown) $ACTOR_SWEET 1000 
077A: set_actor $ACTOR_SWEET aggressive_to_pedgroup 4 type 25 
0226: $7990 = actor $ACTOR_SWEET health 
0014: $7990 /= 10 // integer values 
03C4: set_status_text_to $7990 1 'GR2_01'  // SWEET
0187: 34@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 34@ type_to 1 
018A: 36@ = create_checkpoint_at 2002.815 -1613.084 12.3828 
018A: 55@ = create_checkpoint_at 2507.184 -1672.906 12.3824 
018B: show_on_radar 34@ 0 
018B: show_on_radar 55@ 0 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 2.0 
0006: 32@ = 0 // integer values 
076C: set_zone 'IWD3A' controlled_by_gang 1 density 0 
076C: set_zone 'IWD3A' controlled_by_gang 0 density 100 
076C: set_zone 'IWD3B' controlled_by_gang 1 density 0 
076C: set_zone 'IWD3B' controlled_by_gang 0 density 100 
076C: set_zone 'IWD1' controlled_by_gang 1 density 0 
076C: set_zone 'IWD1' controlled_by_gang 0 density 100 
076C: set_zone 'IWD4' controlled_by_gang 1 density 0 
076C: set_zone 'IWD4' controlled_by_gang 0 density 100 
090C: (unknown) 'IWD3A' 
090C: (unknown) 'IWD3B' 
090C: (unknown) 'IWD1' 
090C: (unknown) 'IWD4' 
09B7: (unknown) 'IWD3A' 1 
09B7: (unknown) 'IWD3B' 1 
09B7: (unknown) 'IWD1' 1 
09B7: (unknown) 'IWD4' 1 

:GROVE2_938
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2928 
0001: wait 0 ms 
0050: gosub @GROVE2_3583 
0050: gosub @GROVE2_5390 
00D6: if 
0736:   83 
004D: jump_if_false @GROVE2_994 
0002: jump @GROVE2_3155 

:GROVE2_994
00D6: if and
8119:   not car 39@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_1063 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @GROVE2_1063 
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @GROVE2_1063 
041E: set_radio_station 3 
0006: 57@ = 1 // integer values 

:GROVE2_1063
00D6: if and
0019:   32@ > 4000 // integer values 
0039:   58@ == 1 // integer values 
004D: jump_if_false @GROVE2_1312 
0209: $7992 = random_int 0 4 
0871: init_jump_table $7992 total_jumps 4 0 @GROVE2_1305 jumps 0 @GROVE2_1161 1 @GROVE2_1197 2 @GROVE2_1233 3 @GROVE2_1269 -1 @GROVE2_1305 -1 @GROVE2_1305 -1 @GROVE2_1305 

:GROVE2_1161
05AA: 59@s = 'GRO2_DA' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17611 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_1305 

:GROVE2_1197
05AA: 59@s = 'GRO2_DB' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17612 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_1305 

:GROVE2_1233
05AA: 59@s = 'GRO2_DC' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17613 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_1305 

:GROVE2_1269
05AA: 59@s = 'GRO2_DD' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17614 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_1305 

:GROVE2_1305
0006: 58@ = 2 // integer values 

:GROVE2_1312
00D6: if and
0039:   47@ == 2 // integer values 
0039:   58@ == 2 // integer values 
004D: jump_if_false @GROVE2_1488 
0209: $7992 = random_int 0 2 
0871: init_jump_table $7992 total_jumps 2 0 @GROVE2_1481 jumps 0 @GROVE2_1409 1 @GROVE2_1445 -1 @GROVE2_1481 -1 @GROVE2_1481 -1 @GROVE2_1481 -1 @GROVE2_1481 -1 @GROVE2_1481 

:GROVE2_1409
05AA: 59@s = 'GRO2_EA' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17615 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_1481 

:GROVE2_1445
05AA: 59@s = 'GRO2_EB' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17616 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_1481 

:GROVE2_1481
0006: 58@ = 3 // integer values 

:GROVE2_1488
00D6: if and
0039:   47@ == 2 // integer values 
0039:   58@ == 3 // integer values 
004D: jump_if_false @GROVE2_1536 
00BC: text_highpriority 'GR2_10' 7000 ms 1  // ~s~Szerezz meg egy msik Idlewoodi krt.
0006: 58@ = 4 // integer values 

:GROVE2_1536
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @GROVE2_2504 
076D: get_zone 'IWD3A' controlled_by_gang 0 density 40@ 
076D: get_zone 'IWD3B' controlled_by_gang 0 density 41@ 
076D: get_zone 'IWD1' controlled_by_gang 0 density 43@ 
076D: get_zone 'IWD4' controlled_by_gang 0 density 44@ 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @GROVE2_1672 
05AA: 59@s = 'GRO2_AA' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17600 
0050: gosub @GROVE2_5370 
0006: 38@ = 1 // integer values 

:GROVE2_1672
00D6: if and
0039:   47@ == 2 // integer values 
0039:   38@ == 1 // integer values 
004D: jump_if_false @GROVE2_1733 
05AA: 59@s = 'GRO2_AB' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17601 
0050: gosub @GROVE2_5370 
0006: 38@ = 2 // integer values 

:GROVE2_1733
00D6: if and
0039:   47@ == 2 // integer values 
0039:   38@ == 2 // integer values 
004D: jump_if_false @GROVE2_1794 
05AA: 59@s = 'GRO2_AC' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17602 
0050: gosub @GROVE2_5370 
0006: 38@ = 3 // integer values 

:GROVE2_1794
00D6: if and
0039:   47@ == 2 // integer values 
0039:   38@ == 3 // integer values 
004D: jump_if_false @GROVE2_1855 
05AA: 59@s = 'GRO2_AD' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17603 
0050: gosub @GROVE2_5370 
0006: 38@ = 4 // integer values 

:GROVE2_1855
00D6: if and
0039:   47@ == 2 // integer values 
0039:   38@ == 4 // integer values 
004D: jump_if_false @GROVE2_1903 
00BC: text_highpriority 'GR2_09' 7000 ms 1  // ~s~Menj s vidd vissza ~y~Idlewoodba~s~!
0006: 38@ = 5 // integer values 

:GROVE2_1903
00D6: if 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GROVE2_2144 
0209: $7992 = random_int 0 4 
0871: init_jump_table $7992 total_jumps 4 0 @GROVE2_2137 jumps 0 @GROVE2_1993 1 @GROVE2_2029 2 @GROVE2_2065 3 @GROVE2_2101 -1 @GROVE2_2137 -1 @GROVE2_2137 -1 @GROVE2_2137 

:GROVE2_1993
05AA: 59@s = 'GRO2_CA' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17607 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_2137 

:GROVE2_2029
05AA: 59@s = 'GRO2_CB' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17608 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_2137 

:GROVE2_2065
05AA: 59@s = 'GRO2_CC' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17609 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_2137 

:GROVE2_2101
05AA: 59@s = 'GRO2_CE' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17610 
0050: gosub @GROVE2_5370 
0002: jump @GROVE2_2137 

:GROVE2_2137
0006: 56@ = 2 // integer values 

:GROVE2_2144
00D6: if and
0039:   47@ == 2 // integer values 
0039:   56@ == 2 // integer values 
004D: jump_if_false @GROVE2_2192 
00BC: text_highpriority 'GR2_05' 4000 ms 1  // ~s~Ljj le pr Ballast, hogy elkezddhessen a hbor!
0006: 56@ = 3 // integer values 

:GROVE2_2192
00D6: if or
0583:   player $PLAYER_CHAR in_zone 'IWD3A' 
0583:   player $PLAYER_CHAR in_zone 'IWD3B' 
0583:   player $PLAYER_CHAR in_zone 'IWD1' 
0583:   player $PLAYER_CHAR in_zone 'IWD4' 
004D: jump_if_false @GROVE2_2323 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @GROVE2_2309 
0006: 37@ = 1 // integer values 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @GROVE2_2309 
0006: 56@ = 1 // integer values 

:GROVE2_2309
018B: show_on_radar 36@ 0 
0002: jump @GROVE2_2348 

:GROVE2_2323
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @GROVE2_2348 
018B: show_on_radar 36@ 3 

:GROVE2_2348
00D6: if and
0039:   40@ == 0 // integer values 
0039:   48@ == 0 // integer values 
004D: jump_if_false @GROVE2_2387 
0050: gosub @GROVE2_2935 
0006: 48@ = 1 // integer values 

:GROVE2_2387
00D6: if and
0039:   41@ == 0 // integer values 
0039:   49@ == 0 // integer values 
004D: jump_if_false @GROVE2_2426 
0050: gosub @GROVE2_2935 
0006: 49@ = 1 // integer values 

:GROVE2_2426
00D6: if and
0039:   43@ == 0 // integer values 
0039:   50@ == 0 // integer values 
004D: jump_if_false @GROVE2_2465 
0050: gosub @GROVE2_2935 
0006: 50@ = 1 // integer values 

:GROVE2_2465
00D6: if and
0039:   44@ == 0 // integer values 
0039:   51@ == 0 // integer values 
004D: jump_if_false @GROVE2_2504 
0050: gosub @GROVE2_2935 
0006: 51@ = 1 // integer values 

:GROVE2_2504
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_2777 
0226: $7990 = actor $ACTOR_SWEET health 
0014: $7990 /= 10 // integer values 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @GROVE2_2679 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @GROVE2_2672 
00D6: if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE2_2615 
09DD: (unknown) 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:GROVE2_2615
018B: show_on_radar 34@ 0 
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @GROVE2_2640 

:GROVE2_2640
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @GROVE2_2658 

:GROVE2_2658
0004: $7991 = 0 // integer values 
0006: 35@ = 1 // integer values 

:GROVE2_2672
0002: jump @GROVE2_2770 

:GROVE2_2679
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @GROVE2_2770 
00BC: text_highpriority 'GR2_02' 4000 ms 1  // ~s~Htramaradt Sweet, menj vissza rte.
018B: show_on_radar 34@ 3 
00D6: if 
0039:   54@ == 0 // integer values 
004D: jump_if_false @GROVE2_2738 

:GROVE2_2738
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @GROVE2_2756 

:GROVE2_2756
0004: $7991 = 1 // integer values 
0006: 35@ = 0 // integer values 

:GROVE2_2770
0002: jump @GROVE2_2800 

:GROVE2_2777
00BC: text_highpriority 'GR2_03' 4000 ms 1  // ~r~Sweet halott!
0002: jump @GROVE2_3137 

:GROVE2_2800
00D6: if 
0039:   54@ == 1 // integer values 
004D: jump_if_false @GROVE2_2921 
00D6: if and
0039:   53@ == 1 // integer values 
0039:   47@ == 2 // integer values 
004D: jump_if_false @GROVE2_2866 
00BC: text_highpriority 'GR2_11' 7000 ms 1  // ~s~Vidd vissza Sweetet a ~y~Grove Streetre~s~.
0006: 53@ = 2 // integer values 

:GROVE2_2866
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE2_2921 
0002: jump @GROVE2_3778 

:GROVE2_2921
0002: jump @GROVE2_938 

:GROVE2_2928
0002: jump @GROVE2_3137 

:GROVE2_2935
000A: 52@ += 1 // integer values 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @GROVE2_2974 
0006: 32@ = 0 // integer values 
0006: 58@ = 1 // integer values 

:GROVE2_2974
00D6: if 
0039:   52@ == 2 // integer values 
004D: jump_if_false @GROVE2_3135 
05AA: 59@s = 'GRO2_FA' // 8-byte strings 
04AF: 46@ = unknown_wav_reference 17617 
0050: gosub @GROVE2_5370 
0006: 54@ = 1 // integer values 
018B: show_on_radar 55@ 3 
018B: show_on_radar 36@ 0 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 range 10.0 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @GROVE2_3135 
00D6: if 
01AF:   car 39@ 0 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE2_3135 
00A6: destroy_car 39@ 

:GROVE2_3135
0051: return 

:GROVE2_3137
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:GROVE2_3155
0008: $11263 += 1 // integer values 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'GROVE_2'  // Mindrkk Grove
01E3: text_1number_styled 'M_PASSS' 10000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~~n~~w~TISZTELET +
0109: player $PLAYER_CHAR money += 10000 
0998: add_respect 40 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:GROVE2_3219
09B7: (unknown) 'IWD3A' 0 
09B7: (unknown) 'IWD3B' 0 
09B7: (unknown) 'IWD1' 0 
09B7: (unknown) 'IWD4' 0 
090D: (unknown) 
08A3: (unknown) 0 
0004: $ONMISSION = 0 // integer values 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_3305 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 

:GROVE2_3305
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @GROVE2_3326 
0164: disable_marker 34@ 

:GROVE2_3326
00D6: if 
075C:   marker 36@ enabled 
004D: jump_if_false @GROVE2_3347 
0164: disable_marker 36@ 

:GROVE2_3347
00D6: if 
075C:   marker 55@ enabled 
004D: jump_if_false @GROVE2_3368 
0164: disable_marker 55@ 

:GROVE2_3368
0151: remove_status_text $7990 
0296: unload_special_actor 1 
0249: release_model #AK47 
0249: release_model #GREENWOO 
04EF: release_animation "GANGS" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D8: mission_cleanup 
0051: return 

:GROVE2_3419
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0051: return 

:GROVE2_3434
00BE: text_clear_all 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:GROVE2_3453
016A: fade 0 500 ms 

:GROVE2_3460
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_3484 
0001: wait 0 ms 
0002: jump @GROVE2_3460 

:GROVE2_3484
0051: return 

:GROVE2_3486
016A: fade 1 500 ms 

:GROVE2_3493
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_3517 
0001: wait 0 ms 
0002: jump @GROVE2_3493 

:GROVE2_3517
0051: return 
016A: fade 0 500 ms 

:GROVE2_3526
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_3550 
0001: wait 0 ms 
0002: jump @GROVE2_3526 

:GROVE2_3550
016A: fade 1 500 ms 

:GROVE2_3557
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_3581 
0001: wait 0 ms 
0002: jump @GROVE2_3557 

:GROVE2_3581
0051: return 

:GROVE2_3583
00D6: if 
0736:   65 
004D: jump_if_false @GROVE2_3605 
0006: 41@ = 0 // integer values 

:GROVE2_3605
00D6: if 
0736:   68 
004D: jump_if_false @GROVE2_3627 
0006: 40@ = 0 // integer values 

:GROVE2_3627
00D6: if 
0736:   70 
004D: jump_if_false @GROVE2_3649 
0002: jump @GROVE2_3778 

:GROVE2_3649
00D6: if 
0736:   71 
004D: jump_if_false @GROVE2_3739 
00A1: put_actor $PLAYER_ACTOR at 2487.644 -1668.204 12.3438 
0173: set_actor $PLAYER_ACTOR z_angle_to 265.0722 
0006: 52@ = 2 // integer values 
0006: 54@ = 1 // integer values 
018B: show_on_radar 55@ 3 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 range 10.0 

:GROVE2_3739
00D6: if 
0736:   75 
004D: jump_if_false @GROVE2_3761 
0050: gosub @GROVE2_2935 

:GROVE2_3761
00D6: if 
0736:   72 
004D: jump_if_false @GROVE2_3776 

:GROVE2_3776
0051: return 

:GROVE2_3778
0050: gosub @GROVE2_3453 
0050: gosub @GROVE2_3419 
00BE: text_clear_all 
04ED: load_animation "GANGS" 

:GROVE2_3803
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GROVE2_3834 
0001: wait 0 ms 
0002: jump @GROVE2_3803 

:GROVE2_3834
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4132 
06C9: remove_actor $ACTOR_SWEET from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 range 50.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE2_3957 
00A1: put_actor $PLAYER_ACTOR at 2496.552 -1682.439 12.3542 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.6489 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
0002: jump @GROVE2_3977 

:GROVE2_3957
00A1: put_actor $PLAYER_ACTOR at 2512.761 -1672.52 12.5034 

:GROVE2_3977
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @GROVE2_3998 
00A6: destroy_car 39@ 

:GROVE2_3998
0173: set_actor $PLAYER_ACTOR z_angle_to 240.2609 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @GROVE2_4059 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2514.788 -1673.938 12.6861 
0002: jump @GROVE2_4079 

:GROVE2_4059
00A1: put_actor $ACTOR_SWEET at 2514.788 -1673.938 12.6861 

:GROVE2_4079
0173: set_actor $ACTOR_SWEET z_angle_to 73.5014 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
0688: unknown_action_sequence $ACTOR_SWEET 0 0 0 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 

:GROVE2_4132
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 2509.798 -1672.175 13.4192 0.0 0.0 0.0 
0160: point_camera 2510.752 -1672.457 13.5178 2 
00BE: text_clear_all 
0050: gosub @GROVE2_3486 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_4265 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0001: wait 500 ms 

:GROVE2_4265
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4331 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_HNDSHK_01" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0001: wait 500 ms 

:GROVE2_4331
040D: unload_wav 1 
03CF: load_wav 17618 as 1 

:GROVE2_4342
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_4368 
0001: wait 0 ms 
0002: jump @GROVE2_4342 

:GROVE2_4368
03D1: play_wav 1 
00BC: text_highpriority 'GRO2_GA' 4000 ms 1  // ~z~Segtettl a Grove Streeti csaldoknak elverni a Ballasokat.
0006: 33@ = 0 // integer values 

:GROVE2_4395
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_4445 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GROVE2_4438 
0002: jump @GROVE2_5280 

:GROVE2_4438
0002: jump @GROVE2_4395 

:GROVE2_4445
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4504 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:GROVE2_4504
040D: unload_wav 1 
03CF: load_wav 17619 as 1 

:GROVE2_4515
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_4541 
0001: wait 0 ms 
0002: jump @GROVE2_4515 

:GROVE2_4541
03D1: play_wav 1 
00BC: text_highpriority 'GRO2_GB' 4000 ms 1  // ~z~Johnson emberei rjuk msztak!
0006: 33@ = 0 // integer values 

:GROVE2_4568
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_4618 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GROVE2_4611 
0002: jump @GROVE2_5280 

:GROVE2_4611
0002: jump @GROVE2_4568 

:GROVE2_4618
040D: unload_wav 1 
03CF: load_wav 17620 as 1 

:GROVE2_4629
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_4655 
0001: wait 0 ms 
0002: jump @GROVE2_4629 

:GROVE2_4655
03D1: play_wav 1 
00BC: text_highpriority 'GRO2_GC' 4000 ms 1  // ~z~Jl van, kutya, alszom kicsit.
0006: 33@ = 0 // integer values 

:GROVE2_4682
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_4732 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GROVE2_4725 
0002: jump @GROVE2_5280 

:GROVE2_4725
0002: jump @GROVE2_4682 

:GROVE2_4732
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4777 
0792: (unknown) $ACTOR_SWEET 
0603: unknown_action_sequence $ACTOR_SWEET 2513.683 -1672.876 12.5412 4 -1 

:GROVE2_4777
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_4809 
0792: (unknown) $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 10000 ms 

:GROVE2_4809
040D: unload_wav 1 
03CF: load_wav 17621 as 1 

:GROVE2_4820
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_4846 
0001: wait 0 ms 
0002: jump @GROVE2_4820 

:GROVE2_4846
03D1: play_wav 1 
00BC: text_highpriority 'GRO2_GD' 4000 ms 1  // ~z~Itt van, az egyik Ballas rgtl vettem el.
0006: 33@ = 0 // integer values 

:GROVE2_4873
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_4923 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GROVE2_4916 
0002: jump @GROVE2_5280 

:GROVE2_4916
0002: jump @GROVE2_4873 

:GROVE2_4923
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4988 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_HNDSHK_BIZ_01" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:GROVE2_4988
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_5053 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_HNDSHK_BIZ_01" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 

:GROVE2_5053
040D: unload_wav 1 
03CF: load_wav 17622 as 1 

:GROVE2_5064
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_5090 
0001: wait 0 ms 
0002: jump @GROVE2_5064 

:GROVE2_5090
03D1: play_wav 1 
00BC: text_highpriority 'GRO2_GE' 4000 ms 1  // ~z~A drogbl bejv pnznk - itt a fele.
0006: 33@ = 0 // integer values 

:GROVE2_5117
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_5167 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GROVE2_5160 
0002: jump @GROVE2_5280 

:GROVE2_5160
0002: jump @GROVE2_5117 

:GROVE2_5167
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_5212 
0792: (unknown) $ACTOR_SWEET 
0603: unknown_action_sequence $ACTOR_SWEET 2516.264 -1675.254 12.9287 4 -1 

:GROVE2_5212
0006: 33@ = 0 // integer values 

:GROVE2_5219
00D6: if 
001B:   2000 > 33@ // integer values 
004D: jump_if_false @GROVE2_5273 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GROVE2_5266 
0002: jump @GROVE2_5280 

:GROVE2_5266
0002: jump @GROVE2_5219 

:GROVE2_5273
0050: gosub @GROVE2_3453 

:GROVE2_5280
04EF: release_animation "GANGS" 
009B: destroy_actor_instantly $ACTOR_SWEET 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_5340 
00A1: put_actor $PLAYER_ACTOR at 2512.407 -1672.111 12.4895 
0173: set_actor $PLAYER_ACTOR z_angle_to 78.5658 

:GROVE2_5340
0050: gosub @GROVE2_3434 
03DE: set_pedestrians_density_multiplier_to 1.0 
0373: set_camera_directly_behind_player 
0050: gosub @GROVE2_3486 
0002: jump @GROVE2_3155 

:GROVE2_5370
040D: unload_wav 1 
03CF: load_wav 46@ as 1 
0006: 47@ = 0 // integer values 
0051: return 

:GROVE2_5390
00D6: if and
03D0:   wav 1 loaded 
0039:   47@ == 0 // integer values 
004D: jump_if_false @GROVE2_5433 
03D1: play_wav 1 
00BC: text_highpriority 59@s 10000 ms 1 
0006: 47@ = 1 // integer values 

:GROVE2_5433
00D6: if and
03D2:   wav 1 ended 
0039:   47@ == 1 // integer values 
004D: jump_if_false @GROVE2_5471 
040D: unload_wav 1 
03D5: remove_text 59@s 
0006: 47@ = 2 // integer values 

:GROVE2_5471
0051: return 

//-------------Mission 108---------------
// Originally: Riot

:RIOT1
03A4: name_thread 'RIOT1' 
0050: gosub @RIOT1_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RIOT1_38 
0050: gosub @RIOT1_2979 

:RIOT1_38
0050: gosub @RIOT1_3060 
004E: end_thread 

:RIOT1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'RIOT1' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
08F5: (unknown) 
04BB: select_interior 5 // select render area 
02E4: load_cutscene_data 'RIOT_1A' 

:RIOT1_202
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT1_226 
0001: wait 0 ms 
0002: jump @RIOT1_202 

:RIOT1_226
02E7: start_cutscene 
016A: fade 1 1000 ms 

:RIOT1_235
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT1_259 
0001: wait 0 ms 
0002: jump @RIOT1_235 

:RIOT1_259
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:RIOT1_272
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_296 
0001: wait 0 ms 
0002: jump @RIOT1_272 

:RIOT1_296
02EA: end_cutscene 
00D6: if 
856A:   not (unknown) 
004D: jump_if_false @RIOT1_418 
02E4: load_cutscene_data 'RIOT_1B' 

:RIOT1_322
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT1_346 
0001: wait 0 ms 
0002: jump @RIOT1_322 

:RIOT1_346
02E7: start_cutscene 
016A: fade 1 1000 ms 

:RIOT1_355
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT1_379 
0001: wait 0 ms 
0002: jump @RIOT1_355 

:RIOT1_379
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:RIOT1_392
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_416 
0001: wait 0 ms 
0002: jump @RIOT1_392 

:RIOT1_416
02EA: end_cutscene 

:RIOT1_418
04BB: select_interior 0 // select render area 
08F6: (unknown) 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
06C8: toggle_riot 1 
0629: change_stat 309 to 1 // integer 
0247: request_model #GREENWOO 
0247: request_model #SAVANNA 
0247: request_model #CAMPER 
023C: request_special_actor 'SWEET' as 1 
038B: load_requested_models 
07E5: unknown_copy_entity 65542 $7998 
03CB: set_camera 1254.68 -789.39 91.03 
0395: clear_area 1 at 1242.9 -805.4 82.9 range 20.0 
0674: set_car_model #CAMPER numberplate "OUTTHERE" 
00A5: $7997 = create_car #CAMPER at 1242.9 -805.4 82.9 
0175: set_car $7997 z_angle_to 0.0 
0229: set_car $7997 color_to 1 1 
06ED: set_car $7997 paintjob 0 
0294: set_car $7997 sprayable 0 
0395: clear_area 1 at 1249.1 -804.9 82.9 range 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: $7996 = create_car #SAVANNA at 1249.1 -804.9 82.9 
0175: set_car $7996 z_angle_to 177.7 
0229: set_car $7996 color_to 3 3 
0395: clear_area 1 at 1254.3 -806.6 82.9 range 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $7995 = create_car #GREENWOO at 1254.3 -806.6 82.9 
0229: set_car $7995 color_to 59 34 
0175: set_car $7995 z_angle_to 177.7 
0395: clear_area 1 at 1258.2 -814.4 83.1 range 60.0 
00A1: put_actor $PLAYER_ACTOR at 1258.2 -814.4 83.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 40.0 
0395: clear_area 1 at 1257.6 -816.6 83.1 range 5.0 
009A: $ACTOR_SWEET = create_actor 25 #SPECIAL01 at 1257.6 -816.6 83.1 
0173: set_actor $ACTOR_SWEET z_angle_to 39.9 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET targetable 1 
039E: set_actor $ACTOR_SWEET jackable 1 
060B: unknown_actor_use_entity $ACTOR_SWEET $7998 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
0615: define_action_sequences $7999 
05D3: AS_actor -1 go_to_point 1252.4 -810.3 83.1 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $7995 passenger_seat 0 -1 ms 
0616: define_action_sequences_end $7999 
0618: assign_actor $ACTOR_SWEET to_action_sequences $7999 
061B: remove_references_to_action_sequences $7999 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position 1257.8 -815.0 84.7 0.0 0.0 0.0 
0160: point_camera 1246.3 -802.5 82.7 2 
09F5: (unknown) 1 
09D2: (unknown) 0 

:RIOT1_1048
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @RIOT1_1074 
0002: jump @RIOT1_2997 

:RIOT1_1074
0050: gosub @RIOT1_3138 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @RIOT1_1106 
0002: jump @RIOT1_2979 

:RIOT1_1106
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @RIOT1_1744 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @RIOT1_1339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 // integer values 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver $7995 -1 ms 
0615: define_action_sequences $7999 
05D3: AS_actor -1 go_to_point 1252.4 -810.3 83.1 speed 4 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $7995 passenger_seat 0 -1 ms 
0616: define_action_sequences_end $7999 
0618: assign_actor $ACTOR_SWEET to_action_sequences $7999 
061B: remove_references_to_action_sequences $7999 
016A: fade 1 500 ms 

:RIOT1_1241
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_1265 
0001: wait 0 ms 
0002: jump @RIOT1_1241 

:RIOT1_1265
0050: gosub @RIOT1_3138 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @RIOT1_1297 
0002: jump @RIOT1_2979 

:RIOT1_1297
0006: 40@ = 1 // integer values 
0006: 41@ = 0 // integer values 
0050: gosub @RIOT1_4336 
0006: 36@ = 1 // integer values 
0006: 37@ = 1 // integer values 
0707: start_scene_skip_to @RIOT1_1420 

:RIOT1_1339
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @RIOT1_1744 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @RIOT1_1744 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_1744 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $7995 
004D: jump_if_false @RIOT1_1744 
0006: 37@ = 0 // integer values 

:RIOT1_1420
0701: end_scene_skip 
0050: gosub @RIOT1_3138 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @RIOT1_1454 
0002: jump @RIOT1_2979 

:RIOT1_1454
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @RIOT1_1580 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 // integer values 
016A: fade 0 500 ms 

:RIOT1_1496
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_1520 
0001: wait 0 ms 
0002: jump @RIOT1_1496 

:RIOT1_1520
0050: gosub @RIOT1_3138 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @RIOT1_1552 
0002: jump @RIOT1_2979 

:RIOT1_1552
0792: (unknown) $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car $7995 
0792: (unknown) $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_vehicle $7995 passenger_seat 0 

:RIOT1_1580
0006: 39@ = 1 // integer values 
09F5: (unknown) 0 
018A: 34@ = create_checkpoint_at 2505.4 -1670.6 12.1 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'R1_01' 7000 ms 1  // Vezess a ~y~Grove Streetre~s~.
0006: 33@ = 0 // integer values 
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @RIOT1_1737 
016A: fade 1 500 ms 

:RIOT1_1681
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_1705 
0001: wait 0 ms 
0002: jump @RIOT1_1681 

:RIOT1_1705
0050: gosub @RIOT1_3138 
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @RIOT1_1737 
0002: jump @RIOT1_2979 

:RIOT1_1737
0006: 35@ = 1 // integer values 

:RIOT1_1744
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RIOT1_2600 
00D6: if 
0735:   81 
004D: jump_if_false @RIOT1_1826 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_1826 
00AB: put_car $7995 at 2495.7 -1666.3 12.1 
0175: set_car $7995 z_angle_to 254.2 

:RIOT1_1826
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @RIOT1_1923 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @RIOT1_1923 
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @RIOT1_1923 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_SWEET 1 
0006: 40@ = 2 // integer values 
0006: 41@ = 0 // integer values 
0050: gosub @RIOT1_4336 
0006: 42@ = 1 // integer values 

:RIOT1_1923
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @RIOT1_2006 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @RIOT1_2006 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @RIOT1_2006 
0006: 40@ = 3 // integer values 
0006: 41@ = 0 // integer values 
0050: gosub @RIOT1_4336 
0006: 42@ = 2 // integer values 

:RIOT1_2006
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @RIOT1_2156 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2156 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 2955.5 -1240.1 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2156 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @RIOT1_2156 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @RIOT1_2156 
01C3: remove_references_to_car $7997 // Like turning a car into any random car 
01C3: remove_references_to_car $7996 // Like turning a car into any random car 
0006: 40@ = 4 // integer values 
0006: 41@ = 0 // integer values 
0050: gosub @RIOT1_4336 
0006: 42@ = 3 // integer values 

:RIOT1_2156
00D6: if 
0039:   42@ == 3 // integer values 
004D: jump_if_false @RIOT1_2296 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2296 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 2955.5 -1240.1 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2296 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @RIOT1_2296 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @RIOT1_2296 
0006: 40@ = 5 // integer values 
0006: 41@ = 0 // integer values 
0050: gosub @RIOT1_4336 
0006: 42@ = 4 // integer values 

:RIOT1_2296
00D6: if 
0039:   42@ == 4 // integer values 
004D: jump_if_false @RIOT1_2436 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2436 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 2955.5 -1240.1 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2436 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @RIOT1_2436 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @RIOT1_2436 
0006: 40@ = 6 // integer values 
0006: 41@ = 0 // integer values 
0050: gosub @RIOT1_4336 
0006: 42@ = 5 // integer values 

:RIOT1_2436
00D6: if 
0039:   42@ == 5 // integer values 
004D: jump_if_false @RIOT1_2493 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @RIOT1_2493 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_SWEET 0 
0006: 42@ = 6 // integer values 

:RIOT1_2493
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2600 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $7995 
004D: jump_if_false @RIOT1_2600 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 2505.4 -1670.6 12.1 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @RIOT1_2600 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 36@ = 0 // integer values 
0006: 35@ = 2 // integer values 

:RIOT1_2600
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @RIOT1_2940 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @RIOT1_2703 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 // integer values 
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
0006: 40@ = 7 // integer values 
0006: 41@ = 0 // integer values 
0050: gosub @RIOT1_4336 
0006: 36@ = 1 // integer values 
0006: 36@ = 1 // integer values 

:RIOT1_2703
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @RIOT1_2803 
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @RIOT1_2803 
0615: define_action_sequences $7999 
0633: AS_actor -1 exit_vehicle 
05D3: AS_actor -1 go_to_point 2518.9 -1678.2 13.5 speed 4 -1 ms 
0616: define_action_sequences_end $7999 
0618: assign_actor $ACTOR_SWEET to_action_sequences $7999 
061B: remove_references_to_action_sequences $7999 
0006: 32@ = 0 // integer values 
0006: 36@ = 2 // integer values 

:RIOT1_2803
00D6: if 
0039:   36@ == 2 // integer values 
004D: jump_if_false @RIOT1_2940 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT1_2940 
016A: fade 0 500 ms 

:RIOT1_2847
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2871 
0001: wait 0 ms 
0002: jump @RIOT1_2847 

:RIOT1_2871
009B: destroy_actor_instantly $ACTOR_SWEET 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
09F5: (unknown) 0 
016A: fade 1 500 ms 

:RIOT1_2909
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2933 
0001: wait 0 ms 
0002: jump @RIOT1_2909 

:RIOT1_2933
0002: jump @RIOT1_2997 

:RIOT1_2940
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @RIOT1_2965 
0050: gosub @RIOT1_3222 

:RIOT1_2965
0050: gosub @RIOT1_3368 
0002: jump @RIOT1_1048 

:RIOT1_2979
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:RIOT1_2997
0008: $11278 += 1 // integer values 
0629: change_stat 335 to 1 // integer 
0318: set_latest_mission_passed 'RIOT_1'  // Felkels
01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1  // KLDETS TELJESTVE!
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $622 
030C: set_mission_points += 1 
0051: return 

:RIOT1_3060
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @RIOT1_3078 
02EB: restore_camera_with_jumpcut 

:RIOT1_3078
09F5: (unknown) 0 
0A09: (unknown) $PLAYER_ACTOR 0 
0249: release_model #GREENWOO 
0249: release_model #SAVANNA 
0249: release_model #CAMPER 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 
0296: unload_special_actor 1 
0164: disable_marker 34@ 
09D2: (unknown) 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:RIOT1_3138
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @RIOT1_3179 
00BE: text_clear_all 
00BC: text_highpriority 'R1_02' 7000 ms 1  // ~r~Megltk Sweetet!
0006: 38@ = 1 // integer values 

:RIOT1_3179
00D6: if 
0119:   car $7995 wrecked 
004D: jump_if_false @RIOT1_3220 
00BE: text_clear_all 
00BC: text_highpriority 'R1_04' 7000 ms 1  // ~r~Sweet autja megsemmislt!
0006: 38@ = 1 // integer values 

:RIOT1_3220
0051: return 

:RIOT1_3222
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @RIOT1_3302 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3302 
03D5: remove_text 'R1_03'  // Menj vissza ~b~Sweet autjba~s~.
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2505.4 -1670.6 12.1 
0006: 39@ = 1 // integer values 

:RIOT1_3302
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @RIOT1_3366 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3366 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car $7995 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 0 // integer values 

:RIOT1_3366
0051: return 

:RIOT1_3368
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @RIOT1_4255 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3566 
00D6: if or
0039:   40@ == 2 // integer values 
0039:   40@ == 3 // integer values 
0039:   40@ == 4 // integer values 
0039:   40@ == 5 // integer values 
0039:   40@ == 6 // integer values 
004D: jump_if_false @RIOT1_3566 
00D6: if 
001D:   89@ > 41@ // integer values 
004D: jump_if_false @RIOT1_3552 
0050: gosub @RIOT1_5552 
0050: gosub @RIOT1_5659 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @RIOT1_3514 
0050: gosub @RIOT1_5813 
0002: jump @RIOT1_3545 

:RIOT1_3514
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 

:RIOT1_3545
0002: jump @RIOT1_3566 

:RIOT1_3552
0006: 33@ = 0 // integer values 
0006: 40@ = 0 // integer values 

:RIOT1_3566
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3702 
00D6: if 
001B:   11 > 40@ // integer values 
004D: jump_if_false @RIOT1_3702 
00D6: if 
001D:   89@ > 41@ // integer values 
004D: jump_if_false @RIOT1_3629 
000A: 41@ += 1 // integer values 

:RIOT1_3629
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 44@(41@,15s) 
0085: 94@ = 40@ // integer values and handles 
0085: 95@ = 41@ // integer values and handles 
0006: 40@ = 11 // integer values 
0209: 41@ = random_int 0 4 
0085: 43@ = 41@ // integer values and handles 
000A: 43@ += 1 // integer values 
0050: gosub @RIOT1_4336 

:RIOT1_3702
00D6: if 
0039:   40@ == 11 // integer values 
004D: jump_if_false @RIOT1_4027 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3975 
00D6: if 
001D:   89@ > 41@ // integer values 
004D: jump_if_false @RIOT1_3952 
0050: gosub @RIOT1_5552 
0050: gosub @RIOT1_5659 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @RIOT1_3856 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @RIOT1_3825 
0050: gosub @RIOT1_5813 
0002: jump @RIOT1_3856 

:RIOT1_3825
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 

:RIOT1_3856
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @RIOT1_3945 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @RIOT1_3914 
0050: gosub @RIOT1_5813 
0002: jump @RIOT1_3945 

:RIOT1_3914
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 

:RIOT1_3945
0002: jump @RIOT1_3975 

:RIOT1_3952
00BC: text_highpriority 'R1_03' 11000 ms 1  // Menj vissza ~b~Sweet autjba~s~.
0006: 40@ = 12 // integer values 

:RIOT1_3975
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_4027 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 40@ = 13 // integer values 
0006: 41@ = 0 // integer values 
00BE: text_clear_all 

:RIOT1_4027
00D6: if 
0039:   40@ == 12 // integer values 
004D: jump_if_false @RIOT1_4080 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_4080 
0006: 40@ = 13 // integer values 
0006: 41@ = 0 // integer values 
00BE: text_clear_all 

:RIOT1_4080
00D6: if 
0039:   40@ == 13 // integer values 
004D: jump_if_false @RIOT1_4255 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_4181 
0006: 33@ = 0 // integer values 
0085: 40@ = 94@ // integer values and handles 
0085: 41@ = 95@ // integer values and handles 
0050: gosub @RIOT1_4336 
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @RIOT1_4181 
00BC: text_highpriority 'R1_01' 7000 ms 1  // Vezess a ~y~Grove Streetre~s~.

:RIOT1_4181
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_4255 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 40@ = 11 // integer values 
0209: 41@ = random_int 0 4 
0085: 43@ = 41@ // integer values and handles 
000A: 43@ += 1 // integer values 
0050: gosub @RIOT1_4336 

:RIOT1_4255
00D6: if or
0039:   40@ == 1 // integer values 
0039:   40@ == 7 // integer values 
004D: jump_if_false @RIOT1_4334 
00D6: if 
001D:   89@ > 41@ // integer values 
004D: jump_if_false @RIOT1_4327 
0050: gosub @RIOT1_5552 
0050: gosub @RIOT1_5659 
0050: gosub @RIOT1_5813 
0002: jump @RIOT1_4334 

:RIOT1_4327
0006: 40@ = 0 // integer values 

:RIOT1_4334
0051: return 

:RIOT1_4336
00D6: if 
0039:   40@ == 1 // integer values 
004D: jump_if_false @RIOT1_4409 
05AA: 44@s = 'ROT1_AA' // 8-byte strings 
05AA: 46@s = 'ROT1_AB' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 32800 
04AF: 75@ = unknown_wav_reference 32801 
0006: 89@ = 2 // integer values 

:RIOT1_4409
00D6: if 
0039:   40@ == 2 // integer values 
004D: jump_if_false @RIOT1_4554 
05AA: 44@s = 'ROT1_BA' // 8-byte strings 
05AA: 46@s = 'ROT1_BB' // 8-byte strings 
05AA: 48@s = 'ROT1_BC' // 8-byte strings 
05AA: 50@s = 'ROT1_BD' // 8-byte strings 
05AA: 52@s = 'ROT1_BE' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 32802 
04AF: 75@ = unknown_wav_reference 32803 
04AF: 76@ = unknown_wav_reference 32804 
04AF: 77@ = unknown_wav_reference 32805 
04AF: 78@ = unknown_wav_reference 32806 
0006: 89@ = 5 // integer values 

:RIOT1_4554
00D6: if 
0039:   40@ == 3 // integer values 
004D: jump_if_false @RIOT1_4891 
05AA: 44@s = 'ROT1_EA' // 8-byte strings 
05AA: 46@s = 'ROT1_EB' // 8-byte strings 
05AA: 48@s = 'ROT1_EC' // 8-byte strings 
05AA: 50@s = 'ROT1_ED' // 8-byte strings 
05AA: 52@s = 'ROT1_EE' // 8-byte strings 
05AA: 54@s = 'ROT1_EF' // 8-byte strings 
05AA: 56@s = 'ROT1_EG' // 8-byte strings 
05AA: 58@s = 'ROT1_EH' // 8-byte strings 
05AA: 60@s = 'ROT1_EJ' // 8-byte strings 
05AA: 62@s = 'ROT1_EK' // 8-byte strings 
05AA: 64@s = 'ROT1_EL' // 8-byte strings 
05AA: 66@s = 'ROT1_EM' // 8-byte strings 
05AA: 68@s = 'ROT1_EN' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 32810 
04AF: 75@ = unknown_wav_reference 32811 
04AF: 76@ = unknown_wav_reference 32812 
04AF: 77@ = unknown_wav_reference 32813 
04AF: 78@ = unknown_wav_reference 32814 
04AF: 79@ = unknown_wav_reference 32815 
04AF: 80@ = unknown_wav_reference 32816 
04AF: 81@ = unknown_wav_reference 32817 
04AF: 82@ = unknown_wav_reference 32818 
04AF: 83@ = unknown_wav_reference 32819 
04AF: 84@ = unknown_wav_reference 32820 
04AF: 85@ = unknown_wav_reference 32821 
04AF: 86@ = unknown_wav_reference 32822 
0006: 89@ = 13 // integer values 

:RIOT1_4891
00D6: if 
0039:   40@ == 4 // integer values 
004D: jump_if_false @RIOT1_4988 
05AA: 44@s = 'ROT1_DA' // 8-byte strings 
05AA: 46@s = 'ROT1_DB' // 8-byte strings 
05AA: 48@s = 'ROT1_DC' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 32807 
04AF: 75@ = unknown_wav_reference 32808 
04AF: 76@ = unknown_wav_reference 32809 
0006: 89@ = 3 // integer values 

:RIOT1_4988
00D6: if 
0039:   40@ == 5 // integer values 
004D: jump_if_false @RIOT1_5181 
05AA: 44@s = 'ROT1_FA' // 8-byte strings 
05AA: 46@s = 'ROT1_FB' // 8-byte strings 
05AA: 48@s = 'ROT1_FC' // 8-byte strings 
05AA: 50@s = 'ROT1_FD' // 8-byte strings 
05AA: 52@s = 'ROT1_FE' // 8-byte strings 
05AA: 54@s = 'ROT1_FF' // 8-byte strings 
05AA: 56@s = 'ROT1_FG' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 32823 
04AF: 75@ = unknown_wav_reference 32824 
04AF: 76@ = unknown_wav_reference 32825 
04AF: 77@ = unknown_wav_reference 32826 
04AF: 78@ = unknown_wav_reference 32827 
04AF: 79@ = unknown_wav_reference 32828 
04AF: 80@ = unknown_wav_reference 32829 
0006: 89@ = 7 // integer values 

:RIOT1_5181
00D6: if 
0039:   40@ == 6 // integer values 
004D: jump_if_false @RIOT1_5278 
05AA: 44@s = 'ROT1_GL' // 8-byte strings 
05AA: 46@s = 'ROT1_GA' // 8-byte strings 
05AA: 48@s = 'ROT1_FH' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 32840 
04AF: 75@ = unknown_wav_reference 32831 
04AF: 76@ = unknown_wav_reference 32830 
0006: 89@ = 3 // integer values 

:RIOT1_5278
00D6: if 
0039:   40@ == 7 // integer values 
004D: jump_if_false @RIOT1_5399 
05AA: 44@s = 'ROT1_HC' // 8-byte strings 
05AA: 46@s = 'ROT1_HD' // 8-byte strings 
05AA: 48@s = 'ROT1_HE' // 8-byte strings 
05AA: 50@s = 'ROT1_HF' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 32844 
04AF: 75@ = unknown_wav_reference 32845 
04AF: 76@ = unknown_wav_reference 32846 
04AF: 77@ = unknown_wav_reference 32847 
0006: 89@ = 4 // integer values 

:RIOT1_5399
00D6: if 
0039:   40@ == 11 // integer values 
004D: jump_if_false @RIOT1_5521 
05AA: 44@s = 'SWE1_BG' // 8-byte strings 
05AA: 46@s = 'SWE1_BK' // 8-byte strings 
05AA: 48@s = 'SWE1_BL' // 8-byte strings 
05AA: 50@s = 'SWE1_BM' // 8-byte strings 
04AF: 74@ = unknown_wav_reference 37429 
04AF: 75@ = unknown_wav_reference 37432 
04AF: 76@ = unknown_wav_reference 37433 
04AF: 77@ = unknown_wav_reference 37434 
0085: 89@ = 43@ // integer values and handles 

:RIOT1_5521
0085: 92@ = 41@ // integer values and handles 
0006: 90@ = 0 // integer values 
0006: 91@ = 0 // integer values 
0006: 93@ = 1 // integer values 
0051: return 

:RIOT1_5552
00D6: if 
001D:   89@ > 92@ // integer values 
004D: jump_if_false @RIOT1_5657 
00D6: if 
0039:   90@ == 0 // integer values 
004D: jump_if_false @RIOT1_5614 
03CF: load_wav 74@(92@,15i) as 1 
000A: 92@ += 1 // integer values 
0006: 90@ = 1 // integer values 

:RIOT1_5614
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @RIOT1_5657 
03CF: load_wav 74@(92@,15i) as 2 
000A: 92@ += 1 // integer values 
0006: 91@ = 1 // integer values 

:RIOT1_5657
0051: return 

:RIOT1_5659
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @RIOT1_5735 
00D6: if 
0039:   90@ == 1 // integer values 
004D: jump_if_false @RIOT1_5735 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @RIOT1_5735 
03D1: play_wav 1 
00BC: text_highpriority 44@(41@,15s) 4500 ms 1 
0006: 90@ = 2 // integer values 

:RIOT1_5735
00D6: if 
0039:   93@ == 2 // integer values 
004D: jump_if_false @RIOT1_5811 
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @RIOT1_5811 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @RIOT1_5811 
03D1: play_wav 2 
00BC: text_highpriority 44@(41@,15s) 4500 ms 1 
0006: 91@ = 2 // integer values 

:RIOT1_5811
0051: return 

:RIOT1_5813
00D6: if 
0039:   90@ == 2 // integer values 
004D: jump_if_false @RIOT1_5876 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @RIOT1_5876 
03D5: remove_text 44@(41@,15s) 
000A: 41@ += 1 // integer values 
0006: 93@ = 2 // integer values 
0006: 90@ = 0 // integer values 

:RIOT1_5876
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @RIOT1_5939 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @RIOT1_5939 
03D5: remove_text 44@(41@,15s) 
000A: 41@ += 1 // integer values 
0006: 93@ = 1 // integer values 
0006: 91@ = 0 // integer values 

:RIOT1_5939
0051: return 

//-------------Mission 109---------------
// Originally: Los Desperados

:RIOT2
03A4: name_thread 'RIOT2' 
0050: gosub @RIOT2_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RIOT2_38 
0050: gosub @RIOT2_30241 

:RIOT2_38
0050: gosub @RIOT2_30494 
004E: end_thread 

:RIOT2_47
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
054C: use_GXT_table 'RIOT2' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @RIOT2_350 
0107: 88@ = create_object #BBALL_INGAME at 0.0 0.0 0.0 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
009A: 37@ = create_actor 25 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 43@ = create_actor 25 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 49@ = create_actor 25 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 55@ = create_actor 25 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 61@ = create_actor 25 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 79@ = create_actor 25 146@(148@,2i) at 1831.9 -2004.6 12.6 
0187: 96@ = create_marker_above_actor 37@ 
0187: 102@ = create_marker_above_actor 43@ 
0187: 108@ = create_marker_above_actor 49@ 
0187: 114@ = create_marker_above_actor 55@ 
0187: 120@ = create_marker_above_actor 61@ 
0187: 132@ = create_marker_above_actor 79@ 

:RIOT2_350
00BE: text_clear_all 
0001: wait 0 ms 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 187@ = 0 // integer values 
04AF: 146@ = unknown_wav_reference 108 
04AF: 147@ = unknown_wav_reference 109 
0006: 148@ = 0 // integer values 
0006: 149@ = 2 // integer values 
0006: 150@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0007: 262@ = 0.0 // floating-point values 
0007: 263@ = 0.0 // floating-point values 
0007: 264@ = 0.0 // floating-point values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 185@ = 0 // integer values 
0006: 188@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0007: 183@ = 0.0 // floating-point values 
0006: 180@ = 0 // integer values 
0006: 181@ = 60 // integer values 
0006: 270@ = 0 // integer values 
08F5: (unknown) 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'RIOT_2' 

:RIOT2_756
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT2_780 
0001: wait 0 ms 
0002: jump @RIOT2_756 

:RIOT2_780
02E7: start_cutscene 
016A: fade 1 1000 ms 

:RIOT2_789
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT2_813 
0001: wait 0 ms 
0002: jump @RIOT2_789 

:RIOT2_813
016A: fade 0 0 ms 

:RIOT2_819
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_843 
0001: wait 0 ms 
0002: jump @RIOT2_819 

:RIOT2_843
04BB: select_interior 0 // select render area 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08F6: (unknown) 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
023C: request_special_actor 'CESAR' as 1 
0247: request_model #VLA1 
0247: request_model #VLA2 
0247: request_model #VLA3 
0247: request_model #LSV1 
0247: request_model #LSV2 
0247: request_model #KATANA 
0247: request_model #DESERT_EAGLE 
0247: request_model #TEC9 
038B: load_requested_models 
0746: (unknown) 4 24 25 
0746: (unknown) 0 24 0 
0746: (unknown) 4 25 24 
0746: (unknown) 4 25 0 
0746: (unknown) 0 25 25 
0746: (unknown) 0 24 24 
060A: unknown_create_entity 2 265@ 
07E5: unknown_copy_entity 65542 266@ 
06AE: unknown_group_creator 0 267@ 
0395: clear_area 1 at 2520.8 -1678.5 14.2 range 30.0 
03CB: set_camera 2520.8 -1678.5 14.2 
00A1: put_actor $PLAYER_ACTOR at 2520.8 -1678.5 14.2 
0173: set_actor $PLAYER_ACTOR z_angle_to 68.6 
0395: clear_area 1 at 2520.8 -1678.5 14.2 range 1.0 
009A: $ACTOR_CESAR = create_actor 24 #SPECIAL01 at 2519.8 -1677.5 13.7 
0173: set_actor $ACTOR_CESAR z_angle_to 68.6 
01B2: give_actor $ACTOR_CESAR weapon 24 ammo 30000 // Load the weapon model before using this 
0568: set_actor $ACTOR_CESAR targetable 1 
035F: set_actor $ACTOR_CESAR armour_to 100 
077A: set_actor $ACTOR_CESAR aggressive_to_pedgroup 0 type 24 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
0446: set_actor $ACTOR_CESAR immune_to_headshots 0 
060B: unknown_actor_use_entity $ACTOR_CESAR 265@ 
022B: create_forbidden_for_peds_cube 1945.8 -1956.5 0.0 1642.9 -2174.3 50.0 
0395: clear_area 1 at 1784.6 -1969.5 13.1 range 30.0 
009A: 35@ = create_actor 24 #VLA1 at 1784.6 -1969.5 13.1 
0173: set_actor 35@ z_angle_to 103.1 
01B2: give_actor 35@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 35@ targetable 1 
035F: set_actor 35@ armour_to 100 
077A: set_actor 35@ aggressive_to_pedgroup 0 type 24 
02A9: set_actor 35@ immune_to_nonplayer 1 
0446: set_actor 35@ immune_to_headshots 0 
060B: unknown_actor_use_entity 35@ 266@ 
009A: 34@ = create_actor 24 #VLA2 at 1784.4 -1971.1 13.1 
0173: set_actor 34@ z_angle_to 52.8 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 34@ targetable 1 
035F: set_actor 34@ armour_to 100 
077A: set_actor 34@ aggressive_to_pedgroup 0 type 24 
02A9: set_actor 34@ immune_to_nonplayer 1 
0446: set_actor 34@ immune_to_headshots 0 
060B: unknown_actor_use_entity 34@ 266@ 
009A: 36@ = create_actor 24 #VLA3 at 1782.6 -1969.4 13.1 
0173: set_actor 36@ z_angle_to 250.2 
01B2: give_actor 36@ weapon 8 ammo 30000 // Load the weapon model before using this 
0568: set_actor 36@ targetable 1 
035F: set_actor 36@ armour_to 100 
077A: set_actor 36@ aggressive_to_pedgroup 0 type 24 
02A9: set_actor 36@ immune_to_nonplayer 1 
0446: set_actor 36@ immune_to_headshots 0 
02AB: set_actor 36@ immunities 1 0 0 0 0 
060B: unknown_actor_use_entity 36@ 266@ 
02FA: garage 'DUF_LAS' change_to_type 15 
06D0: (unknown) 0 
0361: close_garage 'DUF_LAS' 
09B7: (unknown) 'ELCO' 1  // El Corona
0213: 184@ = create_pickup #HEALTH type 15 at 1877.54 -1982.63 13.48 
09D2: (unknown) 0 

:RIOT2_1585
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @RIOT2_1611 
0002: jump @RIOT2_30259 

:RIOT2_1611
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_1650 
0002: jump @RIOT2_30241 

:RIOT2_1650
01BD: 174@ = current_time_in_ms 
0085: 175@ = 174@ // integer values and handles 
0062: 175@ -= 176@ // integer values 
0085: 176@ = 174@ // integer values and handles 
005A: 170@ += 175@ // integer values 
005A: 171@ += 175@ // integer values 
005A: 172@ += 175@ // integer values 
005A: 173@ += 175@ // integer values 
00D6: if 
0735:   81 
004D: jump_if_false @RIOT2_1766 
00A1: put_actor $PLAYER_ACTOR at 1776.0 -1988.1 12.9 
00A1: put_actor $ACTOR_CESAR at 1776.0 -1990.1 12.9 

:RIOT2_1766
07F6: get_group_info $PLAYER_GROUP $TIME_MINS 177@ 
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @RIOT2_3308 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @RIOT2_2116 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
015F: set_camera_position 2509.0 -1672.7 13.3 0.0 0.0 0.0 
0160: point_camera 2523.1 -1678.2 15.2 2 
09F5: (unknown) 1 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 2512.8 -1673.2 12.5 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 2514.1 -1675.2 12.5 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_action_sequences_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
016A: fade 1 500 ms 

:RIOT2_2018
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2042 
0001: wait 0 ms 
0002: jump @RIOT2_2018 

:RIOT2_2042
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_2074 
0002: jump @RIOT2_30241 

:RIOT2_2074
0006: 185@ = 1 // integer values 
0006: 186@ = 0 // integer values 
0050: gosub @RIOT2_40907 
0006: 143@ = 1 // integer values 
0006: 144@ = 1 // integer values 
0707: start_scene_skip_to @RIOT2_2249 

:RIOT2_2116
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @RIOT2_2206 
062E: (unknown) $PLAYER_ACTOR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_2206 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 -1 ms 
0006: 143@ = 2 // integer values 

:RIOT2_2206
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @RIOT2_2607 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_2607 
0006: 144@ = 0 // integer values 

:RIOT2_2249
0701: end_scene_skip 
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_2283 
0002: jump @RIOT2_30241 

:RIOT2_2283
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_2441 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
016A: fade 0 500 ms 

:RIOT2_2325
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2349 
0001: wait 0 ms 
0002: jump @RIOT2_2325 

:RIOT2_2349
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_2381 
0002: jump @RIOT2_30241 

:RIOT2_2381
00A1: put_actor $PLAYER_ACTOR at 2512.8 -1673.2 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 40.6 
00A1: put_actor $ACTOR_CESAR at 2514.1 -1675.2 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 220.0 

:RIOT2_2441
0792: (unknown) $PLAYER_ACTOR 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
0006: 167@ = 1 // integer values 
06AD: unknown_group_use_entity $PLAYER_GROUP 267@ 
09F5: (unknown) 0 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'R2_01' 60000 ms 1  // ~s~Toborozz a Grove utcai bandatagok kzl prat.
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_2600 
016A: fade 1 500 ms 

:RIOT2_2544
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2568 
0001: wait 0 ms 
0002: jump @RIOT2_2544 

:RIOT2_2568
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_2600 
0002: jump @RIOT2_30241 

:RIOT2_2600
0006: 143@ = 3 // integer values 

:RIOT2_2607
00D6: if 
0019:   143@ > 2 // integer values 
004D: jump_if_false @RIOT2_2632 
0050: gosub @RIOT2_37854 

:RIOT2_2632
00D6: if 
0039:   143@ == 3 // integer values 
004D: jump_if_false @RIOT2_2730 
00D6: if 
0019:   177@ > 2 // integer values 
004D: jump_if_false @RIOT2_2730 
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 
00BC: text_highpriority 'R2_13' 7000 ms 1  // ~s~Menj s tallkozz a veternokkal az  ~y~Egysgi llomson~s~.
0006: 33@ = 0 // integer values 
0006: 143@ = 4 // integer values 

:RIOT2_2730
00D6: if 
0039:   143@ == 4 // integer values 
004D: jump_if_false @RIOT2_3308 
00D6: if 
0039:   187@ == 0 // integer values 
004D: jump_if_false @RIOT2_2827 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @RIOT2_2827 
0A09: (unknown) $PLAYER_ACTOR 1 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 185@ = 2 // integer values 
0006: 186@ = 0 // integer values 
0050: gosub @RIOT2_40907 
0006: 187@ = 1 // integer values 

:RIOT2_2827
00D6: if 
0039:   187@ == 1 // integer values 
004D: jump_if_false @RIOT2_2877 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_2877 
0006: 33@ = 0 // integer values 
0006: 187@ = 2 // integer values 

:RIOT2_2877
00D6: if 
0039:   187@ == 2 // integer values 
004D: jump_if_false @RIOT2_2942 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @RIOT2_2942 
0006: 185@ = 3 // integer values 
0006: 186@ = 0 // integer values 
0050: gosub @RIOT2_40907 
0006: 187@ = 3 // integer values 

:RIOT2_2942
00D6: if 
0039:   187@ == 3 // integer values 
004D: jump_if_false @RIOT2_2999 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_2999 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 187@ = 4 // integer values 

:RIOT2_2999
00D6: if 
0039:   167@ == 1 // integer values 
004D: jump_if_false @RIOT2_3207 
07F6: get_group_info $PLAYER_GROUP $TIME_MINS 177@ 
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @RIOT2_3105 
00D6: if 
001B:   3 > 177@ // integer values 
004D: jump_if_false @RIOT2_3105 
0164: disable_marker 89@ 
03D5: remove_text 'R2_13'  // ~s~Menj s tallkozz a veternokkal az  ~y~Egysgi llomson~s~.
00BC: text_highpriority 'R2_01' 60000 ms 1  // ~s~Toborozz a Grove utcai bandatagok kzl prat.
0006: 178@ = 1 // integer values 

:RIOT2_3105
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @RIOT2_3207 
00D6: if 
0019:   177@ > 2 // integer values 
004D: jump_if_false @RIOT2_3207 
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 
03D5: remove_text 'R2_01'  // ~s~Toborozz a Grove utcai bandatagok kzl prat.
00BC: text_highpriority 'R2_13' 7000 ms 1  // ~s~Menj s tallkozz a veternokkal az  ~y~Egysgi llomson~s~.
0006: 178@ = 0 // integer values 

:RIOT2_3207
00D6: if 
0039:   178@ == 0 // integer values 
004D: jump_if_false @RIOT2_3308 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 1774.9 -1974.9 13.1 radius 4.0 4.0 4.0 
004D: jump_if_false @RIOT2_3308 
0A09: (unknown) $PLAYER_ACTOR 0 
0A09: (unknown) $ACTOR_CESAR 0 
0006: 187@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 142@ = 1 // integer values 

:RIOT2_3308
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @RIOT2_6797 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @RIOT2_3975 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
016A: fade 0 500 ms 

:RIOT2_3368
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_3392 
0001: wait 0 ms 
0002: jump @RIOT2_3368 

:RIOT2_3392
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_3424 
0002: jump @RIOT2_30241 

:RIOT2_3424
0395: clear_area 1 at 1781.1 -1974.8 13.1 range 30.0 
09F5: (unknown) 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
06C9: remove_actor $ACTOR_CESAR from_group 
0247: request_model #BBALL_INGAME 
04ED: load_animation "BSKTBALL" 
04ED: load_animation "SMOKING" 
04ED: load_animation "GANGS" 
038B: load_requested_models 
08F5: (unknown) 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @RIOT2_3618 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1781.1 -1974.8 13.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 325.3 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1781.8 -1976.4 13.1 
0173: set_actor $ACTOR_CESAR z_angle_to 302.3 
0002: jump @RIOT2_3656 

:RIOT2_3618
03C0: 87@ = actor $PLAYER_ACTOR car 
00AB: put_car 87@ at 1774.9 -1974.9 13.1 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
0633: AS_actor $ACTOR_CESAR exit_vehicle 

:RIOT2_3656
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1781.1 -1974.8 13.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 325.3 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1781.8 -1976.4 13.1 
0173: set_actor $ACTOR_CESAR z_angle_to 302.3 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKA" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 35@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
015F: set_camera_position 1781.1 -1970.4 14.7 0.0 0.0 0.0 
0160: point_camera 1783.2 -1969.9 14.5 2 
016A: fade 1 500 ms 

:RIOT2_3898
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_3922 
0001: wait 0 ms 
0002: jump @RIOT2_3898 

:RIOT2_3922
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_3954 
0002: jump @RIOT2_30241 

:RIOT2_3954
0006: 143@ = 1 // integer values 
0006: 144@ = 1 // integer values 
0707: start_scene_skip_to @RIOT2_5994 

:RIOT2_3975
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @RIOT2_4028 
0006: 185@ = 4 // integer values 
0006: 186@ = 0 // integer values 
0006: 188@ = 2 // integer values 
0050: gosub @RIOT2_40907 
0006: 143@ = 2 // integer values 

:RIOT2_4028
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @RIOT2_4259 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_4259 
015F: set_camera_position 1784.5 -1967.7 14.7 0.0 0.0 0.0 
0160: point_camera 1781.4 -1973.5 14.3 2 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1782.3 -1972.8 13.1 speed 4 -1 ms 
0639: AS_actor 36@ rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor 34@ go_to_point 1783.8 -1972.4 13.1 speed 4 -1 ms 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1783.3 -1973.0 13.1 speed 4 -1 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0006: 185@ = 4 // integer values 
0006: 186@ = 2 // integer values 
0006: 188@ = 4 // integer values 
0050: gosub @RIOT2_40907 
0006: 32@ = 0 // integer values 
0006: 143@ = 3 // integer values 

:RIOT2_4259
00D6: if 
0039:   143@ == 3 // integer values 
004D: jump_if_false @RIOT2_4367 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_4367 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0006: 143@ = 4 // integer values 

:RIOT2_4367
00D6: if 
0039:   143@ == 4 // integer values 
004D: jump_if_false @RIOT2_4586 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_4586 
062E: (unknown) $ACTOR_CESAR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_4586 
0687: clear_actor_task 34@ 
0615: define_action_sequences 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKC" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" from_file "GANGS" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0006: 185@ = 4 // integer values 
0006: 186@ = 4 // integer values 
0006: 188@ = 5 // integer values 
0050: gosub @RIOT2_40907 
0006: 143@ = 5 // integer values 

:RIOT2_4586
00D6: if 
0039:   143@ == 5 // integer values 
004D: jump_if_false @RIOT2_4636 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_4636 
0006: 32@ = 0 // integer values 
0006: 143@ = 6 // integer values 

:RIOT2_4636
00D6: if 
0039:   143@ == 6 // integer values 
004D: jump_if_false @RIOT2_5228 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @RIOT2_5228 
016A: fade 0 500 ms 

:RIOT2_4680
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_4704 
0001: wait 0 ms 
0002: jump @RIOT2_4680 

:RIOT2_4704
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_4736 
0002: jump @RIOT2_30241 

:RIOT2_4736
0395: clear_area 1 at 1793.8 -1970.6 12.5 range 30.0 
0687: clear_actor_task $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1789.5 -1968.5 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 234.3 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1798.2 -1974.4 12.5 speed 4 -1 ms 
0687: clear_actor_task $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1789.0 -1970.6 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 231.5 
05D3: AS_actor $ACTOR_CESAR go_to_point 1794.0 -1973.5 12.5 speed 4 -1 ms 
00A1: put_actor 35@ at 1789.3 -1967.4 12.5 
0173: set_actor 35@ z_angle_to 231.5 
05D3: AS_actor 35@ go_to_point 1796.3 -1970.7 12.5 speed 4 -1 ms 
00A1: put_actor 36@ at 1787.4 -1967.2 12.5 
0173: set_actor 36@ z_angle_to 234.5 
05D3: AS_actor 36@ go_to_point 1792.9 -1972.3 12.5 speed 4 -1 ms 
00A1: put_actor 34@ at 1786.3 -1966.7 12.5 
0173: set_actor 34@ z_angle_to 251.5 
05D3: AS_actor 34@ go_to_point 1793.8 -1970.6 12.5 speed 4 -1 ms 
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @RIOT2_5072 
0050: gosub @RIOT2_31227 
0006: 150@ = 1 // integer values 

:RIOT2_5072
015F: set_camera_position 1788.0 -1968.0 14.5 0.0 0.0 0.0 
0160: point_camera 1799.5 -1973.8 13.6 2 
016A: fade 1 500 ms 

:RIOT2_5130
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_5154 
0001: wait 0 ms 
0002: jump @RIOT2_5130 

:RIOT2_5154
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_5186 
0002: jump @RIOT2_30241 

:RIOT2_5186
0006: 185@ = 4 // integer values 
0006: 186@ = 5 // integer values 
0006: 188@ = 6 // integer values 
0050: gosub @RIOT2_40907 
0006: 32@ = 0 // integer values 
0006: 143@ = 7 // integer values 

:RIOT2_5228
00D6: if 
0039:   143@ == 7 // integer values 
004D: jump_if_false @RIOT2_5376 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_5376 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT2_5376 
0006: 185@ = 4 // integer values 
0006: 186@ = 8 // integer values 
0006: 188@ = 10 // integer values 
0050: gosub @RIOT2_40907 
015F: set_camera_position 1823.1 -1997.4 13.5 0.0 0.0 0.0 
0160: point_camera 1829.3 -2003.7 14.4 2 
0006: 32@ = 0 // integer values 
0006: 143@ = 8 // integer values 

:RIOT2_5376
00D6: if 
0039:   143@ == 8 // integer values 
004D: jump_if_false @RIOT2_5914 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_5675 
00D6: if 
0685:   object 88@ attached 
004D: jump_if_false @RIOT2_5637 
00D6: if 
0611:   actor 38@ animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @RIOT2_5630 
0613: 183@ = actor 38@ animation "BBALL_IDLELOOP" time 
00D6: if 
0837:   object 88@ animation_is "BBALL_IDLELOOP_O" 
004D: jump_if_false @RIOT2_5549 
083A: set_object 88@ animation "BBALL_IDLELOOP_O" progress_to 183@ 
0002: jump @RIOT2_5630 

:RIOT2_5549
00D6: if 
075A:   88@ "BBALL_IDLELOOP_O" "BSKTBALL" 10000.0 0 0 
004D: jump_if_false @RIOT2_5630 
0836: set_object 88@ animation "BBALL_IDLELOOP_O" at 0.0 times_normal_rate 

:RIOT2_5630
0002: jump @RIOT2_5675 

:RIOT2_5637
069B: attach_object 88@ to_actor 38@ at_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 

:RIOT2_5675
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_5914 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT2_5914 
015F: set_camera_position 1827.4 -1998.7 13.1 0.0 0.0 0.0 
0160: point_camera 1830.2 -1995.2 13.4 2 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_5872 
0615: define_action_sequences 268@ 
05F5: unknown_action_sequence -1 1831.1 -1995.9 12.6 4 -1 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation_sequence "M_SMK_IN" from_file "SMOKING" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 42@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_5872
0006: 185@ = 4 // integer values 
0006: 186@ = 10 // integer values 
0006: 188@ = 12 // integer values 
0050: gosub @RIOT2_40907 
0006: 32@ = 0 // integer values 
0006: 143@ = 9 // integer values 

:RIOT2_5914
00D6: if 
0039:   143@ == 9 // integer values 
004D: jump_if_false @RIOT2_6797 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_6797 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT2_6797 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_6797 
0006: 144@ = 0 // integer values 

:RIOT2_5994
0701: end_scene_skip 
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_6028 
0002: jump @RIOT2_30241 

:RIOT2_6028
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_6445 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
016A: fade 0 500 ms 

:RIOT2_6070
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_6094 
0001: wait 0 ms 
0002: jump @RIOT2_6070 

:RIOT2_6094
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_6126 
0002: jump @RIOT2_30241 

:RIOT2_6126
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @RIOT2_6158 
0050: gosub @RIOT2_31227 
0006: 150@ = 1 // integer values 

:RIOT2_6158
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_6270 
0792: (unknown) 42@ 
00A1: put_actor 42@ at 1831.1 -1995.9 12.6 
0173: set_actor 42@ z_angle_to 180.0 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "M_SMK_IN" from_file "SMOKING" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 42@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_6270
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1793.8 -1970.6 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 234.3 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1792.9 -1972.3 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 231.5 
0792: (unknown) 35@ 
00A1: put_actor 35@ at 1794.8 -1969.8 12.5 
0173: set_actor 35@ z_angle_to 231.5 
0792: (unknown) 36@ 
00A1: put_actor 36@ at 1791.8 -1971.1 12.5 
0173: set_actor 36@ z_angle_to 234.5 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1792.5 -1970.4 12.5 
0173: set_actor 34@ z_angle_to 251.5 

:RIOT2_6445
0108: destroy_object 88@ 
0249: release_model #BBALL_INGAME 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_6486 
01B2: give_actor 38@ weapon 32 ammo 3000 // Load the weapon model before using this 
0792: (unknown) 38@ 

:RIOT2_6486
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @RIOT2_6507 
0792: (unknown) 38@ 

:RIOT2_6507
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_6563 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @RIOT2_6563 
0677: AS_actor 38@ chat_with_actor 39@ 1 1 
0677: AS_actor 39@ chat_with_actor 38@ 0 1 

:RIOT2_6563
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_6589 
01B2: give_actor 42@ weapon 32 ammo 3000 // Load the weapon model before using this 

:RIOT2_6589
060B: unknown_actor_use_entity 35@ 265@ 
060B: unknown_actor_use_entity 34@ 265@ 
060B: unknown_actor_use_entity 36@ 265@ 
08F6: (unknown) 
098A: (unknown) 15.0 
04EF: release_animation "GANGS" 
09F5: (unknown) 0 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 89@ type_to 1 
06AB: (unknown) $PLAYER_ACTOR 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'R2_03' 7000 ms 1  // ~s~Segts ~b~Cesarnak~s~ s OG-nek,  kitakartani a szomszdsgot.
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_6776 
016A: fade 1 500 ms 

:RIOT2_6720
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_6744 
0001: wait 0 ms 
0002: jump @RIOT2_6720 

:RIOT2_6744
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_6776 
0002: jump @RIOT2_30241 

:RIOT2_6776
0006: 143@ = 0 // integer values 
0006: 142@ = 2 // integer values 
0006: 33@ = 0 // integer values 

:RIOT2_6797
00D6: if 
0039:   142@ == 2 // integer values 
004D: jump_if_false @RIOT2_13879 
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @RIOT2_7103 
00D6: if 
001B:   6 > 151@ // integer values 
004D: jump_if_false @RIOT2_7096 
00D6: if 
8118:   not actor 37@(151@,6i) dead 
004D: jump_if_false @RIOT2_7075 
00D6: if 
0364:   actor 37@(151@,6i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_7031 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @RIOT2_6959 
0615: define_action_sequences 268@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR approach_distance 1.5 approach_angle 0.0 -1 ms 
0643: (unknown) 268@ 1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 40@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_6959
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @RIOT2_7024 
0615: define_action_sequences 268@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR approach_distance 3.0 approach_angle 0.0 -1 ms 
0643: (unknown) 268@ 1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 41@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_7024
0006: 150@ = 3 // integer values 

:RIOT2_7031
0226: 164@ = actor 37@(151@,6i) health 
00D6: if 
001B:   100 > 164@ // integer values 
004D: jump_if_false @RIOT2_7068 
0006: 150@ = 4 // integer values 

:RIOT2_7068
0002: jump @RIOT2_7082 

:RIOT2_7075
0006: 150@ = 4 // integer values 

:RIOT2_7082
000A: 151@ += 1 // integer values 
0002: jump @RIOT2_7103 

:RIOT2_7096
0006: 151@ = 0 // integer values 

:RIOT2_7103
00D6: if 
0039:   150@ == 3 // integer values 
004D: jump_if_false @RIOT2_7303 
00D6: if 
001B:   6 > 151@ // integer values 
004D: jump_if_false @RIOT2_7296 
00D6: if 
8118:   not actor 37@(151@,6i) dead 
004D: jump_if_false @RIOT2_7275 
0226: 164@ = actor 37@(151@,6i) health 
00D6: if 
001B:   100 > 164@ // integer values 
004D: jump_if_false @RIOT2_7196 
0006: 150@ = 4 // integer values 

:RIOT2_7196
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_7238 
00D6: if 
0364:   actor 37@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_7238 
0006: 150@ = 4 // integer values 

:RIOT2_7238
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 37@(151@,6i) 
004D: jump_if_false @RIOT2_7268 
0006: 150@ = 4 // integer values 

:RIOT2_7268
0002: jump @RIOT2_7282 

:RIOT2_7275
0006: 150@ = 4 // integer values 

:RIOT2_7282
000A: 151@ += 1 // integer values 
0002: jump @RIOT2_7303 

:RIOT2_7296
0006: 151@ = 0 // integer values 

:RIOT2_7303
00D6: if 
0039:   150@ == 4 // integer values 
004D: jump_if_false @RIOT2_7421 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_7414 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_7414 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_7414 
0006: 185@ = 5 // integer values 
0006: 186@ = 11 // integer values 
0006: 188@ = 12 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_7414
0006: 150@ = 5 // integer values 

:RIOT2_7421
00D6: if 
0019:   150@ > 3 // integer values 
004D: jump_if_false @RIOT2_7658 
00D6: if or
0039:   158@ == 0 // integer values 
0039:   161@ == 0 // integer values 
0039:   152@ == 0 // integer values 
0039:   155@ == 0 // integer values 
004D: jump_if_false @RIOT2_7526 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_7526 
00D6: if 
0039:   149@ == 2 // integer values 
004D: jump_if_false @RIOT2_7519 
0006: 149@ = 0 // integer values 

:RIOT2_7519
0050: gosub @RIOT2_32031 

:RIOT2_7526
00D6: if 
0019:   158@ > 0 // integer values 
004D: jump_if_false @RIOT2_7658 
00D6: if 
0019:   161@ > 0 // integer values 
004D: jump_if_false @RIOT2_7658 
00D6: if 
0019:   152@ > 0 // integer values 
004D: jump_if_false @RIOT2_7658 
00D6: if 
0019:   155@ > 0 // integer values 
004D: jump_if_false @RIOT2_7658 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_7658 
062E: (unknown) 37@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_7658 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
0006: 149@ = 3 // integer values 

:RIOT2_7658
00D6: if 
0039:   150@ == 5 // integer values 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_7908 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
00D6: if and
0039:   158@ == 0 // integer values 
0039:   161@ == 0 // integer values 
0039:   152@ == 0 // integer values 
0039:   155@ == 0 // integer values 
004D: jump_if_false @RIOT2_7878 
0006: 158@ = 1 // integer values 

:RIOT2_7878
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
0006: 150@ = 6 // integer values 

:RIOT2_7908
00D6: if 
001B:   6 > 150@ // integer values 
004D: jump_if_false @RIOT2_8082 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @RIOT2_7952 
0164: disable_marker 96@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 

:RIOT2_7952
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_7978 
0164: disable_marker 97@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 

:RIOT2_7978
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_8004 
0164: disable_marker 98@ 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 

:RIOT2_8004
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_8030 
0164: disable_marker 99@ 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 

:RIOT2_8030
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_8056 
0164: disable_marker 100@ 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 

:RIOT2_8056
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_8082 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 

:RIOT2_8082
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @RIOT2_8121 
0050: gosub @RIOT2_32542 
0006: 171@ = 0 // integer values 
0006: 152@ = 2 // integer values 

:RIOT2_8121
00D6: if 
0039:   152@ == 2 // integer values 
004D: jump_if_false @RIOT2_8198 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @RIOT2_8198 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @RIOT2_8198 
0164: disable_marker 102@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0164: disable_marker 103@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 152@ = 3 // integer values 

:RIOT2_8198
00D6: if 
001B:   3 > 152@ // integer values 
004D: jump_if_false @RIOT2_8268 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @RIOT2_8242 
0164: disable_marker 102@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 

:RIOT2_8242
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @RIOT2_8268 
0164: disable_marker 103@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 

:RIOT2_8268
00D6: if 
0019:   152@ > 0 // integer values 
004D: jump_if_false @RIOT2_8351 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @RIOT2_8351 
00D6: if 
0019:   171@ > 500 // integer values 
004D: jump_if_false @RIOT2_8351 
0006: 153@ = 1 // integer values 
0050: gosub @RIOT2_32542 
0006: 153@ = 2 // integer values 
0006: 171@ = 0 // integer values 

:RIOT2_8351
00D6: if 
0039:   153@ == 2 // integer values 
004D: jump_if_false @RIOT2_8428 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @RIOT2_8428 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @RIOT2_8428 
0164: disable_marker 104@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0164: disable_marker 105@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 153@ = 3 // integer values 

:RIOT2_8428
00D6: if 
001B:   3 > 153@ // integer values 
004D: jump_if_false @RIOT2_8498 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @RIOT2_8472 
0164: disable_marker 104@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 

:RIOT2_8472
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @RIOT2_8498 
0164: disable_marker 105@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 

:RIOT2_8498
00D6: if 
0019:   152@ > 0 // integer values 
004D: jump_if_false @RIOT2_8599 
00D6: if 
0019:   153@ > 0 // integer values 
004D: jump_if_false @RIOT2_8599 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @RIOT2_8599 
00D6: if 
0019:   171@ > 500 // integer values 
004D: jump_if_false @RIOT2_8599 
0006: 154@ = 1 // integer values 
0050: gosub @RIOT2_32542 
0006: 154@ = 2 // integer values 
0006: 171@ = 0 // integer values 

:RIOT2_8599
00D6: if 
0039:   154@ == 2 // integer values 
004D: jump_if_false @RIOT2_8676 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @RIOT2_8676 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @RIOT2_8676 
0164: disable_marker 106@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 107@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 154@ = 3 // integer values 

:RIOT2_8676
00D6: if 
001B:   3 > 154@ // integer values 
004D: jump_if_false @RIOT2_8746 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @RIOT2_8720 
0164: disable_marker 106@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 

:RIOT2_8720
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @RIOT2_8746 
0164: disable_marker 107@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 

:RIOT2_8746
00D6: if 
0039:   152@ == 3 // integer values 
004D: jump_if_false @RIOT2_8970 
00D6: if 
0039:   153@ == 3 // integer values 
004D: jump_if_false @RIOT2_8970 
00D6: if 
0039:   154@ == 3 // integer values 
004D: jump_if_false @RIOT2_8970 
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @RIOT2_8832 
0006: 155@ = 1 // integer values 
0002: jump @RIOT2_8889 

:RIOT2_8832
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @RIOT2_8864 
0006: 158@ = 1 // integer values 
0002: jump @RIOT2_8889 

:RIOT2_8864
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @RIOT2_8889 
0006: 161@ = 1 // integer values 

:RIOT2_8889
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0006: 152@ = 4 // integer values 
0006: 153@ = 4 // integer values 
0006: 154@ = 4 // integer values 

:RIOT2_8970
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @RIOT2_9009 
0050: gosub @RIOT2_33870 
0006: 170@ = 0 // integer values 
0006: 155@ = 2 // integer values 

:RIOT2_9009
00D6: if 
0039:   155@ == 2 // integer values 
004D: jump_if_false @RIOT2_9086 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @RIOT2_9086 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @RIOT2_9086 
0164: disable_marker 108@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 155@ = 3 // integer values 

:RIOT2_9086
00D6: if 
001B:   3 > 155@ // integer values 
004D: jump_if_false @RIOT2_9156 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @RIOT2_9130 
0164: disable_marker 108@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 

:RIOT2_9130
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @RIOT2_9156 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 

:RIOT2_9156
00D6: if 
0019:   155@ > 0 // integer values 
004D: jump_if_false @RIOT2_9239 
00D6: if 
0039:   156@ == 0 // integer values 
004D: jump_if_false @RIOT2_9239 
00D6: if 
0019:   170@ > 500 // integer values 
004D: jump_if_false @RIOT2_9239 
0006: 156@ = 1 // integer values 
0050: gosub @RIOT2_33870 
0006: 156@ = 2 // integer values 
0006: 170@ = 0 // integer values 

:RIOT2_9239
00D6: if 
0039:   156@ == 2 // integer values 
004D: jump_if_false @RIOT2_9316 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @RIOT2_9316 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @RIOT2_9316 
0164: disable_marker 110@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 111@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
0006: 156@ = 3 // integer values 

:RIOT2_9316
00D6: if 
001B:   3 > 156@ // integer values 
004D: jump_if_false @RIOT2_9386 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @RIOT2_9360 
0164: disable_marker 110@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 

:RIOT2_9360
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @RIOT2_9386 
0164: disable_marker 111@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 

:RIOT2_9386
00D6: if 
0019:   155@ > 0 // integer values 
004D: jump_if_false @RIOT2_9487 
00D6: if 
0019:   156@ > 0 // integer values 
004D: jump_if_false @RIOT2_9487 
00D6: if 
0039:   157@ == 0 // integer values 
004D: jump_if_false @RIOT2_9487 
00D6: if 
0019:   170@ > 500 // integer values 
004D: jump_if_false @RIOT2_9487 
0006: 157@ = 1 // integer values 
0050: gosub @RIOT2_33870 
0006: 157@ = 2 // integer values 
0006: 170@ = 0 // integer values 

:RIOT2_9487
00D6: if 
0039:   157@ == 2 // integer values 
004D: jump_if_false @RIOT2_9564 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @RIOT2_9564 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @RIOT2_9564 
0164: disable_marker 112@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 113@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0006: 157@ = 3 // integer values 

:RIOT2_9564
00D6: if 
001B:   3 > 157@ // integer values 
004D: jump_if_false @RIOT2_9634 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @RIOT2_9608 
0164: disable_marker 112@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 

:RIOT2_9608
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @RIOT2_9634 
0164: disable_marker 113@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 

:RIOT2_9634
00D6: if 
0039:   155@ == 3 // integer values 
004D: jump_if_false @RIOT2_9858 
00D6: if 
0039:   156@ == 3 // integer values 
004D: jump_if_false @RIOT2_9858 
00D6: if 
0039:   157@ == 3 // integer values 
004D: jump_if_false @RIOT2_9858 
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @RIOT2_9720 
0006: 161@ = 1 // integer values 
0002: jump @RIOT2_9777 

:RIOT2_9720
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @RIOT2_9752 
0006: 152@ = 1 // integer values 
0002: jump @RIOT2_9777 

:RIOT2_9752
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @RIOT2_9777 
0006: 158@ = 1 // integer values 

:RIOT2_9777
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0006: 155@ = 4 // integer values 
0006: 156@ = 4 // integer values 
0006: 157@ = 4 // integer values 

:RIOT2_9858
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @RIOT2_9897 
0050: gosub @RIOT2_35198 
0006: 173@ = 0 // integer values 
0006: 158@ = 2 // integer values 

:RIOT2_9897
00D6: if 
0039:   158@ == 2 // integer values 
004D: jump_if_false @RIOT2_9974 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @RIOT2_9974 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @RIOT2_9974 
0164: disable_marker 114@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0164: disable_marker 115@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0006: 158@ = 3 // integer values 

:RIOT2_9974
00D6: if 
001B:   3 > 158@ // integer values 
004D: jump_if_false @RIOT2_10044 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @RIOT2_10018 
0164: disable_marker 114@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 

:RIOT2_10018
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @RIOT2_10044 
0164: disable_marker 115@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 

:RIOT2_10044
00D6: if 
0019:   158@ > 0 // integer values 
004D: jump_if_false @RIOT2_10127 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @RIOT2_10127 
00D6: if 
0019:   173@ > 500 // integer values 
004D: jump_if_false @RIOT2_10127 
0006: 159@ = 1 // integer values 
0050: gosub @RIOT2_35198 
0006: 159@ = 2 // integer values 
0006: 173@ = 0 // integer values 

:RIOT2_10127
00D6: if 
0039:   159@ == 2 // integer values 
004D: jump_if_false @RIOT2_10204 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @RIOT2_10204 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @RIOT2_10204 
0164: disable_marker 116@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 117@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0006: 159@ = 3 // integer values 

:RIOT2_10204
00D6: if 
001B:   3 > 159@ // integer values 
004D: jump_if_false @RIOT2_10274 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @RIOT2_10248 
0164: disable_marker 116@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 

:RIOT2_10248
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @RIOT2_10274 
0164: disable_marker 117@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 

:RIOT2_10274
00D6: if 
0019:   158@ > 0 // integer values 
004D: jump_if_false @RIOT2_10375 
00D6: if 
0019:   159@ > 0 // integer values 
004D: jump_if_false @RIOT2_10375 
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @RIOT2_10375 
00D6: if 
0019:   173@ > 500 // integer values 
004D: jump_if_false @RIOT2_10375 
0006: 160@ = 1 // integer values 
0050: gosub @RIOT2_35198 
0006: 160@ = 2 // integer values 
0006: 173@ = 0 // integer values 

:RIOT2_10375
00D6: if 
0039:   160@ == 2 // integer values 
004D: jump_if_false @RIOT2_10452 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @RIOT2_10452 
00D6: if 
0118:   actor 60@ dead 
004D: jump_if_false @RIOT2_10452 
0164: disable_marker 118@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 119@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0006: 160@ = 3 // integer values 

:RIOT2_10452
00D6: if 
001B:   3 > 160@ // integer values 
004D: jump_if_false @RIOT2_10522 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @RIOT2_10496 
0164: disable_marker 118@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 

:RIOT2_10496
00D6: if 
0118:   actor 60@ dead 
004D: jump_if_false @RIOT2_10522 
0164: disable_marker 119@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 

:RIOT2_10522
00D6: if 
0039:   158@ == 3 // integer values 
004D: jump_if_false @RIOT2_10746 
00D6: if 
0039:   159@ == 3 // integer values 
004D: jump_if_false @RIOT2_10746 
00D6: if 
0039:   160@ == 3 // integer values 
004D: jump_if_false @RIOT2_10746 
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @RIOT2_10608 
0006: 152@ = 1 // integer values 
0002: jump @RIOT2_10665 

:RIOT2_10608
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @RIOT2_10640 
0006: 161@ = 1 // integer values 
0002: jump @RIOT2_10665 

:RIOT2_10640
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @RIOT2_10665 
0006: 155@ = 1 // integer values 

:RIOT2_10665
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0006: 158@ = 4 // integer values 
0006: 159@ = 4 // integer values 
0006: 160@ = 4 // integer values 

:RIOT2_10746
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @RIOT2_10785 
0050: gosub @RIOT2_36526 
0006: 172@ = 0 // integer values 
0006: 161@ = 2 // integer values 

:RIOT2_10785
00D6: if 
0039:   161@ == 2 // integer values 
004D: jump_if_false @RIOT2_10862 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @RIOT2_10862 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @RIOT2_10862 
0164: disable_marker 120@ 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0164: disable_marker 121@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
0006: 161@ = 3 // integer values 

:RIOT2_10862
00D6: if 
001B:   3 > 161@ // integer values 
004D: jump_if_false @RIOT2_10932 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @RIOT2_10906 
0164: disable_marker 120@ 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 

:RIOT2_10906
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @RIOT2_10932 
0164: disable_marker 121@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 

:RIOT2_10932
00D6: if 
0019:   161@ > 0 // integer values 
004D: jump_if_false @RIOT2_11015 
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @RIOT2_11015 
00D6: if 
0019:   172@ > 500 // integer values 
004D: jump_if_false @RIOT2_11015 
0006: 162@ = 1 // integer values 
0050: gosub @RIOT2_36526 
0006: 162@ = 2 // integer values 
0006: 172@ = 0 // integer values 

:RIOT2_11015
00D6: if 
0039:   162@ == 2 // integer values 
004D: jump_if_false @RIOT2_11092 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @RIOT2_11092 
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @RIOT2_11092 
0164: disable_marker 122@ 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
0164: disable_marker 123@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
0006: 162@ = 3 // integer values 

:RIOT2_11092
00D6: if 
001B:   3 > 162@ // integer values 
004D: jump_if_false @RIOT2_11162 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @RIOT2_11136 
0164: disable_marker 122@ 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 

:RIOT2_11136
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @RIOT2_11162 
0164: disable_marker 123@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:RIOT2_11162
00D6: if 
0019:   161@ > 0 // integer values 
004D: jump_if_false @RIOT2_11263 
00D6: if 
0019:   162@ > 0 // integer values 
004D: jump_if_false @RIOT2_11263 
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @RIOT2_11263 
00D6: if 
0019:   172@ > 500 // integer values 
004D: jump_if_false @RIOT2_11263 
0006: 163@ = 1 // integer values 
0050: gosub @RIOT2_36526 
0006: 163@ = 2 // integer values 
0006: 172@ = 0 // integer values 

:RIOT2_11263
00D6: if 
0039:   163@ == 2 // integer values 
004D: jump_if_false @RIOT2_11340 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @RIOT2_11340 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @RIOT2_11340 
0164: disable_marker 124@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
0164: disable_marker 125@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0006: 163@ = 3 // integer values 

:RIOT2_11340
00D6: if 
001B:   3 > 163@ // integer values 
004D: jump_if_false @RIOT2_11410 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @RIOT2_11384 
0164: disable_marker 124@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:RIOT2_11384
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @RIOT2_11410 
0164: disable_marker 125@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 

:RIOT2_11410
00D6: if 
0039:   161@ == 3 // integer values 
004D: jump_if_false @RIOT2_11634 
00D6: if 
0039:   162@ == 3 // integer values 
004D: jump_if_false @RIOT2_11634 
00D6: if 
0039:   163@ == 3 // integer values 
004D: jump_if_false @RIOT2_11634 
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @RIOT2_11496 
0006: 158@ = 1 // integer values 
0002: jump @RIOT2_11553 

:RIOT2_11496
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @RIOT2_11528 
0006: 155@ = 1 // integer values 
0002: jump @RIOT2_11553 

:RIOT2_11528
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @RIOT2_11553 
0006: 152@ = 1 // integer values 

:RIOT2_11553
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0006: 161@ = 4 // integer values 
0006: 162@ = 4 // integer values 
0006: 163@ = 4 // integer values 

:RIOT2_11634
00D6: if 
0039:   187@ == 0 // integer values 
004D: jump_if_false @RIOT2_11796 
00D6: if 
001B:   6 > 165@ // integer values 
004D: jump_if_false @RIOT2_11796 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @RIOT2_11796 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_11796 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_11796 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_11796 
0A09: (unknown) $ACTOR_CESAR 1 
0006: 185@ = 5 // integer values 
0006: 186@ = 3 // integer values 
0006: 188@ = 4 // integer values 
0050: gosub @RIOT2_40907 
0006: 187@ = 1 // integer values 

:RIOT2_11796
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @RIOT2_11937 
0687: clear_actor_task 34@ 
0687: clear_actor_task 35@ 
0687: clear_actor_task 36@ 
0687: clear_actor_task $ACTOR_CESAR 
05F5: unknown_action_sequence 34@ 1824.9 -1986.7 12.6 4 -2 
05F5: unknown_action_sequence 35@ 1822.3 -1986.7 12.6 4 -2 
05F5: unknown_action_sequence 36@ 1820.9 -1984.7 12.6 4 -2 
05F5: unknown_action_sequence $ACTOR_CESAR 1824.5 -1984.0 12.6 4 -2 
0006: 165@ = 1 // integer values 

:RIOT2_11937
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0039:   150@ == 6 // integer values 
004D: jump_if_false @RIOT2_12189 
0687: clear_actor_task 34@ 
0687: clear_actor_task 35@ 
0687: clear_actor_task 36@ 
0687: clear_actor_task $ACTOR_CESAR 
05F5: unknown_action_sequence 34@ 1856.6 -2008.5 12.6 4 -2 
05F5: unknown_action_sequence 35@ 1859.6 -2007.5 12.6 4 -2 
05F5: unknown_action_sequence 36@ 1853.6 -2007.5 12.6 4 -2 
05F5: unknown_action_sequence $ACTOR_CESAR 1854.8 -2005.5 12.6 4 -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_12182 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_12182 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_12182 
0006: 185@ = 5 // integer values 
0006: 186@ = 4 // integer values 
0006: 188@ = 5 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_12182
0006: 165@ = 2 // integer values 

:RIOT2_12189
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_12485 
0687: clear_actor_task 34@ 
0687: clear_actor_task 35@ 
0687: clear_actor_task 36@ 
0687: clear_actor_task $ACTOR_CESAR 
05F5: unknown_action_sequence 34@ 1856.6 -2008.5 12.6 4 -2 
05F5: unknown_action_sequence 35@ 1859.6 -2007.5 12.6 4 -2 
05F5: unknown_action_sequence 36@ 1853.6 -2007.5 12.6 4 -2 
05F5: unknown_action_sequence $ACTOR_CESAR 1854.8 -2005.5 12.6 4 -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_12478 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_12478 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_12478 
0006: 185@ = 5 // integer values 
0006: 186@ = 5 // integer values 
0006: 188@ = 6 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_12478
0006: 165@ = 2 // integer values 

:RIOT2_12485
00D6: if 
0039:   165@ == 2 // integer values 
004D: jump_if_false @RIOT2_12737 
00D6: if 
0039:   158@ == 4 // integer values 
004D: jump_if_false @RIOT2_12737 
0687: clear_actor_task 34@ 
0687: clear_actor_task 35@ 
0687: clear_actor_task 36@ 
0687: clear_actor_task $ACTOR_CESAR 
05F5: unknown_action_sequence 34@ 1858.8 -1993.7 12.6 4 -2 
05F5: unknown_action_sequence 35@ 1858.8 -1991.6 12.6 4 -2 
05F5: unknown_action_sequence 36@ 1858.8 -1989.7 12.6 4 -2 
05F5: unknown_action_sequence $ACTOR_CESAR 1858.8 -1987.7 12.6 4 -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_12730 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_12730 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_12730 
0006: 185@ = 5 // integer values 
0006: 186@ = 6 // integer values 
0006: 188@ = 7 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_12730
0006: 165@ = 3 // integer values 

:RIOT2_12737
00D6: if 
0039:   165@ == 3 // integer values 
004D: jump_if_false @RIOT2_12989 
00D6: if 
0039:   152@ == 4 // integer values 
004D: jump_if_false @RIOT2_12989 
0687: clear_actor_task 34@ 
0687: clear_actor_task 35@ 
0687: clear_actor_task 36@ 
0687: clear_actor_task $ACTOR_CESAR 
05F5: unknown_action_sequence 34@ 1886.2 -1995.2 12.6 4 -2 
05F5: unknown_action_sequence 35@ 1886.2 -1993.2 12.6 4 -2 
05F5: unknown_action_sequence 36@ 1886.2 -1991.2 12.6 4 -2 
05F5: unknown_action_sequence $ACTOR_CESAR 1886.2 -1989.2 12.6 4 -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_12982 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_12982 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_12982 
0006: 185@ = 5 // integer values 
0006: 186@ = 7 // integer values 
0006: 188@ = 8 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_12982
0006: 165@ = 4 // integer values 

:RIOT2_12989
00D6: if 
0039:   165@ == 4 // integer values 
004D: jump_if_false @RIOT2_13241 
00D6: if 
0039:   155@ == 4 // integer values 
004D: jump_if_false @RIOT2_13241 
0687: clear_actor_task 34@ 
0687: clear_actor_task 35@ 
0687: clear_actor_task 36@ 
0687: clear_actor_task $ACTOR_CESAR 
05F5: unknown_action_sequence 34@ 1903.1 -2009.3 12.6 4 -2 
05F5: unknown_action_sequence 35@ 1905.1 -2009.3 12.6 4 -2 
05F5: unknown_action_sequence 36@ 1907.1 -2009.3 12.6 4 -2 
05F5: unknown_action_sequence $ACTOR_CESAR 1909.1 -2009.3 12.6 4 -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_13234 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_13234 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_13234 
0006: 185@ = 5 // integer values 
0006: 186@ = 8 // integer values 
0006: 188@ = 9 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_13234
0006: 165@ = 5 // integer values 

:RIOT2_13241
00D6: if 
0039:   165@ == 5 // integer values 
004D: jump_if_false @RIOT2_13723 
00D6: if 
0039:   161@ == 4 // integer values 
004D: jump_if_false @RIOT2_13723 
0687: clear_actor_task 34@ 
0687: clear_actor_task 35@ 
0687: clear_actor_task 36@ 
0687: clear_actor_task $ACTOR_CESAR 
0615: define_action_sequences 268@ 
05F5: unknown_action_sequence -1 1916.8 -2059.2 12.4 6 -2 
05D3: AS_actor -1 go_to_point 1921.6 -2077.1 12.5 speed 6 -2 ms 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0615: define_action_sequences 268@ 
05F5: unknown_action_sequence -1 1914.5 -2058.4 12.4 6 -2 
05D3: AS_actor -1 go_to_point 1922.6 -2077.1 12.5 speed 6 -2 ms 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0615: define_action_sequences 268@ 
05F5: unknown_action_sequence -1 1918.1 -2061.8 12.4 6 -2 
05D3: AS_actor -1 go_to_point 1923.6 -2077.1 12.5 speed 6 -2 ms 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 35@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0615: define_action_sequences 268@ 
05F5: unknown_action_sequence -1 1919.8 -2059.6 12.4 6 -2 
05D3: AS_actor -1 go_to_point 1924.6 -2077.1 12.5 speed 6 -2 ms 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 36@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_13684 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_13684 
0006: 185@ = 5 // integer values 
0006: 186@ = 0 // integer values 
0006: 188@ = 1 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_13684
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1922.8 -2075.0 12.5 
0006: 187@ = 0 // integer values 
0006: 165@ = 6 // integer values 

:RIOT2_13723
00D6: if 
0039:   165@ == 6 // integer values 
004D: jump_if_false @RIOT2_13879 
00D6: if 
0039:   187@ == 0 // integer values 
004D: jump_if_false @RIOT2_13800 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_13800 
00BC: text_highpriority 'R2_04' 11000 ms 1  // ~s~Figyelj a ~y~siktorra~s~!
0006: 187@ = 1 // integer values 

:RIOT2_13800
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 1922.8 -2075.0 12.5 radius 1.2 1.2 2.0 
004D: jump_if_false @RIOT2_13879 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 142@ = 3 // integer values 

:RIOT2_13879
00D6: if 
0039:   142@ == 3 // integer values 
004D: jump_if_false @RIOT2_19283 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @RIOT2_15311 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
016A: fade 0 500 ms 

:RIOT2_13939
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_13963 
0001: wait 0 ms 
0002: jump @RIOT2_13939 

:RIOT2_13963
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_13995 
0002: jump @RIOT2_30241 

:RIOT2_13995
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
0A09: (unknown) $ACTOR_CESAR 0 
01EB: set_traffic_density_to 0.0 
00D6: if 
83B1:   not garage 'DUF_LAS' door_closed 
004D: jump_if_false @RIOT2_14066 
0361: close_garage 'DUF_LAS' 

:RIOT2_14066
0247: request_model #GLENDALE 
0247: request_model #ROCKETLA 
04ED: load_animation "CAR" 
04ED: load_animation "SWAT" 
04ED: load_animation "CRACK" 
04ED: load_animation "CASINO" 
038B: load_requested_models 
0708: unknown_add_entity_item 265@ 36 
0708: unknown_add_entity_item 265@ 37 
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_14158 
0002: jump @RIOT2_30241 

:RIOT2_14158
0395: clear_area 1 at 1897.0 -2103.8 12.3 range 300.0 
00A5: 67@ = create_car #GLENDALE at 1897.0 -2103.8 12.3 
0175: set_car 67@ z_angle_to 2.4 
0519: lock_vehicle 67@ in_current_position 1 
020A: set_car 67@ door_status_to 2 
02AC: set_car 67@ immunities 1 1 1 1 1 
00A5: 68@ = create_car #GLENDALE at 1857.3 -2101.3 12.3 
0519: lock_vehicle 68@ in_current_position 1 
0175: set_car 68@ z_angle_to 359.7 
020A: set_car 68@ door_status_to 2 
0209: 148@ = random_int 0 2 
009A: 69@ = create_actor 25 146@(148@,2i) at 1860.9 -2099.6 12.6 
0173: set_actor 69@ z_angle_to 270.0 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 69@ 266@ 
0605: actor 69@ perform_animation_sequence "FIXN_CAR_LOOP" from_file "CAR" 4.0 loop 1 0 0 0 -1 ms 
0187: 126@ = create_marker_above_actor 69@ 
0168: show_on_radar 126@ 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: set_actor 69@ armour_to 50 
0209: 148@ = random_int 0 2 
009A: 70@ = create_actor 25 146@(148@,2i) at 1859.9 -2102.5 12.5 
0173: set_actor 70@ z_angle_to 48.0 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 70@ 266@ 
0187: 127@ = create_marker_above_actor 70@ 
0168: show_on_radar 127@ 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 71@ = create_actor 25 146@(148@,2i) at 1855.6 -2102.6 12.5 
0173: set_actor 71@ z_angle_to 282.0 
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 71@ 266@ 
0605: actor 71@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0187: 128@ = create_marker_above_actor 71@ 
0168: show_on_radar 128@ 1 
02E2: set_actor 71@ weapon_accuracy_to 181@ 
035F: set_actor 71@ armour_to 50 
0209: 148@ = random_int 0 2 
009A: 72@ = create_actor 25 146@(148@,2i) at 1855.6 -2099.6 12.5 
0173: set_actor 72@ z_angle_to 282.0 
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 72@ 266@ 
0605: actor 72@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0187: 129@ = create_marker_above_actor 72@ 
0168: show_on_radar 129@ 1 
02E2: set_actor 72@ weapon_accuracy_to 181@ 
0006: 144@ = 1 // integer values 
0707: start_scene_skip_to @RIOT2_16263 
0395: clear_area 1 at 1918.1 -2076.9 12.5 range 30.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1918.1 -2076.9 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 171.1 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1916.1 -2093.3 12.5 speed 4 -1 ms 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1919.1 -2077.7 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 171.5 
05D3: AS_actor $ACTOR_CESAR go_to_point 1917.1 -2094.1 12.5 speed 4 -1 ms 
060B: unknown_actor_use_entity $ACTOR_CESAR 266@ 
0792: (unknown) 35@ 
00A1: put_actor 35@ at 1920.3 -2075.3 12.5 
0173: set_actor 35@ z_angle_to 189.5 
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
05D3: AS_actor 35@ go_to_point 1918.3 -2091.7 12.5 speed 4 -1 ms 
060B: unknown_actor_use_entity 35@ 266@ 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1918.8 -2075.3 12.5 
0173: set_actor 34@ z_angle_to 165.9 
05D3: AS_actor 34@ go_to_point 1916.8 -2091.7 12.5 speed 4 -1 ms 
060B: unknown_actor_use_entity 34@ 266@ 
0792: (unknown) 36@ 
00A1: put_actor 36@ at 1919.6 -2074.0 12.5 
0173: set_actor 36@ z_angle_to 173.0 
05D3: AS_actor 36@ go_to_point 1917.6 -2090.4 12.5 speed 4 -1 ms 
060B: unknown_actor_use_entity 36@ 266@ 
015F: set_camera_position 1914.65 -2087.8 13.4 0.0 0.0 0.0 
0160: point_camera 1917.9 -2080.7 13.0 2 
016A: fade 1 500 ms 

:RIOT2_15213
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_15237 
0001: wait 0 ms 
0002: jump @RIOT2_15213 

:RIOT2_15237
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_15269 
0002: jump @RIOT2_30241 

:RIOT2_15269
0006: 185@ = 6 // integer values 
0006: 186@ = 0 // integer values 
0006: 188@ = 6 // integer values 
0050: gosub @RIOT2_40907 
0006: 32@ = 0 // integer values 
0006: 143@ = 1 // integer values 

:RIOT2_15311
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @RIOT2_15732 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @RIOT2_15732 
0395: clear_area 1 at 1916.9 -2101.1 12.6 range 30.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1916.9 -2101.1 12.6 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1912.4 -2101.1 12.5 speed 4 -1 ms 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1916.9 -2102.1 12.6 
0173: set_actor $ACTOR_CESAR z_angle_to 90.0 
05D3: AS_actor $ACTOR_CESAR go_to_point 1912.4 -2102.1 12.5 speed 4 -1 ms 
0792: (unknown) 35@ 
00A1: put_actor 35@ at 1916.9 -2103.1 12.6 
0173: set_actor 35@ z_angle_to 90.0 
05D3: AS_actor 35@ go_to_point 1912.4 -2103.1 12.5 speed 4 -1 ms 
0792: (unknown) 36@ 
00A1: put_actor 36@ at 1916.9 -2100.1 12.6 
0173: set_actor 36@ z_angle_to 90.0 
05D3: AS_actor 36@ go_to_point 1912.4 -2100.1 12.5 speed 4 -1 ms 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1916.9 -2099.1 12.6 
0173: set_actor 34@ z_angle_to 90.0 
05D3: AS_actor 34@ go_to_point 1912.4 -2099.1 12.5 speed 4 -1 ms 
015F: set_camera_position 1916.5 -2100.9 12.8 0.0 0.0 0.0 
0160: point_camera 1906.2 -2101.0 14.8 2 
0006: 32@ = 0 // integer values 
0006: 143@ = 2 // integer values 

:RIOT2_15732
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @RIOT2_16201 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_16201 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT2_16201 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_15886 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "FIXN_CAR_OUT" from_file "CAR" 4.0 loop 0 0 0 0 -1 ms 
0668: AS_actor -1 rotate_to_point 1916.5 -2100.9 12.8 3000 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 69@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_15886
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_15960 
0615: define_action_sequences 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_to_point 1916.5 -2100.9 12.8 3000 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 70@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_15960
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_16034 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 700 
05BA: AS_actor -1 chew_gum 100 ms 
0668: AS_actor -1 rotate_to_point 1916.5 -2100.9 12.8 3000 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 71@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_16034
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_16108 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 1000 
05BA: AS_actor -1 chew_gum 100 ms 
0668: AS_actor -1 rotate_to_point 1916.5 -2100.9 12.8 3000 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 72@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_16108
0006: 185@ = 6 // integer values 
0006: 186@ = 6 // integer values 
0006: 188@ = 7 // integer values 
0050: gosub @RIOT2_40907 
015F: set_camera_position 1866.1 -2101.8 13.4 0.0 0.0 0.0 
0160: point_camera 1849.9 -2101.0 14.98 2 
0006: 32@ = 0 // integer values 
0006: 143@ = 3 // integer values 

:RIOT2_16201
00D6: if 
0039:   143@ == 3 // integer values 
004D: jump_if_false @RIOT2_19283 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_19283 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT2_19283 
0006: 144@ = 0 // integer values 

:RIOT2_16263
0701: end_scene_skip 
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_16297 
0002: jump @RIOT2_30241 

:RIOT2_16297
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_16654 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
016A: fade 0 500 ms 

:RIOT2_16339
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_16363 
0001: wait 0 ms 
0002: jump @RIOT2_16339 

:RIOT2_16363
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_16395 
0002: jump @RIOT2_30241 

:RIOT2_16395
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.4 -2101.1 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1912.4 -2102.1 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 90.0 
0792: (unknown) 35@ 
00A1: put_actor 35@ at 1912.4 -2103.1 12.5 
0173: set_actor 35@ z_angle_to 90.0 
0792: (unknown) 36@ 
00A1: put_actor 36@ at 1912.4 -2100.1 12.5 
0173: set_actor 36@ z_angle_to 90.0 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1912.4 -2099.1 12.5 
0173: set_actor 34@ z_angle_to 90.0 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_16591 
0792: (unknown) 69@ 

:RIOT2_16591
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_16612 
0792: (unknown) 70@ 

:RIOT2_16612
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_16633 
0792: (unknown) 71@ 

:RIOT2_16633
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_16654 
0792: (unknown) 72@ 

:RIOT2_16654
0350: unknown_actor $ACTOR_CESAR not_scared_flag 1 
0615: define_action_sequences 269@ 
0605: actor -1 perform_animation_sequence "GUN_STAND" from_file "PED" 8.0 loop 0 0 0 0 10 ms 
0209: 168@ = random_int 1500 4000 
0668: AS_actor -1 rotate_to_point 1871.1 -2102.3 14.6 168@ ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0209: 168@ = random_int 1500 4000 
05B9: unknown_action_sequence -1 168@ 
0643: (unknown) 269@ 1 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1898.7 -2102.1 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 
0792: (unknown) 35@ 
00A1: put_actor 35@ at 1912.4 -2103.1 12.5 
0173: set_actor 35@ z_angle_to 90.0 
0350: unknown_actor 35@ not_scared_flag 1 
0615: define_action_sequences 269@ 
0605: actor -1 perform_animation_sequence "GUN_STAND" from_file "PED" 8.0 loop 0 0 0 0 10 ms 
0209: 168@ = random_int 1500 4000 
0668: AS_actor -1 rotate_to_point 1878.7 -2105.5 14.6 168@ ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0209: 168@ = random_int 1500 4000 
05B9: unknown_action_sequence -1 168@ 
0643: (unknown) 269@ 1 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1898.7 -2106.1 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @RIOT2_17114 
0672: AS_actor -1 attack_car 68@ 

:RIOT2_17114
05B9: unknown_action_sequence -1 500 
0605: actor -1 perform_animation_sequence "MANWINB" from_file "CASINO" 8.0 loop 0 0 0 0 -1 ms 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 35@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 
0350: unknown_actor 34@ not_scared_flag 1 
0615: define_action_sequences 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int 1500 4000 
0668: AS_actor -1 rotate_to_point 1891.2 -2099.6 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1903.7 -2096.6 12.5 stop_angle 75.0 -1.0 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 269@ 1 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1903.5 -2096.6 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1894.6 -2099.2 12.4 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_L" from_file "PED" 8.0 loop 0 1 1 lock 0 time -1 
05D3: AS_actor -1 go_to_point 1884.6 -2107.6 12.4 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 1874.9 -2102.8 12.4 speed 6 -1 ms 
0812: AS_actor -1 perform_animation "KO_SPIN_L" from_file "PED" 8.0 loop 0 1 1 lock 0 time -1 
0812: AS_actor -1 perform_animation "CRCKIDLE4" from_file "CRACK" 8.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 36@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_18065 
0350: unknown_actor 69@ not_scared_flag 1 
0615: define_action_sequences 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1872.8 -2096.1 12.5 stop_angle 275.0 -1.0 perform_animation "SWT_WLLSHOOT_OUT_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 269@ 1 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1872.8 -2096.1 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 69@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 

:RIOT2_18065
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_18089 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:RIOT2_18089
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_18424 
0350: unknown_actor 71@ not_scared_flag 1 
0615: define_action_sequences 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1864.1 -2107.4 12.6 stop_angle 275.0 -0.1 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 269@ 1 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1864.1 -2107.4 12.6 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 71@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 

:RIOT2_18424
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_18448 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:RIOT2_18448
0209: 148@ = random_int 0 2 
009A: 73@ = create_actor 25 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 73@ 266@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1837.5 -2102.3 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 73@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 130@ = create_marker_above_actor 73@ 
0168: show_on_radar 130@ 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 74@ = create_actor 25 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 74@ 266@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1833.8 -2097.8 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 74@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 131@ = create_marker_above_actor 74@ 
0168: show_on_radar 131@ 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: set_actor 74@ armour_to 50 
0209: 148@ = random_int 0 2 
009A: 75@ = create_actor 25 146@(148@,2i) at 1879.7 -2094.9 12.5 
0173: set_actor 75@ z_angle_to 180.0 
01B2: give_actor 75@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 75@ 266@ 
0350: unknown_actor 75@ not_scared_flag 1 
02E2: set_actor 75@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 76@ = create_actor 25 146@(148@,2i) at 1878.7 -2094.9 12.5 
0173: set_actor 76@ z_angle_to 180.0 
01B2: give_actor 76@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 76@ 266@ 
0350: unknown_actor 76@ not_scared_flag 1 
02E2: set_actor 76@ weapon_accuracy_to 181@ 
035F: set_actor 76@ armour_to 50 
0209: 148@ = random_int 0 2 
009A: 77@ = create_actor 25 146@(148@,2i) at 1876.7 -2094.9 12.5 
0173: set_actor 77@ z_angle_to 180.0 
01B2: give_actor 77@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 77@ 266@ 
0350: unknown_actor 77@ not_scared_flag 1 
02E2: set_actor 77@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 78@ = create_actor 25 146@(148@,2i) at 1875.2 -2094.9 12.5 
0173: set_actor 78@ z_angle_to 180.0 
01B2: give_actor 78@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 78@ 266@ 
02AB: set_actor 78@ immunities 1 1 1 1 1 
0350: unknown_actor 78@ not_scared_flag 1 
02E2: set_actor 78@ weapon_accuracy_to 181@ 
035F: set_actor 78@ armour_to 50 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 89@ type_to 1 
098A: (unknown) -1.0 
09F5: (unknown) 1 
04EF: release_animation "CAR" 
02A3: toggle_widescreen 0 
08F6: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'R2_05' 7000 ms 1  // ~S~Maradj kzel ~b~Cesarhoz~s~ s tiszttsd meg a siktort.
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_19269 
016A: fade 1 500 ms 

:RIOT2_19213
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_19237 
0001: wait 0 ms 
0002: jump @RIOT2_19213 

:RIOT2_19237
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_19269 
0002: jump @RIOT2_30241 

:RIOT2_19269
0006: 143@ = 0 // integer values 
0006: 142@ = 4 // integer values 

:RIOT2_19283
00D6: if 
0039:   142@ == 4 // integer values 
004D: jump_if_false @RIOT2_21030 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_19400 
00D6: if or
00A3:   actor $PLAYER_ACTOR 0 1877.6 -2050.8 1815.3 -2171.4 
051A:   actor 69@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_19400 
062E: (unknown) 69@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_19400 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 

:RIOT2_19400
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_19499 
00D6: if or
00A3:   actor $PLAYER_ACTOR 0 1872.6 -2050.8 1815.3 -2171.4 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_19499 
062E: (unknown) 71@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_19499 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:RIOT2_19499
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_19572 
0226: 180@ = actor $ACTOR_CESAR health 
00D6: if 
001B:   50 > 180@ // integer values 
004D: jump_if_false @RIOT2_19572 
0829: AS_actor $ACTOR_CESAR perform_animation "KO_SHOT_STOM" from_file "PED" 8.0 time 0 and_dies 

:RIOT2_19572
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @RIOT2_19645 
0226: 180@ = actor 34@ health 
00D6: if 
001B:   50 > 180@ // integer values 
004D: jump_if_false @RIOT2_19645 
0829: AS_actor 34@ perform_animation "KO_SHOT_STOM" from_file "PED" 8.0 time 0 and_dies 

:RIOT2_19645
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @RIOT2_19736 
062E: (unknown) 36@ 1560 $416 
00D6: if 
84A3:   not  $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_19736 
0646: (unknown) 36@ 270@ 
00D6: if 
0029:   270@ >= 3 // integer values 
004D: jump_if_false @RIOT2_19736 
0360: open_garage 'DUF_LAS' 
0006: 143@ = 1 // integer values 

:RIOT2_19736
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @RIOT2_20402 
062E: (unknown) 36@ 1560 $416 
00D6: if 
84A3:   not  $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_20402 
0646: (unknown) 36@ 270@ 
00D6: if 
0029:   270@ >= 5 // integer values 
004D: jump_if_false @RIOT2_20402 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @RIOT2_19934 
0615: define_action_sequences 269@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
07A5: AS_actor -1 attack_actor 36@ 3000 ms 
05D3: AS_actor -1 go_to_point 1872.8 -2096.1 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 75@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 
0187: 138@ = create_marker_above_actor 75@ 
0168: show_on_radar 138@ 1 

:RIOT2_19934
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @RIOT2_20083 
0350: unknown_actor 76@ not_scared_flag 0 
0615: define_action_sequences 268@ 
07A5: AS_actor -1 attack_actor 36@ 3000 ms 
05D3: AS_actor -1 go_to_point 1872.8 -2096.1 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 275.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_R" from_file "PED" 8.0 loop 0 1 1 lock 0 time -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 76@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 139@ = create_marker_above_actor 76@ 
0168: show_on_radar 139@ 1 

:RIOT2_20083
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @RIOT2_20213 
0350: unknown_actor 77@ not_scared_flag 0 
0615: define_action_sequences 268@ 
07A5: AS_actor -1 attack_actor 36@ 3000 ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 77@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0816: (unknown) 77@ 1 
0187: 140@ = create_marker_above_actor 77@ 
0168: show_on_radar 140@ 1 

:RIOT2_20213
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @RIOT2_20358 
0350: unknown_actor 78@ not_scared_flag 0 
02AB: set_actor 78@ immunities 0 0 0 0 0 
0615: define_action_sequences 268@ 
07A5: AS_actor -1 attack_actor 36@ 3000 ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 78@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0816: (unknown) 78@ 1 
0187: 141@ = create_marker_above_actor 78@ 
0168: show_on_radar 141@ 1 

:RIOT2_20358
00BE: text_clear_all 
0006: 185@ = 7 // integer values 
0006: 186@ = 0 // integer values 
0050: gosub @RIOT2_40907 
0332: set_actor 36@ bleeding_to 1 
0006: 33@ = 0 // integer values 
0006: 143@ = 2 // integer values 

:RIOT2_20402
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @RIOT2_20453 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @RIOT2_20453 
0619: set_actor 36@ collision_detection 0 
0006: 143@ = 3 // integer values 

:RIOT2_20453
00D6: if 
0039:   143@ == 3 // integer values 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @RIOT2_20752 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0006: 32@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 142@ = 5 // integer values 

:RIOT2_20752
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_20778 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0164: disable_marker 126@ 

:RIOT2_20778
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_20804 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0164: disable_marker 127@ 

:RIOT2_20804
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_20830 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0164: disable_marker 128@ 

:RIOT2_20830
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_20856 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0164: disable_marker 129@ 

:RIOT2_20856
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_20882 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0164: disable_marker 130@ 

:RIOT2_20882
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_20908 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 

:RIOT2_20908
00D6: if 
0019:   143@ > 1 // integer values 
004D: jump_if_false @RIOT2_21030 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @RIOT2_20952 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0164: disable_marker 138@ 

:RIOT2_20952
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @RIOT2_20978 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0164: disable_marker 139@ 

:RIOT2_20978
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @RIOT2_21004 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0164: disable_marker 140@ 

:RIOT2_21004
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @RIOT2_21030 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0164: disable_marker 141@ 

:RIOT2_21030
00D6: if 
0039:   142@ == 5 // integer values 
004D: jump_if_false @RIOT2_24541 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @RIOT2_21495 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @RIOT2_21495 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
00A6: destroy_car 68@ 
0395: clear_area 1 at 1905.1 -2103.9 12.5 range 60.0 
00A1: put_actor $PLAYER_ACTOR at 1905.1 -2103.9 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.2 
0687: clear_actor_task $ACTOR_CESAR 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1897.8 -2099.5 12.5 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 1890.8 -2099.5 12.5 speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 1877.2 -2101.2 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1900.4 -2098.2 12.5 
0173: set_actor 34@ z_angle_to 92.3 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1875.7 -2102.4 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 95.0 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0006: 144@ = 1 // integer values 
0707: start_scene_skip_to @RIOT2_21846 
015F: set_camera_position 1900.4 -2099.6 12.8 0.0 0.0 0.0 
0160: point_camera 1879.4 -2107.7 17.9 2 
0006: 32@ = 0 // integer values 
0006: 143@ = 1 // integer values 

:RIOT2_21495
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @RIOT2_21784 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @RIOT2_21784 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1875.7 -2102.4 12.5 
0173: set_actor 34@ z_angle_to 95.0 
0605: actor 34@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
00A1: put_actor $ACTOR_CESAR at 1881.2 -2099.6 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 69.4 
00A1: put_actor $PLAYER_ACTOR at 1886.2 -2099.6 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 69.4 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1877.6 -2099.8 12.5 speed 4 -1 ms 
0050: gosub @RIOT2_38062 
015F: set_camera_position 1880.2 -2103.1 14.46 0.0 0.0 0.0 
0160: point_camera 1874.3 -2100.77 12.8 2 
0006: 185@ = 8 // integer values 
0006: 186@ = 0 // integer values 
0050: gosub @RIOT2_40907 
0006: 32@ = 0 // integer values 
0006: 143@ = 2 // integer values 

:RIOT2_21784
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @RIOT2_24541 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_24541 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @RIOT2_24541 
0006: 144@ = 0 // integer values 

:RIOT2_21846
0701: end_scene_skip 
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_21880 
0002: jump @RIOT2_30241 

:RIOT2_21880
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_22870 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
016A: fade 0 500 ms 

:RIOT2_21922
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_21946 
0001: wait 0 ms 
0002: jump @RIOT2_21922 

:RIOT2_21946
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_21978 
0002: jump @RIOT2_30241 

:RIOT2_21978
0050: gosub @RIOT2_38062 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1875.7 -2102.4 12.5 
0173: set_actor 34@ z_angle_to 95.0 
0605: actor 34@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1881.2 -2099.6 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 69.4 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1879.7 -2101.7 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0792: (unknown) 79@ 
060B: unknown_actor_use_entity 79@ 265@ 
00A1: put_actor 79@ at 1861.1 -2096.9 12.5 
0173: set_actor 79@ z_angle_to 270.3 
062E: (unknown) 80@ 1560 $416 
00D6: if 
84A3:   not  $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_22344 
0792: (unknown) 80@ 
0605: actor 80@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
078F: unknown_action_sequence -1 1 
0668: AS_actor -1 rotate_to_point 1874.4 -2101.5 14.8 2000 ms 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 80@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_22344
062E: (unknown) 81@ 1560 $416 
00D6: if 
84A3:   not  $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_22522 
0792: (unknown) 81@ 
0605: actor 81@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 2000 
078F: unknown_action_sequence -1 1 
0668: AS_actor -1 rotate_to_point 1874.4 -2101.5 14.8 2000 ms 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 81@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_22522
0792: (unknown) 82@ 
060B: unknown_actor_use_entity 82@ 265@ 
00A1: put_actor 82@ at 1859.1 -2106.0 14.0 
0173: set_actor 82@ z_angle_to 264.4 
062E: (unknown) 83@ 1560 $416 
00D6: if 
84A3:   not  $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_22714 
0792: (unknown) 83@ 
0605: actor 83@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
078F: unknown_action_sequence -1 1 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 83@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_22714
062E: (unknown) 84@ 1560 $416 
00D6: if 
84A3:   not  $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_22870 
0792: (unknown) 84@ 
0605: actor 84@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 3000 
078F: unknown_action_sequence -1 1 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 84@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_22870
0709: unknown_set_entity_item 265@ 36 1000 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 265@ 37 1000 0.0 100.0 0.0 0.0 0 1 
0213: 85@ = create_pickup #HEALTH type 15 at 1875.6 -2091.4 13.5 
032B: 86@ = create_weapon_pickup #TEC9 15 ammo 48 at 1878.3 -2091.1 13.5 
0615: define_action_sequences 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int 1500 4000 
0668: AS_actor -1 rotate_to_point 1864.9 -2101.2 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1874.9 -2096.5 12.5 stop_angle 75.0 -0.1 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 269@ 1 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1874.9 -2096.5 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 
0615: define_action_sequences 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int 1500 4000 
0668: AS_actor -1 rotate_to_point 1862.6 -2104.1 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1873.3 -2107.4 12.5 stop_angle 98.8 -0.1 perform_animation "SWT_WLLSHOOT_OUT_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 269@ 1 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1873.3 -2107.4 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 98.8 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_action_sequences 269@ 
0605: actor -1 perform_animation_sequence "GUN_STAND" from_file "PED" 8.0 loop 0 0 0 0 10 ms 
0209: 168@ = random_int 1500 4000 
0668: AS_actor -1 rotate_to_point 1878.7 -2105.5 14.6 168@ ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0209: 168@ = random_int 1500 4000 
05B9: unknown_action_sequence -1 168@ 
0643: (unknown) 269@ 1 
0616: define_action_sequences_end 269@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1898.7 -2106.1 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_to_point 1852.1 -2096.6 16.5 10 ms 
0618: assign_actor -1 to_action_sequences 269@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 35@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
061B: remove_references_to_action_sequences 269@ 
0209: 148@ = random_int 0 2 
009A: 69@ = create_actor 25 146@(148@,2i) at 1913.7 -2109.2 12.6 
0173: set_actor 69@ z_angle_to 90.5 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 69@ 266@ 
0350: unknown_actor 69@ not_scared_flag 1 
02AB: set_actor 69@ immunities 1 1 1 1 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: set_actor 69@ armour_to 50 
0209: 148@ = random_int 0 2 
009A: 70@ = create_actor 25 146@(148@,2i) at 1916.5 -2113.1 12.6 
0173: set_actor 70@ z_angle_to 20.1 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 70@ 266@ 
0350: unknown_actor 70@ not_scared_flag 1 
02AB: set_actor 70@ immunities 1 1 1 1 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 73@ = create_actor 25 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 73@ 265@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1837.5 -2102.3 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 73@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0164: disable_marker 130@ 
0187: 130@ = create_marker_above_actor 73@ 
0168: show_on_radar 130@ 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 74@ = create_actor 25 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 74@ 265@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1833.8 -2097.8 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 74@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0164: disable_marker 131@ 
0187: 131@ = create_marker_above_actor 74@ 
0168: show_on_radar 131@ 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: set_actor 74@ armour_to 50 
09F5: (unknown) 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'R2_06' 4000 ms 1  // ~S~Vdd meg ~b~Cesart~s~.
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_24520 
016A: fade 1 500 ms 

:RIOT2_24464
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_24488 
0001: wait 0 ms 
0002: jump @RIOT2_24464 

:RIOT2_24488
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_24520 
0002: jump @RIOT2_30241 

:RIOT2_24520
0006: 32@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 142@ = 6 // integer values 

:RIOT2_24541
00D6: if 
0039:   142@ == 6 // integer values 
004D: jump_if_false @RIOT2_26110 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_24632 
0226: 180@ = actor $ACTOR_CESAR health 
00D6: if 
001B:   50 > 180@ // integer values 
004D: jump_if_false @RIOT2_24632 
0829: AS_actor $ACTOR_CESAR perform_animation "KO_SHOT_STOM" from_file "PED" 8.0 time 0 and_dies 

:RIOT2_24632
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @RIOT2_24705 
0226: 180@ = actor 34@ health 
00D6: if 
001B:   50 > 180@ // integer values 
004D: jump_if_false @RIOT2_24705 
0829: AS_actor 34@ perform_animation "KO_SHOT_STOM" from_file "PED" 8.0 time 0 and_dies 

:RIOT2_24705
00D6: if 
0039:   169@ == 0 // integer values 
004D: jump_if_false @RIOT2_24879 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_24826 
0006: 169@ = 1 // integer values 

:RIOT2_24826
00D6: if or
0019:   32@ > 15000 // integer values 
00A3:   actor $PLAYER_ACTOR 0 1893.6 -2043.3 1888.1 -2175.6 
004D: jump_if_false @RIOT2_24879 
0006: 169@ = 1 // integer values 

:RIOT2_24879
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @RIOT2_25014 
0006: 185@ = 9 // integer values 
0209: 186@ = random_int 0 3 
0085: 188@ = 186@ // integer values and handles 
000A: 188@ += 1 // integer values 
0050: gosub @RIOT2_40907 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_24971 
0164: disable_marker 126@ 
0187: 126@ = create_marker_above_actor 69@ 
0168: show_on_radar 126@ 1 

:RIOT2_24971
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_25007 
0164: disable_marker 127@ 
0187: 127@ = create_marker_above_actor 70@ 
0168: show_on_radar 127@ 1 

:RIOT2_25007
0006: 169@ = 2 // integer values 

:RIOT2_25014
00D6: if 
0039:   169@ == 2 // integer values 
004D: jump_if_false @RIOT2_25444 
00D6: if 
02CB:   actor 35@ bounding_sphere_visible 
004D: jump_if_false @RIOT2_25444 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_25163 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1913.5 -2106.1 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_to_point 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 69@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
02AB: set_actor 69@ immunities 0 0 0 0 0 

:RIOT2_25163
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_25278 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1914.2 -2104.2 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_to_point 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 70@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
02AB: set_actor 70@ immunities 0 0 0 0 0 

:RIOT2_25278
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_action_sequences 268@ 
05D4: AS_actor -1 rotate_angle 269.0 
05B9: unknown_action_sequence -1 200 
0668: AS_actor -1 rotate_to_point 1951.1 -2103.9 19.3 500 ms 
0812: AS_actor -1 perform_animation "KO_SHOT_FACE" from_file "PED" 8.0 loop 0 1 1 lock 0 time -1 
0812: AS_actor -1 perform_animation "CRCKIDLE1" from_file "CRACK" 1000.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 35@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0332: set_actor 35@ bleeding_to 1 
0006: 32@ = 0 // integer values 
0006: 169@ = 3 // integer values 

:RIOT2_25444
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_25749 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1895.3 -2102.2 12.6 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 274.7 
0668: AS_actor -1 rotate_to_point 1913.5 -2104.4 13.9 -2 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1895.6 -2104.2 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 271.0 
0668: AS_actor -1 rotate_to_point 1912.9 -2106.4 13.9 -2 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0006: 143@ = 1 // integer values 

:RIOT2_25749
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @RIOT2_25850 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_25850 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_25850 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CASINO" 
0006: 32@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 142@ = 7 // integer values 

:RIOT2_25850
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_25876 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0164: disable_marker 126@ 

:RIOT2_25876
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_25902 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0164: disable_marker 127@ 

:RIOT2_25902
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_25928 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0164: disable_marker 130@ 

:RIOT2_25928
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_25954 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 

:RIOT2_25954
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_25980 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0164: disable_marker 132@ 

:RIOT2_25980
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_26006 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0164: disable_marker 133@ 

:RIOT2_26006
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_26032 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0164: disable_marker 134@ 

:RIOT2_26032
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_26058 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
0164: disable_marker 135@ 

:RIOT2_26058
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_26084 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0164: disable_marker 136@ 

:RIOT2_26084
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_26110 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0164: disable_marker 137@ 

:RIOT2_26110
00D6: if 
0039:   142@ == 7 // integer values 
004D: jump_if_false @RIOT2_28983 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @RIOT2_27274 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @RIOT2_27274 
016A: fade 0 500 ms 

:RIOT2_26172
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_26196 
0001: wait 0 ms 
0002: jump @RIOT2_26172 

:RIOT2_26196
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_26228 
0002: jump @RIOT2_30241 

:RIOT2_26228
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
04EF: release_animation "SWAT" 
0247: request_model #FLAME 
0708: unknown_add_entity_item 265@ 36 
0708: unknown_add_entity_item 265@ 37 
03CB: set_camera 1855.5 -2101.8 12.5 
009A: 69@ = create_actor 25 #LSV1 at 1805.0 -2126.0 17.8 
0173: set_actor 69@ z_angle_to 306.5 
0350: unknown_actor 69@ not_scared_flag 1 
035F: set_actor 69@ armour_to 100 
0446: set_actor 69@ immune_to_headshots 0 
01B2: give_actor 69@ weapon 35 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 69@ 266@ 
0187: 90@ = create_marker_above_actor 69@ 
0168: show_on_radar 90@ 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: set_actor 69@ armour_to 100 
0209: 148@ = random_int 0 2 
009A: 70@ = create_actor 25 146@(148@,2i) at 1811.8 -2124.0 12.6 
0173: set_actor 70@ z_angle_to 287.5 
0350: unknown_actor 70@ not_scared_flag 1 
01B2: give_actor 70@ weapon 37 ammo 30000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 70@ 266@ 
0187: 91@ = create_marker_above_actor 70@ 
0168: show_on_radar 91@ 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 71@ = create_actor 25 146@(148@,2i) at 1795.0 -2126.7 12.5 
0173: set_actor 71@ z_angle_to 358.6 
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 71@ 1 
060B: unknown_actor_use_entity 71@ 266@ 
0187: 92@ = create_marker_above_actor 71@ 
0168: show_on_radar 92@ 1 
02E2: set_actor 71@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 72@ = create_actor 25 146@(148@,2i) at 1795.0 -2130.7 12.5 
0173: set_actor 72@ z_angle_to 357.8 
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: (unknown) 72@ 1 
060B: unknown_actor_use_entity 72@ 266@ 
0187: 93@ = create_marker_above_actor 72@ 
0168: show_on_radar 93@ 1 
02E2: set_actor 72@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 73@ = create_actor 25 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 73@ not_scared_flag 1 
060B: unknown_actor_use_entity 73@ 266@ 
0187: 94@ = create_marker_above_actor 73@ 
0168: show_on_radar 94@ 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
035F: set_actor 73@ armour_to 100 
0209: 148@ = random_int 0 2 
009A: 74@ = create_actor 25 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: unknown_actor 74@ not_scared_flag 1 
060B: unknown_actor_use_entity 74@ 266@ 
0187: 95@ = create_marker_above_actor 74@ 
0168: show_on_radar 95@ 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: set_actor 74@ armour_to 100 
0395: clear_area 1 at 1855.5 -2101.8 12.5 range 30.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1855.5 -2101.8 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
05D3: AS_actor $PLAYER_ACTOR go_to_point 1846.6 -2102.8 12.5 speed 4 -1 ms 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1855.5 -2102.8 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 90.0 
05D3: AS_actor $ACTOR_CESAR go_to_point 1846.6 -2102.8 12.5 speed 4 -1 ms 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1855.5 -2100.8 12.5 
0173: set_actor 34@ z_angle_to 90.0 
05D3: AS_actor 34@ go_to_point 1846.6 -2100.8 12.5 speed 4 -1 ms 
015F: set_camera_position 1846.6 -2101.8 13.88 0.0 0.0 0.0 
0160: point_camera 1853.9 -2101.4 12.7 2 
016A: fade 1 500 ms 

:RIOT2_27169
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_27193 
0001: wait 0 ms 
0002: jump @RIOT2_27169 

:RIOT2_27193
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_27225 
0002: jump @RIOT2_30241 

:RIOT2_27225
0006: 144@ = 1 // integer values 
0707: start_scene_skip_to @RIOT2_27824 
0006: 185@ = 10 // integer values 
0006: 186@ = 0 // integer values 
0050: gosub @RIOT2_40907 
0006: 32@ = 0 // integer values 
0006: 143@ = 1 // integer values 

:RIOT2_27274
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @RIOT2_27575 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_27575 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT2_27575 
016A: fade 0 500 ms 

:RIOT2_27336
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_27360 
0001: wait 0 ms 
0002: jump @RIOT2_27336 

:RIOT2_27360
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_27392 
0002: jump @RIOT2_30241 

:RIOT2_27392
03CB: set_camera 1809.8 -2123.4 12.7 
015F: set_camera_position 1816.2 -2116.8 13.16 0.0 0.0 0.0 
0160: point_camera 1808.6 -2123.8 15.0 2 
016A: fade 1 500 ms 

:RIOT2_27467
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_27491 
0001: wait 0 ms 
0002: jump @RIOT2_27467 

:RIOT2_27491
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_27523 
0002: jump @RIOT2_30241 

:RIOT2_27523
0006: 185@ = 11 // integer values 
0209: 186@ = random_int 0 3 
0085: 188@ = 186@ // integer values and handles 
000A: 188@ += 1 // integer values 
0050: gosub @RIOT2_40907 
0006: 32@ = 0 // integer values 
0006: 143@ = 2 // integer values 

:RIOT2_27575
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @RIOT2_27762 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_27762 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT2_27762 
015F: set_camera_position 1816.2 -2116.8 13.16 0.0 0.0 0.0 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_27710 
0159: camera_on_ped 70@ 15 1 
0668: AS_actor 70@ rotate_to_point 1831.6 -2118.9 12.5 4000 ms 

:RIOT2_27710
0006: 185@ = 12 // integer values 
0209: 186@ = random_int 0 3 
0085: 188@ = 186@ // integer values and handles 
000A: 188@ += 1 // integer values 
0050: gosub @RIOT2_40907 
0006: 32@ = 0 // integer values 
0006: 143@ = 3 // integer values 

:RIOT2_27762
00D6: if 
0039:   143@ == 3 // integer values 
004D: jump_if_false @RIOT2_28983 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_28983 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @RIOT2_28983 
0006: 144@ = 0 // integer values 

:RIOT2_27824
0701: end_scene_skip 
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_27858 
0002: jump @RIOT2_30241 

:RIOT2_27858
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_27956 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
016A: fade 0 500 ms 

:RIOT2_27900
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_27924 
0001: wait 0 ms 
0002: jump @RIOT2_27900 

:RIOT2_27924
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_27956 
0002: jump @RIOT2_30241 

:RIOT2_27956
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_28176 
0615: define_action_sequences 268@ 
0668: AS_actor -1 rotate_to_point 1832.7 -2090.1 14.1 500 ms 
0605: actor -1 perform_animation_sequence "GUN_STAND" from_file "PED" 8.0 loop 0 0 0 0 1000 ms 
0668: AS_actor -1 rotate_to_point 1853.6 -2087.0 20.5 500 ms 
0605: actor -1 perform_animation_sequence "GUN_STAND" from_file "PED" 8.0 loop 0 0 0 1 1000 ms 
0668: AS_actor -1 rotate_to_point 1819.5 -2113.1 12.9 500 ms 
0605: actor -1 perform_animation_sequence "GUN_STAND" from_file "PED" 8.0 loop 0 0 0 0 1000 ms 
0643: (unknown) 268@ 1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 69@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_28176
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_28251 
0615: define_action_sequences 268@ 
0668: AS_actor -1 rotate_to_point 1831.6 -2118.9 12.5 2000 ms 
05B9: unknown_action_sequence -1 2000 
0643: (unknown) 268@ 1 
0616: define_action_sequences_end 268@ 
0618: assign_actor 70@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_28251
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_28335 
0615: define_action_sequences 268@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 1795.0 -2106.7 12.5 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 71@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_28335
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_28419 
0615: define_action_sequences 268@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 go_to_point 1792.0 -2103.7 12.5 speed 4 -1 ms 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 72@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_28419
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @RIOT2_28488 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1809.4 -2116.3 12.5 speed 6 -1 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 73@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_28488
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @RIOT2_28557 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1809.4 -2111.8 12.5 speed 6 -1 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 74@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_28557
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1833.9 -2104.2 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 122.4 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1833.0 -2106.6 12.5 
0173: set_actor $ACTOR_CESAR z_angle_to 122.3 
0350: unknown_actor $ACTOR_CESAR not_scared_flag 1 
060B: unknown_actor_use_entity $ACTOR_CESAR 265@ 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1834.4 -2102.0 12.5 
0173: set_actor 34@ z_angle_to 99.6 
0350: unknown_actor 34@ not_scared_flag 1 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1814.1 -2102.4 12.5 speed 6 -1 ms 
05D4: AS_actor -1 rotate_angle 112.7 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0709: unknown_set_entity_item 265@ 36 1000 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item 265@ 37 1000 0.0 100.0 0.0 0.0 0 1 
09F5: (unknown) 0 
02A3: toggle_widescreen 0 
08F6: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'R2_07' 4000 ms 1  // ~S~Elintzve az utols~r~Vagos~s~ is.
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @RIOT2_28969 
016A: fade 1 500 ms 

:RIOT2_28913
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_28937 
0001: wait 0 ms 
0002: jump @RIOT2_28913 

:RIOT2_28937
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_28969 
0002: jump @RIOT2_30241 

:RIOT2_28969
0006: 143@ = 0 // integer values 
0006: 142@ = 8 // integer values 

:RIOT2_28983
00D6: if 
0039:   142@ == 8 // integer values 
004D: jump_if_false @RIOT2_30227 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_29040 
0164: disable_marker 90@ 

:RIOT2_29040
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_29061 
0164: disable_marker 91@ 

:RIOT2_29061
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_29082 
0164: disable_marker 92@ 

:RIOT2_29082
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_29103 
0164: disable_marker 93@ 

:RIOT2_29103
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_29124 
0164: disable_marker 94@ 

:RIOT2_29124
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_29145 
0164: disable_marker 95@ 

:RIOT2_29145
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_29255 
0006: 32@ = 0 // integer values 
0006: 143@ = 1 // integer values 

:RIOT2_29255
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @RIOT2_29850 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @RIOT2_29850 
016A: fade 0 500 ms 

:RIOT2_29299
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_29323 
0001: wait 0 ms 
0002: jump @RIOT2_29299 

:RIOT2_29323
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_29355 
0002: jump @RIOT2_30241 

:RIOT2_29355
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
08F5: (unknown) 
06AB: (unknown) $PLAYER_ACTOR 1 
09F5: (unknown) 1 
03CB: set_camera 1814.9 -2112.1 12.4 
0395: clear_area 1 at 1814.9 -2112.1 12.4 range 30.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1814.9 -2112.1 12.4 
0173: set_actor $PLAYER_ACTOR z_angle_to 127.9 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1807.8 -2122.0 12.5 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_action_sequences_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0792: (unknown) $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1812.4 -2111.3 12.4 
0173: set_actor $ACTOR_CESAR z_angle_to 127.9 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1804.8 -2120.2 12.5 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0792: (unknown) 34@ 
00A1: put_actor 34@ at 1810.4 -2111.0 12.4 
0173: set_actor 34@ z_angle_to 135.1 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1807.0 -2118.8 12.5 speed 4 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
015F: set_camera_position 1812.6 -2114.5 13.0 0.0 0.0 0.0 
0160: point_camera 1804.5 -2123.6 15.0 2 
016A: fade 1 500 ms 

:RIOT2_29759
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_29783 
0001: wait 0 ms 
0002: jump @RIOT2_29759 

:RIOT2_29783
0050: gosub @RIOT2_31061 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @RIOT2_29815 
0002: jump @RIOT2_30241 

:RIOT2_29815
0006: 185@ = 13 // integer values 
0006: 186@ = 0 // integer values 
0006: 188@ = 4 // integer values 
0050: gosub @RIOT2_40907 
0006: 143@ = 2 // integer values 

:RIOT2_29850
00D6: if 
0039:   143@ == 2 // integer values 
004D: jump_if_false @RIOT2_29981 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_29981 
0615: define_action_sequences 268@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_action_sequences_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0615: define_action_sequences 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0006: 185@ = 13 // integer values 
0006: 186@ = 4 // integer values 
0006: 188@ = 8 // integer values 
0050: gosub @RIOT2_40907 
0006: 143@ = 3 // integer values 

:RIOT2_29981
00D6: if 
0039:   143@ == 3 // integer values 
004D: jump_if_false @RIOT2_30169 
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @RIOT2_30169 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1794.8 -2124.5 12.5 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 1794.8 -2137.2 12.5 speed 4 -1 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor $ACTOR_CESAR to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0615: define_action_sequences 268@ 
05D3: AS_actor -1 go_to_point 1794.8 -2122.5 12.4 speed 4 -1 ms 
05D3: AS_actor -1 go_to_point 1794.8 -2137.2 12.5 speed 4 -1 ms 
0616: define_action_sequences_end 268@ 
0618: assign_actor 34@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0006: 32@ = 0 // integer values 
0006: 143@ = 4 // integer values 

:RIOT2_30169
00D6: if 
0039:   143@ == 4 // integer values 
004D: jump_if_false @RIOT2_30227 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @RIOT2_30227 
09F5: (unknown) 0 
009B: destroy_actor_instantly $ACTOR_CESAR 
009B: destroy_actor_instantly 34@ 
0002: jump @RIOT2_30259 

:RIOT2_30227
0050: gosub @RIOT2_39473 
0002: jump @RIOT2_1585 

:RIOT2_30241
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:RIOT2_30259
0008: $11278 += 1 // integer values 
01E3: text_1number_styled 'M_PASSR' 60 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0998: add_respect 60 
076C: set_zone 'ELCO1' controlled_by_gang 7 density 40 
076C: set_zone 'ELCO2' controlled_by_gang 7 density 40 
076C: set_zone 'ELCO1' controlled_by_gang 2 density 0 
076C: set_zone 'ELCO2' controlled_by_gang 2 density 0 
076C: set_zone 'ELCO1' controlled_by_gang 1 density 0 
076C: set_zone 'ELCO2' controlled_by_gang 1 density 0 
076C: set_zone 'LMEX1A' controlled_by_gang 7 density 40 
076C: set_zone 'LMEX1B' controlled_by_gang 7 density 40 
076C: set_zone 'LMEX1A' controlled_by_gang 2 density 0 
076C: set_zone 'LMEX1B' controlled_by_gang 2 density 0 
076C: set_zone 'LMEX1A' controlled_by_gang 1 density 0 
076C: set_zone 'LMEX1B' controlled_by_gang 1 density 0 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RIOT_2'  // Los Desperados
030C: set_mission_points += 1 
0051: return 

:RIOT2_30494
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @RIOT2_30512 
02EB: restore_camera_with_jumpcut 

:RIOT2_30512
09B7: (unknown) 'ELCO' 0  // El Corona
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @RIOT2_30553 
0619: set_actor 36@ collision_detection 1 
034F: destroy_actor_with_fade 36@ // The actor fades away like a ghost 

:RIOT2_30553
004F: create_thread @DOORS 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #LSV1 
0249: release_model #LSV2 
06D0: (unknown) 1 
0249: release_model #KATANA 
0249: release_model #DESERT_EAGLE 
0249: release_model #TEC9 
0249: release_model #ROCKETLA 
0249: release_model #FLAME 
0249: release_model #GLENDALE 
0249: release_model #BBALL_INGAME 
091E: (unknown) 1945.8 -1956.5 0.0 1642.9 -2174.3 50.0 
0215: destroy_pickup 85@ 
0215: destroy_pickup 86@ 
0215: destroy_pickup 184@ 
04EF: release_animation "CAR" 
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
04EF: release_animation "SWAT" 
04EF: release_animation "CASINO" 
04EF: release_animation "CRACK" 
04EF: release_animation "GANGS" 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RIOT2_30756 
0A09: (unknown) $PLAYER_ACTOR 0 

:RIOT2_30756
09F5: (unknown) 0 
034F: destroy_actor_with_fade $ACTOR_CESAR // The actor fades away like a ghost 
0296: unload_special_actor 1 
098A: (unknown) -1.0 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 135@ 
0164: disable_marker 136@ 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
09D2: (unknown) 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:RIOT2_31061
00D6: if 
0118:   actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_31102 
00BE: text_clear_all 
00BC: text_highpriority 'R2_08' 7000 ms 1  // ~r~Megltk Cesart!
0006: 145@ = 1 // integer values 

:RIOT2_31102
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @RIOT2_31143 
00BE: text_clear_all 
00BC: text_highpriority 'R2_09' 7000 ms 1  // ~r~Megltk Sunny-t!
0006: 145@ = 1 // integer values 

:RIOT2_31143
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @RIOT2_31184 
00BE: text_clear_all 
00BC: text_highpriority 'R2_10' 7000 ms 1  // ~r~Megltk Galt!
0006: 145@ = 1 // integer values 

:RIOT2_31184
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @RIOT2_31225 
00BE: text_clear_all 
00BC: text_highpriority 'R2_11' 7000 ms 1  // ~r~Megltk Hazert!
0006: 145@ = 1 // integer values 

:RIOT2_31225
0051: return 

:RIOT2_31227
0209: 148@ = random_int 0 2 
009A: 37@ = create_actor 25 146@(148@,2i) at 1831.6 -2004.6 12.6 
074E: (unknown) 37@ 8.0 6 
0173: set_actor 37@ z_angle_to 90.0 
01B2: give_actor 37@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 37@ perform_animation_sequence "M_SMKLEAN_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 37@ 266@ 
0187: 96@ = create_marker_above_actor 37@ 
0168: show_on_radar 96@ 1 
02E2: set_actor 37@ weapon_accuracy_to 181@ 
035F: set_actor 37@ armour_to 100 
0209: 148@ = random_int 0 2 
009A: 38@ = create_actor 25 146@(148@,2i) at 1825.5 -2002.4 12.6 
074E: (unknown) 38@ 8.0 6 
0173: set_actor 38@ z_angle_to 89.7 
0605: actor 38@ perform_animation_sequence "BBALL_IDLELOOP" from_file "BSKTBALL" 4.0 loop 1 0 0 0 -1 ms 
0107: 88@ = create_object #BBALL_INGAME at 0.0 0.0 0.0 
0187: 97@ = create_marker_above_actor 38@ 
0168: show_on_radar 97@ 1 
02E2: set_actor 38@ weapon_accuracy_to 181@ 
060B: unknown_actor_use_entity 38@ 265@ 
0816: (unknown) 38@ 1 
0209: 148@ = random_int 0 2 
009A: 39@ = create_actor 25 146@(148@,2i) at 1824.3 -2002.4 12.6 
074E: (unknown) 39@ 8.0 6 
0173: set_actor 39@ z_angle_to 270.0 
01B2: give_actor 39@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 39@ perform_animation_sequence "BBALL_DEF_LOOP" from_file "BSKTBALL" 4.0 loop 1 0 0 0 -1 ms 
060B: unknown_actor_use_entity 39@ 265@ 
0816: (unknown) 39@ 1 
0187: 98@ = create_marker_above_actor 39@ 
0168: show_on_radar 98@ 1 
02E2: set_actor 39@ weapon_accuracy_to 181@ 
035F: set_actor 39@ armour_to 100 
0209: 148@ = random_int 0 2 
009A: 40@ = create_actor 25 146@(148@,2i) at 1827.7 -1999.1 12.6 
074E: (unknown) 40@ 8.0 6 
0173: set_actor 40@ z_angle_to 133.6 
01B2: give_actor 40@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 40@ 265@ 
0816: (unknown) 40@ 1 
0187: 99@ = create_marker_above_actor 40@ 
0168: show_on_radar 99@ 1 
02E2: set_actor 40@ weapon_accuracy_to 181@ 
0209: 148@ = random_int 0 2 
009A: 41@ = create_actor 25 146@(148@,2i) at 1828.2 -2000.4 12.6 
074E: (unknown) 41@ 8.0 6 
0173: set_actor 41@ z_angle_to 108.2 
01B2: give_actor 41@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 41@ 265@ 
0816: (unknown) 41@ 1 
0187: 100@ = create_marker_above_actor 41@ 
0168: show_on_radar 100@ 1 
02E2: set_actor 41@ weapon_accuracy_to 181@ 
035F: set_actor 41@ armour_to 100 
0209: 148@ = random_int 0 2 
009A: 42@ = create_actor 25 146@(148@,2i) at 1834.3 -1995.9 12.6 
074E: (unknown) 42@ 8.0 6 
0173: set_actor 42@ z_angle_to 88.1 
060B: unknown_actor_use_entity 42@ 265@ 
0816: (unknown) 42@ 1 
0187: 101@ = create_marker_above_actor 42@ 
0168: show_on_radar 101@ 1 
02E2: set_actor 42@ weapon_accuracy_to 181@ 
0051: return 

:RIOT2_32031
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @RIOT2_32086 
0007: 262@ = 1857.2 // floating-point values 
0007: 263@ = -2020.6 // floating-point values 
0007: 264@ = 12.6 // floating-point values 
0002: jump @RIOT2_32244 

:RIOT2_32086
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @RIOT2_32141 
0007: 262@ = 1865.3 // floating-point values 
0007: 263@ = -1992.2 // floating-point values 
0007: 264@ = 12.6 // floating-point values 
0002: jump @RIOT2_32244 

:RIOT2_32141
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @RIOT2_32196 
0007: 262@ = 1899.3 // floating-point values 
0007: 263@ = -1991.7 // floating-point values 
0007: 264@ = 12.6 // floating-point values 
0002: jump @RIOT2_32244 

:RIOT2_32196
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @RIOT2_32244 
0007: 262@ = 1908.3 // floating-point values 
0007: 263@ = -2020.1 // floating-point values 
0007: 264@ = 12.6 // floating-point values 

:RIOT2_32244
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_32540 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @RIOT2_32325 
0615: define_action_sequences 268@ 
05F5: unknown_action_sequence -1 262@ 263@ 264@ 7 -2 
0616: define_action_sequences_end 268@ 
0618: assign_actor 37@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0006: 149@ = 1 // integer values 

:RIOT2_32325
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @RIOT2_32540 
062E: (unknown) 37@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @RIOT2_32540 
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @RIOT2_32414 
0947: (unknown) 37@ 65 182@ 
0006: 158@ = 1 // integer values 
0002: jump @RIOT2_32533 

:RIOT2_32414
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @RIOT2_32456 
0947: (unknown) 37@ 65 182@ 
0006: 152@ = 1 // integer values 
0002: jump @RIOT2_32533 

:RIOT2_32456
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @RIOT2_32498 
0947: (unknown) 37@ 65 182@ 
0006: 155@ = 1 // integer values 
0002: jump @RIOT2_32533 

:RIOT2_32498
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @RIOT2_32533 
0947: (unknown) 37@ 65 182@ 
0006: 161@ = 1 // integer values 

:RIOT2_32533
0006: 149@ = 2 // integer values 

:RIOT2_32540
0051: return 

:RIOT2_32542
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @RIOT2_32984 
034D: object $2709 at_angle 270.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 43@ = create_actor 25 146@(148@,2i) at 1850.3 -1990.0 12.6 
074E: (unknown) 43@ 8.0 6 
0173: set_actor 43@ z_angle_to 270.0 
01B2: give_actor 43@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 43@ 266@ 
0816: (unknown) 43@ 1 
0187: 102@ = create_marker_above_actor 43@ 
0168: show_on_radar 102@ 1 
02E2: set_actor 43@ weapon_accuracy_to 181@ 
035F: set_actor 43@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1852.9 -1990.0 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1853.9 -1984.1 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 355.4 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 43@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 44@ = create_actor 25 146@(148@,2i) at 1851.7 -1989.9 12.6 
074E: (unknown) 44@ 8.0 6 
0173: set_actor 44@ z_angle_to 270.7 
01B2: give_actor 44@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 44@ 266@ 
0816: (unknown) 44@ 1 
0187: 103@ = create_marker_above_actor 44@ 
0168: show_on_radar 103@ 1 
02E2: set_actor 44@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1852.9 -1990.0 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1854.5 -1985.1 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 186.2 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 44@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_32984
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @RIOT2_33426 
034D: object $2710 at_angle 180.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 45@ = create_actor 25 146@(148@,2i) at 1867.7 -1983.7 12.6 
074E: (unknown) 45@ 8.0 6 
0173: set_actor 45@ z_angle_to 180.0 
01B2: give_actor 45@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 45@ 266@ 
0816: (unknown) 45@ 1 
0187: 104@ = create_marker_above_actor 45@ 
0168: show_on_radar 104@ 1 
02E2: set_actor 45@ weapon_accuracy_to 181@ 
035F: set_actor 45@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1867.7 -1986.8 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1854.5 -1999.6 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 45@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 46@ = create_actor 25 146@(148@,2i) at 1867.7 -1984.7 12.6 
074E: (unknown) 46@ 8.0 6 
0173: set_actor 46@ z_angle_to 180.0 
01B2: give_actor 46@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 46@ 266@ 
0816: (unknown) 46@ 1 
0187: 105@ = create_marker_above_actor 46@ 
0168: show_on_radar 105@ 1 
02E2: set_actor 46@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1867.7 -1986.8 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1854.5 -1997.6 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 315.1 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 46@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_33426
00D6: if 
0039:   154@ == 1 // integer values 
004D: jump_if_false @RIOT2_33868 
034D: object $2711 at_angle 0.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 47@ = create_actor 25 146@(148@,2i) at 1866.2 -1999.7 12.6 
074E: (unknown) 47@ 8.0 6 
0173: set_actor 47@ z_angle_to 0.0 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 47@ 266@ 
0816: (unknown) 47@ 1 
0187: 106@ = create_marker_above_actor 47@ 
0168: show_on_radar 106@ 1 
02E2: set_actor 47@ weapon_accuracy_to 181@ 
035F: set_actor 47@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1866.2 -1997.0 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1859.5 -1996.2 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 148.0 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 47@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 48@ = create_actor 25 146@(148@,2i) at 1865.9 -1998.7 12.6 
074E: (unknown) 48@ 8.0 6 
0173: set_actor 48@ z_angle_to 0.0 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 48@ 266@ 
0816: (unknown) 48@ 1 
0187: 107@ = create_marker_above_actor 48@ 
0168: show_on_radar 107@ 1 
02E2: set_actor 48@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1866.2 -1997.0 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1860.0 -1994.0 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 280.2 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 48@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_33868
0051: return 

:RIOT2_33870
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @RIOT2_34312 
034D: object $2712 at_angle 180.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 49@ = create_actor 25 146@(148@,2i) at 1900.1 -1983.5 12.6 
074E: (unknown) 49@ 8.0 6 
0173: set_actor 49@ z_angle_to 180.0 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 49@ 266@ 
0816: (unknown) 49@ 1 
0187: 108@ = create_marker_above_actor 49@ 
0168: show_on_radar 108@ 1 
02E2: set_actor 49@ weapon_accuracy_to 181@ 
035F: set_actor 49@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1900.1 -1987.4 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1905.0 -1987.2 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 267.4 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 49@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 50@ = create_actor 25 146@(148@,2i) at 1900.1 -1984.5 12.6 
074E: (unknown) 50@ 8.0 6 
0173: set_actor 50@ z_angle_to 180.7 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 50@ 266@ 
0816: (unknown) 50@ 1 
0187: 109@ = create_marker_above_actor 50@ 
0168: show_on_radar 109@ 1 
02E2: set_actor 50@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1900.1 -1987.4 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1904.4 -1988.1 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 108.9 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 50@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_34312
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @RIOT2_34754 
034D: object $2713 at_angle 90.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 51@ = create_actor 25 146@(148@,2i) at 1915.8 -1993.5 12.6 
074E: (unknown) 51@ 8.0 6 
0173: set_actor 51@ z_angle_to 90.0 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 51@ 266@ 
0816: (unknown) 51@ 1 
0187: 110@ = create_marker_above_actor 51@ 
0168: show_on_radar 110@ 1 
02E2: set_actor 51@ weapon_accuracy_to 181@ 
035F: set_actor 51@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1912.1 -1993.2 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1911.9 -1998.5 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 198.9 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 51@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 52@ = create_actor 25 146@(148@,2i) at 1914.8 -1993.5 12.6 
074E: (unknown) 52@ 8.0 6 
0173: set_actor 52@ z_angle_to 90.0 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 52@ 266@ 
0816: (unknown) 52@ 1 
0187: 111@ = create_marker_above_actor 52@ 
0168: show_on_radar 111@ 1 
02E2: set_actor 52@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1912.1 -1993.2 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1911.0 -1997.1 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 36.7 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 52@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_34754
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @RIOT2_35196 
034D: object $2714 at_angle 0.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 53@ = create_actor 25 146@(148@,2i) at 1898.3 -1999.9 12.6 
074E: (unknown) 53@ 8.0 6 
0173: set_actor 53@ z_angle_to 0.0 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 53@ 266@ 
0816: (unknown) 53@ 1 
0187: 112@ = create_marker_above_actor 53@ 
0168: show_on_radar 112@ 1 
02E2: set_actor 53@ weapon_accuracy_to 181@ 
035F: set_actor 53@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1898.4 -1996.8 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1891.8 -1996.0 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 71.9 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 53@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 54@ = create_actor 25 146@(148@,2i) at 1898.3 -1998.9 12.6 
074E: (unknown) 54@ 8.0 6 
0173: set_actor 54@ z_angle_to 0.0 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 54@ 266@ 
0816: (unknown) 54@ 1 
0187: 113@ = create_marker_above_actor 54@ 
0168: show_on_radar 113@ 1 
02E2: set_actor 54@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1898.4 -1996.8 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1892.4 -1995.1 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 302.4 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 54@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_35196
0051: return 

:RIOT2_35198
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @RIOT2_35640 
034D: object $2718 at_angle 270.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 55@ = create_actor 25 146@(148@,2i) at 1850.4 -2019.5 12.6 
074E: (unknown) 55@ 8.0 6 
0173: set_actor 55@ z_angle_to 270.0 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 55@ 266@ 
0816: (unknown) 55@ 1 
0187: 114@ = create_marker_above_actor 55@ 
0168: show_on_radar 114@ 1 
02E2: set_actor 55@ weapon_accuracy_to 181@ 
035F: set_actor 55@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1854.1 -2019.4 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1855.3 -2010.4 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 30.7 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 55@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 56@ = create_actor 25 146@(148@,2i) at 1851.7 -2019.5 12.6 
074E: (unknown) 56@ 8.0 6 
0173: set_actor 56@ z_angle_to 270.7 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 56@ 266@ 
0816: (unknown) 56@ 1 
0187: 115@ = create_marker_above_actor 56@ 
0168: show_on_radar 115@ 1 
02E2: set_actor 56@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1854.1 -2019.4 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1855.3 -2012.4 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 195.4 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 56@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_35640
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @RIOT2_36082 
034D: object $2719 at_angle 90.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 57@ = create_actor 25 146@(148@,2i) at 1866.7 -2021.1 12.6 
074E: (unknown) 57@ 8.0 6 
0173: set_actor 57@ z_angle_to 90.0 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 57@ 266@ 
0816: (unknown) 57@ 1 
0187: 116@ = create_marker_above_actor 57@ 
0168: show_on_radar 116@ 1 
02E2: set_actor 57@ weapon_accuracy_to 181@ 
035F: set_actor 57@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1863.3 -2021.2 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1862.9 -2011.7 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 43.3 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 57@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 58@ = create_actor 25 146@(148@,2i) at 1865.5 -2021.3 12.6 
074E: (unknown) 58@ 8.0 6 
0173: set_actor 58@ z_angle_to 90.0 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 58@ 266@ 
0816: (unknown) 58@ 1 
0187: 117@ = create_marker_above_actor 58@ 
0168: show_on_radar 117@ 1 
02E2: set_actor 58@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1863.3 -2021.2 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1863.4 -2013.9 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 154.0 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 58@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_36082
00D6: if 
0039:   160@ == 1 // integer values 
004D: jump_if_false @RIOT2_36524 
034D: object $2720 at_angle 0.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 59@ = create_actor 25 146@(148@,2i) at 1857.2 -2036.9 12.6 
074E: (unknown) 59@ 8.0 6 
0173: set_actor 59@ z_angle_to 0.0 
01B2: give_actor 59@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 59@ 266@ 
0816: (unknown) 59@ 1 
0187: 118@ = create_marker_above_actor 59@ 
0168: show_on_radar 118@ 1 
02E2: set_actor 59@ weapon_accuracy_to 181@ 
035F: set_actor 59@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1857.2 -2032.9 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1854.5 -2026.5 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 59@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 60@ = create_actor 25 146@(148@,2i) at 1857.1 -2035.8 12.6 
074E: (unknown) 60@ 8.0 6 
0173: set_actor 60@ z_angle_to 0.0 
01B2: give_actor 60@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 60@ 266@ 
0816: (unknown) 60@ 1 
0187: 119@ = create_marker_above_actor 60@ 
0168: show_on_radar 119@ 1 
02E2: set_actor 60@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1857.2 -2032.9 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1854.5 -2024.3 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 346.3 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 60@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_36524
0051: return 

:RIOT2_36526
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @RIOT2_36968 
034D: object $2715 at_angle 270.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 61@ = create_actor 25 146@(148@,2i) at 1899.3 -2019.5 12.6 
074E: (unknown) 61@ 8.0 6 
0173: set_actor 61@ z_angle_to 270.0 
01B2: give_actor 61@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 61@ 266@ 
0816: (unknown) 61@ 1 
0187: 120@ = create_marker_above_actor 61@ 
0168: show_on_radar 120@ 1 
02E2: set_actor 61@ weapon_accuracy_to 181@ 
035F: set_actor 61@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1902.1 -2019.7 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1903.2 -2012.3 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 330.8 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 61@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 62@ = create_actor 25 146@(148@,2i) at 1900.3 -2019.5 12.6 
074E: (unknown) 62@ 8.0 6 
0173: set_actor 62@ z_angle_to 270.7 
01B2: give_actor 62@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 62@ 266@ 
0816: (unknown) 62@ 1 
0187: 121@ = create_marker_above_actor 62@ 
0168: show_on_radar 121@ 1 
02E2: set_actor 62@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1902.1 -2019.7 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1903.2 -2013.6 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 195.6 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 62@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_36968
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @RIOT2_37410 
034D: object $2716 at_angle 90.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 63@ = create_actor 25 146@(148@,2i) at 1915.8 -2021.5 12.6 
074E: (unknown) 63@ 8.0 6 
0173: set_actor 63@ z_angle_to 90.0 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 63@ 266@ 
0816: (unknown) 63@ 1 
0187: 122@ = create_marker_above_actor 63@ 
0168: show_on_radar 122@ 1 
02E2: set_actor 63@ weapon_accuracy_to 181@ 
035F: set_actor 63@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1912.8 -2021.4 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1912.1 -2012.8 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 21.8 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 63@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 64@ = create_actor 25 146@(148@,2i) at 1914.8 -2021.5 12.6 
074E: (unknown) 64@ 8.0 6 
0173: set_actor 64@ z_angle_to 90.0 
01B2: give_actor 64@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 64@ 266@ 
0816: (unknown) 64@ 1 
0187: 123@ = create_marker_above_actor 64@ 
0168: show_on_radar 123@ 1 
02E2: set_actor 64@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1912.8 -2021.4 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1911.7 -2014.3 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 171.0 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 64@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_37410
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @RIOT2_37852 
034D: object $2717 at_angle 0.0 then_rotate_by_angle 360.0 flag 0 
0209: 148@ = random_int 0 2 
009A: 65@ = create_actor 25 146@(148@,2i) at 1906.1 -2036.9 12.6 
074E: (unknown) 65@ 8.0 6 
0173: set_actor 65@ z_angle_to 0.0 
01B2: give_actor 65@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 65@ 266@ 
0816: (unknown) 65@ 1 
0187: 124@ = create_marker_above_actor 65@ 
0168: show_on_radar 124@ 1 
02E2: set_actor 65@ weapon_accuracy_to 181@ 
035F: set_actor 65@ armour_to 100 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 400 
05D3: AS_actor -1 go_to_point 1906.0 -2033.5 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1907.3 -2033.3 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 32.4 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 65@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0209: 148@ = random_int 0 2 
009A: 66@ = create_actor 25 146@(148@,2i) at 1906.1 -2035.9 12.6 
074E: (unknown) 66@ 8.0 6 
0173: set_actor 66@ z_angle_to 0.0 
01B2: give_actor 66@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 66@ 266@ 
0816: (unknown) 66@ 1 
0187: 125@ = create_marker_above_actor 66@ 
0168: show_on_radar 125@ 1 
02E2: set_actor 66@ weapon_accuracy_to 181@ 
0615: define_action_sequences 268@ 
05B9: unknown_action_sequence -1 200 
05D3: AS_actor -1 go_to_point 1906.0 -2033.5 12.5 speed 4 -1 ms 
05F5: unknown_action_sequence -1 1906.3 -2030.3 12.6 7 -2 
05D4: AS_actor -1 rotate_angle 315.5 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 66@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 

:RIOT2_37852
0051: return 

:RIOT2_37854
00D6: if 
0039:   167@ == 1 // integer values 
004D: jump_if_false @RIOT2_37918 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_37918 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 89@ type_to 1 
0006: 167@ = 0 // integer values 

:RIOT2_37918
00D6: if 
0039:   167@ == 0 // integer values 
004D: jump_if_false @RIOT2_38060 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @RIOT2_38060 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_38003 
09DD: (unknown) 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:RIOT2_38003
0164: disable_marker 89@ 
00D6: if 
0019:   177@ > 2 // integer values 
004D: jump_if_false @RIOT2_38053 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 

:RIOT2_38053
0006: 167@ = 1 // integer values 

:RIOT2_38060
0051: return 

:RIOT2_38062
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_38278 
0209: 148@ = random_int 0 2 
009A: 79@ = create_actor 25 146@(148@,2i) at 1860.1 -2094.8 14.0 
0173: set_actor 79@ z_angle_to 187.0 
01B2: give_actor 79@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 79@ 266@ 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 4000 
078F: unknown_action_sequence -1 1 
0668: AS_actor -1 rotate_to_point 1874.4 -2101.5 14.8 2000 ms 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 79@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 132@ = create_marker_above_actor 79@ 
0168: show_on_radar 132@ 1 
02E2: set_actor 79@ weapon_accuracy_to 181@ 
035F: set_actor 79@ armour_to 50 

:RIOT2_38278
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_38527 
0209: 148@ = random_int 0 2 
009A: 80@ = create_actor 25 146@(148@,2i) at 1857.3 -2094.8 14.0 
0173: set_actor 80@ z_angle_to 187.0 
01B2: give_actor 80@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 80@ 266@ 
0605: actor 80@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 6000 
078F: unknown_action_sequence -1 1 
0668: AS_actor -1 rotate_to_point 1874.4 -2101.5 14.8 2000 ms 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 80@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 133@ = create_marker_above_actor 80@ 
0168: show_on_radar 133@ 1 
02E2: set_actor 80@ weapon_accuracy_to 181@ 

:RIOT2_38527
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_38783 
0209: 148@ = random_int 0 2 
009A: 81@ = create_actor 25 146@(148@,2i) at 1854.3 -2094.8 14.0 
0173: set_actor 81@ z_angle_to 187.0 
01B2: give_actor 81@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 81@ 266@ 
0605: actor 81@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 8000 
078F: unknown_action_sequence -1 1 
0668: AS_actor -1 rotate_to_point 1874.4 -2101.5 14.8 2000 ms 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 81@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 134@ = create_marker_above_actor 81@ 
0168: show_on_radar 134@ 1 
02E2: set_actor 81@ weapon_accuracy_to 181@ 
035F: set_actor 81@ armour_to 50 

:RIOT2_38783
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_39010 
0209: 148@ = random_int 0 2 
009A: 82@ = create_actor 25 146@(148@,2i) at 1859.1 -2108.8 14.0 
0173: set_actor 82@ z_angle_to 2.0 
01B2: give_actor 82@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 82@ 266@ 
0605: actor 82@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 5000 
078F: unknown_action_sequence -1 1 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 82@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 135@ = create_marker_above_actor 82@ 
0168: show_on_radar 135@ 1 
02E2: set_actor 82@ weapon_accuracy_to 181@ 

:RIOT2_39010
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_39244 
0209: 148@ = random_int 0 2 
009A: 83@ = create_actor 25 146@(148@,2i) at 1856.3 -2108.8 14.0 
0173: set_actor 83@ z_angle_to 2.0 
01B2: give_actor 83@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 83@ 266@ 
0605: actor 83@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 7000 
078F: unknown_action_sequence -1 1 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 83@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 136@ = create_marker_above_actor 83@ 
0168: show_on_radar 136@ 1 
02E2: set_actor 83@ weapon_accuracy_to 181@ 
035F: set_actor 83@ armour_to 50 

:RIOT2_39244
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_39471 
0209: 148@ = random_int 0 2 
009A: 84@ = create_actor 25 146@(148@,2i) at 1853.3 -2108.8 14.0 
0173: set_actor 84@ z_angle_to 2.0 
01B2: give_actor 84@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: unknown_actor_use_entity 84@ 266@ 
0605: actor 84@ perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0615: define_action_sequences 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
05B9: unknown_action_sequence -1 9000 
078F: unknown_action_sequence -1 1 
07BC: unknown_action_sequence -1 265@ 
0616: define_action_sequences_end 268@ 
0618: assign_actor 84@ to_action_sequences 268@ 
061B: remove_references_to_action_sequences 268@ 
0187: 137@ = create_marker_above_actor 84@ 
0168: show_on_radar 137@ 1 
02E2: set_actor 84@ weapon_accuracy_to 181@ 

:RIOT2_39471
0051: return 

:RIOT2_39473
00D6: if or
0039:   185@ == 1 // integer values 
0039:   185@ == 4 // integer values 
0039:   185@ == 6 // integer values 
0039:   185@ == 8 // integer values 
0039:   185@ == 9 // integer values 
004D: jump_if_false @RIOT2_39573 
00D6: if 
001D:   255@ > 186@ // integer values 
004D: jump_if_false @RIOT2_39566 
0050: gosub @RIOT2_43160 
0050: gosub @RIOT2_43267 
0050: gosub @RIOT2_43421 
0002: jump @RIOT2_39573 

:RIOT2_39566
0006: 185@ = 0 // integer values 

:RIOT2_39573
00D6: if or
0039:   185@ == 10 // integer values 
0039:   185@ == 11 // integer values 
0039:   185@ == 12 // integer values 
0039:   185@ == 13 // integer values 
004D: jump_if_false @RIOT2_39666 
00D6: if 
001D:   255@ > 186@ // integer values 
004D: jump_if_false @RIOT2_39659 
0050: gosub @RIOT2_43160 
0050: gosub @RIOT2_43267 
0050: gosub @RIOT2_43421 
0002: jump @RIOT2_39666 

:RIOT2_39659
0006: 185@ = 0 // integer values 

:RIOT2_39666
00D6: if or
0039:   185@ == 5 // integer values 
0039:   185@ == 7 // integer values 
004D: jump_if_false @RIOT2_39799 
00D6: if 
001D:   255@ > 186@ // integer values 
004D: jump_if_false @RIOT2_39792 
0050: gosub @RIOT2_43160 
0050: gosub @RIOT2_43267 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_39754 
0050: gosub @RIOT2_43421 
0002: jump @RIOT2_39785 

:RIOT2_39754
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 

:RIOT2_39785
0002: jump @RIOT2_39799 

:RIOT2_39792
0006: 185@ = 0 // integer values 

:RIOT2_39799
00D6: if 
0039:   185@ == 9 // integer values 
004D: jump_if_false @RIOT2_39925 
00D6: if 
001D:   255@ > 186@ // integer values 
004D: jump_if_false @RIOT2_39918 
0050: gosub @RIOT2_43160 
0050: gosub @RIOT2_43267 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @RIOT2_39880 
0050: gosub @RIOT2_43421 
0002: jump @RIOT2_39911 

:RIOT2_39880
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 

:RIOT2_39911
0002: jump @RIOT2_39925 

:RIOT2_39918
0006: 185@ = 0 // integer values 

:RIOT2_39925
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @RIOT2_40905 
00D6: if 
0019:   143@ > 2 // integer values 
004D: jump_if_false @RIOT2_40905 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_40331 
00D6: if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @RIOT2_40324 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
044B:   actor $ACTOR_CESAR has_objective 
004D: jump_if_false @RIOT2_40170 
00D6: if or
0039:   185@ == 2 // integer values 
0039:   185@ == 3 // integer values 
004D: jump_if_false @RIOT2_40170 
00D6: if 
001D:   255@ > 186@ // integer values 
004D: jump_if_false @RIOT2_40163 
0050: gosub @RIOT2_43160 
0050: gosub @RIOT2_43267 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_40125 
0050: gosub @RIOT2_43421 
0002: jump @RIOT2_40156 

:RIOT2_40125
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 

:RIOT2_40156
0002: jump @RIOT2_40170 

:RIOT2_40163
0006: 185@ = 0 // integer values 

:RIOT2_40170
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @RIOT2_40324 
00D6: if or
0039:   185@ == 2 // integer values 
0039:   185@ == 3 // integer values 
004D: jump_if_false @RIOT2_40324 
00D6: if 
001D:   255@ > 186@ // integer values 
004D: jump_if_false @RIOT2_40317 
0050: gosub @RIOT2_43160 
0050: gosub @RIOT2_43267 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_40279 
0050: gosub @RIOT2_43421 
0002: jump @RIOT2_40310 

:RIOT2_40279
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 

:RIOT2_40310
0002: jump @RIOT2_40324 

:RIOT2_40317
0006: 185@ = 0 // integer values 

:RIOT2_40324
0002: jump @RIOT2_40448 

:RIOT2_40331
00D6: if 
001B:   14 > 185@ // integer values 
004D: jump_if_false @RIOT2_40448 
00D6: if 
001D:   255@ > 186@ // integer values 
004D: jump_if_false @RIOT2_40375 
000A: 186@ += 1 // integer values 

:RIOT2_40375
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
00BE: text_clear_all 
0085: 260@ = 185@ // integer values and handles 
0085: 261@ = 186@ // integer values and handles 
0006: 185@ = 14 // integer values 
0209: 186@ = random_int 0 4 
0085: 188@ = 186@ // integer values and handles 
000A: 188@ += 1 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_40448
00D6: if 
0039:   185@ == 14 // integer values 
004D: jump_if_false @RIOT2_40639 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_40616 
00D6: if 
001D:   255@ > 186@ // integer values 
004D: jump_if_false @RIOT2_40586 
0050: gosub @RIOT2_43160 
0050: gosub @RIOT2_43267 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_40548 
0050: gosub @RIOT2_43421 
0002: jump @RIOT2_40579 

:RIOT2_40548
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 

:RIOT2_40579
0002: jump @RIOT2_40609 

:RIOT2_40586
00BC: text_highpriority 'R2_12' 7000 ms 1  // ~s~Balra vagy~b~Cesar~s~ mgtt.
0006: 185@ = 15 // integer values 

:RIOT2_40609
0002: jump @RIOT2_40639 

:RIOT2_40616
00BC: text_highpriority 'R2_12' 7000 ms 1  // ~s~Balra vagy~b~Cesar~s~ mgtt.
0006: 185@ = 15 // integer values 

:RIOT2_40639
00D6: if 
0039:   185@ == 15 // integer values 
004D: jump_if_false @RIOT2_40692 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_40692 
0006: 185@ = 16 // integer values 
0006: 186@ = 0 // integer values 
00BE: text_clear_all 

:RIOT2_40692
00D6: if 
0039:   185@ == 16 // integer values 
004D: jump_if_false @RIOT2_40905 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_40850 
0006: 33@ = 0 // integer values 
0085: 185@ = 260@ // integer values and handles 
0085: 186@ = 261@ // integer values and handles 
0050: gosub @RIOT2_40907 
00D6: if 
0039:   260@ == 0 // integer values 
004D: jump_if_false @RIOT2_40843 
00D6: if 
001B:   3 > 177@ // integer values 
004D: jump_if_false @RIOT2_40820 
00BC: text_highpriority 'R2_01' 60000 ms 1  // ~s~Toborozz a Grove utcai bandatagok kzl prat.
0002: jump @RIOT2_40836 

:RIOT2_40820
00BC: text_highpriority 'R2_13' 7000 ms 1  // ~s~Menj s tallkozz a veternokkal az  ~y~Egysgi llomson~s~.

:RIOT2_40836
0006: 33@ = 0 // integer values 

:RIOT2_40843
0002: jump @RIOT2_40905 

:RIOT2_40850
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 185@ = 14 // integer values 
0209: 186@ = random_int 0 4 
0085: 188@ = 186@ // integer values and handles 
000A: 188@ += 1 // integer values 
0050: gosub @RIOT2_40907 

:RIOT2_40905
0051: return 

:RIOT2_40907
00D6: if 
0039:   185@ == 1 // integer values 
004D: jump_if_false @RIOT2_41028 
05AA: 189@s = 'ROT2_AA' // 8-byte strings 
05AA: 191@s = 'ROT2_AB' // 8-byte strings 
05AA: 193@s = 'ROT2_AD' // 8-byte strings 
05AA: 195@s = 'ROT2_AE' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33000 
04AF: 234@ = unknown_wav_reference 33001 
04AF: 235@ = unknown_wav_reference 33002 
04AF: 236@ = unknown_wav_reference 33003 
0006: 255@ = 4 // integer values 

:RIOT2_41028
00D6: if 
0039:   185@ == 2 // integer values 
004D: jump_if_false @RIOT2_41149 
05AA: 189@s = 'ROT2_BA' // 8-byte strings 
05AA: 191@s = 'ROT2_BB' // 8-byte strings 
05AA: 193@s = 'ROT2_BC' // 8-byte strings 
05AA: 195@s = 'ROT2_BD' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33004 
04AF: 234@ = unknown_wav_reference 33005 
04AF: 235@ = unknown_wav_reference 33006 
04AF: 236@ = unknown_wav_reference 33007 
0006: 255@ = 4 // integer values 

:RIOT2_41149
00D6: if 
0039:   185@ == 3 // integer values 
004D: jump_if_false @RIOT2_41558 
05AA: 189@s = 'ROT2_CA' // 8-byte strings 
05AA: 191@s = 'ROT2_CB' // 8-byte strings 
05AA: 193@s = 'ROT2_CC' // 8-byte strings 
05AA: 195@s = 'ROT2_CD' // 8-byte strings 
05AA: 197@s = 'ROT2_CE' // 8-byte strings 
05AA: 199@s = 'ROT2_CF' // 8-byte strings 
05AA: 201@s = 'ROT2_CG' // 8-byte strings 
05AA: 203@s = 'ROT2_CH' // 8-byte strings 
05AA: 205@s = 'ROT2_CJ' // 8-byte strings 
05AA: 207@s = 'ROT2_CK' // 8-byte strings 
05AA: 209@s = 'ROT2_CL' // 8-byte strings 
05AA: 211@s = 'ROT2_CM' // 8-byte strings 
05AA: 213@s = 'ROT2_CN' // 8-byte strings 
05AA: 215@s = 'ROT2_CO' // 8-byte strings 
05AA: 217@s = 'ROT2_CP' // 8-byte strings 
05AA: 219@s = 'ROT2_CQ' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33008 
04AF: 234@ = unknown_wav_reference 33009 
04AF: 235@ = unknown_wav_reference 33010 
04AF: 236@ = unknown_wav_reference 33011 
04AF: 237@ = unknown_wav_reference 33012 
04AF: 238@ = unknown_wav_reference 33013 
04AF: 239@ = unknown_wav_reference 33014 
04AF: 240@ = unknown_wav_reference 33015 
04AF: 241@ = unknown_wav_reference 33016 
04AF: 242@ = unknown_wav_reference 33017 
04AF: 243@ = unknown_wav_reference 33018 
04AF: 244@ = unknown_wav_reference 33019 
04AF: 245@ = unknown_wav_reference 33020 
04AF: 246@ = unknown_wav_reference 33021 
04AF: 247@ = unknown_wav_reference 33022 
04AF: 248@ = unknown_wav_reference 33023 
0006: 255@ = 16 // integer values 

:RIOT2_41558
00D6: if 
0039:   185@ == 4 // integer values 
004D: jump_if_false @RIOT2_41824 
05AA: 189@s = 'ROT2_DA' // 8-byte strings 
05AA: 191@s = 'ROT2_DB' // 8-byte strings 
05AA: 193@s = 'ROT2_DC' // 8-byte strings 
05AA: 195@s = 'ROT2_DD' // 8-byte strings 
05AA: 197@s = 'ROT2_DE' // 8-byte strings 
05AA: 199@s = 'ROT2_DF' // 8-byte strings 
05AA: 205@s = 'ROT2_DJ' // 8-byte strings 
05AA: 207@s = 'ROT2_DK' // 8-byte strings 
05AA: 209@s = 'ROT2_DL' // 8-byte strings 
05AA: 211@s = 'ROT2_DM' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33024 
04AF: 234@ = unknown_wav_reference 33025 
04AF: 235@ = unknown_wav_reference 33026 
04AF: 236@ = unknown_wav_reference 33027 
04AF: 237@ = unknown_wav_reference 33028 
04AF: 238@ = unknown_wav_reference 33029 
04AF: 241@ = unknown_wav_reference 33031 
04AF: 242@ = unknown_wav_reference 33032 
04AF: 243@ = unknown_wav_reference 33033 
04AF: 244@ = unknown_wav_reference 33034 
0085: 255@ = 188@ // integer values and handles 

:RIOT2_41824
00D6: if 
0039:   185@ == 5 // integer values 
004D: jump_if_false @RIOT2_42066 
05AA: 189@s = 'ROT2_EA' // 8-byte strings 
05AA: 195@s = 'ROT2_ED' // 8-byte strings 
05AA: 197@s = 'ROT2_EE' // 8-byte strings 
05AA: 199@s = 'ROT2_EF' // 8-byte strings 
05AA: 201@s = 'ROT2_EG' // 8-byte strings 
05AA: 203@s = 'ROT2_EH' // 8-byte strings 
05AA: 205@s = 'ROT2_EJ' // 8-byte strings 
05AA: 211@s = 'ROT2_EM' // 8-byte strings 
05AA: 213@s = 'ROT2_EN' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33035 
04AF: 236@ = unknown_wav_reference 33038 
04AF: 237@ = unknown_wav_reference 33039 
04AF: 238@ = unknown_wav_reference 33040 
04AF: 239@ = unknown_wav_reference 33041 
04AF: 240@ = unknown_wav_reference 33042 
04AF: 241@ = unknown_wav_reference 33043 
04AF: 244@ = unknown_wav_reference 33046 
04AF: 245@ = unknown_wav_reference 33047 
0085: 255@ = 188@ // integer values and handles 

:RIOT2_42066
00D6: if 
0039:   185@ == 6 // integer values 
004D: jump_if_false @RIOT2_42260 
05AA: 189@s = 'ROT2_FA' // 8-byte strings 
05AA: 191@s = 'ROT2_FB' // 8-byte strings 
05AA: 193@s = 'ROT2_FC' // 8-byte strings 
05AA: 195@s = 'ROT2_FD' // 8-byte strings 
05AA: 197@s = 'ROT2_FE' // 8-byte strings 
05AA: 199@s = 'ROT2_FG' // 8-byte strings 
05AA: 201@s = 'ROT2_FH' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33059 
04AF: 234@ = unknown_wav_reference 33060 
04AF: 235@ = unknown_wav_reference 33061 
04AF: 236@ = unknown_wav_reference 33062 
04AF: 237@ = unknown_wav_reference 33063 
04AF: 238@ = unknown_wav_reference 33064 
04AF: 239@ = unknown_wav_reference 33065 
0085: 255@ = 188@ // integer values and handles 

:RIOT2_42260
00D6: if 
0039:   185@ == 7 // integer values 
004D: jump_if_false @RIOT2_42309 
05AA: 189@s = 'ROT2_GA' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33066 
0006: 255@ = 1 // integer values 

:RIOT2_42309
00D6: if 
0039:   185@ == 8 // integer values 
004D: jump_if_false @RIOT2_42430 
05AA: 189@s = 'ROT2_GB' // 8-byte strings 
05AA: 191@s = 'ROT2_GC' // 8-byte strings 
05AA: 193@s = 'ROT2_GD' // 8-byte strings 
05AA: 195@s = 'ROT2_EW' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33067 
04AF: 234@ = unknown_wav_reference 33068 
04AF: 235@ = unknown_wav_reference 33069 
04AF: 236@ = unknown_wav_reference 33056 
0006: 255@ = 4 // integer values 

:RIOT2_42430
00D6: if 
0039:   185@ == 9 // integer values 
004D: jump_if_false @RIOT2_42528 
05AA: 189@s = 'ROT2_HA' // 8-byte strings 
05AA: 191@s = 'ROT2_HB' // 8-byte strings 
05AA: 193@s = 'ROT2_HC' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33070 
04AF: 234@ = unknown_wav_reference 33071 
04AF: 235@ = unknown_wav_reference 33072 
0085: 255@ = 188@ // integer values and handles 

:RIOT2_42528
00D6: if 
0039:   185@ == 10 // integer values 
004D: jump_if_false @RIOT2_42601 
05AA: 189@s = 'ROT2_JA' // 8-byte strings 
05AA: 191@s = 'ROT2_JB' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33073 
04AF: 234@ = unknown_wav_reference 33074 
0006: 255@ = 2 // integer values 

:RIOT2_42601
00D6: if 
0039:   185@ == 11 // integer values 
004D: jump_if_false @RIOT2_42699 
05AA: 189@s = 'ROT2_KA' // 8-byte strings 
05AA: 191@s = 'ROT2_KB' // 8-byte strings 
05AA: 193@s = 'ROT2_KC' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33075 
04AF: 234@ = unknown_wav_reference 33076 
04AF: 235@ = unknown_wav_reference 33077 
0085: 255@ = 188@ // integer values and handles 

:RIOT2_42699
00D6: if 
0039:   185@ == 12 // integer values 
004D: jump_if_false @RIOT2_42797 
05AA: 189@s = 'ROT2_LA' // 8-byte strings 
05AA: 191@s = 'ROT2_LB' // 8-byte strings 
05AA: 193@s = 'ROT2_LC' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33078 
04AF: 234@ = unknown_wav_reference 33079 
04AF: 235@ = unknown_wav_reference 33080 
0085: 255@ = 188@ // integer values and handles 

:RIOT2_42797
00D6: if 
0039:   185@ == 13 // integer values 
004D: jump_if_false @RIOT2_43015 
05AA: 189@s = 'ROT2_MA' // 8-byte strings 
05AA: 191@s = 'ROT2_MB' // 8-byte strings 
05AA: 193@s = 'ROT2_MC' // 8-byte strings 
05AA: 195@s = 'ROT2_MD' // 8-byte strings 
05AA: 197@s = 'ROT2_ME' // 8-byte strings 
05AA: 199@s = 'ROT2_MF' // 8-byte strings 
05AA: 201@s = 'ROT2_MG' // 8-byte strings 
05AA: 203@s = 'ROT2_MH' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 33081 
04AF: 234@ = unknown_wav_reference 33082 
04AF: 235@ = unknown_wav_reference 33083 
04AF: 236@ = unknown_wav_reference 33084 
04AF: 237@ = unknown_wav_reference 33085 
04AF: 238@ = unknown_wav_reference 33086 
04AF: 239@ = unknown_wav_reference 33087 
04AF: 240@ = unknown_wav_reference 33088 
0085: 255@ = 188@ // integer values and handles 

:RIOT2_43015
00D6: if 
0039:   185@ == 14 // integer values 
004D: jump_if_false @RIOT2_43129 
05AA: 189@s = 'CESX_BA' // 8-byte strings 
05AA: 191@s = 'CESX_BB' // 8-byte strings 
05AA: 193@s = 'CESX_BC' // 8-byte strings 
05AA: 195@s = 'CESX_BD' // 8-byte strings 
04AF: 233@ = unknown_wav_reference 10406 
04AF: 234@ = unknown_wav_reference 10407 
04AF: 235@ = unknown_wav_reference 10408 
04AF: 236@ = unknown_wav_reference 10409 
0085: 255@ = 188@ // integer values and handles 

:RIOT2_43129
0085: 258@ = 186@ // integer values and handles 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 259@ = 1 // integer values 
0051: return 

:RIOT2_43160
00D6: if 
001D:   255@ > 258@ // integer values 
004D: jump_if_false @RIOT2_43265 
00D6: if 
0039:   256@ == 0 // integer values 
004D: jump_if_false @RIOT2_43222 
03CF: load_wav 233@(258@,22i) as 1 
000A: 258@ += 1 // integer values 
0006: 256@ = 1 // integer values 

:RIOT2_43222
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @RIOT2_43265 
03CF: load_wav 233@(258@,22i) as 2 
000A: 258@ += 1 // integer values 
0006: 257@ = 1 // integer values 

:RIOT2_43265
0051: return 

:RIOT2_43267
00D6: if 
0039:   259@ == 1 // integer values 
004D: jump_if_false @RIOT2_43343 
00D6: if 
0039:   256@ == 1 // integer values 
004D: jump_if_false @RIOT2_43343 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @RIOT2_43343 
03D1: play_wav 1 
00BC: text_highpriority 189@(186@,22s) 4500 ms 1 
0006: 256@ = 2 // integer values 

:RIOT2_43343
00D6: if 
0039:   259@ == 2 // integer values 
004D: jump_if_false @RIOT2_43419 
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @RIOT2_43419 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @RIOT2_43419 
03D1: play_wav 2 
00BC: text_highpriority 189@(186@,22s) 4500 ms 1 
0006: 257@ = 2 // integer values 

:RIOT2_43419
0051: return 

:RIOT2_43421
00D6: if 
0039:   256@ == 2 // integer values 
004D: jump_if_false @RIOT2_43484 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @RIOT2_43484 
03D5: remove_text 189@(186@,22s) 
000A: 186@ += 1 // integer values 
0006: 259@ = 2 // integer values 
0006: 256@ = 0 // integer values 

:RIOT2_43484
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @RIOT2_43547 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @RIOT2_43547 
03D5: remove_text 189@(186@,22s) 
000A: 186@ += 1 // integer values 
0006: 259@ = 1 // integer values 
0006: 257@ = 0 // integer values 

:RIOT2_43547
0051: return 

//-------------Mission 110---------------
// Originally: End Of The Line (1)

:FINALEA
0050: gosub @FINALEA_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @FINALEA_27 
0050: gosub @FINALEA_32509 

:FINALEA_27
0050: gosub @FINALEA_32635 
004E: end_thread 

:FINALEA_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'FINALEA' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
04BB: select_interior 1 // select render area 
02E4: load_cutscene_data 'RIOT_4A' 

:FINALEA_86
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_110 
0001: wait 0 ms 
0002: jump @FINALEA_86 

:FINALEA_110
02E7: start_cutscene 
016A: fade 1 1000 ms 

:FINALEA_119
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_143 
0001: wait 0 ms 
0002: jump @FINALEA_119 

:FINALEA_143
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:FINALEA_158
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_182 
0001: wait 0 ms 
0002: jump @FINALEA_158 

:FINALEA_182
04BB: select_interior 0 // select render area 
0247: request_model #SWATVAN 
0247: request_model #COPCARLA 
0247: request_model #SWAT 
0247: request_model #BALLAS1 
0247: request_model #GREENWOO 
023C: request_special_actor 'SWEET' as 1 
0777: destroy_objects_in_object_group "CARTER" 
0776: init_objects_in_object_group "CARTER" 
038B: load_requested_models 

:FINALEA_245
00D6: if or
8248:   not model #GREENWOO available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @FINALEA_276 
0001: wait 0 ms 
0002: jump @FINALEA_245 

:FINALEA_276
00D6: if or
8248:   not model #SWATVAN available 
8248:   not model #COPCARLA available 
8248:   not model #SWAT available 
8248:   not model #BALLAS1 available 
004D: jump_if_false @FINALEA_317 
0001: wait 0 ms 
0002: jump @FINALEA_276 

:FINALEA_317
00A1: put_actor $PLAYER_ACTOR at 2514.745 -1673.838 12.8 
0173: set_actor $PLAYER_ACTOR z_angle_to 60.891 
060A: unknown_create_entity 0 47@ 
060A: unknown_create_entity 2 49@ 
060A: unknown_create_entity 3 48@ 
01F0: set_max_wanted_level_to 0 
06D0: (unknown) 0 
0108: destroy_object $2721 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
071F: set_object $2721 mass 100 
07F7: set_object $2721 indestructible 0 
0550: keep_object $2721 in_memory 1 
07F7: set_object $2721 indestructible 1 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #GREENWOO at 2507.823 -1671.88 12.1678 
0175: set_car $SWEET_CAR z_angle_to 347.15 
02AA: set_car $SWEET_CAR immune_to_nonplayer 1 
0186: 128@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 128@ type_to 1 
0229: set_car $SWEET_CAR color_to 59 34 
0224: set_car $SWEET_CAR health_to 2000 
053F: set_car $SWEET_CAR tires_vulnerable 0 
0852: set_car $SWEET_CAR visible_damage 0 
009A: $ACTOR_SWEET = create_actor 23 #SPECIAL01 at 2511.169 -1672.747 12.493 
09F6: set_actor $ACTOR_SWEET jackable_through_driver_seat 0 
0173: set_actor $ACTOR_SWEET z_angle_to 68.365 
0568: set_actor $ACTOR_SWEET targetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 5000 ms 
039E: set_actor $ACTOR_SWEET jackable 1 
0526: unknown_actor $ACTOR_SWEET 1 
060B: unknown_actor_use_entity $ACTOR_SWEET 47@ 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
064B: 102@ = create_particle "WALLBUST" at 2521.86 -1272.66 35.04 1 
00C0: set_current_time 21 30 
0828: (unknown) 0 
02A3: toggle_widescreen 0 
03CB: set_camera 2511.75 -1672.15 14.0 
016A: fade 1 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'RM4_1' 7000 ms 1  // ~s~lj be az autba ~b~Sweetel~s~.
07B4: (unknown) $PLAYER_CHAR 0 
0007: 41@ = 2505.215 // floating-point values 
000F: 41@ -= 2508.17 // floating-point values 
0007: 42@ = -1261.351 // floating-point values 
000F: 42@ -= -1267.878 // floating-point values 
0007: 43@ = 43.8341 // floating-point values 
000F: 43@ -= 48.0744 // floating-point values 
0007: 44@ = 2506.003 // floating-point values 
000F: 44@ -= 2508.351 // floating-point values 
0007: 45@ = -1261.802 // floating-point values 
000F: 45@ -= -1268.857 // floating-point values 
0007: 46@ = 43.4146 // floating-point values 
000F: 46@ -= 47.9824 // floating-point values 
0007: 35@ = 2508.17 // floating-point values 
0007: 36@ = -1267.878 // floating-point values 
0007: 37@ = 48.0744 // floating-point values 
0007: 38@ = 2508.351 // floating-point values 
0007: 39@ = -1268.857 // floating-point values 
0007: 40@ = 47.9824 // floating-point values 
0007: 34@ = 160.0 // floating-point values 
0073: 41@ /= 34@ // floating-point values 
0073: 42@ /= 34@ // floating-point values 
0073: 43@ /= 34@ // floating-point values 
0073: 44@ /= 34@ // floating-point values 
0073: 45@ /= 34@ // floating-point values 
0073: 46@ /= 34@ // floating-point values 
0006: 146@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0006: 156@ = 0 // integer values 
0006: 157@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 170@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 181@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0006: 183@ = 0 // integer values 
0006: 184@ = 0 // integer values 
0006: 185@ = 0 // integer values 
0006: 186@ = 0 // integer values 
0006: 187@ = 0 // integer values 
0006: 188@ = 0 // integer values 
0006: 189@ = 0 // integer values 
0006: 190@ = 0 // integer values 
0006: 191@ = 0 // integer values 
0006: 192@ = 0 // integer values 
0006: 193@ = 0 // integer values 
0006: 194@ = 0 // integer values 
0006: 195@ = 0 // integer values 
0006: 196@ = 0 // integer values 
0006: 197@ = 0 // integer values 
0006: 198@ = 0 // integer values 
0006: 199@ = 0 // integer values 
0006: 200@ = 0 // integer values 
0006: 201@ = 0 // integer values 
04C0: create_police_roadblock_at 2336.63 -1548.68 23.99 2347.01 -1548.37 23.68 type 1 
04C0: create_police_roadblock_at 2506.76 -1432.29 28.13 2516.63 -1430.51 27.82 type 1 
04C0: create_police_roadblock_at 2462.0 -1449.0 24.0 2463.0 -1439.0 24.0 type 1 

:FINALEA_1473
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @FINALEA_1499 
0002: jump @FINALEA_32597 

:FINALEA_1499
00D6: if 
0039:   147@ == 0 // integer values 
004D: jump_if_false @FINALEA_7233 
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @FINALEA_1641 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_1641 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEA_1641 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_1641 
0164: disable_marker 128@ 
018A: 128@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: text_highpriority 'RM4_2' 5000 ms 1  // ~s~Vezess ~y~Nagy Smoke Elit erdjhez~s~.
0006: 33@ = 0 // integer values 
0006: 146@ = 1 // integer values 

:FINALEA_1641
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @FINALEA_2474 
0050: gosub @FINALEA_31495 
00D6: if 
0039:   193@ == 0 // integer values 
004D: jump_if_false @FINALEA_1752 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_1752 
00D6: if 
0019:   33@ > 5500 // integer values 
004D: jump_if_false @FINALEA_1752 
04AF: 125@ = unknown_wav_reference 33200 
05AA: 126@s = 'ROT4_AA' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_1752
00D6: if 
0039:   193@ == 1 // integer values 
004D: jump_if_false @FINALEA_1819 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_1819 
04AF: 125@ = unknown_wav_reference 33201 
05AA: 126@s = 'ROT4_AB' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_1819
00D6: if 
0039:   193@ == 2 // integer values 
004D: jump_if_false @FINALEA_1893 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_1893 
04AF: 125@ = unknown_wav_reference 33202 
05AA: 126@s = 'ROT4_AC' // 8-byte strings 
0050: gosub @FINALEA_31453 
0006: 33@ = 0 // integer values 

:FINALEA_1893
00D6: if 
0039:   193@ == 3 // integer values 
004D: jump_if_false @FINALEA_1979 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_1979 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @FINALEA_1979 
04AF: 125@ = unknown_wav_reference 33203 
05AA: 126@s = 'ROT4_BA' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_1979
00D6: if 
0039:   193@ == 4 // integer values 
004D: jump_if_false @FINALEA_2053 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_2053 
04AF: 125@ = unknown_wav_reference 33204 
05AA: 126@s = 'ROT4_BB' // 8-byte strings 
0050: gosub @FINALEA_31453 
0006: 32@ = 0 // integer values 

:FINALEA_2053
00D6: if 
0039:   193@ == 5 // integer values 
004D: jump_if_false @FINALEA_2139 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_2139 
00D6: if 
0019:   33@ > 12000 // integer values 
004D: jump_if_false @FINALEA_2139 
04AF: 125@ = unknown_wav_reference 33205 
05AA: 126@s = 'ROT4_BC' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_2139
00D6: if 
0039:   193@ == 6 // integer values 
004D: jump_if_false @FINALEA_2206 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_2206 
04AF: 125@ = unknown_wav_reference 33207 
05AA: 126@s = 'ROT4_BE' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_2206
00D6: if 
0039:   193@ == 7 // integer values 
004D: jump_if_false @FINALEA_2273 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_2273 
04AF: 125@ = unknown_wav_reference 33208 
05AA: 126@s = 'ROT4_BF' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_2273
00D6: if 
0039:   193@ == 8 // integer values 
004D: jump_if_false @FINALEA_2340 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_2340 
04AF: 125@ = unknown_wav_reference 33209 
05AA: 126@s = 'ROT4_BG' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_2340
00D6: if 
0039:   193@ == 9 // integer values 
004D: jump_if_false @FINALEA_2407 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_2407 
04AF: 125@ = unknown_wav_reference 33210 
05AA: 126@s = 'ROT4_BH' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_2407
00D6: if 
0039:   193@ == 10 // integer values 
004D: jump_if_false @FINALEA_2474 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_2474 
04AF: 125@ = unknown_wav_reference 33211 
05AA: 126@s = 'ROT4_BJ' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_2474
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @FINALEA_4955 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEA_4955 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_4955 
00D6: if 
01AF:   car $SWEET_CAR 1 2507.82 -1309.226 33.85 radius 4.0 4.0 4.0 
004D: jump_if_false @FINALEA_4955 
00D6: if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_4955 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_4955 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_ACTOR_CAR 6 2000000 
0164: disable_marker 128@ 
04C1: (unknown) 
02AB: set_actor $ACTOR_SWEET immunities 1 1 1 1 1 
02AC: set_car $SWEET_CAR immunities 1 1 1 1 1 
03CF: load_wav 14600 as 3 
03CF: load_wav 33212 as 2 
038B: load_requested_models 
0169: set_fade_color 0 0 0 
00BE: text_clear_all 
040D: unload_wav 1 
016A: fade 0 500 ms 

:FINALEA_2716
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2740 
0001: wait 0 ms 
0002: jump @FINALEA_2716 

:FINALEA_2740
00D6: if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @FINALEA_2770 
0001: wait 0 ms 
0002: jump @FINALEA_2740 

:FINALEA_2770
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_2823 
00AB: put_car $SWEET_CAR at 2536.709 -1278.253 52.57 
0175: set_car $SWEET_CAR z_angle_to 359.954 
020A: set_car $SWEET_CAR door_status_to 2 

:FINALEA_2823
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2536.709 -1278.253 100.0 range 100.0 
02E4: load_cutscene_data 'RIOT_4B' 

:FINALEA_2872
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_2896 
0001: wait 0 ms 
0002: jump @FINALEA_2872 

:FINALEA_2896
0395: clear_area 1 at 2536.709 -1278.253 100.0 range 100.0 
02E7: start_cutscene 
016A: fade 1 1000 ms 

:FINALEA_2929
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_2953 
0001: wait 0 ms 
0002: jump @FINALEA_2929 

:FINALEA_2953
02EA: end_cutscene 
016A: fade 0 0 ms 

:FINALEA_2961
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2985 
0001: wait 0 ms 
0002: jump @FINALEA_2961 

:FINALEA_2985
01B4: set_player $PLAYER_CHAR frozen_state 0 
0395: clear_area 0 at 2372.01 -1306.609 300.0 range 300.0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_3069 
00AB: put_car $SWEET_CAR at 2507.82 -1309.226 33.2726 
0175: set_car $SWEET_CAR z_angle_to 1.7082 
020A: set_car $SWEET_CAR door_status_to 2 

:FINALEA_3069
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @FINALEA_3112 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2509.781 -1308.965 34.7125 
0002: jump @FINALEA_3132 

:FINALEA_3112
00A1: put_actor $PLAYER_ACTOR at 2509.781 -1308.965 34.7125 

:FINALEA_3132
0173: set_actor $PLAYER_ACTOR z_angle_to 352.414 
0395: clear_area 0 at 2372.01 -1306.609 300.0 range 300.0 
0001: wait 2000 ms 
015F: set_camera_position 35@ 36@ 37@ 0.0 0.0 0.0 
0160: point_camera 38@ 39@ 40@ 2 
0247: request_model #BMX 
0247: request_model #MP5LNG 
0247: request_model #AK47 
0247: request_model #BFYPRO 
04ED: load_animation "CRACK" 
01E8: create_forbidden_for_cars_cube 2356.4 -1233.16 30.6 2382.19 -1329.65 21.49 
022B: create_forbidden_for_peds_cube 2356.4 -1233.16 30.6 2382.19 -1329.65 21.49 
01E8: create_forbidden_for_cars_cube 2522.74 -1260.01 30.28 2499.0 -1322.01 31.76 
022B: create_forbidden_for_peds_cube 2522.74 -1260.01 30.28 2499.0 -1322.01 31.76 
01E8: create_forbidden_for_cars_cube 2431.9 -1268.06 30.6 2474.9 -1240.38 20.84 
022B: create_forbidden_for_peds_cube 2431.9 -1268.06 30.6 2474.9 -1240.38 20.84 
0395: clear_area 1 at 2356.4 -1233.16 300.0 range 300.0 
038B: load_requested_models 

:FINALEA_3456
00D6: if or
8248:   not model #BMX available 
8248:   not model #MP5LNG available 
8248:   not model #AK47 available 
84EE:   not animation "CRACK" loaded 
8248:   not model #BFYPRO available 
004D: jump_if_false @FINALEA_3506 
0001: wait 0 ms 
0002: jump @FINALEA_3456 

:FINALEA_3506
062F: 50@ = create_group_type 2 
062F: 51@ = create_group_type 2 
062F: 52@ = create_group_type 2 
00A5: 54@ = create_car #COPCARLA at 2373.803 -1314.172 22.8398 
0175: set_car 54@ z_angle_to 292.1921 
02AA: set_car 54@ immune_to_nonplayer 1 
0224: set_car 54@ health_to 500 
00A5: 55@ = create_car #COPCARLA at 2368.04 -1315.706 22.8459 
0175: set_car 55@ z_angle_to 96.2549 
02AA: set_car 55@ immune_to_nonplayer 1 
020A: set_car 55@ door_status_to 1 
00A5: 57@ = create_car #SWATVAN at 2374.36 -1323.792 22.8389 
0175: set_car 57@ z_angle_to 3.7561 
0224: set_car 57@ health_to 3000 
01EC: make_car 57@ very_heavy 1 
02AC: set_car 57@ immunities 1 1 0 0 0 
02AA: set_car 57@ immune_to_nonplayer 1 
020A: set_car 57@ door_status_to 1 
053F: set_car 57@ tires_vulnerable 0 
00A5: 58@ = create_car #GREENWOO at 2365.612 -1294.829 22.8433 
0175: set_car 58@ z_angle_to 97.3729 
0224: set_car 58@ health_to 500 
02AA: set_car 58@ immune_to_nonplayer 1 
00A5: 59@ = create_car #GREENWOO at 2372.431 -1295.272 22.8418 
0175: set_car 59@ z_angle_to 75.2267 
02AA: set_car 59@ immune_to_nonplayer 1 
00A5: 63@ = create_car #BMX at 2507.201 -1300.841 33.6726 
0175: set_car 63@ z_angle_to 1.6501 
009A: 64@ = create_actor 25 #SWAT at 2366.342 -1317.377 22.8438 
0173: set_actor 64@ z_angle_to 3.9226 
060B: unknown_actor_use_entity 64@ 49@ 
077A: set_actor 64@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 64@ aggressive_to_pedgroup 4 type 24 
02A9: set_actor 64@ immune_to_nonplayer 1 
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 64@ stay_put 1 
0630: put_actor 64@ in_group 50@ as_leader 
009A: 65@ = create_actor 25 #SWAT at 2375.848 -1315.325 22.8368 
0173: set_actor 65@ z_angle_to 4.8178 
060B: unknown_actor_use_entity 65@ 49@ 
077A: set_actor 65@ aggressive_to_pedgroup 4 type 24 
077A: set_actor 65@ aggressive_to_pedgroup 4 type 0 
02A9: set_actor 65@ immune_to_nonplayer 1 
01B2: give_actor 65@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 65@ stay_put 1 
0631: put_actor 65@ in_group 50@ 
009A: 66@ = create_actor 25 #SWAT at 2371.676 -1316.806 22.8429 
0173: set_actor 66@ z_angle_to 0.5529 
060B: unknown_actor_use_entity 66@ 49@ 
077A: set_actor 66@ aggressive_to_pedgroup 4 type 24 
077A: set_actor 66@ aggressive_to_pedgroup 4 type 0 
02A9: set_actor 66@ immune_to_nonplayer 1 
01B2: give_actor 66@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 66@ stay_put 1 
0631: put_actor 66@ in_group 50@ 
009A: 67@ = create_actor 25 #SWAT at 22370.36 -1319.492 22.8515 
0173: set_actor 67@ z_angle_to 177.5538 
060B: unknown_actor_use_entity 67@ 49@ 
077A: set_actor 67@ aggressive_to_pedgroup 4 type 24 
077A: set_actor 67@ aggressive_to_pedgroup 4 type 0 
02A9: set_actor 67@ immune_to_nonplayer 1 
01B2: give_actor 67@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 67@ stay_put 1 
0631: put_actor 67@ in_group 50@ 
009A: 68@ = create_actor 25 #SWAT at 2376.44 -1321.625 22.9844 
0173: set_actor 68@ z_angle_to 177.5538 
01B2: give_actor 68@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: unknown_actor_use_entity 68@ 49@ 
077A: set_actor 68@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 68@ aggressive_to_pedgroup 4 type 24 
02A9: set_actor 68@ immune_to_nonplayer 1 
01B2: give_actor 68@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 68@ stay_put 1 
0631: put_actor 68@ in_group 50@ 
009A: 71@ = create_actor 24 #BALLAS1 at 2364.432 -1294.012 22.9882 
0173: set_actor 71@ z_angle_to 177.5538 
060B: unknown_actor_use_entity 71@ 49@ 
077A: set_actor 71@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 71@ aggressive_to_pedgroup 4 type 25 
02A9: set_actor 71@ immune_to_nonplayer 1 
01B2: give_actor 71@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 71@ stay_put 1 
0630: put_actor 71@ in_group 51@ as_leader 
009A: 72@ = create_actor 24 #BALLAS1 at 2369.527 -1292.228 22.8515 
0173: set_actor 72@ z_angle_to 177.5538 
060B: unknown_actor_use_entity 72@ 49@ 
077A: set_actor 72@ aggressive_to_pedgroup 4 type 25 
077A: set_actor 72@ aggressive_to_pedgroup 4 type 0 
02A9: set_actor 72@ immune_to_nonplayer 1 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
0631: put_actor 72@ in_group 51@ 
009A: 73@ = create_actor 24 #BALLAS1 at 2371.168 -1293.37 22.8436 
0173: set_actor 73@ z_angle_to 177.5538 
060B: unknown_actor_use_entity 73@ 49@ 
077A: set_actor 73@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 73@ aggressive_to_pedgroup 4 type 25 
02A9: set_actor 73@ immune_to_nonplayer 1 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
0631: put_actor 73@ in_group 51@ 
009A: 74@ = create_actor 24 #BALLAS1 at 2374.987 -1294.079 22.838 
0173: set_actor 74@ z_angle_to 177.5538 
060B: unknown_actor_use_entity 74@ 49@ 
077A: set_actor 74@ aggressive_to_pedgroup 4 type 25 
077A: set_actor 74@ aggressive_to_pedgroup 4 type 0 
02A9: set_actor 74@ immune_to_nonplayer 1 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
0631: put_actor 74@ in_group 51@ 
009A: 75@ = create_actor 24 #BALLAS1 at 2521.51 -1270.258 33.9206 
0173: set_actor 75@ z_angle_to 100.2518 
060B: unknown_actor_use_entity 75@ 49@ 
077A: set_actor 75@ aggressive_to_pedgroup 4 type 0 
02A9: set_actor 75@ immune_to_nonplayer 1 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 75@ stay_put 1 
0630: put_actor 75@ in_group 52@ as_leader 
009A: 76@ = create_actor 24 #BALLAS1 at 2521.72 -1274.981 33.8748 
0173: set_actor 76@ z_angle_to 98.0309 
060B: unknown_actor_use_entity 76@ 49@ 
077A: set_actor 76@ aggressive_to_pedgroup 4 type 0 
02A9: set_actor 76@ immune_to_nonplayer 1 
01B2: give_actor 76@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 76@ stay_put 1 
0631: put_actor 76@ in_group 52@ 
0006: 146@ = 2 // integer values 
02A3: toggle_widescreen 1 
016A: fade 1 1000 ms 

:FINALEA_4878
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_4902 
0001: wait 0 ms 
0002: jump @FINALEA_4878 

:FINALEA_4902
00BC: text_highpriority 'RM4_4' 5000 ms 1  // ~s~Ersen vdik az Elit erdt. Csak egyetlen t vezet be, de az ajtt bezrtk a lzadk miatt.
00BB: text_lowpriority 'RM4_14' 5000 ms 1  // ~s~Egyedl gy juthaszt t azon a megerstett bejraton, ha ledntd.
0006: 32@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0707: start_scene_skip_to @FINALEA_5387 

:FINALEA_4955
00D6: if 
0039:   146@ == 2 // integer values 
004D: jump_if_false @FINALEA_5096 
005B: 35@ += 41@ // floating-point values 
005B: 36@ += 42@ // floating-point values 
005B: 37@ += 43@ // floating-point values 
015F: set_camera_position 35@ 36@ 37@ 0.0 0.0 0.0 
005B: 38@ += 44@ // floating-point values 
005B: 39@ += 45@ // floating-point values 
005B: 40@ += 46@ // floating-point values 
0160: point_camera 38@ 39@ 40@ 2 
00D6: if or
0033:   2505.215 >= 35@ // floating-point values 
0019:   32@ > 8999 // integer values 
004D: jump_if_false @FINALEA_5096 
0006: 146@ = 3 // integer values 

:FINALEA_5096
00D6: if 
0039:   146@ == 3 // integer values 
004D: jump_if_false @FINALEA_5140 
00D6: if 
0019:   32@ > 8999 // integer values 
004D: jump_if_false @FINALEA_5140 
0006: 146@ = 4 // integer values 

:FINALEA_5140
00D6: if 
0039:   146@ == 4 // integer values 
004D: jump_if_false @FINALEA_5241 
015F: set_camera_position 2370.902 -1328.814 23.0473 0.0 0.0 0.0 
0160: point_camera 2371.46 -1328.005 23.2292 2 
0006: 32@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'RM4_5' 8000 ms 1  // ~s~Egy SWAT tankhoz hasonl nehz jrm, knnyedn betrhetn a bejratot.
0006: 146@ = 5 // integer values 

:FINALEA_5241
00D6: if 
0039:   146@ == 5 // integer values 
004D: jump_if_false @FINALEA_5343 
00D6: if 
0019:   32@ > 3999 // integer values 
004D: jump_if_false @FINALEA_5343 
015F: set_camera_position 2372.949 -1326.914 24.7902 0.0 0.0 0.0 
0160: point_camera 2372.874 -1325.92 24.701 2 
0006: 32@ = 0 // integer values 
0006: 146@ = 6 // integer values 

:FINALEA_5343
00D6: if 
0039:   146@ == 6 // integer values 
004D: jump_if_false @FINALEA_5667 
00D6: if 
0019:   32@ > 3999 // integer values 
004D: jump_if_false @FINALEA_5667 
0006: 151@ = 1 // integer values 

:FINALEA_5387
0701: end_scene_skip 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @FINALEA_5479 
016A: fade 0 500 ms 

:FINALEA_5414
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_5438 
0001: wait 0 ms 
0002: jump @FINALEA_5414 

:FINALEA_5438
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 

:FINALEA_5455
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_5479 
0001: wait 0 ms 
0002: jump @FINALEA_5455 

:FINALEA_5479
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_5533 
0186: 129@ = create_marker_above_car 57@ 
07E0: set_marker 129@ type_to 1 
00BC: text_highpriority 'RM4_6' 7000 ms 1  // ~s~Menj szerezd meg a ~b~SWAT tankot~s~.
0006: 152@ = 1 // integer values 

:FINALEA_5533
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_5556 
0519: lock_vehicle $SWEET_CAR in_current_position 1 

:FINALEA_5556
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04C0: create_police_roadblock_at 2456.468 -1262.2 23.87 2455.625 -1250.55 23.89 type 1 
04C0: create_police_roadblock_at 2375.778 -1358.43 23.878 2365.675 -1358.34 24.036 type 1 
03DE: set_pedestrians_density_multiplier_to 0.5 
0006: 146@ = 7 // integer values 

:FINALEA_5667
00D6: if 
0039:   146@ == 7 // integer values 
004D: jump_if_false @FINALEA_6474 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @FINALEA_5775 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @FINALEA_5775 
00D6: if 
0364:   actor 68@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_5775 
0085: 109@ = 68@ // integer values and handles 
008B: 114@ = $PLAYER_ACTOR // integer values and handles 
02A9: set_actor 68@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 
0006: 154@ = 1 // integer values 

:FINALEA_5775
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @FINALEA_6167 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_6167 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_6167 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @FINALEA_5874 
0085: 109@ = 64@ // integer values and handles 
008B: 114@ = $PLAYER_ACTOR // integer values and handles 
02A9: set_actor 64@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_5874
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @FINALEA_5920 
0085: 109@ = 65@ // integer values and handles 
008B: 114@ = $PLAYER_ACTOR // integer values and handles 
02A9: set_actor 65@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_5920
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @FINALEA_5966 
0085: 109@ = 66@ // integer values and handles 
008B: 114@ = $PLAYER_ACTOR // integer values and handles 
02A9: set_actor 66@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_5966
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @FINALEA_6012 
0085: 109@ = 67@ // integer values and handles 
008B: 114@ = $PLAYER_ACTOR // integer values and handles 
02A9: set_actor 67@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_6012
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @FINALEA_6058 
0085: 109@ = 68@ // integer values and handles 
008B: 114@ = $PLAYER_ACTOR // integer values and handles 
02A9: set_actor 68@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_6058
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_6081 
02A9: set_actor 71@ immune_to_nonplayer 0 

:FINALEA_6081
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_6104 
02A9: set_actor 72@ immune_to_nonplayer 0 

:FINALEA_6104
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_6127 
02A9: set_actor 73@ immune_to_nonplayer 0 

:FINALEA_6127
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_6150 
02A9: set_actor 74@ immune_to_nonplayer 0 

:FINALEA_6150
0249: release_model #BMX 
01C3: remove_references_to_car 63@ // Like turning a car into any random car 
0006: 153@ = 1 // integer values 

:FINALEA_6167
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @FINALEA_6356 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_6356 
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 2521.91 -1273.05 radius 30.0 30.0 
004D: jump_if_false @FINALEA_6356 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_6356 
00BC: text_highpriority 'RM4_15' 5000 ms 1  // ~s~Trj t a ~y~falat ~s~a bejutshoz!
0249: release_model #COPCARLA 
0249: release_model #SWAT 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 54@ // Like turning a car into any random car 
01C3: remove_references_to_car 55@ // Like turning a car into any random car 
01C3: remove_references_to_car 58@ // Like turning a car into any random car 
01C3: remove_references_to_car 59@ // Like turning a car into any random car 
0006: 153@ = 2 // integer values 

:FINALEA_6356
00D6: if 
07F0: (unknown) 2522.008 -1272.93 35.609 30.0 -78 
004D: jump_if_false @FINALEA_6474 
064F: (unknown) 102@ 
03D1: play_wav 3 
009B: destroy_actor_instantly 64@ 
009B: destroy_actor_instantly 65@ 
009B: destroy_actor_instantly 66@ 
009B: destroy_actor_instantly 67@ 
009B: destroy_actor_instantly 68@ 
009B: destroy_actor_instantly 71@ 
009B: destroy_actor_instantly 72@ 
009B: destroy_actor_instantly 73@ 
009B: destroy_actor_instantly 74@ 
00A6: destroy_car 54@ 
00A6: destroy_car 58@ 
00A6: destroy_car 59@ 
0164: disable_marker 129@ 
00BE: text_clear_all 
0006: 147@ = 1 // integer values 

:FINALEA_6474
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @FINALEA_6575 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_6575 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_6575 
0164: disable_marker 129@ 
00BC: text_highpriority 'RM4_8' 5000 ms 1  // ~s~Hasznld a SWAT tankot, hogy betrd ~y~Big Smoke elit erdjnek~s~ a bejratt.
018A: 130@ = create_checkpoint_at 2522.79 -1272.85 34.19 
0006: 152@ = 2 // integer values 

:FINALEA_6575
00D6: if 
0039:   152@ == 2 // integer values 
004D: jump_if_false @FINALEA_6671 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_6671 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_6671 
0164: disable_marker 130@ 
0186: 129@ = create_marker_above_car 57@ 
07E0: set_marker 129@ type_to 1 
00BC: text_highpriority 'RM4_9' 5000 ms 1  // t kell trnd azt a falat, lj vissza a ~b~SWAT tankba~s~!
0006: 152@ = 1 // integer values 

:FINALEA_6671
00D6: if or
0039:   152@ == 1 // integer values 
0039:   152@ == 2 // integer values 
004D: jump_if_false @FINALEA_6735 
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @FINALEA_6735 
00BC: text_highpriority 'RM4_10' 7000 ms 1  // ~r~A SWAT tank megsemmislt! Hogyan fogsz gy bejutni a Big Smoke Elit erdjbe?
0002: jump @FINALEA_32509 

:FINALEA_6735
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @FINALEA_6851 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_6851 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2507.82 -1309.226 radius 3.5 3.5 
004D: jump_if_false @FINALEA_6851 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @FINALEA_6851 
03D1: play_wav 2 
00BC: text_highpriority 'ROT4_CA' 2000 ms 1  // ~z~CJ, te teljesen megrltl?
0006: 148@ = 1 // integer values 

:FINALEA_6851
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @FINALEA_6935 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @FINALEA_6935 
00D6: if or
80EC:   not actor $PLAYER_ACTOR 0 2507.82 -1309.226 radius 3.5 3.5 
80E1:   not key_pressed 0 15 
004D: jump_if_false @FINALEA_6935 
0006: 148@ = 0 // integer values 

:FINALEA_6935
00D6: if or
0039:   146@ == 1 // integer values 
0039:   146@ == 100 // integer values 
004D: jump_if_false @FINALEA_7155 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_7155 
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @FINALEA_7063 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_7063 
0164: disable_marker 128@ 
0186: 128@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 128@ type_to 1 
00BC: text_highpriority 'RM4_7' 5000 ms 1  // ~s~lj vissza az  ~b~autba~s~!
0006: 146@ = 100 // integer values 
0006: 149@ = 0 // integer values 

:FINALEA_7063
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @FINALEA_7155 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_7155 
0164: disable_marker 128@ 
018A: 128@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: text_highpriority 'RM4_2' 5000 ms 1  // ~s~Vezess ~y~Nagy Smoke Elit erdjhez~s~.
0006: 146@ = 1 // integer values 
0006: 149@ = 1 // integer values 

:FINALEA_7155
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEA_7194 
00BC: text_highpriority 'RM4_11' 5000 ms 1  // ~r~Meghalt Sweet!
0002: jump @FINALEA_32509 

:FINALEA_7194
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_7233 
00BC: text_highpriority 'RM4_12' 5000 ms 1  // ~r~sszetrted a kocsidat.
0002: jump @FINALEA_32509 

:FINALEA_7233
00D6: if 
0039:   147@ == 1 // integer values 
004D: jump_if_false @FINALEA_8584 
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @FINALEA_8155 
0164: disable_marker 130@ 
0632: release_group 50@ 
0632: release_group 51@ 
009A: 71@ = create_actor 24 #BALLAS1 at 2528.252 -1273.761 33.9609 
0173: set_actor 71@ z_angle_to 91.4211 
060B: unknown_actor_use_entity 71@ 49@ 
0638: AS_actor 71@ stay_put 1 
01B2: give_actor 71@ weapon 30 ammo 99999 // Load the weapon model before using this 
077A: set_actor 71@ aggressive_to_pedgroup 4 type 0 
0223: set_actor 71@ health_to 20 
060F: (unknown) 71@ 50.0 
009A: 72@ = create_actor 24 #BALLAS1 at 2530.771 -1271.391 33.9602 
0173: set_actor 72@ z_angle_to 91.5182 
060B: unknown_actor_use_entity 72@ 49@ 
01B2: give_actor 72@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
077A: set_actor 72@ aggressive_to_pedgroup 4 type 0 
0223: set_actor 72@ health_to 20 
060F: (unknown) 72@ 50.0 
009A: 73@ = create_actor 24 #BALLAS1 at 2532.08 -1272.28 33.9602 
0173: set_actor 73@ z_angle_to 177.5538 
060B: unknown_actor_use_entity 73@ 49@ 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
077A: set_actor 73@ aggressive_to_pedgroup 4 type 0 
0223: set_actor 73@ health_to 20 
060F: (unknown) 73@ 50.0 
009A: 74@ = create_actor 24 #BALLAS1 at 2539.969 -1279.563 33.9609 
0173: set_actor 74@ z_angle_to 25.3324 
060B: unknown_actor_use_entity 74@ 49@ 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
077A: set_actor 74@ aggressive_to_pedgroup 4 type 0 
0223: set_actor 74@ health_to 20 
060F: (unknown) 74@ 50.0 
009A: 77@ = create_actor 24 #BALLAS1 at 2533.279 -1295.555 33.9609 
0173: set_actor 77@ z_angle_to 327.5814 
060B: unknown_actor_use_entity 77@ 49@ 
01B2: give_actor 77@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 77@ stay_put 1 
077A: set_actor 77@ aggressive_to_pedgroup 4 type 0 
0223: set_actor 77@ health_to 20 
060F: (unknown) 77@ 50.0 
009A: 78@ = create_actor 24 #BALLAS1 at 2529.178 -1304.472 33.9609 
0173: set_actor 78@ z_angle_to 351.5292 
060B: unknown_actor_use_entity 78@ 49@ 
01B2: give_actor 78@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 78@ stay_put 1 
077A: set_actor 78@ aggressive_to_pedgroup 4 type 0 
0223: set_actor 78@ health_to 20 
009A: 79@ = create_actor 24 #BFYPRO at 2538.0 -1307.0 34.0 
0173: set_actor 79@ z_angle_to 35.0 
0223: set_actor 79@ health_to 3 
0605: actor 79@ perform_animation_sequence "CRCKIDLE4" from_file "CRACK" 1000.0 loop 1 0 0 1 -1 ms 
009A: 80@ = create_actor 24 #MALE01 at 2540.04 -1307.37 33.9609 
0173: set_actor 80@ z_angle_to 92.5436 
0223: set_actor 80@ health_to 3 
0605: actor 80@ perform_animation_sequence "CRCKIDLE3" from_file "CRACK" 1000.0 loop 1 0 0 1 -1 ms 
009A: 81@ = create_actor 24 #BFYPRO at 2533.552 -1308.284 33.9609 
0173: set_actor 81@ z_angle_to 67.9508 
0223: set_actor 81@ health_to 3 
0605: actor 81@ perform_animation_sequence "CRCKIDLE2" from_file "CRACK" 1000.0 loop 1 0 0 1 -1 ms 
009A: 82@ = create_actor 24 #MALE01 at 2534.682 -1287.199 33.9609 
0173: set_actor 82@ z_angle_to 104.5 
0223: set_actor 82@ health_to 3 
0605: actor 82@ perform_animation_sequence "CRCKIDLE4" from_file "CRACK" 1000.0 loop 1 0 0 1 -1 ms 
00BC: text_highpriority 'RM4_13' 5000 ms 1  // ~s~Van egy bejrat az ~y~els emeletre ~s~a trsg htulja fel.
018A: 130@ = create_checkpoint_at 2542.1 -1303.99 34.03 
0006: 155@ = 1 // integer values 

:FINALEA_8155
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEA_8194 
00BC: text_highpriority 'RM4_11' 5000 ms 1  // ~r~Meghalt Sweet!
0002: jump @FINALEA_32509 

:FINALEA_8194
00D6: if 
0039:   155@ == 1 // integer values 
004D: jump_if_false @FINALEA_8584 
077E: 53@ = active_interior 
00D6: if 
0039:   197@ == 0 // integer values 
004D: jump_if_false @FINALEA_8293 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_8293 
00D6: if 
0A1B: (unknown) 79@ $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_8293 
05DB: AS_actor 79@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 30000 ms 
0006: 197@ = 1 // integer values 

:FINALEA_8293
00D6: if 
0039:   198@ == 0 // integer values 
004D: jump_if_false @FINALEA_8369 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_8369 
00D6: if 
0A1B: (unknown) 80@ $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_8369 
05DB: AS_actor 80@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 30000 ms 
0006: 198@ = 1 // integer values 

:FINALEA_8369
00D6: if 
0039:   199@ == 0 // integer values 
004D: jump_if_false @FINALEA_8445 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_8445 
00D6: if 
0A1B: (unknown) 81@ $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_8445 
05DB: AS_actor 81@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 30000 ms 
0006: 199@ = 1 // integer values 

:FINALEA_8445
00D6: if 
0039:   200@ == 0 // integer values 
004D: jump_if_false @FINALEA_8521 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_8521 
00D6: if 
0A1B: (unknown) 82@ $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_8521 
05DB: AS_actor 82@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 30000 ms 
0006: 200@ = 1 // integer values 

:FINALEA_8521
00D6: if 
0039:   53@ == 2 // integer values 
004D: jump_if_false @FINALEA_8584 
016A: fade 0 1000 ms 

:FINALEA_8546
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_8570 
0001: wait 0 ms 
0002: jump @FINALEA_8546 

:FINALEA_8570
0006: 147@ = 2 // integer values 
0006: 156@ = 1 // integer values 

:FINALEA_8584
00D6: if 
0039:   147@ == 2 // integer values 
004D: jump_if_false @FINALEA_17177 
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @FINALEA_10806 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
016A: fade 0 1000 ms 
04C1: (unknown) 

:FINALEA_8640
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_8664 
0001: wait 0 ms 
0002: jump @FINALEA_8640 

:FINALEA_8664
04E3: unknown_player $PLAYER_CHAR 7 360000 
040D: unload_wav 2 
0164: disable_marker 130@ 
009B: destroy_actor_instantly 71@ 
009B: destroy_actor_instantly 72@ 
009B: destroy_actor_instantly 73@ 
009B: destroy_actor_instantly 74@ 
009B: destroy_actor_instantly 77@ 
009B: destroy_actor_instantly 78@ 
009B: destroy_actor_instantly 79@ 
009B: destroy_actor_instantly 80@ 
009B: destroy_actor_instantly 81@ 
009B: destroy_actor_instantly 82@ 
00A6: destroy_car 57@ 
009B: destroy_actor_instantly $ACTOR_SWEET 
04EF: release_animation "CRACK" 
0296: unload_special_actor 1 
0249: release_model #BFYPRO 
0249: release_model #GREENWOO 
00A1: put_actor $PLAYER_ACTOR at 2543.26 -1303.844 1024.074 
0173: set_actor $PLAYER_ACTOR z_angle_to 175.5166 
015F: set_camera_position 2544.616 -1302.899 1024.407 0.0 0.0 0.0 
0160: point_camera 2544.193 -1303.702 1024.828 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
018A: 130@ = create_checkpoint_at 2579.85 -1305.76 1037.07 
08DC: (unknown) 130@ 2540.83 -1304.05 1.0 
0395: clear_area 1 at 2578.0 -1306.0 200.0 range 200.0 
016A: fade 1 1000 ms 
00BA: text_styled 'RM4_17' 1000 ms 2  // 1. emelet: Biztonsgi zna

:FINALEA_8942
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_8966 
0001: wait 0 ms 
0002: jump @FINALEA_8942 

:FINALEA_8966
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2527.783 -1288.816 1031.43 
0213: 137@ = create_pickup #HEALTH type 3 at 2575.094 -1286.042 1037.781 
032B: 143@ = create_weapon_pickup #SHOTGSPA 3 ammo 20 at 2568.502 -1282.345 1037.781 
0247: request_model #BALLAS2 
0247: request_model #LSV1 
0247: request_model #SWAT 
0247: request_model #SWATVAN 
04ED: load_animation "SWAT" 
0247: request_model #IMCOMPMOVEDR1_LAS 
07C0: load_path 287 
038B: load_requested_models 
03CB: set_camera 2541.81 -1311.32 1028.22 
009A: 85@ = create_actor 24 #BALLAS2 at 2543.244 -1318.538 1030.427 
0173: set_actor 85@ z_angle_to 3.2815 
060B: unknown_actor_use_entity 85@ 47@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 85@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 200 
08AF: (unknown) 85@ 200 
0006: 173@ = 0 // integer values 
009A: 86@ = create_actor 24 #BALLAS1 at 2536.071 -1321.471 1030.43 
0173: set_actor 86@ z_angle_to 263.8364 
060B: unknown_actor_use_entity 86@ 47@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
0223: set_actor 86@ health_to 200 
08AF: (unknown) 86@ 200 
0006: 174@ = 0 // integer values 
009A: 87@ = create_actor 24 #LSV1 at 2524.736 -1298.328 1030.427 
0173: set_actor 87@ z_angle_to 175.4097 
060B: unknown_actor_use_entity 87@ 47@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
02E2: set_actor 87@ weapon_accuracy_to 80 
0223: set_actor 87@ health_to 200 
08AF: (unknown) 87@ 200 
0006: 175@ = 0 // integer values 
009A: 88@ = create_actor 24 #BALLAS2 at 2527.814 -1289.816 1030.427 
0173: set_actor 88@ z_angle_to 178.5987 
060B: unknown_actor_use_entity 88@ 47@ 
01B2: give_actor 88@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
02E2: set_actor 87@ weapon_accuracy_to 80 
07DD: (unknown) 87@ 70 
0223: set_actor 88@ health_to 200 
08AF: (unknown) 88@ 200 
0006: 176@ = 0 // integer values 
0001: wait 3000 ms 
009A: 71@ = create_actor 24 #BALLAS2 at 2531.064 -1304.332 1030.43 
0173: set_actor 71@ z_angle_to 264.767 
060B: unknown_actor_use_entity 71@ 47@ 
01B2: give_actor 71@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
02E2: set_actor 71@ weapon_accuracy_to 80 
0223: set_actor 71@ health_to 200 
08AF: (unknown) 71@ 200 
0006: 159@ = 0 // integer values 
009A: 73@ = create_actor 24 #LSV1 at 2566.673 -1297.709 1036.78 
0173: set_actor 73@ z_angle_to 85.3469 
060B: unknown_actor_use_entity 73@ 47@ 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 73@ to_interior 2 
02E2: set_actor 73@ weapon_accuracy_to 80 
07DD: (unknown) 73@ 60 
0006: 161@ = 0 // integer values 
009A: 74@ = create_actor 24 #BALLAS2 at 2566.726 -1287.224 1036.781 
0173: set_actor 74@ z_angle_to 96.3687 
060B: unknown_actor_use_entity 74@ 47@ 
01B2: give_actor 74@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
0223: set_actor 74@ health_to 200 
08AF: (unknown) 74@ 200 
02E2: set_actor 74@ weapon_accuracy_to 80 
0006: 162@ = 0 // integer values 
009A: 75@ = create_actor 24 #BALLAS1 at 2540.859 -1287.161 1030.419 
0173: set_actor 75@ z_angle_to 90.0 
060B: unknown_actor_use_entity 75@ 47@ 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 75@ to_interior 2 
0223: set_actor 75@ health_to 200 
08AF: (unknown) 75@ 200 
02E2: set_actor 75@ weapon_accuracy_to 80 
07DD: (unknown) 75@ 60 
0006: 163@ = 0 // integer values 
009A: 76@ = create_actor 24 #LSV1 at 2556.854 -1287.161 1030.419 
0173: set_actor 76@ z_angle_to 90.0 
060B: unknown_actor_use_entity 76@ 47@ 
01B2: give_actor 76@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 200 
08AF: (unknown) 76@ 200 
0006: 164@ = 0 // integer values 
009A: 77@ = create_actor 24 #BALLAS1 at 2556.854 -1300.628 1030.419 
0173: set_actor 77@ z_angle_to 90.0 
060B: unknown_actor_use_entity 77@ 47@ 
01B2: give_actor 77@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 200 
08AF: (unknown) 77@ 200 
0006: 165@ = 0 // integer values 
009A: 78@ = create_actor 24 #BALLAS2 at 2539.805 -1298.607 1030.43 
0173: set_actor 78@ z_angle_to 64.7154 
060B: unknown_actor_use_entity 78@ 47@ 
01B2: give_actor 78@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 78@ to_interior 2 
0223: set_actor 78@ health_to 200 
07DD: (unknown) 78@ 70 
08AF: (unknown) 78@ 200 
0006: 166@ = 0 // integer values 
009A: 80@ = create_actor 24 #BALLAS2 at 2552.798 -1300.992 1030.43 
0173: set_actor 80@ z_angle_to 87.5663 
060B: unknown_actor_use_entity 80@ 47@ 
01B2: give_actor 80@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0223: set_actor 80@ health_to 200 
08AF: (unknown) 80@ 200 
02E2: set_actor 80@ weapon_accuracy_to 80 
07DD: (unknown) 80@ 60 
0006: 168@ = 0 // integer values 
009A: 81@ = create_actor 24 #BALLAS1 at 2563.234 -1294.066 1030.43 
0173: set_actor 81@ z_angle_to 93.219 
060B: unknown_actor_use_entity 81@ 47@ 
01B2: give_actor 81@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 200 
08AF: (unknown) 81@ 200 
0006: 169@ = 0 // integer values 
009A: 82@ = create_actor 24 #BALLAS2 at 2550.992 -1290.274 1030.43 
0173: set_actor 82@ z_angle_to 103.6499 
060B: unknown_actor_use_entity 82@ 47@ 
01B2: give_actor 82@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 82@ to_interior 2 
0223: set_actor 82@ health_to 200 
07DD: (unknown) 82@ 60 
08AF: (unknown) 82@ 200 
0006: 170@ = 0 // integer values 
009A: 83@ = create_actor 24 #LSV1 at 2556.191 -1281.446 1036.781 
0173: set_actor 83@ z_angle_to 183.4208 
060B: unknown_actor_use_entity 83@ 47@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
0006: 171@ = 0 // integer values 
00A5: 57@ = create_car #SWATVAN at 2561.818 -1275.167 1031.019 
0519: lock_vehicle 57@ in_current_position 1 
0175: set_car 57@ z_angle_to 178.9 
0840: link_car 57@ to_interior 2 
0129: 64@ = create_actor 25 #SWAT in_car 57@ driverseat 
060B: unknown_actor_use_entity 64@ 47@ 
01B2: give_actor 64@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 64@ to_interior 2 
07DD: (unknown) 64@ 80 
0223: set_actor 64@ health_to 200 
08AF: (unknown) 64@ 200 
02E2: set_actor 64@ weapon_accuracy_to 80 
01C8: 65@ = create_actor 25 #SWAT in_car 57@ passenger_seat 0 
060B: unknown_actor_use_entity 65@ 47@ 
0223: set_actor 65@ health_to 200 
08AF: (unknown) 65@ 200 
01B2: give_actor 65@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 65@ aggressive_to_pedgroup 4 type 24 
077A: set_actor 65@ aggressive_to_pedgroup 4 type 0 
0860: link_actor 65@ to_interior 2 
0006: 153@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 152@ = 0 // integer values 
029B: 100@ = init_object #IMCOMPMOVEDR1_LAS at 2565.814 -1303.566 1033.173 
0177: set_object 100@ z_angle_to 90.0 
029B: 101@ = init_object #CJ_WIN_POP2 at 2561.811 -1279.639 1032.128 
0550: keep_object 101@ in_memory 1 
064B: 102@ = create_particle "WALLBUST" at 2562.0 -1282.0 1031.0 1 
08E7: set_entrance_markers 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
00BE: text_clear_all 
00BC: text_highpriority 'RM4_16' 7000 ms 1  // ~s~Smoke a 4. emeleten van, ebben a  ~y~laknegyedben~s~. Juss keresztl a 3 emeleten, hogy odajuss.
0006: 156@ = 2 // integer values 

:FINALEA_10806
00D6: if 
0039:   156@ == 2 // integer values 
004D: jump_if_false @FINALEA_11026 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2543.38 -1310.38 1028.26 radius 5.0 5.0 5.0 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @FINALEA_11026 
00D6: if 
0039:   173@ == 0 // integer values 
004D: jump_if_false @FINALEA_10963 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_10963 
0085: 109@ = 85@ // integer values and handles 
0007: 111@ = 2527.579 // floating-point values 
0007: 112@ = -1318.762 // floating-point values 
0007: 113@ = 1030.43 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 173@ = 1 // integer values 

:FINALEA_10963
00D6: if 
0039:   176@ == 0 // integer values 
004D: jump_if_false @FINALEA_11019 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_11019 
0085: 109@ = 88@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 176@ = 1 // integer values 

:FINALEA_11019
0006: 156@ = 3 // integer values 

:FINALEA_11026
00D6: if 
0039:   156@ == 3 // integer values 
004D: jump_if_false @FINALEA_11274 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2540.95 -1314.42 1028.79 2529.24 -1333.21 1035.04 
00FE:   actor $PLAYER_ACTOR 0 2534.44 -1318.92 1031.17 radius 5.5 5.5 4.0 
004D: jump_if_false @FINALEA_11192 
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @FINALEA_11185 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_11185 
0085: 109@ = 86@ // integer values and handles 
0050: gosub @FINALEA_31890 
0006: 174@ = 1 // integer values 

:FINALEA_11185
0006: 156@ = 4 // integer values 

:FINALEA_11192
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @FINALEA_11274 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_11274 
00D6: if 
051A:   actor 86@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_11274 
0085: 109@ = 86@ // integer values and handles 
0050: gosub @FINALEA_31890 
0006: 174@ = 1 // integer values 
0006: 156@ = 4 // integer values 

:FINALEA_11274
00D6: if 
0039:   156@ == 4 // integer values 
004D: jump_if_false @FINALEA_11408 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2527.18 -1304.24 1027.0 radius 6.0 6.0 5.0 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_11408 
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @FINALEA_11401 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @FINALEA_11401 
0085: 109@ = 87@ // integer values and handles 
0050: gosub @FINALEA_31890 
0006: 175@ = 1 // integer values 

:FINALEA_11401
0006: 156@ = 5 // integer values 

:FINALEA_11408
00D6: if 
0039:   156@ == 5 // integer values 
004D: jump_if_false @FINALEA_12191 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2529.33 -1308.3 1027.55 2537.78 -1272.14 1035.76 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 2522.87 -1299.61 2529.85 -1287.66 
004D: jump_if_false @FINALEA_12191 
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @FINALEA_11605 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_11605 
0085: 109@ = 75@ // integer values and handles 
0007: 111@ = 2540.859 // floating-point values 
0007: 112@ = -1287.161 // floating-point values 
0007: 113@ = 1030.419 // floating-point values 
0006: 117@ = 1500 // integer values 
0007: 121@ = 90.0 // floating-point values 
0050: gosub @FINALEA_31973 
0006: 163@ = 1 // integer values 

:FINALEA_11605
00D6: if 
0039:   164@ == 0 // integer values 
004D: jump_if_false @FINALEA_11709 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_11709 
0085: 109@ = 76@ // integer values and handles 
0007: 111@ = 2556.854 // floating-point values 
0007: 112@ = -1287.161 // floating-point values 
0007: 113@ = 1030.419 // floating-point values 
0006: 117@ = 2000 // integer values 
0007: 121@ = 90.0 // floating-point values 
0050: gosub @FINALEA_31973 
0006: 164@ = 1 // integer values 

:FINALEA_11709
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @FINALEA_11813 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_11813 
0085: 109@ = 77@ // integer values and handles 
0007: 111@ = 2556.854 // floating-point values 
0007: 112@ = -1300.628 // floating-point values 
0007: 113@ = 1030.419 // floating-point values 
0006: 117@ = 1200 // integer values 
0007: 121@ = 90.0 // floating-point values 
0050: gosub @FINALEA_32214 
0006: 165@ = 1 // integer values 

:FINALEA_11813
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @FINALEA_11869 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_11869 
0085: 109@ = 73@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 161@ = 1 // integer values 

:FINALEA_11869
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @FINALEA_11925 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_11925 
0085: 109@ = 74@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 162@ = 1 // integer values 

:FINALEA_11925
00D6: if 
0039:   171@ == 0 // integer values 
004D: jump_if_false @FINALEA_11981 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_11981 
0085: 109@ = 83@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 171@ = 1 // integer values 

:FINALEA_11981
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @FINALEA_12037 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @FINALEA_12037 
0085: 109@ = 78@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 166@ = 1 // integer values 

:FINALEA_12037
00D6: if 
0039:   168@ == 0 // integer values 
004D: jump_if_false @FINALEA_12086 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_12086 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 168@ = 1 // integer values 

:FINALEA_12086
00D6: if 
0039:   169@ == 0 // integer values 
004D: jump_if_false @FINALEA_12135 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_12135 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 169@ = 1 // integer values 

:FINALEA_12135
00D6: if 
0039:   170@ == 0 // integer values 
004D: jump_if_false @FINALEA_12184 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_12184 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 
0006: 170@ = 1 // integer values 

:FINALEA_12184
0006: 156@ = 6 // integer values 

:FINALEA_12191
00D6: if 
0039:   156@ == 6 // integer values 
004D: jump_if_false @FINALEA_12370 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2529.88 -1307.89 1027.0 2538.32 -1277.63 1032.54 
004D: jump_if_false @FINALEA_12370 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @FINALEA_12363 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_12363 
0085: 109@ = 71@ // integer values and handles 
0007: 111@ = 2560.055 // floating-point values 
0007: 112@ = -1304.916 // floating-point values 
0007: 113@ = 1030.43 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 159@ = 1 // integer values 

:FINALEA_12363
0006: 156@ = 7 // integer values 

:FINALEA_12370
00D6: if 
0039:   156@ == 7 // integer values 
004D: jump_if_false @FINALEA_12443 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2546.43 -1277.49 1027.0 2568.06 -1310.79 1032.54 
004D: jump_if_false @FINALEA_12443 
0006: 156@ = 8 // integer values 

:FINALEA_12443
00D6: if or
0039:   156@ == 8 // integer values 
0019:   180@ > 6 // integer values 
004D: jump_if_false @FINALEA_12531 
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @FINALEA_12531 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_12531 
0519: lock_vehicle 57@ in_current_position 0 
05EB: assign_vehicle 57@ to_path 287 
0006: 33@ = 0 // integer values 
0006: 152@ = 1 // integer values 

:FINALEA_12531
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @FINALEA_12639 
00D6: if or
0716:   object_model #CJ_WIN_POP2 in_object_group_at 2561.811 -1279.639 1032.128 radius 10.0 destroyed 1 1 
0019:   33@ > 250 // integer values 
004D: jump_if_false @FINALEA_12639 
064F: (unknown) 102@ 
03D7: set_wav 3 location 2557.88 -1288.65 1031.91 
03D1: play_wav 3 
0723: break_object 101@ intensity 1 
0006: 152@ = 2 // integer values 

:FINALEA_12639
00D6: if 
0039:   152@ == 2 // integer values 
004D: jump_if_false @FINALEA_12744 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_12744 
00D6: if 
860E:   not car 57@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEA_12744 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @FINALEA_12713 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:FINALEA_12713
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @FINALEA_12737 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:FINALEA_12737
0006: 152@ = 3 // integer values 

:FINALEA_12744
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @FINALEA_12872 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_12872 
00D6: if or
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 75@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_12872 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_12860 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 2 // integer values 
0002: jump @FINALEA_12872 

:FINALEA_12860
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 2 // integer values 

:FINALEA_12872
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @FINALEA_13000 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_13000 
00D6: if or
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_13000 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_12988 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 2 // integer values 
0002: jump @FINALEA_13000 

:FINALEA_12988
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0006: 164@ = 2 // integer values 

:FINALEA_13000
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @FINALEA_13128 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_13128 
00D6: if or
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 77@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_13128 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_13116 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 165@ = 2 // integer values 
0002: jump @FINALEA_13128 

:FINALEA_13116
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0006: 165@ = 2 // integer values 

:FINALEA_13128
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @FINALEA_13181 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_13181 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 159@ = 2 // integer values 

:FINALEA_13181
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @FINALEA_13234 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_13234 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 161@ = 2 // integer values 

:FINALEA_13234
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @FINALEA_13287 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_13287 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 162@ = 2 // integer values 

:FINALEA_13287
00D6: if or
0039:   163@ == 1 // integer values 
0039:   163@ == 2 // integer values 
004D: jump_if_false @FINALEA_13347 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_13347 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 163@ = 3 // integer values 

:FINALEA_13347
00D6: if or
0039:   164@ == 1 // integer values 
0039:   164@ == 2 // integer values 
004D: jump_if_false @FINALEA_13407 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_13407 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 164@ = 3 // integer values 

:FINALEA_13407
00D6: if or
0039:   165@ == 1 // integer values 
0039:   165@ == 2 // integer values 
004D: jump_if_false @FINALEA_13467 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_13467 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 165@ = 3 // integer values 

:FINALEA_13467
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @FINALEA_13520 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @FINALEA_13520 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 166@ = 2 // integer values 

:FINALEA_13520
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @FINALEA_13573 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_13573 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 168@ = 2 // integer values 

:FINALEA_13573
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @FINALEA_13626 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_13626 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 169@ = 2 // integer values 

:FINALEA_13626
00D6: if 
0039:   170@ == 1 // integer values 
004D: jump_if_false @FINALEA_13679 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @FINALEA_13679 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 170@ = 2 // integer values 

:FINALEA_13679
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @FINALEA_13732 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_13732 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 171@ = 2 // integer values 

:FINALEA_13732
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @FINALEA_13785 
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @FINALEA_13785 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 153@ = 1 // integer values 

:FINALEA_13785
00D6: if 
0039:   179@ == 0 // integer values 
004D: jump_if_false @FINALEA_13838 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @FINALEA_13838 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 179@ = 1 // integer values 

:FINALEA_13838
00D6: if 
0019:   180@ > 8 // integer values 
004D: jump_if_false @FINALEA_14784 
00D6: if 
0039:   156@ == 8 // integer values 
004D: jump_if_false @FINALEA_14784 
00D6: if 
0039:   181@ == 0 // integer values 
004D: jump_if_false @FINALEA_14784 
00D6: if 
03CA:   object 100@ exists 
004D: jump_if_false @FINALEA_14784 
00D6: if 
0039:   182@ == 0 // integer values 
004D: jump_if_false @FINALEA_14404 
009A: 85@ = create_actor 24 #BALLAS2 at 2571.635 -1302.189 1030.427 
0173: set_actor 85@ z_angle_to 84.9134 
060B: unknown_actor_use_entity 85@ 49@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 85@ perform_animation_sequence "ROADCROSS" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 
0860: link_actor 85@ to_interior 2 
02E2: set_actor 85@ weapon_accuracy_to 80 
0223: set_actor 85@ health_to 150 
08AF: (unknown) 85@ 150 
0006: 173@ = 0 // integer values 
009A: 86@ = create_actor 24 #BALLAS1 at 2570.398 -1299.233 1030.427 
0173: set_actor 86@ z_angle_to 119.2958 
060B: unknown_actor_use_entity 86@ 47@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
0223: set_actor 86@ health_to 200 
08AF: (unknown) 86@ 200 
0006: 174@ = 0 // integer values 
009A: 87@ = create_actor 24 #LSV1 at 2566.899 -1290.144 1030.43 
0173: set_actor 87@ z_angle_to 180.0082 
060B: unknown_actor_use_entity 87@ 47@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
0223: set_actor 87@ health_to 200 
08AF: (unknown) 87@ 200 
0006: 175@ = 0 // integer values 
009A: 88@ = create_actor 24 #BALLAS2 at 2570.637 -1286.841 1030.43 
0173: set_actor 88@ z_angle_to 182.7895 
060B: unknown_actor_use_entity 88@ 47@ 
01B2: give_actor 88@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
0223: set_actor 88@ health_to 200 
08AF: (unknown) 88@ 200 
0006: 176@ = 0 // integer values 
009A: 84@ = create_actor 24 #BALLAS2 at 2569.728 -1284.528 1030.43 
0173: set_actor 84@ z_angle_to 168.4302 
060B: unknown_actor_use_entity 84@ 47@ 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: (unknown) 84@ 200 
0006: 172@ = 0 // integer values 
0006: 182@ = 1 // integer values 
097B: play_sound 100@ on_object 1035 

:FINALEA_14404
00D6: if 
034E: move_object 100@ to 2565.814 -1303.566 1035.362 speed 0.0 0.0 0.15 flag 0 
004D: jump_if_false @FINALEA_14784 
097B: play_sound 100@ on_object 1036 
0006: 156@ = 9 // integer values 
00D6: if 
0039:   173@ == 0 // integer values 
004D: jump_if_false @FINALEA_14553 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_14553 
0085: 109@ = 85@ // integer values and handles 
0007: 111@ = 2564.186 // floating-point values 
0007: 112@ = -1301.676 // floating-point values 
0007: 113@ = 1030.43 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 173@ = 1 // integer values 

:FINALEA_14553
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @FINALEA_14609 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_14609 
0085: 109@ = 86@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 174@ = 1 // integer values 

:FINALEA_14609
00D6: if 
0039:   172@ == 0 // integer values 
004D: jump_if_false @FINALEA_14665 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_14665 
0085: 109@ = 84@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 172@ = 1 // integer values 

:FINALEA_14665
00D6: if 
0039:   175@ == 0 // integer values 
004D: jump_if_false @FINALEA_14721 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @FINALEA_14721 
0085: 109@ = 87@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 175@ = 1 // integer values 

:FINALEA_14721
00D6: if 
0039:   176@ == 0 // integer values 
004D: jump_if_false @FINALEA_14777 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_14777 
0085: 109@ = 88@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 176@ = 1 // integer values 

:FINALEA_14777
0006: 181@ = 1 // integer values 

:FINALEA_14784
00D6: if 
0039:   156@ == 9 // integer values 
004D: jump_if_false @FINALEA_14973 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2566.14 -1307.43 1027.0 2580.06 -1279.36 1034.16 
004D: jump_if_false @FINALEA_14973 
00D6: if 
0039:   172@ == 1 // integer values 
004D: jump_if_false @FINALEA_14966 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_14966 
0085: 109@ = 84@ // integer values and handles 
0007: 111@ = 2575.565 // floating-point values 
0007: 112@ = -1284.965 // floating-point values 
0007: 113@ = 1030.427 // floating-point values 
0007: 118@ = 2575.513 // floating-point values 
0007: 119@ = -1303.242 // floating-point values 
0007: 120@ = 1036.781 // floating-point values 
0050: gosub @FINALEA_31735 
0006: 172@ = 2 // integer values 

:FINALEA_14966
0006: 156@ = 10 // integer values 

:FINALEA_14973
00D6: if 
0039:   156@ == 10 // integer values 
004D: jump_if_false @FINALEA_15360 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2577.98 -1307.44 1034.5 2583.49 -1298.94 1039.3 
004D: jump_if_false @FINALEA_15360 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 130@ 
040D: unload_wav 3 
00A1: put_actor $PLAYER_ACTOR at 2575.036 -1305.741 1036.781 
0173: set_actor $PLAYER_ACTOR z_angle_to 273.5172 
009B: destroy_actor_instantly 77@ 
009B: destroy_actor_instantly 78@ 
009B: destroy_actor_instantly 80@ 
009B: destroy_actor_instantly 81@ 
009B: destroy_actor_instantly 82@ 
009B: destroy_actor_instantly 83@ 
009B: destroy_actor_instantly 71@ 
009B: destroy_actor_instantly 73@ 
009B: destroy_actor_instantly 74@ 
009B: destroy_actor_instantly 75@ 
009B: destroy_actor_instantly 76@ 
009B: destroy_actor_instantly 77@ 
009B: destroy_actor_instantly 78@ 
009B: destroy_actor_instantly 80@ 
009B: destroy_actor_instantly 81@ 
009B: destroy_actor_instantly 82@ 
009B: destroy_actor_instantly 83@ 
009B: destroy_actor_instantly 64@ 
009B: destroy_actor_instantly 65@ 
00A6: destroy_car 57@ 
009B: destroy_actor_instantly 84@ 
009B: destroy_actor_instantly 85@ 
009B: destroy_actor_instantly 86@ 
009B: destroy_actor_instantly 87@ 
009B: destroy_actor_instantly 88@ 
0108: destroy_object 100@ 
0249: release_model #SWAT 
0249: release_model #SWATVAN 
0249: release_model #AK47 
0249: release_model #MP5LNG 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #LSV1 
0249: release_model #IMCOMPMOVEDR1_LAS 
015F: set_camera_position 2579.686 -1310.002 1037.224 0.0 0.0 0.0 
0160: point_camera 2579.736 -1309.022 1037.418 2 
00BA: text_styled 'RM4_18' 1000 ms 2  // 2. emelet: Kbtszer labor
0001: wait 1000 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2580.091 -1305.649 1036.773 speed 4 4000 ms 
0006: 156@ = 11 // integer values 

:FINALEA_15360
00D6: if 
0039:   156@ == 11 // integer values 
004D: jump_if_false @FINALEA_17177 
00D6: if 
00F0:   actor $PLAYER_ACTOR stopped 0 2580.091 -1305.649 radius 3.0 3.0 
004D: jump_if_false @FINALEA_17177 
018A: 130@ = create_checkpoint_at 2521.52 -1301.89 1047.37 
08DC: (unknown) 130@ 2540.83 -1304.05 1.0 
0247: request_model #BMYCG 
0247: request_model #HMYCM 
0247: request_model #SFR1 
0247: request_model #M4 
0247: request_model #COLT45 
0247: request_model #BARREL4 
038B: load_requested_models 

:FINALEA_15488
00D6: if or
8248:   not model #BMYCG available 
8248:   not model #HMYCM available 
8248:   not model #SFR1 available 
8248:   not model #M4 available 
004D: jump_if_false @FINALEA_15530 
0001: wait 0 ms 
0002: jump @FINALEA_15488 

:FINALEA_15530
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #BARREL4 available 
004D: jump_if_false @FINALEA_15562 
0001: wait 0 ms 
0002: jump @FINALEA_15530 

:FINALEA_15562
0213: 134@ = create_pickup #BODYARMOUR type 3 at 2580.953 -1285.117 1044.173 
0213: 138@ = create_pickup #HEALTH type 3 at 2528.456 -1282.385 1048.337 
0107: 96@ = create_object #BARREL4 at 2560.308 -1290.702 1043.133 
0875: (unknown) 96@ 1 
035D: toggle_object 96@ targetable 1 
0107: 97@ = create_object #BARREL4 at 2540.467 -1306.681 1047.297 
0875: (unknown) 97@ 1 
035D: toggle_object 97@ targetable 1 
0107: 98@ = create_object #BARREL4 at 2545.491 -1296.284 1043.13 
0875: (unknown) 98@ 1 
035D: toggle_object 98@ targetable 1 
0107: 99@ = create_object #BARREL4 at 2538.171 -1289.806 1043.133 
0875: (unknown) 99@ 1 
035D: toggle_object 99@ targetable 1 
009A: 71@ = create_actor 24 #SFR1 at 2580.809 -1285.65 1043.133 
0173: set_actor 71@ z_angle_to 178.4956 
060B: unknown_actor_use_entity 71@ 47@ 
01B2: give_actor 71@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
0223: set_actor 71@ health_to 150 
08AF: (unknown) 71@ 150 
0006: 159@ = 0 // integer values 
009A: 72@ = create_actor 24 #SFR1 at 2574.736 -1295.861 1043.133 
0173: set_actor 72@ z_angle_to 183.0452 
060B: unknown_actor_use_entity 72@ 47@ 
01B2: give_actor 72@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: actor 72@ weapon_skill 2 
077A: set_actor 72@ aggressive_to_pedgroup 4 type 0 
0860: link_actor 72@ to_interior 2 
060F: (unknown) 72@ 10.0 
02E2: set_actor 72@ weapon_accuracy_to 60 
0006: 160@ = 0 // integer values 
009A: 73@ = create_actor 24 #HMYCM at 2561.648 -1300.648 1043.17 
0173: set_actor 73@ z_angle_to 270.0 
060B: unknown_actor_use_entity 73@ 47@ 
01B2: give_actor 73@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 73@ to_interior 2 
02AB: set_actor 73@ immunities 0 0 1 0 0 
0223: set_actor 73@ health_to 200 
08AF: (unknown) 73@ 200 
0006: 161@ = 0 // integer values 
009A: 74@ = create_actor 24 #BMYCG at 2545.648 -1300.648 1043.17 
0173: set_actor 74@ z_angle_to 270.0 
060B: unknown_actor_use_entity 74@ 47@ 
01B2: give_actor 74@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
02AB: set_actor 74@ immunities 0 0 1 0 0 
0223: set_actor 74@ health_to 200 
08AF: (unknown) 74@ 200 
07DD: (unknown) 74@ 70 
0006: 162@ = 0 // integer values 
009A: 75@ = create_actor 24 #HMYCM at 2538.348 -1287.148 1043.133 
0173: set_actor 75@ z_angle_to 270.0 
060B: unknown_actor_use_entity 75@ 47@ 
01B2: give_actor 75@ weapon 31 ammo 99999 // Load the weapon model before using this 
02AB: set_actor 75@ immunities 0 0 1 0 0 
0860: link_actor 75@ to_interior 2 
0223: set_actor 75@ health_to 200 
08AF: (unknown) 75@ 200 
0006: 163@ = 0 // integer values 
009A: 76@ = create_actor 24 #BMYCG at 2553.648 -1287.148 1043.133 
0173: set_actor 76@ z_angle_to 270.0 
060B: unknown_actor_use_entity 76@ 47@ 
01B2: give_actor 76@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 200 
08AF: (unknown) 76@ 200 
07DD: (unknown) 76@ 60 
0006: 164@ = 0 // integer values 
0001: wait 250 ms 
009A: 77@ = create_actor 24 #HMYCM at 2552.748 -1304.36 1043.133 
0173: set_actor 77@ z_angle_to 87.8604 
060B: unknown_actor_use_entity 77@ 47@ 
01B2: give_actor 77@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: actor 77@ weapon_skill 2 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 200 
08AF: (unknown) 77@ 200 
07DD: (unknown) 77@ 80 
0006: 165@ = 0 // integer values 
009A: 79@ = create_actor 24 #HMYCM at 2555.851 -1296.115 1043.13 
0173: set_actor 79@ z_angle_to 348.0356 
060B: unknown_actor_use_entity 79@ 47@ 
01B2: give_actor 79@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: actor 79@ weapon_skill 2 
0860: link_actor 79@ to_interior 2 
02AB: set_actor 79@ immunities 0 0 1 0 0 
0223: set_actor 79@ health_to 200 
08AF: (unknown) 79@ 200 
02E2: set_actor 79@ weapon_accuracy_to 80 
0006: 167@ = 0 // integer values 
009A: 80@ = create_actor 24 #BMYCG at 2542.606 -1296.096 1043.133 
0173: set_actor 80@ z_angle_to 353.9691 
060B: unknown_actor_use_entity 80@ 47@ 
01B2: give_actor 80@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0223: set_actor 80@ health_to 200 
08AF: (unknown) 80@ 200 
0006: 168@ = 0 // integer values 
009A: 81@ = create_actor 24 #HMYCM at 2552.924 -1290.878 1043.133 
0173: set_actor 81@ z_angle_to 187.0611 
060B: unknown_actor_use_entity 81@ 47@ 
01B2: give_actor 81@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 200 
08AF: (unknown) 81@ 200 
02E2: set_actor 81@ weapon_accuracy_to 70 
0006: 169@ = 0 // integer values 
009A: 83@ = create_actor 24 #BMYCG at 2550.059 -1281.248 1043.133 
0173: set_actor 83@ z_angle_to 230.8361 
060B: unknown_actor_use_entity 83@ 47@ 
01B2: give_actor 83@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
0223: set_actor 83@ health_to 200 
08AF: (unknown) 83@ 200 
07DD: (unknown) 83@ 80 
0006: 171@ = 0 // integer values 
0001: wait 250 ms 
009A: 84@ = create_actor 24 #BMYCG at 2531.906 -1283.062 1047.297 
0173: set_actor 84@ z_angle_to 233.2448 
060B: unknown_actor_use_entity 84@ 47@ 
01B2: give_actor 84@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: (unknown) 84@ 200 
02E2: set_actor 84@ weapon_accuracy_to 50 
0006: 172@ = 0 // integer values 
009A: 85@ = create_actor 24 #BMYCG at 2548.977 -1282.426 1047.297 
0173: set_actor 85@ z_angle_to 234.0824 
060B: unknown_actor_use_entity 85@ 47@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: actor 85@ weapon_skill 2 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 200 
08AF: (unknown) 85@ 200 
0006: 173@ = 0 // integer values 
009A: 86@ = create_actor 24 #BMYCG at 2530.035 -1293.182 1047.36 
0173: set_actor 86@ z_angle_to 268.475 
060B: unknown_actor_use_entity 86@ 47@ 
01B2: give_actor 86@ weapon 31 ammo 99999 // Load the weapon model before using this 
0223: set_actor 86@ health_to 200 
08AF: (unknown) 86@ 200 
0860: link_actor 86@ to_interior 2 
02E2: set_actor 86@ weapon_accuracy_to 80 
0006: 174@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BC: text_highpriority 'RM4_23' 7000 ms 1  // ~s~Juss fel a  ~y~3.emeletre~s~.
0006: 147@ = 3 // integer values 
0006: 157@ = 1 // integer values 
0006: 156@ = 12 // integer values 

:FINALEA_17177
00D6: if 
0039:   147@ == 3 // integer values 
004D: jump_if_false @FINALEA_21863 
00D6: if 
0039:   157@ == 1 // integer values 
004D: jump_if_false @FINALEA_17324 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2576.3 -1299.12 1039.71 2584.46 -1281.22 1046.6 
004D: jump_if_false @FINALEA_17324 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @FINALEA_17317 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_17317 
0085: 109@ = 71@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 159@ = 1 // integer values 

:FINALEA_17317
0006: 157@ = 2 // integer values 

:FINALEA_17324
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @FINALEA_17400 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_17400 
00D6: if or
0364:   actor 72@ spotted_actor $PLAYER_ACTOR 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_17400 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 // integer values 

:FINALEA_17400
00D6: if 
0039:   157@ == 2 // integer values 
004D: jump_if_false @FINALEA_18351 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2571.502 -1311.993 1041.858 2560.806 -1276.365 1046.727 
004D: jump_if_false @FINALEA_18351 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @FINALEA_17501 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 159@ = 1 // integer values 

:FINALEA_17501
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @FINALEA_17605 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_17605 
0085: 109@ = 73@ // integer values and handles 
0007: 111@ = 2561.648 // floating-point values 
0007: 112@ = -1300.648 // floating-point values 
0007: 113@ = 1043.17 // floating-point values 
0006: 117@ = 3000 // integer values 
0007: 121@ = 270.0 // floating-point values 
0050: gosub @FINALEA_31973 
0006: 161@ = 1 // integer values 

:FINALEA_17605
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @FINALEA_17709 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_17709 
0085: 109@ = 74@ // integer values and handles 
0007: 111@ = 2545.648 // floating-point values 
0007: 112@ = -1300.648 // floating-point values 
0007: 113@ = 1043.17 // floating-point values 
0006: 117@ = 1200 // integer values 
0007: 121@ = 270.0 // floating-point values 
0050: gosub @FINALEA_31973 
0006: 162@ = 1 // integer values 

:FINALEA_17709
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @FINALEA_17813 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_17813 
0085: 109@ = 75@ // integer values and handles 
0007: 111@ = 2538.348 // floating-point values 
0007: 112@ = -1287.148 // floating-point values 
0007: 113@ = 1043.133 // floating-point values 
0006: 117@ = 1500 // integer values 
0007: 121@ = 270.0 // floating-point values 
0050: gosub @FINALEA_32214 
0006: 163@ = 1 // integer values 

:FINALEA_17813
00D6: if 
0039:   164@ == 0 // integer values 
004D: jump_if_false @FINALEA_17917 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_17917 
0085: 109@ = 76@ // integer values and handles 
0007: 111@ = 2553.648 // floating-point values 
0007: 112@ = -1287.148 // floating-point values 
0007: 113@ = 1043.133 // floating-point values 
0006: 117@ = 2000 // integer values 
0007: 121@ = 270.0 // floating-point values 
0050: gosub @FINALEA_32214 
0006: 164@ = 1 // integer values 

:FINALEA_17917
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @FINALEA_17966 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_17966 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 165@ = 1 // integer values 

:FINALEA_17966
00D6: if 
0039:   167@ == 0 // integer values 
004D: jump_if_false @FINALEA_18015 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_18015 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0006: 167@ = 1 // integer values 

:FINALEA_18015
00D6: if 
0039:   168@ == 0 // integer values 
004D: jump_if_false @FINALEA_18071 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_18071 
0085: 109@ = 80@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 168@ = 1 // integer values 

:FINALEA_18071
00D6: if 
0039:   169@ == 0 // integer values 
004D: jump_if_false @FINALEA_18127 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_18127 
0085: 109@ = 81@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 168@ = 1 // integer values 

:FINALEA_18127
00D6: if 
0039:   171@ == 0 // integer values 
004D: jump_if_false @FINALEA_18176 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_18176 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 171@ = 1 // integer values 

:FINALEA_18176
00D6: if 
0039:   172@ == 0 // integer values 
004D: jump_if_false @FINALEA_18232 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_18232 
0085: 109@ = 84@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 172@ = 1 // integer values 

:FINALEA_18232
00D6: if 
0039:   173@ == 0 // integer values 
004D: jump_if_false @FINALEA_18288 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_18288 
0085: 109@ = 85@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 173@ = 1 // integer values 

:FINALEA_18288
00D6: if 
0039:   174@ == 0 // integer values 
004D: jump_if_false @FINALEA_18344 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_18344 
0085: 109@ = 86@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 174@ = 1 // integer values 

:FINALEA_18344
0006: 157@ = 3 // integer values 

:FINALEA_18351
00D6: if 
0039:   157@ == 3 // integer values 
004D: jump_if_false @FINALEA_20746 
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @FINALEA_18497 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_18497 
00D6: if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_18497 
00D6: if or
8118:   not actor 73@ dead 
0104:   actor 73@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_18485 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 161@ = 2 // integer values 
0002: jump @FINALEA_18497 

:FINALEA_18485
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 161@ = 2 // integer values 

:FINALEA_18497
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @FINALEA_18625 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_18625 
00D6: if or
051A:   actor 74@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 74@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_18625 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_18613 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 162@ = 2 // integer values 
0002: jump @FINALEA_18625 

:FINALEA_18613
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 // integer values 

:FINALEA_18625
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @FINALEA_18753 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_18753 
00D6: if or
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 75@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_18753 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_18741 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 2 // integer values 
0002: jump @FINALEA_18753 

:FINALEA_18741
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 2 // integer values 

:FINALEA_18753
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @FINALEA_18876 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_18876 
00D6: if or
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_18876 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_18869 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 2 // integer values 
0002: jump @FINALEA_18876 

:FINALEA_18869
0006: 164@ = 2 // integer values 

:FINALEA_18876
00D6: if or
0039:   161@ == 1 // integer values 
0039:   161@ == 2 // integer values 
004D: jump_if_false @FINALEA_18936 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_18936 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 161@ = 3 // integer values 

:FINALEA_18936
00D6: if or
0039:   162@ == 1 // integer values 
0039:   162@ == 2 // integer values 
004D: jump_if_false @FINALEA_18996 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_18996 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 162@ = 3 // integer values 

:FINALEA_18996
00D6: if or
0039:   163@ == 1 // integer values 
0039:   163@ == 2 // integer values 
004D: jump_if_false @FINALEA_19056 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_19056 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 163@ = 3 // integer values 

:FINALEA_19056
00D6: if or
0039:   164@ == 1 // integer values 
0039:   164@ == 2 // integer values 
004D: jump_if_false @FINALEA_19116 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_19116 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 164@ = 3 // integer values 

:FINALEA_19116
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @FINALEA_19169 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_19169 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 165@ = 2 // integer values 

:FINALEA_19169
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @FINALEA_19222 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_19222 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 168@ = 2 // integer values 

:FINALEA_19222
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @FINALEA_19275 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_19275 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 169@ = 2 // integer values 

:FINALEA_19275
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @FINALEA_19328 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_19328 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 171@ = 2 // integer values 

:FINALEA_19328
00D6: if 
0039:   172@ == 1 // integer values 
004D: jump_if_false @FINALEA_19381 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @FINALEA_19381 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 172@ = 2 // integer values 

:FINALEA_19381
00D6: if 
0039:   173@ == 1 // integer values 
004D: jump_if_false @FINALEA_19434 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @FINALEA_19434 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 173@ = 2 // integer values 

:FINALEA_19434
00D6: if 
0039:   174@ == 1 // integer values 
004D: jump_if_false @FINALEA_19487 
00D6: if 
0118:   actor 86@ dead 
004D: jump_if_false @FINALEA_19487 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 174@ = 2 // integer values 

:FINALEA_19487
00D6: if 
0039:   184@ == 0 // integer values 
004D: jump_if_false @FINALEA_19868 
00D6: if 
0019:   183@ > 5 // integer values 
004D: jump_if_false @FINALEA_19868 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2551.12 -1276.34 1046.55 2543.07 -1287.63 1050.46 
004D: jump_if_false @FINALEA_19868 
009A: 87@ = create_actor 24 #SFR1 at 2573.448 -1301.981 1043.133 
0173: set_actor 87@ z_angle_to 87.1597 
060B: unknown_actor_use_entity 87@ 47@ 
01B2: give_actor 87@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
0223: set_actor 87@ health_to 200 
08AF: (unknown) 87@ 200 
0085: 109@ = 87@ // integer values and handles 
0007: 111@ = 2566.288 // floating-point values 
0007: 112@ = -1301.637 // floating-point values 
0007: 113@ = 1043.133 // floating-point values 
0007: 118@ = 2565.74 // floating-point values 
0007: 119@ = -1297.09 // floating-point values 
0007: 120@ = 1043.133 // floating-point values 
0050: gosub @FINALEA_31735 
0006: 175@ = 1 // integer values 
009A: 88@ = create_actor 24 #SFR1 at 2575.308 -1301.908 1043.133 
0173: set_actor 88@ z_angle_to 91.2377 
060B: unknown_actor_use_entity 88@ 47@ 
01B2: give_actor 88@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
0223: set_actor 88@ health_to 200 
08AF: (unknown) 88@ 200 
0085: 109@ = 88@ // integer values and handles 
0007: 111@ = 2566.984 // floating-point values 
0007: 112@ = -1302.09 // floating-point values 
0007: 113@ = 1043.133 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 176@ = 1 // integer values 
0006: 184@ = 1 // integer values 

:FINALEA_19868
00D6: if 
0039:   185@ == 0 // integer values 
004D: jump_if_false @FINALEA_20201 
00D6: if 
0019:   183@ > 8 // integer values 
004D: jump_if_false @FINALEA_20201 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2566.09 -1301.26 1046.91 2554.56 -1309.06 1050.0 
004D: jump_if_false @FINALEA_20201 
009A: 89@ = create_actor 24 #SFR1 at 2527.271 -1305.648 1047.297 
0173: set_actor 89@ z_angle_to 269.5592 
060B: unknown_actor_use_entity 89@ 47@ 
01B2: give_actor 89@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: actor 89@ weapon_skill 2 
0860: link_actor 89@ to_interior 2 
0085: 109@ = 89@ // integer values and handles 
0007: 111@ = 2542.317 // floating-point values 
0007: 112@ = -1305.674 // floating-point values 
0007: 113@ = 1047.297 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 177@ = 1 // integer values 
009A: 90@ = create_actor 24 #SFR1 at 2523.7 -1305.878 1047.297 
0173: set_actor 90@ z_angle_to 273.1955 
060B: unknown_actor_use_entity 90@ 47@ 
01B2: give_actor 90@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: actor 90@ weapon_skill 2 
0860: link_actor 90@ to_interior 2 
0085: 109@ = 90@ // integer values and handles 
0007: 111@ = 2534.567 // floating-point values 
0007: 112@ = -1305.547 // floating-point values 
0007: 113@ = 1047.297 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 178@ = 1 // integer values 
0006: 185@ = 1 // integer values 

:FINALEA_20201
00D6: if 
0039:   175@ == 1 // integer values 
004D: jump_if_false @FINALEA_20254 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @FINALEA_20254 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 175@ = 2 // integer values 

:FINALEA_20254
00D6: if 
0039:   176@ == 1 // integer values 
004D: jump_if_false @FINALEA_20307 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_20307 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 176@ = 2 // integer values 

:FINALEA_20307
00D6: if 
0039:   177@ == 1 // integer values 
004D: jump_if_false @FINALEA_20360 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @FINALEA_20360 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 177@ = 2 // integer values 

:FINALEA_20360
00D6: if 
0039:   178@ == 1 // integer values 
004D: jump_if_false @FINALEA_20413 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @FINALEA_20413 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 178@ = 2 // integer values 

:FINALEA_20413
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2522.35 -1309.65 1045.6 2513.5 -1295.97 1050.32 
004D: jump_if_false @FINALEA_20746 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A1: put_actor $PLAYER_ACTOR at 2525.079 -1301.891 1047.297 
0173: set_actor $PLAYER_ACTOR z_angle_to 89.7295 
009B: destroy_actor_instantly 71@ 
009B: destroy_actor_instantly 72@ 
009B: destroy_actor_instantly 73@ 
009B: destroy_actor_instantly 74@ 
009B: destroy_actor_instantly 75@ 
009B: destroy_actor_instantly 76@ 
009B: destroy_actor_instantly 77@ 
009B: destroy_actor_instantly 80@ 
009B: destroy_actor_instantly 81@ 
009B: destroy_actor_instantly 83@ 
009B: destroy_actor_instantly 84@ 
009B: destroy_actor_instantly 85@ 
009B: destroy_actor_instantly 86@ 
009B: destroy_actor_instantly 87@ 
009B: destroy_actor_instantly 88@ 
009B: destroy_actor_instantly 89@ 
009B: destroy_actor_instantly 90@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0249: release_model #BMYCG 
0249: release_model #WFYCRK 
0249: release_model #HMYCM 
0249: release_model #SFR1 
0249: release_model #M4 
0249: release_model #COLT45 
0249: release_model #BARREL4 
015F: set_camera_position 2520.282 -1306.363 1047.599 0.0 0.0 0.0 
0160: point_camera 2520.3 -1305.388 1047.823 2 
00BA: text_styled 'RM4_19' 1000 ms 2  // 3. emelet: Ballas nappalija
0001: wait 1000 ms 
05D3: AS_actor $PLAYER_ACTOR go_to_point 2520.025 -1301.845 1047.289 speed 4 5000 ms 
0006: 157@ = 4 // integer values 

:FINALEA_20746
00D6: if 
0039:   157@ == 4 // integer values 
004D: jump_if_false @FINALEA_21863 
00D6: if 
00F0:   actor $PLAYER_ACTOR stopped 0 2520.025 -1301.845 radius 3.0 3.0 
004D: jump_if_false @FINALEA_21863 
0247: request_model #BALLAS3 
0247: request_model #MAFFA 
0247: request_model #LSV2 
0247: request_model #MICRO_UZI 
0247: request_model #CHROMEGUN 
0247: request_model #BFYRI 
04ED: load_animation "STRIP" 
0247: request_model #SBFYSTR 
038B: load_requested_models 

:FINALEA_20844
00D6: if or
8248:   not model #BALLAS3 available 
8248:   not model #MAFFA available 
8248:   not model #LSV2 available 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @FINALEA_20888 
0001: wait 0 ms 
0002: jump @FINALEA_20844 

:FINALEA_20888
00D6: if or
8248:   not model #BFYRI available 
84EE:   not animation "STRIP" loaded 
8248:   not model #SBFYSTR available 
004D: jump_if_false @FINALEA_20928 
0001: wait 0 ms 
0002: jump @FINALEA_20888 

:FINALEA_20928
0213: 135@ = create_pickup #BODYARMOUR type 3 at 2520.4 -1281.287 1054.681 
0001: wait 250 ms 
009A: 89@ = create_actor 24 #BALLAS3 at 2520.891 -1281.763 1053.681 
0173: set_actor 89@ z_angle_to 180.628 
060B: unknown_actor_use_entity 89@ 47@ 
01B2: give_actor 89@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 89@ weapon_skill 2 
0860: link_actor 89@ to_interior 2 
0006: 177@ = 0 // integer values 
009A: 71@ = create_actor 24 #LSV2 at 2529.813 -1285.063 1053.641 
0173: set_actor 71@ z_angle_to 182.0171 
060B: unknown_actor_use_entity 71@ 47@ 
01B2: give_actor 71@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
02E2: set_actor 71@ weapon_accuracy_to 50 
0006: 159@ = 0 // integer values 
009A: 72@ = create_actor 24 #BALLAS3 at 2529.92 -1286.83 1053.641 
0173: set_actor 72@ z_angle_to 358.5364 
060B: unknown_actor_use_entity 72@ 47@ 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 72@ weapon_skill 2 
0860: link_actor 72@ to_interior 2 
02E2: set_actor 72@ weapon_accuracy_to 50 
0006: 160@ = 0 // integer values 
0677: AS_actor 72@ chat_with_actor 71@ 1 1 
0677: AS_actor 71@ chat_with_actor 72@ 0 1 
009A: 91@ = create_actor 24 #BFYRI at 2537.15 -1288.125 1053.641 
0173: set_actor 91@ z_angle_to 280.1631 
060B: unknown_actor_use_entity 91@ 47@ 
0223: set_actor 91@ health_to 1 
009A: 73@ = create_actor 24 #MAFFA at 2540.364 -1287.553 1053.647 
0173: set_actor 73@ z_angle_to 89.793 
060B: unknown_actor_use_entity 73@ 47@ 
01B2: give_actor 73@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 73@ weapon_skill 2 
0860: link_actor 73@ to_interior 2 
02E2: set_actor 73@ weapon_accuracy_to 30 
0223: set_actor 73@ health_to 200 
08AF: (unknown) 73@ 200 
0006: 161@ = 0 // integer values 
009A: 74@ = create_actor 24 #LSV2 at 2537.074 -1287.274 1053.681 
0173: set_actor 74@ z_angle_to 265.803 
060B: unknown_actor_use_entity 74@ 47@ 
01B2: give_actor 74@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
02AB: set_actor 74@ immunities 0 0 1 0 0 
0223: set_actor 74@ health_to 150 
08AF: (unknown) 74@ 150 
0006: 162@ = 0 // integer values 
009A: 75@ = create_actor 24 #BALLAS3 at 2542.226 -1294.381 1053.641 
0173: set_actor 75@ z_angle_to 89.8814 
060B: unknown_actor_use_entity 75@ 47@ 
01B2: give_actor 75@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 75@ weapon_skill 2 
0860: link_actor 75@ to_interior 2 
06B0: AS_actor 75@ sit_down 400000 ms 
02E2: set_actor 75@ weapon_accuracy_to 30 
0223: set_actor 75@ health_to 200 
08AF: (unknown) 75@ 200 
0006: 163@ = 0 // integer values 
0001: wait 250 ms 
009A: 77@ = create_actor 24 #LSV2 at 2539.476 -1303.431 1053.641 
0173: set_actor 77@ z_angle_to 10.5492 
060B: unknown_actor_use_entity 77@ 47@ 
01B2: give_actor 77@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 77@ weapon_skill 2 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 150 
08AF: (unknown) 77@ 150 
0006: 165@ = 0 // integer values 
009A: 78@ = create_actor 24 #MAFFA at 2533.962 -1306.916 1053.641 
0173: set_actor 78@ z_angle_to 338.7091 
060B: unknown_actor_use_entity 78@ 47@ 
01B2: give_actor 78@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 78@ weapon_skill 2 
0860: link_actor 78@ to_interior 2 
0223: set_actor 78@ health_to 200 
08AF: (unknown) 78@ 200 
0006: 166@ = 0 // integer values 
0164: disable_marker 130@ 
018A: 130@ = create_checkpoint_at 2579.0 -1284.0 1054.686 
08DC: (unknown) 130@ 2540.83 -1304.05 1.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BC: text_highpriority 'RM4_21' 5000 ms 1  // ~s~Juss fel a  ~y~4. emeletre~s~.
0006: 147@ = 4 // integer values 
0006: 158@ = 1 // integer values 
0006: 157@ = 5 // integer values 

:FINALEA_21863
00D6: if 
0039:   147@ == 4 // integer values 
004D: jump_if_false @FINALEA_27576 
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @FINALEA_22010 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2520.23 -1293.09 1051.49 radius 6.0 6.0 5.0 
004D: jump_if_false @FINALEA_22010 
00D6: if 
0039:   177@ == 0 // integer values 
004D: jump_if_false @FINALEA_22003 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @FINALEA_22003 
0085: 109@ = 89@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 177@ = 1 // integer values 

:FINALEA_22003
0006: 158@ = 2 // integer values 

:FINALEA_22010
00D6: if 
0039:   158@ == 2 // integer values 
004D: jump_if_false @FINALEA_22229 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2522.32 -1293.64 1052.5 2532.41 -1273.44 1055.89 
004D: jump_if_false @FINALEA_22146 
0006: 32@ = 0 // integer values 
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @FINALEA_22132 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_22132 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 // integer values 

:FINALEA_22132
0006: 158@ = 3 // integer values 
0002: jump @FINALEA_22229 

:FINALEA_22146
00D6: if or
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_22229 
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @FINALEA_22222 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_22222 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 // integer values 

:FINALEA_22222
0006: 158@ = 3 // integer values 

:FINALEA_22229
00D6: if 
0039:   158@ == 3 // integer values 
004D: jump_if_false @FINALEA_22322 
00D6: if 
0019:   32@ > 250 // integer values 
004D: jump_if_false @FINALEA_22322 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @FINALEA_22315 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_22315 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0006: 159@ = 1 // integer values 

:FINALEA_22315
0006: 158@ = 4 // integer values 

:FINALEA_22322
00D6: if 
0039:   158@ == 4 // integer values 
004D: jump_if_false @FINALEA_22759 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2530.68 -1306.62 1052.16 2542.05 -1275.19 1057.08 
004D: jump_if_false @FINALEA_22759 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @FINALEA_22449 
0085: 109@ = 91@ // integer values and handles 
0007: 111@ = 2537.736 // floating-point values 
0007: 112@ = -1306.448 // floating-point values 
0007: 113@ = 1053.641 // floating-point values 
0050: gosub @FINALEA_32455 

:FINALEA_22449
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @FINALEA_22542 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_22542 
04EB: AS_actor 73@ crouch -1 
0085: 109@ = 73@ // integer values and handles 
0007: 111@ = 2540.37 // floating-point values 
0007: 112@ = -1280.79 // floating-point values 
0007: 113@ = 1053.647 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 161@ = 1 // integer values 

:FINALEA_22542
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @FINALEA_22591 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_22591 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 162@ = 1 // integer values 

:FINALEA_22591
00D6: if 
0039:   163@ == 0 // integer values 
004D: jump_if_false @FINALEA_22640 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_22640 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 1 // integer values 

:FINALEA_22640
00D6: if 
0039:   165@ == 0 // integer values 
004D: jump_if_false @FINALEA_22696 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_22696 
0085: 109@ = 77@ // integer values and handles 
0050: gosub @FINALEA_31653 
0006: 165@ = 1 // integer values 

:FINALEA_22696
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @FINALEA_22752 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @FINALEA_22752 
0085: 109@ = 78@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 166@ = 1 // integer values 

:FINALEA_22752
0006: 158@ = 5 // integer values 

:FINALEA_22759
00D6: if 
0039:   158@ == 5 // integer values 
004D: jump_if_false @FINALEA_23474 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2537.78 -1298.62 1055.1 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEA_23474 
009A: 76@ = create_actor 24 #MAFFA at 2545.193 -1302.545 1053.647 
0173: set_actor 76@ z_angle_to 359.6221 
060B: unknown_actor_use_entity 76@ 47@ 
01B2: give_actor 76@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 76@ weapon_skill 2 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 150 
08AF: (unknown) 76@ 150 
04EB: AS_actor 76@ crouch -1 
0006: 164@ = 0 // integer values 
009A: 79@ = create_actor 24 #BALLAS3 at 2548.808 -1288.945 1053.641 
0173: set_actor 79@ z_angle_to 168.1978 
060B: unknown_actor_use_entity 79@ 47@ 
01B2: give_actor 79@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 79@ weapon_skill 2 
02E2: set_actor 79@ weapon_accuracy_to 50 
0860: link_actor 79@ to_interior 2 
0223: set_actor 79@ health_to 150 
08AF: (unknown) 79@ 150 
0006: 167@ = 0 // integer values 
009A: 81@ = create_actor 24 #LSV2 at 2548.211 -1293.491 1053.641 
0173: set_actor 81@ z_angle_to 177.248 
060B: unknown_actor_use_entity 81@ 47@ 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 81@ weapon_skill 2 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 150 
08AF: (unknown) 81@ 150 
02E2: set_actor 81@ weapon_accuracy_to 30 
0006: 169@ = 0 // integer values 
009A: 82@ = create_actor 24 #BALLAS3 at 2548.473 -1295.834 1053.647 
0173: set_actor 82@ z_angle_to 6.5626 
060B: unknown_actor_use_entity 82@ 47@ 
01B2: give_actor 82@ weapon 25 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 82@ weapon_accuracy_to 30 
0860: link_actor 82@ to_interior 2 
0223: set_actor 82@ health_to 150 
08AF: (unknown) 82@ 150 
0006: 170@ = 0 // integer values 
009A: 88@ = create_actor 24 #BALLAS3 at 2568.735 -1294.134 1053.681 
0173: set_actor 88@ z_angle_to 270.3791 
060B: unknown_actor_use_entity 88@ 47@ 
01B2: give_actor 88@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 88@ weapon_skill 2 
0860: link_actor 88@ to_interior 2 
02A9: set_actor 88@ immune_to_nonplayer 1 
0223: set_actor 88@ health_to 150 
08AF: (unknown) 88@ 150 
0006: 176@ = 0 // integer values 
009A: 80@ = create_actor 24 #BALLAS3 at 2571.7 -1294.298 1053.68 
0173: set_actor 80@ z_angle_to 90.0 
060B: unknown_actor_use_entity 80@ 47@ 
01B2: give_actor 80@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0006: 168@ = 0 // integer values 
009A: 83@ = create_actor 24 #MAFFA at 2571.802 -1289.591 1053.641 
0173: set_actor 83@ z_angle_to 90.3346 
060B: unknown_actor_use_entity 83@ 47@ 
01B2: give_actor 83@ weapon 25 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 50 
0860: link_actor 83@ to_interior 2 
0223: set_actor 83@ health_to 150 
08AF: (unknown) 83@ 150 
0006: 171@ = 0 // integer values 
0006: 158@ = 6 // integer values 

:FINALEA_23474
00D6: if 
0039:   158@ == 6 // integer values 
004D: jump_if_false @FINALEA_24207 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2543.87 -1308.98 1050.78 2553.03 -1276.55 1059.5 
00FE:   actor $PLAYER_ACTOR 0 2543.88 -1304.9 1053.81 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_24207 
009B: destroy_actor_instantly 89@ 
009B: destroy_actor_instantly 71@ 
009B: destroy_actor_instantly 72@ 
00D6: if 
0039:   164@ == 0 // integer values 
004D: jump_if_false @FINALEA_23685 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_23685 
04EB: AS_actor 76@ crouch -1 
0085: 109@ = 76@ // integer values and handles 
0007: 111@ = 2545.238 // floating-point values 
0007: 112@ = -1291.791 // floating-point values 
0007: 113@ = 1053.641 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 164@ = 1 // integer values 

:FINALEA_23685
00D6: if 
0039:   167@ == 0 // integer values 
004D: jump_if_false @FINALEA_23741 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_23741 
0085: 109@ = 79@ // integer values and handles 
0050: gosub @FINALEA_31697 
0006: 167@ = 1 // integer values 

:FINALEA_23741
00D6: if 
0039:   169@ == 0 // integer values 
004D: jump_if_false @FINALEA_23827 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_23827 
0085: 109@ = 81@ // integer values and handles 
0007: 111@ = 2553.877 // floating-point values 
0007: 112@ = -1292.144 // floating-point values 
0007: 113@ = 1053.647 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 169@ = 1 // integer values 

:FINALEA_23827
00D6: if 
0039:   170@ == 0 // integer values 
004D: jump_if_false @FINALEA_23943 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_23943 
0085: 109@ = 82@ // integer values and handles 
0007: 111@ = 2553.217 // floating-point values 
0007: 112@ = -1296.902 // floating-point values 
0007: 113@ = 1053.647 // floating-point values 
0007: 118@ = 2557.171 // floating-point values 
0007: 119@ = -1296.618 // floating-point values 
0007: 120@ = 1053.641 // floating-point values 
0050: gosub @FINALEA_31735 
0006: 170@ = 1 // integer values 

:FINALEA_23943
00D6: if 
0039:   176@ == 0 // integer values 
004D: jump_if_false @FINALEA_23992 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_23992 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
0006: 176@ = 1 // integer values 

:FINALEA_23992
00D6: if 
0039:   168@ == 0 // integer values 
004D: jump_if_false @FINALEA_24096 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_24096 
0085: 109@ = 80@ // integer values and handles 
0007: 111@ = 2571.7 // floating-point values 
0007: 112@ = -1294.298 // floating-point values 
0007: 113@ = 1053.68 // floating-point values 
0006: 117@ = 1200 // integer values 
0007: 121@ = 90.0 // floating-point values 
0050: gosub @FINALEA_31973 
0006: 168@ = 1 // integer values 

:FINALEA_24096
00D6: if 
0039:   171@ == 0 // integer values 
004D: jump_if_false @FINALEA_24200 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_24200 
0085: 109@ = 83@ // integer values and handles 
0007: 111@ = 2571.802 // floating-point values 
0007: 112@ = -1289.591 // floating-point values 
0007: 113@ = 1053.641 // floating-point values 
0006: 117@ = 2000 // integer values 
0007: 121@ = 90.0 // floating-point values 
0050: gosub @FINALEA_31973 
0006: 171@ = 1 // integer values 

:FINALEA_24200
0006: 158@ = 7 // integer values 

:FINALEA_24207
00D6: if 
0039:   158@ == 7 // integer values 
004D: jump_if_false @FINALEA_24680 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2544.0 -1298.31 1051.84 2577.11 -1278.61 1057.06 
004D: jump_if_false @FINALEA_24680 
009B: destroy_actor_instantly 91@ 
009B: destroy_actor_instantly 74@ 
009B: destroy_actor_instantly 75@ 
009B: destroy_actor_instantly 77@ 
009B: destroy_actor_instantly 78@ 
009A: 84@ = create_actor 24 #MAFFA at 2561.144 -1302.854 1053.641 
0173: set_actor 84@ z_angle_to 357.9032 
060B: unknown_actor_use_entity 84@ 47@ 
01B2: give_actor 84@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 84@ weapon_skill 2 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: (unknown) 84@ 200 
02E2: set_actor 84@ weapon_accuracy_to 40 
0006: 172@ = 0 // integer values 
00D6: if 
0039:   172@ == 0 // integer values 
004D: jump_if_false @FINALEA_24489 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_24489 
04EB: AS_actor 84@ crouch -1 
0085: 109@ = 84@ // integer values and handles 
0007: 111@ = 2561.076 // floating-point values 
0007: 112@ = -1295.253 // floating-point values 
0007: 113@ = 1053.647 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 172@ = 1 // integer values 

:FINALEA_24489
009A: 85@ = create_actor 24 #MAFFA at 2561.128 -1284.657 1053.641 
0173: set_actor 85@ z_angle_to 180.8092 
060B: unknown_actor_use_entity 85@ 47@ 
01B2: give_actor 85@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 85@ weapon_skill 2 
0860: link_actor 85@ to_interior 2 
02E2: set_actor 85@ weapon_accuracy_to 40 
0223: set_actor 85@ health_to 150 
08AF: (unknown) 85@ 150 
0006: 173@ = 0 // integer values 
00D6: if 
0039:   173@ == 0 // integer values 
004D: jump_if_false @FINALEA_24673 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_24673 
0085: 109@ = 85@ // integer values and handles 
0007: 111@ = 2561.241 // floating-point values 
0007: 112@ = -1292.802 // floating-point values 
0007: 113@ = 1053.647 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 173@ = 1 // integer values 

:FINALEA_24673
0006: 158@ = 8 // integer values 

:FINALEA_24680
00D6: if 
0039:   187@ == 0 // integer values 
004D: jump_if_false @FINALEA_24947 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2556.98 -1298.58 1052.0 2569.69 -1035.12 1056.21 
004D: jump_if_false @FINALEA_24947 
0213: 139@ = create_pickup #HEALTH type 3 at 2552.298 -1306.06 1054.681 
009A: 87@ = create_actor 24 #MAFFA at 2566.716 -1305.75 1053.681 
0173: set_actor 87@ z_angle_to 4.514 
060B: unknown_actor_use_entity 87@ 47@ 
01B2: give_actor 87@ weapon 28 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 87@ weapon_accuracy_to 70 
0860: link_actor 87@ to_interior 2 
0006: 175@ = 1 // integer values 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
009A: 92@ = create_actor 24 #SBFYSTR at 2557.072 -1302.799 1053.875 
0173: set_actor 92@ z_angle_to 53.1978 
060B: unknown_actor_use_entity 92@ 47@ 
0223: set_actor 92@ health_to 5 
0605: actor 92@ perform_animation_sequence "STRIP_E" from_file "STRIP" 8.0 loop 1 1 1 0 -1 ms 
0006: 187@ = 1 // integer values 

:FINALEA_24947
00D6: if 
0039:   186@ == 0 // integer values 
004D: jump_if_false @FINALEA_25213 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2558.94 -1290.24 1052.74 2568.72 -1283.56 1057.43 
004D: jump_if_false @FINALEA_25213 
0213: 136@ = create_pickup #BODYARMOUR type 3 at 2552.475 -1280.687 1054.686 
009A: 86@ = create_actor 24 #MAFFA at 2567.987 -1281.41 1053.687 
0173: set_actor 86@ z_angle_to 178.685 
060B: unknown_actor_use_entity 86@ 47@ 
01B2: give_actor 86@ weapon 28 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 86@ weapon_accuracy_to 30 
0860: link_actor 86@ to_interior 2 
0006: 174@ = 1 // integer values 
05E2: AS_actor 86@ kill_actor $PLAYER_ACTOR 
009A: 93@ = create_actor 24 #SBFYSTR at 2557.817 -1285.218 1053.876 
0173: set_actor 93@ z_angle_to 288.0473 
060B: unknown_actor_use_entity 93@ 47@ 
0223: set_actor 93@ health_to 5 
0605: actor 93@ perform_animation_sequence "STRIP_A" from_file "STRIP" 8.0 loop 1 1 1 0 -1 ms 
0006: 186@ = 1 // integer values 

:FINALEA_25213
00D6: if 
0039:   168@ == 1 // integer values 
004D: jump_if_false @FINALEA_25341 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_25341 
00D6: if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_25341 
00D6: if or
8118:   not actor 80@ dead 
0104:   actor 80@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_25329 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 168@ = 2 // integer values 
0002: jump @FINALEA_25341 

:FINALEA_25329
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 // integer values 

:FINALEA_25341
00D6: if 
0039:   171@ == 1 // integer values 
004D: jump_if_false @FINALEA_25469 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_25469 
00D6: if or
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 83@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_25469 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_25457 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 171@ = 2 // integer values 
0002: jump @FINALEA_25469 

:FINALEA_25457
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0006: 171@ = 2 // integer values 

:FINALEA_25469
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @FINALEA_25522 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_25522 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 159@ = 2 // integer values 

:FINALEA_25522
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @FINALEA_25575 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_25575 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 161@ = 2 // integer values 

:FINALEA_25575
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @FINALEA_25628 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_25628 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 162@ = 2 // integer values 

:FINALEA_25628
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @FINALEA_25681 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_25681 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 163@ = 2 // integer values 

:FINALEA_25681
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @FINALEA_25734 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_25734 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 164@ = 2 // integer values 

:FINALEA_25734
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @FINALEA_25787 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_25787 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 165@ = 3 // integer values 

:FINALEA_25787
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @FINALEA_25840 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @FINALEA_25840 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 166@ = 2 // integer values 

:FINALEA_25840
00D6: if or
0039:   168@ == 1 // integer values 
0039:   168@ == 2 // integer values 
004D: jump_if_false @FINALEA_25900 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_25900 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 168@ = 3 // integer values 

:FINALEA_25900
00D6: if 
0039:   169@ == 1 // integer values 
004D: jump_if_false @FINALEA_25953 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_25953 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 169@ = 2 // integer values 

:FINALEA_25953
00D6: if 
0039:   170@ == 1 // integer values 
004D: jump_if_false @FINALEA_26006 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @FINALEA_26006 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 170@ = 2 // integer values 

:FINALEA_26006
00D6: if or
0039:   171@ == 1 // integer values 
0039:   171@ == 2 // integer values 
004D: jump_if_false @FINALEA_26066 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_26066 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 // integer values 
0006: 171@ = 3 // integer values 

:FINALEA_26066
00D6: if 
0039:   172@ == 1 // integer values 
004D: jump_if_false @FINALEA_26119 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @FINALEA_26119 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 172@ = 2 // integer values 

:FINALEA_26119
00D6: if 
0039:   173@ == 1 // integer values 
004D: jump_if_false @FINALEA_26172 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @FINALEA_26172 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 173@ = 2 // integer values 

:FINALEA_26172
00D6: if 
0039:   174@ == 1 // integer values 
004D: jump_if_false @FINALEA_26225 
00D6: if 
0118:   actor 86@ dead 
004D: jump_if_false @FINALEA_26225 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 174@ = 2 // integer values 

:FINALEA_26225
00D6: if 
0039:   175@ == 1 // integer values 
004D: jump_if_false @FINALEA_26278 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @FINALEA_26278 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 175@ = 2 // integer values 

:FINALEA_26278
00D6: if 
0039:   176@ == 1 // integer values 
004D: jump_if_false @FINALEA_26331 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_26331 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 176@ = 2 // integer values 

:FINALEA_26331
00D6: if 
0039:   177@ == 1 // integer values 
004D: jump_if_false @FINALEA_26384 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @FINALEA_26384 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 // integer values 
0006: 177@ = 2 // integer values 

:FINALEA_26384
00D6: if 
0039:   158@ == 8 // integer values 
004D: jump_if_false @FINALEA_26555 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2577.43 -1281.21 1050.83 2584.7 -1291.47 1055.35 
00FE:   actor $PLAYER_ACTOR 0 2579.82 -1284.91 1054.12 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_26555 
00BC: text_highpriority 'RM4_24' 5000 ms 1  // ~s~Menj kapd el ~y~Big Smoke-ot~s~.
0164: disable_marker 130@ 
018A: 130@ = create_checkpoint_at 2550.74 -1285.02 1060.62 
08DC: (unknown) 130@ 2540.83 -1304.05 1.0 
0006: 158@ = 9 // integer values 

:FINALEA_26555
00D6: if 
0039:   158@ == 9 // integer values 
004D: jump_if_false @FINALEA_27576 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2577.46 -1306.59 1058.27 2571.97 -1275.1 1063.08 
00FE:   actor $PLAYER_ACTOR 0 2575.4 -1300.35 1061.016 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_27576 
0164: disable_marker 130@ 
009B: destroy_actor_instantly 92@ 
009B: destroy_actor_instantly 93@ 
009B: destroy_actor_instantly 71@ 
009B: destroy_actor_instantly 72@ 
009B: destroy_actor_instantly 73@ 
009B: destroy_actor_instantly 74@ 
009B: destroy_actor_instantly 75@ 
009B: destroy_actor_instantly 76@ 
009B: destroy_actor_instantly 77@ 
009B: destroy_actor_instantly 78@ 
009B: destroy_actor_instantly 79@ 
009B: destroy_actor_instantly 80@ 
009B: destroy_actor_instantly 81@ 
009B: destroy_actor_instantly 82@ 
009B: destroy_actor_instantly 83@ 
009B: destroy_actor_instantly 84@ 
009B: destroy_actor_instantly 85@ 
009B: destroy_actor_instantly 86@ 
009B: destroy_actor_instantly 87@ 
009B: destroy_actor_instantly 88@ 
009B: destroy_actor_instantly 89@ 
009B: destroy_actor_instantly 90@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:FINALEA_26795
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_26819 
0001: wait 0 ms 
0002: jump @FINALEA_26795 

:FINALEA_26819
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'RIOT_4C' 

:FINALEA_26834
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_26858 
0001: wait 0 ms 
0002: jump @FINALEA_26834 

:FINALEA_26858
02E7: start_cutscene 
016A: fade 1 1000 ms 

:FINALEA_26867
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_26891 
0001: wait 0 ms 
0002: jump @FINALEA_26867 

:FINALEA_26891
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:FINALEA_26906
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_26930 
0001: wait 0 ms 
0002: jump @FINALEA_26906 

:FINALEA_26930
0249: release_model #BALLAS3 
0249: release_model #MAFFA 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
04EF: release_animation "STRIP" 
04EF: release_animation "SWAT" 
0249: release_model #SBFYSTR 
0247: request_model #LSV2 
0247: request_model #BALLAS1 
0247: request_model #SFR1 
0247: request_model #AK47 
0247: request_model #IRGOGGLES 
023C: request_special_actor 'SMOKEV' as 2 
038B: load_requested_models 

:FINALEA_27007
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @FINALEA_27033 
0001: wait 0 ms 
0002: jump @FINALEA_27007 

:FINALEA_27033
00D6: if or
8248:   not model #LSV2 available 
8248:   not model #BALLAS1 available 
8248:   not model #SFR1 available 
8248:   not model #AK47 available 
8248:   not model #IRGOGGLES available 
004D: jump_if_false @FINALEA_27078 
0001: wait 0 ms 
0002: jump @FINALEA_27033 

:FINALEA_27078
009A: $ACTOR_SMOKE = create_actor 23 #SPECIAL02 at 2549.918 -1284.457 1060.016 
0173: set_actor $ACTOR_SMOKE z_angle_to 250.566 
060B: unknown_actor_use_entity $ACTOR_SMOKE 47@ 
01B2: give_actor $ACTOR_SMOKE weapon 30 ammo 999999 // Load the weapon model before using this 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 70 
093B: (unknown) $ACTOR_SMOKE 1 
0223: set_actor $ACTOR_SMOKE health_to 10000 
08AF: (unknown) $ACTOR_SMOKE 2000 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
0187: 131@ = create_marker_above_actor $ACTOR_SMOKE 
08AD: (unknown) $ACTOR_SMOKE 2540.83 -1304.05 1.0 
0648: (unknown) $ACTOR_SMOKE 2.0 
0860: link_actor $ACTOR_SMOKE to_interior 2 
03C4: set_status_text_to $8000 1 'RM4_39'  // Smoke lete
0946: (unknown) $ACTOR_SMOKE 1 
00A1: put_actor $PLAYER_ACTOR at 2564.447 -1292.822 1060.016 
0173: set_actor $PLAYER_ACTOR z_angle_to 58.5 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0215: destroy_pickup 136@ 
0215: destroy_pickup 137@ 
0215: destroy_pickup 138@ 
0215: destroy_pickup 139@ 
0213: 137@ = create_pickup #HEALTH type 3 at 2582.848 -1282.741 1065.391 
0213: 138@ = create_pickup #HEALTH type 3 at 2578.784 -1282.572 1065.4 
032B: 142@ = create_weapon_pickup #IRGOGGLES 3 ammo 1 at 2575.03 -1281.598 1061.02 
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2549.429 -1291.612 1061.024 
032B: 140@ = create_weapon_pickup #M4 2 ammo 60 at 2549.632 -1294.612 1061.024 
032B: 141@ = create_weapon_pickup #CHROMEGUN 2 ammo 60 at 2552.09 -1294.106 1061.024 
03CB: set_camera 2552.31 -1286.25 1061.04 
00C0: set_current_time 22 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 500 ms 

:FINALEA_27499
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_27523 
0001: wait 0 ms 
0002: jump @FINALEA_27499 

:FINALEA_27523
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 193@ = 0 // integer values 
0006: 194@ = 0 // integer values 
0006: 195@ = 1 // integer values 
03E5: text_box 'RM4_28'  // Smoke golyll mellnyt visel. A maximlis sebzs elrshez, a teste tbbi rszre clozz.
0006: 158@ = 10 // integer values 
0006: 147@ = 5 // integer values 

:FINALEA_27576
00D6: if 
0039:   147@ == 5 // integer values 
004D: jump_if_false @FINALEA_31446 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @FINALEA_31213 
00D6: if 
0039:   188@ == 0 // integer values 
004D: jump_if_false @FINALEA_27930 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 // integer values 
009A: 75@ = create_actor 24 #SFR1 at 2554.729 -1281.952 1060.024 
0173: set_actor 75@ z_angle_to 180.771 
060B: unknown_actor_use_entity 75@ 47@ 
01B2: give_actor 75@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 75@ weapon_skill 2 
04EB: AS_actor 75@ crouch -1 
0223: set_actor 75@ health_to 200 
08AF: (unknown) 75@ 200 
0085: 109@ = 75@ // integer values and handles 
0007: 111@ = 2554.46 // floating-point values 
0007: 112@ = -1284.412 // floating-point values 
0007: 113@ = 1061.024 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 163@ = 1 // integer values 
009A: 74@ = create_actor 24 #BALLAS1 at 2551.236 -1292.18 1060.02 
0173: set_actor 74@ z_angle_to 6.0 
060B: unknown_actor_use_entity 74@ 47@ 
01B2: give_actor 74@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 74@ weapon_skill 2 
0223: set_actor 74@ health_to 200 
08AF: (unknown) 74@ 200 
0085: 109@ = 74@ // integer values and handles 
0007: 111@ = 2551.259 // floating-point values 
0007: 112@ = -1288.081 // floating-point values 
0007: 113@ = 1061.02 // floating-point values 
0050: gosub @FINALEA_31604 
0006: 162@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 188@ = 1 // integer values 

:FINALEA_27930
00D6: if 
0039:   188@ == 1 // integer values 
004D: jump_if_false @FINALEA_28457 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @FINALEA_28457 
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @FINALEA_28117 
00D6: if 
80C2:   not sphere_onscreen 2551.2 -1291.727 1060.02 5.0 
004D: jump_if_false @FINALEA_28117 
009A: 71@ = create_actor 24 #BALLAS1 at 2551.2 -1291.727 1060.02 
0173: set_actor 71@ z_angle_to 0.0 
060B: unknown_actor_use_entity 71@ 47@ 
01B2: give_actor 71@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 71@ weapon_skill 2 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 71@ weapon_accuracy_to 30 
0223: set_actor 71@ health_to 200 
08AF: (unknown) 71@ 200 
0006: 159@ = 1 // integer values 

:FINALEA_28117
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @FINALEA_28260 
00D6: if 
80C2:   not sphere_onscreen 2579.04 -1284.275 1064.4 5.0 
004D: jump_if_false @FINALEA_28260 
009A: 72@ = create_actor 24 #LSV2 at 2579.04 -1284.275 1064.4 
0173: set_actor 72@ z_angle_to 0.0 
060B: unknown_actor_use_entity 72@ 47@ 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 72@ weapon_skill 2 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0223: set_actor 72@ health_to 150 
08AF: (unknown) 72@ 150 
0006: 160@ = 1 // integer values 

:FINALEA_28260
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @FINALEA_28411 
00D6: if 
80C2:   not sphere_onscreen 2576.94 -1300.388 1060.016 1.0 
004D: jump_if_false @FINALEA_28411 
009A: 73@ = create_actor 24 #SFR1 at 2576.94 -1300.388 1060.016 
0173: set_actor 73@ z_angle_to 0.0 
060B: unknown_actor_use_entity 73@ 47@ 
01B2: give_actor 73@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 73@ weapon_skill 2 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 73@ weapon_accuracy_to 30 
0223: set_actor 73@ health_to 200 
08AF: (unknown) 73@ 200 
0006: 161@ = 1 // integer values 

:FINALEA_28411
00D6: if or
0039:   159@ == 1 // integer values 
0039:   160@ == 1 // integer values 
0039:   161@ == 1 // integer values 
004D: jump_if_false @FINALEA_28457 
0006: 33@ = 0 // integer values 
0006: 188@ = 2 // integer values 

:FINALEA_28457
00D6: if 
0039:   188@ == 2 // integer values 
004D: jump_if_false @FINALEA_28726 
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @FINALEA_28528 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_28528 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 // integer values 
0006: 159@ = 0 // integer values 

:FINALEA_28528
00D6: if 
0039:   160@ == 1 // integer values 
004D: jump_if_false @FINALEA_28581 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @FINALEA_28581 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 // integer values 
0006: 160@ = 0 // integer values 

:FINALEA_28581
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @FINALEA_28634 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_28634 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 // integer values 
0006: 161@ = 0 // integer values 

:FINALEA_28634
00D6: if 
0039:   162@ == 1 // integer values 
004D: jump_if_false @FINALEA_28680 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_28680 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 162@ = 0 // integer values 

:FINALEA_28680
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @FINALEA_28726 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_28726 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 0 // integer values 

:FINALEA_28726
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @FINALEA_28780 
062E: (unknown) $ACTOR_SMOKE 1506 144@ 
00D6: if 
04A4:   144@ == 7 // integer values OR floating-point values 
004D: jump_if_false @FINALEA_28780 
0006: 145@ = 1 // integer values 

:FINALEA_28780
00D6: if 
0039:   189@ == 0 // integer values 
004D: jump_if_false @FINALEA_28857 
00D6: if 
0039:   190@ == 0 // integer values 
004D: jump_if_false @FINALEA_28857 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @FINALEA_28857 
0006: 32@ = 10000 // integer values 
0006: 190@ = 1 // integer values 
0006: 189@ = 1 // integer values 

:FINALEA_28857
00D6: if 
0039:   189@ == 1 // integer values 
004D: jump_if_false @FINALEA_29064 
00D6: if 
0039:   190@ == 1 // integer values 
004D: jump_if_false @FINALEA_29064 
00D6: if 
0019:   32@ > 5999 // integer values 
004D: jump_if_false @FINALEA_29013 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_28999 
05F5: unknown_action_sequence $ACTOR_SMOKE 2564.242 -1282.221 1064.41 6 20000 
0006: 190@ = 2 // integer values 
0002: jump @FINALEA_29006 

:FINALEA_28999
0006: 189@ = 3 // integer values 

:FINALEA_29006
0002: jump @FINALEA_29064 

:FINALEA_29013
00D6: if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_29064 
0006: 189@ = 2 // integer values 
0006: 32@ = 10000 // integer values 

:FINALEA_29064
00D6: if 
0039:   189@ == 1 // integer values 
004D: jump_if_false @FINALEA_29184 
00D6: if 
00FE:   actor $ACTOR_SMOKE 0 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_29184 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @FINALEA_29163 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 // integer values 

:FINALEA_29163
0006: 32@ = 0 // integer values 
0006: 190@ = 1 // integer values 
0006: 189@ = 2 // integer values 

:FINALEA_29184
00D6: if 
0039:   189@ == 2 // integer values 
004D: jump_if_false @FINALEA_29391 
00D6: if 
0039:   190@ == 1 // integer values 
004D: jump_if_false @FINALEA_29391 
00D6: if 
0019:   32@ > 4999 // integer values 
004D: jump_if_false @FINALEA_29340 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2575.35 -1295.873 1061.85 radius 5.5 5.5 3.5 
004D: jump_if_false @FINALEA_29326 
05F5: unknown_action_sequence $ACTOR_SMOKE 2575.35 -1295.873 1061.85 6 20000 
0006: 190@ = 2 // integer values 
0002: jump @FINALEA_29333 

:FINALEA_29326
0006: 189@ = 4 // integer values 

:FINALEA_29333
0002: jump @FINALEA_29391 

:FINALEA_29340
00D6: if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_29391 
0006: 189@ = 4 // integer values 
0006: 32@ = 10000 // integer values 

:FINALEA_29391
00D6: if 
0039:   189@ == 2 // integer values 
004D: jump_if_false @FINALEA_29511 
00D6: if 
00FE:   actor $ACTOR_SMOKE 0 2575.35 -1295.873 1061.85 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_29511 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @FINALEA_29490 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 // integer values 

:FINALEA_29490
0006: 32@ = 0 // integer values 
0006: 190@ = 1 // integer values 
0006: 189@ = 3 // integer values 

:FINALEA_29511
00D6: if 
0039:   189@ == 3 // integer values 
004D: jump_if_false @FINALEA_29720 
00D6: if 
0039:   190@ == 1 // integer values 
004D: jump_if_false @FINALEA_29720 
00D6: if 
0019:   32@ > 4999 // integer values 
004D: jump_if_false @FINALEA_29669 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2558.181 -1303.748 1061.024 radius 6.0 6.0 3.5 
004D: jump_if_false @FINALEA_29655 
05F5: unknown_action_sequence $ACTOR_SMOKE 2558.181 -1303.748 1061.024 6 200000 
0006: 190@ = 2 // integer values 
0002: jump @FINALEA_29662 

:FINALEA_29655
0006: 189@ = 1 // integer values 

:FINALEA_29662
0002: jump @FINALEA_29720 

:FINALEA_29669
00D6: if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_29720 
0006: 189@ = 1 // integer values 
0006: 32@ = 10000 // integer values 

:FINALEA_29720
00D6: if 
0039:   189@ == 3 // integer values 
004D: jump_if_false @FINALEA_29840 
00D6: if 
00FE:   actor $ACTOR_SMOKE 0 2558.181 -1303.748 1061.024 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_29840 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @FINALEA_29819 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 // integer values 

:FINALEA_29819
0006: 32@ = 0 // integer values 
0006: 190@ = 1 // integer values 
0006: 189@ = 4 // integer values 

:FINALEA_29840
00D6: if 
0039:   189@ == 4 // integer values 
004D: jump_if_false @FINALEA_30047 
00D6: if 
0039:   190@ == 1 // integer values 
004D: jump_if_false @FINALEA_30047 
00D6: if 
0019:   32@ > 5999 // integer values 
004D: jump_if_false @FINALEA_29996 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.5 
004D: jump_if_false @FINALEA_29982 
05F5: unknown_action_sequence $ACTOR_SMOKE 2553.233 -1282.609 1061.024 6 20000 
0006: 190@ = 2 // integer values 
0002: jump @FINALEA_29989 

:FINALEA_29982
0006: 189@ = 2 // integer values 

:FINALEA_29989
0002: jump @FINALEA_30047 

:FINALEA_29996
00D6: if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_30047 
0006: 189@ = 2 // integer values 
0006: 32@ = 10000 // integer values 

:FINALEA_30047
00D6: if 
0039:   189@ == 4 // integer values 
004D: jump_if_false @FINALEA_30167 
00D6: if 
00FE:   actor $ACTOR_SMOKE 0 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.0 
004D: jump_if_false @FINALEA_30167 
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @FINALEA_30146 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 // integer values 

:FINALEA_30146
0006: 32@ = 0 // integer values 
0006: 190@ = 1 // integer values 
0006: 189@ = 1 // integer values 

:FINALEA_30167
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @FINALEA_30288 
0226: $8000 = actor $ACTOR_SMOKE health 
000C: $8000 -= 8000 // integer values 
0014: $8000 /= 20 // integer values 
00D6: if 
002A:   0 >= $8000 // integer values 
004D: jump_if_false @FINALEA_30231 
0004: $8000 = 0 // integer values 

:FINALEA_30231
00D6: if 
0039:   191@ == 0 // integer values 
004D: jump_if_false @FINALEA_30288 
00D6: if 
001A:   80 > $8000 // integer values 
004D: jump_if_false @FINALEA_30288 
0006: 196@ = 1 // integer values 
0924: set_world_lighting 1 200 ms 
0006: 191@ = 1 // integer values 

:FINALEA_30288
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @FINALEA_30576 
0226: 94@ = actor $ACTOR_SMOKE health 
00D6: if 
002B:   8000 >= 94@ // integer values 
004D: jump_if_false @FINALEA_30576 
0004: $8000 = 0 // integer values 
05BE: AS_kill_actor $ACTOR_SMOKE 
0924: set_world_lighting 0 -1 ms 
08B2: toggle_thermal_vision 0 
0151: remove_status_text $8000 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 100.0 range 100.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_30420 
05BE: AS_kill_actor 71@ 

:FINALEA_30420
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_30441 
05BE: AS_kill_actor 72@ 

:FINALEA_30441
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_30462 
05BE: AS_kill_actor 73@ 

:FINALEA_30462
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_30483 
05BE: AS_kill_actor 74@ 

:FINALEA_30483
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_30504 
05BE: AS_kill_actor 75@ 

:FINALEA_30504
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 195@ = 2 // integer values 
016A: fade 0 2500 ms 

:FINALEA_30538
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_30562 
0001: wait 0 ms 
0002: jump @FINALEA_30538 

:FINALEA_30562
0002: jump @FINALEA_32597 
0006: 32@ = 0 // integer values 

:FINALEA_30576
00D6: if 
0039:   191@ == 1 // integer values 
004D: jump_if_false @FINALEA_30761 
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @FINALEA_30704 
00D6: if 
0214:   pickup 142@ picked_up 
004D: jump_if_false @FINALEA_30653 
03E5: text_box 'RM4_36'  // ~s~Hasznld a hrzkeldet, hogy szrevedd  ~r~Smoke-ot ~s~s a verembereit.
0006: 192@ = 3 // integer values 
0002: jump @FINALEA_30704 

:FINALEA_30653
03DC: 132@ = create_marker_above_pickup 142@ 
08DC: (unknown) 132@ 2540.83 -1304.05 1.0 
00BC: text_highpriority 'RM4_31' 7000 ms 1  // ~s~Smoke lekapcsolta a vilgtst, menj s vedd fel a ~g~hrzkelt ~s~az als ablaknl.
0006: 192@ = 1 // integer values 

:FINALEA_30704
00D6: if 
0039:   192@ == 1 // integer values 
004D: jump_if_false @FINALEA_30761 
00D6: if 
0214:   pickup 142@ picked_up 
004D: jump_if_false @FINALEA_30761 
0164: disable_marker 132@ 
03E5: text_box 'RM4_36'  // ~s~Hasznld a hrzkeldet, hogy szrevedd  ~r~Smoke-ot ~s~s a verembereit.
0006: 192@ = 2 // integer values 

:FINALEA_30761
00D6: if 
0039:   195@ == 1 // integer values 
004D: jump_if_false @FINALEA_31206 
0050: gosub @FINALEA_31495 
00D6: if 
0039:   193@ == 0 // integer values 
004D: jump_if_false @FINALEA_30853 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_30853 
04AF: 125@ = unknown_wav_reference 33298 
05AA: 126@s = 'ROT4_UA' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_30853
00D6: if 
0039:   193@ == 1 // integer values 
004D: jump_if_false @FINALEA_30920 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_30920 
04AF: 125@ = unknown_wav_reference 33299 
05AA: 126@s = 'ROT4_UB' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_30920
00D6: if 
0039:   193@ == 2 // integer values 
004D: jump_if_false @FINALEA_30987 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_30987 
04AF: 125@ = unknown_wav_reference 33300 
05AA: 126@s = 'ROT4_UC' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_30987
00D6: if 
0039:   193@ == 3 // integer values 
004D: jump_if_false @FINALEA_31054 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_31054 
04AF: 125@ = unknown_wav_reference 33301 
05AA: 126@s = 'ROT4_UD' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_31054
00D6: if 
0039:   193@ == 4 // integer values 
004D: jump_if_false @FINALEA_31121 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_31121 
04AF: 125@ = unknown_wav_reference 33303 
05AA: 126@s = 'ROT4_ZB' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_31121
00D6: if 
0039:   196@ == 1 // integer values 
004D: jump_if_false @FINALEA_31206 
00D6: if 
0039:   193@ == 5 // integer values 
004D: jump_if_false @FINALEA_31206 
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_31206 
04AF: 125@ = unknown_wav_reference 33302 
05AA: 126@s = 'RM4_31' // 8-byte strings 
0050: gosub @FINALEA_31453 

:FINALEA_31206
0002: jump @FINALEA_31446 

:FINALEA_31213
0004: $8000 = 0 // integer values 
0924: set_world_lighting 0 -1 ms 
08B2: toggle_thermal_vision 0 
0151: remove_status_text $8000 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 100.0 range 100.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_31297 
05BE: AS_kill_actor 71@ 

:FINALEA_31297
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_31318 
05BE: AS_kill_actor 72@ 

:FINALEA_31318
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_31339 
05BE: AS_kill_actor 73@ 

:FINALEA_31339
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_31360 
05BE: AS_kill_actor 74@ 

:FINALEA_31360
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_31381 
05BE: AS_kill_actor 75@ 

:FINALEA_31381
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 195@ = 2 // integer values 
016A: fade 0 2500 ms 

:FINALEA_31415
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_31439 
0001: wait 0 ms 
0002: jump @FINALEA_31415 

:FINALEA_31439
0002: jump @FINALEA_32597 

:FINALEA_31446
0002: jump @FINALEA_1473 

:FINALEA_31453
00D6: if 
0039:   194@ == 0 // integer values 
004D: jump_if_false @FINALEA_31493 
03CF: load_wav 125@ as 1 
05AA: 123@s = 126@s // 8-byte strings 
0006: 194@ = 1 // integer values 

:FINALEA_31493
0051: return 

:FINALEA_31495
00D6: if 
0039:   194@ == 1 // integer values 
004D: jump_if_false @FINALEA_31549 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEA_31549 
00BC: text_highpriority 123@s 4000 ms 1 
03D1: play_wav 1 
0006: 194@ = 2 // integer values 

:FINALEA_31549
00D6: if 
0039:   194@ == 2 // integer values 
004D: jump_if_false @FINALEA_31602 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @FINALEA_31602 
000A: 193@ += 1 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 194@ = 0 // integer values 

:FINALEA_31602
0051: return 

:FINALEA_31604
0615: define_action_sequences 103@ 
05D3: AS_actor -1 go_to_point 111@ 112@ 113@ speed 6 -1 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 103@ 
0618: assign_actor 109@ to_action_sequences 103@ 
061B: remove_references_to_action_sequences 103@ 
0051: return 

:FINALEA_31653
0615: define_action_sequences 104@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 104@ 
0618: assign_actor 109@ to_action_sequences 104@ 
061B: remove_references_to_action_sequences 104@ 
0051: return 

:FINALEA_31697
0615: define_action_sequences 105@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 105@ 
0618: assign_actor 109@ to_action_sequences 105@ 
061B: remove_references_to_action_sequences 105@ 
0051: return 

:FINALEA_31735
0615: define_action_sequences 116@ 
05D3: AS_actor -1 go_to_point 111@ 112@ 113@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 118@ 119@ 120@ speed 6 -1 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 116@ 
0618: assign_actor 109@ to_action_sequences 116@ 
061B: remove_references_to_action_sequences 116@ 
0051: return 
0615: define_action_sequences 106@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 106@ 
0618: assign_actor 109@ to_action_sequences 106@ 
061B: remove_references_to_action_sequences 106@ 
0051: return 

:FINALEA_31890
0615: define_action_sequences 107@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 107@ 
0618: assign_actor 109@ to_action_sequences 107@ 
061B: remove_references_to_action_sequences 107@ 
0051: return 

:FINALEA_31973
0615: define_action_sequences 108@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 117@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 111@ 112@ 113@ stop_angle 121@ -1.0 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 108@ 1 
0616: define_action_sequences_end 108@ 
0618: assign_actor 109@ to_action_sequences 108@ 
061B: remove_references_to_action_sequences 108@ 
0051: return 

:FINALEA_32214
0615: define_action_sequences 110@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 117@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 111@ 112@ 113@ stop_angle 121@ -1.0 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 110@ 1 
0616: define_action_sequences_end 110@ 
0618: assign_actor 109@ to_action_sequences 110@ 
061B: remove_references_to_action_sequences 110@ 
0051: return 

:FINALEA_32455
0615: define_action_sequences 122@ 
05D3: AS_actor -1 go_to_point 111@ 112@ 113@ speed 7 -1 ms 
0638: AS_actor -1 stay_put 1 
05C5: AS_actor -1 cower -1 ms 
0616: define_action_sequences_end 122@ 
0618: assign_actor 109@ to_action_sequences 122@ 
061B: remove_references_to_action_sequences 122@ 
0051: return 

:FINALEA_32509
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0778: (unknown) "CARTER" 
0108: destroy_object $2721 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
01C7: remove_object_from_mission_cleanup_list $2721 
071F: set_object $2721 mass 100 
07F7: set_object $2721 indestructible 0 
0550: keep_object $2721 in_memory 1 
0004: $11408 = 0 // integer values 
0051: return 

:FINALEA_32597
0006: 201@ = 1 // integer values 
0008: $11278 += 1 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
0776: init_objects_in_object_group "CARTER" 
0004: $11408 = 1 // integer values 
0051: return 

:FINALEA_32635
04C1: (unknown) 
08E7: set_entrance_markers 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_32664 
09B0: (unknown) $SWEET_CAR 1 

:FINALEA_32664
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0215: destroy_pickup 136@ 
0215: destroy_pickup 137@ 
0215: destroy_pickup 138@ 
0215: destroy_pickup 139@ 
0215: destroy_pickup 140@ 
0215: destroy_pickup 141@ 
0215: destroy_pickup 142@ 
0215: destroy_pickup 143@ 
0151: remove_status_text $8000 
0650: destroy_particle 102@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0249: release_model #SWATVAN 
0249: release_model #COPCARLA 
0249: release_model #BALLAS1 
0249: release_model #GREENWOO 
0296: unload_special_actor 1 
0249: release_model #BMX 
0249: release_model #MP5LNG 
0249: release_model #AK47 
0249: release_model #BFYPRO 
04EF: release_animation "CRACK" 
0249: release_model #BALLAS2 
0249: release_model #LSV1 
0249: release_model #SWAT 
04EF: release_animation "SWAT" 
0249: release_model #IMCOMPMOVEDR1_LAS 
0873: release_path 287 
0249: release_model #BMYCG 
0249: release_model #HMYCM 
0249: release_model #SFR1 
0249: release_model #M4 
0249: release_model #COLT45 
0249: release_model #BARREL4 
0249: release_model #BALLAS3 
0249: release_model #MAFFA 
0249: release_model #MICRO_UZI 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
04EF: release_animation "STRIP" 
0249: release_model #SBFYSTR 
0249: release_model #LSV2 
0249: release_model #IRGOGGLES 
0296: unload_special_actor 2 
06D0: (unknown) 1 
03C7: unknown_maybe_cops_density 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube 2356.4 -1233.16 30.6 2382.19 -1329.65 21.49 
022A: remove_forbidden_for_peds_cube 2356.4 -1233.16 30.6 2382.19 -1329.65 21.49 
01E7: remove_forbidden_for_cars_cube 2522.74 -1260.01 30.28 2499.0 -1322.01 31.76 
022A: remove_forbidden_for_peds_cube 2522.74 -1260.01 30.28 2499.0 -1322.01 31.76 
01E7: remove_forbidden_for_cars_cube 2431.9 -1268.06 30.6 2474.9 -1240.38 20.84 
022A: remove_forbidden_for_peds_cube 2431.9 -1268.06 30.6 2474.9 -1240.38 20.84 
031A: remove_all_fires 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FINALEA_33196 
07B4: (unknown) $PLAYER_CHAR 1 

:FINALEA_33196
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_33234 
02AA: set_car 57@ immune_to_nonplayer 0 
02AC: set_car 57@ immunities 0 0 0 0 0 

:FINALEA_33234
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_33265 
02AC: set_car $SWEET_CAR immunities 0 0 0 0 0 

:FINALEA_33265
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
00D6: if 
0039:   201@ == 1 // integer values 
004D: jump_if_false @FINALEA_33298 
016A: fade 0 0 ms 

:FINALEA_33298
0051: return 

//-------------Mission 111---------------
// Originally: End Of The Line (2)

:FINALEB
0050: gosub @FINALEB_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @FINALEB_27 
0050: gosub @FINALEB_18415 

:FINALEB_27
0050: gosub @FINALEB_18570 
004E: end_thread 

:FINALEB_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'FINALEB' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
060A: unknown_create_entity 0 97@ 
060A: unknown_create_entity 2 98@ 
01F0: set_max_wanted_level_to 0 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0169: set_fade_color 0 0 0 
04BB: select_interior 2 // select render area 
02E4: load_cutscene_data 'RIOT_4D' 

:FINALEB_121
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEB_145 
0001: wait 0 ms 
0002: jump @FINALEB_121 

:FINALEB_145
02E7: start_cutscene 
016A: fade 1 1000 ms 

:FINALEB_154
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEB_178 
0001: wait 0 ms 
0002: jump @FINALEB_154 

:FINALEB_178
02EA: end_cutscene 
016A: fade 0 0 ms 

:FINALEB_186
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_210 
0001: wait 0 ms 
0002: jump @FINALEB_186 

:FINALEB_210
0247: request_model #BALLAS1 
0247: request_model #BALLAS3 
0247: request_model #LSV2 
0247: request_model #NVGOGGLES 
0247: request_model #CHROMEGUN 
0247: request_model #MICRO_UZI 
0247: request_model #M4 
04ED: load_animation "SWAT" 
0247: request_model #FIRE_EX 
023C: request_special_actor 'SMOKEV' as 1 
023C: request_special_actor 'TENPEN' as 2 
03CF: load_wav 33304 as 1 
038B: load_requested_models 

:FINALEB_292
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
83D0:   not wav 1 loaded 
004D: jump_if_false @FINALEB_326 
0001: wait 0 ms 
0002: jump @FINALEB_292 

:FINALEB_326
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS3 available 
8248:   not model #LSV2 available 
8248:   not model #NVGOGGLES available 
004D: jump_if_false @FINALEB_365 
0001: wait 0 ms 
0002: jump @FINALEB_326 

:FINALEB_365
00D6: if or
8248:   not model #CHROMEGUN available 
8248:   not model #MICRO_UZI available 
8248:   not model #M4 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #FIRE_EX available 
004D: jump_if_false @FINALEB_415 
0001: wait 0 ms 
0002: jump @FINALEB_365 

:FINALEB_415
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0006: 152@ = 0 // integer values 
0006: 153@ = 0 // integer values 
0006: 154@ = 0 // integer values 
0006: 155@ = 0 // integer values 
0004: $8007 = 420000 // integer values 
0006: 156@ = 0 // integer values 
0006: 171@ = 0 // integer values 
0006: 172@ = 0 // integer values 
0006: 173@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 176@ = 0 // integer values 
0006: 177@ = 0 // integer values 
0006: 178@ = 0 // integer values 
0006: 179@ = 0 // integer values 
0006: 180@ = 0 // integer values 
0006: 181@ = 0 // integer values 
0006: 182@ = 0 // integer values 
0006: 183@ = 0 // integer values 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0828: (unknown) 0 
03C7: unknown_maybe_cops_density 0.0 
06D0: (unknown) 0 

:FINALEB_720
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @FINALEB_746 
0002: jump @FINALEB_18542 

:FINALEB_746
00D6: if 
001B:   9 > 132@ // integer values 
004D: jump_if_false @FINALEB_999 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @FINALEB_950 
00D6: if 
002A:   0 >= $8007 // integer values 
004D: jump_if_false @FINALEB_950 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 0.0 // floating-point values 
000D: $TEMPVAR_Y_COORD -= 0.5 // floating-point values 
0009: $TEMPVAR_Z_COORD += 0.7 // floating-point values 
020C: create_explosion_with_radius 2 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_X_COORD -= 1.0 // floating-point values 
0009: $TEMPVAR_Y_COORD += 2.0 // floating-point values 
020C: create_explosion_with_radius 4 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 1.5 // floating-point values 
0009: $TEMPVAR_Y_COORD += 2.0 // floating-point values 
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0006: 33@ = 0 // integer values 
0006: 154@ = 1 // integer values 

:FINALEB_950
00D6: if 
0039:   154@ == 1 // integer values 
004D: jump_if_false @FINALEB_999 
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @FINALEB_999 
05BE: AS_kill_actor $PLAYER_ACTOR 
0006: 154@ = 2 // integer values 

:FINALEB_999
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @FINALEB_1389 
00D6: if 
0039:   152@ == 0 // integer values 
004D: jump_if_false @FINALEB_1389 
009A: $ACTOR_SMOKE = create_actor 23 #SPECIAL01 at 2553.2 -1284.857 1060.024 
0173: set_actor $ACTOR_SMOKE z_angle_to 90.0 
0860: link_actor $ACTOR_SMOKE to_interior 2 
05BE: AS_kill_actor $ACTOR_SMOKE 
0213: 124@ = create_pickup #BODYARMOUR type 3 at 2552.31 -1286.274 1061.024 
032B: 131@ = create_weapon_pickup #AK47 3 ammo 60 at 2552.36 -1283.15 1061.02 
00A1: put_actor $PLAYER_ACTOR at 2553.734 -1285.256 1060.024 
0173: set_actor $PLAYER_ACTOR z_angle_to 79.954 
0860: link_actor $PLAYER_ACTOR to_interior 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 2550.604 -1294.586 1044.802 0.0 0.0 0.0 
0160: point_camera 2551.601 -1294.649 1044.762 2 
009A: 49@ = create_actor 23 #SPECIAL02 at 2556.988 -1297.499 1043.13 
0173: set_actor 49@ z_angle_to 27.2743 
060B: unknown_actor_use_entity 49@ 97@ 
01B2: give_actor 49@ weapon 25 ammo 99999 // Load the weapon model before using this 
03CB: set_camera 2552.29 -1294.24 1044.84 
0395: clear_area 0 at 2552.38 -1294.06 1044.84 range 100.0 
03CB: set_camera 2552.29 -1294.24 1044.84 
00C0: set_current_time 0 0 
016A: fade 1 500 ms 

:FINALEB_1358
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_1382 
0001: wait 0 ms 
0002: jump @FINALEB_1358 

:FINALEB_1382
0006: 152@ = 1 // integer values 

:FINALEB_1389
00D6: if 
0039:   152@ == 1 // integer values 
004D: jump_if_false @FINALEB_2209 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEB_2209 
0668: AS_actor 49@ rotate_to_point 2552.29 -1294.24 1044.84 1000 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEB_1481 
03D1: play_wav 1 
00BC: text_highpriority 'ROT4_ZC' 3500 ms 1  // ~z~Carl, te kibaszott bandz faszkalap!

:FINALEB_1481
0001: wait 500 ms 
02CF: 61@ = create_fire_at 2552.38 -1294.06 1044.84 0 1 
0707: start_scene_skip_to @FINALEB_2227 
0001: wait 200 ms 
02CF: 62@ = create_fire_at 2553.33 -1293.89 1044.87 0 2 
0001: wait 300 ms 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEB_1591 
05D3: AS_actor 49@ go_to_point 25566.84 -1297.272 1043.17 speed 4 -1 ms 

:FINALEB_1591
0001: wait 2500 ms 
015F: set_camera_position 2565.816 -1296.732 1044.402 0.0 0.0 0.0 
0160: point_camera 2564.824 -1296.613 1044.444 2 
00BC: text_highpriority 'RM4_38' 10000 ms 1  // ~s~Tenpenny robbantott, az plet vilgtsa kikapcsolt, s minden elkezdett lngolni. Tnj el onnan, amilyen gyorsan csak tudsz!
0001: wait 3250 ms 
0948: create_explosion_at 2553.19 -1293.58 1044.29 type 4 radius 0.4 
0001: wait 200 ms 
0948: create_explosion_at 2558.53 -1293.88 1044.58 type 0 radius 0.3 
0001: wait 500 ms 
0948: create_explosion_at 2552.78 -1293.24 1045.32 type 0 radius 0.4 
0924: set_world_lighting 0 175 ms 
0001: wait 100 ms 
0948: create_explosion_at 2557.6 -1294.57 1043.49 type 2 radius 0.5 
0001: wait 500 ms 
0948: create_explosion_at 2555.86 -1293.27 1043.91 type 2 radius 0.6 
0001: wait 50 ms 
0948: create_explosion_at 2558.73 -1293.4 1044.36 type 4 radius 0.6 
0001: wait 50 ms 
00C0: set_current_time 0 0 
08FD: (unknown) 1 
0924: set_world_lighting 1 100 ms 
02CF: 77@ = create_fire_at 2567.77 -1294.03 1045.5 0 3 
02CF: 68@ = create_fire_at 2541.687 -1289.68 1043.0 1 1 
02CF: 83@ = create_fire_at 2559.45 -1303.65 1044.0 0 2 
02CF: 85@ = create_fire_at 2564.72 -1296.06 1042.91 0 2 
02CF: 75@ = create_fire_at 2570.115 -1301.434 1043.8 0 2 
0001: wait 250 ms 
0924: set_world_lighting 0 120 ms 
02CF: 81@ = create_fire_at 2559.37 -1284.76 1044.1 0 2 
0001: wait 500 ms 
0924: set_world_lighting 1 140 ms 
02CF: 70@ = create_fire_at 2538.751 -1291.7 1044.17 0 2 
02CF: 73@ = create_fire_at 2541.56 -1292.35 1044.1 0 3 
02CF: 88@ = create_fire_at 2551.47 -1297.2 1044.17 0 2 
02CF: 89@ = create_fire_at 2551.425 -1298.4 1044.1 0 2 
0001: wait 400 ms 
0924: set_world_lighting 0 150 ms 
0001: wait 500 ms 
02CF: 94@ = create_fire_at 2551.33 -1295.311 1043.8 0 3 
02CF: 91@ = create_fire_at 2541.36 -1300.36 1044.1 0 2 
0924: set_world_lighting 1 180 ms 
0001: wait 3000 ms 
0006: 152@ = 2 // integer values 

:FINALEB_2209
00D6: if 
0039:   152@ == 2 // integer values 
004D: jump_if_false @FINALEB_2587 

:FINALEB_2227
0701: end_scene_skip 
03D5: remove_text 'ROT4_ZC'  // ~z~Carl, te kibaszott bandz faszkalap!
040D: unload_wav 1 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor_instantly 49@ 
08FD: (unknown) 0 
0924: set_world_lighting 1 200 ms 
00C0: set_current_time 0 0 
04E3: unknown_player $PLAYER_CHAR 7 360000 
031A: remove_all_fires 
0213: 125@ = create_pickup #HEALTH type 3 at 2524.0 -1283.0 1048.337 
0213: 120@ = create_pickup #BODYARMOUR type 3 at 2527.783 -1288.816 1031.43 
0213: 121@ = create_pickup #BODYARMOUR type 3 at 2580.953 -1285.117 1044.173 
0213: 122@ = create_pickup #BODYARMOUR type 3 at 2520.4 -1281.287 1054.681 
0213: 126@ = create_pickup #HEALTH type 3 at 2552.298 -1306.06 1054.681 
0213: 127@ = create_pickup #HEALTH type 3 at 2570.839 -1285.818 1037.821 
0213: 123@ = create_pickup #BODYARMOUR type 3 at 2552.475 -1280.687 1054.686 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 44 
0249: release_model #NVGOGGLES 
00BC: text_highpriority 'RM4_33' 10000 ms 1  // ~s~Hasznld az jjelltdat, amit pp most vettl fel Big Smoke-tl, hogy segtsgvel lthass a sttben s ~y~megszkhess ~s~az pletbl, amilyen gyorsan csak lehet.
03C3: set_timer_with_text_to $8007 type 1 text 'RM4_34'  // Id
0890: (unknown) $8007 32 
018A: 118@ = create_checkpoint_at 2577.82 -1284.6 1053.99 
08DC: (unknown) 118@ 2540.83 -1304.05 1.0 
0006: 32@ = 0 // integer values 
0006: 132@ = 1 // integer values 
0006: 152@ = 3 // integer values 

:FINALEB_2587
00D6: if 
001B:   3 > 132@ // integer values 
004D: jump_if_false @FINALEB_2662 
00D6: if 
0039:   155@ == 0 // integer values 
004D: jump_if_false @FINALEB_2662 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @FINALEB_2662 
00BE: text_clear_all 
03E5: text_box 'RM4_32'  // Az jjellt hasznlathoz, vlaszd ki a leltradbl s nyomd meg a ~k~~PED_FIREWEAPON~.
0006: 155@ = 1 // integer values 

:FINALEB_2662
00D6: if 
001B:   4 > 132@ // integer values 
004D: jump_if_false @FINALEB_2737 
00D6: if 
0039:   155@ == 2 // integer values 
004D: jump_if_false @FINALEB_2737 
00D6: if 
0019:   32@ > 8000 // integer values 
004D: jump_if_false @FINALEB_2737 
00BE: text_clear_all 
03E5: text_box 'RM4_40'  // Az jellt lnktheti a tzelseket, teht jobb, ha vltogatsz az jjellt s normlis nzet kztt, hogy sokkal tisztbban lsd a tzelseket.
0006: 155@ = 3 // integer values 

:FINALEB_2737
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @FINALEB_3721 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2578.21 -1284.87 1053.95 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_3721 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2521.89 -1301.98 1047.54 
08DC: (unknown) 118@ 2540.83 -1304.05 1.0 
00BE: text_clear_all 
009A: 34@ = create_actor 24 #LSV2 at 2574.5 -1296.029 1054.687 
0173: set_actor 34@ z_angle_to 4.7018 
060B: unknown_actor_use_entity 34@ 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 34@ weapon_skill 2 
0860: link_actor 34@ to_interior 2 
02E2: set_actor 34@ weapon_accuracy_to 20 
0223: set_actor 34@ health_to 150 
08AF: (unknown) 34@ 150 
0006: 137@ = 1 // integer values 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
009A: 35@ = create_actor 24 #BALLAS3 at 2553.764 -1294.536 1053.647 
0173: set_actor 35@ z_angle_to 266.9614 
060B: unknown_actor_use_entity 35@ 97@ 
01B2: give_actor 35@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 35@ to_interior 2 
0006: 138@ = 0 // integer values 
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @FINALEB_3128 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_3128 
0085: 104@ = 35@ // integer values and handles 
0007: 106@ = 2553.764 // floating-point values 
0007: 107@ = -1294.536 // floating-point values 
0007: 108@ = 1053.647 // floating-point values 
0006: 112@ = 2700 // integer values 
0007: 116@ = 270.0 // floating-point values 
0050: gosub @FINALEB_17933 
0006: 138@ = 1 // integer values 

:FINALEB_3128
009A: 36@ = create_actor 24 #BALLAS1 at 2575.266 -1296.4 1054.687 
0173: set_actor 36@ z_angle_to 89.298 
060B: unknown_actor_use_entity 36@ 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 36@ weapon_skill 2 
0223: set_actor 36@ health_to 150 
08AF: (unknown) 36@ 150 
0860: link_actor 36@ to_interior 2 
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @FINALEB_3298 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_3298 
0085: 104@ = 36@ // integer values and handles 
0007: 106@ = 2556.31 // floating-point values 
0007: 107@ = -1297.219 // floating-point values 
0007: 108@ = 1053.641 // floating-point values 
0050: gosub @FINALEB_17641 
0006: 139@ = 1 // integer values 

:FINALEB_3298
009A: 37@ = create_actor 24 #BALLAS3 at 2547.426 -1306.462 1054.681 
0173: set_actor 37@ z_angle_to 359.0 
060B: unknown_actor_use_entity 37@ 97@ 
01B2: give_actor 37@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 37@ weapon_skill 2 
0860: link_actor 37@ to_interior 2 
0006: 140@ = 0 // integer values 
00D6: if 
0039:   140@ == 0 // integer values 
004D: jump_if_false @FINALEB_3429 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEB_3429 
0085: 104@ = 37@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 140@ = 1 // integer values 

:FINALEB_3429
009A: 38@ = create_actor 24 #LSV2 at 2534.045 -1304.856 1053.641 
0173: set_actor 38@ z_angle_to 273.9959 
060B: unknown_actor_use_entity 38@ 97@ 
01B2: give_actor 38@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 38@ weapon_skill 2 
0860: link_actor 38@ to_interior 2 
0223: set_actor 38@ health_to 150 
08AF: (unknown) 38@ 150 
0006: 141@ = 0 // integer values 
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @FINALEB_3576 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEB_3576 
0085: 104@ = 38@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 141@ = 1 // integer values 

:FINALEB_3576
009A: 39@ = create_actor 24 #BALLAS1 at 2540.192 -1287.667 1053.647 
0173: set_actor 39@ z_angle_to 165.9748 
060B: unknown_actor_use_entity 39@ 97@ 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 39@ weapon_skill 2 
0860: link_actor 39@ to_interior 2 
0856: (unknown) 39@ 0 
0006: 142@ = 0 // integer values 
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @FINALEB_3714 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEB_3714 
0085: 104@ = 39@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 142@ = 1 // integer values 

:FINALEB_3714
0006: 132@ = 2 // integer values 

:FINALEB_3721
00D6: if 
0039:   132@ == 2 // integer values 
004D: jump_if_false @FINALEB_4586 
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @FINALEB_3785 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_3785 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 // integer values 

:FINALEB_3785
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @FINALEB_3913 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_3913 
00D6: if or
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_3913 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_3901 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 2 // integer values 
0002: jump @FINALEB_3913 

:FINALEB_3901
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 // integer values 

:FINALEB_3913
00D6: if or
0039:   138@ == 1 // integer values 
0039:   138@ == 2 // integer values 
004D: jump_if_false @FINALEB_3966 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_3966 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 3 // integer values 

:FINALEB_3966
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @FINALEB_4012 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_4012 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 // integer values 

:FINALEB_4012
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @FINALEB_4058 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_4058 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 // integer values 

:FINALEB_4058
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @FINALEB_4104 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @FINALEB_4104 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 141@ = 2 // integer values 

:FINALEB_4104
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @FINALEB_4150 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEB_4150 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 142@ = 2 // integer values 

:FINALEB_4150
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @FINALEB_4299 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2543.46 -1304.9 1054.68 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_4299 
009A: 40@ = create_actor 24 #BALLAS1 at 2532.4 -1286.7 1053.68 
0173: set_actor 40@ z_angle_to 230.835 
060B: unknown_actor_use_entity 40@ 97@ 
01B2: give_actor 40@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 40@ weapon_skill 2 
0860: link_actor 40@ to_interior 2 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 143@ = 1 // integer values 

:FINALEB_4299
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @FINALEB_4345 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @FINALEB_4345 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 143@ = 2 // integer values 

:FINALEB_4345
00D6: if 
0039:   144@ == 0 // integer values 
004D: jump_if_false @FINALEB_4540 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2519.93 -1285.547 1054.673 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_4540 
009A: 41@ = create_actor 24 #BALLAS1 at 2519.93 -1285.54 1054.673 
0173: set_actor 41@ z_angle_to 200.537 
060B: unknown_actor_use_entity 41@ 97@ 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 41@ to_interior 2 
0223: set_actor 41@ health_to 150 
08AF: (unknown) 41@ 150 
0085: 104@ = 41@ // integer values and handles 
0007: 106@ = 2520.05 // floating-point values 
0007: 107@ = -1301.518 // floating-point values 
0007: 108@ = 1048.33 // floating-point values 
0050: gosub @FINALEB_17641 
0006: 144@ = 1 // integer values 

:FINALEB_4540
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @FINALEB_4586 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @FINALEB_4586 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0006: 144@ = 2 // integer values 

:FINALEB_4586
00D6: if 
0039:   132@ == 2 // integer values 
004D: jump_if_false @FINALEB_7337 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2521.9 -1301.86 1047.5 radius 6.0 6.0 3.0 
004D: jump_if_false @FINALEB_7337 
00BC: text_highpriority 'RM4_35' 7000 ms 1  // ~s~Az emelet tz alatt van, hasznlj egy ~g~poroltt~s~hogy kijuss onnan!
0006: 32@ = 0 // integer values 
0006: 155@ = 2 // integer values 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2572.08 -1301.88 1043.32 
08DC: (unknown) 118@ 2540.83 -1304.05 1.0 
08FD: (unknown) 1 
009B: destroy_actor_instantly $ACTOR_SMOKE 
0296: unload_special_actor 2 
0669: 51@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 0.0 2.2 1 
0669: 52@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 2.0 2.0 1 
0669: 53@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 -2.0 2.0 1 
0669: 54@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 1.0 5.0 1.7 1 
0669: 55@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -1.0 8.0 2.0 1 
0669: 56@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 2.0 0.0 1.7 1 
0669: 57@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -2.0 0.0 1.7 1 
0669: 58@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset -2.0 2.0 1.7 1 
0669: 59@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 2.0 2.0 1.7 1 
0006: 60@ = 0 // integer values 

:FINALEB_5083
00D6: if 
001B:   9 > 60@ // integer values 
004D: jump_if_false @FINALEB_5124 
064C: make_particle 51@(60@,9i) visible 
000A: 60@ += 1 // integer values 
0002: jump @FINALEB_5083 

:FINALEB_5124
02CF: 61@ = create_fire_at 2529.62 -1306.62 1048.0 0 2 
02CF: 62@ = create_fire_at 2529.497 -1304.791 1048.0 0 2 
02CF: 63@ = create_fire_at 2530.12 -1296.96 1047.8 0 3 
02CF: 64@ = create_fire_at 2529.49 -1287.93 1048.0 0 3 
02CF: 64@ = create_fire_at 2543.98 -1305.709 1047.445 0 3 
02CF: 65@ = create_fire_at 2544.54 -1304.47 1047.55 0 3 
02CF: 90@ = create_fire_at 2543.94 -1306.83 1047.62 0 3 
02CF: 66@ = create_fire_at 2545.139 -1281.497 1047.5 0 2 
02CF: 77@ = create_fire_at 2567.77 -1294.03 1047.5 0 3 
02CF: 78@ = create_fire_at 2570.2 -1294.4 1047.5 0 3 
02CF: 75@ = create_fire_at 2568.72 -1294.32 1047.5 0 2 
02CF: 67@ = create_fire_at 2540.247 -1288.566 1044.0 0 3 
02CF: 68@ = create_fire_at 2541.687 -1289.68 1044.0 1 1 
02CF: 69@ = create_fire_at 2540.214 -1290.218 1044.0 0 2 
02CF: 70@ = create_fire_at 2538.751 -1291.7 1044.17 0 2 
02CF: 71@ = create_fire_at 2537.339 -1286.56 1044.1 1 3 
02CF: 73@ = create_fire_at 2541.56 -1292.35 1044.1 0 3 
02CF: 80@ = create_fire_at 2570.77 -1303.14 1043.35 0 2 
02CF: 81@ = create_fire_at 2559.37 -1284.76 1044.1 0 2 
02CF: 82@ = create_fire_at 2551.4 -1301.3 1044.0 0 2 
02CF: 83@ = create_fire_at 2570.52 -1301.42 1043.47 0 2 
02CF: 84@ = create_fire_at 2550.94 -1301.81 1044.0 0 3 
02CF: 85@ = create_fire_at 2537.69 -1301.34 1044.0 0 2 
02CF: 86@ = create_fire_at 2536.42 -1302.01 1044.0 0 2 
02CF: 87@ = create_fire_at 2536.82 -1290.5 1044.0 0 2 
02CF: 88@ = create_fire_at 2551.47 -1297.2 1044.17 0 2 
02CF: 89@ = create_fire_at 2570.54 -1301.22 1043.36 0 3 
02CF: 94@ = create_fire_at 2551.33 -1295.311 1043.8 0 3 
02CF: 91@ = create_fire_at 2541.36 -1300.36 1044.1 0 2 
02CF: 92@ = create_fire_at 2545.328 -1300.739 1044.1 0 2 
02CF: 93@ = create_fire_at 2548.77 -1300.375 1044.04 0 3 
02CF: 76@ = create_fire_at 2544.16 -1306.56 1043.8 0 2 
02CF: 72@ = create_fire_at 2570.43 -1302.43 1043.4 0 1 
02CF: 74@ = create_fire_at 2549.05 -1287.54 1043.8 0 3 
02CF: 95@ = create_fire_at 2570.482 -1302.438 1043.8 0 2 
02CF: 96@ = create_fire_at 2565.705 -1298.03 1043.7 0 3 
02CF: 79@ = create_fire_at 2565.528 -1289.17 1043.7 0 3 
032B: 129@ = create_weapon_pickup #FIRE_EX 3 ammo 99999 at 2529.829 -1303.027 1048.337 
03DC: 119@ = create_marker_above_pickup 129@ 
08DC: (unknown) 119@ 2540.83 -1304.05 1.0 
032B: 130@ = create_weapon_pickup #FIRE_EX 3 ammo 99999 at 2567.948 -1292.879 1044.173 
009A: 42@ = create_actor 24 #BALLAS3 at 2528.539 -1289.935 1048.336 
0173: set_actor 42@ z_angle_to 359.0 
0223: set_actor 42@ health_to 10 
060B: unknown_actor_use_entity 42@ 98@ 
01B2: give_actor 42@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: (unknown) 42@ 20 
0860: link_actor 42@ to_interior 2 
0223: set_actor 42@ health_to 5 
08AF: (unknown) 42@ 5 
02E2: set_actor 42@ weapon_accuracy_to 20 
0006: 145@ = 1 // integer values 
0668: AS_actor 42@ rotate_to_point 2529.49 -1287.93 1048.0 650000 ms 
009A: 43@ = create_actor 24 #LSV2 at 2538.274 -1293.322 1043.133 
0173: set_actor 43@ z_angle_to 351.1779 
0223: set_actor 43@ health_to 5 
060B: unknown_actor_use_entity 43@ 98@ 
01B2: give_actor 43@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: (unknown) 43@ 20 
0860: link_actor 43@ to_interior 2 
02E2: set_actor 43@ weapon_accuracy_to 20 
0006: 146@ = 1 // integer values 
0668: AS_actor 43@ rotate_to_point 2538.569 -1291.48 1043.604 650000 ms 
009A: 44@ = create_actor 24 #BALLAS1 at 2539.534 -1297.778 1043.13 
0173: set_actor 44@ z_angle_to 43.6277 
060B: unknown_actor_use_entity 44@ 97@ 
01B2: give_actor 44@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 2 
02E2: set_actor 44@ weapon_accuracy_to 20 
0006: 147@ = 0 // integer values 
00D6: if 
0039:   147@ == 0 // integer values 
004D: jump_if_false @FINALEB_6473 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_6473 
0085: 104@ = 44@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 147@ = 1 // integer values 

:FINALEB_6473
009A: 45@ = create_actor 24 #BALLAS1 at 2548.245 -1294.142 1043.13 
0173: set_actor 45@ z_angle_to 105.3104 
060B: unknown_actor_use_entity 45@ 97@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 2 
0223: set_actor 45@ health_to 150 
08AF: (unknown) 45@ 150 
0006: 148@ = 0 // integer values 
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @FINALEB_6613 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_6613 
0085: 104@ = 45@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 148@ = 1 // integer values 

:FINALEB_6613
009A: 46@ = create_actor 24 #BALLAS3 at 2558.452 -1289.522 1043.133 
0173: set_actor 46@ z_angle_to 91.8235 
060B: unknown_actor_use_entity 46@ 97@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
02E2: set_actor 46@ weapon_accuracy_to 20 
0006: 149@ = 0 // integer values 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @FINALEB_6744 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_6744 
0085: 104@ = 46@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 149@ = 1 // integer values 

:FINALEB_6744
009A: 47@ = create_actor 24 #BALLAS1 at 2565.722 -1293.133 1044.07 
0173: set_actor 47@ z_angle_to 85.0916 
060B: unknown_actor_use_entity 47@ 97@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
0223: set_actor 47@ health_to 150 
08AF: (unknown) 47@ 150 
0006: 150@ = 0 // integer values 
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @FINALEB_6884 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEB_6884 
0085: 104@ = 47@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 150@ = 1 // integer values 

:FINALEB_6884
009A: 48@ = create_actor 24 #BALLAS3 at 2557.144 -1297.805 1043.13 
0173: set_actor 48@ z_angle_to 65.8333 
060B: unknown_actor_use_entity 48@ 97@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
0006: 151@ = 0 // integer values 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @FINALEB_7008 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FINALEB_7008 
0085: 104@ = 48@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 151@ = 1 // integer values 

:FINALEB_7008
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @FINALEB_7054 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEB_7054 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 145@ = 2 // integer values 

:FINALEB_7054
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @FINALEB_7100 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEB_7100 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 146@ = 2 // integer values 

:FINALEB_7100
00D6: if 
0039:   147@ == 1 // integer values 
004D: jump_if_false @FINALEB_7146 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEB_7146 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 147@ = 2 // integer values 

:FINALEB_7146
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @FINALEB_7192 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEB_7192 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 2 // integer values 

:FINALEB_7192
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @FINALEB_7238 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEB_7238 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 2 // integer values 

:FINALEB_7238
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @FINALEB_7284 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEB_7284 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 150@ = 2 // integer values 

:FINALEB_7284
00D6: if 
0039:   151@ == 1 // integer values 
004D: jump_if_false @FINALEB_7330 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @FINALEB_7330 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 151@ = 2 // integer values 

:FINALEB_7330
0006: 132@ = 3 // integer values 

:FINALEB_7337
00D6: if 
0039:   132@ == 3 // integer values 
004D: jump_if_false @FINALEB_8944 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2571.39 -1308.59 1041.4 2584.08 -1272.85 1047.02 
004D: jump_if_false @FINALEB_8944 
0249: release_model #CHROMEGUN 
0164: disable_marker 119@ 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2565.56 -1301.7 1030.97 
08DC: (unknown) 118@ 2540.83 -1304.05 1.0 
0164: disable_marker 119@ 
031A: remove_all_fires 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
0249: release_model #FIRE_EX 
02CF: 61@ = create_fire_at 2575.774 -1283.055 1042.133 0 3 
02CF: 62@ = create_fire_at 2581.744 -1297.517 1039.02 0 1 
02CF: 63@ = create_fire_at 2570.414 -1300.047 1036.781 0 3 
02CF: 64@ = create_fire_at 2568.78 -1299.987 1036.781 0 3 
02CF: 65@ = create_fire_at 2577.247 -1294.814 1034.048 0 1 
02CF: 66@ = create_fire_at 2566.833 -1282.489 1030.43 0 3 
02CF: 67@ = create_fire_at 2567.984 -1284.974 1030.43 0 2 
02CF: 68@ = create_fire_at 2572.402 -1304.581 1030.43 0 2 
02CF: 69@ = create_fire_at 2570.79 -1305.299 1030.43 0 1 
02CF: 70@ = create_fire_at 2556.55 -1301.88 1029.82 0 3 
02CF: 71@ = create_fire_at 2556.83 -1303.91 1029.42 0 2 
02CF: 72@ = create_fire_at 2556.01 -1305.31 1029.82 0 3 
02CF: 73@ = create_fire_at 2553.16 -1297.94 1029.42 0 2 
02CF: 74@ = create_fire_at 2552.43 -1297.31 1029.82 0 2 
02CF: 75@ = create_fire_at 2552.15 -1294.97 1029.42 0 3 
02CF: 76@ = create_fire_at 2547.77 -1285.41 1029.82 0 3 
02CF: 77@ = create_fire_at 2547.4 -1284.33 1029.42 0 1 
02CF: 78@ = create_fire_at 2547.77 -1282.32 1029.82 0 3 
02CF: 79@ = create_fire_at 2545.93 -1292.47 1029.42 0 3 
02CF: 80@ = create_fire_at 2545.48 -1290.81 1029.82 0 1 
02CF: 81@ = create_fire_at 2544.11 -1292.71 1029.42 0 2 
02CF: 82@ = create_fire_at 2539.75 -1299.17 1029.82 0 1 
02CF: 83@ = create_fire_at 2539.25 -1297.76 1029.42 0 2 
02CF: 84@ = create_fire_at 2540.58 -1280.24 1036.78 0 2 
02CF: 85@ = create_fire_at 2540.4 -1281.22 1036.78 0 1 
02CF: 86@ = create_fire_at 2529.85 -1294.27 1036.8 0 2 
02CF: 87@ = create_fire_at 2545.85 -1307.04 1036.78 0 2 
02CF: 88@ = create_fire_at 2547.47 -1306.59 1036.78 0 1 
009A: 34@ = create_actor 24 #BALLAS1 at 2579.905 -1291.163 1043.125 
0173: set_actor 34@ z_angle_to 177.191 
060B: unknown_actor_use_entity 34@ 97@ 
01B2: give_actor 34@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 34@ to_interior 2 
0006: 137@ = 0 // integer values 
009A: 35@ = create_actor 24 #BALLAS3 at 2567.413 -1305.324 1036.781 
0173: set_actor 35@ z_angle_to 268.0134 
060B: unknown_actor_use_entity 35@ 97@ 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 35@ weapon_skill 2 
0860: link_actor 35@ to_interior 2 
0223: set_actor 35@ health_to 150 
08AF: (unknown) 35@ 150 
0006: 138@ = 0 // integer values 
009A: 36@ = create_actor 24 #LSV2 at 2572.115 -1301.504 1036.781 
0173: set_actor 36@ z_angle_to 61.2775 
060B: unknown_actor_use_entity 36@ 97@ 
01B2: give_actor 36@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: (unknown) 36@ 20 
0860: link_actor 36@ to_interior 2 
0223: set_actor 36@ health_to 5 
0668: AS_actor 36@ rotate_to_point 2570.207 -1300.238 1037.059 650000 ms 
0006: 139@ = 0 // integer values 
009A: 37@ = create_actor 24 #BALLAS1 at 2575.007 -1284.838 1030.427 
0173: set_actor 37@ z_angle_to 170.5391 
060B: unknown_actor_use_entity 37@ 97@ 
01B2: give_actor 37@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 37@ weapon_skill 2 
0860: link_actor 37@ to_interior 2 
0006: 140@ = 0 // integer values 
00D6: if 
0039:   140@ == 0 // integer values 
004D: jump_if_false @FINALEB_8549 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEB_8549 
0085: 104@ = 37@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 140@ = 1 // integer values 

:FINALEB_8549
009A: 38@ = create_actor 24 #BALLAS3 at 2568.075 -1293.628 1030.43 
0173: set_actor 38@ z_angle_to 356.7112 
060B: unknown_actor_use_entity 38@ 97@ 
01B2: give_actor 38@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 38@ to_interior 2 
0223: set_actor 38@ health_to 150 
08AF: (unknown) 38@ 150 
0006: 141@ = 0 // integer values 
00D6: if 
0039:   141@ == 0 // integer values 
004D: jump_if_false @FINALEB_8689 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEB_8689 
0085: 104@ = 38@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 141@ = 1 // integer values 

:FINALEB_8689
009A: 39@ = create_actor 24 #LSV2 at 2570.626 -1297.5 1030.427 
0173: set_actor 39@ z_angle_to 3.5755 
060B: unknown_actor_use_entity 39@ 97@ 
01B2: give_actor 39@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 39@ to_interior 2 
0006: 142@ = 0 // integer values 
00D6: if 
0039:   142@ == 0 // integer values 
004D: jump_if_false @FINALEB_8813 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEB_8813 
0085: 104@ = 39@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 142@ = 1 // integer values 

:FINALEB_8813
009A: 40@ = create_actor 24 #BALLAS1 at 2570.947 -1301.719 1030.43 
0173: set_actor 40@ z_angle_to 359.8018 
060B: unknown_actor_use_entity 40@ 97@ 
01B2: give_actor 40@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 40@ to_interior 2 
0006: 143@ = 0 // integer values 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @FINALEB_8937 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEB_8937 
0085: 104@ = 40@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 143@ = 1 // integer values 

:FINALEB_8937
0006: 132@ = 4 // integer values 

:FINALEB_8944
00D6: if 
0039:   132@ == 4 // integer values 
004D: jump_if_false @FINALEB_10784 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @FINALEB_9104 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEB_9104 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2577.6 -1289.91 1043.77 radius 5.0 5.0 3.0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_9104 
0085: 104@ = 34@ // integer values and handles 
0007: 106@ = 2579.905 // floating-point values 
0007: 107@ = -1304.985 // floating-point values 
0007: 108@ = 1036.773 // floating-point values 
0050: gosub @FINALEB_17641 
0006: 137@ = 1 // integer values 

:FINALEB_9104
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @FINALEB_9209 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_9209 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2577.88 -1309.87 1036.2 2563.87 -1289.87 1042.68 
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_9209 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 1 // integer values 

:FINALEB_9209
00D6: if 
0039:   143@ == 1 // integer values 
004D: jump_if_false @FINALEB_9381 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEB_9381 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2573.3 -1281.03 1028.8 2563.7 -1300.61 1034.0 
051A:   actor 40@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_9381 
0085: 104@ = 40@ // integer values and handles 
0007: 106@ = 2570.947 // floating-point values 
0007: 107@ = -1301.719 // floating-point values 
0007: 108@ = 1030.43 // floating-point values 
0007: 113@ = 2558.722 // floating-point values 
0007: 114@ = -1301.829 // floating-point values 
0007: 115@ = 1030.43 // floating-point values 
0050: gosub @FINALEB_17778 
0006: 143@ = 2 // integer values 

:FINALEB_9381
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @FINALEB_9427 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_9427 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 // integer values 

:FINALEB_9427
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @FINALEB_9473 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_9473 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 // integer values 

:FINALEB_9473
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @FINALEB_9519 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_9519 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 // integer values 

:FINALEB_9519
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @FINALEB_9565 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_9565 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 // integer values 

:FINALEB_9565
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @FINALEB_9611 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @FINALEB_9611 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 141@ = 2 // integer values 

:FINALEB_9611
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @FINALEB_9657 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEB_9657 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 142@ = 2 // integer values 

:FINALEB_9657
00D6: if or
0039:   143@ == 1 // integer values 
0039:   143@ == 1 // integer values 
004D: jump_if_false @FINALEB_9710 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @FINALEB_9710 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 143@ = 2 // integer values 

:FINALEB_9710
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2565.94 -1301.96 1030.77 radius 8.0 8.0 3.0 
004D: jump_if_false @FINALEB_10784 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2528.78 -1293.94 1030.86 
08DC: (unknown) 118@ 2540.83 -1304.05 1.0 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 48@ 
009A: 43@ = create_actor 24 #BALLAS1 at 2549.162 -1291.369 1030.467 
0173: set_actor 43@ z_angle_to 275.0 
060B: unknown_actor_use_entity 43@ 97@ 
01B2: give_actor 43@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 43@ to_interior 2 
0223: set_actor 43@ health_to 150 
08AF: (unknown) 43@ 150 
0006: 146@ = 0 // integer values 
00D6: if 
0039:   146@ == 0 // integer values 
004D: jump_if_false @FINALEB_9978 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEB_9978 
0085: 104@ = 43@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 146@ = 1 // integer values 

:FINALEB_9978
009A: 44@ = create_actor 24 #BALLAS3 at 2534.88 -1292.009 1031.469 
0173: set_actor 44@ z_angle_to 275.0 
060B: unknown_actor_use_entity 44@ 97@ 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 44@ weapon_skill 2 
0860: link_actor 44@ to_interior 2 
0006: 147@ = 0 // integer values 
00D6: if 
0039:   147@ == 0 // integer values 
004D: jump_if_false @FINALEB_10109 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_10109 
0085: 104@ = 44@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 147@ = 1 // integer values 

:FINALEB_10109
009A: 45@ = create_actor 24 #BALLAS3 at 2554.033 -1287.08 1030.43 
0173: set_actor 45@ z_angle_to 270.0 
060B: unknown_actor_use_entity 45@ 97@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 2 
0006: 148@ = 0 // integer values 
00D6: if 
0039:   148@ == 0 // integer values 
004D: jump_if_false @FINALEB_10281 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_10281 
0085: 104@ = 45@ // integer values and handles 
0007: 106@ = 2554.033 // floating-point values 
0007: 107@ = -1287.08 // floating-point values 
0007: 108@ = 1030.43 // floating-point values 
0006: 112@ = 1200 // integer values 
0007: 116@ = 270.0 // floating-point values 
0050: gosub @FINALEB_18174 
0006: 148@ = 1 // integer values 

:FINALEB_10281
009A: 46@ = create_actor 24 #BALLAS3 at 2546.007 -1287.15 1030.427 
0173: set_actor 46@ z_angle_to 270.0 
060B: unknown_actor_use_entity 46@ 97@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
0006: 149@ = 0 // integer values 
00D6: if 
0039:   149@ == 0 // integer values 
004D: jump_if_false @FINALEB_10453 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_10453 
0085: 104@ = 46@ // integer values and handles 
0007: 106@ = 2546.007 // floating-point values 
0007: 107@ = -1287.15 // floating-point values 
0007: 108@ = 1030.427 // floating-point values 
0006: 112@ = 2000 // integer values 
0007: 116@ = 270.0 // floating-point values 
0050: gosub @FINALEB_18174 
0006: 149@ = 1 // integer values 

:FINALEB_10453
009A: 47@ = create_actor 24 #LSV2 at 2530.397 -1291.381 1036.781 
0173: set_actor 47@ z_angle_to 278.2231 
060B: unknown_actor_use_entity 47@ 97@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
0006: 150@ = 0 // integer values 
00D6: if 
0039:   150@ == 0 // integer values 
004D: jump_if_false @FINALEB_10577 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEB_10577 
0085: 104@ = 47@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 150@ = 1 // integer values 

:FINALEB_10577
009A: 48@ = create_actor 24 #BALLAS1 at 2540.443 -1306.621 1036.781 
0173: set_actor 48@ z_angle_to 328.6817 
060B: unknown_actor_use_entity 48@ 97@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
0006: 151@ = 0 // integer values 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @FINALEB_10701 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FINALEB_10701 
0085: 104@ = 48@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 151@ = 1 // integer values 

:FINALEB_10701
009A: 42@ = create_actor 24 #LSV2 at 2535.111 -1304.992 1030.43 
0173: set_actor 42@ z_angle_to 328.6817 
060B: unknown_actor_use_entity 42@ 97@ 
01B2: give_actor 42@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 2 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 // integer values 
0006: 132@ = 5 // integer values 

:FINALEB_10784
00D6: if 
0039:   132@ == 5 // integer values 
004D: jump_if_false @FINALEB_12432 
00D6: if 
0039:   146@ == 1 // integer values 
004D: jump_if_false @FINALEB_10915 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEB_10915 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2553.85 -1308.35 1028.6 2540.27 -1275.04 1033.2 
051A:   actor 43@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 43@ 
004D: jump_if_false @FINALEB_10915 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 146@ = 2 // integer values 

:FINALEB_10915
00D6: if 
0039:   147@ == 1 // integer values 
004D: jump_if_false @FINALEB_11028 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_11028 
00D6: if or
00A4:   actor $PLAYER_ACTOR 0 2542.24 -1308.67 1028.09 2527.86 -1276.9 1033.19 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 44@ 
004D: jump_if_false @FINALEB_11028 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 
0006: 147@ = 2 // integer values 

:FINALEB_11028
00D6: if or
0039:   146@ == 1 // integer values 
0039:   145@ == 2 // integer values 
004D: jump_if_false @FINALEB_11081 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEB_11081 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 146@ = 3 // integer values 

:FINALEB_11081
00D6: if or
0039:   147@ == 1 // integer values 
0039:   145@ == 2 // integer values 
004D: jump_if_false @FINALEB_11134 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEB_11134 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 147@ = 3 // integer values 

:FINALEB_11134
00D6: if 
0039:   148@ == 1 // integer values 
004D: jump_if_false @FINALEB_11262 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_11262 
00D6: if or
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 45@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_11262 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_11250 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0006: 148@ = 2 // integer values 
0002: jump @FINALEB_11262 

:FINALEB_11250
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 2 // integer values 

:FINALEB_11262
00D6: if or
0039:   148@ == 1 // integer values 
0039:   148@ == 2 // integer values 
004D: jump_if_false @FINALEB_11315 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEB_11315 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 3 // integer values 

:FINALEB_11315
00D6: if 
0039:   149@ == 1 // integer values 
004D: jump_if_false @FINALEB_11443 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_11443 
00D6: if or
051A:   actor 46@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 46@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_11443 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_11431 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 
0006: 149@ = 2 // integer values 
0002: jump @FINALEB_11443 

:FINALEB_11431
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 2 // integer values 

:FINALEB_11443
00D6: if or
0039:   149@ == 1 // integer values 
0039:   149@ == 2 // integer values 
004D: jump_if_false @FINALEB_11496 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEB_11496 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 3 // integer values 

:FINALEB_11496
00D6: if 
0039:   150@ == 1 // integer values 
004D: jump_if_false @FINALEB_11542 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEB_11542 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 150@ = 2 // integer values 

:FINALEB_11542
00D6: if 
0039:   151@ == 1 // integer values 
004D: jump_if_false @FINALEB_11588 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @FINALEB_11588 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 151@ = 2 // integer values 

:FINALEB_11588
00D6: if 
0039:   145@ == 1 // integer values 
004D: jump_if_false @FINALEB_11634 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEB_11634 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 145@ = 2 // integer values 

:FINALEB_11634
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 2528.53 -1293.96 1030.86 radius 8.0 8.0 4.0 
004D: jump_if_false @FINALEB_12432 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
009B: destroy_actor_instantly 40@ 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02D1: remove_fire 63@ 
02D1: remove_fire 64@ 
02D1: remove_fire 65@ 
02D1: remove_fire 66@ 
02D1: remove_fire 67@ 
02D1: remove_fire 68@ 
02D1: remove_fire 69@ 
02D1: remove_fire 70@ 
02D1: remove_fire 71@ 
02D1: remove_fire 72@ 
02D1: remove_fire 73@ 
02D1: remove_fire 74@ 
02D1: remove_fire 76@ 
02D1: remove_fire 78@ 
02D1: remove_fire 82@ 
02D1: remove_fire 84@ 
02D1: remove_fire 85@ 
02D1: remove_fire 86@ 
02CF: 61@ = create_fire_at 2523.92 -1299.21 1030.78 0 3 
02CF: 62@ = create_fire_at 2523.66 -1297.4 1030.8 0 1 
02CF: 63@ = create_fire_at 2528.97 -1304.32 1030.77 0 2 
02CF: 64@ = create_fire_at 2525.5 -1321.59 1030.75 0 2 
02CF: 66@ = create_fire_at 2541.0 -1311.02 1028.09 0 2 
0215: destroy_pickup 130@ 
032B: 130@ = create_weapon_pickup #FIRE_EX 3 ammo 99999 at 2534.036 -1321.212 1031.469 
02CF: 67@ = create_fire_at 2540.69 -1320.01 1030.68 0 3 
02CF: 68@ = create_fire_at 2540.2 -1316.76 1030.64 0 3 
02CF: 69@ = create_fire_at 2540.61 -1317.43 1030.62 0 3 
02CF: 70@ = create_fire_at 2540.35 -1318.39 1030.59 0 3 
02CF: 71@ = create_fire_at 2540.5 -1319.58 1030.61 0 3 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2540.92 -1304.14 1024.39 
08DC: (unknown) 118@ 2540.83 -1304.05 1.0 
009A: 34@ = create_actor 24 #BALLAS1 at 2527.368 -1319.587 1030.43 
0173: set_actor 34@ z_angle_to 1.4222 
060B: unknown_actor_use_entity 34@ 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 34@ weapon_skill 2 
0860: link_actor 34@ to_interior 2 
02E2: set_actor 34@ weapon_accuracy_to 30 
0006: 137@ = 0 // integer values 
009A: 35@ = create_actor 24 #BALLAS3 at 2528.284 -1314.865 1030.43 
0173: set_actor 35@ z_angle_to 3.4628 
060B: unknown_actor_use_entity 35@ 97@ 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 35@ weapon_skill 2 
0860: link_actor 35@ to_interior 2 
0006: 138@ = 0 // integer values 
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @FINALEB_12350 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_12350 
0085: 104@ = 35@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 138@ = 1 // integer values 

:FINALEB_12350
009A: 36@ = create_actor 24 #LSV2 at 2524.055 -1309.533 1030.43 
0173: set_actor 36@ z_angle_to 7.001 
060B: unknown_actor_use_entity 36@ 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 36@ to_interior 2 
02E2: set_actor 36@ weapon_accuracy_to 30 
0006: 139@ = 0 // integer values 
0006: 132@ = 6 // integer values 

:FINALEB_12432
00D6: if 
0039:   132@ == 6 // integer values 
004D: jump_if_false @FINALEB_12842 
00D6: if 
0039:   137@ == 0 // integer values 
004D: jump_if_false @FINALEB_12563 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEB_12563 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 2527.07 -1293.72 1029.5 radius 3.0 3.0 3.5 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 34@ 
004D: jump_if_false @FINALEB_12563 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
0006: 137@ = 1 // integer values 

:FINALEB_12563
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @FINALEB_12671 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_12671 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 7.0 7.0 3.5 sphere 0 
051A:   actor 36@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 36@ 
004D: jump_if_false @FINALEB_12671 
0085: 104@ = 36@ // integer values and handles 
0050: gosub @FINALEB_17850 
0006: 139@ = 1 // integer values 

:FINALEB_12671
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @FINALEB_12717 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_12717 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 // integer values 

:FINALEB_12717
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @FINALEB_12763 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_12763 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 // integer values 

:FINALEB_12763
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @FINALEB_12809 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_12809 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 // integer values 

:FINALEB_12809
09E8: 50@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @FINALEB_12842 
0006: 132@ = 7 // integer values 

:FINALEB_12842
00D6: if 
0039:   132@ == 7 // integer values 
004D: jump_if_false @FINALEB_14002 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 range 200.0 
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "FINALE" 
038B: load_requested_models 

:FINALEB_12922
00D6: if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "FINALE" loaded 
004D: jump_if_false @FINALEB_12966 
0001: wait 0 ms 
0002: jump @FINALEB_12922 

:FINALEB_12966
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2522.82 -1272.52 34.151 
00A1: put_actor $PLAYER_ACTOR at 2538.657 -1304.358 34.0 
0249: release_model #BALLAS3 
0249: release_model #CHROMEGUN 
04EF: release_animation "SWAT" 
0249: release_model #BALLAS1 
0249: release_model #LSV2 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #M4 
0249: release_model #FIRE_EX 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
009B: destroy_actor_instantly 40@ 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 48@ 
0215: destroy_pickup 129@ 
0215: destroy_pickup 130@ 
0215: destroy_pickup 125@ 
0215: destroy_pickup 120@ 
0215: destroy_pickup 121@ 
0215: destroy_pickup 122@ 
0215: destroy_pickup 126@ 
0215: destroy_pickup 123@ 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
009A: 34@ = create_actor 24 #LSV2 at 2543.2 -1277.645 33.9609 
0173: set_actor 34@ z_angle_to 7.001 
060B: unknown_actor_use_entity 34@ 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 34@ weapon_skill 2 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 34@ weapon_accuracy_to 10 
0006: 137@ = 1 // integer values 
009A: 35@ = create_actor 24 #BALLAS1 at 2536.916 -1283.446 33.9609 
0173: set_actor 35@ z_angle_to 7.001 
060B: unknown_actor_use_entity 35@ 97@ 
01B2: give_actor 35@ weapon 31 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 35@ weapon_accuracy_to 10 
0006: 138@ = 0 // integer values 
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @FINALEB_13378 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_13378 
0085: 104@ = 35@ // integer values and handles 
0050: gosub @FINALEB_17740 
0006: 138@ = 1 // integer values 

:FINALEB_13378
009A: 36@ = create_actor 24 #BALLAS1 at 2531.656 -1287.27 33.9602 
0173: set_actor 36@ z_angle_to 7.001 
060B: unknown_actor_use_entity 36@ 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 36@ weapon_skill 2 
02E2: set_actor 36@ weapon_accuracy_to 10 
0006: 139@ = 0 // integer values 
00D6: if 
0039:   139@ == 0 // integer values 
004D: jump_if_false @FINALEB_13509 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_13509 
0085: 104@ = 36@ // integer values and handles 
0050: gosub @FINALEB_17696 
0006: 139@ = 1 // integer values 

:FINALEB_13509
009A: 37@ = create_actor 24 #LSV2 at 2539.569 -1268.471 33.9609 
0173: set_actor 37@ z_angle_to 2.21 
060B: unknown_actor_use_entity 37@ 97@ 
01B2: give_actor 37@ weapon 31 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 37@ weapon_accuracy_to 20 
0006: 140@ = 1 // integer values 
031A: remove_all_fires 
02CF: 79@ = create_fire_at 2538.45 -1281.4 34.34 0 3 
02CF: 61@ = create_fire_at 2527.64 -1312.0 33.9 0 2 
02CF: 62@ = create_fire_at 2527.58 -1303.3 34.4 0 1 
02CF: 63@ = create_fire_at 2532.52 -1306.39 33.9 0 2 
02CF: 64@ = create_fire_at 2528.08 -1284.9 34.3 0 2 
02CF: 65@ = create_fire_at 2544.03 -1269.3 34.2 0 1 
02CF: 66@ = create_fire_at 2536.26 -1302.49 34.0 0 2 
02CF: 67@ = create_fire_at 2532.58 -1291.07 34.0 0 1 
02CF: 71@ = create_fire_at 2528.64 -1269.64 34.0 0 1 
02CF: 72@ = create_fire_at 2534.57 -1284.5 34.04 0 1 
02CF: 70@ = create_fire_at 2531.99 -1268.71 34.0 0 2 
02CF: 69@ = create_fire_at 2530.987 -1269.858 33.8 0 3 
02CF: 74@ = create_fire_at 2532.39 -1270.4 34.0 0 3 
02CF: 75@ = create_fire_at 2531.165 -1271.961 34.0 0 2 
02CF: 76@ = create_fire_at 2532.529 -1272.169 34.0 0 1 
02CF: 77@ = create_fire_at 2532.395 -1273.24 34.0 0 2 
02CF: 78@ = create_fire_at 2531.94 -1274.46 33.8 0 3 
0006: 132@ = 8 // integer values 

:FINALEB_14002
00D6: if 
0039:   132@ == 8 // integer values 
004D: jump_if_false @FINALEB_14316 
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @FINALEB_14066 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_14066 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 // integer values 

:FINALEB_14066
00D6: if 
0039:   138@ == 1 // integer values 
004D: jump_if_false @FINALEB_14112 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_14112 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 // integer values 

:FINALEB_14112
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @FINALEB_14158 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_14158 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 // integer values 

:FINALEB_14158
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @FINALEB_14204 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_14204 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 // integer values 

:FINALEB_14204
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2545.59 -1278.26 31.36 2516.65 -1259.84 37.0 
004D: jump_if_false @FINALEB_14316 
031A: remove_all_fires 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 60@ = 0 // integer values 

:FINALEB_14268
00D6: if 
001B:   9 > 60@ // integer values 
004D: jump_if_false @FINALEB_14309 
0650: destroy_particle 51@(60@,9i) 
000A: 60@ += 1 // integer values 
0002: jump @FINALEB_14268 

:FINALEB_14309
0006: 132@ = 9 // integer values 

:FINALEB_14316
00D6: if 
0039:   132@ == 9 // integer values 
004D: jump_if_false @FINALEB_14945 
0164: disable_marker 118@ 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0924: set_world_lighting 0 -1 ms 
08B1: toggle_night_vision 0 
09EB: (unknown) $PLAYER_CHAR 0 
02CF: 61@ = create_fire_at 2532.62 -1272.65 34.31 0 1 
02CF: 62@ = create_fire_at 2532.88 -1272.75 34.12 0 2 
02CF: 64@ = create_fire_at 2527.9 -1272.5 34.8 0 2 
02CF: 65@ = create_fire_at 2533.743 -1272.434 34.0 0 3 
02CF: 66@ = create_fire_at 2533.743 -1272.434 34.0 0 2 
02CF: 70@ = create_fire_at 2531.99 -1268.71 34.0 0 2 
02CF: 69@ = create_fire_at 2530.987 -1269.858 33.8 0 3 
02CF: 74@ = create_fire_at 2532.39 -1270.4 34.0 0 1 
02CF: 75@ = create_fire_at 2531.165 -1271.961 34.0 0 2 
02CF: 76@ = create_fire_at 2532.529 -1272.169 34.0 0 1 
02CF: 77@ = create_fire_at 2532.395 -1273.24 34.0 0 3 
02CF: 73@ = create_fire_at 2531.94 -1274.46 33.8 0 1 
02CF: 63@ = create_fire_at 2532.433 -1275.658 34.0 0 3 
0828: (unknown) 3 
0005: $8001 = 2526.988 // floating-point values 
0005: $8002 = -1272.577 // floating-point values 
0005: $8003 = 34.8419 // floating-point values 
0005: $8004 = 2527.988 // floating-point values 
0005: $8005 = -1272.556 // floating-point values 
0005: $8006 = 34.8799 // floating-point values 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
00A1: put_actor $PLAYER_ACTOR at 2538.45 -1281.4 34.34 
0173: set_actor $PLAYER_ACTOR z_angle_to 270.0 
015F: set_camera_position $8001 $8002 $8003 0.0 0.0 0.0 
0160: point_camera $8004 $8005 $8006 2 
0001: wait 2000 ms 
00A1: put_actor $PLAYER_ACTOR at 2533.743 -1272.434 34.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0001: wait 500 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_ROLL" from_file "DAM_JUMP" 8.0 loop 0 0 0 lock 1 time -1 
00C0: set_current_time 17 0 
0006: 32@ = 0 // integer values 
015D: set_gamespeed 0.3 
0006: 132@ = 10 // integer values 

:FINALEB_14945
00D6: if 
0039:   132@ == 10 // integer values 
004D: jump_if_false @FINALEB_16160 
015F: set_camera_position $8001 $8002 $8003 0.0 0.0 0.0 
0160: point_camera $8004 $8005 $8006 2 
00D6: if 
0032:   2512.28 >= $8001 // floating-point values 
004D: jump_if_false @FINALEB_15044 
0006: 32@ = 0 // integer values 
0006: 153@ = 12 // integer values 
0006: 132@ = 11 // integer values 

:FINALEB_15044
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @FINALEB_15073 
007E: $8001 -= unknown_inaccurate_float_timer 0.18 // floating-point values 

:FINALEB_15073
00D6: if 
0019:   32@ > 0 // integer values 
004D: jump_if_false @FINALEB_15140 
00D6: if 
0039:   153@ == 0 // integer values 
004D: jump_if_false @FINALEB_15140 
0948: create_explosion_at 2538.4 -1278.4 34.04 type 4 radius 0.2 
0006: 153@ = 1 // integer values 

:FINALEB_15140
00D6: if 
0019:   32@ > 100 // integer values 
004D: jump_if_false @FINALEB_15183 
00D6: if 
0039:   153@ == 1 // integer values 
004D: jump_if_false @FINALEB_15183 
0006: 153@ = 2 // integer values 

:FINALEB_15183
00D6: if 
0019:   32@ > 250 // integer values 
004D: jump_if_false @FINALEB_15261 
00D6: if 
0039:   153@ == 2 // integer values 
004D: jump_if_false @FINALEB_15261 
0948: create_explosion_at 2540.24 -1270.59 34.07 type 0 radius 0.2 
02D1: remove_fire 64@ 
02D1: remove_fire 61@ 
0006: 153@ = 3 // integer values 

:FINALEB_15261
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @FINALEB_15329 
00D6: if 
0039:   153@ == 3 // integer values 
004D: jump_if_false @FINALEB_15329 
0948: create_explosion_at 2535.66 -1276.3 34.34 type 2 radius 0.2 
0006: 153@ = 4 // integer values 

:FINALEB_15329
00D6: if 
0019:   32@ > 850 // integer values 
004D: jump_if_false @FINALEB_15402 
00D6: if 
0039:   153@ == 4 // integer values 
004D: jump_if_false @FINALEB_15402 
0948: create_explosion_at 2531.74 -1270.35 34.39 type 1 radius 0.2 
02D1: remove_fire 64@ 
0006: 153@ = 5 // integer values 

:FINALEB_15402
00D6: if 
0019:   32@ > 1100 // integer values 
004D: jump_if_false @FINALEB_15453 
00D6: if 
0039:   153@ == 5 // integer values 
004D: jump_if_false @FINALEB_15453 
015D: set_gamespeed 0.35 
0006: 153@ = 6 // integer values 

:FINALEB_15453
00D6: if 
0019:   32@ > 1298 // integer values 
004D: jump_if_false @FINALEB_15533 
00D6: if 
0039:   153@ == 6 // integer values 
004D: jump_if_false @FINALEB_15533 
015D: set_gamespeed 0.39 
0948: create_explosion_at 2527.72 -1272.82 34.26 type 0 radius 0.2 
02D1: remove_fire 65@ 
0006: 153@ = 7 // integer values 

:FINALEB_15533
00D6: if 
0019:   32@ > 1400 // integer values 
004D: jump_if_false @FINALEB_15608 
00D6: if 
0039:   153@ == 7 // integer values 
004D: jump_if_false @FINALEB_15608 
015D: set_gamespeed 0.42 
0948: create_explosion_at 2529.54 -1270.12 34.31 type 2 radius 0.22 
0006: 153@ = 8 // integer values 

:FINALEB_15608
00D6: if 
0019:   32@ > 1500 // integer values 
004D: jump_if_false @FINALEB_15688 
00D6: if 
0039:   153@ == 8 // integer values 
004D: jump_if_false @FINALEB_15688 
015D: set_gamespeed 0.44 
0948: create_explosion_at 2524.15 -1272.31 34.42 type 4 radius 0.25 
02D1: remove_fire 70@ 
0006: 153@ = 9 // integer values 

:FINALEB_15688
00D6: if 
0019:   32@ > 1600 // integer values 
004D: jump_if_false @FINALEB_15808 
00D6: if 
0039:   153@ == 9 // integer values 
004D: jump_if_false @FINALEB_15808 
015D: set_gamespeed 0.5 
0948: create_explosion_at 2522.33 -1270.19 34.19 type 1 radius 0.3 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02D1: remove_fire 65@ 
02D1: remove_fire 70@ 
02D1: remove_fire 69@ 
02D1: remove_fire 75@ 
02D1: remove_fire 76@ 
02D1: remove_fire 73@ 
02D1: remove_fire 63@ 
0006: 153@ = 10 // integer values 

:FINALEB_15808
00D6: if 
0019:   32@ > 1700 // integer values 
004D: jump_if_false @FINALEB_16092 
00D6: if 
0039:   153@ == 10 // integer values 
004D: jump_if_false @FINALEB_16092 
0948: create_explosion_at 2524.14 -1270.04 34.19 type 2 radius 0.25 
02CF: 61@ = create_fire_at 2523.17 -1269.18 34.04 0 3 
02CF: 62@ = create_fire_at 2522.47 -1271.46 34.15 0 2 
02CF: 65@ = create_fire_at 2523.68 -1272.35 34.19 0 3 
02CF: 70@ = create_fire_at 2523.18 -1273.32 34.06 0 2 
02CF: 69@ = create_fire_at 2522.8 -1274.45 34.05 0 3 
02CF: 75@ = create_fire_at 2522.42 -1276.4 34.05 0 2 
02CF: 76@ = create_fire_at 2520.32 -1273.41 34.0 0 1 
02CF: 73@ = create_fire_at 2521.32 -1273.41 34.0 0 1 
02CF: 63@ = create_fire_at 2520.93 -1269.28 34.0 0 2 
0006: 153@ = 11 // integer values 

:FINALEB_16092
00D6: if 
0019:   32@ > 1916 // integer values 
004D: jump_if_false @FINALEB_16160 
00D6: if 
0039:   153@ == 11 // integer values 
004D: jump_if_false @FINALEB_16160 
0948: create_explosion_at 2522.01 -1274.06 34.2 type 4 radius 0.2 
0006: 153@ = 12 // integer values 

:FINALEB_16160
00D6: if 
0039:   132@ == 11 // integer values 
004D: jump_if_false @FINALEB_17634 
00D6: if 
0022:   61.0 > $8003 // floating-point values 
004D: jump_if_false @FINALEB_16229 
0078: $8003 += unknown_inaccurate_float_timer 0.1 // floating-point values 
007E: $8001 -= unknown_inaccurate_float_timer 0.02 // floating-point values 
0078: $8006 += unknown_inaccurate_float_timer 0.008 // floating-point values 

:FINALEB_16229
015F: set_camera_position $8001 $8002 $8003 0.0 0.0 0.0 
0160: point_camera $8004 $8005 $8006 2 
00D6: if 
0039:   153@ == 12 // integer values 
004D: jump_if_false @FINALEB_16336 
00D6: if 
0019:   32@ > 1400 // integer values 
004D: jump_if_false @FINALEB_16336 
0948: create_explosion_at 2521.46 -1268.02 39.8 type 0 radius 0.2 
0006: 153@ = 13 // integer values 

:FINALEB_16336
00D6: if 
0039:   153@ == 13 // integer values 
004D: jump_if_false @FINALEB_16404 
00D6: if 
0019:   32@ > 1670 // integer values 
004D: jump_if_false @FINALEB_16404 
0948: create_explosion_at 2521.48 -1270.67 40.32 type 4 radius 0.25 
0006: 153@ = 14 // integer values 

:FINALEB_16404
00D6: if 
0039:   153@ == 14 // integer values 
004D: jump_if_false @FINALEB_16564 
00D6: if 
0019:   32@ > 1800 // integer values 
004D: jump_if_false @FINALEB_16564 
0948: create_explosion_at 2521.32 -1275.86 40.47 type 2 radius 0.2 
02D1: remove_fire 64@ 
02D1: remove_fire 66@ 
02D1: remove_fire 74@ 
02D1: remove_fire 69@ 
02CF: 64@ = create_fire_at 2521.46 -1268.02 39.8 1 2 
02CF: 66@ = create_fire_at 22521.48 -1270.67 40.32 1 2 
02CF: 74@ = create_fire_at 2521.32 -1275.86 40.47 1 1 
0006: 153@ = 15 // integer values 

:FINALEB_16564
00D6: if 
0039:   153@ == 15 // integer values 
004D: jump_if_false @FINALEB_16656 
00D6: if 
0019:   32@ > 1950 // integer values 
004D: jump_if_false @FINALEB_16656 
0948: create_explosion_at 2521.42 -1273.18 39.83 type 2 radius 0.2 
0948: create_explosion_at 2525.43 -1280.65 40.28 type 4 radius 0.2 
0006: 153@ = 16 // integer values 

:FINALEB_16656
00D6: if 
0039:   153@ == 16 // integer values 
004D: jump_if_false @FINALEB_16773 
00D6: if 
0019:   32@ > 2200 // integer values 
004D: jump_if_false @FINALEB_16773 
0948: create_explosion_at 2521.27 -1270.64 43.25 type 2 radius 0.2 
02D1: remove_fire 77@ 
02D1: remove_fire 63@ 
02D1: remove_fire 79@ 
02D1: remove_fire 78@ 
02D1: remove_fire 70@ 
02CF: 69@ = create_fire_at 2525.43 -1280.65 40.28 1 2 
0006: 153@ = 17 // integer values 

:FINALEB_16773
00D6: if 
0039:   153@ == 17 // integer values 
004D: jump_if_false @FINALEB_16889 
00D6: if 
0019:   32@ > 2568 // integer values 
004D: jump_if_false @FINALEB_16889 
0948: create_explosion_at 2521.15 -1267.91 43.37 type 2 radius 0.2 
0948: create_explosion_at 2525.89 -1281.0 43.79 type 4 radius 0.2 
02CF: 70@ = create_fire_at 2525.89 -1281.0 43.79 3 3 
0006: 153@ = 18 // integer values 

:FINALEB_16889
00D6: if 
0039:   153@ == 18 // integer values 
004D: jump_if_false @FINALEB_17029 
00D6: if 
0019:   32@ > 3241 // integer values 
004D: jump_if_false @FINALEB_17029 
0948: create_explosion_at 2520.86 -1273.39 43.2 type 0 radius 0.2 
02CF: 77@ = create_fire_at 2521.27 -1270.64 43.25 1 3 
02CF: 63@ = create_fire_at 2521.15 -1267.91 43.37 2 2 
02CF: 79@ = create_fire_at 2521.34 -1275.7 43.26 3 1 
0006: 153@ = 19 // integer values 

:FINALEB_17029
00D6: if 
0039:   153@ == 19 // integer values 
004D: jump_if_false @FINALEB_17097 
00D6: if 
0019:   32@ > 3485 // integer values 
004D: jump_if_false @FINALEB_17097 
0948: create_explosion_at 2521.34 -1275.7 43.26 type 4 radius 0.2 
0006: 153@ = 20 // integer values 

:FINALEB_17097
00D6: if 
0039:   153@ == 20 // integer values 
004D: jump_if_false @FINALEB_17165 
00D6: if 
0019:   32@ > 3708 // integer values 
004D: jump_if_false @FINALEB_17165 
0948: create_explosion_at 2521.15 -1275.61 47.83 type 2 radius 0.2 
0006: 153@ = 21 // integer values 

:FINALEB_17165
00D6: if 
0039:   153@ == 21 // integer values 
004D: jump_if_false @FINALEB_17262 
00D6: if 
0019:   32@ > 4246 // integer values 
004D: jump_if_false @FINALEB_17262 
0948: create_explosion_at 2521.04 -1272.97 47.91 type 0 radius 0.2 
02D1: remove_fire 75@ 
02CF: 62@ = create_fire_at 2525.88 -1279.99 48.43 3 2 
0006: 153@ = 22 // integer values 

:FINALEB_17262
00D6: if 
0039:   153@ == 22 // integer values 
004D: jump_if_false @FINALEB_17364 
00D6: if 
0019:   32@ > 4708 // integer values 
004D: jump_if_false @FINALEB_17364 
0948: create_explosion_at 2521.24 -1267.9 48.15 type 4 radius 0.2 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
0948: create_explosion_at 2525.88 -1279.99 48.43 type 2 radius 0.2 
0006: 153@ = 23 // integer values 

:FINALEB_17364
00D6: if 
0039:   153@ == 23 // integer values 
004D: jump_if_false @FINALEB_17504 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @FINALEB_17504 
0948: create_explosion_at 2521.37 -1270.86 48.35 type 0 radius 0.2 
02CF: 78@ = create_fire_at 2521.15 -1275.61 47.83 3 1 
02CF: 61@ = create_fire_at 2521.04 -1272.97 47.91 2 2 
02CF: 62@ = create_fire_at 2521.24 -1267.9 48.15 3 2 
0006: 153@ = 24 // integer values 

:FINALEB_17504
00D6: if 
0039:   153@ == 24 // integer values 
004D: jump_if_false @FINALEB_17634 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @FINALEB_17634 
0792: (unknown) $PLAYER_ACTOR 
014F: stop_timer $8007 
04EF: release_animation "DAM_JUMP" 
0249: release_model #CHROMEGUN 
0249: release_model #M4 
0249: release_model #FIRE_EX 
08FD: (unknown) 0 
016A: fade 0 1000 ms 

:FINALEB_17589
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_17613 
0001: wait 0 ms 
0002: jump @FINALEB_17589 

:FINALEB_17613
0002: jump @FINALEB_18542 
0006: 132@ = 11 // integer values 
0006: 153@ = 25 // integer values 

:FINALEB_17634
0002: jump @FINALEB_720 

:FINALEB_17641
0615: define_action_sequences 99@ 
05D3: AS_actor -1 go_to_point 106@ 107@ 108@ speed 6 -1 ms 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 99@ 
0618: assign_actor 104@ to_action_sequences 99@ 
061B: remove_references_to_action_sequences 99@ 
0051: return 

:FINALEB_17696
0615: define_action_sequences 100@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 100@ 
0618: assign_actor 104@ to_action_sequences 100@ 
061B: remove_references_to_action_sequences 100@ 
0051: return 

:FINALEB_17740
0615: define_action_sequences 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 101@ 
0618: assign_actor 104@ to_action_sequences 101@ 
061B: remove_references_to_action_sequences 101@ 
0051: return 

:FINALEB_17778
0615: define_action_sequences 111@ 
05D3: AS_actor -1 go_to_point 106@ 107@ 108@ speed 6 -1 ms 
05D3: AS_actor -1 go_to_point 113@ 114@ 115@ speed 6 -1 ms 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 111@ 
0618: assign_actor 104@ to_action_sequences 111@ 
061B: remove_references_to_action_sequences 111@ 
0051: return 

:FINALEB_17850
0615: define_action_sequences 102@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" from_file "PED" 8.0 loop 0 1 1 0 -1 ms 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 102@ 
0618: assign_actor 104@ to_action_sequences 102@ 
061B: remove_references_to_action_sequences 102@ 
0051: return 

:FINALEB_17933
0615: define_action_sequences 103@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 112@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 106@ 107@ 108@ stop_angle 116@ -1.0 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 103@ 1 
0616: define_action_sequences_end 103@ 
0618: assign_actor 104@ to_action_sequences 103@ 
061B: remove_references_to_action_sequences 103@ 
0051: return 

:FINALEB_18174
0615: define_action_sequences 105@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" from_file "SWAT" 8.0 loop 0 1 1 lock 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 112@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 106@ 107@ 108@ stop_angle 116@ -1.0 perform_animation "SWT_WLLSHOOT_OUT_R" from_file "SWAT" 8.0 loop 0 1 1 lock 0 -1 ms 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" from_file "SWAT" 8.0 loop 0 0 0 lock 0 time -1 
0643: (unknown) 105@ 1 
0616: define_action_sequences_end 105@ 
0618: assign_actor 104@ to_action_sequences 105@ 
061B: remove_references_to_action_sequences 105@ 
0051: return 

:FINALEB_18415
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0039:   182@ == 1 // integer values 
004D: jump_if_false @FINALEB_18465 
00BC: text_highpriority 'RM4_46' 5000 ms 1  // ~r~sszetrted a kocsidat! 

:FINALEB_18465
00D6: if 
0039:   179@ == 7 // integer values 
004D: jump_if_false @FINALEB_18499 
00BC: text_highpriority 'RM4_45' 7000 ms 1  // ~r~Meghalt Sweet! Neked kellett volna elkapnod, legkzelebb menj az autval Sweet al, mieltt leesne! 

:FINALEB_18499
00D6: if 
0039:   183@ == 1 // integer values 
004D: jump_if_false @FINALEB_18533 
00BC: text_highpriority 'RM4_50' 5000 ms 1  // ~r~Elvesztetted Sweetet! Legkzelebb maradj kzelebb!

:FINALEB_18533
0004: $11408 = 0 // integer values 
0051: return 

:FINALEB_18542
0006: 156@ = 1 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $11278 += 1 // integer values 
0004: $11408 = 2 // integer values 
0051: return 

:FINALEB_18570
08FD: (unknown) 0 
0924: set_world_lighting 0 -1 ms 
031A: remove_all_fires 
03C7: unknown_maybe_cops_density 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014F: stop_timer $8007 
0249: release_model #BALLAS1 
0249: release_model #BALLAS3 
0249: release_model #LSV2 
0249: release_model #NVGOGGLES 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #M4 
0249: release_model #FIRE_EX 
034F: destroy_actor_with_fade $ACTOR_SMOKE // The actor fades away like a ghost 
034F: destroy_actor_with_fade 49@ // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04EF: release_animation "SWAT" 
04EF: release_animation "DAM_JUMP" 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #GREENWOO 
0249: release_model #FELTZER 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #MOLOTOV 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0215: destroy_pickup 120@ 
0215: destroy_pickup 121@ 
0215: destroy_pickup 122@ 
0215: destroy_pickup 123@ 
0215: destroy_pickup 124@ 
0215: destroy_pickup 125@ 
0215: destroy_pickup 126@ 
0215: destroy_pickup 127@ 
0215: destroy_pickup 129@ 
0215: destroy_pickup 130@ 
0215: destroy_pickup 131@ 
06D0: (unknown) 1 
03C7: unknown_maybe_cops_density 1.0 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 60@ = 0 // integer values 

:FINALEB_18853
00D6: if 
001B:   9 > 60@ // integer values 
004D: jump_if_false @FINALEB_18894 
0650: destroy_particle 51@(60@,9i) 
000A: 60@ += 1 // integer values 
0002: jump @FINALEB_18853 

:FINALEB_18894
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
00D6: if 
0039:   156@ == 1 // integer values 
004D: jump_if_false @FINALEB_18927 
016A: fade 0 0 ms 

:FINALEB_18927
0051: return 

//-------------Mission 112---------------
// Originally: End Of The Line (3)

:FINALEC
0050: gosub @FINALEC_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @FINALEC_27 
0050: gosub @FINALEC_57329 

:FINALEC_27
0050: gosub @FINALEC_57534 
004E: end_thread 

:FINALEC_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'FINALEC' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
060A: unknown_create_entity 0 97@ 
0006: 128@ = 11 // integer values 
0006: 129@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 131@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 146@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 
0006: 149@ = 0 // integer values 
0006: 150@ = 0 // integer values 
0006: 151@ = 0 // integer values 
0004: $8008 = 450000 // integer values 
0006: 190@ = 0 // integer values 
0006: 191@ = 0 // integer values 
0006: 192@ = 0 // integer values 
0006: 193@ = 0 // integer values 
0006: 194@ = 0 // integer values 
0006: 195@ = 0 // integer values 
0006: 196@ = 0 // integer values 
0006: 197@ = 0 // integer values 
0006: 198@ = 0 // integer values 
0006: 199@ = 0 // integer values 
0006: 200@ = 0 // integer values 
0006: 201@ = 0 // integer values 
0006: 202@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 204@ = 0 // integer values 
0006: 205@ = 0 // integer values 
0004: $8014 = 0 // integer values 
0004: $8015 = 0 // integer values 
0004: $8016 = 0 // integer values 
0006: 249@ = 0 // integer values 
0006: 250@ = 0 // integer values 
0006: 251@ = 0 // integer values 
0006: 252@ = 0 // integer values 
0006: 253@ = 0 // integer values 
0006: 254@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 258@ = 0 // integer values 
0006: 259@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 264@ = 0 // integer values 
0006: 265@ = 0 // integer values 
0006: 266@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 268@ = 0 // integer values 
0006: 269@ = 0 // integer values 
0006: 270@ = 0 // integer values 
0006: 206@ = 0 // integer values 
0006: 288@ = 0 // integer values 
0006: 289@ = 0 // integer values 
0006: 290@ = 0 // integer values 
0006: 291@ = 0 // integer values 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0006: 294@ = 0 // integer values 
0006: 295@ = 0 // integer values 
0006: 296@ = 0 // integer values 
0006: 297@ = 0 // integer values 
0828: (unknown) 0 
03C7: unknown_maybe_cops_density 0.0 
06D0: (unknown) 0 
0247: request_model #FIRELA 
0247: request_model #LAPD1 
0247: request_model #GREENWOO 
0247: request_model #FELTZER 
0247: request_model #LSV2 
0247: request_model #BALLAS1 
0247: request_model #MICRO_UZI 
0247: request_model #MOLOTOV 
0247: request_model #LA_FUCKCAR1 
0247: request_model #LA_FUCKCAR2 
04ED: load_animation "FINALE" 
04ED: load_animation "FINALE2" 
07C0: load_path 288 
07C0: load_path 289 
023C: request_special_actor 'SWEET' as 1 
023C: request_special_actor 'TENPEN' as 2 
07C0: load_path 290 
07C0: load_path 291 
03CF: load_wav 33227 as 1 
038B: load_requested_models 

:FINALEC_759
00D6: if or
8248:   not model #FIRELA available 
8248:   not model #LAPD1 available 
8248:   not model #GREENWOO available 
8248:   not model #FELTZER available 
8248:   not model #LSV2 available 
004D: jump_if_false @FINALEC_805 
0001: wait 0 ms 
0002: jump @FINALEC_759 

:FINALEC_805
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #MICRO_UZI available 
8248:   not model #MOLOTOV available 
8248:   not model #LA_FUCKCAR1 available 
8248:   not model #LA_FUCKCAR2 available 
004D: jump_if_false @FINALEC_851 
0001: wait 0 ms 
0002: jump @FINALEC_805 

:FINALEC_851
00D6: if or
84ED:   not load_animation "FINALE" 
84ED:   not load_animation "FINALE2" 
87C1:   not path 288 available 
87C1:   not path 289 available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @FINALEC_908 
0001: wait 0 ms 
0002: jump @FINALEC_851 

:FINALEC_908
00D6: if or
87C1:   not path 290 available 
87C1:   not path 291 available 
004D: jump_if_false @FINALEC_940 
0001: wait 0 ms 
0002: jump @FINALEC_908 

:FINALEC_940
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00A1: put_actor $PLAYER_ACTOR at 2515.771 -1277.474 33.728 
0173: set_actor $PLAYER_ACTOR z_angle_to 144.159 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SKID_BACK" from_file "PED" 1000.0 loop 0 0 0 1 -1 ms 
0001: wait 250 ms 
00A5: 152@ = create_car #FIRELA at 2508.649 -1295.866 33.92 
0175: set_car 152@ z_angle_to 0.3186 
08A4: car 152@ manipulate_extra_parts 0.7 
02AC: set_car 152@ immunities 1 1 1 1 1 
0852: set_car 152@ visible_damage 0 
00A5: $SWEET_CAR = create_car #GREENWOO at 2508.941 -1306.517 33.92 
0175: set_car $SWEET_CAR z_angle_to 165.3186 
0229: set_car $SWEET_CAR color_to 59 34 
0674: set_car_model #FELTZER numberplate "_IMY_AK" 
00A5: 153@ = create_car #FELTZER at 2515.895 -1269.408 33.7844 
0175: set_car 153@ z_angle_to 359.2572 
02AC: set_car 153@ immunities 1 1 1 1 1 
0224: set_car 153@ health_to 2000 
053F: set_car 153@ tires_vulnerable 0 
0852: set_car 153@ visible_damage 0 
0229: set_car 153@ color_to 1 8 
009A: 49@ = create_actor 23 #SPECIAL02 at 2506.218 -1293.093 33.8438 
0173: set_actor 49@ z_angle_to 271.9809 
02AB: set_actor 49@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 49@ 97@ 
01C8: 158@ = create_actor 24 #LAPD1 in_car 152@ passenger_seat 0 
02AB: set_actor 158@ immunities 1 1 1 1 1 
060B: unknown_actor_use_entity 158@ 97@ 
009A: $ACTOR_SWEET = create_actor 23 #SPECIAL01 at 0.0 0.0 0.0 
02AB: set_actor $ACTOR_SWEET immunities 1 1 1 1 1 
0173: set_actor $ACTOR_SWEET z_angle_to 0.3186 
060B: unknown_actor_use_entity $ACTOR_SWEET 97@ 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_1427 
0464: put_actor $ACTOR_SWEET into_turret_on_car 152@ at_car_offset 0.0 -8.227 -1000.156 position 0 shooting_angle 0.0 with_weapon 0 

:FINALEC_1427
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 range 200.0 
06D7: toggle_train_traffic 0 
06DB: (unknown) 
015D: set_gamespeed 1.0 
0732: (unknown) 533 
0732: (unknown) 544 
02CF: 70@ = create_fire_at 2521.392 -1269.343 34.1609 0 3 
02CF: 71@ = create_fire_at 2521.701 -1270.293 34.2031 0 2 
02CF: 72@ = create_fire_at 2523.58 -1271.225 34.2918 0 3 
02CF: 73@ = create_fire_at 2518.576 -1284.467 34.0265 0 2 
02CF: 74@ = create_fire_at 2521.6 -1270.885 40.4338 0 3 
02CF: 75@ = create_fire_at 2521.662 -1267.656 43.8955 0 2 
02CF: 76@ = create_fire_at 2521.674 -1275.707 43.7437 0 3 
02CF: 77@ = create_fire_at 2521.506 -1275.781 40.4019 0 2 
02CF: 78@ = create_fire_at 2522.68 -1280.397 39.1158 0 3 
02CF: 79@ = create_fire_at 2521.676 -1279.352 39.112 0 3 
02CF: 80@ = create_fire_at 2521.714 -1278.639 37.4041 0 2 
0489: set_actor $PLAYER_ACTOR audible 1 
0A45: (unknown) 0.3 
0001: wait 500 ms 
0A0B: (unknown) 2504.96 -1309.16 34.44 334.0 
00C0: set_current_time 17 0 
01F0: set_max_wanted_level_to 0 
016A: fade 1 1000 ms 
0006: 128@ = 11 // integer values 

:FINALEC_1817
0001: wait 0 ms 
00D6: if 
0735:   83 
004D: jump_if_false @FINALEC_1843 
0002: jump @FINALEC_57458 

:FINALEC_1843
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_3759 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_3759 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_3759 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_3759 
00D6: if 
0039:   128@ == 11 // integer values 
004D: jump_if_false @FINALEC_2000 
015F: set_camera_position 2502.792 -1296.28 35.3797 0.0 0.0 0.0 
0160: point_camera 2503.378 -1295.469 35.3873 2 
05CB: AS_actor 49@ enter_car_as_driver 152@ -1 ms 
0006: 32@ = 0 // integer values 
0006: 128@ = 12 // integer values 

:FINALEC_2000
00D6: if 
0039:   128@ == 12 // integer values 
004D: jump_if_false @FINALEC_2082 
00D6: if 
0019:   32@ > 1750 // integer values 
004D: jump_if_false @FINALEC_2082 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GETUP_FRONT" from_file "PED" 8.0 loop 0 0 0 0 -1 ms 
0006: 128@ = 13 // integer values 

:FINALEC_2082
00D6: if 
0039:   128@ == 13 // integer values 
004D: jump_if_false @FINALEC_2188 
00D6: if 
0448:   actor 49@ in_car 152@ 
004D: jump_if_false @FINALEC_2188 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_JUMP_ON" from_file "FINALE" 1000.0 loop 0 0 0 lock 1 time -1 
020A: set_car 152@ door_status_to 2 
0006: 190@ = 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 128@ = 14 // integer values 

:FINALEC_2188
00D6: if 
0039:   128@ == 14 // integer values 
004D: jump_if_false @FINALEC_2264 
015F: set_camera_position 2515.445 -1299.71 36.5622 0.0 0.0 0.0 
0160: point_camera 2514.667 -1300.31 36.4758 2 
0006: 128@ = 15 // integer values 

:FINALEC_2264
00D6: if 
0039:   128@ == 15 // integer values 
004D: jump_if_false @FINALEC_2399 
00D6: if 
0019:   32@ > 1400 // integer values 
004D: jump_if_false @FINALEC_2399 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
041D: set_camera_near_clip 0.1 
0920: point_camera 2514.667 -1300.31 36.4758 transverse_to 2514.946 -1282.265 35.6876 4000 ms unknown 0 
0936: set_camera 2515.445 -1299.71 36.5622 position_to 2515.482 -1282.265 35.713 4000 ms unknown 0 
0006: 128@ = 16 // integer values 

:FINALEC_2399
00D6: if 
0039:   128@ == 16 // integer values 
004D: jump_if_false @FINALEC_2471 
00D6: if 
0019:   32@ > 2220 // integer values 
004D: jump_if_false @FINALEC_2471 
05EB: assign_vehicle 152@ to_path 288 
00A1: put_actor $PLAYER_ACTOR at 2513.49 -1277.77 34.19 
0006: 128@ = 17 // integer values 

:FINALEC_2471
00D6: if 
0039:   128@ == 17 // integer values 
004D: jump_if_false @FINALEC_2593 
00D6: if 
8934:   not (unknown) 
004D: jump_if_false @FINALEC_2593 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera 2515.482 -1282.265 35.713 position_to 2515.482 -1283.1 35.713 4000 ms unknown 0 
0920: point_camera 2514.946 -1282.265 35.6876 transverse_to 2515.719 -1282.136 35.6959 4000 ms unknown 0 
0006: 128@ = 18 // integer values 

:FINALEC_2593
00D6: if 
0039:   128@ == 18 // integer values 
004D: jump_if_false @FINALEC_2663 
00D6: if 
060E:   car 152@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_2663 
00D6: if 
0019:   32@ > 4999 // integer values 
004D: jump_if_false @FINALEC_2663 
06FD: (unknown) 152@ 0.75 
0006: 128@ = 19 // integer values 

:FINALEC_2663
00D6: if 
0039:   128@ == 19 // integer values 
004D: jump_if_false @FINALEC_2717 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @FINALEC_2717 
05CB: AS_actor $PLAYER_ACTOR enter_car_as_driver 153@ -1 ms 
0006: 128@ = 20 // integer values 

:FINALEC_2717
00D6: if 
0039:   128@ == 20 // integer values 
004D: jump_if_false @FINALEC_3284 
00D6: if 
0019:   32@ > 10500 // integer values 
004D: jump_if_false @FINALEC_3284 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_3284 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 151@ = 1 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'RM4_41' 8000 ms 1  // ~s~Kvesd Tenpenny-t s gondoskodj ~b~Sweet ~s~biztonsgrl, maradj kzel a tzoltkocsihoz, s ne vesztsd el Tenpenny-t.
00BB: text_lowpriority 'RM4_42' 5000 ms 1  // ~s~Ne prbld megronglni a tzoltkocsit, mert megsebezheted ~b~Sweetet~s~.
03DE: set_pedestrians_density_multiplier_to 0.2 
01C3: remove_references_to_car $SWEET_CAR // Like turning a car into any random car 
0249: release_model #GREENWOO 
0107: 167@ = create_object #LA_FUCKCAR2 at 2597.36 -1044.735 69.196 
0392: object 167@ toggle_in_moving_list 1 
0177: set_object 167@ z_angle_to 0.0 
0453: object 167@ set_rotation 0.0 180.0 0.0 
0107: 168@ = create_object #LA_FUCKCAR1 at 2598.7 -1050.94 69.23 
0177: set_object 168@ z_angle_to 180.0 
0392: object 168@ toggle_in_moving_list 1 
009A: 44@ = create_actor 24 #LSV2 at 2600.99 -1050.01 69.04 
0173: set_actor 44@ z_angle_to 274.892 
060B: unknown_actor_use_entity 44@ 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 45@ = create_actor 24 #LSV2 at 2597.21 -1040.14 69.48 
0173: set_actor 45@ z_angle_to 274.892 
060B: unknown_actor_use_entity 45@ 97@ 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: actor 45@ weapon_skill 2 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 46@ = create_actor 24 #LSV2 at 2604.991 -1038.172 69.619 
0173: set_actor 46@ z_angle_to 274.892 
060B: unknown_actor_use_entity 46@ 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
02CF: 61@ = create_fire_at 2598.54 -1044.53 68.5 0 3 
02CF: 62@ = create_fire_at 2600.99 -1050.01 69.04 0 3 
02CF: 63@ = create_fire_at 2599.88 -1052.4 68.06 0 3 
0006: 128@ = 21 // integer values 

:FINALEC_3284
00D6: if 
0039:   128@ == 21 // integer values 
004D: jump_if_false @FINALEC_3376 
05EC: release_vehicle 152@ from_path 
05EB: assign_vehicle 152@ to_path 289 
0187: 115@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 115@ type_to 1 
018B: show_on_radar 115@ 2 
0006: 32@ = 0 // integer values 
040D: unload_wav 1 
0006: 203@ = 0 // integer values 
0006: 204@ = 0 // integer values 
0006: 191@ = 1 // integer values 
0006: 128@ = 22 // integer values 

:FINALEC_3376
00D6: if 
0039:   190@ == 1 // integer values 
004D: jump_if_false @FINALEC_3515 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_JUMP_ON" 
004D: jump_if_false @FINALEC_3515 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_JUMP_ON" time 
00D6: if 
0043:   164@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_3515 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 4.0 loop 0 0 0 lock 1 time -1 
0006: 190@ = 2 // integer values 

:FINALEC_3515
00D6: if 
0019:   128@ > 13 // integer values 
004D: jump_if_false @FINALEC_3759 
00D6: if 
0039:   151@ == 0 // integer values 
004D: jump_if_false @FINALEC_3759 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   203@ == 0 // integer values 
004D: jump_if_false @FINALEC_3625 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_3625 
04AF: 187@ = unknown_wav_reference 33227 
05AA: 188@s = 'ROT4_HA' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_3625
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @FINALEC_3692 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_3692 
04AF: 187@ = unknown_wav_reference 33228 
05AA: 188@s = 'ROT4_HB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_3692
00D6: if 
0039:   203@ == 2 // integer values 
004D: jump_if_false @FINALEC_3759 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_3759 
04AF: 187@ = unknown_wav_reference 33216 
05AA: 188@s = 'ROT4_DB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_3759
00D6: if or
0039:   191@ == 1 // integer values 
0039:   191@ == 2 // integer values 
004D: jump_if_false @FINALEC_3814 
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @FINALEC_3814 
0006: 201@ = 1 // integer values 
0002: jump @FINALEC_57329 

:FINALEC_3814
00D6: if 
0039:   191@ == 1 // integer values 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8202:   not actor $ACTOR_SWEET near_car 153@ radius 125.0 125.0 unknown 0 
004D: jump_if_false @FINALEC_3973 
00D6: if 
82CB:   not actor $ACTOR_SWEET bounding_sphere_visible 
004D: jump_if_false @FINALEC_3973 
0006: 202@ = 1 // integer values 
0002: jump @FINALEC_57329 
00BC: text_highpriority 'RM4_50' 5000 ms 1  // ~r~Elvesztetted Sweetet! Legkzelebb maradj kzelebb!

:FINALEC_3973
00D6: if 
0039:   200@ == 0 // integer values 
004D: jump_if_false @FINALEC_4053 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_4053 
0164: disable_marker 115@ 
0186: 115@ = create_marker_above_car 153@ 
07E0: set_marker 115@ type_to 1 
00BC: text_highpriority 'RM4_48' 5000 ms 1  // ~s~Menj vissza az ~b~autba~s~!
0006: 200@ = 1 // integer values 

:FINALEC_4053
00D6: if 
0039:   200@ == 1 // integer values 
004D: jump_if_false @FINALEC_4165 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_4165 
0164: disable_marker 115@ 
0187: 115@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 115@ type_to 1 
018B: show_on_radar 115@ 2 
00D6: if 
0019:   198@ > 0 // integer values 
004D: jump_if_false @FINALEC_4142 
018B: show_on_radar 115@ 3 

:FINALEC_4142
00BC: text_highpriority 'RM4_49' 5000 ms 1  // ~s~ldzd a tzoltkocsit! 
0006: 200@ = 0 // integer values 

:FINALEC_4165
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_4521 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_4521 
00D6: if 
060E:   car 152@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_4521 
0871: init_jump_table 194@ total_jumps 3 0 @FINALEC_4521 jumps 0 @FINALEC_4276 1 @FINALEC_4411 2 @FINALEC_4466 -1 @FINALEC_4521 -1 @FINALEC_4521 -1 @FINALEC_4521 -1 @FINALEC_4521 

:FINALEC_4276
00D6: if 
80F2:   not actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @FINALEC_4331 
06FD: (unknown) 152@ 0.5 
0006: 194@ = 1 // integer values 
0002: jump @FINALEC_4404 

:FINALEC_4331
00D6: if 
00F2:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @FINALEC_4404 
00D6: if or
8039:   not  193@ == 5 // integer values 
8039:   not  193@ == 1 // integer values 
004D: jump_if_false @FINALEC_4404 
06FD: (unknown) 152@ 1.3 
0006: 194@ = 2 // integer values 

:FINALEC_4404
0002: jump @FINALEC_4521 

:FINALEC_4411
00D6: if 
00F2:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 55.0 55.0 0 
004D: jump_if_false @FINALEC_4459 
06FD: (unknown) 152@ 1.0 
0006: 194@ = 0 // integer values 

:FINALEC_4459
0002: jump @FINALEC_4521 

:FINALEC_4466
00D6: if 
80F2:   not actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @FINALEC_4514 
06FD: (unknown) 152@ 1.0 
0006: 194@ = 0 // integer values 

:FINALEC_4514
0002: jump @FINALEC_4521 

:FINALEC_4521
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_6629 
00D6: if 
0039:   196@ == 1 // integer values 
004D: jump_if_false @FINALEC_4632 
00AA: store_car 152@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 15.0 // floating-point values 
0362: remove_actor 158@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle 0.0 with_weapon 0 
0006: 196@ = 2 // integer values 

:FINALEC_4632
00D6: if 
0039:   196@ == 2 // integer values 
004D: jump_if_false @FINALEC_4712 
0657: open_car 152@ component 3 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT" from_file "FINALE2" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 196@ = 3 // integer values 

:FINALEC_4712
00D6: if 
0039:   196@ == 3 // integer values 
004D: jump_if_false @FINALEC_4919 
00D6: if 
0611:   actor 158@ animation_is "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_4919 
0613: 170@ = actor 158@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_4919 
0465: remove_actor 158@ from_turret_mode 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle 0.0 with_weapon 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT2" from_file "FINALE" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 32@ = 0 // integer values 
0006: 198@ = 1 // integer values 
0006: 196@ = 4 // integer values 

:FINALEC_4919
00D6: if 
0039:   196@ == 4 // integer values 
004D: jump_if_false @FINALEC_5096 
00D6: if 
0611:   actor 158@ animation_is "FIN_COP1_CLIMBOUT2" 
004D: jump_if_false @FINALEC_5096 
0613: 170@ = actor 158@ animation "FIN_COP1_CLIMBOUT2" time 
00D6: if 
0043:   170@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_5096 
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" from_file "FINALE" 8.0 loop 0 0 0 lock 1 time -1 
0006: 33@ = 0 // integer values 
00BC: text_highpriority 'RM4_43' 7000 ms 1  // ~s~A zsaru ott lg ~s~Sweet kezn; menj a kocsival kzel hozz, arra az esetre, ha leesne.
0006: 196@ = 5 // integer values 

:FINALEC_5096
00D6: if 
0039:   196@ == 5 // integer values 
004D: jump_if_false @FINALEC_5183 
00D6: if 
0019:   33@ > 499 // integer values 
004D: jump_if_false @FINALEC_5183 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_SLIP" from_file "FINALE" 8.0 loop 0 0 0 lock 1 time -1 
0006: 196@ = 6 // integer values 

:FINALEC_5183
00D6: if 
0039:   196@ == 6 // integer values 
004D: jump_if_false @FINALEC_5328 
00D6: if 
0611:   actor 158@ animation_is "FIN_COP1_STOMP" 
004D: jump_if_false @FINALEC_5328 
0613: 170@ = actor 158@ animation "FIN_COP1_STOMP" time 
00D6: if 
0043:   170@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_5328 
0812: AS_actor 158@ perform_animation "FIN_COP1_LOOP" from_file "FINALE" 8.0 loop 0 0 0 lock 1 time -1 
0006: 196@ = 7 // integer values 

:FINALEC_5328
00D6: if 
0039:   196@ == 7 // integer values 
004D: jump_if_false @FINALEC_5478 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_HANG_SLIP" 
004D: jump_if_false @FINALEC_5478 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_HANG_SLIP" time 
00D6: if 
0043:   164@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_5478 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 8.0 loop 1 0 0 lock 1 time -1 
0006: 33@ = 0 // integer values 
0006: 196@ = 8 // integer values 

:FINALEC_5478
00D6: if 
0039:   196@ == 8 // integer values 
004D: jump_if_false @FINALEC_5648 
00D6: if 
0019:   33@ > 750 // integer values 
004D: jump_if_false @FINALEC_5648 
00D6: if 
0611:   actor 158@ animation_is "FIN_COP1_LOOP" 
004D: jump_if_false @FINALEC_5648 
0613: 170@ = actor 158@ animation "FIN_COP1_LOOP" time 
00D6: if 
0043:   170@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_5648 
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" from_file "FINALE" 8.0 loop 0 0 0 lock 1 time -1 
0006: 33@ = 0 // integer values 
0006: 196@ = 5 // integer values 

:FINALEC_5648
00D6: if 
0039:   198@ == 1 // integer values 
004D: jump_if_false @FINALEC_5781 
00D6: if 
0019:   32@ > 8999 // integer values 
004D: jump_if_false @FINALEC_5781 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @FINALEC_5708 
018B: show_on_radar 115@ 3 

:FINALEC_5708
0004: $8009 = 15 // integer values 
008D: $8010 = integer_to_float $8009 
0011: $8010 *= 100.0 // floating-point values 
0015: $8010 /= 15.0 // floating-point values 
008C: $8011 = float_to_integer $8010 
03C4: set_status_text_to $8011 1 'RM4_47'  // Sweet fogsa
0006: 32@ = 0 // integer values 
0006: 198@ = 2 // integer values 

:FINALEC_5781
00D6: if 
0039:   198@ == 2 // integer values 
004D: jump_if_false @FINALEC_5839 
00D6: if 
0019:   32@ > 999 // integer values 
004D: jump_if_false @FINALEC_5839 
000C: $8009 -= 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 198@ = 3 // integer values 

:FINALEC_5839
00D6: if 
0039:   198@ == 3 // integer values 
004D: jump_if_false @FINALEC_5897 
00D6: if 
0019:   32@ > 999 // integer values 
004D: jump_if_false @FINALEC_5897 
000C: $8009 -= 1 // integer values 
0006: 32@ = 0 // integer values 
0006: 198@ = 4 // integer values 

:FINALEC_5897
00D6: if 
0039:   198@ == 4 // integer values 
004D: jump_if_false @FINALEC_5962 
00D6: if 
0019:   32@ > 999 // integer values 
004D: jump_if_false @FINALEC_5962 
000C: $8009 -= 1 // integer values 
0006: 32@ = 0 // integer values 
01EB: set_traffic_density_to 0.0 
0006: 198@ = 5 // integer values 

:FINALEC_5962
00D6: if 
0039:   198@ == 5 // integer values 
004D: jump_if_false @FINALEC_6575 
00D6: if 
0019:   32@ > 999 // integer values 
004D: jump_if_false @FINALEC_6020 
000C: $8009 -= 1 // integer values 
0006: 205@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:FINALEC_6020
00D6: if 
002A:   0 >= $8009 // integer values 
004D: jump_if_false @FINALEC_6163 
0004: $8009 = 0 // integer values 
0006: 196@ = 10 // integer values 
0812: AS_actor 158@ perform_animation "FIN_COP1_LOOP" from_file "FINALE" 8.0 loop 1 0 0 lock 0 time -1 
0465: remove_actor $ACTOR_SWEET from_turret_mode 
0619: set_actor $ACTOR_SWEET collision_detection 1 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LAND_DIE" from_file "FINALE" 4.0 loop 0 1 1 lock 1 time -1 
0006: 32@ = 0 // integer values 
0006: 198@ = 6 // integer values 

:FINALEC_6163
00D6: if 
0018:   $8009 > 0 // integer values 
004D: jump_if_false @FINALEC_6575 
00A0: store_actor $ACTOR_SWEET position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 1.0 // floating-point values 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 3.0 3.0 4.0 
004D: jump_if_false @FINALEC_6575 
0151: remove_status_text $8009 
0007: 171@ = 4.0 // floating-point values 
0465: remove_actor $ACTOR_SWEET from_turret_mode 
00A0: store_actor $ACTOR_SWEET position_to 181@ 182@ 183@ 
0619: set_actor $ACTOR_SWEET collision_detection 0 
000F: 183@ -= 1.0 // floating-point values 
0792: (unknown) $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 181@ 182@ 183@ 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LET_GO" from_file "FINALE" 1000.0 loop 0 0 0 lock 1 time -1 
0001: wait 0 ms 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_6575 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_6575 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_6575 
00A0: store_actor $ACTOR_SWEET position_to 181@ 182@ 183@ 
0407: create_coordinate 175@ 176@ 177@ from_car 153@ offset 0.0 1.5 0.5 
0087: 172@ = 181@ // floating-point values only 
0063: 172@ -= 175@ // floating-point values 
0087: 173@ = 182@ // floating-point values only 
0063: 173@ -= 176@ // floating-point values 
0087: 174@ = 183@ // floating-point values only 
0063: 174@ -= 177@ // floating-point values 
0087: 178@ = 172@ // floating-point values only 
0073: 178@ /= 171@ // floating-point values 
0087: 179@ = 173@ // floating-point values only 
0073: 179@ /= 171@ // floating-point values 
0087: 180@ = 174@ // floating-point values only 
0073: 180@ /= 171@ // floating-point values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 191@ = 2 // integer values 

:FINALEC_6575
00D6: if 
0019:   198@ > 1 // integer values 
004D: jump_if_false @FINALEC_6629 
008D: $8010 = integer_to_float $8009 
0011: $8010 *= 100.0 // floating-point values 
0015: $8010 /= 15.0 // floating-point values 
008C: $8011 = float_to_integer $8010 

:FINALEC_6629
00D6: if 
0039:   198@ == 6 // integer values 
004D: jump_if_false @FINALEC_6686 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @FINALEC_6686 
0006: 198@ = 7 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0002: jump @FINALEC_57329 

:FINALEC_6686
00D6: if 
0039:   199@ == 1 // integer values 
004D: jump_if_false @FINALEC_6756 
00D6: if 
01AD:   car 152@ 0 2003.29 -1097.0 20.0 20.0 
004D: jump_if_false @FINALEC_6756 
01EB: set_traffic_density_to 1.0 
0006: 199@ = 2 // integer values 

:FINALEC_6756
00D6: if 
0039:   199@ == 1 // integer values 
004D: jump_if_false @FINALEC_6826 
00D6: if 
01AD:   car 152@ 0 2112.84 -1406.01 20.0 20.0 
004D: jump_if_false @FINALEC_6826 
01EB: set_traffic_density_to 0.0 
0006: 199@ = 2 // integer values 

:FINALEC_6826
00D6: if 
0039:   199@ == 2 // integer values 
004D: jump_if_false @FINALEC_6896 
00D6: if 
01AD:   car 152@ 0 2112.51 -1631.72 20.0 20.0 
004D: jump_if_false @FINALEC_6896 
01EB: set_traffic_density_to 0.9 
0006: 199@ = 3 // integer values 

:FINALEC_6896
00D6: if 
0039:   195@ == 1 // integer values 
004D: jump_if_false @FINALEC_7015 
00D6: if 
0248:   model #STREAK available 
004D: jump_if_false @FINALEC_7003 
06D8: 157@ = create_train_at 2135.04 -1953.25 12.84 type 15 direction 0 
06DC: set_train 157@ acc 30.0 
06DD: set_train 157@ speed 12.5 
02AC: set_car 157@ immunities 1 1 1 1 1 
0006: 195@ = 2 // integer values 
0002: jump @FINALEC_7015 

:FINALEC_7003
0249: release_model #STREAK 
0006: 195@ = 2 // integer values 

:FINALEC_7015
00D6: if 
0039:   195@ == 2 // integer values 
004D: jump_if_false @FINALEC_7122 
00D6: if 
8119:   not car 157@ wrecked 
004D: jump_if_false @FINALEC_7108 
00D6: if 
01AD:   car 157@ 0 2226.64 -1603.62 15.0 15.0 
004D: jump_if_false @FINALEC_7101 
06DA: (unknown) 
0249: release_model #STREAK 
0006: 195@ = 3 // integer values 

:FINALEC_7101
0002: jump @FINALEC_7122 

:FINALEC_7108
06DA: (unknown) 
0249: release_model #STREAK 
0006: 195@ = 3 // integer values 

:FINALEC_7122
00D6: if 
0039:   195@ == 3 // integer values 
004D: jump_if_false @FINALEC_7149 
06DB: (unknown) 
0006: 195@ = 4 // integer values 

:FINALEC_7149
00D6: if 
0039:   193@ == 0 // integer values 
004D: jump_if_false @FINALEC_8908 
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @FINALEC_7799 
00D6: if 
01AD:   car 152@ 0 2339.11 -1038.88 14.0 14.0 
004D: jump_if_false @FINALEC_7799 
0006: 205@ = 1 // integer values 
031A: remove_all_fires 
01C4: remove_references_to_object 167@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
009A: 34@ = create_actor 24 #LSV2 at 2246.362 -1059.161 61.2275 
0173: set_actor 34@ z_angle_to 255.0 
060B: unknown_actor_use_entity 34@ 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 37@ = create_actor 24 #LSV2 at 2212.216 -1001.041 67.22 
0173: set_actor 37@ z_angle_to 183.4 
060B: unknown_actor_use_entity 37@ 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 38@ = create_actor 24 #LSV2 at 2197.558 -1000.418 67.367 
0173: set_actor 38@ z_angle_to 209.7 
060B: unknown_actor_use_entity 38@ 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 39@ = create_actor 24 #LSV2 at 2188.512 -1020.8 70.33 
0173: set_actor 39@ z_angle_to 287.39 
060B: unknown_actor_use_entity 39@ 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
02E2: set_actor 39@ weapon_accuracy_to 90 
0085: 102@ = 39@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
0107: 165@ = create_object #LA_FUCKCAR2 at 2171.57 -1008.76 62.56 
0392: object 165@ toggle_in_moving_list 1 
0177: set_object 165@ z_angle_to 168.0 
0453: object 165@ set_rotation 0.0 90.0 0.0 
02CF: 61@ = create_fire_at 2172.57 -1008.76 61.56 0 3 
02CF: 62@ = create_fire_at 2171.57 -1007.76 62.56 0 3 
009A: 40@ = create_actor 24 #LSV2 at 2172.91 -1001.84 62.83 
0173: set_actor 40@ z_angle_to 258.18 
060B: unknown_actor_use_entity 40@ 97@ 
01B2: give_actor 40@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 40@ immune_to_nonplayer 1 
0085: 102@ = 40@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
0006: 192@ = 1 // integer values 

:FINALEC_7799
00D6: if 
0039:   192@ == 1 // integer values 
004D: jump_if_false @FINALEC_8908 
00D6: if 
01AD:   car 152@ 0 2252.01 -1046.41 14.0 14.0 
004D: jump_if_false @FINALEC_8908 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_7931 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 1.5 loop 1 0 0 lock 1 time -1 

:FINALEC_7931
00D6: if 
80C2:   not sphere_onscreen 2600.99 -1050.01 69.04 10.0 
004D: jump_if_false @FINALEC_7989 
0108: destroy_object 167@ 
0108: destroy_object 168@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 46@ 

:FINALEC_7989
0107: 166@ = create_object #LA_FUCKCAR2 at 2033.39 -938.0 39.99 
0177: set_object 166@ z_angle_to 24.8 
0392: object 166@ toggle_in_moving_list 1 
0453: object 166@ set_rotation 0.0 0.0 0.0 
02CF: 63@ = create_fire_at 2033.39 -938.0 38.99 0 3 
02CF: 64@ = create_fire_at 2032.39 -937.0 38.99 0 3 
009A: 41@ = create_actor 24 #LSV2 at 2035.09 -979.33 40.9 
0173: set_actor 41@ z_angle_to 263.9 
060B: unknown_actor_use_entity 41@ 97@ 
01B2: give_actor 41@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 41@ immune_to_nonplayer 1 
0085: 102@ = 41@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 42@ = create_actor 24 #LSV2 at 2053.81 -983.87 45.33 
0173: set_actor 42@ z_angle_to 287.5 
060B: unknown_actor_use_entity 42@ 97@ 
01B2: give_actor 42@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 42@ immune_to_nonplayer 1 
0085: 102@ = 42@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 43@ = create_actor 24 #LSV2 at 2089.93 -971.49 54.556 
0173: set_actor 43@ z_angle_to 219.88 
060B: unknown_actor_use_entity 43@ 97@ 
01B2: give_actor 43@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 43@ immune_to_nonplayer 1 
0085: 102@ = 43@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 44@ = create_actor 24 #LSV2 at 2026.056 -971.93 41.5 
0173: set_actor 44@ z_angle_to 219.88 
060B: unknown_actor_use_entity 44@ 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 45@ = create_actor 24 #LSV2 at 1989.918 -1017.65 34.05 
0173: set_actor 45@ z_angle_to 317.6 
060B: unknown_actor_use_entity 45@ 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 46@ = create_actor 24 #LSV2 at 1999.8 -1018.65 35.33 
0173: set_actor 46@ z_angle_to 317.6 
060B: unknown_actor_use_entity 46@ 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 47@ = create_actor 24 #LSV2 at 1970.674 -1088.046 24.163 
0173: set_actor 47@ z_angle_to 345.24 
060B: unknown_actor_use_entity 47@ 97@ 
01B2: give_actor 47@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
0085: 102@ = 47@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 48@ = create_actor 24 #LSV2 at 1977.545 -1096.913 24.35 
0173: set_actor 48@ z_angle_to 24.331 
060B: unknown_actor_use_entity 48@ 97@ 
01B2: give_actor 48@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 48@ immune_to_nonplayer 1 
0085: 102@ = 48@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
0107: 167@ = create_object #LA_FUCKCAR1 at 1975.31 -1099.27 24.118 
0392: object 167@ toggle_in_moving_list 1 
0177: set_object 167@ z_angle_to 270.894 
0453: object 167@ set_rotation 0.0 180.0 0.0 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02CF: 61@ = create_fire_at 1975.31 -1099.27 24.118 0 3 
02CF: 62@ = create_fire_at 1977.0 -1098.0 24.0 0 3 
0006: 192@ = 0 // integer values 
0006: 199@ = 1 // integer values 
0006: 193@ = 1 // integer values 

:FINALEC_8908
00D6: if 
0039:   193@ == 1 // integer values 
004D: jump_if_false @FINALEC_10348 
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @FINALEC_9234 
00D6: if 
01AD:   car 152@ 0 2073.51 -1260.18 14.0 14.0 
004D: jump_if_false @FINALEC_9234 
0006: 205@ = 2 // integer values 
01C4: remove_references_to_object 165@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0107: 169@ = create_object #LA_FUCKCAR2 at 2117.46 -1490.22 22.6 
0392: object 169@ toggle_in_moving_list 1 
0177: set_object 169@ z_angle_to 276.0 
009A: 44@ = create_actor 24 #BALLAS1 at 2108.6 -1491.5 23.85 
0173: set_actor 44@ z_angle_to 340.0 
060B: unknown_actor_use_entity 44@ 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 45@ = create_actor 24 #BALLAS1 at 2116.48 -1492.219 22.85 
0173: set_actor 45@ z_angle_to 340.0 
060B: unknown_actor_use_entity 45@ 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
0006: 192@ = 1 // integer values 

:FINALEC_9234
00D6: if 
0039:   192@ == 1 // integer values 
004D: jump_if_false @FINALEC_10348 
00D6: if 
01AD:   car 152@ 0 2268.94 -1260.26 14.0 14.0 
004D: jump_if_false @FINALEC_10348 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_9366 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 1.5 loop 1 0 0 lock 1 time -1 

:FINALEC_9366
031A: remove_all_fires 
0249: release_model #LSV2 
01C4: remove_references_to_object 166@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 167@ // This object will now disappear when the player looks away 
0108: destroy_object 165@ 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
009B: destroy_actor_instantly 40@ 
0108: destroy_object 166@ 
009B: destroy_actor_instantly 41@ 
0247: request_model #STREAK 
0107: 165@ = create_object #LA_FUCKCAR1 at 2109.492 -1531.4 22.82 
0177: set_object 165@ z_angle_to 276.274 
0392: object 165@ toggle_in_moving_list 1 
009A: 34@ = create_actor 24 #BALLAS1 at 2110.39 -1529.04 22.928 
0173: set_actor 34@ z_angle_to 10.19 
060B: unknown_actor_use_entity 34@ 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 35@ = create_actor 24 #BALLAS1 at 2118.376 -1531.8 23.189 
0173: set_actor 35@ z_angle_to 340.0 
060B: unknown_actor_use_entity 35@ 97@ 
01B2: give_actor 35@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 35@ immune_to_nonplayer 1 
0085: 102@ = 35@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
02CF: 61@ = create_fire_at 2116.7 -1530.846 22.99 0 3 
02CF: 62@ = create_fire_at 2115.5 -1530.282 22.97 0 2 
02CF: 63@ = create_fire_at 2114.06 -1529.88 22.96 0 3 
02CF: 64@ = create_fire_at 2112.3 -1529.92 22.9 0 2 
0107: 168@ = create_object #LA_FUCKCAR2 at 2115.75 -1620.69 22.11 
0392: object 168@ toggle_in_moving_list 1 
0177: set_object 168@ z_angle_to 95.114 
009A: 36@ = create_actor 24 #BALLAS1 at 2111.57 -1585.135 25.1 
0173: set_actor 36@ z_angle_to 12.0 
060B: unknown_actor_use_entity 36@ 97@ 
01B2: give_actor 36@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 36@ immune_to_nonplayer 1 
0085: 102@ = 36@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 37@ = create_actor 24 #BALLAS1 at 2104.487 -1586.327 25.07 
0173: set_actor 37@ z_angle_to 306.26 
060B: unknown_actor_use_entity 37@ 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
02CF: 65@ = create_fire_at 2108.28 -1637.23 18.3 0 3 
02CF: 66@ = create_fire_at 2110.65 -1637.93 18.36 0 2 
02CF: 67@ = create_fire_at 2112.18 -1637.2 18.52 0 1 
02CF: 68@ = create_fire_at 2115.36 -1637.43 18.47 0 2 
02CF: 69@ = create_fire_at 2117.39 -1636.75 18.62 0 3 
02CF: 70@ = create_fire_at 2107.91 -1586.498 24.8 0 3 
02CF: 71@ = create_fire_at 2110.28 -1586.29 24.89 0 2 
02CF: 72@ = create_fire_at 2112.755 -1586.081 24.8 0 2 
009A: 38@ = create_actor 24 #BALLAS1 at 2094.0 -1763.0 12.5 
0173: set_actor 38@ z_angle_to 322.0 
060B: unknown_actor_use_entity 38@ 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 39@ = create_actor 24 #BALLAS1 at 2088.0 -1761.0 12.5 
0173: set_actor 39@ z_angle_to 306.26 
060B: unknown_actor_use_entity 39@ 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
0085: 102@ = 39@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 
0006: 192@ = 0 // integer values 
0006: 193@ = 2 // integer values 

:FINALEC_10348
00D6: if 
0039:   193@ == 2 // integer values 
004D: jump_if_false @FINALEC_10662 
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @FINALEC_10507 
00D6: if 
01AD:   car 152@ 0 2203.69 -1724.39 14.0 14.0 
004D: jump_if_false @FINALEC_10507 
0006: 195@ = 1 // integer values 
009B: destroy_actor_instantly 41@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 48@ 
0108: destroy_object 167@ 
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0249: release_model #MOLOTOV 
01EB: set_traffic_density_to 1.0 
0006: 192@ = 1 // integer values 

:FINALEC_10507
00D6: if 
0039:   192@ == 1 // integer values 
004D: jump_if_false @FINALEC_10662 
00D6: if 
01AD:   car 152@ 0 2202.32 -1890.45 14.0 14.0 
004D: jump_if_false @FINALEC_10662 
0006: 205@ = 3 // integer values 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_10646 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 1.5 loop 1 0 0 lock 1 time -1 

:FINALEC_10646
031A: remove_all_fires 
0006: 192@ = 0 // integer values 
0006: 193@ = 3 // integer values 

:FINALEC_10662
00D6: if 
0039:   193@ == 3 // integer values 
004D: jump_if_false @FINALEC_10946 
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @FINALEC_10743 
00D6: if 
01AD:   car 152@ 0 2115.45 -1954.4 14.0 14.0 
004D: jump_if_false @FINALEC_10743 
0006: 192@ = 1 // integer values 

:FINALEC_10743
00D6: if 
0039:   192@ == 1 // integer values 
004D: jump_if_false @FINALEC_10946 
00D6: if 
01AD:   car 152@ 0 2179.19 -2017.63 14.0 14.0 
004D: jump_if_false @FINALEC_10946 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_10875 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 1.5 loop 1 0 0 lock 1 time -1 

:FINALEC_10875
031A: remove_all_fires 
01C4: remove_references_to_object 165@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 192@ = 0 // integer values 
0006: 193@ = 4 // integer values 

:FINALEC_10946
00D6: if 
0039:   193@ == 4 // integer values 
004D: jump_if_false @FINALEC_11235 
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @FINALEC_11082 
00D6: if 
01AD:   car 152@ 0 2318.03 -2165.94 14.0 14.0 
004D: jump_if_false @FINALEC_11082 
0108: destroy_object 165@ 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
0108: destroy_object 169@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
0108: destroy_object 168@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009B: destroy_actor_instantly 39@ 
0006: 192@ = 1 // integer values 

:FINALEC_11082
00D6: if 
0039:   192@ == 1 // integer values 
004D: jump_if_false @FINALEC_11235 
00D6: if 
01AD:   car 152@ 0 2452.6 -2170.27 14.0 14.0 
004D: jump_if_false @FINALEC_11235 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_11214 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 1.5 loop 1 0 0 lock 1 time -1 

:FINALEC_11214
0006: 196@ = 1 // integer values 
0006: 192@ = 0 // integer values 
0006: 193@ = 5 // integer values 

:FINALEC_11235
00D6: if 
0039:   190@ == 1 // integer values 
004D: jump_if_false @FINALEC_11374 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_JUMP_ON" 
004D: jump_if_false @FINALEC_11374 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_JUMP_ON" time 
00D6: if 
0043:   164@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_11374 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 4.0 loop 1 0 0 lock 1 time -1 
0006: 190@ = 2 // integer values 

:FINALEC_11374
00D6: if 
0019:   190@ > 1 // integer values 
004D: jump_if_false @FINALEC_12091 
0174: 160@ = car 152@ z_angle 
095F: 161@ = get_vehicle 152@ rotation_of_component 6 
000F: 161@ -= 0.5 // floating-point values 
0013: 161@ *= 2.0 // floating-point values 
0013: 161@ *= 10.0 // floating-point values 
005B: 161@ += 160@ // floating-point values 
0087: 163@ = 161@ // floating-point values only 
0063: 163@ -= 162@ // floating-point values 
00D6: if 
0023:   -180.0 > 163@ // floating-point values 
004D: jump_if_false @FINALEC_11495 
000B: 163@ += 360.0 // floating-point values 

:FINALEC_11495
00D6: if 
0021:   163@ > 180.0 // floating-point values 
004D: jump_if_false @FINALEC_11526 
000B: 163@ += -360.0 // floating-point values 

:FINALEC_11526
0087: 162@ = 161@ // floating-point values only 
00D6: if 
0039:   196@ == 0 // integer values 
004D: jump_if_false @FINALEC_12091 
00D6: if 
0039:   192@ == 0 // integer values 
004D: jump_if_false @FINALEC_11831 
00D6: if 
0023:   -1.5 > 163@ // floating-point values 
004D: jump_if_false @FINALEC_11663 
00D6: if 
8039:   not  190@ == 4 // integer values 
004D: jump_if_false @FINALEC_11656 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_L" from_file "FINALE" 1.5 loop 0 0 0 lock 1 time -1 
0006: 190@ = 4 // integer values 

:FINALEC_11656
0002: jump @FINALEC_11824 

:FINALEC_11663
00D6: if 
0021:   163@ > 1.5 // floating-point values 
004D: jump_if_false @FINALEC_11756 
00D6: if 
8039:   not  190@ == 3 // integer values 
004D: jump_if_false @FINALEC_11749 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_R" from_file "FINALE" 1.5 loop 0 0 0 lock 1 time -1 
0006: 190@ = 3 // integer values 

:FINALEC_11749
0002: jump @FINALEC_11824 

:FINALEC_11756
00D6: if 
8039:   not  190@ == 2 // integer values 
004D: jump_if_false @FINALEC_11824 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" from_file "FINALE" 2.5 loop 1 0 0 lock 1 time -1 
0006: 190@ = 2 // integer values 

:FINALEC_11824
0002: jump @FINALEC_12091 

:FINALEC_11831
00D6: if 
0023:   -1.5 > 163@ // floating-point values 
004D: jump_if_false @FINALEC_11926 
00D6: if 
8039:   not  190@ == 4 // integer values 
004D: jump_if_false @FINALEC_11919 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_L" from_file "FINALE" 1.5 loop 0 0 0 lock 1 time -1 
0006: 190@ = 4 // integer values 

:FINALEC_11919
0002: jump @FINALEC_12091 

:FINALEC_11926
00D6: if 
0021:   163@ > 1.5 // floating-point values 
004D: jump_if_false @FINALEC_12021 
00D6: if 
8039:   not  190@ == 3 // integer values 
004D: jump_if_false @FINALEC_12014 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_R" from_file "FINALE" 1.5 loop 0 0 0 lock 1 time -1 
0006: 190@ = 3 // integer values 

:FINALEC_12014
0002: jump @FINALEC_12091 

:FINALEC_12021
00D6: if 
8039:   not  190@ == 2 // integer values 
004D: jump_if_false @FINALEC_12091 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_LOOP" from_file "FINALE" 2.5 loop 1 0 0 lock 1 time -1 
0006: 190@ = 2 // integer values 

:FINALEC_12091
00D6: if 
001B:   2 > 191@ // integer values 
004D: jump_if_false @FINALEC_13366 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   203@ == 0 // integer values 
004D: jump_if_false @FINALEC_12214 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_12214 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 15.0 15.0 0 
004D: jump_if_false @FINALEC_12214 
04AF: 187@ = unknown_wav_reference 33217 
05AA: 188@s = 'ROT4_EA' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_12214
00D6: if 
0039:   205@ == 1 // integer values 
004D: jump_if_false @FINALEC_12355 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_12355 
00D6: if 
001B:   1 > 203@ // integer values 
004D: jump_if_false @FINALEC_12275 
0006: 203@ = 1 // integer values 

:FINALEC_12275
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @FINALEC_12355 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12355 
04AF: 187@ = unknown_wav_reference 33229 
05AA: 188@s = 'ROT4_HC' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_12355
00D6: if 
0039:   203@ == 2 // integer values 
004D: jump_if_false @FINALEC_12453 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_12453 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12453 
04AF: 187@ = unknown_wav_reference 33221 
05AA: 188@s = 'ROT4_FA' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_12453
00D6: if 
0039:   203@ == 3 // integer values 
004D: jump_if_false @FINALEC_12551 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_12551 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12551 
04AF: 187@ = unknown_wav_reference 33245 
05AA: 188@s = 'ROT4_MB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_12551
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_12692 
00D6: if 
0039:   205@ == 2 // integer values 
004D: jump_if_false @FINALEC_12692 
00D6: if 
001B:   4 > 203@ // integer values 
004D: jump_if_false @FINALEC_12612 
0006: 203@ = 4 // integer values 

:FINALEC_12612
00D6: if 
0039:   203@ == 4 // integer values 
004D: jump_if_false @FINALEC_12692 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12692 
04AF: 187@ = unknown_wav_reference 33241 
05AA: 188@s = 'ROT4_KJ' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_12692
00D6: if 
0039:   203@ == 5 // integer values 
004D: jump_if_false @FINALEC_12790 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_12790 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12790 
04AF: 187@ = unknown_wav_reference 33218 
05AA: 188@s = 'ROT4_EB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_12790
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_12931 
00D6: if 
0039:   205@ == 3 // integer values 
004D: jump_if_false @FINALEC_12931 
00D6: if 
001B:   6 > 203@ // integer values 
004D: jump_if_false @FINALEC_12851 
0006: 203@ = 6 // integer values 

:FINALEC_12851
00D6: if 
0039:   203@ == 6 // integer values 
004D: jump_if_false @FINALEC_12931 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12931 
04AF: 187@ = unknown_wav_reference 33226 
05AA: 188@s = 'ROT4_GB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_12931
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_13029 
00D6: if 
0039:   203@ == 7 // integer values 
004D: jump_if_false @FINALEC_13029 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_13029 
04AF: 187@ = unknown_wav_reference 33222 
05AA: 188@s = 'ROT4_FB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_13029
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_13170 
00D6: if 
0039:   205@ == 4 // integer values 
004D: jump_if_false @FINALEC_13170 
00D6: if 
001B:   8 > 203@ // integer values 
004D: jump_if_false @FINALEC_13090 
0006: 203@ = 8 // integer values 

:FINALEC_13090
00D6: if 
0039:   203@ == 8 // integer values 
004D: jump_if_false @FINALEC_13170 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_13170 
04AF: 187@ = unknown_wav_reference 33234 
05AA: 188@s = 'ROT4_KB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_13170
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_13268 
00D6: if 
0039:   203@ == 9 // integer values 
004D: jump_if_false @FINALEC_13268 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_13268 
04AF: 187@ = unknown_wav_reference 33236 
05AA: 188@s = 'ROT4_KD' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_13268
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_13366 
00D6: if 
0039:   203@ == 10 // integer values 
004D: jump_if_false @FINALEC_13366 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_13366 
04AF: 187@ = unknown_wav_reference 33237 
05AA: 188@s = 'ROT4_KE' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_13366
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_13970 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_13970 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_13970 
00D6: if 
0039:   191@ == 2 // integer values 
004D: jump_if_false @FINALEC_13699 
0407: create_coordinate 175@ 176@ 177@ from_car 153@ offset 0.0 1.5 0.5 
000F: 171@ -= 1.0 // floating-point values 
0063: 172@ -= 178@ // floating-point values 
0063: 173@ -= 179@ // floating-point values 
0063: 174@ -= 180@ // floating-point values 
0087: 181@ = 175@ // floating-point values only 
005B: 181@ += 172@ // floating-point values 
0087: 182@ = 176@ // floating-point values only 
005B: 182@ += 173@ // floating-point values 
0087: 183@ = 177@ // floating-point values only 
005B: 183@ += 174@ // floating-point values 
000F: 183@ -= 1.0 // floating-point values 
00A1: put_actor $ACTOR_SWEET at 181@ 182@ 183@ 
00D6: if 
0043:   171@ == 0.0 // floating-point values 
004D: jump_if_false @FINALEC_13699 
0464: put_actor $ACTOR_SWEET into_turret_on_car 153@ at_car_offset 0.0 1.5 0.5 position 0 shooting_angle 0.0 with_weapon 0 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LAND_CAR" from_file "FINALE" 4.0 loop 0 0 0 lock 1 time -1 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @FINALEC_13685 
018B: show_on_radar 115@ 2 

:FINALEC_13685
0006: 32@ = 0 // integer values 
0006: 191@ = 3 // integer values 

:FINALEC_13699
00D6: if 
0039:   191@ == 3 // integer values 
004D: jump_if_false @FINALEC_13860 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_LAND_CAR" 
004D: jump_if_false @FINALEC_13860 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_LAND_CAR" time 
00D6: if 
0043:   164@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_13860 
097A: (unknown) 181@ 182@ 183@ 1009 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_CLIMB_IN" from_file "FINALE" 4.0 loop 0 0 0 lock 1 time -1 
0006: 32@ = 0 // integer values 
0006: 191@ = 4 // integer values 

:FINALEC_13860
00D6: if 
001B:   4 > 191@ // integer values 
004D: jump_if_false @FINALEC_13970 
00D6: if 
0019:   191@ > 1 // integer values 
004D: jump_if_false @FINALEC_13970 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_13970 
00D6: if 
0039:   203@ == 0 // integer values 
004D: jump_if_false @FINALEC_13970 
04AF: 187@ = unknown_wav_reference 33246 
05AA: 188@s = 'ROT4_MC' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_13970
00D6: if 
0038:   $8014 == 0 // integer values 
004D: jump_if_false @FINALEC_16448 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_16448 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_16448 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_16448 
00D6: if 
0039:   191@ == 4 // integer values 
004D: jump_if_false @FINALEC_14251 
00D6: if 
0019:   32@ > 2800 // integer values 
004D: jump_if_false @FINALEC_14251 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 // integer values 
0006: 203@ = 0 // integer values 
015F: set_camera_position 2908.949 -1565.179 15.6092 0.0 0.0 0.0 
0160: point_camera 2908.996 -1565.014 14.624 2 
0460: set_camera_pointing_time 0.0 1500 
067F: set_car 152@ headlights 1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AC: set_car 153@ immunities 1 1 1 1 1 
0151: remove_status_text $8011 
009B: destroy_actor_instantly 158@ 
00D6: if 
060E:   car 152@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_14218 
05EC: release_vehicle 152@ from_path 

:FINALEC_14218
05EB: assign_vehicle 152@ to_path 290 
06FD: (unknown) 152@ 0.9 
05EB: assign_vehicle 153@ to_path 291 
0006: 191@ = 5 // integer values 

:FINALEC_14251
00D6: if 
0039:   191@ == 5 // integer values 
004D: jump_if_false @FINALEC_15161 
00D6: if 
060E:   car 152@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_15161 
00D6: if 
060E:   car 153@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_15161 
05ED: (unknown) 152@ 
05ED: (unknown) 153@ 
07C0: load_path 230 
07C0: load_path 231 
07C0: load_path 232 
07C0: load_path 233 
07C0: load_path 234 
07C0: load_path 235 
07C0: load_path 236 
07C0: load_path 237 
07C0: load_path 238 
07C0: load_path 239 
07C0: load_path 240 
0247: request_model #MICRO_UZI 
0247: request_model #COPCARLA 
0247: request_model #SANCHEZ 
0247: request_model #MOLOTOV 
0247: request_model #LSV3 
0247: request_model #TORNADO 
038B: load_requested_models 

:FINALEC_14397
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #COPCARLA available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @FINALEC_14434 
0001: wait 0 ms 
0002: jump @FINALEC_14397 

:FINALEC_14434
00D6: if or
8248:   not model #LSV3 available 
8248:   not model #TORNADO available 
8248:   not model #MOLOTOV available 
004D: jump_if_false @FINALEC_14470 
0001: wait 0 ms 
0002: jump @FINALEC_14434 

:FINALEC_14470
0001: wait 2000 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_14901 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_14901 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_14901 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 10.0 // floating-point values 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FINALEC_14577 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:FINALEC_14577
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
00A0: store_actor $ACTOR_SWEET position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 10.0 // floating-point values 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @FINALEC_14650 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0002: jump @FINALEC_14669 

:FINALEC_14650
0465: remove_actor $ACTOR_SWEET from_turret_mode 
00A1: put_actor $ACTOR_SWEET at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:FINALEC_14669
036A: put_actor $ACTOR_SWEET in_car 153@ 
0430: put_actor $PLAYER_ACTOR into_vehicle 153@ passenger_seat 0 
009A: 158@ = create_actor 24 #LAPD1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
060B: unknown_actor_use_entity 158@ 97@ 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle 0.0 with_weapon 28 
08A4: car 152@ manipulate_extra_parts 0.2 
0223: set_actor 158@ health_to 1000 
02E2: set_actor 158@ weapon_accuracy_to 50 
0085: 102@ = 158@ // integer values and handles 
0050: gosub @FINALEC_57247 
009A: 159@ = create_actor 24 #LAPD1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
060B: unknown_actor_use_entity 159@ 97@ 
0464: put_actor 159@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle 0.0 with_weapon 28 
0812: AS_actor 159@ perform_animation "FIN_COP1_CLIMBOUT" from_file "FINALE2" 1000.0 loop 0 0 0 lock 1 time -1 
0223: set_actor 159@ health_to 1000 

:FINALEC_14901
00D6: if 
0611:   actor 159@ animation_is "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_15013 
0613: 170@ = actor 159@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0021:   170@ > 0.0 // floating-point values 
004D: jump_if_false @FINALEC_15013 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_15013
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_15115 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" from_file "FINALE2" 8.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" from_file "FINALE2" 8.0 loop 0 0 0 lock 0 time -1 

:FINALEC_15115
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_15161 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_15161 
0006: 32@ = 0 // integer values 
0006: 191@ = 6 // integer values 

:FINALEC_15161
00D6: if 
0039:   191@ == 6 // integer values 
004D: jump_if_false @FINALEC_15476 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_15476 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_SWITCH_S" 
004D: jump_if_false @FINALEC_15476 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_15476 
0613: 170@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
00D6: if 
0021:   170@ > 0.0 // floating-point values 
004D: jump_if_false @FINALEC_15476 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 0.0 times_normal_rate 
0613: 170@ = actor $ACTOR_SWEET animation "FIN_SWITCH_S" time 
00D6: if 
0021:   170@ > 0.0 // floating-point values 
004D: jump_if_false @FINALEC_15476 
0393: actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" at 0.0 times_normal_rate 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_15469 
00D6: if 
0611:   actor 159@ animation_is "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_15469 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_15469
0006: 191@ = 7 // integer values 

:FINALEC_15476
00D6: if 
0039:   191@ == 7 // integer values 
004D: jump_if_false @FINALEC_15589 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_15589 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_15589 
00D6: if 
060E:   car 152@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_15589 
00D6: if 
060E:   car 153@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_15589 
05EE: (unknown) 152@ 
05EE: (unknown) 153@ 
067F: set_car 152@ headlights 2 
0006: 32@ = 0 // integer values 
0006: 191@ = 8 // integer values 

:FINALEC_15589
00D6: if 
0039:   191@ == 8 // integer values 
004D: jump_if_false @FINALEC_15684 
00D6: if 
0019:   32@ > 599 // integer values 
004D: jump_if_false @FINALEC_15684 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_15684 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_15684 
0160: point_camera 2909.198 -1564.303 15.1955 1 
0006: 191@ = 9 // integer values 

:FINALEC_15684
00D6: if 
0039:   191@ == 9 // integer values 
004D: jump_if_false @FINALEC_15776 
00D6: if 
0019:   32@ > 2500 // integer values 
004D: jump_if_false @FINALEC_15776 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_15776 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_15776 
015A: restore_camera 
0006: 204@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 191@ = 10 // integer values 

:FINALEC_15776
00D6: if 
0039:   191@ == 10 // integer values 
004D: jump_if_false @FINALEC_15854 
00D6: if 
0019:   32@ > 4600 // integer values 
004D: jump_if_false @FINALEC_15854 
02A3: toggle_widescreen 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
02AB: set_actor $ACTOR_SWEET immunities 1 1 1 1 1 
0006: 191@ = 11 // integer values 

:FINALEC_15854
00D6: if 
0039:   191@ == 11 // integer values 
004D: jump_if_false @FINALEC_16006 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @FINALEC_16006 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_16006 
00D6: if 
0611:   actor $ACTOR_SWEET animation_is "FIN_SWITCH_S" 
004D: jump_if_false @FINALEC_16006 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 1.0 times_normal_rate 
0393: actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" at 1.0 times_normal_rate 
0006: 191@ = 12 // integer values 

:FINALEC_16006
00D6: if 
0039:   191@ == 12 // integer values 
004D: jump_if_false @FINALEC_16338 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_16338 
0613: 170@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
00D6: if 
0043:   170@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_16338 
0713: actor $PLAYER_ACTOR drive_by actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
01B4: set_player $PLAYER_CHAR frozen_state 1 
07CC: player $PLAYER_CHAR disable_key_15 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
02AC: set_car 153@ immunities 0 1 1 1 1 
0224: set_car 153@ health_to 20000 
0227: $8013 = car 153@ health 
0014: $8013 /= 200 // integer values 
03C4: set_status_text_to $8013 1 'RM4_52'  // Aut
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_16247 
02AB: set_actor 158@ immunities 0 1 1 0 0 

:FINALEC_16247
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_16278 
02AB: set_actor 159@ immunities 1 1 1 1 1 

:FINALEC_16278
0006: 196@ = 0 // integer values 
0006: 197@ = 1 // integer values 
0004: $8014 = 1 // integer values 
0004: $8016 = 1 // integer values 
0006: 191@ = 13 // integer values 
03E5: text_box 'RM4_54'  // Krbenzshez hasznld a kamera mozgat billentyket, tzelshez nyomd meg a ~k~~PED_FIREWEAPON~.
0006: 204@ = 0 // integer values 
0006: 203@ = 0 // integer values 

:FINALEC_16338
00D6: if 
0019:   191@ > 10 // integer values 
004D: jump_if_false @FINALEC_16448 
00D6: if 
001B:   13 > 191@ // integer values 
004D: jump_if_false @FINALEC_16448 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_16448 
00D6: if 
0039:   203@ == 0 // integer values 
004D: jump_if_false @FINALEC_16448 
04AF: 187@ = unknown_wav_reference 33248 
05AA: 188@s = 'ROT4_ME' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_16448
00D6: if 
0038:   $8014 == 1 // integer values 
004D: jump_if_false @FINALEC_30656 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_30656 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_30656 
0227: $8013 = car 153@ health 
000C: $8013 -= 12000 // integer values 
00D6: if 
002A:   0 >= $8013 // integer values 
004D: jump_if_false @FINALEC_16625 
0004: $8013 = 0 // integer values 
02AC: set_car 153@ immunities 0 0 0 0 0 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_16590 
05BE: AS_kill_actor $ACTOR_SWEET 

:FINALEC_16590
020B: explode_car 153@ 
00BC: text_highpriority 'RM4_53' 5000 ms 1  // ~r~sszetrted a kocsidat.
0002: jump @FINALEC_57329 
0002: jump @FINALEC_16632 

:FINALEC_16625
0014: $8013 /= 80 // integer values 

:FINALEC_16632
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_16671 
00BC: text_highpriority 'RM4_53' 5000 ms 1  // ~r~sszetrted a kocsidat.
0002: jump @FINALEC_57329 

:FINALEC_16671
00D6: if 
001B:   5 > 196@ // integer values 
004D: jump_if_false @FINALEC_17147 
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_17126 
00D6: if 
0039:   196@ == 0 // integer values 
004D: jump_if_false @FINALEC_16823 
0226: $8012 = actor 158@ health 
00D6: if 
001A:   970 > $8012 // integer values 
004D: jump_if_false @FINALEC_16823 
02AB: set_actor 158@ immunities 1 1 1 1 1 
01B9: set_actor 158@ armed_weapon_to 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_SHOT" from_file "FINALE2" 1000.0 loop 0 0 0 lock 1 time -1 
0006: 196@ = 1 // integer values 

:FINALEC_16823
00D6: if 
0039:   196@ == 1 // integer values 
004D: jump_if_false @FINALEC_16968 
00D6: if 
0611:   actor 158@ animation_is "FIN_COP1_SHOT" 
004D: jump_if_false @FINALEC_16968 
0613: 170@ = actor 158@ animation "FIN_COP1_SHOT" time 
00D6: if 
0043:   170@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_16968 
0812: AS_actor 158@ perform_animation "FIN_COP1_SWING" from_file "FINALE2" 1000.0 loop 1 0 0 lock 1 time -1 
0006: 196@ = 2 // integer values 

:FINALEC_16968
00D6: if 
0039:   196@ == 3 // integer values 
004D: jump_if_false @FINALEC_17042 
0465: remove_actor 158@ from_turret_mode 
0812: AS_actor 158@ perform_animation "FIN_COP1_SHOT" from_file "FINALE2" 1000.0 loop 0 1 1 lock 1 time -1 
0006: 196@ = 4 // integer values 

:FINALEC_17042
00D6: if 
0039:   196@ == 4 // integer values 
004D: jump_if_false @FINALEC_17119 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 158@ radius 20.0 20.0 0 
004D: jump_if_false @FINALEC_17119 
00D6: if 
82CB:   not actor 158@ bounding_sphere_visible 
004D: jump_if_false @FINALEC_17119 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
0006: 196@ = 5 // integer values 

:FINALEC_17119
0002: jump @FINALEC_17147 

:FINALEC_17126
00D6: if 
056D:   carcass_of_actor 158@ valid 
004D: jump_if_false @FINALEC_17147 
0465: remove_actor 158@ from_turret_mode 

:FINALEC_17147
00D6: if 
001B:   6 > 197@ // integer values 
004D: jump_if_false @FINALEC_17884 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_17863 
00D6: if 
0039:   197@ == 1 // integer values 
004D: jump_if_false @FINALEC_17270 
00D6: if 
0611:   actor 159@ animation_is "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_17270 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 1.0 times_normal_rate 
0006: 197@ = 2 // integer values 

:FINALEC_17270
00D6: if 
0039:   197@ == 2 // integer values 
004D: jump_if_false @FINALEC_17478 
00D6: if 
0611:   actor 159@ animation_is "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_17478 
0613: 170@ = actor 159@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_17478 
0465: remove_actor 159@ from_turret_mode 
0464: put_actor 159@ into_turret_on_car 152@ at_car_offset -0.991 -4.12 0.297 position 2 shooting_angle 0.0 with_weapon 28 
0812: AS_actor 159@ perform_animation "FIN_COP2_CLIMBOUT" from_file "FINALE2" 1000.0 loop 0 0 0 lock 1 time -1 
0223: set_actor 159@ health_to 1000 
02E2: set_actor 159@ weapon_accuracy_to 5 
0006: 197@ = 3 // integer values 

:FINALEC_17478
00D6: if 
0039:   197@ == 3 // integer values 
004D: jump_if_false @FINALEC_17673 
00D6: if 
0611:   actor 159@ animation_is "FIN_COP2_CLIMBOUT" 
004D: jump_if_false @FINALEC_17673 
0613: 170@ = actor 159@ animation "FIN_COP2_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 // floating-point values 
004D: jump_if_false @FINALEC_17673 
0006: 33@ = 0 // integer values 
0226: $8012 = actor 159@ health 
00D6: if 
0018:   $8012 > 950 // integer values 
004D: jump_if_false @FINALEC_17628 
0223: set_actor 159@ health_to 1100 
0002: jump @FINALEC_17636 

:FINALEC_17628
0223: set_actor 159@ health_to 1050 

:FINALEC_17636
0085: 102@ = 159@ // integer values and handles 
02AB: set_actor 159@ immunities 0 0 0 0 0 
0050: gosub @FINALEC_57291 
0006: 197@ = 4 // integer values 

:FINALEC_17673
00D6: if 
0039:   197@ == 4 // integer values 
004D: jump_if_false @FINALEC_17779 
0226: $8012 = actor 159@ health 
00D6: if or
001A:   1000 > $8012 // integer values 
0019:   33@ > 60000 // integer values 
004D: jump_if_false @FINALEC_17779 
0465: remove_actor 159@ from_turret_mode 
0812: AS_actor 159@ perform_animation "KO_SKID_BACK" from_file "PED" 1000.0 loop 0 1 1 lock 1 time -1 
0006: 197@ = 5 // integer values 

:FINALEC_17779
00D6: if 
0039:   197@ == 5 // integer values 
004D: jump_if_false @FINALEC_17856 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 159@ radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_17856 
00D6: if 
82CB:   not actor 159@ bounding_sphere_visible 
004D: jump_if_false @FINALEC_17856 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
0006: 197@ = 6 // integer values 

:FINALEC_17856
0002: jump @FINALEC_17884 

:FINALEC_17863
00D6: if 
056D:   carcass_of_actor 159@ valid 
004D: jump_if_false @FINALEC_17884 
0465: remove_actor 159@ from_turret_mode 

:FINALEC_17884
00D6: if 
0038:   $8015 == 0 // integer values 
004D: jump_if_false @FINALEC_18208 
00D6: if 
01AD:   car 152@ 0 2861.28 -1298.8 25.0 25.0 
004D: jump_if_false @FINALEC_18208 
00A5: 217@ = create_car #COPCARLA at 2816.01 -1186.56 23.95 
0175: set_car 217@ z_angle_to 279.03 
0224: set_car 217@ health_to 400 
02AA: set_car 217@ immune_to_nonplayer 1 
0129: 154@ = create_actor 24 #LAPD1 in_car 217@ driverseat 
060B: unknown_actor_use_entity 154@ 97@ 
0446: set_actor 154@ immune_to_headshots 0 
02A9: set_actor 154@ immune_to_nonplayer 1 
01C8: 155@ = create_actor 24 #LAPD1 in_car 217@ passenger_seat 0 
060B: unknown_actor_use_entity 155@ 97@ 
02A9: set_actor 155@ immune_to_nonplayer 1 
01B2: give_actor 155@ weapon 28 ammo 9999 // Load the weapon model before using this 
00A5: 218@ = create_car #COPCARLA at 2803.0 -1183.0 26.0 
0175: set_car 218@ z_angle_to 261.0 
0224: set_car 218@ health_to 600 
02AA: set_car 218@ immune_to_nonplayer 1 
0129: 156@ = create_actor 24 #LAPD1 in_car 218@ driverseat 
060B: unknown_actor_use_entity 156@ 97@ 
0446: set_actor 156@ immune_to_headshots 0 
02A9: set_actor 156@ immune_to_nonplayer 1 
01C8: 207@ = create_actor 24 #LAPD1 in_car 218@ passenger_seat 0 
060B: unknown_actor_use_entity 207@ 97@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 218@ immunities 0 1 1 0 0 
0004: $8015 = 1 // integer values 

:FINALEC_18208
00D6: if 
0038:   $8015 == 1 // integer values 
004D: jump_if_false @FINALEC_18759 
00D6: if 
01AD:   car 152@ 0 2849.39 -1232.93 20.0 20.0 
004D: jump_if_false @FINALEC_18759 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_18376 
05EB: assign_vehicle 217@ to_path 230 
0397: car 217@ siren = 1 
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_18347 
0713: actor 155@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_18347
0186: 247@ = create_marker_above_car 217@ 
018B: show_on_radar 247@ 2 
0006: 249@ = 1 // integer values 
0006: 260@ = 1 // integer values 

:FINALEC_18376
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_18488 
0397: car 218@ siren = 1 
05EB: assign_vehicle 218@ to_path 231 
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_18459 
0713: actor 207@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_18459
0186: 248@ = create_marker_above_car 218@ 
018B: show_on_radar 248@ 2 
0006: 250@ = 1 // integer values 
0006: 261@ = 1 // integer values 

:FINALEC_18488
0006: 206@ = 1 // integer values 
00A5: 211@ = create_car #TORNADO at 2735.333 -1081.046 69.033 
0175: set_car 211@ z_angle_to 37.918 
0224: set_car 211@ health_to 275 
02AA: set_car 211@ immune_to_nonplayer 1 
0129: 34@ = create_actor 24 #MALE01 in_car 211@ driverseat 
060B: unknown_actor_use_entity 34@ 97@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
01C8: 35@ = create_actor 24 #MALE01 in_car 211@ passenger_seat 0 
060B: unknown_actor_use_entity 35@ 97@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
01B2: give_actor 35@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 211@ immunities 0 1 1 0 0 
00A5: 212@ = create_car #TORNADO at 2595.742 -1003.581 75.038 
0175: set_car 212@ z_angle_to 180.0 
02AA: set_car 212@ immune_to_nonplayer 1 
0129: 36@ = create_actor 24 #MALE01 in_car 212@ driverseat 
060B: unknown_actor_use_entity 36@ 97@ 
0446: set_actor 36@ immune_to_headshots 0 
02A9: set_actor 36@ immune_to_nonplayer 1 
01C8: 37@ = create_actor 24 #MALE01 in_car 212@ passenger_seat 0 
060B: unknown_actor_use_entity 37@ 97@ 
02A9: set_actor 37@ immune_to_nonplayer 1 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 212@ immunities 0 1 1 0 0 
0004: $8015 = 2 // integer values 

:FINALEC_18759
00D6: if 
0038:   $8015 == 2 // integer values 
004D: jump_if_false @FINALEC_19870 
00D6: if 
01AD:   car 153@ 0 2717.71 -1047.36 20.0 20.0 
004D: jump_if_false @FINALEC_19870 
0249: release_model #COPCARLA 
0006: 206@ = 2 // integer values 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_18932 
05EB: assign_vehicle 211@ to_path 232 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEC_18903 
0713: actor 35@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_18903
0186: 241@ = create_marker_above_car 211@ 
018B: show_on_radar 241@ 2 
0006: 254@ = 1 // integer values 
0006: 265@ = 1 // integer values 

:FINALEC_18932
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_19037 
05EB: assign_vehicle 212@ to_path 233 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEC_19008 
0713: actor 37@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_19008
0186: 242@ = create_marker_above_car 212@ 
018B: show_on_radar 242@ 2 
0006: 255@ = 1 // integer values 
0006: 266@ = 1 // integer values 

:FINALEC_19037
00A5: 208@ = create_car #TORNADO at 2707.499 -1329.559 47.3 
0175: set_car 208@ z_angle_to 265.83 
02AA: set_car 208@ immune_to_nonplayer 1 
0129: 38@ = create_actor 24 #LSV3 in_car 208@ driverseat 
060B: unknown_actor_use_entity 38@ 97@ 
02A9: set_actor 38@ immune_to_nonplayer 1 
01C8: 39@ = create_actor 24 #LSV3 in_car 208@ passenger_seat 0 
060B: unknown_actor_use_entity 39@ 97@ 
02A9: set_actor 39@ immune_to_nonplayer 1 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 208@ immunities 0 1 1 0 0 
0224: set_car 208@ health_to 300 
00A5: 209@ = create_car #TORNADO at 2759.875 -1373.294 38.777 
0175: set_car 209@ z_angle_to 90.9 
02AA: set_car 209@ immune_to_nonplayer 1 
0129: 40@ = create_actor 24 #LSV3 in_car 209@ driverseat 
060B: unknown_actor_use_entity 40@ 97@ 
02A9: set_actor 40@ immune_to_nonplayer 1 
01C8: 41@ = create_actor 24 #LSV3 in_car 209@ passenger_seat 0 
060B: unknown_actor_use_entity 41@ 97@ 
02A9: set_actor 41@ immune_to_nonplayer 1 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 209@ immunities 0 1 1 0 0 
0224: set_car 209@ health_to 800 
0107: 169@ = create_object #LA_FUCKCAR2 at 2722.599 -1324.889 49.47 
0392: object 169@ toggle_in_moving_list 1 
0177: set_object 169@ z_angle_to 83.325 
009A: 228@ = create_actor 24 #LSV3 at 2631.18 -1244.17 50.58 
0173: set_actor 228@ z_angle_to 62.09 
02AB: set_actor 228@ immunities 0 1 0 0 0 
02A9: set_actor 228@ immune_to_nonplayer 1 
0223: set_actor 228@ health_to 10 
060B: unknown_actor_use_entity 228@ 97@ 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_19459 
0085: 102@ = 228@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_19459
009A: 232@ = create_actor 24 #LSV3 at 2646.11 -1193.27 66.1 
0173: set_actor 232@ z_angle_to 285.845 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities 0 1 0 0 0 
0223: set_actor 232@ health_to 10 
060B: unknown_actor_use_entity 232@ 97@ 
0085: 102@ = 232@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 233@ = create_actor 24 #LSV3 at 2653.935 -1211.778 61.667 
0173: set_actor 233@ z_angle_to 360.0 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities 0 1 0 0 0 
0223: set_actor 233@ health_to 10 
060B: unknown_actor_use_entity 233@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_19669 
0085: 102@ = 233@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_19669
009A: 234@ = create_actor 24 #LSV3 at 2664.336 -1173.326 66.69 
0173: set_actor 234@ z_angle_to 53.93 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities 0 1 0 0 0 
0223: set_actor 234@ health_to 10 
060B: unknown_actor_use_entity 234@ 97@ 
0085: 102@ = 234@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 235@ = create_actor 24 #LSV3 at 2639.27 -1175.4 66.5 
0173: set_actor 235@ z_angle_to 2.3 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 235@ immunities 0 1 0 0 0 
0223: set_actor 235@ health_to 10 
060B: unknown_actor_use_entity 235@ 97@ 
0085: 102@ = 232@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
0004: $8015 = 3 // integer values 

:FINALEC_19870
00D6: if 
0038:   $8015 == 3 // integer values 
004D: jump_if_false @FINALEC_20150 
00D6: if 
01AD:   car 152@ 0 2737.48 -1309.88 30.0 30.0 
004D: jump_if_false @FINALEC_20150 
0006: 206@ = 3 // integer values 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_20038 
05EB: assign_vehicle 208@ to_path 234 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_20009 
0713: actor 39@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_20009
0186: 238@ = create_marker_above_car 208@ 
018B: show_on_radar 238@ 2 
0006: 251@ = 1 // integer values 
0006: 262@ = 1 // integer values 

:FINALEC_20038
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_20143 
05EB: assign_vehicle 209@ to_path 235 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FINALEC_20114 
0713: actor 41@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20114
0186: 239@ = create_marker_above_car 209@ 
018B: show_on_radar 239@ 2 
0006: 252@ = 1 // integer values 
0006: 263@ = 1 // integer values 

:FINALEC_20143
0004: $8015 = 4 // integer values 

:FINALEC_20150
00D6: if 
0038:   $8015 == 4 // integer values 
004D: jump_if_false @FINALEC_20605 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_20605 
00D6: if 
01AD:   car 153@ 0 2662.6 -1404.83 20.0 20.0 
004D: jump_if_false @FINALEC_20605 
0006: 206@ = 4 // integer values 
00A5: 213@ = create_car #SANCHEZ at 2657.455 -1594.463 12.685 
0175: set_car 213@ z_angle_to 85.0 
0129: 42@ = create_actor 24 #LSV3 in_car 213@ driverseat 
060B: unknown_actor_use_entity 42@ 97@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor 24 #LSV3 in_car 213@ passenger_seat 0 
060B: unknown_actor_use_entity 43@ 97@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 213@ immune_to_nonplayer 1 
02AC: set_car 213@ immunities 0 1 1 0 0 
00A5: 214@ = create_car #SANCHEZ at 2642.0 -1615.0 19.0 
0175: set_car 214@ z_angle_to 181.0 
0129: 44@ = create_actor 24 #LSV3 in_car 214@ driverseat 
060B: unknown_actor_use_entity 44@ 97@ 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor 24 #LSV3 in_car 214@ passenger_seat 0 
060B: unknown_actor_use_entity 45@ 97@ 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 214@ immune_to_nonplayer 1 
02AC: set_car 214@ immunities 0 1 1 0 0 
00A5: 215@ = create_car #SANCHEZ at 2650.0 -1621.0 19.0 
0175: set_car 215@ z_angle_to 170.0 
0129: 46@ = create_actor 24 #LSV3 in_car 215@ driverseat 
060B: unknown_actor_use_entity 46@ 97@ 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor 24 #LSV3 in_car 215@ passenger_seat 0 
060B: unknown_actor_use_entity 47@ 97@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 215@ immune_to_nonplayer 1 
02AC: set_car 215@ immunities 0 1 1 0 0 
0004: $8015 = 5 // integer values 

:FINALEC_20605
00D6: if 
0038:   $8015 == 5 // integer values 
004D: jump_if_false @FINALEC_21113 
00D6: if 
01AD:   car 152@ 0 2642.71 -1570.03 20.0 20.0 
004D: jump_if_false @FINALEC_21113 
0006: 206@ = 5 // integer values 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_20773 
05EB: assign_vehicle 213@ to_path 236 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_20744 
0713: actor 43@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20744
0186: 243@ = create_marker_above_car 213@ 
018B: show_on_radar 243@ 2 
0006: 256@ = 1 // integer values 
0006: 267@ = 1 // integer values 

:FINALEC_20773
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_20878 
05EB: assign_vehicle 214@ to_path 237 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_20849 
0713: actor 45@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20849
0186: 244@ = create_marker_above_car 214@ 
018B: show_on_radar 244@ 2 
0006: 257@ = 1 // integer values 
0006: 268@ = 1 // integer values 

:FINALEC_20878
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_20983 
05EB: assign_vehicle 215@ to_path 238 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEC_20954 
0713: actor 47@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20954
0186: 245@ = create_marker_above_car 215@ 
018B: show_on_radar 245@ 2 
0006: 258@ = 1 // integer values 
0006: 269@ = 1 // integer values 

:FINALEC_20983
00A5: 210@ = create_car #TORNADO at 2704.0 -1654.0 10.0 
0175: set_car 210@ z_angle_to 90.0 
0224: set_car 210@ health_to 300 
0129: 221@ = create_actor 24 #LSV3 in_car 210@ driverseat 
060B: unknown_actor_use_entity 221@ 97@ 
0446: set_actor 221@ immune_to_headshots 0 
02A9: set_actor 221@ immune_to_nonplayer 1 
01C8: 222@ = create_actor 24 #LSV3 in_car 210@ passenger_seat 0 
060B: unknown_actor_use_entity 222@ 97@ 
02A9: set_actor 222@ immune_to_nonplayer 1 
01B2: give_actor 222@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 210@ immune_to_nonplayer 1 
0004: $8015 = 6 // integer values 

:FINALEC_21113
00D6: if 
0038:   $8015 == 6 // integer values 
004D: jump_if_false @FINALEC_21281 
00D6: if 
01AD:   car 153@ 0 2642.98 -1619.8 20.0 20.0 
004D: jump_if_false @FINALEC_21281 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_21274 
05EB: assign_vehicle 210@ to_path 239 
00D6: if 
8118:   not actor 222@ dead 
004D: jump_if_false @FINALEC_21245 
0713: actor 222@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_21245
0186: 240@ = create_marker_above_car 210@ 
018B: show_on_radar 240@ 2 
0006: 253@ = 1 // integer values 
0006: 264@ = 1 // integer values 

:FINALEC_21274
0004: $8015 = 7 // integer values 

:FINALEC_21281
00D6: if 
0038:   $8015 == 7 // integer values 
004D: jump_if_false @FINALEC_21428 
00D6: if 
01AD:   car 152@ 0 2407.93 -1918.34 15.0 15.0 
004D: jump_if_false @FINALEC_21428 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AC: set_car 153@ immunities 1 1 1 1 1 
015F: set_camera_position 2409.032 -1921.426 14.0992 0.0 0.0 0.0 
0160: point_camera 2408.994 -1920.431 14.0044 2 
0006: 32@ = 0 // integer values 
0004: $8015 = 8 // integer values 

:FINALEC_21428
00D6: if 
0038:   $8015 == 8 // integer values 
004D: jump_if_false @FINALEC_21694 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @FINALEC_21694 
040D: unload_wav 1 
00BE: text_clear_all 
009B: destroy_actor_instantly 158@ 
009B: destroy_actor_instantly 159@ 
07C0: load_path 241 
07C0: load_path 242 
07C0: load_path 243 
07C0: load_path 244 
07C0: load_path 245 
07C0: load_path 246 
07C0: load_path 247 
07C0: load_path 248 
07C0: load_path 249 
07C0: load_path 229 
0247: request_model #COPCARLA 
038B: load_requested_models 

:FINALEC_21538
00D6: if or
8248:   not model #COPCARLA available 
87C1:   not path 241 available 
87C1:   not path 242 available 
87C1:   not path 243 available 
87C1:   not path 244 available 
004D: jump_if_false @FINALEC_21585 
0001: wait 0 ms 
0002: jump @FINALEC_21538 

:FINALEC_21585
00D6: if or
87C1:   not path 245 available 
87C1:   not path 246 available 
87C1:   not path 247 available 
87C1:   not path 248 available 
87C1:   not path 249 available 
004D: jump_if_false @FINALEC_21632 
0001: wait 0 ms 
0002: jump @FINALEC_21585 

:FINALEC_21632
00D6: if 
87C1:   not path 229 available 
004D: jump_if_false @FINALEC_21659 
0001: wait 0 ms 
0002: jump @FINALEC_21632 

:FINALEC_21659
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0004: $8014 = 2 // integer values 
0004: $8015 = 9 // integer values 

:FINALEC_21694
00D6: if 
0038:   $8016 == 1 // integer values 
004D: jump_if_false @FINALEC_22891 
00D6: if 
01AD:   car 152@ 0 2835.29 -1049.49 20.0 20.0 
004D: jump_if_false @FINALEC_22891 
0107: 165@ = create_object #LA_FUCKCAR2 at 2806.984 -1057.249 27.0 
0392: object 165@ toggle_in_moving_list 1 
0177: set_object 165@ z_angle_to 189.735 
02CF: 61@ = create_fire_at 2806.984 -1055.249 28.6 0 2 
009A: 223@ = create_actor 24 #LSV3 at 2798.46 -1055.99 30.43 
0173: set_actor 223@ z_angle_to 285.845 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities 0 1 0 0 0 
0223: set_actor 223@ health_to 10 
060B: unknown_actor_use_entity 223@ 97@ 
0085: 102@ = 223@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
00A5: 237@ = create_car #TORNADO at 2785.06 -1043.915 35.916 
0175: set_car 237@ z_angle_to 4.2 
0224: set_car 237@ health_to 250 
02AA: set_car 237@ immune_to_nonplayer 1 
009A: 224@ = create_actor 24 #LSV3 at 2774.56 -1011.43 58.08 
0173: set_actor 224@ z_angle_to 285.845 
02AB: set_actor 224@ immunities 0 1 0 0 0 
0223: set_actor 224@ health_to 10 
060B: unknown_actor_use_entity 224@ 97@ 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 224@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor 24 #LSV3 at 2782.984 -1041.284 36.62 
0173: set_actor 226@ z_angle_to 285.845 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities 0 1 0 0 0 
0223: set_actor 226@ health_to 10 
060B: unknown_actor_use_entity 226@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_22169 
0085: 102@ = 226@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_22169
009A: 227@ = create_actor 24 #LSV3 at 2749.393 -1063.34 53.0 
0173: set_actor 227@ z_angle_to 309.534 
02AB: set_actor 227@ immunities 0 1 0 0 0 
0223: set_actor 227@ health_to 10 
060B: unknown_actor_use_entity 227@ 97@ 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_22289 
0085: 102@ = 227@ // integer values and handles 
0085: 107@ = 154@ // integer values and handles 
0050: gosub @FINALEC_57209 
0002: jump @FINALEC_22328 

:FINALEC_22289
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_22328 
0085: 102@ = 227@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_22328
0107: 167@ = create_object #LA_FUCKCAR2 at 2688.94 -1054.034 69.57 
0392: object 167@ toggle_in_moving_list 1 
0177: set_object 167@ z_angle_to 210.579 
02CF: 62@ = create_fire_at 2806.984 -1055.249 28.6 0 2 
02CF: 63@ = create_fire_at 2807.984 -1056.249 28.6 0 1 
009A: 229@ = create_actor 24 #LSV3 at 2724.045 -1058.115 69.88 
0173: set_actor 229@ z_angle_to 360.0 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities 0 1 0 0 0 
0223: set_actor 229@ health_to 10 
060B: unknown_actor_use_entity 229@ 97@ 
0085: 102@ = 224@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 230@ = create_actor 24 #LSV3 at 2632.0 -114.0 68.0 
0173: set_actor 230@ z_angle_to 254.974 
01B2: give_actor 230@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities 0 1 0 0 0 
0223: set_actor 230@ health_to 10 
060B: unknown_actor_use_entity 230@ 97@ 
0085: 102@ = 230@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
0107: 168@ = create_object #LA_FUCKCAR2 at 2650.39 -1056.09 69.66 
0392: object 168@ toggle_in_moving_list 1 
0177: set_object 168@ z_angle_to 228.58 
02CF: 64@ = create_fire_at 2650.39 -1056.09 69.66 0 2 
009A: 231@ = create_actor 24 #LSV3 at 2649.78 -1052.49 69.44 
0173: set_actor 231@ z_angle_to 254.974 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities 0 1 0 0 0 
0223: set_actor 231@ health_to 10 
060B: unknown_actor_use_entity 231@ 97@ 
0085: 102@ = 231@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 228@ = create_actor 24 #LSV3 at 2650.4 -1115.05 67.12 
0173: set_actor 228@ z_angle_to 360.0 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities 0 1 0 0 0 
0223: set_actor 228@ health_to 10 
060B: unknown_actor_use_entity 228@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_22884 
0085: 102@ = 228@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_22884
0004: $8016 = 2 // integer values 

:FINALEC_22891
00D6: if 
0038:   $8016 == 2 // integer values 
004D: jump_if_false @FINALEC_23021 
00D6: if 
01AD:   car 153@ 0 2642.81 -1193.87 20.0 20.0 
004D: jump_if_false @FINALEC_23021 
0108: destroy_object 165@ 
009B: destroy_actor_instantly 223@ 
01C3: remove_references_to_car 237@ // Like turning a car into any random car 
00A6: destroy_car 237@ 
009B: destroy_actor_instantly 224@ 
009B: destroy_actor_instantly 226@ 
009B: destroy_actor_instantly 227@ 
0108: destroy_object 167@ 
009B: destroy_actor_instantly 229@ 
0108: destroy_object 168@ 
009B: destroy_actor_instantly 231@ 
009B: destroy_actor_instantly 228@ 
009B: destroy_actor_instantly 230@ 
031A: remove_all_fires 
0004: $8016 = 3 // integer values 

:FINALEC_23021
00D6: if 
0038:   $8016 == 3 // integer values 
004D: jump_if_false @FINALEC_24102 
00D6: if 
01AD:   car 153@ 0 2723.81 -1275.64 20.0 20.0 
004D: jump_if_false @FINALEC_24102 
009B: destroy_actor_instantly 232@ 
009B: destroy_actor_instantly 233@ 
009B: destroy_actor_instantly 234@ 
009B: destroy_actor_instantly 235@ 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_23128 
0224: set_car 212@ health_to 250 
02AA: set_car 212@ immune_to_nonplayer 0 

:FINALEC_23128
009A: 223@ = create_actor 24 #LSV3 at 2718.29 -1324.342 48.5 
0173: set_actor 223@ z_angle_to 352.57 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities 0 1 0 0 0 
0223: set_actor 223@ health_to 10 
060B: unknown_actor_use_entity 223@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_23241 
0085: 102@ = 223@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_23241
009A: 224@ = create_actor 24 #LSV3 at 2726.95 -1324.49 49.5 
0173: set_actor 224@ z_angle_to 327.185 
02AB: set_actor 224@ immunities 0 1 0 0 0 
0223: set_actor 224@ health_to 10 
060B: unknown_actor_use_entity 224@ 97@ 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 224@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor 24 #LSV3 at 2710.591 -1315.29 74.34 
0173: set_actor 226@ z_angle_to 303.711 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities 0 1 0 0 0 
0223: set_actor 226@ health_to 10 
060B: unknown_actor_use_entity 226@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_23451 
0085: 102@ = 226@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_23451
009A: 227@ = create_actor 24 #LSV3 at 2748.244 -1375.115 49.5 
0173: set_actor 227@ z_angle_to 309.534 
02AB: set_actor 227@ immunities 0 1 0 0 0 
0223: set_actor 227@ health_to 10 
060B: unknown_actor_use_entity 227@ 97@ 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 227@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 228@ = create_actor 24 #LSV3 at 2750.615 -1388.75 39.0 
0173: set_actor 228@ z_angle_to 62.09 
02AB: set_actor 228@ immunities 0 1 0 0 0 
0223: set_actor 228@ health_to 10 
060B: unknown_actor_use_entity 228@ 97@ 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 227@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 229@ = create_actor 24 #LSV3 at 2713.137 -1448.169 41.95 
0173: set_actor 229@ z_angle_to 267.04 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities 0 1 0 0 0 
0223: set_actor 229@ health_to 10 
060B: unknown_actor_use_entity 229@ 97@ 
0085: 102@ = 229@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 230@ = create_actor 24 #LSV3 at 2711.935 -1399.32 54.0 
0173: set_actor 230@ z_angle_to 295.712 
01B2: give_actor 230@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities 0 1 0 0 0 
0223: set_actor 230@ health_to 10 
060B: unknown_actor_use_entity 230@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_23855 
0085: 102@ = 230@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_23855
009A: 231@ = create_actor 24 #LSV3 at 2754.71 -1309.956 70.0 
0173: set_actor 231@ z_angle_to 77.189 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities 0 1 0 0 0 
0223: set_actor 231@ health_to 10 
060B: unknown_actor_use_entity 231@ 97@ 
0085: 102@ = 231@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 232@ = create_actor 24 #LSV3 at 2750.615 -1419.473 38.5 
0173: set_actor 232@ z_angle_to 77.189 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities 0 1 0 0 0 
0223: set_actor 232@ health_to 10 
060B: unknown_actor_use_entity 232@ 97@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEC_24072 
0085: 102@ = 232@ // integer values and handles 
0085: 107@ = 40@ // integer values and handles 
0050: gosub @FINALEC_57209 
0002: jump @FINALEC_24095 

:FINALEC_24072
0085: 102@ = 232@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_24095
0004: $8016 = 4 // integer values 

:FINALEC_24102
00D6: if 
0038:   $8016 == 4 // integer values 
004D: jump_if_false @FINALEC_24926 
00D6: if 
01AD:   car 153@ 0 2682.55 -1494.04 20.0 20.0 
004D: jump_if_false @FINALEC_24926 
009B: destroy_actor_instantly 223@ 
009B: destroy_actor_instantly 224@ 
009B: destroy_actor_instantly 226@ 
009B: destroy_actor_instantly 227@ 
009B: destroy_actor_instantly 228@ 
009B: destroy_actor_instantly 229@ 
009B: destroy_actor_instantly 230@ 
009B: destroy_actor_instantly 231@ 
009B: destroy_actor_instantly 232@ 
0108: destroy_object 165@ 
031A: remove_all_fires 
0107: 165@ = create_object #LA_FUCKCAR2 at 2649.194 -1514.185 26.6789 
0177: set_object 165@ z_angle_to 329.3793 
0392: object 165@ toggle_in_moving_list 1 
00A5: 237@ = create_car #TORNADO at 2638.988 -1555.943 18.9832 
0175: set_car 237@ z_angle_to 290.7073 
0224: set_car 237@ health_to 250 
02AA: set_car 237@ immune_to_nonplayer 1 
0107: 167@ = create_object #LA_FUCKCAR2 at 2635.097 -1576.996 15.3271 
0177: set_object 167@ z_angle_to 77.161 
0392: object 167@ toggle_in_moving_list 1 
0107: 168@ = create_object #LA_FUCKCAR2 at 2650.394 -1586.538 13.6033 
0177: set_object 168@ z_angle_to 295.7696 
0392: object 168@ toggle_in_moving_list 1 
0107: 169@ = create_object #LA_FUCKCAR2 at 2649.939 -1629.937 9.8785 
0177: set_object 169@ z_angle_to 270.0938 
0392: object 169@ toggle_in_moving_list 1 
009A: 223@ = create_actor 24 #LSV3 at 2647.583 -1518.547 25.7427 
0173: set_actor 223@ z_angle_to 12.7483 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities 0 1 0 0 0 
0223: set_actor 223@ health_to 10 
060B: unknown_actor_use_entity 223@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_24531 
0085: 102@ = 223@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_24531
009A: 224@ = create_actor 24 #LSV3 at 2651.045 -1515.111 26.5111 
0173: set_actor 224@ z_angle_to 12.4201 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities 0 1 0 0 0 
0223: set_actor 224@ health_to 10 
060B: unknown_actor_use_entity 224@ 97@ 
0085: 102@ = 224@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 225@ = create_actor 24 #LSV3 at 2636.188 -1559.397 18.5108 
0173: set_actor 225@ z_angle_to 276.3582 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities 0 1 0 0 0 
0223: set_actor 225@ health_to 10 
060B: unknown_actor_use_entity 225@ 97@ 
0085: 102@ = 225@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor 24 #LSV3 at 2641.418 -1558.004 18.6112 
0173: set_actor 226@ z_angle_to 339.6795 
01B2: give_actor 226@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities 0 1 0 0 0 
0223: set_actor 226@ health_to 10 
060B: unknown_actor_use_entity 226@ 97@ 
0085: 102@ = 226@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 227@ = create_actor 24 #LSV3 at 2649.325 -1589.41 13.0846 
0173: set_actor 227@ z_angle_to 318.9207 
01B2: give_actor 227@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 227@ immunities 0 1 0 0 0 
0223: set_actor 227@ health_to 10 
060B: unknown_actor_use_entity 227@ 97@ 
0085: 102@ = 227@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
0004: $8016 = 5 // integer values 

:FINALEC_24926
00D6: if 
0038:   $8016 == 5 // integer values 
004D: jump_if_false @FINALEC_26046 
00D6: if 
01AD:   car 153@ 0 2652.95 -1404.16 20.0 20.0 
004D: jump_if_false @FINALEC_26046 
02CF: 61@ = create_fire_at 2641.66 -1514.55 26.82 0 2 
02CF: 61@ = create_fire_at 2638.68 -1515.3 26.5 0 3 
02CF: 61@ = create_fire_at 2641.58 -1538.54 22.46 0 3 
02CF: 61@ = create_fire_at 2635.64 -1605.36 10.7 0 2 
02CF: 61@ = create_fire_at 2643.52 -1599.47 18.71 0 3 
009A: 228@ = create_actor 24 #LSV3 at 2647.583 -1518.547 25.7427 
0173: set_actor 228@ z_angle_to 12.7483 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities 0 1 0 0 0 
0223: set_actor 228@ health_to 10 
060B: unknown_actor_use_entity 228@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_25215 
0085: 102@ = 228@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_25215
009A: 229@ = create_actor 24 #LSV3 at 2652.515 -1587.552 13.4203 
0173: set_actor 229@ z_angle_to 12.4201 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities 0 1 0 0 0 
0223: set_actor 229@ health_to 10 
060B: unknown_actor_use_entity 229@ 97@ 
0085: 102@ = 229@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 230@ = create_actor 24 #LSV3 at 2647.368 -1629.595 9.727 
0173: set_actor 230@ z_angle_to 276.3582 
01B2: give_actor 230@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities 0 1 0 0 0 
0223: set_actor 230@ health_to 10 
060B: unknown_actor_use_entity 230@ 97@ 
0085: 102@ = 230@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 231@ = create_actor 24 #LSV3 at 2651.148 -1631.916 9.8767 
0173: set_actor 231@ z_angle_to 339.6795 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities 0 1 0 0 0 
0223: set_actor 231@ health_to 10 
060B: unknown_actor_use_entity 231@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_25522 
0085: 102@ = 231@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_25522
009A: 232@ = create_actor 24 #LSV3 at 2635.932 -1598.666 18.7482 
0173: set_actor 232@ z_angle_to 318.9207 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities 0 1 0 0 0 
0223: set_actor 232@ health_to 10 
060B: unknown_actor_use_entity 232@ 97@ 
0085: 102@ = 232@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 233@ = create_actor 24 #LSV3 at 2650.494 -1600.364 18.1152 
0173: set_actor 233@ z_angle_to 318.9207 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities 0 1 0 0 0 
0223: set_actor 233@ health_to 10 
060B: unknown_actor_use_entity 233@ 97@ 
0085: 102@ = 233@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 234@ = create_actor 24 #LSV3 at 2635.932 -1598.666 18.7482 
0173: set_actor 234@ z_angle_to 318.9207 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities 0 1 0 0 0 
0223: set_actor 234@ health_to 10 
060B: unknown_actor_use_entity 234@ 97@ 
0085: 102@ = 234@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 235@ = create_actor 24 #LSV3 at 2646.598 -1599.904 18.295 
0173: set_actor 235@ z_angle_to 318.9207 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 235@ immunities 0 1 0 0 0 
0223: set_actor 235@ health_to 10 
060B: unknown_actor_use_entity 235@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_25926 
0085: 102@ = 235@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_25926
009A: 236@ = create_actor 24 #LSV3 at 2634.689 -1629.506 18.7081 
0173: set_actor 236@ z_angle_to 318.9207 
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 236@ immunities 0 1 0 0 0 
0223: set_actor 236@ health_to 10 
060B: unknown_actor_use_entity 236@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_26039 
0085: 102@ = 236@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_26039
0004: $8016 = 6 // integer values 

:FINALEC_26046
00D6: if 
0038:   $8016 == 6 // integer values 
004D: jump_if_false @FINALEC_26201 
00D6: if 
01AD:   car 153@ 0 2598.57 -1729.65 20.0 20.0 
004D: jump_if_false @FINALEC_26201 
009B: destroy_actor_instantly 223@ 
009B: destroy_actor_instantly 224@ 
009B: destroy_actor_instantly 226@ 
009B: destroy_actor_instantly 227@ 
009B: destroy_actor_instantly 228@ 
009B: destroy_actor_instantly 229@ 
009B: destroy_actor_instantly 230@ 
009B: destroy_actor_instantly 231@ 
009B: destroy_actor_instantly 232@ 
009B: destroy_actor_instantly 233@ 
009B: destroy_actor_instantly 234@ 
009B: destroy_actor_instantly 235@ 
009B: destroy_actor_instantly 236@ 
00A6: destroy_car 237@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 168@ 
0108: destroy_object 169@ 
031A: remove_all_fires 
0004: $8016 = 7 // integer values 

:FINALEC_26201
00D6: if 
0039:   260@ == 1 // integer values 
004D: jump_if_false @FINALEC_26353 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_26353 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_26258 
0002: jump @FINALEC_26353 

:FINALEC_26258
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_26341 
00D6: if 
00DB:   actor 155@ in_car 217@ 
004D: jump_if_false @FINALEC_26334 
046C: 219@ = car 217@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_26334 
0676: AS_actor 155@ in_car 217@ move_from_passengerseat_to_driverseat 
0006: 260@ = 2 // integer values 

:FINALEC_26334
0002: jump @FINALEC_26353 

:FINALEC_26341
05EC: release_vehicle 217@ from_path 
0006: 260@ = 2 // integer values 

:FINALEC_26353
00D6: if 
0039:   260@ == 2 // integer values 
004D: jump_if_false @FINALEC_26399 
00D6: if 
0118:   actor 155@ dead 
004D: jump_if_false @FINALEC_26399 
05EC: release_vehicle 217@ from_path 
0006: 260@ = 3 // integer values 

:FINALEC_26399
00D6: if 
0039:   249@ == 1 // integer values 
004D: jump_if_false @FINALEC_26515 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_26483 
00D6: if 
860E:   not car 217@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_26476 
01C3: remove_references_to_car 217@ // Like turning a car into any random car 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
0164: disable_marker 247@ 
0006: 249@ = 2 // integer values 

:FINALEC_26476
0002: jump @FINALEC_26515 

:FINALEC_26483
05EC: release_vehicle 217@ from_path 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 217@ // Like turning a car into any random car 
0164: disable_marker 247@ 
0006: 249@ = 2 // integer values 

:FINALEC_26515
00D6: if 
0039:   261@ == 1 // integer values 
004D: jump_if_false @FINALEC_26667 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_26667 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_26572 
0002: jump @FINALEC_26667 

:FINALEC_26572
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_26655 
00D6: if 
00DB:   actor 207@ in_car 218@ 
004D: jump_if_false @FINALEC_26648 
046C: 219@ = car 218@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_26648 
0676: AS_actor 207@ in_car 218@ move_from_passengerseat_to_driverseat 
0006: 261@ = 2 // integer values 

:FINALEC_26648
0002: jump @FINALEC_26667 

:FINALEC_26655
05EC: release_vehicle 218@ from_path 
0006: 261@ = 2 // integer values 

:FINALEC_26667
00D6: if 
0039:   261@ == 2 // integer values 
004D: jump_if_false @FINALEC_26713 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @FINALEC_26713 
05EC: release_vehicle 218@ from_path 
0006: 261@ = 3 // integer values 

:FINALEC_26713
00D6: if 
0039:   250@ == 1 // integer values 
004D: jump_if_false @FINALEC_26829 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_26797 
00D6: if 
860E:   not car 218@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_26790 
01C3: remove_references_to_car 218@ // Like turning a car into any random car 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 248@ 
0006: 250@ = 2 // integer values 

:FINALEC_26790
0002: jump @FINALEC_26829 

:FINALEC_26797
05EC: release_vehicle 218@ from_path 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 218@ // Like turning a car into any random car 
0164: disable_marker 248@ 
0006: 250@ = 2 // integer values 

:FINALEC_26829
00D6: if 
0039:   265@ == 1 // integer values 
004D: jump_if_false @FINALEC_26981 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_26981 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEC_26886 
0002: jump @FINALEC_26981 

:FINALEC_26886
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEC_26969 
00D6: if 
00DB:   actor 35@ in_car 211@ 
004D: jump_if_false @FINALEC_26962 
046C: 219@ = car 211@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_26962 
0676: AS_actor 35@ in_car 211@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 // integer values 

:FINALEC_26962
0002: jump @FINALEC_26981 

:FINALEC_26969
05EC: release_vehicle 211@ from_path 
0006: 265@ = 2 // integer values 

:FINALEC_26981
00D6: if 
0039:   265@ == 2 // integer values 
004D: jump_if_false @FINALEC_27027 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEC_27027 
05EC: release_vehicle 211@ from_path 
0006: 265@ = 3 // integer values 

:FINALEC_27027
00D6: if 
0039:   254@ == 1 // integer values 
004D: jump_if_false @FINALEC_27143 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_27111 
00D6: if 
860E:   not car 211@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_27104 
01C3: remove_references_to_car 211@ // Like turning a car into any random car 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0164: disable_marker 241@ 
0006: 254@ = 2 // integer values 

:FINALEC_27104
0002: jump @FINALEC_27143 

:FINALEC_27111
05EC: release_vehicle 211@ from_path 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 211@ // Like turning a car into any random car 
0164: disable_marker 241@ 
0006: 254@ = 2 // integer values 

:FINALEC_27143
00D6: if 
0039:   266@ == 1 // integer values 
004D: jump_if_false @FINALEC_27295 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_27295 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEC_27200 
0002: jump @FINALEC_27295 

:FINALEC_27200
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEC_27283 
00D6: if 
00DB:   actor 37@ in_car 212@ 
004D: jump_if_false @FINALEC_27276 
046C: 219@ = car 212@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_27276 
0676: AS_actor 37@ in_car 212@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 // integer values 

:FINALEC_27276
0002: jump @FINALEC_27295 

:FINALEC_27283
05EC: release_vehicle 212@ from_path 
0006: 266@ = 2 // integer values 

:FINALEC_27295
00D6: if 
0039:   266@ == 2 // integer values 
004D: jump_if_false @FINALEC_27341 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEC_27341 
05EC: release_vehicle 212@ from_path 
0006: 266@ = 3 // integer values 

:FINALEC_27341
00D6: if 
0039:   255@ == 1 // integer values 
004D: jump_if_false @FINALEC_27457 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_27425 
00D6: if 
860E:   not car 212@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_27418 
01C3: remove_references_to_car 212@ // Like turning a car into any random car 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0164: disable_marker 242@ 
0006: 255@ = 2 // integer values 

:FINALEC_27418
0002: jump @FINALEC_27457 

:FINALEC_27425
05EC: release_vehicle 212@ from_path 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 212@ // Like turning a car into any random car 
0164: disable_marker 242@ 
0006: 255@ = 2 // integer values 

:FINALEC_27457
00D6: if 
0039:   262@ == 1 // integer values 
004D: jump_if_false @FINALEC_27609 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_27609 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEC_27514 
0002: jump @FINALEC_27609 

:FINALEC_27514
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_27597 
00D6: if 
00DB:   actor 39@ in_car 208@ 
004D: jump_if_false @FINALEC_27590 
046C: 219@ = car 208@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_27590 
0676: AS_actor 39@ in_car 208@ move_from_passengerseat_to_driverseat 
0006: 262@ = 2 // integer values 

:FINALEC_27590
0002: jump @FINALEC_27609 

:FINALEC_27597
05EC: release_vehicle 208@ from_path 
0006: 262@ = 2 // integer values 

:FINALEC_27609
00D6: if 
0039:   262@ == 2 // integer values 
004D: jump_if_false @FINALEC_27655 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEC_27655 
05EC: release_vehicle 208@ from_path 
0006: 262@ = 3 // integer values 

:FINALEC_27655
00D6: if 
0039:   251@ == 1 // integer values 
004D: jump_if_false @FINALEC_27771 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_27739 
00D6: if 
860E:   not car 208@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_27732 
01C3: remove_references_to_car 208@ // Like turning a car into any random car 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 238@ 
0006: 251@ = 2 // integer values 

:FINALEC_27732
0002: jump @FINALEC_27771 

:FINALEC_27739
05EC: release_vehicle 208@ from_path 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 208@ // Like turning a car into any random car 
0164: disable_marker 238@ 
0006: 251@ = 2 // integer values 

:FINALEC_27771
00D6: if 
0039:   263@ == 1 // integer values 
004D: jump_if_false @FINALEC_27923 
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_27923 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEC_27828 
0002: jump @FINALEC_27923 

:FINALEC_27828
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FINALEC_27911 
00D6: if 
00DB:   actor 41@ in_car 209@ 
004D: jump_if_false @FINALEC_27904 
046C: 219@ = car 209@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_27904 
0676: AS_actor 41@ in_car 209@ move_from_passengerseat_to_driverseat 
0006: 263@ = 2 // integer values 

:FINALEC_27904
0002: jump @FINALEC_27923 

:FINALEC_27911
05EC: release_vehicle 209@ from_path 
0006: 263@ = 2 // integer values 

:FINALEC_27923
00D6: if 
0039:   263@ == 2 // integer values 
004D: jump_if_false @FINALEC_27969 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @FINALEC_27969 
05EC: release_vehicle 209@ from_path 
0006: 263@ = 3 // integer values 

:FINALEC_27969
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @FINALEC_28085 
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_28053 
00D6: if 
860E:   not car 209@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_28046 
01C3: remove_references_to_car 209@ // Like turning a car into any random car 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0164: disable_marker 239@ 
0006: 252@ = 2 // integer values 

:FINALEC_28046
0002: jump @FINALEC_28085 

:FINALEC_28053
05EC: release_vehicle 209@ from_path 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 209@ // Like turning a car into any random car 
0164: disable_marker 239@ 
0006: 252@ = 2 // integer values 

:FINALEC_28085
00D6: if 
0039:   264@ == 1 // integer values 
004D: jump_if_false @FINALEC_28237 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_28237 
00D6: if 
8118:   not actor 221@ dead 
004D: jump_if_false @FINALEC_28142 
0002: jump @FINALEC_28237 

:FINALEC_28142
00D6: if 
8118:   not actor 222@ dead 
004D: jump_if_false @FINALEC_28225 
00D6: if 
00DB:   actor 222@ in_car 210@ 
004D: jump_if_false @FINALEC_28218 
046C: 219@ = car 210@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_28218 
0676: AS_actor 222@ in_car 210@ move_from_passengerseat_to_driverseat 
0006: 264@ = 2 // integer values 

:FINALEC_28218
0002: jump @FINALEC_28237 

:FINALEC_28225
05EC: release_vehicle 210@ from_path 
0006: 264@ = 2 // integer values 

:FINALEC_28237
00D6: if 
0039:   264@ == 2 // integer values 
004D: jump_if_false @FINALEC_28283 
00D6: if 
0118:   actor 222@ dead 
004D: jump_if_false @FINALEC_28283 
05EC: release_vehicle 210@ from_path 
0006: 264@ = 3 // integer values 

:FINALEC_28283
00D6: if 
0039:   253@ == 1 // integer values 
004D: jump_if_false @FINALEC_28399 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_28367 
00D6: if 
860E:   not car 210@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_28360 
01C3: remove_references_to_car 210@ // Like turning a car into any random car 
01C2: remove_references_to_actor 221@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 222@ // Like turning an actor into a random pedestrian 
0164: disable_marker 240@ 
0006: 253@ = 2 // integer values 

:FINALEC_28360
0002: jump @FINALEC_28399 

:FINALEC_28367
05EC: release_vehicle 210@ from_path 
01C2: remove_references_to_actor 221@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 222@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 210@ // Like turning a car into any random car 
0164: disable_marker 240@ 
0006: 253@ = 2 // integer values 

:FINALEC_28399
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @FINALEC_28611 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_28611 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FINALEC_28456 
0002: jump @FINALEC_28611 

:FINALEC_28456
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_28569 
00D6: if 
00DB:   actor 43@ in_car 213@ 
004D: jump_if_false @FINALEC_28562 
046C: 219@ = car 213@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_28562 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 213@ 
0006: 267@ = 2 // integer values 

:FINALEC_28562
0002: jump @FINALEC_28611 

:FINALEC_28569
04BA: set_car 213@ speed_instantly 18.0 
05EC: release_vehicle 213@ from_path 
07DB: apply_rotary_impulse_to_vehicle 213@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 267@ = 2 // integer values 

:FINALEC_28611
00D6: if 
0039:   267@ == 2 // integer values 
004D: jump_if_false @FINALEC_28703 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEC_28703 
05EC: release_vehicle 213@ from_path 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_28696 
04BA: set_car 213@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 213@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_28696
0006: 267@ = 3 // integer values 

:FINALEC_28703
00D6: if 
0039:   256@ == 1 // integer values 
004D: jump_if_false @FINALEC_28790 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEC_28790 
00D6: if or
0118:   actor 43@ dead 
0119:   car 213@ wrecked 
004D: jump_if_false @FINALEC_28790 
05EC: release_vehicle 213@ from_path 
0164: disable_marker 243@ 
01C3: remove_references_to_car 213@ // Like turning a car into any random car 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 // integer values 

:FINALEC_28790
00D6: if 
0039:   268@ == 1 // integer values 
004D: jump_if_false @FINALEC_29002 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_29002 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEC_28847 
0002: jump @FINALEC_29002 

:FINALEC_28847
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_28960 
00D6: if 
00DB:   actor 45@ in_car 214@ 
004D: jump_if_false @FINALEC_28953 
046C: 219@ = car 214@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_28953 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 214@ 
0006: 268@ = 2 // integer values 

:FINALEC_28953
0002: jump @FINALEC_29002 

:FINALEC_28960
04BA: set_car 214@ speed_instantly 18.0 
05EC: release_vehicle 214@ from_path 
07DB: apply_rotary_impulse_to_vehicle 214@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 268@ = 2 // integer values 

:FINALEC_29002
00D6: if 
0039:   268@ == 2 // integer values 
004D: jump_if_false @FINALEC_29094 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEC_29094 
05EC: release_vehicle 214@ from_path 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_29087 
04BA: set_car 214@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 214@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_29087
0006: 268@ = 3 // integer values 

:FINALEC_29094
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @FINALEC_29181 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEC_29181 
00D6: if or
0118:   actor 45@ dead 
0119:   car 214@ wrecked 
004D: jump_if_false @FINALEC_29181 
05EC: release_vehicle 214@ from_path 
0164: disable_marker 244@ 
01C3: remove_references_to_car 214@ // Like turning a car into any random car 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 // integer values 

:FINALEC_29181
00D6: if 
0039:   269@ == 1 // integer values 
004D: jump_if_false @FINALEC_29393 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_29393 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEC_29238 
0002: jump @FINALEC_29393 

:FINALEC_29238
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEC_29351 
00D6: if 
00DB:   actor 47@ in_car 215@ 
004D: jump_if_false @FINALEC_29344 
046C: 219@ = car 215@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_29344 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 215@ 
0006: 269@ = 2 // integer values 

:FINALEC_29344
0002: jump @FINALEC_29393 

:FINALEC_29351
04BA: set_car 215@ speed_instantly 18.0 
05EC: release_vehicle 215@ from_path 
07DB: apply_rotary_impulse_to_vehicle 215@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 269@ = 2 // integer values 

:FINALEC_29393
00D6: if 
0039:   269@ == 2 // integer values 
004D: jump_if_false @FINALEC_29485 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEC_29485 
05EC: release_vehicle 215@ from_path 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_29478 
04BA: set_car 215@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 215@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_29478
0006: 269@ = 3 // integer values 

:FINALEC_29485
00D6: if 
0039:   258@ == 1 // integer values 
004D: jump_if_false @FINALEC_29572 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEC_29572 
00D6: if or
0118:   actor 47@ dead 
0119:   car 215@ wrecked 
004D: jump_if_false @FINALEC_29572 
05EC: release_vehicle 215@ from_path 
0164: disable_marker 245@ 
01C3: remove_references_to_car 215@ // Like turning a car into any random car 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 258@ = 2 // integer values 

:FINALEC_29572
0050: gosub @FINALEC_57063 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_29646 
00D6: if 
0039:   203@ == 0 // integer values 
004D: jump_if_false @FINALEC_29646 
04AF: 187@ = unknown_wav_reference 33247 
05AA: 188@s = 'ROT4_MD' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_29646
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_29713 
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @FINALEC_29713 
04AF: 187@ = unknown_wav_reference 33259 
05AA: 188@s = 'ROT4_NL' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_29713
00D6: if 
0039:   206@ == 1 // integer values 
004D: jump_if_false @FINALEC_29798 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_29798 
00D6: if 
0039:   203@ == 2 // integer values 
004D: jump_if_false @FINALEC_29798 
04AF: 187@ = unknown_wav_reference 33274 
05AA: 188@s = 'ROT4_QA' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_29798
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_29865 
00D6: if 
0039:   203@ == 3 // integer values 
004D: jump_if_false @FINALEC_29865 
04AF: 187@ = unknown_wav_reference 33275 
05AA: 188@s = 'ROT4_QB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_29865
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_29932 
00D6: if 
0039:   203@ == 4 // integer values 
004D: jump_if_false @FINALEC_29932 
04AF: 187@ = unknown_wav_reference 33291 
05AA: 188@s = 'ROT4_TF' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_29932
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_29999 
00D6: if 
0039:   203@ == 5 // integer values 
004D: jump_if_false @FINALEC_29999 
04AF: 187@ = unknown_wav_reference 33265 
05AA: 188@s = 'ROT4_NR' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_29999
00D6: if 
0039:   206@ == 2 // integer values 
004D: jump_if_false @FINALEC_30084 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30084 
00D6: if 
0039:   203@ == 6 // integer values 
004D: jump_if_false @FINALEC_30084 
04AF: 187@ = unknown_wav_reference 33253 
05AA: 188@s = 'ROT4_NE' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30084
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30151 
00D6: if 
0039:   203@ == 7 // integer values 
004D: jump_if_false @FINALEC_30151 
04AF: 187@ = unknown_wav_reference 33295 
05AA: 188@s = 'ROT4_TK' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30151
00D6: if 
0039:   206@ == 3 // integer values 
004D: jump_if_false @FINALEC_30236 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30236 
00D6: if 
0039:   203@ == 8 // integer values 
004D: jump_if_false @FINALEC_30236 
04AF: 187@ = unknown_wav_reference 33297 
05AA: 188@s = 'ROT4_TM' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30236
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30303 
00D6: if 
0039:   203@ == 9 // integer values 
004D: jump_if_false @FINALEC_30303 
04AF: 187@ = unknown_wav_reference 33292 
05AA: 188@s = 'ROT4_TG' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30303
00D6: if 
0039:   206@ == 5 // integer values 
004D: jump_if_false @FINALEC_30388 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30388 
00D6: if 
0039:   203@ == 10 // integer values 
004D: jump_if_false @FINALEC_30388 
04AF: 187@ = unknown_wav_reference 33249 
05AA: 188@s = 'ROT4_NA' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30388
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30455 
00D6: if 
0039:   203@ == 11 // integer values 
004D: jump_if_false @FINALEC_30455 
04AF: 187@ = unknown_wav_reference 33250 
05AA: 188@s = 'ROT4_NB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30455
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30522 
00D6: if 
0039:   203@ == 12 // integer values 
004D: jump_if_false @FINALEC_30522 
04AF: 187@ = unknown_wav_reference 33288 
05AA: 188@s = 'ROT4_TC' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30522
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30589 
00D6: if 
0039:   203@ == 13 // integer values 
004D: jump_if_false @FINALEC_30589 
04AF: 187@ = unknown_wav_reference 33291 
05AA: 188@s = 'ROT4_TF' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30589
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_30656 
00D6: if 
0039:   203@ == 14 // integer values 
004D: jump_if_false @FINALEC_30656 
04AF: 187@ = unknown_wav_reference 33286 
05AA: 188@s = 'ROT4_TA' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_30656
00D6: if 
0038:   $8014 == 2 // integer values 
004D: jump_if_false @FINALEC_39454 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_31422 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_30879 
0227: $8013 = car 153@ health 
000C: $8013 -= 12000 // integer values 
00D6: if 
002A:   0 >= $8013 // integer values 
004D: jump_if_false @FINALEC_30833 
0004: $8013 = 0 // integer values 
02AC: set_car 153@ immunities 0 0 0 0 0 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_30798 
05BE: AS_kill_actor $ACTOR_SWEET 

:FINALEC_30798
020B: explode_car 153@ 
00BC: text_highpriority 'RM4_53' 5000 ms 1  // ~r~sszetrted a kocsidat.
0002: jump @FINALEC_57329 
0002: jump @FINALEC_30840 

:FINALEC_30833
0014: $8013 /= 80 // integer values 

:FINALEC_30840
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_30879 
00BC: text_highpriority 'RM4_53' 5000 ms 1  // ~r~sszetrted a kocsidat.
0002: jump @FINALEC_57329 

:FINALEC_30879
00D6: if 
0039:   289@ == 0 // integer values 
004D: jump_if_false @FINALEC_31422 
0006: 249@ = 0 // integer values 
0006: 260@ = 0 // integer values 
0006: 250@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 251@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 256@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 257@ = 0 // integer values 
0006: 268@ = 0 // integer values 
0164: disable_marker 238@ 
0164: disable_marker 239@ 
0164: disable_marker 240@ 
0164: disable_marker 241@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0164: disable_marker 247@ 
0164: disable_marker 248@ 
00A6: destroy_car 213@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
00A6: destroy_car 214@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
00A6: destroy_car 215@ 
009B: destroy_actor_instantly 46@ 
009B: destroy_actor_instantly 47@ 
00A6: destroy_car 217@ 
00A6: destroy_car 218@ 
00A6: destroy_car 208@ 
00A6: destroy_car 209@ 
00A6: destroy_car 210@ 
00A6: destroy_car 211@ 
00A6: destroy_car 212@ 
00A5: 213@ = create_car #SANCHEZ at 2375.0 -1918.0 12.5 
0175: set_car 213@ z_angle_to 176.0 
0129: 42@ = create_actor 24 #LSV3 in_car 213@ driverseat 
060B: unknown_actor_use_entity 42@ 97@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor 24 #LSV3 in_car 213@ passenger_seat 0 
0223: set_actor 43@ health_to 10 
060B: unknown_actor_use_entity 43@ 97@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 213@ immune_to_nonplayer 1 
02AC: set_car 213@ immunities 0 1 1 0 0 
00A5: 214@ = create_car #SANCHEZ at 2377.0 -1911.0 12.5 
0175: set_car 214@ z_angle_to 186.0 
0129: 44@ = create_actor 24 #LSV3 in_car 214@ driverseat 
060B: unknown_actor_use_entity 44@ 97@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor 24 #LSV3 in_car 214@ passenger_seat 0 
060B: unknown_actor_use_entity 45@ 97@ 
0223: set_actor 45@ health_to 10 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 214@ immune_to_nonplayer 1 
02AC: set_car 214@ immunities 0 1 1 0 0 
015F: set_camera_position 2347.526 -1914.929 15.1567 0.0 0.0 0.0 
0160: point_camera 2348.224 -1915.617 14.9604 2 
0006: 289@ = 1 // integer values 

:FINALEC_31422
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_37102 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_37102 
00D6: if 
0039:   292@ == 0 // integer values 
004D: jump_if_false @FINALEC_31899 
009A: 223@ = create_actor 24 #MALE01 at 2300.89 -1947.97 24.5 
0173: set_actor 223@ z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities 0 1 0 0 0 
0223: set_actor 223@ health_to 10 
060B: unknown_actor_use_entity 223@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_31585 
0085: 102@ = 223@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_31585
009A: 224@ = create_actor 24 #MALE01 at 2302.33 -1925.32 12.6 
0173: set_actor 224@ z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities 0 1 0 0 0 
0223: set_actor 224@ health_to 10 
060B: unknown_actor_use_entity 224@ 97@ 
0085: 102@ = 224@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 225@ = create_actor 24 #MALE01 at 2324.569 -1951.436 20.59 
0173: set_actor 225@ z_angle_to 44.92 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities 0 1 0 0 0 
0223: set_actor 225@ health_to 10 
060B: unknown_actor_use_entity 225@ 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_31795 
0085: 102@ = 225@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_31795
009A: 226@ = create_actor 24 #MALE01 at 2362.397 -1982.99 18.4 
0173: set_actor 226@ z_angle_to 44.93 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities 0 1 0 0 0 
0223: set_actor 226@ health_to 10 
060B: unknown_actor_use_entity 226@ 97@ 
0085: 102@ = 226@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
0006: 292@ = 1 // integer values 

:FINALEC_31899
00D6: if 
0039:   289@ == 1 // integer values 
004D: jump_if_false @FINALEC_32424 
05EB: assign_vehicle 152@ to_path 241 
05EB: assign_vehicle 153@ to_path 242 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_32038 
05EB: assign_vehicle 213@ to_path 243 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_32009 
0713: actor 43@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_32009
0186: 243@ = create_marker_above_car 213@ 
018B: show_on_radar 243@ 2 
0006: 256@ = 1 // integer values 
0006: 267@ = 1 // integer values 

:FINALEC_32038
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_32143 
05EB: assign_vehicle 214@ to_path 244 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_32114 
0713: actor 45@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_32114
0186: 244@ = create_marker_above_car 214@ 
018B: show_on_radar 244@ 2 
0006: 257@ = 1 // integer values 
0006: 268@ = 1 // integer values 

:FINALEC_32143
00A5: 217@ = create_car #COPCARLA at 2337.0 -2013.0 12.5 
0175: set_car 217@ z_angle_to 325.0 
02AA: set_car 217@ immune_to_nonplayer 1 
0129: 154@ = create_actor 24 #LAPD1 in_car 217@ driverseat 
060B: unknown_actor_use_entity 154@ 97@ 
0446: set_actor 154@ immune_to_headshots 0 
02A9: set_actor 154@ immune_to_nonplayer 1 
01C8: 155@ = create_actor 24 #LAPD1 in_car 217@ passenger_seat 0 
060B: unknown_actor_use_entity 155@ 97@ 
02A9: set_actor 155@ immune_to_nonplayer 1 
01B2: give_actor 155@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 217@ immunities 0 1 1 0 0 
00A5: 218@ = create_car #COPCARLA at 2266.0 -1970.0 12.5 
0175: set_car 218@ z_angle_to 178.0 
02AA: set_car 218@ immune_to_nonplayer 1 
0129: 156@ = create_actor 24 #LAPD1 in_car 218@ driverseat 
060B: unknown_actor_use_entity 156@ 97@ 
0446: set_actor 156@ immune_to_headshots 0 
02A9: set_actor 156@ immune_to_nonplayer 1 
01C8: 207@ = create_actor 24 #LAPD1 in_car 218@ passenger_seat 0 
060B: unknown_actor_use_entity 207@ 97@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 218@ immunities 0 1 1 0 0 
0006: 33@ = 0 // integer values 
0006: 289@ = 2 // integer values 
0006: 290@ = 1 // integer values 

:FINALEC_32424
00D6: if 
0039:   290@ == 1 // integer values 
004D: jump_if_false @FINALEC_32589 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @FINALEC_32589 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 // integer values 
0006: 203@ = 0 // integer values 
0006: 206@ = 0 // integer values 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0713: actor $PLAYER_ACTOR drive_by actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: (unknown) $PLAYER_CHAR 120.5 200.0 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_32582 
02AC: set_car 153@ immunities 0 1 1 1 1 

:FINALEC_32582
0006: 290@ = 2 // integer values 

:FINALEC_32589
00D6: if 
0039:   291@ == 0 // integer values 
004D: jump_if_false @FINALEC_32700 
00D6: if 
0019:   289@ > 4 // integer values 
004D: jump_if_false @FINALEC_32700 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_32700 
00D6: if 
01AD:   car 217@ 0 2210.19 -1864.8 5.0 5.0 
004D: jump_if_false @FINALEC_32700 
0224: set_car 217@ health_to 100 
0006: 33@ = 0 // integer values 
0006: 291@ = 1 // integer values 

:FINALEC_32700
00D6: if 
0039:   291@ == 1 // integer values 
004D: jump_if_false @FINALEC_32765 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_32765 
00D6: if 
0019:   33@ > 1250 // integer values 
004D: jump_if_false @FINALEC_32765 
020B: explode_car 217@ 
0006: 291@ = 2 // integer values 

:FINALEC_32765
00D6: if 
0039:   289@ == 2 // integer values 
004D: jump_if_false @FINALEC_33197 
00D6: if 
01AD:   car 152@ 0 2347.96 -1972.42 20.0 20.0 
004D: jump_if_false @FINALEC_33197 
0006: 206@ = 1 // integer values 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_32940 
05EB: assign_vehicle 217@ to_path 245 
0397: car 217@ siren = 1 
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_32911 
0713: actor 155@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_32911
0186: 247@ = create_marker_above_car 217@ 
018B: show_on_radar 247@ 2 
0006: 249@ = 1 // integer values 
0006: 260@ = 1 // integer values 

:FINALEC_32940
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_33052 
0397: car 218@ siren = 1 
05EB: assign_vehicle 218@ to_path 246 
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_33023 
0713: actor 207@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 10 

:FINALEC_33023
0186: 248@ = create_marker_above_car 218@ 
018B: show_on_radar 248@ 2 
0006: 250@ = 1 // integer values 
0006: 261@ = 1 // integer values 

:FINALEC_33052
00A5: 275@ = create_car #COPCARLA at 2283.0 -2077.0 14.0 
0175: set_car 275@ z_angle_to 48.0 
02AA: set_car 275@ immune_to_nonplayer 1 
0129: 276@ = create_actor 24 #LAPD1 in_car 275@ driverseat 
060B: unknown_actor_use_entity 276@ 97@ 
0446: set_actor 276@ immune_to_headshots 0 
02A9: set_actor 276@ immune_to_nonplayer 1 
01C8: 277@ = create_actor 24 #LAPD1 in_car 275@ passenger_seat 0 
060B: unknown_actor_use_entity 277@ 97@ 
02A9: set_actor 277@ immune_to_nonplayer 1 
01B2: give_actor 277@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 275@ immunities 0 1 1 0 0 
0224: set_car 275@ health_to 700 
0006: 289@ = 3 // integer values 

:FINALEC_33197
00D6: if 
0039:   289@ == 3 // integer values 
004D: jump_if_false @FINALEC_33989 
00D6: if 
01AD:   car 153@ 0 2260.92 -2021.7 25.0 25.0 
004D: jump_if_false @FINALEC_33989 
0006: 206@ = 2 // integer values 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_33372 
05EB: assign_vehicle 275@ to_path 249 
0397: car 275@ siren = 1 
00D6: if 
8118:   not actor 277@ dead 
004D: jump_if_false @FINALEC_33343 
0713: actor 277@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_33343
0186: 279@ = create_marker_above_car 275@ 
018B: show_on_radar 279@ 2 
0006: 295@ = 1 // integer values 
0006: 296@ = 1 // integer values 

:FINALEC_33372
009B: destroy_actor_instantly 223@ 
009B: destroy_actor_instantly 224@ 
009B: destroy_actor_instantly 225@ 
009B: destroy_actor_instantly 226@ 
009A: 223@ = create_actor 24 #MALE01 at 2226.86 -1966.5 24.5 
0173: set_actor 223@ z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities 0 1 0 0 0 
0223: set_actor 223@ health_to 10 
060B: unknown_actor_use_entity 223@ 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_33512 
0085: 102@ = 223@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_33512
009A: 224@ = create_actor 24 #MALE01 at 2224.944 -1977.119 24.5 
0173: set_actor 224@ z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities 0 1 0 0 0 
0223: set_actor 224@ health_to 10 
060B: unknown_actor_use_entity 224@ 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_33639 
0085: 102@ = 224@ // integer values and handles 
0085: 107@ = 156@ // integer values and handles 
0050: gosub @FINALEC_57209 
0002: jump @FINALEC_33662 

:FINALEC_33639
0085: 102@ = 224@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_33662
0107: 165@ = create_object #LA_FUCKCAR2 at 2227.617 -1894.91 12.2 
0392: object 165@ toggle_in_moving_list 1 
0177: set_object 165@ z_angle_to 352.399 
009A: 225@ = create_actor 24 #MALE01 at 2230.15 -1891.29 12.5 
0173: set_actor 225@ z_angle_to 329.17 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities 0 1 0 0 0 
0223: set_actor 225@ health_to 10 
060B: unknown_actor_use_entity 225@ 97@ 
0085: 102@ = 225@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor 24 #MALE01 at 2229.57 -1898.48 12.415 
0173: set_actor 226@ z_angle_to 311.22 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities 0 1 0 0 0 
0223: set_actor 226@ health_to 10 
060B: unknown_actor_use_entity 226@ 97@ 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_33919 
0085: 102@ = 226@ // integer values and handles 
0085: 107@ = 156@ // integer values and handles 
0050: gosub @FINALEC_57209 
0002: jump @FINALEC_33942 

:FINALEC_33919
0085: 102@ = 226@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_33942
0107: 169@ = create_object #LA_FUCKCAR2 at 2222.927 -1973.632 12.25 
0392: object 169@ toggle_in_moving_list 1 
0177: set_object 169@ z_angle_to 352.399 
0006: 289@ = 4 // integer values 

:FINALEC_33989
00D6: if 
0039:   289@ == 4 // integer values 
004D: jump_if_false @FINALEC_34246 
00D6: if 
01AD:   car 152@ 0 2215.75 -1931.8 25.0 25.0 
004D: jump_if_false @FINALEC_34246 
0006: 206@ = 3 // integer values 
00A6: destroy_car 213@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
0164: disable_marker 243@ 
00A6: destroy_car 214@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
0164: disable_marker 244@ 
0249: release_model #LSV3 
0249: release_model #SANCHEZ 
00A5: 272@ = create_car #COPCARLA at 2169.74 -1726.16 12.5 
0175: set_car 272@ z_angle_to 268.0 
02AA: set_car 272@ immune_to_nonplayer 1 
0129: 273@ = create_actor 24 #LAPD1 in_car 272@ driverseat 
060B: unknown_actor_use_entity 273@ 97@ 
0446: set_actor 273@ immune_to_headshots 0 
02A9: set_actor 273@ immune_to_nonplayer 1 
01C8: 274@ = create_actor 24 #LAPD1 in_car 272@ passenger_seat 0 
060B: unknown_actor_use_entity 274@ 97@ 
02A9: set_actor 274@ immune_to_nonplayer 1 
01B2: give_actor 274@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 272@ immunities 0 1 1 0 0 
0224: set_car 272@ health_to 600 
0006: 289@ = 5 // integer values 

:FINALEC_34246
00D6: if 
0039:   289@ == 5 // integer values 
004D: jump_if_false @FINALEC_34546 
00D6: if 
01AD:   car 152@ 0 2215.93 -1765.08 20.0 20.0 
004D: jump_if_false @FINALEC_34546 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_34414 
05EB: assign_vehicle 272@ to_path 248 
0397: car 272@ siren = 1 
00D6: if 
8118:   not actor 274@ dead 
004D: jump_if_false @FINALEC_34385 
0713: actor 274@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_34385
0186: 278@ = create_marker_above_car 272@ 
018B: show_on_radar 278@ 2 
0006: 293@ = 1 // integer values 
0006: 294@ = 1 // integer values 

:FINALEC_34414
00A5: 208@ = create_car #COPCARLA at 2323.318 -1656.886 12.53 
0175: set_car 208@ z_angle_to 272.4 
02AA: set_car 208@ immune_to_nonplayer 1 
0129: 38@ = create_actor 24 #LAPD1 in_car 208@ driverseat 
060B: unknown_actor_use_entity 38@ 97@ 
02A9: set_actor 38@ immune_to_nonplayer 1 
01C8: 39@ = create_actor 24 #LAPD1 in_car 208@ passenger_seat 0 
060B: unknown_actor_use_entity 39@ 97@ 
02A9: set_actor 39@ immune_to_nonplayer 1 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 208@ immunities 0 1 1 0 0 
0006: 289@ = 6 // integer values 

:FINALEC_34546
00D6: if 
0039:   289@ == 6 // integer values 
004D: jump_if_false @FINALEC_34721 
00D6: if 
01AD:   car 152@ 0 2343.45 -1658.96 30.0 30.0 
004D: jump_if_false @FINALEC_34721 
0006: 206@ = 4 // integer values 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_34714 
05EB: assign_vehicle 208@ to_path 247 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_34685 
0713: actor 39@ drive_by actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_34685
0186: 238@ = create_marker_above_car 208@ 
018B: show_on_radar 238@ 2 
0006: 251@ = 1 // integer values 
0006: 262@ = 1 // integer values 

:FINALEC_34714
0006: 289@ = 7 // integer values 

:FINALEC_34721
00D6: if 
0039:   289@ == 7 // integer values 
004D: jump_if_false @FINALEC_34791 
00D6: if 
01AD:   car 152@ 0 2431.0 -1644.0 30.0 30.0 
004D: jump_if_false @FINALEC_34791 
0004: $8014 = 3 // integer values 
0006: 289@ = 8 // integer values 

:FINALEC_34791
00D6: if 
0039:   292@ == 1 // integer values 
004D: jump_if_false @FINALEC_35676 
00D6: if 
01AD:   car 153@ 0 2215.9 -1791.82 20.0 20.0 
004D: jump_if_false @FINALEC_35676 
009B: destroy_actor_instantly 223@ 
009B: destroy_actor_instantly 224@ 
009B: destroy_actor_instantly 225@ 
009B: destroy_actor_instantly 226@ 
0108: destroy_object 165@ 
0108: destroy_object 169@ 
0107: 165@ = create_object #LA_FUCKCAR2 at 2237.044 -1744.5 12.5425 
0392: object 165@ toggle_in_moving_list 1 
0177: set_object 165@ z_angle_to 1.2003 
009A: 223@ = create_actor 24 #MALE01 at 2239.154 -1747.326 12.542 
0173: set_actor 223@ z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities 0 1 0 0 0 
0223: set_actor 223@ health_to 10 
060B: unknown_actor_use_entity 223@ 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
0085: 102@ = 223@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
0107: 167@ = create_object #LA_FUCKCAR2 at 2297.891 -1742.105 12.5469 
0392: object 167@ toggle_in_moving_list 1 
0177: set_object 167@ z_angle_to 185.7601 
009A: 224@ = create_actor 24 #MALE01 at 2300.619 -1745.254 12.5469 
0173: set_actor 224@ z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities 0 1 0 0 0 
0223: set_actor 224@ health_to 10 
060B: unknown_actor_use_entity 224@ 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_35181 
0085: 102@ = 224@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_35181
0107: 169@ = create_object #LA_FUCKCAR2 at 2355.793 -1734.063 12.3828 
0392: object 169@ toggle_in_moving_list 1 
0177: set_object 169@ z_angle_to 1.2003 
009A: 225@ = create_actor 24 #MALE01 at 2357.716 -1730.051 12.3828 
0173: set_actor 225@ z_angle_to 329.17 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities 0 1 0 0 0 
0223: set_actor 225@ health_to 10 
060B: unknown_actor_use_entity 225@ 97@ 
02A9: set_actor 225@ immune_to_nonplayer 1 
0085: 102@ = 225@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor 24 #MALE01 at 2365.067 -1758.149 12.5469 
0173: set_actor 226@ z_angle_to 329.17 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities 0 1 0 0 0 
0223: set_actor 226@ health_to 10 
060B: unknown_actor_use_entity 226@ 97@ 
02A9: set_actor 226@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_35445 
0085: 102@ = 226@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_35445
009A: 227@ = create_actor 24 #MALE01 at 2308.319 -1721.584 12.742 
0173: set_actor 227@ z_angle_to 329.17 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 227@ immunities 0 1 0 0 0 
0223: set_actor 227@ health_to 10 
060B: unknown_actor_use_entity 227@ 97@ 
02A9: set_actor 227@ immune_to_nonplayer 1 
0085: 102@ = 227@ // integer values and handles 
008B: 107@ = $PLAYER_ACTOR // integer values and handles 
0050: gosub @FINALEC_57209 
009A: 228@ = create_actor 24 #MALE01 at 2308.319 -1721.584 12.742 
0173: set_actor 228@ z_angle_to 329.17 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities 0 1 0 0 0 
0223: set_actor 228@ health_to 10 
060B: unknown_actor_use_entity 228@ 97@ 
02A9: set_actor 228@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_35669 
0085: 102@ = 228@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_35669
0006: 292@ = 2 // integer values 

:FINALEC_35676
00D6: if 
0039:   292@ == 2 // integer values 
004D: jump_if_false @FINALEC_35784 
00D6: if 
01AD:   car 153@ 0 2342.56 -1603.76 20.0 20.0 
004D: jump_if_false @FINALEC_35784 
009B: destroy_actor_instantly 223@ 
009B: destroy_actor_instantly 224@ 
009B: destroy_actor_instantly 225@ 
009B: destroy_actor_instantly 226@ 
009B: destroy_actor_instantly 227@ 
009B: destroy_actor_instantly 228@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 169@ 
0006: 292@ = 3 // integer values 

:FINALEC_35784
00D6: if 
0039:   292@ == 2 // integer values 
004D: jump_if_false @FINALEC_36127 
00D6: if 
01AD:   car 153@ 0 2430.81 -1595.72 20.0 20.0 
004D: jump_if_false @FINALEC_36127 
0107: 165@ = create_object #LA_FUCKCAR2 at 2430.76 -1653.03 25.34 
0392: object 165@ toggle_in_moving_list 1 
0177: set_object 165@ z_angle_to 268.0927 
009A: 223@ = create_actor 24 #MALE01 at 2426.7 -1653.77 25.595 
0173: set_actor 223@ z_angle_to 4.29 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities 0 1 0 0 0 
0223: set_actor 223@ health_to 10 
060B: unknown_actor_use_entity 223@ 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_36000 
0085: 102@ = 223@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_36000
009A: 224@ = create_actor 24 #MALE01 at 2435.959 -1653.318 25.64 
0173: set_actor 224@ z_angle_to 0.0 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities 0 1 0 0 0 
0223: set_actor 224@ health_to 10 
060B: unknown_actor_use_entity 224@ 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_36120 
0085: 102@ = 224@ // integer values and handles 
0085: 107@ = 49@ // integer values and handles 
0050: gosub @FINALEC_57209 

:FINALEC_36120
0006: 292@ = 3 // integer values 

:FINALEC_36127
00D6: if 
001B:   8 > 289@ // integer values 
004D: jump_if_false @FINALEC_37102 
00D6: if 
0039:   290@ == 2 // integer values 
004D: jump_if_false @FINALEC_37102 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36237 
00D6: if 
0039:   203@ == 0 // integer values 
004D: jump_if_false @FINALEC_36237 
04AF: 187@ = unknown_wav_reference 33288 
05AA: 188@s = 'ROT4_TC' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36237
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36304 
00D6: if 
0039:   203@ == 1 // integer values 
004D: jump_if_false @FINALEC_36304 
04AF: 187@ = unknown_wav_reference 33287 
05AA: 188@s = 'ROT4_TB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36304
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36371 
00D6: if 
0039:   203@ == 2 // integer values 
004D: jump_if_false @FINALEC_36371 
04AF: 187@ = unknown_wav_reference 33293 
05AA: 188@s = 'ROT4_TH' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36371
00D6: if 
0039:   206@ == 1 // integer values 
004D: jump_if_false @FINALEC_36456 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36456 
00D6: if 
0039:   203@ == 3 // integer values 
004D: jump_if_false @FINALEC_36456 
04AF: 187@ = unknown_wav_reference 33265 
05AA: 188@s = 'ROT4_NR' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36456
00D6: if 
0039:   206@ == 2 // integer values 
004D: jump_if_false @FINALEC_36541 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36541 
00D6: if 
0039:   203@ == 4 // integer values 
004D: jump_if_false @FINALEC_36541 
04AF: 187@ = unknown_wav_reference 33266 
05AA: 188@s = 'ROT4_NS' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36541
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36608 
00D6: if 
0039:   203@ == 5 // integer values 
004D: jump_if_false @FINALEC_36608 
04AF: 187@ = unknown_wav_reference 33294 
05AA: 188@s = 'ROT4_TJ' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36608
00D6: if 
0039:   206@ == 3 // integer values 
004D: jump_if_false @FINALEC_36693 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36693 
00D6: if 
0039:   203@ == 6 // integer values 
004D: jump_if_false @FINALEC_36693 
04AF: 187@ = unknown_wav_reference 33285 
05AA: 188@s = 'ROT4_SB' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36693
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36760 
00D6: if 
0039:   203@ == 7 // integer values 
004D: jump_if_false @FINALEC_36760 
04AF: 187@ = unknown_wav_reference 33273 
05AA: 188@s = 'ROT4_PC' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36760
00D6: if 
0039:   206@ == 4 // integer values 
004D: jump_if_false @FINALEC_36845 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36845 
00D6: if 
0039:   203@ == 8 // integer values 
004D: jump_if_false @FINALEC_36845 
04AF: 187@ = unknown_wav_reference 33269 
05AA: 188@s = 'ROT4_OA' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36845
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_36912 
00D6: if 
0039:   203@ == 9 // integer values 
004D: jump_if_false @FINALEC_36912 
04AF: 187@ = unknown_wav_reference 33270 
05AA: 188@s = 'ROT4_OD' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_36912
00D6: if 
0039:   206@ == 4 // integer values 
004D: jump_if_false @FINALEC_37035 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 2431.32 -1528.48 radius 20.0 20.0 
004D: jump_if_false @FINALEC_37035 
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_37035 
00D6: if 
0039:   203@ == 10 // integer values 
004D: jump_if_false @FINALEC_37035 
04AF: 187@ = unknown_wav_reference 33279 
05AA: 188@s = 'ROT4_RA' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_37035
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_37102 
00D6: if 
0039:   203@ == 11 // integer values 
004D: jump_if_false @FINALEC_37102 
04AF: 187@ = unknown_wav_reference 33282 
05AA: 188@s = 'ROT4_RD' // 8-byte strings 
0050: gosub @FINALEC_57021 

:FINALEC_37102
00D6: if 
0039:   260@ == 1 // integer values 
004D: jump_if_false @FINALEC_37254 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_37254 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_37159 
0002: jump @FINALEC_37254 

:FINALEC_37159
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_37242 
00D6: if 
00DB:   actor 155@ in_car 217@ 
004D: jump_if_false @FINALEC_37235 
046C: 219@ = car 217@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_37235 
0676: AS_actor 155@ in_car 217@ move_from_passengerseat_to_driverseat 
0006: 260@ = 2 // integer values 

:FINALEC_37235
0002: jump @FINALEC_37254 

:FINALEC_37242
05EC: release_vehicle 217@ from_path 
0006: 260@ = 2 // integer values 

:FINALEC_37254
00D6: if 
0039:   260@ == 2 // integer values 
004D: jump_if_false @FINALEC_37300 
00D6: if 
0118:   actor 155@ dead 
004D: jump_if_false @FINALEC_37300 
05EC: release_vehicle 217@ from_path 
0006: 260@ = 3 // integer values 

:FINALEC_37300
00D6: if 
0039:   249@ == 1 // integer values 
004D: jump_if_false @FINALEC_37416 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_37384 
00D6: if 
860E:   not car 217@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_37377 
01C3: remove_references_to_car 217@ // Like turning a car into any random car 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
0164: disable_marker 247@ 
0006: 249@ = 2 // integer values 

:FINALEC_37377
0002: jump @FINALEC_37416 

:FINALEC_37384
05EC: release_vehicle 217@ from_path 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 217@ // Like turning a car into any random car 
0164: disable_marker 247@ 
0006: 249@ = 2 // integer values 

:FINALEC_37416
00D6: if 
0039:   261@ == 1 // integer values 
004D: jump_if_false @FINALEC_37568 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_37568 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_37473 
0002: jump @FINALEC_37568 

:FINALEC_37473
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_37556 
00D6: if 
00DB:   actor 207@ in_car 218@ 
004D: jump_if_false @FINALEC_37549 
046C: 219@ = car 218@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_37549 
0676: AS_actor 207@ in_car 218@ move_from_passengerseat_to_driverseat 
0006: 261@ = 2 // integer values 

:FINALEC_37549
0002: jump @FINALEC_37568 

:FINALEC_37556
05EC: release_vehicle 218@ from_path 
0006: 261@ = 2 // integer values 

:FINALEC_37568
00D6: if 
0039:   261@ == 2 // integer values 
004D: jump_if_false @FINALEC_37614 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @FINALEC_37614 
05EC: release_vehicle 218@ from_path 
0006: 261@ = 3 // integer values 

:FINALEC_37614
00D6: if 
0039:   250@ == 1 // integer values 
004D: jump_if_false @FINALEC_37730 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_37698 
00D6: if 
860E:   not car 218@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_37691 
01C3: remove_references_to_car 218@ // Like turning a car into any random car 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 248@ 
0006: 250@ = 2 // integer values 

:FINALEC_37691
0002: jump @FINALEC_37730 

:FINALEC_37698
05EC: release_vehicle 218@ from_path 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 218@ // Like turning a car into any random car 
0164: disable_marker 248@ 
0006: 250@ = 2 // integer values 

:FINALEC_37730
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @FINALEC_37882 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_37882 
00D6: if 
8118:   not actor 273@ dead 
004D: jump_if_false @FINALEC_37787 
0002: jump @FINALEC_37882 

:FINALEC_37787
00D6: if 
8118:   not actor 274@ dead 
004D: jump_if_false @FINALEC_37870 
00D6: if 
00DB:   actor 274@ in_car 272@ 
004D: jump_if_false @FINALEC_37863 
046C: 219@ = car 272@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_37863 
0676: AS_actor 274@ in_car 272@ move_from_passengerseat_to_driverseat 
0006: 294@ = 2 // integer values 

:FINALEC_37863
0002: jump @FINALEC_37882 

:FINALEC_37870
05EC: release_vehicle 272@ from_path 
0006: 294@ = 2 // integer values 

:FINALEC_37882
00D6: if 
0039:   294@ == 2 // integer values 
004D: jump_if_false @FINALEC_37928 
00D6: if 
0118:   actor 274@ dead 
004D: jump_if_false @FINALEC_37928 
05EC: release_vehicle 272@ from_path 
0006: 294@ = 3 // integer values 

:FINALEC_37928
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @FINALEC_38044 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_38012 
00D6: if 
860E:   not car 272@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_38005 
01C3: remove_references_to_car 272@ // Like turning a car into any random car 
01C2: remove_references_to_actor 273@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 274@ // Like turning an actor into a random pedestrian 
0164: disable_marker 278@ 
0006: 293@ = 2 // integer values 

:FINALEC_38005
0002: jump @FINALEC_38044 

:FINALEC_38012
05EC: release_vehicle 272@ from_path 
01C2: remove_references_to_actor 273@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 274@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 272@ // Like turning a car into any random car 
0164: disable_marker 278@ 
0006: 293@ = 2 // integer values 

:FINALEC_38044
00D6: if 
0039:   296@ == 1 // integer values 
004D: jump_if_false @FINALEC_38196 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_38196 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @FINALEC_38101 
0002: jump @FINALEC_38196 

:FINALEC_38101
00D6: if 
8118:   not actor 277@ dead 
004D: jump_if_false @FINALEC_38184 
00D6: if 
00DB:   actor 277@ in_car 275@ 
004D: jump_if_false @FINALEC_38177 
046C: 219@ = car 275@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_38177 
0676: AS_actor 277@ in_car 275@ move_from_passengerseat_to_driverseat 
0006: 296@ = 2 // integer values 

:FINALEC_38177
0002: jump @FINALEC_38196 

:FINALEC_38184
05EC: release_vehicle 275@ from_path 
0006: 296@ = 2 // integer values 

:FINALEC_38196
00D6: if 
0039:   296@ == 2 // integer values 
004D: jump_if_false @FINALEC_38242 
00D6: if 
0118:   actor 277@ dead 
004D: jump_if_false @FINALEC_38242 
05EC: release_vehicle 275@ from_path 
0006: 296@ = 3 // integer values 

:FINALEC_38242
00D6: if 
0039:   295@ == 1 // integer values 
004D: jump_if_false @FINALEC_38358 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_38326 
00D6: if 
860E:   not car 275@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_38319 
01C3: remove_references_to_car 275@ // Like turning a car into any random car 
01C2: remove_references_to_actor 276@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 277@ // Like turning an actor into a random pedestrian 
0164: disable_marker 279@ 
0006: 295@ = 2 // integer values 

:FINALEC_38319
0002: jump @FINALEC_38358 

:FINALEC_38326
05EC: release_vehicle 275@ from_path 
01C2: remove_references_to_actor 276@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 277@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 275@ // Like turning a car into any random car 
0164: disable_marker 279@ 
0006: 295@ = 2 // integer values 

:FINALEC_38358
00D6: if 
0039:   262@ == 1 // integer values 
004D: jump_if_false @FINALEC_38510 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_38510 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEC_38415 
0002: jump @FINALEC_38510 

:FINALEC_38415
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_38498 
00D6: if 
00DB:   actor 39@ in_car 208@ 
004D: jump_if_false @FINALEC_38491 
046C: 219@ = car 208@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_38491 
0676: AS_actor 39@ in_car 208@ move_from_passengerseat_to_driverseat 
0006: 262@ = 2 // integer values 

:FINALEC_38491
0002: jump @FINALEC_38510 

:FINALEC_38498
05EC: release_vehicle 208@ from_path 
0006: 262@ = 2 // integer values 

:FINALEC_38510
00D6: if 
0039:   262@ == 2 // integer values 
004D: jump_if_false @FINALEC_38556 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEC_38556 
05EC: release_vehicle 208@ from_path 
0006: 262@ = 3 // integer values 

:FINALEC_38556
00D6: if 
0039:   251@ == 1 // integer values 
004D: jump_if_false @FINALEC_38672 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_38640 
00D6: if 
860E:   not car 208@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_38633 
01C3: remove_references_to_car 208@ // Like turning a car into any random car 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 238@ 
0006: 251@ = 2 // integer values 

:FINALEC_38633
0002: jump @FINALEC_38672 

:FINALEC_38640
05EC: release_vehicle 208@ from_path 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 208@ // Like turning a car into any random car 
0164: disable_marker 238@ 
0006: 251@ = 2 // integer values 

:FINALEC_38672
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @FINALEC_38884 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_38884 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FINALEC_38729 
0002: jump @FINALEC_38884 

:FINALEC_38729
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_38842 
00D6: if 
00DB:   actor 43@ in_car 213@ 
004D: jump_if_false @FINALEC_38835 
046C: 219@ = car 213@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_38835 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 213@ 
0006: 267@ = 2 // integer values 

:FINALEC_38835
0002: jump @FINALEC_38884 

:FINALEC_38842
04BA: set_car 213@ speed_instantly 18.0 
05EC: release_vehicle 213@ from_path 
07DB: apply_rotary_impulse_to_vehicle 213@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 267@ = 2 // integer values 

:FINALEC_38884
00D6: if 
0039:   267@ == 2 // integer values 
004D: jump_if_false @FINALEC_38976 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEC_38976 
05EC: release_vehicle 213@ from_path 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_38969 
04BA: set_car 213@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 213@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_38969
0006: 267@ = 3 // integer values 

:FINALEC_38976
00D6: if 
0039:   256@ == 1 // integer values 
004D: jump_if_false @FINALEC_39063 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEC_39063 
00D6: if or
0118:   actor 43@ dead 
0119:   car 213@ wrecked 
004D: jump_if_false @FINALEC_39063 
05EC: release_vehicle 213@ from_path 
0164: disable_marker 243@ 
01C3: remove_references_to_car 213@ // Like turning a car into any random car 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 // integer values 

:FINALEC_39063
00D6: if 
0039:   268@ == 1 // integer values 
004D: jump_if_false @FINALEC_39275 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_39275 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEC_39120 
0002: jump @FINALEC_39275 

:FINALEC_39120
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_39233 
00D6: if 
00DB:   actor 45@ in_car 214@ 
004D: jump_if_false @FINALEC_39226 
046C: 219@ = car 214@ driver 
00D6: if 
0039:   219@ == -1 // integer values 
004D: jump_if_false @FINALEC_39226 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 214@ 
0006: 268@ = 2 // integer values 

:FINALEC_39226
0002: jump @FINALEC_39275 

:FINALEC_39233
04BA: set_car 214@ speed_instantly 18.0 
05EC: release_vehicle 214@ from_path 
07DB: apply_rotary_impulse_to_vehicle 214@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 
0006: 268@ = 2 // integer values 

:FINALEC_39275
00D6: if 
0039:   268@ == 2 // integer values 
004D: jump_if_false @FINALEC_39367 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEC_39367 
05EC: release_vehicle 214@ from_path 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_39360 
04BA: set_car 214@ speed_instantly 18.0 
07DB: apply_rotary_impulse_to_vehicle 214@ about_an_axis 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_39360
0006: 268@ = 3 // integer values 

:FINALEC_39367
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @FINALEC_39454 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEC_39454 
00D6: if or
0118:   actor 45@ dead 
0119:   car 214@ wrecked 
004D: jump_if_false @FINALEC_39454 
05EC: release_vehicle 214@ from_path 
0164: disable_marker 244@ 
01C3: remove_references_to_car 214@ // Like turning a car into any random car 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 // integer values 

:FINALEC_39454
00D6: if 
0038:   $8014 == 3 // integer values 
004D: jump_if_false @FINALEC_57014 
00D6: if 
0039:   288@ == 0 // integer values 
004D: jump_if_false @FINALEC_39955 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_39955 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_39955 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AC: set_car 153@ immunities 0 1 1 1 1 
00D6: if 
060E:   car 152@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_39569 
05EC: release_vehicle 152@ from_path 

:FINALEC_39569
05EC: release_vehicle 152@ from_path 
00D6: if 
060E:   car 153@ is_assigned_to_existing_path 
004D: jump_if_false @FINALEC_39595 
05EC: release_vehicle 153@ from_path 

:FINALEC_39595
05EC: release_vehicle 153@ from_path 
015F: set_camera_position 2453.861 -1651.519 11.6415 0.0 0.0 0.0 
0160: point_camera 2453.131 -1651.287 12.2845 2 
05EB: assign_vehicle 152@ to_path 229 
06C8: toggle_riot 0 
0395: clear_area 1 at 2453.861 -1651.519 11.6415 range 100.0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00AB: put_car 153@ at 2431.88 -1600.34 25.26 
009B: destroy_actor_instantly $ACTOR_SWEET 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FINALEC_39769 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2422.97 -1607.87 25.55 
0002: jump @FINALEC_39789 

:FINALEC_39769
00A1: put_actor $PLAYER_ACTOR at 2422.97 -1607.87 25.55 

:FINALEC_39789
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00A6: destroy_car 153@ 
00A6: destroy_car 213@ 
00A6: destroy_car 214@ 
00A6: destroy_car 217@ 
00A6: destroy_car 218@ 
00A6: destroy_car 272@ 
00A6: destroy_car 275@ 
00A6: destroy_car 208@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 169@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 44@ 
009B: destroy_actor_instantly 45@ 
009B: destroy_actor_instantly 154@ 
009B: destroy_actor_instantly 155@ 
009B: destroy_actor_instantly 156@ 
009B: destroy_actor_instantly 207@ 
009B: destroy_actor_instantly 273@ 
009B: destroy_actor_instantly 274@ 
009B: destroy_actor_instantly 276@ 
009B: destroy_actor_instantly 277@ 
009B: destroy_actor_instantly 223@ 
009B: destroy_actor_instantly 224@ 
009B: destroy_actor_instantly 225@ 
009B: destroy_actor_instantly 226@ 
009B: destroy_actor_instantly 227@ 
009B: destroy_actor_instantly 228@ 
0006: 288@ = 1 // integer values 

:FINALEC_39955
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_40905 
00D6: if 
0039:   288@ == 1 // integer values 
004D: jump_if_false @FINALEC_40028 
00D6: if 
0019:   33@ > 1500 // integer values 
004D: jump_if_false @FINALEC_40028 
00BE: text_clear_all 
040D: unload_wav 1 
015D: set_gamespeed 0.8 
0006: 288@ = 2 // integer values 

:FINALEC_40028
00D6: if 
0039:   288@ == 2 // integer values 
004D: jump_if_false @FINALEC_40079 
00D6: if 
0019:   33@ > 1700 // integer values 
004D: jump_if_false @FINALEC_40079 
015D: set_gamespeed 0.7 
0006: 288@ = 3 // integer values 

:FINALEC_40079
00D6: if 
0039:   288@ == 3 // integer values 
004D: jump_if_false @FINALEC_40130 
00D6: if 
0019:   33@ > 1900 // integer values 
004D: jump_if_false @FINALEC_40130 
015D: set_gamespeed 0.6 
0006: 288@ = 4 // integer values 

:FINALEC_40130
00D6: if 
0039:   288@ == 4 // integer values 
004D: jump_if_false @FINALEC_40181 
00D6: if 
0019:   33@ > 2100 // integer values 
004D: jump_if_false @FINALEC_40181 
015D: set_gamespeed 0.5 
0006: 288@ = 5 // integer values 

:FINALEC_40181
00D6: if 
0039:   288@ == 5 // integer values 
004D: jump_if_false @FINALEC_40232 
00D6: if 
0019:   33@ > 2300 // integer values 
004D: jump_if_false @FINALEC_40232 
015D: set_gamespeed 0.4 
0006: 288@ = 6 // integer values 

:FINALEC_40232
00D6: if 
0039:   288@ == 6 // integer values 
004D: jump_if_false @FINALEC_40283 
00D6: if 
0019:   33@ > 2500 // integer values 
004D: jump_if_false @FINALEC_40283 
015D: set_gamespeed 0.3 
0006: 288@ = 7 // integer values 

:FINALEC_40283
00D6: if 
0039:   288@ == 7 // integer values 
004D: jump_if_false @FINALEC_40334 
00D6: if 
0019:   33@ > 2700 // integer values 
004D: jump_if_false @FINALEC_40334 
015D: set_gamespeed 0.2 
0006: 288@ = 8 // integer values 

:FINALEC_40334
00D6: if 
0039:   288@ == 8 // integer values 
004D: jump_if_false @FINALEC_40501 
00D6: if 
0019:   33@ > 3360 // integer values 
004D: jump_if_false @FINALEC_40501 
066B: 280@ = attach_particle "PRT_SPARK" to_vehicle 152@ offset -1.69 3.607 -0.271 1 
064C: make_particle 280@ visible 
066B: 281@ = attach_particle "PRT_SPARK" to_vehicle 152@ offset -1.137 3.674 -0.271 1 
064C: make_particle 281@ visible 
066B: 282@ = attach_particle "PRT_SPARK" to_vehicle 152@ offset -1.076 3.706 -0.271 1 
064C: make_particle 282@ visible 
0006: 288@ = 9 // integer values 

:FINALEC_40501
00D6: if 
0039:   288@ == 9 // integer values 
004D: jump_if_false @FINALEC_40905 
00D6: if 
0019:   33@ > 4250 // integer values 
004D: jump_if_false @FINALEC_40905 
015F: set_camera_position 2463.746 -1663.425 12.4388 0.0 0.0 0.0 
0160: point_camera 2462.83 -1663.022 12.4479 2 
015D: set_gamespeed 0.7 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
066C: 283@ = attach_particle "PRT_SPARK" to_vehicle 152@ offset -1.066 3.027 1.4 rotation 1.0 0.0 0.4 1 
064C: make_particle 283@ visible 
066C: 284@ = attach_particle "PRT_SPARK" to_vehicle 152@ offset -1.066 2.444 1.4 rotation 1.0 0.0 0.4 1 
064C: make_particle 284@ visible 
066C: 285@ = attach_particle "PRT_SPARK" to_vehicle 152@ offset -1.066 1.872 1.4 rotation 1.0 0.0 0.4 1 
064C: make_particle 285@ visible 
066C: 286@ = attach_particle "PRT_SPARK" to_vehicle 152@ offset -0.462 0.761 1.7 rotation 1.0 0.0 0.4 1 
064C: make_particle 286@ visible 
066C: 287@ = attach_particle "PRT_SPARK" to_vehicle 152@ offset -0.462 0.197 1.7 rotation 1.0 0.0 0.4 1 
064C: make_particle 287@ visible 
0006: 32@ = 0 // integer values 
0006: 288@ = 10 // integer values 

:FINALEC_40905
00D6: if 
0039:   288@ == 10 // integer values 
004D: jump_if_false @FINALEC_57014 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @FINALEC_57014 
015D: set_gamespeed 1.0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:FINALEC_40964
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_40988 
0001: wait 0 ms 
0002: jump @FINALEC_40964 

:FINALEC_40988
0109: player $PLAYER_CHAR money += 250000 
0151: remove_status_text $8013 
009B: destroy_actor_instantly $ACTOR_SWEET 
0249: release_model #STREAK 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #GREENWOO 
0249: release_model #FELTZER 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #MICRO_UZI 
0249: release_model #COPCARLA 
0249: release_model #SANCHEZ 
0249: release_model #MOLOTOV 
0249: release_model #LSV3 
0249: release_model #TORNADO 
00A6: destroy_car 152@ 
009B: destroy_actor_instantly 49@ 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
0650: destroy_particle 287@ 
0A0B: (unknown) 2445.64 -1650.53 14.63 0.0 
02E4: load_cutscene_data 'RIOT4E1' 

:FINALEC_41192
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_41216 
0001: wait 0 ms 
0002: jump @FINALEC_41192 

:FINALEC_41216
02E7: start_cutscene 
016A: fade 1 1000 ms 

:FINALEC_41225
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_41249 
0001: wait 0 ms 
0002: jump @FINALEC_41225 

:FINALEC_41249
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:FINALEC_41264
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_41288 
0001: wait 0 ms 
0002: jump @FINALEC_41264 

:FINALEC_41288
00D6: if 
856A:   not (unknown) 
004D: jump_if_false @FINALEC_41408 
02E4: load_cutscene_data 'RIOT4E2' 

:FINALEC_41312
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_41336 
0001: wait 0 ms 
0002: jump @FINALEC_41312 

:FINALEC_41336
02E7: start_cutscene 
016A: fade 1 1000 ms 

:FINALEC_41345
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_41369 
0001: wait 0 ms 
0002: jump @FINALEC_41345 

:FINALEC_41369
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:FINALEC_41384
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_41408 
0001: wait 0 ms 
0002: jump @FINALEC_41384 

:FINALEC_41408
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:FINALEC_41423
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_41447 
0001: wait 0 ms 
0002: jump @FINALEC_41423 

:FINALEC_41447
04BB: select_interior 3 // select render area 
02E4: load_cutscene_data 'EPILOG' 

:FINALEC_41462
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_41486 
0001: wait 0 ms 
0002: jump @FINALEC_41462 

:FINALEC_41486
02E7: start_cutscene 
016A: fade 1 1000 ms 

:FINALEC_41495
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_41519 
0001: wait 0 ms 
0002: jump @FINALEC_41495 

:FINALEC_41519
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 0 ms 

:FINALEC_41534
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_41558 
0001: wait 0 ms 
0002: jump @FINALEC_41534 

:FINALEC_41558
04BB: select_interior 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 2523.975 -1749.962 58.702 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
01EB: set_traffic_density_to 2.0 
03DE: set_pedestrians_density_multiplier_to 1.5 
06C8: toggle_riot 0 
03CB: set_camera 2514.668 -1733.461 56.3075 
01B6: set_weather 3 
00C0: set_current_time 12 0 
0952: (unknown) 9 

:FINALEC_41649
00D6: if 
8039:   not  298@ == 2 // integer values 
004D: jump_if_false @FINALEC_41683 
0001: wait 0 ms 
0953: (unknown) 298@ 
0002: jump @FINALEC_41649 

:FINALEC_41683
0954: (unknown) 
043C: unknown_set_game_sounds 0 
0924: set_world_lighting 1 -1 ms 
0434: show_credits 
016A: fade 1 250 ms 
0925: (unknown) 
0936: set_camera 2523.975 -1749.962 57.202 position_to 2514.887 -1733.851 57.202 2000 ms unknown 0 
0920: point_camera 2523.755 -1749.572 56.3075 transverse_to 2514.668 -1733.461 56.3075 2000 ms unknown 0 

:FINALEC_41780
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_41811 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_41780 

:FINALEC_41811
0936: set_camera 2514.887 -1733.851 57.202 position_to 2503.344 -1713.386 57.202 2000 ms unknown 0 
0920: point_camera 2514.668 -1733.461 56.3075 transverse_to 2503.124 -1712.996 56.3075 2000 ms unknown 0 

:FINALEC_41885
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_41916 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_41885 

:FINALEC_41916
0936: set_camera 2503.344 -1713.386 57.202 position_to 2491.555 -1692.485 57.202 2000 ms unknown 0 
0920: point_camera 2503.124 -1712.996 56.3075 transverse_to 2491.335 -1692.096 56.3075 2000 ms unknown 0 

:FINALEC_41990
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42021 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_41990 

:FINALEC_42021
0936: set_camera 2491.555 -1692.485 57.202 position_to 2479.766 -1671.585 57.202 2000 ms unknown 0 
0920: point_camera 2491.335 -1692.096 56.3075 transverse_to 2479.546 -1671.196 56.3075 2000 ms unknown 0 

:FINALEC_42095
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42126 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42095 

:FINALEC_42126
0936: set_camera 2479.766 -1671.585 57.202 position_to 2467.731 -1650.249 57.202 2000 ms unknown 0 
0920: point_camera 2479.546 -1671.196 56.3075 transverse_to 2467.511 -1649.86 56.3075 2000 ms unknown 0 

:FINALEC_42200
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42231 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42200 

:FINALEC_42231
0936: set_camera 2467.731 -1650.249 57.202 position_to 2455.451 -1628.478 57.202 2000 ms unknown 0 
0920: point_camera 2467.511 -1649.86 56.3075 transverse_to 2455.231 -1628.088 56.3075 2000 ms unknown 0 

:FINALEC_42305
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42336 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42305 

:FINALEC_42336
0936: set_camera 2455.451 -1628.478 57.202 position_to 2445.135 -1610.19 57.202 2000 ms unknown 0 
0920: point_camera 2455.231 -1628.088 56.3075 transverse_to 2444.916 -1609.801 56.3075 2000 ms unknown 0 

:FINALEC_42410
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42441 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42410 

:FINALEC_42441
0936: set_camera 2445.135 -1610.19 57.202 position_to 2433.838 -1590.161 57.202 2000 ms unknown 0 
0920: point_camera 2444.916 -1609.801 56.3075 transverse_to 2433.618 -1589.771 56.3075 2000 ms unknown 0 

:FINALEC_42515
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42546 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42515 

:FINALEC_42546
0936: set_camera 2433.838 -1590.161 57.202 position_to 2423.277 -1571.437 57.202 2000 ms unknown 0 
0920: point_camera 2433.618 -1589.771 56.3075 transverse_to 2423.057 -1571.048 56.3075 2000 ms unknown 0 

:FINALEC_42620
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42651 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42620 

:FINALEC_42651
0936: set_camera 2423.277 -1571.437 57.202 position_to 2412.716 -1552.714 57.202 2000 ms unknown 0 
0920: point_camera 2423.057 -1571.048 56.3075 transverse_to 2412.496 -1552.324 56.3075 2000 ms unknown 0 

:FINALEC_42725
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42756 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42725 

:FINALEC_42756
0936: set_camera 2412.716 -1552.714 57.202 position_to 2401.909 -1533.555 57.202 2000 ms unknown 0 
0920: point_camera 2412.496 -1552.324 56.3075 transverse_to 2401.689 -1533.166 56.3075 2000 ms unknown 0 

:FINALEC_42830
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42861 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42830 

:FINALEC_42861
0936: set_camera 2401.909 -1533.555 57.202 position_to 2390.611 -1513.526 57.202 2000 ms unknown 0 
0920: point_camera 2401.689 -1533.166 56.3075 transverse_to 2390.391 -1513.136 56.3075 2000 ms unknown 0 

:FINALEC_42935
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_42966 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42935 

:FINALEC_42966
0936: set_camera 2390.611 -1513.526 57.202 position_to 2379.313 -1493.496 57.202 2000 ms unknown 0 
0920: point_camera 2390.391 -1513.136 56.3075 transverse_to 2379.094 -1493.107 56.3075 2000 ms unknown 0 

:FINALEC_43040
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43071 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43040 

:FINALEC_43071
0936: set_camera 2379.313 -1493.496 57.202 position_to 2367.278 -1472.16 57.202 2000 ms unknown 0 
0920: point_camera 2379.094 -1493.107 56.3075 transverse_to 2367.059 -1471.771 56.3075 2000 ms unknown 0 

:FINALEC_43145
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43176 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43145 

:FINALEC_43176
0936: set_camera 2367.278 -1472.16 57.202 position_to 2355.981 -1452.131 57.202 2000 ms unknown 0 
0920: point_camera 2367.059 -1471.771 56.3075 transverse_to 2355.761 -1451.741 56.3075 2000 ms unknown 0 

:FINALEC_43250
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43281 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43250 

:FINALEC_43281
0936: set_camera 2355.981 -1452.131 57.202 position_to 2343.946 -1430.795 57.202 2000 ms unknown 0 
0920: point_camera 2355.761 -1451.741 56.3075 transverse_to 2343.726 -1430.406 56.3075 2000 ms unknown 0 

:FINALEC_43355
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43386 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43355 

:FINALEC_43386
0936: set_camera 2343.946 -1430.795 57.202 position_to 2332.402 -1410.33 57.202 2000 ms unknown 0 
0920: point_camera 2343.726 -1430.406 56.3075 transverse_to 2332.183 -1409.941 56.3075 2000 ms unknown 0 

:FINALEC_43460
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43491 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43460 

:FINALEC_43491
0936: set_camera 2332.402 -1410.33 57.202 position_to 2321.596 -1391.172 57.202 2000 ms unknown 0 
0920: point_camera 2332.183 -1409.941 56.3075 transverse_to 2321.376 -1390.782 56.3075 2000 ms unknown 0 

:FINALEC_43565
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43596 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43565 

:FINALEC_43596
0936: set_camera 2321.596 -1391.172 57.202 position_to 2312.017 -1374.19 57.202 2000 ms unknown 0 
0920: point_camera 2321.376 -1390.782 56.3075 transverse_to 2311.798 -1373.8 56.3075 2000 ms unknown 0 

:FINALEC_43670
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43701 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43670 

:FINALEC_43701
016A: fade 0 6000 ms 
0936: set_camera 2312.017 -1374.19 57.202 position_to 2300.965 -1354.596 57.202 2000 ms unknown 0 
0920: point_camera 2311.798 -1373.8 56.3075 transverse_to 2300.745 -1354.206 56.3075 2000 ms unknown 0 

:FINALEC_43782
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43813 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43782 

:FINALEC_43813
0936: set_camera 2300.965 -1354.596 57.202 position_to 2289.667 -1334.566 57.202 2000 ms unknown 0 
0920: point_camera 2300.745 -1354.206 56.3075 transverse_to 2289.448 -1334.177 56.3075 2000 ms unknown 0 

:FINALEC_43887
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_43918 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43887 

:FINALEC_43918
0936: set_camera 2289.667 -1334.566 57.202 position_to 2277.878 -1313.666 57.202 2000 ms unknown 0 
0920: point_camera 2289.448 -1334.177 56.3075 transverse_to 2277.658 -1313.276 56.3075 2000 ms unknown 0 

:FINALEC_43992
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44023 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43992 

:FINALEC_44023
00A1: put_actor $PLAYER_ACTOR at -1014.557 -1422.254 186.1819 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
00C0: set_current_time 10 0 
01B6: set_weather 14 
0001: wait 11000 ms 
016A: fade 1 6000 ms 
0936: set_camera -1014.557 -1422.254 184.6819 position_to -1037.938 -1423.075 186.8606 2000 ms unknown 0 
0920: point_camera -1015.556 -1422.29 184.6751 transverse_to -1038.937 -1423.11 186.8538 2000 ms unknown 0 

:FINALEC_44146
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44177 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44146 

:FINALEC_44177
0936: set_camera -1037.938 -1423.075 186.8606 position_to -1063.307 -1423.965 189.2248 2000 ms unknown 0 
0920: point_camera -1038.937 -1423.11 186.8538 transverse_to -1064.306 -1424.0 189.218 2000 ms unknown 0 

:FINALEC_44251
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44282 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44251 

:FINALEC_44282
0936: set_camera -1063.307 -1423.965 189.2248 position_to -1089.158 -1425.217 191.6353 2000 ms unknown 0 
0920: point_camera -1064.306 -1424.0 189.218 transverse_to -1090.156 -1425.284 191.6285 2000 ms unknown 0 

:FINALEC_44356
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44387 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44356 

:FINALEC_44387
0936: set_camera -1089.158 -1425.217 191.6353 position_to -1114.49 -1426.917 193.9995 2000 ms unknown 0 
0920: point_camera -1090.156 -1425.284 191.6285 transverse_to -1115.488 -1426.984 193.9927 2000 ms unknown 0 

:FINALEC_44461
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44492 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44461 

:FINALEC_44492
0936: set_camera -1114.49 -1426.917 193.9995 position_to -1139.822 -1428.616 196.3636 2000 ms unknown 0 
0920: point_camera -1115.488 -1426.984 193.9927 transverse_to -1140.82 -1428.683 196.3568 2000 ms unknown 0 

:FINALEC_44566
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44597 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44566 

:FINALEC_44597
0936: set_camera -1139.822 -1428.616 196.3636 position_to -1165.651 -1430.349 198.7742 2000 ms unknown 0 
0920: point_camera -1140.82 -1428.683 196.3568 transverse_to -1166.649 -1430.416 198.7673 2000 ms unknown 0 

:FINALEC_44671
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44702 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44671 

:FINALEC_44702
0936: set_camera -1165.651 -1430.349 198.7742 position_to -1191.48 -1432.082 201.1847 2000 ms unknown 0 
0920: point_camera -1166.649 -1430.416 198.7673 transverse_to -1192.477 -1432.149 201.1779 2000 ms unknown 0 

:FINALEC_44776
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44807 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44776 

:FINALEC_44807
0936: set_camera -1191.48 -1432.082 201.1847 position_to -1216.812 -1433.782 203.5488 2000 ms unknown 0 
0920: point_camera -1192.477 -1432.149 201.1779 transverse_to -1217.809 -1433.849 203.542 2000 ms unknown 0 

:FINALEC_44881
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_44912 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44881 

:FINALEC_44912
0936: set_camera -1216.812 -1433.782 203.5488 position_to -1242.143 -1435.481 205.913 2000 ms unknown 0 
0920: point_camera -1217.809 -1433.849 203.542 transverse_to -1243.141 -1435.548 205.9062 2000 ms unknown 0 

:FINALEC_44986
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45017 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44986 

:FINALEC_45017
0936: set_camera -1242.143 -1435.481 205.913 position_to -1267.972 -1437.214 208.3235 2000 ms unknown 0 
0920: point_camera -1243.141 -1435.548 205.9062 transverse_to -1268.97 -1437.281 208.3167 2000 ms unknown 0 

:FINALEC_45091
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45122 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45091 

:FINALEC_45122
0936: set_camera -1267.972 -1437.214 208.3235 position_to -1293.801 -1438.947 210.7341 2000 ms unknown 0 
0920: point_camera -1268.97 -1437.281 208.3167 transverse_to -1294.798 -1439.014 210.7272 2000 ms unknown 0 

:FINALEC_45196
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45227 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45196 

:FINALEC_45227
0936: set_camera -1293.801 -1438.947 210.7341 position_to -1319.629 -1440.68 213.1446 2000 ms unknown 0 
0920: point_camera -1294.798 -1439.014 210.7272 transverse_to -1320.627 -1440.747 213.1378 2000 ms unknown 0 

:FINALEC_45301
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45332 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45301 

:FINALEC_45332
0936: set_camera -1319.629 -1440.68 213.1446 position_to -1345.458 -1442.413 215.5551 2000 ms unknown 0 
0920: point_camera -1320.627 -1440.747 213.1378 transverse_to -1346.456 -1442.48 215.5483 2000 ms unknown 0 

:FINALEC_45406
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45437 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45406 

:FINALEC_45437
0936: set_camera -1345.458 -1442.413 215.5551 position_to -1370.79 -1444.112 217.9193 2000 ms unknown 0 
0920: point_camera -1346.456 -1442.48 215.5483 transverse_to -1371.787 -1444.179 217.9125 2000 ms unknown 0 

:FINALEC_45511
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45542 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45511 

:FINALEC_45542
0936: set_camera -1370.79 -1444.112 217.9193 position_to -1396.122 -1445.812 220.2834 2000 ms unknown 0 
0920: point_camera -1371.787 -1444.179 217.9125 transverse_to -1397.119 -1445.879 220.2766 2000 ms unknown 0 

:FINALEC_45616
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45647 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45616 

:FINALEC_45647
0936: set_camera -1396.122 -1445.812 220.2834 position_to -1420.957 -1447.478 222.6012 2000 ms unknown 0 
0920: point_camera -1397.119 -1445.879 220.2766 transverse_to -1421.954 -1447.545 222.5944 2000 ms unknown 0 

:FINALEC_45721
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45752 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45721 

:FINALEC_45752
0936: set_camera -1420.957 -1447.478 222.6012 position_to -1446.289 -1449.178 224.9654 2000 ms unknown 0 
0920: point_camera -1421.954 -1447.545 222.5944 transverse_to -1447.286 -1449.245 224.9586 2000 ms unknown 0 

:FINALEC_45826
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45857 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45826 

:FINALEC_45857
0936: set_camera -1446.289 -1449.178 224.9654 position_to -1471.621 -1450.877 227.3296 2000 ms unknown 0 
0920: point_camera -1447.286 -1449.245 224.9586 transverse_to -1472.618 -1450.944 227.3228 2000 ms unknown 0 

:FINALEC_45931
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_45962 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45931 

:FINALEC_45962
0936: set_camera -1471.621 -1450.877 227.3296 position_to -1496.953 -1452.577 229.6937 2000 ms unknown 0 
0920: point_camera -1472.618 -1450.944 227.3228 transverse_to -1497.95 -1452.644 229.6869 2000 ms unknown 0 

:FINALEC_46036
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46067 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46036 

:FINALEC_46067
016A: fade 0 6000 ms 
0936: set_camera -1496.953 -1452.577 229.6937 position_to -1522.284 -1454.277 232.0579 2000 ms unknown 0 
0920: point_camera -1497.95 -1452.644 229.6869 transverse_to -1523.282 -1454.344 232.0511 2000 ms unknown 0 

:FINALEC_46148
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46179 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46148 

:FINALEC_46179
0936: set_camera -1522.284 -1454.277 232.0579 position_to -1547.616 -1455.976 234.4221 2000 ms unknown 0 
0920: point_camera -1523.282 -1454.344 232.0511 transverse_to -1548.614 -1456.043 234.4153 2000 ms unknown 0 

:FINALEC_46253
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46284 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46253 

:FINALEC_46284
0936: set_camera -1547.616 -1455.976 234.4221 position_to -1572.452 -1457.642 236.7399 2000 ms unknown 0 
0920: point_camera -1548.614 -1456.043 234.4153 transverse_to -1573.449 -1457.709 236.7331 2000 ms unknown 0 

:FINALEC_46358
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46389 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46358 

:FINALEC_46389
016A: fade 0 0 ms 

:FINALEC_46395
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_46419 
0001: wait 0 ms 
0002: jump @FINALEC_46395 

:FINALEC_46419
0924: set_world_lighting 0 -1 ms 
00A1: put_actor $PLAYER_ACTOR at -2551.824 1438.745 -6.4582 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
01B6: set_weather 8 
00C0: set_current_time 22 15 
0001: wait 11000 ms 
016A: fade 1 6000 ms 
0936: set_camera -2551.824 1438.745 -7.9582 position_to -2555.05 1456.451 -7.9582 2000 ms unknown 0 
0920: point_camera -2552.003 1439.724 -8.0577 transverse_to -2555.228 1457.43 -8.0577 2000 ms unknown 0 

:FINALEC_46548
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46579 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46548 

:FINALEC_46579
0936: set_camera -2555.05 1456.451 -7.9582 position_to -2558.981 1478.022 -6.5912 2000 ms unknown 0 
0920: point_camera -2555.228 1457.43 -8.0577 transverse_to -2559.16 1479.005 -6.5742 2000 ms unknown 0 

:FINALEC_46653
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46684 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46653 

:FINALEC_46684
0936: set_camera -2558.981 1478.022 -6.5912 position_to -2562.766 1498.793 -2.7267 2000 ms unknown 0 
0920: point_camera -2559.16 1479.005 -6.5742 transverse_to -2562.943 1499.765 -2.5699 2000 ms unknown 0 

:FINALEC_46758
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46789 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46758 

:FINALEC_46789
0936: set_camera -2562.766 1498.793 -2.7267 position_to -2566.42 1518.852 4.0086 2000 ms unknown 0 
0920: point_camera -2562.943 1499.765 -2.5699 transverse_to -2566.594 1519.803 4.2679 2000 ms unknown 0 

:FINALEC_46863
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46894 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46863 

:FINALEC_46894
0936: set_camera -2566.42 1518.852 4.0086 position_to -2570.021 1538.631 11.6223 2000 ms unknown 0 
0920: point_camera -2566.594 1519.803 4.2679 transverse_to -2570.194 1539.581 11.8816 2000 ms unknown 0 

:FINALEC_46968
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_46999 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46968 

:FINALEC_46999
0936: set_camera -2570.021 1538.631 11.6223 position_to -2573.706 1558.869 19.413 2000 ms unknown 0 
0920: point_camera -2570.194 1539.581 11.8816 transverse_to -2573.879 1559.819 19.6724 2000 ms unknown 0 

:FINALEC_47073
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47104 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47073 

:FINALEC_47104
0936: set_camera -2573.706 1558.869 19.413 position_to -2577.223 1578.188 26.8497 2000 ms unknown 0 
0920: point_camera -2573.879 1559.819 19.6724 transverse_to -2577.396 1579.138 27.109 2000 ms unknown 0 

:FINALEC_47178
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47209 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47178 

:FINALEC_47209
0936: set_camera -2577.223 1578.188 26.8497 position_to -2580.907 1598.426 34.6405 2000 ms unknown 0 
0920: point_camera -2577.396 1579.138 27.109 transverse_to -2581.08 1599.376 34.8998 2000 ms unknown 0 

:FINALEC_47283
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47314 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47283 

:FINALEC_47314
0936: set_camera -2580.907 1598.426 34.6405 position_to -2584.514 1618.225 42.1997 2000 ms unknown 0 
0920: point_camera -2581.08 1599.376 34.8998 transverse_to -2584.688 1619.178 42.4465 2000 ms unknown 0 

:FINALEC_47388
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47419 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47388 

:FINALEC_47419
0936: set_camera -2584.514 1618.225 42.1997 position_to -2588.233 1638.641 49.4991 2000 ms unknown 0 
0920: point_camera -2584.688 1619.178 42.4465 transverse_to -2588.408 1639.599 49.7249 2000 ms unknown 0 

:FINALEC_47493
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47524 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47493 

:FINALEC_47524
0936: set_camera -2588.233 1638.641 49.4991 position_to -2591.978 1659.176 56.4439 2000 ms unknown 0 
0920: point_camera -2588.408 1639.599 49.7249 transverse_to -2592.153 1660.136 56.6616 2000 ms unknown 0 

:FINALEC_47598
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47629 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47598 

:FINALEC_47629
0936: set_camera -2591.978 1659.176 56.4439 position_to -2595.642 1679.259 63.1876 2000 ms unknown 0 
0920: point_camera -2592.153 1660.136 56.6616 transverse_to -2595.817 1680.219 63.4053 2000 ms unknown 0 

:FINALEC_47703
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47734 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47703 

:FINALEC_47734
0936: set_camera -2595.642 1679.259 63.1876 position_to -2599.394 1699.842 69.9817 2000 ms unknown 0 
0920: point_camera -2595.817 1680.219 63.4053 transverse_to -2599.569 1700.806 70.1827 2000 ms unknown 0 

:FINALEC_47808
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47839 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47808 

:FINALEC_47839
0936: set_camera -2599.394 1699.842 69.9817 position_to -2603.17 1720.568 76.3148 2000 ms unknown 0 
0920: point_camera -2599.569 1700.806 70.1827 transverse_to -2603.347 1721.536 76.4955 2000 ms unknown 0 

:FINALEC_47913
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_47944 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47913 

:FINALEC_47944
0936: set_camera -2603.17 1720.568 76.3148 position_to -2606.968 1741.411 82.2359 2000 ms unknown 0 
0920: point_camera -2603.347 1721.536 76.4955 transverse_to -2607.145 1742.382 82.3978 2000 ms unknown 0 

:FINALEC_48018
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48049 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48018 

:FINALEC_48049
0936: set_camera -2606.968 1741.411 82.2359 position_to -2610.699 1761.885 87.6284 2000 ms unknown 0 
0920: point_camera -2607.145 1742.382 82.3978 transverse_to -2610.877 1762.858 87.7717 2000 ms unknown 0 

:FINALEC_48123
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48154 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48123 

:FINALEC_48154
0936: set_camera -2610.699 1761.885 87.6284 position_to -2614.448 1782.455 92.6294 2000 ms unknown 0 
0920: point_camera -2610.877 1762.858 87.7717 transverse_to -2614.625 1783.431 92.7541 2000 ms unknown 0 

:FINALEC_48228
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48259 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48228 

:FINALEC_48259
0936: set_camera -2614.448 1782.455 92.6294 position_to -2618.214 1803.127 97.1743 2000 ms unknown 0 
0920: point_camera -2614.625 1783.431 92.7541 transverse_to -2618.393 1804.106 97.2734 2000 ms unknown 0 

:FINALEC_48333
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48364 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48333 

:FINALEC_48364
0936: set_camera -2618.214 1803.127 97.1743 position_to -2622.001 1823.909 101.1663 2000 ms unknown 0 
0920: point_camera -2618.393 1804.106 97.2734 transverse_to -2622.18 1824.89 101.2393 2000 ms unknown 0 

:FINALEC_48438
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48469 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48438 

:FINALEC_48469
0936: set_camera -2622.001 1823.909 101.1663 position_to -2625.806 1844.788 104.6021 2000 ms unknown 0 
0920: point_camera -2622.18 1824.89 101.2393 transverse_to -2625.985 1845.77 104.6488 2000 ms unknown 0 

:FINALEC_48543
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48574 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48543 

:FINALEC_48574
016A: fade 0 6000 ms 
0936: set_camera -2625.806 1844.788 104.6021 position_to -2629.447 1864.771 107.3578 2000 ms unknown 0 
0920: point_camera -2625.985 1845.77 104.6488 transverse_to -2629.626 1865.754 107.3795 2000 ms unknown 0 

:FINALEC_48655
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48686 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48655 

:FINALEC_48686
0936: set_camera -2629.447 1864.771 107.3578 position_to -2633.278 1885.793 109.7129 2000 ms unknown 0 
0920: point_camera -2629.626 1865.754 107.3795 transverse_to -2633.457 1886.777 109.7149 2000 ms unknown 0 

:FINALEC_48760
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48791 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48760 

:FINALEC_48791
0936: set_camera -2633.278 1885.793 109.7129 position_to -2637.109 1906.832 111.8949 2000 ms unknown 0 
0920: point_camera -2633.457 1886.777 109.7149 transverse_to -2637.289 1907.815 111.8969 2000 ms unknown 0 

:FINALEC_48865
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_48896 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48865 

:FINALEC_48896
016A: fade 0 0 ms 

:FINALEC_48902
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_48926 
0001: wait 0 ms 
0002: jump @FINALEC_48902 

:FINALEC_48926
01B6: set_weather 0 
00C0: set_current_time 5 30 
00A1: put_actor $PLAYER_ACTOR at -922.5345 669.1976 86.8181 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0924: set_world_lighting 1 -1 ms 
0001: wait 11000 ms 
016A: fade 1 6000 ms 
0936: set_camera -922.5345 669.1976 85.3181 position_to -944.3385 676.5142 85.3181 2250 ms unknown 0 
0920: point_camera -923.4778 669.5142 85.2186 transverse_to -945.2818 676.8308 85.2186 2250 ms unknown 0 

:FINALEC_49055
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49086 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49055 

:FINALEC_49086
0936: set_camera -944.3385 676.5142 85.3181 position_to -968.5125 684.6262 85.3181 2250 ms unknown 0 
0920: point_camera -945.2818 676.8308 85.2186 transverse_to -969.4557 684.9427 85.2186 2250 ms unknown 0 

:FINALEC_49160
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49191 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49160 

:FINALEC_49191
0936: set_camera -968.5125 684.6262 85.3181 position_to -993.1604 692.8972 85.3181 2250 ms unknown 0 
0920: point_camera -969.4557 684.9427 85.2186 transverse_to -994.1037 693.2137 85.2186 2250 ms unknown 0 

:FINALEC_49265
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49296 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49265 

:FINALEC_49296
0936: set_camera -993.1604 692.8972 85.3181 position_to -1017.808 701.1682 85.3181 2250 ms unknown 0 
0920: point_camera -994.1037 693.2137 85.2186 transverse_to -1018.752 701.4847 85.2186 2250 ms unknown 0 

:FINALEC_49370
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49401 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49370 

:FINALEC_49401
0936: set_camera -1017.808 701.1682 85.3181 position_to -1041.982 709.2801 85.3181 2250 ms unknown 0 
0920: point_camera -1018.752 701.4847 85.2186 transverse_to -1042.926 709.5967 85.2186 2250 ms unknown 0 

:FINALEC_49475
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49506 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49475 

:FINALEC_49506
0936: set_camera -1041.982 709.2801 85.3181 position_to -1066.156 717.392 85.3181 2250 ms unknown 0 
0920: point_camera -1042.926 709.5967 85.2186 transverse_to -1067.099 717.7086 85.2186 2250 ms unknown 0 

:FINALEC_49580
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49611 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49580 

:FINALEC_49611
0936: set_camera -1066.156 717.392 85.3181 position_to -1090.33 725.504 85.3181 2250 ms unknown 0 
0920: point_camera -1067.099 717.7086 85.2186 transverse_to -1091.273 725.8206 85.2186 2250 ms unknown 0 

:FINALEC_49685
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49716 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49685 

:FINALEC_49716
0936: set_camera -1090.33 725.504 85.3181 position_to -1114.504 733.6159 85.3181 2250 ms unknown 0 
0920: point_camera -1091.273 725.8206 85.2186 transverse_to -1115.447 733.9325 85.2186 2250 ms unknown 0 

:FINALEC_49790
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49821 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49790 

:FINALEC_49821
0936: set_camera -1114.504 733.6159 85.3181 position_to -1138.678 741.7278 85.3181 2250 ms unknown 0 
0920: point_camera -1115.447 733.9325 85.2186 transverse_to -1139.621 742.0444 85.2186 2250 ms unknown 0 

:FINALEC_49895
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_49926 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49895 

:FINALEC_49926
0936: set_camera -1138.678 741.7278 85.3181 position_to -1162.378 749.6807 85.3181 2250 ms unknown 0 
0920: point_camera -1139.621 742.0444 85.2186 transverse_to -1163.321 749.9973 85.2186 2250 ms unknown 0 

:FINALEC_50000
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50031 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50000 

:FINALEC_50031
0936: set_camera -1162.378 749.6807 85.3181 position_to -1186.078 757.6336 85.3181 2250 ms unknown 0 
0920: point_camera -1163.321 749.9973 85.2186 transverse_to -1187.021 757.9502 85.2186 2250 ms unknown 0 

:FINALEC_50105
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50136 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50105 

:FINALEC_50136
0936: set_camera -1186.078 757.6336 85.3181 position_to -1209.778 765.5865 85.3181 2250 ms unknown 0 
0920: point_camera -1187.021 757.9502 85.2186 transverse_to -1210.721 765.9031 85.2186 2250 ms unknown 0 

:FINALEC_50210
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50241 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50210 

:FINALEC_50241
0936: set_camera -1209.778 765.5865 85.3181 position_to -1233.952 773.6984 85.3181 2250 ms unknown 0 
0920: point_camera -1210.721 765.9031 85.2186 transverse_to -1234.895 774.015 85.2186 2250 ms unknown 0 

:FINALEC_50315
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50346 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50315 

:FINALEC_50346
0936: set_camera -1233.952 773.6984 85.3181 position_to -1258.126 781.8104 85.3181 2250 ms unknown 0 
0920: point_camera -1234.895 774.015 85.2186 transverse_to -1259.069 782.127 85.2186 2250 ms unknown 0 

:FINALEC_50420
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50451 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50420 

:FINALEC_50451
0936: set_camera -1258.126 781.8104 85.3181 position_to -1281.826 789.7632 85.3181 2250 ms unknown 0 
0920: point_camera -1259.069 782.127 85.2186 transverse_to -1282.769 790.0798 85.2186 2250 ms unknown 0 

:FINALEC_50525
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50556 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50525 

:FINALEC_50556
0936: set_camera -1281.826 789.7632 85.3181 position_to -1305.526 797.7161 85.3181 2250 ms unknown 0 
0920: point_camera -1282.769 790.0798 85.2186 transverse_to -1306.469 798.0327 85.2186 2250 ms unknown 0 

:FINALEC_50630
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50661 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50630 

:FINALEC_50661
0936: set_camera -1305.526 797.7161 85.3181 position_to -1329.226 805.669 85.3181 2250 ms unknown 0 
0920: point_camera -1306.469 798.0327 85.2186 transverse_to -1330.169 805.9856 85.2186 2250 ms unknown 0 

:FINALEC_50735
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50766 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50735 

:FINALEC_50766
0936: set_camera -1329.226 805.669 85.3181 position_to -1353.4 813.7809 85.3181 2250 ms unknown 0 
0920: point_camera -1330.169 805.9856 85.2186 transverse_to -1354.343 814.0975 85.2186 2250 ms unknown 0 

:FINALEC_50840
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50871 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50840 

:FINALEC_50871
0936: set_camera -1353.4 813.7809 85.3181 position_to -1377.574 821.8929 85.3181 2250 ms unknown 0 
0920: point_camera -1354.343 814.0975 85.2186 transverse_to -1378.517 822.2095 85.2186 2250 ms unknown 0 

:FINALEC_50945
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_50976 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50945 

:FINALEC_50976
0936: set_camera -1377.574 821.8929 85.3181 position_to -1401.274 829.8458 85.3181 2250 ms unknown 0 
0920: point_camera -1378.517 822.2095 85.2186 transverse_to -1402.217 830.1624 85.2186 2250 ms unknown 0 

:FINALEC_51050
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_51081 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51050 

:FINALEC_51081
0936: set_camera -1401.274 829.8458 85.3181 position_to -1423.552 837.3215 85.3181 2250 ms unknown 0 
0920: point_camera -1402.217 830.1624 85.2186 transverse_to -1424.495 837.6381 85.2186 2250 ms unknown 0 

:FINALEC_51155
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_51186 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51155 

:FINALEC_51186
0936: set_camera -1423.552 837.3215 85.3181 position_to -1446.777 845.1153 85.3181 2250 ms unknown 0 
0920: point_camera -1424.495 837.6381 85.2186 transverse_to -1447.721 845.4319 85.2186 2250 ms unknown 0 

:FINALEC_51260
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_51291 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51260 

:FINALEC_51291
0936: set_camera -1446.777 845.1153 85.3181 position_to -1470.477 853.0682 85.3181 2250 ms unknown 0 
0920: point_camera -1447.721 845.4319 85.2186 transverse_to -1471.421 853.3848 85.2186 2250 ms unknown 0 

:FINALEC_51365
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_51396 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51365 

:FINALEC_51396
0936: set_camera -1470.477 853.0682 85.3181 position_to -1493.703 860.862 85.3181 2250 ms unknown 0 
0920: point_camera -1471.421 853.3848 85.2186 transverse_to -1494.647 861.1786 85.2186 2250 ms unknown 0 

:FINALEC_51470
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_51501 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51470 

:FINALEC_51501
016A: fade 0 5900 ms 
0936: set_camera -1493.703 860.862 85.3181 position_to -1515.981 868.3377 85.3181 2250 ms unknown 0 
0920: point_camera -1494.647 861.1786 85.2186 transverse_to -1516.924 868.6543 85.2186 2250 ms unknown 0 

:FINALEC_51582
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_51613 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51582 

:FINALEC_51613
0936: set_camera -1515.981 868.3377 85.3181 position_to -1538.259 875.8134 85.3181 2250 ms unknown 0 
0920: point_camera -1516.924 868.6543 85.2186 transverse_to -1539.202 876.13 85.2186 2250 ms unknown 0 

:FINALEC_51687
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_51718 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51687 

:FINALEC_51718
0936: set_camera -1538.259 875.8134 85.3181 position_to -1561.011 883.4482 85.3181 2250 ms unknown 0 
0920: point_camera -1539.202 876.13 85.2186 transverse_to -1561.954 883.7648 85.2186 2250 ms unknown 0 

:FINALEC_51792
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_51823 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51792 

:FINALEC_51823
016A: fade 0 0 ms 

:FINALEC_51829
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_51853 
0001: wait 0 ms 
0002: jump @FINALEC_51829 

:FINALEC_51853
01B6: set_weather 17 
0924: set_world_lighting 1 -1 ms 
00A1: put_actor $PLAYER_ACTOR at 370.7745 2441.234 19.0844 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
00C0: set_current_time 12 0 
0001: wait 11000 ms 
016A: fade 1 6000 ms 
0936: set_camera 370.7745 2441.234 17.5844 position_to 366.5777 2438.902 17.5844 2250 ms unknown 0 
0920: point_camera 369.9044 2440.751 17.4849 transverse_to 365.7076 2438.419 17.4849 2250 ms unknown 0 

:FINALEC_51982
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52013 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51982 

:FINALEC_52013
0936: set_camera 366.5777 2438.902 17.5844 position_to 362.0319 2436.376 17.5835 2250 ms unknown 0 
0920: point_camera 365.7076 2438.419 17.4849 transverse_to 361.1612 2435.893 17.4921 2250 ms unknown 0 

:FINALEC_52087
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52118 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52087 

:FINALEC_52118
0936: set_camera 362.0319 2436.376 17.5835 position_to 357.4894 2433.852 17.6536 2250 ms unknown 0 
0920: point_camera 361.1612 2435.893 17.4921 transverse_to 356.6158 2433.367 17.6101 2250 ms unknown 0 

:FINALEC_52192
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52223 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52192 

:FINALEC_52223
0936: set_camera 357.4894 2433.852 17.6536 position_to 352.8694 2431.29 17.996 2250 ms unknown 0 
0920: point_camera 356.6158 2433.367 17.6101 transverse_to 351.9951 2430.805 18.0046 2250 ms unknown 0 

:FINALEC_52297
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52328 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52297 

:FINALEC_52328
0936: set_camera 352.8694 2431.29 17.996 position_to 348.2637 2428.728 18.5695 2200 ms unknown 0 
0920: point_camera 351.9951 2430.805 18.0046 transverse_to 347.3847 2428.251 18.5783 2200 ms unknown 0 

:FINALEC_52402
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52433 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52402 

:FINALEC_52433
0707: start_scene_skip_to @FINALEC_56740 
0936: set_camera 348.2637 2428.728 18.5695 position_to 343.6016 2426.274 19.1432 2150 ms unknown 0 
0920: point_camera 347.3847 2428.251 18.5783 transverse_to 342.7046 2425.832 19.152 2150 ms unknown 0 

:FINALEC_52514
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52545 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52514 

:FINALEC_52545
0936: set_camera 343.6016 2426.274 19.1432 position_to 338.937 2424.046 19.706 2100 ms unknown 0 
0920: point_camera 342.7046 2425.832 19.152 transverse_to 338.0236 2423.639 19.7148 2100 ms unknown 0 

:FINALEC_52619
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52650 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52619 

:FINALEC_52650
0936: set_camera 338.937 2424.046 19.706 position_to 334.282 2422.038 20.2581 2000 ms unknown 0 
0920: point_camera 338.0236 2423.639 19.7148 transverse_to 333.3536 2421.666 20.2669 2000 ms unknown 0 

:FINALEC_52724
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52755 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52724 

:FINALEC_52755
0936: set_camera 334.282 2422.038 20.2581 position_to 329.5525 2420.212 20.8101 2000 ms unknown 0 
0920: point_camera 333.3536 2421.666 20.2669 transverse_to 328.611 2419.875 20.8189 2000 ms unknown 0 

:FINALEC_52829
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52860 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52829 

:FINALEC_52860
0936: set_camera 329.5525 2420.212 20.8101 position_to 324.7735 2418.516 21.3621 2000 ms unknown 0 
0920: point_camera 328.611 2419.875 20.8189 transverse_to 323.8303 2418.184 21.371 2000 ms unknown 0 

:FINALEC_52934
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_52965 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52934 

:FINALEC_52965
0936: set_camera 324.7735 2418.516 21.3621 position_to 320.0809 2416.879 21.9034 2000 ms unknown 0 
0920: point_camera 323.8303 2418.184 21.371 transverse_to 319.1361 2416.552 21.9122 2000 ms unknown 0 

:FINALEC_53039
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53070 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53039 

:FINALEC_53070
0936: set_camera 320.0809 2416.879 21.9034 position_to 315.103 2415.156 22.477 2000 ms unknown 0 
0920: point_camera 319.1361 2416.552 21.9122 transverse_to 314.1573 2414.831 22.4858 2000 ms unknown 0 

:FINALEC_53144
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53175 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53144 

:FINALEC_53175
0936: set_camera 315.103 2415.156 22.477 position_to 310.2042 2413.506 23.0399 2000 ms unknown 0 
0920: point_camera 314.1573 2414.831 22.4858 transverse_to 309.2525 2413.198 23.0487 2000 ms unknown 0 

:FINALEC_53249
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53280 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53249 

:FINALEC_53280
0936: set_camera 310.2042 2413.506 23.0399 position_to 305.2758 2411.946 23.6028 2000 ms unknown 0 
0920: point_camera 309.2525 2413.198 23.0487 transverse_to 304.3187 2411.656 23.6116 2000 ms unknown 0 

:FINALEC_53354
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53385 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53354 

:FINALEC_53385
0936: set_camera 305.2758 2411.946 23.6028 position_to 300.3198 2410.476 24.1656 2000 ms unknown 0 
0920: point_camera 304.3187 2411.656 23.6116 transverse_to 299.3576 2410.204 24.1744 2000 ms unknown 0 

:FINALEC_53459
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53490 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53459 

:FINALEC_53490
0936: set_camera 300.3198 2410.476 24.1656 position_to 295.434 2409.122 24.7176 2000 ms unknown 0 
0920: point_camera 299.3576 2410.204 24.1744 transverse_to 294.4671 2408.866 24.7265 2000 ms unknown 0 

:FINALEC_53564
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53595 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53564 

:FINALEC_53595
0936: set_camera 295.434 2409.122 24.7176 position_to 290.4283 2407.831 25.2805 2000 ms unknown 0 
0920: point_camera 294.4671 2408.866 24.7265 transverse_to 289.4569 2407.593 25.2893 2000 ms unknown 0 

:FINALEC_53669
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53700 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53669 

:FINALEC_53700
0936: set_camera 290.4283 2407.831 25.2805 position_to 285.3999 2406.631 25.8434 2000 ms unknown 0 
0920: point_camera 289.4569 2407.593 25.2893 transverse_to 284.4244 2406.411 25.8522 2000 ms unknown 0 

:FINALEC_53774
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53805 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53774 

:FINALEC_53805
0936: set_camera 285.3999 2406.631 25.8434 position_to 280.3567 2405.488 26.4062 2000 ms unknown 0 
0920: point_camera 284.4244 2406.411 25.8522 transverse_to 279.3812 2405.268 26.415 2000 ms unknown 0 

:FINALEC_53879
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_53910 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53879 

:FINALEC_53910
0936: set_camera 280.3567 2405.488 26.4062 position_to 275.3135 2404.346 26.9691 2000 ms unknown 0 
0920: point_camera 279.3812 2405.268 26.415 transverse_to 274.338 2404.126 26.9779 2000 ms unknown 0 

:FINALEC_53984
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54015 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53984 

:FINALEC_54015
0936: set_camera 275.3135 2404.346 26.9691 position_to 270.3673 2403.225 27.5211 2000 ms unknown 0 
0920: point_camera 274.338 2404.126 26.9779 transverse_to 269.3918 2403.005 27.5299 2000 ms unknown 0 

:FINALEC_54089
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54120 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54089 

:FINALEC_54120
0936: set_camera 270.3673 2403.225 27.5211 position_to 265.4211 2402.104 28.0732 2000 ms unknown 0 
0920: point_camera 269.3918 2403.005 27.5299 transverse_to 264.4456 2401.884 28.082 2000 ms unknown 0 

:FINALEC_54194
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54225 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54194 

:FINALEC_54225
0936: set_camera 265.4211 2402.104 28.0732 position_to 262.4145 2401.423 28.4087 2000 ms unknown 0 
0920: point_camera 264.4456 2401.884 28.082 transverse_to 261.439 2401.203 28.4175 2000 ms unknown 0 

:FINALEC_54299
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54330 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54299 

:FINALEC_54330
0936: set_camera 262.4145 2401.423 28.4087 position_to 258.8261 2400.61 28.8092 2000 ms unknown 0 
0920: point_camera 261.439 2401.203 28.4175 transverse_to 257.8506 2400.39 28.818 2000 ms unknown 0 

:FINALEC_54404
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54435 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54404 

:FINALEC_54435
016A: fade 0 6000 ms 
0936: set_camera 258.8261 2400.61 28.8092 position_to 253.8804 2399.49 29.3612 2000 ms unknown 0 
0920: point_camera 257.8506 2400.39 28.818 transverse_to 252.9049 2399.27 29.37 2000 ms unknown 0 

:FINALEC_54516
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54547 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54516 

:FINALEC_54547
0936: set_camera 253.8804 2399.49 29.3612 position_to 248.8379 2398.347 29.9241 2000 ms unknown 0 
0920: point_camera 252.9049 2399.27 29.37 transverse_to 247.8624 2398.127 29.9329 2000 ms unknown 0 

:FINALEC_54621
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54652 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54621 

:FINALEC_54652
0936: set_camera 248.8379 2398.347 29.9241 position_to 244.0864 2397.27 30.4545 2000 ms unknown 0 
0920: point_camera 247.8624 2398.127 29.9329 transverse_to 243.1109 2397.05 30.4633 2000 ms unknown 0 

:FINALEC_54726
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54757 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54726 

:FINALEC_54757
016A: fade 0 0 ms 

:FINALEC_54763
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_54787 
0001: wait 0 ms 
0002: jump @FINALEC_54763 

:FINALEC_54787
00A1: put_actor $PLAYER_ACTOR at 2012.444 2140.382 78.0505 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
00C0: set_current_time 0 0 
0001: wait 11000 ms 
016A: fade 1 6000 ms 
0936: set_camera 2012.444 2140.382 76.5505 position_to 2030.939 2140.419 76.5504 2900 ms unknown 0 
0920: point_camera 2013.439 2140.384 76.451 transverse_to 2031.934 2140.421 76.4497 2900 ms unknown 0 

:FINALEC_54906
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_54937 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54906 

:FINALEC_54937
0936: set_camera 2030.939 2140.419 76.5504 position_to 2051.375 2140.459 75.0916 2900 ms unknown 0 
0920: point_camera 2031.934 2140.421 76.4497 transverse_to 2052.349 2140.461 74.8638 2900 ms unknown 0 

:FINALEC_55011
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55042 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55011 

:FINALEC_55042
0936: set_camera 2051.375 2140.459 75.0916 position_to 2072.109 2140.5 71.7815 2900 ms unknown 0 
0920: point_camera 2052.349 2140.461 74.8638 transverse_to 2073.061 2140.502 71.4748 2900 ms unknown 0 

:FINALEC_55116
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55147 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55116 

:FINALEC_55147
0936: set_camera 2072.109 2140.5 71.7815 position_to 2092.618 2140.541 67.3086 2900 ms unknown 0 
0920: point_camera 2073.061 2140.502 71.4748 transverse_to 2093.569 2140.543 66.9993 2900 ms unknown 0 

:FINALEC_55221
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55252 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55221 

:FINALEC_55252
0936: set_camera 2092.618 2140.541 67.3086 position_to 2114.102 2140.584 62.62 2900 ms unknown 0 
0920: point_camera 2093.569 2140.543 66.9993 transverse_to 2115.053 2140.586 62.3108 2900 ms unknown 0 

:FINALEC_55326
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55357 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55326 

:FINALEC_55357
0936: set_camera 2114.102 2140.584 62.62 position_to 2135.587 2140.627 57.9315 2900 ms unknown 0 
0920: point_camera 2115.053 2140.586 62.3108 transverse_to 2136.538 2140.629 57.6223 2900 ms unknown 0 

:FINALEC_55431
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55462 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55431 

:FINALEC_55462
0936: set_camera 2135.587 2140.627 57.9315 position_to 2157.071 2140.67 53.2431 2900 ms unknown 0 
0920: point_camera 2136.538 2140.629 57.6223 transverse_to 2158.022 2140.672 52.9338 2900 ms unknown 0 

:FINALEC_55536
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55567 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55536 

:FINALEC_55567
0936: set_camera 2157.071 2140.67 53.2431 position_to 2179.044 2140.714 48.4481 2900 ms unknown 0 
0920: point_camera 2158.022 2140.672 52.9338 transverse_to 2179.995 2140.716 48.1388 2900 ms unknown 0 

:FINALEC_55641
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55672 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55641 

:FINALEC_55672
0936: set_camera 2179.044 2140.714 48.4481 position_to 2201.017 2140.758 43.6528 2900 ms unknown 0 
0920: point_camera 2179.995 2140.716 48.1388 transverse_to 2201.968 2140.76 43.344 2900 ms unknown 0 

:FINALEC_55746
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55777 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55746 

:FINALEC_55777
0936: set_camera 2201.017 2140.758 43.6528 position_to 2222.665 2140.8 39.8525 2900 ms unknown 0 
0920: point_camera 2201.968 2140.76 43.344 transverse_to 2223.635 2140.802 39.6117 2900 ms unknown 0 

:FINALEC_55851
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55882 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55851 

:FINALEC_55882
0936: set_camera 2222.665 2140.8 39.8525 position_to 2244.471 2140.844 37.0436 2900 ms unknown 0 
0920: point_camera 2223.635 2140.802 39.6117 transverse_to 2245.452 2140.845 36.8518 2900 ms unknown 0 

:FINALEC_55956
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_55987 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55956 

:FINALEC_55987
0936: set_camera 2244.471 2140.844 37.0436 position_to 2266.387 2140.886 35.2987 2900 ms unknown 0 
0920: point_camera 2245.452 2140.845 36.8518 transverse_to 2267.378 2140.888 35.1659 2900 ms unknown 0 

:FINALEC_56061
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_56092 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56061 

:FINALEC_56092
0936: set_camera 2266.387 2140.886 35.2987 position_to 2287.867 2140.928 34.9542 2900 ms unknown 0 
0920: point_camera 2267.378 2140.888 35.1659 transverse_to 2288.864 2140.93 34.8693 2900 ms unknown 0 

:FINALEC_56166
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_56197 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56166 

:FINALEC_56197
0936: set_camera 2287.867 2140.928 34.9542 position_to 2310.356 2140.972 35.284 2900 ms unknown 0 
0920: point_camera 2288.864 2140.93 34.8693 transverse_to 2311.353 2140.974 35.1991 2900 ms unknown 0 

:FINALEC_56271
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_56302 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56271 

:FINALEC_56302
0936: set_camera 2310.356 2140.972 35.284 position_to 2332.845 2141.016 35.6137 2900 ms unknown 0 
0920: point_camera 2311.353 2140.974 35.1991 transverse_to 2333.842 2141.018 35.5288 2900 ms unknown 0 

:FINALEC_56376
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_56407 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56376 

:FINALEC_56407
043C: unknown_set_game_sounds 1 
0936: set_camera 2332.845 2141.016 35.6137 position_to 2354.335 2141.058 35.9288 2900 ms unknown 0 
0920: point_camera 2333.842 2141.018 35.5288 transverse_to 2355.331 2141.06 35.8439 2900 ms unknown 0 

:FINALEC_56485
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_56516 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56485 

:FINALEC_56516
016A: fade 0 4000 ms 
0936: set_camera 2354.335 2141.058 35.9288 position_to 2376.824 2141.102 36.2586 2900 ms unknown 0 
0920: point_camera 2355.331 2141.06 35.8439 transverse_to 2377.82 2141.104 36.1737 2900 ms unknown 0 

:FINALEC_56597
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_56628 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56597 

:FINALEC_56628
0936: set_camera 2376.824 2141.102 36.2586 position_to 2399.813 2141.147 36.5957 2900 ms unknown 0 
0920: point_camera 2377.82 2141.104 36.1737 transverse_to 2400.809 2141.149 36.5108 2900 ms unknown 0 

:FINALEC_56702
00D6: if 
0933: (unknown) 
004D: jump_if_false @FINALEC_56733 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56702 

:FINALEC_56733
0006: 297@ = 1 // integer values 

:FINALEC_56740
0701: end_scene_skip 
00D6: if 
0039:   297@ == 0 // integer values 
004D: jump_if_false @FINALEC_56762 
0435: end_credits 

:FINALEC_56762
043C: unknown_set_game_sounds 1 
016A: fade 0 0 ms 

:FINALEC_56772
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_56796 
0001: wait 0 ms 
0002: jump @FINALEC_56772 

:FINALEC_56796
02A3: toggle_widescreen 0 
01B7: release_weather 
01B6: set_weather 3 
0955: (unknown) 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2494.483 -1684.639 12.51 
0173: set_actor $PLAYER_ACTOR z_angle_to 3.546 
0925: (unknown) 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0924: set_world_lighting 0 -1 ms 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:FINALEC_56876
00D6: if 
8436:   not reached_end_of_credits 
004D: jump_if_false @FINALEC_56900 
0001: wait 0 ms 
0002: jump @FINALEC_56876 

:FINALEC_56900
0955: (unknown) 
0435: end_credits 
0A0B: (unknown) 2495.111 -1687.04 12.55 0.0 
0001: wait 500 ms 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 300 // Load the weapon model before using this 
016A: fade 1 3500 ms 

:FINALEC_56948
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_56972 
0001: wait 0 ms 
0002: jump @FINALEC_56948 

:FINALEC_56972
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 
0002: jump @FINALEC_57458 
0006: 288@ = 11 // integer values 

:FINALEC_57014
0002: jump @FINALEC_1817 

:FINALEC_57021
00D6: if 
0039:   204@ == 0 // integer values 
004D: jump_if_false @FINALEC_57061 
03CF: load_wav 187@ as 1 
05AA: 185@s = 188@s // 8-byte strings 
0006: 204@ = 1 // integer values 

:FINALEC_57061
0051: return 

:FINALEC_57063
00D6: if 
0039:   204@ == 1 // integer values 
004D: jump_if_false @FINALEC_57117 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEC_57117 
00BC: text_highpriority 185@s 4000 ms 1 
03D1: play_wav 1 
0006: 204@ = 2 // integer values 

:FINALEC_57117
00D6: if 
0039:   204@ == 2 // integer values 
004D: jump_if_false @FINALEC_57170 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @FINALEC_57170 
000A: 203@ += 1 // integer values 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 // integer values 

:FINALEC_57170
0051: return 

:FINALEC_57172
068D: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_Z_COORD += 1.5 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0051: return 

:FINALEC_57209
0615: define_action_sequences 184@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_action_sequences_end 184@ 
0618: assign_actor 102@ to_action_sequences 184@ 
061B: remove_references_to_action_sequences 184@ 
0051: return 

:FINALEC_57247
0615: define_action_sequences 98@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 98@ 
0618: assign_actor 102@ to_action_sequences 98@ 
061B: remove_references_to_action_sequences 98@ 
0051: return 

:FINALEC_57291
0615: define_action_sequences 99@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_action_sequences_end 99@ 
0618: assign_actor 102@ to_action_sequences 99@ 
061B: remove_references_to_action_sequences 99@ 
0051: return 

:FINALEC_57329
00BE: text_clear_all 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00D6: if 
0039:   201@ == 1 // integer values 
004D: jump_if_false @FINALEC_57381 
00BC: text_highpriority 'RM4_46' 5000 ms 1  // ~r~sszetrted a kocsidat! 

:FINALEC_57381
00D6: if 
0039:   198@ == 7 // integer values 
004D: jump_if_false @FINALEC_57415 
00BC: text_highpriority 'RM4_45' 7000 ms 1  // ~r~Meghalt Sweet! Neked kellett volna elkapnod, legkzelebb menj az autval Sweet al, mieltt leesne! 

:FINALEC_57415
00D6: if 
0039:   202@ == 1 // integer values 
004D: jump_if_false @FINALEC_57449 
00BC: text_highpriority 'RM4_50' 5000 ms 1  // ~r~Elvesztetted Sweetet! Legkzelebb maradj kzelebb!

:FINALEC_57449
0004: $11408 = 0 // integer values 
0051: return 

:FINALEC_57458
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RIOT_4'  // A trtnet vge
030C: set_mission_points += 1 
0629: change_stat 181 to 4 // integer 
0164: disable_marker $622 
0008: $11278 += 1 // integer values 
01E3: text_1number_styled 'M_PASSR' 150 5000 ms 1  // KLDETS TELJESTVE!~n~~w~TISZTELET +
0394: play_music 1 
0998: add_respect 150 
0004: $11408 = 0 // integer values 
0051: return 

:FINALEC_57534
0A45: (unknown) -1.0 
0151: remove_status_text $8011 
0151: remove_status_text $8013 
07CC: player $PLAYER_CHAR disable_key_15 1 
0164: disable_marker 115@ 
0164: disable_marker 238@ 
0164: disable_marker 239@ 
0164: disable_marker 240@ 
0164: disable_marker 241@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0164: disable_marker 247@ 
0164: disable_marker 248@ 
0164: disable_marker 278@ 
0164: disable_marker 279@ 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
034F: destroy_actor_with_fade $ACTOR_SWEET // The actor fades away like a ghost 
034F: destroy_actor_with_fade 49@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 158@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 159@ // The actor fades away like a ghost 
031A: remove_all_fires 
03C7: unknown_maybe_cops_density 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0249: release_model #STREAK 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #GREENWOO 
0249: release_model #FELTZER 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0249: release_model #MICRO_UZI 
0249: release_model #COPCARLA 
0249: release_model #SANCHEZ 
0249: release_model #MOLOTOV 
0249: release_model #LSV3 
0249: release_model #TORNADO 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_57837 
02AC: set_car 153@ immunities 0 0 0 0 0 

:FINALEC_57837
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_57875 
020A: set_car 152@ door_status_to 1 
02AC: set_car 152@ immunities 0 0 0 0 0 

:FINALEC_57875
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FINALEC_57913 
0489: set_actor $PLAYER_ACTOR audible 0 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 

:FINALEC_57913
01B7: release_weather 
06D7: toggle_train_traffic 1 
06D0: (unknown) 1 
03C7: unknown_maybe_cops_density 1.0 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 113---------------
// Originally: Shooting range

:SHRANGE
03A4: name_thread 'SHRANGE' 
0111: set_wasted_busted_check_to 0 
0004: $ONMISSION = 1 // integer values 
0004: $1863 = 1 // integer values 
0005: $8017 = 286.1649 // floating-point values 
0005: $8021 = -30.9591 // floating-point values 
0005: $8018 = 301.8877 // floating-point values 
0005: $8022 = -77.2586 // floating-point values 
0005: $8019 = 306.4883 // floating-point values 
0005: $8023 = -141.9047 // floating-point values 
0005: $8020 = 307.0919 // floating-point values 
0005: $8024 = -159.2197 // floating-point values 
0004: $8057 = -319 // integer values 
0004: $8058 = -320 // integer values 
0004: $8059 = -321 // integer values 
0004: $8060 = -322 // integer values 
0004: $8061 = -323 // integer values 
0004: $8062 = -324 // integer values 
0004: $8063 = -325 // integer values 
0004: $8064 = -326 // integer values 
0005: $8039 = 0.275 // floating-point values 
0005: $8047 = -3.502 // floating-point values 
0005: $8040 = -0.214 // floating-point values 
0005: $8048 = -3.479 // floating-point values 
0005: $8041 = 0.245 // floating-point values 
0005: $8049 = -2.791 // floating-point values 
0005: $8042 = -0.168 // floating-point values 
0005: $8050 = -2.806 // floating-point values 
0005: $8043 = 0.079 // floating-point values 
0005: $8051 = -2.123 // floating-point values 
0005: $8044 = -0.589 // floating-point values 
0005: $8052 = -2.317 // floating-point values 
0005: $8045 = -0.357 // floating-point values 
0005: $8053 = -1.855 // floating-point values 
0007: 35@ = 290.6264 // floating-point values 
0007: 39@ = -24.5548 // floating-point values 
0007: 43@ = 1000.523 // floating-point values 
0007: 47@ = 3.0583 // floating-point values 
0007: 51@ = 6.1726 // floating-point values 
0007: 55@ = -13.6242 // floating-point values 
0007: 59@ = 0.0 // floating-point values 
0007: 36@ = 303.0788 // floating-point values 
0007: 40@ = -61.2269 // floating-point values 
0007: 44@ = 1000.523 // floating-point values 
0007: 48@ = 2.9464 // floating-point values 
0007: 52@ = 6.0799 // floating-point values 
0007: 56@ = -13.6242 // floating-point values 
0007: 60@ = 270.0 // floating-point values 
0007: 37@ = 300.1018 // floating-point values 
0007: 41@ = -137.0399 // floating-point values 
0007: 45@ = 1003.055 // floating-point values 
0007: 49@ = 3.1341 // floating-point values 
0007: 53@ = 6.1264 // floating-point values 
0007: 57@ = -13.6242 // floating-point values 
0007: 61@ = 90.0 // floating-point values 
0007: 38@ = 299.4518 // floating-point values 
0007: 42@ = -166.3517 // floating-point values 
0007: 46@ = 998.6105 // floating-point values 
0007: 50@ = 3.0055 // floating-point values 
0007: 54@ = 4.6018 // floating-point values 
0007: 58@ = -13.6242 // floating-point values 
0007: 62@ = 90.0 // floating-point values 
0004: $1862 = 0 // integer values 

:SHRANGE_600
00D6: if 
001A:   3 > $1862 // integer values 
004D: jump_if_false @SHRANGE_723 
0004: $8089($1862,3i) = 1 // integer values 
0004: $8086($1862,3i) = 0 // integer values 
0004: $8028($1862,4i) = 0 // integer values 
0004: $8025($1862,3i) = 0 // integer values 
0004: $8032($1862,3i) = 0 // integer values 
0005: $8054($1862,3f) = 90.0 // floating-point values 
0004: $8121($1862,3i) = 0 // integer values 
0004: $8071($1862,3i) = 0 // integer values 
0008: $1862 += 1 // integer values 
0002: jump @SHRANGE_600 

:SHRANGE_723
0004: $8070 = 0 // integer values 
0004: $8075 = 0 // integer values 
0004: $8076 = 0 // integer values 
0652: $11008 = stat 181 // integer 
00D6: if 
0038:   $11008 == 0 // integer values 
004D: jump_if_false @SHRANGE_777 
0004: $5273 = 2 // integer values 

:SHRANGE_777
00D6: if 
0038:   $11008 == 1 // integer values 
004D: jump_if_false @SHRANGE_827 
00D6: if 
0038:   $5273 == 2 // integer values 
004D: jump_if_false @SHRANGE_820 
0004: $5274 = 1 // integer values 

:SHRANGE_820
0004: $5273 = 3 // integer values 

:SHRANGE_827
00D6: if 
0018:   $11008 > 1 // integer values 
004D: jump_if_false @SHRANGE_877 
00D6: if 
001A:   4 > $5273 // integer values 
004D: jump_if_false @SHRANGE_870 
0004: $5274 = 1 // integer values 

:SHRANGE_870
0004: $5273 = 4 // integer values 

:SHRANGE_877
07E5: unknown_copy_entity 65538 $8069 
0708: unknown_add_entity_item $8069 15 
0709: unknown_set_entity_item $8069 15 300 100.0 100.0 100.0 100.0 1 1 
03CF: load_wav 1801 as 4 
0247: request_model #TARGET_HEAD 
0247: request_model #TARGET_LARM 
0247: request_model #TARGET_RARM 
0247: request_model #TARGET_LLEG 
0247: request_model #TARGET_RLEG 
0247: request_model #TARGET_RTORSO 
0247: request_model #TARGET_LTORSO 
0247: request_model #TARGET_FRAME 
0247: request_model #COLT45 
0247: request_model #MICRO_UZI 
0247: request_model #CHROMEGUN 
0247: request_model #AK47 

:SHRANGE_995
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
8248:   not model #AK47 available 
004D: jump_if_false @SHRANGE_1037 
0001: wait 0 ms 
0002: jump @SHRANGE_995 

:SHRANGE_1037
00D6: if or
8248:   not model #TARGET_HEAD available 
8248:   not model #TARGET_LARM available 
8248:   not model #TARGET_RARM available 
8248:   not model #TARGET_LLEG available 
8248:   not model #TARGET_RLEG available 
004D: jump_if_false @SHRANGE_1084 
0001: wait 0 ms 
0002: jump @SHRANGE_1037 

:SHRANGE_1084
00D6: if or
8248:   not model #TARGET_RTORSO available 
8248:   not model #TARGET_LTORSO available 
8248:   not model #TARGET_FRAME available 
83D0:   not wav 4 loaded 
004D: jump_if_false @SHRANGE_1125 
0001: wait 0 ms 
0002: jump @SHRANGE_1084 

:SHRANGE_1125
00D6: if 
0038:   $1863 == 47 // integer values 
004D: jump_if_false @SHRANGE_1201 
029B: $8097 = init_object $8057($1862,8i) at 293.757 1.0 1000.516 
0376: $8094 = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0107: $8065 = create_object #POOLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SHRANGE_1201
077E: $8074 = active_interior 

:SHRANGE_1206
00D6: if 
0736:   87 
004D: jump_if_false @SHRANGE_1298 
0004: $1862 = 9 // integer values 

:SHRANGE_1228
00D6: if 
001A:   16 > $1862 // integer values 
004D: jump_if_false @SHRANGE_1291 
00D6: if 
03CA:   object $8097($1862,24i) exists 
004D: jump_if_false @SHRANGE_1277 
0723: break_object $8097($1862,24i) intensity 1 

:SHRANGE_1277
0008: $1862 += 1 // integer values 
0002: jump @SHRANGE_1228 

:SHRANGE_1291
0004: $8126 = 20 // integer values 

:SHRANGE_1298
0001: wait 0 ms 
077E: $1862 = active_interior 
00D6: if 
803A:   not  $1862 == $8074 // integer values and handles 
004D: jump_if_false @SHRANGE_1333 
0002: jump @SHRANGE_17017 

:SHRANGE_1333
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHRANGE_1370 
0050: gosub @SHRANGE_13478 
0050: gosub @SHRANGE_11089 
0050: gosub @SHRANGE_1379 

:SHRANGE_1370
0002: jump @SHRANGE_1206 
004E: end_thread 

:SHRANGE_1379
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @SHRANGE_1444 
00D6: if 
8038:   not  $8070 == 0 // integer values 
004D: jump_if_false @SHRANGE_1444 
00BE: text_clear_all 
0006: 34@ = 1 // integer values 
0004: $8070 = 20 // integer values 
0004: $8075 = 1 // integer values 
0004: $8076 = 0 // integer values 

:SHRANGE_1444
0871: init_jump_table $8070 total_jumps 7 0 @SHRANGE_11087 jumps 0 @SHRANGE_1507 1 @SHRANGE_1813 2 @SHRANGE_5136 3 @SHRANGE_5349 4 @SHRANGE_6544 5 @SHRANGE_8395 20 @SHRANGE_10212 

:SHRANGE_1507
00D6: if 
0038:   $1864 == 0 // integer values 
004D: jump_if_false @SHRANGE_1580 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 286.1649 -30.9591 1000.516 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_1580 
0004: $8070 = 1 // integer values 

:SHRANGE_1580
00D6: if 
0038:   $1864 == 1 // integer values 
004D: jump_if_false @SHRANGE_1653 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 301.8877 -77.2586 1000.523 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_1653 
0004: $8070 = 1 // integer values 

:SHRANGE_1653
00D6: if 
0038:   $1864 == 2 // integer values 
004D: jump_if_false @SHRANGE_1726 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 306.4883 -141.9047 1003.055 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_1726 
0004: $8070 = 1 // integer values 

:SHRANGE_1726
00D6: if 
0038:   $1864 == 3 // integer values 
004D: jump_if_false @SHRANGE_1799 
00D6: if 
00FE:   actor $PLAYER_ACTOR 1 307.0919 -159.2197 998.601 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_1799 
0004: $8070 = 1 // integer values 

:SHRANGE_1799
0006: 64@ = 0 // integer values 
0002: jump @SHRANGE_11087 

:SHRANGE_1813
00D6: if 
0018:   $5287 > 0 // integer values 
004D: jump_if_false @SHRANGE_1881 
00D6: if and
001A:   7 > $8075 // integer values 
0018:   $8075 > 0 // integer values 
004D: jump_if_false @SHRANGE_1881 
0004: $8075 = 7 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
00BE: text_clear_all 

:SHRANGE_1881
00D6: if 
0038:   $8075 == 0 // integer values 
004D: jump_if_false @SHRANGE_2033 
0006: 34@ = 0 // integer values 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 3 weapon $8135 ammo $8131 model $8139 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 4 weapon $8136 ammo $8132 model $8140 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 5 weapon $8137 ammo $8133 model $8141 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 6 weapon $8138 ammo $8134 model $8142 
0004: $8124 = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
08F8: (unknown) 0 
016A: fade 0 1000 ms 
0004: $8075 = 1 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1500 // integer values 

:SHRANGE_2033
00D6: if 
0038:   $8075 == 1 // integer values 
004D: jump_if_false @SHRANGE_2267 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_2267 
02A3: toggle_widescreen 1 
00BE: text_clear_all 
00BB: text_lowpriority 'ANR_1' 4000 ms 1  // Teszteld a tzelsi tapasztalatodat a fegyverkereskedi kihvsnl.
00BB: text_lowpriority 'ANR_2' 4000 ms 1  // Akkor van ksz, ha teljestesz kt msik kihvst a lplyn.
00BB: text_lowpriority 'ANR_3' 4000 ms 1  // Teljestened kell az sszes els menetet, hogy tovbb lphess a kvetkezre.
0005: $8083 = -0.83 // floating-point values 
0005: $8084 = 0.47 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.7 // floating-point values 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0005: $8083 = 0.17 // floating-point values 
0005: $8084 = 0.63 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.7 // floating-point values 
0050: gosub @SHRANGE_16849 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
016A: fade 1 1000 ms 
0004: $8075 = 2 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 4000 // integer values 

:SHRANGE_2267
00D6: if 
0038:   $8075 == 2 // integer values 
004D: jump_if_false @SHRANGE_2461 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_2461 
0004: $8087 = 3 // integer values 
0004: $8090 = 0 // integer values 
0005: $8083 = -0.63 // floating-point values 
0005: $8084 = -3.47 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.2 // floating-point values 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0005: $8083 = 0.4 // floating-point values 
0005: $8084 = -2.5 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.5 // floating-point values 
0050: gosub @SHRANGE_16849 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
016A: fade 1 1000 ms 
0004: $8075 = 3 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 2000 // integer values 

:SHRANGE_2461
00D6: if 
0038:   $8075 == 3 // integer values 
004D: jump_if_false @SHRANGE_2590 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_2590 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 
0005: $8083 = 0.0 // floating-point values 
005F: $8083 += 47@($1864,4f) // floating-point values 
0005: $8084 = -1.0 // floating-point values 
0050: gosub @SHRANGE_16849 
05D3: AS_actor $PLAYER_ACTOR go_to_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 4 -2 ms 
0004: $8075 = 4 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 3000 // integer values 

:SHRANGE_2590
00D6: if 
0038:   $8075 == 4 // integer values 
004D: jump_if_false @SHRANGE_3034 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_3034 
0004: $8087 = 4 // integer values 
0088: $8081 = 59@($1864,4f) // floating-point values only 
0009: $8081 += 90.0 // floating-point values 
0173: set_actor $PLAYER_ACTOR z_angle_to $8081 
0088: $8083 = 47@($1864,4f) // floating-point values only 
000D: $8083 -= 0.8201 // floating-point values 
0005: $8084 = -0.4944 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 2.1312 // floating-point values 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0088: $8083 = 47@($1864,4f) // floating-point values only 
000D: $8083 -= 0.1125 // floating-point values 
0005: $8084 = -0.0237 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.6042 // floating-point values 
0050: gosub @SHRANGE_16849 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0088: $8083 = 47@($1864,4f) // floating-point values only 
0005: $8084 = -2.0 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.0 // floating-point values 
0050: gosub @SHRANGE_16849 
08C7: (unknown) $PLAYER_ACTOR $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0088: $8083 = 47@($1864,4f) // floating-point values only 
0005: $8084 = 0.0 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.0 // floating-point values 
0050: gosub @SHRANGE_16849 
0173: set_actor $PLAYER_ACTOR z_angle_to 59@($1864,4f) 
05D3: AS_actor $PLAYER_ACTOR go_to_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 4 -2 ms 
00D6: if 
0038:   $8124 == 0 // integer values 
004D: jump_if_false @SHRANGE_2955 
0004: $8028 = 1 // integer values 
0004: $8030 = 1 // integer values 

:SHRANGE_2955
0004: $8086 = 1 // integer values 
0004: $8088 = 1 // integer values 
0004: $8032 = 0 // integer values 
0004: $8033 = 0 // integer values 
0004: $8034 = 0 // integer values 
0004: $8025 = 1 // integer values 
0004: $8026 = 1 // integer values 
0004: $8027 = 1 // integer values 
0004: $8075 = 5 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 3000 // integer values 

:SHRANGE_3034
00D6: if 
0038:   $8075 == 5 // integer values 
004D: jump_if_false @SHRANGE_3225 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_3225 
00BE: text_clear_all 
00BA: text_styled 'ANR_6' 2000 ms 1  // Pisztoly ~n~1. menet
0005: $8083 = 2.1566 // floating-point values 
0005: $8084 = 2.4369 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.4565 // floating-point values 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0005: $8083 = 1.9771 // floating-point values 
0005: $8084 = 3.4129 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.3326 // floating-point values 
0050: gosub @SHRANGE_16849 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0004: $8075 = 6 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 3000 // integer values 

:SHRANGE_3225
00D6: if 
0038:   $8075 == 6 // integer values 
004D: jump_if_false @SHRANGE_3464 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_3464 
00D6: if 
8118:   not actor $8094 dead 
004D: jump_if_false @SHRANGE_3285 
02E2: set_actor $8094 weapon_accuracy_to 100 

:SHRANGE_3285
03D6: remove_big_text 'ANR_6'  // Pisztoly ~n~1. menet
00BB: text_lowpriority 'ANR_7' 4000 ms 1  // Semmistsd meg az utadba kerl clpontokat, ahogy azok feltnnek. Minden clpontnl a vrs jelzsre clozz.
00BB: text_lowpriority 'ANR_10' 4000 ms 1  // Puszttsd el te elszr a hrom clpontot.
0005: $8083 = 0.7525 // floating-point values 
0005: $8084 = -0.3628 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.6174 // floating-point values 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0005: $8083 = 0.1734 // floating-point values 
0005: $8084 = 0.446 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.5146 // floating-point values 
0050: gosub @SHRANGE_16849 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
0004: $8075 = 7 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 8000 // integer values 

:SHRANGE_3464
00D6: if 
0038:   $8075 == 7 // integer values 
004D: jump_if_false @SHRANGE_3595 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_3595 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_3517 

:SHRANGE_3517
00D6: if 
0038:   $5287 == 0 // integer values 
004D: jump_if_false @SHRANGE_3572 
0004: $5287 = 1 // integer values 
016A: fade 0 1000 ms 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
0002: jump @SHRANGE_3588 

:SHRANGE_3572
00BA: text_styled 'ANR_6' 2000 ms 1  // Pisztoly ~n~1. menet

:SHRANGE_3588
0004: $8075 = 8 // integer values 

:SHRANGE_3595
00D6: if 
0038:   $8075 == 8 // integer values 
004D: jump_if_false @SHRANGE_3903 
00D6: if and
816B:   not fading 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_3903 
0088: $8083 = 47@($1864,4f) // floating-point values only 
0005: $8084 = 0.0 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.0 // floating-point values 
0050: gosub @SHRANGE_16849 
00D6: if 
83CA:   not object $8065 exists 
004D: jump_if_false @SHRANGE_3725 
0107: $8065 = create_object #POOLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0750: set_object $8065 visibility 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 59@($1864,4f) 

:SHRANGE_3725
0792: (unknown) $PLAYER_ACTOR 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8065 offset 0.0 0.0 1.0 0 90.0 22 
082A: (unknown) $PLAYER_CHAR 0 
00D6: if 
0038:   $8124 == 0 // integer values 
004D: jump_if_false @SHRANGE_3799 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 

:SHRANGE_3799
0004: $8087 = 4 // integer values 
0004: $8090 = 0 // integer values 
0004: $8075 = 9 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 800 // integer values 
00D6: if 
0038:   $8124 == 0 // integer values 
004D: jump_if_false @SHRANGE_3868 
0004: $8028 = 1 // integer values 
0004: $8030 = 1 // integer values 

:SHRANGE_3868
0004: $8086 = 1 // integer values 
0004: $8088 = 1 // integer values 
0004: $8032 = 4 // integer values 
0004: $8033 = 4 // integer values 
0004: $8034 = 4 // integer values 

:SHRANGE_3903
00D6: if 
0038:   $8075 == 9 // integer values 
004D: jump_if_false @SHRANGE_4082 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_4082 
016A: fade 1 1000 ms 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8065 offset 0.0 0.0 1.0 0 90.0 22 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $8032 = 0 // integer values 
0004: $8033 = 0 // integer values 
0004: $8034 = 0 // integer values 
0004: $8025 = 1 // integer values 
0004: $8026 = 1 // integer values 
0004: $8027 = 1 // integer values 
00D6: if 
0038:   $5274 == 1 // integer values 
004D: jump_if_false @SHRANGE_4075 
03E5: text_box 'ANR_56'  // j fegyver-kihvs elrhet.
0004: $5274 = 0 // integer values 

:SHRANGE_4075
0004: $8075 = 10 // integer values 

:SHRANGE_4082
00D6: if 
0038:   $8075 == 10 // integer values 
004D: jump_if_false @SHRANGE_4165 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_4165 
00BA: text_styled 'RACE2' 1000 ms 4  // ~s~3
0004: $8075 = 11 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SHRANGE_4165
00D6: if 
0038:   $8075 == 11 // integer values 
004D: jump_if_false @SHRANGE_4241 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_4241 
00BA: text_styled 'RACE3' 1000 ms 4  // ~s~2
0004: $8075 = 12 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 

:SHRANGE_4241
00D6: if 
0038:   $8075 == 12 // integer values 
004D: jump_if_false @SHRANGE_4317 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_4317 
00BA: text_styled 'RACE4' 1000 ms 4  // ~s~1
0004: $8075 = 13 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 

:SHRANGE_4317
00D6: if 
0038:   $8075 == 13 // integer values 
004D: jump_if_false @SHRANGE_4400 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_4400 
00BA: text_styled 'RACE5' 1000 ms 4  // ~s~RAJT!
0004: $8075 = 14 // integer values 
00D6: if 
8118:   not actor $8094 dead 
004D: jump_if_false @SHRANGE_4400 
02E2: set_actor $8094 weapon_accuracy_to 80 

:SHRANGE_4400
00D6: if 
0038:   $8075 == 14 // integer values 
004D: jump_if_false @SHRANGE_4432 
0004: $8070 = 2 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_4432
00D6: if 
0038:   $8075 == 16 // integer values 
004D: jump_if_false @SHRANGE_4651 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_4651 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_4621 
00D6: if 
83CA:   not object $8065 exists 
004D: jump_if_false @SHRANGE_4621 
0088: $8083 = 47@($1864,4f) // floating-point values only 
0005: $8084 = 0.0 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.0 // floating-point values 
0050: gosub @SHRANGE_16849 
0107: $8065 = create_object #POOLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0750: set_object $8065 visibility 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 59@($1864,4f) 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8065 offset 0.0 0.0 1.0 0 90.0 22 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
082A: (unknown) $PLAYER_CHAR 0 

:SHRANGE_4621
016A: fade 0 1000 ms 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 2500 // integer values 
0004: $8075 = 17 // integer values 

:SHRANGE_4651
00D6: if 
0038:   $8075 == 17 // integer values 
004D: jump_if_false @SHRANGE_5036 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_5036 
00D6: if 
0038:   $8124 == 3 // integer values 
004D: jump_if_false @SHRANGE_4755 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8065 offset 0.0 0.0 1.0 0 90.0 28 

:SHRANGE_4755
00D6: if 
0038:   $8124 == 6 // integer values 
004D: jump_if_false @SHRANGE_4822 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8065 offset 0.0 0.0 1.0 0 90.0 25 

:SHRANGE_4822
00D6: if 
0038:   $8124 == 9 // integer values 
004D: jump_if_false @SHRANGE_4889 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8065 offset 0.0 0.0 1.0 0 90.0 30 

:SHRANGE_4889
016A: fade 1 1000 ms 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0038:   $8124 == 3 // integer values 
004D: jump_if_false @SHRANGE_4945 
00BA: text_styled 'ANR_47' 3000 ms 1  // Mikro SMG ~n~1. kr

:SHRANGE_4945
00D6: if 
0038:   $8124 == 6 // integer values 
004D: jump_if_false @SHRANGE_4979 
00BA: text_styled 'ANR_23' 3000 ms 1  // Srtes puska ~n~1. kr

:SHRANGE_4979
00D6: if 
0038:   $8124 == 9 // integer values 
004D: jump_if_false @SHRANGE_5013 
00BA: text_styled 'ANR_50' 3000 ms 1  // AK47 ~n~1. menet

:SHRANGE_5013
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 4000 // integer values 
0004: $8075 = 18 // integer values 

:SHRANGE_5036
00D6: if 
0038:   $8075 == 18 // integer values 
004D: jump_if_false @SHRANGE_5129 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_5129 
0004: $8032 = 0 // integer values 
0004: $8033 = 0 // integer values 
0004: $8034 = 0 // integer values 
0006: 64@ = 0 // integer values 
0004: $8025 = 1 // integer values 
0004: $8026 = 1 // integer values 
0004: $8027 = 1 // integer values 
0004: $8075 = 10 // integer values 

:SHRANGE_5129
0002: jump @SHRANGE_11087 

:SHRANGE_5136
00D6: if 
0038:   $8075 == 0 // integer values 
004D: jump_if_false @SHRANGE_5207 
00D6: if 
8118:   not actor $8094 dead 
004D: jump_if_false @SHRANGE_5177 
02E2: set_actor $8094 weapon_accuracy_to 87 

:SHRANGE_5177
00D6: if 
8118:   not actor $8096 dead 
004D: jump_if_false @SHRANGE_5200 
02E2: set_actor $8096 weapon_accuracy_to 87 

:SHRANGE_5200
0004: $8075 = 1 // integer values 

:SHRANGE_5207
00D6: if 
0038:   $8075 == 1 // integer values 
004D: jump_if_false @SHRANGE_5342 
00D6: if and
0038:   $8032 == 3 // integer values 
0038:   $8025 == 3 // integer values 
004D: jump_if_false @SHRANGE_5264 
0004: $8070 = 20 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_5264
00D6: if and
0038:   $8034 == 3 // integer values 
0038:   $8027 == 3 // integer values 
004D: jump_if_false @SHRANGE_5303 
0004: $8070 = 20 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_5303
00D6: if and
0038:   $8033 == 3 // integer values 
0038:   $8026 == 3 // integer values 
004D: jump_if_false @SHRANGE_5342 
0004: $8070 = 3 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_5342
0002: jump @SHRANGE_11087 

:SHRANGE_5349
00D6: if 
0038:   $8075 == 0 // integer values 
004D: jump_if_false @SHRANGE_5946 
00D6: if or
0038:   $8124 == 0 // integer values 
0038:   $8124 == 3 // integer values 
0038:   $8124 == 6 // integer values 
0038:   $8124 == 9 // integer values 
004D: jump_if_false @SHRANGE_5422 
00BA: text_styled 'ANR_41' 2000 ms 1  // 1. menet teljestve!

:SHRANGE_5422
00D6: if or
0038:   $8124 == 1 // integer values 
0038:   $8124 == 4 // integer values 
0038:   $8124 == 7 // integer values 
0038:   $8124 == 10 // integer values 
004D: jump_if_false @SHRANGE_5477 
00BA: text_styled 'ANR_42' 2000 ms 1  // 2. szint teljestve!

:SHRANGE_5477
00D6: if or
0038:   $8124 == 2 // integer values 
0038:   $8124 == 5 // integer values 
0038:   $8124 == 8 // integer values 
004D: jump_if_false @SHRANGE_5546 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 5500 // integer values 
0004: $8032 = 5 // integer values 
0004: $8033 = 5 // integer values 
0004: $8034 = 5 // integer values 

:SHRANGE_5546
00D6: if 
0038:   $8124 == 11 // integer values 
004D: jump_if_false @SHRANGE_5617 
00BA: text_styled 'ANR_45' 3000 ms 1  // ~s~Teljestetted a fegyverkeresked kihvst.
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 5500 // integer values 
0004: $8032 = 5 // integer values 
0004: $8033 = 5 // integer values 
0004: $8034 = 5 // integer values 

:SHRANGE_5617
00D6: if 
003A:   $8124 == $1861 // integer values and handles 
004D: jump_if_false @SHRANGE_5939 
00D6: if or
0038:   $8124 == 0 // integer values 
0038:   $8124 == 1 // integer values 
004D: jump_if_false @SHRANGE_5670 
0624: add 50.0 to_stat 69 

:SHRANGE_5670
00D6: if or
0038:   $8124 == 3 // integer values 
0038:   $8124 == 4 // integer values 
004D: jump_if_false @SHRANGE_5704 
0624: add 50.0 to_stat 75 

:SHRANGE_5704
00D6: if or
0038:   $8124 == 6 // integer values 
0038:   $8124 == 7 // integer values 
004D: jump_if_false @SHRANGE_5738 
0624: add 50.0 to_stat 72 

:SHRANGE_5738
00D6: if or
0038:   $8124 == 9 // integer values 
0038:   $8124 == 10 // integer values 
004D: jump_if_false @SHRANGE_5772 
0624: add 50.0 to_stat 77 

:SHRANGE_5772
00D6: if 
0038:   $8124 == 2 // integer values 
004D: jump_if_false @SHRANGE_5803 
0624: add 100.0 to_stat 69 
030C: set_mission_points += 1 

:SHRANGE_5803
00D6: if 
0038:   $8124 == 5 // integer values 
004D: jump_if_false @SHRANGE_5834 
0624: add 100.0 to_stat 75 
030C: set_mission_points += 1 

:SHRANGE_5834
00D6: if 
0038:   $8124 == 8 // integer values 
004D: jump_if_false @SHRANGE_5865 
0624: add 100.0 to_stat 72 
030C: set_mission_points += 1 

:SHRANGE_5865
00D6: if 
0038:   $8124 == 11 // integer values 
004D: jump_if_false @SHRANGE_5924 
0624: add 100.0 to_stat 77 
062A: change_stat 69 to 1000.0 // float 
0109: player $PLAYER_CHAR money += 10000 
030C: set_mission_points += 1 
0394: play_music 2 
0004: $5272 = 1 // integer values 

:SHRANGE_5924
0008: $1861 += 1 // integer values 
0629: change_stat 174 to $1861 // integer 

:SHRANGE_5939
0004: $8075 = 1 // integer values 

:SHRANGE_5946
00D6: if 
0038:   $8075 == 1 // integer values 
004D: jump_if_false @SHRANGE_6537 
00D6: if 
0038:   $8124 == 0 // integer values 
004D: jump_if_false @SHRANGE_5996 
0004: $8070 = 4 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_5996
00D6: if or
0038:   $8124 == 3 // integer values 
0038:   $8124 == 6 // integer values 
0038:   $8124 == 9 // integer values 
004D: jump_if_false @SHRANGE_6042 
0004: $8070 = 4 // integer values 
0004: $8075 = 10 // integer values 

:SHRANGE_6042
00D6: if 
0038:   $8124 == 1 // integer values 
004D: jump_if_false @SHRANGE_6074 
0004: $8070 = 5 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_6074
00D6: if or
0038:   $8124 == 4 // integer values 
0038:   $8124 == 7 // integer values 
0038:   $8124 == 10 // integer values 
004D: jump_if_false @SHRANGE_6120 
0004: $8070 = 5 // integer values 
0004: $8075 = 10 // integer values 

:SHRANGE_6120
00D6: if or
0038:   $8124 == 2 // integer values 
0038:   $8124 == 5 // integer values 
0038:   $8124 == 8 // integer values 
004D: jump_if_false @SHRANGE_6166 
0004: $8070 = 1 // integer values 
0004: $8075 = 16 // integer values 

:SHRANGE_6166
00D6: if 
0038:   $8124 == 2 // integer values 
004D: jump_if_false @SHRANGE_6228 
0004: $8028 = 2 // integer values 
0004: $8030 = 2 // integer values 
0004: $8086 = 1 // integer values 
0004: $8088 = 1 // integer values 
00BA: text_styled 'ANR_29' 2000 ms 1  // Pisztoly kihvs teljestve

:SHRANGE_6228
00D6: if 
0038:   $8124 == 5 // integer values 
004D: jump_if_false @SHRANGE_6290 
0004: $8028 = 3 // integer values 
0004: $8030 = 3 // integer values 
0004: $8086 = 1 // integer values 
0004: $8088 = 1 // integer values 
00BA: text_styled 'ANR_53' 2000 ms 1  // Mikro SMG kihvs teljestve

:SHRANGE_6290
00D6: if 
0038:   $8124 == 8 // integer values 
004D: jump_if_false @SHRANGE_6352 
0004: $8028 = 4 // integer values 
0004: $8030 = 4 // integer values 
0004: $8086 = 1 // integer values 
0004: $8088 = 1 // integer values 
00BA: text_styled 'ANR_31' 2000 ms 1  // Srtes puska kikpzs teljestve

:SHRANGE_6352
00D6: if 
0038:   $8124 == 5 // integer values 
004D: jump_if_false @SHRANGE_6425 
00D6: if 
002A:   2 >= $5273 // integer values 
004D: jump_if_false @SHRANGE_6409 
0004: $8070 = 20 // integer values 
0004: $8075 = 1 // integer values 
0002: jump @SHRANGE_6425 

:SHRANGE_6409
00BB: text_lowpriority 'ANR_44' 4000 ms 1  // ~s~Gratullok, megtanultad hasznlni ezt a fegyvert. Most lssuk mire msz egy msikkal.

:SHRANGE_6425
00D6: if 
0038:   $8124 == 8 // integer values 
004D: jump_if_false @SHRANGE_6498 
00D6: if 
002A:   3 >= $5273 // integer values 
004D: jump_if_false @SHRANGE_6482 
0004: $8070 = 20 // integer values 
0004: $8075 = 1 // integer values 
0002: jump @SHRANGE_6498 

:SHRANGE_6482
00BB: text_lowpriority 'ANR_44' 4000 ms 1  // ~s~Gratullok, megtanultad hasznlni ezt a fegyvert. Most lssuk mire msz egy msikkal.

:SHRANGE_6498
00D6: if 
0038:   $8124 == 11 // integer values 
004D: jump_if_false @SHRANGE_6530 
0004: $8070 = 20 // integer values 
0004: $8075 = 1 // integer values 

:SHRANGE_6530
0008: $8124 += 1 // integer values 

:SHRANGE_6537
0002: jump @SHRANGE_11087 

:SHRANGE_6544
00D6: if 
0038:   $8075 == 0 // integer values 
004D: jump_if_false @SHRANGE_6655 
0004: $8071 = 0 // integer values 
0004: $8072 = 0 // integer values 
0004: $8073 = 0 // integer values 
0004: $8032 = 5 // integer values 
0004: $8033 = 5 // integer values 
0004: $8034 = 5 // integer values 
0004: $8025 = 4 // integer values 
0004: $8026 = 4 // integer values 
0004: $8027 = 4 // integer values 
0004: $8075 = 1 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 6000 // integer values 
0006: 64@ = 0 // integer values 

:SHRANGE_6655
00D6: if 
0038:   $8075 == 1 // integer values 
004D: jump_if_false @SHRANGE_6748 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_6748 
00D6: if 
001A:   3 > $5287 // integer values 
004D: jump_if_false @SHRANGE_6725 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:SHRANGE_6725
0004: $8075 = 2 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1500 // integer values 

:SHRANGE_6748
00D6: if 
0038:   $8075 == 2 // integer values 
004D: jump_if_false @SHRANGE_7053 
00D6: if 
0018:   $5287 > 1 // integer values 
004D: jump_if_false @SHRANGE_6857 
00BE: text_clear_all 
00D6: if 
03CA:   object $8105 exists 
004D: jump_if_false @SHRANGE_6807 
0108: destroy_object $8105 

:SHRANGE_6807
03D6: remove_big_text 'ANR_18'  // Pisztoly ~n~2. kr
03D6: remove_big_text 'ANR_19'  // Pisztoly ~n~3. menet
0004: $8076 = 0 // integer values 
0004: $8075 = 3 // integer values 
0004: $8076 = 0 // integer values 
0002: jump @SHRANGE_7053 

:SHRANGE_6857
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_7053 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
03D6: remove_big_text 'ANR_41'  // 1. menet teljestve!
00BA: text_styled 'ANR_18' 4000 ms 1  // Pisztoly ~n~2. kr
00BB: text_lowpriority 'ANR_9' 4000 ms 1  // Ebben a krben, a clpontok a jtkos fel mozognak.
00BB: text_lowpriority 'ANR_10' 3000 ms 1  // Puszttsd el te elszr a hrom clpontot.
0005: $8083 = -2.0835 // floating-point values 
0005: $8084 = 6.0428 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.0387 // floating-point values 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0004: $8075 = 3 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
0004: $8032 = 0 // integer values 
0004: $8033 = 0 // integer values 
0004: $8034 = 0 // integer values 

:SHRANGE_7053
00D6: if 
0038:   $8075 == 3 // integer values 
004D: jump_if_false @SHRANGE_7127 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_7127 
016A: fade 1 1000 ms 
0004: $8075 = 4 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 6000 // integer values 
0006: 64@ = 0 // integer values 

:SHRANGE_7127
00D6: if 
0038:   $8075 == 4 // integer values 
004D: jump_if_false @SHRANGE_7709 
00D6: if 
0038:   $5287 == 1 // integer values 
004D: jump_if_false @SHRANGE_7216 
00D6: if 
03CA:   object $8105 exists 
004D: jump_if_false @SHRANGE_7216 
01BB: store_object $8105 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000D: $TEMPVAR_FLOAT_3 -= 2.0 // floating-point values 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:SHRANGE_7216
00D6: if or
001F:   32@ > $8076 // integer values 
0018:   $5287 > 1 // integer values 
004D: jump_if_false @SHRANGE_7709 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_7489 
00D6: if 
0038:   $5287 == 1 // integer values 
004D: jump_if_false @SHRANGE_7312 
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @SHRANGE_7305 
016A: fade 0 1000 ms 
0006: 64@ = 1 // integer values 

:SHRANGE_7305
0002: jump @SHRANGE_7489 

:SHRANGE_7312
00D6: if 
0039:   64@ == 0 // integer values 
004D: jump_if_false @SHRANGE_7489 
00D6: if 
0038:   $8124 == 1 // integer values 
004D: jump_if_false @SHRANGE_7364 
00BA: text_styled 'ANR_18' 3000 ms 1  // Pisztoly ~n~2. kr

:SHRANGE_7364
00D6: if 
0038:   $8124 == 4 // integer values 
004D: jump_if_false @SHRANGE_7398 
00BA: text_styled 'ANR_48' 3000 ms 1  // Mikro SMG ~n~2. menet

:SHRANGE_7398
00D6: if 
0038:   $8124 == 7 // integer values 
004D: jump_if_false @SHRANGE_7432 
00BA: text_styled 'ANR_24' 3000 ms 1  // Srtes puska ~n~2. menet

:SHRANGE_7432
00D6: if 
0038:   $8124 == 10 // integer values 
004D: jump_if_false @SHRANGE_7466 
00BA: text_styled 'ANR_51' 3000 ms 1  // AK47 ~n~2. kr

:SHRANGE_7466
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
0006: 64@ = 1 // integer values 

:SHRANGE_7489
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_7709 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_7709 
00D6: if 
001A:   2 > $5287 // integer values 
004D: jump_if_false @SHRANGE_7621 
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @SHRANGE_7621 
0006: 64@ = 2 // integer values 
016A: fade 1 700 ms 
0004: $5287 = 2 // integer values 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8065 offset 0.0 0.0 1.0 0 90.0 22 

:SHRANGE_7621
0004: $8032 = 0 // integer values 
0004: $8033 = 0 // integer values 
0004: $8034 = 0 // integer values 
0004: $8071 = 0 // integer values 
0004: $8072 = 0 // integer values 
0004: $8073 = 0 // integer values 
00BA: text_styled 'RACE2' 1000 ms 4  // ~s~3
0004: $8075 = 5 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SHRANGE_7709
00D6: if 
0038:   $8075 == 5 // integer values 
004D: jump_if_false @SHRANGE_7785 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_7785 
00BA: text_styled 'RACE3' 1000 ms 4  // ~s~2
0004: $8075 = 6 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 

:SHRANGE_7785
00D6: if 
0038:   $8075 == 6 // integer values 
004D: jump_if_false @SHRANGE_7861 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_7861 
00BA: text_styled 'RACE4' 1000 ms 4  // ~s~1
0004: $8075 = 7 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 

:SHRANGE_7861
00D6: if 
0038:   $8075 == 7 // integer values 
004D: jump_if_false @SHRANGE_7921 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_7921 
00BA: text_styled 'RACE5' 1000 ms 4  // ~s~RAJT!
0004: $8075 = 8 // integer values 

:SHRANGE_7921
00D6: if 
0038:   $8075 == 8 // integer values 
004D: jump_if_false @SHRANGE_8056 
00D6: if and
0038:   $8032 == 3 // integer values 
0038:   $8071 == 3 // integer values 
004D: jump_if_false @SHRANGE_7978 
0004: $8070 = 20 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_7978
00D6: if and
0038:   $8034 == 3 // integer values 
0038:   $8073 == 3 // integer values 
004D: jump_if_false @SHRANGE_8017 
0004: $8070 = 20 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_8017
00D6: if and
0038:   $8033 == 3 // integer values 
0038:   $8072 == 3 // integer values 
004D: jump_if_false @SHRANGE_8056 
0004: $8070 = 3 // integer values 
0004: $8075 = 0 // integer values 

:SHRANGE_8056
00D6: if 
0038:   $8075 == 10 // integer values 
004D: jump_if_false @SHRANGE_8102 
0004: $8032 = 5 // integer values 
0004: $8033 = 5 // integer values 
0004: $8034 = 5 // integer values 
0004: $8075 = 11 // integer values 

:SHRANGE_8102
00D6: if 
0038:   $8075 == 11 // integer values 
004D: jump_if_false @SHRANGE_8279 
00D6: if and
0038:   $8032 == 99 // integer values 
0038:   $8033 == 99 // integer values 
0038:   $8034 == 99 // integer values 
004D: jump_if_false @SHRANGE_8279 
00BE: text_clear_all 
00D6: if 
0038:   $8124 == 4 // integer values 
004D: jump_if_false @SHRANGE_8188 
00BA: text_styled 'ANR_48' 3000 ms 1  // Mikro SMG ~n~2. menet

:SHRANGE_8188
00D6: if 
0038:   $8124 == 7 // integer values 
004D: jump_if_false @SHRANGE_8222 
00BA: text_styled 'ANR_24' 3000 ms 1  // Srtes puska ~n~2. menet

:SHRANGE_8222
00D6: if 
0038:   $8124 == 10 // integer values 
004D: jump_if_false @SHRANGE_8256 
00BA: text_styled 'ANR_51' 3000 ms 1  // AK47 ~n~2. kr

:SHRANGE_8256
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 4000 // integer values 
0004: $8075 = 12 // integer values 

:SHRANGE_8279
00D6: if 
0038:   $8075 == 12 // integer values 
004D: jump_if_false @SHRANGE_8388 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_8388 
0004: $8025 = 4 // integer values 
0004: $8026 = 4 // integer values 
0004: $8027 = 4 // integer values 
0004: $8071 = 0 // integer values 
0004: $8072 = 0 // integer values 
0004: $8073 = 0 // integer values 
0004: $8075 = 4 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:SHRANGE_8388
0002: jump @SHRANGE_11087 

:SHRANGE_8395
00D6: if 
0018:   $5287 > 2 // integer values 
004D: jump_if_false @SHRANGE_8452 
00D6: if and
001A:   4 > $8075 // integer values 
0018:   $8075 > 1 // integer values 
004D: jump_if_false @SHRANGE_8452 
0004: $8076 = 0 // integer values 
0004: $8075 = 4 // integer values 

:SHRANGE_8452
00D6: if 
0038:   $8075 == 0 // integer values 
004D: jump_if_false @SHRANGE_8577 
0004: $8125 = 0 // integer values 
0004: $8126 = 0 // integer values 
0004: $8127 = 0 // integer values 
0004: $8071 = 0 // integer values 
0004: $8072 = 0 // integer values 
0004: $8073 = 0 // integer values 
0004: $8032 = 5 // integer values 
0004: $8033 = 5 // integer values 
0004: $8034 = 5 // integer values 
0004: $8025 = 0 // integer values 
0004: $8026 = 5 // integer values 
0004: $8027 = 0 // integer values 
0004: $8075 = 1 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 8000 // integer values 

:SHRANGE_8577
00D6: if 
0038:   $8075 == 1 // integer values 
004D: jump_if_false @SHRANGE_8670 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_8670 
00D6: if 
001A:   3 > $5287 // integer values 
004D: jump_if_false @SHRANGE_8647 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:SHRANGE_8647
0004: $8075 = 2 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1500 // integer values 

:SHRANGE_8670
00D6: if 
0038:   $8075 == 2 // integer values 
004D: jump_if_false @SHRANGE_8980 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_8980 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03D6: remove_big_text 'ANR_41'  // 1. menet teljestve!
00BA: text_styled 'ANR_19' 4000 ms 1  // Pisztoly ~n~3. menet
00BB: text_lowpriority 'ANR_33' 3000 ms 1  // ~s~Ebben a krben, csak egy clpont lesz.
00BB: text_lowpriority 'ANR_34' 3000 ms 1  // ~s~A versenyzk egyszerre lvik a clpontokat.
00BB: text_lowpriority 'ANR_35' 3000 ms 1  // ~s~Minden egyes tallat pontot r.
00BB: text_lowpriority 'ANR_46' 3000 ms 1  // ~s~Az els, aki 20 pontot elr, nyer.
0005: $8083 = 3.0583 // floating-point values 
0005: $8084 = 0.6889 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.2953 // floating-point values 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0005: $8083 = 2.9703 // floating-point values 
0005: $8084 = 1.684 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 1.2513 // floating-point values 
0050: gosub @SHRANGE_16849 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
016A: fade 1 1000 ms 
0004: $8075 = 3 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 12000 // integer values 
0004: $8032 = 5 // integer values 
0004: $8033 = 0 // integer values 
0004: $8034 = 5 // integer values 

:SHRANGE_8980
00D6: if 
0038:   $8075 == 3 // integer values 
004D: jump_if_false @SHRANGE_9086 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_9086 
00D6: if 
001A:   3 > $5287 // integer values 
004D: jump_if_false @SHRANGE_9042 
016A: fade 0 1000 ms 

:SHRANGE_9042
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1500 // integer values 
0004: $8075 = 4 // integer values 
0004: $8125 = 0 // integer values 
0004: $8126 = 0 // integer values 
0004: $8127 = 0 // integer values 

:SHRANGE_9086
00D6: if 
0038:   $8075 == 4 // integer values 
004D: jump_if_false @SHRANGE_9392 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_9392 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_9392 
03C4: set_status_text_to $8125 0 'ANR_37'  // ~s~Flke1
04F7: status_text $8126 0 line 2 'ANR_39'  // ~s~Carl
04F7: status_text $8127 0 line 3 'ANR_38'  // ~s~Flke2
016A: fade 1 1000 ms 
00D6: if 
001A:   3 > $5287 // integer values 
004D: jump_if_false @SHRANGE_9252 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8065 offset 0.0 0.0 1.0 0 90.0 22 
02EB: restore_camera_with_jumpcut 

:SHRANGE_9252
00D6: if 
0038:   $5287 == 2 // integer values 
004D: jump_if_false @SHRANGE_9284 
0004: $5287 = 3 // integer values 
0002: jump @SHRANGE_9300 

:SHRANGE_9284
00BA: text_styled 'ANR_19' 2000 ms 1  // Pisztoly ~n~3. menet

:SHRANGE_9300
0004: $8071 = 0 // integer values 
0004: $8072 = 0 // integer values 
0004: $8073 = 0 // integer values 
0004: $8032 = 5 // integer values 
0004: $8033 = 0 // integer values 
0004: $8034 = 5 // integer values 
00BA: text_styled 'RACE2' 1000 ms 4  // ~s~3
0004: $8075 = 5 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 

:SHRANGE_9392
00D6: if 
0038:   $8075 == 5 // integer values 
004D: jump_if_false @SHRANGE_9468 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_9468 
00BA: text_styled 'RACE3' 1000 ms 4  // ~s~2
0004: $8075 = 6 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 

:SHRANGE_9468
00D6: if 
0038:   $8075 == 6 // integer values 
004D: jump_if_false @SHRANGE_9544 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_9544 
00BA: text_styled 'RACE4' 1000 ms 4  // ~s~1
0004: $8075 = 7 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 

:SHRANGE_9544
00D6: if 
0038:   $8075 == 7 // integer values 
004D: jump_if_false @SHRANGE_9625 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_9625 
00BA: text_styled 'RACE5' 1000 ms 4  // ~s~RAJT!
0004: $8075 = 8 // integer values 
0004: $8125 = 0 // integer values 
0004: $8126 = 0 // integer values 
0004: $8127 = 0 // integer values 

:SHRANGE_9625
00D6: if 
0038:   $8075 == 8 // integer values 
004D: jump_if_false @SHRANGE_9744 
00D6: if 
0028:   $8126 >= 20 // integer values 
004D: jump_if_false @SHRANGE_9690 
0004: $8070 = 3 // integer values 
0004: $8075 = 0 // integer values 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_9690
00D6: if or
0028:   $8125 >= 20 // integer values 
0028:   $8127 >= 20 // integer values 
004D: jump_if_false @SHRANGE_9744 
0004: $8070 = 20 // integer values 
0004: $8075 = 0 // integer values 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_9744
00D6: if 
0038:   $8075 == 10 // integer values 
004D: jump_if_false @SHRANGE_9806 
0004: $8032 = 5 // integer values 
0004: $8033 = 5 // integer values 
0004: $8034 = 5 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 7000 // integer values 
0004: $8075 = 11 // integer values 

:SHRANGE_9806
00D6: if 
0038:   $8075 == 11 // integer values 
004D: jump_if_false @SHRANGE_9989 
00D6: if and
0038:   $8032 == 99 // integer values 
0038:   $8033 == 99 // integer values 
0038:   $8034 == 99 // integer values 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_9989 
00D6: if 
0038:   $8124 == 5 // integer values 
004D: jump_if_false @SHRANGE_9898 
00BA: text_styled 'ANR_49' 2000 ms 1  // Mikro SMG ~n~3. kr

:SHRANGE_9898
00D6: if 
0038:   $8124 == 8 // integer values 
004D: jump_if_false @SHRANGE_9932 
00BA: text_styled 'ANR_25' 2000 ms 1  // Srtes puska ~n~3. menet

:SHRANGE_9932
00D6: if 
0038:   $8124 == 11 // integer values 
004D: jump_if_false @SHRANGE_9966 
00BA: text_styled 'ANR_52' 2000 ms 1  // AK47 ~n~3. menet

:SHRANGE_9966
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 4000 // integer values 
0004: $8075 = 12 // integer values 

:SHRANGE_9989
00D6: if 
0038:   $8075 == 12 // integer values 
004D: jump_if_false @SHRANGE_10205 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_10205 
0004: $8125 = 0 // integer values 
0004: $8126 = 0 // integer values 
0004: $8127 = 0 // integer values 
0004: $8072 = 0 // integer values 
0004: $8033 = 0 // integer values 
0004: $8025 = 0 // integer values 
0004: $8026 = 5 // integer values 
0004: $8027 = 0 // integer values 
0004: $8125 = 0 // integer values 
0004: $8126 = 0 // integer values 
0004: $8127 = 0 // integer values 
03C4: set_status_text_to $8125 0 'ANR_37'  // ~s~Flke1
04F7: status_text $8126 0 line 2 'ANR_39'  // ~s~Carl
04F7: status_text $8127 0 line 3 'ANR_38'  // ~s~Flke2
00BA: text_styled 'RACE2' 1000 ms 4  // ~s~3
0004: $8075 = 5 // integer values 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 1000 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 

:SHRANGE_10205
0002: jump @SHRANGE_11087 

:SHRANGE_10212
00D6: if 
0038:   $8075 == 0 // integer values 
004D: jump_if_false @SHRANGE_10269 
00BA: text_styled 'ANR_16' 3000 ms 1  // ~r~Legyztek.
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 3000 // integer values 
0004: $8075 = 1 // integer values 

:SHRANGE_10269
00D6: if 
0038:   $8075 == 1 // integer values 
004D: jump_if_false @SHRANGE_10320 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_10320 
016A: fade 0 1000 ms 
0004: $8075 = 2 // integer values 

:SHRANGE_10320
00D6: if 
0038:   $8075 == 2 // integer values 
004D: jump_if_false @SHRANGE_10378 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_10378 
008A: $8076 = 32@ // integer values and handles 
0008: $8076 += 500 // integer values 
08F8: (unknown) 1 
0004: $8075 = 3 // integer values 

:SHRANGE_10378
00D6: if 
0038:   $8075 == 3 // integer values 
004D: jump_if_false @SHRANGE_11080 
00D6: if 
001F:   32@ > $8076 // integer values 
004D: jump_if_false @SHRANGE_11080 
0005: $8083 = 2.0 // floating-point values 
0005: $8084 = -12.0 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 0.0 // floating-point values 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0050: gosub @SHRANGE_16849 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0555: remove_weapon 22 from_actor $PLAYER_ACTOR 
00D6: if 
0018:   $8131 > 0 // integer values 
004D: jump_if_false @SHRANGE_10547 

:SHRANGE_10504
00D6: if 
8248:   not model $8139 available 
004D: jump_if_false @SHRANGE_10536 
0247: request_model $8139 
0001: wait 0 ms 
0002: jump @SHRANGE_10504 

:SHRANGE_10536
01B2: give_actor $PLAYER_ACTOR weapon $8135 ammo $8131 // Load the weapon model before using this 

:SHRANGE_10547
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
00D6: if 
0018:   $8132 > 0 // integer values 
004D: jump_if_false @SHRANGE_10615 

:SHRANGE_10572
00D6: if 
8248:   not model $8140 available 
004D: jump_if_false @SHRANGE_10604 
0247: request_model $8140 
0001: wait 0 ms 
0002: jump @SHRANGE_10572 

:SHRANGE_10604
01B2: give_actor $PLAYER_ACTOR weapon $8136 ammo $8132 // Load the weapon model before using this 

:SHRANGE_10615
0555: remove_weapon 25 from_actor $PLAYER_ACTOR 
00D6: if 
0018:   $8133 > 0 // integer values 
004D: jump_if_false @SHRANGE_10683 

:SHRANGE_10640
00D6: if 
8248:   not model $8141 available 
004D: jump_if_false @SHRANGE_10672 
0247: request_model $8141 
0001: wait 0 ms 
0002: jump @SHRANGE_10640 

:SHRANGE_10672
01B2: give_actor $PLAYER_ACTOR weapon $8137 ammo $8133 // Load the weapon model before using this 

:SHRANGE_10683
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
00D6: if 
0018:   $8134 > 0 // integer values 
004D: jump_if_false @SHRANGE_10751 

:SHRANGE_10708
00D6: if 
8248:   not model $8142 available 
004D: jump_if_false @SHRANGE_10740 
0247: request_model $8142 
0001: wait 0 ms 
0002: jump @SHRANGE_10708 

:SHRANGE_10740
01B2: give_actor $PLAYER_ACTOR weapon $8138 ammo $8134 // Load the weapon model before using this 

:SHRANGE_10751
082A: (unknown) $PLAYER_CHAR 1 
0108: destroy_object $8065 
00BE: text_clear_all 
08C7: (unknown) $PLAYER_ACTOR $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_10802 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 

:SHRANGE_10802
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_10845 
0173: set_actor $PLAYER_ACTOR z_angle_to 59@($1864,4f) 

:SHRANGE_10845
0004: $8090 = 1 // integer values 
016A: fade 1 1000 ms 
0004: $8070 = 0 // integer values 
0004: $8075 = 0 // integer values 
0004: $8071 = 0 // integer values 
0004: $8072 = 0 // integer values 
0004: $8073 = 0 // integer values 
0004: $8028 = 0 // integer values 
0004: $8029 = 0 // integer values 
0004: $8030 = 0 // integer values 
0004: $8086 = 1 // integer values 
00D6: if 
0118:   actor $8095 dead 
004D: jump_if_false @SHRANGE_10945 
0004: $8087 = 0 // integer values 

:SHRANGE_10945
0004: $8088 = 1 // integer values 
0004: $8025 = 0 // integer values 
0004: $8026 = 0 // integer values 
0004: $8027 = 0 // integer values 
0004: $8032 = 0 // integer values 
0004: $8033 = 0 // integer values 
0004: $8034 = 0 // integer values 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @SHRANGE_11039 
0A0E: (unknown) 1 
00BB: text_lowpriority 'ANR_A1' 4000 ms 1  // ~s~Lpyai kihvs megszaktva.
0006: 34@ = 0 // integer values 

:SHRANGE_11039
00D6: if and
8038:   not  $5273 == 4 // integer values 
8039:   not  34@ == 1 // integer values 
004D: jump_if_false @SHRANGE_11080 
00BB: text_lowpriority 'ANR_55' 4000 ms 1  // Nzz vissz ksbb, jabb fegyver kihvsokrt.

:SHRANGE_11080
0002: jump @SHRANGE_11087 

:SHRANGE_11087
0051: return 

:SHRANGE_11089
0004: $1862 = 0 // integer values 
0084: $8143 = $8032 // integer values and handles 
0084: $8146 = $8033 // integer values and handles 
0084: $8149 = $8034 // integer values and handles 

:SHRANGE_11120
00D6: if 
001A:   3 > $1862 // integer values 
004D: jump_if_false @SHRANGE_13476 
0871: init_jump_table $8086($1862,3i) total_jumps 5 0 @SHRANGE_13462 jumps 0 @SHRANGE_11205 1 @SHRANGE_11619 2 @SHRANGE_11888 3 @SHRANGE_12876 4 @SHRANGE_13415 -1 @SHRANGE_13462 -1 @SHRANGE_13462 

:SHRANGE_11205
00D6: if 
0038:   $8089($1862,3i) == 1 // integer values 
004D: jump_if_false @SHRANGE_11612 
0004: $8086($1862,3i) = 1 // integer values 
0088: $TEMPVAR_FLOAT_1 = 35@($1864,4f) // floating-point values only 
0088: $TEMPVAR_FLOAT_2 = 39@($1864,4f) // floating-point values only 
0088: $TEMPVAR_FLOAT_3 = 43@($1864,4f) // floating-point values only 
0087: 63@ = 59@($1864,4f) // floating-point values only 
00D6: if 
0038:   $1862 == 1 // integer values 
004D: jump_if_false @SHRANGE_11403 
00D6: if 
0043:   63@ == 90.0 // floating-point values 
004D: jump_if_false @SHRANGE_11337 
005F: $TEMPVAR_FLOAT_2 += 47@($1864,4f) // floating-point values 

:SHRANGE_11337
00D6: if 
0043:   63@ == 270.0 // floating-point values 
004D: jump_if_false @SHRANGE_11370 
0067: $TEMPVAR_FLOAT_2 -= 47@($1864,4f) // floating-point values 

:SHRANGE_11370
00D6: if 
0043:   63@ == 0.0 // floating-point values 
004D: jump_if_false @SHRANGE_11403 
005F: $TEMPVAR_FLOAT_1 += 47@($1864,4f) // floating-point values 

:SHRANGE_11403
00D6: if 
0038:   $1862 == 2 // integer values 
004D: jump_if_false @SHRANGE_11520 
00D6: if 
0043:   63@ == 90.0 // floating-point values 
004D: jump_if_false @SHRANGE_11454 
005F: $TEMPVAR_FLOAT_2 += 51@($1864,4f) // floating-point values 

:SHRANGE_11454
00D6: if 
0043:   63@ == 270.0 // floating-point values 
004D: jump_if_false @SHRANGE_11487 
0067: $TEMPVAR_FLOAT_2 -= 51@($1864,4f) // floating-point values 

:SHRANGE_11487
00D6: if 
0043:   63@ == 0.0 // floating-point values 
004D: jump_if_false @SHRANGE_11520 
005F: $TEMPVAR_FLOAT_1 += 51@($1864,4f) // floating-point values 

:SHRANGE_11520
0376: $8094($1862,3i) = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8118:   not actor $8094($1862,3i) dead 
004D: jump_if_false @SHRANGE_11612 
02AB: set_actor $8094($1862,3i) immunities 1 1 1 1 1 
060B: unknown_actor_use_entity $8094($1862,3i) $8069 
02E2: set_actor $8094($1862,3i) weapon_accuracy_to 93 
0173: set_actor $8094($1862,3i) z_angle_to 63@ 

:SHRANGE_11612
0002: jump @SHRANGE_13462 

:SHRANGE_11619
00D6: if 
8118:   not actor $8094($1862,3i) dead 
004D: jump_if_false @SHRANGE_11881 
00D6: if 
0038:   $8028($1862,4i) == 0 // integer values 
004D: jump_if_false @SHRANGE_11674 
0209: $8028($1862,4i) = random_int 1 5 

:SHRANGE_11674
00D6: if 
0038:   $8028($1862,4i) == 1 // integer values 
004D: jump_if_false @SHRANGE_11723 
01B2: give_actor $8094($1862,3i) weapon 22 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($1862,3i) armed_weapon_to 22 

:SHRANGE_11723
00D6: if 
0038:   $8028($1862,4i) == 2 // integer values 
004D: jump_if_false @SHRANGE_11772 
01B2: give_actor $8094($1862,3i) weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($1862,3i) armed_weapon_to 28 

:SHRANGE_11772
00D6: if 
0038:   $8028($1862,4i) == 3 // integer values 
004D: jump_if_false @SHRANGE_11821 
01B2: give_actor $8094($1862,3i) weapon 25 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($1862,3i) armed_weapon_to 25 

:SHRANGE_11821
00D6: if 
0038:   $8028($1862,4i) == 4 // integer values 
004D: jump_if_false @SHRANGE_11870 
01B2: give_actor $8094($1862,3i) weapon 30 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($1862,3i) armed_weapon_to 30 

:SHRANGE_11870
0004: $8086($1862,3i) = 2 // integer values 

:SHRANGE_11881
0002: jump @SHRANGE_13462 

:SHRANGE_11888
0004: $8077 = 0 // integer values 
00D6: if 
0038:   $8032($1862,3i) == 2 // integer values 
004D: jump_if_false @SHRANGE_11924 
0004: $8077 = 1 // integer values 

:SHRANGE_11924
00D6: if and
0038:   $8070 == 5 // integer values 
0038:   $8033 == 2 // integer values 
004D: jump_if_false @SHRANGE_11956 
0004: $8077 = 1 // integer values 

:SHRANGE_11956
00D6: if 
0038:   $1862 == 0 // integer values 
004D: jump_if_false @SHRANGE_11982 
0084: $8144 = $8077 // integer values and handles 

:SHRANGE_11982
00D6: if 
0038:   $1862 == 1 // integer values 
004D: jump_if_false @SHRANGE_12008 
0084: $8147 = $8077 // integer values and handles 

:SHRANGE_12008
00D6: if 
0038:   $1862 == 2 // integer values 
004D: jump_if_false @SHRANGE_12034 
0084: $8150 = $8077 // integer values and handles 

:SHRANGE_12034
00D6: if 
0038:   $8077 == 1 // integer values 
004D: jump_if_false @SHRANGE_12807 
00D6: if 
001F:   32@ > $8121($1862,3i) // integer values 
004D: jump_if_false @SHRANGE_12800 
0209: $8077 = random_int 1 8 
00D6: if 
0038:   $8070 == 5 // integer values 
004D: jump_if_false @SHRANGE_12116 
0008: $8077 += 8 // integer values 
0002: jump @SHRANGE_12166 

:SHRANGE_12116
00D6: if 
0038:   $1862 == 2 // integer values 
004D: jump_if_false @SHRANGE_12141 
0008: $8077 += 16 // integer values 

:SHRANGE_12141
00D6: if 
0038:   $1862 == 1 // integer values 
004D: jump_if_false @SHRANGE_12166 
0008: $8077 += 8 // integer values 

:SHRANGE_12166
0004: $8092 = 0 // integer values 

:SHRANGE_12173
00D6: if and
0366:   object $8097($8077,24i) blown_up 
001A:   8 > $8092 // integer values 
004D: jump_if_false @SHRANGE_12260 
0008: $8077 += 1 // integer values 
0008: $8092 += 1 // integer values 
00D6: if or
0038:   $8077 == 8 // integer values 
0038:   $8077 == 24 // integer values 
0038:   $8077 == 16 // integer values 
004D: jump_if_false @SHRANGE_12253 
000C: $8077 -= 7 // integer values 

:SHRANGE_12253
0002: jump @SHRANGE_12173 

:SHRANGE_12260
00D6: if 
0038:   $1862 == 0 // integer values 
004D: jump_if_false @SHRANGE_12286 
0084: $8145 = $8092 // integer values and handles 

:SHRANGE_12286
00D6: if 
0038:   $1862 == 1 // integer values 
004D: jump_if_false @SHRANGE_12312 
0084: $8148 = $8092 // integer values and handles 

:SHRANGE_12312
00D6: if 
0038:   $1862 == 2 // integer values 
004D: jump_if_false @SHRANGE_12338 
0084: $8151 = $8092 // integer values and handles 

:SHRANGE_12338
00D6: if 
8118:   not actor $8094($1862,3i) dead 
004D: jump_if_false @SHRANGE_12800 
01BB: store_object $8097($8077,24i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0018:   $8077 > 8 // integer values 
001A:   16 > $8077 // integer values 
004D: jump_if_false @SHRANGE_12408 
000C: $8077 -= 8 // integer values 

:SHRANGE_12408
00D6: if and
0018:   $8077 > 16 // integer values 
001A:   24 > $8077 // integer values 
004D: jump_if_false @SHRANGE_12440 
000C: $8077 -= 16 // integer values 

:SHRANGE_12440
00D6: if 
0043:   63@ == 0.0 // floating-point values 
004D: jump_if_false @SHRANGE_12473 
0059: $TEMPVAR_FLOAT_1 += $8038($8077,8f) // floating-point values 

:SHRANGE_12473
00D6: if 
0043:   63@ == 90.0 // floating-point values 
004D: jump_if_false @SHRANGE_12506 
0059: $TEMPVAR_FLOAT_2 += $8038($8077,8f) // floating-point values 

:SHRANGE_12506
00D6: if 
0043:   63@ == 270.0 // floating-point values 
004D: jump_if_false @SHRANGE_12539 
0061: $TEMPVAR_FLOAT_2 -= $8038($8077,8f) // floating-point values 

:SHRANGE_12539
0059: $TEMPVAR_FLOAT_3 += $8046($8077,8f) // floating-point values 
00D6: if 
0028:   $8124 >= 8 // integer values 
004D: jump_if_false @SHRANGE_12652 
062E: (unknown) $8094($1862,3i) 1640 $8077 
00D6: if 
04A3:   $8077 == 7 // integer values OR floating-point values 
004D: jump_if_false @SHRANGE_12645 
04D7: lock_actor $8094($1862,3i) in_current_position 1 
0668: AS_actor $8094($1862,3i) rotate_to_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 800 ms 
02E2: set_actor $8094($1862,3i) weapon_accuracy_to 95 

:SHRANGE_12645
0002: jump @SHRANGE_12717 

:SHRANGE_12652
062E: (unknown) $8094($1862,3i) 1640 $8077 
00D6: if 
04A3:   $8077 == 7 // integer values OR floating-point values 
004D: jump_if_false @SHRANGE_12717 
04D7: lock_actor $8094($1862,3i) in_current_position 1 
0668: AS_actor $8094($1862,3i) rotate_to_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1500 ms 

:SHRANGE_12717
00D6: if 
0028:   $8124 >= 8 // integer values 
004D: jump_if_false @SHRANGE_12765 
0209: $8077 = random_int 200 400 
0008: $8121($1862,3i) += 600 // integer values 
0002: jump @SHRANGE_12776 

:SHRANGE_12765
0209: $8077 = random_int 200 1600 

:SHRANGE_12776
008A: $8121($1862,3i) = 32@ // integer values and handles 
0058: $8121($1862,3i) += $8077 // integer values 

:SHRANGE_12800
0002: jump @SHRANGE_12869 

:SHRANGE_12807
00D6: if 
8118:   not actor $8094($1862,3i) dead 
004D: jump_if_false @SHRANGE_12869 
062E: (unknown) $8094($1862,3i) 1640 $8077 
00D6: if 
84A3:   not  $8077 == 7 // integer values OR floating-point values 
004D: jump_if_false @SHRANGE_12869 
0687: clear_actor_task $8094($1862,3i) 

:SHRANGE_12869
0002: jump @SHRANGE_13462 

:SHRANGE_12876
00D6: if 
8118:   not actor $8094($1862,3i) dead 
004D: jump_if_false @SHRANGE_13408 
00A0: store_actor $8094($1862,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04D7: lock_actor $8094($1862,3i) in_current_position 0 
05D6: clear_scmpath 
0615: define_action_sequences $8079 
0005: $8083 = 0.0 // floating-point values 
005F: $8083 += 47@($1864,4f) // floating-point values 
0005: $8084 = -1.0 // floating-point values 
02F7: $8081 = sinus 59@($1864,4f) // cosine swapped with sinus 
02F6: $8082 = cosine 59@($1864,4f) // sinus swapped with cosine 
00D6: if 
0043:   59@($1864,4f) == 0.0 // floating-point values 
004D: jump_if_false @SHRANGE_13052 
0086: $TEMPVAR_FLOAT_1 = $8083 // floating-point values only 
0069: $TEMPVAR_FLOAT_1 *= $8081 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8084 // floating-point values only 
0069: $TEMPVAR_FLOAT_2 *= $8081 // floating-point values 
0002: jump @SHRANGE_13094 

:SHRANGE_13052
0011: $8084 *= -1.0 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $8084 // floating-point values only 
0069: $TEMPVAR_FLOAT_1 *= $8082 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8083 // floating-point values only 
0069: $TEMPVAR_FLOAT_2 *= $8082 // floating-point values 

:SHRANGE_13094
005F: $TEMPVAR_FLOAT_1 += 35@($1864,4f) // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 39@($1864,4f) // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 43@($1864,4f) // floating-point values 
0087: 63@ = 59@($1864,4f) // floating-point values only 
000F: 63@ -= 180.0 // floating-point values 
05D4: AS_actor -1 rotate_angle 63@ 
0087: 63@ = 59@($1864,4f) // floating-point values only 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0005: $8083 = -0.5 // floating-point values 
005F: $8083 += 47@($1864,4f) // floating-point values 
0005: $8084 = -4.5 // floating-point values 
00D6: if 
0043:   59@($1864,4f) == 0.0 // floating-point values 
004D: jump_if_false @SHRANGE_13278 
0086: $TEMPVAR_FLOAT_1 = $8083 // floating-point values only 
0069: $TEMPVAR_FLOAT_1 *= $8081 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8084 // floating-point values only 
0069: $TEMPVAR_FLOAT_2 *= $8081 // floating-point values 
0002: jump @SHRANGE_13320 

:SHRANGE_13278
0011: $8084 *= -1.0 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $8084 // floating-point values only 
0069: $TEMPVAR_FLOAT_1 *= $8082 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8083 // floating-point values only 
0069: $TEMPVAR_FLOAT_2 *= $8082 // floating-point values 

:SHRANGE_13320
005F: $TEMPVAR_FLOAT_1 += 35@($1864,4f) // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 39@($1864,4f) // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 43@($1864,4f) // floating-point values 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_action_sequences_end $8079 
0618: assign_actor $8094($1862,3i) to_action_sequences $8079 
061B: remove_references_to_action_sequences $8079 
0004: $8086($1862,3i) = 99 // integer values 

:SHRANGE_13408
0002: jump @SHRANGE_13462 

:SHRANGE_13415
00D6: if 
8118:   not actor $8094($1862,3i) dead 
004D: jump_if_false @SHRANGE_13444 
009B: destroy_actor_instantly $8094($1862,3i) 

:SHRANGE_13444
0004: $8086($1862,3i) = 0 // integer values 
0002: jump @SHRANGE_13462 

:SHRANGE_13462
0008: $1862 += 1 // integer values 
0002: jump @SHRANGE_11120 

:SHRANGE_13476
0051: return 

:SHRANGE_13478
0004: $1862 = 0 // integer values 

:SHRANGE_13485
00D6: if 
001A:   3 > $1862 // integer values 
004D: jump_if_false @SHRANGE_16847 
0871: init_jump_table $8032($1862,3i) total_jumps 6 0 @SHRANGE_16833 jumps 0 @SHRANGE_13570 1 @SHRANGE_14352 2 @SHRANGE_14681 3 @SHRANGE_16282 4 @SHRANGE_16584 5 @SHRANGE_16705 -1 @SHRANGE_16833 

:SHRANGE_13570
0708: unknown_add_entity_item $8069 15 
0004: $8032($1862,3i) = 1 // integer values 
00D6: if 
0038:   $8025($1862,3i) == 0 // integer values 
004D: jump_if_false @SHRANGE_13656 
0209: $8025($1862,3i) = random_int 1 3 
00D6: if 
0038:   $8025($1862,3i) == 2 // integer values 
004D: jump_if_false @SHRANGE_13656 
0004: $8025($1862,3i) = 4 // integer values 

:SHRANGE_13656
0005: $TEMPVAR_FLOAT_1 = 0.0 // floating-point values 
0005: $TEMPVAR_FLOAT_2 = 5.0 // floating-point values 
0005: $TEMPVAR_FLOAT_3 = 4.0 // floating-point values 
0087: 63@ = 59@($1864,4f) // floating-point values only 
00D6: if 
001A:   5 > $8025($1862,3i) // integer values 
004D: jump_if_false @SHRANGE_13887 
00D6: if 
0038:   $1862 == 1 // integer values 
004D: jump_if_false @SHRANGE_13750 
005F: $TEMPVAR_FLOAT_1 += 47@($1864,4f) // floating-point values 

:SHRANGE_13750
00D6: if 
0038:   $1862 == 2 // integer values 
004D: jump_if_false @SHRANGE_13780 
005F: $TEMPVAR_FLOAT_1 += 51@($1864,4f) // floating-point values 

:SHRANGE_13780
00D6: if 
0038:   $8025($1862,3i) == 1 // integer values 
004D: jump_if_false @SHRANGE_13812 
0009: $TEMPVAR_FLOAT_2 += 0.0 // floating-point values 

:SHRANGE_13812
00D6: if 
0038:   $8025($1862,3i) == 2 // integer values 
004D: jump_if_false @SHRANGE_13844 
0009: $TEMPVAR_FLOAT_2 += 5.0 // floating-point values 

:SHRANGE_13844
00D6: if or
0038:   $8025($1862,3i) == 3 // integer values 
0038:   $8025($1862,3i) == 4 // integer values 
004D: jump_if_false @SHRANGE_13887 
0009: $TEMPVAR_FLOAT_2 += 10.0 // floating-point values 

:SHRANGE_13887
00D6: if 
0038:   $8025($1862,3i) == 5 // integer values 
004D: jump_if_false @SHRANGE_13971 
0208: $8085 = random_float 0.0 10.0 
0059: $TEMPVAR_FLOAT_2 += $8085 // floating-point values 
0209: $8080 = random_int 0 2 
00D6: if 
0038:   $8080 == 1 // integer values 
004D: jump_if_false @SHRANGE_13971 
005F: $TEMPVAR_FLOAT_1 += 51@($1864,4f) // floating-point values 

:SHRANGE_13971
0086: $8083 = $TEMPVAR_FLOAT_1 // floating-point values only 
0086: $8084 = $TEMPVAR_FLOAT_2 // floating-point values only 
0050: gosub @SHRANGE_16849 
0084: $8077 = $1862 // integer values and handles 
0010: $8077 *= 8 // integer values 
00D6: if 
03CA:   object $8097($8077,24i) exists 
004D: jump_if_false @SHRANGE_14038 
0108: destroy_object $8097($8077,24i) 

:SHRANGE_14038
029B: $8097($8077,24i) = init_object $8057 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0453: object $8097($8077,24i) set_rotation 90.0 0.0 63@ 
097B: play_sound $8097($8077,24i) on_object 1032 
0005: $8054($1862,3f) = 90.0 // floating-point values 
0004: $8092 = 1 // integer values 

:SHRANGE_14114
00D6: if 
001A:   8 > $8092 // integer values 
004D: jump_if_false @SHRANGE_14322 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
0058: $8093 += $8092 // integer values 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_14184 
0108: destroy_object $8097($8093,24i) 

:SHRANGE_14184
029B: $8097($8093,24i) = init_object $8057($8092,8i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
069A: attach_object $8097($8093,24i) to_object $8097($8077,24i) at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_14308 
0453: object $8097($8093,24i) set_rotation 90.0 0.0 63@ 
0382: set_object $8097($8093,24i) collision_detection 0 

:SHRANGE_14308
0008: $8092 += 1 // integer values 
0002: jump @SHRANGE_14114 

:SHRANGE_14322
0008: $8071($1862,3i) += 1 // integer values 
008A: $8066($1862,3i) = 32@ // integer values and handles 
0002: jump @SHRANGE_16833 

:SHRANGE_14352
008A: $8077 = 32@ // integer values and handles 
0060: $8077 -= $8066($1862,3i) // integer values 
00D6: if 
0018:   $8077 > 3000 // integer values 
004D: jump_if_false @SHRANGE_14399 
0004: $8077 = 3000 // integer values 

:SHRANGE_14399
008D: $8081 = integer_to_float $8077 
0015: $8081 /= 3000.0 // floating-point values 
0011: $8081 *= -90.0 // floating-point values 
0009: $8081 += 90.0 // floating-point values 
0086: $8054($1862,3f) = $8081 // floating-point values only 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_14508 
0453: object $8097($8093,24i) set_rotation $8054($1862,3f) 0.0 63@ 

:SHRANGE_14508
00D6: if 
0032:   0.0 >= $8054($1862,3f) // floating-point values 
004D: jump_if_false @SHRANGE_14674 
0004: $8032($1862,3i) = 2 // integer values 
008A: $8066($1862,3i) = 32@ // integer values and handles 
00D6: if or
0038:   $8025($1862,3i) == 4 // integer values 
0038:   $8025($1862,3i) == 5 // integer values 
004D: jump_if_false @SHRANGE_14601 
097B: play_sound $8097($8093,24i) on_object 1033 

:SHRANGE_14601
0004: $8092 = 0 // integer values 

:SHRANGE_14608
00D6: if 
001A:   8 > $8092 // integer values 
004D: jump_if_false @SHRANGE_14674 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
0058: $8093 += $8092 // integer values 
0382: set_object $8097($8093,24i) collision_detection 1 
0008: $8092 += 1 // integer values 
0002: jump @SHRANGE_14608 

:SHRANGE_14674
0002: jump @SHRANGE_16833 

:SHRANGE_14681
00D6: if 
0038:   $8025($1862,3i) == 4 // integer values 
004D: jump_if_false @SHRANGE_15317 
008A: $8077 = 32@ // integer values and handles 
0060: $8077 -= $8066($1862,3i) // integer values 
00D6: if 
0038:   $8071($1862,3i) == 4 // integer values 
004D: jump_if_false @SHRANGE_14756 
0004: $8071($1862,3i) = 1 // integer values 

:SHRANGE_14756
00D6: if 
0038:   $8071($1862,3i) == 1 // integer values 
004D: jump_if_false @SHRANGE_14832 
00D6: if 
0018:   $8077 > 20000 // integer values 
004D: jump_if_false @SHRANGE_14832 
0004: $8077 = 20000 // integer values 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
097B: play_sound $8097($8093,24i) on_object 1034 

:SHRANGE_14832
00D6: if 
0038:   $8071($1862,3i) == 2 // integer values 
004D: jump_if_false @SHRANGE_14908 
00D6: if 
0018:   $8077 > 15000 // integer values 
004D: jump_if_false @SHRANGE_14908 
0004: $8077 = 15000 // integer values 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
097B: play_sound $8097($8093,24i) on_object 1034 

:SHRANGE_14908
00D6: if 
0038:   $8071($1862,3i) == 3 // integer values 
004D: jump_if_false @SHRANGE_14984 
00D6: if 
0018:   $8077 > 10000 // integer values 
004D: jump_if_false @SHRANGE_14984 
0004: $8077 = 10000 // integer values 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
097B: play_sound $8097($8093,24i) on_object 1034 

:SHRANGE_14984
008D: $8081 = integer_to_float $8077 
00D6: if 
0038:   $8071($1862,3i) == 1 // integer values 
004D: jump_if_false @SHRANGE_15024 
0015: $8081 /= 20000.0 // floating-point values 

:SHRANGE_15024
00D6: if 
0038:   $8071($1862,3i) == 2 // integer values 
004D: jump_if_false @SHRANGE_15056 
0015: $8081 /= 15000.0 // floating-point values 

:SHRANGE_15056
00D6: if 
0038:   $8071($1862,3i) == 3 // integer values 
004D: jump_if_false @SHRANGE_15088 
0015: $8081 /= 10000.0 // floating-point values 

:SHRANGE_15088
0011: $8081 *= 10.0 // floating-point values 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
01BB: store_object $8097($8093,24i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0043:   63@ == 90.0 // floating-point values 
004D: jump_if_false @SHRANGE_15182 
0088: $TEMPVAR_FLOAT_1 = 35@($1864,4f) // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 15.0 // floating-point values 
0059: $TEMPVAR_FLOAT_1 += $8081 // floating-point values 

:SHRANGE_15182
00D6: if 
0043:   63@ == 270.0 // floating-point values 
004D: jump_if_false @SHRANGE_15233 
0088: $TEMPVAR_FLOAT_1 = 35@($1864,4f) // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 15.0 // floating-point values 
0061: $TEMPVAR_FLOAT_1 -= $8081 // floating-point values 

:SHRANGE_15233
00D6: if 
0043:   63@ == 0.0 // floating-point values 
004D: jump_if_false @SHRANGE_15284 
0088: $TEMPVAR_FLOAT_2 = 39@($1864,4f) // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 15.0 // floating-point values 
0061: $TEMPVAR_FLOAT_2 -= $8081 // floating-point values 

:SHRANGE_15284
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
01BC: put_object $8097($8093,24i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SHRANGE_15317
00D6: if 
0038:   $8025($1862,3i) == 5 // integer values 
004D: jump_if_false @SHRANGE_15674 
008A: $8077 = 32@ // integer values and handles 
0060: $8077 -= $8066($1862,3i) // integer values 
00D6: if 
0018:   $8077 > 10000 // integer values 
004D: jump_if_false @SHRANGE_15523 
0004: $8077 = 10000 // integer values 
0004: $8032($1862,3i) = 3 // integer values 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
097B: play_sound $8097($8093,24i) on_object 1034 
097A: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1032 
008A: $8066($1862,3i) = 32@ // integer values and handles 
0004: $8092 = 0 // integer values 

:SHRANGE_15457
00D6: if 
001A:   8 > $8092 // integer values 
004D: jump_if_false @SHRANGE_15523 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
0058: $8093 += $8092 // integer values 
0382: set_object $8097($8093,24i) collision_detection 0 
0008: $8092 += 1 // integer values 
0002: jump @SHRANGE_15457 

:SHRANGE_15523
008D: $8081 = integer_to_float $8077 
0015: $8081 /= 10000.0 // floating-point values 
006D: $8081 *= 51@($1864,4f) // floating-point values 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
00D6: if 
0038:   $8080 == 0 // integer values 
004D: jump_if_false @SHRANGE_15601 
0086: $8083 = $8081 // floating-point values only 
0002: jump @SHRANGE_15621 

:SHRANGE_15601
0088: $8083 = 51@($1864,4f) // floating-point values only 
0061: $8083 -= $8081 // floating-point values 

:SHRANGE_15621
0005: $TEMPVAR_FLOAT_3 = 4.0 // floating-point values 
0086: $8084 = $8085 // floating-point values only 
0009: $8084 += 5.0 // floating-point values 
0050: gosub @SHRANGE_16849 
01BC: put_object $8097($8093,24i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SHRANGE_15674
0084: $8077 = $8035($1862,3i) // integer values and handles 
0004: $8035($1862,3i) = 0 // integer values 
0004: $8092 = 0 // integer values 

:SHRANGE_15704
00D6: if 
001A:   8 > $8092 // integer values 
004D: jump_if_false @SHRANGE_15790 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
0058: $8093 += $8092 // integer values 
00D6: if 
0366:   object $8097($8093,24i) blown_up 
004D: jump_if_false @SHRANGE_15776 
0008: $8035($1862,3i) += 1 // integer values 

:SHRANGE_15776
0008: $8092 += 1 // integer values 
0002: jump @SHRANGE_15704 

:SHRANGE_15790
00D6: if 
001C:   $8035($1862,3i) > $8077 // integer values 
004D: jump_if_false @SHRANGE_15825 
097B: play_sound $8097($8093,24i) on_object 1031 

:SHRANGE_15825
00D6: if 
0038:   $1862 == 1 // integer values 
004D: jump_if_false @SHRANGE_16148 
00D6: if 
001C:   $8036 > $8077 // integer values 
004D: jump_if_false @SHRANGE_16148 
0084: $8078 = $8036 // integer values and handles 
0060: $8078 -= $8077 // integer values 
0209: $8077 = random_int 0 2 
00D6: if 
0038:   $8077 == 0 // integer values 
004D: jump_if_false @SHRANGE_16030 
00D6: if 
8118:   not actor $8094 dead 
004D: jump_if_false @SHRANGE_16023 
00D6: if 
02E0:   actor $8094 aggressive 
004D: jump_if_false @SHRANGE_15952 
0058: $8125 += $8078 // integer values 
0002: jump @SHRANGE_16023 

:SHRANGE_15952
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @SHRANGE_15983 
0058: $8126 += $8078 // integer values 
0002: jump @SHRANGE_16023 

:SHRANGE_15983
00D6: if 
8118:   not actor $8096 dead 
004D: jump_if_false @SHRANGE_16023 
00D6: if 
02E0:   actor $8096 aggressive 
004D: jump_if_false @SHRANGE_16023 
0058: $8127 += $8078 // integer values 

:SHRANGE_16023
0002: jump @SHRANGE_16148 

:SHRANGE_16030
00D6: if 
8118:   not actor $8096 dead 
004D: jump_if_false @SHRANGE_16148 
00D6: if 
02E0:   actor $8096 aggressive 
004D: jump_if_false @SHRANGE_16077 
0058: $8127 += $8078 // integer values 
0002: jump @SHRANGE_16148 

:SHRANGE_16077
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @SHRANGE_16108 
0058: $8126 += $8078 // integer values 
0002: jump @SHRANGE_16148 

:SHRANGE_16108
00D6: if 
8118:   not actor $8094 dead 
004D: jump_if_false @SHRANGE_16148 
00D6: if 
02E0:   actor $8094 aggressive 
004D: jump_if_false @SHRANGE_16148 
0058: $8125 += $8078 // integer values 

:SHRANGE_16148
00D6: if 
0038:   $8035($1862,3i) == 7 // integer values 
004D: jump_if_false @SHRANGE_16275 
008A: $8066($1862,3i) = 32@ // integer values and handles 
0004: $8032($1862,3i) = 3 // integer values 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
097B: play_sound $8097($8093,24i) on_object 1034 
097A: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1032 
0708: unknown_add_entity_item $8069 15 
0709: unknown_set_entity_item $8069 15 300 100.0 100.0 100.0 100.0 1 1 

:SHRANGE_16275
0002: jump @SHRANGE_16833 

:SHRANGE_16282
008A: $8077 = 32@ // integer values and handles 
0060: $8077 -= $8066($1862,3i) // integer values 
00D6: if 
0018:   $8077 > 2000 // integer values 
004D: jump_if_false @SHRANGE_16329 
0004: $8077 = 2000 // integer values 

:SHRANGE_16329
008D: $8081 = integer_to_float $8077 
0015: $8081 /= 2000.0 // floating-point values 
0011: $8081 *= 90.0 // floating-point values 
0086: $8054($1862,3f) = $8081 // floating-point values only 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_16428 
0453: object $8097($8093,24i) set_rotation $8054($1862,3f) 0.0 63@ 

:SHRANGE_16428
00D6: if 
0030:   $8054($1862,3f) >= 90.0 // floating-point values 
004D: jump_if_false @SHRANGE_16577 
0004: $8032($1862,3i) = 0 // integer values 
00D6: if 
0038:   $8025($1862,3i) == 3 // integer values 
004D: jump_if_false @SHRANGE_16504 
0004: $8025($1862,3i) = 1 // integer values 
0002: jump @SHRANGE_16577 

:SHRANGE_16504
00D6: if 
0038:   $8025($1862,3i) == 2 // integer values 
004D: jump_if_false @SHRANGE_16544 
0004: $8025($1862,3i) = 3 // integer values 
0002: jump @SHRANGE_16577 

:SHRANGE_16544
00D6: if 
0038:   $8025($1862,3i) == 1 // integer values 
004D: jump_if_false @SHRANGE_16577 
0004: $8025($1862,3i) = 2 // integer values 

:SHRANGE_16577
0002: jump @SHRANGE_16833 

:SHRANGE_16584
0004: $8092 = 0 // integer values 

:SHRANGE_16591
00D6: if 
001A:   8 > $8092 // integer values 
004D: jump_if_false @SHRANGE_16687 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
0058: $8093 += $8092 // integer values 
00D6: if 
03CA:   object $8097($8092,24i) exists 
004D: jump_if_false @SHRANGE_16673 
097B: play_sound $8097($8092,24i) on_object 1034 
0108: destroy_object $8097($8092,24i) 

:SHRANGE_16673
0008: $8092 += 1 // integer values 
0002: jump @SHRANGE_16591 

:SHRANGE_16687
0004: $8032($1862,3i) = 99 // integer values 
0002: jump @SHRANGE_16833 

:SHRANGE_16705
0009: $8054($1862,3f) += 1.0 // floating-point values 
0084: $8093 = $1862 // integer values and handles 
0010: $8093 *= 8 // integer values 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_16790 
097B: play_sound $8097($8093,24i) on_object 1034 
0453: object $8097($8093,24i) set_rotation $8054($1862,3f) 0.0 63@ 

:SHRANGE_16790
00D6: if 
0030:   $8054($1862,3f) >= 90.0 // floating-point values 
004D: jump_if_false @SHRANGE_16826 
0004: $8032($1862,3i) = 4 // integer values 

:SHRANGE_16826
0002: jump @SHRANGE_16833 

:SHRANGE_16833
0008: $1862 += 1 // integer values 
0002: jump @SHRANGE_13485 

:SHRANGE_16847
0051: return 

:SHRANGE_16849
02F7: $8081 = sinus 59@($1864,4f) // cosine swapped with sinus 
02F6: $8082 = cosine 59@($1864,4f) // sinus swapped with cosine 
00D6: if 
0043:   59@($1864,4f) == 0.0 // floating-point values 
004D: jump_if_false @SHRANGE_16937 
0086: $TEMPVAR_FLOAT_1 = $8083 // floating-point values only 
0069: $TEMPVAR_FLOAT_1 *= $8081 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8084 // floating-point values only 
0069: $TEMPVAR_FLOAT_2 *= $8081 // floating-point values 
0002: jump @SHRANGE_16979 

:SHRANGE_16937
0011: $8084 *= -1.0 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $8084 // floating-point values only 
0069: $TEMPVAR_FLOAT_1 *= $8082 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8083 // floating-point values only 
0069: $TEMPVAR_FLOAT_2 *= $8082 // floating-point values 

:SHRANGE_16979
005F: $TEMPVAR_FLOAT_1 += 35@($1864,4f) // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 39@($1864,4f) // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 43@($1864,4f) // floating-point values 
0051: return 

:SHRANGE_17017
009B: destroy_actor_instantly $8094 
009B: destroy_actor_instantly $8095 
009B: destroy_actor_instantly $8096 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
0249: release_model #TARGET_HEAD 
0249: release_model #TARGET_LARM 
0249: release_model #TARGET_RARM 
0249: release_model #TARGET_LLEG 
0249: release_model #TARGET_RLEG 
0249: release_model #TARGET_RTORSO 
0249: release_model #TARGET_LTORSO 
0249: release_model #TARGET_FRAME 
0249: release_model #COLT45 
0249: release_model #MICRO_UZI 
0249: release_model #CHROMEGUN 
0249: release_model #AK47 
065C: unknown_create_def_entity $8069 // unknown_destroy 
040D: unload_wav 4 
0004: $8092 = 0 // integer values 

:SHRANGE_17123
00D6: if 
001A:   24 > $8092 // integer values 
004D: jump_if_false @SHRANGE_17184 
00D6: if 
03CA:   object $8097($8092,24i) exists 
004D: jump_if_false @SHRANGE_17170 
0108: destroy_object $8097($8092,24i) 

:SHRANGE_17170
0008: $8092 += 1 // integer values 
0002: jump @SHRANGE_17123 

:SHRANGE_17184
0004: $1863 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_17221 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 

:SHRANGE_17221
004E: end_thread 
0051: return 
004E: end_thread 

//-------------Mission 114---------------
// Originally: Los Santos Gym Fight School

:GYMLS
03A4: name_thread 'GYMLS' 
0050: gosub @GYMLS_57 
0169: set_fade_color 0 0 0 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GYMLS_46 
0050: gosub @GYMLS_5862 

:GYMLS_46
0050: gosub @GYMLS_5902 
004E: end_thread 
0317: increment_mission_attempts 

:GYMLS_57
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_80 
07CB: (unknown) $PLAYER_ACTOR 0 

:GYMLS_80
0004: $ONMISSION = 1 // integer values 
0004: $8152 = 0 // integer values 
0623: add 1 to_stat 198 
0004: $ONMISSION_GYMFIGHT = 1 // integer values 
054C: use_GXT_table 'GYM' 
0247: request_model #VBMYBOX 
0247: request_model #VWMYBOX 
0247: request_model #BMYDJ 
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_B" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "GYMNASIUM" 
038B: load_requested_models 

:GYMLS_177
00D6: if or
84EE:   not animation "GYMNASIUM" loaded 
8248:   not model #VBMYBOX available 
8248:   not model #VWMYBOX available 
004D: jump_if_false @GYMLS_220 
0001: wait 0 ms 
0002: jump @GYMLS_177 

:GYMLS_220
00D6: if or
8248:   not model #BMYDJ available 
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_B" loaded 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @GYMLS_277 
0001: wait 0 ms 
0002: jump @GYMLS_220 

:GYMLS_277
060A: unknown_create_entity 0 43@ 
060A: unknown_create_entity 1 58@ 
060A: unknown_create_entity 2 57@ 
0746: (unknown) 3 25 0 
0708: unknown_add_entity_item 58@ 31 
0708: unknown_add_entity_item 57@ 31 
0708: unknown_add_entity_item 58@ 9 
0708: unknown_add_entity_item 58@ 15 
0708: unknown_add_entity_item 58@ 37 
0708: unknown_add_entity_item 57@ 37 
0709: unknown_set_entity_item 58@ 31 413 100.0 100.0 100.0 100.0 1 1 
0709: unknown_set_entity_item 58@ 9 415 100.0 100.0 100.0 100.0 1 1 
0709: unknown_set_entity_item 58@ 15 300 100.0 100.0 100.0 100.0 1 1 
0709: unknown_set_entity_item 57@ 31 413 100.0 100.0 100.0 100.0 1 1 
0709: unknown_set_entity_item 57@ 15 300 100.0 100.0 100.0 100.0 1 1 
0709: unknown_set_entity_item 58@ 37 300 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item 57@ 37 300 0.0 100.0 0.0 0.0 1 1 
0615: define_action_sequences 40@ 
0603: unknown_action_sequence -1 762.8681 7.4928 999.7141 4 -1 
05D4: AS_actor -1 rotate_angle 13.3401 
0605: actor -1 perform_animation_sequence "RIOT_PUNCHES" from_file "RIOT" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 40@ 1 
0616: define_action_sequences_end 40@ 
0615: define_action_sequences 54@ 
0603: unknown_action_sequence -1 765.2909 16.0319 999.698 4 -1 
05D4: AS_actor -1 rotate_angle 198.8789 
0643: (unknown) 54@ 1 
0616: define_action_sequences_end 54@ 
0615: define_action_sequences 53@ 
0603: unknown_action_sequence -1 767.2571 14.4044 999.6998 4 -1 
05D4: AS_actor -1 rotate_angle 263.2938 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" from_file "GYMNASIUM" 4.0 loop 0 0 0 0 -1 ms 
0643: (unknown) 53@ 1 
0616: define_action_sequences_end 53@ 
0615: define_action_sequences 49@ 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT" 4.0 loop 0 0 0 0 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: unknown_action_sequence -1 1000 
0643: (unknown) 49@ 1 
0616: define_action_sequences_end 49@ 
0615: define_action_sequences 50@ 
05B9: unknown_action_sequence -1 500 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT" 4.0 loop 0 0 0 0 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: (unknown) 50@ 1 
0616: define_action_sequences_end 50@ 
0615: define_action_sequences 51@ 
05B9: unknown_action_sequence -1 750 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT" 4.0 loop 0 0 0 0 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: (unknown) 51@ 1 
0616: define_action_sequences_end 51@ 
009A: 34@ = create_actor 25 #VWMYBOX at 761.6263 11.4876 1000.164 
0173: set_actor 34@ z_angle_to 128.1297 
060B: unknown_actor_use_entity 34@ 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ audible 1 
009A: 35@ = create_actor 25 #VWMYBOX at 760.343 10.1973 999.7099 
0173: set_actor 35@ z_angle_to 310.2206 
060B: unknown_actor_use_entity 35@ 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ audible 1 
0615: define_action_sequences 52@ 
0603: unknown_action_sequence -1 761.6263 11.4876 1000.164 4 -1 
05D4: AS_actor -1 rotate_angle 128.1297 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1192 
05E2: AS_actor -1 kill_actor 35@ 

:GYMLS_1192
0643: (unknown) 52@ 1 
0616: define_action_sequences_end 52@ 
0615: define_action_sequences 41@ 
0603: unknown_action_sequence -1 760.343 10.1973 999.7099 4 -1 
05D4: AS_actor -1 rotate_angle 310.2206 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1264 
05E2: AS_actor -1 kill_actor 34@ 

:GYMLS_1264
0643: (unknown) 41@ 1 
0616: define_action_sequences_end 41@ 
0618: assign_actor 34@ to_action_sequences 52@ 
0618: assign_actor 35@ to_action_sequences 41@ 
009A: 37@ = create_actor 25 #BMYDJ at 762.8681 7.4928 999.7141 
0173: set_actor 37@ z_angle_to 13.3401 
0618: assign_actor 37@ to_action_sequences 40@ 
060B: unknown_actor_use_entity 37@ 57@ 
009A: 39@ = create_actor 25 #VBMYBOX at 767.2571 14.4044 999.6998 
0173: set_actor 39@ z_angle_to 263.2938 
060B: unknown_actor_use_entity 39@ 57@ 
0618: assign_actor 39@ to_action_sequences 53@ 
07FE: set_actor 39@ fighting_style_to 5 6 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLS_1412
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMLS_1438 
0001: wait 0 ms 
0002: jump @GYMLS_1412 

:GYMLS_1438
0006: 32@ = 0 // integer values 
0006: 64@ = 2 // integer values 
00D6: if or
001C:   $5345 > $5347 // integer values 
001C:   $5346 > $5348 // integer values 
004D: jump_if_false @GYMLS_1489 
0005: $5349 = 0.0 // floating-point values 

:GYMLS_1489
0001: wait 0 ms 
0050: gosub @GYMLS_6164 
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @GYMLS_1667 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1589 
00D6: if 
0611:   actor 34@ animation_is "GYM_SHADOWBOX" 
004D: jump_if_false @GYMLS_1589 
0614: set_actor 34@ animation "GYMSHADOWBOX" progress_to 0.0 

:GYMLS_1589
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_1660 
00D6: if 
0611:   actor 35@ animation_is "GYM_SHADOWBOX" 
004D: jump_if_false @GYMLS_1660 
0614: set_actor 35@ animation "GYMSHADOWBOX" progress_to 0.5 

:GYMLS_1660
0006: 48@ = 1 // integer values 

:GYMLS_1667
00D6: if and
0118:   actor 34@ dead 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @GYMLS_1727 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_1727 
0687: clear_actor_task 35@ 
05C5: AS_actor 35@ cower 20000 ms 
0006: 32@ = 0 // integer values 

:GYMLS_1727
00D6: if and
0118:   actor 35@ dead 
0019:   32@ > 20000 // integer values 
004D: jump_if_false @GYMLS_1787 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1787 
0687: clear_actor_task 34@ 
05C5: AS_actor 34@ cower 20000 ms 
0006: 32@ = 0 // integer values 

:GYMLS_1787
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 760.8566 11.063 1000.164 radius 3.0 3.0 2.0 
004D: jump_if_false @GYMLS_1941 
00D6: if 
0039:   59@ == 0 // integer values 
004D: jump_if_false @GYMLS_1934 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1890 
0792: (unknown) 34@ 
060B: unknown_actor_use_entity 34@ 57@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 

:GYMLS_1890
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_1927 
0792: (unknown) 35@ 
060B: unknown_actor_use_entity 35@ 57@ 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 

:GYMLS_1927
0006: 59@ = 1 // integer values 

:GYMLS_1934
0002: jump @GYMLS_2029 

:GYMLS_1941
00D6: if 
0039:   59@ == 1 // integer values 
004D: jump_if_false @GYMLS_2029 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_2022 
0792: (unknown) 34@ 
060B: unknown_actor_use_entity 34@ 58@ 
0618: assign_actor 34@ to_action_sequences 52@ 
0792: (unknown) 35@ 
060B: unknown_actor_use_entity 35@ 58@ 
0618: assign_actor 35@ to_action_sequences 41@ 

:GYMLS_2022
0006: 59@ = 0 // integer values 

:GYMLS_2029
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @GYMLS_2062 
0002: jump @GYMLS_5862 

:GYMLS_2062
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 767.1368 12.511 999.7036 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMLS_2117 
0006: 46@ = 0 // integer values 

:GYMLS_2117
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_5855 
00D6: if and
0039:   46@ == 0 // integer values 
00FE:   actor 39@ 0 767.2571 14.4044 999.6998 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMLS_5855 
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point 767.1368 12.511 999.7036 radius 0.6 0.6 1.0 sphere 1 
004D: jump_if_false @GYMLS_2236 

:GYMLS_2236
00D6: if and
0101:   actor $PLAYER_ACTOR stopped_near_point 767.1368 12.511 999.7036 radius 1.2 1.2 1.2 sphere 0 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_5855 
00D6: if and
8118:   not actor 39@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2343 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 39@ 
0639: AS_actor 39@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 39@ 

:GYMLS_2343
00D6: if 
0038:   $8156 == 0 // integer values 
004D: jump_if_false @GYMLS_2418 
040D: unload_wav 1 
03CF: load_wav 4800 as 1 

:GYMLS_2372
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2398 
0001: wait 0 ms 
0002: jump @GYMLS_2372 

:GYMLS_2398
03D1: play_wav 1 
00BC: text_highpriority 'BBOX_1' 3000 ms 1  // ~z~H, akarsz ltni nhny j mozdulatot?

:GYMLS_2418
00D6: if 
0038:   $8156 == 1 // integer values 
004D: jump_if_false @GYMLS_2493 
040D: unload_wav 1 
03CF: load_wav 4803 as 1 

:GYMLS_2447
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2473 
0001: wait 0 ms 
0002: jump @GYMLS_2447 

:GYMLS_2473
03D1: play_wav 1 
00BC: text_highpriority 'BBOX_4' 3000 ms 1  // ~z~H, akarsz egy menetet velem ar ringben?

:GYMLS_2493
0512: permanent_text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t

:GYMLS_2504
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2852 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @GYMLS_2717 
0653: 60@ = stat 23 // float 
00D6: if 
0021:   60@ > 349.0 // floating-point values 
004D: jump_if_false @GYMLS_2592 
0006: 44@ = 1 // integer values 
03E6: remove_text_box 
0002: jump @GYMLS_2852 
0002: jump @GYMLS_2717 

:GYMLS_2592
0006: 44@ = 0 // integer values 
0006: 46@ = 1 // integer values 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4802 as 1 

:GYMLS_2619
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2645 
0001: wait 0 ms 
0002: jump @GYMLS_2619 

:GYMLS_2645
03D1: play_wav 1 
00BC: text_highpriority 'BBOX_3' 3000 ms 1  // ~z~Ember, nevetsges vagy! Elbb taln gyrj egy kicsit!
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2696 
0618: assign_actor 39@ to_action_sequences 53@ 

:GYMLS_2696
0006: 32@ = 0 // integer values 
0006: 55@ = 1 // integer values 
0002: jump @GYMLS_1489 

:GYMLS_2717
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @GYMLS_2845 
0006: 44@ = 0 // integer values 
0006: 46@ = 1 // integer values 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4801 as 1 

:GYMLS_2761
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2787 
0001: wait 0 ms 
0002: jump @GYMLS_2761 

:GYMLS_2787
03D1: play_wav 1 
00BC: text_highpriority 'BBOX_2' 3000 ms 1  // ~z~Tgy amit akarsz, bartom. Azonban az utck elgg szegnyesek, haver!
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2838 
0618: assign_actor 39@ to_action_sequences 53@ 

:GYMLS_2838
0002: jump @GYMLS_1489 

:GYMLS_2845
0002: jump @GYMLS_2504 

:GYMLS_2852
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0050: gosub @GYMLS_6055 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009A: 34@ = create_actor 25 #VWMYBOX at 761.6934 4.2203 999.7099 
0173: set_actor 34@ z_angle_to 171.4614 
0618: assign_actor 34@ to_action_sequences 49@ 
009A: 35@ = create_actor 25 #VWMYBOX at 764.7962 0.7163 999.715 
0173: set_actor 35@ z_angle_to 93.8066 
0618: assign_actor 35@ to_action_sequences 50@ 
009A: 37@ = create_actor 25 #BMYDJ at 759.5085 4.2343 999.7051 
0173: set_actor 37@ z_angle_to 189.7654 
0618: assign_actor 37@ to_action_sequences 51@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_3080 
08C7: (unknown) 39@ 762.616 2.1235 1000.594 
0173: set_actor 39@ z_angle_to 135.5749 
0223: set_actor 39@ health_to 1000 
08AF: (unknown) 39@ 1000 

:GYMLS_3080
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_3126 
08C7: (unknown) $PLAYER_ACTOR 759.0147 -1.7235 1000.594 
0173: set_actor $PLAYER_ACTOR z_angle_to 312.9747 

:GYMLS_3126
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_3174 
060B: unknown_actor_use_entity 39@ 57@ 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 39@ fighting_style_to 5 6 
07DD: (unknown) 39@ 100 

:GYMLS_3174
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0038:   $8156 == 0 // integer values 
004D: jump_if_false @GYMLS_3212 
0512: permanent_text_box 'GYM1101'  // Verd meg az ellenfeled, hogy j mozdulatokat tanulhass!

:GYMLS_3212
00D6: if 
0038:   $8156 == 1 // integer values 
004D: jump_if_false @GYMLS_3241 
0512: permanent_text_box 'GYM1_84'  // Fuss s nyomd le a ~k~~VEHICLE_ENTER_EXIT~ gombot!

:GYMLS_3241
0050: gosub @GYMLS_6111 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_3290 
09F1: (unknown) $PLAYER_ACTOR 1115 

:GYMLS_3290
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_3807 
0001: wait 0 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_3381 
00D6: if 
80FE:   not actor 35@ 0 761.0182 0.6609 1000.594 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMLS_3381 
0002: jump @GYMLS_3807 

:GYMLS_3381
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_3437 
00D6: if and
0019:   33@ > 3000 // integer values 
0039:   65@ == 0 // integer values 
004D: jump_if_false @GYMLS_3430 
0006: 65@ = 1 // integer values 

:GYMLS_3430
0006: 33@ = 0 // integer values 

:GYMLS_3437
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_3493 
00D6: if and
0019:   33@ > 3000 // integer values 
0039:   65@ == 1 // integer values 
004D: jump_if_false @GYMLS_3486 
0006: 65@ = 0 // integer values 

:GYMLS_3486
0006: 33@ = 0 // integer values 

:GYMLS_3493
00D6: if 
0038:   $8156 == 1 // integer values 
004D: jump_if_false @GYMLS_3777 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @GYMLS_3556 
0006: 32@ = 0 // integer values 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_94'  // Futs kzben clozz a(z) ~k~~PED_LOCK_TARGET~ billentyvel, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 56@ = 1 // integer values 

:GYMLS_3556
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLS_3682 
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GYMLS_3622 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_95'  // Nyomd le a fldn fekv ellenfelet a(z) ~k~~PED_LOCK_TARGET~ billentyvel, aztn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 
0006: 56@ = 2 // integer values 

:GYMLS_3622
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 2 // integer values 
004D: jump_if_false @GYMLS_3675 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_96'  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 
0006: 56@ = 3 // integer values 

:GYMLS_3675
0002: jump @GYMLS_3735 

:GYMLS_3682
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GYMLS_3735 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_96'  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 
0006: 56@ = 3 // integer values 

:GYMLS_3735
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 3 // integer values 
004D: jump_if_false @GYMLS_3777 
03E6: remove_text_box 
0006: 32@ = 0 // integer values 
0006: 56@ = 0 // integer values 

:GYMLS_3777
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @GYMLS_3800 
0002: jump @GYMLS_3807 

:GYMLS_3800
0002: jump @GYMLS_3290 

:GYMLS_3807
03E6: remove_text_box 
00D6: if 
0038:   $8156 == 1 // integer values 
004D: jump_if_false @GYMLS_3834 
0002: jump @GYMLS_5431 

:GYMLS_3834
0050: gosub @GYMLS_6055 
009B: destroy_actor_instantly 39@ 
0395: clear_area 1 at 760.7445 0.6538 1000.594 range 10.0 
0050: gosub @GYMLS_6003 
009A: 39@ = create_actor 25 #VBMYBOX at 762.616 2.1235 1000.594 
0173: set_actor 39@ z_angle_to 135.5749 
060B: unknown_actor_use_entity 39@ 43@ 
0792: (unknown) 39@ 
060B: unknown_actor_use_entity 39@ 43@ 
07FE: set_actor 39@ fighting_style_to 5 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_3987 
08C7: (unknown) $PLAYER_ACTOR 759.0147 -1.7235 1000.594 
0173: set_actor $PLAYER_ACTOR z_angle_to 312.9747 

:GYMLS_3987
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
009B: destroy_actor_instantly 37@ 
015F: set_camera_position 764.0964 -4.8216 1003.062 0.0 0.0 0.0 
0160: point_camera 763.5206 -4.0516 1002.787 2 
0050: gosub @GYMLS_6111 
00BC: text_highpriority 'BBOX_5' 4000 ms 1  // ~z~H, jl figyelj, taln elleshetsz pr j mozdulatot.
040D: unload_wav 1 
03CF: load_wav 4804 as 1 

:GYMLS_4087
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_4130 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4123 

:GYMLS_4123
0002: jump @GYMLS_4087 

:GYMLS_4130
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 // integer values 

:GYMLS_4146
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLS_4193 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4186 

:GYMLS_4186
0002: jump @GYMLS_4146 

:GYMLS_4193
015F: set_camera_position 762.5212 -0.4172 1001.843 0.0 0.0 0.0 
0160: point_camera 762.5431 0.5793 1001.762 2 
00BC: text_highpriority 'GYM1_97' 2000 ms 1  // Lerohan tmads
0006: 32@ = 0 // integer values 

:GYMLS_4267
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLS_4314 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4307 

:GYMLS_4307
0002: jump @GYMLS_4267 

:GYMLS_4314
040D: unload_wav 1 
03CF: load_wav 4805 as 1 

:GYMLS_4325
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_4368 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4361 

:GYMLS_4361
0002: jump @GYMLS_4325 

:GYMLS_4368
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_94' 4000 ms 1  // Futs kzben clozz a(z) ~k~~PED_LOCK_TARGET~ billentyvel, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 

:GYMLS_4395
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMLS_4442 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4435 

:GYMLS_4435
0002: jump @GYMLS_4395 

:GYMLS_4442
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_4497 
0605: actor 39@ perform_animation_sequence "FIGHTB_M" from_file "FIGHT_B" 4.0 loop 0 1 1 0 -1 ms 

:GYMLS_4497
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_4545 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 

:GYMLS_4545
0006: 32@ = 0 // integer values 

:GYMLS_4552
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @GYMLS_4599 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4592 

:GYMLS_4592
0002: jump @GYMLS_4552 

:GYMLS_4599
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLS_5018 
015F: set_camera_position 759.6699 1.9955 1001.068 0.0 0.0 0.0 
0160: point_camera 760.6637 2.0051 1001.178 2 
00BC: text_highpriority 'GYM1_98' 2000 ms 1  // Tmads
0006: 32@ = 0 // integer values 

:GYMLS_4686
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLS_4733 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4726 

:GYMLS_4726
0002: jump @GYMLS_4686 

:GYMLS_4733
040D: unload_wav 1 
03CF: load_wav 4806 as 1 

:GYMLS_4744
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_4787 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4780 

:GYMLS_4780
0002: jump @GYMLS_4744 

:GYMLS_4787
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_95' 4000 ms 1  // Nyomd le a fldn fekv ellenfelet a(z) ~k~~PED_LOCK_TARGET~ billentyvel, aztn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 

:GYMLS_4814
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMLS_4861 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_4854 

:GYMLS_4854
0002: jump @GYMLS_4814 

:GYMLS_4861
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_4916 
0605: actor 39@ perform_animation_sequence "FIGHTB_G" from_file "FIGHT_B" 4.0 loop 0 1 1 0 -1 ms 

:GYMLS_4916
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_4964 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 

:GYMLS_4964
0006: 32@ = 0 // integer values 

:GYMLS_4971
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @GYMLS_5018 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_5011 

:GYMLS_5011
0002: jump @GYMLS_4971 

:GYMLS_5018
015F: set_camera_position 764.5368 3.1767 1002.349 0.0 0.0 0.0 
0160: point_camera 763.7495 2.6046 1002.12 2 
00BC: text_highpriority 'GYM1_99' 2000 ms 1  // Komb tmads
0006: 32@ = 0 // integer values 

:GYMLS_5092
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLS_5139 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_5132 

:GYMLS_5132
0002: jump @GYMLS_5092 

:GYMLS_5139
040D: unload_wav 1 
03CF: load_wav 4807 as 1 

:GYMLS_5150
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_5193 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_5186 

:GYMLS_5186
0002: jump @GYMLS_5150 

:GYMLS_5193
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_96' 4000 ms 1  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 

:GYMLS_5220
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMLS_5267 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_5260 

:GYMLS_5260
0002: jump @GYMLS_5220 

:GYMLS_5267
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_5329 
04D7: lock_actor 39@ in_current_position 1 
0605: actor 39@ perform_animation_sequence "FIGHTB_3" from_file "FIGHT_B" 4.0 loop 0 1 1 0 -1 ms 

:GYMLS_5329
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_5377 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 

:GYMLS_5377
0006: 32@ = 0 // integer values 

:GYMLS_5384
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLS_5431 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_5424 

:GYMLS_5424
0002: jump @GYMLS_5384 

:GYMLS_5431
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 35@ 
0050: gosub @GYMLS_6055 
009A: 34@ = create_actor 25 #VWMYBOX at 761.6263 11.4876 1000.164 
0173: set_actor 34@ z_angle_to 128.1297 
060B: unknown_actor_use_entity 34@ 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ audible 1 
009A: 35@ = create_actor 25 #VWMYBOX at 760.343 10.1973 999.7099 
0173: set_actor 35@ z_angle_to 310.2206 
060B: unknown_actor_use_entity 35@ 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ audible 1 
0618: assign_actor 34@ to_action_sequences 52@ 
0618: assign_actor 35@ to_action_sequences 41@ 
009A: 37@ = create_actor 25 #BMYDJ at 762.8681 7.4928 999.7141 
0173: set_actor 37@ z_angle_to 13.3401 
0618: assign_actor 37@ to_action_sequences 40@ 
060B: unknown_actor_use_entity 37@ 57@ 
009B: destroy_actor_instantly 39@ 
009A: 39@ = create_actor 25 #VBMYBOX at 767.2571 14.4044 999.6998 
0173: set_actor 39@ z_angle_to 263.2938 
060B: unknown_actor_use_entity 39@ 57@ 
0618: assign_actor 39@ to_action_sequences 53@ 
07FE: set_actor 39@ fighting_style_to 5 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_5741 
08C7: (unknown) $PLAYER_ACTOR 765.6662 2.7963 999.718 
0173: set_actor $PLAYER_ACTOR z_angle_to 277.3348 

:GYMLS_5741
0050: gosub @GYMLS_6027 
0050: gosub @GYMLS_6111 
00D6: if 
0038:   $8153 == 0 // integer values 
004D: jump_if_false @GYMLS_5784 
030C: set_mission_points += 1 
0004: $8153 = 1 // integer values 

:GYMLS_5784
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 6 
00D6: if 
0038:   $8156 == 0 // integer values 
004D: jump_if_false @GYMLS_5827 
00BC: text_highpriority 'GYM1_93' 3000 ms 1  // j mozdulatokat tanultl!

:GYMLS_5827
0004: $8155 = 0 // integer values 
0004: $8156 = 1 // integer values 
0004: $8157 = 0 // integer values 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLS_5855
0002: jump @GYMLS_1489 

:GYMLS_5862
0051: return 
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMLS_5902
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_5925 
07CB: (unknown) $PLAYER_ACTOR 1 

:GYMLS_5925
0249: release_model #VBMYBOX 
0249: release_model #VWMYBOX 
0249: release_model #BMYDJ 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_B" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:GYMLS_6003
03E6: remove_text_box 
00BE: text_clear_all 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0051: return 

:GYMLS_6027
03E6: remove_text_box 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0051: return 

:GYMLS_6055
016A: fade 0 500 ms 

:GYMLS_6062
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLS_6109 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLS_6102 
016A: fade 0 1 ms 

:GYMLS_6102
0002: jump @GYMLS_6062 

:GYMLS_6109
0051: return 

:GYMLS_6111
016A: fade 1 500 ms 

:GYMLS_6118
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLS_6142 
0001: wait 0 ms 
0002: jump @GYMLS_6118 

:GYMLS_6142
0051: return 
040D: unload_wav 1 
03CF: load_wav 63@ as 1 
0006: 64@ = 0 // integer values 
0051: return 

:GYMLS_6164
00D6: if and
03D0:   wav 1 loaded 
0039:   64@ == 0 // integer values 
004D: jump_if_false @GYMLS_6207 
03D1: play_wav 1 
00BC: text_highpriority 61@s 10000 ms 1 
0006: 64@ = 1 // integer values 

:GYMLS_6207
00D6: if and
03D2:   wav 1 ended 
0039:   64@ == 1 // integer values 
004D: jump_if_false @GYMLS_6245 
040D: unload_wav 1 
03D5: remove_text 61@s 
0006: 64@ = 2 // integer values 

:GYMLS_6245
0051: return 

//-------------Mission 115---------------
// Originally: San Fierro Gym Fight School

:GYMSF
03A4: name_thread 'GYMSF' 
016A: fade 0 0 ms 
0050: gosub @GYMSF_63 
0169: set_fade_color 0 0 0 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GYMSF_52 
0050: gosub @GYMSF_5328 

:GYMSF_52
0050: gosub @GYMSF_5368 
004E: end_thread 
0317: increment_mission_attempts 

:GYMSF_63
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_86 
07CB: (unknown) $PLAYER_ACTOR 0 

:GYMSF_86
0004: $ONMISSION_GYMFIGHT = 1 // integer values 
0006: 63@ = 2 // integer values 
0004: $ONMISSION = 1 // integer values 
0623: add 1 to_stat 198 
054C: use_GXT_table 'GYM' 
0247: request_model #WMYJG 
0247: request_model #OMYKARA 
0247: request_model #WMYLG 
0247: request_model #OMOKUNG 
0247: request_model #WMYKARA 

:GYMSF_147
00D6: if or
8248:   not model #WMYJG available 
8248:   not model #OMYKARA available 
8248:   not model #WMYLG available 
8248:   not model #OMOKUNG available 
8248:   not model #WMYKARA available 
004D: jump_if_false @GYMSF_191 
0001: wait 0 ms 
0002: jump @GYMSF_147 

:GYMSF_191
04ED: load_animation "PARK" 
04ED: load_animation "FIGHT_C" 
04ED: load_animation "GYMNASIUM" 

:GYMSF_223
00D6: if or
84EE:   not animation "PARK" loaded 
84EE:   not animation "FIGHT_C" loaded 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMSF_277 
0001: wait 0 ms 
0002: jump @GYMSF_223 

:GYMSF_277
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMSF_288
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMSF_314 
0001: wait 0 ms 
0002: jump @GYMSF_288 

:GYMSF_314
060A: unknown_create_entity 0 40@ 
060A: unknown_create_entity 1 57@ 
060A: unknown_create_entity 2 41@ 
0615: define_action_sequences 52@ 
0603: unknown_action_sequence -1 768.064 -41.5728 999.6865 4 -1 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_action_sequences_end 52@ 
0615: define_action_sequences 53@ 
0603: unknown_action_sequence -1 770.3961 -23.0853 999.5938 4 -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 53@ 
0615: define_action_sequences 54@ 
05B9: unknown_action_sequence -1 1000 
0603: unknown_action_sequence -1 766.3062 -23.0554 999.5938 4 -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 54@ 
0615: define_action_sequences 42@ 
05B9: unknown_action_sequence -1 1000 
0603: unknown_action_sequence -1 769.8199 -36.4933 999.6865 4 -1 
05D4: AS_actor -1 rotate_angle 88.548 
0605: actor -1 perform_animation_sequence "FIGHTC_IDLE" from_file "FIGHT_C" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 42@ 1 
0616: define_action_sequences_end 42@ 
0615: define_action_sequences 43@ 
0603: unknown_action_sequence -1 767.057 -37.0465 999.6865 4 -1 
05D4: AS_actor -1 rotate_angle 270.0 
0605: actor -1 perform_animation_sequence "FIGHTC_IDLE" from_file "FIGHT_C" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 43@ 1 
0616: define_action_sequences_end 43@ 
0615: define_action_sequences 48@ 
0603: unknown_action_sequence -1 768.064 -41.5728 999.6865 4 -1 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0643: (unknown) 48@ 1 
0616: define_action_sequences_end 48@ 
009A: 38@ = create_actor 4 #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ z_angle_to 358.0992 
0618: assign_actor 38@ to_action_sequences 48@ 
060B: unknown_actor_use_entity 38@ 57@ 
07FE: set_actor 38@ fighting_style_to 6 6 
0615: define_action_sequences 49@ 
0603: unknown_action_sequence -1 770.3961 -23.0853 999.5938 4 -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 49@ 1 
0616: define_action_sequences_end 49@ 
009A: 35@ = create_actor 4 #WMYJG at 770.3961 -23.0853 999.5938 
0173: set_actor 35@ z_angle_to 87.3049 
0618: assign_actor 35@ to_action_sequences 49@ 
060B: unknown_actor_use_entity 35@ 41@ 
07FE: set_actor 35@ fighting_style_to 6 6 
0615: define_action_sequences 50@ 
05B9: unknown_action_sequence -1 1000 
0603: unknown_action_sequence -1 766.3062 -23.0554 999.5938 4 -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 50@ 1 
0616: define_action_sequences_end 50@ 
009A: 34@ = create_actor 4 #WMYLG at 766.3062 -23.0554 999.5938 
0173: set_actor 34@ z_angle_to 272.4196 
0618: assign_actor 34@ to_action_sequences 50@ 
060B: unknown_actor_use_entity 34@ 41@ 
07FE: set_actor 34@ fighting_style_to 6 6 
009A: 36@ = create_actor 4 #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ z_angle_to 95.1885 
0618: assign_actor 36@ to_action_sequences 42@ 
060B: unknown_actor_use_entity 36@ 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
009A: 37@ = create_actor 4 #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ z_angle_to 271.1251 
0618: assign_actor 37@ to_action_sequences 43@ 
060B: unknown_actor_use_entity 37@ 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
0050: gosub @GYMSF_5567 
00D6: if or
001C:   $5345 > $5347 // integer values 
001C:   $5346 > $5348 // integer values 
004D: jump_if_false @GYMSF_1318 
0005: $5349 = 0.0 // floating-point values 

:GYMSF_1318
0001: wait 0 ms 
0050: gosub @GYMSF_5620 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @GYMSF_1422 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @GYMSF_1422 
00D6: if 
0611:   actor 37@ animation_is "FIGHTC_SPAR" 
004D: jump_if_false @GYMSF_1422 
0614: set_actor 37@ animation "FIGHTC_SPAR" progress_to 0.45 
0006: 51@ = 1 // integer values 

:GYMSF_1422
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @GYMSF_1455 
0002: jump @GYMSF_5328 

:GYMSF_1455
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 769.7938 -42.1122 999.6865 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMSF_1510 
0006: 47@ = 0 // integer values 

:GYMSF_1510
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_5321 
00D6: if and
0039:   47@ == 0 // integer values 
00FE:   actor 38@ 0 768.064 -41.5728 999.6865 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMSF_5321 
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point 769.7938 -42.1122 999.6865 radius 0.6 0.6 1.0 sphere 1 
004D: jump_if_false @GYMSF_1629 

:GYMSF_1629
00D6: if and
0101:   actor $PLAYER_ACTOR stopped_near_point 769.7938 -42.1122 999.6865 radius 1.2 1.2 1.2 sphere 0 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_5321 
00D6: if and
8118:   not actor 38@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_1731 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0792: (unknown) $PLAYER_ACTOR 
0639: AS_actor 38@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 38@ 

:GYMSF_1731
00D6: if 
0038:   $8155 == 0 // integer values 
004D: jump_if_false @GYMSF_1806 
040D: unload_wav 1 
03CF: load_wav 21200 as 1 

:GYMSF_1760
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_1786 
0001: wait 0 ms 
0002: jump @GYMSF_1760 

:GYMSF_1786
03D1: play_wav 1 
00BC: text_highpriority 'KUNG_1' 3000 ms 1  // ~z~Teht harcos akarsz lenni.

:GYMSF_1806
00D6: if 
0038:   $8155 == 1 // integer values 
004D: jump_if_false @GYMSF_1881 
040D: unload_wav 1 
03CF: load_wav 21203 as 1 

:GYMSF_1835
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_1861 
0001: wait 0 ms 
0002: jump @GYMSF_1835 

:GYMSF_1861
03D1: play_wav 1 
00BC: text_highpriority 'KUNG_4' 3000 ms 1  // ~z~Akarsz bunyzni a mesterrel?

:GYMSF_1881
0512: permanent_text_box 'GYM1_73'  // Nyomj ~k~~CONVERSATION_NO~-t, hogy 'NEM'-mel vlaszolj vagy nyomj ~k~~CONVERSATION_YES~-t, hogy 'IGEN'-nel vlaszolj.

:GYMSF_1892
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2216 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @GYMSF_2081 
0653: 59@ = stat 23 // float 
00D6: if 
0021:   59@ > 349.0 // floating-point values 
004D: jump_if_false @GYMSF_1980 
0006: 44@ = 1 // integer values 
03E6: remove_text_box 
0002: jump @GYMSF_2218 
0002: jump @GYMSF_2081 

:GYMSF_1980
0006: 44@ = 0 // integer values 
0006: 47@ = 1 // integer values 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21202 as 1 

:GYMSF_2007
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2033 
0001: wait 0 ms 
0002: jump @GYMSF_2007 

:GYMSF_2033
03D1: play_wav 1 
00BC: text_highpriority 'KUNG_3' 3000 ms 1  // ~z~Gyenge vagy, mint a harmat! Nyoms vissza edzeni!
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 32@ = 0 // integer values 
0006: 55@ = 1 // integer values 
0002: jump @GYMSF_1318 

:GYMSF_2081
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @GYMSF_2209 
0006: 44@ = 0 // integer values 
0006: 47@ = 1 // integer values 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21201 as 1 

:GYMSF_2125
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2151 
0001: wait 0 ms 
0002: jump @GYMSF_2125 

:GYMSF_2151
03D1: play_wav 1 
00BC: text_highpriority 'KUNG_2' 3000 ms 1  // ~z~A harcos szellem visszaidz...
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2195 
0618: assign_actor 38@ to_action_sequences 48@ 

:GYMSF_2195
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @GYMSF_1318 

:GYMSF_2209
0002: jump @GYMSF_1892 

:GYMSF_2216
03E6: remove_text_box 

:GYMSF_2218
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @GYMSF_5321 
0050: gosub @GYMSF_5511 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2333 
08C7: (unknown) 38@ 771.4357 -36.9728 999.6865 
0173: set_actor 38@ z_angle_to 88.1801 
0223: set_actor 38@ health_to 1000 
08AF: (unknown) 38@ 1000 

:GYMSF_2333
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2379 
08C7: (unknown) $PLAYER_ACTOR 764.6453 -37.1052 999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to 273.9816 

:GYMSF_2379
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2427 
060B: unknown_actor_use_entity 38@ 41@ 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 38@ fighting_style_to 6 6 
07DD: (unknown) 38@ 100 

:GYMSF_2427
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0038:   $8155 == 0 // integer values 
004D: jump_if_false @GYMSF_2465 
0512: permanent_text_box 'GYM1106'  // Gyzd le az ellenfeled, hogy j mozdulatokat tanulhass. Ha kilpsz a ringbl, vesztettl!

:GYMSF_2465
00D6: if 
0038:   $8155 == 1 // integer values 
004D: jump_if_false @GYMSF_2494 
0512: permanent_text_box 'GYM1_84'  // Fuss s nyomd le a ~k~~VEHICLE_ENTER_EXIT~ gombot!

:GYMSF_2494
0050: gosub @GYMSF_5567 
0006: 58@ = 0 // integer values 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2536 
09F1: (unknown) $PLAYER_ACTOR 1115 

:GYMSF_2536
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_3285 
0001: wait 0 ms 
00D6: if 
0038:   $8155 == 1 // integer values 
004D: jump_if_false @GYMSF_2840 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @GYMSF_2619 
0006: 32@ = 0 // integer values 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_94'  // Futs kzben clozz a(z) ~k~~PED_LOCK_TARGET~ billentyvel, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 56@ = 1 // integer values 

:GYMSF_2619
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMSF_2745 
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GYMSF_2685 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_95'  // Nyomd le a fldn fekv ellenfelet a(z) ~k~~PED_LOCK_TARGET~ billentyvel, aztn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 
0006: 56@ = 2 // integer values 

:GYMSF_2685
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 2 // integer values 
004D: jump_if_false @GYMSF_2738 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_96'  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 
0006: 56@ = 3 // integer values 

:GYMSF_2738
0002: jump @GYMSF_2798 

:GYMSF_2745
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GYMSF_2798 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_96'  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 
0006: 56@ = 3 // integer values 

:GYMSF_2798
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 3 // integer values 
004D: jump_if_false @GYMSF_2840 
03E6: remove_text_box 
0006: 32@ = 0 // integer values 
0006: 56@ = 0 // integer values 

:GYMSF_2840
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2911 
00D6: if 
80FE:   not actor 38@ 0 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMSF_2911 
0002: jump @GYMSF_3285 

:GYMSF_2911
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMSF_3255 
0050: gosub @GYMSF_5511 
009B: destroy_actor_instantly 38@ 
009A: 38@ = create_actor 4 #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ z_angle_to 358.0992 
0618: assign_actor 38@ to_action_sequences 48@ 
060B: unknown_actor_use_entity 38@ 41@ 
07FE: set_actor 38@ fighting_style_to 6 6 
009A: 36@ = create_actor 4 #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ z_angle_to 95.1885 
0618: assign_actor 36@ to_action_sequences 42@ 
060B: unknown_actor_use_entity 36@ 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
009A: 37@ = create_actor 4 #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ z_angle_to 271.1251 
0618: assign_actor 37@ to_action_sequences 43@ 
060B: unknown_actor_use_entity 37@ 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_3203 
08C7: (unknown) $PLAYER_ACTOR 762.756 -37.2153 999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:GYMSF_3203
00BE: text_clear_all 
03E6: remove_text_box 
0050: gosub @GYMSF_5567 
00D6: if 
0038:   $8155 == 0 // integer values 
004D: jump_if_false @GYMSF_3248 
00BC: text_highpriority 'GYM1_92' 5000 ms 1  // ~r~Elhagytad a ringet, vesztettl.

:GYMSF_3248
0002: jump @GYMSF_1318 

:GYMSF_3255
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GYMSF_3278 
0002: jump @GYMSF_3285 

:GYMSF_3278
0002: jump @GYMSF_2536 

:GYMSF_3285
03E6: remove_text_box 
00D6: if 
0038:   $8155 == 1 // integer values 
004D: jump_if_false @GYMSF_3319 
0050: gosub @GYMSF_5511 
0002: jump @GYMSF_4956 

:GYMSF_3319
0050: gosub @GYMSF_5511 
009B: destroy_actor_instantly 38@ 
0395: clear_area 1 at 768.1746 -36.6986 999.6865 range 5.0 
009A: 38@ = create_actor 4 #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ z_angle_to 358.0992 
060B: unknown_actor_use_entity 38@ 40@ 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_3443 
08C7: (unknown) 38@ 771.4357 -36.9728 999.6865 
0173: set_actor 38@ z_angle_to 88.1801 

:GYMSF_3443
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_3494 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR 764.6453 -37.1052 999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to 273.9816 

:GYMSF_3494
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_3520 
060B: unknown_actor_use_entity 38@ 65542 

:GYMSF_3520
0050: gosub @GYMSF_5467 
015F: set_camera_position 762.8773 -35.4754 1001.545 0.0 0.0 0.0 
0160: point_camera 763.8198 -35.703 1001.3 2 
0050: gosub @GYMSF_5567 
00BC: text_highpriority 'KUNG_5' 4000 ms 1  // ~z~Koncentrlj, figyelj, s tanulj!
040D: unload_wav 1 
03CF: load_wav 21204 as 1 

:GYMSF_3612
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_3655 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_3648 

:GYMSF_3648
0002: jump @GYMSF_3612 

:GYMSF_3655
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 // integer values 

:GYMSF_3671
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMSF_3718 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_3711 

:GYMSF_3711
0002: jump @GYMSF_3671 

:GYMSF_3718
015F: set_camera_position 767.428 -39.4061 1000.416 0.0 0.0 0.0 
0160: point_camera 768.1919 -38.7609 1000.4 2 
00BC: text_highpriority 'GYM1_97' 2000 ms 1  // Lerohan tmads
0006: 32@ = 0 // integer values 

:GYMSF_3792
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMSF_3839 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_3832 

:GYMSF_3832
0002: jump @GYMSF_3792 

:GYMSF_3839
040D: unload_wav 1 
03CF: load_wav 21205 as 1 

:GYMSF_3850
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_3893 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_3886 

:GYMSF_3886
0002: jump @GYMSF_3850 

:GYMSF_3893
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_94' 4000 ms 1  // Futs kzben clozz a(z) ~k~~PED_LOCK_TARGET~ billentyvel, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 

:GYMSF_3920
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMSF_3967 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_3960 

:GYMSF_3960
0002: jump @GYMSF_3920 

:GYMSF_3967
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_4022 
0605: actor 38@ perform_animation_sequence "FIGHTC_M" from_file "FIGHT_C" 4.0 loop 0 1 1 0 -1 ms 

:GYMSF_4022
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_4070 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 

:GYMSF_4070
0006: 32@ = 0 // integer values 

:GYMSF_4077
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @GYMSF_4124 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4117 

:GYMSF_4117
0002: jump @GYMSF_4077 

:GYMSF_4124
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMSF_4543 
015F: set_camera_position 768.0062 -35.1731 1000.276 0.0 0.0 0.0 
0160: point_camera 768.757 -35.8325 1000.314 2 
00BC: text_highpriority 'GYM1_98' 2000 ms 1  // Tmads
0006: 32@ = 0 // integer values 

:GYMSF_4211
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMSF_4258 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4251 

:GYMSF_4251
0002: jump @GYMSF_4211 

:GYMSF_4258
040D: unload_wav 1 
03CF: load_wav 21206 as 1 

:GYMSF_4269
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_4312 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4305 

:GYMSF_4305
0002: jump @GYMSF_4269 

:GYMSF_4312
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_95' 4000 ms 1  // Nyomd le a fldn fekv ellenfelet a(z) ~k~~PED_LOCK_TARGET~ billentyvel, aztn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 

:GYMSF_4339
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMSF_4386 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4379 

:GYMSF_4379
0002: jump @GYMSF_4339 

:GYMSF_4386
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_4441 
0605: actor 38@ perform_animation_sequence "FIGHTC_G" from_file "FIGHT_C" 4.0 loop 0 1 1 0 -1 ms 

:GYMSF_4441
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_4489 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 

:GYMSF_4489
0006: 32@ = 0 // integer values 

:GYMSF_4496
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @GYMSF_4543 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4536 

:GYMSF_4536
0002: jump @GYMSF_4496 

:GYMSF_4543
015F: set_camera_position 772.6448 -38.011 1000.478 0.0 0.0 0.0 
0160: point_camera 771.679 -37.7522 1000.485 2 
00BC: text_highpriority 'GYM1_99' 2000 ms 1  // Komb tmads
0006: 32@ = 0 // integer values 

:GYMSF_4617
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMSF_4664 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4657 

:GYMSF_4657
0002: jump @GYMSF_4617 

:GYMSF_4664
040D: unload_wav 1 
03CF: load_wav 21207 as 1 

:GYMSF_4675
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_4718 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4711 

:GYMSF_4711
0002: jump @GYMSF_4675 

:GYMSF_4718
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_96' 4000 ms 1  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 

:GYMSF_4745
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMSF_4792 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4785 

:GYMSF_4785
0002: jump @GYMSF_4745 

:GYMSF_4792
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_4854 
04D7: lock_actor 38@ in_current_position 1 
0605: actor 38@ perform_animation_sequence "FIGHTC_3" from_file "FIGHT_C" 4.0 loop 0 1 1 0 -1 ms 

:GYMSF_4854
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_4902 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 

:GYMSF_4902
0006: 32@ = 0 // integer values 

:GYMSF_4909
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMSF_4956 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_4949 

:GYMSF_4949
0002: jump @GYMSF_4909 

:GYMSF_4956
0050: gosub @GYMSF_5511 
009B: destroy_actor_instantly 38@ 
009A: 38@ = create_actor 4 #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ z_angle_to 358.0992 
0618: assign_actor 38@ to_action_sequences 48@ 
060B: unknown_actor_use_entity 38@ 41@ 
07FE: set_actor 38@ fighting_style_to 6 6 
009A: 36@ = create_actor 4 #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ z_angle_to 95.1885 
0618: assign_actor 36@ to_action_sequences 42@ 
060B: unknown_actor_use_entity 36@ 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
009A: 37@ = create_actor 4 #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ z_angle_to 271.1251 
0618: assign_actor 37@ to_action_sequences 43@ 
060B: unknown_actor_use_entity 37@ 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
0050: gosub @GYMSF_5487 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_5214 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR 765.9402 -41.602 999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to 265.007 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0373: set_camera_directly_behind_player 

:GYMSF_5214
0050: gosub @GYMSF_5567 
00D6: if 
0038:   $8154 == 0 // integer values 
004D: jump_if_false @GYMSF_5250 
030C: set_mission_points += 1 
0004: $8154 = 1 // integer values 

:GYMSF_5250
00D6: if 
0038:   $8155 == 0 // integer values 
004D: jump_if_false @GYMSF_5284 
00BC: text_highpriority 'GYM1_93' 3000 ms 1  // j mozdulatokat tanultl!

:GYMSF_5284
07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0004: $8155 = 1 // integer values 
0004: $8156 = 0 // integer values 
0004: $8157 = 0 // integer values 

:GYMSF_5321
0002: jump @GYMSF_1318 

:GYMSF_5328
0051: return 
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMSF_5368
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_5391 
07CB: (unknown) $PLAYER_ACTOR 1 

:GYMSF_5391
0249: release_model #WMYJG 
0249: release_model #OMYKARA 
0249: release_model #WMYLG 
0249: release_model #OMOKUNG 
0249: release_model #WMYKARA 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "PARK" 
04EF: release_animation "FIGHT_C" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:GYMSF_5467
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0051: return 

:GYMSF_5487
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0051: return 

:GYMSF_5511
016A: fade 0 500 ms 

:GYMSF_5518
00D6: if 
016B:   fading 
004D: jump_if_false @GYMSF_5565 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMSF_5558 
016A: fade 0 1 ms 

:GYMSF_5558
0002: jump @GYMSF_5518 

:GYMSF_5565
0051: return 

:GYMSF_5567
016A: fade 1 500 ms 

:GYMSF_5574
00D6: if 
016B:   fading 
004D: jump_if_false @GYMSF_5598 
0001: wait 0 ms 
0002: jump @GYMSF_5574 

:GYMSF_5598
0051: return 
040D: unload_wav 1 
03CF: load_wav 62@ as 1 
0006: 63@ = 0 // integer values 
0051: return 

:GYMSF_5620
00D6: if and
03D0:   wav 1 loaded 
0039:   63@ == 0 // integer values 
004D: jump_if_false @GYMSF_5663 
03D1: play_wav 1 
00BC: text_highpriority 60@s 10000 ms 1 
0006: 63@ = 1 // integer values 

:GYMSF_5663
00D6: if and
03D2:   wav 1 ended 
0039:   63@ == 1 // integer values 
004D: jump_if_false @GYMSF_5701 
040D: unload_wav 1 
03D5: remove_text 60@s 
0006: 63@ = 2 // integer values 

:GYMSF_5701
0051: return 

//-------------Mission 116---------------
// Originally: Las Venturas Gym Fight School

:GYMLV
03A4: name_thread 'GYMLV' 
0050: gosub @GYMLV_57 
0169: set_fade_color 0 0 0 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GYMLV_46 
0050: gosub @GYMLV_5200 

:GYMLV_46
0050: gosub @GYMLV_5240 
004E: end_thread 
0317: increment_mission_attempts 

:GYMLV_57
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_80 
07CB: (unknown) $PLAYER_ACTOR 0 

:GYMLV_80
0004: $ONMISSION_GYMFIGHT = 1 // integer values 
0004: $ONMISSION = 1 // integer values 
0623: add 1 to_stat 198 
054C: use_GXT_table 'GYM' 
0247: request_model #VBMYBOX 
0247: request_model #VWMYBOX 
0247: request_model #BMYDJ 
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_D" 
04ED: load_animation "GYMNASIUM" 
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 

:GYMLV_170
00D6: if or
84EE:   not animation "GYMNASIUM" loaded 
8248:   not model #VBMYBOX available 
8248:   not model #VWMYBOX available 
004D: jump_if_false @GYMLV_213 
0001: wait 0 ms 
0002: jump @GYMLV_170 

:GYMLV_213
00D6: if or
8248:   not model #BMYDJ available 
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_D" loaded 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @GYMLV_270 
0001: wait 0 ms 
0002: jump @GYMLV_213 

:GYMLV_270
060A: unknown_create_entity 0 41@ 
060A: unknown_create_entity 2 51@ 
0746: (unknown) 4 24 0 
0615: define_action_sequences 63@ 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT" 4.0 loop 0 0 0 0 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: unknown_action_sequence -1 1000 
0643: (unknown) 63@ 1 
0616: define_action_sequences_end 63@ 
0615: define_action_sequences 64@ 
05B9: unknown_action_sequence -1 500 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT" 4.0 loop 0 0 0 0 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: (unknown) 64@ 1 
0616: define_action_sequences_end 64@ 
0615: define_action_sequences 65@ 
05B9: unknown_action_sequence -1 750 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT" 4.0 loop 0 0 0 0 -1 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: (unknown) 65@ 1 
0616: define_action_sequences_end 65@ 
0615: define_action_sequences 52@ 
0603: unknown_action_sequence -1 773.8429 -61.5409 999.7184 4 -1 
05D4: AS_actor -1 rotate_angle 93.0279 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" from_file "GYMNASIUM" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 52@ 
0615: define_action_sequences 53@ 
0603: unknown_action_sequence -1 771.2518 -69.3033 999.6562 4 -1 
05D4: AS_actor -1 rotate_angle 85.5162 
0616: define_action_sequences_end 53@ 
0615: define_action_sequences 54@ 
0603: unknown_action_sequence -1 762.3508 -78.2144 999.6562 4 -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation_sequence "SHOP_PAY" from_file "INT_SHOP" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 54@ 
0615: define_action_sequences 48@ 
0603: unknown_action_sequence -1 762.3508 -78.2144 999.6562 4 -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation_sequence "SHOP_PAY" from_file "INT_SHOP" 4.0 loop 1 0 0 0 -1 ms 
0643: (unknown) 48@ 1 
0616: define_action_sequences_end 48@ 
009A: 34@ = create_actor 4 #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ z_angle_to 359.2498 
060B: unknown_actor_use_entity 34@ 51@ 
0618: assign_actor 34@ to_action_sequences 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
009A: 36@ = create_actor 4 #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ z_angle_to 330.7023 
060B: unknown_actor_use_entity 36@ 41@ 
009A: 37@ = create_actor 4 #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ z_angle_to 129.3961 
060B: unknown_actor_use_entity 37@ 41@ 
0615: define_action_sequences 42@ 
05B9: unknown_action_sequence -1 1000 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" from_file "GYMNASIUM" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 42@ 
0615: define_action_sequences 43@ 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" from_file "GYMNASIUM" 4.0 loop 1 0 0 0 -1 ms 
0616: define_action_sequences_end 43@ 
0618: assign_actor 36@ to_action_sequences 42@ 
0618: assign_actor 37@ to_action_sequences 43@ 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLV_1078
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMLV_1104 
0001: wait 0 ms 
0002: jump @GYMLV_1078 

:GYMLV_1104
0006: 62@ = 2 // integer values 
00D6: if or
001C:   $5345 > $5347 // integer values 
001C:   $5346 > $5348 // integer values 
004D: jump_if_false @GYMLV_1148 
0005: $5349 = 0.0 // floating-point values 

:GYMLV_1148
0001: wait 0 ms 
0050: gosub @GYMLV_5494 
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @GYMLV_1279 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @GYMLV_1228 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @GYMLV_1228 
0792: (unknown) 37@ 
05C5: AS_actor 37@ cower -2 ms 
0006: 57@ = 1 // integer values 

:GYMLV_1228
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @GYMLV_1279 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @GYMLV_1279 
0792: (unknown) 36@ 
05C5: AS_actor 36@ cower -2 ms 
0006: 57@ = 1 // integer values 

:GYMLV_1279
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 // integer values 
004D: jump_if_false @GYMLV_1312 
0002: jump @GYMLV_5200 

:GYMLV_1312
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 763.3589 -76.7606 999.6562 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMLV_1367 
0006: 45@ = 0 // integer values 

:GYMLV_1367
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_5193 
00D6: if and
0039:   45@ == 0 // integer values 
00FE:   actor 34@ 0 762.3508 -78.2144 999.6562 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMLV_5193 
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point 763.3589 -76.7606 999.6562 radius 0.6 0.6 1.0 sphere 1 
004D: jump_if_false @GYMLV_1486 

:GYMLV_1486
00D6: if and
0101:   actor $PLAYER_ACTOR stopped_near_point 763.3589 -76.7606 999.6562 radius 1.2 1.2 1.2 sphere 0 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_5193 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_1593 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0792: (unknown) $PLAYER_ACTOR 
0687: clear_actor_task 34@ 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 34@ 

:GYMLV_1593
00D6: if 
0038:   $8157 == 0 // integer values 
004D: jump_if_false @GYMLV_1670 
040D: unload_wav 1 
03CF: load_wav 43400 as 1 

:GYMLV_1624
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_1650 
0001: wait 0 ms 
0002: jump @GYMLV_1624 

:GYMLV_1650
03D1: play_wav 1 
00BC: text_highpriority 'WBOX_1' 3000 ms 1  // ~z~H, akarsz tanulni pr j figurt?

:GYMLV_1670
00D6: if 
0038:   $8157 == 1 // integer values 
004D: jump_if_false @GYMLV_1747 
040D: unload_wav 1 
03CF: load_wav 43403 as 1 

:GYMLV_1701
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_1727 
0001: wait 0 ms 
0002: jump @GYMLV_1701 

:GYMLV_1727
03D1: play_wav 1 
00BC: text_highpriority 'WBOX_4' 3000 ms 1  // ~z~Azt hiszed kpes vagy kihzni egy menetet ellenem?

:GYMLV_1747
0512: permanent_text_box 'GYM1_73'  // Nyomj ~k~~CONVERSATION_NO~-t, hogy 'NEM'-mel vlaszolj vagy nyomj ~k~~CONVERSATION_YES~-t, hogy 'IGEN'-nel vlaszolj.

:GYMLV_1758
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2062 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @GYMLV_1949 
0653: 58@ = stat 23 // float 
00D6: if 
0021:   58@ > 349.0 // floating-point values 
004D: jump_if_false @GYMLV_1846 
0006: 44@ = 1 // integer values 
03E6: remove_text_box 
0002: jump @GYMLV_2064 
0002: jump @GYMLV_1949 

:GYMLV_1846
0006: 44@ = 0 // integer values 
0006: 45@ = 1 // integer values 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43402 as 1 

:GYMLV_1875
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_1901 
0001: wait 0 ms 
0002: jump @GYMLV_1875 

:GYMLV_1901
03D1: play_wav 1 
00BC: text_highpriority 'WBOX_3' 3000 ms 1  // ~z~Nem tnsz valami nagy bunysnak! Pakold mg azokat a slyokat!
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 32@ = 0 // integer values 
0006: 55@ = 1 // integer values 
0002: jump @GYMLV_1148 

:GYMLV_1949
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @GYMLV_2055 
0006: 44@ = 0 // integer values 
0006: 45@ = 1 // integer values 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43401 as 1 

:GYMLV_1995
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2021 
0001: wait 0 ms 
0002: jump @GYMLV_1995 

:GYMLV_2021
03D1: play_wav 1 
00BC: text_highpriority 'WBOX_2' 3000 ms 1  // ~z~Te tudod, de lefogadom hogy vissza fogsz mg jnni!
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @GYMLV_1148 

:GYMLV_2055
0002: jump @GYMLV_1758 

:GYMLV_2062
03E6: remove_text_box 

:GYMLV_2064
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @GYMLV_5193 
0050: gosub @GYMLV_5385 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 34@ 
009A: 36@ = create_actor 4 #VBMYBOX at 767.9493 -64.6707 999.6562 
0173: set_actor 36@ z_angle_to 166.9465 
0618: assign_actor 36@ to_action_sequences 63@ 
009A: 37@ = create_actor 4 #VWMYBOX at 770.7913 -67.3238 999.6562 
0173: set_actor 37@ z_angle_to 90.0184 
0618: assign_actor 37@ to_action_sequences 64@ 
009A: 38@ = create_actor 4 #VBMYBOX at 770.4339 -69.5049 999.6562 
0173: set_actor 38@ z_angle_to 91.3393 
0618: assign_actor 38@ to_action_sequences 65@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2392 
0792: (unknown) $PLAYER_ACTOR 
009A: 34@ = create_actor 24 #VWMYBOX at 768.2548 -67.2063 1000.569 
0173: set_actor 34@ z_angle_to 145.0 
0223: set_actor 34@ health_to 1000 
08AF: (unknown) 34@ 1000 
08C7: (unknown) $PLAYER_ACTOR 764.8033 -70.2273 1000.569 
0173: set_actor $PLAYER_ACTOR z_angle_to 310.0 
060B: unknown_actor_use_entity 34@ 51@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 34@ fighting_style_to 7 6 
07DD: (unknown) 34@ 100 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0050: gosub @GYMLV_5441 

:GYMLV_2392
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0038:   $8157 == 0 // integer values 
004D: jump_if_false @GYMLV_2428 
0512: permanent_text_box 'GYM1101'  // Verd meg az ellenfeled, hogy j mozdulatokat tanulhass!

:GYMLV_2428
00D6: if 
0038:   $8157 == 1 // integer values 
004D: jump_if_false @GYMLV_2457 
0512: permanent_text_box 'GYM1_84'  // Fuss s nyomd le a ~k~~VEHICLE_ENTER_EXIT~ gombot!

:GYMLV_2457
0050: gosub @GYMLV_5441 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2506 
09F1: (unknown) $PLAYER_ACTOR 1115 

:GYMLV_2506
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_3164 
0001: wait 0 ms 
00D6: if 
0038:   $8157 == 1 // integer values 
004D: jump_if_false @GYMLV_2810 
00D6: if 
0039:   56@ == 0 // integer values 
004D: jump_if_false @GYMLV_2589 
0006: 32@ = 0 // integer values 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_94'  // Futs kzben clozz a(z) ~k~~PED_LOCK_TARGET~ billentyvel, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 56@ = 1 // integer values 

:GYMLV_2589
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLV_2715 
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GYMLV_2655 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_95'  // Nyomd le a fldn fekv ellenfelet a(z) ~k~~PED_LOCK_TARGET~ billentyvel, aztn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 
0006: 56@ = 2 // integer values 

:GYMLV_2655
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 2 // integer values 
004D: jump_if_false @GYMLV_2708 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_96'  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 
0006: 56@ = 3 // integer values 

:GYMLV_2708
0002: jump @GYMLV_2768 

:GYMLV_2715
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 1 // integer values 
004D: jump_if_false @GYMLV_2768 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_96'  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 
0006: 56@ = 3 // integer values 

:GYMLV_2768
00D6: if and
0019:   32@ > 6000 // integer values 
0039:   56@ == 3 // integer values 
004D: jump_if_false @GYMLV_2810 
03E6: remove_text_box 
0006: 32@ = 0 // integer values 
0006: 56@ = 0 // integer values 

:GYMLV_2810
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2840 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:GYMLV_2840
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @GYMLV_2863 
0002: jump @GYMLV_3164 

:GYMLV_2863
00D6: if 
0022:   1000.7 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @GYMLV_3157 
0050: gosub @GYMLV_5385 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2962 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR 762.854 -69.5929 999.6562 
0173: set_actor $PLAYER_ACTOR z_angle_to 103.4243 

:GYMLV_2962
009A: 34@ = create_actor 4 #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ z_angle_to 359.2498 
060B: unknown_actor_use_entity 34@ 41@ 
0618: assign_actor 34@ to_action_sequences 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
009A: 36@ = create_actor 4 #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ z_angle_to 330.7023 
0618: assign_actor 36@ to_action_sequences 42@ 
009A: 37@ = create_actor 4 #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ z_angle_to 129.3961 
0618: assign_actor 37@ to_action_sequences 43@ 
00BE: text_clear_all 
03E6: remove_text_box 
0050: gosub @GYMLV_5441 
00D6: if 
0038:   $8157 == 0 // integer values 
004D: jump_if_false @GYMLV_3150 
00BC: text_highpriority 'GYM1_92' 5000 ms 1  // ~r~Elhagytad a ringet, vesztettl.

:GYMLV_3150
0002: jump @GYMLV_1148 

:GYMLV_3157
0002: jump @GYMLV_2506 

:GYMLV_3164
03E6: remove_text_box 
00D6: if 
0038:   $8157 == 1 // integer values 
004D: jump_if_false @GYMLV_3191 
0002: jump @GYMLV_4847 

:GYMLV_3191
0050: gosub @GYMLV_5385 
0050: gosub @GYMLV_5341 
0395: clear_area 1 at 768.2548 -67.2063 1000.569 range 10.0 
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
009B: destroy_actor_instantly 38@ 
009A: 34@ = create_actor 4 #VWMYBOX at 768.2548 -67.2063 1000.569 
060B: unknown_actor_use_entity 34@ 41@ 
07FE: set_actor 34@ fighting_style_to 7 6 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_3381 
0792: (unknown) $PLAYER_ACTOR 
0687: clear_actor_task 34@ 
08C7: (unknown) $PLAYER_ACTOR 764.8033 -70.2273 1000.569 
08C7: (unknown) 34@ 768.2548 -67.2063 1000.569 
0173: set_actor $PLAYER_ACTOR z_angle_to 310.0 
0173: set_actor 34@ z_angle_to 145.0 

:GYMLV_3381
015F: set_camera_position 765.1049 -74.2975 1003.591 0.0 0.0 0.0 
0160: point_camera 765.3495 -73.4547 1003.112 2 
0050: gosub @GYMLV_5441 
00BC: text_highpriority 'WBOX_5' 4000 ms 1  // ~z~Ezt nzd, ppen kapra jn.
040D: unload_wav 1 
03CF: load_wav 43404 as 1 

:GYMLV_3468
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_3511 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_3504 

:GYMLV_3504
0002: jump @GYMLV_3468 

:GYMLV_3511
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 // integer values 

:GYMLV_3527
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLV_3574 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_3567 

:GYMLV_3567
0002: jump @GYMLV_3527 

:GYMLV_3574
015F: set_camera_position 767.7358 -70.2958 1001.493 0.0 0.0 0.0 
0160: point_camera 767.9329 -69.3157 1001.47 2 
00BC: text_highpriority 'GYM1_97' 2000 ms 1  // Lerohan tmads
0006: 32@ = 0 // integer values 

:GYMLV_3648
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLV_3695 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_3688 

:GYMLV_3688
0002: jump @GYMLV_3648 

:GYMLV_3695
040D: unload_wav 1 
03CF: load_wav 43405 as 1 

:GYMLV_3708
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_3751 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_3744 

:GYMLV_3744
0002: jump @GYMLV_3708 

:GYMLV_3751
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_94' 4000 ms 1  // Futs kzben clozz a(z) ~k~~PED_LOCK_TARGET~ billentyvel, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 

:GYMLV_3778
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMLV_3825 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_3818 

:GYMLV_3818
0002: jump @GYMLV_3778 

:GYMLV_3825
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_3880 
0605: actor 34@ perform_animation_sequence "FIGHTD_M" from_file "FIGHT_D" 4.0 loop 0 1 1 0 -1 ms 

:GYMLV_3880
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_3928 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 

:GYMLV_3928
0006: 32@ = 0 // integer values 

:GYMLV_3935
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @GYMLV_3982 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_3975 

:GYMLV_3975
0002: jump @GYMLV_3935 

:GYMLV_3982
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLV_4403 
015F: set_camera_position 765.0073 -67.3258 1001.465 0.0 0.0 0.0 
0160: point_camera 766.0051 -67.2777 1001.419 2 
00BC: text_highpriority 'GYM1_98' 2000 ms 1  // Tmads
0006: 32@ = 0 // integer values 

:GYMLV_4069
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLV_4116 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_4109 

:GYMLV_4109
0002: jump @GYMLV_4069 

:GYMLV_4116
040D: unload_wav 1 
03CF: load_wav 43406 as 1 

:GYMLV_4129
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_4172 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_4165 

:GYMLV_4165
0002: jump @GYMLV_4129 

:GYMLV_4172
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_95' 4000 ms 1  // Nyomd le a fldn fekv ellenfelet a(z) ~k~~PED_LOCK_TARGET~ billentyvel, aztn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt
0006: 32@ = 0 // integer values 

:GYMLV_4199
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMLV_4246 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_4239 

:GYMLV_4239
0002: jump @GYMLV_4199 

:GYMLV_4246
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_4301 
0605: actor 34@ perform_animation_sequence "FIGHTD_G" from_file "FIGHT_D" 4.0 loop 0 1 1 0 -1 ms 

:GYMLV_4301
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_4349 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 1 1 0 -1 ms 

:GYMLV_4349
0006: 32@ = 0 // integer values 

:GYMLV_4356
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @GYMLV_4403 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_4396 

:GYMLV_4396
0002: jump @GYMLV_4356 

:GYMLV_4403
015F: set_camera_position 770.4639 -65.7272 1002.231 0.0 0.0 0.0 
0160: point_camera 769.6946 -66.3243 1002.003 2 
00BC: text_highpriority 'GYM1_99' 2000 ms 1  // Komb tmads
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_4499 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 

:GYMLV_4499
0006: 32@ = 0 // integer values 

:GYMLV_4506
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLV_4553 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_4546 

:GYMLV_4546
0002: jump @GYMLV_4506 

:GYMLV_4553
040D: unload_wav 1 
03CF: load_wav 43407 as 1 

:GYMLV_4566
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_4609 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_4602 

:GYMLV_4602
0002: jump @GYMLV_4566 

:GYMLV_4609
03D1: play_wav 1 
00BC: text_highpriority 'GYM1_96' 4000 ms 1  // Clozz a(z) ~k~~PED_LOCK_TARGET~ billentyt, azutn nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt.
0006: 32@ = 0 // integer values 

:GYMLV_4636
00D6: if 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @GYMLV_4683 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_4676 

:GYMLV_4676
0002: jump @GYMLV_4636 

:GYMLV_4683
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_4745 
04D7: lock_actor 34@ in_current_position 1 
0605: actor 34@ perform_animation_sequence "FIGHTD_3" from_file "FIGHT_D" 4.0 loop 0 1 1 0 -1 ms 

:GYMLV_4745
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_4793 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 1 -1 ms 

:GYMLV_4793
0006: 32@ = 0 // integer values 

:GYMLV_4800
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @GYMLV_4847 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_4840 

:GYMLV_4840
0002: jump @GYMLV_4800 

:GYMLV_4847
0050: gosub @GYMLV_5385 
00D6: if 
0038:   $8158 == 0 // integer values 
004D: jump_if_false @GYMLV_4883 
030C: set_mission_points += 1 
0004: $8158 = 1 // integer values 

:GYMLV_4883
009B: destroy_actor_instantly 34@ 
009B: destroy_actor_instantly 36@ 
009B: destroy_actor_instantly 37@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_4949 
0792: (unknown) $PLAYER_ACTOR 
08C7: (unknown) $PLAYER_ACTOR 762.854 -69.5929 999.6562 
0173: set_actor $PLAYER_ACTOR z_angle_to 103.4243 

:GYMLV_4949
009A: 34@ = create_actor 4 #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ z_angle_to 359.2498 
060B: unknown_actor_use_entity 34@ 51@ 
0618: assign_actor 34@ to_action_sequences 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
009A: 36@ = create_actor 4 #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ z_angle_to 330.7023 
0618: assign_actor 36@ to_action_sequences 42@ 
060B: unknown_actor_use_entity 36@ 41@ 
009A: 37@ = create_actor 4 #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ z_angle_to 129.3961 
0618: assign_actor 37@ to_action_sequences 43@ 
060B: unknown_actor_use_entity 37@ 41@ 
0050: gosub @GYMLV_5361 
0050: gosub @GYMLV_5441 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 6 
00D6: if 
0038:   $8157 == 0 // integer values 
004D: jump_if_false @GYMLV_5165 
00BC: text_highpriority 'GYM1_93' 3000 ms 1  // j mozdulatokat tanultl!

:GYMLV_5165
0004: $8155 = 0 // integer values 
0004: $8156 = 0 // integer values 
0004: $8157 = 1 // integer values 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLV_5193
0002: jump @GYMLV_1148 

:GYMLV_5200
0051: return 
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMLV_5240
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_5263 
07CB: (unknown) $PLAYER_ACTOR 1 

:GYMLV_5263
0249: release_model #VBMYBOX 
0249: release_model #VWMYBOX 
0249: release_model #BMYDJ 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:GYMLV_5341
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0051: return 

:GYMLV_5361
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0051: return 

:GYMLV_5385
016A: fade 0 500 ms 

:GYMLV_5392
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLV_5439 
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMLV_5432 
016A: fade 0 1 ms 

:GYMLV_5432
0002: jump @GYMLV_5392 

:GYMLV_5439
0051: return 

:GYMLV_5441
016A: fade 1 500 ms 

:GYMLV_5448
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLV_5472 
0001: wait 0 ms 
0002: jump @GYMLV_5448 

:GYMLV_5472
0051: return 
040D: unload_wav 1 
03CF: load_wav 61@ as 1 
0006: 62@ = 0 // integer values 
0051: return 

:GYMLV_5494
00D6: if and
03D0:   wav 1 loaded 
0039:   62@ == 0 // integer values 
004D: jump_if_false @GYMLV_5537 
03D1: play_wav 1 
00BC: text_highpriority 59@s 10000 ms 1 
0006: 62@ = 1 // integer values 

:GYMLV_5537
00D6: if and
03D2:   wav 1 ended 
0039:   62@ == 1 // integer values 
004D: jump_if_false @GYMLV_5575 
040D: unload_wav 1 
03D5: remove_text 59@s 
0006: 62@ = 2 // integer values 

:GYMLV_5575
0051: return 

//-------------Mission 117---------------
// Originally: Trucking

:TRUCK
03A4: name_thread 'TRUCK' 
0050: gosub @TRUCK_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TRUCK_38 
0050: gosub @TRUCK_16344 

:TRUCK_38
0050: gosub @TRUCK_16753 
004E: end_thread 

:TRUCK_47
00D6: if 
0038:   $MISSION_TRUCKING_PASSED == 0 // integer values 
004D: jump_if_false @TRUCK_67 
0317: increment_mission_attempts 

:TRUCK_67
0004: $ONMISSION = 1 // integer values 
0004: $411 = 1 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 114@ = 0 // integer values 
00D6: if 
0039:   36@ == -99 // integer values 
004D: jump_if_false @TRUCK_324 
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 74@ = create_car #PETRO at 0.0 0.0 0.0 
00A5: 75@ = create_car #PETROTR at 0.0 0.0 0.0 
0186: 78@ = create_marker_above_car 74@ 
0186: 77@ = create_marker_above_car 74@ 
0186: 79@ = create_marker_above_car 75@ 

:TRUCK_324
054C: use_GXT_table 'TRUCK' 
00D6: if 
0028:   $8159 >= 6 // integer values 
004D: jump_if_false @TRUCK_468 
0652: $11008 = stat 181 // integer 
00D6: if 
001A:   2 > $11008 // integer values 
004D: jump_if_false @TRUCK_468 
00BC: text_highpriority 'TRK_H17' 5000 ms 1  // A kvetkez szllti kldets akkor lesz elrhet, ha majd megnylik az tvonal Las Venturas fel.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_450 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:TRUCK_450
016A: fade 1 500 ms 
0001: wait 5000 ms 
0A2D: (unknown) 1 
0051: return 

:TRUCK_468
00D6: if 
0028:   $8159 >= 4 // integer values 
004D: jump_if_false @TRUCK_601 
0652: $11008 = stat 181 // integer 
00D6: if 
001A:   1 > $11008 // integer values 
004D: jump_if_false @TRUCK_601 
00BC: text_highpriority 'TRK_H18' 5000 ms 1  // A kvetkez szllti kldets elrhet lesz, ha majd megnylik az tvonal San Fierro fel.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_583 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:TRUCK_583
016A: fade 1 500 ms 
0001: wait 5000 ms 
0A2D: (unknown) 1 
0051: return 

:TRUCK_601
0050: gosub @TRUCK_15391 
0050: gosub @TRUCK_15393 
0001: wait 100 ms 

:TRUCK_619
0001: wait 0 ms 
0050: gosub @TRUCK_12403 
0050: gosub @TRUCK_12776 
00D6: if or
0039:   40@ == 1 // integer values 
0039:   41@ == 1 // integer values 
004D: jump_if_false @TRUCK_669 
0002: jump @TRUCK_896 

:TRUCK_669
0050: gosub @TRUCK_15288 
0050: gosub @TRUCK_15322 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_713 
0006: 39@ = 1 // integer values 
0002: jump @TRUCK_896 

:TRUCK_713
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @TRUCK_771 
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TRUCK_771
00D6: if 
0039:   36@ == 1 // integer values 
004D: jump_if_false @TRUCK_796 
0050: gosub @TRUCK_1097 

:TRUCK_796
00D6: if 
0039:   36@ == 2 // integer values 
004D: jump_if_false @TRUCK_821 
0050: gosub @TRUCK_1312 

:TRUCK_821
00D6: if 
0039:   36@ == 3 // integer values 
004D: jump_if_false @TRUCK_846 
0006: 38@ = 1 // integer values 

:TRUCK_846
00D6: if 
0039:   36@ == 50 // integer values 
004D: jump_if_false @TRUCK_871 
0050: gosub @TRUCK_2470 

:TRUCK_871
00D6: if 
0039:   36@ == 51 // integer values 
004D: jump_if_false @TRUCK_896 
0006: 40@ = 1 // integer values 

:TRUCK_896
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @TRUCK_1049 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @TRUCK_1033 
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @TRUCK_964 
0002: jump @TRUCK_619 
0002: jump @TRUCK_1026 

:TRUCK_964
0050: gosub @TRUCK_16746 
00D6: if 
0039:   114@ == 1 // integer values 
004D: jump_if_false @TRUCK_1024 
0006: 38@ = 0 // integer values 
0006: 36@ = 50 // integer values 
0006: 37@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0002: jump @TRUCK_619 

:TRUCK_1024
0051: return 

:TRUCK_1026
0002: jump @TRUCK_1042 

:TRUCK_1033
0050: gosub @TRUCK_16344 
0051: return 

:TRUCK_1042
0002: jump @TRUCK_1051 

:TRUCK_1049
0051: return 

:TRUCK_1051
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:TRUCK_1097
00D6: if or
0119:   car 75@ wrecked 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_1134 
0006: 39@ = 1 // integer values 
0006: 89@ = 3 // integer values 
0051: return 

:TRUCK_1134
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @TRUCK_1236 
04F7: status_text $8160 0 line 1 'TRK_CSH'  // Pnz
008A: $8160 = 91@ // integer values and handles 
0085: 83@ = 91@ // integer values and handles 
0050: gosub @TRUCK_3418 
0050: gosub @TRUCK_3636 
0050: gosub @TRUCK_5170 
0186: 77@ = create_marker_above_car 74@ 
07E0: set_marker 77@ type_to 1 
0006: 113@ = 0 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_1236
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @TRUCK_1285 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_1285 
0164: disable_marker 77@ 
0006: 37@ = 99 // integer values 

:TRUCK_1285
00D6: if 
0039:   37@ == 99 // integer values 
004D: jump_if_false @TRUCK_1310 
0050: gosub @TRUCK_15361 

:TRUCK_1310
0051: return 

:TRUCK_1312
00D6: if or
0119:   car 74@ wrecked 
0119:   car 75@ wrecked 
004D: jump_if_false @TRUCK_1349 
0006: 39@ = 1 // integer values 
0006: 89@ = 3 // integer values 
0051: return 

:TRUCK_1349
00D6: if 
0039:   113@ == 0 // integer values 
004D: jump_if_false @TRUCK_1394 
0050: gosub @TRUCK_5187 
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @TRUCK_1394 
0051: return 

:TRUCK_1394
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @TRUCK_1679 
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
0168: show_on_radar 76@ 4 
0006: 106@ = 0 // integer values 
0050: gosub @TRUCK_5875 
0871: init_jump_table 88@ total_jumps 6 1 @TRUCK_1648 jumps 1 @TRUCK_1510 2 @TRUCK_1533 3 @TRUCK_1556 4 @TRUCK_1579 5 @TRUCK_1602 6 @TRUCK_1625 -1 @TRUCK_1672 

:TRUCK_1510
00BC: text_highpriority 'TRK_H6' 15000 ms 1  // Ez egy trkeny szlltmny. vatosan szlltsd ki, klnben pnzt vesztesz a srls miatt.
0002: jump @TRUCK_1672 

:TRUCK_1533
00BC: text_highpriority 'TRK_H7' 15000 ms 1  // Szlltsd ki a szlltmnyokat minl gyorsabban. Ha ksel, akkor pnzt vesztesz.
0002: jump @TRUCK_1672 

:TRUCK_1556
00BC: text_highpriority 'TRK_H12' 15000 ms 1  // Ezek a csomagok nagyon trkenyek.
0002: jump @TRUCK_1672 

:TRUCK_1579
00BC: text_highpriority 'TRK_H9' 15000 ms 1  // Ezek a csomagok a zsaruk figyelmt is felkelthetik.
0002: jump @TRUCK_1672 

:TRUCK_1602
00BC: text_highpriority 'TRK_H11' 15000 ms 1  // Gyorsan s biztonsgosan kell kiszlltanod ezeket a csomagokat.
0002: jump @TRUCK_1672 

:TRUCK_1625
00BC: text_highpriority 'TRK_H10' 15000 ms 1  // Ezek a csomagok a zsaruk figyelmt is felkelthetik.
0002: jump @TRUCK_1672 

:TRUCK_1648
0662: write_debug_message "UNKNOWN_MISSION_TYPE" 

:TRUCK_1672
000A: 37@ += 1 // integer values 

:TRUCK_1679
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @TRUCK_1922 
0087: 63@ = 102@ // floating-point values only 
000F: 63@ -= 4.0 // floating-point values 
0087: 64@ = 103@ // floating-point values only 
000F: 64@ -= 4.0 // floating-point values 
0087: 65@ = 104@ // floating-point values only 
000F: 65@ -= 4.0 // floating-point values 
0087: 66@ = 102@ // floating-point values only 
000B: 66@ += 4.0 // floating-point values 
0087: 67@ = 103@ // floating-point values only 
000B: 67@ += 4.0 // floating-point values 
0087: 68@ = 104@ // floating-point values only 
000B: 68@ += 4.0 // floating-point values 
00D6: if or
00B1:   car 75@ 1 63@ 64@ 65@ 66@ 67@ 68@ 
00B1:   car 74@ 0 63@ 64@ 65@ 66@ 67@ 68@ 
004D: jump_if_false @TRUCK_1922 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 74@ 
07AB:   car 75@ attached_to_car 74@ 
004D: jump_if_false @TRUCK_1922 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 113@ = 1 // integer values 
000A: 81@ += 15000 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_1922
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @TRUCK_1990 
00D6: if and
01C1:   car 75@ stopped 
01C1:   car 74@ stopped 
004D: jump_if_false @TRUCK_1990 
0519: lock_vehicle 74@ in_current_position 1 
05CD: AS_actor $PLAYER_ACTOR exit_car 74@ 
0050: gosub @TRUCK_16540 
000A: 37@ += 1 // integer values 

:TRUCK_1990
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @TRUCK_2053 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2053 
0508: (unknown) 74@ 
020A: set_car 74@ door_status_to 2 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 37@ = 99 // integer values 

:TRUCK_2053
0050: gosub @TRUCK_7116 
0050: gosub @TRUCK_7271 
0050: gosub @TRUCK_7500 
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @TRUCK_2099 
0050: gosub @TRUCK_7694 

:TRUCK_2099
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @TRUCK_2284 
0007: 59@ = -76.1692 // floating-point values 
0007: 60@ = -1128.963 // floating-point values 
0007: 61@ = 0.0781 // floating-point values 
00D6: if and
01AF:   car 75@ 0 59@ 60@ 61@ radius 40.0 40.0 40.0 
81AF:   not car 75@ 0 59@ 60@ 61@ radius 20.0 20.0 20.0 
004D: jump_if_false @TRUCK_2284 
01EB: set_traffic_density_to 1.0 
00D6: if 
0039:   88@ == 4 // integer values 
004D: jump_if_false @TRUCK_2252 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:TRUCK_2252
00D6: if 
0039:   88@ == 6 // integer values 
004D: jump_if_false @TRUCK_2277 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:TRUCK_2277
0006: 106@ = 1 // integer values 

:TRUCK_2284
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @TRUCK_2384 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @TRUCK_2343 
00BC: text_highpriority 'TRK_H14' 6000 ms 1  // Kstl a csomagokkal. A pnzed megfelezdtt.
0006: 110@ = 0 // integer values 

:TRUCK_2343
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @TRUCK_2384 
00BC: text_highpriority 'TRK_H15' 6000 ms 1  // Kstl a csomagokkal. A pnzed megfelezdtt.
0006: 111@ = 0 // integer values 

:TRUCK_2384
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @TRUCK_2443 
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @TRUCK_2443 
00BC: text_highpriority 'TRK_H16' 7000 ms 1  // Kifutsz az idbl! Szlltsd ki a csomagokat a hatrid eltt, hogy a kldets sikeres legyen.
0006: 112@ = 0 // integer values 

:TRUCK_2443
00D6: if 
0039:   37@ == 99 // integer values 
004D: jump_if_false @TRUCK_2468 
0050: gosub @TRUCK_15361 

:TRUCK_2468
0051: return 

:TRUCK_2470
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @TRUCK_2545 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0085: 82@ = 47@ // integer values and handles 
000A: 82@ += 5000 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0172: 62@ = actor $PLAYER_ACTOR z_angle 
0151: remove_status_text $8160 
000A: 37@ += 1 // integer values 

:TRUCK_2545
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @TRUCK_2612 
00D6: if 
001D:   47@ > 82@ // integer values 
004D: jump_if_false @TRUCK_2612 
016A: fade 0 500 ms 
0085: 82@ = 47@ // integer values and handles 
000A: 82@ += 500 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_2612
00D6: if 
0039:   37@ == 2 // integer values 
004D: jump_if_false @TRUCK_2861 
00D6: if and
001D:   47@ > 82@ // integer values 
816B:   not fading 
004D: jump_if_false @TRUCK_2861 
04A6: $1933 = create_asset_money_pickup_at -82.2693 -1135.526 0.5847 money $1934 $1934 
02A3: toggle_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRUCK_2724 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -47.0873 -1122.146 0.4453 
0002: jump @TRUCK_2744 

:TRUCK_2724
00A1: put_actor $PLAYER_ACTOR at -47.0873 -1122.146 0.4453 

:TRUCK_2744
01C3: remove_references_to_car 74@ // Like turning a car into any random car 
01C3: remove_references_to_car 75@ // Like turning a car into any random car 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
0A0B: (unknown) -96.3779 -1125.262 0.093 261.7115 
015F: set_camera_position -109.2539 -1122.353 15.1451 0.0 0.0 0.0 
0160: point_camera -108.3806 -1122.439 14.6655 2 
0085: 82@ = 47@ // integer values and handles 
000A: 82@ += 2000 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_2861
00D6: if 
0039:   37@ == 3 // integer values 
004D: jump_if_false @TRUCK_2944 
00D6: if 
001D:   47@ > 82@ // integer values 
004D: jump_if_false @TRUCK_2944 
016A: fade 1 500 ms 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0085: 82@ = 47@ // integer values and handles 
000A: 82@ += 5000 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_2944
00D6: if 
0039:   37@ == 4 // integer values 
004D: jump_if_false @TRUCK_3074 
00D6: if 
001D:   47@ > 82@ // integer values 
004D: jump_if_false @TRUCK_3074 
015F: set_camera_position -83.7387 -1133.793 0.9871 0.0 0.0 0.0 
0160: point_camera -82.9525 -1134.41 0.9592 2 
01E5: text_1number_highpriority 'ASS_LUV' $1934 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0085: 82@ = 47@ // integer values and handles 
000A: 82@ += 6000 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_3074
00D6: if 
0039:   37@ == 5 // integer values 
004D: jump_if_false @TRUCK_3141 
00D6: if 
001D:   47@ > 82@ // integer values 
004D: jump_if_false @TRUCK_3141 
016A: fade 0 500 ms 
0085: 82@ = 47@ // integer values and handles 
000A: 82@ += 500 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_3141
00D6: if 
0039:   37@ == 6 // integer values 
004D: jump_if_false @TRUCK_3244 
00D6: if and
001D:   47@ > 82@ // integer values 
816B:   not fading 
004D: jump_if_false @TRUCK_3244 
00A1: put_actor $PLAYER_ACTOR at 59@ 60@ 61@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 62@ 
03CB: set_camera 59@ 60@ 61@ 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 82@ = 47@ // integer values and handles 
000A: 82@ += 2000 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_3244
00D6: if 
0039:   37@ == 7 // integer values 
004D: jump_if_false @TRUCK_3327 
00D6: if 
001D:   47@ > 82@ // integer values 
004D: jump_if_false @TRUCK_3327 
00BC: text_highpriority 'TRK_P2' 10000 ms 1  // ~s~Minden jvbeli kldetsed klnbz tvolsg, nehzsg, s jutalm lesz.
016A: fade 1 500 ms 
0085: 82@ = 47@ // integer values and handles 
000A: 82@ += 500 // integer values 
000A: 37@ += 1 // integer values 

:TRUCK_3327
00D6: if 
0039:   37@ == 8 // integer values 
004D: jump_if_false @TRUCK_3391 
00D6: if and
001D:   47@ > 82@ // integer values 
816B:   not fading 
004D: jump_if_false @TRUCK_3391 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: 1 cars_can_be_damaged 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 37@ = 99 // integer values 

:TRUCK_3391
00D6: if 
0039:   37@ == 99 // integer values 
004D: jump_if_false @TRUCK_3416 
0050: gosub @TRUCK_15361 

:TRUCK_3416
0051: return 

:TRUCK_3418
0871: init_jump_table 88@ total_jumps 6 1 @TRUCK_3607 jumps 1 @TRUCK_3481 2 @TRUCK_3502 3 @TRUCK_3523 4 @TRUCK_3544 5 @TRUCK_3565 6 @TRUCK_3586 -1 @TRUCK_3634 

:TRUCK_3481
05AA: 98@s = 'TRK_MND' // 8-byte strings 
0002: jump @TRUCK_3634 

:TRUCK_3502
05AA: 98@s = 'TRK_MNT' // 8-byte strings 
0002: jump @TRUCK_3634 

:TRUCK_3523
05AA: 98@s = 'TRK_MFD' // 8-byte strings 
0002: jump @TRUCK_3634 

:TRUCK_3544
05AA: 98@s = 'TRK_MI' // 8-byte strings 
0002: jump @TRUCK_3634 

:TRUCK_3565
05AA: 98@s = 'TRK_MTD' // 8-byte strings 
0002: jump @TRUCK_3634 

:TRUCK_3586
05AA: 98@s = 'TRK_MHI' // 8-byte strings 
0002: jump @TRUCK_3634 

:TRUCK_3607
0662: write_debug_message "UNKNOWN_MISSION_TYPE_ID" 

:TRUCK_3634
0051: return 

:TRUCK_3636
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @TRUCK_3801 
0871: init_jump_table 87@ total_jumps 4 0 @TRUCK_3801 jumps 0 @TRUCK_3717 1 @TRUCK_3738 2 @TRUCK_3759 3 @TRUCK_3780 -1 @TRUCK_3801 -1 @TRUCK_3801 -1 @TRUCK_3801 

:TRUCK_3717
05AA: 100@s = 'TRK_CE0' // 8-byte strings 
0002: jump @TRUCK_3801 

:TRUCK_3738
05AA: 100@s = 'TRK_CE1' // 8-byte strings 
0002: jump @TRUCK_3801 

:TRUCK_3759
05AA: 100@s = 'TRK_CE2' // 8-byte strings 
0002: jump @TRUCK_3801 

:TRUCK_3780
05AA: 100@s = 'TRK_CE3' // 8-byte strings 
0002: jump @TRUCK_3801 

:TRUCK_3801
00D6: if 
0039:   86@ == 2 // integer values 
004D: jump_if_false @TRUCK_3924 
0871: init_jump_table 87@ total_jumps 2 0 @TRUCK_3924 jumps 0 @TRUCK_3882 1 @TRUCK_3903 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 

:TRUCK_3882
05AA: 100@s = 'TRK_CE4' // 8-byte strings 
0002: jump @TRUCK_3924 

:TRUCK_3903
05AA: 100@s = 'TRK_CE5' // 8-byte strings 
0002: jump @TRUCK_3924 

:TRUCK_3924
00D6: if 
0039:   86@ == 3 // integer values 
004D: jump_if_false @TRUCK_4089 
0871: init_jump_table 87@ total_jumps 4 0 @TRUCK_4089 jumps 0 @TRUCK_4005 1 @TRUCK_4026 2 @TRUCK_4047 3 @TRUCK_4068 -1 @TRUCK_4089 -1 @TRUCK_4089 -1 @TRUCK_4089 

:TRUCK_4005
05AA: 100@s = 'TRK_LS0' // 8-byte strings 
0002: jump @TRUCK_4089 

:TRUCK_4026
05AA: 100@s = 'TRK_LS1' // 8-byte strings 
0002: jump @TRUCK_4089 

:TRUCK_4047
05AA: 100@s = 'TRK_LS2' // 8-byte strings 
0002: jump @TRUCK_4089 

:TRUCK_4068
05AA: 100@s = 'TRK_LS3' // 8-byte strings 
0002: jump @TRUCK_4089 

:TRUCK_4089
00D6: if 
0039:   86@ == 8 // integer values 
004D: jump_if_false @TRUCK_4529 
0871: init_jump_table 87@ total_jumps 14 0 @TRUCK_4529 jumps 0 @TRUCK_4235 1 @TRUCK_4256 2 @TRUCK_4277 3 @TRUCK_4298 4 @TRUCK_4319 5 @TRUCK_4340 6 @TRUCK_4361 
0872: jump_table_jumps 7 @TRUCK_4382 8 @TRUCK_4403 9 @TRUCK_4424 10 @TRUCK_4445 11 @TRUCK_4466 12 @TRUCK_4487 13 @TRUCK_4508 -1 @TRUCK_4529 -1 @TRUCK_4529 

:TRUCK_4235
05AA: 100@s = 'TRK_V0' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4256
05AA: 100@s = 'TRK_V1' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4277
05AA: 100@s = 'TRK_V2' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4298
05AA: 100@s = 'TRK_V3' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4319
05AA: 100@s = 'TRK_V4' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4340
05AA: 100@s = 'TRK_V5' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4361
05AA: 100@s = 'TRK_V6' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4382
05AA: 100@s = 'TRK_V7' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4403
05AA: 100@s = 'TRK_V8' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4424
05AA: 100@s = 'TRK_V9' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4445
05AA: 100@s = 'TRK_V10' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4466
05AA: 100@s = 'TRK_V11' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4487
05AA: 100@s = 'TRK_V12' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4508
05AA: 100@s = 'TRK_V13' // 8-byte strings 
0002: jump @TRUCK_4529 

:TRUCK_4529
00D6: if 
0039:   86@ == 7 // integer values 
004D: jump_if_false @TRUCK_4715 
0871: init_jump_table 87@ total_jumps 5 0 @TRUCK_4715 jumps 0 @TRUCK_4610 1 @TRUCK_4631 2 @TRUCK_4652 3 @TRUCK_4673 4 @TRUCK_4694 -1 @TRUCK_4715 -1 @TRUCK_4715 

:TRUCK_4610
05AA: 100@s = 'TRK_NC0' // 8-byte strings 
0002: jump @TRUCK_4715 

:TRUCK_4631
05AA: 100@s = 'TRK_NC1' // 8-byte strings 
0002: jump @TRUCK_4715 

:TRUCK_4652
05AA: 100@s = 'TRK_NC2' // 8-byte strings 
0002: jump @TRUCK_4715 

:TRUCK_4673
05AA: 100@s = 'TRK_NC3' // 8-byte strings 
0002: jump @TRUCK_4715 

:TRUCK_4694
05AA: 100@s = 'TRK_NC4' // 8-byte strings 
0002: jump @TRUCK_4715 

:TRUCK_4715
00D6: if 
0039:   86@ == 4 // integer values 
004D: jump_if_false @TRUCK_4859 
0871: init_jump_table 87@ total_jumps 3 0 @TRUCK_4859 jumps 0 @TRUCK_4796 1 @TRUCK_4817 2 @TRUCK_4838 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 

:TRUCK_4796
05AA: 100@s = 'TRK_CS0' // 8-byte strings 
0002: jump @TRUCK_4859 

:TRUCK_4817
05AA: 100@s = 'TRK_CS1' // 8-byte strings 
0002: jump @TRUCK_4859 

:TRUCK_4838
05AA: 100@s = 'TRK_CS2' // 8-byte strings 
0002: jump @TRUCK_4859 

:TRUCK_4859
00D6: if 
0039:   86@ == 5 // integer values 
004D: jump_if_false @TRUCK_5024 
0871: init_jump_table 87@ total_jumps 4 0 @TRUCK_5024 jumps 0 @TRUCK_4940 1 @TRUCK_4961 2 @TRUCK_4982 3 @TRUCK_5003 -1 @TRUCK_5024 -1 @TRUCK_5024 -1 @TRUCK_5024 

:TRUCK_4940
05AA: 100@s = 'TRK_SF0' // 8-byte strings 
0002: jump @TRUCK_5024 

:TRUCK_4961
05AA: 100@s = 'TRK_SF1' // 8-byte strings 
0002: jump @TRUCK_5024 

:TRUCK_4982
05AA: 100@s = 'TRK_SF2' // 8-byte strings 
0002: jump @TRUCK_5024 

:TRUCK_5003
05AA: 100@s = 'TRK_SF3' // 8-byte strings 
0002: jump @TRUCK_5024 

:TRUCK_5024
00D6: if 
0039:   86@ == 6 // integer values 
004D: jump_if_false @TRUCK_5168 
0871: init_jump_table 87@ total_jumps 3 0 @TRUCK_5168 jumps 0 @TRUCK_5105 1 @TRUCK_5126 2 @TRUCK_5147 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 

:TRUCK_5105
05AA: 100@s = 'TRK_CN0' // 8-byte strings 
0002: jump @TRUCK_5168 

:TRUCK_5126
05AA: 100@s = 'TRK_CN1' // 8-byte strings 
0002: jump @TRUCK_5168 

:TRUCK_5147
05AA: 100@s = 'TRK_CN2' // 8-byte strings 
0002: jump @TRUCK_5168 

:TRUCK_5168
0051: return 

:TRUCK_5170
03EB: clear_small_messages_only 
0384: text_1string 98@s 100@s 15000 ms 1 
0051: return 

:TRUCK_5187
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @TRUCK_5743 
00D6: if and
07AB:   car 75@ attached_to_car 74@ 
00DB:   actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5281 
0006: 84@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
0168: show_on_radar 76@ 4 
03EB: clear_small_messages_only 
0051: return 

:TRUCK_5281
0227: 50@ = car 74@ health 
00D6: if 
001B:   250 > 50@ // integer values 
004D: jump_if_false @TRUCK_5320 
03EB: clear_small_messages_only 
0164: disable_marker 78@ 
0164: disable_marker 79@ 

:TRUCK_5320
00D6: if 
001D:   47@ > 80@ // integer values 
004D: jump_if_false @TRUCK_5362 
000E: 84@ -= 1 // integer values 
0085: 80@ = 47@ // integer values and handles 
000A: 80@ += 1000 // integer values 

:TRUCK_5362
00D6: if 
001B:   0 > 84@ // integer values 
004D: jump_if_false @TRUCK_5474 
0006: 39@ = 1 // integer values 
03EB: clear_small_messages_only 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0006: 72@ = 0 // integer values 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5439 
0006: 72@ = 1 // integer values 
0006: 89@ = 4 // integer values 

:TRUCK_5439
00D6: if and
87AB:   not car 75@ attached_to_car 74@ 
0039:   72@ == 0 // integer values 
004D: jump_if_false @TRUCK_5472 
0006: 89@ = 5 // integer values 

:TRUCK_5472
0051: return 

:TRUCK_5474
00BE: text_clear_all 
09C1: (unknown) 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5621 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @TRUCK_5543 
01E4: text_1number_lowpriority 'TRK_H5B' 84@ 1000 ms 1  // ~s~~1~ msodperced van, hogy visszaszllj a ~b~teherautba~s~.
0002: jump @TRUCK_5562 

:TRUCK_5543
01E4: text_1number_lowpriority 'TRK_H5' 84@ 1000 ms 1  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~teherautba~s~.

:TRUCK_5562
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @TRUCK_5583 
0164: disable_marker 79@ 

:TRUCK_5583
00D6: if 
875C:   not marker 78@ enabled 
004D: jump_if_false @TRUCK_5614 
0186: 78@ = create_marker_above_car 74@ 
07E0: set_marker 78@ type_to 1 

:TRUCK_5614
0002: jump @TRUCK_5736 

:TRUCK_5621
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @TRUCK_5665 
01E4: text_1number_lowpriority 'TRK_H4B' 84@ 1000 ms 1  // ~s~Van ~1~ msodperced, hogy rksd az ~b~utnfutt~s~ a teherautra.
0002: jump @TRUCK_5684 

:TRUCK_5665
01E4: text_1number_lowpriority 'TRK_H4' 84@ 1000 ms 1  // ~s~Van ~1~ msodperced, hogy rksd az ~b~utnfutt~s~ a teherautra.

:TRUCK_5684
00D6: if 
875C:   not marker 79@ enabled 
004D: jump_if_false @TRUCK_5715 
0186: 79@ = create_marker_above_car 75@ 
07E0: set_marker 79@ type_to 1 

:TRUCK_5715
00D6: if 
075C:   marker 78@ enabled 
004D: jump_if_false @TRUCK_5736 
0164: disable_marker 78@ 

:TRUCK_5736
0002: jump @TRUCK_5873 

:TRUCK_5743
00D6: if or
87AB:   not car 75@ attached_to_car 74@ 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5873 
0006: 84@ = 60 // integer values 
0085: 80@ = 47@ // integer values and handles 
000A: 80@ += 1000 // integer values 
0006: 105@ = 1 // integer values 
0164: disable_marker 76@ 
09C1: (unknown) 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5854 
01E5: text_1number_highpriority 'TRK_H5' 84@ 1000 ms 1  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~teherautba~s~.
0002: jump @TRUCK_5873 

:TRUCK_5854
01E5: text_1number_highpriority 'TRK_H4' 84@ 1000 ms 1  // ~s~Van ~1~ msodperced, hogy rksd az ~b~utnfutt~s~ a teherautra.

:TRUCK_5873
0051: return 

:TRUCK_5875
0006: 90@ = 750 // integer values 
00D6: if or
0039:   88@ == 1 // integer values 
0039:   88@ == 5 // integer values 
004D: jump_if_false @TRUCK_5916 
0006: 90@ = 500 // integer values 

:TRUCK_5916
00D6: if 
0039:   88@ == 3 // integer values 
004D: jump_if_false @TRUCK_5942 
0006: 90@ = 250 // integer values 

:TRUCK_5942
0085: 50@ = 90@ // integer values and handles 
000A: 50@ += 250 // integer values 
0224: set_car 75@ health_to 50@ 
0224: set_car 74@ health_to 50@ 
0006: 92@ = 0 // integer values 
0050: gosub @TRUCK_6155 
00D6: if or
0039:   88@ == 1 // integer values 
0039:   88@ == 3 // integer values 
004D: jump_if_false @TRUCK_6031 
04F7: status_text $8161 1 line 2 'TRK_DMG'  // Srls

:TRUCK_6031
00D6: if 
0039:   88@ == 2 // integer values 
004D: jump_if_false @TRUCK_6076 
0050: gosub @TRUCK_6559 
03C3: set_timer_with_text_to $8162 type 0 text 'TRK_TIM'  // Szlltotta
0396: 1 useless_flag 

:TRUCK_6076
00D6: if 
0039:   88@ == 5 // integer values 
004D: jump_if_false @TRUCK_6139 
0050: gosub @TRUCK_6559 
03C3: set_timer_with_text_to $8162 type 0 text 'TRK_TIM'  // Szlltotta
04F7: status_text $8161 1 line 2 'TRK_DMG'  // Srls
0396: 1 useless_flag 

:TRUCK_6139
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0051: return 

:TRUCK_6155
0871: init_jump_table 92@ total_jumps 5 0 @TRUCK_6365 jumps 0 @TRUCK_6218 1 @TRUCK_6256 2 @TRUCK_6293 3 @TRUCK_6330 4 @TRUCK_6351 -1 @TRUCK_6365 -1 @TRUCK_6365 

:TRUCK_6218
0085: 81@ = 93@ // integer values and handles 
0012: 81@ *= 140 // integer values 
005A: 81@ += 47@ // integer values 
0006: 92@ = 1 // integer values 
0002: jump @TRUCK_6365 

:TRUCK_6256
0085: 81@ = 93@ // integer values and handles 
0012: 81@ *= 84 // integer values 
005A: 81@ += 47@ // integer values 
0006: 92@ = 2 // integer values 
0002: jump @TRUCK_6365 

:TRUCK_6293
0085: 81@ = 93@ // integer values and handles 
0012: 81@ *= 84 // integer values 
005A: 81@ += 47@ // integer values 
0006: 92@ = 3 // integer values 
0002: jump @TRUCK_6365 

:TRUCK_6330
0050: gosub @TRUCK_6367 
0006: 92@ = 4 // integer values 
0002: jump @TRUCK_6365 

:TRUCK_6351
0006: 92@ = 5 // integer values 
0002: jump @TRUCK_6365 

:TRUCK_6365
0051: return 

:TRUCK_6367
0006: 50@ = 2 // integer values 
0012: 50@ *= 60 // integer values 
000A: 50@ += 0 // integer values 
0012: 50@ *= 1000 // integer values 
0085: 81@ = 47@ // integer values and handles 
005A: 81@ += 50@ // integer values 
00BF: 50@ = current_time_hours, 51@ = current_time_minutes 
000A: 51@ += 0 // integer values 
00D6: if 
0029:   51@ >= 60 // integer values 
004D: jump_if_false @TRUCK_6459 
000E: 51@ -= 60 // integer values 
000A: 50@ += 1 // integer values 

:TRUCK_6459
000A: 50@ += 2 // integer values 
00D6: if 
0029:   50@ >= 24 // integer values 
004D: jump_if_false @TRUCK_6491 
000E: 50@ -= 24 // integer values 

:TRUCK_6491
0085: 52@ = 50@ // integer values and handles 
0012: 52@ *= 60 // integer values 
005A: 52@ += 51@ // integer values 
0012: 52@ *= 1000 // integer values 
008A: $8162 = 52@ // integer values and handles 
03C3: set_timer_with_text_to $8162 type 0 text 'TRK_DLN'  // Hatrid
0396: 1 useless_flag 
0006: 112@ = 1 // integer values 
0051: return 

:TRUCK_6559
0085: 50@ = 93@ // integer values and handles 
0012: 50@ *= 140 // integer values 
0016: 50@ /= 1000 // integer values 
0085: 51@ = 50@ // integer values and handles 
0016: 51@ /= 60 // integer values 
0085: 52@ = 51@ // integer values and handles 
0012: 52@ *= 60 // integer values 
0062: 50@ -= 52@ // integer values 
00BF: 94@ = current_time_hours, 95@ = current_time_minutes 
005A: 95@ += 50@ // integer values 
00D6: if 
0029:   95@ >= 60 // integer values 
004D: jump_if_false @TRUCK_6669 
000A: 94@ += 1 // integer values 
000E: 95@ -= 60 // integer values 

:TRUCK_6669
005A: 94@ += 51@ // integer values 

:TRUCK_6677
00D6: if 
0029:   94@ >= 24 // integer values 
004D: jump_if_false @TRUCK_6709 
000E: 94@ -= 24 // integer values 
0002: jump @TRUCK_6677 

:TRUCK_6709
0006: 72@ = 0 // integer values 
00D6: if 
0019:   95@ > 45 // integer values 
004D: jump_if_false @TRUCK_6811 
0006: 50@ = 60 // integer values 
0062: 50@ -= 95@ // integer values 
0006: 95@ = 0 // integer values 
000A: 94@ += 1 // integer values 
00D6: if 
0039:   94@ == 24 // integer values 
004D: jump_if_false @TRUCK_6788 
0006: 94@ = 0 // integer values 

:TRUCK_6788
0012: 50@ *= 1000 // integer values 
005A: 81@ += 50@ // integer values 
0006: 72@ = 1 // integer values 

:TRUCK_6811
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @TRUCK_6899 
00D6: if and
0019:   95@ > 30 // integer values 
001B:   45 > 95@ // integer values 
004D: jump_if_false @TRUCK_6899 
0006: 50@ = 45 // integer values 
0062: 50@ -= 95@ // integer values 
0006: 95@ = 45 // integer values 
0012: 50@ *= 1000 // integer values 
005A: 81@ += 50@ // integer values 
0006: 72@ = 1 // integer values 

:TRUCK_6899
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @TRUCK_6987 
00D6: if and
0019:   95@ > 15 // integer values 
001B:   30 > 95@ // integer values 
004D: jump_if_false @TRUCK_6987 
0006: 50@ = 30 // integer values 
0062: 50@ -= 95@ // integer values 
0006: 95@ = 30 // integer values 
0012: 50@ *= 1000 // integer values 
005A: 81@ += 50@ // integer values 
0006: 72@ = 1 // integer values 

:TRUCK_6987
00D6: if 
0039:   72@ == 0 // integer values 
004D: jump_if_false @TRUCK_7075 
00D6: if and
0019:   95@ > 0 // integer values 
001B:   15 > 95@ // integer values 
004D: jump_if_false @TRUCK_7075 
0006: 50@ = 15 // integer values 
0062: 50@ -= 95@ // integer values 
0006: 95@ = 15 // integer values 
0012: 50@ *= 1000 // integer values 
005A: 81@ += 50@ // integer values 
0006: 72@ = 1 // integer values 

:TRUCK_7075
0085: 50@ = 94@ // integer values and handles 
0012: 50@ *= 60 // integer values 
005A: 50@ += 95@ // integer values 
0012: 50@ *= 1000 // integer values 
008A: $8162 = 50@ // integer values and handles 
0051: return 

:TRUCK_7116
0227: 50@ = car 75@ health 
0227: 51@ = car 74@ health 
00D6: if 
001D:   50@ > 51@ // integer values 
004D: jump_if_false @TRUCK_7159 
0085: 50@ = 51@ // integer values and handles 

:TRUCK_7159
00D6: if 
0019:   50@ > 1 // integer values 
004D: jump_if_false @TRUCK_7193 
0224: set_car 74@ health_to 50@ 
0224: set_car 75@ health_to 50@ 

:TRUCK_7193
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @TRUCK_7213 
0051: return 

:TRUCK_7213
000E: 50@ -= 250 // integer values 
0012: 50@ *= 100 // integer values 
0072: 50@ /= 90@ // integer values 
00D6: if 
001B:   0 > 50@ // integer values 
004D: jump_if_false @TRUCK_7261 
0006: 50@ = 0 // integer values 

:TRUCK_7261
008A: $8161 = 50@ // integer values and handles 
0051: return 

:TRUCK_7271
00D6: if 
001D:   47@ > 81@ // integer values 
004D: jump_if_false @TRUCK_7498 
0050: gosub @TRUCK_6155 
00D6: if 
0039:   92@ == 5 // integer values 
004D: jump_if_false @TRUCK_7345 
0006: 39@ = 1 // integer values 
0006: 81@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 89@ = 2 // integer values 
0051: return 

:TRUCK_7345
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @TRUCK_7498 
00D6: if or
0039:   92@ == 2 // integer values 
0039:   92@ == 3 // integer values 
0039:   92@ == 4 // integer values 
004D: jump_if_false @TRUCK_7498 
0016: 91@ /= 2 // integer values 
0151: remove_status_text $8160 
04F7: status_text $8160 0 line 1 'TRK_CSH'  // Pnz
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @TRUCK_7448 
014F: stop_timer $8162 

:TRUCK_7448
00D6: if 
0039:   92@ == 2 // integer values 
004D: jump_if_false @TRUCK_7473 
0006: 110@ = 1 // integer values 

:TRUCK_7473
00D6: if 
0039:   92@ == 3 // integer values 
004D: jump_if_false @TRUCK_7498 
0006: 111@ = 1 // integer values 

:TRUCK_7498
0051: return 

:TRUCK_7500
0085: 83@ = 91@ // integer values and handles 
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @TRUCK_7643 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_7556 
0006: 83@ = 0 // integer values 
0002: jump @TRUCK_7643 

:TRUCK_7556
0227: 50@ = car 74@ health 
00D6: if 
001B:   250 > 50@ // integer values 
004D: jump_if_false @TRUCK_7597 
0006: 83@ = 0 // integer values 
0002: jump @TRUCK_7643 

:TRUCK_7597
000E: 50@ -= 250 // integer values 
0085: 51@ = 50@ // integer values and handles 
0012: 51@ *= 100 // integer values 
0072: 51@ /= 90@ // integer values 
006A: 83@ *= 51@ // integer values 
0016: 83@ /= 100 // integer values 

:TRUCK_7643
00D6: if 
0039:   109@ == 1 // integer values 
004D: jump_if_false @TRUCK_7684 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_7684 
0006: 83@ = 0 // integer values 

:TRUCK_7684
008A: $8160 = 83@ // integer values and handles 
0051: return 

:TRUCK_7694
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @TRUCK_7714 
0051: return 

:TRUCK_7714
00D6: if 
0039:   88@ == 4 // integer values 
004D: jump_if_false @TRUCK_7759 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @TRUCK_7757 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:TRUCK_7757
0051: return 

:TRUCK_7759
00D6: if 
0039:   88@ == 6 // integer values 
004D: jump_if_false @TRUCK_7804 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @TRUCK_7802 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:TRUCK_7802
0051: return 

:TRUCK_7804
0051: return 

:TRUCK_7806
0006: 86@ = -1 // integer values 
0006: 87@ = -1 // integer values 
0006: 88@ = 0 // integer values 
0050: gosub @TRUCK_7871 
0050: gosub @TRUCK_8323 
0050: gosub @TRUCK_9841 
0050: gosub @TRUCK_8986 
0050: gosub @TRUCK_9326 
0050: gosub @TRUCK_9431 
0051: return 

:TRUCK_7871
0007: 59@ = -76.1692 // floating-point values 
0007: 60@ = -1128.963 // floating-point values 
0007: 61@ = 0.0781 // floating-point values 
0007: 62@ = 69.9957 // floating-point values 
0395: clear_area 0 at 59@ 60@ 61@ range 30.0 
0871: init_jump_table 97@ total_jumps 3 1 @TRUCK_8064 jumps 1 @TRUCK_7992 2 @TRUCK_8016 3 @TRUCK_8040 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 

:TRUCK_7992
00A5: 74@ = create_car #PETRO at 59@ 60@ 61@ 
0002: jump @TRUCK_8079 

:TRUCK_8016
00A5: 74@ = create_car #LINERUN at 59@ 60@ 61@ 
0002: jump @TRUCK_8079 

:TRUCK_8040
00A5: 74@ = create_car #RDTRAIN at 59@ 60@ 61@ 
0002: jump @TRUCK_8079 

:TRUCK_8064
0662: write_debug_message "UNKNOWN_CAB" 

:TRUCK_8079
0175: set_car 74@ z_angle_to 62@ 
0007: 59@ = -60.6033 // floating-point values 
0007: 60@ = -1136.899 // floating-point values 
0007: 61@ = 0.0781 // floating-point values 
0395: clear_area 0 at 59@ 60@ 61@ range 50.0 
0871: init_jump_table 96@ total_jumps 4 1 @TRUCK_8294 jumps 1 @TRUCK_8198 2 @TRUCK_8222 3 @TRUCK_8246 4 @TRUCK_8270 -1 @TRUCK_8313 -1 @TRUCK_8313 -1 @TRUCK_8313 

:TRUCK_8198
00A5: 75@ = create_car #PETROTR at 59@ 60@ 61@ 
0002: jump @TRUCK_8313 

:TRUCK_8222
00A5: 75@ = create_car #ARTICT1 at 59@ 60@ 61@ 
0002: jump @TRUCK_8313 

:TRUCK_8246
00A5: 75@ = create_car #ARTICT2 at 59@ 60@ 61@ 
0002: jump @TRUCK_8313 

:TRUCK_8270
00A5: 75@ = create_car #ARTICT3 at 59@ 60@ 61@ 
0002: jump @TRUCK_8313 

:TRUCK_8294
0662: write_debug_message "UNKNOWN_TRAILER" 

:TRUCK_8313
0893: put_trailer 75@ on_cab 74@ 
0051: return 

:TRUCK_8323
0871: init_jump_table $8159 total_jumps 8 1 @TRUCK_8597 jumps 0 @TRUCK_8451 1 @TRUCK_8465 2 @TRUCK_8479 3 @TRUCK_8493 4 @TRUCK_8507 5 @TRUCK_8521 6 @TRUCK_8552 
0872: jump_table_jumps 7 @TRUCK_8583 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 

:TRUCK_8451
0006: 86@ = 1 // integer values 
0002: jump @TRUCK_8628 

:TRUCK_8465
0006: 86@ = 2 // integer values 
0002: jump @TRUCK_8628 

:TRUCK_8479
0006: 86@ = 3 // integer values 
0002: jump @TRUCK_8628 

:TRUCK_8493
0006: 86@ = 4 // integer values 
0002: jump @TRUCK_8628 

:TRUCK_8507
0006: 86@ = 5 // integer values 
0002: jump @TRUCK_8628 

:TRUCK_8521
0006: 51@ = 5 // integer values 
000A: 51@ += 1 // integer values 
0209: 86@ = random_int 4 51@ 
0002: jump @TRUCK_8628 

:TRUCK_8552
0006: 51@ = 7 // integer values 
000A: 51@ += 1 // integer values 
0209: 86@ = random_int 6 51@ 
0002: jump @TRUCK_8628 

:TRUCK_8583
0006: 86@ = 8 // integer values 
0002: jump @TRUCK_8628 

:TRUCK_8597
0006: 51@ = 8 // integer values 
000A: 51@ += 1 // integer values 
0209: 86@ = random_int 2 51@ 
0002: jump @TRUCK_8628 

:TRUCK_8628
0871: init_jump_table 86@ total_jumps 8 1 @TRUCK_8868 jumps 1 @TRUCK_8756 2 @TRUCK_8770 3 @TRUCK_8784 4 @TRUCK_8826 5 @TRUCK_8840 6 @TRUCK_8854 7 @TRUCK_8812 
0872: jump_table_jumps 8 @TRUCK_8798 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 

:TRUCK_8756
0050: gosub @TRUCK_8898 
0002: jump @TRUCK_8896 

:TRUCK_8770
0050: gosub @TRUCK_8909 
0002: jump @TRUCK_8896 

:TRUCK_8784
0050: gosub @TRUCK_8931 
0002: jump @TRUCK_8896 

:TRUCK_8798
0050: gosub @TRUCK_8920 
0002: jump @TRUCK_8896 

:TRUCK_8812
0050: gosub @TRUCK_8975 
0002: jump @TRUCK_8896 

:TRUCK_8826
0050: gosub @TRUCK_8953 
0002: jump @TRUCK_8896 

:TRUCK_8840
0050: gosub @TRUCK_8942 
0002: jump @TRUCK_8896 

:TRUCK_8854
0050: gosub @TRUCK_8964 
0002: jump @TRUCK_8896 

:TRUCK_8868
0662: write_debug_message "UNKNOWN_DESTINATION_AREA" 

:TRUCK_8896
0051: return 

:TRUCK_8898
0209: 87@ = random_int 0 4 
0051: return 

:TRUCK_8909
0209: 87@ = random_int 0 2 
0051: return 

:TRUCK_8920
0209: 87@ = random_int 0 14 
0051: return 

:TRUCK_8931
0209: 87@ = random_int 0 4 
0051: return 

:TRUCK_8942
0209: 87@ = random_int 0 4 
0051: return 

:TRUCK_8953
0209: 87@ = random_int 0 3 
0051: return 

:TRUCK_8964
0209: 87@ = random_int 0 3 
0051: return 

:TRUCK_8975
0209: 87@ = random_int 0 5 
0051: return 

:TRUCK_8986
0871: init_jump_table $8159 total_jumps 8 1 @TRUCK_9198 jumps 0 @TRUCK_9114 1 @TRUCK_9128 2 @TRUCK_9156 3 @TRUCK_9114 4 @TRUCK_9142 5 @TRUCK_9156 6 @TRUCK_9170 
0872: jump_table_jumps 7 @TRUCK_9184 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 

:TRUCK_9114
0006: 88@ = 2 // integer values 
0002: jump @TRUCK_9221 

:TRUCK_9128
0006: 88@ = 1 // integer values 
0002: jump @TRUCK_9221 

:TRUCK_9142
0006: 88@ = 3 // integer values 
0002: jump @TRUCK_9221 

:TRUCK_9156
0006: 88@ = 4 // integer values 
0002: jump @TRUCK_9221 

:TRUCK_9170
0006: 88@ = 5 // integer values 
0002: jump @TRUCK_9221 

:TRUCK_9184
0006: 88@ = 6 // integer values 
0002: jump @TRUCK_9221 

:TRUCK_9198
0209: 88@ = random_int 0 6 
000A: 88@ += 1 // integer values 
0002: jump @TRUCK_9221 

:TRUCK_9221
00D6: if or
0039:   88@ == 1 // integer values 
0039:   88@ == 3 // integer values 
0039:   88@ == 5 // integer values 
004D: jump_if_false @TRUCK_9260 
0006: 108@ = 1 // integer values 

:TRUCK_9260
00D6: if or
0039:   88@ == 2 // integer values 
0039:   88@ == 5 // integer values 
004D: jump_if_false @TRUCK_9292 
0006: 107@ = 1 // integer values 

:TRUCK_9292
00D6: if or
0039:   88@ == 4 // integer values 
0039:   88@ == 6 // integer values 
004D: jump_if_false @TRUCK_9324 
0006: 109@ = 1 // integer values 

:TRUCK_9324
0051: return 

:TRUCK_9326
0087: 63@ = 102@ // floating-point values only 
0065: 63@ -= $2373 // floating-point values 
0087: 64@ = 103@ // floating-point values only 
0065: 64@ -= $2374 // floating-point values 
0087: 66@ = 63@ // floating-point values only 
006B: 66@ *= 63@ // floating-point values 
0087: 67@ = 64@ // floating-point values only 
006B: 67@ *= 64@ // floating-point values 
0087: 69@ = 66@ // floating-point values only 
005B: 69@ += 67@ // floating-point values 
01FB: 70@ = square_root 69@ 
0092: 93@ = float_to_integer 70@ 
000A: 49@ += 1 // integer values 
0051: return 

:TRUCK_9431
0871: init_jump_table 86@ total_jumps 8 1 @TRUCK_9604 jumps 1 @TRUCK_9559 2 @TRUCK_9559 3 @TRUCK_9559 4 @TRUCK_9574 5 @TRUCK_9574 6 @TRUCK_9589 7 @TRUCK_9589 
0872: jump_table_jumps 8 @TRUCK_9589 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 

:TRUCK_9559
0006: 91@ = 1000 // integer values 
0002: jump @TRUCK_9643 

:TRUCK_9574
0006: 91@ = 3000 // integer values 
0002: jump @TRUCK_9643 

:TRUCK_9589
0006: 91@ = 4000 // integer values 
0002: jump @TRUCK_9643 

:TRUCK_9604
0662: write_debug_message "INITIALISE_CASH_UNKNOWN_DESTINATION" 

:TRUCK_9643
0871: init_jump_table 88@ total_jumps 6 1 @TRUCK_9773 jumps 1 @TRUCK_9713 2 @TRUCK_9706 3 @TRUCK_9728 4 @TRUCK_9728 5 @TRUCK_9743 6 @TRUCK_9758 -1 @TRUCK_9813 

:TRUCK_9706
0002: jump @TRUCK_9813 

:TRUCK_9713
000A: 91@ += 500 // integer values 
0002: jump @TRUCK_9813 

:TRUCK_9728
000A: 91@ += 1000 // integer values 
0002: jump @TRUCK_9813 

:TRUCK_9743
000A: 91@ += 3000 // integer values 
0002: jump @TRUCK_9813 

:TRUCK_9758
000A: 91@ += 6000 // integer values 
0002: jump @TRUCK_9813 

:TRUCK_9773
0662: write_debug_message "INITIALISE_CASH_UNKNOWN_MISSION_TYPE" 

:TRUCK_9813
00D6: if 
0038:   $8159 == 5 // integer values 
004D: jump_if_false @TRUCK_9839 
000A: 91@ += 1000 // integer values 

:TRUCK_9839
0051: return 

:TRUCK_9841
0871: init_jump_table 86@ total_jumps 8 1 @TRUCK_10081 jumps 1 @TRUCK_9969 2 @TRUCK_9983 3 @TRUCK_9997 4 @TRUCK_10039 5 @TRUCK_10053 6 @TRUCK_10067 7 @TRUCK_10025 
0872: jump_table_jumps 8 @TRUCK_10011 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 

:TRUCK_9969
0050: gosub @TRUCK_10111 
0002: jump @TRUCK_10109 

:TRUCK_9983
0050: gosub @TRUCK_10360 
0002: jump @TRUCK_10109 

:TRUCK_9997
0050: gosub @TRUCK_11214 
0002: jump @TRUCK_10109 

:TRUCK_10011
0050: gosub @TRUCK_10534 
0002: jump @TRUCK_10109 

:TRUCK_10025
0050: gosub @TRUCK_11875 
0002: jump @TRUCK_10109 

:TRUCK_10039
0050: gosub @TRUCK_11457 
0002: jump @TRUCK_10109 

:TRUCK_10053
0050: gosub @TRUCK_12159 
0002: jump @TRUCK_10109 

:TRUCK_10067
0050: gosub @TRUCK_11666 
0002: jump @TRUCK_10109 

:TRUCK_10081
0662: write_debug_message "UNKNOWN_DESTINATION_AREA" 

:TRUCK_10109
0051: return 

:TRUCK_10111
0871: init_jump_table 87@ total_jumps 4 1 @TRUCK_10322 jumps 0 @TRUCK_10174 1 @TRUCK_10211 2 @TRUCK_10248 3 @TRUCK_10285 -1 @TRUCK_10358 -1 @TRUCK_10358 -1 @TRUCK_10358 

:TRUCK_10174
0007: 102@ = -187.4041 // floating-point values 
0007: 103@ = -277.0196 // floating-point values 
0007: 104@ = 0.4219 // floating-point values 
0002: jump @TRUCK_10358 

:TRUCK_10211
0007: 102@ = 58.0364 // floating-point values 
0007: 103@ = -256.7285 // floating-point values 
0007: 104@ = 0.5781 // floating-point values 
0002: jump @TRUCK_10358 

:TRUCK_10248
0007: 102@ = 95.8675 // floating-point values 
0007: 103@ = -154.3627 // floating-point values 
0007: 104@ = 1.5751 // floating-point values 
0002: jump @TRUCK_10358 

:TRUCK_10285
0007: 102@ = 809.7556 // floating-point values 
0007: 103@ = -598.0007 // floating-point values 
0007: 104@ = 15.1875 // floating-point values 
0002: jump @TRUCK_10358 

:TRUCK_10322
0662: write_debug_message "UNKNOWN_COUNTRYEASTNEAR_LOCATION" 

:TRUCK_10358
0051: return 

:TRUCK_10360
0871: init_jump_table 87@ total_jumps 2 1 @TRUCK_10497 jumps 0 @TRUCK_10423 1 @TRUCK_10460 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 

:TRUCK_10423
0007: 102@ = 1403.833 // floating-point values 
0007: 103@ = 399.4294 // floating-point values 
0007: 104@ = 18.75 // floating-point values 
0002: jump @TRUCK_10532 

:TRUCK_10460
0007: 102@ = 1338.289 // floating-point values 
0007: 103@ = 348.9004 // floating-point values 
0007: 104@ = 18.4062 // floating-point values 
0002: jump @TRUCK_10532 

:TRUCK_10497
0662: write_debug_message "UNKNOWN_COUNTRYEASTFAR_LOCATION" 

:TRUCK_10532
0051: return 

:TRUCK_10534
0871: init_jump_table 87@ total_jumps 14 1 @TRUCK_11180 jumps 0 @TRUCK_10662 1 @TRUCK_10699 2 @TRUCK_10736 3 @TRUCK_10773 4 @TRUCK_10810 5 @TRUCK_10847 6 @TRUCK_10884 
0872: jump_table_jumps 7 @TRUCK_10921 8 @TRUCK_10958 9 @TRUCK_10995 10 @TRUCK_11032 11 @TRUCK_11069 12 @TRUCK_11106 13 @TRUCK_11143 -1 @TRUCK_11212 -1 @TRUCK_11212 

:TRUCK_10662
0007: 102@ = 1449.715 // floating-point values 
0007: 103@ = 2358.852 // floating-point values 
0007: 104@ = 9.8203 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10699
0007: 102@ = 1037.475 // floating-point values 
0007: 103@ = 2131.344 // floating-point values 
0007: 104@ = 9.8203 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10736
0007: 102@ = 987.9741 // floating-point values 
0007: 103@ = 2080.389 // floating-point values 
0007: 104@ = 9.8203 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10773
0007: 102@ = 1288.671 // floating-point values 
0007: 103@ = 1195.232 // floating-point values 
0007: 104@ = 9.8656 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10810
0007: 102@ = 2467.902 // floating-point values 
0007: 103@ = 1950.061 // floating-point values 
0007: 104@ = 9.2381 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10847
0007: 102@ = 2792.744 // floating-point values 
0007: 103@ = 2578.336 // floating-point values 
0007: 104@ = 9.8203 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10884
0007: 102@ = 2271.477 // floating-point values 
0007: 103@ = 2791.739 // floating-point values 
0007: 104@ = 9.8203 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10921
0007: 102@ = 2596.519 // floating-point values 
0007: 103@ = 1738.582 // floating-point values 
0007: 104@ = 9.8281 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10958
0007: 102@ = 2818.84 // floating-point values 
0007: 103@ = 912.5091 // floating-point values 
0007: 104@ = 9.75 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_10995
0007: 102@ = 2706.505 // floating-point values 
0007: 103@ = 827.3236 // floating-point values 
0007: 104@ = 9.2145 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_11032
0007: 102@ = 1627.723 // floating-point values 
0007: 103@ = 688.4043 // floating-point values 
0007: 104@ = 9.8281 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_11069
0007: 102@ = 1504.492 // floating-point values 
0007: 103@ = 981.141 // floating-point values 
0007: 104@ = 9.7187 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_11106
0007: 102@ = 1724.012 // floating-point values 
0007: 103@ = 1590.128 // floating-point values 
0007: 104@ = 9.2578 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_11143
0007: 102@ = 1727.832 // floating-point values 
0007: 103@ = 2338.017 // floating-point values 
0007: 104@ = 9.813 // floating-point values 
0002: jump @TRUCK_11212 

:TRUCK_11180
0662: write_debug_message "UNKNOWN_LASVENTURAS_LOCATION" 

:TRUCK_11212
0051: return 

:TRUCK_11214
0871: init_jump_table 87@ total_jumps 4 1 @TRUCK_11425 jumps 0 @TRUCK_11277 1 @TRUCK_11314 2 @TRUCK_11351 3 @TRUCK_11388 -1 @TRUCK_11455 -1 @TRUCK_11455 -1 @TRUCK_11455 

:TRUCK_11277
0007: 102@ = 2413.683 // floating-point values 
0007: 103@ = -2113.674 // floating-point values 
0007: 104@ = 12.3881 // floating-point values 
0002: jump @TRUCK_11455 

:TRUCK_11314
0007: 102@ = 2784.973 // floating-point values 
0007: 103@ = -2455.441 // floating-point values 
0007: 104@ = 12.625 // floating-point values 
0002: jump @TRUCK_11455 

:TRUCK_11351
0007: 102@ = 2112.662 // floating-point values 
0007: 103@ = -2070.376 // floating-point values 
0007: 104@ = 12.5547 // floating-point values 
0002: jump @TRUCK_11455 

:TRUCK_11388
0007: 102@ = 1763.641 // floating-point values 
0007: 103@ = -2070.371 // floating-point values 
0007: 104@ = 12.6195 // floating-point values 
0002: jump @TRUCK_11455 

:TRUCK_11425
0662: write_debug_message "UNKNOWN_LOSSANTOS_LOCATION" 

:TRUCK_11455
0051: return 

:TRUCK_11457
0871: init_jump_table 87@ total_jumps 3 1 @TRUCK_11631 jumps 0 @TRUCK_11520 1 @TRUCK_11557 2 @TRUCK_11594 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 

:TRUCK_11520
0007: 102@ = -1888.621 // floating-point values 
0007: 103@ = -1711.836 // floating-point values 
0007: 104@ = 20.7656 // floating-point values 
0002: jump @TRUCK_11664 

:TRUCK_11557
0007: 102@ = -2117.227 // floating-point values 
0007: 103@ = -2380.507 // floating-point values 
0007: 104@ = 29.4688 // floating-point values 
0002: jump @TRUCK_11664 

:TRUCK_11594
0007: 102@ = -1545.439 // floating-point values 
0007: 103@ = -2747.032 // floating-point values 
0007: 104@ = 47.5314 // floating-point values 
0002: jump @TRUCK_11664 

:TRUCK_11631
0662: write_debug_message "UNKNOWN_COUNTRYSOUTH_LOCATION" 

:TRUCK_11664
0051: return 

:TRUCK_11666
0871: init_jump_table 87@ total_jumps 3 1 @TRUCK_11840 jumps 0 @TRUCK_11729 1 @TRUCK_11766 2 @TRUCK_11803 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 

:TRUCK_11729
0007: 102@ = -1407.375 // floating-point values 
0007: 103@ = 2645.957 // floating-point values 
0007: 104@ = 54.7031 // floating-point values 
0002: jump @TRUCK_11873 

:TRUCK_11766
0007: 102@ = -2245.581 // floating-point values 
0007: 103@ = 2371.693 // floating-point values 
0007: 104@ = 3.9919 // floating-point values 
0002: jump @TRUCK_11873 

:TRUCK_11803
0007: 102@ = -1360.633 // floating-point values 
0007: 103@ = 2068.094 // floating-point values 
0007: 104@ = 51.4589 // floating-point values 
0002: jump @TRUCK_11873 

:TRUCK_11840
0662: write_debug_message "UNKNOWN_COUNTRYNORTH_LOCATION" 

:TRUCK_11873
0051: return 

:TRUCK_11875
0871: init_jump_table 87@ total_jumps 5 1 @TRUCK_12123 jumps 0 @TRUCK_11938 1 @TRUCK_11975 2 @TRUCK_12012 3 @TRUCK_12049 4 @TRUCK_12086 -1 @TRUCK_12157 -1 @TRUCK_12157 

:TRUCK_11938
0007: 102@ = 274.2705 // floating-point values 
0007: 103@ = 1382.781 // floating-point values 
0007: 104@ = 9.6016 // floating-point values 
0002: jump @TRUCK_12157 

:TRUCK_11975
0007: 102@ = 628.8638 // floating-point values 
0007: 103@ = 1714.891 // floating-point values 
0007: 104@ = 5.9922 // floating-point values 
0002: jump @TRUCK_12157 

:TRUCK_12012
0007: 102@ = 635.0028 // floating-point values 
0007: 103@ = 1213.777 // floating-point values 
0007: 104@ = 10.7188 // floating-point values 
0002: jump @TRUCK_12157 

:TRUCK_12049
0007: 102@ = -914.953 // floating-point values 
0007: 103@ = 2012.138 // floating-point values 
0007: 104@ = 59.9283 // floating-point values 
0002: jump @TRUCK_12157 

:TRUCK_12086
0007: 102@ = 385.8214 // floating-point values 
0007: 103@ = 2595.55 // floating-point values 
0007: 104@ = 15.4843 // floating-point values 
0002: jump @TRUCK_12157 

:TRUCK_12123
0662: write_debug_message "UNKNOWN_COUNTRYNORTH2_LOCATION" 

:TRUCK_12157
0051: return 

:TRUCK_12159
0871: init_jump_table 87@ total_jumps 4 1 @TRUCK_12370 jumps 0 @TRUCK_12222 1 @TRUCK_12259 2 @TRUCK_12296 3 @TRUCK_12333 -1 @TRUCK_12401 -1 @TRUCK_12401 -1 @TRUCK_12401 

:TRUCK_12222
0007: 102@ = -1556.977 // floating-point values 
0007: 103@ = -441.3493 // floating-point values 
0007: 104@ = 5.0 // floating-point values 
0002: jump @TRUCK_12401 

:TRUCK_12259
0007: 102@ = -2659.631 // floating-point values 
0007: 103@ = 1380.642 // floating-point values 
0007: 104@ = 6.1643 // floating-point values 
0002: jump @TRUCK_12401 

:TRUCK_12296
0007: 102@ = -1650.928 // floating-point values 
0007: 103@ = 437.5679 // floating-point values 
0007: 104@ = 6.1797 // floating-point values 
0002: jump @TRUCK_12401 

:TRUCK_12333
0007: 102@ = -1745.116 // floating-point values 
0007: 103@ = 37.8752 // floating-point values 
0007: 104@ = 2.5408 // floating-point values 
0002: jump @TRUCK_12401 

:TRUCK_12370
0662: write_debug_message "UNKNOWN_SAN_FIERRO_LOCATION" 

:TRUCK_12401
0051: return 

:TRUCK_12403
00D6: if 
0736:   32 
004D: jump_if_false @TRUCK_12452 
000A: 48@ += 1 // integer values 
00D6: if 
0019:   48@ > 2 // integer values 
004D: jump_if_false @TRUCK_12450 
0006: 48@ = 0 // integer values 

:TRUCK_12450
086A: nop 

:TRUCK_12452
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @TRUCK_12646 
008A: $8163 = 36@ // integer values and handles 
008A: $8164 = 37@ // integer values and handles 
008A: $8165 = 47@ // integer values and handles 
008A: $8166 = 81@ // integer values and handles 
0066: $8166 -= 47@ // integer values 
008A: $8167 = 92@ // integer values and handles 
008A: $8168 = 93@ // integer values and handles 
0004: $8169 = 0 // integer values 
0004: $8170 = 0 // integer values 
065D: $8163 "M_STAGE" // same as 0660 
065D: $8164 "M_GOALS" // same as 0660 
065D: $8165 "M_MISSION_TIMER" // same as 0660 
065D: $8166 "TIME_BOUNDARY_HIT" // same as 0660 
065D: $8167 "TIME_STAGE" // same as 0660 
065D: $8168 "DISTANCE" // same as 0660 

:TRUCK_12646
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @TRUCK_12664 

:TRUCK_12664
00D6: if 
0736:   98 
004D: jump_if_false @TRUCK_12686 
0006: 40@ = 1 // integer values 

:TRUCK_12686
00D6: if 
0736:   80 
004D: jump_if_false @TRUCK_12774 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @TRUCK_12749 
0006: 41@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @TRUCK_12774 

:TRUCK_12749
0006: 41@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:TRUCK_12774
0051: return 

:TRUCK_12776
00D6: if or
0039:   36@ == 50 // integer values 
0039:   36@ == 51 // integer values 
004D: jump_if_false @TRUCK_12803 
0051: return 

:TRUCK_12803
00D6: if 
0736:   83 
004D: jump_if_false @TRUCK_12834 
0050: gosub @TRUCK_16540 
0006: 38@ = 1 // integer values 
0051: return 

:TRUCK_12834
00D6: if 
0736:   77 
004D: jump_if_false @TRUCK_12880 
0008: $8159 += 1 // integer values 
0663: write_debug_intvar "MISSIONS_PASSED" $8159 
0051: return 

:TRUCK_12880
0006: 72@ = 0 // integer values 
00D6: if 
0736:   65 
004D: jump_if_false @TRUCK_12909 
0006: 72@ = 1 // integer values 

:TRUCK_12909
0006: 73@ = 0 // integer values 
00D6: if 
0736:   68 
004D: jump_if_false @TRUCK_12938 
0006: 73@ = 1 // integer values 

:TRUCK_12938
0006: 50@ = 0 // integer values 
00D6: if 
0736:   74 
004D: jump_if_false @TRUCK_12967 
0006: 50@ = 1 // integer values 

:TRUCK_12967
00D6: if and
8039:   not  72@ == 1 // integer values 
8039:   not  73@ == 1 // integer values 
8039:   not  50@ == 1 // integer values 
004D: jump_if_false @TRUCK_13001 
0051: return 

:TRUCK_13001
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @TRUCK_13071 
000A: 34@ += 1 // integer values 
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @TRUCK_13051 
0006: 34@ = 0 // integer values 

:TRUCK_13051
0006: 35@ = 0 // integer values 
0663: write_debug_intvar "AREA" 34@ 
0051: return 

:TRUCK_13071
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @TRUCK_13116 
000A: 35@ += 1 // integer values 
0663: write_debug_intvar "DESTINATION" 35@ 
0051: return 

:TRUCK_13116
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @TRUCK_13426 
0871: init_jump_table 35@ total_jumps 6 1 @TRUCK_13382 jumps 0 @TRUCK_13382 1 @TRUCK_13197 2 @TRUCK_13234 3 @TRUCK_13271 4 @TRUCK_13308 5 @TRUCK_13345 -1 @TRUCK_13426 

:TRUCK_13197
0007: 102@ = 56.744 // floating-point values 
0007: 103@ = -268.404 // floating-point values 
0007: 104@ = 0.579 // floating-point values 
0002: jump @TRUCK_13426 

:TRUCK_13234
0007: 102@ = 100.397 // floating-point values 
0007: 103@ = -155.05 // floating-point values 
0007: 104@ = 1.583 // floating-point values 
0002: jump @TRUCK_13426 

:TRUCK_13271
0007: 102@ = 815.046 // floating-point values 
0007: 103@ = -605.128 // floating-point values 
0007: 104@ = 15.336 // floating-point values 
0002: jump @TRUCK_13426 

:TRUCK_13308
0007: 102@ = 1401.109 // floating-point values 
0007: 103@ = 398.763 // floating-point values 
0007: 104@ = 18.756 // floating-point values 
0002: jump @TRUCK_13426 

:TRUCK_13345
0007: 102@ = 1343.125 // floating-point values 
0007: 103@ = 345.667 // floating-point values 
0007: 104@ = 18.556 // floating-point values 
0002: jump @TRUCK_13426 

:TRUCK_13382
0007: 102@ = -189.23 // floating-point values 
0007: 103@ = -273.013 // floating-point values 
0007: 104@ = 0.429 // floating-point values 
0006: 35@ = 0 // integer values 
0002: jump @TRUCK_13426 

:TRUCK_13426
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @TRUCK_14097 
0871: init_jump_table 35@ total_jumps 14 1 @TRUCK_14053 jumps 0 @TRUCK_14053 1 @TRUCK_13572 2 @TRUCK_13609 3 @TRUCK_13646 4 @TRUCK_13683 5 @TRUCK_13720 6 @TRUCK_13757 
0872: jump_table_jumps 7 @TRUCK_13794 8 @TRUCK_13831 9 @TRUCK_13868 10 @TRUCK_13905 11 @TRUCK_13942 12 @TRUCK_13979 13 @TRUCK_14016 -1 @TRUCK_14097 -1 @TRUCK_14097 

:TRUCK_13572
0007: 102@ = 1042.15 // floating-point values 
0007: 103@ = 2130.46 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13609
0007: 102@ = 983.11 // floating-point values 
0007: 103@ = 2076.38 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13646
0007: 102@ = 1288.671 // floating-point values 
0007: 103@ = 1195.232 // floating-point values 
0007: 104@ = 9.8656 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13683
0007: 102@ = 2469.57 // floating-point values 
0007: 103@ = 1949.52 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13720
0007: 102@ = 2807.83 // floating-point values 
0007: 103@ = 2609.94 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13757
0007: 102@ = 2248.71 // floating-point values 
0007: 103@ = 2775.12 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13794
0007: 102@ = 2603.22 // floating-point values 
0007: 103@ = 1730.48 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13831
0007: 102@ = 2818.84 // floating-point values 
0007: 103@ = 912.19 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13868
0007: 102@ = 2710.36 // floating-point values 
0007: 103@ = 850.12 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13905
0007: 102@ = 1588.9 // floating-point values 
0007: 103@ = 715.31 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13942
0007: 102@ = 1446.26 // floating-point values 
0007: 103@ = 1000.51 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_13979
0007: 102@ = 1724.012 // floating-point values 
0007: 103@ = 1590.128 // floating-point values 
0007: 104@ = 9.2578 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_14016
0007: 102@ = 1713.79 // floating-point values 
0007: 103@ = 2329.05 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14097 

:TRUCK_14053
0007: 102@ = 1450.8 // floating-point values 
0007: 103@ = 2360.69 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0006: 35@ = 0 // integer values 
0002: jump @TRUCK_14097 

:TRUCK_14097
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TRUCK_14333 
0871: init_jump_table 35@ total_jumps 4 1 @TRUCK_14289 jumps 0 @TRUCK_14289 1 @TRUCK_14178 2 @TRUCK_14215 3 @TRUCK_14252 -1 @TRUCK_14333 -1 @TRUCK_14333 -1 @TRUCK_14333 

:TRUCK_14178
0007: 102@ = 2759.0 // floating-point values 
0007: 103@ = -2446.0 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14333 

:TRUCK_14215
0007: 102@ = 2104.0 // floating-point values 
0007: 103@ = -2089.0 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14333 

:TRUCK_14252
0007: 102@ = 1751.0 // floating-point values 
0007: 103@ = -2067.0 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14333 

:TRUCK_14289
0007: 102@ = 2412.0 // floating-point values 
0007: 103@ = -2106.0 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0006: 35@ = 0 // integer values 
0002: jump @TRUCK_14333 

:TRUCK_14333
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @TRUCK_14532 
0871: init_jump_table 35@ total_jumps 3 1 @TRUCK_14488 jumps 0 @TRUCK_14488 1 @TRUCK_14414 2 @TRUCK_14451 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 

:TRUCK_14414
0007: 102@ = -2001.03 // floating-point values 
0007: 103@ = -2388.08 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14532 

:TRUCK_14451
0007: 102@ = -1560.67 // floating-point values 
0007: 103@ = -2728.39 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14532 

:TRUCK_14488
0007: 102@ = -1835.0 // floating-point values 
0007: 103@ = -1647.68 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0006: 35@ = 0 // integer values 
0002: jump @TRUCK_14532 

:TRUCK_14532
00D6: if 
0039:   34@ == 6 // integer values 
004D: jump_if_false @TRUCK_14731 
0871: init_jump_table 35@ total_jumps 3 1 @TRUCK_14687 jumps 0 @TRUCK_14687 1 @TRUCK_14613 2 @TRUCK_14650 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 

:TRUCK_14613
0007: 102@ = -1945.89 // floating-point values 
0007: 103@ = 2377.9 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14731 

:TRUCK_14650
0007: 102@ = -1471.49 // floating-point values 
0007: 103@ = 1864.85 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_14731 

:TRUCK_14687
0007: 102@ = -1286.73 // floating-point values 
0007: 103@ = 2695.92 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0006: 35@ = 0 // integer values 
0002: jump @TRUCK_14731 

:TRUCK_14731
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @TRUCK_15004 
0871: init_jump_table 35@ total_jumps 5 1 @TRUCK_14960 jumps 0 @TRUCK_14960 1 @TRUCK_14812 2 @TRUCK_14849 3 @TRUCK_14886 4 @TRUCK_14923 -1 @TRUCK_15004 -1 @TRUCK_15004 

:TRUCK_14812
0007: 102@ = 613.75 // floating-point values 
0007: 103@ = 1692.39 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_15004 

:TRUCK_14849
0007: 102@ = 620.35 // floating-point values 
0007: 103@ = 1249.328 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_15004 

:TRUCK_14886
0007: 102@ = -533.24 // floating-point values 
0007: 103@ = 1995.917 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_15004 

:TRUCK_14923
0007: 102@ = 325.05 // floating-point values 
0007: 103@ = 2543.29 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_15004 

:TRUCK_14960
0007: 102@ = 246.56 // floating-point values 
0007: 103@ = 1435.19 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0006: 35@ = 0 // integer values 
0002: jump @TRUCK_15004 

:TRUCK_15004
00D6: if 
0039:   34@ == 5 // integer values 
004D: jump_if_false @TRUCK_15240 
0871: init_jump_table 35@ total_jumps 4 1 @TRUCK_15196 jumps 0 @TRUCK_15196 1 @TRUCK_15085 2 @TRUCK_15122 3 @TRUCK_15159 -1 @TRUCK_15240 -1 @TRUCK_15240 -1 @TRUCK_15240 

:TRUCK_15085
0007: 102@ = -2629.091 // floating-point values 
0007: 103@ = 1387.42 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_15240 

:TRUCK_15122
0007: 102@ = -1530.776 // floating-point values 
0007: 103@ = 487.201 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_15240 

:TRUCK_15159
0007: 102@ = -1745.08 // floating-point values 
0007: 103@ = 27.759 // floating-point values 
0007: 104@ = 101.0 // floating-point values 
0002: jump @TRUCK_15240 

:TRUCK_15196
0007: 102@ = -1549.859 // floating-point values 
0007: 103@ = -434.86 // floating-point values 
0007: 104@ = 101.0068 // floating-point values 
0006: 35@ = 0 // integer values 
0002: jump @TRUCK_15240 

:TRUCK_15240
0395: clear_area 0 at 102@ 103@ 104@ range 0.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 0.0 
00A1: put_actor $PLAYER_ACTOR at 102@ 103@ -101.0 
0373: set_camera_directly_behind_player 
0051: return 

:TRUCK_15288
000A: 43@ += 1 // integer values 
00D6: if 
0019:   43@ > 9 // integer values 
004D: jump_if_false @TRUCK_15320 
0006: 43@ = 0 // integer values 

:TRUCK_15320
0051: return 

:TRUCK_15322
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // integer values and handles 
0062: 46@ -= 45@ // integer values 
0085: 45@ = 44@ // integer values and handles 
005A: 47@ += 46@ // integer values 
0051: return 

:TRUCK_15361
000A: 36@ += 1 // integer values 
0006: 37@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:TRUCK_15391
0051: return 

:TRUCK_15393
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRUCK_15420 
0001: wait 0 ms 
0002: jump @TRUCK_15393 

:TRUCK_15420
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 1000 ms 
016A: fade 0 1000 ms 

:TRUCK_15439
00D6: if 
016B:   fading 
004D: jump_if_false @TRUCK_15463 
0001: wait 0 ms 
0002: jump @TRUCK_15439 

:TRUCK_15463
0050: gosub @TRUCK_15630 
0050: gosub @TRUCK_15696 
0050: gosub @TRUCK_16342 
0395: clear_area 1 at $2373 $2374 $2375 range 100.0 
03CB: set_camera $2373 $2374 $2375 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01EB: set_traffic_density_to 0.0 
0050: gosub @TRUCK_7806 
0001: wait 2000 ms 
0A2D: (unknown) 1 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:TRUCK_15583
00D6: if 
016B:   fading 
004D: jump_if_false @TRUCK_15607 
0001: wait 0 ms 
0002: jump @TRUCK_15583 

:TRUCK_15607
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 89@ = 0 // integer values 
0050: gosub @TRUCK_15361 
0051: return 

:TRUCK_15630
0209: 97@ = random_int 0 3 
000A: 97@ += 1 // integer values 
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @TRUCK_15678 
0006: 96@ = 1 // integer values 
0002: jump @TRUCK_15694 

:TRUCK_15678
0209: 96@ = random_int 1 4 
000A: 96@ += 1 // integer values 

:TRUCK_15694
0051: return 

:TRUCK_15696
0871: init_jump_table 97@ total_jumps 3 1 @TRUCK_15795 jumps 1 @TRUCK_15759 2 @TRUCK_15771 3 @TRUCK_15783 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 

:TRUCK_15759
0247: request_model #PETRO 
0002: jump @TRUCK_15810 

:TRUCK_15771
0247: request_model #LINERUN 
0002: jump @TRUCK_15810 

:TRUCK_15783
0247: request_model #RDTRAIN 
0002: jump @TRUCK_15810 

:TRUCK_15795
0662: write_debug_message "UNKNOWN_CAB" 

:TRUCK_15810
0871: init_jump_table 96@ total_jumps 4 1 @TRUCK_15921 jumps 1 @TRUCK_15873 2 @TRUCK_15885 3 @TRUCK_15897 4 @TRUCK_15909 -1 @TRUCK_15940 -1 @TRUCK_15940 -1 @TRUCK_15940 

:TRUCK_15873
0247: request_model #PETROTR 
0002: jump @TRUCK_15940 

:TRUCK_15885
0247: request_model #ARTICT1 
0002: jump @TRUCK_15940 

:TRUCK_15897
0247: request_model #ARTICT2 
0002: jump @TRUCK_15940 

:TRUCK_15909
0247: request_model #ARTICT3 
0002: jump @TRUCK_15940 

:TRUCK_15921
0662: write_debug_message "UNKNOWN_TRAILER" 

:TRUCK_15940
038B: load_requested_models 
0871: init_jump_table 97@ total_jumps 3 1 @TRUCK_16107 jumps 1 @TRUCK_16005 2 @TRUCK_16039 3 @TRUCK_16073 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 

:TRUCK_16005
00D6: if 
8248:   not model #PETRO available 
004D: jump_if_false @TRUCK_16032 
0001: wait 0 ms 
0002: jump @TRUCK_16005 

:TRUCK_16032
0002: jump @TRUCK_16122 

:TRUCK_16039
00D6: if 
8248:   not model #LINERUN available 
004D: jump_if_false @TRUCK_16066 
0001: wait 0 ms 
0002: jump @TRUCK_16039 

:TRUCK_16066
0002: jump @TRUCK_16122 

:TRUCK_16073
00D6: if 
8248:   not model #RDTRAIN available 
004D: jump_if_false @TRUCK_16100 
0001: wait 0 ms 
0002: jump @TRUCK_16073 

:TRUCK_16100
0002: jump @TRUCK_16122 

:TRUCK_16107
0662: write_debug_message "UNKNOWN_CAB" 

:TRUCK_16122
0871: init_jump_table 96@ total_jumps 4 1 @TRUCK_16321 jumps 1 @TRUCK_16185 2 @TRUCK_16219 3 @TRUCK_16253 4 @TRUCK_16287 -1 @TRUCK_16340 -1 @TRUCK_16340 -1 @TRUCK_16340 

:TRUCK_16185
00D6: if 
8248:   not model #PETROTR available 
004D: jump_if_false @TRUCK_16212 
0001: wait 0 ms 
0002: jump @TRUCK_16185 

:TRUCK_16212
0002: jump @TRUCK_16340 

:TRUCK_16219
00D6: if 
8248:   not model #ARTICT1 available 
004D: jump_if_false @TRUCK_16246 
0001: wait 0 ms 
0002: jump @TRUCK_16219 

:TRUCK_16246
0002: jump @TRUCK_16340 

:TRUCK_16253
00D6: if 
8248:   not model #ARTICT2 available 
004D: jump_if_false @TRUCK_16280 
0001: wait 0 ms 
0002: jump @TRUCK_16253 

:TRUCK_16280
0002: jump @TRUCK_16340 

:TRUCK_16287
00D6: if 
8248:   not model #ARTICT3 available 
004D: jump_if_false @TRUCK_16314 
0001: wait 0 ms 
0002: jump @TRUCK_16287 

:TRUCK_16314
0002: jump @TRUCK_16340 

:TRUCK_16321
0662: write_debug_message "UNKNOWN_TRAILER" 

:TRUCK_16340
0051: return 

:TRUCK_16342
0051: return 

:TRUCK_16344
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0871: init_jump_table 89@ total_jumps 5 0 @TRUCK_16538 jumps 1 @TRUCK_16423 2 @TRUCK_16446 3 @TRUCK_16469 4 @TRUCK_16492 5 @TRUCK_16515 -1 @TRUCK_16538 -1 @TRUCK_16538 

:TRUCK_16423
00BC: text_highpriority 'TRK_F1' 5000 ms 1  // ~r~Elfogyott a pnz
0002: jump @TRUCK_16538 

:TRUCK_16446
00BC: text_highpriority 'TRK_F2' 5000 ms 1  // ~r~Kifutottl az idbl
0002: jump @TRUCK_16538 

:TRUCK_16469
00BC: text_highpriority 'TRK_F3' 5000 ms 1  // ~r~A szlltjrm tnkrement!
0002: jump @TRUCK_16538 

:TRUCK_16492
00BC: text_highpriority 'TRK_F4' 5000 ms 1  // ~r~Nem vagy a teherautban
0002: jump @TRUCK_16538 

:TRUCK_16515
00BC: text_highpriority 'TRK_F5' 5000 ms 1  // ~r~Utnfut nincs csatlakoztatva
0002: jump @TRUCK_16538 

:TRUCK_16538
0051: return 

:TRUCK_16540
0050: gosub @TRUCK_7500 
01E3: text_1number_styled 'M_PASS' 83@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 83@ 
0151: remove_status_text $8160 
0008: $8159 += 1 // integer values 
00D6: if 
0038:   $8159 == 1 // integer values 
004D: jump_if_false @TRUCK_16627 
00BC: text_highpriority 'TRK_P1' 5000 ms 1  // ~s~Teljestetted az els szllti kldetst. Trj vissza az llomshoz, hogy jakat vllalj.
0002: jump @TRUCK_16729 

:TRUCK_16627
00D6: if 
0038:   $8159 == 8 // integer values 
004D: jump_if_false @TRUCK_16710 
00D6: if 
0038:   $MISSION_TRUCKING_PASSED == 0 // integer values 
004D: jump_if_false @TRUCK_16687 
0595: mission_complete 
030C: set_mission_points += 1 
0394: play_music 2 
0004: $MISSION_TRUCKING_PASSED = 1 // integer values 
0006: 114@ = 1 // integer values 

:TRUCK_16687
00BA: text_styled 'TRK_P4' 5000 ms 4  // Teherszllts ksz!
0002: jump @TRUCK_16729 

:TRUCK_16710
01E5: text_1number_highpriority 'TRK_P3' $8159 5000 ms 1  // ~s~~1~ szllti kldets ksz.

:TRUCK_16729
0A10: (unknown) 161 1 
0A10: (unknown) 162 83@ 
0051: return 

:TRUCK_16746
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:TRUCK_16753
01C3: remove_references_to_car 74@ // Like turning a car into any random car 
01C3: remove_references_to_car 75@ // Like turning a car into any random car 
0164: disable_marker 77@ 
0164: disable_marker 76@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0151: remove_status_text $8160 
0151: remove_status_text $8161 
014F: stop_timer $8162 
0249: release_model #PETRO 
0249: release_model #LINERUN 
0249: release_model #RDTRAIN 
0249: release_model #PETROTR 
0249: release_model #ARTICT1 
0249: release_model #ARTICT2 
0249: release_model #ARTICT3 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
06D0: (unknown) 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0A2D: (unknown) 1 
0004: $411 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 118---------------
// Originally: Quarry

:QUARRY
03A4: name_thread 'QUARRY' 
0050: gosub @QUARRY_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @QUARRY_38 
0050: gosub @QUARRY_25912 

:QUARRY_38
0050: gosub @QUARRY_27546 
004E: end_thread 

:QUARRY_47
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 0 // integer values 
004D: jump_if_false @QUARRY_67 
0317: increment_mission_attempts 

:QUARRY_67
0004: $ONMISSION = 1 // integer values 
0004: $411 = 1 // integer values 
0006: 82@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 230@ = 0 // integer values 
0006: 231@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 234@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0006: 238@ = 0 // integer values 
0006: 239@ = 0 // integer values 
0006: 240@ = 0 // integer values 
0006: 241@ = 0 // integer values 
0006: 242@ = 0 // integer values 
0006: 243@ = 0 // integer values 
0006: 251@ = 0 // integer values 
0006: 252@ = 0 // integer values 
0006: 262@ = 0 // integer values 
0006: 263@ = 0 // integer values 
0006: 264@ = 0 // integer values 
0006: 265@ = 0 // integer values 
0006: 266@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 278@ = 0 // integer values 
0006: 279@ = 0 // integer values 
0006: 280@ = 0 // integer values 
0006: 281@ = 0 // integer values 
0006: 282@ = 0 // integer values 
0006: 283@ = 0 // integer values 
0006: 284@ = 0 // integer values 
0006: 292@ = 0 // integer values 
0006: 293@ = 0 // integer values 
0006: 294@ = 0 // integer values 
0006: 295@ = 0 // integer values 
00D6: if 
0039:   34@ == -99 // integer values 
004D: jump_if_false @QUARRY_1311 
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 86@ = create_car #SANCHEZ at 0.0 0.0 0.0 
00A5: 87@ = create_car #DOZER at 0.0 0.0 0.0 
00A5: 88@ = create_car #DUMPER at 0.0 0.0 0.0 
00A5: 89@ = create_car #COPBIKE at 0.0 0.0 0.0 
00A5: 91@ = create_car #DUMPER at 0.0 0.0 0.0 
009A: 85@ = create_actor 4 #BMYBE at 0.0 0.0 0.0 
0107: 92@ = create_object #DEAD_TIED_COP at 0.0 0.0 0.0 
0107: 93@ = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0107: 121@ = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0006: 48@ = 0 // integer values 

:QUARRY_679
0107: 94@(48@,7i) = create_object #DYN_QUARRYROCK03 at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_679 
0006: 48@ = 0 // integer values 

:QUARRY_734
0107: 101@(48@,10i) = create_object #KB_BARREL at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_734 
0006: 48@ = 0 // integer values 

:QUARRY_789
0107: 111@(48@,3i) = create_object #DEAD_TIED_COP at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @QUARRY_789 
0006: 48@ = 0 // integer values 

:QUARRY_844
0107: 114@(48@,7i) = create_object #CM_BOX at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_844 
06D8: 90@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
0006: 48@ = 0 // integer values 

:QUARRY_923
06D5: 190@(48@,7i) = create_racing_checkpoint_at 0.0 0.0 0.0 0.0 0.0 0.0 type 2 radius 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_923 
0006: 48@ = 0 // integer values 

:QUARRY_997
0107: 122@(48@,3i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @QUARRY_997 
06D5: 197@ = create_racing_checkpoint_at 0.0 0.0 0.0 0.0 0.0 0.0 type 2 radius 0.0 
0186: 125@ = create_marker_above_car 87@ 
0186: 126@ = create_marker_above_car 88@ 
0186: 130@ = create_marker_above_car 89@ 
0186: 141@ = create_marker_above_car 90@ 
0186: 152@ = create_marker_above_car 91@ 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 128@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 131@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
0188: 129@ = create_marker_above_object 92@ 
0188: 140@ = create_marker_above_object 101@ 
0006: 48@ = 0 // integer values 

:QUARRY_1230
0188: 133@(48@,7i) = create_marker_above_object 94@(48@,7i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_1230 
0006: 48@ = 0 // integer values 

:QUARRY_1274
0188: 142@(48@,10i) = create_marker_above_object 101@(48@,10i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_1274 

:QUARRY_1311
054C: use_GXT_table 'QUARRY' 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @QUARRY_1424 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @QUARRY_1424 
00BC: text_highpriority 'VAL_C1' 5000 ms 1  // ~s~Nem dolgozhatsz itt, ha krznek!
00A1: put_actor $PLAYER_ACTOR at 827.9296 857.7913 11.311 
0173: set_actor $PLAYER_ACTOR z_angle_to 120.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 
0A2D: (unknown) 1 
0051: return 

:QUARRY_1424
0050: gosub @QUARRY_21090 

:QUARRY_1431
0001: wait 0 ms 
00D6: if and
8039:   not  34@ == 18 // integer values 
8039:   not  34@ == 19 // integer values 
004D: jump_if_false @QUARRY_1701 
00D6: if 
0736:   83 
004D: jump_if_false @QUARRY_1525 
008B: 50@ = $8174($8171,7i) // integer values and handles 
0012: 50@ *= 1000 // integer values 
0085: 206@ = 46@ // integer values and handles 
0062: 206@ -= 50@ // integer values 
0006: 36@ = 1 // integer values 
0002: jump @QUARRY_2224 

:QUARRY_1525
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 // integer values 
004D: jump_if_false @QUARRY_1701 
00D6: if 
0039:   292@ == 1 // integer values 
004D: jump_if_false @QUARRY_1677 
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @QUARRY_1670 
0006: 38@ = 1 // integer values 
00BC: text_highpriority 'QUAR_37' 5000 ms 1  // ~s~Menj vissza a telek irodjba j kldetsrt.
00BA: text_styled 'SKIPPED' 5000 ms 5  // KIHAGYVA!
0008: $8171 += 1 // integer values 
00D6: if 
0038:   $8171 == 7 // integer values 
004D: jump_if_false @QUARRY_1649 
0004: $8171 = 0 // integer values 

:QUARRY_1649
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 
0002: jump @QUARRY_2224 

:QUARRY_1670
0002: jump @QUARRY_1701 

:QUARRY_1677
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @QUARRY_1701 
0006: 292@ = 1 // integer values 

:QUARRY_1701
0050: gosub @QUARRY_20409 
0050: gosub @QUARRY_20898 
00D6: if or
0039:   38@ == 1 // integer values 
0039:   39@ == 1 // integer values 
004D: jump_if_false @QUARRY_1747 
0002: jump @QUARRY_2224 

:QUARRY_1747
0050: gosub @QUARRY_20987 
0050: gosub @QUARRY_21021 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @QUARRY_1791 
0006: 37@ = 1 // integer values 
0002: jump @QUARRY_2224 

:QUARRY_1791
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @QUARRY_1849 
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:QUARRY_1849
0871: init_jump_table 34@ total_jumps 19 0 @QUARRY_2224 jumps 1 @QUARRY_2126 2 @QUARRY_2140 3 @QUARRY_2154 4 @QUARRY_2182 5 @QUARRY_2042 6 @QUARRY_2182 7 @QUARRY_2056 
0872: jump_table_jumps 8 @QUARRY_2182 9 @QUARRY_2070 10 @QUARRY_2084 11 @QUARRY_2182 12 @QUARRY_2098 13 @QUARRY_2182 14 @QUARRY_2112 15 @QUARRY_2182 16 @QUARRY_2168 
0872: jump_table_jumps 17 @QUARRY_2182 18 @QUARRY_2196 19 @QUARRY_2210 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 

:QUARRY_2042
0050: gosub @QUARRY_6252 
0002: jump @QUARRY_2224 

:QUARRY_2056
0050: gosub @QUARRY_8986 
0002: jump @QUARRY_2224 

:QUARRY_2070
0050: gosub @QUARRY_11447 
0002: jump @QUARRY_2224 

:QUARRY_2084
0050: gosub @QUARRY_11875 
0002: jump @QUARRY_2224 

:QUARRY_2098
0050: gosub @QUARRY_13354 
0002: jump @QUARRY_2224 

:QUARRY_2112
0050: gosub @QUARRY_15693 
0002: jump @QUARRY_2224 

:QUARRY_2126
0050: gosub @QUARRY_2425 
0002: jump @QUARRY_2224 

:QUARRY_2140
0050: gosub @QUARRY_3641 
0002: jump @QUARRY_2224 

:QUARRY_2154
0050: gosub @QUARRY_4711 
0002: jump @QUARRY_2224 

:QUARRY_2168
0050: gosub @QUARRY_17197 
0002: jump @QUARRY_2224 

:QUARRY_2182
0006: 36@ = 1 // integer values 
0002: jump @QUARRY_2224 

:QUARRY_2196
0050: gosub @QUARRY_18899 
0002: jump @QUARRY_2224 

:QUARRY_2210
0006: 38@ = 1 // integer values 
0002: jump @QUARRY_2224 

:QUARRY_2224
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @QUARRY_2377 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @QUARRY_2361 
00D6: if 
0039:   36@ == 0 // integer values 
004D: jump_if_false @QUARRY_2292 
0002: jump @QUARRY_1431 
0002: jump @QUARRY_2354 

:QUARRY_2292
0050: gosub @QUARRY_26382 
00D6: if 
0039:   295@ == 1 // integer values 
004D: jump_if_false @QUARRY_2352 
0006: 36@ = 0 // integer values 
0006: 34@ = 18 // integer values 
0006: 35@ = 0 // integer values 
0006: 295@ = 0 // integer values 
0002: jump @QUARRY_1431 

:QUARRY_2352
0051: return 

:QUARRY_2354
0002: jump @QUARRY_2370 

:QUARRY_2361
0050: gosub @QUARRY_25912 
0051: return 

:QUARRY_2370
0002: jump @QUARRY_2379 

:QUARRY_2377
0051: return 

:QUARRY_2379
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:QUARRY_2425
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_2457 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:QUARRY_2457
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2489 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:QUARRY_2489
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_2513 
0224: set_car 89@ health_to 10000 

:QUARRY_2513
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_2722 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0006: 230@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 234@ = 0 // integer values 
0006: 282@ = 0 // integer values 
0007: 212@ = 672.7664 // floating-point values 
0007: 213@ = 888.3682 // floating-point values 
0007: 214@ = -41.3985 // floating-point values 
00BC: text_highpriority 'QUAR_00' 10000 ms 1  // ~s~A zsaru halott. Hasznld a~b~buldzert~s~ a kfejtben, hogy eltntesd a testet, mieltt nhny zsaru idespicliskedik.
0006: 50@ = 7 // integer values 
000E: 50@ -= 1 // integer values 
0084: $8172 = $8174(50@,7i) // integer values and handles 
0010: $8172 *= 1000 // integer values 
03C3: set_timer_with_text_to $8172 type 1 text 'QUAR_D1'  // Zsaruk
0085: 206@ = 46@ // integer values and handles 
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_2701 
09B0: (unknown) 89@ 0 

:QUARRY_2701
08A5: set_car 88@ attractive_to_magnet 0 
08A5: set_car 87@ attractive_to_magnet 0 
000A: 35@ += 1 // integer values 

:QUARRY_2722
00D6: if 
002A:   0 >= $8172 // integer values 
004D: jump_if_false @QUARRY_2756 
0006: 37@ = 1 // integer values 
0006: 45@ = 4 // integer values 
0051: return 

:QUARRY_2756
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_2819 
00D6: if 
0039:   230@ == 1 // integer values 
004D: jump_if_false @QUARRY_2819 
0164: disable_marker 128@ 
0164: disable_marker 125@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0006: 35@ = 99 // integer values 

:QUARRY_2819
00D6: if 
0039:   230@ == 0 // integer values 
004D: jump_if_false @QUARRY_3030 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2968 
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_2961 
0164: disable_marker 125@ 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_35'  // ~s~Szlj vissza a ~b~buldzerbe~s~.
00D6: if 
0039:   234@ == 0 // integer values 
004D: jump_if_false @QUARRY_2928 
0188: 129@ = create_marker_above_object 92@ 

:QUARRY_2928
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @QUARRY_2961 
0186: 130@ = create_marker_above_car 89@ 
0165: set_marker 130@ color_to 1 

:QUARRY_2961
0002: jump @QUARRY_3030 

:QUARRY_2968
00D6: if 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_3030 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
00BC: text_highpriority 'QUAR_35' 5000 ms 1  // ~s~Szlj vissza a ~b~buldzerbe~s~.

:QUARRY_3030
00D6: if 
0039:   232@ == 0 // integer values 
004D: jump_if_false @QUARRY_3098 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 89@ 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_3098 
0006: 232@ = 1 // integer values 
00BC: text_highpriority 'QUAR_02' 7000 ms 1  // ~s~Lkd a ~g~testet~s~ s a ~g~biciklit~s~ a daru ~y~felvevhelyn ~s~tlra.

:QUARRY_3098
00D6: if 
0039:   230@ == 0 // integer values 
004D: jump_if_false @QUARRY_3614 
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @QUARRY_3279 
00D6: if 
01AF:   car 89@ 232@ 212@ 213@ 214@ radius 7.0 7.0 4.0 
004D: jump_if_false @QUARRY_3279 
00D6: if 
01AF:   car 89@ 0 212@ 213@ 214@ radius 4.0 4.0 4.0 
004D: jump_if_false @QUARRY_3279 
0006: 233@ = 1 // integer values 
0164: disable_marker 130@ 
0519: lock_vehicle 89@ in_current_position 1 
099A: set_car 89@ collision_detection 0 
00D6: if 
0039:   234@ == 0 // integer values 
004D: jump_if_false @QUARRY_3279 
00BC: text_highpriority 'QUAR_03' 5000 ms 1  // ~s~Most szerezd meg a ~g~testet~s~.

:QUARRY_3279
00D6: if 
0039:   234@ == 0 // integer values 
004D: jump_if_false @QUARRY_3559 
00D6: if 
0039:   233@ == 1 // integer values 
004D: jump_if_false @QUARRY_3433 
00D6: if 
04E6:   unknown_object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 unknown 232@ 
004D: jump_if_false @QUARRY_3426 
00D6: if 
04E6:   unknown_object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 unknown 0 
004D: jump_if_false @QUARRY_3426 
0006: 234@ = 1 // integer values 
0164: disable_marker 129@ 
0550: keep_object 92@ in_memory 1 
0382: set_object 92@ collision_detection 0 

:QUARRY_3426
0002: jump @QUARRY_3559 

:QUARRY_3433
00D6: if 
04E6:   unknown_object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 unknown 0 
004D: jump_if_false @QUARRY_3559 
00D6: if 
04E6:   unknown_object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 unknown 0 
004D: jump_if_false @QUARRY_3559 
0006: 234@ = 1 // integer values 
0164: disable_marker 129@ 
0550: keep_object 92@ in_memory 1 
0382: set_object 92@ collision_detection 0 
00BC: text_highpriority 'QUAR_04' 5000 ms 1  // ~s~Szerezd meg a ~g~zsaruk motorjait~s~.

:QUARRY_3559
00D6: if and
0039:   234@ == 1 // integer values 
0039:   233@ == 1 // integer values 
004D: jump_if_false @QUARRY_3614 
0006: 230@ = 1 // integer values 
00BC: text_highpriority 'QUAR_05' 5000 ms 1  // ~s~Szlj be a ~y~daruba.
0006: 282@ = 1 // integer values 

:QUARRY_3614
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_3639 
0050: gosub @QUARRY_21060 

:QUARRY_3639
0051: return 

:QUARRY_3641
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_3673 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:QUARRY_3673
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_3705 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:QUARRY_3705
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_3729 
0224: set_car 89@ health_to 10000 

:QUARRY_3729
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_3809 
0006: 231@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0006: 234@ = 0 // integer values 
018A: 127@ = create_checkpoint_at 705.1055 916.3154 -19.6407 
07E0: set_marker 127@ type_to 1 
0006: 240@ = 1 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_3809
00D6: if 
002A:   0 >= $8172 // integer values 
004D: jump_if_false @QUARRY_3843 
0006: 37@ = 1 // integer values 
0006: 45@ = 4 // integer values 
0051: return 

:QUARRY_3843
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_3898 
00D6: if 
0039:   231@ == 1 // integer values 
004D: jump_if_false @QUARRY_3898 
0164: disable_marker 126@ 
01EC: make_car 88@ very_heavy 1 
0006: 35@ = 99 // integer values 

:QUARRY_3898
00D6: if 
8685:   not object 93@ attached 
004D: jump_if_false @QUARRY_3952 
0681: attach_object 93@ to_car 88@ at_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_3952
00D6: if 
0039:   231@ == 0 // integer values 
004D: jump_if_false @QUARRY_4503 
01BB: store_object 93@ position_to 59@ 60@ 61@ 
0798: (unknown) $2742 53@ 54@ 55@ 
00D6: if 
0039:   234@ == 0 // integer values 
004D: jump_if_false @QUARRY_4143 
00D6: if 
04E6:   unknown_object 92@ near_point 59@ 60@ 61@ radius 3.2 3.2 1.5 unknown 0 
004D: jump_if_false @QUARRY_4136 
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @QUARRY_4136 
00D6: if 
803B:   not  55@ == 92@ // integer values 
004D: jump_if_false @QUARRY_4114 
0006: 234@ = 1 // integer values 
0916: (unknown) 92@ 0 
0002: jump @QUARRY_4136 

:QUARRY_4114
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_4136
0002: jump @QUARRY_4238 

:QUARRY_4143
00D6: if 
8685:   not object 92@ attached 
004D: jump_if_false @QUARRY_4238 
01BB: store_object 92@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z 59@ 60@ 61@ 
0087: 76@ = 61@ // floating-point values only 
0063: 76@ -= 75@ // floating-point values 
00D6: if 
0023:   1.5 > 76@ // floating-point values 
004D: jump_if_false @QUARRY_4238 
0006: 234@ = 0 // integer values 
0916: (unknown) 92@ 1 

:QUARRY_4238
00D6: if 
0039:   233@ == 0 // integer values 
004D: jump_if_false @QUARRY_4376 
00D6: if 
01B0:   car 89@ stopped 0 59@ 60@ 61@ radius 3.2 3.2 1.5 
004D: jump_if_false @QUARRY_4369 
00D6: if 
803B:   not  53@ == 89@ // integer values 
004D: jump_if_false @QUARRY_4369 
0683: attach_car 89@ to_car 88@ at_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 
0006: 233@ = 1 // integer values 
08A5: set_car 89@ attractive_to_magnet 0 

:QUARRY_4369
0002: jump @QUARRY_4471 

:QUARRY_4376
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_4471 
00AA: store_car 89@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z 59@ 60@ 61@ 
0087: 76@ = 61@ // floating-point values only 
0063: 76@ -= 75@ // floating-point values 
00D6: if 
0023:   1.5 > 76@ // floating-point values 
004D: jump_if_false @QUARRY_4471 
0006: 233@ = 0 // integer values 
08A5: set_car 89@ attractive_to_magnet 1 

:QUARRY_4471
00D6: if and
0039:   234@ == 1 // integer values 
0039:   233@ == 1 // integer values 
004D: jump_if_false @QUARRY_4503 
0006: 231@ = 1 // integer values 

:QUARRY_4503
00D6: if 
0039:   240@ == 1 // integer values 
004D: jump_if_false @QUARRY_4612 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 705.1055 916.3154 -19.6407 radius 4.0 4.0 1.2 
004D: jump_if_false @QUARRY_4612 
0164: disable_marker 127@ 
0006: 240@ = 0 // integer values 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: text_highpriority 'QUAR_06' 7000 ms 1  // ~s~Hasznld a darut, hogy beletedd a testet s a biciklit a~b~dmperbe~s~.

:QUARRY_4612
00D6: if 
0039:   282@ == 1 // integer values 
004D: jump_if_false @QUARRY_4684 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_4684 
0550: keep_object 92@ in_memory 0 
0382: set_object 92@ collision_detection 1 
0519: lock_vehicle 89@ in_current_position 0 
099A: set_car 89@ collision_detection 1 
0006: 282@ = 0 // integer values 

:QUARRY_4684
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_4709 
0050: gosub @QUARRY_21060 

:QUARRY_4709
0051: return 

:QUARRY_4711
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_4743 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:QUARRY_4743
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_4767 
0224: set_car 89@ health_to 10000 

:QUARRY_4767
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_4894 
0007: 212@ = 985.1581 // floating-point values 
0007: 213@ = 688.4734 // floating-point values 
0007: 214@ = 8.7255 // floating-point values 
0050: gosub @QUARRY_19761 
0006: 236@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0006: 242@ = 0 // integer values 
0006: 280@ = 0 // integer values 
0006: 281@ = 0 // integer values 
0006: 284@ = 0 // integer values 
0006: 172@ = 0 // integer values 
00BC: text_highpriority 'QUAR_07' 5000 ms 1  // ~s~Szllj be a~b~rakodkocsiba~s~.
000A: 35@ += 1 // integer values 

:QUARRY_4894
00D6: if 
002A:   0 >= $8172 // integer values 
004D: jump_if_false @QUARRY_4928 
0006: 37@ = 1 // integer values 
0006: 45@ = 4 // integer values 
0051: return 

:QUARRY_4928
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @QUARRY_5136 
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_5041 
00AA: store_car 89@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z 59@ 60@ 61@ 
0087: 76@ = 61@ // floating-point values only 
0063: 76@ -= 75@ // floating-point values 
00D6: if 
0023:   1.5 > 76@ // floating-point values 
004D: jump_if_false @QUARRY_5041 
0006: 37@ = 1 // integer values 
0006: 45@ = 3 // integer values 

:QUARRY_5041
00D6: if 
8685:   not object 92@ attached 
004D: jump_if_false @QUARRY_5136 
01BB: store_object 92@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z 59@ 60@ 61@ 
0087: 76@ = 61@ // floating-point values only 
0063: 76@ -= 75@ // floating-point values 
00D6: if 
0023:   1.5 > 76@ // floating-point values 
004D: jump_if_false @QUARRY_5136 
0006: 37@ = 1 // integer values 
0006: 45@ = 3 // integer values 

:QUARRY_5136
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_5208 
00D6: if 
0039:   236@ == 1 // integer values 
004D: jump_if_false @QUARRY_5208 
00D6: if 
001D:   46@ > 172@ // integer values 
004D: jump_if_false @QUARRY_5208 
0164: disable_marker 128@ 
06D6: destroy_racing_checkpoint 197@ 
0006: 35@ = 99 // integer values 

:QUARRY_5208
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_5373 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_5359 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Szlj vissza a ~b~rakodkocsiba~s~.
00D6: if 
0039:   238@ == 1 // integer values 
004D: jump_if_false @QUARRY_5291 
0050: gosub @QUARRY_19761 
0002: jump @QUARRY_5359 

:QUARRY_5291
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // floating-point values only 
000F: 75@ -= 5.0 // floating-point values 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ 0.0 0.0 0.0 type 2 radius 5.0 

:QUARRY_5359
0006: 284@ = 1 // integer values 
0002: jump @QUARRY_5453 

:QUARRY_5373
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_5453 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0164: disable_marker 128@ 
06D6: destroy_racing_checkpoint 197@ 
0164: disable_marker 131@ 
00D6: if 
0039:   284@ == 1 // integer values 
004D: jump_if_false @QUARRY_5453 
00BC: text_highpriority 'QUAR_36' 5000 ms 1  // ~s~Szlj vissza a ~b~rakodkocsiba~s~.

:QUARRY_5453
00D6: if 
0039:   242@ == 0 // integer values 
004D: jump_if_false @QUARRY_5513 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_5513 
00BC: text_highpriority 'QUAR_08' 7000 ms 1  // ~s~Autzz vatosan a ~y~kfejt bejrathoz~s~.
0006: 242@ = 1 // integer values 

:QUARRY_5513
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @QUARRY_5698 
00FE:   actor $PLAYER_ACTOR 1 215@ 216@ 217@ radius 4.0 4.0 4.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 215@ 216@ 217@ radius 12.0 12.0 12.0 
004D: jump_if_false @QUARRY_5698 
0164: disable_marker 131@ 
0006: 238@ = 0 // integer values 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // floating-point values only 
000F: 75@ -= 5.0 // floating-point values 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ 0.0 0.0 0.0 type 2 radius 5.0 
00BC: text_highpriority 'QUAR_09' 5000 ms 1  // ~s~Dobd a testet s a biciklit a ~y~vzbe~s~.

:QUARRY_5698
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @QUARRY_5790 
00D6: if 
01AF:   car 88@ 0 212@ 213@ 214@ radius 50.0 30.0 10.0 
004D: jump_if_false @QUARRY_5783 
0006: 235@ = 1 // integer values 
03E5: text_box 'QUAR_H4'  // Ne engedd, hogy a dmper beleessen a testtel s a biciklivel egytt a vzbe.
0002: jump @QUARRY_5790 

:QUARRY_5783
0006: 235@ = 0 // integer values 

:QUARRY_5790
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @QUARRY_5913 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.05 // floating-point values 
004D: jump_if_false @QUARRY_5913 
00D6: if 
0686:   car 89@ attached 
004D: jump_if_false @QUARRY_5875 
0684: detach_car 89@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5875
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @QUARRY_5913 
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5913
00D6: if 
0039:   280@ == 0 // integer values 
004D: jump_if_false @QUARRY_5954 
00D6: if 
02BF:   car 89@ sunk 
004D: jump_if_false @QUARRY_5954 
0006: 280@ = 1 // integer values 

:QUARRY_5954
00D6: if 
0039:   281@ == 0 // integer values 
004D: jump_if_false @QUARRY_5995 
00D6: if 
04E7:   object 92@ in_water 
004D: jump_if_false @QUARRY_5995 
0006: 281@ = 1 // integer values 

:QUARRY_5995
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @QUARRY_6061 
00D6: if and
0039:   280@ == 1 // integer values 
0039:   281@ == 1 // integer values 
004D: jump_if_false @QUARRY_6061 
0006: 236@ = 1 // integer values 
0085: 172@ = 46@ // integer values and handles 
000A: 172@ += 2000 // integer values 

:QUARRY_6061
00D6: if 
8685:   not object 93@ attached 
004D: jump_if_false @QUARRY_6115 
0681: attach_object 93@ to_car 88@ at_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_6115
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_6225 
01BB: store_object 93@ position_to 59@ 60@ 61@ 
00D6: if 
01B0:   car 89@ stopped 0 59@ 60@ 61@ radius 3.2 3.2 1.5 
004D: jump_if_false @QUARRY_6225 
0683: attach_car 89@ to_car 88@ at_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 

:QUARRY_6225
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_6250 
0050: gosub @QUARRY_21060 

:QUARRY_6250
0051: return 

:QUARRY_6252
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_6284 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:QUARRY_6284
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_6462 
0006: 199@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_6316
0006: 244@(48@,7i) = 0 // integer values 
0006: 285@(48@,7i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_6316 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: text_highpriority 'QUAR_11' 10000 ms 1  // ~s~Hasznld a ~b~buldzer~s~ , hogy  a kvetkez szlltmny megrkezsre eltt szabadd tedd az utat.
0006: 50@ = 1 // integer values 
000E: 50@ -= 1 // integer values 
0084: $8172 = $8174(50@,7i) // integer values and handles 
0010: $8172 *= 1000 // integer values 
03C3: set_timer_with_text_to $8172 type 1 text 'QUAR_D2'  // Kzbests
0085: 206@ = 46@ // integer values and handles 
0006: 243@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_6462
00D6: if 
002A:   0 >= $8172 // integer values 
004D: jump_if_false @QUARRY_6496 
0006: 37@ = 1 // integer values 
0006: 45@ = 5 // integer values 
0051: return 

:QUARRY_6496
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_6539 
00D6: if 
0039:   199@ == 7 // integer values 
004D: jump_if_false @QUARRY_6539 
0006: 35@ = 99 // integer values 

:QUARRY_6539
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_6663 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_6656 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Szlj vissza a ~b~buldzerbe~s~.
0006: 48@ = 0 // integer values 

:QUARRY_6597
00D6: if 
0039:   244@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_6635 
0188: 133@(48@,7i) = create_marker_above_object 94@(48@,7i) 

:QUARRY_6635
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_6597 

:QUARRY_6656
0002: jump @QUARRY_8899 

:QUARRY_6663
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_6757 
0006: 48@ = 0 // integer values 

:QUARRY_6689
0164: disable_marker 133@(48@,7i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_6689 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: text_highpriority 'QUAR_35' 5000 ms 1  // ~s~Szlj vissza a ~b~buldzerbe~s~.
0002: jump @QUARRY_8899 

:QUARRY_6757
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0006: 48@ = 0 // integer values 

:QUARRY_6778
0006: 80@ = 0 // integer values 
00D6: if 
0039:   244@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_8878 
0871: init_jump_table 48@ total_jumps 7 1 @QUARRY_8662 jumps 0 @QUARRY_6870 1 @QUARRY_7126 2 @QUARRY_7382 3 @QUARRY_7638 4 @QUARRY_7894 5 @QUARRY_8150 6 @QUARRY_8406 

:QUARRY_6870
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_7077 
00D6: if 
0039:   285@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_7011 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 762.119 836.6474 -3.4382 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 // integer values 

:QUARRY_7011
00D6: if 
04E6:   unknown_object 94@(48@,7i) near_point 762.119 836.6474 -5.4382 radius 15.0 35.0 5.0 unknown 0 
004D: jump_if_false @QUARRY_7070 
0006: 80@ = 1 // integer values 

:QUARRY_7070
0002: jump @QUARRY_7119 

:QUARRY_7077
00D6: if 
0039:   285@(48@,7i) == 1 // integer values 
004D: jump_if_false @QUARRY_7119 
06D6: destroy_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 // integer values 

:QUARRY_7119
0002: jump @QUARRY_8680 

:QUARRY_7126
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   50.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_7333 
00D6: if 
0039:   285@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_7267 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 735.8682 933.0437 -4.3942 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 // integer values 

:QUARRY_7267
00D6: if 
04E6:   unknown_object 94@(48@,7i) near_point 735.8682 933.0437 -4.3942 radius 20.0 30.0 5.0 unknown 0 
004D: jump_if_false @QUARRY_7326 
0006: 80@ = 1 // integer values 

:QUARRY_7326
0002: jump @QUARRY_7375 

:QUARRY_7333
00D6: if 
0039:   285@(48@,7i) == 1 // integer values 
004D: jump_if_false @QUARRY_7375 
06D6: destroy_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 // integer values 

:QUARRY_7375
0002: jump @QUARRY_8680 

:QUARRY_7382
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_7589 
00D6: if 
0039:   285@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_7523 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 518.9683 967.7642 -25.891 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 // integer values 

:QUARRY_7523
00D6: if 
04E6:   unknown_object 94@(48@,7i) near_point 518.9683 967.7642 -17.891 radius 45.0 20.0 9.0 unknown 0 
004D: jump_if_false @QUARRY_7582 
0006: 80@ = 1 // integer values 

:QUARRY_7582
0002: jump @QUARRY_7631 

:QUARRY_7589
00D6: if 
0039:   285@(48@,7i) == 1 // integer values 
004D: jump_if_false @QUARRY_7631 
06D6: destroy_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 // integer values 

:QUARRY_7631
0002: jump @QUARRY_8680 

:QUARRY_7638
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_7845 
00D6: if 
0039:   285@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_7779 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 671.3267 941.1938 -29.338 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 // integer values 

:QUARRY_7779
00D6: if 
04E6:   unknown_object 94@(48@,7i) near_point 671.3267 941.1938 -29.338 radius 25.0 25.0 5.0 unknown 0 
004D: jump_if_false @QUARRY_7838 
0006: 80@ = 1 // integer values 

:QUARRY_7838
0002: jump @QUARRY_7887 

:QUARRY_7845
00D6: if 
0039:   285@(48@,7i) == 1 // integer values 
004D: jump_if_false @QUARRY_7887 
06D6: destroy_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 // integer values 

:QUARRY_7887
0002: jump @QUARRY_8680 

:QUARRY_7894
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_8101 
00D6: if 
0039:   285@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_8035 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 523.2235 907.1995 -43.4101 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 // integer values 

:QUARRY_8035
00D6: if 
04E6:   unknown_object 94@(48@,7i) near_point 523.2235 907.1995 -40.4101 radius 35.0 25.0 5.0 unknown 0 
004D: jump_if_false @QUARRY_8094 
0006: 80@ = 1 // integer values 

:QUARRY_8094
0002: jump @QUARRY_8143 

:QUARRY_8101
00D6: if 
0039:   285@(48@,7i) == 1 // integer values 
004D: jump_if_false @QUARRY_8143 
06D6: destroy_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 // integer values 

:QUARRY_8143
0002: jump @QUARRY_8680 

:QUARRY_8150
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_8357 
00D6: if 
0039:   285@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_8291 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 536.8022 838.0778 -38.2296 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 // integer values 

:QUARRY_8291
00D6: if 
04E6:   unknown_object 94@(48@,7i) near_point 536.8022 838.0778 -38.2296 radius 25.0 15.0 5.0 unknown 0 
004D: jump_if_false @QUARRY_8350 
0006: 80@ = 1 // integer values 

:QUARRY_8350
0002: jump @QUARRY_8399 

:QUARRY_8357
00D6: if 
0039:   285@(48@,7i) == 1 // integer values 
004D: jump_if_false @QUARRY_8399 
06D6: destroy_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 // integer values 

:QUARRY_8399
0002: jump @QUARRY_8680 

:QUARRY_8406
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   50.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_8613 
00D6: if 
0039:   285@(48@,7i) == 0 // integer values 
004D: jump_if_false @QUARRY_8547 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 645.2571 773.7028 -28.2457 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 // integer values 

:QUARRY_8547
00D6: if 
04E6:   unknown_object 94@(48@,7i) near_point 645.2571 773.7028 -26.2457 radius 35.0 20.0 7.0 unknown 0 
004D: jump_if_false @QUARRY_8606 
0006: 80@ = 1 // integer values 

:QUARRY_8606
0002: jump @QUARRY_8655 

:QUARRY_8613
00D6: if 
0039:   285@(48@,7i) == 1 // integer values 
004D: jump_if_false @QUARRY_8655 
06D6: destroy_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 // integer values 

:QUARRY_8655
0002: jump @QUARRY_8680 

:QUARRY_8662
0662: write_debug_message "TOO_MANY_ROCKS" 

:QUARRY_8680
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @QUARRY_8878 
0164: disable_marker 133@(48@,7i) 
0108: destroy_object 94@(48@,7i) 
00D6: if 
0039:   285@(48@,7i) == 1 // integer values 
004D: jump_if_false @QUARRY_8758 
06D6: destroy_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 // integer values 

:QUARRY_8758
0006: 244@(48@,7i) = 1 // integer values 
000A: 199@ += 1 // integer values 
0006: 50@ = 7 // integer values 
0062: 50@ -= 199@ // integer values 
00D6: if 
8039:   not  50@ == 0 // integer values 
004D: jump_if_false @QUARRY_8878 
00D6: if 
0039:   199@ == 1 // integer values 
004D: jump_if_false @QUARRY_8856 
02FD: text_2numbers_lowpriority 'QUAR_14' 199@ 50@ 5000 ms 1  // ~s~~1~ szikla eltakartva. ~1~ van vissza.
0002: jump @QUARRY_8878 

:QUARRY_8856
02FD: text_2numbers_lowpriority 'QUAR_13' 199@ 50@ 5000 ms 1  // ~s~~1~ szikla eltakartva. ~1~ maradt mg htra.

:QUARRY_8878
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_6778 

:QUARRY_8899
00D6: if 
0039:   243@ == 0 // integer values 
004D: jump_if_false @QUARRY_8959 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_8959 
00BC: text_highpriority 'QUAR_12' 7000 ms 1  // ~s~Tiszttsd meg az utat gy, hogy ellkd a ~g~sziklkat~s~ az t szlre.
0006: 243@ = 1 // integer values 

:QUARRY_8959
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_8984 
0050: gosub @QUARRY_21060 

:QUARRY_8984
0051: return 

:QUARRY_8986
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_9018 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:QUARRY_9018
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_9242 
0006: 204@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_9050
0006: 253@(48@,4i) = 0 // integer values 
0006: 257@(48@,4i) = 0 // integer values 
0006: 178@(48@,4i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @QUARRY_9050 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: text_highpriority 'QUAR_15' 10000 ms 1  // ~s~A rivlis szervezetek j bombkat teleptettek. Hasznld a ~b~buldzert~s~ a bombk biztonsgba helyezshez.
008A: $8172 = 174@ // integer values and handles 
03C3: set_timer_with_text_to $8172 type 1 text 'QUAR_D3'  // Robbans
0085: 206@ = 46@ // integer values and handles 
0006: 48@ = 0 // integer values 

:QUARRY_9174
005A: 174@(48@,4i) += 46@ // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @QUARRY_9174 
0006: 251@ = 0 // integer values 
0006: 252@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0006: 243@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_9242
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_9408 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @QUARRY_9408 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0006: 50@ = 4 // integer values 
000E: 50@ -= 1 // integer values 
01BB: store_object 101@(50@,10i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0021:   78@ > 20.0 // floating-point values 
004D: jump_if_false @QUARRY_9408 
020C: create_explosion_with_radius 7 at 62@ 63@ 64@ 
0108: destroy_object 101@(50@,10i) 
0006: 253@(50@,4i) = 1 // integer values 
0006: 35@ = 99 // integer values 

:QUARRY_9408
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_9466 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_9459 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Szlj vissza a ~b~buldzerbe~s~.

:QUARRY_9459
0002: jump @QUARRY_9533 

:QUARRY_9466
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_9533 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 // integer values 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: text_highpriority 'QUAR_35' 5000 ms 1  // ~s~Szlj vissza a ~b~buldzerbe~s~.

:QUARRY_9533
00D6: if 
0039:   252@ == 0 // integer values 
004D: jump_if_false @QUARRY_10787 
0006: 80@ = 0 // integer values 
0871: init_jump_table 204@ total_jumps 4 1 @QUARRY_10048 jumps 0 @QUARRY_9621 1 @QUARRY_9687 2 @QUARRY_9916 3 @QUARRY_9982 -1 @QUARRY_10067 -1 @QUARRY_10067 -1 @QUARRY_10067 

:QUARRY_9621
00D6: if 
04E6:   unknown_object 101@(204@,10i) near_point 830.4274 889.852 12.3516 radius 4.0 4.0 1.0 unknown 1 
004D: jump_if_false @QUARRY_9680 
0006: 80@ = 1 // integer values 

:QUARRY_9680
0002: jump @QUARRY_10067 

:QUARRY_9687
00D6: if 
0039:   261@ == 0 // integer values 
004D: jump_if_false @QUARRY_9850 
00D6: if 
04E6:   unknown_object 101@(204@,10i) near_point 678.5786 981.4282 -13.749 radius 4.0 4.0 1.0 unknown 1 
004D: jump_if_false @QUARRY_9764 
0006: 80@ = 1 // integer values 

:QUARRY_9764
01BB: store_object 101@(204@,10i) position_to 59@ 60@ 61@ 
00D6: if 
0023:   -23.6787 > 61@ // floating-point values 
004D: jump_if_false @QUARRY_9843 
0006: 261@ = 1 // integer values 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 // integer values 
00BC: text_highpriority 'QUAR_21' 7000 ms 1  // ~s~Vidd el a ~g~bombt~s~ egy msik ~y~biztonsgos helyre~s~.

:QUARRY_9843
0002: jump @QUARRY_9909 

:QUARRY_9850
00D6: if 
04E6:   unknown_object 101@(204@,10i) near_point 660.666 913.719 -41.4059 radius 4.0 4.0 1.0 unknown 1 
004D: jump_if_false @QUARRY_9909 
0006: 80@ = 1 // integer values 

:QUARRY_9909
0002: jump @QUARRY_10067 

:QUARRY_9916
00D6: if 
04E6:   unknown_object 101@(204@,10i) near_point 648.9208 916.257 -42.2287 radius 4.0 4.0 1.0 unknown 1 
004D: jump_if_false @QUARRY_9975 
0006: 80@ = 1 // integer values 

:QUARRY_9975
0002: jump @QUARRY_10067 

:QUARRY_9982
00D6: if 
04E6:   unknown_object 101@(204@,10i) near_point 632.4524 810.3196 -43.9609 radius 4.0 4.0 1.0 unknown 1 
004D: jump_if_false @QUARRY_10041 
0006: 80@ = 1 // integer values 

:QUARRY_10041
0002: jump @QUARRY_10067 

:QUARRY_10048
0662: write_debug_message "UNKNOWN_BOMB_ID" 

:QUARRY_10067
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @QUARRY_10222 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 // integer values 
0006: 261@ = 0 // integer values 
0550: keep_object 101@(204@,10i) in_memory 1 
0382: set_object 101@(204@,10i) collision_detection 0 
0085: 50@ = 204@ // integer values and handles 
000A: 50@ += 1 // integer values 
00D6: if 
0039:   50@ == 4 // integer values 
004D: jump_if_false @QUARRY_10215 
0085: 51@ = 46@ // integer values and handles 
000A: 51@ += 15000 // integer values 
00D6: if 
001D:   174@(204@,4i) > 51@ // integer values 
004D: jump_if_false @QUARRY_10215 
0085: 174@(204@,4i) = 51@ // integer values and handles 

:QUARRY_10215
000A: 204@ += 1 // integer values 

:QUARRY_10222
00D6: if 
0039:   204@ == 4 // integer values 
004D: jump_if_false @QUARRY_10247 
0006: 252@ = 1 // integer values 

:QUARRY_10247
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @QUARRY_10324 
014F: stop_timer $8172 
00D6: if 
0039:   252@ == 0 // integer values 
004D: jump_if_false @QUARRY_10324 
008A: $8172 = 174@(204@,4i) // integer values and handles 
0066: $8172 -= 46@ // integer values 
03C3: set_timer_with_text_to $8172 type 1 text 'QUAR_D3'  // Robbans

:QUARRY_10324
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @QUARRY_10522 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @QUARRY_10383 
00BC: text_highpriority 'QUAR_20' 7000 ms 1  // ~s~Menj el a bomba hatsugarbl.
0002: jump @QUARRY_10522 

:QUARRY_10383
0871: init_jump_table 204@ total_jumps 4 0 @QUARRY_10522 jumps 0 @QUARRY_10446 1 @QUARRY_10453 2 @QUARRY_10476 3 @QUARRY_10499 -1 @QUARRY_10522 -1 @QUARRY_10522 -1 @QUARRY_10522 

:QUARRY_10446
0002: jump @QUARRY_10522 

:QUARRY_10453
00BC: text_highpriority 'QUAR_17' 7000 ms 1  // ~s~Van egy ~g~bomba~s~ a daru mgtt. ~y~Biztostsd~s~.
0002: jump @QUARRY_10522 

:QUARRY_10476
00BC: text_highpriority 'QUAR_18' 7000 ms 1  // ~s~A kvetkez ~g~bomba~s~ a zzgpnl van. Vidd el  ~y~biztonsgos helyre~s~.
0002: jump @QUARRY_10522 

:QUARRY_10499
00BC: text_highpriority 'QUAR_34' 7000 ms 1  // ~s~Az utols ~g~bomba~s~ az aprtgpek kztt van. Vidd el egy ~y~biztonsgos~s~ heylre.
0002: jump @QUARRY_10522 

:QUARRY_10522
00D6: if and
0039:   251@ == 0 // integer values 
0039:   252@ == 0 // integer values 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_10787 
0188: 140@ = create_marker_above_object 101@(204@,10i) 
0006: 251@ = 1 // integer values 
0871: init_jump_table 204@ total_jumps 4 0 @QUARRY_10787 jumps 0 @QUARRY_10634 1 @QUARRY_10661 2 @QUARRY_10733 3 @QUARRY_10760 -1 @QUARRY_10787 -1 @QUARRY_10787 -1 @QUARRY_10787 

:QUARRY_10634
018A: 128@ = create_checkpoint_at 830.4274 889.852 12.3516 
0002: jump @QUARRY_10787 

:QUARRY_10661
00D6: if 
0039:   261@ == 0 // integer values 
004D: jump_if_false @QUARRY_10706 
018A: 128@ = create_checkpoint_at 678.5786 981.4282 -13.749 
0002: jump @QUARRY_10726 

:QUARRY_10706
018A: 128@ = create_checkpoint_at 660.666 913.719 -41.4059 

:QUARRY_10726
0002: jump @QUARRY_10787 

:QUARRY_10733
018A: 128@ = create_checkpoint_at 648.9208 916.257 -42.2287 
0002: jump @QUARRY_10787 

:QUARRY_10760
018A: 128@ = create_checkpoint_at 632.4524 810.3196 -43.9609 
0002: jump @QUARRY_10787 

:QUARRY_10787
0006: 48@ = 0 // integer values 
0085: 50@ = 204@ // integer values and handles 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @QUARRY_10827 
000E: 50@ -= 1 // integer values 

:QUARRY_10827
00D6: if 
002D:   50@ >= 48@ // integer values 
004D: jump_if_false @QUARRY_11360 
00D6: if 
0039:   253@(48@,4i) == 0 // integer values 
004D: jump_if_false @QUARRY_11265 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
00AA: store_car 87@ position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
050A: 79@ = distance_between 59@ 60@ 61@ and 65@ 66@ 67@ 
00D6: if 
803B:   not  48@ == 204@ // integer values 
004D: jump_if_false @QUARRY_11033 
00D6: if and
0021:   78@ > 21.0 // floating-point values 
0021:   79@ > 21.0 // floating-point values 
004D: jump_if_false @QUARRY_11033 
0085: 174@(48@,4i) = 46@ // integer values and handles 
000E: 174@(48@,4i) -= 1 // integer values 

:QUARRY_11033
00D6: if 
001D:   46@ > 174@(48@,4i) // integer values 
004D: jump_if_false @QUARRY_11258 
020C: create_explosion_with_radius 10 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
0006: 253@(48@,4i) = 1 // integer values 
0006: 257@(48@,4i) = 0 // integer values 
0085: 178@(48@,4i) = 46@ // integer values and handles 
000A: 178@(48@,4i) += 2000 // integer values 
0087: 218@(48@,4f) = 59@ // floating-point values only 
0087: 222@(48@,4f) = 60@ // floating-point values only 
0087: 226@(48@,4f) = 61@ // floating-point values only 
00D6: if 
0023:   20.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_11186 
020B: explode_car 87@ 

:QUARRY_11186
00D6: if 
0023:   20.0 > 79@ // floating-point values 
004D: jump_if_false @QUARRY_11223 
0006: 37@ = 1 // integer values 
0006: 45@ = 7 // integer values 
0051: return 

:QUARRY_11223
00D6: if 
003B:   48@ == 204@ // integer values 
004D: jump_if_false @QUARRY_11258 
0006: 37@ = 1 // integer values 
0006: 45@ = 6 // integer values 
0051: return 

:QUARRY_11258
0002: jump @QUARRY_11346 

:QUARRY_11265
00D6: if 
0039:   257@(48@,4i) == 0 // integer values 
004D: jump_if_false @QUARRY_11346 
00D6: if 
001D:   46@ > 178@(48@,4i) // integer values 
004D: jump_if_false @QUARRY_11346 
020C: create_explosion_with_radius 9 at 218@(48@,4f) 222@(48@,4f) 226@(48@,4f) 
0006: 257@(48@,4i) = 1 // integer values 

:QUARRY_11346
000A: 48@ += 1 // integer values 
0002: jump @QUARRY_10827 

:QUARRY_11360
00D6: if 
0039:   243@ == 0 // integer values 
004D: jump_if_false @QUARRY_11420 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_11420 
00BC: text_highpriority 'QUAR_16' 7000 ms 1  // ~s~Az els ~g~bomba~s~ a ptsi terlet irodjnl van. Szlltsd ~y~biztos~s~helyre.
0006: 243@ = 1 // integer values 

:QUARRY_11420
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_11445 
0050: gosub @QUARRY_21060 

:QUARRY_11445
0051: return 

:QUARRY_11447
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_11479 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:QUARRY_11479
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_11607 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0050: gosub @QUARRY_19814 
00BC: text_highpriority 'QUAR_22' 10000 ms 1  // ~s~A terroristkat elkaptk. A testk a ~b~dmperen~s~ van a kfejt ~y~msik bejratnl~s~. Rakd ki ket, mieltt a zsaruk idernnek.
0006: 235@ = 0 // integer values 
0006: 50@ = 4 // integer values 
000E: 50@ -= 1 // integer values 
0084: $8172 = $8174(50@,7i) // integer values and handles 
0010: $8172 *= 1000 // integer values 
03C3: set_timer_with_text_to $8172 type 1 text 'QUAR_D1'  // Zsaruk
0085: 206@ = 46@ // integer values and handles 
000A: 35@ += 1 // integer values 

:QUARRY_11607
00D6: if 
002A:   0 >= $8172 // integer values 
004D: jump_if_false @QUARRY_11641 
0006: 37@ = 1 // integer values 
0006: 45@ = 4 // integer values 
0051: return 

:QUARRY_11641
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_11701 
00D6: if 
0039:   235@ == 1 // integer values 
004D: jump_if_false @QUARRY_11701 
0164: disable_marker 132@ 
0006: 239@ = 0 // integer values 
0164: disable_marker 126@ 
0006: 35@ = 99 // integer values 

:QUARRY_11701
00D6: if 
0039:   235@ == 0 // integer values 
004D: jump_if_false @QUARRY_11745 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_11745 
0006: 235@ = 1 // integer values 

:QUARRY_11745
00D6: if 
0039:   239@ == 1 // integer values 
004D: jump_if_false @QUARRY_11848 
00FE:   actor $PLAYER_ACTOR 1 215@ 216@ 217@ radius 4.0 4.0 4.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 215@ 216@ 217@ radius 15.0 10.0 4.0 
004D: jump_if_false @QUARRY_11848 
0164: disable_marker 132@ 
0006: 239@ = 0 // integer values 

:QUARRY_11848
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_11873 
0050: gosub @QUARRY_21060 

:QUARRY_11873
0051: return 

:QUARRY_11875
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_11907 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:QUARRY_11907
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_12473 
0007: 212@ = 469.377 // floating-point values 
0007: 213@ = 877.2751 // floating-point values 
0007: 214@ = -29.0362 // floating-point values 
0050: gosub @QUARRY_19761 
0006: 48@ = 0 // integer values 

:QUARRY_11969
0209: 50@ = random_int 2 4 
0208: 59@ = random_float -2.0 2.0 
0208: 60@ = random_float -3.0 3.0 
005B: 59@ += 212@ // floating-point values 
005B: 60@ += 213@ // floating-point values 
02CE: 61@ = ground_z 59@ 60@ -20.0 
02CF: 153@(48@,18i) = create_fire_at 59@ 60@ 61@ 0 50@ 
000A: 48@ += 1 // integer values 
0029:   48@ >= 15 // integer values 
004D: jump_if_false @QUARRY_11969 
0006: 48@ = 0 // integer values 

:QUARRY_12091
0209: 50@ = random_int 0 4 
0208: 59@ = random_float -1.3 1.3 
0208: 60@ = random_float -1.8 1.8 
005B: 59@ += 212@ // floating-point values 
005B: 60@ += 213@ // floating-point values 
02CE: 61@ = ground_z 59@ 60@ -20.0 
0871: init_jump_table 50@ total_jumps 4 0 @QUARRY_12337 jumps 0 @QUARRY_12225 1 @QUARRY_12253 2 @QUARRY_12281 3 @QUARRY_12309 -1 @QUARRY_12337 -1 @QUARRY_12337 -1 @QUARRY_12337 

:QUARRY_12225
0107: 114@(50@,7i) = create_object #CM_BOX at 59@ 60@ 61@ 
0002: jump @QUARRY_12337 

:QUARRY_12253
0107: 114@(50@,7i) = create_object #BLACKBAG2 at 59@ 60@ 61@ 
0002: jump @QUARRY_12337 

:QUARRY_12281
0107: 114@(50@,7i) = create_object #DYN_WOODPILE at 59@ 60@ 61@ 
0002: jump @QUARRY_12337 

:QUARRY_12309
0107: 114@(50@,7i) = create_object #DYN_WOODPILE2 at 59@ 60@ 61@ 
0002: jump @QUARRY_12337 

:QUARRY_12337
0208: 75@ = random_float 0.0 359.0 
0208: 76@ = random_float 0.0 359.0 
0208: 77@ = random_float 0.0 359.0 
0453: object 114@(50@,7i) set_rotation 75@ 76@ 77@ 
0654: (unknown) 114@(50@,7i) 1 
0382: set_object 114@(50@,7i) collision_detection 0 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_12091 
00BC: text_highpriority 'QUAR_23' 7000 ms 1  // ~s~Tedd a testeket a kfejt ~y~fbejrathoz~s~.
0006: 263@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_12473
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @QUARRY_12806 
0006: 50@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_12505
00D6: if 
8685:   not object 111@(48@,3i) attached 
004D: jump_if_false @QUARRY_12760 
01BB: store_object 111@(48@,3i) position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z 59@ 60@ 61@ 
0087: 76@ = 61@ // floating-point values only 
0063: 76@ -= 75@ // floating-point values 
00D6: if 
0023:   0.5 > 76@ // floating-point values 
004D: jump_if_false @QUARRY_12760 
00D6: if 
04E6:   unknown_object 111@(48@,3i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 unknown 0 
004D: jump_if_false @QUARRY_12744 
0006: 51@ = 15 // integer values 
005A: 51@ += 48@ // integer values 
00D6: if 
8973:   not fire 153@(51@,18i) exist 
004D: jump_if_false @QUARRY_12730 
02CF: 153@(51@,18i) = create_fire_at 59@ 60@ 61@ 0 3 
0654: (unknown) 111@(48@,3i) 1 
0550: keep_object 111@(48@,3i) in_memory 1 
0382: set_object 111@(48@,3i) collision_detection 0 

:QUARRY_12730
000A: 50@ += 1 // integer values 
0002: jump @QUARRY_12760 

:QUARRY_12744
0006: 37@ = 1 // integer values 
0006: 45@ = 8 // integer values 
0051: return 

:QUARRY_12760
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @QUARRY_12505 
00D6: if 
0039:   50@ == 3 // integer values 
004D: jump_if_false @QUARRY_12806 
0006: 236@ = 1 // integer values 

:QUARRY_12806
00D6: if 
002A:   0 >= $8172 // integer values 
004D: jump_if_false @QUARRY_12840 
0006: 37@ = 1 // integer values 
0006: 45@ = 4 // integer values 
0051: return 

:QUARRY_12840
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_12883 
00D6: if 
0039:   236@ == 1 // integer values 
004D: jump_if_false @QUARRY_12883 
0006: 35@ = 99 // integer values 

:QUARRY_12883
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_12994 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_12987 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Szlj vissza a ~b~rakodkocsiba~s~.
00D6: if 
0039:   238@ == 1 // integer values 
004D: jump_if_false @QUARRY_12973 
018A: 128@ = create_checkpoint_at 215@ 216@ 217@ 
0002: jump @QUARRY_12987 

:QUARRY_12973
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_12987
0002: jump @QUARRY_13046 

:QUARRY_12994
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_13046 
0164: disable_marker 128@ 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: text_highpriority 'QUAR_36' 5000 ms 1  // ~s~Szlj vissza a ~b~rakodkocsiba~s~.

:QUARRY_13046
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @QUARRY_13199 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_13199 
00D6: if 
8100:   not actor $PLAYER_ACTOR near_point_in_car 212@ 213@ 214@ radius 25.0 25.0 20.0 sphere 0 
004D: jump_if_false @QUARRY_13163 
0100:   actor $PLAYER_ACTOR near_point_in_car 212@ 213@ 214@ radius 4.0 4.0 4.0 sphere 1 
0002: jump @QUARRY_13199 

:QUARRY_13163
00D6: if 
0039:   262@ == 0 // integer values 
004D: jump_if_false @QUARRY_13199 
0512: permanent_text_box 'QUAR_H1'  // Hasznld a(z) ~k~~VEHICLE_TURRETUP~ s a(z) ~k~~VEHICLE_TURRETDOWN~ billentyket a Dmper markoljnak megemelshez.
0006: 262@ = 1 // integer values 

:QUARRY_13199
00D6: if 
0039:   263@ == 0 // integer values 
004D: jump_if_false @QUARRY_13327 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_13327 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 215@ 216@ 217@ radius 12.0 12.0 12.0 sphere 1 
004D: jump_if_false @QUARRY_13327 
00BC: text_highpriority 'QUAR_24' 7000 ms 1  // ~s~Kvesd a teherautt le a kfejtbe s gesd el a testeket a ~y~tzben~s~.
0006: 263@ = 1 // integer values 
0164: disable_marker 131@ 
0006: 238@ = 0 // integer values 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_13327
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_13352 
0050: gosub @QUARRY_21060 

:QUARRY_13352
0051: return 

:QUARRY_13354
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_13386 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:QUARRY_13386
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_13602 
0007: 212@ = -59.3126 // floating-point values 
0007: 213@ = 2502.254 // floating-point values 
0007: 214@ = 15.4766 // floating-point values 
0227: 205@ = car 88@ health 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0006: 50@ = 5 // integer values 
000E: 50@ -= 1 // integer values 
0084: $8172 = $8174(50@,7i) // integer values and handles 
0010: $8172 *= 1000 // integer values 
03C3: set_timer_with_text_to $8172 type 1 text 'QUAR_D4'  // Hatrid
0085: 206@ = 46@ // integer values and handles 
00BC: text_highpriority 'QUAR_38' 10000 ms 1  // ~s~A ~b~dmper~s~ tele van dinamittal, ezrt vatosan kell vezetni. Vidd el a bombt a  ~y~sivatagi felszllhelyre~s~.
0006: 236@ = 0 // integer values 
0006: 264@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_13552
0006: 296@(48@,6i) = 0 // integer values 
0006: 184@(48@,6i) = 0 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_13552 
000A: 35@ += 1 // integer values 

:QUARRY_13602
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @QUARRY_13974 
0006: 80@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_13641
00D6: if 
8685:   not object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_13819 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z 59@ 60@ 61@ 
0087: 76@ = 61@ // floating-point values only 
0063: 76@ -= 75@ // floating-point values 
00D6: if 
0023:   1.0 > 76@ // floating-point values 
004D: jump_if_false @QUARRY_13819 
00D6: if 
04E6:   unknown_object 101@(48@,10i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 unknown 0 
004D: jump_if_false @QUARRY_13790 
000A: 50@ += 1 // integer values 
0002: jump @QUARRY_13819 

:QUARRY_13790
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
0006: 80@ = 1 // integer values 

:QUARRY_13819
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_13641 
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @QUARRY_13949 
0006: 48@ = 0 // integer values 

:QUARRY_13865
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_13907 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_13907
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_13865 
020B: explode_car 88@ 
0006: 37@ = 1 // integer values 
0006: 45@ = 9 // integer values 
0051: return 

:QUARRY_13949
00D6: if 
0039:   50@ == 6 // integer values 
004D: jump_if_false @QUARRY_13974 
0006: 236@ = 1 // integer values 

:QUARRY_13974
00D6: if 
0039:   236@ == 0 // integer values 
004D: jump_if_false @QUARRY_14151 
0227: 50@ = car 88@ health 
0085: 51@ = 205@ // integer values and handles 
0062: 51@ -= 50@ // integer values 
00D6: if 
0019:   51@ > 10 // integer values 
004D: jump_if_false @QUARRY_14143 
0006: 48@ = 0 // integer values 

:QUARRY_14041
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_14101 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_14101
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_14041 
020B: explode_car 88@ 
0006: 37@ = 1 // integer values 
0006: 45@ = 9 // integer values 
0051: return 

:QUARRY_14143
0085: 205@ = 50@ // integer values and handles 

:QUARRY_14151
00D6: if 
002A:   0 >= $8172 // integer values 
004D: jump_if_false @QUARRY_14185 
0006: 37@ = 1 // integer values 
0006: 45@ = 10 // integer values 
0051: return 

:QUARRY_14185
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_14228 
00D6: if 
0039:   236@ == 1 // integer values 
004D: jump_if_false @QUARRY_14228 
0006: 35@ = 99 // integer values 

:QUARRY_14228
0006: 48@ = 0 // integer values 

:QUARRY_14235
00D6: if 
03CA:   object 122@(48@,3i) exists 
004D: jump_if_false @QUARRY_14485 
00D6: if 
8685:   not object 122@(48@,3i) attached 
004D: jump_if_false @QUARRY_14485 
0871: init_jump_table 48@ total_jumps 3 0 @QUARRY_14485 jumps 0 @QUARRY_14338 1 @QUARRY_14387 2 @QUARRY_14436 -1 @QUARRY_14485 -1 @QUARRY_14485 -1 @QUARRY_14485 -1 @QUARRY_14485 

:QUARRY_14338
0681: attach_object 122@(48@,3i) to_car 88@ at_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_14485 

:QUARRY_14387
0681: attach_object 122@(48@,3i) to_car 88@ at_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_14485 

:QUARRY_14436
0681: attach_object 122@(48@,3i) to_car 88@ at_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_14485 

:QUARRY_14485
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @QUARRY_14235 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_14578 
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @QUARRY_14571 
0164: disable_marker 126@ 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_36'  // ~s~Szlj vissza a ~b~rakodkocsiba~s~.

:QUARRY_14571
0002: jump @QUARRY_14630 

:QUARRY_14578
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_14630 
0164: disable_marker 128@ 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: text_highpriority 'QUAR_36' 5000 ms 1  // ~s~Szlj vissza a ~b~rakodkocsiba~s~.

:QUARRY_14630
00D6: if 
075C:   marker 128@ enabled 
004D: jump_if_false @QUARRY_14677 
00FE:   actor $PLAYER_ACTOR 1 212@ 213@ 214@ radius 8.0 8.0 4.0 

:QUARRY_14677
00D6: if 
0039:   264@ == 0 // integer values 
004D: jump_if_false @QUARRY_14760 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 212@ 213@ 214@ radius 24.0 30.0 8.0 
004D: jump_if_false @QUARRY_14760 
00BC: text_highpriority 'QUAR_26' 7000 ms 1  // ~s~Dobd le a hordkat. A homok majd robbanst eredmnyez.
0006: 264@ = 1 // integer values 

:QUARRY_14760
00D6: if 
01AF:   car 88@ 0 212@ 213@ 214@ radius 10.0 10.0 5.0 
004D: jump_if_false @QUARRY_14925 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.05 // floating-point values 
004D: jump_if_false @QUARRY_14925 
0006: 48@ = 0 // integer values 

:QUARRY_14838
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_14904 
00D6: if 
0685:   object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_14904 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_14904
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_14838 

:QUARRY_14925
0006: 80@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_14939
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_14997 
071E: (unknown) 101@(48@,10i) 50@ 
00D6: if 
002B:   950 >= 50@ // integer values 
004D: jump_if_false @QUARRY_14997 
0006: 80@ = 1 // integer values 

:QUARRY_14997
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_14939 
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @QUARRY_15145 
0006: 48@ = 0 // integer values 

:QUARRY_15043
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_15103 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_15103
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_15043 
020B: explode_car 88@ 
0006: 37@ = 1 // integer values 
0006: 45@ = 9 // integer values 
0051: return 

:QUARRY_15145
00D6: if 
01AF:   car 88@ 0 212@ 213@ 214@ radius 10.0 10.0 5.0 
004D: jump_if_false @QUARRY_15656 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.25 // floating-point values 
004D: jump_if_false @QUARRY_15656 
0006: 48@ = 0 // integer values 

:QUARRY_15223
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_15635 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
0006: 80@ = 0 // integer values 
0006: 50@ = 0 // integer values 

:QUARRY_15275
00D6: if 
001B:   3 > 50@ // integer values 
004D: jump_if_false @QUARRY_15403 
00D6: if and
0039:   80@ == 0 // integer values 
03CA:   object 122@(50@,3i) exists 
004D: jump_if_false @QUARRY_15389 
01BB: store_object 122@(50@,3i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   0.75 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_15389 
0006: 80@ = 1 // integer values 

:QUARRY_15389
000A: 50@ += 1 // integer values 
0002: jump @QUARRY_15275 

:QUARRY_15403
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @QUARRY_15613 
00D6: if 
0039:   296@(48@,6i) == 0 // integer values 
004D: jump_if_false @QUARRY_15485 
0006: 296@(48@,6i) = 1 // integer values 
0085: 184@(48@,6i) = 46@ // integer values and handles 
000A: 184@(48@,6i) += 5000 // integer values 
0002: jump @QUARRY_15606 

:QUARRY_15485
00D6: if 
001D:   46@ > 184@(48@,6i) // integer values 
004D: jump_if_false @QUARRY_15606 
0085: 184@(48@,6i) = 46@ // integer values and handles 
000A: 184@(48@,6i) += 5000 // integer values 
00D6: if 
0685:   object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_15578 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_15578
000B: 61@ += 1.2 // floating-point values 
01BC: put_object 101@(48@,10i) at 59@ 60@ 61@ 

:QUARRY_15606
0002: jump @QUARRY_15635 

:QUARRY_15613
0006: 296@(48@,6i) = 0 // integer values 
0006: 184@(48@,6i) = 0 // integer values 

:QUARRY_15635
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_15223 

:QUARRY_15656
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_15691 
0164: disable_marker 128@ 
0164: disable_marker 126@ 
0050: gosub @QUARRY_21060 

:QUARRY_15691
0051: return 

:QUARRY_15693
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_15725 
0006: 37@ = 1 // integer values 
0006: 45@ = 1 // integer values 
0051: return 

:QUARRY_15725
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @QUARRY_15757 
0006: 37@ = 1 // integer values 
0006: 45@ = 12 // integer values 
0051: return 

:QUARRY_15757
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_15966 
0006: 265@ = 0 // integer values 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0006: 50@ = 6 // integer values 
000E: 50@ -= 1 // integer values 
0084: $8172 = $8174(50@,7i) // integer values and handles 
0010: $8172 *= 1000 // integer values 
03C3: set_timer_with_text_to $8172 type 1 text 'QUAR_D5'  // Vonat
0085: 206@ = 46@ // integer values and handles 
008B: 182@ = $8174(50@,7i) // integer values and handles 
000E: 182@ -= 15 // integer values 
0012: 182@ *= 1000 // integer values 
005A: 182@ += 46@ // integer values 
0006: 266@ = 0 // integer values 
0006: 267@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_15911
0006: 268@(48@,10i) = 1 // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_15911 
00BC: text_highpriority 'QUAR_28' 10000 ms 1  // ~s~A dmper ltal szlltott dinamit kiborult a vasti snre. Takartsd el a ~b~buldzerrel~s~, mieltt a kvetkez vonat ider.
000A: 35@ += 1 // integer values 

:QUARRY_15966
00D6: if 
0039:   266@ == 1 // integer values 
004D: jump_if_false @QUARRY_16217 
01BB: store_object 121@ position_to 62@ 63@ 64@ 
0006: 48@ = 0 // integer values 

:QUARRY_16005
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_16176 
00D6: if 
0039:   268@(48@,10i) == 1 // integer values 
004D: jump_if_false @QUARRY_16176 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0023:   2.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_16176 
020C: create_explosion_with_radius 7 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @QUARRY_16176 
020B: explode_car 90@ 
06DD: set_train 90@ speed 0.0 
0006: 37@ = 1 // integer values 
0006: 45@ = 11 // integer values 

:QUARRY_16176
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_16005 
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @QUARRY_16217 
0051: return 

:QUARRY_16217
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_16260 
00D6: if 
0039:   267@ == 1 // integer values 
004D: jump_if_false @QUARRY_16260 
0006: 35@ = 99 // integer values 

:QUARRY_16260
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_16327 
00D6: if 
0039:   265@ == 0 // integer values 
004D: jump_if_false @QUARRY_16320 
0006: 265@ = 1 // integer values 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Szlj vissza a ~b~buldzerbe~s~.

:QUARRY_16320
0002: jump @QUARRY_16436 

:QUARRY_16327
00D6: if 
0039:   265@ == 1 // integer values 
004D: jump_if_false @QUARRY_16389 
0006: 48@ = 0 // integer values 

:QUARRY_16352
0164: disable_marker 142@(48@,10i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_16352 
0006: 265@ = 0 // integer values 

:QUARRY_16389
00D6: if 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_16436 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: text_highpriority 'QUAR_35' 5000 ms 1  // ~s~Szlj vissza a ~b~buldzerbe~s~.

:QUARRY_16436
00D6: if 
0039:   266@ == 0 // integer values 
004D: jump_if_false @QUARRY_16531 
00D6: if 
002A:   15000 >= $8172 // integer values 
004D: jump_if_false @QUARRY_16531 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
00BC: text_highpriority 'QUAR_29' 7000 ms 1  // ~s~Jn a ~b~vonat~s~.
0006: 266@ = 1 // integer values 

:QUARRY_16531
00D6: if 
0039:   266@ == 0 // integer values 
004D: jump_if_false @QUARRY_16660 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 727.6937 2412.204 17.6685 872.5978 2714.917 21.0511 
004D: jump_if_false @QUARRY_16660 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: text_highpriority 'QUAR_29' 7000 ms 1  // ~s~Jn a ~b~vonat~s~.
0006: 266@ = 1 // integer values 

:QUARRY_16660
00D6: if and
0039:   266@ == 1 // integer values 
0039:   267@ == 0 // integer values 
004D: jump_if_false @QUARRY_16740 
00D6: if 
01AF:   car 90@ 0 673.9813 1331.079 10.7891 radius 20.0 20.0 8.0 
004D: jump_if_false @QUARRY_16740 
0006: 267@ = 1 // integer values 

:QUARRY_16740
00D6: if 
0039:   265@ == 1 // integer values 
004D: jump_if_false @QUARRY_16949 
0006: 48@ = 0 // integer values 

:QUARRY_16765
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_16928 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
00D6: if and
0021:   59@ > 739.0 // floating-point values 
0023:   747.0 > 59@ // floating-point values 
004D: jump_if_false @QUARRY_16888 
0006: 268@(48@,10i) = 1 // integer values 
00D6: if 
875C:   not marker 142@(48@,10i) enabled 
004D: jump_if_false @QUARRY_16881 
0188: 142@(48@,10i) = create_marker_above_object 101@(48@,10i) 

:QUARRY_16881
0002: jump @QUARRY_16928 

:QUARRY_16888
0006: 268@(48@,10i) = 0 // integer values 
00D6: if 
075C:   marker 142@(48@,10i) enabled 
004D: jump_if_false @QUARRY_16928 
0164: disable_marker 142@(48@,10i) 

:QUARRY_16928
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_16765 

:QUARRY_16949
00D6: if 
0039:   266@ == 0 // integer values 
004D: jump_if_false @QUARRY_17170 
0006: 50@ = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_16981
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_17037 
00D6: if 
0039:   268@(48@,10i) == 0 // integer values 
004D: jump_if_false @QUARRY_17030 
000A: 50@ += 1 // integer values 

:QUARRY_17030
0002: jump @QUARRY_17044 

:QUARRY_17037
000A: 50@ += 1 // integer values 

:QUARRY_17044
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_16981 
00D6: if 
0039:   50@ == 10 // integer values 
004D: jump_if_false @QUARRY_17170 
0007: 75@ = 56.0 // floating-point values 
0013: 75@ *= 2.0 // floating-point values 
06DC: set_train 90@ acc 75@ 
06DD: set_train 90@ speed 75@ 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: text_highpriority 'QUAR_29' 7000 ms 1  // ~s~Jn a ~b~vonat~s~.
0085: 207@ = 46@ // integer values and handles 
0006: 266@ = 1 // integer values 

:QUARRY_17170
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_17195 
0050: gosub @QUARRY_21060 

:QUARRY_17195
0051: return 

:QUARRY_17197
00D6: if 
0119:   car 91@ wrecked 
004D: jump_if_false @QUARRY_17220 
0006: 278@ = 1 // integer values 

:QUARRY_17220
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_17252 
0006: 37@ = 1 // integer values 
0006: 45@ = 2 // integer values 
0051: return 

:QUARRY_17252
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_17632 
00A8: set_car 91@ to_psycho_driver 
00AD: set_car 91@ max_speed_to 26.0 
00AE: unknown_set_car 91@ to_ignore_traffic_lights 2 
02AA: set_car 91@ immune_to_nonplayer 1 
0186: 152@ = create_marker_above_car 91@ 
020A: set_car 91@ door_status_to 3 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: text_highpriority 'QUAR_32' 10000 ms 1  // ~s~A terroristk a ~r~dmperrel~s~meneklnek. Menj ezzel a~b~dmperrel~s~ s puszttsd el az vkt, mieltt elszknnek.
03C4: set_status_text_to $8173 1 'QUAR_D6'  // Srltsg
0006: 50@ = 3 // integer values 
000E: 50@ -= 1 // integer values 
0084: $8172 = $8174(50@,7i) // integer values and handles 
0010: $8172 *= 1000 // integer values 
03C3: set_timer_with_text_to $8172 type 1 text 'QUAR_D4'  // Hatrid
0085: 206@ = 46@ // integer values and handles 
01E8: create_forbidden_for_cars_cube 256.6312 734.7498 4.0053 343.9576 765.6713 6.4852 
01E8: create_forbidden_for_cars_cube 291.2253 762.6765 4.0625 354.4869 784.4223 6.6101 
01E8: create_forbidden_for_cars_cube -149.9865 460.067 4.9719 -119.7325 530.4155 12.4813 
01E8: create_forbidden_for_cars_cube -100.9858 1190.38 16.1736 97.0928 1205.202 19.9344 
01E8: create_forbidden_for_cars_cube -124.9028 1209.581 14.6519 -108.1954 1243.821 19.8554 
01E8: create_forbidden_for_cars_cube -113.2273 1246.477 11.3781 -84.1825 1268.751 17.5621 
0006: 283@ = 1 // integer values 
0006: 279@ = 0 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_17632
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_17855 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
00AA: store_car 91@ position_to 62@ 63@ 64@ 
050A: 78@ = distance_between 59@ 60@ 61@ and 62@ 63@ 64@ 
00D6: if 
0021:   78@ > 600.0 // floating-point values 
004D: jump_if_false @QUARRY_17736 
0006: 37@ = 1 // integer values 
0006: 45@ = 13 // integer values 
0051: return 

:QUARRY_17736
00D6: if 
0039:   279@ == 0 // integer values 
004D: jump_if_false @QUARRY_17798 
00D6: if 
0021:   78@ > 500.0 // floating-point values 
004D: jump_if_false @QUARRY_17798 
00BC: text_highpriority 'QUAR_33' 7000 ms 1  // ~s~A ~r~tzelgpek~s~ tl messze jutnak.
0006: 279@ = 1 // integer values 

:QUARRY_17798
00D6: if 
0039:   279@ == 1 // integer values 
004D: jump_if_false @QUARRY_17855 
00D6: if 
0023:   400.0 > 78@ // floating-point values 
004D: jump_if_false @QUARRY_17855 
03D5: remove_text 'QUAR_33'  // ~s~A ~r~tzelgpek~s~ tl messze jutnak.
0006: 279@ = 0 // integer values 

:QUARRY_17855
00D6: if 
002A:   0 >= $8172 // integer values 
004D: jump_if_false @QUARRY_17889 
0006: 37@ = 1 // integer values 
0006: 45@ = 14 // integer values 
0051: return 

:QUARRY_17889
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_17948 
00D6: if 
0039:   278@ == 1 // integer values 
004D: jump_if_false @QUARRY_17948 
0085: 172@ = 46@ // integer values and handles 
000A: 172@ += 2000 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_17948
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @QUARRY_17992 
00D6: if 
001D:   46@ > 172@ // integer values 
004D: jump_if_false @QUARRY_17992 
0006: 35@ = 99 // integer values 

:QUARRY_17992
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_18050 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_18043 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Szlj vissza a ~b~rakodkocsiba~s~.

:QUARRY_18043
0002: jump @QUARRY_18097 

:QUARRY_18050
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_18097 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: text_highpriority 'QUAR_36' 5000 ms 1  // ~s~Szlj vissza a ~b~rakodkocsiba~s~.

:QUARRY_18097
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_18156 
0227: 50@ = car 91@ health 
00D6: if and
0019:   50@ > 300 // integer values 
002B:   800 >= 50@ // integer values 
004D: jump_if_false @QUARRY_18156 
0224: set_car 91@ health_to 300 

:QUARRY_18156
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_18431 
0227: 50@ = car 91@ health 
00D6: if 
002B:   250 >= 50@ // integer values 
004D: jump_if_false @QUARRY_18213 
0004: $8173 = 0 // integer values 
0002: jump @QUARRY_18431 

:QUARRY_18213
00D6: if 
0039:   50@ == 1000 // integer values 
004D: jump_if_false @QUARRY_18246 
0004: $8173 = 100 // integer values 
0002: jump @QUARRY_18431 

:QUARRY_18246
00D6: if 
0039:   50@ == 300 // integer values 
004D: jump_if_false @QUARRY_18279 
0004: $8173 = 20 // integer values 
0002: jump @QUARRY_18431 

:QUARRY_18279
00D6: if 
001B:   300 > 50@ // integer values 
004D: jump_if_false @QUARRY_18350 
0006: 51@ = 300 // integer values 
0062: 51@ -= 50@ // integer values 
0004: $8173 = 50 // integer values 
0066: $8173 -= 51@ // integer values 
0010: $8173 *= 20 // integer values 
0014: $8173 /= 50 // integer values 
0002: jump @QUARRY_18431 

:QUARRY_18350
00D6: if 
001B:   800 > 50@ // integer values 
004D: jump_if_false @QUARRY_18377 
0006: 50@ = 800 // integer values 

:QUARRY_18377
0006: 51@ = 1000 // integer values 
0062: 51@ -= 50@ // integer values 
0004: $8173 = 200 // integer values 
0066: $8173 -= 51@ // integer values 
0010: $8173 *= 80 // integer values 
0014: $8173 /= 200 // integer values 
0008: $8173 += 20 // integer values 

:QUARRY_18431
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_18872 
0006: 48@ = 0 // integer values 

:QUARRY_18454
00D6: if 
03CA:   object 94@(48@,7i) exists 
004D: jump_if_false @QUARRY_18851 
00D6: if 
8685:   not object 94@(48@,7i) attached 
004D: jump_if_false @QUARRY_18851 
0871: init_jump_table 48@ total_jumps 6 0 @QUARRY_18851 jumps 0 @QUARRY_18557 1 @QUARRY_18606 2 @QUARRY_18655 3 @QUARRY_18704 4 @QUARRY_18753 5 @QUARRY_18802 -1 @QUARRY_18851 

:QUARRY_18557
0681: attach_object 94@(48@,7i) to_car 91@ at_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18606
0681: attach_object 94@(48@,7i) to_car 91@ at_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18655
0681: attach_object 94@(48@,7i) to_car 91@ at_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18704
0681: attach_object 94@(48@,7i) to_car 91@ at_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18753
0681: attach_object 94@(48@,7i) to_car 91@ at_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18802
0681: attach_object 94@(48@,7i) to_car 91@ at_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18851
000A: 48@ += 1 // integer values 
0029:   48@ >= 6 // integer values 
004D: jump_if_false @QUARRY_18454 

:QUARRY_18872
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_18897 
0050: gosub @QUARRY_21060 

:QUARRY_18897
0051: return 

:QUARRY_18899
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @QUARRY_18952 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0085: 183@ = 46@ // integer values and handles 
000A: 183@ += 5000 // integer values 
014F: stop_timer $8172 
000A: 35@ += 1 // integer values 

:QUARRY_18952
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @QUARRY_19019 
00D6: if 
001D:   46@ > 183@ // integer values 
004D: jump_if_false @QUARRY_19019 
016A: fade 0 500 ms 
0085: 183@ = 46@ // integer values and handles 
000A: 183@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_19019
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @QUARRY_19190 
00D6: if and
001D:   46@ > 183@ // integer values 
816B:   not fading 
004D: jump_if_false @QUARRY_19190 
04A6: $1931 = create_asset_money_pickup_at 818.2578 853.8873 10.8059 money $1932 $1932 
02A3: toggle_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
03CB: set_camera 818.2578 853.8873 10.8059 
015F: set_camera_position 849.6491 839.9428 42.7363 0.0 0.0 0.0 
0160: point_camera 848.7661 840.1115 42.2983 2 
0085: 183@ = 46@ // integer values and handles 
000A: 183@ += 2000 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_19190
00D6: if 
0039:   35@ == 3 // integer values 
004D: jump_if_false @QUARRY_19273 
00D6: if 
001D:   46@ > 183@ // integer values 
004D: jump_if_false @QUARRY_19273 
016A: fade 1 500 ms 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0085: 183@ = 46@ // integer values and handles 
000A: 183@ += 5000 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_19273
00D6: if 
0039:   35@ == 4 // integer values 
004D: jump_if_false @QUARRY_19403 
00D6: if 
001D:   46@ > 183@ // integer values 
004D: jump_if_false @QUARRY_19403 
015F: set_camera_position 825.0984 855.4503 13.577 0.0 0.0 0.0 
0160: point_camera 824.1995 855.1732 13.2376 2 
01E5: text_1number_highpriority 'ASS_LUV' $1932 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0085: 183@ = 46@ // integer values and handles 
000A: 183@ += 6000 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_19403
00D6: if 
0039:   35@ == 5 // integer values 
004D: jump_if_false @QUARRY_19470 
00D6: if 
001D:   46@ > 183@ // integer values 
004D: jump_if_false @QUARRY_19470 
016A: fade 0 500 ms 
0085: 183@ = 46@ // integer values and handles 
000A: 183@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_19470
00D6: if 
0039:   35@ == 6 // integer values 
004D: jump_if_false @QUARRY_19565 
00D6: if and
001D:   46@ > 183@ // integer values 
816B:   not fading 
004D: jump_if_false @QUARRY_19565 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
03CB: set_camera 59@ 60@ 61@ 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 183@ = 46@ // integer values and handles 
000A: 183@ += 2000 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_19565
00D6: if 
0039:   35@ == 7 // integer values 
004D: jump_if_false @QUARRY_19670 
00D6: if 
001D:   46@ > 183@ // integer values 
004D: jump_if_false @QUARRY_19670 
02FD: text_2numbers_lowpriority 'QUAR_P7' 210@ 211@ 10000 ms 1  // ~s~A kfejt kldetst ~1~p ~1~mp alatt teljestetted. A kvetkez kldetsek alkalmval a sajt idd ellen kzdesz majd.
00BB: text_lowpriority 'QUAR_H3' 7000 ms 1  // A dmper s a buldzer ezentl elrhet lesz a kfejtben.
016A: fade 1 500 ms 
0085: 183@ = 46@ // integer values and handles 
000A: 183@ += 500 // integer values 
000A: 35@ += 1 // integer values 

:QUARRY_19670
00D6: if 
0039:   35@ == 8 // integer values 
004D: jump_if_false @QUARRY_19734 
00D6: if and
001D:   46@ > 183@ // integer values 
816B:   not fading 
004D: jump_if_false @QUARRY_19734 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: 1 cars_can_be_damaged 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 35@ = 99 // integer values 

:QUARRY_19734
00D6: if 
0039:   35@ == 99 // integer values 
004D: jump_if_false @QUARRY_19759 
0050: gosub @QUARRY_21060 

:QUARRY_19759
0051: return 

:QUARRY_19761
0007: 215@ = 808.4078 // floating-point values 
0007: 216@ = 841.9887 // floating-point values 
0007: 217@ = 8.6694 // floating-point values 
018A: 131@ = create_checkpoint_at 215@ 216@ 217@ 
0006: 238@ = 1 // integer values 
0051: return 

:QUARRY_19814
0007: 215@ = 371.5454 // floating-point values 
0007: 216@ = 978.1724 // floating-point values 
0007: 217@ = 28.521 // floating-point values 
018A: 132@ = create_checkpoint_at 215@ 216@ 217@ 
0006: 239@ = 1 // integer values 
0051: return 
00BF: 200@ = current_time_hours, 201@ = current_time_minutes 
0085: 50@ = 202@ // integer values and handles 
0012: 50@ *= 60 // integer values 
005A: 50@ += 203@ // integer values 
0012: 50@ *= 1000 // integer values 
0085: 173@ = 50@ // integer values and handles 
005A: 173@ += 46@ // integer values 
005A: 201@ += 203@ // integer values 
00D6: if 
0029:   201@ >= 60 // integer values 
004D: jump_if_false @QUARRY_19962 
000A: 200@ += 1 // integer values 
000E: 201@ -= 60 // integer values 

:QUARRY_19962
005A: 200@ += 202@ // integer values 

:QUARRY_19970
00D6: if 
0029:   200@ >= 24 // integer values 
004D: jump_if_false @QUARRY_20002 
000E: 200@ -= 24 // integer values 
0002: jump @QUARRY_19970 

:QUARRY_20002
0006: 80@ = 0 // integer values 
00D6: if 
0019:   201@ > 45 // integer values 
004D: jump_if_false @QUARRY_20104 
0006: 50@ = 60 // integer values 
0062: 50@ -= 201@ // integer values 
0006: 201@ = 0 // integer values 
000A: 200@ += 1 // integer values 
00D6: if 
0039:   200@ == 24 // integer values 
004D: jump_if_false @QUARRY_20081 
0006: 200@ = 0 // integer values 

:QUARRY_20081
0012: 50@ *= 1000 // integer values 
005A: 173@ += 50@ // integer values 
0006: 80@ = 1 // integer values 

:QUARRY_20104
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @QUARRY_20192 
00D6: if and
0019:   201@ > 30 // integer values 
001B:   45 > 201@ // integer values 
004D: jump_if_false @QUARRY_20192 
0006: 50@ = 45 // integer values 
0062: 50@ -= 201@ // integer values 
0006: 201@ = 45 // integer values 
0012: 50@ *= 1000 // integer values 
005A: 173@ += 50@ // integer values 
0006: 80@ = 1 // integer values 

:QUARRY_20192
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @QUARRY_20280 
00D6: if and
0019:   201@ > 15 // integer values 
001B:   30 > 201@ // integer values 
004D: jump_if_false @QUARRY_20280 
0006: 50@ = 30 // integer values 
0062: 50@ -= 201@ // integer values 
0006: 201@ = 30 // integer values 
0012: 50@ *= 1000 // integer values 
005A: 173@ += 50@ // integer values 
0006: 80@ = 1 // integer values 

:QUARRY_20280
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @QUARRY_20368 
00D6: if and
0019:   201@ > 0 // integer values 
001B:   15 > 201@ // integer values 
004D: jump_if_false @QUARRY_20368 
0006: 50@ = 15 // integer values 
0062: 50@ -= 201@ // integer values 
0006: 201@ = 15 // integer values 
0012: 50@ *= 1000 // integer values 
005A: 173@ += 50@ // integer values 
0006: 80@ = 1 // integer values 

:QUARRY_20368
0085: 50@ = 200@ // integer values and handles 
0012: 50@ *= 60 // integer values 
005A: 50@ += 201@ // integer values 
0012: 50@ *= 1000 // integer values 
008A: $8172 = 50@ // integer values and handles 
0051: return 

:QUARRY_20409
00D6: if 
0736:   32 
004D: jump_if_false @QUARRY_20458 
000A: 47@ += 1 // integer values 
00D6: if 
0019:   47@ > 2 // integer values 
004D: jump_if_false @QUARRY_20456 
0006: 47@ = 0 // integer values 

:QUARRY_20456
086A: nop 

:QUARRY_20458
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @QUARRY_20585 
008A: $QUARRY_STAGE = 34@ // integer values and handles 
008A: $8182 = 35@ // integer values and handles 
008A: $8183 = 46@ // integer values and handles 
0004: $8184 = 0 // integer values 
0004: $8185 = 0 // integer values 
0004: $8186 = 0 // integer values 
0004: $8187 = 0 // integer values 
0004: $8188 = 0 // integer values 
065D: $QUARRY_STAGE "M_STAGE" // same as 0660 
065D: $8182 "M_GOALS" // same as 0660 
065D: $8183 "M_MISSION_TIMER" // same as 0660 

:QUARRY_20585
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @QUARRY_20786 
0004: $8188 = 0 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_20617
0084: $QUARRY_STAGE(48@,8i) = $8174(48@,7i) // integer values and handles 
0058: $8188 += $8174(48@,7i) // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_20617 
065D: $QUARRY_STAGE "ROCKFALL" // same as 0660 
065D: $8182 "SABOTAGE" // same as 0660 
065D: $8183 "DESTROY." // same as 0660 
065D: $8184 "REMOVAL." // same as 0660 
065D: $8185 "DELIVERY" // same as 0660 
065D: $8186 "SPILLAGE" // same as 0660 
065D: $8187 "BURIAL.." // same as 0660 
065D: $8188 "TOTAL..." // same as 0660 

:QUARRY_20786
00D6: if 
0736:   98 
004D: jump_if_false @QUARRY_20808 
0006: 38@ = 1 // integer values 

:QUARRY_20808
00D6: if 
0736:   80 
004D: jump_if_false @QUARRY_20896 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @QUARRY_20871 
0006: 39@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @QUARRY_20896 

:QUARRY_20871
0006: 39@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:QUARRY_20896
0051: return 

:QUARRY_20898
00D6: if 
0736:   83 
004D: jump_if_false @QUARRY_20922 
0006: 36@ = 1 // integer values 
0051: return 

:QUARRY_20922
00D6: if 
0736:   77 
004D: jump_if_false @QUARRY_20968 
0008: $8171 += 1 // integer values 
0663: write_debug_intvar "MISSIONS_PASSED" $8171 
0051: return 

:QUARRY_20968
00D6: if 
8736:   not  74 
004D: jump_if_false @QUARRY_20985 
0051: return 

:QUARRY_20985
0051: return 

:QUARRY_20987
000A: 41@ += 1 // integer values 
00D6: if 
0019:   41@ > 9 // integer values 
004D: jump_if_false @QUARRY_21019 
0006: 41@ = 0 // integer values 

:QUARRY_21019
0051: return 

:QUARRY_21021
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // integer values and handles 
0062: 44@ -= 43@ // integer values 
0085: 43@ = 42@ // integer values and handles 
005A: 46@ += 44@ // integer values 
0051: return 

:QUARRY_21060
000A: 34@ += 1 // integer values 
0006: 35@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:QUARRY_21090
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @QUARRY_21117 
0001: wait 0 ms 
0002: jump @QUARRY_21090 

:QUARRY_21117
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 1000 ms 
016A: fade 0 1000 ms 

:QUARRY_21136
00D6: if 
016B:   fading 
004D: jump_if_false @QUARRY_21160 
0001: wait 0 ms 
0002: jump @QUARRY_21136 

:QUARRY_21160
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 0 // integer values 
004D: jump_if_false @QUARRY_21378 
00D6: if 
0038:   $8171 == 0 // integer values 
004D: jump_if_false @QUARRY_21378 
0006: 50@ = 1 // integer values 
000E: 50@ -= 1 // integer values 
0004: $8174(50@,7i) = 211 // integer values 
0006: 50@ = 2 // integer values 
000E: 50@ -= 1 // integer values 
0004: $8174(50@,7i) = 300 // integer values 
0006: 50@ = 3 // integer values 
000E: 50@ -= 1 // integer values 
0004: $8174(50@,7i) = 481 // integer values 
0006: 50@ = 4 // integer values 
000E: 50@ -= 1 // integer values 
0004: $8174(50@,7i) = 241 // integer values 
0006: 50@ = 5 // integer values 
000E: 50@ -= 1 // integer values 
0004: $8174(50@,7i) = 181 // integer values 
0006: 50@ = 6 // integer values 
000E: 50@ -= 1 // integer values 
0004: $8174(50@,7i) = 181 // integer values 
0006: 50@ = 7 // integer values 
000E: 50@ -= 1 // integer values 
0004: $8174(50@,7i) = 481 // integer values 

:QUARRY_21378
0395: clear_area 0 at $2352 $2353 $2354 range 1000.0 
03CB: set_camera $2352 $2353 $2354 
00A1: put_actor $PLAYER_ACTOR at $2352 $2353 $2354 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 
0373: set_camera_directly_behind_player 
0001: wait 500 ms 
008B: 50@ = $8171 // integer values and handles 

:QUARRY_21446
00D6: if 
0029:   50@ >= 7 // integer values 
004D: jump_if_false @QUARRY_21478 
000E: 50@ -= 7 // integer values 
0002: jump @QUARRY_21446 

:QUARRY_21478
0085: 198@ = 50@ // integer values and handles 
000A: 198@ += 1 // integer values 
0050: gosub @QUARRY_21635 
0006: 207@ = 0 // integer values 
014C: set_parked_car_generator $2759 cars_to_generate_to 0 
014C: set_parked_car_generator $2760 cars_to_generate_to 0 
0001: wait 1500 ms 
0A2D: (unknown) 1 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:QUARRY_21545
00D6: if 
016B:   fading 
004D: jump_if_false @QUARRY_21569 
0001: wait 0 ms 
0002: jump @QUARRY_21545 

:QUARRY_21569
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 // integer values 
004D: jump_if_false @QUARRY_21598 
03E5: text_box 'QUAR_H2'  // A legjobb idd ellen hajtasz. Nyomd le a(z) ~k~~PED_LOOKBEHIND~ billentyt a kldets kihagyshoz.

:QUARRY_21598
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 45@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0051: return 

:QUARRY_21635
0871: init_jump_table 198@ total_jumps 7 1 @QUARRY_21796 jumps 1 @QUARRY_21698 2 @QUARRY_21712 3 @QUARRY_21782 4 @QUARRY_21726 5 @QUARRY_21740 6 @QUARRY_21754 7 @QUARRY_21768 

:QUARRY_21698
0050: gosub @QUARRY_22158 
0002: jump @QUARRY_21825 

:QUARRY_21712
0050: gosub @QUARRY_22482 
0002: jump @QUARRY_21825 

:QUARRY_21726
0050: gosub @QUARRY_22957 
0002: jump @QUARRY_21825 

:QUARRY_21740
0050: gosub @QUARRY_23543 
0002: jump @QUARRY_21825 

:QUARRY_21754
0050: gosub @QUARRY_24497 
0002: jump @QUARRY_21825 

:QUARRY_21768
0050: gosub @QUARRY_21827 
0002: jump @QUARRY_21825 

:QUARRY_21782
0050: gosub @QUARRY_25306 
0002: jump @QUARRY_21825 

:QUARRY_21796
0662: write_debug_message "UNKNOWN_QUARRY_MISSION_ID" 

:QUARRY_21825
0051: return 

:QUARRY_21827
0006: 34@ = 1 // integer values 
0247: request_model #SANCHEZ 
0247: request_model #DOZER 
0247: request_model #DUMPER 
0247: request_model #DEAD_TIED_COP 
0247: request_model #COPBIKE 
0247: request_model #CR_AMMOBOX 
038B: load_requested_models 

:QUARRY_21866
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #DOZER available 
8248:   not model #DUMPER available 
8248:   not model #DEAD_TIED_COP available 
8248:   not model #COPBIKE available 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @QUARRY_21918 
0001: wait 0 ms 
0002: jump @QUARRY_21866 

:QUARRY_21918
00A5: 86@ = create_car #SANCHEZ at 819.7281 858.3189 11.0469 
0175: set_car 86@ z_angle_to 291.4761 
00A5: 87@ = create_car #DOZER at 653.1636 879.9844 -42.5799 
0175: set_car 87@ z_angle_to 119.7783 
00A5: 88@ = create_car #DUMPER at 717.0151 938.3721 -19.7314 
0175: set_car 88@ z_angle_to 38.1129 
0107: 93@ = create_object #CR_AMMOBOX at 720.5391 922.5157 -19.8436 
0382: set_object 93@ collision_detection 0 
0750: set_object 93@ visibility 0 
0681: attach_object 93@ to_car 88@ at_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 
0107: 92@ = create_object #DEAD_TIED_COP at 606.9487 933.0876 -38.5322 
0392: object 92@ toggle_in_moving_list 1 
00A5: 89@ = create_car #COPBIKE at 560.3003 844.9364 -13.0258 
03F5: unknown_prepare_car 89@ for_explosion flag 0 
06D0: (unknown) 0 
0051: return 

:QUARRY_22158
0006: 34@ = 5 // integer values 
0247: request_model #DOZER 
0247: request_model #DYN_QUARRYROCK03 
038B: load_requested_models 

:QUARRY_22177
00D6: if or
8248:   not model #DOZER available 
8248:   not model #DYN_QUARRYROCK03 available 
004D: jump_if_false @QUARRY_22209 
0001: wait 0 ms 
0002: jump @QUARRY_22177 

:QUARRY_22209
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ z_angle_to 115.4882 
0006: 50@ = 0 // integer values 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 771.6403 836.2275 4.8965 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 751.6732 944.9977 4.8593 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 538.9102 985.6403 -8.5887 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 680.5322 963.4501 -13.6607 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 516.8391 928.7185 -27.6183 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 522.6153 828.3048 -27.1838 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 646.7208 752.2311 -12.1482 
0051: return 

:QUARRY_22482
0006: 34@ = 7 // integer values 
0247: request_model #DOZER 
0247: request_model #KB_BARREL 
038B: load_requested_models 

:QUARRY_22501
00D6: if or
8248:   not model #DOZER available 
8248:   not model #KB_BARREL available 
004D: jump_if_false @QUARRY_22533 
0001: wait 0 ms 
0002: jump @QUARRY_22501 

:QUARRY_22533
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ z_angle_to 115.4882 
0006: 50@ = 0 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 817.0658 865.5903 11.0469 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 714.5327 920.0583 -19.6787 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 632.2825 895.8612 -43.9534 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 675.7952 841.8704 -43.9609 
0006: 51@ = 2 // integer values 
000E: 51@ -= 1 // integer values 
008B: 50@ = $8174(51@,7i) // integer values and handles 
0012: 50@ *= 100 // integer values 
0006: 48@ = 0 // integer values 

:QUARRY_22742
0871: init_jump_table 48@ total_jumps 4 0 @QUARRY_22930 jumps 0 @QUARRY_22805 1 @QUARRY_22835 2 @QUARRY_22865 3 @QUARRY_22895 -1 @QUARRY_22930 -1 @QUARRY_22930 -1 @QUARRY_22930 

:QUARRY_22805
0085: 174@(48@,4i) = 50@ // integer values and handles 
0012: 174@(48@,4i) *= 3 // integer values 
0002: jump @QUARRY_22930 

:QUARRY_22835
0085: 174@(48@,4i) = 50@ // integer values and handles 
0012: 174@(48@,4i) *= 6 // integer values 
0002: jump @QUARRY_22930 

:QUARRY_22865
0085: 174@(48@,4i) = 50@ // integer values and handles 
0012: 174@(48@,4i) *= 8 // integer values 
0002: jump @QUARRY_22930 

:QUARRY_22895
008B: 174@(48@,4i) = $8174(51@,7i) // integer values and handles 
0012: 174@(48@,4i) *= 1000 // integer values 
0002: jump @QUARRY_22930 

:QUARRY_22930
000A: 48@ += 1 // integer values 
0029:   48@ >= 4 // integer values 
004D: jump_if_false @QUARRY_22742 
06D0: (unknown) 0 
0051: return 

:QUARRY_22957
0006: 34@ = 9 // integer values 
0247: request_model #DUMPER 
0247: request_model #DEAD_TIED_COP 
0247: request_model #SANCHEZ 
0247: request_model #CM_BOX 
0247: request_model #BLACKBAG2 
0247: request_model #DYN_WOODPILE 
0247: request_model #DYN_WOODPILE2 
038B: load_requested_models 

:QUARRY_23001
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #DEAD_TIED_COP available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @QUARRY_23038 
0001: wait 0 ms 
0002: jump @QUARRY_23001 

:QUARRY_23038
00D6: if or
8248:   not model #CM_BOX available 
8248:   not model #BLACKBAG2 available 
8248:   not model #DYN_WOODPILE available 
8248:   not model #DYN_WOODPILE2 available 
004D: jump_if_false @QUARRY_23080 
0001: wait 0 ms 
0002: jump @QUARRY_23038 

:QUARRY_23080
00A5: 88@ = create_car #DUMPER at 355.8632 895.6545 19.399 
0175: set_car 88@ z_angle_to 342.1892 
00A5: 86@ = create_car #SANCHEZ at 819.7281 858.3189 11.0469 
0175: set_car 86@ z_angle_to 291.4761 
0006: 50@ = 0 // integer values 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 894.6545 24.2254 
0208: 75@ = random_float 0.0 180.0 
000F: 75@ -= 90.0 // floating-point values 
00D6: if 
0023:   0.0 > 75@ // floating-point values 
004D: jump_if_false @QUARRY_23236 
000B: 75@ += 360.0 // floating-point values 

:QUARRY_23236
0681: attach_object 111@(50@,3i) to_car 88@ at_offset 0.5 -0.7 0.7 rotation 90.0 75@ 75@ 
000A: 50@ += 1 // integer values 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 895.6545 24.5629 
0208: 75@ = random_float 0.0 180.0 
000F: 75@ -= 90.0 // floating-point values 
00D6: if 
0023:   0.0 > 75@ // floating-point values 
004D: jump_if_false @QUARRY_23364 
000B: 75@ += 360.0 // floating-point values 

:QUARRY_23364
0681: attach_object 111@(50@,3i) to_car 88@ at_offset -0.5 -1.7 0.73 rotation 90.0 75@ 75@ 
000A: 50@ += 1 // integer values 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 896.6545 24.8877 
0208: 75@ = random_float 0.0 180.0 
000F: 75@ -= 90.0 // floating-point values 
00D6: if 
0023:   0.0 > 75@ // floating-point values 
004D: jump_if_false @QUARRY_23492 
000B: 75@ += 360.0 // floating-point values 

:QUARRY_23492
0681: attach_object 111@(50@,3i) to_car 88@ at_offset 0.5 -2.7 0.76 rotation 90.0 75@ 75@ 
01EB: set_traffic_density_to 3.0 
06D0: (unknown) 0 
0051: return 

:QUARRY_23543
0006: 34@ = 12 // integer values 
0247: request_model #DUMPER 
0247: request_model #KB_BARREL 
038B: load_requested_models 

:QUARRY_23562
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #KB_BARREL available 
004D: jump_if_false @QUARRY_23594 
0001: wait 0 ms 
0002: jump @QUARRY_23562 

:QUARRY_23594
00A5: 88@ = create_car #DUMPER at 816.4832 845.8509 9.4934 
0175: set_car 88@ z_angle_to 295.4882 
0006: 50@ = 0 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 815.4841 846.2587 15.0409 
0681: attach_object 101@(50@,10i) to_car 88@ at_offset 0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities 0 0 0 1 0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 816.6973 844.8737 15.046 
0681: attach_object 101@(50@,10i) to_car 88@ at_offset -0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities 0 0 0 1 0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 814.2406 845.8572 14.9014 
0681: attach_object 101@(50@,10i) to_car 88@ at_offset 0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities 0 0 0 1 0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 815.048 844.0368 14.8892 
0681: attach_object 101@(50@,10i) to_car 88@ at_offset -0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities 0 0 0 1 0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 813.2042 843.0317 14.7114 
0681: attach_object 101@(50@,10i) to_car 88@ at_offset 0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities 0 0 0 1 0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 813.2919 845.4581 14.8038 
0681: attach_object 101@(50@,10i) to_car 88@ at_offset -0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities 0 0 0 1 0 
0006: 50@ = 0 // integer values 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 815.4841 846.2587 15.0409 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ at_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
000A: 50@ += 1 // integer values 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 816.6973 844.8737 15.046 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ at_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
000A: 50@ += 1 // integer values 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 815.048 844.0368 14.8892 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ at_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
06D0: (unknown) 0 
0051: return 

:QUARRY_24497
0006: 34@ = 14 // integer values 
0247: request_model #DOZER 
0247: request_model #KB_BARREL 
0247: request_model #STREAK 
0247: request_model #STREAKC 
038B: load_requested_models 

:QUARRY_24526
00D6: if or
8248:   not model #DOZER available 
8248:   not model #KB_BARREL available 
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
004D: jump_if_false @QUARRY_24568 
0001: wait 0 ms 
0002: jump @QUARRY_24526 

:QUARRY_24568
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ z_angle_to 295.4882 
06D8: 90@ = create_train_at 832.5291 2669.716 19.8594 type 11 direction 0 
06DC: set_train 90@ acc 0.0 
06DD: set_train 90@ speed 0.0 
0107: 121@ = create_object #CR_AMMOBOX at 816.4832 848.8509 9.4934 
0382: set_object 121@ collision_detection 0 
0750: set_object 121@ visibility 0 
0681: attach_object 121@ to_car 90@ at_offset 0.0 9.0 -1.8 rotation 0.0 0.0 0.0 
0006: 50@ = 0 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 744.1446 1583.6 7.5408 
0453: object 101@(48@,10i) set_rotation 0.0 0.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.0427 1602.768 7.1368 
0453: object 101@(48@,10i) set_rotation 0.0 78.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.5758 1616.749 6.8536 
0453: object 101@(48@,10i) set_rotation 0.0 64.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.6569 1653.42 6.158 
0453: object 101@(48@,10i) set_rotation 0.0 36.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.8057 1671.523 5.8467 
0453: object 101@(48@,10i) set_rotation 0.0 14.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.5768 1700.305 5.4186 
0453: object 101@(48@,10i) set_rotation 0.0 128.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.4429 1730.141 5.0731 
0453: object 101@(48@,10i) set_rotation 0.0 96.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.0187 1765.321 4.6566 
0453: object 101@(48@,10i) set_rotation 0.0 65.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.176 1812.375 4.3281 
0453: object 101@(48@,10i) set_rotation 0.0 170.0 0.0 
000A: 50@ += 1 // integer values 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.7178 1869.991 4.3281 
0453: object 101@(48@,10i) set_rotation 0.0 143.0 0.0 
06D7: toggle_train_traffic 0 
0051: return 

:QUARRY_25306
0006: 34@ = 16 // integer values 
0247: request_model #DUMPER 
0247: request_model #BMYBE 
0247: request_model #CR_GUNCRATE 
038B: load_requested_models 

:QUARRY_25329
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #BMYBE available 
8248:   not model #CR_GUNCRATE available 
004D: jump_if_false @QUARRY_25365 
0001: wait 0 ms 
0002: jump @QUARRY_25329 

:QUARRY_25365
00A5: 88@ = create_car #DUMPER at 816.4832 845.8509 9.4934 
0175: set_car 88@ z_angle_to 295.4882 
00A5: 91@ = create_car #DUMPER at 812.4955 1144.567 27.3445 
0175: set_car 91@ z_angle_to 116.9096 
020A: set_car 91@ door_status_to 2 
0129: 85@ = create_actor 4 #BMYBE in_car 91@ driverseat 
0006: 50@ = 0 // integer values 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 815.4841 846.2587 15.0409 
0681: attach_object 94@(50@,7i) to_car 91@ at_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 816.6973 844.8737 15.046 
0681: attach_object 94@(50@,7i) to_car 91@ at_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 814.2406 845.8572 14.9014 
0681: attach_object 94@(50@,7i) to_car 91@ at_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 815.048 844.0368 14.8892 
0681: attach_object 94@(50@,7i) to_car 91@ at_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 813.2042 843.0317 14.7114 
0681: attach_object 94@(50@,7i) to_car 91@ at_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
000A: 50@ += 1 // integer values 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 813.2919 845.4581 14.8038 
0681: attach_object 94@(50@,7i) to_car 91@ at_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
06D0: (unknown) 0 
0051: return 

:QUARRY_25912
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 14 0 @QUARRY_26380 jumps 1 @QUARRY_26081 2 @QUARRY_26104 3 @QUARRY_26127 4 @QUARRY_26150 5 @QUARRY_26173 6 @QUARRY_26196 7 @QUARRY_26219 
0872: jump_table_jumps 8 @QUARRY_26242 9 @QUARRY_26265 10 @QUARRY_26058 11 @QUARRY_26288 12 @QUARRY_26311 13 @QUARRY_26334 14 @QUARRY_26357 -1 @QUARRY_26380 -1 @QUARRY_26380 

:QUARRY_26058
00BC: text_highpriority 'QUAR_F0' 5000 ms 1  // ~r~Kifutottl az idbl.
0002: jump @QUARRY_26380 

:QUARRY_26081
00BC: text_highpriority 'QUAR_F1' 5000 ms 1  // ~r~A buldzer felrobbant.
0002: jump @QUARRY_26380 

:QUARRY_26104
00BC: text_highpriority 'QUAR_F2' 5000 ms 1  // ~r~Rakodkocsi megsemmistve.
0002: jump @QUARRY_26380 

:QUARRY_26127
00BC: text_highpriority 'QUAR_F3' 5000 ms 1  // ~r~Leesett az ru!
0002: jump @QUARRY_26380 

:QUARRY_26150
00BC: text_highpriority 'QUAR_F4' 5000 ms 1  // ~r~A zsaruk megrkeztek.
0002: jump @QUARRY_26380 

:QUARRY_26173
00BC: text_highpriority 'QUAR_F5' 5000 ms 1  // ~r~Az rukihord kocsi megrkezett.
0002: jump @QUARRY_26380 

:QUARRY_26196
00BC: text_highpriority 'QUAR_F6' 5000 ms 1  // ~r~A bomba felrobbant.
0002: jump @QUARRY_26380 

:QUARRY_26219
00BC: text_highpriority 'QUAR_F7' 5000 ms 1  // ~r~Tl kzel.
0002: jump @QUARRY_26380 

:QUARRY_26242
00BC: text_highpriority 'QUAR_F8' 5000 ms 1  // ~r~Eldobtad a testeket.
0002: jump @QUARRY_26380 

:QUARRY_26265
00BC: text_highpriority 'QUAR_F9' 5000 ms 1  // ~r~Felrobbantak a hordk.
0002: jump @QUARRY_26380 

:QUARRY_26288
00BC: text_highpriority 'QUAR_FA' 5000 ms 1  // ~r~A bomba a plyn van.
0002: jump @QUARRY_26380 

:QUARRY_26311
00BC: text_highpriority 'QUAR_FB' 5000 ms 1  // ~r~A vonat megsemmislt.
0002: jump @QUARRY_26380 

:QUARRY_26334
00BC: text_highpriority 'QUAR_FC' 5000 ms 1  // ~r~Tl messze.
0002: jump @QUARRY_26380 

:QUARRY_26357
00BC: text_highpriority 'QUAR_FD' 5000 ms 1  // ~r~A terroristk biztonsgba kerltek.
0002: jump @QUARRY_26380 

:QUARRY_26380
0051: return 

:QUARRY_26382
00D6: if 
0039:   207@ == 0 // integer values 
004D: jump_if_false @QUARRY_26423 
0085: 50@ = 46@ // integer values and handles 
0062: 50@ -= 206@ // integer values 
0002: jump @QUARRY_26439 

:QUARRY_26423
0085: 50@ = 207@ // integer values and handles 
0062: 50@ -= 206@ // integer values 

:QUARRY_26439
0085: 51@ = 50@ // integer values and handles 
0016: 51@ /= 1000 // integer values 
0085: 52@ = 51@ // integer values and handles 
0012: 52@ *= 1000 // integer values 
0062: 50@ -= 52@ // integer values 
00D6: if 
0019:   50@ > 50 // integer values 
004D: jump_if_false @QUARRY_26504 
000A: 51@ += 1 // integer values 

:QUARRY_26504
0006: 293@ = 0 // integer values 
0006: 294@ = 0 // integer values 
00D6: if 
003C:   $8174($8171,7i) == 51@ // integer values 
004D: jump_if_false @QUARRY_26555 
0006: 293@ = 1 // integer values 
0002: jump @QUARRY_26585 

:QUARRY_26555
00D6: if 
001E:   $8174($8171,7i) > 51@ // integer values 
004D: jump_if_false @QUARRY_26585 
0006: 294@ = 1 // integer values 

:QUARRY_26585
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @QUARRY_26615 
008A: $8174($8171,7i) = 51@ // integer values and handles 

:QUARRY_26615
00D6: if and
0038:   $MISSION_QUARRY_PASSED == 1 // integer values 
0039:   294@ == 1 // integer values 
004D: jump_if_false @QUARRY_26686 
0085: 208@ = 51@ // integer values and handles 
0016: 208@ /= 60 // integer values 
0085: 50@ = 208@ // integer values and handles 
0012: 50@ *= 60 // integer values 
0085: 209@ = 51@ // integer values and handles 
0062: 209@ -= 50@ // integer values 

:QUARRY_26686
0006: 50@ = 0 // integer values 
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 // integer values 
004D: jump_if_false @QUARRY_26751 
0006: 48@ = 0 // integer values 

:QUARRY_26718
005C: 50@ += $8174(48@,7i) // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_26718 

:QUARRY_26751
0629: change_stat 202 to 50@ // integer 
00D6: if and
0038:   $MISSION_QUARRY_PASSED == 1 // integer values 
0039:   294@ == 1 // integer values 
004D: jump_if_false @QUARRY_26830 
0085: 210@ = 50@ // integer values and handles 
0016: 210@ /= 60 // integer values 
0085: 51@ = 210@ // integer values and handles 
0012: 51@ *= 60 // integer values 
0085: 211@ = 50@ // integer values and handles 
0062: 211@ -= 51@ // integer values 

:QUARRY_26830
0008: $8171 += 1 // integer values 
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 0 // integer values 
004D: jump_if_false @QUARRY_27101 
0871: init_jump_table $8171 total_jumps 7 0 @QUARRY_27023 jumps 1 @QUARRY_26918 2 @QUARRY_26933 3 @QUARRY_26948 4 @QUARRY_26963 5 @QUARRY_26978 6 @QUARRY_26993 7 @QUARRY_27008 

:QUARRY_26918
0006: 50@ = 500 // integer values 
0002: jump @QUARRY_27023 

:QUARRY_26933
0006: 50@ = 1000 // integer values 
0002: jump @QUARRY_27023 

:QUARRY_26948
0006: 50@ = 2000 // integer values 
0002: jump @QUARRY_27023 

:QUARRY_26963
0006: 50@ = 3000 // integer values 
0002: jump @QUARRY_27023 

:QUARRY_26978
0006: 50@ = 5000 // integer values 
0002: jump @QUARRY_27023 

:QUARRY_26993
0006: 50@ = 7500 // integer values 
0002: jump @QUARRY_27023 

:QUARRY_27008
0006: 50@ = 10000 // integer values 
0002: jump @QUARRY_27023 

:QUARRY_27023
00D6: if 
0038:   $8171 == 7 // integer values 
004D: jump_if_false @QUARRY_27067 
01E3: text_1number_styled 'M_PASS' 50@ 3000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0002: jump @QUARRY_27086 

:QUARRY_27067
01E3: text_1number_styled 'M_PASS' 50@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~

:QUARRY_27086
0109: player $PLAYER_CHAR money += 50@ 
0002: jump @QUARRY_27206 

:QUARRY_27101
01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1  // KLDETS TELJESTVE!
00D6: if 
0039:   293@ == 1 // integer values 
004D: jump_if_false @QUARRY_27160 
00BC: text_highpriority 'QUAR_P5' 5000 ms 1  // ~s~j rekord!
0002: jump @QUARRY_27206 

:QUARRY_27160
00D6: if 
0039:   294@ == 1 // integer values 
004D: jump_if_false @QUARRY_27206 
0303: text_4numbers_highpriority 'QUAR_P6' 208@ 209@ 210@ 211@ 10000 ms 1  // ~s~j rekordot lltottl fel - ~1~p ~1~mp. A kfejt kldetst gy ~1~p ~1~mp alatt elvgezted.

:QUARRY_27206
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 0 // integer values 
004D: jump_if_false @QUARRY_27487 
00D6: if 
0038:   $8171 == 1 // integer values 
004D: jump_if_false @QUARRY_27270 
00BC: text_highpriority 'QUAR_P1' 5000 ms 1  // ~s~Ksz az els kfejts kldetsed. Tovbbi kldetsekrt menj a telektulajdonoshoz.
0002: jump @QUARRY_27480 

:QUARRY_27270
00D6: if 
0038:   $8171 == 7 // integer values 
004D: jump_if_false @QUARRY_27461 
0595: mission_complete 
030C: set_mission_points += 1 
0394: play_music 2 
0004: $MISSION_QUARRY_PASSED = 1 // integer values 
0004: $8171 = 0 // integer values 
00BA: text_styled 'QUAR_P2' 4000 ms 4  // Kfejts ksz!
0006: 50@ = 0 // integer values 
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 // integer values 
004D: jump_if_false @QUARRY_27393 
0006: 48@ = 0 // integer values 

:QUARRY_27360
005C: 50@ += $8174(48@,7i) // integer values 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_27360 

:QUARRY_27393
0629: change_stat 202 to 50@ // integer 
0085: 210@ = 50@ // integer values and handles 
0016: 210@ /= 60 // integer values 
0085: 51@ = 210@ // integer values and handles 
0012: 51@ *= 60 // integer values 
0085: 211@ = 50@ // integer values and handles 
0062: 211@ -= 51@ // integer values 
0006: 295@ = 1 // integer values 
0002: jump @QUARRY_27480 

:QUARRY_27461
01E5: text_1number_highpriority 'QUAR_P4' $8171 5000 ms 1  // ~s~~1~ kfejts kldets ksz.

:QUARRY_27480
0002: jump @QUARRY_27512 

:QUARRY_27487
00D6: if 
0038:   $8171 == 7 // integer values 
004D: jump_if_false @QUARRY_27512 
0004: $8171 = 0 // integer values 

:QUARRY_27512
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 // integer values 
004D: jump_if_false @QUARRY_27544 
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 

:QUARRY_27544
0051: return 

:QUARRY_27546
01C3: remove_references_to_car 86@ // Like turning a car into any random car 
01C3: remove_references_to_car 87@ // Like turning a car into any random car 
01C3: remove_references_to_car 88@ // Like turning a car into any random car 
01C3: remove_references_to_car 89@ // Like turning a car into any random car 
01C3: remove_references_to_car 91@ // Like turning a car into any random car 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
07BE: release_train 90@ 
0006: 48@ = 0 // integer values 

:QUARRY_27603
01C4: remove_references_to_object 94@(48@,7i) // This object will now disappear when the player looks away 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_27603 
0006: 48@ = 0 // integer values 

:QUARRY_27640
01C4: remove_references_to_object 101@(48@,10i) // This object will now disappear when the player looks away 
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_27640 
0006: 48@ = 0 // integer values 

:QUARRY_27677
01C4: remove_references_to_object 111@(48@,3i) // This object will now disappear when the player looks away 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @QUARRY_27677 
0006: 48@ = 0 // integer values 

:QUARRY_27714
01C4: remove_references_to_object 114@(48@,7i) // This object will now disappear when the player looks away 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_27714 
0006: 48@ = 0 // integer values 

:QUARRY_27751
01C4: remove_references_to_object 122@(48@,3i) // This object will now disappear when the player looks away 
000A: 48@ += 1 // integer values 
0029:   48@ >= 3 // integer values 
004D: jump_if_false @QUARRY_27751 
0006: 48@ = 0 // integer values 

:QUARRY_27788
06D6: destroy_racing_checkpoint 190@(48@,7i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_27788 
06D6: destroy_racing_checkpoint 197@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 128@ 
0164: disable_marker 130@ 
0164: disable_marker 129@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
0164: disable_marker 152@ 
0164: disable_marker 127@ 
0006: 48@ = 0 // integer values 

:QUARRY_27885
0164: disable_marker 133@(48@,7i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 7 // integer values 
004D: jump_if_false @QUARRY_27885 
0006: 48@ = 0 // integer values 

:QUARRY_27922
0164: disable_marker 142@(48@,10i) 
000A: 48@ += 1 // integer values 
0029:   48@ >= 10 // integer values 
004D: jump_if_false @QUARRY_27922 
014F: stop_timer $8172 
0151: remove_status_text $8173 
0986: (unknown) 
00D6: if 
0039:   262@ == 1 // integer values 
004D: jump_if_false @QUARRY_27984 
03E6: remove_text_box 

:QUARRY_27984
0249: release_model #SANCHEZ 
0249: release_model #DOZER 
0249: release_model #DUMPER 
0249: release_model #DYN_QUARRYROCK02 
0249: release_model #DEAD_TIED_COP 
0249: release_model #DYN_QUARRYROCK03 
0249: release_model #COPBIKE 
0249: release_model #CR_AMMOBOX 
0249: release_model #KB_BARREL 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #BMYBE 
0249: release_model #CR_GUNCRATE 
0249: release_model #CM_BOX 
0249: release_model #BLACKBAG2 
0249: release_model #DYN_WOODPILE 
0249: release_model #DYN_WOODPILE2 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
06D0: (unknown) 1 
06D7: toggle_train_traffic 1 
00D6: if 
0039:   283@ == 1 // integer values 
004D: jump_if_false @QUARRY_28307 
091D: (unknown) 256.6312 734.7498 4.0053 343.9576 765.6713 6.4852 
091D: (unknown) 291.2253 762.6765 4.0625 354.4869 784.4223 6.6101 
091D: (unknown) -149.9865 460.067 4.9719 -119.7325 530.4155 12.4813 
091D: (unknown) -100.9858 1190.38 16.1736 97.0928 1205.202 19.9344 
091D: (unknown) -124.9028 1209.581 14.6519 -108.1954 1243.821 19.8554 
091D: (unknown) -113.2273 1246.477 11.3781 -84.1825 1268.751 17.5621 

:QUARRY_28307
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0A2D: (unknown) 1 
0004: $ONMISSION = 0 // integer values 
0004: $411 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 119---------------
// Originally: Boat School

:BOAT
03A4: name_thread 'BOAT' 
0050: gosub @BOAT_416 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BOAT_38 
0050: gosub @BOAT_37691 

:BOAT_38
0050: gosub @BOAT_37809 
004E: end_thread 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BOAT_416 
00D6: if 
0039:   36@ == 13 // integer values 
004D: jump_if_false @BOAT_416 
00A5: 37@ = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: 46@ = create_car #CHEETAH at 5.0 5.0 10.0 
009A: 47@ = create_actor 24 #OMOBOAT at 20.0 20.0 20.0 
009A: 39@ = create_actor 24 #OMOBOAT at 30.0 30.0 20.0 
009A: 42@ = create_actor 24 #OMOBOAT at 30.0 30.0 20.0 
009A: 43@ = create_actor 24 #OMOBOAT at 30.0 30.0 20.0 
00A5: 40@ = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: 41@ = create_car #CHEETAH at 0.0 0.0 0.0 
009A: 45@ = create_actor 24 #OMOBOAT at 30.0 30.0 20.0 
00A5: 44@ = create_car #CHEETAH at 0.0 0.0 0.0 
0006: 156@ = 0 // integer values 

:BOAT_330
00D6: if 
001B:   13 > 156@ // integer values 
004D: jump_if_false @BOAT_416 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
029B: 106@(156@,50i) = init_object #WATERJUMP1 at 0.0 0.0 150.0 
000A: 156@ += 1 // integer values 
0002: jump @BOAT_330 

:BOAT_416
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $MISSION_BOAT_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @BOAT_443 
0317: increment_mission_attempts 

:BOAT_443
054C: use_GXT_table 'BOAT' 
08F8: (unknown) 0 
09B9: (unknown) 0 
09BA: (unknown) 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BOAT_489 
0501: set_player $PLAYER_CHAR drive_by_mode 0 

:BOAT_489
0001: wait 0 ms 
0006: 249@ = 0 // integer values 
0006: 251@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 35@ = 0 // integer values 
0006: 248@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0004: $8189 = 1 // integer values 
0007: 182@ = -2215.58 // floating-point values 
0007: 183@ = 2391.7 // floating-point values 
0007: 184@ = 3.965 // floating-point values 
0007: 174@ = -2185.335 // floating-point values 
0007: 175@ = 2410.409 // floating-point values 
0007: 176@ = 3.9752 // floating-point values 
0007: 177@ = 122.2585 // floating-point values 
0007: 178@ = -2216.327 // floating-point values 
0007: 179@ = 2393.209 // floating-point values 
0007: 180@ = 3.9 // floating-point values 
0007: 181@ = 238.0 // floating-point values 
0006: 55@ = 0 // integer values 
0006: 158@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0004: $8195 = 0 // integer values 
0004: $8196 = 0 // integer values 
0006: 169@ = 0 // integer values 
0006: 232@ = 0 // integer values 
0007: 192@ = 0.0 // floating-point values 
0007: 193@ = 0.0 // floating-point values 
0007: 194@ = 0.0 // floating-point values 
0006: 212@ = 12000 // integer values 
0006: 213@ = 12000 // integer values 
0006: 214@ = 10500 // integer values 
0006: 215@ = 9700 // integer values 
0006: 216@ = 40000 // integer values 
0006: 217@ = 40000 // integer values 
0006: 218@ = 37000 // integer values 
0006: 219@ = 33000 // integer values 
0006: 220@ = 120000 // integer values 
0006: 221@ = 120000 // integer values 
0006: 222@ = 85000 // integer values 
0006: 223@ = 80000 // integer values 
0006: 224@ = 55 // integer values 
0006: 225@ = 55 // integer values 
0006: 226@ = 63 // integer values 
0006: 227@ = 67 // integer values 
0006: 228@ = 180000 // integer values 
0006: 229@ = 180000 // integer values 
0006: 230@ = 150000 // integer values 
0006: 231@ = 130000 // integer values 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
0247: request_model #OMOBOAT 
0247: request_model #DINGHY 
0247: request_model #POLMAV 
0247: request_model #COASTG 
0247: request_model #MARQUIS 
0247: request_model #TROPIC 
0247: request_model #VORTEX 
038B: load_requested_models 

:BOAT_981
00D6: if or
8248:   not model #OMOBOAT available 
8248:   not model #DINGHY available 
8248:   not model #POLMAV available 
8248:   not model #COASTG available 
004D: jump_if_false @BOAT_1023 
0001: wait 0 ms 
0002: jump @BOAT_981 

:BOAT_1023
00D6: if or
8248:   not model #MARQUIS available 
8248:   not model #TROPIC available 
8248:   not model #VORTEX available 
004D: jump_if_false @BOAT_1060 
0001: wait 0 ms 
0002: jump @BOAT_1023 

:BOAT_1060
0390: load_txd_dictionary 'LD_DRV' 
038F: request_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: request_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: request_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: request_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: request_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: request_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: request_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: request_texture "TVBASE" as 9 // Load dictionary with 0390 first 
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 177@ 
04D8: set_actor $PLAYER_ACTOR ability_to_swim 0 
009A: 38@ = create_actor 24 #OMOBOAT at 178@ 179@ 180@ 
0173: set_actor 38@ z_angle_to 181@ 
0568: set_actor 38@ targetable 1 
00D6: if 
0038:   $8190 == 0 // integer values 
004D: jump_if_false @BOAT_1262 
0004: $8190 = 50 // integer values 

:BOAT_1262
0001: wait 0 ms 
00D6: if 
0038:   $8190 == 50 // integer values 
004D: jump_if_false @BOAT_1316 
0002: jump @BOAT_1323 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @BOAT_1316 
03E6: remove_text_box 
0002: jump @BOAT_37691 

:BOAT_1316
0002: jump @BOAT_1262 

:BOAT_1323
0826: toggle_hud 0 
0581: toggle_radar 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0050: gosub @BOAT_19792 
0004: $8191 = 0 // integer values 
0004: $8192 = 0 // integer values 
03F0: text_draw_toggle 1 
0004: $8194 = 255 // integer values 
0004: $8193 = 2 // integer values 
00D6: if 
001A:   6 > $1962 // integer values 
004D: jump_if_false @BOAT_1422 
0084: $8189 = $1962 // integer values and handles 

:BOAT_1422
0050: gosub @BOAT_25116 
0826: toggle_hud 0 
0581: toggle_radar 0 
04BB: select_interior 0 // select render area 
016A: fade 1 500 ms 

:BOAT_1448
0001: wait 0 ms 
0050: gosub @BOAT_25116 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BOAT_1491 
03CF: load_wav 3800 as 3 
0006: 34@ = 1 // integer values 

:BOAT_1491
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @BOAT_1531 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_1531 
0006: 34@ = 2 // integer values 

:BOAT_1531
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @BOAT_1560 
03D1: play_wav 3 
0006: 34@ = 3 // integer values 

:BOAT_1560
01B6: set_weather 13 
00C0: set_current_time 12 50 
097A: (unknown) 0.0 0.0 0.0 1000 
00D6: if 
0038:   $8192 == 0 // integer values 
004D: jump_if_false @BOAT_2122 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @BOAT_1698 
00D6: if 
0018:   $1962 > 1 // integer values 
004D: jump_if_false @BOAT_1698 
000C: $8189 -= 1 // integer values 
00D6: if 
001A:   4 > $8191 // integer values 
004D: jump_if_false @BOAT_1698 
0004: $8191 = 3 // integer values 

:BOAT_1698
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @BOAT_1772 
00D6: if 
0018:   $1962 > 1 // integer values 
004D: jump_if_false @BOAT_1772 
0008: $8189 += 1 // integer values 
00D6: if 
001A:   4 > $8191 // integer values 
004D: jump_if_false @BOAT_1772 
0004: $8191 = 3 // integer values 

:BOAT_1772
00D6: if 
001A:   1 > $8189 // integer values 
004D: jump_if_false @BOAT_1798 
0084: $8189 = $1962 // integer values and handles 

:BOAT_1798
00D6: if 
001C:   $8189 > $1962 // integer values 
004D: jump_if_false @BOAT_1824 
0004: $8189 = 1 // integer values 

:BOAT_1824
00D6: if 
0018:   $1962 > 1 // integer values 
004D: jump_if_false @BOAT_2016 

:BOAT_1842
00D6: if 
001A:   -100 > $11281 // integer values 
004D: jump_if_false @BOAT_1894 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
0002: jump @BOAT_1842 

:BOAT_1894
00D6: if 
0018:   $11281 > 100 // integer values 
004D: jump_if_false @BOAT_1946 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
0002: jump @BOAT_1894 

:BOAT_1946
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @BOAT_1981 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0002: jump @BOAT_1946 

:BOAT_1981
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @BOAT_2016 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0002: jump @BOAT_1981 

:BOAT_2016
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BOAT_2076 
00D6: if 
001A:   4 > $8191 // integer values 
004D: jump_if_false @BOAT_2058 
0004: $8191 = 3 // integer values 

:BOAT_2058
040D: unload_wav 3 
0006: 34@ = 0 // integer values 
0002: jump @BOAT_2136 

:BOAT_2076
00D6: if 
0735:   81 
004D: jump_if_false @BOAT_2098 
0004: $1962 = 5 // integer values 

:BOAT_2098
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_2122 
0002: jump @BOAT_37691 

:BOAT_2122
0050: gosub @BOAT_32194 
0002: jump @BOAT_1448 

:BOAT_2136
016A: fade 0 500 ms 

:BOAT_2143
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2174 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0002: jump @BOAT_2143 

:BOAT_2174
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2195 
05EC: release_vehicle 37@ from_path 

:BOAT_2195
02EB: restore_camera_with_jumpcut 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 39@ 
0050: gosub @BOAT_37625 
0004: $8191 = 5 // integer values 
0826: toggle_hud 1 
0581: toggle_radar 1 
00D6: if 
0038:   $8189 == 1 // integer values 
004D: jump_if_false @BOAT_3803 

:BOAT_2257
0050: gosub @BOAT_34020 

:BOAT_2264
01B4: set_player $PLAYER_CHAR frozen_state 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -3303.627 2105.29 200.0 
009B: destroy_actor_instantly 47@ 
0129: 47@ = create_actor 24 #OMOBOAT in_car 46@ driverseat 
0006: 248@ = 0 // integer values 
0687: clear_actor_task 47@ 
0825: instantly_spin_flying_vehicle 46@ rotor_blade 
00AD: set_car 46@ max_speed_to 250.0 
04A2: heli 46@ fly_to -2303.627 2105.29 200.0 speed 200.0 200.0 
00A5: 37@ = create_car #COASTG at -2323.627 2105.29 0.0 
0229: set_car 37@ color_to 1 114 
0175: set_car 37@ z_angle_to 90.0 
0129: 39@ = create_actor 24 #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
0038:   $8191 == 0 // integer values 
004D: jump_if_false @BOAT_2488 
067A: put_camera_on_car 46@ offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
0051: return 

:BOAT_2488
0050: gosub @BOAT_33612 
03E5: text_box 'BOAT_H2'  // Nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, hogy befejezd a vizsgt.
01B4: set_player $PLAYER_CHAR frozen_state 1 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0165: set_marker 53@ color_to 4 
0165: set_marker 54@ color_to 4 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2637 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
0087: 192@ = 185@ // floating-point values only 
000F: 192@ -= 195.0 // floating-point values 
0087: 193@ = 186@ // floating-point values only 
0087: 194@ = 187@ // floating-point values only 

:BOAT_2637
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_2731 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2731 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 // floating-point values 
000F: 186@ -= 150.0 // floating-point values 
04A2: heli 46@ fly_to 185@ 186@ 187@ speed 120.0 120.0 

:BOAT_2731
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_2762 
0006: 164@ = 2 // integer values 
0002: jump @BOAT_3743 

:BOAT_2762
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @BOAT_2794 
0002: jump @BOAT_37691 

:BOAT_2794
00D6: if 
0039:   158@ == 0 // integer values 
004D: jump_if_false @BOAT_2971 
00BC: text_highpriority 'BOAT_A4' 5000 ms 1  // ~s~Tartsd nyomva a(z) ~k~~VEHICLE_ACCELERATE~ billentyt elrehaladshoz, s hajts keresztl a megmaradt~y~bjkon~s~.
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2852 
0227: 250@ = car 37@ health 

:BOAT_2852
00D6: if or
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @BOAT_2971 
0971: (unknown) 
0085: 211@ = 215@ // integer values and handles 
0085: 210@ = 214@ // integer values and handles 
0085: 209@ = 213@ // integer values and handles 
0006: 158@ = 1 // integer values 
0004: $8197 = 0 // integer values 
014F: stop_timer $8197 
03C3: set_timer_with_text_to $8197 type 0 text 'BOAT_T1'  // Id
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0006: 32@ = 0 // integer values 

:BOAT_2971
00D6: if 
0039:   158@ == 1 // integer values 
004D: jump_if_false @BOAT_3267 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_3221 
02E3: 49@ = car 37@ speed 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ -30.0 0 
004D: jump_if_false @BOAT_3110 
00BC: text_highpriority 'BOAT_32' 4000 ms 1  // ~s~Megll terleten
00D6: if 
0023:   7.0 > 49@ // floating-point values 
004D: jump_if_false @BOAT_3110 
00BE: text_clear_all 
00BC: text_highpriority 'BOAT_33' 4000 ms 1  // ~s~Clbartl!
0006: 158@ = 99 // integer values 

:BOAT_3110
00D6: if 
0019:   32@ > 4500 // integer values 
004D: jump_if_false @BOAT_3166 
00D6: if 
85F8:   not  $PLAYER_ACTOR 198@ 199@ 195@ 196@ -30.0 0 
004D: jump_if_false @BOAT_3166 
00BE: text_clear_all 

:BOAT_3166
00D6: if 
0039:   248@ == 0 // integer values 
004D: jump_if_false @BOAT_3221 
00D6: if 
0019:   32@ > 4500 // integer values 
004D: jump_if_false @BOAT_3221 
0006: 248@ = 1 // integer values 
03E5: text_box 'BOAT_A5'  // ~s~Tartsd nyomva a(z) ~k~~VEHICLE_BRAKE~ billenytt a haj lefkezshez.

:BOAT_3221
00D6: if 
0018:   $8197 > 60000 // integer values 
004D: jump_if_false @BOAT_3267 
00BE: text_clear_all 
00BC: text_highpriority 'BOAT_34' 4000 ms 1  // ~r~Lejrt az id!
0006: 158@ = 99 // integer values 

:BOAT_3267
00D6: if 
0039:   158@ == 99 // integer values 
004D: jump_if_false @BOAT_3796 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if 
001E:   $1963 > 168@ // integer values 
004D: jump_if_false @BOAT_3505 
008B: 169@ = $1963 // integer values and handles 
008A: $1963 = 168@ // integer values and handles 
0006: 167@ = 1 // integer values 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 // integer values 
004D: jump_if_false @BOAT_3405 
00D6: if 
0038:   $1972 == 0 // integer values 
004D: jump_if_false @BOAT_3405 
0004: $1972 = 1 // integer values 
0004: $1971 = 1 // integer values 
0004: $1970 = 1 // integer values 

:BOAT_3405
00D6: if 
0038:   $8195 == 3 // integer values 
004D: jump_if_false @BOAT_3455 
00D6: if 
0038:   $1971 == 0 // integer values 
004D: jump_if_false @BOAT_3455 
0004: $1971 = 1 // integer values 
0004: $1970 = 1 // integer values 

:BOAT_3455
00D6: if 
0038:   $8195 == 2 // integer values 
004D: jump_if_false @BOAT_3498 
00D6: if 
0038:   $1970 == 0 // integer values 
004D: jump_if_false @BOAT_3498 
0004: $1970 = 1 // integer values 

:BOAT_3498
0002: jump @BOAT_3512 

:BOAT_3505
0004: $8195 = 0 // integer values 

:BOAT_3512
00D6: if 
0038:   $1962 == 1 // integer values 
004D: jump_if_false @BOAT_3590 
00D6: if 
001D:   212@ > 168@ // integer values 
004D: jump_if_false @BOAT_3590 
097A: (unknown) -1000.0 -1000.0 -1000.0 1097 
0006: 167@ = 2 // integer values 
0004: $1962 = 2 // integer values 
0006: 164@ = 2 // integer values 

:BOAT_3590
0006: 32@ = 0 // integer values 

:BOAT_3597
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BOAT_3743 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_3677 
0006: 164@ = 2 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_3743 

:BOAT_3677
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @BOAT_3736 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_3743 

:BOAT_3736
0002: jump @BOAT_3597 

:BOAT_3743
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @BOAT_3789 
0002: jump @BOAT_1323 
0002: jump @BOAT_3796 

:BOAT_3789
0002: jump @BOAT_2257 

:BOAT_3796
0002: jump @BOAT_2637 

:BOAT_3803
00D6: if 
0038:   $8189 == 2 // integer values 
004D: jump_if_false @BOAT_6502 

:BOAT_3821
0050: gosub @BOAT_34020 

:BOAT_3828
01B4: set_player $PLAYER_CHAR frozen_state 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor_instantly 47@ 
0129: 47@ = create_actor 24 #OMOBOAT in_car 46@ driverseat 
0687: clear_actor_task 47@ 
0825: instantly_spin_flying_vehicle 46@ rotor_blade 
00AD: set_car 46@ max_speed_to 250.0 
04A2: heli 46@ fly_to -2303.627 2105.29 200.0 speed 200.0 200.0 
00A5: 37@ = create_car #COASTG at -2578.671 2050.845 0.0 
0229: set_car 37@ color_to 1 114 
0175: set_car 37@ z_angle_to 0.0 
0129: 39@ = create_actor 24 #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
0038:   $8191 == 0 // integer values 
004D: jump_if_false @BOAT_4045 
067A: put_camera_on_car 46@ offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
0051: return 

:BOAT_4045
0050: gosub @BOAT_33612 
03E5: text_box 'BOAT_H2'  // Nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, hogy befejezd a vizsgt.
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_4181 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0165: set_marker 52@ color_to 4 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 51@ color_to 4 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_34153 

:BOAT_4181
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_4275 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_4275 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 // floating-point values 
000F: 186@ -= 150.0 // floating-point values 
04A2: heli 46@ fly_to 185@ 186@ 187@ speed 200.0 200.0 

:BOAT_4275
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_4306 
0006: 164@ = 2 // integer values 
0002: jump @BOAT_6442 

:BOAT_4306
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @BOAT_4338 
0002: jump @BOAT_37691 

:BOAT_4338
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @BOAT_4456 
00BC: text_highpriority 'BOAT_B4' 4000 ms 1  // ~s~Naviglj keresztl minden ~y~bjn~s~. Gzt adni a(z) ~k~~VEHICLE_ACCELERATE~ billentyvel tudsz, a kanyarodshoz pedig hasznld a(z) ~k~~VEHICLE_STEERLEFT~ s a(z) ~k~~VEHICLE_STEERRIGHT~ billentyket.
00D6: if or
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @BOAT_4456 
0971: (unknown) 
0085: 211@ = 219@ // integer values and handles 
0085: 210@ = 218@ // integer values and handles 
0085: 209@ = 217@ // integer values and handles 
0006: 159@ = 5 // integer values 
0004: $8197 = 0 // integer values 
014F: stop_timer $8197 
03C3: set_timer_with_text_to $8197 type 0 text 'BOAT_T1'  // Id

:BOAT_4456
00D6: if 
0019:   159@ > 0 // integer values 
004D: jump_if_false @BOAT_4502 
00D6: if 
0018:   $8197 > 600000 // integer values 
004D: jump_if_false @BOAT_4502 
0006: 159@ = 99 // integer values 

:BOAT_4502
00D6: if 
0039:   159@ == 5 // integer values 
004D: jump_if_false @BOAT_4708 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_4708 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_4708 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
03E6: remove_text_box 
03E5: text_box 'BOAT_B5'  // ~s~Tartsd nyomva a(z) ~k~~VEHICLE_HANDBRAKE~ billentyt a gyorsabban fordulshoz.
0006: 159@ = 10 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_34153 

:BOAT_4708
00D6: if 
0039:   159@ == 10 // integer values 
004D: jump_if_false @BOAT_4901 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_4901 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_4901 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 159@ = 15 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_34153 

:BOAT_4901
00D6: if 
0039:   159@ == 15 // integer values 
004D: jump_if_false @BOAT_5094 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5094 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_5094 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 159@ = 20 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_34153 

:BOAT_5094
00D6: if 
0039:   159@ == 20 // integer values 
004D: jump_if_false @BOAT_5287 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5287 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_5287 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 159@ = 25 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_34153 

:BOAT_5287
00D6: if 
0039:   159@ == 25 // integer values 
004D: jump_if_false @BOAT_5480 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5480 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_5480 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 159@ = 30 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_34153 

:BOAT_5480
00D6: if 
0039:   159@ == 30 // integer values 
004D: jump_if_false @BOAT_5673 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5673 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_5673 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 159@ = 35 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_34153 

:BOAT_5673
00D6: if 
0039:   159@ == 35 // integer values 
004D: jump_if_false @BOAT_5850 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5850 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_5850 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 159@ = 40 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_34153 

:BOAT_5850
00D6: if 
0039:   159@ == 40 // integer values 
004D: jump_if_false @BOAT_5966 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5966 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_5966 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_33' 1000 ms 1  // ~s~Clbartl!
0006: 159@ = 99 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_5966
00D6: if 
0039:   159@ == 99 // integer values 
004D: jump_if_false @BOAT_6495 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if 
001E:   $1964 > 168@ // integer values 
004D: jump_if_false @BOAT_6204 
008B: 169@ = $1964 // integer values and handles 
008A: $1964 = 168@ // integer values and handles 
0006: 167@ = 1 // integer values 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 // integer values 
004D: jump_if_false @BOAT_6104 
00D6: if 
0038:   $1975 == 0 // integer values 
004D: jump_if_false @BOAT_6104 
0004: $1975 = 1 // integer values 
0004: $1974 = 1 // integer values 
0004: $1973 = 1 // integer values 

:BOAT_6104
00D6: if 
0038:   $8195 == 3 // integer values 
004D: jump_if_false @BOAT_6154 
00D6: if 
0038:   $1974 == 0 // integer values 
004D: jump_if_false @BOAT_6154 
0004: $1974 = 1 // integer values 
0004: $1973 = 1 // integer values 

:BOAT_6154
00D6: if 
0038:   $8195 == 2 // integer values 
004D: jump_if_false @BOAT_6197 
00D6: if 
0038:   $1973 == 0 // integer values 
004D: jump_if_false @BOAT_6197 
0004: $1973 = 1 // integer values 

:BOAT_6197
0002: jump @BOAT_6211 

:BOAT_6204
0004: $8195 = 0 // integer values 

:BOAT_6211
00D6: if 
0038:   $1962 == 2 // integer values 
004D: jump_if_false @BOAT_6289 
00D6: if 
001D:   216@ > 168@ // integer values 
004D: jump_if_false @BOAT_6289 
097A: (unknown) -1000.0 -1000.0 -1000.0 1097 
0006: 167@ = 2 // integer values 
0004: $1962 = 3 // integer values 
0006: 164@ = 2 // integer values 

:BOAT_6289
0006: 32@ = 0 // integer values 

:BOAT_6296
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BOAT_6442 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_6376 
0006: 164@ = 2 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_6442 

:BOAT_6376
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @BOAT_6435 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_6442 

:BOAT_6435
0002: jump @BOAT_6296 

:BOAT_6442
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @BOAT_6488 
0002: jump @BOAT_1323 
0002: jump @BOAT_6495 

:BOAT_6488
0002: jump @BOAT_3821 

:BOAT_6495
0002: jump @BOAT_4181 

:BOAT_6502
00D6: if 
0038:   $8189 == 3 // integer values 
004D: jump_if_false @BOAT_10905 

:BOAT_6520
0050: gosub @BOAT_34020 

:BOAT_6527
01B4: set_player $PLAYER_CHAR frozen_state 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor_instantly 47@ 
0129: 47@ = create_actor 24 #OMOBOAT in_car 46@ driverseat 
0687: clear_actor_task 47@ 
0825: instantly_spin_flying_vehicle 46@ rotor_blade 
00AD: set_car 46@ max_speed_to 250.0 
04A2: heli 46@ fly_to -2303.627 2105.29 200.0 speed 200.0 200.0 
00A5: 37@ = create_car #DINGHY at -2124.125 2438.352 0.0 
0229: set_car 37@ color_to 114 1 
0175: set_car 37@ z_angle_to 180.0 
0129: 39@ = create_actor 24 #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
0038:   $8191 == 0 // integer values 
004D: jump_if_false @BOAT_6744 
067A: put_camera_on_car 46@ offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
0051: return 

:BOAT_6744
0050: gosub @BOAT_33612 
03E5: text_box 'BOAT_H2'  // Nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, hogy befejezd a vizsgt.
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_6880 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_34153 

:BOAT_6880
0006: 35@ = 0 // integer values 

:BOAT_6887
0001: wait 0 ms 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @BOAT_6923 
03CF: load_wav 6200 as 3 
0006: 35@ = 1 // integer values 

:BOAT_6923
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @BOAT_6963 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_6963 
0006: 35@ = 2 // integer values 

:BOAT_6963
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_7053 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_7053 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 // floating-point values 
000F: 186@ -= 150.0 // floating-point values 
04A2: heli 46@ fly_to 185@ 186@ 187@ speed 200.0 200.0 

:BOAT_7053
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_7084 
0006: 164@ = 2 // integer values 
0002: jump @BOAT_10845 

:BOAT_7084
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @BOAT_7116 
0002: jump @BOAT_37691 

:BOAT_7116
00D6: if 
0039:   160@ == 0 // integer values 
004D: jump_if_false @BOAT_7250 
00BC: text_highpriority 'BOAT_C1' 4000 ms 1  // ~s~Naviglj keresztl mindegyik ~y~bja~s~ kztt olyan gyorsan, amennyire csak lehet.
00D6: if or
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @BOAT_7250 
0971: (unknown) 
0085: 211@ = 223@ // integer values and handles 
0085: 210@ = 222@ // integer values and handles 
0085: 209@ = 221@ // integer values and handles 
097A: (unknown) 198@ 199@ 200@ 65535 
0006: 160@ = 5 // integer values 
0004: $8197 = 0 // integer values 
014F: stop_timer $8197 
03C3: set_timer_with_text_to $8197 type 0 text 'BOAT_T1'  // Id

:BOAT_7250
00D6: if 
0019:   160@ > 0 // integer values 
004D: jump_if_false @BOAT_7296 
00D6: if 
0018:   $8197 > 600000 // integer values 
004D: jump_if_false @BOAT_7296 
0006: 160@ = 99 // integer values 

:BOAT_7296
00D6: if 
0039:   160@ == 5 // integer values 
004D: jump_if_false @BOAT_7489 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_7489 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_7489 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 10 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_34153 

:BOAT_7489
00D6: if 
0039:   160@ == 10 // integer values 
004D: jump_if_false @BOAT_7682 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_7682 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_7682 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 15 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_34153 

:BOAT_7682
00D6: if 
0039:   160@ == 15 // integer values 
004D: jump_if_false @BOAT_7963 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_7963 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_7963 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 20 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BOAT_7963 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @BOAT_7963 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @BOAT_7929 
03D1: play_wav 3 

:BOAT_7929
05D1: AS_actor 45@ drive_car 44@ to -2013.476 1748.499 0.0 speed 18.0 2 0 3 

:BOAT_7963
00D6: if 
0039:   160@ == 20 // integer values 
004D: jump_if_false @BOAT_8156 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8156 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_8156 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 25 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_34153 

:BOAT_8156
00D6: if 
0039:   160@ == 25 // integer values 
004D: jump_if_false @BOAT_8349 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8349 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_8349 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 30 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_34153 

:BOAT_8349
00D6: if 
0039:   160@ == 30 // integer values 
004D: jump_if_false @BOAT_8542 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8542 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_8542 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 35 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_34153 

:BOAT_8542
00D6: if 
0039:   160@ == 35 // integer values 
004D: jump_if_false @BOAT_8735 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8735 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_8735 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 40 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 72@ 
0188: 54@ = create_marker_above_object 73@ 
0050: gosub @BOAT_34153 

:BOAT_8735
00D6: if 
0039:   160@ == 40 // integer values 
004D: jump_if_false @BOAT_8928 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8928 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_8928 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 45 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 72@ position_to 198@ 199@ 200@ 
01BB: store_object 73@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 72@ 
0188: 51@ = create_marker_above_object 73@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 74@ 
0188: 54@ = create_marker_above_object 75@ 
0050: gosub @BOAT_34153 

:BOAT_8928
00D6: if 
0039:   160@ == 45 // integer values 
004D: jump_if_false @BOAT_9121 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_9121 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_9121 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 50 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 74@ position_to 198@ 199@ 200@ 
01BB: store_object 75@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 74@ 
0188: 51@ = create_marker_above_object 75@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 76@ 
0188: 54@ = create_marker_above_object 77@ 
0050: gosub @BOAT_34153 

:BOAT_9121
00D6: if 
0039:   160@ == 50 // integer values 
004D: jump_if_false @BOAT_9314 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_9314 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_9314 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 55 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 76@ position_to 198@ 199@ 200@ 
01BB: store_object 77@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 76@ 
0188: 51@ = create_marker_above_object 77@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 78@ 
0188: 54@ = create_marker_above_object 79@ 
0050: gosub @BOAT_34153 

:BOAT_9314
00D6: if 
0039:   160@ == 55 // integer values 
004D: jump_if_false @BOAT_9507 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_9507 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_9507 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 60 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 78@ position_to 198@ 199@ 200@ 
01BB: store_object 79@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 78@ 
0188: 51@ = create_marker_above_object 79@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 80@ 
0188: 54@ = create_marker_above_object 81@ 
0050: gosub @BOAT_34153 

:BOAT_9507
00D6: if 
0039:   160@ == 60 // integer values 
004D: jump_if_false @BOAT_9788 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_9788 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_9788 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 65 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 80@ position_to 198@ 199@ 200@ 
01BB: store_object 81@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 80@ 
0188: 51@ = create_marker_above_object 81@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 82@ 
0188: 54@ = create_marker_above_object 83@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BOAT_9788 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @BOAT_9788 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @BOAT_9754 
03D1: play_wav 3 

:BOAT_9754
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 0 3 

:BOAT_9788
00D6: if 
0039:   160@ == 65 // integer values 
004D: jump_if_false @BOAT_10069 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_10069 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_10069 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 70 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 82@ position_to 198@ 199@ 200@ 
01BB: store_object 83@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 82@ 
0188: 51@ = create_marker_above_object 83@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 56@ 
0188: 54@ = create_marker_above_object 57@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_10069 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_10069 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @BOAT_10035 
03D1: play_wav 3 

:BOAT_10035
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_10069
00D6: if 
0039:   160@ == 70 // integer values 
004D: jump_if_false @BOAT_10253 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_10253 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_10253 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 160@ = 80 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0164: disable_marker 53@ 
0164: disable_marker 54@ 

:BOAT_10253
00D6: if 
0039:   160@ == 80 // integer values 
004D: jump_if_false @BOAT_10369 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_10369 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_10369 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_33' 1000 ms 1  // ~s~Clbartl!
0006: 160@ = 99 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_10369
00D6: if 
0039:   160@ == 99 // integer values 
004D: jump_if_false @BOAT_10898 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if 
001E:   $1965 > 168@ // integer values 
004D: jump_if_false @BOAT_10607 
008B: 169@ = $1965 // integer values and handles 
008A: $1965 = 168@ // integer values and handles 
0006: 167@ = 1 // integer values 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 // integer values 
004D: jump_if_false @BOAT_10507 
00D6: if 
0038:   $1978 == 0 // integer values 
004D: jump_if_false @BOAT_10507 
0004: $1978 = 1 // integer values 
0004: $1977 = 1 // integer values 
0004: $1976 = 1 // integer values 

:BOAT_10507
00D6: if 
0038:   $8195 == 3 // integer values 
004D: jump_if_false @BOAT_10557 
00D6: if 
0038:   $1977 == 0 // integer values 
004D: jump_if_false @BOAT_10557 
0004: $1977 = 1 // integer values 
0004: $1976 = 1 // integer values 

:BOAT_10557
00D6: if 
0038:   $8195 == 2 // integer values 
004D: jump_if_false @BOAT_10600 
00D6: if 
0038:   $1976 == 0 // integer values 
004D: jump_if_false @BOAT_10600 
0004: $1976 = 1 // integer values 

:BOAT_10600
0002: jump @BOAT_10614 

:BOAT_10607
0004: $8195 = 0 // integer values 

:BOAT_10614
00D6: if 
0038:   $1962 == 3 // integer values 
004D: jump_if_false @BOAT_10692 
00D6: if 
001D:   220@ > 168@ // integer values 
004D: jump_if_false @BOAT_10692 
097A: (unknown) -1000.0 -1000.0 -1000.0 1097 
0006: 167@ = 2 // integer values 
0004: $1962 = 4 // integer values 
0006: 164@ = 2 // integer values 

:BOAT_10692
0006: 32@ = 0 // integer values 

:BOAT_10699
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BOAT_10845 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_10779 
0006: 164@ = 2 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_10845 

:BOAT_10779
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @BOAT_10838 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_10845 

:BOAT_10838
0002: jump @BOAT_10699 

:BOAT_10845
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @BOAT_10891 
0002: jump @BOAT_1323 
0002: jump @BOAT_10898 

:BOAT_10891
0002: jump @BOAT_6520 

:BOAT_10898
0002: jump @BOAT_6887 

:BOAT_10905
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_12785 

:BOAT_10923
0050: gosub @BOAT_34020 

:BOAT_10930
01B4: set_player $PLAYER_CHAR frozen_state 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -3303.627 2105.29 200.0 
009B: destroy_actor_instantly 47@ 
0129: 47@ = create_actor 24 #OMOBOAT in_car 46@ driverseat 
0687: clear_actor_task 47@ 
0825: instantly_spin_flying_vehicle 46@ rotor_blade 
00AD: set_car 46@ max_speed_to 250.0 
04A2: heli 46@ fly_to -2303.627 2105.29 200.0 speed 200.0 200.0 
00A5: 37@ = create_car #VORTEX at -2584.316 2213.475 0.0 
0229: set_car 37@ color_to 78 14 
0175: set_car 37@ z_angle_to 250.0 
0129: 39@ = create_actor 24 #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_11143 
00AB: put_car 37@ at -2318.049 2312.302 10.0 
0175: set_car 37@ z_angle_to 174.6078 

:BOAT_11143
00D6: if 
0038:   $8191 == 0 // integer values 
004D: jump_if_false @BOAT_11193 
067A: put_camera_on_car 46@ offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
0051: return 

:BOAT_11193
0050: gosub @BOAT_33612 
03E5: text_box 'BOAT_H2'  // Nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, hogy befejezd a vizsgt.
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_11294 
0007: 192@ = 0.0 // floating-point values 
0007: 193@ = 0.0 // floating-point values 
0007: 194@ = 0.0 // floating-point values 
0007: 201@ = 0.0 // floating-point values 
0007: 202@ = 0.0 // floating-point values 
0007: 203@ = 0.0 // floating-point values 

:BOAT_11294
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_11388 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_11388 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 // floating-point values 
000F: 186@ -= 150.0 // floating-point values 
04A2: heli 46@ fly_to 185@ 186@ 187@ speed 120.0 120.0 

:BOAT_11388
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_11419 
0006: 164@ = 2 // integer values 
0002: jump @BOAT_12725 

:BOAT_11419
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @BOAT_11451 
0002: jump @BOAT_37691 

:BOAT_11451
00D6: if 
0039:   161@ == 0 // integer values 
004D: jump_if_false @BOAT_11656 
00BC: text_highpriority 'BOAT_D1' 4000 ms 1  // ~s~ Az rvnyes ugratshoz, ugrass a rmprl s a ~y~bjra~s~rkezve landolj a vzre
00D6: if or
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @BOAT_11656 
0971: (unknown) 
0085: 211@ = 227@ // integer values and handles 
0085: 210@ = 226@ // integer values and handles 
0085: 209@ = 225@ // integer values and handles 
014F: stop_timer $8197 
0004: $8197 = 46000 // integer values 
0006: 161@ = 1 // integer values 
03C3: set_timer_with_text_to $8197 type 1 text 'BOAT_T1'  // Id
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
097A: (unknown) 198@ 199@ 200@ 65535 

:BOAT_11656
00D6: if 
0039:   161@ == 1 // integer values 
004D: jump_if_false @BOAT_11809 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_11809 
00D6: if 
05FE:   $PLAYER_ACTOR 198@ 199@ 1.0 195@ 196@ 3.0 10.0 0 
004D: jump_if_false @BOAT_11809 
097A: (unknown) 198@ 199@ 200@ 249@ 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
02E3: 49@ = car 37@ speed 
0006: 161@ = 2 // integer values 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0006: 33@ = 0 // integer values 

:BOAT_11809
00D6: if 
0039:   161@ == 2 // integer values 
004D: jump_if_false @BOAT_12009 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_12009 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @BOAT_12009 
00AA: store_car 37@ position_to 192@ 193@ 194@ 
00D6: if 
0023:   1.0 > 194@ // floating-point values 
004D: jump_if_false @BOAT_12009 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 600.0 0 
004D: jump_if_false @BOAT_11960 
097A: (unknown) 198@ 199@ 200@ 249@ 
0006: 161@ = 3 // integer values 
0006: 33@ = 0 // integer values 

:BOAT_11960
00D6: if 
85F8:   not  $PLAYER_ACTOR 198@ 199@ 195@ 196@ 600.0 0 
004D: jump_if_false @BOAT_12009 
0006: 161@ = 4 // integer values 
0006: 33@ = 0 // integer values 

:BOAT_12009
00D6: if 
0039:   161@ == 3 // integer values 
004D: jump_if_false @BOAT_12095 
01BB: store_object 106@ position_to 201@ 202@ 203@ 
0509: 246@ = distance between point 201@ 202@ and point 192@ 193@ 

:BOAT_12058
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @BOAT_12088 
0001: wait 0 ms 
0002: jump @BOAT_12058 

:BOAT_12088
0006: 161@ = 99 // integer values 

:BOAT_12095
00D6: if 
0039:   161@ == 4 // integer values 
004D: jump_if_false @BOAT_12160 

:BOAT_12113
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @BOAT_12143 
0001: wait 0 ms 
0002: jump @BOAT_12113 

:BOAT_12143
0007: 246@ = 0.0 // floating-point values 
0006: 161@ = 99 // integer values 

:BOAT_12160
00D6: if 
0019:   161@ > 0 // integer values 
004D: jump_if_false @BOAT_12233 
00D6: if 
001A:   1 > $8197 // integer values 
004D: jump_if_false @BOAT_12233 
00BE: text_clear_all 
00BC: text_highpriority 'BOAT_34' 4000 ms 1  // ~r~Lejrt az id!
0006: 161@ = 99 // integer values 
0001: wait 3000 ms 
0002: jump @BOAT_12725 

:BOAT_12233
00D6: if 
0039:   161@ == 99 // integer values 
004D: jump_if_false @BOAT_12778 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if or
001F:   168@ > $1966 // integer values 
001F:   168@ > $1966 // integer values 
004D: jump_if_false @BOAT_12479 
008B: 169@ = $1966 // integer values and handles 
008A: $1966 = 168@ // integer values and handles 
0006: 167@ = 1 // integer values 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 // integer values 
004D: jump_if_false @BOAT_12379 
00D6: if 
0038:   $1981 == 0 // integer values 
004D: jump_if_false @BOAT_12379 
0004: $1981 = 1 // integer values 
0004: $1980 = 1 // integer values 
0004: $1979 = 1 // integer values 

:BOAT_12379
00D6: if 
0038:   $8195 == 3 // integer values 
004D: jump_if_false @BOAT_12429 
00D6: if 
0038:   $1980 == 0 // integer values 
004D: jump_if_false @BOAT_12429 
0004: $1980 = 1 // integer values 
0004: $1979 = 1 // integer values 

:BOAT_12429
00D6: if 
0038:   $8195 == 2 // integer values 
004D: jump_if_false @BOAT_12472 
00D6: if 
0038:   $1979 == 0 // integer values 
004D: jump_if_false @BOAT_12472 
0004: $1979 = 1 // integer values 

:BOAT_12472
0002: jump @BOAT_12486 

:BOAT_12479
0004: $8195 = 0 // integer values 

:BOAT_12486
00D6: if 
0038:   $1962 == 4 // integer values 
004D: jump_if_false @BOAT_12572 
00D6: if or
001D:   168@ > 224@ // integer values 
003B:   168@ == 224@ // integer values 
004D: jump_if_false @BOAT_12572 
097A: (unknown) -1000.0 -1000.0 -1000.0 1097 
0006: 167@ = 2 // integer values 
0004: $1962 = 5 // integer values 
0006: 164@ = 2 // integer values 

:BOAT_12572
0006: 32@ = 0 // integer values 

:BOAT_12579
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BOAT_12725 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_12659 
0006: 164@ = 2 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_12725 

:BOAT_12659
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @BOAT_12718 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_12725 

:BOAT_12718
0002: jump @BOAT_12579 

:BOAT_12725
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @BOAT_12771 
0002: jump @BOAT_1323 
0002: jump @BOAT_12778 

:BOAT_12771
0002: jump @BOAT_10923 

:BOAT_12778
0002: jump @BOAT_11294 

:BOAT_12785
00D6: if 
0038:   $8189 == 5 // integer values 
004D: jump_if_false @BOAT_19792 

:BOAT_12803
0050: gosub @BOAT_34020 

:BOAT_12810
01B4: set_player $PLAYER_CHAR frozen_state 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor_instantly 47@ 
0129: 47@ = create_actor 24 #OMOBOAT in_car 46@ driverseat 
0687: clear_actor_task 47@ 
0825: instantly_spin_flying_vehicle 46@ rotor_blade 
00AD: set_car 46@ max_speed_to 250.0 
04A2: heli 46@ fly_to -2303.627 2105.29 200.0 speed 200.0 200.0 
00A5: 37@ = create_car #VORTEX at -2014.267 2365.429 6.0509 
0229: set_car 37@ color_to 6 2 
0175: set_car 37@ z_angle_to 111.0 
0129: 39@ = create_actor 24 #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
0038:   $8191 == 0 // integer values 
004D: jump_if_false @BOAT_13027 
067A: put_camera_on_car 46@ offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
0051: return 

:BOAT_13027
0050: gosub @BOAT_33612 
03E5: text_box 'BOAT_H2'  // Nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, hogy befejezd a vizsgt.
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_13156 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_34153 
0519: lock_vehicle 37@ in_current_position 1 

:BOAT_13156
0006: 35@ = 0 // integer values 

:BOAT_13163
0001: wait 0 ms 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @BOAT_13199 
03CF: load_wav 6200 as 3 
0006: 35@ = 1 // integer values 

:BOAT_13199
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @BOAT_13239 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_13239 
0006: 35@ = 2 // integer values 

:BOAT_13239
00D6: if 
0735:   87 
004D: jump_if_false @BOAT_13261 
0006: 162@ = 99 // integer values 

:BOAT_13261
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_13351 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_13351 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 // floating-point values 
000F: 186@ -= 150.0 // floating-point values 
04A2: heli 46@ fly_to 185@ 186@ 187@ speed 200.0 200.0 

:BOAT_13351
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_13382 
0006: 164@ = 2 // integer values 
0002: jump @BOAT_19598 

:BOAT_13382
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 // integer values 
004D: jump_if_false @BOAT_13414 
0002: jump @BOAT_37691 

:BOAT_13414
00D6: if 
0039:   162@ == 0 // integer values 
004D: jump_if_false @BOAT_13555 
00BC: text_highpriority 'BOAT_C1' 4000 ms 1  // ~s~Naviglj keresztl mindegyik ~y~bja~s~ kztt olyan gyorsan, amennyire csak lehet.
00D6: if or
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @BOAT_13555 
0971: (unknown) 
0085: 211@ = 231@ // integer values and handles 
0085: 210@ = 230@ // integer values and handles 
0085: 209@ = 229@ // integer values and handles 
097A: (unknown) 198@ 199@ 200@ 65535 
0006: 162@ = 5 // integer values 
0004: $8197 = 0 // integer values 
014F: stop_timer $8197 
03C3: set_timer_with_text_to $8197 type 0 text 'BOAT_T1'  // Id
0519: lock_vehicle 37@ in_current_position 0 

:BOAT_13555
00D6: if 
0019:   162@ > 0 // integer values 
004D: jump_if_false @BOAT_13601 
00D6: if 
0018:   $8197 > 600000 // integer values 
004D: jump_if_false @BOAT_13601 
0006: 162@ = 99 // integer values 

:BOAT_13601
00D6: if 
0039:   162@ == 5 // integer values 
004D: jump_if_false @BOAT_13794 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_13794 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_13794 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 10 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_34153 

:BOAT_13794
00D6: if 
0039:   162@ == 10 // integer values 
004D: jump_if_false @BOAT_13987 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_13987 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_13987 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 15 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_34153 

:BOAT_13987
00D6: if 
0039:   162@ == 15 // integer values 
004D: jump_if_false @BOAT_14180 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14180 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_14180 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 20 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_34153 

:BOAT_14180
00D6: if 
0039:   162@ == 20 // integer values 
004D: jump_if_false @BOAT_14373 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14373 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_14373 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 25 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_34153 

:BOAT_14373
00D6: if 
0039:   162@ == 25 // integer values 
004D: jump_if_false @BOAT_14566 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14566 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_14566 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 30 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_34153 

:BOAT_14566
00D6: if 
0039:   162@ == 30 // integer values 
004D: jump_if_false @BOAT_14759 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14759 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_14759 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 35 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_34153 

:BOAT_14759
00D6: if 
0039:   162@ == 35 // integer values 
004D: jump_if_false @BOAT_14952 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14952 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_14952 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 40 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 72@ 
0188: 54@ = create_marker_above_object 73@ 
0050: gosub @BOAT_34153 

:BOAT_14952
00D6: if 
0039:   162@ == 40 // integer values 
004D: jump_if_false @BOAT_15145 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_15145 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_15145 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 45 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 72@ position_to 198@ 199@ 200@ 
01BB: store_object 73@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 72@ 
0188: 51@ = create_marker_above_object 73@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 74@ 
0188: 54@ = create_marker_above_object 75@ 
0050: gosub @BOAT_34153 

:BOAT_15145
00D6: if 
0039:   162@ == 45 // integer values 
004D: jump_if_false @BOAT_15338 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_15338 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_15338 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 50 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 74@ position_to 198@ 199@ 200@ 
01BB: store_object 75@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 74@ 
0188: 51@ = create_marker_above_object 75@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 76@ 
0188: 54@ = create_marker_above_object 77@ 
0050: gosub @BOAT_34153 

:BOAT_15338
00D6: if 
0039:   162@ == 50 // integer values 
004D: jump_if_false @BOAT_15531 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_15531 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_15531 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 55 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 76@ position_to 198@ 199@ 200@ 
01BB: store_object 77@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 76@ 
0188: 51@ = create_marker_above_object 77@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 78@ 
0188: 54@ = create_marker_above_object 79@ 
0050: gosub @BOAT_34153 

:BOAT_15531
00D6: if 
0039:   162@ == 55 // integer values 
004D: jump_if_false @BOAT_15724 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_15724 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_15724 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 60 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 78@ position_to 198@ 199@ 200@ 
01BB: store_object 79@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 78@ 
0188: 51@ = create_marker_above_object 79@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 80@ 
0188: 54@ = create_marker_above_object 81@ 
0050: gosub @BOAT_34153 

:BOAT_15724
00D6: if 
0039:   162@ == 60 // integer values 
004D: jump_if_false @BOAT_16005 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_16005 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_16005 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 65 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 80@ position_to 198@ 199@ 200@ 
01BB: store_object 81@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 80@ 
0188: 51@ = create_marker_above_object 81@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 82@ 
0188: 54@ = create_marker_above_object 83@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BOAT_16005 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @BOAT_16005 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @BOAT_15971 
03D1: play_wav 3 

:BOAT_15971
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 0 3 

:BOAT_16005
00D6: if 
0039:   162@ == 65 // integer values 
004D: jump_if_false @BOAT_16286 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_16286 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_16286 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 70 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 82@ position_to 198@ 199@ 200@ 
01BB: store_object 83@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 82@ 
0188: 51@ = create_marker_above_object 83@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 84@ 
0188: 54@ = create_marker_above_object 85@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_16286 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_16286 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @BOAT_16252 
03D1: play_wav 3 

:BOAT_16252
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_16286
00D6: if 
0039:   162@ == 70 // integer values 
004D: jump_if_false @BOAT_16545 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_16545 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_16545 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 75 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 84@ position_to 198@ 199@ 200@ 
01BB: store_object 85@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 84@ 
0188: 51@ = create_marker_above_object 85@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 86@ 
0188: 54@ = create_marker_above_object 87@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_16545 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_16545 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_16545
00D6: if 
0039:   162@ == 75 // integer values 
004D: jump_if_false @BOAT_16826 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_16826 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_16826 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 80 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 86@ position_to 198@ 199@ 200@ 
01BB: store_object 87@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 86@ 
0188: 51@ = create_marker_above_object 87@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 88@ 
0188: 54@ = create_marker_above_object 89@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_16826 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_16826 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @BOAT_16792 
03D1: play_wav 3 

:BOAT_16792
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_16826
00D6: if 
0039:   162@ == 80 // integer values 
004D: jump_if_false @BOAT_17085 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_17085 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_17085 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 82 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 88@ position_to 198@ 199@ 200@ 
01BB: store_object 89@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 88@ 
0188: 51@ = create_marker_above_object 89@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 90@ 
0188: 54@ = create_marker_above_object 91@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_17085 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_17085 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_17085
00D6: if 
0039:   162@ == 82 // integer values 
004D: jump_if_false @BOAT_17366 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_17366 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_17366 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 84 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 90@ position_to 198@ 199@ 200@ 
01BB: store_object 91@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 90@ 
0188: 51@ = create_marker_above_object 91@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 92@ 
0188: 54@ = create_marker_above_object 93@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_17366 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_17366 
00D6: if 
0039:   35@ == 2 // integer values 
004D: jump_if_false @BOAT_17332 
03D1: play_wav 3 

:BOAT_17332
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_17366
00D6: if 
0039:   162@ == 84 // integer values 
004D: jump_if_false @BOAT_17625 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_17625 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_17625 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 86 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 92@ position_to 198@ 199@ 200@ 
01BB: store_object 93@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 92@ 
0188: 51@ = create_marker_above_object 93@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 94@ 
0188: 54@ = create_marker_above_object 95@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_17625 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_17625 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_17625
00D6: if 
0039:   162@ == 86 // integer values 
004D: jump_if_false @BOAT_17884 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_17884 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_17884 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 88 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 94@ position_to 198@ 199@ 200@ 
01BB: store_object 95@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 94@ 
0188: 51@ = create_marker_above_object 95@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 96@ 
0188: 54@ = create_marker_above_object 97@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_17884 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_17884 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_17884
00D6: if 
0039:   162@ == 88 // integer values 
004D: jump_if_false @BOAT_18143 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18143 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_18143 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 90 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 96@ position_to 198@ 199@ 200@ 
01BB: store_object 97@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 96@ 
0188: 51@ = create_marker_above_object 97@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 98@ 
0188: 54@ = create_marker_above_object 99@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_18143 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_18143 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 0 3 

:BOAT_18143
00D6: if 
0039:   162@ == 90 // integer values 
004D: jump_if_false @BOAT_18320 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18320 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_18320 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 91 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 98@ position_to 198@ 199@ 200@ 
01BB: store_object 99@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 98@ 
0188: 51@ = create_marker_above_object 99@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_34153 

:BOAT_18320
00D6: if 
0039:   162@ == 91 // integer values 
004D: jump_if_false @BOAT_18436 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18436 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_18436 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_33' 1000 ms 1  // ~s~Clbartl!
0006: 162@ = 99 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_18436
00D6: if 
0039:   162@ == 92 // integer values 
004D: jump_if_false @BOAT_18629 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18629 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_18629 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 93 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 102@ position_to 198@ 199@ 200@ 
01BB: store_object 103@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 102@ 
0188: 51@ = create_marker_above_object 103@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 104@ 
0188: 54@ = create_marker_above_object 105@ 
0050: gosub @BOAT_34153 

:BOAT_18629
00D6: if 
0039:   162@ == 93 // integer values 
004D: jump_if_false @BOAT_18822 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18822 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_18822 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 94 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 104@ position_to 198@ 199@ 200@ 
01BB: store_object 105@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 104@ 
0188: 51@ = create_marker_above_object 105@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 56@ 
0188: 54@ = create_marker_above_object 57@ 
0050: gosub @BOAT_34153 

:BOAT_18822
00D6: if 
0039:   162@ == 94 // integer values 
004D: jump_if_false @BOAT_18999 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18999 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_18999 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_31' 1000 ms 1  // ~y~Ellenrzpont
0006: 162@ = 97 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_34153 

:BOAT_18999
00D6: if 
0039:   162@ == 97 // integer values 
004D: jump_if_false @BOAT_19115 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_19115 
00D6: if 
05F8:   $PLAYER_ACTOR 198@ 199@ 195@ 196@ 3.0 0 
004D: jump_if_false @BOAT_19115 
097A: (unknown) 198@ 199@ 200@ 249@ 
00BC: text_highpriority 'BOAT_33' 1000 ms 1  // ~s~Clbartl!
0006: 162@ = 99 // integer values 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_19115
00D6: if 
0039:   162@ == 99 // integer values 
004D: jump_if_false @BOAT_19785 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if 
001E:   $1967 > 168@ // integer values 
004D: jump_if_false @BOAT_19373 
008B: 169@ = $1967 // integer values and handles 
008A: $1967 = 168@ // integer values and handles 
0006: 167@ = 1 // integer values 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 // integer values 
004D: jump_if_false @BOAT_19273 
00D6: if 
0038:   $1984 == 0 // integer values 
004D: jump_if_false @BOAT_19273 
0004: $1984 = 1 // integer values 
0004: $1983 = 1 // integer values 
0004: $1982 = 1 // integer values 

:BOAT_19273
00D6: if 
0038:   $8195 == 3 // integer values 
004D: jump_if_false @BOAT_19323 
00D6: if 
0038:   $1983 == 0 // integer values 
004D: jump_if_false @BOAT_19323 
0004: $1983 = 1 // integer values 
0004: $1982 = 1 // integer values 

:BOAT_19323
00D6: if 
0038:   $8195 == 2 // integer values 
004D: jump_if_false @BOAT_19366 
00D6: if 
0038:   $1982 == 0 // integer values 
004D: jump_if_false @BOAT_19366 
0004: $1982 = 1 // integer values 

:BOAT_19366
0002: jump @BOAT_19380 

:BOAT_19373
0004: $8195 = 0 // integer values 

:BOAT_19380
00D6: if 
0038:   $1962 == 5 // integer values 
004D: jump_if_false @BOAT_19445 
00D6: if 
001D:   228@ > 168@ // integer values 
004D: jump_if_false @BOAT_19445 
0006: 167@ = 2 // integer values 
0004: $1962 = 5 // integer values 
0006: 251@ = 1 // integer values 
0006: 164@ = 2 // integer values 

:BOAT_19445
0006: 32@ = 0 // integer values 

:BOAT_19452
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BOAT_19598 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BOAT_19532 
0006: 164@ = 2 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_19598 

:BOAT_19532
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 // integer values 
004D: jump_if_false @BOAT_19591 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0002: jump @BOAT_19598 

:BOAT_19591
0002: jump @BOAT_19452 

:BOAT_19598
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @BOAT_19778 
00D6: if 
0039:   251@ == 1 // integer values 
004D: jump_if_false @BOAT_19764 
00D6: if 
0038:   $MISSION_BOAT_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @BOAT_19764 
016A: fade 0 1000 ms 

:BOAT_19673
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_19697 
0001: wait 0 ms 
0002: jump @BOAT_19673 

:BOAT_19697
0173: set_actor $PLAYER_ACTOR z_angle_to 177@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_camera -2185.335 2410.409 3.9752 
016A: fade 1 2000 ms 

:BOAT_19733
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_19757 
0001: wait 0 ms 
0002: jump @BOAT_19733 

:BOAT_19757
0002: jump @BOAT_37731 

:BOAT_19764
0002: jump @BOAT_1323 
0002: jump @BOAT_19785 

:BOAT_19778
0002: jump @BOAT_12803 

:BOAT_19785
0002: jump @BOAT_13163 

:BOAT_19792
0006: 158@ = 0 // integer values 
0006: 159@ = 0 // integer values 
0006: 160@ = 0 // integer values 
0006: 161@ = 0 // integer values 
0006: 162@ = 0 // integer values 
0004: $8197 = 0 // integer values 
0006: 163@ = 0 // integer values 
0006: 164@ = 0 // integer values 
0006: 165@ = 0 // integer values 
0006: 166@ = 0 // integer values 
0006: 167@ = 0 // integer values 
0006: 168@ = 0 // integer values 
0006: 48@ = 1000 // integer values 
0007: 188@ = 0.0 // floating-point values 
0007: 189@ = 0.0 // floating-point values 
0007: 190@ = 0.0 // floating-point values 
0006: 191@ = 0 // integer values 
0006: 207@ = 0 // integer values 
0006: 208@ = 0 // integer values 
0007: 49@ = 0.0 // floating-point values 
0006: 211@ = 0 // integer values 
0006: 210@ = 0 // integer values 
0006: 209@ = 0 // integer values 
0006: 233@ = 0 // integer values 
0007: 192@ = 0.0 // floating-point values 
0007: 193@ = 0.0 // floating-point values 
0007: 194@ = 0.0 // floating-point values 
0051: return 

:BOAT_20005
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BOAT_20061 
00D6: if 
0039:   166@ == 1 // integer values 
004D: jump_if_false @BOAT_20054 
0006: 166@ = 0 // integer values 
0006: 165@ = 1 // integer values 

:BOAT_20054
0002: jump @BOAT_20086 

:BOAT_20061
00D6: if 
0039:   166@ == 0 // integer values 
004D: jump_if_false @BOAT_20086 
0006: 166@ = 1 // integer values 

:BOAT_20086
0051: return 

:BOAT_20088
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
0038:   $8189 == 1 // integer values 
004D: jump_if_false @BOAT_20155 
0396: 1 useless_flag 
02D4: unknown_turn_off_car 37@ engine 
04BA: set_car 37@ speed_instantly 0.0 
0519: lock_vehicle 37@ in_current_position 0 
0323: unknown_car 37@ flag 1 
0519: lock_vehicle 37@ in_current_position 0 

:BOAT_20155
00D6: if 
0018:   $8189 > 1 // integer values 
004D: jump_if_false @BOAT_20338 
0396: 1 useless_flag 
0006: 33@ = 0 // integer values 

:BOAT_20184
00D6: if 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @BOAT_20214 
0001: wait 0 ms 
0002: jump @BOAT_20184 

:BOAT_20214
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_20338 
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_20271 
00D6: if 
8038:   not  $8189 == 5 // integer values 
004D: jump_if_false @BOAT_20271 
02D4: unknown_turn_off_car 37@ engine 

:BOAT_20271
04BA: set_car 37@ speed_instantly 0.0 
0519: lock_vehicle 37@ in_current_position 0 
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_20331 
00D6: if 
8038:   not  $8189 == 5 // integer values 
004D: jump_if_false @BOAT_20331 
0323: unknown_car 37@ flag 1 

:BOAT_20331
0519: lock_vehicle 37@ in_current_position 0 

:BOAT_20338
0051: return 

:BOAT_20340
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_20407 
00D6: if 
0039:   163@ == 1 // integer values 
004D: jump_if_false @BOAT_20400 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @BOAT_20400 
0006: 164@ = 1 // integer values 

:BOAT_20400
0002: jump @BOAT_20414 

:BOAT_20407
0006: 164@ = 1 // integer values 

:BOAT_20414
0051: return 

:BOAT_20416
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_20603 
008B: 208@ = $8197 // integer values and handles 
0006: 233@ = 0 // integer values 
0006: 48@ = 1000 // integer values 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_20481 
0227: 250@ = car 37@ health 

:BOAT_20481
00D6: if 
0038:   $8189 == 5 // integer values 
004D: jump_if_false @BOAT_20506 
000A: 250@ += 120 // integer values 

:BOAT_20506
00D6: if 
001B:   1000 > 250@ // integer values 
004D: jump_if_false @BOAT_20533 
0006: 233@ = 5000 // integer values 

:BOAT_20533
00D6: if 
001B:   995 > 250@ // integer values 
004D: jump_if_false @BOAT_20560 
0006: 233@ = 7000 // integer values 

:BOAT_20560
00D6: if 
001B:   990 > 250@ // integer values 
004D: jump_if_false @BOAT_20587 
0006: 233@ = 10000 // integer values 

:BOAT_20587
0085: 168@ = 208@ // integer values and handles 
005A: 168@ += 233@ // integer values 

:BOAT_20603
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_20757 
008B: 208@ = $8197 // integer values and handles 
0006: 233@ = 0 // integer values 
0006: 48@ = 1000 // integer values 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_20668 
0227: 250@ = car 37@ health 

:BOAT_20668
00D6: if 
001B:   995 > 250@ // integer values 
004D: jump_if_false @BOAT_20695 
0006: 233@ = 5000 // integer values 

:BOAT_20695
00D6: if 
001B:   990 > 250@ // integer values 
004D: jump_if_false @BOAT_20722 
0006: 233@ = 10000 // integer values 

:BOAT_20722
00D6: if 
001B:   985 > 250@ // integer values 
004D: jump_if_false @BOAT_20749 
0006: 233@ = 15000 // integer values 

:BOAT_20749
0092: 168@ = float_to_integer 246@ 

:BOAT_20757
0051: return 

:BOAT_20759
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_21186 
00D6: if 
0039:   191@ == 0 // integer values 
004D: jump_if_false @BOAT_20898 
00AA: store_car 37@ position_to 188@ 189@ 190@ 
000B: 190@ += 5.0 // floating-point values 
0407: create_coordinate 188@ 189@ 190@ from_car 37@ offset 10.0 0.0 5.0 
015F: set_camera_position 188@ 189@ 190@ 0.0 0.0 0.0 
0158: camera_on_vehicle 37@ 15 1 
0460: set_camera_pointing_time 50.0 2000 
0006: 191@ = 1 // integer values 

:BOAT_20898
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @BOAT_21035 
00D6: if 
001B:   6000 > 32@ // integer values 
004D: jump_if_false @BOAT_21035 
00D6: if 
0039:   191@ == 1 // integer values 
004D: jump_if_false @BOAT_21035 
0407: create_coordinate 188@ 189@ 190@ from_car 37@ offset 0.0 10.0 5.0 
015F: set_camera_position 188@ 189@ 190@ 0.0 0.0 0.0 
0158: camera_on_vehicle 37@ 15 1 
0460: set_camera_pointing_time 50.0 2000 
0006: 191@ = 2 // integer values 

:BOAT_21035
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @BOAT_21153 
00D6: if 
0039:   191@ == 2 // integer values 
004D: jump_if_false @BOAT_21153 
0407: create_coordinate 188@ 189@ 190@ from_car 37@ offset -10.0 0.0 5.0 
015F: set_camera_position 188@ 189@ 190@ 0.0 0.0 0.0 
0158: camera_on_vehicle 37@ 15 1 
0460: set_camera_pointing_time 50.0 2000 
0006: 191@ = 3 // integer values 

:BOAT_21153
00D6: if 
0019:   32@ > 9000 // integer values 
004D: jump_if_false @BOAT_21186 
0006: 191@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:BOAT_21186
0051: return 

:BOAT_21188
0004: $8195 = 0 // integer values 
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_21444 
00D6: if 
001D:   209@ > 168@ // integer values 
004D: jump_if_false @BOAT_21299 
00D6: if 
001D:   168@ > 210@ // integer values 
004D: jump_if_false @BOAT_21299 
00D6: if and
001D:   209@ > 169@ // integer values 
001D:   169@ > 210@ // integer values 
004D: jump_if_false @BOAT_21292 
0004: $8195 = 0 // integer values 
0002: jump @BOAT_21299 

:BOAT_21292
0004: $8195 = 2 // integer values 

:BOAT_21299
00D6: if 
001D:   210@ > 168@ // integer values 
004D: jump_if_false @BOAT_21385 
00D6: if 
001D:   168@ > 211@ // integer values 
004D: jump_if_false @BOAT_21385 
00D6: if and
001D:   210@ > 169@ // integer values 
001D:   169@ > 211@ // integer values 
004D: jump_if_false @BOAT_21378 
0004: $8195 = 0 // integer values 
0002: jump @BOAT_21385 

:BOAT_21378
0004: $8195 = 3 // integer values 

:BOAT_21385
00D6: if 
001D:   211@ > 168@ // integer values 
004D: jump_if_false @BOAT_21444 
00D6: if 
001D:   211@ > 169@ // integer values 
004D: jump_if_false @BOAT_21437 
0004: $8195 = 0 // integer values 
0002: jump @BOAT_21444 

:BOAT_21437
0004: $8195 = 4 // integer values 

:BOAT_21444
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_21717 
00D6: if or
001D:   168@ > 209@ // integer values 
003B:   168@ == 209@ // integer values 
004D: jump_if_false @BOAT_21556 
00D6: if 
001D:   210@ > 168@ // integer values 
004D: jump_if_false @BOAT_21556 
00D6: if and
001D:   169@ > 209@ // integer values 
001D:   210@ > 169@ // integer values 
004D: jump_if_false @BOAT_21549 
0004: $8195 = 0 // integer values 
0002: jump @BOAT_21556 

:BOAT_21549
0004: $8195 = 2 // integer values 

:BOAT_21556
00D6: if or
001D:   168@ > 210@ // integer values 
003B:   168@ == 210@ // integer values 
004D: jump_if_false @BOAT_21650 
00D6: if 
001D:   211@ > 168@ // integer values 
004D: jump_if_false @BOAT_21650 
00D6: if and
001D:   169@ > 210@ // integer values 
001D:   211@ > 169@ // integer values 
004D: jump_if_false @BOAT_21643 
0004: $8195 = 0 // integer values 
0002: jump @BOAT_21650 

:BOAT_21643
0004: $8195 = 3 // integer values 

:BOAT_21650
00D6: if or
001D:   168@ > 211@ // integer values 
003B:   168@ == 211@ // integer values 
004D: jump_if_false @BOAT_21717 
00D6: if 
001D:   169@ > 211@ // integer values 
004D: jump_if_false @BOAT_21710 
0004: $8195 = 0 // integer values 
0002: jump @BOAT_21717 

:BOAT_21710
0004: $8195 = 4 // integer values 

:BOAT_21717
0051: return 

:BOAT_21719
0826: toggle_hud 0 
0581: toggle_radar 0 
00D6: if 
001A:   2 > $8195 // integer values 
004D: jump_if_false @BOAT_21850 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_21810 
0937: (unknown) 122.0 240.0 520.0 400.0 'BOAT_75' 3  // Eredmnyek
0002: jump @BOAT_21843 

:BOAT_21810
0937: (unknown) 152.0 240.0 490.0 400.0 'BOAT_75' 3  // Eredmnyek

:BOAT_21843
0002: jump @BOAT_21948 

:BOAT_21850
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_21915 
0937: (unknown) 122.0 220.0 520.0 400.0 'DUMMY' 3 
0002: jump @BOAT_21948 

:BOAT_21915
0937: (unknown) 152.0 220.0 490.0 400.0 'DUMMY' 3 

:BOAT_21948
0050: gosub @BOAT_33376 
0050: gosub @BOAT_33376 
00D6: if 
0019:   48@ > 0 // integer values 
004D: jump_if_false @BOAT_24257 
00BE: text_clear_all 
0050: gosub @BOAT_33376 
0345: set_text_draw_in_box 0 
0904: (unknown) 3 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0007: 241@ = 0.0 // floating-point values 
0093: 241@ = integer_to_float 208@ 
0017: 241@ /= 1000.0 // floating-point values 
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_22153 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_22127 
07FC: (unknown) 145.0 275.0 'BOAT_7' 241@ 2  // Futott id:
0002: jump @BOAT_22153 

:BOAT_22127
07FC: (unknown) 180.0 275.0 'BOAT_7' 241@ 2  // Futott id:

:BOAT_22153
0050: gosub @BOAT_33376 
0904: (unknown) 3 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0007: 240@ = 0.0 // floating-point values 
0093: 240@ = integer_to_float 233@ 
0017: 240@ /= 1000.0 // floating-point values 
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_22320 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_22294 
07FC: (unknown) 145.0 295.0 'BOAT_9' 240@ 2  // Srls bntets:
0002: jump @BOAT_22320 

:BOAT_22294
07FC: (unknown) 180.0 295.0 'BOAT_9' 240@ 2  // Srls bntets:

:BOAT_22320
0050: gosub @BOAT_33376 
00D6: if or
0039:   167@ == 1 // integer values 
0039:   167@ == 2 // integer values 
004D: jump_if_false @BOAT_22389 
0904: (unknown) 3 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0002: jump @BOAT_22419 

:BOAT_22389
0904: (unknown) 3 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 

:BOAT_22419
0007: 242@ = 0.0 // floating-point values 
0093: 242@ = integer_to_float 168@ 
0017: 242@ /= 1000.0 // floating-point values 
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_22549 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_22523 
07FC: (unknown) 145.0 315.0 'BOAT_10' 242@ 2  // sszes id:
0002: jump @BOAT_22549 

:BOAT_22523
07FC: (unknown) 180.0 315.0 'BOAT_10' 242@ 2  // sszes id:

:BOAT_22549
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_22833 
00D6: if 
0021:   246@ > 0.0 // floating-point values 
004D: jump_if_false @BOAT_22759 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_22646 
07FC: (unknown) 145.0 315.0 'BOAT_11' 246@ 2  // Ugrats tvolsga:
0002: jump @BOAT_22752 

:BOAT_22646
00D6: if 
0039:   252@ == 3 // integer values 
004D: jump_if_false @BOAT_22690 
07FC: (unknown) 175.0 315.0 'BOAT_11' 246@ 2  // Ugrats tvolsga:

:BOAT_22690
00D6: if 
8039:   not  252@ == 3 // integer values 
004D: jump_if_false @BOAT_22752 
00D6: if 
8039:   not  252@ == 4 // integer values 
004D: jump_if_false @BOAT_22752 
07FC: (unknown) 180.0 315.0 'BOAT_11' 246@ 2  // Ugrats tvolsga:

:BOAT_22752
0002: jump @BOAT_22833 

:BOAT_22759
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_22812 
033E: text_draw 145.0 315.0 'BOAT_12'  // Hibs ugrats!
0002: jump @BOAT_22833 

:BOAT_22812
033E: text_draw 180.0 315.0 'BOAT_12'  // Hibs ugrats!

:BOAT_22833
0050: gosub @BOAT_33376 
0340: set_text_draw_color 255 255 255 255 
0007: 241@ = 0.0 // floating-point values 
0093: 241@ = integer_to_float 208@ 
0017: 241@ /= 1000.0 // floating-point values 
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_22984 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_22958 
07FC: (unknown) 425.0 275.0 'BOAT_77' 241@ 2  // ~1~:~1~s
0002: jump @BOAT_22984 

:BOAT_22958
07FC: (unknown) 390.0 275.0 'BOAT_77' 241@ 2  // ~1~:~1~s

:BOAT_22984
0050: gosub @BOAT_33376 
0904: (unknown) 0 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0007: 240@ = 0.0 // floating-point values 
0093: 240@ = integer_to_float 233@ 
0017: 240@ /= 1000.0 // floating-point values 
00D6: if 
0021:   240@ > 0.0 // floating-point values 
004D: jump_if_false @BOAT_23107 
0904: (unknown) 0 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0002: jump @BOAT_23137 

:BOAT_23107
0904: (unknown) 8 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 

:BOAT_23137
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_23239 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_23213 
07FC: (unknown) 425.0 295.0 'BOAT_77' 240@ 2  // ~1~:~1~s
0002: jump @BOAT_23239 

:BOAT_23213
07FC: (unknown) 390.0 295.0 'BOAT_77' 240@ 2  // ~1~:~1~s

:BOAT_23239
0050: gosub @BOAT_33376 
00D6: if or
0039:   167@ == 1 // integer values 
0039:   167@ == 2 // integer values 
004D: jump_if_false @BOAT_23292 
0340: set_text_draw_color 255 255 255 255 
0002: jump @BOAT_23306 

:BOAT_23292
0340: set_text_draw_color 255 255 255 255 

:BOAT_23306
0007: 242@ = 0.0 // floating-point values 
0093: 242@ = integer_to_float 168@ 
0017: 242@ /= 1000.0 // floating-point values 
00D6: if 
8038:   not  $8189 == 4 // integer values 
004D: jump_if_false @BOAT_23436 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_23410 
07FC: (unknown) 425.0 315.0 'BOAT_77' 242@ 2  // ~1~:~1~s
0002: jump @BOAT_23436 

:BOAT_23410
07FC: (unknown) 390.0 315.0 'BOAT_77' 242@ 2  // ~1~:~1~s

:BOAT_23436
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_23566 
00D6: if 
0021:   246@ > 0.0 // floating-point values 
004D: jump_if_false @BOAT_23566 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 // integer values 
004D: jump_if_false @BOAT_23533 
07FC: (unknown) 425.0 315.0 'BOAT_80' 246@ 2  // ~1~:~1~m
0002: jump @BOAT_23559 

:BOAT_23533
07FC: (unknown) 390.0 315.0 'BOAT_80' 246@ 2  // ~1~:~1~m

:BOAT_23559
0002: jump @BOAT_23566 

:BOAT_23566
0904: (unknown) 4 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
033E: text_draw 340.0 345.0 'SCH_PRS'  // ~k~~PED_SPRINT~
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
033E: text_draw 340.0 365.0 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @BOAT_33376 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033E: text_draw 180.0 345.0 'BOAT_76'  // Folytats
0050: gosub @BOAT_33376 
0904: (unknown) 6 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033E: text_draw 180.0 365.0 'BOAT_53'  // Kilps
00D6: if or
0039:   167@ == 1 // integer values 
0039:   167@ == 2 // integer values 
004D: jump_if_false @BOAT_23903 
0050: gosub @BOAT_33492 
033F: set_text_draw_letter_width_height 1.0 3.4 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 323.0 110.0 'BOAT_46'  // j rekord!

:BOAT_23903
00D6: if or
0039:   167@ == 1 // integer values 
0039:   167@ == 2 // integer values 
004D: jump_if_false @BOAT_24250 
00D6: if 
0018:   $8195 > 0 // integer values 
004D: jump_if_false @BOAT_24250 
038D: create_texture 4 position 250.0 219.0 scale -60.0 60.0 color 180 180 180 alpha 255 
038D: create_texture 4 position 392.0 219.0 scale 60.0 60.0 color 180 180 180 alpha 255 
00D6: if 
0038:   $8195 == 2 // integer values 
004D: jump_if_false @BOAT_24072 
038D: create_texture 1 position 320.0 220.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BOAT_24072
00D6: if 
0038:   $8195 == 3 // integer values 
004D: jump_if_false @BOAT_24126 
038D: create_texture 2 position 320.0 220.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BOAT_24126
00D6: if 
0038:   $8195 == 4 // integer values 
004D: jump_if_false @BOAT_24180 
038D: create_texture 3 position 320.0 220.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BOAT_24180
0050: gosub @BOAT_33492 
033F: set_text_draw_letter_width_height 1.0 3.4 
0904: (unknown) 6 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033E: text_draw 323.0 65.0 'BOAT_47'  // j bizonytvnyt szereztl!

:BOAT_24250
0002: jump @BOAT_24845 

:BOAT_24257
0050: gosub @BOAT_33376 
0340: set_text_draw_color 134 155 184 255 
0007: 241@ = 0.0 // floating-point values 
0093: 241@ = integer_to_float 208@ 
0017: 241@ /= 1000.0 // floating-point values 
07FC: (unknown) 30.0 55.0 'BOAT_7' 241@ 2  // Futott id:
0050: gosub @BOAT_33376 
00D6: if or
0039:   167@ == 1 // integer values 
0039:   167@ == 2 // integer values 
004D: jump_if_false @BOAT_24383 
0340: set_text_draw_color 107 148 49 255 
0002: jump @BOAT_24397 

:BOAT_24383
0340: set_text_draw_color 134 155 184 255 

:BOAT_24397
0007: 242@ = 0.0 // floating-point values 
0093: 242@ = integer_to_float 168@ 
0017: 242@ /= 1000.0 // floating-point values 
07FC: (unknown) 30.0 65.0 'BOAT_10' 242@ 2  // sszes id:
00D6: if or
0039:   167@ == 1 // integer values 
0039:   167@ == 2 // integer values 
004D: jump_if_false @BOAT_24516 
0050: gosub @BOAT_33376 
0340: set_text_draw_color 107 148 49 255 
033E: text_draw 260.0 65.0 'BOAT_46'  // j rekord!

:BOAT_24516
00D6: if or
0039:   167@ == 1 // integer values 
0039:   167@ == 2 // integer values 
004D: jump_if_false @BOAT_24845 
00D6: if 
0018:   $8195 > 0 // integer values 
004D: jump_if_false @BOAT_24845 
03E3: (unknown) 1 
038D: create_texture 4 position 68.0 145.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 4 position 210.0 145.0 scale 60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
00D6: if 
0038:   $8195 == 2 // integer values 
004D: jump_if_false @BOAT_24697 
038D: create_texture 1 position 138.0 145.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BOAT_24697
00D6: if 
0038:   $8195 == 3 // integer values 
004D: jump_if_false @BOAT_24751 
038D: create_texture 2 position 138.0 145.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BOAT_24751
00D6: if 
0038:   $8195 == 4 // integer values 
004D: jump_if_false @BOAT_24805 
038D: create_texture 3 position 138.0 145.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BOAT_24805
0050: gosub @BOAT_33376 
0340: set_text_draw_color 107 148 49 255 
033E: text_draw 260.0 172.0 'BOAT_47'  // j bizonytvnyt szereztl!

:BOAT_24845
014F: stop_timer $8197 
0051: return 

:BOAT_24852
016A: fade 0 500 ms 

:BOAT_24859
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_24883 
0001: wait 0 ms 
0002: jump @BOAT_24859 

:BOAT_24883
0826: toggle_hud 1 
0581: toggle_radar 1 
00BE: text_clear_all 
03E6: remove_text_box 
03D6: remove_big_text 'BOAT_46'  // j rekord!
03D6: remove_big_text 'BOAT_47'  // j bizonytvnyt szereztl!
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
0039:   164@ == 2 // integer values 
004D: jump_if_false @BOAT_25007 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BOAT_24986 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
0002: jump @BOAT_25000 

:BOAT_24986
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 

:BOAT_25000
0002: jump @BOAT_25058 

:BOAT_25007
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BOAT_25044 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
0002: jump @BOAT_25058 

:BOAT_25044
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 

:BOAT_25058
0001: wait 0 ms 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor_instantly 39@ 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0001: wait 0 ms 
014F: stop_timer $8197 
0396: 0 useless_flag 
0051: return 

:BOAT_25116
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 225.0 scale 612.0 438.0 color 0 0 0 alpha $8194 
00D6: if 
0038:   $8193 == 1 // integer values 
004D: jump_if_false @BOAT_25238 
00D6: if 
001A:   255 > $8194 // integer values 
004D: jump_if_false @BOAT_25231 
0008: $8194 += 20 // integer values 
00D6: if 
0018:   $8194 > 255 // integer values 
004D: jump_if_false @BOAT_25224 
0004: $8194 = 255 // integer values 

:BOAT_25224
0002: jump @BOAT_25238 

:BOAT_25231
0004: $8193 = 2 // integer values 

:BOAT_25238
00D6: if 
0038:   $8193 == 3 // integer values 
004D: jump_if_false @BOAT_25320 
00D6: if 
0018:   $8194 > 0 // integer values 
004D: jump_if_false @BOAT_25313 
000C: $8194 -= 5 // integer values 
00D6: if 
001A:   0 > $8194 // integer values 
004D: jump_if_false @BOAT_25306 
0004: $8194 = 0 // integer values 

:BOAT_25306
0002: jump @BOAT_25320 

:BOAT_25313
0004: $8193 = 0 // integer values 

:BOAT_25320
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 0.0 scale 640.0 197.0 color 0 0 0 alpha 255 
0050: gosub @BOAT_33492 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
0038:   $8189 == 1 // integer values 
004D: jump_if_false @BOAT_25432 
033E: text_draw 322.0 31.0 'BOAT_A'  // Alap hajzsi tuds
0084: $8196 = $1963 // integer values and handles 
0050: gosub @BOAT_27098 

:BOAT_25432
00D6: if 
0038:   $8189 == 2 // integer values 
004D: jump_if_false @BOAT_25486 
033E: text_draw 322.0 31.0 'BOAT_B'  // Tanfolyam terv
0084: $8196 = $1964 // integer values and handles 
0050: gosub @BOAT_27098 

:BOAT_25486
00D6: if 
0038:   $8189 == 3 // integer values 
004D: jump_if_false @BOAT_25540 
033E: text_draw 322.0 31.0 'BOAT_C'  // Frge lazac
0084: $8196 = $1965 // integer values and handles 
0050: gosub @BOAT_27098 

:BOAT_25540
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_25594 
033E: text_draw 322.0 31.0 'BOAT_D'  // Repl hal
0084: $8196 = $1966 // integer values and handles 
0050: gosub @BOAT_27098 

:BOAT_25594
00D6: if 
0038:   $8189 == 5 // integer values 
004D: jump_if_false @BOAT_25648 
033E: text_draw 322.0 31.0 'BOAT_E'  // Fld, vz s leveg
0084: $8196 = $1967 // integer values and handles 
0050: gosub @BOAT_27098 

:BOAT_25648
0050: gosub @BOAT_33314 
0904: (unknown) 6 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @BOAT_25750 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 360.0 'BOAT_53'  // Kilps
0002: jump @BOAT_25783 

:BOAT_25750
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 360.0 'BOAT_53'  // Kilps

:BOAT_25783
00D6: if 
8038:   not  $8192 == 1 // integer values 
004D: jump_if_false @BOAT_26249 
0050: gosub @BOAT_33314 
0904: (unknown) 6 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @BOAT_25903 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 340.0 'BOAT_54'  // Kezds
0002: jump @BOAT_25936 

:BOAT_25903
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 340.0 'BOAT_54'  // Kezds

:BOAT_25936
00D6: if 
8038:   not  $1962 == 1 // integer values 
004D: jump_if_false @BOAT_26089 
0050: gosub @BOAT_33314 
0904: (unknown) 6 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @BOAT_26056 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BOAT_52'  // Navigls
0002: jump @BOAT_26089 

:BOAT_26056
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BOAT_52'  // Navigls

:BOAT_26089
00D6: if 
0038:   $1962 == 1 // integer values 
004D: jump_if_false @BOAT_26242 
0050: gosub @BOAT_33314 
0904: (unknown) 8 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @BOAT_26209 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BOAT_52'  // Navigls
0002: jump @BOAT_26242 

:BOAT_26209
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BOAT_52'  // Navigls

:BOAT_26242
0002: jump @BOAT_26384 

:BOAT_26249
0050: gosub @BOAT_33314 
0904: (unknown) 6 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 // integer values 
004D: jump_if_false @BOAT_26351 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BOAT_52'  // Navigls
0002: jump @BOAT_26384 

:BOAT_26351
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BOAT_52'  // Navigls

:BOAT_26384
0050: gosub @BOAT_33314 
0340: set_text_draw_color 248 211 7 255 
0904: (unknown) 4 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033E: text_draw 150.0 360.0 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8038:   not  $8192 == 1 // integer values 
004D: jump_if_false @BOAT_26762 
0050: gosub @BOAT_33314 
0904: (unknown) 4 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 150.0 340.0 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $1962 == 1 // integer values 
004D: jump_if_false @BOAT_26655 
0050: gosub @BOAT_33314 
0904: (unknown) 4 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_width_height 1.45 2.0 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'BOAT_72'  // ~<~~>~

:BOAT_26655
00D6: if 
0038:   $1962 == 1 // integer values 
004D: jump_if_false @BOAT_26755 
0050: gosub @BOAT_33314 
0904: (unknown) 4 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_width_height 1.45 2.0 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'BOAT_72'  // ~<~~>~

:BOAT_26755
0002: jump @BOAT_26844 

:BOAT_26762
0050: gosub @BOAT_33314 
0904: (unknown) 4 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_width_height 1.45 2.0 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'BOAT_72'  // ~<~~>~

:BOAT_26844
033F: set_text_draw_letter_width_height 0.52 1.45 
03E3: (unknown) 1 
038D: create_texture 5 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 160.0 317.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 480.0 317.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 9 position 160.0 435.0 scale 320.0 17.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 9 position 480.0 435.0 scale -320.0 17.0 color 150 150 150 alpha 255 
0051: return 

:BOAT_27098
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 430.0 scale 640.0 250.0 color 0 0 0 alpha 255 
0050: gosub @BOAT_33314 
03E4: set_text_draw_align_right 0 
0904: (unknown) 3 170@ 171@ 172@ 173@ 
0340: set_text_draw_color 170@ 171@ 172@ 173@ 
00D6: if 
0038:   $8189 == 1 // integer values 
004D: jump_if_false @BOAT_27919 
00D6: if 
001F:   212@ > $1963 // integer values 
004D: jump_if_false @BOAT_27483 
0007: 239@ = 0.0 // floating-point values 
008F: 239@ = integer_to_float $8196 
0017: 239@ /= 1000.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_27476 jumps 0 @BOAT_27311 1 @BOAT_27344 2 @BOAT_27377 3 @BOAT_27410 4 @BOAT_27443 -1 @BOAT_27476 -1 @BOAT_27476 

:BOAT_27311
07FC: (unknown) 217.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27344
07FC: (unknown) 200.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27377
07FC: (unknown) 217.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27410
07FC: (unknown) 187.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27443
07FC: (unknown) 193.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27476
0002: jump @BOAT_27777 

:BOAT_27483
0006: 247@ = 0 // integer values 
0007: 234@ = 0.0 // floating-point values 
0093: 234@ = integer_to_float 212@ 
0017: 234@ /= 1000.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_27777 jumps 0 @BOAT_27588 1 @BOAT_27621 2 @BOAT_27654 3 @BOAT_27687 4 @BOAT_27720 -1 @BOAT_27777 -1 @BOAT_27777 

:BOAT_27588
07FC: (unknown) 137.0 75.0 'BOAT_62' 234@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_27777 

:BOAT_27621
07FC: (unknown) 77.0 75.0 'BOAT_62' 234@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_27777 

:BOAT_27654
07FC: (unknown) 77.0 75.0 'BOAT_62' 234@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_27777 

:BOAT_27687
07FC: (unknown) 97.0 75.0 'BOAT_62' 234@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_27777 

:BOAT_27720
033F: set_text_draw_letter_width_height 0.45 1.35 
07FC: (unknown) 93.0 75.0 'BOAT_62' 234@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
033F: set_text_draw_letter_width_height 0.52 1.45 
0002: jump @BOAT_27777 

:BOAT_27777
00D6: if 
001E:   $8196 > 213@ // integer values 
004D: jump_if_false @BOAT_27803 
0004: $8195 = 1 // integer values 

:BOAT_27803
00D6: if 
001F:   213@ > $8196 // integer values 
004D: jump_if_false @BOAT_27848 
00D6: if 
001E:   $8196 > 214@ // integer values 
004D: jump_if_false @BOAT_27848 
0004: $8195 = 2 // integer values 

:BOAT_27848
00D6: if 
001F:   214@ > $8196 // integer values 
004D: jump_if_false @BOAT_27893 
00D6: if 
001E:   $8196 > 215@ // integer values 
004D: jump_if_false @BOAT_27893 
0004: $8195 = 3 // integer values 

:BOAT_27893
00D6: if 
001F:   215@ > $8196 // integer values 
004D: jump_if_false @BOAT_27919 
0004: $8195 = 4 // integer values 

:BOAT_27919
00D6: if 
0038:   $8189 == 2 // integer values 
004D: jump_if_false @BOAT_28655 
00D6: if 
001F:   216@ > $1964 // integer values 
004D: jump_if_false @BOAT_28226 
0007: 239@ = 0.0 // floating-point values 
008F: 239@ = integer_to_float $8196 
0017: 239@ /= 1000.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_28219 jumps 0 @BOAT_28054 1 @BOAT_28087 2 @BOAT_28120 3 @BOAT_28153 4 @BOAT_28186 -1 @BOAT_28219 -1 @BOAT_28219 

:BOAT_28054
07FC: (unknown) 217.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28087
07FC: (unknown) 200.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28120
07FC: (unknown) 217.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28153
07FC: (unknown) 187.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28186
07FC: (unknown) 190.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28219
0002: jump @BOAT_28513 

:BOAT_28226
0007: 235@ = 0.0 // floating-point values 
0093: 235@ = integer_to_float 216@ 
0017: 235@ /= 1000.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_28513 jumps 0 @BOAT_28324 1 @BOAT_28357 2 @BOAT_28390 3 @BOAT_28423 4 @BOAT_28456 -1 @BOAT_28513 -1 @BOAT_28513 

:BOAT_28324
07FC: (unknown) 137.0 75.0 'BOAT_62' 235@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_28513 

:BOAT_28357
07FC: (unknown) 77.0 75.0 'BOAT_62' 235@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_28513 

:BOAT_28390
07FC: (unknown) 77.0 75.0 'BOAT_62' 235@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_28513 

:BOAT_28423
07FC: (unknown) 97.0 75.0 'BOAT_62' 235@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_28513 

:BOAT_28456
033F: set_text_draw_letter_width_height 0.45 1.35 
07FC: (unknown) 88.0 75.0 'BOAT_62' 235@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
033F: set_text_draw_letter_width_height 0.52 1.45 
0002: jump @BOAT_28513 

:BOAT_28513
00D6: if 
001E:   $8196 > 217@ // integer values 
004D: jump_if_false @BOAT_28539 
0004: $8195 = 1 // integer values 

:BOAT_28539
00D6: if 
001F:   217@ > $8196 // integer values 
004D: jump_if_false @BOAT_28584 
00D6: if 
001E:   $8196 > 218@ // integer values 
004D: jump_if_false @BOAT_28584 
0004: $8195 = 2 // integer values 

:BOAT_28584
00D6: if 
001F:   218@ > $8196 // integer values 
004D: jump_if_false @BOAT_28629 
00D6: if 
001E:   $8196 > 219@ // integer values 
004D: jump_if_false @BOAT_28629 
0004: $8195 = 3 // integer values 

:BOAT_28629
00D6: if 
001F:   219@ > $8196 // integer values 
004D: jump_if_false @BOAT_28655 
0004: $8195 = 4 // integer values 

:BOAT_28655
00D6: if 
0038:   $8189 == 3 // integer values 
004D: jump_if_false @BOAT_29401 
00D6: if 
001F:   220@ > $1965 // integer values 
004D: jump_if_false @BOAT_28962 
0007: 239@ = 0.0 // floating-point values 
008F: 239@ = integer_to_float $8196 
0017: 239@ /= 1000.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_28955 jumps 0 @BOAT_28790 1 @BOAT_28823 2 @BOAT_28856 3 @BOAT_28889 4 @BOAT_28922 -1 @BOAT_28955 -1 @BOAT_28955 

:BOAT_28790
07FC: (unknown) 217.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28823
07FC: (unknown) 200.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28856
07FC: (unknown) 217.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28889
07FC: (unknown) 187.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28922
07FC: (unknown) 190.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28955
0002: jump @BOAT_29259 

:BOAT_28962
0007: 236@ = 0.0 // floating-point values 
0093: 236@ = integer_to_float 220@ 
0017: 236@ /= 1000.0 // floating-point values 
0017: 236@ /= 60.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_29259 jumps 0 @BOAT_29070 1 @BOAT_29103 2 @BOAT_29136 3 @BOAT_29169 4 @BOAT_29202 -1 @BOAT_29259 -1 @BOAT_29259 

:BOAT_29070
07FC: (unknown) 142.0 75.0 'BOAT_63' 236@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_29259 

:BOAT_29103
07FC: (unknown) 87.0 75.0 'BOAT_63' 236@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_29259 

:BOAT_29136
07FC: (unknown) 83.0 75.0 'BOAT_63' 236@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_29259 

:BOAT_29169
07FC: (unknown) 112.0 75.0 'BOAT_63' 236@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_29259 

:BOAT_29202
033F: set_text_draw_letter_width_height 0.45 1.35 
07FC: (unknown) 103.0 75.0 'BOAT_63' 236@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
033F: set_text_draw_letter_width_height 0.52 1.45 
0002: jump @BOAT_29259 

:BOAT_29259
00D6: if 
001E:   $8196 > 221@ // integer values 
004D: jump_if_false @BOAT_29285 
0004: $8195 = 1 // integer values 

:BOAT_29285
00D6: if 
001F:   221@ > $8196 // integer values 
004D: jump_if_false @BOAT_29330 
00D6: if 
001E:   $8196 > 222@ // integer values 
004D: jump_if_false @BOAT_29330 
0004: $8195 = 2 // integer values 

:BOAT_29330
00D6: if 
001F:   222@ > $8196 // integer values 
004D: jump_if_false @BOAT_29375 
00D6: if 
001E:   $8196 > 223@ // integer values 
004D: jump_if_false @BOAT_29375 
0004: $8195 = 3 // integer values 

:BOAT_29375
00D6: if 
001F:   223@ > $8196 // integer values 
004D: jump_if_false @BOAT_29401 
0004: $8195 = 4 // integer values 

:BOAT_29401
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_30117 
00D6: if 
001E:   $1966 > 224@ // integer values 
004D: jump_if_false @BOAT_29698 
0007: 239@ = 0.0 // floating-point values 
008F: 239@ = integer_to_float $8196 
0017: 239@ /= 1000.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_29691 jumps 0 @BOAT_29536 1 @BOAT_29567 2 @BOAT_29598 3 @BOAT_29629 4 @BOAT_29660 -1 @BOAT_29691 -1 @BOAT_29691 

:BOAT_29536
045A: text_draw_1number 185.0 75.0 'BOAT_60' $1966  // Leghosszabb ugrats: ~1~ mter
0002: jump @BOAT_29691 

:BOAT_29567
045A: text_draw_1number 167.0 75.0 'BOAT_60' $1966  // Leghosszabb ugrats: ~1~ mter
0002: jump @BOAT_29691 

:BOAT_29598
045A: text_draw_1number 167.0 75.0 'BOAT_60' $1966  // Leghosszabb ugrats: ~1~ mter
0002: jump @BOAT_29691 

:BOAT_29629
045A: text_draw_1number 177.0 75.0 'BOAT_60' $1966  // Leghosszabb ugrats: ~1~ mter
0002: jump @BOAT_29691 

:BOAT_29660
045A: text_draw_1number 160.0 75.0 'BOAT_60' $1966  // Leghosszabb ugrats: ~1~ mter
0002: jump @BOAT_29691 

:BOAT_29691
0002: jump @BOAT_29951 

:BOAT_29698
0007: 237@ = 0.0 // floating-point values 
0093: 237@ = integer_to_float 224@ 
0017: 237@ /= 1000.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_29951 jumps 0 @BOAT_29796 1 @BOAT_29827 2 @BOAT_29858 3 @BOAT_29889 4 @BOAT_29920 -1 @BOAT_29951 -1 @BOAT_29951 

:BOAT_29796
045A: text_draw_1number 153.0 75.0 'BOAT_61' 224@  // A feladat teljestshez ugrass ~1~ mtert
0002: jump @BOAT_29951 

:BOAT_29827
045A: text_draw_1number 103.0 75.0 'BOAT_61' 224@  // A feladat teljestshez ugrass ~1~ mtert
0002: jump @BOAT_29951 

:BOAT_29858
045A: text_draw_1number 93.0 75.0 'BOAT_61' 224@  // A feladat teljestshez ugrass ~1~ mtert
0002: jump @BOAT_29951 

:BOAT_29889
045A: text_draw_1number 123.0 75.0 'BOAT_61' 224@  // A feladat teljestshez ugrass ~1~ mtert
0002: jump @BOAT_29951 

:BOAT_29920
045A: text_draw_1number 103.0 75.0 'BOAT_61' 224@  // A feladat teljestshez ugrass ~1~ mtert
0002: jump @BOAT_29951 

:BOAT_29951
00D6: if 
001F:   225@ > $8196 // integer values 
004D: jump_if_false @BOAT_29977 
0004: $8195 = 1 // integer values 

:BOAT_29977
00D6: if or
001E:   $8196 > 225@ // integer values 
003C:   $8196 == 225@ // integer values 
004D: jump_if_false @BOAT_30030 
00D6: if 
001F:   226@ > $8196 // integer values 
004D: jump_if_false @BOAT_30030 
0004: $8195 = 2 // integer values 

:BOAT_30030
00D6: if or
001E:   $8196 > 226@ // integer values 
003C:   $8196 == 226@ // integer values 
004D: jump_if_false @BOAT_30083 
00D6: if 
001F:   227@ > $8196 // integer values 
004D: jump_if_false @BOAT_30083 
0004: $8195 = 3 // integer values 

:BOAT_30083
00D6: if or
001E:   $8196 > 227@ // integer values 
003C:   $8196 == 227@ // integer values 
004D: jump_if_false @BOAT_30117 
0004: $8195 = 4 // integer values 

:BOAT_30117
00D6: if 
0038:   $8189 == 5 // integer values 
004D: jump_if_false @BOAT_30863 
00D6: if 
001F:   228@ > $1967 // integer values 
004D: jump_if_false @BOAT_30424 
0007: 239@ = 0.0 // floating-point values 
008F: 239@ = integer_to_float $8196 
0017: 239@ /= 1000.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_30417 jumps 0 @BOAT_30252 1 @BOAT_30285 2 @BOAT_30318 3 @BOAT_30351 4 @BOAT_30384 -1 @BOAT_30417 -1 @BOAT_30417 

:BOAT_30252
07FC: (unknown) 217.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30285
07FC: (unknown) 200.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30318
07FC: (unknown) 217.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30351
07FC: (unknown) 187.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30384
07FC: (unknown) 190.0 75.0 'BOAT_58' 239@ 2  // Rekordid ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30417
0002: jump @BOAT_30721 

:BOAT_30424
0007: 238@ = 0.0 // floating-point values 
0093: 238@ = integer_to_float 228@ 
0017: 238@ /= 1000.0 // floating-point values 
0017: 238@ /= 60.0 // floating-point values 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_30721 jumps 0 @BOAT_30532 1 @BOAT_30565 2 @BOAT_30598 3 @BOAT_30631 4 @BOAT_30664 -1 @BOAT_30721 -1 @BOAT_30721 

:BOAT_30532
07FC: (unknown) 144.0 75.0 'BOAT_63' 238@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_30721 

:BOAT_30565
07FC: (unknown) 87.0 75.0 'BOAT_63' 238@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_30721 

:BOAT_30598
07FC: (unknown) 88.0 75.0 'BOAT_63' 238@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_30721 

:BOAT_30631
07FC: (unknown) 117.0 75.0 'BOAT_63' 238@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
0002: jump @BOAT_30721 

:BOAT_30664
033F: set_text_draw_letter_width_height 0.45 1.35 
07FC: (unknown) 103.0 75.0 'BOAT_63' 238@ 1  // A sikeres vizsghoz ~1~ perc alatt kell teljestened
033F: set_text_draw_letter_width_height 0.52 1.45 
0002: jump @BOAT_30721 

:BOAT_30721
00D6: if 
001E:   $8196 > 229@ // integer values 
004D: jump_if_false @BOAT_30747 
0004: $8195 = 1 // integer values 

:BOAT_30747
00D6: if 
001F:   229@ > $8196 // integer values 
004D: jump_if_false @BOAT_30792 
00D6: if 
001E:   $8196 > 230@ // integer values 
004D: jump_if_false @BOAT_30792 
0004: $8195 = 2 // integer values 

:BOAT_30792
00D6: if 
001F:   230@ > $8196 // integer values 
004D: jump_if_false @BOAT_30837 
00D6: if 
001E:   $8196 > 231@ // integer values 
004D: jump_if_false @BOAT_30837 
0004: $8195 = 3 // integer values 

:BOAT_30837
00D6: if 
001F:   231@ > $8196 // integer values 
004D: jump_if_false @BOAT_30863 
0004: $8195 = 4 // integer values 

:BOAT_30863
00D6: if 
0018:   $8195 > 1 // integer values 
004D: jump_if_false @BOAT_30968 
03E3: (unknown) 1 
038D: create_texture 4 position 250.0 306.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 4 position 395.0 306.0 scale 60.0 60.0 color 180 180 180 alpha 255 
0002: jump @BOAT_31048 

:BOAT_30968
03E3: (unknown) 1 
038D: create_texture 7 position 250.0 306.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 7 position 395.0 306.0 scale 60.0 60.0 color 180 180 180 alpha 255 

:BOAT_31048
03E3: (unknown) 1 
00D6: if 
0038:   $8195 == 1 // integer values 
004D: jump_if_false @BOAT_31337 
038D: create_texture 6 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @BOAT_33314 
0340: set_text_draw_color 166 202 240 255 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_31337 jumps 0 @BOAT_31197 1 @BOAT_31225 2 @BOAT_31253 3 @BOAT_31281 4 @BOAT_31309 -1 @BOAT_31337 -1 @BOAT_31337 

:BOAT_31197
033E: text_draw 266.0 375.0 'BOAT_64'  // NINCS RDEM
0002: jump @BOAT_31337 

:BOAT_31225
033E: text_draw 216.0 375.0 'BOAT_64'  // NINCS RDEM
0002: jump @BOAT_31337 

:BOAT_31253
033E: text_draw 233.0 375.0 'BOAT_64'  // NINCS RDEM
0002: jump @BOAT_31337 

:BOAT_31281
033E: text_draw 216.0 375.0 'BOAT_64'  // NINCS RDEM
0002: jump @BOAT_31337 

:BOAT_31309
033E: text_draw 216.0 375.0 'BOAT_64'  // NINCS RDEM
0002: jump @BOAT_31337 

:BOAT_31337
00D6: if 
0038:   $8195 == 2 // integer values 
004D: jump_if_false @BOAT_31622 
038D: create_texture 1 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @BOAT_33314 
0340: set_text_draw_color 166 202 240 255 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_31622 jumps 0 @BOAT_31482 1 @BOAT_31510 2 @BOAT_31538 3 @BOAT_31566 4 @BOAT_31594 -1 @BOAT_31622 -1 @BOAT_31622 

:BOAT_31482
033E: text_draw 280.0 375.0 'BOAT_57'  // BRONZ
0002: jump @BOAT_31622 

:BOAT_31510
033E: text_draw 280.0 375.0 'BOAT_57'  // BRONZ
0002: jump @BOAT_31622 

:BOAT_31538
033E: text_draw 280.0 375.0 'BOAT_57'  // BRONZ
0002: jump @BOAT_31622 

:BOAT_31566
033E: text_draw 280.0 375.0 'BOAT_57'  // BRONZ
0002: jump @BOAT_31622 

:BOAT_31594
033E: text_draw 280.0 375.0 'BOAT_57'  // BRONZ
0002: jump @BOAT_31622 

:BOAT_31622
00D6: if 
0038:   $8195 == 3 // integer values 
004D: jump_if_false @BOAT_31907 
038D: create_texture 2 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @BOAT_33314 
0340: set_text_draw_color 166 202 240 255 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_31907 jumps 0 @BOAT_31767 1 @BOAT_31795 2 @BOAT_31823 3 @BOAT_31851 4 @BOAT_31879 -1 @BOAT_31907 -1 @BOAT_31907 

:BOAT_31767
033E: text_draw 283.0 375.0 'BOAT_56'  // EZST
0002: jump @BOAT_31907 

:BOAT_31795
033E: text_draw 278.0 375.0 'BOAT_56'  // EZST
0002: jump @BOAT_31907 

:BOAT_31823
033E: text_draw 283.0 375.0 'BOAT_56'  // EZST
0002: jump @BOAT_31907 

:BOAT_31851
033E: text_draw 273.0 375.0 'BOAT_56'  // EZST
0002: jump @BOAT_31907 

:BOAT_31879
033E: text_draw 286.0 375.0 'BOAT_56'  // EZST
0002: jump @BOAT_31907 

:BOAT_31907
00D6: if 
0038:   $8195 == 4 // integer values 
004D: jump_if_false @BOAT_32192 
038D: create_texture 3 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @BOAT_33314 
0340: set_text_draw_color 166 202 240 255 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 0 @BOAT_32192 jumps 0 @BOAT_32052 1 @BOAT_32080 2 @BOAT_32108 3 @BOAT_32136 4 @BOAT_32164 -1 @BOAT_32192 -1 @BOAT_32192 

:BOAT_32052
033E: text_draw 294.0 375.0 'BOAT_55'  // ARANY
0002: jump @BOAT_32192 

:BOAT_32080
033E: text_draw 307.0 375.0 'BOAT_55'  // ARANY
0002: jump @BOAT_32192 

:BOAT_32108
033E: text_draw 294.0 375.0 'BOAT_55'  // ARANY
0002: jump @BOAT_32192 

:BOAT_32136
033E: text_draw 300.0 375.0 'BOAT_55'  // ARANY
0002: jump @BOAT_32192 

:BOAT_32164
033E: text_draw 300.0 375.0 'BOAT_55'  // ARANY
0002: jump @BOAT_32192 

:BOAT_32192
0051: return 

:BOAT_32194
00D6: if 
0038:   $8191 == 0 // integer values 
004D: jump_if_false @BOAT_32344 
00D6: if 
0038:   $8189 == 1 // integer values 
004D: jump_if_false @BOAT_32237 
0050: gosub @BOAT_2264 

:BOAT_32237
00D6: if 
0038:   $8189 == 2 // integer values 
004D: jump_if_false @BOAT_32262 
0050: gosub @BOAT_3828 

:BOAT_32262
00D6: if 
0038:   $8189 == 3 // integer values 
004D: jump_if_false @BOAT_32287 
0050: gosub @BOAT_6527 

:BOAT_32287
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_32312 
0050: gosub @BOAT_10930 

:BOAT_32312
00D6: if 
0038:   $8189 == 5 // integer values 
004D: jump_if_false @BOAT_32337 
0050: gosub @BOAT_12810 

:BOAT_32337
0004: $8191 = 1 // integer values 

:BOAT_32344
00D6: if 
0038:   $8191 == 1 // integer values 
004D: jump_if_false @BOAT_32824 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_32824 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_32426 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ range 1000.0 

:BOAT_32426
00D6: if 
0038:   $8189 == 1 // integer values 
004D: jump_if_false @BOAT_32496 
00D6: if 
87C1:   not path 752 available 
004D: jump_if_false @BOAT_32472 
07C0: load_path 752 
0002: jump @BOAT_32496 

:BOAT_32472
0971: (unknown) 
05EB: assign_vehicle 37@ to_path 752 
0004: $8193 = 3 // integer values 
0004: $8191 = 2 // integer values 

:BOAT_32496
00D6: if 
0038:   $8189 == 2 // integer values 
004D: jump_if_false @BOAT_32566 
00D6: if 
87C1:   not path 755 available 
004D: jump_if_false @BOAT_32542 
07C0: load_path 755 
0002: jump @BOAT_32566 

:BOAT_32542
0971: (unknown) 
05EB: assign_vehicle 37@ to_path 755 
0004: $8193 = 3 // integer values 
0004: $8191 = 2 // integer values 

:BOAT_32566
00D6: if 
0038:   $8189 == 3 // integer values 
004D: jump_if_false @BOAT_32636 
00D6: if 
87C1:   not path 757 available 
004D: jump_if_false @BOAT_32612 
07C0: load_path 757 
0002: jump @BOAT_32636 

:BOAT_32612
0971: (unknown) 
05EB: assign_vehicle 37@ to_path 757 
0004: $8193 = 3 // integer values 
0004: $8191 = 2 // integer values 

:BOAT_32636
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_32754 
00D6: if 
87C1:   not path 759 available 
004D: jump_if_false @BOAT_32682 
07C0: load_path 759 
0002: jump @BOAT_32754 

:BOAT_32682
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_32730 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ range 1000.0 

:BOAT_32730
0971: (unknown) 
05EB: assign_vehicle 37@ to_path 759 
0004: $8193 = 3 // integer values 
0004: $8191 = 2 // integer values 

:BOAT_32754
00D6: if 
0038:   $8189 == 5 // integer values 
004D: jump_if_false @BOAT_32824 
00D6: if 
87C1:   not path 760 available 
004D: jump_if_false @BOAT_32800 
07C0: load_path 760 
0002: jump @BOAT_32824 

:BOAT_32800
0971: (unknown) 
05EB: assign_vehicle 37@ to_path 760 
0004: $8193 = 3 // integer values 
0004: $8191 = 2 // integer values 

:BOAT_32824
00D6: if 
0038:   $8191 == 2 // integer values 
004D: jump_if_false @BOAT_33145 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_33131 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_33094 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
00D6: if 
0038:   $8189 == 1 // integer values 
004D: jump_if_false @BOAT_32926 
000F: 185@ -= 35.0 // floating-point values 
000F: 186@ -= 30.0 // floating-point values 

:BOAT_32926
00D6: if 
0038:   $8189 == 2 // integer values 
004D: jump_if_false @BOAT_32964 
000F: 185@ -= 15.0 // floating-point values 
000F: 186@ -= 30.0 // floating-point values 

:BOAT_32964
00D6: if 
0038:   $8189 == 3 // integer values 
004D: jump_if_false @BOAT_33002 
000F: 185@ -= 13.0 // floating-point values 
000F: 186@ -= 13.0 // floating-point values 

:BOAT_33002
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_33040 
000F: 185@ -= 10.0 // floating-point values 
000F: 186@ -= 20.0 // floating-point values 

:BOAT_33040
00D6: if 
0038:   $8189 == 5 // integer values 
004D: jump_if_false @BOAT_33078 
000F: 185@ -= 10.0 // floating-point values 
000F: 186@ -= 20.0 // floating-point values 

:BOAT_33078
00AB: put_car 46@ at 185@ 186@ 10.0 

:BOAT_33094
00D6: if 
860E:   not car 37@ is_assigned_to_existing_path 
004D: jump_if_false @BOAT_33124 
0004: $8193 = 1 // integer values 
0004: $8191 = 4 // integer values 

:BOAT_33124
0002: jump @BOAT_33145 

:BOAT_33131
0004: $8193 = 1 // integer values 
0004: $8191 = 4 // integer values 

:BOAT_33145
00D6: if 
0038:   $8191 == 3 // integer values 
004D: jump_if_false @BOAT_33177 
0004: $8193 = 1 // integer values 
0004: $8191 = 4 // integer values 

:BOAT_33177
00D6: if 
0038:   $8191 == 4 // integer values 
004D: jump_if_false @BOAT_33312 
00D6: if 
0038:   $8193 == 2 // integer values 
004D: jump_if_false @BOAT_33312 
05EC: release_vehicle 37@ from_path 
02EB: restore_camera_with_jumpcut 
014F: stop_timer $8197 
0396: 0 useless_flag 
00A6: destroy_car 46@ 
00A6: destroy_car 37@ 
0050: gosub @BOAT_37625 
0004: $8191 = 0 // integer values 
014F: stop_timer $8197 
0396: 0 useless_flag 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor_instantly 47@ 
009B: destroy_actor_instantly 39@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
009B: destroy_actor_instantly 45@ 

:BOAT_33312
0051: return 

:BOAT_33314
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 

:BOAT_33376
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.8 2.6 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0051: return 

:BOAT_33492
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.2 4.0 
060D: draw_text_shadow 3 color 0 0 0 alpha 255 
0349: text_draw_style = 3 
0051: return 
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.0 3.8 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 

:BOAT_33612
01B4: set_player $PLAYER_CHAR frozen_state 0 
009B: destroy_actor_instantly 39@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor_instantly 45@ 
014F: stop_timer $8197 
00A5: 40@ = create_car #TROPIC at -2100.836 2247.862 0.0 
0175: set_car 40@ z_angle_to 122.0 
0129: 42@ = create_actor 24 #OMOBOAT in_car 40@ driverseat 
00A5: 41@ = create_car #MARQUIS at -1996.127 2125.169 0.0 
0175: set_car 41@ z_angle_to 160.0 
0129: 43@ = create_actor 24 #OMOBOAT in_car 41@ driverseat 
00A5: 44@ = create_car #TROPIC at -2251.171 2129.291 0.0 
0175: set_car 44@ z_angle_to 182.0 
0129: 45@ = create_actor 24 #OMOBOAT in_car 44@ driverseat 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
020A: set_car 37@ door_status_to 4 
0001: wait 1000 ms 
016A: fade 0 2000 ms 

:BOAT_33824
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_33848 
0001: wait 0 ms 
0002: jump @BOAT_33824 

:BOAT_33848
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_33891 
03CB: set_camera -2318.049 2312.302 10.0 
0001: wait 0 ms 

:BOAT_33891
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_33939 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ range 1000.0 

:BOAT_33939
016A: fade 1 2000 ms 

:BOAT_33946
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_33970 
0001: wait 0 ms 
0002: jump @BOAT_33946 

:BOAT_33970
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_34018 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ range 1000.0 

:BOAT_34018
0051: return 

:BOAT_34020
016A: fade 0 500 ms 

:BOAT_34027
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_34051 
0001: wait 0 ms 
0002: jump @BOAT_34027 

:BOAT_34051
00D6: if 
0038:   $8189 == 16 // integer values 
004D: jump_if_false @BOAT_34090 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0002: jump @BOAT_34104 

:BOAT_34090
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:BOAT_34104
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B6: set_weather 13 
04BB: select_interior 0 // select render area 
009B: destroy_actor_instantly 39@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor_instantly 45@ 
0051: return 

:BOAT_34153
0168: show_on_radar 53@ 1 
0168: show_on_radar 54@ 1 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0165: set_marker 53@ color_to 4 
0165: set_marker 54@ color_to 4 
0051: return 

:BOAT_34197
00D6: if 
0038:   $8189 == 1 // integer values 
004D: jump_if_false @BOAT_34503 
0006: 156@ = 0 // integer values 

:BOAT_34222
00D6: if 
001B:   8 > 156@ // integer values 
004D: jump_if_false @BOAT_34303 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: object 56@(156@,50i) toggle_in_moving_list 1 
000A: 156@ += 1 // integer values 
0002: jump @BOAT_34222 

:BOAT_34303
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_34503 
035C: place_object 56@ relative_to_car 37@ offset 20.0 180.0 0.0 
035C: place_object 57@ relative_to_car 37@ offset -20.0 180.0 0.0 
035C: place_object 58@ relative_to_car 37@ offset 20.0 190.0 0.0 
035C: place_object 59@ relative_to_car 37@ offset -20.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ offset 20.0 200.0 0.0 
035C: place_object 61@ relative_to_car 37@ offset -20.0 200.0 0.0 
035C: place_object 62@ relative_to_car 37@ offset 20.0 210.0 0.0 
035C: place_object 63@ relative_to_car 37@ offset -20.0 210.0 0.0 

:BOAT_34503
00D6: if 
0038:   $8189 == 2 // integer values 
004D: jump_if_false @BOAT_34993 
0006: 156@ = 0 // integer values 

:BOAT_34528
00D6: if 
001B:   16 > 156@ // integer values 
004D: jump_if_false @BOAT_34609 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: object 56@(156@,50i) toggle_in_moving_list 1 
000A: 156@ += 1 // integer values 
0002: jump @BOAT_34528 

:BOAT_34609
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_34993 
035C: place_object 56@ relative_to_car 37@ offset 0.0 80.0 0.0 
035C: place_object 57@ relative_to_car 37@ offset 15.0 70.0 0.0 
035C: place_object 58@ relative_to_car 37@ offset 55.0 145.0 0.0 
035C: place_object 59@ relative_to_car 37@ offset 70.0 130.0 0.0 
035C: place_object 60@ relative_to_car 37@ offset 150.0 110.0 0.0 
035C: place_object 61@ relative_to_car 37@ offset 160.0 130.0 0.0 
035C: place_object 62@ relative_to_car 37@ offset 250.0 80.0 0.0 
035C: place_object 63@ relative_to_car 37@ offset 240.0 60.0 0.0 
035C: place_object 64@ relative_to_car 37@ offset 300.0 0.0 0.0 
035C: place_object 65@ relative_to_car 37@ offset 290.0 -20.0 0.0 
035C: place_object 66@ relative_to_car 37@ offset 380.0 -150.0 0.0 
035C: place_object 67@ relative_to_car 37@ offset 360.0 -150.0 0.0 
035C: place_object 68@ relative_to_car 37@ offset 320.0 -300.0 0.0 
035C: place_object 69@ relative_to_car 37@ offset 340.0 -325.0 0.0 
035C: place_object 70@ relative_to_car 37@ offset 230.0 -280.0 0.0 
035C: place_object 71@ relative_to_car 37@ offset 210.0 -300.0 0.0 

:BOAT_34993
00D6: if 
0038:   $8189 == 3 // integer values 
004D: jump_if_false @BOAT_35759 
0006: 156@ = 0 // integer values 

:BOAT_35018
00D6: if 
001B:   28 > 156@ // integer values 
004D: jump_if_false @BOAT_35099 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: object 56@(156@,50i) toggle_in_moving_list 1 
000A: 156@ += 1 // integer values 
0002: jump @BOAT_35018 

:BOAT_35099
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_35759 
035C: place_object 56@ relative_to_car 37@ offset 0.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ offset 15.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ offset 40.0 200.0 0.0 
035C: place_object 59@ relative_to_car 37@ offset 55.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ offset 0.0 300.0 0.0 
035C: place_object 61@ relative_to_car 37@ offset -15.0 290.0 0.0 
035C: place_object 62@ relative_to_car 37@ offset 140.0 320.0 0.0 
035C: place_object 63@ relative_to_car 37@ offset 140.0 335.0 0.0 
035C: place_object 64@ relative_to_car 37@ offset 220.0 370.0 0.0 
035C: place_object 65@ relative_to_car 37@ offset 210.0 385.0 0.0 
035C: place_object 66@ relative_to_car 37@ offset 210.0 470.0 0.0 
035C: place_object 67@ relative_to_car 37@ offset 195.0 460.0 0.0 
035C: place_object 68@ relative_to_car 37@ offset 195.0 570.0 0.0 
035C: place_object 69@ relative_to_car 37@ offset 180.0 570.0 0.0 
035C: place_object 70@ relative_to_car 37@ offset 95.0 570.0 0.0 
035C: place_object 71@ relative_to_car 37@ offset 95.0 585.0 0.0 
035C: place_object 72@ relative_to_car 37@ offset 15.0 500.0 0.0 
035C: place_object 73@ relative_to_car 37@ offset 0.0 515.0 0.0 
035C: place_object 74@ relative_to_car 37@ offset -90.0 585.0 0.0 
035C: place_object 75@ relative_to_car 37@ offset -90.0 570.0 0.0 
035C: place_object 76@ relative_to_car 37@ offset -160.0 500.0 0.0 
035C: place_object 77@ relative_to_car 37@ offset -150.0 485.0 0.0 
035C: place_object 78@ relative_to_car 37@ offset -240.0 430.0 0.0 
035C: place_object 79@ relative_to_car 37@ offset -230.0 415.0 0.0 
035C: place_object 80@ relative_to_car 37@ offset -140.0 330.0 0.0 
035C: place_object 81@ relative_to_car 37@ offset -140.0 315.0 0.0 
035C: place_object 82@ relative_to_car 37@ offset -30.0 220.0 0.0 
035C: place_object 83@ relative_to_car 37@ offset -40.0 205.0 0.0 

:BOAT_35759
00D6: if 
0038:   $8189 == 4 // integer values 
004D: jump_if_false @BOAT_36430 
0006: 156@ = 0 // integer values 

:BOAT_35784
00D6: if 
001B:   20 > 156@ // integer values 
004D: jump_if_false @BOAT_35865 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: object 56@(156@,50i) toggle_in_moving_list 1 
000A: 156@ += 1 // integer values 
0002: jump @BOAT_35784 

:BOAT_35865
0006: 157@ = 0 // integer values 

:BOAT_35872
00D6: if 
001B:   1 > 157@ // integer values 
004D: jump_if_false @BOAT_35931 
029B: 106@(157@,50i) = init_object #WATERJUMPX2 at 20.0 20.0 150.0 
000A: 157@ += 1 // integer values 
0002: jump @BOAT_35872 

:BOAT_35931
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_36430 
035C: place_object 56@ relative_to_car 37@ offset 91.0 480.0 0.0 
035C: place_object 57@ relative_to_car 37@ offset 109.0 480.0 0.0 
035C: place_object 106@ relative_to_car 37@ offset 100.0 480.0 0.0 
035C: place_object 58@ relative_to_car 37@ offset 75.0 500.0 0.0 
035C: place_object 59@ relative_to_car 37@ offset 125.0 500.0 0.0 
035C: place_object 60@ relative_to_car 37@ offset 75.0 510.0 0.0 
035C: place_object 61@ relative_to_car 37@ offset 125.0 510.0 0.0 
035C: place_object 62@ relative_to_car 37@ offset 75.0 520.0 0.0 
035C: place_object 63@ relative_to_car 37@ offset 125.0 520.0 0.0 
035C: place_object 64@ relative_to_car 37@ offset 75.0 530.0 0.0 
035C: place_object 65@ relative_to_car 37@ offset 125.0 530.0 0.0 
035C: place_object 66@ relative_to_car 37@ offset 75.0 540.0 0.0 
035C: place_object 67@ relative_to_car 37@ offset 125.0 540.0 0.0 
035C: place_object 68@ relative_to_car 37@ offset 75.0 550.0 0.0 
035C: place_object 69@ relative_to_car 37@ offset 125.0 550.0 0.0 
035C: place_object 70@ relative_to_car 37@ offset 75.0 560.0 0.0 
035C: place_object 71@ relative_to_car 37@ offset 125.0 560.0 0.0 
035C: place_object 72@ relative_to_car 37@ offset 75.0 570.0 0.0 
035C: place_object 73@ relative_to_car 37@ offset 125.0 570.0 0.0 
035C: place_object 74@ relative_to_car 37@ offset 75.0 580.0 0.0 
035C: place_object 75@ relative_to_car 37@ offset 125.0 580.0 0.0 

:BOAT_36430
00D6: if 
0038:   $8189 == 5 // integer values 
004D: jump_if_false @BOAT_37623 
0006: 156@ = 0 // integer values 

:BOAT_36455
00D6: if 
001B:   44 > 156@ // integer values 
004D: jump_if_false @BOAT_36536 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: object 56@(156@,50i) toggle_in_moving_list 1 
000A: 156@ += 1 // integer values 
0002: jump @BOAT_36455 

:BOAT_36536
0006: 157@ = 0 // integer values 

:BOAT_36543
00D6: if 
001B:   3 > 157@ // integer values 
004D: jump_if_false @BOAT_36602 
029B: 106@(157@,50i) = init_object #WATERJUMPX2 at 20.0 20.0 150.0 
000A: 157@ += 1 // integer values 
0002: jump @BOAT_36543 

:BOAT_36602
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_37623 
035C: place_object 56@ relative_to_car 37@ offset 25.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ offset 10.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ offset -30.0 170.0 0.0 
035C: place_object 59@ relative_to_car 37@ offset -50.0 160.0 0.0 
035C: place_object 60@ relative_to_car 37@ offset -100.0 190.0 0.0 
035C: place_object 61@ relative_to_car 37@ offset -120.0 170.0 0.0 
035C: place_object 62@ relative_to_car 37@ offset -170.0 260.0 0.0 
035C: place_object 63@ relative_to_car 37@ offset -188.0 260.0 0.0 
035C: place_object 106@ relative_to_car 37@ offset -179.0 360.0 -6.509 
035C: place_object 64@ relative_to_car 37@ offset -170.0 360.0 0.0 
035C: place_object 65@ relative_to_car 37@ offset -188.0 360.0 0.0 
035C: place_object 66@ relative_to_car 37@ offset -180.0 500.0 0.0 
035C: place_object 67@ relative_to_car 37@ offset -195.0 500.0 0.0 
035C: place_object 68@ relative_to_car 37@ offset -50.0 600.0 0.0 
035C: place_object 69@ relative_to_car 37@ offset -30.0 600.0 0.0 
01BC: put_object 107@ at -2682.159 1946.412 0.9 
0177: set_object 107@ z_angle_to 180.0 
01BC: put_object 70@ at -2689.573 1944.864 0.0 
01BC: put_object 71@ at -2674.354 1944.607 0.0 
01BC: put_object 108@ at -2681.746 1608.794 0.9 
0177: set_object 108@ z_angle_to 180.0 
01BC: put_object 72@ at -2689.573 1607.794 0.0 
01BC: put_object 73@ at -2674.354 1607.794 0.0 
01BC: put_object 74@ at -2689.27 1533.282 0.0 
01BC: put_object 75@ at -2674.64 1530.12 0.0 
01BC: put_object 76@ at -2553.7 1494.392 0.0 
01BC: put_object 77@ at -2550.742 1481.417 0.0 
01BC: put_object 78@ at -2453.7 1494.392 0.0 
01BC: put_object 79@ at -2450.742 1481.417 0.0 
01BC: put_object 80@ at -2353.7 1474.392 0.0 
01BC: put_object 81@ at -2350.742 1461.417 0.0 
01BC: put_object 82@ at -2284.242 1547.581 0.0 
01BC: put_object 83@ at -2270.892 1550.765 0.0 
01BC: put_object 84@ at -2334.242 1647.581 0.0 
01BC: put_object 85@ at -2320.892 1650.765 0.0 
01BC: put_object 86@ at -2284.242 1747.581 0.0 
01BC: put_object 87@ at -2270.892 1750.765 0.0 
01BC: put_object 88@ at -2139.394 1821.263 0.0 
01BC: put_object 89@ at -2134.581 1808.785 0.0 
01BC: put_object 90@ at -2039.394 1761.263 0.0 
01BC: put_object 91@ at -2034.581 1748.785 0.0 
01BC: put_object 92@ at -1939.394 1841.263 0.0 
01BC: put_object 93@ at -1934.581 1828.785 0.0 
01BC: put_object 94@ at -1809.394 1801.263 0.0 
01BC: put_object 95@ at -1804.581 1788.785 0.0 
01BC: put_object 96@ at -1831.853 1909.105 0.0 
01BC: put_object 97@ at -1847.253 1906.112 0.0 
01BC: put_object 98@ at -1879.002 2073.601 0.0 
01BC: put_object 99@ at -1893.786 2068.166 0.0 

:BOAT_37623
0051: return 

:BOAT_37625
0006: 156@ = 0 // integer values 

:BOAT_37632
00D6: if 
001B:   50 > 156@ // integer values 
004D: jump_if_false @BOAT_37682 
0108: destroy_object 56@(156@,50i) 
0108: destroy_object 106@(156@,50i) 
000A: 156@ += 1 // integer values 
0002: jump @BOAT_37632 

:BOAT_37682
0051: return 

:BOAT_37684
09FB: 252@ = unknown_get_display_mode_or_gxt_file_used 
0051: return 

:BOAT_37691
0A0B: (unknown) -2185.335 2410.409 3.9752 122.2585 
03E6: remove_text_box 
00BE: text_clear_all 
0173: set_actor $PLAYER_ACTOR z_angle_to 177@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:BOAT_37731
00D6: if 
0038:   $MISSION_BOAT_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @BOAT_37807 
040D: unload_wav 3 
00BA: text_styled 'BOAT_P2' 5000 ms 1  // HAJSISKOLA ELVGEZVE!
00BB: text_lowpriority 'BOAT_P1' 5000 ms 1  // ~s~Gratullunk! Sikeresen tmentl a Hajsiskola sszes vizsgjn!
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: set_mission_points += 1 
0595: mission_complete 
0004: $MISSION_BOAT_SCHOOL_PASSED = 1 // integer values 

:BOAT_37807
0051: return 

:BOAT_37809
097A: (unknown) 0.0 0.0 0.0 1001 
097A: (unknown) -1000.0 -1000.0 -1000.0 1098 
0501: set_player $PLAYER_CHAR drive_by_mode 1 
04D8: set_actor $PLAYER_ACTOR ability_to_swim 1 
040D: unload_wav 3 
0826: toggle_hud 1 
0581: toggle_radar 1 
09B9: (unknown) 1 
09BA: (unknown) 1 
014F: stop_timer $8197 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0249: release_model #OMOBOAT 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor_instantly 42@ 
009B: destroy_actor_instantly 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor_instantly 45@ 
0249: release_model #DINGHY 
0249: release_model #POLMAV 
0249: release_model #COASTG 
0249: release_model #MARQUIS 
0249: release_model #TROPIC 
0249: release_model #VORTEX 
01B7: release_weather 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0038:   $PARKED_JETMAX_EXISTS == 0 // integer values 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1972 == 1 // integer values 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1975 == 1 // integer values 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1978 == 1 // integer values 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1981 == 1 // integer values 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1984 == 1 // integer values 
004D: jump_if_false @BOAT_38136 
0004: $PARKED_JETMAX_EXISTS = 1 // integer values 
0004: $PARKED_SQUALO_EXISTS = 99 // integer values 
0004: $PARKED_MARQUIS_EXISTS = 99 // integer values 

:BOAT_38136
00D6: if 
0038:   $PARKED_SQUALO_EXISTS == 0 // integer values 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1971 == 1 // integer values 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1974 == 1 // integer values 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1977 == 1 // integer values 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1980 == 1 // integer values 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1983 == 1 // integer values 
004D: jump_if_false @BOAT_38258 
0004: $PARKED_SQUALO_EXISTS = 1 // integer values 
0004: $PARKED_MARQUIS_EXISTS = 99 // integer values 

:BOAT_38258
00D6: if 
0038:   $PARKED_MARQUIS_EXISTS == 0 // integer values 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1970 == 1 // integer values 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1973 == 1 // integer values 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1976 == 1 // integer values 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1979 == 1 // integer values 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1982 == 1 // integer values 
004D: jump_if_false @BOAT_38373 
0004: $PARKED_MARQUIS_EXISTS = 1 // integer values 

:BOAT_38373
00D6: if 
0038:   $PARKED_JETMAX_EXISTS == 1 // integer values 
004D: jump_if_false @BOAT_38440 
014C: set_parked_car_generator $PARKED_JETMAX cars_to_generate_to 101 
0A17: (unknown) $PARKED_JETMAX 1 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: (unknown) $PARKED_SQUALO 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: (unknown) $PARKED_MARQUIS 1 
0004: $PARKED_JETMAX_EXISTS = 2 // integer values 

:BOAT_38440
00D6: if 
0038:   $PARKED_SQUALO_EXISTS == 1 // integer values 
004D: jump_if_false @BOAT_38493 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: (unknown) $PARKED_SQUALO 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: (unknown) $PARKED_MARQUIS 1 
0004: $PARKED_SQUALO_EXISTS = 2 // integer values 

:BOAT_38493
00D6: if 
0038:   $PARKED_MARQUIS_EXISTS == 1 // integer values 
004D: jump_if_false @BOAT_38532 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: (unknown) $PARKED_MARQUIS 1 
0004: $PARKED_MARQUIS_EXISTS = 2 // integer values 

:BOAT_38532
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 120---------------
// Originally: Bike School

:BSKOOL
03A4: name_thread 'BSKOOL' 
0050: gosub @BSKOOL_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BSKOOL_38 
0050: gosub @BSKOOL_11889 

:BSKOOL_38
0050: gosub @BSKOOL_11994 
004E: end_thread 

:BSKOOL_47
03D5: remove_text 'M_FAIL'  // ~r~KLDETS SIKERTELEN!
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @BSKOOL_78 
0317: increment_mission_attempts 

:BSKOOL_78
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'BS' 
0169: set_fade_color 0 0 0 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BSKOOL_218 
00A5: 38@ = create_car #BF400 at $277 $278 $257 
0129: 49@ = create_actor 5 #WMYMECH in_car 38@ driverseat 
029B: $201[20] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
029B: $201[30] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0107: 56@ = create_object #LANDJUMP2 at $277 $278 $257 

:BSKOOL_218
0006: 34@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 51@ = 0 // integer values 
00D6: if 
0038:   $2162 == 0 // integer values 
004D: jump_if_false @BSKOOL_313 
0004: $2162 = 1 // integer values 

:BSKOOL_313
0004: $247 = 1 // integer values 
0005: $307 = 1130.44 // floating-point values 
0005: $308 = 1341.0 // floating-point values 
0005: $327 = 1173.93 // floating-point values 
0005: $328 = 1351.066 // floating-point values 
0005: $329 = 9.9219 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 
0247: request_model #BF400 
0247: request_model #FCR900 
0247: request_model #PCJ600 
0247: request_model #TRAFFICCONE 
0247: request_model #LANDJUMP2 
0247: request_model #NRG500 
0247: request_model #SANCHEZ 
0247: request_model #WMYMECH 

:BSKOOL_429
00D6: if or
8248:   not model #BF400 available 
8248:   not model #FCR900 available 
8248:   not model #PCJ600 available 
8248:   not model #TRAFFICCONE available 
8248:   not model #LANDJUMP2 available 
004D: jump_if_false @BSKOOL_476 
0001: wait 0 ms 
0002: jump @BSKOOL_429 

:BSKOOL_476
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #WMYMECH available 
8248:   not model #NRG500 available 
004D: jump_if_false @BSKOOL_512 
0001: wait 0 ms 
0002: jump @BSKOOL_476 

:BSKOOL_512
0390: load_txd_dictionary 'LD_DRV' 
038F: request_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: request_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: request_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: request_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: request_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: request_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: request_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: request_texture "TVBASE" as 9 // Load dictionary with 0390 first 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0826: toggle_hud 0 
0002: jump @BSKOOL_644 

:BSKOOL_644
01B4: set_player $PLAYER_CHAR frozen_state 0 
03E6: remove_text_box 
00BE: text_clear_all 
01C0: 50@ = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
0050: gosub @BSKOOL_16623 
0006: 34@ = 0 // integer values 
0006: 57@ = 0 // integer values 
03F0: text_draw_toggle 1 
0006: 64@ = 255 // integer values 
0006: 63@ = 2 // integer values 
00D6: if 
001A:   7 > $2162 // integer values 
004D: jump_if_false @BSKOOL_734 
008A: $247 = 37@ // integer values and handles 

:BSKOOL_734
016A: fade 1 500 ms 

:BSKOOL_741
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_774 
00BE: text_clear_all 
0050: gosub @BSKOOL_12674 
0001: wait 0 ms 
0002: jump @BSKOOL_741 

:BSKOOL_774
0050: gosub @BSKOOL_12674 
0581: toggle_radar 0 

:BSKOOL_785
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @BSKOOL_828 
03CF: load_wav 3800 as 3 
0006: 51@ = 1 // integer values 

:BSKOOL_828
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @BSKOOL_868 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BSKOOL_868 
0006: 51@ = 2 // integer values 

:BSKOOL_868
00D6: if 
0039:   51@ == 2 // integer values 
004D: jump_if_false @BSKOOL_897 
03D1: play_wav 3 
0006: 51@ = 3 // integer values 

:BSKOOL_897
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @BSKOOL_1394 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @BSKOOL_1012 
000E: 37@ -= 1 // integer values 
000C: $247 -= 1 // integer values 
00D6: if 
0018:   $2162 > 1 // integer values 
004D: jump_if_false @BSKOOL_1012 
00D6: if 
001B:   4 > 34@ // integer values 
004D: jump_if_false @BSKOOL_1012 
0006: 34@ = 3 // integer values 

:BSKOOL_1012
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @BSKOOL_1093 
000A: 37@ += 1 // integer values 
0008: $247 += 1 // integer values 
00D6: if 
0018:   $2162 > 1 // integer values 
004D: jump_if_false @BSKOOL_1093 
00D6: if 
001B:   4 > 34@ // integer values 
004D: jump_if_false @BSKOOL_1093 
0006: 34@ = 3 // integer values 

:BSKOOL_1093
00D6: if 
001A:   1 > $247 // integer values 
004D: jump_if_false @BSKOOL_1127 
0084: $247 = $2162 // integer values and handles 
008B: 37@ = $2162 // integer values and handles 

:BSKOOL_1127
00D6: if 
001C:   $247 > $2162 // integer values 
004D: jump_if_false @BSKOOL_1160 
0006: 37@ = 1 // integer values 
0004: $247 = 1 // integer values 

:BSKOOL_1160
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @BSKOOL_1195 
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
0002: jump @BSKOOL_1160 

:BSKOOL_1195
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @BSKOOL_1230 
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
0002: jump @BSKOOL_1195 

:BSKOOL_1230
00D6: if 
001A:   -100 > $11281 // integer values 
004D: jump_if_false @BSKOOL_1282 
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
0002: jump @BSKOOL_1230 

:BSKOOL_1282
00D6: if 
0018:   $11281 > 100 // integer values 
004D: jump_if_false @BSKOOL_1334 
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
0002: jump @BSKOOL_1282 

:BSKOOL_1334
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BSKOOL_1394 
00D6: if 
001B:   4 > 34@ // integer values 
004D: jump_if_false @BSKOOL_1376 
0006: 34@ = 3 // integer values 

:BSKOOL_1376
040D: unload_wav 3 
0006: 51@ = 0 // integer values 
0002: jump @BSKOOL_1639 

:BSKOOL_1394
00D6: if 
0735:   81 
004D: jump_if_false @BSKOOL_1416 
0004: $2162 = 6 // integer values 

:BSKOOL_1416
00D6: if 
0735:   53 
004D: jump_if_false @BSKOOL_1480 
0004: $2162 = 6 // integer values 
0004: $2164 = 100 // integer values 
0004: $2165 = 100 // integer values 
0004: $2166 = 100 // integer values 
0004: $2167 = 100 // integer values 
0004: $2168 = 100 // integer values 
0004: $2169 = 100 // integer values 

:BSKOOL_1480
00D6: if and
0018:   $2164 > 69 // integer values 
0018:   $2165 > 69 // integer values 
0018:   $2166 > 69 // integer values 
0018:   $2167 > 69 // integer values 
0018:   $2168 > 69 // integer values 
0018:   $2169 > 69 // integer values 
004D: jump_if_false @BSKOOL_1540 
0004: $2170 = 1 // integer values 

:BSKOOL_1540
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @BSKOOL_1590 
00D6: if 
0038:   $2170 == 1 // integer values 
004D: jump_if_false @BSKOOL_1590 
0050: gosub @BSKOOL_20613 
0002: jump @BSKOOL_11917 

:BSKOOL_1590
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_1625 
040D: unload_wav 3 
0006: 51@ = 0 // integer values 
0002: jump @BSKOOL_11889 

:BSKOOL_1625
0050: gosub @BSKOOL_15813 
0002: jump @BSKOOL_785 

:BSKOOL_1639
016A: fade 0 500 ms 

:BSKOOL_1646
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_1677 
0050: gosub @BSKOOL_12674 
0001: wait 0 ms 
0002: jump @BSKOOL_1646 

:BSKOOL_1677
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_1698 
05EC: release_vehicle 38@ from_path 

:BSKOOL_1698
00A6: destroy_car 38@ 
009B: destroy_actor_instantly 49@ 
0395: clear_area 1 at $327 $328 $329 range 300.0 
014F: stop_timer $253 
0396: 0 useless_flag 
00A6: destroy_car 38@ 
0050: gosub @BSKOOL_20952 
0006: 34@ = 5 // integer values 
0581: toggle_radar 1 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @BSKOOL_3452 

:BSKOOL_1776
0050: gosub @BSKOOL_16586 

:BSKOOL_1783
0005: $258 = 180.0 // floating-point values 
0004: $253 = 16000 // integer values 
0006: 35@ = 181 // integer values 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #BF400 at $255 $256 $257 
0175: set_car 38@ z_angle_to 180.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BSKOOL_1939 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_1896 
0129: 49@ = create_actor 5 #WMYMECH in_car 38@ driverseat 

:BSKOOL_1896
015F: set_camera_position 1125.66 1334.4 22.5 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 2 
0051: return 

:BSKOOL_1939
0407: create_coordinate $305 $306 $257 from_car 38@ offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: text_highpriority 'BS_A_1' 5000 ms 4  // ~s~Farolj be a motorral.~N~Nyomd le a(z) ~k~~VEHICLE_ACCELERATE~ s a(z)  ~k~~VEHICLE_BRAKE~ billentyt a farolshoz.
0050: gosub @BSKOOL_17345 

:BSKOOL_1993
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_2028 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_3392 

:BSKOOL_2028
0050: gosub @BSKOOL_17412 
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @BSKOOL_2060 
0002: jump @BSKOOL_11889 

:BSKOOL_2060
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @BSKOOL_2108 
00BC: text_highpriority 'BS_A_1' 5000 ms 4  // ~s~Farolj be a motorral.~N~Nyomd le a(z) ~k~~VEHICLE_ACCELERATE~ s a(z)  ~k~~VEHICLE_BRAKE~ billentyt a farolshoz.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_3445 

:BSKOOL_2108
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_3445 
0050: gosub @BSKOOL_17646 
0174: $258 = car 38@ z_angle 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_2213 
00D6: if 
0020:   $258 > 80.0 // floating-point values 
004D: jump_if_false @BSKOOL_2213 
00D6: if 
0022:   90.0 > $258 // floating-point values 
004D: jump_if_false @BSKOOL_2213 
0004: $274 = 1 // integer values 
0006: 58@ = 1 // integer values 

:BSKOOL_2213
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @BSKOOL_2432 
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @BSKOOL_2298 
00D6: if 
0020:   $258 > 350.0 // floating-point values 
004D: jump_if_false @BSKOOL_2298 
00D6: if 
0022:   360.0 > $258 // floating-point values 
004D: jump_if_false @BSKOOL_2298 
0004: $274 = 2 // integer values 

:BSKOOL_2298
00D6: if 
0038:   $274 == 2 // integer values 
004D: jump_if_false @BSKOOL_2365 
00D6: if 
0020:   $258 > 270.0 // floating-point values 
004D: jump_if_false @BSKOOL_2365 
00D6: if 
0022:   280.0 > $258 // floating-point values 
004D: jump_if_false @BSKOOL_2365 
0004: $274 = 3 // integer values 

:BSKOOL_2365
00D6: if 
0038:   $274 == 3 // integer values 
004D: jump_if_false @BSKOOL_2432 
00D6: if 
0020:   $258 > 170.0 // floating-point values 
004D: jump_if_false @BSKOOL_2432 
00D6: if 
0022:   180.0 > $258 // floating-point values 
004D: jump_if_false @BSKOOL_2432 
0004: $274 = 4 // integer values 

:BSKOOL_2432
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_2506 
00D6: if 
0020:   $258 > 270.0 // floating-point values 
004D: jump_if_false @BSKOOL_2506 
00D6: if 
0022:   280.0 > $258 // floating-point values 
004D: jump_if_false @BSKOOL_2506 
0006: 58@ = 2 // integer values 
0004: $274 = 1 // integer values 

:BSKOOL_2506
00D6: if 
0039:   58@ == 2 // integer values 
004D: jump_if_false @BSKOOL_2725 
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @BSKOOL_2591 
00D6: if 
0020:   $258 > 350.0 // floating-point values 
004D: jump_if_false @BSKOOL_2591 
00D6: if 
0022:   360.0 > $258 // floating-point values 
004D: jump_if_false @BSKOOL_2591 
0004: $274 = 2 // integer values 

:BSKOOL_2591
00D6: if 
0038:   $274 == 2 // integer values 
004D: jump_if_false @BSKOOL_2658 
00D6: if 
0020:   $258 > 80.0 // floating-point values 
004D: jump_if_false @BSKOOL_2658 
00D6: if 
0022:   90.0 > $258 // floating-point values 
004D: jump_if_false @BSKOOL_2658 
0004: $274 = 3 // integer values 

:BSKOOL_2658
00D6: if 
0038:   $274 == 3 // integer values 
004D: jump_if_false @BSKOOL_2725 
00D6: if 
0020:   $258 > 170.0 // floating-point values 
004D: jump_if_false @BSKOOL_2725 
00D6: if 
0022:   180.0 > $258 // floating-point values 
004D: jump_if_false @BSKOOL_2725 
0004: $274 = 4 // integer values 

:BSKOOL_2725
00D6: if or
80E1:   not key_pressed 0 16 
80E1:   not key_pressed 0 14 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
0038:   $253 == 0 // integer values 
004D: jump_if_false @BSKOOL_3445 
0050: gosub @BSKOOL_17680 
0050: gosub @BSKOOL_17693 
00D6: if 
0038:   $274 == 4 // integer values 
004D: jump_if_false @BSKOOL_2802 
0004: $266 = 100 // integer values 

:BSKOOL_2802
00D6: if 
0038:   $274 == 3 // integer values 
004D: jump_if_false @BSKOOL_2827 
0004: $266 = 75 // integer values 

:BSKOOL_2827
00D6: if 
0038:   $274 == 2 // integer values 
004D: jump_if_false @BSKOOL_2852 
0004: $266 = 50 // integer values 

:BSKOOL_2852
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @BSKOOL_2877 
0004: $266 = 25 // integer values 

:BSKOOL_2877
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_2902 
0004: $266 = 0 // integer values 

:BSKOOL_2902
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @BSKOOL_2950 
0004: $271 = 0 // integer values 

:BSKOOL_2950
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $271 > $2166 // integer values 
004D: jump_if_false @BSKOOL_3170 
008B: 67@ = $2166 // integer values and handles 
0084: $2166 = $271 // integer values and handles 
0006: 59@ = 1 // integer values 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @BSKOOL_3070 
00D6: if 
0038:   $2173 == 0 // integer values 
004D: jump_if_false @BSKOOL_3070 
0004: $2173 = 1 // integer values 
0004: $2172 = 1 // integer values 
0004: $2171 = 1 // integer values 

:BSKOOL_3070
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @BSKOOL_3120 
00D6: if 
0038:   $2172 == 0 // integer values 
004D: jump_if_false @BSKOOL_3120 
0004: $2172 = 1 // integer values 
0004: $2171 = 1 // integer values 

:BSKOOL_3120
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @BSKOOL_3163 
00D6: if 
0038:   $2171 == 0 // integer values 
004D: jump_if_false @BSKOOL_3163 
0004: $2171 = 1 // integer values 

:BSKOOL_3163
0002: jump @BSKOOL_3177 

:BSKOOL_3170
0006: 65@ = 0 // integer values 

:BSKOOL_3177
00D6: if 
0038:   $2162 == 1 // integer values 
004D: jump_if_false @BSKOOL_3261 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @BSKOOL_3261 
0006: 59@ = 2 // integer values 
0004: $2162 = 2 // integer values 
0006: 48@ = 2 // integer values 
000A: 37@ += 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1185 

:BSKOOL_3261
0006: 32@ = 0 // integer values 

:BSKOOL_3268
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BSKOOL_3392 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_3346 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_3346 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_3392 

:BSKOOL_3346
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @BSKOOL_3385 
0002: jump @BSKOOL_3392 

:BSKOOL_3385
0002: jump @BSKOOL_3268 

:BSKOOL_3392
0050: gosub @BSKOOL_20613 
0050: gosub @BSKOOL_20952 
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @BSKOOL_3438 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_3445 

:BSKOOL_3438
0002: jump @BSKOOL_1776 

:BSKOOL_3445
0002: jump @BSKOOL_1993 

:BSKOOL_3452
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @BSKOOL_4877 

:BSKOOL_3470
0050: gosub @BSKOOL_16586 

:BSKOOL_3477
0005: $258 = 0.0 // floating-point values 
0004: $253 = 11000 // integer values 
0006: 35@ = 182 // integer values 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #PCJ600 at $255 $256 $257 
0175: set_car 38@ z_angle_to 180.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BSKOOL_3633 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_3590 
0129: 49@ = create_actor 5 #WMYMECH in_car 38@ driverseat 

:BSKOOL_3590
015F: set_camera_position 1130.66 1264.4 14.5 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 2 
0051: return 

:BSKOOL_3633
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car 38@ offset -2.0 82.0 0.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car 38@ offset 2.0 88.0 0.0 
0407: create_coordinate $305 $306 $257 from_car 38@ offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: text_highpriority 'BS_B_1' 5000 ms 4  // ~s~A 180os fordulshoz gyorsts maxra, nyomd le a ~k~~VEHICLE_HANDBRAKE~t hogy tcsssz a rszen, s visszatrj.
0050: gosub @BSKOOL_17345 

:BSKOOL_3745
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_3780 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_4817 

:BSKOOL_3780
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @BSKOOL_3828 
00BC: text_highpriority 'BS_B_1' 5000 ms 4  // ~s~A 180os fordulshoz gyorsts maxra, nyomd le a ~k~~VEHICLE_HANDBRAKE~t hogy tcsssz a rszen, s visszatrj.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_4870 

:BSKOOL_3828
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_4870 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_3906 
00D6: if 
00B0:   car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_3906 
0004: $274 = 1 // integer values 

:BSKOOL_3906
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_4870 
0050: gosub @BSKOOL_17680 
0050: gosub @BSKOOL_17693 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_3969 
0004: $267 = 0 // integer values 

:BSKOOL_3969
0174: 42@ = car 38@ z_angle 
0092: 39@ = float_to_integer 42@ 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @BSKOOL_4017 
0004: $266 = 100 // integer values 
0002: jump @BSKOOL_4302 

:BSKOOL_4017
00D6: if 
0039:   39@ == 360 // integer values 
004D: jump_if_false @BSKOOL_4050 
0004: $266 = 100 // integer values 
0002: jump @BSKOOL_4302 

:BSKOOL_4050
00D6: if 
0019:   39@ > 0 // integer values 
004D: jump_if_false @BSKOOL_4093 
00D6: if 
001B:   21 > 39@ // integer values 
004D: jump_if_false @BSKOOL_4093 
0004: $266 = 100 // integer values 

:BSKOOL_4093
00D6: if 
0019:   39@ > 179 // integer values 
004D: jump_if_false @BSKOOL_4172 
00D6: if 
001B:   340 > 39@ // integer values 
004D: jump_if_false @BSKOOL_4172 
000E: 39@ -= 180 // integer values 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.62 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @BSKOOL_4302 

:BSKOOL_4172
00D6: if 
0019:   39@ > 339 // integer values 
004D: jump_if_false @BSKOOL_4217 
00D6: if 
001B:   360 > 39@ // integer values 
004D: jump_if_false @BSKOOL_4217 
0004: $266 = 100 // integer values 

:BSKOOL_4217
00D6: if 
0019:   39@ > 20 // integer values 
004D: jump_if_false @BSKOOL_4302 
00D6: if 
001B:   180 > 39@ // integer values 
004D: jump_if_false @BSKOOL_4302 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.62 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @BSKOOL_4302 

:BSKOOL_4302
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @BSKOOL_4327 
0004: $266 = 0 // integer values 

:BSKOOL_4327
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @BSKOOL_4375 
0004: $271 = 0 // integer values 

:BSKOOL_4375
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $271 > $2167 // integer values 
004D: jump_if_false @BSKOOL_4595 
008B: 67@ = $2167 // integer values and handles 
0084: $2167 = $271 // integer values and handles 
0006: 59@ = 1 // integer values 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @BSKOOL_4495 
00D6: if 
0038:   $2176 == 0 // integer values 
004D: jump_if_false @BSKOOL_4495 
0004: $2176 = 1 // integer values 
0004: $2175 = 1 // integer values 
0004: $2174 = 1 // integer values 

:BSKOOL_4495
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @BSKOOL_4545 
00D6: if 
0038:   $2175 == 0 // integer values 
004D: jump_if_false @BSKOOL_4545 
0004: $2175 = 1 // integer values 
0004: $2174 = 1 // integer values 

:BSKOOL_4545
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @BSKOOL_4588 
00D6: if 
0038:   $2174 == 0 // integer values 
004D: jump_if_false @BSKOOL_4588 
0004: $2174 = 1 // integer values 

:BSKOOL_4588
0002: jump @BSKOOL_4602 

:BSKOOL_4595
0006: 65@ = 0 // integer values 

:BSKOOL_4602
00D6: if 
0038:   $2162 == 2 // integer values 
004D: jump_if_false @BSKOOL_4686 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @BSKOOL_4686 
0006: 59@ = 2 // integer values 
0004: $2162 = 3 // integer values 
0006: 48@ = 2 // integer values 
000A: 37@ += 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1185 

:BSKOOL_4686
0006: 32@ = 0 // integer values 

:BSKOOL_4693
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BSKOOL_4817 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_4771 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_4771 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_4817 

:BSKOOL_4771
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @BSKOOL_4810 
0002: jump @BSKOOL_4817 

:BSKOOL_4810
0002: jump @BSKOOL_4693 

:BSKOOL_4817
0050: gosub @BSKOOL_20613 
0050: gosub @BSKOOL_20952 
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @BSKOOL_4863 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_4870 

:BSKOOL_4863
0002: jump @BSKOOL_3470 

:BSKOOL_4870
0002: jump @BSKOOL_3745 

:BSKOOL_4877
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @BSKOOL_6645 

:BSKOOL_4895
0050: gosub @BSKOOL_16586 

:BSKOOL_4902
0005: $258 = 180.0 // floating-point values 
0004: $253 = 9000 // integer values 
0006: 35@ = 183 // integer values 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #FCR900 at $255 $256 $257 
0175: set_car 38@ z_angle_to 180.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BSKOOL_5058 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_5015 
0129: 49@ = create_actor 5 #WMYMECH in_car 38@ driverseat 

:BSKOOL_5015
015F: set_camera_position 1125.66 1283.4 10.5 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 2 
0051: return 

:BSKOOL_5058
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car 38@ offset -3.5 56.0 0.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car 38@ offset 3.5 84.0 0.0 
0407: create_coordinate $305 $306 $257 from_car 38@ offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: text_highpriority 'BS_C_1' 5000 ms 4  // ~s~Egykerekezz a kp alak helyen. Gyorsts maxra, s nyomd le a(z) ~k~~VEHICLE_STEERDOWN~billentyt.
0050: gosub @BSKOOL_17345 

:BSKOOL_5170
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_5205 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_6585 

:BSKOOL_5205
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @BSKOOL_5253 
00BC: text_highpriority 'BS_C_1' 5000 ms 4  // ~s~Egykerekezz a kp alak helyen. Gyorsts maxra, s nyomd le a(z) ~k~~VEHICLE_STEERDOWN~billentyt.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_6638 

:BSKOOL_5253
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_6638 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_5331 
00D6: if 
00B0:   car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_5331 
0004: $274 = 1 // integer values 

:BSKOOL_5331
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @BSKOOL_5472 
00D6: if 
80B0:   not car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_5449 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if or
0024:   $TEMPVAR_X_COORD > $309 // floating-point values only 
0024:   $311 > $TEMPVAR_X_COORD // floating-point values only 
0024:   $TEMPVAR_Y_COORD > $310 // floating-point values only 
004D: jump_if_false @BSKOOL_5442 
0050: gosub @BSKOOL_17680 
0002: jump @BSKOOL_5449 

:BSKOOL_5442
0004: $274 = 2 // integer values 

:BSKOOL_5449
00D6: if 
87F1:   not player $PLAYER_CHAR performing_wheelie 
004D: jump_if_false @BSKOOL_5472 
0050: gosub @BSKOOL_17680 

:BSKOOL_5472
0174: 42@ = car 38@ z_angle 
0087: 44@ = 42@ // floating-point values only 
00D6: if 
8043:   not  44@ == 0.0 // floating-point values 
004D: jump_if_false @BSKOOL_5622 
00D6: if and
0023:   360.0 > 44@ // floating-point values 
0021:   44@ > 180.0 // floating-point values 
004D: jump_if_false @BSKOOL_5550 
000B: 44@ += 0.1 // floating-point values 

:BSKOOL_5550
00D6: if 
0043:   44@ == 360.0 // floating-point values 
004D: jump_if_false @BSKOOL_5581 
0021:   44@ > 0.0 // floating-point values 

:BSKOOL_5581
00D6: if and
0033:   180.0 >= 44@ // floating-point values 
0021:   44@ > 0.0 // floating-point values 
004D: jump_if_false @BSKOOL_5622 
000F: 44@ -= 0.1 // floating-point values 

:BSKOOL_5622
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_6638 
0050: gosub @BSKOOL_17680 
0086: $255 = $305 // floating-point values only 
0086: $256 = $306 // floating-point values only 
00D6: if 
0018:   $274 > 0 // integer values 
004D: jump_if_false @BSKOOL_5701 
0050: gosub @BSKOOL_17693 
0002: jump @BSKOOL_5708 

:BSKOOL_5701
0004: $267 = 0 // integer values 

:BSKOOL_5708
0174: 42@ = car 38@ z_angle 
0092: 39@ = float_to_integer 42@ 
00D6: if 
0018:   $274 > 0 // integer values 
004D: jump_if_false @BSKOOL_6056 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @BSKOOL_5774 
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_6070 

:BSKOOL_5774
00D6: if 
0039:   39@ == 180 // integer values 
004D: jump_if_false @BSKOOL_5807 
0004: $266 = 100 // integer values 
0002: jump @BSKOOL_6070 

:BSKOOL_5807
00D6: if 
0039:   39@ == 360 // integer values 
004D: jump_if_false @BSKOOL_5840 
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_6070 

:BSKOOL_5840
00D6: if 
0019:   39@ > 0 // integer values 
004D: jump_if_false @BSKOOL_5910 
00D6: if 
001B:   175 > 39@ // integer values 
004D: jump_if_false @BSKOOL_5910 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.56 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @BSKOOL_6070 

:BSKOOL_5910
00D6: if 
0019:   39@ > 174 // integer values 
004D: jump_if_false @BSKOOL_5955 
00D6: if 
001B:   186 > 39@ // integer values 
004D: jump_if_false @BSKOOL_5955 
0004: $266 = 100 // integer values 

:BSKOOL_5955
00D6: if 
0019:   39@ > 185 // integer values 
004D: jump_if_false @BSKOOL_6049 
00D6: if 
001B:   360 > 39@ // integer values 
004D: jump_if_false @BSKOOL_6049 
000E: 39@ -= 180 // integer values 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.56 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @BSKOOL_6070 

:BSKOOL_6049
0002: jump @BSKOOL_6070 

:BSKOOL_6056
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_6070 

:BSKOOL_6070
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @BSKOOL_6095 
0004: $266 = 0 // integer values 

:BSKOOL_6095
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @BSKOOL_6143 
0004: $271 = 0 // integer values 

:BSKOOL_6143
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $271 > $2164 // integer values 
004D: jump_if_false @BSKOOL_6363 
008B: 67@ = $2164 // integer values and handles 
0084: $2164 = $271 // integer values and handles 
0006: 59@ = 1 // integer values 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @BSKOOL_6263 
00D6: if 
0038:   $2179 == 0 // integer values 
004D: jump_if_false @BSKOOL_6263 
0004: $2179 = 1 // integer values 
0004: $2178 = 1 // integer values 
0004: $2177 = 1 // integer values 

:BSKOOL_6263
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @BSKOOL_6313 
00D6: if 
0038:   $2178 == 0 // integer values 
004D: jump_if_false @BSKOOL_6313 
0004: $2178 = 1 // integer values 
0004: $2177 = 1 // integer values 

:BSKOOL_6313
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @BSKOOL_6356 
00D6: if 
0038:   $2177 == 0 // integer values 
004D: jump_if_false @BSKOOL_6356 
0004: $2177 = 1 // integer values 

:BSKOOL_6356
0002: jump @BSKOOL_6370 

:BSKOOL_6363
0006: 65@ = 0 // integer values 

:BSKOOL_6370
00D6: if 
0038:   $2162 == 3 // integer values 
004D: jump_if_false @BSKOOL_6454 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @BSKOOL_6454 
0006: 59@ = 2 // integer values 
0004: $2162 = 4 // integer values 
0006: 48@ = 2 // integer values 
000A: 37@ += 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1185 

:BSKOOL_6454
0006: 32@ = 0 // integer values 

:BSKOOL_6461
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BSKOOL_6585 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_6539 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_6539 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_6585 

:BSKOOL_6539
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @BSKOOL_6578 
0002: jump @BSKOOL_6585 

:BSKOOL_6578
0002: jump @BSKOOL_6461 

:BSKOOL_6585
0050: gosub @BSKOOL_20952 
0050: gosub @BSKOOL_20613 
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @BSKOOL_6631 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_6638 

:BSKOOL_6631
0002: jump @BSKOOL_4895 

:BSKOOL_6638
0002: jump @BSKOOL_5170 

:BSKOOL_6645
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @BSKOOL_8421 

:BSKOOL_6663
0050: gosub @BSKOOL_16586 

:BSKOOL_6670
0005: $258 = 180.0 // floating-point values 
0004: $253 = 9000 // integer values 
0006: 35@ = 184 // integer values 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #FCR900 at $255 $256 $257 
0175: set_car 38@ z_angle_to 180.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BSKOOL_6826 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_6783 
0129: 49@ = create_actor 5 #WMYMECH in_car 38@ driverseat 

:BSKOOL_6783
015F: set_camera_position 1125.66 1283.4 10.5 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 2 
0051: return 

:BSKOOL_6826
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car 38@ offset -3.5 56.0 0.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car 38@ offset 3.5 84.0 0.0 
0407: create_coordinate $305 $306 $257 from_car 38@ offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: text_highpriority 'BS_D_1' 5000 ms 4  // ~s~llj meg a kp alak rszen. Gyorsulj maxra, nyomd meg a  ~k~~VEHICLE_STEERUP~t, aztn a ~k~~VEHICLE_BRAKE~t.
0050: gosub @BSKOOL_17345 

:BSKOOL_6938
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_6973 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_8361 

:BSKOOL_6973
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @BSKOOL_7021 
00BC: text_highpriority 'BS_D_1' 5000 ms 4  // ~s~llj meg a kp alak rszen. Gyorsulj maxra, nyomd meg a  ~k~~VEHICLE_STEERUP~t, aztn a ~k~~VEHICLE_BRAKE~t.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_8414 

:BSKOOL_7021
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_8414 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_7099 
00D6: if 
00B0:   car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_7099 
0004: $274 = 1 // integer values 

:BSKOOL_7099
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @BSKOOL_7240 
00D6: if 
80B0:   not car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_7217 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if or
0024:   $TEMPVAR_X_COORD > $309 // floating-point values only 
0024:   $311 > $TEMPVAR_X_COORD // floating-point values only 
0024:   $TEMPVAR_Y_COORD > $310 // floating-point values only 
004D: jump_if_false @BSKOOL_7210 
0050: gosub @BSKOOL_17680 
0002: jump @BSKOOL_7217 

:BSKOOL_7210
0004: $274 = 2 // integer values 

:BSKOOL_7217
00D6: if 
87F2:   not player $PLAYER_CHAR performing_stoppie 
004D: jump_if_false @BSKOOL_7240 
0050: gosub @BSKOOL_17680 

:BSKOOL_7240
0174: 42@ = car 38@ z_angle 
0087: 44@ = 42@ // floating-point values only 
00D6: if 
8043:   not  44@ == 0.0 // floating-point values 
004D: jump_if_false @BSKOOL_7390 
00D6: if and
0023:   360.0 > 44@ // floating-point values 
0021:   44@ > 180.0 // floating-point values 
004D: jump_if_false @BSKOOL_7318 
000B: 44@ += 0.1 // floating-point values 

:BSKOOL_7318
00D6: if 
0043:   44@ == 360.0 // floating-point values 
004D: jump_if_false @BSKOOL_7349 
0021:   44@ > 0.0 // floating-point values 

:BSKOOL_7349
00D6: if and
0033:   180.0 >= 44@ // floating-point values 
0021:   44@ > 0.0 // floating-point values 
004D: jump_if_false @BSKOOL_7390 
000F: 44@ -= 0.1 // floating-point values 

:BSKOOL_7390
02E3: 43@ = car 38@ speed 
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_8414 
0050: gosub @BSKOOL_17680 
0086: $255 = $305 // floating-point values only 
0086: $256 = $306 // floating-point values only 
00D6: if 
0018:   $274 > 0 // integer values 
004D: jump_if_false @BSKOOL_7477 
0050: gosub @BSKOOL_17693 
0002: jump @BSKOOL_7484 

:BSKOOL_7477
0004: $267 = 0 // integer values 

:BSKOOL_7484
0174: 42@ = car 38@ z_angle 
0092: 39@ = float_to_integer 42@ 
00D6: if 
0018:   $274 > 0 // integer values 
004D: jump_if_false @BSKOOL_7832 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @BSKOOL_7550 
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_7846 

:BSKOOL_7550
00D6: if 
0039:   39@ == 180 // integer values 
004D: jump_if_false @BSKOOL_7583 
0004: $266 = 100 // integer values 
0002: jump @BSKOOL_7846 

:BSKOOL_7583
00D6: if 
0039:   39@ == 360 // integer values 
004D: jump_if_false @BSKOOL_7616 
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_7846 

:BSKOOL_7616
00D6: if 
0019:   39@ > 0 // integer values 
004D: jump_if_false @BSKOOL_7686 
00D6: if 
001B:   175 > 39@ // integer values 
004D: jump_if_false @BSKOOL_7686 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.56 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @BSKOOL_7846 

:BSKOOL_7686
00D6: if 
0019:   39@ > 174 // integer values 
004D: jump_if_false @BSKOOL_7731 
00D6: if 
001B:   186 > 39@ // integer values 
004D: jump_if_false @BSKOOL_7731 
0004: $266 = 100 // integer values 

:BSKOOL_7731
00D6: if 
0019:   39@ > 185 // integer values 
004D: jump_if_false @BSKOOL_7825 
00D6: if 
001B:   360 > 39@ // integer values 
004D: jump_if_false @BSKOOL_7825 
000E: 39@ -= 180 // integer values 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.56 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @BSKOOL_7846 

:BSKOOL_7825
0002: jump @BSKOOL_7846 

:BSKOOL_7832
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_7846 

:BSKOOL_7846
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @BSKOOL_7871 
0004: $266 = 0 // integer values 

:BSKOOL_7871
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @BSKOOL_7919 
0004: $271 = 0 // integer values 

:BSKOOL_7919
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $271 > $2165 // integer values 
004D: jump_if_false @BSKOOL_8139 
008B: 67@ = $2165 // integer values and handles 
0084: $2165 = $271 // integer values and handles 
0006: 59@ = 1 // integer values 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @BSKOOL_8039 
00D6: if 
0038:   $2185 == 0 // integer values 
004D: jump_if_false @BSKOOL_8039 
0004: $2185 = 1 // integer values 
0004: $2184 = 1 // integer values 
0004: $2183 = 1 // integer values 

:BSKOOL_8039
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @BSKOOL_8089 
00D6: if 
0038:   $2184 == 0 // integer values 
004D: jump_if_false @BSKOOL_8089 
0004: $2184 = 1 // integer values 
0004: $2183 = 1 // integer values 

:BSKOOL_8089
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @BSKOOL_8132 
00D6: if 
0038:   $2183 == 0 // integer values 
004D: jump_if_false @BSKOOL_8132 
0004: $2183 = 1 // integer values 

:BSKOOL_8132
0002: jump @BSKOOL_8146 

:BSKOOL_8139
0006: 65@ = 0 // integer values 

:BSKOOL_8146
00D6: if 
0038:   $2162 == 5 // integer values 
004D: jump_if_false @BSKOOL_8230 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @BSKOOL_8230 
0006: 59@ = 2 // integer values 
0004: $2162 = 6 // integer values 
0006: 48@ = 2 // integer values 
000A: 37@ += 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1185 

:BSKOOL_8230
0006: 32@ = 0 // integer values 

:BSKOOL_8237
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BSKOOL_8361 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_8315 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_8315 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_8361 

:BSKOOL_8315
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @BSKOOL_8354 
0002: jump @BSKOOL_8361 

:BSKOOL_8354
0002: jump @BSKOOL_8237 

:BSKOOL_8361
0050: gosub @BSKOOL_20952 
0050: gosub @BSKOOL_20613 
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @BSKOOL_8407 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_8414 

:BSKOOL_8407
0002: jump @BSKOOL_6663 

:BSKOOL_8414
0002: jump @BSKOOL_6938 

:BSKOOL_8421
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @BSKOOL_10014 

:BSKOOL_8439
0050: gosub @BSKOOL_16586 

:BSKOOL_8446
0005: $258 = 180.0 // floating-point values 
0004: $253 = 9000 // integer values 
0006: 35@ = 185 // integer values 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #SANCHEZ at $255 $256 $257 
0175: set_car 38@ z_angle_to $258 
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car 38@ offset -2.5 46.0 2.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car 38@ offset 2.5 50.0 2.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BSKOOL_8658 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_8615 
0129: 49@ = create_actor 5 #WMYMECH in_car 38@ driverseat 

:BSKOOL_8615
015F: set_camera_position 1127.66 1288.4 12.75 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 2 
0051: return 

:BSKOOL_8658
0407: create_coordinate $305 $306 $257 from_car 38@ offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: text_highpriority 'BS_E_1' 5000 ms 4  // ~s~Ugrass a rmpra s llj meg a kijellt rszen.
0050: gosub @BSKOOL_17345 

:BSKOOL_8712
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_8747 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_9954 

:BSKOOL_8747
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @BSKOOL_8795 
00BC: text_highpriority 'BS_E_1' 5000 ms 4  // ~s~Ugrass a rmpra s llj meg a kijellt rszen.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_10007 

:BSKOOL_8795
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_10007 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_8873 
00D6: if 
00B0:   car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_8873 
0004: $274 = 1 // integer values 

:BSKOOL_8873
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @BSKOOL_8991 
00D6: if 
80B0:   not car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_8991 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if or
0024:   $TEMPVAR_X_COORD > $309 // floating-point values only 
0024:   $311 > $TEMPVAR_X_COORD // floating-point values only 
0024:   $TEMPVAR_Y_COORD > $310 // floating-point values only 
004D: jump_if_false @BSKOOL_8984 
0050: gosub @BSKOOL_17680 
0002: jump @BSKOOL_8991 

:BSKOOL_8984
0004: $274 = 2 // integer values 

:BSKOOL_8991
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_10007 
0050: gosub @BSKOOL_17680 
0086: $255 = $305 // floating-point values only 
0086: $256 = $306 // floating-point values only 
00D6: if 
0018:   $274 > 0 // integer values 
004D: jump_if_false @BSKOOL_9070 
0050: gosub @BSKOOL_17693 
0002: jump @BSKOOL_9077 

:BSKOOL_9070
0004: $267 = 0 // integer values 

:BSKOOL_9077
0174: 42@ = car 38@ z_angle 
0092: 39@ = float_to_integer 42@ 
00D6: if 
0018:   $274 > 0 // integer values 
004D: jump_if_false @BSKOOL_9425 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @BSKOOL_9143 
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_9439 

:BSKOOL_9143
00D6: if 
0039:   39@ == 180 // integer values 
004D: jump_if_false @BSKOOL_9176 
0004: $266 = 100 // integer values 
0002: jump @BSKOOL_9439 

:BSKOOL_9176
00D6: if 
0039:   39@ == 360 // integer values 
004D: jump_if_false @BSKOOL_9209 
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_9439 

:BSKOOL_9209
00D6: if 
0019:   39@ > 0 // integer values 
004D: jump_if_false @BSKOOL_9279 
00D6: if 
001B:   175 > 39@ // integer values 
004D: jump_if_false @BSKOOL_9279 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.56 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @BSKOOL_9439 

:BSKOOL_9279
00D6: if 
0019:   39@ > 174 // integer values 
004D: jump_if_false @BSKOOL_9324 
00D6: if 
001B:   186 > 39@ // integer values 
004D: jump_if_false @BSKOOL_9324 
0004: $266 = 100 // integer values 

:BSKOOL_9324
00D6: if 
0019:   39@ > 185 // integer values 
004D: jump_if_false @BSKOOL_9418 
00D6: if 
001B:   360 > 39@ // integer values 
004D: jump_if_false @BSKOOL_9418 
000E: 39@ -= 180 // integer values 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.56 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @BSKOOL_9439 

:BSKOOL_9418
0002: jump @BSKOOL_9439 

:BSKOOL_9425
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_9439 

:BSKOOL_9439
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @BSKOOL_9464 
0004: $266 = 0 // integer values 

:BSKOOL_9464
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @BSKOOL_9512 
0004: $271 = 0 // integer values 

:BSKOOL_9512
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $271 > $2168 // integer values 
004D: jump_if_false @BSKOOL_9732 
008B: 67@ = $2168 // integer values and handles 
0084: $2168 = $271 // integer values and handles 
0006: 59@ = 1 // integer values 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @BSKOOL_9632 
00D6: if 
0038:   $2182 == 0 // integer values 
004D: jump_if_false @BSKOOL_9632 
0004: $2182 = 1 // integer values 
0004: $2181 = 1 // integer values 
0004: $2180 = 1 // integer values 

:BSKOOL_9632
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @BSKOOL_9682 
00D6: if 
0038:   $2181 == 0 // integer values 
004D: jump_if_false @BSKOOL_9682 
0004: $2181 = 1 // integer values 
0004: $2180 = 1 // integer values 

:BSKOOL_9682
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @BSKOOL_9725 
00D6: if 
0038:   $2180 == 0 // integer values 
004D: jump_if_false @BSKOOL_9725 
0004: $2180 = 1 // integer values 

:BSKOOL_9725
0002: jump @BSKOOL_9739 

:BSKOOL_9732
0006: 65@ = 0 // integer values 

:BSKOOL_9739
00D6: if 
0038:   $2162 == 4 // integer values 
004D: jump_if_false @BSKOOL_9823 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @BSKOOL_9823 
0006: 59@ = 2 // integer values 
0004: $2162 = 5 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1185 
0006: 48@ = 2 // integer values 
000A: 37@ += 1 // integer values 

:BSKOOL_9823
0006: 32@ = 0 // integer values 

:BSKOOL_9830
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BSKOOL_9954 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_9908 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_9908 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_9954 

:BSKOOL_9908
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @BSKOOL_9947 
0002: jump @BSKOOL_9954 

:BSKOOL_9947
0002: jump @BSKOOL_9830 

:BSKOOL_9954
0050: gosub @BSKOOL_20613 
0050: gosub @BSKOOL_20952 
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @BSKOOL_10000 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_10007 

:BSKOOL_10000
0002: jump @BSKOOL_8439 

:BSKOOL_10007
0002: jump @BSKOOL_8712 

:BSKOOL_10014
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @BSKOOL_11889 

:BSKOOL_10032
0050: gosub @BSKOOL_16586 

:BSKOOL_10039
0005: $258 = 180.0 // floating-point values 
0004: $253 = 9000 // integer values 
0006: 35@ = 186 // integer values 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #NRG500 at $255 $256 $257 
0175: set_car 38@ z_angle_to $258 
0407: create_coordinate $309 $310 $TEMPVAR_Z_COORD from_car 38@ offset -2.5 46.0 2.0 
0407: create_coordinate $311 $312 $TEMPVAR_Z_COORD from_car 38@ offset 2.5 52.0 2.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BSKOOL_10251 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_10208 
0129: 49@ = create_actor 5 #WMYMECH in_car 38@ driverseat 

:BSKOOL_10208
015F: set_camera_position 1122.66 1265.4 15.75 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 2 
0051: return 

:BSKOOL_10251
0407: create_coordinate $305 $306 $257 from_car 38@ offset 0.0 114.0 0.0 
00BE: text_clear_all 
00BC: text_highpriority 'BS_F_1' 5000 ms 4  // ~s~Ugrass a rmpra, llj meg, majd menj a kijellt rszre.
0050: gosub @BSKOOL_17345 

:BSKOOL_10305
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_10340 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_11690 

:BSKOOL_10340
00D6: if 
0038:   $249 == 0 // integer values 
004D: jump_if_false @BSKOOL_10388 
00BC: text_highpriority 'BS_F_1' 5000 ms 4  // ~s~Ugrass a rmpra, llj meg, majd menj a kijellt rszre.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_11882 

:BSKOOL_10388
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_11882 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 // integer values 
004D: jump_if_false @BSKOOL_10466 
00D6: if 
00B0:   car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_10466 
0004: $274 = 1 // integer values 

:BSKOOL_10466
00D6: if 
0038:   $274 == 1 // integer values 
004D: jump_if_false @BSKOOL_10584 
00D6: if 
80B0:   not car 38@ 0 $309 $310 $311 $312 
004D: jump_if_false @BSKOOL_10584 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if or
0024:   $TEMPVAR_X_COORD > $309 // floating-point values only 
0024:   $311 > $TEMPVAR_X_COORD // floating-point values only 
0024:   $TEMPVAR_Y_COORD > $310 // floating-point values only 
004D: jump_if_false @BSKOOL_10577 
0050: gosub @BSKOOL_17680 
0002: jump @BSKOOL_10584 

:BSKOOL_10577
0004: $274 = 2 // integer values 

:BSKOOL_10584
00D6: if 
0038:   $274 == 2 // integer values 
004D: jump_if_false @BSKOOL_10630 
00D6: if 
81F3:   not car 38@ airborne 
004D: jump_if_false @BSKOOL_10630 
01BD: 70@ = current_time_in_ms 
0004: $274 = 3 // integer values 

:BSKOOL_10630
00D6: if 
0038:   $274 == 3 // integer values 
004D: jump_if_false @BSKOOL_10716 
01BD: 69@ = current_time_in_ms 
0085: 68@ = 69@ // integer values and handles 
0062: 68@ -= 70@ // integer values 
00D6: if 
0019:   68@ > 250 // integer values 
004D: jump_if_false @BSKOOL_10716 
00D6: if or
87F2:   not player $PLAYER_CHAR performing_stoppie 
07F1:   player $PLAYER_CHAR performing_wheelie 
004D: jump_if_false @BSKOOL_10716 
0050: gosub @BSKOOL_17680 

:BSKOOL_10716
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_11882 
0050: gosub @BSKOOL_17680 
0086: $255 = $305 // floating-point values only 
0086: $256 = $306 // floating-point values only 
00D6: if 
0018:   $274 > 0 // integer values 
004D: jump_if_false @BSKOOL_10795 
0050: gosub @BSKOOL_17693 
0002: jump @BSKOOL_10802 

:BSKOOL_10795
0004: $267 = 0 // integer values 

:BSKOOL_10802
0174: 42@ = car 38@ z_angle 
0092: 39@ = float_to_integer 42@ 
00D6: if 
0018:   $274 > 0 // integer values 
004D: jump_if_false @BSKOOL_11150 
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @BSKOOL_10868 
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_11164 

:BSKOOL_10868
00D6: if 
0039:   39@ == 180 // integer values 
004D: jump_if_false @BSKOOL_10901 
0004: $266 = 100 // integer values 
0002: jump @BSKOOL_11164 

:BSKOOL_10901
00D6: if 
0039:   39@ == 360 // integer values 
004D: jump_if_false @BSKOOL_10934 
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_11164 

:BSKOOL_10934
00D6: if 
0019:   39@ > 0 // integer values 
004D: jump_if_false @BSKOOL_11004 
00D6: if 
001B:   175 > 39@ // integer values 
004D: jump_if_false @BSKOOL_11004 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.56 // floating-point values 
008C: $266 = float_to_integer $276 
0002: jump @BSKOOL_11164 

:BSKOOL_11004
00D6: if 
0019:   39@ > 174 // integer values 
004D: jump_if_false @BSKOOL_11049 
00D6: if 
001B:   186 > 39@ // integer values 
004D: jump_if_false @BSKOOL_11049 
0004: $266 = 100 // integer values 

:BSKOOL_11049
00D6: if 
0019:   39@ > 185 // integer values 
004D: jump_if_false @BSKOOL_11143 
00D6: if 
001B:   360 > 39@ // integer values 
004D: jump_if_false @BSKOOL_11143 
000E: 39@ -= 180 // integer values 
0091: $276 = integer_to_float 39@ 
0011: $276 *= 0.56 // floating-point values 
008C: $273 = float_to_integer $276 
0004: $266 = 100 // integer values 
0060: $266 -= $273 // integer values 
0002: jump @BSKOOL_11164 

:BSKOOL_11143
0002: jump @BSKOOL_11164 

:BSKOOL_11150
0004: $266 = 0 // integer values 
0002: jump @BSKOOL_11164 

:BSKOOL_11164
00D6: if 
001A:   1 > $266 // integer values 
004D: jump_if_false @BSKOOL_11189 
0004: $266 = 0 // integer values 

:BSKOOL_11189
0084: $271 = $267 // integer values and handles 
0058: $271 += $266 // integer values 
0014: $271 /= 2 // integer values 
00D6: if 
0038:   $267 == 0 // integer values 
004D: jump_if_false @BSKOOL_11237 
0004: $271 = 0 // integer values 

:BSKOOL_11237
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $271 > $2169 // integer values 
004D: jump_if_false @BSKOOL_11457 
008B: 67@ = $2169 // integer values and handles 
0084: $2169 = $271 // integer values and handles 
0006: 59@ = 1 // integer values 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @BSKOOL_11357 
00D6: if 
0038:   $2188 == 0 // integer values 
004D: jump_if_false @BSKOOL_11357 
0004: $2188 = 1 // integer values 
0004: $2187 = 1 // integer values 
0004: $2186 = 1 // integer values 

:BSKOOL_11357
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @BSKOOL_11407 
00D6: if 
0038:   $2187 == 0 // integer values 
004D: jump_if_false @BSKOOL_11407 
0004: $2187 = 1 // integer values 
0004: $2186 = 1 // integer values 

:BSKOOL_11407
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @BSKOOL_11450 
00D6: if 
0038:   $2186 == 0 // integer values 
004D: jump_if_false @BSKOOL_11450 
0004: $2186 = 1 // integer values 

:BSKOOL_11450
0002: jump @BSKOOL_11464 

:BSKOOL_11457
0006: 65@ = 0 // integer values 

:BSKOOL_11464
00D6: if 
0038:   $2170 == 0 // integer values 
004D: jump_if_false @BSKOOL_11559 
00D6: if 
0038:   $2162 == 6 // integer values 
004D: jump_if_false @BSKOOL_11559 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @BSKOOL_11559 
0006: 59@ = 2 // integer values 
0004: $2170 = 1 // integer values 
0006: 48@ = 2 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1185 

:BSKOOL_11559
0006: 32@ = 0 // integer values 

:BSKOOL_11566
00D6: if 
0019:   32@ > -1 // integer values 
004D: jump_if_false @BSKOOL_11690 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_11644 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BSKOOL_11644 
0006: 48@ = 2 // integer values 
0002: jump @BSKOOL_11690 

:BSKOOL_11644
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 // integer values 
004D: jump_if_false @BSKOOL_11683 
0002: jump @BSKOOL_11690 

:BSKOOL_11683
0002: jump @BSKOOL_11566 

:BSKOOL_11690
0050: gosub @BSKOOL_20613 
0050: gosub @BSKOOL_20952 
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @BSKOOL_11875 
00D6: if 
0038:   $2170 == 1 // integer values 
004D: jump_if_false @BSKOOL_11861 
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @BSKOOL_11861 
016A: fade 0 1000 ms 

:BSKOOL_11765
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_11789 
0001: wait 0 ms 
0002: jump @BSKOOL_11765 

:BSKOOL_11789
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 
0173: set_actor $PLAYER_ACTOR z_angle_to 11.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 2000 ms 

:BSKOOL_11830
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_11854 
0001: wait 0 ms 
0002: jump @BSKOOL_11830 

:BSKOOL_11854
0002: jump @BSKOOL_11917 

:BSKOOL_11861
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_11882 

:BSKOOL_11875
0002: jump @BSKOOL_10032 

:BSKOOL_11882
0002: jump @BSKOOL_10305 

:BSKOOL_11889
040D: unload_wav 3 
097A: (unknown) -1000.0 -1000.0 -1000.0 1186 
00BE: text_clear_all 
0051: return 

:BSKOOL_11917
016A: fade 1 500 ms 
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @BSKOOL_11965 
0595: mission_complete 
030C: set_mission_points += 1 
0004: $MISSION_DRIVING_SCHOOL_PASSED = 1 // integer values 
0624: add 50.0 to_stat 229 

:BSKOOL_11965
00BE: text_clear_all 
00BA: text_styled 'BS_Z_7' 5000 ms 5  // Elvgezted a motoros iskolt.~n~~w~Motorozs tapasztalat +
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:BSKOOL_11994
014F: stop_timer $253 
03F0: text_draw_toggle 0 
0826: toggle_hud 1 
0581: toggle_radar 1 
01B7: release_weather 
0249: release_model #TRAFFICCONE 
0249: release_model #LANDJUMP2 
0249: release_model #FCR900 
0249: release_model #BF400 
0249: release_model #PCJ600 
0249: release_model #NRG500 
0249: release_model #SANCHEZ 
0249: release_model #WMYMECH 
00D6: if 
0038:   $PARKED_NRG500_EXISTS == 0 // integer values 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2173 == 1 // integer values 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2176 == 1 // integer values 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2179 == 1 // integer values 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2185 == 1 // integer values 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2182 == 1 // integer values 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2188 == 1 // integer values 
004D: jump_if_false @BSKOOL_12235 
0004: $PARKED_NRG500_EXISTS = 1 // integer values 
00D6: if 
0038:   $PARKED_FCR900_EXISTS == 0 // integer values 
004D: jump_if_false @BSKOOL_12210 
0004: $PARKED_FCR900_EXISTS = 1 // integer values 

:BSKOOL_12210
00D6: if 
0038:   $PARKED_FREEWAY_EXISTS == 0 // integer values 
004D: jump_if_false @BSKOOL_12235 
0004: $PARKED_FREEWAY_EXISTS = 1 // integer values 

:BSKOOL_12235
00D6: if 
0038:   $PARKED_FCR900_EXISTS == 0 // integer values 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2172 == 1 // integer values 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2175 == 1 // integer values 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2178 == 1 // integer values 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2184 == 1 // integer values 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2181 == 1 // integer values 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2187 == 1 // integer values 
004D: jump_if_false @BSKOOL_12393 
0004: $PARKED_FCR900_EXISTS = 1 // integer values 
00D6: if 
0038:   $PARKED_FREEWAY_EXISTS == 0 // integer values 
004D: jump_if_false @BSKOOL_12393 
0004: $PARKED_FREEWAY_EXISTS = 1 // integer values 

:BSKOOL_12393
00D6: if 
0038:   $PARKED_FREEWAY_EXISTS == 0 // integer values 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2171 == 1 // integer values 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2174 == 1 // integer values 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2177 == 1 // integer values 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2183 == 1 // integer values 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2180 == 1 // integer values 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2186 == 1 // integer values 
004D: jump_if_false @BSKOOL_12526 
0004: $PARKED_FREEWAY_EXISTS = 1 // integer values 

:BSKOOL_12526
00D6: if 
0038:   $PARKED_NRG500_EXISTS == 1 // integer values 
004D: jump_if_false @BSKOOL_12575 
0A17: (unknown) $PARKED_NRG500 1 
014C: set_parked_car_generator $PARKED_NRG500 cars_to_generate_to 101 
0624: add 200.0 to_stat 229 
0004: $PARKED_NRG500_EXISTS = 2 // integer values 

:BSKOOL_12575
00D6: if 
0038:   $PARKED_FCR900_EXISTS == 1 // integer values 
004D: jump_if_false @BSKOOL_12624 
0A17: (unknown) $PARKED_FCR900 1 
014C: set_parked_car_generator $PARKED_FCR900 cars_to_generate_to 101 
0624: add 100.0 to_stat 229 
0004: $PARKED_FCR900_EXISTS = 2 // integer values 

:BSKOOL_12624
00D6: if 
0038:   $PARKED_FREEWAY_EXISTS == 1 // integer values 
004D: jump_if_false @BSKOOL_12663 
0A17: (unknown) $PARKED_FREEWAY 1 
014C: set_parked_car_generator $PARKED_FREEWAY cars_to_generate_to 101 
0004: $PARKED_FREEWAY_EXISTS = 2 // integer values 

:BSKOOL_12663
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:BSKOOL_12674
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 225.0 scale 612.0 438.0 color 0 0 0 alpha 64@ 
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @BSKOOL_12796 
00D6: if 
001B:   255 > 64@ // integer values 
004D: jump_if_false @BSKOOL_12789 
000A: 64@ += 5 // integer values 
00D6: if 
0019:   64@ > 255 // integer values 
004D: jump_if_false @BSKOOL_12782 
0006: 64@ = 255 // integer values 

:BSKOOL_12782
0002: jump @BSKOOL_12796 

:BSKOOL_12789
0006: 63@ = 2 // integer values 

:BSKOOL_12796
00D6: if 
0039:   63@ == 3 // integer values 
004D: jump_if_false @BSKOOL_12878 
00D6: if 
0019:   64@ > 0 // integer values 
004D: jump_if_false @BSKOOL_12871 
000E: 64@ -= 5 // integer values 
00D6: if 
001B:   0 > 64@ // integer values 
004D: jump_if_false @BSKOOL_12864 
0006: 64@ = 0 // integer values 

:BSKOOL_12864
0002: jump @BSKOOL_12878 

:BSKOOL_12871
0006: 63@ = 0 // integer values 

:BSKOOL_12878
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 0.0 scale 640.0 197.0 color 0 0 0 alpha 255 
0050: gosub @BSKOOL_16466 
0340: set_text_draw_color 190 190 190 255 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @BSKOOL_13073 
033E: text_draw 322.0 41.0 'BS_A'  // A 360
00D6: if 
0018:   $2166 > 69 // integer values 
004D: jump_if_false @BSKOOL_13008 
008B: 66@ = $2166 // integer values and handles 
0002: jump @BSKOOL_13066 

:BSKOOL_13008
008B: 66@ = $2166 // integer values and handles 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_color 166 202 240 255 
033E: text_draw 320.0 80.0 'BS_Z_3'  // rd el a 70%-ot, vagy tbbet.

:BSKOOL_13066
0050: gosub @BSKOOL_14958 

:BSKOOL_13073
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @BSKOOL_13210 
033E: text_draw 322.0 41.0 'BS_B'  // A 180
00D6: if 
0018:   $2167 > 69 // integer values 
004D: jump_if_false @BSKOOL_13145 
008B: 66@ = $2167 // integer values and handles 
0002: jump @BSKOOL_13203 

:BSKOOL_13145
008B: 66@ = $2167 // integer values and handles 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_color 166 202 240 255 
033E: text_draw 320.0 80.0 'BS_Z_3'  // rd el a 70%-ot, vagy tbbet.

:BSKOOL_13203
0050: gosub @BSKOOL_14958 

:BSKOOL_13210
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @BSKOOL_13347 
033E: text_draw 322.0 41.0 'BS_C'  // Egykerekezs
00D6: if 
0018:   $2164 > 69 // integer values 
004D: jump_if_false @BSKOOL_13282 
008B: 66@ = $2164 // integer values and handles 
0002: jump @BSKOOL_13340 

:BSKOOL_13282
008B: 66@ = $2164 // integer values and handles 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_color 166 202 240 255 
033E: text_draw 320.0 80.0 'BS_Z_3'  // rd el a 70%-ot, vagy tbbet.

:BSKOOL_13340
0050: gosub @BSKOOL_14958 

:BSKOOL_13347
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @BSKOOL_13484 
033E: text_draw 322.0 41.0 'BS_D'  // A Meglls
00D6: if 
0018:   $2165 > 69 // integer values 
004D: jump_if_false @BSKOOL_13419 
008B: 66@ = $2165 // integer values and handles 
0002: jump @BSKOOL_13477 

:BSKOOL_13419
008B: 66@ = $2165 // integer values and handles 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_color 166 202 240 255 
033E: text_draw 320.0 80.0 'BS_Z_3'  // rd el a 70%-ot, vagy tbbet.

:BSKOOL_13477
0050: gosub @BSKOOL_14958 

:BSKOOL_13484
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @BSKOOL_13621 
033E: text_draw 322.0 41.0 'BS_E'  // Ugrats s Meglls
00D6: if 
0018:   $2168 > 69 // integer values 
004D: jump_if_false @BSKOOL_13556 
008B: 66@ = $2168 // integer values and handles 
0002: jump @BSKOOL_13614 

:BSKOOL_13556
008B: 66@ = $2168 // integer values and handles 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_color 166 202 240 255 
033E: text_draw 320.0 80.0 'BS_Z_3'  // rd el a 70%-ot, vagy tbbet.

:BSKOOL_13614
0050: gosub @BSKOOL_14958 

:BSKOOL_13621
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @BSKOOL_13758 
033E: text_draw 322.0 41.0 'BS_F'  // Ugrs s Meglls
00D6: if 
0018:   $2169 > 69 // integer values 
004D: jump_if_false @BSKOOL_13693 
008B: 66@ = $2169 // integer values and handles 
0002: jump @BSKOOL_13751 

:BSKOOL_13693
008B: 66@ = $2169 // integer values and handles 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_color 166 202 240 255 
033E: text_draw 320.0 80.0 'BS_Z_3'  // rd el a 70%-ot, vagy tbbet.

:BSKOOL_13751
0050: gosub @BSKOOL_14958 

:BSKOOL_13758
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 248 211 7 255 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @BSKOOL_13836 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 360.0 'BS_X_4'  // Kilps
0002: jump @BSKOOL_13869 

:BSKOOL_13836
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 360.0 'BS_X_4'  // Kilps

:BSKOOL_13869
00D6: if 
8039:   not  57@ == 1 // integer values 
004D: jump_if_false @BSKOOL_14263 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 248 211 7 255 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @BSKOOL_13965 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 340.0 'BS_X_5'  // Kezds
0002: jump @BSKOOL_13998 

:BSKOOL_13965
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 70.0 340.0 'BS_X_5'  // Kezds

:BSKOOL_13998
00D6: if 
8038:   not  $2162 == 1 // integer values 
004D: jump_if_false @BSKOOL_14127 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 248 211 7 255 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @BSKOOL_14094 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BS_X_3'  // Kormnyoz
0002: jump @BSKOOL_14127 

:BSKOOL_14094
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BS_X_3'  // Kormnyoz

:BSKOOL_14127
00D6: if 
0038:   $2162 == 1 // integer values 
004D: jump_if_false @BSKOOL_14256 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 173 173 173 125 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @BSKOOL_14223 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BS_X_3'  // Kormnyoz
0002: jump @BSKOOL_14256 

:BSKOOL_14223
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BS_X_3'  // Kormnyoz

:BSKOOL_14256
0002: jump @BSKOOL_14374 

:BSKOOL_14263
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 248 211 7 255 
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @BSKOOL_14341 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BS_X_3'  // Kormnyoz
0002: jump @BSKOOL_14374 

:BSKOOL_14341
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 437.0 340.0 'BS_X_3'  // Kormnyoz

:BSKOOL_14374
0050: gosub @BSKOOL_16288 
033F: set_text_draw_letter_width_height 0.32 1.25 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 150.0 360.0 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  57@ == 1 // integer values 
004D: jump_if_false @BSKOOL_14650 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 150.0 340.0 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $2162 == 1 // integer values 
004D: jump_if_false @BSKOOL_14572 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'BS_X03'  // ~<~~>~

:BSKOOL_14572
00D6: if 
0038:   $2162 == 1 // integer values 
004D: jump_if_false @BSKOOL_14643 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 173 173 173 125 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'BS_X03'  // ~<~~>~

:BSKOOL_14643
0002: jump @BSKOOL_14704 

:BSKOOL_14650
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.32 1.25 
033E: text_draw 537.4 340.0 'BS_X03'  // ~<~~>~

:BSKOOL_14704
033F: set_text_draw_letter_width_height 0.52 1.45 
03E3: (unknown) 1 
038D: create_texture 5 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 160.0 317.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 5 position 480.0 317.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 9 position 160.0 435.0 scale 320.0 17.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 9 position 480.0 435.0 scale -320.0 17.0 color 150 150 150 alpha 255 
0051: return 

:BSKOOL_14958
03E3: (unknown) 1 
038D: create_texture 8 position 320.0 430.0 scale 640.0 250.0 color 0 0 0 alpha 255 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 166 202 240 255 
00D6: if 
0019:   66@ > 69 // integer values 
004D: jump_if_false @BSKOOL_15070 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: text_draw_1number 320.0 80.0 'BS_Y_6' 66@  // ~1~%

:BSKOOL_15070
00D6: if 
001B:   70 > 66@ // integer values 
004D: jump_if_false @BSKOOL_15095 
0006: 65@ = 1 // integer values 

:BSKOOL_15095
00D6: if 
0019:   66@ > 69 // integer values 
004D: jump_if_false @BSKOOL_15138 
00D6: if 
001B:   85 > 66@ // integer values 
004D: jump_if_false @BSKOOL_15138 
0006: 65@ = 2 // integer values 

:BSKOOL_15138
00D6: if 
0019:   66@ > 84 // integer values 
004D: jump_if_false @BSKOOL_15181 
00D6: if 
001B:   100 > 66@ // integer values 
004D: jump_if_false @BSKOOL_15181 
0006: 65@ = 3 // integer values 

:BSKOOL_15181
00D6: if 
0039:   66@ == 100 // integer values 
004D: jump_if_false @BSKOOL_15206 
0006: 65@ = 4 // integer values 

:BSKOOL_15206
00D6: if 
0019:   65@ > 1 // integer values 
004D: jump_if_false @BSKOOL_15311 
03E3: (unknown) 1 
038D: create_texture 4 position 250.0 306.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 4 position 395.0 306.0 scale 60.0 60.0 color 180 180 180 alpha 255 
0002: jump @BSKOOL_15391 

:BSKOOL_15311
03E3: (unknown) 1 
038D: create_texture 7 position 250.0 306.0 scale -60.0 60.0 color 180 180 180 alpha 255 
03E3: (unknown) 1 
038D: create_texture 7 position 395.0 306.0 scale 60.0 60.0 color 180 180 180 alpha 255 

:BSKOOL_15391
03E3: (unknown) 1 
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @BSKOOL_15499 
038D: create_texture 6 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: text_draw 320.0 375.0 'BS_Z_4'  // NINCS DJ

:BSKOOL_15499
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @BSKOOL_15603 
038D: create_texture 1 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: text_draw 320.0 375.0 'BS_Y_12'  // BRONZ

:BSKOOL_15603
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @BSKOOL_15707 
038D: create_texture 2 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: text_draw 320.0 375.0 'BS_Y_11'  // EZST

:BSKOOL_15707
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @BSKOOL_15811 
038D: create_texture 3 position 320.0 307.0 scale 110.0 95.0 color 160 160 160 alpha 255 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_color 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: text_draw 320.0 375.0 'BS_Y_10'  // ARANY

:BSKOOL_15811
0051: return 

:BSKOOL_15813
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BSKOOL_15988 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @BSKOOL_15856 
0050: gosub @BSKOOL_1783 

:BSKOOL_15856
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @BSKOOL_15881 
0050: gosub @BSKOOL_3477 

:BSKOOL_15881
00D6: if 
0038:   $247 == 3 // integer values 
004D: jump_if_false @BSKOOL_15906 
0050: gosub @BSKOOL_4902 

:BSKOOL_15906
00D6: if 
0038:   $247 == 5 // integer values 
004D: jump_if_false @BSKOOL_15931 
0050: gosub @BSKOOL_6670 

:BSKOOL_15931
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @BSKOOL_15956 
0050: gosub @BSKOOL_8446 

:BSKOOL_15956
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @BSKOOL_15981 
0050: gosub @BSKOOL_10039 

:BSKOOL_15981
0006: 34@ = 1 // integer values 

:BSKOOL_15988
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @BSKOOL_16072 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_16072 
00D6: if 
87C1:   not path 35@ available 
004D: jump_if_false @BSKOOL_16050 
07C0: load_path 35@ 
0002: jump @BSKOOL_16072 

:BSKOOL_16050
05EB: assign_vehicle 38@ to_path 35@ 
0006: 63@ = 3 // integer values 
0006: 34@ = 2 // integer values 

:BSKOOL_16072
00D6: if 
0039:   34@ == 2 // integer values 
004D: jump_if_false @BSKOOL_16157 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_16143 
00D6: if 
860E:   not car 38@ is_assigned_to_existing_path 
004D: jump_if_false @BSKOOL_16136 
0006: 63@ = 1 // integer values 
0006: 34@ = 4 // integer values 

:BSKOOL_16136
0002: jump @BSKOOL_16157 

:BSKOOL_16143
0006: 63@ = 1 // integer values 
0006: 34@ = 4 // integer values 

:BSKOOL_16157
00D6: if 
0039:   34@ == 3 // integer values 
004D: jump_if_false @BSKOOL_16189 
0006: 63@ = 1 // integer values 
0006: 34@ = 4 // integer values 

:BSKOOL_16189
00D6: if 
0039:   34@ == 4 // integer values 
004D: jump_if_false @BSKOOL_16286 
00D6: if 
0039:   63@ == 2 // integer values 
004D: jump_if_false @BSKOOL_16286 
05EC: release_vehicle 38@ from_path 
00A6: destroy_car 38@ 
009B: destroy_actor_instantly 49@ 
0395: clear_area 1 at $327 $328 $329 range 300.0 
014F: stop_timer $253 
0396: 0 useless_flag 
00A6: destroy_car 38@ 
0050: gosub @BSKOOL_20952 
0006: 34@ = 0 // integer values 

:BSKOOL_16286
0051: return 

:BSKOOL_16288
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 

:BSKOOL_16350
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.52 1.45 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.8 2.6 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0051: return 

:BSKOOL_16466
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.2 4.0 
060D: draw_text_shadow 3 color 0 0 0 alpha 255 
0349: text_draw_style = 3 
0051: return 
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.0 3.8 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
0349: text_draw_style = 2 
0051: return 

:BSKOOL_16586
016A: fade 0 500 ms 

:BSKOOL_16593
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_16617 
0001: wait 0 ms 
0002: jump @BSKOOL_16593 

:BSKOOL_16617
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:BSKOOL_16623
0005: $309 = 0.0 // floating-point values 
0005: $310 = 0.0 // floating-point values 
0005: $311 = 0.0 // floating-point values 
0005: $312 = 0.0 // floating-point values 
0005: $313 = 0.0 // floating-point values 
0005: $314 = 0.0 // floating-point values 
0005: $315 = 0.0 // floating-point values 
0005: $316 = 0.0 // floating-point values 
0005: $317 = 0.0 // floating-point values 
0005: $318 = 0.0 // floating-point values 
0005: $319 = 0.0 // floating-point values 
0005: $320 = 0.0 // floating-point values 
0005: $321 = 0.0 // floating-point values 
0005: $322 = 0.0 // floating-point values 
0005: $323 = 0.0 // floating-point values 
0005: $324 = 0.0 // floating-point values 
0004: $12 = 0 // integer values 
0005: $277 = 0.0 // floating-point values 
0005: $278 = 0.0 // floating-point values 
0005: $282 = 0.0 // floating-point values 
0005: $283 = 0.0 // floating-point values 
0005: $284 = 0.0 // floating-point values 
0005: $285 = 10.0 // floating-point values 
0004: $249 = 0 // integer values 
0005: $280 = 0.0 // floating-point values 
0005: $281 = 0.0 // floating-point values 
0005: $330 = 0.0 // floating-point values 
0005: $331 = 0.0 // floating-point values 
0005: $332 = 0.0 // floating-point values 
0004: $333 = 0 // integer values 
0004: $261 = 0 // integer values 
0004: $262 = 0 // integer values 
0005: $303 = 0.0 // floating-point values 
0005: $304 = 0.0 // floating-point values 
0005: $305 = 0.0 // floating-point values 
0005: $306 = 0.0 // floating-point values 
0004: $326 = 0 // integer values 
0004: $266 = 0 // integer values 
0007: 43@ = 0.0 // floating-point values 
0007: 42@ = 0.0 // floating-point values 
0007: 44@ = 0.0 // floating-point values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0004: $254 = 0 // integer values 
0004: $286 = 0 // integer values 
0004: $287 = 0 // integer values 
0004: $289 = 0 // integer values 
0004: $290 = 0 // integer values 
0004: $292 = 0 // integer values 
0004: $293 = 0 // integer values 
0004: $295 = 0 // integer values 
0004: $296 = 0 // integer values 
0004: $298 = 0 // integer values 
0004: $299 = 0 // integer values 
0004: $288 = 0 // integer values 
0004: $291 = 0 // integer values 
0004: $294 = 0 // integer values 
0004: $297 = 0 // integer values 
0004: $300 = 0 // integer values 
0004: $301 = 0 // integer values 
0004: $302 = 0 // integer values 
0004: $271 = 0 // integer values 
0004: $269 = 0 // integer values 
0086: $255 = $307 // floating-point values only 
0086: $256 = $308 // floating-point values only 
02CE: $257 = ground_z $255 $256 50.0 
0004: $268 = 0 // integer values 
0005: $259 = 0.0 // floating-point values 
0004: $267 = 0 // integer values 
0004: $270 = 0 // integer values 
0006: 41@ = 0 // integer values 
0004: $264 = 0 // integer values 
0004: $265 = 0 // integer values 
0004: $272 = 0 // integer values 
0004: $273 = 0 // integer values 
0005: $276 = 0.0 // floating-point values 
0004: $274 = 0 // integer values 
0004: $275 = 0 // integer values 
0005: $279 = 0.0 // floating-point values 
0007: 45@ = 0.0 // floating-point values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0051: return 

:BSKOOL_17345
036A: put_actor $PLAYER_ACTOR in_car 38@ 
020A: set_car 38@ door_status_to 4 
0001: wait 0 ms 
0581: toggle_radar 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 500 ms 

:BSKOOL_17379
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_17403 
0001: wait 0 ms 
0002: jump @BSKOOL_17379 

:BSKOOL_17403
01B4: set_player $PLAYER_CHAR frozen_state 1 
0051: return 

:BSKOOL_17412
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_17479 
00D6: if 
0038:   $249 == 1 // integer values 
004D: jump_if_false @BSKOOL_17472 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_17472 
0006: 48@ = 1 // integer values 

:BSKOOL_17472
0002: jump @BSKOOL_17486 

:BSKOOL_17479
0006: 48@ = 1 // integer values 

:BSKOOL_17486
0051: return 

:BSKOOL_17488
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_17531 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_17531 
02E3: 43@ = car 38@ speed 

:BSKOOL_17531
00D6: if or
00E1:   key_pressed 0 16 
00E1:   key_pressed 0 14 
004D: jump_if_false @BSKOOL_17644 
00D6: if 
0021:   43@ > 0.1 // floating-point values 
004D: jump_if_false @BSKOOL_17644 
00BE: text_clear_all 
00D6: if or
0038:   $247 == 1 // integer values 
0038:   $247 == 2 // integer values 
0038:   $247 == 3 // integer values 
0038:   $247 == 5 // integer values 
0038:   $247 == 4 // integer values 
0038:   $247 == 6 // integer values 
004D: jump_if_false @BSKOOL_17637 
014E: set_timer_to $253 type 1 

:BSKOOL_17637
0004: $249 = 1 // integer values 

:BSKOOL_17644
0051: return 

:BSKOOL_17646
00D6: if 
0038:   $253 == 0 // integer values 
004D: jump_if_false @BSKOOL_17678 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:BSKOOL_17678
0051: return 

:BSKOOL_17680
01B4: set_player $PLAYER_CHAR frozen_state 0 
0396: 1 useless_flag 
0051: return 

:BSKOOL_17693
00AA: store_car 38@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $255 $256 
00D6: if 
0020:   $259 > 0.5 // floating-point values 
004D: jump_if_false @BSKOOL_17830 
00D6: if 
0022:   10.0 > $259 // floating-point values 
004D: jump_if_false @BSKOOL_17816 
000D: $259 -= 0.5 // floating-point values 
0011: $259 *= 10.42 // floating-point values 
008C: $273 = float_to_integer $259 
0004: $267 = 100 // integer values 
0060: $267 -= $273 // integer values 
0002: jump @BSKOOL_17823 

:BSKOOL_17816
0004: $267 = 0 // integer values 

:BSKOOL_17823
0002: jump @BSKOOL_17837 

:BSKOOL_17830
0004: $267 = 100 // integer values 

:BSKOOL_17837
0058: $271 += $267 // integer values 
0051: return 
0227: 40@ = car 38@ health 
0004: $268 = 1000 // integer values 
0066: $268 -= 40@ // integer values 
00D6: if 
0038:   $247 == 16 // integer values 
004D: jump_if_false @BSKOOL_17903 
0014: $268 /= 10 // integer values 
0002: jump @BSKOOL_17910 

:BSKOOL_17903
0014: $268 /= 2 // integer values 

:BSKOOL_17910
00D6: if 
0018:   $268 > 100 // integer values 
004D: jump_if_false @BSKOOL_17935 
0004: $268 = 100 // integer values 

:BSKOOL_17935
0051: return 

:BSKOOL_17937
0004: $272 = 0 // integer values 
0004: $200 = 0 // integer values 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @BSKOOL_18028 

:BSKOOL_17969
00D6: if 
001A:   15 > $200 // integer values 
004D: jump_if_false @BSKOOL_18028 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @BSKOOL_18014 
0008: $272 += 10 // integer values 

:BSKOOL_18014
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_17969 

:BSKOOL_18028
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @BSKOOL_18105 

:BSKOOL_18046
00D6: if 
001A:   25 > $200 // integer values 
004D: jump_if_false @BSKOOL_18105 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @BSKOOL_18091 
0008: $272 += 10 // integer values 

:BSKOOL_18091
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_18046 

:BSKOOL_18105
00D6: if or
0038:   $247 == 3 // integer values 
0038:   $247 == 5 // integer values 
004D: jump_if_false @BSKOOL_18189 

:BSKOOL_18130
00D6: if 
001A:   30 > $200 // integer values 
004D: jump_if_false @BSKOOL_18189 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @BSKOOL_18175 
0008: $272 += 10 // integer values 

:BSKOOL_18175
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_18130 

:BSKOOL_18189
00D6: if or
0038:   $247 == 4 // integer values 
0038:   $247 == 6 // integer values 
004D: jump_if_false @BSKOOL_18273 

:BSKOOL_18214
00D6: if 
001A:   14 > $200 // integer values 
004D: jump_if_false @BSKOOL_18273 
00D6: if 
0366:   object $201($200,46i) blown_up 
004D: jump_if_false @BSKOOL_18259 
0008: $272 += 10 // integer values 

:BSKOOL_18259
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_18214 

:BSKOOL_18273
0010: $272 *= 2 // integer values 
00D6: if 
0018:   $272 > 90 // integer values 
004D: jump_if_false @BSKOOL_18305 
0004: $272 = 100 // integer values 

:BSKOOL_18305
0060: $271 -= $272 // integer values 
0051: return 

:BSKOOL_18315
00D6: if 
001A:   1 > $271 // integer values 
004D: jump_if_false @BSKOOL_18340 
0004: $271 = 0 // integer values 

:BSKOOL_18340
00BE: text_clear_all 
0051: return 

:BSKOOL_18344
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_18777 
00D6: if 
0038:   $333 == 0 // integer values 
004D: jump_if_false @BSKOOL_18469 
0407: create_coordinate $330 $331 $332 from_car 38@ offset 10.0 0.0 5.0 
0005: $332 = 15.0 // floating-point values 
015F: set_camera_position $330 $331 $332 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 1 
0460: set_camera_pointing_time 50.0 2000 
0004: $333 = 1 // integer values 

:BSKOOL_18469
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @BSKOOL_18616 
00D6: if 
001B:   6000 > 32@ // integer values 
004D: jump_if_false @BSKOOL_18616 
00D6: if 
0038:   $333 == 1 // integer values 
004D: jump_if_false @BSKOOL_18616 
0407: create_coordinate $330 $331 $332 from_car 38@ offset 0.0 10.0 5.0 
0005: $332 = 15.0 // floating-point values 
015F: set_camera_position $330 $331 $332 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 1 
0460: set_camera_pointing_time 50.0 2000 
0004: $333 = 2 // integer values 

:BSKOOL_18616
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @BSKOOL_18744 
00D6: if 
0038:   $333 == 2 // integer values 
004D: jump_if_false @BSKOOL_18744 
0407: create_coordinate $330 $331 $332 from_car 38@ offset -10.0 0.0 5.0 
0005: $332 = 15.0 // floating-point values 
015F: set_camera_position $330 $331 $332 0.0 0.0 0.0 
0158: camera_on_vehicle 38@ 15 1 
0460: set_camera_pointing_time 50.0 2000 
0004: $333 = 3 // integer values 

:BSKOOL_18744
00D6: if 
0019:   32@ > 9000 // integer values 
004D: jump_if_false @BSKOOL_18777 
0004: $333 = 1 // integer values 
0006: 32@ = 0 // integer values 

:BSKOOL_18777
0051: return 

:BSKOOL_18779
0006: 65@ = 0 // integer values 
00D6: if 
0018:   $271 > 69 // integer values 
004D: jump_if_false @BSKOOL_18868 
00D6: if 
001A:   85 > $271 // integer values 
004D: jump_if_false @BSKOOL_18868 
00D6: if and
0019:   67@ > 69 // integer values 
001B:   85 > 67@ // integer values 
004D: jump_if_false @BSKOOL_18861 
0006: 65@ = 0 // integer values 
0002: jump @BSKOOL_18868 

:BSKOOL_18861
0006: 65@ = 2 // integer values 

:BSKOOL_18868
00D6: if 
0018:   $271 > 84 // integer values 
004D: jump_if_false @BSKOOL_18950 
00D6: if 
001A:   100 > $271 // integer values 
004D: jump_if_false @BSKOOL_18950 
00D6: if and
0019:   67@ > 84 // integer values 
001B:   100 > 67@ // integer values 
004D: jump_if_false @BSKOOL_18943 
0006: 65@ = 0 // integer values 
0002: jump @BSKOOL_18950 

:BSKOOL_18943
0006: 65@ = 3 // integer values 

:BSKOOL_18950
00D6: if 
0038:   $271 == 100 // integer values 
004D: jump_if_false @BSKOOL_19007 
00D6: if 
0039:   67@ == 100 // integer values 
004D: jump_if_false @BSKOOL_19000 
0006: 65@ = 0 // integer values 
0002: jump @BSKOOL_19007 

:BSKOOL_19000
0006: 65@ = 4 // integer values 

:BSKOOL_19007
0051: return 

:BSKOOL_19009
0826: toggle_hud 0 
0581: toggle_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
00D6: if 
001B:   2 > 65@ // integer values 
004D: jump_if_false @BSKOOL_19082 
0937: (unknown) 160.0 220.0 490.0 400.0 'BS_Z_8' 3  // Eredmnyek
0002: jump @BSKOOL_19115 

:BSKOOL_19082
0937: (unknown) 160.0 200.0 490.0 400.0 'DUMMY' 3 

:BSKOOL_19115
0050: gosub @BSKOOL_16350 
0904: (unknown) 3 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 170.0 255.0 'BS_Y_1'  // Utols feladat:
0050: gosub @BSKOOL_16350 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number 475.0 255.0 'BS_Y_6' $266  // ~1~%
0050: gosub @BSKOOL_16350 
0904: (unknown) 3 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 170.0 275.0 'BS_Y_2'  // Vgs helyezs:
0050: gosub @BSKOOL_16350 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number 475.0 275.0 'BS_Y_6' $267  // ~1~%
0050: gosub @BSKOOL_16350 
0904: (unknown) 3 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 170.0 295.0 'BS_Y_3'  // Srls bntets:
0050: gosub @BSKOOL_16350 
03E4: set_text_draw_align_right 1 
0904: (unknown) 0 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
045A: text_draw_1number 475.0 295.0 'BS_Y_6' $272  // ~1~%
0050: gosub @BSKOOL_16350 
0904: (unknown) 3 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 170.0 315.0 'BS_Y_5'  // sszpontszm:
0050: gosub @BSKOOL_16350 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number 475.0 315.0 'BS_Y_6' $271  // ~1~%
00D6: if or
0039:   59@ == 1 // integer values 
0039:   59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_19919 
00D6: if 
0019:   65@ > 0 // integer values 
004D: jump_if_false @BSKOOL_19919 
038D: create_texture 4 position 250.0 200.0 scale -60.0 60.0 color 180 180 180 alpha 255 
038D: create_texture 4 position 392.0 200.0 scale 60.0 60.0 color 180 180 180 alpha 255 
00D6: if 
0039:   65@ == 2 // integer values 
004D: jump_if_false @BSKOOL_19728 
038D: create_texture 1 position 320.0 200.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BSKOOL_19728
00D6: if 
0039:   65@ == 3 // integer values 
004D: jump_if_false @BSKOOL_19782 
038D: create_texture 2 position 320.0 200.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BSKOOL_19782
00D6: if 
0039:   65@ == 4 // integer values 
004D: jump_if_false @BSKOOL_19836 
038D: create_texture 3 position 320.0 200.0 scale 110.0 95.0 color 160 160 160 alpha 255 

:BSKOOL_19836
0050: gosub @BSKOOL_16466 
081C: draw_text_outline 2 0 0 0 255 
033F: set_text_draw_letter_width_height 1.0 3.4 
0904: (unknown) 6 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 323.0 65.0 'BS_Y_9'  // J TANSTVNYT SZEREZTL!

:BSKOOL_19919
00D6: if or
0039:   59@ == 1 // integer values 
0039:   59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_20011 
0050: gosub @BSKOOL_16466 
081C: draw_text_outline 2 0 0 0 255 
033F: set_text_draw_letter_width_height 1.0 3.4 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 323.0 110.0 'BS_Y_8'  // J LEGJOBB EREDMNY!

:BSKOOL_20011
00D6: if 
8039:   not  59@ == 2 // integer values 
004D: jump_if_false @BSKOOL_20316 
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 4 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 330.0 345.0 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 170.0 345.0 'BS_Z_5'  // Folytats
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 4 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 330.0 365.0 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 170.0 365.0 'BS_Z_6'  // Kilps
0002: jump @BSKOOL_20528 

:BSKOOL_20316
00D6: if 
8038:   not  $2162 == 6 // integer values 
004D: jump_if_false @BSKOOL_20388 
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_width_height 0.52 1.45 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 170.0 345.0 'BS_Z_9'  // J TESZT RHET EL!

:BSKOOL_20388
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 4 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 330.0 365.0 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_width_height 0.52 1.45 
0904: (unknown) 6 52@ 53@ 54@ 55@ 
0340: set_text_draw_color 52@ 53@ 54@ 55@ 
033E: text_draw 170.0 365.0 'BS_Z_5'  // Folytats

:BSKOOL_20528
0051: return 

:BSKOOL_20530
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BSKOOL_20586 
00D6: if 
0038:   $12 == 1 // integer values 
004D: jump_if_false @BSKOOL_20579 
0004: $12 = 0 // integer values 
0004: $326 = 1 // integer values 

:BSKOOL_20579
0002: jump @BSKOOL_20611 

:BSKOOL_20586
00D6: if 
0038:   $12 == 0 // integer values 
004D: jump_if_false @BSKOOL_20611 
0004: $12 = 1 // integer values 

:BSKOOL_20611
0051: return 

:BSKOOL_20613
097A: (unknown) -1000.0 -1000.0 -1000.0 1186 
016A: fade 0 500 ms 

:BSKOOL_20640
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_20709 
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 // integer values 
004D: jump_if_false @BSKOOL_20696 
00D6: if 
0038:   $2170 == 1 // integer values 
004D: jump_if_false @BSKOOL_20696 
0050: gosub @BSKOOL_12674 

:BSKOOL_20696
00BE: text_clear_all 
0001: wait 0 ms 
0002: jump @BSKOOL_20640 

:BSKOOL_20709
00BE: text_clear_all 
03D6: remove_big_text 'BS_Y_8'  // J LEGJOBB EREDMNY!
03D6: remove_big_text 'BS_Y_9'  // J TANSTVNYT SZEREZTL!
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: (unknown) $PLAYER_ACTOR 
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @BSKOOL_20835 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BSKOOL_20808 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
0002: jump @BSKOOL_20828 

:BSKOOL_20808
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 

:BSKOOL_20828
0002: jump @BSKOOL_20898 

:BSKOOL_20835
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BSKOOL_20878 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
0002: jump @BSKOOL_20898 

:BSKOOL_20878
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 

:BSKOOL_20898
0173: set_actor $PLAYER_ACTOR z_angle_to 5.0 
00A6: destroy_car 38@ 
0395: clear_area 1 at 1171.521 1351.183 9.9219 range 2.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
014F: stop_timer $253 
0396: 0 useless_flag 
0051: return 

:BSKOOL_20952
0004: $200 = 0 // integer values 

:BSKOOL_20959
00D6: if 
001A:   46 > $200 // integer values 
004D: jump_if_false @BSKOOL_21000 
0108: destroy_object $201($200,46i) 
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_20959 

:BSKOOL_21000
00D6: if 
03CA:   object 56@ exists 
004D: jump_if_false @BSKOOL_21021 
0108: destroy_object 56@ 

:BSKOOL_21021
0051: return 

:BSKOOL_21023
0004: $200 = 0 // integer values 
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @BSKOOL_21107 

:BSKOOL_21048
00D6: if 
001A:   15 > $200 // integer values 
004D: jump_if_false @BSKOOL_21107 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_21048 

:BSKOOL_21107
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @BSKOOL_21184 

:BSKOOL_21125
00D6: if 
001A:   25 > $200 // integer values 
004D: jump_if_false @BSKOOL_21184 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_21125 

:BSKOOL_21184
00D6: if or
0038:   $247 == 3 // integer values 
0038:   $247 == 5 // integer values 
004D: jump_if_false @BSKOOL_21268 

:BSKOOL_21209
00D6: if 
001A:   30 > $200 // integer values 
004D: jump_if_false @BSKOOL_21268 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_21209 

:BSKOOL_21268
00D6: if or
0038:   $247 == 4 // integer values 
0038:   $247 == 6 // integer values 
004D: jump_if_false @BSKOOL_21382 

:BSKOOL_21293
00D6: if 
001A:   14 > $200 // integer values 
004D: jump_if_false @BSKOOL_21352 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 // integer values 
0002: jump @BSKOOL_21293 

:BSKOOL_21352
029B: 56@ = init_object #LANDJUMP2 at 0.0 0.0 500.0 
0382: set_object 56@ collision_detection 1 

:BSKOOL_21382
00D6: if 
0038:   $247 == 1 // integer values 
004D: jump_if_false @BSKOOL_22060 
0005: $285 = 6.0 // floating-point values 
0005: $279 = 0.0 // floating-point values 
0407: create_coordinate $280 $281 $284 from_car 38@ offset 0.0 1.0 -0.2 

:BSKOOL_21449
02F6: $282 = cosine $279 // sinus swapped with cosine 
0069: $282 *= $285 // floating-point values 
0059: $282 += $280 // floating-point values 
02F7: $283 = sinus $279 // cosine swapped with sinus 
0069: $283 *= $285 // floating-point values 
0059: $283 += $281 // floating-point values 
00D6: if 
0042:   $279 == 0.0 // floating-point values 
004D: jump_if_false @BSKOOL_21532 
01BC: put_object $201[0] at $282 $283 $284 

:BSKOOL_21532
00D6: if 
0042:   $279 == 24.0 // floating-point values 
004D: jump_if_false @BSKOOL_21567 
01BC: put_object $201[1] at $282 $283 $284 

:BSKOOL_21567
00D6: if 
0042:   $279 == 48.0 // floating-point values 
004D: jump_if_false @BSKOOL_21602 
01BC: put_object $201[2] at $282 $283 $284 

:BSKOOL_21602
00D6: if 
0042:   $279 == 72.0 // floating-point values 
004D: jump_if_false @BSKOOL_21637 
01BC: put_object $201[3] at $282 $283 $284 

:BSKOOL_21637
00D6: if 
0042:   $279 == 96.0 // floating-point values 
004D: jump_if_false @BSKOOL_21672 
01BC: put_object $201[4] at $282 $283 $284 

:BSKOOL_21672
00D6: if 
0042:   $279 == 120.0 // floating-point values 
004D: jump_if_false @BSKOOL_21707 
01BC: put_object $201[5] at $282 $283 $284 

:BSKOOL_21707
00D6: if 
0042:   $279 == 144.0 // floating-point values 
004D: jump_if_false @BSKOOL_21742 
01BC: put_object $201[6] at $282 $283 $284 

:BSKOOL_21742
00D6: if 
0042:   $279 == 168.0 // floating-point values 
004D: jump_if_false @BSKOOL_21777 
01BC: put_object $201[7] at $282 $283 $284 

:BSKOOL_21777
00D6: if 
0042:   $279 == 192.0 // floating-point values 
004D: jump_if_false @BSKOOL_21812 
01BC: put_object $201[8] at $282 $283 $284 

:BSKOOL_21812
00D6: if 
0042:   $279 == 216.0 // floating-point values 
004D: jump_if_false @BSKOOL_21847 
01BC: put_object $201[9] at $282 $283 $284 

:BSKOOL_21847
00D6: if 
0042:   $279 == 240.0 // floating-point values 
004D: jump_if_false @BSKOOL_21882 
01BC: put_object $201[10] at $282 $283 $284 

:BSKOOL_21882
00D6: if 
0042:   $279 == 264.0 // floating-point values 
004D: jump_if_false @BSKOOL_21917 
01BC: put_object $201[11] at $282 $283 $284 

:BSKOOL_21917
00D6: if 
0042:   $279 == 288.0 // floating-point values 
004D: jump_if_false @BSKOOL_21952 
01BC: put_object $201[12] at $282 $283 $284 

:BSKOOL_21952
00D6: if 
0042:   $279 == 312.0 // floating-point values 
004D: jump_if_false @BSKOOL_21987 
01BC: put_object $201[13] at $282 $283 $284 

:BSKOOL_21987
00D6: if 
0042:   $279 == 336.0 // floating-point values 
004D: jump_if_false @BSKOOL_22022 
01BC: put_object $201[14] at $282 $283 $284 

:BSKOOL_22022
0009: $279 += 24.0 // floating-point values 
00D6: if 
0022:   360.0 > $279 // floating-point values 
004D: jump_if_false @BSKOOL_22060 
0002: jump @BSKOOL_21449 

:BSKOOL_22060
00D6: if 
0038:   $247 == 2 // integer values 
004D: jump_if_false @BSKOOL_22802 
0005: $285 = 6.0 // floating-point values 
0005: $279 = 90.0 // floating-point values 
0407: create_coordinate $280 $281 $284 from_car 38@ offset 0.0 86.0 -0.2 

:BSKOOL_22127
02F6: $282 = cosine $279 // sinus swapped with cosine 
0069: $282 *= $285 // floating-point values 
0059: $282 += $280 // floating-point values 
02F7: $283 = sinus $279 // cosine swapped with sinus 
0069: $283 *= $285 // floating-point values 
0059: $283 += $281 // floating-point values 
00D6: if 
0042:   $279 == 120.0 // floating-point values 
004D: jump_if_false @BSKOOL_22210 
01BC: put_object $201[0] at $282 $283 $284 

:BSKOOL_22210
00D6: if 
0042:   $279 == 150.0 // floating-point values 
004D: jump_if_false @BSKOOL_22245 
01BC: put_object $201[1] at $282 $283 $284 

:BSKOOL_22245
00D6: if 
0042:   $279 == 180.0 // floating-point values 
004D: jump_if_false @BSKOOL_22280 
01BC: put_object $201[2] at $282 $283 $284 

:BSKOOL_22280
00D6: if 
0042:   $279 == 210.0 // floating-point values 
004D: jump_if_false @BSKOOL_22315 
01BC: put_object $201[3] at $282 $283 $284 

:BSKOOL_22315
00D6: if 
0042:   $279 == 240.0 // floating-point values 
004D: jump_if_false @BSKOOL_22350 
01BC: put_object $201[4] at $282 $283 $284 

:BSKOOL_22350
0009: $279 += 30.0 // floating-point values 
00D6: if 
0022:   271.0 > $279 // floating-point values 
004D: jump_if_false @BSKOOL_22388 
0002: jump @BSKOOL_22127 

:BSKOOL_22388
035C: place_object $201[7] relative_to_car 38@ offset -7.0 74.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ offset 7.0 74.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ offset -7.0 78.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ offset 7.0 78.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ offset -7.0 82.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ offset 7.0 82.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ offset -7.0 86.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ offset 7.0 86.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ offset 0.0 82.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ offset -3.0 4.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ offset 3.0 4.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ offset -3.0 0.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ offset 3.0 0.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ offset -3.0 -4.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ offset 3.0 -4.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ offset 0.0 -4.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ offset 0.0 74.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ offset 0.0 78.0 -0.2 

:BSKOOL_22802
00D6: if or
0038:   $247 == 3 // integer values 
0038:   $247 == 5 // integer values 
004D: jump_if_false @BSKOOL_23517 
035C: place_object $201[0] relative_to_car 38@ offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ offset 0.0 -4.0 -0.2 
035C: place_object $201[7] relative_to_car 38@ offset -3.5 56.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ offset 3.5 56.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ offset -3.5 60.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ offset 3.5 60.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ offset -3.5 64.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ offset 3.5 64.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ offset -3.5 68.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ offset 3.5 68.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ offset -3.5 72.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ offset 3.5 72.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ offset -3.5 76.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ offset 3.5 76.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ offset -3.5 80.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ offset 3.5 80.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ offset -3.5 84.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ offset 3.5 84.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ offset -3.0 120.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ offset 3.0 120.0 -0.2 
035C: place_object $201[25] relative_to_car 38@ offset -3.0 124.0 -0.2 
035C: place_object $201[26] relative_to_car 38@ offset 3.0 124.0 -0.2 
035C: place_object $201[27] relative_to_car 38@ offset -3.0 128.0 -0.2 
035C: place_object $201[28] relative_to_car 38@ offset 3.0 128.0 -0.2 
035C: place_object $201[29] relative_to_car 38@ offset 0.0 128.0 -0.2 

:BSKOOL_23517
00D6: if or
0038:   $247 == 4 // integer values 
0038:   $247 == 6 // integer values 
004D: jump_if_false @BSKOOL_24084 
035C: place_object $201[0] relative_to_car 38@ offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ offset 0.0 -4.0 -0.2 
035C: place_object 56@ relative_to_car 38@ offset 0.0 48.0 -0.2 
00D6: if 
0038:   $247 == 4 // integer values 
004D: jump_if_false @BSKOOL_23905 
035C: place_object $201[7] relative_to_car 38@ offset -3.0 120.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ offset 3.0 120.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ offset -3.0 124.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ offset 3.0 124.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ offset -3.0 128.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ offset 3.0 128.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ offset 0.0 128.0 -0.2 

:BSKOOL_23905
00D6: if 
0038:   $247 == 6 // integer values 
004D: jump_if_false @BSKOOL_24084 
035C: place_object $201[7] relative_to_car 38@ offset -3.0 110.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ offset 3.0 110.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ offset -3.0 114.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ offset 3.0 114.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ offset -3.0 118.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ offset 3.0 118.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ offset 0.0 118.0 -0.2 

:BSKOOL_24084
0051: return 

//-------------Mission 121---------------
// Originally: Taxi-Driver Sub-Mission

:TAXIODD
03A4: name_thread 'TAXIODD' 
0006: 34@ = 0 // integer values 
0050: gosub @TAXIODD_54 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TAXIODD_45 
0050: gosub @TAXIODD_18818 

:TAXIODD_45
0050: gosub @TAXIODD_18991 
004E: end_thread 

:TAXIODD_54
00D6: if 
0038:   $MISSION_TAXI_PASSED == 0 // integer values 
004D: jump_if_false @TAXIODD_74 
0317: increment_mission_attempts 

:TAXIODD_74
0004: $ONMISSION = 1 // integer values 
0004: $411 = 1 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_231 
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi_vehicle 
004D: jump_if_false @TAXIODD_231 
00D9: 37@ = actor $PLAYER_ACTOR car 
01E9: 35@ = car 37@ num_passengers 
00D6: if 
8039:   not  35@ == 0 // integer values 
004D: jump_if_false @TAXIODD_179 
00BC: text_highpriority 'TX_FULL' 5000 ms 1  // ~r~Szksged van egy res kocsira a taxis kldetsekhez.
0001: wait 4500 ms 
00BE: text_clear_all 
0051: return 

:TAXIODD_179
0227: 36@ = car 37@ health 
00D6: if 
8185:   not car 37@ health >= 400 
004D: jump_if_false @TAXIODD_231 
00BC: text_highpriority 'TX_ILL' 5000 ms 1  // ~r~Ez a taxi totlkros. Szksged lesz egy srtetlen jrmre a taxis kldetsek sorn.
0001: wait 4500 ms 
00BE: text_clear_all 
0051: return 

:TAXIODD_231
0084: $8201 = $56 // integer values and handles 
0004: $56 = 1 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0006: 38@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0006: 130@ = 0 // integer values 
0006: 132@ = 0 // integer values 
0006: 133@ = 0 // integer values 
0006: 134@ = 0 // integer values 
0006: 135@ = 0 // integer values 
0006: 136@ = 0 // integer values 
0006: 137@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 140@ = 0 // integer values 
0006: 141@ = 0 // integer values 
0006: 142@ = 0 // integer values 
0006: 143@ = 0 // integer values 
0006: 144@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 146@ = 0 // integer values 
00D6: if 
0039:   38@ == -99 // integer values 
004D: jump_if_false @TAXIODD_721 
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 89@ = create_car #TAXI at 0.0 0.0 0.0 
009A: 88@ = create_actor 4 #WMYBU at 0.0 0.0 0.0 
0006: 49@ = 0 // integer values 

:TAXIODD_593
0107: 90@(49@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
000A: 49@ += 1 // integer values 
0029:   49@ >= 4 // integer values 
004D: jump_if_false @TAXIODD_593 
0187: 96@ = create_marker_above_actor 88@ 
018A: 97@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 49@ = 0 // integer values 

:TAXIODD_676
018A: 98@(49@,3i) = create_checkpoint_at 0.0 0.0 0.0 
000A: 49@ += 1 // integer values 
0029:   49@ >= 3 // integer values 
004D: jump_if_false @TAXIODD_676 

:TAXIODD_721
054C: use_GXT_table 'TAXI1' 
0050: gosub @TAXIODD_17953 
060A: unknown_create_entity 0 101@ 
0050: gosub @TAXIODD_17955 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_778 
0002: jump @TAXIODD_17025 

:TAXIODD_778
0001: wait 0 ms 
0050: gosub @TAXIODD_16595 
0050: gosub @TAXIODD_16949 
00D6: if or
0039:   40@ == 1 // integer values 
0039:   41@ == 1 // integer values 
004D: jump_if_false @TAXIODD_828 
0002: jump @TAXIODD_1465 

:TAXIODD_828
0050: gosub @TAXIODD_17820 
0050: gosub @TAXIODD_17854 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_872 
0006: 124@ = 1 // integer values 
0002: jump @TAXIODD_1465 

:TAXIODD_872
00D6: if 
0039:   38@ == 0 // integer values 
004D: jump_if_false @TAXIODD_930 
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TAXIODD_930
0006: 83@ = 0 // integer values 
0293: $13 = current_controls 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @TAXIODD_991 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @TAXIODD_984 
0006: 83@ = 1 // integer values 

:TAXIODD_984
0002: jump @TAXIODD_1015 

:TAXIODD_991
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @TAXIODD_1015 
0006: 83@ = 1 // integer values 

:TAXIODD_1015
00D6: if 
0039:   135@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1081 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @TAXIODD_1074 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_1074 
0006: 135@ = 1 // integer values 

:TAXIODD_1074
0002: jump @TAXIODD_1129 

:TAXIODD_1081
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1129 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_1129 
0006: 124@ = 1 // integer values 
0002: jump @TAXIODD_1465 

:TAXIODD_1129
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_1159 
0006: 124@ = 1 // integer values 
0002: jump @TAXIODD_1465 

:TAXIODD_1159
0227: 51@ = car 89@ health 
00D6: if 
002B:   250 >= 51@ // integer values 
004D: jump_if_false @TAXIODD_1287 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_1273 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_1273 
00BC: text_highpriority 'TX_FLED' 5000 ms 1  // ~r~Az utasod meg akar szkni!
00D6: if 
0039:   138@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1273 
0947: (unknown) 88@ 221 116@ 
0006: 138@ = 1 // integer values 

:TAXIODD_1273
0006: 126@ = 1 // integer values 
0002: jump @TAXIODD_1465 

:TAXIODD_1287
00D6: if 
0039:   130@ == 1 // integer values 
004D: jump_if_false @TAXIODD_1344 
00D6: if 
0038:   $8199 == 0 // integer values 
004D: jump_if_false @TAXIODD_1344 
0006: 124@ = 1 // integer values 
0006: 108@ = 2 // integer values 
0002: jump @TAXIODD_1465 

:TAXIODD_1344
0050: gosub @TAXIODD_2884 
00D6: if 
0039:   127@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1390 
0006: 124@ = 1 // integer values 
0006: 108@ = 1 // integer values 
0002: jump @TAXIODD_1465 

:TAXIODD_1390
00D6: if 
0039:   38@ == 1 // integer values 
004D: jump_if_false @TAXIODD_1415 
0050: gosub @TAXIODD_1657 

:TAXIODD_1415
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @TAXIODD_1440 
0050: gosub @TAXIODD_2277 

:TAXIODD_1440
00D6: if 
0039:   38@ == 3 // integer values 
004D: jump_if_false @TAXIODD_1465 
0006: 125@ = 1 // integer values 

:TAXIODD_1465
00D6: if 
0039:   40@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1609 
00D6: if 
0039:   124@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1593 
00D6: if 
0039:   126@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1572 
00D6: if 
0039:   125@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1551 
0002: jump @TAXIODD_778 
0002: jump @TAXIODD_1565 

:TAXIODD_1551
0050: gosub @TAXIODD_18716 
0002: jump @TAXIODD_778 

:TAXIODD_1565
0002: jump @TAXIODD_1586 

:TAXIODD_1572
0050: gosub @TAXIODD_18752 
0002: jump @TAXIODD_778 

:TAXIODD_1586
0002: jump @TAXIODD_1602 

:TAXIODD_1593
0050: gosub @TAXIODD_18818 
0051: return 

:TAXIODD_1602
0002: jump @TAXIODD_1611 

:TAXIODD_1609
0051: return 

:TAXIODD_1611
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:TAXIODD_1657
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1829 
0006: 128@ = 0 // integer values 
0006: 129@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0006: 139@ = 0 // integer values 
0006: 145@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0216: set_car 89@ taxi_available_light_to 1 
00D6: if 
0039:   144@ == 1 // integer values 
004D: jump_if_false @TAXIODD_1756 
0006: 39@ = 20 // integer values 
0002: jump @TAXIODD_1829 

:TAXIODD_1756
0050: gosub @TAXIODD_3350 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1795 
0006: 39@ = 1 // integer values 
0002: jump @TAXIODD_1829 

:TAXIODD_1795
00BC: text_highpriority 'TX_JUNK' $8199 ms 1  // ~r~sszetrted az autt. Menj s javttasd meg.
0006: 139@ = 1 // integer values 
0396: 0 useless_flag 
0006: 39@ = 10 // integer values 

:TAXIODD_1829
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @TAXIODD_1966 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1879 
0050: gosub @TAXIODD_3392 
0002: jump @TAXIODD_1966 

:TAXIODD_1879
0050: gosub @TAXIODD_3350 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @TAXIODD_1966 
0050: gosub @TAXIODD_3392 
03D5: remove_text 'TX_JUNK'  // ~r~sszetrted az autt. Menj s javttasd meg.
0008: $8199 += 10000 // integer values 
00D6: if 
0039:   139@ == 1 // integer values 
004D: jump_if_false @TAXIODD_1959 
0396: 1 useless_flag 
0006: 139@ = 0 // integer values 

:TAXIODD_1959
0006: 39@ = 0 // integer values 

:TAXIODD_1966
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @TAXIODD_2071 
0050: gosub @TAXIODD_4416 
00D6: if 
0039:   128@ == 1 // integer values 
004D: jump_if_false @TAXIODD_2071 
00D6: if 
0039:   130@ == 0 // integer values 
004D: jump_if_false @TAXIODD_2060 
0004: $8199 = 36000 // integer values 
03C3: set_timer_with_text_to $8199 type 1 text 'TX_TIME'  // Id
0006: 130@ = 1 // integer values 

:TAXIODD_2060
0396: 0 useless_flag 
0006: 39@ = 2 // integer values 

:TAXIODD_2071
00D6: if 
0039:   39@ == 2 // integer values 
004D: jump_if_false @TAXIODD_2167 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_2167 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2167 
0164: disable_marker 96@ 
0647: unknown_action_sequence 88@ 
0216: set_car 89@ taxi_available_light_to 0 
0947: (unknown) 88@ 224 116@ 
0227: 117@ = car 89@ health 
0006: 39@ = 99 // integer values 

:TAXIODD_2167
00D6: if 
0039:   39@ == 10 // integer values 
004D: jump_if_false @TAXIODD_2185 

:TAXIODD_2185
00D6: if 
0039:   39@ == 20 // integer values 
004D: jump_if_false @TAXIODD_2243 
00D6: if 
001D:   47@ > 106@ // integer values 
004D: jump_if_false @TAXIODD_2243 
0006: 144@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 39@ = 0 // integer values 

:TAXIODD_2243
0050: gosub @TAXIODD_4917 
00D6: if 
0039:   39@ == 99 // integer values 
004D: jump_if_false @TAXIODD_2275 
0050: gosub @TAXIODD_17893 

:TAXIODD_2275
0051: return 

:TAXIODD_2277
00D6: if 
0039:   39@ == 0 // integer values 
004D: jump_if_false @TAXIODD_2368 
0050: gosub @TAXIODD_7029 
0396: 0 useless_flag 
0006: 131@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 136@ = 0 // integer values 
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @TAXIODD_2361 
0085: 105@ = 47@ // integer values and handles 
000A: 105@ += 5000 // integer values 

:TAXIODD_2361
000A: 39@ += 1 // integer values 

:TAXIODD_2368
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @TAXIODD_2391 
0006: 126@ = 1 // integer values 

:TAXIODD_2391
00D6: if and
80DB:   not actor 88@ in_car 89@ 
0039:   131@ == 0 // integer values 
004D: jump_if_false @TAXIODD_2424 
0006: 126@ = 1 // integer values 

:TAXIODD_2424
0050: gosub @TAXIODD_3350 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @TAXIODD_2497 
00D6: if 
0039:   134@ == 0 // integer values 
004D: jump_if_false @TAXIODD_2490 
00BC: text_highpriority 'TX_REP' 6000 ms 1  // ~r~sszetrted az autt. Menj s javttasd meg.
0050: gosub @TAXIODD_3392 

:TAXIODD_2490
0002: jump @TAXIODD_2522 

:TAXIODD_2497
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @TAXIODD_2522 
0050: gosub @TAXIODD_3392 

:TAXIODD_2522
00D6: if 
0039:   39@ == 1 // integer values 
004D: jump_if_false @TAXIODD_2639 
00D6: if 
0100:   actor 88@ near_point_in_car 121@ 122@ 123@ radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @TAXIODD_2639 
00D6: if and
00DB:   actor 88@ in_car 89@ 
00DB:   actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_2639 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker 97@ 
0006: 131@ = 1 // integer values 
0396: 1 useless_flag 
000A: 39@ += 1 // integer values 

:TAXIODD_2639
00D6: if 
0039:   39@ == 2 // integer values 
004D: jump_if_false @TAXIODD_2714 
00D6: if 
01C1:   car 89@ stopped 
004D: jump_if_false @TAXIODD_2714 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2700 
0622: AS_actor 88@ bail_car 89@ 

:TAXIODD_2700
0050: gosub @TAXIODD_18204 
000A: 39@ += 1 // integer values 

:TAXIODD_2714
00D6: if 
0039:   39@ == 3 // integer values 
004D: jump_if_false @TAXIODD_2777 
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2777 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 39@ = 99 // integer values 

:TAXIODD_2777
00D6: if 
0039:   131@ == 0 // integer values 
004D: jump_if_false @TAXIODD_2802 
0050: gosub @TAXIODD_6778 

:TAXIODD_2802
00D6: if 
0039:   143@ == 0 // integer values 
004D: jump_if_false @TAXIODD_2857 
00D6: if 
001D:   47@ > 105@ // integer values 
004D: jump_if_false @TAXIODD_2857 
03E5: text_box 'TX_TIP'  // A jatt vltozhat az id s a srls fggvnyben.
0006: 143@ = 1 // integer values 

:TAXIODD_2857
00D6: if 
0039:   39@ == 99 // integer values 
004D: jump_if_false @TAXIODD_2882 
0050: gosub @TAXIODD_17893 

:TAXIODD_2882
0051: return 

:TAXIODD_2884
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi_vehicle 
004D: jump_if_false @TAXIODD_2947 
00D6: if 
8039:   not  127@ == 1 // integer values 
004D: jump_if_false @TAXIODD_2940 
00D9: 89@ = actor $PLAYER_ACTOR car 
0006: 127@ = 1 // integer values 
0050: gosub @TAXIODD_2956 

:TAXIODD_2940
0002: jump @TAXIODD_2954 

:TAXIODD_2947
0006: 127@ = 0 // integer values 

:TAXIODD_2954
0051: return 

:TAXIODD_2956
0006: 51@ = 0 // integer values 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ at_offset 0.0 2.3 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 1 // integer values 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ at_offset 0.0 -2.6 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 2 // integer values 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ at_offset -1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 3 // integer values 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ at_offset 1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
0051: return 

:TAXIODD_3350
00D6: if 
0185:   car 89@ health >= 400 
004D: jump_if_false @TAXIODD_3383 
0006: 133@ = 0 // integer values 
0002: jump @TAXIODD_3390 

:TAXIODD_3383
0006: 133@ = 1 // integer values 

:TAXIODD_3390
0051: return 

:TAXIODD_3392
00D6: if 
0039:   134@ == 1 // integer values 
004D: jump_if_false @TAXIODD_3456 
0006: 49@ = 0 // integer values 

:TAXIODD_3417
0164: disable_marker 98@(49@,3i) 
000A: 49@ += 1 // integer values 
0029:   49@ >= 3 // integer values 
004D: jump_if_false @TAXIODD_3417 
0006: 134@ = 0 // integer values 
0051: return 

:TAXIODD_3456
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
004D: jump_if_false @TAXIODD_3523 
0006: 51@ = 0 // integer values 
0050: gosub @TAXIODD_3903 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_3960 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_4245 

:TAXIODD_3523
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
004D: jump_if_false @TAXIODD_3562 
0006: 51@ = 0 // integer values 
0050: gosub @TAXIODD_4131 

:TAXIODD_3562
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @TAXIODD_3615 
0006: 51@ = 0 // integer values 
0050: gosub @TAXIODD_4188 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_4302 

:TAXIODD_3615
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
004D: jump_if_false @TAXIODD_3668 
0006: 51@ = 0 // integer values 
0050: gosub @TAXIODD_4017 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_4245 

:TAXIODD_3668
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
004D: jump_if_false @TAXIODD_3735 
0006: 51@ = 0 // integer values 
0050: gosub @TAXIODD_3960 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_4017 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_4302 

:TAXIODD_3735
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
004D: jump_if_false @TAXIODD_3802 
0006: 51@ = 0 // integer values 
0050: gosub @TAXIODD_3960 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_4017 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_4302 

:TAXIODD_3802
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
004D: jump_if_false @TAXIODD_3841 
0006: 51@ = 0 // integer values 
0050: gosub @TAXIODD_4074 

:TAXIODD_3841
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
004D: jump_if_false @TAXIODD_3894 
0006: 51@ = 0 // integer values 
0050: gosub @TAXIODD_4074 
000A: 51@ += 1 // integer values 
0050: gosub @TAXIODD_4131 

:TAXIODD_3894
0006: 134@ = 1 // integer values 
0051: return 

:TAXIODD_3903
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_3932 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_3932
02A8: 98@(51@,3i) = create_marker 63 at 2067.4 -1831.2 13.5 
0051: return 

:TAXIODD_3960
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_3989 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_3989
02A8: 98@(51@,3i) = create_marker 63 at 488.0 -1734.0 34.4 
0051: return 

:TAXIODD_4017
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4046 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4046
02A8: 98@(51@,3i) = create_marker 63 at 720.016 -454.625 15.328 
0051: return 

:TAXIODD_4074
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4103 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4103
02A8: 98@(51@,3i) = create_marker 63 at -1420.547 2583.945 58.031 
0051: return 

:TAXIODD_4131
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4160 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4160
02A8: 98@(51@,3i) = create_marker 63 at 1966.532 2162.65 10.995 
0051: return 

:TAXIODD_4188
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4217 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4217
02A8: 98@(51@,3i) = create_marker 63 at -2425.46 1020.83 49.39 
0051: return 

:TAXIODD_4245
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4274 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4274
02A8: 98@(51@,3i) = create_marker 63 at 1021.8 -1018.7 30.9 
0051: return 

:TAXIODD_4302
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4331 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4331
02A8: 98@(51@,3i) = create_marker 63 at -1908.9 292.3 40.0 
0051: return 
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4388 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4388
02A8: 98@(51@,3i) = create_marker 63 at -103.6 1112.4 18.7 
0051: return 

:TAXIODD_4416
00D6: if 
001D:   47@ > 102@ // integer values 
004D: jump_if_false @TAXIODD_4531 
00D6: if 
0039:   136@ == 0 // integer values 
004D: jump_if_false @TAXIODD_4499 
00BC: text_highpriority 'TX_NONE' 6000 ms 1  // ~s~Nincsenek utasok a kzelben. Nzz krl utnuk.
0085: 102@ = 47@ // integer values and handles 
000A: 102@ += 5000 // integer values 
0006: 137@ = 1 // integer values 
0002: jump @TAXIODD_4531 

:TAXIODD_4499
00BC: text_highpriority 'TX_PKUP' 6000 ms 1  // ~s~Keress egy ~b~utast~s~.
0085: 102@ = 47@ // integer values and handles 
000A: 102@ += 5000 // integer values 

:TAXIODD_4531
02DD: set_actor 88@ creation_zone 'SAN_AND' 1 0 1 
00D6: if 
0039:   88@ == -1 // integer values 
004D: jump_if_false @TAXIODD_4571 
0051: return 

:TAXIODD_4571
000A: 146@ += 1 // integer values 
00D6: if or
0118:   actor 88@ dead 
00DF:   actor 88@ driving 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TAXIODD_4621 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 // integer values 
0051: return 

:TAXIODD_4621
0665: (unknown) 88@ 94@ 
00D6: if 
003B:   94@ == 95@ // integer values 
004D: jump_if_false @TAXIODD_4662 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 // integer values 
0051: return 

:TAXIODD_4662
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 58@ 59@ 60@ radius 88.0 88.0 19.0 
004D: jump_if_false @TAXIODD_4732 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 // integer values 
0051: return 

:TAXIODD_4732
0006: 136@ = 1 // integer values 
00D6: if 
0039:   137@ == 1 // integer values 
004D: jump_if_false @TAXIODD_4796 
00BC: text_highpriority 'TX_PKUP' 6000 ms 1  // ~s~Keress egy ~b~utast~s~.
0085: 102@ = 47@ // integer values and handles 
000A: 102@ += 5000 // integer values 
0006: 137@ = 0 // integer values 

:TAXIODD_4796
0792: (unknown) 88@ 
060B: unknown_actor_use_entity 88@ 101@ 
05BA: AS_actor 88@ chew_gum -2 ms 
0006: 145@ = 0 // integer values 
0050: gosub @TAXIODD_6172 
00D6: if 
075C:   marker 96@ enabled 
004D: jump_if_false @TAXIODD_4851 
0164: disable_marker 96@ 

:TAXIODD_4851
0187: 96@ = create_marker_above_actor 88@ 
07E0: set_marker 96@ type_to 1 
00A0: store_actor $PLAYER_ACTOR position_to 118@ 119@ 120@ 
000B: 118@ += 4.0 // floating-point values 
000B: 119@ += 4.0 // floating-point values 
0085: 95@ = 94@ // integer values and handles 
0006: 128@ = 1 // integer values 
0051: return 

:TAXIODD_4917
00D6: if 
0039:   128@ == 0 // integer values 
004D: jump_if_false @TAXIODD_4937 
0051: return 

:TAXIODD_4937
00D6: if 
001D:   47@ > 102@ // integer values 
004D: jump_if_false @TAXIODD_4988 
00BC: text_highpriority 'TX_PKUP' 6000 ms 1  // ~s~Keress egy ~b~utast~s~.
0085: 102@ = 47@ // integer values and handles 
000A: 102@ += 5000 // integer values 

:TAXIODD_4988
0006: 83@ = 0 // integer values 
0006: 84@ = 1 // integer values 
00D6: if or
0118:   actor 88@ dead 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TAXIODD_5072 
0006: 83@ = 1 // integer values 
0006: 84@ = 0 // integer values 
00BC: text_highpriority 'TX_OOPS' 6000 ms 1  // ~s~Hopp! Jobb lesz, ha keresel egy msik ~b~utast~s~.
0085: 102@ = 47@ // integer values and handles 
000A: 102@ += 5000 // integer values 

:TAXIODD_5072
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_5095 
0006: 83@ = 1 // integer values 

:TAXIODD_5095
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TAXIODD_5139 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_5139 
0006: 83@ = 1 // integer values 

:TAXIODD_5139
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TAXIODD_5185 
00A0: store_actor $PLAYER_ACTOR position_to 58@ 59@ 60@ 
00A0: store_actor 88@ position_to 61@ 62@ 63@ 

:TAXIODD_5185
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @TAXIODD_5252 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 61@ 62@ 63@ radius 90.0 90.0 20.0 
004D: jump_if_false @TAXIODD_5252 
0006: 83@ = 1 // integer values 

:TAXIODD_5252
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @TAXIODD_5399 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @TAXIODD_5295 
0006: 102@ = 0 // integer values 

:TAXIODD_5295
0006: 128@ = 0 // integer values 
0006: 138@ = 0 // integer values 
0164: disable_marker 96@ 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @TAXIODD_5346 
0006: 39@ = 10 // integer values 
0002: jump @TAXIODD_5353 

:TAXIODD_5346
0006: 39@ = 1 // integer values 

:TAXIODD_5353
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_5381 
0647: unknown_action_sequence 88@ 
0050: gosub @TAXIODD_6415 

:TAXIODD_5381
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 // integer values 
0396: 0 useless_flag 
0051: return 

:TAXIODD_5399
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 89@ 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 
004D: jump_if_false @TAXIODD_5718 
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @TAXIODD_5556 
0050: gosub @TAXIODD_3350 
00D6: if 
0039:   133@ == 1 // integer values 
004D: jump_if_false @TAXIODD_5515 
00BC: text_highpriority 'TX_JUNK' 5000 ms 1  // ~r~sszetrted az autt. Menj s javttasd meg.
0002: jump @TAXIODD_5295 

:TAXIODD_5515
0050: gosub @TAXIODD_6415 
0085: 107@ = 47@ // integer values and handles 
000A: 107@ += 300 // integer values 
0006: 129@ = 1 // integer values 
0396: 1 useless_flag 
0002: jump @TAXIODD_5709 

:TAXIODD_5556
00D6: if 
0019:   107@ > 0 // integer values 
004D: jump_if_false @TAXIODD_5636 
00D6: if 
001D:   47@ > 107@ // integer values 
004D: jump_if_false @TAXIODD_5636 
062E: (unknown) 88@ 2586 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TAXIODD_5636 
0050: gosub @TAXIODD_6453 
0006: 107@ = 0 // integer values 

:TAXIODD_5636
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @TAXIODD_5709 
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_5709 
062E: (unknown) 88@ 1482 42@ 
00D6: if 
04A4:   42@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TAXIODD_5709 
0050: gosub @TAXIODD_6453 

:TAXIODD_5709
0051: return 
0002: jump @TAXIODD_5831 

:TAXIODD_5718
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @TAXIODD_5824 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_5822 
00D6: if 
8100:   not actor $PLAYER_ACTOR near_point_in_car 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 
004D: jump_if_false @TAXIODD_5822 
0050: gosub @TAXIODD_6172 
05BA: AS_actor 88@ chew_gum -2 ms 
0006: 129@ = 0 // integer values 
0396: 0 useless_flag 

:TAXIODD_5822
0051: return 

:TAXIODD_5824
0006: 107@ = 0 // integer values 

:TAXIODD_5831
00D6: if 
80DF:   not actor 88@ driving 
004D: jump_if_false @TAXIODD_5893 
062E: (unknown) 88@ 1471 42@ 
00D6: if and
84A4:   not  42@ == 1 // integer values OR floating-point values 
84A4:   not  42@ == 0 // integer values OR floating-point values 
004D: jump_if_false @TAXIODD_5893 
05BF: AS_actor 88@ look_at_actor $PLAYER_ACTOR -2 ms 

:TAXIODD_5893
00D6: if 
80DF:   not actor 88@ driving 
004D: jump_if_false @TAXIODD_6072 
062E: (unknown) 88@ 1492 42@ 
00D6: if and
84A4:   not  42@ == 1 // integer values OR floating-point values 
84A4:   not  42@ == 0 // integer values OR floating-point values 
004D: jump_if_false @TAXIODD_6072 
050A: 82@ = distance_between 58@ 59@ 60@ and 118@ 119@ 120@ 
00D6: if 
0021:   82@ > 4.0 // floating-point values 
004D: jump_if_false @TAXIODD_6072 
0087: 74@ = 58@ // floating-point values only 
0087: 75@ = 59@ // floating-point values only 
0087: 77@ = 61@ // floating-point values only 
0087: 78@ = 62@ // floating-point values only 
0087: 58@ = 74@ // floating-point values only 
0063: 58@ -= 77@ // floating-point values 
0087: 59@ = 75@ // floating-point values only 
0063: 59@ -= 78@ // floating-point values 
0604: get_point 58@ 59@ angle 73@ 
05D4: AS_actor 88@ rotate_angle 73@ 

:TAXIODD_6072
00D6: if 
0039:   145@ == 0 // integer values 
004D: jump_if_false @TAXIODD_6170 
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @TAXIODD_6170 
050A: 82@ = distance_between 58@ 59@ 60@ and 61@ 62@ 63@ 
00D6: if 
0023:   10.0 > 82@ // floating-point values 
004D: jump_if_false @TAXIODD_6170 
0947: (unknown) 88@ 222 116@ 
0006: 145@ = 1 // integer values 

:TAXIODD_6170
0051: return 

:TAXIODD_6172
0006: 140@ = 0 // integer values 
0050: gosub @TAXIODD_6518 
0006: 141@ = 0 // integer values 
0050: gosub @TAXIODD_6648 
0006: 83@ = 0 // integer values 
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @TAXIODD_6271 
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @TAXIODD_6257 
0006: 83@ = 0 // integer values 
0002: jump @TAXIODD_6264 

:TAXIODD_6257
0006: 83@ = 1 // integer values 

:TAXIODD_6264
0002: jump @TAXIODD_6310 

:TAXIODD_6271
00D6: if 
0039:   141@ == 1 // integer values 
004D: jump_if_false @TAXIODD_6303 
0006: 83@ = 1 // integer values 
0002: jump @TAXIODD_6310 

:TAXIODD_6303
0006: 83@ = 0 // integer values 

:TAXIODD_6310
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @TAXIODD_6375 
0A1A: unknown_action_sequence 88@ "HIKER_POSE_L" "MISC" 4.0 0 0 0 1 -1 
0002: jump @TAXIODD_6413 

:TAXIODD_6375
0A1A: unknown_action_sequence 88@ "HIKER_POSE" "MISC" 4.0 0 0 0 1 -1 

:TAXIODD_6413
0051: return 

:TAXIODD_6415
0A1A: unknown_action_sequence 88@ "ROADCROSS" "PED" 4.0 0 0 0 0 100 
0051: return 

:TAXIODD_6453
0006: 140@ = 0 // integer values 
0050: gosub @TAXIODD_6518 
00D6: if 
0039:   140@ == 1 // integer values 
004D: jump_if_false @TAXIODD_6504 
05CA: AS_actor 88@ enter_car 89@ passenger_seat 2 -2 ms 
0002: jump @TAXIODD_6516 

:TAXIODD_6504
05CA: AS_actor 88@ enter_car 89@ passenger_seat 1 -2 ms 

:TAXIODD_6516
0051: return 

:TAXIODD_6518
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
01BB: store_object 92@ position_to 61@ 62@ 63@ 
01BB: store_object 93@ position_to 64@ 65@ 66@ 
050A: 80@ = distance_between 58@ 59@ 60@ and 61@ 62@ 63@ 
050A: 81@ = distance_between 58@ 59@ 60@ and 64@ 65@ 66@ 
00D6: if 
0025:   81@ > 80@ // floating-point values 
004D: jump_if_false @TAXIODD_6639 
0006: 140@ = 0 // integer values 
0002: jump @TAXIODD_6646 

:TAXIODD_6639
0006: 140@ = 1 // integer values 

:TAXIODD_6646
0051: return 

:TAXIODD_6648
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
01BB: store_object 90@ position_to 61@ 62@ 63@ 
01BB: store_object 91@ position_to 64@ 65@ 66@ 
050A: 80@ = distance_between 58@ 59@ 60@ and 61@ 62@ 63@ 
050A: 81@ = distance_between 58@ 59@ 60@ and 64@ 65@ 66@ 
00D6: if 
0025:   81@ > 80@ // floating-point values 
004D: jump_if_false @TAXIODD_6769 
0006: 141@ = 1 // integer values 
0002: jump @TAXIODD_6776 

:TAXIODD_6769
0006: 141@ = 0 // integer values 

:TAXIODD_6776
0051: return 

:TAXIODD_6778
00D6: if 
0039:   132@ == 0 // integer values 
004D: jump_if_false @TAXIODD_6798 
0051: return 

:TAXIODD_6798
00D6: if 
001D:   47@ > 104@ // integer values 
004D: jump_if_false @TAXIODD_6838 
0151: remove_status_text $8200 
0006: 132@ = 0 // integer values 
0004: $8200 = 0 // integer values 
0051: return 

:TAXIODD_6838
0227: 51@ = car 89@ health 
00D6: if 
001D:   51@ > 117@ // integer values 
004D: jump_if_false @TAXIODD_6880 
0085: 117@ = 51@ // integer values and handles 
0002: jump @TAXIODD_6939 

:TAXIODD_6880
00D6: if 
001D:   117@ > 51@ // integer values 
004D: jump_if_false @TAXIODD_6939 
0085: 52@ = 117@ // integer values and handles 
0062: 52@ -= 51@ // integer values 
0085: 117@ = 51@ // integer values and handles 
0012: 52@ *= 180 // integer values 
0062: 104@ -= 52@ // integer values 

:TAXIODD_6939
0085: 51@ = 104@ // integer values and handles 
0062: 51@ -= 103@ // integer values 
0085: 52@ = 47@ // integer values and handles 
0062: 52@ -= 103@ // integer values 
008A: $8200 = 51@ // integer values and handles 
0066: $8200 -= 52@ // integer values 
0010: $8200 *= 100 // integer values 
0074: $8200 /= 51@ // integer values 
00D6: if 
001A:   0 > $8200 // integer values 
004D: jump_if_false @TAXIODD_7027 
0004: $8200 = 0 // integer values 

:TAXIODD_7027
0051: return 

:TAXIODD_7029
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @TAXIODD_7047 
0051: return 

:TAXIODD_7047
0085: 112@ = 113@ // integer values and handles 
0006: 113@ = 0 // integer values 
0006: 110@ = -1 // integer values 
0050: gosub @TAXIODD_7670 
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
0087: 67@ = 58@ // floating-point values only 
0063: 67@ -= 121@ // floating-point values 
0087: 68@ = 59@ // floating-point values only 
0063: 68@ -= 122@ // floating-point values 
0087: 70@ = 67@ // floating-point values only 
006B: 70@ *= 67@ // floating-point values 
0087: 71@ = 68@ // floating-point values only 
006B: 71@ *= 68@ // floating-point values 
0087: 80@ = 70@ // floating-point values only 
005B: 80@ += 71@ // floating-point values 
01FB: 81@ = square_root 80@ 
0092: 111@ = float_to_integer 81@ 
00D6: if 
001B:   200 > 111@ // integer values 
004D: jump_if_false @TAXIODD_7212 
0002: jump @TAXIODD_7029 

:TAXIODD_7212
0085: 51@ = 111@ // integer values and handles 
00D6: if 
0038:   $8198 == 0 // integer values 
004D: jump_if_false @TAXIODD_7245 
0012: 51@ *= 100 // integer values 

:TAXIODD_7245
00D6: if 
0038:   $8198 == 1 // integer values 
004D: jump_if_false @TAXIODD_7270 
0012: 51@ *= 95 // integer values 

:TAXIODD_7270
00D6: if 
0038:   $8198 == 2 // integer values 
004D: jump_if_false @TAXIODD_7295 
0012: 51@ *= 80 // integer values 

:TAXIODD_7295
00D6: if 
0038:   $8198 == 3 // integer values 
004D: jump_if_false @TAXIODD_7320 
0012: 51@ *= 79 // integer values 

:TAXIODD_7320
00D6: if 
0038:   $8198 == 4 // integer values 
004D: jump_if_false @TAXIODD_7345 
0012: 51@ *= 78 // integer values 

:TAXIODD_7345
00D6: if 
0038:   $8198 == 5 // integer values 
004D: jump_if_false @TAXIODD_7370 
0012: 51@ *= 76 // integer values 

:TAXIODD_7370
00D6: if and
0018:   $8198 > 5 // integer values 
002A:   10 >= $8198 // integer values 
004D: jump_if_false @TAXIODD_7402 
0012: 51@ *= 75 // integer values 

:TAXIODD_7402
00D6: if and
0018:   $8198 > 10 // integer values 
002A:   20 >= $8198 // integer values 
004D: jump_if_false @TAXIODD_7434 
0012: 51@ *= 70 // integer values 

:TAXIODD_7434
00D6: if and
0018:   $8198 > 20 // integer values 
002A:   50 >= $8198 // integer values 
004D: jump_if_false @TAXIODD_7466 
0012: 51@ *= 65 // integer values 

:TAXIODD_7466
00D6: if 
0018:   $8198 > 50 // integer values 
004D: jump_if_false @TAXIODD_7491 
0012: 51@ *= 60 // integer values 

:TAXIODD_7491
005E: $8199 += 51@ // integer values 
0085: 52@ = 112@ // integer values and handles 
0012: 52@ *= 500 // integer values 
005E: $8199 += 52@ // integer values 
005A: 51@ += 52@ // integer values 
0085: 52@ = 113@ // integer values and handles 
0012: 52@ *= 1000 // integer values 
005E: $8199 += 52@ // integer values 
005A: 51@ += 52@ // integer values 
0085: 103@ = 47@ // integer values and handles 
0085: 104@ = 51@ // integer values and handles 
0012: 104@ *= 95 // integer values 
0016: 104@ /= 100 // integer values 
005A: 104@ += 47@ // integer values 
0004: $8200 = 0 // integer values 
04F7: status_text $8200 1 line 3 'TX_ADDS'  // Jatt
0006: 132@ = 1 // integer values 
00D6: if 
075C:   marker 97@ enabled 
004D: jump_if_false @TAXIODD_7654 
0164: disable_marker 97@ 

:TAXIODD_7654
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
0051: return 

:TAXIODD_7670
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
004D: jump_if_false @TAXIODD_7702 
0050: gosub @TAXIODD_8407 

:TAXIODD_7702
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
004D: jump_if_false @TAXIODD_7734 
0050: gosub @TAXIODD_10663 

:TAXIODD_7734
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @TAXIODD_7766 
0050: gosub @TAXIODD_13606 

:TAXIODD_7766
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
004D: jump_if_false @TAXIODD_7891 
0209: 51@ = random_int 0 2 
0871: init_jump_table 51@ total_jumps 2 0 @TAXIODD_7891 jumps 0 @TAXIODD_7863 1 @TAXIODD_7877 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 

:TAXIODD_7863
0050: gosub @TAXIODD_15463 
0002: jump @TAXIODD_7891 

:TAXIODD_7877
0050: gosub @TAXIODD_8407 
0002: jump @TAXIODD_7891 

:TAXIODD_7891
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
004D: jump_if_false @TAXIODD_8030 
0209: 51@ = random_int 0 3 
0871: init_jump_table 51@ total_jumps 3 0 @TAXIODD_8030 jumps 0 @TAXIODD_7988 1 @TAXIODD_8002 2 @TAXIODD_8016 -1 @TAXIODD_8030 -1 @TAXIODD_8030 -1 @TAXIODD_8030 -1 @TAXIODD_8030 

:TAXIODD_7988
0050: gosub @TAXIODD_15561 
0002: jump @TAXIODD_8030 

:TAXIODD_8002
0050: gosub @TAXIODD_8407 
0002: jump @TAXIODD_8030 

:TAXIODD_8016
0050: gosub @TAXIODD_13606 
0002: jump @TAXIODD_8030 

:TAXIODD_8030
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
004D: jump_if_false @TAXIODD_8155 
0209: 51@ = random_int 0 2 
0871: init_jump_table 51@ total_jumps 2 0 @TAXIODD_8155 jumps 0 @TAXIODD_8127 1 @TAXIODD_8141 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 

:TAXIODD_8127
0050: gosub @TAXIODD_15661 
0002: jump @TAXIODD_8155 

:TAXIODD_8141
0050: gosub @TAXIODD_13606 
0002: jump @TAXIODD_8155 

:TAXIODD_8155
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
004D: jump_if_false @TAXIODD_8280 
0209: 51@ = random_int 0 2 
0871: init_jump_table 51@ total_jumps 2 0 @TAXIODD_8280 jumps 0 @TAXIODD_8252 1 @TAXIODD_8266 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 

:TAXIODD_8252
0050: gosub @TAXIODD_15758 
0002: jump @TAXIODD_8280 

:TAXIODD_8266
0050: gosub @TAXIODD_13606 
0002: jump @TAXIODD_8280 

:TAXIODD_8280
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
004D: jump_if_false @TAXIODD_8405 
0209: 51@ = random_int 0 2 
0871: init_jump_table 51@ total_jumps 2 0 @TAXIODD_8405 jumps 0 @TAXIODD_8377 1 @TAXIODD_8391 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 

:TAXIODD_8377
0050: gosub @TAXIODD_16098 
0002: jump @TAXIODD_8405 

:TAXIODD_8391
0050: gosub @TAXIODD_10663 
0002: jump @TAXIODD_8405 

:TAXIODD_8405
0051: return 

:TAXIODD_8407
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_8447 
0085: 110@ = 148@ // integer values and handles 
000A: 110@ += 1 // integer values 
0002: jump @TAXIODD_8456 

:TAXIODD_8447
0209: 110@ = random_int 1 35 

:TAXIODD_8456
0871: init_jump_table 110@ total_jumps 34 1 @TAXIODD_10544 jumps 1 @TAXIODD_8714 2 @TAXIODD_8767 3 @TAXIODD_8820 4 @TAXIODD_8873 5 @TAXIODD_8926 6 @TAXIODD_8979 7 @TAXIODD_9032 
0872: jump_table_jumps 8 @TAXIODD_9085 9 @TAXIODD_9138 10 @TAXIODD_9191 11 @TAXIODD_9244 12 @TAXIODD_9297 13 @TAXIODD_9350 14 @TAXIODD_9403 15 @TAXIODD_9456 16 @TAXIODD_9509 
0872: jump_table_jumps 17 @TAXIODD_9562 18 @TAXIODD_9622 19 @TAXIODD_9682 20 @TAXIODD_9742 21 @TAXIODD_9795 22 @TAXIODD_9848 23 @TAXIODD_9901 24 @TAXIODD_9954 25 @TAXIODD_10007 
0872: jump_table_jumps 26 @TAXIODD_10060 27 @TAXIODD_10113 28 @TAXIODD_10166 29 @TAXIODD_10219 30 @TAXIODD_10279 31 @TAXIODD_10332 32 @TAXIODD_10385 33 @TAXIODD_10438 34 @TAXIODD_10491 

:TAXIODD_8714
00BC: text_highpriority 'TX_LS1' 5000 ms 1  // ~s~CLLLOMS: ~y~Liquor Mart.
0007: 121@ = 2468.146 // floating-point values 
0007: 122@ = -1736.184 // floating-point values 
0007: 123@ = 12.3828 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_8767
00BC: text_highpriority 'TX_LS2' 5000 ms 1  // ~s~CLLLOMS: ~y~A stadion.
0007: 121@ = 2794.0 // floating-point values 
0007: 122@ = -1828.0 // floating-point values 
0007: 123@ = 10.0 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_8820
00BC: text_highpriority 'TX_LS3' 5000 ms 1  // ~s~CLLLOMS: ~y~Glen Park.
0007: 121@ = 1884.193 // floating-point values 
0007: 122@ = -1257.521 // floating-point values 
0007: 123@ = 12.3984 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_8873
00BC: text_highpriority 'TX_LS4' 5000 ms 1  // ~s~CLLLOMS: ~y~Sculpture Park.
0007: 121@ = 2317.48 // floating-point values 
0007: 122@ = -1386.604 // floating-point values 
0007: 123@ = 22.8784 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_8926
00BC: text_highpriority 'TX_LS5' 5000 ms 1  // ~s~CLLLOMS: ~y~Templom.
0007: 121@ = 2237.76 // floating-point values 
0007: 122@ = -1304.165 // floating-point values 
0007: 123@ = 22.8488 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_8979
00BC: text_highpriority 'TX_LS6' 5000 ms 1  // ~s~CLLLOMS: ~y~Jefferson Motel.
0007: 121@ = 2221.087 // floating-point values 
0007: 122@ = -1137.332 // floating-point values 
0007: 123@ = 24.625 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9032
00BC: text_highpriority 'TX_LS7' 5000 ms 1  // ~s~CLLLOMS: ~y~A Pik 'n' Go piac.
0007: 121@ = 2146.736 // floating-point values 
0007: 122@ = -1179.795 // floating-point values 
0007: 123@ = 22.8278 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9085
00BC: text_highpriority 'TX_LS8' 5000 ms 1  // ~s~CLLLOMS: ~y~Leon Diamonds.
0007: 121@ = 2075.558 // floating-point values 
0007: 122@ = -1202.793 // floating-point values 
0007: 123@ = 22.7571 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9138
00BC: text_highpriority 'TX_LS9' 5000 ms 1  // ~s~CLLLOMS: ~y~Ten Green Bottles.
0007: 121@ = 2320.0 // floating-point values 
0007: 122@ = -1655.0 // floating-point values 
0007: 123@ = 14.0 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9191
00BC: text_highpriority 'TX_LS10' 5000 ms 1  // ~s~CLLLOMS: ~y~Mama mozi.
0007: 121@ = 2455.0 // floating-point values 
0007: 122@ = -1502.0 // floating-point values 
0007: 123@ = 24.0 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9244
00BC: text_highpriority 'TX_LS11' 5000 ms 1  // ~s~CLLLOMS: ~y~Egy 24 rs motel.
0007: 121@ = 2181.0 // floating-point values 
0007: 122@ = -1771.0 // floating-point values 
0007: 123@ = 13.0 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9297
00BC: text_highpriority 'TX_LS12' 5000 ms 1  // ~s~CLLLOMS: ~y~The Well Stacked Pizza Co.
0007: 121@ = 2084.731 // floating-point values 
0007: 122@ = -1800.86 // floating-point values 
0007: 123@ = 12.3828 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9350
00BC: text_highpriority 'TX_LS13' 5000 ms 1  // ~s~CLLLOMS: ~y~Reece fodrszata.
0007: 121@ = 2078.015 // floating-point values 
0007: 122@ = -1791.589 // floating-point values 
0007: 123@ = 12.3828 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9403
00BC: text_highpriority 'TX_LS14' 5000 ms 1  // ~s~CLLLOMS: ~y~A tetovlszalon.
0007: 121@ = 2081.287 // floating-point values 
0007: 122@ = -1779.5 // floating-point values 
0007: 123@ = 12.3828 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9456
00BC: text_highpriority 'TX_LS15' 5000 ms 1  // ~s~CLLLOMS: ~y~A kamion park.
0007: 121@ = 2418.542 // floating-point values 
0007: 122@ = -2085.119 // floating-point values 
0007: 123@ = 12.2928 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9509
00BC: text_highpriority 'TX_LS16' 5000 ms 1  // ~s~CLLLOMS: ~y~Unity lloms.
0007: 121@ = 1742.689 // floating-point values 
0007: 122@ = -1858.697 // floating-point values 
0007: 123@ = 12.4185 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9562
00BC: text_highpriority 'TX_LS17' 5000 ms 1  // ~s~CLLLOMS: ~y~A repltr.
0007: 121@ = 1668.0 // floating-point values 
0007: 122@ = -2253.0 // floating-point values 
0007: 123@ = 13.0 // floating-point values 
0006: 113@ = 40 // integer values 
0002: jump @TAXIODD_10661 

:TAXIODD_9622
00BC: text_highpriority 'TX_LS18' 5000 ms 1  // ~s~CLLLOMS: ~y~A repltr.
0007: 121@ = 1432.198 // floating-point values 
0007: 122@ = -2274.648 // floating-point values 
0007: 123@ = 12.3906 // floating-point values 
0006: 113@ = 30 // integer values 
0002: jump @TAXIODD_10661 

:TAXIODD_9682
00BC: text_highpriority 'TX_LS19' 5000 ms 1  // ~s~CLLLOMS: ~y~Az obszervatrium.
0007: 121@ = 1256.0 // floating-point values 
0007: 122@ = -2028.0 // floating-point values 
0007: 123@ = 60.0 // floating-point values 
0006: 113@ = 30 // integer values 
0002: jump @TAXIODD_10661 

:TAXIODD_9742
00BC: text_highpriority 'TX_LS20' 5000 ms 1  // ~s~CLLLOMS: ~y~A rendrsg.
0007: 121@ = 1532.789 // floating-point values 
0007: 122@ = -1675.442 // floating-point values 
0007: 123@ = 12.3828 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9795
00BC: text_highpriority 'TX_LS21' 5000 ms 1  // ~s~CLLLOMS: ~y~Pershing tr.
0007: 121@ = 1472.35 // floating-point values 
0007: 122@ = -1729.706 // floating-point values 
0007: 123@ = 12.3828 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9848
00BC: text_highpriority 'TX_LS22' 5000 ms 1  // ~s~CLLLOMS: ~y~Kori park.
0007: 121@ = 1855.419 // floating-point values 
0007: 122@ = -1383.273 // floating-point values 
0007: 123@ = 12.3984 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9901
00BC: text_highpriority 'TX_LS23' 5000 ms 1  // ~s~CLLLOMS: ~y~Krhz.
0007: 121@ = 2025.0 // floating-point values 
0007: 122@ = -1413.0 // floating-point values 
0007: 123@ = 17.0 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_9954
00BC: text_highpriority 'TX_LS24' 5000 ms 1  // ~s~CLLLOMS: ~y~Fegyverkereskeds.
0007: 121@ = 1361.218 // floating-point values 
0007: 122@ = -1277.904 // floating-point values 
0007: 123@ = 12.3828 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10007
00BC: text_highpriority 'TX_LS25' 5000 ms 1  // ~s~CLLLOMS: ~y~All Saints General krhz.
0007: 121@ = 1192.0 // floating-point values 
0007: 122@ = -1324.0 // floating-point values 
0007: 123@ = 13.0 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10060
00BC: text_highpriority 'TX_LS26' 5000 ms 1  // ~s~CLLLOMS: ~y~A Fnkbolt.
0007: 121@ = 1031.066 // floating-point values 
0007: 122@ = -1329.704 // floating-point values 
0007: 123@ = 12.3861 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10113
00BC: text_highpriority 'TX_LS27' 5000 ms 1  // ~s~CLLLOMS: ~y~Piac tr.
0007: 121@ = 814.0 // floating-point values 
0007: 122@ = -1330.0 // floating-point values 
0007: 123@ = 13.0 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10166
00BC: text_highpriority 'TX_LS28' 5000 ms 1  // ~s~CLLLOMS: ~y~A Country Club.
0007: 121@ = 667.7637 // floating-point values 
0007: 122@ = -1265.69 // floating-point values 
0007: 123@ = 12.4687 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10219
00BC: text_highpriority 'TX_LS29' 5000 ms 1  // ~s~CLLLOMS: ~y~Brown Starfish br s grillbf.
0007: 121@ = 368.1992 // floating-point values 
0007: 122@ = -2042.537 // floating-point values 
0007: 123@ = 6.6582 // floating-point values 
0006: 113@ = 30 // integer values 
0002: jump @TAXIODD_10661 

:TAXIODD_10279
00BC: text_highpriority 'TX_LS30' 5000 ms 1  // ~s~CLLLOMS: ~y~Santa Maria tengerpart.
0007: 121@ = 152.5806 // floating-point values 
0007: 122@ = -1754.831 // floating-point values 
0007: 123@ = 3.9518 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10332
00BC: text_highpriority 'TX_LS31' 5000 ms 1  // ~s~CLLLOMS: ~y~Pro Laps zlet.
0007: 121@ = 508.2797 // floating-point values 
0007: 122@ = -1358.598 // floating-point values 
0007: 123@ = 14.9532 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10385
00BC: text_highpriority 'TX_LS32' 5000 ms 1  // ~s~CLLLOMS: ~y~Burger Shot.
0007: 121@ = 1199.846 // floating-point values 
0007: 122@ = -933.0658 // floating-point values 
0007: 123@ = 41.7332 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10438
00BC: text_highpriority 'TX_LS33' 5000 ms 1  // ~s~CLLLOMS: ~y~Burger Shot.
0007: 121@ = 816.2869 // floating-point values 
0007: 122@ = -1630.762 // floating-point values 
0007: 123@ = 12.3906 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10491
00BC: text_highpriority 'TX_LS34' 5000 ms 1  // ~s~CLLLOMS: ~y~A Legal mozi.
0007: 121@ = 1311.97 // floating-point values 
0007: 122@ = -1712.289 // floating-point values 
0007: 123@ = 12.3906 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10544
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_10569 
0006: 110@ = 0 // integer values 

:TAXIODD_10569
0662: write_debug_message "UNKNOWN_LOS_SANTOS_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_LS1' 5000 ms 1  // ~s~CLLLOMS: ~y~Liquor Mart.
0007: 121@ = 2468.146 // floating-point values 
0007: 122@ = -1736.184 // floating-point values 
0007: 123@ = 12.3828 // floating-point values 
0002: jump @TAXIODD_10661 

:TAXIODD_10661
0051: return 

:TAXIODD_10663
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_10703 
0085: 110@ = 148@ // integer values and handles 
000A: 110@ += 1 // integer values 
0002: jump @TAXIODD_10712 

:TAXIODD_10703
0209: 110@ = random_int 1 46 

:TAXIODD_10712
0871: init_jump_table 110@ total_jumps 45 1 @TAXIODD_13485 jumps 1 @TAXIODD_11100 2 @TAXIODD_11153 3 @TAXIODD_11206 4 @TAXIODD_11259 5 @TAXIODD_11312 6 @TAXIODD_11365 7 @TAXIODD_11418 
0872: jump_table_jumps 8 @TAXIODD_11471 9 @TAXIODD_11524 10 @TAXIODD_11577 11 @TAXIODD_11630 12 @TAXIODD_11683 13 @TAXIODD_11736 14 @TAXIODD_11789 15 @TAXIODD_11842 16 @TAXIODD_11895 
0872: jump_table_jumps 17 @TAXIODD_11948 18 @TAXIODD_12001 19 @TAXIODD_12054 20 @TAXIODD_12107 21 @TAXIODD_12160 22 @TAXIODD_12213 23 @TAXIODD_12266 24 @TAXIODD_12319 25 @TAXIODD_12372 
0872: jump_table_jumps 26 @TAXIODD_12425 27 @TAXIODD_12478 28 @TAXIODD_12531 29 @TAXIODD_12584 30 @TAXIODD_12637 31 @TAXIODD_12690 32 @TAXIODD_12743 33 @TAXIODD_12796 34 @TAXIODD_12849 
0872: jump_table_jumps 35 @TAXIODD_12902 36 @TAXIODD_12955 37 @TAXIODD_13008 38 @TAXIODD_13061 39 @TAXIODD_13114 40 @TAXIODD_13167 41 @TAXIODD_13220 42 @TAXIODD_13273 43 @TAXIODD_13326 
0872: jump_table_jumps 44 @TAXIODD_13379 45 @TAXIODD_13432 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 

:TAXIODD_11100
00BC: text_highpriority 'TX_VE1' 5000 ms 1  // ~s~CLLLOMS: ~y~Az olajfinomt.
0007: 121@ = 2491.378 // floating-point values 
0007: 122@ = 2773.608 // floating-point values 
0007: 123@ = 9.764 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11153
00BC: text_highpriority 'TX_VE2' 5000 ms 1  // ~s~CLLLOMS: ~y~A bevsrlkzpont.
0007: 121@ = 2899.211 // floating-point values 
0007: 122@ = 2435.624 // floating-point values 
0007: 123@ = 9.764 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11206
00BC: text_highpriority 'TX_VE3' 5000 ms 1  // ~s~CLLLOMS: ~y~Clown's Pocket Kaszin.
0007: 121@ = 2220.495 // floating-point values 
0007: 122@ = 1838.497 // floating-point values 
0007: 123@ = 9.764 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11259
00BC: text_highpriority 'TX_VE4' 5000 ms 1  // ~s~CLLLOMS: ~y~A Starfish kaszin.
0007: 121@ = 2246.202 // floating-point values 
0007: 122@ = 1896.591 // floating-point values 
0007: 123@ = 9.764 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11312
00BC: text_highpriority 'TX_VE5' 5000 ms 1  // ~s~CLLLOMS: ~y~A smaragd sziget.
0007: 121@ = 2127.307 // floating-point values 
0007: 122@ = 2355.785 // floating-point values 
0007: 123@ = 9.764 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11365
00BC: text_highpriority 'TX_VE6' 5000 ms 1  // ~s~CLLLOMS: ~y~Rendrsg.
0007: 121@ = 2289.589 // floating-point values 
0007: 122@ = 2415.939 // floating-point values 
0007: 123@ = 9.7773 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11418
00BC: text_highpriority 'TX_VE7' 5000 ms 1  // ~s~CLLLOMS: ~y~VRock Kaszin.
0007: 121@ = 2636.223 // floating-point values 
0007: 122@ = 2344.803 // floating-point values 
0007: 123@ = 9.764 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11471
00BC: text_highpriority 'TX_VE8' 5000 ms 1  // ~s~CLLLOMS: ~y~Blackfield kpolna.
0007: 121@ = 1439.0 // floating-point values 
0007: 122@ = 754.0 // floating-point values 
0007: 123@ = 9.764 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11524
00BC: text_highpriority 'TX_VE9' 5000 ms 1  // ~s~CLLLOMS: ~y~Blackfield Stadion.
0007: 121@ = 1095.618 // floating-point values 
0007: 122@ = 1375.292 // floating-point values 
0007: 123@ = 9.7977 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11577
00BC: text_highpriority 'TX_VE10' 5000 ms 1  // ~s~CLLLOMS: ~y~Greenglass egyetem.
0007: 121@ = 1162.077 // floating-point values 
0007: 122@ = 1124.441 // floating-point values 
0007: 123@ = 9.8125 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11630
00BC: text_highpriority 'TX_VE11' 5000 ms 1  // ~s~CLLLOMS: ~y~Las Venturasi repltr.
0007: 121@ = 1710.624 // floating-point values 
0007: 122@ = 1448.153 // floating-point values 
0007: 123@ = 9.6643 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11683
00BC: text_highpriority 'TX_VE12' 5000 ms 1  // ~s~CLLLOMS: ~y~Katonai zemanyagraktr.
0007: 121@ = 2490.384 // floating-point values 
0007: 122@ = 2771.702 // floating-point values 
0007: 123@ = 9.7964 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11736
00BC: text_highpriority 'TX_VE13' 5000 ms 1  // ~s~CLLLOMS: ~y~Golf klub.
0007: 121@ = 1465.187 // floating-point values 
0007: 122@ = 2773.965 // floating-point values 
0007: 123@ = 9.6875 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11789
00BC: text_highpriority 'TX_VE14' 5000 ms 1  // ~s~CLLLOMS ~y~Yellow Bell Vastlloms.
0007: 121@ = 1436.145 // floating-point values 
0007: 122@ = 2670.385 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11842
00BC: text_highpriority 'TX_VE15' 5000 ms 1  // ~s~CLLLOMS: ~y~Baseball stadion.
0007: 121@ = 1486.472 // floating-point values 
0007: 122@ = 2257.945 // floating-point values 
0007: 123@ = 9.8128 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11895
00BC: text_highpriority 'TX_VE16' 5000 ms 1  // ~s~CLLLOMS: ~y~Az tterem.
0007: 121@ = 1694.188 // floating-point values 
0007: 122@ = 2200.378 // floating-point values 
0007: 123@ = 9.8203 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_11948
00BC: text_highpriority 'TX_VE17' 5000 ms 1  // ~s~CLLLOMS: ~y~Nyugat Redsands Tzoltlloms.
0007: 121@ = 1744.656 // floating-point values 
0007: 122@ = 2055.81 // floating-point values 
0007: 123@ = 9.7309 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12001
00BC: text_highpriority 'TX_VE18' 5000 ms 1  // ~s~CLLLOMS: ~y~Hotel.
0007: 121@ = 1840.554 // floating-point values 
0007: 122@ = 2169.654 // floating-point values 
0007: 123@ = 9.801 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12054
00BC: text_highpriority 'TX_VE19' 5000 ms 1  // ~s~CLLLOMS: ~y~Souvenir bolt.
0007: 121@ = 1928.357 // floating-point values 
0007: 122@ = 2434.31 // floating-point values 
0007: 123@ = 9.813 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12107
00BC: text_highpriority 'TX_VE20' 5000 ms 1  // ~s~CLLLOMS: ~y~Mvszeti galria.
0007: 121@ = 2424.122 // floating-point values 
0007: 122@ = 2315.745 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12160
00BC: text_highpriority 'TX_VE21' 5000 ms 1  // ~s~CLLLOMS: ~y~Bank.
0007: 121@ = 2431.154 // floating-point values 
0007: 122@ = 2375.061 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12213
00BC: text_highpriority 'TX_VE22' 5000 ms 1  // ~s~CLLLOMS: ~y~Brsg.
0007: 121@ = 2370.298 // floating-point values 
0007: 122@ = 2467.925 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12266
00BC: text_highpriority 'TX_VE23' 5000 ms 1  // ~s~CLLLOMS: ~y~Ingatlangynksg.
0007: 121@ = 2272.043 // floating-point values 
0007: 122@ = 2286.755 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12319
00BC: text_highpriority 'TX_VE24' 5000 ms 1  // ~s~CLLLOMS: ~y~Freemont St. kaszin.
0007: 121@ = 2324.513 // floating-point values 
0007: 122@ = 2155.099 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12372
00BC: text_highpriority 'TX_VE25' 5000 ms 1  // ~s~CLLLOMS: ~y~Bush County flmeztelen lnyai.
0007: 121@ = 2508.472 // floating-point values 
0007: 122@ = 2131.204 // floating-point values 
0007: 123@ = 9.8125 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12425
00BC: text_highpriority 'TX_VE26' 5000 ms 1  // ~s~CLLLOMS: ~y~Fegyverkereskeds.
0007: 121@ = 2530.914 // floating-point values 
0007: 122@ = 2083.355 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12478
00BC: text_highpriority 'TX_VE27' 5000 ms 1  // ~s~CLLLOMS: ~y~24/7.
0007: 121@ = 2546.51 // floating-point values 
0007: 122@ = 1968.607 // floating-point values 
0007: 123@ = 9.8125 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12531
00BC: text_highpriority 'TX_VE28' 5000 ms 1  // ~s~CLLLOMS: ~y~Chinese Mall.
0007: 121@ = 2530.78 // floating-point values 
0007: 122@ = 1821.228 // floating-point values 
0007: 123@ = 9.8129 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12584
00BC: text_highpriority 'TX_VE29' 5000 ms 1  // ~s~CLLLOMS: ~y~Burger Shot.
0007: 121@ = 2360.312 // floating-point values 
0007: 122@ = 2071.996 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12637
00BC: text_highpriority 'TX_VE30' 5000 ms 1  // ~s~CLLLOMS: ~y~Visage Kaszin.
0007: 121@ = 2035.456 // floating-point values 
0007: 122@ = 1912.279 // floating-point values 
0007: 123@ = 11.1768 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12690
00BC: text_highpriority 'TX_VE31' 5000 ms 1  // ~s~CLLLOMS: ~y~Turista informcikzpont.
0007: 121@ = 2078.414 // floating-point values 
0007: 122@ = 2041.116 // floating-point values 
0007: 123@ = 9.8203 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12743
00BC: text_highpriority 'TX_VE32' 5000 ms 1  // ~s~CLLLOMS: ~y~Caligula kaszin.
0007: 121@ = 2159.09 // floating-point values 
0007: 122@ = 1678.112 // floating-point values 
0007: 123@ = 9.6953 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12796
00BC: text_highpriority 'TX_VE33' 5000 ms 1  // ~s~CLLLOMS: ~y~Pirates in Men's Pants kaszin.
0007: 121@ = 2028.496 // floating-point values 
0007: 122@ = 1711.744 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12849
00BC: text_highpriority 'TX_VE34' 5000 ms 1  // ~s~CLLLOMS: ~y~Royale kaszin.
0007: 121@ = 2076.406 // floating-point values 
0007: 122@ = 1519.038 // floating-point values 
0007: 123@ = 9.6875 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12902
00BC: text_highpriority 'TX_VE35' 5000 ms 1  // ~s~CLLLOMS: ~y~High Roller Casino.
0007: 121@ = 2040.251 // floating-point values 
0007: 122@ = 1342.89 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_12955
00BC: text_highpriority 'TX_VE36' 5000 ms 1  // ~s~CLLLOMS: ~y~Camel's Toe Kaszin.
0007: 121@ = 2230.47 // floating-point values 
0007: 122@ = 1284.891 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13008
00BC: text_highpriority 'TX_VE37' 5000 ms 1  // ~s~CLLLOMS: ~y~Come-a-lot kaszin.
0007: 121@ = 2074.51 // floating-point values 
0007: 122@ = 1162.832 // floating-point values 
0007: 123@ = 9.6875 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13061
00BC: text_highpriority 'TX_VE38' 5000 ms 1  // ~s~CLLLOMS: ~y~Rzsaszn hatty kaszin.
0007: 121@ = 2039.257 // floating-point values 
0007: 122@ = 1174.172 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13114
00BC: text_highpriority 'TX_VE39' 5000 ms 1  // ~s~CLLLOMS: ~y~A Ngy Srkny Kaszin.
0007: 121@ = 2040.284 // floating-point values 
0007: 122@ = 1005.619 // floating-point values 
0007: 123@ = 9.6645 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13167
00BC: text_highpriority 'TX_VE40' 5000 ms 1  // ~s~CLLLOMS: ~y~Krhz.
0007: 121@ = 1608.522 // floating-point values 
0007: 122@ = 1827.752 // floating-point values 
0007: 123@ = 9.8281 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13220
00BC: text_highpriority 'TX_VE41' 5000 ms 1  // ~s~CLLLOMS: ~y~Templom.
0007: 121@ = 2483.514 // floating-point values 
0007: 122@ = 922.5383 // floating-point values 
0007: 123@ = 9.8203 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13273
00BC: text_highpriority 'TX_VE42' 5000 ms 1  // ~s~CLLLOMS: ~y~24Hrs Men's klub.
0007: 121@ = 2544.668 // floating-point values 
0007: 122@ = 1016.168 // floating-point values 
0007: 123@ = 9.7593 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13326
00BC: text_highpriority 'TX_VE43' 5000 ms 1  // ~s~CLLLOMS: ~y~Tiki Hotel.
0007: 121@ = 2491.765 // floating-point values 
0007: 122@ = 1533.687 // floating-point values 
0007: 123@ = 9.6875 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13379
00BC: text_highpriority 'TX_VE44' 5000 ms 1  // ~s~CLLLOMS: ~y~Linden lloms.
0007: 121@ = 2828.649 // floating-point values 
0007: 122@ = 1292.268 // floating-point values 
0007: 123@ = 9.8281 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13432
00BC: text_highpriority 'TX_VE45' 5000 ms 1  // ~s~CLLLOMS: ~y~Szexbolt.
0007: 121@ = 2524.493 // floating-point values 
0007: 122@ = 2297.584 // floating-point values 
0007: 123@ = 9.6797 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13485
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_13510 
0006: 110@ = 0 // integer values 

:TAXIODD_13510
0662: write_debug_message "UNKNOWN_LAS_VENTURAS_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_VE1' 5000 ms 1  // ~s~CLLLOMS: ~y~Az olajfinomt.
0007: 121@ = 2491.378 // floating-point values 
0007: 122@ = 2773.608 // floating-point values 
0007: 123@ = 9.764 // floating-point values 
0002: jump @TAXIODD_13604 

:TAXIODD_13604
0051: return 

:TAXIODD_13606
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_13646 
0085: 110@ = 148@ // integer values and handles 
000A: 110@ += 1 // integer values 
0002: jump @TAXIODD_13655 

:TAXIODD_13646
0209: 110@ = random_int 1 28 

:TAXIODD_13655
0871: init_jump_table 110@ total_jumps 27 1 @TAXIODD_15344 jumps 1 @TAXIODD_13913 2 @TAXIODD_13966 3 @TAXIODD_14019 4 @TAXIODD_14072 5 @TAXIODD_14125 6 @TAXIODD_14178 7 @TAXIODD_14231 
0872: jump_table_jumps 8 @TAXIODD_14284 9 @TAXIODD_14337 10 @TAXIODD_14390 11 @TAXIODD_14443 12 @TAXIODD_14496 13 @TAXIODD_14549 14 @TAXIODD_14602 15 @TAXIODD_14655 16 @TAXIODD_14708 
0872: jump_table_jumps 17 @TAXIODD_14761 18 @TAXIODD_14814 19 @TAXIODD_14867 20 @TAXIODD_14920 21 @TAXIODD_14973 22 @TAXIODD_15026 23 @TAXIODD_15079 24 @TAXIODD_15132 25 @TAXIODD_15185 
0872: jump_table_jumps 26 @TAXIODD_15238 27 @TAXIODD_15291 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 

:TAXIODD_13913
00BC: text_highpriority 'TX_SF1' 5000 ms 1  // ~s~CLLLOMS: ~y~Belvrosi felhkarcol.
0007: 121@ = -1974.876 // floating-point values 
0007: 122@ = 486.737 // floating-point values 
0007: 123@ = 30.371 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_13966
00BC: text_highpriority 'TX_SF2' 5000 ms 1  // ~s~CLLLOMS: ~y~Felhkarcol Kingben.
0007: 121@ = -2044.419 // floating-point values 
0007: 122@ = 500.771 // floating-point values 
0007: 123@ = 35.176 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14019
00BC: text_highpriority 'TX_SF3' 5000 ms 1  // ~s~CLLLOMS: ~y~Stlutca.
0007: 121@ = -2150.581 // floating-point values 
0007: 122@ = 251.624 // floating-point values 
0007: 123@ = 35.176 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14072
00BC: text_highpriority 'TX_SF4' 5000 ms 1  // ~s~CLLLOMS: ~y~Cranberry lloms.
0007: 121@ = -1988.513 // floating-point values 
0007: 122@ = 138.31 // floating-point values 
0007: 123@ = 27.857 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14125
00BC: text_highpriority 'TX_SF5' 5000 ms 1  // ~s~CLLLOMS: ~y~Stadion.
0007: 121@ = -2216.399 // floating-point values 
0007: 122@ = -297.305 // floating-point values 
0007: 123@ = 35.202 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14178
00BC: text_highpriority 'TX_SF6' 5000 ms 1  // ~s~CLLLOMS: ~y~Country Klub.
0007: 121@ = -2726.428 // floating-point values 
0007: 122@ = -310.5865 // floating-point values 
0007: 123@ = 6.0313 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14231
00BC: text_highpriority 'TX_SF7' 5000 ms 1  // ~s~CLLLOMS: ~y~Katedrlis.
0007: 121@ = -2704.649 // floating-point values 
0007: 122@ = -3.5644 // floating-point values 
0007: 123@ = 3.1953 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14284
00BC: text_highpriority 'TX_SF8' 5000 ms 1  // ~s~CLLLOMS: ~y~Knyvtr.
0007: 121@ = -2708.997 // floating-point values 
0007: 122@ = 127.501 // floating-point values 
0007: 123@ = 4.584 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14337
00BC: text_highpriority 'TX_SF9' 5000 ms 1  // ~s~CLLLOMS: ~y~Vroshza.
0007: 121@ = -2751.905 // floating-point values 
0007: 122@ = 376.781 // floating-point values 
0007: 123@ = 4.584 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14390
00BC: text_highpriority 'TX_SF10' 5000 ms 1  // ~s~CLLLOMS: ~y~Vank Hoff, a Park Hotelban.
0007: 121@ = -2415.75 // floating-point values 
0007: 122@ = 330.9614 // floating-point values 
0007: 123@ = 33.9765 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14443
00BC: text_highpriority 'TX_SF11' 5000 ms 1  // ~s~CLLLOMS: ~y~Biffin Bridge Hotel.
0007: 121@ = -2454.926 // floating-point values 
0007: 122@ = 138.9312 // floating-point values 
0007: 123@ = 33.9765 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14496
00BC: text_highpriority 'TX_SF12' 5000 ms 1  // ~s~CLLLOMS: ~y~Central Hashbury.
0007: 121@ = -2499.214 // floating-point values 
0007: 122@ = -16.6149 // floating-point values 
0007: 123@ = 24.6094 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14549
00BC: text_highpriority 'TX_SF13' 5000 ms 1  // ~s~CLLLOMS: ~y~Missionary hegy kilt.
0007: 121@ = -2431.735 // floating-point values 
0007: 122@ = -198.9205 // floating-point values 
0007: 123@ = 34.1563 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14602
00BC: text_highpriority 'TX_SF14' 5000 ms 1  // ~s~CLLLOMS: ~y~Belvrosi felhkarcol.
0007: 121@ = -1815.151 // floating-point values 
0007: 122@ = 597.754 // floating-point values 
0007: 123@ = 38.528 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14655
00BC: text_highpriority 'TX_SF15' 5000 ms 1  // ~s~CLLLOMS: ~y~Easter Basin hadikikt.
0007: 121@ = -1530.776 // floating-point values 
0007: 122@ = 487.201 // floating-point values 
0007: 123@ = 9.44 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14708
00BC: text_highpriority 'TX_SF16' 5000 ms 1  // ~s~CLLLOMS: ~y~Easter Basin Kikt.
0007: 121@ = -1745.08 // floating-point values 
0007: 122@ = 27.759 // floating-point values 
0007: 123@ = 5.452 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14761
00BC: text_highpriority 'TX_SF17' 5000 ms 1  // ~s~CLLLOMS: ~y~Repltr.
0007: 121@ = -1414.557 // floating-point values 
0007: 122@ = -301.347 // floating-point values 
0007: 123@ = 14.637 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14814
00BC: text_highpriority 'TX_SF18' 5000 ms 1  // ~s~CLLLOMS: ~y~A Gant hd al.
0007: 121@ = -2618.467 // floating-point values 
0007: 122@ = 1432.752 // floating-point values 
0007: 123@ = 6.1016 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14867
00BC: text_highpriority 'TX_SF19' 5000 ms 1  // ~s~CLLLOMS: ~y~Belvros tr.
0007: 121@ = -1904.765 // floating-point values 
0007: 122@ = 882.7293 // floating-point values 
0007: 123@ = 34.0156 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14920
00BC: text_highpriority 'TX_SF20' 5000 ms 1  // ~s~CLLLOMS: ~y~A kgyz t tetejre.
0007: 121@ = -2134.729 // floating-point values 
0007: 122@ = 919.0828 // floating-point values 
0007: 123@ = 78.8438 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_14973
00BC: text_highpriority 'TX_SF21' 5000 ms 1  // ~s~CLLLOMS: ~y~Burger Shot.
0007: 121@ = -2361.836 // floating-point values 
0007: 122@ = 993.0967 // floating-point values 
0007: 123@ = 49.6875 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_15026
00BC: text_highpriority 'TX_SF22' 5000 ms 1  // ~s~CLLLOMS: ~y~Tuff Nut Donuts.
0007: 121@ = -2753.69 // floating-point values 
0007: 122@ = 779.9389 // floating-point values 
0007: 123@ = 53.2422 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_15079
00BC: text_highpriority 'TX_SF23' 5000 ms 1  // ~s~CLLLOMS: ~y~Pier 69.
0007: 121@ = -1714.717 // floating-point values 
0007: 122@ = 1332.564 // floating-point values 
0007: 123@ = 6.0391 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_15132
00BC: text_highpriority 'TX_SF24' 5000 ms 1  // ~s~CLLLOMS: ~y~Knai negyed bejrata.
0007: 121@ = -2251.033 // floating-point values 
0007: 122@ = 717.7971 // floating-point values 
0007: 123@ = 48.2969 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_15185
00BC: text_highpriority 'TX_SF25' 5000 ms 1  // ~s~CLLLOMS: ~y~The Well Stacked Pizza Co.
0007: 121@ = -1807.813 // floating-point values 
0007: 122@ = 936.0701 // floating-point values 
0007: 123@ = 23.75 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_15238
00BC: text_highpriority 'TX_SF26' 5000 ms 1  // ~s~CLLLOMS: ~y~Templom.
0007: 121@ = -1969.205 // floating-point values 
0007: 122@ = 1115.312 // floating-point values 
0007: 123@ = 52.6942 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_15291
00BC: text_highpriority 'TX_SF27' 5000 ms 1  // ~s~CLLLOMS: ~y~A hd.
0007: 121@ = -2540.593 // floating-point values 
0007: 122@ = 1222.188 // floating-point values 
0007: 123@ = 36.4283 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_15344
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_15369 
0006: 110@ = 0 // integer values 

:TAXIODD_15369
0662: write_debug_message "UNKNOWN_SAN_FIERRO_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_SF1' 5000 ms 1  // ~s~CLLLOMS: ~y~Belvrosi felhkarcol.
0007: 121@ = -1974.876 // floating-point values 
0007: 122@ = 486.737 // floating-point values 
0007: 123@ = 30.371 // floating-point values 
0002: jump @TAXIODD_15461 

:TAXIODD_15461
0051: return 

:TAXIODD_15463
0662: write_debug_message "NO_RED_COUNTY_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_15529 
0006: 110@ = 0 // integer values 
0002: jump @TAXIODD_15559 

:TAXIODD_15529
0662: write_debug_message "CHOOSING_LOS_SANTOS" 
0050: gosub @TAXIODD_8407 

:TAXIODD_15559
0051: return 

:TAXIODD_15561
0662: write_debug_message "NO_FLINT_COUNTY_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_15629 
0006: 110@ = 0 // integer values 
0002: jump @TAXIODD_15659 

:TAXIODD_15629
0662: write_debug_message "CHOOSING_SAN_FIERRO" 
0050: gosub @TAXIODD_13606 

:TAXIODD_15659
0051: return 

:TAXIODD_15661
0662: write_debug_message "NO_WHETSTONE_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_15726 
0006: 110@ = 0 // integer values 
0002: jump @TAXIODD_15756 

:TAXIODD_15726
0662: write_debug_message "CHOOSING_SAN_FIERRO" 
0050: gosub @TAXIODD_13606 

:TAXIODD_15756
0051: return 

:TAXIODD_15758
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_15798 
0085: 110@ = 148@ // integer values and handles 
000A: 110@ += 1 // integer values 
0002: jump @TAXIODD_15807 

:TAXIODD_15798
0209: 110@ = random_int 1 3 

:TAXIODD_15807
0871: init_jump_table 110@ total_jumps 2 1 @TAXIODD_15976 jumps 1 @TAXIODD_15870 2 @TAXIODD_15923 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 

:TAXIODD_15870
00BC: text_highpriority 'TX_TR1' 5000 ms 1  // ~s~CLLLOMS: ~y~Art-Deco kvz.
0007: 121@ = -1934.078 // floating-point values 
0007: 122@ = 2382.762 // floating-point values 
0007: 123@ = 48.5 // floating-point values 
0002: jump @TAXIODD_16096 

:TAXIODD_15923
00BC: text_highpriority 'TX_TR2' 5000 ms 1  // ~s~CLLLOMS: ~y~The Smokin' Beef Grill.
0007: 121@ = -846.9434 // floating-point values 
0007: 122@ = 1528.154 // floating-point values 
0007: 123@ = 20.551 // floating-point values 
0002: jump @TAXIODD_16096 

:TAXIODD_15976
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_16001 
0006: 110@ = 0 // integer values 

:TAXIODD_16001
0662: write_debug_message "UNKNOWN_TIERRA_ROBADA_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_TR1' 5000 ms 1  // ~s~CLLLOMS: ~y~Art-Deco kvz.
0007: 121@ = -1934.078 // floating-point values 
0007: 122@ = 2382.762 // floating-point values 
0007: 123@ = 48.5 // floating-point values 
0002: jump @TAXIODD_16096 

:TAXIODD_16096
0051: return 

:TAXIODD_16098
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_16138 
0085: 110@ = 148@ // integer values and handles 
000A: 110@ += 1 // integer values 
0002: jump @TAXIODD_16147 

:TAXIODD_16138
0209: 110@ = random_int 1 6 

:TAXIODD_16147
0871: init_jump_table 110@ total_jumps 5 1 @TAXIODD_16475 jumps 1 @TAXIODD_16210 2 @TAXIODD_16263 3 @TAXIODD_16316 4 @TAXIODD_16369 5 @TAXIODD_16422 -1 @TAXIODD_16593 -1 @TAXIODD_16593 

:TAXIODD_16210
00BC: text_highpriority 'TX_BC1' 5000 ms 1  // ~s~CLLLOMS: ~y~A Big Spread farm.
0007: 121@ = 689.646 // floating-point values 
0007: 122@ = 1943.252 // floating-point values 
0007: 123@ = 4.539 // floating-point values 
0002: jump @TAXIODD_16593 

:TAXIODD_16263
00BC: text_highpriority 'TX_BC2' 5000 ms 1  // ~s~CLLLOMS: ~y~A Sherman gt.
0007: 121@ = -904.3732 // floating-point values 
0007: 122@ = 2007.643 // floating-point values 
0007: 123@ = 59.9141 // floating-point values 
0002: jump @TAXIODD_16593 

:TAXIODD_16316
00BC: text_highpriority 'TX_BC3' 5000 ms 1  // ~s~CLLLOMS: ~y~Desert Repltr.
0007: 121@ = 392.0225 // floating-point values 
0007: 122@ = 2547.806 // floating-point values 
0007: 123@ = 15.5568 // floating-point values 
0002: jump @TAXIODD_16593 

:TAXIODD_16369
00BC: text_highpriority 'TX_BC4' 5000 ms 1  // ~s~CLLLOMS: ~y~Lgyakorlat.
0007: 121@ = 832.8276 // floating-point values 
0007: 122@ = 1705.428 // floating-point values 
0007: 123@ = 4.8587 // floating-point values 
0002: jump @TAXIODD_16593 

:TAXIODD_16422
00BC: text_highpriority 'TX_BC5' 5000 ms 1  // ~s~CLLLOMS: ~y~Lil' Probe fogad.
0007: 121@ = -84.9834 // floating-point values 
0007: 122@ = 1358.616 // floating-point values 
0007: 123@ = 9.3644 // floating-point values 
0002: jump @TAXIODD_16593 

:TAXIODD_16475
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @TAXIODD_16500 
0006: 110@ = 0 // integer values 

:TAXIODD_16500
0662: write_debug_message "UNKNOWN_BONE_COUNTY_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_BC1' 5000 ms 1  // ~s~CLLLOMS: ~y~A Big Spread farm.
0007: 121@ = 689.646 // floating-point values 
0007: 122@ = 1943.252 // floating-point values 
0007: 123@ = 4.539 // floating-point values 
0002: jump @TAXIODD_16593 

:TAXIODD_16593
0051: return 

:TAXIODD_16595
00D6: if 
0736:   32 
004D: jump_if_false @TAXIODD_16644 
000A: 48@ += 1 // integer values 
00D6: if 
0019:   48@ > 2 // integer values 
004D: jump_if_false @TAXIODD_16642 
0006: 48@ = 0 // integer values 

:TAXIODD_16642
086A: nop 

:TAXIODD_16644
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @TAXIODD_16819 
008A: $8202 = 38@ // integer values and handles 
008A: $8203 = 39@ // integer values and handles 
008A: $8204 = 47@ // integer values and handles 
0084: $8205 = $TOTAL_PASSENGERS_DROPPEDOFF // integer values and handles 
008A: $8206 = 146@ // integer values and handles 
0004: $8207 = 0 // integer values 
0004: $8208 = 0 // integer values 
0004: $8209 = 0 // integer values 
065D: $8202 "M_STAGE" // same as 0660 
065D: $8203 "M_GOALS" // same as 0660 
065D: $8206 "CLEANUP_TESTING" // same as 0660 
065D: $8204 "M_MISSION_TIMER" // same as 0660 
065D: $8205 "TOTAL_TAXI_PASSED" // same as 0660 

:TAXIODD_16819
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @TAXIODD_16837 

:TAXIODD_16837
00D6: if 
0736:   98 
004D: jump_if_false @TAXIODD_16859 
0006: 40@ = 1 // integer values 

:TAXIODD_16859
00D6: if 
0736:   80 
004D: jump_if_false @TAXIODD_16947 
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @TAXIODD_16922 
0006: 41@ = 1 // integer values 
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump @TAXIODD_16947 

:TAXIODD_16922
0006: 41@ = 0 // integer values 
0662: write_debug_message "LEVEL_UNPAUSED" 

:TAXIODD_16947
0051: return 

:TAXIODD_16949
00D6: if 
8736:   not  74 
004D: jump_if_false @TAXIODD_16966 
0051: return 

:TAXIODD_16966
00D6: if 
0039:   38@ == 2 // integer values 
004D: jump_if_false @TAXIODD_17023 
0395: clear_area 0 at 121@ 122@ 123@ range 10.0 
00A1: put_actor $PLAYER_ACTOR at 121@ 122@ 123@ 
0006: 39@ = 1 // integer values 

:TAXIODD_17023
0051: return 

:TAXIODD_17025
0006: 147@ = 0 // integer values 
0006: 148@ = 0 // integer values 

:TAXIODD_17039
0006: 110@ = 0 // integer values 
0871: init_jump_table 147@ total_jumps 8 1 @TAXIODD_17549 jumps 0 @TAXIODD_17174 1 @TAXIODD_17220 2 @TAXIODD_17268 3 @TAXIODD_17314 4 @TAXIODD_17360 5 @TAXIODD_17408 6 @TAXIODD_17453 
0872: jump_table_jumps 7 @TAXIODD_17502 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 

:TAXIODD_17174
0050: gosub @TAXIODD_8407 
00D6: if 
8039:   not  110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17213 
0662: write_debug_message "LOS_SANTOS" 

:TAXIODD_17213
0002: jump @TAXIODD_17556 

:TAXIODD_17220
0050: gosub @TAXIODD_10663 
00D6: if 
8039:   not  110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17261 
0662: write_debug_message "LAS_VENTURAS" 

:TAXIODD_17261
0002: jump @TAXIODD_17556 

:TAXIODD_17268
0050: gosub @TAXIODD_13606 
00D6: if 
8039:   not  110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17307 
0662: write_debug_message "SAN_FIERRO" 

:TAXIODD_17307
0002: jump @TAXIODD_17556 

:TAXIODD_17314
0050: gosub @TAXIODD_15463 
00D6: if 
8039:   not  110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17353 
0662: write_debug_message "RED_COUNTY" 

:TAXIODD_17353
0002: jump @TAXIODD_17556 

:TAXIODD_17360
0050: gosub @TAXIODD_15561 
00D6: if 
8039:   not  110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17401 
0662: write_debug_message "FLINT_COUNTY" 

:TAXIODD_17401
0002: jump @TAXIODD_17556 

:TAXIODD_17408
0050: gosub @TAXIODD_15661 
00D6: if 
8039:   not  110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17446 
0662: write_debug_message "WHETSTONE" 

:TAXIODD_17446
0002: jump @TAXIODD_17556 

:TAXIODD_17453
0050: gosub @TAXIODD_15758 
00D6: if 
8039:   not  110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17495 
0662: write_debug_message "TIERRA_ROBADA" 

:TAXIODD_17495
0002: jump @TAXIODD_17556 

:TAXIODD_17502
0050: gosub @TAXIODD_16098 
00D6: if 
8039:   not  110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17542 
0662: write_debug_message "BONE_COUNTY" 

:TAXIODD_17542
0002: jump @TAXIODD_17556 

:TAXIODD_17549
0006: 147@ = -1 // integer values 

:TAXIODD_17556
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @TAXIODD_17599 
0001: wait 0 ms 
000A: 147@ += 1 // integer values 
0006: 148@ = 0 // integer values 
0002: jump @TAXIODD_17039 

:TAXIODD_17599
0663: write_debug_intvar "J_A_D___ID" 110@ 

:TAXIODD_17616
00D6: if 
8736:   not  74 
004D: jump_if_false @TAXIODD_17700 
00D6: if 
0736:   65 
004D: jump_if_false @TAXIODD_17660 
000A: 147@ += 1 // integer values 
0002: jump @TAXIODD_17039 

:TAXIODD_17660
00D6: if 
0736:   68 
004D: jump_if_false @TAXIODD_17689 
000A: 148@ += 1 // integer values 
0002: jump @TAXIODD_17039 

:TAXIODD_17689
0001: wait 0 ms 
0002: jump @TAXIODD_17616 

:TAXIODD_17700
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_17744 
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
00A1: put_actor $PLAYER_ACTOR at 121@ 122@ 123@ 

:TAXIODD_17744
000A: 148@ += 1 // integer values 
0662: write_debug_message "PRESS_N_FOR_NEXT_FARE" 

:TAXIODD_17776
00D6: if 
8736:   not  78 
004D: jump_if_false @TAXIODD_17802 
0001: wait 0 ms 
0002: jump @TAXIODD_17776 

:TAXIODD_17802
0164: disable_marker 97@ 
0001: wait 0 ms 
0002: jump @TAXIODD_17039 
0051: return 

:TAXIODD_17820
000A: 43@ += 1 // integer values 
00D6: if 
0019:   43@ > 9 // integer values 
004D: jump_if_false @TAXIODD_17852 
0006: 43@ = 0 // integer values 

:TAXIODD_17852
0051: return 

:TAXIODD_17854
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // integer values and handles 
0062: 46@ -= 45@ // integer values 
0085: 45@ = 44@ // integer values and handles 
005A: 47@ += 46@ // integer values 
0051: return 

:TAXIODD_17893
000A: 38@ += 1 // integer values 
0006: 39@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:TAXIODD_17923
0006: 38@ = 1 // integer values 
0006: 39@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0051: return 

:TAXIODD_17953
0051: return 

:TAXIODD_17955
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_17982 
0001: wait 0 ms 
0002: jump @TAXIODD_17955 

:TAXIODD_17982
0050: gosub @TAXIODD_18128 
0050: gosub @TAXIODD_18164 
00D6: if 
0038:   $183 == 0 // integer values 
004D: jump_if_false @TAXIODD_18032 
03E5: text_box 'TX_H1'  // llj az autval a kijellt jrkel mell, vrd meg mg beszll, majd vidd el t a clllomsra.
0004: $183 = 1 // integer values 

:TAXIODD_18032
0050: gosub @TAXIODD_2884 
0006: 109@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0004: $8198 = 0 // integer values 
03C4: set_status_text_to $8198 0 'TX_TOTL'  // Utas
0004: $8199 = 0 // integer values 
0006: 114@ = 5 // integer values 
0006: 115@ = 500 // integer values 
0006: 94@ = -1 // integer values 
0006: 95@ = -1 // integer values 
0050: gosub @TAXIODD_17893 
0051: return 

:TAXIODD_18128
0247: request_model #CR_AMMOBOX 
038B: load_requested_models 

:TAXIODD_18135
00D6: if 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @TAXIODD_18162 
0001: wait 0 ms 
0002: jump @TAXIODD_18135 

:TAXIODD_18162
0051: return 

:TAXIODD_18164
04ED: load_animation "MISC" 

:TAXIODD_18172
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @TAXIODD_18202 
0001: wait 0 ms 
0002: jump @TAXIODD_18172 

:TAXIODD_18202
0051: return 

:TAXIODD_18204
00D6: if 
0039:   132@ == 1 // integer values 
004D: jump_if_false @TAXIODD_18244 
0085: 51@ = 111@ // integer values and handles 
0016: 51@ /= 16 // integer values 
0002: jump @TAXIODD_18259 

:TAXIODD_18244
0085: 51@ = 111@ // integer values and handles 
0016: 51@ /= 40 // integer values 

:TAXIODD_18259
0085: 52@ = 51@ // integer values and handles 
0109: player $PLAYER_CHAR money += 51@ 
01E3: text_1number_styled 'TX_PAY' 51@ 6000 ms 6  // $~1~
018C: play_sound 1058 at 0.0 0.0 0.0 
005A: 109@ += 51@ // integer values 
0008: $8198 += 1 // integer values 
0008: $TOTAL_PASSENGERS_DROPPEDOFF += 1 // integer values 
0006: 142@ = 0 // integer values 
00D6: if 
003C:   $8198 == 114@ // integer values 
004D: jump_if_false @TAXIODD_18430 
036D: text_2numbers_styled 'TX_SEQ' $8198 115@ 5000 ms 5  // ~1~-ik kldetsrt kapott bnusz! $~1~
0109: player $PLAYER_CHAR money += 115@ 
005A: 109@ += 115@ // integer values 
0006: 142@ = 1 // integer values 
005A: 52@ += 115@ // integer values 
000A: 114@ += 5 // integer values 
000A: 115@ += 500 // integer values 

:TAXIODD_18430
00D6: if and
0038:   $MISSION_TAXI_PASSED == 0 // integer values 
0018:   $TOTAL_PASSENGERS_DROPPEDOFF > 49 // integer values 
004D: jump_if_false @TAXIODD_18538 
0595: mission_complete 
030C: set_mission_points += 1 
0394: play_music 2 
00BA: text_styled 'TX_DONE' 5000 ms 5  // Taxis kldets teljestve!
00BC: text_highpriority 'TX_NTRO' 7000 ms 1  // Minden taxisnak van nitrja.
0006: 144@ = 1 // integer values 
0085: 106@ = 47@ // integer values and handles 
000A: 106@ += 7000 // integer values 
0572: set_taxi_boost_jump 1 
0004: $MISSION_TAXI_PASSED = 1 // integer values 
0002: jump @TAXIODD_18699 

:TAXIODD_18538
00D6: if 
0018:   $8200 > 0 // integer values 
004D: jump_if_false @TAXIODD_18631 
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @TAXIODD_18597 
00BA: text_styled 'TX_FAST' 5000 ms 4  // Sebessg bnusz!
0002: jump @TAXIODD_18613 

:TAXIODD_18597
00BA: text_styled 'TX_FAST' 5000 ms 5  // Sebessg bnusz!

:TAXIODD_18613
0947: (unknown) 88@ 226 116@ 
0002: jump @TAXIODD_18699 

:TAXIODD_18631
00D6: if 
0039:   142@ == 1 // integer values 
004D: jump_if_false @TAXIODD_18672 
00BA: text_styled 'TX_WIN' 5000 ms 4  // Utas krse teljestve!
0002: jump @TAXIODD_18688 

:TAXIODD_18672
00BA: text_styled 'TX_WIN' 5000 ms 5  // Utas krse teljestve!

:TAXIODD_18688
0947: (unknown) 88@ 225 116@ 

:TAXIODD_18699
0A10: (unknown) 150 1 
0A10: (unknown) 149 52@ 
0051: return 

:TAXIODD_18716
0008: $8199 += 10000 // integer values 
0151: remove_status_text $8200 
0006: 132@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0050: gosub @TAXIODD_17923 
0051: return 

:TAXIODD_18752
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_18780 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 // integer values 

:TAXIODD_18780
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0151: remove_status_text $8200 
0006: 132@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0050: gosub @TAXIODD_17923 
0051: return 

:TAXIODD_18818
00BA: text_styled 'TX_END' 5000 ms 5  // Vget rt a taxis kldets
01E3: text_1number_styled 'TX_PAY' 109@ 6000 ms 6  // $~1~
03EB: clear_small_messages_only 
0871: init_jump_table 108@ total_jumps 3 0 @TAXIODD_18987 jumps 1 @TAXIODD_18918 2 @TAXIODD_18941 3 @TAXIODD_18964 -1 @TAXIODD_18987 -1 @TAXIODD_18987 -1 @TAXIODD_18987 -1 @TAXIODD_18987 

:TAXIODD_18918
00BC: text_highpriority 'TX_F1' 5000 ms 1  // ~r~Nincs a taxiban!
0002: jump @TAXIODD_18987 

:TAXIODD_18941
00BC: text_highpriority 'TX_F2' 5000 ms 1  // ~r~Lejrt az id!
0002: jump @TAXIODD_18987 

:TAXIODD_18964
00BC: text_highpriority 'TX_F3' 5000 ms 1  // ~r~A taxi felrobbant!
0002: jump @TAXIODD_18987 

:TAXIODD_18987
03E6: remove_text_box 
0051: return 

:TAXIODD_18991
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_19068 
0647: unknown_action_sequence 88@ 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_19042 
0050: gosub @TAXIODD_6415 
0002: jump @TAXIODD_19068 

:TAXIODD_19042
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_19068 
0050: gosub @TAXIODD_6415 

:TAXIODD_19068
01C3: remove_references_to_car 89@ // Like turning a car into any random car 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
0006: 49@ = 0 // integer values 

:TAXIODD_19085
01C4: remove_references_to_object 90@(49@,4i) // This object will now disappear when the player looks away 
000A: 49@ += 1 // integer values 
0029:   49@ >= 4 // integer values 
004D: jump_if_false @TAXIODD_19085 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0006: 49@ = 0 // integer values 

:TAXIODD_19132
0164: disable_marker 98@(49@,3i) 
000A: 49@ += 1 // integer values 
0029:   49@ >= 3 // integer values 
004D: jump_if_false @TAXIODD_19132 
0151: remove_status_text $8198 
014F: stop_timer $8199 
0151: remove_status_text $8200 
04EF: release_animation "MISC" 
0249: release_model #CR_AMMOBOX 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
03C7: unknown_maybe_cops_density 1.0 
06D0: (unknown) 1 
06D7: toggle_train_traffic 1 
0084: $56 = $8201 // integer values and handles 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $411 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
0004: $182 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 122---------------
// Originally: Paramedic Sub-Mission

:AMBULAN
0050: gosub @AMBULAN_16 
0050: gosub @AMBULAN_13159 
004E: end_thread 

:AMBULAN_16
0004: $ONMISSION = 1 // integer values 
0004: $ONMISSION_PARAMEDIC = 1 // integer values 
03A4: name_thread 'AMBULAN' 
00D6: if 
0038:   $1487 == 0 // integer values 
004D: jump_if_false @AMBULAN_61 
0317: increment_mission_attempts 

:AMBULAN_61
0001: wait 0 ms 
08F4: (unknown) 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @AMBULAN_221 
00D9: 213@ = actor $PLAYER_ACTOR car 
00D6: if 
8431:   not car 213@ car_passenger_seat_free 0 
004D: jump_if_false @AMBULAN_134 
0432: 81@ = get_actor_handle_from_car 213@ passenger 0 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_134
00D6: if 
8431:   not car 213@ car_passenger_seat_free 1 
004D: jump_if_false @AMBULAN_175 
0432: 81@ = get_actor_handle_from_car 213@ passenger 1 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_175
00D6: if 
8431:   not car 213@ car_passenger_seat_free 2 
004D: jump_if_false @AMBULAN_216 
0432: 81@ = get_actor_handle_from_car 213@ passenger 2 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_216
01C3: remove_references_to_car 213@ // Like turning a car into any random car 

:AMBULAN_221
060A: unknown_create_entity 0 235@ 
054C: use_GXT_table 'AMBULAE' 
08F8: (unknown) 0 
0004: $8210 = 20000 // integer values 
0006: 34@ = 0 // integer values 
0006: 39@ = 0 // integer values 
0006: 40@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 37@ = 1 // integer values 
0006: 36@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 70@ = 0 // integer values 
0006: 73@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0007: 189@ = 10.0 // floating-point values 
0004: $PARAMEDIC_MISSION_LEVEL = 1 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 51@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 50@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0007: 176@ = 0.0 // floating-point values 
0007: 177@ = 0.0 // floating-point values 
0007: 178@ = 0.0 // floating-point values 
0006: 99@ = 0 // integer values 

:AMBULAN_522
00D6: if 
001B:   13 > 99@ // integer values 
004D: jump_if_false @AMBULAN_658 
0006: 100@(99@,13i) = 0 // integer values 
0007: 113@(99@,13f) = 0.0 // floating-point values 
0007: 126@(99@,13f) = 0.0 // floating-point values 
0007: 139@(99@,13f) = 0.0 // floating-point values 
0006: 152@(99@,13i) = 0 // integer values 
00D6: if 
001B:   10 > 99@ // integer values 
004D: jump_if_false @AMBULAN_644 
0006: 214@(99@,10i) = 0 // integer values 
0006: 224@(99@,10i) = 0 // integer values 

:AMBULAN_644
000A: 99@ += 1 // integer values 
0002: jump @AMBULAN_522 

:AMBULAN_658
0006: 99@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 234@ = 0 // integer values 
0004: $8212 = 0 // integer values 
0007: 238@ = 0.0 // floating-point values 

:AMBULAN_703
00D6: if 
001B:   10 > 99@ // integer values 
004D: jump_if_false @AMBULAN_836 
00D6: if 
07E8: (unknown) 4 99@ 0 
004D: jump_if_false @AMBULAN_775 
0006: 224@(99@,10i) = 1 // integer values 
000A: 234@ += 1 // integer values 
0747: (unknown) 4 99@ 0 
0002: jump @AMBULAN_822 

:AMBULAN_775
00D6: if 
07E8: (unknown) 3 99@ 0 
004D: jump_if_false @AMBULAN_822 
0006: 214@(99@,10i) = 1 // integer values 
000A: 234@ += 1 // integer values 
0747: (unknown) 3 99@ 0 

:AMBULAN_822
000A: 99@ += 1 // integer values 
0002: jump @AMBULAN_703 

:AMBULAN_836
0006: 99@ = 0 // integer values 
00BC: text_highpriority 'ATUTOR2' 3000 ms 1  // ~s~vatosan, szlltsd a ~b~pcienst~s~ a ~y~krhzba~s~. Minden baleset cskkenti a betegek tllsi eslyeit.
03C7: unknown_maybe_cops_density 0.5 
00A0: store_actor $PLAYER_ACTOR position_to 201@ 202@ 203@ 
0007: 212@ = 9999999.0 // floating-point values 
0652: $11008 = stat 181 // integer 
00D6: if 
001A:   2 > $11008 // integer values 
004D: jump_if_false @AMBULAN_1470 
00D6: if 
0038:   $11008 == 0 // integer values 
004D: jump_if_false @AMBULAN_1130 
050A: 204@ = distance_between 201@ 202@ 203@ and 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // floating-point values 
004D: jump_if_false @AMBULAN_997 
0087: 212@ = 204@ // floating-point values only 
0006: 213@ = 1 // integer values 

:AMBULAN_997
050A: 205@ = distance_between 201@ 202@ 203@ and 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // floating-point values 
004D: jump_if_false @AMBULAN_1060 
0087: 212@ = 205@ // floating-point values only 
0006: 213@ = 2 // integer values 

:AMBULAN_1060
050A: 208@ = distance_between 201@ 202@ 203@ and 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // floating-point values 
004D: jump_if_false @AMBULAN_1123 
0087: 212@ = 208@ // floating-point values only 
0006: 213@ = 5 // integer values 

:AMBULAN_1123
0002: jump @AMBULAN_1463 

:AMBULAN_1130
00D6: if 
0038:   $11008 == 1 // integer values 
004D: jump_if_false @AMBULAN_1463 
050A: 204@ = distance_between 201@ 202@ 203@ and 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // floating-point values 
004D: jump_if_false @AMBULAN_1211 
0087: 212@ = 204@ // floating-point values only 
0006: 213@ = 1 // integer values 

:AMBULAN_1211
050A: 205@ = distance_between 201@ 202@ 203@ and 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // floating-point values 
004D: jump_if_false @AMBULAN_1274 
0087: 212@ = 205@ // floating-point values only 
0006: 213@ = 2 // integer values 

:AMBULAN_1274
050A: 208@ = distance_between 201@ 202@ 203@ and 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // floating-point values 
004D: jump_if_false @AMBULAN_1337 
0087: 212@ = 208@ // floating-point values only 
0006: 213@ = 5 // integer values 

:AMBULAN_1337
050A: 209@ = distance_between 201@ 202@ 203@ and -2198.693 -2290.105 29.625 
00D6: if 
0025:   212@ > 209@ // floating-point values 
004D: jump_if_false @AMBULAN_1400 
0087: 212@ = 209@ // floating-point values only 
0006: 213@ = 6 // integer values 

:AMBULAN_1400
050A: 210@ = distance_between 201@ 202@ 203@ and -2670.285 616.4364 13.4531 
00D6: if 
0025:   212@ > 210@ // floating-point values 
004D: jump_if_false @AMBULAN_1463 
0087: 212@ = 210@ // floating-point values only 
0006: 213@ = 7 // integer values 

:AMBULAN_1463
0002: jump @AMBULAN_1974 

:AMBULAN_1470
050A: 204@ = distance_between 201@ 202@ 203@ and 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // floating-point values 
004D: jump_if_false @AMBULAN_1533 
0087: 212@ = 204@ // floating-point values only 
0006: 213@ = 1 // integer values 

:AMBULAN_1533
050A: 205@ = distance_between 201@ 202@ 203@ and 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // floating-point values 
004D: jump_if_false @AMBULAN_1596 
0087: 212@ = 205@ // floating-point values only 
0006: 213@ = 2 // integer values 

:AMBULAN_1596
050A: 206@ = distance_between 201@ 202@ 203@ and -316.3832 1056.045 18.7344 
00D6: if 
0025:   212@ > 206@ // floating-point values 
004D: jump_if_false @AMBULAN_1659 
0087: 212@ = 206@ // floating-point values only 
0006: 213@ = 3 // integer values 

:AMBULAN_1659
050A: 207@ = distance_between 201@ 202@ 203@ and -1514.823 2527.119 54.7443 
00D6: if 
0025:   212@ > 207@ // floating-point values 
004D: jump_if_false @AMBULAN_1722 
0087: 212@ = 207@ // floating-point values only 
0006: 213@ = 4 // integer values 

:AMBULAN_1722
050A: 208@ = distance_between 201@ 202@ 203@ and 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // floating-point values 
004D: jump_if_false @AMBULAN_1785 
0087: 212@ = 208@ // floating-point values only 
0006: 213@ = 5 // integer values 

:AMBULAN_1785
050A: 209@ = distance_between 201@ 202@ 203@ and -2198.693 -2290.105 29.625 
00D6: if 
0025:   212@ > 209@ // floating-point values 
004D: jump_if_false @AMBULAN_1848 
0087: 212@ = 209@ // floating-point values only 
0006: 213@ = 6 // integer values 

:AMBULAN_1848
050A: 210@ = distance_between 201@ 202@ 203@ and -2670.285 616.4364 13.4531 
00D6: if 
0025:   212@ > 210@ // floating-point values 
004D: jump_if_false @AMBULAN_1911 
0087: 212@ = 210@ // floating-point values only 
0006: 213@ = 7 // integer values 

:AMBULAN_1911
050A: 211@ = distance_between 201@ 202@ 203@ and 1578.446 1770.682 9.8358 
00D6: if 
0025:   212@ > 211@ // floating-point values 
004D: jump_if_false @AMBULAN_1974 
0087: 212@ = 211@ // floating-point values only 
0006: 213@ = 8 // integer values 

:AMBULAN_1974
0871: init_jump_table 213@ total_jumps 8 1 @AMBULAN_2958 jumps 1 @AMBULAN_2102 2 @AMBULAN_2209 3 @AMBULAN_2316 4 @AMBULAN_2423 5 @AMBULAN_2530 6 @AMBULAN_2637 7 @AMBULAN_2744 
0872: jump_table_jumps 8 @AMBULAN_2851 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 

:AMBULAN_2102
0007: 167@ = 2004.96 // floating-point values 
0007: 168@ = -1442.96 // floating-point values 
0007: 169@ = 12.56 // floating-point values 
0007: 173@ = 2026.0 // floating-point values 
0007: 174@ = -1423.0 // floating-point values 
0007: 175@ = 17.0 // floating-point values 
0007: 197@ = 1200.0 // floating-point values 
0007: 198@ = 2930.0 // floating-point values 
0007: 199@ = -2213.0 // floating-point values 
0007: 200@ = -1012.0 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_2209
0007: 167@ = 1180.85 // floating-point values 
0007: 168@ = -1325.57 // floating-point values 
0007: 169@ = 12.58 // floating-point values 
0007: 173@ = 1172.0 // floating-point values 
0007: 174@ = -1324.0 // floating-point values 
0007: 175@ = 15.0 // floating-point values 
0007: 197@ = 450.0 // floating-point values 
0007: 198@ = 1800.0 // floating-point values 
0007: 199@ = -1900.0 // floating-point values 
0007: 200@ = -870.0 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_2316
0007: 167@ = -316.3832 // floating-point values 
0007: 168@ = 1056.045 // floating-point values 
0007: 169@ = 18.7344 // floating-point values 
0007: 173@ = -316.0 // floating-point values 
0007: 174@ = 1050.0 // floating-point values 
0007: 175@ = 20.0 // floating-point values 
0007: 197@ = -860.0 // floating-point values 
0007: 198@ = 185.0 // floating-point values 
0007: 199@ = 749.0 // floating-point values 
0007: 200@ = 1616.0 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_2423
0007: 167@ = -1514.006 // floating-point values 
0007: 168@ = 2532.013 // floating-point values 
0007: 169@ = 54.7443 // floating-point values 
0007: 173@ = -1515.0 // floating-point values 
0007: 174@ = 2520.0 // floating-point values 
0007: 175@ = 56.0 // floating-point values 
0007: 197@ = -1684.0 // floating-point values 
0007: 198@ = -702.0 // floating-point values 
0007: 199@ = 1465.0 // floating-point values 
0007: 200@ = 2749.9 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_2530
0007: 167@ = 1225.0 // floating-point values 
0007: 168@ = 302.0 // floating-point values 
0007: 169@ = 20.0 // floating-point values 
0007: 173@ = 1227.0 // floating-point values 
0007: 174@ = 289.5 // floating-point values 
0007: 175@ = 22.64 // floating-point values 
0007: 197@ = 100.0 // floating-point values 
0007: 198@ = 2604.0 // floating-point values 
0007: 199@ = -720.0 // floating-point values 
0007: 200@ = 465.0 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_2637
0007: 167@ = -2198.693 // floating-point values 
0007: 168@ = -2290.105 // floating-point values 
0007: 169@ = 29.625 // floating-point values 
0007: 173@ = -2204.728 // floating-point values 
0007: 174@ = -2296.302 // floating-point values 
0007: 175@ = 29.6181 // floating-point values 
0007: 197@ = -2598.0 // floating-point values 
0007: 198@ = -1500.0 // floating-point values 
0007: 199@ = -2700.0 // floating-point values 
0007: 200@ = -1700.0 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_2744
0007: 167@ = -2670.285 // floating-point values 
0007: 168@ = 616.4364 // floating-point values 
0007: 169@ = 13.4531 // floating-point values 
0007: 173@ = -2677.0 // floating-point values 
0007: 174@ = 632.0 // floating-point values 
0007: 175@ = 14.0 // floating-point values 
0007: 197@ = -2820.0 // floating-point values 
0007: 198@ = -1784.0 // floating-point values 
0007: 199@ = 29.0 // floating-point values 
0007: 200@ = 1180.0 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_2851
0007: 167@ = 1578.446 // floating-point values 
0007: 168@ = 1770.682 // floating-point values 
0007: 169@ = 9.8358 // floating-point values 
0007: 173@ = 1582.0 // floating-point values 
0007: 174@ = 1765.0 // floating-point values 
0007: 175@ = 11.0 // floating-point values 
0007: 197@ = 1000.0 // floating-point values 
0007: 198@ = 2600.0 // floating-point values 
0007: 199@ = 772.0 // floating-point values 
0007: 200@ = 2400.0 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_2958
0007: 167@ = 2004.96 // floating-point values 
0007: 168@ = -1442.96 // floating-point values 
0007: 169@ = 12.56 // floating-point values 
0007: 173@ = 2026.0 // floating-point values 
0007: 174@ = -1423.0 // floating-point values 
0007: 175@ = 17.0 // floating-point values 
0007: 197@ = 1200.0 // floating-point values 
0007: 198@ = 2930.0 // floating-point values 
0007: 199@ = -2213.0 // floating-point values 
0007: 200@ = -1012.0 // floating-point values 
0002: jump @AMBULAN_3065 

:AMBULAN_3065
03C3: set_timer_with_text_to $8210 type 1 text 'AMBTIME'  // HTRALV ID
04F7: status_text $8212 0 line 2 'AMBSEAT'  // SZABAD HELYEK
04F7: status_text $PARAMEDIC_MISSION_LEVEL 0 line 1 'ALEV'  // SZINT
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @AMBULAN_3149 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 

:AMBULAN_3149
014F: stop_timer $8210 

:AMBULAN_3154
00D6: if 
001D:   37@ > 36@ // integer values 
004D: jump_if_false @AMBULAN_3355 
0050: gosub @AMBULAN_7829 
0087: 113@(36@,13f) = 176@ // floating-point values only 
0087: 126@(36@,13f) = 177@ // floating-point values only 
0087: 139@(36@,13f) = 178@ // floating-point values only 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_3241 
0002: jump @AMBULAN_13159 

:AMBULAN_3241
0050: gosub @AMBULAN_10937 
0085: 152@(36@,13i) = 35@ // integer values and handles 
00D6: if 
0019:   152@(36@,13i) > 45000 // integer values 
004D: jump_if_false @AMBULAN_3306 
0006: 152@(36@,13i) = 45000 // integer values 
0002: jump @AMBULAN_3341 

:AMBULAN_3306
00D6: if 
001B:   15000 > 152@(36@,13i) // integer values 
004D: jump_if_false @AMBULAN_3341 
0006: 152@(36@,13i) = 15000 // integer values 

:AMBULAN_3341
000A: 36@ += 1 // integer values 
0002: jump @AMBULAN_3154 

:AMBULAN_3355
0050: gosub @AMBULAN_3747 
00D6: if 
0019:   37@ > 3 // integer values 
004D: jump_if_false @AMBULAN_3394 
0006: 45@ = 1 // integer values 
0002: jump @AMBULAN_3401 

:AMBULAN_3394
0006: 45@ = 0 // integer values 

:AMBULAN_3401
0006: 51@ = 0 // integer values 
00D6: if 
001B:   2 > 37@ // integer values 
004D: jump_if_false @AMBULAN_3537 
0085: 48@ = 35@ // integer values and handles 
0072: 48@ /= 37@ // integer values 
0016: 48@ /= 2 // integer values 
0085: 38@ = 37@ // integer values and handles 
000A: 38@ += 1 // integer values 
006A: 48@ *= 38@ // integer values 
005E: $8210 += 48@ // integer values 
0074: $8210 /= 37@ // integer values 
0085: 48@ = 35@ // integer values and handles 
0016: 48@ /= 3 // integer values 
00D6: if 
0019:   48@ > 15000 // integer values 
004D: jump_if_false @AMBULAN_3530 
0006: 48@ = 15000 // integer values 

:AMBULAN_3530
0002: jump @AMBULAN_3614 

:AMBULAN_3537
008B: 48@ = $8210 // integer values and handles 
0072: 48@ /= 37@ // integer values 
0016: 48@ /= 2 // integer values 
0085: 38@ = 37@ // integer values and handles 
000A: 38@ += 1 // integer values 
006A: 48@ *= 38@ // integer values 
005E: $8210 += 48@ // integer values 
0074: $8210 /= 37@ // integer values 
008B: 48@ = $8210 // integer values and handles 
0016: 48@ /= 3 // integer values 

:AMBULAN_3614
00D6: if 
001A:   60000 > $8210 // integer values 
004D: jump_if_false @AMBULAN_3645 
0004: $8210 = 60000 // integer values 

:AMBULAN_3645
00D6: if 
001B:   25000 > 48@ // integer values 
004D: jump_if_false @AMBULAN_3679 
0006: 48@ = 25000 // integer values 
0002: jump @AMBULAN_3710 

:AMBULAN_3679
00D6: if 
0019:   48@ > 60000 // integer values 
004D: jump_if_false @AMBULAN_3710 
0006: 48@ = 60000 // integer values 

:AMBULAN_3710
03C3: set_timer_with_text_to $8210 type 1 text 'AMBTIME'  // HTRALV ID
0006: 239@ = 0 // integer values 
0006: 240@ = 0 // integer values 
0002: jump @AMBULAN_11090 

:AMBULAN_3747
00D6: if 
0019:   37@ > 0 // integer values 
004D: jump_if_false @AMBULAN_3874 
0376: 81@ = create_random_actor 113@ 126@ 139@ 
0575: (unknown) 81@ 1 
0588: (unknown) 81@ 0 
0006: 83@ = 1 // integer values 
060B: unknown_actor_use_entity 81@ 235@ 
0332: set_actor 81@ bleeding_to 1 
02A9: set_actor 81@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 81@ z_angle_to 188@ 
0187: 82@ = create_marker_above_actor 81@ 
07E0: set_marker 82@ type_to 1 
0168: show_on_radar 82@ 2 
0006: 100@ = 1 // integer values 

:AMBULAN_3874
00D6: if 
0019:   37@ > 1 // integer values 
004D: jump_if_false @AMBULAN_4001 
0376: 84@ = create_random_actor 114@ 127@ 140@ 
0006: 86@ = 1 // integer values 
060B: unknown_actor_use_entity 84@ 235@ 
0332: set_actor 84@ bleeding_to 1 
02A9: set_actor 84@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 84@ z_angle_to 188@ 
0187: 85@ = create_marker_above_actor 84@ 
07E0: set_marker 85@ type_to 1 
0168: show_on_radar 85@ 2 
0575: (unknown) 84@ 1 
0588: (unknown) 84@ 0 
0006: 101@ = 1 // integer values 

:AMBULAN_4001
00D6: if 
0019:   37@ > 2 // integer values 
004D: jump_if_false @AMBULAN_4128 
0376: 87@ = create_random_actor 115@ 128@ 141@ 
0006: 89@ = 1 // integer values 
060B: unknown_actor_use_entity 87@ 235@ 
0332: set_actor 87@ bleeding_to 1 
02A9: set_actor 87@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 87@ z_angle_to 188@ 
0187: 88@ = create_marker_above_actor 87@ 
07E0: set_marker 88@ type_to 1 
0168: show_on_radar 88@ 2 
0575: (unknown) 87@ 1 
0588: (unknown) 87@ 0 
0006: 102@ = 1 // integer values 

:AMBULAN_4128
00D6: if 
0019:   37@ > 3 // integer values 
004D: jump_if_false @AMBULAN_4255 
0376: 90@ = create_random_actor 116@ 129@ 142@ 
0006: 92@ = 1 // integer values 
060B: unknown_actor_use_entity 90@ 235@ 
0332: set_actor 90@ bleeding_to 1 
02A9: set_actor 90@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 90@ z_angle_to 188@ 
0187: 91@ = create_marker_above_actor 90@ 
07E0: set_marker 91@ type_to 1 
0168: show_on_radar 91@ 2 
0575: (unknown) 90@ 1 
0588: (unknown) 90@ 0 
0006: 103@ = 1 // integer values 

:AMBULAN_4255
00D6: if 
0019:   37@ > 4 // integer values 
004D: jump_if_false @AMBULAN_4382 
0376: 93@ = create_random_actor 117@ 130@ 143@ 
0006: 95@ = 1 // integer values 
060B: unknown_actor_use_entity 93@ 235@ 
0332: set_actor 93@ bleeding_to 1 
02A9: set_actor 93@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 93@ z_angle_to 188@ 
0187: 94@ = create_marker_above_actor 93@ 
07E0: set_marker 94@ type_to 1 
0168: show_on_radar 94@ 2 
0575: (unknown) 93@ 1 
0588: (unknown) 93@ 0 
0006: 104@ = 1 // integer values 

:AMBULAN_4382
00D6: if 
0019:   37@ > 5 // integer values 
004D: jump_if_false @AMBULAN_4509 
0376: 56@ = create_random_actor 118@ 131@ 144@ 
0006: 58@ = 1 // integer values 
060B: unknown_actor_use_entity 56@ 235@ 
0332: set_actor 56@ bleeding_to 1 
02A9: set_actor 56@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 56@ z_angle_to 188@ 
0187: 57@ = create_marker_above_actor 56@ 
07E0: set_marker 57@ type_to 1 
0168: show_on_radar 57@ 2 
0575: (unknown) 56@ 1 
0588: (unknown) 56@ 0 
0006: 105@ = 1 // integer values 

:AMBULAN_4509
00D6: if 
0019:   37@ > 6 // integer values 
004D: jump_if_false @AMBULAN_4636 
0376: 59@ = create_random_actor 119@ 132@ 145@ 
0006: 61@ = 1 // integer values 
060B: unknown_actor_use_entity 59@ 235@ 
0332: set_actor 59@ bleeding_to 1 
02A9: set_actor 59@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 59@ z_angle_to 188@ 
0187: 60@ = create_marker_above_actor 59@ 
07E0: set_marker 60@ type_to 1 
0168: show_on_radar 60@ 2 
0575: (unknown) 59@ 1 
0588: (unknown) 59@ 0 
0006: 106@ = 1 // integer values 

:AMBULAN_4636
00D6: if 
0019:   37@ > 7 // integer values 
004D: jump_if_false @AMBULAN_4763 
0376: 62@ = create_random_actor 120@ 133@ 146@ 
0006: 64@ = 1 // integer values 
060B: unknown_actor_use_entity 62@ 235@ 
0332: set_actor 62@ bleeding_to 1 
02A9: set_actor 62@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 62@ z_angle_to 188@ 
0187: 63@ = create_marker_above_actor 62@ 
07E0: set_marker 63@ type_to 1 
0168: show_on_radar 63@ 2 
0575: (unknown) 62@ 1 
0588: (unknown) 62@ 0 
0006: 107@ = 1 // integer values 

:AMBULAN_4763
00D6: if 
0019:   37@ > 8 // integer values 
004D: jump_if_false @AMBULAN_4890 
0376: 65@ = create_random_actor 121@ 134@ 147@ 
0006: 67@ = 1 // integer values 
060B: unknown_actor_use_entity 65@ 235@ 
0332: set_actor 65@ bleeding_to 1 
02A9: set_actor 65@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 65@ z_angle_to 188@ 
0187: 66@ = create_marker_above_actor 65@ 
07E0: set_marker 66@ type_to 1 
0168: show_on_radar 66@ 2 
0575: (unknown) 65@ 1 
0588: (unknown) 65@ 0 
0006: 108@ = 1 // integer values 

:AMBULAN_4890
00D6: if 
0019:   37@ > 9 // integer values 
004D: jump_if_false @AMBULAN_5017 
0376: 68@ = create_random_actor 122@ 135@ 148@ 
0006: 70@ = 1 // integer values 
060B: unknown_actor_use_entity 68@ 235@ 
0332: set_actor 68@ bleeding_to 1 
02A9: set_actor 68@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 68@ z_angle_to 188@ 
0187: 69@ = create_marker_above_actor 68@ 
07E0: set_marker 69@ type_to 1 
0168: show_on_radar 69@ 2 
0575: (unknown) 68@ 1 
0588: (unknown) 68@ 0 
0006: 109@ = 1 // integer values 

:AMBULAN_5017
00D6: if 
0019:   37@ > 10 // integer values 
004D: jump_if_false @AMBULAN_5144 
0376: 71@ = create_random_actor 123@ 136@ 149@ 
0006: 73@ = 1 // integer values 
060B: unknown_actor_use_entity 71@ 235@ 
0332: set_actor 71@ bleeding_to 1 
02A9: set_actor 71@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 71@ z_angle_to 188@ 
0187: 72@ = create_marker_above_actor 71@ 
07E0: set_marker 72@ type_to 1 
0168: show_on_radar 72@ 2 
0575: (unknown) 71@ 1 
0588: (unknown) 71@ 0 
0006: 110@ = 1 // integer values 

:AMBULAN_5144
00D6: if 
0019:   37@ > 11 // integer values 
004D: jump_if_false @AMBULAN_5271 
0376: 74@ = create_random_actor 124@ 137@ 150@ 
0006: 76@ = 1 // integer values 
060B: unknown_actor_use_entity 74@ 235@ 
0332: set_actor 74@ bleeding_to 1 
02A9: set_actor 74@ immune_to_nonplayer 1 
0208: 188@ = random_float 0.0 359.9 
0173: set_actor 74@ z_angle_to 188@ 
0187: 75@ = create_marker_above_actor 74@ 
07E0: set_marker 75@ type_to 1 
0168: show_on_radar 75@ 2 
0575: (unknown) 74@ 1 
0588: (unknown) 74@ 0 
0006: 111@ = 1 // integer values 

:AMBULAN_5271
0051: return 

:AMBULAN_5273
0871: init_jump_table 239@ total_jumps 12 1 @AMBULAN_7813 jumps 0 @AMBULAN_5401 1 @AMBULAN_5602 2 @AMBULAN_5803 3 @AMBULAN_6004 4 @AMBULAN_6205 5 @AMBULAN_6406 6 @AMBULAN_6607 
0872: jump_table_jumps 7 @AMBULAN_6808 8 @AMBULAN_7009 9 @AMBULAN_7210 10 @AMBULAN_7411 11 @AMBULAN_7612 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 

:AMBULAN_5401
00D6: if 
0019:   37@ > 0 // integer values 
004D: jump_if_false @AMBULAN_5588 
00D6: if 
001B:   3 > 83@ // integer values 
004D: jump_if_false @AMBULAN_5588 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @AMBULAN_5588 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 81@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_5549 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @AMBULAN_5542 
0575: (unknown) 81@ 0 
0588: (unknown) 81@ 1 
00A1: put_actor 81@ at 113@ 126@ 139@ 
0006: 100@ = 0 // integer values 

:AMBULAN_5542
0002: jump @AMBULAN_5588 

:AMBULAN_5549
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @AMBULAN_5588 
0575: (unknown) 81@ 1 
0588: (unknown) 81@ 0 
0006: 100@ = 1 // integer values 

:AMBULAN_5588
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_5602
00D6: if 
0019:   37@ > 1 // integer values 
004D: jump_if_false @AMBULAN_5789 
00D6: if 
001B:   3 > 86@ // integer values 
004D: jump_if_false @AMBULAN_5789 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @AMBULAN_5789 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 84@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_5750 
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @AMBULAN_5743 
0575: (unknown) 84@ 0 
0588: (unknown) 84@ 1 
00A1: put_actor 84@ at 114@ 127@ 140@ 
0006: 101@ = 0 // integer values 

:AMBULAN_5743
0002: jump @AMBULAN_5789 

:AMBULAN_5750
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @AMBULAN_5789 
0575: (unknown) 84@ 1 
0588: (unknown) 84@ 0 
0006: 101@ = 1 // integer values 

:AMBULAN_5789
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_5803
00D6: if 
0019:   37@ > 2 // integer values 
004D: jump_if_false @AMBULAN_5990 
00D6: if 
001B:   3 > 89@ // integer values 
004D: jump_if_false @AMBULAN_5990 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @AMBULAN_5990 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 87@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_5951 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @AMBULAN_5944 
0575: (unknown) 87@ 0 
0588: (unknown) 87@ 1 
00A1: put_actor 87@ at 115@ 128@ 141@ 
0006: 102@ = 0 // integer values 

:AMBULAN_5944
0002: jump @AMBULAN_5990 

:AMBULAN_5951
00D6: if 
0039:   102@ == 0 // integer values 
004D: jump_if_false @AMBULAN_5990 
0575: (unknown) 87@ 1 
0588: (unknown) 87@ 0 
0006: 102@ = 1 // integer values 

:AMBULAN_5990
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_6004
00D6: if 
0019:   37@ > 3 // integer values 
004D: jump_if_false @AMBULAN_6191 
00D6: if 
001B:   3 > 92@ // integer values 
004D: jump_if_false @AMBULAN_6191 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @AMBULAN_6191 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 90@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_6152 
00D6: if 
0039:   103@ == 1 // integer values 
004D: jump_if_false @AMBULAN_6145 
0575: (unknown) 90@ 0 
0588: (unknown) 90@ 1 
00A1: put_actor 90@ at 116@ 129@ 142@ 
0006: 103@ = 0 // integer values 

:AMBULAN_6145
0002: jump @AMBULAN_6191 

:AMBULAN_6152
00D6: if 
0039:   103@ == 0 // integer values 
004D: jump_if_false @AMBULAN_6191 
0575: (unknown) 90@ 1 
0588: (unknown) 90@ 0 
0006: 103@ = 1 // integer values 

:AMBULAN_6191
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_6205
00D6: if 
0019:   37@ > 4 // integer values 
004D: jump_if_false @AMBULAN_6392 
00D6: if 
001B:   3 > 95@ // integer values 
004D: jump_if_false @AMBULAN_6392 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @AMBULAN_6392 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 93@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_6353 
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @AMBULAN_6346 
0575: (unknown) 93@ 0 
0588: (unknown) 93@ 1 
00A1: put_actor 93@ at 117@ 130@ 143@ 
0006: 104@ = 0 // integer values 

:AMBULAN_6346
0002: jump @AMBULAN_6392 

:AMBULAN_6353
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @AMBULAN_6392 
0575: (unknown) 93@ 1 
0588: (unknown) 93@ 0 
0006: 104@ = 1 // integer values 

:AMBULAN_6392
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_6406
00D6: if 
0019:   37@ > 5 // integer values 
004D: jump_if_false @AMBULAN_6593 
00D6: if 
001B:   3 > 58@ // integer values 
004D: jump_if_false @AMBULAN_6593 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @AMBULAN_6593 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 56@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_6554 
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @AMBULAN_6547 
0575: (unknown) 56@ 0 
0588: (unknown) 56@ 1 
00A1: put_actor 56@ at 118@ 131@ 144@ 
0006: 105@ = 0 // integer values 

:AMBULAN_6547
0002: jump @AMBULAN_6593 

:AMBULAN_6554
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @AMBULAN_6593 
0575: (unknown) 56@ 1 
0588: (unknown) 56@ 0 
0006: 105@ = 1 // integer values 

:AMBULAN_6593
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_6607
00D6: if 
0019:   37@ > 6 // integer values 
004D: jump_if_false @AMBULAN_6794 
00D6: if 
001B:   3 > 61@ // integer values 
004D: jump_if_false @AMBULAN_6794 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @AMBULAN_6794 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 59@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_6755 
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @AMBULAN_6748 
0575: (unknown) 59@ 0 
0588: (unknown) 59@ 1 
00A1: put_actor 59@ at 119@ 132@ 145@ 
0006: 106@ = 0 // integer values 

:AMBULAN_6748
0002: jump @AMBULAN_6794 

:AMBULAN_6755
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @AMBULAN_6794 
0575: (unknown) 59@ 1 
0588: (unknown) 59@ 0 
0006: 106@ = 1 // integer values 

:AMBULAN_6794
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_6808
00D6: if 
0019:   37@ > 7 // integer values 
004D: jump_if_false @AMBULAN_6995 
00D6: if 
001B:   3 > 64@ // integer values 
004D: jump_if_false @AMBULAN_6995 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @AMBULAN_6995 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 62@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_6956 
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @AMBULAN_6949 
0575: (unknown) 62@ 0 
0588: (unknown) 62@ 1 
00A1: put_actor 62@ at 120@ 133@ 146@ 
0006: 107@ = 0 // integer values 

:AMBULAN_6949
0002: jump @AMBULAN_6995 

:AMBULAN_6956
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @AMBULAN_6995 
0575: (unknown) 62@ 1 
0588: (unknown) 62@ 0 
0006: 107@ = 1 // integer values 

:AMBULAN_6995
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_7009
00D6: if 
0019:   37@ > 8 // integer values 
004D: jump_if_false @AMBULAN_7196 
00D6: if 
001B:   3 > 67@ // integer values 
004D: jump_if_false @AMBULAN_7196 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @AMBULAN_7196 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 65@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_7157 
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @AMBULAN_7150 
0575: (unknown) 65@ 0 
0588: (unknown) 65@ 1 
00A1: put_actor 65@ at 121@ 134@ 147@ 
0006: 108@ = 0 // integer values 

:AMBULAN_7150
0002: jump @AMBULAN_7196 

:AMBULAN_7157
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @AMBULAN_7196 
0575: (unknown) 65@ 1 
0588: (unknown) 65@ 0 
0006: 108@ = 1 // integer values 

:AMBULAN_7196
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_7210
00D6: if 
0019:   37@ > 9 // integer values 
004D: jump_if_false @AMBULAN_7397 
00D6: if 
001B:   3 > 70@ // integer values 
004D: jump_if_false @AMBULAN_7397 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @AMBULAN_7397 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 68@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_7358 
00D6: if 
0039:   109@ == 1 // integer values 
004D: jump_if_false @AMBULAN_7351 
0575: (unknown) 68@ 0 
0588: (unknown) 68@ 1 
00A1: put_actor 68@ at 122@ 135@ 148@ 
0006: 109@ = 0 // integer values 

:AMBULAN_7351
0002: jump @AMBULAN_7397 

:AMBULAN_7358
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @AMBULAN_7397 
0575: (unknown) 68@ 1 
0588: (unknown) 68@ 0 
0006: 109@ = 1 // integer values 

:AMBULAN_7397
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_7411
00D6: if 
0019:   37@ > 10 // integer values 
004D: jump_if_false @AMBULAN_7598 
00D6: if 
001B:   3 > 73@ // integer values 
004D: jump_if_false @AMBULAN_7598 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @AMBULAN_7598 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 71@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_7559 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @AMBULAN_7552 
0575: (unknown) 71@ 0 
0588: (unknown) 71@ 1 
00A1: put_actor 71@ at 123@ 136@ 149@ 
0006: 110@ = 0 // integer values 

:AMBULAN_7552
0002: jump @AMBULAN_7598 

:AMBULAN_7559
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @AMBULAN_7598 
0575: (unknown) 71@ 1 
0588: (unknown) 71@ 0 
0006: 110@ = 1 // integer values 

:AMBULAN_7598
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_7612
00D6: if 
0019:   37@ > 11 // integer values 
004D: jump_if_false @AMBULAN_7799 
00D6: if 
001B:   3 > 76@ // integer values 
004D: jump_if_false @AMBULAN_7799 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @AMBULAN_7799 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 74@ radius 50.0 50.0 20.0 0 
004D: jump_if_false @AMBULAN_7760 
00D6: if 
0039:   111@ == 1 // integer values 
004D: jump_if_false @AMBULAN_7753 
0575: (unknown) 74@ 0 
0588: (unknown) 74@ 1 
00A1: put_actor 74@ at 124@ 137@ 150@ 
0006: 111@ = 0 // integer values 

:AMBULAN_7753
0002: jump @AMBULAN_7799 

:AMBULAN_7760
00D6: if 
0039:   111@ == 0 // integer values 
004D: jump_if_false @AMBULAN_7799 
0575: (unknown) 74@ 1 
0588: (unknown) 74@ 0 
0006: 111@ = 1 // integer values 

:AMBULAN_7799
000A: 239@ += 1 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_7813
0006: 239@ = 0 // integer values 
0002: jump @AMBULAN_7827 

:AMBULAN_7827
0051: return 

:AMBULAN_7829
0001: wait 0 ms 
00A0: store_actor $PLAYER_ACTOR position_to 170@ 171@ 172@ 
0087: 190@ = 167@ // floating-point values only 
0087: 193@ = 167@ // floating-point values only 
0087: 191@ = 168@ // floating-point values only 
0087: 194@ = 168@ // floating-point values only 
0087: 192@ = 169@ // floating-point values only 
0087: 195@ = 169@ // floating-point values only 
07EF: (unknown) 170@ 171@ 172@ 96@ 
008F: 237@ = integer_to_float $PARAMEDIC_MISSION_LEVEL 
0013: 237@ *= 60.0 // floating-point values 
005B: 237@ += 238@ // floating-point values 
00D6: if 
0039:   96@ == 0 // integer values 
004D: jump_if_false @AMBULAN_7970 
000B: 238@ += 15.0 // floating-point values 
0002: jump @AMBULAN_7980 

:AMBULAN_7970
000B: 238@ += 1.0 // floating-point values 

:AMBULAN_7980
00D6: if 
0023:   100.0 > 237@ // floating-point values 
004D: jump_if_false @AMBULAN_8011 
0007: 237@ = 100.0 // floating-point values 

:AMBULAN_8011
00D6: if 
0021:   238@ > 10000.0 // floating-point values 
004D: jump_if_false @AMBULAN_8077 
00D6: if 
0038:   $PARAMEDIC_MISSION_LEVEL == 1 // integer values 
004D: jump_if_false @AMBULAN_8077 
03D5: remove_text 'ALEVEL'  // Ments kldets szint: ~1~
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Ments kldets megszaktva!

:AMBULAN_8077
0063: 190@ -= 237@ // floating-point values 
005B: 193@ += 237@ // floating-point values 
0063: 191@ -= 237@ // floating-point values 
005B: 194@ += 237@ // floating-point values 
00D6: if 
001A:   8 > $PARAMEDIC_MISSION_LEVEL // integer values 
004D: jump_if_false @AMBULAN_8242 
00D6: if 
0025:   197@ > 190@ // floating-point values 
004D: jump_if_false @AMBULAN_8154 
0087: 190@ = 197@ // floating-point values only 

:AMBULAN_8154
00D6: if 
0025:   193@ > 198@ // floating-point values 
004D: jump_if_false @AMBULAN_8181 
0087: 193@ = 198@ // floating-point values only 

:AMBULAN_8181
00D6: if 
0025:   199@ > 191@ // floating-point values 
004D: jump_if_false @AMBULAN_8208 
0087: 191@ = 199@ // floating-point values only 

:AMBULAN_8208
00D6: if 
0025:   166@ > 200@ // floating-point values 
004D: jump_if_false @AMBULAN_8235 
0087: 194@ = 200@ // floating-point values only 

:AMBULAN_8235
0002: jump @AMBULAN_8274 

:AMBULAN_8242
0087: 190@ = 197@ // floating-point values only 
0087: 193@ = 198@ // floating-point values only 
0087: 191@ = 199@ // floating-point values only 
0087: 194@ = 200@ // floating-point values only 

:AMBULAN_8274
0208: 165@ = random_float 190@ 193@ 
0208: 166@ = random_float 191@ 194@ 
0293: $13 = current_controls 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @AMBULAN_8325 
0006: 53@ = 1 // integer values 

:AMBULAN_8325
00D6: if 
0039:   53@ == 1 // integer values 
004D: jump_if_false @AMBULAN_8426 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @AMBULAN_8421 
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @AMBULAN_8414 
03D5: remove_text 'ALEVEL'  // Ments kldets szint: ~1~
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Ments kldets megszaktva!
0006: 79@ = 1 // integer values 
0051: return 

:AMBULAN_8414
0002: jump @AMBULAN_8426 

:AMBULAN_8421
0293: $13 = current_controls 

:AMBULAN_8426
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @AMBULAN_8497 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN 
004D: jump_if_false @AMBULAN_8497 
03D5: remove_text 'ALEVEL'  // Ments kldets szint: ~1~
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Ments kldets megszaktva!
0006: 79@ = 1 // integer values 
0051: return 

:AMBULAN_8497
02C0: set 176@ 177@ 178@ to_ped_path_coords_closest_to 165@ 166@ 169@ 
00D6: if 
0025:   197@ > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_8550 
0002: jump @AMBULAN_7829 
0002: jump @AMBULAN_8642 

:AMBULAN_8550
00D6: if 
0025:   176@ > 198@ // floating-point values 
004D: jump_if_false @AMBULAN_8583 
0002: jump @AMBULAN_7829 
0002: jump @AMBULAN_8642 

:AMBULAN_8583
00D6: if 
0025:   199@ > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_8616 
0002: jump @AMBULAN_7829 
0002: jump @AMBULAN_8642 

:AMBULAN_8616
00D6: if 
0025:   177@ > 200@ // floating-point values 
004D: jump_if_false @AMBULAN_8642 
0002: jump @AMBULAN_7829 

:AMBULAN_8642
00D6: if 
0023:   6.0 > 178@ // floating-point values 
004D: jump_if_false @AMBULAN_8670 
0002: jump @AMBULAN_7829 

:AMBULAN_8670
050A: 185@ = distance_between 170@ 171@ 172@ and 176@ 177@ 178@ 
00D6: if 
0023:   50.0 > 185@ // floating-point values 
004D: jump_if_false @AMBULAN_8721 
0002: jump @AMBULAN_7829 

:AMBULAN_8721
050A: 186@ = distance_between 167@ 168@ 169@ and 176@ 177@ 178@ 
00D6: if 
0023:   30.0 > 186@ // floating-point values 
004D: jump_if_false @AMBULAN_8772 
0002: jump @AMBULAN_7829 

:AMBULAN_8772
0652: $11008 = stat 181 // integer 
00D6: if 
001A:   2 > $11008 // integer values 
004D: jump_if_false @AMBULAN_9234 
00D6: if 
0038:   $11008 == 0 // integer values 
004D: jump_if_false @AMBULAN_9048 
00D6: if and
0023:   78.4427 > 176@ // floating-point values 
0023:   -699.519 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_8858 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_8858
00D6: if and
0023:   -252.6557 > 176@ // floating-point values 
0023:   -285.766 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_8900 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_8900
00D6: if 
0023:   -948.3447 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_8932 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_8932
00D6: if and
0021:   176@ > 1473.448 // floating-point values 
0021:   177@ > 403.7353 // floating-point values 
004D: jump_if_false @AMBULAN_8974 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_8974
00D6: if 
0021:   177@ > 578.6325 // floating-point values 
004D: jump_if_false @AMBULAN_9006 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9006
00D6: if and
0023:   837.5551 > 176@ // floating-point values 
0021:   177@ > 347.4097 // floating-point values 
004D: jump_if_false @AMBULAN_9048 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9048
00D6: if 
0038:   $11008 == 1 // integer values 
004D: jump_if_false @AMBULAN_9234 
00D6: if and
0021:   176@ > 1473.448 // floating-point values 
0021:   177@ > 403.7353 // floating-point values 
004D: jump_if_false @AMBULAN_9108 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9108
00D6: if and
0021:   177@ > 578.6325 // floating-point values 
0021:   176@ > -1528.498 // floating-point values 
004D: jump_if_false @AMBULAN_9150 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9150
00D6: if and
0023:   837.5551 > 176@ // floating-point values 
0021:   176@ > -1528.498 // floating-point values 
0021:   177@ > 347.4097 // floating-point values 
004D: jump_if_false @AMBULAN_9202 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9202
00D6: if 
0021:   177@ > 1380.0 // floating-point values 
004D: jump_if_false @AMBULAN_9234 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9234
00D6: if 
0019:   37@ > 0 // integer values 
004D: jump_if_false @AMBULAN_9303 
050A: 212@ = distance_between 113@ 126@ 139@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9303 
0002: jump @AMBULAN_7829 

:AMBULAN_9303
00D6: if 
0019:   37@ > 1 // integer values 
004D: jump_if_false @AMBULAN_9372 
050A: 212@ = distance_between 113@ 126@ 139@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9372 
0002: jump @AMBULAN_7829 

:AMBULAN_9372
00D6: if 
0019:   37@ > 2 // integer values 
004D: jump_if_false @AMBULAN_9441 
050A: 212@ = distance_between 114@ 127@ 140@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9441 
0002: jump @AMBULAN_7829 

:AMBULAN_9441
00D6: if 
0019:   37@ > 3 // integer values 
004D: jump_if_false @AMBULAN_9510 
050A: 212@ = distance_between 115@ 128@ 141@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9510 
0002: jump @AMBULAN_7829 

:AMBULAN_9510
00D6: if 
0019:   37@ > 4 // integer values 
004D: jump_if_false @AMBULAN_9579 
050A: 212@ = distance_between 116@ 129@ 142@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9579 
0002: jump @AMBULAN_7829 

:AMBULAN_9579
00D6: if 
0019:   37@ > 5 // integer values 
004D: jump_if_false @AMBULAN_9648 
050A: 212@ = distance_between 117@ 130@ 143@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9648 
0002: jump @AMBULAN_7829 

:AMBULAN_9648
00D6: if 
0019:   37@ > 6 // integer values 
004D: jump_if_false @AMBULAN_9717 
050A: 212@ = distance_between 118@ 131@ 144@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9717 
0002: jump @AMBULAN_7829 

:AMBULAN_9717
00D6: if 
0019:   37@ > 7 // integer values 
004D: jump_if_false @AMBULAN_9786 
050A: 212@ = distance_between 119@ 132@ 145@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9786 
0002: jump @AMBULAN_7829 

:AMBULAN_9786
00D6: if 
0019:   37@ > 8 // integer values 
004D: jump_if_false @AMBULAN_9855 
050A: 212@ = distance_between 120@ 133@ 146@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9855 
0002: jump @AMBULAN_7829 

:AMBULAN_9855
00D6: if 
0019:   37@ > 9 // integer values 
004D: jump_if_false @AMBULAN_9924 
050A: 212@ = distance_between 121@ 134@ 147@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9924 
0002: jump @AMBULAN_7829 

:AMBULAN_9924
00D6: if 
0019:   37@ > 10 // integer values 
004D: jump_if_false @AMBULAN_9993 
050A: 212@ = distance_between 122@ 135@ 148@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_9993 
0002: jump @AMBULAN_7829 

:AMBULAN_9993
00D6: if 
0019:   37@ > 11 // integer values 
004D: jump_if_false @AMBULAN_10062 
050A: 212@ = distance_between 123@ 136@ 149@ and 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ // floating-point values 
004D: jump_if_false @AMBULAN_10062 
0002: jump @AMBULAN_7829 

:AMBULAN_10062
00D6: if 
038A:   car_in_cube 176@ 177@ 177@ 25.0 25.0 10.0 
004D: jump_if_false @AMBULAN_10106 
0002: jump @AMBULAN_7829 

:AMBULAN_10106
00D6: if 
0023:   1186.0 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10197 
00D6: if 
0021:   176@ > 1047.0 // floating-point values 
004D: jump_if_false @AMBULAN_10197 
00D6: if 
0023:   -1406.0 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10197 
00D6: if 
0021:   177@ > -1567.0 // floating-point values 
004D: jump_if_false @AMBULAN_10197 
0002: jump @AMBULAN_7829 

:AMBULAN_10197
00D6: if 
0023:   1444.0 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10288 
00D6: if 
0021:   176@ > 1339.0 // floating-point values 
004D: jump_if_false @AMBULAN_10288 
00D6: if 
0023:   -1450.0 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10288 
00D6: if 
0021:   177@ > -1504.0 // floating-point values 
004D: jump_if_false @AMBULAN_10288 
0002: jump @AMBULAN_7829 

:AMBULAN_10288
00D6: if 
0023:   2041.979 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10379 
00D6: if 
0021:   176@ > 1999.387 // floating-point values 
004D: jump_if_false @AMBULAN_10379 
00D6: if 
0023:   -1408.708 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10379 
00D6: if 
0021:   177@ > -1445.462 // floating-point values 
004D: jump_if_false @AMBULAN_10379 
0002: jump @AMBULAN_7829 

:AMBULAN_10379
00D6: if 
0023:   1202.0 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10470 
00D6: if 
0021:   176@ > 1162.0 // floating-point values 
004D: jump_if_false @AMBULAN_10470 
00D6: if 
0023:   -1238.0 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10470 
00D6: if 
0021:   177@ > -1250.0 // floating-point values 
004D: jump_if_false @AMBULAN_10470 
0002: jump @AMBULAN_7829 

:AMBULAN_10470
00D6: if 
0023:   1176.0 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10561 
00D6: if 
0021:   176@ > 1158.0 // floating-point values 
004D: jump_if_false @AMBULAN_10561 
00D6: if 
0023:   1364.0 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10561 
00D6: if 
0021:   177@ > 1345.0 // floating-point values 
004D: jump_if_false @AMBULAN_10561 
0002: jump @AMBULAN_7829 

:AMBULAN_10561
00D6: if 
0023:   -2307.0 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10652 
00D6: if 
0021:   176@ > -2333.0 // floating-point values 
004D: jump_if_false @AMBULAN_10652 
00D6: if 
0023:   1100.0 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10652 
00D6: if 
0021:   177@ > 1036.0 // floating-point values 
004D: jump_if_false @AMBULAN_10652 
0002: jump @AMBULAN_7829 

:AMBULAN_10652
00D6: if 
0023:   2009.0 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10743 
00D6: if 
0021:   176@ > 1989.0 // floating-point values 
004D: jump_if_false @AMBULAN_10743 
00D6: if 
0023:   1571.0 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10743 
00D6: if 
0021:   177@ > 1513.0 // floating-point values 
004D: jump_if_false @AMBULAN_10743 
0002: jump @AMBULAN_7829 

:AMBULAN_10743
00D6: if 
0023:   2632.818 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10834 
00D6: if 
0021:   176@ > 2546.463 // floating-point values 
004D: jump_if_false @AMBULAN_10834 
00D6: if 
0023:   -1129.673 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10834 
00D6: if 
0021:   177@ > -1144.012 // floating-point values 
004D: jump_if_false @AMBULAN_10834 
0002: jump @AMBULAN_7829 

:AMBULAN_10834
00D6: if 
0023:   -222.5044 > 176@ // floating-point values 
004D: jump_if_false @AMBULAN_10925 
00D6: if 
0021:   176@ > -229.096 // floating-point values 
004D: jump_if_false @AMBULAN_10925 
00D6: if 
0023:   1412.086 > 177@ // floating-point values 
004D: jump_if_false @AMBULAN_10925 
00D6: if 
0021:   177@ > 1393.817 // floating-point values 
004D: jump_if_false @AMBULAN_10925 
0002: jump @AMBULAN_7829 

:AMBULAN_10925
0007: 238@ = 0.0 // floating-point values 
0051: return 

:AMBULAN_10937
00D6: if 
001B:   2 > 37@ // integer values 
004D: jump_if_false @AMBULAN_11046 
00D6: if 
0025:   185@ > 186@ // floating-point values 
004D: jump_if_false @AMBULAN_10997 
0087: 187@ = 185@ // floating-point values only 
0073: 187@ /= 189@ // floating-point values 
0002: jump @AMBULAN_11013 

:AMBULAN_10997
0087: 187@ = 186@ // floating-point values only 
0073: 187@ /= 189@ // floating-point values 

:AMBULAN_11013
0013: 187@ *= 1000.0 // floating-point values 
0092: 35@ = float_to_integer 187@ 
005E: $8210 += 35@ // integer values 
0002: jump @AMBULAN_11088 

:AMBULAN_11046
0087: 187@ = 186@ // floating-point values only 
0073: 187@ /= 189@ // floating-point values 
0013: 187@ *= 1000.0 // floating-point values 
0092: 35@ = float_to_integer 187@ 
005E: $8210 += 35@ // integer values 

:AMBULAN_11088
0051: return 

:AMBULAN_11090
0001: wait 0 ms 
00D6: if 
0038:   $8210 == 0 // integer values 
004D: jump_if_false @AMBULAN_11142 
00BC: text_highpriority 'A_FAIL2' 3000 ms 1  // ~r~A srgssgi ellts hinya vgzetes lehet a betegre nzve!
0006: 79@ = 1 // integer values 
0002: jump @AMBULAN_13159 

:AMBULAN_11142
0293: $13 = current_controls 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @AMBULAN_11171 
0006: 53@ = 1 // integer values 

:AMBULAN_11171
00D6: if 
0039:   53@ == 1 // integer values 
004D: jump_if_false @AMBULAN_11229 
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @AMBULAN_11229 
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Ments kldets megszaktva!
0002: jump @AMBULAN_13159 

:AMBULAN_11229
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN 
004D: jump_if_false @AMBULAN_11278 
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Ments kldets megszaktva!
0002: jump @AMBULAN_13159 
0002: jump @AMBULAN_11334 

:AMBULAN_11278
03C0: 34@ = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @AMBULAN_11334 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
008A: $8212 = 42@ // integer values and handles 
0066: $8212 -= 43@ // integer values 

:AMBULAN_11334
00D6: if and
0019:   37@ > 6 // integer values 
0039:   45@ == 2 // integer values 
0039:   51@ == 0 // integer values 
004D: jump_if_false @AMBULAN_11380 
0006: 45@ = 1 // integer values 
000A: 51@ += 1 // integer values 

:AMBULAN_11380
00D6: if and
0019:   37@ > 9 // integer values 
0039:   45@ == 2 // integer values 
0039:   51@ == 1 // integer values 
004D: jump_if_false @AMBULAN_11426 
0006: 45@ = 1 // integer values 
000A: 51@ += 1 // integer values 

:AMBULAN_11426
00D6: if and
0019:   37@ > 12 // integer values 
0039:   45@ == 2 // integer values 
0039:   51@ == 2 // integer values 
004D: jump_if_false @AMBULAN_11472 
0006: 45@ = 1 // integer values 
000A: 51@ += 1 // integer values 

:AMBULAN_11472
0050: gosub @AMBULAN_5273 
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @AMBULAN_11528 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 1 

:AMBULAN_11528
0871: init_jump_table 240@ total_jumps 12 1 @AMBULAN_12808 jumps 0 @AMBULAN_11656 1 @AMBULAN_11752 2 @AMBULAN_11848 3 @AMBULAN_11944 4 @AMBULAN_12040 5 @AMBULAN_12136 6 @AMBULAN_12232 
0872: jump_table_jumps 7 @AMBULAN_12328 8 @AMBULAN_12424 9 @AMBULAN_12520 10 @AMBULAN_12616 11 @AMBULAN_12712 -1 @AMBULAN_12822 -1 @AMBULAN_12822 -1 @AMBULAN_12822 -1 @AMBULAN_12822 

:AMBULAN_11656
00D6: if 
0019:   83@ > 0 // integer values 
004D: jump_if_false @AMBULAN_11738 
0085: 77@ = 81@ // integer values and handles 
0085: 80@ = 83@ // integer values and handles 
0085: 78@ = 82@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_11730 
0002: jump @AMBULAN_13159 

:AMBULAN_11730
0085: 83@ = 80@ // integer values and handles 

:AMBULAN_11738
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_11752
00D6: if 
0019:   86@ > 0 // integer values 
004D: jump_if_false @AMBULAN_11834 
0085: 77@ = 84@ // integer values and handles 
0085: 80@ = 86@ // integer values and handles 
0085: 78@ = 85@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_11826 
0002: jump @AMBULAN_13159 

:AMBULAN_11826
0085: 86@ = 80@ // integer values and handles 

:AMBULAN_11834
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_11848
00D6: if 
0019:   89@ > 0 // integer values 
004D: jump_if_false @AMBULAN_11930 
0085: 77@ = 87@ // integer values and handles 
0085: 80@ = 89@ // integer values and handles 
0085: 78@ = 88@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_11922 
0002: jump @AMBULAN_13159 

:AMBULAN_11922
0085: 89@ = 80@ // integer values and handles 

:AMBULAN_11930
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_11944
00D6: if 
0019:   92@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12026 
0085: 77@ = 90@ // integer values and handles 
0085: 80@ = 92@ // integer values and handles 
0085: 78@ = 91@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12018 
0002: jump @AMBULAN_13159 

:AMBULAN_12018
0085: 92@ = 80@ // integer values and handles 

:AMBULAN_12026
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12040
00D6: if 
0019:   95@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12122 
0085: 77@ = 93@ // integer values and handles 
0085: 80@ = 95@ // integer values and handles 
0085: 78@ = 94@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12114 
0002: jump @AMBULAN_13159 

:AMBULAN_12114
0085: 95@ = 80@ // integer values and handles 

:AMBULAN_12122
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12136
00D6: if 
0019:   58@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12218 
0085: 77@ = 56@ // integer values and handles 
0085: 80@ = 58@ // integer values and handles 
0085: 78@ = 57@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12210 
0002: jump @AMBULAN_13159 

:AMBULAN_12210
0085: 58@ = 80@ // integer values and handles 

:AMBULAN_12218
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12232
00D6: if 
0019:   61@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12314 
0085: 77@ = 59@ // integer values and handles 
0085: 80@ = 61@ // integer values and handles 
0085: 78@ = 60@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12306 
0002: jump @AMBULAN_13159 

:AMBULAN_12306
0085: 61@ = 80@ // integer values and handles 

:AMBULAN_12314
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12328
00D6: if 
0019:   64@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12410 
0085: 77@ = 62@ // integer values and handles 
0085: 80@ = 64@ // integer values and handles 
0085: 78@ = 63@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12402 
0002: jump @AMBULAN_13159 

:AMBULAN_12402
0085: 64@ = 80@ // integer values and handles 

:AMBULAN_12410
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12424
00D6: if 
0019:   67@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12506 
0085: 77@ = 65@ // integer values and handles 
0085: 80@ = 67@ // integer values and handles 
0085: 78@ = 66@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12498 
0002: jump @AMBULAN_13159 

:AMBULAN_12498
0085: 67@ = 80@ // integer values and handles 

:AMBULAN_12506
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12520
00D6: if 
0019:   70@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12602 
0085: 77@ = 68@ // integer values and handles 
0085: 80@ = 70@ // integer values and handles 
0085: 78@ = 69@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12594 
0002: jump @AMBULAN_13159 

:AMBULAN_12594
0085: 70@ = 80@ // integer values and handles 

:AMBULAN_12602
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12616
00D6: if 
0019:   73@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12698 
0085: 77@ = 71@ // integer values and handles 
0085: 80@ = 73@ // integer values and handles 
0085: 78@ = 72@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12690 
0002: jump @AMBULAN_13159 

:AMBULAN_12690
0085: 73@ = 80@ // integer values and handles 

:AMBULAN_12698
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12712
00D6: if 
0019:   76@ > 0 // integer values 
004D: jump_if_false @AMBULAN_12794 
0085: 77@ = 74@ // integer values and handles 
0085: 80@ = 76@ // integer values and handles 
0085: 78@ = 75@ // integer values and handles 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @AMBULAN_12786 
0002: jump @AMBULAN_13159 

:AMBULAN_12786
0085: 76@ = 80@ // integer values and handles 

:AMBULAN_12794
000A: 240@ += 1 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12808
0006: 240@ = 0 // integer values 
0002: jump @AMBULAN_12822 

:AMBULAN_12822
00D6: if 
003B:   46@ == 37@ // integer values 
004D: jump_if_false @AMBULAN_13152 
008B: 44@ = $PARAMEDIC_MISSION_LEVEL // integer values and handles 
006E: 44@ *= $PARAMEDIC_MISSION_LEVEL // integer values 
0012: 44@ *= 50 // integer values 
09EE: (unknown) 1 
01E3: text_1number_styled 'REWARD' 44@ 6000 ms 6  // JUTALOM $~1~
005E: $412 += 46@ // integer values 
005A: 55@ += 46@ // integer values 
000A: 37@ += 1 // integer values 
0006: 46@ = 0 // integer values 
0006: 36@ = 0 // integer values 
0109: player $PLAYER_CHAR money += 44@ 
0006: 52@ = 0 // integer values 
0164: disable_marker 47@ 
0164: disable_marker 82@ 
0164: disable_marker 85@ 
0164: disable_marker 88@ 
0164: disable_marker 91@ 
0164: disable_marker 94@ 
0164: disable_marker 57@ 
0164: disable_marker 60@ 
0164: disable_marker 63@ 
0164: disable_marker 66@ 
0164: disable_marker 69@ 
0164: disable_marker 72@ 
0164: disable_marker 75@ 
0627: change_stat 158 to $PARAMEDIC_MISSION_LEVEL 
0008: $PARAMEDIC_MISSION_LEVEL += 1 // integer values 
00D6: if 
0038:   $PARAMEDIC_MISSION_LEVEL == 13 // integer values 
004D: jump_if_false @AMBULAN_13145 
09EE: (unknown) 1 
01E3: text_1number_styled 'A_COMP1' 5000 5000 ms 5  // Sikeres ments kldets: $~1~
0109: player $PLAYER_CHAR money += 5000 
0394: play_music 2 
00D6: if 
0038:   $1487 == 0 // integer values 
004D: jump_if_false @AMBULAN_13143 
030C: set_mission_points += 1 
00BB: text_lowpriority 'A_COMP3' 5000 ms 1  // ~s~Nvekedett a maximlis leterd!
0653: 196@ = stat 24 // float 
0013: 196@ *= 1.5 // floating-point values 
0A1F: set_stat 24 max_to 196@ 
0595: mission_complete 
0004: $1487 = 1 // integer values 

:AMBULAN_13143
0051: return 

:AMBULAN_13145
0002: jump @AMBULAN_3149 

:AMBULAN_13152
0002: jump @AMBULAN_11090 

:AMBULAN_13159
014F: stop_timer $8210 
0151: remove_status_text $PARAMEDIC_MISSION_LEVEL 
0151: remove_status_text $8212 
03D5: remove_text 'ALEVEL'  // Ments kldets szint: ~1~
00D6: if 
8038:   not  $PARAMEDIC_MISSION_LEVEL == 13 // integer values 
004D: jump_if_false @AMBULAN_13238 
00BA: text_styled 'A_FAIL1' 5000 ms 5  // Ments kldets vge
01E3: text_1number_styled 'A_SAVES' 55@ 6000 ms 6  // MEGMENTETT EMBEREK: ~1~

:AMBULAN_13238
00D6: if 
8038:   not  $PARAMEDIC_MISSION_LEVEL == 13 // integer values 
004D: jump_if_false @AMBULAN_13652 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @AMBULAN_13289 
02A9: set_actor 81@ immune_to_nonplayer 0 
0321: kill_actor 81@ 
034F: destroy_actor_with_fade 81@ // The actor fades away like a ghost 

:AMBULAN_13289
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @AMBULAN_13322 
02A9: set_actor 84@ immune_to_nonplayer 0 
0321: kill_actor 84@ 
034F: destroy_actor_with_fade 84@ // The actor fades away like a ghost 

:AMBULAN_13322
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @AMBULAN_13355 
02A9: set_actor 87@ immune_to_nonplayer 0 
0321: kill_actor 87@ 
034F: destroy_actor_with_fade 87@ // The actor fades away like a ghost 

:AMBULAN_13355
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @AMBULAN_13388 
02A9: set_actor 90@ immune_to_nonplayer 0 
0321: kill_actor 90@ 
034F: destroy_actor_with_fade 90@ // The actor fades away like a ghost 

:AMBULAN_13388
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @AMBULAN_13421 
02A9: set_actor 93@ immune_to_nonplayer 0 
0321: kill_actor 93@ 
034F: destroy_actor_with_fade 93@ // The actor fades away like a ghost 

:AMBULAN_13421
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @AMBULAN_13454 
02A9: set_actor 56@ immune_to_nonplayer 0 
0321: kill_actor 56@ 
034F: destroy_actor_with_fade 56@ // The actor fades away like a ghost 

:AMBULAN_13454
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @AMBULAN_13487 
02A9: set_actor 59@ immune_to_nonplayer 0 
0321: kill_actor 59@ 
034F: destroy_actor_with_fade 59@ // The actor fades away like a ghost 

:AMBULAN_13487
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @AMBULAN_13520 
02A9: set_actor 62@ immune_to_nonplayer 0 
0321: kill_actor 62@ 
034F: destroy_actor_with_fade 62@ // The actor fades away like a ghost 

:AMBULAN_13520
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @AMBULAN_13553 
02A9: set_actor 65@ immune_to_nonplayer 0 
0321: kill_actor 65@ 
034F: destroy_actor_with_fade 65@ // The actor fades away like a ghost 

:AMBULAN_13553
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @AMBULAN_13586 
02A9: set_actor 68@ immune_to_nonplayer 0 
0321: kill_actor 68@ 
034F: destroy_actor_with_fade 68@ // The actor fades away like a ghost 

:AMBULAN_13586
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @AMBULAN_13619 
02A9: set_actor 71@ immune_to_nonplayer 0 
0321: kill_actor 71@ 
034F: destroy_actor_with_fade 71@ // The actor fades away like a ghost 

:AMBULAN_13619
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @AMBULAN_13652 
02A9: set_actor 74@ immune_to_nonplayer 0 
0321: kill_actor 74@ 
034F: destroy_actor_with_fade 74@ // The actor fades away like a ghost 

:AMBULAN_13652
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 52@ = 0 // integer values 
0164: disable_marker 47@ 
0164: disable_marker 82@ 
0164: disable_marker 85@ 
0164: disable_marker 88@ 
0164: disable_marker 91@ 
0164: disable_marker 94@ 
0164: disable_marker 57@ 
0164: disable_marker 60@ 
0164: disable_marker 63@ 
0164: disable_marker 66@ 
0164: disable_marker 69@ 
0164: disable_marker 72@ 
0164: disable_marker 75@ 
065C: unknown_create_def_entity 235@ // unknown_destroy 
03C7: unknown_maybe_cops_density 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0006: 99@ = 0 // integer values 

:AMBULAN_13808
00D6: if 
001B:   10 > 99@ // integer values 
004D: jump_if_false @AMBULAN_13938 
00D6: if 
0039:   224@(99@,10i) == 1 // integer values 
004D: jump_if_false @AMBULAN_13875 
0746: (unknown) 4 99@ 0 
000E: 234@ -= 1 // integer values 
0006: 224@(99@,10i) = 0 // integer values 

:AMBULAN_13875
00D6: if 
0039:   214@(99@,10i) == 1 // integer values 
004D: jump_if_false @AMBULAN_13924 
0746: (unknown) 3 99@ 0 
000E: 234@ -= 1 // integer values 
0006: 214@(99@,10i) = 0 // integer values 

:AMBULAN_13924
000A: 99@ += 1 // integer values 
0002: jump @AMBULAN_13808 

:AMBULAN_13938
0004: $ONMISSION = 0 // integer values 
0004: $ONMISSION_PARAMEDIC = 0 // integer values 
00D8: mission_cleanup 
00D6: if 
0038:   $1487 == 1 // integer values 
004D: jump_if_false @AMBULAN_13991 
0004: $1487 = 2 // integer values 
08F8: (unknown) 0 
004F: create_thread @BACKON 

:AMBULAN_13991
0051: return 

:AMBULAN_13993
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @AMBULAN_14034 
00BC: text_highpriority 'A_FAIL3' 3000 ms 1  // ~r~A beteg meghalt!
0006: 79@ = 1 // integer values 
0051: return 

:AMBULAN_14034
00D6: if 
0038:   $8210 == 0 // integer values 
004D: jump_if_false @AMBULAN_14087 
0321: kill_actor 77@ 
034F: destroy_actor_with_fade 77@ // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' 3000 ms 1  // ~r~A srgssgi ellts hinya vgzetes lehet a betegre nzve!
0006: 79@ = 1 // integer values 
0051: return 

:AMBULAN_14087
00D6: if 
0039:   80@ == 3 // integer values 
004D: jump_if_false @AMBULAN_14255 
00A0: store_actor 77@ position_to 179@ 180@ 181@ 
0227: 40@ = car 34@ health 
00D6: if 
001D:   39@ > 40@ // integer values 
004D: jump_if_false @AMBULAN_14255 
0085: 41@ = 39@ // integer values and handles 
0062: 41@ -= 40@ // integer values 
0012: 41@ *= 50 // integer values 
008B: 35@ = $8210 // integer values and handles 
0062: 35@ -= 41@ // integer values 
00D6: if 
0019:   35@ > 10 // integer values 
004D: jump_if_false @AMBULAN_14211 
0066: $8210 -= 41@ // integer values 

:AMBULAN_14211
0947: (unknown) 77@ 344 236@ 
00D6: if 
001A:   0 > $8210 // integer values 
004D: jump_if_false @AMBULAN_14247 
0004: $8210 = 0 // integer values 

:AMBULAN_14247
0085: 39@ = 40@ // integer values and handles 

:AMBULAN_14255
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @AMBULAN_14540 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor_in_car 77@ radius 10.0 10.0 2.0 0 
004D: jump_if_false @AMBULAN_14540 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
00D6: if 
003B:   43@ == 42@ // integer values 
004D: jump_if_false @AMBULAN_14392 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @AMBULAN_14378 
00BC: text_highpriority 'A_FULL' 5000 ms 1  // ~s~A mentaut megtelt!

:AMBULAN_14378
0006: 50@ = 1 // integer values 
0002: jump @AMBULAN_14399 

:AMBULAN_14392
0006: 50@ = 0 // integer values 

:AMBULAN_14399
0227: 39@ = car 34@ health 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @AMBULAN_14517 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @AMBULAN_14469 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 -2 ms 
0006: 97@ = 1 // integer values 
0002: jump @AMBULAN_14510 

:AMBULAN_14469
062E: (unknown) 77@ 1482 98@ 
00D6: if 
04A4:   98@ == 7 // integer values OR floating-point values 
004D: jump_if_false @AMBULAN_14510 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 -2 ms 

:AMBULAN_14510
0002: jump @AMBULAN_14533 

:AMBULAN_14517
00BC: text_highpriority 'A_FULL' 5000 ms 1  // ~s~A mentaut megtelt!

:AMBULAN_14533
0006: 80@ = 2 // integer values 

:AMBULAN_14540
00D6: if 
0039:   80@ == 2 // integer values 
004D: jump_if_false @AMBULAN_14619 
00D6: if 
80F4:   not actor $PLAYER_ACTOR near_actor_in_car 77@ radius 20.0 20.0 0 
004D: jump_if_false @AMBULAN_14596 
0006: 80@ = 1 // integer values 

:AMBULAN_14596
00D6: if 
8449:   not actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_14619 
0006: 80@ = 1 // integer values 

:AMBULAN_14619
00D6: if 
0039:   80@ == 2 // integer values 
004D: jump_if_false @AMBULAN_14762 
00D6: if 
0449:   actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_14762 
0006: 97@ = 0 // integer values 
0164: disable_marker 78@ 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @AMBULAN_14704 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 
0006: 52@ = 1 // integer values 

:AMBULAN_14704
0085: 49@ = 152@(240@,13i) // integer values and handles 
0016: 49@ /= 1000 // integer values 
01E3: text_1number_styled 'A_TIME' 49@ 6000 ms 6  // +~1~ msodperc
005E: $8210 += 152@(240@,13i) // integer values 
0006: 80@ = 3 // integer values 

:AMBULAN_14762
00D6: if 
0039:   80@ == 3 // integer values 
004D: jump_if_false @AMBULAN_14847 
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 0 
004D: jump_if_false @AMBULAN_14847 
05D3: AS_actor 77@ go_to_point 173@ 174@ 175@ speed 6 -1 ms 
0006: 80@ = 4 // integer values 

:AMBULAN_14847
00D6: if 
0039:   80@ == 4 // integer values 
004D: jump_if_false @AMBULAN_15078 
00D6: if 
8449:   not actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_15078 
05D3: AS_actor 77@ go_to_point 173@ 174@ 175@ speed 6 -1 ms 
09EE: (unknown) 1 
00BA: text_styled 'A_PASS' 3000 ms 5  // Megmentve!
00D6: if 
0039:   45@ == 1 // integer values 
004D: jump_if_false @AMBULAN_15018 
0085: 49@ = 48@ // integer values and handles 
0016: 49@ /= 1000 // integer values 
01E3: text_1number_styled 'A_TIME' 49@ 6000 ms 6  // +~1~ msodperc
03C0: 34@ = actor $PLAYER_ACTOR car 
0227: 54@ = car 34@ health 
000A: 54@ += 110 // integer values 
0224: set_car 34@ health_to 54@ 
005E: $8210 += 48@ // integer values 
000A: 45@ += 1 // integer values 

:AMBULAN_15018
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
000A: 46@ += 1 // integer values 
0623: add 1 to_stat 151 
0006: 80@ = 0 // integer values 
0332: set_actor 77@ bleeding_to 0 
0961: (unknown) 77@ 1 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 

:AMBULAN_15078
0051: return 

//-------------Mission 123---------------
// Originally: Firefighter Sub-Mission

:FIRETRU
0050: gosub @FIRETRU_16 
0050: gosub @FIRETRU_10464 
004E: end_thread 

:FIRETRU_16
0004: $ONMISSION = 1 // integer values 
0004: $ONMISSION_FIREFIGHTER = 1 // integer values 
03A4: name_thread 'FIRETRU' 
0001: wait 0 ms 
00D6: if 
0038:   $1489 == 0 // integer values 
004D: jump_if_false @FIRETRU_65 
0317: increment_mission_attempts 

:FIRETRU_65
060A: unknown_create_entity 0 165@ 
054C: use_GXT_table 'FIRETRK' 
08F8: (unknown) 0 
0007: 162@ = 0.0 // floating-point values 
0004: $8215 = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0004: $8214 = 0 // integer values 
0006: 81@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0007: 121@ = 7.0 // floating-point values 
0004: $8213 = 1 // integer values 
0006: 77@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 35@ = -1 // integer values 
0006: 35@ = -1 // integer values 
0006: 35@ = -1 // integer values 
0006: 87@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 58@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0004: $8221 = 0 // integer values 
0004: $8220 = 0 // integer values 
03C7: unknown_maybe_cops_density 0.5 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @FIRETRU_789 
018A: 63@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 64@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 65@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 66@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 67@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 68@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 69@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 70@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 71@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 72@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 73@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 74@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 75@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 76@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A5: 35@ = create_car #PATRIOT at 0.0 0.0 0.0 
009A: 39@ = create_actor 24 #LAPD1 at 0.0 0.0 0.0 
0325: 49@ = create_car 35@ fire 
0325: 50@ = create_car 35@ fire 
0325: 51@ = create_car 35@ fire 
0325: 52@ = create_car 35@ fire 
0326: 53@ = create_actor 39@ fire 
0326: 54@ = create_actor 39@ fire 
0326: 55@ = create_actor 39@ fire 
0326: 56@ = create_actor 39@ fire 
0326: 57@ = create_actor 39@ fire 
0326: 58@ = create_actor 39@ fire 
0326: 59@ = create_actor 39@ fire 
0326: 60@ = create_actor 39@ fire 
0326: 61@ = create_actor 39@ fire 
0326: 62@ = create_actor 39@ fire 

:FIRETRU_789
0006: 88@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0209: 125@ = random_int 25 44 
00D6: if 
0039:   125@ == 25 // integer values 
004D: jump_if_false @FIRETRU_1027 
04AF: 126@ = unknown_wav_reference 405 

:FIRETRU_1027
00D6: if 
0039:   125@ == 26 // integer values 
004D: jump_if_false @FIRETRU_1053 
04AF: 126@ = unknown_wav_reference 418 

:FIRETRU_1053
00D6: if 
0039:   125@ == 27 // integer values 
004D: jump_if_false @FIRETRU_1079 
04AF: 126@ = unknown_wav_reference 421 

:FIRETRU_1079
00D6: if 
0039:   125@ == 28 // integer values 
004D: jump_if_false @FIRETRU_1105 
04AF: 126@ = unknown_wav_reference 400 

:FIRETRU_1105
00D6: if 
0039:   125@ == 29 // integer values 
004D: jump_if_false @FIRETRU_1131 
04AF: 126@ = unknown_wav_reference 404 

:FIRETRU_1131
00D6: if 
0039:   125@ == 30 // integer values 
004D: jump_if_false @FIRETRU_1157 
04AF: 126@ = unknown_wav_reference 445 

:FIRETRU_1157
00D6: if 
0039:   125@ == 31 // integer values 
004D: jump_if_false @FIRETRU_1183 
04AF: 126@ = unknown_wav_reference 466 

:FIRETRU_1183
00D6: if 
0039:   125@ == 32 // integer values 
004D: jump_if_false @FIRETRU_1209 
04AF: 126@ = unknown_wav_reference 467 

:FIRETRU_1209
00D6: if 
0039:   125@ == 33 // integer values 
004D: jump_if_false @FIRETRU_1235 
04AF: 126@ = unknown_wav_reference 479 

:FIRETRU_1235
00D6: if 
0039:   125@ == 34 // integer values 
004D: jump_if_false @FIRETRU_1261 
04AF: 126@ = unknown_wav_reference 413 

:FIRETRU_1261
00D6: if 
0039:   125@ == 35 // integer values 
004D: jump_if_false @FIRETRU_1287 
04AF: 126@ = unknown_wav_reference 420 

:FIRETRU_1287
00D6: if 
0039:   125@ == 36 // integer values 
004D: jump_if_false @FIRETRU_1313 
04AF: 126@ = unknown_wav_reference 438 

:FIRETRU_1313
00D6: if 
0039:   125@ == 37 // integer values 
004D: jump_if_false @FIRETRU_1339 
04AF: 126@ = unknown_wav_reference 440 

:FIRETRU_1339
00D6: if 
0039:   125@ == 38 // integer values 
004D: jump_if_false @FIRETRU_1365 
04AF: 126@ = unknown_wav_reference 551 

:FIRETRU_1365
00D6: if 
0039:   125@ == 39 // integer values 
004D: jump_if_false @FIRETRU_1391 
04AF: 126@ = unknown_wav_reference 470 

:FIRETRU_1391
00D6: if 
0039:   125@ == 40 // integer values 
004D: jump_if_false @FIRETRU_1417 
04AF: 126@ = unknown_wav_reference 482 

:FIRETRU_1417
00D6: if 
0039:   125@ == 41 // integer values 
004D: jump_if_false @FIRETRU_1443 
04AF: 126@ = unknown_wav_reference 546 

:FIRETRU_1443
00D6: if 
0039:   125@ == 42 // integer values 
004D: jump_if_false @FIRETRU_1469 
04AF: 126@ = unknown_wav_reference 492 

:FIRETRU_1469
00D6: if 
0039:   125@ == 43 // integer values 
004D: jump_if_false @FIRETRU_1495 
04AF: 126@ = unknown_wav_reference 560 

:FIRETRU_1495
0247: request_model 126@ 
0001: wait 0 ms 
0050: gosub @FIRETRU_8348 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @FIRETRU_1536 
0002: jump @FIRETRU_10464 

:FIRETRU_1536
00D6: if 
8248:   not model 126@ available 
004D: jump_if_false @FIRETRU_1600 
0001: wait 0 ms 
0247: request_model 126@ 
0050: gosub @FIRETRU_8348 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @FIRETRU_1593 
0002: jump @FIRETRU_10464 

:FIRETRU_1593
0002: jump @FIRETRU_1536 

:FIRETRU_1600
0006: 119@ = 0 // integer values 
0050: gosub @FIRETRU_5971 
0087: 127@ = 153@ // floating-point values only 
0087: 128@ = 154@ // floating-point values only 
0087: 129@ = 155@ // floating-point values only 
0395: clear_area 0 at 127@ 128@ 129@ range 5.0 
00A5: 35@ = create_car 126@ at 127@ 128@ 129@ 
0574: (unknown) 35@ 1 
0175: set_car 35@ z_angle_to 160@ 
0587: (unknown) 35@ 0 
02AC: set_car 35@ immunities 0 1 0 0 0 
0208: 123@ = random_float 0.0 359.9 
0175: set_car 35@ z_angle_to 123@ 
0325: 50@ = create_car 35@ fire 
0164: disable_marker 64@ 
0186: 64@ = create_marker_above_car 35@ 
07E0: set_marker 64@ type_to 1 
018B: show_on_radar 64@ 2 
03ED: (unknown) 35@ 1 
0006: 119@ = 1 // integer values 
000A: 88@ += 1 // integer values 
0560: 35@ = create_random_driver_in_car 40@ 
060B: unknown_actor_use_entity 40@ 165@ 
0588: (unknown) 40@ 0 
02A9: set_actor 40@ immune_to_nonplayer 1 
02AB: set_actor 40@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 
00D6: if 
0018:   $8213 > 2 // integer values 
004D: jump_if_false @FIRETRU_1913 
0561: unknown_create_actor_handle 41@ from car 35@ passenger 0 
060B: unknown_actor_use_entity 41@ 165@ 
0588: (unknown) 41@ 0 
02A9: set_actor 41@ immune_to_nonplayer 1 
02AB: set_actor 41@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 

:FIRETRU_1913
00D6: if 
0018:   $8213 > 3 // integer values 
004D: jump_if_false @FIRETRU_1985 
0561: unknown_create_actor_handle 42@ from car 35@ passenger 1 
060B: unknown_actor_use_entity 42@ 165@ 
0588: (unknown) 42@ 0 
02A9: set_actor 42@ immune_to_nonplayer 1 
02AB: set_actor 42@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 

:FIRETRU_1985
00D6: if 
0018:   $8213 > 4 // integer values 
004D: jump_if_false @FIRETRU_2176 
0050: gosub @FIRETRU_5971 
0087: 130@ = 153@ // floating-point values only 
0087: 131@ = 154@ // floating-point values only 
0087: 132@ = 155@ // floating-point values only 
0395: clear_area 0 at 130@ 131@ 132@ range 5.0 
00A5: 36@ = create_car 126@ at 130@ 131@ 132@ 
0574: (unknown) 36@ 1 
0175: set_car 36@ z_angle_to 160@ 
0587: (unknown) 36@ 0 
02AC: set_car 36@ immunities 0 1 0 0 0 
039F: car 36@ race_to 127@ 128@ 
0325: 51@ = create_car 36@ fire 
04BA: set_car 36@ speed_instantly 20.0 
0164: disable_marker 65@ 
0186: 65@ = create_marker_above_car 36@ 
07E0: set_marker 65@ type_to 1 
018B: show_on_radar 65@ 2 
03ED: (unknown) 36@ 1 
000A: 88@ += 1 // integer values 

:FIRETRU_2176
00D6: if 
0018:   $8213 > 5 // integer values 
004D: jump_if_false @FIRETRU_2246 
0560: 36@ = create_random_driver_in_car 43@ 
060B: unknown_actor_use_entity 43@ 165@ 
0588: (unknown) 43@ 0 
02A9: set_actor 43@ immune_to_nonplayer 1 
02AB: set_actor 43@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 

:FIRETRU_2246
00D6: if 
0018:   $8213 > 6 // integer values 
004D: jump_if_false @FIRETRU_2318 
0561: unknown_create_actor_handle 44@ from car 36@ passenger 0 
060B: unknown_actor_use_entity 44@ 165@ 
0588: (unknown) 44@ 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
02AB: set_actor 44@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 

:FIRETRU_2318
00D6: if 
0018:   $8213 > 7 // integer values 
004D: jump_if_false @FIRETRU_2390 
0561: unknown_create_actor_handle 45@ from car 36@ passenger 1 
060B: unknown_actor_use_entity 45@ 165@ 
0588: (unknown) 45@ 0 
02A9: set_actor 45@ immune_to_nonplayer 1 
02AB: set_actor 45@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 

:FIRETRU_2390
00D6: if 
0018:   $8213 > 8 // integer values 
004D: jump_if_false @FIRETRU_2581 
0050: gosub @FIRETRU_5971 
0087: 133@ = 153@ // floating-point values only 
0087: 134@ = 154@ // floating-point values only 
0087: 135@ = 155@ // floating-point values only 
0395: clear_area 0 at 133@ 134@ 135@ range 5.0 
00A5: 37@ = create_car 126@ at 133@ 134@ 135@ 
0574: (unknown) 37@ 1 
0175: set_car 37@ z_angle_to 160@ 
0587: (unknown) 37@ 0 
02AC: set_car 37@ immunities 0 1 0 0 0 
039F: car 37@ race_to 127@ 128@ 
0325: 52@ = create_car 37@ fire 
04BA: set_car 37@ speed_instantly 20.0 
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 37@ 
07E0: set_marker 66@ type_to 1 
018B: show_on_radar 66@ 2 
03ED: (unknown) 37@ 1 
000A: 88@ += 1 // integer values 

:FIRETRU_2581
0249: release_model 126@ 
00D6: if 
0018:   $8213 > 9 // integer values 
004D: jump_if_false @FIRETRU_2656 
0560: 37@ = create_random_driver_in_car 46@ 
060B: unknown_actor_use_entity 46@ 165@ 
0588: (unknown) 46@ 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
02AB: set_actor 46@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 

:FIRETRU_2656
00D6: if 
0018:   $8213 > 10 // integer values 
004D: jump_if_false @FIRETRU_2728 
0561: unknown_create_actor_handle 47@ from car 37@ passenger 0 
060B: unknown_actor_use_entity 47@ 165@ 
0588: (unknown) 47@ 0 
02A9: set_actor 47@ immune_to_nonplayer 1 
02AB: set_actor 47@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 

:FIRETRU_2728
00D6: if 
0018:   $8213 > 11 // integer values 
004D: jump_if_false @FIRETRU_2800 
0561: unknown_create_actor_handle 48@ from car 37@ passenger 1 
060B: unknown_actor_use_entity 48@ 165@ 
0588: (unknown) 48@ 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
02AB: set_actor 48@ immunities 0 1 1 0 0 
000A: 88@ += 1 // integer values 

:FIRETRU_2800
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_2823 
00AF: set_car 35@ driver_behaviour_to 11 

:FIRETRU_2823
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_2846 
00AF: set_car 36@ driver_behaviour_to 11 

:FIRETRU_2846
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_2869 
00AF: set_car 37@ driver_behaviour_to 11 

:FIRETRU_2869
0050: gosub @FIRETRU_8348 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @FIRETRU_2901 
0002: jump @FIRETRU_10464 

:FIRETRU_2901
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_3008 
00A0: store_actor 40@ position_to 146@ 147@ 148@ 
0843: get_zone_name_from_coords 146@ 147@ 148@ as_string s$8216 
00D6: if 
001A:   5 > $8213 // integer values 
004D: jump_if_false @FIRETRU_2989 
0384: text_1string 'F_START' s$8216 5000 ms 1  // ~s~~b~g autt~s~ jelentettek az ~a~ helyrl. Menj s oltsd el a tzet.
0002: jump @FIRETRU_3008 

:FIRETRU_2989
0384: text_1string 'F_STAR1' s$8216 5000 ms 1  // ~s~~b~g autkat~s~ jelentettek az ~a~ helyrl. Menj s oltsd el a tzet.

:FIRETRU_3008
00D6: if 
0038:   $8213 == 1 // integer values 
004D: jump_if_false @FIRETRU_3038 
000E: 88@ -= 1 // integer values 
009B: destroy_actor_instantly 40@ 

:FIRETRU_3038
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @FIRETRU_3104 
03C3: set_timer_with_text_to $8215 type 1 text 'FIRTIME'  // HTRALV ID
04F7: status_text $8213 0 line 1 'FLEV'  // SZINT
0006: 80@ = 1 // integer values 
0002: jump @FIRETRU_3108 

:FIRETRU_3104
0396: 0 useless_flag 

:FIRETRU_3108
008B: 85@ = $8213 // integer values and handles 
000E: 85@ -= 4 // integer values 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 87@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 87@ += 3000 // integer values 

:FIRETRU_3144
00D6: if 
0735:   32 
004D: jump_if_false @FIRETRU_3169 
0004: $8215 = 300000 // integer values 

:FIRETRU_3169
00D6: if 
0735:   137 
004D: jump_if_false @FIRETRU_3311 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_3215 
03F5: unknown_prepare_car 35@ for_explosion flag 0 
03F5: unknown_prepare_car 35@ for_explosion flag 1 

:FIRETRU_3215
00D6: if 
0018:   $8213 > 4 // integer values 
004D: jump_if_false @FIRETRU_3263 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_3263 
03F5: unknown_prepare_car 36@ for_explosion flag 0 
03F5: unknown_prepare_car 36@ for_explosion flag 1 

:FIRETRU_3263
00D6: if 
0018:   $8213 > 8 // integer values 
004D: jump_if_false @FIRETRU_3311 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_3311 
03F5: unknown_prepare_car 37@ for_explosion flag 0 
03F5: unknown_prepare_car 37@ for_explosion flag 1 

:FIRETRU_3311
00D6: if 
0735:   83 
004D: jump_if_false @FIRETRU_3347 
0004: $1489 = 0 // integer values 
0004: $8213 = 12 // integer values 
0002: jump @FIRETRU_9900 

:FIRETRU_3347
00D6: if 
0735:   90 
004D: jump_if_false @FIRETRU_3515 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~g autt~s~ jelentettek az ~a~ helyrl. Menj s oltsd el a tzet.
03D5: remove_text 'F_STAR1'  // ~s~~b~g autkat~s~ jelentettek az ~a~ helyrl. Menj s oltsd el a tzet.
03D5: remove_text 'FIRELVL'  // ~s~Tzolt kldets szint ~1~
00BA: text_styled 'F_PASS1' 5000 ms 5  // A tz sikeresen eloltva!
008B: 79@ = $8213 // integer values and handles 
006E: 79@ *= $8213 // integer values 
0012: 79@ *= 50 // integer values 
005A: 83@ += 79@ // integer values 
01E3: text_1number_styled 'REWARD' 79@ 6000 ms 6  // JUTALOM $~1~
0109: player $PLAYER_CHAR money += 79@ 
01E3: text_1number_styled 'F_COMP1' 5000 5000 ms 5  // Sikeres tzolt kldets: $~1~
0109: player $PLAYER_CHAR money += 5000 
0394: play_music 2 

:FIRETRU_3515
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @FIRETRU_3540 
0002: jump @FIRETRU_10464 

:FIRETRU_3540
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0050: gosub @FIRETRU_8348 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @FIRETRU_3581 
0002: jump @FIRETRU_10464 

:FIRETRU_3581
00D6: if 
001A:   2 > $150 // integer values 
004D: jump_if_false @FIRETRU_3778 
00D6: if 
0038:   $150 == 0 // integer values 
004D: jump_if_false @FIRETRU_3701 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @FIRETRU_3694 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @FIRETRU_3687 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @FIRETRU_3680 
03E5: text_box 'SPRAY_1'  // Hasznld a(z) ~k~~PED_FIREWEAPON~vagy a(z) ~k~~VEHICLE_FIREWEAPON_ALT~ billentyt, vzgyval val lvshez, s a kamera mozgst irnyt gombokat, hogy clozz vele.
0004: $150 = 1 // integer values 

:FIRETRU_3680
0002: jump @FIRETRU_3694 

:FIRETRU_3687
0006: 32@ = 0 // integer values 

:FIRETRU_3694
0002: jump @FIRETRU_3778 

:FIRETRU_3701
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @FIRETRU_3778 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @FIRETRU_3771 
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @FIRETRU_3764 
03E5: text_box 'SIREN_1'  // A jrm szirnjnak bekapcsolshoz hasznld a(z)  ~k~~VEHICLE_HORN~ billentyt.
0004: $150 = 2 // integer values 

:FIRETRU_3764
0002: jump @FIRETRU_3778 

:FIRETRU_3771
0006: 32@ = 0 // integer values 

:FIRETRU_3778
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_4161 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 35@ radius 50.0 50.0 10.0 unknown 0 
004D: jump_if_false @FIRETRU_3999 
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @FIRETRU_3992 
0587: (unknown) 35@ 1 
0574: (unknown) 35@ 0 
0006: 104@ = 1 // integer values 
00D6: if 
0018:   $8213 > 1 // integer values 
004D: jump_if_false @FIRETRU_3910 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_3910 
0588: (unknown) 40@ 1 

:FIRETRU_3910
00D6: if 
0018:   $8213 > 2 // integer values 
004D: jump_if_false @FIRETRU_3951 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_3951 
0588: (unknown) 41@ 1 

:FIRETRU_3951
00D6: if 
0018:   $8213 > 3 // integer values 
004D: jump_if_false @FIRETRU_3992 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_3992 
0588: (unknown) 42@ 1 

:FIRETRU_3992
0002: jump @FIRETRU_4161 

:FIRETRU_3999
00D6: if 
0039:   104@ == 1 // integer values 
004D: jump_if_false @FIRETRU_4161 
0587: (unknown) 35@ 0 
0574: (unknown) 35@ 1 
0006: 104@ = 0 // integer values 
00D6: if 
0018:   $8213 > 1 // integer values 
004D: jump_if_false @FIRETRU_4079 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_4079 
0588: (unknown) 40@ 0 

:FIRETRU_4079
00D6: if 
0018:   $8213 > 2 // integer values 
004D: jump_if_false @FIRETRU_4120 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_4120 
0588: (unknown) 41@ 0 

:FIRETRU_4120
00D6: if 
0018:   $8213 > 3 // integer values 
004D: jump_if_false @FIRETRU_4161 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_4161 
0588: (unknown) 42@ 0 

:FIRETRU_4161
00D6: if 
0018:   $8213 > 4 // integer values 
004D: jump_if_false @FIRETRU_4963 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_4562 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 36@ radius 50.0 50.0 10.0 unknown 0 
004D: jump_if_false @FIRETRU_4400 
00D6: if 
0039:   105@ == 0 // integer values 
004D: jump_if_false @FIRETRU_4393 
0587: (unknown) 36@ 1 
0574: (unknown) 36@ 0 
0006: 105@ = 1 // integer values 
00D6: if 
0018:   $8213 > 5 // integer values 
004D: jump_if_false @FIRETRU_4311 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_4311 
0588: (unknown) 43@ 1 

:FIRETRU_4311
00D6: if 
0018:   $8213 > 6 // integer values 
004D: jump_if_false @FIRETRU_4352 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_4352 
0588: (unknown) 44@ 1 

:FIRETRU_4352
00D6: if 
0018:   $8213 > 7 // integer values 
004D: jump_if_false @FIRETRU_4393 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_4393 
0588: (unknown) 45@ 1 

:FIRETRU_4393
0002: jump @FIRETRU_4562 

:FIRETRU_4400
00D6: if 
0039:   105@ == 1 // integer values 
004D: jump_if_false @FIRETRU_4562 
0587: (unknown) 36@ 0 
0574: (unknown) 36@ 1 
0006: 105@ = 0 // integer values 
00D6: if 
0018:   $8213 > 5 // integer values 
004D: jump_if_false @FIRETRU_4480 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_4480 
0588: (unknown) 43@ 0 

:FIRETRU_4480
00D6: if 
0018:   $8213 > 6 // integer values 
004D: jump_if_false @FIRETRU_4521 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_4521 
0588: (unknown) 44@ 0 

:FIRETRU_4521
00D6: if 
0018:   $8213 > 7 // integer values 
004D: jump_if_false @FIRETRU_4562 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_4562 
0588: (unknown) 45@ 0 

:FIRETRU_4562
00D6: if 
0018:   $8213 > 8 // integer values 
004D: jump_if_false @FIRETRU_4963 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_4963 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 37@ radius 50.0 50.0 10.0 unknown 0 
004D: jump_if_false @FIRETRU_4801 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @FIRETRU_4794 
0587: (unknown) 37@ 1 
0574: (unknown) 37@ 0 
00D6: if 
0018:   $8213 > 9 // integer values 
004D: jump_if_false @FIRETRU_4705 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_4705 
0588: (unknown) 46@ 1 

:FIRETRU_4705
00D6: if 
0018:   $8213 > 10 // integer values 
004D: jump_if_false @FIRETRU_4746 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_4746 
0588: (unknown) 47@ 1 

:FIRETRU_4746
00D6: if 
0018:   $8213 > 11 // integer values 
004D: jump_if_false @FIRETRU_4787 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_4787 
0588: (unknown) 48@ 1 

:FIRETRU_4787
0006: 106@ = 1 // integer values 

:FIRETRU_4794
0002: jump @FIRETRU_4963 

:FIRETRU_4801
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @FIRETRU_4963 
0587: (unknown) 37@ 0 
0574: (unknown) 37@ 1 
0006: 106@ = 0 // integer values 
00D6: if 
0018:   $8213 > 9 // integer values 
004D: jump_if_false @FIRETRU_4881 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_4881 
0588: (unknown) 46@ 0 

:FIRETRU_4881
00D6: if 
0018:   $8213 > 10 // integer values 
004D: jump_if_false @FIRETRU_4922 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_4922 
0588: (unknown) 47@ 0 

:FIRETRU_4922
00D6: if 
0018:   $8213 > 11 // integer values 
004D: jump_if_false @FIRETRU_4963 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_4963 
0588: (unknown) 48@ 0 

:FIRETRU_4963
0085: 34@ = 35@ // integer values and handles 
0085: 49@ = 50@ // integer values and handles 
0085: 90@ = 92@ // integer values and handles 
0085: 63@ = 64@ // integer values and handles 
0004: $8221 = 1 // integer values 
0050: gosub @FIRETRU_8684 
0085: 50@ = 49@ // integer values and handles 
0085: 92@ = 90@ // integer values and handles 
0085: 64@ = 63@ // integer values and handles 
00D6: if 
0018:   $8213 > 1 // integer values 
004D: jump_if_false @FIRETRU_5114 
0085: 39@ = 40@ // integer values and handles 
0085: 91@ = 95@ // integer values and handles 
0085: 53@ = 54@ // integer values and handles 
0085: 67@ = 68@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 95@ = 91@ // integer values and handles 
0085: 54@ = 53@ // integer values and handles 
0085: 68@ = 67@ // integer values and handles 

:FIRETRU_5114
00D6: if 
0018:   $8213 > 2 // integer values 
004D: jump_if_false @FIRETRU_5195 
0085: 39@ = 41@ // integer values and handles 
0085: 91@ = 96@ // integer values and handles 
0085: 53@ = 55@ // integer values and handles 
0085: 67@ = 69@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 96@ = 91@ // integer values and handles 
0085: 55@ = 53@ // integer values and handles 
0085: 69@ = 67@ // integer values and handles 

:FIRETRU_5195
00D6: if 
0018:   $8213 > 3 // integer values 
004D: jump_if_false @FIRETRU_5276 
0085: 39@ = 42@ // integer values and handles 
0085: 91@ = 97@ // integer values and handles 
0085: 53@ = 56@ // integer values and handles 
0085: 67@ = 70@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 97@ = 91@ // integer values and handles 
0085: 56@ = 53@ // integer values and handles 
0085: 70@ = 67@ // integer values and handles 

:FIRETRU_5276
00D6: if 
0018:   $8213 > 4 // integer values 
004D: jump_if_false @FIRETRU_5364 
0085: 34@ = 36@ // integer values and handles 
0085: 49@ = 51@ // integer values and handles 
0085: 90@ = 93@ // integer values and handles 
0085: 63@ = 65@ // integer values and handles 
0004: $8221 = 2 // integer values 
0050: gosub @FIRETRU_8684 
0085: 51@ = 49@ // integer values and handles 
0085: 93@ = 90@ // integer values and handles 
0085: 65@ = 63@ // integer values and handles 

:FIRETRU_5364
00D6: if 
0018:   $8213 > 5 // integer values 
004D: jump_if_false @FIRETRU_5445 
0085: 39@ = 43@ // integer values and handles 
0085: 91@ = 98@ // integer values and handles 
0085: 53@ = 57@ // integer values and handles 
0085: 67@ = 71@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 98@ = 91@ // integer values and handles 
0085: 57@ = 53@ // integer values and handles 
0085: 71@ = 67@ // integer values and handles 

:FIRETRU_5445
00D6: if 
0018:   $8213 > 6 // integer values 
004D: jump_if_false @FIRETRU_5526 
0085: 39@ = 44@ // integer values and handles 
0085: 91@ = 99@ // integer values and handles 
0085: 53@ = 58@ // integer values and handles 
0085: 67@ = 72@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 99@ = 91@ // integer values and handles 
0085: 58@ = 53@ // integer values and handles 
0085: 72@ = 67@ // integer values and handles 

:FIRETRU_5526
00D6: if 
0018:   $8213 > 7 // integer values 
004D: jump_if_false @FIRETRU_5607 
0085: 39@ = 45@ // integer values and handles 
0085: 91@ = 100@ // integer values and handles 
0085: 53@ = 59@ // integer values and handles 
0085: 67@ = 73@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 100@ = 91@ // integer values and handles 
0085: 59@ = 53@ // integer values and handles 
0085: 73@ = 67@ // integer values and handles 

:FIRETRU_5607
00D6: if 
0018:   $8213 > 8 // integer values 
004D: jump_if_false @FIRETRU_5695 
0085: 34@ = 37@ // integer values and handles 
0085: 49@ = 52@ // integer values and handles 
0085: 90@ = 94@ // integer values and handles 
0085: 63@ = 66@ // integer values and handles 
0004: $8221 = 3 // integer values 
0050: gosub @FIRETRU_8684 
0085: 52@ = 49@ // integer values and handles 
0085: 94@ = 90@ // integer values and handles 
0085: 66@ = 63@ // integer values and handles 

:FIRETRU_5695
00D6: if 
0018:   $8213 > 9 // integer values 
004D: jump_if_false @FIRETRU_5776 
0085: 39@ = 46@ // integer values and handles 
0085: 91@ = 101@ // integer values and handles 
0085: 53@ = 60@ // integer values and handles 
0085: 67@ = 74@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 101@ = 91@ // integer values and handles 
0085: 60@ = 53@ // integer values and handles 
0085: 74@ = 67@ // integer values and handles 

:FIRETRU_5776
00D6: if 
0018:   $8213 > 10 // integer values 
004D: jump_if_false @FIRETRU_5857 
0085: 39@ = 47@ // integer values and handles 
0085: 91@ = 102@ // integer values and handles 
0085: 53@ = 61@ // integer values and handles 
0085: 67@ = 75@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 102@ = 91@ // integer values and handles 
0085: 61@ = 53@ // integer values and handles 
0085: 75@ = 67@ // integer values and handles 

:FIRETRU_5857
00D6: if 
0018:   $8213 > 11 // integer values 
004D: jump_if_false @FIRETRU_5938 
0085: 39@ = 48@ // integer values and handles 
0085: 91@ = 103@ // integer values and handles 
0085: 53@ = 62@ // integer values and handles 
0085: 67@ = 76@ // integer values and handles 
0050: gosub @FIRETRU_9212 
0085: 103@ = 91@ // integer values and handles 
0085: 62@ = 53@ // integer values and handles 
0085: 76@ = 67@ // integer values and handles 

:FIRETRU_5938
00D6: if 
002D:   89@ >= 88@ // integer values 
004D: jump_if_false @FIRETRU_5964 
0002: jump @FIRETRU_9900 

:FIRETRU_5964
0002: jump @FIRETRU_3144 

:FIRETRU_5971
0001: wait 0 ms 
0006: 120@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:FIRETRU_5989
00D6: if 
0039:   120@ == 0 // integer values 
004D: jump_if_false @FIRETRU_8079 
0006: 120@ = 1 // integer values 
0006: 163@ = 1 // integer values 
000B: 162@ += 1.0 // floating-point values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FIRETRU_6098 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @FIRETRU_6091 
00BE: text_clear_all 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Tzolt kldets megszaktva!
0006: 77@ = 1 // integer values 

:FIRETRU_6091
0002: jump @FIRETRU_6105 

:FIRETRU_6098
0006: 77@ = 1 // integer values 

:FIRETRU_6105
0293: $13 = current_controls 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @FIRETRU_6159 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @FIRETRU_6152 
0006: 82@ = 1 // integer values 

:FIRETRU_6152
0002: jump @FIRETRU_6183 

:FIRETRU_6159
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @FIRETRU_6183 
0006: 82@ = 1 // integer values 

:FIRETRU_6183
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @FIRETRU_6310 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @FIRETRU_6268 
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @FIRETRU_6261 
00BE: text_clear_all 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Tzolt kldets megszaktva!
0006: 77@ = 1 // integer values 

:FIRETRU_6261
0002: jump @FIRETRU_6310 

:FIRETRU_6268
00D6: if 
80E1:   not key_pressed 0 14 
004D: jump_if_false @FIRETRU_6310 
00BE: text_clear_all 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Tzolt kldets megszaktva!
0006: 77@ = 1 // integer values 

:FIRETRU_6310
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @FIRETRU_6335 
0002: jump @FIRETRU_10464 

:FIRETRU_6335
00A0: store_actor $PLAYER_ACTOR position_to 143@ 144@ 145@ 
008F: 156@ = integer_to_float $8213 
0013: 156@ *= 60.0 // floating-point values 
005B: 156@ += 162@ // floating-point values 
00D6: if 
0023:   170.0 > 156@ // floating-point values 
004D: jump_if_false @FIRETRU_6406 
0007: 156@ = 170.0 // floating-point values 

:FIRETRU_6406
0087: 149@ = 143@ // floating-point values only 
005B: 149@ += 156@ // floating-point values 
0087: 151@ = 143@ // floating-point values only 
0063: 151@ -= 156@ // floating-point values 
0087: 150@ = 144@ // floating-point values only 
005B: 150@ += 156@ // floating-point values 
0087: 152@ = 144@ // floating-point values only 
0063: 152@ -= 156@ // floating-point values 
0208: 153@ = random_float 151@ 149@ 
0208: 154@ = random_float 152@ 150@ 
04B9: unknown_stuff 153@ 154@ 145@ 10.0 500.0 153@ 154@ 155@ 157@ 158@ 159@ 160@ 
00D6: if 
0043:   153@ == 0.0 // floating-point values 
004D: jump_if_false @FIRETRU_6625 
00D6: if 
0043:   154@ == 0.0 // floating-point values 
004D: jump_if_false @FIRETRU_6625 
00D6: if 
0043:   157@ == 0.0 // floating-point values 
004D: jump_if_false @FIRETRU_6625 
00D6: if 
0043:   158@ == 0.0 // floating-point values 
004D: jump_if_false @FIRETRU_6625 
0006: 120@ = 0 // integer values 

:FIRETRU_6625
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_6794 
050A: 124@ = distance_between 143@ 144@ 145@ and 153@ 154@ 155@ 
00D6: if 
0023:   140.0 > 124@ // floating-point values 
004D: jump_if_false @FIRETRU_6694 
0006: 120@ = 0 // integer values 

:FIRETRU_6694
00D6: if 
0039:   119@ == 1 // integer values 
004D: jump_if_false @FIRETRU_6780 
00D6: if 
0023:   35.0 > 162@ // floating-point values 
004D: jump_if_false @FIRETRU_6773 
0843: get_zone_name_from_coords 153@ 154@ 155@ as_string s$8218 
00D6: if 
85AD:   not  s$8218 == s$8216 // 8-byte strings 
004D: jump_if_false @FIRETRU_6773 
0006: 120@ = 0 // integer values 

:FIRETRU_6773
0002: jump @FIRETRU_6794 

:FIRETRU_6780
0843: get_zone_name_from_coords 153@ 154@ 155@ as_string s$8216 

:FIRETRU_6794
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7396 
0652: $11008 = stat 181 // integer 
00D6: if 
001A:   2 > $11008 // integer values 
004D: jump_if_false @FIRETRU_7396 
00D6: if 
0038:   $11008 == 0 // integer values 
004D: jump_if_false @FIRETRU_7154 
00D6: if and
0023:   78.4427 > 153@ // floating-point values 
0023:   -699.519 > 154@ // floating-point values 
004D: jump_if_false @FIRETRU_6894 
0006: 120@ = 0 // integer values 

:FIRETRU_6894
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7154 
00D6: if and
0023:   -252.6557 > 153@ // floating-point values 
0023:   -285.766 > 154@ // floating-point values 
004D: jump_if_false @FIRETRU_6950 
0006: 120@ = 0 // integer values 

:FIRETRU_6950
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7154 
00D6: if 
0023:   -948.3447 > 153@ // floating-point values 
004D: jump_if_false @FIRETRU_6996 
0006: 120@ = 0 // integer values 

:FIRETRU_6996
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7154 
00D6: if and
0021:   153@ > 1473.448 // floating-point values 
0021:   154@ > 403.7353 // floating-point values 
004D: jump_if_false @FIRETRU_7052 
0006: 120@ = 0 // integer values 

:FIRETRU_7052
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7154 
00D6: if 
0021:   154@ > 578.6325 // floating-point values 
004D: jump_if_false @FIRETRU_7098 
0006: 120@ = 0 // integer values 

:FIRETRU_7098
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7154 
00D6: if and
0023:   837.5551 > 153@ // floating-point values 
0021:   154@ > 347.4097 // floating-point values 
004D: jump_if_false @FIRETRU_7154 
0006: 120@ = 0 // integer values 

:FIRETRU_7154
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7396 
00D6: if 
0038:   $11008 == 1 // integer values 
004D: jump_if_false @FIRETRU_7396 
00D6: if and
0021:   153@ > 1473.448 // floating-point values 
0021:   154@ > 403.7353 // floating-point values 
004D: jump_if_false @FIRETRU_7228 
0006: 120@ = 0 // integer values 

:FIRETRU_7228
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7396 
00D6: if and
0021:   154@ > 578.6325 // floating-point values 
0021:   153@ > -1528.498 // floating-point values 
004D: jump_if_false @FIRETRU_7284 
0006: 120@ = 0 // integer values 

:FIRETRU_7284
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7396 
00D6: if and
0023:   837.5551 > 153@ // floating-point values 
0021:   153@ > -1528.498 // floating-point values 
0021:   154@ > 347.4097 // floating-point values 
004D: jump_if_false @FIRETRU_7350 
0006: 120@ = 0 // integer values 

:FIRETRU_7350
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7396 
00D6: if 
0021:   154@ > 1380.0 // floating-point values 
004D: jump_if_false @FIRETRU_7396 
0006: 120@ = 0 // integer values 

:FIRETRU_7396
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7596 
00D6: if 
0023:   2150.0 > 153@ // floating-point values 
004D: jump_if_false @FIRETRU_7505 
00D6: if 
0021:   153@ > 1970.0 // floating-point values 
004D: jump_if_false @FIRETRU_7505 
00D6: if 
0023:   -2274.0 > 154@ // floating-point values 
004D: jump_if_false @FIRETRU_7505 
00D6: if 
0021:   154@ > -2670.0 // floating-point values 
004D: jump_if_false @FIRETRU_7505 
0006: 120@ = 0 // integer values 

:FIRETRU_7505
00D6: if 
0023:   2150.0 > 153@ // floating-point values 
004D: jump_if_false @FIRETRU_7596 
00D6: if 
0021:   153@ > 1590.0 // floating-point values 
004D: jump_if_false @FIRETRU_7596 
00D6: if 
0023:   -2397.0 > 154@ // floating-point values 
004D: jump_if_false @FIRETRU_7596 
00D6: if 
0021:   154@ > -2670.0 // floating-point values 
004D: jump_if_false @FIRETRU_7596 
0006: 120@ = 0 // integer values 

:FIRETRU_7596
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7796 
00D6: if 
0023:   -1070.0 > 153@ // floating-point values 
004D: jump_if_false @FIRETRU_7705 
00D6: if 
0021:   153@ > -1737.0 // floating-point values 
004D: jump_if_false @FIRETRU_7705 
00D6: if 
0023:   -185.0 > 154@ // floating-point values 
004D: jump_if_false @FIRETRU_7705 
00D6: if 
0021:   154@ > -590.0 // floating-point values 
004D: jump_if_false @FIRETRU_7705 
0006: 120@ = 0 // integer values 

:FIRETRU_7705
00D6: if 
0023:   -1081.0 > 153@ // floating-point values 
004D: jump_if_false @FIRETRU_7796 
00D6: if 
0021:   153@ > -1600.0 // floating-point values 
004D: jump_if_false @FIRETRU_7796 
00D6: if 
0023:   415.0 > 154@ // floating-point values 
004D: jump_if_false @FIRETRU_7796 
00D6: if 
0021:   154@ > -185.0 // floating-point values 
004D: jump_if_false @FIRETRU_7796 
0006: 120@ = 0 // integer values 

:FIRETRU_7796
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_7905 
00D6: if 
0023:   1733.0 > 153@ // floating-point values 
004D: jump_if_false @FIRETRU_7905 
00D6: if 
0021:   153@ > 1500.0 // floating-point values 
004D: jump_if_false @FIRETRU_7905 
00D6: if 
0023:   1702.0 > 154@ // floating-point values 
004D: jump_if_false @FIRETRU_7905 
00D6: if 
0021:   154@ > 1529.0 // floating-point values 
004D: jump_if_false @FIRETRU_7905 
0006: 120@ = 0 // integer values 

:FIRETRU_7905
00D6: if 
0039:   120@ == 1 // integer values 
004D: jump_if_false @FIRETRU_8068 
00D6: if 
0018:   $8213 > 4 // integer values 
004D: jump_if_false @FIRETRU_8068 
050A: 161@ = distance_between 127@ 128@ 129@ and 153@ 154@ 155@ 
00D6: if 
0023:   20.0 > 161@ // floating-point values 
004D: jump_if_false @FIRETRU_7999 
0006: 120@ = 0 // integer values 
0002: jump @FIRETRU_8068 

:FIRETRU_7999
00D6: if 
0018:   $8213 > 8 // integer values 
004D: jump_if_false @FIRETRU_8068 
050A: 161@ = distance_between 130@ 131@ 132@ and 153@ 154@ 155@ 
00D6: if 
0023:   20.0 > 161@ // floating-point values 
004D: jump_if_false @FIRETRU_8068 
0006: 120@ = 0 // integer values 

:FIRETRU_8068
0001: wait 0 ms 
0002: jump @FIRETRU_5989 

:FIRETRU_8079
00D6: if 
0018:   $8213 > 4 // integer values 
004D: jump_if_false @FIRETRU_8211 
050A: 161@ = distance_between 127@ 128@ 129@ and 153@ 154@ 155@ 
00D6: if 
0018:   $8213 > 8 // integer values 
004D: jump_if_false @FIRETRU_8186 
050A: 161@ = distance_between 130@ 131@ 132@ and 153@ 154@ 155@ 
0017: 161@ /= 4.0 // floating-point values 
005B: 124@ += 161@ // floating-point values 
0002: jump @FIRETRU_8204 

:FIRETRU_8186
005B: 124@ += 161@ // floating-point values 
0017: 161@ /= 8.0 // floating-point values 

:FIRETRU_8204
0002: jump @FIRETRU_8211 

:FIRETRU_8211
00D6: if 
001A:   9 > $8213 // integer values 
004D: jump_if_false @FIRETRU_8254 
0087: 122@ = 124@ // floating-point values only 
0017: 122@ /= 8.0 // floating-point values 
0002: jump @FIRETRU_8272 

:FIRETRU_8254
0087: 122@ = 124@ // floating-point values only 
0017: 122@ /= 10.0 // floating-point values 

:FIRETRU_8272
0013: 122@ *= 1000.0 // floating-point values 
0092: 78@ = float_to_integer 122@ 
005E: $8215 += 78@ // integer values 
00D6: if 
001A:   60000 > $8215 // integer values 
004D: jump_if_false @FIRETRU_8329 
0004: $8215 = 60000 // integer values 

:FIRETRU_8329
0006: 163@ = 0 // integer values 
0007: 162@ = 0.0 // floating-point values 
0051: return 

:FIRETRU_8348
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @FIRETRU_8411 
00D6: if 
001A:   1 > $8215 // integer values 
004D: jump_if_false @FIRETRU_8411 
00BE: text_clear_all 
00BC: text_highpriority 'F_FAIL2' 5000 ms 1  // ~r~Elkstl!
0006: 77@ = 1 // integer values 
0051: return 

:FIRETRU_8411
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FIRETRU_8473 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @FIRETRU_8473 
00BE: text_clear_all 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Tzolt kldets megszaktva!
0006: 77@ = 1 // integer values 
0051: return 

:FIRETRU_8473
0293: $13 = current_controls 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @FIRETRU_8527 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @FIRETRU_8520 
0006: 82@ = 1 // integer values 

:FIRETRU_8520
0002: jump @FIRETRU_8551 

:FIRETRU_8527
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @FIRETRU_8551 
0006: 82@ = 1 // integer values 

:FIRETRU_8551
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @FIRETRU_8682 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @FIRETRU_8638 
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @FIRETRU_8631 
00BE: text_clear_all 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Tzolt kldets megszaktva!
0006: 77@ = 1 // integer values 
0051: return 

:FIRETRU_8631
0002: jump @FIRETRU_8682 

:FIRETRU_8638
00D6: if 
80E1:   not key_pressed 0 14 
004D: jump_if_false @FIRETRU_8682 
00BE: text_clear_all 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Tzolt kldets megszaktva!
0006: 77@ = 1 // integer values 
0051: return 

:FIRETRU_8682
0051: return 

:FIRETRU_8684
00D6: if 
8039:   not  90@ == 10 // integer values 
004D: jump_if_false @FIRETRU_9210 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FIRETRU_9034 
0004: $8220 = 1 // integer values 
00D6: if 
0973:   fire 49@ exist 
004D: jump_if_false @FIRETRU_8903 
00D6: if 
82D0:   not fire 49@ extinguished 
004D: jump_if_false @FIRETRU_8772 
0227: 86@ = car 34@ health 
0002: jump @FIRETRU_8896 

:FIRETRU_8772
00D6: if 
8039:   not  90@ == 10 // integer values 
004D: jump_if_false @FIRETRU_8896 
0164: disable_marker 63@ 
068B: (unknown) 34@ 
02D1: remove_fire 49@ 
0623: add 1 to_stat 153 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @FIRETRU_8855 
04F7: status_text $8214 0 line 2 'F_EXTIN'  // TZ ELOLTVA
0006: 81@ = 1 // integer values 

:FIRETRU_8855
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 90@ = 10 // integer values 
0008: $8214 += 1 // integer values 
000A: 89@ += 1 // integer values 

:FIRETRU_8896
0002: jump @FIRETRU_9027 

:FIRETRU_8903
00D6: if 
8039:   not  90@ == 10 // integer values 
004D: jump_if_false @FIRETRU_9027 
0164: disable_marker 63@ 
068B: (unknown) 34@ 
02D1: remove_fire 49@ 
0623: add 1 to_stat 153 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @FIRETRU_8986 
04F7: status_text $8214 0 line 2 'F_EXTIN'  // TZ ELOLTVA
0006: 81@ = 1 // integer values 

:FIRETRU_8986
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 90@ = 10 // integer values 
0008: $8214 += 1 // integer values 
000A: 89@ += 1 // integer values 

:FIRETRU_9027
0002: jump @FIRETRU_9203 

:FIRETRU_9034
00D6: if 
02BF:   car 34@ sunk 
004D: jump_if_false @FIRETRU_9176 
00D6: if 
8039:   not  90@ == 10 // integer values 
004D: jump_if_false @FIRETRU_9169 
0164: disable_marker 63@ 
068B: (unknown) 34@ 
0623: add 1 to_stat 153 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @FIRETRU_9128 
04F7: status_text $8214 0 line 2 'F_EXTIN'  // TZ ELOLTVA
0006: 81@ = 1 // integer values 

:FIRETRU_9128
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 90@ = 10 // integer values 
0008: $8214 += 1 // integer values 
000A: 89@ += 1 // integer values 

:FIRETRU_9169
0002: jump @FIRETRU_9203 

:FIRETRU_9176
00BE: text_clear_all 
00BC: text_highpriority 'F_FAIL4' 5000 ms 1  // ~r~Felrobbant egy jrm.
0006: 77@ = 1 // integer values 
0051: return 

:FIRETRU_9203
0002: jump @FIRETRU_9210 

:FIRETRU_9210
0051: return 

:FIRETRU_9212
00D6: if 
001B:   2 > 91@ // integer values 
004D: jump_if_false @FIRETRU_9898 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FIRETRU_9695 
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @FIRETRU_9427 
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @FIRETRU_9359 
0326: 53@ = create_actor 39@ fire 
00A0: store_actor 39@ position_to 138@ 139@ 140@ 
05DA: (unknown) 39@ 138@ 139@ 140@ 20.0 -1 
0187: 67@ = create_marker_above_actor 39@ 
07E0: set_marker 67@ type_to 1 
018B: show_on_radar 67@ 2 
0006: 91@ = 1 // integer values 
0002: jump @FIRETRU_9427 

:FIRETRU_9359
00D6: if 
0039:   90@ == 10 // integer values 
004D: jump_if_false @FIRETRU_9427 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @FIRETRU_9427 
062E: (unknown) 39@ 1587 164@ 
00D6: if 
04A4:   164@ == 7 // integer values OR floating-point values 
004D: jump_if_false @FIRETRU_9427 
0633: AS_actor 39@ exit_vehicle 

:FIRETRU_9427
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @FIRETRU_9688 
0004: $8220 = 2 // integer values 
00D6: if 
0973:   fire 53@ exist 
004D: jump_if_false @FIRETRU_9592 
00D6: if 
02D0:   fire 53@ extinguished 
004D: jump_if_false @FIRETRU_9585 
02D1: remove_fire 53@ 
0164: disable_marker 67@ 
0623: add 1 to_stat 153 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @FIRETRU_9544 
04F7: status_text $8214 0 line 2 'F_EXTIN'  // TZ ELOLTVA
0006: 81@ = 1 // integer values 

:FIRETRU_9544
097A: (unknown) 0.0 0.0 0.0 1058 
0008: $8214 += 1 // integer values 
000A: 89@ += 1 // integer values 
0006: 91@ = 2 // integer values 

:FIRETRU_9585
0002: jump @FIRETRU_9688 

:FIRETRU_9592
0164: disable_marker 67@ 
0623: add 1 to_stat 153 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @FIRETRU_9647 
04F7: status_text $8214 0 line 2 'F_EXTIN'  // TZ ELOLTVA
0006: 81@ = 1 // integer values 

:FIRETRU_9647
097A: (unknown) 0.0 0.0 0.0 1058 
0008: $8214 += 1 // integer values 
000A: 89@ += 1 // integer values 
0006: 91@ = 2 // integer values 

:FIRETRU_9688
0002: jump @FIRETRU_9898 

:FIRETRU_9695
00D6: if 
04AD:   actor 39@ touching_water 
004D: jump_if_false @FIRETRU_9871 
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @FIRETRU_9837 
02D1: remove_fire 53@ 
0164: disable_marker 67@ 
0623: add 1 to_stat 153 
00D6: if 
0039:   81@ == 0 // integer values 
004D: jump_if_false @FIRETRU_9789 
04F7: status_text $8214 0 line 2 'F_EXTIN'  // TZ ELOLTVA
0006: 81@ = 1 // integer values 

:FIRETRU_9789
097A: (unknown) 0.0 0.0 0.0 1058 
0008: $8214 += 1 // integer values 
000A: 89@ += 1 // integer values 
0006: 91@ = 2 // integer values 
0002: jump @FIRETRU_9864 

:FIRETRU_9837
00BE: text_clear_all 
00BC: text_highpriority 'F_FAIL2' 5000 ms 1  // ~r~Elkstl!
0006: 77@ = 1 // integer values 
0051: return 

:FIRETRU_9864
0002: jump @FIRETRU_9898 

:FIRETRU_9871
00BE: text_clear_all 
00BC: text_highpriority 'F_FAIL3' 5000 ms 1  // ~r~Hallos kimenetel baleset.
0006: 77@ = 1 // integer values 
0051: return 

:FIRETRU_9898
0051: return 

:FIRETRU_9900
0396: 1 useless_flag 
031A: remove_all_fires 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FIRETRU_10024 
03C0: 38@ = actor $PLAYER_ACTOR car 
0227: 84@ = car 38@ health 
000A: 84@ += 150 // integer values 
0224: set_car 38@ health_to 84@ 

:FIRETRU_10024
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_10052 
02AA: set_car 35@ immune_to_nonplayer 0 

:FIRETRU_10052
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_10080 
02AA: set_car 36@ immune_to_nonplayer 0 

:FIRETRU_10080
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_10108 
02AA: set_car 37@ immune_to_nonplayer 0 

:FIRETRU_10108
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0249: release_model 126@ 
0627: change_stat 159 to $8213 
0008: $8213 += 1 // integer values 
00D6: if 
0038:   $8213 == 13 // integer values 
004D: jump_if_false @FIRETRU_10383 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~g autt~s~ jelentettek az ~a~ helyrl. Menj s oltsd el a tzet.
03D5: remove_text 'F_STAR1'  // ~s~~b~g autkat~s~ jelentettek az ~a~ helyrl. Menj s oltsd el a tzet.
03D5: remove_text 'FIRELVL'  // ~s~Tzolt kldets szint ~1~
00BA: text_styled 'F_PASS1' 5000 ms 6  // A tz sikeresen eloltva!
008B: 79@ = $8213 // integer values and handles 
006E: 79@ *= $8213 // integer values 
0012: 79@ *= 50 // integer values 
005A: 83@ += 79@ // integer values 
000A: 79@ += 5000 // integer values 
01E3: text_1number_styled 'F_COMP1' 13450 5000 ms 5  // Sikeres tzolt kldets: $~1~
0109: player $PLAYER_CHAR money += 79@ 
0394: play_music 2 
00D6: if 
0038:   $1489 == 0 // integer values 
004D: jump_if_false @FIRETRU_10367 
08F8: (unknown) 0 
055D: make_player $PLAYER_CHAR fireproof 1 
030C: set_mission_points += 1 
0595: mission_complete 
0004: $1489 = 1 // integer values 

:FIRETRU_10367
0006: 77@ = 1 // integer values 
0051: return 
0002: jump @FIRETRU_10457 

:FIRETRU_10383
00BA: text_styled 'F_PASS1' 5000 ms 6  // A tz sikeresen eloltva!
008B: 79@ = $8213 // integer values and handles 
006E: 79@ *= $8213 // integer values 
0012: 79@ *= 50 // integer values 
005A: 83@ += 79@ // integer values 
01E3: text_1number_styled 'REWARD' 79@ 6000 ms 7  // JUTALOM $~1~
0109: player $PLAYER_CHAR money += 79@ 

:FIRETRU_10457
0002: jump @FIRETRU_789 

:FIRETRU_10464
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~g autt~s~ jelentettek az ~a~ helyrl. Menj s oltsd el a tzet.
03D5: remove_text 'F_STAR1'  // ~s~~b~g autkat~s~ jelentettek az ~a~ helyrl. Menj s oltsd el a tzet.
03D5: remove_text 'FIRELVL'  // ~s~Tzolt kldets szint ~1~
00D6: if 
8038:   not  $8213 == 13 // integer values 
004D: jump_if_false @FIRETRU_10572 
00BA: text_styled 'F_FAIL1' 5000 ms 5  // ~s~Tzolt~n~kldetsek vge
01E3: text_1number_styled 'TSCORE' 83@ 6000 ms 6  // JVEDELMEK: $~1~
0002: jump @FIRETRU_10572 

:FIRETRU_10572
03C7: unknown_maybe_cops_density 1.0 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
00D6: if 
8038:   not  $8213 == 13 // integer values 
004D: jump_if_false @FIRETRU_11249 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_10712 
02A9: set_actor 40@ immune_to_nonplayer 0 
0223: set_actor 40@ health_to 10 
02AB: set_actor 40@ immunities 0 0 0 0 0 

:FIRETRU_10712
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_10757 
02A9: set_actor 41@ immune_to_nonplayer 0 
0223: set_actor 41@ health_to 10 
02AB: set_actor 41@ immunities 0 0 0 0 0 

:FIRETRU_10757
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_10802 
02A9: set_actor 42@ immune_to_nonplayer 0 
0223: set_actor 42@ health_to 10 
02AB: set_actor 42@ immunities 0 0 0 0 0 

:FIRETRU_10802
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_10847 
02A9: set_actor 43@ immune_to_nonplayer 0 
0223: set_actor 43@ health_to 10 
02AB: set_actor 43@ immunities 0 0 0 0 0 

:FIRETRU_10847
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_10892 
02A9: set_actor 44@ immune_to_nonplayer 0 
0223: set_actor 44@ health_to 10 
02AB: set_actor 44@ immunities 0 0 0 0 0 

:FIRETRU_10892
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_10937 
02A9: set_actor 45@ immune_to_nonplayer 0 
0223: set_actor 45@ health_to 10 
02AB: set_actor 45@ immunities 0 0 0 0 0 

:FIRETRU_10937
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_10982 
02A9: set_actor 46@ immune_to_nonplayer 0 
0223: set_actor 46@ health_to 10 
02AB: set_actor 46@ immunities 0 0 0 0 0 

:FIRETRU_10982
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_11027 
02A9: set_actor 47@ immune_to_nonplayer 0 
0223: set_actor 47@ health_to 10 
02AB: set_actor 47@ immunities 0 0 0 0 0 

:FIRETRU_11027
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_11072 
02A9: set_actor 48@ immune_to_nonplayer 0 
0223: set_actor 48@ health_to 10 
02AB: set_actor 48@ immunities 0 0 0 0 0 

:FIRETRU_11072
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_11131 
02AA: set_car 35@ immune_to_nonplayer 0 
02AC: set_car 35@ immunities 0 0 0 0 0 
00D6: if 
0495:   car 35@ burning 
004D: jump_if_false @FIRETRU_11131 
020B: explode_car 35@ 

:FIRETRU_11131
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_11190 
02AA: set_car 36@ immune_to_nonplayer 0 
02AC: set_car 36@ immunities 0 0 0 0 0 
00D6: if 
0495:   car 36@ burning 
004D: jump_if_false @FIRETRU_11190 
020B: explode_car 36@ 

:FIRETRU_11190
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_11249 
02AA: set_car 37@ immune_to_nonplayer 0 
02AC: set_car 37@ immunities 0 0 0 0 0 
00D6: if 
0495:   car 37@ burning 
004D: jump_if_false @FIRETRU_11249 
020B: explode_car 37@ 

:FIRETRU_11249
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
01C3: remove_references_to_car 36@ // Like turning a car into any random car 
01C3: remove_references_to_car 37@ // Like turning a car into any random car 
0249: release_model 126@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
0004: $ONMISSION_FIREFIGHTER = 0 // integer values 
0986: (unknown) 
065C: unknown_create_def_entity 165@ // unknown_destroy 
00D8: mission_cleanup 
00D6: if 
0038:   $1489 == 1 // integer values 
004D: jump_if_false @FIRETRU_11392 
03E6: remove_text_box 
03E5: text_box 'FIREPRO'  // ~s~A tzolts kldetsek 12-es szintje teljestve. Most mr teljesen tzll vagy!
0004: $1489 = 2 // integer values 
08F8: (unknown) 0 
004F: create_thread @BACKON 

:FIRETRU_11392
0051: return 

//-------------Mission 124---------------
// Originally: Vigilante Sub-Mission

:COPCAR
0050: gosub @COPCAR_52 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COPCAR_43 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0050: gosub @COPCAR_14808 

:COPCAR_43
0050: gosub @COPCAR_14810 
004E: end_thread 

:COPCAR_52
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'COPCAR' 
0001: wait 0 ms 
00D6: if 
0038:   $MISSION_VIGILANTE_PASSED == 0 // integer values 
004D: jump_if_false @COPCAR_94 
0317: increment_mission_attempts 

:COPCAR_94
054C: use_GXT_table 'COPCAR' 
0006: 51@ = 0 // integer values 
0004: $8222 = -100 // integer values 
0006: 58@ = 0 // integer values 
0004: $8223 = 0 // integer values 
0006: 65@ = 0 // integer values 
0006: 62@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 53@ = 0 // integer values 
0006: 64@ = 0 // integer values 
0006: 54@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 57@ = 0 // integer values 
0006: 59@ = 0 // integer values 
0006: 60@ = 0 // integer values 
0006: 61@ = 0 // integer values 
0006: 63@ = 0 // integer values 
0006: 90@ = 0 // integer values 
0007: 142@ = 4.0 // floating-point values 
0007: 144@ = 0.0 // floating-point values 
0007: 143@ = 0.9 // floating-point values 
0006: 91@ = 0 // integer values 
0005: $TEMPVAR_ANGLE = 0.0 // floating-point values 
0007: 124@ = 0.0 // floating-point values 
0007: 145@ = 0.0 // floating-point values 
0007: 146@ = 0.0 // floating-point values 
0007: 147@ = 0.0 // floating-point values 
0007: 148@ = 0.0 // floating-point values 
0007: 164@ = 0.0 // floating-point values 
0007: 165@ = 0.0 // floating-point values 
0007: 166@ = 0.0 // floating-point values 
0007: 167@ = 0.0 // floating-point values 
0007: 170@ = 0.0 // floating-point values 
0007: 171@ = 0.0 // floating-point values 
0007: 172@ = 0.0 // floating-point values 
0007: 173@ = 0.0 // floating-point values 
04AF: 176@ = unknown_wav_reference 521 
04AF: 177@ = unknown_wav_reference 522 
04AF: 178@ = unknown_wav_reference 461 
04AF: 179@ = unknown_wav_reference 462 
04AF: 180@ = unknown_wav_reference 463 
04AF: 181@ = unknown_wav_reference 468 
04AF: 182@ = unknown_wav_reference 581 
04AF: 183@ = unknown_wav_reference 586 
04AF: 184@ = unknown_wav_reference 411 
04AF: 185@ = unknown_wav_reference 415 
04AF: 186@ = unknown_wav_reference 429 
04AF: 187@ = unknown_wav_reference 451 
04AF: 188@ = unknown_wav_reference 477 
04AF: 189@ = unknown_wav_reference 480 
04AF: 190@ = unknown_wav_reference 506 
04AF: 191@ = unknown_wav_reference 541 
04AF: 192@ = unknown_wav_reference 603 
04AF: 193@ = unknown_wav_reference 400 
04AF: 194@ = unknown_wav_reference 401 
04AF: 195@ = unknown_wav_reference 402 
04AF: 196@ = unknown_wav_reference 410 
04AF: 197@ = unknown_wav_reference 412 
04AF: 198@ = unknown_wav_reference 413 
04AF: 199@ = unknown_wav_reference 419 
04AF: 200@ = unknown_wav_reference 422 
04AF: 201@ = unknown_wav_reference 424 
04AF: 202@ = unknown_wav_reference 434 
04AF: 203@ = unknown_wav_reference 436 
04AF: 204@ = unknown_wav_reference 439 
04AF: 205@ = unknown_wav_reference 440 
04AF: 206@ = unknown_wav_reference 474 
04AF: 207@ = unknown_wav_reference 475 
04AF: 208@ = unknown_wav_reference 478 
04AF: 209@ = unknown_wav_reference 482 
04AF: 210@ = unknown_wav_reference 483 
04AF: 211@ = unknown_wav_reference 489 
04AF: 212@ = unknown_wav_reference 491 
04AF: 213@ = unknown_wav_reference 496 
04AF: 214@ = unknown_wav_reference 500 
04AF: 215@ = unknown_wav_reference 517 
04AF: 216@ = unknown_wav_reference 518 
04AF: 217@ = unknown_wav_reference 526 
04AF: 218@ = unknown_wav_reference 527 
04AF: 219@ = unknown_wav_reference 533 
04AF: 220@ = unknown_wav_reference 534 
04AF: 221@ = unknown_wav_reference 535 
04AF: 222@ = unknown_wav_reference 536 
04AF: 223@ = unknown_wav_reference 542 
04AF: 224@ = unknown_wav_reference 543 
04AF: 225@ = unknown_wav_reference 545 
04AF: 226@ = unknown_wav_reference 549 
04AF: 227@ = unknown_wav_reference 554 
04AF: 228@ = unknown_wav_reference 555 
04AF: 229@ = unknown_wav_reference 558 
04AF: 230@ = unknown_wav_reference 559 
04AF: 231@ = unknown_wav_reference 562 
04AF: 232@ = unknown_wav_reference 565 
04AF: 233@ = unknown_wav_reference 567 
04AF: 234@ = unknown_wav_reference 575 
04AF: 235@ = unknown_wav_reference 576 
04AF: 236@ = unknown_wav_reference 579 
04AF: 237@ = unknown_wav_reference 587 
04AF: 238@ = unknown_wav_reference 589 
04AF: 239@ = unknown_wav_reference 600 
04AF: 240@ = unknown_wav_reference 602 
04AF: 241@ = unknown_wav_reference 605 
04AF: 242@ = unknown_wav_reference 442 
04AF: 243@ = unknown_wav_reference 404 
04AF: 244@ = unknown_wav_reference 405 
04AF: 245@ = unknown_wav_reference 418 
04AF: 246@ = unknown_wav_reference 421 
04AF: 247@ = unknown_wav_reference 426 
04AF: 248@ = unknown_wav_reference 445 
04AF: 249@ = unknown_wav_reference 458 
04AF: 250@ = unknown_wav_reference 466 
04AF: 251@ = unknown_wav_reference 467 
04AF: 252@ = unknown_wav_reference 479 
04AF: 253@ = unknown_wav_reference 492 
04AF: 254@ = unknown_wav_reference 507 
04AF: 255@ = unknown_wav_reference 516 
04AF: 256@ = unknown_wav_reference 529 
04AF: 257@ = unknown_wav_reference 540 
04AF: 258@ = unknown_wav_reference 546 
04AF: 259@ = unknown_wav_reference 547 
04AF: 260@ = unknown_wav_reference 550 
04AF: 261@ = unknown_wav_reference 551 
04AF: 262@ = unknown_wav_reference 560 
04AF: 263@ = unknown_wav_reference 561 
04AF: 264@ = unknown_wav_reference 580 
04AF: 265@ = unknown_wav_reference 585 
04AF: 266@ = unknown_wav_reference 604 
0247: request_model #COLT45 
0247: request_model #MICRO_UZI 
0247: request_model #AK47 
0247: request_model #CHROMEGUN 
0247: request_model #BAT 
038B: load_requested_models 

:COPCAR_1163
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MICRO_UZI available 
8248:   not model #AK47 available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @COPCAR_1205 
0001: wait 0 ms 
0002: jump @COPCAR_1163 

:COPCAR_1205
00D6: if 
8248:   not model #BAT available 
004D: jump_if_false @COPCAR_1232 
0001: wait 0 ms 
0002: jump @COPCAR_1205 

:COPCAR_1232
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_1263 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerable 0 

:COPCAR_1263
07E5: unknown_copy_entity -1 267@ 
0708: unknown_add_entity_item 267@ 41 
07E6: unknown_copy_group -1 268@ 
0749: unknown_group_add_item 268@ 41 

:COPCAR_1291
0006: 73@ = 0 // integer values 
0006: 82@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 269@ = 0 // integer values 
0006: 66@ = 0 // integer values 
0006: 67@ = 0 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 0 // integer values 
0006: 70@ = 0 // integer values 
0006: 71@ = 0 // integer values 
0006: 74@ = 0 // integer values 
0006: 75@ = 0 // integer values 
0006: 76@ = 0 // integer values 
0006: 77@ = 0 // integer values 
0006: 78@ = 0 // integer values 
0006: 79@ = 0 // integer values 
0006: 80@ = 0 // integer values 
0006: 83@ = 0 // integer values 
0006: 174@ = 0 // integer values 
0006: 175@ = 0 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 0 // integer values 
0006: 86@ = 0 // integer values 
0006: 87@ = 0 // integer values 
0007: 128@ = 0.0 // floating-point values 
0007: 129@ = 0.0 // floating-point values 
0007: 130@ = 0.0 // floating-point values 
0007: 131@ = 0.0 // floating-point values 
0006: 270@ = 0 // integer values 
0050: gosub @COPCAR_14951 
0209: 271@ = random_int 9 255 

:COPCAR_1530
00D6: if or
04A4:   271@ == 105 // integer values OR floating-point values 
04A4:   271@ == 106 // integer values OR floating-point values 
04A4:   271@ == 107 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_1579 
0209: 271@ = random_int 9 255 
0002: jump @COPCAR_1530 

:COPCAR_1579
00D6: if 
87DE:   not model 271@ exists 
004D: jump_if_false @COPCAR_1661 
0209: 271@ = random_int 9 255 

:COPCAR_1605
00D6: if or
04A4:   271@ == 105 // integer values OR floating-point values 
04A4:   271@ == 106 // integer values OR floating-point values 
04A4:   271@ == 107 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_1654 
0209: 271@ = random_int 9 255 
0002: jump @COPCAR_1605 

:COPCAR_1654
0002: jump @COPCAR_1579 

:COPCAR_1661
0247: request_model 271@ 

:COPCAR_1666
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @COPCAR_1698 
0002: jump @COPCAR_14808 

:COPCAR_1698
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_FLOAT_3 
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 800.0 // floating-point values 
0089: 272@ = $TEMPVAR_X_COORD // floating-point values only 
000B: 272@ += 800.0 // floating-point values 
0208: 104@ = random_float $TEMPVAR_FLOAT_1 272@ 
0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // floating-point values only 
000D: $TEMPVAR_FLOAT_2 -= 800.0 // floating-point values 
0089: 273@ = $TEMPVAR_Y_COORD // floating-point values only 
000B: 273@ += 800.0 // floating-point values 
0208: 105@ = random_float $TEMPVAR_FLOAT_2 273@ 
0007: 106@ = 10.0 // floating-point values 
00D6: if 
001B:   4 > 51@ // integer values 
004D: jump_if_false @COPCAR_1867 
03D3: point 104@ 105@ 106@ get_nearby_vector 104@ 105@ 106@ 113@ 
000B: 106@ += 0.5 // floating-point values 

:COPCAR_1867
00D6: if and
0019:   51@ > 3 // integer values 
001B:   8 > 51@ // integer values 
004D: jump_if_false @COPCAR_2252 
04B9: unknown_stuff 104@ 105@ 106@ 8.0 500.0 104@ 105@ 106@ 107@ 108@ 109@ 113@ 
00D6: if and
0043:   104@ == 0.0 // floating-point values 
0043:   105@ == 0.0 // floating-point values 
0043:   107@ == 0.0 // floating-point values 
0043:   108@ == 0.0 // floating-point values 
004D: jump_if_false @COPCAR_1996 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_1996
0087: 125@ = 107@ // floating-point values only 
0063: 125@ -= 104@ // floating-point values 
0087: 126@ = 108@ // floating-point values only 
0063: 126@ -= 105@ // floating-point values 
0087: 140@ = 125@ // floating-point values only 
006B: 140@ *= 125@ // floating-point values 
0087: 141@ = 126@ // floating-point values only 
006B: 141@ *= 126@ // floating-point values 
0087: 127@ = 140@ // floating-point values only 
005B: 127@ += 141@ // floating-point values 
01FB: 127@ = square_root 127@ 
0007: 149@ = 8.0 // floating-point values 
0073: 149@ /= 127@ // floating-point values 
0087: 140@ = 125@ // floating-point values only 
006B: 140@ *= 149@ // floating-point values 
0087: 107@ = 104@ // floating-point values only 
005B: 107@ += 140@ // floating-point values 
0087: 141@ = 126@ // floating-point values only 
006B: 141@ *= 149@ // floating-point values 
0087: 108@ = 105@ // floating-point values only 
005B: 108@ += 141@ // floating-point values 
0007: 149@ = 2.0 // floating-point values 
0073: 149@ /= 127@ // floating-point values 
0087: 140@ = 125@ // floating-point values only 
006B: 140@ *= 149@ // floating-point values 
005B: 104@ += 140@ // floating-point values 
0087: 141@ = 126@ // floating-point values only 
006B: 141@ *= 149@ // floating-point values 
005B: 105@ += 141@ // floating-point values 
000B: 106@ += 0.5 // floating-point values 
000B: 109@ += 0.5 // floating-point values 

:COPCAR_2252
00D6: if 
0019:   51@ > 7 // integer values 
004D: jump_if_false @COPCAR_2742 
04B9: unknown_stuff 104@ 105@ 106@ 13.0 500.0 104@ 105@ 106@ 110@ 111@ 112@ 113@ 
00D6: if and
0043:   104@ == 0.0 // floating-point values 
0043:   105@ == 0.0 // floating-point values 
0043:   110@ == 0.0 // floating-point values 
0043:   111@ == 0.0 // floating-point values 
004D: jump_if_false @COPCAR_2374 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2374
0087: 125@ = 110@ // floating-point values only 
0063: 125@ -= 104@ // floating-point values 
0087: 126@ = 111@ // floating-point values only 
0063: 126@ -= 105@ // floating-point values 
0087: 140@ = 125@ // floating-point values only 
006B: 140@ *= 125@ // floating-point values 
0087: 141@ = 126@ // floating-point values only 
006B: 141@ *= 126@ // floating-point values 
0087: 127@ = 140@ // floating-point values only 
005B: 127@ += 141@ // floating-point values 
01FB: 127@ = square_root 127@ 
0007: 149@ = 13.0 // floating-point values 
0073: 149@ /= 127@ // floating-point values 
0087: 140@ = 125@ // floating-point values only 
006B: 140@ *= 149@ // floating-point values 
0087: 110@ = 104@ // floating-point values only 
005B: 110@ += 140@ // floating-point values 
0087: 141@ = 126@ // floating-point values only 
006B: 141@ *= 149@ // floating-point values 
0087: 111@ = 105@ // floating-point values only 
005B: 111@ += 141@ // floating-point values 
0007: 149@ = 2.0 // floating-point values 
0073: 149@ /= 127@ // floating-point values 
0087: 140@ = 125@ // floating-point values only 
006B: 140@ *= 149@ // floating-point values 
005B: 104@ += 140@ // floating-point values 
0087: 141@ = 126@ // floating-point values only 
006B: 141@ *= 149@ // floating-point values 
005B: 105@ += 141@ // floating-point values 
0087: 107@ = 104@ // floating-point values only 
0063: 107@ -= 110@ // floating-point values 
0017: 107@ /= 2.0 // floating-point values 
005B: 107@ += 110@ // floating-point values 
0087: 108@ = 105@ // floating-point values only 
0063: 108@ -= 111@ // floating-point values 
0017: 108@ /= 2.0 // floating-point values 
005B: 108@ += 111@ // floating-point values 
0087: 109@ = 106@ // floating-point values only 
0063: 109@ -= 112@ // floating-point values 
0017: 109@ /= 2.0 // floating-point values 
005B: 109@ += 112@ // floating-point values 
000B: 106@ += 0.5 // floating-point values 
000B: 109@ += 0.5 // floating-point values 
000B: 112@ += 0.5 // floating-point values 

:COPCAR_2742
00D6: if 
0023:   1.0 > 106@ // floating-point values 
004D: jump_if_false @COPCAR_2774 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2774
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: 115@ = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point 104@ 105@ 
00D6: if or
0023:   150.0 > 115@ // floating-point values 
0021:   115@ > 800.0 // floating-point values 
004D: jump_if_false @COPCAR_2847 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2847
0652: $11008 = stat 181 // integer 
00D6: if 
0038:   $11008 == 0 // integer values 
004D: jump_if_false @COPCAR_3105 
00D6: if and
0023:   78.4427 > 104@ // floating-point values 
0023:   -699.519 > 105@ // floating-point values 
004D: jump_if_false @COPCAR_2915 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2915
00D6: if and
0023:   -252.6557 > 104@ // floating-point values 
0023:   -285.766 > 105@ // floating-point values 
004D: jump_if_false @COPCAR_2957 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2957
00D6: if 
0023:   -948.3447 > 104@ // floating-point values 
004D: jump_if_false @COPCAR_2989 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2989
00D6: if and
0021:   104@ > 1473.448 // floating-point values 
0021:   105@ > 403.7353 // floating-point values 
004D: jump_if_false @COPCAR_3031 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3031
00D6: if 
0021:   105@ > 578.6325 // floating-point values 
004D: jump_if_false @COPCAR_3063 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3063
00D6: if and
0023:   837.5551 > 104@ // floating-point values 
0021:   105@ > 347.4097 // floating-point values 
004D: jump_if_false @COPCAR_3105 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3105
00D6: if 
001A:   2 > $11008 // integer values 
004D: jump_if_false @COPCAR_3353 
00D6: if and
0021:   104@ > 1473.448 // floating-point values 
0021:   105@ > 403.7353 // floating-point values 
004D: jump_if_false @COPCAR_3165 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3165
00D6: if and
0021:   105@ > 578.6325 // floating-point values 
0021:   104@ > -1528.498 // floating-point values 
004D: jump_if_false @COPCAR_3207 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3207
00D6: if and
0023:   837.5551 > 104@ // floating-point values 
0021:   104@ > -1528.498 // floating-point values 
0021:   105@ > 347.4097 // floating-point values 
004D: jump_if_false @COPCAR_3259 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3259
00D6: if 
0021:   105@ > 1380.0 // floating-point values 
004D: jump_if_false @COPCAR_3291 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3291
00D6: if and
0021:   104@ > -2702.72 // floating-point values 
0021:   105@ > 1225.669 // floating-point values 
0023:   -2663.146 > 104@ // floating-point values 
0023:   1654.808 > 105@ // floating-point values 
004D: jump_if_false @COPCAR_3353 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3353
00D6: if and
0021:   104@ > -1735.751 // floating-point values 
0021:   105@ > -696.0117 // floating-point values 
0023:   -1192.817 > 104@ // floating-point values 
0023:   286.3584 > 105@ // floating-point values 
004D: jump_if_false @COPCAR_3415 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3415
00D6: if and
0021:   104@ > -1192.817 // floating-point values 
0021:   105@ > -521.9908 // floating-point values 
0023:   -1125.656 > 104@ // floating-point values 
0023:   536.9476 > 105@ // floating-point values 
004D: jump_if_false @COPCAR_3477 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3477
00D6: if and
0021:   104@ > -1125.656 // floating-point values 
0021:   105@ > -329.59 // floating-point values 
0023:   -1020.188 > 104@ // floating-point values 
0023:   536.9476 > 105@ // floating-point values 
004D: jump_if_false @COPCAR_3539 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3539
0099: $8224 = random_integer_0-to-65535 

:COPCAR_3544
00D6: if 
0038:   $8224 == 0 // integer values 
004D: jump_if_false @COPCAR_3574 
0099: $8224 = random_integer_0-to-65535 
0002: jump @COPCAR_3544 

:COPCAR_3574
00D6: if or
8248:   not model 90@ available 
8248:   not model 271@ available 
004D: jump_if_false @COPCAR_3638 
0001: wait 0 ms 
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @COPCAR_3631 
0002: jump @COPCAR_14808 

:COPCAR_3631
0002: jump @COPCAR_3574 

:COPCAR_3638
00A5: 35@ = create_car 90@ at 104@ 105@ 106@ 
0224: set_car 35@ health_to 800 
00AE: unknown_set_car 35@ to_ignore_traffic_lights 2 
00D6: if 
0019:   51@ > 3 // integer values 
004D: jump_if_false @COPCAR_3696 
048B: unknown_car 35@ timer $8224 

:COPCAR_3696
04BD: unknown_car 35@ 1 
0175: set_car 35@ z_angle_to 113@ 
0428: unknown_car 35@ flag 1 

:COPCAR_3718
00D6: if 
04F1:   unknown_car_check 35@ 
004D: jump_if_false @COPCAR_3800 
0001: wait 0 ms 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @COPCAR_3761 
0002: jump @COPCAR_14808 

:COPCAR_3761
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @COPCAR_3793 
0002: jump @COPCAR_14808 

:COPCAR_3793
0002: jump @COPCAR_3718 

:COPCAR_3800
0129: 36@ = create_actor 24 271@ in_car 35@ driverseat 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COPCAR_4020 
018A: 92@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 93@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 94@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 95@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 96@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 97@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 98@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 99@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 100@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 101@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 102@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 103@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
062F: 274@ = create_group_type 0 
062F: 275@ = create_group_type 0 
062F: 276@ = create_group_type 0 

:COPCAR_4020
0164: disable_marker 92@ 
0187: 92@ = create_marker_above_actor 36@ 
0085: 50@ = 36@ // integer values and handles 
0050: gosub @COPCAR_18090 
00D6: if 
0019:   51@ > 0 // integer values 
004D: jump_if_false @COPCAR_4144 
0632: release_group 274@ 
062F: 274@ = create_group_type 4 
0630: put_actor 36@ in_group 274@ as_leader 
06AD: unknown_group_use_entity 274@ 268@ 
01C8: 37@ = create_actor 24 271@ in_car 35@ passenger_seat 0 
0164: disable_marker 95@ 
0187: 95@ = create_marker_above_actor 37@ 
0085: 50@ = 37@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4151 

:COPCAR_4144
0006: 69@ = 1 // integer values 

:COPCAR_4151
00D6: if 
0019:   51@ > 1 // integer values 
004D: jump_if_false @COPCAR_4219 
01C8: 38@ = create_actor 24 271@ in_car 35@ passenger_seat 1 
0164: disable_marker 96@ 
0187: 96@ = create_marker_above_actor 38@ 
0085: 50@ = 38@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4226 

:COPCAR_4219
0006: 70@ = 1 // integer values 

:COPCAR_4226
00D6: if 
0019:   51@ > 2 // integer values 
004D: jump_if_false @COPCAR_4294 
01C8: 39@ = create_actor 24 271@ in_car 35@ passenger_seat 2 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 39@ 
0085: 50@ = 39@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4301 

:COPCAR_4294
0006: 71@ = 1 // integer values 

:COPCAR_4301
00D6: if 
0019:   51@ > 3 // integer values 
004D: jump_if_false @COPCAR_4511 
00A5: 40@ = create_car 90@ at 107@ 108@ 109@ 
04BD: unknown_car 40@ 1 
0175: set_car 40@ z_angle_to 113@ 
0428: unknown_car 40@ flag 1 
00AE: unknown_set_car 40@ to_ignore_traffic_lights 2 
0224: set_car 40@ health_to 800 
048B: unknown_car 40@ timer $8224 

:COPCAR_4381
00D6: if 
04F1:   unknown_car_check 40@ 
004D: jump_if_false @COPCAR_4463 
0001: wait 0 ms 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @COPCAR_4424 
0002: jump @COPCAR_14808 

:COPCAR_4424
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @COPCAR_4456 
0002: jump @COPCAR_14808 

:COPCAR_4456
0002: jump @COPCAR_4381 

:COPCAR_4463
0129: 41@ = create_actor 24 271@ in_car 40@ driverseat 
0085: 50@ = 41@ // integer values and handles 
0050: gosub @COPCAR_18090 
0164: disable_marker 93@ 
0187: 93@ = create_marker_above_actor 41@ 
0002: jump @COPCAR_4525 

:COPCAR_4511
0006: 82@ = 1 // integer values 
0006: 77@ = 1 // integer values 

:COPCAR_4525
00D6: if 
0019:   51@ > 4 // integer values 
004D: jump_if_false @COPCAR_4621 
0632: release_group 275@ 
062F: 275@ = create_group_type 4 
0630: put_actor 41@ in_group 275@ as_leader 
06AD: unknown_group_use_entity 275@ 268@ 
01C8: 42@ = create_actor 24 271@ in_car 40@ passenger_seat 0 
0164: disable_marker 98@ 
0187: 98@ = create_marker_above_actor 42@ 
0085: 50@ = 42@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4628 

:COPCAR_4621
0006: 78@ = 1 // integer values 

:COPCAR_4628
00D6: if 
0019:   51@ > 5 // integer values 
004D: jump_if_false @COPCAR_4696 
01C8: 43@ = create_actor 24 271@ in_car 40@ passenger_seat 1 
0164: disable_marker 99@ 
0187: 99@ = create_marker_above_actor 43@ 
0085: 50@ = 43@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4703 

:COPCAR_4696
0006: 79@ = 1 // integer values 

:COPCAR_4703
00D6: if 
0019:   51@ > 6 // integer values 
004D: jump_if_false @COPCAR_4771 
01C8: 44@ = create_actor 24 271@ in_car 40@ passenger_seat 2 
0164: disable_marker 100@ 
0187: 100@ = create_marker_above_actor 44@ 
0085: 50@ = 44@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4778 

:COPCAR_4771
0006: 80@ = 1 // integer values 

:COPCAR_4778
00D6: if 
0019:   51@ > 7 // integer values 
004D: jump_if_false @COPCAR_4988 
00A5: 45@ = create_car 90@ at 110@ 111@ 112@ 
04BD: unknown_car 45@ 1 
0175: set_car 45@ z_angle_to 113@ 
0428: unknown_car 45@ flag 1 
00AE: unknown_set_car 45@ to_ignore_traffic_lights 2 
0224: set_car 45@ health_to 800 
048B: unknown_car 45@ timer $8224 

:COPCAR_4858
00D6: if 
04F1:   unknown_car_check 45@ 
004D: jump_if_false @COPCAR_4940 
0001: wait 0 ms 
00D6: if 
0119:   car 45@ wrecked 
004D: jump_if_false @COPCAR_4901 
0002: jump @COPCAR_14808 

:COPCAR_4901
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @COPCAR_4933 
0002: jump @COPCAR_14808 

:COPCAR_4933
0002: jump @COPCAR_4858 

:COPCAR_4940
0129: 46@ = create_actor 24 271@ in_car 45@ driverseat 
0085: 50@ = 46@ // integer values and handles 
0050: gosub @COPCAR_18090 
0164: disable_marker 94@ 
0187: 94@ = create_marker_above_actor 46@ 
0002: jump @COPCAR_5002 

:COPCAR_4988
0006: 89@ = 1 // integer values 
0006: 84@ = 1 // integer values 

:COPCAR_5002
00D6: if 
0019:   51@ > 8 // integer values 
004D: jump_if_false @COPCAR_5098 
0632: release_group 276@ 
062F: 276@ = create_group_type 4 
0630: put_actor 46@ in_group 276@ as_leader 
06AD: unknown_group_use_entity 276@ 268@ 
01C8: 47@ = create_actor 24 271@ in_car 45@ passenger_seat 0 
0164: disable_marker 101@ 
0187: 101@ = create_marker_above_actor 47@ 
0085: 50@ = 47@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_5105 

:COPCAR_5098
0006: 85@ = 1 // integer values 

:COPCAR_5105
00D6: if 
0019:   51@ > 9 // integer values 
004D: jump_if_false @COPCAR_5173 
01C8: 48@ = create_actor 24 271@ in_car 45@ passenger_seat 1 
0164: disable_marker 102@ 
0187: 102@ = create_marker_above_actor 48@ 
0085: 50@ = 48@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_5180 

:COPCAR_5173
0006: 86@ = 1 // integer values 

:COPCAR_5180
00D6: if 
0019:   51@ > 10 // integer values 
004D: jump_if_false @COPCAR_5248 
01C8: 49@ = create_actor 24 271@ in_car 45@ passenger_seat 2 
0164: disable_marker 103@ 
0187: 103@ = create_marker_above_actor 49@ 
0085: 50@ = 49@ // integer values and handles 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_5255 

:COPCAR_5248
0006: 87@ = 1 // integer values 

:COPCAR_5255
0249: release_model 90@ 
0249: release_model 271@ 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_5295 
00A0: store_actor 36@ position_to 116@ 117@ $TEMPVAR_FLOAT_3 

:COPCAR_5295
0843: get_zone_name_from_coords 116@ 117@ $TEMPVAR_FLOAT_3 as_string s$8225 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @COPCAR_5353 
0384: text_1string 'C_BREIF' s$8225 5000 ms 1  // A ~r~gyanustottat ~s~ utoljra ~a~ krnykn lttk.
0002: jump @COPCAR_5372 

:COPCAR_5353
0384: text_1string 'C_BREIS' s$8225 5000 ms 1  // A ~r~gyanustottakat ~s~ utoljra a ~a~ krnykn lttk.

:COPCAR_5372
03AA: play_suspect_last_seen_at 116@ 117@ $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0086: $3404 = $TEMPVAR_X_COORD // floating-point values only 
0067: $3404 -= 116@ // floating-point values 
0086: $3405 = $TEMPVAR_Y_COORD // floating-point values only 
0067: $3405 -= 117@ // floating-point values 
0069: $3404 *= $3404 // floating-point values 
0069: $3405 *= $3405 // floating-point values 
0089: 114@ = $3405 // floating-point values only 
005D: 114@ += $3405 // floating-point values 
01FB: 114@ = square_root 114@ 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @COPCAR_5505 
0007: 142@ = 8.0 // floating-point values 
0002: jump @COPCAR_5515 

:COPCAR_5505
0007: 142@ = 4.0 // floating-point values 

:COPCAR_5515
005B: 142@ += 144@ // floating-point values 
0073: 114@ /= 142@ // floating-point values 
0013: 114@ *= 1000.0 // floating-point values 
0092: 63@ = float_to_integer 114@ 
00D6: if 
001B:   40000 > 63@ // integer values 
004D: jump_if_false @COPCAR_5580 
0006: 63@ = 40000 // integer values 

:COPCAR_5580
005E: $8222 += 63@ // integer values 
0016: 63@ /= 1000 // integer values 
008A: $8227 = 51@ // integer values and handles 
0008: $8227 += 1 // integer values 
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @COPCAR_5659 
09EE: (unknown) 1 
01E3: text_1number_styled 'A_TIME' 63@ 4000 ms 6  // +~1~ msodperc
0002: jump @COPCAR_5757 

:COPCAR_5659
00D6: if 
001A:   45000 > $8222 // integer values 
004D: jump_if_false @COPCAR_5690 
0004: $8222 = 45000 // integer values 

:COPCAR_5690
0008: $8222 += 30000 // integer values 
03C3: set_timer_with_text_to $8222 type 1 text 'COPTIME'  // FENNMARAD ID
0006: 65@ = 1 // integer values 
04F7: status_text $8227 0 line 1 'COPLEVL'  // SZINT
04F7: status_text $8223 0 line 2 'KILLS'  // LECSUKVA

:COPCAR_5757
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 72@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
008B: 81@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
008B: 88@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
00D6: if 
001B:   13 > 51@ // integer values 
004D: jump_if_false @COPCAR_5814 
000B: 144@ += 0.1 // floating-point values 

:COPCAR_5814
0396: 0 useless_flag 

:COPCAR_5818
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @COPCAR_5873 
0002: jump @COPCAR_14808 

:COPCAR_5873
00D6: if or
0039:   269@ == -1 // integer values 
0039:   74@ == -1 // integer values 
0039:   83@ == -1 // integer values 
004D: jump_if_false @COPCAR_5912 
0006: 52@ = 1 // integer values 

:COPCAR_5912
000A: 270@ += 1 // integer values 
00D6: if 
0019:   270@ > 2 // integer values 
004D: jump_if_false @COPCAR_5944 
0006: 270@ = 0 // integer values 

:COPCAR_5944
00D6: if 
0039:   270@ == 0 // integer values 
004D: jump_if_false @COPCAR_8260 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_7330 
00D6: if 
0449:   actor 36@ in_a_car 
004D: jump_if_false @COPCAR_6784 
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
03C0: 35@ = actor 36@ car 
00D6: if 
0039:   269@ == -1 // integer values 
004D: jump_if_false @COPCAR_6112 
046D: 55@ = unknown_actor 36@ car car_seats 
00D6: if 
0019:   55@ > 0 // integer values 
004D: jump_if_false @COPCAR_6097 
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_6074 
07B3: (unknown) 274@ 4 

:COPCAR_6074
008B: 72@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 72@ += 2000 // integer values 
0002: jump @COPCAR_6105 

:COPCAR_6097
008B: 72@ = $CURRENT_TIME_IN_MS2 // integer values and handles 

:COPCAR_6105
0006: 269@ = 0 // integer values 

:COPCAR_6112
00D6: if 
0039:   269@ == 0 // integer values 
004D: jump_if_false @COPCAR_6201 
00D6: if or
001E:   $CURRENT_TIME_IN_MS2 > 72@ // integer values 
07D6:   72@ $CURRENT_TIME_IN_MS2 
004D: jump_if_false @COPCAR_6201 
00AD: set_car 35@ max_speed_to 100.0 
00AE: unknown_set_car 35@ to_ignore_traffic_lights 2 
00A8: set_car 35@ to_psycho_driver 
008B: 66@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0006: 269@ = 1 // integer values 
0006: 67@ = 0 // integer values 

:COPCAR_6201
00D6: if 
0019:   269@ > 0 // integer values 
004D: jump_if_false @COPCAR_6777 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @COPCAR_6275 
062E: (unknown) 36@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_6275 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6275
0085: 153@ = 35@ // integer values and handles 
0085: 154@ = 67@ // integer values and handles 
0085: 155@ = 66@ // integer values and handles 
0087: 150@ = 145@ // floating-point values only 
0087: 151@ = 146@ // floating-point values only 
0087: 152@ = 147@ // floating-point values only 
00D6: if 
0021:   148@ > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_6351 
0050: gosub @COPCAR_16118 

:COPCAR_6351
0085: 67@ = 154@ // integer values and handles 
0085: 66@ = 155@ // integer values and handles 
0087: 145@ = 150@ // floating-point values only 
0087: 146@ = 151@ // floating-point values only 
0087: 147@ = 152@ // floating-point values only 
00D6: if 
0039:   67@ == -9 // integer values 
004D: jump_if_false @COPCAR_6481 
062E: (unknown) 36@ 1498 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_6474 
00A0: store_actor 36@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 36@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 1500 

:COPCAR_6474
0006: 67@ = 0 // integer values 

:COPCAR_6481
00D6: if 
8185:   not car 35@ health >= 251 
004D: jump_if_false @COPCAR_6588 
062E: (unknown) 36@ 1498 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_6565 
00A0: store_actor 36@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 36@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 1500 

:COPCAR_6565
008B: 72@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 72@ += 2000 // integer values 
0002: jump @COPCAR_6596 

:COPCAR_6588
008B: 72@ = $CURRENT_TIME_IN_MS2 // integer values and handles 

:COPCAR_6596
0050: gosub @COPCAR_16755 
00A0: store_actor 36@ position_to 116@ 117@ $TEMPVAR_FLOAT_3 
0086: $3404 = $TEMPVAR_X_COORD // floating-point values only 
0067: $3404 -= 116@ // floating-point values 
0086: $3405 = $TEMPVAR_Y_COORD // floating-point values only 
0067: $3405 -= 117@ // floating-point values 
0069: $3404 *= $3404 // floating-point values 
0069: $3405 *= $3405 // floating-point values 
0089: 149@ = $3404 // floating-point values only 
005D: 149@ += $3405 // floating-point values 
01FB: 149@ = square_root 149@ 
0007: 148@ = 1000.0 // floating-point values 
0073: 148@ /= 149@ // floating-point values 
00D6: if 
0021:   148@ > 100.0 // floating-point values 
004D: jump_if_false @COPCAR_6738 
0007: 148@ = 100.0 // floating-point values 

:COPCAR_6738
00D6: if 
0023:   15.0 > 148@ // floating-point values 
004D: jump_if_false @COPCAR_6769 
0007: 148@ = 15.0 // floating-point values 

:COPCAR_6769
00AD: set_car 35@ max_speed_to 148@ 

:COPCAR_6777
0002: jump @COPCAR_7323 

:COPCAR_6784
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_6807 
07B3: (unknown) 274@ 0 

:COPCAR_6807
0006: 269@ = -1 // integer values 
0050: gosub @COPCAR_16755 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 72@ // integer values 
004D: jump_if_false @COPCAR_7323 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 45.0 45.0 0 
004D: jump_if_false @COPCAR_7168 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_6931 
062E: (unknown) 36@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_6924 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6924
0002: jump @COPCAR_7161 

:COPCAR_6931
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_7006 
062E: (unknown) 36@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_6999 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6999
0002: jump @COPCAR_7161 

:COPCAR_7006
0085: 156@ = 36@ // integer values and handles 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_7154 
00D6: if 
0185:   car 35@ health >= 400 
004D: jump_if_false @COPCAR_7140 
00D6: if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @COPCAR_7126 
062E: (unknown) 36@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_7119 
05CB: AS_actor 36@ enter_car_as_driver 35@ -2 ms 

:COPCAR_7119
0002: jump @COPCAR_7133 

:COPCAR_7126
0050: gosub @COPCAR_15328 

:COPCAR_7133
0002: jump @COPCAR_7147 

:COPCAR_7140
0050: gosub @COPCAR_15328 

:COPCAR_7147
0002: jump @COPCAR_7161 

:COPCAR_7154
0050: gosub @COPCAR_15328 

:COPCAR_7161
0002: jump @COPCAR_7323 

:COPCAR_7168
0085: 156@ = 36@ // integer values and handles 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_7316 
00D6: if 
0185:   car 35@ health >= 400 
004D: jump_if_false @COPCAR_7302 
00D6: if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @COPCAR_7288 
062E: (unknown) 36@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_7281 
05CB: AS_actor 36@ enter_car_as_driver 35@ -2 ms 

:COPCAR_7281
0002: jump @COPCAR_7295 

:COPCAR_7288
0050: gosub @COPCAR_15328 

:COPCAR_7295
0002: jump @COPCAR_7309 

:COPCAR_7302
0050: gosub @COPCAR_15328 

:COPCAR_7309
0002: jump @COPCAR_7323 

:COPCAR_7316
0050: gosub @COPCAR_15328 

:COPCAR_7323
0002: jump @COPCAR_7920 

:COPCAR_7330
0164: disable_marker 92@ 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 36@ = -1 // integer values 
00D6: if 
0039:   68@ == 0 // integer values 
004D: jump_if_false @COPCAR_7406 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 68@ = 1 // integer values 

:COPCAR_7406
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_7920 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @COPCAR_7571 
00D6: if 
86EE:   not actor 37@ in_group 274@ 
004D: jump_if_false @COPCAR_7501 
062E: (unknown) 37@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_7494 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_7494
0002: jump @COPCAR_7564 

:COPCAR_7501
00D6: if 
06EF:   actor 37@ leading_group 274@ 
004D: jump_if_false @COPCAR_7564 
0085: 36@ = 37@ // integer values and handles 
0006: 37@ = -1 // integer values 
0006: 68@ = 0 // integer values 
0006: 69@ = 1 // integer values 
0085: 92@ = 95@ // integer values and handles 
0006: 95@ = -1 // integer values 

:COPCAR_7564
0002: jump @COPCAR_7588 

:COPCAR_7571
0164: disable_marker 95@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 // integer values 

:COPCAR_7588
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @COPCAR_7737 
00D6: if 
86EE:   not actor 38@ in_group 274@ 
004D: jump_if_false @COPCAR_7667 
062E: (unknown) 38@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_7660 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_7660
0002: jump @COPCAR_7730 

:COPCAR_7667
00D6: if 
06EF:   actor 38@ leading_group 274@ 
004D: jump_if_false @COPCAR_7730 
0085: 36@ = 38@ // integer values and handles 
0006: 38@ = -1 // integer values 
0006: 68@ = 0 // integer values 
0006: 70@ = 1 // integer values 
0085: 92@ = 96@ // integer values and handles 
0006: 96@ = -1 // integer values 

:COPCAR_7730
0002: jump @COPCAR_7754 

:COPCAR_7737
0164: disable_marker 96@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 // integer values 

:COPCAR_7754
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @COPCAR_7903 
00D6: if 
86EE:   not actor 39@ in_group 274@ 
004D: jump_if_false @COPCAR_7833 
062E: (unknown) 39@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_7826 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_7826
0002: jump @COPCAR_7896 

:COPCAR_7833
00D6: if 
06EF:   actor 39@ leading_group 274@ 
004D: jump_if_false @COPCAR_7896 
0085: 36@ = 39@ // integer values and handles 
0006: 39@ = -1 // integer values 
0006: 68@ = 0 // integer values 
0006: 71@ = 1 // integer values 
0085: 92@ = 97@ // integer values and handles 
0006: 97@ = -1 // integer values 

:COPCAR_7896
0002: jump @COPCAR_7920 

:COPCAR_7903
0164: disable_marker 97@ 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 // integer values 

:COPCAR_7920
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @COPCAR_8012 
00D6: if 
0039:   69@ == 0 // integer values 
004D: jump_if_false @COPCAR_8012 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 // integer values 
0164: disable_marker 95@ 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 69@ = 1 // integer values 

:COPCAR_8012
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @COPCAR_8104 
00D6: if 
0039:   70@ == 0 // integer values 
004D: jump_if_false @COPCAR_8104 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 // integer values 
0164: disable_marker 96@ 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 70@ = 1 // integer values 

:COPCAR_8104
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @COPCAR_8196 
00D6: if 
0039:   71@ == 0 // integer values 
004D: jump_if_false @COPCAR_8196 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 // integer values 
0164: disable_marker 97@ 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 71@ = 1 // integer values 

:COPCAR_8196
00D6: if 
0039:   73@ == 0 // integer values 
004D: jump_if_false @COPCAR_8260 
00D6: if and
0039:   68@ == 1 // integer values 
0039:   69@ == 1 // integer values 
0039:   70@ == 1 // integer values 
0039:   71@ == 1 // integer values 
004D: jump_if_false @COPCAR_8260 
0006: 73@ = 1 // integer values 

:COPCAR_8260
00D6: if 
0039:   270@ == 1 // integer values 
004D: jump_if_false @COPCAR_11091 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @COPCAR_10161 
00D6: if 
0449:   actor 41@ in_a_car 
004D: jump_if_false @COPCAR_9615 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
03C0: 40@ = actor 41@ car 
00D6: if 
0039:   74@ == -1 // integer values 
004D: jump_if_false @COPCAR_8428 
046D: 55@ = unknown_actor 41@ car car_seats 
00D6: if 
0019:   55@ > 0 // integer values 
004D: jump_if_false @COPCAR_8413 
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_8390 
07B3: (unknown) 275@ 4 

:COPCAR_8390
008B: 81@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 81@ += 2000 // integer values 
0002: jump @COPCAR_8421 

:COPCAR_8413
008B: 81@ = $CURRENT_TIME_IN_MS2 // integer values and handles 

:COPCAR_8421
0006: 74@ = 0 // integer values 

:COPCAR_8428
00D6: if 
0039:   74@ == 0 // integer values 
004D: jump_if_false @COPCAR_8587 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 81@ // integer values 
004D: jump_if_false @COPCAR_8587 
00AD: set_car 40@ max_speed_to 100.0 
00AE: unknown_set_car 40@ to_ignore_traffic_lights 2 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @COPCAR_8535 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_8528 
00A8: set_car 40@ to_psycho_driver 
0002: jump @COPCAR_8535 

:COPCAR_8528
0006: 52@ = 1 // integer values 

:COPCAR_8535
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @COPCAR_8565 
04BD: unknown_car 40@ 0 
00A8: set_car 40@ to_psycho_driver 

:COPCAR_8565
008B: 75@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0006: 74@ = 1 // integer values 
0006: 76@ = 0 // integer values 

:COPCAR_8587
00D6: if 
0019:   74@ > 0 // integer values 
004D: jump_if_false @COPCAR_9608 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @COPCAR_8661 
062E: (unknown) 41@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_8661 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_8661
0085: 153@ = 40@ // integer values and handles 
0085: 154@ = 76@ // integer values and handles 
0085: 155@ = 75@ // integer values and handles 
0087: 150@ = 164@ // floating-point values only 
0087: 151@ = 165@ // floating-point values only 
0087: 152@ = 166@ // floating-point values only 
00D6: if 
0021:   167@ > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_8737 
0050: gosub @COPCAR_16118 

:COPCAR_8737
0085: 76@ = 154@ // integer values and handles 
0085: 75@ = 155@ // integer values and handles 
0087: 164@ = 150@ // floating-point values only 
0087: 165@ = 151@ // floating-point values only 
0087: 166@ = 152@ // floating-point values only 
00D6: if 
0039:   76@ == -9 // integer values 
004D: jump_if_false @COPCAR_8867 
062E: (unknown) 41@ 1498 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_8860 
00A0: store_actor 41@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 41@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 1500 

:COPCAR_8860
0006: 76@ = 0 // integer values 

:COPCAR_8867
00D6: if 
8185:   not car 40@ health >= 400 
004D: jump_if_false @COPCAR_8923 
062E: (unknown) 41@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_8923 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_8923
00D6: if 
8185:   not car 40@ health >= 251 
004D: jump_if_false @COPCAR_9030 
062E: (unknown) 41@ 1498 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_9007 
00A0: store_actor 41@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 41@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 1500 

:COPCAR_9007
008B: 81@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 81@ += 2000 // integer values 
0002: jump @COPCAR_9038 

:COPCAR_9030
008B: 81@ = $CURRENT_TIME_IN_MS2 // integer values and handles 

:COPCAR_9038
0050: gosub @COPCAR_17200 
00A0: store_actor 41@ position_to 162@ 163@ $TEMPVAR_FLOAT_3 
0086: $3404 = $TEMPVAR_X_COORD // floating-point values only 
0067: $3404 -= 162@ // floating-point values 
0086: $3405 = $TEMPVAR_Y_COORD // floating-point values only 
0067: $3405 -= 163@ // floating-point values 
0069: $3404 *= $3404 // floating-point values 
0069: $3405 *= $3405 // floating-point values 
0089: 149@ = $3404 // floating-point values only 
005D: 149@ += $3405 // floating-point values 
01FB: 149@ = square_root 149@ 
0007: 167@ = 1000.0 // floating-point values 
0073: 167@ /= 149@ // floating-point values 
00D6: if 
0021:   167@ > 100.0 // floating-point values 
004D: jump_if_false @COPCAR_9180 
0007: 167@ = 100.0 // floating-point values 

:COPCAR_9180
00D6: if 
0023:   15.0 > 167@ // floating-point values 
004D: jump_if_false @COPCAR_9211 
0007: 167@ = 15.0 // floating-point values 

:COPCAR_9211
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @COPCAR_9563 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_9551 
0085: 157@ = 40@ // integer values and handles 
0085: 158@ = 35@ // integer values and handles 
0050: gosub @COPCAR_15115 
0087: 167@ = 124@ // floating-point values only 
02F8: 138@ = vehicle 40@ z_angle_sine 
02F9: 139@ = vehicle 40@ z_angle_cosine 
00AA: store_car 35@ position_to 132@ 133@ $TEMPVAR_FLOAT_3 
00AA: store_car 40@ position_to 134@ 135@ $TEMPVAR_FLOAT_3 
0087: 120@ = 134@ // floating-point values only 
0063: 120@ -= 132@ // floating-point values 
006B: 138@ *= 120@ // floating-point values 
0087: 121@ = 135@ // floating-point values only 
0063: 121@ -= 133@ // floating-point values 
006B: 139@ *= 121@ // floating-point values 
0087: 128@ = 138@ // floating-point values only 
005B: 128@ += 139@ // floating-point values 
02F8: 138@ = vehicle 35@ z_angle_sine 
02F9: 139@ = vehicle 35@ z_angle_cosine 
00AA: store_car 40@ position_to 134@ 135@ $TEMPVAR_FLOAT_3 
00AA: store_car 35@ position_to 132@ 133@ $TEMPVAR_FLOAT_3 
0087: 120@ = 132@ // floating-point values only 
0063: 120@ -= 134@ // floating-point values 
006B: 138@ *= 120@ // floating-point values 
0087: 121@ = 133@ // floating-point values only 
0063: 121@ -= 135@ // floating-point values 
006B: 139@ *= 121@ // floating-point values 
0087: 129@ = 138@ // floating-point values only 
005B: 129@ += 139@ // floating-point values 
00D6: if 
0021:   128@ > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_9544 
00D6: if 
0023:   0.0 > 129@ // floating-point values 
004D: jump_if_false @COPCAR_9544 
0007: 167@ = 0.0 // floating-point values 

:COPCAR_9544
0002: jump @COPCAR_9563 

:COPCAR_9551
00A8: set_car 40@ to_psycho_driver 
0006: 52@ = 1 // integer values 

:COPCAR_9563
00D6: if 
0043:   167@ == 0.0 // floating-point values 
004D: jump_if_false @COPCAR_9600 
0477: set_car 40@ animation 1 17 ms 
0002: jump @COPCAR_9608 

:COPCAR_9600
00AD: set_car 40@ max_speed_to 167@ 

:COPCAR_9608
0002: jump @COPCAR_10154 

:COPCAR_9615
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_9638 
07B3: (unknown) 275@ 0 

:COPCAR_9638
0006: 74@ = -1 // integer values 
0050: gosub @COPCAR_17200 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 81@ // integer values 
004D: jump_if_false @COPCAR_10154 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_9999 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_9762 
062E: (unknown) 41@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_9755 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_9755
0002: jump @COPCAR_9992 

:COPCAR_9762
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 25.0 25.0 0 
004D: jump_if_false @COPCAR_9837 
062E: (unknown) 41@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_9830 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_9830
0002: jump @COPCAR_9992 

:COPCAR_9837
0085: 156@ = 41@ // integer values and handles 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_9985 
00D6: if 
0185:   car 40@ health >= 400 
004D: jump_if_false @COPCAR_9971 
00D6: if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @COPCAR_9957 
062E: (unknown) 41@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_9950 
05CB: AS_actor 41@ enter_car_as_driver 40@ -2 ms 

:COPCAR_9950
0002: jump @COPCAR_9964 

:COPCAR_9957
0050: gosub @COPCAR_15328 

:COPCAR_9964
0002: jump @COPCAR_9978 

:COPCAR_9971
0050: gosub @COPCAR_15328 

:COPCAR_9978
0002: jump @COPCAR_9992 

:COPCAR_9985
0050: gosub @COPCAR_15328 

:COPCAR_9992
0002: jump @COPCAR_10154 

:COPCAR_9999
0085: 156@ = 41@ // integer values and handles 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_10147 
00D6: if 
0185:   car 40@ health >= 400 
004D: jump_if_false @COPCAR_10133 
00D6: if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @COPCAR_10119 
062E: (unknown) 41@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_10112 
05CB: AS_actor 41@ enter_car_as_driver 40@ -2 ms 

:COPCAR_10112
0002: jump @COPCAR_10126 

:COPCAR_10119
0050: gosub @COPCAR_15328 

:COPCAR_10126
0002: jump @COPCAR_10140 

:COPCAR_10133
0050: gosub @COPCAR_15328 

:COPCAR_10140
0002: jump @COPCAR_10154 

:COPCAR_10147
0050: gosub @COPCAR_15328 

:COPCAR_10154
0002: jump @COPCAR_10751 

:COPCAR_10161
0164: disable_marker 93@ 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0006: 41@ = -1 // integer values 
00D6: if 
0039:   77@ == 0 // integer values 
004D: jump_if_false @COPCAR_10237 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 77@ = 1 // integer values 

:COPCAR_10237
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_10751 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @COPCAR_10402 
00D6: if 
86EE:   not actor 42@ in_group 275@ 
004D: jump_if_false @COPCAR_10332 
062E: (unknown) 42@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_10325 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_10325
0002: jump @COPCAR_10395 

:COPCAR_10332
00D6: if 
06EF:   actor 42@ leading_group 275@ 
004D: jump_if_false @COPCAR_10395 
0085: 41@ = 42@ // integer values and handles 
0006: 42@ = -1 // integer values 
0006: 77@ = 0 // integer values 
0006: 78@ = 1 // integer values 
0085: 93@ = 98@ // integer values and handles 
0006: 98@ = -1 // integer values 

:COPCAR_10395
0002: jump @COPCAR_10419 

:COPCAR_10402
0164: disable_marker 98@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 // integer values 

:COPCAR_10419
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @COPCAR_10568 
00D6: if 
86EE:   not actor 43@ in_group 275@ 
004D: jump_if_false @COPCAR_10498 
062E: (unknown) 43@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_10491 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_10491
0002: jump @COPCAR_10561 

:COPCAR_10498
00D6: if 
06EF:   actor 43@ leading_group 275@ 
004D: jump_if_false @COPCAR_10561 
0085: 41@ = 43@ // integer values and handles 
0006: 43@ = -1 // integer values 
0006: 77@ = 0 // integer values 
0006: 79@ = 1 // integer values 
0085: 93@ = 99@ // integer values and handles 
0006: 99@ = -1 // integer values 

:COPCAR_10561
0002: jump @COPCAR_10585 

:COPCAR_10568
0164: disable_marker 99@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 // integer values 

:COPCAR_10585
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @COPCAR_10734 
00D6: if 
86EE:   not actor 44@ in_group 275@ 
004D: jump_if_false @COPCAR_10664 
062E: (unknown) 44@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_10657 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_10657
0002: jump @COPCAR_10727 

:COPCAR_10664
00D6: if 
06EF:   actor 44@ leading_group 275@ 
004D: jump_if_false @COPCAR_10727 
0085: 41@ = 44@ // integer values and handles 
0006: 44@ = -1 // integer values 
0006: 77@ = 0 // integer values 
0006: 80@ = 1 // integer values 
0085: 93@ = 100@ // integer values and handles 
0006: 100@ = -1 // integer values 

:COPCAR_10727
0002: jump @COPCAR_10751 

:COPCAR_10734
0164: disable_marker 100@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 // integer values 

:COPCAR_10751
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @COPCAR_10843 
00D6: if 
0039:   78@ == 0 // integer values 
004D: jump_if_false @COPCAR_10843 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 // integer values 
0164: disable_marker 98@ 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 78@ = 1 // integer values 

:COPCAR_10843
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @COPCAR_10935 
00D6: if 
0039:   79@ == 0 // integer values 
004D: jump_if_false @COPCAR_10935 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 // integer values 
0164: disable_marker 99@ 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 79@ = 1 // integer values 

:COPCAR_10935
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @COPCAR_11027 
00D6: if 
0039:   80@ == 0 // integer values 
004D: jump_if_false @COPCAR_11027 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 // integer values 
0164: disable_marker 100@ 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 80@ = 1 // integer values 

:COPCAR_11027
00D6: if 
0039:   82@ == 0 // integer values 
004D: jump_if_false @COPCAR_11091 
00D6: if and
0039:   77@ == 1 // integer values 
0039:   78@ == 1 // integer values 
0039:   79@ == 1 // integer values 
0039:   80@ == 1 // integer values 
004D: jump_if_false @COPCAR_11091 
0006: 82@ = 1 // integer values 

:COPCAR_11091
00D6: if 
0039:   270@ == 2 // integer values 
004D: jump_if_false @COPCAR_13922 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @COPCAR_12992 
00D6: if 
0449:   actor 46@ in_a_car 
004D: jump_if_false @COPCAR_12446 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
03C0: 45@ = actor 46@ car 
00D6: if 
0039:   83@ == -1 // integer values 
004D: jump_if_false @COPCAR_11259 
046D: 55@ = unknown_actor 46@ car car_seats 
00D6: if 
0019:   55@ > 0 // integer values 
004D: jump_if_false @COPCAR_11244 
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_11221 
07B3: (unknown) 276@ 4 

:COPCAR_11221
008B: 88@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 88@ += 2000 // integer values 
0002: jump @COPCAR_11252 

:COPCAR_11244
008B: 88@ = $CURRENT_TIME_IN_MS2 // integer values and handles 

:COPCAR_11252
0006: 83@ = 0 // integer values 

:COPCAR_11259
00D6: if 
0039:   83@ == 0 // integer values 
004D: jump_if_false @COPCAR_11418 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 88@ // integer values 
004D: jump_if_false @COPCAR_11418 
00AD: set_car 45@ max_speed_to 100.0 
00AE: unknown_set_car 45@ to_ignore_traffic_lights 2 
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @COPCAR_11366 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_11359 
00A8: set_car 45@ to_psycho_driver 
0002: jump @COPCAR_11366 

:COPCAR_11359
0006: 52@ = 1 // integer values 

:COPCAR_11366
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @COPCAR_11396 
04BD: unknown_car 45@ 0 
00A8: set_car 45@ to_psycho_driver 

:COPCAR_11396
008B: 174@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0006: 83@ = 1 // integer values 
0006: 175@ = 0 // integer values 

:COPCAR_11418
00D6: if 
0019:   83@ > 0 // integer values 
004D: jump_if_false @COPCAR_12439 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
004D: jump_if_false @COPCAR_11492 
062E: (unknown) 46@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_11492 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_11492
0085: 153@ = 45@ // integer values and handles 
0085: 154@ = 175@ // integer values and handles 
0085: 155@ = 174@ // integer values and handles 
0087: 150@ = 170@ // floating-point values only 
0087: 151@ = 171@ // floating-point values only 
0087: 152@ = 172@ // floating-point values only 
00D6: if 
0021:   173@ > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_11568 
0050: gosub @COPCAR_16118 

:COPCAR_11568
0085: 175@ = 154@ // integer values and handles 
0085: 174@ = 155@ // integer values and handles 
0087: 170@ = 150@ // floating-point values only 
0087: 171@ = 151@ // floating-point values only 
0087: 172@ = 152@ // floating-point values only 
00D6: if 
0039:   175@ == -9 // integer values 
004D: jump_if_false @COPCAR_11698 
062E: (unknown) 46@ 1498 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_11691 
00A0: store_actor 46@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 46@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 1500 

:COPCAR_11691
0006: 175@ = 0 // integer values 

:COPCAR_11698
00D6: if 
8185:   not car 45@ health >= 400 
004D: jump_if_false @COPCAR_11754 
062E: (unknown) 46@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_11754 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_11754
00D6: if 
8185:   not car 45@ health >= 251 
004D: jump_if_false @COPCAR_11861 
062E: (unknown) 46@ 1498 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_11838 
00A0: store_actor 46@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: (unknown) 46@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 15.0 1500 

:COPCAR_11838
008B: 88@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 88@ += 2000 // integer values 
0002: jump @COPCAR_11869 

:COPCAR_11861
008B: 88@ = $CURRENT_TIME_IN_MS2 // integer values and handles 

:COPCAR_11869
0050: gosub @COPCAR_17645 
00A0: store_actor 46@ position_to 168@ 169@ $TEMPVAR_FLOAT_3 
0086: $3404 = $TEMPVAR_X_COORD // floating-point values only 
0067: $3404 -= 168@ // floating-point values 
0086: $3405 = $TEMPVAR_Y_COORD // floating-point values only 
0067: $3405 -= 169@ // floating-point values 
0069: $3404 *= $3404 // floating-point values 
0069: $3405 *= $3405 // floating-point values 
0089: 149@ = $3404 // floating-point values only 
005D: 149@ += $3405 // floating-point values 
01FB: 149@ = square_root 149@ 
0007: 173@ = 1000.0 // floating-point values 
0073: 173@ /= 149@ // floating-point values 
00D6: if 
0021:   173@ > 100.0 // floating-point values 
004D: jump_if_false @COPCAR_12011 
0007: 173@ = 100.0 // floating-point values 

:COPCAR_12011
00D6: if 
0023:   15.0 > 173@ // floating-point values 
004D: jump_if_false @COPCAR_12042 
0007: 173@ = 15.0 // floating-point values 

:COPCAR_12042
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @COPCAR_12394 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_12382 
0085: 157@ = 45@ // integer values and handles 
0085: 158@ = 40@ // integer values and handles 
0050: gosub @COPCAR_15115 
0087: 173@ = 124@ // floating-point values only 
02F8: 138@ = vehicle 45@ z_angle_sine 
02F9: 139@ = vehicle 45@ z_angle_cosine 
00AA: store_car 40@ position_to 134@ 135@ $TEMPVAR_FLOAT_3 
00AA: store_car 45@ position_to 136@ 137@ $TEMPVAR_FLOAT_3 
0087: 120@ = 136@ // floating-point values only 
0063: 120@ -= 134@ // floating-point values 
006B: 138@ *= 120@ // floating-point values 
0087: 121@ = 137@ // floating-point values only 
0063: 121@ -= 135@ // floating-point values 
006B: 139@ *= 121@ // floating-point values 
0087: 130@ = 138@ // floating-point values only 
005B: 130@ += 139@ // floating-point values 
02F8: 138@ = vehicle 40@ z_angle_sine 
02F9: 139@ = vehicle 40@ z_angle_cosine 
00AA: store_car 45@ position_to 136@ 137@ $TEMPVAR_FLOAT_3 
00AA: store_car 40@ position_to 134@ 135@ $TEMPVAR_FLOAT_3 
0087: 120@ = 134@ // floating-point values only 
0063: 120@ -= 136@ // floating-point values 
006B: 138@ *= 120@ // floating-point values 
0087: 121@ = 135@ // floating-point values only 
0063: 121@ -= 137@ // floating-point values 
006B: 139@ *= 121@ // floating-point values 
0087: 131@ = 138@ // floating-point values only 
005B: 131@ += 139@ // floating-point values 
00D6: if 
0021:   130@ > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_12375 
00D6: if 
0023:   0.0 > 131@ // floating-point values 
004D: jump_if_false @COPCAR_12375 
0007: 173@ = 0.0 // floating-point values 

:COPCAR_12375
0002: jump @COPCAR_12394 

:COPCAR_12382
00A8: set_car 45@ to_psycho_driver 
0006: 52@ = 1 // integer values 

:COPCAR_12394
00D6: if 
0043:   173@ == 0.0 // floating-point values 
004D: jump_if_false @COPCAR_12431 
0477: set_car 45@ animation 1 17 ms 
0002: jump @COPCAR_12439 

:COPCAR_12431
00AD: set_car 45@ max_speed_to 173@ 

:COPCAR_12439
0002: jump @COPCAR_12985 

:COPCAR_12446
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_12469 
07B3: (unknown) 276@ 0 

:COPCAR_12469
0006: 83@ = -1 // integer values 
0050: gosub @COPCAR_17645 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 88@ // integer values 
004D: jump_if_false @COPCAR_12985 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_12830 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_12593 
062E: (unknown) 46@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_12586 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_12586
0002: jump @COPCAR_12823 

:COPCAR_12593
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 25.0 25.0 0 
004D: jump_if_false @COPCAR_12668 
062E: (unknown) 46@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_12661 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_12661
0002: jump @COPCAR_12823 

:COPCAR_12668
0085: 156@ = 46@ // integer values and handles 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @COPCAR_12816 
00D6: if 
0185:   car 45@ health >= 400 
004D: jump_if_false @COPCAR_12802 
00D6: if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @COPCAR_12788 
062E: (unknown) 46@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_12781 
05CB: AS_actor 46@ enter_car_as_driver 45@ -2 ms 

:COPCAR_12781
0002: jump @COPCAR_12795 

:COPCAR_12788
0050: gosub @COPCAR_15328 

:COPCAR_12795
0002: jump @COPCAR_12809 

:COPCAR_12802
0050: gosub @COPCAR_15328 

:COPCAR_12809
0002: jump @COPCAR_12823 

:COPCAR_12816
0050: gosub @COPCAR_15328 

:COPCAR_12823
0002: jump @COPCAR_12985 

:COPCAR_12830
0085: 156@ = 46@ // integer values and handles 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @COPCAR_12978 
00D6: if 
0185:   car 45@ health >= 400 
004D: jump_if_false @COPCAR_12964 
00D6: if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 unknown 0 
004D: jump_if_false @COPCAR_12950 
062E: (unknown) 46@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_12943 
05CB: AS_actor 46@ enter_car_as_driver 45@ -2 ms 

:COPCAR_12943
0002: jump @COPCAR_12957 

:COPCAR_12950
0050: gosub @COPCAR_15328 

:COPCAR_12957
0002: jump @COPCAR_12971 

:COPCAR_12964
0050: gosub @COPCAR_15328 

:COPCAR_12971
0002: jump @COPCAR_12985 

:COPCAR_12978
0050: gosub @COPCAR_15328 

:COPCAR_12985
0002: jump @COPCAR_13582 

:COPCAR_12992
0164: disable_marker 94@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 46@ = -1 // integer values 
00D6: if 
0039:   84@ == 0 // integer values 
004D: jump_if_false @COPCAR_13068 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 84@ = 1 // integer values 

:COPCAR_13068
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_13582 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @COPCAR_13233 
00D6: if 
86EE:   not actor 47@ in_group 276@ 
004D: jump_if_false @COPCAR_13163 
062E: (unknown) 47@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_13156 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_13156
0002: jump @COPCAR_13226 

:COPCAR_13163
00D6: if 
06EF:   actor 47@ leading_group 276@ 
004D: jump_if_false @COPCAR_13226 
0085: 46@ = 47@ // integer values and handles 
0006: 47@ = -1 // integer values 
0006: 84@ = 0 // integer values 
0006: 85@ = 1 // integer values 
0085: 94@ = 101@ // integer values and handles 
0006: 101@ = -1 // integer values 

:COPCAR_13226
0002: jump @COPCAR_13250 

:COPCAR_13233
0164: disable_marker 101@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 // integer values 

:COPCAR_13250
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @COPCAR_13399 
00D6: if 
86EE:   not actor 48@ in_group 276@ 
004D: jump_if_false @COPCAR_13329 
062E: (unknown) 48@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_13322 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_13322
0002: jump @COPCAR_13392 

:COPCAR_13329
00D6: if 
06EF:   actor 48@ leading_group 276@ 
004D: jump_if_false @COPCAR_13392 
0085: 46@ = 48@ // integer values and handles 
0006: 48@ = -1 // integer values 
0006: 84@ = 0 // integer values 
0006: 86@ = 1 // integer values 
0085: 94@ = 102@ // integer values and handles 
0006: 102@ = -1 // integer values 

:COPCAR_13392
0002: jump @COPCAR_13416 

:COPCAR_13399
0164: disable_marker 102@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 // integer values 

:COPCAR_13416
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @COPCAR_13565 
00D6: if 
86EE:   not actor 49@ in_group 276@ 
004D: jump_if_false @COPCAR_13495 
062E: (unknown) 49@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_13488 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_13488
0002: jump @COPCAR_13558 

:COPCAR_13495
00D6: if 
06EF:   actor 49@ leading_group 276@ 
004D: jump_if_false @COPCAR_13558 
0085: 46@ = 49@ // integer values and handles 
0006: 49@ = -1 // integer values 
0006: 84@ = 0 // integer values 
0006: 87@ = 1 // integer values 
0085: 94@ = 103@ // integer values and handles 
0006: 103@ = -1 // integer values 

:COPCAR_13558
0002: jump @COPCAR_13582 

:COPCAR_13565
0164: disable_marker 103@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 // integer values 

:COPCAR_13582
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @COPCAR_13674 
00D6: if 
0039:   85@ == 0 // integer values 
004D: jump_if_false @COPCAR_13674 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 // integer values 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 85@ = 1 // integer values 

:COPCAR_13674
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @COPCAR_13766 
00D6: if 
0039:   86@ == 0 // integer values 
004D: jump_if_false @COPCAR_13766 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 // integer values 
0164: disable_marker 102@ 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 86@ = 1 // integer values 

:COPCAR_13766
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @COPCAR_13858 
00D6: if 
0039:   87@ == 0 // integer values 
004D: jump_if_false @COPCAR_13858 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 // integer values 
0164: disable_marker 103@ 
0008: $8223 += 1 // integer values 
0623: add 1 to_stat 152 
097A: (unknown) 0.0 0.0 0.0 1058 
0006: 87@ = 1 // integer values 

:COPCAR_13858
00D6: if 
0039:   89@ == 0 // integer values 
004D: jump_if_false @COPCAR_13922 
00D6: if and
0039:   84@ == 1 // integer values 
0039:   85@ == 1 // integer values 
0039:   86@ == 1 // integer values 
0039:   87@ == 1 // integer values 
004D: jump_if_false @COPCAR_13922 
0006: 89@ = 1 // integer values 

:COPCAR_13922
00D6: if and
0039:   73@ == 1 // integer values 
0039:   82@ == 1 // integer values 
0039:   89@ == 1 // integer values 
004D: jump_if_false @COPCAR_13961 
0002: jump @COPCAR_13968 

:COPCAR_13961
0002: jump @COPCAR_5818 

:COPCAR_13968
0627: change_stat 157 to $8227 
000A: 51@ += 1 // integer values 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @COPCAR_14045 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerable 0 
0227: 64@ = car 34@ health 
000A: 64@ += 100 // integer values 
0224: set_car 34@ health_to 64@ 

:COPCAR_14045
01C3: remove_references_to_car 35@ // Like turning a car into any random car 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 40@ // Like turning a car into any random car 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 45@ // Like turning a car into any random car 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
0085: 54@ = 51@ // integer values and handles 
006A: 54@ *= 51@ // integer values 
0012: 54@ *= 50 // integer values 
09EE: (unknown) 1 
01E3: text_1number_styled 'C_PASS' 54@ 5000 ms 5  // FENYEGETS~n~ELHRTVA:~n~~w~$~1~
0109: player $PLAYER_CHAR money += 54@ 
00D6: if 
0038:   $MISSION_VIGILANTE_PASSED == 0 // integer values 
004D: jump_if_false @COPCAR_14328 
00D6: if 
0039:   51@ == 12 // integer values 
004D: jump_if_false @COPCAR_14328 
03E5: text_box 'C_COMP1'  // 12. szint Bnldz kldets teljestve: a max Test Pnclod: 150%-ra emelkedett
030C: set_mission_points += 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
035F: set_actor $PLAYER_ACTOR armour_to 150 
0595: mission_complete 
0394: play_music 2 
0004: $MISSION_VIGILANTE_PASSED = 1 // integer values 

:COPCAR_14328
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @COPCAR_14678 
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @COPCAR_14428 
01BD: 53@ = current_time_in_ms 
00D6: if 
0018:   $8222 > 60000 // integer values 
004D: jump_if_false @COPCAR_14413 
0006: 56@ = 60000 // integer values 
0002: jump @COPCAR_14421 

:COPCAR_14413
008B: 56@ = $8222 // integer values and handles 

:COPCAR_14421
0006: 57@ = 1 // integer values 

:COPCAR_14428
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // integer values and handles 
0062: 60@ -= 53@ // integer values 
0062: 56@ -= 60@ // integer values 
0085: 53@ = 59@ // integer values and handles 
0085: 61@ = 56@ // integer values and handles 
0016: 61@ /= 1000 // integer values 
00D6: if 
001B:   1 > 61@ // integer values 
004D: jump_if_false @COPCAR_14562 
0006: 61@ = 0 // integer values 
00D6: if 
001D:   59@ > 91@ // integer values 
004D: jump_if_false @COPCAR_14555 
00BC: text_highpriority 'C_TIME' 3000 ms 1  // ~r~Lejrt az id, Rendfenntart kldets megszaktva!
0006: 58@ = 1 // integer values 
0002: jump @COPCAR_14808 

:COPCAR_14555
0002: jump @COPCAR_14578 

:COPCAR_14562
0085: 91@ = 59@ // integer values and handles 
000A: 91@ += 1000 // integer values 

:COPCAR_14578
00D6: if 
0019:   61@ > -1 // integer values 
004D: jump_if_false @COPCAR_14667 
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @COPCAR_14644 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'COPCA_T' 61@ 200 ms 1  // ~s~ ~1~ msodperced van, hogy beszllj egy rendrautba, mieltt megszakad a kldets.
0002: jump @COPCAR_14667 

:COPCAR_14644
09C1: (unknown) 0 
01E5: text_1number_highpriority 'COPCART' 61@ 200 ms 1  // ~s~ ~1~ msodperced van, hogy beszllj egy rendrautba, mieltt a kldets megszakad.

:COPCAR_14667
0001: wait 0 ms 
0002: jump @COPCAR_14328 

:COPCAR_14678
0396: 1 useless_flag 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_14737 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerable 0 
0227: 64@ = car 34@ health 
000A: 64@ += 200 // integer values 
0224: set_car 34@ health_to 64@ 

:COPCAR_14737
00D6: if 
001B:   13 > 51@ // integer values 
004D: jump_if_false @COPCAR_14801 
000F: 143@ -= 0.075 // floating-point values 
00D6: if 
0023:   0.0 > 143@ // floating-point values 
004D: jump_if_false @COPCAR_14796 
0007: 143@ = 0.0 // floating-point values 

:COPCAR_14796
03C7: unknown_maybe_cops_density 143@ 

:COPCAR_14801
0002: jump @COPCAR_1291 

:COPCAR_14808
0051: return 

:COPCAR_14810
0004: $ONMISSION = 0 // integer values 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
014F: stop_timer $8222 
0151: remove_status_text $8227 
0151: remove_status_text $8223 
0249: release_model 90@ 
0249: release_model 271@ 
0249: release_model #COLT45 
0249: release_model #MICRO_UZI 
0249: release_model #AK47 
0249: release_model #CHROMEGUN 
0249: release_model #BAT 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:COPCAR_14951
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @COPCAR_15019 
0209: 159@ = random_int 0 91 
00D6: if and
0019:   159@ > 7 // integer values 
001B:   17 > 159@ // integer values 
004D: jump_if_false @COPCAR_15012 
0209: 159@ = random_int 0 91 

:COPCAR_15012
0002: jump @COPCAR_15096 

:COPCAR_15019
00D6: if 
0039:   51@ == 1 // integer values 
004D: jump_if_false @COPCAR_15087 
0209: 159@ = random_int 2 91 
00D6: if and
0019:   159@ > 7 // integer values 
001B:   17 > 159@ // integer values 
004D: jump_if_false @COPCAR_15080 
0209: 159@ = random_int 2 91 

:COPCAR_15080
0002: jump @COPCAR_15096 

:COPCAR_15087
0209: 159@ = random_int 67 91 

:COPCAR_15096
0085: 90@ = 176@(159@,91i) // integer values and handles 
0247: request_model 90@ 
0051: return 

:COPCAR_15115
00D6: if 
0039:   158@ == -1 // integer values 
004D: jump_if_false @COPCAR_15154 
00A0: store_actor $PLAYER_ACTOR position_to 122@ 123@ 120@ 
0002: jump @COPCAR_15168 

:COPCAR_15154
00AA: store_car 158@ position_to 122@ 123@ 120@ 

:COPCAR_15168
00AA: store_car 157@ position_to 118@ 119@ 120@ 
0087: 120@ = 118@ // floating-point values only 
0063: 120@ -= 122@ // floating-point values 
0087: 121@ = 119@ // floating-point values only 
0063: 121@ -= 123@ // floating-point values 
006B: 120@ *= 120@ // floating-point values 
006B: 121@ *= 121@ // floating-point values 
005B: 120@ += 121@ // floating-point values 
01FB: 120@ = square_root 120@ 
0087: 124@ = 120@ // floating-point values only 
000B: 124@ += 3.0 // floating-point values 
00D6: if 
0021:   124@ > 100.0 // floating-point values 
004D: jump_if_false @COPCAR_15295 
0007: 124@ = 100.0 // floating-point values 

:COPCAR_15295
00D6: if 
0023:   0.0 > 124@ // floating-point values 
004D: jump_if_false @COPCAR_15326 
0007: 124@ = 0.0 // floating-point values 

:COPCAR_15326
0051: return 

:COPCAR_15328
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @COPCAR_16116 
00A0: store_actor 156@ position_to $111 $112 $113 
00D6: if 
0042:   $TEMPVAR_ANGLE == 919.9 // floating-point values 
004D: jump_if_false @COPCAR_15396 
00A5: $TEMPVAR_ACTOR_CAR = create_car 90@ at $111 $112 $113 

:COPCAR_15396
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 156@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_15801 
0086: $114 = $111 // floating-point values only 
0009: $114 += 40.0 // floating-point values 
0086: $115 = $112 // floating-point values only 
0009: $115 += 40.0 // floating-point values 
000D: $111 -= 40.0 // floating-point values 
000D: $112 -= 40.0 // floating-point values 
01C3: remove_references_to_car $TEMPVAR_ACTOR_CAR // Like turning a car into any random car 
0004: $TEMPVAR_ACTOR_CAR = -1 // integer values 
0327: $TEMPVAR_ACTOR_CAR = create_random_car_with_actors -1 in_area $111 $112 $114 $115 
00D6: if or
0038:   $TEMPVAR_ACTOR_CAR == -1 // integer values 
07D6:   35@ $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @COPCAR_15584 
062E: (unknown) 156@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_15577 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15577
0002: jump @COPCAR_15794 

:COPCAR_15584
00D6: if 
0185:   car $TEMPVAR_ACTOR_CAR health >= 400 
004D: jump_if_false @COPCAR_15745 
046D: 55@ = unknown_actor 156@ car car_seats 
01EA: 160@ = car $TEMPVAR_ACTOR_CAR max_passengers 
00D6: if 
801D:   not  55@ > 160@ // integer values 
004D: jump_if_false @COPCAR_15701 
062E: (unknown) 156@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_15694 
020A: set_car $TEMPVAR_ACTOR_CAR door_status_to 1 
00AD: set_car $TEMPVAR_ACTOR_CAR max_speed_to 0.0 
05CB: AS_actor 156@ enter_car_as_driver $TEMPVAR_ACTOR_CAR -2 ms 

:COPCAR_15694
0002: jump @COPCAR_15738 

:COPCAR_15701
062E: (unknown) 156@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_15738 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15738
0002: jump @COPCAR_15794 

:COPCAR_15745
062E: (unknown) 156@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_15782 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15782
01C3: remove_references_to_car $TEMPVAR_ACTOR_CAR // Like turning a car into any random car 
0004: $TEMPVAR_ACTOR_CAR = -1 // integer values 

:COPCAR_15794
0002: jump @COPCAR_16116 

:COPCAR_15801
03D3: point $111 $112 $113 get_nearby_vector $111 $112 $113 $TEMPVAR_ANGLE 
00D6: if 
80C2:   not sphere_onscreen $111 $112 $113 3.0 
004D: jump_if_false @COPCAR_16116 
00D6: if 
838A:   not car_in_cube $111 $112 $113 3.0 3.0 2.0 
004D: jump_if_false @COPCAR_16007 
00D6: if 
0248:   model 90@ available 
004D: jump_if_false @COPCAR_16000 
062E: (unknown) 156@ 1483 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_16000 
01C3: remove_references_to_car $TEMPVAR_ACTOR_CAR // Like turning a car into any random car 
00A5: $TEMPVAR_ACTOR_CAR = create_car 90@ at $111 $112 $113 
00D6: if 
0185:   car $TEMPVAR_ACTOR_CAR health >= 800 
004D: jump_if_false @COPCAR_15982 
0224: set_car $TEMPVAR_ACTOR_CAR health_to 800 

:COPCAR_15982
0175: set_car $TEMPVAR_ACTOR_CAR z_angle_to $TEMPVAR_ANGLE 
05CB: AS_actor 156@ enter_car_as_driver $TEMPVAR_ACTOR_CAR -2 ms 

:COPCAR_16000
0002: jump @COPCAR_16116 

:COPCAR_16007
00D6: if 
00FF:   actor 156@ 0 $111 $112 $113 radius 3.0 3.0 2.0 
004D: jump_if_false @COPCAR_16116 
062E: (unknown) 156@ 1491 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_16116 
02C0: set $111 $112 $113 to_ped_path_coords_closest_to $111 $112 $113 
05D3: AS_actor 156@ go_to_point $111 $112 $113 speed 6 -2 ms 

:COPCAR_16116
0051: return 

:COPCAR_16118
01BD: 161@ = current_time_in_ms 
077E: $3396 = active_interior 
00D6: if 
0038:   $3396 == 0 // integer values 
004D: jump_if_false @COPCAR_16742 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @COPCAR_16742 
00D6: if and
01F4:   car 153@ flipped 
01C1:   car 153@ stopped 
004D: jump_if_false @COPCAR_16344 
0006: 52@ = 1 // integer values 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 unknown 0 
004D: jump_if_false @COPCAR_16242 
03ED: (unknown) 153@ 0 
0006: 154@ = -9 // integer values 
0002: jump @COPCAR_16344 

:COPCAR_16242
00D6: if 
82CA:   not car 153@ bounding_sphere_visible 
004D: jump_if_false @COPCAR_16344 
00AA: store_car 153@ position_to $116 $117 $118 
03D3: point $116 $117 $118 get_nearby_vector $116 $117 $118 $TEMPVAR_ANGLE 
00D6: if 
80C2:   not sphere_onscreen $116 $117 $118 4.0 
004D: jump_if_false @COPCAR_16344 
00AB: put_car 153@ at $116 $117 $118 
0175: set_car 153@ z_angle_to $TEMPVAR_ANGLE 

:COPCAR_16344
00D6: if 
01AF:   car 153@ 0 150@ 151@ 152@ radius 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_16679 
00D6: if 
0039:   154@ == 0 // integer values 
004D: jump_if_false @COPCAR_16419 
0085: 155@ = 161@ // integer values and handles 
0006: 154@ = 1 // integer values 

:COPCAR_16419
0062: 161@ -= 155@ // integer values 
00D6: if 
0039:   154@ == 1 // integer values 
004D: jump_if_false @COPCAR_16679 
00D6: if 
0019:   161@ > 8000 // integer values 
004D: jump_if_false @COPCAR_16679 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 unknown 0 
004D: jump_if_false @COPCAR_16521 
03ED: (unknown) 153@ 0 
01BD: 155@ = current_time_in_ms 
0006: 154@ = -9 // integer values 
0002: jump @COPCAR_16679 

:COPCAR_16521
00D6: if 
82CA:   not car 153@ bounding_sphere_visible 
004D: jump_if_false @COPCAR_16679 
00AA: store_car 153@ position_to $116 $117 $118 
03D3: point $116 $117 $118 get_nearby_vector $116 $117 $118 $TEMPVAR_ANGLE 
00D6: if 
838A:   not car_in_cube $116 $117 $118 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_16679 
00D6: if 
80C2:   not sphere_onscreen $116 $117 $118 4.0 
004D: jump_if_false @COPCAR_16679 
00AB: put_car 153@ at $116 $117 $118 
0175: set_car 153@ z_angle_to $TEMPVAR_ANGLE 
01BD: 155@ = current_time_in_ms 
0006: 154@ = 0 // integer values 
0006: 52@ = 1 // integer values 

:COPCAR_16679
00D6: if 
81AF:   not car 153@ 0 150@ 151@ 152@ radius 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_16742 
00AA: store_car 153@ position_to 150@ 151@ 152@ 
0006: 154@ = 0 // integer values 

:COPCAR_16742
0051: return 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0051: return 
0051: return 
0051: return 

:COPCAR_16755
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_17198 
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_17198 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @COPCAR_16912 
00D6: if 
86EE:   not actor 37@ in_group 274@ 
004D: jump_if_false @COPCAR_16905 
00D6: if 
00F2:   actor 37@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_16868 
0631: put_actor 37@ in_group 274@ 
0002: jump @COPCAR_16905 

:COPCAR_16868
062E: (unknown) 37@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_16905 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_16905
0002: jump @COPCAR_16924 

:COPCAR_16912
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 // integer values 

:COPCAR_16924
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @COPCAR_17049 
00D6: if 
86EE:   not actor 38@ in_group 274@ 
004D: jump_if_false @COPCAR_17042 
00D6: if 
00F2:   actor 38@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17005 
0631: put_actor 38@ in_group 274@ 
0002: jump @COPCAR_17042 

:COPCAR_17005
062E: (unknown) 38@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_17042 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_17042
0002: jump @COPCAR_17061 

:COPCAR_17049
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 // integer values 

:COPCAR_17061
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @COPCAR_17186 
00D6: if 
86EE:   not actor 39@ in_group 274@ 
004D: jump_if_false @COPCAR_17179 
00D6: if 
00F2:   actor 39@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17142 
0631: put_actor 39@ in_group 274@ 
0002: jump @COPCAR_17179 

:COPCAR_17142
062E: (unknown) 39@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_17179 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_17179
0002: jump @COPCAR_17198 

:COPCAR_17186
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 // integer values 

:COPCAR_17198
0051: return 

:COPCAR_17200
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @COPCAR_17643 
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_17643 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @COPCAR_17357 
00D6: if 
86EE:   not actor 42@ in_group 275@ 
004D: jump_if_false @COPCAR_17350 
00D6: if 
00F2:   actor 42@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17313 
0631: put_actor 42@ in_group 275@ 
0002: jump @COPCAR_17350 

:COPCAR_17313
062E: (unknown) 42@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_17350 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_17350
0002: jump @COPCAR_17369 

:COPCAR_17357
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 // integer values 

:COPCAR_17369
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @COPCAR_17494 
00D6: if 
86EE:   not actor 43@ in_group 275@ 
004D: jump_if_false @COPCAR_17487 
00D6: if 
00F2:   actor 43@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17450 
0631: put_actor 43@ in_group 275@ 
0002: jump @COPCAR_17487 

:COPCAR_17450
062E: (unknown) 43@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_17487 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_17487
0002: jump @COPCAR_17506 

:COPCAR_17494
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 // integer values 

:COPCAR_17506
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @COPCAR_17631 
00D6: if 
86EE:   not actor 44@ in_group 275@ 
004D: jump_if_false @COPCAR_17624 
00D6: if 
00F2:   actor 44@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17587 
0631: put_actor 44@ in_group 275@ 
0002: jump @COPCAR_17624 

:COPCAR_17587
062E: (unknown) 44@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_17624 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_17624
0002: jump @COPCAR_17643 

:COPCAR_17631
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 // integer values 

:COPCAR_17643
0051: return 

:COPCAR_17645
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @COPCAR_18088 
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_18088 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @COPCAR_17802 
00D6: if 
86EE:   not actor 47@ in_group 276@ 
004D: jump_if_false @COPCAR_17795 
00D6: if 
00F2:   actor 47@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17758 
0631: put_actor 47@ in_group 276@ 
0002: jump @COPCAR_17795 

:COPCAR_17758
062E: (unknown) 47@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_17795 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_17795
0002: jump @COPCAR_17814 

:COPCAR_17802
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 // integer values 

:COPCAR_17814
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @COPCAR_17939 
00D6: if 
86EE:   not actor 48@ in_group 276@ 
004D: jump_if_false @COPCAR_17932 
00D6: if 
00F2:   actor 48@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17895 
0631: put_actor 48@ in_group 276@ 
0002: jump @COPCAR_17932 

:COPCAR_17895
062E: (unknown) 48@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_17932 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_17932
0002: jump @COPCAR_17951 

:COPCAR_17939
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 // integer values 

:COPCAR_17951
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @COPCAR_18076 
00D6: if 
86EE:   not actor 49@ in_group 276@ 
004D: jump_if_false @COPCAR_18069 
00D6: if 
00F2:   actor 49@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_18032 
0631: put_actor 49@ in_group 276@ 
0002: jump @COPCAR_18069 

:COPCAR_18032
062E: (unknown) 49@ 1506 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @COPCAR_18069 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_18069
0002: jump @COPCAR_18088 

:COPCAR_18076
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 // integer values 

:COPCAR_18088
0051: return 

:COPCAR_18090
060B: unknown_actor_use_entity 50@ 267@ 
0433: (unknown) 50@ 1 
02A9: set_actor 50@ immune_to_nonplayer 1 
0982: (unknown) 50@ 1 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 0 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 4 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 5 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 6 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 7 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 8 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 14 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 9 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 11 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 13 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 12 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 17 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 18 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 19 
077A: set_actor 50@ aggressive_to_pedgroup 4 type 21 
00D6: if 
0039:   51@ == 0 // integer values 
004D: jump_if_false @COPCAR_18281 
0209: 159@ = random_int 0 2 

:COPCAR_18281
00D6: if 
0019:   51@ > 1 // integer values 
004D: jump_if_false @COPCAR_18308 
0209: 159@ = random_int 0 3 

:COPCAR_18308
00D6: if 
0019:   51@ > 4 // integer values 
004D: jump_if_false @COPCAR_18335 
0209: 159@ = random_int 0 4 

:COPCAR_18335
00D6: if 
0019:   51@ > 6 // integer values 
004D: jump_if_false @COPCAR_18362 
0209: 159@ = random_int 0 5 

:COPCAR_18362
00D6: if 
0019:   51@ > 8 // integer values 
004D: jump_if_false @COPCAR_18389 
0209: 159@ = random_int 0 6 

:COPCAR_18389
00D6: if 
0039:   159@ == 0 // integer values 
004D: jump_if_false @COPCAR_18472 
0209: 159@ = random_int 10 13 
00D6: if 
0039:   159@ == 10 // integer values 
004D: jump_if_false @COPCAR_18444 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18444
00D6: if 
0039:   159@ == 11 // integer values 
004D: jump_if_false @COPCAR_18472 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18472
00D6: if 
0039:   159@ == 1 // integer values 
004D: jump_if_false @COPCAR_18500 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_18500
00D6: if 
0039:   159@ == 2 // integer values 
004D: jump_if_false @COPCAR_18528 
01B2: give_actor 50@ weapon 28 ammo 9999 // Load the weapon model before using this 

:COPCAR_18528
00D6: if 
0039:   159@ == 3 // integer values 
004D: jump_if_false @COPCAR_18556 
01B2: give_actor 50@ weapon 30 ammo 9999 // Load the weapon model before using this 

:COPCAR_18556
00D6: if or
0039:   159@ == 4 // integer values 
0039:   159@ == 5 // integer values 
004D: jump_if_false @COPCAR_18591 
01B2: give_actor 50@ weapon 25 ammo 9999 // Load the weapon model before using this 

:COPCAR_18591
0051: return 

:COPCAR_18593
00D6: if 
8038:   not  $8222 == -100 // integer values 
004D: jump_if_false @COPCAR_18670 
00D6: if 
001A:   1 > $8222 // integer values 
004D: jump_if_false @COPCAR_18670 
0006: 58@ = 1 // integer values 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00BC: text_highpriority 'C_TIME' 3000 ms 1  // ~r~Lejrt az id, Rendfenntart kldets megszaktva!
0051: return 

:COPCAR_18670
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @COPCAR_19008 
0396: 0 useless_flag 
00D6: if 
0039:   57@ == 0 // integer values 
004D: jump_if_false @COPCAR_18774 
01BD: 53@ = current_time_in_ms 
00D6: if 
0018:   $8222 > 60000 // integer values 
004D: jump_if_false @COPCAR_18759 
0006: 56@ = 60000 // integer values 
0002: jump @COPCAR_18767 

:COPCAR_18759
008B: 56@ = $8222 // integer values and handles 

:COPCAR_18767
0006: 57@ = 1 // integer values 

:COPCAR_18774
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // integer values and handles 
0062: 60@ -= 53@ // integer values 
0062: 56@ -= 60@ // integer values 
0085: 53@ = 59@ // integer values and handles 
0085: 61@ = 56@ // integer values and handles 
0016: 61@ /= 1000 // integer values 
00D6: if 
001B:   1 > 61@ // integer values 
004D: jump_if_false @COPCAR_18903 
0006: 61@ = 0 // integer values 
00D6: if 
001D:   59@ > 91@ // integer values 
004D: jump_if_false @COPCAR_18896 
00BC: text_highpriority 'C_TIME' 3000 ms 1  // ~r~Lejrt az id, Rendfenntart kldets megszaktva!
0006: 58@ = 1 // integer values 
0051: return 

:COPCAR_18896
0002: jump @COPCAR_18919 

:COPCAR_18903
0085: 91@ = 59@ // integer values and handles 
000A: 91@ += 1000 // integer values 

:COPCAR_18919
00D6: if 
0019:   61@ > -1 // integer values 
004D: jump_if_false @COPCAR_19008 
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @COPCAR_18985 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'COPCA_T' 61@ 200 ms 1  // ~s~ ~1~ msodperced van, hogy beszllj egy rendrautba, mieltt megszakad a kldets.
0002: jump @COPCAR_19008 

:COPCAR_18985
09C1: (unknown) 0 
01E5: text_1number_highpriority 'COPCART' 61@ 200 ms 1  // ~s~ ~1~ msodperced van, hogy beszllj egy rendrautba, mieltt a kldets megszakad.

:COPCAR_19008
0293: $13 = current_controls 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
004D: jump_if_false @COPCAR_19232 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerable 0 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @COPCAR_19151 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @COPCAR_19119 
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @COPCAR_19112 
0006: 62@ = 2 // integer values 

:COPCAR_19112
0002: jump @COPCAR_19144 

:COPCAR_19119
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @COPCAR_19144 
0006: 62@ = 1 // integer values 

:COPCAR_19144
0002: jump @COPCAR_19225 

:COPCAR_19151
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @COPCAR_19200 
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @COPCAR_19193 
0006: 62@ = 2 // integer values 

:COPCAR_19193
0002: jump @COPCAR_19225 

:COPCAR_19200
00D6: if 
0039:   62@ == 0 // integer values 
004D: jump_if_false @COPCAR_19225 
0006: 62@ = 1 // integer values 

:COPCAR_19225
0006: 57@ = 0 // integer values 

:COPCAR_19232
00D6: if 
0039:   62@ == 2 // integer values 
004D: jump_if_false @COPCAR_19359 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @COPCAR_19317 
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @COPCAR_19310 
00BC: text_highpriority 'C_CANC' 3000 ms 1  // ~r~Bnldz kldets megszaktva!
0006: 58@ = 1 // integer values 
0051: return 

:COPCAR_19310
0002: jump @COPCAR_19359 

:COPCAR_19317
00D6: if 
80E1:   not key_pressed 0 14 
004D: jump_if_false @COPCAR_19359 
00BC: text_highpriority 'C_CANC' 3000 ms 1  // ~r~Bnldz kldets megszaktva!
0006: 58@ = 1 // integer values 
0051: return 

:COPCAR_19359
0051: return 

//-------------Mission 125---------------
// Originally: Burglary Sub-Mission

:BURGJB
03A4: name_thread 'BURGJB' 
0050: gosub @BURGJB_65 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BURGJB_38 
0050: gosub @BURGJB_8332 

:BURGJB_38
0050: gosub @BURGJB_8444 
004E: end_thread 
00D6: if 
0038:   $MISSION_BURGLARY_PASSED == 0 // integer values 
004D: jump_if_false @BURGJB_65 

:BURGJB_65
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
0169: set_fade_color 0 0 0 
054C: use_GXT_table 'BURGLAR' 
09E6: set_burglary_houses_accessible 1 
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 103@ = 0 // integer values 
0006: 102@ = 0 // integer values 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0006: 109@ = 0 // integer values 
0006: 110@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0004: $8228 = 0 // integer values 
0006: 90@ = 0 // integer values 
0006: 89@ = 0 // integer values 
0006: 106@ = 0 // integer values 
0004: $8236 = 10 // integer values 
0004: $8237 = 300000 // integer values 
0006: 91@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0007: 41@ = 0.0 // floating-point values 
0005: $1792 = 0.0 // floating-point values 
0007: 42@ = 9999999.0 // floating-point values 
0007: 43@ = 9999999.0 // floating-point values 
0007: 54@ = 2741.0 // floating-point values 
0007: 57@ = -2006.807 // floating-point values 
0007: 60@ = 14.0 // floating-point values 
05A9: s$8229 = 'BURG_LK' // 8-byte strings 
0007: 76@ = 2741.241 // floating-point values 
0007: 79@ = -2011.274 // floating-point values 
0007: 82@ = 13.5869 // floating-point values 
0007: 55@ = -2102.54 // floating-point values 
0007: 58@ = -15.5931 // floating-point values 
0007: 61@ = 34.3203 // floating-point values 
05A9: s$8231 = 'BRGSFSE' // 8-byte strings 
0007: 77@ = -2109.32 // floating-point values 
0007: 80@ = -15.7967 // floating-point values 
0007: 83@ = 34.3203 // floating-point values 
0007: 56@ = 2609.248 // floating-point values 
0007: 59@ = 1439.346 // floating-point values 
0007: 62@ = 9.8203 // floating-point values 
05A9: s$8233 = 'VGELOCK' // 8-byte strings 
0007: 78@ = 2609.012 // floating-point values 
0007: 81@ = 1445.936 // floating-point values 
0007: 84@ = 9.8203 // floating-point values 
0006: 34@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0004: $1793 = 0 // integer values 
0006: 111@ = 0 // integer values 
0004: $5293 = 0 // integer values 
0004: $2332 = 1 // integer values 
010B: 38@ = player $PLAYER_CHAR money 
010B: 39@ = player $PLAYER_CHAR money 
00D6: if 
0039:   48@ == 99 // integer values 
004D: jump_if_false @BURGJB_687 
0107: 49@ = create_object #BRIEFCASE at 0.0 0.0 0.0 
018A: 51@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 53@ = create_checkpoint_at 0.0 0.0 0.0 

:BURGJB_687
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_820 
0A2D: (unknown) 0 
016A: fade 0 1000 ms 

:BURGJB_727
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_751 
0001: wait 0 ms 
0002: jump @BURGJB_727 

:BURGJB_751
087B: set_player $PLAYER_CHAR clothes "BALACLAVA" "BALACLAVA" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:BURGJB_792
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_816 
0001: wait 0 ms 
0002: jump @BURGJB_792 

:BURGJB_816
0A2D: (unknown) 1 

:BURGJB_820
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if 
0028:   $TIME_HOURS >= 20 // integer values 
004D: jump_if_false @BURGJB_909 
008B: 88@ = $TIME_HOURS // integer values and handles 
0012: 88@ *= 60 // integer values 
005C: 88@ += $TIME_MINS // integer values 
0006: 36@ = 1440 // integer values 
0062: 36@ -= 88@ // integer values 
000A: 36@ += 360 // integer values 
0012: 36@ *= 1000 // integer values 
008A: $8235 = 36@ // integer values and handles 

:BURGJB_909
00D6: if 
001A:   6 > $TIME_HOURS // integer values 
004D: jump_if_false @BURGJB_982 
008B: 88@ = $TIME_HOURS // integer values and handles 
0012: 88@ *= 60 // integer values 
005C: 88@ += $TIME_MINS // integer values 
0006: 36@ = 360 // integer values 
0062: 36@ -= 88@ // integer values 
0012: 36@ *= 1000 // integer values 
008A: $8235 = 36@ // integer values and handles 

:BURGJB_982
03C3: set_timer_with_text_to $8235 type 1 text 'BURG52'  // NAPPAL
04F7: status_text $8228 0 line 1 'BURG51'  // KSZPNZ
0001: wait 0 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BURGJB_1044 
00D9: 50@ = actor $PLAYER_ACTOR car 

:BURGJB_1044
0001: wait 0 ms 
00D6: if 
0735:   32 
004D: jump_if_false @BURGJB_1073 
0004: $8235 = 10000000 // integer values 

:BURGJB_1073
00D6: if 
0735:   49 
004D: jump_if_false @BURGJB_1118 
00A1: put_actor $PLAYER_ACTOR at 2741.928 -1993.231 12.3669 
0173: set_actor $PLAYER_ACTOR z_angle_to 173.5173 

:BURGJB_1118
00D6: if 
0735:   50 
004D: jump_if_false @BURGJB_1153 
00A1: put_actor $PLAYER_ACTOR at 2639.0 2039.911 9.8052 

:BURGJB_1153
00D6: if 
0735:   99 
004D: jump_if_false @BURGJB_1176 
0004: $8235 = 5000 // integer values 

:BURGJB_1176
00D6: if 
0735:   48 
004D: jump_if_false @BURGJB_1199 
0004: $8237 = 5000 // integer values 

:BURGJB_1199
00D6: if 
0735:   53 
004D: jump_if_false @BURGJB_1222 
0004: $1790 = 11000 // integer values 

:BURGJB_1222
00D6: if 
0735:   54 
004D: jump_if_false @BURGJB_1244 
0006: 48@ = 3 // integer values 

:BURGJB_1244
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @BURGJB_2153 
00D6: if 
0038:   $8235 == 0 // integer values 
004D: jump_if_false @BURGJB_1970 
00BE: text_clear_all 
09E6: set_burglary_houses_accessible 0 
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @BURGJB_1570 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 1000 ms 

:BURGJB_1318
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_1342 
0001: wait 0 ms 
0002: jump @BURGJB_1318 

:BURGJB_1342
03E6: remove_text_box 
04BB: select_interior 0 // select render area 
04E4: unknown_refresh_game_renderer_at 69@ 70@ 
03CB: set_camera 69@ 70@ 71@ 
0972: (unknown) $PLAYER_ACTOR 69@ 70@ 71@ 
0489: set_actor $PLAYER_ACTOR audible 0 
000B: 72@ += 180.0 // floating-point values 
0173: set_actor $PLAYER_ACTOR z_angle_to 72@ 
08AD: (unknown) $PLAYER_ACTOR 73@ 74@ 5.0 
03CB: set_camera 69@ 70@ 71@ 
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @BURGJB_1496 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_1496 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_1496
0006: 92@ = 0 // integer values 
0006: 93@ = 0 // integer values 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @BURGJB_1525 
02EB: restore_camera_with_jumpcut 

:BURGJB_1525
016A: fade 1 1000 ms 

:BURGJB_1532
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_1556 
0001: wait 0 ms 
0002: jump @BURGJB_1532 

:BURGJB_1556
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @BURGJB_1733 

:BURGJB_1570
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @BURGJB_1733 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_1733 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_1640 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:BURGJB_1640
016A: fade 0 1000 ms 

:BURGJB_1647
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_1671 
0001: wait 0 ms 
0002: jump @BURGJB_1647 

:BURGJB_1671
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @BURGJB_1702 
02EB: restore_camera_with_jumpcut 

:BURGJB_1702
016A: fade 1 1000 ms 

:BURGJB_1709
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_1733 
0001: wait 0 ms 
0002: jump @BURGJB_1709 

:BURGJB_1733
014F: stop_timer $8235 
00D6: if 
0019:   48@ > 0 // integer values 
004D: jump_if_false @BURGJB_1916 
03C3: set_timer_with_text_to $8237 type 1 text 'BURG3'  // ID
00BE: text_clear_all 
00BB: text_lowpriority 'BURG2' 5000 ms 1  // ~s~Nappal van! Nem j idpont a rablshoz! Menj s passzold el a cuccot az idkorlt alatt!
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @BURGJB_1838 
00BB: text_lowpriority 'BURG26' 5000 ms 1  // ~s~Menj s pakold ki az rut a ~y~raktrnl~s~.
0006: 102@ = 2 // integer values 
0002: jump @BURGJB_1909 

:BURGJB_1838
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @BURGJB_1886 
00BB: text_lowpriority 'BURG27' 5000 ms 1  // ~s~Pakold fel az rut a ~b~teherautra~s~.
0006: 102@ = 1 // integer values 
0002: jump @BURGJB_1909 

:BURGJB_1886
00BB: text_lowpriority 'BURG1' 5000 ms 1  // ~s~Szllj be a ~b~teherautba~s~, majd menj s pakold ki az rut a raktrnl
0006: 102@ = 3 // integer values 

:BURGJB_1909
0002: jump @BURGJB_1956 

:BURGJB_1916
0004: $8237 = 0 // integer values 
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
00BB: text_lowpriority 'BURG53' 5000 ms 1  // ~r~Kifutottl az idbl! Gyere vissza egy msik jjel, hogy befejezhesd amit elkezdtl.
0002: jump @BURGJB_8332 

:BURGJB_1956
0006: 110@ = 1 // integer values 
0002: jump @BURGJB_2146 

:BURGJB_1970
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if 
0028:   $TIME_HOURS >= 20 // integer values 
004D: jump_if_false @BURGJB_2066 
008B: 88@ = $TIME_HOURS // integer values and handles 
0012: 88@ *= 60 // integer values 
005C: 88@ += $TIME_MINS // integer values 
0006: 36@ = 1440 // integer values 
0062: 36@ -= 88@ // integer values 
000A: 36@ += 360 // integer values 
000A: 36@ += 1 // integer values 
0012: 36@ *= 1000 // integer values 
008A: $8235 = 36@ // integer values and handles 

:BURGJB_2066
00D6: if 
001A:   6 > $TIME_HOURS // integer values 
004D: jump_if_false @BURGJB_2146 
008B: 88@ = $TIME_HOURS // integer values and handles 
0012: 88@ *= 60 // integer values 
005C: 88@ += $TIME_MINS // integer values 
0006: 36@ = 360 // integer values 
0062: 36@ -= 88@ // integer values 
000A: 36@ += 1 // integer values 
0012: 36@ *= 1000 // integer values 
008A: $8235 = 36@ // integer values and handles 

:BURGJB_2146
0002: jump @BURGJB_2351 

:BURGJB_2153
00D6: if 
0038:   $8237 == 0 // integer values 
004D: jump_if_false @BURGJB_2351 
00BE: text_clear_all 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_2196 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:BURGJB_2196
016A: fade 0 1000 ms 

:BURGJB_2203
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2227 
0001: wait 0 ms 
0002: jump @BURGJB_2203 

:BURGJB_2227
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_2272 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_2272
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @BURGJB_2287 
02EB: restore_camera_with_jumpcut 

:BURGJB_2287
016A: fade 1 1000 ms 

:BURGJB_2294
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2318 
0001: wait 0 ms 
0002: jump @BURGJB_2294 

:BURGJB_2318
00BB: text_lowpriority 'BURG53' 5000 ms 1  // ~r~Kifutottl az idbl! Gyere vissza egy msik jjel, hogy befejezhesd amit elkezdtl.
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
0002: jump @BURGJB_8332 

:BURGJB_2351
00D6: if 
0039:   95@ == 0 // integer values 
004D: jump_if_false @BURGJB_7832 
0050: gosub @BURGJB_7953 
077E: 37@ = active_interior 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @BURGJB_2451 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_2451 
00BB: text_lowpriority 'BURG62' 5000 ms 1  // ~r~Mr nincs tbb smaszkod.
0002: jump @BURGJB_8332 

:BURGJB_2451
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @BURGJB_2694 
00D6: if and
010F:   player $PLAYER_CHAR wanted_level > 0 
0019:   48@ > 0 // integer values 
004D: jump_if_false @BURGJB_2544 
00D6: if 
8039:   not  102@ == 5 // integer values 
004D: jump_if_false @BURGJB_2537 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG50' 5000 ms 1  // ~s~Szabadulj meg a dhtl mieltt elpasszolnd az rut.
0006: 102@ = 5 // integer values 

:BURGJB_2537
0002: jump @BURGJB_2687 

:BURGJB_2544
00D6: if 
8039:   not  102@ == 2 // integer values 
004D: jump_if_false @BURGJB_2687 
00BE: text_clear_all 
00D6: if 
0019:   48@ > 0 // integer values 
004D: jump_if_false @BURGJB_2646 
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @BURGJB_2623 
00BB: text_lowpriority 'BURG4' 5000 ms 1  // ~s~Menj s pakold le a zskmnyt a ~y~raktrnl~s~, vagy keress egy hzat, ahova betrhetsz.
0002: jump @BURGJB_2639 

:BURGJB_2623
00BB: text_lowpriority 'BURG26' 5000 ms 1  // ~s~Menj s pakold ki az rut a ~y~raktrnl~s~.

:BURGJB_2639
0002: jump @BURGJB_2680 

:BURGJB_2646
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @BURGJB_2680 
00BB: text_lowpriority 'BURG29' 5000 ms 1  // ~s~Keress egy hzat, ahova betrhetsz.

:BURGJB_2680
0006: 102@ = 2 // integer values 

:BURGJB_2687
0002: jump @BURGJB_3084 

:BURGJB_2694
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @BURGJB_2957 
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @BURGJB_2798 
00D6: if 
8039:   not  102@ == 1 // integer values 
004D: jump_if_false @BURGJB_2791 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @BURGJB_2791 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG27' 5000 ms 1  // ~s~Pakold fel az rut a ~b~teherautra~s~.
0006: 102@ = 1 // integer values 

:BURGJB_2791
0002: jump @BURGJB_2950 

:BURGJB_2798
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @BURGJB_2866 
00D6: if 
8039:   not  102@ == 4 // integer values 
004D: jump_if_false @BURGJB_2859 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG30' 5000 ms 1  // ~s~Tallj valami rtkes lopnivalt
0006: 102@ = 4 // integer values 

:BURGJB_2859
0002: jump @BURGJB_2950 

:BURGJB_2866
00D6: if 
8039:   not  102@ == 3 // integer values 
004D: jump_if_false @BURGJB_2950 
00BE: text_clear_all 
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @BURGJB_2927 
00BB: text_lowpriority 'BURG29' 5000 ms 1  // ~s~Keress egy hzat, ahova betrhetsz.
0002: jump @BURGJB_2943 

:BURGJB_2927
00BB: text_lowpriority 'BURG31' 5000 ms 1  // ~s~Keress egy hzat, ahova betrhetsz, vagy szllj be a ~b~teherautba~s~, menj el a raktrhoz s pakold ki amiket elloptl.

:BURGJB_2943
0006: 102@ = 3 // integer values 

:BURGJB_2950
0002: jump @BURGJB_3084 

:BURGJB_2957
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @BURGJB_3043 
00D6: if 
8039:   not  102@ == 1 // integer values 
004D: jump_if_false @BURGJB_3036 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @BURGJB_3036 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG27' 5000 ms 1  // ~s~Pakold fel az rut a ~b~teherautra~s~.
0006: 102@ = 1 // integer values 

:BURGJB_3036
0002: jump @BURGJB_3084 

:BURGJB_3043
00D6: if 
8039:   not  102@ == 3 // integer values 
004D: jump_if_false @BURGJB_3084 
00BB: text_lowpriority 'BURG1' 5000 ms 1  // ~s~Szllj be a ~b~teherautba~s~, majd menj s pakold ki az rut a raktrnl
0006: 102@ = 3 // integer values 

:BURGJB_3084
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_7681 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @BURGJB_3396 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_3228 
0006: 93@ = 0 // integer values 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @BURGJB_3174 
0164: disable_marker 51@ 
0006: 99@ = 0 // integer values 

:BURGJB_3174
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @BURGJB_3221 
0186: 52@ = create_marker_above_car 50@ 
018B: show_on_radar 52@ 2 
07E0: set_marker 52@ type_to 1 
0006: 97@ = 1 // integer values 

:BURGJB_3221
0002: jump @BURGJB_3396 

:BURGJB_3228
0006: 93@ = 1 // integer values 
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @BURGJB_3272 
0006: 108@ = 0 // integer values 
0164: disable_marker 52@ 
0006: 97@ = 0 // integer values 

:BURGJB_3272
00D6: if 
0019:   48@ > 0 // integer values 
004D: jump_if_false @BURGJB_3396 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BURGJB_3345 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @BURGJB_3338 
0164: disable_marker 51@ 
0006: 99@ = 0 // integer values 

:BURGJB_3338
0002: jump @BURGJB_3396 

:BURGJB_3345
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @BURGJB_3396 
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
0006: 99@ = 1 // integer values 

:BURGJB_3396
00D6: if 
0039:   108@ == 0 // integer values 
004D: jump_if_false @BURGJB_3848 
0652: $11008 = stat 181 // integer 
00D6: if 
0038:   $11008 == 0 // integer values 
004D: jump_if_false @BURGJB_3454 
0006: 35@ = 0 // integer values 
0002: jump @BURGJB_3830 

:BURGJB_3454
00D6: if 
0038:   $11008 == 1 // integer values 
004D: jump_if_false @BURGJB_3626 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
07EF: (unknown) 63@ 64@ 65@ 35@ 
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @BURGJB_3532 
000E: 35@ -= 1 // integer values 
0002: jump @BURGJB_3619 

:BURGJB_3532
050A: 42@ = distance_between 63@ 64@ 65@ and 54@ 57@ 60@ 
0006: 35@ = 0 // integer values 
0087: 43@ = 42@ // floating-point values only 
050A: 42@ = distance_between 63@ 64@ 65@ and 55@ 58@ 61@ 
00D6: if 
0025:   43@ > 42@ // floating-point values 
004D: jump_if_false @BURGJB_3619 
0006: 35@ = 1 // integer values 

:BURGJB_3619
0002: jump @BURGJB_3830 

:BURGJB_3626
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
07EF: (unknown) 63@ 64@ 65@ 35@ 
00D6: if 
0019:   35@ > 0 // integer values 
004D: jump_if_false @BURGJB_3686 
000E: 35@ -= 1 // integer values 
0002: jump @BURGJB_3830 

:BURGJB_3686
050A: 42@ = distance_between 63@ 64@ 65@ and 54@ 57@ 60@ 
0006: 35@ = 0 // integer values 
0087: 43@ = 42@ // floating-point values only 
050A: 42@ = distance_between 63@ 64@ 65@ and 55@ 58@ 61@ 
00D6: if 
0025:   43@ > 42@ // floating-point values 
004D: jump_if_false @BURGJB_3781 
0006: 35@ = 1 // integer values 
0087: 43@ = 42@ // floating-point values only 

:BURGJB_3781
050A: 42@ = distance_between 63@ 64@ 65@ and 56@ 59@ 62@ 
00D6: if 
0025:   43@ > 42@ // floating-point values 
004D: jump_if_false @BURGJB_3830 
0006: 35@ = 2 // integer values 

:BURGJB_3830
02FA: garage $8229(35@,3s) change_to_type 19 
0006: 108@ = 1 // integer values 

:BURGJB_3848
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_5295 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
01AF:   car 50@ 0 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
004D: jump_if_false @BURGJB_5266 
00D6: if 
83B0:   not garage $8229(35@,3s) door_open 
004D: jump_if_false @BURGJB_3990 
0360: open_garage $8229(35@,3s) 

:BURGJB_3990
00D6: if 
0039:   108@ == 1 // integer values 
004D: jump_if_false @BURGJB_5259 
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @BURGJB_5259 
00D6: if 
0019:   48@ > 0 // integer values 
004D: jump_if_false @BURGJB_5259 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BURGJB_4117 
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @BURGJB_4110 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG50' 5000 ms 1  // ~s~Szabadulj meg a dhtl mieltt elpasszolnd az rut.
0164: disable_marker 51@ 
0006: 99@ = 0 // integer values 

:BURGJB_4110
0002: jump @BURGJB_5259 

:BURGJB_4117
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @BURGJB_4193 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG26' 5000 ms 1  // ~s~Menj s pakold ki az rut a ~y~raktrnl~s~.
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
0006: 99@ = 1 // integer values 
0002: jump @BURGJB_5259 

:BURGJB_4193
00BB: text_lowpriority 'BURG40' 1000 ms 1  // ~s~Parkolj le a teherautval a ~y~lockup~s~-nl.
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 2.9 3.2 5.0 sphere 1 
004D: jump_if_false @BURGJB_5259 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00BE: text_clear_all 
0395: clear_area 1 at 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) range 10.0 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @BURGJB_4342 
014F: stop_timer $8237 
0004: $8237 = 999999 // integer values 

:BURGJB_4342
00D6: if 
83B1:   not garage $8229(35@,3s) door_closed 
004D: jump_if_false @BURGJB_4371 
0361: close_garage $8229(35@,3s) 

:BURGJB_4371
0006: 104@ = 0 // integer values 

:BURGJB_4378
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @BURGJB_4434 
0001: wait 0 ms 
00D6: if 
03B1:   garage $8229(35@,3s) door_closed 
004D: jump_if_false @BURGJB_4427 
0006: 104@ = 1 // integer values 

:BURGJB_4427
0002: jump @BURGJB_4378 

:BURGJB_4434
0164: disable_marker 51@ 
0085: 34@ = 48@ // integer values and handles 
0012: 34@ *= 20 // integer values 
006A: 34@ *= 48@ // integer values 
005E: $1791 += 48@ // integer values 
005E: $1790 += 34@ // integer values 
008F: 45@ = integer_to_float $1790 
0093: 46@ = integer_to_float 34@ 
005A: 47@ += 48@ // integer values 
005E: $8228 += 34@ // integer values 
0628: add 46@ to_stat 40 
0624: add 46@ to_stat 41 
0623: add 48@ to_stat 194 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @BURGJB_4700 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_4573 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:BURGJB_4573
016A: fade 0 1000 ms 

:BURGJB_4580
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_4604 
0001: wait 0 ms 
0002: jump @BURGJB_4580 

:BURGJB_4604
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_4649 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_4649
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @BURGJB_4662 

:BURGJB_4662
016A: fade 1 1000 ms 

:BURGJB_4669
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_4693 
0001: wait 0 ms 
0002: jump @BURGJB_4669 

:BURGJB_4693
0002: jump @BURGJB_4869 

:BURGJB_4700
00D6: if and
0028:   $1790 >= 10000 // integer values 
0038:   $MISSION_BURGLARY_PASSED == 0 // integer values 
004D: jump_if_false @BURGJB_4869 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_4749 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:BURGJB_4749
016A: fade 0 1000 ms 

:BURGJB_4756
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_4780 
0001: wait 0 ms 
0002: jump @BURGJB_4756 

:BURGJB_4780
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_4825 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_4825
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @BURGJB_4838 

:BURGJB_4838
016A: fade 1 1000 ms 

:BURGJB_4845
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_4869 
0001: wait 0 ms 
0002: jump @BURGJB_4845 

:BURGJB_4869
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
00D6: if 
001B:   2 > 48@ // integer values 
004D: jump_if_false @BURGJB_4936 
036D: text_2numbers_styled 'BURG39' 48@ 34@ 5000 ms 6  // ~s~Ez a rakomny ~1~ ttelbl ll. rtke: $~1~
0002: jump @BURGJB_4958 

:BURGJB_4936
036D: text_2numbers_styled 'BURG36' 48@ 34@ 5000 ms 6  // ~s~Ez a rakomny ~1~ ttelbl ll. rtke: $~1~

:BURGJB_4958
0109: player $PLAYER_CHAR money += 34@ 
0006: 32@ = 0 // integer values 

:BURGJB_4973
00D6: if or
076F:   text_priority_displaying 
001B:   4000 > 32@ // integer values 
004D: jump_if_false @BURGJB_5005 
0001: wait 0 ms 
0002: jump @BURGJB_4973 

:BURGJB_5005
00D6: if 
83B0:   not garage $8229(35@,3s) door_open 
004D: jump_if_false @BURGJB_5034 
0360: open_garage $8229(35@,3s) 

:BURGJB_5034
0006: 104@ = 0 // integer values 

:BURGJB_5041
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @BURGJB_5097 
0001: wait 0 ms 
00D6: if 
03B0:   garage $8229(35@,3s) door_open 
004D: jump_if_false @BURGJB_5090 
0006: 104@ = 1 // integer values 

:BURGJB_5090
0002: jump @BURGJB_5041 

:BURGJB_5097
00D6: if and
0028:   $1790 >= 10000 // integer values 
0038:   $MISSION_BURGLARY_PASSED == 0 // integer values 
004D: jump_if_false @BURGJB_5151 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0002: jump @BURGJB_8372 
0002: jump @BURGJB_5213 

:BURGJB_5151
00D6: if 
0039:   110@ == 0 // integer values 
004D: jump_if_false @BURGJB_5185 
00BB: text_lowpriority 'BURG29' 5000 ms 1  // ~s~Keress egy hzat, ahova betrhetsz.

:BURGJB_5185
0006: 99@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 105@ = 0 // integer values 

:BURGJB_5213
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00D6: if 
0039:   110@ == 1 // integer values 
004D: jump_if_false @BURGJB_5259 
0002: jump @BURGJB_8332 
0004: $8237 = 0 // integer values 

:BURGJB_5259
0002: jump @BURGJB_5295 

:BURGJB_5266
00D6: if 
83B1:   not garage $8229(35@,3s) door_closed 
004D: jump_if_false @BURGJB_5295 
0361: close_garage $8229(35@,3s) 

:BURGJB_5295
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @BURGJB_5730 
00D6: if 
0867: (unknown) 0 
004D: jump_if_false @BURGJB_5470 
00D6: if 
0039:   107@ == 0 // integer values 
004D: jump_if_false @BURGJB_5456 
094C: (unknown) $PLAYER_ACTOR 69@ 70@ 71@ 72@ 
00A0: store_actor $PLAYER_ACTOR position_to 73@ 74@ 75@ 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_5425 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object 49@ 
004D: jump_if_false @BURGJB_5425 
077E: 37@ = active_interior 
0566: object 49@ set_interior 37@ 

:BURGJB_5425
0164: disable_marker 52@ 
0489: set_actor $PLAYER_ACTOR audible 1 
075B: (unknown) 90 
010B: 39@ = player $PLAYER_CHAR money 
0006: 107@ = 1 // integer values 

:BURGJB_5456
0006: 92@ = 1 // integer values 
0002: jump @BURGJB_5730 

:BURGJB_5470
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @BURGJB_5723 
0489: set_actor $PLAYER_ACTOR audible 0 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_5543 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object 49@ 
004D: jump_if_false @BURGJB_5543 
077E: 37@ = active_interior 
0566: object 49@ set_interior 37@ 

:BURGJB_5543
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_5574 
0186: 52@ = create_marker_above_car 50@ 
07E0: set_marker 52@ type_to 1 

:BURGJB_5574
075B: (unknown) 0 
0006: 107@ = 0 // integer values 
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @BURGJB_5723 
0006: 112@ = 1 // integer values 
00D6: if 
0045:   85@ == 69@ // floating-point values 
004D: jump_if_false @BURGJB_5674 
00D6: if 
0045:   86@ == 70@ // floating-point values 
004D: jump_if_false @BURGJB_5674 
00D6: if 
0045:   87@ == 71@ // floating-point values 
004D: jump_if_false @BURGJB_5674 
0006: 112@ = 0 // integer values 

:BURGJB_5674
00D6: if 
0039:   112@ == 1 // integer values 
004D: jump_if_false @BURGJB_5723 
0087: 85@ = 69@ // floating-point values only 
0087: 86@ = 70@ // floating-point values only 
0087: 87@ = 71@ // floating-point values only 
0623: add 1 to_stat 191 

:BURGJB_5723
0006: 92@ = 0 // integer values 

:BURGJB_5730
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @BURGJB_6506 
00D6: if 
0039:   92@ == 0 // integer values 
004D: jump_if_false @BURGJB_6506 
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @BURGJB_6008 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0866: 49@ = get_object_model_in_sphere_at 63@ 64@ 65@ radius 5.0 
00D6: if 
8039:   not  49@ == -1 // integer values 
004D: jump_if_false @BURGJB_6001 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object 49@ 
004D: jump_if_false @BURGJB_5895 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BURGJB_5881 
03E6: remove_text_box 
0006: 100@ = 0 // integer values 

:BURGJB_5881
0006: 94@ = 1 // integer values 
0002: jump @BURGJB_6001 

:BURGJB_5895
00D6: if 
0475:   unknown_actor $PLAYER_ACTOR near 49@ radius 1.7 1.7 2.0 0 
004D: jump_if_false @BURGJB_5974 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @BURGJB_5967 
0512: permanent_text_box 'BURG23'  // Nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, hogy felvedd a trgyat
0006: 100@ = 1 // integer values 

:BURGJB_5967
0002: jump @BURGJB_6001 

:BURGJB_5974
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BURGJB_6001 
03E6: remove_text_box 
0006: 100@ = 0 // integer values 

:BURGJB_6001
0002: jump @BURGJB_6064 

:BURGJB_6008
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_6057 
00D6: if 
8737:   not actor $PLAYER_ACTOR holding_object 49@ 
004D: jump_if_false @BURGJB_6050 
0006: 94@ = 0 // integer values 

:BURGJB_6050
0002: jump @BURGJB_6064 

:BURGJB_6057
0006: 94@ = 0 // integer values 

:BURGJB_6064
00D6: if or
0038:   $1793 == 1 // integer values 
0039:   98@ == 1 // integer values 
004D: jump_if_false @BURGJB_6122 
0004: $1793 = 0 // integer values 
0006: 98@ = 0 // integer values 
0151: remove_status_text $8236 
0004: $8236 = 10 // integer values 
0006: 109@ = 0 // integer values 

:BURGJB_6122
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @BURGJB_6179 
0151: remove_status_text $5293 
0005: $1792 = 0.0 // floating-point values 
0007: 41@ = 0.0 // floating-point values 
0004: $5293 = 0 // integer values 
0006: 101@ = 0 // integer values 

:BURGJB_6179
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @BURGJB_6506 
0407: create_coordinate 66@ 67@ 68@ from_car 50@ offset 0.0 -6.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 66@ 67@ 68@ radius 3.5 3.5 2.0 
004D: jump_if_false @BURGJB_6479 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @BURGJB_6304 
0512: permanent_text_box 'BURG24'  // Nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, hogy bepakold az rut a teherautba
0006: 100@ = 1 // integer values 

:BURGJB_6304
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BURGJB_6472 
03E6: remove_text_box 
000A: 48@ += 1 // integer values 
0006: 33@ = 0 // integer values 
0006: 104@ = 0 // integer values 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_6465 

:BURGJB_6360
00D6: if 
0039:   104@ == 0 // integer values 
004D: jump_if_false @BURGJB_6428 
00D6: if or
8737:   not actor $PLAYER_ACTOR holding_object 49@ 
0118:   actor $PLAYER_ACTOR dead 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @BURGJB_6417 
0006: 104@ = 1 // integer values 

:BURGJB_6417
0001: wait 0 ms 
0002: jump @BURGJB_6360 

:BURGJB_6428
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
0006: 94@ = 0 // integer values 

:BURGJB_6465
0006: 100@ = 0 // integer values 

:BURGJB_6472
0002: jump @BURGJB_6506 

:BURGJB_6479
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BURGJB_6506 
03E6: remove_text_box 
0006: 100@ = 0 // integer values 

:BURGJB_6506
00D6: if 
0039:   92@ == 1 // integer values 
004D: jump_if_false @BURGJB_7674 
00D6: if and
0039:   98@ == 0 // integer values 
0038:   $1793 == 0 // integer values 
004D: jump_if_false @BURGJB_6979 
00D6: if 
0039:   101@ == 0 // integer values 
004D: jump_if_false @BURGJB_6631 
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
00D6: if 
0019:   111@ > 0 // integer values 
004D: jump_if_false @BURGJB_6624 
04F7: status_text $5293 1 line 2 'BURG25'  // Zaj
0489: set_actor $PLAYER_ACTOR audible 1 
0006: 101@ = 1 // integer values 

:BURGJB_6624
0002: jump @BURGJB_6972 

:BURGJB_6631
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
00D6: if 
8039:   not  111@ == 0 // integer values 
004D: jump_if_false @BURGJB_6926 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0855: $1792 = noise_level_at 63@ 64@ 65@ unknown -1 
0011: $1792 *= 1.6 // floating-point values 
00D6: if 
0020:   $1792 > 20.0 // floating-point values 
004D: jump_if_false @BURGJB_6735 
000D: $1792 -= 20.0 // floating-point values 
005D: 41@ += $1792 // floating-point values 

:BURGJB_6735
0013: 41@ *= 0.99 // floating-point values 
0090: $5293 = float_to_integer 41@ 
00D6: if 
0028:   $5293 >= 100 // integer values 
004D: jump_if_false @BURGJB_6815 
0004: $5293 = 100 // integer values 
00D6: if 
0039:   106@ == 0 // integer values 
004D: jump_if_false @BURGJB_6808 
01BD: 89@ = current_time_in_ms 
0006: 106@ = 1 // integer values 

:BURGJB_6808
0002: jump @BURGJB_6847 

:BURGJB_6815
00D6: if 
001A:   0 > $5293 // integer values 
004D: jump_if_false @BURGJB_6840 
0004: $5293 = 0 // integer values 

:BURGJB_6840
0006: 106@ = 0 // integer values 

:BURGJB_6847
00D6: if 
0039:   106@ == 1 // integer values 
004D: jump_if_false @BURGJB_6919 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // integer values and handles 
0062: 91@ -= 89@ // integer values 
00D6: if 
0019:   91@ > 200 // integer values 
004D: jump_if_false @BURGJB_6919 
0006: 98@ = 1 // integer values 
000A: 105@ += 1 // integer values 

:BURGJB_6919
0002: jump @BURGJB_6972 

:BURGJB_6926
0151: remove_status_text $5293 
0005: $1792 = 0.0 // floating-point values 
0007: 41@ = 0.0 // floating-point values 
0004: $5293 = 0 // integer values 
0006: 101@ = 0 // integer values 
0489: set_actor $PLAYER_ACTOR audible 0 

:BURGJB_6972
0002: jump @BURGJB_7336 

:BURGJB_6979
00D6: if 
0039:   101@ == 1 // integer values 
004D: jump_if_false @BURGJB_7091 
0151: remove_status_text $5293 
0004: $8236 = 10 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG55' 5000 ms 1  // ~s~szrevettek!
04F7: status_text $8236 0 line 2 'BURG61'  // ZSARUK
01BD: 89@ = current_time_in_ms 
0005: $1792 = 0.0 // floating-point values 
0007: 41@ = 0.0 // floating-point values 
0004: $5293 = 0 // integer values 
0006: 101@ = 0 // integer values 
0002: jump @BURGJB_7336 

:BURGJB_7091
00D6: if 
0039:   109@ == 0 // integer values 
004D: jump_if_false @BURGJB_7336 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // integer values and handles 
0062: 91@ -= 89@ // integer values 
0016: 91@ /= 1000 // integer values 
0004: $8236 = 10 // integer values 
0066: $8236 -= 91@ // integer values 
00D6: if or
001A:   0 > $8236 // integer values 
0038:   $8236 == 0 // integer values 
004D: jump_if_false @BURGJB_7247 
0004: $8236 = 0 // integer values 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 4 
004D: jump_if_false @BURGJB_7210 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:BURGJB_7210
0006: 109@ = 1 // integer values 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG60' 5000 ms 1  // ~s~A zsaruk mr ton vannak!
0151: remove_status_text $8236 
0002: jump @BURGJB_7336 

:BURGJB_7247
03D5: remove_text 'BURG58'  // ~s~Van ~1~ msodperced, hogy eltnj a hzbl!
03D5: remove_text 'BURG59'  // ~s~ Van ~1~ msodperced, hogy kijuss a hzbl!
09C1: (unknown) 0 
00D6: if 
0018:   $8236 > 1 // integer values 
004D: jump_if_false @BURGJB_7317 
01E4: text_1number_lowpriority 'BURG58' $8236 1000 ms 1  // ~s~Van ~1~ msodperced, hogy eltnj a hzbl!
0002: jump @BURGJB_7336 

:BURGJB_7317
01E4: text_1number_lowpriority 'BURG59' $8236 1000 ms 1  // ~s~ Van ~1~ msodperced, hogy kijuss a hzbl!

:BURGJB_7336
00D6: if 
0039:   94@ == 0 // integer values 
004D: jump_if_false @BURGJB_7596 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0866: 49@ = get_object_model_in_sphere_at 63@ 64@ 65@ radius 5.0 
00D6: if 
8039:   not  49@ == -1 // integer values 
004D: jump_if_false @BURGJB_7589 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object 49@ 
004D: jump_if_false @BURGJB_7483 
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BURGJB_7469 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG57' 5000 ms 1  // ~s~Rakd vissza a teherautra az rut.
03E6: remove_text_box 
0006: 100@ = 0 // integer values 

:BURGJB_7469
0006: 94@ = 1 // integer values 
0002: jump @BURGJB_7589 

:BURGJB_7483
00D6: if 
0475:   unknown_actor $PLAYER_ACTOR near 49@ radius 1.7 1.7 2.0 0 
004D: jump_if_false @BURGJB_7562 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @BURGJB_7555 
0512: permanent_text_box 'BURG23'  // Nyomd le a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt, hogy felvedd a trgyat
0006: 100@ = 1 // integer values 

:BURGJB_7555
0002: jump @BURGJB_7589 

:BURGJB_7562
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BURGJB_7589 
03E6: remove_text_box 
0006: 100@ = 0 // integer values 

:BURGJB_7589
0002: jump @BURGJB_7674 

:BURGJB_7596
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_7674 
00D6: if 
8737:   not actor $PLAYER_ACTOR holding_object 49@ 
004D: jump_if_false @BURGJB_7674 
00D6: if 
0039:   94@ == 1 // integer values 
004D: jump_if_false @BURGJB_7667 
00BE: text_clear_all 
00BB: text_lowpriority 'BURG30' 5000 ms 1  // ~s~Tallj valami rtkes lopnivalt

:BURGJB_7667
0006: 94@ = 0 // integer values 

:BURGJB_7674
0002: jump @BURGJB_7825 

:BURGJB_7681
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_7811 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_7733 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:BURGJB_7733
016A: fade 0 1000 ms 

:BURGJB_7740
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_7764 
0001: wait 0 ms 
0002: jump @BURGJB_7740 

:BURGJB_7764
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:BURGJB_7787
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_7811 
0001: wait 0 ms 
0002: jump @BURGJB_7787 

:BURGJB_7811
0002: jump @BURGJB_8332 
0006: 95@ = 1 // integer values 

:BURGJB_7825
0002: jump @BURGJB_7946 

:BURGJB_7832
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" 17 
004D: jump_if_false @BURGJB_7939 
016A: fade 0 1000 ms 

:BURGJB_7868
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_7892 
0001: wait 0 ms 
0002: jump @BURGJB_7868 

:BURGJB_7892
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 1000 ms 

:BURGJB_7915
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_7939 
0001: wait 0 ms 
0002: jump @BURGJB_7915 

:BURGJB_7939
0002: jump @BURGJB_8332 

:BURGJB_7946
0002: jump @BURGJB_1044 

:BURGJB_7953
0293: $13 = current_controls 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @BURGJB_8042 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @BURGJB_8035 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_8035 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_8035 
0006: 96@ = 1 // integer values 

:BURGJB_8035
0002: jump @BURGJB_8101 

:BURGJB_8042
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @BURGJB_8101 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_8101 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_8101 
0006: 96@ = 1 // integer values 

:BURGJB_8101
00D6: if 
0039:   96@ == 1 // integer values 
004D: jump_if_false @BURGJB_8330 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @BURGJB_8237 
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @BURGJB_8230 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_8230 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_8221 
00BE: text_clear_all 
00BC: text_highpriority 'BURG41' 5000 ms 1  // ~r~Betrs kldets megszaktva!
0006: 95@ = 1 // integer values 
0002: jump @BURGJB_8228 

:BURGJB_8221
0006: 96@ = 0 // integer values 

:BURGJB_8228
0051: return 

:BURGJB_8230
0002: jump @BURGJB_8330 

:BURGJB_8237
00D6: if 
80E1:   not key_pressed 0 14 
004D: jump_if_false @BURGJB_8330 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_8330 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_8321 
00BE: text_clear_all 
00BC: text_highpriority 'BURG41' 5000 ms 1  // ~r~Betrs kldets megszaktva!
0006: 95@ = 1 // integer values 
0002: jump @BURGJB_8328 

:BURGJB_8321
0006: 96@ = 0 // integer values 

:BURGJB_8328
0051: return 

:BURGJB_8330
0051: return 

:BURGJB_8332
00BA: text_styled 'B_FAIL1' 5000 ms 5  // Betrs kldetsek vge
036D: text_2numbers_styled 'BURG37' 47@ $8228 5000 ms 1  // sszesen: ~1~ttel. rtke: $~1~
0051: return 

:BURGJB_8372
00D6: if 
0038:   $MISSION_BURGLARY_PASSED == 0 // integer values 
004D: jump_if_false @BURGJB_8440 
0330: set_player $PLAYER_CHAR infinite_run_to 1 
01E3: text_1number_styled 'BURG54' 3000 5000 ms 1  // Sikeres betrs kldets: $~1~
0109: player $PLAYER_CHAR money += 3000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 2 
0004: $MISSION_BURGLARY_PASSED = 1 // integer values 

:BURGJB_8440
0051: return 
0051: return 

:BURGJB_8444
0004: $2332 = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BURGJB_8474 
0489: set_actor $PLAYER_ACTOR audible 0 

:BURGJB_8474
0A2D: (unknown) 1 
09E6: set_burglary_houses_accessible 0 
02FA: garage s$8229 change_to_type 43 
02FA: garage s$8231 change_to_type 43 
02FA: garage s$8233 change_to_type 43 
01C3: remove_references_to_car 50@ // Like turning a car into any random car 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0151: remove_status_text $5293 
014F: stop_timer $8235 
014F: stop_timer $8237 
0151: remove_status_text $8228 
0151: remove_status_text $8236 
0004: $165 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 126---------------
// Originally: Freight Train Sub-Mission

:FREIGHT
03A4: name_thread 'FREIGHT' 
0050: gosub @FREIGHT_80 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @FREIGHT_38 
0050: gosub @FREIGHT_2819 

:FREIGHT_38
0050: gosub @FREIGHT_3178 
00D6: if 
0038:   $8239 == 1 // integer values 
004D: jump_if_false @FREIGHT_78 
004F: create_thread @FRTEXT 
0004: $8239 = 2 // integer values 

:FREIGHT_78
004E: end_thread 

:FREIGHT_80
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: unknown_maybe_cops_density 0.0 
0007: 135@ = 999999.0 // floating-point values 
0004: $ONMISSION = 1 // integer values 
0004: $161 = 1 // integer values 
0006: 130@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 125@ = 0 // integer values 
00D6: if 
0038:   $163 == 0 // integer values 
004D: jump_if_false @FREIGHT_162 
0004: $163 = 1 // integer values 

:FREIGHT_162
0007: 45@ = 1698.826 // floating-point values 
0007: 65@ = -1953.75 // floating-point values 
0007: 85@ = 12.5469 // floating-point values 
0006: 34@ = 150000 // integer values 
0006: 39@ = 60000 // integer values 
0007: 46@ = 789.4952 // floating-point values 
0007: 66@ = -1343.796 // floating-point values 
0007: 86@ = -2.5794 // floating-point values 
0006: 35@ = 60000 // integer values 
0006: 40@ = 140000 // integer values 
0007: 47@ = -1943.241 // floating-point values 
0007: 67@ = 159.585 // floating-point values 
0007: 87@ = 24.7186 // floating-point values 
0006: 36@ = 140000 // integer values 
0006: 41@ = 150000 // integer values 
0007: 48@ = 1463.359 // floating-point values 
0007: 68@ = 2632.25 // floating-point values 
0007: 88@ = 9.8203 // floating-point values 
0006: 37@ = 150000 // integer values 
0006: 42@ = 105000 // integer values 
0007: 49@ = 2864.623 // floating-point values 
0007: 69@ = 1248.266 // floating-point values 
0007: 89@ = 9.8203 // floating-point values 
0006: 38@ = 105000 // integer values 
0006: 43@ = 150000 // integer values 
00D6: if 
0038:   $163 == 1 // integer values 
004D: jump_if_false @FREIGHT_438 
0006: 127@ = 15000 // integer values 

:FREIGHT_438
00D6: if 
0038:   $163 == 2 // integer values 
004D: jump_if_false @FREIGHT_464 
0006: 127@ = 10000 // integer values 

:FREIGHT_464
00D6: if 
0038:   $163 == 3 // integer values 
004D: jump_if_false @FREIGHT_489 
0006: 127@ = 0 // integer values 

:FREIGHT_489
0006: 129@ = 0 // integer values 

:FREIGHT_496
005A: 34@(129@,5i) += 127@ // integer values 
005A: 39@(129@,5i) += 127@ // integer values 
000A: 129@ += 1 // integer values 
0029:   129@ >= 5 // integer values 
004D: jump_if_false @FREIGHT_496 
0169: set_fade_color 0 0 0 
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $8239 == 0 // integer values 
004D: jump_if_false @FREIGHT_576 
0317: increment_mission_attempts 

:FREIGHT_576
054C: use_GXT_table 'FTRAIN' 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_627 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FREIGHT_627 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:FREIGHT_627
00D6: if 
0038:   $8239 == 0 // integer values 
004D: jump_if_false @FREIGHT_671 
01E3: text_1number_styled 'FREI_04' $163 5000 ms 4  // Fuvaroz Kldets Szint~1~
0002: jump @FREIGHT_687 

:FREIGHT_671
00BA: text_styled 'FREI_X' 5000 ms 4  // Fuvaroz kldets

:FREIGHT_687
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_721 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:FREIGHT_721
0509: 134@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 1698.826 -1953.75 
00D6: if 
0025:   135@ > 134@ // floating-point values 
004D: jump_if_false @FREIGHT_776 
0087: 135@ = 134@ // floating-point values only 
0006: 125@ = 0 // integer values 

:FREIGHT_776
0509: 134@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 789.4952 -1343.796 
00D6: if 
0025:   135@ > 134@ // floating-point values 
004D: jump_if_false @FREIGHT_831 
0087: 135@ = 134@ // floating-point values only 
0006: 125@ = 1 // integer values 

:FREIGHT_831
0509: 134@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point -1943.241 159.585 
00D6: if 
0025:   135@ > 134@ // floating-point values 
004D: jump_if_false @FREIGHT_886 
0087: 135@ = 134@ // floating-point values only 
0006: 125@ = 2 // integer values 

:FREIGHT_886
0509: 134@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 1463.359 2632.25 
00D6: if 
0025:   135@ > 134@ // floating-point values 
004D: jump_if_false @FREIGHT_941 
0087: 135@ = 134@ // floating-point values only 
0006: 125@ = 3 // integer values 

:FREIGHT_941
0509: 134@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 2864.623 1248.266 
00D6: if 
0025:   135@ > 134@ // floating-point values 
004D: jump_if_false @FREIGHT_996 
0087: 135@ = 134@ // floating-point values only 
0006: 125@ = 4 // integer values 

:FREIGHT_996
0247: request_model #FREIBOX 
0247: request_model #STREAKC 
0247: request_model #FREIFLAT 
0247: request_model #STREAK 
0247: request_model #FREIGHT 

:FREIGHT_1021
00D6: if or
8248:   not model #FREIBOX available 
8248:   not model #STREAKC available 
8248:   not model #FREIFLAT available 
8248:   not model #STREAK available 
8248:   not model #FREIGHT available 
004D: jump_if_false @FREIGHT_1068 
0001: wait 0 ms 
0002: jump @FREIGHT_1021 

:FREIGHT_1068
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
06DB: (unknown) 
06D7: toggle_train_traffic 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_1128 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FREIGHT_1128 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:FREIGHT_1128
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @FREIGHT_1195 
00D6: if 
09E3: (unknown) $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @FREIGHT_1181 
000A: 125@ += 1 // integer values 
0006: 133@ = 0 // integer values 
0002: jump @FREIGHT_1195 

:FREIGHT_1181
000E: 125@ -= 1 // integer values 
0006: 133@ = 1 // integer values 

:FREIGHT_1195
00D6: if 
0039:   125@ == 5 // integer values 
004D: jump_if_false @FREIGHT_1220 
0006: 125@ = 0 // integer values 

:FREIGHT_1220
00D6: if 
0039:   125@ == -1 // integer values 
004D: jump_if_false @FREIGHT_1245 
0006: 125@ = 4 // integer values 

:FREIGHT_1245
0050: gosub @FREIGHT_3353 
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @FREIGHT_1319 
008A: $8238 = 34@(125@,5i) // integer values and handles 
0002: jump @FREIGHT_1331 

:FREIGHT_1319
008A: $8238 = 39@(125@,5i) // integer values and handles 

:FREIGHT_1331
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2766 
0001: wait 0 ms 
00D6: if 
0736:   65 
004D: jump_if_false @FREIGHT_1373 
0002: jump @FREIGHT_2258 

:FREIGHT_1373
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #STREAK 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT 
004D: jump_if_false @FREIGHT_1442 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
820D:   not car $TEMPVAR_ACTOR_CAR flipped 
004D: jump_if_false @FREIGHT_1435 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2773 

:FREIGHT_1435
0002: jump @FREIGHT_1453 

:FREIGHT_1442
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2773 

:FREIGHT_1453
02E3: 137@ = car $TEMPVAR_ACTOR_CAR speed 
0090: $8242 = float_to_integer 137@ 
00D6: if and
0019:   33@ > 3000 // integer values 
0039:   126@ == 0 // integer values 
004D: jump_if_false @FREIGHT_1515 
0006: 126@ = 1 // integer values 
00BE: text_clear_all 
03E5: text_box 'FREI_03'  // ~s~A megadott id alatt kzbestsd a szlltmnyt az llomsra!

:FREIGHT_1515
00D6: if and
0019:   33@ > 8000 // integer values 
0039:   126@ == 1 // integer values 
004D: jump_if_false @FREIGHT_1603 
0006: 126@ = 2 // integer values 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0038:   $8243 == 0 // integer values 
004D: jump_if_false @FREIGHT_1588 
03E5: text_box 'FREI_12'  // ~s~Ha tl gyorsan msz, kisiklasz!
0002: jump @FREIGHT_1603 

:FREIGHT_1588
0006: 33@ = 18000 // integer values 
0006: 126@ = 3 // integer values 

:FREIGHT_1603
00D6: if and
0019:   33@ > 12000 // integer values 
0039:   126@ == 2 // integer values 
004D: jump_if_false @FREIGHT_1691 
0006: 126@ = 3 // integer values 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0038:   $8243 == 0 // integer values 
004D: jump_if_false @FREIGHT_1676 
03E5: text_box 'FREI_13'  // ~s~Fkezz idben, hogy ne haladj tl az llomson!
0002: jump @FREIGHT_1691 

:FREIGHT_1676
0006: 33@ = 18000 // integer values 
0006: 126@ = 3 // integer values 

:FREIGHT_1691
00D6: if and
0019:   33@ > 16000 // integer values 
0039:   126@ == 3 // integer values 
004D: jump_if_false @FREIGHT_2038 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_1747 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:FREIGHT_1747
0007: 136@ = 0.0 // floating-point values 
0004: $8238 = 0 // integer values 
0509: 136@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float_to_integer 136@ 
00D6: if 
0021:   136@ > 3000.0 // floating-point values 
004D: jump_if_false @FREIGHT_1835 
0017: 136@ /= 0.021 // floating-point values 
0002: jump @FREIGHT_1845 

:FREIGHT_1835
0017: 136@ /= 0.019 // floating-point values 

:FREIGHT_1845
00D6: if 
0023:   10000.0 > 136@ // floating-point values 
004D: jump_if_false @FREIGHT_1876 
0007: 136@ = 10000.0 // floating-point values 

:FREIGHT_1876
0090: $8238 = float_to_integer 136@ 
00D6: if 
0038:   $163 == 1 // integer values 
004D: jump_if_false @FREIGHT_1910 
0006: 127@ = 15000 // integer values 

:FREIGHT_1910
00D6: if 
0038:   $163 == 2 // integer values 
004D: jump_if_false @FREIGHT_1935 
0006: 127@ = 0 // integer values 

:FREIGHT_1935
00D6: if 
0038:   $163 == 3 // integer values 
004D: jump_if_false @FREIGHT_1960 
0006: 127@ = 0 // integer values 

:FREIGHT_1960
005E: $8238 += 127@ // integer values 
0006: 126@ = 4 // integer values 
0004: $8243 = 1 // integer values 
03C3: set_timer_with_text_to $8238 type 1 text 'FREI_14'  // Id
04F7: status_text $8241 0 line 1 'FREI_10'  // Tvolsg
04F7: status_text $8242 0 line 2 'FREI_11'  // Sebessg
00BE: text_clear_all 
03E6: remove_text_box 

:FREIGHT_2038
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2068 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:FREIGHT_2068
0509: 136@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float_to_integer 136@ 
00D6: if 
0981:   train $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @FREIGHT_2124 
0002: jump @FREIGHT_2819 

:FREIGHT_2124
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @FREIGHT_2152 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2773 

:FREIGHT_2152
00D6: if 
002A:   0 >= $8238 // integer values 
004D: jump_if_false @FREIGHT_2177 
0002: jump @FREIGHT_2819 

:FREIGHT_2177
00D6: if 
0101:   actor $PLAYER_ACTOR stopped_near_point 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) radius 10.0 10.0 10.0 sphere 1 
004D: jump_if_false @FREIGHT_2522 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #STREAK 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT 
004D: jump_if_false @FREIGHT_2522 

:FREIGHT_2258
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_2287 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_2287
000A: 130@ += 1 // integer values 
008B: 127@ = $8238 // integer values and handles 
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
00D6: if 
0039:   130@ == 5 // integer values 
004D: jump_if_false @FREIGHT_2342 
0002: jump @FREIGHT_2905 

:FREIGHT_2342
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @FREIGHT_2374 
000A: 125@ += 1 // integer values 
0002: jump @FREIGHT_2381 

:FREIGHT_2374
000E: 125@ -= 1 // integer values 

:FREIGHT_2381
00D6: if 
0039:   125@ == 5 // integer values 
004D: jump_if_false @FREIGHT_2406 
0006: 125@ = 0 // integer values 

:FREIGHT_2406
00D6: if 
0039:   125@ == -1 // integer values 
004D: jump_if_false @FREIGHT_2431 
0006: 125@ = 4 // integer values 

:FREIGHT_2431
00D6: if 
0019:   127@ > 15000 // integer values 
004D: jump_if_false @FREIGHT_2458 
0006: 127@ = 15000 // integer values 

:FREIGHT_2458
0085: 128@ = 127@ // integer values and handles 
0016: 128@ /= 100 // integer values 
006E: 128@ *= $163 // integer values 
01E3: text_1number_styled 'FREI_07' 128@ 3000 ms 1  // A SZLLTMNY KZBESTVE! $~1~
0109: player $PLAYER_CHAR money += 128@ 
0006: 32@ = 0 // integer values 
0006: 132@ = 1 // integer values 

:FREIGHT_2522
00D6: if and
0039:   132@ == 1 // integer values 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @FREIGHT_2759 
0085: 128@ = 127@ // integer values and handles 
0016: 128@ /= 1000 // integer values 
01E3: text_1number_styled 'FREI_05' 128@ 4000 ms 6  // +~1~ msodperc
0004: $8238 = 0 // integer values 
00D6: if 
0039:   133@ == 0 // integer values 
004D: jump_if_false @FREIGHT_2635 
008A: $8238 = 34@(125@,5i) // integer values and handles 
005E: $8238 += 127@ // integer values 
0002: jump @FREIGHT_2655 

:FREIGHT_2635
008A: $8238 = 39@(125@,5i) // integer values and handles 
005E: $8238 += 127@ // integer values 

:FREIGHT_2655
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
03C3: set_timer_with_text_to $8238 type 1 text 'FREI_14'  // Id
04F7: status_text $8241 0 line 1 'FREI_10'  // Tvolsg
04F7: status_text $8242 0 line 2 'FREI_11'  // Sebessg
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
0006: 132@ = 0 // integer values 

:FREIGHT_2759
0002: jump @FREIGHT_1331 

:FREIGHT_2766
0002: jump @FREIGHT_2819 

:FREIGHT_2773
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
03E6: remove_text_box 
00BA: text_styled 'FREI_02' 5000 ms 1  // ~r~Fuvaroz kldets megszaktva!
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0001: wait 2000 ms 
0051: return 

:FREIGHT_2819
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_2848 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_2848
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
00BE: text_clear_all 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00BC: text_highpriority 'FREI_06' 4000 ms 1  // ~r~Rossz helyre vitted a szlltmnyt!
0051: return 

:FREIGHT_2905
00D6: if 
0038:   $163 == 2 // integer values 
004D: jump_if_false @FREIGHT_3032 
00D6: if 
0038:   $8239 == 0 // integer values 
004D: jump_if_false @FREIGHT_2976 
01E3: text_1number_styled 'M_PASS' 50000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 50000 
0394: play_music 2 

:FREIGHT_2976
00D6: if 
0038:   $8239 == 2 // integer values 
004D: jump_if_false @FREIGHT_3025 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 10000 
0394: play_music 2 

:FREIGHT_3025
0002: jump @FREIGHT_3051 

:FREIGHT_3032
01E3: text_1number_styled 'FREI_15' $163 5000 ms 1  // ~1~. szint teljestve

:FREIGHT_3051
00D6: if and
0038:   $8240 == 0 // integer values 
0038:   $163 == 1 // integer values 
004D: jump_if_false @FREIGHT_3085 
0595: mission_complete 
0004: $8240 = 1 // integer values 

:FREIGHT_3085
00D6: if and
0038:   $8239 == 0 // integer values 
0038:   $163 == 2 // integer values 
004D: jump_if_false @FREIGHT_3123 
0595: mission_complete 
030C: set_mission_points += 1 
0004: $8239 = 1 // integer values 

:FREIGHT_3123
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0110: clear_player $PLAYER_CHAR wanted_level 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0394: play_music 1 
00D6: if 
8038:   not  $163 == 2 // integer values 
004D: jump_if_false @FREIGHT_3176 
0008: $163 += 1 // integer values 

:FREIGHT_3176
0051: return 

:FREIGHT_3178
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_3207 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_3207
0249: release_model #FREIBOX 
0249: release_model #STREAKC 
0249: release_model #FREIFLAT 
0249: release_model #STREAK 
0249: release_model #FREIGHT 
0004: $ONMISSION = 0 // integer values 
0004: $161 = 0 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
014F: stop_timer $8238 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: unknown_maybe_cops_density 1.0 
00D8: mission_cleanup 
0051: return 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0051: return 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0051: return 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:FREIGHT_3327
00D6: if 
016B:   fading 
004D: jump_if_false @FREIGHT_3351 
0001: wait 0 ms 
0002: jump @FREIGHT_3327 

:FREIGHT_3351
0051: return 

:FREIGHT_3353
0169: set_fade_color 0 0 0 
016A: fade 1 2000 ms 

:FREIGHT_3368
00D6: if 
016B:   fading 
004D: jump_if_false @FREIGHT_3392 
0001: wait 0 ms 
0002: jump @FREIGHT_3368 

:FREIGHT_3392
0051: return 
00D6: if 
0736:   83 
004D: jump_if_false @FREIGHT_3409 

:FREIGHT_3409
00D6: if 
0736:   68 
004D: jump_if_false @FREIGHT_3424 

:FREIGHT_3424
00D6: if 
0736:   70 
004D: jump_if_false @FREIGHT_3439 

:FREIGHT_3439
00D6: if 
0736:   66 
004D: jump_if_false @FREIGHT_3454 

:FREIGHT_3454
00D6: if 
0736:   75 
004D: jump_if_false @FREIGHT_3490 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_3490 
05BE: AS_kill_actor $PLAYER_ACTOR 

:FREIGHT_3490
00D6: if 
0736:   72 
004D: jump_if_false @FREIGHT_3535 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_3535 
035F: set_actor $PLAYER_ACTOR armour_to 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:FREIGHT_3535
0051: return 

//-------------Mission 127---------------
// Originally: Pimping Sub-Mission

:PIMP
03A4: name_thread 'PIMP' 
0050: gosub @PIMP_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PIMP_38 
0050: gosub @PIMP_37455 

:PIMP_38
0050: gosub @PIMP_37870 
004E: end_thread 

:PIMP_47
00D6: if 
0038:   $MISSION_PIMPING_PASSED == 0 // integer values 
004D: jump_if_false @PIMP_67 
0317: increment_mission_attempts 

:PIMP_67
0004: $162 = 1 // integer values 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0001: wait 0 ms 
054C: use_GXT_table 'PIMP' 
0169: set_fade_color 0 0 0 
016A: fade 1 500 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_138 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:PIMP_138
0006: 541@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 537@ = 0 // integer values 
0006: 538@ = 0 // integer values 
0004: $8245 = 0 // integer values 
0006: 514@ = 0 // integer values 
0006: 516@ = 0 // integer values 
0006: 517@ = 0 // integer values 
0006: 520@ = 0 // integer values 
0006: 531@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 42@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 43@ = 0 // integer values 
0006: 48@ = 0 // integer values 
0006: 49@ = 0 // integer values 
0006: 147@ = 0 // integer values 
0006: 52@ = 0 // integer values 
0006: 56@ = 0 // integer values 
0006: 55@ = 0 // integer values 
0006: 511@ = 0 // integer values 
0006: 512@ = 0 // integer values 
0006: 37@ = 0 // integer values 
0006: 521@ = 0 // integer values 
0006: 525@ = 0 // integer values 
0006: 524@ = 0 // integer values 
0006: 523@ = 0 // integer values 
0006: 57@ = 1 // integer values 
0007: 175@ = 2286.79 // floating-point values 
0007: 203@ = -2312.836 // floating-point values 
0007: 231@ = 12.557 // floating-point values 
0007: 259@ = 301.0 // floating-point values 
0007: 176@ = 1537.268 // floating-point values 
0007: 204@ = -2314.27 // floating-point values 
0007: 232@ = 12.5469 // floating-point values 
0007: 260@ = 280.2771 // floating-point values 
0007: 177@ = 2307.902 // floating-point values 
0007: 205@ = -1998.647 // floating-point values 
0007: 233@ = 12.5529 // floating-point values 
0007: 261@ = 321.3693 // floating-point values 
0007: 178@ = 1239.282 // floating-point values 
0007: 206@ = -1918.819 // floating-point values 
0007: 234@ = 30.3478 // floating-point values 
0007: 262@ = 284.1407 // floating-point values 
0007: 179@ = 1685.32 // floating-point values 
0007: 207@ = -1585.244 // floating-point values 
0007: 235@ = 12.5469 // floating-point values 
0007: 263@ = 233.3592 // floating-point values 
0007: 180@ = 1749.745 // floating-point values 
0007: 208@ = -1455.778 // floating-point values 
0007: 236@ = 12.5547 // floating-point values 
0007: 264@ = 8.5912 // floating-point values 
0007: 181@ = 1959.538 // floating-point values 
0007: 209@ = -1452.56 // floating-point values 
0007: 237@ = 12.5495 // floating-point values 
0007: 265@ = 186.4147 // floating-point values 
0007: 182@ = 1793.708 // floating-point values 
0007: 210@ = -1600.12 // floating-point values 
0007: 238@ = 12.5387 // floating-point values 
0007: 266@ = 74.0619 // floating-point values 
0007: 183@ = 2259.703 // floating-point values 
0007: 211@ = -1339.907 // floating-point values 
0007: 239@ = 22.9832 // floating-point values 
0007: 267@ = 267.1747 // floating-point values 
0007: 184@ = 2350.009 // floating-point values 
0007: 212@ = -1504.599 // floating-point values 
0007: 240@ = 23.0 // floating-point values 
0007: 268@ = 113.9031 // floating-point values 
0007: 185@ = 2745.374 // floating-point values 
0007: 213@ = -1188.68 // floating-point values 
0007: 241@ = 68.3986 // floating-point values 
0007: 269@ = 109.0182 // floating-point values 
0007: 186@ = 2833.886 // floating-point values 
0007: 214@ = -1585.979 // floating-point values 
0007: 242@ = 10.086 // floating-point values 
0007: 270@ = 223.6582 // floating-point values 
0007: 187@ = 1282.429 // floating-point values 
0007: 215@ = -1666.13 // floating-point values 
0007: 243@ = 12.5547 // floating-point values 
0007: 271@ = 202.373 // floating-point values 
0007: 188@ = 899.8489 // floating-point values 
0007: 216@ = -1823.876 // floating-point values 
0007: 244@ = 11.2302 // floating-point values 
0007: 272@ = 215.4203 // floating-point values 
0007: 189@ = 447.2084 // floating-point values 
0007: 217@ = -1761.314 // floating-point values 
0007: 245@ = 4.7837 // floating-point values 
0007: 273@ = 230.4552 // floating-point values 
0007: 190@ = 765.7432 // floating-point values 
0007: 218@ = -1541.32 // floating-point values 
0007: 246@ = 12.5536 // floating-point values 
0007: 274@ = 264.2591 // floating-point values 
0007: 191@ = 1269.592 // floating-point values 
0007: 219@ = -1560.462 // floating-point values 
0007: 247@ = 12.5643 // floating-point values 
0007: 275@ = 186.3764 // floating-point values 
0007: 192@ = 557.9569 // floating-point values 
0007: 220@ = -1509.402 // floating-point values 
0007: 248@ = 13.5557 // floating-point values 
0007: 276@ = 94.5521 // floating-point values 
0007: 193@ = 434.0113 // floating-point values 
0007: 221@ = -1555.667 // floating-point values 
0007: 249@ = 26.5851 // floating-point values 
0007: 277@ = 273.0415 // floating-point values 
0007: 194@ = 403.0965 // floating-point values 
0007: 222@ = -1256.665 // floating-point values 
0007: 250@ = 51.2 // floating-point values 
0007: 278@ = 29.0138 // floating-point values 
0007: 195@ = 1147.13 // floating-point values 
0007: 223@ = -898.4011 // floating-point values 
0007: 251@ = 41.7814 // floating-point values 
0007: 279@ = 234.2193 // floating-point values 
0007: 196@ = 1020.802 // floating-point values 
0007: 224@ = -911.898 // floating-point values 
0007: 252@ = 41.2395 // floating-point values 
0007: 280@ = 222.6945 // floating-point values 
0007: 197@ = 828.6284 // floating-point values 
0007: 225@ = -1056.445 // floating-point values 
0007: 253@ = 24.2484 // floating-point values 
0007: 281@ = 22.838 // floating-point values 
0007: 198@ = 971.1776 // floating-point values 
0007: 226@ = -1107.744 // floating-point values 
0007: 254@ = 22.8672 // floating-point values 
0007: 282@ = 83.3249 // floating-point values 
0007: 199@ = 1893.362 // floating-point values 
0007: 227@ = -1741.244 // floating-point values 
0007: 255@ = 12.5468 // floating-point values 
0007: 283@ = 177.218 // floating-point values 
0007: 200@ = 2333.625 // floating-point values 
0007: 228@ = -1764.659 // floating-point values 
0007: 256@ = 12.5534 // floating-point values 
0007: 284@ = 333.4691 // floating-point values 
0007: 201@ = 1775.942 // floating-point values 
0007: 229@ = -1895.623 // floating-point values 
0007: 257@ = 12.3865 // floating-point values 
0007: 285@ = 248.6633 // floating-point values 
0007: 202@ = 1707.121 // floating-point values 
0007: 230@ = -1804.755 // floating-point values 
0007: 258@ = 12.5391 // floating-point values 
0007: 286@ = 172.0678 // floating-point values 
0007: 287@ = -2020.273 // floating-point values 
0007: 315@ = 932.0927 // floating-point values 
0007: 343@ = 44.5639 // floating-point values 
0007: 371@ = 221.8539 // floating-point values 
0007: 288@ = -2399.298 // floating-point values 
0007: 316@ = 1071.83 // floating-point values 
0007: 344@ = 54.7266 // floating-point values 
0007: 372@ = 327.6848 // floating-point values 
0007: 289@ = -2400.652 // floating-point values 
0007: 317@ = 922.1189 // floating-point values 
0007: 345@ = 44.4453 // floating-point values 
0007: 373@ = 283.5361 // floating-point values 
0007: 290@ = -2301.292 // floating-point values 
0007: 318@ = 1373.105 // floating-point values 
0007: 346@ = 6.1961 // floating-point values 
0007: 374@ = 124.8329 // floating-point values 
0007: 293@ = -2576.948 // floating-point values 
0007: 321@ = 1144.234 // floating-point values 
0007: 349@ = 54.7266 // floating-point values 
0007: 377@ = 124.6449 // floating-point values 
0007: 294@ = -2694.151 // floating-point values 
0007: 322@ = 1204.628 // floating-point values 
0007: 350@ = 54.1953 // floating-point values 
0007: 378@ = 357.2611 // floating-point values 
0007: 295@ = -2244.235 // floating-point values 
0007: 323@ = 643.8406 // floating-point values 
0007: 351@ = 48.4375 // floating-point values 
0007: 379@ = 99.8674 // floating-point values 
0007: 296@ = -1923.351 // floating-point values 
0007: 324@ = 563.4099 // floating-point values 
0007: 352@ = 34.1972 // floating-point values 
0007: 380@ = 44.6685 // floating-point values 
0007: 297@ = -1736.431 // floating-point values 
0007: 325@ = 809.515 // floating-point values 
0007: 353@ = 23.8904 // floating-point values 
0007: 381@ = 333.3014 // floating-point values 
0007: 298@ = -1504.571 // floating-point values 
0007: 326@ = 1083.0 // floating-point values 
0007: 354@ = 6.1846 // floating-point values 
0007: 382@ = 156.5032 // floating-point values 
0007: 299@ = -2400.051 // floating-point values 
0007: 327@ = 556.1022 // floating-point values 
0007: 355@ = 23.8906 // floating-point values 
0007: 383@ = 18.535 // floating-point values 
0007: 300@ = -2490.255 // floating-point values 
0007: 328@ = 6.0292 // floating-point values 
0007: 356@ = 24.6238 // floating-point values 
0007: 384@ = 56.3408 // floating-point values 
0007: 301@ = -2757.468 // floating-point values 
0007: 329@ = 168.1762 // floating-point values 
0007: 357@ = 6.0408 // floating-point values 
0007: 385@ = 196.6891 // floating-point values 
0007: 302@ = -2779.791 // floating-point values 
0007: 330@ = -319.9682 // floating-point values 
0007: 358@ = 6.1875 // floating-point values 
0007: 386@ = 123.0427 // floating-point values 
0007: 303@ = -2192.023 // floating-point values 
0007: 331@ = 309.7259 // floating-point values 
0007: 359@ = 34.1172 // floating-point values 
0007: 387@ = 7.9069 // floating-point values 
0007: 304@ = -2195.789 // floating-point values 
0007: 332@ = 197.3115 // floating-point values 
0007: 360@ = 34.3203 // floating-point values 
0007: 388@ = 9.4354 // floating-point values 
0007: 305@ = -2108.647 // floating-point values 
0007: 333@ = 217.1542 // floating-point values 
0007: 361@ = 34.3045 // floating-point values 
0007: 389@ = 133.6119 // floating-point values 
0007: 306@ = -1545.449 // floating-point values 
0007: 334@ = 560.5441 // floating-point values 
0007: 362@ = 6.1797 // floating-point values 
0007: 390@ = 165.7533 // floating-point values 
0007: 307@ = -2779.8 // floating-point values 
0007: 335@ = -500.7523 // floating-point values 
0007: 363@ = 6.2925 // floating-point values 
0007: 391@ = 37.7744 // floating-point values 
0007: 308@ = -1974.475 // floating-point values 
0007: 336@ = -975.055 // floating-point values 
0007: 364@ = 31.2266 // floating-point values 
0007: 392@ = 138.4206 // floating-point values 
0007: 309@ = -1587.119 // floating-point values 
0007: 337@ = -482.9532 // floating-point values 
0007: 365@ = 5.1484 // floating-point values 
0007: 393@ = 117.5313 // floating-point values 
0007: 310@ = -2838.112 // floating-point values 
0007: 338@ = 846.8309 // floating-point values 
0007: 366@ = 42.5804 // floating-point values 
0007: 394@ = 288.0701 // floating-point values 
0007: 311@ = -2566.241 // floating-point values 
0007: 339@ = 918.7418 // floating-point values 
0007: 367@ = 63.9765 // floating-point values 
0007: 395@ = 178.9968 // floating-point values 
0007: 312@ = -2601.591 // floating-point values 
0007: 340@ = 688.1887 // floating-point values 
0007: 368@ = 26.8125 // floating-point values 
0007: 396@ = 34.6082 // floating-point values 
0007: 313@ = -2758.551 // floating-point values 
0007: 341@ = 394.18 // floating-point values 
0007: 369@ = 3.3359 // floating-point values 
0007: 397@ = 315.443 // floating-point values 
0007: 399@ = 2009.313 // floating-point values 
0007: 427@ = 1167.793 // floating-point values 
0007: 455@ = 9.813 // floating-point values 
0007: 483@ = 266.731 // floating-point values 
0007: 400@ = 1959.998 // floating-point values 
0007: 428@ = 945.6432 // floating-point values 
0007: 456@ = 9.8203 // floating-point values 
0007: 484@ = 225.7712 // floating-point values 
0007: 401@ = 2202.737 // floating-point values 
0007: 429@ = 1254.45 // floating-point values 
0007: 457@ = 9.8203 // floating-point values 
0007: 485@ = 110.1904 // floating-point values 
0007: 402@ = 2186.84 // floating-point values 
0007: 430@ = 998.9764 // floating-point values 
0007: 458@ = 9.8203 // floating-point values 
0007: 486@ = 202.3453 // floating-point values 
0007: 403@ = 2031.976 // floating-point values 
0007: 431@ = 1539.9 // floating-point values 
0007: 459@ = 9.8203 // floating-point values 
0007: 487@ = 224.9353 // floating-point values 
0007: 404@ = 2139.462 // floating-point values 
0007: 432@ = 1516.045 // floating-point values 
0007: 460@ = 9.8203 // floating-point values 
0007: 488@ = 351.7 // floating-point values 
0007: 405@ = 2150.364 // floating-point values 
0007: 433@ = 1675.969 // floating-point values 
0007: 461@ = 9.8203 // floating-point values 
0007: 489@ = 217.8727 // floating-point values 
0007: 406@ = 1939.55 // floating-point values 
0007: 434@ = 1389.756 // floating-point values 
0007: 462@ = 8.2578 // floating-point values 
0007: 490@ = 271.8136 // floating-point values 
0007: 407@ = 2595.79 // floating-point values 
0007: 435@ = 1793.637 // floating-point values 
0007: 463@ = 9.9692 // floating-point values 
0007: 491@ = 105.7608 // floating-point values 
0007: 408@ = 2185.686 // floating-point values 
0007: 436@ = 1885.912 // floating-point values 
0007: 464@ = 9.8203 // floating-point values 
0007: 492@ = 4.9185 // floating-point values 
0007: 409@ = 2159.891 // floating-point values 
0007: 437@ = 1931.016 // floating-point values 
0007: 465@ = 9.8203 // floating-point values 
0007: 493@ = 94.0854 // floating-point values 
0007: 410@ = 2057.374 // floating-point values 
0007: 438@ = 1957.522 // floating-point values 
0007: 466@ = 10.7324 // floating-point values 
0007: 494@ = 218.8441 // floating-point values 
0007: 411@ = 2181.532 // floating-point values 
0007: 439@ = 2353.484 // floating-point values 
0007: 467@ = 9.8203 // floating-point values 
0007: 495@ = 186.4606 // floating-point values 
0007: 412@ = 2437.607 // floating-point values 
0007: 440@ = 2376.581 // floating-point values 
0007: 468@ = 9.8203 // floating-point values 
0007: 496@ = 87.5329 // floating-point values 
0007: 413@ = 2335.391 // floating-point values 
0007: 441@ = 2076.146 // floating-point values 
0007: 469@ = 9.8125 // floating-point values 
0007: 497@ = 261.0065 // floating-point values 
0007: 414@ = 2217.564 // floating-point values 
0007: 442@ = 1787.844 // floating-point values 
0007: 470@ = 9.8203 // floating-point values 
0007: 498@ = 36.1247 // floating-point values 
0007: 415@ = 1540.732 // floating-point values 
0007: 443@ = 748.3782 // floating-point values 
0007: 471@ = 9.8203 // floating-point values 
0007: 499@ = 259.5982 // floating-point values 
0007: 416@ = 1011.96 // floating-point values 
0007: 444@ = 1104.625 // floating-point values 
0007: 472@ = 9.8203 // floating-point values 
0007: 500@ = 4.436 // floating-point values 
0007: 417@ = 1723.904 // floating-point values 
0007: 445@ = 1541.124 // floating-point values 
0007: 473@ = 9.8203 // floating-point values 
0007: 501@ = 317.5323 // floating-point values 
0007: 418@ = 1958.822 // floating-point values 
0007: 446@ = 706.9632 // floating-point values 
0007: 474@ = 9.8199 // floating-point values 
0007: 502@ = 216.0597 // floating-point values 
0004: $8246 = 180000 // integer values 
0395: clear_area 0 at 1918.988 -1791.854 12.3828 range 30.0 
039E: set_actor $PLAYER_ACTOR jackable 1 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_3339 
0002: jump @PIMP_37455 

:PIMP_3339
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PIMP_3370 
00D9: 40@ = actor $PLAYER_ACTOR car 
0002: jump @PIMP_3377 

:PIMP_3370
0002: jump @PIMP_37455 

:PIMP_3377
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_3401 
0224: set_car 40@ health_to 2000 

:PIMP_3401
060A: unknown_create_entity 0 518@ 
0746: (unknown) 1 7 0 
02DD: set_actor 35@(37@,2i) creation_zone 'BLUFF' 1 0 1 
009B: destroy_actor_instantly 35@(37@,2i) 
02DD: set_actor 91@(51@,28i) creation_zone 'BLUFF' 1 0 1 
009B: destroy_actor_instantly 91@(51@,28i) 
00D6: if 
0039:   47@ == -13 // integer values 
004D: jump_if_false @PIMP_3521 
03C3: set_timer_with_text_to $8246 type 1 text 'PIMP_90'  // ID
014F: stop_timer $8246 

:PIMP_3521
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_3545 
0842: 531@ = player $PLAYER_CHAR island_variable 

:PIMP_3545
00D6: if 
84A4:   not  531@ == 1 // integer values OR floating-point values 
004D: jump_if_false @PIMP_3765 
00D6: if 
84A4:   not  531@ == 2 // integer values OR floating-point values 
004D: jump_if_false @PIMP_3765 
00D6: if 
84A4:   not  531@ == 3 // integer values OR floating-point values 
004D: jump_if_false @PIMP_3765 
00A0: store_actor $PLAYER_ACTOR position_to 532@ 533@ 534@ 
050A: 536@ = distance_between 532@ 533@ 534@ and 200@ 228@ 256@ 
0087: 535@ = 536@ // floating-point values only 
04AF: 531@ = unknown_wav_reference 1 
050A: 536@ = distance_between 532@ 533@ 534@ and 287@ 315@ 343@ 
00D6: if 
0025:   535@ > 536@ // floating-point values 
004D: jump_if_false @PIMP_3708 
0087: 535@ = 536@ // floating-point values only 
04AF: 531@ = unknown_wav_reference 2 

:PIMP_3708
050A: 536@ = distance_between 532@ 533@ 534@ and 399@ 427@ 455@ 
00D6: if 
0025:   535@ > 536@ // floating-point values 
004D: jump_if_false @PIMP_3765 
0087: 535@ = 536@ // floating-point values only 
04AF: 531@ = unknown_wav_reference 3 

:PIMP_3765
0001: wait 0 ms 
00D6: if 
0039:   541@ == 1 // integer values 
004D: jump_if_false @PIMP_3805 
040D: unload_wav 4 
03CF: load_wav 31400 as 4 
0006: 541@ = 2 // integer values 

:PIMP_3805
00D6: if 
0039:   541@ == 2 // integer values 
004D: jump_if_false @PIMP_3845 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @PIMP_3845 
0006: 541@ = 3 // integer values 

:PIMP_3845
00D6: if 
0039:   537@ == 1 // integer values 
004D: jump_if_false @PIMP_3906 
00D6: if 
001A:   1 > $8246 // integer values 
004D: jump_if_false @PIMP_3906 
00BE: text_clear_all 
00BC: text_highpriority 'PIMP_92' 6000 ms 1  // ~r~A kuncsaftokat nem szabad megvrattatni! Mskor lgy ott a kurvval idben!
0002: jump @PIMP_37455 

:PIMP_3906
00D6: if 
0039:   537@ == 2 // integer values 
004D: jump_if_false @PIMP_3967 
00D6: if 
001A:   1 > $8246 // integer values 
004D: jump_if_false @PIMP_3967 
00BE: text_clear_all 
00BC: text_highpriority 'PIMP_91' 6000 ms 1  // ~r~Kifutottl az idbl! Egy stricinek mindig gondoskodni kell a kurvirl!
0002: jump @PIMP_37455 

:PIMP_3967
00D6: if 
0735:   87 
004D: jump_if_false @PIMP_3992 
0008: $8246 += 60000 // integer values 

:PIMP_3992
00D6: if 
0735:   81 
004D: jump_if_false @PIMP_4015 
000C: $8246 -= 30000 // integer values 

:PIMP_4015
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_4038 
0002: jump @PIMP_37455 

:PIMP_4038
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @PIMP_4061 
0002: jump @PIMP_37455 

:PIMP_4061
00D6: if 
0735:   80 
004D: jump_if_false @PIMP_4083 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:PIMP_4083
00D6: if 
0735:   79 
004D: jump_if_false @PIMP_4105 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:PIMP_4105
0293: $13 = current_controls 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @PIMP_4316 
00D6: if and
00E1:   key_pressed 0 19 
0038:   $162 == 1 // integer values 
004D: jump_if_false @PIMP_4309 
03EB: clear_small_messages_only 
00BC: text_highpriority 'PIMP_59' 6000 ms 1  // ~r~A strici szezonnak vge.
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_4236 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4231 
00D6: if 
0448:   actor 35@ in_car 40@ 
004D: jump_if_false @PIMP_4231 
0687: clear_actor_task 35@ 
0633: AS_actor 35@ exit_vehicle 

:PIMP_4231
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 

:PIMP_4236
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_4302 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4297 
00D6: if 
0448:   actor 36@ in_car 40@ 
004D: jump_if_false @PIMP_4297 
0687: clear_actor_task 36@ 
0633: AS_actor 36@ exit_vehicle 

:PIMP_4297
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:PIMP_4302
0002: jump @PIMP_37316 

:PIMP_4309
0002: jump @PIMP_4497 

:PIMP_4316
00D6: if and
00E1:   key_pressed 0 14 
0038:   $162 == 1 // integer values 
004D: jump_if_false @PIMP_4497 
00BE: text_clear_all 
00BC: text_highpriority 'PIMP_59' 6000 ms 1  // ~r~A strici szezonnak vge.
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_4424 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4419 
00D6: if 
0448:   actor 35@ in_car 40@ 
004D: jump_if_false @PIMP_4419 
0687: clear_actor_task 35@ 
0633: AS_actor 35@ exit_vehicle 

:PIMP_4419
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 

:PIMP_4424
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_4490 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4485 
00D6: if 
0448:   actor 36@ in_car 40@ 
004D: jump_if_false @PIMP_4485 
0687: clear_actor_task 36@ 
0633: AS_actor 36@ exit_vehicle 

:PIMP_4485
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:PIMP_4490
0002: jump @PIMP_37316 

:PIMP_4497
0006: 530@ = 0 // integer values 

:PIMP_4504
00D6: if 
001B:   28 > 530@ // integer values 
004D: jump_if_false @PIMP_4667 
00D6: if 
0039:   119@(530@,28i) == 1 // integer values 
004D: jump_if_false @PIMP_4653 
00D6: if 
056D:   carcass_of_actor 91@(530@,28i) valid 
004D: jump_if_false @PIMP_4653 
00D6: if 
051A:   actor 91@(530@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_4610 
00BC: text_highpriority 'PIMP_52' 8000 ms 1  // ~r~Tiszteld az gyfeleid! Nem kellenek nekik a kurvid, ha bntod ket!
0002: jump @PIMP_37455 

:PIMP_4610
00D6: if 
0118:   actor 91@(530@,28i) dead 
004D: jump_if_false @PIMP_4653 
00BC: text_highpriority 'PIMP_52' 8000 ms 1  // ~r~Tiszteld az gyfeleid! Nem kellenek nekik a kurvid, ha bntod ket!
0002: jump @PIMP_37455 

:PIMP_4653
000A: 530@ += 1 // integer values 
0002: jump @PIMP_4504 

:PIMP_4667
00D6: if 
0039:   516@ == 0 // integer values 
004D: jump_if_false @PIMP_4761 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4761 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_4761 
0006: 33@ = 0 // integer values 
0006: 517@ = 1 // integer values 
008B: 515@ = $8246 // integer values and handles 
0016: 515@ /= 1000 // integer values 
0006: 516@ = 1 // integer values 
00BE: text_clear_all 
03E6: remove_text_box 

:PIMP_4761
00D6: if 
0039:   516@ == 1 // integer values 
004D: jump_if_false @PIMP_4844 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4844 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_4844 
0006: 33@ = 0 // integer values 
0006: 516@ = 0 // integer values 
0006: 517@ = 0 // integer values 
0006: 538@ = 0 // integer values 
00BE: text_clear_all 

:PIMP_4844
00D6: if 
0039:   517@ == 1 // integer values 
004D: jump_if_false @PIMP_5127 
0085: 514@ = 33@ // integer values and handles 
0016: 514@ /= 1000 // integer values 
00D6: if 
0039:   538@ == 0 // integer values 
004D: jump_if_false @PIMP_4929 
00D6: if and
001A:   21000 > $8246 // integer values 
0018:   $8246 > 1 // integer values 
004D: jump_if_false @PIMP_4929 
0006: 538@ = 1 // integer values 

:PIMP_4929
00D6: if 
0039:   538@ == 0 // integer values 
004D: jump_if_false @PIMP_4973 
00D6: if 
0018:   $8246 > 20099 // integer values 
004D: jump_if_false @PIMP_4973 
0006: 538@ = 2 // integer values 

:PIMP_4973
00D6: if 
0039:   538@ == 1 // integer values 
004D: jump_if_false @PIMP_5007 
0084: $8245 = $8246 // integer values and handles 
0014: $8245 /= 1000 // integer values 

:PIMP_5007
00D6: if 
0039:   538@ == 2 // integer values 
004D: jump_if_false @PIMP_5040 
0004: $8245 = 20 // integer values 
0066: $8245 -= 514@ // integer values 

:PIMP_5040
00BE: text_clear_all 
00D6: if 
0018:   $8245 > 0 // integer values 
004D: jump_if_false @PIMP_5083 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'PIMP_1' $8245 4000 ms 1  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~kocsiba~s~, klnben vget a strici kldetsed vget r!

:PIMP_5083
00D6: if 
0019:   33@ > 21000 // integer values 
004D: jump_if_false @PIMP_5127 
00BE: text_clear_all 
00BC: text_highpriority 'PIMP_59' 6000 ms 1  // ~r~A strici szezonnak vge.
0002: jump @PIMP_37455 

:PIMP_5127
00D6: if 
0039:   41@ == -13 // integer values 
004D: jump_if_false @PIMP_5202 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 1954.348 -1867.164 12.5391 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
0187: 89@ = create_marker_above_actor $PLAYER_ACTOR 
0187: 90@ = create_marker_above_actor $PLAYER_ACTOR 

:PIMP_5202
00D6: if 
0039:   41@ == 0 // integer values 
004D: jump_if_false @PIMP_5234 
0050: gosub @PIMP_35718 
0006: 41@ = 1 // integer values 

:PIMP_5234
00D6: if 
0039:   41@ == 1 // integer values 
004D: jump_if_false @PIMP_11866 
00D6: if 
04A4:   531@ == 1 // integer values OR floating-point values 
004D: jump_if_false @PIMP_7643 
0247: request_model #BFYPRO 
0247: request_model #HFYPRO 

:PIMP_5278
00D6: if or
8248:   not model #BFYPRO available 
8248:   not model #HFYPRO available 
004D: jump_if_false @PIMP_5308 
0001: wait 0 ms 
0002: jump @PIMP_5278 

:PIMP_5308
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_5392 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
004D: jump_if_false @PIMP_5392 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 202@ 230@ 258@ 
0173: set_actor 35@(37@,2i) z_angle_to 286@ 
0050: gosub @PIMP_35590 

:PIMP_5392
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_5476 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Gett
004D: jump_if_false @PIMP_5476 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 201@ 229@ 257@ 
0173: set_actor 35@(37@,2i) z_angle_to 285@ 
0050: gosub @PIMP_35590 

:PIMP_5476
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_5560 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
004D: jump_if_false @PIMP_5560 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 200@ 228@ 256@ 
0173: set_actor 35@(37@,2i) z_angle_to 284@ 
0050: gosub @PIMP_35590 

:PIMP_5560
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_5644 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Kis-Mexik
004D: jump_if_false @PIMP_5644 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 199@ 227@ 255@ 
0173: set_actor 35@(37@,2i) z_angle_to 283@ 
0050: gosub @PIMP_35590 

:PIMP_5644
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_5728 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // cen dokkok
004D: jump_if_false @PIMP_5728 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 176@ 204@ 232@ 
0173: set_actor 35@(37@,2i) z_angle_to 260@ 
0050: gosub @PIMP_35590 

:PIMP_5728
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_5812 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos nemzetkzi
004D: jump_if_false @PIMP_5812 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 177@ 205@ 233@ 
0173: set_actor 35@(37@,2i) z_angle_to 261@ 
0050: gosub @PIMP_35590 

:PIMP_5812
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_5896 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
004D: jump_if_false @PIMP_5896 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 175@ 203@ 231@ 
0173: set_actor 35@(37@,2i) z_angle_to 259@ 
0050: gosub @PIMP_35590 

:PIMP_5896
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_5980 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
004D: jump_if_false @PIMP_5980 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 176@ 204@ 232@ 
0173: set_actor 35@(37@,2i) z_angle_to 260@ 
0050: gosub @PIMP_35590 

:PIMP_5980
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6064 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
004D: jump_if_false @PIMP_6064 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 180@ 208@ 236@ 
0173: set_actor 35@(37@,2i) z_angle_to 264@ 
0050: gosub @PIMP_35590 

:PIMP_6064
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6148 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Los Santos belvros
004D: jump_if_false @PIMP_6148 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 179@ 207@ 235@ 
0173: set_actor 35@(37@,2i) z_angle_to 263@ 
0050: gosub @PIMP_35590 

:PIMP_6148
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6232 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
004D: jump_if_false @PIMP_6232 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 182@ 210@ 238@ 
0173: set_actor 35@(37@,2i) z_angle_to 266@ 
0050: gosub @PIMP_35590 

:PIMP_6232
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6316 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CHC'  // Las Colinas
004D: jump_if_false @PIMP_6316 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 181@ 209@ 237@ 
0173: set_actor 35@(37@,2i) z_angle_to 265@ 
0050: gosub @PIMP_35590 

:PIMP_6316
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6400 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
004D: jump_if_false @PIMP_6400 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 184@ 212@ 240@ 
0173: set_actor 35@(37@,2i) z_angle_to 268@ 
0050: gosub @PIMP_35590 

:PIMP_6400
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6484 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // Kelet Los Santos
004D: jump_if_false @PIMP_6484 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 183@ 211@ 239@ 
0173: set_actor 35@(37@,2i) z_angle_to 267@ 
0050: gosub @PIMP_35590 

:PIMP_6484
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6568 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
004D: jump_if_false @PIMP_6568 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 186@ 214@ 242@ 
0173: set_actor 35@(37@,2i) z_angle_to 270@ 
0050: gosub @PIMP_35590 

:PIMP_6568
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6652 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // Keleti part
004D: jump_if_false @PIMP_6652 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 185@ 213@ 241@ 
0173: set_actor 35@(37@,2i) z_angle_to 269@ 
0050: gosub @PIMP_35590 

:PIMP_6652
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6736 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Konferencia kzpont
004D: jump_if_false @PIMP_6736 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 188@ 216@ 244@ 
0173: set_actor 35@(37@,2i) z_angle_to 272@ 
0050: gosub @PIMP_35590 

:PIMP_6736
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6820 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona part
004D: jump_if_false @PIMP_6820 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 187@ 215@ 243@ 
0173: set_actor 35@(37@,2i) z_angle_to 271@ 
0050: gosub @PIMP_35590 

:PIMP_6820
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6904 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Piac
004D: jump_if_false @PIMP_6904 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 190@ 218@ 246@ 
0173: set_actor 35@(37@,2i) z_angle_to 274@ 
0050: gosub @PIMP_35590 

:PIMP_6904
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_6988 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Kikt
004D: jump_if_false @PIMP_6988 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 189@ 217@ 245@ 
0173: set_actor 35@(37@,2i) z_angle_to 273@ 
0050: gosub @PIMP_35590 

:PIMP_6988
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7072 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria part
004D: jump_if_false @PIMP_7072 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 190@ 218@ 246@ 
0173: set_actor 35@(37@,2i) z_angle_to 274@ 
0050: gosub @PIMP_35590 

:PIMP_7072
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7156 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
004D: jump_if_false @PIMP_7156 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 193@ 221@ 249@ 
0173: set_actor 35@(37@,2i) z_angle_to 277@ 
0050: gosub @PIMP_35590 

:PIMP_7156
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7240 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
004D: jump_if_false @PIMP_7240 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 194@ 222@ 250@ 
0173: set_actor 35@(37@,2i) z_angle_to 278@ 
0050: gosub @PIMP_35590 

:PIMP_7240
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7324 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Gazdagnegyed
004D: jump_if_false @PIMP_7324 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 192@ 220@ 248@ 
0173: set_actor 35@(37@,2i) z_angle_to 276@ 
0050: gosub @PIMP_35590 

:PIMP_7324
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7408 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
004D: jump_if_false @PIMP_7408 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 195@ 223@ 251@ 
0173: set_actor 35@(37@,2i) z_angle_to 279@ 
0050: gosub @PIMP_35590 

:PIMP_7408
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7492 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
004D: jump_if_false @PIMP_7492 
009A: 35@(37@,2i) = create_actor 22 #BFYPRO at 198@ 226@ 254@ 
0173: set_actor 35@(37@,2i) z_angle_to 282@ 
0050: gosub @PIMP_35590 

:PIMP_7492
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7576 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
004D: jump_if_false @PIMP_7576 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 196@ 224@ 252@ 
0173: set_actor 35@(37@,2i) z_angle_to 280@ 
0050: gosub @PIMP_35590 

:PIMP_7576
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7635 
009A: 35@(37@,2i) = create_actor 22 #HFYPRO at 180@ 208@ 236@ 
0173: set_actor 35@(37@,2i) z_angle_to 264@ 
0050: gosub @PIMP_35590 

:PIMP_7635
0249: release_model #BFYPRO 
0249: release_model #HFYPRO 

:PIMP_7643
00D6: if 
04A4:   531@ == 2 // integer values OR floating-point values 
004D: jump_if_false @PIMP_10050 
0247: request_model #SWFOPRO 
0247: request_model #WFYPRO 

:PIMP_7670
00D6: if or
8248:   not model #SWFOPRO available 
8248:   not model #WFYPRO available 
004D: jump_if_false @PIMP_7701 
0001: wait 0 ms 
0002: jump @PIMP_7670 

:PIMP_7701
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7786 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton magaslat
004D: jump_if_false @PIMP_7786 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 288@ 316@ 344@ 
0173: set_actor 35@(37@,2i) z_angle_to 372@ 
0050: gosub @PIMP_35590 

:PIMP_7786
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7870 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper hollow
004D: jump_if_false @PIMP_7870 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 287@ 315@ 343@ 
0173: set_actor 35@(37@,2i) z_angle_to 371@ 
0050: gosub @PIMP_35590 

:PIMP_7870
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_7954 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // szaki sugrt
004D: jump_if_false @PIMP_7954 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 289@ 317@ 345@ 
0173: set_actor 35@(37@,2i) z_angle_to 373@ 
0050: gosub @PIMP_35590 

:PIMP_7954
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8039 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper domb
004D: jump_if_false @PIMP_8039 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 290@ 318@ 346@ 
0173: set_actor 35@(37@,2i) z_angle_to 374@ 
0050: gosub @PIMP_35590 

:PIMP_8039
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8124 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside kikt
004D: jump_if_false @PIMP_8124 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 292@ 320@ 348@ 
0173: set_actor 35@(37@,2i) z_angle_to 376@ 
0050: gosub @PIMP_35590 

:PIMP_8124
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8208 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // bl rsz
004D: jump_if_false @PIMP_8208 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 291@ 319@ 347@ 
0173: set_actor 35@(37@,2i) z_angle_to 375@ 
0050: gosub @PIMP_35590 

:PIMP_8208
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8292 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
004D: jump_if_false @PIMP_8292 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 294@ 322@ 350@ 
0173: set_actor 35@(37@,2i) z_angle_to 378@ 
0050: gosub @PIMP_35590 

:PIMP_8292
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8377 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant hd
004D: jump_if_false @PIMP_8377 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 293@ 321@ 349@ 
0173: set_actor 35@(37@,2i) z_angle_to 377@ 
0050: gosub @PIMP_35590 

:PIMP_8377
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8462 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Knai negyed
004D: jump_if_false @PIMP_8462 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 296@ 324@ 352@ 
0173: set_actor 35@(37@,2i) z_angle_to 380@ 
0050: gosub @PIMP_35590 

:PIMP_8462
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8546 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Belvros
004D: jump_if_false @PIMP_8546 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 295@ 323@ 351@ 
0173: set_actor 35@(37@,2i) z_angle_to 379@ 
0050: gosub @PIMP_35590 

:PIMP_8546
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8630 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
004D: jump_if_false @PIMP_8630 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 298@ 326@ 354@ 
0173: set_actor 35@(37@,2i) z_angle_to 382@ 
0050: gosub @PIMP_35590 

:PIMP_8630
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8715 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Keleti sugrt
004D: jump_if_false @PIMP_8715 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 297@ 325@ 353@ 
0173: set_actor 35@(37@,2i) z_angle_to 381@ 
0050: gosub @PIMP_35590 

:PIMP_8715
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8800 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
004D: jump_if_false @PIMP_8800 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 300@ 328@ 356@ 
0173: set_actor 35@(37@,2i) z_angle_to 384@ 
0050: gosub @PIMP_35590 

:PIMP_8800
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8884 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
004D: jump_if_false @PIMP_8884 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 299@ 327@ 355@ 
0173: set_actor 35@(37@,2i) z_angle_to 383@ 
0050: gosub @PIMP_35590 

:PIMP_8884
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_8969 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
004D: jump_if_false @PIMP_8969 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 302@ 330@ 358@ 
0173: set_actor 35@(37@,2i) z_angle_to 386@ 
0050: gosub @PIMP_35590 

:PIMP_8969
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9053 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country klub
004D: jump_if_false @PIMP_9053 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 301@ 329@ 357@ 
0173: set_actor 35@(37@,2i) z_angle_to 385@ 
0050: gosub @PIMP_35590 

:PIMP_9053
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9138 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King
004D: jump_if_false @PIMP_9138 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 304@ 332@ 360@ 
0173: set_actor 35@(37@,2i) z_angle_to 388@ 
0050: gosub @PIMP_35590 

:PIMP_9138
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9222 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
004D: jump_if_false @PIMP_9222 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 303@ 331@ 359@ 
0173: set_actor 35@(37@,2i) z_angle_to 387@ 
0050: gosub @PIMP_35590 

:PIMP_9222
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9307 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
004D: jump_if_false @PIMP_9307 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 306@ 334@ 362@ 
0173: set_actor 35@(37@,2i) z_angle_to 390@ 
0050: gosub @PIMP_35590 

:PIMP_9307
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9391 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @PIMP_9391 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 305@ 333@ 361@ 
0173: set_actor 35@(37@,2i) z_angle_to 389@ 
0050: gosub @PIMP_35590 

:PIMP_9391
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9475 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary hegy
004D: jump_if_false @PIMP_9475 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 308@ 336@ 364@ 
0173: set_actor 35@(37@,2i) z_angle_to 392@ 
0050: gosub @PIMP_35590 

:PIMP_9475
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9560 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster vlgy
004D: jump_if_false @PIMP_9560 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 309@ 337@ 365@ 
0173: set_actor 35@(37@,2i) z_angle_to 393@ 
0050: gosub @PIMP_35590 

:PIMP_9560
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9644 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter bl reptr
004D: jump_if_false @PIMP_9644 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 307@ 335@ 363@ 
0173: set_actor 35@(37@,2i) z_angle_to 391@ 
0050: gosub @PIMP_35590 

:PIMP_9644
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9728 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
004D: jump_if_false @PIMP_9728 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 311@ 339@ 367@ 
0173: set_actor 35@(37@,2i) z_angle_to 395@ 
0050: gosub @PIMP_35590 

:PIMP_9728
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9813 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
004D: jump_if_false @PIMP_9813 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 310@ 338@ 366@ 
0173: set_actor 35@(37@,2i) z_angle_to 394@ 
0050: gosub @PIMP_35590 

:PIMP_9813
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9898 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
004D: jump_if_false @PIMP_9898 
009A: 35@(37@,2i) = create_actor 22 #WFYPRO at 313@ 341@ 369@ 
0173: set_actor 35@(37@,2i) z_angle_to 397@ 
0050: gosub @PIMP_35590 

:PIMP_9898
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_9982 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // Vroshza
004D: jump_if_false @PIMP_9982 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 312@ 340@ 368@ 
0173: set_actor 35@(37@,2i) z_angle_to 396@ 
0050: gosub @PIMP_35590 

:PIMP_9982
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10041 
009A: 35@(37@,2i) = create_actor 22 #SWFOPRO at 287@ 315@ 343@ 
0173: set_actor 35@(37@,2i) z_angle_to 371@ 
0050: gosub @PIMP_35590 

:PIMP_10041
0249: release_model #SWFOPRO 
0249: release_model #WFYPRO 

:PIMP_10050
00D6: if 
04A4:   531@ == 3 // integer values OR floating-point values 
004D: jump_if_false @PIMP_11866 
0247: request_model #VWFYPRO 
0247: request_model #VBFYPRO 

:PIMP_10077
00D6: if or
8248:   not model #VWFYPRO available 
8248:   not model #VBFYPRO available 
004D: jump_if_false @PIMP_10108 
0001: wait 0 ms 
0002: jump @PIMP_10077 

:PIMP_10108
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10192 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // A rzsaszn hatty
004D: jump_if_false @PIMP_10192 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 400@ 428@ 456@ 
0173: set_actor 35@(37@,2i) z_angle_to 484@ 
0050: gosub @PIMP_35590 

:PIMP_10192
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10276 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // A Ngy Srkny kaszin
004D: jump_if_false @PIMP_10276 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 399@ 427@ 455@ 
0173: set_actor 35@(37@,2i) z_angle_to 483@ 
0050: gosub @PIMP_35590 

:PIMP_10276
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10361 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
004D: jump_if_false @PIMP_10361 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 402@ 430@ 458@ 
0173: set_actor 35@(37@,2i) z_angle_to 486@ 
0050: gosub @PIMP_35590 

:PIMP_10361
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10446 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
004D: jump_if_false @PIMP_10446 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 401@ 429@ 457@ 
0173: set_actor 35@(37@,2i) z_angle_to 485@ 
0050: gosub @PIMP_35590 

:PIMP_10446
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10530 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates In Men's Pants
004D: jump_if_false @PIMP_10530 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 404@ 432@ 460@ 
0173: set_actor 35@(37@,2i) z_angle_to 488@ 
0050: gosub @PIMP_35590 

:PIMP_10530
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10614 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royale kaszin
004D: jump_if_false @PIMP_10614 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 403@ 431@ 459@ 
0173: set_actor 35@(37@,2i) z_angle_to 487@ 
0050: gosub @PIMP_35590 

:PIMP_10614
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10699 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula Palota
004D: jump_if_false @PIMP_10699 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 406@ 434@ 462@ 
0173: set_actor 35@(37@,2i) z_angle_to 490@ 
0050: gosub @PIMP_35590 

:PIMP_10699
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10784 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
004D: jump_if_false @PIMP_10784 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 405@ 433@ 461@ 
0173: set_actor 35@(37@,2i) z_angle_to 489@ 
0050: gosub @PIMP_35590 

:PIMP_10784
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10868 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
004D: jump_if_false @PIMP_10868 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 408@ 436@ 464@ 
0173: set_actor 35@(37@,2i) z_angle_to 492@ 
0050: gosub @PIMP_35590 

:PIMP_10868
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_10952 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish kaszin
004D: jump_if_false @PIMP_10952 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 407@ 435@ 463@ 
0173: set_actor 35@(37@,2i) z_angle_to 491@ 
0050: gosub @PIMP_35590 

:PIMP_10952
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11037 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // Strip
004D: jump_if_false @PIMP_11037 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 410@ 438@ 466@ 
0173: set_actor 35@(37@,2i) z_angle_to 494@ 
0050: gosub @PIMP_35590 

:PIMP_11037
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11122 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
004D: jump_if_false @PIMP_11122 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 409@ 437@ 465@ 
0173: set_actor 35@(37@,2i) z_angle_to 493@ 
0050: gosub @PIMP_35590 

:PIMP_11122
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11206 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // A smaragd sziget
004D: jump_if_false @PIMP_11206 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 412@ 440@ 468@ 
0173: set_actor 35@(37@,2i) z_angle_to 496@ 
0050: gosub @PIMP_35590 

:PIMP_11206
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11290 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
004D: jump_if_false @PIMP_11290 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 411@ 439@ 467@ 
0173: set_actor 35@(37@,2i) z_angle_to 495@ 
0050: gosub @PIMP_35590 

:PIMP_11290
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11375 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas sv
004D: jump_if_false @PIMP_11375 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 414@ 442@ 470@ 
0173: set_actor 35@(37@,2i) z_angle_to 498@ 
0050: gosub @PIMP_35590 

:PIMP_11375
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11460 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
004D: jump_if_false @PIMP_11460 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 413@ 441@ 469@ 
0173: set_actor 35@(37@,2i) z_angle_to 497@ 
0050: gosub @PIMP_35590 

:PIMP_11460
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11544 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfieldi kpolna
004D: jump_if_false @PIMP_11544 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 416@ 444@ 472@ 
0173: set_actor 35@(37@,2i) z_angle_to 500@ 
0050: gosub @PIMP_35590 

:PIMP_11544
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11628 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass egyetem
004D: jump_if_false @PIMP_11628 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 415@ 443@ 471@ 
0173: set_actor 35@(37@,2i) z_angle_to 499@ 
0050: gosub @PIMP_35590 

:PIMP_11628
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11713 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturasi repltr
004D: jump_if_false @PIMP_11713 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 418@ 446@ 474@ 
0173: set_actor 35@(37@,2i) z_angle_to 502@ 
0050: gosub @PIMP_35590 

:PIMP_11713
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11798 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
004D: jump_if_false @PIMP_11798 
009A: 35@(37@,2i) = create_actor 22 #VBFYPRO at 417@ 445@ 473@ 
0173: set_actor 35@(37@,2i) z_angle_to 501@ 
0050: gosub @PIMP_35590 

:PIMP_11798
00D6: if 
0039:   42@ == 0 // integer values 
004D: jump_if_false @PIMP_11857 
009A: 35@(37@,2i) = create_actor 22 #VWFYPRO at 399@ 427@ 455@ 
0173: set_actor 35@(37@,2i) z_angle_to 483@ 
0050: gosub @PIMP_35590 

:PIMP_11857
0249: release_model #VWFYPRO 
0249: release_model #VBFYPRO 

:PIMP_11866
00D6: if 
0039:   42@ == 1 // integer values 
004D: jump_if_false @PIMP_12081 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_12081 
05BA: AS_actor 35@(37@,2i) chew_gum -1 ms 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
060B: unknown_actor_use_entity 35@(37@,2i) 518@ 
02A9: set_actor 35@(37@,2i) immune_to_nonplayer 1 
039E: set_actor 35@(37@,2i) jackable 1 
07E0: set_marker 88@ type_to 1 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_12020 
00BE: text_clear_all 
00BC: text_highpriority 'PIMP_2' 6000 ms 1  // ~s~Van egy ~b~kurvd~s~ a kzelben - menj el rte.
039E: set_actor 35@(37@,2i) jackable 1 

:PIMP_12020
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_12067 
00BE: text_clear_all 
00BC: text_highpriority 'PIMP_30' 6000 ms 1  // ~s~Nagyszer! Menj s vegyl fel egy msik ~b~kurvt~s~
039E: set_actor 35@(37@,2i) jackable 1 

:PIMP_12067
0006: 42@ = 2 // integer values 
0006: 43@ = 1 // integer values 

:PIMP_12081
00D6: if 
0039:   43@ == 1 // integer values 
004D: jump_if_false @PIMP_12227 
00D6: if 
056D:   carcass_of_actor 35@ valid 
004D: jump_if_false @PIMP_12154 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @PIMP_12154 
00BC: text_highpriority 'PIMP_51' 8000 ms 1  // ~r~A kurvd nem fogadhat kuncsaftokat a krhzban! Te egy pancser vagy!
0002: jump @PIMP_37455 

:PIMP_12154
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @PIMP_12227 
00D6: if 
056D:   carcass_of_actor 36@ valid 
004D: jump_if_false @PIMP_12227 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @PIMP_12227 
00BC: text_highpriority 'PIMP_51' 8000 ms 1  // ~r~A kurvd nem fogadhat kuncsaftokat a krhzban! Te egy pancser vagy!
0002: jump @PIMP_37455 

:PIMP_12227
00D6: if 
0039:   42@ == 2 // integer values 
004D: jump_if_false @PIMP_12869 
00D6: if 
0039:   523@ == 1 // integer values 
004D: jump_if_false @PIMP_12305 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_12305 
00BC: text_highpriority 'PIMP_57' 6000 ms 1  // ~s~A ~b~kurvd~s~ vgzett a kuncsaftjval. Menj s vedd fel a csajt.
0006: 523@ = 99 // integer values 

:PIMP_12305
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_12869 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_12869 
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_12405 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_12405 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 88@ 
0006: 521@ = 1 // integer values 

:PIMP_12405
00D6: if 
0039:   521@ == 1 // integer values 
004D: jump_if_false @PIMP_12501 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_12501 
0164: disable_marker 522@ 
0006: 521@ = 0 // integer values 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
07E0: set_marker 88@ type_to 1 
00BC: text_highpriority 'PIMP_54' 6000 ms 1  // ~s~Vedd fel a ~b~kurvt~s~!
0006: 521@ = 0 // integer values 

:PIMP_12501
00D6: if 
0039:   44@ == 0 // integer values 
004D: jump_if_false @PIMP_12688 
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_12688 
00D6: if 
00F4:   actor $PLAYER_ACTOR near_actor_in_car 35@(37@,2i) radius 7.0 7.0 0 
004D: jump_if_false @PIMP_12688 
00D6: if 
0039:   45@ == 0 // integer values 
004D: jump_if_false @PIMP_12637 
0615: define_action_sequences 38@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 chew_gum -1 ms 
0616: define_action_sequences_end 38@ 
0618: assign_actor 35@(37@,2i) to_action_sequences 38@ 
061B: remove_references_to_action_sequences 38@ 
0006: 45@ = 1 // integer values 

:PIMP_12637
00D6: if 
01C1:   car 40@ stopped 
004D: jump_if_false @PIMP_12688 
0687: clear_actor_task 35@(37@,2i) 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 60000 ms 
0006: 44@ = 1 // integer values 

:PIMP_12688
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_12869 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_12869 
00D6: if 
0448:   actor 35@(37@,2i) in_car 40@ 
004D: jump_if_false @PIMP_12869 
00D6: if 
001B:   2 > 56@ // integer values 
004D: jump_if_false @PIMP_12779 
000A: 56@ += 1 // integer values 
0623: add 1 to_stat 171 

:PIMP_12779
0006: 44@ = 2 // integer values 
0164: disable_marker 88@ 
0006: 42@ = 99 // integer values 
0006: 47@ = 1 // integer values 
0050: gosub @PIMP_35718 
0006: 520@ = 1 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
0039:   49@ == 10 // integer values 
004D: jump_if_false @PIMP_12869 
00BE: text_clear_all 
00BC: text_highpriority 'SEXGOD' 6000 ms 1  // Stricizs ksz! A prostitultak mostantl fizetnek NEKED, hogy kapcsolatban llj velk!
0002: jump @PIMP_37797 

:PIMP_12869
00D6: if 
0039:   44@ == 1 // integer values 
004D: jump_if_false @PIMP_13007 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_13007 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_13007 
062E: (unknown) 35@(37@,2i) 1482 539@ 
00D6: if 
04A4:   539@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PIMP_13007 
00D6: if 
80DB:   not actor 35@(37@,2i) in_car 40@ 
004D: jump_if_false @PIMP_13007 
0687: clear_actor_task 35@(37@,2i) 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 60000 ms 

:PIMP_13007
00D6: if 
0039:   47@ == 1 // integer values 
004D: jump_if_false @PIMP_29178 
00D6: if 
04A4:   531@ == 1 // integer values OR floating-point values 
004D: jump_if_false @PIMP_19041 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @PIMP_13897 
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @PIMP_13140 
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @PIMP_13140 
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @PIMP_13140 
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @PIMP_13140 
0006: 58@ = 2 // integer values 

:PIMP_13140
0209: 50@ = random_int 0 4 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @PIMP_13336 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_13336 
0247: request_model #SWMYHP1 

:PIMP_13193
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_13219 
0001: wait 0 ms 
0002: jump @PIMP_13193 

:PIMP_13219
009A: 91@(50@,28i) = create_actor 4 #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_10' 4000 ms 1  // ~s~Vezess a ~y~kikthz~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_13336
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @PIMP_13523 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_13523 
0247: request_model #SWMYHP1 

:PIMP_13380
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_13406 
0001: wait 0 ms 
0002: jump @PIMP_13380 

:PIMP_13406
009A: 91@(50@,28i) = create_actor 4 #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_11' 4000 ms 1  // ~s~Menj ~y~Los Santos Reptrre~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_13523
00D6: if 
0039:   50@ == 2 // integer values 
004D: jump_if_false @PIMP_13710 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_13710 
0247: request_model #SWMYHP1 

:PIMP_13567
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_13593 
0001: wait 0 ms 
0002: jump @PIMP_13567 

:PIMP_13593
009A: 91@(50@,28i) = create_actor 4 #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_12' 4000 ms 1  // ~s~Vezess ~y~Willowfieldba~s~. Gyorsan!
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_13710
00D6: if 
0039:   50@ == 3 // integer values 
004D: jump_if_false @PIMP_13897 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_13897 
0247: request_model #BMYST 

:PIMP_13754
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_13780 
0001: wait 0 ms 
0002: jump @PIMP_13754 

:PIMP_13780
009A: 91@(50@,28i) = create_actor 4 #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_13' 4000 ms 1  // ~s~Hajts a ~y~Bluffs~s~ terletre.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_13897
00D6: if 
0039:   58@ == 2 // integer values 
004D: jump_if_false @PIMP_14755 
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @PIMP_13994 
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @PIMP_13994 
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @PIMP_13994 
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @PIMP_13994 
0006: 58@ = 3 // integer values 

:PIMP_13994
0209: 50@ = random_int 4 8 
00D6: if 
0039:   50@ == 4 // integer values 
004D: jump_if_false @PIMP_14190 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_14190 
0247: request_model #BMYST 

:PIMP_14047
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_14073 
0001: wait 0 ms 
0002: jump @PIMP_14047 

:PIMP_14073
009A: 91@(50@,28i) = create_actor 4 #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_14' 4000 ms 1  // ~s~Vezess a ~y~kereskedelmi~s~ krzetbe.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_14190
00D6: if 
0039:   50@ == 5 // integer values 
004D: jump_if_false @PIMP_14381 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_14381 
0247: request_model #WMYBU 

:PIMP_14235
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_14262 
0001: wait 0 ms 
0002: jump @PIMP_14235 

:PIMP_14262
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_15' 4000 ms 1  // ~s~Tedd ki a csajt a ~y~belvrosban~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_14381
00D6: if 
0039:   50@ == 6 // integer values 
004D: jump_if_false @PIMP_14568 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_14568 
0247: request_model #BMYST 

:PIMP_14425
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_14451 
0001: wait 0 ms 
0002: jump @PIMP_14425 

:PIMP_14451
009A: 91@(50@,28i) = create_actor 4 #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_16' 4000 ms 1  // A kvetkez cllloms a ~y~Glen Park~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_14568
00D6: if 
0039:   50@ == 7 // integer values 
004D: jump_if_false @PIMP_14755 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_14755 
0247: request_model #BMYST 

:PIMP_14612
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_14638 
0001: wait 0 ms 
0002: jump @PIMP_14612 

:PIMP_14638
009A: 91@(50@,28i) = create_actor 4 #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_17' 4000 ms 1  // ~s~Menj ~y~Kis-Mexikba~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_14755
00D6: if 
0039:   58@ == 3 // integer values 
004D: jump_if_false @PIMP_15613 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @PIMP_14852 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @PIMP_14852 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @PIMP_14852 
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @PIMP_14852 
0006: 58@ = 4 // integer values 

:PIMP_14852
0209: 50@ = random_int 8 12 
00D6: if 
0039:   50@ == 8 // integer values 
004D: jump_if_false @PIMP_15048 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_15048 
0247: request_model #WMOPREA 

:PIMP_14905
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_14931 
0001: wait 0 ms 
0002: jump @PIMP_14905 

:PIMP_14931
009A: 91@(50@,28i) = create_actor 4 #WMOPREA at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_18' 4000 ms 1  // ~s~Vezess a~y~Jeffersoni~s~ templomhoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_15048
00D6: if 
0039:   50@ == 9 // integer values 
004D: jump_if_false @PIMP_15235 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_15235 
0247: request_model #HMYST 

:PIMP_15092
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_15118 
0001: wait 0 ms 
0002: jump @PIMP_15092 

:PIMP_15118
009A: 91@(50@,28i) = create_actor 4 #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_19' 4000 ms 1  // ~y~Kelet Los Santos~s~ kvetkezik.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_15235
00D6: if 
0039:   50@ == 10 // integer values 
004D: jump_if_false @PIMP_15422 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_15422 
0247: request_model #HMYST 

:PIMP_15279
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_15305 
0001: wait 0 ms 
0002: jump @PIMP_15279 

:PIMP_15305
009A: 91@(50@,28i) = create_actor 4 #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_20' 4000 ms 1  // ~s~Vezess a ~y~Los Floreshez~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_15422
00D6: if 
0039:   50@ == 11 // integer values 
004D: jump_if_false @PIMP_15613 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_15613 
0247: request_model #WMYBU 

:PIMP_15467
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_15494 
0001: wait 0 ms 
0002: jump @PIMP_15467 

:PIMP_15494
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_21' 4000 ms 1  // ~s~Tedd ki a csajt a ~y~Keleti tengerparton~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_15613
00D6: if 
0039:   58@ == 4 // integer values 
004D: jump_if_false @PIMP_16471 
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @PIMP_15710 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @PIMP_15710 
00D6: if 
0039:   74@ == 1 // integer values 
004D: jump_if_false @PIMP_15710 
00D6: if 
0039:   75@ == 1 // integer values 
004D: jump_if_false @PIMP_15710 
0006: 58@ = 5 // integer values 

:PIMP_15710
0209: 50@ = random_int 12 16 
00D6: if 
0039:   50@ == 12 // integer values 
004D: jump_if_false @PIMP_15910 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_15910 
0247: request_model #WMYBU 

:PIMP_15764
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_15791 
0001: wait 0 ms 
0002: jump @PIMP_15764 

:PIMP_15791
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_22' 4000 ms 1  // ~s~Vezess a vros szvben lv ~y~Konferencia kzponthoz~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_15910
00D6: if 
0039:   50@ == 13 // integer values 
004D: jump_if_false @PIMP_16097 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_16097 
0247: request_model #WMYBMX 

:PIMP_15954
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_15980 
0001: wait 0 ms 
0002: jump @PIMP_15954 

:PIMP_15980
009A: 91@(50@,28i) = create_actor 4 #WMYBMX at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_23' 4000 ms 1  // ~s~Menj a ~y~Verona patra~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_16097
00D6: if 
0039:   50@ == 14 // integer values 
004D: jump_if_false @PIMP_16284 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_16284 
0247: request_model #BMYBU 

:PIMP_16141
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_16167 
0001: wait 0 ms 
0002: jump @PIMP_16141 

:PIMP_16167
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_24' 4000 ms 1  // A kvetkez cllloms a ~y~Santa Maria tengerpart~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_16284
00D6: if 
0039:   50@ == 15 // integer values 
004D: jump_if_false @PIMP_16471 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_16471 
0247: request_model #WMYMECH 

:PIMP_16328
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_16354 
0001: wait 0 ms 
0002: jump @PIMP_16328 

:PIMP_16354
009A: 91@(50@,28i) = create_actor 4 #WMYMECH at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_25' 4000 ms 1  // ~s~Menj a ~y~kikt~s~ krnykre, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_16471
00D6: if 
0039:   58@ == 5 // integer values 
004D: jump_if_false @PIMP_17329 
00D6: if 
0039:   76@ == 1 // integer values 
004D: jump_if_false @PIMP_16568 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @PIMP_16568 
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @PIMP_16568 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @PIMP_16568 
0006: 58@ = 6 // integer values 

:PIMP_16568
0209: 50@ = random_int 16 20 
00D6: if 
0039:   50@ == 16 // integer values 
004D: jump_if_false @PIMP_16768 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_16768 
0247: request_model #WMYBU 

:PIMP_16622
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_16649 
0001: wait 0 ms 
0002: jump @PIMP_16622 

:PIMP_16649
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_26' 4000 ms 1  // ~s~Hajts a ~y~piachoz~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_16768
00D6: if 
0039:   50@ == 17 // integer values 
004D: jump_if_false @PIMP_16955 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_16955 
0247: request_model #HMYST 

:PIMP_16812
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_16838 
0001: wait 0 ms 
0002: jump @PIMP_16812 

:PIMP_16838
009A: 91@(50@,28i) = create_actor 4 #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_27' 4000 ms 1  // A kvetkez clpont a ~s~Central ~y~Rodeo~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_16955
00D6: if 
0039:   50@ == 18 // integer values 
004D: jump_if_false @PIMP_17142 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_17142 
0247: request_model #WMYBMX 

:PIMP_16999
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_17025 
0001: wait 0 ms 
0002: jump @PIMP_16999 

:PIMP_17025
009A: 91@(50@,28i) = create_actor 4 #WMYBMX at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_28' 4000 ms 1  // ~s~Tegyl rla, hogy a ~y~Rodeo~s~ idben jjjn.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_17142
00D6: if 
0039:   50@ == 19 // integer values 
004D: jump_if_false @PIMP_17329 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_17329 
0247: request_model #BMYBU 

:PIMP_17186
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_17212 
0001: wait 0 ms 
0002: jump @PIMP_17186 

:PIMP_17212
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_29' 4000 ms 1  // ~s~Vezess a ~y~gazdagnegyedbe~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_17329
00D6: if 
0039:   58@ == 6 // integer values 
004D: jump_if_false @PIMP_18183 
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @PIMP_17426 
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @PIMP_17426 
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @PIMP_17426 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @PIMP_17426 
0006: 58@ = 7 // integer values 

:PIMP_17426
0209: 50@ = random_int 20 24 
00D6: if 
0039:   50@ == 20 // integer values 
004D: jump_if_false @PIMP_17622 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_17622 
0247: request_model #WMYGOL1 

:PIMP_17479
00D6: if 
8248:   not model #WMYGOL1 available 
004D: jump_if_false @PIMP_17505 
0001: wait 0 ms 
0002: jump @PIMP_17479 

:PIMP_17505
009A: 91@(50@,28i) = create_actor 4 #WMYGOL1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYGOL1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_80' 4000 ms 1  // ~s~Vezess ~y~Mulhollandba~s~, hogy egy kuncsaftot tallj a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_17622
00D6: if 
0039:   50@ == 21 // integer values 
004D: jump_if_false @PIMP_17809 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_17809 
0247: request_model #WMYMECH 

:PIMP_17666
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_17692 
0001: wait 0 ms 
0002: jump @PIMP_17666 

:PIMP_17692
009A: 91@(50@,28i) = create_actor 4 #WMYMECH at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_81' 4000 ms 1  // ~s~Vezess a ~y~Mulhollandi~s~ autmoshoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_17809
00D6: if 
0039:   50@ == 22 // integer values 
004D: jump_if_false @PIMP_17996 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_17996 
0247: request_model #HMYST 

:PIMP_17853
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_17879 
0001: wait 0 ms 
0002: jump @PIMP_17853 

:PIMP_17879
009A: 91@(50@,28i) = create_actor 4 #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_82' 4000 ms 1  // ~s~Vidd a kurvd ~y~Vinewoodba~s~ ezttal.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_17996
00D6: if 
0039:   50@ == 23 // integer values 
004D: jump_if_false @PIMP_18183 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_18183 
0247: request_model #WMOPREA 

:PIMP_18040
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_18066 
0001: wait 0 ms 
0002: jump @PIMP_18040 

:PIMP_18066
009A: 91@(50@,28i) = create_actor 4 #WMOPREA at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_83' 4000 ms 1  // ~s~Tedd ki a kurvd a ~y~templom~s~ temetje mellett.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_18183
00D6: if 
0039:   58@ == 7 // integer values 
004D: jump_if_false @PIMP_19041 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @PIMP_18280 
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @PIMP_18280 
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @PIMP_18280 
00D6: if 
0039:   87@ == 1 // integer values 
004D: jump_if_false @PIMP_18280 
0006: 58@ = 1 // integer values 

:PIMP_18280
0209: 50@ = random_int 24 28 
00D6: if 
0039:   50@ == 24 // integer values 
004D: jump_if_false @PIMP_18480 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_18480 
0247: request_model #BMYBOUN 

:PIMP_18334
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @PIMP_18361 
0001: wait 0 ms 
0002: jump @PIMP_18334 

:PIMP_18361
009A: 91@(50@,28i) = create_actor 4 #BMYBOUN at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #BMYBOUN 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_84' 4000 ms 1  // ~s~Vezess ~y~Idlewoodba~s~, hogy egy kuncsaftot tallj a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_18480
00D6: if 
0039:   50@ == 25 // integer values 
004D: jump_if_false @PIMP_18667 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_18667 
0247: request_model #BMYDJ 

:PIMP_18524
00D6: if 
8248:   not model #BMYDJ available 
004D: jump_if_false @PIMP_18550 
0001: wait 0 ms 
0002: jump @PIMP_18524 

:PIMP_18550
009A: 91@(50@,28i) = create_actor 4 #BMYDJ at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #BMYDJ 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_85' 4000 ms 1  // ~s~Vezess a ~y~Gettba~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_18667
00D6: if 
0039:   50@ == 26 // integer values 
004D: jump_if_false @PIMP_18854 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_18854 
0247: request_model #WMYDRUG 

:PIMP_18711
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_18737 
0001: wait 0 ms 
0002: jump @PIMP_18711 

:PIMP_18737
009A: 91@(50@,28i) = create_actor 4 #WMYDRUG at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_86' 4000 ms 1  // ~s~Vezess ~y~El Coronaba~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_18854
00D6: if 
0039:   50@ == 27 // integer values 
004D: jump_if_false @PIMP_19041 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_19041 
0247: request_model #HMYST 

:PIMP_18898
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_18924 
0001: wait 0 ms 
0002: jump @PIMP_18898 

:PIMP_18924
009A: 91@(50@,28i) = create_actor 4 #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP_87' 4000 ms 1  // ~s~Vezess a ~y~Kis Mexik~s~ vrosrszbe, hogy kuncsaftot tallj a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_19041
00D6: if 
04A4:   531@ == 2 // integer values OR floating-point values 
004D: jump_if_false @PIMP_24878 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @PIMP_19913 
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @PIMP_19156 
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @PIMP_19156 
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @PIMP_19156 
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @PIMP_19156 
0006: 58@ = 2 // integer values 

:PIMP_19156
0209: 50@ = random_int 0 4 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @PIMP_19352 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_19352 
0247: request_model #SWMYHP1 

:PIMP_19209
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_19235 
0001: wait 0 ms 
0002: jump @PIMP_19209 

:PIMP_19235
009A: 91@(50@,28i) = create_actor 4 #SWMYHP1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP200' 4000 ms 1  // ~s~Menj a ~y~Calton magaslathoz~s~, hogy tallj kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_19352
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @PIMP_19539 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_19539 
0247: request_model #SWMYHP1 

:PIMP_19396
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_19422 
0001: wait 0 ms 
0002: jump @PIMP_19396 

:PIMP_19422
009A: 91@(50@,28i) = create_actor 4 #SWMYHP1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP201' 4000 ms 1  // ~s~Vezess a ~y~Juniper dombi~s~ parkhoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_19539
00D6: if 
0039:   50@ == 2 // integer values 
004D: jump_if_false @PIMP_19726 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_19726 
0247: request_model #WMYMECH 

:PIMP_19583
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_19609 
0001: wait 0 ms 
0002: jump @PIMP_19583 

:PIMP_19609
009A: 91@(50@,28i) = create_actor 4 #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP202' 4000 ms 1  // ~s~Vezess ~y~Juniper dombra~s~. Gyorsan!
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_19726
00D6: if 
0039:   50@ == 3 // integer values 
004D: jump_if_false @PIMP_19913 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_19913 
0247: request_model #WMYMECH 

:PIMP_19770
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_19796 
0001: wait 0 ms 
0002: jump @PIMP_19770 

:PIMP_19796
009A: 91@(50@,28i) = create_actor 4 #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP203' 4000 ms 1  // ~s~Vezess az ~y~szaki sugrtra~s~ a kvetkez kuncsafthoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_19913
00D6: if 
0039:   58@ == 2 // integer values 
004D: jump_if_false @PIMP_20793 
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @PIMP_20010 
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @PIMP_20010 
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @PIMP_20010 
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @PIMP_20010 
0006: 58@ = 3 // integer values 

:PIMP_20010
0209: 50@ = random_int 4 8 
00D6: if 
0039:   50@ == 4 // integer values 
004D: jump_if_false @PIMP_20217 
0006: 60@(50@,28i) = 1 // integer values 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_20217 
0247: request_model #BMYBU 

:PIMP_20074
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_20100 
0001: wait 0 ms 
0002: jump @PIMP_20074 

:PIMP_20100
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP204' 4000 ms 1  // ~y~Bayside kikt~s~ kvetkezik.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_20217
00D6: if 
0039:   50@ == 5 // integer values 
004D: jump_if_false @PIMP_20419 
0006: 60@(50@,28i) = 1 // integer values 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_20419 
0247: request_model #WMYBU 

:PIMP_20273
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_20300 
0001: wait 0 ms 
0002: jump @PIMP_20273 

:PIMP_20300
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP205' 4000 ms 1  // ~s~Vezess a ~y~Baysideba~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_20419
00D6: if 
0039:   50@ == 6 // integer values 
004D: jump_if_false @PIMP_20606 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_20606 
0247: request_model #WMYMECH 

:PIMP_20463
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_20489 
0001: wait 0 ms 
0002: jump @PIMP_20463 

:PIMP_20489
009A: 91@(50@,28i) = create_actor 4 #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP206' 4000 ms 1  // ~s~Tedd ki a csajt a ~y~Battery Pointnl~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_20606
00D6: if 
0039:   50@ == 7 // integer values 
004D: jump_if_false @PIMP_20793 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_20793 
0247: request_model #BMYST 

:PIMP_20650
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_20676 
0001: wait 0 ms 
0002: jump @PIMP_20650 

:PIMP_20676
009A: 91@(50@,28i) = create_actor 4 #BMYST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP207' 4000 ms 1  // A kvetkez cllloms a  ~y~Palisades~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_20793
00D6: if 
0039:   58@ == 3 // integer values 
004D: jump_if_false @PIMP_21651 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @PIMP_20890 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @PIMP_20890 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @PIMP_20890 
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @PIMP_20890 
0006: 58@ = 4 // integer values 

:PIMP_20890
0209: 50@ = random_int 8 12 
00D6: if 
0039:   50@ == 8 // integer values 
004D: jump_if_false @PIMP_21086 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_21086 
0247: request_model #OMOST 

:PIMP_20943
00D6: if 
8248:   not model #OMOST available 
004D: jump_if_false @PIMP_20969 
0001: wait 0 ms 
0002: jump @PIMP_20943 

:PIMP_20969
009A: 91@(50@,28i) = create_actor 4 #OMOST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #OMOST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP208' 4000 ms 1  // ~s~Menj a ~y~Knai Negyedbe~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_21086
00D6: if 
0039:   50@ == 9 // integer values 
004D: jump_if_false @PIMP_21277 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_21277 
0247: request_model #WMYBU 

:PIMP_21131
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_21158 
0001: wait 0 ms 
0002: jump @PIMP_21131 

:PIMP_21158
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP209' 4000 ms 1  // ~s~Vezess a ~y~belvrosba~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_21277
00D6: if 
0039:   50@ == 10 // integer values 
004D: jump_if_false @PIMP_21464 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_21464 
0247: request_model #BMYBU 

:PIMP_21321
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_21347 
0001: wait 0 ms 
0002: jump @PIMP_21321 

:PIMP_21347
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP210' 4000 ms 1  // ~s~Vezess a ~y~Financial negyedbe~s~. Gyorsan!
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_21464
00D6: if 
0039:   50@ == 11 // integer values 
004D: jump_if_false @PIMP_21651 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_21651 
0247: request_model #BMYST 

:PIMP_21508
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_21534 
0001: wait 0 ms 
0002: jump @PIMP_21508 

:PIMP_21534
009A: 91@(50@,28i) = create_actor 4 #BMYST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP211' 4000 ms 1  // ~s~Vezess a ~y~Keleti sugrtra~s~ a kvetkez kuncsafthoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_21651
00D6: if 
0039:   58@ == 4 // integer values 
004D: jump_if_false @PIMP_22509 
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @PIMP_21748 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @PIMP_21748 
00D6: if 
0039:   74@ == 1 // integer values 
004D: jump_if_false @PIMP_21748 
00D6: if 
0039:   75@ == 1 // integer values 
004D: jump_if_false @PIMP_21748 
0006: 58@ = 5 // integer values 

:PIMP_21748
0209: 50@ = random_int 12 16 
00D6: if 
0039:   50@ == 12 // integer values 
004D: jump_if_false @PIMP_21948 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_21948 
0247: request_model #WMYBU 

:PIMP_21802
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_21829 
0001: wait 0 ms 
0002: jump @PIMP_21802 

:PIMP_21829
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP212' 4000 ms 1  // ~y~Queens~s~ kvetkezik.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_21948
00D6: if 
0039:   50@ == 13 // integer values 
004D: jump_if_false @PIMP_22135 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_22135 
0247: request_model #WMYDRUG 

:PIMP_21992
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_22018 
0001: wait 0 ms 
0002: jump @PIMP_21992 

:PIMP_22018
009A: 91@(50@,28i) = create_actor 4 #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP213' 4000 ms 1  // ~s~Vezess ~y~Hashburyba~s~, hogy egy kuncsaftot tallj a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_22135
00D6: if 
0039:   50@ == 14 // integer values 
004D: jump_if_false @PIMP_22322 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_22322 
0247: request_model #BMYBU 

:PIMP_22179
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_22205 
0001: wait 0 ms 
0002: jump @PIMP_22179 

:PIMP_22205
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP214' 4000 ms 1  // ~s~Tedd ki a csajt az ~y~ceni dokkoknl~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_22322
00D6: if 
0039:   50@ == 15 // integer values 
004D: jump_if_false @PIMP_22509 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_22509 
0247: request_model #WMYGOL1 

:PIMP_22366
00D6: if 
8248:   not model #WMYGOL1 available 
004D: jump_if_false @PIMP_22392 
0001: wait 0 ms 
0002: jump @PIMP_22366 

:PIMP_22392
009A: 91@(50@,28i) = create_actor 4 #WMYGOL1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYGOL1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP215' 4000 ms 1  // A kvetkez cllloms az ~y~Avispa Country klub~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_22509
00D6: if 
0039:   58@ == 5 // integer values 
004D: jump_if_false @PIMP_23367 
00D6: if 
0039:   76@ == 1 // integer values 
004D: jump_if_false @PIMP_22606 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @PIMP_22606 
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @PIMP_22606 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @PIMP_22606 
0006: 58@ = 6 // integer values 

:PIMP_22606
0209: 50@ = random_int 16 20 
00D6: if 
0039:   50@ == 16 // integer values 
004D: jump_if_false @PIMP_22806 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_22806 
0247: request_model #WMYBU 

:PIMP_22660
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_22687 
0001: wait 0 ms 
0002: jump @PIMP_22660 

:PIMP_22687
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP216' 4000 ms 1  // ~s~Tedd le a ribancod a ~y~Kingnl~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_22806
00D6: if 
0039:   50@ == 17 // integer values 
004D: jump_if_false @PIMP_22993 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_22993 
0247: request_model #WMYDRUG 

:PIMP_22850
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_22876 
0001: wait 0 ms 
0002: jump @PIMP_22850 

:PIMP_22876
009A: 91@(50@,28i) = create_actor 4 #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP217' 4000 ms 1  // A kvetkez clterlet a ~y~Garcia~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_22993
00D6: if 
0039:   50@ == 18 // integer values 
004D: jump_if_false @PIMP_23180 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_23180 
0247: request_model #WMYCON 

:PIMP_23037
00D6: if 
8248:   not model #WMYCON available 
004D: jump_if_false @PIMP_23063 
0001: wait 0 ms 
0002: jump @PIMP_23037 

:PIMP_23063
009A: 91@(50@,28i) = create_actor 4 #WMYCON at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYCON 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP218' 4000 ms 1  // ~s~Vezess ~y~Dohertybe~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_23180
00D6: if 
0039:   50@ == 19 // integer values 
004D: jump_if_false @PIMP_23367 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_23367 
0247: request_model #WMYMECH 

:PIMP_23224
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_23250 
0001: wait 0 ms 
0002: jump @PIMP_23224 

:PIMP_23250
009A: 91@(50@,28i) = create_actor 4 #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP219' 4000 ms 1  // ~s~Vezess a ~y~Easter Basinbe~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_23367
00D6: if 
0039:   58@ == 6 // integer values 
004D: jump_if_false @PIMP_24020 
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @PIMP_23446 
00D6: if 
0039:   81@ == 1 // integer values 
004D: jump_if_false @PIMP_23446 
00D6: if 
0039:   82@ == 1 // integer values 
004D: jump_if_false @PIMP_23446 
0006: 58@ = 7 // integer values 

:PIMP_23446
0209: 50@ = random_int 20 23 
00D6: if 
0039:   50@ == 20 // integer values 
004D: jump_if_false @PIMP_23646 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_23646 
0247: request_model #WMYBU 

:PIMP_23500
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_23527 
0001: wait 0 ms 
0002: jump @PIMP_23500 

:PIMP_23527
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP220' 4000 ms 1  // ~s~Hajts a ~y~Missionary hegyre~s~. Gyorsan!
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_23646
00D6: if 
0039:   50@ == 21 // integer values 
004D: jump_if_false @PIMP_23833 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_23833 
0247: request_model #BMYBU 

:PIMP_23690
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_23716 
0001: wait 0 ms 
0002: jump @PIMP_23690 

:PIMP_23716
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP221' 4000 ms 1  // ~s~Vezess a ~y~Foster vlgybe~s~ a kvetkez kuncsafthoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_23833
00D6: if 
0039:   50@ == 22 // integer values 
004D: jump_if_false @PIMP_24020 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_24020 
0247: request_model #WMYSGRD 

:PIMP_23877
00D6: if 
8248:   not model #WMYSGRD available 
004D: jump_if_false @PIMP_23903 
0001: wait 0 ms 
0002: jump @PIMP_23877 

:PIMP_23903
009A: 91@(50@,28i) = create_actor 4 #WMYSGRD at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYSGRD 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP222' 4000 ms 1  // A clpont a ~y~Easter bl reptr~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_24020
00D6: if 
0039:   58@ == 7 // integer values 
004D: jump_if_false @PIMP_24878 
00D6: if 
0039:   83@ == 1 // integer values 
004D: jump_if_false @PIMP_24117 
00D6: if 
0039:   84@ == 1 // integer values 
004D: jump_if_false @PIMP_24117 
00D6: if 
0039:   85@ == 1 // integer values 
004D: jump_if_false @PIMP_24117 
00D6: if 
0039:   86@ == 1 // integer values 
004D: jump_if_false @PIMP_24117 
0006: 58@ = 1 // integer values 

:PIMP_24117
0209: 50@ = random_int 23 27 
00D6: if 
0039:   50@ == 23 // integer values 
004D: jump_if_false @PIMP_24317 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_24317 
0247: request_model #WMYBU 

:PIMP_24171
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_24198 
0001: wait 0 ms 
0002: jump @PIMP_24171 

:PIMP_24198
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP223' 4000 ms 1  // ~s~Vezess ~y~Palisadesbe~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_24317
00D6: if 
0039:   50@ == 24 // integer values 
004D: jump_if_false @PIMP_24504 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_24504 
0247: request_model #WMYDRUG 

:PIMP_24361
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_24387 
0001: wait 0 ms 
0002: jump @PIMP_24361 

:PIMP_24387
009A: 91@(50@,28i) = create_actor 4 #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP224' 4000 ms 1  // ~s~Tedd ki a lnyt ~y~Paradisoban~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_24504
00D6: if 
0039:   50@ == 25 // integer values 
004D: jump_if_false @PIMP_24691 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_24691 
0247: request_model #WMYBMX 

:PIMP_24548
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_24574 
0001: wait 0 ms 
0002: jump @PIMP_24548 

:PIMP_24574
009A: 91@(50@,28i) = create_actor 4 #WMYBMX at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP225' 4000 ms 1  // ~y~Santa Flora~s~ a kvetkez lloms.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_24691
00D6: if 
0039:   50@ == 26 // integer values 
004D: jump_if_false @PIMP_24878 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_24878 
0247: request_model #BMYBU 

:PIMP_24735
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_24761 
0001: wait 0 ms 
0002: jump @PIMP_24735 

:PIMP_24761
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP226' 4000 ms 1  // A kvetkez clpont a ~y~Vroshza~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_24878
00D6: if 
04A4:   531@ == 3 // integer values OR floating-point values 
004D: jump_if_false @PIMP_29178 
00D6: if 
0039:   58@ == 1 // integer values 
004D: jump_if_false @PIMP_25754 
00D6: if 
0039:   60@ == 1 // integer values 
004D: jump_if_false @PIMP_24993 
00D6: if 
0039:   61@ == 1 // integer values 
004D: jump_if_false @PIMP_24993 
00D6: if 
0039:   62@ == 1 // integer values 
004D: jump_if_false @PIMP_24993 
00D6: if 
0039:   63@ == 1 // integer values 
004D: jump_if_false @PIMP_24993 
0006: 58@ = 2 // integer values 

:PIMP_24993
0209: 50@ = random_int 0 4 
00D6: if 
0039:   50@ == 0 // integer values 
004D: jump_if_false @PIMP_25189 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_25189 
0247: request_model #SWMYHP1 

:PIMP_25046
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_25072 
0001: wait 0 ms 
0002: jump @PIMP_25046 

:PIMP_25072
009A: 91@(50@,28i) = create_actor 4 #SWMYHP1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP300' 4000 ms 1  // ~s~Menj ~y~Rzsaszn hattyba~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_25189
00D6: if 
0039:   50@ == 1 // integer values 
004D: jump_if_false @PIMP_25376 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_25376 
0247: request_model #SWMYHP1 

:PIMP_25233
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_25259 
0001: wait 0 ms 
0002: jump @PIMP_25233 

:PIMP_25259
009A: 91@(50@,28i) = create_actor 4 #SWMYHP1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP301' 4000 ms 1  // ~s~Vezess a ~y~Ngy Srknyhoz~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_25376
00D6: if 
0039:   50@ == 2 // integer values 
004D: jump_if_false @PIMP_25563 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_25563 
0247: request_model #BMYBU 

:PIMP_25420
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_25446 
0001: wait 0 ms 
0002: jump @PIMP_25420 

:PIMP_25446
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP302' 4000 ms 1  // ~s~Vezess ~y~Camel's Toeba~s~. Gyorsan!
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_25563
00D6: if 
0039:   50@ == 3 // integer values 
004D: jump_if_false @PIMP_25754 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_25754 
0247: request_model #WMYBU 

:PIMP_25608
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_25635 
0001: wait 0 ms 
0002: jump @PIMP_25608 

:PIMP_25635
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP303' 4000 ms 1  // ~s~Vezess ~y~Come-A-Lot-ba~s~ a kvetkez kuncsafthoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_25754
00D6: if 
0039:   58@ == 2 // integer values 
004D: jump_if_false @PIMP_26612 
00D6: if 
0039:   64@ == 1 // integer values 
004D: jump_if_false @PIMP_25851 
00D6: if 
0039:   65@ == 1 // integer values 
004D: jump_if_false @PIMP_25851 
00D6: if 
0039:   66@ == 1 // integer values 
004D: jump_if_false @PIMP_25851 
00D6: if 
0039:   67@ == 1 // integer values 
004D: jump_if_false @PIMP_25851 
0006: 58@ = 3 // integer values 

:PIMP_25851
0209: 50@ = random_int 4 8 
00D6: if 
0039:   50@ == 4 // integer values 
004D: jump_if_false @PIMP_26047 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_26047 
0247: request_model #DWMOLC1 

:PIMP_25904
00D6: if 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @PIMP_25930 
0001: wait 0 ms 
0002: jump @PIMP_25904 

:PIMP_25930
009A: 91@(50@,28i) = create_actor 4 #DWMOLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP304' 4000 ms 1  // ~y~Pirates in Men's Pants~s~ kvetkezik.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_26047
00D6: if 
0039:   50@ == 5 // integer values 
004D: jump_if_false @PIMP_26234 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_26234 
0247: request_model #DWMOLC2 

:PIMP_26091
00D6: if 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @PIMP_26117 
0001: wait 0 ms 
0002: jump @PIMP_26091 

:PIMP_26117
009A: 91@(50@,28i) = create_actor 4 #DWMOLC2 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC2 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP305' 4000 ms 1  // ~s~Vezess a ~y~Royale kaszinhoz~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_26234
00D6: if 
0039:   50@ == 6 // integer values 
004D: jump_if_false @PIMP_26421 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_26421 
0247: request_model #BMYBU 

:PIMP_26278
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_26304 
0001: wait 0 ms 
0002: jump @PIMP_26278 

:PIMP_26304
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP306' 4000 ms 1  // ~s~Tedd ki a csajt a ~y~Caligula kaszinnl~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_26421
00D6: if 
0039:   50@ == 7 // integer values 
004D: jump_if_false @PIMP_26612 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_26612 
0247: request_model #WMYBU 

:PIMP_26466
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_26493 
0001: wait 0 ms 
0002: jump @PIMP_26466 

:PIMP_26493
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP307' 4000 ms 1  // A kvetkez cllloms a ~y~The High Roller~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_26612
00D6: if 
0039:   58@ == 3 // integer values 
004D: jump_if_false @PIMP_27470 
00D6: if 
0039:   68@ == 1 // integer values 
004D: jump_if_false @PIMP_26709 
00D6: if 
0039:   69@ == 1 // integer values 
004D: jump_if_false @PIMP_26709 
00D6: if 
0039:   70@ == 1 // integer values 
004D: jump_if_false @PIMP_26709 
00D6: if 
0039:   71@ == 1 // integer values 
004D: jump_if_false @PIMP_26709 
0006: 58@ = 4 // integer values 

:PIMP_26709
0209: 50@ = random_int 8 12 
00D6: if 
0039:   50@ == 8 // integer values 
004D: jump_if_false @PIMP_26905 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_26905 
0247: request_model #DWMOLC1 

:PIMP_26762
00D6: if 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @PIMP_26788 
0001: wait 0 ms 
0002: jump @PIMP_26762 

:PIMP_26788
009A: 91@(50@,28i) = create_actor 4 #DWMOLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP308' 4000 ms 1  // ~s~Menj ~y~Pilgrimbe~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_26905
00D6: if 
0039:   50@ == 9 // integer values 
004D: jump_if_false @PIMP_27092 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_27092 
0247: request_model #DWMOLC2 

:PIMP_26949
00D6: if 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @PIMP_26975 
0001: wait 0 ms 
0002: jump @PIMP_26949 

:PIMP_26975
009A: 91@(50@,28i) = create_actor 4 #DWMOLC2 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC2 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP309' 4000 ms 1  // ~s~Vezess a ~y~Starfish kaszinhoz~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_27092
00D6: if 
0039:   50@ == 10 // integer values 
004D: jump_if_false @PIMP_27279 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_27279 
0247: request_model #BMYBU 

:PIMP_27136
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_27162 
0001: wait 0 ms 
0002: jump @PIMP_27136 

:PIMP_27162
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP310' 4000 ms 1  // ~s~Vezess a ~y~Stripbe~s~. Gyorsan!
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_27279
00D6: if 
0039:   50@ == 11 // integer values 
004D: jump_if_false @PIMP_27470 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_27470 
0247: request_model #WMYBU 

:PIMP_27324
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_27351 
0001: wait 0 ms 
0002: jump @PIMP_27324 

:PIMP_27351
009A: 91@(50@,28i) = create_actor 4 #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP311' 4000 ms 1  // ~s~Vezess a ~y~Visageba~s~ a kvetkez kuncsafthoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_27470
00D6: if 
0039:   58@ == 4 // integer values 
004D: jump_if_false @PIMP_28324 
00D6: if 
0039:   72@ == 1 // integer values 
004D: jump_if_false @PIMP_27567 
00D6: if 
0039:   73@ == 1 // integer values 
004D: jump_if_false @PIMP_27567 
00D6: if 
0039:   74@ == 1 // integer values 
004D: jump_if_false @PIMP_27567 
00D6: if 
0039:   75@ == 1 // integer values 
004D: jump_if_false @PIMP_27567 
0006: 58@ = 5 // integer values 

:PIMP_27567
0209: 50@ = random_int 12 16 
00D6: if 
0039:   50@ == 12 // integer values 
004D: jump_if_false @PIMP_27763 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_27763 
0247: request_model #WMYMECH 

:PIMP_27620
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_27646 
0001: wait 0 ms 
0002: jump @PIMP_27620 

:PIMP_27646
009A: 91@(50@,28i) = create_actor 4 #WMYMECH at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP312' 4000 ms 1  // ~y~Smaragdzld Sziget~s~ kvetkezik.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_27763
00D6: if 
0039:   50@ == 13 // integer values 
004D: jump_if_false @PIMP_27950 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_27950 
0247: request_model #DWMYLC1 

:PIMP_27807
00D6: if 
8248:   not model #DWMYLC1 available 
004D: jump_if_false @PIMP_27833 
0001: wait 0 ms 
0002: jump @PIMP_27807 

:PIMP_27833
009A: 91@(50@,28i) = create_actor 4 #DWMYLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #DWMYLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP313' 4000 ms 1  // ~s~Vezess ~y~Roca Escalante-ba~s~, hogy egy kuncsaftot tallj a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_27950
00D6: if 
0039:   50@ == 14 // integer values 
004D: jump_if_false @PIMP_28137 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_28137 
0247: request_model #BMYBU 

:PIMP_27994
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_28020 
0001: wait 0 ms 
0002: jump @PIMP_27994 

:PIMP_28020
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP314' 4000 ms 1  // ~s~Tedd ki a csajt az ~y~Old Venturas Stripnl~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_28137
00D6: if 
0039:   50@ == 15 // integer values 
004D: jump_if_false @PIMP_28324 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_28324 
0247: request_model #WMYDRUG 

:PIMP_28181
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_28207 
0001: wait 0 ms 
0002: jump @PIMP_28181 

:PIMP_28207
009A: 91@(50@,28i) = create_actor 4 #WMYDRUG at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP315' 4000 ms 1  // A kvetkez cllloms a ~y~Clown's Pocket~s~.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_28324
00D6: if 
0039:   58@ == 5 // integer values 
004D: jump_if_false @PIMP_29178 
00D6: if 
0039:   76@ == 1 // integer values 
004D: jump_if_false @PIMP_28421 
00D6: if 
0039:   77@ == 1 // integer values 
004D: jump_if_false @PIMP_28421 
00D6: if 
0039:   78@ == 1 // integer values 
004D: jump_if_false @PIMP_28421 
00D6: if 
0039:   79@ == 1 // integer values 
004D: jump_if_false @PIMP_28421 
0006: 58@ = 1 // integer values 

:PIMP_28421
0209: 50@ = random_int 16 20 
00D6: if 
0039:   50@ == 16 // integer values 
004D: jump_if_false @PIMP_28617 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_28617 
0247: request_model #WMOPREA 

:PIMP_28474
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_28500 
0001: wait 0 ms 
0002: jump @PIMP_28474 

:PIMP_28500
009A: 91@(50@,28i) = create_actor 4 #WMOPREA at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP316' 4000 ms 1  // ~s~Hajts a ~y~Blackfield kpolnhoz~s~, hogy tallj egy kuncsaftot a kurvdnak.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_28617
00D6: if 
0039:   50@ == 17 // integer values 
004D: jump_if_false @PIMP_28804 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_28804 
0247: request_model #WMYST 

:PIMP_28661
00D6: if 
8248:   not model #WMYST available 
004D: jump_if_false @PIMP_28687 
0001: wait 0 ms 
0002: jump @PIMP_28661 

:PIMP_28687
009A: 91@(50@,28i) = create_actor 4 #WMYST at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #WMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP317' 4000 ms 1  // ~s~Vezess ~y~Greenglass egyetemhez~s~. Gyorsan!
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_28804
00D6: if 
0039:   50@ == 18 // integer values 
004D: jump_if_false @PIMP_28991 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_28991 
0247: request_model #BMYBU 

:PIMP_28848
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_28874 
0001: wait 0 ms 
0002: jump @PIMP_28848 

:PIMP_28874
009A: 91@(50@,28i) = create_actor 4 #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP318' 4000 ms 1  // ~s~Vezess ~y~Las Venturasi reptrre~s~. Gyorsan!
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_28991
00D6: if 
0039:   50@ == 19 // integer values 
004D: jump_if_false @PIMP_29178 
00D6: if 
0039:   60@(50@,28i) == 0 // integer values 
004D: jump_if_false @PIMP_29178 
0247: request_model #DWMYLC1 

:PIMP_29035
00D6: if 
8248:   not model #DWMYLC1 available 
004D: jump_if_false @PIMP_29061 
0001: wait 0 ms 
0002: jump @PIMP_29035 

:PIMP_29061
009A: 91@(50@,28i) = create_actor 4 #DWMYLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) z_angle_to 483@(50@,28f) 
0249: release_model #DWMYLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: text_highpriority 'PIMP319' 4000 ms 1  // ~s~Vezess a ~y~Last Dime Motelhez~s~ az j kuncsafthoz.
0006: 47@ = 2 // integer values 
0006: 32@ = 0 // integer values 
0006: 60@(50@,28i) = 1 // integer values 
0006: 119@(50@,28i) = 1 // integer values 

:PIMP_29178
00D6: if 
0039:   520@ == 1 // integer values 
004D: jump_if_false @PIMP_29735 
00D6: if 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @PIMP_29735 
00D6: if 
001B:   1 > 49@ // integer values 
004D: jump_if_false @PIMP_29301 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_29267 
00BC: text_highpriority 'PIMP_3' 6000 ms 1  // ~w~Frank verda! Viseld a gondomat s perklok neked!

:PIMP_29267
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_29301 
00BC: text_highpriority 'PIMP_31' 6000 ms 1  // ~w~Bnj jl velem!

:PIMP_29301
00D6: if 
0019:   49@ > 0 // integer values 
004D: jump_if_false @PIMP_29721 
0006: 541@ = 1 // integer values 
00D6: if 
8039:   not  513@ == 1 // integer values 
004D: jump_if_false @PIMP_29721 
08D4: 529@ = create_panel_with_title 'PIMP_70' position 31.0 80.0 width 89.0 columns 2 interactive 0 background 1 alignment 1  // Stricizs
0006: 34@ = 1 // integer values 
08DB: set_panel 529@ column 0 header 'PIMP_71' data 'PIMP_72' 'PIMP_73' 'PIMP_74' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Fizets: // Kuncsaftok // Sokszoroz // Keresett pnz
08D6: set_panel 529@ column 1 alignment 2 
0006: 528@ = 300 // integer values 
0085: 526@ = 49@ // integer values and handles 
006A: 526@ *= 528@ // integer values 
08EE: set_panel 529@ column 1 row 0 text_1number 'DOLLAR' 528@  // $~1~
08EE: set_panel 529@ column 1 row 1 text_1number 'PIMP_75' 49@  // X ~1~
08EE: set_panel 529@ column 1 row 2 text_1number 'DOLLAR' 526@  // $~1~
090E: set_panel 529@ active_row 2 
0093: 527@ = integer_to_float 526@ 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_29672 
00BC: text_highpriority 'PIMP_7' 6000 ms 1  // ~w~Itt van a kuncsaft!
0109: player $PLAYER_CHAR money += 526@ 
0624: add 527@ to_stat 36 

:PIMP_29672
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_29721 
00BC: text_highpriority 'PIMP_32' 6000 ms 1  // ~w~Itt a stricim, vged van!
0109: player $PLAYER_CHAR money += 526@ 
0624: add 527@ to_stat 36 

:PIMP_29721
0006: 520@ = 2 // integer values 
0006: 32@ = 0 // integer values 

:PIMP_29735
00D6: if 
0039:   520@ == 2 // integer values 
004D: jump_if_false @PIMP_29809 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @PIMP_29809 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @PIMP_29802 
08DA: remove_panel 529@ 
0006: 34@ = 0 // integer values 

:PIMP_29802
0006: 520@ = 3 // integer values 

:PIMP_29809
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @PIMP_29982 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_29899 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_29873 
0085: 511@ = 50@ // integer values and handles 

:PIMP_29873
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_29899 
0085: 512@ = 50@ // integer values and handles 

:PIMP_29899
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor 91@(50@,28i) 
0165: set_marker 89@ color_to 4 
0004: $8246 = 180000 // integer values 
014F: stop_timer $8246 
0006: 537@ = 0 // integer values 
03C3: set_timer_with_text_to $8246 type 1 text 'PIMP_90'  // ID
0006: 537@ = 1 // integer values 
0006: 47@ = 3 // integer values 
0006: 48@ = 0 // integer values 

:PIMP_29982
00D6: if 
0039:   47@ == 3 // integer values 
004D: jump_if_false @PIMP_30738 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_30738 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_30738 
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_30100 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_30100 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 89@ 
0006: 521@ = 1 // integer values 

:PIMP_30100
00D6: if 
0039:   521@ == 1 // integer values 
004D: jump_if_false @PIMP_30196 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_30196 
0164: disable_marker 522@ 
0006: 521@ = 0 // integer values 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor 91@(50@,28i) 
0165: set_marker 89@ color_to 4 
00BC: text_highpriority 'PIMP_53' 6000 ms 1  // ~s~Vezess a kuncsafthoz a megjellt ~y~terletre~s~!
0006: 521@ = 0 // integer values 

:PIMP_30196
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_30242 
00BC: text_highpriority 'PIMP_52' 8000 ms 1  // ~r~Tiszteld az gyfeleid! Nem kellenek nekik a kurvid, ha bntod ket!
0002: jump @PIMP_37455 

:PIMP_30242
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_30738 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_30738 
00D6: if 
0039:   46@ == 0 // integer values 
004D: jump_if_false @PIMP_30738 
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_30738 
00D6: if 
00F4:   actor $PLAYER_ACTOR near_actor_in_car 91@(50@,28i) radius 10.0 10.0 0 
004D: jump_if_false @PIMP_30738 
00D6: if 
0039:   48@ == 0 // integer values 
004D: jump_if_false @PIMP_30449 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_30408 
00BC: text_highpriority 'PIMP_6' 4000 ms 1  // ~w~Ok! Itt van a kuncsaft! Tegyl ki, majd hvlak ha vgeztem!
0006: 48@ = 1 // integer values 

:PIMP_30408
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_30449 
00BC: text_highpriority 'PIMP_33' 4000 ms 1  // ~w~Ez az n stricim. Egy pillanat. Majd szlok ha kszen llok a kvetkez kuncsaftra.
0006: 48@ = 1 // integer values 

:PIMP_30449
0085: 53@ = 37@ // integer values and handles 
00D6: if 
01C1:   car 40@ stopped 
004D: jump_if_false @PIMP_30738 
0639: AS_actor 91@(50@,28i) rotate_to_actor 35@(53@,2i) 
0687: clear_actor_task 35@(53@,2i) 
0085: 54@ = 50@ // integer values and handles 
0006: 537@ = 0 // integer values 
014F: stop_timer $8246 
0004: $8246 = 180000 // integer values 
0615: define_action_sequences 39@ 
05CD: AS_actor -1 exit_car 40@ 
040D: unload_wav 4 
00D6: if 
04A4:   531@ == 1 // integer values OR floating-point values 
004D: jump_if_false @PIMP_30592 
05D3: AS_actor -1 go_to_point 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) speed 6 10000 ms 

:PIMP_30592
00D6: if 
04A4:   531@ == 2 // integer values OR floating-point values 
004D: jump_if_false @PIMP_30640 
05D3: AS_actor -1 go_to_point 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) speed 6 10000 ms 

:PIMP_30640
00D6: if 
04A4:   531@ == 3 // integer values OR floating-point values 
004D: jump_if_false @PIMP_30688 
05D3: AS_actor -1 go_to_point 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) speed 6 10000 ms 

:PIMP_30688
0616: define_action_sequences_end 39@ 
0618: assign_actor 35@(53@,2i) to_action_sequences 39@ 
061B: remove_references_to_action_sequences 39@ 
0006: 46@ = 1 // integer values 
0006: 55@ = 1 // integer values 
0006: 47@ = 4 // integer values 
0006: 32@ = 0 // integer values 

:PIMP_30738
00D6: if 
0039:   55@ == 1 // integer values 
004D: jump_if_false @PIMP_30900 
00D6: if 
8118:   not actor 35@(53@,2i) dead 
004D: jump_if_false @PIMP_30900 
00D6: if 
8118:   not actor 91@(54@,28i) dead 
004D: jump_if_false @PIMP_30900 
00D6: if 
00F2:   actor 35@(53@,2i) near_actor 91@(54@,28i) radius 3.0 3.0 0 
004D: jump_if_false @PIMP_30900 
0687: clear_actor_task 35@(53@,2i) 
0687: clear_actor_task 91@(54@,28i) 
0677: AS_actor 35@(53@,2i) chat_with_actor 91@(54@,28i) 1 1 
0677: AS_actor 91@(54@,28i) chat_with_actor 35@(53@,2i) 0 1 
0006: 55@ = 0 // integer values 

:PIMP_30900
00D6: if 
0039:   47@ == 4 // integer values 
004D: jump_if_false @PIMP_31126 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_30964 
00BC: text_highpriority 'PIMP_52' 8000 ms 1  // ~r~Tiszteld az gyfeleid! Nem kellenek nekik a kurvid, ha bntod ket!
0002: jump @PIMP_37455 

:PIMP_30964
00D6: if 
8118:   not actor 35@(53@,2i) dead 
004D: jump_if_false @PIMP_31126 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_31126 
00D6: if 
0039:   52@ == 1 // integer values 
004D: jump_if_false @PIMP_31029 
0006: 47@ = 15 // integer values 

:PIMP_31029
00D6: if 
0039:   52@ == 0 // integer values 
004D: jump_if_false @PIMP_31126 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_31126 
0006: 42@ = 0 // integer values 
0006: 41@ = 0 // integer values 
0006: 37@ = 1 // integer values 
0006: 47@ = 99 // integer values 
0164: disable_marker 89@ 
0006: 45@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 52@ = 1 // integer values 

:PIMP_31126
00D6: if 
0039:   47@ == 15 // integer values 
004D: jump_if_false @PIMP_31230 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_31190 
00BC: text_highpriority 'PIMP_52' 8000 ms 1  // ~r~Tiszteld az gyfeleid! Nem kellenek nekik a kurvid, ha bntod ket!
0002: jump @PIMP_37455 

:PIMP_31190
0164: disable_marker 89@ 
0006: 45@ = 0 // integer values 
0006: 44@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0050: gosub @PIMP_35660 
0006: 47@ = 20 // integer values 

:PIMP_31230
00D6: if 
0039:   47@ == 20 // integer values 
004D: jump_if_false @PIMP_31301 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_31294 
00BC: text_highpriority 'PIMP_52' 8000 ms 1  // ~r~Tiszteld az gyfeleid! Nem kellenek nekik a kurvid, ha bntod ket!
0002: jump @PIMP_37455 

:PIMP_31294
0006: 47@ = 25 // integer values 

:PIMP_31301
00D6: if 
0039:   47@ == 25 // integer values 
004D: jump_if_false @PIMP_32099 
0209: 513@ = random_int 0 4 
00D6: if 
001B:   2 > 49@ // integer values 
004D: jump_if_false @PIMP_31353 
0006: 513@ = 3 // integer values 

:PIMP_31353
00D6: if 
0039:   513@ == 0 // integer values 
004D: jump_if_false @PIMP_31652 
0006: 47@ = 30 // integer values 
00BC: text_highpriority 'PIMP_35' 6000 ms 1  // ~w~Segtsg! Ez a balfasz begorombult! Azt hiszi megfertztem!
0006: 524@ = 1 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_31530 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_31530 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0770: (unknown) 91@(511@,28i) 1 
0006: 119@(511@,28i) = 0 // integer values 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 // integer values 
03C3: set_timer_with_text_to $8246 type 1 text 'PIMP_90'  // ID
0006: 537@ = 2 // integer values 

:PIMP_31530
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_31652 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_31652 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0770: (unknown) 91@(512@,28i) 1 
0006: 119@(512@,28i) = 0 // integer values 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 // integer values 
03C3: set_timer_with_text_to $8246 type 1 text 'PIMP_90'  // ID
0006: 537@ = 2 // integer values 

:PIMP_31652
00D6: if 
0039:   513@ == 1 // integer values 
004D: jump_if_false @PIMP_31975 
0006: 47@ = 40 // integer values 
00BC: text_highpriority 'PIMP_39' 6000 ms 1  // ~w~Kifogtam egy senkihzit aki nem akar fizetni! Hasznld a meggyz kpessged!
0006: 525@ = 1 // integer values 
0006: 32@ = 0 // integer values 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_31841 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_31841 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0770: (unknown) 91@(511@,28i) 1 
0006: 119@(511@,28i) = 0 // integer values 
03FE: set_actor 91@(511@,28i) money 250 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 // integer values 
03C3: set_timer_with_text_to $8246 type 1 text 'PIMP_90'  // ID
0006: 537@ = 2 // integer values 

:PIMP_31841
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_31975 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_31975 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0770: (unknown) 91@(512@,28i) 1 
0006: 119@(512@,28i) = 0 // integer values 
0165: set_marker 90@ color_to 0 
03FE: set_actor 91@(512@,28i) money 250 
014F: stop_timer $8246 
0004: $8246 = 180000 // integer values 
03C3: set_timer_with_text_to $8246 type 1 text 'PIMP_90'  // ID
0006: 537@ = 2 // integer values 

:PIMP_31975
00D6: if 
0039:   513@ == 2 // integer values 
004D: jump_if_false @PIMP_32037 
0006: 523@ = 0 // integer values 
0006: 47@ = 50 // integer values 
00BC: text_highpriority 'PIMP_56' 4000 ms 1  // ~w~H, vgeztem. Gyere s vegyl fel!
0006: 32@ = 0 // integer values 
0006: 523@ = 1 // integer values 

:PIMP_32037
00D6: if 
0039:   513@ == 3 // integer values 
004D: jump_if_false @PIMP_32099 
0006: 523@ = 0 // integer values 
0006: 47@ = 50 // integer values 
00BC: text_highpriority 'PIMP_56' 4000 ms 1  // ~w~H, vgeztem. Gyere s vegyl fel!
0006: 32@ = 0 // integer values 
0006: 523@ = 1 // integer values 

:PIMP_32099
00D6: if 
0039:   47@ == 30 // integer values 
004D: jump_if_false @PIMP_32970 
00D6: if 
0039:   525@ == 1 // integer values 
004D: jump_if_false @PIMP_32177 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_32177 
00BC: text_highpriority 'PIMP_37' 6000 ms 1  // ~s~Lsd el annak a ~r~kcsgnek~s~ a bajt
0006: 525@ = 99 // integer values 

:PIMP_32177
00D6: if 
0039:   524@ == 1 // integer values 
004D: jump_if_false @PIMP_32237 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_32237 
00BC: text_highpriority 'PIMP_36' 6000 ms 1  // ~s~Egy ~r~kuncsaftod~s~ megtmadta az egyik kurvd! Kapd el a mocskot!
0006: 524@ = 99 // integer values 

:PIMP_32237
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_32506 
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_32317 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_32317 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 90@ 
0006: 521@ = 1 // integer values 

:PIMP_32317
00D6: if 
0039:   521@ == 1 // integer values 
004D: jump_if_false @PIMP_32506 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_32506 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_32421 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_32421 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_32421
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_32483 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_32483 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_32483
00BC: text_highpriority 'PIMP_55' 6000 ms 1  // ~s~Az a ~r~kuncsaft~s~ kros lehet a karrieredre nzve. Vgezz vele!
0006: 521@ = 0 // integer values 

:PIMP_32506
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_32838 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_32681 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_32681 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
004D: jump_if_false @PIMP_32681 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_32681 
0687: clear_actor_task 35@(37@,2i) 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(511@,28i) 
05E2: AS_actor 91@(511@,28i) kill_actor 35@(37@,2i) 
00BC: text_highpriority 'PIMP_55' 6000 ms 1  // ~s~Az a ~r~kuncsaft~s~ kros lehet a karrieredre nzve. Vgezz vele!
0006: 47@ = 35 // integer values 

:PIMP_32681
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_32838 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_32838 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
004D: jump_if_false @PIMP_32838 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_32838 
05E2: AS_actor 91@(512@,28i) kill_actor 35@(37@,2i) 
0687: clear_actor_task 35@(37@,2i) 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(512@,28i) 
00BC: text_highpriority 'PIMP_55' 6000 ms 1  // ~s~Az a ~r~kuncsaft~s~ kros lehet a karrieredre nzve. Vgezz vele!
0006: 47@ = 35 // integer values 

:PIMP_32838
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_32904 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_32904 
0164: disable_marker 90@ 
00BC: text_highpriority 'PIMP_38' 4000 ms 1  // ~s~Szp munka! Menj vissza s vedd fel a ~b~kurvd~s~ a folytatshoz.
0006: 47@ = 50 // integer values 

:PIMP_32904
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_32970 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_32970 
0164: disable_marker 90@ 
00BC: text_highpriority 'PIMP_38' 4000 ms 1  // ~s~Szp munka! Menj vissza s vedd fel a ~b~kurvd~s~ a folytatshoz.
0006: 47@ = 50 // integer values 

:PIMP_32970
00D6: if 
0039:   47@ == 35 // integer values 
004D: jump_if_false @PIMP_33511 
0006: 516@ = 99 // integer values 
00D6: if 
0039:   525@ == 1 // integer values 
004D: jump_if_false @PIMP_33055 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_33055 
00BC: text_highpriority 'PIMP_37' 6000 ms 1  // ~s~Lsd el annak a ~r~kcsgnek~s~ a bajt
0006: 525@ = 99 // integer values 

:PIMP_33055
00D6: if 
0039:   524@ == 1 // integer values 
004D: jump_if_false @PIMP_33115 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_33115 
00BC: text_highpriority 'PIMP_36' 6000 ms 1  // ~s~Egy ~r~kuncsaftod~s~ megtmadta az egyik kurvd! Kapd el a mocskot!
0006: 524@ = 99 // integer values 

:PIMP_33115
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_33379 
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_33190 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_33190 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0006: 521@ = 1 // integer values 

:PIMP_33190
00D6: if 
0039:   521@ == 1 // integer values 
004D: jump_if_false @PIMP_33379 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_33379 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_33294 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_33294 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_33294
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_33356 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_33356 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_33356
00BC: text_highpriority 'PIMP_55' 6000 ms 1  // ~s~Az a ~r~kuncsaft~s~ kros lehet a karrieredre nzve. Vgezz vele!
0006: 521@ = 0 // integer values 

:PIMP_33379
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_33445 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_33445 
00BC: text_highpriority 'PIMP_38' 4000 ms 1  // ~s~Szp munka! Menj vissza s vedd fel a ~b~kurvd~s~ a folytatshoz.
0164: disable_marker 90@ 
0006: 47@ = 50 // integer values 

:PIMP_33445
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_33511 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_33511 
00BC: text_highpriority 'PIMP_38' 4000 ms 1  // ~s~Szp munka! Menj vissza s vedd fel a ~b~kurvd~s~ a folytatshoz.
0164: disable_marker 90@ 
0006: 47@ = 50 // integer values 

:PIMP_33511
00D6: if 
0039:   47@ == 40 // integer values 
004D: jump_if_false @PIMP_34338 
00D6: if 
0039:   525@ == 1 // integer values 
004D: jump_if_false @PIMP_33589 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_33589 
00BC: text_highpriority 'PIMP_37' 6000 ms 1  // ~s~Lsd el annak a ~r~kcsgnek~s~ a bajt
0006: 525@ = 99 // integer values 

:PIMP_33589
00D6: if 
0039:   524@ == 1 // integer values 
004D: jump_if_false @PIMP_33649 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_33649 
00BC: text_highpriority 'PIMP_36' 6000 ms 1  // ~s~Egy ~r~kuncsaftod~s~ megtmadta az egyik kurvd! Kapd el a mocskot!
0006: 524@ = 99 // integer values 

:PIMP_33649
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_33918 
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_33729 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_33729 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 90@ 
0006: 521@ = 1 // integer values 

:PIMP_33729
00D6: if 
0039:   521@ == 1 // integer values 
004D: jump_if_false @PIMP_33918 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_33918 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_33833 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_33833 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_33833
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_33895 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_33895 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_33895
00BC: text_highpriority 'PIMP_55' 6000 ms 1  // ~s~Az a ~r~kuncsaft~s~ kros lehet a karrieredre nzve. Vgezz vele!
0006: 521@ = 0 // integer values 

:PIMP_33918
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_34206 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_34071 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_34071 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
004D: jump_if_false @PIMP_34071 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_34071 
05DD: AS_actor 91@(511@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'PIMP_37' 6000 ms 1  // ~s~Lsd el annak a ~r~kcsgnek~s~ a bajt
0006: 47@ = 45 // integer values 

:PIMP_34071
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_34206 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_34206 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
004D: jump_if_false @PIMP_34206 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_34206 
05DD: AS_actor 91@(512@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms 
00BC: text_highpriority 'PIMP_37' 6000 ms 1  // ~s~Lsd el annak a ~r~kcsgnek~s~ a bajt
0006: 47@ = 45 // integer values 

:PIMP_34206
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_34272 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_34272 
0164: disable_marker 90@ 
00BC: text_highpriority 'PIMP_38' 4000 ms 1  // ~s~Szp munka! Menj vissza s vedd fel a ~b~kurvd~s~ a folytatshoz.
0006: 47@ = 50 // integer values 

:PIMP_34272
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_34338 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_34338 
0164: disable_marker 90@ 
00BC: text_highpriority 'PIMP_38' 4000 ms 1  // ~s~Szp munka! Menj vissza s vedd fel a ~b~kurvd~s~ a folytatshoz.
0006: 47@ = 50 // integer values 

:PIMP_34338
00D6: if 
0039:   47@ == 45 // integer values 
004D: jump_if_false @PIMP_34889 
0006: 516@ = 99 // integer values 
00D6: if 
0039:   525@ == 1 // integer values 
004D: jump_if_false @PIMP_34423 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_34423 
00BC: text_highpriority 'PIMP_37' 6000 ms 1  // ~s~Lsd el annak a ~r~kcsgnek~s~ a bajt
0006: 525@ = 99 // integer values 

:PIMP_34423
00D6: if 
0039:   524@ == 1 // integer values 
004D: jump_if_false @PIMP_34483 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @PIMP_34483 
00BC: text_highpriority 'PIMP_36' 6000 ms 1  // ~s~Egy ~r~kuncsaftod~s~ megtmadta az egyik kurvd! Kapd el a mocskot!
0006: 524@ = 99 // integer values 

:PIMP_34483
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_34747 
00D6: if 
0039:   521@ == 0 // integer values 
004D: jump_if_false @PIMP_34558 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_34558 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0006: 521@ = 1 // integer values 

:PIMP_34558
00D6: if 
0039:   521@ == 1 // integer values 
004D: jump_if_false @PIMP_34747 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_34747 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_34662 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_34662 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_34662
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_34724 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_34724 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_34724
00BC: text_highpriority 'PIMP_55' 6000 ms 1  // ~s~Az a ~r~kuncsaft~s~ kros lehet a karrieredre nzve. Vgezz vele!
0006: 521@ = 0 // integer values 

:PIMP_34747
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_34818 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_34818 
00BC: text_highpriority 'PIMP_38' 4000 ms 1  // ~s~Szp munka! Menj vissza s vedd fel a ~b~kurvd~s~ a folytatshoz.
0164: disable_marker 90@ 
0001: wait 2000 ms 
0006: 47@ = 50 // integer values 

:PIMP_34818
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_34889 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_34889 
00BC: text_highpriority 'PIMP_38' 4000 ms 1  // ~s~Szp munka! Menj vissza s vedd fel a ~b~kurvd~s~ a folytatshoz.
0164: disable_marker 90@ 
0001: wait 2000 ms 
0006: 47@ = 50 // integer values 

:PIMP_34889
00D6: if 
0039:   47@ == 50 // integer values 
004D: jump_if_false @PIMP_35170 
0006: 537@ = 0 // integer values 
014F: stop_timer $8246 
0004: $8246 = 180000 // integer values 
0006: 516@ = 0 // integer values 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_35114 
00BE: text_clear_all 
0687: clear_actor_task 35@(37@,2i) 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
07E0: set_marker 88@ type_to 1 
0006: 47@ = 25 // integer values 
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_35056 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_35056 
01C2: remove_references_to_actor 91@(511@,28i) // Like turning an actor into a random pedestrian 
0006: 119@(511@,28i) = 0 // integer values 

:PIMP_35056
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_35114 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_35114 
01C2: remove_references_to_actor 91@(512@,28i) // Like turning an actor into a random pedestrian 
0006: 119@(512@,28i) = 0 // integer values 

:PIMP_35114
0006: 47@ = 99 // integer values 
0006: 42@ = 2 // integer values 
000A: 49@ += 1 // integer values 
0652: 540@ = stat 210 // integer 
00D6: if 
801D:   not  540@ > 49@ // integer values 
004D: jump_if_false @PIMP_35170 
0629: change_stat 210 to 49@ // integer 

:PIMP_35170
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_35259 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35248 
0575: (unknown) 91@(50@,28i) 0 
0002: jump @PIMP_35259 

:PIMP_35248
0575: (unknown) 91@(50@,28i) 1 

:PIMP_35259
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_35348 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(511@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35337 
0575: (unknown) 91@(511@,28i) 0 
0002: jump @PIMP_35348 

:PIMP_35337
0575: (unknown) 91@(511@,28i) 1 

:PIMP_35348
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_35437 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(512@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35426 
0575: (unknown) 91@(512@,28i) 0 
0002: jump @PIMP_35437 

:PIMP_35426
0575: (unknown) 91@(512@,28i) 1 

:PIMP_35437
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_35510 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35503 
0575: (unknown) 35@ 0 
0002: jump @PIMP_35510 

:PIMP_35503
0575: (unknown) 35@ 1 

:PIMP_35510
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_35583 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35576 
0575: (unknown) 36@ 0 
0002: jump @PIMP_35583 

:PIMP_35576
0575: (unknown) 36@ 1 

:PIMP_35583
0002: jump @PIMP_3765 

:PIMP_35590
00D6: if 
8039:   not  35@(37@,2i) == -1 // integer values 
004D: jump_if_false @PIMP_35658 
089F: (unknown) 35@(37@,2i) 519@ 
00D6: if 
83A3:   not actor 35@(37@,2i) male 
004D: jump_if_false @PIMP_35658 
0006: 41@ = 99 // integer values 
0006: 42@ = 1 // integer values 

:PIMP_35658
0051: return 

:PIMP_35660
00D6: if 
0039:   37@ == 0 // integer values 
004D: jump_if_false @PIMP_35687 
0006: 37@ = 1 // integer values 
0051: return 

:PIMP_35687
00D6: if 
0039:   37@ == 1 // integer values 
004D: jump_if_false @PIMP_35714 
0006: 37@ = 0 // integer values 
0051: return 

:PIMP_35714
0051: return 
0051: return 

:PIMP_35718
00D6: if 
04A4:   531@ == 1 // integer values OR floating-point values 
004D: jump_if_false @PIMP_36304 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Gett
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Kis-Mexik
004D: jump_if_false @PIMP_35810 
0006: 58@ = 1 // integer values 

:PIMP_35810
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // cen dokkok
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos nemzetkzi
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
004D: jump_if_false @PIMP_35884 
0006: 58@ = 2 // integer values 

:PIMP_35884
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Los Santos belvros
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Kis-Mexik
004D: jump_if_false @PIMP_35958 
0006: 58@ = 3 // integer values 

:PIMP_35958
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // Kelet Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // Keleti part
004D: jump_if_false @PIMP_36032 
0006: 58@ = 4 // integer values 

:PIMP_36032
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Konferencia kzpont
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona part
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria part
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Kikt
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Piac
004D: jump_if_false @PIMP_36120 
0006: 58@ = 5 // integer values 

:PIMP_36120
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria part
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Gazdagnegyed
004D: jump_if_false @PIMP_36194 
0006: 58@ = 6 // integer values 

:PIMP_36194
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
004D: jump_if_false @PIMP_36254 
0006: 58@ = 7 // integer values 

:PIMP_36254
00D6: if 
001B:   1 > 58@ // integer values 
004D: jump_if_false @PIMP_36279 
0006: 58@ = 1 // integer values 

:PIMP_36279
00D6: if 
0019:   58@ > 7 // integer values 
004D: jump_if_false @PIMP_36304 
0006: 58@ = 1 // integer values 

:PIMP_36304
00D6: if 
04A4:   531@ == 2 // integer values OR floating-point values 
004D: jump_if_false @PIMP_36876 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // Vroshza
004D: jump_if_false @PIMP_36396 
0006: 58@ = 1 // integer values 

:PIMP_36396
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton magaslat
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper hollow
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper domb
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // szaki sugrt
004D: jump_if_false @PIMP_36470 
0006: 58@ = 2 // integer values 

:PIMP_36470
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside kikt
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // bl rsz
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant hd
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
004D: jump_if_false @PIMP_36544 
0006: 58@ = 3 // integer values 

:PIMP_36544
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Knai negyed
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Belvros
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Keleti sugrt
004D: jump_if_false @PIMP_36618 
0006: 58@ = 4 // integer values 

:PIMP_36618
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country klub
004D: jump_if_false @PIMP_36692 
0006: 58@ = 5 // integer values 

:PIMP_36692
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @PIMP_36766 
0006: 58@ = 6 // integer values 

:PIMP_36766
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary hegy
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster vlgy
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter bl reptr
004D: jump_if_false @PIMP_36826 
0006: 58@ = 7 // integer values 

:PIMP_36826
00D6: if 
001B:   1 > 58@ // integer values 
004D: jump_if_false @PIMP_36851 
0006: 58@ = 1 // integer values 

:PIMP_36851
00D6: if 
0019:   58@ > 7 // integer values 
004D: jump_if_false @PIMP_36876 
0006: 58@ = 1 // integer values 

:PIMP_36876
00D6: if 
04A4:   531@ == 3 // integer values OR floating-point values 
004D: jump_if_false @PIMP_37314 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfieldi kpolna
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass egyetem
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturasi repltr
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
004D: jump_if_false @PIMP_36968 
0006: 58@ = 1 // integer values 

:PIMP_36968
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // A rzsaszn hatty
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // A Ngy Srkny kaszin
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
004D: jump_if_false @PIMP_37042 
0006: 58@ = 2 // integer values 

:PIMP_37042
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates In Men's Pants
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royale kaszin
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula Palota
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
004D: jump_if_false @PIMP_37116 
0006: 58@ = 3 // integer values 

:PIMP_37116
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish kaszin
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // Strip
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
004D: jump_if_false @PIMP_37190 
0006: 58@ = 4 // integer values 

:PIMP_37190
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // A smaragd sziget
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas sv
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
004D: jump_if_false @PIMP_37264 
0006: 58@ = 5 // integer values 

:PIMP_37264
00D6: if 
001B:   1 > 58@ // integer values 
004D: jump_if_false @PIMP_37289 
0006: 58@ = 1 // integer values 

:PIMP_37289
00D6: if 
0019:   58@ > 5 // integer values 
004D: jump_if_false @PIMP_37314 
0006: 58@ = 1 // integer values 

:PIMP_37314
0051: return 

:PIMP_37316
0293: $13 = current_controls 
00D6: if 
8038:   not  $13 == 3 // integer values 
004D: jump_if_false @PIMP_37397 

:PIMP_37339
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @PIMP_37390 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_37383 
0002: jump @PIMP_37455 

:PIMP_37383
0002: jump @PIMP_37339 

:PIMP_37390
0002: jump @PIMP_37448 

:PIMP_37397
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @PIMP_37448 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_37441 
0002: jump @PIMP_37455 

:PIMP_37441
0002: jump @PIMP_37397 

:PIMP_37448
0002: jump @PIMP_37455 

:PIMP_37455
00D6: if 
0039:   49@ == 0 // integer values 
004D: jump_if_false @PIMP_37489 
00BA: text_styled 'PIMP_40' 5000 ms 1  // 10 fuvarbl 0 teljestve!

:PIMP_37489
00D6: if 
0039:   49@ == 1 // integer values 
004D: jump_if_false @PIMP_37523 
00BA: text_styled 'PIMP_41' 5000 ms 1  // 10 fuvarbl 1 teljestve!

:PIMP_37523
00D6: if 
0039:   49@ == 2 // integer values 
004D: jump_if_false @PIMP_37557 
00BA: text_styled 'PIMP_42' 5000 ms 1  // 10 fuvarbl 2 teljestve!

:PIMP_37557
00D6: if 
0039:   49@ == 3 // integer values 
004D: jump_if_false @PIMP_37591 
00BA: text_styled 'PIMP_43' 5000 ms 1  // 10 fuvarbl 3 teljestve!

:PIMP_37591
00D6: if 
0039:   49@ == 4 // integer values 
004D: jump_if_false @PIMP_37625 
00BA: text_styled 'PIMP_44' 5000 ms 1  // 10 fuvarbl 4 teljestve!

:PIMP_37625
00D6: if 
0039:   49@ == 5 // integer values 
004D: jump_if_false @PIMP_37659 
00BA: text_styled 'PIMP_45' 5000 ms 1  // 10 fuvarbl 5 teljestve!

:PIMP_37659
00D6: if 
0039:   49@ == 6 // integer values 
004D: jump_if_false @PIMP_37693 
00BA: text_styled 'PIMP_46' 5000 ms 1  // 10 fuvarbl 6 teljestve!

:PIMP_37693
00D6: if 
0039:   49@ == 7 // integer values 
004D: jump_if_false @PIMP_37727 
00BA: text_styled 'PIMP_47' 5000 ms 1  // 10 fuvarbl 7 teljestve!

:PIMP_37727
00D6: if 
0039:   49@ == 8 // integer values 
004D: jump_if_false @PIMP_37761 
00BA: text_styled 'PIMP_48' 5000 ms 1  // 10 fuvarbl 8 teljestve!

:PIMP_37761
00D6: if 
0039:   49@ == 9 // integer values 
004D: jump_if_false @PIMP_37795 
00BA: text_styled 'PIMP_49' 5000 ms 1  // 10 fuvarbl 9 teljestve!

:PIMP_37795
0051: return 

:PIMP_37797
01E3: text_1number_styled 'PIMP_50' 1000 5000 ms 1  // Stricizs kldets teljestve!
0394: play_music 2 
0109: player $PLAYER_CHAR money += 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $MISSION_PIMPING_PASSED == 0 // integer values 
004D: jump_if_false @PIMP_37868 
0595: mission_complete 
030C: set_mission_points += 1 
0A3D: toggle_prostitutes_pay_you 1 
0004: $MISSION_PIMPING_PASSED = 1 // integer values 

:PIMP_37868
0051: return 

:PIMP_37870
040D: unload_wav 4 
014F: stop_timer $8246 
0249: release_model #WMYMECH 
0249: release_model #BMYST 
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0249: release_model #WMYGOL1 
0249: release_model #WMYDRUG 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMOLC1 
0249: release_model #WFYPRO 
0249: release_model #SWFOPRO 
0249: release_model #BFYPRO 
0249: release_model #HFYPRO 
0249: release_model #VWFYPRO 
0249: release_model #VBFYPRO 
0249: release_model #WMYSGRD 
0249: release_model #OMOST 
0249: release_model #WMYMECH 
0249: release_model #WMOPREA 
0249: release_model #WMYBMX 
0249: release_model #SWMYHP1 
0249: release_model #HMYST 
0249: release_model #BMYBOUN 
0249: release_model #BMYDJ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_38002 
039E: set_actor $PLAYER_ACTOR jackable 0 

:PIMP_38002
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 522@ 
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @PIMP_38045 
08DA: remove_panel 529@ 

:PIMP_38045
0746: (unknown) 3 7 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $162 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 128---------------
// Originally: Arena Mission: Blood Ring

:BLOOD
03A4: name_thread 'BLOOD' 
0050: gosub @BLOOD_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BLOOD_38 
0050: gosub @BLOOD_13095 

:BLOOD_38
0050: gosub @BLOOD_13200 
004E: end_thread 

:BLOOD_47
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $MISSION_BLOODRING_PASSED == 0 // integer values 
004D: jump_if_false @BLOOD_74 
0317: increment_mission_attempts 

:BLOOD_74
054C: use_GXT_table 'BLOOD' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BLOOD_202 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
0107: 87@ = create_object #BB_PICKUP at 170@ 171@ 172@ 
00A5: 84@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 85@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 86@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 95@ = create_car #BLOODRA at 154@ 155@ 156@ 

:BLOOD_202
0169: set_fade_color 0 0 0 
00BE: text_clear_all 
0A0E: (unknown) 1 
0001: wait 0 ms 
0006: 91@ = 0 // integer values 
0006: 92@ = 0 // integer values 
00D6: if 
0038:   $MISSION_BLOODRING_PASSED == 0 // integer values 
004D: jump_if_false @BLOOD_269 
0004: $8249 = 60 // integer values 
0004: $8248 = 60000 // integer values 

:BLOOD_269
0006: 93@ = 0 // integer values 
0006: 94@ = 0 // integer values 
0006: 95@ = 0 // integer values 
0004: $8247 = 30000 // integer values 
0006: 96@ = 0 // integer values 
0006: 97@ = 0 // integer values 
0006: 98@ = 0 // integer values 
0006: 99@ = 0 // integer values 
0006: 100@ = 0 // integer values 
0006: 101@ = 0 // integer values 
0006: 102@ = -1 // integer values 
0007: 154@ = -1280.9 // floating-point values 
0007: 155@ = 994.8 // floating-point values 
0007: 156@ = 1037.0 // floating-point values 
0007: 157@ = 90.0 // floating-point values 
0007: 158@ = 0.0 // floating-point values 
0007: 159@ = 0.0 // floating-point values 
0007: 160@ = 0.0 // floating-point values 
0007: 161@ = 0.0 // floating-point values 
0007: 162@ = 0.0 // floating-point values 
0007: 163@ = 0.0 // floating-point values 
0007: 164@ = 0.0 // floating-point values 
0007: 165@ = 0.0 // floating-point values 
0007: 166@ = 0.0 // floating-point values 
0007: 167@ = 0.0 // floating-point values 
0007: 168@ = 0.0 // floating-point values 
0007: 169@ = 0.0 // floating-point values 
0007: 170@ = 0.0 // floating-point values 
0007: 171@ = 0.0 // floating-point values 
0007: 172@ = 0.0 // floating-point values 
0007: 173@ = 0.0 // floating-point values 
0007: 174@ = 0.0 // floating-point values 
0007: 175@ = 0.0 // floating-point values 
0007: 176@ = 0.0 // floating-point values 
0007: 177@ = 0.0 // floating-point values 
0007: 178@ = 0.0 // floating-point values 
0007: 179@ = 0.0 // floating-point values 
0007: 180@ = 0.0 // floating-point values 
0007: 181@ = 0.0 // floating-point values 
0007: 182@ = 0.0 // floating-point values 
0007: 183@ = 0.0 // floating-point values 
0007: 184@ = 0.0 // floating-point values 
0006: 103@ = 0 // integer values 
0006: 111@ = 0 // integer values 
0006: 104@ = 0 // integer values 
0006: 105@ = 0 // integer values 
0006: 112@ = 0 // integer values 
0006: 113@ = 0 // integer values 
0006: 114@ = 0 // integer values 
0006: 115@ = 0 // integer values 
0006: 116@ = 0 // integer values 
0006: 117@ = 0 // integer values 
0006: 118@ = 0 // integer values 
0006: 119@ = 0 // integer values 
0006: 120@ = 0 // integer values 
0006: 121@ = 0 // integer values 
0006: 122@ = 0 // integer values 
0006: 123@ = 0 // integer values 
0006: 124@ = 0 // integer values 
0006: 125@ = 0 // integer values 
0006: 126@ = 0 // integer values 
0006: 127@ = 0 // integer values 
0007: 106@ = 0.0 // floating-point values 
04AF: 131@ = unknown_wav_reference 36200 
04AF: 132@ = unknown_wav_reference 36202 
04AF: 133@ = unknown_wav_reference 36205 
04AF: 134@ = unknown_wav_reference 36200 
04AF: 135@ = unknown_wav_reference 36202 
04AF: 136@ = unknown_wav_reference 36205 
04AF: 137@ = unknown_wav_reference 36200 
04AF: 138@ = unknown_wav_reference 36202 
04AF: 139@ = unknown_wav_reference 36205 
04AF: 140@ = unknown_wav_reference 36200 
04AF: 141@ = unknown_wav_reference 36202 
04AF: 142@ = unknown_wav_reference 36205 
04AF: 143@ = unknown_wav_reference 36200 
04AF: 144@ = unknown_wav_reference 36202 
04AF: 145@ = unknown_wav_reference 36205 
04AF: 146@ = unknown_wav_reference 36200 
04AF: 147@ = unknown_wav_reference 36202 
04AF: 148@ = unknown_wav_reference 36205 
04AF: 149@ = unknown_wav_reference 36200 
04AF: 150@ = unknown_wav_reference 36202 
04AF: 151@ = unknown_wav_reference 36205 
04AF: 152@ = unknown_wav_reference 36200 
04AF: 153@ = unknown_wav_reference 36202 
0006: 107@ = 0 // integer values 
0006: 108@ = 0 // integer values 
0001: wait 0 ms 
016A: fade 0 500 ms 

:BLOOD_1062
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_1086 
0001: wait 0 ms 
0002: jump @BLOOD_1062 

:BLOOD_1086
0247: request_model #BLOODRA 
0247: request_model #STALLION 
0247: request_model #MP5LNG 
0247: request_model #BB_PICKUP 
03CF: load_wav 1827 as 4 

:BLOOD_1113
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @BLOOD_1139 
0001: wait 0 ms 
0002: jump @BLOOD_1113 

:BLOOD_1139
038B: load_requested_models 
016E: override_restart at -2126.3 -440.6 34.5 82.7 
0A37: (unknown) 1 
0732: (unknown) 403 
0732: (unknown) 408 
0732: (unknown) 409 
0732: (unknown) 413 
0732: (unknown) 414 
0732: (unknown) 418 
0732: (unknown) 423 
0732: (unknown) 428 
0732: (unknown) 431 
0732: (unknown) 433 
0732: (unknown) 437 
0732: (unknown) 440 
0732: (unknown) 442 
0732: (unknown) 443 
0732: (unknown) 444 
0732: (unknown) 455 
0732: (unknown) 456 
0732: (unknown) 458 
0732: (unknown) 470 
0732: (unknown) 482 
0732: (unknown) 483 
0732: (unknown) 486 
0732: (unknown) 489 
0732: (unknown) 498 
0732: (unknown) 499 
0732: (unknown) 508 
0732: (unknown) 514 
0732: (unknown) 515 
0732: (unknown) 524 
0732: (unknown) 525 
0732: (unknown) 578 
0732: (unknown) 582 
0732: (unknown) 588 
01B4: set_player $PLAYER_CHAR frozen_state 0 
07E5: unknown_copy_entity 65542 185@ 
09AC: (unknown) 1 
0414: (unknown) $PLAYER_CHAR 1 
03AD: set_rubbish 0 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: (unknown) $PLAYER_CHAR 1 
00A1: put_actor $PLAYER_ACTOR at -1398.461 995.641 1024.462 
04BB: select_interior 15 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 15 
04F9: interior_colors 2 0 
04E4: unknown_refresh_game_renderer_at 154@ 155@ 
03CB: set_camera 154@ 155@ 156@ 
0395: clear_area 1 at -1280.9 994.8 1037.0 range 300.0 
0A0B: (unknown) -1280.8 994.7 1036.0 90.0 
041A: 103@ = actor $PLAYER_ACTOR weapon 29 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 30000 // Load the weapon model before using this 
04AF: 108@ = unknown_wav_reference 504 
0050: gosub @BLOOD_15527 
00A5: 34@ = create_car #BLOODRA at 154@ 155@ 156@ 
0587: (unknown) 34@ 1 
0840: link_car 34@ to_interior 15 
0175: set_car 34@ z_angle_to 157@ 
020A: set_car 34@ door_status_to 4 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
03AB: set_car 34@ do_nothing 1 
03ED: (unknown) 34@ 1 
053F: set_car 34@ tires_vulnerable 0 
0224: set_car 34@ health_to 1249 
0561: unknown_create_actor_handle 83@ from car 34@ passenger 0 
0860: link_actor 83@ to_interior 15 
060B: unknown_actor_use_entity 83@ 185@ 
01B2: give_actor 83@ weapon 29 ammo 30000 // Load the weapon model before using this 
02AB: set_actor 83@ immunities 1 0 0 0 0 

:BLOOD_1662
00D6: if 
001B:   16 > 93@ // integer values 
004D: jump_if_false @BLOOD_2121 
0001: wait 0 ms 
0050: gosub @BLOOD_13324 
09B2: (unknown) 1 104@ 105@ 
00D6: if 
0029:   104@ >= 0 // integer values 
004D: jump_if_false @BLOOD_1755 
0085: 108@ = 104@ // integer values and handles 
0050: gosub @BLOOD_15527 
00A5: 35@(93@,16i) = create_car 104@ at 154@ 155@ 156@ 

:BLOOD_1755
00D6: if 
0039:   104@ == -1 // integer values 
004D: jump_if_false @BLOOD_1809 
04AF: 108@ = unknown_wav_reference 439 
0050: gosub @BLOOD_15527 
00A5: 35@(93@,16i) = create_car #STALLION at 154@ 155@ 156@ 

:BLOOD_1809
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2107 
0175: set_car 35@(93@,16i) z_angle_to 157@ 
0587: (unknown) 35@(93@,16i) 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerable 0 
0560: 35@(93@,16i) = create_random_driver_in_car 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: unknown_actor_use_entity 51@(93@,16i) 185@ 
02AB: set_actor 51@(93@,16i) immunities 1 0 0 0 0 
01EA: 101@ = car 35@(93@,16i) max_passengers 
00D6: if 
0019:   101@ > 0 // integer values 
004D: jump_if_false @BLOOD_2026 
0561: unknown_create_actor_handle 67@(93@,16i) from car 35@(93@,16i) passenger 0 
060B: unknown_actor_use_entity 67@(93@,16i) 185@ 
02AB: set_actor 67@(93@,16i) immunities 1 0 0 0 0 
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_2026
00D6: if 
047A:   actor 51@(93@,16i) driving_a_motorbike 
004D: jump_if_false @BLOOD_2068 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_2068
03CC: car 35@(93@,16i) add_to_stuck_car_check 1.0 = 3000 
03ED: (unknown) 35@(93@,16i) 1 
0840: link_car 35@(93@,16i) to_interior 15 

:BLOOD_2107
000A: 93@ += 1 // integer values 
0002: jump @BLOOD_1662 

:BLOOD_2121
02A3: toggle_widescreen 1 
015F: set_camera_position -1273.2 992.4 1038.5 0.0 0.0 0.0 
0160: point_camera -1307.9 995.3 1034.2 2 
06D5: 89@ = create_racing_checkpoint_at -1432.6 1016.1 1024.1 0.0 0.0 0.0 type 2 radius 6.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 

:BLOOD_2238
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_2262 
0001: wait 0 ms 
0002: jump @BLOOD_2238 

:BLOOD_2262
0707: start_scene_skip_to @BLOOD_2988 
00BC: text_highpriority 'BLOD_10' 5000 ms 1  // ~s~Az sszid 30 msodperc mlva elkezd visszaszmolni.
0006: 32@ = 0 // integer values 

:BLOOD_2292
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @BLOOD_2322 
0001: wait 0 ms 
0002: jump @BLOOD_2292 

:BLOOD_2322
015F: set_camera_position -1441.9 1054.6 1040.5 0.0 0.0 0.0 
0160: point_camera -1432.0 1012.6 1034.7 2 
00BC: text_highpriority 'BLOD_01' 5000 ms 1  // ~s~Haladj t az ellenrzpontokon, hogy ezzel nveld az iddet.
0006: 32@ = 0 // integer values 

:BLOOD_2396
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @BLOOD_2426 
0001: wait 0 ms 
0002: jump @BLOOD_2396 

:BLOOD_2426
015F: set_camera_position -1464.6 943.6 1036.1 0.0 0.0 0.0 
0160: point_camera -1436.1 923.4 1040.2 2 
00D6: if 
0038:   $MISSION_BLOODRING_PASSED == 0 // integer values 
004D: jump_if_false @BLOOD_2518 
00BC: text_highpriority 'BLOD_11' 5000 ms 1  // ~s~A jelenlegi clid, hogy megnyerhesd a VrGyrt 1 perc.
0002: jump @BLOOD_2537 

:BLOOD_2518
01E5: text_1number_highpriority 'BLOD_12' $1940 5000 ms 1  // ~s~A jelenlegi clid, hogy megnyehesd a VrGyrt ~1~ perc.

:BLOOD_2537
0006: 32@ = 0 // integer values 

:BLOOD_2544
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @BLOOD_2574 
0001: wait 0 ms 
0002: jump @BLOOD_2544 

:BLOOD_2574
015F: set_camera_position -1492.7 1029.5 1038.4 0.0 0.0 0.0 
0160: point_camera -1539.1 1032.3 1038.9 2 
00BC: text_highpriority 'BLOD_03' 5000 ms 1  // ~s~Ahhoz, hogy nyerj, fuss jobb idt a clidnl!
0006: 32@ = 0 // integer values 

:BLOOD_2648
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @BLOOD_2678 
0001: wait 0 ms 
0002: jump @BLOOD_2648 

:BLOOD_2678
015F: set_camera_position -1314.1 1040.6 1038.7 0.0 0.0 0.0 
0160: point_camera -1373.1 1047.2 1034.5 2 
00BC: text_highpriority 'BLOD_02' 5000 ms 1  // ~s~Ha az id elri a nullt, akkor vesztettl.
0006: 32@ = 0 // integer values 

:BLOOD_2752
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @BLOOD_2782 
0001: wait 0 ms 
0002: jump @BLOOD_2752 

:BLOOD_2782
0107: 87@ = create_object #BB_PICKUP at -1345.2 978.7 1024.9 
0566: object 87@ set_interior 15 
015F: set_camera_position -1342.1 975.2 1026.6 0.0 0.0 0.0 
0160: point_camera -1345.2 979.7 1026.4 2 
00BC: text_highpriority 'SPANNER' 5000 ms 1  // Menj javtsd meg a verddat!
0006: 32@ = 0 // integer values 

:BLOOD_2886
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @BLOOD_2988 
0001: wait 0 ms 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_2981 
00D6: if 
0023:   358.0 > 106@ // floating-point values 
004D: jump_if_false @BLOOD_2971 
000B: 106@ += 3.0 // floating-point values 
0177: set_object 87@ z_angle_to 106@ 
0002: jump @BLOOD_2981 

:BLOOD_2971
0007: 106@ = 0.0 // floating-point values 

:BLOOD_2981
0002: jump @BLOOD_2886 

:BLOOD_2988
0701: end_scene_skip 
016A: fade 0 500 ms 

:BLOOD_2997
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_3093 
0001: wait 0 ms 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_3086 
00D6: if 
0023:   358.0 > 106@ // floating-point values 
004D: jump_if_false @BLOOD_3076 
000B: 106@ += 3.0 // floating-point values 
0177: set_object 87@ z_angle_to 106@ 
0002: jump @BLOOD_3086 

:BLOOD_3076
0007: 106@ = 0.0 // floating-point values 

:BLOOD_3086
0002: jump @BLOOD_2997 

:BLOOD_3093
06D6: destroy_racing_checkpoint 89@ 
0007: 158@ = -1432.6 // floating-point values 
0007: 159@ = 1016.1 // floating-point values 
0007: 160@ = 1024.1 // floating-point values 
06D5: 89@ = create_racing_checkpoint_at 158@ 159@ 160@ 0.0 0.0 0.0 type 2 radius 6.0 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
0108: destroy_object 87@ 
0050: gosub @BLOOD_14433 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 

:BLOOD_3207
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_3231 
0001: wait 0 ms 
0002: jump @BLOOD_3207 

:BLOOD_3231
00BA: text_styled 'RACE2' 1100 ms 4  // ~s~3
097A: (unknown) 0.0 0.0 0.0 1056 
0001: wait 1000 ms 
00BA: text_styled 'RACE3' 1100 ms 4  // ~s~2
097A: (unknown) 0.0 0.0 0.0 1056 
0001: wait 1000 ms 
00BA: text_styled 'RACE4' 1100 ms 4  // ~s~1
097A: (unknown) 0.0 0.0 0.0 1056 
0001: wait 1000 ms 
00BA: text_styled 'RACE5' 800 ms 4  // ~s~RAJT!
097A: (unknown) 0.0 0.0 0.0 1164 
097A: (unknown) 0.0 0.0 0.0 1057 
0001: wait 800 ms 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
014E: set_timer_to $8247 type 1 
0006: 93@ = 0 // integer values 

:BLOOD_3438
00D6: if 
001B:   16 > 93@ // integer values 
004D: jump_if_false @BLOOD_3563 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3549 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_3549 
04BA: set_car 35@(93@,16i) speed_instantly 10.0 
00AD: set_car 35@(93@,16i) max_speed_to 100.0 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 9 5000 

:BLOOD_3549
000A: 93@ += 1 // integer values 
0002: jump @BLOOD_3438 

:BLOOD_3563
0001: wait 0 ms 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0735:   83 
004D: jump_if_false @BLOOD_3594 
0002: jump @BLOOD_13113 

:BLOOD_3594
00D6: if 
0039:   91@ == 0 // integer values 
004D: jump_if_false @BLOOD_12351 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BLOOD_12351 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1530.0 995.0 -1384.0 923.0 
004D: jump_if_false @BLOOD_3803 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @BLOOD_3796 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @BLOOD_3705 
0687: clear_actor_task 52@ 

:BLOOD_3705
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @BLOOD_3726 
0687: clear_actor_task 53@ 

:BLOOD_3726
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @BLOOD_3747 
0687: clear_actor_task 67@ 

:BLOOD_3747
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @BLOOD_3768 
0687: clear_actor_task 68@ 

:BLOOD_3768
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @BLOOD_3789 
0687: clear_actor_task 69@ 

:BLOOD_3789
0006: 97@ = 1 // integer values 

:BLOOD_3796
0002: jump @BLOOD_3933 

:BLOOD_3803
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @BLOOD_3933 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @BLOOD_3842 
0687: clear_actor_task 52@ 

:BLOOD_3842
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @BLOOD_3863 
0687: clear_actor_task 53@ 

:BLOOD_3863
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @BLOOD_3884 
0687: clear_actor_task 67@ 

:BLOOD_3884
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @BLOOD_3905 
0687: clear_actor_task 68@ 

:BLOOD_3905
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @BLOOD_3926 
0687: clear_actor_task 69@ 

:BLOOD_3926
0006: 97@ = 0 // integer values 

:BLOOD_3933
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1530.0 995.0 -1384.0 1076.0 
004D: jump_if_false @BLOOD_4108 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @BLOOD_4101 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @BLOOD_4010 
0687: clear_actor_task 55@ 

:BLOOD_4010
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @BLOOD_4031 
0687: clear_actor_task 56@ 

:BLOOD_4031
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @BLOOD_4052 
0687: clear_actor_task 70@ 

:BLOOD_4052
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @BLOOD_4073 
0687: clear_actor_task 71@ 

:BLOOD_4073
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @BLOOD_4094 
0687: clear_actor_task 72@ 

:BLOOD_4094
0006: 98@ = 1 // integer values 

:BLOOD_4101
0002: jump @BLOOD_4238 

:BLOOD_4108
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @BLOOD_4238 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @BLOOD_4147 
0687: clear_actor_task 55@ 

:BLOOD_4147
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @BLOOD_4168 
0687: clear_actor_task 56@ 

:BLOOD_4168
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @BLOOD_4189 
0687: clear_actor_task 70@ 

:BLOOD_4189
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @BLOOD_4210 
0687: clear_actor_task 71@ 

:BLOOD_4210
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @BLOOD_4231 
0687: clear_actor_task 72@ 

:BLOOD_4231
0006: 98@ = 0 // integer values 

:BLOOD_4238
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1265.0 995.0 -1384.0 923.0 
004D: jump_if_false @BLOOD_4413 
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @BLOOD_4406 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @BLOOD_4315 
0687: clear_actor_task 58@ 

:BLOOD_4315
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @BLOOD_4336 
0687: clear_actor_task 59@ 

:BLOOD_4336
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @BLOOD_4357 
0687: clear_actor_task 73@ 

:BLOOD_4357
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @BLOOD_4378 
0687: clear_actor_task 74@ 

:BLOOD_4378
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @BLOOD_4399 
0687: clear_actor_task 75@ 

:BLOOD_4399
0006: 99@ = 1 // integer values 

:BLOOD_4406
0002: jump @BLOOD_4543 

:BLOOD_4413
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @BLOOD_4543 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @BLOOD_4452 
0687: clear_actor_task 58@ 

:BLOOD_4452
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @BLOOD_4473 
0687: clear_actor_task 59@ 

:BLOOD_4473
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @BLOOD_4494 
0687: clear_actor_task 73@ 

:BLOOD_4494
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @BLOOD_4515 
0687: clear_actor_task 74@ 

:BLOOD_4515
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @BLOOD_4536 
0687: clear_actor_task 75@ 

:BLOOD_4536
0006: 99@ = 0 // integer values 

:BLOOD_4543
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1265.0 995.0 -1384.0 1076.0 
004D: jump_if_false @BLOOD_4718 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @BLOOD_4711 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @BLOOD_4620 
0687: clear_actor_task 61@ 

:BLOOD_4620
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @BLOOD_4641 
0687: clear_actor_task 62@ 

:BLOOD_4641
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @BLOOD_4662 
0687: clear_actor_task 76@ 

:BLOOD_4662
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @BLOOD_4683 
0687: clear_actor_task 77@ 

:BLOOD_4683
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @BLOOD_4704 
0687: clear_actor_task 78@ 

:BLOOD_4704
0006: 100@ = 1 // integer values 

:BLOOD_4711
0002: jump @BLOOD_4848 

:BLOOD_4718
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BLOOD_4848 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @BLOOD_4757 
0687: clear_actor_task 61@ 

:BLOOD_4757
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @BLOOD_4778 
0687: clear_actor_task 62@ 

:BLOOD_4778
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @BLOOD_4799 
0687: clear_actor_task 76@ 

:BLOOD_4799
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @BLOOD_4820 
0687: clear_actor_task 77@ 

:BLOOD_4820
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @BLOOD_4841 
0687: clear_actor_task 78@ 

:BLOOD_4841
0006: 100@ = 0 // integer values 

:BLOOD_4848
00D6: if 
001B:   16 > 93@ // integer values 
004D: jump_if_false @BLOOD_11472 
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @BLOOD_5608 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_5608 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_5327 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_5271 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @BLOOD_5152 
062E: (unknown) 51@(93@,16i) 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5152 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5152 
0208: 173@ = random_float -1530.0 -1384.0 
0208: 174@ = random_float 995.0 923.0 
02CE: 175@ = ground_z 173@ 174@ 1078.7 
00D6: if 
0023:   1034.1 > 175@ // floating-point values 
004D: jump_if_false @BLOOD_5152 
00D6: if 
0021:   175@ > 1022.8 // floating-point values 
004D: jump_if_false @BLOOD_5152 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 173@ 174@ 175@ speed 100.0 2 0 3 

:BLOOD_5152
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @BLOOD_5264 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5264 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5264 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_5264
0002: jump @BLOOD_5327 

:BLOOD_5271
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5327 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_5327
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_5608 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @BLOOD_5517 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5517 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BLOOD_5461 
0713: actor 67@(93@,16i) drive_by actor -1 car 36@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_5517 

:BLOOD_5461
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BLOOD_5517 
0713: actor 67@(93@,16i) drive_by actor -1 car 37@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_5517
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @BLOOD_5608 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5608 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_5608
00D6: if or
0039:   93@ == 1 // integer values 
0039:   93@ == 2 // integer values 
004D: jump_if_false @BLOOD_6214 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_6214 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_5996 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_5940 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @BLOOD_5821 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BLOOD_5821 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5821 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5821 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 35@ 17 100.0 3 

:BLOOD_5821
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @BLOOD_5933 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5933 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5933 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_5933
0002: jump @BLOOD_5996 

:BLOOD_5940
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_5996 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_5996
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_6214 
00D6: if 
0039:   97@ == 0 // integer values 
004D: jump_if_false @BLOOD_6123 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6123 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BLOOD_6123 
0713: actor 67@(93@,16i) drive_by actor -1 car 35@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6123
00D6: if 
0039:   97@ == 1 // integer values 
004D: jump_if_false @BLOOD_6214 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6214 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6214
00D6: if 
0039:   93@ == 3 // integer values 
004D: jump_if_false @BLOOD_6956 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_6956 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_6675 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_6619 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @BLOOD_6500 
062E: (unknown) 51@(93@,16i) 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6500 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6500 
0208: 176@ = random_float -1530.0 -1384.0 
0208: 177@ = random_float 995.0 1056.0 
02CE: 178@ = ground_z 176@ 177@ 1078.7 
00D6: if 
0023:   1034.1 > 178@ // floating-point values 
004D: jump_if_false @BLOOD_6500 
00D6: if 
0021:   178@ > 1022.8 // floating-point values 
004D: jump_if_false @BLOOD_6500 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 176@ 177@ 178@ speed 100.0 2 0 3 

:BLOOD_6500
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @BLOOD_6612 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6612 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6612 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_6612
0002: jump @BLOOD_6675 

:BLOOD_6619
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6675 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_6675
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_6956 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @BLOOD_6865 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6865 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @BLOOD_6809 
0713: actor 67@(93@,16i) drive_by actor -1 car 39@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_6865 

:BLOOD_6809
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BLOOD_6865 
0713: actor 67@(93@,16i) drive_by actor -1 car 40@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_6865
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @BLOOD_6956 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_6956 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6956
00D6: if or
0039:   93@ == 4 // integer values 
0039:   93@ == 5 // integer values 
004D: jump_if_false @BLOOD_7562 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_7562 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_7344 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_7288 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @BLOOD_7169 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BLOOD_7169 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7169 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7169 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 38@ 17 100.0 3 

:BLOOD_7169
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @BLOOD_7281 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7281 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7281 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_7281
0002: jump @BLOOD_7344 

:BLOOD_7288
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7344 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_7344
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_7562 
00D6: if 
0039:   98@ == 0 // integer values 
004D: jump_if_false @BLOOD_7471 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7471 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BLOOD_7471 
0713: actor 67@(93@,16i) drive_by actor -1 car 38@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7471
00D6: if 
0039:   98@ == 1 // integer values 
004D: jump_if_false @BLOOD_7562 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7562 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7562
00D6: if 
0039:   93@ == 6 // integer values 
004D: jump_if_false @BLOOD_8304 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_8304 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_8023 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_7967 
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @BLOOD_7848 
062E: (unknown) 51@(93@,16i) 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7848 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7848 
0208: 179@ = random_float -1265.0 -1384.0 
0208: 180@ = random_float 995.0 923.0 
02CE: 181@ = ground_z 179@ 180@ 1078.7 
00D6: if 
0023:   1034.1 > 181@ // floating-point values 
004D: jump_if_false @BLOOD_7848 
00D6: if 
0021:   181@ > 1022.8 // floating-point values 
004D: jump_if_false @BLOOD_7848 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 179@ 180@ 181@ speed 100.0 2 0 3 

:BLOOD_7848
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @BLOOD_7960 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7960 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_7960 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_7960
0002: jump @BLOOD_8023 

:BLOOD_7967
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8023 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_8023
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_8304 
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @BLOOD_8213 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8213 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @BLOOD_8157 
0713: actor 67@(93@,16i) drive_by actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_8213 

:BLOOD_8157
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @BLOOD_8213 
0713: actor 67@(93@,16i) drive_by actor -1 car 43@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_8213
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @BLOOD_8304 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8304 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8304
00D6: if or
0039:   93@ == 7 // integer values 
0039:   93@ == 8 // integer values 
004D: jump_if_false @BLOOD_8910 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_8910 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_8692 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_8636 
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @BLOOD_8517 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BLOOD_8517 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8517 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8517 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 41@ 17 100.0 3 

:BLOOD_8517
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @BLOOD_8629 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8629 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8629 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_8629
0002: jump @BLOOD_8692 

:BLOOD_8636
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8692 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_8692
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_8910 
00D6: if 
0039:   99@ == 0 // integer values 
004D: jump_if_false @BLOOD_8819 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8819 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BLOOD_8819 
0713: actor 67@(93@,16i) drive_by actor -1 car 41@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8819
00D6: if 
0039:   99@ == 1 // integer values 
004D: jump_if_false @BLOOD_8910 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_8910 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8910
00D6: if 
0039:   93@ == 9 // integer values 
004D: jump_if_false @BLOOD_9652 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_9652 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_9371 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_9315 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @BLOOD_9196 
062E: (unknown) 51@(93@,16i) 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9196 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9196 
0208: 182@ = random_float -1265.0 -1384.0 
0208: 183@ = random_float 995.0 1056.0 
02CE: 184@ = ground_z 182@ 183@ 1078.7 
00D6: if 
0023:   1034.1 > 184@ // floating-point values 
004D: jump_if_false @BLOOD_9196 
00D6: if 
0021:   184@ > 1022.8 // floating-point values 
004D: jump_if_false @BLOOD_9196 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 182@ 183@ 184@ speed 100.0 2 0 3 

:BLOOD_9196
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BLOOD_9308 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9308 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9308 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_9308
0002: jump @BLOOD_9371 

:BLOOD_9315
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9371 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_9371
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_9652 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @BLOOD_9561 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9561 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @BLOOD_9505 
0713: actor 67@(93@,16i) drive_by actor -1 car 45@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_9561 

:BLOOD_9505
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BLOOD_9561 
0713: actor 67@(93@,16i) drive_by actor -1 car 46@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_9561
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BLOOD_9652 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9652 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_9652
00D6: if or
0039:   93@ == 10 // integer values 
0039:   93@ == 11 // integer values 
004D: jump_if_false @BLOOD_10258 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_10258 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_10040 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_9984 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @BLOOD_9865 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BLOOD_9865 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9865 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9865 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 44@ 17 100.0 3 

:BLOOD_9865
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BLOOD_9977 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9977 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_9977 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_9977
0002: jump @BLOOD_10040 

:BLOOD_9984
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10040 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_10040
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_10258 
00D6: if 
0039:   100@ == 0 // integer values 
004D: jump_if_false @BLOOD_10167 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10167 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BLOOD_10167 
0713: actor 67@(93@,16i) drive_by actor -1 car 44@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10167
00D6: if 
0039:   100@ == 1 // integer values 
004D: jump_if_false @BLOOD_10258 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10258 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10258
00D6: if or
0039:   93@ == 12 // integer values 
0039:   93@ == 13 // integer values 
004D: jump_if_false @BLOOD_10593 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_10593 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_10500 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_10444 
062E: (unknown) 51@(93@,16i) 1761 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10437 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10437 
06E1: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 34@ 17 100.0 3 

:BLOOD_10437
0002: jump @BLOOD_10500 

:BLOOD_10444
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10500 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_10500
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_10593 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10593 
0713: actor 67@(93@,16i) drive_by actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 40 

:BLOOD_10593
00D6: if or
0039:   93@ == 14 // integer values 
0039:   93@ == 15 // integer values 
004D: jump_if_false @BLOOD_11090 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_11090 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_10843 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_10787 
062E: (unknown) 51@(93@,16i) 1489 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10780 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10780 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 158@ 159@ 160@ speed 100.0 2 0 3 

:BLOOD_10780
0002: jump @BLOOD_10843 

:BLOOD_10787
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_10843 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 6 2000000 

:BLOOD_10843
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_11090 
062E: (unknown) 67@(93@,16i) 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_11090 
0085: 88@ = 35@(93@,16i) // integer values and handles 
00D6: if 
0039:   93@ == 14 // integer values 
004D: jump_if_false @BLOOD_10999 
0050: gosub @BLOOD_16758 
0085: 84@ = 95@ // integer values and handles 
00D6: if 
8039:   not  84@ == -1 // integer values 
004D: jump_if_false @BLOOD_10999 
0713: actor 67@(93@,16i) drive_by actor -1 car 84@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_10999
00D6: if 
0039:   93@ == 15 // integer values 
004D: jump_if_false @BLOOD_11090 
0050: gosub @BLOOD_16758 
0085: 85@ = 95@ // integer values and handles 
00D6: if 
8039:   not  85@ == -1 // integer values 
004D: jump_if_false @BLOOD_11090 
0713: actor 67@(93@,16i) drive_by actor -1 car 85@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_11090
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_11199 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @BLOOD_11199 
00D6: if or
051C:   car 35@(93@,16i) damaged_by_actor 83@ 
051C:   car 35@(93@,16i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BLOOD_11179 
0006: 112@(93@,16i) = 1 // integer values 
0002: jump @BLOOD_11190 

:BLOOD_11179
0006: 112@(93@,16i) = 0 // integer values 

:BLOOD_11190
054F: (unknown) 35@(93@,16i) 

:BLOOD_11199
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_11411 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_11404 
00D6: if 
01F4:   car 35@(93@,16i) flipped 
004D: jump_if_false @BLOOD_11330 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@(93@,16i) radius 7.0 7.0 unknown 0 
004D: jump_if_false @BLOOD_11330 
00AA: store_car 35@(93@,16i) position_to 167@ 168@ 169@ 
00AB: put_car 35@(93@,16i) at 167@ 168@ 169@ 

:BLOOD_11330
00D6: if 
03CE:   car 35@(93@,16i) stuck 
004D: jump_if_false @BLOOD_11404 
062E: (unknown) 51@(93@,16i) 1735 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_11404 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 3 3000 

:BLOOD_11404
0002: jump @BLOOD_11458 

:BLOOD_11411
00D6: if 
0039:   112@(93@,16i) == 1 // integer values 
004D: jump_if_false @BLOOD_11440 
000A: 111@ += 1 // integer values 

:BLOOD_11440
0006: 112@(93@,16i) = 0 // integer values 
0050: gosub @BLOOD_14585 

:BLOOD_11458
000A: 93@ += 1 // integer values 
0002: jump @BLOOD_11479 

:BLOOD_11472
0006: 93@ = 0 // integer values 

:BLOOD_11479
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @BLOOD_11544 
00D6: if 
01AF:   car 47@ 0 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_11544 
0050: gosub @BLOOD_14254 

:BLOOD_11544
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @BLOOD_11609 
00D6: if 
01AF:   car 48@ 0 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_11609 
0050: gosub @BLOOD_14254 

:BLOOD_11609
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @BLOOD_11674 
00D6: if 
01AF:   car 49@ 0 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_11674 
0050: gosub @BLOOD_14254 

:BLOOD_11674
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BLOOD_11739 
00D6: if 
01AF:   car 50@ 0 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_11739 
0050: gosub @BLOOD_14254 

:BLOOD_11739
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_11927 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 87@ radius 5.0 5.0 unknown 0 
004D: jump_if_false @BLOOD_11864 
0108: destroy_object 87@ 
0227: 96@ = car 34@ health 
00D6: if 
001B:   999 > 96@ // integer values 
004D: jump_if_false @BLOOD_11841 
000A: 96@ += 500 // integer values 
0224: set_car 34@ health_to 96@ 
0002: jump @BLOOD_11857 

:BLOOD_11841
0006: 96@ = 1500 // integer values 
0224: set_car 34@ health_to 96@ 

:BLOOD_11857
0002: jump @BLOOD_11920 

:BLOOD_11864
00D6: if 
0023:   358.0 > 106@ // floating-point values 
004D: jump_if_false @BLOOD_11910 
000B: 106@ += 3.0 // floating-point values 
0177: set_object 87@ z_angle_to 106@ 
0002: jump @BLOOD_11920 

:BLOOD_11910
0007: 106@ = 0.0 // floating-point values 

:BLOOD_11920
0002: jump @BLOOD_11934 

:BLOOD_11927
0050: gosub @BLOOD_14433 

:BLOOD_11934
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_12095 
00D6: if 
0018:   $8247 > 0 // integer values 
004D: jump_if_false @BLOOD_12095 
0227: 96@ = car 34@ health 
00D6: if 
001B:   1199 > 96@ // integer values 
004D: jump_if_false @BLOOD_12044 
000A: 96@ += 300 // integer values 
0224: set_car 34@ health_to 96@ 
0002: jump @BLOOD_12060 

:BLOOD_12044
0006: 96@ = 1500 // integer values 
0224: set_car 34@ health_to 96@ 

:BLOOD_12060
0008: $8247 += 15000 // integer values 
018C: play_sound 1058 at 0.0 0.0 0.0 
0050: gosub @BLOOD_14254 

:BLOOD_12095
00D6: if 
01F4:   car 34@ flipped 
004D: jump_if_false @BLOOD_12171 
00D6: if 
01C1:   car 34@ stopped 
004D: jump_if_false @BLOOD_12171 
00AA: store_car 34@ position_to 167@ 168@ 169@ 
0174: 157@ = car 34@ z_angle 
00AB: put_car 34@ at 167@ 168@ 169@ 
0175: set_car 34@ z_angle_to 157@ 

:BLOOD_12171
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @BLOOD_12293 
062E: (unknown) 83@ 1811 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_12293 
0085: 88@ = 34@ // integer values and handles 
0050: gosub @BLOOD_16758 
0085: 86@ = 95@ // integer values and handles 
00D6: if 
8039:   not  86@ == -1 // integer values 
004D: jump_if_false @BLOOD_12293 
0713: actor 83@ drive_by actor -1 car 86@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 100 

:BLOOD_12293
0050: gosub @BLOOD_17486 
00D6: if 
001C:   $8247 > $8248 // integer values 
004D: jump_if_false @BLOOD_12326 
0006: 91@ = 1 // integer values 

:BLOOD_12326
00D6: if 
002A:   0 >= $8247 // integer values 
004D: jump_if_false @BLOOD_12351 
0006: 91@ = 2 // integer values 

:BLOOD_12351
00D6: if 
0039:   91@ == 1 // integer values 
004D: jump_if_false @BLOOD_12754 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0394: play_music 1 
0006: 93@ = 0 // integer values 

:BLOOD_12391
00D6: if 
001B:   16 > 93@ // integer values 
004D: jump_if_false @BLOOD_12458 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_12444 
0519: lock_vehicle 35@(93@,16i) in_current_position 1 

:BLOOD_12444
000A: 93@ += 1 // integer values 
0002: jump @BLOOD_12391 

:BLOOD_12458
0050: gosub @BLOOD_17032 
008B: 109@ = $1940 // integer values and handles 
0012: 109@ *= 60 // integer values 
0623: add 109@ to_stat 179 
0623: add 111@ to_stat 178 
0008: $1940 += 1 // integer values 
0008: $8248 += 60000 // integer values 
0006: 32@ = 0 // integer values 

:BLOOD_12520
00D6: if 
001B:   5000 > 32@ // integer values 
004D: jump_if_false @BLOOD_12550 
0001: wait 0 ms 
0002: jump @BLOOD_12520 

:BLOOD_12550
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:BLOOD_12565
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_12589 
0001: wait 0 ms 
0002: jump @BLOOD_12565 

:BLOOD_12589
02A3: toggle_widescreen 0 
08DA: remove_panel 110@ 
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: unknown_refresh_game_renderer_at -2126.3 -440.6 
0A0B: (unknown) -2119.0 -440.7 34.5 82.6 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2126.3 -440.6 34.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 82.7 
014F: stop_timer $8247 
0164: disable_marker 90@ 
06D6: destroy_racing_checkpoint 89@ 
09AC: (unknown) 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
016A: fade 1 500 ms 

:BLOOD_12716
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_12740 
0001: wait 0 ms 
0002: jump @BLOOD_12716 

:BLOOD_12740
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @BLOOD_13113 

:BLOOD_12754
00D6: if 
0039:   91@ == 2 // integer values 
004D: jump_if_false @BLOOD_13088 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 93@ = 0 // integer values 

:BLOOD_12786
00D6: if 
001B:   16 > 93@ // integer values 
004D: jump_if_false @BLOOD_12853 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_12839 
0519: lock_vehicle 35@(93@,16i) in_current_position 1 

:BLOOD_12839
000A: 93@ += 1 // integer values 
0002: jump @BLOOD_12786 

:BLOOD_12853
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:BLOOD_12868
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_12892 
0001: wait 0 ms 
0002: jump @BLOOD_12868 

:BLOOD_12892
02A3: toggle_widescreen 0 
00BE: text_clear_all 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
00BC: text_highpriority 'BLOD_05' 5000 ms 1  // ~r~Kifutottl az idbl!
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: unknown_refresh_game_renderer_at -2126.3 -440.6 
0A0B: (unknown) -2119.0 -440.7 34.5 82.6 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2126.3 -440.6 34.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 82.7 
014F: stop_timer $8247 
0164: disable_marker 90@ 
06D6: destroy_racing_checkpoint 89@ 
09AC: (unknown) 0 
01F6: cancel_override_restart 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
016A: fade 1 500 ms 

:BLOOD_13050
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_13074 
0001: wait 0 ms 
0002: jump @BLOOD_13050 

:BLOOD_13074
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @BLOOD_13095 

:BLOOD_13088
0002: jump @BLOOD_3563 

:BLOOD_13095
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:BLOOD_13113
01F6: cancel_override_restart 
0414: (unknown) $PLAYER_CHAR 0 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $MISSION_BLOODRING_PASSED == 0 // integer values 
004D: jump_if_false @BLOOD_13198 
0595: mission_complete 
030C: set_mission_points += 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // KLDETS TELJESTVE!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 10000 
0004: $MISSION_BLOODRING_PASSED = 1 // integer values 

:BLOOD_13198
0051: return 

:BLOOD_13200
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @BLOOD_13218 
02EB: restore_camera_with_jumpcut 

:BLOOD_13218
04FA: reset_interior_colors 0 
0164: disable_marker 90@ 
014F: stop_timer $8247 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BLOOD_13255 
0A09: (unknown) $PLAYER_ACTOR 0 

:BLOOD_13255
09F5: (unknown) 0 
03F0: text_draw_toggle 0 
0249: release_model #BLOODRA 
0249: release_model #STALLION 
0249: release_model #MP5LNG 
0249: release_model #BB_PICKUP 
017B: set_actor $PLAYER_ACTOR weapon 29 ammo_to 103@ 
06D6: destroy_racing_checkpoint 89@ 
0734: (unknown) 
0A37: (unknown) 0 
09AC: (unknown) 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:BLOOD_13324
00D6: if 
0039:   93@ == 0 // integer values 
004D: jump_if_false @BLOOD_13382 
0007: 154@ = -1285.77 // floating-point values 
0007: 155@ = 1014.54 // floating-point values 
0007: 156@ = 1036.5 // floating-point values 
0007: 157@ = 104.4 // floating-point values 

:BLOOD_13382
00D6: if 
0039:   93@ == 1 // integer values 
004D: jump_if_false @BLOOD_13440 
0007: 154@ = -1299.5 // floating-point values 
0007: 155@ = 1030.74 // floating-point values 
0007: 156@ = 1036.8 // floating-point values 
0007: 157@ = 132.6 // floating-point values 

:BLOOD_13440
00D6: if 
0039:   93@ == 2 // integer values 
004D: jump_if_false @BLOOD_13498 
0007: 154@ = -1319.3 // floating-point values 
0007: 155@ = 1042.82 // floating-point values 
0007: 156@ = 1037.1 // floating-point values 
0007: 157@ = 135.4 // floating-point values 

:BLOOD_13498
00D6: if 
0039:   93@ == 3 // integer values 
004D: jump_if_false @BLOOD_13556 
0007: 154@ = -1349.33 // floating-point values 
0007: 155@ = 1054.47 // floating-point values 
0007: 156@ = 1037.3 // floating-point values 
0007: 157@ = 155.4 // floating-point values 

:BLOOD_13556
00D6: if 
0039:   93@ == 4 // integer values 
004D: jump_if_false @BLOOD_13614 
0007: 154@ = -1384.33 // floating-point values 
0007: 155@ = 1058.55 // floating-point values 
0007: 156@ = 1037.5 // floating-point values 
0007: 157@ = 173.2 // floating-point values 

:BLOOD_13614
00D6: if 
0039:   93@ == 5 // integer values 
004D: jump_if_false @BLOOD_13672 
0007: 154@ = -1296.7 // floating-point values 
0007: 155@ = 960.2 // floating-point values 
0007: 156@ = 1035.6 // floating-point values 
0007: 157@ = 60.5 // floating-point values 

:BLOOD_13672
00D6: if 
0039:   93@ == 6 // integer values 
004D: jump_if_false @BLOOD_13730 
0007: 154@ = -1418.77 // floating-point values 
0007: 155@ = 1057.54 // floating-point values 
0007: 156@ = 1037.5 // floating-point values 
0007: 157@ = 180.4 // floating-point values 

:BLOOD_13730
00D6: if 
0039:   93@ == 7 // integer values 
004D: jump_if_false @BLOOD_13788 
0007: 154@ = -1460.3 // floating-point values 
0007: 155@ = 1050.3 // floating-point values 
0007: 156@ = 1037.5 // floating-point values 
0007: 157@ = 203.9 // floating-point values 

:BLOOD_13788
00D6: if 
0039:   93@ == 8 // integer values 
004D: jump_if_false @BLOOD_13846 
0007: 154@ = -1499.77 // floating-point values 
0007: 155@ = 1029.54 // floating-point values 
0007: 156@ = 1037.2 // floating-point values 
0007: 157@ = 242.4 // floating-point values 

:BLOOD_13846
00D6: if 
0039:   93@ == 9 // integer values 
004D: jump_if_false @BLOOD_13904 
0007: 154@ = -1513.77 // floating-point values 
0007: 155@ = 986.54 // floating-point values 
0007: 156@ = 1036.5 // floating-point values 
0007: 157@ = 271.4 // floating-point values 

:BLOOD_13904
00D6: if 
0039:   93@ == 10 // integer values 
004D: jump_if_false @BLOOD_13962 
0007: 154@ = -1496.77 // floating-point values 
0007: 155@ = 959.54 // floating-point values 
0007: 156@ = 1036.0 // floating-point values 
0007: 157@ = 293.4 // floating-point values 

:BLOOD_13962
00D6: if 
0039:   93@ == 11 // integer values 
004D: jump_if_false @BLOOD_14020 
0007: 154@ = -1461.84 // floating-point values 
0007: 155@ = 938.32 // floating-point values 
0007: 156@ = 1035.3 // floating-point values 
0007: 157@ = 345.6 // floating-point values 

:BLOOD_14020
00D6: if 
0039:   93@ == 12 // integer values 
004D: jump_if_false @BLOOD_14078 
0007: 154@ = -1424.36 // floating-point values 
0007: 155@ = 931.29 // floating-point values 
0007: 156@ = 1035.2 // floating-point values 
0007: 157@ = 0.0 // floating-point values 

:BLOOD_14078
00D6: if 
0039:   93@ == 13 // integer values 
004D: jump_if_false @BLOOD_14136 
0007: 154@ = -1363.77 // floating-point values 
0007: 155@ = 932.44 // floating-point values 
0007: 156@ = 1035.3 // floating-point values 
0007: 157@ = 17.85 // floating-point values 

:BLOOD_14136
00D6: if 
0039:   93@ == 14 // integer values 
004D: jump_if_false @BLOOD_14194 
0007: 154@ = -1332.77 // floating-point values 
0007: 155@ = 940.3 // floating-point values 
0007: 156@ = 1037.0 // floating-point values 
0007: 157@ = 39.98 // floating-point values 

:BLOOD_14194
00D6: if 
0039:   93@ == 15 // integer values 
004D: jump_if_false @BLOOD_14252 
0007: 154@ = -1443.29 // floating-point values 
0007: 155@ = 933.86 // floating-point values 
0007: 156@ = 1035.3 // floating-point values 
0007: 157@ = 351.4 // floating-point values 

:BLOOD_14252
0051: return 

:BLOOD_14254
0208: 158@ = random_float -1290.0 -1508.0 
0208: 159@ = random_float 939.0 1052.0 
02CE: 160@ = ground_z 158@ 159@ 1056.7 
00D6: if 
0021:   160@ > 1034.1 // floating-point values 
004D: jump_if_false @BLOOD_14328 
0002: jump @BLOOD_14254 

:BLOOD_14328
00D6: if 
0023:   1022.8 > 160@ // floating-point values 
004D: jump_if_false @BLOOD_14356 
0002: jump @BLOOD_14254 

:BLOOD_14356
0164: disable_marker 90@ 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @BLOOD_14396 
0687: clear_actor_task 65@ 

:BLOOD_14396
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @BLOOD_14417 
0687: clear_actor_task 66@ 

:BLOOD_14417
07F3: move_racing_checkpoint 89@ to 158@ 159@ 160@ 
0051: return 

:BLOOD_14433
0208: 170@ = random_float -1290.0 -1508.0 
0208: 171@ = random_float 939.0 1052.0 
02CE: 172@ = ground_z 170@ 171@ 1056.7 
00D6: if 
0021:   172@ > 1034.1 // floating-point values 
004D: jump_if_false @BLOOD_14507 
0002: jump @BLOOD_14433 

:BLOOD_14507
00D6: if 
0023:   1022.8 > 172@ // floating-point values 
004D: jump_if_false @BLOOD_14535 
0002: jump @BLOOD_14433 

:BLOOD_14535
000B: 172@ += 0.5 // floating-point values 
0107: 87@ = create_object #BB_PICKUP at 170@ 171@ 172@ 
0566: object 87@ set_interior 15 
0382: set_object 87@ collision_detection 0 
0392: object 87@ toggle_in_moving_list 0 
0051: return 

:BLOOD_14585
0050: gosub @BLOOD_15056 
00D6: if 
8039:   not  102@ == -1 // integer values 
004D: jump_if_false @BLOOD_15054 
03CD: car 35@(93@,16i) remove_from_stuck_car_check 
01C3: remove_references_to_car 35@(93@,16i) // Like turning a car into any random car 
01C2: remove_references_to_actor 51@(93@,16i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@(93@,16i) // Like turning an actor into a random pedestrian 
09B2: (unknown) 1 104@ 105@ 
00D6: if 
0029:   104@ >= 0 // integer values 
004D: jump_if_false @BLOOD_14722 
0085: 108@ = 104@ // integer values and handles 
0050: gosub @BLOOD_15527 
00A5: 35@(93@,16i) = create_car 104@ at 154@ 155@ 156@ 
0175: set_car 35@(93@,16i) z_angle_to 157@ 

:BLOOD_14722
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_15054 
0587: (unknown) 35@(93@,16i) 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerable 0 
0560: 35@(93@,16i) = create_random_driver_in_car 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: unknown_actor_use_entity 51@(93@,16i) 185@ 
02AB: set_actor 51@(93@,16i) immunities 1 0 0 0 0 
0588: (unknown) 51@(93@,16i) 1 
01EA: 101@ = car 35@(93@,16i) max_passengers 
00D6: if 
0019:   101@ > 0 // integer values 
004D: jump_if_false @BLOOD_14938 
0561: unknown_create_actor_handle 67@(93@,16i) from car 35@(93@,16i) passenger 0 
060B: unknown_actor_use_entity 67@(93@,16i) 185@ 
02AB: set_actor 67@(93@,16i) immunities 1 0 0 0 0 
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_14938
00D6: if 
047A:   actor 51@(93@,16i) driving_a_motorbike 
004D: jump_if_false @BLOOD_14980 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_14980
03CC: car 35@(93@,16i) add_to_stuck_car_check 1.0 = 3000 
03ED: (unknown) 35@(93@,16i) 1 
0840: link_car 35@(93@,16i) to_interior 15 
04BA: set_car 35@(93@,16i) speed_instantly 25.0 
06C7: unknown_action_sequence 51@(93@,16i) 35@(93@,16i) 9 3000 

:BLOOD_15054
0051: return 

:BLOOD_15056
0209: 102@ = random_int 1 4 
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @BLOOD_15180 
00D6: if 
838A:   not car_in_cube -1461.84 938.32 1035.0 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_15173 
0007: 154@ = -1461.84 // floating-point values 
0007: 155@ = 938.32 // floating-point values 
0007: 156@ = 1035.0 // floating-point values 
0007: 157@ = 345.6 // floating-point values 
0002: jump @BLOOD_15180 

:BLOOD_15173
0006: 102@ = 2 // integer values 

:BLOOD_15180
00D6: if 
0039:   102@ == 2 // integer values 
004D: jump_if_false @BLOOD_15295 
00D6: if 
838A:   not car_in_cube -1424.36 933.86 1035.0 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_15288 
0007: 154@ = -1424.36 // floating-point values 
0007: 155@ = 933.86 // floating-point values 
0007: 156@ = 1035.0 // floating-point values 
0007: 157@ = 0.0 // floating-point values 
0002: jump @BLOOD_15295 

:BLOOD_15288
0006: 102@ = 3 // integer values 

:BLOOD_15295
00D6: if 
0039:   102@ == 3 // integer values 
004D: jump_if_false @BLOOD_15410 
00D6: if 
838A:   not car_in_cube -1443.29 931.29 1035.0 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_15403 
0007: 154@ = -1443.29 // floating-point values 
0007: 155@ = 931.29 // floating-point values 
0007: 156@ = 1035.0 // floating-point values 
0007: 157@ = 351.4 // floating-point values 
0002: jump @BLOOD_15410 

:BLOOD_15403
0006: 102@ = 1 // integer values 

:BLOOD_15410
00D6: if 
0039:   102@ == 1 // integer values 
004D: jump_if_false @BLOOD_15525 
00D6: if 
838A:   not car_in_cube -1461.84 938.32 1035.0 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_15518 
0007: 154@ = -1461.84 // floating-point values 
0007: 155@ = 938.32 // floating-point values 
0007: 156@ = 1035.0 // floating-point values 
0007: 157@ = 345.6 // floating-point values 
0002: jump @BLOOD_15525 

:BLOOD_15518
0006: 102@ = -1 // integer values 

:BLOOD_15525
0051: return 

:BLOOD_15527
0209: 107@ = random_int 1 37 
00D6: if 
0039:   107@ == 1 // integer values 
004D: jump_if_false @BLOOD_15569 
0674: set_car_model 108@ numberplate "GOT_M00_" 

:BLOOD_15569
00D6: if 
0039:   107@ == 2 // integer values 
004D: jump_if_false @BLOOD_15602 
0674: set_car_model 108@ numberplate "M00TV_4U" 

:BLOOD_15602
00D6: if 
0039:   107@ == 3 // integer values 
004D: jump_if_false @BLOOD_15635 
0674: set_car_model 108@ numberplate "MATHEW_2" 

:BLOOD_15635
00D6: if 
0039:   107@ == 4 // integer values 
004D: jump_if_false @BLOOD_15668 
0674: set_car_model 108@ numberplate "D4_DEW0R" 

:BLOOD_15668
00D6: if 
0039:   107@ == 5 // integer values 
004D: jump_if_false @BLOOD_15701 
0674: set_car_model 108@ numberplate "D0DE_777" 

:BLOOD_15701
00D6: if 
0039:   107@ == 6 // integer values 
004D: jump_if_false @BLOOD_15734 
0674: set_car_model 108@ numberplate "DAM0_666" 

:BLOOD_15734
00D6: if 
0039:   107@ == 7 // integer values 
004D: jump_if_false @BLOOD_15767 
0674: set_car_model 108@ numberplate "C0NEY_88" 

:BLOOD_15767
00D6: if 
0039:   107@ == 8 // integer values 
004D: jump_if_false @BLOOD_15800 
0674: set_car_model 108@ numberplate "PRE4CHER" 

:BLOOD_15800
00D6: if 
0039:   107@ == 9 // integer values 
004D: jump_if_false @BLOOD_15833 
0674: set_car_model 108@ numberplate "DBP_4NDY" 

:BLOOD_15833
00D6: if 
0039:   107@ == 10 // integer values 
004D: jump_if_false @BLOOD_15866 
0674: set_car_model 108@ numberplate "EV1L_SLY" 

:BLOOD_15866
00D6: if 
0039:   107@ == 11 // integer values 
004D: jump_if_false @BLOOD_15899 
0674: set_car_model 108@ numberplate "N1_R4V3N" 

:BLOOD_15899
00D6: if 
0039:   107@ == 12 // integer values 
004D: jump_if_false @BLOOD_15932 
0674: set_car_model 108@ numberplate "D1VX_Z00" 

:BLOOD_15932
00D6: if 
0039:   107@ == 13 // integer values 
004D: jump_if_false @BLOOD_15964 
0674: set_car_model 108@ numberplate "MR_B3NN" 

:BLOOD_15964
00D6: if 
0039:   107@ == 14 // integer values 
004D: jump_if_false @BLOOD_15997 
0674: set_car_model 108@ numberplate "R3D_R4SP" 

:BLOOD_15997
00D6: if 
0039:   107@ == 15 // integer values 
004D: jump_if_false @BLOOD_16030 
0674: set_car_model 108@ numberplate "LA_B0MBA" 

:BLOOD_16030
00D6: if 
0039:   107@ == 16 // integer values 
004D: jump_if_false @BLOOD_16063 
0674: set_car_model 108@ numberplate "L3337_0G" 

:BLOOD_16063
00D6: if 
0039:   107@ == 17 // integer values 
004D: jump_if_false @BLOOD_16096 
0674: set_car_model 108@ numberplate "BUDD4H_X" 

:BLOOD_16096
00D6: if 
0039:   107@ == 18 // integer values 
004D: jump_if_false @BLOOD_16129 
0674: set_car_model 108@ numberplate "T3H_BUCK" 

:BLOOD_16129
00D6: if 
0039:   107@ == 19 // integer values 
004D: jump_if_false @BLOOD_16162 
0674: set_car_model 108@ numberplate "CHUNKY_1" 

:BLOOD_16162
00D6: if 
0039:   107@ == 20 // integer values 
004D: jump_if_false @BLOOD_16195 
0674: set_car_model 108@ numberplate "EV1L_BNZ" 

:BLOOD_16195
00D6: if 
0039:   107@ == 21 // integer values 
004D: jump_if_false @BLOOD_16228 
0674: set_car_model 108@ numberplate "S4ND_M4N" 

:BLOOD_16228
00D6: if 
0039:   107@ == 22 // integer values 
004D: jump_if_false @BLOOD_16261 
0674: set_car_model 108@ numberplate "RKK_DBP1" 

:BLOOD_16261
00D6: if 
0039:   107@ == 23 // integer values 
004D: jump_if_false @BLOOD_16294 
0674: set_car_model 108@ numberplate "RE1_K0KU" 

:BLOOD_16294
00D6: if 
0039:   107@ == 24 // integer values 
004D: jump_if_false @BLOOD_16327 
0674: set_car_model 108@ numberplate "S3XY_JUD" 

:BLOOD_16327
00D6: if 
0039:   107@ == 25 // integer values 
004D: jump_if_false @BLOOD_16360 
0674: set_car_model 108@ numberplate "SUNRA_93" 

:BLOOD_16360
00D6: if 
0039:   107@ == 26 // integer values 
004D: jump_if_false @BLOOD_16393 
0674: set_car_model 108@ numberplate "UG_FUX69" 

:BLOOD_16393
00D6: if 
0039:   107@ == 27 // integer values 
004D: jump_if_false @BLOOD_16426 
0674: set_car_model 108@ numberplate "LI0N_CUM" 

:BLOOD_16426
00D6: if 
0039:   107@ == 28 // integer values 
004D: jump_if_false @BLOOD_16459 
0674: set_car_model 108@ numberplate "RKK_PWND" 

:BLOOD_16459
00D6: if 
0039:   107@ == 29 // integer values 
004D: jump_if_false @BLOOD_16492 
0674: set_car_model 108@ numberplate "HAZE_B0B" 

:BLOOD_16492
00D6: if 
0039:   107@ == 30 // integer values 
004D: jump_if_false @BLOOD_16525 
0674: set_car_model 108@ numberplate "T3H_FLUF" 

:BLOOD_16525
00D6: if 
0039:   107@ == 31 // integer values 
004D: jump_if_false @BLOOD_16558 
0674: set_car_model 108@ numberplate "BM_4NDY_" 

:BLOOD_16558
00D6: if 
0039:   107@ == 32 // integer values 
004D: jump_if_false @BLOOD_16591 
0674: set_car_model 108@ numberplate "BM_D34N_" 

:BLOOD_16591
00D6: if 
0039:   107@ == 33 // integer values 
004D: jump_if_false @BLOOD_16624 
0674: set_car_model 108@ numberplate "BM_L4C3Y" 

:BLOOD_16624
00D6: if 
0039:   107@ == 34 // integer values 
004D: jump_if_false @BLOOD_16657 
0674: set_car_model 108@ numberplate "BM_D3V__" 

:BLOOD_16657
00D6: if 
0039:   107@ == 35 // integer values 
004D: jump_if_false @BLOOD_16690 
0674: set_car_model 108@ numberplate "NU_SK00L" 

:BLOOD_16690
00D6: if 
0039:   107@ == 36 // integer values 
004D: jump_if_false @BLOOD_16723 
0674: set_car_model 108@ numberplate "G4L_AVET" 

:BLOOD_16723
00D6: if 
0039:   107@ == 37 // integer values 
004D: jump_if_false @BLOOD_16756 
0674: set_car_model 108@ numberplate "M0J0_J0J" 

:BLOOD_16756
0051: return 

:BLOOD_16758
00AA: store_car 88@ position_to 161@ 162@ $TEMPVAR_FLOAT_3 
0006: 94@ = 0 // integer values 
0007: 165@ = 99999.0 // floating-point values 
0006: 95@ = -1 // integer values 

:BLOOD_16796
00D6: if 
001B:   16 > 94@ // integer values 
004D: jump_if_false @BLOOD_16945 
00D6: if 
803B:   not  88@ == 35@(94@,16i) // integer values 
004D: jump_if_false @BLOOD_16931 
00D6: if 
8119:   not car 35@(94@,16i) wrecked 
004D: jump_if_false @BLOOD_16931 
00AA: store_car 35@(94@,16i) position_to 163@ 164@ $TEMPVAR_FLOAT_3 
0509: 166@ = distance between point 161@ 162@ and point 163@ 164@ 
00D6: if 
0025:   165@ > 166@ // floating-point values 
004D: jump_if_false @BLOOD_16931 
0087: 165@ = 166@ // floating-point values only 
0085: 95@ = 35@(94@,16i) // integer values and handles 

:BLOOD_16931
000A: 94@ += 1 // integer values 
0002: jump @BLOOD_16796 

:BLOOD_16945
00D6: if 
803B:   not  88@ == 34@ // integer values 
004D: jump_if_false @BLOOD_17030 
00AA: store_car 34@ position_to 163@ 164@ $TEMPVAR_FLOAT_3 
0509: 166@ = distance between point 161@ 162@ and point 163@ 164@ 
00D6: if 
0025:   165@ > 166@ // floating-point values 
004D: jump_if_false @BLOOD_17030 
0087: 165@ = 166@ // floating-point values only 
0085: 95@ = 34@ // integer values and handles 

:BLOOD_17030
0051: return 

:BLOOD_17032
00D6: if 
84A3:   not  $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_17094 
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 120.0 columns 2 interactive 0 background 1 alignment 1  // Eredmnyek
0002: jump @BLOOD_17131 

:BLOOD_17094
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 150.0 columns 2 interactive 0 background 1 alignment 1  // Eredmnyek

:BLOOD_17131
08DB: set_panel 110@ column 0 header 'DUMMY' data 'BLOD_07' 'BLOD_08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // j rekordid (perc): // Megsemmistett autk:
08DB: set_panel 110@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel 110@ column 1 row 0 text_1number 'BLOD_09' $1940  // ~1~
08EE: set_panel 110@ column 1 row 1 text_1number 'BLOD_09' 111@  // ~1~
00D6: if 
84A3:   not  $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @BLOOD_17465 
09DB: set_panel 110@ column 0 width 200 
09DB: set_panel 110@ column 1 width 40 
0002: jump @BLOOD_17484 

:BLOOD_17465
09DB: set_panel 110@ column 0 width 260 
09DB: set_panel 110@ column 1 width 40 

:BLOOD_17484
0051: return 

:BLOOD_17486
00D6: if 
0039:   129@ == 0 // integer values 
004D: jump_if_false @BLOOD_17549 
0209: 128@ = random_int 8000 16000 
0209: 130@ = random_int 1 22 
03CF: load_wav 131@(130@,23i) as 4 
0006: 33@ = 0 // integer values 
0006: 129@ = 1 // integer values 

:BLOOD_17549
00D6: if 
0039:   129@ == 1 // integer values 
004D: jump_if_false @BLOOD_17589 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BLOOD_17589 
0006: 129@ = 2 // integer values 

:BLOOD_17589
00D6: if 
0039:   129@ == 2 // integer values 
004D: jump_if_false @BLOOD_17637 
00D6: if 
001D:   33@ > 128@ // integer values 
004D: jump_if_false @BLOOD_17637 
03D1: play_wav 4 
0006: 129@ = 3 // integer values 

:BLOOD_17637
00D6: if 
0039:   129@ == 3 // integer values 
004D: jump_if_false @BLOOD_17677 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BLOOD_17677 
0006: 129@ = 0 // integer values 

:BLOOD_17677
0051: return 

//-------------Mission 129---------------
// Originally: Arena Mission: Kickstart

:KICKSTA
03A4: name_thread 'KICKSTA' 
0050: gosub @KICKSTA_54 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @KICKSTA_38 
0050: gosub @KICKSTA_7448 

:KICKSTA_38
0050: gosub @KICKSTA_7590 
004E: end_thread 
0006: 49@ = 0 // integer values 

:KICKSTA_54
0A0E: (unknown) 1 
0004: $ONMISSION = 1 // integer values 
0006: 48@ = 0 // integer values 
0007: 249@ = 1.5 // floating-point values 
0006: 253@ = 0 // integer values 
0006: 254@ = 0 // integer values 
0004: $8262 = 0 // integer values 
0006: 257@ = 0 // integer values 
00D6: if 
0038:   $MISSION_KICKSTART_PASSED == 0 // integer values 
004D: jump_if_false @KICKSTA_130 
0317: increment_mission_attempts 

:KICKSTA_130
0004: $8250 = 0 // integer values 
0004: $8256 = 240000 // integer values 
0004: $8254 = 30000 // integer values 
0007: 50@ = -1376.437 // floating-point values 
0007: 83@ = 1562.29 // floating-point values 
0007: 116@ = 1059.0 // floating-point values 
0006: 182@ = 0 // integer values 
0006: 215@ = 0 // integer values 
0007: 51@ = -1354.842 // floating-point values 
0007: 84@ = 1585.201 // floating-point values 
0007: 117@ = 1057.885 // floating-point values 
0006: 183@ = 0 // integer values 
0006: 216@ = 0 // integer values 
0007: 52@ = -1408.025 // floating-point values 
0007: 85@ = 1568.736 // floating-point values 
0007: 118@ = 1055.838 // floating-point values 
0006: 184@ = 0 // integer values 
0006: 217@ = 0 // integer values 
0007: 53@ = -1451.728 // floating-point values 
0007: 86@ = 1571.065 // floating-point values 
0007: 119@ = 1059.0 // floating-point values 
0006: 185@ = 0 // integer values 
0006: 218@ = 1 // integer values 
0007: 54@ = -1487.554 // floating-point values 
0007: 87@ = 1564.278 // floating-point values 
0007: 120@ = 1056.456 // floating-point values 
0006: 186@ = 0 // integer values 
0006: 219@ = 1 // integer values 
0007: 55@ = -1466.286 // floating-point values 
0007: 88@ = 1595.355 // floating-point values 
0007: 121@ = 1057.325 // floating-point values 
0006: 187@ = 0 // integer values 
0006: 220@ = 2 // integer values 
0007: 56@ = -1387.597 // floating-point values 
0007: 89@ = 1572.125 // floating-point values 
0007: 122@ = 1053.929 // floating-point values 
0006: 188@ = 0 // integer values 
0006: 221@ = 0 // integer values 
0007: 57@ = -1362.579 // floating-point values 
0007: 90@ = 1614.624 // floating-point values 
0007: 123@ = 1055.33 // floating-point values 
0006: 189@ = 0 // integer values 
0006: 222@ = 1 // integer values 
0007: 58@ = -1359.51 // floating-point values 
0007: 91@ = 1638.219 // floating-point values 
0007: 124@ = 1056.035 // floating-point values 
0006: 190@ = 0 // integer values 
0006: 223@ = 2 // integer values 
0007: 59@ = -1371.35 // floating-point values 
0007: 92@ = 1623.274 // floating-point values 
0007: 125@ = 1054.659 // floating-point values 
0006: 191@ = 0 // integer values 
0006: 224@ = 1 // integer values 
0007: 60@ = -1369.52 // floating-point values 
0007: 93@ = 1634.025 // floating-point values 
0007: 126@ = 1055.772 // floating-point values 
0006: 192@ = 0 // integer values 
0006: 225@ = 2 // integer values 
0007: 61@ = -1384.616 // floating-point values 
0007: 94@ = 1603.547 // floating-point values 
0007: 127@ = 1053.595 // floating-point values 
0006: 193@ = 0 // integer values 
0006: 226@ = 0 // integer values 
0007: 62@ = -1398.996 // floating-point values 
0007: 95@ = 1603.275 // floating-point values 
0007: 128@ = 1055.156 // floating-point values 
0006: 194@ = 0 // integer values 
0006: 227@ = 0 // integer values 
0007: 63@ = -1403.911 // floating-point values 
0007: 96@ = 1645.158 // floating-point values 
0007: 129@ = 1071.462 // floating-point values 
0006: 195@ = 0 // integer values 
0006: 228@ = 1 // integer values 
0007: 64@ = -1443.392 // floating-point values 
0007: 97@ = 1648.548 // floating-point values 
0007: 130@ = 1054.287 // floating-point values 
0006: 196@ = 0 // integer values 
0006: 229@ = 0 // integer values 
0007: 65@ = -1457.003 // floating-point values 
0007: 98@ = 1648.714 // floating-point values 
0007: 131@ = 1054.937 // floating-point values 
0006: 197@ = 0 // integer values 
0006: 230@ = 0 // integer values 
0007: 66@ = -1486.931 // floating-point values 
0007: 99@ = 1630.226 // floating-point values 
0007: 132@ = 1056.626 // floating-point values 
0006: 198@ = 0 // integer values 
0006: 231@ = 0 // integer values 
0007: 67@ = -1482.813 // floating-point values 
0007: 100@ = 1642.205 // floating-point values 
0007: 133@ = 1060.704 // floating-point values 
0006: 199@ = 0 // integer values 
0006: 232@ = 2 // integer values 
0007: 68@ = -1484.813 // floating-point values 
0007: 101@ = 1597.116 // floating-point values 
0007: 134@ = 1061.382 // floating-point values 
0006: 200@ = 0 // integer values 
0006: 233@ = 1 // integer values 
0007: 69@ = -1431.399 // floating-point values 
0007: 102@ = 1598.063 // floating-point values 
0007: 135@ = 1054.752 // floating-point values 
0006: 201@ = 0 // integer values 
0006: 234@ = 0 // integer values 
0007: 70@ = -1420.682 // floating-point values 
0007: 103@ = 1598.275 // floating-point values 
0007: 136@ = 1054.956 // floating-point values 
0006: 202@ = 0 // integer values 
0006: 235@ = 0 // integer values 
0007: 71@ = -1408.107 // floating-point values 
0007: 104@ = 1585.364 // floating-point values 
0007: 137@ = 1055.691 // floating-point values 
0006: 203@ = 0 // integer values 
0006: 236@ = 0 // integer values 
0007: 72@ = -1408.217 // floating-point values 
0007: 105@ = 1593.302 // floating-point values 
0007: 138@ = 1055.617 // floating-point values 
0006: 204@ = 0 // integer values 
0006: 237@ = 0 // integer values 
0007: 73@ = -1462.244 // floating-point values 
0007: 106@ = 1622.424 // floating-point values 
0007: 139@ = 1054.313 // floating-point values 
0006: 205@ = 0 // integer values 
0006: 238@ = 1 // integer values 
0007: 74@ = -1461.74 // floating-point values 
0007: 107@ = 1635.753 // floating-point values 
0007: 140@ = 1054.007 // floating-point values 
0006: 206@ = 0 // integer values 
0006: 239@ = 1 // integer values 
0007: 75@ = -1453.893 // floating-point values 
0007: 108@ = 1636.028 // floating-point values 
0007: 141@ = 1056.18 // floating-point values 
0006: 207@ = 0 // integer values 
0006: 240@ = 1 // integer values 
0007: 76@ = -1454.055 // floating-point values 
0007: 109@ = 1628.601 // floating-point values 
0007: 142@ = 1054.298 // floating-point values 
0006: 208@ = 0 // integer values 
0006: 241@ = 2 // integer values 
0007: 77@ = -1454.067 // floating-point values 
0007: 110@ = 1617.637 // floating-point values 
0007: 143@ = 1055.999 // floating-point values 
0006: 209@ = 0 // integer values 
0006: 242@ = 2 // integer values 
0007: 78@ = -1450.026 // floating-point values 
0007: 111@ = 1620.466 // floating-point values 
0007: 144@ = 1056.421 // floating-point values 
0006: 210@ = 0 // integer values 
0006: 243@ = 2 // integer values 
0007: 79@ = -1407.732 // floating-point values 
0007: 112@ = 1617.416 // floating-point values 
0007: 145@ = 1054.797 // floating-point values 
0006: 211@ = 0 // integer values 
0006: 244@ = 1 // integer values 
0007: 80@ = -1414.159 // floating-point values 
0007: 113@ = 1607.16 // floating-point values 
0007: 146@ = 1054.843 // floating-point values 
0006: 212@ = 0 // integer values 
0006: 245@ = 1 // integer values 
0007: 81@ = -1388.309 // floating-point values 
0007: 114@ = 1620.99 // floating-point values 
0007: 147@ = 1054.951 // floating-point values 
0006: 213@ = 0 // integer values 
0006: 246@ = 2 // integer values 
0007: 82@ = -1431.09 // floating-point values 
0007: 115@ = 1580.832 // floating-point values 
0007: 148@ = 1055.759 // floating-point values 
0006: 214@ = 0 // integer values 
0006: 247@ = 1 // integer values 
0004: $8257 = 0 // integer values 
0004: $8259 = 0 // integer values 
0004: $8258 = 0 // integer values 
0006: 35@ = 0 // integer values 
0004: $8260 = 0 // integer values 
0004: $8261 = 33 // integer values 
0007: 37@ = 0.0 // floating-point values 
0007: 38@ = 0.0 // floating-point values 
0007: 39@ = 0.0 // floating-point values 
0007: 40@ = 0.0 // floating-point values 
0007: 41@ = 0.0 // floating-point values 
0007: 42@ = 0.0 // floating-point values 
0006: 43@ = 0 // integer values 
0006: 45@ = 0 // integer values 
0006: 46@ = 0 // integer values 
0006: 47@ = 0 // integer values 
0006: 255@ = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'KICKSTT' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 2000 ms 

:KICKSTA_1781
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_1805 
0001: wait 0 ms 
0002: jump @KICKSTA_1781 

:KICKSTA_1805
09FF: (unknown) 1579.57 1769.011 9.828 
057E: make_radar_grey 1 
04BB: select_interior 14 // select render area 
04E4: unknown_refresh_game_renderer_at -1473.187 1565.173 
00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.589 
0860: link_actor $PLAYER_ACTOR to_interior 14 
0581: toggle_radar 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 266.488 
03CB: set_camera -1473.187 1565.173 1051.789 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04F9: interior_colors 2 0 
0247: request_model #SANCHEZ 

:KICKSTA_1915
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @KICKSTA_1942 
0001: wait 0 ms 
0002: jump @KICKSTA_1915 

:KICKSTA_1942
00A5: 34@ = create_car #SANCHEZ at -1472.38 1563.576 1051.417 
0840: link_car 34@ to_interior 14 
0175: set_car 34@ z_angle_to 266.488 
02AC: set_car 34@ immunities 1 1 1 1 1 
0186: 36@ = create_marker_above_car 34@ 
07E0: set_marker 36@ type_to 1 
03AB: set_car 34@ do_nothing 1 
03BC: 44@ = create_sphere -1464.32 1556.69 1051.75 3.0 
0006: 256@ = 0 // integer values 

:KICKSTA_2051
00D6: if 
001B:   33 > 256@ // integer values 
004D: jump_if_false @KICKSTA_2300 
00D6: if 
0039:   215@(256@,33i) == 0 // integer values 
004D: jump_if_false @KICKSTA_2113 
0006: 250@ = 0 // integer values 
0006: 251@ = 255 // integer values 
0006: 252@ = 0 // integer values 

:KICKSTA_2113
00D6: if 
0039:   215@(256@,33i) == 1 // integer values 
004D: jump_if_false @KICKSTA_2158 
0006: 250@ = 255 // integer values 
0006: 251@ = 150 // integer values 
0006: 252@ = 0 // integer values 

:KICKSTA_2158
00D6: if 
0039:   215@(256@,33i) == 2 // integer values 
004D: jump_if_false @KICKSTA_2202 
0006: 250@ = 255 // integer values 
0006: 251@ = 0 // integer values 
0006: 252@ = 0 // integer values 

:KICKSTA_2202
024F: create_corona 249@ 0 0 with_color 250@ 251@ 252@ at_point 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) 
0167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) 0 2 
0168: show_on_radar 149@(256@,33i) 1 
000A: 256@ += 1 // integer values 
0002: jump @KICKSTA_2051 

:KICKSTA_2300
0001: wait 1000 ms 
02A3: toggle_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
040D: unload_wav 1 
03CF: load_wav 36205 as 1 

:KICKSTA_2343
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @KICKSTA_2369 
0001: wait 0 ms 
0002: jump @KICKSTA_2343 

:KICKSTA_2369
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 
015F: set_camera_position -1461.084 1558.448 1054.46 0.0 0.0 0.0 
0160: point_camera -1460.135 1558.761 1054.429 2 
0925: (unknown) 
092F: (unknown) 1 
0930: (unknown) 1 
0936: set_camera -1461.084 1558.448 1054.46 position_to -1474.255 1561.567 1052.553 6000 ms unknown 1 
0920: point_camera -1460.135 1558.761 1054.429 transverse_to -1473.741 1562.424 1052.533 6000 ms unknown 1 
03D1: play_wav 1 

:KICKSTA_2523
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_2766 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_2744 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~sszetrted a motort!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_2594
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_2618 
0001: wait 0 ms 
0002: jump @KICKSTA_2594 

:KICKSTA_2618
04BB: select_interior 0 // select render area 
03CB: set_camera 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_2662 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2662
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_2705 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_2725 

:KICKSTA_2705
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_2725
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_2752 

:KICKSTA_2744
0224: set_car 34@ health_to 1000 

:KICKSTA_2752
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_2523 

:KICKSTA_2766
00BC: text_highpriority 'KICK_10' 10000 ms 1  // ~s~Hasznld a Sanchez-t a gyrk sszegyjtshez. A ~g~zld gyr~s~ 1 pontot, a ~y~srga gyr~s~ 2 pontot, a ~r~piros gyr~s~ pedig 3 pontot r.
0006: 32@ = 0 // integer values 
0707: start_scene_skip_to @KICKSTA_3415 

:KICKSTA_2796
00D6: if 
001B:   7000 > 32@ // integer values 
004D: jump_if_false @KICKSTA_3045 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3023 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~sszetrted a motort!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_2873
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_2897 
0001: wait 0 ms 
0002: jump @KICKSTA_2873 

:KICKSTA_2897
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_2941 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2941
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_2984 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3004 

:KICKSTA_2984
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3004
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_3031 

:KICKSTA_3023
0224: set_car 34@ health_to 1000 

:KICKSTA_3031
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_2796 

:KICKSTA_3045
03D5: remove_text 'KICK_10'  // ~s~Hasznld a Sanchez-t a gyrk sszegyjtshez. A ~g~zld gyr~s~ 1 pontot, a ~y~srga gyr~s~ 2 pontot, a ~r~piros gyr~s~ pedig 3 pontot r.
0925: (unknown) 
015F: set_camera_position -1474.91 1564.625 1052.952 0.0 0.0 0.0 
0160: point_camera -1473.948 1564.367 1053.041 2 
00BC: text_highpriority 'KICK_11' 10000 ms 1  // ~s~A stadion elhagyshoz szllj le a motorrl, s llj a  ~r~pirosan kivilgtott~s~ terletre.
06A9: AS_actor $PLAYER_ACTOR look_at_point -1464.32 1556.69 1051.75 6000 ms 
0006: 32@ = 0 // integer values 

:KICKSTA_3155
00D6: if 
001B:   7000 > 32@ // integer values 
004D: jump_if_false @KICKSTA_3404 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3382 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~sszetrted a motort!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_3232
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3256 
0001: wait 0 ms 
0002: jump @KICKSTA_3232 

:KICKSTA_3256
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3300 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3300
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3343 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3363 

:KICKSTA_3343
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3363
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_3390 

:KICKSTA_3382
0224: set_car 34@ health_to 1000 

:KICKSTA_3390
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_3155 

:KICKSTA_3404
03D5: remove_text 'KICK_11'  // ~s~A stadion elhagyshoz szllj le a motorrl, s llj a  ~r~pirosan kivilgtott~s~ terletre.

:KICKSTA_3415
0701: end_scene_skip 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3621 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~sszetrted a motort!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_3471
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3495 
0001: wait 0 ms 
0002: jump @KICKSTA_3471 

:KICKSTA_3495
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3539 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3539
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3582 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3602 

:KICKSTA_3582
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3602
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_3629 

:KICKSTA_3621
0224: set_car 34@ health_to 1000 

:KICKSTA_3629
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
041E: set_radio_station 11 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0925: (unknown) 
0581: toggle_radar 0 
00BC: text_highpriority 'KICK1_8' 5000 ms 1  // ~s~lj fel a ~b~motorra~s~!

:KICKSTA_3688
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @KICKSTA_4392 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3915 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~sszetrted a motort!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_3765
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3789 
0001: wait 0 ms 
0002: jump @KICKSTA_3765 

:KICKSTA_3789
04BB: select_interior 0 // select render area 
03CB: set_camera 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3833 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3833
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3876 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3896 

:KICKSTA_3876
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3896
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_3923 

:KICKSTA_3915
0224: set_car 34@ health_to 1000 

:KICKSTA_3923
00D6: if or
0028:   $8256 >= 3600000 // integer values 
0038:   $8260 == 1 // integer values 
004D: jump_if_false @KICKSTA_4137 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK_13' 5000 ms 1  // ~r~Tl sokig tkltl!
0169: set_fade_color 0 0 0 
0001: wait 1500 ms 
016A: fade 0 1000 ms 

:KICKSTA_3994
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_4018 
0001: wait 0 ms 
0002: jump @KICKSTA_3994 

:KICKSTA_4018
04BB: select_interior 0 // select render area 
03CB: set_camera 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_4062 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4062
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_4105 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_4125 

:KICKSTA_4105
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_4125
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_4137
00D6: if or
00FF:   actor $PLAYER_ACTOR 0 -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 
0039:   43@ == 1 // integer values 
004D: jump_if_false @KICKSTA_4378 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK_12' 5000 ms 1  // ~r~Rszeg vagy!
03BD: destroy_sphere 44@ 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_4235
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_4259 
0001: wait 0 ms 
0002: jump @KICKSTA_4235 

:KICKSTA_4259
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_4303 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4303
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_4346 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_4366 

:KICKSTA_4346
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_4366
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_4378
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_3688 

:KICKSTA_4392
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0373: set_camera_directly_behind_player 
03D5: remove_text 'KICK1_8'  // ~s~lj fel a ~b~motorra~s~!
0006: 257@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:KICKSTA_4437
00D6: if 
8039:   not  257@ == 10 // integer values 
004D: jump_if_false @KICKSTA_4886 
0001: wait 0 ms 
00D6: if 
0039:   257@ == 0 // integer values 
004D: jump_if_false @KICKSTA_4581 
00D6: if 
0019:   33@ > 900 // integer values 
004D: jump_if_false @KICKSTA_4581 
00BA: text_styled 'KICK_17' 1000 ms 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
03CF: load_wav 1827 as 4 

:KICKSTA_4541
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @KICKSTA_4567 
0001: wait 0 ms 
0002: jump @KICKSTA_4541 

:KICKSTA_4567
000A: 257@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:KICKSTA_4581
00D6: if 
0039:   257@ == 1 // integer values 
004D: jump_if_false @KICKSTA_4670 
00D6: if 
0019:   33@ > 900 // integer values 
004D: jump_if_false @KICKSTA_4670 
00BA: text_styled 'KICK_18' 1000 ms 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
000A: 257@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:KICKSTA_4670
00D6: if 
0039:   257@ == 2 // integer values 
004D: jump_if_false @KICKSTA_4759 
00D6: if 
0019:   33@ > 900 // integer values 
004D: jump_if_false @KICKSTA_4759 
00BA: text_styled 'KICK_19' 1000 ms 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
000A: 257@ += 1 // integer values 
0006: 33@ = 0 // integer values 

:KICKSTA_4759
00D6: if 
0039:   257@ == 3 // integer values 
004D: jump_if_false @KICKSTA_4846 
00D6: if 
0019:   33@ > 900 // integer values 
004D: jump_if_false @KICKSTA_4846 
00BA: text_styled 'KICK_20' 800 ms 4  // INDULS!
097A: (unknown) -1462.0 1558.69 1055.02 1164 
0006: 257@ = 10 // integer values 
0006: 33@ = 0 // integer values 

:KICKSTA_4846
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @KICKSTA_4872 
0006: 257@ = 10 // integer values 

:KICKSTA_4872
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_4437 

:KICKSTA_4886
02A3: toggle_widescreen 0 
0164: disable_marker 36@ 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'KICK_26' 5000 ms 1  // ~s~Gyjts ssze annyi pontot, amennyit csak tudsz.
03C4: set_status_text_to $8262 0 'KICK1_9'  // EREDMNY ~1~
03C3: set_timer_with_text_to $8256 type 1 text 'KICK1_T'  // ID
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 

:KICKSTA_4964
00D6: if 
8038:   not  $8250 == 33 // integer values 
004D: jump_if_false @KICKSTA_6929 
0001: wait 0 ms 
0050: gosub @KICKSTA_7904 
00D6: if 
0039:   48@ == 1 // integer values 
004D: jump_if_false @KICKSTA_5033 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @KICKSTA_5033 
0006: 48@ = 2 // integer values 

:KICKSTA_5033
00D6: if 
0039:   48@ == 2 // integer values 
004D: jump_if_false @KICKSTA_5062 
03D1: play_wav 1 
0006: 48@ = 3 // integer values 

:KICKSTA_5062
00D6: if 
0039:   48@ == 3 // integer values 
004D: jump_if_false @KICKSTA_5106 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KICKSTA_5106 
040D: unload_wav 1 
0006: 48@ = 0 // integer values 

:KICKSTA_5106
00D6: if or
002A:   0 >= $8256 // integer values 
0038:   $8260 == 1 // integer values 
004D: jump_if_false @KICKSTA_5673 
01B4: set_player $PLAYER_CHAR frozen_state 0 
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if 
001C:   $8262 > $1804 // integer values 
004D: jump_if_false @KICKSTA_5417 
0084: $1804 = $8262 // integer values and handles 
01E3: text_1number_styled 'KICK_22' $1804 5000 ms 1  // j rekordpontszm:~1~
00BC: text_highpriority 'KICK_23' 5000 ms 1  // ~s~Megdnttted a rekordot!
0627: change_stat 211 to $1804 
0394: play_music 2 
00D6: if 
0038:   $MISSION_KICKSTART_PASSED == 0 // integer values 
004D: jump_if_false @KICKSTA_5247 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_5247
0001: wait 5000 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_5267
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_5291 
0001: wait 0 ms 
0002: jump @KICKSTA_5267 

:KICKSTA_5291
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_5335 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5335
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_5378 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_5398 

:KICKSTA_5378
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5398
0001: wait 1500 ms 
0002: jump @KICKSTA_7510 
0002: jump @KICKSTA_5673 

:KICKSTA_5417
01E3: text_1number_styled 'KICK1_9' $8262 5000 ms 1  // EREDMNY ~1~
01E3: text_1number_styled 'KICK_21' $1804 5000 ms 6  // Rekordpontszm: ~1~
00BC: text_highpriority 'KICK_24' 5000 ms 1  // ~r~Nem sikerlt megdntened a rekordot!
0652: 248@ = stat 211 // integer 
00D6: if 
001E:   $8262 > 248@ // integer values 
004D: jump_if_false @KICKSTA_5506 
0627: change_stat 211 to $8262 

:KICKSTA_5506
0394: play_music 1 
0001: wait 5000 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_5530
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_5554 
0001: wait 0 ms 
0002: jump @KICKSTA_5530 

:KICKSTA_5554
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_5598 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5598
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_5641 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_5661 

:KICKSTA_5641
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5661
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_5673
00D6: if or
00FF:   actor $PLAYER_ACTOR 0 -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 
0039:   43@ == 1 // integer values 
004D: jump_if_false @KICKSTA_5914 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK_12' 5000 ms 1  // ~r~Rszeg vagy!
03BD: destroy_sphere 44@ 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_5771
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_5795 
0001: wait 0 ms 
0002: jump @KICKSTA_5771 

:KICKSTA_5795
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_5839 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5839
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_5882 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_5902 

:KICKSTA_5882
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5902
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_5914
00A0: store_actor $PLAYER_ACTOR position_to 37@ 38@ 39@ 
00D6: if 
0023:   1050.0 > 39@ // floating-point values 
004D: jump_if_false @KICKSTA_5979 
00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.789 
0173: set_actor $PLAYER_ACTOR z_angle_to 266.488 

:KICKSTA_5979
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_6183 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~sszetrted a motort!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_6033
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_6057 
0001: wait 0 ms 
0002: jump @KICKSTA_6033 

:KICKSTA_6057
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_6101 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6101
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_6144 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_6164 

:KICKSTA_6144
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_6164
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_6922 

:KICKSTA_6183
0224: set_car 34@ health_to 1000 
00AA: store_car 34@ position_to 40@ 41@ 42@ 
00D6: if 
0023:   1050.0 > 42@ // floating-point values 
004D: jump_if_false @KICKSTA_6259 
00A5: 34@ = create_car #SANCHEZ at -1472.38 1563.576 1051.417 
0175: set_car 34@ z_angle_to 266.488 

:KICKSTA_6259
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKSTA_6874 
00D6: if 
0039:   254@ == 0 // integer values 
004D: jump_if_false @KICKSTA_6450 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @KICKSTA_6361 
0186: 36@ = create_marker_above_car 34@ 
07E0: set_marker 36@ type_to 1 
00D6: if 
0039:   47@ == 2 // integer values 
004D: jump_if_false @KICKSTA_6354 
0006: 47@ = 3 // integer values 

:KICKSTA_6354
0006: 35@ = 1 // integer values 

:KICKSTA_6361
01BD: $8253 = current_time_in_ms 
0004: $8254 = 30000 // integer values 
00D6: if 
0028:   $8256 >= 30000 // integer values 
004D: jump_if_false @KICKSTA_6408 
0004: $8254 = 30000 // integer values 
0002: jump @KICKSTA_6416 

:KICKSTA_6408
0084: $8254 = $8256 // integer values and handles 

:KICKSTA_6416
0006: 254@ = 1 // integer values 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
0006: 48@ = 1 // integer values 
0002: jump @KICKSTA_6867 

:KICKSTA_6450
00D6: if 
0018:   $8254 > 0 // integer values 
004D: jump_if_false @KICKSTA_6643 
01BD: $8251 = current_time_in_ms 
0084: $8252 = $8251 // integer values and handles 
0060: $8252 -= $8253 // integer values 
0084: $8253 = $8251 // integer values and handles 
0060: $8254 -= $8252 // integer values 
0084: $8255 = $8254 // integer values and handles 
0014: $8255 /= 1000 // integer values 
09C1: (unknown) 0 
00D6: if 
8038:   not  $8255 == 1 // integer values 
004D: jump_if_false @KICKSTA_6569 
01E5: text_1number_highpriority 'KICK_27' $8255 1000 ms 1  // ~s~Van ~1~ msodperced, hogy visszalj a ~b~motorra ~s~, klnben kizrnak a versenybl.
0002: jump @KICKSTA_6588 

:KICKSTA_6569
01E5: text_1number_highpriority 'KICK_28' $8255 1000 ms 1  // ~s~Van ~1~ msodperced, hogy visszalj a ~b~motorra ~s~, klnben kizrnak a versenybl.

:KICKSTA_6588
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKSTA_6636 
03D5: remove_text 'GETBIKE' 
03D5: remove_text 'GETBIK2' 
0004: $8254 = 1 // integer values 

:KICKSTA_6636
0002: jump @KICKSTA_6867 

:KICKSTA_6643
00D6: if 
002A:   0 >= $8254 // integer values 
004D: jump_if_false @KICKSTA_6867 
00BC: text_highpriority 'KICK1_2' 5000 ms 1  // ~r~A megadott idn bell, nem ltl vissza a motorra!
01B4: set_player $PLAYER_CHAR frozen_state 0 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
0006: 48@ = 1 // integer values 
0001: wait 1500 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_6724
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_6748 
0001: wait 0 ms 
0002: jump @KICKSTA_6724 

:KICKSTA_6748
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_6792 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6792
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_6835 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_6855 

:KICKSTA_6835
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_6855
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_6867
0002: jump @KICKSTA_6922 

:KICKSTA_6874
03D5: remove_text 'KICK_27'  // ~s~Van ~1~ msodperced, hogy visszalj a ~b~motorra ~s~, klnben kizrnak a versenybl.
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @KICKSTA_6915 
0164: disable_marker 36@ 
0006: 35@ = 0 // integer values 

:KICKSTA_6915
0006: 254@ = 0 // integer values 

:KICKSTA_6922
0002: jump @KICKSTA_4964 

:KICKSTA_6929
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if 
001C:   $8262 > $1804 // integer values 
004D: jump_if_false @KICKSTA_7208 
0084: $1804 = $8262 // integer values and handles 
01E3: text_1number_styled 'KICK_22' $1804 5000 ms 1  // j rekordpontszm:~1~
00BC: text_highpriority 'KICK_23' 5000 ms 1  // ~s~Megdnttted a rekordot!
0627: change_stat 211 to $1804 
00D6: if 
0038:   $MISSION_KICKSTART_PASSED == 0 // integer values 
004D: jump_if_false @KICKSTA_7034 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_7034
0394: play_music 2 
0001: wait 5000 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_7058
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_7082 
0001: wait 0 ms 
0002: jump @KICKSTA_7058 

:KICKSTA_7082
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_7126 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7126
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_7169 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_7189 

:KICKSTA_7169
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_7189
0001: wait 1500 ms 
0002: jump @KICKSTA_7510 
0002: jump @KICKSTA_7448 

:KICKSTA_7208
0394: play_music 1 
0652: 248@ = stat 211 // integer 
00D6: if 
001E:   $8262 > 248@ // integer values 
004D: jump_if_false @KICKSTA_7247 
0627: change_stat 211 to $8262 

:KICKSTA_7247
01E3: text_1number_styled 'KICK1_9' $8262 5000 ms 1  // EREDMNY ~1~
01E3: text_1number_styled 'KICK_21' $1804 5000 ms 6  // Rekordpontszm: ~1~
0001: wait 5000 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKSTA_7305
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_7329 
0001: wait 0 ms 
0002: jump @KICKSTA_7305 

:KICKSTA_7329
03CB: set_camera 1105.21 1604.649 12.51 
04BB: select_interior 0 // select render area 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_7373 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7373
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_7416 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_7436 

:KICKSTA_7416
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_7436
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_7448
01E3: text_1number_styled 'KICK1_9' 15 $8262 ms 1  // EREDMNY ~1~
01E5: text_1number_highpriority 'KICK_21' $1804 5000 ms 1  // Rekordpontszm: ~1~
008B: 258@ = $8262 // integer values and handles 
0012: 258@ *= 100 // integer values 
0109: player $PLAYER_CHAR money += 258@ 
0051: return 

:KICKSTA_7510
00D6: if 
0038:   $MISSION_KICKSTART_PASSED == 0 // integer values 
004D: jump_if_false @KICKSTA_7541 
0595: mission_complete 
030C: set_mission_points += 1 
0004: $MISSION_KICKSTART_PASSED = 1 // integer values 

:KICKSTA_7541
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'KICK_22' $1804 5000 ms 1  // j rekordpontszm:~1~
008B: 258@ = $8262 // integer values and handles 
0012: 258@ *= 100 // integer values 
0109: player $PLAYER_CHAR money += 258@ 
0051: return 

:KICKSTA_7590
0581: toggle_radar 1 
04FA: reset_interior_colors 0 
0004: $ONMISSION = 0 // integer values 
00BE: text_clear_all 
04FA: reset_interior_colors 0 
03BD: destroy_sphere 44@ 
0925: (unknown) 
0164: disable_marker 149@ 
0164: disable_marker 150@ 
0164: disable_marker 151@ 
0164: disable_marker 152@ 
0164: disable_marker 153@ 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0164: disable_marker 156@ 
0164: disable_marker 157@ 
0164: disable_marker 158@ 
0164: disable_marker 159@ 
0164: disable_marker 160@ 
0164: disable_marker 161@ 
0164: disable_marker 162@ 
0164: disable_marker 163@ 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 166@ 
0164: disable_marker 167@ 
0164: disable_marker 168@ 
0164: disable_marker 169@ 
0164: disable_marker 170@ 
0164: disable_marker 171@ 
0164: disable_marker 172@ 
0164: disable_marker 173@ 
0164: disable_marker 174@ 
0164: disable_marker 175@ 
0164: disable_marker 176@ 
0164: disable_marker 177@ 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0164: disable_marker 36@ 
0249: release_model #SANCHEZ 
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if or
8112:   not wasted_or_busted 
0038:   $176 == 1 // integer values 
004D: jump_if_false @KICKSTA_7859 
0173: set_actor $PLAYER_ACTOR z_angle_to 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0169: set_fade_color 0 0 0 
016A: fade 1 3000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:KICKSTA_7859
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_7882 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7882
0581: toggle_radar 1 
01C3: remove_references_to_car 34@ // Like turning a car into any random car 
057E: make_radar_grey 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:KICKSTA_7904
0006: 253@ = 0 // integer values 

:KICKSTA_7911
00D6: if 
001B:   33 > 253@ // integer values 
004D: jump_if_false @KICKSTA_8439 
00D6: if 
0039:   182@(253@,33i) == 0 // integer values 
004D: jump_if_false @KICKSTA_8425 
00D6: if 
0039:   215@(253@,33i) == 0 // integer values 
004D: jump_if_false @KICKSTA_7995 
0006: 250@ = 0 // integer values 
0006: 251@ = 255 // integer values 
0006: 252@ = 0 // integer values 

:KICKSTA_7995
00D6: if 
0039:   215@(253@,33i) == 1 // integer values 
004D: jump_if_false @KICKSTA_8040 
0006: 250@ = 255 // integer values 
0006: 251@ = 150 // integer values 
0006: 252@ = 0 // integer values 

:KICKSTA_8040
00D6: if 
0039:   215@(253@,33i) == 2 // integer values 
004D: jump_if_false @KICKSTA_8084 
0006: 250@ = 255 // integer values 
0006: 251@ = 0 // integer values 
0006: 252@ = 0 // integer values 

:KICKSTA_8084
024F: create_corona 249@ 0 0 with_color 250@ 251@ 252@ at_point 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) radius 1.5 1.5 1.5 
004D: jump_if_false @KICKSTA_8425 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKSTA_8425 
00D6: if 
0039:   215@(253@,33i) == 0 // integer values 
004D: jump_if_false @KICKSTA_8261 
0008: $8262 += 1 // integer values 
00BC: text_highpriority 'KICK_14' 1000 ms 1  // ~s~Begyjtttl egy ~g~zld gyrt~s~ (+1 pont)
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
0006: 48@ = 1 // integer values 

:KICKSTA_8261
00D6: if 
0039:   215@(253@,33i) == 1 // integer values 
004D: jump_if_false @KICKSTA_8326 
0008: $8262 += 2 // integer values 
00BC: text_highpriority 'KICK_15' 1000 ms 1  // ~s~Begyjtttl egy ~y~srga gyrt~s~ (+2 pont)
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
0006: 48@ = 1 // integer values 

:KICKSTA_8326
00D6: if 
0039:   215@(253@,33i) == 2 // integer values 
004D: jump_if_false @KICKSTA_8391 
0008: $8262 += 3 // integer values 
00BC: text_highpriority 'KICK_16' 1000 ms 1  // ~s~Begyjtttl egy ~r~piros gyrt~s~ (+3 pont)
040D: unload_wav 1 
03CF: load_wav 36205 as 1 
0006: 48@ = 1 // integer values 

:KICKSTA_8391
0164: disable_marker 149@(253@,33i) 
0008: $8250 += 1 // integer values 
000C: $8261 -= 1 // integer values 
0006: 182@(253@,33i) = 1 // integer values 

:KICKSTA_8425
000A: 253@ += 1 // integer values 
0002: jump @KICKSTA_7911 

:KICKSTA_8439
0051: return 

//-------------Mission 130---------------
// Originally: Beat the Cock!

:TRIA
0050: gosub @TRIA_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TRIA_27 
0050: gosub @TRIA_22678 

:TRIA_27
0050: gosub @TRIA_22919 
004E: end_thread 

:TRIA_36
0A0E: (unknown) 1 
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $MISSION_BEATTHECOCK_PASSED == 0 // integer values 
004D: jump_if_false @TRIA_67 
0317: increment_mission_attempts 

:TRIA_67
03A4: name_thread 'TRIA' 
054C: use_GXT_table 'RACETOR' 
0912: (unknown) 1 355 370 
0001: wait 0 ms 
03F0: text_draw_toggle 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_130 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:TRIA_130
016A: fade 0 1000 ms 

:TRIA_137
00D6: if 
016B:   fading 
004D: jump_if_false @TRIA_161 
0001: wait 0 ms 
0002: jump @TRIA_137 

:TRIA_161
060A: unknown_create_entity 0 816@ 
0006: 802@ = 0 // integer values 
0006: 817@ = 0 // integer values 
0006: 782@ = 0 // integer values 
0006: 783@ = 0 // integer values 
0007: 34@ = 582.7242 // floating-point values 
0007: 46@ = 356.2812 // floating-point values 
0007: 58@ = 52.2072 // floating-point values 
0007: 70@ = 52.2072 // floating-point values 
0007: 35@ = 584.0833 // floating-point values 
0007: 47@ = 329.3647 // floating-point values 
0007: 59@ = 0.5427 // floating-point values 
0007: 71@ = 2.0841 // floating-point values 
0007: 36@ = 572.9216 // floating-point values 
0007: 48@ = 323.5937 // floating-point values 
0007: 60@ = 1.0585 // floating-point values 
0007: 72@ = 4.8106 // floating-point values 
0007: 37@ = 585.724 // floating-point values 
0007: 49@ = 345.6341 // floating-point values 
0007: 61@ = 0.4929 // floating-point values 
0007: 73@ = 1.8511 // floating-point values 
0007: 38@ = 582.7242 // floating-point values 
0007: 50@ = 359.0323 // floating-point values 
0007: 62@ = 0.4993 // floating-point values 
0007: 74@ = 2.637 // floating-point values 
0007: 39@ = 582.7242 // floating-point values 
0007: 51@ = 356.2812 // floating-point values 
0007: 63@ = 56.2072 // floating-point values 
0007: 75@ = 56.2072 // floating-point values 
0007: 40@ = 582.7242 // floating-point values 
0007: 52@ = 356.2812 // floating-point values 
0007: 64@ = 58.2072 // floating-point values 
0007: 76@ = 58.2072 // floating-point values 
00D6: if 
0038:   $1812 == 1 // integer values 
004D: jump_if_false @TRIA_501 
0002: jump @TRIA_526 

:TRIA_501
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_526 
0002: jump @TRIA_3828 

:TRIA_526
0006: 819@ = 0 // integer values 
0006: 820@ = 1 // integer values 
0006: 821@ = 7 // integer values 
0006: 822@ = 8 // integer values 
0006: 823@ = 8 // integer values 
0006: 824@ = 37 // integer values 
0006: 825@ = 37 // integer values 
0006: 826@ = 38 // integer values 
0006: 827@ = 62 // integer values 
0007: 792@ = -243.9 // floating-point values 
0007: 793@ = -1719.31 // floating-point values 
0007: 794@ = 2.35 // floating-point values 
0007: 143@ = 181.3364 // floating-point values 
0007: 263@ = -1885.854 // floating-point values 
0007: 383@ = 3.5158 // floating-point values 
0007: 503@ = 194.886 // floating-point values 
0007: 144@ = 187.69 // floating-point values 
0007: 264@ = -1915.42 // floating-point values 
0007: 384@ = 0.0 // floating-point values 
0007: 504@ = 187.4411 // floating-point values 
0007: 145@ = 190.3243 // floating-point values 
0007: 265@ = -1965.07 // floating-point values 
0007: 385@ = -1.09 // floating-point values 
0007: 505@ = 122.2256 // floating-point values 
0007: 146@ = 129.4773 // floating-point values 
0007: 266@ = -2001.432 // floating-point values 
0007: 386@ = -0.5606 // floating-point values 
0007: 506@ = 44.5101 // floating-point values 
0007: 147@ = 24.1326 // floating-point values 
0007: 267@ = -1872.092 // floating-point values 
0007: 387@ = -0.1744 // floating-point values 
0007: 507@ = 46.3064 // floating-point values 
0007: 148@ = -38.8038 // floating-point values 
0007: 268@ = -1799.4 // floating-point values 
0007: 388@ = -0.4976 // floating-point values 
0007: 508@ = 29.2224 // floating-point values 
0007: 149@ = -132.8051 // floating-point values 
0007: 269@ = -1809.788 // floating-point values 
0007: 389@ = -1.1548 // floating-point values 
0007: 509@ = 74.9425 // floating-point values 
0007: 150@ = -228.93 // floating-point values 
0007: 270@ = -1726.7 // floating-point values 
0007: 390@ = -0.01 // floating-point values 
0007: 510@ = 70.775 // floating-point values 
0007: 151@ = -248.1052 // floating-point values 
0007: 271@ = -1716.78 // floating-point values 
0007: 391@ = 1.9372 // floating-point values 
0007: 511@ = 157.2827 // floating-point values 
0007: 152@ = -262.3395 // floating-point values 
0007: 272@ = -1787.277 // floating-point values 
0007: 392@ = 8.7655 // floating-point values 
0007: 512@ = 167.5477 // floating-point values 
0007: 153@ = -277.3514 // floating-point values 
0007: 273@ = -1855.098 // floating-point values 
0007: 393@ = 21.3005 // floating-point values 
0007: 513@ = 168.3277 // floating-point values 
0007: 154@ = -280.5171 // floating-point values 
0007: 274@ = -1887.12 // floating-point values 
0007: 394@ = 24.786 // floating-point values 
0007: 514@ = 176.1066 // floating-point values 
0007: 155@ = -281.7469 // floating-point values 
0007: 275@ = -2087.827 // floating-point values 
0007: 395@ = 38.443 // floating-point values 
0007: 515@ = 141.1524 // floating-point values 
0007: 156@ = -464.7682 // floating-point values 
0007: 276@ = -2179.815 // floating-point values 
0007: 396@ = 58.8239 // floating-point values 
0007: 516@ = 68.1063 // floating-point values 
0007: 157@ = -641.5079 // floating-point values 
0007: 277@ = -2196.429 // floating-point values 
0007: 397@ = 11.5282 // floating-point values 
0007: 517@ = 129.7469 // floating-point values 
0007: 158@ = -783.5144 // floating-point values 
0007: 278@ = -2459.294 // floating-point values 
0007: 398@ = 73.7524 // floating-point values 
0007: 518@ = 140.2978 // floating-point values 
0007: 159@ = -871.3914 // floating-point values 
0007: 279@ = -2407.986 // floating-point values 
0007: 399@ = 54.4911 // floating-point values 
0007: 519@ = 51.7369 // floating-point values 
0007: 160@ = -942.5181 // floating-point values 
0007: 280@ = -2368.062 // floating-point values 
0007: 400@ = 58.8718 // floating-point values 
0007: 520@ = 85.4252 // floating-point values 
0007: 161@ = -1056.249 // floating-point values 
0007: 281@ = -2378.243 // floating-point values 
0007: 401@ = 48.5923 // floating-point values 
0007: 521@ = 94.4035 // floating-point values 
0007: 162@ = -1238.965 // floating-point values 
0007: 282@ = -2327.315 // floating-point values 
0007: 402@ = 18.2458 // floating-point values 
0007: 522@ = 58.7494 // floating-point values 
0007: 163@ = -1403.78 // floating-point values 
0007: 283@ = -2165.124 // floating-point values 
0007: 403@ = 17.4059 // floating-point values 
0007: 523@ = 77.2286 // floating-point values 
0007: 164@ = -1659.685 // floating-point values 
0007: 284@ = -2190.13 // floating-point values 
0007: 404@ = 32.3572 // floating-point values 
0007: 524@ = 144.7275 // floating-point values 
0007: 165@ = -1732.831 // floating-point values 
0007: 285@ = -2312.709 // floating-point values 
0007: 405@ = 45.225 // floating-point values 
0007: 525@ = 109.6972 // floating-point values 
0007: 166@ = -1826.058 // floating-point values 
0007: 286@ = -2340.27 // floating-point values 
0007: 406@ = 33.7243 // floating-point values 
0007: 526@ = 125.1071 // floating-point values 
0007: 167@ = -1917.68 // floating-point values 
0007: 287@ = -2432.147 // floating-point values 
0007: 407@ = 29.6249 // floating-point values 
0007: 527@ = 124.1505 // floating-point values 
0007: 168@ = -1972.515 // floating-point values 
0007: 288@ = -2478.326 // floating-point values 
0007: 408@ = 29.6259 // floating-point values 
0007: 528@ = 117.8682 // floating-point values 
0007: 169@ = -2025.629 // floating-point values 
0007: 289@ = -2500.391 // floating-point values 
0007: 409@ = 31.0671 // floating-point values 
0007: 529@ = 73.6687 // floating-point values 
0007: 170@ = -2119.107 // floating-point values 
0007: 290@ = -2431.265 // floating-point values 
0007: 410@ = 29.4766 // floating-point values 
0007: 530@ = 50.8121 // floating-point values 
0007: 171@ = -2188.57 // floating-point values 
0007: 291@ = -2377.538 // floating-point values 
0007: 411@ = 29.6172 // floating-point values 
0007: 531@ = 0.0 // floating-point values 
0007: 172@ = -2215.89 // floating-point values 
0007: 292@ = -2352.601 // floating-point values 
0007: 412@ = 29.6981 // floating-point values 
0007: 532@ = 61.4763 // floating-point values 
0007: 173@ = -2341.21 // floating-point values 
0007: 293@ = -2256.627 // floating-point values 
0007: 413@ = 16.8759 // floating-point values 
0007: 533@ = 39.8273 // floating-point values 
0007: 174@ = -2430.18 // floating-point values 
0007: 294@ = -2278.378 // floating-point values 
0007: 414@ = 13.7817 // floating-point values 
0007: 534@ = 45.7545 // floating-point values 
0007: 175@ = -2498.637 // floating-point values 
0007: 295@ = -2208.573 // floating-point values 
0007: 415@ = 27.9284 // floating-point values 
0007: 535@ = 50.0042 // floating-point values 
0007: 176@ = -2619.839 // floating-point values 
0007: 296@ = -2067.536 // floating-point values 
0007: 416@ = 38.1676 // floating-point values 
0007: 536@ = 55.7597 // floating-point values 
0007: 176@ = -2867.784 // floating-point values 
0007: 296@ = -1824.571 // floating-point values 
0007: 416@ = 36.6821 // floating-point values 
0007: 536@ = 16.2011 // floating-point values 
0007: 177@ = -2923.241 // floating-point values 
0007: 297@ = -1561.889 // floating-point values 
0007: 417@ = 10.0017 // floating-point values 
0007: 537@ = 7.7626 // floating-point values 
0007: 178@ = -2899.031 // floating-point values 
0007: 298@ = -1152.584 // floating-point values 
0007: 418@ = 8.32 // floating-point values 
0007: 538@ = 351.8611 // floating-point values 
0007: 179@ = -2858.125 // floating-point values 
0007: 299@ = -835.5231 // floating-point values 
0007: 419@ = 8.4844 // floating-point values 
0007: 539@ = 352.7365 // floating-point values 
0007: 180@ = -2814.01 // floating-point values 
0007: 300@ = -529.22 // floating-point values 
0007: 420@ = 6.1876 // floating-point values 
0007: 540@ = 343.4993 // floating-point values 
0007: 181@ = -2779.95 // floating-point values 
0007: 301@ = -489.85 // floating-point values 
0007: 421@ = 6.33 // floating-point values 
0007: 541@ = 305.3686 // floating-point values 
0007: 182@ = -2708.981 // floating-point values 
0007: 302@ = -529.5283 // floating-point values 
0007: 422@ = 10.196 // floating-point values 
0007: 542@ = 276.1151 // floating-point values 
0007: 183@ = -2670.157 // floating-point values 
0007: 303@ = -481.2506 // floating-point values 
0007: 423@ = 21.3104 // floating-point values 
0007: 543@ = 345.938 // floating-point values 
0007: 184@ = -2666.663 // floating-point values 
0007: 304@ = -406.0401 // floating-point values 
0007: 424@ = 31.3067 // floating-point values 
0007: 544@ = 324.8106 // floating-point values 
0007: 185@ = -2583.74 // floating-point values 
0007: 305@ = -369.7502 // floating-point values 
0007: 425@ = 46.2653 // floating-point values 
0007: 545@ = 275.6224 // floating-point values 
0007: 186@ = -2515.971 // floating-point values 
0007: 306@ = -367.1822 // floating-point values 
0007: 426@ = 58.2571 // floating-point values 
0007: 546@ = 272.1555 // floating-point values 
0007: 186@ = -2411.156 // floating-point values 
0007: 306@ = -371.7223 // floating-point values 
0007: 426@ = 72.2992 // floating-point values 
0007: 546@ = 236.1908 // floating-point values 
0007: 187@ = -2340.564 // floating-point values 
0007: 307@ = -416.5017 // floating-point values 
0007: 427@ = 78.5669 // floating-point values 
0007: 547@ = 230.3644 // floating-point values 
0007: 188@ = -2338.824 // floating-point values 
0007: 308@ = -463.832 // floating-point values 
0007: 428@ = 79.0233 // floating-point values 
0007: 548@ = 107.323 // floating-point values 
0007: 189@ = -2387.69 // floating-point values 
0007: 309@ = -423.99 // floating-point values 
0007: 429@ = 82.4307 // floating-point values 
0007: 549@ = 46.7979 // floating-point values 
0007: 190@ = -2496.379 // floating-point values 
0007: 310@ = -446.1119 // floating-point values 
0007: 430@ = 75.3116 // floating-point values 
0007: 550@ = 79.2676 // floating-point values 
0007: 191@ = -2544.498 // floating-point values 
0007: 311@ = -465.218 // floating-point values 
0007: 431@ = 68.9665 // floating-point values 
0007: 551@ = 119.0487 // floating-point values 
0007: 191@ = -2556.852 // floating-point values 
0007: 311@ = -466.8922 // floating-point values 
0007: 431@ = 69.2275 // floating-point values 
0007: 551@ = 116.1301 // floating-point values 
0007: 192@ = -2580.532 // floating-point values 
0007: 312@ = -468.6765 // floating-point values 
0007: 432@ = 67.3814 // floating-point values 
0007: 552@ = 105.1953 // floating-point values 
0007: 193@ = -2612.064 // floating-point values 
0007: 313@ = -475.2015 // floating-point values 
0007: 433@ = 67.8512 // floating-point values 
0007: 553@ = 102.5922 // floating-point values 
0007: 194@ = -2623.105 // floating-point values 
0007: 314@ = -500.2463 // floating-point values 
0007: 434@ = 69.917 // floating-point values 
0007: 554@ = 197.9217 // floating-point values 
0007: 195@ = -2613.75 // floating-point values 
0007: 315@ = -497.1339 // floating-point values 
0007: 435@ = 71.9272 // floating-point values 
0007: 555@ = 288.9547 // floating-point values 
0007: 196@ = -2579.733 // floating-point values 
0007: 316@ = -492.6317 // floating-point values 
0007: 436@ = 75.158 // floating-point values 
0007: 556@ = 278.9598 // floating-point values 
0007: 197@ = -2542.8 // floating-point values 
0007: 317@ = -490.87 // floating-point values 
0007: 437@ = 80.34 // floating-point values 
0007: 557@ = 280.2745 // floating-point values 
0007: 198@ = -2497.678 // floating-point values 
0007: 318@ = -480.3432 // floating-point values 
0007: 438@ = 94.0158 // floating-point values 
0007: 558@ = 282.4144 // floating-point values 
0007: 199@ = -2466.401 // floating-point values 
0007: 319@ = -497.2612 // floating-point values 
0007: 439@ = 104.2728 // floating-point values 
0007: 559@ = 198.2153 // floating-point values 
0007: 200@ = -2452.08 // floating-point values 
0007: 320@ = -544.5864 // floating-point values 
0007: 440@ = 120.5837 // floating-point values 
0007: 560@ = 197.1636 // floating-point values 
0007: 201@ = -2469.514 // floating-point values 
0007: 321@ = -618.502 // floating-point values 
0007: 441@ = 131.3831 // floating-point values 
0007: 561@ = 208.6952 // floating-point values 
0007: 202@ = -2471.06 // floating-point values 
0007: 322@ = -618.73 // floating-point values 
0007: 442@ = 131.73 // floating-point values 
0007: 562@ = 85.5749 // floating-point values 
0007: 203@ = -2498.368 // floating-point values 
0007: 323@ = -617.9995 // floating-point values 
0007: 443@ = 131.5625 // floating-point values 
0007: 563@ = 94.5939 // floating-point values 
0007: 204@ = -2498.981 // floating-point values 
0007: 324@ = -653.2845 // floating-point values 
0007: 444@ = 137.3194 // floating-point values 
0007: 564@ = 168.6758 // floating-point values 
0007: 205@ = -2501.356 // floating-point values 
0007: 325@ = -695.9691 // floating-point values 
0007: 445@ = 138.3174 // floating-point values 
0007: 565@ = 180.3733 // floating-point values 
0007: 743@ = -2500.0 // floating-point values 
0007: 744@ = -710.0 // floating-point values 
0007: 745@ = 138.49 // floating-point values 
0006: 828@ = 63 // integer values 
0006: 118@ = 9 // integer values 
04AF: 829@ = unknown_wav_reference 154 
04AF: 830@ = unknown_wav_reference 18 
04AF: 831@ = unknown_wav_reference 45 
04AF: 832@ = unknown_wav_reference 18 
04AF: 833@ = unknown_wav_reference 45 
04AF: 834@ = unknown_wav_reference 154 
04AF: 835@ = unknown_wav_reference 154 
04AF: 836@ = unknown_wav_reference 167 
04AF: 837@ = unknown_wav_reference 167 
04AF: 838@ = unknown_wav_reference 167 
04AF: 839@ = unknown_wav_reference 167 
04AF: 840@ = unknown_wav_reference 167 
04AF: 841@ = unknown_wav_reference 510 
04AF: 842@ = unknown_wav_reference 510 
04AF: 843@ = unknown_wav_reference 510 
04AF: 844@ = unknown_wav_reference 510 
04AF: 845@ = unknown_wav_reference 510 
04AF: 846@ = unknown_wav_reference 510 
04AF: 847@ = unknown_wav_reference 510 
04AF: 848@ = unknown_wav_reference 510 
04AF: 849@ = unknown_wav_reference 510 
04AF: 850@ = unknown_wav_reference 510 
04AF: 851@ = unknown_wav_reference 510 
04AF: 852@ = unknown_wav_reference 510 
0007: 770@ = 60.0 // floating-point values 
0007: 771@ = 40.0 // floating-point values 
0007: 772@ = 25.0 // floating-point values 
0007: 773@ = 2.25 // floating-point values 
0007: 774@ = 2.0 // floating-point values 
0007: 775@ = 1.8 // floating-point values 
0007: 776@ = 1.3 // floating-point values 
0007: 777@ = 1.25 // floating-point values 
0007: 778@ = 1.16 // floating-point values 
0007: 695@ = 2.3 // floating-point values 
0007: 707@ = -6.0 // floating-point values 
0007: 696@ = 3.0 // floating-point values 
0007: 708@ = 8.0 // floating-point values 
0007: 697@ = 5.0 // floating-point values 
0007: 709@ = -4.0 // floating-point values 
0007: 698@ = 2.6 // floating-point values 
0007: 710@ = -1.0 // floating-point values 
0007: 699@ = 5.0 // floating-point values 
0007: 711@ = 9.0 // floating-point values 
0007: 700@ = 0.0 // floating-point values 
0007: 712@ = -4.0 // floating-point values 
0007: 701@ = -4.0 // floating-point values 
0007: 713@ = 0.0 // floating-point values 
0007: 702@ = 0.0 // floating-point values 
0007: 714@ = 0.9 // floating-point values 
0007: 703@ = 3.1 // floating-point values 
0007: 715@ = -4.0 // floating-point values 
0007: 704@ = 3.0 // floating-point values 
0007: 716@ = -5.0 // floating-point values 
0007: 705@ = -5.0 // floating-point values 
0007: 717@ = -3.0 // floating-point values 
0007: 706@ = -2.0 // floating-point values 
0007: 718@ = 9.0 // floating-point values 
0002: jump @TRIA_8781 

:TRIA_3828
0006: 819@ = 0 // integer values 
0006: 820@ = 1 // integer values 
0006: 821@ = 9 // integer values 
0006: 822@ = 10 // integer values 
0006: 823@ = 10 // integer values 
0006: 824@ = 96 // integer values 
0006: 825@ = 96 // integer values 
0006: 826@ = 97 // integer values 
0006: 827@ = 103 // integer values 
0007: 792@ = 1408.9 // floating-point values 
0007: 793@ = -298.31 // floating-point values 
0007: 794@ = 1.14 // floating-point values 
0007: 143@ = 2135.432 // floating-point values 
0007: 263@ = -67.9555 // floating-point values 
0007: 383@ = 5.4915 // floating-point values 
0007: 503@ = 66.3885 // floating-point values 
0007: 144@ = 2113.189 // floating-point values 
0007: 264@ = -61.7735 // floating-point values 
0007: 384@ = -1.6317 // floating-point values 
0007: 504@ = 79.829 // floating-point values 
0007: 145@ = 2042.62 // floating-point values 
0007: 265@ = -68.5141 // floating-point values 
0007: 385@ = -1.9576 // floating-point values 
0007: 505@ = 105.8667 // floating-point values 
0007: 146@ = 1914.295 // floating-point values 
0007: 266@ = -82.3669 // floating-point values 
0007: 386@ = -1.573 // floating-point values 
0007: 506@ = 101.7482 // floating-point values 
0007: 147@ = 1844.035 // floating-point values 
0007: 267@ = -62.2716 // floating-point values 
0007: 387@ = -1.6096 // floating-point values 
0007: 507@ = 84.9519 // floating-point values 
0007: 148@ = 1742.236 // floating-point values 
0007: 268@ = -20.0478 // floating-point values 
0007: 388@ = -1.287 // floating-point values 
0007: 508@ = 79.6055 // floating-point values 
0007: 149@ = 1618.168 // floating-point values 
0007: 269@ = -15.6618 // floating-point values 
0007: 389@ = -1.6797 // floating-point values 
0007: 509@ = 156.9966 // floating-point values 
0007: 150@ = 1599.854 // floating-point values 
0007: 270@ = -118.7409 // floating-point values 
0007: 390@ = -1.4099 // floating-point values 
0007: 510@ = 164.6305 // floating-point values 
0007: 151@ = 1533.974 // floating-point values 
0007: 271@ = -213.8303 // floating-point values 
0007: 391@ = -1.8143 // floating-point values 
0007: 511@ = 126.3196 // floating-point values 
0007: 152@ = 1426.781 // floating-point values 
0007: 272@ = -284.0623 // floating-point values 
0007: 392@ = 0.4372 // floating-point values 
0007: 512@ = 144.5477 // floating-point values 
0007: 153@ = 1398.955 // floating-point values 
0007: 273@ = -320.351 // floating-point values 
0007: 393@ = 4.0182 // floating-point values 
0007: 513@ = 153.3551 // floating-point values 
0007: 154@ = 1358.093 // floating-point values 
0007: 274@ = -336.8423 // floating-point values 
0007: 394@ = 1.9089 // floating-point values 
0007: 514@ = 116.3511 // floating-point values 
0007: 155@ = 1289.739 // floating-point values 
0007: 275@ = -376.0291 // floating-point values 
0007: 395@ = 1.8575 // floating-point values 
0007: 515@ = 115.9818 // floating-point values 
0007: 156@ = 1226.153 // floating-point values 
0007: 276@ = -418.5785 // floating-point values 
0007: 396@ = 4.1044 // floating-point values 
0007: 516@ = 98.6074 // floating-point values 
0007: 157@ = 1042.313 // floating-point values 
0007: 277@ = -450.289 // floating-point values 
0007: 397@ = 50.3135 // floating-point values 
0007: 517@ = 101.4914 // floating-point values 
0007: 158@ = 955.7357 // floating-point values 
0007: 278@ = -394.1266 // floating-point values 
0007: 398@ = 62.9355 // floating-point values 
0007: 518@ = 78.1451 // floating-point values 
0007: 159@ = 862.81 // floating-point values 
0007: 279@ = -348.28 // floating-point values 
0007: 399@ = 35.11 // floating-point values 
0007: 519@ = 56.0 // floating-point values 
0007: 160@ = 735.1562 // floating-point values 
0007: 280@ = -269.1867 // floating-point values 
0007: 400@ = 8.7576 // floating-point values 
0007: 520@ = 73.8366 // floating-point values 
0007: 161@ = 469.2164 // floating-point values 
0007: 281@ = -284.2076 // floating-point values 
0007: 401@ = 9.4602 // floating-point values 
0007: 521@ = 112.1922 // floating-point values 
0007: 162@ = 251.8701 // floating-point values 
0007: 282@ = -371.7388 // floating-point values 
0007: 402@ = 7.7356 // floating-point values 
0007: 522@ = 68.255 // floating-point values 
0007: 163@ = 223.9637 // floating-point values 
0007: 283@ = -281.344 // floating-point values 
0007: 403@ = 0.4297 // floating-point values 
0007: 523@ = 271.1071 // floating-point values 
0007: 164@ = 232.8023 // floating-point values 
0007: 284@ = -147.7986 // floating-point values 
0007: 404@ = 0.4375 // floating-point values 
0007: 524@ = 357.6566 // floating-point values 
0007: 165@ = 212.8295 // floating-point values 
0007: 285@ = 51.8381 // floating-point values 
0007: 405@ = 1.0781 // floating-point values 
0007: 525@ = 109.6694 // floating-point values 
0007: 166@ = -68.0222 // floating-point values 
0007: 286@ = 199.2302 // floating-point values 
0007: 406@ = 1.1111 // floating-point values 
0007: 526@ = 65.8208 // floating-point values 
0007: 167@ = -214.4978 // floating-point values 
0007: 287@ = 242.3661 // floating-point values 
0007: 407@ = 10.9924 // floating-point values 
0007: 527@ = 77.1542 // floating-point values 
0007: 168@ = -474.3636 // floating-point values 
0007: 288@ = 283.1361 // floating-point values 
0007: 408@ = 1.0859 // floating-point values 
0007: 528@ = 87.3102 // floating-point values 
0007: 169@ = -704.3909 // floating-point values 
0007: 289@ = 237.3473 // floating-point values 
0007: 409@ = 1.2298 // floating-point values 
0007: 529@ = 125.775 // floating-point values 
0007: 170@ = -753.5148 // floating-point values 
0007: 290@ = 113.9041 // floating-point values 
0007: 410@ = 13.0728 // floating-point values 
0007: 530@ = 238.8586 // floating-point values 
0007: 171@ = -774.6131 // floating-point values 
0007: 291@ = 19.818 // floating-point values 
0007: 411@ = 32.2693 // floating-point values 
0007: 531@ = 99.2499 // floating-point values 
0007: 172@ = -882.6287 // floating-point values 
0007: 292@ = -30.0806 // floating-point values 
0007: 412@ = 32.3448 // floating-point values 
0007: 532@ = 159.807 // floating-point values 
0007: 173@ = -693.5931 // floating-point values 
0007: 293@ = 14.1184 // floating-point values 
0007: 413@ = 64.7495 // floating-point values 
0007: 533@ = 274.7533 // floating-point values 
0007: 174@ = -747.8843 // floating-point values 
0007: 294@ = -87.2834 // floating-point values 
0007: 414@ = 65.6724 // floating-point values 
0007: 534@ = 116.1896 // floating-point values 
0007: 175@ = -914.7136 // floating-point values 
0007: 295@ = -149.6012 // floating-point values 
0007: 415@ = 52.8499 // floating-point values 
0007: 535@ = 134.4302 // floating-point values 
0007: 176@ = -962.9247 // floating-point values 
0007: 296@ = -326.8087 // floating-point values 
0007: 416@ = 35.2353 // floating-point values 
0007: 536@ = 168.4629 // floating-point values 
0007: 177@ = -1053.014 // floating-point values 
0007: 297@ = -459.1835 // floating-point values 
0007: 417@ = 34.307 // floating-point values 
0007: 537@ = 115.9967 // floating-point values 
0007: 178@ = -1192.145 // floating-point values 
0007: 298@ = -713.6215 // floating-point values 
0007: 418@ = 54.6026 // floating-point values 
0007: 538@ = 156.9905 // floating-point values 
0007: 179@ = -1487.715 // floating-point values 
0007: 299@ = -817.6843 // floating-point values 
0007: 419@ = 64.4213 // floating-point values 
0007: 539@ = 92.4112 // floating-point values 
0007: 180@ = -1740.777 // floating-point values 
0007: 300@ = -724.1766 // floating-point values 
0007: 420@ = 30.4857 // floating-point values 
0007: 540@ = 49.0549 // floating-point values 
0007: 181@ = -1781.205 // floating-point values 
0007: 301@ = -583.264 // floating-point values 
0007: 421@ = 15.3359 // floating-point values 
0007: 541@ = 100.3213 // floating-point values 
0007: 182@ = -1823.7 // floating-point values 
0007: 302@ = -529.5533 // floating-point values 
0007: 422@ = 13.9686 // floating-point values 
0007: 542@ = 4.2211 // floating-point values 
0007: 183@ = -1799.017 // floating-point values 
0007: 303@ = -273.0101 // floating-point values 
0007: 423@ = 20.3398 // floating-point values 
0007: 543@ = 354.7032 // floating-point values 
0007: 184@ = -1800.123 // floating-point values 
0007: 304@ = -65.1682 // floating-point values 
0007: 424@ = 10.9423 // floating-point values 
0007: 544@ = 359.6422 // floating-point values 
0007: 185@ = -1725.062 // floating-point values 
0007: 305@ = 327.4661 // floating-point values 
0007: 425@ = 6.039 // floating-point values 
0007: 545@ = 315.311 // floating-point values 
0007: 186@ = -1557.096 // floating-point values 
0007: 306@ = 578.606 // floating-point values 
0007: 426@ = 6.028 // floating-point values 
0007: 546@ = 0.4208 // floating-point values 
0007: 187@ = -1541.106 // floating-point values 
0007: 307@ = 769.1249 // floating-point values 
0007: 427@ = 6.0391 // floating-point values 
0007: 547@ = 353.7148 // floating-point values 
0007: 188@ = -1583.378 // floating-point values 
0007: 308@ = 1116.991 // floating-point values 
0007: 428@ = 6.0468 // floating-point values 
0007: 548@ = 1.1392 // floating-point values 
0007: 189@ = -1809.283 // floating-point values 
0007: 309@ = 1378.625 // floating-point values 
0007: 429@ = 6.0391 // floating-point values 
0007: 549@ = 81.656 // floating-point values 
0007: 190@ = -2100.213 // floating-point values 
0007: 310@ = 1275.833 // floating-point values 
0007: 430@ = 15.1271 // floating-point values 
0007: 550@ = 95.1487 // floating-point values 
0007: 191@ = -2350.208 // floating-point values 
0007: 311@ = 1176.574 // floating-point values 
0007: 431@ = 41.5671 // floating-point values 
0007: 551@ = 90.0114 // floating-point values 
0007: 192@ = -2510.877 // floating-point values 
0007: 312@ = 1187.856 // floating-point values 
0007: 432@ = 39.1262 // floating-point values 
0007: 552@ = 85.252 // floating-point values 
0007: 193@ = -2669.68 // floating-point values 
0007: 313@ = 1245.143 // floating-point values 
0007: 433@ = 54.4297 // floating-point values 
0007: 553@ = 8.9025 // floating-point values 
0007: 194@ = -2673.892 // floating-point values 
0007: 314@ = 1643.352 // floating-point values 
0007: 434@ = 65.0251 // floating-point values 
0007: 554@ = 0.2767 // floating-point values 
0007: 195@ = -2674.047 // floating-point values 
0007: 315@ = 2075.544 // floating-point values 
0007: 435@ = 54.4218 // floating-point values 
0007: 555@ = 359.5528 // floating-point values 
0007: 196@ = -2738.813 // floating-point values 
0007: 316@ = 2389.167 // floating-point values 
0007: 436@ = 71.7769 // floating-point values 
0007: 556@ = 13.6254 // floating-point values 
0007: 197@ = -2547.931 // floating-point values 
0007: 317@ = 2616.462 // floating-point values 
0007: 437@ = 59.9948 // floating-point values 
0007: 557@ = 274.8428 // floating-point values 
0007: 198@ = -2291.888 // floating-point values 
0007: 318@ = 2639.56 // floating-point values 
0007: 438@ = 54.2564 // floating-point values 
0007: 558@ = 274.3506 // floating-point values 
0007: 199@ = -1943.44 // floating-point values 
0007: 319@ = 2477.796 // floating-point values 
0007: 439@ = 53.9877 // floating-point values 
0007: 559@ = 203.7195 // floating-point values 
0007: 200@ = -1773.83 // floating-point values 
0007: 320@ = 2183.409 // floating-point values 
0007: 440@ = 15.1278 // floating-point values 
0007: 560@ = 244.4939 // floating-point values 
0007: 201@ = -1671.435 // floating-point values 
0007: 321@ = 1994.474 // floating-point values 
0007: 441@ = 18.605 // floating-point values 
0007: 561@ = 169.1263 // floating-point values 
0007: 202@ = -1665.7 // floating-point values 
0007: 322@ = 1828.964 // floating-point values 
0007: 442@ = 24.836 // floating-point values 
0007: 562@ = 278.2649 // floating-point values 
0007: 203@ = -1515.527 // floating-point values 
0007: 323@ = 1841.554 // floating-point values 
0007: 443@ = 28.9903 // floating-point values 
0007: 563@ = 271.1894 // floating-point values 
0007: 204@ = -1264.993 // floating-point values 
0007: 324@ = 1827.301 // floating-point values 
0007: 444@ = 39.4348 // floating-point values 
0007: 564@ = 234.95 // floating-point values 
0007: 205@ = -1121.385 // floating-point values 
0007: 325@ = 1807.539 // floating-point values 
0007: 445@ = 41.2592 // floating-point values 
0007: 565@ = 284.4989 // floating-point values 
0007: 206@ = -988.9796 // floating-point values 
0007: 326@ = 1847.639 // floating-point values 
0007: 446@ = 61.9118 // floating-point values 
0007: 566@ = 237.4219 // floating-point values 
0007: 207@ = -855.0579 // floating-point values 
0007: 327@ = 1858.897 // floating-point values 
0007: 447@ = 59.216 // floating-point values 
0007: 567@ = 15.0168 // floating-point values 
0007: 208@ = -827.7874 // floating-point values 
0007: 328@ = 2022.61 // floating-point values 
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0007: 568@ = 302.1424 // floating-point values 
0007: 209@ = -643.984 // floating-point values 
0007: 329@ = 2054.752 // floating-point values 
0007: 449@ = 59.3829 // floating-point values 
0007: 569@ = 252.3283 // floating-point values 
0007: 210@ = -460.4977 // floating-point values 
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0007: 450@ = 59.1932 // floating-point values 
0007: 570@ = 314.0172 // floating-point values 
0007: 211@ = -385.3306 // floating-point values 
0007: 331@ = 2052.059 // floating-point values 
0007: 451@ = 61.1139 // floating-point values 
0007: 571@ = 121.3349 // floating-point values 
0007: 212@ = -471.1979 // floating-point values 
0007: 332@ = 1868.452 // floating-point values 
0007: 452@ = 81.3094 // floating-point values 
0007: 572@ = 185.3215 // floating-point values 
0007: 213@ = -424.8187 // floating-point values 
0007: 333@ = 1785.552 // floating-point values 
0007: 453@ = 69.9688 // floating-point values 
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0007: 214@ = -392.5027 // floating-point values 
0007: 334@ = 1899.678 // floating-point values 
0007: 454@ = 56.3096 // floating-point values 
0007: 574@ = 190.7471 // floating-point values 
0007: 215@ = -437.5663 // floating-point values 
0007: 335@ = 1639.054 // floating-point values 
0007: 455@ = 34.5544 // floating-point values 
0007: 575@ = 155.0889 // floating-point values 
0007: 216@ = -419.9048 // floating-point values 
0007: 336@ = 1375.711 // floating-point values 
0007: 456@ = 29.3441 // floating-point values 
0007: 576@ = 198.0373 // floating-point values 
0007: 217@ = -254.2456 // floating-point values 
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0007: 457@ = 22.9055 // floating-point values 
0007: 577@ = 262.7647 // floating-point values 
0007: 218@ = -17.3116 // floating-point values 
0007: 338@ = 1265.996 // floating-point values 
0007: 458@ = 7.1868 // floating-point values 
0007: 578@ = 269.9033 // floating-point values 
0007: 219@ = 207.218 // floating-point values 
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0007: 459@ = 13.9973 // floating-point values 
0007: 579@ = 316.9584 // floating-point values 
0007: 220@ = 339.0704 // floating-point values 
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0007: 460@ = 6.1753 // floating-point values 
0007: 580@ = 342.3971 // floating-point values 
0007: 221@ = 388.3414 // floating-point values 
0007: 341@ = 1547.929 // floating-point values 
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0007: 222@ = 633.4001 // floating-point values 
0007: 342@ = 1754.867 // floating-point values 
0007: 462@ = 3.9566 // floating-point values 
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0007: 223@ = 669.8152 // floating-point values 
0007: 343@ = 2168.322 // floating-point values 
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0007: 583@ = 358.9947 // floating-point values 
0007: 224@ = 689.647 // floating-point values 
0007: 344@ = 2565.16 // floating-point values 
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0007: 585@ = 247.505 // floating-point values 
0007: 226@ = 1044.021 // floating-point values 
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0007: 466@ = 9.6323 // floating-point values 
0007: 586@ = 231.5339 // floating-point values 
0007: 227@ = 1244.597 // floating-point values 
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0007: 587@ = 243.279 // floating-point values 
0007: 228@ = 1443.869 // floating-point values 
0007: 348@ = 2448.945 // floating-point values 
0007: 468@ = 5.7498 // floating-point values 
0007: 588@ = 288.6619 // floating-point values 
0007: 229@ = 1666.893 // floating-point values 
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0007: 230@ = 1788.89 // floating-point values 
0007: 350@ = 2302.641 // floating-point values 
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0007: 351@ = 2020.553 // floating-point values 
0007: 471@ = 2.9839 // floating-point values 
0007: 591@ = 180.0315 // floating-point values 
0007: 232@ = 1757.569 // floating-point values 
0007: 352@ = 1803.75 // floating-point values 
0007: 472@ = 6.6726 // floating-point values 
0007: 592@ = 151.3169 // floating-point values 
0007: 233@ = 1719.659 // floating-point values 
0007: 353@ = 1733.205 // floating-point values 
0007: 473@ = 9.6719 // floating-point values 
0007: 593@ = 76.1769 // floating-point values 
0007: 234@ = 1647.86 // floating-point values 
0007: 354@ = 1740.389 // floating-point values 
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0007: 475@ = 9.6797 // floating-point values 
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0007: 236@ = 1707.177 // floating-point values 
0007: 356@ = 1939.953 // floating-point values 
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0007: 596@ = 1.2039 // floating-point values 
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0007: 357@ = 2053.139 // floating-point values 
0007: 477@ = 9.6797 // floating-point values 
0007: 597@ = 263.9626 // floating-point values 
0007: 238@ = 1897.32 // floating-point values 
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0007: 478@ = 9.6719 // floating-point values 
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0007: 239@ = 1994.816 // floating-point values 
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0007: 479@ = 9.6797 // floating-point values 
0007: 599@ = 270.1811 // floating-point values 
0007: 240@ = 2126.005 // floating-point values 
0007: 360@ = 2014.889 // floating-point values 
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0007: 600@ = 199.0654 // floating-point values 
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0007: 361@ = 1885.59 // floating-point values 
0007: 481@ = 9.6797 // floating-point values 
0007: 601@ = 178.0925 // floating-point values 
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0007: 602@ = 156.4693 // floating-point values 
0007: 243@ = 2056.644 // floating-point values 
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0007: 603@ = 156.0535 // floating-point values 
0007: 244@ = 2049.26 // floating-point values 
0007: 364@ = 1554.789 // floating-point values 
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0007: 604@ = 179.2217 // floating-point values 
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0007: 365@ = 1403.362 // floating-point values 
0007: 485@ = 9.6719 // floating-point values 
0007: 605@ = 179.9112 // floating-point values 
0007: 246@ = 2048.7 // floating-point values 
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0007: 743@ = 2046.0 // floating-point values 
0007: 744@ = 979.0 // floating-point values 
0007: 745@ = 9.49 // floating-point values 
0006: 828@ = 104 // integer values 
0006: 118@ = 9 // integer values 
04AF: 829@ = unknown_wav_reference 154 
04AF: 830@ = unknown_wav_reference 18 
04AF: 831@ = unknown_wav_reference 45 
04AF: 832@ = unknown_wav_reference 18 
04AF: 833@ = unknown_wav_reference 45 
04AF: 834@ = unknown_wav_reference 154 
04AF: 835@ = unknown_wav_reference 154 
04AF: 836@ = unknown_wav_reference 167 
04AF: 837@ = unknown_wav_reference 167 
04AF: 838@ = unknown_wav_reference 167 
04AF: 839@ = unknown_wav_reference 167 
04AF: 840@ = unknown_wav_reference 167 
04AF: 841@ = unknown_wav_reference 510 
04AF: 842@ = unknown_wav_reference 510 
04AF: 843@ = unknown_wav_reference 510 
04AF: 844@ = unknown_wav_reference 510 
04AF: 845@ = unknown_wav_reference 510 
04AF: 846@ = unknown_wav_reference 510 
04AF: 847@ = unknown_wav_reference 510 
04AF: 848@ = unknown_wav_reference 510 
04AF: 849@ = unknown_wav_reference 510 
04AF: 850@ = unknown_wav_reference 510 
04AF: 851@ = unknown_wav_reference 510 
04AF: 852@ = unknown_wav_reference 510 
0007: 770@ = 50.0 // floating-point values 
0007: 771@ = 40.0 // floating-point values 
0007: 772@ = 30.0 // floating-point values 
0007: 773@ = 2.23 // floating-point values 
0007: 774@ = 2.1 // floating-point values 
0007: 775@ = 1.8 // floating-point values 
0007: 776@ = 1.33 // floating-point values 
0007: 777@ = 1.3 // floating-point values 
0007: 778@ = 1.25 // floating-point values 
0007: 695@ = 2.3 // floating-point values 
0007: 707@ = -6.0 // floating-point values 
0007: 696@ = 3.0 // floating-point values 
0007: 708@ = -4.0 // floating-point values 
0007: 697@ = 5.0 // floating-point values 
0007: 709@ = -4.0 // floating-point values 
0007: 698@ = 2.6 // floating-point values 
0007: 710@ = -1.0 // floating-point values 
0007: 699@ = 5.0 // floating-point values 
0007: 711@ = 5.0 // floating-point values 
0007: 700@ = 0.0 // floating-point values 
0007: 712@ = -4.0 // floating-point values 
0007: 701@ = -4.0 // floating-point values 
0007: 713@ = 0.0 // floating-point values 
0007: 702@ = 0.0 // floating-point values 
0007: 714@ = 0.9 // floating-point values 
0007: 703@ = 3.1 // floating-point values 
0007: 715@ = -4.0 // floating-point values 
0007: 704@ = 3.0 // floating-point values 
0007: 716@ = -5.0 // floating-point values 
0007: 705@ = -5.0 // floating-point values 
0007: 717@ = -3.0 // floating-point values 
0007: 706@ = -2.0 // floating-point values 
0007: 718@ = 4.0 // floating-point values 
0006: 746@ = 0 // integer values 
0006: 747@ = 0 // integer values 
0006: 748@ = 0 // integer values 
0006: 749@ = 0 // integer values 
0006: 750@ = 0 // integer values 
0006: 751@ = 0 // integer values 
0006: 752@ = 0 // integer values 
0006: 753@ = 0 // integer values 
0006: 754@ = 0 // integer values 
0006: 755@ = 0 // integer values 
0006: 756@ = 0 // integer values 
0006: 757@ = 0 // integer values 
0002: jump @TRIA_8781 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 960@ 961@ 962@ type 0 radius 6.0 
06D6: destroy_racing_checkpoint 963@ 

:TRIA_8781
0087: 779@ = 770@ // floating-point values only 
0087: 780@ = 773@ // floating-point values only 
0087: 781@ = 776@ // floating-point values only 

:TRIA_8805
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRIA_8832 
0001: wait 0 ms 
0002: jump @TRIA_8805 

:TRIA_8832
0395: clear_area 0 at 143@ 263@ 383@ range 1000000.0 
03CB: set_camera 143@ 263@ 383@ 
08E7: set_entrance_markers 1 
01EB: set_traffic_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0085: 853@ = 828@ // integer values and handles 
000E: 853@ -= 1 // integer values 
0006: 758@ = 0 // integer values 
0006: 759@ = 0 // integer values 
0006: 760@ = 0 // integer values 
0006: 761@ = 0 // integer values 
0085: 926@ = 118@ // integer values and handles 

:TRIA_8930
00D6: if 
001D:   926@ > 759@ // integer values 
004D: jump_if_false @TRIA_8974 
0006: 927@(759@,12i) = 0 // integer values 
000A: 759@ += 1 // integer values 
0002: jump @TRIA_8930 

:TRIA_8974
018A: 939@ = create_checkpoint_at 143@ 263@ 383@ 
0006: 940@ = 0 // integer values 

:TRIA_8995
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 942@ = 0 // integer values 
0006: 759@ = 0 // integer values 
00D6: if 
0039:   940@ == 0 // integer values 
004D: jump_if_false @TRIA_9266 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_9266 
00A1: put_actor $PLAYER_ACTOR at 143@ 263@ 383@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
087B: set_player $PLAYER_CHAR clothes "BBSHORTWHT" "BOXINGSHORT" body_part 2 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 144@ 264@ radius 100.0 100.0 
004D: jump_if_false @TRIA_9266 
0006: 758@ = 0 // integer values 
0088: $TEMPVAR_FLOAT_1 = 143@ // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 4.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 263@ // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 4.0 // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 383@ // floating-point values only 
0009: $TEMPVAR_FLOAT_3 += 6.0 // floating-point values 
0087: 785@ = 143@ // floating-point values only 
000F: 785@ -= 7.0 // floating-point values 
0087: 786@ = 263@ // floating-point values only 
000F: 786@ -= 7.0 // floating-point values 
0087: 787@ = 383@ // floating-point values only 
000F: 787@ -= 7.0 // floating-point values 
000A: 940@ += 1 // integer values 

:TRIA_9266
00D6: if 
0039:   940@ == 1 // integer values 
004D: jump_if_false @TRIA_9359 
0247: request_model #WMYBE 
0247: request_model #BMYBE 
0247: request_model #HMYBE 
0247: request_model #WMYBELL 
0247: request_model #MTBIKE 

:TRIA_9307
00D6: if or
8248:   not model #WMYBE available 
8248:   not model #BMYBE available 
8248:   not model #HMYBE available 
8248:   not model #WMYBELL available 
8248:   not model #MTBIKE available 
004D: jump_if_false @TRIA_9352 
0001: wait 0 ms 
0002: jump @TRIA_9307 

:TRIA_9352
0006: 940@ = 2 // integer values 

:TRIA_9359
00D6: if 
0039:   940@ == 2 // integer values 
004D: jump_if_false @TRIA_11299 
00A5: 768@ = create_car 841@ at 143@ 263@ 383@ 
039F: car 768@ race_to 144@ 264@ 
0085: 762@ = 926@ // integer values and handles 
000E: 762@ -= 1 // integer values 
00A5: 769@ = create_car 841@ at 143@(822@,120f) 263@(822@,120f) -100.0 
0175: set_car 769@ z_angle_to 503@(822@,120f) 
0407: create_coordinate 785@ 786@ 787@ from_car 769@ offset 785@ 786@ 787@ 
0174: 791@ = car 769@ z_angle 
0087: 787@ = 383@ // floating-point values only 
0006: 759@ = 0 // integer values 

:TRIA_9505
00D6: if 
001D:   926@ > 759@ // integer values 
004D: jump_if_false @TRIA_11059 
0085: 760@ = 759@ // integer values and handles 
0016: 760@ /= 2 // integer values 
0012: 760@ *= 2 // integer values 
00D6: if 
003B:   760@ == 759@ // integer values 
004D: jump_if_false @TRIA_9623 
0005: $TEMPVAR_FLOAT_1 = 1.5 // floating-point values 
0085: 761@ = 759@ // integer values and handles 
0012: 761@ *= 2 // integer values 
0093: 788@ = integer_to_float 761@ 
0013: 788@ *= -1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 788@ // floating-point values only 
0002: jump @TRIA_9681 

:TRIA_9623
0005: $TEMPVAR_FLOAT_1 = -1.5 // floating-point values 
0085: 761@ = 759@ // integer values and handles 
000E: 761@ -= 1 // integer values 
0012: 761@ *= 2 // integer values 
0093: 788@ = integer_to_float 761@ 
0013: 788@ *= -1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 788@ // floating-point values only 

:TRIA_9681
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: 789@ = car 768@ z_angle 
0088: $TEMPVAR_FLOAT_3 = 383@ // floating-point values only 
0089: 854@(759@,12f) = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 866@(759@,12f) = $TEMPVAR_FLOAT_2 // floating-point values only 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 878@(759@,12f) = $TEMPVAR_FLOAT_3 // floating-point values only 
00D6: if 
001D:   762@ > 759@ // integer values 
004D: jump_if_false @TRIA_10303 
009A: 914@(759@,12i) = create_actor 4 829@(759@,12i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -100.0 
02A9: set_actor 914@(759@,12i) immune_to_nonplayer 1 
060B: unknown_actor_use_entity 914@(759@,12i) 816@ 
0006: 131@(759@,12i) = 0 // integer values 
0006: 804@(759@,12i) = 0 // integer values 
0173: set_actor 914@(759@,12i) z_angle_to 503@ 
04D8: set_actor 914@(759@,12i) ability_to_swim 0 
054E: (unknown) 914@(759@,12i) 
054A: set_actor 914@(759@,12i) immune_to_car_headshots 0 
00D6: if 
0039:   131@(759@,12i) == 0 // integer values 
004D: jump_if_false @TRIA_10296 
0085: 760@ = 759@ // integer values and handles 
0016: 760@ /= 2 // integer values 
0012: 760@ *= 2 // integer values 
00D6: if 
003B:   760@ == 759@ // integer values 
004D: jump_if_false @TRIA_10027 
0005: $TEMPVAR_FLOAT_1 = 3.5 // floating-point values 
0085: 761@ = 759@ // integer values and handles 
0012: 761@ *= 2 // integer values 
0093: 788@ = integer_to_float 761@ 
0013: 788@ *= -1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 788@ // floating-point values only 
0002: jump @TRIA_10085 

:TRIA_10027
0005: $TEMPVAR_FLOAT_1 = -3.5 // floating-point values 
0085: 761@ = 759@ // integer values and handles 
000E: 761@ -= 1 // integer values 
0012: 761@ *= 2 // integer values 
0093: 788@ = integer_to_float 761@ 
0013: 788@ *= -1.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 788@ // floating-point values only 

:TRIA_10085
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 769@ offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A5: 902@(759@,12i) = create_car 841@(759@,12i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -100.0 
0A21: (unknown) 902@(759@,12i) 1 
0423: car 902@(759@,12i) improve_handling 1.5 
0006: 131@(759@,12i) = 1 // integer values 
072F: (unknown) 902@(759@,12i) 0.5 5000 1 0 1 1 
0175: set_car 902@(759@,12i) z_angle_to 175.0 
02AC: set_car 902@(759@,12i) immunities 1 1 1 1 1 
0224: set_car 902@(759@,12i) health_to 2000 
039C: (unknown) 902@(759@,12i) 1 
03AB: set_car 902@(759@,12i) do_nothing 1 
03ED: (unknown) 902@(759@,12i) 1 
04E0: car 902@(759@,12i) abandon_path_radius 5 
053F: set_car 902@(759@,12i) tires_vulnerable 0 

:TRIA_10296
0002: jump @TRIA_11045 

:TRIA_10303
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -4.0435 6.5755 -0.8 
0376: 954@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 954@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -5.6392 2.9435 -0.8 
0376: 943@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 943@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -6.0071 -2.0778 -0.8 
0376: 944@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 944@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -7.6039 -5.0807 -0.8 
0376: 945@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 945@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -7.0724 -6.4057 -0.8 
0376: 946@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 946@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -5.9988 -13.553 -0.8 
0376: 947@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 947@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 6.073 -15.2059 -0.8 
0376: 948@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 948@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 7.2639 -12.9933 -0.8 
0376: 949@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 949@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 5.8429 -7.7069 -0.8 
0376: 950@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 950@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 8.4135 -3.7971 -0.8 
0376: 951@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 951@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 6.2507 0.3634 -0.8 
0376: 952@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 952@ 143@ 263@ 383@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 8.6397 2.419 -0.8 
0376: 953@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 953@ 143@ 263@ 383@ 
0164: disable_marker 939@ 
018A: 939@ = create_checkpoint_at 854@(762@,12f) 866@(762@,12f) 878@(762@,12f) 
01EB: set_traffic_density_to 0.5 
008B: 914@(759@,12i) = $PLAYER_ACTOR // integer values and handles 
0085: 941@ = 759@ // integer values and handles 

:TRIA_11045
000A: 759@ += 1 // integer values 
0002: jump @TRIA_9505 

:TRIA_11059
000A: 940@ += 1 // integer values 
00A6: destroy_car 768@ 
00A6: destroy_car 769@ 
00A5: 769@ = create_car 841@ at 143@(822@,120f) 263@(822@,120f) 383@(822@,120f) 
0175: set_car 769@ z_angle_to 503@(822@,120f) 
0407: create_coordinate 795@ 796@ 797@ from_car 769@ offset 5.0 -15.0 0.0 
0175: set_car 769@ z_angle_to 791@ 
00A5: 902@(941@,12i) = create_car #MTBIKE at 795@ 796@ -100.0 
0175: set_car 902@(941@,12i) z_angle_to 791@ 
039C: (unknown) 902@(941@,12i) 1 
00A6: destroy_car 769@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRIA_11257 
00A1: put_actor $PLAYER_ACTOR at 854@(941@,12f) 866@(941@,12f) 878@(941@,12f) 
0173: set_actor $PLAYER_ACTOR z_angle_to 503@ 
0373: set_camera_directly_behind_player 

:TRIA_11257
02A3: toggle_widescreen 1 
0001: wait 500 ms 
016A: fade 1 3000 ms 

:TRIA_11273
00D6: if 
016B:   fading 
004D: jump_if_false @TRIA_11297 
0001: wait 0 ms 
0002: jump @TRIA_11273 

:TRIA_11297
00BE: text_clear_all 

:TRIA_11299
00D6: if 
0039:   940@ == 3 // integer values 
004D: jump_if_false @TRIA_11510 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_11510 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
0085: 762@ = 926@ // integer values and handles 
000E: 762@ -= 1 // integer values 
0006: 759@ = 0 // integer values 

:TRIA_11411
00D6: if 
001D:   762@ > 759@ // integer values 
004D: jump_if_false @TRIA_11487 
00D6: if 
0118:   actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_11473 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @TRIA_22678 

:TRIA_11473
000A: 759@ += 1 // integer values 
0002: jump @TRIA_11411 

:TRIA_11487
008B: 955@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 955@ += 999 // integer values 
000A: 940@ += 1 // integer values 

:TRIA_11510
00D6: if 
0039:   940@ == 4 // integer values 
004D: jump_if_false @TRIA_11608 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // integer values 
004D: jump_if_false @TRIA_11608 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 955@ += 999 // integer values 
000A: 940@ += 1 // integer values 

:TRIA_11608
00D6: if 
0039:   940@ == 5 // integer values 
004D: jump_if_false @TRIA_11706 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // integer values 
004D: jump_if_false @TRIA_11706 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 955@ += 999 // integer values 
000A: 940@ += 1 // integer values 

:TRIA_11706
00D6: if 
0039:   940@ == 6 // integer values 
004D: jump_if_false @TRIA_11933 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // integer values 
004D: jump_if_false @TRIA_11933 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_11933 
00BA: text_styled 'RACES_7' 800 ms 4  // RAJT!
018C: play_sound 65535 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: 1 cars_can_be_damaged 
015A: restore_camera 
02A3: toggle_widescreen 0 
09B9: (unknown) 0 
008B: 767@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0085: 762@ = 926@ // integer values and handles 
000E: 762@ -= 1 // integer values 
0006: 759@ = 0 // integer values 

:TRIA_11855
00D6: if 
001D:   762@ > 759@ // integer values 
004D: jump_if_false @TRIA_11919 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_11905 
02AA: set_car 902@(759@,12i) immune_to_nonplayer 0 

:TRIA_11905
000A: 759@ += 1 // integer values 
0002: jump @TRIA_11855 

:TRIA_11919
0006: 955@ = 0 // integer values 
000A: 940@ += 1 // integer values 

:TRIA_11933
00D6: if 
0019:   940@ > 6 // integer values 
004D: jump_if_false @TRIA_19672 

:TRIA_11951
00D6: if 
001D:   926@ > 759@ // integer values 
004D: jump_if_false @TRIA_18612 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_18598 
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_14949 
00D6: if 
0039:   940@ == 8 // integer values 
004D: jump_if_false @TRIA_14942 
00D6: if 
87D6:   not  914@(759@,12i) $PLAYER_ACTOR 
004D: jump_if_false @TRIA_14942 
00D6: if 
003B:   927@(941@,12i) == 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_12189 
00A0: store_actor 914@(759@,12i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 957@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 854@(759@,12f) 866@(759@,12f) 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 790@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 854@(759@,12f) 866@(759@,12f) 
00D6: if 
0025:   790@ > 957@ // floating-point values 
004D: jump_if_false @TRIA_12182 
000A: 942@ += 1 // integer values 

:TRIA_12182
0002: jump @TRIA_12223 

:TRIA_12189
00D6: if 
001D:   927@(759@,12i) > 927@(941@,12i) // integer values 
004D: jump_if_false @TRIA_12223 
000A: 942@ += 1 // integer values 

:TRIA_12223
00D6: if 
80EC:   not actor 914@(759@,12i) 0 82@(759@,12f) 94@(759@,12f) radius 2.0 2.0 
004D: jump_if_false @TRIA_12439 
00A0: store_actor 914@(759@,12i) position_to 82@(759@,12f) 94@(759@,12f) $TEMPVAR_FLOAT_3 
00D6: if and
002D:   927@(759@,12i) >= 819@ // integer values 
002D:   821@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_12361 
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 119@(759@,12i) += 1500 // integer values 
0002: jump @TRIA_12439 

:TRIA_12361
00D6: if 
003B:   927@(759@,12i) == 822@ // integer values 
004D: jump_if_false @TRIA_12415 
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 119@(759@,12i) += 1500 // integer values 
0002: jump @TRIA_12439 

:TRIA_12415
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 119@(759@,12i) += 4000 // integer values 

:TRIA_12439
00D6: if and
002D:   927@(759@,12i) >= 826@ // integer values 
002D:   827@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_12640 
00D6: if 
0611:   actor 914@(759@,12i) animation_is "SPRINT_PANIC" 
004D: jump_if_false @TRIA_12534 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_12534
00D6: if 
0611:   actor 914@(759@,12i) animation_is "RUN_CIVI" 
004D: jump_if_false @TRIA_12586 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_12586
00D6: if 
0611:   actor 914@(759@,12i) animation_is "WALK_CIVI" 
004D: jump_if_false @TRIA_12640 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_12640
00D6: if 
00EC:   actor 914@(759@,12i) 0 82@(759@,12f) 94@(759@,12f) radius 3.0 3.0 
004D: jump_if_false @TRIA_14201 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 119@(759@,12i) // integer values 
004D: jump_if_false @TRIA_14201 
00D6: if and
002D:   927@(759@,12i) >= 819@ // integer values 
002D:   821@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_13220 
00D6: if 
04AD:   actor 914@(759@,12i) touching_water 
004D: jump_if_false @TRIA_13197 
0087: 785@ = 854@(759@,12f) // floating-point values only 
005B: 785@ += 695@(759@,12f) // floating-point values 
0087: 786@ = 866@(759@,12f) // floating-point values only 
005B: 786@ += 707@(759@,12f) // floating-point values 
00D6: if 
001D:   927@(759@,12i) > 819@ // integer values 
004D: jump_if_false @TRIA_12982 
00D6: if 
801B:   not  3 > 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_12939 
062E: (unknown) 914@(759@,12i) 2017 731@(759@,12i) 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_12932 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: (unknown) 914@(759@,12i) 780@ 

:TRIA_12932
0002: jump @TRIA_12975 

:TRIA_12939
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: (unknown) 914@(759@,12i) 2.2 

:TRIA_12975
0002: jump @TRIA_13190 

:TRIA_12982
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_13190 
0085: 784@ = 927@(759@,12i) // integer values and handles 
000E: 784@ -= 1 // integer values 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 10.0 
004D: jump_if_false @TRIA_13190 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0173: set_actor 914@(759@,12i) z_angle_to 503@(759@,120f) 
0687: clear_actor_task 914@(759@,12i) 
062E: (unknown) 914@(759@,12i) 2017 731@(759@,12i) 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_13190 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: (unknown) 914@(759@,12i) 780@ 

:TRIA_13190
0002: jump @TRIA_13220 

:TRIA_13197
00D6: if 
003B:   927@(759@,12i) == 821@ // integer values 
004D: jump_if_false @TRIA_13220 

:TRIA_13220
00D6: if and
002D:   927@(759@,12i) >= 823@ // integer values 
002D:   824@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_14058 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_14058 
0871: init_jump_table 804@(759@,12i) total_jumps 2 1 @TRIA_13667 jumps 0 @TRIA_13342 1 @TRIA_13417 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 

:TRIA_13342
0615: define_action_sequences 803@ 
05D3: AS_actor -1 go_to_point 792@ 793@ 794@ speed 7 -2 ms 
05CB: AS_actor -1 enter_car_as_driver 902@(759@,12i) -2 ms 
0616: define_action_sequences_end 803@ 
0618: assign_actor 914@(759@,12i) to_action_sequences 803@ 
061B: remove_references_to_action_sequences 803@ 
0006: 804@(759@,12i) = 1 // integer values 
0002: jump @TRIA_14058 

:TRIA_13417
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_13660 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 10.0 
004D: jump_if_false @TRIA_13660 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_13660 
00D6: if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_13660 
00D6: if 
80DF:   not actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_13660 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 // integer values 
004D: jump_if_false @TRIA_13660 
0085: 784@ = 927@(759@,12i) // integer values and handles 
000E: 784@ -= 1 // integer values 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 1 1 
0006: 804@(759@,12i) = 2 // integer values 

:TRIA_13660
0002: jump @TRIA_14058 

:TRIA_13667
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_14051 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 10.0 
004D: jump_if_false @TRIA_14051 
00D6: if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_14051 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 // integer values 
004D: jump_if_false @TRIA_14051 
062E: (unknown) 914@(759@,12i) 1489 731@(759@,12i) 
0085: 784@ = 927@(759@,12i) // integer values and handles 
000E: 784@ -= 1 // integer values 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_14051 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_13957 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 // integer values 
004D: jump_if_false @TRIA_13950 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 1 1 

:TRIA_13950
0002: jump @TRIA_14051 

:TRIA_13957
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
039F: car 902@(759@,12i) race_to 854@(759@,12f) 866@(759@,12f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 1 1 

:TRIA_14051
0002: jump @TRIA_14058 

:TRIA_14058
00D6: if and
002D:   927@(759@,12i) >= 826@ // integer values 
002D:   827@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_14201 
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_14201 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 10.0 
004D: jump_if_false @TRIA_14201 
0085: 784@ = 927@(759@,12i) // integer values and handles 
000E: 784@ -= 1 // integer values 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 

:TRIA_14201
00D6: if 
00DF:   actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_14252 
0085: 762@ = 927@(941@,12i) // integer values and handles 
000A: 762@ += 5 // integer values 
03C0: 768@ = actor 914@(759@,12i) car 

:TRIA_14252
0006: 758@ = 0 // integer values 
0006: 761@ = 0 // integer values 

:TRIA_14266
00D6: if 
001D:   926@ > 758@ // integer values 
004D: jump_if_false @TRIA_14348 
0085: 958@ = 927@(758@,12i) // integer values and handles 
000E: 958@ -= 2 // integer values 
00D6: if 
001D:   958@ > 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_14334 
000A: 761@ += 1 // integer values 

:TRIA_14334
000A: 758@ += 1 // integer values 
0002: jump @TRIA_14266 

:TRIA_14348
00D6: if 
0019:   761@ > 0 // integer values 
004D: jump_if_false @TRIA_14942 
0085: 784@ = 927@(759@,12i) // integer values and handles 
000E: 784@ -= 1 // integer values 
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_14942 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 914@(759@,12i) radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @TRIA_14942 
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_14942 
00D6: if 
838A:   not car_in_cube 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 4.0 4.0 3.0 
004D: jump_if_false @TRIA_14942 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 4.0 
004D: jump_if_false @TRIA_14942 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0687: clear_actor_task 914@(759@,12i) 
062E: (unknown) 914@(759@,12i) 1489 731@(759@,12i) 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_14942 
00D6: if and
002D:   927@(759@,12i) >= 823@ // integer values 
002D:   824@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_14942 
00D6: if 
00DF:   actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_14760 
03C0: 768@ = actor 914@(759@,12i) car 
0175: set_car 768@ z_angle_to 503@(759@,120f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 1 1 
0002: jump @TRIA_14942 

:TRIA_14760
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_14942 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_14942 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_14942 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 // integer values 
004D: jump_if_false @TRIA_14942 
0687: clear_actor_task 914@(759@,12i) 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
0175: set_car 902@(759@,12i) z_angle_to 503@(759@,120f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 1 1 

:TRIA_14942
0002: jump @TRIA_15051 

:TRIA_14949
00D6: if and
051A:   actor 914@(759@,12i) damaged_by_actor $PLAYER_ACTOR 
0118:   actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_15051 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_15051 
00D6: if 
851B:   not (unknown) 914@(759@,12i) 902@(941@,12i) 
004D: jump_if_false @TRIA_15051 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @TRIA_22678 

:TRIA_15051
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_16445 
00D6: if 
07D6:   914@(759@,12i) $PLAYER_ACTOR 
004D: jump_if_false @TRIA_15193 
00D6: if 
0039:   782@ == 0 // integer values 
004D: jump_if_false @TRIA_15193 
00D6: if 
80FE:   not actor 914@(759@,12i) 0 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 600.0 600.0 600.0 
004D: jump_if_false @TRIA_15193 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @TRIA_22678 

:TRIA_15193
00D6: if 
001D:   927@(759@,12i) > 827@ // integer values 
004D: jump_if_false @TRIA_15299 
00D6: if 
0039:   746@(759@,12i) == 0 // integer values 
004D: jump_if_false @TRIA_15299 
0615: define_action_sequences 803@ 
05D3: AS_actor -1 go_to_point 743@ 744@ 745@ speed 7 -2 ms 
05BD: AS_actor -1 tired -2 ms 
0616: define_action_sequences_end 803@ 
0618: assign_actor 914@(759@,12i) to_action_sequences 803@ 
061B: remove_references_to_action_sequences 803@ 
0006: 746@(759@,12i) = 1 // integer values 

:TRIA_15299
00D6: if and
002D:   927@(759@,12i) >= 826@ // integer values 
002D:   827@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_15703 
00D6: if 
00FE:   actor 914@(759@,12i) 0 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_15703 
00D6: if 
003B:   927@(759@,12i) == 826@ // integer values 
004D: jump_if_false @TRIA_15429 
0002: jump @TRIA_19747 
0002: jump @TRIA_15477 

:TRIA_15429
062E: (unknown) 914@(759@,12i) 2606 731@(759@,12i) 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_15477 
0002: jump @TRIA_19747 

:TRIA_15477
00D6: if 
003B:   927@(759@,12i) == 828@ // integer values 
004D: jump_if_false @TRIA_15703 
00D6: if 
07D6:   914@(759@,12i) $PLAYER_ACTOR 
004D: jump_if_false @TRIA_15592 
000A: 942@ += 1 // integer values 
00D6: if 
002B:   1 >= 942@ // integer values 
004D: jump_if_false @TRIA_15562 
0002: jump @TRIA_22696 
0002: jump @TRIA_15585 

:TRIA_15562
00BC: text_highpriority 'RACES_8' 5000 ms 1  // Vesztettl!
0002: jump @TRIA_22678 

:TRIA_15585
0002: jump @TRIA_15703 

:TRIA_15592
06C7: unknown_action_sequence 914@(759@,12i) -1 6 2000000 
0085: 784@ = 927@(759@,12i) // integer values and handles 
000E: 784@ -= 1 // integer values 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 30.0 
004D: jump_if_false @TRIA_15703 
00D6: if 
8119:   not car 768@ wrecked 
004D: jump_if_false @TRIA_15703 
039F: car 768@ race_to 143@(759@,120f) 263@(759@,120f) 

:TRIA_15703
00D6: if and
002D:   927@(759@,12i) >= 821@ // integer values 
002D:   824@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_16268 
00D6: if 
07D6:   914@(759@,12i) $PLAYER_ACTOR 
004D: jump_if_false @TRIA_16110 
00D6: if and
002D:   927@(759@,12i) >= 823@ // integer values 
002D:   824@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_15961 
00D6: if 
0100:   actor 914@(759@,12i) near_point_in_car 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 
004D: jump_if_false @TRIA_15954 
0085: 765@ = 823@ // integer values and handles 
000A: 765@ += 1 // integer values 
00D6: if 
001D:   927@(759@,12i) > 765@ // integer values 
004D: jump_if_false @TRIA_15947 
062E: (unknown) 914@(759@,12i) 1489 731@(759@,12i) 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_15940 
0002: jump @TRIA_19747 

:TRIA_15940
0002: jump @TRIA_15954 

:TRIA_15947
0002: jump @TRIA_19747 

:TRIA_15954
0002: jump @TRIA_16103 

:TRIA_15961
00D6: if 
00FE:   actor 914@(759@,12i) 0 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_16103 
00D6: if 
001B:   2 > 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_16096 
062E: (unknown) 914@(759@,12i) 2017 731@(759@,12i) 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_16089 
0002: jump @TRIA_19747 

:TRIA_16089
0002: jump @TRIA_16103 

:TRIA_16096
0002: jump @TRIA_19747 

:TRIA_16103
0002: jump @TRIA_16268 

:TRIA_16110
00D6: if 
0100:   actor 914@(759@,12i) near_point_in_car 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 
004D: jump_if_false @TRIA_16268 
0085: 765@ = 823@ // integer values and handles 
000A: 765@ += 1 // integer values 
00D6: if 
001D:   927@(759@,12i) > 765@ // integer values 
004D: jump_if_false @TRIA_16261 
062E: (unknown) 914@(759@,12i) 1489 731@(759@,12i) 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_16254 
0002: jump @TRIA_19747 

:TRIA_16254
0002: jump @TRIA_16268 

:TRIA_16261
0002: jump @TRIA_19747 

:TRIA_16268
00D6: if and
002D:   927@(759@,12i) >= 819@ // integer values 
001D:   821@ > 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_16445 
00D6: if 
00FE:   actor 914@(759@,12i) 0 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_16445 
00D6: if 
001B:   2 > 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_16438 
062E: (unknown) 914@(759@,12i) 2017 731@(759@,12i) 
00D6: if 
04A4:   731@(759@,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @TRIA_16431 
0002: jump @TRIA_19747 

:TRIA_16431
0002: jump @TRIA_16445 

:TRIA_16438
0002: jump @TRIA_19747 

:TRIA_16445
00D6: if 
07D6:   914@(759@,12i) $PLAYER_ACTOR 
004D: jump_if_false @TRIA_18598 
00D6: if and
002D:   927@(759@,12i) >= 823@ // integer values 
002D:   824@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_17258 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_17233 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 902@(941@,12i) 
004D: jump_if_false @TRIA_16933 
00D6: if 
0039:   782@ == 0 // integer values 
004D: jump_if_false @TRIA_16658 
06D6: destroy_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_16613 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_16613
0085: 799@ = 759@ // integer values and handles 
000B: 866@(759@,12f) += 1000.0 // floating-point values 
008B: 800@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 800@ += 25400 // integer values 
0006: 782@ = 1 // integer values 

:TRIA_16658
0085: 764@ = 800@ // integer values and handles 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // integer values 
0016: 764@ /= 1000 // integer values 
00D6: if 
001B:   1 > 764@ // integer values 
004D: jump_if_false @TRIA_16707 
0006: 764@ = 0 // integer values 

:TRIA_16707
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // integer values 
004D: jump_if_false @TRIA_16751 
00BC: text_highpriority 'RACES20' 5000 ms 1  // ~r~Kizrtak a versenybl, mert elhagytad a jrmved.
0002: jump @TRIA_22678 
0051: return 

:TRIA_16751
09C1: (unknown) 0 
00D6: if 
0039:   764@ == 1 // integer values 
004D: jump_if_false @TRIA_16799 
01E5: text_1number_highpriority 'RACE_51' 764@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy rlj a ~b~biciklire ~s~, klnben kizrnak a versenybl.
0002: jump @TRIA_16818 

:TRIA_16799
01E5: text_1number_highpriority 'RACES50' 764@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy visszalj a ~b~biciklire ~s~, klnben kizrnak a versenybl.

:TRIA_16818
00D6: if 
003B:   927@(759@,12i) == 828@ // integer values 
004D: jump_if_false @TRIA_16926 
00D6: if 
07D6:   914@(759@,12i) $PLAYER_ACTOR 
004D: jump_if_false @TRIA_16926 
000A: 942@ += 1 // integer values 
00D6: if 
002B:   1 >= 942@ // integer values 
004D: jump_if_false @TRIA_16903 
0002: jump @TRIA_22696 
0002: jump @TRIA_16926 

:TRIA_16903
00BC: text_highpriority 'RACES_8' 5000 ms 1  // Vesztettl!
0002: jump @TRIA_22678 

:TRIA_16926
0002: jump @TRIA_17226 

:TRIA_16933
00D6: if 
0039:   782@ == 1 // integer values 
004D: jump_if_false @TRIA_17226 
03D5: remove_text 'RACES50'  // ~s~Van ~1~ msodperced, hogy visszalj a ~b~biciklire ~s~, klnben kizrnak a versenybl.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 // floating-point values 
0006: 760@ = 0 // integer values 
0085: 762@ = 118@ // integer values and handles 
000E: 762@ -= 1 // integer values 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: show_on_radar 939@ 2 
0168: show_on_radar 939@ 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // integer values 
004D: jump_if_false @TRIA_17128 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_17219 

:TRIA_17128
0085: 762@ = 927@(799@,12i) // integer values and handles 
000A: 762@ += 1 // integer values 
00D6: if 
003B:   927@(799@,12i) == 853@ // integer values 
004D: jump_if_false @TRIA_17177 
0006: 762@ = 1 // integer values 

:TRIA_17177
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_17219
0006: 782@ = 0 // integer values 

:TRIA_17226
0002: jump @TRIA_17258 

:TRIA_17233
00BC: text_highpriority 'RACES24' 5000 ms 1  // ~r~Kizrtak a versenybl, mert sszetrted a jrmved.
0002: jump @TRIA_22678 
0051: return 

:TRIA_17258
0085: 765@ = 826@ // integer values and handles 
000A: 765@ += 1 // integer values 
00D6: if and
002D:   927@(759@,12i) >= 826@ // integer values 
001D:   765@ > 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_17928 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_17928 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRIA_17635 
00D6: if 
0039:   782@ == 0 // integer values 
004D: jump_if_false @TRIA_17468 
00D9: 902@(941@,12i) = actor $PLAYER_ACTOR car 
06D6: destroy_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_17423 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_17423
0085: 799@ = 759@ // integer values and handles 
000B: 866@(759@,12f) += 1000.0 // floating-point values 
008B: 800@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 800@ += 25400 // integer values 
0006: 782@ = 1 // integer values 

:TRIA_17468
0085: 764@ = 800@ // integer values and handles 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // integer values 
0016: 764@ /= 1000 // integer values 
00D6: if 
001B:   1 > 764@ // integer values 
004D: jump_if_false @TRIA_17517 
0006: 764@ = 0 // integer values 

:TRIA_17517
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // integer values 
004D: jump_if_false @TRIA_17561 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @TRIA_22678 
0051: return 

:TRIA_17561
09C1: (unknown) 0 
00D6: if 
0039:   764@ == 1 // integer values 
004D: jump_if_false @TRIA_17609 
01E5: text_1number_highpriority 'RACE_49' 764@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy rlj a ~b~motorra ~s~, klnben kizrnak a versenybl.
0002: jump @TRIA_17628 

:TRIA_17609
01E5: text_1number_highpriority 'RACES48' 764@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy rlj a ~b~motorra ~s~, klnben kizrnak a versenybl.

:TRIA_17628
0002: jump @TRIA_17928 

:TRIA_17635
00D6: if 
0039:   782@ == 1 // integer values 
004D: jump_if_false @TRIA_17928 
03D5: remove_text 'RACES48'  // ~s~Van ~1~ msodperced, hogy rlj a ~b~motorra ~s~, klnben kizrnak a versenybl.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 // floating-point values 
0006: 760@ = 0 // integer values 
0085: 762@ = 118@ // integer values and handles 
000E: 762@ -= 1 // integer values 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: show_on_radar 939@ 2 
0168: show_on_radar 939@ 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // integer values 
004D: jump_if_false @TRIA_17830 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_17921 

:TRIA_17830
0085: 762@ = 927@(799@,12i) // integer values and handles 
000A: 762@ += 1 // integer values 
00D6: if 
003B:   927@(799@,12i) == 853@ // integer values 
004D: jump_if_false @TRIA_17879 
0006: 762@ = 1 // integer values 

:TRIA_17879
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_17921
0006: 782@ = 0 // integer values 

:TRIA_17928
0085: 765@ = 826@ // integer values and handles 
000A: 765@ += 1 // integer values 
00D6: if and
002D:   927@(759@,12i) >= 765@ // integer values 
002D:   827@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_18598 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_18598 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRIA_18305 
00D6: if 
0039:   782@ == 0 // integer values 
004D: jump_if_false @TRIA_18138 
00D9: 902@(941@,12i) = actor $PLAYER_ACTOR car 
06D6: destroy_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_18093 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_18093
0085: 799@ = 759@ // integer values and handles 
000B: 866@(759@,12f) += 1000.0 // floating-point values 
008B: 800@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 800@ += 5000 // integer values 
0006: 782@ = 1 // integer values 

:TRIA_18138
0085: 764@ = 800@ // integer values and handles 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // integer values 
0016: 764@ /= 1000 // integer values 
00D6: if 
001B:   1 > 764@ // integer values 
004D: jump_if_false @TRIA_18187 
0006: 764@ = 0 // integer values 

:TRIA_18187
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // integer values 
004D: jump_if_false @TRIA_18231 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @TRIA_22678 
0051: return 

:TRIA_18231
09C1: (unknown) 0 
00D6: if 
0039:   764@ == 1 // integer values 
004D: jump_if_false @TRIA_18279 
01E5: text_1number_highpriority 'RACE_49' 764@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy rlj a ~b~motorra ~s~, klnben kizrnak a versenybl.
0002: jump @TRIA_18298 

:TRIA_18279
01E5: text_1number_highpriority 'RACES48' 764@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy rlj a ~b~motorra ~s~, klnben kizrnak a versenybl.

:TRIA_18298
0002: jump @TRIA_18598 

:TRIA_18305
00D6: if 
0039:   782@ == 1 // integer values 
004D: jump_if_false @TRIA_18598 
03D5: remove_text 'RACES48'  // ~s~Van ~1~ msodperced, hogy rlj a ~b~motorra ~s~, klnben kizrnak a versenybl.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 // floating-point values 
0006: 760@ = 0 // integer values 
0085: 762@ = 118@ // integer values and handles 
000E: 762@ -= 1 // integer values 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: show_on_radar 939@ 2 
0168: show_on_radar 939@ 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // integer values 
004D: jump_if_false @TRIA_18500 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_18591 

:TRIA_18500
0085: 762@ = 927@(799@,12i) // integer values and handles 
000A: 762@ += 1 // integer values 
00D6: if 
003B:   927@(799@,12i) == 853@ // integer values 
004D: jump_if_false @TRIA_18549 
0006: 762@ = 1 // integer values 

:TRIA_18549
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_18591
0006: 782@ = 0 // integer values 

:TRIA_18598
000A: 759@ += 1 // integer values 
0002: jump @TRIA_11951 

:TRIA_18612
038E: draw_box position 40@ 52@ scale 64@ 76@ color 0 0 0 alpha 255 
038E: draw_box position 39@ 51@ scale 63@ 75@ color 134 155 184 alpha 255 
038E: draw_box position 34@ 46@ scale 58@ 70@ color 0 0 0 alpha 255 
000A: 942@ += 1 // integer values 
0050: gosub @TRIA_19679 
033F: set_text_draw_letter_width_height 59@ 71@ 
00D6: if 
0039:   942@ == 1 // integer values 
004D: jump_if_false @TRIA_18741 
033E: text_draw 35@ 47@ 'ST'  // .

:TRIA_18741
00D6: if 
0039:   942@ == 2 // integer values 
004D: jump_if_false @TRIA_18776 
033E: text_draw 35@ 47@ 'ND'  // .

:TRIA_18776
00D6: if 
0039:   942@ == 3 // integer values 
004D: jump_if_false @TRIA_18811 
033E: text_draw 35@ 47@ 'RD'  // .

:TRIA_18811
00D6: if 
0019:   942@ > 3 // integer values 
004D: jump_if_false @TRIA_18846 
033E: text_draw 35@ 47@ 'TH'  // .

:TRIA_18846
00D6: if 
002B:   7 >= 942@ // integer values 
004D: jump_if_false @TRIA_19115 
0087: 779@ = 770@ // floating-point values only 
0087: 780@ = 773@ // floating-point values only 
0087: 781@ = 776@ // floating-point values only 
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_18971 
00D6: if or
0039:   927@(759@,12i) == 19 // integer values 
0039:   927@(759@,12i) == 20 // integer values 
0039:   927@(759@,12i) == 37 // integer values 
0039:   927@(759@,12i) == 38 // integer values 
004D: jump_if_false @TRIA_18971 
0007: 779@ = 20.0 // floating-point values 

:TRIA_18971
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_19043 
00D6: if or
0039:   927@(759@,12i) == 69 // integer values 
0039:   927@(759@,12i) == 70 // integer values 
0039:   927@(759@,12i) == 71 // integer values 
004D: jump_if_false @TRIA_19043 
0007: 779@ = 20.0 // floating-point values 

:TRIA_19043
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_19115 
00D6: if or
0039:   927@(759@,12i) == 89 // integer values 
0039:   927@(759@,12i) == 90 // integer values 
0039:   927@(759@,12i) == 91 // integer values 
004D: jump_if_false @TRIA_19115 
0007: 779@ = 20.0 // floating-point values 

:TRIA_19115
00D6: if and
0019:   942@ > 7 // integer values 
001B:   9 > 942@ // integer values 
004D: jump_if_false @TRIA_19391 
0087: 779@ = 771@ // floating-point values only 
0087: 780@ = 774@ // floating-point values only 
0087: 781@ = 777@ // floating-point values only 
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_19247 
00D6: if or
0039:   927@(759@,12i) == 19 // integer values 
0039:   927@(759@,12i) == 20 // integer values 
0039:   927@(759@,12i) == 37 // integer values 
0039:   927@(759@,12i) == 38 // integer values 
004D: jump_if_false @TRIA_19247 
0007: 779@ = 20.0 // floating-point values 

:TRIA_19247
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_19319 
00D6: if or
0039:   927@(759@,12i) == 69 // integer values 
0039:   927@(759@,12i) == 70 // integer values 
0039:   927@(759@,12i) == 71 // integer values 
004D: jump_if_false @TRIA_19319 
0007: 779@ = 20.0 // floating-point values 

:TRIA_19319
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_19391 
00D6: if or
0039:   927@(759@,12i) == 91 // integer values 
0039:   927@(759@,12i) == 92 // integer values 
0039:   927@(759@,12i) == 93 // integer values 
004D: jump_if_false @TRIA_19391 
0007: 779@ = 20.0 // floating-point values 

:TRIA_19391
00D6: if 
0039:   942@ == 9 // integer values 
004D: jump_if_false @TRIA_19433 
0087: 779@ = 772@ // floating-point values only 
0087: 780@ = 775@ // floating-point values only 
0087: 781@ = 778@ // floating-point values only 

:TRIA_19433
0050: gosub @TRIA_19679 
033F: set_text_draw_letter_width_height 60@ 72@ 
0342: set_text_draw_centered 1 
045A: text_draw_1number 36@ 48@ 'NUMBER' 942@  // ~1~
0050: gosub @TRIA_19679 
033F: set_text_draw_letter_width_height 61@ 73@ 
045A: text_draw_1number 37@ 49@ 'OUT_OF' 118@  // /~1~
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 959@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 959@ -= 767@ // integer values 
0016: 959@ /= 1000 // integer values 
0085: 763@ = 959@ // integer values and handles 
0016: 763@ /= 60 // integer values 
0085: 762@ = 763@ // integer values and handles 
0012: 762@ *= 60 // integer values 
0085: 764@ = 959@ // integer values and handles 
0062: 764@ -= 762@ // integer values 
0050: gosub @TRIA_19679 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_width_height 62@ 74@ 
00D6: if 
0019:   764@ > 9 // integer values 
004D: jump_if_false @TRIA_19649 
045B: text_draw_2numbers 38@ 50@ 'TIME' 763@ 764@  // ~1~:~1~
0002: jump @TRIA_19672 

:TRIA_19649
045B: text_draw_2numbers 38@ 50@ 'TIME_0' 763@ 764@  // ~1~:0~1~

:TRIA_19672
0002: jump @TRIA_8995 

:TRIA_19679
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
060D: draw_text_shadow 2 color 0 0 0 alpha 180 
0051: return 

:TRIA_19747
00D6: if 
0039:   940@ == 7 // integer values 
004D: jump_if_false @TRIA_19772 
0006: 940@ = 8 // integer values 

:TRIA_19772
000A: 927@(759@,12i) += 1 // integer values 
0085: 762@ = 927@(759@,12i) // integer values and handles 
0087: 854@(759@,12f) = 143@(762@,120f) // floating-point values only 
0087: 866@(759@,12f) = 263@(762@,120f) // floating-point values only 
0087: 878@(759@,12f) = 383@(762@,120f) // floating-point values only 
00D6: if 
07D6:   914@(759@,12i) $PLAYER_ACTOR 
004D: jump_if_false @TRIA_21813 
00D6: if 
002D:   927@(759@,12i) >= 828@ // integer values 
004D: jump_if_false @TRIA_19951 
000A: 942@ += 1 // integer values 
00D6: if 
002B:   1 >= 942@ // integer values 
004D: jump_if_false @TRIA_19928 
0002: jump @TRIA_22696 
0002: jump @TRIA_19951 

:TRIA_19928
00BC: text_highpriority 'RACES_8' 5000 ms 1  // Vesztettl!
0002: jump @TRIA_22678 

:TRIA_19951
00D6: if 
0039:   817@ == 0 // integer values 
004D: jump_if_false @TRIA_20010 
00D6: if 
003B:   927@(759@,12i) == 820@ // integer values 
004D: jump_if_false @TRIA_20010 
03E5: text_box 'TRAI2'  // Irny a vz s szs
0006: 817@ = 1 // integer values 

:TRIA_20010
00D6: if 
0039:   817@ == 1 // integer values 
004D: jump_if_false @TRIA_20069 
00D6: if 
003B:   927@(759@,12i) == 822@ // integer values 
004D: jump_if_false @TRIA_20069 
03E5: text_box 'TRAI3'  // Szllj vissza a biciklire s folytasd a versenyt
0006: 817@ = 2 // integer values 

:TRIA_20069
00D6: if 
0039:   817@ == 2 // integer values 
004D: jump_if_false @TRIA_20128 
00D6: if 
003B:   927@(759@,12i) == 826@ // integer values 
004D: jump_if_false @TRIA_20128 
03E5: text_box 'TRAI4'  // lj fel a biciklire, s haladj t az ellenrzpontokon
0006: 817@ = 3 // integer values 

:TRIA_20128
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 939@ 
000A: 762@ += 1 // integer values 
0087: 960@ = 143@(762@,120f) // floating-point values only 
0087: 961@ = 263@(762@,120f) // floating-point values only 
0087: 962@ = 383@(762@,120f) // floating-point values only 
018A: 939@ = create_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0165: set_marker 939@ color_to 0 
018B: show_on_radar 939@ 2 
0168: show_on_radar 939@ 3 
00D6: if 
0039:   940@ == 1 // integer values 
004D: jump_if_false @TRIA_20303 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_20303
06D6: destroy_racing_checkpoint 963@ 
00D6: if 
001D:   853@ > 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_20380 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 960@ 961@ 962@ type 0 radius 6.0 
0002: jump @TRIA_20422 

:TRIA_20380
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 960@ 961@ 962@ type 1 radius 6.0 

:TRIA_20422
00D6: if 
0039:   927@(759@,12i) == 3 // integer values 
004D: jump_if_false @TRIA_20504 
009B: destroy_actor_instantly 954@ 
009B: destroy_actor_instantly 943@ 
009B: destroy_actor_instantly 944@ 
009B: destroy_actor_instantly 945@ 
009B: destroy_actor_instantly 946@ 
009B: destroy_actor_instantly 947@ 
009B: destroy_actor_instantly 948@ 
009B: destroy_actor_instantly 949@ 
009B: destroy_actor_instantly 950@ 
009B: destroy_actor_instantly 951@ 
009B: destroy_actor_instantly 952@ 
009B: destroy_actor_instantly 953@ 

:TRIA_20504
0085: 762@ = 824@ // integer values and handles 
000E: 762@ -= 3 // integer values 
00D6: if 
003B:   927@(759@,12i) == 762@ // integer values 
004D: jump_if_false @TRIA_21419 
00A5: 768@ = create_car 841@ at 143@(825@,120f) 263@(825@,120f) 383@(825@,120f) 
0085: 762@ = 824@ // integer values and handles 
000E: 762@ -= 1 // integer values 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -4.0435 6.5755 0.8 
0376: 954@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 954@ 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -5.6392 2.9435 0.8 
0376: 943@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 943@ 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -6.0071 -2.0778 0.8 
0376: 944@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 944@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -7.6039 -5.0807 0.8 
0376: 945@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 945@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -7.0724 -6.4057 0.8 
0376: 946@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 946@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset -5.9988 -13.553 0.8 
0376: 947@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 947@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 6.073 -15.2059 0.8 
0376: 948@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 948@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 7.2639 -12.9933 0.8 
0376: 949@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 949@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 5.8429 -7.7069 0.8 
0376: 950@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 950@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 8.4135 -3.7971 0.8 
0376: 951@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 951@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 6.2507 0.3634 0.8 
0376: 952@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 952@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ offset 8.6397 2.419 0.8 
0376: 953@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 953@ 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
00A6: destroy_car 768@ 

:TRIA_21419
0085: 765@ = 824@ // integer values and handles 
000A: 765@ += 2 // integer values 
00D6: if 
003B:   927@(759@,12i) == 765@ // integer values 
004D: jump_if_false @TRIA_21517 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 

:TRIA_21517
00D6: if 
0039:   927@(759@,12i) == 21 // integer values 
004D: jump_if_false @TRIA_21570 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_21570 
039C: (unknown) 902@(941@,12i) 1 

:TRIA_21570
00D6: if 
0039:   927@(759@,12i) == 22 // integer values 
004D: jump_if_false @TRIA_21623 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_21623 
039C: (unknown) 902@(941@,12i) 0 

:TRIA_21623
0085: 765@ = 826@ // integer values and handles 
000A: 765@ += 2 // integer values 
00D6: if 
003B:   927@(759@,12i) == 765@ // integer values 
004D: jump_if_false @TRIA_21721 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 

:TRIA_21721
00D6: if 
003B:   927@(759@,12i) == 826@ // integer values 
004D: jump_if_false @TRIA_21806 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_21806 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 902@(941@,12i) 
004D: jump_if_false @TRIA_21806 
06C7: unknown_action_sequence $PLAYER_ACTOR 902@(941@,12i) 6 2000000 

:TRIA_21806
0002: jump @TRIA_22671 

:TRIA_21813
00D6: if 
802D:   not  927@(759@,12i) >= 828@ // integer values 
004D: jump_if_false @TRIA_22671 
0687: clear_actor_task 914@(759@,12i) 
00D6: if 
003B:   927@(759@,12i) == 820@ // integer values 
004D: jump_if_false @TRIA_22071 
05D3: AS_actor 914@(759@,12i) go_to_point 854@(759@,12f) 866@(759@,12f) 878@ speed 7 -2 ms 
00D6: if 
0611:   actor 914@(759@,12i) animation_is "SPRINT_PANIC" 
004D: jump_if_false @TRIA_21958 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_21958
00D6: if 
0611:   actor 914@(759@,12i) animation_is "RUN_CIVI" 
004D: jump_if_false @TRIA_22010 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_22010
00D6: if 
0611:   actor 914@(759@,12i) animation_is "WALK_CIVI" 
004D: jump_if_false @TRIA_22064 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_22064
0002: jump @TRIA_16445 

:TRIA_22071
00D6: if and
001D:   927@(759@,12i) > 820@ // integer values 
002D:   821@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_22407 
00D6: if 
04AD:   actor 914@(759@,12i) touching_water 
004D: jump_if_false @TRIA_22348 
0087: 785@ = 854@(759@,12f) // floating-point values only 
005B: 785@ += 695@(759@,12f) // floating-point values 
0087: 786@ = 866@(759@,12f) // floating-point values only 
005B: 786@ += 707@(759@,12f) // floating-point values 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: (unknown) 914@(759@,12i) 780@ 
00D6: if 
003B:   927@(759@,12i) == 821@ // integer values 
004D: jump_if_false @TRIA_22341 
00D6: if 
0039:   804@(759@,12i) == 0 // integer values 
004D: jump_if_false @TRIA_22341 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_22341 
0615: define_action_sequences 803@ 
05D3: AS_actor -1 go_to_point 792@ 793@ 794@ speed 7 -2 ms 
05CB: AS_actor -1 enter_car_as_driver 902@(759@,12i) -2 ms 
0616: define_action_sequences_end 803@ 
0618: assign_actor 914@(759@,12i) to_action_sequences 803@ 
061B: remove_references_to_action_sequences 803@ 
0006: 804@(759@,12i) = 1 // integer values 

:TRIA_22341
0002: jump @TRIA_22400 

:TRIA_22348
00D6: if 
0039:   927@(759@,12i) == 2 // integer values 
004D: jump_if_false @TRIA_22400 
05D3: AS_actor 914@(759@,12i) go_to_point 854@(759@,12f) 866@(759@,12f) 878@ speed 7 -2 ms 

:TRIA_22400
0002: jump @TRIA_16445 

:TRIA_22407
00D6: if and
002D:   927@(759@,12i) >= 823@ // integer values 
002D:   824@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_22512 
00D6: if 
0019:   804@(759@,12i) > 0 // integer values 
004D: jump_if_false @TRIA_22505 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 1 1 

:TRIA_22505
0002: jump @TRIA_16445 

:TRIA_22512
00D6: if and
002D:   927@(759@,12i) >= 826@ // integer values 
002D:   827@ >= 927@(759@,12i) // integer values 
004D: jump_if_false @TRIA_22671 
00D6: if 
003B:   927@(759@,12i) == 826@ // integer values 
004D: jump_if_false @TRIA_22611 
05D3: AS_actor 914@(759@,12i) go_to_point 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 7 -2 ms 
0002: jump @TRIA_22664 

:TRIA_22611
0648: (unknown) 914@(759@,12i) 20.0 
0A2E: (unknown) 914@(759@,12i) 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 7 -2 8.0 

:TRIA_22664
0002: jump @TRIA_16445 

:TRIA_22671
0002: jump @TRIA_16445 

:TRIA_22678
00BA: text_styled 'RACEFA' 5000 ms 1  // ~r~Nem sikerlt megnyerned a versenyt!
0051: return 

:TRIA_22696
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 2 
00BA: text_styled 'RACES18' 5000 ms 1  // Gyztl!
00D6: if 
0038:   $1812 == 1 // integer values 
004D: jump_if_false @TRIA_22766 
01E4: text_1number_lowpriority 'TRAI1' 10000 5000 ms 2  // A helyezsed  $~1~ jutalommal jr
0109: player $PLAYER_CHAR money += 10000 

:TRIA_22766
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_22811 
01E4: text_1number_lowpriority 'TRAI1' 20000 5000 ms 2  // A helyezsed  $~1~ jutalommal jr
0109: player $PLAYER_CHAR money += 20000 

:TRIA_22811
0016: 955@ /= 1000 // integer values 
0085: 763@ = 955@ // integer values and handles 
0016: 763@ /= 60 // integer values 
0085: 762@ = 763@ // integer values and handles 
0012: 762@ *= 60 // integer values 
0085: 764@ = 955@ // integer values and handles 
0062: 764@ -= 762@ // integer values 
00D6: if 
0038:   $MISSION_BEATTHECOCK_PASSED == 0 // integer values 
004D: jump_if_false @TRIA_22917 
00D6: if 
0038:   $1812 == 2 // integer values 
004D: jump_if_false @TRIA_22908 
0629: change_stat 22 to 1000 // integer 

:TRIA_22908
0595: mission_complete 
0004: $MISSION_BEATTHECOCK_PASSED = 1 // integer values 

:TRIA_22917
0051: return 

:TRIA_22919
0004: $ONMISSION = 0 // integer values 
0249: release_model 829@ 
0249: release_model 830@ 
0249: release_model 831@ 
0249: release_model 832@ 
0249: release_model 833@ 
0249: release_model 834@ 
0249: release_model 835@ 
0249: release_model 836@ 
0249: release_model 837@ 
0249: release_model 838@ 
0249: release_model 839@ 
0249: release_model 840@ 
0249: release_model #WMYBE 
0249: release_model #BMYBE 
0249: release_model #HMYBE 
0249: release_model #WMYBELL 
0249: release_model #MTBIKE 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 
09B9: (unknown) 1 
0164: disable_marker 939@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
08E7: set_entrance_markers 0 
01EB: set_traffic_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0912: (unknown) 0 380 464 
03F0: text_draw_toggle 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 131---------------
// Originally: Courier

:BCOUR
03A4: name_thread 'BCOUR' 
0050: gosub @BCOUR_47 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BCOUR_38 
0050: gosub @BCOUR_14327 

:BCOUR_38
0050: gosub @BCOUR_16283 
004E: end_thread 

:BCOUR_47
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCOUR_71 
0842: 872@ = player $PLAYER_CHAR island_variable 

:BCOUR_71
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_109 
00D6: if 
0038:   $MISSION_COURIER_PASSED == 0 // integer values 
004D: jump_if_false @BCOUR_109 
0317: increment_mission_attempts 

:BCOUR_109
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_147 
00D6: if 
0038:   $1993 == 0 // integer values 
004D: jump_if_false @BCOUR_147 
0317: increment_mission_attempts 

:BCOUR_147
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_185 
00D6: if 
0038:   $1994 == 0 // integer values 
004D: jump_if_false @BCOUR_185 
0317: increment_mission_attempts 

:BCOUR_185
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0001: wait 0 ms 
054C: use_GXT_table 'BCOU' 
0169: set_fade_color 0 0 0 
0107: 37@ = create_object #KMB_PACKET at -2492.508 0.5813 24.7593 
00D6: if 
0039:   746@ == -13 // integer values 
004D: jump_if_false @BCOUR_284 
009A: 38@ = create_actor 24 #WMYDRUG at -2455.662 -105.3974 26.5568 

:BCOUR_284
0247: request_model #WAYFARER 
0247: request_model #WMYDRUG 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:BCOUR_306
00D6: if or
8248:   not model #WAYFARER available 
8248:   not model #WMYDRUG available 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @BCOUR_348 
0001: wait 0 ms 
0002: jump @BCOUR_306 

:BCOUR_348
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCOUR_371 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:BCOUR_371
0006: 875@ = 0 // integer values 
0006: 882@ = 0 // integer values 
0006: 879@ = 0 // integer values 
0006: 880@ = 0 // integer values 
0006: 866@ = 0 // integer values 
0006: 867@ = 0 // integer values 
0006: 34@ = 0 // integer values 
0006: 869@ = 0 // integer values 
0006: 870@ = 0 // integer values 
0006: 871@ = 0 // integer values 
0006: 744@ = 0 // integer values 
0006: 745@ = 0 // integer values 
0006: 743@ = 0 // integer values 
0006: 746@ = 0 // integer values 
0006: 747@ = 0 // integer values 
0006: 748@ = 0 // integer values 
0006: 749@ = 0 // integer values 
0006: 868@ = 0 // integer values 
0006: 760@ = 0 // integer values 
0006: 761@ = 0 // integer values 
0006: 762@ = 0 // integer values 
0007: 383@ = -2594.816 // floating-point values 
0007: 413@ = 52.5992 // floating-point values 
0007: 443@ = 3.3359 // floating-point values 
0007: 103@ = -2797.952 // floating-point values 
0007: 133@ = 209.7299 // floating-point values 
0007: 163@ = 6.1963 // floating-point values 
0007: 104@ = -2492.771 // floating-point values 
0007: 134@ = -196.6625 // floating-point values 
0007: 164@ = 24.6236 // floating-point values 
0007: 105@ = -2611.988 // floating-point values 
0007: 135@ = -110.7328 // floating-point values 
0007: 165@ = 3.331 // floating-point values 
0007: 106@ = -2176.392 // floating-point values 
0007: 136@ = -41.7131 // floating-point values 
0007: 166@ = 34.3125 // floating-point values 
0007: 107@ = -2243.896 // floating-point values 
0007: 137@ = 603.6998 // floating-point values 
0007: 167@ = 40.1216 // floating-point values 
0007: 108@ = -1569.994 // floating-point values 
0007: 138@ = 662.3286 // floating-point values 
0007: 168@ = 6.1874 // floating-point values 
0007: 109@ = -2756.371 // floating-point values 
0007: 139@ = 379.1574 // floating-point values 
0007: 169@ = 3.3281 // floating-point values 
0007: 110@ = -2609.902 // floating-point values 
0007: 140@ = 131.9432 // floating-point values 
0007: 170@ = 3.326 // floating-point values 
0007: 111@ = -2743.858 // floating-point values 
0007: 141@ = 761.4077 // floating-point values 
0007: 171@ = 53.3828 // floating-point values 
0007: 112@ = -2600.543 // floating-point values 
0007: 142@ = 980.7458 // floating-point values 
0007: 172@ = 77.2676 // floating-point values 
0007: 113@ = -2153.959 // floating-point values 
0007: 143@ = 716.1611 // floating-point values 
0007: 173@ = 68.5511 // floating-point values 
0007: 114@ = -2153.604 // floating-point values 
0007: 144@ = 251.9152 // floating-point values 
0007: 174@ = 34.3125 // floating-point values 
0007: 115@ = -2808.285 // floating-point values 
0007: 145@ = -340.2412 // floating-point values 
0007: 175@ = 6.1797 // floating-point values 
0007: 116@ = -2428.846 // floating-point values 
0007: 146@ = -164.1249 // floating-point values 
0007: 176@ = 34.3125 // floating-point values 
0007: 117@ = -1984.213 // floating-point values 
0007: 147@ = 128.7572 // floating-point values 
0007: 177@ = 26.6797 // floating-point values 
0007: 118@ = -1888.46 // floating-point values 
0007: 148@ = 819.6346 // floating-point values 
0007: 178@ = 34.1797 // floating-point values 
0007: 119@ = -1503.329 // floating-point values 
0007: 149@ = 919.9264 // floating-point values 
0007: 179@ = 6.1776 // floating-point values 
0007: 120@ = -2533.884 // floating-point values 
0007: 150@ = 987.9146 // floating-point values 
0007: 180@ = 77.3017 // floating-point values 
0007: 473@ = 1346.019 // floating-point values 
0007: 503@ = -1741.78 // floating-point values 
0007: 533@ = 12.397 // floating-point values 
0007: 193@ = 1286.769 // floating-point values 
0007: 223@ = -1676.166 // floating-point values 
0007: 253@ = 12.5625 // floating-point values 
0007: 194@ = 1544.063 // floating-point values 
0007: 224@ = -1675.754 // floating-point values 
0007: 254@ = 12.56 // floating-point values 
0007: 195@ = 1320.096 // floating-point values 
0007: 225@ = -1795.099 // floating-point values 
0007: 255@ = 12.5391 // floating-point values 
0007: 196@ = 1614.261 // floating-point values 
0007: 226@ = -1885.756 // floating-point values 
0007: 256@ = 12.5536 // floating-point values 
0007: 197@ = 2009.173 // floating-point values 
0007: 227@ = -1716.913 // floating-point values 
0007: 257@ = 12.5469 // floating-point values 
0007: 198@ = 1256.512 // floating-point values 
0007: 228@ = -1010.974 // floating-point values 
0007: 258@ = 32.9002 // floating-point values 
0007: 199@ = 1016.673 // floating-point values 
0007: 229@ = -1508.782 // floating-point values 
0007: 259@ = 12.541 // floating-point values 
0007: 200@ = 1286.769 // floating-point values 
0007: 230@ = -1676.166 // floating-point values 
0007: 260@ = 12.5625 // floating-point values 
0007: 201@ = 1544.063 // floating-point values 
0007: 231@ = -1675.754 // floating-point values 
0007: 261@ = 12.56 // floating-point values 
0007: 202@ = 1320.096 // floating-point values 
0007: 232@ = -1795.099 // floating-point values 
0007: 262@ = 12.5391 // floating-point values 
0007: 203@ = 1614.261 // floating-point values 
0007: 233@ = -1885.756 // floating-point values 
0007: 263@ = 12.5536 // floating-point values 
0007: 204@ = 2009.173 // floating-point values 
0007: 234@ = -1716.913 // floating-point values 
0007: 264@ = 12.5469 // floating-point values 
0007: 205@ = 2865.389 // floating-point values 
0007: 235@ = -1438.957 // floating-point values 
0007: 265@ = 9.9659 // floating-point values 
0007: 206@ = 2740.56 // floating-point values 
0007: 236@ = -2103.442 // floating-point values 
0007: 266@ = 11.1221 // floating-point values 
0007: 207@ = 1346.455 // floating-point values 
0007: 237@ = -989.3849 // floating-point values 
0007: 267@ = 28.0294 // floating-point values 
0007: 208@ = 150.4926 // floating-point values 
0007: 238@ = -1945.384 // floating-point values 
0007: 268@ = 2.7657 // floating-point values 
0007: 209@ = 378.0941 // floating-point values 
0007: 239@ = -2053.585 // floating-point values 
0007: 269@ = 7.0156 // floating-point values 
0007: 210@ = 804.5734 // floating-point values 
0007: 240@ = -1020.714 // floating-point values 
0007: 270@ = 25.6819 // floating-point values 
0007: 563@ = 1904.681 // floating-point values 
0007: 593@ = 2096.17 // floating-point values 
0007: 623@ = 9.8203 // floating-point values 
0007: 283@ = 1698.404 // floating-point values 
0007: 313@ = 2054.898 // floating-point values 
0007: 343@ = 9.8203 // floating-point values 
0007: 284@ = 2159.832 // floating-point values 
0007: 314@ = 2066.728 // floating-point values 
0007: 344@ = 9.8125 // floating-point values 
0007: 285@ = 1935.701 // floating-point values 
0007: 315@ = 2158.464 // floating-point values 
0007: 345@ = 9.8203 // floating-point values 
0007: 286@ = 1654.331 // floating-point values 
0007: 316@ = 1803.812 // floating-point values 
0007: 346@ = 9.8125 // floating-point values 
0007: 287@ = 2083.325 // floating-point values 
0007: 317@ = 1503.754 // floating-point values 
0007: 347@ = 9.8125 // floating-point values 
0007: 288@ = 1720.11 // floating-point values 
0007: 318@ = 1298.548 // floating-point values 
0007: 348@ = 9.8203 // floating-point values 
0007: 289@ = 2233.837 // floating-point values 
0007: 319@ = 1282.195 // floating-point values 
0007: 349@ = 9.8203 // floating-point values 
0007: 290@ = 1698.404 // floating-point values 
0007: 320@ = 2063.969 // floating-point values 
0007: 350@ = 9.8203 // floating-point values 
0007: 291@ = 2159.832 // floating-point values 
0007: 321@ = 2066.728 // floating-point values 
0007: 351@ = 9.8125 // floating-point values 
0007: 292@ = 1935.701 // floating-point values 
0007: 322@ = 2158.464 // floating-point values 
0007: 352@ = 9.8203 // floating-point values 
0007: 293@ = 1654.331 // floating-point values 
0007: 323@ = 1803.812 // floating-point values 
0007: 353@ = 9.8125 // floating-point values 
0007: 294@ = 2083.325 // floating-point values 
0007: 324@ = 1503.754 // floating-point values 
0007: 354@ = 9.8125 // floating-point values 
0007: 295@ = 1917.762 // floating-point values 
0007: 325@ = 2768.874 // floating-point values 
0007: 355@ = 9.8203 // floating-point values 
0007: 296@ = 2344.569 // floating-point values 
0007: 326@ = 2779.965 // floating-point values 
0007: 356@ = 9.8203 // floating-point values 
0007: 297@ = 973.123 // floating-point values 
0007: 327@ = 1782.238 // floating-point values 
0007: 357@ = 7.6562 // floating-point values 
0007: 298@ = 2346.52 // floating-point values 
0007: 328@ = 2296.973 // floating-point values 
0007: 358@ = 7.1478 // floating-point values 
0007: 299@ = 1488.175 // floating-point values 
0007: 329@ = 2148.474 // floating-point values 
0007: 359@ = 9.8203 // floating-point values 
0007: 300@ = 1104.697 // floating-point values 
0007: 330@ = 1648.064 // floating-point values 
0007: 360@ = 4.8273 // floating-point values 
0006: 653@ = 0 // integer values 
0006: 654@ = 0 // integer values 
0006: 655@ = 0 // integer values 
0006: 656@ = 0 // integer values 
0006: 657@ = 0 // integer values 
0006: 658@ = 0 // integer values 
0006: 659@ = 0 // integer values 
0006: 660@ = 0 // integer values 
0006: 661@ = 0 // integer values 
0006: 662@ = 0 // integer values 
0006: 663@ = 0 // integer values 
0006: 664@ = 0 // integer values 
0006: 665@ = 0 // integer values 
0006: 666@ = 0 // integer values 
0006: 667@ = 0 // integer values 
0006: 668@ = 0 // integer values 
0006: 669@ = 0 // integer values 
0006: 670@ = 0 // integer values 
0006: 671@ = 0 // integer values 
0006: 672@ = 0 // integer values 
0006: 673@ = 0 // integer values 
0006: 674@ = 0 // integer values 
0006: 675@ = 0 // integer values 
0006: 676@ = 0 // integer values 
0006: 677@ = 0 // integer values 
0006: 678@ = 0 // integer values 
0006: 679@ = 0 // integer values 
0006: 680@ = 0 // integer values 
0006: 681@ = 0 // integer values 
0006: 753@ = 99 // integer values 
0501: set_player $PLAYER_CHAR drive_by_mode 0 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_2468 
0002: jump @BCOUR_14327 

:BCOUR_2468
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCOUR_2492 
00D9: 36@ = actor $PLAYER_ACTOR car 

:BCOUR_2492
0006: 753@ = 99 // integer values 
0006: 754@ = 0 // integer values 
0006: 755@ = 0 // integer values 
0006: 758@ = 0 // integer values 
0006: 756@ = 0 // integer values 
0006: 757@ = 0 // integer values 
0006: 857@ = 0 // integer values 
0006: 862@ = 0 // integer values 
0006: 881@ = 0 // integer values 

:BCOUR_2555
0001: wait 0 ms 
00D6: if 
0039:   882@ == 0 // integer values 
004D: jump_if_false @BCOUR_2591 
03CF: load_wav 5600 as 3 
0006: 882@ = 1 // integer values 

:BCOUR_2591
00D6: if 
0039:   882@ == 1 // integer values 
004D: jump_if_false @BCOUR_2631 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BCOUR_2631 
0006: 882@ = 2 // integer values 

:BCOUR_2631
00D6: if 
0735:   87 
004D: jump_if_false @BCOUR_2656 
0008: $8264 += 60000 // integer values 

:BCOUR_2656
00D6: if 
0735:   81 
004D: jump_if_false @BCOUR_2681 
000C: $8264 -= 45000 // integer values 

:BCOUR_2681
00D6: if 
0735:   80 
004D: jump_if_false @BCOUR_2703 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:BCOUR_2703
00D6: if 
0735:   79 
004D: jump_if_false @BCOUR_2725 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:BCOUR_2725
00D6: if 
0735:   88 
004D: jump_if_false @BCOUR_2765 
00D6: if 
0039:   881@ == 0 // integer values 
004D: jump_if_false @BCOUR_2765 
0006: 881@ = 1 // integer values 

:BCOUR_2765
00D6: if 
0735:   90 
004D: jump_if_false @BCOUR_2787 
0006: 881@ = 0 // integer values 

:BCOUR_2787
00D6: if 
0039:   862@ == 1 // integer values 
004D: jump_if_false @BCOUR_2838 
014F: stop_timer $8264 
0151: remove_status_text $8265 
00BC: text_highpriority 'BCOU_11' 6000 ms 1  // ~r~Nincsen annyi trgyad, hogy az ehhez a feladathoz szksges kzbestsek szmt teljesteni tudjad!
0002: jump @BCOUR_14327 

:BCOUR_2838
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_2861 
0002: jump @BCOUR_14327 

:BCOUR_2861
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @BCOUR_2884 
0002: jump @BCOUR_14327 

:BCOUR_2884
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_2959 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_2959 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @BCOUR_2959 
00BC: text_highpriority 'BCOU_35' 6000 ms 1  // ~r~Kzbests vge
0002: jump @BCOUR_14327 

:BCOUR_2959
00D6: if 
0039:   743@ == 10 // integer values 
004D: jump_if_false @BCOUR_2984 
0002: jump @BCOUR_15206 

:BCOUR_2984
00D6: if 
0039:   743@ == -99 // integer values 
004D: jump_if_false @BCOUR_3074 
029B: 763@(793@,30i) = init_object #KMB_PACKET at 0.0 0.0 100.0 
066D: 827@(793@,30i) = attach_particle "COKE_TRAIL" to_object 763@(793@,30i) offset 0.0 0.0 0.0 1 

:BCOUR_3074
00D6: if 
0039:   749@ == 1 // integer values 
004D: jump_if_false @BCOUR_3116 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BCOUR_3116 
0006: 748@ = 50 // integer values 

:BCOUR_3116
00D6: if 
0039:   868@ == 1 // integer values 
004D: jump_if_false @BCOUR_3172 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BCOUR_3172 
0006: 866@ = 2 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 868@ = 0 // integer values 

:BCOUR_3172
00D6: if 
0039:   753@ == 0 // integer values 
004D: jump_if_false @BCOUR_3289 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3289 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3289 
0006: 33@ = 0 // integer values 
0006: 754@ = 1 // integer values 
008B: 752@ = $8264 // integer values and handles 
0016: 752@ /= 1000 // integer values 
0006: 753@ = 1 // integer values 
00BE: text_clear_all 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'BCOU_37' $8263 4000 ms 1  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~motorra~s~, klnben vge a futamnak!
03E6: remove_text_box 

:BCOUR_3289
00D6: if 
0039:   753@ == 1 // integer values 
004D: jump_if_false @BCOUR_3442 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3442 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3442 
0006: 33@ = 0 // integer values 
0006: 753@ = 0 // integer values 
0006: 754@ = 0 // integer values 
0006: 875@ = 0 // integer values 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0019:   746@ > 9 // integer values 
004D: jump_if_false @BCOUR_3408 
00BC: text_highpriority 'BCOU_6' 4000 ms 1  // ~s~Minden trgy sszegyjtve! Menj vissza a ~y~felvev ponthoz~s~, hogy megkapd a fizetsged.

:BCOUR_3408
00D6: if 
001B:   10 > 746@ // integer values 
004D: jump_if_false @BCOUR_3442 
00BC: text_highpriority 'BCOU_3' 4000 ms 1  // ~s~A lehet leggyorsabban szerezd meg a ~y~karikkkal~s~ megjellt trgyakat!

:BCOUR_3442
00D6: if 
0039:   754@ == 1 // integer values 
004D: jump_if_false @BCOUR_3725 
0085: 751@ = 33@ // integer values and handles 
0016: 751@ /= 1000 // integer values 
00D6: if 
0039:   875@ == 0 // integer values 
004D: jump_if_false @BCOUR_3527 
00D6: if and
001A:   21000 > $8264 // integer values 
0018:   $8264 > 1 // integer values 
004D: jump_if_false @BCOUR_3527 
0006: 875@ = 1 // integer values 

:BCOUR_3527
00D6: if 
0039:   875@ == 0 // integer values 
004D: jump_if_false @BCOUR_3571 
00D6: if 
0018:   $8264 > 20099 // integer values 
004D: jump_if_false @BCOUR_3571 
0006: 875@ = 2 // integer values 

:BCOUR_3571
00D6: if 
0039:   875@ == 1 // integer values 
004D: jump_if_false @BCOUR_3605 
0084: $8263 = $8264 // integer values and handles 
0014: $8263 /= 1000 // integer values 

:BCOUR_3605
00D6: if 
0039:   875@ == 2 // integer values 
004D: jump_if_false @BCOUR_3638 
0004: $8263 = 20 // integer values 
0066: $8263 -= 751@ // integer values 

:BCOUR_3638
00BE: text_clear_all 
00D6: if 
0018:   $8263 > 0 // integer values 
004D: jump_if_false @BCOUR_3681 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'BCOU_37' $8263 4000 ms 1  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~motorra~s~, klnben vge a futamnak!

:BCOUR_3681
00D6: if 
0019:   33@ > 21000 // integer values 
004D: jump_if_false @BCOUR_3725 
00BE: text_clear_all 
00BC: text_highpriority 'BCOU_35' 6000 ms 1  // ~r~Kzbests vge
0002: jump @BCOUR_14327 

:BCOUR_3725
00D6: if 
0039:   746@ == -1 // integer values 
004D: jump_if_false @BCOUR_4823 
00D6: if 
0039:   748@ == 0 // integer values 
004D: jump_if_false @BCOUR_4010 
060A: unknown_create_entity 0 39@ 
009B: destroy_actor_instantly 38@ 
0395: clear_area 1 at -2455.662 -105.3974 26.5568 range 10.0 
009A: 38@ = create_actor 24 #WMYDRUG at -2455.662 -105.3974 26.5568 
0173: set_actor 38@ z_angle_to 176.0958 
060B: unknown_actor_use_entity 38@ 39@ 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
015F: set_camera_position -2468.393 -96.8149 26.1614 0.0 0.0 0.0 
0160: point_camera -2467.693 -97.5246 26.0805 2 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3989 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2457.04 -110.2905 25.0058 
05D7: add_point_to_scmpath -2460.845 -108.7783 24.9517 
05D7: add_point_to_scmpath -2462.371 -106.9304 24.9069 
05D8: AS_assign_scmpath to_actor 38@ flags 6 0 
0648: (unknown) 38@ 150.0 

:BCOUR_3989
0006: 748@ = 10 // integer values 
0006: 749@ = 1 // integer values 
0006: 33@ = 0 // integer values 

:BCOUR_4010
00D6: if 
0039:   748@ == 10 // integer values 
004D: jump_if_false @BCOUR_4093 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @BCOUR_4093 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4093 
00BC: text_highpriority 'BCOU_2' 4000 ms 1 
0006: 748@ = 15 // integer values 
0006: 33@ = 0 // integer values 

:BCOUR_4093
00D6: if 
0039:   748@ == 15 // integer values 
004D: jump_if_false @BCOUR_4160 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @BCOUR_4160 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4160 
0006: 748@ = 20 // integer values 
0006: 33@ = 0 // integer values 

:BCOUR_4160
00D6: if 
0039:   748@ == 20 // integer values 
004D: jump_if_false @BCOUR_4211 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @BCOUR_4211 
0006: 33@ = 0 // integer values 
0006: 748@ = 25 // integer values 

:BCOUR_4211
00D6: if 
0039:   748@ == 25 // integer values 
004D: jump_if_false @BCOUR_4283 
00D6: if 
0019:   33@ > 200 // integer values 
004D: jump_if_false @BCOUR_4283 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4283 
0687: clear_actor_task 38@ 
0006: 33@ = 0 // integer values 
0006: 748@ = 40 // integer values 

:BCOUR_4283
00D6: if 
0039:   748@ == 40 // integer values 
004D: jump_if_false @BCOUR_4433 
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @BCOUR_4336 
00BC: text_highpriority 'BCOU_3' 4000 ms 1  // ~s~A lehet leggyorsabban szerezd meg a ~y~karikkkal~s~ megjellt trgyakat!

:BCOUR_4336
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @BCOUR_4433 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4401 
0687: clear_actor_task 38@ 
05D3: AS_actor 38@ go_to_point -2457.086 -126.3415 25.013 speed 6 5000 ms 

:BCOUR_4401
0006: 33@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'BCOU_1' 4000 ms 1 
0006: 748@ = 45 // integer values 

:BCOUR_4433
00D6: if 
0039:   748@ == 45 // integer values 
004D: jump_if_false @BCOUR_4477 
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @BCOUR_4477 
0006: 748@ = 50 // integer values 

:BCOUR_4477
00D6: if 
0039:   748@ == 50 // integer values 
004D: jump_if_false @BCOUR_4713 
00BE: text_clear_all 
0006: 749@ = 0 // integer values 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4560 
0687: clear_actor_task 38@ 
00A1: put_actor 38@ at -2457.086 -126.3415 25.013 
0173: set_actor 38@ z_angle_to 180.0 
0108: destroy_object 37@ 

:BCOUR_4560
02A3: toggle_widescreen 0 
0108: destroy_object 37@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 748@ = 60 // integer values 
0006: 33@ = 0 // integer values 
0006: 746@ = 1 // integer values 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_4622 
067F: set_car 36@ headlights 0 

:BCOUR_4622
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4669 
0687: clear_actor_task 38@ 
05D4: AS_actor 38@ rotate_angle 100.0 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.

:BCOUR_4669
0006: 753@ = 0 // integer values 
0107: 37@ = create_object #KMB_PACKET at -2458.248 -98.5704 28.1875 
0382: set_object 37@ collision_detection 1 
0392: object 37@ toggle_in_moving_list 1 

:BCOUR_4713
00D6: if 
0039:   748@ == 60 // integer values 
004D: jump_if_false @BCOUR_4823 
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @BCOUR_4823 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4823 
0687: clear_actor_task 38@ 
0605: actor 38@ perform_animation_sequence "M_SMKSTND_LOOP" from_file "SMOKING" 4.0 loop 1 0 0 0 -1 ms 
0006: 748@ = 99 // integer values 

:BCOUR_4823
00D6: if 
0039:   746@ == 0 // integer values 
004D: jump_if_false @BCOUR_5065 
0842: 872@ = player $PLAYER_CHAR island_variable 
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_4904 
0107: 37@ = create_object #KMB_PACKET at 1361.558 -1764.276 18.0781 
0382: set_object 37@ collision_detection 1 
0392: object 37@ toggle_in_moving_list 1 

:BCOUR_4904
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_4966 
0107: 37@ = create_object #KMB_PACKET at -2584.613 60.3094 3.9701 
0382: set_object 37@ collision_detection 1 
0392: object 37@ toggle_in_moving_list 1 
014C: set_parked_car_generator $2778 cars_to_generate_to 0 

:BCOUR_4966
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_5021 
0107: 37@ = create_object #KMB_PACKET at 1884.329 2078.721 15.0869 
0382: set_object 37@ collision_detection 1 
0392: object 37@ toggle_in_moving_list 1 

:BCOUR_5021
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 32@ = 0 // integer values 
0006: 34@ = 1 // integer values 
0006: 753@ = 0 // integer values 
0006: 746@ = 1 // integer values 

:BCOUR_5065
00D6: if 
0039:   34@ == 1 // integer values 
004D: jump_if_false @BCOUR_5120 
00D6: if 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @BCOUR_5120 
0006: 34@ = 0 // integer values 
03E5: text_box 'BCOU_84'  // Tartsd nyomva a(z) ~k~~VEHICLE_LOOKLEFT~ vagy a(z) ~k~~VEHICLE_LOOKRIGHT~ billentyt s nyomd le a(z) ~k~~PED_FIREWEAPON~ billentyt, hogy elindts egy trgyat balra vagy jobbra. Vezess a legutols sikertelenl ledobott trgyhoz, hogy felvehesd.

:BCOUR_5120
00D6: if 
0039:   746@ == 1 // integer values 
004D: jump_if_false @BCOUR_5824 
0006: 755@ = 4 // integer values 
0006: 758@ = 3 // integer values 
0006: 756@ = 3 // integer values 
0006: 744@ = 0 // integer values 
0006: 759@ = 0 // integer values 
0004: $8265 = 6 // integer values 
0006: 861@ = 0 // integer values 
0006: 867@ = 0 // integer values 

:BCOUR_5194
00D6: if 
001B:   7 > 861@ // integer values 
004D: jump_if_false @BCOUR_5237 
0006: 797@(861@,30i) = 0 // integer values 
000A: 861@ += 1 // integer values 
0002: jump @BCOUR_5194 

:BCOUR_5237
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_5824 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_5824 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_5435 

:BCOUR_5290
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_5435 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_5290 

:BCOUR_5435
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_5598 

:BCOUR_5453
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_5598 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_5453 

:BCOUR_5598
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_5761 

:BCOUR_5616
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_5761 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_5616 

:BCOUR_5761
0006: 747@ = 0 // integer values 
0006: 746@ = 9 // integer values 
0006: 757@ = 0 // integer values 
0004: $8264 = 180000 // integer values 
03C4: set_status_text_to $8265 0 'BCOU_83'  // Megtartott Trgyak
03C3: set_timer_with_text_to $8264 type 1 text 'BCOU_34'  // Id:

:BCOUR_5824
00D6: if 
0039:   746@ == 2 // integer values 
004D: jump_if_false @BCOUR_6528 
0006: 755@ = 8 // integer values 
0006: 758@ = 7 // integer values 
0006: 756@ = 4 // integer values 
0006: 744@ = 3 // integer values 
0006: 759@ = 3 // integer values 
0004: $8265 = 6 // integer values 
0006: 861@ = 0 // integer values 
0006: 867@ = 0 // integer values 

:BCOUR_5898
00D6: if 
001B:   7 > 861@ // integer values 
004D: jump_if_false @BCOUR_5941 
0006: 797@(861@,30i) = 0 // integer values 
000A: 861@ += 1 // integer values 
0002: jump @BCOUR_5898 

:BCOUR_5941
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_6528 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_6528 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_6139 

:BCOUR_5994
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_6139 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_5994 

:BCOUR_6139
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_6302 

:BCOUR_6157
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_6302 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_6157 

:BCOUR_6302
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_6465 

:BCOUR_6320
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_6465 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_6320 

:BCOUR_6465
0006: 747@ = 0 // integer values 
0006: 746@ = 9 // integer values 
0006: 757@ = 0 // integer values 
0004: $8264 = 300000 // integer values 
03C4: set_status_text_to $8265 0 'BCOU_83'  // Megtartott Trgyak
03C3: set_timer_with_text_to $8264 type 1 text 'BCOU_34'  // Id:

:BCOUR_6528
00D6: if 
0039:   746@ == 3 // integer values 
004D: jump_if_false @BCOUR_7232 
0006: 755@ = 13 // integer values 
0006: 758@ = 12 // integer values 
0006: 756@ = 5 // integer values 
0006: 744@ = 7 // integer values 
0006: 759@ = 7 // integer values 
0004: $8265 = 7 // integer values 
0006: 861@ = 0 // integer values 
0006: 867@ = 0 // integer values 

:BCOUR_6602
00D6: if 
001B:   8 > 861@ // integer values 
004D: jump_if_false @BCOUR_6645 
0006: 797@(861@,30i) = 0 // integer values 
000A: 861@ += 1 // integer values 
0002: jump @BCOUR_6602 

:BCOUR_6645
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_7232 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_7232 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_6843 

:BCOUR_6698
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_6843 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_6698 

:BCOUR_6843
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_7006 

:BCOUR_6861
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_7006 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_6861 

:BCOUR_7006
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_7169 

:BCOUR_7024
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_7169 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_7024 

:BCOUR_7169
0006: 747@ = 0 // integer values 
0006: 746@ = 9 // integer values 
0006: 757@ = 0 // integer values 
0004: $8264 = 300000 // integer values 
03C4: set_status_text_to $8265 0 'BCOU_83'  // Megtartott Trgyak
03C3: set_timer_with_text_to $8264 type 1 text 'BCOU_34'  // Id:

:BCOUR_7232
00D6: if 
0039:   746@ == 4 // integer values 
004D: jump_if_false @BCOUR_8010 
0006: 755@ = 19 // integer values 
0006: 758@ = 18 // integer values 
0006: 756@ = 6 // integer values 
0006: 744@ = 12 // integer values 
0006: 759@ = 12 // integer values 
0004: $8265 = 8 // integer values 
0006: 861@ = 0 // integer values 
0006: 867@ = 0 // integer values 

:BCOUR_7306
00D6: if 
001B:   9 > 861@ // integer values 
004D: jump_if_false @BCOUR_7349 
0006: 797@(861@,30i) = 0 // integer values 
000A: 861@ += 1 // integer values 
0002: jump @BCOUR_7306 

:BCOUR_7349
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_8010 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_8010 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_7547 

:BCOUR_7402
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_7547 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_7402 

:BCOUR_7547
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_7710 

:BCOUR_7565
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_7710 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_7565 

:BCOUR_7710
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_7873 

:BCOUR_7728
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_7873 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // floating-point values only 
000B: 713@(744@,30f) += 2.2 // floating-point values 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_7728 

:BCOUR_7873
0006: 747@ = 0 // integer values 
0006: 746@ = 9 // integer values 
0006: 757@ = 0 // integer values 
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_7922 
0004: $8264 = 600000 // integer values 

:BCOUR_7922
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_7950 
0004: $8264 = 420000 // integer values 

:BCOUR_7950
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_7978 
0004: $8264 = 480000 // integer values 

:BCOUR_7978
03C4: set_status_text_to $8265 0 'BCOU_83'  // Megtartott Trgyak
03C3: set_timer_with_text_to $8264 type 1 text 'BCOU_34'  // Id:

:BCOUR_8010
00D6: if 
0039:   746@ == 9 // integer values 
004D: jump_if_false @BCOUR_9618 
00D6: if 
0039:   867@ == 0 // integer values 
004D: jump_if_false @BCOUR_8110 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_8110 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 38@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @BCOUR_8110 
009B: destroy_actor_instantly 38@ 
0006: 867@ = 1 // integer values 

:BCOUR_8110
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_9618 
00D6: if 
0039:   747@ == 0 // integer values 
004D: jump_if_false @BCOUR_8361 
00D6: if 
00E1:   key_pressed 0 7 
004D: jump_if_false @BCOUR_8199 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @BCOUR_8199 
0006: 879@ = 0 // integer values 
0050: gosub @BCOUR_12131 
0050: gosub @BCOUR_14247 

:BCOUR_8199
00D6: if 
00E1:   key_pressed 0 5 
004D: jump_if_false @BCOUR_8254 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @BCOUR_8254 
0006: 879@ = 0 // integer values 
0050: gosub @BCOUR_13189 
0050: gosub @BCOUR_14247 

:BCOUR_8254
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_8361 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_8361 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 

:BCOUR_8304
00D6: if 
001D:   755@ > 744@ // integer values 
004D: jump_if_false @BCOUR_8346 
0164: disable_marker 42@(744@,30i) 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_8304 

:BCOUR_8346
0085: 744@ = 759@ // integer values and handles 
0006: 747@ = 1 // integer values 

:BCOUR_8361
00D6: if 
0039:   747@ == 1 // integer values 
004D: jump_if_false @BCOUR_8617 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_8617 
0164: disable_marker 40@ 

:BCOUR_8403
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_8602 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_8588 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_8492 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 

:BCOUR_8492
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_8540 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 

:BCOUR_8540
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_8588 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 

:BCOUR_8588
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_8403 

:BCOUR_8602
0006: 747@ = 0 // integer values 
0085: 744@ = 759@ // integer values and handles 

:BCOUR_8617
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_9541 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_8935 

:BCOUR_8654
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_8935 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_8921 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_8921 
00D6: if 
04E6:   unknown_object 763@(793@,30i) near_point 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 0.7 1.7 3.0 unknown 0 
004D: jump_if_false @BCOUR_8921 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_stat 154 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
06D6: destroy_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 // integer values 
000A: 757@ += 1 // integer values 
00D6: if 
003B:   757@ == 756@ // integer values 
004D: jump_if_false @BCOUR_8905 
00BE: text_clear_all 
00BC: text_highpriority 'BCOU_6' 6000 ms 1  // ~s~Minden trgy sszegyjtve! Menj vissza a ~y~felvev ponthoz~s~, hogy megkapd a fizetsged.
0006: 746@ = 10 // integer values 
0002: jump @BCOUR_8921 

:BCOUR_8905
00BC: text_highpriority 'BCOU_5' 6000 ms 1  // ~s~Trgy kzbestve! Menj a kvetkez ~y~kijellt karikhoz~s~, s kzbests egy jabb trgyat.

:BCOUR_8921
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_8654 

:BCOUR_8935
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_9234 

:BCOUR_8953
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_9234 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_9220 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_9220 
00D6: if 
04E6:   unknown_object 763@(793@,30i) near_point 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 unknown 0 
004D: jump_if_false @BCOUR_9220 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_stat 154 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
06D6: destroy_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 // integer values 
000A: 757@ += 1 // integer values 
00D6: if 
003B:   757@ == 756@ // integer values 
004D: jump_if_false @BCOUR_9204 
00BE: text_clear_all 
00BC: text_highpriority 'BCOU_6' 6000 ms 1  // ~s~Minden trgy sszegyjtve! Menj vissza a ~y~felvev ponthoz~s~, hogy megkapd a fizetsged.
0006: 746@ = 10 // integer values 
0002: jump @BCOUR_9220 

:BCOUR_9204
00BC: text_highpriority 'BCOU_5' 6000 ms 1  // ~s~Trgy kzbestve! Menj a kvetkez ~y~kijellt karikhoz~s~, s kzbests egy jabb trgyat.

:BCOUR_9220
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_8953 

:BCOUR_9234
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_9533 

:BCOUR_9252
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_9533 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_9519 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_9519 
00D6: if 
04E6:   unknown_object 763@(793@,30i) near_point 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 unknown 0 
004D: jump_if_false @BCOUR_9519 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_stat 154 
097A: (unknown) -1000.0 -1000.0 -1000.0 1058 
06D6: destroy_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 // integer values 
000A: 757@ += 1 // integer values 
00D6: if 
003B:   757@ == 756@ // integer values 
004D: jump_if_false @BCOUR_9503 
00BE: text_clear_all 
00BC: text_highpriority 'BCOU_6' 6000 ms 1  // ~s~Minden trgy sszegyjtve! Menj vissza a ~y~felvev ponthoz~s~, hogy megkapd a fizetsged.
0006: 746@ = 10 // integer values 
0002: jump @BCOUR_9519 

:BCOUR_9503
00BC: text_highpriority 'BCOU_5' 6000 ms 1  // ~s~Trgy kzbestve! Menj a kvetkez ~y~kijellt karikhoz~s~, s kzbests egy jabb trgyat.

:BCOUR_9519
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_9252 

:BCOUR_9533
0085: 744@ = 759@ // integer values and handles 

:BCOUR_9541
0085: 874@ = 756@ // integer values and handles 
0062: 874@ -= 757@ // integer values 
008B: 873@ = $8265 // integer values and handles 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_9592 
000A: 873@ += 1 // integer values 

:BCOUR_9592
00D6: if 
001D:   874@ > 873@ // integer values 
004D: jump_if_false @BCOUR_9618 
0006: 862@ = 1 // integer values 

:BCOUR_9618
00D6: if 
0019:   746@ > 8 // integer values 
004D: jump_if_false @BCOUR_9702 
00D6: if 
001B:   25 > 746@ // integer values 
004D: jump_if_false @BCOUR_9702 
00D6: if 
001A:   1 > $8264 // integer values 
004D: jump_if_false @BCOUR_9702 
00BE: text_clear_all 
00BC: text_highpriority 'BCOU_33' 6000 ms 1  // ~r~Lejrt az id!
014F: stop_timer $8264 
0002: jump @BCOUR_14327 

:BCOUR_9702
00D6: if 
0039:   746@ == 10 // integer values 
004D: jump_if_false @BCOUR_9859 
0006: 746@ = 20 // integer values 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_9771 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_9771
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_9815 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_9815
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_9859 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_9859
00D6: if 
0039:   746@ == 20 // integer values 
004D: jump_if_false @BCOUR_10610 
077E: 35@ = active_interior 
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @BCOUR_9920 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @BCOUR_9920 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:BCOUR_9920
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_10610 
00D6: if 
0039:   747@ == 0 // integer values 
004D: jump_if_false @BCOUR_10000 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10000 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
0164: disable_marker 72@ 
0006: 747@ = 1 // integer values 

:BCOUR_10000
00D6: if 
0039:   747@ == 1 // integer values 
004D: jump_if_false @BCOUR_10181 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10181 
0164: disable_marker 40@ 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10086 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_10086
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10130 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_10130
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10174 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_10174
0006: 747@ = 0 // integer values 

:BCOUR_10181
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10324 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10324 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @BCOUR_10324 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_10324 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 760@ += 1 // integer values 
0006: 746@ = 50 // integer values 

:BCOUR_10324
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10467 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10467 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @BCOUR_10467 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_10467 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 761@ += 1 // integer values 
0006: 746@ = 50 // integer values 

:BCOUR_10467
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10610 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10610 
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @BCOUR_10610 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_10610 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 762@ += 1 // integer values 
0006: 746@ = 50 // integer values 

:BCOUR_10610
00D6: if 
0039:   746@ == 50 // integer values 
004D: jump_if_false @BCOUR_11169 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 868@ = 0 // integer values 
00BE: text_clear_all 
00BC: text_highpriority 'BCOU_12' 4000 ms 1  // Szp munka! Trjnk r a fizetsedre!
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10738 
08D4: 863@ = create_panel_with_title 'BCOU_81' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Los Santos
008B: 869@ = $8264 // integer values and handles 
0016: 869@ /= 100 // integer values 
006A: 869@ *= 761@ // integer values 

:BCOUR_10738
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10816 
08D4: 863@ = create_panel_with_title 'BCOU_82' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Las Venturas
008B: 869@ = $8264 // integer values and handles 
0016: 869@ /= 100 // integer values 
006A: 869@ *= 762@ // integer values 

:BCOUR_10816
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_10894 
08D4: 863@ = create_panel_with_title 'BCOU_80' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // San Fierro
008B: 869@ = $8264 // integer values and handles 
0016: 869@ /= 100 // integer values 
006A: 869@ *= 760@ // integer values 

:BCOUR_10894
08DB: set_panel 863@ column 0 header 'BCOU_21' data 'BCOU_22' 'BCOU_23' 'BCOU_24' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Fizetsg: // Htralv id // Szabad trgyak // sszes fizettsg:
08D6: set_panel 863@ column 1 alignment 2 
0006: 865@ = 0 // integer values 
008B: 870@ = $8265 // integer values and handles 
0012: 870@ *= 100 // integer values 
0085: 871@ = 869@ // integer values and handles 
005A: 871@ += 870@ // integer values 
08EE: set_panel 863@ column 1 row 0 text_1number 'DOLLAR' 869@  // $~1~
08EE: set_panel 863@ column 1 row 1 text_1number 'DOLLAR' 870@  // $~1~
08EE: set_panel 863@ column 1 row 2 text_1number 'DOLLAR' 871@  // $~1~
090E: set_panel 863@ active_row 2 
0006: 32@ = 0 // integer values 
0006: 866@ = 1 // integer values 
0109: player $PLAYER_CHAR money += 871@ 
0108: destroy_object 37@ 
0006: 746@ = 55 // integer values 

:BCOUR_11169
00D6: if 
0039:   866@ == 1 // integer values 
004D: jump_if_false @BCOUR_11391 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @BCOUR_11213 
0006: 868@ = 1 // integer values 

:BCOUR_11213
00D6: if 
0039:   761@ == 4 // integer values 
004D: jump_if_false @BCOUR_11262 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @BCOUR_11262 
08DA: remove_panel 863@ 
0006: 866@ = 2 // integer values 

:BCOUR_11262
00D6: if 
0039:   760@ == 4 // integer values 
004D: jump_if_false @BCOUR_11311 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @BCOUR_11311 
08DA: remove_panel 863@ 
0006: 866@ = 2 // integer values 

:BCOUR_11311
00D6: if 
0039:   762@ == 4 // integer values 
004D: jump_if_false @BCOUR_11360 
00D6: if 
0019:   32@ > 4000 // integer values 
004D: jump_if_false @BCOUR_11360 
08DA: remove_panel 863@ 
0006: 866@ = 2 // integer values 

:BCOUR_11360
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @BCOUR_11391 
08DA: remove_panel 863@ 
0006: 866@ = 2 // integer values 

:BCOUR_11391
00D6: if 
0039:   866@ == 2 // integer values 
004D: jump_if_false @BCOUR_12009 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_12009 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_12009 
08DA: remove_panel 863@ 
0006: 868@ = 0 // integer values 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_11638 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   760@ == 1 // integer values 
004D: jump_if_false @BCOUR_11524 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 2 // integer values 

:BCOUR_11524
00D6: if 
0039:   760@ == 2 // integer values 
004D: jump_if_false @BCOUR_11565 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 3 // integer values 

:BCOUR_11565
00D6: if 
0039:   760@ == 3 // integer values 
004D: jump_if_false @BCOUR_11606 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 4 // integer values 

:BCOUR_11606
00D6: if 
0039:   760@ == 4 // integer values 
004D: jump_if_false @BCOUR_11638 
0002: jump @BCOUR_15206 
0006: 746@ = 5 // integer values 

:BCOUR_11638
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_11820 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   761@ == 1 // integer values 
004D: jump_if_false @BCOUR_11706 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 2 // integer values 

:BCOUR_11706
00D6: if 
0039:   761@ == 2 // integer values 
004D: jump_if_false @BCOUR_11747 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 3 // integer values 

:BCOUR_11747
00D6: if 
0039:   761@ == 3 // integer values 
004D: jump_if_false @BCOUR_11788 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 4 // integer values 

:BCOUR_11788
00D6: if 
0039:   761@ == 4 // integer values 
004D: jump_if_false @BCOUR_11820 
0002: jump @BCOUR_15206 
0006: 746@ = 5 // integer values 

:BCOUR_11820
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_12002 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0039:   762@ == 1 // integer values 
004D: jump_if_false @BCOUR_11888 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 2 // integer values 

:BCOUR_11888
00D6: if 
0039:   762@ == 2 // integer values 
004D: jump_if_false @BCOUR_11929 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 3 // integer values 

:BCOUR_11929
00D6: if 
0039:   762@ == 3 // integer values 
004D: jump_if_false @BCOUR_11970 
00BC: text_highpriority 'BCOU_4' 6000 ms 1  // ~s~A motorral jrd krbe a vrost, s mieltt lejrna az idd dobd le a trgyakat a ~y~megadott karikknl~s~.
0006: 746@ = 4 // integer values 

:BCOUR_11970
00D6: if 
0039:   762@ == 4 // integer values 
004D: jump_if_false @BCOUR_12002 
0002: jump @BCOUR_15206 
0006: 746@ = 5 // integer values 

:BCOUR_12002
0006: 866@ = 0 // integer values 

:BCOUR_12009
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_12124 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object 763@(793@,30i) offset 1.5 1.5 1.5 unknown 0 
004D: jump_if_false @BCOUR_12124 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @BCOUR_12124 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0008: $8265 += 1 // integer values 
0006: 797@($8265,30i) = 0 // integer values 

:BCOUR_12124
0002: jump @BCOUR_2555 

:BCOUR_12131
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_13187 
00D6: if 
0018:   $8265 > 0 // integer values 
004D: jump_if_false @BCOUR_13187 
00D6: if 
0039:   797@($8265,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_13187 
00D6: if 
0019:   857@ > 0 // integer values 
004D: jump_if_false @BCOUR_12223 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 

:BCOUR_12223
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_12404 

:BCOUR_12241
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_12389 
00D6: if 
0039:   880@ == 0 // integer values 
004D: jump_if_false @BCOUR_12375 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_12375 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_12375 
0006: 880@ = 1 // integer values 
0006: 879@ = 1 // integer values 
0002: jump @BCOUR_12375 

:BCOUR_12375
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_12241 

:BCOUR_12389
0085: 744@ = 759@ // integer values and handles 
0006: 880@ = 0 // integer values 

:BCOUR_12404
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_12585 

:BCOUR_12422
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_12570 
00D6: if 
0039:   880@ == 0 // integer values 
004D: jump_if_false @BCOUR_12556 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_12556 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_12556 
0006: 880@ = 1 // integer values 
0006: 879@ = 1 // integer values 
0002: jump @BCOUR_12556 

:BCOUR_12556
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_12422 

:BCOUR_12570
0085: 744@ = 759@ // integer values and handles 
0006: 880@ = 0 // integer values 

:BCOUR_12585
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_12766 

:BCOUR_12603
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_12751 
00D6: if 
0039:   880@ == 0 // integer values 
004D: jump_if_false @BCOUR_12737 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_12737 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_12737 
0006: 880@ = 1 // integer values 
0006: 879@ = 1 // integer values 
0002: jump @BCOUR_12737 

:BCOUR_12737
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_12603 

:BCOUR_12751
0085: 744@ = 759@ // integer values and handles 
0006: 880@ = 0 // integer values 

:BCOUR_12766
00AA: store_car 36@ position_to 876@ 877@ 878@ 
029B: 763@($8265,30i) = init_object #KMB_PACKET at 876@ 877@ 878@ 
0382: set_object 763@($8265,30i) collision_detection 1 
0392: object 763@($8265,30i) toggle_in_moving_list 1 
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) offset 0.0 0.0 0.5 1 
064C: make_particle 827@($8265,30i) visible 
00A0: store_actor $PLAYER_ACTOR position_to 858@ 859@ 860@ 
00D6: if 
0039:   882@ == 2 // integer values 
004D: jump_if_false @BCOUR_12912 
03D1: play_wav 3 

:BCOUR_12912
00D6: if 
0039:   879@ == 1 // integer values 
004D: jump_if_false @BCOUR_12964 
035C: place_object 763@($8265,30i) relative_to_car 36@ offset -1.0 0.0 1.3 
0002: jump @BCOUR_12991 

:BCOUR_12964
035C: place_object 763@($8265,30i) relative_to_car 36@ offset 0.0 0.0 0.7 

:BCOUR_12991
0172: 794@ = actor $PLAYER_ACTOR z_angle 
000F: 795@ -= 30.0 // floating-point values 
000F: 796@ -= 30.0 // floating-point values 
02F7: 795@ = sinus 794@ // cosine swapped with sinus 
02F6: 796@ = cosine 794@ // sinus swapped with cosine 
00D6: if 
0039:   879@ == 1 // integer values 
004D: jump_if_false @BCOUR_13100 
0013: 795@ *= 15.0 // floating-point values 
0013: 796@ *= 15.0 // floating-point values 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
0002: jump @BCOUR_13140 

:BCOUR_13100
0013: 795@ *= 30.0 // floating-point values 
0013: 796@ *= 30.0 // floating-point values 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_13140
0006: 879@ = 0 // integer values 
000A: 857@ += 1 // integer values 
0006: 797@($8265,30i) = 1 // integer values 
008B: 793@ = $8265 // integer values and handles 
000C: $8265 -= 1 // integer values 
0006: 32@ = 0 // integer values 

:BCOUR_13187
0051: return 

:BCOUR_13189
00D6: if 
0018:   $8265 > 0 // integer values 
004D: jump_if_false @BCOUR_14245 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_14245 
00D6: if 
0039:   797@($8265,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_14245 
00D6: if 
0019:   857@ > 0 // integer values 
004D: jump_if_false @BCOUR_13281 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 

:BCOUR_13281
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_13462 

:BCOUR_13299
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_13447 
00D6: if 
0039:   880@ == 0 // integer values 
004D: jump_if_false @BCOUR_13433 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_13433 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_13433 
0006: 880@ = 1 // integer values 
0006: 879@ = 1 // integer values 
0002: jump @BCOUR_13433 

:BCOUR_13433
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_13299 

:BCOUR_13447
0085: 744@ = 759@ // integer values and handles 
0006: 880@ = 0 // integer values 

:BCOUR_13462
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_13643 

:BCOUR_13480
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_13628 
00D6: if 
0039:   880@ == 0 // integer values 
004D: jump_if_false @BCOUR_13614 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_13614 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_13614 
0006: 880@ = 1 // integer values 
0006: 879@ = 1 // integer values 
0002: jump @BCOUR_13614 

:BCOUR_13614
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_13480 

:BCOUR_13628
0085: 744@ = 759@ // integer values and handles 
0006: 880@ = 0 // integer values 

:BCOUR_13643
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_13824 

:BCOUR_13661
00D6: if 
001D:   758@ > 744@ // integer values 
004D: jump_if_false @BCOUR_13809 
00D6: if 
0039:   880@ == 0 // integer values 
004D: jump_if_false @BCOUR_13795 
00D6: if 
0039:   653@(744@,30i) == 0 // integer values 
004D: jump_if_false @BCOUR_13795 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_13795 
0006: 880@ = 1 // integer values 
0006: 879@ = 1 // integer values 
0002: jump @BCOUR_13795 

:BCOUR_13795
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_13661 

:BCOUR_13809
0085: 744@ = 759@ // integer values and handles 
0006: 880@ = 0 // integer values 

:BCOUR_13824
00AA: store_car 36@ position_to 876@ 877@ 878@ 
029B: 763@($8265,30i) = init_object #KMB_PACKET at 876@ 877@ 878@ 
0382: set_object 763@($8265,30i) collision_detection 1 
0392: object 763@($8265,30i) toggle_in_moving_list 1 
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) offset 0.0 0.0 0.0 1 
064C: make_particle 827@($8265,30i) visible 
00A0: store_actor $PLAYER_ACTOR position_to 858@ 859@ 860@ 
00D6: if 
0039:   882@ == 2 // integer values 
004D: jump_if_false @BCOUR_13970 
03D1: play_wav 3 

:BCOUR_13970
00D6: if 
0039:   879@ == 1 // integer values 
004D: jump_if_false @BCOUR_14022 
035C: place_object 763@($8265,30i) relative_to_car 36@ offset 1.0 0.0 1.3 
0002: jump @BCOUR_14049 

:BCOUR_14022
035C: place_object 763@($8265,30i) relative_to_car 36@ offset 0.0 0.0 0.7 

:BCOUR_14049
0172: 794@ = actor $PLAYER_ACTOR z_angle 
000F: 795@ -= 330.0 // floating-point values 
000F: 796@ -= 330.0 // floating-point values 
02F7: 795@ = sinus 794@ // cosine swapped with sinus 
02F6: 796@ = cosine 794@ // sinus swapped with cosine 
00D6: if 
0039:   879@ == 1 // integer values 
004D: jump_if_false @BCOUR_14158 
0013: 795@ *= -15.0 // floating-point values 
0013: 796@ *= -15.0 // floating-point values 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
0002: jump @BCOUR_14198 

:BCOUR_14158
0013: 795@ *= -30.0 // floating-point values 
0013: 796@ *= -30.0 // floating-point values 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_14198
0006: 879@ = 0 // integer values 
000A: 857@ += 1 // integer values 
0006: 797@($8265,30i) = 1 // integer values 
008B: 793@ = $8265 // integer values and handles 
000C: $8265 -= 1 // integer values 
0006: 32@ = 0 // integer values 

:BCOUR_14245
0051: return 

:BCOUR_14247
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @BCOUR_14275 
0001: wait 0 ms 
0002: jump @BCOUR_14247 

:BCOUR_14275
0051: return 

:BCOUR_14277
00D6: if 
001B:   3000 > 33@ // integer values 
004D: jump_if_false @BCOUR_14307 
0001: wait 0 ms 
0002: jump @BCOUR_14277 

:BCOUR_14307
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0051: return 

:BCOUR_14327
0501: set_player $PLAYER_CHAR drive_by_mode 1 
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_14624 
00D6: if 
0039:   760@ == 0 // integer values 
004D: jump_if_false @BCOUR_14386 
00BA: text_styled 'BCOU_40' 5000 ms 1  // 4 kzbestsbl 0 teljestve

:BCOUR_14386
00D6: if 
0039:   760@ == 1 // integer values 
004D: jump_if_false @BCOUR_14420 
00BA: text_styled 'BCOU_41' 5000 ms 1  // 4 kzbestsbl 1 teljestve

:BCOUR_14420
00D6: if 
0039:   760@ == 2 // integer values 
004D: jump_if_false @BCOUR_14454 
00BA: text_styled 'BCOU_42' 5000 ms 1  // 4 kzbestsbl 2 teljestve

:BCOUR_14454
00D6: if 
0039:   760@ == 3 // integer values 
004D: jump_if_false @BCOUR_14488 
00BA: text_styled 'BCOU_43' 5000 ms 1  // 4 kzbestsbl 3 teljestve

:BCOUR_14488
00D6: if 
0039:   760@ == 4 // integer values 
004D: jump_if_false @BCOUR_14522 
00BA: text_styled 'BCOU_44' 5000 ms 1  // 4 kzbestsbl 4 teljestve

:BCOUR_14522
00D6: if 
0039:   760@ == 5 // integer values 
004D: jump_if_false @BCOUR_14556 
00BA: text_styled 'BCOU_45' 5000 ms 1  // 4 kzbestsbl 5 teljestve

:BCOUR_14556
00D6: if 
0039:   760@ == 6 // integer values 
004D: jump_if_false @BCOUR_14590 
00BA: text_styled 'BCOU_46' 5000 ms 1  // 4 kzbestsbl 6 teljestve

:BCOUR_14590
00D6: if 
0039:   760@ == 7 // integer values 
004D: jump_if_false @BCOUR_14624 
00BA: text_styled 'BCOU_47' 5000 ms 1  // 4 kzbestsbl 7 teljestve

:BCOUR_14624
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_14914 
00D6: if 
0039:   762@ == 0 // integer values 
004D: jump_if_false @BCOUR_14676 
00BA: text_styled 'BCOU_40' 5000 ms 1  // 4 kzbestsbl 0 teljestve

:BCOUR_14676
00D6: if 
0039:   762@ == 1 // integer values 
004D: jump_if_false @BCOUR_14710 
00BA: text_styled 'BCOU_41' 5000 ms 1  // 4 kzbestsbl 1 teljestve

:BCOUR_14710
00D6: if 
0039:   762@ == 2 // integer values 
004D: jump_if_false @BCOUR_14744 
00BA: text_styled 'BCOU_42' 5000 ms 1  // 4 kzbestsbl 2 teljestve

:BCOUR_14744
00D6: if 
0039:   762@ == 3 // integer values 
004D: jump_if_false @BCOUR_14778 
00BA: text_styled 'BCOU_43' 5000 ms 1  // 4 kzbestsbl 3 teljestve

:BCOUR_14778
00D6: if 
0039:   762@ == 4 // integer values 
004D: jump_if_false @BCOUR_14812 
00BA: text_styled 'BCOU_44' 5000 ms 1  // 4 kzbestsbl 4 teljestve

:BCOUR_14812
00D6: if 
0039:   762@ == 5 // integer values 
004D: jump_if_false @BCOUR_14846 
00BA: text_styled 'BCOU_45' 5000 ms 1  // 4 kzbestsbl 5 teljestve

:BCOUR_14846
00D6: if 
0039:   762@ == 6 // integer values 
004D: jump_if_false @BCOUR_14880 
00BA: text_styled 'BCOU_46' 5000 ms 1  // 4 kzbestsbl 6 teljestve

:BCOUR_14880
00D6: if 
0039:   762@ == 7 // integer values 
004D: jump_if_false @BCOUR_14914 
00BA: text_styled 'BCOU_47' 5000 ms 1  // 4 kzbestsbl 7 teljestve

:BCOUR_14914
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_15204 
00D6: if 
0039:   761@ == 0 // integer values 
004D: jump_if_false @BCOUR_14966 
00BA: text_styled 'BCOU_40' 5000 ms 1  // 4 kzbestsbl 0 teljestve

:BCOUR_14966
00D6: if 
0039:   761@ == 1 // integer values 
004D: jump_if_false @BCOUR_15000 
00BA: text_styled 'BCOU_41' 5000 ms 1  // 4 kzbestsbl 1 teljestve

:BCOUR_15000
00D6: if 
0039:   761@ == 2 // integer values 
004D: jump_if_false @BCOUR_15034 
00BA: text_styled 'BCOU_42' 5000 ms 1  // 4 kzbestsbl 2 teljestve

:BCOUR_15034
00D6: if 
0039:   761@ == 3 // integer values 
004D: jump_if_false @BCOUR_15068 
00BA: text_styled 'BCOU_43' 5000 ms 1  // 4 kzbestsbl 3 teljestve

:BCOUR_15068
00D6: if 
0039:   761@ == 4 // integer values 
004D: jump_if_false @BCOUR_15102 
00BA: text_styled 'BCOU_44' 5000 ms 1  // 4 kzbestsbl 4 teljestve

:BCOUR_15102
00D6: if 
0039:   761@ == 5 // integer values 
004D: jump_if_false @BCOUR_15136 
00BA: text_styled 'BCOU_45' 5000 ms 1  // 4 kzbestsbl 5 teljestve

:BCOUR_15136
00D6: if 
0039:   761@ == 6 // integer values 
004D: jump_if_false @BCOUR_15170 
00BA: text_styled 'BCOU_46' 5000 ms 1  // 4 kzbestsbl 6 teljestve

:BCOUR_15170
00D6: if 
0039:   761@ == 7 // integer values 
004D: jump_if_false @BCOUR_15204 
00BA: text_styled 'BCOU_47' 5000 ms 1  // 4 kzbestsbl 7 teljestve

:BCOUR_15204
0051: return 

:BCOUR_15206
040D: unload_wav 3 
00D6: if 
04A4:   872@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_15564 
00D6: if 
0038:   $1993 == 0 // integer values 
004D: jump_if_false @BCOUR_15564 
0595: mission_complete 
030C: set_mission_points += 1 
0004: $1993 = 1 // integer values 
04A6: $2000 = create_asset_money_pickup_at 1887.997 2073.008 10.5547 money $1999 $1999 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:BCOUR_15301
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15325 
0001: wait 0 ms 
0002: jump @BCOUR_15301 

:BCOUR_15325
02A3: toggle_widescreen 1 
0A0B: (unknown) 1895.53 2063.094 15.8639 47.0 
015F: set_camera_position 1895.53 2063.094 15.8639 0.0 0.0 0.0 
0160: point_camera 1894.813 2063.775 15.7175 2 
016A: fade 1 500 ms 

:BCOUR_15409
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15433 
0001: wait 0 ms 
0002: jump @BCOUR_15409 

:BCOUR_15433
0394: play_music 1 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0001: wait 5000 ms 
015F: set_camera_position 1890.164 2070.478 11.8641 0.0 0.0 0.0 
0160: point_camera 1889.516 2071.213 11.6633 2 
01E5: text_1number_highpriority 'ASS_LUV' $1999 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0001: wait 6000 ms 
016A: fade 0 500 ms 

:BCOUR_15540
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15564 
0001: wait 0 ms 
0002: jump @BCOUR_15540 

:BCOUR_15564
00D6: if 
04A4:   872@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_15918 
00D6: if 
0038:   $MISSION_COURIER_PASSED == 0 // integer values 
004D: jump_if_false @BCOUR_15918 
0595: mission_complete 
030C: set_mission_points += 1 
0004: $MISSION_COURIER_PASSED = 1 // integer values 
04A6: $1996 = create_asset_money_pickup_at 1345.859 -1757.432 13.0078 money $1995 $1995 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:BCOUR_15655
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15679 
0001: wait 0 ms 
0002: jump @BCOUR_15655 

:BCOUR_15679
02A3: toggle_widescreen 1 
0A0B: (unknown) 1358.596 -1741.184 18.431 223.0 
015F: set_camera_position 1358.596 -1741.184 18.431 0.0 0.0 0.0 
0160: point_camera 1358.372 -1742.135 18.2203 2 
016A: fade 1 500 ms 

:BCOUR_15763
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15787 
0001: wait 0 ms 
0002: jump @BCOUR_15763 

:BCOUR_15787
0394: play_music 1 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0001: wait 5000 ms 
015F: set_camera_position 1345.565 -1753.368 15.2186 0.0 0.0 0.0 
0160: point_camera 1345.567 -1754.218 14.692 2 
01E5: text_1number_highpriority 'ASS_LUV' $1995 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0001: wait 6000 ms 
016A: fade 0 500 ms 

:BCOUR_15894
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15918 
0001: wait 0 ms 
0002: jump @BCOUR_15894 

:BCOUR_15918
00D6: if 
04A4:   872@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BCOUR_16272 
00D6: if 
0038:   $1994 == 0 // integer values 
004D: jump_if_false @BCOUR_16272 
030C: set_mission_points += 1 
0595: mission_complete 
0004: $1994 = 1 // integer values 
04A6: $1998 = create_asset_money_pickup_at -2593.882 59.2467 3.8359 money $1997 $1997 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BE: text_clear_all 
016A: fade 0 500 ms 

:BCOUR_16009
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_16033 
0001: wait 0 ms 
0002: jump @BCOUR_16009 

:BCOUR_16033
02A3: toggle_widescreen 1 
0A0B: (unknown) -2603.114 51.3338 10.1663 275.0 
015F: set_camera_position -2603.98 54.4522 7.5275 0.0 0.0 0.0 
0160: point_camera -2603.014 54.7055 7.4818 2 
016A: fade 1 500 ms 

:BCOUR_16117
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_16141 
0001: wait 0 ms 
0002: jump @BCOUR_16117 

:BCOUR_16141
0394: play_music 1 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0001: wait 5000 ms 
015F: set_camera_position -2598.9 59.0635 4.8343 0.0 0.0 0.0 
0160: point_camera -2597.904 59.0525 4.7405 2 
01E5: text_1number_highpriority 'ASS_LUV' $1997 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0001: wait 6000 ms 
016A: fade 0 500 ms 

:BCOUR_16248
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_16272 
0001: wait 0 ms 
0002: jump @BCOUR_16248 

:BCOUR_16272
0110: clear_player $PLAYER_CHAR wanted_level 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:BCOUR_16283
03E6: remove_text_box 
040D: unload_wav 3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_16319 
0501: set_player $PLAYER_CHAR drive_by_mode 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:BCOUR_16319
014F: stop_timer $8264 
0151: remove_status_text $8265 
08DA: remove_panel 863@ 
0108: destroy_object 37@ 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0249: release_model #WAYFARER 
0249: release_model #WMYDRUG 
04EF: release_animation "SMOKING" 
0164: disable_marker 40@ 
0164: disable_marker 72@ 
0006: 744@ = 0 // integer values 

:BCOUR_16399
00D6: if 
001B:   30 > 744@ // integer values 
004D: jump_if_false @BCOUR_16440 
0164: disable_marker 42@(744@,30i) 
000A: 744@ += 1 // integer values 
0002: jump @BCOUR_16399 

:BCOUR_16440
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 132---------------
// Originally: The Chiliad Challenge

:MTBIKER
0050: gosub @MTBIKER_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MTBIKER_27 
0050: gosub @MTBIKER_14393 

:MTBIKER_27
0050: gosub @MTBIKER_14694 
004E: end_thread 

:MTBIKER_36
0004: $ONMISSION = 1 // integer values 
0A0E: (unknown) 1 
00D6: if 
0038:   $MISSION_CHILIAD_CHALLENGE_PASSED == 0 // integer values 
004D: jump_if_false @MTBIKER_67 
0317: increment_mission_attempts 

:MTBIKER_67
03A4: name_thread 'MTBIKER' 
054C: use_GXT_table 'RACETOR' 
0912: (unknown) 1 355 370 
0001: wait 0 ms 
03F0: text_draw_toggle 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_130 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:MTBIKER_130
016A: fade 0 1000 ms 

:MTBIKER_137
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_161 
0001: wait 0 ms 
0002: jump @MTBIKER_137 

:MTBIKER_161
060A: unknown_create_entity 0 669@ 
0006: 647@ = 0 // integer values 

:MTBIKER_175
00D6: if 
001B:   9 > 647@ // integer values 
004D: jump_if_false @MTBIKER_229 
0006: 690@(647@,10i) = 0 // integer values 
0006: 670@(647@,10i) = 0 // integer values 
000A: 647@ += 1 // integer values 
0002: jump @MTBIKER_175 

:MTBIKER_229
0006: 656@ = 0 // integer values 
0006: 657@ = 0 // integer values 
0007: 34@ = 582.7242 // floating-point values 
0007: 41@ = 356.2812 // floating-point values 
0007: 48@ = 52.2072 // floating-point values 
0007: 55@ = 52.2072 // floating-point values 
0007: 35@ = 584.0833 // floating-point values 
0007: 42@ = 329.3647 // floating-point values 
0007: 49@ = 0.5427 // floating-point values 
0007: 56@ = 2.0841 // floating-point values 
0007: 36@ = 572.9216 // floating-point values 
0007: 43@ = 323.5937 // floating-point values 
0007: 50@ = 1.0585 // floating-point values 
0007: 57@ = 4.8106 // floating-point values 
0007: 37@ = 585.724 // floating-point values 
0007: 44@ = 345.6341 // floating-point values 
0007: 51@ = 0.4929 // floating-point values 
0007: 58@ = 1.8511 // floating-point values 
0007: 38@ = 582.7242 // floating-point values 
0007: 45@ = 359.0323 // floating-point values 
0007: 52@ = 0.4993 // floating-point values 
0007: 59@ = 2.637 // floating-point values 
0007: 39@ = 582.7242 // floating-point values 
0007: 46@ = 356.2812 // floating-point values 
0007: 53@ = 56.2072 // floating-point values 
0007: 60@ = 56.2072 // floating-point values 
0007: 40@ = 582.7242 // floating-point values 
0007: 47@ = 356.2812 // floating-point values 
0007: 54@ = 58.2072 // floating-point values 
0007: 61@ = 58.2072 // floating-point values 
087B: set_player $PLAYER_CHAR clothes "BBSHORTWHT" "BOXINGSHORT" body_part 2 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
0038:   $1799 == 1 // integer values 
004D: jump_if_false @MTBIKER_585 
0002: jump @MTBIKER_635 

:MTBIKER_585
00D6: if 
0038:   $1799 == 2 // integer values 
004D: jump_if_false @MTBIKER_610 
0002: jump @MTBIKER_1570 

:MTBIKER_610
00D6: if 
0038:   $1799 == 3 // integer values 
004D: jump_if_false @MTBIKER_635 
0002: jump @MTBIKER_3025 

:MTBIKER_635
00D6: if 
0038:   $1799 == 1 // integer values 
004D: jump_if_false @MTBIKER_669 
00BA: text_styled 'MTROUT1' 3000 ms 5  // Scotch Bonnet Yellow Route

:MTBIKER_669
0007: 103@ = -2304.344 // floating-point values 
0007: 223@ = -1667.125 // floating-point values 
0007: 343@ = 483.386 // floating-point values 
0007: 463@ = 208.0 // floating-point values 
0007: 104@ = -2280.48 // floating-point values 
0007: 224@ = -1730.315 // floating-point values 
0007: 344@ = 467.8242 // floating-point values 
0007: 464@ = 178.6093 // floating-point values 
0007: 105@ = -2357.182 // floating-point values 
0007: 225@ = -1815.429 // floating-point values 
0007: 345@ = 431.4012 // floating-point values 
0007: 465@ = 64.067 // floating-point values 
0007: 106@ = -2447.402 // floating-point values 
0007: 226@ = -1718.435 // floating-point values 
0007: 346@ = 430.9626 // floating-point values 
0007: 466@ = 148.4592 // floating-point values 
0007: 107@ = -2446.652 // floating-point values 
0007: 227@ = -1810.658 // floating-point values 
0007: 347@ = 409.0582 // floating-point values 
0007: 467@ = 93.195 // floating-point values 
0007: 108@ = -2527.586 // floating-point values 
0007: 228@ = -1711.376 // floating-point values 
0007: 348@ = 401.175 // floating-point values 
0007: 468@ = 16.0889 // floating-point values 
0007: 109@ = -2552.845 // floating-point values 
0007: 229@ = -1668.842 // floating-point values 
0007: 349@ = 398.455 // floating-point values 
0007: 469@ = 155.2717 // floating-point values 
0007: 110@ = -2534.517 // floating-point values 
0007: 230@ = -1802.53 // floating-point values 
0007: 350@ = 374.7244 // floating-point values 
0007: 470@ = 127.1514 // floating-point values 
0007: 111@ = -2595.25 // floating-point values 
0007: 231@ = -1631.995 // floating-point values 
0007: 351@ = 342.7061 // floating-point values 
0007: 471@ = 176.454 // floating-point values 
0007: 112@ = -2526.43 // floating-point values 
0007: 232@ = -1888.459 // floating-point values 
0007: 352@ = 292.5149 // floating-point values 
0007: 472@ = 77.3269 // floating-point values 
0007: 113@ = -2652.859 // floating-point values 
0007: 233@ = -1739.147 // floating-point values 
0007: 353@ = 255.1567 // floating-point values 
0007: 473@ = 189.6474 // floating-point values 
0007: 114@ = -2491.228 // floating-point values 
0007: 234@ = -2034.597 // floating-point values 
0007: 354@ = 150.1413 // floating-point values 
0007: 474@ = 225.1505 // floating-point values 
0007: 115@ = -2428.644 // floating-point values 
0007: 235@ = -2088.887 // floating-point values 
0007: 355@ = 121.97 // floating-point values 
0007: 475@ = 243.2365 // floating-point values 
0007: 116@ = -2322.058 // floating-point values 
0007: 236@ = -2097.64 // floating-point values 
0007: 356@ = 114.0331 // floating-point values 
0007: 476@ = 292.4177 // floating-point values 
0007: 117@ = -2218.131 // floating-point values 
0007: 237@ = -2047.088 // floating-point values 
0007: 357@ = 118.8139 // floating-point values 
0007: 477@ = 315.497 // floating-point values 
0007: 118@ = -2168.42 // floating-point values 
0007: 238@ = -1991.872 // floating-point values 
0007: 358@ = 117.8448 // floating-point values 
0007: 478@ = 314.2462 // floating-point values 
0007: 119@ = -2102.545 // floating-point values 
0007: 239@ = -1895.227 // floating-point values 
0007: 359@ = 108.4655 // floating-point values 
0007: 479@ = 174.3973 // floating-point values 
0007: 120@ = -2162.364 // floating-point values 
0007: 240@ = -2039.522 // floating-point values 
0007: 360@ = 91.2074 // floating-point values 
0007: 480@ = 135.1339 // floating-point values 
0007: 121@ = -2373.667 // floating-point values 
0007: 241@ = -2195.089 // floating-point values 
0007: 361@ = 32.3837 // floating-point values 
0007: 481@ = 112.827 // floating-point values 
0006: 700@ = 19 // integer values 
0006: 92@ = 6 // integer values 
04AF: 701@ = unknown_wav_reference 23 
04AF: 702@ = unknown_wav_reference 52 
04AF: 703@ = unknown_wav_reference 51 
04AF: 704@ = unknown_wav_reference 52 
04AF: 705@ = unknown_wav_reference 23 
04AF: 706@ = unknown_wav_reference 51 
04AF: 707@ = unknown_wav_reference 510 
04AF: 708@ = unknown_wav_reference 510 
04AF: 709@ = unknown_wav_reference 510 
04AF: 710@ = unknown_wav_reference 510 
04AF: 711@ = unknown_wav_reference 510 
04AF: 712@ = unknown_wav_reference 510 
0007: 652@ = 38.0 // floating-point values 
0007: 653@ = 27.0 // floating-point values 
0007: 654@ = 23.0 // floating-point values 
0002: jump @MTBIKER_4244 

:MTBIKER_1570
00D6: if 
0038:   $1799 == 2 // integer values 
004D: jump_if_false @MTBIKER_1604 
00BA: text_styled 'MTROUT2' 3000 ms 5  // Birdseye Winder

:MTBIKER_1604
0007: 103@ = -2304.344 // floating-point values 
0007: 223@ = -1667.125 // floating-point values 
0007: 343@ = 483.586 // floating-point values 
0007: 463@ = 208.0 // floating-point values 
0007: 104@ = -2279.857 // floating-point values 
0007: 224@ = -1732.752 // floating-point values 
0007: 344@ = 466.799 // floating-point values 
0007: 464@ = 163.4517 // floating-point values 
0007: 105@ = -2355.609 // floating-point values 
0007: 225@ = -1815.324 // floating-point values 
0007: 345@ = 431.5401 // floating-point values 
0007: 465@ = 90.1409 // floating-point values 
0007: 106@ = -2458.843 // floating-point values 
0007: 226@ = -1733.434 // floating-point values 
0007: 346@ = 426.432 // floating-point values 
0007: 466@ = 187.8666 // floating-point values 
0007: 107@ = -2460.904 // floating-point values 
0007: 227@ = -1807.384 // floating-point values 
0007: 347@ = 406.6599 // floating-point values 
0007: 467@ = 60.8579 // floating-point values 
0007: 108@ = -2521.292 // floating-point values 
0007: 228@ = -1707.753 // floating-point values 
0007: 348@ = 401.2728 // floating-point values 
0007: 468@ = 2.4494 // floating-point values 
0007: 109@ = -2467.126 // floating-point values 
0007: 229@ = -1467.868 // floating-point values 
0007: 349@ = 388.9202 // floating-point values 
0007: 469@ = 270.5872 // floating-point values 
0007: 110@ = -2324.367 // floating-point values 
0007: 230@ = -1455.148 // floating-point values 
0007: 350@ = 380.9767 // floating-point values 
0007: 470@ = 233.5233 // floating-point values 
0007: 111@ = -2251.922 // floating-point values 
0007: 231@ = -1492.653 // floating-point values 
0007: 351@ = 377.8563 // floating-point values 
0007: 471@ = 196.094 // floating-point values 
0007: 112@ = -2191.949 // floating-point values 
0007: 232@ = -1713.993 // floating-point values 
0007: 352@ = 375.5497 // floating-point values 
0007: 472@ = 322.9377 // floating-point values 
0007: 113@ = -2206.778 // floating-point values 
0007: 233@ = -1528.34 // floating-point values 
0007: 353@ = 359.6156 // floating-point values 
0007: 473@ = 20.0752 // floating-point values 
0007: 114@ = -2280.683 // floating-point values 
0007: 234@ = -1426.188 // floating-point values 
0007: 354@ = 355.6379 // floating-point values 
0007: 474@ = 58.5606 // floating-point values 
0007: 115@ = -2419.222 // floating-point values 
0007: 235@ = -1392.925 // floating-point values 
0007: 355@ = 358.1968 // floating-point values 
0007: 475@ = 98.4498 // floating-point values 
0007: 116@ = -2569.767 // floating-point values 
0007: 236@ = -1460.698 // floating-point values 
0007: 356@ = 357.2175 // floating-point values 
0007: 476@ = 325.2711 // floating-point values 
0007: 117@ = -2440.889 // floating-point values 
0007: 237@ = -1368.257 // floating-point values 
0007: 357@ = 337.413 // floating-point values 
0007: 477@ = 304.5745 // floating-point values 
0007: 118@ = -2357.07 // floating-point values 
0007: 238@ = -1286.362 // floating-point values 
0007: 358@ = 306.1062 // floating-point values 
0007: 478@ = 103.378 // floating-point values 
0007: 119@ = -2508.153 // floating-point values 
0007: 239@ = -1273.621 // floating-point values 
0007: 359@ = 271.7476 // floating-point values 
0007: 479@ = 103.6739 // floating-point values 
0007: 120@ = -2595.492 // floating-point values 
0007: 240@ = -1360.244 // floating-point values 
0007: 360@ = 264.5467 // floating-point values 
0007: 480@ = 100.454 // floating-point values 
0007: 121@ = -2671.155 // floating-point values 
0007: 241@ = -1378.19 // floating-point values 
0007: 361@ = 252.3816 // floating-point values 
0007: 481@ = 352.7671 // floating-point values 
0007: 122@ = -2608.5 // floating-point values 
0007: 242@ = -1285.22 // floating-point values 
0007: 362@ = 219.88 // floating-point values 
0007: 482@ = 335.6836 // floating-point values 
0007: 123@ = -2537.294 // floating-point values 
0007: 243@ = -1121.297 // floating-point values 
0007: 363@ = 175.3035 // floating-point values 
0007: 483@ = 140.5565 // floating-point values 
0007: 124@ = -2634.553 // floating-point values 
0007: 244@ = -1169.384 // floating-point values 
0007: 364@ = 166.8249 // floating-point values 
0007: 484@ = 128.43 // floating-point values 
0007: 125@ = -2747.937 // floating-point values 
0007: 245@ = -1377.943 // floating-point values 
0007: 365@ = 143.0419 // floating-point values 
0007: 485@ = 168.2364 // floating-point values 
0007: 126@ = -2773.78 // floating-point values 
0007: 246@ = -1670.301 // floating-point values 
0007: 366@ = 140.4944 // floating-point values 
0007: 486@ = 169.7697 // floating-point values 
0007: 127@ = -2733.364 // floating-point values 
0007: 247@ = -1876.022 // floating-point values 
0007: 367@ = 138.8912 // floating-point values 
0007: 487@ = 269.3722 // floating-point values 
0007: 128@ = -2620.579 // floating-point values 
0007: 248@ = -2066.746 // floating-point values 
0007: 368@ = 129.5185 // floating-point values 
0007: 488@ = 201.5526 // floating-point values 
0007: 129@ = -2438.379 // floating-point values 
0007: 249@ = -2086.928 // floating-point values 
0007: 369@ = 123.3899 // floating-point values 
0007: 489@ = 257.1008 // floating-point values 
0007: 130@ = -2335.784 // floating-point values 
0007: 250@ = -2102.442 // floating-point values 
0007: 370@ = 112.9194 // floating-point values 
0007: 490@ = 283.7088 // floating-point values 
0007: 131@ = -2101.005 // floating-point values 
0007: 251@ = -1893.245 // floating-point values 
0007: 371@ = 108.8372 // floating-point values 
0007: 491@ = 174.9563 // floating-point values 
0007: 132@ = -2156.216 // floating-point values 
0007: 252@ = -2031.774 // floating-point values 
0007: 372@ = 91.9901 // floating-point values 
0007: 492@ = 145.72 // floating-point values 
0007: 133@ = -2236.111 // floating-point values 
0007: 253@ = -2118.767 // floating-point values 
0007: 373@ = 66.3876 // floating-point values 
0007: 493@ = 131.2891 // floating-point values 
0007: 134@ = -2374.958 // floating-point values 
0007: 254@ = -2195.454 // floating-point values 
0007: 374@ = 32.3626 // floating-point values 
0007: 494@ = 113.8008 // floating-point values 
0006: 700@ = 32 // integer values 
0006: 92@ = 6 // integer values 
04AF: 701@ = unknown_wav_reference 23 
04AF: 702@ = unknown_wav_reference 52 
04AF: 703@ = unknown_wav_reference 51 
04AF: 704@ = unknown_wav_reference 52 
04AF: 705@ = unknown_wav_reference 23 
04AF: 706@ = unknown_wav_reference 51 
04AF: 707@ = unknown_wav_reference 510 
04AF: 708@ = unknown_wav_reference 510 
04AF: 709@ = unknown_wav_reference 510 
04AF: 710@ = unknown_wav_reference 510 
04AF: 711@ = unknown_wav_reference 510 
04AF: 712@ = unknown_wav_reference 510 
0007: 652@ = 35.0 // floating-point values 
0007: 653@ = 30.0 // floating-point values 
0007: 654@ = 28.0 // floating-point values 
0002: jump @MTBIKER_4244 

:MTBIKER_3025
00D6: if 
0038:   $1799 == 3 // integer values 
004D: jump_if_false @MTBIKER_3059 
00BA: text_styled 'MTROUT3' 3000 ms 5  // Kobra futam

:MTBIKER_3059
0007: 103@ = -2432.876 // floating-point values 
0007: 223@ = -1939.654 // floating-point values 
0007: 343@ = 303.7731 // floating-point values 
0007: 463@ = 273.0 // floating-point values 
0007: 104@ = -2339.998 // floating-point values 
0007: 224@ = -1941.224 // floating-point values 
0007: 344@ = 295.8086 // floating-point values 
0007: 464@ = 269.6869 // floating-point values 
0007: 105@ = -2286.782 // floating-point values 
0007: 225@ = -1940.24 // floating-point values 
0007: 345@ = 268.8093 // floating-point values 
0007: 465@ = 245.1214 // floating-point values 
0007: 106@ = -2234.891 // floating-point values 
0007: 226@ = -1925.067 // floating-point values 
0007: 346@ = 242.4752 // floating-point values 
0007: 466@ = 300.1313 // floating-point values 
0007: 107@ = -2205.429 // floating-point values 
0007: 227@ = -1914.029 // floating-point values 
0007: 347@ = 239.2782 // floating-point values 
0007: 467@ = 269.1174 // floating-point values 
0007: 108@ = -2204.861 // floating-point values 
0007: 228@ = -1914.031 // floating-point values 
0007: 348@ = 239.1954 // floating-point values 
0007: 468@ = 269.4709 // floating-point values 
0007: 109@ = -2173.895 // floating-point values 
0007: 229@ = -1903.88 // floating-point values 
0007: 349@ = 233.6897 // floating-point values 
0007: 469@ = 314.003 // floating-point values 
0007: 110@ = -2169.728 // floating-point values 
0007: 230@ = -1885.136 // floating-point values 
0007: 350@ = 231.1551 // floating-point values 
0007: 470@ = 8.2283 // floating-point values 
0007: 111@ = -2173.511 // floating-point values 
0007: 231@ = -1861.948 // floating-point values 
0007: 351@ = 222.7416 // floating-point values 
0007: 471@ = 13.9626 // floating-point values 
0007: 112@ = -2173.641 // floating-point values 
0007: 232@ = -1843.246 // floating-point values 
0007: 352@ = 217.9074 // floating-point values 
0007: 472@ = 13.6434 // floating-point values 
0007: 113@ = -2148.431 // floating-point values 
0007: 233@ = -1792.73 // floating-point values 
0007: 353@ = 210.1444 // floating-point values 
0007: 473@ = 294.9009 // floating-point values 
0007: 114@ = -2129.241 // floating-point values 
0007: 234@ = -1775.973 // floating-point values 
0007: 354@ = 207.5088 // floating-point values 
0007: 474@ = 313.3039 // floating-point values 
0007: 115@ = -2109.724 // floating-point values 
0007: 235@ = -1755.573 // floating-point values 
0007: 355@ = 195.2899 // floating-point values 
0007: 475@ = 332.9617 // floating-point values 
0007: 116@ = -2101.756 // floating-point values 
0007: 236@ = -1744.009 // floating-point values 
0007: 356@ = 195.9091 // floating-point values 
0007: 476@ = 324.6714 // floating-point values 
0007: 117@ = -2072.08 // floating-point values 
0007: 237@ = -1644.9 // floating-point values 
0007: 357@ = 174.3308 // floating-point values 
0007: 477@ = 357.332 // floating-point values 
0007: 118@ = -2050.7 // floating-point values 
0007: 238@ = -1571.491 // floating-point values 
0007: 358@ = 137.474 // floating-point values 
0007: 478@ = 272.8463 // floating-point values 
0007: 119@ = -2041.665 // floating-point values 
0007: 239@ = -1509.007 // floating-point values 
0007: 359@ = 124.2398 // floating-point values 
0007: 479@ = 16.1558 // floating-point values 
0007: 120@ = -2033.56 // floating-point values 
0007: 240@ = -1438.604 // floating-point values 
0007: 360@ = 93.2658 // floating-point values 
0007: 480@ = 210.8019 // floating-point values 
0007: 121@ = -1991.328 // floating-point values 
0007: 241@ = -1596.526 // floating-point values 
0007: 361@ = 86.5936 // floating-point values 
0007: 481@ = 182.1263 // floating-point values 
0007: 122@ = -2027.707 // floating-point values 
0007: 242@ = -1789.331 // floating-point values 
0007: 362@ = 96.554 // floating-point values 
0007: 482@ = 160.6694 // floating-point values 
0007: 123@ = -2099.854 // floating-point values 
0007: 243@ = -1890.88 // floating-point values 
0007: 363@ = 109.2095 // floating-point values 
0007: 483@ = 175.6702 // floating-point values 
0007: 124@ = -2118.301 // floating-point values 
0007: 244@ = -1948.25 // floating-point values 
0007: 364@ = 99.0724 // floating-point values 
0007: 484@ = 162.0987 // floating-point values 
0007: 125@ = -2233.649 // floating-point values 
0007: 245@ = -2117.046 // floating-point values 
0007: 365@ = 67.2467 // floating-point values 
0007: 485@ = 134.1193 // floating-point values 
0007: 126@ = -2373.892 // floating-point values 
0007: 246@ = -2194.998 // floating-point values 
0007: 366@ = 32.3799 // floating-point values 
0007: 486@ = 115.9183 // floating-point values 
0006: 700@ = 24 // integer values 
0006: 92@ = 3 // integer values 
04AF: 701@ = unknown_wav_reference 51 
04AF: 702@ = unknown_wav_reference 52 
04AF: 703@ = unknown_wav_reference 23 
04AF: 707@ = unknown_wav_reference 510 
04AF: 708@ = unknown_wav_reference 510 
04AF: 709@ = unknown_wav_reference 510 
0007: 652@ = 40.0 // floating-point values 
0007: 653@ = 30.0 // floating-point values 
0007: 654@ = 25.0 // floating-point values 
07C0: load_path 829 
07C0: load_path 830 
07C0: load_path 831 
07C0: load_path 832 
07C0: load_path 833 
07C0: load_path 834 

:MTBIKER_4138
00D6: if or
87C1:   not path 829 available 
87C1:   not path 830 available 
87C1:   not path 831 available 
87C1:   not path 832 available 
87C1:   not path 833 available 
87C1:   not path 834 available 
004D: jump_if_false @MTBIKER_4190 
0001: wait 0 ms 
0002: jump @MTBIKER_4138 

:MTBIKER_4190
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 777@ 778@ 779@ type 0 radius 6.0 
06D6: destroy_racing_checkpoint 780@ 
0002: jump @MTBIKER_4244 

:MTBIKER_4244
0087: 655@ = 654@ // floating-point values only 

:MTBIKER_4252
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MTBIKER_4279 
0001: wait 0 ms 
0002: jump @MTBIKER_4252 

:MTBIKER_4279
0395: clear_area 0 at 103@ 223@ 343@ range 0.5 
03CB: set_camera 103@ 223@ 343@ 
0085: 713@ = 700@ // integer values and handles 
000E: 713@ -= 1 // integer values 
0006: 643@ = 0 // integer values 
0006: 644@ = 0 // integer values 
0006: 645@ = 0 // integer values 
0006: 646@ = 0 // integer values 
0085: 744@ = 92@ // integer values and handles 

:MTBIKER_4359
00D6: if 
001D:   744@ > 644@ // integer values 
004D: jump_if_false @MTBIKER_4403 
0006: 745@(644@,10i) = 0 // integer values 
000A: 644@ += 1 // integer values 
0002: jump @MTBIKER_4359 

:MTBIKER_4403
018A: 755@ = create_checkpoint_at 103@ 223@ 343@ 
0006: 756@ = 0 // integer values 

:MTBIKER_4424
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 758@ = 0 // integer values 
0006: 644@ = 0 // integer values 
00D6: if 
0039:   756@ == 0 // integer values 
004D: jump_if_false @MTBIKER_4651 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_4651 
00A1: put_actor $PLAYER_ACTOR at 103@ 223@ 343@ 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 104@ 224@ radius 100.0 100.0 
004D: jump_if_false @MTBIKER_4651 
0006: 643@ = 0 // integer values 
0088: $TEMPVAR_FLOAT_1 = 103@ // floating-point values only 
0009: $TEMPVAR_FLOAT_1 += 7.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 223@ // floating-point values only 
0009: $TEMPVAR_FLOAT_2 += 7.0 // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 343@ // floating-point values only 
0009: $TEMPVAR_FLOAT_3 += 4.0 // floating-point values 
0087: 659@ = 103@ // floating-point values only 
000F: 659@ -= 7.0 // floating-point values 
0087: 660@ = 223@ // floating-point values only 
000F: 660@ -= 7.0 // floating-point values 
0087: 661@ = 343@ // floating-point values only 
000F: 661@ -= 4.0 // floating-point values 
000A: 756@ += 1 // integer values 

:MTBIKER_4651
00D6: if 
0039:   756@ == 1 // integer values 
004D: jump_if_false @MTBIKER_4771 
0085: 647@ = 744@ // integer values and handles 
000E: 647@ -= 1 // integer values 
00D6: if and
0248:   model 701@(643@,6i) available 
0248:   model 707@(643@,6i) available 
004D: jump_if_false @MTBIKER_4727 
000A: 643@ += 1 // integer values 
0002: jump @MTBIKER_4745 

:MTBIKER_4727
0247: request_model 701@(643@,6i) 
0247: request_model 707@(643@,6i) 

:MTBIKER_4745
00D6: if 
003B:   643@ == 647@ // integer values 
004D: jump_if_false @MTBIKER_4771 
000A: 756@ += 1 // integer values 

:MTBIKER_4771
00D6: if 
0039:   756@ == 2 // integer values 
004D: jump_if_false @MTBIKER_6410 
00A5: 774@ = create_car 707@ at 103@ 223@ 343@ 
039F: car 774@ race_to 104@ 224@ 
0085: 647@ = 744@ // integer values and handles 
000E: 647@ -= 1 // integer values 
0006: 644@ = 0 // integer values 

:MTBIKER_4839
00D6: if 
001D:   744@ > 644@ // integer values 
004D: jump_if_false @MTBIKER_6170 
0085: 645@ = 644@ // integer values and handles 
0016: 645@ /= 2 // integer values 
0012: 645@ *= 2 // integer values 
00D6: if 
003B:   645@ == 644@ // integer values 
004D: jump_if_false @MTBIKER_4957 
0005: $TEMPVAR_FLOAT_1 = 2.0 // floating-point values 
0085: 646@ = 644@ // integer values and handles 
0012: 646@ *= 4 // integer values 
0093: 662@ = integer_to_float 646@ 
0013: 662@ *= -3.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 662@ // floating-point values only 
0002: jump @MTBIKER_5015 

:MTBIKER_4957
0005: $TEMPVAR_FLOAT_1 = -2.0 // floating-point values 
0085: 646@ = 644@ // integer values and handles 
000E: 646@ -= 1 // integer values 
0012: 646@ *= 4 // integer values 
0093: 662@ = integer_to_float 646@ 
0013: 662@ *= -1.2 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 662@ // floating-point values only 

:MTBIKER_5015
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: 663@ = car 774@ z_angle 
0088: $TEMPVAR_FLOAT_3 = 343@ // floating-point values only 
0089: 714@(644@,6f) = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 720@(644@,6f) = $TEMPVAR_FLOAT_2 // floating-point values only 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 726@(644@,6f) = $TEMPVAR_FLOAT_3 // floating-point values only 
00D6: if 
001D:   647@ > 644@ // integer values 
004D: jump_if_false @MTBIKER_5409 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
072F: (unknown) 732@(644@,6i) 0.5 5000 1 0 1 1 
0423: car 732@(644@,6i) improve_handling 1.5 
0249: release_model 707@(644@,6i) 
0175: set_car 732@(644@,6i) z_angle_to 663@ 
02AC: set_car 732@(644@,6i) immunities 0 1 0 0 0 
039C: (unknown) 732@(644@,6i) 1 
03AB: set_car 732@(644@,6i) do_nothing 1 
03ED: (unknown) 732@(644@,6i) 1 
04E0: car 732@(644@,6i) abandon_path_radius 5 
053F: set_car 732@(644@,6i) tires_vulnerable 0 
0129: 738@(644@,6i) = create_actor 4 701@(644@,6i) in_car 732@(644@,6i) driverseat 
054E: (unknown) 738@(644@,6i) 
0249: release_model 701@(644@,6i) 
054A: set_actor 738@(644@,6i) immune_to_car_headshots 0 
060B: unknown_actor_use_entity 738@(644@,6i) 669@ 
0A21: (unknown) 732@(644@,6i) 1 
00A9: set_car 732@(644@,6i) to_normal_driver 
00AE: unknown_set_car 732@(644@,6i) to_ignore_traffic_lights 2 
00AD: set_car 732@(644@,6i) max_speed_to 655@ 
02AA: set_car 732@(644@,6i) immune_to_nonplayer 1 
0002: jump @MTBIKER_6156 

:MTBIKER_5409
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset -4.0435 6.5755 -0.8 
0376: 770@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 770@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset -5.6392 2.9435 -0.8 
0376: 759@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 759@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset -6.0071 -2.0778 -0.8 
0376: 760@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 760@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset -7.6039 -5.0807 -0.8 
0376: 761@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 761@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset -7.0724 -6.4057 -0.8 
0376: 762@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 762@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset -5.9988 -13.553 -0.8 
0376: 763@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 763@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset 6.073 -15.2059 -0.8 
0376: 764@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 764@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset 7.2639 -12.9933 -0.8 
0376: 765@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 765@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset 5.8429 -7.7069 -0.8 
0376: 766@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 766@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset 8.4135 -3.7971 -0.8 
0376: 767@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 767@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset 6.2507 0.3634 -0.8 
0376: 768@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 768@ 103@ 223@ 343@ 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ offset 8.6397 2.419 -0.8 
0376: 769@ = create_random_actor $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence 769@ 103@ 223@ 343@ 
00A6: destroy_car 774@ 
0164: disable_marker 755@ 
018A: 755@ = create_checkpoint_at 714@(647@,6f) 720@(647@,6f) 726@(647@,6f) 
01EB: set_traffic_density_to 0.5 
008B: 738@(644@,6i) = $PLAYER_ACTOR // integer values and handles 
0085: 757@ = 644@ // integer values and handles 

:MTBIKER_6156
000A: 644@ += 1 // integer values 
0002: jump @MTBIKER_4839 

:MTBIKER_6170
000A: 756@ += 1 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_6266 
00D9: 732@(757@,6i) = actor $PLAYER_ACTOR car 
0224: set_car 732@(757@,6i) health_to 500 
054F: (unknown) 732@(757@,6i) 
00A1: put_actor $PLAYER_ACTOR at 714@(757@,6f) 720@(757@,6f) 726@(757@,6f) 
0175: set_car 732@(757@,6i) z_angle_to 463@ 
0373: set_camera_directly_behind_player 

:MTBIKER_6266
02A3: toggle_widescreen 1 
0001: wait 500 ms 
016A: fade 1 1000 ms 
00BE: text_clear_all 

:MTBIKER_6284
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_6308 
0001: wait 0 ms 
0002: jump @MTBIKER_6284 

:MTBIKER_6308
00D6: if 
0038:   $1799 == 1 // integer values 
004D: jump_if_false @MTBIKER_6342 
00BC: text_highpriority 'MTROUT1' 3000 ms 6  // Scotch Bonnet Yellow Route

:MTBIKER_6342
00D6: if 
0038:   $1799 == 2 // integer values 
004D: jump_if_false @MTBIKER_6376 
00BC: text_highpriority 'MTROUT2' 3000 ms 6  // Birdseye Winder

:MTBIKER_6376
00D6: if 
0038:   $1799 == 3 // integer values 
004D: jump_if_false @MTBIKER_6410 
00BC: text_highpriority 'MTROUT3' 3000 ms 6  // Kobra futam

:MTBIKER_6410
00D6: if 
0039:   756@ == 3 // integer values 
004D: jump_if_false @MTBIKER_6736 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_6736 
0085: 647@ = 744@ // integer values and handles 
000E: 647@ -= 1 // integer values 
0006: 644@ = 0 // integer values 

:MTBIKER_6466
00D6: if 
001D:   647@ > 644@ // integer values 
004D: jump_if_false @MTBIKER_6657 
00D6: if or
0119:   car 732@(644@,6i) wrecked 
0118:   actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_6537 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @MTBIKER_14393 

:MTBIKER_6537
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_6643 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_6643 
00D6: if or
8185:   not car 732@(644@,6i) health >= 999 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_6643 
00BA: text_styled 'RACES_3' 1200 ms 4 
09B9: (unknown) 0 
0006: 756@ = 7 // integer values 

:MTBIKER_6643
000A: 644@ += 1 // integer values 
0002: jump @MTBIKER_6466 

:MTBIKER_6657
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 771@ += 999 // integer values 
000A: 756@ += 1 // integer values 

:MTBIKER_6736
00D6: if 
0039:   756@ == 4 // integer values 
004D: jump_if_false @MTBIKER_6834 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // integer values 
004D: jump_if_false @MTBIKER_6834 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 771@ += 999 // integer values 
000A: 756@ += 1 // integer values 

:MTBIKER_6834
00D6: if 
0039:   756@ == 5 // integer values 
004D: jump_if_false @MTBIKER_6932 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // integer values 
004D: jump_if_false @MTBIKER_6932 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 771@ += 999 // integer values 
000A: 756@ += 1 // integer values 

:MTBIKER_6932
00D6: if 
0039:   756@ == 6 // integer values 
004D: jump_if_false @MTBIKER_7159 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // integer values 
004D: jump_if_false @MTBIKER_7159 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_7159 
00BA: text_styled 'RACES_7' 800 ms 4  // RAJT!
018C: play_sound 65535 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: 1 cars_can_be_damaged 
015A: restore_camera 
02A3: toggle_widescreen 0 
09B9: (unknown) 0 
008B: 651@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0085: 647@ = 744@ // integer values and handles 
000E: 647@ -= 1 // integer values 
0006: 644@ = 0 // integer values 

:MTBIKER_7081
00D6: if 
001D:   647@ > 644@ // integer values 
004D: jump_if_false @MTBIKER_7145 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_7131 
02AA: set_car 732@(644@,6i) immune_to_nonplayer 0 

:MTBIKER_7131
000A: 644@ += 1 // integer values 
0002: jump @MTBIKER_7081 

:MTBIKER_7145
0006: 771@ = 0 // integer values 
000A: 756@ += 1 // integer values 

:MTBIKER_7159
00D6: if 
0019:   756@ > 6 // integer values 
004D: jump_if_false @MTBIKER_12466 

:MTBIKER_7177
00D6: if 
001D:   744@ > 644@ // integer values 
004D: jump_if_false @MTBIKER_11790 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_11776 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_9482 
00D6: if 
87D6:   not  738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_7348 
00D6: if 
051A:   actor 738@(644@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_7348 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_7348 
00D6: if 
851B:   not (unknown) 738@(644@,6i) 732@(757@,6i) 
004D: jump_if_false @MTBIKER_7348 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @MTBIKER_14393 

:MTBIKER_7348
00D6: if 
0039:   756@ == 8 // integer values 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
87D6:   not  738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
003B:   745@(757@,10i) == 745@(644@,10i) // integer values 
004D: jump_if_false @MTBIKER_7531 
00A0: store_actor 738@(644@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 773@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 714@(644@,6f) 720@(644@,6f) 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 664@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 714@(644@,6f) 720@(644@,6f) 
00D6: if 
0025:   664@ > 773@ // floating-point values 
004D: jump_if_false @MTBIKER_7524 
000A: 758@ += 1 // integer values 

:MTBIKER_7524
0002: jump @MTBIKER_7565 

:MTBIKER_7531
00D6: if 
001D:   745@(644@,10i) > 745@(757@,10i) // integer values 
004D: jump_if_false @MTBIKER_7565 
000A: 758@ += 1 // integer values 

:MTBIKER_7565
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_7681 
00D6: if 
80EC:   not actor 738@(644@,6i) 0 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
004D: jump_if_false @MTBIKER_7681 
00A0: store_actor 738@(644@,6i) position_to 62@(644@,10f) 72@(644@,10f) $TEMPVAR_FLOAT_3 
008B: 93@(644@,10i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 93@(644@,10i) += 2000 // integer values 

:MTBIKER_7681
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_7891 
00D6: if 
0039:   670@(644@,10i) == 0 // integer values 
004D: jump_if_false @MTBIKER_7781 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_7781 
0006: 670@(644@,10i) = 1 // integer values 

:MTBIKER_7781
00D6: if 
0039:   670@(644@,10i) == 1 // integer values 
004D: jump_if_false @MTBIKER_7891 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_7891 
0687: clear_actor_task 738@(644@,6i) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 
0006: 670@(644@,10i) = 0 // integer values 

:MTBIKER_7891
00D6: if 
00EC:   actor 738@(644@,6i) 0 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 93@(644@,10i) // integer values 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_8201 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_8194 
046C: 665@ = car 732@(644@,6i) driver 
00D6: if 
0039:   665@ == -1 // integer values 
004D: jump_if_false @MTBIKER_8080 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
0002: jump @MTBIKER_8194 

:MTBIKER_8080
01C3: remove_references_to_car 732@(644@,6i) // Like turning a car into any random car 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 

:MTBIKER_8194
0002: jump @MTBIKER_8315 

:MTBIKER_8201
00A6: destroy_car 732@(644@,6i) 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 

:MTBIKER_8315
00A0: store_actor 738@(644@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02C1: set $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 to_car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
838A:   not car_in_cube $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 10.0 10.0 10.0 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 4.0 
004D: jump_if_false @MTBIKER_8524 
00A1: put_actor 738@(644@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_8524 
03C0: 774@ = actor 738@(644@,6i) car 
0173: set_actor 738@(644@,6i) z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 

:MTBIKER_8524
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_8575 
0085: 647@ = 745@(757@,10i) // integer values and handles 
000A: 647@ += 5 // integer values 
03C0: 774@ = actor 738@(644@,6i) car 

:MTBIKER_8575
0006: 643@ = 0 // integer values 
0006: 646@ = 0 // integer values 

:MTBIKER_8589
00D6: if 
001D:   744@ > 643@ // integer values 
004D: jump_if_false @MTBIKER_8671 
0085: 775@ = 745@(643@,10i) // integer values and handles 
000E: 775@ -= 3 // integer values 
00D6: if 
001D:   775@ > 745@(644@,10i) // integer values 
004D: jump_if_false @MTBIKER_8657 
000A: 646@ += 1 // integer values 

:MTBIKER_8657
000A: 643@ += 1 // integer values 
0002: jump @MTBIKER_8589 

:MTBIKER_8671
00D6: if 
0019:   646@ > 0 // integer values 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 738@(644@,6i) radius 30.0 30.0 5.0 sphere 0 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
838A:   not car_in_cube 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 10.0 10.0 10.0 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 4.0 
004D: jump_if_false @MTBIKER_9093 
00A1: put_actor 738@(644@,6i) at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_8983 
03C0: 774@ = actor 738@(644@,6i) car 
0173: set_actor 738@(644@,6i) z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 
0002: jump @MTBIKER_9093 

:MTBIKER_8983
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
0173: set_actor 738@(644@,6i) z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 

:MTBIKER_9093
00D6: if 
0039:   656@ == 0 // integer values 
004D: jump_if_false @MTBIKER_9215 
00D6: if 
07D6:   738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_9215 
00D6: if 
80FE:   not actor 738@(644@,6i) 0 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 500.0 500.0 500.0 
004D: jump_if_false @MTBIKER_9215 
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @MTBIKER_14393 

:MTBIKER_9215
00D6: if 
0038:   $1799 == 3 // integer values 
004D: jump_if_false @MTBIKER_9410 
00D6: if and
001B:   13 > 745@(644@,10i) // integer values 
0019:   745@(644@,10i) > 4 // integer values 
004D: jump_if_false @MTBIKER_9338 
00D6: if 
0100:   actor 738@(644@,6i) near_point_in_car 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 4.0 1.5 sphere 0 
004D: jump_if_false @MTBIKER_9331 
0002: jump @MTBIKER_12473 

:MTBIKER_9331
0002: jump @MTBIKER_9403 

:MTBIKER_9338
00D6: if 
0100:   actor 738@(644@,6i) near_point_in_car 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @MTBIKER_9403 
0002: jump @MTBIKER_12473 

:MTBIKER_9403
0002: jump @MTBIKER_9475 

:MTBIKER_9410
00D6: if 
0100:   actor 738@(644@,6i) near_point_in_car 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @MTBIKER_9475 
0002: jump @MTBIKER_12473 

:MTBIKER_9475
0002: jump @MTBIKER_9536 

:MTBIKER_9482
00D6: if 
87D6:   not  738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_9536 
00D6: if 
84AD:   not actor 738@(644@,6i) touching_water 
004D: jump_if_false @MTBIKER_9536 
0006: 745@(644@,10i) = 0 // integer values 

:MTBIKER_9536
00D6: if 
07D6:   738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_11382 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_11350 
00A0: store_actor 738@(757@,6i) position_to 583@(644@,10f) 593@(644@,10f) 603@(644@,10f) 
00AA: store_car 732@(757@,6i) position_to 613@ 623@ 633@ 
0063: 603@(644@,10f) -= 726@(644@,6f) // floating-point values 
0063: 633@ -= 726@(644@,6f) // floating-point values 
00D6: if or
0023:   -24.5 > 603@(644@,10f) // floating-point values 
0023:   -24.5 > 633@ // floating-point values 
004D: jump_if_false @MTBIKER_10121 
00D6: if 
0039:   657@ == 0 // integer values 
004D: jump_if_false @MTBIKER_9731 
0006: 657@ = 1 // integer values 
008B: 668@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 668@ += 1500 // integer values 

:MTBIKER_9731
00D6: if 
0039:   657@ == 1 // integer values 
004D: jump_if_false @MTBIKER_10114 
0085: 649@ = 668@ // integer values and handles 
0064: 649@ -= $CURRENT_TIME_IN_MS2 // integer values 
0016: 649@ /= 1000 // integer values 
00D6: if 
001B:   1 > 649@ // integer values 
004D: jump_if_false @MTBIKER_9798 
0006: 649@ = 0 // integer values 

:MTBIKER_9798
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 668@ // integer values 
004D: jump_if_false @MTBIKER_10114 
0085: 658@ = 745@(644@,10i) // integer values and handles 
000E: 658@ -= 1 // integer values 
00D6: if 
002A:   2 >= $1513 // integer values 
004D: jump_if_false @MTBIKER_10091 
00D6: if 
0018:   $1513 > 0 // integer values 
004D: jump_if_false @MTBIKER_9879 
0004: $1513 = 6 // integer values 

:MTBIKER_9879
01B4: set_player $PLAYER_CHAR frozen_state 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:MTBIKER_9907
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_9931 
0001: wait 0 ms 
0002: jump @MTBIKER_9907 

:MTBIKER_9931
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_10040 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(757@,6i) 
004D: jump_if_false @MTBIKER_9994 
036A: put_actor 738@(644@,6i) in_car 732@(757@,6i) 

:MTBIKER_9994
00AB: put_car 732@(757@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0175: set_car 732@(757@,6i) z_angle_to 463@(658@,120f) 

:MTBIKER_10040
016A: fade 1 500 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:MTBIKER_10051
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_10075 
0001: wait 0 ms 
0002: jump @MTBIKER_10051 

:MTBIKER_10075
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @MTBIKER_10114 

:MTBIKER_10091
00BC: text_highpriority 'RACES25' 5000 ms 1  // ~r~Kizrtak a versenybl.
0002: jump @MTBIKER_14393 

:MTBIKER_10114
0002: jump @MTBIKER_10146 

:MTBIKER_10121
00D6: if 
0039:   657@ == 1 // integer values 
004D: jump_if_false @MTBIKER_10146 
0006: 657@ = 0 // integer values 

:MTBIKER_10146
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_11343 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 732@(757@,6i) 
004D: jump_if_false @MTBIKER_11050 
00D6: if 
0039:   656@ == 0 // integer values 
004D: jump_if_false @MTBIKER_10301 
06D6: destroy_racing_checkpoint 780@ 
0164: disable_marker 755@ 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_10256 
0186: 755@ = create_marker_above_car 732@(757@,6i) 
07E0: set_marker 755@ type_to 1 

:MTBIKER_10256
0085: 666@ = 644@ // integer values and handles 
000B: 720@(644@,6f) += 1000.0 // floating-point values 
008B: 667@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 667@ += 25400 // integer values 
0006: 656@ = 1 // integer values 

:MTBIKER_10301
0085: 649@ = 667@ // integer values and handles 
0064: 649@ -= $CURRENT_TIME_IN_MS2 // integer values 
0016: 649@ /= 1000 // integer values 
00D6: if 
001B:   1 > 649@ // integer values 
004D: jump_if_false @MTBIKER_10350 
0006: 649@ = 0 // integer values 

:MTBIKER_10350
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 667@ // integer values 
004D: jump_if_false @MTBIKER_10394 
00BC: text_highpriority 'RACES20' 5000 ms 1  // ~r~Kizrtak a versenybl, mert elhagytad a jrmved.
0002: jump @MTBIKER_14393 
0051: return 

:MTBIKER_10394
00D6: if 
0039:   649@ == 1 // integer values 
004D: jump_if_false @MTBIKER_10442 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'RACE_51' 649@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy rlj a ~b~biciklire ~s~, klnben kizrnak a versenybl.
0002: jump @MTBIKER_10465 

:MTBIKER_10442
09C1: (unknown) 0 
01E5: text_1number_highpriority 'RACES50' 649@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy visszalj a ~b~biciklire ~s~, klnben kizrnak a versenybl.

:MTBIKER_10465
00D6: if 
003B:   745@(644@,10i) == 700@ // integer values 
004D: jump_if_false @MTBIKER_11043 
00D6: if 
07D6:   738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_11043 
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $1807($1799,5i) // integer values 
004D: jump_if_false @MTBIKER_10715 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
008B: 776@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 776@ -= 651@ // integer values 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
042E: (unknown) 12 $1807($1799,5i) 
0016: 776@ /= 1000 // integer values 
0085: 648@ = 776@ // integer values and handles 
0016: 648@ /= 60 // integer values 
0085: 647@ = 648@ // integer values and handles 
0012: 647@ *= 60 // integer values 
0085: 649@ = 776@ // integer values and handles 
0062: 649@ -= 647@ // integer values 
00D6: if 
0019:   649@ > 9 // integer values 
004D: jump_if_false @MTBIKER_10686 
036D: text_2numbers_styled 'LAPMTB2' 648@ 649@ 5000 ms 6  // j rekordid: ~1~:~1~
0002: jump @MTBIKER_10708 

:MTBIKER_10686
036D: text_2numbers_styled 'LAPMTB' 648@ 649@ 5000 ms 6  // j rekordid ~1~:0~1~

:MTBIKER_10708
0002: jump @MTBIKER_10997 

:MTBIKER_10715
008B: 776@ = $1807($1799,5i) // integer values and handles 
0062: 776@ -= 651@ // integer values 
0016: 776@ /= 1000 // integer values 
0085: 648@ = 776@ // integer values and handles 
0016: 648@ /= 60 // integer values 
0085: 647@ = 648@ // integer values and handles 
0012: 647@ *= 60 // integer values 
0085: 649@ = 776@ // integer values and handles 
0062: 649@ -= 647@ // integer values 
00D6: if 
0019:   649@ > 9 // integer values 
004D: jump_if_false @MTBIKER_10836 
036D: text_2numbers_styled 'RACES08' 648@ 649@ 5000 ms 6  // Legjobb Id: ~1~:~1~
0002: jump @MTBIKER_10858 

:MTBIKER_10836
036D: text_2numbers_styled 'RACES22' 648@ 649@ 5000 ms 6  // Legjobb id: ~1~:0~1~

:MTBIKER_10858
008B: 776@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 776@ -= 651@ // integer values 
0016: 776@ /= 1000 // integer values 
0085: 648@ = 776@ // integer values and handles 
0016: 648@ /= 60 // integer values 
0085: 647@ = 648@ // integer values and handles 
0012: 647@ *= 60 // integer values 
0085: 649@ = 776@ // integer values and handles 
0062: 649@ -= 647@ // integer values 
00D6: if 
0019:   649@ > 9 // integer values 
004D: jump_if_false @MTBIKER_10975 
036D: text_2numbers_styled 'RACE_52' 648@ 649@ 5000 ms 4 
0002: jump @MTBIKER_10997 

:MTBIKER_10975
036D: text_2numbers_styled 'RACE_53' 648@ 649@ 5000 ms 4 

:MTBIKER_10997
000A: 758@ += 1 // integer values 
00D6: if 
0039:   758@ == 1 // integer values 
004D: jump_if_false @MTBIKER_11036 
0002: jump @MTBIKER_14411 
0002: jump @MTBIKER_11043 

:MTBIKER_11036
0002: jump @MTBIKER_14393 

:MTBIKER_11043
0002: jump @MTBIKER_11343 

:MTBIKER_11050
00D6: if 
0039:   656@ == 1 // integer values 
004D: jump_if_false @MTBIKER_11343 
03D5: remove_text 'RACES50'  // ~s~Van ~1~ msodperced, hogy visszalj a ~b~biciklire ~s~, klnben kizrnak a versenybl.
0164: disable_marker 755@ 
000F: 720@(644@,6f) -= 1000.0 // floating-point values 
0006: 645@ = 0 // integer values 
0085: 647@ = 92@ // integer values and handles 
000E: 647@ -= 1 // integer values 
018A: 755@ = create_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) 
0165: set_marker 755@ color_to 0 
018B: show_on_radar 755@ 2 
0168: show_on_radar 755@ 3 
00D6: if 
003B:   745@(666@,10i) == 713@ // integer values 
004D: jump_if_false @MTBIKER_11245 
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @MTBIKER_11336 

:MTBIKER_11245
0085: 647@ = 745@(666@,10i) // integer values and handles 
000A: 647@ += 1 // integer values 
00D6: if 
003B:   745@(666@,10i) == 713@ // integer values 
004D: jump_if_false @MTBIKER_11294 
0006: 647@ = 1 // integer values 

:MTBIKER_11294
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_11336
0006: 656@ = 0 // integer values 

:MTBIKER_11343
0002: jump @MTBIKER_11375 

:MTBIKER_11350
00BC: text_highpriority 'RACES24' 5000 ms 1  // ~r~Kizrtak a versenybl, mert sszetrted a jrmved.
0002: jump @MTBIKER_14393 
0051: return 

:MTBIKER_11375
0002: jump @MTBIKER_11776 

:MTBIKER_11382
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_11776 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_11776 
00A0: store_actor 738@(644@,6i) position_to 583@(644@,10f) 593@(644@,10f) 603@(644@,10f) 
0063: 603@(644@,10f) -= 726@(644@,6f) // floating-point values 
00D6: if 
0023:   -15.5 > 603@(644@,10f) // floating-point values 
004D: jump_if_false @MTBIKER_11776 
00D6: if 
80C2:   not sphere_onscreen 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 10.0 
004D: jump_if_false @MTBIKER_11776 
0085: 658@ = 745@(644@,10i) // integer values and handles 
000E: 658@ -= 1 // integer values 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_11631 
00AB: put_car 732@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0175: set_car 732@(644@,6i) z_angle_to 463@(644@,120f) 
0002: jump @MTBIKER_11776 

:MTBIKER_11631
046C: 665@ = car 732@(644@,6i) driver 
00D6: if 
0039:   665@ == -1 // integer values 
004D: jump_if_false @MTBIKER_11714 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
00AB: put_car 732@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0002: jump @MTBIKER_11776 

:MTBIKER_11714
01C3: remove_references_to_car 732@(644@,6i) // Like turning a car into any random car 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 

:MTBIKER_11776
000A: 644@ += 1 // integer values 
0002: jump @MTBIKER_7177 

:MTBIKER_11790
038E: draw_box position 40@ 47@ scale 54@ 61@ color 0 0 0 alpha 255 
038E: draw_box position 39@ 46@ scale 53@ 60@ color 134 155 184 alpha 255 
038E: draw_box position 34@ 41@ scale 48@ 55@ color 0 0 0 alpha 255 
000A: 758@ += 1 // integer values 
0050: gosub @MTBIKER_14325 
033F: set_text_draw_letter_width_height 49@ 56@ 
00D6: if 
0039:   758@ == 1 // integer values 
004D: jump_if_false @MTBIKER_11919 
033E: text_draw 35@ 42@ 'ST'  // .

:MTBIKER_11919
00D6: if 
0039:   758@ == 2 // integer values 
004D: jump_if_false @MTBIKER_11954 
033E: text_draw 35@ 42@ 'ND'  // .

:MTBIKER_11954
00D6: if 
0039:   758@ == 3 // integer values 
004D: jump_if_false @MTBIKER_11989 
033E: text_draw 35@ 42@ 'RD'  // .

:MTBIKER_11989
00D6: if 
0019:   758@ > 3 // integer values 
004D: jump_if_false @MTBIKER_12024 
033E: text_draw 35@ 42@ 'TH'  // .

:MTBIKER_12024
00D6: if 
002B:   2 >= 758@ // integer values 
004D: jump_if_false @MTBIKER_12109 
0087: 655@ = 652@ // floating-point values only 
00D6: if 
0038:   $1799 == 1 // integer values 
004D: jump_if_false @MTBIKER_12109 
00D6: if or
0039:   745@(644@,10i) == 17 // integer values 
0039:   745@(644@,10i) == 16 // integer values 
004D: jump_if_false @MTBIKER_12109 
0087: 655@ = 654@ // floating-point values only 

:MTBIKER_12109
00D6: if and
0019:   758@ > 2 // integer values 
001B:   4 > 758@ // integer values 
004D: jump_if_false @MTBIKER_12201 
0087: 655@ = 653@ // floating-point values only 
00D6: if 
0038:   $1799 == 1 // integer values 
004D: jump_if_false @MTBIKER_12201 
00D6: if or
0039:   745@(644@,10i) == 17 // integer values 
0039:   745@(644@,10i) == 16 // integer values 
004D: jump_if_false @MTBIKER_12201 
0087: 655@ = 654@ // floating-point values only 

:MTBIKER_12201
00D6: if 
0039:   758@ == 6 // integer values 
004D: jump_if_false @MTBIKER_12227 
0087: 655@ = 654@ // floating-point values only 

:MTBIKER_12227
0050: gosub @MTBIKER_14325 
033F: set_text_draw_letter_width_height 50@ 57@ 
0342: set_text_draw_centered 1 
045A: text_draw_1number 36@ 43@ 'NUMBER' 758@  // ~1~
0050: gosub @MTBIKER_14325 
033F: set_text_draw_letter_width_height 51@ 58@ 
045A: text_draw_1number 37@ 44@ 'OUT_OF' 92@  // /~1~
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 776@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 776@ -= 651@ // integer values 
0016: 776@ /= 1000 // integer values 
0085: 648@ = 776@ // integer values and handles 
0016: 648@ /= 60 // integer values 
0085: 647@ = 648@ // integer values and handles 
0012: 647@ *= 60 // integer values 
0085: 649@ = 776@ // integer values and handles 
0062: 649@ -= 647@ // integer values 
0050: gosub @MTBIKER_14325 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_width_height 52@ 59@ 
00D6: if 
0019:   649@ > 9 // integer values 
004D: jump_if_false @MTBIKER_12443 
045B: text_draw_2numbers 38@ 45@ 'TIME' 648@ 649@  // ~1~:~1~
0002: jump @MTBIKER_12466 

:MTBIKER_12443
045B: text_draw_2numbers 38@ 45@ 'TIME_0' 648@ 649@  // ~1~:0~1~

:MTBIKER_12466
0002: jump @MTBIKER_4424 

:MTBIKER_12473
00D6: if 
0039:   756@ == 7 // integer values 
004D: jump_if_false @MTBIKER_12498 
0006: 756@ = 8 // integer values 

:MTBIKER_12498
00D6: if 
07D6:   738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_12546 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 755@ 

:MTBIKER_12546
000A: 745@(644@,10i) += 1 // integer values 
00D6: if 
003B:   745@(644@,10i) == 700@ // integer values 
004D: jump_if_false @MTBIKER_13253 
00D6: if 
07D6:   738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_13142 
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $1807($1799,5i) // integer values 
004D: jump_if_false @MTBIKER_12807 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
008B: 776@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 776@ -= 651@ // integer values 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // integer values and handles 
042E: (unknown) 12 $1807($1799,5i) 
0016: 776@ /= 1000 // integer values 
0085: 648@ = 776@ // integer values and handles 
0016: 648@ /= 60 // integer values 
0085: 647@ = 648@ // integer values and handles 
0012: 647@ *= 60 // integer values 
0085: 649@ = 776@ // integer values and handles 
0062: 649@ -= 647@ // integer values 
00D6: if 
0019:   649@ > 9 // integer values 
004D: jump_if_false @MTBIKER_12778 
036D: text_2numbers_styled 'LAPMTB2' 648@ 649@ 5000 ms 6  // j rekordid: ~1~:~1~
0002: jump @MTBIKER_12800 

:MTBIKER_12778
036D: text_2numbers_styled 'LAPMTB' 648@ 649@ 5000 ms 6  // j rekordid ~1~:0~1~

:MTBIKER_12800
0002: jump @MTBIKER_13089 

:MTBIKER_12807
008B: 776@ = $1807($1799,5i) // integer values and handles 
0062: 776@ -= 651@ // integer values 
0016: 776@ /= 1000 // integer values 
0085: 648@ = 776@ // integer values and handles 
0016: 648@ /= 60 // integer values 
0085: 647@ = 648@ // integer values and handles 
0012: 647@ *= 60 // integer values 
0085: 649@ = 776@ // integer values and handles 
0062: 649@ -= 647@ // integer values 
00D6: if 
0019:   649@ > 9 // integer values 
004D: jump_if_false @MTBIKER_12928 
036D: text_2numbers_styled 'RACES08' 648@ 649@ 5000 ms 6  // Legjobb Id: ~1~:~1~
0002: jump @MTBIKER_12950 

:MTBIKER_12928
036D: text_2numbers_styled 'RACES22' 648@ 649@ 5000 ms 6  // Legjobb id: ~1~:0~1~

:MTBIKER_12950
008B: 776@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 776@ -= 651@ // integer values 
0016: 776@ /= 1000 // integer values 
0085: 648@ = 776@ // integer values and handles 
0016: 648@ /= 60 // integer values 
0085: 647@ = 648@ // integer values and handles 
0012: 647@ *= 60 // integer values 
0085: 649@ = 776@ // integer values and handles 
0062: 649@ -= 647@ // integer values 
00D6: if 
0019:   649@ > 9 // integer values 
004D: jump_if_false @MTBIKER_13067 
036D: text_2numbers_styled 'TIME' 648@ 649@ 5000 ms 4  // ~1~:~1~
0002: jump @MTBIKER_13089 

:MTBIKER_13067
036D: text_2numbers_styled 'TIME_0' 648@ 649@ 5000 ms 4  // ~1~:0~1~

:MTBIKER_13089
000A: 758@ += 1 // integer values 
00D6: if 
0039:   758@ == 1 // integer values 
004D: jump_if_false @MTBIKER_13128 
0002: jump @MTBIKER_14411 
0002: jump @MTBIKER_13135 

:MTBIKER_13128
0002: jump @MTBIKER_14393 

:MTBIKER_13135
0002: jump @MTBIKER_13253 

:MTBIKER_13142
06C7: unknown_action_sequence 738@(644@,6i) -1 6 2000000 
0085: 658@ = 745@(644@,10i) // integer values and handles 
000E: 658@ -= 1 // integer values 
00D6: if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 30.0 
004D: jump_if_false @MTBIKER_13253 
00D6: if 
8119:   not car 774@ wrecked 
004D: jump_if_false @MTBIKER_13253 
039F: car 774@ race_to 103@(658@,120f) 223@(658@,120f) 

:MTBIKER_13253
0085: 647@ = 745@(644@,10i) // integer values and handles 
0087: 714@(644@,6f) = 103@(647@,120f) // floating-point values only 
0087: 720@(644@,6f) = 223@(647@,120f) // floating-point values only 
0087: 726@(644@,6f) = 343@(647@,120f) // floating-point values only 
00D6: if 
07D6:   738@(644@,6i) $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_13694 
000A: 647@ += 1 // integer values 
0087: 777@ = 103@(647@,120f) // floating-point values only 
0087: 778@ = 223@(647@,120f) // floating-point values only 
0087: 779@ = 343@(647@,120f) // floating-point values only 
018A: 755@ = create_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
0165: set_marker 755@ color_to 0 
018B: show_on_radar 755@ 2 
0168: show_on_radar 755@ 3 
00D6: if 
0039:   756@ == 1 // integer values 
004D: jump_if_false @MTBIKER_13486 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_13486
06D6: destroy_racing_checkpoint 780@ 
00D6: if 
001D:   713@ > 745@(644@,10i) // integer values 
004D: jump_if_false @MTBIKER_13563 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 777@ 778@ 779@ type 0 radius 6.0 
0002: jump @MTBIKER_13605 

:MTBIKER_13563
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 777@ 778@ 779@ type 1 radius 6.0 

:MTBIKER_13605
00D6: if 
0039:   745@(644@,10i) == 3 // integer values 
004D: jump_if_false @MTBIKER_13687 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 759@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 760@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 761@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 762@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 763@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 764@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 765@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 766@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 767@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 

:MTBIKER_13687
0002: jump @MTBIKER_14318 

:MTBIKER_13694
00D6: if 
0038:   $1799 == 3 // integer values 
004D: jump_if_false @MTBIKER_14080 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_14073 
00D6: if 
0039:   745@(644@,10i) == 1 // integer values 
004D: jump_if_false @MTBIKER_13858 
00D6: if 
0039:   644@ == 0 // integer values 
004D: jump_if_false @MTBIKER_13806 
0209: $8266 = random_int 832 835 
05EB: assign_vehicle 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_13806
00D6: if 
0039:   644@ == 1 // integer values 
004D: jump_if_false @MTBIKER_13858 
0209: $8266 = random_int 829 832 
05EB: assign_vehicle 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_13858
00D6: if 
0039:   745@(644@,10i) == 13 // integer values 
004D: jump_if_false @MTBIKER_13980 
060E:   car 732@(644@,6i) is_assigned_to_existing_path 
05EC: release_vehicle 732@(644@,6i) from_path 
00D6: if 
803B:   not  745@(644@,10i) == 700@ // integer values 
004D: jump_if_false @MTBIKER_13980 
08C6: set_actor 738@(644@,6i) stay_on_bike 0 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 
0002: jump @MTBIKER_9536 

:MTBIKER_13980
00D6: if 
0019:   745@(644@,10i) > 13 // integer values 
004D: jump_if_false @MTBIKER_14073 
00D6: if 
803B:   not  745@(644@,10i) == 700@ // integer values 
004D: jump_if_false @MTBIKER_14073 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 
0002: jump @MTBIKER_9536 

:MTBIKER_14073
0002: jump @MTBIKER_14318 

:MTBIKER_14080
00D6: if 
803B:   not  745@(644@,10i) == 700@ // integer values 
004D: jump_if_false @MTBIKER_14151 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 1 1 
0002: jump @MTBIKER_9536 

:MTBIKER_14151
00D6: if 
002D:   745@(644@,10i) >= 700@ // integer values 
004D: jump_if_false @MTBIKER_14318 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_14318 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_14318 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_14318 
00D6: if 
0039:   690@(644@,10i) == 0 // integer values 
004D: jump_if_false @MTBIKER_14318 
0687: clear_actor_task 738@(644@,6i) 
0006: 690@(644@,10i) = 1 // integer values 
05D1: AS_actor 738@(644@,6i) drive_car -1 to -2399.863 -2206.549 32.5652 speed 655@ 3 1 1 

:MTBIKER_14318
0002: jump @MTBIKER_9536 

:MTBIKER_14325
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
060D: draw_text_shadow 2 color 0 0 0 alpha 180 
0051: return 

:MTBIKER_14393
00BA: text_styled 'RACES_8' 5000 ms 1  // Vesztettl!
0051: return 

:MTBIKER_14411
008B: 646@ = $1799 // integer values and handles 
000A: 646@ += 1 // integer values 
0012: 646@ *= 10000 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
00D6: if 
0038:   $1799 == 1 // integer values 
004D: jump_if_false @MTBIKER_14505 
00BA: text_styled 'RACES18' 500 ms 1  // Gyztl!
0109: player $PLAYER_CHAR money += 500 
00BC: text_highpriority 'MTWIN1' 5000 ms 1  // Gyztl! Most mr elrhet a  'Birdseye Winder' verseny
0394: play_music 1 

:MTBIKER_14505
00D6: if 
0038:   $1799 == 2 // integer values 
004D: jump_if_false @MTBIKER_14567 
00BC: text_highpriority 'MTWIN2' 5000 ms 1  // Gyztl! Most mr elrhet a  'Kobra futam' verseny
00BA: text_styled 'RACES18' 1000 ms 1  // Gyztl!
0109: player $PLAYER_CHAR money += 1000 
0394: play_music 1 

:MTBIKER_14567
00D6: if 
0038:   $1799 == 3 // integer values 
004D: jump_if_false @MTBIKER_14629 
00BA: text_styled 'RACES18' 2000 ms 1  // Gyztl!
0109: player $PLAYER_CHAR money += 2000 
00BC: text_highpriority 'MTWIN3' 5000 ms 1  // Teljestetted 'Az ezer kihvs' sszes tvonalt
0394: play_music 2 

:MTBIKER_14629
0008: $1799 += 1 // integer values 
00D6: if 
0018:   $1799 > 3 // integer values 
004D: jump_if_false @MTBIKER_14692 
00D6: if 
0038:   $MISSION_CHILIAD_CHALLENGE_PASSED == 0 // integer values 
004D: jump_if_false @MTBIKER_14685 
0595: mission_complete 
030C: set_mission_points += 1 
0004: $MISSION_CHILIAD_CHALLENGE_PASSED = 1 // integer values 

:MTBIKER_14685
0004: $1799 = 1 // integer values 

:MTBIKER_14692
0051: return 

:MTBIKER_14694
0004: $ONMISSION = 0 // integer values 
00D6: if 
8119:   not car 732@ wrecked 
004D: jump_if_false @MTBIKER_14738 
00D6: if 
06AA: (unknown) 732@ 
004D: jump_if_false @MTBIKER_14738 
05EC: release_vehicle 732@ from_path 

:MTBIKER_14738
00D6: if 
8119:   not car 733@ wrecked 
004D: jump_if_false @MTBIKER_14775 
00D6: if 
06AA: (unknown) 733@ 
004D: jump_if_false @MTBIKER_14775 
05EC: release_vehicle 733@ from_path 

:MTBIKER_14775
0873: release_path 829 
0873: release_path 830 
0873: release_path 831 
0873: release_path 832 
0873: release_path 833 
0873: release_path 834 
0249: release_model 701@ 
0249: release_model 702@ 
0249: release_model 703@ 
0249: release_model 704@ 
0249: release_model 705@ 
0249: release_model 706@ 
0249: release_model 707@ 
0249: release_model 708@ 
0249: release_model 709@ 
0249: release_model 710@ 
0249: release_model 711@ 
0249: release_model 712@ 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 759@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 760@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 761@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 762@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 763@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 764@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 765@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 766@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 767@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 
09B9: (unknown) 1 
0164: disable_marker 755@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0912: (unknown) 0 380 464 
03F0: text_draw_toggle 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 133---------------
// Originally: BMX / NRG-500 STUNT Mission

:STUNT
0050: gosub @STUNT_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @STUNT_27 
0050: gosub @STUNT_1602 

:STUNT_27
0050: gosub @STUNT_2028 
004E: end_thread 

:STUNT_36
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $MISSION_BMX_STUNT_PASSED == 0 // integer values 
004D: jump_if_false @STUNT_63 
0317: increment_mission_attempts 

:STUNT_63
03A4: name_thread 'STUNT' 
0001: wait 0 ms 
054C: use_GXT_table 'STUNT' 

:STUNT_89
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STUNT_116 
0001: wait 0 ms 
0002: jump @STUNT_89 

:STUNT_116
00D9: 34@ = actor $PLAYER_ACTOR car 
0224: set_car 34@ health_to 3000 
0050: gosub @STUNT_2129 
0006: 35@ = 1 // integer values 
0006: 56@ = 0 // integer values 

:STUNT_153
00D6: if 
001D:   187@ > 56@ // integer values 
004D: jump_if_false @STUNT_197 
0006: 36@(56@,20i) = 0 // integer values 
000A: 56@ += 1 // integer values 
0002: jump @STUNT_153 

:STUNT_197
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @STUNT_229 
018A: 57@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STUNT_229
0006: 58@ = 0 // integer values 
0006: 59@ = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
015F: set_camera_position 188@ 189@ 190@ 0.0 0.0 0.0 
0160: point_camera 191@ 192@ 193@ 2 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0084: $8267 = $CURRENT_TIME_IN_MS2 // integer values and handles 
0008: $8267 += 5000 // integer values 
00BC: text_highpriority 'STUNT_6' 5000 ms 1  // ~s~rintsd az sszes ~r~ellenrzsi pontot~s~ mieltt lejr az id.
0006: 80@ = 0 // integer values 

:STUNT_355
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @STUNT_510 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @STUNT_503 
00D6: if 
0039:   80@ == 1 // integer values 
004D: jump_if_false @STUNT_496 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $8267 = 11000 // integer values 
03C3: set_timer_with_text_to $8267 type 1 text 'STUNT_2'  // HTRALV ID
008B: 81@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0006: 58@ = 1 // integer values 
0006: 80@ = 0 // integer values 

:STUNT_496
0002: jump @STUNT_510 

:STUNT_503
0006: 80@ = 1 // integer values 

:STUNT_510
00D6: if 
0039:   58@ == 0 // integer values 
004D: jump_if_false @STUNT_619 
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $8267 // integer values 
004D: jump_if_false @STUNT_619 
01B4: set_player $PLAYER_CHAR frozen_state 1 
06AB: (unknown) $PLAYER_ACTOR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $8267 = 11000 // integer values 
03C3: set_timer_with_text_to $8267 type 1 text 'STUNT_2'  // HTRALV ID
008B: 81@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0006: 58@ = 1 // integer values 

:STUNT_619
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STUNT_1505 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STUNT_1180 
00D6: if 
0039:   35@ == 1 // integer values 
004D: jump_if_false @STUNT_856 
03D5: remove_text 'STUNT_1'  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~jrmbe~s~.
0164: disable_marker 57@ 
0006: 56@ = 0 // integer values 

:STUNT_695
00D6: if 
001D:   187@ > 56@ // integer values 
004D: jump_if_false @STUNT_849 
00D6: if 
0039:   36@(56@,20i) == 0 // integer values 
004D: jump_if_false @STUNT_835 
018A: 82@(56@,20i) = create_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
0165: set_marker 82@(56@,20i) color_to 0 
06D5: 102@(56@,20i) = create_racing_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) type 3 radius 0.8 

:STUNT_835
000A: 56@ += 1 // integer values 
0002: jump @STUNT_695 

:STUNT_849
0006: 35@ = 0 // integer values 

:STUNT_856
0006: 56@ = 0 // integer values 

:STUNT_863
00D6: if 
001D:   187@ > 56@ // integer values 
004D: jump_if_false @STUNT_1173 
00D6: if 
0039:   36@(56@,20i) == 0 // integer values 
004D: jump_if_false @STUNT_1159 
0996: (unknown) 102@(56@,20i) 60@(56@,20f) 
016F: create_particle 2 0.0 1.0 150 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
000B: 60@(56@,20f) += 10.0 // floating-point values 
00D6: if 
0021:   60@(56@,20f) > 360.0 // floating-point values 
004D: jump_if_false @STUNT_1017 
000F: 60@(56@,20f) -= 360.0 // floating-point values 

:STUNT_1017
00D6: if 
0100:   actor $PLAYER_ACTOR near_point_in_car 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) radius 2.5 2.5 2.5 sphere 0 
004D: jump_if_false @STUNT_1159 
0164: disable_marker 82@(56@,20i) 
06D6: destroy_racing_checkpoint 102@(56@,20i) 
097A: (unknown) 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 1058 
0008: $8267 += 10000 // integer values 
01E5: text_1number_highpriority 'STUNT_3' 10 1500 ms 1  // ~s~+~1~ msodperc
000A: 59@ += 1 // integer values 
000A: 36@(56@,20i) += 1 // integer values 

:STUNT_1159
000A: 56@ += 1 // integer values 
0002: jump @STUNT_863 

:STUNT_1173
0002: jump @STUNT_1498 

:STUNT_1180
00D6: if 
0039:   35@ == 0 // integer values 
004D: jump_if_false @STUNT_1336 
0006: 56@ = 0 // integer values 

:STUNT_1205
00D6: if 
001D:   187@ > 56@ // integer values 
004D: jump_if_false @STUNT_1256 
0164: disable_marker 82@(56@,20i) 
06D6: destroy_racing_checkpoint 102@(56@,20i) 
000A: 56@ += 1 // integer values 
0002: jump @STUNT_1205 

:STUNT_1256
0186: 57@ = create_marker_above_car 34@ 
07E0: set_marker 57@ type_to 1 
00D6: if 
0018:   $8267 > 25400 // integer values 
004D: jump_if_false @STUNT_1313 
008B: 122@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 122@ += 25400 // integer values 
0002: jump @STUNT_1329 

:STUNT_1313
008B: 122@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
005C: 122@ += $8267 // integer values 

:STUNT_1329
0006: 35@ = 1 // integer values 

:STUNT_1336
0085: 123@ = 122@ // integer values and handles 
0064: 123@ -= $CURRENT_TIME_IN_MS2 // integer values 
0016: 123@ /= 1000 // integer values 
00D6: if 
001B:   1 > 123@ // integer values 
004D: jump_if_false @STUNT_1385 
0006: 123@ = 0 // integer values 

:STUNT_1385
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 122@ // integer values 
004D: jump_if_false @STUNT_1427 
00BC: text_highpriority 'STUNT_4' 5000 ms 1  // ~r~Othagytad a jrmvet.
0002: jump @STUNT_1602 

:STUNT_1427
00D6: if 
0039:   123@ == 1 // integer values 
004D: jump_if_false @STUNT_1475 
09C1: (unknown) 0 
01E5: text_1number_highpriority 'STUNT_8' 123@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~jrmbe~s~.
0002: jump @STUNT_1498 

:STUNT_1475
09C1: (unknown) 0 
01E5: text_1number_highpriority 'STUNT_1' 123@ 200 ms 1  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~jrmbe~s~.

:STUNT_1498
0002: jump @STUNT_1528 

:STUNT_1505
00BC: text_highpriority 'STUNT_5' 5000 ms 1  // ~r~sszetrted a jrmvet!
0002: jump @STUNT_1602 

:STUNT_1528
00D6: if 
003B:   59@ == 187@ // integer values 
004D: jump_if_false @STUNT_1554 
0002: jump @STUNT_1620 

:STUNT_1554
00D6: if 
0038:   $8267 == 0 // integer values 
004D: jump_if_false @STUNT_1595 
00BC: text_highpriority 'STUNT_7' 5000 ms 1  // ~r~Letelt az idd!
0002: jump @STUNT_1602 

:STUNT_1595
0002: jump @STUNT_355 

:STUNT_1602
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!
0051: return 

:STUNT_1620
0109: player $PLAYER_CHAR money += 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
008B: 124@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0062: 124@ -= 81@ // integer values 
0016: 124@ /= 1000 // integer values 
00D6: if 
0038:   $STUNT_MISSION_VEHICLE_ID == 0 // integer values 
004D: jump_if_false @STUNT_1730 
00D6: if 
0038:   $MISSION_BMX_STUNT_PASSED == 0 // integer values 
004D: jump_if_false @STUNT_1723 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'BMX'  // BMX
0394: play_music 2 
0004: $MISSION_BMX_STUNT_PASSED = 1 // integer values 

:STUNT_1723
042E: (unknown) 49 124@ 

:STUNT_1730
00D6: if 
0038:   $STUNT_MISSION_VEHICLE_ID == 1 // integer values 
004D: jump_if_false @STUNT_1800 
00D6: if 
0038:   $MISSION_NRG500_STUNT_PASSED == 0 // integer values 
004D: jump_if_false @STUNT_1792 
030C: set_mission_points += 1 
0318: set_latest_mission_passed 'NRG500'  // NRG-500 motor
0394: play_music 2 
0004: $MISSION_NRG500_STUNT_PASSED = 1 // integer values 

:STUNT_1792
042E: (unknown) 222 124@ 

:STUNT_1800
0085: 125@ = 124@ // integer values and handles 
0016: 125@ /= 60 // integer values 
0085: 126@ = 125@ // integer values and handles 
0012: 126@ *= 60 // integer values 
0085: 123@ = 124@ // integer values and handles 
0062: 123@ -= 126@ // integer values 
00D6: if 
001E:   $STUNT_MISSIONS_BESTTIME($STUNT_MISSION_VEHICLE_ID,2i) > 124@ // integer values 
004D: jump_if_false @STUNT_1957 
00D6: if 
001B:   10 > 123@ // integer values 
004D: jump_if_false @STUNT_1916 
036D: text_2numbers_styled 'STUNTN0' 125@ 123@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~AZ J LEGJOBB IDEREDMNY ~1~:0~1~
0002: jump @STUNT_1938 

:STUNT_1916
036D: text_2numbers_styled 'STUNTPN' 125@ 123@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~AZ J LEGJOBB IDEREDMNY ~1~:~1~

:STUNT_1938
008A: $STUNT_MISSIONS_BESTTIME($STUNT_MISSION_VEHICLE_ID,2i) = 124@ // integer values and handles 
0002: jump @STUNT_2026 

:STUNT_1957
00D6: if 
001B:   10 > 123@ // integer values 
004D: jump_if_false @STUNT_2004 
036D: text_2numbers_styled 'STUNTT0' 125@ 123@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~ID ~1~:0~1~
0002: jump @STUNT_2026 

:STUNT_2004
036D: text_2numbers_styled 'STUNTPT' 125@ 123@ 5000 ms 1  // KLDETS TELJESTVE!~n~~w~ID ~1~:~1~

:STUNT_2026
0051: return 

:STUNT_2028
03D5: remove_text 'STUNT_1'  // ~s~Van ~1~ msodperced, hogy visszaszllj a ~b~jrmbe~s~.
03D5: remove_text 'STUNT_3'  // ~s~+~1~ msodperc
0006: 56@ = 0 // integer values 

:STUNT_2057
00D6: if 
001D:   187@ > 56@ // integer values 
004D: jump_if_false @STUNT_2108 
0164: disable_marker 82@(56@,20i) 
06D6: destroy_racing_checkpoint 102@(56@,20i) 
000A: 56@ += 1 // integer values 
0002: jump @STUNT_2057 

:STUNT_2108
0164: disable_marker 57@ 
014F: stop_timer $8267 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:STUNT_2129
0871: init_jump_table $STUNT_MISSION_VEHICLE_ID total_jumps 2 0 @STUNT_3450 jumps 0 @STUNT_2192 1 @STUNT_2836 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 

:STUNT_2192
0007: 127@ = 1955.012 // floating-point values 
0007: 147@ = -1367.72 // floating-point values 
0007: 167@ = 24.7354 // floating-point values 
0007: 128@ = 1954.609 // floating-point values 
0007: 148@ = -1376.964 // floating-point values 
0007: 168@ = 24.2187 // floating-point values 
0007: 129@ = 1887.392 // floating-point values 
0007: 149@ = -1362.954 // floating-point values 
0007: 169@ = 19.4329 // floating-point values 
0007: 130@ = 1914.137 // floating-point values 
0007: 150@ = -1427.099 // floating-point values 
0007: 170@ = 15.5805 // floating-point values 
0007: 131@ = 1908.552 // floating-point values 
0007: 151@ = -1388.389 // floating-point values 
0007: 171@ = 10.3294 // floating-point values 
0007: 132@ = 1882.362 // floating-point values 
0007: 152@ = -1427.686 // floating-point values 
0007: 172@ = 10.3294 // floating-point values 
0007: 133@ = 1953.349 // floating-point values 
0007: 153@ = -1426.586 // floating-point values 
0007: 173@ = 10.3294 // floating-point values 
0007: 134@ = 1878.189 // floating-point values 
0007: 154@ = -1388.81 // floating-point values 
0007: 174@ = 15.2464 // floating-point values 
0007: 135@ = 1878.184 // floating-point values 
0007: 155@ = -1388.839 // floating-point values 
0007: 175@ = 18.1461 // floating-point values 
0007: 136@ = 1872.327 // floating-point values 
0007: 156@ = -1451.051 // floating-point values 
0007: 176@ = 15.7645 // floating-point values 
0007: 137@ = 1905.178 // floating-point values 
0007: 157@ = -1413.675 // floating-point values 
0007: 177@ = 13.5322 // floating-point values 
0007: 138@ = 1949.502 // floating-point values 
0007: 158@ = -1411.546 // floating-point values 
0007: 178@ = 15.1837 // floating-point values 
0007: 139@ = 1867.153 // floating-point values 
0007: 159@ = -1410.006 // floating-point values 
0007: 179@ = 13.5322 // floating-point values 
0007: 140@ = 1909.341 // floating-point values 
0007: 160@ = -1369.846 // floating-point values 
0007: 180@ = 16.7966 // floating-point values 
0007: 141@ = 1939.243 // floating-point values 
0007: 161@ = -1388.132 // floating-point values 
0007: 181@ = 19.2615 // floating-point values 
0007: 142@ = 1904.888 // floating-point values 
0007: 162@ = -1360.622 // floating-point values 
0007: 182@ = 13.5322 // floating-point values 
0007: 143@ = 1930.234 // floating-point values 
0007: 163@ = -1398.62 // floating-point values 
0007: 183@ = 16.8554 // floating-point values 
0007: 144@ = 1888.765 // floating-point values 
0007: 164@ = -1399.326 // floating-point values 
0007: 184@ = 17.2408 // floating-point values 
0007: 145@ = 1900.948 // floating-point values 
0007: 165@ = -1397.83 // floating-point values 
0007: 185@ = 15.6868 // floating-point values 
0006: 187@ = 19 // integer values 
0007: 188@ = 1964.753 // floating-point values 
0007: 189@ = -1368.362 // floating-point values 
0007: 190@ = 29.6217 // floating-point values 
0007: 191@ = 1963.934 // floating-point values 
0007: 192@ = -1368.818 // floating-point values 
0007: 193@ = 29.2725 // floating-point values 
0002: jump @STUNT_3450 

:STUNT_2836
0007: 127@ = -1632.058 // floating-point values 
0007: 147@ = 143.152 // floating-point values 
0007: 167@ = 3.4111 // floating-point values 
0007: 128@ = -1632.021 // floating-point values 
0007: 148@ = 83.0413 // floating-point values 
0007: 168@ = 7.5331 // floating-point values 
0007: 129@ = -1689.148 // floating-point values 
0007: 149@ = 53.3936 // floating-point values 
0007: 169@ = 11.7703 // floating-point values 
0007: 130@ = -1606.423 // floating-point values 
0007: 150@ = 133.4396 // floating-point values 
0007: 170@ = -10.9911 // floating-point values 
0007: 131@ = -1680.386 // floating-point values 
0007: 151@ = 87.0915 // floating-point values 
0007: 171@ = 8.2325 // floating-point values 
0007: 132@ = -1666.295 // floating-point values 
0007: 152@ = 102.0489 // floating-point values 
0007: 172@ = -1.5025 // floating-point values 
0007: 133@ = -1654.692 // floating-point values 
0007: 153@ = 60.7782 // floating-point values 
0007: 173@ = 7.6501 // floating-point values 
0007: 134@ = -1684.866 // floating-point values 
0007: 154@ = 74.6374 // floating-point values 
0007: 174@ = -7.0328 // floating-point values 
0007: 135@ = -1583.797 // floating-point values 
0007: 155@ = 126.1577 // floating-point values 
0007: 175@ = 4.157 // floating-point values 
0007: 136@ = -1667.705 // floating-point values 
0007: 156@ = 49.5191 // floating-point values 
0007: 176@ = 6.5634 // floating-point values 
0007: 137@ = -1611.585 // floating-point values 
0007: 157@ = 106.3131 // floating-point values 
0007: 177@ = -3.6465 // floating-point values 
0007: 138@ = -1590.556 // floating-point values 
0007: 158@ = 148.9676 // floating-point values 
0007: 178@ = 4.113 // floating-point values 
0007: 139@ = -1671.959 // floating-point values 
0007: 159@ = 98.6 // floating-point values 
0007: 179@ = 8.9263 // floating-point values 
0007: 140@ = -1693.32 // floating-point values 
0007: 160@ = 65.1187 // floating-point values 
0007: 180@ = 8.7997 // floating-point values 
0007: 141@ = -1660.951 // floating-point values 
0007: 161@ = 107.6739 // floating-point values 
0007: 181@ = -2.1545 // floating-point values 
0007: 142@ = -1654.071 // floating-point values 
0007: 162@ = 77.2629 // floating-point values 
0007: 182@ = -10.2893 // floating-point values 
0007: 143@ = -1645.494 // floating-point values 
0007: 163@ = 107.2477 // floating-point values 
0007: 183@ = -10.6617 // floating-point values 
0007: 144@ = -1673.735 // floating-point values 
0007: 164@ = 56.9287 // floating-point values 
0007: 184@ = -10.674 // floating-point values 
0006: 187@ = 18 // integer values 
0007: 188@ = -1681.464 // floating-point values 
0007: 189@ = 27.2091 // floating-point values 
0007: 190@ = 9.6606 // floating-point values 
0007: 191@ = -1681.252 // floating-point values 
0007: 192@ = 28.183 // floating-point values 
0007: 193@ = 9.5773 // floating-point values 
0002: jump @STUNT_3450 

:STUNT_3450
0051: return 

//-------------Mission 134---------------
// Originally: Buy Properties Mission

:BUYPRO1
03A4: name_thread 'BUYPRO1' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0006: 34@ = 0 // integer values 
0169: set_fade_color 0 0 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0871: init_jump_table $1735 total_jumps 32 0 @BUYPRO1_4116 jumps 0 @BUYPRO1_306 1 @BUYPRO1_380 2 @BUYPRO1_461 3 @BUYPRO1_603 4 @BUYPRO1_729 5 @BUYPRO1_855 6 @BUYPRO1_981 
0872: jump_table_jumps 7 @BUYPRO1_1107 8 @BUYPRO1_1233 9 @BUYPRO1_1359 10 @BUYPRO1_1485 11 @BUYPRO1_1611 12 @BUYPRO1_1737 13 @BUYPRO1_1863 14 @BUYPRO1_1989 15 @BUYPRO1_2115 
0872: jump_table_jumps 16 @BUYPRO1_2230 17 @BUYPRO1_2352 18 @BUYPRO1_2474 19 @BUYPRO1_2589 20 @BUYPRO1_2704 21 @BUYPRO1_2819 22 @BUYPRO1_2941 23 @BUYPRO1_3056 24 @BUYPRO1_3171 
0872: jump_table_jumps 25 @BUYPRO1_3286 26 @BUYPRO1_3412 27 @BUYPRO1_3527 28 @BUYPRO1_3649 29 @BUYPRO1_3771 30 @BUYPRO1_3886 31 @BUYPRO1_4001 -1 @BUYPRO1_4116 -1 @BUYPRO1_4116 

:BUYPRO1_306
015F: set_camera_position -1990.969 292.2734 35.1049 0.0 0.0 0.0 
0160: point_camera -1990.053 291.9333 35.3176 2 
0623: add $1653 to_stat 15 
0164: disable_marker $66 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_380
015F: set_camera_position -2255.705 131.9585 38.5998 0.0 0.0 0.0 
0160: point_camera -2254.716 132.0048 38.4589 2 
0623: add $1654 to_stat 15 
0164: disable_marker $527 
0004: $1620 = 1 // integer values 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_461
015F: set_camera_position 445.128 2540.436 25.6202 0.0 0.0 0.0 
0160: point_camera 444.1882 2540.142 25.4462 2 
0623: add $1655 to_stat 15 
0164: disable_marker $55 
0164: disable_marker $1719 
0570: $1719 = create_asset_radar_marker_with_icon 35 at $888 $906 $924 
018B: show_on_radar $1719 2 
0299: activate_garage 'CN2GAR2' 
0299: activate_garage 'DHANGAR' 
09B4: (unknown) $X_WANG_CARS[2] $Y_WANG_CARS[2] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_603
015F: set_camera_position 316.0747 -1786.757 5.0712 0.0 0.0 0.0 
0160: point_camera 316.1206 -1785.778 5.2692 2 
0623: add $1656 to_stat 15 
0164: disable_marker $1624 
0570: $1624 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[3] $Y_WANG_CARS[3] $Z_WANG_CARS[3] 
018B: show_on_radar $1624 2 
09B4: (unknown) $X_WANG_CARS[3] $Y_WANG_CARS[3] 10.0 16384 1 
0299: activate_garage 'BEACSV' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_729
015F: set_camera_position 2430.869 698.3348 12.9763 0.0 0.0 0.0 
0160: point_camera 2431.788 697.9644 12.843 2 
0623: add $1657 to_stat 15 
0164: disable_marker $1625 
0570: $1625 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[4] $Y_WANG_CARS[4] $Z_WANG_CARS[4] 
018B: show_on_radar $1625 2 
09B4: (unknown) $X_WANG_CARS[4] $Y_WANG_CARS[4] 10.0 16384 1 
0299: activate_garage 'VESVGRG' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_855
015F: set_camera_position -362.3164 1152.664 21.4821 0.0 0.0 0.0 
0160: point_camera -362.6989 1153.587 21.5142 2 
0623: add $1658 to_stat 15 
0164: disable_marker $1626 
0570: $1626 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[5] $Y_WANG_CARS[5] $Z_WANG_CARS[5] 
018B: show_on_radar $1626 2 
09B4: (unknown) $X_WANG_CARS[5] $Y_WANG_CARS[5] 10.0 16384 1 
0299: activate_garage 'CN2GAR1' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_981
015F: set_camera_position 1295.982 2525.57 14.1002 0.0 0.0 0.0 
0160: point_camera 1294.994 2525.724 14.0597 2 
0623: add $1659 to_stat 15 
0164: disable_marker $1627 
0570: $1627 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[6] $Y_WANG_CARS[6] $Z_WANG_CARS[6] 
018B: show_on_radar $1627 2 
09B4: (unknown) $X_WANG_CARS[6] $Y_WANG_CARS[6] 10.0 16384 1 
0299: activate_garage 'BLOB69' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_1107
015F: set_camera_position 908.9885 2006.151 17.7914 0.0 0.0 0.0 
0160: point_camera 909.9134 2006.143 17.4113 2 
0623: add $1660 to_stat 15 
0164: disable_marker $1628 
0570: $1628 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[7] $Y_WANG_CARS[7] $Z_WANG_CARS[7] 
018B: show_on_radar $1628 2 
09B4: (unknown) $X_WANG_CARS[7] $Y_WANG_CARS[7] 10.0 16384 1 
0299: activate_garage 'BLOB7' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_1233
015F: set_camera_position 2233.14 152.5748 33.5239 0.0 0.0 0.0 
0160: point_camera 2233.16 153.5324 33.2366 2 
0623: add $1661 to_stat 15 
0164: disable_marker $1629 
0570: $1629 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[8] $Y_WANG_CARS[8] $Z_WANG_CARS[8] 
018B: show_on_radar $1629 2 
09B4: (unknown) $X_WANG_CARS[8] $Y_WANG_CARS[8] 10.0 16384 1 
0299: activate_garage 'BURBDOO' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_1359
015F: set_camera_position 1385.519 1901.313 14.5901 0.0 0.0 0.0 
0160: point_camera 1386.472 1901.076 14.4041 2 
0623: add $1662 to_stat 15 
0164: disable_marker $1630 
0570: $1630 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[9] $Y_WANG_CARS[9] $Z_WANG_CARS[9] 
018B: show_on_radar $1630 2 
09B4: (unknown) $X_WANG_CARS[9] $Y_WANG_CARS[9] 10.0 16384 1 
0299: activate_garage 'BLOB6' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_1485
015F: set_camera_position 1689.118 -2120.165 18.6369 0.0 0.0 0.0 
0160: point_camera 1689.188 -2119.187 18.4393 2 
0623: add $1663 to_stat 15 
0164: disable_marker $1631 
0570: $1631 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[10] $Y_WANG_CARS[10] $Z_WANG_CARS[10] 
018B: show_on_radar $1631 2 
09B4: (unknown) $X_WANG_CARS[10] $Y_WANG_CARS[10] 10.0 16384 1 
0299: activate_garage 'CARLAS1' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_1611
015F: set_camera_position -2098.967 923.2947 80.2446 0.0 0.0 0.0 
0160: point_camera -2098.986 922.2994 80.3401 2 
0623: add $1664 to_stat 15 
0164: disable_marker $1632 
0570: $1632 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[11] $Y_WANG_CARS[11] $Z_WANG_CARS[11] 
018B: show_on_radar $1632 2 
09B4: (unknown) $X_WANG_CARS[11] $Y_WANG_CARS[11] 10.0 16384 1 
0299: activate_garage 'SAV1SFE' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_1737
015F: set_camera_position 1325.974 -598.7552 116.1597 0.0 0.0 0.0 
0160: point_camera 1326.254 -599.7052 116.0219 2 
0623: add $1665 to_stat 15 
0164: disable_marker $1633 
0570: $1633 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[12] $Y_WANG_CARS[12] $Z_WANG_CARS[12] 
018B: show_on_radar $1633 2 
09B4: (unknown) $X_WANG_CARS[12] $Y_WANG_CARS[12] 10.0 16384 1 
0299: activate_garage 'CESAFE1' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_1863
015F: set_camera_position -2700.657 791.45 70.2223 0.0 0.0 0.0 
0160: point_camera -2700.661 792.4032 69.9203 2 
0623: add $1666 to_stat 15 
0164: disable_marker $1634 
0570: $1634 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[13] $Y_WANG_CARS[13] $Z_WANG_CARS[13] 
018B: show_on_radar $1634 2 
09B4: (unknown) $X_WANG_CARS[13] $Y_WANG_CARS[13] 10.0 16384 1 
0299: activate_garage 'SAV1SFW' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_1989
015F: set_camera_position -2476.432 -127.2039 26.6779 0.0 0.0 0.0 
0160: point_camera -2475.458 -127.2469 26.8974 2 
0623: add $1667 to_stat 15 
0164: disable_marker $1635 
0570: $1635 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[14] $Y_WANG_CARS[14] $Z_WANG_CARS[14] 
018B: show_on_radar $1635 2 
09B4: (unknown) $X_WANG_CARS[14] $Y_WANG_CARS[14] 10.0 16384 1 
0299: activate_garage 'SVGSFS1' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_2115
015F: set_camera_position 894.7908 -1663.996 20.202 0.0 0.0 0.0 
0160: point_camera 894.803 -1663.002 20.0891 2 
0623: add $1668 to_stat 15 
0164: disable_marker $1636 
0570: $1636 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[15] $Y_WANG_CARS[15] $Z_WANG_CARS[15] 
018B: show_on_radar $1636 2 
09B4: (unknown) $X_WANG_CARS[15] $Y_WANG_CARS[15] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_2230
015F: set_camera_position 2036.76 1623.074 13.4128 0.0 0.0 0.0 
0160: point_camera 2035.8 1623.087 13.6921 2 
0623: add $1669 to_stat 15 
0164: disable_marker $1637 
0570: $1637 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[16] $Y_WANG_CARS[16] $Z_WANG_CARS[16] 
018B: show_on_radar $1637 2 
09B4: (unknown) $X_WANG_CARS[16] $Y_WANG_CARS[16] 10.0 16384 1 
030C: set_mission_points += 1 
0006: 34@ = 1 // integer values 
0002: jump @BUYPRO1_4116 

:BUYPRO1_2352
015F: set_camera_position 2146.165 1286.25 33.6386 0.0 0.0 0.0 
0160: point_camera 2147.164 1286.218 33.5943 2 
0623: add $1670 to_stat 15 
0164: disable_marker $1638 
0570: $1638 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[17] $Y_WANG_CARS[17] $Z_WANG_CARS[17] 
018B: show_on_radar $1638 2 
09B4: (unknown) $X_WANG_CARS[17] $Y_WANG_CARS[17] 10.0 16384 1 
030C: set_mission_points += 1 
0006: 34@ = 1 // integer values 
0002: jump @BUYPRO1_4116 

:BUYPRO1_2474
015F: set_camera_position -2213.188 744.9976 50.024 0.0 0.0 0.0 
0160: point_camera -2213.273 744.0281 50.254 2 
0623: add $1671 to_stat 15 
0164: disable_marker $1639 
0570: $1639 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[18] $Y_WANG_CARS[18] $Z_WANG_CARS[18] 
018B: show_on_radar $1639 2 
09B4: (unknown) $X_WANG_CARS[18] $Y_WANG_CARS[18] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_2589
015F: set_camera_position -1437.184 -1507.732 103.8198 0.0 0.0 0.0 
0160: point_camera -1437.047 -1508.711 103.9666 2 
0623: add $1672 to_stat 15 
0164: disable_marker $1640 
0570: $1640 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[19] $Y_WANG_CARS[19] $Z_WANG_CARS[19] 
018B: show_on_radar $1640 2 
09B4: (unknown) $X_WANG_CARS[19] $Y_WANG_CARS[19] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_2704
015F: set_camera_position -2000.427 -64.4142 40.0479 0.0 0.0 0.0 
0160: point_camera -2001.257 -63.8685 40.1625 2 
0623: add $1673 to_stat 15 
0164: disable_marker $1641 
0570: $1641 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[20] $Y_WANG_CARS[20] $Z_WANG_CARS[20] 
018B: show_on_radar $1641 2 
09B4: (unknown) $X_WANG_CARS[20] $Y_WANG_CARS[20] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_2819
015F: set_camera_position -2379.854 312.8534 34.2136 0.0 0.0 0.0 
0160: point_camera -2380.683 313.311 34.5349 2 
0623: add $1674 to_stat 15 
0164: disable_marker $1642 
0570: $1642 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[21] $Y_WANG_CARS[21] $Z_WANG_CARS[21] 
018B: show_on_radar $1642 2 
09B4: (unknown) $X_WANG_CARS[21] $Y_WANG_CARS[21] 10.0 16384 1 
030C: set_mission_points += 1 
0006: 34@ = 1 // integer values 
0002: jump @BUYPRO1_4116 

:BUYPRO1_2941
015F: set_camera_position -2079.061 -2298.056 35.15 0.0 0.0 0.0 
0160: point_camera -2078.88 -2299.028 35.0066 2 
0623: add $1675 to_stat 15 
0164: disable_marker $1643 
0570: $1643 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[22] $Y_WANG_CARS[22] $Z_WANG_CARS[22] 
018B: show_on_radar $1643 2 
09B4: (unknown) $X_WANG_CARS[22] $Y_WANG_CARS[22] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_3056
015F: set_camera_position -1545.093 2663.056 61.0133 0.0 0.0 0.0 
0160: point_camera -1544.282 2662.509 60.8075 2 
0623: add $1676 to_stat 15 
0164: disable_marker $1644 
0570: $1644 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[23] $Y_WANG_CARS[23] $Z_WANG_CARS[23] 
018B: show_on_radar $1644 2 
09B4: (unknown) $X_WANG_CARS[23] $Y_WANG_CARS[23] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_3171
015F: set_camera_position -1035.191 1568.456 39.7221 0.0 0.0 0.0 
0160: point_camera -1035.971 1567.886 39.4659 2 
0623: add $1677 to_stat 15 
0164: disable_marker $1645 
0570: $1645 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[24] $Y_WANG_CARS[24] $Z_WANG_CARS[24] 
018B: show_on_radar $1645 2 
09B4: (unknown) $X_WANG_CARS[24] $Y_WANG_CARS[24] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_3286
015F: set_camera_position 789.7151 -529.9901 20.74 0.0 0.0 0.0 
0160: point_camera 789.8545 -529.0045 20.6445 2 
0623: add $1678 to_stat 15 
0164: disable_marker $1646 
0570: $1646 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[25] $Y_WANG_CARS[25] $Z_WANG_CARS[25] 
018B: show_on_radar $1646 2 
09B4: (unknown) $X_WANG_CARS[25] $Y_WANG_CARS[25] 10.0 16384 1 
0299: activate_garage 'BURBDO2' 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_3412
015F: set_camera_position 2114.379 -1299.742 32.8721 0.0 0.0 0.0 
0160: point_camera 2114.305 -1298.833 32.4622 2 
0623: add $1679 to_stat 15 
0164: disable_marker $1647 
0570: $1647 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[26] $Y_WANG_CARS[26] $Z_WANG_CARS[26] 
018B: show_on_radar $1647 2 
09B4: (unknown) $X_WANG_CARS[26] $Y_WANG_CARS[26] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_3527
015F: set_camera_position 2342.496 2140.662 11.3215 0.0 0.0 0.0 
0160: point_camera 2343.243 2141.272 11.5827 2 
0623: add $1680 to_stat 15 
0164: disable_marker $1648 
0570: $1648 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[27] $Y_WANG_CARS[27] $Z_WANG_CARS[27] 
018B: show_on_radar $1648 2 
09B4: (unknown) $X_WANG_CARS[27] $Y_WANG_CARS[27] 10.0 16384 1 
030C: set_mission_points += 1 
0006: 34@ = 1 // integer values 
0002: jump @BUYPRO1_4116 

:BUYPRO1_3649
015F: set_camera_position 2119.739 1767.835 26.2058 0.0 0.0 0.0 
0160: point_camera 2120.53 1768.447 26.1978 2 
0623: add $1681 to_stat 15 
0164: disable_marker $1649 
0570: $1649 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[28] $Y_WANG_CARS[28] $Z_WANG_CARS[28] 
018B: show_on_radar $1649 2 
09B4: (unknown) $X_WANG_CARS[28] $Y_WANG_CARS[28] 10.0 16384 1 
030C: set_mission_points += 1 
0006: 34@ = 1 // integer values 
0002: jump @BUYPRO1_4116 

:BUYPRO1_3771
015F: set_camera_position 2820.361 2174.83 19.0746 0.0 0.0 0.0 
0160: point_camera 2820.384 2173.834 18.9889 2 
0623: add $1682 to_stat 15 
0164: disable_marker $1650 
0570: $1650 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[29] $Y_WANG_CARS[29] $Z_WANG_CARS[29] 
018B: show_on_radar $1650 2 
09B4: (unknown) $X_WANG_CARS[29] $Y_WANG_CARS[29] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_3886
015F: set_camera_position 2484.971 -2013.007 17.5718 0.0 0.0 0.0 
0160: point_camera 2484.96 -2012.031 17.3533 2 
0623: add $1683 to_stat 15 
0164: disable_marker $1651 
0570: $1651 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[30] $Y_WANG_CARS[30] $Z_WANG_CARS[30] 
018B: show_on_radar $1651 2 
09B4: (unknown) $X_WANG_CARS[30] $Y_WANG_CARS[30] 10.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_4001
015F: set_camera_position 189.8908 -107.1989 5.7226 0.0 0.0 0.0 
0160: point_camera 190.8559 -107.2361 5.4634 2 
0623: add $1684 to_stat 15 
0164: disable_marker $1652 
0570: $1652 = create_asset_radar_marker_with_icon 35 at $X_WANG_CARS[31] $Y_WANG_CARS[31] $Z_WANG_CARS[31] 
018B: show_on_radar $1652 2 
09B4: (unknown) $X_WANG_CARS[31] $Y_WANG_CARS[31] 5.0 16384 1 
030C: set_mission_points += 1 
0002: jump @BUYPRO1_4116 

:BUYPRO1_4116
00D6: if 
0039:   34@ == 0 // integer values 
004D: jump_if_false @BUYPRO1_4157 
00BA: text_styled 'BUYPRO' 5000 ms 2  // Ingatlant vettl!
0002: jump @BUYPRO1_4173 

:BUYPRO1_4157
00BA: text_styled 'HSUITE' 5000 ms 2  // Hotel szoba kivve!

:BUYPRO1_4173
0394: play_music 2 
0001: wait 5000 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO1_4200 
004E: end_thread 

:BUYPRO1_4200
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 135---------------

:ATMSPAW
03A4: name_thread 'ATMSPAW' 
0007: 1@ = 460.18 // floating-point values 
0007: 2@ = 1216.87 // floating-point values 
0007: 3@ = 376.47 // floating-point values 
0007: 4@ = 503.05 // floating-point values 
0007: 5@ = -2022.42 // floating-point values 
0007: 6@ = 380.01 // floating-point values 
0007: 7@ = 300.04 // floating-point values 
0007: 8@ = 367.08 // floating-point values 
0007: 9@ = 1212.72 // floating-point values 
0007: 10@ = 2219.18 // floating-point values 
0007: 11@ = -34.94 // floating-point values 
0007: 12@ = 2211.34 // floating-point values 
0007: 13@ = 2240.94 // floating-point values 
0007: 14@ = 2175.0 // floating-point values 
0007: 15@ = 2278.89 // floating-point values 
0007: 16@ = 1985.32 // floating-point values 
0007: 17@ = 1937.22 // floating-point values 
0007: 18@ = 1945.74 // floating-point values 
0007: 19@ = -2635.53 // floating-point values 
0007: 20@ = 827.93 // floating-point values 
0007: 21@ = -20.2 // floating-point values 
0007: 22@ = 1137.75 // floating-point values 
0007: 23@ = 1126.57 // floating-point values 
0007: 24@ = -1621.45 // floating-point values 
0007: 25@ = -2170.36 // floating-point values 
0007: 26@ = -2234.14 // floating-point values 
0007: 27@ = -2491.57 // floating-point values 
0007: 28@ = -2430.88 // floating-point values 
0007: 29@ = -2761.42 // floating-point values 
0007: 30@ = -2761.42 // floating-point values 
0007: 31@ = -2344.17 // floating-point values 
0007: 32@ = -2067.54 // floating-point values 
0007: 33@ = -2010.01 // floating-point values 
0007: 34@ = -2065.28 // floating-point values 
0007: 35@ = -2007.77 // floating-point values 
0007: 36@ = -1383.8 // floating-point values 
0007: 37@ = -1395.12 // floating-point values 
0007: 38@ = -1435.49 // floating-point values 
0007: 39@ = -1456.73 // floating-point values 
0007: 40@ = -1962.22 // floating-point values 
0007: 41@ = -2067.65 // floating-point values 
0007: 42@ = -1944.07 // floating-point values 
0007: 43@ = -2532.1 // floating-point values 
0007: 44@ = -905.07 // floating-point values 
0007: 45@ = -1474.26 // floating-point values 
0007: 46@ = -1322.49 // floating-point values 
0007: 47@ = -1515.05 // floating-point values 
0007: 48@ = -782.33 // floating-point values 
0007: 49@ = -861.16 // floating-point values 
0007: 50@ = -1939.14 // floating-point values 
0007: 51@ = -2230.0 // floating-point values 
0007: 52@ = -2547.86 // floating-point values 
0007: 53@ = -2491.95 // floating-point values 
0007: 54@ = -2420.15 // floating-point values 
0007: 55@ = -2430.43 // floating-point values 
0007: 56@ = -2430.43 // floating-point values 
0007: 57@ = -2641.46 // floating-point values 
0007: 58@ = -2772.68 // floating-point values 
0007: 59@ = -2772.67 // floating-point values 
0007: 60@ = -2529.62 // floating-point values 
0007: 61@ = -2579.2 // floating-point values 
0007: 62@ = -2436.79 // floating-point values 
0007: 63@ = -2479.65 // floating-point values 
0007: 64@ = -2576.45 // floating-point values 
0007: 65@ = -2157.15 // floating-point values 
0007: 66@ = -2242.36 // floating-point values 
0007: 67@ = -2156.28 // floating-point values 
0007: 68@ = -1960.93 // floating-point values 
0007: 69@ = -1978.77 // floating-point values 
0007: 70@ = -1972.86 // floating-point values 
0007: 71@ = -1693.51 // floating-point values 
0007: 72@ = -1245.4 // floating-point values 
0007: 73@ = -2022.27 // floating-point values 
0007: 74@ = -2156.25 // floating-point values 
0007: 75@ = -2231.86 // floating-point values 
0007: 76@ = -2202.34 // floating-point values 
0007: 77@ = -2215.32 // floating-point values 
0007: 78@ = -2280.03 // floating-point values 
0007: 79@ = -1974.67 // floating-point values 
0007: 80@ = -1710.05 // floating-point values 
0007: 81@ = -1659.34 // floating-point values 
0007: 82@ = -1619.29 // floating-point values 
0007: 83@ = -1635.02 // floating-point values 
0007: 84@ = -1701.34 // floating-point values 
0007: 85@ = -1606.02 // floating-point values 
0007: 86@ = -1675.58 // floating-point values 
0007: 87@ = -1726.34 // floating-point values 
0007: 88@ = -1755.53 // floating-point values 
0007: 89@ = -1830.26 // floating-point values 
0007: 90@ = -1864.38 // floating-point values 
0007: 91@ = -1857.1 // floating-point values 
0007: 92@ = -1911.35 // floating-point values 
0007: 93@ = -1992.06 // floating-point values 
0007: 94@ = -1990.84 // floating-point values 
0007: 95@ = -1766.67 // floating-point values 
0007: 96@ = -1979.79 // floating-point values 
0007: 97@ = -1962.33 // floating-point values 
0007: 98@ = 637.95 // floating-point values 
0007: 99@ = 1165.12 // floating-point values 
0007: 100@ = 1122.76 // floating-point values 
0007: 101@ = 1070.92 // floating-point values 
0007: 102@ = 1395.3 // floating-point values 
0007: 103@ = 1392.66 // floating-point values 
0007: 104@ = 1390.05 // floating-point values 
0007: 105@ = 1591.24 // floating-point values 
0007: 106@ = 1980.69 // floating-point values 
0007: 107@ = 2106.51 // floating-point values 
0007: 108@ = 2117.69 // floating-point values 
0007: 109@ = 1887.96 // floating-point values 
0007: 110@ = 2231.34 // floating-point values 
0007: 111@ = 2482.49 // floating-point values 
0007: 112@ = 2541.75 // floating-point values 
0007: 113@ = 2187.97 // floating-point values 
0007: 114@ = 2047.56 // floating-point values 
0007: 115@ = 2161.83 // floating-point values 
0007: 116@ = 2161.64 // floating-point values 
0007: 117@ = 2435.15 // floating-point values 
0007: 118@ = 2496.02 // floating-point values 
0007: 119@ = 2618.26 // floating-point values 
0007: 120@ = 2408.47 // floating-point values 
0007: 121@ = 2556.28 // floating-point values 
0007: 122@ = 2638.69 // floating-point values 
0007: 123@ = 2628.77 // floating-point values 
0007: 124@ = 2469.83 // floating-point values 
0007: 125@ = 2454.94 // floating-point values 
0007: 126@ = 2338.02 // floating-point values 
0007: 127@ = 2224.5 // floating-point values 
0007: 128@ = 2179.63 // floating-point values 
0007: 129@ = 2179.61 // floating-point values 
0007: 130@ = 2027.93 // floating-point values 
0007: 131@ = 2060.62 // floating-point values 
0007: 132@ = 1966.06 // floating-point values 
0007: 133@ = 2107.73 // floating-point values 
0007: 134@ = 2198.26 // floating-point values 
0007: 135@ = 2418.05 // floating-point values 
0007: 136@ = 2237.03 // floating-point values 
0007: 137@ = 2237.02 // floating-point values 
0007: 138@ = 2499.22 // floating-point values 
0007: 139@ = 2841.66 // floating-point values 
0007: 140@ = 2501.29 // floating-point values 
0007: 141@ = 2645.93 // floating-point values 
0007: 142@ = 2185.55 // floating-point values 
0007: 143@ = 2177.03 // floating-point values 
0007: 144@ = 2107.82 // floating-point values 
0007: 145@ = 1987.54 // floating-point values 
0007: 146@ = 2017.15 // floating-point values 
0007: 147@ = 1958.93 // floating-point values 
0007: 148@ = 1882.33 // floating-point values 
0007: 149@ = 1917.75 // floating-point values 
0007: 150@ = 1917.75 // floating-point values 
0007: 151@ = 1937.25 // floating-point values 
0007: 152@ = 1931.75 // floating-point values 
0007: 153@ = 1664.77 // floating-point values 
0007: 154@ = 1665.15 // floating-point values 
0007: 155@ = 1458.15 // floating-point values 
0007: 156@ = 1437.72 // floating-point values 
0007: 157@ = 1661.33 // floating-point values 
0007: 158@ = 1703.7 // floating-point values 
0007: 159@ = 1306.0 // floating-point values 
0007: 160@ = 1021.75 // floating-point values 
0007: 161@ = -192.24 // floating-point values 
0007: 162@ = -309.52 // floating-point values 
0007: 163@ = -254.61 // floating-point values 
0007: 164@ = -82.34 // floating-point values 
0007: 165@ = 738.78 // floating-point values 
0007: 166@ = 540.51 // floating-point values 
0007: 167@ = 393.81 // floating-point values 
0007: 168@ = 828.5 // floating-point values 
0007: 169@ = 908.3 // floating-point values 
0007: 170@ = 865.76 // floating-point values 
0007: 171@ = 827.11 // floating-point values 
0007: 172@ = 808.12 // floating-point values 
0007: 173@ = 985.87 // floating-point values 
0007: 174@ = 979.56 // floating-point values 
0007: 175@ = 1046.49 // floating-point values 
0007: 176@ = 1034.85 // floating-point values 
0007: 177@ = 1122.73 // floating-point values 
0007: 178@ = 1367.31 // floating-point values 
0007: 179@ = 1322.1 // floating-point values 
0007: 180@ = 1310.7 // floating-point values 
0007: 181@ = 1073.96 // floating-point values 
0007: 182@ = 1167.07 // floating-point values 
0007: 183@ = 1444.26 // floating-point values 
0007: 184@ = 1755.49 // floating-point values 
0007: 185@ = 1727.35 // floating-point values 
0007: 186@ = 1834.31 // floating-point values 
0007: 187@ = 1921.4 // floating-point values 
0007: 188@ = 2092.86 // floating-point values 
0007: 189@ = 2426.29 // floating-point values 
0007: 190@ = 2404.11 // floating-point values 
0007: 191@ = 2740.95 // floating-point values 
0007: 192@ = 2733.1 // floating-point values 
0007: 193@ = 2781.56 // floating-point values 
0007: 194@ = 2796.68 // floating-point values 
0007: 195@ = 2131.97 // floating-point values 
0007: 196@ = 2475.51 // floating-point values 
0007: 197@ = 2795.85 // floating-point values 
0007: 198@ = 2747.41 // floating-point values 
0007: 199@ = 2712.91 // floating-point values 
0007: 200@ = 2633.1 // floating-point values 
0007: 201@ = 2656.74 // floating-point values 
0007: 202@ = 2521.31 // floating-point values 
0007: 203@ = 2404.41 // floating-point values 
0007: 204@ = 2139.42 // floating-point values 
0007: 205@ = 2478.46 // floating-point values 
0007: 206@ = 1320.79 // floating-point values 
0007: 207@ = 1286.8 // floating-point values 
0007: 208@ = 770.78 // floating-point values 
0007: 209@ = 1011.41 // floating-point values 
0007: 210@ = 1093.31 // floating-point values 
0007: 211@ = 1222.01 // floating-point values 
0007: 212@ = 1333.01 // floating-point values 
0007: 213@ = 1300.27 // floating-point values 
0007: 214@ = 1182.25 // floating-point values 
0007: 215@ = 966.11 // floating-point values 
0007: 216@ = 689.77 // floating-point values 
0007: 217@ = 520.0 // floating-point values 
0007: 218@ = 441.22 // floating-point values 
0007: 219@ = 1476.3 // floating-point values 
0007: 220@ = 1496.82 // floating-point values 
0007: 221@ = 1472.26 // floating-point values 
0007: 222@ = 1648.35 // floating-point values 
0007: 223@ = 0.0 // floating-point values 
0007: 257@ = -85.09 // floating-point values 
0007: 258@ = -24.0 // floating-point values 
0007: 259@ = -6.42 // floating-point values 
0007: 260@ = -10.15 // floating-point values 
0007: 261@ = -113.6 // floating-point values 
0007: 262@ = -71.59 // floating-point values 
0007: 263@ = -32.88 // floating-point values 
0007: 264@ = -120.16 // floating-point values 
0007: 265@ = 2.67 // floating-point values 
0007: 266@ = -1155.15 // floating-point values 
0007: 267@ = -57.8 // floating-point values 
0007: 268@ = 1584.28 // floating-point values 
0007: 269@ = 1557.73 // floating-point values 
0007: 270@ = 1603.69 // floating-point values 
0007: 271@ = 1600.5 // floating-point values 
0007: 272@ = 1003.27 // floating-point values 
0007: 273@ = 998.36 // floating-point values 
0007: 274@ = 1067.4 // floating-point values 
0007: 275@ = 1410.42 // floating-point values 
0007: 276@ = -1.16 // floating-point values 
0007: 277@ = -91.85 // floating-point values 
0007: 278@ = -11.29 // floating-point values 
0007: 279@ = -13.35 // floating-point values 
0007: 280@ = -2694.64 // floating-point values 
0007: 281@ = -2424.26 // floating-point values 
0007: 282@ = -2566.34 // floating-point values 
0007: 283@ = -101.19 // floating-point values 
0007: 284@ = -170.88 // floating-point values 
0007: 285@ = -358.72 // floating-point values 
0007: 286@ = -359.04 // floating-point values 
0007: 287@ = -27.19 // floating-point values 
0007: 288@ = -490.08 // floating-point values 
0007: 289@ = -490.08 // floating-point values 
0007: 290@ = -398.4 // floating-point values 
0007: 291@ = -398.4 // floating-point values 
0007: 292@ = -337.96 // floating-point values 
0007: 293@ = -315.93 // floating-point values 
0007: 294@ = -277.16 // floating-point values 
0007: 295@ = -267.35 // floating-point values 
0007: 296@ = -1014.85 // floating-point values 
0007: 297@ = -859.7 // floating-point values 
0007: 298@ = -851.27 // floating-point values 
0007: 299@ = -624.91 // floating-point values 
0007: 300@ = 1979.98 // floating-point values 
0007: 301@ = 1875.69 // floating-point values 
0007: 302@ = 2697.51 // floating-point values 
0007: 303@ = 2610.96 // floating-point values 
0007: 304@ = 2742.07 // floating-point values 
0007: 305@ = 1536.5 // floating-point values 
0007: 306@ = 2367.18 // floating-point values 
0007: 307@ = 2352.78 // floating-point values 
0007: 308@ = 2314.48 // floating-point values 
0007: 309@ = 2356.03 // floating-point values 
0007: 310@ = 987.6 // floating-point values 
0007: 311@ = 756.31 // floating-point values 
0007: 312@ = 757.38 // floating-point values 
0007: 313@ = 552.2 // floating-point values 
0007: 314@ = 403.31 // floating-point values 
0007: 315@ = 345.74 // floating-point values 
0007: 316@ = 291.7 // floating-point values 
0007: 317@ = 148.1 // floating-point values 
0007: 318@ = 313.79 // floating-point values 
0007: 319@ = 49.35 // floating-point values 
0007: 320@ = 70.49 // floating-point values 
0007: 321@ = 17.88 // floating-point values 
0007: 322@ = 152.55 // floating-point values 
0007: 323@ = 357.81 // floating-point values 
0007: 324@ = 308.17 // floating-point values 
0007: 325@ = 155.13 // floating-point values 
0007: 326@ = 162.81 // floating-point values 
0007: 327@ = 414.81 // floating-point values 
0007: 328@ = 31.67 // floating-point values 
0007: 329@ = 454.58 // floating-point values 
0007: 330@ = 466.81 // floating-point values 
0007: 331@ = 578.57 // floating-point values 
0007: 332@ = 217.95 // floating-point values 
0007: 333@ = 455.63 // floating-point values 
0007: 334@ = 716.96 // floating-point values 
0007: 335@ = 1345.77 // floating-point values 
0007: 336@ = 1349.56 // floating-point values 
0007: 337@ = 1225.06 // floating-point values 
0007: 338@ = 1079.05 // floating-point values 
0007: 339@ = 743.44 // floating-point values 
0007: 340@ = 773.37 // floating-point values 
0007: 341@ = 873.91 // floating-point values 
0007: 342@ = 903.07 // floating-point values 
0007: 343@ = 1063.86 // floating-point values 
0007: 344@ = 1200.63 // floating-point values 
0007: 345@ = 1115.5 // floating-point values 
0007: 346@ = 943.38 // floating-point values 
0007: 347@ = 827.03 // floating-point values 
0007: 348@ = 750.15 // floating-point values 
0007: 349@ = 689.51 // floating-point values 
0007: 350@ = 818.94 // floating-point values 
0007: 351@ = 900.33 // floating-point values 
0007: 352@ = 1041.41 // floating-point values 
0007: 353@ = 1190.37 // floating-point values 
0007: 354@ = 1680.61 // floating-point values 
0007: 355@ = 1353.92 // floating-point values 
0007: 356@ = 1593.6 // floating-point values 
0007: 357@ = 1593.16 // floating-point values 
0007: 358@ = 2222.59 // floating-point values 
0007: 359@ = 2222.59 // floating-point values 
0007: 360@ = 2222.59 // floating-point values 
0007: 361@ = 2217.98 // floating-point values 
0007: 362@ = 2122.87 // floating-point values 
0007: 363@ = 2136.03 // floating-point values 
0007: 364@ = 2372.03 // floating-point values 
0007: 365@ = 2434.02 // floating-point values 
0007: 366@ = 2292.8 // floating-point values 
0007: 367@ = 2242.65 // floating-point values 
0007: 368@ = 2266.33 // floating-point values 
0007: 369@ = 2478.88 // floating-point values 
0007: 370@ = 2443.76 // floating-point values 
0007: 371@ = 2199.06 // floating-point values 
0007: 372@ = 2094.17 // floating-point values 
0007: 373@ = 2123.6 // floating-point values 
0007: 374@ = 2162.69 // floating-point values 
0007: 375@ = 2345.02 // floating-point values 
0007: 376@ = 2006.21 // floating-point values 
0007: 377@ = 1877.77 // floating-point values 
0007: 378@ = 1890.59 // floating-point values 
0007: 379@ = 1654.81 // floating-point values 
0007: 380@ = 1541.43 // floating-point values 
0007: 381@ = 1682.86 // floating-point values 
0007: 382@ = 1739.92 // floating-point values 
0007: 383@ = 1828.68 // floating-point values 
0007: 384@ = 1705.37 // floating-point values 
0007: 385@ = 1709.19 // floating-point values 
0007: 386@ = 1896.53 // floating-point values 
0007: 387@ = 2046.17 // floating-point values 
0007: 388@ = 1627.42 // floating-point values 
0007: 389@ = 1452.17 // floating-point values 
0007: 390@ = 1469.91 // floating-point values 
0007: 391@ = 1419.96 // floating-point values 
0007: 392@ = 1302.65 // floating-point values 
0007: 393@ = 1270.19 // floating-point values 
0007: 394@ = 1324.93 // floating-point values 
0007: 395@ = 1266.33 // floating-point values 
0007: 396@ = 1243.6 // floating-point values 
0007: 397@ = 1129.64 // floating-point values 
0007: 398@ = 1124.12 // floating-point values 
0007: 399@ = 1107.99 // floating-point values 
0007: 400@ = 896.97 // floating-point values 
0007: 401@ = 960.46 // floating-point values 
0007: 402@ = 1145.45 // floating-point values 
0007: 403@ = 1076.94 // floating-point values 
0007: 404@ = 1263.63 // floating-point values 
0007: 405@ = 1302.94 // floating-point values 
0007: 406@ = 1307.58 // floating-point values 
0007: 407@ = 1402.11 // floating-point values 
0007: 408@ = 1443.59 // floating-point values 
0007: 409@ = 1433.95 // floating-point values 
0007: 410@ = 1462.12 // floating-point values 
0007: 411@ = 2804.1 // floating-point values 
0007: 412@ = 2647.47 // floating-point values 
0007: 413@ = 1722.88 // floating-point values 
0007: 414@ = 1852.45 // floating-point values 
0007: 415@ = 1596.76 // floating-point values 
0007: 416@ = 1033.45 // floating-point values 
0007: 417@ = 1211.6 // floating-point values 
0007: 418@ = 1772.06 // floating-point values 
0007: 419@ = 2600.85 // floating-point values 
0007: 420@ = -1183.94 // floating-point values 
0007: 421@ = -1819.04 // floating-point values 
0007: 422@ = -1760.76 // floating-point values 
0007: 423@ = -2051.34 // floating-point values 
0007: 424@ = -1385.42 // floating-point values 
0007: 425@ = -1365.98 // floating-point values 
0007: 426@ = -1337.0 // floating-point values 
0007: 427@ = -1350.98 // floating-point values 
0007: 428@ = -1340.11 // floating-point values 
0007: 429@ = -1295.88 // floating-point values 
0007: 430@ = -1233.48 // floating-point values 
0007: 431@ = -1168.19 // floating-point values 
0007: 432@ = -1385.45 // floating-point values 
0007: 433@ = -1370.02 // floating-point values 
0007: 434@ = -1309.28 // floating-point values 
0007: 435@ = -1691.24 // floating-point values 
0007: 436@ = -1861.92 // floating-point values 
0007: 437@ = -1861.91 // floating-point values 
0007: 438@ = -1862.48 // floating-point values 
0007: 439@ = -1881.85 // floating-point values 
0007: 440@ = -1943.13 // floating-point values 
0007: 441@ = -1943.08 // floating-point values 
0007: 442@ = -1851.02 // floating-point values 
0007: 443@ = -1765.83 // floating-point values 
0007: 444@ = -1904.07 // floating-point values 
0007: 445@ = -1779.21 // floating-point values 
0007: 446@ = -1983.52 // floating-point values 
0007: 447@ = -1827.2 // floating-point values 
0007: 448@ = -1692.93 // floating-point values 
0007: 449@ = -1708.96 // floating-point values 
0007: 450@ = -1792.69 // floating-point values 
0007: 451@ = -1742.78 // floating-point values 
0007: 452@ = -1746.4 // floating-point values 
0007: 453@ = -1647.81 // floating-point values 
0007: 454@ = -1612.15 // floating-point values 
0007: 455@ = -1472.62 // floating-point values 
0007: 456@ = -1416.49 // floating-point values 
0007: 457@ = -1265.56 // floating-point values 
0007: 458@ = -1364.9 // floating-point values 
0007: 459@ = -1229.88 // floating-point values 
0007: 460@ = -1163.72 // floating-point values 
0007: 461@ = -1494.23 // floating-point values 
0007: 462@ = -1438.5 // floating-point values 
0007: 463@ = -1359.93 // floating-point values 
0007: 464@ = -1066.37 // floating-point values 
0007: 465@ = -929.07 // floating-point values 
0007: 466@ = -922.48 // floating-point values 
0007: 467@ = -956.87 // floating-point values 
0007: 468@ = -1253.55 // floating-point values 
0007: 469@ = -1132.11 // floating-point values 
0007: 470@ = -1131.03 // floating-point values 
0007: 471@ = -1158.69 // floating-point values 
0007: 472@ = -1300.38 // floating-point values 
0007: 473@ = -1293.93 // floating-point values 
0007: 474@ = -1304.9 // floating-point values 
0007: 475@ = -1174.54 // floating-point values 
0007: 476@ = -1198.69 // floating-point values 
0007: 477@ = -1274.32 // floating-point values 
0007: 478@ = -1420.66 // floating-point values 
0007: 479@ = 0.0 // floating-point values 
0007: 513@ = 999.15 // floating-point values 
0007: 514@ = 1000.55 // floating-point values 
0007: 515@ = 1001.45 // floating-point values 
0007: 516@ = 1000.28 // floating-point values 
0007: 517@ = 1034.77 // floating-point values 
0007: 518@ = 1001.11 // floating-point values 
0007: 519@ = 1001.12 // floating-point values 
0007: 520@ = 1001.09 // floating-point values 
0007: 521@ = 1000.52 // floating-point values 
0007: 522@ = 1025.4 // floating-point values 
0007: 523@ = 1003.15 // floating-point values 
0007: 524@ = 1005.78 // floating-point values 
0007: 525@ = 1007.97 // floating-point values 
0007: 526@ = 1005.75 // floating-point values 
0007: 527@ = 1005.78 // floating-point values 
0007: 528@ = 994.07 // floating-point values 
0007: 529@ = 992.07 // floating-point values 
0007: 530@ = 994.07 // floating-point values 
0007: 531@ = 906.06 // floating-point values 
0007: 532@ = 1003.78 // floating-point values 
0007: 533@ = 1003.55 // floating-point values 
0007: 534@ = 1000.68 // floating-point values 
0007: 535@ = 1002.09 // floating-point values 
0007: 536@ = 48.34 // floating-point values 
0007: 537@ = 30.23 // floating-point values 
0007: 538@ = 31.52 // floating-point values 
0007: 539@ = 25.22 // floating-point values 
0007: 540@ = 34.92 // floating-point values 
0007: 541@ = 6.77 // floating-point values 
0007: 542@ = 6.77 // floating-point values 
0007: 543@ = 34.92 // floating-point values 
0007: 544@ = 35.13 // floating-point values 
0007: 545@ = 35.13 // floating-point values 
0007: 546@ = 35.13 // floating-point values 
0007: 547@ = 35.13 // floating-point values 
0007: 548@ = 13.75 // floating-point values 
0007: 549@ = 13.75 // floating-point values 
0007: 550@ = 13.75 // floating-point values 
0007: 551@ = 13.75 // floating-point values 
0007: 552@ = 31.77 // floating-point values 
0007: 553@ = 31.77 // floating-point values 
0007: 554@ = 31.83 // floating-point values 
0007: 555@ = 132.35 // floating-point values 
0007: 556@ = 60.51 // floating-point values 
0007: 557@ = 32.23 // floating-point values 
0007: 558@ = 49.87 // floating-point values 
0007: 559@ = 55.44 // floating-point values 
0007: 560@ = 45.46 // floating-point values 
0007: 561@ = 22.19 // floating-point values 
0007: 562@ = 49.3 // floating-point values 
0007: 563@ = 4.59 // floating-point values 
0007: 564@ = 4.58 // floating-point values 
0007: 565@ = 9.88 // floating-point values 
0007: 566@ = 44.9 // floating-point values 
0007: 567@ = 34.77 // floating-point values 
0007: 568@ = 34.77 // floating-point values 
0007: 569@ = 14.21 // floating-point values 
0007: 570@ = 4.04 // floating-point values 
0007: 571@ = 4.1 // floating-point values 
0007: 572@ = 17.67 // floating-point values 
0007: 573@ = 3.94 // floating-point values 
0007: 574@ = 34.57 // floating-point values 
0007: 575@ = 27.92 // floating-point values 
0007: 576@ = 4.77 // floating-point values 
0007: 577@ = 34.91 // floating-point values 
0007: 578@ = 34.92 // floating-point values 
0007: 579@ = 34.92 // floating-point values 
0007: 580@ = 35.07 // floating-point values 
0007: 581@ = 27.29 // floating-point values 
0007: 582@ = 27.29 // floating-point values 
0007: 583@ = 6.78 // floating-point values 
0007: 584@ = 13.75 // floating-point values 
0007: 585@ = 34.77 // floating-point values 
0007: 586@ = 34.77 // floating-point values 
0007: 587@ = 34.77 // floating-point values 
0007: 588@ = 34.92 // floating-point values 
0007: 589@ = 34.77 // floating-point values 
0007: 590@ = 49.01 // floating-point values 
0007: 591@ = 6.79 // floating-point values 
0007: 592@ = 6.78 // floating-point values 
0007: 593@ = 6.78 // floating-point values 
0007: 594@ = 6.79 // floating-point values 
0007: 595@ = 14.21 // floating-point values 
0007: 596@ = 24.49 // floating-point values 
0007: 597@ = 8.83 // floating-point values 
0007: 598@ = 24.49 // floating-point values 
0007: 599@ = 44.81 // floating-point values 
0007: 600@ = 24.72 // floating-point values 
0007: 601@ = 45.04 // floating-point values 
0007: 602@ = 34.77 // floating-point values 
0007: 603@ = 34.79 // floating-point values 
0007: 604@ = 45.05 // floating-point values 
0007: 605@ = 45.05 // floating-point values 
0007: 606@ = 45.05 // floating-point values 
0007: 607@ = 24.69 // floating-point values 
0007: 608@ = 55.33 // floating-point values 
0007: 609@ = 45.05 // floating-point values 
0007: 610@ = 6.79 // floating-point values 
0007: 611@ = 10.52 // floating-point values 
0007: 612@ = 12.15 // floating-point values 
0007: 613@ = 12.15 // floating-point values 
0007: 614@ = 10.62 // floating-point values 
0007: 615@ = 10.62 // floating-point values 
0007: 616@ = 10.62 // floating-point values 
0007: 617@ = 10.67 // floating-point values 
0007: 618@ = 10.42 // floating-point values 
0007: 619@ = 10.42 // floating-point values 
0007: 620@ = 10.42 // floating-point values 
0007: 621@ = 10.78 // floating-point values 
0007: 622@ = 10.42 // floating-point values 
0007: 623@ = 10.42 // floating-point values 
0007: 624@ = 10.42 // floating-point values 
0007: 625@ = 10.84 // floating-point values 
0007: 626@ = 10.42 // floating-point values 
0007: 627@ = 10.42 // floating-point values 
0007: 628@ = 10.42 // floating-point values 
0007: 629@ = 10.42 // floating-point values 
0007: 630@ = 10.42 // floating-point values 
0007: 631@ = 10.42 // floating-point values 
0007: 632@ = 10.42 // floating-point values 
0007: 633@ = 10.62 // floating-point values 
0007: 634@ = 10.62 // floating-point values 
0007: 635@ = 10.62 // floating-point values 
0007: 636@ = 10.42 // floating-point values 
0007: 637@ = 10.62 // floating-point values 
0007: 638@ = 10.42 // floating-point values 
0007: 639@ = 10.42 // floating-point values 
0007: 640@ = 10.65 // floating-point values 
0007: 641@ = 10.65 // floating-point values 
0007: 642@ = 11.82 // floating-point values 
0007: 643@ = 10.66 // floating-point values 
0007: 644@ = 12.43 // floating-point values 
0007: 645@ = 10.42 // floating-point values 
0007: 646@ = 10.65 // floating-point values 
0007: 647@ = 10.42 // floating-point values 
0007: 648@ = 10.42 // floating-point values 
0007: 649@ = 10.42 // floating-point values 
0007: 650@ = 10.42 // floating-point values 
0007: 651@ = 10.99 // floating-point values 
0007: 652@ = 10.42 // floating-point values 
0007: 653@ = 10.78 // floating-point values 
0007: 654@ = 12.25 // floating-point values 
0007: 655@ = 12.25 // floating-point values 
0007: 656@ = 10.78 // floating-point values 
0007: 657@ = 10.42 // floating-point values 
0007: 658@ = 10.42 // floating-point values 
0007: 659@ = 10.42 // floating-point values 
0007: 660@ = 10.42 // floating-point values 
0007: 661@ = 8.86 // floating-point values 
0007: 662@ = 8.86 // floating-point values 
0007: 663@ = 8.86 // floating-point values 
0007: 664@ = 10.42 // floating-point values 
0007: 665@ = 10.39 // floating-point values 
0007: 666@ = 10.38 // floating-point values 
0007: 667@ = 10.42 // floating-point values 
0007: 668@ = 10.99 // floating-point values 
0007: 669@ = 10.43 // floating-point values 
0007: 670@ = 10.42 // floating-point values 
0007: 671@ = 10.42 // floating-point values 
0007: 672@ = 10.6 // floating-point values 
0007: 673@ = 19.34 // floating-point values 
0007: 674@ = 43.24 // floating-point values 
0007: 675@ = 62.46 // floating-point values 
0007: 676@ = 1.37 // floating-point values 
0007: 677@ = 12.3 // floating-point values 
0007: 678@ = 13.93 // floating-point values 
0007: 679@ = 7.44 // floating-point values 
0007: 680@ = 13.14 // floating-point values 
0007: 681@ = 12.99 // floating-point values 
0007: 682@ = 13.15 // floating-point values 
0007: 683@ = 13.14 // floating-point values 
0007: 684@ = -0.91 // floating-point values 
0007: 685@ = 13.15 // floating-point values 
0007: 686@ = 16.57 // floating-point values 
0007: 687@ = 23.42 // floating-point values 
0007: 688@ = 13.18 // floating-point values 
0007: 689@ = 13.59 // floating-point values 
0007: 690@ = 13.15 // floating-point values 
0007: 691@ = 13.15 // floating-point values 
0007: 692@ = 13.15 // floating-point values 
0007: 693@ = 13.15 // floating-point values 
0007: 694@ = 13.37 // floating-point values 
0007: 695@ = 13.15 // floating-point values 
0007: 696@ = 13.17 // floating-point values 
0007: 697@ = 13.17 // floating-point values 
0007: 698@ = 12.99 // floating-point values 
0007: 699@ = 13.15 // floating-point values 
0007: 700@ = 13.15 // floating-point values 
0007: 701@ = 13.15 // floating-point values 
0007: 702@ = 13.15 // floating-point values 
0007: 703@ = 11.45 // floating-point values 
0007: 704@ = 11.44 // floating-point values 
0007: 705@ = 11.44 // floating-point values 
0007: 706@ = 11.44 // floating-point values 
0007: 707@ = 13.16 // floating-point values 
0007: 708@ = 13.15 // floating-point values 
0007: 709@ = 10.47 // floating-point values 
0007: 710@ = 12.61 // floating-point values 
0007: 711@ = 30.19 // floating-point values 
0007: 712@ = 30.02 // floating-point values 
0007: 713@ = 49.97 // floating-point values 
0007: 714@ = 28.13 // floating-point values 
0007: 715@ = 23.43 // floating-point values 
0007: 716@ = 23.59 // floating-point values 
0007: 717@ = 23.61 // floating-point values 
0007: 718@ = 14.55 // floating-point values 
0007: 719@ = 13.16 // floating-point values 
0007: 720@ = 24.23 // floating-point values 
0007: 721@ = 41.93 // floating-point values 
0007: 722@ = 42.99 // floating-point values 
0007: 723@ = 42.54 // floating-point values 
0007: 724@ = 13.15 // floating-point values 
0007: 725@ = 23.43 // floating-point values 
0007: 726@ = 23.46 // floating-point values 
0007: 727@ = 23.45 // floating-point values 
0007: 728@ = 13.19 // floating-point values 
0007: 729@ = 16.84 // floating-point values 
0007: 730@ = 14.76 // floating-point values 
0007: 731@ = 23.65 // floating-point values 
0007: 732@ = 23.27 // floating-point values 
0007: 733@ = 14.16 // floating-point values 
0007: 734@ = 13.15 // floating-point values 
0007: 735@ = 0.0 // floating-point values 
0007: 769@ = 270.0 // floating-point values 
0007: 770@ = 0.0 // floating-point values 
0007: 771@ = 0.0 // floating-point values 
0007: 772@ = 0.0 // floating-point values 
0007: 773@ = 0.0 // floating-point values 
0007: 774@ = 270.0 // floating-point values 
0007: 775@ = 270.0 // floating-point values 
0007: 776@ = 90.0 // floating-point values 
0007: 777@ = 0.0 // floating-point values 
0007: 778@ = 180.0 // floating-point values 
0007: 779@ = 180.0 // floating-point values 
0007: 780@ = 180.0 // floating-point values 
0007: 781@ = 180.0 // floating-point values 
0007: 782@ = 90.0 // floating-point values 
0007: 783@ = 270.0 // floating-point values 
0007: 784@ = 180.0 // floating-point values 
0007: 785@ = 180.0 // floating-point values 
0007: 786@ = 0.0 // floating-point values 
0007: 787@ = 0.0 // floating-point values 
0007: 788@ = 180.0 // floating-point values 
0007: 789@ = 180.0 // floating-point values 
0007: 790@ = 180.0 // floating-point values 
0007: 791@ = 180.0 // floating-point values 
0007: 792@ = 325.0 // floating-point values 
0007: 793@ = 50.0 // floating-point values 
0007: 794@ = 330.0 // floating-point values 
0007: 795@ = 270.0 // floating-point values 
0007: 796@ = 90.0 // floating-point values 
0007: 797@ = 180.0 // floating-point values 
0007: 798@ = 180.0 // floating-point values 
0007: 799@ = 180.0 // floating-point values 
0007: 800@ = 0.0 // floating-point values 
0007: 801@ = 0.0 // floating-point values 
0007: 802@ = 180.0 // floating-point values 
0007: 803@ = 180.0 // floating-point values 
0007: 804@ = 295.0 // floating-point values 
0007: 805@ = 300.0 // floating-point values 
0007: 806@ = 325.0 // floating-point values 
0007: 807@ = 340.0 // floating-point values 
0007: 808@ = 180.0 // floating-point values 
0007: 809@ = 90.0 // floating-point values 
0007: 810@ = 0.0 // floating-point values 
0007: 811@ = 180.0 // floating-point values 
0007: 812@ = 130.0 // floating-point values 
0007: 813@ = 271.0 // floating-point values 
0007: 814@ = 45.0 // floating-point values 
0007: 815@ = 90.0 // floating-point values 
0007: 816@ = 0.0 // floating-point values 
0007: 817@ = 180.0 // floating-point values 
0007: 818@ = 20.0 // floating-point values 
0007: 819@ = 42.0 // floating-point values 
0007: 820@ = 270.0 // floating-point values 
0007: 821@ = 180.0 // floating-point values 
0007: 822@ = 90.0 // floating-point values 
0007: 823@ = 90.0 // floating-point values 
0007: 824@ = 90.0 // floating-point values 
0007: 825@ = 180.0 // floating-point values 
0007: 826@ = 90.0 // floating-point values 
0007: 827@ = 90.0 // floating-point values 
0007: 828@ = 160.0 // floating-point values 
0007: 829@ = 180.0 // floating-point values 
0007: 830@ = 60.0 // floating-point values 
0007: 831@ = 0.0 // floating-point values 
0007: 832@ = 180.0 // floating-point values 
0007: 833@ = 270.0 // floating-point values 
0007: 834@ = 270.0 // floating-point values 
0007: 835@ = 270.0 // floating-point values 
0007: 836@ = 0.0 // floating-point values 
0007: 837@ = 90.0 // floating-point values 
0007: 838@ = 0.0 // floating-point values 
0007: 839@ = 45.0 // floating-point values 
0007: 840@ = 230.0 // floating-point values 
0007: 841@ = 180.0 // floating-point values 
0007: 842@ = 90.0 // floating-point values 
0007: 843@ = 0.0 // floating-point values 
0007: 844@ = 0.0 // floating-point values 
0007: 845@ = 0.0 // floating-point values 
0007: 846@ = 90.0 // floating-point values 
0007: 847@ = 0.0 // floating-point values 
0007: 848@ = 45.0 // floating-point values 
0007: 849@ = 130.0 // floating-point values 
0007: 850@ = 90.0 // floating-point values 
0007: 851@ = 0.0 // floating-point values 
0007: 852@ = 270.0 // floating-point values 
0007: 853@ = 0.0 // floating-point values 
0007: 854@ = 180.0 // floating-point values 
0007: 855@ = 90.0 // floating-point values 
0007: 856@ = 0.0 // floating-point values 
0007: 857@ = 0.0 // floating-point values 
0007: 858@ = 0.0 // floating-point values 
0007: 859@ = 180.0 // floating-point values 
0007: 860@ = 90.0 // floating-point values 
0007: 861@ = 270.0 // floating-point values 
0007: 862@ = 270.0 // floating-point values 
0007: 863@ = 180.0 // floating-point values 
0007: 864@ = 180.0 // floating-point values 
0007: 865@ = 0.0 // floating-point values 
0007: 866@ = 310.0 // floating-point values 
0007: 867@ = 0.0 // floating-point values 
0007: 868@ = 140.0 // floating-point values 
0007: 869@ = 210.0 // floating-point values 
0007: 870@ = 180.0 // floating-point values 
0007: 871@ = 180.0 // floating-point values 
0007: 872@ = 180.0 // floating-point values 
0007: 873@ = 0.0 // floating-point values 
0007: 874@ = 0.0 // floating-point values 
0007: 875@ = 90.0 // floating-point values 
0007: 876@ = 90.0 // floating-point values 
0007: 877@ = 90.0 // floating-point values 
0007: 878@ = 0.0 // floating-point values 
0007: 879@ = 0.0 // floating-point values 
0007: 880@ = 270.0 // floating-point values 
0007: 881@ = 90.0 // floating-point values 
0007: 882@ = 180.0 // floating-point values 
0007: 883@ = 270.0 // floating-point values 
0007: 884@ = 270.0 // floating-point values 
0007: 885@ = 180.0 // floating-point values 
0007: 886@ = 0.0 // floating-point values 
0007: 887@ = 20.0 // floating-point values 
0007: 888@ = 90.0 // floating-point values 
0007: 889@ = 90.0 // floating-point values 
0007: 890@ = 270.0 // floating-point values 
0007: 891@ = 90.0 // floating-point values 
0007: 892@ = 90.0 // floating-point values 
0007: 893@ = 0.0 // floating-point values 
0007: 894@ = 270.0 // floating-point values 
0007: 895@ = 270.0 // floating-point values 
0007: 896@ = 270.0 // floating-point values 
0007: 897@ = 270.0 // floating-point values 
0007: 898@ = 180.0 // floating-point values 
0007: 899@ = 0.0 // floating-point values 
0007: 900@ = 90.0 // floating-point values 
0007: 901@ = 0.0 // floating-point values 
0007: 902@ = 270.0 // floating-point values 
0007: 903@ = 90.0 // floating-point values 
0007: 904@ = 270.0 // floating-point values 
0007: 905@ = 270.0 // floating-point values 
0007: 906@ = 0.0 // floating-point values 
0007: 907@ = 270.0 // floating-point values 
0007: 908@ = 180.0 // floating-point values 
0007: 909@ = 0.0 // floating-point values 
0007: 910@ = 330.0 // floating-point values 
0007: 911@ = 150.0 // floating-point values 
0007: 912@ = 180.0 // floating-point values 
0007: 913@ = 90.0 // floating-point values 
0007: 914@ = 90.0 // floating-point values 
0007: 915@ = 180.0 // floating-point values 
0007: 916@ = 180.0 // floating-point values 
0007: 917@ = 90.0 // floating-point values 
0007: 918@ = 90.0 // floating-point values 
0007: 919@ = 0.0 // floating-point values 
0007: 920@ = 180.0 // floating-point values 
0007: 921@ = 90.0 // floating-point values 
0007: 922@ = 90.0 // floating-point values 
0007: 923@ = 90.0 // floating-point values 
0007: 924@ = 270.0 // floating-point values 
0007: 925@ = 0.0 // floating-point values 
0007: 926@ = 180.0 // floating-point values 
0007: 927@ = 90.0 // floating-point values 
0007: 928@ = 120.0 // floating-point values 
0007: 929@ = 270.0 // floating-point values 
0007: 930@ = 0.0 // floating-point values 
0007: 931@ = 180.0 // floating-point values 
0007: 932@ = 335.0 // floating-point values 
0007: 933@ = 180.0 // floating-point values 
0007: 934@ = 350.0 // floating-point values 
0007: 935@ = 270.0 // floating-point values 
0007: 936@ = 0.0 // floating-point values 
0007: 937@ = 90.0 // floating-point values 
0007: 938@ = 180.0 // floating-point values 
0007: 939@ = 270.0 // floating-point values 
0007: 940@ = 320.0 // floating-point values 
0007: 941@ = 0.0 // floating-point values 
0007: 942@ = 180.0 // floating-point values 
0007: 943@ = 90.0 // floating-point values 
0007: 944@ = 0.0 // floating-point values 
0007: 945@ = 0.0 // floating-point values 
0007: 946@ = 270.0 // floating-point values 
0007: 947@ = 270.0 // floating-point values 
0007: 948@ = 180.0 // floating-point values 
0007: 949@ = 180.0 // floating-point values 
0007: 950@ = 180.0 // floating-point values 
0007: 951@ = 180.0 // floating-point values 
0007: 952@ = 0.0 // floating-point values 
0007: 953@ = 0.0 // floating-point values 
0007: 954@ = 0.0 // floating-point values 
0007: 955@ = 180.0 // floating-point values 
0007: 956@ = 180.0 // floating-point values 
0007: 957@ = 180.0 // floating-point values 
0007: 958@ = 90.0 // floating-point values 
0007: 959@ = 0.0 // floating-point values 
0007: 960@ = 180.0 // floating-point values 
0007: 961@ = 130.0 // floating-point values 
0007: 962@ = 50.0 // floating-point values 
0007: 963@ = 0.0 // floating-point values 
0007: 964@ = 90.0 // floating-point values 
0007: 965@ = 0.0 // floating-point values 
0007: 966@ = 270.0 // floating-point values 
0007: 967@ = 90.0 // floating-point values 
0007: 968@ = 90.0 // floating-point values 
0007: 969@ = 180.0 // floating-point values 
0007: 970@ = 270.0 // floating-point values 
0007: 971@ = 90.0 // floating-point values 
0007: 972@ = 90.0 // floating-point values 
0007: 973@ = 0.0 // floating-point values 
0007: 974@ = 0.0 // floating-point values 
0007: 975@ = 270.0 // floating-point values 
0007: 976@ = 190.0 // floating-point values 
0007: 977@ = 10.0 // floating-point values 
0007: 978@ = 0.0 // floating-point values 
0007: 979@ = 180.0 // floating-point values 
0007: 980@ = 90.0 // floating-point values 
0007: 981@ = 0.0 // floating-point values 
0007: 982@ = 90.0 // floating-point values 
0007: 983@ = 180.0 // floating-point values 
0007: 984@ = 270.0 // floating-point values 
0007: 985@ = 180.0 // floating-point values 
0007: 986@ = 120.0 // floating-point values 
0007: 987@ = 180.0 // floating-point values 
0007: 988@ = 90.0 // floating-point values 
0007: 989@ = 270.0 // floating-point values 
0007: 990@ = 90.0 // floating-point values 
0007: 991@ = 180.0 // floating-point values 
008B: 0@ = $11420 // integer values and handles 
0002: jump @ATMSPAW_9080 

:ATMSPAW_8946
0001: wait 0 ms 
00D6: if 
84A4:   not  0@ == $11421 // integer values OR floating-point values 
004D: jump_if_false @ATMSPAW_9104 
00D6: if 
0248:   model #KMB_ATM1 available 
0248:   model #KMB_ATM2 available 
0248:   model #KMB_ATM3 available 
004D: jump_if_false @ATMSPAW_9080 
029B: $11423(0@,44i) = init_object #KMB_ATM1 at 1@(0@,44i) 257@(0@,44i) 513@(0@,44i) 
0177: set_object $11423(0@,44i) z_angle_to 769@(0@,44i) 
07F7: set_object $11423(0@,44i) indestructible 0 
0550: keep_object $11423(0@,44i) in_memory 1 
000A: 0@ += 1 // integer values 
0002: jump @ATMSPAW_8946 

:ATMSPAW_9080
0247: request_model #KMB_ATM1 
0247: request_model #KMB_ATM2 
0247: request_model #KMB_ATM3 
038B: load_requested_models 
0002: jump @ATMSPAW_8946 

:ATMSPAW_9104
0249: release_model #KMB_ATM1 
0004: $11422 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
004E: end_thread 

//-------------External script 0 (PLAYER_PARACHUTE)---------------

:PLCHUTE
03A4: name_thread 'PLCHUTE' 
0247: request_model #GUN_PARA 

:PLCHUTE_16
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @PLCHUTE_43 
0001: wait 0 ms 
0002: jump @PLCHUTE_16 

:PLCHUTE_43
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_59 

:PLCHUTE_59
0004: $1498 = 0 // integer values 
0004: $1513 = 0 // integer values 
0004: $1497 = 0 // integer values 
00D6: if 
0038:   $1498 == 999 // integer values 
004D: jump_if_false @PLCHUTE_118 
0213: $8269 = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:PLCHUTE_118
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_5455 
00D6: if 
8800:   not (unknown) 
004D: jump_if_false @PLCHUTE_5455 
00D6: if 
8038:   not  $1513 == 0 // integer values 
004D: jump_if_false @PLCHUTE_176 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:PLCHUTE_176
00D6: if 
0018:   $1497 > 0 // integer values 
004D: jump_if_false @PLCHUTE_219 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @PLCHUTE_219 
0050: gosub @PLCHUTE_5521 

:PLCHUTE_219
00D6: if 
0038:   $1497 == 0 // integer values 
004D: jump_if_false @PLCHUTE_274 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @PLCHUTE_274 
0247: request_model #PARACHUTE 
0004: $1497 = 1 // integer values 
0004: $1498 = 0 // integer values 

:PLCHUTE_274
00D6: if 
0038:   $1497 == 1 // integer values 
004D: jump_if_false @PLCHUTE_377 
00D6: if 
0248:   model #PARACHUTE available 
004D: jump_if_false @PLCHUTE_377 
0107: 17@ = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
069B: attach_object 17@ to_actor $PLAYER_ACTOR at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
0004: $1497 = 2 // integer values 

:PLCHUTE_377
00D6: if and
0038:   $1497 == 2 // integer values 
0038:   $1513 == 1 // integer values 
004D: jump_if_false @PLCHUTE_409 
0004: $1497 = 3 // integer values 

:PLCHUTE_409
00D6: if and
0038:   $1513 == 0 // integer values 
0018:   $1497 > 0 // integer values 
004D: jump_if_false @PLCHUTE_565 
00D6: if 
0818: (unknown) $PLAYER_ACTOR 
004D: jump_if_false @PLCHUTE_565 
083D: get_actor $PLAYER_ACTOR velocity_in_direction $1507 $1508 $1509 
00D6: if 
0022:   -10.0 > $1509 // floating-point values 
004D: jump_if_false @PLCHUTE_565 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if 
0021:   7@ > 20.0 // floating-point values 
004D: jump_if_false @PLCHUTE_565 
097A: (unknown) -1000.0 -1000.0 -1000.0 1037 
0004: $1513 = 1 // integer values 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 0@ = 0 // integer values 
0005: $8268 = 0.0 // floating-point values 

:PLCHUTE_565
00D6: if 
0038:   $1513 == 1 // integer values 
004D: jump_if_false @PLCHUTE_2386 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @PLCHUTE_608 
0006: 0@ = 2 // integer values 

:PLCHUTE_608
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @PLCHUTE_729 
062E: (unknown) $PLAYER_ACTOR 2066 27@ 
00D6: if 
04A4:   27@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PLCHUTE_729 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" from_file "PED" 1.0 loop 1 0 0 lock 0 time -1 
04ED: load_animation "PARACHUTE" 
0006: 15@ = 1 // integer values 
0172: 1@ = actor $PLAYER_ACTOR z_angle 
0006: 0@ = 3 // integer values 

:PLCHUTE_729
00D6: if 
0039:   0@ == 3 // integer values 
004D: jump_if_false @PLCHUTE_2386 
062E: (unknown) $PLAYER_ACTOR 2066 27@ 
00D6: if 
04A4:   27@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PLCHUTE_815 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" from_file "PED" 1.0 loop 1 0 0 lock 0 time -1 

:PLCHUTE_815
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if and
0023:   100.0 > 7@ // floating-point values 
0021:   7@ > 60.0 // floating-point values 
004D: jump_if_false @PLCHUTE_912 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_912 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PLCHUTE_912 
00BC: text_highpriority 'PARA_01' 1000 ms 1  // ~s~Nyisd ki az ejternyd!

:PLCHUTE_912
0494: get_joystick_data 0 10@ 11@ 12@ 12@ 
00D6: if 
0038:   $1511 == 1 // integer values 
004D: jump_if_false @PLCHUTE_960 
0006: 10@ = 0 // integer values 
0006: 11@ = 0 // integer values 

:PLCHUTE_960
0093: 21@ = integer_to_float 10@ 
0017: 21@ /= 4.267 // floating-point values 
0063: 21@ -= 2@ // floating-point values 
0017: 21@ /= 20.0 // floating-point values 
005B: 2@ += 21@ // floating-point values 
0087: 21@ = 2@ // floating-point values only 
0017: 21@ /= 5.0 // floating-point values 
0063: 1@ -= 21@ // floating-point values 
00D6: if 
0021:   1@ > 180.0 // floating-point values 
004D: jump_if_false @PLCHUTE_1061 
000F: 1@ -= 360.0 // floating-point values 

:PLCHUTE_1061
00D6: if 
0023:   -180.0 > 1@ // floating-point values 
004D: jump_if_false @PLCHUTE_1092 
000B: 1@ += 360.0 // floating-point values 

:PLCHUTE_1092
0093: 22@ = integer_to_float 11@ 
0017: 22@ /= 4.267 // floating-point values 
0063: 22@ -= 3@ // floating-point values 
0017: 22@ /= 20.0 // floating-point values 
005B: 3@ += 22@ // floating-point values 
083D: get_actor $PLAYER_ACTOR velocity_in_direction 8@ 9@ $1509 
00D6: if 
0024:   $1504 > $1509 // floating-point values only 
004D: jump_if_false @PLCHUTE_1177 
0086: $1509 = $1504 // floating-point values only 

:PLCHUTE_1177
00D6: if 
0024:   $8268 > $1509 // floating-point values only 
004D: jump_if_false @PLCHUTE_1204 
0086: $8268 = $1509 // floating-point values only 

:PLCHUTE_1204
00D6: if 
0024:   $1504 > $8268 // floating-point values only 
004D: jump_if_false @PLCHUTE_1231 
0086: $8268 = $1504 // floating-point values only 

:PLCHUTE_1231
00D6: if and
0024:   $1509 > $8268 // floating-point values only 
8038:   not  $1902 == 1 // integer values 
004D: jump_if_false @PLCHUTE_1407 
00D6: if 
84AD:   not actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @PLCHUTE_1361 
00D6: if 
0022:   -20.0 > $8268 // floating-point values 
004D: jump_if_false @PLCHUTE_1308 
0004: $1513 = 2 // integer values 
0002: jump @PLCHUTE_1354 

:PLCHUTE_1308
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" from_file "PED" 1.0 loop 1 0 0 lock 0 time 100 
0004: $1513 = 7 // integer values 

:PLCHUTE_1354
0002: jump @PLCHUTE_1407 

:PLCHUTE_1361
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" from_file "PED" 1.0 loop 1 0 0 lock 0 time 100 
0004: $1513 = 7 // integer values 

:PLCHUTE_1407
0087: 4@ = 3@ // floating-point values only 
0017: 4@ /= 30.0 // floating-point values 
006F: 4@ *= $1505 // floating-point values 
02F6: $1507 = cosine 1@ // sinus swapped with cosine 
02F7: $1508 = sinus 1@ // cosine swapped with sinus 
006D: $1507 *= 4@ // floating-point values 
006D: $1508 *= 4@ // floating-point values 
0011: $1508 *= -1.0 // floating-point values 
0059: $1508 += $1506 // floating-point values 
0087: 21@ = 8@ // floating-point values only 
0065: 21@ -= $1507 // floating-point values 
0013: 21@ *= 0.01 // floating-point values 
0088: $1507 = 8@ // floating-point values only 
0067: $1507 -= 21@ // floating-point values 
0087: 21@ = 9@ // floating-point values only 
0065: 21@ -= $1508 // floating-point values 
0013: 21@ *= 0.01 // floating-point values 
0088: $1508 = 9@ // floating-point values only 
0067: $1508 -= 21@ // floating-point values 
0085: 12@ = 10@ // integer values and handles 
0085: 13@ = 11@ // integer values and handles 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
00D6: if or
0019:   12@ > 40 // integer values 
0019:   13@ > 40 // integer values 
004D: jump_if_false @PLCHUTE_2109 
00D6: if 
001D:   12@ > 13@ // integer values 
004D: jump_if_false @PLCHUTE_1872 
00D6: if 
0029:   10@ >= 0 // integer values 
004D: jump_if_false @PLCHUTE_1751 
00D6: if 
8039:   not  15@ == 2 // integer values 
004D: jump_if_false @PLCHUTE_1751 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_1744 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 

:PLCHUTE_1744
0006: 15@ = 2 // integer values 

:PLCHUTE_1751
00D6: if 
001B:   0 > 10@ // integer values 
004D: jump_if_false @PLCHUTE_1865 
00D6: if 
8039:   not  15@ == 3 // integer values 
004D: jump_if_false @PLCHUTE_1865 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_1858 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 

:PLCHUTE_1858
0006: 15@ = 3 // integer values 

:PLCHUTE_1865
0002: jump @PLCHUTE_2102 

:PLCHUTE_1872
00D6: if 
0029:   11@ >= 0 // integer values 
004D: jump_if_false @PLCHUTE_1984 
00D6: if 
8039:   not  15@ == 4 // integer values 
004D: jump_if_false @PLCHUTE_1984 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_1977 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 

:PLCHUTE_1977
0006: 15@ = 4 // integer values 

:PLCHUTE_1984
00D6: if 
001B:   0 > 11@ // integer values 
004D: jump_if_false @PLCHUTE_2102 
00D6: if 
8039:   not  15@ == 5 // integer values 
004D: jump_if_false @PLCHUTE_2102 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_2095 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 

:PLCHUTE_2095
0006: 15@ = 5 // integer values 

:PLCHUTE_2102
0002: jump @PLCHUTE_2203 

:PLCHUTE_2109
00D6: if 
8039:   not  15@ == 1 // integer values 
004D: jump_if_false @PLCHUTE_2203 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_2203 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
0006: 15@ = 1 // integer values 

:PLCHUTE_2203
00D6: if or
00E1:   key_pressed 0 17 
0038:   $1512 == 1 // integer values 
004D: jump_if_false @PLCHUTE_2386 
00D6: if 
8038:   not  $1902 == 1 // integer values 
004D: jump_if_false @PLCHUTE_2386 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_2386 
00D6: if and
0038:   $1497 == 3 // integer values 
0038:   $1511 == 0 // integer values 
004D: jump_if_false @PLCHUTE_2386 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" from_file "PARACHUTE" 8.0 loop 0 0 0 lock 1 time -2 
097A: (unknown) -1000.0 -1000.0 -1000.0 1038 
008A: $8270 = 32@ // integer values and handles 
0008: $8270 += 1100 // integer values 
0004: $1513 = 3 // integer values 
0006: 0@ = 0 // integer values 

:PLCHUTE_2386
00D6: if 
0038:   $1513 == 2 // integer values 
004D: jump_if_false @PLCHUTE_2504 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_2492 
0173: set_actor $PLAYER_ACTOR z_angle_to 1@ 
0829: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" from_file "PARACHUTE" 1000.0 time 0 and_dies 
09F1: (unknown) $PLAYER_ACTOR 1189 
0002: jump @PLCHUTE_2497 

:PLCHUTE_2492
05BE: AS_kill_actor $PLAYER_ACTOR 

:PLCHUTE_2497
0050: gosub @PLCHUTE_5521 

:PLCHUTE_2504
00D6: if 
0038:   $1513 == 3 // integer values 
004D: jump_if_false @PLCHUTE_4781 
00D6: if 
0018:   $8270 > 0 // integer values 
004D: jump_if_false @PLCHUTE_2586 
00D6: if 
001F:   32@ > $8270 // integer values 
004D: jump_if_false @PLCHUTE_2586 
097A: (unknown) -1000.0 -1000.0 -1000.0 1039 
0004: $8270 = 0 // integer values 

:PLCHUTE_2586
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @PLCHUTE_2689 
0087: 25@ = 3@ // floating-point values only 
0017: 25@ /= 500.0 // floating-point values 
0087: 26@ = 2@ // floating-point values only 
0017: 26@ /= 500.0 // floating-point values 
0085: 18@ = 32@ // integer values and handles 
0085: 19@ = 32@ // integer values and handles 
0087: 5@ = 4@ // floating-point values only 
0013: 5@ *= -1.0 // floating-point values 
0089: 6@ = $1509 // floating-point values only 
0006: 0@ = 1 // integer values 

:PLCHUTE_2689
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @PLCHUTE_2856 
0085: 10@ = 32@ // integer values and handles 
0062: 10@ -= 19@ // integer values 
00D6: if 
001B:   500 > 10@ // integer values 
004D: jump_if_false @PLCHUTE_2829 
0085: 10@ = 32@ // integer values and handles 
0062: 10@ -= 18@ // integer values 
0085: 18@ = 32@ // integer values and handles 
0093: 21@ = integer_to_float 10@ 
0087: 22@ = 25@ // floating-point values only 
006B: 22@ *= 21@ // floating-point values 
0087: 23@ = 26@ // floating-point values only 
006B: 23@ *= 21@ // floating-point values 
0063: 3@ -= 22@ // floating-point values 
0063: 2@ -= 23@ // floating-point values 
0002: jump @PLCHUTE_2856 

:PLCHUTE_2829
0007: 2@ = 0.0 // floating-point values 
0007: 3@ = 0.0 // floating-point values 
0006: 0@ = 2 // integer values 

:PLCHUTE_2856
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @PLCHUTE_2964 
00D6: if 
03CA:   object 17@ exists 
004D: jump_if_false @PLCHUTE_2964 
0750: set_object 17@ visibility 1 
08D2: object 17@ scale_model 0.0 
0085: 19@ = 32@ // integer values and handles 
0001: wait 0 ms 
075A:   17@ "PARA_OPEN_O" "PARACHUTE" 1000.0 0 1 
0006: 0@ = 3 // integer values 

:PLCHUTE_2964
00D6: if 
0039:   0@ == 3 // integer values 
004D: jump_if_false @PLCHUTE_3067 
0085: 10@ = 32@ // integer values and handles 
0062: 10@ -= 19@ // integer values 
00D6: if 
001B:   500 > 10@ // integer values 
004D: jump_if_false @PLCHUTE_3050 
0093: 21@ = integer_to_float 10@ 
0017: 21@ /= 500.0 // floating-point values 
08D2: object 17@ scale_model 21@ 
0002: jump @PLCHUTE_3067 

:PLCHUTE_3050
08D2: object 17@ scale_model 1.0 
0006: 0@ = 4 // integer values 

:PLCHUTE_3067
00D6: if 
0039:   0@ == 5 // integer values 
004D: jump_if_false @PLCHUTE_3136 
0107: 20@ = create_object #PARA_COLLISION at 0.0 0.0 0.0 
0750: set_object 20@ visibility 0 
0392: object 20@ toggle_in_moving_list 1 
04D9: object 20@ set_scripted_collision_check 1 
0006: 0@ = 6 // integer values 

:PLCHUTE_3136
00D6: if 
0039:   0@ == 6 // integer values 
004D: jump_if_false @PLCHUTE_4354 
0494: get_joystick_data 0 10@ 11@ 12@ 12@ 
00D6: if 
0038:   $1511 == 1 // integer values 
004D: jump_if_false @PLCHUTE_3202 
0006: 10@ = 0 // integer values 
0006: 11@ = 0 // integer values 

:PLCHUTE_3202
0093: 21@ = integer_to_float 10@ 
0017: 21@ /= 4.267 // floating-point values 
0063: 21@ -= 2@ // floating-point values 
0017: 21@ /= 20.0 // floating-point values 
005B: 2@ += 21@ // floating-point values 
0087: 21@ = 2@ // floating-point values only 
0017: 21@ /= 15.0 // floating-point values 
0063: 1@ -= 21@ // floating-point values 
00D6: if 
0021:   1@ > 180.0 // floating-point values 
004D: jump_if_false @PLCHUTE_3303 
000F: 1@ -= 360.0 // floating-point values 

:PLCHUTE_3303
00D6: if 
0023:   -180.0 > 1@ // floating-point values 
004D: jump_if_false @PLCHUTE_3334 
000B: 1@ += 360.0 // floating-point values 

:PLCHUTE_3334
02F6: $1507 = cosine 1@ // sinus swapped with cosine 
02F7: $1508 = sinus 1@ // cosine swapped with sinus 
0069: $1507 *= $1500 // floating-point values 
0069: $1508 *= $1500 // floating-point values 
0011: $1507 *= -1.0 // floating-point values 
0085: 12@ = 10@ // integer values and handles 
0085: 13@ = 11@ // integer values and handles 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
00D6: if or
0019:   12@ > 40 // integer values 
0019:   13@ > 40 // integer values 
004D: jump_if_false @PLCHUTE_4066 
00D6: if 
001D:   12@ > 13@ // integer values 
004D: jump_if_false @PLCHUTE_3741 
0089: 21@ = $1501 // floating-point values only 
0065: 21@ -= $1509 // floating-point values 
0017: 21@ /= 20.0 // floating-point values 
005F: $1509 += 21@ // floating-point values 
00D6: if 
0029:   10@ >= 0 // integer values 
004D: jump_if_false @PLCHUTE_3607 
00D6: if 
8039:   not  15@ == 2 // integer values 
004D: jump_if_false @PLCHUTE_3607 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   17@ "PARA_STEERR_O" "PARACHUTE" 1.0 1 1 
0006: 15@ = 2 // integer values 

:PLCHUTE_3607
00D6: if 
001B:   0 > 10@ // integer values 
004D: jump_if_false @PLCHUTE_3734 
00D6: if 
8039:   not  15@ == 3 // integer values 
004D: jump_if_false @PLCHUTE_3734 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   17@ "PARA_STEERL_O" "PARACHUTE" 1.0 1 1 
0006: 15@ = 3 // integer values 

:PLCHUTE_3734
0002: jump @PLCHUTE_4059 

:PLCHUTE_3741
00D6: if 
0029:   11@ >= 0 // integer values 
004D: jump_if_false @PLCHUTE_3900 
0089: 21@ = $1503 // floating-point values only 
0065: 21@ -= $1509 // floating-point values 
0017: 21@ /= 20.0 // floating-point values 
005F: $1509 += 21@ // floating-point values 
00D6: if 
8039:   not  15@ == 4 // integer values 
004D: jump_if_false @PLCHUTE_3900 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   17@ "PARA_DECEL_O" "PARACHUTE" 1.0 1 1 
0006: 15@ = 4 // integer values 

:PLCHUTE_3900
00D6: if 
001B:   0 > 11@ // integer values 
004D: jump_if_false @PLCHUTE_4059 
0089: 21@ = $1501 // floating-point values only 
0065: 21@ -= $1509 // floating-point values 
0017: 21@ /= 20.0 // floating-point values 
005F: $1509 += 21@ // floating-point values 
00D6: if 
8039:   not  15@ == 5 // integer values 
004D: jump_if_false @PLCHUTE_4059 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   17@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 
0006: 15@ = 5 // integer values 

:PLCHUTE_4059
0002: jump @PLCHUTE_4225 

:PLCHUTE_4066
0089: 21@ = $1501 // floating-point values only 
0065: 21@ -= $1509 // floating-point values 
0017: 21@ /= 20.0 // floating-point values 
005F: $1509 += 21@ // floating-point values 
00D6: if 
8039:   not  15@ == 5 // integer values 
004D: jump_if_false @PLCHUTE_4225 
00D6: if 
8039:   not  15@ == 1 // integer values 
004D: jump_if_false @PLCHUTE_4225 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   17@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 
0006: 15@ = 1 // integer values 

:PLCHUTE_4225
01BB: store_object 17@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0815: (unknown) 20@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
04DA:   has_object 20@ collided 
004D: jump_if_false @PLCHUTE_4318 
075A:   17@ "PARA_RIP_LOOP_O" "PARACHUTE" 8.0 1 1 
0006: 0@ = 7 // integer values 

:PLCHUTE_4318
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @PLCHUTE_4354 
0792: (unknown) $PLAYER_ACTOR 
0004: $1513 = 6 // integer values 
0004: $1498 = 3 // integer values 

:PLCHUTE_4354
00D6: if 
03CA:   object 17@ exists 
004D: jump_if_false @PLCHUTE_4593 
00D6: if 
0837:   object 17@ animation_is "PARA_OPEN_O" 
004D: jump_if_false @PLCHUTE_4593 
0839: (unknown) 17@ "PARA_OPEN_O" 21@ 
0087: 22@ = 6@ // floating-point values only 
0065: 22@ -= $1501 // floating-point values 
0087: 23@ = 22@ // floating-point values only 
006B: 23@ *= 21@ // floating-point values 
0088: $1509 = 6@ // floating-point values only 
0067: $1509 -= 23@ // floating-point values 
0087: 22@ = 5@ // floating-point values only 
0065: 22@ -= $1500 // floating-point values 
0087: 23@ = 22@ // floating-point values only 
006B: 23@ *= 21@ // floating-point values 
0087: 4@ = 5@ // floating-point values only 
0063: 4@ -= 23@ // floating-point values 
02F6: $1507 = cosine 1@ // sinus swapped with cosine 
02F7: $1508 = sinus 1@ // cosine swapped with sinus 
006D: $1507 *= 4@ // floating-point values 
006D: $1508 *= 4@ // floating-point values 
0011: $1507 *= -1.0 // floating-point values 
00D6: if and
0043:   21@ == 1.0 // floating-point values 
0039:   0@ == 4 // integer values 
004D: jump_if_false @PLCHUTE_4593 
0006: 0@ = 5 // integer values 

:PLCHUTE_4593
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_4781 
00D6: if 
04AD:   actor $PLAYER_ACTOR touching_water 
004D: jump_if_false @PLCHUTE_4732 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" from_file "PARACHUTE" 8.0 loop 1 1 0 lock 0 time 1000 
075A:   17@ "PARA_LAND_WATER_O" "PARACHUTE" 1000.0 0 1 
0004: $1513 = 5 // integer values 
0006: 0@ = 0 // integer values 

:PLCHUTE_4732
083D: get_actor $PLAYER_ACTOR velocity_in_direction 21@ 21@ 23@ 
00D6: if 
0021:   23@ > -0.1 // floating-point values 
004D: jump_if_false @PLCHUTE_4781 
0004: $1513 = 4 // integer values 
0006: 0@ = 0 // integer values 

:PLCHUTE_4781
00D6: if 
0038:   $1513 == 4 // integer values 
004D: jump_if_false @PLCHUTE_5271 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @PLCHUTE_5168 
0004: $1498 = 1 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 1.0 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
083E: set_actor $PLAYER_ACTOR rotation_while_in_air 0.0 0.0 1@ 
00D6: if 
0022:   -10.0 > $1509 // floating-point values 
004D: jump_if_false @PLCHUTE_4922 
0004: $1513 = 2 // integer values 
0006: 0@ = 0 // integer values 
0002: jump @PLCHUTE_5092 

:PLCHUTE_4922
00D6: if 
0022:   -4.0 > $1509 // floating-point values 
004D: jump_if_false @PLCHUTE_5047 
0615: define_action_sequences 14@ 
0812: AS_actor -1 perform_animation "FALL_FRONT" from_file "PED" 20.0 loop 0 0 0 lock 1 time 700 
0812: AS_actor -1 perform_animation "GETUP_FRONT" from_file "PED" 8.0 loop 0 1 0 lock 0 time -2 
0616: define_action_sequences_end 14@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 14@ 
061B: remove_references_to_action_sequences 14@ 
0002: jump @PLCHUTE_5085 

:PLCHUTE_5047
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" from_file "PED" 8.0 loop 1 1 0 lock 0 time 1000 

:PLCHUTE_5085
0006: 0@ = 1 // integer values 

:PLCHUTE_5092
075A:   17@ "PARA_LAND_O" "PARACHUTE" 1000.0 0 1 
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
0085: 18@ = 32@ // integer values and handles 
000A: 18@ += 1000 // integer values 

:PLCHUTE_5168
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @PLCHUTE_5271 
00D6: if 
0837:   object 17@ animation_is "PARA_LAND_O" 
004D: jump_if_false @PLCHUTE_5271 
0839: (unknown) 17@ "PARA_LAND_O" 21@ 
00D6: if 
0043:   21@ == 1.0 // floating-point values 
004D: jump_if_false @PLCHUTE_5271 
0004: $1498 = 2 // integer values 
0050: gosub @PLCHUTE_5521 

:PLCHUTE_5271
00D6: if 
0038:   $1513 == 5 // integer values 
004D: jump_if_false @PLCHUTE_5328 
0004: $1498 = 1 // integer values 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @PLCHUTE_5328 
0004: $1498 = 2 // integer values 
0050: gosub @PLCHUTE_5521 

:PLCHUTE_5328
00D6: if and
0018:   $1513 > 0 // integer values 
001A:   4 > $1513 // integer values 
004D: jump_if_false @PLCHUTE_5405 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_5405 
083C: apply_momentum_to_actor $PLAYER_ACTOR direction $1507 $1508 $1509 
0173: set_actor $PLAYER_ACTOR z_angle_to 1@ 
083E: set_actor $PLAYER_ACTOR rotation_while_in_air 3@ 2@ 1@ 

:PLCHUTE_5405
00D6: if 
0038:   $1513 == 6 // integer values 
004D: jump_if_false @PLCHUTE_5430 
0050: gosub @PLCHUTE_5521 

:PLCHUTE_5430
00D6: if 
0038:   $1513 == 7 // integer values 
004D: jump_if_false @PLCHUTE_5455 
0050: gosub @PLCHUTE_5462 

:PLCHUTE_5455
0002: jump @PLCHUTE_118 

:PLCHUTE_5462
0004: $1513 = 0 // integer values 
0006: 0@ = 0 // integer values 
0249: release_model #PARACHUTE 
04EF: release_animation "PARACHUTE" 
083E: set_actor $PLAYER_ACTOR rotation_while_in_air 0.0 0.0 1@ 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0051: return 

:PLCHUTE_5521
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
09A2: (unknown) 17@ 
0108: destroy_object 20@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0004: $1513 = 0 // integer values 
0004: $1497 = 0 // integer values 
0006: 0@ = 0 // integer values 
0249: release_model #PARACHUTE 
04EF: release_animation "PARACHUTE" 
0249: release_model #GUN_PARA 
083E: set_actor $PLAYER_ACTOR rotation_while_in_air 0.0 0.0 1@ 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
004E: end_thread 

//-------------External script 1 (PARACHUTE)---------------

:PARACH
03A4: name_thread 'PARACH' 
0004: $8275 = 0 // integer values 
0209: 31@ = random_int 0 6 
0006: 11@ = 10 // integer values 
0006: 17@ = 0 // integer values 
0006: 12@ = 0 // integer values 
0004: $8289 = 0 // integer values 
00D6: if 
0039:   12@ == 100 // integer values 
004D: jump_if_false @PARACH_122 
0213: 0@ = create_pickup #BRIEFCASE type 3 at 32.1527 2239.726 125.672 
009A: 8@ = create_actor 4 #WMYPLT at 32.1527 2239.726 125.672 

:PARACH_122
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_146 
0819: 30@ = actor 8@ distance_from_ground 

:PARACH_146
0001: wait 0 ms 
008A: $8290 = 17@ // integer values and handles 
00D6: if 
0038:   $8289 == 2 // integer values 
004D: jump_if_false @PARACH_202 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_202 
0050: gosub @PARACH_6417 

:PARACH_202
00D6: if 
8039:   not  0@ == -1 // integer values 
004D: jump_if_false @PARACH_293 
00D6: if 
0039:   11@ == 10 // integer values 
004D: jump_if_false @PARACH_293 
00D6: if 
8039:   not  0@ == -1 // integer values 
004D: jump_if_false @PARACH_286 
00D6: if 
0214:   pickup 0@ picked_up 
004D: jump_if_false @PARACH_279 
0006: 11@ = 0 // integer values 

:PARACH_279
0002: jump @PARACH_293 

:PARACH_286
0006: 11@ = 0 // integer values 

:PARACH_293
00D6: if 
0039:   0@ == -1 // integer values 
004D: jump_if_false @PARACH_336 
00D6: if 
0039:   11@ == 10 // integer values 
004D: jump_if_false @PARACH_336 
0006: 11@ = 0 // integer values 

:PARACH_336
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @PARACH_384 
04ED: load_animation "PARACHUTE" 
0247: request_model #PARACHUTE 
0247: request_model #PARA_PACK 
0006: 11@ = 1 // integer values 

:PARACH_384
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @PARACH_443 
00D6: if and
04EE:   animation "PARACHUTE" loaded 
0248:   model #PARACHUTE available 
0248:   model #PARA_PACK available 
004D: jump_if_false @PARACH_443 
0006: 11@ = 2 // integer values 

:PARACH_443
00D6: if 
0039:   11@ == 2 // integer values 
004D: jump_if_false @PARACH_654 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_491 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:PARACH_491
0107: 9@ = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0107: 10@ = create_object #PARA_PACK at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0750: set_object 9@ visibility 0 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_647 
069B: attach_object 9@ to_actor 8@ at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0453: object 10@ set_rotation 90.0 90.0 90.0 
070A: AS_actor 8@ attach_to_object 10@ offset -0.11 -0.05 0.0 on_bone 1 16 "NULL" "NULL" 0 ms 

:PARACH_647
0006: 11@ = 3 // integer values 

:PARACH_654
00D6: if 
0039:   11@ == 3 // integer values 
004D: jump_if_false @PARACH_6053 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_6053 
00D6: if 
0039:   31@ == 0 // integer values 
004D: jump_if_false @PARACH_756 
0819: 30@ = actor 8@ distance_from_ground 
00D6: if 
0023:   5.0 > 30@ // floating-point values 
004D: jump_if_false @PARACH_749 
0006: 31@ = 2 // integer values 
0002: jump @PARACH_756 

:PARACH_749
0006: 31@ = 5 // integer values 

:PARACH_756
000E: 31@ -= 1 // integer values 
00D6: if 
87D6:   not  8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_789 
0050: gosub @PARACH_6503 

:PARACH_789
00D6: if 
00DF:   actor 8@ driving 
004D: jump_if_false @PARACH_819 
0004: $8302 = 1 // integer values 
0002: jump @PARACH_826 

:PARACH_819
0004: $8302 = 0 // integer values 

:PARACH_826
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_1186 
00D6: if or
0818: (unknown) 8@ 
0038:   $8302 == 0 // integer values 
004D: jump_if_false @PARACH_1186 
00D6: if and
0039:   17@ == 0 // integer values 
0039:   14@ == 0 // integer values 
0021:   30@ > 5.0 // floating-point values 
004D: jump_if_false @PARACH_1186 
00D6: if 
0038:   $8302 == 0 // integer values 
004D: jump_if_false @PARACH_988 
02F6: $8303 = cosine $8301 // sinus swapped with cosine 
0069: $8303 *= $8300 // floating-point values 
0011: $8303 *= -1.0 // floating-point values 
02F7: $8304 = sinus $8301 // cosine swapped with sinus 
0069: $8304 *= $8300 // floating-point values 
083D: get_actor 8@ velocity_in_direction $8276 $8276 $8276 
083C: apply_momentum_to_actor 8@ direction $8303 $8304 $8276 

:PARACH_988
0006: 17@ = 1 // integer values 
0004: $8275 = 1 // integer values 
0085: 18@ = 32@ // integer values and handles 
0172: 27@ = actor 8@ z_angle 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_1071 
0005: $8297 = 3.0 // floating-point values 
0005: $8298 = -2.0 // floating-point values 
0006: 16@ = 0 // integer values 
0050: gosub @PARACH_6083 

:PARACH_1071
00D6: if 
0039:   7@ == 0 // integer values 
004D: jump_if_false @PARACH_1141 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 0 time -1 
0002: jump @PARACH_1186 

:PARACH_1141
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" from_file "PARACHUTE" 1000.0 loop 1 0 0 lock 0 time -1 

:PARACH_1186
00D6: if 
0039:   17@ == 1 // integer values 
004D: jump_if_false @PARACH_2838 
00D6: if 
04AD:   actor 8@ touching_water 
004D: jump_if_false @PARACH_1268 
0829: AS_actor 8@ perform_animation "FALL_SKYDIVE_DIE" from_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 17@ = 2 // integer values 

:PARACH_1268
00D6: if 
0023:   3.0 > 30@ // floating-point values 
004D: jump_if_false @PARACH_1337 
0829: AS_actor 8@ perform_animation "FALL_SKYDIVE_DIE" from_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 17@ = 2 // integer values 

:PARACH_1337
083D: get_actor 8@ velocity_in_direction $8276 $8276 $8277 
00D6: if 
0027:   1@ > $8277 // floating-point values only 
004D: jump_if_false @PARACH_1378 
0088: $8277 = 1@ // floating-point values only 

:PARACH_1378
008A: $8282 = 32@ // integer values and handles 
0066: $8282 -= 18@ // integer values 
008F: 28@ = integer_to_float $8282 
0017: 28@ /= 2000.0 // floating-point values 
00D6: if 
0021:   28@ > 1.0 // floating-point values 
004D: jump_if_false @PARACH_1443 
0007: 28@ = 1.0 // floating-point values 

:PARACH_1443
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_1490 
00D6: if 
0033:   1.0 >= 28@ // floating-point values 
004D: jump_if_false @PARACH_1490 
0050: gosub @PARACH_6307 

:PARACH_1490
00D6: if 
0043:   28@ == 1.0 // floating-point values 
004D: jump_if_false @PARACH_2431 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_2413 
0494: get_joystick_data 0 $8282 $8283 $8284 $8284 
008D: $8279 = integer_to_float $8282 
0015: $8279 /= 256.0 // floating-point values 
005D: 25@ += $8279 // floating-point values 
0088: $8280 = 25@ // floating-point values only 
0015: $8280 /= 30.0 // floating-point values 
00D6: if 
0022:   -1.6 > $8280 // floating-point values 
004D: jump_if_false @PARACH_1621 
0005: $8280 = -1.6 // floating-point values 

:PARACH_1621
00D6: if 
0020:   $8280 > 1.6 // floating-point values 
004D: jump_if_false @PARACH_1652 
0005: $8280 = 1.6 // floating-point values 

:PARACH_1652
0065: 27@ -= $8280 // floating-point values 
00D6: if 
0042:   $8279 == 0.0 // floating-point values 
004D: jump_if_false @PARACH_1712 
00D6: if 
8043:   not  25@ == 0.0 // floating-point values 
004D: jump_if_false @PARACH_1712 
0013: 25@ *= 0.95 // floating-point values 

:PARACH_1712
0088: $8278 = 26@ // floating-point values only 
0011: $8278 *= 6.0 // floating-point values 
008D: $8281 = integer_to_float $8283 
0061: $8281 -= $8278 // floating-point values 
0015: $8281 /= 256.0 // floating-point values 
005D: 26@ += $8281 // floating-point values 
00D6: if 
0023:   -30.0 > 26@ // floating-point values 
004D: jump_if_false @PARACH_1795 
0007: 26@ = -30.0 // floating-point values 

:PARACH_1795
00D6: if 
0021:   26@ > 30.0 // floating-point values 
004D: jump_if_false @PARACH_1826 
0007: 26@ = 30.0 // floating-point values 

:PARACH_1826
00D6: if 
0042:   $8281 == 0.0 // floating-point values 
004D: jump_if_false @PARACH_1878 
00D6: if 
8043:   not  26@ == 0.0 // floating-point values 
004D: jump_if_false @PARACH_1878 
0013: 26@ *= 0.97 // floating-point values 

:PARACH_1878
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 27@ // cosine swapped with sinus 
0088: $8279 = 26@ // floating-point values only 
0015: $8279 /= -5.0 // floating-point values 
006D: $TEMPVAR_FLOAT_1 *= 2@ // floating-point values 
0069: $TEMPVAR_FLOAT_1 *= $8279 // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 2@ // floating-point values 
0069: $TEMPVAR_FLOAT_2 *= $8279 // floating-point values 
083D: get_actor 8@ velocity_in_direction $8278 $8279 $8276 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
0059: $TEMPVAR_FLOAT_1 += $8278 // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 0.1 // floating-point values 
0061: $8278 -= $TEMPVAR_FLOAT_1 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= -1.0 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $8279 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 0.1 // floating-point values 
0061: $8279 -= $TEMPVAR_FLOAT_2 // floating-point values 
083C: apply_momentum_to_actor 8@ direction $8278 $8279 $8277 
083E: set_actor 8@ rotation_while_in_air 26@ 0.0 27@ 
00D6: if 
001A:   -100 > $8283 // integer values 
004D: jump_if_false @PARACH_2171 
00D6: if 
8039:   not  15@ == 4 // integer values 
004D: jump_if_false @PARACH_2164 
0006: 15@ = 4 // integer values 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_ACCEL" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 

:PARACH_2164
0002: jump @PARACH_2406 

:PARACH_2171
00D6: if and
0038:   $8282 == 0 // integer values 
8039:   not  15@ == 0 // integer values 
004D: jump_if_false @PARACH_2248 
0006: 15@ = 0 // integer values 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 

:PARACH_2248
00D6: if and
001A:   0 > $8282 // integer values 
8039:   not  15@ == -1 // integer values 
004D: jump_if_false @PARACH_2327 
0006: 15@ = -1 // integer values 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_L" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 

:PARACH_2327
00D6: if and
0018:   $8282 > 0 // integer values 
8039:   not  15@ == 1 // integer values 
004D: jump_if_false @PARACH_2406 
0006: 15@ = 1 // integer values 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_R" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 

:PARACH_2406
0002: jump @PARACH_2431 

:PARACH_2413
083C: apply_momentum_to_actor 8@ direction 0.0 0.0 1@ 

:PARACH_2431
00D6: if or
00E1:   key_pressed 0 17 
0038:   $8299 == 1 // integer values 
004D: jump_if_false @PARACH_2652 
00D6: if 
8038:   not  $8299 == 2 // integer values 
004D: jump_if_false @PARACH_2652 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_2652 
0006: 17@ = 0 // integer values 
0006: 15@ = 0 // integer values 
0006: 14@ = 1 // integer values 
0750: set_object 9@ visibility 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_2652 
0812: AS_actor 8@ perform_animation "PARA_OPEN" from_file "PARACHUTE" 1000.0 loop 0 0 0 lock 1 time -2 
075A:   9@ "PARA_OPEN_O" "PARACHUTE" 1000.0 0 1 
083D: get_actor 8@ velocity_in_direction $8276 $8276 24@ 
0088: $8288 = 24@ // floating-point values only 
0009: $8288 += 5.0 // floating-point values 

:PARACH_2652
00D6: if and
0039:   12@ == 1 // integer values 
87D6:   not  8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_2838 
0006: 17@ = 0 // integer values 
0006: 15@ = 0 // integer values 
0006: 14@ = 1 // integer values 
0750: set_object 9@ visibility 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_2838 
0812: AS_actor 8@ perform_animation "PARA_OPEN" from_file "PARACHUTE" 1000.0 loop 0 0 0 lock 1 time -2 
075A:   9@ "PARA_OPEN_O" "PARACHUTE" 1000.0 0 1 
083D: get_actor 8@ velocity_in_direction $8276 $8276 24@ 
0088: $8288 = 24@ // floating-point values only 
0009: $8288 += 5.0 // floating-point values 

:PARACH_2838
00D6: if 
0039:   14@ == 1 // integer values 
004D: jump_if_false @PARACH_3568 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3540 
00D6: if 
0611:   actor 8@ animation_is "PARA_OPEN" 
004D: jump_if_false @PARACH_3540 
0613: $8274 = actor 8@ animation "PARA_OPEN" time 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0011: $8274 *= 2.0 // floating-point values 
000D: $8274 -= 0.5 // floating-point values 
00D6: if 
0020:   $8274 > 1.0 // floating-point values 
004D: jump_if_false @PARACH_2983 
0005: $8274 = 1.0 // floating-point values 

:PARACH_2983
00D6: if 
0022:   0.0 > $8274 // floating-point values 
004D: jump_if_false @PARACH_3014 
0005: $8274 = 0.0 // floating-point values 

:PARACH_3014
00D6: if and
0032:   0.25 >= $8274 // floating-point values 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_3120 
0005: $8297 = -2.0 // floating-point values 
0005: $8298 = -2.0 // floating-point values 
0089: 28@ = $8274 // floating-point values only 
0013: 28@ *= 4.0 // floating-point values 
00D6: if 
0039:   16@ == 1 // integer values 
004D: jump_if_false @PARACH_3113 
0006: 16@ = 2 // integer values 
0050: gosub @PARACH_6083 

:PARACH_3113
0050: gosub @PARACH_6307 

:PARACH_3120
00D6: if and
0020:   $8274 > 0.25 // floating-point values 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_3236 
0005: $8297 = 5.0 // floating-point values 
0005: $8298 = -5.0 // floating-point values 
0089: 28@ = $8274 // floating-point values only 
000F: 28@ -= 0.25 // floating-point values 
0013: 28@ *= 1.333 // floating-point values 
00D6: if 
0039:   16@ == 2 // integer values 
004D: jump_if_false @PARACH_3229 
0006: 16@ = 3 // integer values 
0050: gosub @PARACH_6083 

:PARACH_3229
0050: gosub @PARACH_6307 

:PARACH_3236
0086: $8276 = $8288 // floating-point values only 
0069: $8276 *= $8274 // floating-point values 
0011: $8276 *= -1.0 // floating-point values 
005F: $8276 += 24@ // floating-point values 
083D: get_actor 8@ velocity_in_direction $8278 $8279 $8277 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 27@ // cosine swapped with sinus 
006D: $TEMPVAR_FLOAT_1 *= 5@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 5@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
0059: $TEMPVAR_FLOAT_1 += $8278 // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 0.01 // floating-point values 
0061: $8278 -= $TEMPVAR_FLOAT_1 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= -1.0 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $8279 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 0.01 // floating-point values 
0061: $8279 -= $TEMPVAR_FLOAT_2 // floating-point values 
083C: apply_momentum_to_actor 8@ direction $8278 $8279 $8276 
00D6: if 
0042:   $8274 == 1.0 // floating-point values 
004D: jump_if_false @PARACH_3540 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" from_file "PARACHUTE" 2.0 loop 1 0 0 lock 1 time -2 
075A:   9@ "PARA_FLOAT_O" "PARACHUTE" 2.0 1 1 
0006: 14@ = 2 // integer values 
0089: 29@ = $8276 // floating-point values only 
0007: 25@ = 0.0 // floating-point values 

:PARACH_3540
00D6: if 
0023:   3.0 > 30@ // floating-point values 
004D: jump_if_false @PARACH_3568 
0006: 14@ = 3 // integer values 

:PARACH_3568
00D6: if 
0039:   14@ == 2 // integer values 
004D: jump_if_false @PARACH_5824 
00D6: if and
8039:   not  13@ == 5 // integer values 
04AD:   actor 8@ touching_water 
004D: jump_if_false @PARACH_3616 
0006: 13@ = 4 // integer values 

:PARACH_3616
00D6: if 
0039:   13@ == 0 // integer values 
004D: jump_if_false @PARACH_4766 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 27@ // cosine swapped with sinus 
0004: $8284 = 0 // integer values 
0004: $8285 = 0 // integer values 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_3706 
0494: get_joystick_data 0 $8282 $8283 $8284 $8285 
0002: jump @PARACH_3728 

:PARACH_3706
008A: $8282 = 22@ // integer values and handles 
0004: $8283 = 0 // integer values 
0004: $8284 = 0 // integer values 

:PARACH_3728
00D6: if and
8038:   not  $8284 == 0 // integer values 
8038:   not  $8285 == 0 // integer values 
004D: jump_if_false @PARACH_3753 

:PARACH_3753
00D6: if or
0018:   $8283 > 100 // integer values 
0039:   12@ == 2 // integer values 
004D: jump_if_false @PARACH_3811 
006D: $TEMPVAR_FLOAT_1 *= 6@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 6@ // floating-point values 
0002: jump @PARACH_3837 

:PARACH_3811
006D: $TEMPVAR_FLOAT_1 *= 5@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 5@ // floating-point values 

:PARACH_3837
0084: $8285 = $8283 // integer values and handles 
083E: set_actor 8@ rotation_while_in_air 0.0 25@ 27@ 
00D6: if 
0021:   30@ > 3.0 // floating-point values 
004D: jump_if_false @PARACH_4574 
008D: $8281 = integer_to_float $8282 
0015: $8281 /= 128.0 // floating-point values 
005D: 25@ += $8281 // floating-point values 
00D6: if 
0021:   25@ > 45.0 // floating-point values 
004D: jump_if_false @PARACH_3939 
0007: 25@ = 45.0 // floating-point values 

:PARACH_3939
00D6: if 
0023:   -45.0 > 25@ // floating-point values 
004D: jump_if_false @PARACH_3970 
0007: 25@ = -45.0 // floating-point values 

:PARACH_3970
0088: $8280 = 25@ // floating-point values only 
0015: $8280 /= 15.0 // floating-point values 
0065: 27@ -= $8280 // floating-point values 
00D6: if 
0042:   $8281 == 0.0 // floating-point values 
004D: jump_if_false @PARACH_4048 
00D6: if 
8043:   not  25@ == 0.0 // floating-point values 
004D: jump_if_false @PARACH_4048 
0013: 25@ *= 0.95 // floating-point values 

:PARACH_4048
083E: set_actor 8@ rotation_while_in_air 0.0 25@ 27@ 
00D6: if or
0018:   $8283 > 100 // integer values 
0039:   12@ == 2 // integer values 
004D: jump_if_false @PARACH_4211 
0088: $TEMPVAR_FLOAT_3 = 4@ // floating-point values only 
00D6: if 
8039:   not  15@ == 4 // integer values 
004D: jump_if_false @PARACH_4204 
0006: 15@ = 4 // integer values 
0812: AS_actor 8@ perform_animation "PARA_DECEL" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   9@ "PARA_DECEL_O" "PARACHUTE" 1.0 1 1 

:PARACH_4204
0002: jump @PARACH_4574 

:PARACH_4211
0088: $TEMPVAR_FLOAT_3 = 3@ // floating-point values only 
00D6: if and
0042:   $8281 == 0.0 // floating-point values 
8039:   not  15@ == 0 // integer values 
004D: jump_if_false @PARACH_4336 
0006: 15@ = 0 // integer values 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   9@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 

:PARACH_4336
00D6: if and
0022:   0.0 > $8281 // floating-point values 
8039:   not  15@ == -1 // integer values 
004D: jump_if_false @PARACH_4455 
0006: 15@ = -1 // integer values 
0812: AS_actor 8@ perform_animation "PARA_STEERL" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   9@ "PARA_STEERL_O" "PARACHUTE" 1.0 1 1 

:PARACH_4455
00D6: if and
0020:   $8281 > 0.0 // floating-point values 
8039:   not  15@ == 1 // integer values 
004D: jump_if_false @PARACH_4574 
0006: 15@ = 1 // integer values 
0812: AS_actor 8@ perform_animation "PARA_STEERR" from_file "PARACHUTE" 1.0 loop 1 0 0 lock 1 time -2 
075A:   9@ "PARA_STEERR_O" "PARACHUTE" 1.0 1 1 

:PARACH_4574
083D: get_actor 8@ velocity_in_direction $8278 $8279 $8276 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
0059: $TEMPVAR_FLOAT_1 += $8278 // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 0.1 // floating-point values 
0061: $8278 -= $TEMPVAR_FLOAT_1 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= -1.0 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $8279 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 0.1 // floating-point values 
0061: $8279 -= $TEMPVAR_FLOAT_2 // floating-point values 
0011: $TEMPVAR_FLOAT_3 *= -1.0 // floating-point values 
005F: $TEMPVAR_FLOAT_3 += 29@ // floating-point values 
0011: $TEMPVAR_FLOAT_3 *= 0.2 // floating-point values 
0088: $8276 = 29@ // floating-point values only 
0061: $8276 -= $TEMPVAR_FLOAT_3 // floating-point values 
0089: 29@ = $8276 // floating-point values only 
083C: apply_momentum_to_actor 8@ direction $8278 $8279 $8276 
0069: $8278 *= $8278 // floating-point values 
0069: $8279 *= $8279 // floating-point values 
0086: $8280 = $8278 // floating-point values only 
0059: $8280 += $8279 // floating-point values 
01FB: $8280 = square_root $8280 

:PARACH_4766
00D6: if 
0023:   3.0 > 30@ // floating-point values 
004D: jump_if_false @PARACH_5104 
0173: set_actor 8@ z_angle_to 27@ 
0007: 25@ = 0.0 // floating-point values 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // sinus swapped with cosine 
02F7: $TEMPVAR_FLOAT_2 = sinus 27@ // cosine swapped with sinus 
006D: $TEMPVAR_FLOAT_1 *= 6@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= -1.0 // floating-point values 
006D: $TEMPVAR_FLOAT_2 *= 6@ // floating-point values 
083C: apply_momentum_to_actor 8@ direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -2.0 
00D6: if 
0039:   13@ == 0 // integer values 
004D: jump_if_false @PARACH_5012 
0006: 13@ = 1 // integer values 
0812: AS_actor 8@ perform_animation "PARA_DECEL" from_file "PARACHUTE" 4.0 loop 1 0 0 lock 1 time -2 
075A:   9@ "PARA_DECEL_O" "PARACHUTE" 4.0 1 1 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_5012 
0086: $8297 = $8292 // floating-point values only 
0086: $8298 = $8291 // floating-point values only 
0050: gosub @PARACH_6083 

:PARACH_5012
00D6: if and
0039:   13@ == 1 // integer values 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_5104 
0007: 28@ = 3.0 // floating-point values 
0063: 28@ -= 30@ // floating-point values 
0013: 28@ *= 0.75 // floating-point values 
00D6: if 
0021:   28@ > 1.0 // floating-point values 
004D: jump_if_false @PARACH_5097 
0007: 28@ = 1.0 // floating-point values 

:PARACH_5097
0050: gosub @PARACH_6307 

:PARACH_5104
00D6: if and
0023:   1.5 > 30@ // floating-point values 
0039:   13@ == 1 // integer values 
004D: jump_if_false @PARACH_5219 
0006: 13@ = 2 // integer values 
0812: AS_actor 8@ perform_animation "PARA_LAND" from_file "PARACHUTE" 1000.0 loop 0 1 0 lock 1 time -2 
075A:   9@ "PARA_LAND_O" "PARACHUTE" 1000.0 0 1 

:PARACH_5219
00D6: if 
0039:   13@ == 2 // integer values 
004D: jump_if_false @PARACH_5496 
00D6: if 
0611:   actor 8@ animation_is "PARA_LAND" 
004D: jump_if_false @PARACH_5496 
0613: $8274 = actor 8@ animation "PARA_LAND" time 
00D6: if 
0042:   $8274 == 1.0 // floating-point values 
004D: jump_if_false @PARACH_5496 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
04A5: store_dead_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
8039:   not  0@ == -1 // integer values 
004D: jump_if_false @PARACH_5351 
0215: destroy_pickup 0@ 

:PARACH_5351
05B9: unknown_action_sequence 8@ 1 
0792: (unknown) 8@ 
0006: 14@ = 3 // integer values 
083E: set_actor 8@ rotation_while_in_air 0.0 0.0 0.0 
0173: set_actor 8@ z_angle_to 27@ 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_5438 
0004: $8289 = 1 // integer values 

:PARACH_5438
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @PARACH_5463 
0050: gosub @PARACH_6417 

:PARACH_5463
0006: 0@ = 0 // integer values 
0213: 0@ = create_pickup #BRIEFCASE type 3 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0006: 13@ = 3 // integer values 

:PARACH_5496
00D6: if 
0039:   13@ == 4 // integer values 
004D: jump_if_false @PARACH_5623 
0812: AS_actor 8@ perform_animation "PARA_LAND_WATER" from_file "PARACHUTE" 1000.0 loop 0 1 0 lock 1 time -2 
075A:   9@ "PARA_LAND_WATER_O" "PARACHUTE" 1.0 0 1 
0006: 13@ = 5 // integer values 
0005: $8274 = 0.0 // floating-point values 

:PARACH_5623
00D6: if 
0039:   13@ == 5 // integer values 
004D: jump_if_false @PARACH_5824 
00D6: if 
0611:   actor 8@ animation_is "PARA_LAND_WATER" 
004D: jump_if_false @PARACH_5699 
0613: $8274 = actor 8@ animation "PARA_LAND_WATER" time 

:PARACH_5699
00D6: if 
0042:   $8274 == 1.0 // floating-point values 
004D: jump_if_false @PARACH_5824 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_5746 
0004: $8289 = 1 // integer values 

:PARACH_5746
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0006: 13@ = 3 // integer values 
05B9: unknown_action_sequence 8@ 1 
0792: (unknown) 8@ 
0006: 14@ = 3 // integer values 
083E: set_actor 8@ rotation_while_in_air 0.0 0.0 0.0 
0173: set_actor 8@ z_angle_to 27@ 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:PARACH_5824
00D6: if and
0039:   14@ == 3 // integer values 
0039:   13@ == 0 // integer values 
004D: jump_if_false @PARACH_5935 
075A:   9@ "PARA_LAND_O" "PARACHUTE" 1.0 0 1 
0829: AS_actor 8@ perform_animation "FALL_SKYDIVE_DIE" from_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 13@ = 1 // integer values 

:PARACH_5935
00D6: if 
0039:   14@ == 3 // integer values 
004D: jump_if_false @PARACH_6053 
00D6: if 
0214:   pickup 0@ picked_up 
004D: jump_if_false @PARACH_6004 
0006: 11@ = 10 // integer values 
0006: 17@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0006: 13@ = 0 // integer values 

:PARACH_6004
00D6: if 
80FE:   not actor 8@ 0 $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 50.0 50.0 50.0 
004D: jump_if_false @PARACH_6053 
0002: jump @PARACH_6417 

:PARACH_6053
00D6: if 
0118:   actor 8@ dead 
004D: jump_if_false @PARACH_6076 
0002: jump @PARACH_6417 

:PARACH_6076
0002: jump @PARACH_146 

:PARACH_6083
068D: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0086: $8278 = $TEMPVAR_X_COORD // floating-point values only 
0061: $8278 -= $TEMPVAR_FLOAT_1 // floating-point values 
0086: $8279 = $TEMPVAR_Y_COORD // floating-point values only 
0061: $8279 -= $TEMPVAR_FLOAT_2 // floating-point values 
0086: $8293 = $TEMPVAR_FLOAT_3 // floating-point values only 
0061: $8293 -= $TEMPVAR_Z_COORD // floating-point values 
0086: $8276 = $8278 // floating-point values only 
0069: $8276 *= $8278 // floating-point values 
0086: $8277 = $8279 // floating-point values only 
0069: $8277 *= $8279 // floating-point values 
0086: $8294 = $8276 // floating-point values only 
0059: $8294 += $8277 // floating-point values 
0011: $8294 *= -1.0 // floating-point values 
01FB: $8294 = square_root $8294 
0086: $8295 = $8297 // floating-point values only 
0061: $8295 -= $8293 // floating-point values 
0011: $8294 *= -1.0 // floating-point values 
0086: $8296 = $8298 // floating-point values only 
0061: $8296 -= $8294 // floating-point values 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @PARACH_6305 
0006: 16@ = 1 // integer values 
0086: $8291 = $8294 // floating-point values only 
0086: $8292 = $8293 // floating-point values only 

:PARACH_6305
0051: return 

:PARACH_6307
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0088: $8278 = 28@ // floating-point values only 
0011: $8278 *= 180.0 // floating-point values 
02F7: $8278 = sinus $8278 // cosine swapped with sinus 
000D: $8278 -= 1.0 // floating-point values 
0011: $8278 *= -0.5 // floating-point values 
0086: $TEMPVAR_FLOAT_3 = $8295 // floating-point values only 
0069: $TEMPVAR_FLOAT_3 *= $8278 // floating-point values 
0059: $TEMPVAR_FLOAT_3 += $8293 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8296 // floating-point values only 
0069: $TEMPVAR_FLOAT_2 *= $8278 // floating-point values 
0059: $TEMPVAR_FLOAT_2 += $8294 // floating-point values 
0051: return 

:PARACH_6417
04EF: release_animation "PARACHUTE" 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
00D6: if 
8039:   not  0@ == -1 // integer values 
004D: jump_if_false @PARACH_6463 
0215: destroy_pickup 0@ 

:PARACH_6463
0108: destroy_object 9@ 
0108: destroy_object 10@ 
00D6: if 
07D6:   8@ $PLAYER_ACTOR 
004D: jump_if_false @PARACH_6499 
0004: $8299 = 0 // integer values 

:PARACH_6499
004E: end_thread 
0051: return 

:PARACH_6503
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0086: $TEMPVAR_FLOAT_1 = $8271 // floating-point values only 
0061: $TEMPVAR_FLOAT_1 -= $TEMPVAR_X_COORD // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8272 // floating-point values only 
0061: $TEMPVAR_FLOAT_2 -= $TEMPVAR_Y_COORD // floating-point values 
0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_Z_COORD // floating-point values only 
0061: $TEMPVAR_FLOAT_3 -= $8273 // floating-point values 
00D6: if 
0039:   17@ == 1 // integer values 
004D: jump_if_false @PARACH_6683 
0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // floating-point values 
0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // floating-point values 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // floating-point values 
01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1 
0086: $8276 = $TEMPVAR_FLOAT_3 // floating-point values only 
0071: $8276 /= $TEMPVAR_FLOAT_1 // floating-point values 
0088: $8277 = 3@ // floating-point values only 
0075: $8277 /= 5@ // floating-point values 
0011: $8277 *= -1.2 // floating-point values 
00D6: if 
0024:   $8277 > $8276 // floating-point values only 
004D: jump_if_false @PARACH_6683 
0006: 12@ = 1 // integer values 

:PARACH_6683
00D6: if 
0039:   14@ == 2 // integer values 
004D: jump_if_false @PARACH_7350 
0604: get_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 angle 20@ 
0172: 19@ = actor 8@ z_angle 
000F: 3@ -= 1.0 // floating-point values 
000F: 4@ -= 1.0 // floating-point values 
0087: 21@ = 20@ // floating-point values only 
0063: 21@ -= 19@ // floating-point values 
00D6: if 
001D:   32@ > 23@ // integer values 
004D: jump_if_false @PARACH_7137 
0085: 23@ = 32@ // integer values and handles 
000A: 23@ += 3000 // integer values 
0208: $8286 = random_float -20.0 0.0 
0208: $8287 = random_float 0.0 20.0 
0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // floating-point values 
0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // floating-point values 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // floating-point values 
01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1 
0086: $8277 = $TEMPVAR_FLOAT_1 // floating-point values only 
0075: $8277 /= 5@ // floating-point values 
0086: $8276 = $TEMPVAR_FLOAT_3 // floating-point values only 
0071: $8276 /= $8277 // floating-point values 
0088: $8277 = 3@ // floating-point values only 
005F: $8277 += 4@ // floating-point values 
0015: $8277 /= 2.0 // floating-point values 
0088: $8278 = 3@ // floating-point values only 
0067: $8278 -= 4@ // floating-point values 
0015: $8278 /= 4.0 // floating-point values 
0059: $8278 += $8277 // floating-point values 
0088: $8279 = 3@ // floating-point values only 
0067: $8279 -= 4@ // floating-point values 
0015: $8279 /= -4.0 // floating-point values 
0059: $8279 += $8277 // floating-point values 
0011: $8278 *= -1.0 // floating-point values 
0011: $8279 *= -1.0 // floating-point values 
00D6: if and
0024:   $8278 > $8276 // floating-point values only 
0024:   $8276 > $8279 // floating-point values only 
004D: jump_if_false @PARACH_7085 
0209: $8282 = random_int 0 2 
00D6: if 
0038:   $8282 == 0 // integer values 
004D: jump_if_false @PARACH_7060 
0006: 12@ = 2 // integer values 

:PARACH_7060
00D6: if 
0038:   $8282 == 1 // integer values 
004D: jump_if_false @PARACH_7085 
0006: 12@ = 0 // integer values 

:PARACH_7085
00D6: if 
0034:   $8276 >= $8278 // floating-point values 
004D: jump_if_false @PARACH_7111 
0006: 12@ = 0 // integer values 

:PARACH_7111
00D6: if 
0034:   $8279 >= $8276 // floating-point values 
004D: jump_if_false @PARACH_7137 
0006: 12@ = 2 // integer values 

:PARACH_7137
00D6: if or
0026:   $8286 > 21@ // floating-point values 
0027:   21@ > $8287 // floating-point values only 
004D: jump_if_false @PARACH_7323 
00D6: if 
0023:   -180.0 > 21@ // floating-point values 
004D: jump_if_false @PARACH_7195 
000B: 21@ += 360.0 // floating-point values 

:PARACH_7195
00D6: if 
0021:   21@ > 180.0 // floating-point values 
004D: jump_if_false @PARACH_7226 
000F: 21@ -= 360.0 // floating-point values 

:PARACH_7226
0017: 21@ /= 180.0 // floating-point values 
00D6: if 
0021:   21@ > 1.0 // floating-point values 
004D: jump_if_false @PARACH_7267 
0007: 21@ = 1.0 // floating-point values 

:PARACH_7267
00D6: if 
0023:   -1.0 > 21@ // floating-point values 
004D: jump_if_false @PARACH_7298 
0007: 21@ = -1.0 // floating-point values 

:PARACH_7298
0013: 21@ *= -128.0 // floating-point values 
0092: 22@ = float_to_integer 21@ 
0002: jump @PARACH_7330 

:PARACH_7323
0006: 22@ = 0 // integer values 

:PARACH_7330
000B: 3@ += 1.0 // floating-point values 
000B: 4@ += 1.0 // floating-point values 

:PARACH_7350
0051: return 
004E: end_thread 

//-------------External script 2 (BCESAR2)---------------

:BCESAR2
03A4: name_thread 'BCESAR2' 
00D6: if or
0038:   $WEEKDAY == 1 // integer values 
0038:   $WEEKDAY == 3 // integer values 
0038:   $WEEKDAY == 5 // integer values 
004D: jump_if_false @BCESAR2_50 
0002: jump @BCESAR2_6142 

:BCESAR2_50
00D6: if 
0028:   $11010 >= 10 // integer values 
004D: jump_if_false @BCESAR2_75 
0002: jump @BCESAR2_6142 

:BCESAR2_75
0050: gosub @ENTEXT_214 
00D6: if 
0038:   $39 == 0 // integer values 
004D: jump_if_false @BCESAR2_107 
0002: jump @BCESAR2_6142 

:BCESAR2_107
0111: set_wasted_busted_check_to 0 
00D6: if 
0038:   $2198 == 0 // integer values 
004D: jump_if_false @BCESAR2_131 
0317: increment_mission_attempts 

:BCESAR2_131
0004: $BCESAR2_SCRIPT_LAUNCHED = 1 // integer values 
0004: $2204 = 1 // integer values 
0001: wait 0 ms 
0006: 0@ = 0 // integer values 
0006: 1@ = 5 // integer values 
0006: 21@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 23@ = 0 // integer values 
0004: $8386 = 0 // integer values 
0004: $8387 = 0 // integer values 
0004: $8389 = 1 // integer values 
0004: $8388 = 0 // integer values 
0004: $8390 = 1 // integer values 
0004: $8391 = 2 // integer values 
0004: $8312 = 0 // integer values 
0004: $8322 = 0 // integer values 
0004: $8323 = 0 // integer values 
0004: $8324 = 0 // integer values 
0004: $8325 = 0 // integer values 
0004: $8326 = 0 // integer values 
0004: $8327 = 0 // integer values 
0004: $8305 = 0 // integer values 
0004: $8306 = 0 // integer values 
0004: $8307 = 0 // integer values 
0004: $8308 = 0 // integer values 
0004: $8309 = 0 // integer values 
0004: $8310 = 0 // integer values 
0006: 10@ = 0 // integer values 
0006: 11@ = 1 // integer values 
0006: 19@ = 1000 // integer values 
0007: 31@ = 40.0 // floating-point values 
0209: $8311 = random_int 0 2 
00D6: if 
0038:   $8311 == 0 // integer values 
004D: jump_if_false @BCESAR2_390 
0006: 9@ = 114 // integer values 

:BCESAR2_390
00D6: if 
0038:   $8311 == 1 // integer values 
004D: jump_if_false @BCESAR2_415 
0006: 9@ = 96 // integer values 

:BCESAR2_415
00D6: if 
0038:   $8311 == 2 // integer values 
004D: jump_if_false @BCESAR2_440 
0006: 9@ = 115 // integer values 

:BCESAR2_440
00D6: if 
0038:   $8311 == 0 // integer values 
004D: jump_if_false @BCESAR2_489 
0086: $8313 = $4184[0] // floating-point values only 
0086: $8314 = $4300[0] // floating-point values only 
0086: $8315 = $4416[0] // floating-point values only 
0002: jump @BCESAR2_562 

:BCESAR2_489
00D6: if 
0038:   $8311 == 1 // integer values 
004D: jump_if_false @BCESAR2_538 
0086: $8313 = $4532[0] // floating-point values only 
0086: $8314 = $4630[0] // floating-point values only 
0086: $8315 = $4728[0] // floating-point values only 
0002: jump @BCESAR2_562 

:BCESAR2_538
0086: $8313 = $4826[0] // floating-point values only 
0086: $8314 = $4943[0] // floating-point values only 
0086: $8315 = $5060[0] // floating-point values only 

:BCESAR2_562
0247: request_model #FAM3 
0247: request_model #PATRIOT 
0247: request_model #MICRO_UZI 
0247: request_model #CELLPHONE 

:BCESAR2_581
00D6: if or
8248:   not model #FAM3 available 
8248:   not model #PATRIOT available 
8248:   not model #MICRO_UZI available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @BCESAR2_622 
0001: wait 0 ms 
0002: jump @BCESAR2_581 

:BCESAR2_622
0506: vehicle_model #PATRIOT set_next_variation 2 2 
0674: set_car_model #PATRIOT numberplate "_ASSMAN_" 
00A5: 26@ = create_car #PATRIOT at $8313 $8314 $8315 
0587: (unknown) 26@ 0 
0129: 25@ = create_actor 4 #FAM3 in_car 26@ driverseat 
0446: set_actor 25@ immune_to_headshots 0 
02AB: set_actor 25@ immunities 1 1 1 0 1 
02AC: set_car 26@ immunities 1 1 1 0 1 
00AD: set_car 26@ max_speed_to 40.0 
072F: (unknown) 26@ 2.0 2000 1 1 1 2 
020A: set_car 26@ door_status_to 3 
05D1: AS_actor 25@ drive_car 26@ to $4184(10@,116f) $4300(10@,116f) $4416(10@,116f) speed 31@ 0 0 2 
0186: 27@ = create_marker_above_car 26@ 
02AA: set_car 26@ immune_to_nonplayer 1 
00D6: if 
0018:   $2195 > 0 // integer values 
004D: jump_if_false @BCESAR2_978 
01C8: 28@ = create_actor 4 #FAM3 in_car 26@ passenger_seat 0 
01B2: give_actor 28@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 28@ armed_weapon_to 28 
02E2: set_actor 28@ weapon_accuracy_to 90 
00D6: if 
0018:   $2195 > 1 // integer values 
004D: jump_if_false @BCESAR2_978 
01C8: 29@ = create_actor 4 #FAM3 in_car 26@ passenger_seat 1 
01B2: give_actor 29@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 29@ armed_weapon_to 28 
02E2: set_actor 29@ weapon_accuracy_to 90 
00D6: if 
0018:   $2195 > 2 // integer values 
004D: jump_if_false @BCESAR2_978 
01C8: 30@ = create_actor 4 #FAM3 in_car 26@ passenger_seat 2 
01B2: give_actor 30@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 30@ armed_weapon_to 28 
02E2: set_actor 30@ weapon_accuracy_to 90 

:BCESAR2_978
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BCESAR2_1022 
039F: car 26@ race_to $4184(11@,116f) $4300(11@,116f) 
0002: jump @BCESAR2_1041 

:BCESAR2_1022
039F: car 26@ race_to $4184(10@,116f) $4300(10@,116f) 

:BCESAR2_1041
0005: $8329 = -0.65 // floating-point values 
0005: $8335 = -2.307 // floating-point values 
0005: $8341 = 0.26 // floating-point values 
0005: $8330 = -0.047 // floating-point values 
0005: $8336 = -2.307 // floating-point values 
0005: $8342 = 0.26 // floating-point values 
0005: $8331 = 0.554 // floating-point values 
0005: $8337 = -2.307 // floating-point values 
0005: $8343 = 0.26 // floating-point values 
0005: $8332 = 0.554 // floating-point values 
0005: $8338 = -1.808 // floating-point values 
0005: $8344 = 0.26 // floating-point values 
0005: $8333 = -0.65 // floating-point values 
0005: $8339 = -1.808 // floating-point values 
0005: $8345 = 0.26 // floating-point values 
0005: $8334 = -0.047 // floating-point values 
0005: $8340 = -1.808 // floating-point values 
0005: $8346 = 0.26 // floating-point values 

:BCESAR2_1221
00D6: if 
8039:   not  0@ == 6 // integer values 
004D: jump_if_false @BCESAR2_1471 
0001: wait 0 ms 
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_1464 
00D6: if 
0038:   $8322(0@,6i) == 0 // integer values 
004D: jump_if_false @BCESAR2_1457 
0208: $8328 = random_float 0.0 19.9 
00D6: if and
0022:   20.0 > $8328 // floating-point values 
0020:   $8328 > 10.0 // floating-point values 
004D: jump_if_false @BCESAR2_1337 
0009: $8328 += 340.0 // floating-point values 

:BCESAR2_1337
0107: $8316(0@,6i) = create_object #CM_BOX at $8329(0@,6f) $8335(0@,6f) $8341(0@,6f) 
0681: attach_object $8316(0@,6i) to_car 26@ at_offset $8329(0@,6f) $8335(0@,6f) $8341(0@,6f) rotation 0.0 0.0 0.0 
034D: object $8316(0@,6i) at_angle $8328 then_rotate_by_angle $8328 flag 1 
0382: set_object $8316(0@,6i) collision_detection 0 
0392: object $8316(0@,6i) toggle_in_moving_list 0 

:BCESAR2_1457
000A: 0@ += 1 // integer values 

:BCESAR2_1464
0002: jump @BCESAR2_1221 

:BCESAR2_1471
01BD: 12@ = current_time_in_ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_1503 
07B4: (unknown) $PLAYER_CHAR 0 

:BCESAR2_1503
05A9: s$8349 = 'MCES07A' // 8-byte strings  // ~z~'Szuper.
05A9: s$8351 = 'MCES07B' // 8-byte strings  // ~z~A kszpnz ismt elhagyja Los Santost.
05A9: s$8353 = 'MCES07C' // 8-byte strings  // ~z~OK, rajta vagyok!
05A9: s$8355 = 'MCES06A' // 8-byte strings  // ~z~H, Cesar. Mi jsg?
05A9: s$8357 = 'MCES06B' // 8-byte strings  // ~z~Elkaptam az aljas szemetet,  Smoke furgonjban!
05A9: s$8359 = 'MCES06C' // 8-byte strings  // ~z~A lnyeg, minden htfn s pnteken a pnzt tszlltjk Los Santos-bl, San Fierro-ba.
05A9: s$8361 = 'MCES06D' // 8-byte strings  // ~z~Majd minden szerdn s szombaton, egy kldnc visszaviszi a yay-okat, Big Smoke-hoz.
05A9: s$8363 = 'MCES06E' // 8-byte strings  // ~z~OK, rajtuk tartom a szemem.
05A9: s$8365 = 'MCES06F' // 8-byte strings  // ~z~Nzzk, hogy el tudom-e rontani a kis partijukat.
05A9: s$8367 = 'MCES06G' // 8-byte strings  // ~z~Rendben van.
05A9: s$8369 = 'MCES07D' // 8-byte strings  // ~z~Ezt ez az egyet figyelmen kvl hagyom, ember, gy is elgszer kptek mr bele a levesembe..
04AE: unknown $8372 radar_icon_or_model 25280 
04AE: unknown $8373 radar_icon_or_model 25281 
04AE: unknown $8374 radar_icon_or_model 25282 
04AE: unknown $8375 radar_icon_or_model 25273 
04AE: unknown $8376 radar_icon_or_model 25274 
04AE: unknown $8377 radar_icon_or_model 25275 
04AE: unknown $8378 radar_icon_or_model 25276 
04AE: unknown $8379 radar_icon_or_model 25277 
04AE: unknown $8380 radar_icon_or_model 25278 
04AE: unknown $8381 radar_icon_or_model 25279 
04AE: unknown $8382 radar_icon_or_model 25283 
0247: request_model #CELLPHONE 
038B: load_requested_models 
03CF: load_wav 20804 as 3 

:BCESAR2_1759
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @BCESAR2_1790 
0001: wait 0 ms 
0002: jump @BCESAR2_1759 

:BCESAR2_1790
0050: gosub @ENTEXT_214 
00D6: if 
0038:   $39 == 0 // integer values 
004D: jump_if_false @BCESAR2_1822 
0002: jump @BCESAR2_6142 

:BCESAR2_1822
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
0001: wait 2000 ms 
040D: unload_wav 3 

:BCESAR2_1842
0001: wait 0 ms 
00D6: if 
8038:   not  $8387 == 0 // integer values 
004D: jump_if_false @BCESAR2_2185 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_1910 
00D6: if 
03D0:   wav $8391 loaded 
004D: jump_if_false @BCESAR2_1903 
040D: unload_wav $8391 

:BCESAR2_1903
0004: $8386 = 1 // integer values 

:BCESAR2_1910
00D6: if 
0038:   $8386 == 1 // integer values 
004D: jump_if_false @BCESAR2_1947 
03CF: load_wav $8371($8387,12i) as $8390 
0004: $8386 = 2 // integer values 

:BCESAR2_1947
00D6: if 
0038:   $8386 == 2 // integer values 
004D: jump_if_false @BCESAR2_2007 
00D6: if 
03D0:   wav $8390 loaded 
004D: jump_if_false @BCESAR2_2007 
03D1: play_wav $8390 
00BC: text_highpriority $8347($8387,12s) 10000 ms 1 
0004: $8386 = 3 // integer values 

:BCESAR2_2007
00D6: if 
0038:   $8386 == 3 // integer values 
004D: jump_if_false @BCESAR2_2185 
00D6: if 
03D2:   wav $8390 ended 
004D: jump_if_false @BCESAR2_2124 
03D5: remove_text $8347($8387,12s) 
00D6: if 
0038:   $8390 == 1 // integer values 
004D: jump_if_false @BCESAR2_2089 
0004: $8390 = 2 // integer values 
0004: $8391 = 1 // integer values 
0002: jump @BCESAR2_2103 

:BCESAR2_2089
0004: $8390 = 1 // integer values 
0004: $8391 = 2 // integer values 

:BCESAR2_2103
0004: $8387 = 0 // integer values 
0004: $8386 = 0 // integer values 
0002: jump @BCESAR2_2185 

:BCESAR2_2124
00D6: if 
83D0:   not wav $8391 loaded 
004D: jump_if_false @BCESAR2_2185 
00D6: if 
001A:   10 > $8387 // integer values 
004D: jump_if_false @BCESAR2_2185 
0084: $8389 = $8387 // integer values and handles 
0008: $8389 += 1 // integer values 
03CF: load_wav $8371($8389,12i) as $8391 

:BCESAR2_2185
00D6: if 
0018:   $2195 > 0 // integer values 
004D: jump_if_false @BCESAR2_2676 
00D6: if 
0038:   $8388 == 0 // integer values 
004D: jump_if_false @BCESAR2_2258 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_2258 
0004: $8387 = 1 // integer values 
0004: $8388 = 1 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2258
00D6: if 
0038:   $8388 == 1 // integer values 
004D: jump_if_false @BCESAR2_2373 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_2373 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_2373 
0004: $8387 = 2 // integer values 
0004: $8388 = 2 // integer values 
0004: $8312 = 0 // integer values 
01BD: $8385 = current_time_in_ms 
03E6: remove_text_box 
0512: permanent_text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t

:BCESAR2_2373
00D6: if 
0038:   $8388 == 2 // integer values 
004D: jump_if_false @BCESAR2_2443 
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @BCESAR2_2417 
03E6: remove_text_box 
0004: $8312 = 2 // integer values 

:BCESAR2_2417
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @BCESAR2_2443 
03E6: remove_text_box 
0004: $8312 = 1 // integer values 

:BCESAR2_2443
00D6: if 
0038:   $8312 == 1 // integer values 
004D: jump_if_false @BCESAR2_2556 
00D6: if 
0038:   $8388 == 2 // integer values 
004D: jump_if_false @BCESAR2_2556 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_2556 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_2556 
0004: $8387 = 3 // integer values 
0004: $8388 = 7 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2556
00D6: if 
0038:   $8312 == 2 // integer values 
004D: jump_if_false @BCESAR2_2669 
00D6: if 
0038:   $8388 == 2 // integer values 
004D: jump_if_false @BCESAR2_2669 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_2669 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_2669 
0004: $8387 = 11 // integer values 
0004: $8388 = 7 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2669
0002: jump @BCESAR2_3301 

:BCESAR2_2676
00D6: if 
0038:   $8388 == 0 // integer values 
004D: jump_if_false @BCESAR2_2731 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_2731 
0004: $8387 = 4 // integer values 
0004: $8388 = 1 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2731
00D6: if 
0038:   $8388 == 1 // integer values 
004D: jump_if_false @BCESAR2_2826 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_2826 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_2826 
0004: $8387 = 5 // integer values 
0004: $8388 = 2 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2826
00D6: if 
0038:   $8388 == 2 // integer values 
004D: jump_if_false @BCESAR2_2921 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_2921 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_2921 
0004: $8387 = 6 // integer values 
0004: $8388 = 3 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2921
00D6: if 
0038:   $8388 == 3 // integer values 
004D: jump_if_false @BCESAR2_3016 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_3016 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_3016 
0004: $8387 = 7 // integer values 
0004: $8388 = 4 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3016
00D6: if 
0038:   $8388 == 4 // integer values 
004D: jump_if_false @BCESAR2_3111 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_3111 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_3111 
0004: $8387 = 8 // integer values 
0004: $8388 = 5 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3111
00D6: if 
0038:   $8388 == 5 // integer values 
004D: jump_if_false @BCESAR2_3206 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_3206 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_3206 
0004: $8387 = 9 // integer values 
0004: $8388 = 6 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3206
00D6: if 
0038:   $8388 == 6 // integer values 
004D: jump_if_false @BCESAR2_3301 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_3301 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_3301 
0004: $8387 = 10 // integer values 
0004: $8388 = 7 // integer values 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3301
00D6: if or
0038:   $8388 == 7 // integer values 
0038:   $8388 == 8 // integer values 
004D: jump_if_false @BCESAR2_3475 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // integer values and handles 
0060: $8383 -= $8385 // integer values 
00D6: if 
0018:   $8383 > 1000 // integer values 
004D: jump_if_false @BCESAR2_3475 
00D6: if 
0038:   $8386 == 0 // integer values 
004D: jump_if_false @BCESAR2_3475 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_3475 
062E: (unknown) $PLAYER_ACTOR 1833 24@ 
00D6: if 
84A4:   not  24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BCESAR2_3436 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:BCESAR2_3436
00D6: if 
001A:   2 > $8312 // integer values 
004D: jump_if_false @BCESAR2_3468 
0002: jump @BCESAR2_3531 
0002: jump @BCESAR2_3475 

:BCESAR2_3468
0002: jump @BCESAR2_6142 

:BCESAR2_3475
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BCESAR2_3524 
00D6: if 
0018:   $2195 > 0 // integer values 
004D: jump_if_false @BCESAR2_3517 
0004: $8312 = 2 // integer values 

:BCESAR2_3517
0004: $8388 = 8 // integer values 

:BCESAR2_3524
0002: jump @BCESAR2_1842 

:BCESAR2_3531
0001: wait 0 ms 
00D6: if 
0736:   98 
004D: jump_if_false @BCESAR2_3564 
0006: 1@ = 0 // integer values 
0006: 3@ = 6 // integer values 

:BCESAR2_3564
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @BCESAR2_3596 
0006: 1@ = 0 // integer values 
0006: 3@ = 6 // integer values 

:BCESAR2_3596
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_3718 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_3718 
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @BCESAR2_3677 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_3677 
03C0: 22@ = actor $PLAYER_ACTOR car 
0006: 23@ = 1 // integer values 

:BCESAR2_3677
00D6: if 
0039:   23@ == 1 // integer values 
004D: jump_if_false @BCESAR2_3718 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_3718 
0006: 23@ = 0 // integer values 

:BCESAR2_3718
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_5271 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_5264 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @BCESAR2_3833 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $8313 $8314 $8315 radius 100.0 100.0 50.0 
004D: jump_if_false @BCESAR2_3833 
00BC: text_highpriority 'BCE2_02' 5000 ms 1  // ~s~Kapd el a ~r~kldnct ~s~, hogy megszerezd a pnzt.
0006: 4@ = 1 // integer values 

:BCESAR2_3833
00D6: if 
0119:   car 26@ wrecked 
004D: jump_if_false @BCESAR2_3856 
0002: jump @BCESAR2_6142 

:BCESAR2_3856
00D6: if 
0018:   $2195 > 0 // integer values 
004D: jump_if_false @BCESAR2_4174 
00D6: if 
8118:   not actor 28@ dead 
004D: jump_if_false @BCESAR2_3962 
062E: (unknown) 28@ 1811 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BCESAR2_3962 
0713: actor 28@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 28@ armed_weapon_to 28 

:BCESAR2_3962
00D6: if 
0018:   $2195 > 1 // integer values 
004D: jump_if_false @BCESAR2_4174 
00D6: if 
8118:   not actor 29@ dead 
004D: jump_if_false @BCESAR2_4068 
062E: (unknown) 29@ 1811 6@ 
00D6: if 
04A4:   6@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BCESAR2_4068 
0713: actor 29@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 29@ armed_weapon_to 28 

:BCESAR2_4068
00D6: if 
0018:   $2195 > 2 // integer values 
004D: jump_if_false @BCESAR2_4174 
00D6: if 
8118:   not actor 30@ dead 
004D: jump_if_false @BCESAR2_4174 
062E: (unknown) 30@ 1811 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BCESAR2_4174 
0713: actor 30@ drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 30@ armed_weapon_to 28 

:BCESAR2_4174
00D6: if and
8118:   not actor 25@ dead 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_5264 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 15.0 15.0 15.0 unknown 0 
004D: jump_if_false @BCESAR2_4269 
00D6: if 
0021:   31@ > 30.0 // floating-point values 
004D: jump_if_false @BCESAR2_4262 
000F: 31@ -= 0.1 // floating-point values 

:BCESAR2_4262
0002: jump @BCESAR2_4300 

:BCESAR2_4269
00D6: if 
0023:   50.0 > 31@ // floating-point values 
004D: jump_if_false @BCESAR2_4300 
000B: 31@ += 0.1 // floating-point values 

:BCESAR2_4300
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @BCESAR2_4361 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 500.0 500.0 500.0 unknown 0 
004D: jump_if_false @BCESAR2_4361 
0002: jump @BCESAR2_6142 

:BCESAR2_4361
00AA: store_car 26@ position_to $8313 $8314 $8315 
00D6: if 
001D:   9@ > 10@ // integer values 
004D: jump_if_false @BCESAR2_4772 
00D6: if 
0038:   $8311 == 0 // integer values 
004D: jump_if_false @BCESAR2_4526 
00D6: if 
0100:   actor 25@ near_point_in_car $4184(10@,116f) $4300(10@,116f) $4416(10@,116f) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @BCESAR2_4519 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 // integer values 
05D1: AS_actor 25@ drive_car 26@ to $4184(10@,116f) $4300(10@,116f) $4416(10@,116f) speed 31@ 0 0 2 

:BCESAR2_4519
0002: jump @BCESAR2_4765 

:BCESAR2_4526
00D6: if 
0038:   $8311 == 1 // integer values 
004D: jump_if_false @BCESAR2_4658 
00D6: if 
0100:   actor 25@ near_point_in_car $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @BCESAR2_4651 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 // integer values 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 0 2 

:BCESAR2_4651
0002: jump @BCESAR2_4765 

:BCESAR2_4658
00D6: if 
0100:   actor 25@ near_point_in_car $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @BCESAR2_4765 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 // integer values 
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 0 2 

:BCESAR2_4765
0002: jump @BCESAR2_5071 

:BCESAR2_4772
00D6: if 
0038:   $8311 == 0 // integer values 
004D: jump_if_false @BCESAR2_4866 
00D6: if 
0100:   actor 25@ near_point_in_car $4184(10@,116f) $4300(10@,116f) $4416(10@,116f) radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @BCESAR2_4859 
05D2: AS_actor 25@ run_to_and_hijack_vehicle 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4859
0002: jump @BCESAR2_5029 

:BCESAR2_4866
00D6: if 
0038:   $8311 == 1 // integer values 
004D: jump_if_false @BCESAR2_4960 
00D6: if 
0100:   actor 25@ near_point_in_car $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @BCESAR2_4953 
05D2: AS_actor 25@ run_to_and_hijack_vehicle 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4953
0002: jump @BCESAR2_5029 

:BCESAR2_4960
00D6: if 
0100:   actor 25@ near_point_in_car $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @BCESAR2_5029 
05D2: AS_actor 25@ run_to_and_hijack_vehicle 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_5029
00D6: if 
003B:   10@ == 9@ // integer values 
004D: jump_if_false @BCESAR2_5071 
00D6: if 
82CA:   not car 26@ bounding_sphere_visible 
004D: jump_if_false @BCESAR2_5071 
0002: jump @BCESAR2_6142 

:BCESAR2_5071
062E: (unknown) 25@ 1489 8@ 
00D6: if 
04A4:   8@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BCESAR2_5264 
00D6: if 
0038:   $8311 == 0 // integer values 
004D: jump_if_false @BCESAR2_5163 
05D1: AS_actor 25@ drive_car 26@ to $4184(10@,116f) $4300(10@,116f) $4416(10@,116f) speed 31@ 0 0 2 
0002: jump @BCESAR2_5264 

:BCESAR2_5163
00D6: if 
0038:   $8311 == 1 // integer values 
004D: jump_if_false @BCESAR2_5226 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 0 2 
0002: jump @BCESAR2_5264 

:BCESAR2_5226
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 0 2 

:BCESAR2_5264
0002: jump @BCESAR2_5278 

:BCESAR2_5271
0002: jump @BCESAR2_6142 

:BCESAR2_5278
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_5759 
01BD: 13@ = current_time_in_ms 
0085: 14@ = 13@ // integer values and handles 
0062: 14@ -= 12@ // integer values 
0227: 20@ = car 26@ health 
00D6: if 
0019:   14@ > 1000 // integer values 
004D: jump_if_false @BCESAR2_5759 
00D6: if 
001D:   19@ > 20@ // integer values 
004D: jump_if_false @BCESAR2_5759 
00D6: if 
0038:   $8322(1@,6i) == 0 // integer values 
004D: jump_if_false @BCESAR2_5751 
00D6: if 
0685:   object $8316(1@,6i) attached 
004D: jump_if_false @BCESAR2_5751 
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_5751 
00D6: if or
81F4:   not car 26@ flipped 
82BF:   not car 26@ sunk 
004D: jump_if_false @BCESAR2_5751 
01BB: store_object $8316(1@,6i) position_to $8329(1@,6f) $8335(1@,6f) $8341(1@,6f) 
0009: $8341(1@,6f) += 0.5 // floating-point values 
01BC: put_object $8316(1@,6i) at $8329(1@,6f) $8335(1@,6f) $8341(1@,6f) 
0682: detach_object $8316(1@,6i) 90.0 180.0 1.5 collision_detection 1 
0188: $8305(1@,6i) = create_marker_above_object $8316(1@,6i) 
038C: object $8316(1@,6i) scatter 0.0 -5.0 20.0 
0382: set_object $8316(1@,6i) collision_detection 1 
0392: object $8316(1@,6i) toggle_in_moving_list 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_5662 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_5662 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @BCESAR2_5662 
050E: (unknown) $8316(1@,6i) 22@ 

:BCESAR2_5662
01BD: 12@ = current_time_in_ms 
00BC: text_highpriority 'BCE2_03' 5000 ms 1  // ~s~Szedd ssze a ~g~pnzt~s~.
0004: $8322(1@,6i) = 2 // integer values 
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @BCESAR2_5726 
000E: 1@ -= 1 // integer values 
0002: jump @BCESAR2_5751 

:BCESAR2_5726
00D6: if 
0039:   3@ == 6 // integer values 
004D: jump_if_false @BCESAR2_5751 
0002: jump @BCESAR2_6142 

:BCESAR2_5751
0085: 19@ = 20@ // integer values and handles 

:BCESAR2_5759
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @BCESAR2_5802 
00D6: if 
0039:   3@ == 6 // integer values 
004D: jump_if_false @BCESAR2_5802 
0002: jump @BCESAR2_6142 

:BCESAR2_5802
0006: 2@ = 0 // integer values 

:BCESAR2_5809
00D6: if 
8039:   not  2@ == 6 // integer values 
004D: jump_if_false @BCESAR2_6135 
0001: wait 0 ms 
00D6: if 
0038:   $8322(2@,6i) == 2 // integer values 
004D: jump_if_false @BCESAR2_6121 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_6121 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_6121 
00A0: store_actor $PLAYER_ACTOR position_to 16@ 17@ 18@ 
00D6: if 
03CA:   object $8316(2@,6i) exists 
004D: jump_if_false @BCESAR2_6025 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object $8316(2@,6i) offset 3.0 3.0 3.0 unknown 0 
004D: jump_if_false @BCESAR2_6025 
0164: disable_marker $8305(2@,6i) 
0108: destroy_object $8316(2@,6i) 
018C: play_sound 1058 at 16@ 17@ 18@ 
0109: player $PLAYER_CHAR money += 300 
000A: 21@ += 300 // integer values 
0004: $8322(2@,6i) = 3 // integer values 
000A: 3@ += 1 // integer values 

:BCESAR2_6025
00D6: if 
03CA:   object $8316(2@,6i) exists 
004D: jump_if_false @BCESAR2_6121 
00D6: if 
8474:   not actor $PLAYER_ACTOR near_object $8316(2@,6i) offset 75.0 75.0 75.0 unknown 0 
004D: jump_if_false @BCESAR2_6121 
0164: disable_marker $8305(2@,6i) 
0108: destroy_object $8316(2@,6i) 
0004: $8322(2@,6i) = 3 // integer values 
000A: 3@ += 1 // integer values 

:BCESAR2_6121
000A: 2@ += 1 // integer values 
0002: jump @BCESAR2_5809 

:BCESAR2_6135
0002: jump @BCESAR2_3531 

:BCESAR2_6142
00D6: if 
0038:   $2204 == 1 // integer values 
004D: jump_if_false @BCESAR2_6202 
01E3: text_1number_styled 'BCE2_04' 21@ 7500 ms 5  // Elloptl $~1~-t a futrtl.
00BC: text_highpriority 'BCE2_05' 7500 ms 1  // ~s~Megprblhatod megint, minden htfn s pnteken.
0008: $2195 += 1 // integer values 

:BCESAR2_6202
0164: disable_marker 27@ 
0164: disable_marker $8305 
0164: disable_marker $8306 
0164: disable_marker $8307 
0164: disable_marker $8308 
0164: disable_marker $8309 
0164: disable_marker $8310 
01C3: remove_references_to_car 26@ // Like turning a car into any random car 
01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object $8316 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8317 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8318 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8319 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8320 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8321 // This object will now disappear when the player looks away 
0249: release_model #FAM3 
0249: release_model #PATRIOT 
0249: release_model #MICRO_UZI 
0249: release_model #CELLPHONE 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03E6: remove_text_box 
040D: unload_wav 3 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0038:   $2204 == 1 // integer values 
004D: jump_if_false @BCESAR2_6372 
00D6: if 
0038:   $2198 == 0 // integer values 
004D: jump_if_false @BCESAR2_6372 
0595: mission_complete 
0004: $2198 = 1 // integer values 

:BCESAR2_6372
0004: $2204 = 0 // integer values 
004E: end_thread 
004E: end_thread 

//-------------External script 3 (BCESAR3)---------------

:COKEC
03A4: name_thread 'COKEC' 
0006: 15@ = 0 // integer values 
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0006: 16@ = 0 // integer values 
0004: $8392 = 0 // integer values 
0004: $8393 = 0 // integer values 

:COKEC_74
00D6: if or
0038:   $WEEKDAY == 1 // integer values 
0038:   $WEEKDAY == 3 // integer values 
0038:   $WEEKDAY == 5 // integer values 
004D: jump_if_false @COKEC_120 
0002: jump @COKEC_5527 
0006: 16@ = 1 // integer values 

:COKEC_120
00D6: if 
0038:   $2195 == 0 // integer values 
004D: jump_if_false @COKEC_152 
0002: jump @COKEC_5527 
0006: 16@ = 1 // integer values 

:COKEC_152
00D6: if 
0028:   $11010 >= 10 // integer values 
004D: jump_if_false @COKEC_184 
0002: jump @COKEC_5527 
0006: 16@ = 1 // integer values 

:COKEC_184
077E: $1444 = active_interior 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_333 
00D6: if 
0038:   $1444 == 0 // integer values 
004D: jump_if_false @COKEC_322 
00D6: if and
044B:   actor $PLAYER_ACTOR has_objective 
8818:   not (unknown) $PLAYER_ACTOR 
0038:   $ONMISSION == 0 // integer values 
0038:   $1513 == 0 // integer values 
004D: jump_if_false @COKEC_304 
00D6: if and
84AD:   not actor $PLAYER_ACTOR touching_water 
82E0:   not actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @COKEC_286 
0002: jump @COKEC_297 

:COKEC_286
0001: wait 0 ms 
0002: jump @COKEC_74 

:COKEC_297
0002: jump @COKEC_315 

:COKEC_304
0001: wait 0 ms 
0002: jump @COKEC_74 

:COKEC_315
0002: jump @COKEC_333 

:COKEC_322
0001: wait 0 ms 
0002: jump @COKEC_74 

:COKEC_333
0050: gosub @ENTEXT_214 
00D6: if 
0038:   $39 == 0 // integer values 
004D: jump_if_false @COKEC_369 
0001: wait 0 ms 
0002: jump @COKEC_74 

:COKEC_369
00D6: if 
0038:   $1515 == 0 // integer values 
004D: jump_if_false @COKEC_389 
0317: increment_mission_attempts 

:COKEC_389
0006: 14@ = 1 // integer values 
0004: $2204 = 1 // integer values 

:COKEC_403
0001: wait 0 ms 
01BD: 3@ = current_time_in_ms 
0085: 2@ = 3@ // integer values and handles 
0062: 2@ -= 9@ // integer values 
0085: 9@ = 3@ // integer values and handles 
077E: 27@ = active_interior 
00D6: if 
0039:   27@ == 0 // integer values 
004D: jump_if_false @COKEC_475 
005A: 10@ += 2@ // integer values 
005A: 11@ += 2@ // integer values 

:COKEC_475
00D6: if 
0736:   98 
004D: jump_if_false @COKEC_497 
0002: jump @COKEC_5527 

:COKEC_497
00D6: if 
0736:   83 
004D: jump_if_false @COKEC_519 
0002: jump @COKEC_5527 

:COKEC_519
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @COKEC_551 
0006: 16@ = 1 // integer values 
0002: jump @COKEC_5527 

:COKEC_551
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_574 
0002: jump @COKEC_5527 

:COKEC_574
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COKEC_601 
0006: 16@ = 1 // integer values 
0002: jump @COKEC_5527 

:COKEC_601
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @COKEC_675 
0006: 23@ = -1 // integer values 
0006: 21@ = 0 // integer values 
0006: 24@ = 0 // integer values 
0006: 25@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 28@ = 0 // integer values 
000A: 0@ += 1 // integer values 
0006: 1@ = 0 // integer values 

:COKEC_675
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @COKEC_5520 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @COKEC_806 
0247: request_model #WMYBMX 
0247: request_model #SANCHEZ 
0247: request_model #COLT45 
0247: request_model #CELLPHONE 
07C0: load_path 556 
03CF: load_wav 20804 as 3 

:COKEC_742
00D6: if or
8248:   not model #WMYBMX available 
8248:   not model #SANCHEZ available 
8248:   not model #COLT45 available 
8248:   not model #CELLPHONE available 
87C1:   not path 556 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @COKEC_792 
0001: wait 0 ms 
0002: jump @COKEC_742 

:COKEC_792
060A: unknown_create_entity 2 29@ 
000A: 1@ += 1 // integer values 

:COKEC_806
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @COKEC_882 
0050: gosub @ENTEXT_214 
00D6: if 
0038:   $39 == 1 // integer values 
004D: jump_if_false @COKEC_882 
03D1: play_wav 3 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = -1500 // integer values 
0006: 12@ = 0 // integer values 
000A: 1@ += 1 // integer values 

:COKEC_882
00D6: if 
0029:   1@ >= 2 // integer values 
004D: jump_if_false @COKEC_1565 
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @COKEC_1565 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @COKEC_963 
0006: 12@ = 4 // integer values 
0004: $8392 = 3 // integer values 
0004: $8393 = 2 // integer values 
0006: 16@ = 1 // integer values 

:COKEC_963
00D6: if and
0038:   $8392 == 1 // integer values 
0038:   $11266 == 0 // integer values 
876F:   not text_priority_displaying 
004D: jump_if_false @COKEC_1008 
0512: permanent_text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t
0008: $8392 += 1 // integer values 

:COKEC_1008
00D6: if 
0038:   $8392 == 2 // integer values 
004D: jump_if_false @COKEC_1099 
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @COKEC_1066 
0004: $8393 = 1 // integer values 
0008: $8392 += 1 // integer values 
03E6: remove_text_box 
0002: jump @COKEC_1099 

:COKEC_1066
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @COKEC_1099 
0004: $8393 = 2 // integer values 
0008: $8392 += 1 // integer values 
03E6: remove_text_box 

:COKEC_1099
00D6: if or
0038:   $8392 == 0 // integer values 
0038:   $8392 == 3 // integer values 
004D: jump_if_false @COKEC_1565 
00D6: if and
0038:   $11266 == 0 // integer values 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @COKEC_1565 
0871: init_jump_table 12@ total_jumps 5 0 @COKEC_1551 jumps 0 @COKEC_1213 1 @COKEC_1264 2 @COKEC_1312 3 @COKEC_1366 4 @COKEC_1480 -1 @COKEC_1551 -1 @COKEC_1551 

:COKEC_1213
040D: unload_wav 3 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08A' // 8-byte strings  // ~z~H, Cesar.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 25285 
004F: create_thread @AUDIOL -1 0 1 1 0 
0002: jump @COKEC_1551 

:COKEC_1264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08B' // 8-byte strings  // ~z~A yay elhagyja San Fierrot, igaz?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 25286 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
0002: jump @COKEC_1551 

:COKEC_1312
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08C' // 8-byte strings  // ~z~Rendben. De motorokat hasznlnak, CJ, s keresztl-kasul jrnak a vidken!
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 25287 
004F: create_thread @AUDIOL -1 0 1 1 0 
0008: $8392 += 1 // integer values 
0002: jump @COKEC_1551 

:COKEC_1366
00D6: if 
0038:   $8393 == 1 // integer values 
004D: jump_if_false @COKEC_1432 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08D' // 8-byte strings  // ~z~OK, megnzem, hogy mit tudok elkaparni.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 25288 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
0002: jump @COKEC_1473 

:COKEC_1432
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE2N' // 8-byte strings  // ~z~Nem most, mg utna kell nznem pr szarsgnak.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 21447 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:COKEC_1473
0002: jump @COKEC_1551 

:COKEC_1480
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_1519 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_1519
00D6: if 
8038:   not  $8393 == 1 // integer values 
004D: jump_if_false @COKEC_1544 
0002: jump @COKEC_5527 

:COKEC_1544
0002: jump @COKEC_1551 

:COKEC_1551
000A: 12@ += 1 // integer values 
0006: 32@ = 0 // integer values 

:COKEC_1565
00D6: if 
0039:   1@ == 2 // integer values 
004D: jump_if_false @COKEC_2214 
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @COKEC_1991 
0209: 26@ = random_int 0 60 

:COKEC_1610
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @COKEC_1732 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_1725 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) radius 150.0 150.0 150.0 
004D: jump_if_false @COKEC_1718 
0209: 26@ = random_int 0 60 
0001: wait 0 ms 
0002: jump @COKEC_1725 

:COKEC_1718
0006: 2@ = 1 // integer values 

:COKEC_1725
0002: jump @COKEC_1610 

:COKEC_1732
00A5: 17@ = create_car #SANCHEZ at $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
009A: 18@ = create_actor 4 #WMYBMX at $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
0107: 22@ = create_object #PARA_PACK at $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
036A: put_actor 18@ in_car 17@ 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 "NULL" "NULL" 0 ms 
0587: (unknown) 17@ 0 
0085: 2@ = 26@ // integer values and handles 
000A: 2@ += 1 // integer values 
0086: $TEMPVAR_FLOAT_1 = $X_BCE2_CHECKPOINTS(2@,85f) // floating-point values only 
0061: $TEMPVAR_FLOAT_1 -= $X_BCE2_CHECKPOINTS(26@,85f) // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $Y_BCE2_CHECKPOINTS(2@,85f) // floating-point values only 
0061: $TEMPVAR_FLOAT_2 -= $Y_BCE2_CHECKPOINTS(26@,85f) // floating-point values 
0604: get_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 angle 5@ 
0175: set_car 17@ z_angle_to 5@ 
0704: (unknown) 17@ $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
0002: jump @COKEC_1991 

:COKEC_1991
02A9: set_actor 18@ immune_to_nonplayer 1 
02E2: set_actor 18@ weapon_accuracy_to 95 
060B: unknown_actor_use_entity 18@ 29@ 
0688: unknown_action_sequence 18@ 0 0 1 
01B2: give_actor 18@ weapon 22 ammo 99999 // Load the weapon model before using this 
08AF: (unknown) 18@ 300 
0223: set_actor 18@ health_to 300 
02AA: set_car 17@ immune_to_nonplayer 1 
00AD: set_car 17@ max_speed_to 25.0 
00AE: unknown_set_car 17@ to_ignore_traffic_lights 2 
072F: (unknown) 17@ 2.0 2000 1 1 1 2 
02AB: set_actor 18@ immunities 1 1 1 1 1 
02AC: set_car 17@ immunities 1 1 1 1 1 
04D8: set_actor 18@ ability_to_swim 0 
08C6: set_actor 18@ stay_on_bike 1 
0249: release_model #WMYBMX 
0249: release_model #SANCHEZ 
0249: release_model #COLT45 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2179 
0187: 19@ = create_marker_above_actor 18@ 

:COKEC_2179
0006: 24@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 11@ = 0 // integer values 
0006: 10@ = 0 // integer values 
000A: 1@ += 1 // integer values 

:COKEC_2214
00D6: if 
0039:   1@ == 3 // integer values 
004D: jump_if_false @COKEC_3295 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3295 
00D6: if 
0039:   25@ == 0 // integer values 
004D: jump_if_false @COKEC_2311 
00D6: if 
0736:   67 
004D: jump_if_false @COKEC_2304 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2304 
0006: 25@ = 1 // integer values 

:COKEC_2304
0002: jump @COKEC_2337 

:COKEC_2311
00D6: if 
0736:   67 
004D: jump_if_false @COKEC_2337 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 25@ = 0 // integer values 

:COKEC_2337
00D6: if 
0039:   25@ == 1 // integer values 
004D: jump_if_false @COKEC_2497 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2497 
00A0: store_actor 18@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_1 += -15.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 12.0 // floating-point values 
0009: $TEMPVAR_FLOAT_3 += 15.0 // floating-point values 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
00A0: store_actor 18@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 18@ offset 0.0 2.0 0.0 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:COKEC_2497
00D6: if 
0736:   70 
004D: jump_if_false @COKEC_2571 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2571 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_2571 
00D6: if 
00DB:   actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_2571 
0622: AS_actor 18@ bail_car 17@ 

:COKEC_2571
00D6: if 
0736:   74 
004D: jump_if_false @COKEC_2671 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2671 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 18@ offset 0.0 -20.0 0.0 
0009: $TEMPVAR_FLOAT_3 += 10.0 // floating-point values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_2671 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:COKEC_2671
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @COKEC_2891 
00D6: if 
0039:   24@ == 0 // integer values 
004D: jump_if_false @COKEC_2884 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_2884 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2884 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 18@ radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @COKEC_2856 
08C6: set_actor 18@ stay_on_bike 0 
02AB: set_actor 18@ immunities 0 0 0 0 0 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_2828 
02AC: set_car 17@ immunities 0 0 0 0 0 

:COKEC_2828
04D8: set_actor 18@ ability_to_swim 1 
08C6: set_actor 18@ stay_on_bike 0 
0006: 24@ = 1 // integer values 
0002: jump @COKEC_2884 

:COKEC_2856
00D6: if 
0019:   11@ > 600000 // integer values 
004D: jump_if_false @COKEC_2884 
0002: jump @COKEC_5527 

:COKEC_2884
0002: jump @COKEC_2891 

:COKEC_2891
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3042 
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @COKEC_3042 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3042 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3000 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 18@ radius 100.0 100.0 0 
02CB:   actor 18@ bounding_sphere_visible 
004D: jump_if_false @COKEC_3000 
0006: 10@ = 0 // integer values 

:COKEC_3000
00D6: if 
0019:   10@ > 20000 // integer values 
004D: jump_if_false @COKEC_3042 
00BB: text_lowpriority 'BCR3_02' 4000 ms 1  // ~s~Elvesztetted a ~r~futrt~s~.
0002: jump @COKEC_5527 

:COKEC_3042
00D6: if 
0039:   23@ == -1 // integer values 
004D: jump_if_false @COKEC_3221 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3214 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3214 
00D6: if 
051A:   actor 18@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COKEC_3214 
00D6: if 
03CA:   object 22@ exists 
004D: jump_if_false @COKEC_3184 
066E: "COKE_TRAIL" = attach_particle 22@ to_object 0.0 offset -0.2 -0.1 0.0 rotation 0.0 -1.0 1 20@ 
064C: make_particle 20@ visible 

:COKEC_3184
00BB: text_lowpriority 'BCR3_04' 5000 ms 1  // ~s~A ~r~futr~s~ elvesztett egy csomagot, ld meg mieltt az sszes csomag elveszne.
0006: 23@ = 1 // integer values 
0006: 32@ = 0 // integer values 

:COKEC_3214
0002: jump @COKEC_3272 

:COKEC_3221
00D6: if 
0019:   32@ > 180000 // integer values 
004D: jump_if_false @COKEC_3272 
00D6: if 
0019:   23@ > 0 // integer values 
004D: jump_if_false @COKEC_3272 
064E: (unknown) 20@ 
0006: 23@ = 0 // integer values 

:COKEC_3272
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @COKEC_3295 
000A: 1@ += 1 // integer values 

:COKEC_3295
00D6: if 
0039:   1@ == 4 // integer values 
004D: jump_if_false @COKEC_3554 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3554 
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @COKEC_3554 
064E: (unknown) 20@ 
0093: 5@ = integer_to_float 32@ 
00D6: if 
0021:   5@ > 180000.0 // floating-point values 
004D: jump_if_false @COKEC_3389 
0007: 5@ = 180000.0 // floating-point values 

:COKEC_3389
0017: 5@ /= 180000.0 // floating-point values 
000F: 5@ -= 1.0 // floating-point values 
0013: 5@ *= -1.0 // floating-point values 
0013: 5@ *= 2000.0 // floating-point values 
0092: 23@ = float_to_integer 5@ 
0164: disable_marker 19@ 
00D6: if 
03CA:   object 22@ exists 
004D: jump_if_false @COKEC_3463 
0108: destroy_object 22@ 

:COKEC_3463
04A5: store_dead_actor 18@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0213: 21@ = create_pickup #PARA_PACK type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 19@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0165: set_marker 19@ color_to 1 
00BC: text_highpriority 'BCR3_05' 4000 ms 1  // ~s~Vedd fel az ~g~anyagot~s~.
0004: $8394 = 0 // integer values 
0006: 32@ = 0 // integer values 
000A: 1@ += 1 // integer values 

:COKEC_3554
00D6: if 
0736:   85 
004D: jump_if_false @COKEC_3590 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3590 
05BE: AS_kill_actor 18@ 

:COKEC_3590
00D6: if 
0038:   $8394 == 0 // integer values 
004D: jump_if_false @COKEC_3777 
00D6: if 
8214:   not pickup 21@ picked_up 
004D: jump_if_false @COKEC_3777 
065B: (unknown) 21@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3777 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 50.0 50.0 
004D: jump_if_false @COKEC_3777 
02CE: 5@ = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0088: $TEMPVAR_FLOAT_3 = 5@ // floating-point values only 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
0215: destroy_pickup 21@ 
0164: disable_marker 19@ 
0213: 21@ = create_pickup #PARA_PACK type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 19@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0165: set_marker 19@ color_to 1 
0004: $8394 = 1 // integer values 

:COKEC_3777
00D6: if 
0039:   1@ == 5 // integer values 
004D: jump_if_false @COKEC_4019 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_4019 
065B: (unknown) 21@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 300.0 300.0 
004D: jump_if_false @COKEC_4010 
00D6: if 
001B:   180000 > 32@ // integer values 
004D: jump_if_false @COKEC_3994 
00D6: if 
8039:   not  21@ == 0 // integer values 
004D: jump_if_false @COKEC_3978 
00D6: if 
0214:   pickup 21@ picked_up 
004D: jump_if_false @COKEC_3971 
00D6: if 
0019:   23@ > 0 // integer values 
004D: jump_if_false @COKEC_3948 
00BE: text_clear_all 
0006: 13@ = 1 // integer values 
0002: jump @COKEC_3964 

:COKEC_3948
00BC: text_highpriority 'BCR3_06' 7500 ms 1  // ~s~Minden cucc odaveszett az ldzs alatt!

:COKEC_3964
0002: jump @COKEC_5527 

:COKEC_3971
0002: jump @COKEC_3987 

:COKEC_3978
00BE: text_clear_all 
0002: jump @COKEC_5527 

:COKEC_3987
0002: jump @COKEC_4003 

:COKEC_3994
00BE: text_clear_all 
0002: jump @COKEC_5527 

:COKEC_4003
0002: jump @COKEC_4019 

:COKEC_4010
00BE: text_clear_all 
0002: jump @COKEC_5527 

:COKEC_4019
00D6: if 
8039:   not  24@ == 0 // integer values 
004D: jump_if_false @COKEC_4226 
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @COKEC_4226 
00D6: if 
056E:   carcass_of_car 17@ valid 
004D: jump_if_false @COKEC_4219 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_4219 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_4219 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 50.0 50.0 50.0 unknown 0 
004D: jump_if_false @COKEC_4209 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 20.0 20.0 20.0 unknown 0 
004D: jump_if_false @COKEC_4192 
00AD: set_car 17@ max_speed_to 45.0 
0002: jump @COKEC_4202 

:COKEC_4192
00AD: set_car 17@ max_speed_to 30.0 

:COKEC_4202
0002: jump @COKEC_4219 

:COKEC_4209
00AD: set_car 17@ max_speed_to 20.0 

:COKEC_4219
0002: jump @COKEC_4226 

:COKEC_4226
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @COKEC_4613 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_4613 
00D6: if 
8039:   not  26@ == -1 // integer values 
004D: jump_if_false @COKEC_4613 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_4613 
00D6: if 
00DB:   actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_4613 
00D6: if 
0100:   actor 18@ near_point_in_car $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) radius 25.0 25.0 25.0 sphere 0 
004D: jump_if_false @COKEC_4468 
000A: 26@ += 1 // integer values 
00D6: if 
001B:   85 > 26@ // integer values 
004D: jump_if_false @COKEC_4439 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) speed 25.0 3 1 2 
0002: jump @COKEC_4461 

:COKEC_4439
05D2: AS_actor 18@ run_to_and_hijack_vehicle 17@ max_search_radius 25.0 traffic_behavior 2 
0006: 26@ = -1 // integer values 

:COKEC_4461
0002: jump @COKEC_4613 

:COKEC_4468
00D6: if 
001B:   85 > 26@ // integer values 
004D: jump_if_false @COKEC_4562 
062E: (unknown) 18@ 1489 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COKEC_4555 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) speed 25.0 3 1 2 

:COKEC_4555
0002: jump @COKEC_4613 

:COKEC_4562
062E: (unknown) 18@ 1490 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COKEC_4613 
05D2: AS_actor 18@ run_to_and_hijack_vehicle 17@ max_search_radius 25.0 traffic_behavior 2 
0006: 26@ = -1 // integer values 

:COKEC_4613
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_4728 
00D6: if 
83CA:   not object 22@ exists 
004D: jump_if_false @COKEC_4668 
0107: 22@ = create_object #PARA_PACK at 0.0 0.0 0.0 

:COKEC_4668
00D6: if 
8737:   not actor 18@ holding_object 22@ 
004D: jump_if_false @COKEC_4728 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 "NULL" "NULL" 0 ms 

:COKEC_4728
00D6: if 
8039:   not  27@ == 0 // integer values 
004D: jump_if_false @COKEC_4824 
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @COKEC_4817 
00D6: if 
056E:   carcass_of_car 17@ valid 
004D: jump_if_false @COKEC_4787 
0519: lock_vehicle 17@ in_current_position 1 

:COKEC_4787
00D6: if 
056D:   carcass_of_actor 18@ valid 
004D: jump_if_false @COKEC_4810 
04D7: lock_actor 18@ in_current_position 1 

:COKEC_4810
0006: 28@ = 1 // integer values 

:COKEC_4817
0002: jump @COKEC_4895 

:COKEC_4824
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @COKEC_4895 
00D6: if 
056E:   carcass_of_car 17@ valid 
004D: jump_if_false @COKEC_4865 
0519: lock_vehicle 17@ in_current_position 0 

:COKEC_4865
00D6: if 
056D:   carcass_of_actor 18@ valid 
004D: jump_if_false @COKEC_4888 
04D7: lock_actor 18@ in_current_position 0 

:COKEC_4888
0006: 28@ = 0 // integer values 

:COKEC_4895
00D6: if 
056E:   carcass_of_car 17@ valid 
004D: jump_if_false @COKEC_5520 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_5520 
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @COKEC_5477 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_5395 
00D6: if 
80DB:   not actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_5388 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_5388 
00D6: if 
8105:   not actor $PLAYER_ACTOR near_actor_on_foot 18@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @COKEC_5239 
062E: (unknown) 18@ 1560 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COKEC_5121 
0687: clear_actor_task 18@ 
0615: define_action_sequences 8@ 
0772: AS_actor -1 run_to_car 17@ stop_at_distance 5.0 10000 ms 
05CB: AS_actor -1 enter_car_as_driver 17@ 10000 ms 
0616: define_action_sequences_end 8@ 
0618: assign_actor 18@ to_action_sequences 8@ 
061B: remove_references_to_action_sequences 8@ 
0002: jump @COKEC_5232 

:COKEC_5121
062E: (unknown) 18@ 1506 2@ 
00D6: if 
84A4:   not  2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COKEC_5232 
062E: (unknown) 18@ 1560 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COKEC_5232 
0687: clear_actor_task 18@ 
0615: define_action_sequences 8@ 
0772: AS_actor -1 run_to_car 17@ stop_at_distance 5.0 10000 ms 
05CB: AS_actor -1 enter_car_as_driver 17@ 10000 ms 
0616: define_action_sequences_end 8@ 
0618: assign_actor 18@ to_action_sequences 8@ 
061B: remove_references_to_action_sequences 8@ 

:COKEC_5232
0002: jump @COKEC_5388 

:COKEC_5239
00D6: if 
0039:   23@ == 1 // integer values 
004D: jump_if_false @COKEC_5306 
062E: (unknown) 18@ 1506 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COKEC_5299 
0687: clear_actor_task 18@ 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 

:COKEC_5299
0002: jump @COKEC_5388 

:COKEC_5306
062E: (unknown) 18@ 1560 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COKEC_5388 
0687: clear_actor_task 18@ 
0615: define_action_sequences 8@ 
0772: AS_actor -1 run_to_car 17@ stop_at_distance 5.0 10000 ms 
05CB: AS_actor -1 enter_car_as_driver 17@ 10000 ms 
0616: define_action_sequences_end 8@ 
0618: assign_actor 18@ to_action_sequences 8@ 
061B: remove_references_to_action_sequences 8@ 

:COKEC_5388
0002: jump @COKEC_5470 

:COKEC_5395
062E: (unknown) 18@ 1560 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COKEC_5470 
0615: define_action_sequences 8@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_5452 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:COKEC_5452
0616: define_action_sequences_end 8@ 
0618: assign_actor 18@ to_action_sequences 8@ 
061B: remove_references_to_action_sequences 8@ 

:COKEC_5470
0002: jump @COKEC_5520 

:COKEC_5477
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_5520 
00D6: if 
80DB:   not actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_5520 
036A: put_actor 18@ in_car 17@ 

:COKEC_5520
0002: jump @COKEC_403 

:COKEC_5527
00D6: if 
0039:   14@ == 1 // integer values 
004D: jump_if_false @COKEC_5844 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_5568 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_5568
004F: create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0001: wait 1 ms 
03E6: remove_text_box 
00D6: if 
0039:   13@ == 0 // integer values 
004D: jump_if_false @COKEC_5615 
0006: 23@ = 0 // integer values 

:COKEC_5615
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @COKEC_5681 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @COKEC_5662 
00BC: text_highpriority 'BCR3_08' 7500 ms 1  // ~s~Megprblhatod minden szerdn s szombaton.

:COKEC_5662
01E3: text_1number_styled 'BCE2_04' 23@ 7500 ms 5  // Elloptl $~1~-t a futrtl.

:COKEC_5681
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @COKEC_5759 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_5723 
0109: player $PLAYER_CHAR money += 23@ 

:COKEC_5723
00D6: if 
0038:   $1515 == 0 // integer values 
004D: jump_if_false @COKEC_5750 
0595: mission_complete 
0008: $1515 += 1 // integer values 

:COKEC_5750
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 

:COKEC_5759
01C2: remove_references_to_actor 18@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 17@ // Like turning a car into any random car 
01C4: remove_references_to_object 22@ // This object will now disappear when the player looks away 
0164: disable_marker 19@ 
0650: destroy_particle 20@ 
0215: destroy_pickup 21@ 
065C: unknown_create_def_entity 29@ // unknown_destroy 
0249: release_model #WMYBMX 
0249: release_model #SANCHEZ 
0249: release_model #COLT45 
0249: release_model #CELLPHONE 
0873: release_path 556 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
0249: release_model #CELLPHONE 
0006: 14@ = 0 // integer values 

:COKEC_5844
0004: $2204 = 0 // integer values 
004E: end_thread 
0084: $8396 = $BCE_CHECKPOINTS_INDEX // integer values and handles 
000C: $8396 -= 2 // integer values 
0084: $8397 = $BCE_CHECKPOINTS_INDEX // integer values and handles 
0008: $8397 += 2 // integer values 
00D6: if 
001A:   0 > $8396 // integer values 
004D: jump_if_false @COKEC_5908 
0004: $8396 = 0 // integer values 

:COKEC_5908
00D6: if 
0018:   $8397 > 84 // integer values 
004D: jump_if_false @COKEC_5933 
0004: $8397 = 84 // integer values 

:COKEC_5933
008B: 2@ = $8396 // integer values and handles 

:COKEC_5941
00D6: if 
001E:   $8397 > 2@ // integer values 
004D: jump_if_false @COKEC_6051 
0085: 3@ = 2@ // integer values and handles 
000A: 3@ += 1 // integer values 
00D6: if 
001B:   85 > 3@ // integer values 
004D: jump_if_false @COKEC_6037 
0052: (unknown) $X_BCE2_CHECKPOINTS(2@,85f) $Y_BCE2_CHECKPOINTS(2@,85f) $Z_BCE2_CHECKPOINTS(2@,85f) $X_BCE2_CHECKPOINTS(3@,85f) $Y_BCE2_CHECKPOINTS(3@,85f) $Z_BCE2_CHECKPOINTS(3@,85f) 

:COKEC_6037
000A: 2@ += 1 // integer values 
0002: jump @COKEC_5941 

:COKEC_6051
00D6: if 
0736:   124 
004D: jump_if_false @COKEC_6122 
0008: $BCE_CHECKPOINTS_INDEX += 1 // integer values 
00D6: if 
0018:   $BCE_CHECKPOINTS_INDEX > 84 // integer values 
004D: jump_if_false @COKEC_6098 
0004: $BCE_CHECKPOINTS_INDEX = 0 // integer values 

:COKEC_6098
0663: write_debug_intvar "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6122
00D6: if 
0736:   127 
004D: jump_if_false @COKEC_6193 
000C: $BCE_CHECKPOINTS_INDEX -= 1 // integer values 
00D6: if 
001A:   0 > $BCE_CHECKPOINTS_INDEX // integer values 
004D: jump_if_false @COKEC_6169 
0004: $BCE_CHECKPOINTS_INDEX = 84 // integer values 

:COKEC_6169
0663: write_debug_intvar "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6193
00D6: if 
0736:   131 
004D: jump_if_false @COKEC_6223 
0009: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 // floating-point values 

:COKEC_6223
00D6: if 
0736:   130 
004D: jump_if_false @COKEC_6253 
0009: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 // floating-point values 

:COKEC_6253
00D6: if 
0736:   128 
004D: jump_if_false @COKEC_6283 
0009: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 // floating-point values 

:COKEC_6283
00D6: if 
0736:   129 
004D: jump_if_false @COKEC_6313 
0009: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 // floating-point values 

:COKEC_6313
00D6: if 
0736:   145 
004D: jump_if_false @COKEC_6343 
0009: $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 // floating-point values 

:COKEC_6343
00D6: if 
0736:   139 
004D: jump_if_false @COKEC_6373 
0009: $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 // floating-point values 

:COKEC_6373
00D6: if 
0736:   87 
004D: jump_if_false @COKEC_6402 
0009: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 // floating-point values 

:COKEC_6402
00D6: if 
0736:   83 
004D: jump_if_false @COKEC_6431 
0009: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 // floating-point values 

:COKEC_6431
00D6: if 
0736:   68 
004D: jump_if_false @COKEC_6460 
0009: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 // floating-point values 

:COKEC_6460
00D6: if 
0736:   65 
004D: jump_if_false @COKEC_6489 
0009: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 // floating-point values 

:COKEC_6489
00D6: if 
0736:   137 
004D: jump_if_false @COKEC_7511 
03A9: write_debug_newline 
05B6: 103 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $BCE_CHECKPOINTS_INDEX 
03A9: write_debug_newline 
0006: 2@ = 0 // integer values 

:COKEC_6651
00D6: if 
001B:   85 > 2@ // integer values 
004D: jump_if_false @COKEC_7511 
05B6: 104 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 2@ 
05B6: 105 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $X_BCE2_CHECKPOINTS(2@,85f) 
03A9: write_debug_newline 
05B6: 106 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 2@ 
05B6: 107 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $Y_BCE2_CHECKPOINTS(2@,85f) 
03A9: write_debug_newline 
05B6: 108 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 2@ 
05B6: 109 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $Z_BCE2_CHECKPOINTS(2@,85f) 
03A9: write_debug_newline 
000A: 2@ += 1 // integer values 
0002: jump @COKEC_6651 

:COKEC_7511
00D6: if 
0736:   97 
004D: jump_if_false @COKEC_7614 
008B: 2@ = $BCE_CHECKPOINTS_INDEX // integer values and handles 
000E: 2@ -= 1 // integer values 
00D6: if 
001B:   0 > 2@ // integer values 
004D: jump_if_false @COKEC_7566 
0006: 2@ = 0 // integer values 

:COKEC_7566
0086: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $X_BCE2_CHECKPOINTS(2@,85f) // floating-point values only 
0086: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $Y_BCE2_CHECKPOINTS(2@,85f) // floating-point values only 
0086: $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $Z_BCE2_CHECKPOINTS(2@,85f) // floating-point values only 

:COKEC_7614
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_7716 
00FE:   actor $PLAYER_ACTOR 0 $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) radius 1.0 1.0 1.0 
00FE:   actor $PLAYER_ACTOR 0 $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) radius 0.5 0.5 0.5 

:COKEC_7716
0051: return 
004E: end_thread 

//-------------External script 4 (SLOT_MACHINE)---------------

:BANDIT
03A4: name_thread 'BANDIT' 
0006: 4@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0007: 10@ = 0.0 // floating-point values 
0007: 11@ = 0.0 // floating-point values 
0007: 12@ = 0.0 // floating-point values 
0006: 13@ = 0 // integer values 
0209: 14@ = random_int 0 5 
00D6: if 
0039:   14@ == 1 // integer values 
004D: jump_if_false @BANDIT_96 
0006: 14@ = 5 // integer values 

:BANDIT_96
00D6: if 
0039:   14@ == 0 // integer values 
004D: jump_if_false @BANDIT_121 
0006: 14@ = 1 // integer values 

:BANDIT_121
00D6: if 
0039:   14@ == 2 // integer values 
004D: jump_if_false @BANDIT_146 
0006: 14@ = 10 // integer values 

:BANDIT_146
00D6: if 
0039:   14@ == 3 // integer values 
004D: jump_if_false @BANDIT_171 
0006: 14@ = 20 // integer values 

:BANDIT_171
00D6: if 
0039:   14@ == 4 // integer values 
004D: jump_if_false @BANDIT_196 
0006: 14@ = 50 // integer values 

:BANDIT_196
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @BANDIT_253 
029B: 0@ = init_object #KB_BANDIT_U at 0.0 0.0 0.0 
029B: 1@ = init_object #CJ_WHEEL_1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BANDIT_253
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BANDIT_2859 
00D6: if 
0977:   0@ 
004D: jump_if_false @BANDIT_2845 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANDIT_2831 
0871: init_jump_table 4@ total_jumps 7 0 @BANDIT_2824 jumps 0 @BANDIT_373 1 @BANDIT_590 2 @BANDIT_792 3 @BANDIT_1356 4 @BANDIT_1595 5 @BANDIT_1943 6 @BANDIT_2549 

:BANDIT_373
0984: 15@ = object 0@ model 
00D6: if 
0248:   model 15@ available 
004D: jump_if_false @BANDIT_583 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @BANDIT_462 
080A: (unknown) 0@ 1 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
029B: 1@ = init_object #CJ_WHEEL_1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 1@ z_angle_to $TEMPVAR_ANGLE 

:BANDIT_462
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @BANDIT_519 
080A: (unknown) 0@ 2 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
029B: 2@ = init_object #CJ_WHEEL_02 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 2@ z_angle_to $TEMPVAR_ANGLE 

:BANDIT_519
00D6: if 
83CA:   not object 3@ exists 
004D: jump_if_false @BANDIT_576 
080A: (unknown) 0@ 3 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
029B: 3@ = init_object #CJ_WHEEL_03 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 3@ z_angle_to $TEMPVAR_ANGLE 

:BANDIT_576
000A: 4@ += 1 // integer values 

:BANDIT_583
0002: jump @BANDIT_2824 

:BANDIT_590
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -1.0 -0.5 
091C: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1.5 -4 "PEDSLOT" 16@ 
00D6: if 
0039:   16@ == -1 // integer values 
004D: jump_if_false @BANDIT_785 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @BANDIT_758 
0513: text_1number_text_box 'SLOT_02' 14@  // ~k~~VEHICLE_ENTER_EXIT~ Pnzbedobs automatt hasznl $~1~
07CC: player $PLAYER_CHAR disable_key_15 0 
03CF: load_wav 1814 as 4 
0050: gosub @BANDIT_2873 
000A: 4@ += 1 // integer values 
0002: jump @BANDIT_785 

:BANDIT_758
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @BANDIT_785 
0391: release_txd_dictionary 
0006: 13@ = 0 // integer values 

:BANDIT_785
0002: jump @BANDIT_2824 

:BANDIT_792
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -1.0 -0.5 
091C: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1.5 -4 "PEDSLOT" 16@ 
00D6: if 
0039:   16@ == -1 // integer values 
004D: jump_if_false @BANDIT_1306 
04ED: load_animation "CASINO" 
00D6: if 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BANDIT_1299 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @BANDIT_1256 
0A3E: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.6 0.6 1.0 17@ 
00D6: if 
0039:   17@ == -1 // integer values 
004D: jump_if_false @BANDIT_1249 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @BANDIT_1249 
0050: gosub @BANDIT_2873 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BANDIT_1249 
008A: $3396 = 14@ // integer values and handles 
000C: $3396 -= 1 // integer values 
00D6: if 
010A:   player $PLAYER_CHAR money > $3396 
004D: jump_if_false @BANDIT_1229 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0804: AS_actor $PLAYER_ACTOR walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 stop_angle $TEMPVAR_ANGLE 0.4 perform_animation "SLOT_PLYR" from_file "CASINO" 4.0 loop 0 0 0 lock 0 0 ms 
008A: $3396 = 14@ // integer values and handles 
0010: $3396 *= -1 // integer values 
0109: player $PLAYER_CHAR money += $3396 
0623: add 14@ to_stat 35 
0091: $3401 = integer_to_float 14@ 
0011: $3401 *= 0.001 // floating-point values 
0624: add $3401 to_stat 81 
03E6: remove_text_box 
09BD: (unknown) 1 
008B: 5@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 5@ += 750 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @BANDIT_1249 

:BANDIT_1229
018C: play_sound 1053 at 0.0 0.0 0.0 

:BANDIT_1249
0002: jump @BANDIT_1299 

:BANDIT_1256
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @BANDIT_1283 
0391: release_txd_dictionary 
0006: 13@ = 0 // integer values 

:BANDIT_1283
03E6: remove_text_box 
07CC: player $PLAYER_CHAR disable_key_15 1 
0006: 4@ = 1 // integer values 

:BANDIT_1299
0002: jump @BANDIT_1349 

:BANDIT_1306
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @BANDIT_1333 
0391: release_txd_dictionary 
0006: 13@ = 0 // integer values 

:BANDIT_1333
03E6: remove_text_box 
07CC: player $PLAYER_CHAR disable_key_15 1 
0006: 4@ = 1 // integer values 

:BANDIT_1349
0002: jump @BANDIT_2824 

:BANDIT_1356
0050: gosub @BANDIT_2873 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 5@ // integer values 
004D: jump_if_false @BANDIT_1588 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_1424 
097A: (unknown) 0.0 0.0 0.0 1087 

:BANDIT_1424
07CC: player $PLAYER_CHAR disable_key_15 1 
03F0: text_draw_toggle 1 
00D6: if 
0039:   13@ == 0 // integer values 
004D: jump_if_false @BANDIT_1539 
0390: load_txd_dictionary 'LD_SLOT' 
038F: request_texture "CHERRY" as 1 // Load dictionary with 0390 first 
038F: request_texture "GRAPES" as 2 // Load dictionary with 0390 first 
038F: request_texture "R_69" as 3 // Load dictionary with 0390 first 
038F: request_texture "BELL" as 4 // Load dictionary with 0390 first 
038F: request_texture "BAR1_O" as 5 // Load dictionary with 0390 first 
038F: request_texture "BAR2_O" as 6 // Load dictionary with 0390 first 
0006: 13@ = 1 // integer values 

:BANDIT_1539
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_1581 
097A: (unknown) 0.0 0.0 0.0 1089 

:BANDIT_1581
000A: 4@ += 1 // integer values 

:BANDIT_1588
0002: jump @BANDIT_2824 

:BANDIT_1595
0079: 10@ += unknown_inaccurate_float_timer 1.0 // floating-point 
00D6: if 
0021:   10@ > 10.0 // floating-point values 
004D: jump_if_false @BANDIT_1682 
0007: 10@ = 10.0 // floating-point values 
0209: $3396 = random_int 2000 3000 
0006: 6@ = 0 // integer values 
008B: 5@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
005C: 5@ += $3396 // integer values 
0687: clear_actor_task $PLAYER_ACTOR 
000A: 4@ += 1 // integer values 

:BANDIT_1682
0079: 11@ += unknown_inaccurate_float_timer 1.1 // floating-point 
00D6: if 
0021:   11@ > 10.0 // floating-point values 
004D: jump_if_false @BANDIT_1723 
0007: 11@ = 10.0 // floating-point values 

:BANDIT_1723
0079: 12@ += unknown_inaccurate_float_timer 1.05 // floating-point 
00D6: if 
0021:   12@ > 10.0 // floating-point values 
004D: jump_if_false @BANDIT_1764 
0007: 12@ = 10.0 // floating-point values 

:BANDIT_1764
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0004: $3400 = 0 // integer values 

:BANDIT_1779
00D6: if 
001A:   3 > $3400 // integer values 
004D: jump_if_false @BANDIT_1929 
00D6: if 
0021:   10@($3400,3f) > 0.0 // floating-point values 
004D: jump_if_false @BANDIT_1915 
007B: 7@($3400,3f) += unknown_inaccurate_float_timer 10@($3400,3f) // floating-point 
00D6: if or
0021:   7@($3400,3f) > 360.0 // floating-point values 
0043:   7@($3400,3f) == 360.0 // floating-point values 
004D: jump_if_false @BANDIT_1891 
000F: 7@($3400,3f) -= 360.0 // floating-point values 

:BANDIT_1891
0453: object 1@($3400,3i) set_rotation 7@($3400,3f) 0.0 $TEMPVAR_ANGLE 

:BANDIT_1915
0008: $3400 += 1 // integer values 
0002: jump @BANDIT_1779 

:BANDIT_1929
0050: gosub @BANDIT_2873 
0002: jump @BANDIT_2824 

:BANDIT_1943
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 5@ // integer values 
004D: jump_if_false @BANDIT_2370 
007F: 10@(6@,3f) -= unknown_inaccurate_float_timer 0.3 // floating-point 
00D6: if 
0023:   0.6 > 10@(6@,3f) // floating-point values 
004D: jump_if_false @BANDIT_2370 
0088: $3401 = 7@(6@,3f) // floating-point values only 
0015: $3401 /= 20.0 // floating-point values 
008C: $3396 = float_to_integer $3401 
0010: $3396 *= 20 // integer values 
008D: $3401 = integer_to_float $3396 
0088: $3402 = 7@(6@,3f) // floating-point values only 
0061: $3402 -= $3401 // floating-point values 
00D6: if 
0022:   10.0 > $3402 // floating-point values 
004D: jump_if_false @BANDIT_2356 
0007: 10@(6@,3f) = 0.0 // floating-point values 
0088: $3401 = 7@(6@,3f) // floating-point values only 
0015: $3401 /= 20.0 // floating-point values 
008C: $3396 = float_to_integer $3401 
008F: 7@(6@,3f) = integer_to_float $3396 
0013: 7@(6@,3f) *= 20.0 // floating-point values 
0209: $3396 = random_int 750 1000 
008B: 5@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
005C: 5@ += $3396 // integer values 
00D6: if 
001B:   2 > 6@ // integer values 
004D: jump_if_false @BANDIT_2300 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_2244 
097A: (unknown) 0.0 0.0 0.0 1088 

:BANDIT_2244
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_2286 
097A: (unknown) 0.0 0.0 0.0 1089 

:BANDIT_2286
000A: 6@ += 1 // integer values 
0002: jump @BANDIT_2349 

:BANDIT_2300
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_2342 
097A: (unknown) 0.0 0.0 0.0 1088 

:BANDIT_2342
000A: 4@ += 1 // integer values 

:BANDIT_2349
0002: jump @BANDIT_2370 

:BANDIT_2356
0007: 10@(6@,3f) = 0.6 // floating-point values 

:BANDIT_2370
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0004: $3400 = 0 // integer values 

:BANDIT_2385
00D6: if 
001A:   3 > $3400 // integer values 
004D: jump_if_false @BANDIT_2535 
00D6: if 
0021:   10@($3400,3f) > 0.0 // floating-point values 
004D: jump_if_false @BANDIT_2521 
007B: 7@($3400,3f) += unknown_inaccurate_float_timer 10@($3400,3f) // floating-point 
00D6: if or
0021:   7@($3400,3f) > 360.0 // floating-point values 
0043:   7@($3400,3f) == 360.0 // floating-point values 
004D: jump_if_false @BANDIT_2497 
000F: 7@($3400,3f) -= 360.0 // floating-point values 

:BANDIT_2497
0453: object 1@($3400,3i) set_rotation 7@($3400,3f) 0.0 $TEMPVAR_ANGLE 

:BANDIT_2521
0008: $3400 += 1 // integer values 
0002: jump @BANDIT_2385 

:BANDIT_2535
0050: gosub @BANDIT_2873 
0002: jump @BANDIT_2824 

:BANDIT_2549
0088: $3401 = 7@ // floating-point values only 
0015: $3401 /= 20.0 // floating-point values 
008C: $3396 = float_to_integer $3401 
0088: $3401 = 8@ // floating-point values only 
0015: $3401 /= 20.0 // floating-point values 
008C: $COLOR_RED = float_to_integer $3401 
0088: $3401 = 9@ // floating-point values only 
0015: $3401 /= 20.0 // floating-point values 
008C: $COLOR_GREEN = float_to_integer $3401 
00D6: if and
003A:   $3413($3396,18i) == $3431($COLOR_RED,18i) // integer values and handles 
003A:   $3413($3396,18i) == $3449($COLOR_GREEN,18i) // integer values and handles 
004D: jump_if_false @BANDIT_2772 
008A: $GAMBLES_CASHWIN = 14@ // integer values and handles 
0068: $GAMBLES_CASHWIN *= $3413($3396,18i) // integer values 
004F: create_thread @CASHWIN $GAMBLES_CASHWIN 
0109: player $PLAYER_CHAR money += $GAMBLES_CASHWIN 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_2751 
097A: (unknown) 0.0 0.0 0.0 1090 

:BANDIT_2751
0623: add $GAMBLES_CASHWIN to_stat 37 
0627: change_stat 38 to $GAMBLES_CASHWIN 
0002: jump @BANDIT_2792 

:BANDIT_2772
004F: create_thread @CASHWIN 0 2500 
0627: change_stat 39 to 14@ 

:BANDIT_2792
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BD: (unknown) 0 
0006: 4@ = 1 // integer values 
0050: gosub @BANDIT_2873 
0002: jump @BANDIT_2824 

:BANDIT_2824
0002: jump @BANDIT_2838 

:BANDIT_2831
0002: jump @BANDIT_3455 

:BANDIT_2838
0002: jump @BANDIT_2852 

:BANDIT_2845
0002: jump @BANDIT_3455 

:BANDIT_2852
0002: jump @BANDIT_2866 

:BANDIT_2859
0002: jump @BANDIT_3455 

:BANDIT_2866
0002: jump @BANDIT_253 

:BANDIT_2873
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @BANDIT_3453 
03E3: (unknown) 1 
0937: (unknown) $3468 $3473 $3469 $3474 'DUMMY' 0 
0004: $3400 = 0 // integer values 

:BANDIT_2927
00D6: if 
001A:   3 > $3400 // integer values 
004D: jump_if_false @BANDIT_3453 
0088: $3401 = 7@($3400,3f) // floating-point values only 
0015: $3401 /= 20.0 // floating-point values 
008C: $3396 = float_to_integer $3401 
00D6: if 
0038:   $3400 == 0 // integer values 
004D: jump_if_false @BANDIT_3013 
0084: $COLOR_RED = $3413($3396,18i) // integer values and handles 
0086: $3404 = $3467 // floating-point values only 

:BANDIT_3013
00D6: if 
0038:   $3400 == 1 // integer values 
004D: jump_if_false @BANDIT_3061 
0084: $COLOR_RED = $3431($3396,18i) // integer values and handles 
0086: $3404 = $3467 // floating-point values only 
0009: $3404 += 64.0 // floating-point values 

:BANDIT_3061
00D6: if 
0038:   $3400 == 2 // integer values 
004D: jump_if_false @BANDIT_3109 
0084: $COLOR_RED = $3449($3396,18i) // integer values and handles 
0086: $3404 = $3467 // floating-point values only 
0009: $3404 += 128.0 // floating-point values 

:BANDIT_3109
00D6: if 
003A:   $COLOR_RED == $3407 // integer values and handles 
004D: jump_if_false @BANDIT_3164 
03E3: (unknown) 1 
038D: create_texture 1 position $3404 $3472 scale 64.0 64.0 color 200 200 200 alpha 255 

:BANDIT_3164
00D6: if 
003A:   $COLOR_RED == $3408 // integer values and handles 
004D: jump_if_false @BANDIT_3219 
03E3: (unknown) 1 
038D: create_texture 2 position $3404 $3472 scale 64.0 64.0 color 200 200 200 alpha 255 

:BANDIT_3219
00D6: if 
003A:   $COLOR_RED == $3409 // integer values and handles 
004D: jump_if_false @BANDIT_3274 
03E3: (unknown) 1 
038D: create_texture 3 position $3404 $3472 scale 64.0 64.0 color 200 200 200 alpha 255 

:BANDIT_3274
00D6: if 
003A:   $COLOR_RED == $3410 // integer values and handles 
004D: jump_if_false @BANDIT_3329 
03E3: (unknown) 1 
038D: create_texture 4 position $3404 $3472 scale 64.0 64.0 color 200 200 200 alpha 255 

:BANDIT_3329
00D6: if 
003A:   $COLOR_RED == $3411 // integer values and handles 
004D: jump_if_false @BANDIT_3384 
03E3: (unknown) 1 
038D: create_texture 5 position $3404 $3472 scale 64.0 64.0 color 200 200 200 alpha 255 

:BANDIT_3384
00D6: if 
003A:   $COLOR_RED == $3412 // integer values and handles 
004D: jump_if_false @BANDIT_3439 
03E3: (unknown) 1 
038D: create_texture 6 position $3404 $3472 scale 64.0 64.0 color 200 200 200 alpha 255 

:BANDIT_3439
0008: $3400 += 1 // integer values 
0002: jump @BANDIT_2927 

:BANDIT_3453
0051: return 

:BANDIT_3455
00D6: if 
0019:   4@ > 0 // integer values 
004D: jump_if_false @BANDIT_3550 
00D6: if 
0019:   4@ > 1 // integer values 
004D: jump_if_false @BANDIT_3500 
03E6: remove_text_box 
07CC: player $PLAYER_CHAR disable_key_15 1 

:BANDIT_3500
00D6: if 
0019:   4@ > 2 // integer values 
004D: jump_if_false @BANDIT_3528 
04EF: release_animation "CASINO" 

:BANDIT_3528
0108: destroy_object 1@ 
0108: destroy_object 2@ 
0108: destroy_object 3@ 
0006: 4@ = 0 // integer values 

:BANDIT_3550
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @BANDIT_3577 
0391: release_txd_dictionary 
0006: 13@ = 0 // integer values 

:BANDIT_3577
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 5 (ROULETTE)---------------

:ROULETE
03A4: name_thread 'ROULETE' 
0006: 1@ = 0 // integer values 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @ROULETE_90 
029B: 0@ = init_object #ROULETTE_TBL at 0.0 0.0 0.0 
029B: $8561($8549,151i) = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0662: write_debug_message "AAAAAAA" 

:ROULETE_90
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 9@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0006: 10@ = 500 // integer values 
0006: 11@ = 500 // integer values 
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0006: 15@ = 0 // integer values 
0653: 16@ = stat 81 // float 
0209: 18@ = random_int 0 19 
0008: $1523 += 1 // integer values 
00D6: if 
0023:   1.0 > 16@ // floating-point values 
004D: jump_if_false @ROULETE_252 
00D6: if or
0038:   $1523 == 1 // integer values 
0038:   $1523 == 5 // integer values 
004D: jump_if_false @ROULETE_245 
0006: 18@ = 0 // integer values 

:ROULETE_245
0002: jump @ROULETE_464 

:ROULETE_252
00D6: if 
0023:   10.0 > 16@ // floating-point values 
004D: jump_if_false @ROULETE_312 
00D6: if or
0038:   $1523 == 1 // integer values 
0038:   $1523 == 5 // integer values 
004D: jump_if_false @ROULETE_305 
0006: 18@ = 5 // integer values 

:ROULETE_305
0002: jump @ROULETE_464 

:ROULETE_312
00D6: if 
0023:   100.0 > 16@ // floating-point values 
004D: jump_if_false @ROULETE_372 
00D6: if or
0038:   $1523 == 1 // integer values 
0038:   $1523 == 5 // integer values 
004D: jump_if_false @ROULETE_365 
0006: 18@ = 10 // integer values 

:ROULETE_365
0002: jump @ROULETE_464 

:ROULETE_372
00D6: if 
0023:   1000.0 > 16@ // floating-point values 
004D: jump_if_false @ROULETE_432 
00D6: if or
0038:   $1523 == 1 // integer values 
0038:   $1523 == 5 // integer values 
004D: jump_if_false @ROULETE_425 
0006: 18@ = 14 // integer values 

:ROULETE_425
0002: jump @ROULETE_464 

:ROULETE_432
00D6: if or
0038:   $1523 == 1 // integer values 
0038:   $1523 == 5 // integer values 
004D: jump_if_false @ROULETE_464 
0006: 18@ = 17 // integer values 

:ROULETE_464
00D6: if or
0039:   18@ == 0 // integer values 
0039:   18@ == 1 // integer values 
0039:   18@ == 2 // integer values 
0039:   18@ == 3 // integer values 
0039:   18@ == 4 // integer values 
004D: jump_if_false @ROULETE_525 
0006: 17@ = 2 // integer values 
0006: 19@ = -340 // integer values 

:ROULETE_525
00D6: if or
0039:   18@ == 5 // integer values 
0039:   18@ == 6 // integer values 
0039:   18@ == 7 // integer values 
0039:   18@ == 8 // integer values 
0039:   18@ == 9 // integer values 
004D: jump_if_false @ROULETE_586 
0006: 17@ = 20 // integer values 
0006: 19@ = -341 // integer values 

:ROULETE_586
00D6: if or
0039:   18@ == 10 // integer values 
0039:   18@ == 11 // integer values 
0039:   18@ == 12 // integer values 
0039:   18@ == 13 // integer values 
004D: jump_if_false @ROULETE_641 
0006: 17@ = 200 // integer values 
0006: 19@ = -342 // integer values 

:ROULETE_641
00D6: if or
0039:   18@ == 14 // integer values 
0039:   18@ == 15 // integer values 
0039:   18@ == 16 // integer values 
004D: jump_if_false @ROULETE_689 
0006: 17@ = 2000 // integer values 
0006: 19@ = -343 // integer values 

:ROULETE_689
00D6: if or
0039:   18@ == 17 // integer values 
0039:   18@ == 18 // integer values 
004D: jump_if_false @ROULETE_730 
0006: 17@ = 20000 // integer values 
0006: 19@ = -344 // integer values 

:ROULETE_730
0006: 18@ = 0 // integer values 
0006: 20@ = 0 // integer values 
0085: 21@ = 17@ // integer values and handles 
0012: 21@ *= 50 // integer values 
0006: 22@ = 0 // integer values 
0209: $3396 = random_int 0 2 
00D6: if 
0038:   $3396 == 0 // integer values 
004D: jump_if_false @ROULETE_807 
04AF: 23@ = unknown_wav_reference 11 
0002: jump @ROULETE_815 

:ROULETE_807
04AF: 23@ = unknown_wav_reference 172 

:ROULETE_815
0004: $8549 = 0 // integer values 

:ROULETE_822
00D6: if 
001A:   151 > $8549 // integer values 
004D: jump_if_false @ROULETE_866 
0004: $8398($8549,151i) = 0 // integer values 
0008: $8549 += 1 // integer values 
0002: jump @ROULETE_822 

:ROULETE_866
0004: $8550 = 0 // integer values 
0004: $8551 = 0 // integer values 
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @ROULETE_907 
0006: 22@ = 0 // integer values 
0051: return 

:ROULETE_907
0007: 24@ = 0.0 // floating-point values 
0007: 25@ = 0.0 // floating-point values 

:ROULETE_927
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @ROULETE_7879 
00D6: if 
0977:   0@ 
004D: jump_if_false @ROULETE_7735 
00D6: if 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @ROULETE_7591 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ROULETE_7456 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @ROULETE_1032 
0247: request_model 23@ 
000A: 1@ += 1 // integer values 

:ROULETE_1032
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @ROULETE_1167 
0247: request_model 23@ 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @ROULETE_1167 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 1.208 0.571 -1.144 
009A: 26@ = create_actor 5 23@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0009: $TEMPVAR_ANGLE += 90.0 // floating-point values 
0173: set_actor 26@ z_angle_to $TEMPVAR_ANGLE 
060B: unknown_actor_use_entity 26@ $1256 
0A0A: (unknown) 0@ 1 
000A: 1@ += 1 // integer values 

:ROULETE_1167
00D6: if 
0039:   1@ == 2 // integer values 
004D: jump_if_false @ROULETE_1269 
00D6: if 
0472:   unknown_actor $PLAYER_ACTOR near_pizza 0@ radius 5.0 5.0 unknown 0 
004D: jump_if_false @ROULETE_1269 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.215 1.34 -0.086 
029B: 27@ = init_object #WHEEL_WEE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 1@ += 1 // integer values 

:ROULETE_1269
00D6: if 
0039:   1@ == 3 // integer values 
004D: jump_if_false @ROULETE_1592 
00D6: if 
0472:   unknown_actor $PLAYER_ACTOR near_pizza 0@ radius 5.0 5.0 unknown 0 
004D: jump_if_false @ROULETE_1592 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @ROULETE_1592 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -1.839 -2.4444 -0.6 
0400: create_coordinate $3404 $3405 $3406 from_object 0@ offset 0.761 0.9556 0.6 
00D6: if 
01A6:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $3404 $3405 $3406 
004D: jump_if_false @ROULETE_1592 
00D6: if 
0039:   17@ == 2 // integer values 
004D: jump_if_false @ROULETE_1459 
0512: permanent_text_box 'SLOT_06'  // ~k~~VEHICLE_ENTER_EXIT~ Rulette jtszsa~n~Max tt $100

:ROULETE_1459
00D6: if 
0039:   17@ == 20 // integer values 
004D: jump_if_false @ROULETE_1488 
0512: permanent_text_box 'SLOT_07'  // ~k~~VEHICLE_ENTER_EXIT~ Rulette jtszsa~n~Max tt $1,000

:ROULETE_1488
00D6: if 
0039:   17@ == 200 // integer values 
004D: jump_if_false @ROULETE_1518 
0512: permanent_text_box 'SLOT_08'  // ~k~~VEHICLE_ENTER_EXIT~ Jtk rulettel~n~Max tt $10,000

:ROULETE_1518
00D6: if 
0039:   17@ == 2000 // integer values 
004D: jump_if_false @ROULETE_1548 
0512: permanent_text_box 'SLOT_09'  // ~k~~VEHICLE_ENTER_EXIT~ Rulett jtszsa~n~Max tt $100,000

:ROULETE_1548
00D6: if 
0039:   17@ == 20000 // integer values 
004D: jump_if_false @ROULETE_1578 
0512: permanent_text_box 'SLOT_10'  // ~k~~VEHICLE_ENTER_EXIT~ Jtk ruletten~n~Max tt $1,000,000

:ROULETE_1578
03CF: load_wav 1813 as 4 
000A: 1@ += 1 // integer values 

:ROULETE_1592
00D6: if 
0039:   1@ == 4 // integer values 
004D: jump_if_false @ROULETE_2950 
00D6: if 
0038:   $3489 == 0 // integer values 
004D: jump_if_false @ROULETE_2950 
00D6: if 
0472:   unknown_actor $PLAYER_ACTOR near_pizza 0@ radius 5.0 5.0 unknown 0 
004D: jump_if_false @ROULETE_2950 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @ROULETE_2941 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -1.839 -2.4444 -0.6 
0400: create_coordinate $3404 $3405 $3406 from_object 0@ offset 0.761 0.9556 0.6 
00D6: if 
01A6:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $3404 $3405 $3406 
004D: jump_if_false @ROULETE_2925 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ROULETE_2918 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @ROULETE_2911 
00D6: if 
0039:   9@ == 0 // integer values 
004D: jump_if_false @ROULETE_2904 
0652: $STAT_GAMBLING_SKILL = stat 81 // integer 
00D6: if 
0039:   17@ == 20 // integer values 
004D: jump_if_false @ROULETE_1974 
00D6: if 
8028:   not  $STAT_GAMBLING_SKILL >= 1 // integer values 
004D: jump_if_false @ROULETE_1974 
00BC: text_highpriority 'GAMBSTA' 4000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_1967 
0209: $3400 = random_int 0 2 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_1949 
09D6: (unknown) 26@ $3817($3400,3i) 1 1 0 
0002: jump @ROULETE_1967 

:ROULETE_1949
09D6: (unknown) 26@ $3876($3400,3i) 1 1 0 

:ROULETE_1967
0002: jump @ROULETE_927 

:ROULETE_1974
00D6: if 
0039:   17@ == 200 // integer values 
004D: jump_if_false @ROULETE_2120 
00D6: if 
8028:   not  $STAT_GAMBLING_SKILL >= 10 // integer values 
004D: jump_if_false @ROULETE_2120 
00BC: text_highpriority 'GAMBSTA' 4000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_2113 
0209: $3400 = random_int 0 2 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_2095 
09D6: (unknown) 26@ $3817($3400,3i) 1 1 0 
0002: jump @ROULETE_2113 

:ROULETE_2095
09D6: (unknown) 26@ $3876($3400,3i) 1 1 0 

:ROULETE_2113
0002: jump @ROULETE_927 

:ROULETE_2120
00D6: if 
0039:   17@ == 2000 // integer values 
004D: jump_if_false @ROULETE_2266 
00D6: if 
8028:   not  $STAT_GAMBLING_SKILL >= 100 // integer values 
004D: jump_if_false @ROULETE_2266 
00BC: text_highpriority 'GAMBSTA' 4000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_2259 
0209: $3400 = random_int 0 2 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_2241 
09D6: (unknown) 26@ $3817($3400,3i) 1 1 0 
0002: jump @ROULETE_2259 

:ROULETE_2241
09D6: (unknown) 26@ $3876($3400,3i) 1 1 0 

:ROULETE_2259
0002: jump @ROULETE_927 

:ROULETE_2266
00D6: if 
0039:   17@ == 20000 // integer values 
004D: jump_if_false @ROULETE_2413 
00D6: if 
8018:   not  $STAT_GAMBLING_SKILL > 999 // integer values 
004D: jump_if_false @ROULETE_2413 
00BC: text_highpriority 'GAMBSTA' 4000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_2406 
0209: $3400 = random_int 0 2 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_2388 
09D6: (unknown) 26@ $3817($3400,3i) 1 1 0 
0002: jump @ROULETE_2406 

:ROULETE_2388
09D6: (unknown) 26@ $3876($3400,3i) 1 1 0 

:ROULETE_2406
0002: jump @ROULETE_927 

:ROULETE_2413
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0A2B: (unknown) 
004D: jump_if_false @ROULETE_2578 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.632 -1.9669 1.9144 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.5003 -1.3914 1.1073 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1 
0002: jump @ROULETE_2675 

:ROULETE_2578
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.5689 -1.5476 1.8759 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.4106 -1.0626 1.0159 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1 

:ROULETE_2675
041D: set_camera_near_clip 0.1 
03F0: text_draw_toggle 1 
0390: load_txd_dictionary 'LD_ROUL' 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_2783 
0209: $3400 = random_int 0 2 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_2765 
09D6: (unknown) 26@ $3828($3400,2i) 1 1 0 
0002: jump @ROULETE_2783 

:ROULETE_2765
09D6: (unknown) 26@ $3887($3400,2i) 1 1 0 

:ROULETE_2783
038F: request_texture "ROULBLA" as 1 // Load dictionary with 0390 first 
038F: request_texture "ROULRED" as 2 // Load dictionary with 0390 first 
038F: request_texture "ROULGRE" as 3 // Load dictionary with 0390 first 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $3496 $3497 $3498 
0009: $TEMPVAR_FLOAT_3 += 0.01 // floating-point values 
029B: $8552 = init_object #ROULETTE_MARKER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
09BD: (unknown) 1 
0004: $3489 = 1 // integer values 
0006: 28@ = 0 // integer values 
000A: 1@ += 1 // integer values 
0006: 9@ = 1 // integer values 

:ROULETE_2904
0002: jump @ROULETE_2918 

:ROULETE_2911
0006: 9@ = 0 // integer values 

:ROULETE_2918
0002: jump @ROULETE_2934 

:ROULETE_2925
03E6: remove_text_box 
0006: 1@ = 3 // integer values 

:ROULETE_2934
0002: jump @ROULETE_2950 

:ROULETE_2941
03E6: remove_text_box 
0006: 1@ = 3 // integer values 

:ROULETE_2950
00D6: if 
0039:   1@ == 5 // integer values 
004D: jump_if_false @ROULETE_7449 
0581: toggle_radar 0 
00D6: if 
0018:   $3505 > 0 // integer values 
004D: jump_if_false @ROULETE_3503 
0009: $3809 += 2.0 // floating-point values 
0009: $3810 += 2.0 // floating-point values 
038D: create_texture 1 position $3809 $3810 scale 64.0 64.0 color 0 0 0 alpha 255 
000D: $3809 -= 2.0 // floating-point values 
000D: $3810 -= 2.0 // floating-point values 
00D6: if 
0039:   18@ == 0 // integer values 
004D: jump_if_false @ROULETE_3116 
038D: create_texture 3 position $3809 $3810 scale 64.0 64.0 color 180 180 180 alpha 255 
0002: jump @ROULETE_3424 

:ROULETE_3116
00D6: if or
0039:   18@ == 1 // integer values 
0039:   18@ == 3 // integer values 
0039:   18@ == 5 // integer values 
0039:   18@ == 7 // integer values 
0039:   18@ == 9 // integer values 
0039:   18@ == 12 // integer values 
004D: jump_if_false @ROULETE_3208 
038D: create_texture 2 position $3809 $3810 scale 64.0 64.0 color 180 180 180 alpha 255 
0002: jump @ROULETE_3424 

:ROULETE_3208
00D6: if or
0039:   18@ == 14 // integer values 
0039:   18@ == 16 // integer values 
0039:   18@ == 18 // integer values 
0039:   18@ == 19 // integer values 
0039:   18@ == 21 // integer values 
0039:   18@ == 23 // integer values 
004D: jump_if_false @ROULETE_3300 
038D: create_texture 2 position $3809 $3810 scale 64.0 64.0 color 180 180 180 alpha 255 
0002: jump @ROULETE_3424 

:ROULETE_3300
00D6: if or
0039:   18@ == 25 // integer values 
0039:   18@ == 27 // integer values 
0039:   18@ == 30 // integer values 
0039:   18@ == 32 // integer values 
0039:   18@ == 34 // integer values 
0039:   18@ == 36 // integer values 
004D: jump_if_false @ROULETE_3392 
038D: create_texture 2 position $3809 $3810 scale 64.0 64.0 color 180 180 180 alpha 255 
0002: jump @ROULETE_3424 

:ROULETE_3392
038D: create_texture 1 position $3809 $3810 scale 64.0 64.0 color 180 180 180 alpha 255 

:ROULETE_3424
0086: $8553 = $3809 // floating-point values only 
0009: $8553 += -1.6679 // floating-point values 
0086: $8554 = $3810 // floating-point values only 
0009: $8554 += -30.0255 // floating-point values 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_width_height 0.9423 4.2306 
0342: set_text_draw_centered 1 
045A: text_draw_1number $8553 $8554 'NUMBER' 18@  // ~1~

:ROULETE_3503
0937: (unknown) $3479 $3483 $3480 $3484 'ROUWAGE' 2  // Fogads
0050: gosub @ROULETE_18193 
0340: set_text_draw_color 134 155 184 255 
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_3579 
033F: set_text_draw_letter_width_height 0.42 2.5077 

:ROULETE_3579
033E: text_draw $3477 $3481 'ROU_MAX'  // Max tt
0086: $8554 = $3481 // floating-point values only 
0059: $8554 += $3482 // floating-point values 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_width_height $3486 $3488 
045A: text_draw_1number $3477 $8554 'DOLLAR' 21@  // $~1~
0059: $8554 += $3478 // floating-point values 
0050: gosub @ROULETE_18193 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $3477 $8554 'ROUYOUR'  // sszes tt
0059: $8554 += $3482 // floating-point values 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_width_height $3486 $3488 
045A: text_draw_1number $3477 $8554 'DOLLAR' $8551  // $~1~
0059: $8554 += $3478 // floating-point values 
0050: gosub @ROULETE_18193 
00D6: if 
0018:   $3505 > 0 // integer values 
004D: jump_if_false @ROULETE_3850 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $3477 $8554 'ROU_WON'  // Nyeresg
0059: $8554 += $3482 // floating-point values 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_width_height $3486 $3488 
045A: text_draw_1number $3477 $8554 'DOLLAR' $8550  // $~1~
0002: jump @ROULETE_3924 

:ROULETE_3850
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $3477 $8554 'ROUTHIS'  // Ez a fogads
0059: $8554 += $3482 // floating-point values 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_width_height $3486 $3488 
045A: text_draw_1number $3477 $8554 'DOLLAR' 20@  // $~1~

:ROULETE_3924
00D6: if 
0038:   $3505 == 0 // integer values 
004D: jump_if_false @ROULETE_4536 
0512: permanent_text_box 'ROUHELP'  // Hasznld a mozgsi billentyket, hogy kivlaszd ttet.~n~~k~~PED_JUMPING~ Tt nvelse~n~~k~~PED_FIREWEAPON~ Tt cskkentse~n~~k~~PED_SPRINT~ Kerk megprgetse~n~~k~~VEHICLE_ENTER_EXIT~ Kilps
0750: set_object $8552 visibility 1 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @ROULETE_4238 
00D6: if 
0039:   7@ == 0 // integer values 
004D: jump_if_false @ROULETE_4231 
00D6: if 
0018:   $8551 > 0 // integer values 
004D: jump_if_false @ROULETE_4189 
03CF: load_wav 1813 as 4 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_4106 
0209: $3400 = random_int 0 3 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_4088 
09D6: (unknown) 26@ $3811($3400,3i) 1 1 0 
0002: jump @ROULETE_4106 

:ROULETE_4088
09D6: (unknown) 26@ $3870($3400,3i) 1 1 0 

:ROULETE_4106
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_4141 
097A: (unknown) 0.0 0.0 0.0 1086 

:ROULETE_4141
0623: add $8551 to_stat 35 
008D: $3401 = integer_to_float $8551 
0011: $3401 *= 0.001 // floating-point values 
03E6: remove_text_box 
0624: add $3401 to_stat 81 
0008: $3505 += 1 // integer values 
0002: jump @ROULETE_4224 

:ROULETE_4189
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_4224 
097A: (unknown) 0.0 0.0 0.0 1085 

:ROULETE_4224
000A: 7@ += 1 // integer values 

:ROULETE_4231
0002: jump @ROULETE_4245 

:ROULETE_4238
0006: 7@ = 0 // integer values 

:ROULETE_4245
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @ROULETE_4522 
00D6: if 
0039:   9@ == 0 // integer values 
004D: jump_if_false @ROULETE_4515 
000A: 9@ += 1 // integer values 
0004: $3505 = 0 // integer values 
0006: 1@ = 3 // integer values 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_4387 
0209: $3400 = random_int 0 2 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_4369 
09D6: (unknown) 26@ $3826($3400,2i) 1 1 0 
0002: jump @ROULETE_4387 

:ROULETE_4369
09D6: (unknown) 26@ $3885($3400,2i) 1 1 0 

:ROULETE_4387
0581: toggle_radar 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03F0: text_draw_toggle 0 
0391: release_txd_dictionary 
03E6: remove_text_box 
0108: destroy_object $8552 
0109: player $PLAYER_CHAR money += $8551 
0006: 22@ = 1 // integer values 
0050: gosub @ROULETE_815 
0004: $8549 = 0 // integer values 

:ROULETE_4455
00D6: if 
001A:   151 > $8549 // integer values 
004D: jump_if_false @ROULETE_4497 
0108: destroy_object $8561($8549,151i) 
0008: $8549 += 1 // integer values 
0002: jump @ROULETE_4455 

:ROULETE_4497
09BD: (unknown) 0 
0004: $3489 = 0 // integer values 
0002: jump @ROULETE_927 

:ROULETE_4515
0002: jump @ROULETE_4529 

:ROULETE_4522
0006: 9@ = 0 // integer values 

:ROULETE_4529
0050: gosub @ROULETE_8023 

:ROULETE_4536
00D6: if 
0038:   $3505 == 1 // integer values 
004D: jump_if_false @ROULETE_4625 
0750: set_object $8552 visibility 0 
0079: 24@ += unknown_inaccurate_float_timer 0.5 // floating-point 
00D6: if or
0021:   24@ > 20.0 // floating-point values 
0043:   24@ == 20.0 // floating-point values 
004D: jump_if_false @ROULETE_4625 
0084: $3506 = $CURRENT_TIME_IN_MS2 // integer values and handles 
0008: $3506 += 1500 // integer values 
0008: $3505 += 1 // integer values 

:ROULETE_4625
00D6: if 
0038:   $3505 == 2 // integer values 
004D: jump_if_false @ROULETE_4803 
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $3506 // integer values 
004D: jump_if_false @ROULETE_4803 
007F: 24@ -= unknown_inaccurate_float_timer 0.08 // floating-point 
00D6: if or
0023:   0.0 > 24@ // floating-point values 
0043:   24@ == 0.0 // floating-point values 
004D: jump_if_false @ROULETE_4803 
0209: 18@ = random_int 0 37 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_4789 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_4771 
09D6: (unknown) 26@ $3830(18@,37i) 1 1 0 
0002: jump @ROULETE_4789 

:ROULETE_4771
09D6: (unknown) 26@ $3889(18@,37i) 1 1 0 

:ROULETE_4789
0050: gosub @ROULETE_9703 
0008: $3505 += 1 // integer values 

:ROULETE_4803
00D6: if 
0038:   $3505 == 3 // integer values 
004D: jump_if_false @ROULETE_5553 
0512: permanent_text_box 'X_CONT'  // ~k~~PED_SPRINT~ Folytats
0084: $3396 = $8550 // integer values and handles 
0060: $3396 -= $8551 // integer values 
00D6: if 
0038:   $3396 == 0 // integer values 
004D: jump_if_false @ROULETE_4934 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_width_height 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 0 0 0 255 
0349: text_draw_style = 3 
033E: text_draw 320.0 180.333 'NOWIN'  // ~w~NEM NYERTL!
0002: jump @ROULETE_5138 

:ROULETE_4934
00D6: if 
0018:   $3396 > 0 // integer values 
004D: jump_if_false @ROULETE_5060 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_width_height 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 0 0 0 255 
0349: text_draw_style = 3 
0904: (unknown) 6 $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_color $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
045A: text_draw_1number 320.0 155.333 'WINNER' $3396  // NYERTL!~n~~w~$~1~
0627: change_stat 38 to $3396 
0002: jump @ROULETE_5138 

:ROULETE_5060
0010: $3396 *= -1 // integer values 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_width_height 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 0 0 0 255 
0349: text_draw_style = 3 
045A: text_draw_1number 320.0 155.333 'LOSER' $3396  // ~r~VESZTES!~n~~w~-$~1~
0627: change_stat 39 to $3396 

:ROULETE_5138
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @ROULETE_5546 
00D6: if 
0039:   7@ == 0 // integer values 
004D: jump_if_false @ROULETE_5539 
008B: 7@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 7@ += 999999 // integer values 
0109: player $PLAYER_CHAR money += $8550 
0623: add $8550 to_stat 37 
0084: $3396 = $8550 // integer values and handles 
0060: $3396 -= $8551 // integer values 
0008: $9325 += 1 // integer values 
00D6: if 
0018:   $3396 > 0 // integer values 
004D: jump_if_false @ROULETE_5425 
0209: $3400 = random_int 0 3 
00D6: if or
0038:   $3400 == 0 // integer values 
0038:   $3400 == 1 // integer values 
004D: jump_if_false @ROULETE_5408 
00D6: if 
0018:   $9325 > 1 // integer values 
004D: jump_if_false @ROULETE_5315 
0209: $3400 = random_int 3 6 
0002: jump @ROULETE_5324 

:ROULETE_5315
0209: $3400 = random_int 0 3 

:ROULETE_5324
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_5401 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_5383 
09D6: (unknown) 26@ $3820($3400,6i) 1 1 0 
0002: jump @ROULETE_5401 

:ROULETE_5383
09D6: (unknown) 26@ $3879($3400,6i) 1 1 0 

:ROULETE_5401
0002: jump @ROULETE_5418 

:ROULETE_5408
0947: (unknown) $PLAYER_ACTOR 100 $GAMBLES_CASHWIN 

:ROULETE_5418
0002: jump @ROULETE_5469 

:ROULETE_5425
0209: $COLOR_RED = random_int 0 2 
00D6: if 
0038:   $COLOR_RED == 0 // integer values 
004D: jump_if_false @ROULETE_5462 
0947: (unknown) $PLAYER_ACTOR 101 $GAMBLES_CASHWIN 

:ROULETE_5462
0004: $9325 = 0 // integer values 

:ROULETE_5469
0006: 22@ = 1 // integer values 
0050: gosub @ROULETE_815 
0004: $8549 = 0 // integer values 

:ROULETE_5490
00D6: if 
001A:   151 > $8549 // integer values 
004D: jump_if_false @ROULETE_5532 
0108: destroy_object $8561($8549,151i) 
0008: $8549 += 1 // integer values 
0002: jump @ROULETE_5490 

:ROULETE_5532
0004: $3505 = 0 // integer values 

:ROULETE_5539
0002: jump @ROULETE_5553 

:ROULETE_5546
0006: 7@ = 0 // integer values 

:ROULETE_5553
00D6: if and
0018:   $3505 > 0 // integer values 
001A:   3 > $3505 // integer values 
004D: jump_if_false @ROULETE_5613 
007B: 25@ += unknown_inaccurate_float_timer 24@ // floating-point 
0453: object 27@ set_rotation 0.0 0.0 25@ 
0209: 18@ = random_int 0 37 

:ROULETE_5613
0494: get_joystick_data 0 $8555 $8556 $8557 $8558 
00D6: if or
00E1:   key_pressed 0 10 
001A:   -80 > $8555 // integer values 
004D: jump_if_false @ROULETE_6087 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @ROULETE_6054 
008B: 12@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 12@ += 80 // integer values 
00D6: if 
0022:   0.0 > $3499 // floating-point values 
004D: jump_if_false @ROULETE_5804 
00D6: if 
8042:   not  $3500 == 2.0 // floating-point values 
004D: jump_if_false @ROULETE_5797 
00D6: if 
8042:   not  $3499 == 0.0 // floating-point values 
004D: jump_if_false @ROULETE_5797 
00D6: if 
0042:   $3500 == -24.0 // floating-point values 
004D: jump_if_false @ROULETE_5787 
0009: $3499 += 2.0 // floating-point values 
0002: jump @ROULETE_5797 

:ROULETE_5787
0009: $3499 += 1.0 // floating-point values 

:ROULETE_5797
0002: jump @ROULETE_6040 

:ROULETE_5804
00D6: if 
0042:   $3499 == 0.0 // floating-point values 
004D: jump_if_false @ROULETE_5999 
00D6: if and
0022:   2.0 > $3500 // floating-point values 
0020:   $3500 > -7.0 // floating-point values 
004D: jump_if_false @ROULETE_5883 
0009: $3499 += 2.0 // floating-point values 
0005: $3500 = -3.0 // floating-point values 
0002: jump @ROULETE_5992 

:ROULETE_5883
00D6: if and
0022:   -6.0 > $3500 // floating-point values 
0020:   $3500 > -15.0 // floating-point values 
004D: jump_if_false @ROULETE_5941 
0009: $3499 += 2.0 // floating-point values 
0005: $3500 = -11.0 // floating-point values 
0002: jump @ROULETE_5992 

:ROULETE_5941
00D6: if and
0022:   -14.0 > $3500 // floating-point values 
0020:   $3500 > -24.0 // floating-point values 
004D: jump_if_false @ROULETE_5992 
0009: $3499 += 2.0 // floating-point values 
0005: $3500 = -19.0 // floating-point values 

:ROULETE_5992
0002: jump @ROULETE_6040 

:ROULETE_5999
00D6: if 
0042:   $3499 == 2.0 // floating-point values 
004D: jump_if_false @ROULETE_6040 
0009: $3499 += 2.0 // floating-point values 
0009: $3500 += 2.0 // floating-point values 

:ROULETE_6040
000A: 2@ += 1 // integer values 
0002: jump @ROULETE_6080 

:ROULETE_6054
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 12@ // integer values 
004D: jump_if_false @ROULETE_6080 
0006: 2@ = 0 // integer values 

:ROULETE_6080
0002: jump @ROULETE_6094 

:ROULETE_6087
0006: 2@ = 0 // integer values 

:ROULETE_6094
00D6: if or
00E1:   key_pressed 0 11 
0018:   $8555 > 80 // integer values 
004D: jump_if_false @ROULETE_6521 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @ROULETE_6488 
008B: 13@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 13@ += 80 // integer values 
00D6: if 
0020:   $3499 > -4.0 // floating-point values 
004D: jump_if_false @ROULETE_6412 
00D6: if 
8042:   not  $3500 == 2.0 // floating-point values 
004D: jump_if_false @ROULETE_6405 
00D6: if 
8042:   not  $3499 == -4.0 // floating-point values 
004D: jump_if_false @ROULETE_6405 
00D6: if or
0042:   $3500 == -24.0 // floating-point values 
0042:   $3499 == 2.0 // floating-point values 
0042:   $3499 == 4.0 // floating-point values 
004D: jump_if_false @ROULETE_6395 
00D6: if or
0042:   $3500 == -1.0 // floating-point values 
0042:   $3500 == -5.0 // floating-point values 
004D: jump_if_false @ROULETE_6296 
0005: $3500 = -3.0 // floating-point values 

:ROULETE_6296
00D6: if or
0042:   $3500 == -9.0 // floating-point values 
0042:   $3500 == -13.0 // floating-point values 
004D: jump_if_false @ROULETE_6337 
0005: $3500 = -11.0 // floating-point values 

:ROULETE_6337
00D6: if or
0042:   $3500 == -17.0 // floating-point values 
0042:   $3500 == -21.0 // floating-point values 
004D: jump_if_false @ROULETE_6378 
0005: $3500 = -19.0 // floating-point values 

:ROULETE_6378
0009: $3499 += -2.0 // floating-point values 
0002: jump @ROULETE_6405 

:ROULETE_6395
0009: $3499 += -1.0 // floating-point values 

:ROULETE_6405
0002: jump @ROULETE_6474 

:ROULETE_6412
00D6: if 
0042:   $3499 == -4.0 // floating-point values 
004D: jump_if_false @ROULETE_6474 
00D6: if and
0020:   $3500 > -23.0 // floating-point values 
0022:   1.0 > $3500 // floating-point values 
004D: jump_if_false @ROULETE_6474 
0009: $3499 += -1.0 // floating-point values 

:ROULETE_6474
000A: 3@ += 1 // integer values 
0002: jump @ROULETE_6514 

:ROULETE_6488
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 13@ // integer values 
004D: jump_if_false @ROULETE_6514 
0006: 3@ = 0 // integer values 

:ROULETE_6514
0002: jump @ROULETE_6528 

:ROULETE_6521
0006: 3@ = 0 // integer values 

:ROULETE_6528
00D6: if or
00E1:   key_pressed 0 8 
001A:   -80 > $8556 // integer values 
004D: jump_if_false @ROULETE_6867 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @ROULETE_6834 
008B: 14@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 14@ += 80 // integer values 
00D6: if 
0022:   0.0 > $3500 // floating-point values 
004D: jump_if_false @ROULETE_6779 
00D6: if 
0042:   $3500 == -24.0 // floating-point values 
004D: jump_if_false @ROULETE_6644 
0009: $3500 += 2.0 // floating-point values 
0002: jump @ROULETE_6772 

:ROULETE_6644
00D6: if 
0042:   $3499 == 2.0 // floating-point values 
004D: jump_if_false @ROULETE_6703 
00D6: if 
8042:   not  $3500 == -3.0 // floating-point values 
004D: jump_if_false @ROULETE_6696 
0009: $3500 += 8.0 // floating-point values 

:ROULETE_6696
0002: jump @ROULETE_6772 

:ROULETE_6703
00D6: if 
0042:   $3499 == 4.0 // floating-point values 
004D: jump_if_false @ROULETE_6762 
00D6: if 
8042:   not  $3500 == -1.0 // floating-point values 
004D: jump_if_false @ROULETE_6755 
0009: $3500 += 4.0 // floating-point values 

:ROULETE_6755
0002: jump @ROULETE_6772 

:ROULETE_6762
0009: $3500 += 1.0 // floating-point values 

:ROULETE_6772
0002: jump @ROULETE_6820 

:ROULETE_6779
00D6: if 
0042:   $3500 == 0.0 // floating-point values 
004D: jump_if_false @ROULETE_6820 
0009: $3500 += 2.0 // floating-point values 
0005: $3499 = -2.0 // floating-point values 

:ROULETE_6820
000A: 4@ += 1 // integer values 
0002: jump @ROULETE_6860 

:ROULETE_6834
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 14@ // integer values 
004D: jump_if_false @ROULETE_6860 
0006: 4@ = 0 // integer values 

:ROULETE_6860
0002: jump @ROULETE_6874 

:ROULETE_6867
0006: 4@ = 0 // integer values 

:ROULETE_6874
00D6: if or
00E1:   key_pressed 0 9 
0018:   $8556 > 80 // integer values 
004D: jump_if_false @ROULETE_7331 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @ROULETE_7298 
008B: 15@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 15@ += 80 // integer values 
00D6: if 
0020:   $3500 > -22.0 // floating-point values 
004D: jump_if_false @ROULETE_7125 
00D6: if 
0042:   $3500 == 2.0 // floating-point values 
004D: jump_if_false @ROULETE_6990 
0009: $3500 += -2.0 // floating-point values 
0002: jump @ROULETE_7118 

:ROULETE_6990
00D6: if 
0042:   $3499 == 2.0 // floating-point values 
004D: jump_if_false @ROULETE_7049 
00D6: if 
8042:   not  $3500 == -19.0 // floating-point values 
004D: jump_if_false @ROULETE_7042 
0009: $3500 += -8.0 // floating-point values 

:ROULETE_7042
0002: jump @ROULETE_7118 

:ROULETE_7049
00D6: if 
0042:   $3499 == 4.0 // floating-point values 
004D: jump_if_false @ROULETE_7108 
00D6: if 
8042:   not  $3500 == -21.0 // floating-point values 
004D: jump_if_false @ROULETE_7101 
0009: $3500 += -4.0 // floating-point values 

:ROULETE_7101
0002: jump @ROULETE_7118 

:ROULETE_7108
0009: $3500 += -1.0 // floating-point values 

:ROULETE_7118
0002: jump @ROULETE_7284 

:ROULETE_7125
00D6: if 
0042:   $3499 == -4.0 // floating-point values 
004D: jump_if_false @ROULETE_7184 
00D6: if 
8042:   not  $3500 == -24.0 // floating-point values 
004D: jump_if_false @ROULETE_7177 
0009: $3500 += -2.0 // floating-point values 

:ROULETE_7177
0002: jump @ROULETE_7284 

:ROULETE_7184
00D6: if 
0042:   $3499 == 0.0 // floating-point values 
004D: jump_if_false @ROULETE_7243 
00D6: if 
8042:   not  $3500 == -24.0 // floating-point values 
004D: jump_if_false @ROULETE_7236 
0009: $3500 += -2.0 // floating-point values 

:ROULETE_7236
0002: jump @ROULETE_7284 

:ROULETE_7243
00D6: if 
8042:   not  $3500 == -24.0 // floating-point values 
004D: jump_if_false @ROULETE_7284 
0005: $3499 = -2.0 // floating-point values 
0009: $3500 += -2.0 // floating-point values 

:ROULETE_7284
000A: 5@ += 1 // integer values 
0002: jump @ROULETE_7324 

:ROULETE_7298
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 15@ // integer values 
004D: jump_if_false @ROULETE_7324 
0006: 5@ = 0 // integer values 

:ROULETE_7324
0002: jump @ROULETE_7338 

:ROULETE_7331
0006: 5@ = 0 // integer values 

:ROULETE_7338
0086: $3503 = $3499 // floating-point values only 
0069: $3503 *= $3494 // floating-point values 
0086: $3504 = $3500 // floating-point values only 
0069: $3504 *= $3495 // floating-point values 
0086: $3501 = $3496 // floating-point values only 
0059: $3501 += $3503 // floating-point values 
0086: $3502 = $3497 // floating-point values only 
0059: $3502 += $3504 // floating-point values 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $3501 $3502 $3498 
0009: $TEMPVAR_FLOAT_3 += 0.01 // floating-point values 
01BC: put_object $8552 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:ROULETE_7449
0002: jump @ROULETE_7584 

:ROULETE_7456
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @ROULETE_7584 
00D6: if 
0019:   1@ > 3 // integer values 
004D: jump_if_false @ROULETE_7494 
03E6: remove_text_box 

:ROULETE_7494
009B: destroy_actor_instantly 26@ 
0249: release_model 23@ 
0006: 22@ = 1 // integer values 
0050: gosub @ROULETE_815 
0004: $8549 = 0 // integer values 

:ROULETE_7525
00D6: if 
001A:   151 > $8549 // integer values 
004D: jump_if_false @ROULETE_7567 
0108: destroy_object $8561($8549,151i) 
0008: $8549 += 1 // integer values 
0002: jump @ROULETE_7525 

:ROULETE_7567
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 // integer values 

:ROULETE_7584
0002: jump @ROULETE_7728 

:ROULETE_7591
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @ROULETE_7719 
00D6: if 
0019:   1@ > 3 // integer values 
004D: jump_if_false @ROULETE_7629 
03E6: remove_text_box 

:ROULETE_7629
009B: destroy_actor_instantly 26@ 
0249: release_model 23@ 
0006: 22@ = 1 // integer values 
0050: gosub @ROULETE_815 
0004: $8549 = 0 // integer values 

:ROULETE_7660
00D6: if 
001A:   151 > $8549 // integer values 
004D: jump_if_false @ROULETE_7702 
0108: destroy_object $8561($8549,151i) 
0008: $8549 += 1 // integer values 
0002: jump @ROULETE_7660 

:ROULETE_7702
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 // integer values 

:ROULETE_7719
000C: $1523 -= 1 // integer values 
004E: end_thread 

:ROULETE_7728
0002: jump @ROULETE_7872 

:ROULETE_7735
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @ROULETE_7863 
00D6: if 
0019:   1@ > 3 // integer values 
004D: jump_if_false @ROULETE_7773 
03E6: remove_text_box 

:ROULETE_7773
009B: destroy_actor_instantly 26@ 
0249: release_model 23@ 
0006: 22@ = 1 // integer values 
0050: gosub @ROULETE_815 
0004: $8549 = 0 // integer values 

:ROULETE_7804
00D6: if 
001A:   151 > $8549 // integer values 
004D: jump_if_false @ROULETE_7846 
0108: destroy_object $8561($8549,151i) 
0008: $8549 += 1 // integer values 
0002: jump @ROULETE_7804 

:ROULETE_7846
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 // integer values 

:ROULETE_7863
000C: $1523 -= 1 // integer values 
004E: end_thread 

:ROULETE_7872
0002: jump @ROULETE_8016 

:ROULETE_7879
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @ROULETE_8007 
00D6: if 
0019:   1@ > 3 // integer values 
004D: jump_if_false @ROULETE_7917 
03E6: remove_text_box 

:ROULETE_7917
009B: destroy_actor_instantly 26@ 
0249: release_model 23@ 
0006: 22@ = 1 // integer values 
0050: gosub @ROULETE_815 
0004: $8549 = 0 // integer values 

:ROULETE_7948
00D6: if 
001A:   151 > $8549 // integer values 
004D: jump_if_false @ROULETE_7990 
0108: destroy_object $8561($8549,151i) 
0008: $8549 += 1 // integer values 
0002: jump @ROULETE_7948 

:ROULETE_7990
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 // integer values 

:ROULETE_8007
000C: $1523 -= 1 // integer values 
004E: end_thread 

:ROULETE_8016
0002: jump @ROULETE_927 

:ROULETE_8023
0004: $8549 = 0 // integer values 

:ROULETE_8030
00D6: if 
001A:   151 > $8549 // integer values 
004D: jump_if_false @ROULETE_9701 
00D6: if 
0044:   $3499 == $3507($8549,151f) // floating-point values 
004D: jump_if_false @ROULETE_9687 
00D6: if 
0044:   $3500 == $3658($8549,151f) // floating-point values 
004D: jump_if_false @ROULETE_9687 
008B: 20@ = $8398($8549,151i) // integer values and handles 
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @ROULETE_9317 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 8@ // integer values 
004D: jump_if_false @ROULETE_9310 
010B: $ROULETE_PLAYER_CASH = player $PLAYER_CHAR money 
0008: $ROULETE_PLAYER_CASH += 1 // integer values 
0652: $STAT_GAMBLING_SKILL = stat 81 // integer 
00D6: if 
0018:   $STAT_GAMBLING_SKILL > 999 // integer values 
004D: jump_if_false @ROULETE_8338 
008A: $GAMBLES_CASHWIN = 17@ // integer values and handles 
000C: $GAMBLES_CASHWIN -= 1000000 // integer values 
00D6: if 
001A:   1 > $ROULETE_PLAYER_CASH // integer values 
004D: jump_if_false @ROULETE_8331 
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @ROULETE_8331 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_8324 
0209: $3400 = random_int 0 3 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_8306 
09D6: (unknown) 26@ $3867($3400,3i) 1 1 0 
0002: jump @ROULETE_8324 

:ROULETE_8306
09D6: (unknown) 26@ $3926($3400,3i) 1 1 0 

:ROULETE_8324
0006: 28@ = 1 // integer values 

:ROULETE_8331
0002: jump @ROULETE_8858 

:ROULETE_8338
00D6: if 
0018:   $STAT_GAMBLING_SKILL > 100 // integer values 
004D: jump_if_false @ROULETE_8510 
008A: $GAMBLES_CASHWIN = 17@ // integer values and handles 
000C: $GAMBLES_CASHWIN -= 100000 // integer values 
00D6: if 
001A:   1 > $ROULETE_PLAYER_CASH // integer values 
004D: jump_if_false @ROULETE_8503 
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @ROULETE_8503 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_8496 
0209: $3400 = random_int 0 3 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_8478 
09D6: (unknown) 26@ $3867($3400,3i) 1 1 0 
0002: jump @ROULETE_8496 

:ROULETE_8478
09D6: (unknown) 26@ $3926($3400,3i) 1 1 0 

:ROULETE_8496
0006: 28@ = 1 // integer values 

:ROULETE_8503
0002: jump @ROULETE_8858 

:ROULETE_8510
00D6: if 
0018:   $STAT_GAMBLING_SKILL > 10 // integer values 
004D: jump_if_false @ROULETE_8680 
008A: $GAMBLES_CASHWIN = 17@ // integer values and handles 
000C: $GAMBLES_CASHWIN -= 10000 // integer values 
00D6: if 
001A:   1 > $ROULETE_PLAYER_CASH // integer values 
004D: jump_if_false @ROULETE_8673 
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @ROULETE_8673 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_8666 
0209: $3400 = random_int 0 3 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_8648 
09D6: (unknown) 26@ $3867($3400,3i) 1 1 0 
0002: jump @ROULETE_8666 

:ROULETE_8648
09D6: (unknown) 26@ $3926($3400,3i) 1 1 0 

:ROULETE_8666
0006: 28@ = 1 // integer values 

:ROULETE_8673
0002: jump @ROULETE_8858 

:ROULETE_8680
00D6: if 
0018:   $STAT_GAMBLING_SKILL > 1 // integer values 
004D: jump_if_false @ROULETE_8850 
008A: $GAMBLES_CASHWIN = 17@ // integer values and handles 
000C: $GAMBLES_CASHWIN -= 1000 // integer values 
00D6: if 
001A:   1 > $ROULETE_PLAYER_CASH // integer values 
004D: jump_if_false @ROULETE_8843 
00D6: if 
0039:   28@ == 0 // integer values 
004D: jump_if_false @ROULETE_8843 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_8836 
0209: $3400 = random_int 0 3 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_8818 
09D6: (unknown) 26@ $3867($3400,3i) 1 1 0 
0002: jump @ROULETE_8836 

:ROULETE_8818
09D6: (unknown) 26@ $3926($3400,3i) 1 1 0 

:ROULETE_8836
0006: 28@ = 1 // integer values 

:ROULETE_8843
0002: jump @ROULETE_8858 

:ROULETE_8850
008A: $GAMBLES_CASHWIN = 17@ // integer values and handles 

:ROULETE_8858
00D6: if and
001F:   21@ > $8551 // integer values 
001C:   $ROULETE_PLAYER_CASH > $GAMBLES_CASHWIN // integer values 
004D: jump_if_false @ROULETE_9145 
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_8927 
097A: (unknown) 0.0 0.0 0.0 1083 

:ROULETE_8927
005A: 20@ += 17@ // integer values 
008A: $ROULETE_PLAYER_CASH = 17@ // integer values and handles 
0010: $ROULETE_PLAYER_CASH *= -1 // integer values 
0109: player $PLAYER_CHAR money += $ROULETE_PLAYER_CASH 
005E: $8551 += 17@ // integer values 
008A: $ROULETE_PLAYER_CASH = 17@ // integer values and handles 
0010: $ROULETE_PLAYER_CASH *= 26 // integer values 
00D6: if 
001E:   $ROULETE_PLAYER_CASH > 20@ // integer values 
004D: jump_if_false @ROULETE_9096 
01BB: store_object $8552 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.14 // floating-point values 
008A: $ROULETE_PLAYER_CASH = 20@ // integer values and handles 
0074: $ROULETE_PLAYER_CASH /= 17@ // integer values 
008D: $3401 = integer_to_float $ROULETE_PLAYER_CASH 
0011: $3401 *= 0.005 // floating-point values 
0059: $TEMPVAR_FLOAT_3 += $3401 // floating-point values 
0108: destroy_object $8561($8549,151i) 
029B: $8561($8549,151i) = init_object 19@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:ROULETE_9096
008B: 8@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
005A: 8@ += 10@ // integer values 
00D6: if 
0039:   10@ == 500 // integer values 
004D: jump_if_false @ROULETE_9138 
0006: 10@ = 80 // integer values 

:ROULETE_9138
0002: jump @ROULETE_9310 

:ROULETE_9145
00D6: if 
002C:   $GAMBLES_CASHWIN >= $ROULETE_PLAYER_CASH // integer values 
004D: jump_if_false @ROULETE_9250 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_9250 
0209: $3400 = random_int 0 3 
00D6: if 
04A4:   23@ == 11 // integer values OR floating-point values 
004D: jump_if_false @ROULETE_9232 
09D6: (unknown) 26@ $3814($3400,3i) 1 1 0 
0002: jump @ROULETE_9250 

:ROULETE_9232
09D6: (unknown) 26@ $3873($3400,3i) 1 1 0 

:ROULETE_9250
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_9292 
097A: (unknown) 0.0 0.0 0.0 1085 

:ROULETE_9292
008B: 8@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 8@ += 6000000 // integer values 

:ROULETE_9310
0002: jump @ROULETE_9675 

:ROULETE_9317
008B: 8@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0006: 10@ = 500 // integer values 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @ROULETE_9659 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 6@ // integer values 
004D: jump_if_false @ROULETE_9652 
00D6: if or
001D:   20@ > 17@ // integer values 
003B:   20@ == 17@ // integer values 
004D: jump_if_false @ROULETE_9610 
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_9438 
097A: (unknown) 0.0 0.0 0.0 1084 

:ROULETE_9438
0062: 20@ -= 17@ // integer values 
0066: $8551 -= 17@ // integer values 
0109: player $PLAYER_CHAR money += 17@ 
008A: $ROULETE_PLAYER_CASH = 17@ // integer values and handles 
0010: $ROULETE_PLAYER_CASH *= 26 // integer values 
00D6: if 
001E:   $ROULETE_PLAYER_CASH > 20@ // integer values 
004D: jump_if_false @ROULETE_9610 
01BB: store_object $8552 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.14 // floating-point values 
008A: $ROULETE_PLAYER_CASH = 20@ // integer values and handles 
0074: $ROULETE_PLAYER_CASH /= 17@ // integer values 
008D: $3401 = integer_to_float $ROULETE_PLAYER_CASH 
0011: $3401 *= 0.005 // floating-point values 
0059: $TEMPVAR_FLOAT_3 += $3401 // floating-point values 
0108: destroy_object $8561($8549,151i) 
00D6: if 
0019:   20@ > 0 // integer values 
004D: jump_if_false @ROULETE_9610 
029B: $8561($8549,151i) = init_object 19@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:ROULETE_9610
008B: 6@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
005A: 6@ += 11@ // integer values 
00D6: if 
0039:   11@ == 500 // integer values 
004D: jump_if_false @ROULETE_9652 
0006: 11@ = 80 // integer values 

:ROULETE_9652
0002: jump @ROULETE_9675 

:ROULETE_9659
008B: 6@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
0006: 11@ = 500 // integer values 

:ROULETE_9675
008A: $8398($8549,151i) = 20@ // integer values and handles 

:ROULETE_9687
0008: $8549 += 1 // integer values 
0002: jump @ROULETE_8030 

:ROULETE_9701
0051: return 

:ROULETE_9703
00D6: if 
0039:   18@ == 0 // integer values 
004D: jump_if_false @ROULETE_9743 
0010: $8398 *= 36 // integer values 
0058: $8550 += $8398 // integer values 
0004: $8398 = 0 // integer values 

:ROULETE_9743
00D6: if 
0039:   18@ == 1 // integer values 
004D: jump_if_false @ROULETE_9926 
0010: $8399 *= 36 // integer values 
0058: $8550 += $8399 // integer values 
0010: $8435 *= 18 // integer values 
0058: $8550 += $8435 // integer values 
0010: $8459 *= 18 // integer values 
0058: $8550 += $8459 // integer values 
0010: $8492 *= 12 // integer values 
0058: $8550 += $8492 // integer values 
0010: $8504 *= 9 // integer values 
0058: $8550 += $8504 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8538 *= 6 // integer values 
0058: $8550 += $8538 // integer values 

:ROULETE_9926
00D6: if 
0039:   18@ == 2 // integer values 
004D: jump_if_false @ROULETE_10139 
0010: $8400 *= 36 // integer values 
0058: $8550 += $8400 // integer values 
0010: $8435 *= 18 // integer values 
0058: $8550 += $8435 // integer values 
0010: $8436 *= 18 // integer values 
0058: $8550 += $8436 // integer values 
0010: $8460 *= 18 // integer values 
0058: $8550 += $8460 // integer values 
0010: $8492 *= 12 // integer values 
0058: $8550 += $8492 // integer values 
0010: $8504 *= 9 // integer values 
0058: $8550 += $8504 // integer values 
0010: $8505 *= 9 // integer values 
0058: $8550 += $8504 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8538 *= 6 // integer values 
0058: $8550 += $8538 // integer values 

:ROULETE_10139
00D6: if 
0039:   18@ == 3 // integer values 
004D: jump_if_false @ROULETE_10322 
0010: $8401 *= 36 // integer values 
0058: $8550 += $8401 // integer values 
0010: $8436 *= 18 // integer values 
0058: $8550 += $8436 // integer values 
0010: $8461 *= 18 // integer values 
0058: $8550 += $8461 // integer values 
0010: $8492 *= 12 // integer values 
0058: $8550 += $8492 // integer values 
0010: $8505 *= 9 // integer values 
0058: $8550 += $8504 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8538 *= 6 // integer values 
0058: $8550 += $8538 // integer values 

:ROULETE_10322
00D6: if 
0039:   18@ == 4 // integer values 
004D: jump_if_false @ROULETE_10550 
0010: $8402 *= 36 // integer values 
0058: $8550 += $8402 // integer values 
0010: $8459 *= 18 // integer values 
0058: $8550 += $8459 // integer values 
0010: $8437 *= 18 // integer values 
0058: $8550 += $8437 // integer values 
0010: $8462 *= 18 // integer values 
0058: $8550 += $8462 // integer values 
0010: $8493 *= 12 // integer values 
0058: $8550 += $8493 // integer values 
0010: $8504 *= 9 // integer values 
0058: $8550 += $8504 // integer values 
0010: $8506 *= 9 // integer values 
0058: $8550 += $8506 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8538 *= 6 // integer values 
0058: $8550 += $8538 // integer values 
0010: $8539 *= 6 // integer values 
0058: $8550 += $8539 // integer values 

:ROULETE_10550
00D6: if 
0039:   18@ == 5 // integer values 
004D: jump_if_false @ROULETE_10823 
0010: $8403 *= 36 // integer values 
0058: $8550 += $8403 // integer values 
0010: $8460 *= 18 // integer values 
0058: $8550 += $8460 // integer values 
0010: $8437 *= 18 // integer values 
0058: $8550 += $8437 // integer values 
0010: $8438 *= 18 // integer values 
0058: $8550 += $8438 // integer values 
0010: $8463 *= 18 // integer values 
0058: $8550 += $8463 // integer values 
0010: $8493 *= 12 // integer values 
0058: $8550 += $8493 // integer values 
0010: $8504 *= 9 // integer values 
0058: $8550 += $8504 // integer values 
0010: $8505 *= 9 // integer values 
0058: $8550 += $8505 // integer values 
0010: $8506 *= 9 // integer values 
0058: $8550 += $8506 // integer values 
0010: $8507 *= 9 // integer values 
0058: $8550 += $8507 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8538 *= 6 // integer values 
0058: $8550 += $8538 // integer values 
0010: $8539 *= 6 // integer values 
0058: $8550 += $8539 // integer values 

:ROULETE_10823
00D6: if 
0039:   18@ == 6 // integer values 
004D: jump_if_false @ROULETE_11051 
0010: $8404 *= 36 // integer values 
0058: $8550 += $8404 // integer values 
0010: $8461 *= 18 // integer values 
0058: $8550 += $8461 // integer values 
0010: $8438 *= 18 // integer values 
0058: $8550 += $8438 // integer values 
0010: $8464 *= 18 // integer values 
0058: $8550 += $8464 // integer values 
0010: $8493 *= 12 // integer values 
0058: $8550 += $8493 // integer values 
0010: $8505 *= 9 // integer values 
0058: $8550 += $8505 // integer values 
0010: $8507 *= 9 // integer values 
0058: $8550 += $8507 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8538 *= 6 // integer values 
0058: $8550 += $8538 // integer values 
0010: $8539 *= 6 // integer values 
0058: $8550 += $8539 // integer values 

:ROULETE_11051
00D6: if 
0039:   18@ == 7 // integer values 
004D: jump_if_false @ROULETE_11279 
0010: $8405 *= 36 // integer values 
0058: $8550 += $8405 // integer values 
0010: $8462 *= 18 // integer values 
0058: $8550 += $8462 // integer values 
0010: $8439 *= 18 // integer values 
0058: $8550 += $8439 // integer values 
0010: $8465 *= 18 // integer values 
0058: $8550 += $8465 // integer values 
0010: $8494 *= 12 // integer values 
0058: $8550 += $8494 // integer values 
0010: $8506 *= 9 // integer values 
0058: $8550 += $8506 // integer values 
0010: $8508 *= 9 // integer values 
0058: $8550 += $8508 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8539 *= 6 // integer values 
0058: $8550 += $8539 // integer values 
0010: $8540 *= 6 // integer values 
0058: $8550 += $8540 // integer values 

:ROULETE_11279
00D6: if 
0039:   18@ == 8 // integer values 
004D: jump_if_false @ROULETE_11552 
0010: $8406 *= 36 // integer values 
0058: $8550 += $8406 // integer values 
0010: $8463 *= 18 // integer values 
0058: $8550 += $8463 // integer values 
0010: $8439 *= 18 // integer values 
0058: $8550 += $8439 // integer values 
0010: $8440 *= 18 // integer values 
0058: $8550 += $8440 // integer values 
0010: $8466 *= 18 // integer values 
0058: $8550 += $8466 // integer values 
0010: $8494 *= 12 // integer values 
0058: $8550 += $8494 // integer values 
0010: $8506 *= 9 // integer values 
0058: $8550 += $8506 // integer values 
0010: $8507 *= 9 // integer values 
0058: $8550 += $8507 // integer values 
0010: $8508 *= 9 // integer values 
0058: $8550 += $8508 // integer values 
0010: $8509 *= 9 // integer values 
0058: $8550 += $8509 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8539 *= 6 // integer values 
0058: $8550 += $8539 // integer values 
0010: $8540 *= 6 // integer values 
0058: $8550 += $8540 // integer values 

:ROULETE_11552
00D6: if 
0039:   18@ == 9 // integer values 
004D: jump_if_false @ROULETE_11780 
0010: $8407 *= 36 // integer values 
0058: $8550 += $8407 // integer values 
0010: $8464 *= 18 // integer values 
0058: $8550 += $8464 // integer values 
0010: $8440 *= 18 // integer values 
0058: $8550 += $8440 // integer values 
0010: $8467 *= 18 // integer values 
0058: $8550 += $8467 // integer values 
0010: $8494 *= 12 // integer values 
0058: $8550 += $8494 // integer values 
0010: $8507 *= 9 // integer values 
0058: $8550 += $8507 // integer values 
0010: $8509 *= 9 // integer values 
0058: $8550 += $8509 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8539 *= 6 // integer values 
0058: $8550 += $8539 // integer values 
0010: $8540 *= 6 // integer values 
0058: $8550 += $8540 // integer values 

:ROULETE_11780
00D6: if 
0039:   18@ == 10 // integer values 
004D: jump_if_false @ROULETE_12008 
0010: $8408 *= 36 // integer values 
0058: $8550 += $8408 // integer values 
0010: $8465 *= 18 // integer values 
0058: $8550 += $8465 // integer values 
0010: $8441 *= 18 // integer values 
0058: $8550 += $8441 // integer values 
0010: $8468 *= 18 // integer values 
0058: $8550 += $8468 // integer values 
0010: $8495 *= 12 // integer values 
0058: $8550 += $8495 // integer values 
0010: $8508 *= 9 // integer values 
0058: $8550 += $8508 // integer values 
0010: $8510 *= 9 // integer values 
0058: $8550 += $8510 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8540 *= 6 // integer values 
0058: $8550 += $8540 // integer values 
0010: $8541 *= 6 // integer values 
0058: $8550 += $8541 // integer values 

:ROULETE_12008
00D6: if 
0039:   18@ == 11 // integer values 
004D: jump_if_false @ROULETE_12281 
0010: $8409 *= 36 // integer values 
0058: $8550 += $8409 // integer values 
0010: $8466 *= 18 // integer values 
0058: $8550 += $8466 // integer values 
0010: $8441 *= 18 // integer values 
0058: $8550 += $8441 // integer values 
0010: $8442 *= 18 // integer values 
0058: $8550 += $8442 // integer values 
0010: $8469 *= 18 // integer values 
0058: $8550 += $8469 // integer values 
0010: $8495 *= 12 // integer values 
0058: $8550 += $8495 // integer values 
0010: $8508 *= 9 // integer values 
0058: $8550 += $8508 // integer values 
0010: $8509 *= 9 // integer values 
0058: $8550 += $8509 // integer values 
0010: $8510 *= 9 // integer values 
0058: $8550 += $8510 // integer values 
0010: $8511 *= 9 // integer values 
0058: $8550 += $8511 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8540 *= 6 // integer values 
0058: $8550 += $8540 // integer values 
0010: $8541 *= 6 // integer values 
0058: $8550 += $8541 // integer values 

:ROULETE_12281
00D6: if 
0039:   18@ == 12 // integer values 
004D: jump_if_false @ROULETE_12509 
0010: $8410 *= 36 // integer values 
0058: $8550 += $8410 // integer values 
0010: $8467 *= 18 // integer values 
0058: $8550 += $8467 // integer values 
0010: $8442 *= 18 // integer values 
0058: $8550 += $8442 // integer values 
0010: $8470 *= 18 // integer values 
0058: $8550 += $8470 // integer values 
0010: $8495 *= 12 // integer values 
0058: $8550 += $8495 // integer values 
0010: $8509 *= 9 // integer values 
0058: $8550 += $8509 // integer values 
0010: $8511 *= 9 // integer values 
0058: $8550 += $8511 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8529 *= 3 // integer values 
0058: $8550 += $8529 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8540 *= 6 // integer values 
0058: $8550 += $8540 // integer values 
0010: $8541 *= 6 // integer values 
0058: $8550 += $8541 // integer values 

:ROULETE_12509
00D6: if 
0039:   18@ == 13 // integer values 
004D: jump_if_false @ROULETE_12737 
0010: $8411 *= 36 // integer values 
0058: $8550 += $8411 // integer values 
0010: $8468 *= 18 // integer values 
0058: $8550 += $8468 // integer values 
0010: $8443 *= 18 // integer values 
0058: $8550 += $8443 // integer values 
0010: $8471 *= 18 // integer values 
0058: $8550 += $8471 // integer values 
0010: $8496 *= 12 // integer values 
0058: $8550 += $8496 // integer values 
0010: $8510 *= 9 // integer values 
0058: $8550 += $8510 // integer values 
0010: $8512 *= 9 // integer values 
0058: $8550 += $8512 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8541 *= 6 // integer values 
0058: $8550 += $8541 // integer values 
0010: $8542 *= 6 // integer values 
0058: $8550 += $8542 // integer values 

:ROULETE_12737
00D6: if 
0039:   18@ == 14 // integer values 
004D: jump_if_false @ROULETE_13010 
0010: $8412 *= 36 // integer values 
0058: $8550 += $8412 // integer values 
0010: $8469 *= 18 // integer values 
0058: $8550 += $8469 // integer values 
0010: $8443 *= 18 // integer values 
0058: $8550 += $8443 // integer values 
0010: $8444 *= 18 // integer values 
0058: $8550 += $8444 // integer values 
0010: $8472 *= 18 // integer values 
0058: $8550 += $8472 // integer values 
0010: $8496 *= 12 // integer values 
0058: $8550 += $8496 // integer values 
0010: $8510 *= 9 // integer values 
0058: $8550 += $8510 // integer values 
0010: $8511 *= 9 // integer values 
0058: $8550 += $8511 // integer values 
0010: $8512 *= 9 // integer values 
0058: $8550 += $8512 // integer values 
0010: $8513 *= 9 // integer values 
0058: $8550 += $8513 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8541 *= 6 // integer values 
0058: $8550 += $8541 // integer values 
0010: $8542 *= 6 // integer values 
0058: $8550 += $8542 // integer values 

:ROULETE_13010
00D6: if 
0039:   18@ == 15 // integer values 
004D: jump_if_false @ROULETE_13238 
0010: $8413 *= 36 // integer values 
0058: $8550 += $8413 // integer values 
0010: $8470 *= 18 // integer values 
0058: $8550 += $8470 // integer values 
0010: $8444 *= 18 // integer values 
0058: $8550 += $8444 // integer values 
0010: $8473 *= 18 // integer values 
0058: $8550 += $8473 // integer values 
0010: $8496 *= 12 // integer values 
0058: $8550 += $8496 // integer values 
0010: $8511 *= 9 // integer values 
0058: $8550 += $8511 // integer values 
0010: $8513 *= 9 // integer values 
0058: $8550 += $8513 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8541 *= 6 // integer values 
0058: $8550 += $8541 // integer values 
0010: $8542 *= 6 // integer values 
0058: $8550 += $8542 // integer values 

:ROULETE_13238
00D6: if 
0039:   18@ == 16 // integer values 
004D: jump_if_false @ROULETE_13466 
0010: $8414 *= 36 // integer values 
0058: $8550 += $8414 // integer values 
0010: $8471 *= 18 // integer values 
0058: $8550 += $8471 // integer values 
0010: $8445 *= 18 // integer values 
0058: $8550 += $8445 // integer values 
0010: $8474 *= 18 // integer values 
0058: $8550 += $8474 // integer values 
0010: $8497 *= 12 // integer values 
0058: $8550 += $8497 // integer values 
0010: $8512 *= 9 // integer values 
0058: $8550 += $8512 // integer values 
0010: $8514 *= 9 // integer values 
0058: $8550 += $8514 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8542 *= 6 // integer values 
0058: $8550 += $8542 // integer values 
0010: $8543 *= 6 // integer values 
0058: $8550 += $8543 // integer values 

:ROULETE_13466
00D6: if 
0039:   18@ == 17 // integer values 
004D: jump_if_false @ROULETE_13739 
0010: $8415 *= 36 // integer values 
0058: $8550 += $8415 // integer values 
0010: $8472 *= 18 // integer values 
0058: $8550 += $8472 // integer values 
0010: $8445 *= 18 // integer values 
0058: $8550 += $8445 // integer values 
0010: $8446 *= 18 // integer values 
0058: $8550 += $8446 // integer values 
0010: $8475 *= 18 // integer values 
0058: $8550 += $8475 // integer values 
0010: $8497 *= 12 // integer values 
0058: $8550 += $8497 // integer values 
0010: $8512 *= 9 // integer values 
0058: $8550 += $8512 // integer values 
0010: $8513 *= 9 // integer values 
0058: $8550 += $8513 // integer values 
0010: $8514 *= 9 // integer values 
0058: $8550 += $8514 // integer values 
0010: $8515 *= 9 // integer values 
0058: $8550 += $8515 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8542 *= 6 // integer values 
0058: $8550 += $8542 // integer values 
0010: $8543 *= 6 // integer values 
0058: $8550 += $8543 // integer values 

:ROULETE_13739
00D6: if 
0039:   18@ == 18 // integer values 
004D: jump_if_false @ROULETE_13967 
0010: $8416 *= 36 // integer values 
0058: $8550 += $8416 // integer values 
0010: $8473 *= 18 // integer values 
0058: $8550 += $8473 // integer values 
0010: $8446 *= 18 // integer values 
0058: $8550 += $8446 // integer values 
0010: $8476 *= 18 // integer values 
0058: $8550 += $8476 // integer values 
0010: $8497 *= 12 // integer values 
0058: $8550 += $8497 // integer values 
0010: $8513 *= 9 // integer values 
0058: $8550 += $8513 // integer values 
0010: $8515 *= 9 // integer values 
0058: $8550 += $8515 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8532 *= 2 // integer values 
0058: $8550 += $8532 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8542 *= 6 // integer values 
0058: $8550 += $8542 // integer values 
0010: $8543 *= 6 // integer values 
0058: $8550 += $8543 // integer values 

:ROULETE_13967
00D6: if 
0039:   18@ == 19 // integer values 
004D: jump_if_false @ROULETE_14195 
0010: $8417 *= 36 // integer values 
0058: $8550 += $8417 // integer values 
0010: $8474 *= 18 // integer values 
0058: $8550 += $8474 // integer values 
0010: $8447 *= 18 // integer values 
0058: $8550 += $8447 // integer values 
0010: $8477 *= 18 // integer values 
0058: $8550 += $8477 // integer values 
0010: $8498 *= 12 // integer values 
0058: $8550 += $8498 // integer values 
0010: $8514 *= 9 // integer values 
0058: $8550 += $8514 // integer values 
0010: $8516 *= 9 // integer values 
0058: $8550 += $8516 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8543 *= 6 // integer values 
0058: $8550 += $8543 // integer values 
0010: $8544 *= 6 // integer values 
0058: $8550 += $8544 // integer values 

:ROULETE_14195
00D6: if 
0039:   18@ == 20 // integer values 
004D: jump_if_false @ROULETE_14468 
0010: $8418 *= 36 // integer values 
0058: $8550 += $8418 // integer values 
0010: $8475 *= 18 // integer values 
0058: $8550 += $8475 // integer values 
0010: $8447 *= 18 // integer values 
0058: $8550 += $8447 // integer values 
0010: $8448 *= 18 // integer values 
0058: $8550 += $8448 // integer values 
0010: $8478 *= 18 // integer values 
0058: $8550 += $8478 // integer values 
0010: $8498 *= 12 // integer values 
0058: $8550 += $8498 // integer values 
0010: $8514 *= 9 // integer values 
0058: $8550 += $8514 // integer values 
0010: $8515 *= 9 // integer values 
0058: $8550 += $8515 // integer values 
0010: $8516 *= 9 // integer values 
0058: $8550 += $8516 // integer values 
0010: $8517 *= 9 // integer values 
0058: $8550 += $8517 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8543 *= 6 // integer values 
0058: $8550 += $8543 // integer values 
0010: $8544 *= 6 // integer values 
0058: $8550 += $8544 // integer values 

:ROULETE_14468
00D6: if 
0039:   18@ == 21 // integer values 
004D: jump_if_false @ROULETE_14696 
0010: $8419 *= 36 // integer values 
0058: $8550 += $8419 // integer values 
0010: $8476 *= 18 // integer values 
0058: $8550 += $8476 // integer values 
0010: $8448 *= 18 // integer values 
0058: $8550 += $8448 // integer values 
0010: $8479 *= 18 // integer values 
0058: $8550 += $8479 // integer values 
0010: $8498 *= 12 // integer values 
0058: $8550 += $8498 // integer values 
0010: $8515 *= 9 // integer values 
0058: $8550 += $8515 // integer values 
0010: $8517 *= 9 // integer values 
0058: $8550 += $8517 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8543 *= 6 // integer values 
0058: $8550 += $8543 // integer values 
0010: $8544 *= 6 // integer values 
0058: $8550 += $8544 // integer values 

:ROULETE_14696
00D6: if 
0039:   18@ == 22 // integer values 
004D: jump_if_false @ROULETE_14924 
0010: $8420 *= 36 // integer values 
0058: $8550 += $8420 // integer values 
0010: $8477 *= 18 // integer values 
0058: $8550 += $8477 // integer values 
0010: $8449 *= 18 // integer values 
0058: $8550 += $8449 // integer values 
0010: $8480 *= 18 // integer values 
0058: $8550 += $8480 // integer values 
0010: $8499 *= 12 // integer values 
0058: $8550 += $8499 // integer values 
0010: $8516 *= 9 // integer values 
0058: $8550 += $8516 // integer values 
0010: $8518 *= 9 // integer values 
0058: $8550 += $8518 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8544 *= 6 // integer values 
0058: $8550 += $8544 // integer values 
0010: $8545 *= 6 // integer values 
0058: $8550 += $8545 // integer values 

:ROULETE_14924
00D6: if 
0039:   18@ == 23 // integer values 
004D: jump_if_false @ROULETE_15197 
0010: $8421 *= 36 // integer values 
0058: $8550 += $8421 // integer values 
0010: $8478 *= 18 // integer values 
0058: $8550 += $8478 // integer values 
0010: $8449 *= 18 // integer values 
0058: $8550 += $8449 // integer values 
0010: $8450 *= 18 // integer values 
0058: $8550 += $8450 // integer values 
0010: $8481 *= 18 // integer values 
0058: $8550 += $8481 // integer values 
0010: $8499 *= 12 // integer values 
0058: $8550 += $8499 // integer values 
0010: $8516 *= 9 // integer values 
0058: $8550 += $8516 // integer values 
0010: $8517 *= 9 // integer values 
0058: $8550 += $8517 // integer values 
0010: $8518 *= 9 // integer values 
0058: $8550 += $8518 // integer values 
0010: $8519 *= 9 // integer values 
0058: $8550 += $8519 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8544 *= 6 // integer values 
0058: $8550 += $8544 // integer values 
0010: $8545 *= 6 // integer values 
0058: $8550 += $8545 // integer values 

:ROULETE_15197
00D6: if 
0039:   18@ == 24 // integer values 
004D: jump_if_false @ROULETE_15425 
0010: $8422 *= 36 // integer values 
0058: $8550 += $8422 // integer values 
0010: $8479 *= 18 // integer values 
0058: $8550 += $8479 // integer values 
0010: $8450 *= 18 // integer values 
0058: $8550 += $8450 // integer values 
0010: $8482 *= 18 // integer values 
0058: $8550 += $8482 // integer values 
0010: $8499 *= 12 // integer values 
0058: $8550 += $8499 // integer values 
0010: $8517 *= 9 // integer values 
0058: $8550 += $8517 // integer values 
0010: $8519 *= 9 // integer values 
0058: $8550 += $8519 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8530 *= 3 // integer values 
0058: $8550 += $8530 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8544 *= 6 // integer values 
0058: $8550 += $8544 // integer values 
0010: $8545 *= 6 // integer values 
0058: $8550 += $8545 // integer values 

:ROULETE_15425
00D6: if 
0039:   18@ == 25 // integer values 
004D: jump_if_false @ROULETE_15653 
0010: $8423 *= 36 // integer values 
0058: $8550 += $8423 // integer values 
0010: $8480 *= 18 // integer values 
0058: $8550 += $8480 // integer values 
0010: $8451 *= 18 // integer values 
0058: $8550 += $8451 // integer values 
0010: $8483 *= 18 // integer values 
0058: $8550 += $8483 // integer values 
0010: $8500 *= 12 // integer values 
0058: $8550 += $8500 // integer values 
0010: $8518 *= 9 // integer values 
0058: $8550 += $8518 // integer values 
0010: $8520 *= 9 // integer values 
0058: $8550 += $8520 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8545 *= 6 // integer values 
0058: $8550 += $8545 // integer values 
0010: $8546 *= 6 // integer values 
0058: $8550 += $8546 // integer values 

:ROULETE_15653
00D6: if 
0039:   18@ == 26 // integer values 
004D: jump_if_false @ROULETE_15926 
0010: $8424 *= 36 // integer values 
0058: $8550 += $8424 // integer values 
0010: $8481 *= 18 // integer values 
0058: $8550 += $8481 // integer values 
0010: $8451 *= 18 // integer values 
0058: $8550 += $8451 // integer values 
0010: $8452 *= 18 // integer values 
0058: $8550 += $8452 // integer values 
0010: $8484 *= 18 // integer values 
0058: $8550 += $8484 // integer values 
0010: $8500 *= 12 // integer values 
0058: $8550 += $8500 // integer values 
0010: $8518 *= 9 // integer values 
0058: $8550 += $8518 // integer values 
0010: $8519 *= 9 // integer values 
0058: $8550 += $8519 // integer values 
0010: $8520 *= 9 // integer values 
0058: $8550 += $8520 // integer values 
0010: $8521 *= 9 // integer values 
0058: $8550 += $8521 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8545 *= 6 // integer values 
0058: $8550 += $8545 // integer values 
0010: $8546 *= 6 // integer values 
0058: $8550 += $8546 // integer values 

:ROULETE_15926
00D6: if 
0039:   18@ == 27 // integer values 
004D: jump_if_false @ROULETE_16154 
0010: $8425 *= 36 // integer values 
0058: $8550 += $8425 // integer values 
0010: $8482 *= 18 // integer values 
0058: $8550 += $8482 // integer values 
0010: $8452 *= 18 // integer values 
0058: $8550 += $8452 // integer values 
0010: $8485 *= 18 // integer values 
0058: $8550 += $8485 // integer values 
0010: $8500 *= 12 // integer values 
0058: $8550 += $8500 // integer values 
0010: $8519 *= 9 // integer values 
0058: $8550 += $8519 // integer values 
0010: $8521 *= 9 // integer values 
0058: $8550 += $8521 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8545 *= 6 // integer values 
0058: $8550 += $8545 // integer values 
0010: $8546 *= 6 // integer values 
0058: $8550 += $8546 // integer values 

:ROULETE_16154
00D6: if 
0039:   18@ == 28 // integer values 
004D: jump_if_false @ROULETE_16382 
0010: $8426 *= 36 // integer values 
0058: $8550 += $8426 // integer values 
0010: $8483 *= 18 // integer values 
0058: $8550 += $8483 // integer values 
0010: $8453 *= 18 // integer values 
0058: $8550 += $8453 // integer values 
0010: $8486 *= 18 // integer values 
0058: $8550 += $8486 // integer values 
0010: $8501 *= 12 // integer values 
0058: $8550 += $8501 // integer values 
0010: $8520 *= 9 // integer values 
0058: $8550 += $8520 // integer values 
0010: $8522 *= 9 // integer values 
0058: $8550 += $8522 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8546 *= 6 // integer values 
0058: $8550 += $8546 // integer values 
0010: $8547 *= 6 // integer values 
0058: $8550 += $8547 // integer values 

:ROULETE_16382
00D6: if 
0039:   18@ == 29 // integer values 
004D: jump_if_false @ROULETE_16655 
0010: $8427 *= 36 // integer values 
0058: $8550 += $8427 // integer values 
0010: $8484 *= 18 // integer values 
0058: $8550 += $8484 // integer values 
0010: $8453 *= 18 // integer values 
0058: $8550 += $8453 // integer values 
0010: $8454 *= 18 // integer values 
0058: $8550 += $8454 // integer values 
0010: $8487 *= 18 // integer values 
0058: $8550 += $8487 // integer values 
0010: $8501 *= 12 // integer values 
0058: $8550 += $8501 // integer values 
0010: $8520 *= 9 // integer values 
0058: $8550 += $8520 // integer values 
0010: $8521 *= 9 // integer values 
0058: $8550 += $8521 // integer values 
0010: $8522 *= 9 // integer values 
0058: $8550 += $8522 // integer values 
0010: $8523 *= 9 // integer values 
0058: $8550 += $8523 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8546 *= 6 // integer values 
0058: $8550 += $8546 // integer values 
0010: $8547 *= 6 // integer values 
0058: $8550 += $8547 // integer values 

:ROULETE_16655
00D6: if 
0039:   18@ == 30 // integer values 
004D: jump_if_false @ROULETE_16883 
0010: $8428 *= 36 // integer values 
0058: $8550 += $8428 // integer values 
0010: $8485 *= 18 // integer values 
0058: $8550 += $8485 // integer values 
0010: $8454 *= 18 // integer values 
0058: $8550 += $8454 // integer values 
0010: $8488 *= 18 // integer values 
0058: $8550 += $8488 // integer values 
0010: $8501 *= 12 // integer values 
0058: $8550 += $8501 // integer values 
0010: $8521 *= 9 // integer values 
0058: $8550 += $8521 // integer values 
0010: $8523 *= 9 // integer values 
0058: $8550 += $8523 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8546 *= 6 // integer values 
0058: $8550 += $8546 // integer values 
0010: $8547 *= 6 // integer values 
0058: $8550 += $8547 // integer values 

:ROULETE_16883
00D6: if 
0039:   18@ == 31 // integer values 
004D: jump_if_false @ROULETE_17111 
0010: $8429 *= 36 // integer values 
0058: $8550 += $8429 // integer values 
0010: $8486 *= 18 // integer values 
0058: $8550 += $8486 // integer values 
0010: $8455 *= 18 // integer values 
0058: $8550 += $8455 // integer values 
0010: $8489 *= 18 // integer values 
0058: $8550 += $8489 // integer values 
0010: $8502 *= 12 // integer values 
0058: $8550 += $8502 // integer values 
0010: $8522 *= 9 // integer values 
0058: $8550 += $8522 // integer values 
0010: $8524 *= 9 // integer values 
0058: $8550 += $8524 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8547 *= 6 // integer values 
0058: $8550 += $8547 // integer values 
0010: $8548 *= 6 // integer values 
0058: $8550 += $8548 // integer values 

:ROULETE_17111
00D6: if 
0039:   18@ == 32 // integer values 
004D: jump_if_false @ROULETE_17384 
0010: $8430 *= 36 // integer values 
0058: $8550 += $8430 // integer values 
0010: $8487 *= 18 // integer values 
0058: $8550 += $8487 // integer values 
0010: $8455 *= 18 // integer values 
0058: $8550 += $8455 // integer values 
0010: $8456 *= 18 // integer values 
0058: $8550 += $8456 // integer values 
0010: $8490 *= 18 // integer values 
0058: $8550 += $8490 // integer values 
0010: $8502 *= 12 // integer values 
0058: $8550 += $8502 // integer values 
0010: $8522 *= 9 // integer values 
0058: $8550 += $8522 // integer values 
0010: $8523 *= 9 // integer values 
0058: $8550 += $8523 // integer values 
0010: $8524 *= 9 // integer values 
0058: $8550 += $8524 // integer values 
0010: $8525 *= 9 // integer values 
0058: $8550 += $8525 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8547 *= 6 // integer values 
0058: $8550 += $8547 // integer values 
0010: $8548 *= 6 // integer values 
0058: $8550 += $8548 // integer values 

:ROULETE_17384
00D6: if 
0039:   18@ == 33 // integer values 
004D: jump_if_false @ROULETE_17612 
0010: $8431 *= 36 // integer values 
0058: $8550 += $8431 // integer values 
0010: $8488 *= 18 // integer values 
0058: $8550 += $8488 // integer values 
0010: $8456 *= 18 // integer values 
0058: $8550 += $8456 // integer values 
0010: $8491 *= 18 // integer values 
0058: $8550 += $8491 // integer values 
0010: $8502 *= 12 // integer values 
0058: $8550 += $8502 // integer values 
0010: $8523 *= 9 // integer values 
0058: $8550 += $8523 // integer values 
0010: $8525 *= 9 // integer values 
0058: $8550 += $8525 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8547 *= 6 // integer values 
0058: $8550 += $8547 // integer values 
0010: $8548 *= 6 // integer values 
0058: $8550 += $8548 // integer values 

:ROULETE_17612
00D6: if 
0039:   18@ == 34 // integer values 
004D: jump_if_false @ROULETE_17795 
0010: $8432 *= 36 // integer values 
0058: $8550 += $8432 // integer values 
0010: $8489 *= 18 // integer values 
0058: $8550 += $8489 // integer values 
0010: $8457 *= 18 // integer values 
0058: $8550 += $8457 // integer values 
0010: $8503 *= 12 // integer values 
0058: $8550 += $8503 // integer values 
0010: $8524 *= 9 // integer values 
0058: $8550 += $8524 // integer values 
0010: $8526 *= 3 // integer values 
0058: $8550 += $8526 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8548 *= 6 // integer values 
0058: $8550 += $8548 // integer values 

:ROULETE_17795
00D6: if 
0039:   18@ == 35 // integer values 
004D: jump_if_false @ROULETE_18008 
0010: $8433 *= 36 // integer values 
0058: $8550 += $8433 // integer values 
0010: $8490 *= 18 // integer values 
0058: $8550 += $8490 // integer values 
0010: $8457 *= 18 // integer values 
0058: $8550 += $8457 // integer values 
0010: $8458 *= 18 // integer values 
0058: $8550 += $8458 // integer values 
0010: $8503 *= 12 // integer values 
0058: $8550 += $8503 // integer values 
0010: $8524 *= 9 // integer values 
0058: $8550 += $8524 // integer values 
0010: $8525 *= 9 // integer values 
0058: $8550 += $8525 // integer values 
0010: $8527 *= 3 // integer values 
0058: $8550 += $8527 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8535 *= 2 // integer values 
0058: $8550 += $8535 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8537 *= 2 // integer values 
0058: $8550 += $8537 // integer values 
0010: $8548 *= 6 // integer values 
0058: $8550 += $8548 // integer values 

:ROULETE_18008
00D6: if 
0039:   18@ == 36 // integer values 
004D: jump_if_false @ROULETE_18191 
0010: $8434 *= 36 // integer values 
0058: $8550 += $8434 // integer values 
0010: $8491 *= 18 // integer values 
0058: $8550 += $8491 // integer values 
0010: $8458 *= 18 // integer values 
0058: $8550 += $8458 // integer values 
0010: $8503 *= 12 // integer values 
0058: $8550 += $8503 // integer values 
0010: $8525 *= 9 // integer values 
0058: $8550 += $8525 // integer values 
0010: $8528 *= 3 // integer values 
0058: $8550 += $8528 // integer values 
0010: $8531 *= 3 // integer values 
0058: $8550 += $8531 // integer values 
0010: $8534 *= 2 // integer values 
0058: $8550 += $8534 // integer values 
0010: $8533 *= 2 // integer values 
0058: $8550 += $8533 // integer values 
0010: $8536 *= 2 // integer values 
0058: $8550 += $8536 // integer values 
0010: $8548 *= 6 // integer values 
0058: $8550 += $8548 // integer values 

:ROULETE_18191
0051: return 

:ROULETE_18193
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height $3485 $3487 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
0051: return 
004E: end_thread 

//-------------External script 6 (OTB_SCRIPT)---------------

:OTB_MSC
03A4: name_thread 'OTB_MSC' 
0006: 1@ = 0 // integer values 
00D6: if 
0039:   1@ == -1 // integer values 
004D: jump_if_false @OTB_MSC_58 
0107: 0@ = create_object #OTB_MACHINE at 0.0 0.0 0.0 

:OTB_MSC_58
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @OTB_MSC_625 
00D6: if 
0977:   0@ 
004D: jump_if_false @OTB_MSC_589 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTB_MSC_555 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -1.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @OTB_MSC_521 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @OTB_MSC_478 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @OTB_MSC_471 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @OTB_MSC_455 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @OTB_MSC_432 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @OTB_MSC_425 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
016A: fade 0 500 ms 

:OTB_MSC_298
00D6: if 
016B:   fading 
004D: jump_if_false @OTB_MSC_322 
0001: wait 0 ms 
0002: jump @OTB_MSC_298 

:OTB_MSC_322
0004: $VIDEO_GAME = 4 // integer values 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTB_MSC_425 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @OTB_MSC_382 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:OTB_MSC_382
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -2.0 0.0 -1.0 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:OTB_MSC_425
0002: jump @OTB_MSC_448 

:OTB_MSC_432
00BC: text_highpriority 'BUSY' 3000 ms 1  // Elgg elfoglaltnak tnsz, mirt nem jssz vissza ksbb.

:OTB_MSC_448
0002: jump @OTB_MSC_471 

:OTB_MSC_455
00BC: text_highpriority 'BUSY' 3000 ms 1  // Elgg elfoglaltnak tnsz, mirt nem jssz vissza ksbb.

:OTB_MSC_471
0002: jump @OTB_MSC_514 

:OTB_MSC_478
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @OTB_MSC_514 
0512: permanent_text_box 'OTB_A'  // ~k~~VEHICLE_ENTER_EXIT~ ITB gp hasznlata
0006: 1@ = 1 // integer values 

:OTB_MSC_514
0002: jump @OTB_MSC_548 

:OTB_MSC_521
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @OTB_MSC_548 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 

:OTB_MSC_548
0002: jump @OTB_MSC_582 

:OTB_MSC_555
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @OTB_MSC_582 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 

:OTB_MSC_582
0002: jump @OTB_MSC_618 

:OTB_MSC_589
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @OTB_MSC_616 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 

:OTB_MSC_616
004E: end_thread 

:OTB_MSC_618
0002: jump @OTB_MSC_654 

:OTB_MSC_625
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @OTB_MSC_652 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 

:OTB_MSC_652
004E: end_thread 

:OTB_MSC_654
0002: jump @OTB_MSC_58 
004E: end_thread 

//-------------External script 7 (ARCADE)---------------

:ARCADE
03A4: name_thread 'ARCADE' 
0006: 1@ = 0 // integer values 
00D6: if 
0039:   1@ == -1 // integer values 
004D: jump_if_false @ARCADE_58 
0107: 0@ = create_object #CJ_COIN_OP_2 at 0.0 0.0 0.0 

:ARCADE_58
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @ARCADE_749 
00D6: if 
0977:   0@ 
004D: jump_if_false @ARCADE_713 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ARCADE_679 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -1.0 1.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @ARCADE_645 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @ARCADE_602 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @ARCADE_595 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ARCADE_563 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ARCADE_524 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ARCADE_517 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
016A: fade 0 500 ms 

:ARCADE_298
00D6: if 
016B:   fading 
004D: jump_if_false @ARCADE_322 
0001: wait 0 ms 
0002: jump @ARCADE_298 

:ARCADE_322
00D6: if 
09CC:   object 0@ model_is #CJ_COIN_OP_2 
004D: jump_if_false @ARCADE_354 
0004: $VIDEO_GAME = 1 // integer values 
0002: jump @ARCADE_464 

:ARCADE_354
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP_3 
09CC:   object 0@ model_is #SWANK_CONSOLE 
004D: jump_if_false @ARCADE_393 
0004: $VIDEO_GAME = 0 // integer values 
0002: jump @ARCADE_464 

:ARCADE_393
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP_1 
09CC:   object 0@ model_is #SNESISH 
004D: jump_if_false @ARCADE_432 
0004: $VIDEO_GAME = 3 // integer values 
0002: jump @ARCADE_464 

:ARCADE_432
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP 
09CC:   object 0@ model_is #LOW_CONSOLE 
004D: jump_if_false @ARCADE_464 
0004: $VIDEO_GAME = 2 // integer values 

:ARCADE_464
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ARCADE_517 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ARCADE_517 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:ARCADE_517
0002: jump @ARCADE_556 

:ARCADE_524
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @ARCADE_556 
00BC: text_highpriority 'BUSY' 3000 ms 1  // Elgg elfoglaltnak tnsz, mirt nem jssz vissza ksbb.

:ARCADE_556
0002: jump @ARCADE_595 

:ARCADE_563
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @ARCADE_595 
00BC: text_highpriority 'BUSY' 3000 ms 1  // Elgg elfoglaltnak tnsz, mirt nem jssz vissza ksbb.

:ARCADE_595
0002: jump @ARCADE_638 

:ARCADE_602
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @ARCADE_638 
0512: permanent_text_box 'DUAL_A'  // ~k~~VEHICLE_ENTER_EXIT~ Videojtkot hasznl
0006: 1@ = 1 // integer values 

:ARCADE_638
0002: jump @ARCADE_672 

:ARCADE_645
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @ARCADE_672 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 

:ARCADE_672
0002: jump @ARCADE_706 

:ARCADE_679
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @ARCADE_706 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 

:ARCADE_706
0002: jump @ARCADE_742 

:ARCADE_713
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @ARCADE_740 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 

:ARCADE_740
004E: end_thread 

:ARCADE_742
0002: jump @ARCADE_778 

:ARCADE_749
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @ARCADE_776 
03E6: remove_text_box 
0006: 1@ = 0 // integer values 

:ARCADE_776
004E: end_thread 

:ARCADE_778
0002: jump @ARCADE_58 
004E: end_thread 

//-------------External script 8 (VENDING_MACHINE)---------------

:VENDING
03A4: name_thread 'VENDING' 
0006: 1@ = 0 // integer values 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @VENDING_80 
029B: 0@ = init_object #VENDMACHFD at 0.0 0.0 0.0 
029B: 3@ = init_object #KB_BEER at 0.0 0.0 0.0 

:VENDING_80
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VENDING_1579 
00D6: if 
0977:   0@ 
004D: jump_if_false @VENDING_1484 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VENDING_1391 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @VENDING_173 
04ED: load_animation "VENDING" 
000A: 1@ += 1 // integer values 

:VENDING_173
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @VENDING_395 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @VENDING_384 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -1.0 0.5 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @VENDING_377 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_343 
03CF: load_wav 42601 as 4 
0512: permanent_text_box 'SLOT_04'  // ~k~~VEHICLE_ENTER_EXIT~ Gyorskaja: $1
0002: jump @VENDING_363 

:VENDING_343
03CF: load_wav 42600 as 4 
0512: permanent_text_box 'SLOT_05'  // ~k~~VEHICLE_ENTER_EXIT~ Italt megvesz: $1

:VENDING_363
07CC: player $PLAYER_CHAR disable_key_15 0 
000A: 1@ += 1 // integer values 

:VENDING_377
0002: jump @VENDING_395 

:VENDING_384
04ED: load_animation "VENDING" 

:VENDING_395
00D6: if 
0039:   1@ == 2 // integer values 
004D: jump_if_false @VENDING_1210 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @VENDING_1199 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -1.0 0.5 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_512 
03CF: load_wav 42601 as 4 
0002: jump @VENDING_521 

:VENDING_512
03CF: load_wav 42600 as 4 

:VENDING_521
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @VENDING_1176 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @VENDING_1169 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @VENDING_1169 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @VENDING_1141 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @VENDING_1134 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -0.2 0.6 
029B: 3@ = init_object #CJ_JUICE_CAN at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0615: define_action_sequences $3395 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.2 -1.0 0.0 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 stop_angle $TEMPVAR_ANGLE 0.4 perform_animation "VEND_USE" from_file "VENDING" 4.0 loop 0 0 0 lock 1 0 ms 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_859 
0A1A: unknown_action_sequence -1 "VEND_EAT_P" "VENDING" 4.0 0 0 0 0 -1 
0002: jump @VENDING_1001 

:VENDING_859
07E4: (unknown) -172 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0015: $TEMPVAR_FLOAT_2 /= 2.0 // floating-point values 
0009: $TEMPVAR_FLOAT_2 += 0.027 // floating-point values 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 "VEND_USE_PT2" "VENDING" 0 ms 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 "VEND_DRINK2_P" "VENDING" 0 ms 

:VENDING_1001
0616: define_action_sequences_end $3395 
0618: assign_actor $PLAYER_ACTOR to_action_sequences $3395 
061B: remove_references_to_action_sequences $3395 
0109: player $PLAYER_CHAR money += -1 
03E6: remove_text_box 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_1076 
03CF: load_wav 42601 as 4 
0002: jump @VENDING_1085 

:VENDING_1076
03CF: load_wav 42600 as 4 

:VENDING_1085
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @VENDING_1111 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 

:VENDING_1111
008B: 2@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 2@ += 3000 // integer values 
000A: 1@ += 1 // integer values 

:VENDING_1134
0002: jump @VENDING_1169 

:VENDING_1141
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018C: play_sound 1053 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:VENDING_1169
0002: jump @VENDING_1192 

:VENDING_1176
03E6: remove_text_box 
07CC: player $PLAYER_CHAR disable_key_15 1 
0006: 1@ = 1 // integer values 

:VENDING_1192
0002: jump @VENDING_1210 

:VENDING_1199
04ED: load_animation "VENDING" 

:VENDING_1210
00D6: if 
0039:   1@ == 3 // integer values 
004D: jump_if_false @VENDING_1324 
062E: (unknown) $PLAYER_ACTOR 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @VENDING_1324 
0623: add 5 to_stat 245 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 30 // integer values 
0223: set_actor $PLAYER_ACTOR health_to $3396 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 
03E6: remove_text_box 
07CC: player $PLAYER_CHAR disable_key_15 1 
008B: 2@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 2@ += 1500 // integer values 
000A: 1@ += 1 // integer values 

:VENDING_1324
00D6: if 
0039:   1@ == 4 // integer values 
004D: jump_if_false @VENDING_1384 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 2@ // integer values 
004D: jump_if_false @VENDING_1384 
0687: clear_actor_task $PLAYER_ACTOR 
04EF: release_animation "VENDING" 
0006: 1@ = 0 // integer values 

:VENDING_1384
0002: jump @VENDING_1477 

:VENDING_1391
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @VENDING_1477 
00D6: if 
0019:   1@ > 1 // integer values 
004D: jump_if_false @VENDING_1436 
03E6: remove_text_box 
07CC: player $PLAYER_CHAR disable_key_15 1 

:VENDING_1436
00D6: if 
0019:   1@ > 2 // integer values 
004D: jump_if_false @VENDING_1459 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1459
04EF: release_animation "VENDING" 
0006: 1@ = 0 // integer values 

:VENDING_1477
0002: jump @VENDING_1572 

:VENDING_1484
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @VENDING_1570 
00D6: if 
0019:   1@ > 1 // integer values 
004D: jump_if_false @VENDING_1529 
03E6: remove_text_box 
07CC: player $PLAYER_CHAR disable_key_15 1 

:VENDING_1529
00D6: if 
0019:   1@ > 2 // integer values 
004D: jump_if_false @VENDING_1552 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1552
04EF: release_animation "VENDING" 
0006: 1@ = 0 // integer values 

:VENDING_1570
004E: end_thread 

:VENDING_1572
0002: jump @VENDING_1667 

:VENDING_1579
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @VENDING_1665 
00D6: if 
0019:   1@ > 1 // integer values 
004D: jump_if_false @VENDING_1624 
03E6: remove_text_box 
07CC: player $PLAYER_CHAR disable_key_15 1 

:VENDING_1624
00D6: if 
0019:   1@ > 2 // integer values 
004D: jump_if_false @VENDING_1647 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1647
04EF: release_animation "VENDING" 
0006: 1@ = 0 // integer values 

:VENDING_1665
004E: end_thread 

:VENDING_1667
0002: jump @VENDING_80 
004E: end_thread 

//-------------External script 9 (FOOD_VENDOR)---------------

:FODVEND
03A4: name_thread 'FODVEND' 
0006: 1@ = 0 // integer values 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @FODVEND_58 
029B: 0@ = init_object #ICESCART_PROP at 0.0 0.0 0.0 

:FODVEND_58
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @FODVEND_1130 
00D6: if 
0977:   0@ 
004D: jump_if_false @FODVEND_1075 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FODVEND_1022 
00D6: if 
895B:   not (unknown) 0@ 
004D: jump_if_false @FODVEND_924 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @FODVEND_469 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -1.0 0.0 -1.0 
0086: $3404 = $TEMPVAR_FLOAT_1 // floating-point values only 
000D: $3404 -= 0.5 // floating-point values 
0086: $3405 = $TEMPVAR_FLOAT_2 // floating-point values only 
000D: $3405 -= 0.5 // floating-point values 
0086: $3406 = $TEMPVAR_FLOAT_3 // floating-point values only 
0086: $3401 = $TEMPVAR_FLOAT_1 // floating-point values only 
0009: $3401 += 0.5 // floating-point values 
0086: $3402 = $TEMPVAR_FLOAT_2 // floating-point values only 
0009: $3402 += 0.5 // floating-point values 
0086: $3403 = $TEMPVAR_FLOAT_3 // floating-point values only 
0009: $3403 += 2.0 // floating-point values 
00D6: if 
8339:   not objects_in_cube $3404 $3405 $3406 $3401 $3402 $3403 0 0 1 0 0 
004D: jump_if_false @FODVEND_462 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1.0 
004D: jump_if_false @FODVEND_455 
0247: request_model #BMOCHIL 
00D6: if 
0248:   model #BMOCHIL available 
004D: jump_if_false @FODVEND_455 
009A: 2@ = create_actor 4 #BMOCHIL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate $3404 $3405 $3406 from_object 0@ offset 1.0 0.0 0.0 
0061: $3404 -= $TEMPVAR_FLOAT_1 // floating-point values 
0061: $3405 -= $TEMPVAR_FLOAT_2 // floating-point values 
0604: get_point $3404 $3405 angle $TEMPVAR_ANGLE 
0173: set_actor 2@ z_angle_to $TEMPVAR_ANGLE 
000A: 1@ += 1 // integer values 

:FODVEND_455
0002: jump @FODVEND_469 

:FODVEND_462
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_469
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @FODVEND_742 
00D6: if 
0472:   unknown_actor $PLAYER_ACTOR near_pizza 0@ radius 8.0 8.0 unknown 0 
004D: jump_if_false @FODVEND_742 
04ED: load_animation "VENDING" 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @FODVEND_742 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @FODVEND_742 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 1.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @FODVEND_742 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 50 // integer values 
0223: set_actor $PLAYER_ACTOR health_to $3396 
0A1A: unknown_action_sequence $PLAYER_ACTOR "VEND_EAT1_P" "VENDING" 4.0 0 0 0 0 -1 
0623: add 10 to_stat 245 
008B: 3@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 3@ += 3000 // integer values 
0109: player $PLAYER_CHAR money += -1 
000A: 1@ += 1 // integer values 

:FODVEND_742
00D6: if 
0039:   1@ == 2 // integer values 
004D: jump_if_false @FODVEND_802 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // integer values 
004D: jump_if_false @FODVEND_802 
008B: 3@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 3@ += 27000 // integer values 
000A: 1@ += 1 // integer values 

:FODVEND_802
00D6: if 
0039:   1@ == 3 // integer values 
004D: jump_if_false @FODVEND_917 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // integer values 
004D: jump_if_false @FODVEND_917 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 1.0 0.0 0.0 
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @FODVEND_917 
0006: 1@ = 1 // integer values 

:FODVEND_917
0002: jump @FODVEND_1015 

:FODVEND_924
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @FODVEND_1008 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FODVEND_990 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @FODVEND_990 
07A5: AS_actor 2@ attack_actor $PLAYER_ACTOR 10000 ms 

:FODVEND_990
04EF: release_animation "VENDING" 
0006: 1@ = 0 // integer values 

:FODVEND_1008
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_1015
0002: jump @FODVEND_1068 

:FODVEND_1022
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @FODVEND_1063 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 // integer values 

:FODVEND_1063
0249: release_model #BMOCHIL 

:FODVEND_1068
0002: jump @FODVEND_1123 

:FODVEND_1075
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @FODVEND_1116 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 // integer values 

:FODVEND_1116
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_1123
0002: jump @FODVEND_1178 

:FODVEND_1130
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @FODVEND_1171 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 // integer values 

:FODVEND_1171
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_1178
0002: jump @FODVEND_58 
004E: end_thread 

//-------------External script 10 (GATES_SCRIPT)---------------

:GATEOS
03A4: name_thread 'GATEOS' 
0006: 1@ = 0 // integer values 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @GATEOS_80 
029B: 0@ = init_object #GATE_AUTOL at 0.0 0.0 0.0 
029B: 0@ = init_object #GATE_AUTOR at 0.0 0.0 0.0 

:GATEOS_80
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GATEOS_997 
00D6: if 
0977:   0@ 
004D: jump_if_false @GATEOS_988 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @GATEOS_502 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GATEOS_502 
0984: 9@ = object 0@ model 
00D6: if 
0248:   model 9@ available 
004D: jump_if_false @GATEOS_502 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 12.0 12.0 unknown 0 
004D: jump_if_false @GATEOS_477 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #BARRACKS 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #PATRIOT 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #RHINO 
004D: jump_if_false @GATEOS_366 
080A: (unknown) 0@ 5 $3401 $3402 $3403 
080A: (unknown) 0@ 6 $3404 $3405 $3406 
080A: (unknown) 0@ 7 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance between point $3404 $3405 and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0011: $TEMPVAR_FLOAT_3 *= -1.0 // floating-point values 
00D6: if 
05FC:   $PLAYER_ACTOR $3401 $3402 $3403 $3404 $3405 $3406 $TEMPVAR_FLOAT_3 0 
004D: jump_if_false @GATEOS_366 
0006: 1@ = 1 // integer values 

:GATEOS_366
080A: (unknown) 0@ 1 $3401 $3402 $3403 
080A: (unknown) 0@ 2 $3404 $3405 $3406 
080A: (unknown) 0@ 3 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance between point $3404 $3405 and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
05FC:   $PLAYER_ACTOR $3401 $3402 $3403 $3404 $3405 $3406 $TEMPVAR_FLOAT_3 0 
004D: jump_if_false @GATEOS_477 
0006: 1@ = 1 // integer values 

:GATEOS_477
00D6: if 
0038:   $709 == 1 // integer values 
004D: jump_if_false @GATEOS_502 
0006: 1@ = 1 // integer values 

:GATEOS_502
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @GATEOS_589 
0984: 9@ = object 0@ model 
00D6: if 
0248:   model 9@ available 
004D: jump_if_false @GATEOS_589 
080A: (unknown) 0@ 0 2@ 3@ 4@ 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
097B: play_sound 0@ on_object 1100 
000A: 1@ += 1 // integer values 

:GATEOS_589
00D6: if 
0039:   1@ == 2 // integer values 
004D: jump_if_false @GATEOS_727 
00D6: if 
034E: move_object 0@ to 2@ 3@ 4@ speed 0.1 0.1 0.1 flag 1 
004D: jump_if_false @GATEOS_727 
00D6: if 
04E6:   unknown_object 0@ near_point 2@ 3@ 4@ radius 0.1 0.1 0.1 unknown 0 
004D: jump_if_false @GATEOS_727 
01BC: put_object 0@ at 2@ 3@ 4@ 
097B: play_sound 0@ on_object 1101 
0008: $709 += 1 // integer values 
000A: 1@ += 1 // integer values 

:GATEOS_727
00D6: if 
0039:   1@ == 3 // integer values 
004D: jump_if_false @GATEOS_770 
00D6: if 
0038:   $1521 == 0 // integer values 
004D: jump_if_false @GATEOS_770 
000A: 1@ += 1 // integer values 

:GATEOS_770
00D6: if 
0039:   1@ == 4 // integer values 
004D: jump_if_false @GATEOS_850 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GATEOS_850 
00D6: if 
8471:   not unknown_actor $PLAYER_ACTOR near_object 0@ radius 20.0 20.0 unknown 0 
004D: jump_if_false @GATEOS_850 
097B: play_sound 0@ on_object 1100 
000A: 1@ += 1 // integer values 

:GATEOS_850
00D6: if 
0039:   1@ == 5 // integer values 
004D: jump_if_false @GATEOS_981 
00D6: if 
034E: move_object 0@ to 5@ 6@ 7@ speed 0.1 0.1 0.1 flag 1 
004D: jump_if_false @GATEOS_981 
00D6: if 
04E6:   unknown_object 0@ near_point 5@ 6@ 7@ radius 0.1 0.1 0.1 unknown 0 
004D: jump_if_false @GATEOS_981 
01BC: put_object 0@ at 5@ 6@ 7@ 
097B: play_sound 0@ on_object 1101 
0006: 1@ = 0 // integer values 

:GATEOS_981
0002: jump @GATEOS_990 

:GATEOS_988
004E: end_thread 

:GATEOS_990
0002: jump @GATEOS_999 

:GATEOS_997
004E: end_thread 

:GATEOS_999
0002: jump @GATEOS_80 
004E: end_thread 

//-------------External script 11 (GYMBIKE)---------------

:GYMBIKE
03A4: name_thread 'GYMBIKE' 
0004: $8732 = 0 // integer values 
0005: $8723 = 0.0 // floating-point values 
0004: $8731 = 0 // integer values 
0004: $8722 = 0 // integer values 
0004: $8727 = 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 
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 
0007: 15@ = 0.0 // floating-point values 
0005: $8715 = 0.0 // floating-point values 
0005: $8716 = 0.0 // floating-point values 
0007: 16@ = 0.0 // floating-point values 
0007: 17@ = 0.0 // floating-point values 
0007: 19@ = 0.0 // floating-point values 
0004: $8725 = 0 // integer values 
0006: 20@ = 0 // integer values 
0006: 21@ = 0 // integer values 
0006: 22@ = 0 // integer values 
0006: 23@ = 0 // integer values 
0006: 24@ = 0 // integer values 
0006: 25@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 27@ = 0 // integer values 
0006: 28@ = 0 // integer values 
0005: $8715 = 0.0 // floating-point values 
0005: $8716 = 0.0 // floating-point values 
0004: $GYM_GYMBIKE_POWER = 0 // integer values 
0004: $GYM_GYMBIKE_LEVEL = 0 // integer values 
0004: $GYM_GYMBIKE_DISTANCE = 0 // integer values 
0005: $8720 = 0.0 // floating-point values 
0005: $8721 = 0.0 // floating-point values 
0006: 20@ = 0 // integer values 
0006: 21@ = 0 // integer values 
0006: 22@ = 0 // integer values 
0006: 23@ = 0 // integer values 
0006: 24@ = 0 // integer values 
0006: 25@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 27@ = 0 // integer values 
0006: 28@ = 0 // integer values 
0004: $GYM_GYMBIKE_LEVEL = 0 // integer values 
0006: 30@ = 0 // integer values 
0006: 29@ = 0 // integer values 
0004: $8713 = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00D6: if 
0039:   30@ == 1 // integer values 
004D: jump_if_false @GYMBIKE_486 
029B: 0@ = init_object #CM_BOX at 0.0 0.0 0.0 

:GYMBIKE_486
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_538 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
01BB: store_object 0@ position_to 11@ 12@ 13@ 
0176: 4@ = object 0@ z_angle 

:GYMBIKE_538
0088: $8730 = 7@ // floating-point values only 
0009: $8730 += 0.15 // floating-point values 
0087: 3@ = 4@ // floating-point values only 
000F: 3@ -= 90.0 // floating-point values 
02F6: 1@ = cosine 3@ // sinus swapped with cosine 
02F7: 2@ = sinus 3@ // cosine swapped with sinus 
0013: 1@ *= 0.05 // floating-point values 
0013: 2@ *= 0.05 // floating-point values 
0088: $8728 = 5@ // floating-point values only 
005F: $8728 += 2@ // floating-point values 
0088: $8729 = 6@ // floating-point values only 
005F: $8729 += 1@ // floating-point values 
0107: $8724 = create_object #PEDALS at $8728 $8729 $8730 
0177: set_object $8724 z_angle_to 4@ 
0087: 10@ = 7@ // floating-point values only 
000B: 10@ += 0.9 // floating-point values 
0087: 3@ = 4@ // floating-point values only 
000F: 3@ -= 45.0 // floating-point values 
02F6: 1@ = cosine 3@ // sinus swapped with cosine 
02F7: 2@ = sinus 3@ // cosine swapped with sinus 
0013: 1@ *= 2.8 // floating-point values 
0013: 2@ *= 2.8 // floating-point values 
0087: 8@ = 5@ // floating-point values only 
005B: 8@ += 2@ // floating-point values 
0087: 9@ = 6@ // floating-point values only 
005B: 9@ += 1@ // floating-point values 
000F: 4@ -= 180.0 // floating-point values 
000B: 3@ += 45.0 // floating-point values 
02F6: 1@ = cosine 3@ // sinus swapped with cosine 
02F7: 2@ = sinus 3@ // cosine swapped with sinus 
0013: 1@ *= 0.5 // floating-point values 
0013: 2@ *= 0.5 // floating-point values 
005B: 5@ += 2@ // floating-point values 
005B: 6@ += 1@ // floating-point values 
0087: 3@ = 4@ // floating-point values only 
000F: 3@ -= 90.0 // floating-point values 
02F6: 1@ = cosine 3@ // sinus swapped with cosine 
02F7: 2@ = sinus 3@ // cosine swapped with sinus 
0013: 1@ *= 0.5 // floating-point values 
0013: 2@ *= 0.5 // floating-point values 
0088: $8715 = 5@ // floating-point values only 
005F: $8715 += 2@ // floating-point values 
0088: $8716 = 6@ // floating-point values only 
005F: $8716 += 1@ // floating-point values 
000B: 7@ += 0.05 // floating-point values 
0004: $GYM_GYMBIKE_POWER = 0 // integer values 
0004: $GYM_GYMBIKE_DISTANCE = 0 // integer values 
0004: $1829 = 0 // integer values 

:GYMBIKE_960
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMBIKE_987 
0108: destroy_object $8724 
004E: end_thread 

:GYMBIKE_987
00D6: if 
8977:   not  0@ 
004D: jump_if_false @GYMBIKE_1010 
0108: destroy_object $8724 
004E: end_thread 

:GYMBIKE_1010
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMBIKE_6332 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_1371 
00D6: if and
0039:   28@ == 0 // integer values 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMBIKE_1330 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 5@ 6@ 7@ radius 1.2 1.2 4.0 
004D: jump_if_false @GYMBIKE_1296 
00D6: if 
0039:   29@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_1145 
0512: permanent_text_box 'GYM1_81'  // A(z) ~k~~VEHICLE_ENTER_EXIT~ billentyvel hasznlhatod ezt a gpet.
0006: 29@ = 1 // integer values 

:GYMBIKE_1145
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GYMBIKE_1289 
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0038:   $ONMISSION_GYMFIGHT == 1 // integer values 
004D: jump_if_false @GYMBIKE_1273 
0835: ,get_day_in_game $5345 $5346 
00D6: if or
001C:   $5345 > $5347 // integer values 
001C:   $5346 > $5348 // integer values 
004D: jump_if_false @GYMBIKE_1250 
0006: 20@ = 1 // integer values 
0004: $1830 = 1 // integer values 
0004: $8714 = 0 // integer values 
0002: jump @GYMBIKE_1266 

:GYMBIKE_1250
00BC: text_highpriority 'GYM1_1A' 4000 ms 1  // Eleget dolgoztl mr ma, gyere vissza holnap!

:GYMBIKE_1266
0002: jump @GYMBIKE_1289 

:GYMBIKE_1273
00BC: text_highpriority 'GYM1_90' 4000 ms 1  // ~s~Kicsit mintha elfoglaltnak tnnl, mirt nem jssz vissza ksbb.

:GYMBIKE_1289
0002: jump @GYMBIKE_1323 

:GYMBIKE_1296
00D6: if 
0039:   29@ == 1 // integer values 
004D: jump_if_false @GYMBIKE_1323 
03E6: remove_text_box 
0006: 29@ = 0 // integer values 

:GYMBIKE_1323
0002: jump @GYMBIKE_1371 

:GYMBIKE_1330
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 5@ 6@ radius 2.0 2.0 
004D: jump_if_false @GYMBIKE_1371 
0006: 28@ = 0 // integer values 

:GYMBIKE_1371
00D6: if 
0039:   20@ == 1 // integer values 
004D: jump_if_false @GYMBIKE_6332 
00D6: if and
0038:   $1830 == 1 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_1501 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08C7: (unknown) $PLAYER_ACTOR $8715 $8716 7@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 8@ 9@ 10@ 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 4@ 
0160: point_camera 11@ 12@ 10@ 2 
0004: $1830 = 2 // integer values 

:GYMBIKE_1501
00D6: if 
0038:   $1829 == 0 // integer values 
004D: jump_if_false @GYMBIKE_1611 
04ED: load_animation "GYMNASIUM" 

:GYMBIKE_1532
00D6: if 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMBIKE_1567 
0001: wait 0 ms 
0002: jump @GYMBIKE_1532 

:GYMBIKE_1567
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBIKE_1578
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMBIKE_1604 
0001: wait 0 ms 
0002: jump @GYMBIKE_1578 

:GYMBIKE_1604
0004: $1829 = 1 // integer values 

:GYMBIKE_1611
00D6: if and
0038:   $1830 == 2 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_2197 
0792: (unknown) $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_GETON" from_file "GYMNASIUM" 4.0 loop 0 0 0 1 -1 ms 
0512: permanent_text_box 'GYM1_60'  // Hasznld a(z) ~k~~GO_FORWARD~ s a(z) ~k~~GO_BACK~-t, hogy kivlaszd a szintet.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
00D6: if or
0038:   $154 == 4 // integer values 
0038:   $154 == 2 // integer values 
004D: jump_if_false @GYMBIKE_1890 
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 180.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Bicaj
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Szint // 1. szint // 2. szint // 3. szint // 4. szint // 5. szint // 6. szint // 7. szint // 8. szint // 9. szint // 10. szint
0002: jump @GYMBIKE_2051 

:GYMBIKE_1890
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 150.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Bicaj
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Szint // 1. szint // 2. szint // 3. szint // 4. szint // 5. szint // 6. szint // 7. szint // 8. szint // 9. szint // 10. szint

:GYMBIKE_2051
090E: set_panel $8712 active_row 0 

:GYMBIKE_2058
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_2183 
0001: wait 0 ms 
0008: $8714 += 1 // integer values 
00D6: if and
00E1:   key_pressed 0 15 
0018:   $8714 > 20 // integer values 
004D: jump_if_false @GYMBIKE_2130 
03E6: remove_text_box 
08DA: remove_panel $8712 
0004: $GYM_GYMBIKE_LEVEL = 0 // integer values 
0002: jump @GYMBIKE_5327 

:GYMBIKE_2130
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMBIKE_2176 
03E6: remove_text_box 
08D7: $GYM_GYMBIKE_LEVEL = panel $8712 active_row 
0008: $GYM_GYMBIKE_LEVEL += 1 // integer values 
08DA: remove_panel $8712 
0002: jump @GYMBIKE_2183 

:GYMBIKE_2176
0002: jump @GYMBIKE_2058 

:GYMBIKE_2183
0004: $1830 = 3 // integer values 
0006: 33@ = 0 // integer values 

:GYMBIKE_2197
00D6: if and
0038:   $1830 == 3 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_2388 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BIKE_GETON" 
004D: jump_if_false @GYMBIKE_2388 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_GETON" time 
00D6: if 
0043:   15@ == 1.0 // floating-point values 
004D: jump_if_false @GYMBIKE_2388 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_SLOW" from_file "GYMNASIUM" 4.0 loop 1 0 0 1 -1 ms 
075A:   $8724 "PEDALS_SLOW" "GYMNASIUM" 4.0 1 -1 
0004: $1830 = 4 // integer values 

:GYMBIKE_2388
00D6: if and
0038:   $1830 == 4 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_2583 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BIKE_SLOW" 
004D: jump_if_false @GYMBIKE_2583 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" time 
00D6: if 
0043:   15@ == 0.0 // floating-point values 
004D: jump_if_false @GYMBIKE_2583 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 0 
04F7: status_text $GYM_GYMBIKE_POWER 1 line 1 'GYM1_1'  // energia
04F7: status_text $GYM_GYMBIKE_LEVEL 0 line 2 'GYM1_4'  // szint
04F7: status_text $GYM_GYMBIKE_DISTANCE 0 line 3 'GYM1_3'  // tvolsg
0006: 21@ = 1 // integer values 
0004: $1830 = 5 // integer values 
0006: 33@ = 0 // integer values 

:GYMBIKE_2583
00D6: if and
0038:   $1830 == 5 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_6332 
00D6: if 
0038:   $8713 == 0 // integer values 
004D: jump_if_false @GYMBIKE_2642 
0512: permanent_text_box 'GYM1_40'  // Nyomogasd a(z) ~k~~PED_SPRINT~-t, hogy elkezdd a pedlozst.
0004: $8713 = 1 // integer values 

:GYMBIKE_2642
00D6: if and
0019:   33@ > 4000 // integer values 
0038:   $8713 == 1 // integer values 
004D: jump_if_false @GYMBIKE_2688 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_41'  // A szintek vltshoz, nyomj ~k~~CONVERSATION_NO~-t vagy ~k~~CONVERSATION_YES~-t.
0004: $8713 = 2 // integer values 

:GYMBIKE_2688
00D6: if and
0019:   33@ > 8000 // integer values 
0038:   $8713 == 2 // integer values 
004D: jump_if_false @GYMBIKE_2723 
03E6: remove_text_box 
0004: $8713 = 101 // integer values 

:GYMBIKE_2723
0653: 19@ = stat 22 // float 
0017: 19@ /= 100.0 // floating-point values 
0087: 16@ = 17@ // floating-point values only 
005B: 16@ += 19@ // floating-point values 
007F: 14@ -= unknown_inaccurate_float_timer 0.35 // floating-point 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMBIKE_2816 
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_2816 
005B: 14@ += 16@ // floating-point values 
0006: 22@ = 1 // integer values 

:GYMBIKE_2816
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GYMBIKE_2858 
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @GYMBIKE_2858 
0006: 22@ = 0 // integer values 

:GYMBIKE_2858
00D6: if 
0023:   0.0 > 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_2889 
0007: 14@ = 0.0 // floating-point values 

:GYMBIKE_2889
00D6: if 
0021:   14@ > 100.0 // floating-point values 
004D: jump_if_false @GYMBIKE_2920 
0007: 14@ = 100.0 // floating-point values 

:GYMBIKE_2920
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @GYMBIKE_3053 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BIKE_SLOW" 
004D: jump_if_false @GYMBIKE_3053 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 1 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 0.5 times_normal_rate 
0836: set_object $8724 animation "PEDALS_SLOW" at 0.5 times_normal_rate 
0006: 32@ = 0 // integer values 
0006: 21@ = 2 // integer values 

:GYMBIKE_3053
00D6: if and
0039:   21@ == 2 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_6228 
0653: 19@ = stat 22 // float 
0017: 19@ /= 200.0 // floating-point values 
00D6: if 
0023:   0.0 > 19@ // floating-point values 
004D: jump_if_false @GYMBIKE_3124 
0007: 19@ = 0.0 // floating-point values 

:GYMBIKE_3124
0090: $8725 = float_to_integer 19@ 
0084: $8726 = $GYM_GYMBIKE_LEVEL // integer values and handles 
0060: $8726 -= $8725 // integer values 
00D6: if 
0043:   14@ == 0.0 // floating-point values 
004D: jump_if_false @GYMBIKE_3301 
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_3301 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_STILL" from_file "GYMNASIUM" 4.0 loop 1 0 0 1 -1 ms 
075A:   $8724 "PEDALS_STILL" "GYMNASIUM" 4.0 1 -1 
0006: 24@ = 0 // integer values 
0006: 25@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 23@ = 1 // integer values 

:GYMBIKE_3301
00D6: if 
0039:   24@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_3459 
00D6: if and
001A:   3 > $8726 // integer values 
8043:   not  14@ == 0.0 // floating-point values 
004D: jump_if_false @GYMBIKE_3459 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_SLOW" from_file "GYMNASIUM" 4.0 loop 1 0 0 1 -1 ms 
075A:   $8724 "PEDALS_SLOW" "GYMNASIUM" 4.0 1 -1 
0006: 24@ = 1 // integer values 
0006: 25@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 23@ = 0 // integer values 

:GYMBIKE_3459
00D6: if 
0039:   25@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_3623 
00D6: if and
0018:   $8726 > 2 // integer values 
001A:   7 > $8726 // integer values 
8043:   not  14@ == 0.0 // floating-point values 
004D: jump_if_false @GYMBIKE_3623 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_FAST" from_file "GYMNASIUM" 4.0 loop 1 0 0 1 -1 ms 
075A:   $8724 "PEDALS_MED" "GYMNASIUM" 4.0 1 -1 
0006: 24@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 25@ = 1 // integer values 
0006: 23@ = 0 // integer values 

:GYMBIKE_3623
00D6: if 
0039:   26@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_3790 
00D6: if and
0018:   $8726 > 6 // integer values 
001A:   11 > $8726 // integer values 
8043:   not  14@ == 0.0 // floating-point values 
004D: jump_if_false @GYMBIKE_3790 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_FASTER" from_file "GYMNASIUM" 4.0 loop 1 0 0 1 -1 ms 
075A:   $8724 "PEDALS_FAST" "GYMNASIUM" 4.0 1 -1 
0006: 24@ = 0 // integer values 
0006: 25@ = 0 // integer values 
0006: 26@ = 1 // integer values 
0006: 23@ = 0 // integer values 

:GYMBIKE_3790
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @GYMBIKE_3928 
00D6: if 
0039:   27@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_3928 
00D6: if and
0018:   $GYM_GYMBIKE_LEVEL > 0 // integer values 
001A:   10 > $GYM_GYMBIKE_LEVEL // integer values 
004D: jump_if_false @GYMBIKE_3928 
0008: $GYM_GYMBIKE_LEVEL += 1 // integer values 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_3880 
097B: play_sound 0@ on_object 1116 

:GYMBIKE_3880
000F: 14@ -= 20.0 // floating-point values 
00D6: if 
0023:   0.0 > 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_3921 
0007: 14@ = 0.0 // floating-point values 

:GYMBIKE_3921
0006: 27@ = 1 // integer values 

:GYMBIKE_3928
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @GYMBIKE_4025 
00D6: if 
0039:   27@ == 0 // integer values 
004D: jump_if_false @GYMBIKE_4025 
00D6: if and
0018:   $GYM_GYMBIKE_LEVEL > 1 // integer values 
001A:   11 > $GYM_GYMBIKE_LEVEL // integer values 
004D: jump_if_false @GYMBIKE_4025 
000C: $GYM_GYMBIKE_LEVEL -= 1 // integer values 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_4018 
097B: play_sound 0@ on_object 1116 

:GYMBIKE_4018
0006: 27@ = 2 // integer values 

:GYMBIKE_4025
00D6: if 
80E1:   not key_pressed 0 11 
004D: jump_if_false @GYMBIKE_4067 
00D6: if 
0039:   27@ == 1 // integer values 
004D: jump_if_false @GYMBIKE_4067 
0006: 27@ = 0 // integer values 

:GYMBIKE_4067
00D6: if 
80E1:   not key_pressed 0 10 
004D: jump_if_false @GYMBIKE_4109 
00D6: if 
0039:   27@ == 2 // integer values 
004D: jump_if_false @GYMBIKE_4109 
0006: 27@ = 0 // integer values 

:GYMBIKE_4109
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 1 // integer values 
004D: jump_if_false @GYMBIKE_4137 
0007: 17@ = 6.5 // floating-point values 

:GYMBIKE_4137
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 2 // integer values 
004D: jump_if_false @GYMBIKE_4165 
0007: 17@ = 5.9 // floating-point values 

:GYMBIKE_4165
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 3 // integer values 
004D: jump_if_false @GYMBIKE_4193 
0007: 17@ = 5.0 // floating-point values 

:GYMBIKE_4193
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 4 // integer values 
004D: jump_if_false @GYMBIKE_4221 
0007: 17@ = 4.3 // floating-point values 

:GYMBIKE_4221
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 5 // integer values 
004D: jump_if_false @GYMBIKE_4249 
0007: 17@ = 3.7 // floating-point values 

:GYMBIKE_4249
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 6 // integer values 
004D: jump_if_false @GYMBIKE_4277 
0007: 17@ = 2.9 // floating-point values 

:GYMBIKE_4277
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 7 // integer values 
004D: jump_if_false @GYMBIKE_4305 
0007: 17@ = 2.2 // floating-point values 

:GYMBIKE_4305
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 8 // integer values 
004D: jump_if_false @GYMBIKE_4333 
0007: 17@ = 1.5 // floating-point values 

:GYMBIKE_4333
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 9 // integer values 
004D: jump_if_false @GYMBIKE_4361 
0007: 17@ = 1.1 // floating-point values 

:GYMBIKE_4361
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 10 // integer values 
004D: jump_if_false @GYMBIKE_4389 
0007: 17@ = 0.7 // floating-point values 

:GYMBIKE_4389
00D6: if 
0031:   14@ >= 0.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4441 
00D6: if 
0033:   10.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4441 
0007: 18@ = 0.9 // floating-point values 

:GYMBIKE_4441
00D6: if 
0031:   14@ >= 11.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4493 
00D6: if 
0033:   20.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4493 
0007: 18@ = 1.0 // floating-point values 

:GYMBIKE_4493
00D6: if 
0031:   14@ >= 21.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4545 
00D6: if 
0033:   30.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4545 
0007: 18@ = 1.1 // floating-point values 

:GYMBIKE_4545
00D6: if 
0031:   14@ >= 31.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4597 
00D6: if 
0033:   40.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4597 
0007: 18@ = 1.2 // floating-point values 

:GYMBIKE_4597
00D6: if 
0031:   14@ >= 41.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4649 
00D6: if 
0033:   50.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4649 
0007: 18@ = 1.3 // floating-point values 

:GYMBIKE_4649
00D6: if 
0031:   14@ >= 51.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4701 
00D6: if 
0033:   60.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4701 
0007: 18@ = 1.4 // floating-point values 

:GYMBIKE_4701
00D6: if 
0031:   14@ >= 61.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4753 
00D6: if 
0033:   70.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4753 
0007: 18@ = 1.5 // floating-point values 

:GYMBIKE_4753
00D6: if 
0031:   14@ >= 71.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4805 
00D6: if 
0033:   80.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4805 
0007: 18@ = 1.6 // floating-point values 

:GYMBIKE_4805
00D6: if 
0031:   14@ >= 81.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4857 
00D6: if 
0033:   90.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4857 
0007: 18@ = 1.7 // floating-point values 

:GYMBIKE_4857
00D6: if 
0031:   14@ >= 91.0 // floating-point values 
004D: jump_if_false @GYMBIKE_4909 
00D6: if 
0033:   100.0 >= 14@ // floating-point values 
004D: jump_if_false @GYMBIKE_4909 
0007: 18@ = 1.8 // floating-point values 

:GYMBIKE_4909
00D6: if and
0611:   actor $PLAYER_ACTOR animation_is "GYM_BIKE_SLOW" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_4968 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 18@ times_normal_rate 

:GYMBIKE_4968
00D6: if and
0837:   object $8724 animation_is "PEDALS_SLOW" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5023 
0836: set_object $8724 animation "PEDALS_SLOW" at 18@ times_normal_rate 

:GYMBIKE_5023
00D6: if and
0611:   actor $PLAYER_ACTOR animation_is "GYM_BIKE_FAST" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5082 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" at 18@ times_normal_rate 

:GYMBIKE_5082
00D6: if and
0837:   object $8724 animation_is "PEDALS_MED" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5135 
0836: set_object $8724 animation "PEDALS_MED" at 18@ times_normal_rate 

:GYMBIKE_5135
00D6: if and
0611:   actor $PLAYER_ACTOR animation_is "GYM_BIKE_FASTER" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5198 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" at 18@ times_normal_rate 

:GYMBIKE_5198
00D6: if and
0837:   object $8724 animation_is "PEDALS_FAST" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5253 
0836: set_object $8724 animation "PEDALS_FAST" at 18@ times_normal_rate 

:GYMBIKE_5253
00D6: if or
00E1:   key_pressed 0 15 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMBIKE_5787 
00D6: if 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMBIKE_5311 
0005: $5349 = 0.0 // floating-point values 

:GYMBIKE_5311
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5787 

:GYMBIKE_5327
015B: (unknown) 0 1 1 
0623: add $GYM_GYMBIKE_DISTANCE to_stat 29 
0085: 31@ = 33@ // integer values and handles 
0016: 31@ /= 1000 // integer values 
0623: add 31@ to_stat 45 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5468 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_GETOFF" from_file "GYMNASIUM" 4.0 loop 0 0 0 0 -1 ms 
075A:   $8724 "PEDALS_STILL" "GYMNASIUM" 4.0 0 -1 

:GYMBIKE_5468
0006: 21@ = 0 // integer values 
0006: 22@ = 0 // integer values 
0006: 23@ = 0 // integer values 
0006: 24@ = 0 // integer values 
0006: 25@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 27@ = 0 // integer values 
0006: 20@ = 0 // integer values 
0004: $1830 = 0 // integer values 
0004: $GYM_GYMBIKE_LEVEL = 0 // integer values 
0004: $GYM_GYMBIKE_DISTANCE = 0 // integer values 
0005: $8721 = 0.0 // floating-point values 
0005: $8720 = 0.0 // floating-point values 
0004: $GYM_GYMBIKE_POWER = 0 // integer values 
0007: 14@ = 0.0 // floating-point values 
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT // floating-point values 
004D: jump_if_false @GYMBIKE_5619 
062A: change_stat 21 to 0.0 // float 

:GYMBIKE_5619
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_5642 
0382: set_object 0@ collision_detection 1 

:GYMBIKE_5642
0004: $1813 = 0 // integer values 
0004: $1814 = 0 // integer values 
0004: $1829 = 0 // integer values 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
0151: remove_status_text $GYM_GYMBIKE_POWER 
0151: remove_status_text $GYM_GYMBIKE_LEVEL 
0151: remove_status_text $GYM_GYMBIKE_DISTANCE 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5731 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:GYMBIKE_5731
0006: 28@ = 1 // integer values 
08DA: remove_panel $8712 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 

:GYMBIKE_5759
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMBIKE_5787 
0001: wait 0 ms 
0002: jump @GYMBIKE_5759 

:GYMBIKE_5787
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_5912 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_5912 
00D6: if 
0021:   14@ > 10.0 // floating-point values 
004D: jump_if_false @GYMBIKE_5879 
00D6: if 
0038:   $8732 == 0 // integer values 
004D: jump_if_false @GYMBIKE_5872 
097B: play_sound 0@ on_object 1113 
0004: $8732 = 1 // integer values 

:GYMBIKE_5872
0002: jump @GYMBIKE_5912 

:GYMBIKE_5879
00D6: if 
0038:   $8732 == 1 // integer values 
004D: jump_if_false @GYMBIKE_5912 
097B: play_sound 0@ on_object 1114 
0004: $8732 = 0 // integer values 

:GYMBIKE_5912
00D6: if 
0019:   32@ > 250 // integer values 
004D: jump_if_false @GYMBIKE_6228 
000E: 32@ -= 250 // integer values 
0088: $8720 = 14@ // floating-point values only 
0015: $8720 /= 10.0 // floating-point values 
008D: $6 = integer_to_float $GYM_GYMBIKE_LEVEL 
0015: $6 /= 10.0 // floating-point values 
0009: $6 += 1.0 // floating-point values 
0069: $6 *= $8720 // floating-point values 
0059: $4 += $6 // floating-point values 
00D6: if 
0030:   $4 >= 400.0 // floating-point values 
004D: jump_if_false @GYMBIKE_6146 
000D: $4 -= 400.0 // floating-point values 
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0030:   $GYM_STAT_FAT >= 1.0 // floating-point values 
004D: jump_if_false @GYMBIKE_6069 
0626: (unknown) 21 8.0 

:GYMBIKE_6069
00D6: if 
0038:   $8733 == 3 // integer values 
004D: jump_if_false @GYMBIKE_6120 
0004: $8733 = 0 // integer values 
0624: add 4.0 to_stat 22 
0009: $5349 += 4.0 // floating-point values 
0002: jump @GYMBIKE_6146 

:GYMBIKE_6120
0A1F: set_stat 22 max_to 4.0 
0009: $5349 += 4.0 // floating-point values 
0008: $8733 += 1 // integer values 

:GYMBIKE_6146
00D6: if 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMBIKE_6191 
0835: ,get_day_in_game $5347 $5348 
00BC: text_highpriority 'GYM1_1B' 4000 ms 1  // Elrted a mai limitet, gyere vissza holnap!

:GYMBIKE_6191
00D6: if 
8028:   not  $GYM_GYMBIKE_DISTANCE >= 999999 // integer values 
004D: jump_if_false @GYMBIKE_6228 
0059: $8721 += $8720 // floating-point values 
008C: $GYM_GYMBIKE_DISTANCE = float_to_integer $8721 

:GYMBIKE_6228
0008: $8722 += 1 // integer values 
0084: $8731 = $GYM_GYMBIKE_POWER // integer values and handles 
000C: $8731 -= 100 // integer values 
00D6: if 
0018:   $8731 > -40 // integer values 
004D: jump_if_false @GYMBIKE_6275 
0004: $8731 = -40 // integer values 

:GYMBIKE_6275
00D6: if 
002C:   $8722 >= $8731 // integer values 
004D: jump_if_false @GYMBIKE_6324 
0004: $8722 = 0 // integer values 
0010: $GYM_GYMBIKE_POWER *= 12 // integer values 
0014: $GYM_GYMBIKE_POWER /= 10 // integer values 
015B: (unknown) 0 100 $GYM_GYMBIKE_POWER 

:GYMBIKE_6324
0090: $GYM_GYMBIKE_POWER = float_to_integer 14@ 

:GYMBIKE_6332
0002: jump @GYMBIKE_960 
004E: end_thread 

//-------------External script 12 (GYMBENCH)---------------

:GYMBENC
03A4: name_thread 'GYMBENC' 
0005: $8737 = 0.0 // floating-point values 
0005: $8747 = 0.0 // floating-point values 
0004: $8743 = 2 // integer values 
0004: $8744 = 0 // integer values 
0006: 23@ = 0 // integer values 
0006: 24@ = 0 // integer values 
0006: 25@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 27@ = 0 // integer values 
0004: $8741 = 0 // integer values 
0005: $1824 = 0.0 // floating-point values 
0005: $1825 = 0.0 // floating-point values 
0005: $1826 = 0.0 // floating-point values 
0005: $1827 = 0.0 // floating-point values 
0006: 21@ = 1 // integer values 
0004: $8738 = 0 // integer values 
0004: $8735 = 0 // integer values 
0006: 22@ = 0 // integer values 
0006: 29@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
00D6: if 
0039:   29@ == 1 // integer values 
004D: jump_if_false @GYMBENC_217 
029B: 0@ = init_object #BEACHTOWEL01 at 0.0 0.0 0.0 

:GYMBENC_217
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBENC_277 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
01BB: store_object 0@ position_to 8@ 9@ 10@ 
0176: 11@ = object 0@ z_angle 
0176: 3@ = object 0@ z_angle 

:GYMBENC_277
0007: 1@ = 0.0 // floating-point values 
0007: 2@ = 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 
0006: 21@ = 1 // integer values 
0004: $8738 = 0 // integer values 
0087: 14@ = 7@ // floating-point values only 
000B: 14@ += 1.7 // floating-point values 
000F: 3@ -= 180.0 // floating-point values 
0087: 4@ = 3@ // floating-point values only 
000F: 4@ -= 270.0 // floating-point values 
02F6: 1@ = cosine 4@ // sinus swapped with cosine 
02F7: 2@ = sinus 4@ // cosine swapped with sinus 
0013: 1@ *= 1.0 // floating-point values 
0013: 2@ *= 1.0 // floating-point values 
005B: 5@ += 2@ // floating-point values 
005B: 6@ += 1@ // floating-point values 
0013: 1@ *= 3.0 // floating-point values 
0013: 2@ *= 3.0 // floating-point values 
0087: 12@ = 5@ // floating-point values only 
005B: 12@ += 2@ // floating-point values 
0087: 13@ = 6@ // floating-point values only 
005B: 13@ += 1@ // floating-point values 
000B: 11@ += 90.0 // floating-point values 
02F6: 1@ = cosine 11@ // sinus swapped with cosine 
02F7: 2@ = sinus 11@ // cosine swapped with sinus 
0013: 1@ *= 1.0 // floating-point values 
0013: 2@ *= 1.0 // floating-point values 
0063: 8@ -= 2@ // floating-point values 
0063: 9@ -= 1@ // floating-point values 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ at_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
000F: 3@ -= 180.0 // floating-point values 
0004: $GYM_GYMBIKE_LEVEL = 1 // integer values 
0004: $1829 = 0 // integer values 

:GYMBENC_632
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMBENC_659 
0108: destroy_object 30@ 
004E: end_thread 

:GYMBENC_659
00D6: if 
8977:   not  0@ 
004D: jump_if_false @GYMBENC_682 
0108: destroy_object 30@ 
004E: end_thread 

:GYMBENC_682
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMBENC_8093 
00D6: if and
0038:   $1830 == 0 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_1102 
00D6: if and
0039:   23@ == 0 // integer values 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMBENC_1102 
00D6: if 
0039:   27@ == 0 // integer values 
004D: jump_if_false @GYMBENC_1061 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 5@ 6@ 7@ radius 1.2 1.2 4.0 
004D: jump_if_false @GYMBENC_1027 
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @GYMBENC_840 
0512: permanent_text_box 'GYM1_81'  // A(z) ~k~~VEHICLE_ENTER_EXIT~ billentyvel hasznlhatod ezt a gpet.
0006: 22@ = 1 // integer values 

:GYMBENC_840
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GYMBENC_1020 
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0038:   $ONMISSION_GYMFIGHT == 1 // integer values 
004D: jump_if_false @GYMBENC_1004 
0835: ,get_day_in_game $5345 $5346 
00D6: if or
001C:   $5345 > $5347 // integer values 
001C:   $5346 > $5348 // integer values 
004D: jump_if_false @GYMBENC_981 
0006: 23@ = 1 // integer values 
0004: $1830 = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08C7: (unknown) $PLAYER_ACTOR 5@ 6@ 7@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0173: set_actor $PLAYER_ACTOR z_angle_to 3@ 
0004: $8714 = 0 // integer values 
0002: jump @GYMBENC_997 

:GYMBENC_981
00BC: text_highpriority 'GYM1_1A' 4000 ms 1  // Eleget dolgoztl mr ma, gyere vissza holnap!

:GYMBENC_997
0002: jump @GYMBENC_1020 

:GYMBENC_1004
00BC: text_highpriority 'GYM1_90' 4000 ms 1  // ~s~Kicsit mintha elfoglaltnak tnnl, mirt nem jssz vissza ksbb.

:GYMBENC_1020
0002: jump @GYMBENC_1054 

:GYMBENC_1027
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @GYMBENC_1054 
03E6: remove_text_box 
0006: 22@ = 0 // integer values 

:GYMBENC_1054
0002: jump @GYMBENC_1102 

:GYMBENC_1061
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 5@ 6@ radius 2.0 2.0 
004D: jump_if_false @GYMBENC_1102 
0006: 27@ = 0 // integer values 

:GYMBENC_1102
00D6: if and
0039:   23@ == 1 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_8093 
00D6: if 
0038:   $1830 == 1 // integer values 
004D: jump_if_false @GYMBENC_1221 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08C7: (unknown) $PLAYER_ACTOR 5@ 6@ 7@ 
015F: set_camera_position 12@ 13@ 14@ 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 3@ 
0159: camera_on_ped $PLAYER_ACTOR 15 2 
0004: $1830 = 2 // integer values 

:GYMBENC_1221
00D6: if 
0038:   $1829 == 0 // integer values 
004D: jump_if_false @GYMBENC_1311 
04ED: load_animation "BENCHPRESS" 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBENC_1264
00D6: if or
84EE:   not animation "BENCHPRESS" loaded 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMBENC_1304 
0001: wait 0 ms 
0002: jump @GYMBENC_1264 

:GYMBENC_1304
0004: $1829 = 1 // integer values 

:GYMBENC_1311
00D6: if and
0038:   $1830 == 2 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2547 
0512: permanent_text_box 'GYM1_71'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kivlassz egy slyt.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
00D6: if or
0038:   $154 == 4 // integer values 
0038:   $154 == 2 // integer values 
004D: jump_if_false @GYMBENC_1538 
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Pad
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Sly // 15 kg // 25 kg // 35 kg // 45 kg // 55 kg // 75 kg // 95 kg // 115 kg // 135 kg // 150 kg
0002: jump @GYMBENC_1699 

:GYMBENC_1538
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Pad
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Sly // 15 kg // 25 kg // 35 kg // 45 kg // 55 kg // 75 kg // 95 kg // 115 kg // 135 kg // 150 kg

:GYMBENC_1699
090E: set_panel $8734 active_row 0 

:GYMBENC_1706
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_1824 
0001: wait 0 ms 
0008: $8714 += 1 // integer values 
00D6: if and
00E1:   key_pressed 0 15 
0018:   $8714 > 20 // integer values 
004D: jump_if_false @GYMBENC_1771 
03E6: remove_text_box 
08DA: remove_panel $8734 
0002: jump @GYMBENC_7348 

:GYMBENC_1771
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMBENC_1817 
03E6: remove_text_box 
08D7: 21@ = panel $8734 active_row 
000A: 21@ += 1 // integer values 
08DA: remove_panel $8734 
0002: jump @GYMBENC_1824 

:GYMBENC_1817
0002: jump @GYMBENC_1706 

:GYMBENC_1824
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @GYMBENC_1862 
0005: $8736 = 1.0 // floating-point values 
0007: 20@ = 5.0 // floating-point values 

:GYMBENC_1862
00D6: if 
0039:   21@ == 2 // integer values 
004D: jump_if_false @GYMBENC_1900 
0007: 20@ = 5.2 // floating-point values 
0005: $8736 = 2.0 // floating-point values 

:GYMBENC_1900
00D6: if 
0039:   21@ == 3 // integer values 
004D: jump_if_false @GYMBENC_1938 
0007: 20@ = 5.3 // floating-point values 
0005: $8736 = 3.0 // floating-point values 

:GYMBENC_1938
00D6: if 
0039:   21@ == 4 // integer values 
004D: jump_if_false @GYMBENC_1976 
0007: 20@ = 5.5 // floating-point values 
0005: $8736 = 4.0 // floating-point values 

:GYMBENC_1976
00D6: if 
0039:   21@ == 5 // integer values 
004D: jump_if_false @GYMBENC_2014 
0007: 20@ = 6.0 // floating-point values 
0005: $8736 = 5.0 // floating-point values 

:GYMBENC_2014
00D6: if 
0039:   21@ == 6 // integer values 
004D: jump_if_false @GYMBENC_2052 
0007: 20@ = 6.5 // floating-point values 
0005: $8736 = 6.0 // floating-point values 

:GYMBENC_2052
00D6: if 
0039:   21@ == 7 // integer values 
004D: jump_if_false @GYMBENC_2090 
0007: 20@ = 7.0 // floating-point values 
0005: $8736 = 7.0 // floating-point values 

:GYMBENC_2090
00D6: if 
0039:   21@ == 8 // integer values 
004D: jump_if_false @GYMBENC_2128 
0007: 20@ = 7.5 // floating-point values 
0005: $8736 = 8.0 // floating-point values 

:GYMBENC_2128
00D6: if 
0039:   21@ == 9 // integer values 
004D: jump_if_false @GYMBENC_2166 
0007: 20@ = 8.0 // floating-point values 
0005: $8736 = 9.0 // floating-point values 

:GYMBENC_2166
00D6: if 
0039:   21@ == 10 // integer values 
004D: jump_if_false @GYMBENC_2204 
0007: 20@ = 8.5 // floating-point values 
0005: $8736 = 10.0 // floating-point values 

:GYMBENC_2204
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2266 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_GETON" from_file "BENCHPRESS" 4.0 loop 0 0 0 1 -1 ms 

:GYMBENC_2266
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2540 
00D6: if and
0611:   actor $PLAYER_ACTOR animation_is "GYM_BP_GETON" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2540 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2343
00D6: if 
8020:   not  $1824 > 0.75 // floating-point values 
004D: jump_if_false @GYMBENC_2413 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2406 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2406
0002: jump @GYMBENC_2343 

:GYMBENC_2413
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBENC_2436 
097B: play_sound 0@ on_object 1117 

:GYMBENC_2436
0550: keep_object 30@ in_memory 0 
0682: detach_object 30@ 0.0 0.0 0.0 collision_detection 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2526 
070A: AS_actor $PLAYER_ACTOR attach_to_object 30@ offset 0.0 0.0 -0.1 on_bone 6 16 "NULL" "NULL" -1 ms 

:GYMBENC_2526
0004: $1830 = 4 // integer values 
0006: 32@ = 0 // integer values 

:GYMBENC_2540
0004: $1830 = 4 // integer values 

:GYMBENC_2547
00D6: if and
0038:   $1830 == 4 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3225 
00D6: if 
0038:   $8735 == 0 // integer values 
004D: jump_if_false @GYMBENC_2608 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_37'  // ~w~A sly kinyomshoz, felvltva nyomogasd a(z) ~k~~PED_SPRINT~ s ~k~~PED_FIREWEAPON~ billentyket.~n~Ezzel megnvelheted az erd.
0004: $8735 = 1 // integer values 

:GYMBENC_2608
00D6: if and
0019:   32@ > 6000 // integer values 
0038:   $8735 == 1 // integer values 
004D: jump_if_false @GYMBENC_2654 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_25'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~-t, a kiszllshoz.
0004: $8735 = 2 // integer values 

:GYMBENC_2654
00D6: if and
0019:   32@ > 9000 // integer values 
0038:   $8735 == 2 // integer values 
004D: jump_if_false @GYMBENC_2689 
03E6: remove_text_box 
0004: $8735 = 101 // integer values 

:GYMBENC_2689
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BP_GETON" 
004D: jump_if_false @GYMBENC_2776 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 
00D6: if 
0042:   $1816 == 1.0 // floating-point values 
004D: jump_if_false @GYMBENC_2769 
0002: jump @GYMBENC_2830 

:GYMBENC_2769
0002: jump @GYMBENC_3225 

:GYMBENC_2776
00D6: if and
0038:   $1814 == 1 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3225 
0004: $8738 = 0 // integer values 
0004: $1818 = 0 // integer values 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
0002: jump @GYMBENC_2830 

:GYMBENC_2830
0653: $1817 = stat 23 // float 
0015: $1817 /= 30.0 // floating-point values 
00D6: if 
0022:   0.0 > $1817 // floating-point values 
004D: jump_if_false @GYMBENC_2878 
0005: $1817 = 0.0 // floating-point values 

:GYMBENC_2878
0086: $8737 = $1817 // floating-point values only 
0009: $8737 += 30.0 // floating-point values 
00D6: if 
0020:   $8737 > 75.0 // floating-point values 
004D: jump_if_false @GYMBENC_2927 
0005: $8737 = 75.0 // floating-point values 

:GYMBENC_2927
008F: 19@ = integer_to_float $8738 
0086: $1823 = $8737 // floating-point values only 
0061: $1823 -= $8736 // floating-point values 
00D6: if 
0032:   18.0 >= $1823 // floating-point values 
004D: jump_if_false @GYMBENC_3017 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_B" from_file "BENCHPRESS" 8.0 loop 0 0 0 1 -1 ms 

:GYMBENC_3017
00D6: if 
0020:   $1823 > 18.0 // floating-point values 
004D: jump_if_false @GYMBENC_3104 
00D6: if 
0032:   24.0 >= $1823 // floating-point values 
004D: jump_if_false @GYMBENC_3104 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_A" from_file "BENCHPRESS" 8.0 loop 0 0 0 1 -1 ms 

:GYMBENC_3104
00D6: if 
0020:   $1823 > 24.0 // floating-point values 
004D: jump_if_false @GYMBENC_3175 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_SMOOTH" from_file "BENCHPRESS" 8.0 loop 0 0 0 1 -1 ms 

:GYMBENC_3175
04F7: status_text $1818 1 line 1 'GYM1_1'  // energia
04F7: status_text $8738 0 line 2 'GYM1_2'  // Kinyoms
0004: $1813 = 1 // integer values 
0004: $1830 = 5 // integer values 

:GYMBENC_3225
00D6: if and
0038:   $1830 == 5 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6956 
0653: $1817 = stat 23 // float 
0015: $1817 /= 30.0 // floating-point values 
00D6: if 
0022:   0.0 > $1817 // floating-point values 
004D: jump_if_false @GYMBENC_3296 
0005: $1817 = 0.0 // floating-point values 

:GYMBENC_3296
0086: $8737 = $1817 // floating-point values only 
0009: $8737 += 20.0 // floating-point values 
00D6: if 
0020:   $8737 > 75.0 // floating-point values 
004D: jump_if_false @GYMBENC_3345 
0005: $8737 = 75.0 // floating-point values 

:GYMBENC_3345
00D6: if 
0038:   $8735 == 0 // integer values 
004D: jump_if_false @GYMBENC_3383 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_37'  // ~w~A sly kinyomshoz, felvltva nyomogasd a(z) ~k~~PED_SPRINT~ s ~k~~PED_FIREWEAPON~ billentyket.~n~Ezzel megnvelheted az erd.
0004: $8735 = 1 // integer values 

:GYMBENC_3383
00D6: if and
0019:   32@ > 6000 // integer values 
0038:   $8735 == 1 // integer values 
004D: jump_if_false @GYMBENC_3429 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_25'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~-t, a kiszllshoz.
0004: $8735 = 2 // integer values 

:GYMBENC_3429
00D6: if and
0019:   32@ > 9000 // integer values 
0038:   $8735 == 2 // integer values 
004D: jump_if_false @GYMBENC_3464 
03E6: remove_text_box 
0004: $8735 = 101 // integer values 

:GYMBENC_3464
00D6: if or
0038:   $1813 == 1 // integer values 
0038:   $1813 == 3 // integer values 
004D: jump_if_false @GYMBENC_3517 
0015: $8762 /= 2.0 // floating-point values 
0082: 18@ -= unknown_inaccurate_float_timer $8736 // floating-point 
0011: $8762 *= 2.0 // floating-point values 

:GYMBENC_3517
00D6: if 
0038:   $1813 == 4 // integer values 
004D: jump_if_false @GYMBENC_3545 
007F: 18@ -= unknown_inaccurate_float_timer 2.0 // floating-point 

:GYMBENC_3545
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GYMBENC_3587 
00D6: if 
0039:   26@ == 1 // integer values 
004D: jump_if_false @GYMBENC_3587 
0006: 26@ = 2 // integer values 

:GYMBENC_3587
00D6: if 
80E1:   not key_pressed 0 17 
004D: jump_if_false @GYMBENC_3629 
00D6: if 
0039:   26@ == 3 // integer values 
004D: jump_if_false @GYMBENC_3629 
0006: 26@ = 0 // integer values 

:GYMBENC_3629
00D6: if or
0038:   $1813 == 1 // integer values 
0038:   $1813 == 3 // integer values 
004D: jump_if_false @GYMBENC_3766 
00D6: if and
00E1:   key_pressed 0 16 
80E1:   not key_pressed 0 17 
004D: jump_if_false @GYMBENC_3710 
00D6: if 
0039:   26@ == 0 // integer values 
004D: jump_if_false @GYMBENC_3710 
005D: 18@ += $8737 // floating-point values 
0006: 26@ = 1 // integer values 

:GYMBENC_3710
00D6: if and
00E1:   key_pressed 0 17 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GYMBENC_3766 
00D6: if 
0039:   26@ == 2 // integer values 
004D: jump_if_false @GYMBENC_3766 
005D: 18@ += $8737 // floating-point values 
0006: 26@ = 3 // integer values 

:GYMBENC_3766
00D6: if 
0023:   0.0 > 18@ // floating-point values 
004D: jump_if_false @GYMBENC_3797 
0007: 18@ = 0.0 // floating-point values 

:GYMBENC_3797
00D6: if 
0021:   18@ > 25.0 // floating-point values 
004D: jump_if_false @GYMBENC_3829 
0947: (unknown) $PLAYER_ACTOR 354 $8745 

:GYMBENC_3829
00D6: if 
0031:   18@ >= 100.0 // floating-point values 
004D: jump_if_false @GYMBENC_3885 
0007: 18@ = 100.0 // floating-point values 
00D6: if 
0038:   $1813 == 1 // integer values 
004D: jump_if_false @GYMBENC_3885 
0004: $1813 = 2 // integer values 

:GYMBENC_3885
00D6: if and
0038:   $1813 == 2 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3950 
00D6: if 
0042:   $1819 == 1.0 // floating-point values 
004D: jump_if_false @GYMBENC_3950 
0006: 26@ = 0 // integer values 
0004: $1813 = 3 // integer values 
0006: 33@ = 0 // integer values 

:GYMBENC_3950
00D6: if and
0038:   $1813 == 3 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6050 
0871: init_jump_table 21@ total_jumps 10 0 @GYMBENC_4246 jumps 1 @GYMBENC_4101 2 @GYMBENC_4115 3 @GYMBENC_4129 4 @GYMBENC_4143 5 @GYMBENC_4157 6 @GYMBENC_4171 7 @GYMBENC_4186 
0872: jump_table_jumps 8 @GYMBENC_4201 9 @GYMBENC_4216 10 @GYMBENC_4231 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 

:GYMBENC_4101
0004: $GYM_BENCH_WEIGHT = 40 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4115
0004: $GYM_BENCH_WEIGHT = 60 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4129
0004: $GYM_BENCH_WEIGHT = 80 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4143
0004: $GYM_BENCH_WEIGHT = 100 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4157
0004: $GYM_BENCH_WEIGHT = 120 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4171
0004: $GYM_BENCH_WEIGHT = 160 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4186
0004: $GYM_BENCH_WEIGHT = 200 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4201
0004: $GYM_BENCH_WEIGHT = 240 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4216
0004: $GYM_BENCH_WEIGHT = 280 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4231
0004: $GYM_BENCH_WEIGHT = 320 // integer values 
0002: jump @GYMBENC_4246 

:GYMBENC_4246
0652: $GYM_STAT_BENCH_HEAVIEST_WEIGHT = stat 46 // integer 
00D6: if 
001C:   $GYM_BENCH_WEIGHT > $GYM_STAT_BENCH_HEAVIEST_WEIGHT // integer values 
004D: jump_if_false @GYMBENC_4279 
0629: change_stat 46 to $GYM_BENCH_WEIGHT // integer 

:GYMBENC_4279
015B: (unknown) 0 200 200 
00D6: if 
8028:   not  $8738 >= 999999 // integer values 
004D: jump_if_false @GYMBENC_4317 
0008: $8738 += 1 // integer values 

:GYMBENC_4317
0653: $8747 = stat 23 // float 
00D6: if 
0022:   1000.0 > $8747 // floating-point values 
004D: jump_if_false @GYMBENC_4625 
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @GYMBENC_4373 
0007: 20@ = 1.0 // floating-point values 

:GYMBENC_4373
00D6: if 
0039:   21@ == 2 // integer values 
004D: jump_if_false @GYMBENC_4401 
0007: 20@ = 1.2 // floating-point values 

:GYMBENC_4401
00D6: if 
0039:   21@ == 3 // integer values 
004D: jump_if_false @GYMBENC_4429 
0007: 20@ = 1.3 // floating-point values 

:GYMBENC_4429
00D6: if 
0039:   21@ == 4 // integer values 
004D: jump_if_false @GYMBENC_4457 
0007: 20@ = 1.5 // floating-point values 

:GYMBENC_4457
00D6: if 
0039:   21@ == 5 // integer values 
004D: jump_if_false @GYMBENC_4485 
0007: 20@ = 2.0 // floating-point values 

:GYMBENC_4485
00D6: if 
0039:   21@ == 6 // integer values 
004D: jump_if_false @GYMBENC_4513 
0007: 20@ = 2.5 // floating-point values 

:GYMBENC_4513
00D6: if 
0039:   21@ == 7 // integer values 
004D: jump_if_false @GYMBENC_4541 
0007: 20@ = 3.0 // floating-point values 

:GYMBENC_4541
00D6: if 
0039:   21@ == 8 // integer values 
004D: jump_if_false @GYMBENC_4569 
0007: 20@ = 4.0 // floating-point values 

:GYMBENC_4569
00D6: if 
0039:   21@ == 9 // integer values 
004D: jump_if_false @GYMBENC_4597 
0007: 20@ = 5.0 // floating-point values 

:GYMBENC_4597
00D6: if 
0039:   21@ == 10 // integer values 
004D: jump_if_false @GYMBENC_4625 
0007: 20@ = 6.0 // floating-point values 

:GYMBENC_4625
00D6: if 
0022:   800.0 > $8747 // floating-point values 
004D: jump_if_false @GYMBENC_4926 
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @GYMBENC_4674 
0007: 20@ = 2.0 // floating-point values 

:GYMBENC_4674
00D6: if 
0039:   21@ == 2 // integer values 
004D: jump_if_false @GYMBENC_4702 
0007: 20@ = 2.2 // floating-point values 

:GYMBENC_4702
00D6: if 
0039:   21@ == 3 // integer values 
004D: jump_if_false @GYMBENC_4730 
0007: 20@ = 2.3 // floating-point values 

:GYMBENC_4730
00D6: if 
0039:   21@ == 4 // integer values 
004D: jump_if_false @GYMBENC_4758 
0007: 20@ = 2.5 // floating-point values 

:GYMBENC_4758
00D6: if 
0039:   21@ == 5 // integer values 
004D: jump_if_false @GYMBENC_4786 
0007: 20@ = 3.0 // floating-point values 

:GYMBENC_4786
00D6: if 
0039:   21@ == 6 // integer values 
004D: jump_if_false @GYMBENC_4814 
0007: 20@ = 3.5 // floating-point values 

:GYMBENC_4814
00D6: if 
0039:   21@ == 7 // integer values 
004D: jump_if_false @GYMBENC_4842 
0007: 20@ = 4.0 // floating-point values 

:GYMBENC_4842
00D6: if 
0039:   21@ == 8 // integer values 
004D: jump_if_false @GYMBENC_4870 
0007: 20@ = 5.0 // floating-point values 

:GYMBENC_4870
00D6: if 
0039:   21@ == 9 // integer values 
004D: jump_if_false @GYMBENC_4898 
0007: 20@ = 6.0 // floating-point values 

:GYMBENC_4898
00D6: if 
0039:   21@ == 10 // integer values 
004D: jump_if_false @GYMBENC_4926 
0007: 20@ = 7.0 // floating-point values 

:GYMBENC_4926
00D6: if 
0022:   600.0 > $8747 // floating-point values 
004D: jump_if_false @GYMBENC_5227 
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @GYMBENC_4975 
0007: 20@ = 3.0 // floating-point values 

:GYMBENC_4975
00D6: if 
0039:   21@ == 2 // integer values 
004D: jump_if_false @GYMBENC_5003 
0007: 20@ = 3.2 // floating-point values 

:GYMBENC_5003
00D6: if 
0039:   21@ == 3 // integer values 
004D: jump_if_false @GYMBENC_5031 
0007: 20@ = 3.3 // floating-point values 

:GYMBENC_5031
00D6: if 
0039:   21@ == 4 // integer values 
004D: jump_if_false @GYMBENC_5059 
0007: 20@ = 3.5 // floating-point values 

:GYMBENC_5059
00D6: if 
0039:   21@ == 5 // integer values 
004D: jump_if_false @GYMBENC_5087 
0007: 20@ = 4.0 // floating-point values 

:GYMBENC_5087
00D6: if 
0039:   21@ == 6 // integer values 
004D: jump_if_false @GYMBENC_5115 
0007: 20@ = 4.5 // floating-point values 

:GYMBENC_5115
00D6: if 
0039:   21@ == 7 // integer values 
004D: jump_if_false @GYMBENC_5143 
0007: 20@ = 5.0 // floating-point values 

:GYMBENC_5143
00D6: if 
0039:   21@ == 8 // integer values 
004D: jump_if_false @GYMBENC_5171 
0007: 20@ = 6.0 // floating-point values 

:GYMBENC_5171
00D6: if 
0039:   21@ == 9 // integer values 
004D: jump_if_false @GYMBENC_5199 
0007: 20@ = 7.0 // floating-point values 

:GYMBENC_5199
00D6: if 
0039:   21@ == 10 // integer values 
004D: jump_if_false @GYMBENC_5227 
0007: 20@ = 8.0 // floating-point values 

:GYMBENC_5227
00D6: if 
0022:   400.0 > $8747 // floating-point values 
004D: jump_if_false @GYMBENC_5528 
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @GYMBENC_5276 
0007: 20@ = 4.0 // floating-point values 

:GYMBENC_5276
00D6: if 
0039:   21@ == 2 // integer values 
004D: jump_if_false @GYMBENC_5304 
0007: 20@ = 4.2 // floating-point values 

:GYMBENC_5304
00D6: if 
0039:   21@ == 3 // integer values 
004D: jump_if_false @GYMBENC_5332 
0007: 20@ = 4.3 // floating-point values 

:GYMBENC_5332
00D6: if 
0039:   21@ == 4 // integer values 
004D: jump_if_false @GYMBENC_5360 
0007: 20@ = 4.5 // floating-point values 

:GYMBENC_5360
00D6: if 
0039:   21@ == 5 // integer values 
004D: jump_if_false @GYMBENC_5388 
0007: 20@ = 5.0 // floating-point values 

:GYMBENC_5388
00D6: if 
0039:   21@ == 6 // integer values 
004D: jump_if_false @GYMBENC_5416 
0007: 20@ = 5.5 // floating-point values 

:GYMBENC_5416
00D6: if 
0039:   21@ == 7 // integer values 
004D: jump_if_false @GYMBENC_5444 
0007: 20@ = 6.0 // floating-point values 

:GYMBENC_5444
00D6: if 
0039:   21@ == 8 // integer values 
004D: jump_if_false @GYMBENC_5472 
0007: 20@ = 7.0 // floating-point values 

:GYMBENC_5472
00D6: if 
0039:   21@ == 9 // integer values 
004D: jump_if_false @GYMBENC_5500 
0007: 20@ = 8.0 // floating-point values 

:GYMBENC_5500
00D6: if 
0039:   21@ == 10 // integer values 
004D: jump_if_false @GYMBENC_5528 
0007: 20@ = 9.0 // floating-point values 

:GYMBENC_5528
00D6: if 
0022:   200.0 > $8747 // floating-point values 
004D: jump_if_false @GYMBENC_5829 
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @GYMBENC_5577 
0007: 20@ = 5.0 // floating-point values 

:GYMBENC_5577
00D6: if 
0039:   21@ == 2 // integer values 
004D: jump_if_false @GYMBENC_5605 
0007: 20@ = 5.2 // floating-point values 

:GYMBENC_5605
00D6: if 
0039:   21@ == 3 // integer values 
004D: jump_if_false @GYMBENC_5633 
0007: 20@ = 5.3 // floating-point values 

:GYMBENC_5633
00D6: if 
0039:   21@ == 4 // integer values 
004D: jump_if_false @GYMBENC_5661 
0007: 20@ = 5.5 // floating-point values 

:GYMBENC_5661
00D6: if 
0039:   21@ == 5 // integer values 
004D: jump_if_false @GYMBENC_5689 
0007: 20@ = 6.0 // floating-point values 

:GYMBENC_5689
00D6: if 
0039:   21@ == 6 // integer values 
004D: jump_if_false @GYMBENC_5717 
0007: 20@ = 6.5 // floating-point values 

:GYMBENC_5717
00D6: if 
0039:   21@ == 7 // integer values 
004D: jump_if_false @GYMBENC_5745 
0007: 20@ = 7.0 // floating-point values 

:GYMBENC_5745
00D6: if 
0039:   21@ == 8 // integer values 
004D: jump_if_false @GYMBENC_5773 
0007: 20@ = 7.5 // floating-point values 

:GYMBENC_5773
00D6: if 
0039:   21@ == 9 // integer values 
004D: jump_if_false @GYMBENC_5801 
0007: 20@ = 8.0 // floating-point values 

:GYMBENC_5801
00D6: if 
0039:   21@ == 10 // integer values 
004D: jump_if_false @GYMBENC_5829 
0007: 20@ = 8.5 // floating-point values 

:GYMBENC_5829
00D6: if 
0038:   $8746 == 8 // integer values 
004D: jump_if_false @GYMBENC_5876 
0004: $8746 = 0 // integer values 
0624: add 20@ to_stat 23 
005F: $5349 += 20@ // floating-point values 
0002: jump @GYMBENC_5898 

:GYMBENC_5876
0A1F: set_stat 23 max_to 20@ 
0008: $8746 += 1 // integer values 
005F: $5349 += 20@ // floating-point values 

:GYMBENC_5898
00D6: if 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMBENC_5943 
0835: ,get_day_in_game $5347 $5348 
00BC: text_highpriority 'GYM1_1B' 4000 ms 1  // Elrted a mai limitet, gyere vissza holnap!

:GYMBENC_5943
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0030:   $GYM_STAT_FAT >= 1.0 // floating-point values 
004D: jump_if_false @GYMBENC_5980 
0626: (unknown) 21 1.0 

:GYMBENC_5980
0004: $1818 = 0 // integer values 
0947: (unknown) $PLAYER_ACTOR 355 $8745 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_DOWN" from_file "BENCHPRESS" 8.0 loop 0 0 0 1 -1 ms 
0004: $1813 = 4 // integer values 

:GYMBENC_6050
00D6: if and
0038:   $1813 == 4 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6390 
00D6: if and
0043:   18@ == 0.0 // floating-point values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6390 
00D6: if 
0042:   $1819 == 0.0 // floating-point values 
004D: jump_if_false @GYMBENC_6390 
008F: 19@ = integer_to_float $8738 
0086: $1823 = $8737 // floating-point values only 
0061: $1823 -= $8736 // floating-point values 
00D6: if and
0032:   18.0 >= $1823 // floating-point values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6215 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_B" from_file "BENCHPRESS" 8.0 loop 0 0 0 1 -1 ms 

:GYMBENC_6215
00D6: if and
0020:   $1823 > 18.0 // floating-point values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6307 
00D6: if 
0032:   24.0 >= $1823 // floating-point values 
004D: jump_if_false @GYMBENC_6307 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_A" from_file "BENCHPRESS" 8.0 loop 0 0 0 1 -1 ms 

:GYMBENC_6307
00D6: if and
0020:   $1823 > 24.0 // floating-point values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6383 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_SMOOTH" from_file "BENCHPRESS" 8.0 loop 0 0 0 1 -1 ms 

:GYMBENC_6383
0004: $1813 = 1 // integer values 

:GYMBENC_6390
0088: $1820 = 18@ // floating-point values only 
0015: $1820 /= 100.0 // floating-point values 
00D6: if and
0018:   $1813 > 0 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6769 
0086: $1821 = $1820 // floating-point values only 
0061: $1821 -= $1819 // floating-point values 
0015: $1821 /= 2.0 // floating-point values 
00D6: if and
0022:   0.05 > $1821 // floating-point values 
0020:   $1821 > -0.05 // floating-point values 
004D: jump_if_false @GYMBENC_6503 
0086: $1819 = $1820 // floating-point values only 
0002: jump @GYMBENC_6511 

:GYMBENC_6503
0059: $1819 += $1821 // floating-point values 

:GYMBENC_6511
00D6: if and
0038:   $1813 == 4 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6609 
0005: $1822 = 1.0 // floating-point values 
0061: $1822 -= $1819 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BP_DOWN" 
004D: jump_if_false @GYMBENC_6602 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_DOWN" progress_to $1822 

:GYMBENC_6602
0002: jump @GYMBENC_6769 

:GYMBENC_6609
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BP_UP_A" 
004D: jump_if_false @GYMBENC_6659 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_A" progress_to $1819 

:GYMBENC_6659
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BP_UP_B" 
004D: jump_if_false @GYMBENC_6709 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_B" progress_to $1819 

:GYMBENC_6709
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BP_UP_SMOOTH" 
004D: jump_if_false @GYMBENC_6769 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_SMOOTH" progress_to $1819 

:GYMBENC_6769
0090: $1818 = float_to_integer 18@ 
00D6: if or
00E1:   key_pressed 0 15 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMBENC_6956 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6956 

:GYMBENC_6820
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMBENC_6848 
0001: wait 0 ms 
0002: jump @GYMBENC_6820 

:GYMBENC_6848
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6911 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_GETOFF" from_file "BENCHPRESS" 100.0 loop 0 0 0 0 -1 ms 

:GYMBENC_6911
0004: $1818 = 0 // integer values 
00D6: if 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMBENC_6949 
0005: $5349 = 0.0 // floating-point values 

:GYMBENC_6949
0004: $1830 = 6 // integer values 

:GYMBENC_6956
00D6: if and
0038:   $1830 == 6 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_8093 
00D6: if 
0018:   $8738 > 4 // integer values 
004D: jump_if_false @GYMBENC_7613 
00D6: if and
0611:   actor $PLAYER_ACTOR animation_is "GYM_BP_GETOFF" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7606 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7056
00D6: if 
8020:   not  $1825 > 0.26 // floating-point values 
004D: jump_if_false @GYMBENC_7127 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7120 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7120
0002: jump @GYMBENC_7056 

:GYMBENC_7127
00D6: if and
03D0:   wav 4 loaded 
0038:   $8744 == 0 // integer values 
004D: jump_if_false @GYMBENC_7164 
097B: play_sound 0@ on_object 1117 
0004: $8744 = 1 // integer values 

:GYMBENC_7164
070B: (unknown) $PLAYER_ACTOR 0 
0550: keep_object 30@ in_memory 1 
0108: destroy_object 30@ 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ at_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7277 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7277
00D6: if 
0042:   $1816 == 1.0 // floating-point values 
004D: jump_if_false @GYMBENC_7606 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_CELEBRATE" from_file "BENCHPRESS" 8.0 loop 0 0 0 0 -1 ms 

:GYMBENC_7348
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7606 
0006: 23@ = 0 // integer values 
0004: $1813 = 0 // integer values 
0006: 27@ = 1 // integer values 
0006: 21@ = 1 // integer values 
0004: $8738 = 0 // integer values 
0004: $1818 = 0 // integer values 
0005: $1823 = 0.0 // floating-point values 
0004: $1830 = 0 // integer values 
0007: 18@ = 0.0 // floating-point values 
0006: 21@ = 1 // integer values 
0004: $8738 = 0 // integer values 
0653: $1817 = stat 23 // float 
00D6: if 
0030:   $1817 >= 1000.0 // floating-point values 
004D: jump_if_false @GYMBENC_7484 
062A: change_stat 23 to 1000.0 // float 

:GYMBENC_7484
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT // floating-point values 
004D: jump_if_false @GYMBENC_7521 
062A: change_stat 21 to 0.0 // float 

:GYMBENC_7521
0005: $1824 = 0.0 // floating-point values 
0005: $1825 = 0.0 // floating-point values 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
0004: $8735 = 0 // integer values 
0004: $1829 = 0 // integer values 

:GYMBENC_7606
0002: jump @GYMBENC_8093 

:GYMBENC_7613
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_8093 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_BP_GETOFF" 
004D: jump_if_false @GYMBENC_8093 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7683
00D6: if 
8020:   not  $1825 > 0.26 // floating-point values 
004D: jump_if_false @GYMBENC_7754 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7747 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7747
0002: jump @GYMBENC_7683 

:GYMBENC_7754
00D6: if and
03D0:   wav 4 loaded 
0038:   $8744 == 0 // integer values 
004D: jump_if_false @GYMBENC_7791 
097B: play_sound 0@ on_object 1117 
0004: $8744 = 1 // integer values 

:GYMBENC_7791
070B: (unknown) $PLAYER_ACTOR 0 
0550: keep_object 30@ in_memory 1 
0108: destroy_object 30@ 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ at_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7904 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7904
00D6: if 
0042:   $1816 == 1.0 // floating-point values 
004D: jump_if_false @GYMBENC_8093 
0005: $1824 = 0.0 // floating-point values 
0005: $1825 = 0.0 // floating-point values 
0006: 23@ = 0 // integer values 
0004: $1813 = 0 // integer values 
0006: 27@ = 1 // integer values 
0006: 21@ = 1 // integer values 
0004: $8738 = 0 // integer values 
0004: $1818 = 0 // integer values 
0005: $1823 = 0.0 // floating-point values 
0004: $1830 = 0 // integer values 
0007: 18@ = 0.0 // floating-point values 
0006: 21@ = 1 // integer values 
0004: $8738 = 0 // integer values 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
0004: $8735 = 0 // integer values 
0004: $1829 = 0 // integer values 

:GYMBENC_8093
0002: jump @GYMBENC_632 
004E: end_thread 

//-------------External script 13 (GYMTREAD)---------------

:GYMTREA
03A4: name_thread 'GYMTREA' 
0004: $8756 = 0 // integer values 
0004: $8757 = 0 // integer values 
0004: $8755 = 0 // integer values 
0004: $8750 = 0 // integer values 
0004: $8751 = 0 // integer values 
0004: $8752 = 0 // integer values 
0004: $8753 = 0 // integer values 
0004: $8754 = 0 // integer values 
0004: $1831 = 0 // integer values 
0004: $1832 = 0 // integer values 
0004: $1833 = 0 // integer values 
0004: $1834 = 0 // integer values 
0004: $1835 = 0 // integer values 
0004: $1836 = 0 // integer values 
0004: $1837 = 0 // integer values 
0004: $1838 = 0 // integer values 
0004: $1839 = 0 // integer values 
0004: $1840 = 0 // integer values 
0007: 19@ = 1.0 // floating-point values 
0004: $8750 = 1 // integer values 
0004: $8752 = 1 // integer values 
0004: $1830 = 0 // integer values 
0004: $8753 = 0 // integer values 
0007: 22@ = 0.0 // floating-point values 
0007: 21@ = 0.0 // floating-point values 
0004: $1829 = 0 // integer values 
0004: $1840 = 1 // integer values 
0006: 27@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 28@ = 0 // integer values 
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @GYMTREA_278 
029B: 0@ = init_object #BEACHTOWEL03 at 0.0 0.0 0.0 

:GYMTREA_278
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMTREA_330 
01BB: store_object 0@ position_to 1@ 2@ 3@ 
01BB: store_object 0@ position_to 7@ 8@ 9@ 
0176: 10@ = object 0@ z_angle 

:GYMTREA_330
0007: 19@ = 1.0 // floating-point values 
0004: $8750 = 1 // integer values 
0004: $8752 = 1 // integer values 
0007: 26@ = 1.0 // floating-point values 
0087: 6@ = 3@ // floating-point values only 
000B: 6@ += 1.5 // floating-point values 
0087: 9@ = 3@ // floating-point values only 
000B: 9@ += 0.75 // floating-point values 
0087: 11@ = 10@ // floating-point values only 
000F: 11@ -= 60.0 // floating-point values 
02F6: 12@ = cosine 11@ // sinus swapped with cosine 
02F7: 13@ = sinus 11@ // cosine swapped with sinus 
0013: 12@ *= 3.0 // floating-point values 
0013: 13@ *= 3.0 // floating-point values 
0087: 4@ = 1@ // floating-point values only 
0063: 4@ -= 13@ // floating-point values 
0087: 5@ = 2@ // floating-point values only 
0063: 5@ -= 12@ // floating-point values 
0087: 11@ = 10@ // floating-point values only 
000B: 11@ += 90.0 // floating-point values 
02F6: 12@ = cosine 11@ // sinus swapped with cosine 
02F7: 13@ = sinus 11@ // cosine swapped with sinus 
0013: 12@ *= 1.5 // floating-point values 
0013: 13@ *= 1.5 // floating-point values 
0063: 1@ -= 13@ // floating-point values 
0063: 2@ -= 12@ // floating-point values 
000B: 3@ += 0.1 // floating-point values 
0004: $1829 = 0 // integer values 

:GYMTREA_573
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMTREA_595 
004E: end_thread 

:GYMTREA_595
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMTREA_5900 
00D6: if and
0038:   $1830 == 0 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_979 
00D6: if and
0038:   $1831 == 0 // integer values 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMTREA_979 
00D6: if 
0038:   $1840 == 0 // integer values 
004D: jump_if_false @GYMTREA_938 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 1@ 2@ 3@ radius 1.2 1.2 4.0 
004D: jump_if_false @GYMTREA_904 
00D6: if 
0039:   27@ == 0 // integer values 
004D: jump_if_false @GYMTREA_753 
0512: permanent_text_box 'GYM1_81'  // A(z) ~k~~VEHICLE_ENTER_EXIT~ billentyvel hasznlhatod ezt a gpet.
0006: 27@ = 1 // integer values 

:GYMTREA_753
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GYMTREA_897 
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0038:   $ONMISSION_GYMFIGHT == 1 // integer values 
004D: jump_if_false @GYMTREA_881 
0835: ,get_day_in_game $5345 $5346 
00D6: if or
001C:   $5345 > $5347 // integer values 
001C:   $5346 > $5348 // integer values 
004D: jump_if_false @GYMTREA_858 
0004: $1831 = 1 // integer values 
0004: $1830 = 1 // integer values 
0004: $8714 = 0 // integer values 
0002: jump @GYMTREA_874 

:GYMTREA_858
00BC: text_highpriority 'GYM1_1A' 4000 ms 1  // Eleget dolgoztl mr ma, gyere vissza holnap!

:GYMTREA_874
0002: jump @GYMTREA_897 

:GYMTREA_881
00BC: text_highpriority 'GYM1_90' 4000 ms 1  // ~s~Kicsit mintha elfoglaltnak tnnl, mirt nem jssz vissza ksbb.

:GYMTREA_897
0002: jump @GYMTREA_931 

:GYMTREA_904
00D6: if 
0039:   27@ == 1 // integer values 
004D: jump_if_false @GYMTREA_931 
03E6: remove_text_box 
0006: 27@ = 0 // integer values 

:GYMTREA_931
0002: jump @GYMTREA_979 

:GYMTREA_938
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 1@ 2@ radius 2.0 2.0 
004D: jump_if_false @GYMTREA_979 
0004: $1840 = 0 // integer values 

:GYMTREA_979
00D6: if and
0038:   $1831 == 1 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_5900 
00D6: if and
0038:   $1830 == 1 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_1114 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08C7: (unknown) $PLAYER_ACTOR 1@ 2@ 3@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 10@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 4@ 5@ 6@ 0.0 0.0 0.0 
0160: point_camera 7@ 8@ 9@ 2 
0004: $1830 = 2 // integer values 

:GYMTREA_1114
00D6: if 
0038:   $1829 == 0 // integer values 
004D: jump_if_false @GYMTREA_1224 
04ED: load_animation "GYMNASIUM" 

:GYMTREA_1145
00D6: if 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMTREA_1180 
0001: wait 0 ms 
0002: jump @GYMTREA_1145 

:GYMTREA_1180
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMTREA_1191
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMTREA_1217 
0001: wait 0 ms 
0002: jump @GYMTREA_1191 

:GYMTREA_1217
0004: $1829 = 1 // integer values 

:GYMTREA_1224
00D6: if 
0038:   $1830 == 2 // integer values 
004D: jump_if_false @GYMTREA_1944 
0512: permanent_text_box 'GYM1_60'  // Hasznld a(z) ~k~~GO_FORWARD~ s a(z) ~k~~GO_BACK~-t, hogy kivlaszd a szintet.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
00D6: if or
0038:   $154 == 4 // integer values 
0038:   $154 == 2 // integer values 
004D: jump_if_false @GYMTREA_1446 
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Futgp
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Szint // 1. szint // 2. szint // 3. szint // 4. szint // 5. szint // 6. szint // 7. szint // 8. szint // 9. szint // 10. szint
0002: jump @GYMTREA_1607 

:GYMTREA_1446
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Futgp
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Szint // 1. szint // 2. szint // 3. szint // 4. szint // 5. szint // 6. szint // 7. szint // 8. szint // 9. szint // 10. szint

:GYMTREA_1607
090E: set_panel $8748 active_row 0 

:GYMTREA_1614
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_1739 
0001: wait 0 ms 
0008: $8714 += 1 // integer values 
00D6: if and
00E1:   key_pressed 0 15 
0018:   $8714 > 20 // integer values 
004D: jump_if_false @GYMTREA_1679 
03E6: remove_text_box 
08DA: remove_panel $8748 
0002: jump @GYMTREA_5443 

:GYMTREA_1679
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMTREA_1732 
03E6: remove_text_box 
08D7: $8750 = panel $8748 active_row 
0008: $8750 += 1 // integer values 
08DA: remove_panel $8748 
0006: 32@ = 0 // integer values 
0002: jump @GYMTREA_1739 

:GYMTREA_1732
0002: jump @GYMTREA_1614 

:GYMTREA_1739
00D6: if 
0038:   $1815 == 0 // integer values 
004D: jump_if_false @GYMTREA_1780 
03E5: text_box 'GYM1_42'  // A futshoz, nyomd a(z) ~k~~PED_SPRINT~-t.
0001: wait 4000 ms 
0004: $1815 = 1 // integer values 

:GYMTREA_1780
00D6: if 
0038:   $1815 == 1 // integer values 
004D: jump_if_false @GYMTREA_1821 
03E5: text_box 'GYM1_43'  // A szint vltshoz, nyomj ~k~~CONVERSATION_NO~-t vagy ~k~~CONVERSATION_YES~-t, mialatt hasznlod a futgpet.
0001: wait 5000 ms 
0004: $1815 = 2 // integer values 

:GYMTREA_1821
00D6: if 
0038:   $1815 == 2 // integer values 
004D: jump_if_false @GYMTREA_1869 
03E5: text_box 'GYM1_45'  // Ne engedd, hogy az energia csk kirljn, klben leesel a futgprl.
0001: wait 4000 ms 
0004: $1815 = 4 // integer values 
0006: 32@ = 0 // integer values 

:GYMTREA_1869
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_1933 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_GETON" from_file "GYMNASIUM" 4.0 loop 0 0 0 1 -1 ms 

:GYMTREA_1933
0001: wait 0 ms 
0004: $1830 = 3 // integer values 

:GYMTREA_1944
00D6: if and
0038:   $1830 == 3 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_2164 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_TREAD_GETON" 
004D: jump_if_false @GYMTREA_2164 
0613: 14@ = actor $PLAYER_ACTOR animation "GYM_TREAD_GETON" time 
00D6: if 
0043:   14@ == 1.0 // floating-point values 
004D: jump_if_false @GYMTREA_2164 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_WALK" from_file "GYMNASIUM" 8.0 loop 1 0 0 1 -1 ms 
04F7: status_text $8751 1 line 1 'GYM1_1'  // energia
04F7: status_text $8750 0 line 2 'GYM1_4'  // szint
04F7: status_text $8753 0 line 3 'GYM1_3'  // tvolsg
0007: 17@ = 30.0 // floating-point values 
0004: $1830 = 4 // integer values 

:GYMTREA_2164
00D6: if and
0038:   $1830 == 4 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_5900 
0017: 23@ /= 500.0 // floating-point values 
0015: $1828 /= 750.0 // floating-point values 
005D: 23@ += $1828 // floating-point values 
0087: 18@ = 20@ // floating-point values only 
005B: 18@ += 23@ // floating-point values 
0017: 19@ /= 2.0 // floating-point values 
0081: 17@ -= unknown_inaccurate_float_timer 19@ // floating-point 
0013: 19@ *= 2.0 // floating-point values 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMTREA_2309 
00D6: if 
0038:   $1834 == 0 // integer values 
004D: jump_if_false @GYMTREA_2309 
005B: 17@ += 18@ // floating-point values 
0004: $1834 = 1 // integer values 

:GYMTREA_2309
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GYMTREA_2351 
00D6: if 
0038:   $1834 == 1 // integer values 
004D: jump_if_false @GYMTREA_2351 
0004: $1834 = 0 // integer values 

:GYMTREA_2351
00D6: if 
0023:   0.0 > 17@ // floating-point values 
004D: jump_if_false @GYMTREA_2382 
0007: 17@ = 0.0 // floating-point values 

:GYMTREA_2382
00D6: if 
0021:   17@ > 100.0 // floating-point values 
004D: jump_if_false @GYMTREA_2413 
0007: 17@ = 100.0 // floating-point values 

:GYMTREA_2413
00D6: if 
00E1:   key_pressed 0 8 
004D: jump_if_false @GYMTREA_2430 

:GYMTREA_2430
00D6: if 
00E1:   key_pressed 0 9 
004D: jump_if_false @GYMTREA_2447 

:GYMTREA_2447
00D6: if 
80E1:   not key_pressed 0 8 
004D: jump_if_false @GYMTREA_2489 
00D6: if 
0038:   $1833 == 1 // integer values 
004D: jump_if_false @GYMTREA_2489 
0004: $1833 = 0 // integer values 

:GYMTREA_2489
00D6: if 
80E1:   not key_pressed 0 9 
004D: jump_if_false @GYMTREA_2531 
00D6: if 
0038:   $1833 == 2 // integer values 
004D: jump_if_false @GYMTREA_2531 
0004: $1833 = 0 // integer values 

:GYMTREA_2531
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @GYMTREA_2669 
00D6: if 
0038:   $1835 == 0 // integer values 
004D: jump_if_false @GYMTREA_2669 
00D6: if and
0018:   $8750 > 0 // integer values 
001A:   10 > $8750 // integer values 
004D: jump_if_false @GYMTREA_2669 
0008: $8750 += 1 // integer values 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_2621 
097B: play_sound 0@ on_object 1116 

:GYMTREA_2621
000F: 17@ -= 10.0 // floating-point values 
00D6: if 
0023:   0.0 > 17@ // floating-point values 
004D: jump_if_false @GYMTREA_2662 
0007: 17@ = 0.0 // floating-point values 

:GYMTREA_2662
0004: $1835 = 1 // integer values 

:GYMTREA_2669
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @GYMTREA_2766 
00D6: if 
0038:   $1835 == 0 // integer values 
004D: jump_if_false @GYMTREA_2766 
00D6: if and
0018:   $8750 > 1 // integer values 
001A:   11 > $8750 // integer values 
004D: jump_if_false @GYMTREA_2766 
000C: $8750 -= 1 // integer values 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_2759 
097B: play_sound 0@ on_object 1116 

:GYMTREA_2759
0004: $1835 = 2 // integer values 

:GYMTREA_2766
00D6: if 
80E1:   not key_pressed 0 11 
004D: jump_if_false @GYMTREA_2808 
00D6: if 
0038:   $1835 == 1 // integer values 
004D: jump_if_false @GYMTREA_2808 
0004: $1835 = 0 // integer values 

:GYMTREA_2808
00D6: if 
80E1:   not key_pressed 0 10 
004D: jump_if_false @GYMTREA_2850 
00D6: if 
0038:   $1835 == 2 // integer values 
004D: jump_if_false @GYMTREA_2850 
0004: $1835 = 0 // integer values 

:GYMTREA_2850
00D6: if 
0038:   $8750 == 1 // integer values 
004D: jump_if_false @GYMTREA_2888 
0007: 26@ = 1.0 // floating-point values 
0007: 20@ = 9.5 // floating-point values 

:GYMTREA_2888
00D6: if 
0038:   $8750 == 2 // integer values 
004D: jump_if_false @GYMTREA_2926 
0007: 26@ = 2.0 // floating-point values 
0007: 20@ = 8.5 // floating-point values 

:GYMTREA_2926
00D6: if 
0038:   $8750 == 3 // integer values 
004D: jump_if_false @GYMTREA_2964 
0007: 26@ = 3.0 // floating-point values 
0007: 20@ = 7.5 // floating-point values 

:GYMTREA_2964
00D6: if 
0038:   $8750 == 4 // integer values 
004D: jump_if_false @GYMTREA_3002 
0007: 26@ = 4.0 // floating-point values 
0007: 20@ = 6.5 // floating-point values 

:GYMTREA_3002
00D6: if 
0038:   $8750 == 5 // integer values 
004D: jump_if_false @GYMTREA_3040 
0007: 26@ = 5.0 // floating-point values 
0007: 20@ = 5.5 // floating-point values 

:GYMTREA_3040
00D6: if 
0038:   $8750 == 6 // integer values 
004D: jump_if_false @GYMTREA_3078 
0007: 26@ = 6.0 // floating-point values 
0007: 20@ = 4.5 // floating-point values 

:GYMTREA_3078
00D6: if 
0038:   $8750 == 7 // integer values 
004D: jump_if_false @GYMTREA_3116 
0007: 26@ = 7.0 // floating-point values 
0007: 20@ = 3.5 // floating-point values 

:GYMTREA_3116
00D6: if 
0038:   $8750 == 8 // integer values 
004D: jump_if_false @GYMTREA_3154 
0007: 26@ = 8.0 // floating-point values 
0007: 20@ = 2.5 // floating-point values 

:GYMTREA_3154
00D6: if 
0038:   $8750 == 9 // integer values 
004D: jump_if_false @GYMTREA_3192 
0007: 26@ = 9.0 // floating-point values 
0007: 20@ = 1.5 // floating-point values 

:GYMTREA_3192
00D6: if 
0038:   $8750 == 10 // integer values 
004D: jump_if_false @GYMTREA_3230 
0007: 26@ = 10.0 // floating-point values 
0007: 20@ = 0.5 // floating-point values 

:GYMTREA_3230
00D6: if 
0038:   $1836 == 0 // integer values 
004D: jump_if_false @GYMTREA_3299 
00D6: if 
0021:   17@ > 0.0 // floating-point values 
004D: jump_if_false @GYMTREA_3299 
018C: play_sound 65535 at 1@ 2@ 3@ 
0006: 33@ = 0 // integer values 
0004: $1836 = 1 // integer values 

:GYMTREA_3299
00D6: if and
0033:   0.0 >= 17@ // floating-point values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3803 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_TREAD_WALK" 
004D: jump_if_false @GYMTREA_3406 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_WALK_FALLOFF" from_file "GYMNASIUM" 100.0 loop 0 0 0 0 -1 ms 

:GYMTREA_3406
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_TREAD_JOG" 
004D: jump_if_false @GYMTREA_3485 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_JOG_FALLOFF" from_file "GYMNASIUM" 100.0 loop 0 0 0 0 -1 ms 

:GYMTREA_3485
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_TREAD_SPRINT" 
004D: jump_if_false @GYMTREA_3569 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_FALLOFF" from_file "GYMNASIUM" 100.0 loop 0 0 0 0 -1 ms 

:GYMTREA_3569
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT // floating-point values 
004D: jump_if_false @GYMTREA_3606 
062A: change_stat 21 to 0.0 // float 

:GYMTREA_3606
0004: $1831 = 0 // integer values 
0004: $1832 = 0 // integer values 
0004: $1833 = 0 // integer values 
0004: $1834 = 0 // integer values 
0004: $1835 = 0 // integer values 
0004: $1836 = 0 // integer values 
0004: $1837 = 0 // integer values 
0004: $1838 = 0 // integer values 
0004: $1839 = 0 // integer values 
0004: $1840 = 0 // integer values 
0007: 19@ = 1.0 // floating-point values 
0004: $8750 = 0 // integer values 
0004: $8752 = 1 // integer values 
0004: $1830 = 0 // integer values 
0004: $8753 = 0 // integer values 
0007: 22@ = 0.0 // floating-point values 
0007: 21@ = 0.0 // floating-point values 
0004: $1829 = 0 // integer values 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0004: $1840 = 1 // integer values 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
08DA: remove_panel $8748 
03E6: remove_text_box 

:GYMTREA_3803
00D6: if 
0038:   $1831 == 1 // integer values 
004D: jump_if_false @GYMTREA_4170 
00D6: if and
0038:   $1837 == 0 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3937 
00D6: if and
0018:   $8750 > 0 // integer values 
001A:   3 > $8750 // integer values 
004D: jump_if_false @GYMTREA_3937 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_WALK" from_file "GYMNASIUM" 100.0 loop 1 0 0 1 -1 ms 
0004: $1837 = 1 // integer values 
0004: $1838 = 0 // integer values 
0004: $1839 = 0 // integer values 

:GYMTREA_3937
00D6: if and
0038:   $1838 == 0 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_4052 
00D6: if and
0018:   $8750 > 2 // integer values 
001A:   7 > $8750 // integer values 
004D: jump_if_false @GYMTREA_4052 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_JOG" from_file "GYMNASIUM" 100.0 loop 1 0 0 1 -1 ms 
0004: $1837 = 0 // integer values 
0004: $1839 = 0 // integer values 
0004: $1838 = 1 // integer values 

:GYMTREA_4052
00D6: if and
0038:   $1839 == 0 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_4170 
00D6: if and
0018:   $8750 > 6 // integer values 
001A:   11 > $8750 // integer values 
004D: jump_if_false @GYMTREA_4170 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_SPRINT" from_file "GYMNASIUM" 100.0 loop 1 0 0 1 -1 ms 
0004: $1837 = 0 // integer values 
0004: $1838 = 0 // integer values 
0004: $1839 = 1 // integer values 

:GYMTREA_4170
00D6: if 
0031:   17@ >= 0.0 // floating-point values 
004D: jump_if_false @GYMTREA_4222 
00D6: if 
0033:   10.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4222 
0007: 15@ = 0.9 // floating-point values 

:GYMTREA_4222
00D6: if 
0031:   17@ >= 11.0 // floating-point values 
004D: jump_if_false @GYMTREA_4274 
00D6: if 
0033:   20.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4274 
0007: 15@ = 0.97 // floating-point values 

:GYMTREA_4274
00D6: if 
0031:   17@ >= 21.0 // floating-point values 
004D: jump_if_false @GYMTREA_4326 
00D6: if 
0033:   30.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4326 
0007: 15@ = 1.04 // floating-point values 

:GYMTREA_4326
00D6: if 
0031:   17@ >= 31.0 // floating-point values 
004D: jump_if_false @GYMTREA_4378 
00D6: if 
0033:   40.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4378 
0007: 15@ = 1.11 // floating-point values 

:GYMTREA_4378
00D6: if 
0031:   17@ >= 41.0 // floating-point values 
004D: jump_if_false @GYMTREA_4430 
00D6: if 
0033:   50.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4430 
0007: 15@ = 1.18 // floating-point values 

:GYMTREA_4430
00D6: if 
0031:   17@ >= 51.0 // floating-point values 
004D: jump_if_false @GYMTREA_4482 
00D6: if 
0033:   60.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4482 
0007: 15@ = 1.25 // floating-point values 

:GYMTREA_4482
00D6: if 
0031:   17@ >= 61.0 // floating-point values 
004D: jump_if_false @GYMTREA_4534 
00D6: if 
0033:   70.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4534 
0007: 15@ = 1.32 // floating-point values 

:GYMTREA_4534
00D6: if 
0031:   17@ >= 71.0 // floating-point values 
004D: jump_if_false @GYMTREA_4586 
00D6: if 
0033:   80.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4586 
0007: 15@ = 1.39 // floating-point values 

:GYMTREA_4586
00D6: if 
0031:   17@ >= 81.0 // floating-point values 
004D: jump_if_false @GYMTREA_4638 
00D6: if 
0033:   90.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4638 
0007: 15@ = 1.46 // floating-point values 

:GYMTREA_4638
00D6: if 
0031:   17@ >= 91.0 // floating-point values 
004D: jump_if_false @GYMTREA_4690 
00D6: if 
0033:   100.0 >= 17@ // floating-point values 
004D: jump_if_false @GYMTREA_4690 
0007: 15@ = 1.53 // floating-point values 

:GYMTREA_4690
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_4876 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_TREAD_WALK" 
004D: jump_if_false @GYMTREA_4762 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" at 15@ times_normal_rate 

:GYMTREA_4762
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_TREAD_JOG" 
004D: jump_if_false @GYMTREA_4816 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" at 15@ times_normal_rate 

:GYMTREA_4816
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_TREAD_SPRINT" 
004D: jump_if_false @GYMTREA_4876 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" at 15@ times_normal_rate 

:GYMTREA_4876
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMTREA_5001 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_5001 
00D6: if 
0021:   17@ > 10.0 // floating-point values 
004D: jump_if_false @GYMTREA_4968 
00D6: if 
0038:   $8757 == 0 // integer values 
004D: jump_if_false @GYMTREA_4961 
097B: play_sound 0@ on_object 1118 
0004: $8757 = 1 // integer values 

:GYMTREA_4961
0002: jump @GYMTREA_5001 

:GYMTREA_4968
00D6: if 
0038:   $8757 == 1 // integer values 
004D: jump_if_false @GYMTREA_5001 
097B: play_sound 0@ on_object 1119 
0004: $8757 = 0 // integer values 

:GYMTREA_5001
00D6: if 
0019:   33@ > 250 // integer values 
004D: jump_if_false @GYMTREA_5320 
000E: 33@ -= 250 // integer values 
0087: 21@ = 17@ // floating-point values only 
006B: 21@ *= 26@ // floating-point values 
0017: 21@ /= 80.0 // floating-point values 
008D: $9 = integer_to_float $8750 
0015: $9 /= 10.0 // floating-point values 
0009: $9 += 1.0 // floating-point values 
006D: $9 *= 21@ // floating-point values 
0059: $7 += $9 // floating-point values 
00D6: if 
0030:   $7 >= 170.0 // floating-point values 
004D: jump_if_false @GYMTREA_5243 
000D: $7 -= 170.0 // floating-point values 
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0030:   $GYM_STAT_FAT >= 1.0 // floating-point values 
004D: jump_if_false @GYMTREA_5166 
0626: (unknown) 21 8.0 

:GYMTREA_5166
00D6: if 
0038:   $8758 == 3 // integer values 
004D: jump_if_false @GYMTREA_5217 
0004: $8758 = 0 // integer values 
0624: add 4.0 to_stat 22 
0009: $5349 += 4.0 // floating-point values 
0002: jump @GYMTREA_5243 

:GYMTREA_5217
0A1F: set_stat 22 max_to 4.0 
0009: $5349 += 4.0 // floating-point values 
0008: $8758 += 1 // integer values 

:GYMTREA_5243
00D6: if 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMTREA_5288 
0835: ,get_day_in_game $5347 $5348 
00BC: text_highpriority 'GYM1_1B' 4000 ms 1  // Elrted a mai limitet, gyere vissza holnap!

:GYMTREA_5288
008F: 25@ = integer_to_float $8752 
006D: $9 *= 25@ // floating-point values 
005B: 22@ += 21@ // floating-point values 
0090: $8753 = float_to_integer 22@ 

:GYMTREA_5320
00D6: if or
00E1:   key_pressed 0 15 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMTREA_5796 
00D6: if 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMTREA_5378 
0005: $5349 = 0.0 // floating-point values 

:GYMTREA_5378
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_5796 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_GETOFF" from_file "GYMNASIUM" 100.0 loop 0 0 0 0 -1 ms 

:GYMTREA_5443
015B: (unknown) 0 1 1 
0623: add $8753 to_stat 28 
0085: 29@ = 32@ // integer values and handles 
0016: 29@ /= 1000 // integer values 
0623: add 29@ to_stat 44 
03E6: remove_text_box 
08DA: remove_panel $8748 
0004: $1831 = 0 // integer values 
0004: $1832 = 0 // integer values 
0004: $1833 = 0 // integer values 
0004: $1834 = 0 // integer values 
0004: $1835 = 0 // integer values 
0004: $1836 = 0 // integer values 
0004: $1837 = 0 // integer values 
0004: $1838 = 0 // integer values 
0004: $1839 = 0 // integer values 
0004: $1840 = 0 // integer values 
0007: 19@ = 1.0 // floating-point values 
0004: $8750 = 1 // integer values 
0004: $8752 = 1 // integer values 
0004: $1830 = 0 // integer values 
0004: $8753 = 0 // integer values 
0007: 22@ = 0.0 // floating-point values 
0007: 21@ = 0.0 // floating-point values 
0004: $1829 = 0 // integer values 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_5668 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 

:GYMTREA_5668
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
02EB: restore_camera_with_jumpcut 
0004: $1840 = 1 // integer values 
0653: $1817 = stat 23 // float 
00D6: if 
0030:   $1817 >= 1000.0 // floating-point values 
004D: jump_if_false @GYMTREA_5731 
062A: change_stat 23 to 1000.0 // float 

:GYMTREA_5731
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT // floating-point values 
004D: jump_if_false @GYMTREA_5768 
062A: change_stat 21 to 0.0 // float 

:GYMTREA_5768
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GYMTREA_5796 
0001: wait 0 ms 
0002: jump @GYMTREA_5768 

:GYMTREA_5796
0008: $8755 += 1 // integer values 
0084: $8756 = $8751 // integer values and handles 
000C: $8756 -= 100 // integer values 
00D6: if 
0018:   $8756 > -40 // integer values 
004D: jump_if_false @GYMTREA_5843 
0004: $8756 = -40 // integer values 

:GYMTREA_5843
00D6: if 
002C:   $8755 >= $8756 // integer values 
004D: jump_if_false @GYMTREA_5892 
0004: $8755 = 0 // integer values 
0010: $8751 *= 12 // integer values 
0014: $8751 /= 10 // integer values 
015B: (unknown) 0 100 $8751 

:GYMTREA_5892
0090: $8751 = float_to_integer 17@ 

:GYMTREA_5900
0002: jump @GYMTREA_573 
004E: end_thread 

//-------------External script 14 (GYMDUMB)---------------

:GYMDUMB
03A4: name_thread 'GYMDUMB' 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 // integer values 
0004: $8763 = 0 // integer values 
0006: 27@ = 0 // integer values 
0004: $8769 = 0 // integer values 
0005: $8779 = 0.0 // floating-point values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0006: 23@ = 0 // integer values 
00D6: if 
0039:   23@ == 1 // integer values 
004D: jump_if_false @GYMDUMB_111 
029B: 0@ = init_object #BEACHTOWEL04 at 0.0 0.0 0.0 

:GYMDUMB_111
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMDUMB_149 
01BB: store_object 0@ position_to 4@ 5@ 6@ 
0176: 12@ = object 0@ z_angle 

:GYMDUMB_149
0087: 2@ = 4@ // floating-point values only 
0087: 3@ = 5@ // floating-point values only 
0088: $8775 = 4@ // floating-point values only 
0088: $8776 = 5@ // floating-point values only 
0087: 9@ = 6@ // floating-point values only 
000B: 9@ += 1.7 // floating-point values 
0087: 13@ = 12@ // floating-point values only 
0087: 1@ = 12@ // floating-point values only 
000F: 1@ -= 90.0 // floating-point values 
0088: $8773 = 12@ // floating-point values only 
000D: $8773 -= 90.0 // floating-point values 
0088: $8774 = 12@ // floating-point values only 
0009: $8774 += 90.0 // floating-point values 
02F6: 10@ = cosine 13@ // sinus swapped with cosine 
02F7: 11@ = sinus 13@ // cosine swapped with sinus 
0013: 10@ *= 0.95 // floating-point values 
0013: 11@ *= 0.95 // floating-point values 
0063: 4@ -= 11@ // floating-point values 
0063: 5@ -= 10@ // floating-point values 
0013: 10@ *= 3.5 // floating-point values 
0013: 11@ *= 3.5 // floating-point values 
0087: 7@ = 4@ // floating-point values only 
005B: 7@ += 11@ // floating-point values 
0087: 8@ = 5@ // floating-point values only 
005B: 8@ += 10@ // floating-point values 
02F6: 10@ = cosine 13@ // sinus swapped with cosine 
02F7: 11@ = sinus 13@ // cosine swapped with sinus 
0013: 10@ *= 0.95 // floating-point values 
0013: 11@ *= 0.95 // floating-point values 
005F: $8775 += 11@ // floating-point values 
005F: $8776 += 10@ // floating-point values 
0013: 10@ *= 3.5 // floating-point values 
0013: 11@ *= 3.5 // floating-point values 
0086: $8777 = $8775 // floating-point values only 
0067: $8777 -= 11@ // floating-point values 
0086: $8778 = $8776 // floating-point values only 
0067: $8778 -= 10@ // floating-point values 
000B: 12@ += 180.0 // floating-point values 
0087: 13@ = 12@ // floating-point values only 
000B: 13@ += 90.0 // floating-point values 
02F6: 10@ = cosine 13@ // sinus swapped with cosine 
02F7: 11@ = sinus 13@ // cosine swapped with sinus 
0013: 10@ *= 0.2 // floating-point values 
0013: 11@ *= 0.2 // floating-point values 
005B: 2@ += 11@ // floating-point values 
005B: 3@ += 10@ // floating-point values 
0107: 25@ = create_object #KMB_DUMBBELL_R at 2@ 3@ 6@ 
069A: attach_object 25@ to_object 0@ at_offset 0.05 0.2 0.3 rotation 0.0 90.0 90.0 
0107: 26@ = create_object #KMB_DUMBBELL_L at 2@ 3@ 6@ 
069A: attach_object 26@ to_object 0@ at_offset 0.05 -0.2 0.3 rotation 0.0 90.0 90.0 
000B: 6@ += 0.1 // floating-point values 
0004: $GYM_GYMBIKE_LEVEL = 1 // integer values 
0004: $1829 = 0 // integer values 

:GYMDUMB_683
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMDUMB_715 
0108: destroy_object 25@ 
0108: destroy_object 26@ 
004E: end_thread 

:GYMDUMB_715
00D6: if 
8977:   not  0@ 
004D: jump_if_false @GYMDUMB_743 
0108: destroy_object 25@ 
0108: destroy_object 26@ 
004E: end_thread 

:GYMDUMB_743
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMDUMB_7917 
00D6: if 
0038:   $1830 == 0 // integer values 
004D: jump_if_false @GYMDUMB_1253 
00D6: if and
0039:   17@ == 0 // integer values 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMDUMB_1253 
00D6: if 
0039:   21@ == 0 // integer values 
004D: jump_if_false @GYMDUMB_1189 
00D6: if or
00FF:   actor $PLAYER_ACTOR 0 4@ 5@ 6@ radius 1.2 1.2 4.0 
00FF:   actor $PLAYER_ACTOR 0 $8775 $8776 6@ radius 1.2 1.2 4.0 
004D: jump_if_false @GYMDUMB_1155 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 4@ 5@ 6@ radius 1.2 1.2 4.0 
004D: jump_if_false @GYMDUMB_947 
0004: $8772 = 0 // integer values 
0002: jump @GYMDUMB_954 

:GYMDUMB_947
0004: $8772 = 1 // integer values 

:GYMDUMB_954
00D6: if 
0039:   27@ == 0 // integer values 
004D: jump_if_false @GYMDUMB_990 
0512: permanent_text_box 'GYM1_85'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~ billentyt a gyakorls megkezdshez.
0006: 27@ = 1 // integer values 

:GYMDUMB_990
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GYMDUMB_1148 
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0038:   $ONMISSION_GYMFIGHT == 1 // integer values 
004D: jump_if_false @GYMDUMB_1132 
0835: ,get_day_in_game $5345 $5346 
00D6: if or
001C:   $5345 > $5347 // integer values 
001C:   $5346 > $5348 // integer values 
004D: jump_if_false @GYMDUMB_1109 
0006: 17@ = 1 // integer values 
0004: $1830 = 1 // integer values 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0004: $8714 = 0 // integer values 
0002: jump @GYMDUMB_1125 

:GYMDUMB_1109
00BC: text_highpriority 'GYM1_1A' 4000 ms 1  // Eleget dolgoztl mr ma, gyere vissza holnap!

:GYMDUMB_1125
0002: jump @GYMDUMB_1148 

:GYMDUMB_1132
00BC: text_highpriority 'GYM1_90' 4000 ms 1  // ~s~Kicsit mintha elfoglaltnak tnnl, mirt nem jssz vissza ksbb.

:GYMDUMB_1148
0002: jump @GYMDUMB_1182 

:GYMDUMB_1155
00D6: if 
0039:   27@ == 1 // integer values 
004D: jump_if_false @GYMDUMB_1182 
03E6: remove_text_box 
0006: 27@ = 0 // integer values 

:GYMDUMB_1182
0002: jump @GYMDUMB_1253 

:GYMDUMB_1189
00D6: if or
80ED:   not actor $PLAYER_ACTOR 0 4@ 5@ radius 2.0 2.0 
80ED:   not actor $PLAYER_ACTOR 0 $8775 $8776 radius 2.0 2.0 
004D: jump_if_false @GYMDUMB_1253 
0006: 21@ = 0 // integer values 

:GYMDUMB_1253
00D6: if 
0039:   17@ == 1 // integer values 
004D: jump_if_false @GYMDUMB_7917 
00D6: if and
0038:   $1830 == 1 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_1459 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
00D6: if 
0038:   $8772 == 0 // integer values 
004D: jump_if_false @GYMDUMB_1381 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08C7: (unknown) $PLAYER_ACTOR 4@ 5@ 6@ 
015F: set_camera_position 7@ 8@ 9@ 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR z_angle_to $8773 
0002: jump @GYMDUMB_1436 

:GYMDUMB_1381
01B4: set_player $PLAYER_CHAR frozen_state 0 
08C7: (unknown) $PLAYER_ACTOR $8775 $8776 6@ 
015F: set_camera_position $8777 $8778 9@ 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR z_angle_to $8774 

:GYMDUMB_1436
0159: camera_on_ped $PLAYER_ACTOR 15 2 
0004: $1830 = 2 // integer values 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:GYMDUMB_1459
00D6: if 
0038:   $1829 == 0 // integer values 
004D: jump_if_false @GYMDUMB_1584 
04ED: load_animation "FREEWEIGHTS" 
054C: use_GXT_table 'GYM' 

:GYMDUMB_1503
00D6: if 
84EE:   not animation "FREEWEIGHTS" loaded 
004D: jump_if_false @GYMDUMB_1540 
0001: wait 0 ms 
0002: jump @GYMDUMB_1503 

:GYMDUMB_1540
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMDUMB_1551
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMDUMB_1577 
0001: wait 0 ms 
0002: jump @GYMDUMB_1551 

:GYMDUMB_1577
0004: $1829 = 1 // integer values 

:GYMDUMB_1584
00D6: if and
0038:   $1830 == 2 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2111 
0512: permanent_text_box 'GYM1_71'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kivlassz egy slyt.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
00D6: if or
0038:   $154 == 4 // integer values 
0038:   $154 == 2 // integer values 
004D: jump_if_false @GYMDUMB_1811 
08D4: $GYM_DUMBBELLS_PANEL = create_panel_with_title 'GYM1_G' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Kzislyzk
08DB: set_panel $GYM_DUMBBELLS_PANEL column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Sly // 5 kg // 10 kg // 15 kg // 20 kg // 25 kg // 30 kg // 35 kg // 40 kg // 45 kg // 50 kg
0002: jump @GYMDUMB_1972 

:GYMDUMB_1811
08D4: $GYM_DUMBBELLS_PANEL = create_panel_with_title 'GYM1_G' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Kzislyzk
08DB: set_panel $GYM_DUMBBELLS_PANEL column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Sly // 5 kg // 10 kg // 15 kg // 20 kg // 25 kg // 30 kg // 35 kg // 40 kg // 45 kg // 50 kg

:GYMDUMB_1972
090E: set_panel $GYM_DUMBBELLS_PANEL active_row 0 

:GYMDUMB_1979
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2090 
0001: wait 0 ms 
0008: $8714 += 1 // integer values 
00D6: if and
00E1:   key_pressed 0 15 
0018:   $8714 > 20 // integer values 
004D: jump_if_false @GYMDUMB_2044 
03E6: remove_text_box 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
0002: jump @GYMDUMB_7441 

:GYMDUMB_2044
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMDUMB_2083 
03E6: remove_text_box 
08D7: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = panel $GYM_DUMBBELLS_PANEL active_row 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
0002: jump @GYMDUMB_2090 

:GYMDUMB_2083
0002: jump @GYMDUMB_1979 

:GYMDUMB_2090
0006: 19@ = 1 // integer values 
0006: 18@ = 1 // integer values 
0004: $1830 = 3 // integer values 

:GYMDUMB_2111
00D6: if and
0038:   $1830 == 3 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2868 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 0 // integer values 
004D: jump_if_false @GYMDUMB_2172 
0005: $8762 = 1.0 // floating-point values 
0005: $8768 = 5.0 // floating-point values 

:GYMDUMB_2172
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 // integer values 
004D: jump_if_false @GYMDUMB_2210 
0005: $8762 = 2.0 // floating-point values 
0005: $8768 = 5.2 // floating-point values 

:GYMDUMB_2210
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 // integer values 
004D: jump_if_false @GYMDUMB_2248 
0005: $8762 = 3.0 // floating-point values 
0005: $8768 = 5.3 // floating-point values 

:GYMDUMB_2248
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 // integer values 
004D: jump_if_false @GYMDUMB_2286 
0005: $8762 = 4.0 // floating-point values 
0005: $8768 = 5.5 // floating-point values 

:GYMDUMB_2286
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 // integer values 
004D: jump_if_false @GYMDUMB_2324 
0005: $8762 = 5.0 // floating-point values 
0005: $8768 = 6.0 // floating-point values 

:GYMDUMB_2324
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 // integer values 
004D: jump_if_false @GYMDUMB_2362 
0005: $8762 = 6.0 // floating-point values 
0005: $8768 = 6.5 // floating-point values 

:GYMDUMB_2362
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 // integer values 
004D: jump_if_false @GYMDUMB_2400 
0005: $8762 = 7.0 // floating-point values 
0005: $8768 = 7.0 // floating-point values 

:GYMDUMB_2400
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 // integer values 
004D: jump_if_false @GYMDUMB_2438 
0005: $8762 = 8.0 // floating-point values 
0005: $8768 = 7.5 // floating-point values 

:GYMDUMB_2438
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 // integer values 
004D: jump_if_false @GYMDUMB_2476 
0005: $8762 = 9.0 // floating-point values 
0005: $8768 = 8.0 // floating-point values 

:GYMDUMB_2476
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 // integer values 
004D: jump_if_false @GYMDUMB_2514 
0005: $8762 = 10.0 // floating-point values 
0005: $8768 = 8.5 // floating-point values 

:GYMDUMB_2514
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2580 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_PICKUP" from_file "FREEWEIGHTS" 4.0 loop 0 0 0 1 -1 ms 

:GYMDUMB_2580
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2868 
00D6: if and
0611:   actor $PLAYER_ACTOR animation_is "GYM_FREE_PICKUP" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2868 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2663
00D6: if 
8020:   not  $1826 > 0.7789 // floating-point values 
004D: jump_if_false @GYMDUMB_2736 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2729 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2729
0002: jump @GYMDUMB_2663 

:GYMDUMB_2736
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2854 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2854 
070A: AS_actor $PLAYER_ACTOR attach_to_object 25@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" -1 ms 
09A0: (unknown) $PLAYER_ACTOR 26@ 0.0 0.0 0.0 5 16 "NULL" "NULL" -1 

:GYMDUMB_2854
0004: $1830 = 4 // integer values 
0006: 32@ = 0 // integer values 

:GYMDUMB_2868
00D6: if and
0038:   $1830 == 4 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3404 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_FREE_PICKUP" 
004D: jump_if_false @GYMDUMB_3404 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 
00D6: if 
0042:   $1816 == 1.0 // floating-point values 
004D: jump_if_false @GYMDUMB_3404 
00D6: if 
0038:   $8761 == 0 // integer values 
004D: jump_if_false @GYMDUMB_3006 
0512: permanent_text_box 'GYM1_36'  // A slyzk felemelshez felvltva kell nyomni a(z) ~k~~PED_SPRINT~-t s a(z) ~k~~PED_FIREWEAPON~-t.~n~Ez nveli az erdet.
0004: $8761 = 1 // integer values 

:GYMDUMB_3006
0653: $1817 = stat 23 // float 
0015: $1817 /= 30.0 // floating-point values 
00D6: if 
0022:   0.0 > $1817 // floating-point values 
004D: jump_if_false @GYMDUMB_3054 
0005: $1817 = 0.0 // floating-point values 

:GYMDUMB_3054
0086: $8765 = $1817 // floating-point values only 
0009: $8765 += 30.0 // floating-point values 
00D6: if 
0020:   $8765 > 75.0 // floating-point values 
004D: jump_if_false @GYMDUMB_3103 
0005: $8765 = 75.0 // floating-point values 

:GYMDUMB_3103
008D: $8767 = integer_to_float $8763 
0086: $1823 = $8765 // floating-point values only 
0061: $1823 -= $8762 // floating-point values 
00D6: if 
0032:   18.0 >= $1823 // floating-point values 
004D: jump_if_false @GYMDUMB_3193 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_B" from_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 -1 ms 

:GYMDUMB_3193
00D6: if 
0020:   $1823 > 18.0 // floating-point values 
004D: jump_if_false @GYMDUMB_3280 
00D6: if 
0032:   24.0 >= $1823 // floating-point values 
004D: jump_if_false @GYMDUMB_3280 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_A" from_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 -1 ms 

:GYMDUMB_3280
00D6: if 
0020:   $1823 > 24.0 // floating-point values 
004D: jump_if_false @GYMDUMB_3354 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_UP_SMOOTH" from_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 -1 ms 

:GYMDUMB_3354
04F7: status_text $1818 1 line 1 'GYM1_1'  // energia
04F7: status_text $8763 0 line 2 'GYM1_2'  // Kinyoms
0004: $1813 = 1 // integer values 
0004: $1830 = 5 // integer values 

:GYMDUMB_3404
00D6: if and
0038:   $1830 == 5 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7053 
00D6: if and
0019:   32@ > 4000 // integer values 
0038:   $8761 == 1 // integer values 
004D: jump_if_false @GYMDUMB_3473 
03E6: remove_text_box 
0512: permanent_text_box 'GYM1_25'  // Nyomd meg a(z) ~k~~VEHICLE_ENTER_EXIT~-t, a kiszllshoz.
0004: $8761 = 2 // integer values 

:GYMDUMB_3473
00D6: if and
0019:   32@ > 8000 // integer values 
0038:   $8761 == 2 // integer values 
004D: jump_if_false @GYMDUMB_3508 
03E6: remove_text_box 
0004: $8761 = 101 // integer values 

:GYMDUMB_3508
0653: $1817 = stat 23 // float 
0015: $1817 /= 30.0 // floating-point values 
00D6: if 
0022:   0.0 > $1817 // floating-point values 
004D: jump_if_false @GYMDUMB_3556 
0005: $1817 = 0.0 // floating-point values 

:GYMDUMB_3556
0086: $8765 = $1817 // floating-point values only 
0009: $8765 += 20.0 // floating-point values 
00D6: if 
0020:   $8765 > 75.0 // floating-point values 
004D: jump_if_false @GYMDUMB_3605 
0005: $8765 = 75.0 // floating-point values 

:GYMDUMB_3605
00D6: if or
0038:   $1813 == 1 // integer values 
0038:   $1813 == 3 // integer values 
004D: jump_if_false @GYMDUMB_3658 
0015: $8762 /= 2.0 // floating-point values 
0080: $8766 -= unknown_inaccurate_float_timer $8762 // floating-point 
0011: $8762 *= 2.0 // floating-point values 

:GYMDUMB_3658
00D6: if 
0038:   $1813 == 4 // integer values 
004D: jump_if_false @GYMDUMB_3686 
007E: $8766 -= unknown_inaccurate_float_timer 2.0 // floating-point values 

:GYMDUMB_3686
00D6: if 
80E1:   not key_pressed 0 17 
004D: jump_if_false @GYMDUMB_3728 
00D6: if 
0039:   20@ == 3 // integer values 
004D: jump_if_false @GYMDUMB_3728 
0006: 20@ = 0 // integer values 

:GYMDUMB_3728
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GYMDUMB_3770 
00D6: if 
0039:   20@ == 1 // integer values 
004D: jump_if_false @GYMDUMB_3770 
0006: 20@ = 2 // integer values 

:GYMDUMB_3770
00D6: if or
0038:   $1813 == 1 // integer values 
0038:   $1813 == 3 // integer values 
004D: jump_if_false @GYMDUMB_3907 
00D6: if and
00E1:   key_pressed 0 16 
80E1:   not key_pressed 0 17 
004D: jump_if_false @GYMDUMB_3851 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @GYMDUMB_3851 
0059: $8766 += $8765 // floating-point values 
0006: 20@ = 1 // integer values 

:GYMDUMB_3851
00D6: if and
00E1:   key_pressed 0 17 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GYMDUMB_3907 
00D6: if 
0039:   20@ == 2 // integer values 
004D: jump_if_false @GYMDUMB_3907 
0059: $8766 += $8765 // floating-point values 
0006: 20@ = 3 // integer values 

:GYMDUMB_3907
00D6: if 
0022:   0.0 > $8766 // floating-point values 
004D: jump_if_false @GYMDUMB_3938 
0005: $8766 = 0.0 // floating-point values 

:GYMDUMB_3938
00D6: if 
0030:   $8766 >= 100.0 // floating-point values 
004D: jump_if_false @GYMDUMB_3994 
0005: $8766 = 100.0 // floating-point values 
00D6: if 
0038:   $1813 == 1 // integer values 
004D: jump_if_false @GYMDUMB_3994 
0004: $1813 = 2 // integer values 

:GYMDUMB_3994
00D6: if 
0020:   $8766 > 25.0 // floating-point values 
004D: jump_if_false @GYMDUMB_4026 
0947: (unknown) $PLAYER_ACTOR 354 $8780 

:GYMDUMB_4026
00D6: if 
0038:   $1813 == 2 // integer values 
004D: jump_if_false @GYMDUMB_4086 
00D6: if 
0042:   $1819 == 1.0 // floating-point values 
004D: jump_if_false @GYMDUMB_4086 
0006: 20@ = 0 // integer values 
0004: $1813 = 3 // integer values 
0006: 33@ = 0 // integer values 

:GYMDUMB_4086
00D6: if and
0038:   $1813 == 3 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_6177 
00D6: if 
8028:   not  $8763 >= 999999 // integer values 
004D: jump_if_false @GYMDUMB_4137 
0008: $8763 += 1 // integer values 

:GYMDUMB_4137
0871: init_jump_table $GYM_DUMBBELLS_PANEL_SELECTED_INDEX total_jumps 10 0 @GYMDUMB_4405 jumps 0 @GYMDUMB_4265 1 @GYMDUMB_4279 2 @GYMDUMB_4293 3 @GYMDUMB_4307 4 @GYMDUMB_4321 5 @GYMDUMB_4335 6 @GYMDUMB_4349 
0872: jump_table_jumps 7 @GYMDUMB_4363 8 @GYMDUMB_4377 9 @GYMDUMB_4391 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 

:GYMDUMB_4265
0004: $GYM_DUMBBELLS_WEIGHT = 20 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4279
0004: $GYM_DUMBBELLS_WEIGHT = 30 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4293
0004: $GYM_DUMBBELLS_WEIGHT = 40 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4307
0004: $GYM_DUMBBELLS_WEIGHT = 50 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4321
0004: $GYM_DUMBBELLS_WEIGHT = 60 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4335
0004: $GYM_DUMBBELLS_WEIGHT = 70 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4349
0004: $GYM_DUMBBELLS_WEIGHT = 80 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4363
0004: $GYM_DUMBBELLS_WEIGHT = 90 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4377
0004: $GYM_DUMBBELLS_WEIGHT = 100 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4391
0004: $GYM_DUMBBELLS_WEIGHT = 110 // integer values 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4405
0652: $GYM_STAT_DUMBBELLS_HEAVIEST_WEIGHT = stat 47 // integer 
00D6: if 
001C:   $GYM_DUMBBELLS_WEIGHT > $GYM_STAT_DUMBBELLS_HEAVIEST_WEIGHT // integer values 
004D: jump_if_false @GYMDUMB_4438 
0629: change_stat 47 to $GYM_DUMBBELLS_WEIGHT // integer 

:GYMDUMB_4438
0653: $8779 = stat 23 // float 
00D6: if 
0022:   1000.0 > $8779 // floating-point values 
004D: jump_if_false @GYMDUMB_4746 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 // integer values 
004D: jump_if_false @GYMDUMB_4494 
0005: $8768 = 1.0 // floating-point values 

:GYMDUMB_4494
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 // integer values 
004D: jump_if_false @GYMDUMB_4522 
0005: $8768 = 1.2 // floating-point values 

:GYMDUMB_4522
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 // integer values 
004D: jump_if_false @GYMDUMB_4550 
0005: $8768 = 1.3 // floating-point values 

:GYMDUMB_4550
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 // integer values 
004D: jump_if_false @GYMDUMB_4578 
0005: $8768 = 1.5 // floating-point values 

:GYMDUMB_4578
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 // integer values 
004D: jump_if_false @GYMDUMB_4606 
0005: $8768 = 2.0 // floating-point values 

:GYMDUMB_4606
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 // integer values 
004D: jump_if_false @GYMDUMB_4634 
0005: $8768 = 2.5 // floating-point values 

:GYMDUMB_4634
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 // integer values 
004D: jump_if_false @GYMDUMB_4662 
0005: $8768 = 3.0 // floating-point values 

:GYMDUMB_4662
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 // integer values 
004D: jump_if_false @GYMDUMB_4690 
0005: $8768 = 4.0 // floating-point values 

:GYMDUMB_4690
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 // integer values 
004D: jump_if_false @GYMDUMB_4718 
0005: $8768 = 5.0 // floating-point values 

:GYMDUMB_4718
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 // integer values 
004D: jump_if_false @GYMDUMB_4746 
0005: $8768 = 6.0 // floating-point values 

:GYMDUMB_4746
00D6: if 
0022:   800.0 > $8779 // floating-point values 
004D: jump_if_false @GYMDUMB_5047 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 // integer values 
004D: jump_if_false @GYMDUMB_4795 
0005: $8768 = 2.0 // floating-point values 

:GYMDUMB_4795
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 // integer values 
004D: jump_if_false @GYMDUMB_4823 
0005: $8768 = 2.2 // floating-point values 

:GYMDUMB_4823
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 // integer values 
004D: jump_if_false @GYMDUMB_4851 
0005: $8768 = 2.3 // floating-point values 

:GYMDUMB_4851
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 // integer values 
004D: jump_if_false @GYMDUMB_4879 
0005: $8768 = 2.5 // floating-point values 

:GYMDUMB_4879
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 // integer values 
004D: jump_if_false @GYMDUMB_4907 
0005: $8768 = 3.0 // floating-point values 

:GYMDUMB_4907
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 // integer values 
004D: jump_if_false @GYMDUMB_4935 
0005: $8768 = 3.5 // floating-point values 

:GYMDUMB_4935
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 // integer values 
004D: jump_if_false @GYMDUMB_4963 
0005: $8768 = 4.0 // floating-point values 

:GYMDUMB_4963
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 // integer values 
004D: jump_if_false @GYMDUMB_4991 
0005: $8768 = 5.0 // floating-point values 

:GYMDUMB_4991
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 // integer values 
004D: jump_if_false @GYMDUMB_5019 
0005: $8768 = 6.0 // floating-point values 

:GYMDUMB_5019
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 // integer values 
004D: jump_if_false @GYMDUMB_5047 
0005: $8768 = 7.0 // floating-point values 

:GYMDUMB_5047
00D6: if 
0022:   600.0 > $8779 // floating-point values 
004D: jump_if_false @GYMDUMB_5348 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 // integer values 
004D: jump_if_false @GYMDUMB_5096 
0005: $8768 = 3.0 // floating-point values 

:GYMDUMB_5096
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 // integer values 
004D: jump_if_false @GYMDUMB_5124 
0005: $8768 = 3.2 // floating-point values 

:GYMDUMB_5124
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 // integer values 
004D: jump_if_false @GYMDUMB_5152 
0005: $8768 = 3.3 // floating-point values 

:GYMDUMB_5152
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 // integer values 
004D: jump_if_false @GYMDUMB_5180 
0005: $8768 = 3.5 // floating-point values 

:GYMDUMB_5180
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 // integer values 
004D: jump_if_false @GYMDUMB_5208 
0005: $8768 = 4.0 // floating-point values 

:GYMDUMB_5208
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 // integer values 
004D: jump_if_false @GYMDUMB_5236 
0005: $8768 = 4.5 // floating-point values 

:GYMDUMB_5236
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 // integer values 
004D: jump_if_false @GYMDUMB_5264 
0005: $8768 = 5.0 // floating-point values 

:GYMDUMB_5264
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 // integer values 
004D: jump_if_false @GYMDUMB_5292 
0005: $8768 = 6.0 // floating-point values 

:GYMDUMB_5292
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 // integer values 
004D: jump_if_false @GYMDUMB_5320 
0005: $8768 = 7.0 // floating-point values 

:GYMDUMB_5320
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 // integer values 
004D: jump_if_false @GYMDUMB_5348 
0005: $8768 = 8.0 // floating-point values 

:GYMDUMB_5348
00D6: if 
0022:   400.0 > $8779 // floating-point values 
004D: jump_if_false @GYMDUMB_5649 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 // integer values 
004D: jump_if_false @GYMDUMB_5397 
0005: $8768 = 4.0 // floating-point values 

:GYMDUMB_5397
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 // integer values 
004D: jump_if_false @GYMDUMB_5425 
0005: $8768 = 4.2 // floating-point values 

:GYMDUMB_5425
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 // integer values 
004D: jump_if_false @GYMDUMB_5453 
0005: $8768 = 4.3 // floating-point values 

:GYMDUMB_5453
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 // integer values 
004D: jump_if_false @GYMDUMB_5481 
0005: $8768 = 4.5 // floating-point values 

:GYMDUMB_5481
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 // integer values 
004D: jump_if_false @GYMDUMB_5509 
0005: $8768 = 5.0 // floating-point values 

:GYMDUMB_5509
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 // integer values 
004D: jump_if_false @GYMDUMB_5537 
0005: $8768 = 5.5 // floating-point values 

:GYMDUMB_5537
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 // integer values 
004D: jump_if_false @GYMDUMB_5565 
0005: $8768 = 6.0 // floating-point values 

:GYMDUMB_5565
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 // integer values 
004D: jump_if_false @GYMDUMB_5593 
0005: $8768 = 7.0 // floating-point values 

:GYMDUMB_5593
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 // integer values 
004D: jump_if_false @GYMDUMB_5621 
0005: $8768 = 8.0 // floating-point values 

:GYMDUMB_5621
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 // integer values 
004D: jump_if_false @GYMDUMB_5649 
0005: $8768 = 9.0 // floating-point values 

:GYMDUMB_5649
00D6: if 
0022:   200.0 > $8779 // floating-point values 
004D: jump_if_false @GYMDUMB_5950 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 // integer values 
004D: jump_if_false @GYMDUMB_5698 
0005: $8768 = 5.0 // floating-point values 

:GYMDUMB_5698
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 // integer values 
004D: jump_if_false @GYMDUMB_5726 
0005: $8768 = 5.2 // floating-point values 

:GYMDUMB_5726
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 // integer values 
004D: jump_if_false @GYMDUMB_5754 
0005: $8768 = 5.3 // floating-point values 

:GYMDUMB_5754
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 // integer values 
004D: jump_if_false @GYMDUMB_5782 
0005: $8768 = 5.5 // floating-point values 

:GYMDUMB_5782
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 // integer values 
004D: jump_if_false @GYMDUMB_5810 
0005: $8768 = 6.0 // floating-point values 

:GYMDUMB_5810
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 // integer values 
004D: jump_if_false @GYMDUMB_5838 
0005: $8768 = 6.5 // floating-point values 

:GYMDUMB_5838
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 // integer values 
004D: jump_if_false @GYMDUMB_5866 
0005: $8768 = 7.0 // floating-point values 

:GYMDUMB_5866
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 // integer values 
004D: jump_if_false @GYMDUMB_5894 
0005: $8768 = 7.5 // floating-point values 

:GYMDUMB_5894
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 // integer values 
004D: jump_if_false @GYMDUMB_5922 
0005: $8768 = 8.0 // floating-point values 

:GYMDUMB_5922
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 // integer values 
004D: jump_if_false @GYMDUMB_5950 
0005: $8768 = 8.5 // floating-point values 

:GYMDUMB_5950
00D6: if 
0038:   $8781 == 8 // integer values 
004D: jump_if_false @GYMDUMB_5997 
0004: $8781 = 0 // integer values 
0624: add $8768 to_stat 23 
0059: $5349 += $8768 // floating-point values 
0002: jump @GYMDUMB_6019 

:GYMDUMB_5997
0A1F: set_stat 23 max_to $8768 
0008: $8781 += 1 // integer values 
0059: $5349 += $8768 // floating-point values 

:GYMDUMB_6019
00D6: if 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMDUMB_6064 
0835: ,get_day_in_game $5347 $5348 
00BC: text_highpriority 'GYM1_1B' 4000 ms 1  // Elrted a mai limitet, gyere vissza holnap!

:GYMDUMB_6064
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0030:   $GYM_STAT_FAT >= 1.0 // floating-point values 
004D: jump_if_false @GYMDUMB_6101 
0626: (unknown) 21 1.0 

:GYMDUMB_6101
015B: (unknown) 0 200 200 
0947: (unknown) $PLAYER_ACTOR 355 $8780 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_DOWN" from_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 -1 ms 
0004: $1813 = 4 // integer values 

:GYMDUMB_6177
00D6: if and
0038:   $1813 == 4 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_6500 
00D6: if 
0042:   $8766 == 0.0 // floating-point values 
004D: jump_if_false @GYMDUMB_6500 
00D6: if 
0042:   $1819 == 0.0 // floating-point values 
004D: jump_if_false @GYMDUMB_6500 
008D: $8767 = integer_to_float $8763 
0086: $1823 = $8765 // floating-point values only 
0061: $1823 -= $8762 // floating-point values 
00D6: if 
0032:   18.0 >= $1823 // floating-point values 
004D: jump_if_false @GYMDUMB_6332 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_B" from_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 -1 ms 

:GYMDUMB_6332
00D6: if 
0020:   $1823 > 18.0 // floating-point values 
004D: jump_if_false @GYMDUMB_6419 
00D6: if 
0032:   24.0 >= $1823 // floating-point values 
004D: jump_if_false @GYMDUMB_6419 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_A" from_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 -1 ms 

:GYMDUMB_6419
00D6: if 
0020:   $1823 > 24.0 // floating-point values 
004D: jump_if_false @GYMDUMB_6493 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_UP_SMOOTH" from_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 -1 ms 

:GYMDUMB_6493
0004: $1813 = 1 // integer values 

:GYMDUMB_6500
0086: $1820 = $8766 // floating-point values only 
0015: $1820 /= 100.0 // floating-point values 
00D6: if and
0018:   $1813 > 0 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_6878 
0086: $1821 = $1820 // floating-point values only 
0061: $1821 -= $1819 // floating-point values 
0015: $1821 /= 2.0 // floating-point values 
00D6: if and
0022:   0.05 > $1821 // floating-point values 
0020:   $1821 > -0.05 // floating-point values 
004D: jump_if_false @GYMDUMB_6613 
0086: $1819 = $1820 // floating-point values only 
0002: jump @GYMDUMB_6621 

:GYMDUMB_6613
0059: $1819 += $1821 // floating-point values 

:GYMDUMB_6621
00D6: if 
0038:   $1813 == 4 // integer values 
004D: jump_if_false @GYMDUMB_6718 
0005: $1822 = 1.0 // floating-point values 
0061: $1822 -= $1819 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_FREE_DOWN" 
004D: jump_if_false @GYMDUMB_6711 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_DOWN" progress_to $1822 

:GYMDUMB_6711
0002: jump @GYMDUMB_6878 

:GYMDUMB_6718
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_FREE_A" 
004D: jump_if_false @GYMDUMB_6766 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_A" progress_to $1819 

:GYMDUMB_6766
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_FREE_B" 
004D: jump_if_false @GYMDUMB_6814 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_B" progress_to $1819 

:GYMDUMB_6814
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_FREE_UP_SMOOTH" 
004D: jump_if_false @GYMDUMB_6878 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_UP_SMOOTH" progress_to $1819 

:GYMDUMB_6878
008C: $1818 = float_to_integer $8766 
00D6: if or
00E1:   key_pressed 0 15 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMDUMB_7053 
0004: $1818 = 0 // integer values 

:GYMDUMB_6920
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GYMDUMB_6948 
0001: wait 0 ms 
0002: jump @GYMDUMB_6920 

:GYMDUMB_6948
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7015 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_PUTDOWN" from_file "FREEWEIGHTS" 100.0 loop 0 0 0 0 -1 ms 

:GYMDUMB_7015
00D6: if 
0020:   $5349 > 200.0 // floating-point values 
004D: jump_if_false @GYMDUMB_7046 
0005: $5349 = 0.0 // floating-point values 

:GYMDUMB_7046
0004: $1830 = 6 // integer values 

:GYMDUMB_7053
00D6: if and
0038:   $1830 == 6 // integer values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7917 
00D6: if 
0028:   $8763 >= 0 // integer values 
004D: jump_if_false @GYMDUMB_7700 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GYM_FREE_PUTDOWN" 
004D: jump_if_false @GYMDUMB_7693 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_7154
00D6: if 
8020:   not  $1827 > 0.3 // floating-point values 
004D: jump_if_false @GYMDUMB_7228 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7221 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_7221
0002: jump @GYMDUMB_7154 

:GYMDUMB_7228
070B: (unknown) $PLAYER_ACTOR 0 
09A1: (unknown) $PLAYER_ACTOR 0 
069A: attach_object 25@ to_object 0@ at_offset 0.0 0.2 0.3 rotation 0.0 90.0 90.0 
069A: attach_object 26@ to_object 0@ at_offset 0.0 -0.2 0.3 rotation 0.0 90.0 90.0 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 
00D6: if and
0042:   $1816 == 1.0 // floating-point values 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7693 
00D6: if 
0018:   $8763 > 4 // integer values 
004D: jump_if_false @GYMDUMB_7441 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_CELEBRATE" from_file "FREEWEIGHTS" 8.0 loop 0 0 0 0 -1 ms 

:GYMDUMB_7441
0006: 17@ = 0 // integer values 
0004: $1813 = 0 // integer values 
0006: 21@ = 1 // integer values 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 // integer values 
0004: $8763 = 0 // integer values 
0004: $1818 = 0 // integer values 
0005: $1823 = 0.0 // floating-point values 
0004: $1830 = 0 // integer values 
0005: $8766 = 0.0 // floating-point values 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 // integer values 
0004: $8763 = 0 // integer values 
0005: $1816 = 0.0 // floating-point values 
0005: $1826 = 0.0 // floating-point values 
0653: $1817 = stat 23 // float 
00D6: if 
0030:   $1817 >= 1000.0 // floating-point values 
004D: jump_if_false @GYMDUMB_7581 
062A: change_stat 23 to 1000.0 // float 

:GYMDUMB_7581
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT // floating-point values 
004D: jump_if_false @GYMDUMB_7618 
062A: change_stat 21 to 0.0 // float 

:GYMDUMB_7618
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7660 
0151: remove_status_text $8763 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 

:GYMDUMB_7660
04EF: release_animation "FREEWEIGHTS" 
040D: unload_wav 4 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
03E6: remove_text_box 
0004: $1829 = 0 // integer values 

:GYMDUMB_7693
0002: jump @GYMDUMB_7917 

:GYMDUMB_7700
0006: 17@ = 0 // integer values 
0004: $1813 = 0 // integer values 
0006: 21@ = 1 // integer values 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 // integer values 
0004: $8763 = 0 // integer values 
0004: $1818 = 0 // integer values 
0005: $1823 = 0.0 // floating-point values 
0004: $1830 = 0 // integer values 
0005: $8766 = 0.0 // floating-point values 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 // integer values 
0004: $8763 = 0 // integer values 
0005: $1816 = 0.0 // floating-point values 
0005: $1826 = 0.0 // floating-point values 
0653: $1817 = stat 23 // float 
00D6: if 
0030:   $1817 >= 1000.0 // floating-point values 
004D: jump_if_false @GYMDUMB_7840 
062A: change_stat 23 to 1000.0 // float 

:GYMDUMB_7840
0653: $GYM_STAT_FAT = stat 21 // float 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT // floating-point values 
004D: jump_if_false @GYMDUMB_7877 
062A: change_stat 21 to 0.0 // float 

:GYMDUMB_7877
0151: remove_status_text $8763 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
03E6: remove_text_box 
0004: $1829 = 0 // integer values 

:GYMDUMB_7917
0002: jump @GYMDUMB_683 
004E: end_thread 

//-------------External script 15 (BASKETB)---------------

:BBALL
03A4: name_thread 'BBALL' 
00D6: if 
8038:   not  $1928 == 0 // integer values 
004D: jump_if_false @BBALL_31 
004E: end_thread 

:BBALL_31
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
0006: 18@ = 0 // integer values 
0006: 20@ = 0 // integer values 
0006: 22@ = 0 // integer values 
0004: $8786 = 0 // integer values 
0006: 19@ = 0 // integer values 
0006: 21@ = 0 // integer values 
0004: $1925 = 0 // integer values 
00D6: if 
0039:   16@ == -1 // integer values 
004D: jump_if_false @BBALL_178 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 1@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $8782 = create_object #WOODENBOX at 0.0 0.0 0.0 

:BBALL_178
0006: 24@ = 0 // integer values 
00D6: if 
8038:   not  $1903 == 0 // integer values 
004D: jump_if_false @BBALL_451 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBALL_451 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BBALL_451 
00D6: if 
09CC:   object 0@ model_is #BSKBALL_LAX 
004D: jump_if_false @BBALL_296 
00D6: if 
0248:   model #BSKBALL_LAX available 
004D: jump_if_false @BBALL_289 
0006: 23@ = -30 // integer values 
0006: 24@ = 1 // integer values 

:BBALL_289
0002: jump @BBALL_451 

:BBALL_296
00D6: if 
09CC:   object 0@ model_is #BSKBALLHUB_LAX01 
004D: jump_if_false @BBALL_350 
00D6: if 
0248:   model #BSKBALLHUB_LAX01 available 
004D: jump_if_false @BBALL_343 
0006: 23@ = -31 // integer values 
0006: 24@ = 1 // integer values 

:BBALL_343
0002: jump @BBALL_451 

:BBALL_350
00D6: if 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_404 
00D6: if 
0248:   model #VGSXREFBBALLNET available 
004D: jump_if_false @BBALL_397 
0006: 23@ = -32 // integer values 
0006: 24@ = 1 // integer values 

:BBALL_397
0002: jump @BBALL_451 

:BBALL_404
00D6: if 
09CC:   object 0@ model_is #VGSXREFBBALLNET2 
004D: jump_if_false @BBALL_451 
00D6: if 
0248:   model #VGSXREFBBALLNET2 available 
004D: jump_if_false @BBALL_451 
0006: 23@ = -33 // integer values 
0006: 24@ = 1 // integer values 

:BBALL_451
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @BBALL_2377 
0871: init_jump_table 16@ total_jumps 4 0 @BBALL_2370 jumps 0 @BBALL_532 1 @BBALL_777 2 @BBALL_1293 3 @BBALL_1866 -1 @BBALL_2370 -1 @BBALL_2370 -1 @BBALL_2370 

:BBALL_532
00D6: if 
0038:   $1928 == 0 // integer values 
004D: jump_if_false @BBALL_763 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 50.0 50.0 unknown 0 
004D: jump_if_false @BBALL_756 
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @BBALL_756 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_756 
080A: (unknown) 0@ 1 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2.0 
004D: jump_if_false @BBALL_756 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 range 0.5 
029B: 1@ = init_object #BBALL_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 19@ = 1 // integer values 
0392: object 1@ toggle_in_moving_list 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ distance 0.0 0.0 -0.1 
0004: $1928 = 1 // integer values 
000A: 16@ += 1 // integer values 

:BBALL_756
0002: jump @BBALL_770 

:BBALL_763
0050: gosub @BBALL_2402 

:BBALL_770
0002: jump @BBALL_2370 

:BBALL_777
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 50.0 50.0 unknown 0 
004D: jump_if_false @BBALL_1267 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_1260 
00D6: if 
0475:   unknown_actor $PLAYER_ACTOR near 1@ radius 1.0 1.0 2.0 0 
004D: jump_if_false @BBALL_1260 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_1260 
080A: (unknown) 0@ 2 2@ 3@ 4@ 
080A: (unknown) 0@ 3 5@ 6@ 7@ 
00D6: if 
04EA:   unknown_object 1@ in_cube 2@ 3@ 4@ 5@ 6@ 7@ unknown 0 
004D: jump_if_false @BBALL_1220 
00D6: if 
0475:   unknown_actor $PLAYER_ACTOR near 1@ radius 0.7 0.7 2.0 0 
004D: jump_if_false @BBALL_1213 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 2@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000F: 2@ -= 0.71 // floating-point values 
0089: 3@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 3@ -= 0.71 // floating-point values 
0089: 4@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000F: 4@ -= 0.71 // floating-point values 
0089: 5@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 5@ += 0.71 // floating-point values 
0089: 6@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 6@ += 0.71 // floating-point values 
0089: 7@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 7@ += 2.0 // floating-point values 
00D6: if 
8339:   not objects_in_cube 2@ 3@ 4@ 5@ 6@ 7@ 0 1 0 0 0 
004D: jump_if_false @BBALL_1213 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_1213 
062E: (unknown) $PLAYER_ACTOR 1833 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_1213 
07CC: player $PLAYER_CHAR disable_key_15 0 
0512: permanent_text_box 'BB_01'  // ~k~~VEHICLE_ENTER_EXIT~ Kosrlabdzs
000A: 16@ += 1 // integer values 

:BBALL_1213
0002: jump @BBALL_1260 

:BBALL_1220
080A: (unknown) 0@ 1 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BBALL_1260
0002: jump @BBALL_1286 

:BBALL_1267
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
0006: 16@ = 0 // integer values 
0004: $1928 = 0 // integer values 

:BBALL_1286
0002: jump @BBALL_2370 

:BBALL_1293
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 50.0 50.0 unknown 0 
004D: jump_if_false @BBALL_1833 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_1826 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_1826 
062E: (unknown) $PLAYER_ACTOR 1833 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_1826 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_1826 
080A: (unknown) 0@ 2 2@ 3@ 4@ 
080A: (unknown) 0@ 3 5@ 6@ 7@ 
00D6: if 
04EA:   unknown_object 1@ in_cube 2@ 3@ 4@ 5@ 6@ 7@ unknown 0 
004D: jump_if_false @BBALL_1810 
00D6: if 
0475:   unknown_actor $PLAYER_ACTOR near 1@ radius 0.7 0.7 2.0 0 
004D: jump_if_false @BBALL_1787 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 2@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000F: 2@ -= 0.71 // floating-point values 
0089: 3@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 3@ -= 0.71 // floating-point values 
0089: 4@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000F: 4@ -= 0.71 // floating-point values 
0089: 5@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 5@ += 0.71 // floating-point values 
0089: 6@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 6@ += 0.71 // floating-point values 
0089: 7@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 7@ += 2.0 // floating-point values 
00D6: if 
8339:   not objects_in_cube 2@ 3@ 4@ 5@ 6@ 7@ 0 1 0 0 0 
004D: jump_if_false @BBALL_1764 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @BBALL_1733 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BBALL_1726 
0006: 20@ = 1 // integer values 
03E6: remove_text_box 
0050: gosub @BBALL_3690 
000A: 16@ += 1 // integer values 

:BBALL_1726
0002: jump @BBALL_1757 

:BBALL_1733
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @BBALL_1757 
0006: 20@ = 0 // integer values 

:BBALL_1757
0002: jump @BBALL_1780 

:BBALL_1764
07CC: player $PLAYER_CHAR disable_key_15 1 
03E6: remove_text_box 
000A: 16@ += -1 // integer values 

:BBALL_1780
0002: jump @BBALL_1803 

:BBALL_1787
07CC: player $PLAYER_CHAR disable_key_15 1 
03E6: remove_text_box 
000A: 16@ += -1 // integer values 

:BBALL_1803
0002: jump @BBALL_1826 

:BBALL_1810
07CC: player $PLAYER_CHAR disable_key_15 1 
03E6: remove_text_box 
000A: 16@ += -1 // integer values 

:BBALL_1826
0002: jump @BBALL_1859 

:BBALL_1833
07CC: player $PLAYER_CHAR disable_key_15 1 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
0004: $1928 = 0 // integer values 
0006: 16@ = 0 // integer values 

:BBALL_1859
0002: jump @BBALL_2370 

:BBALL_1866
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_2363 
080A: (unknown) 0@ 2 2@ 3@ 4@ 
080A: (unknown) 0@ 3 5@ 6@ 7@ 
00D6: if 
80A4:   not actor $PLAYER_ACTOR 0 2@ 3@ 4@ 5@ 6@ 7@ 
004D: jump_if_false @BBALL_2049 
00D6: if 
001B:   6000 > 33@ // integer values 
004D: jump_if_false @BBALL_2028 
00D6: if and
0019:   33@ > 0 // integer values 
001B:   1000 > 33@ // integer values 
004D: jump_if_false @BBALL_2014 
0512: permanent_text_box 'BB_03'  // Vissza kell trned a plyra, hogy folytasd a kosarazst vagy nyomj ~k~~VEHICLE_ENTER_EXIT~-t, a kiszllshoz.
0006: 33@ = 1000 // integer values 

:BBALL_2014
0050: gosub @BBALL_4421 
0002: jump @BBALL_2042 

:BBALL_2028
0050: gosub @BBALL_5022 
0006: 16@ = 1 // integer values 

:BBALL_2042
0002: jump @BBALL_2084 

:BBALL_2049
00D6: if 
0019:   33@ > 1000 // integer values 
004D: jump_if_false @BBALL_2070 
03E6: remove_text_box 

:BBALL_2070
0050: gosub @BBALL_4421 
0006: 33@ = 0 // integer values 

:BBALL_2084
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_2132 
00D6: if 
031D:   actor $PLAYER_ACTOR hit_by_weapon 57 
004D: jump_if_false @BBALL_2132 
0050: gosub @BBALL_5022 
0006: 16@ = 1 // integer values 

:BBALL_2132
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_2178 
00D6: if 
0A0C:   player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_2178 
0050: gosub @BBALL_5022 
0006: 16@ = 1 // integer values 

:BBALL_2178
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_2237 
062E: (unknown) $PLAYER_ACTOR 1833 24@ 
00D6: if 
84A4:   not  24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_2237 
0050: gosub @BBALL_5022 
0006: 16@ = 1 // integer values 

:BBALL_2237
00D6: if and
8039:   not  17@ == 10 // integer values 
8039:   not  17@ == 16 // integer values 
8039:   not  17@ == 17 // integer values 
8039:   not  17@ == 4 // integer values 
004D: jump_if_false @BBALL_2363 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @BBALL_2339 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BBALL_2332 
0006: 20@ = 1 // integer values 
0050: gosub @BBALL_5022 
0006: 16@ = 1 // integer values 

:BBALL_2332
0002: jump @BBALL_2363 

:BBALL_2339
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @BBALL_2363 
0006: 20@ = 0 // integer values 

:BBALL_2363
0002: jump @BBALL_2370 

:BBALL_2370
0002: jump @BBALL_2391 

:BBALL_2377
0004: $1928 = 0 // integer values 
0050: gosub @BBALL_2402 

:BBALL_2391
0001: wait 0 ms 
0002: jump @BBALL_178 

:BBALL_2402
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_2448 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BBALL_2448 
07CC: player $PLAYER_CHAR disable_key_15 1 

:BBALL_2448
004E: end_thread 
0051: return 
00D6: if 
0736:   131 
004D: jump_if_false @BBALL_2478 
0009: $8784 += 0.01 // floating-point values 

:BBALL_2478
00D6: if 
0736:   130 
004D: jump_if_false @BBALL_2504 
0009: $8784 += -0.01 // floating-point values 

:BBALL_2504
0051: return 

:BBALL_2506
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_2860 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_2729 
00D6: if 
0039:   19@ == 1 // integer values 
004D: jump_if_false @BBALL_2722 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
059F: (unknown) 1@ 2@ 3@ 4@ 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_INGAME at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
069B: attach_object 1@ to_actor $PLAYER_ACTOR at_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0381: throw_object 1@ distance 2@ 3@ 4@ 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0382: set_object 1@ collision_detection 1 
0006: 19@ = 0 // integer values 

:BBALL_2722
0002: jump @BBALL_2860 

:BBALL_2729
00D6: if 
0039:   19@ == 0 // integer values 
004D: jump_if_false @BBALL_2860 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
059F: (unknown) 1@ 2@ 3@ 4@ 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0392: object 1@ toggle_in_moving_list 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ distance 2@ 3@ 4@ 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0006: 19@ = 1 // integer values 

:BBALL_2860
0051: return 

:BBALL_2862
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3688 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3085 
00D6: if 
0039:   19@ == 1 // integer values 
004D: jump_if_false @BBALL_3078 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
059F: (unknown) 1@ 2@ 3@ 4@ 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_INGAME at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
069B: attach_object 1@ to_actor $PLAYER_ACTOR at_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0381: throw_object 1@ distance 2@ 3@ 4@ 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0382: set_object 1@ collision_detection 1 
0006: 19@ = 0 // integer values 

:BBALL_3078
0002: jump @BBALL_3688 

:BBALL_3085
00D6: if 
0039:   19@ == 0 // integer values 
004D: jump_if_false @BBALL_3688 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR offset 0.0 0.5 0.0 
0089: 2@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000F: 2@ -= 0.1 // floating-point values 
0089: 5@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 5@ += 0.1 // floating-point values 
0089: 3@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 3@ -= 0.1 // floating-point values 
0089: 6@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 6@ += 0.1 // floating-point values 
0089: 4@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000F: 4@ -= 0.5 // floating-point values 
0089: 7@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 7@ += 1.0 // floating-point values 
00D6: if 
8339:   not objects_in_cube 2@ 3@ 4@ 5@ 6@ 7@ 0 1 0 0 0 
004D: jump_if_false @BBALL_3393 
059F: (unknown) 1@ 2@ 3@ 4@ 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0392: object 1@ toggle_in_moving_list 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ distance 0.0 0.0 -0.1 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0006: 19@ = 1 // integer values 
0002: jump @BBALL_3688 

:BBALL_3393
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR offset 0.0 -2.0 -0.3 
0089: 2@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000F: 2@ -= 0.1 // floating-point values 
0089: 5@ = $TEMPVAR_FLOAT_1 // floating-point values only 
000B: 5@ += 0.1 // floating-point values 
0089: 3@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000F: 3@ -= 0.1 // floating-point values 
0089: 6@ = $TEMPVAR_FLOAT_2 // floating-point values only 
000B: 6@ += 0.1 // floating-point values 
0089: 4@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000F: 4@ -= 0.5 // floating-point values 
0089: 7@ = $TEMPVAR_FLOAT_3 // floating-point values only 
000B: 7@ += 1.0 // floating-point values 
00D6: if 
8339:   not objects_in_cube 2@ 3@ 4@ 5@ 6@ 7@ 0 1 0 0 0 
004D: jump_if_false @BBALL_3683 
059F: (unknown) 1@ 2@ 3@ 4@ 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0392: object 1@ toggle_in_moving_list 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ distance 0.0 0.0 -0.1 
05A6: (unknown) 1@ 5@ 6@ 7@ 
0006: 19@ = 1 // integer values 
0002: jump @BBALL_3688 

:BBALL_3683
0108: destroy_object 1@ 

:BBALL_3688
0051: return 

:BBALL_3690
09BD: (unknown) 1 
0A44: (unknown) 1 
0005: $8784 = 0.4 // floating-point values 
07CC: player $PLAYER_CHAR disable_key_15 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3863 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0687: clear_actor_task $PLAYER_ACTOR 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0470: $8788 = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @BBALL_3842 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0004: $8789 = 1 // integer values 
0247: request_model #BRASSKNUCKLE 

:BBALL_3808
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @BBALL_3835 
0001: wait 0 ms 
0002: jump @BBALL_3808 

:BBALL_3835
0002: jump @BBALL_3849 

:BBALL_3842
0004: $8789 = 0 // integer values 

:BBALL_3849
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:BBALL_3863
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3886 
0550: keep_object 1@ in_memory 1 

:BBALL_3886
04ED: load_animation "BSKTBALL" 
0247: request_model #BBALL_INGAME 
0247: request_model #BBALL_COL 
03CF: load_wav 1811 as 4 

:BBALL_3915
00D6: if or
84EE:   not animation "BSKTBALL" loaded 
8248:   not model #BBALL_INGAME available 
8248:   not model #BBALL_COL available 
83D0:   not wav 4 loaded 
004D: jump_if_false @BBALL_3963 
0001: wait 0 ms 
0002: jump @BBALL_3915 

:BBALL_3963
068D: (unknown) 10@ 11@ 12@ 
068E: (unknown) 13@ 14@ 15@ 
0088: $TEMPVAR_FLOAT_1 = 13@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 10@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 14@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 11@ // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 15@ // floating-point values only 
0067: $TEMPVAR_FLOAT_3 -= 12@ // floating-point values 
050A: $11352 = distance_between 13@ 14@ 15@ and 10@ 11@ 12@ 
0071: $TEMPVAR_FLOAT_1 /= $11352 // floating-point values 
0071: $TEMPVAR_FLOAT_2 /= $11352 // floating-point values 
0071: $TEMPVAR_FLOAT_3 /= $11352 // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 10.0 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 10.0 // floating-point values 
0011: $TEMPVAR_FLOAT_3 *= 10.0 // floating-point values 
0087: 13@ = 10@ // floating-point values only 
005D: 13@ += $TEMPVAR_FLOAT_1 // floating-point values 
0087: 14@ = 11@ // floating-point values only 
005D: 14@ += $TEMPVAR_FLOAT_2 // floating-point values 
0087: 15@ = 12@ // floating-point values only 
005D: 15@ += $TEMPVAR_FLOAT_3 // floating-point values 
0006: 32@ = 0 // integer values 
0004: $1925 = 0 // integer values 
0006: 17@ = 10 // integer values 
0004: $8786 = 1 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_4238 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $8790 = $TEMPVAR_FLOAT_3 // floating-point values only 

:BBALL_4238
0176: 8@ = object 0@ z_angle 
00D6: if or
0023:   10.0 > 8@ // floating-point values 
0021:   8@ > 350.0 // floating-point values 
004D: jump_if_false @BBALL_4284 
0004: $8791 = 1 // integer values 

:BBALL_4284
00D6: if and
0021:   8@ > 80.0 // floating-point values 
0023:   100.0 > 8@ // floating-point values 
004D: jump_if_false @BBALL_4322 
0004: $8791 = 2 // integer values 

:BBALL_4322
00D6: if and
0021:   8@ > 170.0 // floating-point values 
0023:   190.0 > 8@ // floating-point values 
004D: jump_if_false @BBALL_4360 
0004: $8791 = 3 // integer values 

:BBALL_4360
00D6: if and
0021:   8@ > 260.0 // floating-point values 
0023:   280.0 > 8@ // floating-point values 
004D: jump_if_false @BBALL_4398 
0004: $8791 = 4 // integer values 

:BBALL_4398
03DE: set_pedestrians_density_multiplier_to 0.2 
01EB: set_traffic_density_to 0.2 
0004: $8787 = 1 // integer values 
0051: return 

:BBALL_4421
0008: $8785 += 1 // integer values 
00D6: if 
0028:   $8785 >= 30 // integer values 
004D: jump_if_false @BBALL_4453 
0004: $8785 = 0 // integer values 

:BBALL_4453
0050: gosub @BBALL_16392 
0050: gosub @BBALL_17991 
0050: gosub @BBALL_5427 
0050: gosub @BBALL_12253 
00D6: if 
0736:   67 
004D: jump_if_false @BBALL_4503 
0050: gosub @BBALL_20949 

:BBALL_4503
00D6: if 
001A:   3 > $1925 // integer values 
004D: jump_if_false @BBALL_4746 
00D6: if 
0038:   $1925 == 0 // integer values 
004D: jump_if_false @BBALL_4582 
00D6: if 
0038:   $1921 == 0 // integer values 
004D: jump_if_false @BBALL_4568 
03E5: text_box 'BB_02'  // Nyomd le s tartsd lenyomva a(z) ~k~~PED_SPRINT~-t, hogy eldobd a kosrlabdt. Engedd el a(z) ~k~~PED_SPRINT~-t, az ugrs tetpontjn, a maximlis pontossghoz.

:BBALL_4568
0008: $1925 += 1 // integer values 
0006: 32@ = 0 // integer values 

:BBALL_4582
00D6: if and
0038:   $1925 == 1 // integer values 
0019:   32@ > 10000 // integer values 
004D: jump_if_false @BBALL_4651 
00D6: if 
0038:   $1921 == 0 // integer values 
004D: jump_if_false @BBALL_4637 
03E5: text_box 'BB_07'  // llj a labda mell, s CJ automatikusan felveszi azt.~N~Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy abbahagyd a kosrlabdzst.

:BBALL_4637
0006: 32@ = 0 // integer values 
0008: $1925 += 1 // integer values 

:BBALL_4651
00D6: if and
0038:   $1925 == 2 // integer values 
0019:   32@ > 5000 // integer values 
004D: jump_if_false @BBALL_4746 
00D6: if or
09CC:   object 0@ model_is #BSKBALL_LAX 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_4731 
00D6: if 
0038:   $1921 == 0 // integer values 
004D: jump_if_false @BBALL_4731 
03E5: text_box 'BB_09'  // Nyomj ~k~~PED_LOOKBEHIND~-t, hogy elkezdd a kihvs mdot.

:BBALL_4731
0006: 32@ = 12000 // integer values 
0008: $1925 += 1 // integer values 

:BBALL_4746
00D6: if or
09CC:   object 0@ model_is #BSKBALL_LAX 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_4873 
00D6: if 
0038:   $1921 == 0 // integer values 
004D: jump_if_false @BBALL_4873 
00D6: if 
0038:   $1016 == 0 // integer values 
004D: jump_if_false @BBALL_4849 
00D6: if 
00E1:   key_pressed 0 19 
004D: jump_if_false @BBALL_4842 
0004: $1016 = 1 // integer values 
004F: create_thread @BBCHAL 0@ 

:BBALL_4842
0002: jump @BBALL_4873 

:BBALL_4849
00D6: if 
80E1:   not key_pressed 0 19 
004D: jump_if_false @BBALL_4873 
0004: $1016 = 0 // integer values 

:BBALL_4873
00D6: if 
0038:   $8785 == 0 // integer values 
004D: jump_if_false @BBALL_5020 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_5020 
00D6: if 
8685:   not object 1@ attached 
004D: jump_if_false @BBALL_5020 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_5020 
080A: (unknown) 0@ 1 2@ 3@ 4@ 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 8@ = 4@ // floating-point values only 
000F: 8@ -= 0.7 // floating-point values 
00D6: if 
0027:   8@ > $TEMPVAR_FLOAT_3 // floating-point values only 
004D: jump_if_false @BBALL_5020 
01BC: put_object 1@ at 2@ 3@ 4@ 

:BBALL_5020
0051: return 

:BBALL_5022
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_5425 
00D6: if 
0038:   $8789 == 1 // integer values 
004D: jump_if_false @BBALL_5077 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0004: $8789 = 0 // integer values 
0249: release_model #BRASSKNUCKLE 

:BBALL_5077
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $8788 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0687: clear_actor_task $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
07CC: player $PLAYER_CHAR disable_key_15 1 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_5172 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_5172 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 1 
0050: gosub @BBALL_2862 

:BBALL_5172
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_5312 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_5252 
080A: (unknown) 0@ 1 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: (unknown) 0@ 2 2@ 3@ 4@ 
080A: (unknown) 0@ 3 5@ 6@ 7@ 

:BBALL_5252
00D6: if 
84EA:   not unknown_object 1@ in_cube 2@ 3@ 4@ 5@ 6@ 7@ unknown 0 
004D: jump_if_false @BBALL_5312 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BBALL_5312
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_5363 
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @BBALL_5358 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0006: 22@ = 0 // integer values 

:BBALL_5358
0108: destroy_object $8782 

:BBALL_5363
015A: restore_camera 
0004: $8786 = 0 // integer values 
04EF: release_animation "BSKTBALL" 
0249: release_model #BBALL_INGAME 
0249: release_model #BBALL_COL 
040D: unload_wav 4 
03E6: remove_text_box 
0004: $8787 = 0 // integer values 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_to 1.0 
09BD: (unknown) 0 

:BBALL_5425
0051: return 

:BBALL_5427
00D6: if and
0256:   player $PLAYER_CHAR defined 
0248:   model 23@ available 
004D: jump_if_false @BBALL_12243 
0871: init_jump_table 17@ total_jumps 17 1 @BBALL_12243 jumps 1 @BBALL_6511 2 @BBALL_7044 3 @BBALL_7454 4 @BBALL_8450 5 @BBALL_8941 6 @BBALL_9115 7 @BBALL_11357 
0872: jump_table_jumps 8 @BBALL_11547 9 @BBALL_11747 10 @BBALL_11761 11 @BBALL_8260 12 @BBALL_11754 13 @BBALL_9065 14 @BBALL_5641 15 @BBALL_6075 16 @BBALL_9667 
0872: jump_table_jumps 17 @BBALL_10656 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 

:BBALL_5641
00D6: if 
8039:   not  18@ == 14 // integer values 
004D: jump_if_false @BBALL_5905 
0006: 24@ = 0 // integer values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_5757 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
0021:   8@ > 0.9 // floating-point values 
004D: jump_if_false @BBALL_5757 
0006: 24@ = 1 // integer values 
0004: $8792 = 0 // integer values 

:BBALL_5757
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @BBALL_5891 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 
0002: jump @BBALL_5898 

:BBALL_5891
0002: jump @BBALL_12251 

:BBALL_5898
0002: jump @BBALL_6068 

:BBALL_5905
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_5955 
0006: 17@ = 11 // integer values 
0002: jump @BBALL_5427 
0002: jump @BBALL_6068 

:BBALL_5955
00D6: if 
0038:   $8792 == 0 // integer values 
004D: jump_if_false @BBALL_6015 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLE" 
004D: jump_if_false @BBALL_6008 
0008: $8792 += 1 // integer values 

:BBALL_6008
0002: jump @BBALL_6068 

:BBALL_6015
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_6068 
0006: 17@ = 11 // integer values 
0004: $8792 = 0 // integer values 
0002: jump @BBALL_5427 

:BBALL_6068
0002: jump @BBALL_12243 

:BBALL_6075
00D6: if 
8039:   not  18@ == 15 // integer values 
004D: jump_if_false @BBALL_6340 
0006: 24@ = 0 // integer values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_6191 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
0021:   8@ > 0.9 // floating-point values 
004D: jump_if_false @BBALL_6191 
0004: $8793 = 0 // integer values 
0006: 24@ = 1 // integer values 

:BBALL_6191
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @BBALL_6326 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE2" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 
0002: jump @BBALL_6333 

:BBALL_6326
0002: jump @BBALL_12251 

:BBALL_6333
0002: jump @BBALL_6504 

:BBALL_6340
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_6390 
0006: 17@ = 11 // integer values 
0002: jump @BBALL_5427 
0002: jump @BBALL_6504 

:BBALL_6390
00D6: if 
0038:   $8793 == 0 // integer values 
004D: jump_if_false @BBALL_6451 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLE2" 
004D: jump_if_false @BBALL_6444 
0008: $8793 += 1 // integer values 

:BBALL_6444
0002: jump @BBALL_6504 

:BBALL_6451
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_6504 
0006: 17@ = 11 // integer values 
0004: $8793 = 0 // integer values 
0002: jump @BBALL_5427 

:BBALL_6504
0002: jump @BBALL_12243 

:BBALL_6511
00D6: if or
0039:   18@ == 11 // integer values 
0039:   18@ == 2 // integer values 
0039:   18@ == 3 // integer values 
0039:   18@ == 10 // integer values 
004D: jump_if_false @BBALL_6944 
00D6: if and
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_PICKUP" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_SKIDSTOP_R" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_WALKSTOP_L" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_6930 
0004: $8794 = 0 // integer values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_RUN" 
004D: jump_if_false @BBALL_6725 
0613: $8795 = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_6725
0615: define_action_sequences 26@ 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_6864 
0812: AS_actor -1 perform_animation "BBALL_WALK_START" from_file "BSKTBALL" 8.0 loop 0 1 1 lock 1 time -1 
0812: AS_actor -1 perform_animation "BBALL_WALK" from_file "BSKTBALL" 10000.0 loop 1 1 1 lock 0 time -1 
0004: $8794 = 1 // integer values 
0002: jump @BBALL_6905 

:BBALL_6864
0812: AS_actor -1 perform_animation "BBALL_WALK" from_file "BSKTBALL" 8.0 loop 1 1 1 lock 0 time -1 

:BBALL_6905
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 
0002: jump @BBALL_6937 

:BBALL_6930
0002: jump @BBALL_12251 

:BBALL_6937
0002: jump @BBALL_7037 

:BBALL_6944
00D6: if 
0038:   $8794 == 0 // integer values 
004D: jump_if_false @BBALL_7037 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALK" 
004D: jump_if_false @BBALL_7037 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
0614: set_actor $PLAYER_ACTOR animation "BBALL_WALK" progress_to $8795 
0008: $8794 += 1 // integer values 

:BBALL_7037
0002: jump @BBALL_12243 

:BBALL_7044
00D6: if or
0039:   18@ == 11 // integer values 
0039:   18@ == 1 // integer values 
0039:   18@ == 3 // integer values 
0039:   18@ == 10 // integer values 
004D: jump_if_false @BBALL_7376 
00D6: if 
0039:   18@ == 11 // integer values 
004D: jump_if_false @BBALL_7115 
0006: 17@ = 1 // integer values 
0002: jump @BBALL_5427 

:BBALL_7115
00D6: if and
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_PICKUP" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_SKIDSTOP_R" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_WALKSTOP_L" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_7362 
0004: $8796 = 0 // integer values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALK" 
004D: jump_if_false @BBALL_7292 
0613: $8797 = actor $PLAYER_ACTOR animation "BBALL_WALK" time 

:BBALL_7292
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_RUN" from_file "BSKTBALL" 8.0 loop 1 1 1 lock 0 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 
0002: jump @BBALL_7369 

:BBALL_7362
0002: jump @BBALL_12251 

:BBALL_7369
0002: jump @BBALL_7447 

:BBALL_7376
00D6: if 
0038:   $8796 == 0 // integer values 
004D: jump_if_false @BBALL_7447 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_RUN" 
004D: jump_if_false @BBALL_7447 
0614: set_actor $PLAYER_ACTOR animation "BBALL_RUN" progress_to $8797 
0008: $8796 += 1 // integer values 

:BBALL_7447
0002: jump @BBALL_12243 

:BBALL_7454
00D6: if 
8039:   not  18@ == 3 // integer values 
004D: jump_if_false @BBALL_8157 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_RUN" 
004D: jump_if_false @BBALL_7735 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_RUN" 
004D: jump_if_false @BBALL_7735 
0615: define_action_sequences 26@ 
00D6: if 
0023:   0.5 > 8@ // floating-point values 
004D: jump_if_false @BBALL_7625 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" from_file "BSKTBALL" 6.0 loop 0 1 1 lock 1 time -1 
0002: jump @BBALL_7672 

:BBALL_7625
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" from_file "BSKTBALL" 6.0 loop 0 1 1 lock 1 time -1 

:BBALL_7672
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_7735
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALK" 
004D: jump_if_false @BBALL_8001 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALK" 
004D: jump_if_false @BBALL_8001 
0615: define_action_sequences 26@ 
00D6: if 
0023:   0.5 > 8@ // floating-point values 
004D: jump_if_false @BBALL_7891 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_R" from_file "BSKTBALL" 6.0 loop 0 1 1 lock 1 time -1 
0002: jump @BBALL_7938 

:BBALL_7891
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" from_file "BSKTBALL" 6.0 loop 0 1 1 lock 1 time -1 

:BBALL_7938
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_8001
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALK_START" 
004D: jump_if_false @BBALL_8150 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" from_file "BSKTBALL" 6.0 loop 0 1 1 lock 1 time -1 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_8150
0002: jump @BBALL_8253 

:BBALL_8157
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_8207 
0006: 17@ = 11 // integer values 
0002: jump @BBALL_12251 
0002: jump @BBALL_8253 

:BBALL_8207
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_8253 
0006: 17@ = 11 // integer values 
0002: jump @BBALL_12251 

:BBALL_8253
0002: jump @BBALL_12243 

:BBALL_8260
00D6: if 
8039:   not  18@ == 11 // integer values 
004D: jump_if_false @BBALL_8346 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" from_file "BSKTBALL" 10000.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_8346
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_8443 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" from_file "BSKTBALL" 10000.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_8443
0002: jump @BBALL_12243 

:BBALL_8450
00D6: if 
8039:   not  18@ == 4 // integer values 
004D: jump_if_false @BBALL_8843 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: (unknown) 0@ 0 2@ 3@ 4@ 
0087: 5@ = 2@ // floating-point values only 
0065: 5@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 6@ = 3@ // floating-point values only 
0065: 6@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0604: get_point 5@ 6@ angle $TEMPVAR_ANGLE 
0086: $8808 = $TEMPVAR_ANGLE // floating-point values only 
0615: define_action_sequences 26@ 
080A: (unknown) 0@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2000 ms 
00D6: if 
0039:   18@ == 2 // integer values 
004D: jump_if_false @BBALL_8772 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_RUN" 
004D: jump_if_false @BBALL_8650 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_8650
00D6: if 
0023:   0.5 > 8@ // floating-point values 
004D: jump_if_false @BBALL_8725 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" from_file "BSKTBALL" 6.0 loop 0 1 1 lock 1 time -1 
0002: jump @BBALL_8772 

:BBALL_8725
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" from_file "BSKTBALL" 6.0 loop 0 1 1 lock 1 time -1 

:BBALL_8772
0812: AS_actor -1 perform_animation "BBALL_JUMP_SHOT" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 
0002: jump @BBALL_8934 

:BBALL_8843
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_8934 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
0027:   8@ > $8784 // floating-point values only 
004D: jump_if_false @BBALL_8934 
0006: 17@ = 6 // integer values 
0002: jump @BBALL_12251 

:BBALL_8934
0002: jump @BBALL_12243 

:BBALL_8941
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_JUMP_END" 
004D: jump_if_false @BBALL_9058 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_JUMP_CANCEL" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 
0006: 17@ = 13 // integer values 
0002: jump @BBALL_12251 

:BBALL_9058
0002: jump @BBALL_12243 

:BBALL_9065
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_9108 
0006: 17@ = 11 // integer values 
0002: jump @BBALL_12251 

:BBALL_9108
0002: jump @BBALL_12243 

:BBALL_9115
00D6: if 
8039:   not  18@ == 6 // integer values 
004D: jump_if_false @BBALL_9577 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_9570 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_2506 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR offset 0.04 0.694 1.75 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: (unknown) 0@ 0 2@ 3@ 4@ 
0509: 8@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 2@ 3@ 
0090: $1926 = float_to_integer 8@ 
0089: 7@ = $TEMPVAR_FLOAT_3 // floating-point values only 
008F: 7@ = integer_to_float $1926 
0087: 9@ = 8@ // floating-point values only 
0063: 9@ -= 7@ // floating-point values 
0013: 9@ *= 10.0 // floating-point values 
0090: $1927 = float_to_integer 9@ 
00D6: if 
0021:   8@ > 20.0 // floating-point values 
004D: jump_if_false @BBALL_9343 
0007: 8@ = 20.0 // floating-point values 

:BBALL_9343
0017: 8@ /= 20.0 // floating-point values 
0013: 8@ *= 5.0 // floating-point values 
0509: 9@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 2@ 3@ 
00D6: if 
0021:   9@ > 15.0 // floating-point values 
004D: jump_if_false @BBALL_9411 
0007: 9@ = 15.0 // floating-point values 

:BBALL_9411
006D: $8783 *= 9@ // floating-point values 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0653: 9@ = stat 23 // float 
0017: 9@ /= 1000.0 // floating-point values 
000B: 9@ += 1.0 // floating-point values 
0013: 9@ *= 0.15 // floating-point values 
00D6: if 
0027:   9@ > $8783 // floating-point values only 
004D: jump_if_false @BBALL_9533 
004F: create_thread @PROJECT 1@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2@ 3@ 4@ 8@ 0 0@ 
0002: jump @BBALL_9570 

:BBALL_9533
004F: create_thread @PROJECT 1@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2@ 3@ 4@ 8@ 1 0@ 

:BBALL_9570
0002: jump @BBALL_9660 

:BBALL_9577
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_9660 
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_9660 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 17@ = 12 // integer values 
0002: jump @BBALL_12251 

:BBALL_9660
0002: jump @BBALL_12243 

:BBALL_9667
00D6: if 
8039:   not  18@ == 16 // integer values 
004D: jump_if_false @BBALL_10147 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: (unknown) 0@ 0 2@ 3@ 4@ 
0089: 5@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 5@ -= 2@ // floating-point values 
0089: 6@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 6@ -= 3@ // floating-point values 
0509: 8@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 2@ 3@ 
00D6: if 
0021:   8@ > 0.01 // floating-point values 
004D: jump_if_false @BBALL_9801 
0073: 5@ /= 8@ // floating-point values 
0073: 6@ /= 8@ // floating-point values 

:BBALL_9801
0013: 5@ *= 0.01 // floating-point values 
0013: 6@ *= 0.01 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 2@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 5@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 3@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 6@ // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 4@ // floating-point values only 
000D: $TEMPVAR_FLOAT_3 -= 1.9 // floating-point values 
0086: $8809 = $TEMPVAR_FLOAT_1 // floating-point values only 
0086: $8810 = $TEMPVAR_FLOAT_2 // floating-point values only 
0086: $8811 = $TEMPVAR_FLOAT_3 // floating-point values only 
0013: 5@ *= -1.0 // floating-point values 
0013: 6@ *= -1.0 // floating-point values 
0604: get_point 5@ 6@ angle $TEMPVAR_ANGLE 
0086: $8808 = $TEMPVAR_ANGLE // floating-point values only 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK_LNCH" from_file "BSKTBALL" 4.0 loop 0 1 1 lock 1 time -1 
0812: AS_actor -1 perform_animation "BBALL_DNK_GLI" from_file "BSKTBALL" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "BBALL_DNK" from_file "BSKTBALL" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" from_file "BSKTBALL" 1000.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 
0005: $8812 = 0.0 // floating-point values 
0002: jump @BBALL_10649 

:BBALL_10147
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_10344 
00D6: if 
83CA:   not object $8782 exists 
004D: jump_if_false @BBALL_10344 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: (unknown) 0@ 0 2@ 3@ 4@ 
0509: $8798 = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 2@ 3@ 
0005: $8812 = 0.0 // floating-point values 
0172: $TEMPVAR_ANGLE = actor $PLAYER_ACTOR z_angle 
029B: $8782 = init_object #BBALL_INGAME at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $8782 z_angle_to $TEMPVAR_ANGLE 
0382: set_object $8782 collision_detection 0 
0750: set_object $8782 visibility 0 
0550: keep_object $8782 in_memory 1 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8782 offset 0.0 0.0 0.0 0 360.0 0 
0006: 22@ = 1 // integer values 

:BBALL_10344
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK" 
004D: jump_if_false @BBALL_10392 
0006: 17@ = 17 // integer values 
0002: jump @BBALL_12251 
0002: jump @BBALL_10469 

:BBALL_10392
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_10469 
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_DNK_LNCH" 
004D: jump_if_false @BBALL_10469 
0006: 17@ = 17 // integer values 
0002: jump @BBALL_12251 

:BBALL_10469
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_10649 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_10649 
00D6: if 
0020:   $8812 > 1.0 // floating-point values 
004D: jump_if_false @BBALL_10649 
0792: (unknown) $PLAYER_ACTOR 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK" from_file "BSKTBALL" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" from_file "BSKTBALL" 1000.0 loop 0 0 0 lock 0 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_10649
0002: jump @BBALL_12243 

:BBALL_10656
00D6: if 
8039:   not  18@ == 17 // integer values 
004D: jump_if_false @BBALL_11064 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK" 
004D: jump_if_false @BBALL_11043 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_11036 
00D6: if 
0837:   object 1@ animation_is "BBALL_DNK_O" 
004D: jump_if_false @BBALL_10926 
0839: (unknown) 1@ "BBALL_DNK_O" 8@ 
00D6: if 
0021:   8@ > 0.9 // floating-point values 
004D: jump_if_false @BBALL_10905 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_2506 
080A: (unknown) 0@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.5 // floating-point values 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0550: keep_object 1@ in_memory 0 
0382: set_object 1@ collision_detection 1 
0392: object 1@ toggle_in_moving_list 1 
0381: throw_object 1@ distance 0.0 0.0 -0.1 
0002: jump @BBALL_10919 

:BBALL_10905
0006: 18@ = 0 // integer values 
0002: jump @BBALL_12251 

:BBALL_10919
0002: jump @BBALL_11036 

:BBALL_10926
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_2506 
080A: (unknown) 0@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.5 // floating-point values 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0550: keep_object 1@ in_memory 0 
0382: set_object 1@ collision_detection 1 
0392: object 1@ toggle_in_moving_list 1 
0381: throw_object 1@ distance 0.0 0.0 -0.1 

:BBALL_11036
0002: jump @BBALL_11057 

:BBALL_11043
02CE: $8811 = ground_z $8809 $8810 $8811 

:BBALL_11057
0002: jump @BBALL_11350 

:BBALL_11064
00D6: if and
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_DNK_LNCH" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_DNK_GLI" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_DNK" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_11242 
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_11235 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_11214 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $8782 
0006: 22@ = 0 // integer values 

:BBALL_11214
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 17@ = 12 // integer values 
0002: jump @BBALL_12251 

:BBALL_11235
0002: jump @BBALL_11350 

:BBALL_11242
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_11350 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
0086: $8809 = $TEMPVAR_FLOAT_1 // floating-point values only 
0086: $8810 = $TEMPVAR_FLOAT_2 // floating-point values only 
0086: $8811 = $TEMPVAR_FLOAT_3 // floating-point values only 

:BBALL_11350
0002: jump @BBALL_12243 

:BBALL_11357
00D6: if 
8039:   not  18@ == 7 // integer values 
004D: jump_if_false @BBALL_11443 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" from_file "BSKTBALL" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_11443
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_11540 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" from_file "BSKTBALL" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_11540
0002: jump @BBALL_12243 

:BBALL_11547
00D6: if 
8039:   not  18@ == 8 // integer values 
004D: jump_if_false @BBALL_11638 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" from_file "BSKTBALL" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_11638
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_11740 
0615: define_action_sequences 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" from_file "BSKTBALL" 4.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 

:BBALL_11740
0002: jump @BBALL_12243 

:BBALL_11747
0002: jump @BBALL_12243 

:BBALL_11754
0002: jump @BBALL_12243 

:BBALL_11761
00D6: if 
8039:   not  18@ == 10 // integer values 
004D: jump_if_false @BBALL_12140 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_11845 
01BB: store_object 1@ position_to 2@ 3@ 4@ 

:BBALL_11845
0089: 5@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 5@ -= 2@ // floating-point values 
0089: 6@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 6@ -= 3@ // floating-point values 
0509: 8@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 2@ 3@ 
0073: 5@ /= 8@ // floating-point values 
0073: 6@ /= 8@ // floating-point values 
0013: 5@ *= 0.5 // floating-point values 
0013: 6@ *= 0.5 // floating-point values 
0088: $TEMPVAR_FLOAT_1 = 2@ // floating-point values only 
005F: $TEMPVAR_FLOAT_1 += 5@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 3@ // floating-point values only 
005F: $TEMPVAR_FLOAT_2 += 6@ // floating-point values 
0087: 5@ = 2@ // floating-point values only 
0065: 5@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 6@ = 3@ // floating-point values only 
0065: 6@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0604: get_point 5@ 6@ angle $TEMPVAR_ANGLE 
0615: define_action_sequences 26@ 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 stop_angle $TEMPVAR_ANGLE -1.0 perform_animation "BBALL_PICKUP" from_file "BSKTBALL" 4.0 loop 0 0 0 lock 1 -1 ms 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" from_file "BSKTBALL" 10000.0 loop 0 0 0 lock 1 time -1 
0616: define_action_sequences_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 26@ 
061B: remove_references_to_action_sequences 26@ 
0002: jump @BBALL_12236 

:BBALL_12140
062E: (unknown) $PLAYER_ACTOR 1560 24@ 
00D6: if 
04A4:   24@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BBALL_12190 
0006: 17@ = 11 // integer values 
0002: jump @BBALL_12251 
0002: jump @BBALL_12236 

:BBALL_12190
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_12236 
0006: 17@ = 11 // integer values 
0002: jump @BBALL_12251 

:BBALL_12236
0002: jump @BBALL_12243 

:BBALL_12243
0085: 18@ = 17@ // integer values and handles 

:BBALL_12251
0051: return 

:BBALL_12253
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_16390 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_12603 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_RUN" 
004D: jump_if_false @BBALL_12438 
00D6: if 
0021:   8@ > 0.45 // floating-point values 
004D: jump_if_false @BBALL_12413 
00D6: if 
8039:   not  27@ == 1 // integer values 
004D: jump_if_false @BBALL_12406 
097B: play_sound 1@ on_object 1010 
0006: 27@ = 1 // integer values 

:BBALL_12406
0002: jump @BBALL_12438 

:BBALL_12413
00D6: if 
0039:   27@ == 1 // integer values 
004D: jump_if_false @BBALL_12438 
0006: 27@ = 0 // integer values 

:BBALL_12438
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_12603 
00D6: if 
0837:   object 1@ animation_is "BBALL_IDLELOOP_O" 
004D: jump_if_false @BBALL_12524 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 
0002: jump @BBALL_12603 

:BBALL_12524
00D6: if 
075A:   1@ "BBALL_IDLELOOP_O" "BSKTBALL" 1000.0 1 0 
004D: jump_if_false @BBALL_12603 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 

:BBALL_12603
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLE" 
004D: jump_if_false @BBALL_12886 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE" time 
00D6: if 
0021:   8@ > 0.8767 // floating-point values 
004D: jump_if_false @BBALL_12712 
00D6: if 
8039:   not  27@ == 2 // integer values 
004D: jump_if_false @BBALL_12705 
097B: play_sound 1@ on_object 1010 
0006: 27@ = 2 // integer values 

:BBALL_12705
0002: jump @BBALL_12737 

:BBALL_12712
00D6: if 
0039:   27@ == 2 // integer values 
004D: jump_if_false @BBALL_12737 
0006: 27@ = 0 // integer values 

:BBALL_12737
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_12886 
00D6: if 
0837:   object 1@ animation_is "BBALL_IDLE_O" 
004D: jump_if_false @BBALL_12815 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 
0002: jump @BBALL_12886 

:BBALL_12815
00D6: if 
075A:   1@ "BBALL_IDLE_O" "BSKTBALL" 1000.0 0 1 
004D: jump_if_false @BBALL_12886 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 

:BBALL_12886
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_IDLE2" 
004D: jump_if_false @BBALL_13089 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE2" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_13089 
00D6: if 
0837:   object 1@ animation_is "BBALL_IDLE2_O" 
004D: jump_if_false @BBALL_13016 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 
0002: jump @BBALL_13089 

:BBALL_13016
00D6: if 
075A:   1@ "BBALL_IDLE2_O" "BSKTBALL" 1000.0 0 1 
004D: jump_if_false @BBALL_13089 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 

:BBALL_13089
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_13278 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_13278 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_13278 
00D6: if 
0837:   object 1@ animation_is "BBALL_JUMP_SHOT_O" 
004D: jump_if_false @BBALL_13224 
0002: jump @BBALL_13278 

:BBALL_13224
00D6: if 
075A:   1@ "BBALL_JUMP_SHOT_O" "BSKTBALL" 1000.0 0 1 
004D: jump_if_false @BBALL_13278 

:BBALL_13278
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_JUMP_CANCEL" 
004D: jump_if_false @BBALL_13517 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_CANCEL" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_13517 
00D6: if 
0837:   object 1@ animation_is "BBALL_JUMP_CANCEL_O" 
004D: jump_if_false @BBALL_13432 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 
0002: jump @BBALL_13517 

:BBALL_13432
00D6: if 
075A:   1@ "BBALL_JUMP_CANCEL_O" "BSKTBALL" 1000.0 0 1 
004D: jump_if_false @BBALL_13517 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 

:BBALL_13517
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_PICKUP" 
004D: jump_if_false @BBALL_13880 
00D6: if 
8685:   not object 1@ attached 
004D: jump_if_false @BBALL_13615 
069B: attach_object 1@ to_actor $PLAYER_ACTOR at_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0050: gosub @BBALL_2506 
0002: jump @BBALL_13880 

:BBALL_13615
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_PICKUP" time 
00D6: if 
0021:   8@ > 0.836 // floating-point values 
004D: jump_if_false @BBALL_13698 
00D6: if 
8039:   not  27@ == 3 // integer values 
004D: jump_if_false @BBALL_13691 
097B: play_sound 1@ on_object 1010 
0006: 27@ = 3 // integer values 

:BBALL_13691
0002: jump @BBALL_13723 

:BBALL_13698
00D6: if 
0039:   27@ == 3 // integer values 
004D: jump_if_false @BBALL_13723 
0006: 27@ = 0 // integer values 

:BBALL_13723
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_13880 
00D6: if 
0837:   object 1@ animation_is "BBALL_PICKUP_O" 
004D: jump_if_false @BBALL_13805 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 
0002: jump @BBALL_13880 

:BBALL_13805
00D6: if 
075A:   1@ "BBALL_PICKUP_O" "BSKTBALL" 1000.0 0 1 
004D: jump_if_false @BBALL_13880 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 

:BBALL_13880
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_RUN" 
004D: jump_if_false @BBALL_14225 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
00D6: if 
0021:   8@ > 0.222 // floating-point values 
004D: jump_if_false @BBALL_14048 
00D6: if 
0023:   0.74 > 8@ // floating-point values 
004D: jump_if_false @BBALL_14008 
00D6: if 
8039:   not  27@ == 4 // integer values 
004D: jump_if_false @BBALL_14001 
097B: play_sound 1@ on_object 1010 
0006: 27@ = 4 // integer values 

:BBALL_14001
0002: jump @BBALL_14041 

:BBALL_14008
00D6: if 
8039:   not  27@ == 5 // integer values 
004D: jump_if_false @BBALL_14041 
097B: play_sound 1@ on_object 1010 
0006: 27@ = 5 // integer values 

:BBALL_14041
0002: jump @BBALL_14080 

:BBALL_14048
00D6: if or
0039:   27@ == 4 // integer values 
0039:   27@ == 5 // integer values 
004D: jump_if_false @BBALL_14080 
0006: 27@ = 0 // integer values 

:BBALL_14080
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_14225 
00D6: if 
0837:   object 1@ animation_is "BBALL_RUN_O" 
004D: jump_if_false @BBALL_14156 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 
0002: jump @BBALL_14225 

:BBALL_14156
00D6: if 
075A:   1@ "BBALL_RUN_O" "BSKTBALL" 8.0 1 0 
004D: jump_if_false @BBALL_14225 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 

:BBALL_14225
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_SKIDSTOP_L" 
004D: jump_if_false @BBALL_14458 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_L" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_14458 
00D6: if 
0837:   object 1@ animation_is "BBALL_SKIDSTOP_L_O" 
004D: jump_if_false @BBALL_14375 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 
0002: jump @BBALL_14458 

:BBALL_14375
00D6: if 
075A:   1@ "BBALL_SKIDSTOP_L_O" "BSKTBALL" 6.0 0 1 
004D: jump_if_false @BBALL_14458 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 

:BBALL_14458
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_SKIDSTOP_R" 
004D: jump_if_false @BBALL_14691 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_R" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_14691 
00D6: if 
0837:   object 1@ animation_is "BBALL_SKIDSTOP_R_O" 
004D: jump_if_false @BBALL_14608 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 
0002: jump @BBALL_14691 

:BBALL_14608
00D6: if 
075A:   1@ "BBALL_SKIDSTOP_R_O" "BSKTBALL" 6.0 0 1 
004D: jump_if_false @BBALL_14691 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 

:BBALL_14691
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALKSTOP_L" 
004D: jump_if_false @BBALL_14924 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_L" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_14924 
00D6: if 
0837:   object 1@ animation_is "BBALL_WALKSTOP_L_O" 
004D: jump_if_false @BBALL_14841 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 
0002: jump @BBALL_14924 

:BBALL_14841
00D6: if 
075A:   1@ "BBALL_WALKSTOP_L_O" "BSKTBALL" 6.0 0 1 
004D: jump_if_false @BBALL_14924 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 

:BBALL_14924
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_15157 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_R" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_15157 
00D6: if 
0837:   object 1@ animation_is "BBALL_WALKSTOP_R_O" 
004D: jump_if_false @BBALL_15074 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 
0002: jump @BBALL_15157 

:BBALL_15074
00D6: if 
075A:   1@ "BBALL_WALKSTOP_R_O" "BSKTBALL" 6.0 0 1 
004D: jump_if_false @BBALL_15157 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 

:BBALL_15157
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALK" 
004D: jump_if_false @BBALL_15535 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_RUN" 
004D: jump_if_false @BBALL_15386 
00D6: if 
0021:   8@ > 0.218 // floating-point values 
004D: jump_if_false @BBALL_15354 
00D6: if 
0023:   0.718 > 8@ // floating-point values 
004D: jump_if_false @BBALL_15314 
00D6: if 
8039:   not  27@ == 6 // integer values 
004D: jump_if_false @BBALL_15307 
097B: play_sound 1@ on_object 1010 
0006: 27@ = 6 // integer values 

:BBALL_15307
0002: jump @BBALL_15347 

:BBALL_15314
00D6: if 
8039:   not  27@ == 7 // integer values 
004D: jump_if_false @BBALL_15347 
097B: play_sound 1@ on_object 1010 
0006: 27@ = 7 // integer values 

:BBALL_15347
0002: jump @BBALL_15386 

:BBALL_15354
00D6: if or
0039:   27@ == 6 // integer values 
0039:   27@ == 7 // integer values 
004D: jump_if_false @BBALL_15386 
0006: 27@ = 0 // integer values 

:BBALL_15386
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_15535 
00D6: if 
0837:   object 1@ animation_is "BBALL_WALK_O" 
004D: jump_if_false @BBALL_15464 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 
0002: jump @BBALL_15535 

:BBALL_15464
00D6: if 
075A:   1@ "BBALL_WALK_O" "BSKTBALL" 1000.0 1 0 
004D: jump_if_false @BBALL_15535 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 

:BBALL_15535
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_WALK_START" 
004D: jump_if_false @BBALL_15768 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK_START" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_15768 
00D6: if 
0837:   object 1@ animation_is "BBALL_WALK_START_O" 
004D: jump_if_false @BBALL_15685 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 
0002: jump @BBALL_15768 

:BBALL_15685
00D6: if 
075A:   1@ "BBALL_WALK_START_O" "BSKTBALL" 8.0 0 1 
004D: jump_if_false @BBALL_15768 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 

:BBALL_15768
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK_LNCH" 
004D: jump_if_false @BBALL_15989 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_LNCH" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_15989 
00D6: if 
0837:   object 1@ animation_is "BBALL_DNK_LNCH_O" 
004D: jump_if_false @BBALL_15910 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 
0002: jump @BBALL_15989 

:BBALL_15910
00D6: if 
075A:   1@ "BBALL_DNK_LNCH_O" "BSKTBALL" 4.0 0 1 
004D: jump_if_false @BBALL_15989 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 

:BBALL_15989
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_16204 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_16204 
00D6: if 
0837:   object 1@ animation_is "BBALL_DNK_GLI_O" 
004D: jump_if_false @BBALL_16127 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 
0002: jump @BBALL_16204 

:BBALL_16127
00D6: if 
075A:   1@ "BBALL_DNK_GLI_O" "BSKTBALL" 1000.0 0 1 
004D: jump_if_false @BBALL_16204 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 

:BBALL_16204
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK" 
004D: jump_if_false @BBALL_16390 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK" time 
00D6: if 
0023:   0.2 > 8@ // floating-point values 
004D: jump_if_false @BBALL_16390 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_16390 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_16390 
00D6: if 
0837:   object 1@ animation_is "BBALL_DNK_O" 
004D: jump_if_false @BBALL_16342 
0002: jump @BBALL_16390 

:BBALL_16342
00D6: if 
075A:   1@ "BBALL_DNK_O" "BSKTBALL" 1000.0 0 1 
004D: jump_if_false @BBALL_16390 

:BBALL_16390
0051: return 

:BBALL_16392
00D6: if and
0256:   player $PLAYER_CHAR defined 
0248:   model 23@ available 
004D: jump_if_false @BBALL_17989 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
080A: (unknown) 0@ 3 5@ 6@ 7@ 
080A: (unknown) 0@ 0 8@ 8@ $8804 
0009: $8804 += -1.0 // floating-point values 
0871: init_jump_table $8791 total_jumps 4 0 @BBALL_17326 jumps 1 @BBALL_16546 2 @BBALL_16741 3 @BBALL_16936 4 @BBALL_17131 -1 @BBALL_17326 -1 @BBALL_17326 -1 @BBALL_17326 

:BBALL_16546
0088: $8802 = 2@ // floating-point values only 
0009: $8802 += 0.2 // floating-point values 
0086: $8803 = $TEMPVAR_FLOAT_2 // floating-point values only 
0009: $8803 += 5.0 // floating-point values 
000B: 6@ += 5.0 // floating-point values 
00D6: if 
0026:   $8803 > 6@ // floating-point values 
004D: jump_if_false @BBALL_16619 
0088: $8803 = 6@ // floating-point values only 

:BBALL_16619
0087: 8@ = 3@ // floating-point values only 
000B: 8@ += 5.0 // floating-point values 
00D6: if 
0027:   8@ > $8803 // floating-point values only 
004D: jump_if_false @BBALL_16664 
0088: $8803 = 8@ // floating-point values only 

:BBALL_16664
0087: 8@ = 6@ // floating-point values only 
0063: 8@ -= 3@ // floating-point values 
000B: 8@ += -5.0 // floating-point values 
0087: 9@ = 6@ // floating-point values only 
0065: 9@ -= $8803 // floating-point values 
0073: 9@ /= 8@ // floating-point values 
0013: 9@ *= 0.29 // floating-point values 
000B: 9@ += 0.34 // floating-point values 
0002: jump @BBALL_17326 

:BBALL_16741
0086: $8802 = $TEMPVAR_FLOAT_1 // floating-point values only 
000D: $8802 -= 5.0 // floating-point values 
0088: $8803 = 3@ // floating-point values only 
0009: $8803 += 0.2 // floating-point values 
000B: 5@ += -5.0 // floating-point values 
00D6: if 
0027:   5@ > $8802 // floating-point values only 
004D: jump_if_false @BBALL_16814 
0088: $8802 = 5@ // floating-point values only 

:BBALL_16814
0087: 8@ = 2@ // floating-point values only 
000F: 8@ -= 5.0 // floating-point values 
00D6: if 
0026:   $8802 > 8@ // floating-point values 
004D: jump_if_false @BBALL_16859 
0088: $8802 = 8@ // floating-point values only 

:BBALL_16859
0087: 8@ = 2@ // floating-point values only 
0063: 8@ -= 5@ // floating-point values 
000B: 8@ += -5.0 // floating-point values 
0089: 9@ = $8802 // floating-point values only 
0063: 9@ -= 5@ // floating-point values 
0073: 9@ /= 8@ // floating-point values 
0013: 9@ *= 0.29 // floating-point values 
000B: 9@ += 0.34 // floating-point values 
0002: jump @BBALL_17326 

:BBALL_16936
0088: $8802 = 2@ // floating-point values only 
000D: $8802 -= 0.2 // floating-point values 
0086: $8803 = $TEMPVAR_FLOAT_2 // floating-point values only 
000D: $8803 -= 5.0 // floating-point values 
000B: 6@ += -5.0 // floating-point values 
00D6: if 
0027:   6@ > $8803 // floating-point values only 
004D: jump_if_false @BBALL_17009 
0088: $8803 = 6@ // floating-point values only 

:BBALL_17009
0087: 8@ = 3@ // floating-point values only 
000F: 8@ -= 5.0 // floating-point values 
00D6: if 
0026:   $8803 > 8@ // floating-point values 
004D: jump_if_false @BBALL_17054 
0088: $8803 = 8@ // floating-point values only 

:BBALL_17054
0087: 8@ = 3@ // floating-point values only 
0063: 8@ -= 6@ // floating-point values 
000B: 8@ += -5.0 // floating-point values 
0089: 9@ = $8803 // floating-point values only 
0063: 9@ -= 6@ // floating-point values 
0073: 9@ /= 8@ // floating-point values 
0013: 9@ *= 0.29 // floating-point values 
000B: 9@ += 0.34 // floating-point values 
0002: jump @BBALL_17326 

:BBALL_17131
0086: $8802 = $TEMPVAR_FLOAT_1 // floating-point values only 
0009: $8802 += 5.0 // floating-point values 
0088: $8803 = 3@ // floating-point values only 
000D: $8803 -= 0.2 // floating-point values 
000B: 5@ += 5.0 // floating-point values 
00D6: if 
0026:   $8802 > 5@ // floating-point values 
004D: jump_if_false @BBALL_17204 
0088: $8802 = 5@ // floating-point values only 

:BBALL_17204
0087: 8@ = 2@ // floating-point values only 
000B: 8@ += 5.0 // floating-point values 
00D6: if 
0027:   8@ > $8802 // floating-point values only 
004D: jump_if_false @BBALL_17249 
0088: $8802 = 8@ // floating-point values only 

:BBALL_17249
0087: 8@ = 5@ // floating-point values only 
0063: 8@ -= 2@ // floating-point values 
000B: 8@ += -5.0 // floating-point values 
0087: 9@ = 5@ // floating-point values only 
0065: 9@ -= $8802 // floating-point values 
0073: 9@ /= 8@ // floating-point values 
0013: 9@ *= 0.29 // floating-point values 
000B: 9@ += 0.34 // floating-point values 
0002: jump @BBALL_17326 

:BBALL_17326
0088: $8799 = 2@ // floating-point values only 
0061: $8799 -= $TEMPVAR_FLOAT_1 // floating-point values 
0088: $8800 = 3@ // floating-point values only 
0061: $8800 -= $TEMPVAR_FLOAT_2 // floating-point values 
0088: $8801 = 4@ // floating-point values only 
0061: $8801 -= $TEMPVAR_FLOAT_3 // floating-point values 
006D: $8799 *= 9@ // floating-point values 
006D: $8800 *= 9@ // floating-point values 
006D: $8801 *= 9@ // floating-point values 
0086: $8805 = $TEMPVAR_FLOAT_1 // floating-point values only 
0059: $8805 += $8799 // floating-point values 
0086: $8806 = $TEMPVAR_FLOAT_2 // floating-point values only 
0059: $8806 += $8800 // floating-point values 
0086: $8807 = $TEMPVAR_FLOAT_3 // floating-point values only 
0059: $8807 += $8801 // floating-point values 
080A: (unknown) 0@ 2 2@ 3@ 4@ 
080A: (unknown) 0@ 3 5@ 6@ 7@ 
00D6: if 
0025:   2@ > 5@ // floating-point values 
004D: jump_if_false @BBALL_17558 
00D6: if 
0026:   $8805 > 2@ // floating-point values 
004D: jump_if_false @BBALL_17524 
0088: $8805 = 2@ // floating-point values only 

:BBALL_17524
00D6: if 
0027:   5@ > $8805 // floating-point values only 
004D: jump_if_false @BBALL_17551 
0088: $8805 = 5@ // floating-point values only 

:BBALL_17551
0002: jump @BBALL_17612 

:BBALL_17558
00D6: if 
0026:   $8805 > 5@ // floating-point values 
004D: jump_if_false @BBALL_17585 
0088: $8805 = 5@ // floating-point values only 

:BBALL_17585
00D6: if 
0027:   2@ > $8805 // floating-point values only 
004D: jump_if_false @BBALL_17612 
0088: $8805 = 2@ // floating-point values only 

:BBALL_17612
00D6: if 
0025:   3@ > 6@ // floating-point values 
004D: jump_if_false @BBALL_17692 
00D6: if 
0026:   $8806 > 3@ // floating-point values 
004D: jump_if_false @BBALL_17658 
0088: $8806 = 3@ // floating-point values only 

:BBALL_17658
00D6: if 
0027:   6@ > $8806 // floating-point values only 
004D: jump_if_false @BBALL_17685 
0088: $8806 = 6@ // floating-point values only 

:BBALL_17685
0002: jump @BBALL_17746 

:BBALL_17692
00D6: if 
0026:   $8806 > 6@ // floating-point values 
004D: jump_if_false @BBALL_17719 
0088: $8806 = 6@ // floating-point values only 

:BBALL_17719
00D6: if 
0027:   3@ > $8806 // floating-point values only 
004D: jump_if_false @BBALL_17746 
0088: $8806 = 3@ // floating-point values only 

:BBALL_17746
0086: $8799 = $8802 // floating-point values only 
0067: $8799 -= 10@ // floating-point values 
0086: $8800 = $8803 // floating-point values only 
0067: $8800 -= 11@ // floating-point values 
0086: $8801 = $8804 // floating-point values only 
0067: $8801 -= 12@ // floating-point values 
0011: $8799 *= 0.25 // floating-point values 
0011: $8800 *= 0.25 // floating-point values 
0011: $8801 *= 0.25 // floating-point values 
005D: 10@ += $8799 // floating-point values 
005D: 11@ += $8800 // floating-point values 
005D: 12@ += $8801 // floating-point values 
0086: $8799 = $8805 // floating-point values only 
0067: $8799 -= 13@ // floating-point values 
0086: $8800 = $8806 // floating-point values only 
0067: $8800 -= 14@ // floating-point values 
0086: $8801 = $8807 // floating-point values only 
0067: $8801 -= 15@ // floating-point values 
0011: $8799 *= 0.1 // floating-point values 
0011: $8800 *= 0.1 // floating-point values 
0011: $8801 *= 0.1 // floating-point values 
005D: 13@ += $8799 // floating-point values 
005D: 14@ += $8800 // floating-point values 
005D: 15@ += $8801 // floating-point values 
015F: set_camera_position 10@ 11@ 12@ 0.0 0.0 0.0 
0160: point_camera 13@ 14@ 15@ 2 

:BBALL_17989
0051: return 

:BBALL_17991
00D6: if and
0685:   object 1@ attached 
0248:   model 23@ available 
004D: jump_if_false @BBALL_19704 
0006: 24@ = 1 // integer values 
00D6: if or
0039:   17@ == 10 // integer values 
0039:   17@ == 4 // integer values 
0039:   17@ == 6 // integer values 
0039:   17@ == 16 // integer values 
0039:   17@ == 17 // integer values 
004D: jump_if_false @BBALL_18072 
0006: 24@ = 0 // integer values 

:BBALL_18072
00D6: if or
0039:   17@ == 14 // integer values 
0039:   17@ == 15 // integer values 
004D: jump_if_false @BBALL_18104 
0006: 24@ = 0 // integer values 

:BBALL_18104
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @BBALL_19330 
00D6: if or
00E1:   key_pressed 0 0 
00E1:   key_pressed 0 1 
004D: jump_if_false @BBALL_18532 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
008D: $TEMPVAR_FLOAT_1 = integer_to_float $11281 
008D: $TEMPVAR_FLOAT_2 = integer_to_float $11282 
0015: $TEMPVAR_FLOAT_1 /= 128.0 // floating-point values 
0015: $TEMPVAR_FLOAT_2 /= -128.0 // floating-point values 
0089: 8@ = $TEMPVAR_FLOAT_1 // floating-point values only 
006F: 8@ *= $TEMPVAR_FLOAT_1 // floating-point values 
0089: 9@ = $TEMPVAR_FLOAT_2 // floating-point values only 
006F: 9@ *= $TEMPVAR_FLOAT_2 // floating-point values 
005B: 8@ += 9@ // floating-point values 
01FB: 8@ = square_root 8@ 
0604: get_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 angle $8808 
00D6: if 
0038:   $8786 == 1 // integer values 
004D: jump_if_false @BBALL_18313 
0088: $TEMPVAR_FLOAT_1 = 13@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 10@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 14@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 11@ // floating-point values 
0002: jump @BBALL_18383 

:BBALL_18313
068D: (unknown) 2@ 3@ 4@ 
068E: (unknown) 5@ 6@ 7@ 
0088: $TEMPVAR_FLOAT_1 = 5@ // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 2@ // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 6@ // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 3@ // floating-point values 
0088: $TEMPVAR_FLOAT_3 = 7@ // floating-point values only 
0067: $TEMPVAR_FLOAT_3 -= 4@ // floating-point values 

:BBALL_18383
0604: get_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 angle 9@ 
005F: $8808 += 9@ // floating-point values 
00D6: if 
0021:   8@ > 0.3 // floating-point values 
004D: jump_if_false @BBALL_18472 
00D6: if 
0023:   0.8 > 8@ // floating-point values 
004D: jump_if_false @BBALL_18458 
0006: 17@ = 1 // integer values 
0002: jump @BBALL_18465 

:BBALL_18458
0006: 17@ = 2 // integer values 

:BBALL_18465
0002: jump @BBALL_18525 

:BBALL_18472
00D6: if or
0039:   18@ == 2 // integer values 
0039:   18@ == 1 // integer values 
0039:   17@ == 2 // integer values 
0039:   17@ == 1 // integer values 
004D: jump_if_false @BBALL_18525 
0006: 17@ = 3 // integer values 
0006: 18@ = 0 // integer values 

:BBALL_18525
0002: jump @BBALL_18585 

:BBALL_18532
00D6: if or
0039:   18@ == 2 // integer values 
0039:   18@ == 1 // integer values 
0039:   17@ == 2 // integer values 
0039:   17@ == 1 // integer values 
004D: jump_if_false @BBALL_18585 
0006: 17@ = 3 // integer values 
0006: 18@ = 0 // integer values 

:BBALL_18585
00D6: if 
0039:   21@ == 0 // integer values 
004D: jump_if_false @BBALL_19225 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BBALL_19186 
00D6: if 
8039:   not  18@ == 6 // integer values 
004D: jump_if_false @BBALL_19179 
080A: (unknown) 0@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_18684 
00A0: store_actor $PLAYER_ACTOR position_to 2@ 3@ 4@ 

:BBALL_18684
0089: 5@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 5@ -= 2@ // floating-point values 
0089: 6@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 6@ -= 3@ // floating-point values 
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 2@ 3@ 4@ from_object 0@ offset 0.0 -1.0 0.0 
0087: 8@ = 2@ // floating-point values only 
0065: 8@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 9@ = 3@ // floating-point values only 
0065: 9@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 2@ = 8@ // floating-point values only 
0087: 3@ = 9@ // floating-point values only 
05A4: (unknown) 5@ 6@ 2@ 3@ 8@ 
0006: 24@ = 0 // integer values 
00D6: if 
0023:   90.0 > 8@ // floating-point values 
004D: jump_if_false @BBALL_19179 
0006: 24@ = 0 // integer values 
00D6: if 
0039:   18@ == 2 // integer values 
004D: jump_if_false @BBALL_19133 
0653: 8@ = stat 21 // float 
00D6: if 
0023:   400.0 > 8@ // floating-point values 
004D: jump_if_false @BBALL_19133 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
04C4: create_coordinate 5@ 6@ 7@ from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 
0509: 8@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 2@ 3@ 
00D6: if and
0021:   8@ > 2.4 // floating-point values 
0023:   3.5 > 8@ // floating-point values 
004D: jump_if_false @BBALL_19133 
0088: $8799 = 5@ // floating-point values only 
0061: $8799 -= $TEMPVAR_FLOAT_1 // floating-point values 
0088: $8800 = 6@ // floating-point values only 
0061: $8800 -= $TEMPVAR_FLOAT_2 // floating-point values 
0087: 8@ = 2@ // floating-point values only 
0065: 8@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 9@ = 3@ // floating-point values only 
0065: 9@ -= $TEMPVAR_FLOAT_2 // floating-point values 
05A4: (unknown) $8799 $8800 8@ 9@ $TEMPVAR_FLOAT_3 
00D6: if 
0022:   90.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @BBALL_19126 
0006: 24@ = 1 // integer values 
0002: jump @BBALL_19133 

:BBALL_19126
0006: 24@ = 0 // integer values 

:BBALL_19133
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @BBALL_19165 
0006: 17@ = 16 // integer values 
0002: jump @BBALL_19172 

:BBALL_19165
0006: 17@ = 4 // integer values 

:BBALL_19172
0006: 21@ = 1 // integer values 

:BBALL_19179
0002: jump @BBALL_19218 

:BBALL_19186
00D6: if and
0039:   18@ == 4 // integer values 
8039:   not  17@ == 6 // integer values 
004D: jump_if_false @BBALL_19218 
0006: 21@ = 1 // integer values 

:BBALL_19218
0002: jump @BBALL_19225 

:BBALL_19225
00D6: if and
0039:   17@ == 11 // integer values 
0039:   18@ == 11 // integer values 
004D: jump_if_false @BBALL_19274 
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @BBALL_19274 
0006: 17@ = 14 // integer values 

:BBALL_19274
00D6: if and
0039:   17@ == 11 // integer values 
0039:   18@ == 11 // integer values 
004D: jump_if_false @BBALL_19323 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @BBALL_19323 
0006: 17@ = 15 // integer values 

:BBALL_19323
0002: jump @BBALL_19697 

:BBALL_19330
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @BBALL_19697 
00D6: if or
0039:   17@ == 4 // integer values 
0039:   17@ == 6 // integer values 
004D: jump_if_false @BBALL_19673 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BBALL_19537 
0006: 21@ = 0 // integer values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_19520 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
0027:   8@ > $8784 // floating-point values only 
004D: jump_if_false @BBALL_19497 
0088: $8783 = 8@ // floating-point values only 
0061: $8783 -= $8784 // floating-point values 
0002: jump @BBALL_19513 

:BBALL_19497
0086: $8783 = $8784 // floating-point values only 
0067: $8783 -= 8@ // floating-point values 

:BBALL_19513
0002: jump @BBALL_19530 

:BBALL_19520
0005: $8783 = 1.0 // floating-point values 

:BBALL_19530
0002: jump @BBALL_19666 

:BBALL_19537
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_19656 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
0089: 9@ = $8784 // floating-point values only 
000B: 9@ += 0.1 // floating-point values 
00D6: if 
0025:   8@ > 9@ // floating-point values 
004D: jump_if_false @BBALL_19649 
0005: $8783 = 1.0 // floating-point values 
0006: 21@ = 0 // integer values 

:BBALL_19649
0002: jump @BBALL_19666 

:BBALL_19656
0005: $8783 = 1.0 // floating-point values 

:BBALL_19666
0002: jump @BBALL_19697 

:BBALL_19673
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BBALL_19697 
0006: 21@ = 0 // integer values 

:BBALL_19697
0002: jump @BBALL_19844 

:BBALL_19704
00D6: if 
0039:   18@ == 12 // integer values 
004D: jump_if_false @BBALL_19844 
00D6: if 
0039:   21@ == 0 // integer values 
004D: jump_if_false @BBALL_19820 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_19813 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0475:   unknown_actor $PLAYER_ACTOR near 1@ radius 0.7 0.7 2.0 0 
004D: jump_if_false @BBALL_19813 
0006: 17@ = 10 // integer values 

:BBALL_19813
0002: jump @BBALL_19844 

:BBALL_19820
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BBALL_19844 
0006: 21@ = 0 // integer values 

:BBALL_19844
0006: 24@ = 0 // integer values 
00D6: if or
0039:   17@ == 1 // integer values 
0039:   17@ == 2 // integer values 
0039:   17@ == 8 // integer values 
0039:   17@ == 4 // integer values 
0039:   17@ == 6 // integer values 
004D: jump_if_false @BBALL_19904 
0006: 24@ = 1 // integer values 

:BBALL_19904
00D6: if or
0039:   17@ == 16 // integer values 
0039:   17@ == 17 // integer values 
004D: jump_if_false @BBALL_19936 
0006: 24@ = 1 // integer values 

:BBALL_19936
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @BBALL_20231 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BBALL_19978 
0172: 29@ = actor $PLAYER_ACTOR z_angle 

:BBALL_19978
00D6: if 
0020:   $8808 > 360.0 // floating-point values 
004D: jump_if_false @BBALL_20016 
0009: $8808 += -360.0 // floating-point values 
0002: jump @BBALL_19978 

:BBALL_20016
00D6: if 
0022:   -360.0 > $8808 // floating-point values 
004D: jump_if_false @BBALL_20054 
0009: $8808 += 360.0 // floating-point values 
0002: jump @BBALL_20016 

:BBALL_20054
0089: 30@ = $8808 // floating-point values only 
0063: 30@ -= 29@ // floating-point values 
00D6: if 
0021:   30@ > 180.0 // floating-point values 
004D: jump_if_false @BBALL_20101 
000B: 30@ += -360.0 // floating-point values 

:BBALL_20101
00D6: if 
0023:   -180.0 > 30@ // floating-point values 
004D: jump_if_false @BBALL_20132 
000B: 30@ += 360.0 // floating-point values 

:BBALL_20132
0017: 30@ /= 10.0 // floating-point values 
007B: 29@ += unknown_inaccurate_float_timer 30@ // floating-point 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BBALL_20231 
00D6: if and
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR animation_is "BBALL_SKIDSTOP_R" 
004D: jump_if_false @BBALL_20231 
0173: set_actor $PLAYER_ACTOR z_angle_to 29@ 

:BBALL_20231
00D6: if or
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK_GLI" 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK" 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_20849 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_20849 
01BB: store_object $8782 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 8@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and $8809 $8810 $8811 
00D6: if 
0032:   1.0 >= $8812 // floating-point values 
004D: jump_if_false @BBALL_20818 
00D6: if 
0021:   8@ > 0.07 // floating-point values 
004D: jump_if_false @BBALL_20651 
0089: 2@ = $8809 // floating-point values only 
0065: 2@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0089: 3@ = $8810 // floating-point values only 
0065: 3@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0089: 4@ = $8811 // floating-point values only 
0065: 4@ -= $TEMPVAR_FLOAT_3 // floating-point values 
0073: 2@ /= 8@ // floating-point values 
0073: 3@ /= 8@ // floating-point values 
0073: 4@ /= 8@ // floating-point values 
00D6: if 
0021:   8@ > 0.065 // floating-point values 
004D: jump_if_false @BBALL_20620 
0013: 2@ *= 0.065 // floating-point values 
0013: 3@ *= 0.065 // floating-point values 
0013: 4@ *= 0.065 // floating-point values 
007D: $TEMPVAR_FLOAT_1 += unknown_inaccurate_float_timer 2@ // floating-point 
007D: $TEMPVAR_FLOAT_2 += unknown_inaccurate_float_timer 3@ // floating-point 
007D: $TEMPVAR_FLOAT_3 += unknown_inaccurate_float_timer 4@ // floating-point 
01BC: put_object $8782 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 8@ = distance_between $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and $8809 $8810 $8811 
0088: $8812 = 8@ // floating-point values only 
0071: $8812 /= $8798 // floating-point values 
0009: $8812 += -1.0 // floating-point values 
0011: $8812 *= -1.0 // floating-point values 
0002: jump @BBALL_20644 

:BBALL_20620
01BC: put_object $8782 at $8809 $8810 $8811 
0005: $8812 = 1.0 // floating-point values 

:BBALL_20644
0002: jump @BBALL_20675 

:BBALL_20651
01BC: put_object $8782 at $8809 $8810 $8811 
0005: $8812 = 1.0 // floating-point values 

:BBALL_20675
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_20818 
00D6: if and
0030:   $8812 >= 0.0 // floating-point values 
0032:   1.0 >= $8812 // floating-point values 
004D: jump_if_false @BBALL_20818 
0614: set_actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" progress_to $8812 
00D6: if 
0837:   object 1@ animation_is "BBALL_DNK_GLI_O" 
004D: jump_if_false @BBALL_20818 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to $8812 

:BBALL_20818
00D6: if 
0042:   $8812 == 1.0 // floating-point values 
004D: jump_if_false @BBALL_20849 
0005: $8812 = 1.01 // floating-point values 

:BBALL_20849
0051: return 
0086: $TEMPVAR_FLOAT_1 = $8813 // floating-point values only 
0061: $TEMPVAR_FLOAT_1 -= $8816 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $8814 // floating-point values only 
0061: $TEMPVAR_FLOAT_2 -= $8817 // floating-point values 
0086: $TEMPVAR_FLOAT_3 = $8815 // floating-point values only 
0061: $TEMPVAR_FLOAT_3 -= $8818 // floating-point values 
0069: $TEMPVAR_FLOAT_1 *= $8819 // floating-point values 
0069: $TEMPVAR_FLOAT_2 *= $8819 // floating-point values 
0069: $TEMPVAR_FLOAT_3 *= $8819 // floating-point values 
0059: $8816 += $TEMPVAR_FLOAT_1 // floating-point values 
0059: $8817 += $TEMPVAR_FLOAT_2 // floating-point values 
0059: $8818 += $TEMPVAR_FLOAT_3 // floating-point values 
0051: return 

:BBALL_20949
0454: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBALL_20998 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 

:BBALL_20998
0011: $TEMPVAR_ANGLE *= -1.0 // floating-point values 
02F7: 8@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
02F6: 9@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0086: $8820 = $TEMPVAR_FLOAT_1 // floating-point values only 
0067: $8820 -= 2@ // floating-point values 
0086: $8821 = $TEMPVAR_FLOAT_2 // floating-point values only 
0067: $8821 -= 3@ // floating-point values 
0086: $8822 = $TEMPVAR_FLOAT_3 // floating-point values only 
0067: $8822 -= 4@ // floating-point values 
0086: $8823 = $8820 // floating-point values only 
006D: $8823 *= 8@ // floating-point values 
0086: $8825 = $8821 // floating-point values only 
006D: $8825 *= 9@ // floating-point values 
0061: $8823 -= $8825 // floating-point values 
0086: $8824 = $8820 // floating-point values only 
006D: $8824 *= 9@ // floating-point values 
0086: $8825 = $8821 // floating-point values only 
006D: $8825 *= 8@ // floating-point values 
0059: $8824 += $8825 // floating-point values 
03A9: write_debug_newline 
05B6: 110 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $8823 
03A8: write_debug_float $8824 
03A8: write_debug_float $8822 
0463: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $8820 = $TEMPVAR_FLOAT_1 // floating-point values only 
0067: $8820 -= 2@ // floating-point values 
0086: $8821 = $TEMPVAR_FLOAT_2 // floating-point values only 
0067: $8821 -= 3@ // floating-point values 
0086: $8822 = $TEMPVAR_FLOAT_3 // floating-point values only 
0067: $8822 -= 4@ // floating-point values 
0086: $8823 = $8820 // floating-point values only 
006D: $8823 *= 8@ // floating-point values 
0086: $8825 = $8821 // floating-point values only 
006D: $8825 *= 9@ // floating-point values 
0061: $8823 -= $8825 // floating-point values 
0086: $8824 = $8820 // floating-point values only 
006D: $8824 *= 9@ // floating-point values 
0086: $8825 = $8821 // floating-point values only 
006D: $8825 *= 8@ // floating-point values 
0059: $8824 += $8825 // floating-point values 
03A9: write_debug_newline 
05B6: 111 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $8823 
03A8: write_debug_float $8824 
03A8: write_debug_float $8822 
0051: return 
004E: end_thread 

//-------------External script 16 (VIDPOK)---------------

:VIDPOK
03A4: name_thread 'VIDPOK' 
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 
00D6: if 
0039:   4@ == -1 // integer values 
004D: jump_if_false @VIDPOK_110 
0107: 0@ = create_object #KMB_ROCK at 0.0 0.0 0.0 
0107: $8867 = create_object #KMB_ROCK at 0.0 0.0 0.0 

:VIDPOK_110
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_134 
010B: 12@ = player $PLAYER_CHAR money 

:VIDPOK_134
00D6: if 
001B:   100 > 12@ // integer values 
004D: jump_if_false @VIDPOK_166 
0006: 13@ = 5 // integer values 
0002: jump @VIDPOK_309 

:VIDPOK_166
00D6: if 
001B:   1000 > 12@ // integer values 
004D: jump_if_false @VIDPOK_199 
0006: 13@ = 6 // integer values 
0002: jump @VIDPOK_309 

:VIDPOK_199
00D6: if 
001B:   10000 > 12@ // integer values 
004D: jump_if_false @VIDPOK_232 
0006: 13@ = 7 // integer values 
0002: jump @VIDPOK_309 

:VIDPOK_232
00D6: if 
001B:   50000 > 12@ // integer values 
004D: jump_if_false @VIDPOK_267 
0006: 13@ = 8 // integer values 
0002: jump @VIDPOK_309 

:VIDPOK_267
00D6: if 
001B:   100000 > 12@ // integer values 
004D: jump_if_false @VIDPOK_302 
0006: 13@ = 9 // integer values 
0002: jump @VIDPOK_309 

:VIDPOK_302
0006: 13@ = 10 // integer values 

:VIDPOK_309
0209: 12@ = random_int 0 13@ 
0871: init_jump_table 12@ total_jumps 10 0 @VIDPOK_591 jumps 0 @VIDPOK_447 1 @VIDPOK_461 2 @VIDPOK_475 3 @VIDPOK_489 4 @VIDPOK_503 5 @VIDPOK_517 6 @VIDPOK_531 
0872: jump_table_jumps 7 @VIDPOK_546 8 @VIDPOK_561 9 @VIDPOK_576 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 

:VIDPOK_447
0006: 1@ = 1 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_461
0006: 1@ = 5 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_475
0006: 1@ = 10 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_489
0006: 1@ = 25 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_503
0006: 1@ = 50 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_517
0006: 1@ = 100 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_531
0006: 1@ = 500 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_546
0006: 1@ = 1000 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_561
0006: 1@ = 5000 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_576
0006: 1@ = 10000 // integer values 
0002: jump @VIDPOK_591 

:VIDPOK_591
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VIDPOK_1657 
00D6: if 
0038:   $8867 == 0 // integer values 
004D: jump_if_false @VIDPOK_1569 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_1533 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @VIDPOK_1497 
00D6: if 
0472:   unknown_actor $PLAYER_ACTOR near_pizza 0@ radius 5.0 5.0 unknown 0 
004D: jump_if_false @VIDPOK_1461 
0006: 12@ = 0 // integer values 
0984: 13@ = object 0@ model 
07E4: (unknown) 13@ 19@ 20@ 21@ 22@ 23@ 24@ 
0087: 15@ = 22@ // floating-point values only 
0063: 15@ -= 19@ // floating-point values 
00D6: if 
0021:   15@ > 4.0 // floating-point values 
004D: jump_if_false @VIDPOK_1166 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 
004D: jump_if_false @VIDPOK_847 
0006: 12@ = 1 // integer values 

:VIDPOK_847
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.838 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 
004D: jump_if_false @VIDPOK_925 
0006: 12@ = 1 // integer values 

:VIDPOK_925
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -1.676 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 
004D: jump_if_false @VIDPOK_1003 
0006: 12@ = 1 // integer values 

:VIDPOK_1003
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.838 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 
004D: jump_if_false @VIDPOK_1081 
0006: 12@ = 1 // integer values 

:VIDPOK_1081
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 1.676 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 
004D: jump_if_false @VIDPOK_1159 
0006: 12@ = 1 // integer values 

:VIDPOK_1159
0002: jump @VIDPOK_1244 

:VIDPOK_1166
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 
004D: jump_if_false @VIDPOK_1244 
0006: 12@ = 1 // integer values 

:VIDPOK_1244
00D6: if 
0039:   12@ == 1 // integer values 
004D: jump_if_false @VIDPOK_1427 
00D6: if 
0038:   $8870 == 0 // integer values 
004D: jump_if_false @VIDPOK_1396 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @VIDPOK_1353 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @VIDPOK_1324 
03E6: remove_text_box 
0006: 2@ = 0 // integer values 

:VIDPOK_1324
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
008A: $8867 = 0@ // integer values and handles 
0002: jump @VIDPOK_1389 

:VIDPOK_1353
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @VIDPOK_1389 
0512: permanent_text_box 'VP01'  // ~k~~VEHICLE_ENTER_EXIT~ Vide pker jtszsa
0006: 2@ = 1 // integer values 

:VIDPOK_1389
0002: jump @VIDPOK_1420 

:VIDPOK_1396
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @VIDPOK_1420 
0004: $8870 = 0 // integer values 

:VIDPOK_1420
0002: jump @VIDPOK_1454 

:VIDPOK_1427
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @VIDPOK_1454 
03E6: remove_text_box 
0006: 2@ = 0 // integer values 

:VIDPOK_1454
0002: jump @VIDPOK_1490 

:VIDPOK_1461
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @VIDPOK_1488 
03E6: remove_text_box 
0006: 2@ = 0 // integer values 

:VIDPOK_1488
004E: end_thread 

:VIDPOK_1490
0002: jump @VIDPOK_1526 

:VIDPOK_1497
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @VIDPOK_1524 
03E6: remove_text_box 
0006: 2@ = 0 // integer values 

:VIDPOK_1524
004E: end_thread 

:VIDPOK_1526
0002: jump @VIDPOK_1562 

:VIDPOK_1533
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @VIDPOK_1560 
03E6: remove_text_box 
0006: 2@ = 0 // integer values 

:VIDPOK_1560
004E: end_thread 

:VIDPOK_1562
0002: jump @VIDPOK_1650 

:VIDPOK_1569
00D6: if 
003C:   $8867 == 0@ // integer values 
004D: jump_if_false @VIDPOK_1650 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_1650 
00D6: if 
0039:   7@ == 0 // integer values 
004D: jump_if_false @VIDPOK_1636 
0050: gosub @VIDPOK_1695 
0002: jump @VIDPOK_1650 

:VIDPOK_1636
0050: gosub @VIDPOK_35039 
0004: $8867 = 0 // integer values 

:VIDPOK_1650
0002: jump @VIDPOK_1686 

:VIDPOK_1657
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @VIDPOK_1684 
03E6: remove_text_box 
0006: 2@ = 0 // integer values 

:VIDPOK_1684
004E: end_thread 

:VIDPOK_1686
0002: jump @VIDPOK_591 
0051: return 

:VIDPOK_1695
00D6: if 
0735:   32 
004D: jump_if_false @VIDPOK_1717 
0006: 25@ = 1 // integer values 

:VIDPOK_1717
00D6: if 
0039:   25@ == 1 // integer values 
004D: jump_if_false @VIDPOK_1801 
008A: $8903 = 3@ // integer values and handles 
008A: $8904 = 4@ // integer values and handles 
065D: $8903 "M_STAGE" // same as 0660 
065D: $8904 "M_GOALS" // same as 0660 
065D: $HIGH_CARDS_NUMBER "HIGH_CARDS_HELD" // same as 0660 

:VIDPOK_1801
000A: 8@ += 1 // integer values 
00D6: if 
0019:   8@ > 9 // integer values 
004D: jump_if_false @VIDPOK_1833 
0006: 8@ = 0 // integer values 

:VIDPOK_1833
01BD: 9@ = current_time_in_ms 
0085: 11@ = 9@ // integer values and handles 
0062: 11@ -= 10@ // integer values 
0085: 10@ = 9@ // integer values and handles 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @VIDPOK_4544 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @VIDPOK_3662 
09BD: (unknown) 1 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VIDPOK_1926 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 

:VIDPOK_1926
01B4: set_player $PLAYER_CHAR frozen_state 0 
05D4: AS_actor $PLAYER_ACTOR rotate_angle $TEMPVAR_ANGLE 
0826: toggle_hud 0 
0004: $8905 = 200 // integer values 
0005: $POKER_X_SCREEN = 529.0 // floating-point values 
0005: $POKER_Y_SCREEN = 57.0 // floating-point values 
0005: $8909 = 565.0 // floating-point values 
0005: $8917 = 384.0 // floating-point values 
0005: $8910 = 527.0 // floating-point values 
0005: $8918 = 133.0 // floating-point values 
0005: $8911 = 323.0 // floating-point values 
0005: $8919 = 291.0 // floating-point values 
0005: $8912 = 180.0 // floating-point values 
0005: $8920 = 413.0 // floating-point values 
0005: $8913 = 79.0 // floating-point values 
0005: $8921 = 34.0 // floating-point values 
0005: $8914 = 531.0 // floating-point values 
0005: $8922 = 79.0 // floating-point values 
0005: $8915 = 527.0 // floating-point values 
0005: $8923 = 157.0 // floating-point values 
0005: $POKER_X_CARD = 122.0 // floating-point values 
0005: $POKER_Y_CARD = 314.0 // floating-point values 
0005: $8874 = 222.0 // floating-point values 
0005: $8879 = 314.0 // floating-point values 
0005: $8875 = 320.0 // floating-point values 
0005: $8880 = 314.0 // floating-point values 
0005: $8876 = 419.0 // floating-point values 
0005: $8881 = 314.0 // floating-point values 
0005: $8877 = 517.0 // floating-point values 
0005: $8882 = 314.0 // floating-point values 
0005: $POKER_CARD_WIDTH = 91.0 // floating-point values 
0005: $POKER_CARD_HEIGHT = 137.0 // floating-point values 
0005: $8893 = 33.0 // floating-point values 
0005: $8894 = 61.0 // floating-point values 
0005: $8895 = 76.0 // floating-point values 
0005: $8896 = 92.0 // floating-point values 
0005: $8897 = 108.0 // floating-point values 
0005: $8898 = 124.0 // floating-point values 
0005: $8899 = 140.0 // floating-point values 
0005: $8900 = 156.0 // floating-point values 
0005: $8901 = 172.0 // floating-point values 
0005: $8902 = 188.0 // floating-point values 
0005: $8887 = 86.0 // floating-point values 
0005: $8888 = 239.0 // floating-point values 
0005: $8889 = 286.0 // floating-point values 
0005: $8890 = 330.0 // floating-point values 
0005: $8891 = 378.0 // floating-point values 
0005: $8892 = 450.0 // floating-point values 
0005: $POKER_HOLD_BUTTON_OFFSET = -86.0 // floating-point values 
0005: $POKER_HOLD_WIDTH = 49.0 // floating-point values 
0005: $POKER_HOLD_HEIGHT = 18.0 // floating-point values 
0005: $POKER_X_BET_ONE = 123.0 // floating-point values 
0005: $POKER_Y_BET_ONE = 401.0 // floating-point values 
0005: $POKER_BET_ONE_WIDTH = 81.0 // floating-point values 
0005: $POKER_BET_ONE_HEIGHT = 18.0 // floating-point values 
0005: $POKER_X_DEAL = 222.0 // floating-point values 
0005: $POKER_Y_DEAL = 401.0 // floating-point values 
0005: $POKER_DEAL_WIDTH = 87.0 // floating-point values 
0005: $POKER_DEAL_HEIGHT = 18.0 // floating-point values 
0005: $POKER_BORDER_THICKNESS = 4.0 // floating-point values 
0005: $POKER_X_LINE = 384.0 // floating-point values 
0005: $POKER_Y_LINE = 131.0 // floating-point values 
0005: $POKER_LINE_WIDTH = 2.0 // floating-point values 
0005: $POKER_LINE_HEIGHT = 152.0 // floating-point values 
0005: $8937 = 458.0 // floating-point values 
0005: $8946 = 131.0 // floating-point values 
0005: $8955 = 2.0 // floating-point values 
0005: $8964 = 154.0 // floating-point values 
0005: $8938 = 267.0 // floating-point values 
0005: $8947 = 207.0 // floating-point values 
0005: $8956 = 382.0 // floating-point values 
0005: $8965 = 2.0 // floating-point values 
0005: $8939 = 77.0 // floating-point values 
0005: $8948 = 131.0 // floating-point values 
0005: $8957 = 2.0 // floating-point values 
0005: $8966 = 152.0 // floating-point values 
0005: $8940 = 267.0 // floating-point values 
0005: $8949 = 54.0 // floating-point values 
0005: $8958 = 383.0 // floating-point values 
0005: $8967 = 2.0 // floating-point values 
0005: $8941 = 199.0 // floating-point values 
0005: $8950 = 131.0 // floating-point values 
0005: $8959 = 2.0 // floating-point values 
0005: $8968 = 152.0 // floating-point values 
0005: $8942 = 246.0 // floating-point values 
0005: $8951 = 131.0 // floating-point values 
0005: $8960 = 2.0 // floating-point values 
0005: $8969 = 152.0 // floating-point values 
0005: $8943 = 292.0 // floating-point values 
0005: $8952 = 131.0 // floating-point values 
0005: $8961 = 2.0 // floating-point values 
0005: $8970 = 153.0 // floating-point values 
0005: $8944 = 338.0 // floating-point values 
0005: $8953 = 131.0 // floating-point values 
0005: $8962 = 2.0 // floating-point values 
0005: $8971 = 153.0 // floating-point values 
0005: $POKER_X_TEXT_SCALE = 0.82 // floating-point values 
0005: $POKER_Y_TEXT_SCALE = 3.02 // floating-point values 
0004: $POKER_TEXT_COLOR_R = 128 // integer values 
0004: $POKER_TEXT_COLOR_G = 0 // integer values 
0004: $POKER_TEXT_COLOR_B = 0 // integer values 
0004: $POKER_TEXT_FONT = 1 // integer values 
0004: $POKER_TEXT_CENTRE = 1 // integer values 
0004: $POKER_TEXT_EDGE = 1 // integer values 
0084: $POKER_TEXT_EDGE_R = $8905 // integer values and handles 
0084: $POKER_TEXT_EDGE_G = $8905 // integer values and handles 
0004: $POKER_TEXT_EDGE_B = 0 // integer values 
0005: $8973 = 0.52 // floating-point values 
0005: $8979 = 2.39 // floating-point values 
0004: $8985 = 128 // integer values 
0004: $8991 = 0 // integer values 
0004: $8997 = 0 // integer values 
0004: $9003 = 1 // integer values 
0004: $9009 = 0 // integer values 
0004: $9015 = 1 // integer values 
0084: $9021 = $8905 // integer values and handles 
0084: $9027 = $8905 // integer values and handles 
0004: $9033 = 0 // integer values 
0005: $8974 = 0.36 // floating-point values 
0005: $8980 = 1.53 // floating-point values 
0084: $8986 = $8905 // integer values and handles 
0084: $8992 = $8905 // integer values and handles 
0004: $8998 = 0 // integer values 
0004: $9004 = 1 // integer values 
0004: $9010 = 0 // integer values 
0004: $9016 = 1 // integer values 
0004: $9022 = 0 // integer values 
0004: $9028 = 0 // integer values 
0004: $9034 = 0 // integer values 
0005: $8975 = 0.36 // floating-point values 
0005: $8981 = 1.72 // floating-point values 
0084: $8987 = $8905 // integer values and handles 
0084: $8993 = $8905 // integer values and handles 
0004: $8999 = 0 // integer values 
0004: $9005 = 1 // integer values 
0004: $9011 = 0 // integer values 
0004: $9017 = 1 // integer values 
0004: $9023 = 0 // integer values 
0004: $9029 = 0 // integer values 
0004: $9035 = 0 // integer values 
0005: $8976 = 0.42 // floating-point values 
0005: $8982 = 1.6 // floating-point values 
0084: $8988 = $8905 // integer values and handles 
0084: $8994 = $8905 // integer values and handles 
0004: $9000 = 0 // integer values 
0004: $9006 = 1 // integer values 
0004: $9012 = 0 // integer values 
0004: $9018 = 1 // integer values 
0004: $9024 = 0 // integer values 
0004: $9030 = 0 // integer values 
0004: $9036 = 0 // integer values 
0005: $8977 = 0.44 // floating-point values 
0005: $8983 = 1.35 // floating-point values 
0084: $8989 = $8905 // integer values and handles 
0084: $8995 = $8905 // integer values and handles 
0004: $9001 = 0 // integer values 
0004: $9007 = 1 // integer values 
0004: $9013 = 1 // integer values 
0004: $9019 = 1 // integer values 
0004: $9025 = 0 // integer values 
0004: $9031 = 0 // integer values 
0004: $9037 = 0 // integer values 
0005: $POKER_TILE_HEIGHT = 81.0 // floating-point values 
0005: $POKER_TILE_WIDTH = 63.0 // floating-point values 
0005: $POKER_TABLE_X = 268.0 // floating-point values 
0005: $POKER_TABLE_Y = 130.0 // floating-point values 
0005: $POKER_TABLE_WIDTH = 384.0 // floating-point values 
0005: $POKER_TABLE_HEIGHT = 152.0 // floating-point values 
0005: $9044 = 222.0 // floating-point values 
0005: $9049 = 130.0 // floating-point values 
0005: $9054 = 49.0 // floating-point values 
0005: $9059 = 152.0 // floating-point values 
0005: $9045 = 269.0 // floating-point values 
0005: $9050 = 130.0 // floating-point values 
0005: $9055 = 46.0 // floating-point values 
0005: $9060 = 152.0 // floating-point values 
0005: $9046 = 314.0 // floating-point values 
0005: $9051 = 130.0 // floating-point values 
0005: $9056 = 48.0 // floating-point values 
0005: $9061 = 152.0 // floating-point values 
0005: $9047 = 360.0 // floating-point values 
0005: $9052 = 130.0 // floating-point values 
0005: $9057 = 46.0 // floating-point values 
0005: $9062 = 152.0 // floating-point values 
0005: $9048 = 421.0 // floating-point values 
0005: $9053 = 130.0 // floating-point values 
0005: $9058 = 72.0 // floating-point values 
0005: $9063 = 152.0 // floating-point values 
0005: $POKER_BUTTON_TEXT_OFFSET = 2.5 // floating-point values 
000A: 4@ += 1 // integer values 

:VIDPOK_3662
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @VIDPOK_3694 
016A: fade 0 500 ms 
000A: 4@ += 1 // integer values 

:VIDPOK_3694
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @VIDPOK_3732 
00D6: if 
816B:   not fading 
004D: jump_if_false @VIDPOK_3732 
000A: 4@ += 1 // integer values 

:VIDPOK_3732
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @VIDPOK_4505 
03F0: text_draw_toggle 1 
0390: load_txd_dictionary 'LD_POKE' 
038F: request_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: request_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: request_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: request_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: request_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: request_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: request_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: request_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: request_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: request_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: request_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: request_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: request_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: request_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: request_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: request_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: request_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: request_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: request_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: request_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: request_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: request_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: request_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: request_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: request_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: request_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: request_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: request_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: request_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: request_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: request_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: request_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: request_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: request_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: request_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: request_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: request_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: request_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: request_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: request_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: request_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: request_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: request_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: request_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: request_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: request_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: request_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: request_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: request_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: request_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: request_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: request_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: request_texture "CDBACK" as 53 // Load dictionary with 0390 first 
038F: request_texture "ADDCOIN" as 54 // Load dictionary with 0390 first 
038F: request_texture "DEAL" as 57 // Load dictionary with 0390 first 
038F: request_texture "HOLDOFF" as 60 // Load dictionary with 0390 first 
038F: request_texture "HOLDMID" as 61 // Load dictionary with 0390 first 
038F: request_texture "HOLDON" as 62 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 63 // Load dictionary with 0390 first 
038F: request_texture "BACKRED" as 64 // Load dictionary with 0390 first 
038F: request_texture "BACKCYAN" as 65 // Load dictionary with 0390 first 
03CF: load_wav 1800 as 4 

:VIDPOK_4420
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @VIDPOK_4446 
0001: wait 0 ms 
0002: jump @VIDPOK_4420 

:VIDPOK_4446
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_4492 
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
005C: 12@ += $9200 // integer values 
0004: $8826 = 1 // integer values 

:VIDPOK_4492
016A: fade 1 0 ms 
0006: 4@ = 99 // integer values 

:VIDPOK_4505
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @VIDPOK_4544 
0004: $8844 = 0 // integer values 
000A: 3@ += 1 // integer values 
0006: 4@ = 0 // integer values 

:VIDPOK_4544
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @VIDPOK_5712 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @VIDPOK_4727 
0004: $8843 = 2 // integer values 
0004: $8842 = 2 // integer values 
0006: 12@ = 0 // integer values 

:VIDPOK_4601
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_4655 
0004: $8827(12@,5i) = 0 // integer values 
0004: $8837(12@,5i) = 0 // integer values 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_4601 

:VIDPOK_4655
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
005C: 12@ += $9200 // integer values 
008B: 13@ = $8826 // integer values and handles 
006A: 13@ *= 1@ // integer values 
00D6: if 
001D:   13@ > 12@ // integer values 
004D: jump_if_false @VIDPOK_4720 
0004: $8826 = 1 // integer values 

:VIDPOK_4720
000A: 4@ += 1 // integer values 

:VIDPOK_4727
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @VIDPOK_5237 
00D6: if 
0038:   $8844 == 0 // integer values 
004D: jump_if_false @VIDPOK_4784 
0004: $8842 = 3 // integer values 
0004: $8843 = 2 // integer values 
0002: jump @VIDPOK_4798 

:VIDPOK_4784
0004: $8842 = 2 // integer values 
0004: $8843 = 3 // integer values 

:VIDPOK_4798
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
00E1:   key_pressed 0 11 
0018:   $11281 > 64 // integer values 
004D: jump_if_false @VIDPOK_4916 
00D6: if 
0038:   $8871 == 0 // integer values 
004D: jump_if_false @VIDPOK_4909 
00D6: if 
0038:   $8844 == 0 // integer values 
004D: jump_if_false @VIDPOK_4888 
0004: $8844 = 1 // integer values 
0002: jump @VIDPOK_4895 

:VIDPOK_4888
0004: $8844 = 0 // integer values 

:VIDPOK_4895
0008: $8871 += 1 // integer values 
0002: jump @VIDPOK_5237 

:VIDPOK_4909
0002: jump @VIDPOK_5050 

:VIDPOK_4916
00D6: if or
00E1:   key_pressed 0 10 
001A:   -64 > $11281 // integer values 
004D: jump_if_false @VIDPOK_5018 
00D6: if 
0038:   $8871 == 0 // integer values 
004D: jump_if_false @VIDPOK_5011 
00D6: if 
0038:   $8844 == 1 // integer values 
004D: jump_if_false @VIDPOK_4990 
0004: $8844 = 0 // integer values 
0002: jump @VIDPOK_4997 

:VIDPOK_4990
0004: $8844 = 1 // integer values 

:VIDPOK_4997
0008: $8871 += 1 // integer values 
0002: jump @VIDPOK_5237 

:VIDPOK_5011
0002: jump @VIDPOK_5050 

:VIDPOK_5018
00D6: if and
0018:   $11281 > -64 // integer values 
001A:   64 > $11281 // integer values 
004D: jump_if_false @VIDPOK_5050 
0004: $8871 = 0 // integer values 

:VIDPOK_5050
00D6: if 
0038:   $8869 == 0 // integer values 
004D: jump_if_false @VIDPOK_5213 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @VIDPOK_5206 
00D6: if 
0038:   $8844 == 0 // integer values 
004D: jump_if_false @VIDPOK_5151 
0008: $8869 += 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1026 
000A: 4@ += 1 // integer values 
0002: jump @VIDPOK_5237 
0002: jump @VIDPOK_5206 

:VIDPOK_5151
0008: $8869 += 1 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1026 
0004: $8843 = 2 // integer values 
0006: 32@ = 0 // integer values 
000A: 4@ += 3 // integer values 
0002: jump @VIDPOK_5237 

:VIDPOK_5206
0002: jump @VIDPOK_5237 

:VIDPOK_5213
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @VIDPOK_5237 
0004: $8869 = 0 // integer values 

:VIDPOK_5237
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @VIDPOK_5373 
00D6: if 
001A:   5 > $8826 // integer values 
004D: jump_if_false @VIDPOK_5287 
0008: $8826 += 1 // integer values 
0002: jump @VIDPOK_5294 

:VIDPOK_5287
0004: $8826 = 1 // integer values 

:VIDPOK_5294
008B: 12@ = $8826 // integer values and handles 
006A: 12@ *= 1@ // integer values 
010B: 13@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
005C: 13@ += $9200 // integer values 
00D6: if 
001D:   12@ > 13@ // integer values 
004D: jump_if_false @VIDPOK_5359 
0004: $8826 = 1 // integer values 

:VIDPOK_5359
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_5373
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @VIDPOK_5398 
0006: 4@ = 1 // integer values 

:VIDPOK_5398
00D6: if 
0039:   4@ == 4 // integer values 
004D: jump_if_false @VIDPOK_5495 
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
005C: 12@ += $9200 // integer values 
008B: 13@ = $8826 // integer values and handles 
006A: 13@ *= 1@ // integer values 
00D6: if 
001D:   13@ > 12@ // integer values 
004D: jump_if_false @VIDPOK_5488 
0006: 4@ = 1 // integer values 
0002: jump @VIDPOK_5495 

:VIDPOK_5488
0006: 4@ = 99 // integer values 

:VIDPOK_5495
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @VIDPOK_5705 
00D6: if 
0038:   $8826 == 6 // integer values 
004D: jump_if_false @VIDPOK_5538 
0004: $8826 = 4 // integer values 

:VIDPOK_5538
00D6: if 
0038:   $8826 == 7 // integer values 
004D: jump_if_false @VIDPOK_5563 
0004: $8826 = 3 // integer values 

:VIDPOK_5563
00D6: if 
0038:   $8826 == 8 // integer values 
004D: jump_if_false @VIDPOK_5588 
0004: $8826 = 2 // integer values 

:VIDPOK_5588
00D6: if 
0038:   $8826 == 9 // integer values 
004D: jump_if_false @VIDPOK_5613 
0004: $8826 = 1 // integer values 

:VIDPOK_5613
008B: 12@ = $8826 // integer values and handles 
006A: 12@ *= 1@ // integer values 
0A10: (unknown) 35 12@ 
0093: 15@ = integer_to_float 12@ 
0013: 15@ *= 0.001 // floating-point values 
0A1F: set_stat 81 max_to 15@ 
008A: $8872 = 12@ // integer values and handles 
0012: 12@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 12@ 
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 
0002: jump @VIDPOK_5712 

:VIDPOK_5705
0050: gosub @VIDPOK_26530 

:VIDPOK_5712
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @VIDPOK_6360 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @VIDPOK_5834 
0004: $8843 = 0 // integer values 
0004: $8842 = 0 // integer values 
0006: 12@ = 0 // integer values 

:VIDPOK_5769
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_5823 
0004: $8827(12@,5i) = 0 // integer values 
0004: $8837(12@,5i) = 0 // integer values 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_5769 

:VIDPOK_5823
059D: (unknown) 1 
000A: 4@ += 1 // integer values 

:VIDPOK_5834
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @VIDPOK_5886 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33633 
008A: $8827 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_5886
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @VIDPOK_5930 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_5930 
000A: 4@ += 1 // integer values 

:VIDPOK_5930
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @VIDPOK_5982 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33633 
008A: $8828 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_5982
00D6: if 
0039:   4@ == 4 // integer values 
004D: jump_if_false @VIDPOK_6026 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_6026 
000A: 4@ += 1 // integer values 

:VIDPOK_6026
00D6: if 
0039:   4@ == 5 // integer values 
004D: jump_if_false @VIDPOK_6078 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33633 
008A: $8829 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_6078
00D6: if 
0039:   4@ == 6 // integer values 
004D: jump_if_false @VIDPOK_6122 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_6122 
000A: 4@ += 1 // integer values 

:VIDPOK_6122
00D6: if 
0039:   4@ == 7 // integer values 
004D: jump_if_false @VIDPOK_6174 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33633 
008A: $8830 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_6174
00D6: if 
0039:   4@ == 8 // integer values 
004D: jump_if_false @VIDPOK_6218 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_6218 
000A: 4@ += 1 // integer values 

:VIDPOK_6218
00D6: if 
0039:   4@ == 9 // integer values 
004D: jump_if_false @VIDPOK_6270 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33633 
008A: $8831 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_6270
00D6: if 
0039:   4@ == 10 // integer values 
004D: jump_if_false @VIDPOK_6314 
00D6: if 
0019:   32@ > 800 // integer values 
004D: jump_if_false @VIDPOK_6314 
0006: 4@ = 99 // integer values 

:VIDPOK_6314
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @VIDPOK_6353 
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 
0002: jump @VIDPOK_6360 

:VIDPOK_6353
0050: gosub @VIDPOK_26530 

:VIDPOK_6360
00D6: if 
0039:   3@ == 3 // integer values 
004D: jump_if_false @VIDPOK_7501 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @VIDPOK_6485 
0004: $8843 = 2 // integer values 
0004: $8842 = 0 // integer values 
0006: 12@ = 0 // integer values 

:VIDPOK_6417
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_6471 
0004: $8837(12@,5i) = 2 // integer values 
0004: $8832(12@,5i) = 0 // integer values 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_6417 

:VIDPOK_6471
0004: $8844 = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_6485
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @VIDPOK_7405 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
00E1:   key_pressed 0 11 
0018:   $11281 > 64 // integer values 
004D: jump_if_false @VIDPOK_6646 
00D6: if 
0038:   $8871 == 0 // integer values 
004D: jump_if_false @VIDPOK_6639 
00D6: if 
001A:   5 > $8844 // integer values 
004D: jump_if_false @VIDPOK_6639 
0008: $8844 += 1 // integer values 
00D6: if 
0038:   $8844 == 5 // integer values 
004D: jump_if_false @VIDPOK_6611 
0004: $8844 = 0 // integer values 

:VIDPOK_6611
000A: 4@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0008: $8871 += 1 // integer values 
0002: jump @VIDPOK_7173 

:VIDPOK_6639
0002: jump @VIDPOK_6812 

:VIDPOK_6646
00D6: if or
00E1:   key_pressed 0 10 
001A:   -64 > $11281 // integer values 
004D: jump_if_false @VIDPOK_6780 
00D6: if 
0038:   $8871 == 0 // integer values 
004D: jump_if_false @VIDPOK_6773 
00D6: if and
0018:   $8844 > -1 // integer values 
001A:   5 > $8844 // integer values 
004D: jump_if_false @VIDPOK_6773 
000C: $8844 -= 1 // integer values 
00D6: if 
0038:   $8844 == -1 // integer values 
004D: jump_if_false @VIDPOK_6745 
0004: $8844 = 4 // integer values 

:VIDPOK_6745
000A: 4@ += 1 // integer values 
0008: $8871 += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @VIDPOK_7173 

:VIDPOK_6773
0002: jump @VIDPOK_6812 

:VIDPOK_6780
00D6: if and
0018:   $11281 > -64 // integer values 
001A:   64 > $11281 // integer values 
004D: jump_if_false @VIDPOK_6812 
0004: $8871 = 0 // integer values 

:VIDPOK_6812
00D6: if or
00E1:   key_pressed 0 9 
0018:   $11282 > 64 // integer values 
004D: jump_if_false @VIDPOK_6864 
0004: $8844 = 5 // integer values 
000A: 4@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @VIDPOK_7173 

:VIDPOK_6864
00D6: if or
00E1:   key_pressed 0 8 
001A:   -64 > $11282 // integer values 
004D: jump_if_false @VIDPOK_6934 
00D6: if 
0038:   $8844 == 5 // integer values 
004D: jump_if_false @VIDPOK_6934 
0004: $8844 = 1 // integer values 
000A: 4@ += 1 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @VIDPOK_7173 

:VIDPOK_6934
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @VIDPOK_7148 
00D6: if 
0038:   $8869 == 0 // integer values 
004D: jump_if_false @VIDPOK_7141 
00D6: if 
001A:   5 > $8844 // integer values 
004D: jump_if_false @VIDPOK_7093 
00D6: if 
0038:   $8832($8844,5i) == 0 // integer values 
004D: jump_if_false @VIDPOK_7027 
0004: $8832($8844,5i) = 1 // integer values 
0002: jump @VIDPOK_7038 

:VIDPOK_7027
0004: $8832($8844,5i) = 0 // integer values 

:VIDPOK_7038
0006: 32@ = 0 // integer values 
097A: (unknown) -1000.0 -1000.0 -1000.0 1026 
000A: 4@ += 1 // integer values 
0008: $8869 += 1 // integer values 
0002: jump @VIDPOK_7173 
0002: jump @VIDPOK_7141 

:VIDPOK_7093
097A: (unknown) -1000.0 -1000.0 -1000.0 1026 
0006: 32@ = 0 // integer values 
000A: 4@ += 2 // integer values 
0008: $8869 += 1 // integer values 
0002: jump @VIDPOK_7173 

:VIDPOK_7141
0002: jump @VIDPOK_7173 

:VIDPOK_7148
00D6: if 
8038:   not  $8869 == 0 // integer values 
004D: jump_if_false @VIDPOK_7173 
0004: $8869 = 0 // integer values 

:VIDPOK_7173
0006: 12@ = 0 // integer values 

:VIDPOK_7180
00D6: if 
001B:   6 > 12@ // integer values 
004D: jump_if_false @VIDPOK_7405 
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_7351 
00D6: if 
87D6:   not  12@ $8844 
004D: jump_if_false @VIDPOK_7293 
00D6: if 
0038:   $8832(12@,5i) == 0 // integer values 
004D: jump_if_false @VIDPOK_7275 
0004: $8837(12@,5i) = 2 // integer values 
0002: jump @VIDPOK_7286 

:VIDPOK_7275
0004: $8837(12@,5i) = 4 // integer values 

:VIDPOK_7286
0002: jump @VIDPOK_7344 

:VIDPOK_7293
00D6: if 
0038:   $8832(12@,5i) == 0 // integer values 
004D: jump_if_false @VIDPOK_7333 
0004: $8837(12@,5i) = 3 // integer values 
0002: jump @VIDPOK_7344 

:VIDPOK_7333
0004: $8837(12@,5i) = 5 // integer values 

:VIDPOK_7344
0002: jump @VIDPOK_7391 

:VIDPOK_7351
00D6: if 
87D6:   not  12@ $8844 
004D: jump_if_false @VIDPOK_7384 
0004: $8843 = 2 // integer values 
0002: jump @VIDPOK_7391 

:VIDPOK_7384
0004: $8843 = 3 // integer values 

:VIDPOK_7391
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_7180 

:VIDPOK_7405
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @VIDPOK_7430 
0006: 4@ = 1 // integer values 

:VIDPOK_7430
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @VIDPOK_7455 
0006: 4@ = 99 // integer values 

:VIDPOK_7455
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @VIDPOK_7494 
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 
0002: jump @VIDPOK_7501 

:VIDPOK_7494
0050: gosub @VIDPOK_26530 

:VIDPOK_7501
00D6: if 
0039:   3@ == 4 // integer values 
004D: jump_if_false @VIDPOK_8619 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @VIDPOK_7741 
0004: $8843 = 0 // integer values 
0004: $8842 = 0 // integer values 
0006: 12@ = 0 // integer values 

:VIDPOK_7558
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_7601 
0004: $8837(12@,5i) = 0 // integer values 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_7558 

:VIDPOK_7601
0004: $HIGH_CARDS_NUMBER = 0 // integer values 
0006: 12@ = 0 // integer values 

:VIDPOK_7615
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_7734 
00D6: if 
8038:   not  $8832(12@,5i) == 0 // integer values 
004D: jump_if_false @VIDPOK_7720 
0084: $9069 = $8827(12@,5i) // integer values and handles 
0050: gosub @VIDPOK_33380 
00D6: if or
0038:   $9070 == 1 // integer values 
0038:   $9070 == 11 // integer values 
0038:   $9070 == 12 // integer values 
0038:   $9070 == 13 // integer values 
004D: jump_if_false @VIDPOK_7720 
0008: $HIGH_CARDS_NUMBER += 1 // integer values 

:VIDPOK_7720
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_7615 

:VIDPOK_7734
000A: 4@ += 1 // integer values 

:VIDPOK_7741
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @VIDPOK_7845 
0006: 12@ = 0 // integer values 

:VIDPOK_7766
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_7831 
00D6: if 
0038:   $8832(12@,5i) == 0 // integer values 
004D: jump_if_false @VIDPOK_7817 
0004: $8827(12@,5i) = 0 // integer values 

:VIDPOK_7817
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_7766 

:VIDPOK_7831
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_7845
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @VIDPOK_7889 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @VIDPOK_7889 
000A: 4@ += 1 // integer values 

:VIDPOK_7889
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @VIDPOK_7973 
00D6: if 
0038:   $8832 == 0 // integer values 
004D: jump_if_false @VIDPOK_7966 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33635 
008A: $8827 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @VIDPOK_7973 

:VIDPOK_7966
000A: 4@ += 2 // integer values 

:VIDPOK_7973
00D6: if 
0039:   4@ == 4 // integer values 
004D: jump_if_false @VIDPOK_8017 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_8017 
000A: 4@ += 1 // integer values 

:VIDPOK_8017
00D6: if 
0039:   4@ == 5 // integer values 
004D: jump_if_false @VIDPOK_8101 
00D6: if 
0038:   $8833 == 0 // integer values 
004D: jump_if_false @VIDPOK_8094 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33635 
008A: $8828 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @VIDPOK_8101 

:VIDPOK_8094
000A: 4@ += 2 // integer values 

:VIDPOK_8101
00D6: if 
0039:   4@ == 6 // integer values 
004D: jump_if_false @VIDPOK_8145 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_8145 
000A: 4@ += 1 // integer values 

:VIDPOK_8145
00D6: if 
0039:   4@ == 7 // integer values 
004D: jump_if_false @VIDPOK_8229 
00D6: if 
0038:   $8834 == 0 // integer values 
004D: jump_if_false @VIDPOK_8222 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33635 
008A: $8829 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @VIDPOK_8229 

:VIDPOK_8222
000A: 4@ += 2 // integer values 

:VIDPOK_8229
00D6: if 
0039:   4@ == 8 // integer values 
004D: jump_if_false @VIDPOK_8273 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_8273 
000A: 4@ += 1 // integer values 

:VIDPOK_8273
00D6: if 
0039:   4@ == 9 // integer values 
004D: jump_if_false @VIDPOK_8357 
00D6: if 
0038:   $8835 == 0 // integer values 
004D: jump_if_false @VIDPOK_8350 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33635 
008A: $8830 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @VIDPOK_8357 

:VIDPOK_8350
000A: 4@ += 2 // integer values 

:VIDPOK_8357
00D6: if 
0039:   4@ == 10 // integer values 
004D: jump_if_false @VIDPOK_8401 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_8401 
000A: 4@ += 1 // integer values 

:VIDPOK_8401
00D6: if 
0039:   4@ == 11 // integer values 
004D: jump_if_false @VIDPOK_8485 
00D6: if 
0038:   $8836 == 0 // integer values 
004D: jump_if_false @VIDPOK_8478 
059E: (unknown) 12@ 
0050: gosub @VIDPOK_33635 
008A: $8831 = 12@ // integer values and handles 
0006: 32@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @VIDPOK_8485 

:VIDPOK_8478
000A: 4@ += 2 // integer values 

:VIDPOK_8485
00D6: if 
0039:   4@ == 12 // integer values 
004D: jump_if_false @VIDPOK_8529 
00D6: if 
0019:   32@ > 400 // integer values 
004D: jump_if_false @VIDPOK_8529 
000A: 4@ += 1 // integer values 

:VIDPOK_8529
00D6: if 
0039:   4@ == 13 // integer values 
004D: jump_if_false @VIDPOK_8573 
00D6: if 
0019:   32@ > 800 // integer values 
004D: jump_if_false @VIDPOK_8573 
0006: 4@ = 99 // integer values 

:VIDPOK_8573
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @VIDPOK_8612 
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 
0002: jump @VIDPOK_8619 

:VIDPOK_8612
0050: gosub @VIDPOK_26530 

:VIDPOK_8619
00D6: if 
0039:   3@ == 5 // integer values 
004D: jump_if_false @VIDPOK_10143 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @VIDPOK_8739 
0004: $8845 = 0 // integer values 
0004: $8846 = 0 // integer values 
0004: $8847 = 0 // integer values 
0004: $8848 = 0 // integer values 
0004: $8849 = 0 // integer values 
0004: $8850 = 0 // integer values 
0004: $8851 = 0 // integer values 
0004: $8852 = 0 // integer values 
0004: $8853 = 0 // integer values 
0004: $8854 = 0 // integer values 
0004: $8855 = 0 // integer values 
000A: 4@ += 1 // integer values 

:VIDPOK_8739
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @VIDPOK_10065 
0006: 12@ = 0 // integer values 

:VIDPOK_8764
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_8858 
0084: $9069 = $8827(12@,5i) // integer values and handles 
0050: gosub @VIDPOK_33380 
0084: $8856(12@,5i) = $9070 // integer values and handles 
0084: $9069 = $8827(12@,5i) // integer values and handles 
0050: gosub @VIDPOK_33528 
0084: $8861(12@,5i) = $9070 // integer values and handles 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_8764 

:VIDPOK_8858
03A9: write_debug_newline 
0006: 14@ = 1 // integer values 

:VIDPOK_8867
00D6: if 
0019:   14@ > 0 // integer values 
004D: jump_if_false @VIDPOK_9052 
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 14@ = 0 // integer values 

:VIDPOK_8906
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_9045 
0085: 13@ = 12@ // integer values and handles 
000A: 13@ += 1 // integer values 
00D6: if 
001B:   5 > 13@ // integer values 
004D: jump_if_false @VIDPOK_9031 
00D6: if 
001C:   $8856(12@,5i) > $8856(13@,5i) // integer values 
004D: jump_if_false @VIDPOK_9031 
008B: 26@ = $8856(13@,5i) // integer values and handles 
0084: $8856(13@,5i) = $8856(12@,5i) // integer values and handles 
008A: $8856(12@,5i) = 26@ // integer values and handles 
000A: 14@ += 1 // integer values 

:VIDPOK_9031
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_8906 

:VIDPOK_9045
0002: jump @VIDPOK_8867 

:VIDPOK_9052
00D6: if and
003A:   $8861 == $8862 // integer values and handles 
003A:   $8862 == $8863 // integer values and handles 
003A:   $8863 == $8864 // integer values and handles 
003A:   $8864 == $8865 // integer values and handles 
004D: jump_if_false @VIDPOK_9102 
0004: $8849 = 1 // integer values 

:VIDPOK_9102
008B: 12@ = $8856 // integer values and handles 
000A: 12@ += 1 // integer values 
00D6: if 
07D6:   12@ $8857 
004D: jump_if_false @VIDPOK_9270 
008B: 12@ = $8857 // integer values and handles 
000A: 12@ += 1 // integer values 
00D6: if 
07D6:   12@ $8858 
004D: jump_if_false @VIDPOK_9270 
008B: 12@ = $8858 // integer values and handles 
000A: 12@ += 1 // integer values 
00D6: if 
07D6:   12@ $8859 
004D: jump_if_false @VIDPOK_9270 
008B: 12@ = $8859 // integer values and handles 
000A: 12@ += 1 // integer values 
00D6: if 
07D6:   12@ $8860 
004D: jump_if_false @VIDPOK_9270 
0004: $8850 = 1 // integer values 
00D6: if 
0038:   $8849 == 1 // integer values 
004D: jump_if_false @VIDPOK_9270 
0004: $8846 = 1 // integer values 

:VIDPOK_9270
00D6: if and
0038:   $8856 == 1 // integer values 
0038:   $8857 == 10 // integer values 
0038:   $8858 == 11 // integer values 
0038:   $8859 == 12 // integer values 
0038:   $8860 == 13 // integer values 
004D: jump_if_false @VIDPOK_9355 
0004: $8850 = 1 // integer values 
00D6: if 
0038:   $8849 == 1 // integer values 
004D: jump_if_false @VIDPOK_9355 
0004: $8846 = 1 // integer values 
0004: $8845 = 1 // integer values 

:VIDPOK_9355
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 14@ = 0 // integer values 

:VIDPOK_9376
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_9649 
0085: 13@ = 12@ // integer values and handles 
000A: 13@ += 1 // integer values 
00D6: if 
001B:   5 > 13@ // integer values 
004D: jump_if_false @VIDPOK_9635 
00D6: if 
003A:   $8856(12@,5i) == $8856(13@,5i) // integer values and handles 
004D: jump_if_false @VIDPOK_9493 
000A: 14@ += 1 // integer values 
00D6: if 
0039:   13@ == 4 // integer values 
004D: jump_if_false @VIDPOK_9486 
0002: jump @VIDPOK_9493 

:VIDPOK_9486
0002: jump @VIDPOK_9635 

:VIDPOK_9493
00D6: if 
0019:   14@ > 0 // integer values 
004D: jump_if_false @VIDPOK_9635 
00D6: if 
0039:   14@ == 1 // integer values 
004D: jump_if_false @VIDPOK_9578 
00D6: if 
0038:   $8854 == 0 // integer values 
004D: jump_if_false @VIDPOK_9566 
0084: $8854 = $8856(12@,5i) // integer values and handles 
0002: jump @VIDPOK_9578 

:VIDPOK_9566
0084: $8855 = $8856(12@,5i) // integer values and handles 

:VIDPOK_9578
00D6: if 
0039:   14@ == 2 // integer values 
004D: jump_if_false @VIDPOK_9603 
0004: $8851 = 1 // integer values 

:VIDPOK_9603
00D6: if 
0039:   14@ == 3 // integer values 
004D: jump_if_false @VIDPOK_9628 
0004: $8847 = 1 // integer values 

:VIDPOK_9628
0006: 14@ = 0 // integer values 

:VIDPOK_9635
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_9376 

:VIDPOK_9649
00D6: if and
0038:   $8851 == 1 // integer values 
8038:   not  $8854 == 0 // integer values 
004D: jump_if_false @VIDPOK_9681 
0004: $8848 = 1 // integer values 

:VIDPOK_9681
00D6: if and
8038:   not  $8854 == 0 // integer values 
8038:   not  $8855 == 0 // integer values 
004D: jump_if_false @VIDPOK_9713 
0004: $8852 = 1 // integer values 

:VIDPOK_9713
00D6: if 
8038:   not  $8854 == 0 // integer values 
004D: jump_if_false @VIDPOK_9763 
00D6: if or
0018:   $8854 > 10 // integer values 
0038:   $8854 == 1 // integer values 
004D: jump_if_false @VIDPOK_9763 
0004: $8853 = 1 // integer values 

:VIDPOK_9763
00D6: if 
0038:   $8845 == 1 // integer values 
004D: jump_if_false @VIDPOK_9795 
0004: $8866 = 9 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_9795
00D6: if 
0038:   $8846 == 1 // integer values 
004D: jump_if_false @VIDPOK_9827 
0004: $8866 = 8 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_9827
00D6: if 
0038:   $8847 == 1 // integer values 
004D: jump_if_false @VIDPOK_9859 
0004: $8866 = 7 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_9859
00D6: if 
0038:   $8848 == 1 // integer values 
004D: jump_if_false @VIDPOK_9891 
0004: $8866 = 6 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_9891
00D6: if 
0038:   $8849 == 1 // integer values 
004D: jump_if_false @VIDPOK_9923 
0004: $8866 = 5 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_9923
00D6: if 
0038:   $8850 == 1 // integer values 
004D: jump_if_false @VIDPOK_9955 
0004: $8866 = 4 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_9955
00D6: if 
0038:   $8851 == 1 // integer values 
004D: jump_if_false @VIDPOK_9987 
0004: $8866 = 3 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_9987
00D6: if 
0038:   $8852 == 1 // integer values 
004D: jump_if_false @VIDPOK_10019 
0004: $8866 = 2 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_10019
00D6: if 
0038:   $8853 == 1 // integer values 
004D: jump_if_false @VIDPOK_10051 
0004: $8866 = 1 // integer values 
0002: jump @VIDPOK_10058 

:VIDPOK_10051
0004: $8866 = 0 // integer values 

:VIDPOK_10058
000A: 4@ += 1 // integer values 

:VIDPOK_10065
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @VIDPOK_10090 
0006: 4@ = 99 // integer values 

:VIDPOK_10090
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @VIDPOK_10136 
000A: 3@ += 1 // integer values 
0006: 4@ = 0 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @VIDPOK_10143 

:VIDPOK_10136
0050: gosub @VIDPOK_26530 

:VIDPOK_10143
00D6: if 
0039:   3@ == 6 // integer values 
004D: jump_if_false @VIDPOK_12154 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @VIDPOK_11921 
0085: 12@ = 1@ // integer values and handles 
00D6: if 
0038:   $8866 == 9 // integer values 
004D: jump_if_false @VIDPOK_10383 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_10383 jumps 1 @VIDPOK_10268 2 @VIDPOK_10291 3 @VIDPOK_10314 4 @VIDPOK_10337 5 @VIDPOK_10360 -1 @VIDPOK_10383 -1 @VIDPOK_10383 

:VIDPOK_10268
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 250 // integer values 
0002: jump @VIDPOK_10383 

:VIDPOK_10291
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 500 // integer values 
0002: jump @VIDPOK_10383 

:VIDPOK_10314
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 750 // integer values 
0002: jump @VIDPOK_10383 

:VIDPOK_10337
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 1000 // integer values 
0002: jump @VIDPOK_10383 

:VIDPOK_10360
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 4000 // integer values 
0002: jump @VIDPOK_10383 

:VIDPOK_10383
00D6: if 
0038:   $8866 == 8 // integer values 
004D: jump_if_false @VIDPOK_10577 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_10577 jumps 1 @VIDPOK_10464 2 @VIDPOK_10486 3 @VIDPOK_10508 4 @VIDPOK_10531 5 @VIDPOK_10554 -1 @VIDPOK_10577 -1 @VIDPOK_10577 

:VIDPOK_10464
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 50 // integer values 
0002: jump @VIDPOK_10577 

:VIDPOK_10486
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 100 // integer values 
0002: jump @VIDPOK_10577 

:VIDPOK_10508
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 150 // integer values 
0002: jump @VIDPOK_10577 

:VIDPOK_10531
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 200 // integer values 
0002: jump @VIDPOK_10577 

:VIDPOK_10554
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 250 // integer values 
0002: jump @VIDPOK_10577 

:VIDPOK_10577
00D6: if 
0038:   $8866 == 7 // integer values 
004D: jump_if_false @VIDPOK_10768 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_10768 jumps 1 @VIDPOK_10658 2 @VIDPOK_10680 3 @VIDPOK_10702 4 @VIDPOK_10724 5 @VIDPOK_10746 -1 @VIDPOK_10768 -1 @VIDPOK_10768 

:VIDPOK_10658
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 25 // integer values 
0002: jump @VIDPOK_10768 

:VIDPOK_10680
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 50 // integer values 
0002: jump @VIDPOK_10768 

:VIDPOK_10702
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 75 // integer values 
0002: jump @VIDPOK_10768 

:VIDPOK_10724
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 100 // integer values 
0002: jump @VIDPOK_10768 

:VIDPOK_10746
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 125 // integer values 
0002: jump @VIDPOK_10768 

:VIDPOK_10768
00D6: if 
0038:   $8866 == 6 // integer values 
004D: jump_if_false @VIDPOK_10959 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_10959 jumps 1 @VIDPOK_10849 2 @VIDPOK_10871 3 @VIDPOK_10893 4 @VIDPOK_10915 5 @VIDPOK_10937 -1 @VIDPOK_10959 -1 @VIDPOK_10959 

:VIDPOK_10849
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 9 // integer values 
0002: jump @VIDPOK_10959 

:VIDPOK_10871
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 18 // integer values 
0002: jump @VIDPOK_10959 

:VIDPOK_10893
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 27 // integer values 
0002: jump @VIDPOK_10959 

:VIDPOK_10915
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 36 // integer values 
0002: jump @VIDPOK_10959 

:VIDPOK_10937
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 45 // integer values 
0002: jump @VIDPOK_10959 

:VIDPOK_10959
00D6: if 
0038:   $8866 == 5 // integer values 
004D: jump_if_false @VIDPOK_11150 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_11150 jumps 1 @VIDPOK_11040 2 @VIDPOK_11062 3 @VIDPOK_11084 4 @VIDPOK_11106 5 @VIDPOK_11128 -1 @VIDPOK_11150 -1 @VIDPOK_11150 

:VIDPOK_11040
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 6 // integer values 
0002: jump @VIDPOK_11150 

:VIDPOK_11062
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 12 // integer values 
0002: jump @VIDPOK_11150 

:VIDPOK_11084
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 18 // integer values 
0002: jump @VIDPOK_11150 

:VIDPOK_11106
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 24 // integer values 
0002: jump @VIDPOK_11150 

:VIDPOK_11128
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 30 // integer values 
0002: jump @VIDPOK_11150 

:VIDPOK_11150
00D6: if 
0038:   $8866 == 4 // integer values 
004D: jump_if_false @VIDPOK_11341 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_11341 jumps 1 @VIDPOK_11231 2 @VIDPOK_11253 3 @VIDPOK_11275 4 @VIDPOK_11297 5 @VIDPOK_11319 -1 @VIDPOK_11341 -1 @VIDPOK_11341 

:VIDPOK_11231
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 4 // integer values 
0002: jump @VIDPOK_11341 

:VIDPOK_11253
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 8 // integer values 
0002: jump @VIDPOK_11341 

:VIDPOK_11275
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 12 // integer values 
0002: jump @VIDPOK_11341 

:VIDPOK_11297
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 16 // integer values 
0002: jump @VIDPOK_11341 

:VIDPOK_11319
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 20 // integer values 
0002: jump @VIDPOK_11341 

:VIDPOK_11341
00D6: if 
0038:   $8866 == 3 // integer values 
004D: jump_if_false @VIDPOK_11532 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_11532 jumps 1 @VIDPOK_11422 2 @VIDPOK_11444 3 @VIDPOK_11466 4 @VIDPOK_11488 5 @VIDPOK_11510 -1 @VIDPOK_11532 -1 @VIDPOK_11532 

:VIDPOK_11422
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 3 // integer values 
0002: jump @VIDPOK_11532 

:VIDPOK_11444
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 6 // integer values 
0002: jump @VIDPOK_11532 

:VIDPOK_11466
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 9 // integer values 
0002: jump @VIDPOK_11532 

:VIDPOK_11488
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 12 // integer values 
0002: jump @VIDPOK_11532 

:VIDPOK_11510
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 15 // integer values 
0002: jump @VIDPOK_11532 

:VIDPOK_11532
00D6: if 
0038:   $8866 == 2 // integer values 
004D: jump_if_false @VIDPOK_11723 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_11723 jumps 1 @VIDPOK_11613 2 @VIDPOK_11635 3 @VIDPOK_11657 4 @VIDPOK_11679 5 @VIDPOK_11701 -1 @VIDPOK_11723 -1 @VIDPOK_11723 

:VIDPOK_11613
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 2 // integer values 
0002: jump @VIDPOK_11723 

:VIDPOK_11635
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 4 // integer values 
0002: jump @VIDPOK_11723 

:VIDPOK_11657
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 6 // integer values 
0002: jump @VIDPOK_11723 

:VIDPOK_11679
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 8 // integer values 
0002: jump @VIDPOK_11723 

:VIDPOK_11701
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 10 // integer values 
0002: jump @VIDPOK_11723 

:VIDPOK_11723
00D6: if 
0038:   $8866 == 1 // integer values 
004D: jump_if_false @VIDPOK_11914 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_11914 jumps 1 @VIDPOK_11804 2 @VIDPOK_11826 3 @VIDPOK_11848 4 @VIDPOK_11870 5 @VIDPOK_11892 -1 @VIDPOK_11914 -1 @VIDPOK_11914 

:VIDPOK_11804
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 1 // integer values 
0002: jump @VIDPOK_11914 

:VIDPOK_11826
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 2 // integer values 
0002: jump @VIDPOK_11914 

:VIDPOK_11848
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 3 // integer values 
0002: jump @VIDPOK_11914 

:VIDPOK_11870
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 4 // integer values 
0002: jump @VIDPOK_11914 

:VIDPOK_11892
0085: 14@ = 12@ // integer values and handles 
0012: 14@ *= 5 // integer values 
0002: jump @VIDPOK_11914 

:VIDPOK_11914
000A: 4@ += 1 // integer values 

:VIDPOK_11921
00D6: if 
8038:   not  $8866 == 0 // integer values 
004D: jump_if_false @VIDPOK_12072 
00D6: if or
0019:   32@ > 4000 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @VIDPOK_12065 
097A: (unknown) -1000.0 -1000.0 -1000.0 1025 
0109: player $PLAYER_CHAR money += 14@ 
0085: 12@ = 14@ // integer values and handles 
0064: 12@ -= $8872 // integer values 
0A10: (unknown) 37 12@ 
08F8: (unknown) 0 
0627: change_stat 38 to 12@ 
08F8: (unknown) 1 
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
0004: $8844 = 1 // integer values 
0004: $8869 = 1 // integer values 
0004: $8872 = 0 // integer values 

:VIDPOK_12065
0002: jump @VIDPOK_12147 

:VIDPOK_12072
00D6: if or
0019:   32@ > 4000 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @VIDPOK_12147 
08F8: (unknown) 0 
0627: change_stat 39 to $8872 
08F8: (unknown) 1 
0004: $8872 = 0 // integer values 
0004: $8869 = 1 // integer values 
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
0004: $8844 = 1 // integer values 

:VIDPOK_12147
0050: gosub @VIDPOK_26530 

:VIDPOK_12154
0050: gosub @VIDPOK_12212 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @VIDPOK_12210 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @VIDPOK_12210 
0006: 7@ = 1 // integer values 
0004: $8870 = 1 // integer values 

:VIDPOK_12210
0051: return 

:VIDPOK_12212
00D6: if 
0736:   67 
004D: jump_if_false @VIDPOK_12778 
0008: $8906 += 1 // integer values 
00D6: if 
0018:   $8906 > 13 // integer values 
004D: jump_if_false @VIDPOK_12259 
0004: $8906 = 0 // integer values 

:VIDPOK_12259
00D6: if 
0038:   $8906 == 1 // integer values 
004D: jump_if_false @VIDPOK_12297 
0662: write_debug_message "EDIT_BET_DETAILS" 

:VIDPOK_12297
00D6: if 
0038:   $8906 == 2 // integer values 
004D: jump_if_false @VIDPOK_12335 
0662: write_debug_message "EDIT_SHIFT_CARDS" 

:VIDPOK_12335
00D6: if 
0038:   $8906 == 3 // integer values 
004D: jump_if_false @VIDPOK_12390 
0662: write_debug_message "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_12390
00D6: if 
0038:   $8906 == 4 // integer values 
004D: jump_if_false @VIDPOK_12429 
0662: write_debug_message "EDIT_HOLD_BUTTONS" 

:VIDPOK_12429
00D6: if 
0038:   $8906 == 5 // integer values 
004D: jump_if_false @VIDPOK_12463 
0662: write_debug_message "EDIT_BET_ONE" 

:VIDPOK_12463
00D6: if 
0038:   $8906 == 6 // integer values 
004D: jump_if_false @VIDPOK_12494 
0662: write_debug_message "EDIT_DEAL" 

:VIDPOK_12494
00D6: if 
0038:   $8906 == 7 // integer values 
004D: jump_if_false @VIDPOK_12537 
0662: write_debug_message "EDIT_BORDER_THICKNESS" 

:VIDPOK_12537
00D6: if 
0038:   $8906 == 8 // integer values 
004D: jump_if_false @VIDPOK_12575 
0662: write_debug_message "EDIT_TABLE_LINES" 

:VIDPOK_12575
00D6: if 
0038:   $8906 == 9 // integer values 
004D: jump_if_false @VIDPOK_12606 
0662: write_debug_message "EDIT_TEXT" 

:VIDPOK_12606
00D6: if 
0038:   $8906 == 10 // integer values 
004D: jump_if_false @VIDPOK_12638 
0662: write_debug_message "EDIT_TILES" 

:VIDPOK_12638
00D6: if 
0038:   $8906 == 11 // integer values 
004D: jump_if_false @VIDPOK_12681 
0662: write_debug_message "EDIT_TABLE_BACKGROUND" 

:VIDPOK_12681
00D6: if 
0038:   $8906 == 12 // integer values 
004D: jump_if_false @VIDPOK_12733 
0662: write_debug_message "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_12733
00D6: if 
0038:   $8906 == 13 // integer values 
004D: jump_if_false @VIDPOK_12778 
0662: write_debug_message "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_12778
00D6: if 
0038:   $8906 == 1 // integer values 
004D: jump_if_false @VIDPOK_12982 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_12862 
0008: $8907 += 1 // integer values 
00D6: if 
0018:   $8907 > 7 // integer values 
004D: jump_if_false @VIDPOK_12843 
0004: $8907 = 0 // integer values 

:VIDPOK_12843
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_12862
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_12892 
0009: $POKER_Y_SCREEN($8907,8f) += -1.0 // floating-point values 

:VIDPOK_12892
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_12922 
0009: $POKER_Y_SCREEN($8907,8f) += 1.0 // floating-point values 

:VIDPOK_12922
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_12952 
0009: $POKER_X_SCREEN($8907,8f) += 1.0 // floating-point values 

:VIDPOK_12952
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_12982 
0009: $POKER_X_SCREEN($8907,8f) += -1.0 // floating-point values 

:VIDPOK_12982
00D6: if 
0038:   $8906 == 2 // integer values 
004D: jump_if_false @VIDPOK_13290 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_13066 
0008: $8907 += 1 // integer values 
00D6: if 
0018:   $8907 > 4 // integer values 
004D: jump_if_false @VIDPOK_13047 
0004: $8907 = 0 // integer values 

:VIDPOK_13047
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_13066
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_13096 
0009: $POKER_Y_CARD($8907,5f) += -1.0 // floating-point values 

:VIDPOK_13096
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_13126 
0009: $POKER_Y_CARD($8907,5f) += 1.0 // floating-point values 

:VIDPOK_13126
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_13156 
0009: $POKER_X_CARD($8907,5f) += 1.0 // floating-point values 

:VIDPOK_13156
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_13186 
0009: $POKER_X_CARD($8907,5f) += -1.0 // floating-point values 

:VIDPOK_13186
00D6: if 
0736:   143 
004D: jump_if_false @VIDPOK_13212 
0009: $POKER_CARD_WIDTH += 1.0 // floating-point values 

:VIDPOK_13212
00D6: if 
0736:   141 
004D: jump_if_false @VIDPOK_13238 
0009: $POKER_CARD_WIDTH += -1.0 // floating-point values 

:VIDPOK_13238
00D6: if 
0736:   145 
004D: jump_if_false @VIDPOK_13264 
0009: $POKER_CARD_HEIGHT += 1.0 // floating-point values 

:VIDPOK_13264
00D6: if 
0736:   139 
004D: jump_if_false @VIDPOK_13290 
0009: $POKER_CARD_HEIGHT += -1.0 // floating-point values 

:VIDPOK_13290
00D6: if 
0038:   $8906 == 3 // integer values 
004D: jump_if_false @VIDPOK_13544 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_13374 
0008: $8907 += 1 // integer values 
00D6: if 
0018:   $8907 > 9 // integer values 
004D: jump_if_false @VIDPOK_13355 
0004: $8907 = 0 // integer values 

:VIDPOK_13355
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_13374
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_13404 
0009: $8893($8907,10f) += -1.0 // floating-point values 

:VIDPOK_13404
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_13434 
0009: $8893($8907,10f) += 1.0 // floating-point values 

:VIDPOK_13434
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_13489 
00D6: if 
0018:   $8907 > 5 // integer values 
004D: jump_if_false @VIDPOK_13475 
0004: $8907 = 0 // integer values 

:VIDPOK_13475
0009: $8887($8907,6f) += 1.0 // floating-point values 

:VIDPOK_13489
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_13544 
00D6: if 
0018:   $8907 > 5 // integer values 
004D: jump_if_false @VIDPOK_13530 
0004: $8907 = 0 // integer values 

:VIDPOK_13530
0009: $8887($8907,6f) += -1.0 // floating-point values 

:VIDPOK_13544
00D6: if 
0038:   $8906 == 4 // integer values 
004D: jump_if_false @VIDPOK_13731 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_13577 

:VIDPOK_13577
00D6: if 
0736:   87 
004D: jump_if_false @VIDPOK_13602 
0009: $POKER_HOLD_BUTTON_OFFSET += -1.0 // floating-point values 

:VIDPOK_13602
00D6: if 
0736:   83 
004D: jump_if_false @VIDPOK_13627 
0009: $POKER_HOLD_BUTTON_OFFSET += 1.0 // floating-point values 

:VIDPOK_13627
00D6: if 
0736:   143 
004D: jump_if_false @VIDPOK_13653 
0009: $POKER_HOLD_WIDTH += 1.0 // floating-point values 

:VIDPOK_13653
00D6: if 
0736:   141 
004D: jump_if_false @VIDPOK_13679 
0009: $POKER_HOLD_WIDTH += -1.0 // floating-point values 

:VIDPOK_13679
00D6: if 
0736:   145 
004D: jump_if_false @VIDPOK_13705 
0009: $POKER_HOLD_HEIGHT += 1.0 // floating-point values 

:VIDPOK_13705
00D6: if 
0736:   139 
004D: jump_if_false @VIDPOK_13731 
0009: $POKER_HOLD_HEIGHT += -1.0 // floating-point values 

:VIDPOK_13731
00D6: if 
0038:   $8906 == 5 // integer values 
004D: jump_if_false @VIDPOK_13972 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_13764 

:VIDPOK_13764
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_13790 
0009: $POKER_Y_BET_ONE += -1.0 // floating-point values 

:VIDPOK_13790
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_13816 
0009: $POKER_Y_BET_ONE += 1.0 // floating-point values 

:VIDPOK_13816
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_13842 
0009: $POKER_X_BET_ONE += 1.0 // floating-point values 

:VIDPOK_13842
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_13868 
0009: $POKER_X_BET_ONE += -1.0 // floating-point values 

:VIDPOK_13868
00D6: if 
0736:   143 
004D: jump_if_false @VIDPOK_13894 
0009: $POKER_BET_ONE_WIDTH += 1.0 // floating-point values 

:VIDPOK_13894
00D6: if 
0736:   141 
004D: jump_if_false @VIDPOK_13920 
0009: $POKER_BET_ONE_WIDTH += -1.0 // floating-point values 

:VIDPOK_13920
00D6: if 
0736:   145 
004D: jump_if_false @VIDPOK_13946 
0009: $POKER_BET_ONE_HEIGHT += 1.0 // floating-point values 

:VIDPOK_13946
00D6: if 
0736:   139 
004D: jump_if_false @VIDPOK_13972 
0009: $POKER_BET_ONE_HEIGHT += -1.0 // floating-point values 

:VIDPOK_13972
00D6: if 
0038:   $8906 == 6 // integer values 
004D: jump_if_false @VIDPOK_14213 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_14005 

:VIDPOK_14005
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_14031 
0009: $POKER_Y_DEAL += -1.0 // floating-point values 

:VIDPOK_14031
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_14057 
0009: $POKER_Y_DEAL += 1.0 // floating-point values 

:VIDPOK_14057
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_14083 
0009: $POKER_X_DEAL += 1.0 // floating-point values 

:VIDPOK_14083
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_14109 
0009: $POKER_X_DEAL += -1.0 // floating-point values 

:VIDPOK_14109
00D6: if 
0736:   143 
004D: jump_if_false @VIDPOK_14135 
0009: $POKER_DEAL_WIDTH += 1.0 // floating-point values 

:VIDPOK_14135
00D6: if 
0736:   141 
004D: jump_if_false @VIDPOK_14161 
0009: $POKER_DEAL_WIDTH += -1.0 // floating-point values 

:VIDPOK_14161
00D6: if 
0736:   145 
004D: jump_if_false @VIDPOK_14187 
0009: $POKER_DEAL_HEIGHT += 1.0 // floating-point values 

:VIDPOK_14187
00D6: if 
0736:   139 
004D: jump_if_false @VIDPOK_14213 
0009: $POKER_DEAL_HEIGHT += -1.0 // floating-point values 

:VIDPOK_14213
00D6: if 
0038:   $8906 == 7 // integer values 
004D: jump_if_false @VIDPOK_14283 
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_14257 
0009: $POKER_BORDER_THICKNESS += 0.1 // floating-point values 

:VIDPOK_14257
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_14283 
0009: $POKER_BORDER_THICKNESS += -0.1 // floating-point values 

:VIDPOK_14283
00D6: if 
0038:   $8906 == 8 // integer values 
004D: jump_if_false @VIDPOK_14663 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_14367 
0008: $8907 += 1 // integer values 
00D6: if 
0018:   $8907 > 8 // integer values 
004D: jump_if_false @VIDPOK_14348 
0004: $8907 = 0 // integer values 

:VIDPOK_14348
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_14367
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_14397 
0009: $POKER_Y_LINE($8907,9f) += -1.0 // floating-point values 

:VIDPOK_14397
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_14427 
0009: $POKER_Y_LINE($8907,9f) += 1.0 // floating-point values 

:VIDPOK_14427
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_14457 
0009: $POKER_X_LINE($8907,9f) += 1.0 // floating-point values 

:VIDPOK_14457
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_14487 
0009: $POKER_X_LINE($8907,9f) += -1.0 // floating-point values 

:VIDPOK_14487
00D6: if 
0736:   142 
004D: jump_if_false @VIDPOK_14543 
0089: 15@ = $POKER_LINE_WIDTH($8907,9f) // floating-point values only 
0086: $POKER_LINE_WIDTH($8907,9f) = $POKER_LINE_HEIGHT($8907,9f) // floating-point values only 
0088: $POKER_LINE_HEIGHT($8907,9f) = 15@ // floating-point values only 

:VIDPOK_14543
00D6: if 
0736:   141 
004D: jump_if_false @VIDPOK_14573 
0009: $POKER_LINE_WIDTH($8907,9f) += -1.0 // floating-point values 

:VIDPOK_14573
00D6: if 
0736:   143 
004D: jump_if_false @VIDPOK_14603 
0009: $POKER_LINE_WIDTH($8907,9f) += 1.0 // floating-point values 

:VIDPOK_14603
00D6: if 
0736:   145 
004D: jump_if_false @VIDPOK_14633 
0009: $POKER_LINE_HEIGHT($8907,9f) += 1.0 // floating-point values 

:VIDPOK_14633
00D6: if 
0736:   139 
004D: jump_if_false @VIDPOK_14663 
0009: $POKER_LINE_HEIGHT($8907,9f) += -1.0 // floating-point values 

:VIDPOK_14663
00D6: if 
0038:   $8906 == 9 // integer values 
004D: jump_if_false @VIDPOK_15600 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_14747 
0008: $8907 += 1 // integer values 
00D6: if 
0018:   $8907 > 5 // integer values 
004D: jump_if_false @VIDPOK_14728 
0004: $8907 = 0 // integer values 

:VIDPOK_14728
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_14747
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_14777 
0009: $POKER_Y_TEXT_SCALE($8907,6f) += -0.01 // floating-point values 

:VIDPOK_14777
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_14807 
0009: $POKER_Y_TEXT_SCALE($8907,6f) += 0.01 // floating-point values 

:VIDPOK_14807
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_14837 
0009: $POKER_X_TEXT_SCALE($8907,6f) += 0.01 // floating-point values 

:VIDPOK_14837
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_14867 
0009: $POKER_X_TEXT_SCALE($8907,6f) += -0.01 // floating-point values 

:VIDPOK_14867
00D6: if 
0736:   82 
004D: jump_if_false @VIDPOK_14907 
0008: $POKER_TEXT_COLOR_R($8907,6i) += 1 // integer values 
0663: write_debug_intvar "RED" $POKER_TEXT_COLOR_R($8907,6i) 

:VIDPOK_14907
00D6: if 
0736:   86 
004D: jump_if_false @VIDPOK_14947 
0008: $POKER_TEXT_COLOR_R($8907,6i) += -1 // integer values 
0663: write_debug_intvar "RED" $POKER_TEXT_COLOR_R($8907,6i) 

:VIDPOK_14947
00D6: if 
0736:   84 
004D: jump_if_false @VIDPOK_14989 
0008: $POKER_TEXT_COLOR_G($8907,6i) += 1 // integer values 
0663: write_debug_intvar "GREEN" $POKER_TEXT_COLOR_G($8907,6i) 

:VIDPOK_14989
00D6: if 
0736:   71 
004D: jump_if_false @VIDPOK_15031 
0008: $POKER_TEXT_COLOR_G($8907,6i) += -1 // integer values 
0663: write_debug_intvar "GREEN" $POKER_TEXT_COLOR_G($8907,6i) 

:VIDPOK_15031
00D6: if 
0736:   89 
004D: jump_if_false @VIDPOK_15072 
0008: $POKER_TEXT_COLOR_B($8907,6i) += 1 // integer values 
0663: write_debug_intvar "BLUE" $POKER_TEXT_COLOR_B($8907,6i) 

:VIDPOK_15072
00D6: if 
0736:   72 
004D: jump_if_false @VIDPOK_15113 
0008: $POKER_TEXT_COLOR_B($8907,6i) += -1 // integer values 
0663: write_debug_intvar "BLUE" $POKER_TEXT_COLOR_B($8907,6i) 

:VIDPOK_15113
00D6: if 
0736:   85 
004D: jump_if_false @VIDPOK_15153 
0008: $POKER_TEXT_EDGE_R($8907,6i) += 1 // integer values 
0663: write_debug_intvar "RED" $POKER_TEXT_EDGE_R($8907,6i) 

:VIDPOK_15153
00D6: if 
0736:   74 
004D: jump_if_false @VIDPOK_15193 
0008: $POKER_TEXT_EDGE_R($8907,6i) += -1 // integer values 
0663: write_debug_intvar "RED" $POKER_TEXT_EDGE_R($8907,6i) 

:VIDPOK_15193
00D6: if 
0736:   73 
004D: jump_if_false @VIDPOK_15235 
0008: $POKER_TEXT_EDGE_G($8907,6i) += 1 // integer values 
0663: write_debug_intvar "GREEN" $POKER_TEXT_EDGE_G($8907,6i) 

:VIDPOK_15235
00D6: if 
0736:   75 
004D: jump_if_false @VIDPOK_15277 
0008: $POKER_TEXT_EDGE_G($8907,6i) += -1 // integer values 
0663: write_debug_intvar "GREEN" $POKER_TEXT_EDGE_G($8907,6i) 

:VIDPOK_15277
00D6: if 
0736:   79 
004D: jump_if_false @VIDPOK_15318 
0008: $POKER_TEXT_EDGE_B($8907,6i) += 1 // integer values 
0663: write_debug_intvar "BLUE" $POKER_TEXT_EDGE_B($8907,6i) 

:VIDPOK_15318
00D6: if 
0736:   76 
004D: jump_if_false @VIDPOK_15359 
0008: $POKER_TEXT_EDGE_B($8907,6i) += -1 // integer values 
0663: write_debug_intvar "BLUE" $POKER_TEXT_EDGE_B($8907,6i) 

:VIDPOK_15359
00D6: if 
0736:   145 
004D: jump_if_false @VIDPOK_15386 
0008: $POKER_TEXT_EDGE($8907,6i) += 1 // integer values 

:VIDPOK_15386
00D6: if 
0736:   139 
004D: jump_if_false @VIDPOK_15413 
0008: $POKER_TEXT_EDGE($8907,6i) += -1 // integer values 

:VIDPOK_15413
00D6: if 
0736:   136 
004D: jump_if_false @VIDPOK_15473 
0008: $POKER_TEXT_FONT($8907,6i) += 1 // integer values 
00D6: if 
0018:   $POKER_TEXT_FONT($8907,6i) > 3 // integer values 
004D: jump_if_false @VIDPOK_15473 
0004: $POKER_TEXT_FONT($8907,6i) = 0 // integer values 

:VIDPOK_15473
00D6: if 
0736:   135 
004D: jump_if_false @VIDPOK_15533 
0008: $POKER_TEXT_FONT($8907,6i) += -1 // integer values 
00D6: if 
001A:   0 > $POKER_TEXT_FONT($8907,6i) // integer values 
004D: jump_if_false @VIDPOK_15533 
0004: $POKER_TEXT_FONT($8907,6i) = 3 // integer values 

:VIDPOK_15533
00D6: if 
0736:   133 
004D: jump_if_false @VIDPOK_15600 
00D6: if 
0038:   $POKER_TEXT_CENTRE($8907,6i) == 0 // integer values 
004D: jump_if_false @VIDPOK_15589 
0004: $POKER_TEXT_CENTRE($8907,6i) = 1 // integer values 
0002: jump @VIDPOK_15600 

:VIDPOK_15589
0004: $POKER_TEXT_CENTRE($8907,6i) = 0 // integer values 

:VIDPOK_15600
00D6: if 
0038:   $8906 == 10 // integer values 
004D: jump_if_false @VIDPOK_15788 
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_15644 
0009: $POKER_TILE_HEIGHT += -1.0 // floating-point values 

:VIDPOK_15644
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_15670 
0009: $POKER_TILE_HEIGHT += 1.0 // floating-point values 

:VIDPOK_15670
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_15696 
0009: $POKER_TILE_WIDTH += 1.0 // floating-point values 

:VIDPOK_15696
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_15722 
0009: $POKER_TILE_WIDTH += -1.0 // floating-point values 

:VIDPOK_15722
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_15788 
0008: $9039 += 1 // integer values 
00D6: if 
0018:   $9039 > 3 // integer values 
004D: jump_if_false @VIDPOK_15769 
0004: $9039 = 0 // integer values 

:VIDPOK_15769
0663: write_debug_intvar "VP_TILE_TYPE" $9039 

:VIDPOK_15788
00D6: if 
0038:   $8906 == 11 // integer values 
004D: jump_if_false @VIDPOK_16014 
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_15832 
0009: $POKER_TABLE_Y += -1.0 // floating-point values 

:VIDPOK_15832
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_15858 
0009: $POKER_TABLE_Y += 1.0 // floating-point values 

:VIDPOK_15858
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_15884 
0009: $POKER_TABLE_X += 1.0 // floating-point values 

:VIDPOK_15884
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_15910 
0009: $POKER_TABLE_X += -1.0 // floating-point values 

:VIDPOK_15910
00D6: if 
0736:   145 
004D: jump_if_false @VIDPOK_15936 
0009: $POKER_TABLE_HEIGHT += 1.0 // floating-point values 

:VIDPOK_15936
00D6: if 
0736:   139 
004D: jump_if_false @VIDPOK_15962 
0009: $POKER_TABLE_HEIGHT += -1.0 // floating-point values 

:VIDPOK_15962
00D6: if 
0736:   143 
004D: jump_if_false @VIDPOK_15988 
0009: $POKER_TABLE_WIDTH += 1.0 // floating-point values 

:VIDPOK_15988
00D6: if 
0736:   141 
004D: jump_if_false @VIDPOK_16014 
0009: $POKER_TABLE_WIDTH += -1.0 // floating-point values 

:VIDPOK_16014
00D6: if 
0038:   $8906 == 12 // integer values 
004D: jump_if_false @VIDPOK_16338 
00D6: if 
0736:   97 
004D: jump_if_false @VIDPOK_16098 
0008: $8907 += 1 // integer values 
00D6: if 
0018:   $8907 > 4 // integer values 
004D: jump_if_false @VIDPOK_16079 
0004: $8907 = 0 // integer values 

:VIDPOK_16079
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_16098
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_16128 
0009: $9049($8907,5f) += -1.0 // floating-point values 

:VIDPOK_16128
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_16158 
0009: $9049($8907,5f) += 1.0 // floating-point values 

:VIDPOK_16158
00D6: if 
0736:   128 
004D: jump_if_false @VIDPOK_16188 
0009: $9044($8907,5f) += 1.0 // floating-point values 

:VIDPOK_16188
00D6: if 
0736:   129 
004D: jump_if_false @VIDPOK_16218 
0009: $9044($8907,5f) += -1.0 // floating-point values 

:VIDPOK_16218
00D6: if 
0736:   145 
004D: jump_if_false @VIDPOK_16248 
0009: $9059($8907,5f) += 1.0 // floating-point values 

:VIDPOK_16248
00D6: if 
0736:   139 
004D: jump_if_false @VIDPOK_16278 
0009: $9059($8907,5f) += -1.0 // floating-point values 

:VIDPOK_16278
00D6: if 
0736:   143 
004D: jump_if_false @VIDPOK_16308 
0009: $9054($8907,5f) += 1.0 // floating-point values 

:VIDPOK_16308
00D6: if 
0736:   141 
004D: jump_if_false @VIDPOK_16338 
0009: $9054($8907,5f) += -1.0 // floating-point values 

:VIDPOK_16338
00D6: if 
0038:   $8906 == 13 // integer values 
004D: jump_if_false @VIDPOK_16408 
00D6: if 
0736:   131 
004D: jump_if_false @VIDPOK_16382 
0009: $POKER_BUTTON_TEXT_OFFSET += 0.05 // floating-point values 

:VIDPOK_16382
00D6: if 
0736:   130 
004D: jump_if_false @VIDPOK_16408 
0009: $POKER_BUTTON_TEXT_OFFSET += -0.05 // floating-point values 

:VIDPOK_16408
00D6: if 
0736:   137 
004D: jump_if_false @VIDPOK_26528 
03A9: write_debug_newline 
03A9: write_debug_newline 
0006: 12@ = 0 // integer values 

:VIDPOK_16435
00D6: if 
001B:   8 > 12@ // integer values 
004D: jump_if_false @VIDPOK_17019 
03A9: write_debug_newline 
05B6: 112 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 113 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_X_SCREEN(12@,8f) 
03A9: write_debug_newline 
05B6: 114 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 115 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_Y_SCREEN(12@,8f) 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_16435 

:VIDPOK_17019
03A9: write_debug_newline 
03A9: write_debug_newline 
0006: 12@ = 0 // integer values 

:VIDPOK_17030
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_17614 
03A9: write_debug_newline 
05B6: 116 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 117 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_X_CARD(12@,5f) 
03A9: write_debug_newline 
05B6: 118 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 119 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_Y_CARD(12@,5f) 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_17030 

:VIDPOK_17614
03A9: write_debug_newline 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 120 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_CARD_WIDTH 
03A9: write_debug_newline 
05B6: 121 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_CARD_HEIGHT 
03A9: write_debug_newline 
03A9: write_debug_newline 
0006: 12@ = 0 // integer values 

:VIDPOK_17903
00D6: if 
001B:   10 > 12@ // integer values 
004D: jump_if_false @VIDPOK_18211 
03A9: write_debug_newline 
05B6: 122 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 123 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $8893(12@,10f) 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_17903 

:VIDPOK_18211
03A9: write_debug_newline 
03A9: write_debug_newline 
0006: 12@ = 0 // integer values 

:VIDPOK_18222
00D6: if 
001B:   6 > 12@ // integer values 
004D: jump_if_false @VIDPOK_18530 
03A9: write_debug_newline 
05B6: 124 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 125 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $8887(12@,6f) 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_18222 

:VIDPOK_18530
03A9: write_debug_newline 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 126 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_HOLD_BUTTON_OFFSET 
03A9: write_debug_newline 
05B6: 127 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_HOLD_WIDTH 
03A9: write_debug_newline 
05B6: 128 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_HOLD_HEIGHT 
03A9: write_debug_newline 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 129 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_X_BET_ONE 
03A9: write_debug_newline 
05B6: 130 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_Y_BET_ONE 
03A9: write_debug_newline 
05B6: 131 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_BET_ONE_WIDTH 
03A9: write_debug_newline 
05B6: 132 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_BET_ONE_HEIGHT 
03A9: write_debug_newline 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 133 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_X_DEAL 
03A9: write_debug_newline 
05B6: 134 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_Y_DEAL 
03A9: write_debug_newline 
05B6: 135 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_DEAL_WIDTH 
03A9: write_debug_newline 
05B6: 136 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_DEAL_HEIGHT 
03A9: write_debug_newline 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 137 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_BORDER_THICKNESS 
03A9: write_debug_newline 
03A9: write_debug_newline 
0006: 12@ = 0 // integer values 

:VIDPOK_20201
00D6: if 
001B:   9 > 12@ // integer values 
004D: jump_if_false @VIDPOK_21337 
03A9: write_debug_newline 
05B6: 138 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 139 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_X_LINE(12@,9f) 
03A9: write_debug_newline 
05B6: 140 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 141 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_Y_LINE(12@,9f) 
03A9: write_debug_newline 
05B6: 142 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 143 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_LINE_WIDTH(12@,9f) 
03A9: write_debug_newline 
05B6: 144 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 145 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_LINE_HEIGHT(12@,9f) 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_20201 

:VIDPOK_21337
0006: 12@ = 0 // integer values 

:VIDPOK_21344
00D6: if 
001B:   6 > 12@ // integer values 
004D: jump_if_false @VIDPOK_24412 
03A9: write_debug_newline 
05B6: 146 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 147 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_X_TEXT_SCALE(12@,6f) 
03A9: write_debug_newline 
05B6: 148 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 149 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_Y_TEXT_SCALE(12@,6f) 
03A9: write_debug_newline 
05B6: 150 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 151 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_COLOR_R(12@,6i) 
03A9: write_debug_newline 
05B6: 152 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 153 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_COLOR_G(12@,6i) 
03A9: write_debug_newline 
05B6: 154 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 155 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_COLOR_B(12@,6i) 
03A9: write_debug_newline 
05B6: 156 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 157 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_FONT(12@,6i) 
03A9: write_debug_newline 
05B6: 158 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 159 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_CENTRE(12@,6i) 
03A9: write_debug_newline 
05B6: 160 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 161 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_EDGE(12@,6i) 
03A9: write_debug_newline 
05B6: 162 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 163 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_EDGE_R(12@,6i) 
03A9: write_debug_newline 
05B6: 164 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 165 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_EDGE_G(12@,6i) 
03A9: write_debug_newline 
05B6: 166 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 167 // Debug script. Currently ignored by decompiler
03A7: write_debug_int $POKER_TEXT_EDGE_B(12@,6i) 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_21344 

:VIDPOK_24412
03A9: write_debug_newline 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 168 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_TILE_HEIGHT 
03A9: write_debug_newline 
05B6: 169 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_TILE_WIDTH 
03A9: write_debug_newline 
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 170 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_TABLE_X 
03A9: write_debug_newline 
05B6: 171 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_TABLE_Y 
03A9: write_debug_newline 
05B6: 172 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_TABLE_WIDTH 
03A9: write_debug_newline 
05B6: 173 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_TABLE_HEIGHT 
03A9: write_debug_newline 
03A9: write_debug_newline 
0006: 12@ = 0 // integer values 

:VIDPOK_25253
00D6: if 
001B:   5 > 12@ // integer values 
004D: jump_if_false @VIDPOK_26389 
03A9: write_debug_newline 
05B6: 174 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 175 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9044(12@,5f) 
03A9: write_debug_newline 
05B6: 176 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 177 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9049(12@,5f) 
03A9: write_debug_newline 
05B6: 178 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 179 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9054(12@,5f) 
03A9: write_debug_newline 
05B6: 180 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 12@ 
05B6: 181 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9059(12@,5f) 
000A: 12@ += 1 // integer values 
0002: jump @VIDPOK_25253 

:VIDPOK_26389
03A9: write_debug_newline 
03A9: write_debug_newline 
05B6: 182 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $POKER_BUTTON_TEXT_OFFSET 

:VIDPOK_26528
0051: return 

:VIDPOK_26530
00D6: if 
0038:   $9066 == 0 // integer values 
004D: jump_if_false @VIDPOK_26596 
0008: $9065 += 10 // integer values 
00D6: if 
0028:   $9065 >= 255 // integer values 
004D: jump_if_false @VIDPOK_26589 
0004: $9065 = 255 // integer values 
0004: $9066 = 1 // integer values 

:VIDPOK_26589
0002: jump @VIDPOK_26635 

:VIDPOK_26596
0008: $9065 += -10 // integer values 
00D6: if 
002A:   0 >= $9065 // integer values 
004D: jump_if_false @VIDPOK_26635 
0004: $9065 = 0 // integer values 
0004: $9066 = 0 // integer values 

:VIDPOK_26635
00D6: if 
8038:   not  $9039 == 0 // integer values 
004D: jump_if_false @VIDPOK_26906 
0006: 12@ = 0 // integer values 
0086: $TEMPVAR_FLOAT_1 = $POKER_TILE_WIDTH // floating-point values only 
0015: $TEMPVAR_FLOAT_1 /= 2.0 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_TILE_HEIGHT // floating-point values only 
0015: $TEMPVAR_FLOAT_2 /= 2.0 // floating-point values 

:VIDPOK_26696
00D6: if and
0022:   480.0 > $TEMPVAR_FLOAT_2 // floating-point values 
001B:   100 > 12@ // integer values 
004D: jump_if_false @VIDPOK_26899 

:VIDPOK_26724
00D6: if and
0022:   640.0 > $TEMPVAR_FLOAT_1 // floating-point values 
001B:   100 > 12@ // integer values 
004D: jump_if_false @VIDPOK_26866 
00D6: if 
0038:   $9039 == 1 // integer values 
004D: jump_if_false @VIDPOK_26798 
038D: create_texture 64 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $POKER_TILE_WIDTH $POKER_TILE_HEIGHT color 150 150 150 alpha 255 

:VIDPOK_26798
00D6: if 
0038:   $9039 == 2 // integer values 
004D: jump_if_false @VIDPOK_26844 
038D: create_texture 65 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $POKER_TILE_WIDTH $POKER_TILE_HEIGHT color 150 150 150 alpha 255 

:VIDPOK_26844
000A: 12@ += 1 // integer values 
0059: $TEMPVAR_FLOAT_1 += $POKER_TILE_WIDTH // floating-point values 
0002: jump @VIDPOK_26724 

:VIDPOK_26866
0059: $TEMPVAR_FLOAT_2 += $POKER_TILE_HEIGHT // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $POKER_TILE_WIDTH // floating-point values only 
0015: $TEMPVAR_FLOAT_1 /= 2.0 // floating-point values 
0002: jump @VIDPOK_26696 

:VIDPOK_26899
0002: jump @VIDPOK_26938 

:VIDPOK_26906
038E: draw_box position 320.0 240.0 scale 640.0 480.0 color 6 16 140 alpha 255 

:VIDPOK_26938
038D: create_texture 63 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 63 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
038D: create_texture 63 position 480.0 336.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
038D: create_texture 63 position 160.0 336.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
0050: gosub @VIDPOK_33829 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: text_draw $POKER_X_SCREEN $POKER_Y_SCREEN 'VP02'  // MIN. TT
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: text_draw_1number $8914 $8922 'DOLLAR' 1@  // $~1~
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 1 
008B: 13@ = $9200 // integer values and handles 
0012: 13@ *= -1 // integer values 
00D6: if 
002D:   13@ >= 12@ // integer values 
004D: jump_if_false @VIDPOK_27233 
033E: text_draw $8909 $8917 'VP18'  // NINCS HITEL!!
0002: jump @VIDPOK_27253 

:VIDPOK_27233
045A: text_draw_1number $8909 $8917 'VP16' 12@  // PNZ $~1~

:VIDPOK_27253
0050: gosub @VIDPOK_33829 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
008B: 12@ = $8826 // integer values and handles 
006A: 12@ *= 1@ // integer values 
033E: text_draw $8910 $8918 'VP03'  // FOGADS
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: text_draw_1number $8915 $8923 'DOLLAR' 12@  // $~1~
0050: gosub @VIDPOK_34213 
0342: set_text_draw_centered 1 
033E: text_draw 320.0 $8920 'VP17'  // ~k~~PED_SPRINT~ KIVLASZT ~k~~VEHICLE_ENTER_EXIT~ KISZLLS Mozgs irnyts IRNYTS
038E: draw_box position $POKER_TABLE_X $POKER_TABLE_Y scale $POKER_TABLE_WIDTH $POKER_TABLE_HEIGHT color 0 0 0 alpha 255 
00D6: if 
8039:   not  3@ == 6 // integer values 
004D: jump_if_false @VIDPOK_27635 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_27635 jumps 1 @VIDPOK_27470 2 @VIDPOK_27503 3 @VIDPOK_27536 4 @VIDPOK_27569 5 @VIDPOK_27602 -1 @VIDPOK_27635 -1 @VIDPOK_27635 

:VIDPOK_27470
038E: draw_box position $9044 $9049 scale $9054 $9059 color $8985 $8991 $8997 alpha 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27503
038E: draw_box position $9045 $9050 scale $9055 $9060 color $8985 $8991 $8997 alpha 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27536
038E: draw_box position $9046 $9051 scale $9056 $9061 color $8985 $8991 $8997 alpha 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27569
038E: draw_box position $9047 $9052 scale $9057 $9062 color $8985 $8991 $8997 alpha 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27602
038E: draw_box position $9048 $9053 scale $9058 $9063 color $8985 $8991 $8997 alpha 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27635
00D6: if and
0039:   3@ == 6 // integer values 
8038:   not  $8866 == 0 // integer values 
004D: jump_if_false @VIDPOK_27972 
0006: 12@ = 10 // integer values 
0064: 12@ -= $8866 // integer values 
0089: 15@ = $8893(12@,10f) // floating-point values only 
000B: 15@ += 9.0 // floating-point values 
0871: init_jump_table $8826 total_jumps 5 0 @VIDPOK_27930 jumps 1 @VIDPOK_27760 2 @VIDPOK_27794 3 @VIDPOK_27828 4 @VIDPOK_27862 5 @VIDPOK_27896 -1 @VIDPOK_27930 -1 @VIDPOK_27930 

:VIDPOK_27760
038E: draw_box position $9044 15@ scale $9054 18.0 color 255 $9065 0 alpha 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27794
038E: draw_box position $9045 15@ scale $9055 18.0 color 255 $9065 0 alpha 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27828
038E: draw_box position $9046 15@ scale $9056 18.0 color 255 $9065 0 alpha 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27862
038E: draw_box position $9047 15@ scale $9057 18.0 color 255 $9065 0 alpha 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27896
038E: draw_box position $9048 15@ scale $9058 18.0 color 255 $9065 0 alpha 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27930
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: text_draw_1number $8911 $8919 'VP04' 14@  // !! KIFIZETS $~1~ !!
0002: jump @VIDPOK_28039 

:VIDPOK_27972
00D6: if and
0039:   3@ == 6 // integer values 
0038:   $8866 == 0 // integer values 
004D: jump_if_false @VIDPOK_28039 
0006: 14@ = 0 // integer values 
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: text_draw_1number $8911 $8919 'VP04' 14@  // !! KIFIZETS $~1~ !!

:VIDPOK_28039
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8894 'VP06'  // ROYAL FLSH
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8895 'VP07'  // SZNSOR
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8896 'VP08'  // PKER
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8897 'VP09'  // FULL
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8898 'VP10'  // EGYSZN LAPOK
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8899 'VP11'  // SOR
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8900 'VP12'  // DRILL
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8901 'VP13'  // KT PR
0050: gosub @VIDPOK_34021 
033E: text_draw $8887 $8902 'VP14'  // NAGYOBB LAP
0050: gosub @VIDPOK_34213 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw $8913 $8921 'VP05'  // MEGTETT PNZ
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number $8888 $8893 'VP15' 1  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8894 'VP15' 250  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8895 'VP15' 50  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8896 'VP15' 25  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8897 'VP15' 9  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8898 'VP15' 6  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8899 'VP15' 4  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8900 'VP15' 3  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8901 'VP15' 2  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8888 $8902 'VP15' 1  // ~1~
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number $8889 $8893 'VP15' 2  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8894 'VP15' 500  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8895 'VP15' 100  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8896 'VP15' 50  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8897 'VP15' 18  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8898 'VP15' 12  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8899 'VP15' 8  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8900 'VP15' 6  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8901 'VP15' 4  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8889 $8902 'VP15' 2  // ~1~
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number $8890 $8893 'VP15' 3  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8894 'VP15' 750  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8895 'VP15' 150  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8896 'VP15' 75  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8897 'VP15' 27  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8898 'VP15' 18  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8899 'VP15' 12  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8900 'VP15' 9  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8901 'VP15' 6  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8890 $8902 'VP15' 3  // ~1~
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number $8891 $8893 'VP15' 4  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8894 'VP15' 1000  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8895 'VP15' 200  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8896 'VP15' 100  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8897 'VP15' 36  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8898 'VP15' 24  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8899 'VP15' 16  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8900 'VP15' 12  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8901 'VP15' 8  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8891 $8902 'VP15' 4  // ~1~
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number $8892 $8893 'VP15' 5  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8894 'VP15' 4000  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8895 'VP15' 250  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8896 'VP15' 125  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8897 'VP15' 45  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8898 'VP15' 30  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8899 'VP15' 20  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8900 'VP15' 15  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8901 'VP15' 10  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: text_draw_1number $8892 $8902 'VP15' 5  // ~1~
038E: draw_box position $POKER_X_LINE $POKER_Y_LINE scale $POKER_LINE_WIDTH $POKER_LINE_HEIGHT color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
038E: draw_box position $8937 $8946 scale $8955 $8964 color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
038E: draw_box position $8938 $8947 scale $8956 $8965 color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
038E: draw_box position $8939 $8948 scale $8957 $8966 color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
038E: draw_box position $8940 $8949 scale $8958 $8967 color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
038E: draw_box position $8941 $8950 scale $8959 $8968 color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
038E: draw_box position $8942 $8951 scale $8960 $8969 color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
038E: draw_box position $8943 $8952 scale $8961 $8970 color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
038E: draw_box position $8944 $8953 scale $8962 $8971 color $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B alpha 255 
0004: $9064 = 0 // integer values 

:VIDPOK_30112
00D6: if 
001A:   5 > $9064 // integer values 
004D: jump_if_false @VIDPOK_31298 
00D6: if 
0038:   $8827($9064,5i) == 0 // integer values 
004D: jump_if_false @VIDPOK_30195 
038D: create_texture 53 position $POKER_X_CARD($9064,5f) $POKER_Y_CARD($9064,5f) scale $POKER_CARD_WIDTH $POKER_CARD_HEIGHT color 128 128 128 alpha 255 
0002: jump @VIDPOK_30236 

:VIDPOK_30195
038D: create_texture $8827($9064,5i) position $POKER_X_CARD($9064,5f) $POKER_Y_CARD($9064,5f) scale $POKER_CARD_WIDTH $POKER_CARD_HEIGHT color 128 128 128 alpha 255 

:VIDPOK_30236
0086: $TEMPVAR_FLOAT_1 = $POKER_X_CARD($9064,5f) // floating-point values only 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_CARD($9064,5f) // floating-point values only 
0059: $TEMPVAR_FLOAT_2 += $POKER_HOLD_BUTTON_OFFSET // floating-point values 
00D6: if 
0038:   $8837($9064,5i) == 0 // integer values 
004D: jump_if_false @VIDPOK_30447 
0086: $8930 = $POKER_HOLD_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_HOLD_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $8930 $8931 color 0 0 0 alpha 128 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT color 128 128 128 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 128 128 128 255 
081C: draw_text_outline $9019 0 0 0 128 
0089: 15@ = $POKER_HOLD_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 'VP19'  // TART

:VIDPOK_30447
00D6: if 
0038:   $8837($9064,5i) == 1 // integer values 
004D: jump_if_false @VIDPOK_30628 
0086: $8930 = $POKER_HOLD_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_HOLD_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $8930 $8931 color 255 $9065 0 alpha 128 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT color 128 128 128 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 128 128 128 255 
081C: draw_text_outline $9019 0 0 0 128 
0089: 15@ = $POKER_HOLD_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 'VP19'  // TART

:VIDPOK_30628
00D6: if 
0038:   $8837($9064,5i) == 2 // integer values 
004D: jump_if_false @VIDPOK_30789 
0086: $8930 = $POKER_HOLD_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_HOLD_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $8930 $8931 color 0 0 0 alpha 255 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT color 0 128 0 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 0 255 0 255 
0089: 15@ = $POKER_HOLD_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 'VP19'  // TART

:VIDPOK_30789
00D6: if 
0038:   $8837($9064,5i) == 3 // integer values 
004D: jump_if_false @VIDPOK_30954 
0086: $8930 = $POKER_HOLD_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_HOLD_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $8930 $8931 color 255 $9065 0 alpha 255 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT color 0 128 0 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color $8989 $9065 $9001 255 
0089: 15@ = $POKER_HOLD_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 'VP19'  // TART

:VIDPOK_30954
00D6: if 
0038:   $8837($9064,5i) == 4 // integer values 
004D: jump_if_false @VIDPOK_31117 
0086: $8930 = $POKER_HOLD_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_HOLD_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $8930 $8931 color 0 0 0 alpha 255 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT color $8985 $8991 $8997 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 255 0 0 255 
0089: 15@ = $POKER_HOLD_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 'VP19'  // TART

:VIDPOK_31117
00D6: if 
0038:   $8837($9064,5i) == 5 // integer values 
004D: jump_if_false @VIDPOK_31284 
0086: $8930 = $POKER_HOLD_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_HOLD_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $8930 $8931 color 255 $9065 0 alpha 255 
038E: draw_box position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT color $8985 $8991 $8997 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color $8989 $9065 $9001 255 
0089: 15@ = $POKER_HOLD_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 'VP19'  // TART

:VIDPOK_31284
0008: $9064 += 1 // integer values 
0002: jump @VIDPOK_30112 

:VIDPOK_31298
00D6: if 
0038:   $8842 == 0 // integer values 
004D: jump_if_false @VIDPOK_31481 
0086: $8930 = $POKER_BET_ONE_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_BET_ONE_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $8930 $8931 color 0 0 0 alpha 128 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT color 128 128 128 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 128 128 128 255 
081C: draw_text_outline $9019 0 0 0 128 
0089: 15@ = $POKER_BET_ONE_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 'VP20'  // RME HOZZADSA

:VIDPOK_31481
00D6: if 
0038:   $8842 == 1 // integer values 
004D: jump_if_false @VIDPOK_31666 
0086: $8930 = $POKER_BET_ONE_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_BET_ONE_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $8930 $8931 color 255 $9065 0 alpha 128 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT color 128 128 128 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 128 128 128 255 
081C: draw_text_outline $9019 0 0 0 128 
0089: 15@ = $POKER_BET_ONE_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 'VP20'  // RME HOZZADSA

:VIDPOK_31666
00D6: if 
0038:   $8842 == 2 // integer values 
004D: jump_if_false @VIDPOK_31831 
0086: $8930 = $POKER_BET_ONE_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_BET_ONE_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $8930 $8931 color 0 0 0 alpha 255 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT color 0 128 0 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 0 255 0 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 'VP20'  // RME HOZZADSA

:VIDPOK_31831
00D6: if 
0038:   $8842 == 3 // integer values 
004D: jump_if_false @VIDPOK_32000 
0086: $8930 = $POKER_BET_ONE_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_BET_ONE_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $8930 $8931 color 255 $9065 0 alpha 255 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT color 0 128 0 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color $8989 $9065 $9001 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 'VP20'  // RME HOZZADSA

:VIDPOK_32000
00D6: if 
0038:   $8842 == 4 // integer values 
004D: jump_if_false @VIDPOK_32167 
0086: $8930 = $POKER_BET_ONE_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_BET_ONE_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $8930 $8931 color 0 0 0 alpha 255 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT color $8985 $8991 $8997 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 255 0 0 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 'VP20'  // RME HOZZADSA

:VIDPOK_32167
00D6: if 
0038:   $8842 == 5 // integer values 
004D: jump_if_false @VIDPOK_32338 
0086: $8930 = $POKER_BET_ONE_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_BET_ONE_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $8930 $8931 color 255 $9065 0 alpha 255 
038E: draw_box position $POKER_X_BET_ONE $POKER_Y_BET_ONE scale $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT color $8985 $8991 $8997 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color $8989 $9065 $9001 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 'VP20'  // RME HOZZADSA

:VIDPOK_32338
00D6: if 
0038:   $8843 == 0 // integer values 
004D: jump_if_false @VIDPOK_32521 
0086: $8930 = $POKER_DEAL_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_DEAL_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $8930 $8931 color 0 0 0 alpha 128 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT color 128 128 128 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 128 128 128 255 
081C: draw_text_outline $9019 0 0 0 128 
0089: 15@ = $POKER_DEAL_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_DEAL $TEMPVAR_FLOAT_2 'VP21'  // OSZT

:VIDPOK_32521
00D6: if 
0038:   $8843 == 1 // integer values 
004D: jump_if_false @VIDPOK_32706 
0086: $8930 = $POKER_DEAL_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_DEAL_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $8930 $8931 color 255 $9065 0 alpha 128 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT color 128 128 128 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 128 128 128 255 
081C: draw_text_outline $9019 0 0 0 128 
0089: 15@ = $POKER_DEAL_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_DEAL $TEMPVAR_FLOAT_2 'VP21'  // OSZT

:VIDPOK_32706
00D6: if 
0038:   $8843 == 2 // integer values 
004D: jump_if_false @VIDPOK_32871 
0086: $8930 = $POKER_DEAL_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_DEAL_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $8930 $8931 color 0 0 0 alpha 255 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT color 0 128 0 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 0 255 0 255 
0089: 15@ = $POKER_DEAL_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_DEAL $TEMPVAR_FLOAT_2 'VP21'  // OSZT

:VIDPOK_32871
00D6: if 
0038:   $8843 == 3 // integer values 
004D: jump_if_false @VIDPOK_33040 
0086: $8930 = $POKER_DEAL_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_DEAL_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $8930 $8931 color 255 $9065 0 alpha 255 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT color 0 128 0 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color $8989 $9065 $9001 255 
0089: 15@ = $POKER_DEAL_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_DEAL $TEMPVAR_FLOAT_2 'VP21'  // OSZT

:VIDPOK_33040
00D6: if 
0038:   $8843 == 4 // integer values 
004D: jump_if_false @VIDPOK_33207 
0086: $8930 = $POKER_DEAL_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_DEAL_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $8930 $8931 color 0 0 0 alpha 255 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT color $8985 $8991 $8997 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color 255 0 0 255 
0089: 15@ = $POKER_DEAL_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_DEAL $TEMPVAR_FLOAT_2 'VP21'  // OSZT

:VIDPOK_33207
00D6: if 
0038:   $8843 == 5 // integer values 
004D: jump_if_false @VIDPOK_33378 
0086: $8930 = $POKER_DEAL_WIDTH // floating-point values only 
0059: $8930 += $POKER_BORDER_THICKNESS // floating-point values 
0086: $8931 = $POKER_DEAL_HEIGHT // floating-point values only 
0059: $8931 += $POKER_BORDER_THICKNESS // floating-point values 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $8930 $8931 color 255 $9065 0 alpha 255 
038E: draw_box position $POKER_X_DEAL $POKER_Y_DEAL scale $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT color $8985 $8991 $8997 alpha 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_color $8989 $9065 $9001 255 
0089: 15@ = $POKER_DEAL_HEIGHT // floating-point values only 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 15@ // floating-point values 
033E: text_draw $POKER_X_DEAL $TEMPVAR_FLOAT_2 'VP21'  // OSZT

:VIDPOK_33378
0051: return 

:VIDPOK_33380
00D6: if and
001A:   27 > $9069 // integer values 
0018:   $9069 > 13 // integer values 
004D: jump_if_false @VIDPOK_33420 
0084: $9070 = $9069 // integer values and handles 
000C: $9070 -= 13 // integer values 

:VIDPOK_33420
00D6: if and
001A:   40 > $9069 // integer values 
0018:   $9069 > 26 // integer values 
004D: jump_if_false @VIDPOK_33460 
0084: $9070 = $9069 // integer values and handles 
000C: $9070 -= 26 // integer values 

:VIDPOK_33460
00D6: if and
001A:   53 > $9069 // integer values 
0018:   $9069 > 39 // integer values 
004D: jump_if_false @VIDPOK_33500 
0084: $9070 = $9069 // integer values and handles 
000C: $9070 -= 39 // integer values 

:VIDPOK_33500
00D6: if 
002A:   13 >= $9069 // integer values 
004D: jump_if_false @VIDPOK_33526 
0084: $9070 = $9069 // integer values and handles 

:VIDPOK_33526
0051: return 

:VIDPOK_33528
00D6: if 
001A:   14 > $9069 // integer values 
004D: jump_if_false @VIDPOK_33560 
0004: $9070 = 1 // integer values 
0002: jump @VIDPOK_33631 

:VIDPOK_33560
00D6: if 
001A:   27 > $9069 // integer values 
004D: jump_if_false @VIDPOK_33592 
0004: $9070 = 2 // integer values 
0002: jump @VIDPOK_33631 

:VIDPOK_33592
00D6: if 
001A:   40 > $9069 // integer values 
004D: jump_if_false @VIDPOK_33624 
0004: $9070 = 3 // integer values 
0002: jump @VIDPOK_33631 

:VIDPOK_33624
0004: $9070 = 4 // integer values 

:VIDPOK_33631
0051: return 

:VIDPOK_33633
0051: return 

:VIDPOK_33635
0051: return 

:VIDPOK_33637
033F: set_text_draw_letter_width_height $POKER_X_TEXT_SCALE $POKER_Y_TEXT_SCALE 
0340: set_text_draw_color $POKER_TEXT_COLOR_R $POKER_TEXT_COLOR_G $POKER_TEXT_COLOR_B 255 
00D6: if 
0038:   $POKER_TEXT_CENTRE == 1 // integer values 
004D: jump_if_false @VIDPOK_33681 
0342: set_text_draw_centered 1 

:VIDPOK_33681
0871: init_jump_table $POKER_TEXT_FONT total_jumps 4 1 @VIDPOK_33788 jumps 0 @VIDPOK_33744 1 @VIDPOK_33755 2 @VIDPOK_33766 3 @VIDPOK_33777 -1 @VIDPOK_33799 -1 @VIDPOK_33799 -1 @VIDPOK_33799 

:VIDPOK_33744
0349: text_draw_style = 0 
0002: jump @VIDPOK_33799 

:VIDPOK_33755
0349: text_draw_style = 1 
0002: jump @VIDPOK_33799 

:VIDPOK_33766
0349: text_draw_style = 2 
0002: jump @VIDPOK_33799 

:VIDPOK_33777
0349: text_draw_style = 3 
0002: jump @VIDPOK_33799 

:VIDPOK_33788
0349: text_draw_style = 0 
0002: jump @VIDPOK_33799 

:VIDPOK_33799
081C: draw_text_outline $POKER_TEXT_EDGE $POKER_TEXT_EDGE_R $POKER_TEXT_EDGE_G $POKER_TEXT_EDGE_B 255 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:VIDPOK_33829
033F: set_text_draw_letter_width_height $8973 $8979 
0340: set_text_draw_color $8985 $8991 $8997 255 
00D6: if 
0038:   $9009 == 1 // integer values 
004D: jump_if_false @VIDPOK_33873 
0342: set_text_draw_centered 1 

:VIDPOK_33873
0871: init_jump_table $9003 total_jumps 4 1 @VIDPOK_33980 jumps 0 @VIDPOK_33936 1 @VIDPOK_33947 2 @VIDPOK_33958 3 @VIDPOK_33969 -1 @VIDPOK_33991 -1 @VIDPOK_33991 -1 @VIDPOK_33991 

:VIDPOK_33936
0349: text_draw_style = 0 
0002: jump @VIDPOK_33991 

:VIDPOK_33947
0349: text_draw_style = 1 
0002: jump @VIDPOK_33991 

:VIDPOK_33958
0349: text_draw_style = 2 
0002: jump @VIDPOK_33991 

:VIDPOK_33969
0349: text_draw_style = 3 
0002: jump @VIDPOK_33991 

:VIDPOK_33980
0349: text_draw_style = 0 
0002: jump @VIDPOK_33991 

:VIDPOK_33991
081C: draw_text_outline $9015 $9021 $9027 $9033 255 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:VIDPOK_34021
033F: set_text_draw_letter_width_height $8974 $8980 
0340: set_text_draw_color $8986 $8992 $8998 255 
00D6: if 
0038:   $9010 == 1 // integer values 
004D: jump_if_false @VIDPOK_34065 
0342: set_text_draw_centered 1 

:VIDPOK_34065
0871: init_jump_table $9004 total_jumps 4 1 @VIDPOK_34172 jumps 0 @VIDPOK_34128 1 @VIDPOK_34139 2 @VIDPOK_34150 3 @VIDPOK_34161 -1 @VIDPOK_34183 -1 @VIDPOK_34183 -1 @VIDPOK_34183 

:VIDPOK_34128
0349: text_draw_style = 0 
0002: jump @VIDPOK_34183 

:VIDPOK_34139
0349: text_draw_style = 1 
0002: jump @VIDPOK_34183 

:VIDPOK_34150
0349: text_draw_style = 2 
0002: jump @VIDPOK_34183 

:VIDPOK_34161
0349: text_draw_style = 3 
0002: jump @VIDPOK_34183 

:VIDPOK_34172
0349: text_draw_style = 0 
0002: jump @VIDPOK_34183 

:VIDPOK_34183
081C: draw_text_outline $9016 $9022 $9028 $9034 255 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:VIDPOK_34213
033F: set_text_draw_letter_width_height $8975 $8981 
0340: set_text_draw_color $8987 $8993 $8999 255 
00D6: if 
0038:   $9011 == 1 // integer values 
004D: jump_if_false @VIDPOK_34257 
0342: set_text_draw_centered 1 

:VIDPOK_34257
0871: init_jump_table $9005 total_jumps 4 1 @VIDPOK_34364 jumps 0 @VIDPOK_34320 1 @VIDPOK_34331 2 @VIDPOK_34342 3 @VIDPOK_34353 -1 @VIDPOK_34375 -1 @VIDPOK_34375 -1 @VIDPOK_34375 

:VIDPOK_34320
0349: text_draw_style = 0 
0002: jump @VIDPOK_34375 

:VIDPOK_34331
0349: text_draw_style = 1 
0002: jump @VIDPOK_34375 

:VIDPOK_34342
0349: text_draw_style = 2 
0002: jump @VIDPOK_34375 

:VIDPOK_34353
0349: text_draw_style = 3 
0002: jump @VIDPOK_34375 

:VIDPOK_34364
0349: text_draw_style = 0 
0002: jump @VIDPOK_34375 

:VIDPOK_34375
081C: draw_text_outline $9017 $9023 $9029 $9035 255 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:VIDPOK_34405
033F: set_text_draw_letter_width_height $8976 $8982 
0340: set_text_draw_color $8988 $8994 $9000 255 
00D6: if 
0038:   $9012 == 1 // integer values 
004D: jump_if_false @VIDPOK_34449 
0342: set_text_draw_centered 1 

:VIDPOK_34449
0871: init_jump_table $9006 total_jumps 4 1 @VIDPOK_34556 jumps 0 @VIDPOK_34512 1 @VIDPOK_34523 2 @VIDPOK_34534 3 @VIDPOK_34545 -1 @VIDPOK_34567 -1 @VIDPOK_34567 -1 @VIDPOK_34567 

:VIDPOK_34512
0349: text_draw_style = 0 
0002: jump @VIDPOK_34567 

:VIDPOK_34523
0349: text_draw_style = 1 
0002: jump @VIDPOK_34567 

:VIDPOK_34534
0349: text_draw_style = 2 
0002: jump @VIDPOK_34567 

:VIDPOK_34545
0349: text_draw_style = 3 
0002: jump @VIDPOK_34567 

:VIDPOK_34556
0349: text_draw_style = 0 
0002: jump @VIDPOK_34567 

:VIDPOK_34567
081C: draw_text_outline $9018 $9024 $9030 $9036 255 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:VIDPOK_34597
033F: set_text_draw_letter_width_height $8977 $8983 
0340: set_text_draw_color $8989 $8995 $9001 255 
00D6: if 
0038:   $9013 == 1 // integer values 
004D: jump_if_false @VIDPOK_34641 
0342: set_text_draw_centered 1 

:VIDPOK_34641
0871: init_jump_table $9007 total_jumps 4 1 @VIDPOK_34748 jumps 0 @VIDPOK_34704 1 @VIDPOK_34715 2 @VIDPOK_34726 3 @VIDPOK_34737 -1 @VIDPOK_34759 -1 @VIDPOK_34759 -1 @VIDPOK_34759 

:VIDPOK_34704
0349: text_draw_style = 0 
0002: jump @VIDPOK_34759 

:VIDPOK_34715
0349: text_draw_style = 1 
0002: jump @VIDPOK_34759 

:VIDPOK_34726
0349: text_draw_style = 2 
0002: jump @VIDPOK_34759 

:VIDPOK_34737
0349: text_draw_style = 3 
0002: jump @VIDPOK_34759 

:VIDPOK_34748
0349: text_draw_style = 0 
0002: jump @VIDPOK_34759 

:VIDPOK_34759
081C: draw_text_outline $9019 $9025 $9031 $9037 255 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.54 1.44 
0340: set_text_draw_color 128 148 178 255 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_width_height 0.54 1.44 
0340: set_text_draw_color 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:VIDPOK_34875
0653: 15@ = stat 81 // float 
00D6: if 
0023:   50.0 > 15@ // floating-point values 
004D: jump_if_false @VIDPOK_34917 
0004: $9200 = 100 // integer values 
0002: jump @VIDPOK_35037 

:VIDPOK_34917
00D6: if 
0023:   150.0 > 15@ // floating-point values 
004D: jump_if_false @VIDPOK_34953 
0004: $9200 = 1000 // integer values 
0002: jump @VIDPOK_35037 

:VIDPOK_34953
00D6: if 
0023:   350.0 > 15@ // floating-point values 
004D: jump_if_false @VIDPOK_34989 
0004: $9200 = 10000 // integer values 
0002: jump @VIDPOK_35037 

:VIDPOK_34989
00D6: if 
0023:   1000.0 > 15@ // floating-point values 
004D: jump_if_false @VIDPOK_35027 
0004: $9200 = 100000 // integer values 
0002: jump @VIDPOK_35037 

:VIDPOK_35027
0004: $9200 = 1000000 // integer values 

:VIDPOK_35037
0051: return 

:VIDPOK_35039
09BD: (unknown) 0 
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 
0459: end_thread_named 'CASHWIN' 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 4 
0391: release_txd_dictionary 
03F0: text_draw_toggle 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0826: toggle_hud 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 
004E: end_thread 

//-------------External script 17 (BLACKJ)---------------

:BLACKJ
03A4: name_thread 'BLACKJ' 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 22@ = 0 // integer values 
0006: 23@ = 0 // integer values 
0006: 24@ = 0 // integer values 
00D6: if 
0039:   3@ == -1 // integer values 
004D: jump_if_false @BLACKJ_193 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 1@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: $9217 = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: $9218 = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: $9208 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 

:BLACKJ_193
0006: 29@ = -99 // integer values 

:BLACKJ_200
0001: wait 0 ms 
00D6: if 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BLACKJ_2463 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_2447 
00D6: if 
0977:   0@ 
004D: jump_if_false @BLACKJ_2431 
00D6: if 
0038:   $9217 == 0 // integer values 
004D: jump_if_false @BLACKJ_2343 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_2327 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @BLACKJ_1076 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BLACKJ_869 
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_366 
04AF: 26@ = unknown_wav_reference 171 
0002: jump @BLACKJ_374 

:BLACKJ_366
04AF: 26@ = unknown_wav_reference 171 

:BLACKJ_374
00D6: if 
8248:   not model 26@ available 
004D: jump_if_false @BLACKJ_395 
0247: request_model 26@ 

:BLACKJ_395
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_426 
04ED: load_animation "CASINO" 

:BLACKJ_426
00D6: if 
0039:   29@ == -99 // integer values 
004D: jump_if_false @BLACKJ_862 
0653: 13@ = stat 81 // float 
00D6: if 
0038:   $9207 == 0 // integer values 
004D: jump_if_false @BLACKJ_675 
00D6: if 
0023:   1.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_511 
0006: 29@ = 100 // integer values 
0006: 30@ = 1 // integer values 
0002: jump @BLACKJ_661 

:BLACKJ_511
00D6: if 
0023:   10.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_554 
0006: 29@ = 1000 // integer values 
0006: 30@ = 10 // integer values 
0002: jump @BLACKJ_661 

:BLACKJ_554
00D6: if 
0023:   100.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_597 
0006: 29@ = 10000 // integer values 
0006: 30@ = 100 // integer values 
0002: jump @BLACKJ_661 

:BLACKJ_597
00D6: if 
0023:   1000.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_643 
0006: 29@ = 100000 // integer values 
0006: 30@ = 1000 // integer values 
0002: jump @BLACKJ_661 

:BLACKJ_643
0006: 29@ = 1000000 // integer values 
0006: 30@ = 10000 // integer values 

:BLACKJ_661
0008: $9207 += 1 // integer values 
0002: jump @BLACKJ_862 

:BLACKJ_675
0209: 10@ = random_int 0 5 
0871: init_jump_table 10@ total_jumps 5 0 @BLACKJ_862 jumps 0 @BLACKJ_747 1 @BLACKJ_768 2 @BLACKJ_790 3 @BLACKJ_812 4 @BLACKJ_837 -1 @BLACKJ_862 -1 @BLACKJ_862 

:BLACKJ_747
0006: 29@ = 100 // integer values 
0006: 30@ = 1 // integer values 
0002: jump @BLACKJ_862 

:BLACKJ_768
0006: 29@ = 1000 // integer values 
0006: 30@ = 10 // integer values 
0002: jump @BLACKJ_862 

:BLACKJ_790
0006: 29@ = 10000 // integer values 
0006: 30@ = 100 // integer values 
0002: jump @BLACKJ_862 

:BLACKJ_812
0006: 29@ = 100000 // integer values 
0006: 30@ = 1000 // integer values 
0002: jump @BLACKJ_862 

:BLACKJ_837
0006: 29@ = 1000000 // integer values 
0006: 30@ = 10000 // integer values 
0002: jump @BLACKJ_862 

:BLACKJ_862
000A: 3@ += 1 // integer values 

:BLACKJ_869
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BLACKJ_920 
00D6: if and
0248:   model 26@ available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_920 
000A: 3@ += 1 // integer values 

:BLACKJ_920
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @BLACKJ_1076 
00D6: if 
856D:   not carcass_of_actor 1@ valid 
004D: jump_if_false @BLACKJ_1062 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.4 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 1@ = create_actor 4 26@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
060B: unknown_actor_use_entity 1@ $1256 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0009: $TEMPVAR_ANGLE += 180.0 // floating-point values 
0173: set_actor 1@ z_angle_to $TEMPVAR_ANGLE 
0249: release_model 26@ 
0A0A: (unknown) 0@ 1 

:BLACKJ_1062
000A: 2@ += 1 // integer values 
0006: 3@ = 0 // integer values 

:BLACKJ_1076
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @BLACKJ_2320 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_2320 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @BLACKJ_2271 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.4 0.0 
00D6: if 
00FF:   actor 1@ 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.4 0.4 2.0 
004D: jump_if_false @BLACKJ_2215 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 -1.5 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 0.5 2.0 
004D: jump_if_false @BLACKJ_2159 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @BLACKJ_2152 
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @BLACKJ_2128 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BLACKJ_1875 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001E:   $BJACK_PLAYER_CASH > 30@ // integer values 
004D: jump_if_false @BLACKJ_1845 
0006: 10@ = 0 // integer values 
0653: 13@ = stat 81 // float 
00D6: if 
0039:   29@ == 1000000 // integer values 
004D: jump_if_false @BLACKJ_1449 
00D6: if 
0023:   1000.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_1442 
00BC: text_highpriority 'GAMBSTA' 5000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
0006: 10@ = 1 // integer values 

:BLACKJ_1442
0002: jump @BLACKJ_1654 

:BLACKJ_1449
00D6: if 
0039:   29@ == 100000 // integer values 
004D: jump_if_false @BLACKJ_1521 
00D6: if 
0023:   100.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_1514 
00BC: text_highpriority 'GAMBSTA' 5000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
0006: 10@ = 1 // integer values 

:BLACKJ_1514
0002: jump @BLACKJ_1654 

:BLACKJ_1521
00D6: if 
0039:   29@ == 10000 // integer values 
004D: jump_if_false @BLACKJ_1591 
00D6: if 
0023:   10.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_1584 
00BC: text_highpriority 'GAMBSTA' 5000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
0006: 10@ = 1 // integer values 

:BLACKJ_1584
0002: jump @BLACKJ_1654 

:BLACKJ_1591
00D6: if 
0039:   29@ == 1000 // integer values 
004D: jump_if_false @BLACKJ_1654 
00D6: if 
0023:   1.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_1654 
00BC: text_highpriority 'GAMBSTA' 5000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
0006: 10@ = 1 // integer values 

:BLACKJ_1654
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_1744 
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @BLACKJ_1701 
00BE: text_clear_all 
03E6: remove_text_box 
0006: 21@ = 0 // integer values 

:BLACKJ_1701
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
008A: $9217 = 0@ // integer values and handles 
0004: $9205 = 0 // integer values 
0006: 22@ = 1 // integer values 
0002: jump @BLACKJ_1838 

:BLACKJ_1744
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_1838 
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_1816 
09D6: (unknown) 1@ 5850 1 1 0 
0967: actor 1@ move_mouth 2000 
0002: jump @BLACKJ_1838 

:BLACKJ_1816
09D6: (unknown) 1@ 5851 1 1 0 
0967: actor 1@ move_mouth 2000 

:BLACKJ_1838
0002: jump @BLACKJ_1868 

:BLACKJ_1845
00BC: text_highpriority 'BJ_2' 5000 ms 1  // ~s~Nem engedheted meg magadnak, hogy ezen a tbln jtssz.
0050: gosub @BLACKJ_18303 

:BLACKJ_1868
0002: jump @BLACKJ_2121 

:BLACKJ_1875
00D6: if 
8039:   not  21@ == 1 // integer values 
004D: jump_if_false @BLACKJ_2121 
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_2121 
0989: (unknown) 200 
0871: init_jump_table 29@ total_jumps 5 0 @BLACKJ_2114 jumps 100 @BLACKJ_2024 1000 @BLACKJ_2042 10000 @BLACKJ_2060 100000 @BLACKJ_2078 1000000 @BLACKJ_2096 -1 @BLACKJ_2114 -1 @BLACKJ_2114 

:BLACKJ_2024
0512: permanent_text_box 'BJ_1A'  // ~k~~VEHICLE_ENTER_EXIT~ Blackjack jtszsa~n~Max tt $100
0002: jump @BLACKJ_2114 

:BLACKJ_2042
0512: permanent_text_box 'BJ_1B'  // ~k~~VEHICLE_ENTER_EXIT~ Blackjack jtszsa~n~Max tt $1,000
0002: jump @BLACKJ_2114 

:BLACKJ_2060
0512: permanent_text_box 'BJ_1C'  // ~k~~VEHICLE_ENTER_EXIT~ Blackjack jtszsa~n~Max tt $10,000
0002: jump @BLACKJ_2114 

:BLACKJ_2078
0512: permanent_text_box 'BJ_1D'  // ~k~~VEHICLE_ENTER_EXIT~ Blackjack jtszsa~n~Max tt $100,000
0002: jump @BLACKJ_2114 

:BLACKJ_2096
0512: permanent_text_box 'BJ_1E'  // ~k~~VEHICLE_ENTER_EXIT~ Blackjack jtszsa~n~Max tt $1,000,000
0002: jump @BLACKJ_2114 

:BLACKJ_2114
0006: 21@ = 1 // integer values 

:BLACKJ_2121
0002: jump @BLACKJ_2152 

:BLACKJ_2128
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @BLACKJ_2152 
0006: 22@ = 0 // integer values 

:BLACKJ_2152
0002: jump @BLACKJ_2208 

:BLACKJ_2159
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @BLACKJ_2208 
03D5: remove_text 'BJ_2'  // ~s~Nem engedheted meg magadnak, hogy ezen a tbln jtssz.
03D5: remove_text 'GAMBSTA'  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
03E6: remove_text_box 
0006: 21@ = 0 // integer values 

:BLACKJ_2208
0002: jump @BLACKJ_2264 

:BLACKJ_2215
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @BLACKJ_2264 
03D5: remove_text 'BJ_2'  // ~s~Nem engedheted meg magadnak, hogy ezen a tbln jtssz.
03D5: remove_text 'GAMBSTA'  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
03E6: remove_text_box 
0006: 21@ = 0 // integer values 

:BLACKJ_2264
0002: jump @BLACKJ_2320 

:BLACKJ_2271
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @BLACKJ_2320 
03D5: remove_text 'BJ_2'  // ~s~Nem engedheted meg magadnak, hogy ezen a tbln jtssz.
03D5: remove_text 'GAMBSTA'  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
03E6: remove_text_box 
0006: 21@ = 0 // integer values 

:BLACKJ_2320
0002: jump @BLACKJ_2336 

:BLACKJ_2327
0050: gosub @BLACKJ_2479 
004E: end_thread 

:BLACKJ_2336
0002: jump @BLACKJ_2424 

:BLACKJ_2343
00D6: if 
003C:   $9217 == 0@ // integer values 
004D: jump_if_false @BLACKJ_2424 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_2424 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @BLACKJ_2410 
0050: gosub @BLACKJ_2533 
0002: jump @BLACKJ_2424 

:BLACKJ_2410
0050: gosub @BLACKJ_34567 
0004: $9217 = 0 // integer values 

:BLACKJ_2424
0002: jump @BLACKJ_2440 

:BLACKJ_2431
0050: gosub @BLACKJ_2479 
004E: end_thread 

:BLACKJ_2440
0002: jump @BLACKJ_2456 

:BLACKJ_2447
0050: gosub @BLACKJ_2479 
004E: end_thread 

:BLACKJ_2456
0002: jump @BLACKJ_2472 

:BLACKJ_2463
0050: gosub @BLACKJ_2479 
004E: end_thread 

:BLACKJ_2472
0002: jump @BLACKJ_200 

:BLACKJ_2479
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_2502 
0A0A: (unknown) 0@ 0 

:BLACKJ_2502
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CASINO" 
000C: $9207 -= 1 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:BLACKJ_2533
00D6: if 
0736:   32 
004D: jump_if_false @BLACKJ_2582 
000A: 31@ += 1 // integer values 
00D6: if 
0019:   31@ > 5 // integer values 
004D: jump_if_false @BLACKJ_2580 
0006: 31@ = 0 // integer values 

:BLACKJ_2580
086A: nop 

:BLACKJ_2582
00D6: if 
0039:   31@ == 1 // integer values 
004D: jump_if_false @BLACKJ_2838 
008A: $9219 = 2@ // integer values and handles 
008A: $9220 = 3@ // integer values and handles 
008A: $9221 = 4@ // integer values and handles 
0084: $9222 = $BJACK_PLAYER_TOTAL1 // integer values and handles 
0084: $9223 = $BJACK_PLAYER_TOTAL1_B // integer values and handles 
0084: $9224 = $BJACK_PLAYER_TOTAL2 // integer values and handles 
0084: $9225 = $BJACK_PLAYER_TOTAL2_B // integer values and handles 
0084: $9226 = $BJACK_DEALER_TOTAL // integer values and handles 
0084: $9227 = $BJACK_DEALER_TOTAL2 // integer values and handles 
065D: $9219 "M_STAGE" // same as 0660 
065D: $9220 "M_GOALS" // same as 0660 
065D: $9221 "M_GOALS2" // same as 0660 
065D: $9222 "PLAYER_TOTAL1" // same as 0660 
065D: $9223 "PLAYER_TOTAL1_B" // same as 0660 
065D: $9224 "PLAYER_TOTAL2" // same as 0660 
065D: $9225 "PLAYER_TOTAL2_B" // same as 0660 
065D: $9226 "DEALER_TOTAL" // same as 0660 
065D: $9227 "DEALER_TOTAL2" // same as 0660 

:BLACKJ_2838
00D6: if 
0039:   31@ == 2 // integer values 
004D: jump_if_false @BLACKJ_3148 
0084: $9219 = $BJACK_PLAYER_CANNOT_SPLIT // integer values and handles 
0084: $9220 = $BJACK_PLAYER_HAS_SPLIT // integer values and handles 
0084: $9221 = $BJACK_PLAYER_CANNOT_DOUBLE // integer values and handles 
0084: $9222 = $BJACK_PLAYER_HAS_DOUBLED1 // integer values and handles 
0084: $9223 = $BJACK_PLAYER_HAS_DOUBLED2 // integer values and handles 
0084: $9224 = $BJACK_PLAYER_HAS_STUCKED1 // integer values and handles 
0084: $9225 = $BJACK_PLAYER_HAS_STUCKED2 // integer values and handles 
0084: $9226 = $BJACK_PLAYER_HAS_HIT1 // integer values and handles 
0084: $9227 = $BJACK_DEALER_HAS_STUCK // integer values and handles 
065D: $9219 "PLAYER_CANNOT_SPLIT" // same as 0660 
065D: $9220 "PLAYER_HAS_SPLIT" // same as 0660 
065D: $9221 "PLAYER_CANNOT_DOUBLE" // same as 0660 
065D: $9222 "PLAYER_HAS_DOUBLED1" // same as 0660 
065D: $9223 "PLAYER_HAS_DOUBLED2" // same as 0660 
065D: $9224 "PLAYER_HAS_STUCK1" // same as 0660 
065D: $9225 "PLAYER_HAS_STUCK2" // same as 0660 
065D: $9226 "PLAYER_HAS_HIT" // same as 0660 
065D: $9227 "DEALER_HAS_STUCK" // same as 0660 

:BLACKJ_3148
00D6: if 
0039:   31@ == 3 // integer values 
004D: jump_if_false @BLACKJ_3441 
0084: $9219 = $BJACK_PLAYER_HAS_QUIT // integer values and handles 
0084: $9220 = $BJACK_PLAYER_HAS_WON1 // integer values and handles 
0084: $9221 = $BJACK_PLAYER_HAS_WON2 // integer values and handles 
0084: $9222 = $BJACK_PLAYER_HAS_INPUT // integer values and handles 
0084: $9223 = $11357 // integer values and handles 
0084: $9224 = $BJACK_DEALER_GOT_ACE // integer values and handles 
0084: $9225 = $BJACK_PLAYER_GOT_ACE1 // integer values and handles 
0084: $9226 = $BJACK_PLAYER_GOT_ACE2 // integer values and handles 
0084: $9227 = $BJACK_PLAYER_GOT_BJACK // integer values and handles 
065D: $9219 "PLAYER_HAS_QUIT" // same as 0660 
065D: $9220 "PLAYER_HAS_WON1" // same as 0660 
065D: $9221 "PLAYER_HAS_WON2" // same as 0660 
065D: $9222 "PLAYER_HAS_INPUT" // same as 0660 
065D: $9223 "DEALER_WINS_BY_DEFAULT" // same as 0660 
065D: $9224 "DEALER_GOT_ACE" // same as 0660 
065D: $9225 "PLAYER_GOT_ACE1" // same as 0660 
065D: $9226 "PLAYER_GOT_ACE2" // same as 0660 
065D: $9227 "PLAYER_GOT_BJ" // same as 0660 

:BLACKJ_3441
00D6: if 
0039:   31@ == 4 // integer values 
004D: jump_if_false @BLACKJ_3679 
0084: $9219 = $BJACK_PLAYER_CASH // integer values and handles 
008A: $9220 = 30@ // integer values and handles 
008A: $9221 = 29@ // integer values and handles 
0084: $9222 = $BJACK_LAST_BET // integer values and handles 
0084: $9223 = $BJACK_BET1 // integer values and handles 
0084: $9224 = $BJACK_BET2 // integer values and handles 
0084: $9225 = $BJACK_BET_STEP // integer values and handles 
0084: $9226 = $BJACK_HALF_BET // integer values and handles 
0084: $9227 = $BJACK_REFUND // integer values and handles 
065D: $9219 "BJ_PLAYERS_CASH" // same as 0660 
065D: $9220 "MIN_BET" // same as 0660 
065D: $9221 "MAX_BET" // same as 0660 
065D: $9222 "BJ_LAST_BET" // same as 0660 
065D: $9223 "BJ_BET1" // same as 0660 
065D: $9224 "BJ_BET2" // same as 0660 
065D: $9225 "BJ_BET_STEP" // same as 0660 
065D: $9226 "BJ_HALF_BET" // same as 0660 
065D: $9227 "BJ_REFUND" // same as 0660 

:BLACKJ_3679
00D6: if 
0039:   31@ == 5 // integer values 
004D: jump_if_false @BLACKJ_3780 
0084: $9219 = $BJACK_PLAYER_GOT_BJACK // integer values and handles 
0084: $9220 = $BJACK_PAYOUT // integer values and handles 
0084: $9221 = $BJACK_INITIAL_STAKE // integer values and handles 
065D: $9219 "PLAYER_GOT_BJ" // same as 0660 
065D: $9220 "BJ_PAYOUT" // same as 0660 
065D: $9221 "BJ_INITIAL_STAKE" // same as 0660 

:BLACKJ_3780
000A: 6@ += 1 // integer values 
00D6: if 
0019:   6@ > 9 // integer values 
004D: jump_if_false @BLACKJ_3812 
0006: 6@ = 0 // integer values 

:BLACKJ_3812
01BD: 7@ = current_time_in_ms 
0085: 9@ = 7@ // integer values and handles 
0062: 9@ -= 8@ // integer values 
0085: 8@ = 7@ // integer values and handles 
00D6: if or
0A2A:   text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
0A2A:   text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
0A2A:   text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
0A2A:   text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_4365 
00D6: if 
8038:   not  $9206 == 1 // integer values 
004D: jump_if_false @BLACKJ_4079 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_4065 
0209: 10@ = random_int 0 3 
0871: init_jump_table 10@ total_jumps 3 0 @BLACKJ_4065 jumps 0 @BLACKJ_4002 1 @BLACKJ_4023 2 @BLACKJ_4044 -1 @BLACKJ_4065 -1 @BLACKJ_4065 -1 @BLACKJ_4065 -1 @BLACKJ_4065 

:BLACKJ_4002
09D6: (unknown) 1@ 5820 1 1 0 
0002: jump @BLACKJ_4065 

:BLACKJ_4023
09D6: (unknown) 1@ 5821 1 1 0 
0002: jump @BLACKJ_4065 

:BLACKJ_4044
09D6: (unknown) 1@ 5822 1 1 0 
0002: jump @BLACKJ_4065 

:BLACKJ_4065
0004: $9206 = 1 // integer values 
0006: 32@ = 0 // integer values 

:BLACKJ_4079
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @BLACKJ_4130 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BLACKJ_4123 
03E6: remove_text_box 
0006: 23@ = 1 // integer values 

:BLACKJ_4123
0002: jump @BLACKJ_4172 

:BLACKJ_4130
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BLACKJ_4172 
00D6: if 
8039:   not  23@ == 0 // integer values 
004D: jump_if_false @BLACKJ_4172 
0006: 23@ = 0 // integer values 

:BLACKJ_4172
00D6: if 
0039:   25@ == 0 // integer values 
004D: jump_if_false @BLACKJ_4223 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @BLACKJ_4216 
03E6: remove_text_box 
0006: 25@ = 1 // integer values 

:BLACKJ_4216
0002: jump @BLACKJ_4265 

:BLACKJ_4223
00D6: if 
80E1:   not key_pressed 0 17 
004D: jump_if_false @BLACKJ_4265 
00D6: if 
8039:   not  25@ == 0 // integer values 
004D: jump_if_false @BLACKJ_4265 
0006: 25@ = 0 // integer values 

:BLACKJ_4265
00D6: if 
0039:   24@ == 0 // integer values 
004D: jump_if_false @BLACKJ_4316 
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @BLACKJ_4309 
03E6: remove_text_box 
0006: 24@ = 1 // integer values 

:BLACKJ_4309
0002: jump @BLACKJ_4358 

:BLACKJ_4316
00D6: if 
80E1:   not key_pressed 0 14 
004D: jump_if_false @BLACKJ_4358 
00D6: if 
8039:   not  24@ == 0 // integer values 
004D: jump_if_false @BLACKJ_4358 
0006: 24@ = 0 // integer values 

:BLACKJ_4358
0002: jump @BLACKJ_4390 

:BLACKJ_4365
00D6: if 
8038:   not  $9206 == 0 // integer values 
004D: jump_if_false @BLACKJ_4390 
0004: $9206 = 0 // integer values 

:BLACKJ_4390
0871: init_jump_table 2@ total_jumps 7 0 @BLACKJ_4551 jumps 0 @BLACKJ_4453 1 @BLACKJ_4467 2 @BLACKJ_4481 3 @BLACKJ_4495 4 @BLACKJ_4509 5 @BLACKJ_4523 6 @BLACKJ_4537 

:BLACKJ_4453
0050: gosub @BLACKJ_5015 
0002: jump @BLACKJ_4551 

:BLACKJ_4467
0050: gosub @BLACKJ_7716 
0002: jump @BLACKJ_4551 

:BLACKJ_4481
0050: gosub @BLACKJ_9615 
0002: jump @BLACKJ_4551 

:BLACKJ_4495
0050: gosub @BLACKJ_10189 
0002: jump @BLACKJ_4551 

:BLACKJ_4509
0050: gosub @BLACKJ_10622 
0002: jump @BLACKJ_4551 

:BLACKJ_4523
0050: gosub @BLACKJ_15357 
0002: jump @BLACKJ_4551 

:BLACKJ_4537
0050: gosub @BLACKJ_15879 
0002: jump @BLACKJ_4551 

:BLACKJ_4551
00D6: if 
0736:   85 
004D: jump_if_false @BLACKJ_4646 
0008: $BJACK_FLAG_CARD_CHEAT += 1 // integer values 
00D6: if 
0018:   $BJACK_FLAG_CARD_CHEAT > 1 // integer values 
004D: jump_if_false @BLACKJ_4626 
0004: $BJACK_FLAG_CARD_CHEAT = 0 // integer values 
0663: write_debug_intvar "CARD_CHEAT_OFF" $BJACK_FLAG_CARD_CHEAT 
0002: jump @BLACKJ_4646 

:BLACKJ_4626
0663: write_debug_intvar "CARD_CHEAT_ON" $BJACK_FLAG_CARD_CHEAT 

:BLACKJ_4646
00D6: if 
8038:   not  $BJACK_FLAG_CARD_CHEAT == 0 // integer values 
004D: jump_if_false @BLACKJ_4792 
00D6: if 
0736:   131 
004D: jump_if_false @BLACKJ_4728 
0008: $9228 += 1 // integer values 
00D6: if 
0018:   $9228 > 52 // integer values 
004D: jump_if_false @BLACKJ_4712 
0004: $9228 = 1 // integer values 

:BLACKJ_4712
0663: write_debug_intvar "NEXT_CARD" $9228 

:BLACKJ_4728
00D6: if 
0736:   130 
004D: jump_if_false @BLACKJ_4792 
000C: $9228 -= 1 // integer values 
00D6: if 
001A:   1 > $9228 // integer values 
004D: jump_if_false @BLACKJ_4776 
0004: $9228 = 52 // integer values 

:BLACKJ_4776
0663: write_debug_intvar "NEXT_CARD" $9228 

:BLACKJ_4792
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @BLACKJ_4966 
00D6: if and
00E1:   key_pressed 0 15 
8039:   not  2@ == 2 // integer values 
004D: jump_if_false @BLACKJ_4959 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_4912 
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_4898 
09D6: (unknown) 1@ 5852 1 1 0 
0002: jump @BLACKJ_4912 

:BLACKJ_4898
09D6: (unknown) 1@ 5853 1 1 0 

:BLACKJ_4912
0006: 5@ = 1 // integer values 
0006: 22@ = 1 // integer values 
00D6: if 
8038:   not  $BJACK_REFUND == 0 // integer values 
004D: jump_if_false @BLACKJ_4952 
0109: player $PLAYER_CHAR money += $BJACK_REFUND 

:BLACKJ_4952
0004: $BJACK_LAST_BET = 0 // integer values 

:BLACKJ_4959
0002: jump @BLACKJ_4990 

:BLACKJ_4966
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @BLACKJ_4990 
0006: 22@ = 0 // integer values 

:BLACKJ_4990
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @BLACKJ_5013 
0006: 5@ = 1 // integer values 

:BLACKJ_5013
0051: return 

:BLACKJ_5015
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BLACKJ_5950 
09BD: (unknown) 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0004: $9325 = 0 // integer values 
0005: $BJACK_CARD_WIDTH = 51.0 // floating-point values 
0005: $BJACK_CARD_HEIGHT = 64.0 // floating-point values 
0005: $9087 = 233.0 // floating-point values 
0005: $9095 = 381.0 // floating-point values 
0005: $9103 = 233.0 // floating-point values 
0005: $9111 = 311.0 // floating-point values 
0005: $9119 = 233.0 // floating-point values 
0005: $9127 = 381.0 // floating-point values 
0005: $BJACK_X_PLAYER_SPRITE = 226.0 // floating-point values 
0005: $BJACK_Y_PLAYER_SPRITE = 60.0 // floating-point values 
0005: $BJACK_BORDER_WIDTH = 6.0 // floating-point values 
0005: $BJACK_X_SCREENPOS = 29.0 // floating-point values 
0005: $BJACK_Y_SCREENPOS = 220.0 // floating-point values 
0871: init_jump_table $154 total_jumps 1 1 @BLACKJ_5271 jumps 3 @BLACKJ_5244 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 

:BLACKJ_5244
0005: $9230 = 173.9799 // floating-point values 
0005: $9257 = 409.0 // floating-point values 
0002: jump @BLACKJ_5298 

:BLACKJ_5271
0005: $9230 = 157.0 // floating-point values 
0005: $9257 = 409.0 // floating-point values 
0002: jump @BLACKJ_5298 

:BLACKJ_5298
0005: $9231 = 36.0 // floating-point values 
0005: $9258 = 240.0 // floating-point values 
0005: $9232 = 36.0 // floating-point values 
0005: $9259 = 260.0 // floating-point values 
0005: $9233 = 36.0 // floating-point values 
0005: $9260 = 290.0 // floating-point values 
0005: $9234 = 36.0 // floating-point values 
0005: $9261 = 310.0 // floating-point values 
0005: $9235 = 36.0 // floating-point values 
0005: $9262 = 340.0 // floating-point values 
0005: $9236 = 36.0 // floating-point values 
0005: $9263 = 360.0 // floating-point values 
0005: $9237 = 29.0 // floating-point values 
0005: $9264 = 220.0 // floating-point values 
0871: init_jump_table $154 total_jumps 4 1 @BLACKJ_5555 jumps 1 @BLACKJ_5528 2 @BLACKJ_5501 3 @BLACKJ_5501 4 @BLACKJ_5501 -1 @BLACKJ_5582 -1 @BLACKJ_5582 -1 @BLACKJ_5582 

:BLACKJ_5501
0005: $9238 = 169.0 // floating-point values 
0005: $9265 = 409.0 // floating-point values 
0002: jump @BLACKJ_5582 

:BLACKJ_5528
0005: $9238 = 177.0 // floating-point values 
0005: $9265 = 409.0 // floating-point values 
0002: jump @BLACKJ_5582 

:BLACKJ_5555
0005: $9238 = 157.0 // floating-point values 
0005: $9265 = 409.0 // floating-point values 
0002: jump @BLACKJ_5582 

:BLACKJ_5582
0005: $9239 = 36.0 // floating-point values 
0005: $9266 = 240.0 // floating-point values 
0005: $9240 = 36.0 // floating-point values 
0005: $9267 = 260.0 // floating-point values 
0005: $9241 = 36.0 // floating-point values 
0005: $9268 = 290.0 // floating-point values 
0005: $9242 = 40.0 // floating-point values 
0005: $9269 = 310.0 // floating-point values 
0005: $9243 = 40.0 // floating-point values 
0005: $9270 = 310.0 // floating-point values 
0005: $9244 = 36.0 // floating-point values 
0005: $9271 = 340.0 // floating-point values 
0005: $9245 = 40.0 // floating-point values 
0005: $9272 = 360.0 // floating-point values 
0005: $9246 = 40.0 // floating-point values 
0005: $9273 = 360.0 // floating-point values 
0005: $9247 = 40.0 // floating-point values 
0005: $9274 = 360.0 // floating-point values 
0005: $9248 = 40.0 // floating-point values 
0005: $9275 = 360.0 // floating-point values 
0005: $9249 = 40.0 // floating-point values 
0005: $9276 = 382.0 // floating-point values 
0005: $9250 = 40.0 // floating-point values 
0005: $9277 = 382.0 // floating-point values 
0005: $9251 = 209.0 // floating-point values 
0005: $9278 = 293.0 // floating-point values 
0005: $9252 = 209.0 // floating-point values 
0005: $9279 = 361.0 // floating-point values 
0005: $9253 = 1.0 // floating-point values 
0005: $9280 = 4.0 // floating-point values 
0005: $9254 = 320.0 // floating-point values 
0005: $9281 = 197.0 // floating-point values 
0005: $9255 = 320.0 // floating-point values 
0005: $9282 = 233.0 // floating-point values 
0050: gosub @BLACKJ_32389 
0247: request_model #BLCK_JACK 
04ED: load_animation "CASINO" 
000A: 3@ += 1 // integer values 

:BLACKJ_5950
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BLACKJ_6000 
00D6: if and
0248:   model #BLCK_JACK available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_6000 
000A: 3@ += 1 // integer values 

:BLACKJ_6000
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @BLACKJ_7552 
03F0: text_draw_toggle 1 
0390: load_txd_dictionary 'LD_CARD' 
038F: request_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: request_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: request_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: request_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: request_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: request_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: request_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: request_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: request_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: request_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: request_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: request_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: request_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: request_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: request_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: request_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: request_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: request_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: request_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: request_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: request_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: request_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: request_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: request_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: request_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: request_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: request_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: request_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: request_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: request_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: request_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: request_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: request_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: request_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: request_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: request_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: request_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: request_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: request_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: request_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: request_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: request_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: request_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: request_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: request_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: request_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: request_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: request_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: request_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: request_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: request_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: request_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: request_texture "CDBACK" as 53 // Load dictionary with 0390 first 
059D: (unknown) 6 
0581: toggle_radar 0 
03AD: set_rubbish 0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.4 0.0 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0009: $TEMPVAR_ANGLE += 180.0 // floating-point values 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.4 // floating-point values 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_6707 
0792: (unknown) 1@ 
00A1: put_actor 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor 1@ z_angle_to $TEMPVAR_ANGLE 

:BLACKJ_6707
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.3192 -1.6334 0.1415 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.4 // floating-point values 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_6798 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@ 

:BLACKJ_6798
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_6911 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.4379 -2.243 1.16 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.2822 -1.3256 0.7939 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 

:BLACKJ_6911
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_7545 
0005: $9216 = -0.14 // floating-point values 
0005: $BJACK_X_CHIP_OFFSET = 0.0 // floating-point values 
0005: $BJACK_Y_CHIP_OFFSET = -0.885 // floating-point values 
0086: $BJACK_Z_CHIP_OFFSET = $9216 // floating-point values only 
0005: $9284 = 0.045 // floating-point values 
0005: $9292 = -0.935 // floating-point values 
0086: $9300 = $9216 // floating-point values only 
0005: $9285 = -0.05 // floating-point values 
0005: $9293 = -0.93 // floating-point values 
0086: $9301 = $9216 // floating-point values only 
0005: $9286 = -0.01 // floating-point values 
0005: $9294 = -0.98 // floating-point values 
0086: $9302 = $9216 // floating-point values only 
0005: $9287 = 0.06 // floating-point values 
0005: $9295 = -0.995 // floating-point values 
0086: $9303 = $9216 // floating-point values only 
0005: $9288 = 0.02 // floating-point values 
0005: $9296 = -1.075 // floating-point values 
0086: $9304 = $9216 // floating-point values only 
0005: $9289 = -0.07 // floating-point values 
0005: $9297 = -1.03 // floating-point values 
0086: $9305 = $9216 // floating-point values only 
0005: $9290 = 0.065 // floating-point values 
0005: $9298 = -1.05 // floating-point values 
0086: $9306 = $9216 // floating-point values only 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $BJACK_X_CHIP_OFFSET $BJACK_Y_CHIP_OFFSET $9216 
029B: $9208 = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208 z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $9284 $9292 $9216 
029B: $9209 = init_object #CHIP_STACK08 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9209 z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $9285 $9293 $9216 
029B: $9210 = init_object #CHIP_STACK09 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9210 z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $9286 $9294 $9216 
029B: $9211 = init_object #CHIP_STACK10 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9211 z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $9287 $9295 $9216 
029B: $9212 = init_object #CHIP_STACK11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9212 z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $9288 $9296 $9216 
029B: $9213 = init_object #CHIP_STACK12 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9213 z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $9289 $9297 $9216 
029B: $9214 = init_object #CHIP_STACK13 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9214 z_angle_to $TEMPVAR_ANGLE 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $9290 $9298 $9216 
029B: $9215 = init_object #CHIP_STACK14 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9215 z_angle_to $TEMPVAR_ANGLE 

:BLACKJ_7545
0006: 3@ = 99 // integer values 

:BLACKJ_7552
00D6: if 
0039:   3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_7714 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_7700 
0209: 10@ = random_int 0 2 
0871: init_jump_table 10@ total_jumps 2 0 @BLACKJ_7700 jumps 0 @BLACKJ_7658 1 @BLACKJ_7679 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 

:BLACKJ_7658
09D6: (unknown) 1@ 5809 1 1 0 
0002: jump @BLACKJ_7700 

:BLACKJ_7679
09D6: (unknown) 1@ 5810 1 1 0 
0002: jump @BLACKJ_7700 

:BLACKJ_7700
000A: 2@ += 1 // integer values 
0006: 3@ = 0 // integer values 

:BLACKJ_7714
0051: return 

:BLACKJ_7716
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BLACKJ_8323 
0004: $9140 = 0 // integer values 
0006: 10@ = 0 // integer values 

:BLACKJ_7748
00D6: if 
001B:   8 > 10@ // integer values 
004D: jump_if_false @BLACKJ_7813 
0004: $9141(10@,8i) = 0 // integer values 
0004: $9149(10@,8i) = 0 // integer values 
0004: $9157(10@,8i) = 0 // integer values 
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_7748 

:BLACKJ_7813
0004: $BJACK_PLAYER_CANNOT_SPLIT = 0 // integer values 
0004: $BJACK_PLAYER_HAS_SPLIT = 0 // integer values 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 0 // integer values 
0004: $BJACK_PLAYER_HAS_DOUBLED1 = 0 // integer values 
0004: $BJACK_PLAYER_HAS_DOUBLED2 = 0 // integer values 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 0 // integer values 
0004: $BJACK_PLAYER_HAS_STUCKED2 = 0 // integer values 
0004: $BJACK_PLAYER_HAS_HIT1 = 0 // integer values 
0004: $BJACK_DEALER_HAS_STUCK = 0 // integer values 
0004: $BJACK_PLAYER_HAS_QUIT = 0 // integer values 
0004: $BJACK_PLAYER_HAS_WON1 = 0 // integer values 
0004: $BJACK_PLAYER_HAS_WON2 = 0 // integer values 
0004: $BJACK_PLAYER_HAS_INPUT = 0 // integer values 
0004: $11357 = 0 // integer values 
0004: $BJACK_PLAYER_TOTAL1 = 0 // integer values 
0004: $BJACK_PLAYER_TOTAL1_B = 0 // integer values 
0004: $BJACK_PLAYER_TOTAL2 = 0 // integer values 
0004: $BJACK_PLAYER_TOTAL2_B = 0 // integer values 
0004: $BJACK_DEALER_TOTAL = 0 // integer values 
0004: $BJACK_DEALER_TOTAL2 = 0 // integer values 
0004: $BJACK_DEALER_GOT_ACE = 0 // integer values 
0004: $BJACK_PLAYER_GOT_ACE1 = 0 // integer values 
0004: $BJACK_PLAYER_GOT_ACE2 = 0 // integer values 
0004: $BJACK_REFUND = 0 // integer values 
00D6: if 
001F:   30@ > $9205 // integer values 
004D: jump_if_false @BLACKJ_8008 
008A: $9205 = 30@ // integer values and handles 

:BLACKJ_8008
0084: $BJACK_BET1 = $9205 // integer values and handles 
0004: $BJACK_BET2 = 0 // integer values 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_8073 
008A: $BJACK_BET1 = 30@ // integer values and handles 

:BLACKJ_8073
00D6: if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_8136 
00BC: text_highpriority 'BJ_2' 5000 ms 1  // ~s~Nem engedheted meg magadnak, hogy ezen a tbln jtssz.
0050: gosub @BLACKJ_18303 
0006: 5@ = 1 // integer values 
0002: jump @BLACKJ_9613 
0002: jump @BLACKJ_8305 

:BLACKJ_8136
008B: 10@ = $BJACK_BET1 // integer values and handles 
0012: 10@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 10@ 
0084: $BJACK_REFUND = $BJACK_BET1 // integer values and handles 
0084: $BJACK_INITIAL_STAKE = $BJACK_BET1 // integer values and handles 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_8305 
0209: 10@ = random_int 0 2 
0871: init_jump_table 10@ total_jumps 2 0 @BLACKJ_8305 jumps 0 @BLACKJ_8263 1 @BLACKJ_8284 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 

:BLACKJ_8263
09D6: (unknown) 1@ 5809 1 1 0 
0002: jump @BLACKJ_8305 

:BLACKJ_8284
09D6: (unknown) 1@ 5810 1 1 0 
0002: jump @BLACKJ_8305 

:BLACKJ_8305
0459: end_thread_named 'CASHWIN' 
000A: 3@ += 1 // integer values 

:BLACKJ_8323
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BLACKJ_9542 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @BLACKJ_9467 
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_8438 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_8438 
0989: (unknown) 200 
0512: permanent_text_box 'BJ_H1'  // ~k~~PED_JUMPING~ Tt emelse~N~~k~~PED_FIREWEAPON~ Tt cskkentse~N~~k~~PED_SPRINT~ Tovbb~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_8438
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @BLACKJ_8887 
00D6: if and
8039:   not  24@ == 1 // integer values 
8039:   not  24@ == -1 // integer values 
004D: jump_if_false @BLACKJ_8836 
00D6: if 
0028:   $BJACK_BET1 >= 10000 // integer values 
004D: jump_if_false @BLACKJ_8537 
0004: $BJACK_BET_STEP = 1000 // integer values 
0002: jump @BLACKJ_8641 

:BLACKJ_8537
00D6: if 
0028:   $BJACK_BET1 >= 1000 // integer values 
004D: jump_if_false @BLACKJ_8570 
0004: $BJACK_BET_STEP = 100 // integer values 
0002: jump @BLACKJ_8641 

:BLACKJ_8570
00D6: if 
0028:   $BJACK_BET1 >= 100 // integer values 
004D: jump_if_false @BLACKJ_8602 
0004: $BJACK_BET_STEP = 10 // integer values 
0002: jump @BLACKJ_8641 

:BLACKJ_8602
00D6: if 
0038:   $BJACK_BET1 == 0 // integer values 
004D: jump_if_false @BLACKJ_8634 
0004: $BJACK_BET_STEP = 2 // integer values 
0002: jump @BLACKJ_8641 

:BLACKJ_8634
0004: $BJACK_BET_STEP = 1 // integer values 

:BLACKJ_8641
00D6: if 
001C:   $BJACK_BET_STEP > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_8668 
0084: $BJACK_BET_STEP = $BJACK_PLAYER_CASH // integer values and handles 

:BLACKJ_8668
008B: 10@ = $BJACK_BET1 // integer values and handles 
005C: 10@ += $BJACK_BET_STEP // integer values 
00D6: if 
001D:   10@ > 29@ // integer values 
004D: jump_if_false @BLACKJ_8719 
008A: $BJACK_BET_STEP = 29@ // integer values and handles 
0060: $BJACK_BET_STEP -= $BJACK_BET1 // integer values 

:BLACKJ_8719
00D6: if 
001A:   0 > $BJACK_BET_STEP // integer values 
004D: jump_if_false @BLACKJ_8744 
0010: $BJACK_BET_STEP *= -1 // integer values 

:BLACKJ_8744
0058: $BJACK_BET1 += $BJACK_BET_STEP // integer values 
0058: $BJACK_REFUND += $BJACK_BET_STEP // integer values 
0058: $BJACK_INITIAL_STAKE += $BJACK_BET_STEP // integer values 
0010: $BJACK_BET_STEP *= -1 // integer values 
0109: player $PLAYER_CHAR money += $BJACK_BET_STEP 
000A: 24@ += 1 // integer values 
00D6: if 
0019:   24@ > 1 // integer values 
004D: jump_if_false @BLACKJ_8822 
0006: 24@ = 2 // integer values 
0002: jump @BLACKJ_8829 

:BLACKJ_8822
0006: 32@ = 0 // integer values 

:BLACKJ_8829
0002: jump @BLACKJ_8880 

:BLACKJ_8836
00D6: if 
0039:   24@ == 1 // integer values 
004D: jump_if_false @BLACKJ_8880 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @BLACKJ_8880 
0006: 24@ = 2 // integer values 

:BLACKJ_8880
0002: jump @BLACKJ_9286 

:BLACKJ_8887
00D6: if 
8039:   not  25@ == 0 // integer values 
004D: jump_if_false @BLACKJ_8912 
0006: 25@ = 0 // integer values 

:BLACKJ_8912
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @BLACKJ_9261 
00D6: if 
8039:   not  25@ == 1 // integer values 
004D: jump_if_false @BLACKJ_9228 
00D6: if 
0018:   $BJACK_BET1 > 10000 // integer values 
004D: jump_if_false @BLACKJ_8981 
0004: $BJACK_BET_STEP = -1000 // integer values 
0002: jump @BLACKJ_9053 

:BLACKJ_8981
00D6: if 
0018:   $BJACK_BET1 > 1000 // integer values 
004D: jump_if_false @BLACKJ_9014 
0004: $BJACK_BET_STEP = -100 // integer values 
0002: jump @BLACKJ_9053 

:BLACKJ_9014
00D6: if 
0018:   $BJACK_BET1 > 100 // integer values 
004D: jump_if_false @BLACKJ_9046 
0004: $BJACK_BET_STEP = -10 // integer values 
0002: jump @BLACKJ_9053 

:BLACKJ_9046
0004: $BJACK_BET_STEP = -1 // integer values 

:BLACKJ_9053
008B: 10@ = $BJACK_BET1 // integer values and handles 
0058: $BJACK_BET1 += $BJACK_BET_STEP // integer values 
00D6: if 
001F:   30@ > $BJACK_BET1 // integer values 
004D: jump_if_false @BLACKJ_9110 
0004: $BJACK_BET1 = 0 // integer values 
008A: $BJACK_BET_STEP = 10@ // integer values and handles 
0010: $BJACK_BET_STEP *= -1 // integer values 

:BLACKJ_9110
00D6: if 
001F:   30@ > $BJACK_BET1 // integer values 
004D: jump_if_false @BLACKJ_9144 
008A: $BJACK_BET1 = 30@ // integer values and handles 
0002: jump @BLACKJ_9175 

:BLACKJ_9144
0010: $BJACK_BET_STEP *= -1 // integer values 
0060: $BJACK_REFUND -= $BJACK_BET_STEP // integer values 
0060: $BJACK_INITIAL_STAKE -= $BJACK_BET_STEP // integer values 
0109: player $PLAYER_CHAR money += $BJACK_BET_STEP 

:BLACKJ_9175
000A: 25@ += 1 // integer values 
00D6: if 
0019:   25@ > 1 // integer values 
004D: jump_if_false @BLACKJ_9214 
0006: 25@ = 2 // integer values 
0002: jump @BLACKJ_9221 

:BLACKJ_9214
0006: 32@ = 0 // integer values 

:BLACKJ_9221
0002: jump @BLACKJ_9254 

:BLACKJ_9228
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @BLACKJ_9254 
0006: 25@ = 2 // integer values 

:BLACKJ_9254
0002: jump @BLACKJ_9286 

:BLACKJ_9261
00D6: if 
8039:   not  25@ == 0 // integer values 
004D: jump_if_false @BLACKJ_9286 
0006: 25@ = 0 // integer values 

:BLACKJ_9286
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @BLACKJ_9404 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BLACKJ_9397 
0084: $9205 = $BJACK_BET1 // integer values and handles 
0623: add $BJACK_BET1 to_stat 35 
008F: 13@ = integer_to_float $BJACK_BET1 
0013: 13@ *= 0.001 // floating-point values 
0624: add 13@ to_stat 81 
0004: $BJACK_REFUND = 0 // integer values 
0084: $BJACK_LAST_BET = $BJACK_BET1 // integer values and handles 
0050: gosub @BLACKJ_24857 
0006: 23@ = 1 // integer values 
0006: 3@ = 99 // integer values 

:BLACKJ_9397
0002: jump @BLACKJ_9428 

:BLACKJ_9404
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BLACKJ_9428 
0006: 23@ = 0 // integer values 

:BLACKJ_9428
0050: gosub @BLACKJ_23204 
00D6: if 
8039:   not  3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_9460 
000A: 3@ += 1 // integer values 

:BLACKJ_9460
0002: jump @BLACKJ_9542 

:BLACKJ_9467
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @BLACKJ_9518 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BLACKJ_9511 
0006: 23@ = 1 // integer values 
00BE: text_clear_all 

:BLACKJ_9511
0002: jump @BLACKJ_9542 

:BLACKJ_9518
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BLACKJ_9542 
0006: 23@ = 0 // integer values 

:BLACKJ_9542
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @BLACKJ_9574 
0050: gosub @BLACKJ_24857 
0006: 3@ = 1 // integer values 

:BLACKJ_9574
00D6: if 
0039:   3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_9613 
0050: gosub @BLACKJ_10563 
0006: 3@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:BLACKJ_9613
0051: return 

:BLACKJ_9615
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BLACKJ_9673 
0050: gosub @BLACKJ_29764 
00D6: if 
8038:   not  $9140 == 0 // integer values 
004D: jump_if_false @BLACKJ_9666 
0084: $9149 = $9140 // integer values and handles 

:BLACKJ_9666
000A: 3@ += 1 // integer values 

:BLACKJ_9673
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BLACKJ_9743 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_9743 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_9743 
000A: 3@ += 1 // integer values 

:BLACKJ_9743
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @BLACKJ_9801 
0050: gosub @BLACKJ_29764 
00D6: if 
8038:   not  $9140 == 0 // integer values 
004D: jump_if_false @BLACKJ_9794 
0084: $9141 = $9140 // integer values and handles 

:BLACKJ_9794
000A: 3@ += 1 // integer values 

:BLACKJ_9801
00D6: if 
0039:   3@ == 3 // integer values 
004D: jump_if_false @BLACKJ_9871 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_9871 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_9871 
000A: 3@ += 1 // integer values 

:BLACKJ_9871
00D6: if 
0039:   3@ == 4 // integer values 
004D: jump_if_false @BLACKJ_9929 
0050: gosub @BLACKJ_29764 
00D6: if 
8038:   not  $9140 == 0 // integer values 
004D: jump_if_false @BLACKJ_9922 
0084: $9150 = $9140 // integer values and handles 

:BLACKJ_9922
000A: 3@ += 1 // integer values 

:BLACKJ_9929
00D6: if 
0039:   3@ == 5 // integer values 
004D: jump_if_false @BLACKJ_9999 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_9999 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_9999 
000A: 3@ += 1 // integer values 

:BLACKJ_9999
00D6: if 
0039:   3@ == 6 // integer values 
004D: jump_if_false @BLACKJ_10057 
0050: gosub @BLACKJ_29764 
00D6: if 
8038:   not  $9140 == 0 // integer values 
004D: jump_if_false @BLACKJ_10050 
0084: $9142 = $9140 // integer values and handles 

:BLACKJ_10050
000A: 3@ += 1 // integer values 

:BLACKJ_10057
00D6: if 
0039:   3@ == 7 // integer values 
004D: jump_if_false @BLACKJ_10127 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_10127 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_10127 
0006: 3@ = 99 // integer values 

:BLACKJ_10127
00D6: if 
0039:   3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_10166 
0006: 21@ = 0 // integer values 
0006: 3@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:BLACKJ_10166
0050: gosub @BLACKJ_31220 
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
0051: return 

:BLACKJ_10189
0050: gosub @BLACKJ_10563 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BLACKJ_10352 
0050: gosub @BLACKJ_31220 
0004: $BJACK_PLAYER_GOT_BJACK = 0 // integer values 
0004: $9189 = 0 // integer values 
00D6: if or
0038:   $BJACK_PLAYER_TOTAL1 == 21 // integer values 
0038:   $BJACK_DEALER_TOTAL == 21 // integer values 
004D: jump_if_false @BLACKJ_10345 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1 == 21 // integer values 
004D: jump_if_false @BLACKJ_10285 
0004: $BJACK_PLAYER_GOT_BJACK = 1 // integer values 

:BLACKJ_10285
00D6: if 
0038:   $BJACK_DEALER_TOTAL == 21 // integer values 
004D: jump_if_false @BLACKJ_10310 
0004: $9189 = 1 // integer values 

:BLACKJ_10310
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 // integer values 
0004: $BJACK_DEALER_HAS_STUCK = 1 // integer values 
000A: 2@ += 2 // integer values 
0006: 3@ = 0 // integer values 
0002: jump @BLACKJ_10352 

:BLACKJ_10345
0006: 3@ = 99 // integer values 

:BLACKJ_10352
00D6: if 
0039:   3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_10398 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 21@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:BLACKJ_10398
0050: gosub @BLACKJ_31220 
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
00D6: if 
0038:   $BJACK_PLAYER_GOT_BJACK == 0 // integer values 
004D: jump_if_false @BLACKJ_10451 
0050: gosub @BLACKJ_18456 
0002: jump @BLACKJ_10561 

:BLACKJ_10451
00D6: if 
8038:   not  $BJACK_DEALER_TOTAL == 21 // integer values 
004D: jump_if_false @BLACKJ_10554 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_10547 
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_10533 
09D6: (unknown) 1@ 5811 1 1 0 
0002: jump @BLACKJ_10547 

:BLACKJ_10533
09D6: (unknown) 1@ 5812 1 1 0 

:BLACKJ_10547
0002: jump @BLACKJ_10561 

:BLACKJ_10554
0050: gosub @BLACKJ_18456 

:BLACKJ_10561
0051: return 

:BLACKJ_10563
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_10620 
03E6: remove_text_box 

:BLACKJ_10620
0051: return 

:BLACKJ_10622
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BLACKJ_12235 
00D6: if 
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_10808 
0084: $9314 = $9149 // integer values and handles 
0050: gosub @BLACKJ_32241 
008B: 10@ = $9315 // integer values and handles 
0084: $9314 = $9150 // integer values and handles 
0050: gosub @BLACKJ_32241 
008B: 11@ = $9315 // integer values and handles 
00D6: if 
003B:   10@ == 11@ // integer values 
004D: jump_if_false @BLACKJ_10762 
00D6: if 
8038:   not  $9151 == 0 // integer values 
004D: jump_if_false @BLACKJ_10755 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_SPLIT = 1 // integer values 

:BLACKJ_10755
0002: jump @BLACKJ_10776 

:BLACKJ_10762
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_SPLIT = 1 // integer values 

:BLACKJ_10776
00D6: if 
8038:   not  $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_10808 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_SPLIT = 1 // integer values 

:BLACKJ_10808
00D6: if 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 // integer values 
004D: jump_if_false @BLACKJ_11140 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_10939 
00D6: if 
8038:   not  $9151 == 0 // integer values 
004D: jump_if_false @BLACKJ_10876 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 // integer values 

:BLACKJ_10876
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_10932 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 // integer values 

:BLACKJ_10932
0002: jump @BLACKJ_11140 

:BLACKJ_10939
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_11052 
00D6: if 
8038:   not  $9151 == 0 // integer values 
004D: jump_if_false @BLACKJ_10989 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 // integer values 

:BLACKJ_10989
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_11045 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 // integer values 

:BLACKJ_11045
0002: jump @BLACKJ_11140 

:BLACKJ_11052
00D6: if 
8038:   not  $9159 == 0 // integer values 
004D: jump_if_false @BLACKJ_11084 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 // integer values 

:BLACKJ_11084
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001C:   $BJACK_BET2 > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_11140 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 // integer values 

:BLACKJ_11140
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_11744 
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 // integer values 
004D: jump_if_false @BLACKJ_11256 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11249 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Lapot kr~N~~k~~PED_SPRINT~ Mutat~N~~k~~PED_JUMPING~ Duplz~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Oszts~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11249
0006: 21@ = 1 // integer values 

:BLACKJ_11256
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 // integer values 
004D: jump_if_false @BLACKJ_11317 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11310 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ t~N~~k~~PED_SPRINT~ Szr~N~~k~~PED_JUMPING~ Dupla~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11310
0006: 21@ = 2 // integer values 

:BLACKJ_11317
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 1 // integer values 
004D: jump_if_false @BLACKJ_11378 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11371 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ t~N~~k~~PED_SPRINT~ Szr~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11371
0006: 21@ = 3 // integer values 

:BLACKJ_11378
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 // integer values 
004D: jump_if_false @BLACKJ_11439 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11432 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ t~N~~k~~PED_SPRINT~ Szr~N~~k~~PED_JUMPING~ Dupla~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11432
0006: 21@ = 2 // integer values 

:BLACKJ_11439
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 1 // integer values 
004D: jump_if_false @BLACKJ_11500 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11493 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ t~N~~k~~PED_SPRINT~ Szr~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11493
0006: 21@ = 3 // integer values 

:BLACKJ_11500
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 // integer values 
004D: jump_if_false @BLACKJ_11561 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11554 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Lapot kr~N~~k~~PED_SPRINT~ Mutat~N~~k~~PED_JUMPING~ Duplz~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Oszts~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11554
0006: 21@ = 1 // integer values 

:BLACKJ_11561
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 1 // integer values 
004D: jump_if_false @BLACKJ_11622 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11615 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ t~N~~k~~PED_SPRINT~ Szr~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11615
0006: 21@ = 3 // integer values 

:BLACKJ_11622
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 // integer values 
004D: jump_if_false @BLACKJ_11683 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11676 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Lapot kr~N~~k~~PED_SPRINT~ Mutat~N~~k~~PED_JUMPING~ Duplz~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Oszts~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11676
0006: 21@ = 1 // integer values 

:BLACKJ_11683
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 // integer values 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 // integer values 
004D: jump_if_false @BLACKJ_11744 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_11737 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ t~N~~k~~PED_SPRINT~ Szr~N~~k~~PED_JUMPING~ Dupla~N~~k~~VEHICLE_ENTER_EXIT~ Kilps

:BLACKJ_11737
0006: 21@ = 2 // integer values 

:BLACKJ_11744
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @BLACKJ_12160 
00D6: if 
0039:   25@ == 0 // integer values 
004D: jump_if_false @BLACKJ_11834 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @BLACKJ_11827 
0004: $BJACK_PLAYER_HAS_HIT1 = 1 // integer values 
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 
0006: 25@ = 1 // integer values 
0002: jump @BLACKJ_12235 

:BLACKJ_11827
0002: jump @BLACKJ_11858 

:BLACKJ_11834
00D6: if 
80E1:   not key_pressed 0 17 
004D: jump_if_false @BLACKJ_11858 
0006: 25@ = 0 // integer values 

:BLACKJ_11858
00D6: if 
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_11939 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_11939 
00D6: if 
00E1:   key_pressed 0 7 
004D: jump_if_false @BLACKJ_11939 
0004: $BJACK_PLAYER_HAS_SPLIT = 1 // integer values 
000A: 3@ += 1 // integer values 
0006: 4@ = 0 // integer values 
0002: jump @BLACKJ_12235 

:BLACKJ_11939
00D6: if 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 // integer values 
004D: jump_if_false @BLACKJ_12027 
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @BLACKJ_12027 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_12006 
0004: $BJACK_PLAYER_HAS_DOUBLED1 = 1 // integer values 
0002: jump @BLACKJ_12013 

:BLACKJ_12006
0004: $BJACK_PLAYER_HAS_DOUBLED2 = 1 // integer values 

:BLACKJ_12013
000A: 3@ += 1 // integer values 
0002: jump @BLACKJ_12235 

:BLACKJ_12027
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @BLACKJ_12129 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BLACKJ_12122 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_12094 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 // integer values 
0002: jump @BLACKJ_12101 

:BLACKJ_12094
0004: $BJACK_PLAYER_HAS_STUCKED2 = 1 // integer values 

:BLACKJ_12101
0006: 23@ = 1 // integer values 
000A: 3@ += 1 // integer values 
0002: jump @BLACKJ_12235 

:BLACKJ_12122
0002: jump @BLACKJ_12153 

:BLACKJ_12129
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BLACKJ_12153 
0006: 23@ = 0 // integer values 

:BLACKJ_12153
0002: jump @BLACKJ_12235 

:BLACKJ_12160
00D6: if 
0039:   25@ == 0 // integer values 
004D: jump_if_false @BLACKJ_12211 
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @BLACKJ_12204 
0006: 25@ = 1 // integer values 
00BE: text_clear_all 

:BLACKJ_12204
0002: jump @BLACKJ_12235 

:BLACKJ_12211
00D6: if 
80E1:   not key_pressed 0 17 
004D: jump_if_false @BLACKJ_12235 
0006: 25@ = 0 // integer values 

:BLACKJ_12235
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BLACKJ_15204 
00D6: if 
0038:   $BJACK_PLAYER_HAS_HIT1 == 1 // integer values 
004D: jump_if_false @BLACKJ_12734 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @BLACKJ_12303 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 // integer values 

:BLACKJ_12303
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @BLACKJ_12373 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_12373 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_12373 
000A: 4@ += 1 // integer values 

:BLACKJ_12373
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @BLACKJ_12702 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_12503 
0006: 10@ = 0 // integer values 

:BLACKJ_12416
00D6: if 
001B:   8 > 10@ // integer values 
004D: jump_if_false @BLACKJ_12496 
00D6: if 
0038:   $9149(10@,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_12482 
0084: $9149(10@,8i) = $9140 // integer values and handles 
0006: 10@ = 8 // integer values 
0006: 4@ = 99 // integer values 

:BLACKJ_12482
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_12416 

:BLACKJ_12496
0002: jump @BLACKJ_12702 

:BLACKJ_12503
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_12615 
0006: 10@ = 0 // integer values 

:BLACKJ_12528
00D6: if 
001B:   8 > 10@ // integer values 
004D: jump_if_false @BLACKJ_12608 
00D6: if 
0038:   $9149(10@,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_12594 
0084: $9149(10@,8i) = $9140 // integer values and handles 
0006: 10@ = 8 // integer values 
0006: 4@ = 99 // integer values 

:BLACKJ_12594
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_12528 

:BLACKJ_12608
0002: jump @BLACKJ_12702 

:BLACKJ_12615
0006: 10@ = 0 // integer values 

:BLACKJ_12622
00D6: if 
001B:   8 > 10@ // integer values 
004D: jump_if_false @BLACKJ_12702 
00D6: if 
0038:   $9157(10@,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_12688 
0084: $9157(10@,8i) = $9140 // integer values and handles 
0006: 10@ = 8 // integer values 
0006: 4@ = 99 // integer values 

:BLACKJ_12688
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_12622 

:BLACKJ_12702
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @BLACKJ_12734 
0004: $BJACK_PLAYER_HAS_HIT1 = 0 // integer values 
0050: gosub @BLACKJ_18456 

:BLACKJ_12734
0006: 10@ = 0 // integer values 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 // integer values 
004D: jump_if_false @BLACKJ_12791 
00D6: if or
0038:   $9157 == 0 // integer values 
0038:   $9150 == 0 // integer values 
004D: jump_if_false @BLACKJ_12791 
0006: 10@ = 1 // integer values 

:BLACKJ_12791
00D6: if and
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 // integer values 
0039:   10@ == 1 // integer values 
004D: jump_if_false @BLACKJ_13266 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @BLACKJ_12943 
008D: $9195 = integer_to_float $BJACK_BET1 
008C: $BJACK_HALF_BET = float_to_integer $9195 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_12936 
0004: $BJACK_PLAYER_HAS_SPLIT = 0 // integer values 
0006: 4@ = 99 // integer values 
00BC: text_highpriority 'BJ_3' 5000 ms 1  // ~s~Nincs elegend pnzed.
0050: gosub @BLACKJ_18303 
0002: jump @BLACKJ_12943 

:BLACKJ_12936
000A: 4@ += 1 // integer values 

:BLACKJ_12943
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @BLACKJ_13045 
0623: add $BJACK_HALF_BET to_stat 35 
008F: 13@ = integer_to_float $BJACK_HALF_BET 
0013: 13@ *= 0.001 // floating-point values 
0624: add 13@ to_stat 81 
0010: $BJACK_HALF_BET *= -1 // integer values 
0109: player $PLAYER_CHAR money += $BJACK_HALF_BET 
0010: $BJACK_HALF_BET *= -1 // integer values 
0058: $BJACK_BET1 += $BJACK_HALF_BET // integer values 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // integer values 
0050: gosub @BLACKJ_23204 
000A: 4@ += 1 // integer values 

:BLACKJ_13045
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @BLACKJ_13100 
0084: $9157 = $9149 // integer values and handles 
0084: $9149 = $9150 // integer values and handles 
0004: $9150 = 0 // integer values 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 // integer values 

:BLACKJ_13100
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @BLACKJ_13178 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_13178 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_13178 
0084: $9150 = $9140 // integer values and handles 
000A: 4@ += 1 // integer values 

:BLACKJ_13178
00D6: if 
0039:   4@ == 4 // integer values 
004D: jump_if_false @BLACKJ_13266 
008D: $9195 = integer_to_float $BJACK_BET1 
0015: $9195 /= 2.0 // floating-point values 
008C: $BJACK_HALF_BET = float_to_integer $9195 
0084: $BJACK_BET1 = $BJACK_HALF_BET // integer values and handles 
0084: $BJACK_BET2 = $BJACK_HALF_BET // integer values and handles 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 0 // integer values 
0050: gosub @BLACKJ_10563 
0050: gosub @BLACKJ_18456 
0006: 4@ = 99 // integer values 

:BLACKJ_13266
00D6: if and
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 // integer values 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 1 // integer values 
0038:   $9158 == 0 // integer values 
004D: jump_if_false @BLACKJ_13472 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @BLACKJ_13330 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 // integer values 

:BLACKJ_13330
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @BLACKJ_13400 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_13400 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_13400 
000A: 4@ += 1 // integer values 

:BLACKJ_13400
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @BLACKJ_13454 
0084: $9158 = $9140 // integer values and handles 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 0 // integer values 
0050: gosub @BLACKJ_10563 
0050: gosub @BLACKJ_18456 
0006: 4@ = 99 // integer values 

:BLACKJ_13454
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @BLACKJ_13472 

:BLACKJ_13472
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_13875 
00D6: if and
0038:   $BJACK_PLAYER_HAS_DOUBLED1 == 1 // integer values 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_13868 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @BLACKJ_13642 
008D: $9195 = integer_to_float $BJACK_BET1 
008C: $BJACK_HALF_BET = float_to_integer $9195 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_13635 
0004: $BJACK_PLAYER_HAS_DOUBLED1 = 0 // integer values 
0006: 4@ = 99 // integer values 
00BC: text_highpriority 'BJ_3' 5000 ms 1  // ~s~Nincs elegend pnzed.
0050: gosub @BLACKJ_18303 
0002: jump @BLACKJ_13642 

:BLACKJ_13635
000A: 4@ += 1 // integer values 

:BLACKJ_13642
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @BLACKJ_13751 
0623: add $BJACK_HALF_BET to_stat 35 
008F: 13@ = integer_to_float $BJACK_HALF_BET 
0013: 13@ *= 0.001 // floating-point values 
0624: add 13@ to_stat 81 
0010: $BJACK_HALF_BET *= -1 // integer values 
0109: player $PLAYER_CHAR money += $BJACK_HALF_BET 
0010: $BJACK_HALF_BET *= -1 // integer values 
0058: $BJACK_BET1 += $BJACK_HALF_BET // integer values 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // integer values 
0050: gosub @BLACKJ_23204 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 // integer values 

:BLACKJ_13751
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @BLACKJ_13821 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_13821 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_13821 
000A: 4@ += 1 // integer values 

:BLACKJ_13821
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @BLACKJ_13868 
0084: $9151 = $9140 // integer values and handles 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 // integer values 
0050: gosub @BLACKJ_18456 
0006: 4@ = 99 // integer values 

:BLACKJ_13868
0002: jump @BLACKJ_14638 

:BLACKJ_13875
00D6: if and
0038:   $BJACK_PLAYER_HAS_DOUBLED1 == 1 // integer values 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_14260 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @BLACKJ_14027 
008D: $9195 = integer_to_float $BJACK_BET1 
008C: $BJACK_HALF_BET = float_to_integer $9195 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_14020 
0004: $BJACK_PLAYER_HAS_DOUBLED1 = 0 // integer values 
00BC: text_highpriority 'BJ_3' 5000 ms 1  // ~s~Nincs elegend pnzed.
0050: gosub @BLACKJ_18303 
0006: 4@ = 99 // integer values 
0002: jump @BLACKJ_14027 

:BLACKJ_14020
000A: 4@ += 1 // integer values 

:BLACKJ_14027
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @BLACKJ_14136 
0623: add $BJACK_HALF_BET to_stat 35 
008F: 13@ = integer_to_float $BJACK_HALF_BET 
0013: 13@ *= 0.001 // floating-point values 
0624: add 13@ to_stat 81 
0010: $BJACK_HALF_BET *= -1 // integer values 
0109: player $PLAYER_CHAR money += $BJACK_HALF_BET 
0010: $BJACK_HALF_BET *= -1 // integer values 
0058: $BJACK_BET1 += $BJACK_HALF_BET // integer values 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // integer values 
0050: gosub @BLACKJ_23204 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 // integer values 

:BLACKJ_14136
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @BLACKJ_14206 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_14206 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_14206 
000A: 4@ += 1 // integer values 

:BLACKJ_14206
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @BLACKJ_14260 
0084: $9151 = $9140 // integer values and handles 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 // integer values 
0050: gosub @BLACKJ_18456 
0006: 4@ = 0 // integer values 
0002: jump @BLACKJ_13266 

:BLACKJ_14260
00D6: if and
0038:   $BJACK_PLAYER_HAS_DOUBLED2 == 1 // integer values 
0038:   $BJACK_PLAYER_HAS_STUCKED2 == 0 // integer values 
004D: jump_if_false @BLACKJ_14638 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @BLACKJ_14412 
008D: $9195 = integer_to_float $BJACK_BET1 
008C: $BJACK_HALF_BET = float_to_integer $9195 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $9200 // integer values 
00D6: if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // integer values 
004D: jump_if_false @BLACKJ_14405 
0004: $BJACK_PLAYER_HAS_DOUBLED2 = 0 // integer values 
0006: 4@ = 99 // integer values 
00BC: text_highpriority 'BJ_3' 5000 ms 1  // ~s~Nincs elegend pnzed.
0050: gosub @BLACKJ_18303 
0002: jump @BLACKJ_14412 

:BLACKJ_14405
000A: 4@ += 1 // integer values 

:BLACKJ_14412
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @BLACKJ_14521 
0623: add $BJACK_HALF_BET to_stat 35 
008F: 13@ = integer_to_float $BJACK_HALF_BET 
0013: 13@ *= 0.001 // floating-point values 
0624: add 13@ to_stat 81 
0010: $BJACK_HALF_BET *= -1 // integer values 
0109: player $PLAYER_CHAR money += $BJACK_HALF_BET 
0010: $BJACK_HALF_BET *= -1 // integer values 
0058: $BJACK_BET2 += $BJACK_HALF_BET // integer values 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // integer values 
0050: gosub @BLACKJ_23204 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 // integer values 

:BLACKJ_14521
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @BLACKJ_14591 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_14591 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_14591 
000A: 4@ += 1 // integer values 

:BLACKJ_14591
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @BLACKJ_14638 
0084: $9159 = $9140 // integer values and handles 
0004: $BJACK_PLAYER_HAS_STUCKED2 = 1 // integer values 
0050: gosub @BLACKJ_18456 
0006: 4@ = 99 // integer values 

:BLACKJ_14638
0050: gosub @BLACKJ_31220 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_14720 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 20 // integer values 
004D: jump_if_false @BLACKJ_14688 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 // integer values 

:BLACKJ_14688
00D6: if 
8038:   not  $9153 == 0 // integer values 
004D: jump_if_false @BLACKJ_14713 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 // integer values 

:BLACKJ_14713
0002: jump @BLACKJ_14866 

:BLACKJ_14720
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_14816 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 20 // integer values 
004D: jump_if_false @BLACKJ_14777 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 // integer values 
0006: 4@ = 0 // integer values 
0002: jump @BLACKJ_13266 

:BLACKJ_14777
00D6: if 
8038:   not  $9153 == 0 // integer values 
004D: jump_if_false @BLACKJ_14816 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 // integer values 
0006: 4@ = 0 // integer values 
0002: jump @BLACKJ_13266 

:BLACKJ_14816
00D6: if 
0018:   $BJACK_PLAYER_TOTAL2 > 20 // integer values 
004D: jump_if_false @BLACKJ_14841 
0004: $BJACK_PLAYER_HAS_STUCKED2 = 1 // integer values 

:BLACKJ_14841
00D6: if 
8038:   not  $9161 == 0 // integer values 
004D: jump_if_false @BLACKJ_14866 
0004: $BJACK_PLAYER_HAS_STUCKED2 = 1 // integer values 

:BLACKJ_14866
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 // integer values 
004D: jump_if_false @BLACKJ_15044 
00D6: if and
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 1 // integer values 
0038:   $BJACK_PLAYER_HAS_STUCKED2 == 1 // integer values 
004D: jump_if_false @BLACKJ_15044 
00D6: if and
0038:   $BJACK_PLAYER_TOTAL1 == 21 // integer values 
0038:   $9151 == 0 // integer values 
004D: jump_if_false @BLACKJ_15012 
00D6: if or
8038:   not  $BJACK_PLAYER_TOTAL2 == 21 // integer values 
8038:   not  $9159 == 0 // integer values 
004D: jump_if_false @BLACKJ_14973 
0004: $BJACK_PLAYER_GOT_BJACK = 2 // integer values 
0002: jump @BLACKJ_15005 

:BLACKJ_14973
00D6: if and
0038:   $BJACK_PLAYER_TOTAL2 == 21 // integer values 
0038:   $9159 == 0 // integer values 
004D: jump_if_false @BLACKJ_15005 
0004: $BJACK_PLAYER_GOT_BJACK = 4 // integer values 

:BLACKJ_15005
0002: jump @BLACKJ_15044 

:BLACKJ_15012
00D6: if and
0038:   $BJACK_PLAYER_TOTAL2 == 21 // integer values 
0038:   $9159 == 0 // integer values 
004D: jump_if_false @BLACKJ_15044 
0004: $BJACK_PLAYER_GOT_BJACK = 3 // integer values 

:BLACKJ_15044
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_15133 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 1 // integer values 
004D: jump_if_false @BLACKJ_15094 
0006: 3@ = 99 // integer values 
0002: jump @BLACKJ_15126 

:BLACKJ_15094
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @BLACKJ_15126 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 

:BLACKJ_15126
0002: jump @BLACKJ_15204 

:BLACKJ_15133
00D6: if and
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 1 // integer values 
0038:   $BJACK_PLAYER_HAS_STUCKED2 == 1 // integer values 
004D: jump_if_false @BLACKJ_15172 
0006: 3@ = 99 // integer values 
0002: jump @BLACKJ_15204 

:BLACKJ_15172
00D6: if 
0039:   4@ == 99 // integer values 
004D: jump_if_false @BLACKJ_15204 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 

:BLACKJ_15204
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 // integer values 
004D: jump_if_false @BLACKJ_15295 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_15271 
0050: gosub @BLACKJ_34152 
033E: text_draw $9251 $9278 'BJ_ARR'  // >
0002: jump @BLACKJ_15295 

:BLACKJ_15271
0050: gosub @BLACKJ_34152 
033E: text_draw $9252 $9279 'BJ_ARR'  // >

:BLACKJ_15295
00D6: if 
0039:   3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_15334 
0050: gosub @BLACKJ_10563 
0006: 3@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:BLACKJ_15334
0050: gosub @BLACKJ_31220 
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
0051: return 

:BLACKJ_15357
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BLACKJ_15510 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_15439 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 21 // integer values 
004D: jump_if_false @BLACKJ_15432 
0004: $BJACK_DEALER_HAS_STUCK = 1 // integer values 
0004: $11357 = 1 // integer values 
0006: 3@ = 99 // integer values 

:BLACKJ_15432
0002: jump @BLACKJ_15485 

:BLACKJ_15439
00D6: if and
0018:   $BJACK_PLAYER_TOTAL1 > 21 // integer values 
0018:   $BJACK_PLAYER_TOTAL2 > 21 // integer values 
004D: jump_if_false @BLACKJ_15485 
0004: $BJACK_DEALER_HAS_STUCK = 1 // integer values 
0004: $11357 = 1 // integer values 
0006: 3@ = 99 // integer values 

:BLACKJ_15485
00D6: if 
8039:   not  3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_15510 
000A: 3@ += 1 // integer values 

:BLACKJ_15510
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BLACKJ_15617 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 16 // integer values 
004D: jump_if_false @BLACKJ_15560 
0004: $BJACK_DEALER_HAS_STUCK = 1 // integer values 
0002: jump @BLACKJ_15567 

:BLACKJ_15560
000A: 3@ += 1 // integer values 

:BLACKJ_15567
00D6: if 
8038:   not  $9145 == 0 // integer values 
004D: jump_if_false @BLACKJ_15592 
0004: $BJACK_DEALER_HAS_STUCK = 1 // integer values 

:BLACKJ_15592
00D6: if 
0038:   $BJACK_DEALER_HAS_STUCK == 1 // integer values 
004D: jump_if_false @BLACKJ_15617 
0006: 3@ = 99 // integer values 

:BLACKJ_15617
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @BLACKJ_15649 
0050: gosub @BLACKJ_29764 
000A: 3@ += 1 // integer values 

:BLACKJ_15649
00D6: if 
0039:   3@ == 3 // integer values 
004D: jump_if_false @BLACKJ_15719 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_15719 
062E: (unknown) 1@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BLACKJ_15719 
000A: 3@ += 1 // integer values 

:BLACKJ_15719
00D6: if 
0039:   3@ == 4 // integer values 
004D: jump_if_false @BLACKJ_15824 
0006: 10@ = 0 // integer values 

:BLACKJ_15744
00D6: if 
001B:   8 > 10@ // integer values 
004D: jump_if_false @BLACKJ_15817 
00D6: if 
0038:   $9141(10@,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_15803 
0084: $9141(10@,8i) = $9140 // integer values and handles 
0006: 10@ = 8 // integer values 

:BLACKJ_15803
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_15744 

:BLACKJ_15817
0006: 3@ = 0 // integer values 

:BLACKJ_15824
00D6: if 
0039:   3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_15856 
000A: 2@ += 1 // integer values 
0006: 3@ = 0 // integer values 

:BLACKJ_15856
0050: gosub @BLACKJ_31220 
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
0051: return 

:BLACKJ_15879
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BLACKJ_17945 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_16141 
00D6: if 
8018:   not  $BJACK_PLAYER_TOTAL1 > 21 // integer values 
004D: jump_if_false @BLACKJ_16134 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 // integer values 
004D: jump_if_false @BLACKJ_15965 
0004: $BJACK_PLAYER_HAS_WON1 = 1 // integer values 
0002: jump @BLACKJ_16134 

:BLACKJ_15965
00D6: if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_DEALER_TOTAL // integer values 
004D: jump_if_false @BLACKJ_15998 
0004: $BJACK_PLAYER_HAS_WON1 = 1 // integer values 
0002: jump @BLACKJ_16134 

:BLACKJ_15998
00D6: if 
003A:   $BJACK_PLAYER_TOTAL1 == $BJACK_DEALER_TOTAL // integer values and handles 
004D: jump_if_false @BLACKJ_16127 
00D6: if 
0038:   $BJACK_PLAYER_GOT_BJACK == 1 // integer values 
004D: jump_if_false @BLACKJ_16081 
00D6: if 
0038:   $9189 == 1 // integer values 
004D: jump_if_false @BLACKJ_16067 
0004: $BJACK_PLAYER_HAS_WON1 = 2 // integer values 
0002: jump @BLACKJ_16074 

:BLACKJ_16067
0004: $BJACK_PLAYER_HAS_WON1 = 1 // integer values 

:BLACKJ_16074
0002: jump @BLACKJ_16120 

:BLACKJ_16081
00D6: if 
0038:   $9189 == 1 // integer values 
004D: jump_if_false @BLACKJ_16113 
0004: $BJACK_PLAYER_HAS_WON1 = 0 // integer values 
0002: jump @BLACKJ_16120 

:BLACKJ_16113
0004: $BJACK_PLAYER_HAS_WON1 = 2 // integer values 

:BLACKJ_16120
0002: jump @BLACKJ_16134 

:BLACKJ_16127
0004: $BJACK_PLAYER_HAS_WON1 = 0 // integer values 

:BLACKJ_16134
0002: jump @BLACKJ_16593 

:BLACKJ_16141
00D6: if 
8018:   not  $BJACK_PLAYER_TOTAL1 > 21 // integer values 
004D: jump_if_false @BLACKJ_16367 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 // integer values 
004D: jump_if_false @BLACKJ_16191 
0004: $BJACK_PLAYER_HAS_WON1 = 1 // integer values 
0002: jump @BLACKJ_16367 

:BLACKJ_16191
00D6: if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_DEALER_TOTAL // integer values 
004D: jump_if_false @BLACKJ_16224 
0004: $BJACK_PLAYER_HAS_WON1 = 1 // integer values 
0002: jump @BLACKJ_16367 

:BLACKJ_16224
00D6: if 
003A:   $BJACK_PLAYER_TOTAL1 == $BJACK_DEALER_TOTAL // integer values and handles 
004D: jump_if_false @BLACKJ_16360 
00D6: if or
0038:   $BJACK_PLAYER_GOT_BJACK == 2 // integer values 
0038:   $BJACK_PLAYER_GOT_BJACK == 4 // integer values 
004D: jump_if_false @BLACKJ_16314 
00D6: if 
0038:   $9189 == 1 // integer values 
004D: jump_if_false @BLACKJ_16300 
0004: $BJACK_PLAYER_HAS_WON1 = 2 // integer values 
0002: jump @BLACKJ_16307 

:BLACKJ_16300
0004: $BJACK_PLAYER_HAS_WON1 = 1 // integer values 

:BLACKJ_16307
0002: jump @BLACKJ_16353 

:BLACKJ_16314
00D6: if 
0038:   $9189 == 1 // integer values 
004D: jump_if_false @BLACKJ_16346 
0004: $BJACK_PLAYER_HAS_WON1 = 0 // integer values 
0002: jump @BLACKJ_16353 

:BLACKJ_16346
0004: $BJACK_PLAYER_HAS_WON1 = 2 // integer values 

:BLACKJ_16353
0002: jump @BLACKJ_16367 

:BLACKJ_16360
0004: $BJACK_PLAYER_HAS_WON1 = 0 // integer values 

:BLACKJ_16367
00D6: if 
8018:   not  $BJACK_PLAYER_TOTAL2 > 21 // integer values 
004D: jump_if_false @BLACKJ_16593 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 // integer values 
004D: jump_if_false @BLACKJ_16417 
0004: $BJACK_PLAYER_HAS_WON2 = 1 // integer values 
0002: jump @BLACKJ_16593 

:BLACKJ_16417
00D6: if 
001C:   $BJACK_PLAYER_TOTAL2 > $BJACK_DEALER_TOTAL // integer values 
004D: jump_if_false @BLACKJ_16450 
0004: $BJACK_PLAYER_HAS_WON2 = 1 // integer values 
0002: jump @BLACKJ_16593 

:BLACKJ_16450
00D6: if 
003A:   $BJACK_PLAYER_TOTAL2 == $BJACK_DEALER_TOTAL // integer values and handles 
004D: jump_if_false @BLACKJ_16586 
00D6: if or
0038:   $BJACK_PLAYER_GOT_BJACK == 3 // integer values 
0038:   $BJACK_PLAYER_GOT_BJACK == 4 // integer values 
004D: jump_if_false @BLACKJ_16540 
00D6: if 
0038:   $9189 == 1 // integer values 
004D: jump_if_false @BLACKJ_16526 
0004: $BJACK_PLAYER_HAS_WON2 = 2 // integer values 
0002: jump @BLACKJ_16533 

:BLACKJ_16526
0004: $BJACK_PLAYER_HAS_WON2 = 1 // integer values 

:BLACKJ_16533
0002: jump @BLACKJ_16579 

:BLACKJ_16540
00D6: if 
0038:   $9189 == 1 // integer values 
004D: jump_if_false @BLACKJ_16572 
0004: $BJACK_PLAYER_HAS_WON2 = 0 // integer values 
0002: jump @BLACKJ_16579 

:BLACKJ_16572
0004: $BJACK_PLAYER_HAS_WON2 = 2 // integer values 

:BLACKJ_16579
0002: jump @BLACKJ_16593 

:BLACKJ_16586
0004: $BJACK_PLAYER_HAS_WON2 = 0 // integer values 

:BLACKJ_16593
0006: 32@ = 0 // integer values 
0004: $BJACK_PAYOUT = 0 // integer values 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_16738 
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON1 == 1 // integer values 
004D: jump_if_false @BLACKJ_16705 
00D6: if 
0038:   $BJACK_PLAYER_GOT_BJACK == 1 // integer values 
004D: jump_if_false @BLACKJ_16683 
0004: $BJACK_PAYOUT = 3 // integer values 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // integer values 
0002: jump @BLACKJ_16698 

:BLACKJ_16683
0004: $BJACK_PAYOUT = 2 // integer values 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // integer values 

:BLACKJ_16698
0002: jump @BLACKJ_16731 

:BLACKJ_16705
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON1 == 2 // integer values 
004D: jump_if_false @BLACKJ_16731 
0084: $BJACK_PAYOUT = $BJACK_BET1 // integer values and handles 

:BLACKJ_16731
0002: jump @BLACKJ_16980 

:BLACKJ_16738
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON1 == 1 // integer values 
004D: jump_if_false @BLACKJ_16825 
00D6: if or
0038:   $BJACK_PLAYER_GOT_BJACK == 2 // integer values 
0038:   $BJACK_PLAYER_GOT_BJACK == 4 // integer values 
004D: jump_if_false @BLACKJ_16803 
0004: $BJACK_PAYOUT = 3 // integer values 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // integer values 
0002: jump @BLACKJ_16818 

:BLACKJ_16803
0004: $BJACK_PAYOUT = 2 // integer values 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // integer values 

:BLACKJ_16818
0002: jump @BLACKJ_16851 

:BLACKJ_16825
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON1 == 2 // integer values 
004D: jump_if_false @BLACKJ_16851 
0084: $BJACK_PAYOUT = $BJACK_BET1 // integer values and handles 

:BLACKJ_16851
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON2 == 1 // integer values 
004D: jump_if_false @BLACKJ_16954 
00D6: if or
0038:   $BJACK_PLAYER_GOT_BJACK == 3 // integer values 
0038:   $BJACK_PLAYER_GOT_BJACK == 4 // integer values 
004D: jump_if_false @BLACKJ_16924 
008B: 10@ = $BJACK_BET2 // integer values and handles 
0012: 10@ *= 3 // integer values 
005E: $BJACK_PAYOUT += 10@ // integer values 
0002: jump @BLACKJ_16947 

:BLACKJ_16924
008B: 10@ = $BJACK_BET2 // integer values and handles 
0012: 10@ *= 2 // integer values 
005E: $BJACK_PAYOUT += 10@ // integer values 

:BLACKJ_16947
0002: jump @BLACKJ_16980 

:BLACKJ_16954
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON2 == 2 // integer values 
004D: jump_if_false @BLACKJ_16980 
0058: $BJACK_PAYOUT += $BJACK_BET2 // integer values 

:BLACKJ_16980
008B: 10@ = $BJACK_PAYOUT // integer values and handles 
0064: 10@ -= $BJACK_INITIAL_STAKE // integer values 
0623: add 10@ to_stat 37 
0109: player $PLAYER_CHAR money += $BJACK_PAYOUT 
004F: create_thread @CASHWIN 10@ 3000 69 
08F8: (unknown) 0 
00D6: if 
0019:   10@ > 0 // integer values 
004D: jump_if_false @BLACKJ_17498 
0627: change_stat 38 to 10@ 
0093: 13@ = integer_to_float 10@ 
0093: 14@ = integer_to_float 29@ 
0073: 13@ /= 14@ // floating-point values 
0008: $9325 += 1 // integer values 
00D6: if 
001A:   5 > $9325 // integer values 
004D: jump_if_false @BLACKJ_17333 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_17326 
00D6: if 
0021:   13@ > 0.8 // floating-point values 
004D: jump_if_false @BLACKJ_17158 
0209: 10@ = random_int 0 4 
0002: jump @BLACKJ_17167 

:BLACKJ_17158
0209: 10@ = random_int 0 3 

:BLACKJ_17167
0871: init_jump_table 10@ total_jumps 4 0 @BLACKJ_17326 jumps 0 @BLACKJ_17230 1 @BLACKJ_17251 2 @BLACKJ_17272 3 @BLACKJ_17293 -1 @BLACKJ_17326 -1 @BLACKJ_17326 -1 @BLACKJ_17326 

:BLACKJ_17230
09D6: (unknown) 1@ 5847 1 1 0 
0002: jump @BLACKJ_17326 

:BLACKJ_17251
09D6: (unknown) 1@ 5848 1 1 0 
0002: jump @BLACKJ_17326 

:BLACKJ_17272
09D6: (unknown) 1@ 5849 1 1 0 
0002: jump @BLACKJ_17326 

:BLACKJ_17293
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_17319 
0947: (unknown) $PLAYER_ACTOR 100 10@ 

:BLACKJ_17319
0002: jump @BLACKJ_17326 

:BLACKJ_17326
0002: jump @BLACKJ_17491 

:BLACKJ_17333
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_17484 
0209: 10@ = random_int 0 3 
0871: init_jump_table 10@ total_jumps 3 0 @BLACKJ_17484 jumps 0 @BLACKJ_17421 1 @BLACKJ_17442 2 @BLACKJ_17463 -1 @BLACKJ_17484 -1 @BLACKJ_17484 -1 @BLACKJ_17484 -1 @BLACKJ_17484 

:BLACKJ_17421
09D6: (unknown) 1@ 5854 1 1 0 
0002: jump @BLACKJ_17484 

:BLACKJ_17442
09D6: (unknown) 1@ 5855 1 1 0 
0002: jump @BLACKJ_17484 

:BLACKJ_17463
09D6: (unknown) 1@ 5856 1 1 0 
0002: jump @BLACKJ_17484 

:BLACKJ_17484
0004: $9325 = 0 // integer values 

:BLACKJ_17491
0002: jump @BLACKJ_17920 

:BLACKJ_17498
0012: 10@ *= -1 // integer values 
0627: change_stat 39 to 10@ 
0012: 10@ *= -1 // integer values 
0004: $9325 = 0 // integer values 
0093: 13@ = integer_to_float 10@ 
0013: 13@ *= -1.0 // floating-point values 
0093: 14@ = integer_to_float 29@ 
0073: 13@ /= 14@ // floating-point values 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_17920 
00D6: if 
001B:   0 > 10@ // integer values 
004D: jump_if_false @BLACKJ_17806 
00D6: if 
0021:   13@ > 0.8 // floating-point values 
004D: jump_if_false @BLACKJ_17631 
0209: 10@ = random_int 0 4 
0002: jump @BLACKJ_17640 

:BLACKJ_17631
0209: 10@ = random_int 0 3 

:BLACKJ_17640
0871: init_jump_table 10@ total_jumps 4 0 @BLACKJ_17799 jumps 0 @BLACKJ_17703 1 @BLACKJ_17724 2 @BLACKJ_17745 3 @BLACKJ_17766 -1 @BLACKJ_17799 -1 @BLACKJ_17799 -1 @BLACKJ_17799 

:BLACKJ_17703
09D6: (unknown) 1@ 5817 1 1 0 
0002: jump @BLACKJ_17799 

:BLACKJ_17724
09D6: (unknown) 1@ 5818 1 1 0 
0002: jump @BLACKJ_17799 

:BLACKJ_17745
09D6: (unknown) 1@ 5819 1 1 0 
0002: jump @BLACKJ_17799 

:BLACKJ_17766
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_17792 
0947: (unknown) $PLAYER_ACTOR 101 10@ 

:BLACKJ_17792
0002: jump @BLACKJ_17799 

:BLACKJ_17799
0002: jump @BLACKJ_17920 

:BLACKJ_17806
0209: 10@ = random_int 0 2 
0871: init_jump_table 10@ total_jumps 2 0 @BLACKJ_17920 jumps 0 @BLACKJ_17878 1 @BLACKJ_17899 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 

:BLACKJ_17878
09D6: (unknown) 1@ 5815 1 1 0 
0002: jump @BLACKJ_17920 

:BLACKJ_17899
09D6: (unknown) 1@ 5816 1 1 0 
0002: jump @BLACKJ_17920 

:BLACKJ_17920
08F8: (unknown) 1 
0004: $BJACK_INITIAL_STAKE = 0 // integer values 
0050: gosub @BLACKJ_23204 
000A: 3@ += 1 // integer values 

:BLACKJ_17945
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BLACKJ_18076 
00D6: if 
0019:   32@ > 3000 // integer values 
004D: jump_if_false @BLACKJ_17996 
000A: 3@ += 1 // integer values 
0002: jump @BLACKJ_18076 

:BLACKJ_17996
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @BLACKJ_18052 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BLACKJ_18045 
0006: 23@ = 1 // integer values 
000A: 3@ += 1 // integer values 

:BLACKJ_18045
0002: jump @BLACKJ_18076 

:BLACKJ_18052
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BLACKJ_18076 
0006: 23@ = 0 // integer values 

:BLACKJ_18076
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @BLACKJ_18108 
0006: 32@ = 0 // integer values 
000A: 3@ += 1 // integer values 

:BLACKJ_18108
00D6: if 
0039:   3@ == 3 // integer values 
004D: jump_if_false @BLACKJ_18248 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BLACKJ_18164 
0006: 23@ = 1 // integer values 
0006: 3@ = 99 // integer values 
0002: jump @BLACKJ_18248 

:BLACKJ_18164
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_18248 
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @BLACKJ_18248 
0989: (unknown) 128 
0512: permanent_text_box 'BJ_H4'  // Nyomj ~k~~PED_SPRINT~-t, a folytatshoz.

:BLACKJ_18248
00D6: if 
0039:   3@ == 99 // integer values 
004D: jump_if_false @BLACKJ_18287 
0050: gosub @BLACKJ_10563 
0006: 2@ = 1 // integer values 
0006: 3@ = 0 // integer values 

:BLACKJ_18287
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
0051: return 

:BLACKJ_18303
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_18454 
0209: 10@ = random_int 0 3 
0871: init_jump_table 10@ total_jumps 3 0 @BLACKJ_18454 jumps 0 @BLACKJ_18391 1 @BLACKJ_18412 2 @BLACKJ_18433 -1 @BLACKJ_18454 -1 @BLACKJ_18454 -1 @BLACKJ_18454 -1 @BLACKJ_18454 

:BLACKJ_18391
09D6: (unknown) 1@ 5823 1 1 0 
0002: jump @BLACKJ_18454 

:BLACKJ_18412
09D6: (unknown) 1@ 5824 1 1 0 
0002: jump @BLACKJ_18454 

:BLACKJ_18433
09D6: (unknown) 1@ 5825 1 1 0 
0002: jump @BLACKJ_18454 

:BLACKJ_18454
0051: return 

:BLACKJ_18456
0050: gosub @BLACKJ_31220 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_21799 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_19594 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1_B == 0 // integer values 
004D: jump_if_false @BLACKJ_19170 
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 18 1 @BLACKJ_19086 jumps 4 @BLACKJ_18708 5 @BLACKJ_18729 6 @BLACKJ_18750 7 @BLACKJ_18771 8 @BLACKJ_18792 9 @BLACKJ_18813 10 @BLACKJ_18834 
0872: jump_table_jumps 11 @BLACKJ_18855 12 @BLACKJ_18876 13 @BLACKJ_18897 14 @BLACKJ_18918 15 @BLACKJ_18939 16 @BLACKJ_18960 17 @BLACKJ_18981 18 @BLACKJ_19002 19 @BLACKJ_19023 
0872: jump_table_jumps 20 @BLACKJ_19044 21 @BLACKJ_19065 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 

:BLACKJ_18708
09D6: (unknown) 1@ 5841 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18729
09D6: (unknown) 1@ 5842 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18750
09D6: (unknown) 1@ 5843 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18771
09D6: (unknown) 1@ 5844 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18792
09D6: (unknown) 1@ 5845 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18813
09D6: (unknown) 1@ 5846 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18834
09D6: (unknown) 1@ 5829 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18855
09D6: (unknown) 1@ 5830 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18876
09D6: (unknown) 1@ 5831 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18897
09D6: (unknown) 1@ 5832 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18918
09D6: (unknown) 1@ 5833 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18939
09D6: (unknown) 1@ 5834 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18960
09D6: (unknown) 1@ 5835 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18981
09D6: (unknown) 1@ 5836 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19002
09D6: (unknown) 1@ 5837 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19023
09D6: (unknown) 1@ 5838 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19044
09D6: (unknown) 1@ 5839 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19065
09D6: (unknown) 1@ 5840 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19086
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_19134 
09D6: (unknown) 1@ 5813 1 1 0 
0002: jump @BLACKJ_19148 

:BLACKJ_19134
09D6: (unknown) 1@ 5814 1 1 0 

:BLACKJ_19148
0002: jump @BLACKJ_19155 

:BLACKJ_19155
0967: actor 1@ move_mouth 1500 
0002: jump @BLACKJ_19587 

:BLACKJ_19170
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 10 1 @BLACKJ_19510 jumps 12 @BLACKJ_19298 13 @BLACKJ_19319 14 @BLACKJ_19340 15 @BLACKJ_19361 16 @BLACKJ_19382 17 @BLACKJ_19403 18 @BLACKJ_19424 
0872: jump_table_jumps 19 @BLACKJ_19445 20 @BLACKJ_19466 21 @BLACKJ_19487 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 

:BLACKJ_19298
09D6: (unknown) 1@ 5801 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19319
09D6: (unknown) 1@ 5802 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19340
09D6: (unknown) 1@ 5803 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19361
09D6: (unknown) 1@ 5804 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19382
09D6: (unknown) 1@ 5805 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19403
09D6: (unknown) 1@ 5806 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19424
09D6: (unknown) 1@ 5807 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19445
09D6: (unknown) 1@ 5808 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19466
09D6: (unknown) 1@ 5800 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19487
09D6: (unknown) 1@ 65535 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19510
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_19558 
09D6: (unknown) 1@ 5813 1 1 0 
0002: jump @BLACKJ_19572 

:BLACKJ_19558
09D6: (unknown) 1@ 5814 1 1 0 

:BLACKJ_19572
0002: jump @BLACKJ_19579 

:BLACKJ_19579
0967: actor 1@ move_mouth 3000 

:BLACKJ_19587
0002: jump @BLACKJ_21799 

:BLACKJ_19594
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_20709 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1_B == 0 // integer values 
004D: jump_if_false @BLACKJ_20285 
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 18 1 @BLACKJ_20201 jumps 4 @BLACKJ_19823 5 @BLACKJ_19844 6 @BLACKJ_19865 7 @BLACKJ_19886 8 @BLACKJ_19907 9 @BLACKJ_19928 10 @BLACKJ_19949 
0872: jump_table_jumps 11 @BLACKJ_19970 12 @BLACKJ_19991 13 @BLACKJ_20012 14 @BLACKJ_20033 15 @BLACKJ_20054 16 @BLACKJ_20075 17 @BLACKJ_20096 18 @BLACKJ_20117 19 @BLACKJ_20138 
0872: jump_table_jumps 20 @BLACKJ_20159 21 @BLACKJ_20180 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 

:BLACKJ_19823
09D6: (unknown) 1@ 5841 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19844
09D6: (unknown) 1@ 5842 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19865
09D6: (unknown) 1@ 5843 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19886
09D6: (unknown) 1@ 5844 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19907
09D6: (unknown) 1@ 5845 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19928
09D6: (unknown) 1@ 5846 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19949
09D6: (unknown) 1@ 5829 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19970
09D6: (unknown) 1@ 5830 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19991
09D6: (unknown) 1@ 5831 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20012
09D6: (unknown) 1@ 5832 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20033
09D6: (unknown) 1@ 5833 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20054
09D6: (unknown) 1@ 5834 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20075
09D6: (unknown) 1@ 5835 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20096
09D6: (unknown) 1@ 5836 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20117
09D6: (unknown) 1@ 5837 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20138
09D6: (unknown) 1@ 5838 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20159
09D6: (unknown) 1@ 5839 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20180
09D6: (unknown) 1@ 5840 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20201
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_20249 
09D6: (unknown) 1@ 5813 1 1 0 
0002: jump @BLACKJ_20263 

:BLACKJ_20249
09D6: (unknown) 1@ 5814 1 1 0 

:BLACKJ_20263
0002: jump @BLACKJ_20270 

:BLACKJ_20270
0967: actor 1@ move_mouth 1500 
0002: jump @BLACKJ_20702 

:BLACKJ_20285
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 10 1 @BLACKJ_20625 jumps 12 @BLACKJ_20413 13 @BLACKJ_20434 14 @BLACKJ_20455 15 @BLACKJ_20476 16 @BLACKJ_20497 17 @BLACKJ_20518 18 @BLACKJ_20539 
0872: jump_table_jumps 19 @BLACKJ_20560 20 @BLACKJ_20581 21 @BLACKJ_20602 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 

:BLACKJ_20413
09D6: (unknown) 1@ 5801 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20434
09D6: (unknown) 1@ 5802 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20455
09D6: (unknown) 1@ 5803 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20476
09D6: (unknown) 1@ 5804 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20497
09D6: (unknown) 1@ 5805 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20518
09D6: (unknown) 1@ 5806 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20539
09D6: (unknown) 1@ 5807 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20560
09D6: (unknown) 1@ 5808 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20581
09D6: (unknown) 1@ 5800 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20602
09D6: (unknown) 1@ 65535 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20625
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_20673 
09D6: (unknown) 1@ 5813 1 1 0 
0002: jump @BLACKJ_20687 

:BLACKJ_20673
09D6: (unknown) 1@ 5814 1 1 0 

:BLACKJ_20687
0002: jump @BLACKJ_20694 

:BLACKJ_20694
0967: actor 1@ move_mouth 3000 

:BLACKJ_20702
0002: jump @BLACKJ_21799 

:BLACKJ_20709
00D6: if 
0038:   $BJACK_PLAYER_TOTAL2_B == 0 // integer values 
004D: jump_if_false @BLACKJ_21382 
0871: init_jump_table $BJACK_PLAYER_TOTAL2 total_jumps 18 1 @BLACKJ_21298 jumps 4 @BLACKJ_20920 5 @BLACKJ_20941 6 @BLACKJ_20962 7 @BLACKJ_20983 8 @BLACKJ_21004 9 @BLACKJ_21025 10 @BLACKJ_21046 
0872: jump_table_jumps 11 @BLACKJ_21067 12 @BLACKJ_21088 13 @BLACKJ_21109 14 @BLACKJ_21130 15 @BLACKJ_21151 16 @BLACKJ_21172 17 @BLACKJ_21193 18 @BLACKJ_21214 19 @BLACKJ_21235 
0872: jump_table_jumps 20 @BLACKJ_21256 21 @BLACKJ_21277 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 

:BLACKJ_20920
09D6: (unknown) 1@ 5841 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_20941
09D6: (unknown) 1@ 5842 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_20962
09D6: (unknown) 1@ 5843 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_20983
09D6: (unknown) 1@ 5844 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21004
09D6: (unknown) 1@ 5845 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21025
09D6: (unknown) 1@ 5846 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21046
09D6: (unknown) 1@ 5829 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21067
09D6: (unknown) 1@ 5830 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21088
09D6: (unknown) 1@ 5831 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21109
09D6: (unknown) 1@ 5832 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21130
09D6: (unknown) 1@ 5833 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21151
09D6: (unknown) 1@ 5834 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21172
09D6: (unknown) 1@ 5835 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21193
09D6: (unknown) 1@ 5836 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21214
09D6: (unknown) 1@ 5837 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21235
09D6: (unknown) 1@ 5838 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21256
09D6: (unknown) 1@ 5839 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21277
09D6: (unknown) 1@ 5840 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21298
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_21346 
09D6: (unknown) 1@ 5813 1 1 0 
0002: jump @BLACKJ_21360 

:BLACKJ_21346
09D6: (unknown) 1@ 5814 1 1 0 

:BLACKJ_21360
0002: jump @BLACKJ_21367 

:BLACKJ_21367
0967: actor 1@ move_mouth 1500 
0002: jump @BLACKJ_21799 

:BLACKJ_21382
0871: init_jump_table $BJACK_PLAYER_TOTAL2 total_jumps 10 1 @BLACKJ_21722 jumps 12 @BLACKJ_21510 13 @BLACKJ_21531 14 @BLACKJ_21552 15 @BLACKJ_21573 16 @BLACKJ_21594 17 @BLACKJ_21615 18 @BLACKJ_21636 
0872: jump_table_jumps 19 @BLACKJ_21657 20 @BLACKJ_21678 21 @BLACKJ_21699 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 

:BLACKJ_21510
09D6: (unknown) 1@ 5801 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21531
09D6: (unknown) 1@ 5802 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21552
09D6: (unknown) 1@ 5803 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21573
09D6: (unknown) 1@ 5804 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21594
09D6: (unknown) 1@ 5805 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21615
09D6: (unknown) 1@ 5806 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21636
09D6: (unknown) 1@ 5807 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21657
09D6: (unknown) 1@ 5808 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21678
09D6: (unknown) 1@ 5800 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21699
09D6: (unknown) 1@ 65535 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21722
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BLACKJ_21770 
09D6: (unknown) 1@ 5813 1 1 0 
0002: jump @BLACKJ_21784 

:BLACKJ_21770
09D6: (unknown) 1@ 5814 1 1 0 

:BLACKJ_21784
0002: jump @BLACKJ_21791 

:BLACKJ_21791
0967: actor 1@ move_mouth 3000 

:BLACKJ_21799
0051: return 
00D6: if 
0736:   67 
004D: jump_if_false @BLACKJ_21866 
0008: $9307 += 1 // integer values 
00D6: if 
0018:   $9307 > 7 // integer values 
004D: jump_if_false @BLACKJ_21848 
0004: $9307 = 0 // integer values 

:BLACKJ_21848
0663: write_debug_intvar "BJ_CHIP_NUM" $9307 

:BLACKJ_21866
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_22185 
00D6: if 
03CA:   object $9208($9307,8i) exists 
004D: jump_if_false @BLACKJ_22185 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset $BJACK_X_CHIP_OFFSET($9307,8f) $BJACK_Y_CHIP_OFFSET($9307,8f) $BJACK_Z_CHIP_OFFSET($9307,8f) 
01BC: put_object $9208($9307,8i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0736:   131 
004D: jump_if_false @BLACKJ_21985 
0009: $BJACK_Z_CHIP_OFFSET($9307,8f) += 0.005 // floating-point values 

:BLACKJ_21985
00D6: if 
0736:   130 
004D: jump_if_false @BLACKJ_22015 
0009: $BJACK_Z_CHIP_OFFSET($9307,8f) += -0.005 // floating-point values 

:BLACKJ_22015
00D6: if 
0736:   128 
004D: jump_if_false @BLACKJ_22045 
0009: $BJACK_X_CHIP_OFFSET($9307,8f) += 0.005 // floating-point values 

:BLACKJ_22045
00D6: if 
0736:   129 
004D: jump_if_false @BLACKJ_22075 
0009: $BJACK_X_CHIP_OFFSET($9307,8f) += -0.005 // floating-point values 

:BLACKJ_22075
00D6: if 
0736:   139 
004D: jump_if_false @BLACKJ_22105 
0009: $BJACK_Y_CHIP_OFFSET($9307,8f) += 0.005 // floating-point values 

:BLACKJ_22105
00D6: if 
0736:   145 
004D: jump_if_false @BLACKJ_22135 
0009: $BJACK_Y_CHIP_OFFSET($9307,8f) += -0.005 // floating-point values 

:BLACKJ_22135
00D6: if 
0736:   69 
004D: jump_if_false @BLACKJ_22160 
0009: $9216 += 0.005 // floating-point values 

:BLACKJ_22160
00D6: if 
0736:   68 
004D: jump_if_false @BLACKJ_22185 
0009: $9216 += -0.005 // floating-point values 

:BLACKJ_22185
00D6: if 
0736:   137 
004D: jump_if_false @BLACKJ_23202 
03A9: write_debug_newline 
05B6: 183 // Debug script. Currently ignored by decompiler
03A9: write_debug_newline 
0006: 10@ = 0 // integer values 

:BLACKJ_22342
00D6: if 
001B:   8 > 10@ // integer values 
004D: jump_if_false @BLACKJ_23202 
05B6: 184 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 10@ 
05B6: 185 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_X_CHIP_OFFSET(10@,8f) 
03A9: write_debug_newline 
05B6: 186 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 10@ 
05B6: 187 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_Y_CHIP_OFFSET(10@,8f) 
03A9: write_debug_newline 
05B6: 188 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 10@ 
05B6: 189 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_Z_CHIP_OFFSET(10@,8f) 
03A9: write_debug_newline 
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_22342 

:BLACKJ_23202
0051: return 

:BLACKJ_23204
008B: 12@ = $BJACK_INITIAL_STAKE // integer values and handles 
0093: 13@ = integer_to_float 12@ 
0017: 13@ /= 1.0 // floating-point values 
00D6: if 
0021:   13@ > 10.0 // floating-point values 
004D: jump_if_false @BLACKJ_23261 
0007: 13@ = 10.0 // floating-point values 

:BLACKJ_23261
0092: 11@ = float_to_integer 13@ 
0093: 14@ = integer_to_float 11@ 
0013: 14@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @BLACKJ_23315 
000B: 14@ += 0.0 // floating-point values 

:BLACKJ_23315
0089: 13@ = $9216 // floating-point values only 
005B: 13@ += 14@ // floating-point values 
0012: 11@ *= -1 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9208 exists 
004D: jump_if_false @BLACKJ_23417 
01BB: store_object $9208 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 13@ 
01BC: put_object $9208 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_23417
0093: 13@ = integer_to_float 12@ 
0017: 13@ /= 5.0 // floating-point values 
00D6: if 
0021:   13@ > 10.0 // floating-point values 
004D: jump_if_false @BLACKJ_23466 
0007: 13@ = 10.0 // floating-point values 

:BLACKJ_23466
0092: 11@ = float_to_integer 13@ 
0093: 14@ = integer_to_float 11@ 
0013: 14@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @BLACKJ_23520 
000B: 14@ += 0.0 // floating-point values 

:BLACKJ_23520
0089: 13@ = $9216 // floating-point values only 
005B: 13@ += 14@ // floating-point values 
0012: 11@ *= -5 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9209 exists 
004D: jump_if_false @BLACKJ_23622 
01BB: store_object $9209 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 13@ 
01BC: put_object $9209 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_23622
0093: 13@ = integer_to_float 12@ 
0017: 13@ /= 10.0 // floating-point values 
00D6: if 
0021:   13@ > 10.0 // floating-point values 
004D: jump_if_false @BLACKJ_23671 
0007: 13@ = 10.0 // floating-point values 

:BLACKJ_23671
0092: 11@ = float_to_integer 13@ 
0093: 14@ = integer_to_float 11@ 
0013: 14@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @BLACKJ_23725 
000B: 14@ += 0.0 // floating-point values 

:BLACKJ_23725
0089: 13@ = $9216 // floating-point values only 
005B: 13@ += 14@ // floating-point values 
0012: 11@ *= -10 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9210 exists 
004D: jump_if_false @BLACKJ_23827 
01BB: store_object $9210 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 13@ 
01BC: put_object $9210 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_23827
0093: 13@ = integer_to_float 12@ 
0017: 13@ /= 50.0 // floating-point values 
00D6: if 
0021:   13@ > 10.0 // floating-point values 
004D: jump_if_false @BLACKJ_23876 
0007: 13@ = 10.0 // floating-point values 

:BLACKJ_23876
0092: 11@ = float_to_integer 13@ 
0093: 14@ = integer_to_float 11@ 
0013: 14@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @BLACKJ_23930 
000B: 14@ += 0.0 // floating-point values 

:BLACKJ_23930
0089: 13@ = $9216 // floating-point values only 
005B: 13@ += 14@ // floating-point values 
0012: 11@ *= -50 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9211 exists 
004D: jump_if_false @BLACKJ_24032 
01BB: store_object $9211 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 13@ 
01BC: put_object $9211 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24032
0093: 13@ = integer_to_float 12@ 
0017: 13@ /= 100.0 // floating-point values 
00D6: if 
0021:   13@ > 10.0 // floating-point values 
004D: jump_if_false @BLACKJ_24081 
0007: 13@ = 10.0 // floating-point values 

:BLACKJ_24081
0092: 11@ = float_to_integer 13@ 
0093: 14@ = integer_to_float 11@ 
0013: 14@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @BLACKJ_24135 
000B: 14@ += 0.0 // floating-point values 

:BLACKJ_24135
0089: 13@ = $9216 // floating-point values only 
005B: 13@ += 14@ // floating-point values 
0012: 11@ *= -100 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9212 exists 
004D: jump_if_false @BLACKJ_24237 
01BB: store_object $9212 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 13@ 
01BC: put_object $9212 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24237
0093: 13@ = integer_to_float 12@ 
0017: 13@ /= 200.0 // floating-point values 
00D6: if 
0021:   13@ > 10.0 // floating-point values 
004D: jump_if_false @BLACKJ_24286 
0007: 13@ = 10.0 // floating-point values 

:BLACKJ_24286
0092: 11@ = float_to_integer 13@ 
0093: 14@ = integer_to_float 11@ 
0013: 14@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @BLACKJ_24340 
000B: 14@ += 0.0 // floating-point values 

:BLACKJ_24340
0089: 13@ = $9216 // floating-point values only 
005B: 13@ += 14@ // floating-point values 
0012: 11@ *= -200 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9213 exists 
004D: jump_if_false @BLACKJ_24443 
01BB: store_object $9213 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 13@ 
01BC: put_object $9213 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24443
0093: 13@ = integer_to_float 12@ 
0017: 13@ /= 500.0 // floating-point values 
00D6: if 
0021:   13@ > 10.0 // floating-point values 
004D: jump_if_false @BLACKJ_24492 
0007: 13@ = 10.0 // floating-point values 

:BLACKJ_24492
0092: 11@ = float_to_integer 13@ 
0093: 14@ = integer_to_float 11@ 
0013: 14@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @BLACKJ_24546 
000B: 14@ += 0.0 // floating-point values 

:BLACKJ_24546
0089: 13@ = $9216 // floating-point values only 
005B: 13@ += 14@ // floating-point values 
0012: 11@ *= -500 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9214 exists 
004D: jump_if_false @BLACKJ_24649 
01BB: store_object $9214 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 13@ 
01BC: put_object $9214 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24649
0093: 13@ = integer_to_float 12@ 
0017: 13@ /= 1000.0 // floating-point values 
00D6: if 
0021:   13@ > 10.0 // floating-point values 
004D: jump_if_false @BLACKJ_24698 
0007: 13@ = 10.0 // floating-point values 

:BLACKJ_24698
0092: 11@ = float_to_integer 13@ 
0093: 14@ = integer_to_float 11@ 
0013: 14@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @BLACKJ_24752 
000B: 14@ += 0.0 // floating-point values 

:BLACKJ_24752
0089: 13@ = $9216 // floating-point values only 
005B: 13@ += 14@ // floating-point values 
0012: 11@ *= -1000 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9215 exists 
004D: jump_if_false @BLACKJ_24855 
01BB: store_object $9215 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 13@ 
01BC: put_object $9215 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24855
0051: return 

:BLACKJ_24857
03E3: (unknown) 0 
0937: (unknown) $BJACK_X_SCREENPOS $BJACK_Y_SCREENPOS $9230 $9257 'BJ_TITL' 2  // Fogads
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $9231 $9258 'BJ_01'  // sszes tt
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number $9232 $9259 'DOLLAR' $BJACK_INITIAL_STAKE  // $~1~
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $9233 $9260 'BJ_02'  // Minimlis tt
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number $9234 $9261 'DOLLAR' 30@  // $~1~
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $9235 $9262 'BJ_03'  // Max tt
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number $9236 $9263 'DOLLAR' 29@  // $~1~
0051: return 

:BLACKJ_25143
03E3: (unknown) 0 
0937: (unknown) $9237 $9264 $9238 $9265 'BJ_TITL' 2  // Fogads
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $9239 $9266 'BJ_01'  // sszes tt
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number $9240 $9267 'DOLLAR' $BJACK_INITIAL_STAKE  // $~1~
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $9241 $9268 'BJ_04'  // Oszt lapja
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
00D6: if 
0019:   2@ > 4 // integer values 
004D: jump_if_false @BLACKJ_25457 
00D6: if 
0038:   $BJACK_DEALER_TOTAL2 == 0 // integer values 
004D: jump_if_false @BLACKJ_25427 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 // integer values 
004D: jump_if_false @BLACKJ_25400 
033E: text_draw $9242 $9269 'BJ_BUST'  // Letartztatni!
0002: jump @BLACKJ_25420 

:BLACKJ_25400
045A: text_draw_1number $9242 $9269 'BJ_0' $BJACK_DEALER_TOTAL  // ~1~

:BLACKJ_25420
0002: jump @BLACKJ_25450 

:BLACKJ_25427
045B: text_draw_2numbers $9243 $9270 'BJ_OR2' $BJACK_DEALER_TOTAL $BJACK_DEALER_TOTAL2  // ~1~ vagy ~1~

:BLACKJ_25450
0002: jump @BLACKJ_25474 

:BLACKJ_25457
033E: text_draw $9242 $9269 'BJ_HIDE'  // ???

:BLACKJ_25474
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw $9244 $9271 'BJ_05'  // Eredmnyed
00D6: if 
0038:   $BJACK_PLAYER_TOTAL2 == 0 // integer values 
004D: jump_if_false @BLACKJ_25674 
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1_B == 0 // integer values 
004D: jump_if_false @BLACKJ_25644 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 21 // integer values 
004D: jump_if_false @BLACKJ_25617 
033E: text_draw $9245 $9272 'BJ_BUST'  // Letartztatni!
0002: jump @BLACKJ_25637 

:BLACKJ_25617
045A: text_draw_1number $9245 $9272 'BJ_0' $BJACK_PLAYER_TOTAL1  // ~1~

:BLACKJ_25637
0002: jump @BLACKJ_25667 

:BLACKJ_25644
045B: text_draw_2numbers $9246 $9273 'BJ_OR2' $BJACK_PLAYER_TOTAL1 $BJACK_PLAYER_TOTAL1_B  // ~1~ vagy ~1~

:BLACKJ_25667
0002: jump @BLACKJ_25940 

:BLACKJ_25674
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1_B == 0 // integer values 
004D: jump_if_false @BLACKJ_25784 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 21 // integer values 
004D: jump_if_false @BLACKJ_25757 
033E: text_draw $9247 $9274 'BJ_BUST'  // Letartztatni!
0002: jump @BLACKJ_25777 

:BLACKJ_25757
045A: text_draw_1number $9247 $9274 'BJ_0' $BJACK_PLAYER_TOTAL1  // ~1~

:BLACKJ_25777
0002: jump @BLACKJ_25807 

:BLACKJ_25784
045B: text_draw_2numbers $9248 $9275 'BJ_OR2' $BJACK_PLAYER_TOTAL1 $BJACK_PLAYER_TOTAL1_B  // ~1~ vagy ~1~

:BLACKJ_25807
0050: gosub @BLACKJ_34042 
03E3: (unknown) 0 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL2_B == 0 // integer values 
004D: jump_if_false @BLACKJ_25917 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL2 > 21 // integer values 
004D: jump_if_false @BLACKJ_25890 
033E: text_draw $9249 $9276 'BJ_BUST'  // Letartztatni!
0002: jump @BLACKJ_25910 

:BLACKJ_25890
045A: text_draw_1number $9249 $9276 'BJ_0' $BJACK_PLAYER_TOTAL2  // ~1~

:BLACKJ_25910
0002: jump @BLACKJ_25940 

:BLACKJ_25917
045B: text_draw_2numbers $9250 $9277 'BJ_OR2' $BJACK_PLAYER_TOTAL2 $BJACK_PLAYER_TOTAL2_B  // ~1~ vagy ~1~

:BLACKJ_25940
0051: return 
00D6: if 
0736:   76 
004D: jump_if_false @BLACKJ_26016 
0008: $9308 += 1 // integer values 
00D6: if 
0018:   $9308 > 26 // integer values 
004D: jump_if_false @BLACKJ_25989 
0004: $9308 = -1 // integer values 

:BLACKJ_25989
0663: write_debug_intvar "SCREEN_POSITION_EDIT" $9308 

:BLACKJ_26016
00D6: if 
0018:   $9308 > -1 // integer values 
004D: jump_if_false @BLACKJ_26154 
00D6: if 
0736:   128 
004D: jump_if_false @BLACKJ_26064 
0009: $BJACK_X_SCREENPOS($9308,27f) += 1.0 // floating-point values 

:BLACKJ_26064
00D6: if 
0736:   129 
004D: jump_if_false @BLACKJ_26094 
0009: $BJACK_X_SCREENPOS($9308,27f) += -1.0 // floating-point values 

:BLACKJ_26094
00D6: if 
0736:   131 
004D: jump_if_false @BLACKJ_26124 
0009: $BJACK_Y_SCREENPOS($9308,27f) += -1.0 // floating-point values 

:BLACKJ_26124
00D6: if 
0736:   130 
004D: jump_if_false @BLACKJ_26154 
0009: $BJACK_Y_SCREENPOS($9308,27f) += 1.0 // floating-point values 

:BLACKJ_26154
00D6: if 
0018:   $9308 > -1 // integer values 
004D: jump_if_false @BLACKJ_26913 
00D6: if 
0736:   137 
004D: jump_if_false @BLACKJ_26913 
03A9: write_debug_newline 
05B6: 190 // Debug script. Currently ignored by decompiler
0006: 10@ = 0 // integer values 

:BLACKJ_26327
00D6: if 
001B:   27 > 10@ // integer values 
004D: jump_if_false @BLACKJ_26911 
03A9: write_debug_newline 
05B6: 191 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 10@ 
05B6: 192 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_X_SCREENPOS(10@,27f) 
03A9: write_debug_newline 
05B6: 193 // Debug script. Currently ignored by decompiler
03A7: write_debug_int 10@ 
05B6: 194 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_Y_SCREENPOS(10@,27f) 
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_26327 

:BLACKJ_26911
03A9: write_debug_newline 

:BLACKJ_26913
0051: return 
00D6: if 
0736:   66 
004D: jump_if_false @BLACKJ_27279 
0008: $9309 += 1 // integer values 
00D6: if 
0018:   $9309 > 7 // integer values 
004D: jump_if_false @BLACKJ_26962 
0004: $9309 = 0 // integer values 

:BLACKJ_26962
00D6: if 
0038:   $9309 == 1 // integer values 
004D: jump_if_false @BLACKJ_26998 
0662: write_debug_message "EDIT_CARD_SIZE" 

:BLACKJ_26998
00D6: if 
0038:   $9309 == 2 // integer values 
004D: jump_if_false @BLACKJ_27041 
0662: write_debug_message "EDIT_CARD_POSITIONS_X" 

:BLACKJ_27041
00D6: if 
0038:   $9309 == 3 // integer values 
004D: jump_if_false @BLACKJ_27091 
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_27091
00D6: if 
0038:   $9309 == 4 // integer values 
004D: jump_if_false @BLACKJ_27142 
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_27142
00D6: if 
0038:   $9309 == 5 // integer values 
004D: jump_if_false @BLACKJ_27192 
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_27192
00D6: if 
0038:   $9309 == 6 // integer values 
004D: jump_if_false @BLACKJ_27240 
0662: write_debug_message "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_27240
00D6: if 
0038:   $9309 == 7 // integer values 
004D: jump_if_false @BLACKJ_27279 
0662: write_debug_message "EDIT_BORDER_WIDTH" 

:BLACKJ_27279
00D6: if 
0038:   $9309 == 1 // integer values 
004D: jump_if_false @BLACKJ_27491 
00D6: if 
0736:   131 
004D: jump_if_false @BLACKJ_27330 
0009: $BJACK_CARD_HEIGHT += 1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27330
00D6: if 
0736:   130 
004D: jump_if_false @BLACKJ_27394 
0009: $BJACK_CARD_HEIGHT += -1.0 // floating-point values 
00D6: if 
0022:   1.0 > $BJACK_CARD_HEIGHT // floating-point values 
004D: jump_if_false @BLACKJ_27387 
0005: $BJACK_CARD_HEIGHT = 1.0 // floating-point values 

:BLACKJ_27387
0050: gosub @BLACKJ_32389 

:BLACKJ_27394
00D6: if 
0736:   128 
004D: jump_if_false @BLACKJ_27427 
0009: $BJACK_CARD_WIDTH += 1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27427
00D6: if 
0736:   129 
004D: jump_if_false @BLACKJ_27491 
0009: $BJACK_CARD_WIDTH += -1.0 // floating-point values 
00D6: if 
0022:   1.0 > $BJACK_CARD_WIDTH // floating-point values 
004D: jump_if_false @BLACKJ_27484 
0005: $BJACK_CARD_WIDTH = 1.0 // floating-point values 

:BLACKJ_27484
0050: gosub @BLACKJ_32389 

:BLACKJ_27491
00D6: if 
0038:   $9309 == 2 // integer values 
004D: jump_if_false @BLACKJ_27615 
00D6: if 
0736:   128 
004D: jump_if_false @BLACKJ_27562 
0009: $9087 += 1.0 // floating-point values 
0009: $9103 += 1.0 // floating-point values 
0009: $9119 += 1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27562
00D6: if 
0736:   129 
004D: jump_if_false @BLACKJ_27615 
0009: $9087 += -1.0 // floating-point values 
0009: $9103 += -1.0 // floating-point values 
0009: $9119 += -1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27615
00D6: if 
0038:   $9309 == 3 // integer values 
004D: jump_if_false @BLACKJ_27699 
00D6: if 
0736:   131 
004D: jump_if_false @BLACKJ_27666 
0009: $9095 += -1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27666
00D6: if 
0736:   130 
004D: jump_if_false @BLACKJ_27699 
0009: $9095 += 1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27699
00D6: if 
0038:   $9309 == 4 // integer values 
004D: jump_if_false @BLACKJ_27783 
00D6: if 
0736:   131 
004D: jump_if_false @BLACKJ_27750 
0009: $9111 += -1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27750
00D6: if 
0736:   130 
004D: jump_if_false @BLACKJ_27783 
0009: $9111 += 1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27783
00D6: if 
0038:   $9309 == 5 // integer values 
004D: jump_if_false @BLACKJ_27867 
00D6: if 
0736:   131 
004D: jump_if_false @BLACKJ_27834 
0009: $9127 += -1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27834
00D6: if 
0736:   130 
004D: jump_if_false @BLACKJ_27867 
0009: $9127 += 1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27867
00D6: if 
0038:   $9309 == 6 // integer values 
004D: jump_if_false @BLACKJ_28017 
00D6: if 
0736:   128 
004D: jump_if_false @BLACKJ_27918 
0009: $BJACK_X_PLAYER_SPRITE += 1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27918
00D6: if 
0736:   129 
004D: jump_if_false @BLACKJ_27951 
0009: $BJACK_X_PLAYER_SPRITE += -1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27951
00D6: if 
0736:   131 
004D: jump_if_false @BLACKJ_27984 
0009: $BJACK_Y_PLAYER_SPRITE += -1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_27984
00D6: if 
0736:   130 
004D: jump_if_false @BLACKJ_28017 
0009: $BJACK_Y_PLAYER_SPRITE += 1.0 // floating-point values 
0050: gosub @BLACKJ_32389 

:BLACKJ_28017
00D6: if 
0038:   $9309 == 7 // integer values 
004D: jump_if_false @BLACKJ_28087 
00D6: if 
0736:   128 
004D: jump_if_false @BLACKJ_28061 
0009: $BJACK_BORDER_WIDTH += 1.0 // floating-point values 

:BLACKJ_28061
00D6: if 
0736:   129 
004D: jump_if_false @BLACKJ_28087 
0009: $BJACK_BORDER_WIDTH += -1.0 // floating-point values 

:BLACKJ_28087
00D6: if 
0018:   $9309 > 0 // integer values 
004D: jump_if_false @BLACKJ_29762 
00D6: if 
0736:   137 
004D: jump_if_false @BLACKJ_29762 
03A9: write_debug_newline 
05B6: 195 // Debug script. Currently ignored by decompiler
03A9: write_debug_newline 
05B6: 196 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_CARD_WIDTH 
03A9: write_debug_newline 
05B6: 197 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_CARD_HEIGHT 
03A9: write_debug_newline 
05B6: 198 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9087 
03A9: write_debug_newline 
05B6: 199 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9095 
03A9: write_debug_newline 
05B6: 200 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9103 
03A9: write_debug_newline 
05B6: 201 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9111 
03A9: write_debug_newline 
05B6: 202 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9119 
03A9: write_debug_newline 
05B6: 203 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9127 
03A9: write_debug_newline 
05B6: 204 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_X_PLAYER_SPRITE 
03A9: write_debug_newline 
05B6: 205 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_Y_PLAYER_SPRITE 
03A9: write_debug_newline 
05B6: 206 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $BJACK_BORDER_WIDTH 
03A9: write_debug_newline 

:BLACKJ_29762
0051: return 

:BLACKJ_29764
00D6: if 
0038:   $BJACK_FLAG_CARD_CHEAT == 0 // integer values 
004D: jump_if_false @BLACKJ_29801 
0004: $9140 = 0 // integer values 
059E: (unknown) $9140 
0002: jump @BLACKJ_29809 

:BLACKJ_29801
0084: $9140 = $9228 // integer values and handles 

:BLACKJ_29809
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_29863 
0605: actor 1@ perform_animation_sequence "DEALONE" from_file "CASINO" 6.0 loop 0 0 0 0 500 ms 

:BLACKJ_29863
0051: return 

:BLACKJ_29865
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @BLACKJ_31218 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_30100 
0089: 13@ = $BJACK_CARD_WIDTH // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $9087 // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 13@ // floating-point values 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_HEIGHT // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $9095 // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 13@ // floating-point values 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_WIDTH // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0089: 17@ = $9091 // floating-point values only 
005B: 17@ += 13@ // floating-point values 
005D: 17@ += $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_HEIGHT // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0089: 18@ = $9099 // floating-point values only 
005B: 18@ += 13@ // floating-point values 
005D: 18@ += $BJACK_BORDER_WIDTH // floating-point values 
03E3: (unknown) 1 
0937: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 17@ 18@ 'DUMMY' 0 
0002: jump @BLACKJ_30297 

:BLACKJ_30100
0089: 13@ = $BJACK_CARD_WIDTH // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $9103 // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 13@ // floating-point values 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_HEIGHT // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $9111 // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 13@ // floating-point values 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_WIDTH // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0089: 17@ = $9123 // floating-point values only 
005B: 17@ += 13@ // floating-point values 
005D: 17@ += $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_HEIGHT // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0089: 18@ = $9131 // floating-point values only 
005B: 18@ += 13@ // floating-point values 
005D: 18@ += $BJACK_BORDER_WIDTH // floating-point values 
03E3: (unknown) 1 
0937: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 17@ 18@ 'DUMMY' 0 

:BLACKJ_30297
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_30549 
0089: 13@ = $BJACK_CARD_WIDTH // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $BJACK_X_PLAYER_SPRITE // floating-point values only 
0067: $TEMPVAR_FLOAT_1 -= 13@ // floating-point values 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_HEIGHT // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $BJACK_Y_PLAYER_SPRITE // floating-point values only 
0067: $TEMPVAR_FLOAT_2 -= 13@ // floating-point values 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_WIDTH // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0089: 17@ = $9075 // floating-point values only 
005B: 17@ += 13@ // floating-point values 
005D: 17@ += $BJACK_BORDER_WIDTH // floating-point values 
0089: 13@ = $BJACK_CARD_HEIGHT // floating-point values only 
0017: 13@ /= 2.0 // floating-point values 
0089: 18@ = $9083 // floating-point values only 
005B: 18@ += 13@ // floating-point values 
005D: 18@ += $BJACK_BORDER_WIDTH // floating-point values 
03E3: (unknown) 1 
0937: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 17@ 18@ 'DUMMY' 0 

:BLACKJ_30549
0004: $9311 = 0 // integer values 

:BLACKJ_30556
00D6: if 
001A:   8 > $9311 // integer values 
004D: jump_if_false @BLACKJ_31218 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_30666 
00D6: if 
8038:   not  $9149($9311,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_30659 
03E3: (unknown) 1 
038D: create_texture $9149($9311,8i) position $9087($9311,8f) $9095($9311,8f) scale $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT color 128 128 128 alpha 255 

:BLACKJ_30659
0002: jump @BLACKJ_30800 

:BLACKJ_30666
00D6: if 
8038:   not  $9149($9311,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_30733 
03E3: (unknown) 1 
038D: create_texture $9149($9311,8i) position $9103($9311,8f) $9111($9311,8f) scale $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT color 128 128 128 alpha 255 

:BLACKJ_30733
00D6: if 
8038:   not  $9157($9311,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_30800 
03E3: (unknown) 1 
038D: create_texture $9157($9311,8i) position $9119($9311,8f) $9127($9311,8f) scale $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT color 128 128 128 alpha 255 

:BLACKJ_30800
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_31199 
00D6: if 
8038:   not  $9141($9311,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_31192 
00D6: if 
0038:   $9311 == 0 // integer values 
004D: jump_if_false @BLACKJ_31147 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 // integer values 
004D: jump_if_false @BLACKJ_31030 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 // integer values 
004D: jump_if_false @BLACKJ_30978 
03E3: (unknown) 1 
038D: create_texture 53 position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) scale $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT color 128 128 128 alpha 255 
0002: jump @BLACKJ_31023 

:BLACKJ_30978
03E3: (unknown) 1 
038D: create_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) scale $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT color 128 128 128 alpha 255 

:BLACKJ_31023
0002: jump @BLACKJ_31140 

:BLACKJ_31030
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED2 == 0 // integer values 
004D: jump_if_false @BLACKJ_31095 
03E3: (unknown) 1 
038D: create_texture 53 position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) scale $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT color 128 128 128 alpha 255 
0002: jump @BLACKJ_31140 

:BLACKJ_31095
03E3: (unknown) 1 
038D: create_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) scale $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT color 128 128 128 alpha 255 

:BLACKJ_31140
0002: jump @BLACKJ_31192 

:BLACKJ_31147
03E3: (unknown) 1 
038D: create_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) scale $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT color 128 128 128 alpha 255 

:BLACKJ_31192
0002: jump @BLACKJ_31204 

:BLACKJ_31199
0989: (unknown) 200 

:BLACKJ_31204
0008: $9311 += 1 // integer values 
0002: jump @BLACKJ_30556 

:BLACKJ_31218
0051: return 

:BLACKJ_31220
0004: $BJACK_DEALER_TOTAL = 0 // integer values 
0004: $BJACK_DEALER_TOTAL2 = 0 // integer values 
0004: $BJACK_PLAYER_TOTAL1 = 0 // integer values 
0004: $BJACK_PLAYER_TOTAL1_B = 0 // integer values 
0004: $BJACK_PLAYER_TOTAL2 = 0 // integer values 
0004: $BJACK_PLAYER_TOTAL2_B = 0 // integer values 
0004: $BJACK_DEALER_GOT_ACE = 0 // integer values 
0004: $BJACK_PLAYER_GOT_ACE1 = 0 // integer values 
0004: $BJACK_PLAYER_GOT_ACE2 = 0 // integer values 
0004: $9312 = 0 // integer values 

:BLACKJ_31290
00D6: if 
001A:   8 > $9312 // integer values 
004D: jump_if_false @BLACKJ_31775 
00D6: if 
8038:   not  $9141($9312,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_31459 
0084: $9313 = $9141($9312,8i) // integer values and handles 
0084: $9314 = $9313 // integer values and handles 
0050: gosub @BLACKJ_32050 
0084: $9313 = $9315 // integer values and handles 
00D6: if 
0038:   $9313 == 1 // integer values 
004D: jump_if_false @BLACKJ_31443 
00D6: if 
0038:   $BJACK_DEALER_GOT_ACE == 0 // integer values 
004D: jump_if_false @BLACKJ_31422 
0008: $BJACK_DEALER_TOTAL += 11 // integer values 
0004: $BJACK_DEALER_GOT_ACE = 1 // integer values 
0002: jump @BLACKJ_31429 

:BLACKJ_31422
0008: $BJACK_DEALER_TOTAL += 1 // integer values 

:BLACKJ_31429
0008: $BJACK_DEALER_TOTAL2 += 1 // integer values 
0002: jump @BLACKJ_31459 

:BLACKJ_31443
0058: $BJACK_DEALER_TOTAL += $9313 // integer values 
0058: $BJACK_DEALER_TOTAL2 += $9313 // integer values 

:BLACKJ_31459
00D6: if 
8038:   not  $9149($9312,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_31610 
0084: $9313 = $9149($9312,8i) // integer values and handles 
0084: $9314 = $9313 // integer values and handles 
0050: gosub @BLACKJ_32050 
0084: $9313 = $9315 // integer values and handles 
00D6: if 
0038:   $9313 == 1 // integer values 
004D: jump_if_false @BLACKJ_31594 
00D6: if 
0038:   $BJACK_PLAYER_GOT_ACE1 == 0 // integer values 
004D: jump_if_false @BLACKJ_31573 
0008: $BJACK_PLAYER_TOTAL1 += 11 // integer values 
0004: $BJACK_PLAYER_GOT_ACE1 = 1 // integer values 
0002: jump @BLACKJ_31580 

:BLACKJ_31573
0008: $BJACK_PLAYER_TOTAL1 += 1 // integer values 

:BLACKJ_31580
0008: $BJACK_PLAYER_TOTAL1_B += 1 // integer values 
0002: jump @BLACKJ_31610 

:BLACKJ_31594
0058: $BJACK_PLAYER_TOTAL1 += $9313 // integer values 
0058: $BJACK_PLAYER_TOTAL1_B += $9313 // integer values 

:BLACKJ_31610
00D6: if 
8038:   not  $9157($9312,8i) == 0 // integer values 
004D: jump_if_false @BLACKJ_31761 
0084: $9313 = $9157($9312,8i) // integer values and handles 
0084: $9314 = $9313 // integer values and handles 
0050: gosub @BLACKJ_32050 
0084: $9313 = $9315 // integer values and handles 
00D6: if 
0038:   $9313 == 1 // integer values 
004D: jump_if_false @BLACKJ_31745 
00D6: if 
0038:   $BJACK_PLAYER_GOT_ACE2 == 0 // integer values 
004D: jump_if_false @BLACKJ_31724 
0008: $BJACK_PLAYER_TOTAL2 += 11 // integer values 
0004: $BJACK_PLAYER_GOT_ACE2 = 1 // integer values 
0002: jump @BLACKJ_31731 

:BLACKJ_31724
0008: $BJACK_PLAYER_TOTAL2 += 1 // integer values 

:BLACKJ_31731
0008: $BJACK_PLAYER_TOTAL2_B += 1 // integer values 
0002: jump @BLACKJ_31761 

:BLACKJ_31745
0058: $BJACK_PLAYER_TOTAL2 += $9313 // integer values 
0058: $BJACK_PLAYER_TOTAL2_B += $9313 // integer values 

:BLACKJ_31761
0008: $9312 += 1 // integer values 
0002: jump @BLACKJ_31290 

:BLACKJ_31775
00D6: if 
001C:   $BJACK_DEALER_TOTAL > $BJACK_DEALER_TOTAL2 // integer values 
004D: jump_if_false @BLACKJ_31859 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 // integer values 
004D: jump_if_false @BLACKJ_31827 
0084: $BJACK_DEALER_TOTAL = $BJACK_DEALER_TOTAL2 // integer values and handles 
0004: $BJACK_DEALER_TOTAL2 = 0 // integer values 

:BLACKJ_31827
00D6: if 
0038:   $BJACK_DEALER_TOTAL == 21 // integer values 
004D: jump_if_false @BLACKJ_31852 
0004: $BJACK_DEALER_TOTAL2 = 0 // integer values 

:BLACKJ_31852
0002: jump @BLACKJ_31866 

:BLACKJ_31859
0004: $BJACK_DEALER_TOTAL2 = 0 // integer values 

:BLACKJ_31866
00D6: if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_PLAYER_TOTAL1_B // integer values 
004D: jump_if_false @BLACKJ_31950 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 21 // integer values 
004D: jump_if_false @BLACKJ_31918 
0084: $BJACK_PLAYER_TOTAL1 = $BJACK_PLAYER_TOTAL1_B // integer values and handles 
0004: $BJACK_PLAYER_TOTAL1_B = 0 // integer values 

:BLACKJ_31918
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1 == 21 // integer values 
004D: jump_if_false @BLACKJ_31943 
0004: $BJACK_PLAYER_TOTAL1_B = 0 // integer values 

:BLACKJ_31943
0002: jump @BLACKJ_31957 

:BLACKJ_31950
0004: $BJACK_PLAYER_TOTAL1_B = 0 // integer values 

:BLACKJ_31957
00D6: if 
001C:   $BJACK_PLAYER_TOTAL2 > $BJACK_PLAYER_TOTAL2_B // integer values 
004D: jump_if_false @BLACKJ_32041 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL2 > 21 // integer values 
004D: jump_if_false @BLACKJ_32009 
0084: $BJACK_PLAYER_TOTAL2 = $BJACK_PLAYER_TOTAL2_B // integer values and handles 
0004: $BJACK_PLAYER_TOTAL2_B = 0 // integer values 

:BLACKJ_32009
00D6: if 
0038:   $BJACK_PLAYER_TOTAL2 == 21 // integer values 
004D: jump_if_false @BLACKJ_32034 
0004: $BJACK_PLAYER_TOTAL2_B = 0 // integer values 

:BLACKJ_32034
0002: jump @BLACKJ_32048 

:BLACKJ_32041
0004: $BJACK_PLAYER_TOTAL2_B = 0 // integer values 

:BLACKJ_32048
0051: return 

:BLACKJ_32050
00D6: if 
001A:   14 > $9314 // integer values 
004D: jump_if_false @BLACKJ_32076 
0084: $9315 = $9314 // integer values and handles 

:BLACKJ_32076
00D6: if and
001A:   27 > $9314 // integer values 
0018:   $9314 > 13 // integer values 
004D: jump_if_false @BLACKJ_32116 
0084: $9315 = $9314 // integer values and handles 
000C: $9315 -= 13 // integer values 

:BLACKJ_32116
00D6: if and
001A:   40 > $9314 // integer values 
0018:   $9314 > 26 // integer values 
004D: jump_if_false @BLACKJ_32156 
0084: $9315 = $9314 // integer values and handles 
000C: $9315 -= 26 // integer values 

:BLACKJ_32156
00D6: if and
001A:   53 > $9314 // integer values 
0018:   $9314 > 39 // integer values 
004D: jump_if_false @BLACKJ_32196 
0084: $9315 = $9314 // integer values and handles 
000C: $9315 -= 39 // integer values 

:BLACKJ_32196
00D6: if 
001A:   14 > $9315 // integer values 
004D: jump_if_false @BLACKJ_32239 
00D6: if 
0018:   $9315 > 10 // integer values 
004D: jump_if_false @BLACKJ_32239 
0004: $9315 = 10 // integer values 

:BLACKJ_32239
0051: return 

:BLACKJ_32241
00D6: if 
001A:   14 > $9314 // integer values 
004D: jump_if_false @BLACKJ_32267 
0084: $9315 = $9314 // integer values and handles 

:BLACKJ_32267
00D6: if and
001A:   27 > $9314 // integer values 
0018:   $9314 > 13 // integer values 
004D: jump_if_false @BLACKJ_32307 
0084: $9315 = $9314 // integer values and handles 
000C: $9315 -= 13 // integer values 

:BLACKJ_32307
00D6: if and
001A:   40 > $9314 // integer values 
0018:   $9314 > 26 // integer values 
004D: jump_if_false @BLACKJ_32347 
0084: $9315 = $9314 // integer values and handles 
000C: $9315 -= 26 // integer values 

:BLACKJ_32347
00D6: if and
001A:   53 > $9314 // integer values 
0018:   $9314 > 39 // integer values 
004D: jump_if_false @BLACKJ_32387 
0084: $9315 = $9314 // integer values and handles 
000C: $9315 -= 39 // integer values 

:BLACKJ_32387
0051: return 

:BLACKJ_32389
0086: $9119 = $9087 // floating-point values only 
0086: $9127 = $9095 // floating-point values only 
0086: $9103 = $9087 // floating-point values only 
0086: $9111 = $9095 // floating-point values only 
0061: $9111 -= $BJACK_CARD_HEIGHT // floating-point values 
0061: $9111 -= $BJACK_BORDER_WIDTH // floating-point values 
0006: 10@ = 0 // integer values 

:BLACKJ_32444
00D6: if 
001B:   8 > 10@ // integer values 
004D: jump_if_false @BLACKJ_32773 
00D6: if 
001B:   5 > 10@ // integer values 
004D: jump_if_false @BLACKJ_32663 
0086: $9137 = $BJACK_CARD_WIDTH // floating-point values only 
0059: $9137 += $BJACK_BORDER_WIDTH // floating-point values 
0091: $9139 = integer_to_float 10@ 
0069: $9139 *= $9137 // floating-point values 
0086: $9087(10@,8f) = $9087 // floating-point values only 
0059: $9087(10@,8f) += $9139 // floating-point values 
0086: $9095(10@,8f) = $9095 // floating-point values only 
0086: $9103(10@,8f) = $9103 // floating-point values only 
0059: $9103(10@,8f) += $9139 // floating-point values 
0086: $9111(10@,8f) = $9111 // floating-point values only 
0086: $9119(10@,8f) = $9119 // floating-point values only 
0059: $9119(10@,8f) += $9139 // floating-point values 
0086: $9127(10@,8f) = $9127 // floating-point values only 
0086: $BJACK_X_PLAYER_SPRITE(10@,8f) = $BJACK_X_PLAYER_SPRITE // floating-point values only 
0059: $BJACK_X_PLAYER_SPRITE(10@,8f) += $9139 // floating-point values 
0086: $BJACK_Y_PLAYER_SPRITE(10@,8f) = $BJACK_Y_PLAYER_SPRITE // floating-point values only 
0002: jump @BLACKJ_32759 

:BLACKJ_32663
0086: $9087(10@,8f) = $9091 // floating-point values only 
0086: $9095(10@,8f) = $9099 // floating-point values only 
0086: $9103(10@,8f) = $9107 // floating-point values only 
0086: $9111(10@,8f) = $9115 // floating-point values only 
0086: $9119(10@,8f) = $9123 // floating-point values only 
0086: $9127(10@,8f) = $9131 // floating-point values only 
0086: $BJACK_X_PLAYER_SPRITE(10@,8f) = $9075 // floating-point values only 
0086: $BJACK_Y_PLAYER_SPRITE(10@,8f) = $9083 // floating-point values only 

:BLACKJ_32759
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_32444 

:BLACKJ_32773
0051: return 
0454: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_32824 
01BB: store_object 0@ position_to $9316 $9317 $9318 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 

:BLACKJ_32824
0011: $TEMPVAR_ANGLE *= -1.0 // floating-point values 
02F7: 13@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
02F6: 14@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0086: $9319 = $TEMPVAR_FLOAT_1 // floating-point values only 
0061: $9319 -= $9316 // floating-point values 
0086: $9320 = $TEMPVAR_FLOAT_2 // floating-point values only 
0061: $9320 -= $9317 // floating-point values 
0086: $9321 = $TEMPVAR_FLOAT_3 // floating-point values only 
0061: $9321 -= $9318 // floating-point values 
0086: $9322 = $9319 // floating-point values only 
006D: $9322 *= 13@ // floating-point values 
0086: $9324 = $9320 // floating-point values only 
006D: $9324 *= 14@ // floating-point values 
0061: $9322 -= $9324 // floating-point values 
0086: $9323 = $9319 // floating-point values only 
006D: $9323 *= 14@ // floating-point values 
0086: $9324 = $9320 // floating-point values only 
006D: $9324 *= 13@ // floating-point values 
0059: $9323 += $9324 // floating-point values 
03A9: write_debug_newline 
05B6: 207 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0463: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $9319 = $TEMPVAR_FLOAT_1 // floating-point values only 
0061: $9319 -= $9316 // floating-point values 
0086: $9320 = $TEMPVAR_FLOAT_2 // floating-point values only 
0061: $9320 -= $9317 // floating-point values 
0086: $9321 = $TEMPVAR_FLOAT_3 // floating-point values only 
0061: $9321 -= $9318 // floating-point values 
0086: $9322 = $9319 // floating-point values only 
006D: $9322 *= 13@ // floating-point values 
0086: $9324 = $9320 // floating-point values only 
006D: $9324 *= 14@ // floating-point values 
0061: $9322 -= $9324 // floating-point values 
0086: $9323 = $9319 // floating-point values only 
006D: $9323 *= 14@ // floating-point values 
0086: $9324 = $9320 // floating-point values only 
006D: $9324 *= 13@ // floating-point values 
0059: $9323 += $9324 // floating-point values 
03A9: write_debug_newline 
05B6: 208 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0051: return 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_33465 
01BB: store_object 0@ position_to $9316 $9317 $9318 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 

:BLACKJ_33465
0011: $TEMPVAR_ANGLE *= -1.0 // floating-point values 
02F7: 13@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
02F6: 14@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0086: $9319 = $TEMPVAR_FLOAT_1 // floating-point values only 
0061: $9319 -= $9316 // floating-point values 
0086: $9320 = $TEMPVAR_FLOAT_2 // floating-point values only 
0061: $9320 -= $9317 // floating-point values 
0086: $9321 = $TEMPVAR_FLOAT_3 // floating-point values only 
0061: $9321 -= $9318 // floating-point values 
0086: $9322 = $9319 // floating-point values only 
006D: $9322 *= 13@ // floating-point values 
0086: $9324 = $9320 // floating-point values only 
006D: $9324 *= 14@ // floating-point values 
0061: $9322 -= $9324 // floating-point values 
0086: $9323 = $9319 // floating-point values only 
006D: $9323 *= 14@ // floating-point values 
0086: $9324 = $9320 // floating-point values only 
006D: $9324 *= 13@ // floating-point values 
0059: $9323 += $9324 // floating-point values 
03A9: write_debug_newline 
05B6: 209 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0051: return 

:BLACKJ_33768
0653: 13@ = stat 81 // float 
00D6: if 
0023:   1.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_33810 
0004: $9200 = 100 // integer values 
0002: jump @BLACKJ_33930 

:BLACKJ_33810
00D6: if 
0023:   10.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_33846 
0004: $9200 = 1000 // integer values 
0002: jump @BLACKJ_33930 

:BLACKJ_33846
00D6: if 
0023:   100.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_33882 
0004: $9200 = 10000 // integer values 
0002: jump @BLACKJ_33930 

:BLACKJ_33882
00D6: if 
0023:   1000.0 > 13@ // floating-point values 
004D: jump_if_false @BLACKJ_33920 
0004: $9200 = 100000 // integer values 
0002: jump @BLACKJ_33930 

:BLACKJ_33920
0004: $9200 = 1000000 // integer values 

:BLACKJ_33930
0051: return 
0340: set_text_draw_color 255 255 255 255 
0341: unknown_text_stuff 0 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.6 1.6 
0051: return 
0340: set_text_draw_color 255 180 180 255 
0341: unknown_text_stuff 0 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 2.0 3.0 
0051: return 

:BLACKJ_34042
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
0051: return 
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
0051: return 

:BLACKJ_34152
0340: set_text_draw_color 255 255 0 255 
081C: draw_text_outline 2 0 0 0 255 
033F: set_text_draw_letter_width_height $9253 $9280 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 1 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
0051: return 
0904: (unknown) 6 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204 
0349: text_draw_style = 3 
081C: draw_text_outline 3 0 0 0 255 
033F: set_text_draw_letter_width_height 1.2 4.0 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
0051: return 
0904: (unknown) 0 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204 
0349: text_draw_style = 3 
081C: draw_text_outline 3 0 0 0 255 
033F: set_text_draw_letter_width_height 1.2 4.0 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
0051: return 
0904: (unknown) 4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204 
0349: text_draw_style = 3 
081C: draw_text_outline 3 0 0 0 255 
033F: set_text_draw_letter_width_height 1.2 4.0 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
0051: return 
0904: (unknown) 4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204 
0349: text_draw_style = 2 
081C: draw_text_outline 2 0 0 0 255 
033F: set_text_draw_letter_width_height 0.52 1.45 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
0051: return 

:BLACKJ_34567
09BD: (unknown) 0 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @BLACKJ_34656 
03E6: remove_text_box 

:BLACKJ_34656
015A: restore_camera 
0006: 10@ = 0 // integer values 

:BLACKJ_34665
00D6: if 
001B:   8 > 10@ // integer values 
004D: jump_if_false @BLACKJ_34726 
00D6: if 
03CA:   object $9208(10@,8i) exists 
004D: jump_if_false @BLACKJ_34712 
0108: destroy_object $9208(10@,8i) 

:BLACKJ_34712
000A: 10@ += 1 // integer values 
0002: jump @BLACKJ_34665 

:BLACKJ_34726
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_34749 
0638: AS_actor 1@ stay_put 1 

:BLACKJ_34749
0459: end_thread_named 'CASHWIN' 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "CASINO" 
0391: release_txd_dictionary 
03F0: text_draw_toggle 0 
0581: toggle_radar 1 
03AD: set_rubbish 1 
0989: (unknown) 200 
0051: return 
004E: end_thread 

//-------------External script 18 (WHEELO)---------------

:WOF
03A4: name_thread 'WOF' 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0007: 22@ = 0.0 // floating-point values 
0007: 23@ = 0.0 // floating-point values 
0006: 13@ = 0 // integer values 
0006: 15@ = 0 // integer values 
0006: 16@ = 0 // integer values 
0006: 25@ = -1 // integer values 
0006: 27@ = 0 // integer values 
0209: 32@ = random_int 0 30000 
0002: jump @WOF_438 
0107: 0@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 4@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 2@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 1@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 3@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
009A: 7@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: $9339 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9345 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9351 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9357 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9363 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9369 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9375 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9381 = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9436 = create_object #ROULETTE_MARKER at 0.0 0.0 0.0 

:WOF_438
0001: wait 0 ms 
00D6: if 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @WOF_2376 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @WOF_2362 
00D6: if 
0977:   0@ 
004D: jump_if_false @WOF_2348 
00D6: if 
0038:   $9440 == 0 // integer values 
004D: jump_if_false @WOF_2253 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_2239 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @WOF_1066 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @WOF_583 
0247: request_model #VBFYCRP 
04ED: load_animation "CASINO" 
000A: 6@ += 1 // integer values 

:WOF_583
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @WOF_633 
00D6: if and
0248:   model #VBFYCRP available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @WOF_633 
000A: 6@ += 1 // integer values 

:WOF_633
00D6: if 
0039:   6@ == 2 // integer values 
004D: jump_if_false @WOF_1029 
00D6: if 
856D:   not carcass_of_actor 7@ valid 
004D: jump_if_false @WOF_781 
0176: 20@ = object 0@ z_angle 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.5 -0.3974 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 7@ = create_actor 5 #VBFYCRP at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
060B: unknown_actor_use_entity 7@ $1256 
0088: $TEMPVAR_ANGLE = 20@ // floating-point values only 
0009: $TEMPVAR_ANGLE += 180.0 // floating-point values 
0173: set_actor 7@ z_angle_to $TEMPVAR_ANGLE 
04D7: lock_actor 7@ in_current_position 1 
0249: release_model #VBFYCRP 

:WOF_781
00D6: if 
83CA:   not object 4@ exists 
004D: jump_if_false @WOF_851 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.159 0.0 
029B: 4@ = init_object #WHEEL_SUPPORT at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 4@ z_angle_to 20@ 

:WOF_851
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @WOF_952 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset -0.132 -1.0492 -0.8342 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 // floating-point values 
029B: 2@ = init_object #WHEEL_TABLE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 2@ z_angle_to 20@ 
0050: gosub @WOF_15505 

:WOF_952
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @WOF_1022 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 1.05 
029B: 1@ = init_object #CLICKER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 1@ z_angle_to 20@ 

:WOF_1022
000A: 6@ += 1 // integer values 

:WOF_1029
00D6: if 
0039:   6@ == 3 // integer values 
004D: jump_if_false @WOF_1066 
0209: 32@ = random_int 0 50000 
000A: 5@ += 1 // integer values 

:WOF_1066
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @WOF_2189 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_1309 
00D6: if 
0019:   32@ > 50000 // integer values 
004D: jump_if_false @WOF_1309 
0605: actor 7@ perform_animation_sequence "WOF" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0209: 10@ = random_int 0 3 
0871: init_jump_table 10@ total_jumps 3 0 @WOF_1295 jumps 0 @WOF_1226 1 @WOF_1249 2 @WOF_1272 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 

:WOF_1226
09D6: (unknown) 7@ 43608 1 1 0 
0002: jump @WOF_1295 

:WOF_1249
09D6: (unknown) 7@ 43609 1 1 0 
0002: jump @WOF_1295 

:WOF_1272
09D6: (unknown) 7@ 43610 1 1 0 
0002: jump @WOF_1295 

:WOF_1295
0006: 25@ = 0 // integer values 
0006: 32@ = 0 // integer values 

:WOF_1309
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_2189 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 -1.0 0.0 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @WOF_2189 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 0.5 2.0 
004D: jump_if_false @WOF_2162 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @WOF_2155 
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @WOF_2131 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @WOF_1865 
0006: 10@ = 0 // integer values 
0653: 8@ = stat 81 // float 
00D6: if 
0039:   19@ == 1000000 // integer values 
004D: jump_if_false @WOF_1558 
00D6: if 
0023:   1000.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_1551 
00BC: text_highpriority 'GAMBSTA' 5000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
0050: gosub @WOF_2390 
0006: 10@ = 1 // integer values 

:WOF_1551
0002: jump @WOF_1784 

:WOF_1558
00D6: if 
0039:   19@ == 100000 // integer values 
004D: jump_if_false @WOF_1637 
00D6: if 
0023:   100.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_1630 
00BC: text_highpriority 'GAMBSTA' 5000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
0050: gosub @WOF_2390 
0006: 10@ = 1 // integer values 

:WOF_1630
0002: jump @WOF_1784 

:WOF_1637
00D6: if 
0039:   19@ == 10000 // integer values 
004D: jump_if_false @WOF_1714 
00D6: if 
0023:   10.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_1707 
00BC: text_highpriority 'GAMBSTA' 5000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
0050: gosub @WOF_2390 
0006: 10@ = 1 // integer values 

:WOF_1707
0002: jump @WOF_1784 

:WOF_1714
00D6: if 
0039:   19@ == 1000 // integer values 
004D: jump_if_false @WOF_1784 
00D6: if 
0023:   1.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_1784 
00BC: text_highpriority 'GAMBSTA' 5000 ms 1  // ~s~A ~h~hazrdjtk tapasztalatod~s~ nem elg nagy ehhez az asztalhoz.
0050: gosub @WOF_2390 
0006: 10@ = 1 // integer values 

:WOF_1784
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @WOF_1858 
00D6: if 
0039:   14@ == 1 // integer values 
004D: jump_if_false @WOF_1829 
03E6: remove_text_box 
0006: 14@ = 0 // integer values 

:WOF_1829
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
008A: $9440 = 0@ // integer values and handles 
0006: 15@ = 1 // integer values 

:WOF_1858
0002: jump @WOF_2124 

:WOF_1865
00D6: if 
0039:   14@ == 0 // integer values 
004D: jump_if_false @WOF_2124 
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @WOF_2124 
0871: init_jump_table 19@ total_jumps 5 1 @WOF_2099 jumps 100 @WOF_2009 1000 @WOF_2027 10000 @WOF_2045 100000 @WOF_2063 1000000 @WOF_2081 -1 @WOF_2117 -1 @WOF_2117 

:WOF_2009
0512: permanent_text_box 'WOF_06A'  // ~k~~VEHICLE_ENTER_EXIT~ Szerencsekerk jtszsa~n~Max tt $100
0002: jump @WOF_2117 

:WOF_2027
0512: permanent_text_box 'WOF_06B'  // ~k~~VEHICLE_ENTER_EXIT~ Jtk a szerencsekerekn~n~Max tt $1,000
0002: jump @WOF_2117 

:WOF_2045
0512: permanent_text_box 'WOF_06C'  // ~k~~VEHICLE_ENTER_EXIT~ Szerencsekerk jtszsa~n~Max tt $10,000
0002: jump @WOF_2117 

:WOF_2063
0512: permanent_text_box 'WOF_06D'  // ~k~~VEHICLE_ENTER_EXIT~ Szerencsekerk jtszsa~n~Max tt $100,000
0002: jump @WOF_2117 

:WOF_2081
0512: permanent_text_box 'WOF_06E'  // ~k~~VEHICLE_ENTER_EXIT~ Szerencsekerk jtszsa~n~Max tt $1,000,000
0002: jump @WOF_2117 

:WOF_2099
0512: permanent_text_box 'WOF_06'  // ~k~~VEHICLE_ENTER_EXIT~ Szerencsekerk jtszsa
0002: jump @WOF_2117 

:WOF_2117
0006: 14@ = 1 // integer values 

:WOF_2124
0002: jump @WOF_2155 

:WOF_2131
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @WOF_2155 
0006: 15@ = 0 // integer values 

:WOF_2155
0002: jump @WOF_2189 

:WOF_2162
00D6: if 
0039:   14@ == 1 // integer values 
004D: jump_if_false @WOF_2189 
03E6: remove_text_box 
0006: 14@ = 0 // integer values 

:WOF_2189
00D6: if or
02CC:   unknown_object 0@ bounding_sphere_visible 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 5.0 5.0 unknown 0 
004D: jump_if_false @WOF_2232 
0050: gosub @WOF_9892 

:WOF_2232
0002: jump @WOF_2246 

:WOF_2239
0050: gosub @WOF_2465 

:WOF_2246
0002: jump @WOF_2341 

:WOF_2253
00D6: if 
003C:   $9440 == 0@ // integer values 
004D: jump_if_false @WOF_2341 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_2341 
00D6: if 
0039:   13@ == 0 // integer values 
004D: jump_if_false @WOF_2327 
0050: gosub @WOF_9892 
0050: gosub @WOF_2506 
0002: jump @WOF_2341 

:WOF_2327
0050: gosub @WOF_11175 
0004: $9440 = 0 // integer values 

:WOF_2341
0002: jump @WOF_2355 

:WOF_2348
0050: gosub @WOF_2465 

:WOF_2355
0002: jump @WOF_2369 

:WOF_2362
0050: gosub @WOF_2465 

:WOF_2369
0002: jump @WOF_2383 

:WOF_2376
0050: gosub @WOF_2465 

:WOF_2383
0002: jump @WOF_438 

:WOF_2390
0006: 10@ = 0 // integer values 
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @WOF_2447 
09D6: (unknown) 7@ 43651 1 1 0 
0002: jump @WOF_2463 

:WOF_2447
09D6: (unknown) 7@ 43651 1 1 0 

:WOF_2463
0051: return 

:WOF_2465
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 4@ // 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 1@ // This object will now disappear when the player looks away 
04EF: release_animation "CASINO" 
000C: $9450 -= 1 // integer values 
004E: end_thread 
0051: return 

:WOF_2506
0871: init_jump_table 5@ total_jumps 7 0 @WOF_2667 jumps 0 @WOF_2569 1 @WOF_2583 2 @WOF_2597 3 @WOF_2611 4 @WOF_2625 5 @WOF_2639 6 @WOF_2653 

:WOF_2569
0050: gosub @WOF_2815 
0002: jump @WOF_2667 

:WOF_2583
0050: gosub @WOF_4181 
0002: jump @WOF_2667 

:WOF_2597
0050: gosub @WOF_7344 
0002: jump @WOF_2667 

:WOF_2611
0050: gosub @WOF_7670 
0002: jump @WOF_2667 

:WOF_2625
0050: gosub @WOF_7814 
0002: jump @WOF_2667 

:WOF_2639
0050: gosub @WOF_7848 
0002: jump @WOF_2667 

:WOF_2653
0050: gosub @WOF_9496 
0002: jump @WOF_2667 

:WOF_2667
0050: gosub @WOF_13533 
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @WOF_2772 
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @WOF_2748 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @WOF_2741 
0006: 13@ = 1 // integer values 
0006: 15@ = 1 // integer values 

:WOF_2741
0002: jump @WOF_2772 

:WOF_2748
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @WOF_2772 
0006: 15@ = 0 // integer values 

:WOF_2772
00D6: if 
0118:   actor 7@ dead 
004D: jump_if_false @WOF_2813 
00D6: if 
0019:   5@ > 0 // integer values 
004D: jump_if_false @WOF_2813 
0006: 13@ = 1 // integer values 

:WOF_2813
0051: return 

:WOF_2815
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @WOF_4076 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_4069 
09BD: (unknown) 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: unknown_action_sequence $PLAYER_ACTOR $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03F0: text_draw_toggle 1 
0581: toggle_radar 0 
04ED: load_animation "CASINO" 
00BE: text_clear_all 
0006: 10@ = 0 // integer values 

:WOF_2915
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_3053 
0005: $9387 = -0.118 // floating-point values 
0086: $9388(10@,6f) = $9387 // floating-point values only 
0086: $9394(10@,6f) = $9387 // floating-point values only 
0086: $9400(10@,6f) = $9387 // floating-point values only 
0086: $9406(10@,6f) = $9387 // floating-point values only 
0086: $9412(10@,6f) = $9387 // floating-point values only 
0086: $9418(10@,6f) = $9387 // floating-point values only 
0086: $9424(10@,6f) = $9387 // floating-point values only 
0086: $9430(10@,6f) = $9387 // floating-point values only 
000A: 10@ += 1 // integer values 
0002: jump @WOF_2915 

:WOF_3053
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.634 0.253 $9388 
029B: $9339 = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9339 z_angle_to 20@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.201 0.253 $9389 
029B: $9340 = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9340 z_angle_to 20@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.243 0.253 $9390 
029B: $9341 = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9341 z_angle_to 20@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.635 -0.106 $9391 
029B: $9342 = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9342 z_angle_to 20@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.201 -0.106 $9392 
029B: $9343 = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9343 z_angle_to 20@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.243 -0.106 $9393 
029B: $9344 = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9344 z_angle_to 20@ 
0006: 10@ = 0 // integer values 

:WOF_3372
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_3458 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) offset 0.07 0.0 0.0 
029B: $9345(10@,6i) = init_object #CHIP_STACK08 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 // integer values 
0002: jump @WOF_3372 

:WOF_3458
0006: 10@ = 0 // integer values 

:WOF_3465
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_3551 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) offset -0.07 0.0 0.0 
029B: $9351(10@,6i) = init_object #CHIP_STACK09 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 // integer values 
0002: jump @WOF_3465 

:WOF_3551
0006: 10@ = 0 // integer values 

:WOF_3558
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_3644 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) offset 0.07 0.07 0.0 
029B: $9357(10@,6i) = init_object #CHIP_STACK10 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 // integer values 
0002: jump @WOF_3558 

:WOF_3644
0006: 10@ = 0 // integer values 

:WOF_3651
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_3737 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) offset 0.07 -0.07 0.0 
029B: $9363(10@,6i) = init_object #CHIP_STACK11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 // integer values 
0002: jump @WOF_3651 

:WOF_3737
0006: 10@ = 0 // integer values 

:WOF_3744
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_3830 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) offset -0.07 0.07 0.0 
029B: $9369(10@,6i) = init_object #CHIP_STACK12 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 // integer values 
0002: jump @WOF_3744 

:WOF_3830
0006: 10@ = 0 // integer values 

:WOF_3837
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_3923 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) offset -0.07 -0.07 0.0 
029B: $9375(10@,6i) = init_object #CHIP_STACK13 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 // integer values 
0002: jump @WOF_3837 

:WOF_3923
0006: 10@ = 0 // integer values 

:WOF_3930
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_4016 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) offset 0.0 0.07 0.0 
029B: $9381(10@,6i) = init_object #CHIP_STACK14 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 // integer values 
0002: jump @WOF_3930 

:WOF_4016
0004: $9325 = 0 // integer values 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.635 0.253 0.041 
029B: $9436 = init_object #ROULETTE_MARKER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_4069
000A: 6@ += 1 // integer values 

:WOF_4076
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @WOF_4122 
00D6: if 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @WOF_4122 
000A: 6@ += 1 // integer values 

:WOF_4122
00D6: if 
0039:   6@ == 2 // integer values 
004D: jump_if_false @WOF_4147 
0006: 6@ = 99 // integer values 

:WOF_4147
00D6: if 
0039:   6@ == 99 // integer values 
004D: jump_if_false @WOF_4179 
000A: 5@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:WOF_4179
0051: return 

:WOF_4181
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @WOF_4648 
0006: 10@ = 0 // integer values 

:WOF_4206
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_4249 
0004: $9327(10@,6i) = 0 // integer values 
000A: 10@ += 1 // integer values 
0002: jump @WOF_4206 

:WOF_4249
0004: $9333 = 0 // integer values 
0004: $9334 = 0 // integer values 
0006: 32@ = 0 // integer values 
0006: 33@ = 0 // integer values 
0512: permanent_text_box 'WOFHD01'  // Hasznld a billentyket, hogy belltsd a ttet.~n~~k~~PED_JUMPING~ Tt emelse~N~~k~~PED_FIREWEAPON~ Tt cskkentse ~N~~k~~PED_SPRINT~ Feltesz~N~~k~~VEHICLE_ENTER_EXIT~ Kilp
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 -0.7 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor $PLAYER_ACTOR z_angle_to 20@ 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.7734 -0.6326 0.9882 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.4684 -0.0634 0.2246 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
00D6: if 
03CA:   object $9436 exists 
004D: jump_if_false @WOF_4473 
0750: set_object $9436 visibility 1 

:WOF_4473
0007: 23@ = 0.0 // floating-point values 
0007: 24@ = 0.0 // floating-point values 
0004: $9438 = 0 // integer values 
0004: $9439 = 0 // integer values 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_4641 
0209: 10@ = random_int 0 2 
0871: init_jump_table 10@ total_jumps 2 0 @WOF_4641 jumps 0 @WOF_4595 1 @WOF_4618 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 

:WOF_4595
09D6: (unknown) 7@ 43600 1 1 0 
0002: jump @WOF_4641 

:WOF_4618
09D6: (unknown) 7@ 43601 1 1 0 
0002: jump @WOF_4641 

:WOF_4641
000A: 6@ += 1 // integer values 

:WOF_4648
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @WOF_7308 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if 
8039:   not  17@ == 0 // integer values 
004D: jump_if_false @WOF_4820 
0006: 10@ = 0 // integer values 
00D6: if or
00E1:   key_pressed 0 8 
00E1:   key_pressed 0 9 
00E1:   key_pressed 0 10 
00E1:   key_pressed 0 11 
004D: jump_if_false @WOF_4749 
0006: 10@ = 1 // integer values 

:WOF_4749
00D6: if or
0018:   $11282 > 100 // integer values 
001A:   -100 > $11282 // integer values 
0018:   $11281 > 100 // integer values 
001A:   -100 > $11281 // integer values 
004D: jump_if_false @WOF_4795 
0006: 10@ = 1 // integer values 

:WOF_4795
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @WOF_4820 
0006: 17@ = 0 // integer values 

:WOF_4820
0085: 10@ = 17@ // integer values and handles 
00D6: if or
00E1:   key_pressed 0 8 
001A:   -100 > $11282 // integer values 
004D: jump_if_false @WOF_4859 
0006: 17@ = 1 // integer values 

:WOF_4859
00D6: if or
00E1:   key_pressed 0 9 
0018:   $11282 > 100 // integer values 
004D: jump_if_false @WOF_4890 
0006: 17@ = 2 // integer values 

:WOF_4890
00D6: if or
00E1:   key_pressed 0 10 
001A:   -100 > $11281 // integer values 
004D: jump_if_false @WOF_4921 
0006: 17@ = 3 // integer values 

:WOF_4921
00D6: if or
00E1:   key_pressed 0 11 
0018:   $11281 > 100 // integer values 
004D: jump_if_false @WOF_4952 
0006: 17@ = 4 // integer values 

:WOF_4952
00D6: if 
803B:   not  17@ == 10@ // integer values 
004D: jump_if_false @WOF_5226 
00D6: if 
0039:   17@ == 4 // integer values 
004D: jump_if_false @WOF_5056 
00D6: if or
0038:   $9334 == 0 // integer values 
0038:   $9334 == 1 // integer values 
0038:   $9334 == 3 // integer values 
0038:   $9334 == 4 // integer values 
004D: jump_if_false @WOF_5042 
0008: $9334 += 1 // integer values 
0002: jump @WOF_5049 

:WOF_5042
0008: $9334 += -2 // integer values 

:WOF_5049
0006: 32@ = 0 // integer values 

:WOF_5056
00D6: if 
0039:   17@ == 3 // integer values 
004D: jump_if_false @WOF_5141 
00D6: if or
0038:   $9334 == 1 // integer values 
0038:   $9334 == 2 // integer values 
0038:   $9334 == 4 // integer values 
0038:   $9334 == 5 // integer values 
004D: jump_if_false @WOF_5127 
0008: $9334 += -1 // integer values 
0002: jump @WOF_5134 

:WOF_5127
0008: $9334 += 2 // integer values 

:WOF_5134
0006: 32@ = 0 // integer values 

:WOF_5141
00D6: if or
0039:   17@ == 1 // integer values 
0039:   17@ == 2 // integer values 
004D: jump_if_false @WOF_5226 
00D6: if or
0038:   $9334 == 0 // integer values 
0038:   $9334 == 1 // integer values 
0038:   $9334 == 2 // integer values 
004D: jump_if_false @WOF_5212 
0008: $9334 += 3 // integer values 
0002: jump @WOF_5219 

:WOF_5212
0008: $9334 += -3 // integer values 

:WOF_5219
0006: 32@ = 0 // integer values 

:WOF_5226
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @WOF_5817 
00D6: if and
8039:   not  16@ == 1 // integer values 
8039:   not  16@ == -1 // integer values 
004D: jump_if_false @WOF_5766 
00D6: if 
0028:   $9327($9334,6i) >= 100000 // integer values 
004D: jump_if_false @WOF_5308 
0004: $9335 = 10000 // integer values 
0002: jump @WOF_5494 

:WOF_5308
00D6: if 
0028:   $9327($9334,6i) >= 10000 // integer values 
004D: jump_if_false @WOF_5346 
0004: $9335 = 1000 // integer values 
0002: jump @WOF_5494 

:WOF_5346
00D6: if 
0028:   $9327($9334,6i) >= 1000 // integer values 
004D: jump_if_false @WOF_5383 
0004: $9335 = 100 // integer values 
0002: jump @WOF_5494 

:WOF_5383
00D6: if 
0028:   $9327($9334,6i) >= 100 // integer values 
004D: jump_if_false @WOF_5419 
0004: $9335 = 10 // integer values 
0002: jump @WOF_5494 

:WOF_5419
00D6: if 
0038:   $9327($9334,6i) == 0 // integer values 
004D: jump_if_false @WOF_5487 
00D6: if 
0038:   $9334 == 2 // integer values 
004D: jump_if_false @WOF_5473 
0004: $9335 = 5 // integer values 
0002: jump @WOF_5480 

:WOF_5473
0004: $9335 = 2 // integer values 

:WOF_5480
0002: jump @WOF_5494 

:WOF_5487
0004: $9335 = 1 // integer values 

:WOF_5494
010B: 10@ = player $PLAYER_CHAR money 
0050: gosub @WOF_11541 
005C: 10@ += $9200 // integer values 
00D6: if 
001E:   $9335 > 10@ // integer values 
004D: jump_if_false @WOF_5544 
008A: $9335 = 10@ // integer values and handles 

:WOF_5544
0004: $9333 = 0 // integer values 
0006: 10@ = 0 // integer values 

:WOF_5558
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_5602 
0058: $9333 += $9327(10@,6i) // integer values 
000A: 10@ += 1 // integer values 
0002: jump @WOF_5558 

:WOF_5602
0085: 10@ = 19@ // integer values and handles 
0064: 10@ -= $9333 // integer values 
00D6: if 
001E:   $9335 > 10@ // integer values 
004D: jump_if_false @WOF_5645 
008A: $9335 = 10@ // integer values and handles 

:WOF_5645
00D6: if 
001A:   0 > $9335 // integer values 
004D: jump_if_false @WOF_5670 
0010: $9335 *= -1 // integer values 

:WOF_5670
0058: $9327($9334,6i) += $9335 // integer values 
0058: $9438 += $9335 // integer values 
0058: $9439 += $9335 // integer values 
0010: $9335 *= -1 // integer values 
0109: player $PLAYER_CHAR money += $9335 
000A: 16@ += 1 // integer values 
00D6: if 
0019:   16@ > 1 // integer values 
004D: jump_if_false @WOF_5752 
0006: 16@ = 2 // integer values 
0002: jump @WOF_5759 

:WOF_5752
0006: 32@ = 0 // integer values 

:WOF_5759
0002: jump @WOF_5810 

:WOF_5766
00D6: if 
0039:   16@ == 1 // integer values 
004D: jump_if_false @WOF_5810 
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @WOF_5810 
0006: 16@ = 2 // integer values 

:WOF_5810
0002: jump @WOF_6337 

:WOF_5817
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @WOF_6312 
00D6: if 
8039:   not  18@ == 1 // integer values 
004D: jump_if_false @WOF_6279 
00D6: if 
0018:   $9327($9334,6i) > 100000 // integer values 
004D: jump_if_false @WOF_5892 
0004: $9335 = -10000 // integer values 
0002: jump @WOF_6010 

:WOF_5892
00D6: if 
0018:   $9327($9334,6i) > 10000 // integer values 
004D: jump_if_false @WOF_5930 
0004: $9335 = -1000 // integer values 
0002: jump @WOF_6010 

:WOF_5930
00D6: if 
0018:   $9327($9334,6i) > 1000 // integer values 
004D: jump_if_false @WOF_5967 
0004: $9335 = -100 // integer values 
0002: jump @WOF_6010 

:WOF_5967
00D6: if 
0018:   $9327($9334,6i) > 100 // integer values 
004D: jump_if_false @WOF_6003 
0004: $9335 = -10 // integer values 
0002: jump @WOF_6010 

:WOF_6003
0004: $9335 = -1 // integer values 

:WOF_6010
008B: 10@ = $9327($9334,6i) // integer values and handles 
0058: $9327($9334,6i) += $9335 // integer values 
00D6: if 
0038:   $9334 == 2 // integer values 
004D: jump_if_false @WOF_6107 
00D6: if 
001A:   5 > $9327($9334,6i) // integer values 
004D: jump_if_false @WOF_6100 
0004: $9327($9334,6i) = 0 // integer values 
008A: $9335 = 10@ // integer values and handles 
0010: $9335 *= -1 // integer values 

:WOF_6100
0002: jump @WOF_6155 

:WOF_6107
00D6: if 
001A:   2 > $9327($9334,6i) // integer values 
004D: jump_if_false @WOF_6155 
0004: $9327($9334,6i) = 0 // integer values 
008A: $9335 = 10@ // integer values and handles 
0010: $9335 *= -1 // integer values 

:WOF_6155
00D6: if 
001A:   0 > $9327($9334,6i) // integer values 
004D: jump_if_false @WOF_6195 
0004: $9327($9334,6i) = 0 // integer values 
0002: jump @WOF_6226 

:WOF_6195
0058: $9438 += $9335 // integer values 
0058: $9439 += $9335 // integer values 
0010: $9335 *= -1 // integer values 
0109: player $PLAYER_CHAR money += $9335 

:WOF_6226
000A: 18@ += 1 // integer values 
00D6: if 
0019:   18@ > 1 // integer values 
004D: jump_if_false @WOF_6265 
0006: 18@ = 2 // integer values 
0002: jump @WOF_6272 

:WOF_6265
0006: 32@ = 0 // integer values 

:WOF_6272
0002: jump @WOF_6305 

:WOF_6279
00D6: if 
0019:   32@ > 500 // integer values 
004D: jump_if_false @WOF_6305 
0006: 18@ = 2 // integer values 

:WOF_6305
0002: jump @WOF_6337 

:WOF_6312
00D6: if 
8039:   not  18@ == 0 // integer values 
004D: jump_if_false @WOF_6337 
0006: 18@ = 0 // integer values 

:WOF_6337
0004: $9333 = 0 // integer values 
0006: 10@ = 0 // integer values 

:WOF_6351
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_6395 
0058: $9333 += $9327(10@,6i) // integer values 
000A: 10@ += 1 // integer values 
0002: jump @WOF_6351 

:WOF_6395
00D6: if 
0038:   $9334 == 0 // integer values 
004D: jump_if_false @WOF_6456 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.635 0.253 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6456
00D6: if 
0038:   $9334 == 1 // integer values 
004D: jump_if_false @WOF_6517 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.201 0.253 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6517
00D6: if 
0038:   $9334 == 2 // integer values 
004D: jump_if_false @WOF_6578 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.243 0.253 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6578
00D6: if 
0038:   $9334 == 3 // integer values 
004D: jump_if_false @WOF_6639 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.635 -0.106 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6639
00D6: if 
0038:   $9334 == 4 // integer values 
004D: jump_if_false @WOF_6700 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.201 -0.106 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6700
00D6: if 
0038:   $9334 == 5 // integer values 
004D: jump_if_false @WOF_6761 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.243 -0.106 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6761
0871: init_jump_table $154 total_jumps 1 1 @WOF_6864 jumps 3 @WOF_6824 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 

:WOF_6824
0937: (unknown) 29.0 220.0 173.0 409.0 'BJ_TITL' 2  // Fogads
0002: jump @WOF_6904 

:WOF_6864
0937: (unknown) 29.0 220.0 157.0 409.0 'BJ_TITL' 2  // Fogads
0002: jump @WOF_6904 

:WOF_6904
0050: gosub @WOF_11748 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 240.0 'WOF_04'  // Ez a tt
0050: gosub @WOF_11748 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 260.0 'DOLLAR' $9327($9334,6i)  // $~1~
0050: gosub @WOF_11748 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 290.0 'WOF_05'  // sszes tt
0050: gosub @WOF_11748 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 310.0 'DOLLAR' $9333  // $~1~
0050: gosub @WOF_11748 
0340: set_text_draw_color 134 155 184 255 
033E: text_draw 36.0 340.0 'BJ_03'  // Max tt
0050: gosub @WOF_11748 
033F: set_text_draw_letter_width_height 0.6253 2.7876 
045A: text_draw_1number 36.0 360.0 'DOLLAR' 19@  // $~1~
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @WOF_7283 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @WOF_7276 
00D6: if 
0018:   $9333 > 0 // integer values 
004D: jump_if_false @WOF_7269 
0623: add $9333 to_stat 35 
008F: 8@ = integer_to_float $9333 
0013: 8@ *= 0.001 // floating-point values 
0624: add 8@ to_stat 81 
0006: 32@ = 0 // integer values 
0004: $9439 = 0 // integer values 
0006: 6@ = 99 // integer values 

:WOF_7269
0006: 16@ = 1 // integer values 

:WOF_7276
0002: jump @WOF_7308 

:WOF_7283
00D6: if 
8039:   not  16@ == 0 // integer values 
004D: jump_if_false @WOF_7308 
0006: 16@ = 0 // integer values 

:WOF_7308
00D6: if 
0039:   6@ == 99 // integer values 
004D: jump_if_false @WOF_7342 
03E6: remove_text_box 
000A: 5@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:WOF_7342
0051: return 

:WOF_7344
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_7668 
0605: actor 7@ perform_animation_sequence "WOF" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0209: 10@ = random_int 0 3 
0871: init_jump_table 10@ total_jumps 3 0 @WOF_7534 jumps 0 @WOF_7465 1 @WOF_7488 2 @WOF_7511 -1 @WOF_7534 -1 @WOF_7534 -1 @WOF_7534 -1 @WOF_7534 

:WOF_7465
09D6: (unknown) 7@ 43608 1 1 0 
0002: jump @WOF_7534 

:WOF_7488
09D6: (unknown) 7@ 43609 1 1 0 
0002: jump @WOF_7534 

:WOF_7511
09D6: (unknown) 7@ 43610 1 1 0 
0002: jump @WOF_7534 

:WOF_7534
0006: 25@ = 0 // integer values 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -1.3681 -2.0088 0.7317 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset -0.8154 -1.1754 0.7401 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2 
00D6: if 
03CA:   object $9436 exists 
004D: jump_if_false @WOF_7661 
0750: set_object $9436 visibility 0 

:WOF_7661
000A: 5@ += 1 // integer values 

:WOF_7668
0051: return 

:WOF_7670
00D6: if and
0023:   2.0 > 23@ // floating-point values 
0019:   25@ > 1 // integer values 
004D: jump_if_false @WOF_7812 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 4@ offset -0.3059 -0.9385 0.4225 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0.0 0.0 0.0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 4@ offset -0.0298 -0.0515 0.7929 
0460: set_camera_pointing_time 0.0 6000 
0160: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1 
000A: 5@ += 1 // integer values 

:WOF_7812
0051: return 

:WOF_7814
00D6: if 
0039:   25@ == 4 // integer values 
004D: jump_if_false @WOF_7846 
0006: 6@ = 0 // integer values 
000A: 5@ += 1 // integer values 

:WOF_7846
0051: return 

:WOF_7848
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @WOF_9049 
0087: 8@ = 21@ // floating-point values only 
000F: 8@ -= 3.3333 // floating-point values 
00D6: if 
0023:   0.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_7915 
000B: 8@ += 360.0 // floating-point values 

:WOF_7915
0017: 8@ /= 6.6667 // floating-point values 
0090: $9336 = float_to_integer 8@ 
0008: $9336 += 1 // integer values 
0050: gosub @WOF_11803 
0006: 10@ = 0 // integer values 
0004: $9338 = 0 // integer values 
00D6: if 
0038:   $9337 == 1 // integer values 
004D: jump_if_false @WOF_8012 
00D6: if 
0018:   $9329 > 0 // integer values 
004D: jump_if_false @WOF_8012 
0004: $9338 = 2 // integer values 
0068: $9338 *= $9329 // integer values 

:WOF_8012
00D6: if 
0038:   $9337 == 2 // integer values 
004D: jump_if_false @WOF_8063 
00D6: if 
0018:   $9331 > 0 // integer values 
004D: jump_if_false @WOF_8063 
0004: $9338 = 3 // integer values 
0068: $9338 *= $9331 // integer values 

:WOF_8063
00D6: if 
0038:   $9337 == 5 // integer values 
004D: jump_if_false @WOF_8114 
00D6: if 
0018:   $9328 > 0 // integer values 
004D: jump_if_false @WOF_8114 
0004: $9338 = 6 // integer values 
0068: $9338 *= $9328 // integer values 

:WOF_8114
00D6: if 
0038:   $9337 == 10 // integer values 
004D: jump_if_false @WOF_8165 
00D6: if 
0018:   $9330 > 0 // integer values 
004D: jump_if_false @WOF_8165 
0004: $9338 = 11 // integer values 
0068: $9338 *= $9330 // integer values 

:WOF_8165
00D6: if 
0038:   $9337 == 20 // integer values 
004D: jump_if_false @WOF_8216 
00D6: if 
0018:   $9327 > 0 // integer values 
004D: jump_if_false @WOF_8216 
0004: $9338 = 21 // integer values 
0068: $9338 *= $9327 // integer values 

:WOF_8216
00D6: if 
0038:   $9337 == 40 // integer values 
004D: jump_if_false @WOF_8267 
00D6: if 
0018:   $9332 > 0 // integer values 
004D: jump_if_false @WOF_8267 
0004: $9338 = 41 // integer values 
0068: $9338 *= $9332 // integer values 

:WOF_8267
0006: 32@ = 0 // integer values 
008B: 10@ = $9338 // integer values and handles 
0064: 10@ -= $9438 // integer values 
0109: player $PLAYER_CHAR money += $9338 
00D6: if 
0019:   10@ > 0 // integer values 
004D: jump_if_false @WOF_8330 
0623: add 10@ to_stat 37 
0002: jump @WOF_8330 

:WOF_8330
004F: create_thread @CASHWIN 10@ 3000 
08F8: (unknown) 0 
00D6: if 
0019:   10@ > 0 // integer values 
004D: jump_if_false @WOF_9003 
0627: change_stat 38 to 10@ 
0093: 8@ = integer_to_float 10@ 
0093: 9@ = integer_to_float 19@ 
0073: 8@ /= 9@ // floating-point values 
0008: $9325 += 1 // integer values 
00D6: if 
001A:   3 > $9325 // integer values 
004D: jump_if_false @WOF_8832 
00D6: if 
0021:   8@ > 0.9 // floating-point values 
004D: jump_if_false @WOF_8654 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_8647 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_8647 
0209: 10@ = random_int 0 5 
0871: init_jump_table 10@ total_jumps 4 1 @WOF_8633 jumps 0 @WOF_8547 1 @WOF_8570 2 @WOF_8593 3 @WOF_8616 -1 @WOF_8647 -1 @WOF_8647 -1 @WOF_8647 

:WOF_8547
09D6: (unknown) 7@ 43648 1 1 0 
0002: jump @WOF_8647 

:WOF_8570
09D6: (unknown) 7@ 43649 1 1 0 
0002: jump @WOF_8647 

:WOF_8593
09D6: (unknown) 7@ 43650 1 1 0 
0002: jump @WOF_8647 

:WOF_8616
0947: (unknown) $PLAYER_ACTOR 100 10@ 
0002: jump @WOF_8647 

:WOF_8633
0050: gosub @WOF_9227 
0002: jump @WOF_8647 

:WOF_8647
0002: jump @WOF_8825 

:WOF_8654
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_8825 
0209: 10@ = random_int 0 10 
0871: init_jump_table 10@ total_jumps 3 1 @WOF_8811 jumps 0 @WOF_8742 1 @WOF_8765 2 @WOF_8788 -1 @WOF_8825 -1 @WOF_8825 -1 @WOF_8825 -1 @WOF_8825 

:WOF_8742
09D6: (unknown) 7@ 43648 1 1 0 
0002: jump @WOF_8825 

:WOF_8765
09D6: (unknown) 7@ 43649 1 1 0 
0002: jump @WOF_8825 

:WOF_8788
09D6: (unknown) 7@ 43650 1 1 0 
0002: jump @WOF_8825 

:WOF_8811
0050: gosub @WOF_9227 
0002: jump @WOF_8825 

:WOF_8825
0002: jump @WOF_8996 

:WOF_8832
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_8989 
0209: 10@ = random_int 0 3 
0871: init_jump_table 10@ total_jumps 3 0 @WOF_8989 jumps 0 @WOF_8920 1 @WOF_8943 2 @WOF_8966 -1 @WOF_8989 -1 @WOF_8989 -1 @WOF_8989 -1 @WOF_8989 

:WOF_8920
09D6: (unknown) 7@ 43662 1 1 0 
0002: jump @WOF_8989 

:WOF_8943
09D6: (unknown) 7@ 43663 1 1 0 
0002: jump @WOF_8989 

:WOF_8966
09D6: (unknown) 7@ 43664 1 1 0 
0002: jump @WOF_8989 

:WOF_8989
0004: $9325 = 0 // integer values 

:WOF_8996
0002: jump @WOF_9038 

:WOF_9003
0012: 10@ *= -1 // integer values 
0627: change_stat 39 to 10@ 
0012: 10@ *= -1 // integer values 
0050: gosub @WOF_9227 
0004: $9325 = 0 // integer values 

:WOF_9038
08F8: (unknown) 1 
000A: 6@ += 1 // integer values 

:WOF_9049
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @WOF_9100 
00D6: if 
001B:   3000 > 32@ // integer values 
004D: jump_if_false @WOF_9093 
0002: jump @WOF_9100 

:WOF_9093
000A: 6@ += 1 // integer values 

:WOF_9100
00D6: if 
0039:   6@ == 2 // integer values 
004D: jump_if_false @WOF_9193 
0512: permanent_text_box 'WOF_09'  // Nyomj ~k~~PED_SPRINT~-t, a folytatshoz.
0006: 10@ = 0 // integer values 

:WOF_9136
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_9179 
0004: $9327(10@,6i) = 0 // integer values 
000A: 10@ += 1 // integer values 
0002: jump @WOF_9136 

:WOF_9179
0006: 32@ = 0 // integer values 
0006: 6@ = 99 // integer values 

:WOF_9193
00D6: if 
0039:   6@ == 99 // integer values 
004D: jump_if_false @WOF_9225 
0006: 32@ = 0 // integer values 
000A: 5@ += 1 // integer values 

:WOF_9225
0051: return 

:WOF_9227
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_9494 
0871: init_jump_table $9337 total_jumps 6 0 @WOF_9494 jumps 1 @WOF_9306 2 @WOF_9329 5 @WOF_9352 10 @WOF_9375 20 @WOF_9398 40 @WOF_9421 -1 @WOF_9494 

:WOF_9306
09D6: (unknown) 7@ 43655 1 1 0 
0002: jump @WOF_9494 

:WOF_9329
09D6: (unknown) 7@ 43656 1 1 0 
0002: jump @WOF_9494 

:WOF_9352
09D6: (unknown) 7@ 43657 1 1 0 
0002: jump @WOF_9494 

:WOF_9375
09D6: (unknown) 7@ 43658 1 1 0 
0002: jump @WOF_9494 

:WOF_9398
09D6: (unknown) 7@ 43659 1 1 0 
0002: jump @WOF_9494 

:WOF_9421
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @WOF_9471 
09D6: (unknown) 7@ 43660 1 1 0 
0002: jump @WOF_9487 

:WOF_9471
09D6: (unknown) 7@ 43661 1 1 0 

:WOF_9487
0002: jump @WOF_9494 

:WOF_9494
0051: return 

:WOF_9496
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @WOF_9538 
0006: 16@ = -1 // integer values 
00BE: text_clear_all 
03E6: remove_text_box 
0006: 5@ = 1 // integer values 
0006: 6@ = 0 // integer values 

:WOF_9538
0051: return 
0904: (unknown) 6 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204 
0349: text_draw_style = 3 
081C: draw_text_outline 3 0 0 0 255 
033F: set_text_draw_letter_width_height 1.2 4.0 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
0051: return 
0904: (unknown) 0 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204 
0349: text_draw_style = 3 
081C: draw_text_outline 3 0 0 0 255 
033F: set_text_draw_letter_width_height 1.2 4.0 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
0051: return 
0904: (unknown) 4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204 
0349: text_draw_style = 3 
081C: draw_text_outline 3 0 0 0 255 
033F: set_text_draw_letter_width_height 1.2 4.0 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
0051: return 
0904: (unknown) 4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204 
0349: text_draw_style = 2 
081C: draw_text_outline 2 0 0 0 255 
033F: set_text_draw_letter_width_height 0.52 1.45 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
0051: return 

:WOF_9892
0871: init_jump_table 25@ total_jumps 5 0 @WOF_10591 jumps 0 @WOF_9955 1 @WOF_9991 2 @WOF_10050 3 @WOF_10220 4 @WOF_10584 -1 @WOF_10591 -1 @WOF_10591 

:WOF_9955
0208: 24@ = random_float 0.1 0.15 
0006: 33@ = 0 // integer values 
000A: 25@ += 1 // integer values 
0002: jump @WOF_10591 

:WOF_9991
007B: 23@ += unknown_inaccurate_float_timer 24@ // floating-point 
007B: 22@ += unknown_inaccurate_float_timer 23@ // floating-point 
00D6: if 
0019:   33@ > 500 // integer values 
004D: jump_if_false @WOF_10043 
0007: 24@ = -0.005 // floating-point values 
000A: 25@ += 1 // integer values 

:WOF_10043
0002: jump @WOF_10591 

:WOF_10050
007B: 23@ += unknown_inaccurate_float_timer 24@ // floating-point 
007B: 22@ += unknown_inaccurate_float_timer 23@ // floating-point 
00D6: if 
0023:   0.3 > 23@ // floating-point values 
004D: jump_if_false @WOF_10213 
0087: 21@ = 22@ // floating-point values only 
0087: 8@ = 21@ // floating-point values only 
0017: 8@ /= 6.6667 // floating-point values 
0092: 10@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 10@ 
0063: 8@ -= 9@ // floating-point values 
000B: 8@ += -1.0 // floating-point values 
0013: 8@ *= -1.0 // floating-point values 
0013: 8@ *= 6.6667 // floating-point values 
005B: 21@ += 8@ // floating-point values 
00D6: if 
0021:   21@ > 360.0 // floating-point values 
004D: jump_if_false @WOF_10206 
000B: 21@ += -360.0 // floating-point values 

:WOF_10206
000A: 25@ += 1 // integer values 

:WOF_10213
0002: jump @WOF_10591 

:WOF_10220
0087: 8@ = 22@ // floating-point values only 
0063: 8@ -= 21@ // floating-point values 
00D6: if 
0023:   -180.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_10267 
000B: 8@ += 360.0 // floating-point values 

:WOF_10267
00D6: if 
0021:   8@ > 180.0 // floating-point values 
004D: jump_if_false @WOF_10298 
000B: 8@ += -360.0 // floating-point values 

:WOF_10298
00D6: if 
0021:   23@ > 0.01 // floating-point values 
004D: jump_if_false @WOF_10416 
00D6: if 
0021:   8@ > 3.3333 // floating-point values 
004D: jump_if_false @WOF_10409 
0087: 22@ = 21@ // floating-point values only 
000B: 22@ += 3.3333 // floating-point values 
00D6: if 
0021:   22@ > 360.0 // floating-point values 
004D: jump_if_false @WOF_10389 
000B: 22@ += -360.0 // floating-point values 

:WOF_10389
0013: 23@ *= -1.0 // floating-point values 
0013: 24@ *= -1.0 // floating-point values 

:WOF_10409
0002: jump @WOF_10561 

:WOF_10416
00D6: if 
0023:   -0.01 > 23@ // floating-point values 
004D: jump_if_false @WOF_10534 
00D6: if 
0023:   -3.3333 > 8@ // floating-point values 
004D: jump_if_false @WOF_10527 
0087: 22@ = 21@ // floating-point values only 
000F: 22@ -= 3.3333 // floating-point values 
00D6: if 
0023:   0.0 > 22@ // floating-point values 
004D: jump_if_false @WOF_10507 
000B: 22@ += 360.0 // floating-point values 

:WOF_10507
0013: 23@ *= -1.0 // floating-point values 
0013: 24@ *= -1.0 // floating-point values 

:WOF_10527
0002: jump @WOF_10561 

:WOF_10534
0007: 23@ = 0.0 // floating-point values 
0007: 24@ = 0.0 // floating-point values 
000A: 25@ += 1 // integer values 

:WOF_10561
007B: 23@ += unknown_inaccurate_float_timer 24@ // floating-point 
007B: 22@ += unknown_inaccurate_float_timer 23@ // floating-point 
0002: jump @WOF_10591 

:WOF_10584
0002: jump @WOF_10591 

:WOF_10591
00D6: if 
8043:   not  23@ == 0.0 // floating-point values 
004D: jump_if_false @WOF_10690 
00D6: if 
0021:   22@ > 360.0 // floating-point values 
004D: jump_if_false @WOF_10643 
000B: 22@ += -360.0 // floating-point values 

:WOF_10643
00D6: if 
0023:   0.0 > 22@ // floating-point values 
004D: jump_if_false @WOF_10674 
000B: 22@ += 360.0 // floating-point values 

:WOF_10674
0453: object 0@ set_rotation 0.0 22@ 20@ 

:WOF_10690
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @WOF_11173 
00D6: if 
0021:   23@ > 0.2 // floating-point values 
004D: jump_if_false @WOF_11095 
00D6: if 
0023:   0.8 > 23@ // floating-point values 
004D: jump_if_false @WOF_11032 
0087: 8@ = 22@ // floating-point values only 
000B: 8@ += 3.3333 // floating-point values 
0017: 8@ /= 6.6667 // floating-point values 
0092: 10@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 10@ 
0063: 8@ -= 9@ // floating-point values 
000B: 8@ += -1.0 // floating-point values 
0013: 8@ *= -1.0 // floating-point values 
0013: 8@ *= 6.6667 // floating-point values 
00D6: if 
0021:   8@ > 5.0 // floating-point values 
004D: jump_if_false @WOF_10959 
000B: 8@ += -5.0 // floating-point values 
0017: 8@ /= 1.6667 // floating-point values 
000B: 8@ += -1.0 // floating-point values 
0013: 8@ *= -1.0 // floating-point values 
0013: 8@ *= 5.0 // floating-point values 
0087: 26@ = 8@ // floating-point values only 
0013: 26@ *= -1.0 // floating-point values 
00D6: if 
8039:   not  27@ == 1 // integer values 
004D: jump_if_false @WOF_10952 
097B: play_sound 1@ on_object 1027 
0006: 27@ = 1 // integer values 

:WOF_10952
0002: jump @WOF_11025 

:WOF_10959
0079: 26@ += unknown_inaccurate_float_timer 0.5 // floating-point 
00D6: if 
0021:   26@ > 0.0 // floating-point values 
004D: jump_if_false @WOF_11000 
0007: 26@ = 0.0 // floating-point values 

:WOF_11000
00D6: if 
8039:   not  27@ == 0 // integer values 
004D: jump_if_false @WOF_11025 
0006: 27@ = 0 // integer values 

:WOF_11025
0002: jump @WOF_11088 

:WOF_11032
00D6: if 
0043:   26@ == -5.0 // floating-point values 
004D: jump_if_false @WOF_11078 
0007: 26@ = -2.0 // floating-point values 
097B: play_sound 1@ on_object 1027 
0002: jump @WOF_11088 

:WOF_11078
0007: 26@ = -5.0 // floating-point values 

:WOF_11088
0002: jump @WOF_11157 

:WOF_11095
00D6: if 
0023:   0.0 > 26@ // floating-point values 
004D: jump_if_false @WOF_11157 
0079: 26@ += unknown_inaccurate_float_timer 0.5 // floating-point 
00D6: if 
0021:   26@ > 0.0 // floating-point values 
004D: jump_if_false @WOF_11157 
0007: 26@ = 0.0 // floating-point values 

:WOF_11157
0453: object 1@ set_rotation 0.0 26@ 20@ 

:WOF_11173
0051: return 

:WOF_11175
09BD: (unknown) 0 
0006: 13@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
00D6: if 
0018:   $9439 > 0 // integer values 
004D: jump_if_false @WOF_11226 
0109: player $PLAYER_CHAR money += $9439 

:WOF_11226
0004: $9439 = 0 // integer values 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_11315 
0209: 10@ = random_int 0 2 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @WOF_11299 
09D6: (unknown) 7@ 43653 1 1 0 
0002: jump @WOF_11315 

:WOF_11299
09D6: (unknown) 7@ 43654 1 1 0 

:WOF_11315
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_11338 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:WOF_11338
0459: end_thread_named 'CASHWIN' 
03F0: text_draw_toggle 0 
0581: toggle_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 10@ = 0 // integer values 

:WOF_11368
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_11472 
0108: destroy_object $9339(10@,6i) 
0108: destroy_object $9345(10@,6i) 
0108: destroy_object $9351(10@,6i) 
0108: destroy_object $9357(10@,6i) 
0108: destroy_object $9363(10@,6i) 
0108: destroy_object $9369(10@,6i) 
0108: destroy_object $9375(10@,6i) 
0108: destroy_object $9381(10@,6i) 
000A: 10@ += 1 // integer values 
0002: jump @WOF_11368 

:WOF_11472
0108: destroy_object $9436 
08DA: remove_panel $9437 
00D6: if and
8A2A:   not text_box 'SGPUNT' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Krtys szint elrve. A maximlis tted $1,000-ra emelkedett. Mostantl tbb, mint $1,000-t krhetsz a kaszintl.
8A2A:   not text_box 'SGGAMB' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Profi szint elrve. A maximlis tted  $10,000-ra emelkedett. Mostantl tbb, mint $10,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGPROF' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Nagy dob szint elrve. A maximum tted $100,000-ra emelkedett. Valamint maximum $100,000-t krhetsz klcsn a kaszintl.
8A2A:   not text_box 'SGHIRO' displaying  // ~h~Szerencsejtk tapasztalat~w~ - Blna szint elrve. A maximum tted $1,000,000-ra emelkedett. Valamint maximum $1,000,000-t krhetsz klcsn a kaszintl.
004D: jump_if_false @WOF_11539 
03E6: remove_text_box 

:WOF_11539
0051: return 

:WOF_11541
0653: 8@ = stat 81 // float 
00D6: if 
0023:   1.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_11583 
0004: $9200 = 100 // integer values 
0002: jump @WOF_11703 

:WOF_11583
00D6: if 
0023:   10.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_11619 
0004: $9200 = 1000 // integer values 
0002: jump @WOF_11703 

:WOF_11619
00D6: if 
0023:   100.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_11655 
0004: $9200 = 10000 // integer values 
0002: jump @WOF_11703 

:WOF_11655
00D6: if 
0023:   1000.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_11693 
0004: $9200 = 100000 // integer values 
0002: jump @WOF_11703 

:WOF_11693
0004: $9200 = 1000000 // integer values 

:WOF_11703
0051: return 
033F: set_text_draw_letter_width_height 0.4487 1.5974 
0340: set_text_draw_color 128 148 178 255 
0341: unknown_text_stuff 1 
0343: set_text_linewidth 2000.0 
0348: set_text_draw_proportional 1 
0051: return 

:WOF_11748
0340: set_text_draw_color 180 180 180 255 
033F: set_text_draw_letter_width_height 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: unknown_text_stuff 0 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 640.0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 0 
0051: return 

:WOF_11803
00D6: if 
0038:   $9336 == 1 // integer values 
004D: jump_if_false @WOF_11835 
0004: $9337 = 40 // integer values 
0002: jump @WOF_13531 

:WOF_11835
00D6: if 
0038:   $9336 == 2 // integer values 
004D: jump_if_false @WOF_11867 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_11867
00D6: if 
0038:   $9336 == 3 // integer values 
004D: jump_if_false @WOF_11899 
0004: $9337 = 10 // integer values 
0002: jump @WOF_13531 

:WOF_11899
00D6: if 
0038:   $9336 == 4 // integer values 
004D: jump_if_false @WOF_11931 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_11931
00D6: if 
0038:   $9336 == 5 // integer values 
004D: jump_if_false @WOF_11963 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_11963
00D6: if 
0038:   $9336 == 6 // integer values 
004D: jump_if_false @WOF_11995 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_11995
00D6: if 
0038:   $9336 == 7 // integer values 
004D: jump_if_false @WOF_12027 
0004: $9337 = 5 // integer values 
0002: jump @WOF_13531 

:WOF_12027
00D6: if 
0038:   $9336 == 8 // integer values 
004D: jump_if_false @WOF_12059 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12059
00D6: if 
0038:   $9336 == 9 // integer values 
004D: jump_if_false @WOF_12091 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12091
00D6: if 
0038:   $9336 == 10 // integer values 
004D: jump_if_false @WOF_12123 
0004: $9337 = 10 // integer values 
0002: jump @WOF_13531 

:WOF_12123
00D6: if 
0038:   $9336 == 11 // integer values 
004D: jump_if_false @WOF_12155 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12155
00D6: if 
0038:   $9336 == 12 // integer values 
004D: jump_if_false @WOF_12187 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12187
00D6: if 
0038:   $9336 == 13 // integer values 
004D: jump_if_false @WOF_12219 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12219
00D6: if 
0038:   $9336 == 14 // integer values 
004D: jump_if_false @WOF_12251 
0004: $9337 = 5 // integer values 
0002: jump @WOF_13531 

:WOF_12251
00D6: if 
0038:   $9336 == 15 // integer values 
004D: jump_if_false @WOF_12283 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12283
00D6: if 
0038:   $9336 == 16 // integer values 
004D: jump_if_false @WOF_12315 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12315
00D6: if 
0038:   $9336 == 17 // integer values 
004D: jump_if_false @WOF_12347 
0004: $9337 = 20 // integer values 
0002: jump @WOF_13531 

:WOF_12347
00D6: if 
0038:   $9336 == 18 // integer values 
004D: jump_if_false @WOF_12379 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12379
00D6: if 
0038:   $9336 == 19 // integer values 
004D: jump_if_false @WOF_12411 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12411
00D6: if 
0038:   $9336 == 20 // integer values 
004D: jump_if_false @WOF_12443 
0004: $9337 = 5 // integer values 
0002: jump @WOF_13531 

:WOF_12443
00D6: if 
0038:   $9336 == 21 // integer values 
004D: jump_if_false @WOF_12475 
0004: $9337 = 10 // integer values 
0002: jump @WOF_13531 

:WOF_12475
00D6: if 
0038:   $9336 == 22 // integer values 
004D: jump_if_false @WOF_12507 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12507
00D6: if 
0038:   $9336 == 23 // integer values 
004D: jump_if_false @WOF_12539 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12539
00D6: if 
0038:   $9336 == 24 // integer values 
004D: jump_if_false @WOF_12571 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12571
00D6: if 
0038:   $9336 == 25 // integer values 
004D: jump_if_false @WOF_12603 
0004: $9337 = 5 // integer values 
0002: jump @WOF_13531 

:WOF_12603
00D6: if 
0038:   $9336 == 26 // integer values 
004D: jump_if_false @WOF_12635 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12635
00D6: if 
0038:   $9336 == 27 // integer values 
004D: jump_if_false @WOF_12667 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12667
00D6: if 
0038:   $9336 == 28 // integer values 
004D: jump_if_false @WOF_12699 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12699
00D6: if 
0038:   $9336 == 29 // integer values 
004D: jump_if_false @WOF_12731 
0004: $9337 = 40 // integer values 
0002: jump @WOF_13531 

:WOF_12731
00D6: if 
0038:   $9336 == 30 // integer values 
004D: jump_if_false @WOF_12763 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12763
00D6: if 
0038:   $9336 == 31 // integer values 
004D: jump_if_false @WOF_12795 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12795
00D6: if 
0038:   $9336 == 32 // integer values 
004D: jump_if_false @WOF_12827 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12827
00D6: if 
0038:   $9336 == 33 // integer values 
004D: jump_if_false @WOF_12859 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12859
00D6: if 
0038:   $9336 == 34 // integer values 
004D: jump_if_false @WOF_12891 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12891
00D6: if 
0038:   $9336 == 35 // integer values 
004D: jump_if_false @WOF_12923 
0004: $9337 = 5 // integer values 
0002: jump @WOF_13531 

:WOF_12923
00D6: if 
0038:   $9336 == 36 // integer values 
004D: jump_if_false @WOF_12955 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_12955
00D6: if 
0038:   $9336 == 37 // integer values 
004D: jump_if_false @WOF_12987 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_12987
00D6: if 
0038:   $9336 == 38 // integer values 
004D: jump_if_false @WOF_13019 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13019
00D6: if 
0038:   $9336 == 39 // integer values 
004D: jump_if_false @WOF_13051 
0004: $9337 = 5 // integer values 
0002: jump @WOF_13531 

:WOF_13051
00D6: if 
0038:   $9336 == 40 // integer values 
004D: jump_if_false @WOF_13083 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13083
00D6: if 
0038:   $9336 == 41 // integer values 
004D: jump_if_false @WOF_13115 
0004: $9337 = 20 // integer values 
0002: jump @WOF_13531 

:WOF_13115
00D6: if 
0038:   $9336 == 42 // integer values 
004D: jump_if_false @WOF_13147 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13147
00D6: if 
0038:   $9336 == 43 // integer values 
004D: jump_if_false @WOF_13179 
0004: $9337 = 10 // integer values 
0002: jump @WOF_13531 

:WOF_13179
00D6: if 
0038:   $9336 == 44 // integer values 
004D: jump_if_false @WOF_13211 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13211
00D6: if 
0038:   $9336 == 45 // integer values 
004D: jump_if_false @WOF_13243 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_13243
00D6: if 
0038:   $9336 == 46 // integer values 
004D: jump_if_false @WOF_13275 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13275
00D6: if 
0038:   $9336 == 47 // integer values 
004D: jump_if_false @WOF_13307 
0004: $9337 = 5 // integer values 
0002: jump @WOF_13531 

:WOF_13307
00D6: if 
0038:   $9336 == 48 // integer values 
004D: jump_if_false @WOF_13339 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13339
00D6: if 
0038:   $9336 == 49 // integer values 
004D: jump_if_false @WOF_13371 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_13371
00D6: if 
0038:   $9336 == 50 // integer values 
004D: jump_if_false @WOF_13403 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13403
00D6: if 
0038:   $9336 == 51 // integer values 
004D: jump_if_false @WOF_13435 
0004: $9337 = 5 // integer values 
0002: jump @WOF_13531 

:WOF_13435
00D6: if 
0038:   $9336 == 52 // integer values 
004D: jump_if_false @WOF_13467 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13467
00D6: if 
0038:   $9336 == 53 // integer values 
004D: jump_if_false @WOF_13499 
0004: $9337 = 2 // integer values 
0002: jump @WOF_13531 

:WOF_13499
00D6: if 
0038:   $9336 == 54 // integer values 
004D: jump_if_false @WOF_13531 
0004: $9337 = 1 // integer values 
0002: jump @WOF_13531 

:WOF_13531
0051: return 

:WOF_13533
00D6: if 
0736:   85 
004D: jump_if_false @WOF_13575 
0009: $9387 += 0.001 // floating-point values 
0664: write_debug_floatvar "CHIP_SET_Z" $9387 

:WOF_13575
00D6: if 
0736:   74 
004D: jump_if_false @WOF_13617 
0009: $9387 += -0.001 // floating-point values 
0664: write_debug_floatvar "CHIP_SET_Z" $9387 

:WOF_13617
0006: 10@ = 0 // integer values 

:WOF_13624
00D6: if 
001B:   6 > 10@ // integer values 
004D: jump_if_false @WOF_15503 
008B: 12@ = $9327(10@,6i) // integer values and handles 
0093: 8@ = integer_to_float 12@ 
0017: 8@ /= 1.0 // floating-point values 
00D6: if 
0021:   8@ > 10.0 // floating-point values 
004D: jump_if_false @WOF_13703 
0007: 8@ = 10.0 // floating-point values 

:WOF_13703
0092: 11@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 11@ 
0013: 9@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @WOF_13757 
000B: 9@ += 0.03 // floating-point values 

:WOF_13757
0086: $9388(10@,6f) = $9387 // floating-point values only 
005F: $9388(10@,6f) += 9@ // floating-point values 
0012: 11@ *= -1 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9339(10@,6i) exists 
004D: jump_if_false @WOF_13883 
01BB: store_object $9339(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 $9388(10@,6f) 
01BC: put_object $9339(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_13883
0093: 8@ = integer_to_float 12@ 
0017: 8@ /= 5.0 // floating-point values 
00D6: if 
0021:   8@ > 10.0 // floating-point values 
004D: jump_if_false @WOF_13932 
0007: 8@ = 10.0 // floating-point values 

:WOF_13932
0092: 11@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 11@ 
0013: 9@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @WOF_13986 
000B: 9@ += 0.03 // floating-point values 

:WOF_13986
0086: $9394(10@,6f) = $9387 // floating-point values only 
005F: $9394(10@,6f) += 9@ // floating-point values 
0012: 11@ *= -5 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9345(10@,6i) exists 
004D: jump_if_false @WOF_14112 
01BB: store_object $9345(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 $9394(10@,6f) 
01BC: put_object $9345(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_14112
0093: 8@ = integer_to_float 12@ 
0017: 8@ /= 10.0 // floating-point values 
00D6: if 
0021:   8@ > 10.0 // floating-point values 
004D: jump_if_false @WOF_14161 
0007: 8@ = 10.0 // floating-point values 

:WOF_14161
0092: 11@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 11@ 
0013: 9@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @WOF_14215 
000B: 9@ += 0.03 // floating-point values 

:WOF_14215
0086: $9400(10@,6f) = $9387 // floating-point values only 
005F: $9400(10@,6f) += 9@ // floating-point values 
0012: 11@ *= -10 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9351(10@,6i) exists 
004D: jump_if_false @WOF_14341 
01BB: store_object $9351(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 $9400(10@,6f) 
01BC: put_object $9351(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_14341
0093: 8@ = integer_to_float 12@ 
0017: 8@ /= 50.0 // floating-point values 
00D6: if 
0021:   8@ > 10.0 // floating-point values 
004D: jump_if_false @WOF_14390 
0007: 8@ = 10.0 // floating-point values 

:WOF_14390
0092: 11@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 11@ 
0013: 9@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @WOF_14444 
000B: 9@ += 0.03 // floating-point values 

:WOF_14444
0086: $9406(10@,6f) = $9387 // floating-point values only 
005F: $9406(10@,6f) += 9@ // floating-point values 
0012: 11@ *= -50 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9357(10@,6i) exists 
004D: jump_if_false @WOF_14570 
01BB: store_object $9357(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 $9406(10@,6f) 
01BC: put_object $9357(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_14570
0093: 8@ = integer_to_float 12@ 
0017: 8@ /= 100.0 // floating-point values 
00D6: if 
0021:   8@ > 10.0 // floating-point values 
004D: jump_if_false @WOF_14619 
0007: 8@ = 10.0 // floating-point values 

:WOF_14619
0092: 11@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 11@ 
0013: 9@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @WOF_14673 
000B: 9@ += 0.03 // floating-point values 

:WOF_14673
0086: $9412(10@,6f) = $9387 // floating-point values only 
005F: $9412(10@,6f) += 9@ // floating-point values 
0012: 11@ *= -100 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9363(10@,6i) exists 
004D: jump_if_false @WOF_14799 
01BB: store_object $9363(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 $9412(10@,6f) 
01BC: put_object $9363(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_14799
0093: 8@ = integer_to_float 12@ 
0017: 8@ /= 200.0 // floating-point values 
00D6: if 
0021:   8@ > 10.0 // floating-point values 
004D: jump_if_false @WOF_14848 
0007: 8@ = 10.0 // floating-point values 

:WOF_14848
0092: 11@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 11@ 
0013: 9@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @WOF_14902 
000B: 9@ += 0.03 // floating-point values 

:WOF_14902
0086: $9418(10@,6f) = $9387 // floating-point values only 
005F: $9418(10@,6f) += 9@ // floating-point values 
0012: 11@ *= -200 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9369(10@,6i) exists 
004D: jump_if_false @WOF_15029 
01BB: store_object $9369(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 $9418(10@,6f) 
01BC: put_object $9369(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_15029
0093: 8@ = integer_to_float 12@ 
0017: 8@ /= 500.0 // floating-point values 
00D6: if 
0021:   8@ > 10.0 // floating-point values 
004D: jump_if_false @WOF_15078 
0007: 8@ = 10.0 // floating-point values 

:WOF_15078
0092: 11@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 11@ 
0013: 9@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @WOF_15132 
000B: 9@ += 0.03 // floating-point values 

:WOF_15132
0086: $9424(10@,6f) = $9387 // floating-point values only 
005F: $9424(10@,6f) += 9@ // floating-point values 
0012: 11@ *= -500 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9375(10@,6i) exists 
004D: jump_if_false @WOF_15259 
01BB: store_object $9375(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 $9424(10@,6f) 
01BC: put_object $9375(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_15259
0093: 8@ = integer_to_float 12@ 
0017: 8@ /= 1000.0 // floating-point values 
00D6: if 
0021:   8@ > 10.0 // floating-point values 
004D: jump_if_false @WOF_15308 
0007: 8@ = 10.0 // floating-point values 

:WOF_15308
0092: 11@ = float_to_integer 8@ 
0093: 9@ = integer_to_float 11@ 
0013: 9@ *= 0.0126 // floating-point values 
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @WOF_15362 
000B: 9@ += 0.03 // floating-point values 

:WOF_15362
0086: $9430(10@,6f) = $9387 // floating-point values only 
005F: $9430(10@,6f) += 9@ // floating-point values 
0012: 11@ *= -1000 // integer values 
005A: 12@ += 11@ // integer values 
00D6: if 
03CA:   object $9381(10@,6i) exists 
004D: jump_if_false @WOF_15489 
01BB: store_object $9381(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: create_coordinate 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 $9430(10@,6f) 
01BC: put_object $9381(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_15489
000A: 10@ += 1 // integer values 
0002: jump @WOF_13624 

:WOF_15503
0051: return 

:WOF_15505
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @WOF_15865 
0653: 8@ = stat 81 // float 
00D6: if 
0038:   $9450 == 0 // integer values 
004D: jump_if_false @WOF_15715 
00D6: if 
0023:   1.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_15581 
0006: 19@ = 100 // integer values 
0002: jump @WOF_15701 

:WOF_15581
00D6: if 
0023:   10.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_15617 
0006: 19@ = 1000 // integer values 
0002: jump @WOF_15701 

:WOF_15617
00D6: if 
0023:   100.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_15653 
0006: 19@ = 10000 // integer values 
0002: jump @WOF_15701 

:WOF_15653
00D6: if 
0023:   1000.0 > 8@ // floating-point values 
004D: jump_if_false @WOF_15691 
0006: 19@ = 100000 // integer values 
0002: jump @WOF_15701 

:WOF_15691
0006: 19@ = 1000000 // integer values 

:WOF_15701
0008: $9450 += 1 // integer values 
0002: jump @WOF_15865 

:WOF_15715
0209: 10@ = random_int 0 5 
0871: init_jump_table 10@ total_jumps 5 0 @WOF_15865 jumps 0 @WOF_15787 1 @WOF_15801 2 @WOF_15816 3 @WOF_15831 4 @WOF_15848 -1 @WOF_15865 -1 @WOF_15865 

:WOF_15787
0006: 19@ = 100 // integer values 
0002: jump @WOF_15865 

:WOF_15801
0006: 19@ = 1000 // integer values 
0002: jump @WOF_15865 

:WOF_15816
0006: 19@ = 10000 // integer values 
0002: jump @WOF_15865 

:WOF_15831
0006: 19@ = 100000 // integer values 
0002: jump @WOF_15865 

:WOF_15848
0006: 19@ = 1000000 // integer values 
0002: jump @WOF_15865 

:WOF_15865
0051: return 
0454: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 4@ exists 
004D: jump_if_false @WOF_15916 
01BB: store_object 4@ position_to $9441 $9442 $9443 
0176: $TEMPVAR_ANGLE = object 4@ z_angle 

:WOF_15916
0011: $TEMPVAR_ANGLE *= -1.0 // floating-point values 
02F7: 8@ = sinus $TEMPVAR_ANGLE // cosine swapped with sinus 
02F6: 9@ = cosine $TEMPVAR_ANGLE // sinus swapped with cosine 
0086: $9444 = $TEMPVAR_FLOAT_1 // floating-point values only 
0061: $9444 -= $9441 // floating-point values 
0086: $9445 = $TEMPVAR_FLOAT_2 // floating-point values only 
0061: $9445 -= $9442 // floating-point values 
0086: $9446 = $TEMPVAR_FLOAT_3 // floating-point values only 
0061: $9446 -= $9443 // floating-point values 
0086: $9447 = $9444 // floating-point values only 
006D: $9447 *= 8@ // floating-point values 
0086: $9449 = $9445 // floating-point values only 
006D: $9449 *= 9@ // floating-point values 
0061: $9447 -= $9449 // floating-point values 
0086: $9448 = $9444 // floating-point values only 
006D: $9448 *= 9@ // floating-point values 
0086: $9449 = $9445 // floating-point values only 
006D: $9449 *= 8@ // floating-point values 
0059: $9448 += $9449 // floating-point values 
03A9: write_debug_newline 
05B6: 210 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9447 
03A8: write_debug_float $9448 
03A8: write_debug_float $9446 
0463: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $9444 = $TEMPVAR_FLOAT_1 // floating-point values only 
0061: $9444 -= $9441 // floating-point values 
0086: $9445 = $TEMPVAR_FLOAT_2 // floating-point values only 
0061: $9445 -= $9442 // floating-point values 
0086: $9446 = $TEMPVAR_FLOAT_3 // floating-point values only 
0061: $9446 -= $9443 // floating-point values 
0086: $9447 = $9444 // floating-point values only 
006D: $9447 *= 8@ // floating-point values 
0086: $9449 = $9445 // floating-point values only 
006D: $9449 *= 9@ // floating-point values 
0061: $9447 -= $9449 // floating-point values 
0086: $9448 = $9444 // floating-point values only 
006D: $9448 *= 9@ // floating-point values 
0086: $9449 = $9445 // floating-point values only 
006D: $9449 *= 8@ // floating-point values 
0059: $9448 += $9449 // floating-point values 
03A9: write_debug_newline 
05B6: 211 // Debug script. Currently ignored by decompiler
03A8: write_debug_float $9447 
03A8: write_debug_float $9448 
03A8: write_debug_float $9446 
0051: return 
004E: end_thread 

//-------------External script 19 (DEALER)---------------

:DEALER
03A4: name_thread 'DEALER' 
0006: 13@ = 0 // integer values 
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @DEALER_60 
009A: 0@ = create_actor 17 #NULL at 0.0 0.0 0.0 

:DEALER_60
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 11@ = -1 // integer values 
0006: 14@ = 0 // integer values 
00D6: if and
8118:   not actor 0@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DEALER_338 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
08F1: get_zone_string s$9451 from_coordinates 3@ 4@ 5@ 
05AA: 17@s = s$9451 // 8-byte strings 
0978: unknown_fill/merge_entity 65539 $9453 
060B: unknown_actor_use_entity 0@ $9453 
03FE: set_actor 0@ money 2000 
0717: (unknown) 0@ 
09A4: (unknown) 'DEAL1' 'DEAL2' 'DEAL3' 192 77 78  // Akarsz egy kis anyagot? // Nyugi van, ember. // Bazd meg, ember!
0652: 13@ = stat 64 // integer 
00D6: if 
0029:   13@ >= 500 // integer values 
004D: jump_if_false @DEALER_271 
09AA: (unknown) 'DEAL2' 79  // Nyugi van, ember.
09AA: (unknown) 'DEAL3' 75  // Bazd meg, ember!
0002: jump @DEALER_297 

:DEALER_271
09AA: (unknown) 'DEAL2' 80  // Nyugi van, ember.
09AA: (unknown) 'DEAL3' 76  // Bazd meg, ember!

:DEALER_297
09FB: 13@ = unknown_get_display_mode_or_gxt_file_used 
00D6: if 
04A4:   13@ == 0 // integer values OR floating-point values 
004D: jump_if_false @DEALER_329 
0A47: (unknown) 
0002: jump @DEALER_331 

:DEALER_329
0719: (unknown) 

:DEALER_331
0002: jump @DEALER_345 

:DEALER_338
0050: gosub @DEALER_3913 

:DEALER_345
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DEALER_471 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DEALER_457 
00D6: if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
004D: jump_if_false @DEALER_429 
0050: gosub @DEALER_641 
0050: gosub @DEALER_3368 
0002: jump @DEALER_450 

:DEALER_429
0050: gosub @DEALER_846 
0050: gosub @DEALER_485 
0050: gosub @DEALER_931 

:DEALER_450
0002: jump @DEALER_464 

:DEALER_457
0050: gosub @DEALER_3913 

:DEALER_464
0002: jump @DEALER_478 

:DEALER_471
0050: gosub @DEALER_3913 

:DEALER_478
0002: jump @DEALER_345 

:DEALER_485
00D6: if 
0039:   11@ == -1 // integer values 
004D: jump_if_false @DEALER_604 
00D6: if 
0019:   32@ > 15000 // integer values 
004D: jump_if_false @DEALER_597 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
089E: get_random_zone_pedgroup_ped 11@ in_sphere_at 3@ 4@ 5@ radius 5.0 
00D6: if 
8039:   not  11@ == -1 // integer values 
004D: jump_if_false @DEALER_597 
00D6: if 
00DF:   actor 11@ driving 
004D: jump_if_false @DEALER_597 
03C0: 12@ = actor 11@ car 

:DEALER_597
0002: jump @DEALER_639 

:DEALER_604
00D6: if or
0118:   actor 11@ dead 
856D:   not carcass_of_actor 11@ valid 
074F: (unknown) 0@ 36 
004D: jump_if_false @DEALER_639 
0006: 11@ = -1 // integer values 

:DEALER_639
0051: return 

:DEALER_641
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @DEALER_709 
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEALER_709 
00D6: if 
8495:   not car 12@ burning 
004D: jump_if_false @DEALER_709 
05D2: AS_actor 11@ run_to_and_hijack_vehicle 12@ max_search_radius 20.0 traffic_behavior 2 

:DEALER_709
0006: 32@ = 0 // integer values 
0006: 11@ = -1 // integer values 
0051: return 

:DEALER_725
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DEALER_844 
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @DEALER_844 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
00A0: store_actor 11@ position_to 6@ 7@ 8@ 
0509: 9@ = distance between point 3@ 4@ and point 6@ 7@ 
00D6: if 
0021:   9@ > 2.0 // floating-point values 
004D: jump_if_false @DEALER_837 
0006: 13@ = 1 // integer values 
0002: jump @DEALER_844 

:DEALER_837
0006: 13@ = 0 // integer values 

:DEALER_844
0051: return 

:DEALER_846
00D6: if 
0248:   model #COLT45 available 
004D: jump_if_false @DEALER_929 
00D6: if 
8491:   not actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_929 
01B2: give_actor 0@ weapon 22 ammo 1000 // Load the weapon model before using this 
00D6: if 
8039:   not  15@ == 1 // integer values 
004D: jump_if_false @DEALER_922 
01B9: set_actor 0@ armed_weapon_to 0 
0002: jump @DEALER_929 

:DEALER_922
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_929
0051: return 

:DEALER_931
0871: init_jump_table 1@ total_jumps 4 1 @DEALER_1285 jumps 0 @DEALER_994 1 @DEALER_1151 2 @DEALER_1211 3 @DEALER_1271 -1 @DEALER_1299 -1 @DEALER_1299 -1 @DEALER_1299 

:DEALER_994
00D6: if 
089B:   0@ 
004D: jump_if_false @DEALER_1038 
0006: 2@ = 0 // integer values 
0006: 1@ = 3 // integer values 
0050: gosub @DEALER_2884 
0002: jump @DEALER_1144 

:DEALER_1038
00D6: if 
0019:   11@ > -1 // integer values 
004D: jump_if_false @DEALER_1137 
0050: gosub @DEALER_725 
00D6: if 
0039:   13@ == 0 // integer values 
004D: jump_if_false @DEALER_1109 
0006: 2@ = 0 // integer values 
0006: 1@ = 2 // integer values 
0050: gosub @DEALER_2636 
0002: jump @DEALER_1130 

:DEALER_1109
0006: 2@ = 0 // integer values 
0006: 1@ = 1 // integer values 
0050: gosub @DEALER_1793 

:DEALER_1130
0002: jump @DEALER_1144 

:DEALER_1137
0050: gosub @DEALER_1301 

:DEALER_1144
0002: jump @DEALER_1299 

:DEALER_1151
00D6: if 
0019:   11@ > -1 // integer values 
004D: jump_if_false @DEALER_1183 
0050: gosub @DEALER_1793 
0002: jump @DEALER_1204 

:DEALER_1183
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0050: gosub @DEALER_1301 

:DEALER_1204
0002: jump @DEALER_1299 

:DEALER_1211
00D6: if 
0019:   11@ > -1 // integer values 
004D: jump_if_false @DEALER_1243 
0050: gosub @DEALER_2636 
0002: jump @DEALER_1264 

:DEALER_1243
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0050: gosub @DEALER_1301 

:DEALER_1264
0002: jump @DEALER_1299 

:DEALER_1271
0050: gosub @DEALER_2884 
0002: jump @DEALER_1299 

:DEALER_1285
0050: gosub @DEALER_3913 
0002: jump @DEALER_1299 

:DEALER_1299
0051: return 

:DEALER_1301
0871: init_jump_table 2@ total_jumps 3 0 @DEALER_1791 jumps 0 @DEALER_1364 1 @DEALER_1488 2 @DEALER_1758 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 

:DEALER_1364
00D6: if 
874F:   not (unknown) 0@ 36 
004D: jump_if_false @DEALER_1481 
089C: (unknown) 0@ 1 
062E: (unknown) 0@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_1481 
0605: actor 0@ perform_animation_sequence "DEALER_IDLE" from_file "DEALER" 4.0 loop 1 0 0 0 -1 ms 
0006: 33@ = 0 // integer values 
0006: 14@ = 3000 // integer values 
000A: 2@ += 1 // integer values 

:DEALER_1481
0002: jump @DEALER_1791 

:DEALER_1488
00D6: if 
002D:   33@ >= 14@ // integer values 
004D: jump_if_false @DEALER_1751 
09B6: (unknown) 0@ 0 
0209: 13@ = random_int 1 15 
00D6: if 
0019:   13@ > 5 // integer values 
004D: jump_if_false @DEALER_1659 
00D6: if 
0019:   13@ > 10 // integer values 
004D: jump_if_false @DEALER_1610 
062E: (unknown) 0@ 1481 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_1603 
05C9: AS_actor 0@ on_guard -1 ms 
0006: 14@ = 2000 // integer values 

:DEALER_1603
0002: jump @DEALER_1652 

:DEALER_1610
062E: (unknown) 0@ 1502 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_1652 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 14@ = 1500 // integer values 

:DEALER_1652
0002: jump @DEALER_1737 

:DEALER_1659
062E: (unknown) 0@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_1737 
0605: actor 0@ perform_animation_sequence "DEALER_IDLE" from_file "DEALER" 4.0 loop 1 0 0 0 -1 ms 
0006: 14@ = 3000 // integer values 

:DEALER_1737
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:DEALER_1751
0002: jump @DEALER_1791 

:DEALER_1758
00D6: if 
002D:   33@ >= 14@ // integer values 
004D: jump_if_false @DEALER_1784 
0006: 2@ = 1 // integer values 

:DEALER_1784
0002: jump @DEALER_1791 

:DEALER_1791
0051: return 

:DEALER_1793
0871: init_jump_table 2@ total_jumps 6 0 @DEALER_2634 jumps 0 @DEALER_1856 1 @DEALER_1907 2 @DEALER_2044 3 @DEALER_2074 4 @DEALER_2295 5 @DEALER_2505 -1 @DEALER_2634 

:DEALER_1856
089C: (unknown) 0@ 0 
05C9: AS_actor 0@ on_guard -1 ms 
05D9: AS_actor 11@ run_to_actor 0@ stop_within_radius 20000 1.0 ms 
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 
0002: jump @DEALER_2634 

:DEALER_1907
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
00A0: store_actor 11@ position_to 6@ 7@ 8@ 
0509: 9@ = distance between point 3@ 4@ and point 6@ 7@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
00D6: if 
0033:   1.8 >= 9@ // floating-point values 
004D: jump_if_false @DEALER_1997 
000A: 2@ += 1 // integer values 
0002: jump @DEALER_2037 

:DEALER_1997
00D6: if 
0019:   33@ > 20000 // integer values 
004D: jump_if_false @DEALER_2037 
0050: gosub @DEALER_641 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:DEALER_2037
0002: jump @DEALER_2634 

:DEALER_2044
0639: AS_actor 11@ rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor 11@ 
000A: 2@ += 1 // integer values 
0002: jump @DEALER_2634 

:DEALER_2074
062E: (unknown) 11@ 1593 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2139 
062E: (unknown) 11@ 1466 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2139 
05BA: AS_actor 11@ chew_gum -1 ms 

:DEALER_2139
062E: (unknown) 0@ 1593 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2288 
062E: (unknown) 0@ 1466 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2204 
05BA: AS_actor 0@ chew_gum -1 ms 

:DEALER_2204
062E: (unknown) 11@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2288 
0947: (unknown) 11@ 83 13@ 
0605: actor 11@ perform_animation_sequence "SHOP_PAY" from_file "DEALER" 4.0 loop 0 0 0 0 -1 ms 
000A: 2@ += 1 // integer values 

:DEALER_2288
0002: jump @DEALER_2634 

:DEALER_2295
062E: (unknown) 11@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2498 
0647: unknown_action_sequence 0@ 
062E: (unknown) 11@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2404 
0605: actor 11@ perform_animation_sequence "DRUGS_BUY" from_file "DEALER" 4.0 loop 0 0 0 0 -1 ms 
09B6: (unknown) 11@ 1 

:DEALER_2404
062E: (unknown) 0@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2498 
0947: (unknown) 0@ 84 13@ 
0605: actor 0@ perform_animation_sequence "DEALER_DEAL" from_file "DEALER" 4.0 loop 0 0 0 0 -1 ms 
09B6: (unknown) 0@ 1 
000A: 2@ += 1 // integer values 

:DEALER_2498
0002: jump @DEALER_2634 

:DEALER_2505
062E: (unknown) 11@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2570 
062E: (unknown) 11@ 1466 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2570 
05BA: AS_actor 11@ chew_gum -1 ms 

:DEALER_2570
062E: (unknown) 0@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2627 
09A7: (unknown) 11@ 1 
0050: gosub @DEALER_641 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:DEALER_2627
0002: jump @DEALER_2634 

:DEALER_2634
0051: return 

:DEALER_2636
0871: init_jump_table 2@ total_jumps 3 0 @DEALER_2882 jumps 0 @DEALER_2699 1 @DEALER_2769 2 @DEALER_2825 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 

:DEALER_2699
089C: (unknown) 0@ 0 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
0850: (unknown) 0@ 11@ 
0947: (unknown) 0@ 84 13@ 
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 
0002: jump @DEALER_2882 

:DEALER_2769
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @DEALER_2818 
0647: unknown_action_sequence 0@ 
05F5: unknown_action_sequence 0@ 3@ 4@ 5@ 4 -2 
000A: 2@ += 1 // integer values 

:DEALER_2818
0002: jump @DEALER_2882 

:DEALER_2825
062E: (unknown) 0@ 1525 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_2875 
0050: gosub @DEALER_641 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:DEALER_2875
0002: jump @DEALER_2882 

:DEALER_2882
0051: return 

:DEALER_2884
0871: init_jump_table 2@ total_jumps 4 0 @DEALER_3366 jumps 0 @DEALER_2947 1 @DEALER_2976 2 @DEALER_3178 3 @DEALER_3312 -1 @DEALER_3366 -1 @DEALER_3366 -1 @DEALER_3366 

:DEALER_2947
0006: 33@ = 0 // integer values 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
000A: 2@ += 1 // integer values 
0002: jump @DEALER_3366 

:DEALER_2976
00D6: if 
88FE:   not text_box_displaying 
004D: jump_if_false @DEALER_3039 
00D6: if and
871A:   not  0@ 'DEAL2' 
871A:   not  0@ 'DEAL3' 
004D: jump_if_false @DEALER_3039 
03E5: text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t

:DEALER_3039
062E: (unknown) 0@ 1593 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_3128 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: (unknown) 0@ 1466 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DEALER_3114 
05BA: AS_actor 0@ chew_gum -2 ms 

:DEALER_3114
000A: 2@ += 1 // integer values 
0002: jump @DEALER_3171 

:DEALER_3128
00D6: if or
889B:   not  0@ 
0019:   33@ > 15000 // integer values 
004D: jump_if_false @DEALER_3171 
0647: unknown_action_sequence 0@ 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:DEALER_3171
0002: jump @DEALER_3366 

:DEALER_3178
00D6: if and
071A:   0@ 'DEAL3' 
0019:   33@ > 9000 // integer values 
004D: jump_if_false @DEALER_3220 
03E6: remove_text_box 
0050: gosub @DEALER_3368 

:DEALER_3220
00D6: if and
071A:   0@ 'DEAL2' 
0019:   33@ > 9000 // integer values 
004D: jump_if_false @DEALER_3262 
03E6: remove_text_box 
0050: gosub @DEALER_3595 

:DEALER_3262
00D6: if or
889B:   not  0@ 
0019:   33@ > 15000 // integer values 
004D: jump_if_false @DEALER_3305 
0647: unknown_action_sequence 0@ 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:DEALER_3305
0002: jump @DEALER_3366 

:DEALER_3312
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @DEALER_3359 
0708: unknown_add_entity_item $9453 37 
01B9: set_actor 0@ armed_weapon_to 0 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:DEALER_3359
0002: jump @DEALER_3366 

:DEALER_3366
0051: return 

:DEALER_3368
03E6: remove_text_box 
0647: unknown_action_sequence 0@ 
089C: (unknown) 0@ 0 
00D6: if 
0491:   actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_3407 
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_3407
00D6: if 
8039:   not  15@ == 1 // integer values 
004D: jump_if_false @DEALER_3593 
0006: 15@ = 1 // integer values 
0652: 13@ = stat 64 // integer 
00D6: if 
0019:   13@ > 500 // integer values 
004D: jump_if_false @DEALER_3529 
077A: set_actor 0@ aggressive_to_pedgroup 4 type 0 
0708: unknown_add_entity_item $9453 36 
0709: unknown_set_entity_item $9453 36 927 0.0 100.0 0.0 0.0 1 1 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0002: jump @DEALER_3593 

:DEALER_3529
077A: set_actor 0@ aggressive_to_pedgroup 4 type 0 
0708: unknown_add_entity_item $9453 36 
0709: unknown_set_entity_item $9453 36 1000 0.0 100.0 0.0 0.0 1 1 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 

:DEALER_3593
0051: return 

:DEALER_3595
03E6: remove_text_box 
0647: unknown_action_sequence 0@ 
089C: (unknown) 0@ 0 
0652: 13@ = stat 68 // integer 
00D6: if 
8039:   not  15@ == 2 // integer values 
004D: jump_if_false @DEALER_3868 
0006: 15@ = 2 // integer values 
00D6: if 
0019:   13@ > 500 // integer values 
004D: jump_if_false @DEALER_3738 
077A: set_actor 0@ aggressive_to_pedgroup 3 type 0 
01B9: set_actor 0@ armed_weapon_to 0 
0708: unknown_add_entity_item $9453 37 
0709: unknown_set_entity_item $9453 37 927 0.0 100.0 0.0 0.0 1 1 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0002: jump @DEALER_3868 

:DEALER_3738
077A: set_actor 0@ aggressive_to_pedgroup 3 type 0 
0708: unknown_add_entity_item $9453 37 
00D6: if 
0491:   actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_3820 
01B9: set_actor 0@ armed_weapon_to 22 
0709: unknown_set_entity_item $9453 37 1020 0.0 100.0 0.0 0.0 0 1 
0002: jump @DEALER_3854 

:DEALER_3820
0709: unknown_set_entity_item $9453 37 413 0.0 100.0 0.0 0.0 0 1 

:DEALER_3854
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:DEALER_3868
0051: return 

:DEALER_3870
076B: 16@ = get_zone 17@s wealth_of_peds 
00D6: if 
0019:   16@ > 0 // integer values 
004D: jump_if_false @DEALER_3903 
000E: 16@ -= 1 // integer values 

:DEALER_3903
076A: set_zone 17@s wealth_of_peds_to 16@ 
0051: return 

:DEALER_3913
00D6: if 
0039:   15@ == 1 // integer values 
004D: jump_if_false @DEALER_3938 
0050: gosub @DEALER_3870 

:DEALER_3938
08ED: (unknown) 0@ 
00D6: if 
0019:   11@ > -1 // integer values 
004D: jump_if_false @DEALER_3966 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 

:DEALER_3966
065C: unknown_create_def_entity $9453 // unknown_destroy 
004E: end_thread 
0051: return 
0663: write_debug_intvar "PEDSTATE" 1@ 
0663: write_debug_intvar "SUBSTATESTATUS" 2@ 
0663: write_debug_intvar "TIMER_B" 33@ 
0663: write_debug_intvar "TIMER_A" 32@ 
0051: return 
004E: end_thread 

//-------------External script 20 (HOME_BRAINS)---------------

:HMLES
03A4: name_thread 'HMLES' 
0004: $9454 = 0 // integer values 
0004: $9456 = 0 // integer values 
0004: $9455 = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0006: 11@ = 0 // integer values 
00D6: if 
0038:   $9454 == 1 // integer values 
004D: jump_if_false @HMLES_109 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:HMLES_109
0209: $9455 = random_int 0 4 
0004: $9455 = 3 // integer values 
00D6: if 
8038:   not  $1787 == 0 // integer values 
004D: jump_if_false @HMLES_159 
0006: 12@ = 1 // integer values 
004E: end_thread 
0002: jump @HMLES_236 

:HMLES_159
00D6: if 
056D:   carcass_of_actor 0@ valid 
004D: jump_if_false @HMLES_229 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_229 
0792: (unknown) 0@ 
00D6: if 
0038:   $9455 == 2 // integer values 
004D: jump_if_false @HMLES_229 
0245: set_actor 0@ walk_style_to "DRUNKMAN" 

:HMLES_229
0004: $1787 = 1 // integer values 

:HMLES_236
0001: wait 0 ms 
00D6: if and
056D:   carcass_of_actor 0@ valid 
0039:   12@ == 0 // integer values 
004D: jump_if_false @HMLES_3525 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3518 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HMLES_322 
03C0: 1@ = actor $PLAYER_ACTOR car 
0006: 2@ = 1 // integer values 
0002: jump @HMLES_329 

:HMLES_322
0006: 2@ = 0 // integer values 

:HMLES_329
00D6: if 
0038:   $9454 == 0 // integer values 
004D: jump_if_false @HMLES_1945 
00D6: if 
0038:   $9455 == 0 // integer values 
004D: jump_if_false @HMLES_463 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 10.0 10.0 3.0 sphere 0 
004D: jump_if_false @HMLES_463 
00D6: if 
0364:   actor 0@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HMLES_463 
0947: (unknown) 0@ 27 17@ 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @HMLES_456 
0859: (unknown) 0@ $PLAYER_ACTOR 

:HMLES_456
0004: $9454 = 1 // integer values 

:HMLES_463
00D6: if 
0038:   $9455 == 1 // integer values 
004D: jump_if_false @HMLES_1012 
00D6: if 
0038:   $9456 == 0 // integer values 
004D: jump_if_false @HMLES_518 
04ED: load_animation "SUNBATHE" 
0004: $9456 = 1 // integer values 

:HMLES_518
00D6: if 
0038:   $9456 == 1 // integer values 
004D: jump_if_false @HMLES_573 
00D6: if 
04EE:   animation "SUNBATHE" loaded 
004D: jump_if_false @HMLES_573 
0004: $9456 = 2 // integer values 
0002: jump @HMLES_573 

:HMLES_573
00D6: if 
0038:   $9456 == 2 // integer values 
004D: jump_if_false @HMLES_1012 
00D6: if 
04EE:   animation "SUNBATHE" loaded 
004D: jump_if_false @HMLES_1000 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_action_sequences 3@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IN" from_file "SUNBATHE" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEB" from_file "SUNBATHE" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEA" from_file "SUNBATHE" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEC" from_file "SUNBATHE" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEB" from_file "SUNBATHE" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEC" from_file "SUNBATHE" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PARKSIT_M_OUT" from_file "SUNBATHE" 4.0 loop 0 0 0 0 -1 ms 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 3@ 
0618: assign_actor 0@ to_action_sequences 3@ 
061B: remove_references_to_action_sequences 3@ 
0006: 11@ = 0 // integer values 
0004: $9454 = 1 // integer values 
0004: $9456 = 3 // integer values 
0002: jump @HMLES_1012 

:HMLES_1000
04ED: load_animation "SUNBATHE" 

:HMLES_1012
00D6: if 
0038:   $9455 == 2 // integer values 
004D: jump_if_false @HMLES_1610 
00D6: if 
0038:   $9456 == 0 // integer values 
004D: jump_if_false @HMLES_1079 
04ED: load_animation "FOOD" 
04ED: load_animation "VENDING" 
0247: request_model #CJ_JUICE_CAN 
0004: $9456 = 1 // integer values 

:HMLES_1079
00D6: if 
0038:   $9456 == 1 // integer values 
004D: jump_if_false @HMLES_1185 
00D6: if and
04EE:   animation "FOOD" loaded 
04EE:   animation "VENDING" loaded 
0248:   model #CJ_JUICE_CAN available 
004D: jump_if_false @HMLES_1185 
04C4: create_coordinate 7@ 8@ 9@ from_actor $PLAYER_ACTOR offset 0.0 1.3 0.0 
0107: 19@ = create_object #CJ_JUICE_CAN at 7@ 8@ 9@ 
0004: $9456 = 2 // integer values 

:HMLES_1185
00D6: if 
0038:   $9456 == 2 // integer values 
004D: jump_if_false @HMLES_1610 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @HMLES_1599 
00D6: if 
04EE:   animation "FOOD" loaded 
004D: jump_if_false @HMLES_1584 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_action_sequences 3@ 
070A: AS_actor -1 attach_to_object 19@ offset 0.1 0.1 0.0 on_bone 5 16 "NULL" "NULL" -1 ms 
0605: actor -1 perform_animation_sequence "VEND_DRINK2_P" from_file "VENDING" 1004.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "WALK_DRUNK" from_file "PED" 1004.0 loop 0 1 1 0 -1 ms 
0605: actor -1 perform_animation_sequence "VEND_DRINK_P" from_file "VENDING" 1004.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "WALK_DRUNK" from_file "PED" 1004.0 loop 0 1 1 0 -1 ms 
0605: actor -1 perform_animation_sequence "VEND_DRINK2_P" from_file "VENDING" 1004.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "EAT_VOMIT_P" from_file "FOOD" 1004.0 loop 0 0 0 0 -1 ms 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 3@ 
0618: assign_actor 0@ to_action_sequences 3@ 
061B: remove_references_to_action_sequences 3@ 
0004: $9454 = 1 // integer values 
0004: $9456 = 3 // integer values 
0002: jump @HMLES_1592 

:HMLES_1584
04ED: load_animation "FOOD" 

:HMLES_1592
0002: jump @HMLES_1610 

:HMLES_1599
04ED: load_animation "VENDING" 

:HMLES_1610
00D6: if 
0038:   $9455 == 3 // integer values 
004D: jump_if_false @HMLES_1945 
00D6: if 
0038:   $9456 == 0 // integer values 
004D: jump_if_false @HMLES_1665 
04ED: load_animation "PAULNMAC" 
0004: $9456 = 1 // integer values 

:HMLES_1665
00D6: if 
0038:   $9456 == 1 // integer values 
004D: jump_if_false @HMLES_1713 
00D6: if 
04EE:   animation "PAULNMAC" loaded 
004D: jump_if_false @HMLES_1713 
0004: $9456 = 2 // integer values 

:HMLES_1713
00D6: if 
0038:   $9456 == 2 // integer values 
004D: jump_if_false @HMLES_1945 
00D6: if 
04EE:   animation "PAULNMAC" loaded 
004D: jump_if_false @HMLES_1933 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_action_sequences 3@ 
0605: actor -1 perform_animation_sequence "PISS_IN" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PISS_LOOP" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "PISS_OUT" from_file "PAULNMAC" 4.0 loop 0 0 0 0 -1 ms 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 3@ 
0618: assign_actor 0@ to_action_sequences 3@ 
061B: remove_references_to_action_sequences 3@ 
0004: $9454 = 1 // integer values 
0004: $9456 = 3 // integer values 
0002: jump @HMLES_1945 

:HMLES_1933
04ED: load_animation "PAULNMAC" 

:HMLES_1945
00D6: if 
0038:   $9454 == 1 // integer values 
004D: jump_if_false @HMLES_2069 
00D6: if 
0038:   $9455 == 0 // integer values 
004D: jump_if_false @HMLES_1992 
0947: (unknown) 0@ 192 17@ 

:HMLES_1992
00D6: if 
0038:   $9455 == 1 // integer values 
004D: jump_if_false @HMLES_2021 
0947: (unknown) 0@ 192 17@ 

:HMLES_2021
00D6: if 
0038:   $9455 == 2 // integer values 
004D: jump_if_false @HMLES_2039 

:HMLES_2039
00D6: if 
0038:   $9455 == 3 // integer values 
004D: jump_if_false @HMLES_2057 

:HMLES_2057
01BD: 4@ = current_time_in_ms 
0004: $9454 = 2 // integer values 

:HMLES_2069
00D6: if 
0038:   $9454 == 2 // integer values 
004D: jump_if_false @HMLES_2717 
00D6: if 
0038:   $9455 == 0 // integer values 
004D: jump_if_false @HMLES_2217 
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @HMLES_2217 
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // integer values and handles 
0062: 6@ -= 4@ // integer values 
00D6: if and
0019:   6@ > 8000 // integer values 
001B:   10000 > 6@ // integer values 
004D: jump_if_false @HMLES_2206 
0947: (unknown) 0@ 198 17@ 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0004: $1787 = 0 // integer values 
0006: 12@ = 1 // integer values 
0002: jump @HMLES_2217 

:HMLES_2206
0947: (unknown) 0@ 192 17@ 

:HMLES_2217
00D6: if 
0038:   $9455 == 1 // integer values 
004D: jump_if_false @HMLES_2381 
062E: (unknown) 0@ 1560 16@ 
00D6: if 
04A4:   16@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HMLES_2381 
0646: (unknown) 0@ 16@ 
00D6: if 
0019:   16@ > 6 // integer values 
004D: jump_if_false @HMLES_2381 
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @HMLES_2327 
0006: 11@ = 1 // integer values 
01BD: 4@ = current_time_in_ms 
0002: jump @HMLES_2381 

:HMLES_2327
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // integer values and handles 
0062: 6@ -= 4@ // integer values 
00D6: if 
0019:   6@ > 15000 // integer values 
004D: jump_if_false @HMLES_2381 
0004: $9454 = 0 // integer values 
0004: $9456 = 0 // integer values 

:HMLES_2381
00D6: if 
0038:   $9455 == 2 // integer values 
004D: jump_if_false @HMLES_2553 
062E: (unknown) 0@ 1560 16@ 
00D6: if 
04A4:   16@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HMLES_2553 
00D6: if 
0611:   actor 0@ animation_is "EAT_VOMIT_P" 
004D: jump_if_false @HMLES_2553 
04C4: create_coordinate 7@ 8@ 9@ from_actor 0@ offset 0.355 -0.116 0.048 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 
064B: 15@ = create_particle "PUKE" at 7@ 8@ 9@ 1 
0007: 10@ = 0.0 // floating-point values 
0006: 11@ = 0 // integer values 
0004: $9454 = 3 // integer values 

:HMLES_2553
00D6: if 
0038:   $9455 == 3 // integer values 
004D: jump_if_false @HMLES_2717 
062E: (unknown) 0@ 1560 16@ 
00D6: if 
04A4:   16@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HMLES_2717 
00D6: if 
0611:   actor 0@ animation_is "PISS_IN" 
004D: jump_if_false @HMLES_2717 
0613: 10@ = actor 0@ animation "PISS_IN" time 
066A: 15@ = attach_particle "PETROLCAN" to_actor 0@ offset 0.0 0.58 -0.08 rotation 0.0 0.01 0.0 1 
0007: 10@ = 0.0 // floating-point values 
0006: 11@ = 0 // integer values 
0004: $9454 = 3 // integer values 

:HMLES_2717
00D6: if 
0038:   $9454 == 3 // integer values 
004D: jump_if_false @HMLES_3468 
00D6: if 
0038:   $9455 == 0 // integer values 
004D: jump_if_false @HMLES_2753 

:HMLES_2753
00D6: if 
0038:   $9455 == 1 // integer values 
004D: jump_if_false @HMLES_2771 

:HMLES_2771
00D6: if 
0038:   $9455 == 2 // integer values 
004D: jump_if_false @HMLES_2993 
00D6: if 
8043:   not  10@ == 1.0 // floating-point values 
004D: jump_if_false @HMLES_2969 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_2883 
00D6: if 
0611:   actor 0@ animation_is "EAT_VOMIT_P" 
004D: jump_if_false @HMLES_2876 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 

:HMLES_2876
0002: jump @HMLES_2893 

:HMLES_2883
0007: 10@ = 1.0 // floating-point values 

:HMLES_2893
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @HMLES_2962 
00D6: if 
0031:   10@ >= 0.5 // floating-point values 
004D: jump_if_false @HMLES_2962 
00D6: if 
8039:   not  15@ == -1 // integer values 
004D: jump_if_false @HMLES_2955 
064C: make_particle 15@ visible 

:HMLES_2955
0006: 11@ = 1 // integer values 

:HMLES_2962
0002: jump @HMLES_2993 

:HMLES_2969
064E: (unknown) 15@ 
0650: destroy_particle 15@ 
0004: $1787 = 0 // integer values 
0006: 12@ = 1 // integer values 

:HMLES_2993
00D6: if 
0038:   $9455 == 3 // integer values 
004D: jump_if_false @HMLES_3468 
00D6: if 
001B:   2 > 11@ // integer values 
004D: jump_if_false @HMLES_3199 
062E: (unknown) 0@ 1560 16@ 
00D6: if 
04A4:   16@ == 7 // integer values OR floating-point values 
004D: jump_if_false @HMLES_3114 
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @HMLES_3093 
064E: (unknown) 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 // integer values 

:HMLES_3093
0004: $1787 = 0 // integer values 
0006: 12@ = 1 // integer values 
0002: jump @HMLES_3199 

:HMLES_3114
00D6: if 
04A4:   16@ == 1 // integer values OR floating-point values 
004D: jump_if_false @HMLES_3182 
0646: (unknown) 0@ 16@ 
00D6: if 
0019:   16@ > 2 // integer values 
004D: jump_if_false @HMLES_3175 
064E: (unknown) 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 // integer values 

:HMLES_3175
0002: jump @HMLES_3199 

:HMLES_3182
064E: (unknown) 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 // integer values 

:HMLES_3199
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @HMLES_3368 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3282 
00D6: if 
0611:   actor 0@ animation_is "PISS_IN" 
004D: jump_if_false @HMLES_3275 
0613: 10@ = actor 0@ animation "PISS_IN" time 

:HMLES_3275
0002: jump @HMLES_3292 

:HMLES_3282
0007: 10@ = 1.0 // floating-point values 

:HMLES_3292
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @HMLES_3361 
00D6: if 
0031:   10@ >= 0.6 // floating-point values 
004D: jump_if_false @HMLES_3361 
00D6: if 
8039:   not  15@ == -1 // integer values 
004D: jump_if_false @HMLES_3354 
064C: make_particle 15@ visible 

:HMLES_3354
0006: 11@ = 1 // integer values 

:HMLES_3361
0002: jump @HMLES_3468 

:HMLES_3368
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @HMLES_3468 
00D6: if 
0611:   actor 0@ animation_is "PISS_OUT" 
004D: jump_if_false @HMLES_3468 
0613: 10@ = actor 0@ animation "PISS_OUT" time 
00D6: if 
0031:   10@ >= 0.42 // floating-point values 
004D: jump_if_false @HMLES_3468 
064E: (unknown) 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 // integer values 

:HMLES_3468
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 30.0 30.0 20.0 sphere 0 
004D: jump_if_false @HMLES_3518 
0004: $1787 = 0 // integer values 
0006: 12@ = 1 // integer values 

:HMLES_3518
0002: jump @HMLES_3539 

:HMLES_3525
0004: $1787 = 0 // integer values 
0006: 12@ = 1 // integer values 

:HMLES_3539
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @HMLES_3569 
0006: 12@ = 1 // integer values 
0004: $1787 = 0 // integer values 

:HMLES_3569
00D6: if 
0039:   12@ == 1 // integer values 
004D: jump_if_false @HMLES_3694 
00D6: if 
056D:   carcass_of_actor 0@ valid 
004D: jump_if_false @HMLES_3624 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3624 
05DE: AS_actor 0@ walk_around_ped_path 

:HMLES_3624
064E: (unknown) 15@ 
0650: destroy_particle 15@ 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
0249: release_model #CJ_JUICE_CAN 
01C4: remove_references_to_object 19@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
04EF: release_animation "VENDING" 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
004E: end_thread 

:HMLES_3694
0002: jump @HMLES_236 
004E: end_thread 

//-------------External script 21 (POOL_SCRIPT)---------------

:POOL
03A4: name_thread 'POOL' 
00D6: if 
0038:   $9462 == 0 // integer values 
004D: jump_if_false @POOL_84 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @POOL_75 
0004: $9462 = 1 // integer values 
0004: $9457 = 0 // integer values 
0004: $9458 = 0 // integer values 
0002: jump @POOL_77 

:POOL_75
004E: end_thread 

:POOL_77
0002: jump @POOL_86 

:POOL_84
004E: end_thread 

:POOL_86
0006: 3@ = 0 // integer values 

:POOL_93
0001: wait 0 ms 
00D6: if 
0039:   3@ == -1 // integer values 
004D: jump_if_false @POOL_251 
0107: 0@ = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
009A: 1@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: 2@ = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
009A: $9458 = create_actor 4 #MALE01 at 0.0 0.0 0.0 
0107: $9457 = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
0107: $9459 = create_object #K_POOLTABLESM at 0.0 0.0 0.0 

:POOL_251
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @POOL_474 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_467 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @POOL_453 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_439 
0209: 5@ = random_int 0 2 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @POOL_360 
04AF: 7@ = unknown_wav_reference 66 
0002: jump @POOL_367 

:POOL_360
04AF: 7@ = unknown_wav_reference 67 

:POOL_367
0247: request_model 7@ 
04ED: load_animation "POOL" 
0247: request_model #POOLCUE 

:POOL_385
00D6: if or
8248:   not model 7@ available 
84EE:   not animation "POOL" loaded 
8248:   not model #POOLCUE available 
004D: jump_if_false @POOL_425 
0001: wait 0 ms 
0002: jump @POOL_385 

:POOL_425
000A: 3@ += 1 // integer values 
0002: jump @POOL_446 

:POOL_439
0050: gosub @POOL_2110 

:POOL_446
0002: jump @POOL_460 

:POOL_453
0050: gosub @POOL_2110 

:POOL_460
0002: jump @POOL_474 

:POOL_467
0050: gosub @POOL_2110 

:POOL_474
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @POOL_1183 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1176 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @POOL_1162 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_1148 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_1134 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0219 -1.1236 0.5363 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
856D:   not carcass_of_actor 1@ valid 
004D: jump_if_false @POOL_804 
00D6: if 
856D:   not carcass_of_actor $9458 valid 
004D: jump_if_false @POOL_688 
009A: 1@ = create_actor 4 7@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
060B: unknown_actor_use_entity 1@ $1256 
0249: release_model 7@ 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0173: set_actor 1@ z_angle_to $TEMPVAR_ANGLE 
0002: jump @POOL_797 

:POOL_688
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL_749 
008B: 1@ = $9458 // integer values and handles 
00A1: put_actor 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0173: set_actor 1@ z_angle_to $TEMPVAR_ANGLE 
0002: jump @POOL_797 

:POOL_749
009A: 1@ = create_actor 4 7@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
060B: unknown_actor_use_entity 1@ $1256 
0249: release_model 7@ 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0173: set_actor 1@ z_angle_to $TEMPVAR_ANGLE 

:POOL_797
0002: jump @POOL_850 

:POOL_804
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_850 
00A1: put_actor 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 0@ z_angle 
0173: set_actor 1@ z_angle_to $TEMPVAR_ANGLE 

:POOL_850
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @POOL_888 
0107: 2@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL_888
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_964 
00D6: if 
8737:   not actor 1@ holding_object 2@ 
004D: jump_if_false @POOL_964 
070A: AS_actor 1@ attach_to_object 2@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 1 ms 

:POOL_964
0615: define_action_sequences 6@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" from_file "POOL" 4.0 loop 0 0 0 lock 1 time -1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1035 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 9000 ms 

:POOL_1035
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" from_file "POOL" 4.0 loop 0 1 1 lock 0 time 10000 
0643: (unknown) 6@ 1 
0616: define_action_sequences_end 6@ 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1115 
0618: assign_actor 1@ to_action_sequences 6@ 

:POOL_1115
061B: remove_references_to_action_sequences 6@ 
000A: 3@ += 1 // integer values 
0002: jump @POOL_1141 

:POOL_1134
0050: gosub @POOL_2110 

:POOL_1141
0002: jump @POOL_1155 

:POOL_1148
0050: gosub @POOL_2110 

:POOL_1155
0002: jump @POOL_1169 

:POOL_1162
0050: gosub @POOL_2110 

:POOL_1169
0002: jump @POOL_1183 

:POOL_1176
0050: gosub @POOL_2110 

:POOL_1183
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @POOL_1721 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @POOL_1693 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1679 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @POOL_1644 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_1630 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1616 
00D6: if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @POOL_1364 
0687: clear_actor_task 1@ 
070B: (unknown) 1@ 0 
0108: destroy_object 2@ 
01B2: give_actor 1@ weapon 7 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
03E6: remove_text_box 
0006: 4@ = 0 // integer values 
0002: jump @POOL_2001 
0002: jump @POOL_1609 

:POOL_1364
00D6: if 
0105:   actor 1@ near_actor_on_foot $PLAYER_ACTOR radius 1.5 1.5 1.5 sphere 0 
004D: jump_if_false @POOL_1582 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @POOL_1539 
010B: 5@ = player $PLAYER_CHAR money 
00D6: if 
001B:   50 > 5@ // integer values 
004D: jump_if_false @POOL_1466 
00BC: text_highpriority 'NOCASH' 3000 ms 1  // Nincs elg pnzed ahhoz, hogy itt jtssz.
0002: jump @POOL_1532 

:POOL_1466
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @POOL_1494 
03E6: remove_text_box 
008B: 4@ = $ONMISSION // integer values and handles 

:POOL_1494
008A: $9457 = 0@ // integer values and handles 
008A: $9458 = 1@ // integer values and handles 
008A: $9459 = 2@ // integer values and handles 
0004: $VIDEO_GAME = 5 // integer values 
000A: 3@ += 1 // integer values 

:POOL_1532
0002: jump @POOL_1575 

:POOL_1539
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @POOL_1575 
0512: permanent_text_box 'POOL_A'  // Nyomj ~k~~VEHICLE_ENTER_EXIT~ billentyt, a billrdozshoz.
0006: 4@ = 1 // integer values 

:POOL_1575
0002: jump @POOL_1609 

:POOL_1582
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @POOL_1609 
03E6: remove_text_box 
0006: 4@ = 0 // integer values 

:POOL_1609
0002: jump @POOL_1623 

:POOL_1616
0002: jump @POOL_2001 

:POOL_1623
0002: jump @POOL_1637 

:POOL_1630
0002: jump @POOL_2001 

:POOL_1637
0002: jump @POOL_1672 

:POOL_1644
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1665 
0687: clear_actor_task 1@ 

:POOL_1665
0002: jump @POOL_2001 

:POOL_1672
0002: jump @POOL_1686 

:POOL_1679
0002: jump @POOL_2001 

:POOL_1686
0002: jump @POOL_1721 

:POOL_1693
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1714 
0687: clear_actor_task 1@ 

:POOL_1714
0002: jump @POOL_2001 

:POOL_1721
00D6: if 
0039:   3@ == 3 // integer values 
004D: jump_if_false @POOL_1764 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @POOL_1764 
000A: 3@ += 1 // integer values 

:POOL_1764
00D6: if 
0039:   3@ == 4 // integer values 
004D: jump_if_false @POOL_1896 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @POOL_1896 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1896 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @POOL_1896 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_1896 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_1896 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1896 
0006: 3@ = 1 // integer values 
0002: jump @POOL_474 

:POOL_1896
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1987 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_1973 
00D6: if 
8471:   not unknown_actor $PLAYER_ACTOR near_object 0@ radius 80.0 80.0 unknown 0 
004D: jump_if_false @POOL_1966 
0002: jump @POOL_2001 

:POOL_1966
0002: jump @POOL_1980 

:POOL_1973
0002: jump @POOL_2001 

:POOL_1980
0002: jump @POOL_1994 

:POOL_1987
0002: jump @POOL_2001 

:POOL_1994
0002: jump @POOL_93 

:POOL_2001
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_2092 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_2078 
00D6: if 
8471:   not unknown_actor $PLAYER_ACTOR near_object 0@ radius 80.0 80.0 unknown 0 
004D: jump_if_false @POOL_2071 
0050: gosub @POOL_2110 

:POOL_2071
0002: jump @POOL_2085 

:POOL_2078
0050: gosub @POOL_2110 

:POOL_2085
0002: jump @POOL_2099 

:POOL_2092
0050: gosub @POOL_2110 

:POOL_2099
0001: wait 0 ms 
0002: jump @POOL_2001 

:POOL_2110
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @POOL_2130 
03E6: remove_text_box 

:POOL_2130
03D5: remove_text 'NOCASH'  // Nincs elg pnzed ahhoz, hogy itt jtssz.
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
0108: destroy_object 2@ 
0249: release_model 7@ 
04EF: release_animation "POOL" 
0249: release_model #POOLCUE 
0004: $9462 = 0 // integer values 
0004: $9457 = 0 // integer values 
0004: $9458 = 0 // integer values 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 22 (LOWR_CONT)---------------

:LOWRCON
03A4: name_thread 'LOWRCON' 
0006: 1@ = 0 // integer values 
00D6: if 
0039:   1@ == -1 // integer values 
004D: jump_if_false @LOWRCON_83 
009A: 0@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
00A5: 4@ = create_car #PONY at 0.0 0.0 0.0 

:LOWRCON_83
0006: 2@ = 0 // integer values 

:LOWRCON_90
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_1747 
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0039:   2@ == 1 // integer values 
004D: jump_if_false @LOWRCON_1733 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 1812.369 -1929.922 radius 100.0 100.0 
004D: jump_if_false @LOWRCON_1719 
00D6: if 
056D:   carcass_of_actor 0@ valid 
004D: jump_if_false @LOWRCON_212 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @LOWRCON_212 
0002: jump @LOWRCON_1761 

:LOWRCON_212
0871: init_jump_table 1@ total_jumps 10 0 @LOWRCON_1712 jumps 0 @LOWRCON_340 1 @LOWRCON_480 2 @LOWRCON_726 3 @LOWRCON_787 4 @LOWRCON_902 5 @LOWRCON_1123 6 @LOWRCON_1219 
0872: jump_table_jumps 7 @LOWRCON_1334 8 @LOWRCON_1500 9 @LOWRCON_1640 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 

:LOWRCON_340
0247: request_model #WMYMECH 

:LOWRCON_344
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @LOWRCON_370 
0001: wait 0 ms 
0002: jump @LOWRCON_344 

:LOWRCON_370
07E5: unknown_copy_entity 65542 3@ 
009A: 0@ = create_actor 24 #WMYMECH at 1812.369 -1929.922 12.5486 
0173: set_actor 0@ z_angle_to 270.0 
02A9: set_actor 0@ immune_to_nonplayer 1 
060B: unknown_actor_use_entity 0@ 3@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_455 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_455
0249: release_model #WMYMECH 
04D7: lock_actor 0@ in_current_position 1 
000A: 1@ += 1 // integer values 
0002: jump @LOWRCON_1712 

:LOWRCON_480
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_719 
00D6: if 
00FF:   actor 0@ 0 1813.369 -1929.922 12.5486 radius 1.2 1.2 2.0 
004D: jump_if_false @LOWRCON_719 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_589 
04C4: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ offset 0.0 1.0 0.0 

:LOWRCON_589
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_639 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWRCON_639 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0002: jump @LOWRCON_1761 

:LOWRCON_639
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.7 0.7 1.2 sphere 1 
004D: jump_if_false @LOWRCON_719 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_712 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 

:LOWRCON_712
000A: 1@ += 1 // integer values 

:LOWRCON_719
0002: jump @LOWRCON_1712 

:LOWRCON_726
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_780 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_768 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_768
0687: clear_actor_task 0@ 
000A: 1@ += 1 // integer values 

:LOWRCON_780
0002: jump @LOWRCON_1712 

:LOWRCON_787
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_840 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 2000 ms 

:LOWRCON_840
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_HI' // 8-byte strings  // ~z~A lowrider tallkozt keresed?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 26007 
004F: create_thread @AUDIOL 0@ 0 1 1 0 
0006: 32@ = 0 // integer values 
000A: 1@ += 1 // integer values 
0002: jump @LOWRCON_1712 

:LOWRCON_902
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @LOWRCON_1116 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @LOWRCON_1116 
0512: permanent_text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @LOWRCON_1040 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO' // 8-byte strings  // ~z~Ja, folytasd.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 39072 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
03E6: remove_text_box 
0006: 32@ = 0 // integer values 
0006: 2@ = 1 // integer values 
000A: 1@ += 1 // integer values 
0002: jump @LOWRCON_1116 

:LOWRCON_1040
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @LOWRCON_1116 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE1N' // 8-byte strings  // ~z~Ht, taln ksbb beugrom.
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 21444 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
03E6: remove_text_box 
0006: 32@ = 0 // integer values 
015A: restore_camera 
000A: 1@ += 2 // integer values 

:LOWRCON_1116
0002: jump @LOWRCON_1712 

:LOWRCON_1123
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @LOWRCON_1212 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @LOWRCON_1212 
016A: fade 0 150 ms 

:LOWRCON_1167
00D6: if 
016B:   fading 
004D: jump_if_false @LOWRCON_1191 
0001: wait 0 ms 
0002: jump @LOWRCON_1167 

:LOWRCON_1191
0004: $1906 = 0 // integer values 
0004: $VIDEO_GAME = 6 // integer values 
000A: 1@ += 2 // integer values 

:LOWRCON_1212
0002: jump @LOWRCON_1712 

:LOWRCON_1219
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @LOWRCON_1327 
00D6: if 
0038:   $11266 == 0 // integer values 
004D: jump_if_false @LOWRCON_1327 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_1279 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:LOWRCON_1279
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_N' // 8-byte strings  // ~z~Nem is gondoltam, hogy te voltl...
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 26008 
004F: create_thread @AUDIOL 0@ 1 1 1 0 
0002: jump @LOWRCON_1761 

:LOWRCON_1327
0002: jump @LOWRCON_1712 

:LOWRCON_1334
00D6: if 
0038:   $1906 == 1 // integer values 
004D: jump_if_false @LOWRCON_1493 
015F: set_camera_position 1815.894 -1932.708 15.2576 0.0 0.0 0.0 
0160: point_camera 1815.094 -1932.212 14.9195 2 
02A3: toggle_widescreen 1 
016A: fade 1 150 ms 

:LOWRCON_1414
00D6: if 
016B:   fading 
004D: jump_if_false @LOWRCON_1438 
0001: wait 0 ms 
0002: jump @LOWRCON_1414 

:LOWRCON_1438
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_Y' // 8-byte strings  // ~z~Ott vannak, ht nem ltod?
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model 26009 
004F: create_thread @AUDIOL 0@ 0 1 1 0 
0006: 32@ = 0 // integer values 
000A: 1@ += 1 // integer values 

:LOWRCON_1493
0002: jump @LOWRCON_1712 

:LOWRCON_1500
00D6: if 
0019:   32@ > 1000 // integer values 
004D: jump_if_false @LOWRCON_1633 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_1633 
0925: (unknown) 
0936: set_camera 1815.894 -1932.708 15.2576 position_to 1813.444 -1932.063 18.552 3000 ms unknown 1 
0920: point_camera 1815.094 -1932.212 14.9195 transverse_to 1812.689 -1931.438 18.3523 3000 ms unknown 1 
092F: (unknown) 1 
0930: (unknown) 1 
0006: 32@ = 0 // integer values 
000A: 1@ += 1 // integer values 

:LOWRCON_1633
0002: jump @LOWRCON_1712 

:LOWRCON_1640
00D6: if or
0019:   32@ > 5000 // integer values 
00E1:   key_pressed 0 16 
004D: jump_if_false @LOWRCON_1705 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_1705 
0925: (unknown) 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @LOWRCON_1761 

:LOWRCON_1705
0002: jump @LOWRCON_1712 

:LOWRCON_1712
0002: jump @LOWRCON_1726 

:LOWRCON_1719
0002: jump @LOWRCON_1761 

:LOWRCON_1726
0002: jump @LOWRCON_1740 

:LOWRCON_1733
0002: jump @LOWRCON_1761 

:LOWRCON_1740
0002: jump @LOWRCON_1754 

:LOWRCON_1747
0002: jump @LOWRCON_1761 

:LOWRCON_1754
0002: jump @LOWRCON_90 

:LOWRCON_1761
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_1794 
04D7: lock_actor 0@ in_current_position 0 
0647: unknown_action_sequence 0@ 
05DE: AS_actor 0@ walk_around_ped_path 

:LOWRCON_1794
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 4@ // Like turning a car into any random car 
04EF: release_animation "GANGS" 
0249: release_model #WMYMECH 
0006: 2@ = 0 // integer values 
065C: unknown_create_def_entity 3@ // unknown_destroy 
004E: end_thread 
004E: end_thread 

//-------------External script 23 (BURG_BRAINS)---------------

:BURGLAR
03A4: name_thread 'BURGLAR' 
0006: 1@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0006: 15@ = 0 // integer values 
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @BURGLAR_132 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 
0978: unknown_fill/merge_entity 65542 $5350 
0978: unknown_fill/merge_entity 65542 $5351 
0978: unknown_fill/merge_entity 65542 $5352 

:BURGLAR_132
0209: 2@ = random_int 0 6 
00D6: if 
0039:   2@ == 2 // integer values 
004D: jump_if_false @BURGLAR_168 
0209: 3@ = random_int 0 6 

:BURGLAR_168
0001: wait 0 ms 
00D6: if and
056D:   carcass_of_actor 0@ valid 
0039:   5@ == 0 // integer values 
004D: jump_if_false @BURGLAR_5624 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_5610 
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @BURGLAR_550 
089F: (unknown) 0@ 13@ 
0006: 14@ = 1 // integer values 
00D6: if 
84A4:   not  13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_527 
00D6: if 
84A4:   not  13@ == 9 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_504 
00D6: if 
84A4:   not  13@ == 10 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_481 
00D6: if 
84A4:   not  13@ == 11 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_458 
00D6: if 
84A4:   not  13@ == 12 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_435 
00D6: if 
84A4:   not  13@ == 13 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_412 
00D6: if 
84A4:   not  13@ == 14 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_389 
0006: 14@ = 0 // integer values 
0002: jump @BURGLAR_405 

:BURGLAR_389
09D5: (unknown) 0@ 7 1 0 0 13@ 

:BURGLAR_405
0002: jump @BURGLAR_428 

:BURGLAR_412
09D5: (unknown) 0@ 5 1 0 0 13@ 

:BURGLAR_428
0002: jump @BURGLAR_451 

:BURGLAR_435
09D5: (unknown) 0@ 6 1 0 0 13@ 

:BURGLAR_451
0002: jump @BURGLAR_474 

:BURGLAR_458
09D5: (unknown) 0@ 8 1 0 0 13@ 

:BURGLAR_474
0002: jump @BURGLAR_497 

:BURGLAR_481
09D5: (unknown) 0@ 2 1 0 0 13@ 

:BURGLAR_497
0002: jump @BURGLAR_520 

:BURGLAR_504
09D5: (unknown) 0@ 3 1 0 0 13@ 

:BURGLAR_520
0002: jump @BURGLAR_543 

:BURGLAR_527
09D5: (unknown) 0@ 1 1 0 0 13@ 

:BURGLAR_543
0006: 15@ = 1 // integer values 

:BURGLAR_550
00D6: if 
8737:   not actor $PLAYER_ACTOR holding_object -1 
004D: jump_if_false @BURGLAR_2056 
00D6: if 
8039:   not  8@ == 1 // integer values 
004D: jump_if_false @BURGLAR_2049 
00D6: if 
0039:   14@ == 0 // integer values 
004D: jump_if_false @BURGLAR_1686 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_1221 
065C: unknown_create_def_entity $5350 // unknown_destroy 
0978: unknown_fill/merge_entity 65542 $5350 
00D6: if 
8038:   not  $5350 == -1 // integer values 
004D: jump_if_false @BURGLAR_661 
060B: unknown_actor_use_entity 0@ $5350 

:BURGLAR_661
077A: set_actor 0@ aggressive_to_pedgroup 3 type 0 
0709: unknown_set_entity_item $5350 37 1029 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 37 413 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 31 1000 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5350 31 413 0.0 100.0 40.0 40.0 1 1 
0709: unknown_set_entity_item $5350 36 1000 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 36 1029 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 36 413 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 9 251 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5350 9 1000 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5350 9 427 0.0 100.0 70.0 70.0 1 1 
0709: unknown_set_entity_item $5350 11 600 0.0 100.0 100.0 0.0 1 1 
0709: unknown_set_entity_item $5350 15 415 0.0 100.0 50.0 50.0 1 1 
0709: unknown_set_entity_item $5350 15 1000 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5350 15 920 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5350 15 427 0.0 100.0 30.0 30.0 1 1 
0709: unknown_set_entity_item $5350 62 935 0.0 100.0 0.0 0.0 0 1 
0002: jump @BURGLAR_1679 

:BURGLAR_1221
065C: unknown_create_def_entity $5351 // unknown_destroy 
0978: unknown_fill/merge_entity 65542 $5351 
00D6: if 
8038:   not  $5351 == -1 // integer values 
004D: jump_if_false @BURGLAR_1262 
060B: unknown_actor_use_entity 0@ $5351 

:BURGLAR_1262
077A: set_actor 0@ aggressive_to_pedgroup 3 type 0 
0709: unknown_set_entity_item $5351 37 427 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5351 37 413 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5351 31 601 0.0 100.0 50.0 50.0 1 1 
0709: unknown_set_entity_item $5351 31 413 0.0 100.0 30.0 30.0 1 1 
0709: unknown_set_entity_item $5351 31 427 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5351 36 413 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5351 36 427 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5351 9 251 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5351 9 1000 0.0 100.0 60.0 60.0 1 1 
0709: unknown_set_entity_item $5351 9 427 0.0 100.0 40.0 40.0 1 1 
0709: unknown_set_entity_item $5351 62 935 0.0 100.0 0.0 0.0 0 1 
0709: unknown_set_entity_item $5351 11 600 0.0 100.0 40.0 40.0 1 1 

:BURGLAR_1679
0002: jump @BURGLAR_2042 

:BURGLAR_1686
065C: unknown_create_def_entity $5352 // unknown_destroy 
0978: unknown_fill/merge_entity 65542 $5352 
00D6: if 
8038:   not  $5352 == -1 // integer values 
004D: jump_if_false @BURGLAR_1727 
060B: unknown_actor_use_entity 0@ $5352 

:BURGLAR_1727
077A: set_actor 0@ aggressive_to_pedgroup 3 type 0 
0709: unknown_set_entity_item $5352 37 1029 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5352 31 1000 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5352 36 1000 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5352 36 1029 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5352 9 251 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5352 9 1000 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5352 11 600 0.0 100.0 100.0 0.0 1 1 
0709: unknown_set_entity_item $5352 15 1000 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5352 62 935 0.0 100.0 0.0 0.0 0 1 

:BURGLAR_2042
0006: 8@ = 1 // integer values 

:BURGLAR_2049
0002: jump @BURGLAR_3571 

:BURGLAR_2056
00D6: if 
8039:   not  8@ == 2 // integer values 
004D: jump_if_false @BURGLAR_3571 
00D6: if 
0039:   14@ == 0 // integer values 
004D: jump_if_false @BURGLAR_3208 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_2743 
065C: unknown_create_def_entity $5350 // unknown_destroy 
0978: unknown_fill/merge_entity 65542 $5350 
00D6: if 
8038:   not  $5350 == -1 // integer values 
004D: jump_if_false @BURGLAR_2149 
060B: unknown_actor_use_entity 0@ $5350 

:BURGLAR_2149
0709: unknown_set_entity_item $5350 37 1029 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 37 413 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 31 1000 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5350 31 413 0.0 100.0 40.0 40.0 1 1 
0709: unknown_set_entity_item $5350 36 1000 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 36 1029 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 36 413 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5350 9 251 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5350 9 1000 0.0 100.0 30.0 30.0 1 1 
0709: unknown_set_entity_item $5350 9 427 0.0 100.0 60.0 60.0 1 1 
0709: unknown_set_entity_item $5350 11 600 0.0 100.0 50.0 0.0 1 1 
0709: unknown_set_entity_item $5350 15 415 0.0 100.0 50.0 50.0 1 1 
0709: unknown_set_entity_item $5350 15 1000 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5350 15 920 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5350 15 427 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5350 62 935 0.0 100.0 0.0 0.0 0 1 
077A: set_actor 0@ aggressive_to_pedgroup 4 type 0 
0709: unknown_set_entity_item $5350 9 251 0.0 100.0 100.0 0.0 1 1 
0002: jump @BURGLAR_3201 

:BURGLAR_2743
065C: unknown_create_def_entity $5351 // unknown_destroy 
0978: unknown_fill/merge_entity 65542 $5351 
00D6: if 
8038:   not  $5351 == -1 // integer values 
004D: jump_if_false @BURGLAR_2784 
060B: unknown_actor_use_entity 0@ $5351 

:BURGLAR_2784
077A: set_actor 0@ aggressive_to_pedgroup 4 type 0 
0709: unknown_set_entity_item $5351 37 427 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5351 37 413 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5351 31 601 0.0 100.0 50.0 50.0 1 1 
0709: unknown_set_entity_item $5351 31 413 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5351 31 427 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5351 36 413 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5351 36 427 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5351 9 251 0.0 100.0 30.0 30.0 1 1 
0709: unknown_set_entity_item $5351 9 1000 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5351 9 427 0.0 100.0 30.0 30.0 1 1 
0709: unknown_set_entity_item $5351 11 600 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5351 62 935 0.0 100.0 0.0 0.0 0 1 

:BURGLAR_3201
0002: jump @BURGLAR_3564 

:BURGLAR_3208
065C: unknown_create_def_entity $5352 // unknown_destroy 
0978: unknown_fill/merge_entity 65542 $5352 
00D6: if 
8038:   not  $5352 == -1 // integer values 
004D: jump_if_false @BURGLAR_3249 
060B: unknown_actor_use_entity 0@ $5352 

:BURGLAR_3249
0709: unknown_set_entity_item $5352 37 1029 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5352 31 1000 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5352 36 1000 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5352 36 1029 0.0 100.0 0.0 0.0 1 1 
0709: unknown_set_entity_item $5352 9 251 0.0 100.0 10.0 10.0 1 1 
0709: unknown_set_entity_item $5352 9 1000 0.0 100.0 30.0 30.0 1 1 
0709: unknown_set_entity_item $5352 11 600 0.0 100.0 50.0 0.0 1 1 
0709: unknown_set_entity_item $5352 15 1000 0.0 100.0 20.0 20.0 1 1 
0709: unknown_set_entity_item $5352 62 935 0.0 100.0 0.0 0.0 0 1 
077A: set_actor 0@ aggressive_to_pedgroup 4 type 0 

:BURGLAR_3564
0006: 8@ = 2 // integer values 

:BURGLAR_3571
00D6: if or
074F: (unknown) 0@ 36 
074F: (unknown) 0@ 15 
074F: (unknown) 0@ 9 
074F: (unknown) 0@ 37 
0038:   $5293 == 100 // integer values 
004D: jump_if_false @BURGLAR_4393 
00D6: if 
0038:   $1793 == 0 // integer values 
004D: jump_if_false @BURGLAR_4393 
00D6: if and
0039:   2@ == 4 // integer values 
0039:   14@ == 0 // integer values 
004D: jump_if_false @BURGLAR_3753 
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @BURGLAR_3688 
0247: request_model #CELLPHONE 
0002: jump @BURGLAR_3746 

:BURGLAR_3688
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_3711 
0729: AS_actor 0@ hold_cellphone 1 

:BURGLAR_3711
09D5: (unknown) 0@ 120 1 0 0 13@ 
01BD: 9@ = current_time_in_ms 
0006: 7@ = 1 // integer values 
0004: $1793 = 1 // integer values 

:BURGLAR_3746
0002: jump @BURGLAR_4393 

:BURGLAR_3753
00D6: if 
0039:   2@ == 2 // integer values 
004D: jump_if_false @BURGLAR_4379 
00D6: if 
02D8:   actor 0@ currentweapon == 0 
004D: jump_if_false @BURGLAR_4305 
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BURGLAR_3925 
00D6: if 
8248:   not model #BAT available 
004D: jump_if_false @BURGLAR_3835 
0247: request_model #BAT 
0002: jump @BURGLAR_3918 

:BURGLAR_3835
01B2: give_actor 0@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 5 
09D5: (unknown) 0@ 20 1 0 0 13@ 
062E: (unknown) 0@ 1506 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_3904 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3904
0006: 7@ = 1 // integer values 
0004: $1793 = 1 // integer values 

:BURGLAR_3918
0002: jump @BURGLAR_4298 

:BURGLAR_3925
00D6: if 
0039:   3@ == 3 // integer values 
004D: jump_if_false @BURGLAR_4078 
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @BURGLAR_3971 
0247: request_model #COLT45 
0002: jump @BURGLAR_4071 

:BURGLAR_3971
01B2: give_actor 0@ weapon 22 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 22 
09D5: (unknown) 0@ 20 1 0 0 13@ 
062E: (unknown) 0@ 1506 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4040 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4040
0006: 7@ = 1 // integer values 
0004: $1793 = 1 // integer values 
09D5: (unknown) 0@ 176 1 0 0 13@ 

:BURGLAR_4071
0002: jump @BURGLAR_4298 

:BURGLAR_4078
00D6: if 
0039:   3@ == 5 // integer values 
004D: jump_if_false @BURGLAR_4231 
00D6: if 
8248:   not model #SAWNOFF available 
004D: jump_if_false @BURGLAR_4124 
0247: request_model #SAWNOFF 
0002: jump @BURGLAR_4224 

:BURGLAR_4124
01B2: give_actor 0@ weapon 26 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 26 
09D5: (unknown) 0@ 20 1 0 0 13@ 
062E: (unknown) 0@ 1506 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4193 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4193
0006: 7@ = 1 // integer values 
0004: $1793 = 1 // integer values 
09D5: (unknown) 0@ 182 1 0 0 13@ 

:BURGLAR_4224
0002: jump @BURGLAR_4298 

:BURGLAR_4231
09D5: (unknown) 0@ 89 1 0 0 13@ 
062E: (unknown) 0@ 1506 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4284 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4284
0006: 7@ = 1 // integer values 
0004: $1793 = 1 // integer values 

:BURGLAR_4298
0002: jump @BURGLAR_4372 

:BURGLAR_4305
09D5: (unknown) 0@ 89 1 0 0 13@ 
062E: (unknown) 0@ 1506 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4358 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4358
0006: 7@ = 1 // integer values 
0004: $1793 = 1 // integer values 

:BURGLAR_4372
0002: jump @BURGLAR_4393 

:BURGLAR_4379
0004: $1793 = 1 // integer values 
0006: 7@ = 1 // integer values 

:BURGLAR_4393
00D6: if or
0039:   7@ == 1 // integer values 
0039:   7@ == 2 // integer values 
004D: jump_if_false @BURGLAR_5603 
062E: (unknown) 0@ 1506 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_5196 
00D6: if and
874F:   not (unknown) 0@ 36 
874F:   not (unknown) 0@ 15 
874F:   not (unknown) 0@ 9 
874F:   not (unknown) 0@ 37 
004D: jump_if_false @BURGLAR_5196 
0871: init_jump_table 2@ total_jumps 5 1 @BURGLAR_5092 jumps 0 @BURGLAR_4549 1 @BURGLAR_4608 2 @BURGLAR_4709 3 @BURGLAR_4769 4 @BURGLAR_4828 -1 @BURGLAR_5196 -1 @BURGLAR_5196 

:BURGLAR_4549
062E: (unknown) 0@ 1477 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4601 
05C5: AS_actor 0@ cower -2 ms 
09D5: (unknown) 0@ 85 1 0 0 13@ 

:BURGLAR_4601
0002: jump @BURGLAR_5196 

:BURGLAR_4608
062E: (unknown) 0@ 1476 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4702 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object -1 
004D: jump_if_false @BURGLAR_4686 
09D5: (unknown) 0@ 145 1 0 0 13@ 
0002: jump @BURGLAR_4702 

:BURGLAR_4686
09D5: (unknown) 0@ 115 1 0 0 13@ 

:BURGLAR_4702
0002: jump @BURGLAR_5196 

:BURGLAR_4709
062E: (unknown) 0@ 1506 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4762 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
09D5: (unknown) 0@ 20 1 0 0 13@ 

:BURGLAR_4762
0002: jump @BURGLAR_5196 

:BURGLAR_4769
062E: (unknown) 0@ 1466 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4821 
05BA: AS_actor 0@ chew_gum -2 ms 
09D5: (unknown) 0@ 114 1 0 0 13@ 

:BURGLAR_4821
0002: jump @BURGLAR_5196 

:BURGLAR_4828
00D6: if 
0038:   $165 == 1 // integer values 
004D: jump_if_false @BURGLAR_5085 
00D6: if 
0039:   7@ == 1 // integer values 
004D: jump_if_false @BURGLAR_4991 
01BD: 10@ = current_time_in_ms 
0085: 11@ = 10@ // integer values and handles 
0062: 11@ -= 9@ // integer values 
00D6: if 
0019:   11@ > 8000 // integer values 
004D: jump_if_false @BURGLAR_4984 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_4984 
062E: (unknown) 0@ 1833 12@ 
00D6: if 
84A4:   not  12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_4956 
0729: AS_actor 0@ hold_cellphone 0 

:BURGLAR_4956
0249: release_model #CELLPHONE 
0006: 7@ = 2 // integer values 
09D5: (unknown) 0@ 44 1 0 0 13@ 

:BURGLAR_4984
0002: jump @BURGLAR_5085 

:BURGLAR_4991
062E: (unknown) 0@ 1476 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BURGLAR_5085 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object -1 
004D: jump_if_false @BURGLAR_5069 
09D5: (unknown) 0@ 145 1 0 0 13@ 
0002: jump @BURGLAR_5085 

:BURGLAR_5069
09D5: (unknown) 0@ 115 1 0 0 13@ 

:BURGLAR_5085
0002: jump @BURGLAR_5196 

:BURGLAR_5092
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object -1 
004D: jump_if_false @BURGLAR_5134 
09D5: (unknown) 0@ 145 1 0 0 13@ 
0002: jump @BURGLAR_5189 

:BURGLAR_5134
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_5173 
09D5: (unknown) 0@ 110 1 0 0 13@ 
0002: jump @BURGLAR_5189 

:BURGLAR_5173
09D5: (unknown) 0@ 110 1 0 0 13@ 

:BURGLAR_5189
0002: jump @BURGLAR_5196 

:BURGLAR_5196
0871: init_jump_table 2@ total_jumps 5 1 @BURGLAR_5499 jumps 0 @BURGLAR_5259 1 @BURGLAR_5282 2 @BURGLAR_5347 3 @BURGLAR_5370 4 @BURGLAR_5393 -1 @BURGLAR_5603 -1 @BURGLAR_5603 

:BURGLAR_5259
09D5: (unknown) 0@ 85 1 0 0 13@ 
0002: jump @BURGLAR_5603 

:BURGLAR_5282
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object -1 
004D: jump_if_false @BURGLAR_5324 
09D5: (unknown) 0@ 145 1 0 0 13@ 
0002: jump @BURGLAR_5340 

:BURGLAR_5324
09D5: (unknown) 0@ 115 1 0 0 13@ 

:BURGLAR_5340
0002: jump @BURGLAR_5603 

:BURGLAR_5347
09D5: (unknown) 0@ 20 1 0 0 13@ 
0002: jump @BURGLAR_5603 

:BURGLAR_5370
09D5: (unknown) 0@ 114 1 0 0 13@ 
0002: jump @BURGLAR_5603 

:BURGLAR_5393
00D6: if 
0039:   7@ == 1 // integer values 
004D: jump_if_false @BURGLAR_5434 
09D5: (unknown) 0@ 44 1 0 0 13@ 
0002: jump @BURGLAR_5492 

:BURGLAR_5434
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object -1 
004D: jump_if_false @BURGLAR_5476 
09D5: (unknown) 0@ 145 1 0 0 13@ 
0002: jump @BURGLAR_5492 

:BURGLAR_5476
09D5: (unknown) 0@ 115 1 0 0 13@ 

:BURGLAR_5492
0002: jump @BURGLAR_5603 

:BURGLAR_5499
00D6: if 
0737:   actor $PLAYER_ACTOR holding_object -1 
004D: jump_if_false @BURGLAR_5541 
09D5: (unknown) 0@ 145 1 0 0 13@ 
0002: jump @BURGLAR_5596 

:BURGLAR_5541
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_5580 
09D5: (unknown) 0@ 110 1 0 0 13@ 
0002: jump @BURGLAR_5596 

:BURGLAR_5580
09D5: (unknown) 0@ 110 1 0 0 13@ 

:BURGLAR_5596
0002: jump @BURGLAR_5603 

:BURGLAR_5603
0002: jump @BURGLAR_5617 

:BURGLAR_5610
0006: 5@ = 1 // integer values 

:BURGLAR_5617
0002: jump @BURGLAR_5666 

:BURGLAR_5624
065C: unknown_create_def_entity $5350 // unknown_destroy 
065C: unknown_create_def_entity $5351 // unknown_destroy 
065C: unknown_create_def_entity $5352 // unknown_destroy 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
0249: release_model #CELLPHONE 
0249: release_model #BAT 
0249: release_model #COLT45 
0249: release_model #SAWNOFF 
004E: end_thread 

:BURGLAR_5666
0002: jump @BURGLAR_168 
004E: end_thread 

//-------------External script 24 (GF_MEETING)---------------

:GFMEET
03A4: name_thread 'GFMEET' 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0006: 7@ = 0 // integer values 
00D6: if 
0019:   7@ > 0 // integer values 
004D: jump_if_false @GFMEET_106 
009A: 15@ = create_actor 5 #NULL at 0.0 0.0 0.0 
009A: 17@ = create_actor 5 #NULL at 0.0 0.0 0.0 
0187: 18@ = create_marker_above_actor 15@ 

:GFMEET_106
0050: gosub @GFMEET_3912 
0050: gosub @GFMEET_2883 

:GFMEET_120
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFMEET_325 
00D6: if and
8118:   not actor 15@ dead 
00FE:   actor $PLAYER_ACTOR 0 1@ 2@ 3@ radius 100.0 100.0 20.0 
004D: jump_if_false @GFMEET_311 
00D6: if 
051A:   actor 15@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFMEET_227 
08BD: set 7@ bit 2 
0006: 5@ = 6 // integer values 
0006: 6@ = 0 // integer values 

:GFMEET_227
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @GFMEET_290 
00D6: if or
0118:   actor 17@ dead 
051A:   actor 17@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFMEET_290 
08BD: set 7@ bit 2 
0006: 5@ = 6 // integer values 
0006: 6@ = 0 // integer values 

:GFMEET_290
0050: gosub @GFMEET_339 
0050: gosub @GFMEET_4873 
0002: jump @GFMEET_318 

:GFMEET_311
0050: gosub @GFMEET_5627 

:GFMEET_318
0002: jump @GFMEET_332 

:GFMEET_325
0050: gosub @GFMEET_5627 

:GFMEET_332
0002: jump @GFMEET_120 

:GFMEET_339
0871: init_jump_table 5@ total_jumps 6 0 @GFMEET_486 jumps 1 @GFMEET_402 2 @GFMEET_416 3 @GFMEET_430 4 @GFMEET_444 5 @GFMEET_458 6 @GFMEET_472 -1 @GFMEET_486 

:GFMEET_402
0050: gosub @GFMEET_488 
0002: jump @GFMEET_486 

:GFMEET_416
0050: gosub @GFMEET_822 
0002: jump @GFMEET_486 

:GFMEET_430
0050: gosub @GFMEET_1353 
0002: jump @GFMEET_486 

:GFMEET_444
0050: gosub @GFMEET_1710 
0002: jump @GFMEET_486 

:GFMEET_458
0050: gosub @GFMEET_1989 
0002: jump @GFMEET_486 

:GFMEET_472
0050: gosub @GFMEET_2399 
0002: jump @GFMEET_486 

:GFMEET_486
0051: return 

:GFMEET_488
0871: init_jump_table 6@ total_jumps 1 0 @GFMEET_820 jumps 0 @GFMEET_551 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 

:GFMEET_551
00D6: if 
089B:   15@ 
004D: jump_if_false @GFMEET_813 
00D6: if 
88B6:   not test $406 bit 0@ 
004D: jump_if_false @GFMEET_742 
00D6: if 
00F3:   actor $PLAYER_ACTOR near_actor_on_foot 15@ radius 2.0 2.0 0 
004D: jump_if_false @GFMEET_742 
0050: gosub @GFMEET_3967 
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @GFMEET_703 
089C: (unknown) 15@ 1 
00D6: if 
071A:   15@ 19@s 
004D: jump_if_false @GFMEET_689 
0006: 5@ = 2 // integer values 
0006: 6@ = 0 // integer values 
0002: jump @GFMEET_696 

:GFMEET_689
089C: (unknown) 15@ 0 

:GFMEET_696
0002: jump @GFMEET_742 

:GFMEET_703
00D6: if 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_742 
0006: 5@ = 3 // integer values 
0006: 6@ = 0 // integer values 
089C: (unknown) 15@ 0 

:GFMEET_742
062E: (unknown) 15@ 1655 13@ 
062E: (unknown) 17@ 1655 14@ 
00D6: if and
04A4:   13@ == 7 // integer values OR floating-point values 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_813 
0677: AS_actor 15@ chat_with_actor 17@ 1 1 
0677: AS_actor 17@ chat_with_actor 15@ 0 1 

:GFMEET_813
0002: jump @GFMEET_820 

:GFMEET_820
0051: return 

:GFMEET_822
0871: init_jump_table 6@ total_jumps 4 0 @GFMEET_1351 jumps 0 @GFMEET_885 1 @GFMEET_973 2 @GFMEET_1073 3 @GFMEET_1304 -1 @GFMEET_1351 -1 @GFMEET_1351 -1 @GFMEET_1351 

:GFMEET_885
0006: 33@ = 0 // integer values 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
00D6: if and
0039:   8@ == 1 // integer values 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_959 
062E: (unknown) 17@ 1466 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_959 
05BA: AS_actor 17@ chew_gum -2 ms 

:GFMEET_959
000A: 6@ += 1 // integer values 
0002: jump @GFMEET_1351 

:GFMEET_973
062E: (unknown) 15@ 1593 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_1066 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: (unknown) 15@ 1466 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_1048 
05BA: AS_actor 15@ chew_gum -2 ms 

:GFMEET_1048
0512: permanent_text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t
000A: 6@ += 1 // integer values 

:GFMEET_1066
0002: jump @GFMEET_1351 

:GFMEET_1073
00D6: if 
071A:   15@ 23@s 
004D: jump_if_false @GFMEET_1175 
03E6: remove_text_box 
00D6: if 
0019:   33@ > 9000 // integer values 
004D: jump_if_false @GFMEET_1175 
0004: $359(0@,6i) = 0 // integer values 
08C2: clear $406 bit 0@ 
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_1153 
0164: disable_marker 18@ 

:GFMEET_1153
03E6: remove_text_box 
0647: unknown_action_sequence 15@ 
0006: 6@ = 0 // integer values 
0085: 5@ = 8@ // integer values and handles 

:GFMEET_1175
00D6: if 
071A:   15@ 21@s 
004D: jump_if_false @GFMEET_1251 
03E6: remove_text_box 
00D6: if 
88B6:   not test $406 bit 0@ 
004D: jump_if_false @GFMEET_1223 
08BC: set $406 bit 0@ 

:GFMEET_1223
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_1244 
0164: disable_marker 18@ 

:GFMEET_1244
000A: 6@ += 1 // integer values 

:GFMEET_1251
00D6: if and
889B:   not  15@ 
0019:   33@ > 9000 // integer values 
004D: jump_if_false @GFMEET_1297 
03E6: remove_text_box 
0647: unknown_action_sequence 15@ 
0006: 6@ = 0 // integer values 
0085: 5@ = 8@ // integer values and handles 

:GFMEET_1297
0002: jump @GFMEET_1351 

:GFMEET_1304
00D6: if 
876F:   not text_priority_displaying 
004D: jump_if_false @GFMEET_1344 
0050: gosub @GFMEET_3773 
0647: unknown_action_sequence 15@ 
0006: 6@ = 0 // integer values 
0085: 5@ = 8@ // integer values and handles 

:GFMEET_1344
0002: jump @GFMEET_1351 

:GFMEET_1351
0051: return 

:GFMEET_1353
0871: init_jump_table 6@ total_jumps 4 0 @GFMEET_1708 jumps 0 @GFMEET_1416 1 @GFMEET_1504 2 @GFMEET_1593 3 @GFMEET_1655 -1 @GFMEET_1708 -1 @GFMEET_1708 -1 @GFMEET_1708 

:GFMEET_1416
0006: 33@ = 0 // integer values 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
00D6: if and
0039:   8@ == 1 // integer values 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_1490 
062E: (unknown) 17@ 1466 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_1490 
05BA: AS_actor 17@ chew_gum -2 ms 

:GFMEET_1490
000A: 6@ += 1 // integer values 
0002: jump @GFMEET_1708 

:GFMEET_1504
062E: (unknown) 15@ 1593 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_1586 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: (unknown) 15@ 1466 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_1579 
05BA: AS_actor 15@ chew_gum -2 ms 

:GFMEET_1579
000A: 6@ += 1 // integer values 

:GFMEET_1586
0002: jump @GFMEET_1708 

:GFMEET_1593
00D6: if 
08B7:   test 7@ bit 3 
004D: jump_if_false @GFMEET_1633 
04AE: unknown $1233 radar_icon_or_model 317 
08C3: clear 7@ bit 3 
0002: jump @GFMEET_1641 

:GFMEET_1633
04AE: unknown $1233 radar_icon_or_model 316 

:GFMEET_1641
000A: 6@ += 1 // integer values 
0002: jump @GFMEET_1708 

:GFMEET_1655
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @GFMEET_1701 
0647: unknown_action_sequence 15@ 
08BD: set 7@ bit 1 
0006: 6@ = 0 // integer values 
0085: 5@ = 8@ // integer values and handles 

:GFMEET_1701
0002: jump @GFMEET_1708 

:GFMEET_1708
0051: return 

:GFMEET_1710
0871: init_jump_table 6@ total_jumps 1 0 @GFMEET_1987 jumps 0 @GFMEET_1773 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 

:GFMEET_1773
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 3.0 3.0 0 
004D: jump_if_false @GFMEET_1929 
0050: gosub @GFMEET_3967 
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @GFMEET_1890 
089C: (unknown) 15@ 1 
00D6: if 
071A:   15@ 19@s 
004D: jump_if_false @GFMEET_1876 
0006: 5@ = 2 // integer values 
0006: 6@ = 0 // integer values 
0002: jump @GFMEET_1883 

:GFMEET_1876
089C: (unknown) 15@ 0 

:GFMEET_1883
0002: jump @GFMEET_1929 

:GFMEET_1890
00D6: if 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_1929 
0006: 5@ = 3 // integer values 
0006: 6@ = 0 // integer values 
089C: (unknown) 15@ 0 

:GFMEET_1929
062E: (unknown) 15@ 1640 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_1980 
0668: AS_actor 15@ rotate_to_point 264.0 -155.0 5.0 -1 ms 

:GFMEET_1980
0002: jump @GFMEET_1987 

:GFMEET_1987
0051: return 

:GFMEET_1989
0871: init_jump_table 6@ total_jumps 3 0 @GFMEET_2397 jumps 0 @GFMEET_2052 1 @GFMEET_2133 2 @GFMEET_2323 -1 @GFMEET_2397 -1 @GFMEET_2397 -1 @GFMEET_2397 -1 @GFMEET_2397 

:GFMEET_2052
062E: (unknown) 15@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_2126 
0605: actor 15@ perform_animation_sequence "TAI_CHI_IN" from_file "PARK" 4.0 loop 0 0 0 0 -1 ms 
000A: 6@ += 1 // integer values 

:GFMEET_2126
0002: jump @GFMEET_2397 

:GFMEET_2133
062E: (unknown) 15@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_2205 
0605: actor 15@ perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK" 4.0 loop 0 0 0 0 1215752191 ms 

:GFMEET_2205
00D6: if and
089B:   15@ 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 
071A:   15@ 19@s 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_2309 
0605: actor 15@ perform_animation_sequence "TAI_CHI_OUT" from_file "PARK" 4.0 loop 0 0 0 0 -1 ms 
000A: 6@ += 1 // integer values 
0002: jump @GFMEET_2316 

:GFMEET_2309
089C: (unknown) 15@ 0 

:GFMEET_2316
0002: jump @GFMEET_2397 

:GFMEET_2323
0050: gosub @GFMEET_3967 
00D6: if 
0039:   13@ == 1 // integer values 
004D: jump_if_false @GFMEET_2376 
089C: (unknown) 15@ 1 
0006: 5@ = 2 // integer values 
0006: 6@ = 0 // integer values 
0002: jump @GFMEET_2390 

:GFMEET_2376
0006: 5@ = 3 // integer values 
0006: 6@ = 0 // integer values 

:GFMEET_2390
0002: jump @GFMEET_2397 

:GFMEET_2397
0051: return 

:GFMEET_2399
0871: init_jump_table 6@ total_jumps 2 0 @GFMEET_2881 jumps 0 @GFMEET_2462 1 @GFMEET_2769 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 

:GFMEET_2462
00D6: if 
08B7:   test 7@ bit 2 
004D: jump_if_false @GFMEET_2762 
0004: $359(0@,6i) = 0 // integer values 
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @GFMEET_2526 
060B: unknown_actor_use_entity 15@ 65543 
0002: jump @GFMEET_2536 

:GFMEET_2526
060B: unknown_actor_use_entity 15@ 65539 

:GFMEET_2536
00D6: if 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_2562 
060B: unknown_actor_use_entity 17@ 65543 

:GFMEET_2562
00D6: if 
0491:   actor 15@ has_weapon 22 
004D: jump_if_false @GFMEET_2631 
01B9: set_actor 15@ armed_weapon_to 22 
062E: (unknown) 15@ 1506 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_2624 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2624
0002: jump @GFMEET_2667 

:GFMEET_2631
062E: (unknown) 15@ 1477 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_2667 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2667
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_2688 
0164: disable_marker 18@ 

:GFMEET_2688
07D0: 13@ = weekday 
000A: 13@ += 1 // integer values 
00D6: if 
0019:   13@ > 7 // integer values 
004D: jump_if_false @GFMEET_2725 
0006: 13@ = 1 // integer values 

:GFMEET_2725
000A: 13@ += 22 // integer values 
08BC: set $383(0@,6i) bit 13@ 
08BA: set $383(0@,6i) bit 31 
000A: 6@ += 1 // integer values 

:GFMEET_2762
0002: jump @GFMEET_2881 

:GFMEET_2769
00D6: if 
0491:   actor 15@ has_weapon 22 
004D: jump_if_false @GFMEET_2838 
01B9: set_actor 15@ armed_weapon_to 22 
062E: (unknown) 15@ 1506 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_2831 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2831
0002: jump @GFMEET_2874 

:GFMEET_2838
062E: (unknown) 15@ 1477 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFMEET_2874 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2874
0002: jump @GFMEET_2881 

:GFMEET_2881
0051: return 

:GFMEET_2883
0871: init_jump_table 0@ total_jumps 4 0 @GFMEET_3401 jumps 1 @GFMEET_2946 2 @GFMEET_3042 3 @GFMEET_3170 4 @GFMEET_3298 -1 @GFMEET_3401 -1 @GFMEET_3401 -1 @GFMEET_3401 

:GFMEET_2946
00D6: if 
8248:   not model #MECGRL3 available 
004D: jump_if_false @GFMEET_2978 
0247: request_model #MECGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_2946 

:GFMEET_2978
04AF: 13@ = unknown_wav_reference 192 
05AA: 19@s = 'GF_1A' // 8-byte strings 
05AA: 21@s = 'GF_1C' // 8-byte strings 
05AA: 23@s = 'GF_1B' // 8-byte strings 
0006: 8@ = 1 // integer values 
0002: jump @GFMEET_3401 

:GFMEET_3042
00D6: if 
8248:   not model #GUNGRL3 available 
004D: jump_if_false @GFMEET_3074 
0247: request_model #GUNGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3042 

:GFMEET_3074
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @GFMEET_3106 
0247: request_model #COLT45 
0001: wait 0 ms 
0002: jump @GFMEET_3074 

:GFMEET_3106
04AF: 13@ = unknown_wav_reference 191 
05AA: 19@s = 'GF_2A' // 8-byte strings 
05AA: 21@s = 'GF_2C' // 8-byte strings 
05AA: 23@s = 'GF_2B' // 8-byte strings 
0006: 8@ = 4 // integer values 
0002: jump @GFMEET_3401 

:GFMEET_3170
00D6: if 
8248:   not model #COPGRL3 available 
004D: jump_if_false @GFMEET_3202 
0247: request_model #COPGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3170 

:GFMEET_3202
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @GFMEET_3234 
0247: request_model #COLT45 
0001: wait 0 ms 
0002: jump @GFMEET_3202 

:GFMEET_3234
04AF: 13@ = unknown_wav_reference 190 
05AA: 19@s = 'GF_3A' // 8-byte strings 
05AA: 21@s = 'GF_3C' // 8-byte strings 
05AA: 23@s = 'GF_3B' // 8-byte strings 
0006: 8@ = 1 // integer values 
0002: jump @GFMEET_3401 

:GFMEET_3298
00D6: if 
8248:   not model #NURGRL3 available 
004D: jump_if_false @GFMEET_3330 
0247: request_model #NURGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3298 

:GFMEET_3330
04AF: 13@ = unknown_wav_reference 193 
05AA: 19@s = 'GF_4A' // 8-byte strings 
05AA: 21@s = 'GF_4C' // 8-byte strings 
05AA: 23@s = 'GF_4B' // 8-byte strings 
0006: 8@ = 5 // integer values 
0006: 6@ = 0 // integer values 
0002: jump @GFMEET_3401 

:GFMEET_3401
009A: 15@ = create_actor 5 13@ at 1@ 2@ 3@ 
0173: set_actor 15@ z_angle_to 4@ 
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @GFMEET_3465 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
02E2: set_actor 15@ weapon_accuracy_to 100 

:GFMEET_3465
00D6: if 
0039:   0@ == 3 // integer values 
004D: jump_if_false @GFMEET_3509 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
01B9: set_actor 15@ armed_weapon_to 0 
02E2: set_actor 15@ weapon_accuracy_to 100 

:GFMEET_3509
0350: unknown_actor 15@ not_scared_flag 1 
0446: set_actor 15@ immune_to_headshots 0 
0568: set_actor 15@ targetable 1 
02AB: set_actor 15@ immunities 0 0 1 1 0 
0223: set_actor 15@ health_to 200 
05BA: AS_actor 15@ chew_gum -1 ms 
0961: (unknown) 15@ 1 
0717: (unknown) 15@ 
09A4: (unknown) 19@s 21@s 23@s 318 249 250 
09AA: (unknown) 21@s 320 
09AA: (unknown) 23@s 319 
0719: (unknown) 
089C: (unknown) 15@ 0 
0187: 18@ = create_marker_above_actor 15@ 
07E0: set_marker 18@ type_to 1 
018B: show_on_radar 18@ 1 
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @GFMEET_3756 
04C4: create_coordinate 9@ 10@ 11@ from_actor 15@ offset 0.5 1.0 0.0 
02CE: 11@ = ground_z 9@ 10@ 11@ 
0376: 17@ = create_random_actor 9@ 10@ 11@ 
000B: 4@ += 180.0 // floating-point values 
0173: set_actor 17@ z_angle_to 4@ 
0677: AS_actor 15@ chat_with_actor 17@ 1 1 
0677: AS_actor 17@ chat_with_actor 15@ 0 1 

:GFMEET_3756
0085: 5@ = 8@ // integer values and handles 
0006: 6@ = 0 // integer values 
0051: return 

:GFMEET_3773
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 4 0 @GFMEET_3910 jumps 1 @GFMEET_3838 2 @GFMEET_3856 3 @GFMEET_3874 4 @GFMEET_3892 -1 @GFMEET_3910 -1 @GFMEET_3910 -1 @GFMEET_3910 

:GFMEET_3838
03E5: text_box 'GF_H001'  // Michelle mostantl a bartnd.~N~Michelle meg tudja javtani a kocsidat ingyen, a belvrosi laksnl.
0002: jump @GFMEET_3910 

:GFMEET_3856
03E5: text_box 'GF_H002'  // Helena mostantl a bartnd.~N~Helena-nak van egy rejtett 'eszkz' kszlete, a Flint Range-i otthonnl, ami igencsak tetszeni fog.
0002: jump @GFMEET_3910 

:GFMEET_3874
03E5: text_box 'GF_H003'  // Barbara mostantl a bartnd.~N~Barbara ki tud hozni a brtnbl. Az El Quebradasi kapitnysgon felveheted.
0002: jump @GFMEET_3910 

:GFMEET_3892
03E5: text_box 'GF_H004'  // Katie a bartnd lett.~N~Katie ki tud hozni a krhzbl, ingyen. Ha el akarod vinni randira, keresd fel Paradisoban.
0002: jump @GFMEET_3910 

:GFMEET_3910
0051: return 

:GFMEET_3912
04ED: load_animation "PARK" 

:GFMEET_3920
0001: wait 0 ms 
00D6: if 
04EE:   animation "PARK" loaded 
004D: jump_if_false @GFMEET_3952 
0051: return 
0002: jump @GFMEET_3967 

:GFMEET_3952
04ED: load_animation "PARK" 
0002: jump @GFMEET_3920 

:GFMEET_3967
0006: 13@ = 0 // integer values 
0652: 13@ = stat 25 // integer 
0016: 13@ /= 10 // integer values 
0652: 14@ = stat 21 // integer 
0016: 14@ /= 10 // integer values 
0016: 14@ /= 2 // integer values 
00D6: if 
0029:   14@ >= 25 // integer values 
004D: jump_if_false @GFMEET_4093 
00D6: if 
08B4:   test $371(0@,6i) bit 2 
004D: jump_if_false @GFMEET_4064 
005A: 13@ += 14@ // integer values 
0002: jump @GFMEET_4086 

:GFMEET_4064
0062: 13@ -= 14@ // integer values 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 

:GFMEET_4086
0002: jump @GFMEET_4199 

:GFMEET_4093
00D6: if 
08B4:   test $371(0@,6i) bit 2 
004D: jump_if_false @GFMEET_4144 
0062: 13@ -= 14@ // integer values 
08BD: set 7@ bit 3 
08BD: set 7@ bit 10 
0002: jump @GFMEET_4199 

:GFMEET_4144
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_4199 
00D6: if 
0039:   14@ == 0 // integer values 
004D: jump_if_false @GFMEET_4191 
0006: 14@ = 5 // integer values 

:GFMEET_4191
005A: 13@ += 14@ // integer values 

:GFMEET_4199
0652: 14@ = stat 23 // integer 
0016: 14@ /= 10 // integer values 
0016: 14@ /= 2 // integer values 
00D6: if 
0029:   14@ >= 20 // integer values 
004D: jump_if_false @GFMEET_4326 
00D6: if 
08B4:   test $371(0@,6i) bit 1 
004D: jump_if_false @GFMEET_4275 
005A: 13@ += 14@ // integer values 
0002: jump @GFMEET_4319 

:GFMEET_4275
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_4319 
0062: 13@ -= 14@ // integer values 
08BD: set 7@ bit 3 
08BD: set 7@ bit 12 

:GFMEET_4319
0002: jump @GFMEET_4432 

:GFMEET_4326
00D6: if 
08B4:   test $371(0@,6i) bit 1 
004D: jump_if_false @GFMEET_4377 
0062: 13@ -= 14@ // integer values 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 
0002: jump @GFMEET_4432 

:GFMEET_4377
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_4432 
00D6: if 
0039:   14@ == 0 // integer values 
004D: jump_if_false @GFMEET_4424 
0006: 14@ = 5 // integer values 

:GFMEET_4424
005A: 13@ += 14@ // integer values 

:GFMEET_4432
00D6: if 
002F:   13@ >= $365(0@,6i) // integer values 
004D: jump_if_false @GFMEET_4487 
0004: $359(0@,6i) = 15 // integer values 
0050: gosub @GFMEET_4496 
0006: 13@ = 1 // integer values 
0002: jump @GFMEET_4494 

:GFMEET_4487
0006: 13@ = -1 // integer values 

:GFMEET_4494
0051: return 

:GFMEET_4496
0871: init_jump_table 0@ total_jumps 6 0 @GFMEET_4871 jumps 0 @GFMEET_4559 1 @GFMEET_4611 2 @GFMEET_4663 3 @GFMEET_4715 4 @GFMEET_4767 5 @GFMEET_4819 -1 @GFMEET_4871 

:GFMEET_4559
00D6: if 
0018:   $359(0@,6i) > 100 // integer values 
004D: jump_if_false @GFMEET_4592 
0004: $359(0@,6i) = 100 // integer values 

:GFMEET_4592
0629: change_stat 252 to $359(0@,6i) // integer 
0002: jump @GFMEET_4871 

:GFMEET_4611
00D6: if 
0018:   $359(0@,6i) > 100 // integer values 
004D: jump_if_false @GFMEET_4644 
0004: $359(0@,6i) = 100 // integer values 

:GFMEET_4644
0629: change_stat 253 to $359(0@,6i) // integer 
0002: jump @GFMEET_4871 

:GFMEET_4663
00D6: if 
0018:   $359(0@,6i) > 100 // integer values 
004D: jump_if_false @GFMEET_4696 
0004: $359(0@,6i) = 100 // integer values 

:GFMEET_4696
0629: change_stat 254 to $359(0@,6i) // integer 
0002: jump @GFMEET_4871 

:GFMEET_4715
00D6: if 
0018:   $359(0@,6i) > 100 // integer values 
004D: jump_if_false @GFMEET_4748 
0004: $359(0@,6i) = 100 // integer values 

:GFMEET_4748
0629: change_stat 255 to $359(0@,6i) // integer 
0002: jump @GFMEET_4871 

:GFMEET_4767
00D6: if 
0018:   $359(0@,6i) > 100 // integer values 
004D: jump_if_false @GFMEET_4800 
0004: $359(0@,6i) = 100 // integer values 

:GFMEET_4800
0629: change_stat 256 to $359(0@,6i) // integer 
0002: jump @GFMEET_4871 

:GFMEET_4819
00D6: if 
0018:   $359(0@,6i) > 100 // integer values 
004D: jump_if_false @GFMEET_4852 
0004: $359(0@,6i) = 100 // integer values 

:GFMEET_4852
0629: change_stat 257 to $359(0@,6i) // integer 
0002: jump @GFMEET_4871 

:GFMEET_4871
0051: return 

:GFMEET_4873
0871: init_jump_table $1232 total_jumps 7 0 @GFMEET_5405 jumps 0 @GFMEET_4936 1 @GFMEET_4968 2 @GFMEET_4980 3 @GFMEET_4994 4 @GFMEET_5263 5 @GFMEET_5363 6 @GFMEET_5172 

:GFMEET_4936
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFMEET_4961 
0004: $1232 = 3 // integer values 

:GFMEET_4961
0002: jump @GFMEET_5405 

:GFMEET_4968
094F: (unknown) 15@ 
0002: jump @GFMEET_5405 

:GFMEET_4980
094E: (unknown) 15@ 0 
0002: jump @GFMEET_5405 

:GFMEET_4994
00D6: if 
894D:   not (unknown) 15@ 
004D: jump_if_false @GFMEET_5165 
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFMEET_5105 
09D5: (unknown) 15@ $1233 0 1 0 $1235 
0050: gosub @GFMEET_5407 
0004: $1233 = -1 // integer values 
00D6: if 
0018:   $1234 > 0 // integer values 
004D: jump_if_false @GFMEET_5091 
0004: $1232 = 6 // integer values 
0002: jump @GFMEET_5098 

:GFMEET_5091
0004: $1232 = 0 // integer values 

:GFMEET_5098
0002: jump @GFMEET_5165 

:GFMEET_5105
00D6: if 
0038:   $1233 == -2 // integer values 
004D: jump_if_false @GFMEET_5144 
0004: $1233 = -1 // integer values 
0004: $1232 = 6 // integer values 
0002: jump @GFMEET_5165 

:GFMEET_5144
0004: $1233 = -1 // integer values 
0004: $1234 = -1 // integer values 
0004: $1232 = 0 // integer values 

:GFMEET_5165
0002: jump @GFMEET_5405 

:GFMEET_5172
00D6: if and
894D:   not (unknown) $PLAYER_ACTOR 
894D:   not (unknown) 15@ 
004D: jump_if_false @GFMEET_5256 
00D6: if 
0018:   $1234 > 0 // integer values 
004D: jump_if_false @GFMEET_5249 
09D5: (unknown) $PLAYER_ACTOR $1234 0 1 0 $1235 
0004: $1234 = -1 // integer values 
0004: $1232 = 0 // integer values 
0002: jump @GFMEET_5256 

:GFMEET_5249
0004: $1232 = 0 // integer values 

:GFMEET_5256
0002: jump @GFMEET_5405 

:GFMEET_5263
094E: (unknown) 15@ 0 
00D6: if 
894D:   not (unknown) 15@ 
004D: jump_if_false @GFMEET_5356 
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFMEET_5349 
09D5: (unknown) 15@ $1233 0 1 0 $1235 
0050: gosub @GFMEET_5407 
0004: $1233 = -1 // integer values 
0004: $1232 = 5 // integer values 
0002: jump @GFMEET_5356 

:GFMEET_5349
0004: $1232 = 0 // integer values 

:GFMEET_5356
0002: jump @GFMEET_5405 

:GFMEET_5363
00D6: if 
894D:   not (unknown) 15@ 
004D: jump_if_false @GFMEET_5398 
094F: (unknown) 15@ 
0004: $1233 = -1 // integer values 
0004: $1232 = 0 // integer values 

:GFMEET_5398
0002: jump @GFMEET_5405 

:GFMEET_5405
0051: return 

:GFMEET_5407
0871: init_jump_table $1233 total_jumps 2 0 @GFMEET_5625 jumps 316 @GFMEET_5602 317 @GFMEET_5472 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 

:GFMEET_5472
00D6: if 
08B7:   test 7@ bit 10 
004D: jump_if_false @GFMEET_5513 
00BC: text_highpriority 'GF_0074' 5000 ms 1  // Tbbet kell enned, ha le akarod nygzni ezt a hlgyet, gizdcska!
0002: jump @GFMEET_5625 

:GFMEET_5513
00D6: if 
08B7:   test 7@ bit 11 
004D: jump_if_false @GFMEET_5554 
00BC: text_highpriority 'GF_0053' 5000 ms 1  // Hogy rti azt, hogy 'nem alkalmas'? Mi trtnhetett 'a j humorrzkvel'?
0002: jump @GFMEET_5625 

:GFMEET_5554
00D6: if 
08B7:   test 7@ bit 12 
004D: jump_if_false @GFMEET_5595 
00BC: text_highpriority 'GF_0075' 5000 ms 1  // Tl izmos lettl! Mit reggeliztl, szteroidokat?
0002: jump @GFMEET_5625 

:GFMEET_5595
0002: jump @GFMEET_5625 

:GFMEET_5602
00BC: text_highpriority 'GF_0052' 5000 ms 1  // A j benyomshoz, stlus kell, haver!
0002: jump @GFMEET_5625 

:GFMEET_5625
0051: return 

:GFMEET_5627
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 17@ // Like turning an actor into a random pedestrian 
04EF: release_animation "PARK" 
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 6 0 @GFMEET_5782 jumps 0 @GFMEET_5710 1 @GFMEET_5722 2 @GFMEET_5734 3 @GFMEET_5746 4 @GFMEET_5758 5 @GFMEET_5770 -1 @GFMEET_5782 

:GFMEET_5710
0249: release_model #GANGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5722
0249: release_model #MECGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5734
0249: release_model #GUNGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5746
0249: release_model #COPGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5758
0249: release_model #NURGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5770
0249: release_model #CROGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5782
08ED: (unknown) 15@ 
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_5808 
0164: disable_marker 18@ 

:GFMEET_5808
08C0: clear $390 bit 20 
004E: end_thread 
0051: return 
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0662: write_debug_message "F" 
0662: write_debug_message "E" 
0663: write_debug_intvar "GF_LIKES_PLAYER" $359(0@,6i) 
0663: write_debug_intvar "DESIRED_SEX_APPEAL" $365(0@,6i) 
0663: write_debug_intvar "ISUBSTATESTATUS" 6@ 
0871: init_jump_table 5@ total_jumps 5 1 @GFMEET_6106 jumps 0 @GFMEET_6011 1 @GFMEET_6030 2 @GFMEET_6049 3 @GFMEET_6068 4 @GFMEET_6087 -1 @GFMEET_6135 -1 @GFMEET_6135 

:GFMEET_6011
0662: write_debug_message "STATE0__" 
0002: jump @GFMEET_6135 

:GFMEET_6030
0662: write_debug_message "STATE1__" 
0002: jump @GFMEET_6135 

:GFMEET_6049
0662: write_debug_message "STATE2__" 
0002: jump @GFMEET_6135 

:GFMEET_6068
0662: write_debug_message "STATE3__" 
0002: jump @GFMEET_6135 

:GFMEET_6087
0662: write_debug_message "STATE4__" 
0002: jump @GFMEET_6135 

:GFMEET_6106
0662: write_debug_message "UNTRAPPED_STATE___" 
0002: jump @GFMEET_6135 

:GFMEET_6135
0662: write_debug_message "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 25 (GF_DATE)---------------

:GFDATE
03A4: name_thread 'GFDATE' 
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 24@ = 0 // integer values 
0006: 30@ = -1 // integer values 
0006: 29@ = -1 // integer values 
0004: $9467 = 30 // integer values 
0005: $9468 = 30.0 // floating-point values 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @GFDATE_120 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 
03C0: 28@ = actor 0@ car 

:GFDATE_120
0050: gosub @GFDATE_24076 
08BD: set 3@ bit 1 

:GFDATE_134
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GFDATE_260 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_244 
0050: gosub @GFDATE_26752 
0050: gosub @GFDATE_24246 
0050: gosub @GFDATE_283 
0050: gosub @GFDATE_3688 
00D6: if 
08B4:   test $390 bit 22 
004D: jump_if_false @GFDATE_230 
0050: gosub @GFDATE_27210 

:GFDATE_230
0050: gosub @GFDATE_30455 
0002: jump @GFDATE_253 

:GFDATE_244
03E6: remove_text_box 
0050: gosub @GFDATE_32517 

:GFDATE_253
0002: jump @GFDATE_276 

:GFDATE_260
03E6: remove_text_box 
08BD: set 3@ bit 9 
0050: gosub @GFDATE_32517 

:GFDATE_276
0002: jump @GFDATE_134 

:GFDATE_283
00D6: if 
88B7:   not test 3@ bit 1 
004D: jump_if_false @GFDATE_3686 
00D6: if 
08B4:   test $390 bit 26 
004D: jump_if_false @GFDATE_342 
08BA: set $390 bit 2 
0006: 1@ = 3 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_342
0050: gosub @GFDATE_20055 
00D6: if 
0019:   24@ > -1 // integer values 
004D: jump_if_false @GFDATE_462 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_414 
0050: gosub @GFDATE_32407 
016A: fade 0 0 ms 
0006: 1@ = 2 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_414
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_455 
0050: gosub @GFDATE_32407 
0006: 1@ = 10 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_455
0002: jump @GFDATE_503 

:GFDATE_462
00D6: if 
0039:   24@ == -2 // integer values 
004D: jump_if_false @GFDATE_503 
0050: gosub @GFDATE_32407 
0006: 1@ = 3 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_503
0871: init_jump_table $1211 total_jumps 17 0 @GFDATE_3686 jumps 0 @GFDATE_696 1 @GFDATE_887 2 @GFDATE_1089 3 @GFDATE_1375 4 @GFDATE_1479 5 @GFDATE_1585 6 @GFDATE_1698 
0872: jump_table_jumps 7 @GFDATE_1811 8 @GFDATE_1869 9 @GFDATE_1986 10 @GFDATE_2069 11 @GFDATE_2373 12 @GFDATE_2583 13 @GFDATE_2720 14 @GFDATE_3163 15 @GFDATE_3337 
0872: jump_table_jumps 16 @GFDATE_3544 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 

:GFDATE_696
0050: gosub @GFDATE_23696 
00D6: if 
0019:   25@ > 0 // integer values 
004D: jump_if_false @GFDATE_873 
00D6: if 
00E1:   key_pressed 0 4 
004D: jump_if_false @GFDATE_866 
00D6: if and
0039:   1@ == 1 // integer values 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 26 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_859 
00D6: if 
88B7:   not test 3@ bit 3 
004D: jump_if_false @GFDATE_859 
08BD: set 3@ bit 3 
00D6: if 
0039:   25@ == 2 // integer values 
004D: jump_if_false @GFDATE_843 
0006: 1@ = 11 // integer values 
0006: 2@ = 0 // integer values 
0051: return 
0002: jump @GFDATE_859 

:GFDATE_843
0006: 1@ = 6 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_859
0002: jump @GFDATE_873 

:GFDATE_866
08C3: clear 3@ bit 3 

:GFDATE_873
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_887
00D6: if 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_1075 
00D6: if or
08B4:   test $377($GIRLFRIEND,6i) bit 21 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
004D: jump_if_false @GFDATE_1075 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
08F1: get_zone_string s$404 from_coordinates 4@ 7@ 10@ 
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_1075 
041A: 25@ = actor 0@ weapon 28 ammo 
00D6: if 
0039:   25@ == 0 // integer values 
004D: jump_if_false @GFDATE_1075 
0114: set_actor 0@ car_weapon 28 ammo_to 60 
04AE: unknown $1233 radar_icon_or_model 280 
08BA: set $390 bit 2 
0050: gosub @GFDATE_32407 
0050: gosub @GFDATE_19460 
08BD: set 3@ bit 27 
08BD: set 3@ bit 2 

:GFDATE_1075
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_1089
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_1327 
00D6: if and
08B4:   test $390 bit 15 
8039:   not  1@ == 8 // integer values 
004D: jump_if_false @GFDATE_1146 
0006: 1@ = 8 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_1146
00D6: if 
8039:   not  1@ == 4 // integer values 
004D: jump_if_false @GFDATE_1187 
0006: 1@ = 4 // integer values 
0006: 2@ = 0 // integer values 
0051: return 
0002: jump @GFDATE_1320 

:GFDATE_1187
00D6: if 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_1253 
00D6: if and
001B:   0 > 29@ // integer values 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_1253 
08BD: set 3@ bit 7 
0006: 1@ = 5 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_1253
00D6: if and
08B7:   test 3@ bit 5 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 6 
847A:   not actor $PLAYER_ACTOR driving_a_motorbike 
88B7:   not test 3@ bit 30 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_1320 
0006: 1@ = 7 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_1320
0002: jump @GFDATE_1361 

:GFDATE_1327
00D6: if 
8039:   not  1@ == 1 // integer values 
004D: jump_if_false @GFDATE_1361 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_1361
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_1375
00D6: if and
0019:   32@ > 10000 // integer values 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_1465 
00D6: if or
0039:   1@ == 1 // integer values 
0039:   1@ == 4 // integer values 
004D: jump_if_false @GFDATE_1465 
08BD: set 3@ bit 7 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: text_box 'GF_H017'  // Magra hagytad a bartndet. A randinak vge.
0050: gosub @GFDATE_32517 
0051: return 

:GFDATE_1465
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_1479
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFDATE_1571 
00D6: if 
8184:   not actor 0@ health >= 498 
004D: jump_if_false @GFDATE_1558 
08BD: set 3@ bit 15 
03E5: text_box 'GF_H018'  // Erszakoskodtl a bartnddel. A randinak vge!
0006: 1@ = 9 // integer values 
0006: 2@ = 0 // integer values 
0051: return 
0002: jump @GFDATE_1571 

:GFDATE_1558
04AE: unknown $1233 radar_icon_or_model 313 
054E: (unknown) 0@ 

:GFDATE_1571
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_1585
00D6: if and
0019:   32@ > 120000 // integer values 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_1684 
00D6: if or
0038:   $GIRLFRIEND == 3 // integer values 
0038:   $GIRLFRIEND == 2 // integer values 
004D: jump_if_false @GFDATE_1675 
00D6: if 
0019:   32@ > 240000 // integer values 
004D: jump_if_false @GFDATE_1668 
0050: gosub @GFDATE_23580 
0051: return 

:GFDATE_1668
0002: jump @GFDATE_1684 

:GFDATE_1675
0050: gosub @GFDATE_23580 
0051: return 

:GFDATE_1684
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_1698
00D6: if and
0019:   32@ > 180000 // integer values 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_1797 
00D6: if or
0038:   $GIRLFRIEND == 3 // integer values 
0038:   $GIRLFRIEND == 2 // integer values 
004D: jump_if_false @GFDATE_1788 
00D6: if 
0019:   32@ > 300000 // integer values 
004D: jump_if_false @GFDATE_1781 
0050: gosub @GFDATE_23680 
0051: return 

:GFDATE_1781
0002: jump @GFDATE_1797 

:GFDATE_1788
0050: gosub @GFDATE_23680 
0051: return 

:GFDATE_1797
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_1811
00D6: if and
0019:   32@ > 360000 // integer values 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_1855 
0006: 1@ = 9 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_1855
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_1869
00D6: if 
8184:   not actor 0@ health >= 10 
004D: jump_if_false @GFDATE_1913 
0004: $359($GIRLFRIEND,6i) = -999 // integer values 
0762: (unknown) 0@ 
0050: gosub @GFDATE_32517 
0051: return 

:GFDATE_1913
00D6: if and
010F:   player $PLAYER_CHAR wanted_level > 2 
88B4:   not test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_1972 
08BD: set 3@ bit 7 
0006: 1@ = 5 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_1972
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_1986
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_2055 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_2055 
00D6: if and
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_2055 
0050: gosub @GFDATE_25145 

:GFDATE_2055
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_2069
00D6: if and
08B7:   test 3@ bit 2 
88B7:   not test 3@ bit 12 
88B7:   not test 3@ bit 15 
8038:   not  $1236 == -1 // integer values 
004D: jump_if_false @GFDATE_2295 
0652: 25@ = stat 184 // integer 
00D6: if 
0019:   25@ > 1 // integer values 
004D: jump_if_false @GFDATE_2288 
077E: 25@ = active_interior 
00D6: if 
0039:   25@ == 0 // integer values 
004D: jump_if_false @GFDATE_2281 
00D6: if or
0039:   1@ == 1 // integer values 
0039:   1@ == 4 // integer values 
004D: jump_if_false @GFDATE_2281 
00D6: if and
88B4:   not test $390 bit 22 
0019:   32@ > 7000 // integer values 
004D: jump_if_false @GFDATE_2281 
0209: 25@ = random_int 0 100 
00D6: if 
002B:   50 >= 25@ // integer values 
004D: jump_if_false @GFDATE_2256 
0004: $1236 = 0 // integer values 
08BA: set $390 bit 22 
0002: jump @GFDATE_2281 

:GFDATE_2256
00D6: if 
88B4:   not test $390 bit 25 
004D: jump_if_false @GFDATE_2281 
0004: $1236 = -1 // integer values 

:GFDATE_2281
0002: jump @GFDATE_2295 

:GFDATE_2288
0004: $1236 = -1 // integer values 

:GFDATE_2295
00D6: if and
08B4:   test $390 bit 12 
0029:   32@ >= 30000 // integer values 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_2349 
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 
0002: jump @GFDATE_2359 

:GFDATE_2349
0005: $9469 = 0.0 // floating-point values 

:GFDATE_2359
0004: $1211 = 0 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_2373
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 27 
0039:   1@ == 6 // integer values 
004D: jump_if_false @GFDATE_2447 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @GFDATE_2437 
0009: $9469 += 1.5 // floating-point values 
0002: jump @GFDATE_2447 

:GFDATE_2437
0009: $9469 += 0.0 // floating-point values 

:GFDATE_2447
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 28 
0039:   1@ == 7 // integer values 
004D: jump_if_false @GFDATE_2521 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @GFDATE_2511 
0009: $9469 += 1.5 // floating-point values 
0002: jump @GFDATE_2521 

:GFDATE_2511
0009: $9469 += 0.0 // floating-point values 

:GFDATE_2521
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
004D: jump_if_false @GFDATE_2569 
00D6: if 
02E0:   actor 0@ aggressive 
004D: jump_if_false @GFDATE_2569 
0009: $9469 += 4.0 // floating-point values 

:GFDATE_2569
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_2583
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_2706 
0227: 25@ = car 28@ health 
00D6: if 
001D:   29@ > 25@ // integer values 
004D: jump_if_false @GFDATE_2706 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 24 
004D: jump_if_false @GFDATE_2688 
00D6: if 
051D:   cars 28@ and -1 collided 
004D: jump_if_false @GFDATE_2681 
0009: $9469 += 1.5 // floating-point values 
054F: (unknown) 28@ 

:GFDATE_2681
0002: jump @GFDATE_2698 

:GFDATE_2688
000D: $9469 -= 1.0 // floating-point values 

:GFDATE_2698
0085: 29@ = 25@ // integer values and handles 

:GFDATE_2706
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_2720
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3149 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_3149 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 11 
004D: jump_if_false @GFDATE_2846 
00D6: if and
0038:   $1340 == 1 // integer values 
88B7:   not test 3@ bit 17 
004D: jump_if_false @GFDATE_2821 
0009: $9469 += 1.5 // floating-point values 
08BD: set 3@ bit 17 

:GFDATE_2821
00D6: if 
0038:   $1340 == 0 // integer values 
004D: jump_if_false @GFDATE_2846 
08C3: clear 3@ bit 17 

:GFDATE_2846
02E3: 14@ = car 28@ speed 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 12 
004D: jump_if_false @GFDATE_2963 
00D6: if 
0021:   14@ > 22.0 // floating-point values 
004D: jump_if_false @GFDATE_2921 
0009: $9469 += 1.5 // floating-point values 
08C3: clear 3@ bit 19 
0002: jump @GFDATE_2963 

:GFDATE_2921
00D6: if 
88B7:   not test 3@ bit 19 
004D: jump_if_false @GFDATE_2953 
08BD: set 3@ bit 19 
04AE: unknown $1233 radar_icon_or_model 39 

:GFDATE_2953
000D: $9469 -= 2.5 // floating-point values 

:GFDATE_2963
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 13 
004D: jump_if_false @GFDATE_3149 
00D6: if and
0021:   14@ > 8.0 // floating-point values 
0023:   20.0 > 14@ // floating-point values 
004D: jump_if_false @GFDATE_3047 
0009: $9469 += 0.5 // floating-point values 
08C3: clear 3@ bit 19 
08C3: clear 3@ bit 18 
0002: jump @GFDATE_3149 

:GFDATE_3047
00D6: if 
0033:   8.0 >= 14@ // floating-point values 
004D: jump_if_false @GFDATE_3107 
00D6: if 
88B7:   not test 3@ bit 19 
004D: jump_if_false @GFDATE_3100 
08BD: set 3@ bit 19 
04AE: unknown $1233 radar_icon_or_model 39 

:GFDATE_3100
0002: jump @GFDATE_3139 

:GFDATE_3107
00D6: if 
88B7:   not test 3@ bit 18 
004D: jump_if_false @GFDATE_3139 
08BD: set 3@ bit 18 
04AE: unknown $1233 radar_icon_or_model 32 

:GFDATE_3139
000D: $9469 -= 2.5 // floating-point values 

:GFDATE_3149
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_3163
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3275 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_3275 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3275 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
004D: jump_if_false @GFDATE_3275 
0050: gosub @GFDATE_23458 
00D6: if 
0019:   25@ > 0 // integer values 
004D: jump_if_false @GFDATE_3275 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_3275
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
004D: jump_if_false @GFDATE_3323 
00D6: if 
02E0:   actor 0@ aggressive 
004D: jump_if_false @GFDATE_3323 
0009: $9469 += 4.0 // floating-point values 

:GFDATE_3323
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_3337
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3523 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_3523 
08D3: (unknown) 26@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 14 
004D: jump_if_false @GFDATE_3523 
00D6: if or
04A4:   26@ == 10 // integer values OR floating-point values 
04A4:   26@ == 3 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_3523 
00C1: 26@ = minutes_to_current_time 6 0 
00D6: if or
002B:   30 >= 25@ // integer values 
0029:   25@ >= 1380 // integer values 
004D: jump_if_false @GFDATE_3478 
0009: $9469 += 4.0 // floating-point values 
0002: jump @GFDATE_3523 

:GFDATE_3478
00C1: 26@ = minutes_to_current_time 20 0 
00D6: if or
002B:   30 >= 25@ // integer values 
0029:   25@ >= 1380 // integer values 
004D: jump_if_false @GFDATE_3523 
0009: $9469 += 4.0 // floating-point values 

:GFDATE_3523
0050: gosub @GFDATE_25027 
0008: $1211 += 1 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_3544
00D6: if and
0028:   $9467 >= 100 // integer values 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_3607 
08BA: set $390 bit 2 
04AE: unknown $1233 radar_icon_or_model 280 
08BD: set 3@ bit 2 
0050: gosub @GFDATE_32407 
0051: return 
0002: jump @GFDATE_3662 

:GFDATE_3607
00D6: if and
002A:   0 >= $9467 // integer values 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3662 
08C0: clear $390 bit 2 
08BD: set 3@ bit 7 
0006: 1@ = 5 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_3662
0005: $9469 = 0.0 // floating-point values 
0004: $1211 = 0 // integer values 
0002: jump @GFDATE_3686 

:GFDATE_3686
0051: return 

:GFDATE_3688
0871: init_jump_table 1@ total_jumps 12 0 @GFDATE_3984 jumps 0 @GFDATE_3816 1 @GFDATE_3830 2 @GFDATE_3844 3 @GFDATE_3858 4 @GFDATE_3872 5 @GFDATE_3886 6 @GFDATE_3900 
0872: jump_table_jumps 7 @GFDATE_3914 8 @GFDATE_3928 9 @GFDATE_3942 10 @GFDATE_3956 11 @GFDATE_3970 -1 @GFDATE_3984 -1 @GFDATE_3984 -1 @GFDATE_3984 -1 @GFDATE_3984 

:GFDATE_3816
0050: gosub @GFDATE_3986 
0002: jump @GFDATE_3984 

:GFDATE_3830
0050: gosub @GFDATE_4788 
0002: jump @GFDATE_3984 

:GFDATE_3844
0050: gosub @GFDATE_5087 
0002: jump @GFDATE_3984 

:GFDATE_3858
0050: gosub @GFDATE_5819 
0002: jump @GFDATE_3984 

:GFDATE_3872
0050: gosub @GFDATE_6976 
0002: jump @GFDATE_3984 

:GFDATE_3886
0050: gosub @GFDATE_7695 
0002: jump @GFDATE_3984 

:GFDATE_3900
0050: gosub @GFDATE_7817 
0002: jump @GFDATE_3984 

:GFDATE_3914
0050: gosub @GFDATE_11047 
0002: jump @GFDATE_3984 

:GFDATE_3928
0050: gosub @GFDATE_12450 
0002: jump @GFDATE_3984 

:GFDATE_3942
0050: gosub @GFDATE_14647 
0002: jump @GFDATE_3984 

:GFDATE_3956
0050: gosub @GFDATE_14897 
0002: jump @GFDATE_3984 

:GFDATE_3970
0050: gosub @GFDATE_15244 
0002: jump @GFDATE_3984 

:GFDATE_3984
0051: return 

:GFDATE_3986
0871: init_jump_table 2@ total_jumps 4 0 @GFDATE_4786 jumps 0 @GFDATE_4049 1 @GFDATE_4328 2 @GFDATE_4584 3 @GFDATE_4664 -1 @GFDATE_4786 -1 @GFDATE_4786 -1 @GFDATE_4786 

:GFDATE_4049
08BD: set 3@ bit 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_4130 
08BD: set 3@ bit 9 
08BA: set $390 bit 2 
08BA: set $390 bit 3 
0006: 1@ = 3 // integer values 
0006: 2@ = 0 // integer values 
0002: jump @GFDATE_4786 

:GFDATE_4130
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
06AB: (unknown) 0@ 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
0050: gosub @GFDATE_22751 
0395: clear_area 1 at 6@ 9@ 12@ range 2.0 
015F: set_camera_position 4@ 7@ 10@ 0.0 0.0 0.0 
0160: point_camera 5@ 8@ 11@ 2 
0905: set_door $1242($GIRLFRIEND,7i) openable 0 
0050: gosub @GFDATE_16680 
00D6: if 
0039:   25@ == -1 // integer values 
004D: jump_if_false @GFDATE_4285 
08BD: set 3@ bit 16 
05D9: AS_actor 0@ run_to_actor $PLAYER_ACTOR stop_within_radius 5000 2.5 ms 
0002: jump @GFDATE_4307 

:GFDATE_4285
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: (unknown) 0@ 0 
0A20: (unknown) $PLAYER_CHAR 1 

:GFDATE_4307
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_4786 

:GFDATE_4328
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
050A: 13@ = distance_between 4@ 7@ 10@ and 5@ 8@ 11@ 
00D6: if 
0029:   33@ >= 6000 // integer values 
004D: jump_if_false @GFDATE_4442 
02C0: set 5@ 8@ 11@ to_ped_path_coords_closest_to 5@ 8@ 11@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0007: 13@ = 1.0 // floating-point values 

:GFDATE_4442
00D6: if 
0033:   3.0 >= 13@ // floating-point values 
004D: jump_if_false @GFDATE_4577 
0160: point_camera 4@ 7@ 10@ 1 
0905: set_door $1242($GIRLFRIEND,7i) openable 1 
00D6: if 
08B7:   test 3@ bit 16 
004D: jump_if_false @GFDATE_4547 
02A9: set_actor 0@ immune_to_nonplayer 0 
08BD: set 3@ bit 9 
0006: 1@ = 3 // integer values 
0006: 2@ = 3 // integer values 
0002: jump @GFDATE_4786 
0002: jump @GFDATE_4577 

:GFDATE_4547
04AE: unknown $1233 radar_icon_or_model 298 
04AE: unknown $1234 radar_icon_or_model 240 
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:GFDATE_4577
0002: jump @GFDATE_4786 

:GFDATE_4584
00D6: if 
0029:   33@ >= 3000 // integer values 
004D: jump_if_false @GFDATE_4657 
06AB: (unknown) $PLAYER_ACTOR 0 
06AB: (unknown) 0@ 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
000A: 2@ += 1 // integer values 

:GFDATE_4657
0002: jump @GFDATE_4786 

:GFDATE_4664
0050: gosub @GFDATE_17450 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_4700 
03E5: text_box 'GF_0036'  // Vlassz ki egy helyet, ami a csajodnak tetszhet s vidd el oda. Vlaszthatsz gyorskajldt, ttermet, brt vagy tkezdt, amiket a trkp jell.

:GFDATE_4700
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_4729 
03E5: text_box 'GF_0037'  // Vidd el a lnyt kocsikzni a vrosba, biztosan lvezni fogja, figyelj  a sebessgre.

:GFDATE_4729
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_4758 
03E5: text_box 'GF_0038'  // Vidd el a csajodat egy klubba s imponlj neki a tncoddal. Nzd meg a trkpen, hogy hol van a legkzelebbi br.

:GFDATE_4758
08C3: clear 3@ bit 1 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 
0002: jump @GFDATE_4786 

:GFDATE_4786
0051: return 

:GFDATE_4788
0871: init_jump_table 2@ total_jumps 3 0 @GFDATE_5085 jumps 0 @GFDATE_4851 1 @GFDATE_4879 2 @GFDATE_4965 -1 @GFDATE_5085 -1 @GFDATE_5085 -1 @GFDATE_5085 -1 @GFDATE_5085 

:GFDATE_4851
08C3: clear 3@ bit 5 
08C3: clear 3@ bit 6 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_5085 

:GFDATE_4879
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
004D: jump_if_false @GFDATE_4951 
00D6: if and
88B7:   not test 3@ bit 7 
874F:   not (unknown) 0@ 36 
004D: jump_if_false @GFDATE_4951 
00D6: if 
02D8:   actor 0@ currentweapon == 28 
004D: jump_if_false @GFDATE_4951 
01B9: set_actor 0@ armed_weapon_to 0 

:GFDATE_4951
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_5085 

:GFDATE_4965
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_5071 
00D6: if and
08B7:   test 3@ bit 29 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_5057 
00D6: if 
0019:   33@ > 25000 // integer values 
004D: jump_if_false @GFDATE_5050 
04AE: unknown $1233 radar_icon_or_model 273 
04AE: unknown $1234 radar_icon_or_model 242 
08C3: clear 3@ bit 29 

:GFDATE_5050
0002: jump @GFDATE_5071 

:GFDATE_5057
0006: 33@ = 0 // integer values 
08BD: set 3@ bit 29 

:GFDATE_5071
0006: 2@ = 0 // integer values 
0002: jump @GFDATE_5085 

:GFDATE_5085
0051: return 

:GFDATE_5087
0871: init_jump_table 2@ total_jumps 10 0 @GFDATE_5817 jumps 0 @GFDATE_5215 1 @GFDATE_5253 2 @GFDATE_5320 3 @GFDATE_5347 4 @GFDATE_5385 5 @GFDATE_5399 6 @GFDATE_5435 
0872: jump_table_jumps 7 @GFDATE_5595 8 @GFDATE_5686 9 @GFDATE_5754 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 

:GFDATE_5215
08BD: set 3@ bit 1 
016A: fade 0 0 ms 
0050: gosub @GFDATE_32407 
00BE: text_clear_all 
03E6: remove_text_box 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_5817 

:GFDATE_5253
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_5313 
03EF: player $PLAYER_CHAR make_safe 
01B9: set_actor 0@ armed_weapon_to 0 
0619: set_actor 0@ collision_detection 0 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
0050: gosub @GFDATE_20351 
0050: gosub @GFDATE_20578 
000A: 2@ += 1 // integer values 

:GFDATE_5313
0002: jump @GFDATE_5817 

:GFDATE_5320
00D6: if 
06B9:   cutscene_data_loaded 
004D: jump_if_false @GFDATE_5340 
000A: 2@ += 1 // integer values 

:GFDATE_5340
0002: jump @GFDATE_5817 

:GFDATE_5347
0244: set_cutscene_pos 4@ 7@ 10@ 
016A: fade 1 1000 ms 
03AD: set_rubbish 0 
02E7: start_cutscene 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_5817 

:GFDATE_5385
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_5817 

:GFDATE_5399
00D6: if 
02E9: cutscene_reached_end 
004D: jump_if_false @GFDATE_5428 
016A: fade 0 1000 ms 
00BE: text_clear_all 
000A: 2@ += 1 // integer values 

:GFDATE_5428
0002: jump @GFDATE_5817 

:GFDATE_5435
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_5588 
02EA: end_cutscene 
04FA: reset_interior_colors 0 
0050: gosub @GFDATE_19460 
04BB: select_interior 0 // select render area 
0860: link_actor 0@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
0395: clear_area 1 at 4@ 7@ 10@ range 2.0 
03CB: set_camera 4@ 7@ 10@ 
04E4: unknown_refresh_game_renderer_at 4@ 7@ 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 0@ 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_5581 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: (unknown) 0@ 0 
0A20: (unknown) $PLAYER_CHAR 1 

:GFDATE_5581
000A: 2@ += 1 // integer values 

:GFDATE_5588
0002: jump @GFDATE_5817 

:GFDATE_5595
06AB: (unknown) $PLAYER_ACTOR 0 
06AB: (unknown) 0@ 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0581: toggle_radar 1 
0619: set_actor 0@ collision_detection 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03AD: set_rubbish 1 
0687: clear_actor_task $PLAYER_ACTOR 
05B9: unknown_action_sequence 0@ 0 
016A: fade 1 500 ms 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_5817 

:GFDATE_5686
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_5747 
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFDATE_5732 
04AE: unknown $1233 radar_icon_or_model 277 
0002: jump @GFDATE_5740 

:GFDATE_5732
04AE: unknown $1233 radar_icon_or_model 278 

:GFDATE_5740
000A: 2@ += 1 // integer values 

:GFDATE_5747
0002: jump @GFDATE_5817 

:GFDATE_5754
00D6: if and
0038:   $1233 == -1 // integer values 
876F:   not text_priority_displaying 
004D: jump_if_false @GFDATE_5810 
04AE: unknown $1233 radar_icon_or_model 280 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_5810
0002: jump @GFDATE_5817 

:GFDATE_5817
0051: return 

:GFDATE_5819
0871: init_jump_table 2@ total_jumps 8 0 @GFDATE_6974 jumps 0 @GFDATE_5947 1 @GFDATE_5975 2 @GFDATE_6163 3 @GFDATE_6184 4 @GFDATE_6669 5 @GFDATE_6732 6 @GFDATE_6874 
0872: jump_table_jumps 7 @GFDATE_6921 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 

:GFDATE_5947
08BD: set 3@ bit 1 
016A: fade 0 500 ms 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_6974 

:GFDATE_5975
08BD: set 3@ bit 1 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_6156 
0050: gosub @GFDATE_32407 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_6040 
06C9: remove_actor 0@ from_group 

:GFDATE_6040
02A3: toggle_widescreen 1 
06AB: (unknown) $PLAYER_ACTOR 1 
06AB: (unknown) 0@ 1 
0050: gosub @GFDATE_22751 
0395: clear_area 1 at 6@ 9@ 12@ range 1.0 
015F: set_camera_position 4@ 7@ 10@ 0.0 0.0 0.0 
0160: point_camera 5@ 8@ 11@ 2 
0792: (unknown) 0@ 
00A1: put_actor 0@ at 6@ 9@ 12@ 
05D4: AS_actor 0@ rotate_angle 13@ 
000A: 2@ += 1 // integer values 

:GFDATE_6156
0002: jump @GFDATE_6974 

:GFDATE_6163
016A: fade 1 1000 ms 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_6974 

:GFDATE_6184
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_6662 
00D6: if 
08B7:   test 3@ bit 9 
004D: jump_if_false @GFDATE_6414 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_6270 
04AE: unknown $1233 radar_icon_or_model 269 
0006: 33@ = 0 // integer values 
0006: 25@ = 5000 // integer values 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_6974 

:GFDATE_6270
00D6: if 
0038:   $359($GIRLFRIEND,6i) == -99 // integer values 
004D: jump_if_false @GFDATE_6326 
0004: $359($GIRLFRIEND,6i) = -100 // integer values 
04AE: unknown $1233 radar_icon_or_model 314 
08C1: clear $406 bit $GIRLFRIEND 
0002: jump @GFDATE_6385 

:GFDATE_6326
00D6: if 
08B7:   test 3@ bit 16 
004D: jump_if_false @GFDATE_6385 
00D6: if 
08B7:   test 3@ bit 23 
004D: jump_if_false @GFDATE_6377 
04AE: unknown $1233 radar_icon_or_model 317 
0002: jump @GFDATE_6385 

:GFDATE_6377
04AE: unknown $1233 radar_icon_or_model 316 

:GFDATE_6385
0006: 33@ = 0 // integer values 
0006: 25@ = 5000 // integer values 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_6662 

:GFDATE_6414
00D6: if 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_6469 
04AE: unknown $1233 radar_icon_or_model 296 
0006: 33@ = 0 // integer values 
0006: 25@ = 5000 // integer values 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_6662 

:GFDATE_6469
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFDATE_6595 
00D6: if 
002C:   $359($GIRLFRIEND,6i) >= $353($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFDATE_6550 
04AE: unknown $1233 radar_icon_or_model 282 
0006: 33@ = 0 // integer values 
0006: 25@ = 0 // integer values 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_6588 

:GFDATE_6550
04AE: unknown $1233 radar_icon_or_model 292 
04AE: unknown $1234 radar_icon_or_model 241 
0006: 33@ = 0 // integer values 
0006: 25@ = 5000 // integer values 
0006: 2@ = 6 // integer values 

:GFDATE_6588
0002: jump @GFDATE_6662 

:GFDATE_6595
00D6: if 
002A:   -15 >= $359($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFDATE_6632 
04AE: unknown $1233 radar_icon_or_model 314 
0002: jump @GFDATE_6640 

:GFDATE_6632
04AE: unknown $1233 radar_icon_or_model 296 

:GFDATE_6640
0006: 33@ = 0 // integer values 
0006: 25@ = 5000 // integer values 
0006: 2@ = 6 // integer values 

:GFDATE_6662
0002: jump @GFDATE_6974 

:GFDATE_6669
00D6: if 
0029:   33@ >= 5000 // integer values 
004D: jump_if_false @GFDATE_6725 
0512: permanent_text_box 'TALK_1'  // A negatv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_NO~-t~n~A pozitv vlaszhoz, nyomd le a(z) ~k~~CONVERSATION_YES~-t
00D6: if 
0019:   33@ > 5100 // integer values 
004D: jump_if_false @GFDATE_6725 
000A: 2@ += 1 // integer values 

:GFDATE_6725
0002: jump @GFDATE_6974 

:GFDATE_6732
00D6: if 
00E1:   key_pressed 0 11 
004D: jump_if_false @GFDATE_6803 
00BE: text_clear_all 
03E6: remove_text_box 
08BA: set $390 bit 3 
0004: $1233 = -2 // integer values 
04AE: unknown $1234 radar_icon_or_model 46 
0006: 33@ = 0 // integer values 
0006: 25@ = 3500 // integer values 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_6867 

:GFDATE_6803
00D6: if 
00E1:   key_pressed 0 10 
004D: jump_if_false @GFDATE_6867 
00BE: text_clear_all 
03E6: remove_text_box 
08C0: clear $390 bit 3 
0004: $1233 = -2 // integer values 
04AE: unknown $1234 radar_icon_or_model 47 
0006: 33@ = 0 // integer values 
0006: 25@ = 3500 // integer values 
000A: 2@ += 1 // integer values 

:GFDATE_6867
0002: jump @GFDATE_6974 

:GFDATE_6874
00D6: if 
002D:   33@ >= 25@ // integer values 
004D: jump_if_false @GFDATE_6914 
08BA: set $390 bit 6 
016A: fade 0 1000 ms 
000A: 2@ += 1 // integer values 

:GFDATE_6914
0002: jump @GFDATE_6974 

:GFDATE_6921
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_6967 
02A3: toggle_widescreen 0 
0581: toggle_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0050: gosub @GFDATE_32517 

:GFDATE_6967
0002: jump @GFDATE_6974 

:GFDATE_6974
0051: return 

:GFDATE_6976
0871: init_jump_table 2@ total_jumps 5 0 @GFDATE_7693 jumps 0 @GFDATE_7039 1 @GFDATE_7196 2 @GFDATE_7330 3 @GFDATE_7479 4 @GFDATE_7579 -1 @GFDATE_7693 -1 @GFDATE_7693 

:GFDATE_7039
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_7182 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_7182 
00D6: if 
88B7:   not test 3@ bit 27 
004D: jump_if_false @GFDATE_7182 
0050: gosub @GFDATE_23458 
00D6: if 
0019:   25@ > 0 // integer values 
004D: jump_if_false @GFDATE_7182 
00D6: if and
876F:   not text_priority_displaying 
894D:   not (unknown) $PLAYER_ACTOR 
894D:   not (unknown) 0@ 
004D: jump_if_false @GFDATE_7182 
04AE: unknown $1233 radar_icon_or_model 306 
04AE: unknown $1234 radar_icon_or_model 244 
0006: 2@ = 4 // integer values 
0002: jump @GFDATE_7693 

:GFDATE_7182
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_7693 

:GFDATE_7196
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_7302 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_7281 
00D6: if and
88B7:   not test 3@ bit 5 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_7274 
0006: 33@ = 0 // integer values 
0006: 2@ = 3 // integer values 
0002: jump @GFDATE_7693 

:GFDATE_7274
0002: jump @GFDATE_7295 

:GFDATE_7281
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7295
0002: jump @GFDATE_7316 

:GFDATE_7302
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7316
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_7693 

:GFDATE_7330
00D6: if 
08B7:   test 3@ bit 29 
004D: jump_if_false @GFDATE_7433 
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_7426 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_7426 
00D6: if 
0019:   33@ > 25000 // integer values 
004D: jump_if_false @GFDATE_7426 
04AE: unknown $1233 radar_icon_or_model 273 
04AE: unknown $1234 radar_icon_or_model 242 
08C3: clear 3@ bit 29 

:GFDATE_7426
0002: jump @GFDATE_7465 

:GFDATE_7433
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_7465 
0006: 33@ = 0 // integer values 
08BD: set 3@ bit 29 

:GFDATE_7465
0006: 2@ = 0 // integer values 
0002: jump @GFDATE_7693 

:GFDATE_7479
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_7565 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_7525 
0006: 2@ = 0 // integer values 
0002: jump @GFDATE_7558 

:GFDATE_7525
00D6: if 
0019:   33@ > 10000 // integer values 
004D: jump_if_false @GFDATE_7558 
08BD: set 3@ bit 5 
0006: 2@ = 0 // integer values 

:GFDATE_7558
0002: jump @GFDATE_7572 

:GFDATE_7565
0006: 2@ = 0 // integer values 

:GFDATE_7572
0002: jump @GFDATE_7693 

:GFDATE_7579
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_7679 
00D6: if 
82D8:   not actor 0@ currentweapon == 28 
004D: jump_if_false @GFDATE_7633 
01B9: set_actor 0@ armed_weapon_to 28 

:GFDATE_7633
0050: gosub @GFDATE_23458 
00D6: if 
002B:   0 >= 25@ // integer values 
004D: jump_if_false @GFDATE_7672 
01B9: set_actor 0@ armed_weapon_to 0 
0006: 2@ = 0 // integer values 

:GFDATE_7672
0002: jump @GFDATE_7686 

:GFDATE_7679
0006: 2@ = 0 // integer values 

:GFDATE_7686
0002: jump @GFDATE_7693 

:GFDATE_7693
0051: return 

:GFDATE_7695
0871: init_jump_table 2@ total_jumps 1 0 @GFDATE_7815 jumps 0 @GFDATE_7758 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 

:GFDATE_7758
08C0: clear $390 bit 2 
08BD: set 3@ bit 2 
08BD: set 3@ bit 7 
04AE: unknown $1233 radar_icon_or_model 281 
0050: gosub @GFDATE_32407 
0050: gosub @GFDATE_19605 
0004: $5297 = 1 // integer values 
0002: jump @GFDATE_7815 

:GFDATE_7815
0051: return 

:GFDATE_7817
0871: init_jump_table 2@ total_jumps 7 0 @GFDATE_11045 jumps 0 @GFDATE_7880 1 @GFDATE_8060 2 @GFDATE_8568 3 @GFDATE_9197 4 @GFDATE_9623 5 @GFDATE_9870 6 @GFDATE_10069 

:GFDATE_7880
08BD: set 3@ bit 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
06AB: (unknown) 0@ 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 30.0 30.0 2.0 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube 4@ 7@ 10@ 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube 4@ 7@ 10@ 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_11045 

:GFDATE_8060
062E: (unknown) $PLAYER_ACTOR 1593 25@ 
062E: (unknown) 0@ 1593 26@ 
00D6: if and
04A4:   25@ == 7 // integer values OR floating-point values 
04A4:   26@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_8398 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
0619: set_actor 0@ collision_detection 0 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 
02CE: 11@ = ground_z 5@ 8@ 11@ 
00A0: store_actor 0@ position_to 6@ 9@ 12@ 
02CE: 12@ = ground_z 6@ 9@ 12@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR z_angle 
000B: 13@ += 180.0 // floating-point values 
0173: set_actor 0@ z_angle_to 13@ 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 1.2 -1.0 0.5 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset 0.0 0.7 0.5 
00D6: if 
06BD: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 1 1 0 1 0 
004D: jump_if_false @GFDATE_8370 
015F: set_camera_position 4@ 7@ 10@ 0.0 0.0 0.0 
0160: point_camera 5@ 8@ 11@ 2 

:GFDATE_8370
05BA: AS_actor $PLAYER_ACTOR chew_gum -1 ms 
05BA: AS_actor 0@ chew_gum -1 ms 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_8561 

:GFDATE_8398
062E: (unknown) $PLAYER_ACTOR 1593 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_8463 
062E: (unknown) $PLAYER_ACTOR 1466 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_8463 
05BA: AS_actor $PLAYER_ACTOR chew_gum -1 ms 

:GFDATE_8463
062E: (unknown) 0@ 1593 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_8528 
062E: (unknown) 0@ 1466 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_8528 
05BA: AS_actor 0@ chew_gum -1 ms 

:GFDATE_8528
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @GFDATE_8561 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_11045 

:GFDATE_8561
0002: jump @GFDATE_11045 

:GFDATE_8568
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0619: set_actor 0@ collision_detection 1 
008F: 13@ = integer_to_float $353($GIRLFRIEND,6i) 
0017: 13@ /= 1.2 // floating-point values 
008F: 14@ = integer_to_float $359($GIRLFRIEND,6i) 
00D6: if 
0035:   13@ >= 14@ // floating-point values 
004D: jump_if_false @GFDATE_8738 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_01" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_01" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_9190 

:GFDATE_8738
00D6: if 
002C:   $353($GIRLFRIEND,6i) >= $359($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFDATE_8868 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_02" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_02" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_9190 

:GFDATE_8868
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_03" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_03" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
073F: (unknown) 4@ 7@ 10@ 20.0 1 1 1 27@ 
00D6: if 
0039:   27@ == -1 // integer values 
004D: jump_if_false @GFDATE_9067 
00D6: if 
0038:   $1219 == 0 // integer values 
004D: jump_if_false @GFDATE_9046 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_9060 

:GFDATE_9046
08BD: set 3@ bit 25 
0006: 2@ = 6 // integer values 

:GFDATE_9060
0002: jump @GFDATE_9190 

:GFDATE_9067
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
004D: jump_if_false @GFDATE_9183 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_9169 
00D6: if 
0038:   $1219 == 0 // integer values 
004D: jump_if_false @GFDATE_9148 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_9162 

:GFDATE_9148
08BD: set 3@ bit 25 
0006: 2@ = 6 // integer values 

:GFDATE_9162
0002: jump @GFDATE_9176 

:GFDATE_9169
0006: 2@ = 6 // integer values 

:GFDATE_9176
0002: jump @GFDATE_9190 

:GFDATE_9183
0006: 2@ = 6 // integer values 

:GFDATE_9190
0002: jump @GFDATE_11045 

:GFDATE_9197
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFDATE_9224 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_11045 

:GFDATE_9224
00D6: if 
88B7:   not test 3@ bit 25 
004D: jump_if_false @GFDATE_9609 
062E: (unknown) 0@ 1541 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_9602 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 2.5 -1.2 0.5 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset 0.0 0.7 0.1 
00D6: if 
06BD: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 1 1 0 1 0 
004D: jump_if_false @GFDATE_9409 
015F: set_camera_position 4@ 7@ 10@ 0.0 0.0 0.0 
0160: point_camera 5@ 8@ 11@ 2 

:GFDATE_9409
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 
02CE: 11@ = ground_z 5@ 8@ 11@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR z_angle 
000B: 13@ += 180.0 // floating-point values 
0173: set_actor 0@ z_angle_to 13@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_START_P" from_file "BLOWJOBZ" 4.0 loop 0 0 0 1 0 ms 
0605: actor 0@ perform_animation_sequence "BJ_STAND_START_W" from_file "BLOWJOBZ" 4.0 loop 0 0 0 1 0 ms 
08BD: set 3@ bit 25 
000A: 2@ += 1 // integer values 

:GFDATE_9602
0002: jump @GFDATE_9616 

:GFDATE_9609
0006: 2@ = 6 // integer values 

:GFDATE_9616
0002: jump @GFDATE_11045 

:GFDATE_9623
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFDATE_9650 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_11045 

:GFDATE_9650
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BJ_STAND_START_P" 
004D: jump_if_false @GFDATE_9856 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time 
00D6: if 
0043:   13@ == 1.0 // floating-point values 
004D: jump_if_false @GFDATE_9849 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_LOOP_P" from_file "BLOWJOBZ" 4.0 loop 1 0 0 1 6000 ms 
0605: actor 0@ perform_animation_sequence "BJ_STAND_LOOP_W" from_file "BLOWJOBZ" 4.0 loop 1 0 0 1 6000 ms 
04AE: unknown $1233 radar_icon_or_model 285 
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:GFDATE_9849
0002: jump @GFDATE_9863 

:GFDATE_9856
0006: 2@ = 6 // integer values 

:GFDATE_9863
0002: jump @GFDATE_11045 

:GFDATE_9870
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFDATE_9897 
0006: 2@ = 6 // integer values 
0002: jump @GFDATE_11045 

:GFDATE_9897
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BJ_STAND_LOOP_P" 
004D: jump_if_false @GFDATE_10055 
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @GFDATE_10048 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_END_P" from_file "BLOWJOBZ" 4.0 loop 0 0 0 0 0 ms 
0605: actor 0@ perform_animation_sequence "BJ_STAND_END_W" from_file "BLOWJOBZ" 4.0 loop 0 0 0 0 0 ms 
000A: 2@ += 1 // integer values 

:GFDATE_10048
0002: jump @GFDATE_10062 

:GFDATE_10055
0006: 2@ = 6 // integer values 

:GFDATE_10062
0002: jump @GFDATE_11045 

:GFDATE_10069
00D6: if 
88B7:   not test 3@ bit 24 
004D: jump_if_false @GFDATE_10334 
08BD: set 3@ bit 24 
00D6: if and
001E:   $359($GIRLFRIEND,6i) > 25@ // integer values 
001C:   $353($GIRLFRIEND,6i) > $359($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFDATE_10201 
00D6: if and
06FF:   random_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
004D: jump_if_false @GFDATE_10183 
0008: $359($GIRLFRIEND,6i) += 1 // integer values 
0002: jump @GFDATE_10194 

:GFDATE_10183
000C: $359($GIRLFRIEND,6i) -= 1 // integer values 

:GFDATE_10194
0002: jump @GFDATE_10334 

:GFDATE_10201
00D6: if and
001E:   $359($GIRLFRIEND,6i) > 25@ // integer values 
002C:   $359($GIRLFRIEND,6i) >= $353($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFDATE_10334 
00D6: if and
06FF:   random_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
004D: jump_if_false @GFDATE_10323 
0008: $359($GIRLFRIEND,6i) += 1 // integer values 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_10316 
0008: $359($GIRLFRIEND,6i) += 1 // integer values 

:GFDATE_10316
0002: jump @GFDATE_10334 

:GFDATE_10323
000C: $359($GIRLFRIEND,6i) -= 1 // integer values 

:GFDATE_10334
0007: 13@ = -1.0 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BJ_STAND_END_P" 
004D: jump_if_false @GFDATE_10400 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_END_P" time 

:GFDATE_10400
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLAYA_KISS_01" 
004D: jump_if_false @GFDATE_10454 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_01" time 

:GFDATE_10454
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLAYA_KISS_02" 
004D: jump_if_false @GFDATE_10508 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:GFDATE_10508
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLAYA_KISS_03" 
004D: jump_if_false @GFDATE_10562 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time 

:GFDATE_10562
00D6: if 
0021:   13@ > -1.0 // floating-point values 
004D: jump_if_false @GFDATE_10798 
00D6: if 
0043:   13@ == 1.0 // floating-point values 
004D: jump_if_false @GFDATE_10791 
06AB: (unknown) $PLAYER_ACTOR 0 
06AB: (unknown) 0@ 0 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 30.0 30.0 1.0 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0 
091D: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 
091E: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0619: set_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08C3: clear 3@ bit 1 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_10791
0002: jump @GFDATE_11038 

:GFDATE_10798
0687: clear_actor_task $PLAYER_ACTOR 
05B9: unknown_action_sequence 0@ 0 
06AB: (unknown) $PLAYER_ACTOR 0 
06AB: (unknown) 0@ 0 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 30.0 30.0 1.0 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0 
091D: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 
091E: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0619: set_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_11017 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: (unknown) 0@ 0 
0A20: (unknown) $PLAYER_CHAR 1 

:GFDATE_11017
08C3: clear 3@ bit 1 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_11038
0002: jump @GFDATE_11045 

:GFDATE_11045
0051: return 

:GFDATE_11047
0871: init_jump_table 2@ total_jumps 6 0 @GFDATE_12448 jumps 0 @GFDATE_11110 1 @GFDATE_11470 2 @GFDATE_11585 3 @GFDATE_11718 4 @GFDATE_11957 5 @GFDATE_12105 -1 @GFDATE_12448 

:GFDATE_11110
00D6: if 
0038:   $1219 == 1 // integer values 
004D: jump_if_false @GFDATE_11170 
08BD: set 3@ bit 30 
08C3: clear 3@ bit 1 
0006: 1@ = 4 // integer values 
0006: 2@ = 0 // integer values 
0002: jump @GFDATE_12448 
0002: jump @GFDATE_11463 

:GFDATE_11170
08BD: set 3@ bit 1 
00D6: if and
002C:   $359($GIRLFRIEND,6i) >= $353($GIRLFRIEND,6i) // integer values 
8119:   not car 28@ wrecked 
8431:   not car 28@ car_passenger_seat_free 0 
004D: jump_if_false @GFDATE_11435 
0432: 27@ = get_actor_handle_from_car 28@ passenger 0 
00D6: if 
003B:   27@ == 0@ // integer values 
004D: jump_if_false @GFDATE_11400 
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
073F: (unknown) 4@ 7@ 10@ 20.0 1 1 1 27@ 
00D6: if 
0039:   27@ == -1 // integer values 
004D: jump_if_false @GFDATE_11316 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_11393 

:GFDATE_11316
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_11357 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_11393 

:GFDATE_11357
04AE: unknown $1233 radar_icon_or_model 302 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_11393
0002: jump @GFDATE_11428 

:GFDATE_11400
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_11428
0002: jump @GFDATE_11463 

:GFDATE_11435
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_11463
0002: jump @GFDATE_12448 

:GFDATE_11470
08BD: set 3@ bit 6 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
06AB: (unknown) 0@ 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_11571 
0679: put_camera_on_vehicle 28@ offset 4.0 4.0 1.0 point_to_offset 0.0 0.0 0.0 0.0 2 

:GFDATE_11571
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_12448 

:GFDATE_11585
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFDATE_11612 
0006: 2@ = 5 // integer values 
0002: jump @GFDATE_12448 

:GFDATE_11612
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor 0@ perform_animation "BJ_CAR_START_W" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 1 time 0 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_12448 

:GFDATE_11718
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFDATE_11745 
0006: 2@ = 5 // integer values 
0002: jump @GFDATE_12448 

:GFDATE_11745
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BJ_CAR_START_P" 
004D: jump_if_false @GFDATE_11943 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_START_P" time 
00D6: if 
0043:   13@ == 1.0 // floating-point values 
004D: jump_if_false @GFDATE_11936 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" from_file "BLOWJOBZ" 4.0 loop 1 0 0 lock 1 time 6000 
0812: AS_actor 0@ perform_animation "BJ_CAR_LOOP_W" from_file "BLOWJOBZ" 4.0 loop 1 0 0 lock 1 time 6000 
04AE: unknown $1233 radar_icon_or_model 285 
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 

:GFDATE_11936
0002: jump @GFDATE_11950 

:GFDATE_11943
0006: 2@ = 5 // integer values 

:GFDATE_11950
0002: jump @GFDATE_12448 

:GFDATE_11957
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFDATE_11984 
0006: 2@ = 5 // integer values 
0002: jump @GFDATE_12448 

:GFDATE_11984
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @GFDATE_12098 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 0 time 0 
0812: AS_actor 0@ perform_animation "BJ_CAR_END_W" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 0 time 0 
000A: 2@ += 1 // integer values 

:GFDATE_12098
0002: jump @GFDATE_12448 

:GFDATE_12105
00D6: if 
002C:   $359($GIRLFRIEND,6i) >= $353($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFDATE_12186 
0008: $359($GIRLFRIEND,6i) += 1 // integer values 
00D6: if and
06FF:   random_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_12186 
0008: $359($GIRLFRIEND,6i) += 1 // integer values 

:GFDATE_12186
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BJ_CAR_END_P" 
004D: jump_if_false @GFDATE_12327 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_END_P" time 
00D6: if 
0043:   13@ == 1.0 // floating-point values 
004D: jump_if_false @GFDATE_12320 
06AB: (unknown) $PLAYER_ACTOR 0 
06AB: (unknown) 0@ 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08C3: clear 3@ bit 1 
0006: 1@ = 4 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_12320
0002: jump @GFDATE_12441 

:GFDATE_12327
0687: clear_actor_task $PLAYER_ACTOR 
05B9: unknown_action_sequence 0@ 0 
06AB: (unknown) $PLAYER_ACTOR 0 
06AB: (unknown) 0@ 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_12420 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: (unknown) 0@ 0 
0A20: (unknown) $PLAYER_CHAR 1 

:GFDATE_12420
08C3: clear 3@ bit 1 
0006: 1@ = 4 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_12441
0002: jump @GFDATE_12448 

:GFDATE_12448
0051: return 

:GFDATE_12450
0871: init_jump_table 2@ total_jumps 12 0 @GFDATE_14645 jumps 0 @GFDATE_12578 1 @GFDATE_12825 2 @GFDATE_12952 3 @GFDATE_13023 4 @GFDATE_13166 5 @GFDATE_13314 6 @GFDATE_13375 
0872: jump_table_jumps 7 @GFDATE_13683 9 @GFDATE_14114 10 @GFDATE_14241 11 @GFDATE_14363 12 @GFDATE_14460 -1 @GFDATE_14645 -1 @GFDATE_14645 -1 @GFDATE_14645 -1 @GFDATE_14645 

:GFDATE_12578
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_12780 
00D6: if and
847A:   not actor 0@ driving_a_motorbike 
84C8:   not actor 0@ driving_flying_vehicle 
004D: jump_if_false @GFDATE_12735 
01EA: 25@ = car 28@ max_passengers 
00D6: if 
0019:   25@ > 0 // integer values 
004D: jump_if_false @GFDATE_12690 
00D6: if and
0449:   actor $PLAYER_ACTOR in_a_car 
0449:   actor 0@ in_a_car 
004D: jump_if_false @GFDATE_12683 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
08BD: set 3@ bit 1 
000A: 2@ += 1 // integer values 

:GFDATE_12683
0002: jump @GFDATE_12728 

:GFDATE_12690
00D6: if and
876F:   not text_priority_displaying 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_12728 
03E5: text_box 'GF_0049'  // Menj s szerezz egy szp kocsit a bartndnek!
08BD: set 3@ bit 14 

:GFDATE_12728
0002: jump @GFDATE_12773 

:GFDATE_12735
00D6: if and
876F:   not text_priority_displaying 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_12773 
03E5: text_box 'GF_0049'  // Menj s szerezz egy szp kocsit a bartndnek!
08BD: set 3@ bit 14 

:GFDATE_12773
0002: jump @GFDATE_12818 

:GFDATE_12780
00D6: if and
876F:   not text_priority_displaying 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_12818 
03E5: text_box 'GF_0049'  // Menj s szerezz egy szp kocsit a bartndnek!
08BD: set 3@ bit 14 

:GFDATE_12818
0002: jump @GFDATE_14645 

:GFDATE_12825
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
06AB: (unknown) 0@ 1 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_12914 
00AD: set_car 28@ max_speed_to 0.0 
0679: put_camera_on_vehicle 28@ offset 4.0 4.0 1.0 point_to_offset 0.0 0.0 0.0 0.0 2 

:GFDATE_12914
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_12938 
06C9: remove_actor 0@ from_group 

:GFDATE_12938
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_14645 

:GFDATE_12952
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_13016 
00D6: if 
8431:   not car 28@ car_passenger_seat_free 0 
004D: jump_if_false @GFDATE_13001 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
0002: jump @GFDATE_13009 

:GFDATE_13001
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_13009
000A: 2@ += 1 // integer values 

:GFDATE_13016
0002: jump @GFDATE_14645 

:GFDATE_13023
062E: (unknown) $PLAYER_ACTOR 1485 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_13159 
062E: (unknown) 0@ 1485 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_13159 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GFDATE_13124 
03C0: 28@ = actor $PLAYER_ACTOR car 
05CA: AS_actor 0@ enter_car 28@ passenger_seat 0 -1 ms 
0002: jump @GFDATE_13152 

:GFDATE_13124
03C0: 28@ = actor 0@ car 
0676: AS_actor 0@ in_car 28@ move_from_passengerseat_to_driverseat 
05CA: AS_actor $PLAYER_ACTOR enter_car 28@ passenger_seat 0 -1 ms 

:GFDATE_13152
000A: 2@ += 1 // integer values 

:GFDATE_13159
0002: jump @GFDATE_14645 

:GFDATE_13166
062E: (unknown) $PLAYER_ACTOR 1482 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_13307 
062E: (unknown) 0@ 1482 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_13307 
046C: 27@ = car 28@ driver 
00D6: if 
07D6:   27@ $PLAYER_ACTOR 
004D: jump_if_false @GFDATE_13272 
0006: 2@ = 2 // integer values 
0002: jump @GFDATE_14645 
0002: jump @GFDATE_13307 

:GFDATE_13272
05D2: AS_actor 0@ run_to_and_hijack_vehicle 28@ max_search_radius 30.0 traffic_behavior 2 
03CC: car 28@ add_to_stuck_car_check 1.0 = 1000 
000A: 2@ += 1 // integer values 

:GFDATE_13307
0002: jump @GFDATE_14645 

:GFDATE_13314
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_13368 
0158: camera_on_vehicle 28@ 14 2 
093D: (unknown) 1 
03E5: text_box 'GF_RAD'  // Hasznld a(z) ~k~~VEHICLE_RADIO_STATION_UP~-t s a(z) ~k~~VEHICLE_RADIO_STATION_DOWN~-t, hogy rdillomst vlts.
08BD: set 3@ bit 13 
000A: 2@ += 1 // integer values 

:GFDATE_13368
0002: jump @GFDATE_14645 

:GFDATE_13375
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_13676 
00D6: if 
03CE:   car 28@ stuck 
004D: jump_if_false @GFDATE_13425 
016A: fade 0 500 ms 
0006: 2@ = 9 // integer values 
0002: jump @GFDATE_14645 

:GFDATE_13425
00D6: if 
00E1:   key_pressed 0 8 
004D: jump_if_false @GFDATE_13484 
051E: 25@ = get_current_radio_station 
000A: 25@ += 1 // integer values 
00D6: if 
0019:   25@ > 10 // integer values 
004D: jump_if_false @GFDATE_13479 
0006: 25@ = 0 // integer values 

:GFDATE_13479
041E: set_radio_station 25@ 

:GFDATE_13484
00D6: if 
00E1:   key_pressed 0 9 
004D: jump_if_false @GFDATE_13543 
051E: 25@ = get_current_radio_station 
000E: 25@ -= 1 // integer values 
00D6: if 
001B:   0 > 25@ // integer values 
004D: jump_if_false @GFDATE_13538 
0006: 25@ = 10 // integer values 

:GFDATE_13538
041E: set_radio_station 25@ 

:GFDATE_13543
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GFDATE_13606 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_13599 
0006: 2@ = 10 // integer values 
08BD: set 3@ bit 12 
0002: jump @GFDATE_14645 

:GFDATE_13599
0002: jump @GFDATE_13613 

:GFDATE_13606
08C3: clear 3@ bit 12 

:GFDATE_13613
00D6: if 
0019:   32@ > 60000 // integer values 
004D: jump_if_false @GFDATE_13676 
0050: gosub @GFDATE_19768 
05D1: AS_actor 0@ drive_car 28@ to 4@ 7@ 10@ speed 30.0 0 0 2 
000A: 2@ += 1 // integer values 

:GFDATE_13676
0002: jump @GFDATE_14645 

:GFDATE_13683
00D6: if 
03CE:   car 28@ stuck 
004D: jump_if_false @GFDATE_13720 
016A: fade 0 500 ms 
0006: 2@ = 9 // integer values 
0002: jump @GFDATE_14645 

:GFDATE_13720
00D6: if 
00E1:   key_pressed 0 8 
004D: jump_if_false @GFDATE_13779 
051E: 25@ = get_current_radio_station 
000A: 25@ += 1 // integer values 
00D6: if 
0019:   25@ > 10 // integer values 
004D: jump_if_false @GFDATE_13774 
0006: 25@ = 0 // integer values 

:GFDATE_13774
041E: set_radio_station 25@ 

:GFDATE_13779
00D6: if 
00E1:   key_pressed 0 9 
004D: jump_if_false @GFDATE_13838 
051E: 25@ = get_current_radio_station 
000E: 25@ -= 1 // integer values 
00D6: if 
001B:   0 > 25@ // integer values 
004D: jump_if_false @GFDATE_13833 
0006: 25@ = 10 // integer values 

:GFDATE_13833
041E: set_radio_station 25@ 

:GFDATE_13838
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GFDATE_13901 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_13894 
0006: 2@ = 10 // integer values 
08BD: set 3@ bit 12 
0002: jump @GFDATE_14645 

:GFDATE_13894
0002: jump @GFDATE_13908 

:GFDATE_13901
08C3: clear 3@ bit 12 

:GFDATE_13908
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GFDATE_13971 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_13964 
0006: 2@ = 10 // integer values 
08BD: set 3@ bit 12 
0002: jump @GFDATE_14645 

:GFDATE_13964
0002: jump @GFDATE_13978 

:GFDATE_13971
08C3: clear 3@ bit 12 

:GFDATE_13978
062E: (unknown) 0@ 1489 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_14107 
03E6: remove_text_box 
093D: (unknown) 0 
00D6: if 
06FC: (unknown) 28@ 
004D: jump_if_false @GFDATE_14034 
03CD: car 28@ remove_from_stuck_car_check 

:GFDATE_14034
08BA: set $390 bit 2 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_14082 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: (unknown) 0@ 0 
0A20: (unknown) $PLAYER_CHAR 1 

:GFDATE_14082
0008: $359($GIRLFRIEND,6i) += 5 // integer values 
0006: 1@ = 3 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_14107
0002: jump @GFDATE_14645 

:GFDATE_14114
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_14234 
00AA: store_car 28@ position_to 4@ 7@ 10@ 
04D3: unknown_race_stuff 4@ 7@ 10@ 2 5@ 8@ 11@ 
00AB: put_car 28@ at 5@ 8@ 11@ 
016A: fade 1 2000 ms 
062E: (unknown) 0@ 1489 25@ 
00D6: if 
04A4:   25@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_14227 
0006: 2@ = 7 // integer values 
0002: jump @GFDATE_14234 

:GFDATE_14227
0006: 2@ = 6 // integer values 

:GFDATE_14234
0002: jump @GFDATE_14645 

:GFDATE_14241
03E6: remove_text_box 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_14349 
00A9: set_car 28@ to_normal_driver 
093D: (unknown) 0 
00D6: if 
06FC: (unknown) 28@ 
004D: jump_if_false @GFDATE_14289 
03CD: car 28@ remove_from_stuck_car_check 

:GFDATE_14289
0679: put_camera_on_vehicle 28@ offset 4.0 4.0 1.0 point_to_offset 0.0 0.0 0.0 0.0 2 
02A3: toggle_widescreen 1 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_14356 

:GFDATE_14349
000A: 2@ += 1 // integer values 

:GFDATE_14356
0002: jump @GFDATE_14645 

:GFDATE_14363
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_14446 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_14439 
062E: (unknown) $PLAYER_ACTOR 1485 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_14439 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
000A: 2@ += 1 // integer values 

:GFDATE_14439
0002: jump @GFDATE_14453 

:GFDATE_14446
000A: 2@ += 1 // integer values 

:GFDATE_14453
0002: jump @GFDATE_14645 

:GFDATE_14460
062E: (unknown) $PLAYER_ACTOR 1485 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_14638 
03C0: 28@ = actor 0@ car 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_14559 
02AC: set_car 28@ immunities 0 0 0 0 0 
05D2: AS_actor 0@ run_to_and_hijack_vehicle 28@ max_search_radius 30.0 traffic_behavior 2 
04AE: unknown $1233 radar_icon_or_model 310 
04AE: unknown $1234 radar_icon_or_model 246 

:GFDATE_14559
0687: clear_actor_task $PLAYER_ACTOR 
03E6: remove_text_box 
06AB: (unknown) $PLAYER_ACTOR 0 
06AB: (unknown) 0@ 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08BD: set 3@ bit 7 
02AB: set_actor 0@ immunities 0 0 0 0 0 
0006: 1@ = 9 // integer values 
0006: 2@ = 1 // integer values 

:GFDATE_14638
0002: jump @GFDATE_14645 

:GFDATE_14645
0051: return 

:GFDATE_14647
0871: init_jump_table 2@ total_jumps 2 0 @GFDATE_14895 jumps 0 @GFDATE_14710 1 @GFDATE_14799 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 

:GFDATE_14710
0050: gosub @GFDATE_32407 
08BD: set 3@ bit 1 
08C0: clear $390 bit 2 
06C9: remove_actor 0@ from_group 
0792: (unknown) 0@ 
0751: unknown_action_sequence 0@ $PLAYER_ACTOR 100.0 36000000 0 0 0 30.0 
02AB: set_actor 0@ immunities 0 0 0 0 0 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_14895 

:GFDATE_14799
00D6: if 
8184:   not actor 0@ health >= 5 
004D: jump_if_false @GFDATE_14843 
0004: $359($GIRLFRIEND,6i) = -999 // integer values 
05BE: AS_kill_actor 0@ 
0050: gosub @GFDATE_32517 
0051: return 

:GFDATE_14843
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 70.0 70.0 8.0 sphere 0 
004D: jump_if_false @GFDATE_14888 
0050: gosub @GFDATE_32517 
0051: return 

:GFDATE_14888
0002: jump @GFDATE_14895 

:GFDATE_14895
0051: return 

:GFDATE_14897
0871: init_jump_table 2@ total_jumps 2 0 @GFDATE_15242 jumps 0 @GFDATE_14960 1 @GFDATE_15010 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 

:GFDATE_14960
08BD: set 3@ bit 1 
008A: $1231 = 0@ // integer values and handles 
0004: $9472 = 0 // integer values 
0004: $5297 = 0 // integer values 
08BA: set $5295 bit 31 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_15242 

:GFDATE_15010
00D6: if 
88B4:   not test $5295 bit 31 
004D: jump_if_false @GFDATE_15167 
0004: $5297 = 1 // integer values 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_15076 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: (unknown) 0@ 0 
0A20: (unknown) $PLAYER_CHAR 1 

:GFDATE_15076
00D6: if 
0028:   $5296 >= 3000 // integer values 
004D: jump_if_false @GFDATE_15117 
08BA: set $390 bit 2 
04AE: unknown $1233 radar_icon_or_model 279 
0002: jump @GFDATE_15132 

:GFDATE_15117
08C0: clear $390 bit 2 
04AE: unknown $1233 radar_icon_or_model 278 

:GFDATE_15132
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 
0002: jump @GFDATE_15235 

:GFDATE_15167
09E8: 24@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   24@ == 0 // integer values 
004D: jump_if_false @GFDATE_15228 
08C3: clear 3@ bit 1 
08C0: clear $5295 bit 31 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 
0002: jump @GFDATE_15235 

:GFDATE_15228
08BD: set 3@ bit 13 

:GFDATE_15235
0002: jump @GFDATE_15242 

:GFDATE_15242
0051: return 

:GFDATE_15244
0871: init_jump_table 2@ total_jumps 5 0 @GFDATE_16678 jumps 0 @GFDATE_15307 1 @GFDATE_15473 2 @GFDATE_15934 3 @GFDATE_16048 4 @GFDATE_16115 -1 @GFDATE_16678 -1 @GFDATE_16678 

:GFDATE_15307
08BD: set 3@ bit 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0881: (unknown) $PLAYER_CHAR 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 30.0 30.0 2.0 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube 4@ 7@ 10@ 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube 4@ 7@ 10@ 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_16678 

:GFDATE_15473
062E: (unknown) $PLAYER_ACTOR 1593 25@ 
062E: (unknown) 0@ 1593 26@ 
00D6: if and
04A4:   25@ == 7 // integer values OR floating-point values 
04A4:   26@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_15797 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
0619: set_actor 0@ collision_detection 0 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 
02CE: 11@ = ground_z 5@ 8@ 11@ 
00A0: store_actor 0@ position_to 6@ 9@ 12@ 
02CE: 12@ = ground_z 6@ 9@ 12@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR z_angle 
000B: 13@ += 180.0 // floating-point values 
0173: set_actor 0@ z_angle_to 13@ 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 1.2 -1.0 0.5 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset 0.0 0.7 0.5 
00D6: if 
06BD: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 1 1 0 1 0 
004D: jump_if_false @GFDATE_15783 
015F: set_camera_position 4@ 7@ 10@ 0.0 0.0 0.0 
0160: point_camera 5@ 8@ 11@ 2 

:GFDATE_15783
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_15927 

:GFDATE_15797
062E: (unknown) $PLAYER_ACTOR 1593 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_15862 
062E: (unknown) $PLAYER_ACTOR 1466 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_15862 
05BA: AS_actor $PLAYER_ACTOR chew_gum -1 ms 

:GFDATE_15862
062E: (unknown) 0@ 1593 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_15927 
062E: (unknown) 0@ 1466 25@ 
00D6: if 
04A4:   25@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_15927 
05BA: AS_actor 0@ chew_gum -1 ms 

:GFDATE_15927
0002: jump @GFDATE_16678 

:GFDATE_15934
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0619: set_actor 0@ collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GIFT_GIVE" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 
0605: actor 0@ perform_animation_sequence "GIFT_GET" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 
0006: 33@ = 0 // integer values 
000A: 2@ += 1 // integer values 
0002: jump @GFDATE_16678 

:GFDATE_16048
00D6: if 
0029:   33@ >= 3966 // integer values 
004D: jump_if_false @GFDATE_16108 
0470: 25@ = actor $PLAYER_ACTOR current_weapon 
0555: remove_weapon 25@ from_actor $PLAYER_ACTOR 
01B2: give_actor 0@ weapon 25@ ammo 0 // Load the weapon model before using this 
04AE: unknown $1233 radar_icon_or_model 303 
0006: 2@ = 4 // integer values 

:GFDATE_16108
0002: jump @GFDATE_16678 

:GFDATE_16115
0007: 13@ = -1.0 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "GIFT_GIVE" 
004D: jump_if_false @GFDATE_16171 
0613: 13@ = actor $PLAYER_ACTOR animation "GIFT_GIVE" time 

:GFDATE_16171
00D6: if 
0021:   13@ > -1.0 // floating-point values 
004D: jump_if_false @GFDATE_16427 
00D6: if 
0043:   13@ == 1.0 // floating-point values 
004D: jump_if_false @GFDATE_16420 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 30.0 30.0 1.0 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0 
091D: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 
091E: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0619: set_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0881: (unknown) $PLAYER_CHAR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0470: 25@ = actor 0@ current_weapon 
0555: remove_weapon 25@ from_actor 0@ 
0008: $359($GIRLFRIEND,6i) += 1 // integer values 
08C3: clear 3@ bit 1 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_16420
0002: jump @GFDATE_16671 

:GFDATE_16427
0687: clear_actor_task $PLAYER_ACTOR 
05B9: unknown_action_sequence 0@ 0 
0008: $359($GIRLFRIEND,6i) += 1 // integer values 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 30.0 30.0 1.0 
04C4: create_coordinate 5@ 8@ 11@ from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0 
091D: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 
091E: (unknown) 4@ 7@ 10@ 5@ 8@ 11@ 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0619: set_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0881: (unknown) $PLAYER_CHAR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: 1 cars_can_be_damaged 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_16650 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: (unknown) 0@ 0 
0A20: (unknown) $PLAYER_CHAR 1 

:GFDATE_16650
08C3: clear 3@ bit 1 
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 

:GFDATE_16671
0002: jump @GFDATE_16678 

:GFDATE_16678
0051: return 

:GFDATE_16680
00D6: if 
002A:   -15 >= $359($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFDATE_16713 
0004: $359($GIRLFRIEND,6i) = -99 // integer values 

:GFDATE_16713
00D6: if 
0038:   $359($GIRLFRIEND,6i) == -99 // integer values 
004D: jump_if_false @GFDATE_16744 
0006: 25@ = -1 // integer values 
0051: return 

:GFDATE_16744
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_16771 
0006: 25@ = 1 // integer values 
0051: return 

:GFDATE_16771
0652: 25@ = stat 25 // integer 
0016: 25@ /= 10 // integer values 
0871: init_jump_table $GIRLFRIEND total_jumps 2 0 @GFDATE_16933 jumps 2 @GFDATE_16848 3 @GFDATE_16891 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 

:GFDATE_16848
00D6: if 
0500:   player $PLAYER_CHAR skin == "COUNTRYTR" 17 
004D: jump_if_false @GFDATE_16884 
000A: 25@ += 25 // integer values 

:GFDATE_16884
0002: jump @GFDATE_16933 

:GFDATE_16891
00D6: if 
0500:   player $PLAYER_CHAR skin == "POLICETR" 17 
004D: jump_if_false @GFDATE_16926 
000A: 25@ += 25 // integer values 

:GFDATE_16926
0002: jump @GFDATE_16933 

:GFDATE_16933
0652: 26@ = stat 21 // integer 
0016: 26@ /= 10 // integer values 
0016: 26@ /= 2 // integer values 
00D6: if 
0029:   26@ >= 25 // integer values 
004D: jump_if_false @GFDATE_17038 
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_17009 
005A: 25@ += 26@ // integer values 
0002: jump @GFDATE_17031 

:GFDATE_17009
0062: 25@ -= 26@ // integer values 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 

:GFDATE_17031
0002: jump @GFDATE_17144 

:GFDATE_17038
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_17089 
0062: 25@ -= 26@ // integer values 
08BD: set 3@ bit 23 
08BD: set 3@ bit 20 
0002: jump @GFDATE_17144 

:GFDATE_17089
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_17144 
00D6: if 
0039:   26@ == 0 // integer values 
004D: jump_if_false @GFDATE_17136 
0006: 26@ = 5 // integer values 

:GFDATE_17136
005A: 25@ += 26@ // integer values 

:GFDATE_17144
0652: 26@ = stat 23 // integer 
0016: 26@ /= 10 // integer values 
0016: 26@ /= 2 // integer values 
00D6: if 
0029:   26@ >= 20 // integer values 
004D: jump_if_false @GFDATE_17271 
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_17220 
005A: 25@ += 26@ // integer values 
0002: jump @GFDATE_17264 

:GFDATE_17220
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_17264 
0062: 25@ -= 26@ // integer values 
08BD: set 3@ bit 23 
08BD: set 3@ bit 22 

:GFDATE_17264
0002: jump @GFDATE_17377 

:GFDATE_17271
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_17322 
0062: 25@ -= 26@ // integer values 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 
0002: jump @GFDATE_17377 

:GFDATE_17322
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_17377 
00D6: if 
0039:   26@ == 0 // integer values 
004D: jump_if_false @GFDATE_17369 
0006: 26@ = 5 // integer values 

:GFDATE_17369
005A: 25@ += 26@ // integer values 

:GFDATE_17377
008B: 26@ = $359($GIRLFRIEND,6i) // integer values and handles 
0016: 26@ /= 2 // integer values 
005A: 25@ += 26@ // integer values 
00D6: if 
002F:   25@ >= $365($GIRLFRIEND,6i) // integer values 
004D: jump_if_false @GFDATE_17441 
0006: 25@ = 1 // integer values 
0002: jump @GFDATE_17448 

:GFDATE_17441
0006: 25@ = -1 // integer values 

:GFDATE_17448
0051: return 

:GFDATE_17450
0209: 25@ = random_int 0 100 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_17557 
00D6: if and
001C:   $359($GIRLFRIEND,6i) > $353($GIRLFRIEND,6i) // integer values 
0019:   25@ > 50 // integer values 
004D: jump_if_false @GFDATE_17526 
04AE: unknown $1233 radar_icon_or_model 263 
0002: jump @GFDATE_17534 

:GFDATE_17526
04AE: unknown $1233 radar_icon_or_model 264 

:GFDATE_17534
04AE: unknown $1234 radar_icon_or_model 10 
0050: gosub @GFDATE_18725 
0050: gosub @GFDATE_17816 
0051: return 

:GFDATE_17557
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_17657 
00D6: if and
001C:   $359($GIRLFRIEND,6i) > $353($GIRLFRIEND,6i) // integer values 
0019:   25@ > 50 // integer values 
004D: jump_if_false @GFDATE_17624 
04AE: unknown $1233 radar_icon_or_model 265 
0002: jump @GFDATE_17632 

:GFDATE_17624
04AE: unknown $1233 radar_icon_or_model 266 

:GFDATE_17632
04AE: unknown $1234 radar_icon_or_model 10 
03C4: set_status_text_to $9467 1 'GF_0029'  // Vidmsg:
0051: return 

:GFDATE_17657
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_17755 
00D6: if and
001C:   $359($GIRLFRIEND,6i) > $353($GIRLFRIEND,6i) // integer values 
0019:   25@ > 50 // integer values 
004D: jump_if_false @GFDATE_17724 
04AE: unknown $1233 radar_icon_or_model 267 
0002: jump @GFDATE_17732 

:GFDATE_17724
04AE: unknown $1233 radar_icon_or_model 268 

:GFDATE_17732
04AE: unknown $1234 radar_icon_or_model 10 
0050: gosub @GFDATE_18725 
0050: gosub @GFDATE_17816 
0051: return 

:GFDATE_17755
00D6: if 
08B4:   test $390 bit 15 
004D: jump_if_false @GFDATE_17814 
04AE: unknown $1233 radar_icon_or_model 309 
04AE: unknown $1234 radar_icon_or_model 245 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_17812 
039E: set_actor $PLAYER_ACTOR jackable 1 

:GFDATE_17812
0051: return 

:GFDATE_17814
0051: return 

:GFDATE_17816
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_18723 
0050: gosub @GFDATE_32407 
0842: 25@ = player $PLAYER_CHAR island_variable 
00D6: if 
04A4:   25@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_18033 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_17993 
04CE: 15@ = create_icon_marker_without_sphere 17 at 2862.0 -1439.0 10.0 
04CE: 16@ = create_icon_marker_without_sphere 49 at 2317.0 -1645.0 13.0 
04CE: 17@ = create_icon_marker_without_sphere 49 at 1837.0 -1682.0 14.0 
04CE: 18@ = create_icon_marker_without_sphere 50 at 415.3947 -1431.017 31.5057 
04CE: 19@ = create_icon_marker_without_sphere 17 at 384.6615 -1819.529 6.8414 

:GFDATE_17993
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_18033 
04CE: 15@ = create_icon_marker_without_sphere 48 at 1837.0 -1682.0 14.0 

:GFDATE_18033
00D6: if 
04A4:   25@ == 2 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_18241 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_18201 
04CE: 15@ = create_icon_marker_without_sphere 50 at -2463.0 132.0 34.0 
04CE: 16@ = create_icon_marker_without_sphere 50 at -1885.0 747.0 44.0 
04CE: 17@ = create_icon_marker_without_sphere 17 at -1699.0 1380.0 6.0 
04CE: 18@ = create_icon_marker_without_sphere 17 at -2524.0 1216.0 37.0 
04CE: 19@ = create_icon_marker_without_sphere 49 at -2241.0 -88.0 35.0 
04CE: 20@ = create_icon_marker_without_sphere 49 at -2551.115 193.657 5.2 

:GFDATE_18201
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_18241 
04CE: 15@ = create_icon_marker_without_sphere 48 at -2551.115 193.657 5.2 

:GFDATE_18241
00D6: if 
04A4:   25@ == 3 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_18427 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_18387 
04CE: 15@ = create_icon_marker_without_sphere 49 at 2441.145 2065.145 9.847 
04CE: 16@ = create_icon_marker_without_sphere 50 at 1693.0 2208.0 9.8 
04CE: 17@ = create_icon_marker_without_sphere 50 at 2490.666 2065.145 9.847 
04CE: 18@ = create_icon_marker_without_sphere 17 at 1376.892 2327.792 9.822 
04CE: 19@ = create_icon_marker_without_sphere 17 at 2368.058 1983.185 10.003 

:GFDATE_18387
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_18427 
04CE: 15@ = create_icon_marker_without_sphere 48 at 2507.44 1242.31 9.833 

:GFDATE_18427
00D6: if 
04A4:   25@ == 0 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_18723 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_18639 
04CE: 15@ = create_icon_marker_without_sphere 49 at 292.865 -195.47 0.852 
04CE: 16@ = create_icon_marker_without_sphere 17 at 681.544 -473.494 15.592 
04CE: 17@ = create_icon_marker_without_sphere 17 at -1941.516 2379.672 48.4922 
04CE: 18@ = create_icon_marker_without_sphere 50 at -857.14 1537.277 21.587 
04CE: 19@ = create_icon_marker_without_sphere 49 at -85.2583 1378.991 9.2812 
04CE: 20@ = create_icon_marker_without_sphere 17 at -53.867 1189.297 18.414 
04CE: 21@ = create_icon_marker_without_sphere 49 at 2317.0 -1645.0 13.0 
04CE: 22@ = create_icon_marker_without_sphere 50 at 415.3947 -1431.017 31.5057 

:GFDATE_18639
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_18723 
04CE: 15@ = create_icon_marker_without_sphere 48 at 1837.0 -1682.0 14.0 
04CE: 16@ = create_icon_marker_without_sphere 48 at -2551.115 193.657 5.2 
04CE: 17@ = create_icon_marker_without_sphere 48 at 2507.44 1242.31 9.833 

:GFDATE_18723
0051: return 

:GFDATE_18725
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_19023 
07FB: set_interior 'FDREST1' accessible 1  // Coq szava
07FB: set_interior 'REST2' accessible 1  // Titkos vlgy
07FB: set_interior 'DINER1' accessible 1  // Br
07FB: set_interior 'DINER2' accessible 1  // Br
07FB: set_interior 'TSDINER' accessible 1  // Autsbf
098E: (unknown) 'FDPIZA' 512 1  // Pizzria
098E: (unknown) 'FDBURG' 512 1  // Burger Shot
098E: (unknown) 'FDCHICK' 512 1  // Cluckin' Bell
098E: (unknown) 'UFOBAR' 512 1  // Lil' Probe fogad
098E: (unknown) 'REST2' 512 1  // Titkos vlgy
098E: (unknown) 'DINER1' 512 1  // Br
098E: (unknown) 'FDREST1' 512 1  // Coq szava
098E: (unknown) 'REST2' 512 1  // Titkos vlgy
098E: (unknown) 'DINER1' 512 1  // Br
098E: (unknown) 'DINER2' 512 1  // Br
098E: (unknown) 'TSDINER' 512 1  // Autsbf
098E: (unknown) 'BAR1' 512 1  // Club
098E: (unknown) 'BAR2' 512 1  // Br
0002: jump @GFDATE_19073 

:GFDATE_19023
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_19073 
098E: (unknown) 'BAR1' 256 1  // Club
098E: (unknown) 'BAR2' 256 1  // Br

:GFDATE_19073
0051: return 

:GFDATE_19075
07FB: set_interior 'FDREST1' accessible 0  // Coq szava
07FB: set_interior 'REST2' accessible 0  // Titkos vlgy
07FB: set_interior 'DINER1' accessible 0  // Br
07FB: set_interior 'DINER2' accessible 0  // Br
07FB: set_interior 'TSDINER' accessible 0  // Autsbf
07FB: set_interior 'FDPIZA' accessible 1  // Pizzria
07FB: set_interior 'FDBURG' accessible 1  // Burger Shot
07FB: set_interior 'FDCHICK' accessible 1  // Cluckin' Bell
07FB: set_interior 'BAR1' accessible 1  // Club
07FB: set_interior 'BAR2' accessible 1  // Br
07FB: set_interior 'UFOBAR' accessible 1  // Lil' Probe fogad
098E: (unknown) 'FDPIZA' 512 0  // Pizzria
098E: (unknown) 'FDBURG' 512 0  // Burger Shot
098E: (unknown) 'FDCHICK' 512 0  // Cluckin' Bell
098E: (unknown) 'REST2' 512 0  // Titkos vlgy
098E: (unknown) 'DINER1' 512 0  // Br
098E: (unknown) 'FDREST1' 512 0  // Coq szava
098E: (unknown) 'REST2' 512 0  // Titkos vlgy
098E: (unknown) 'DINER1' 512 0  // Br
098E: (unknown) 'DINER2' 512 0  // Br
098E: (unknown) 'TSDINER' 512 0  // Autsbf
098E: (unknown) 'BAR1' 512 0  // Club
098E: (unknown) 'BAR2' 512 0  // Br
098E: (unknown) 'UFOBAR' 512 0  // Lil' Probe fogad
098E: (unknown) 'BAR1' 256 0  // Club
098E: (unknown) 'BAR2' 256 0  // Br
0051: return 

:GFDATE_19460
07FB: set_interior 'FDREST1' accessible 0  // Coq szava
07FB: set_interior 'REST2' accessible 0  // Titkos vlgy
07FB: set_interior 'DINER1' accessible 0  // Br
07FB: set_interior 'DINER2' accessible 0  // Br
07FB: set_interior 'TSDINER' accessible 0  // Autsbf
07FB: set_interior 'FDPIZA' accessible 0  // Pizzria
07FB: set_interior 'FDBURG' accessible 0  // Burger Shot
07FB: set_interior 'FDCHICK' accessible 0  // Cluckin' Bell
07FB: set_interior 'BAR1' accessible 0  // Club
07FB: set_interior 'BAR2' accessible 0  // Br
07FB: set_interior 'UFOBAR' accessible 0  // Lil' Probe fogad
0051: return 

:GFDATE_19605
07FB: set_interior 'FDREST1' accessible 0  // Coq szava
07FB: set_interior 'REST2' accessible 0  // Titkos vlgy
07FB: set_interior 'DINER1' accessible 0  // Br
07FB: set_interior 'DINER2' accessible 0  // Br
07FB: set_interior 'TSDINER' accessible 0  // Autsbf
098E: (unknown) 'FDPIZA' 512 0  // Pizzria
098E: (unknown) 'FDBURG' 512 0  // Burger Shot
098E: (unknown) 'FDCHICK' 512 0  // Cluckin' Bell
098E: (unknown) 'BAR1' 512 0  // Club
098E: (unknown) 'BAR2' 512 0  // Br
098E: (unknown) 'UFOBAR' 512 0  // Lil' Probe fogad
0051: return 

:GFDATE_19768
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFDATE_20053 jumps 0 @GFDATE_19831 1 @GFDATE_19942 2 @GFDATE_19905 3 @GFDATE_19868 4 @GFDATE_19979 5 @GFDATE_20016 -1 @GFDATE_20053 

:GFDATE_19831
0007: 4@ = 2402.012 // floating-point values 
0007: 7@ = -1719.648 // floating-point values 
0007: 10@ = 12.6219 // floating-point values 
0002: jump @GFDATE_20053 

:GFDATE_19868
0007: 4@ = -1398.101 // floating-point values 
0007: 7@ = 2636.873 // floating-point values 
0007: 10@ = 54.7031 // floating-point values 
0002: jump @GFDATE_20053 

:GFDATE_19905
0007: 4@ = -377.3978 // floating-point values 
0007: 7@ = -1438.692 // floating-point values 
0007: 10@ = 24.7209 // floating-point values 
0002: jump @GFDATE_20053 

:GFDATE_19942
0007: 4@ = -1796.952 // floating-point values 
0007: 7@ = 1197.376 // floating-point values 
0007: 10@ = 24.1094 // floating-point values 
0002: jump @GFDATE_20053 

:GFDATE_19979
0007: 4@ = -2576.808 // floating-point values 
0007: 7@ = 1144.744 // floating-point values 
0007: 10@ = 54.8547 // floating-point values 
0002: jump @GFDATE_20053 

:GFDATE_20016
0007: 4@ = 2035.362 // floating-point values 
0007: 7@ = 2732.411 // floating-point values 
0007: 10@ = 9.8203 // floating-point values 
0002: jump @GFDATE_20053 

:GFDATE_20053
0051: return 

:GFDATE_20055
00D6: if 
08B7:   test 3@ bit 2 
004D: jump_if_false @GFDATE_20150 
0050: gosub @GFDATE_19768 
00D6: if 
0101:   actor 0@ stopped_near_point 4@ 7@ 10@ radius 3.0 3.0 3.0 sphere 1 
004D: jump_if_false @GFDATE_20136 
0006: 24@ = -2 // integer values 
0002: jump @GFDATE_20143 

:GFDATE_20136
0006: 24@ = -1 // integer values 

:GFDATE_20143
0002: jump @GFDATE_20349 

:GFDATE_20150
077E: 24@ = active_interior 
00D6: if 
8039:   not  24@ == 0 // integer values 
004D: jump_if_false @GFDATE_20342 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_20247 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR 
0050: gosub @GFDATE_22371 
00D6: if 
0019:   25@ > -1 // integer values 
004D: jump_if_false @GFDATE_20233 
0051: return 
0002: jump @GFDATE_20240 

:GFDATE_20233
0006: 24@ = -1 // integer values 

:GFDATE_20240
0002: jump @GFDATE_20335 

:GFDATE_20247
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_20328 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR 
0050: gosub @GFDATE_22371 
00D6: if 
0039:   25@ == 8 // integer values 
004D: jump_if_false @GFDATE_20314 
08BD: set 3@ bit 13 
0051: return 
0002: jump @GFDATE_20321 

:GFDATE_20314
0006: 24@ = -1 // integer values 

:GFDATE_20321
0002: jump @GFDATE_20335 

:GFDATE_20328
0006: 24@ = -1 // integer values 

:GFDATE_20335
0002: jump @GFDATE_20349 

:GFDATE_20342
0006: 24@ = -1 // integer values 

:GFDATE_20349
0051: return 

:GFDATE_20351
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFDATE_20576 jumps 0 @GFDATE_20414 1 @GFDATE_20495 2 @GFDATE_20468 3 @GFDATE_20441 4 @GFDATE_20522 5 @GFDATE_20549 -1 @GFDATE_20576 

:GFDATE_20414
08F0: apply_texture 'GANGRL3' to_model 'GFRIEND' 
0002: jump @GFDATE_20576 

:GFDATE_20441
08F0: apply_texture 'COPGRL3' to_model 'GFRIEND' 
0002: jump @GFDATE_20576 

:GFDATE_20468
08F0: apply_texture 'GUNGRL3' to_model 'GFRIEND' 
0002: jump @GFDATE_20576 

:GFDATE_20495
08F0: apply_texture 'MECGRL3' to_model 'GFRIEND' 
0002: jump @GFDATE_20576 

:GFDATE_20522
08F0: apply_texture 'NURGRL3' to_model 'GFRIEND' 
0002: jump @GFDATE_20576 

:GFDATE_20549
08F0: apply_texture 'CROGRL3' to_model 'GFRIEND' 
0002: jump @GFDATE_20576 

:GFDATE_20576
0051: return 

:GFDATE_20578
0050: gosub @GFDATE_22371 
0871: init_jump_table 25@ total_jumps 11 0 @GFDATE_22369 jumps 1 @GFDATE_21201 2 @GFDATE_21337 3 @GFDATE_20713 4 @GFDATE_20929 5 @GFDATE_21065 6 @GFDATE_21825 7 @GFDATE_22097 
0872: jump_table_jumps 8 @GFDATE_21553 9 @GFDATE_21689 10 @GFDATE_22233 11 @GFDATE_21961 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 

:GFDATE_20713
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 40 to_stat 245 
0623: add 40 to_stat 21 
0007: 4@ = 370.0 // floating-point values 
0007: 7@ = -125.0 // floating-point values 
0007: 10@ = 1001.52 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_20864 
08F0: apply_texture 'GFPIZ1' to_model 'GFPIZ1' 
08F0: apply_texture 'GFPIZ2' to_model 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_20922 

:GFDATE_20864
08F0: apply_texture 'GFPIZ1' to_model 'GFPIZ1' 
08F0: apply_texture 'GFPIZ2' to_model 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_20922
0002: jump @GFDATE_22369 

:GFDATE_20929
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 40 to_stat 245 
0623: add 40 to_stat 21 
0007: 4@ = 445.381 // floating-point values 
0007: 7@ = -14.147 // floating-point values 
0007: 10@ = 1001.731 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 5 
004D: jump_if_false @GFDATE_21040 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21058 

:GFDATE_21040
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_21058
0002: jump @GFDATE_22369 

:GFDATE_21065
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 40 to_stat 245 
0623: add 40 to_stat 21 
0007: 4@ = 441.871 // floating-point values 
0007: 7@ = -60.839 // floating-point values 
0007: 10@ = 1000.675 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 5 
004D: jump_if_false @GFDATE_21176 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21194 

:GFDATE_21176
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_21194
0002: jump @GFDATE_22369 

:GFDATE_21201
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 40 to_stat 245 
0623: add 40 to_stat 21 
0007: 4@ = 374.478 // floating-point values 
0007: 7@ = -8.415 // floating-point values 
0007: 10@ = 1002.86 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_21312 
02E4: load_cutscene_data 'DATE2A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21330 

:GFDATE_21312
02E4: load_cutscene_data 'DATE2B' 
08C0: clear $390 bit 2 

:GFDATE_21330
0002: jump @GFDATE_22369 

:GFDATE_21337
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 40 to_stat 245 
0623: add 40 to_stat 21 
0007: 4@ = 367.891 // floating-point values 
0007: 7@ = -67.591 // floating-point values 
0007: 10@ = 1001.516 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_21488 
08F0: apply_texture 'BURG_PA' to_model 'GFPIZ1' 
08F0: apply_texture 'BURG_GA' to_model 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21546 

:GFDATE_21488
08F0: apply_texture 'BURG_PA' to_model 'GFPIZ1' 
08F0: apply_texture 'BURG_GA' to_model 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_21546
0002: jump @GFDATE_22369 

:GFDATE_21553
04F9: interior_colors 5 0 
08F8: (unknown) 0 
0623: add 20 to_stat 245 
0623: add 20 to_stat 21 
0007: 4@ = 498.536 // floating-point values 
0007: 7@ = -18.2 // floating-point values 
0007: 10@ = 1000.651 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_21664 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21682 

:GFDATE_21664
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_21682
0002: jump @GFDATE_22369 

:GFDATE_21689
04F9: interior_colors 6 0 
08F8: (unknown) 0 
0623: add 20 to_stat 245 
0623: add 20 to_stat 21 
0007: 4@ = 490.718 // floating-point values 
0007: 7@ = -79.168 // floating-point values 
0007: 10@ = 998.76 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_21800 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21818 

:GFDATE_21800
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_21818
0002: jump @GFDATE_22369 

:GFDATE_21825
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 40 to_stat 245 
0623: add 40 to_stat 21 
0007: 4@ = 449.41 // floating-point values 
0007: 7@ = -86.72 // floating-point values 
0007: 10@ = 1000.53 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_21936 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21954 

:GFDATE_21936
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_21954
0002: jump @GFDATE_22369 

:GFDATE_21961
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 40 to_stat 245 
0623: add 40 to_stat 21 
0007: 4@ = 678.028 // floating-point values 
0007: 7@ = -452.9 // floating-point values 
0007: 10@ = -24.444 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_22072 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_22090 

:GFDATE_22072
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_22090
0002: jump @GFDATE_22369 

:GFDATE_22097
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 40 to_stat 245 
0623: add 40 to_stat 21 
0007: 4@ = 449.41 // floating-point values 
0007: 7@ = -108.24 // floating-point values 
0007: 10@ = 1000.528 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_22208 
02E4: load_cutscene_data 'DATE4A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_22226 

:GFDATE_22208
02E4: load_cutscene_data 'DATE4B' 
08C0: clear $390 bit 2 

:GFDATE_22226
0002: jump @GFDATE_22369 

:GFDATE_22233
04F9: interior_colors 4 0 
08F8: (unknown) 0 
0623: add 20 to_stat 245 
0623: add 20 to_stat 21 
0007: 4@ = -226.249 // floating-point values 
0007: 7@ = 1405.448 // floating-point values 
0007: 10@ = 27.7 // floating-point values 
03CB: set_camera 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_22344 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_22362 

:GFDATE_22344
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_22362
0002: jump @GFDATE_22369 

:GFDATE_22369
0051: return 

:GFDATE_22371
0006: 25@ = -1 // integer values 
00D6: if 
08F9:   v$9463 == "FDCHICK" // 16-byte strings 
004D: jump_if_false @GFDATE_22412 
0006: 25@ = 1 // integer values 
0051: return 

:GFDATE_22412
00D6: if 
08F9:   v$9463 == "FDBURG" // 16-byte strings 
004D: jump_if_false @GFDATE_22445 
0006: 25@ = 2 // integer values 
0051: return 

:GFDATE_22445
00D6: if 
08F9:   v$9463 == "FDPIZA" // 16-byte strings 
004D: jump_if_false @GFDATE_22478 
0006: 25@ = 3 // integer values 
0051: return 

:GFDATE_22478
00D6: if 
08F9:   v$9463 == "FDREST1" // 16-byte strings 
004D: jump_if_false @GFDATE_22512 
0006: 25@ = 4 // integer values 
0051: return 

:GFDATE_22512
00D6: if 
08F9:   v$9463 == "REST2" // 16-byte strings 
004D: jump_if_false @GFDATE_22544 
0006: 25@ = 5 // integer values 
0051: return 

:GFDATE_22544
00D6: if 
08F9:   v$9463 == "DINER1" // 16-byte strings 
004D: jump_if_false @GFDATE_22577 
0006: 25@ = 6 // integer values 
0051: return 

:GFDATE_22577
00D6: if 
08F9:   v$9463 == "DINER2" // 16-byte strings 
004D: jump_if_false @GFDATE_22610 
0006: 25@ = 7 // integer values 
0051: return 

:GFDATE_22610
00D6: if 
08F9:   v$9463 == "BAR1" // 16-byte strings 
004D: jump_if_false @GFDATE_22641 
0006: 25@ = 8 // integer values 
0051: return 

:GFDATE_22641
00D6: if 
08F9:   v$9463 == "BAR2" // 16-byte strings 
004D: jump_if_false @GFDATE_22672 
0006: 25@ = 9 // integer values 
0051: return 

:GFDATE_22672
00D6: if 
08F9:   v$9463 == "UFOBAR" // 16-byte strings 
004D: jump_if_false @GFDATE_22705 
0006: 25@ = 10 // integer values 
0051: return 

:GFDATE_22705
00D6: if 
08F9:   v$9463 == "TSDINER" // 16-byte strings 
004D: jump_if_false @GFDATE_22739 
0006: 25@ = 11 // integer values 
0051: return 

:GFDATE_22739
06D1: v$9463 = "NIL" // 16-byte strings 
0051: return 

:GFDATE_22751
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFDATE_23456 jumps 0 @GFDATE_22814 1 @GFDATE_23028 2 @GFDATE_23135 3 @GFDATE_22921 4 @GFDATE_23242 5 @GFDATE_23349 -1 @GFDATE_23456 

:GFDATE_22814
0007: 4@ = 2394.408 // floating-point values 
0007: 7@ = -1728.215 // floating-point values 
0007: 10@ = 14.2715 // floating-point values 
0007: 5@ = 2395.066 // floating-point values 
0007: 8@ = -1727.465 // floating-point values 
0007: 11@ = 14.2063 // floating-point values 
0007: 6@ = 2401.91 // floating-point values 
0007: 9@ = -1715.632 // floating-point values 
0007: 12@ = 13.0848 // floating-point values 
0007: 13@ = 180.0 // floating-point values 
0002: jump @GFDATE_23456 

:GFDATE_22921
0007: 4@ = -1401.494 // floating-point values 
0007: 7@ = 2640.099 // floating-point values 
0007: 10@ = 59.3883 // floating-point values 
0007: 5@ = -1400.704 // floating-point values 
0007: 8@ = 2639.641 // floating-point values 
0007: 11@ = 58.9806 // floating-point values 
0007: 6@ = -1390.6 // floating-point values 
0007: 9@ = 2638.349 // floating-point values 
0007: 12@ = 54.9965 // floating-point values 
0007: 13@ = 90.0 // floating-point values 
0002: jump @GFDATE_23456 

:GFDATE_23028
0007: 4@ = -1799.737 // floating-point values 
0007: 7@ = 1192.862 // floating-point values 
0007: 10@ = 29.6868 // floating-point values 
0007: 5@ = -1799.472 // floating-point values 
0007: 8@ = 1193.683 // floating-point values 
0007: 11@ = 29.1813 // floating-point values 
0007: 6@ = -1799.81 // floating-point values 
0007: 9@ = 1200.602 // floating-point values 
0007: 12@ = 24.1194 // floating-point values 
0007: 13@ = 197.0 // floating-point values 
0002: jump @GFDATE_23456 

:GFDATE_23135
0007: 4@ = -383.3153 // floating-point values 
0007: 7@ = -1435.266 // floating-point values 
0007: 10@ = 26.695 // floating-point values 
0007: 5@ = -382.5756 // floating-point values 
0007: 8@ = -1435.887 // floating-point values 
0007: 11@ = 26.4366 // floating-point values 
0007: 6@ = -382.0961 // floating-point values 
0007: 9@ = -1438.207 // floating-point values 
0007: 12@ = 24.7209 // floating-point values 
0007: 13@ = 269.3417 // floating-point values 
0002: jump @GFDATE_23456 

:GFDATE_23242
0007: 4@ = -2582.293 // floating-point values 
0007: 7@ = 1147.762 // floating-point values 
0007: 10@ = 59.6235 // floating-point values 
0007: 5@ = -2581.406 // floating-point values 
0007: 8@ = 1147.768 // floating-point values 
0007: 11@ = 59.1605 // floating-point values 
0007: 6@ = -2574.045 // floating-point values 
0007: 9@ = 1152.397 // floating-point values 
0007: 12@ = 54.7422 // floating-point values 
0007: 13@ = 151.7896 // floating-point values 
0002: jump @GFDATE_23456 

:GFDATE_23349
0007: 4@ = 2032.235 // floating-point values 
0007: 7@ = 2734.541 // floating-point values 
0007: 10@ = 13.3226 // floating-point values 
0007: 5@ = 2032.744 // floating-point values 
0007: 8@ = 2733.714 // floating-point values 
0007: 11@ = 13.0817 // floating-point values 
0007: 6@ = 2037.401 // floating-point values 
0007: 9@ = 2723.283 // floating-point values 
0007: 12@ = 9.8352 // floating-point values 
0007: 13@ = 8.0 // floating-point values 
0002: jump @GFDATE_23456 

:GFDATE_23456
0051: return 

:GFDATE_23458
076D: get_zone s$404 controlled_by_gang 0 density 25@ 
00D6: if 
0019:   25@ > 0 // integer values 
004D: jump_if_false @GFDATE_23488 
0051: return 

:GFDATE_23488
076D: get_zone s$404 controlled_by_gang 7 density 25@ 
00D6: if 
0019:   25@ > 0 // integer values 
004D: jump_if_false @GFDATE_23518 
0051: return 

:GFDATE_23518
076D: get_zone s$404 controlled_by_gang 2 density 25@ 
00D6: if 
0019:   25@ > 0 // integer values 
004D: jump_if_false @GFDATE_23548 
0051: return 

:GFDATE_23548
076D: get_zone s$404 controlled_by_gang 3 density 25@ 
00D6: if 
0019:   25@ > 0 // integer values 
004D: jump_if_false @GFDATE_23578 
0051: return 

:GFDATE_23578
0051: return 

:GFDATE_23580
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_23638 
00D6: if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_23631 
04AE: unknown $1233 radar_icon_or_model 272 

:GFDATE_23631
0002: jump @GFDATE_23671 

:GFDATE_23638
00D6: if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_23671 
04AE: unknown $1233 radar_icon_or_model 271 

:GFDATE_23671
08BD: set 3@ bit 26 
0051: return 

:GFDATE_23680
0006: 1@ = 5 // integer values 
0006: 2@ = 0 // integer values 
0051: return 

:GFDATE_23696
0006: 25@ = 0 // integer values 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_24074 
00D6: if and
80DF:   not actor 0@ driving 
8A0C:   not player $PLAYER_CHAR on_jetpack 
82D8:   not actor $PLAYER_ACTOR currentweapon == 43 
004D: jump_if_false @GFDATE_24074 
00D6: if 
02A0:   actor 0@ stopped 
004D: jump_if_false @GFDATE_24074 
04C4: create_coordinate 4@ 7@ 10@ from_actor 0@ offset 0.0 0.5 0.0 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 4@ 7@ 10@ radius 1.3 1.3 1.0 sphere 0 
004D: jump_if_false @GFDATE_24074 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0087: 13@ = 11@ // floating-point values only 
000F: 13@ -= 0.02 // floating-point values 
0087: 14@ = 11@ // floating-point values only 
000B: 14@ += 0.02 // floating-point values 
00D6: if and
0025:   10@ > 13@ // floating-point values 
0025:   14@ > 10@ // floating-point values 
004D: jump_if_false @GFDATE_24074 
00D6: if or
02D8:   actor $PLAYER_ACTOR currentweapon == 14 
02D8:   actor $PLAYER_ACTOR currentweapon == 10 
02D8:   actor $PLAYER_ACTOR currentweapon == 11 
02D8:   actor $PLAYER_ACTOR currentweapon == 12 
02D8:   actor $PLAYER_ACTOR currentweapon == 13 
004D: jump_if_false @GFDATE_24027 
00D6: if and
88B7:   not test 3@ bit 28 
88FE:   not text_box_displaying 
004D: jump_if_false @GFDATE_24011 
03E5: text_box 'GF_H013'  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy odaadd az ajndkot
08BD: set 3@ bit 28 

:GFDATE_24011
0006: 25@ = 2 // integer values 
0051: return 
0002: jump @GFDATE_24074 

:GFDATE_24027
00D6: if and
88B7:   not test 3@ bit 4 
88FE:   not text_box_displaying 
004D: jump_if_false @GFDATE_24065 
03E5: text_box 'GF_0021'  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy megcskold.
08BD: set 3@ bit 4 

:GFDATE_24065
0006: 25@ = 1 // integer values 
0051: return 

:GFDATE_24074
0051: return 

:GFDATE_24076
00D6: if 
0038:   $1219 == 0 // integer values 
004D: jump_if_false @GFDATE_24106 
04ED: load_animation "BLOWJOBZ" 

:GFDATE_24106
04ED: load_animation "KISSING" 

:GFDATE_24117
0001: wait 0 ms 
00D6: if 
04EE:   animation "KISSING" loaded 
004D: jump_if_false @GFDATE_24228 
00D6: if 
0038:   $1219 == 0 // integer values 
004D: jump_if_false @GFDATE_24219 
00D6: if 
04EE:   animation "BLOWJOBZ" loaded 
004D: jump_if_false @GFDATE_24193 
0051: return 
0002: jump @GFDATE_24212 

:GFDATE_24193
04ED: load_animation "BLOWJOBZ" 
0002: jump @GFDATE_24117 

:GFDATE_24212
0002: jump @GFDATE_24221 

:GFDATE_24219
0051: return 

:GFDATE_24221
0002: jump @GFDATE_24246 

:GFDATE_24228
04ED: load_animation "KISSING" 
0002: jump @GFDATE_24117 

:GFDATE_24246
00D6: if 
08B7:   test 3@ bit 13 
004D: jump_if_false @GFDATE_24318 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_24297 
0006: 32@ = 30000 // integer values 
0002: jump @GFDATE_24304 

:GFDATE_24297
0006: 32@ = 0 // integer values 

:GFDATE_24304
08C3: clear 3@ bit 13 
0002: jump @GFDATE_25025 

:GFDATE_24318
00D6: if 
08B7:   test 3@ bit 8 
004D: jump_if_false @GFDATE_24416 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_24369 
0006: 32@ = 30000 // integer values 
0002: jump @GFDATE_24402 

:GFDATE_24369
00D6: if 
0039:   30@ == -1 // integer values 
004D: jump_if_false @GFDATE_24395 
0085: 30@ = 32@ // integer values and handles 

:GFDATE_24395
0006: 32@ = 0 // integer values 

:GFDATE_24402
08C3: clear 3@ bit 8 
0002: jump @GFDATE_25025 

:GFDATE_24416
0871: init_jump_table 1@ total_jumps 9 0 @GFDATE_25025 jumps 1 @GFDATE_24544 2 @GFDATE_24625 3 @GFDATE_24639 4 @GFDATE_24653 5 @GFDATE_24734 6 @GFDATE_24748 7 @GFDATE_24843 
0872: jump_table_jumps 10 @GFDATE_24938 11 @GFDATE_24952 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 

:GFDATE_24544
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
02E0:   actor 0@ aggressive 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_24585 
0006: 32@ = 0 // integer values 

:GFDATE_24585
00D6: if 
0019:   30@ > 0 // integer values 
004D: jump_if_false @GFDATE_24618 
0085: 32@ = 30@ // integer values and handles 
0006: 30@ = -1 // integer values 

:GFDATE_24618
0002: jump @GFDATE_25025 

:GFDATE_24625
0006: 32@ = 0 // integer values 
0002: jump @GFDATE_25025 

:GFDATE_24639
0006: 32@ = 0 // integer values 
0002: jump @GFDATE_25025 

:GFDATE_24653
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
02E0:   actor 0@ aggressive 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_24694 
0006: 32@ = 0 // integer values 

:GFDATE_24694
00D6: if 
0019:   30@ > 0 // integer values 
004D: jump_if_false @GFDATE_24727 
0085: 32@ = 30@ // integer values and handles 
0006: 30@ = -1 // integer values 

:GFDATE_24727
0002: jump @GFDATE_25025 

:GFDATE_24734
0006: 32@ = 0 // integer values 
0002: jump @GFDATE_25025 

:GFDATE_24748
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
004D: jump_if_false @GFDATE_24836 
00D6: if 
0039:   30@ == -1 // integer values 
004D: jump_if_false @GFDATE_24796 
0085: 30@ = 32@ // integer values and handles 

:GFDATE_24796
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_24829 
0006: 32@ = 30000 // integer values 
0002: jump @GFDATE_24836 

:GFDATE_24829
0006: 32@ = 0 // integer values 

:GFDATE_24836
0002: jump @GFDATE_25025 

:GFDATE_24843
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_24931 
00D6: if 
0039:   30@ == -1 // integer values 
004D: jump_if_false @GFDATE_24891 
0085: 30@ = 32@ // integer values and handles 

:GFDATE_24891
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_24924 
0006: 32@ = 30000 // integer values 
0002: jump @GFDATE_24931 

:GFDATE_24924
0006: 32@ = 0 // integer values 

:GFDATE_24931
0002: jump @GFDATE_25025 

:GFDATE_24938
0006: 32@ = 0 // integer values 
0002: jump @GFDATE_25025 

:GFDATE_24952
00D6: if 
0039:   30@ == -1 // integer values 
004D: jump_if_false @GFDATE_24978 
0085: 30@ = 32@ // integer values and handles 

:GFDATE_24978
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_25011 
0006: 32@ = 30000 // integer values 
0002: jump @GFDATE_25018 

:GFDATE_25011
0006: 32@ = 0 // integer values 

:GFDATE_25018
0002: jump @GFDATE_25025 

:GFDATE_25025
0051: return 

:GFDATE_25027
00D6: if 
0032:   0.0 >= $9469 // floating-point values 
004D: jump_if_false @GFDATE_25058 
000D: $9469 -= 0.5 // floating-point values 

:GFDATE_25058
0059: $9468 += $9469 // floating-point values 
00D6: if 
0022:   0.0 > $9468 // floating-point values 
004D: jump_if_false @GFDATE_25097 
0005: $9468 = 0.0 // floating-point values 

:GFDATE_25097
00D6: if 
0020:   $9468 > 100.0 // floating-point values 
004D: jump_if_false @GFDATE_25128 
0005: $9468 = 100.0 // floating-point values 

:GFDATE_25128
008C: $9467 = float_to_integer $9468 
08BD: set 3@ bit 8 
0051: return 

:GFDATE_25145
08D3: (unknown) 26@ 
0871: init_jump_table 26@ total_jumps 20 0 @GFDATE_26510 jumps 0 @GFDATE_25385 1 @GFDATE_25878 2 @GFDATE_26352 3 @GFDATE_25957 4 @GFDATE_25464 5 @GFDATE_25371 6 @GFDATE_25378 
0872: jump_table_jumps 7 @GFDATE_26431 8 @GFDATE_25720 9 @GFDATE_26115 10 @GFDATE_25622 11 @GFDATE_25343 12 @GFDATE_26273 13 @GFDATE_26194 14 @GFDATE_26036 15 @GFDATE_25543 
0872: jump_table_jumps 16 @GFDATE_25357 17 @GFDATE_25799 18 @GFDATE_25350 19 @GFDATE_25364 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 

:GFDATE_25343
0002: jump @GFDATE_26510 

:GFDATE_25350
0002: jump @GFDATE_26510 

:GFDATE_25357
0002: jump @GFDATE_26510 

:GFDATE_25364
0002: jump @GFDATE_26510 

:GFDATE_25371
0002: jump @GFDATE_26510 

:GFDATE_25378
0002: jump @GFDATE_26510 

:GFDATE_25385
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
004D: jump_if_false @GFDATE_25450 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_25436 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_25436
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25457 

:GFDATE_25450
0050: gosub @GFDATE_26632 

:GFDATE_25457
0002: jump @GFDATE_26510 

:GFDATE_25464
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
004D: jump_if_false @GFDATE_25529 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_25515 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_25515
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25536 

:GFDATE_25529
0050: gosub @GFDATE_26632 

:GFDATE_25536
0002: jump @GFDATE_26510 

:GFDATE_25543
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
004D: jump_if_false @GFDATE_25608 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_25594 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_25594
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25615 

:GFDATE_25608
0050: gosub @GFDATE_26632 

:GFDATE_25615
0002: jump @GFDATE_26510 

:GFDATE_25622
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
004D: jump_if_false @GFDATE_25706 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_25692 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_25692 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_25692
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25713 

:GFDATE_25706
0050: gosub @GFDATE_26632 

:GFDATE_25713
0002: jump @GFDATE_26510 

:GFDATE_25720
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
004D: jump_if_false @GFDATE_25785 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_25771 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_25771
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25792 

:GFDATE_25785
0050: gosub @GFDATE_26632 

:GFDATE_25792
0002: jump @GFDATE_26510 

:GFDATE_25799
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
004D: jump_if_false @GFDATE_25864 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_25850 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_25850
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25871 

:GFDATE_25864
0050: gosub @GFDATE_26632 

:GFDATE_25871
0002: jump @GFDATE_26510 

:GFDATE_25878
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 18 
004D: jump_if_false @GFDATE_25943 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_25929 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_25929
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25950 

:GFDATE_25943
0050: gosub @GFDATE_26632 

:GFDATE_25950
0002: jump @GFDATE_26510 

:GFDATE_25957
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 18 
004D: jump_if_false @GFDATE_26022 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26008 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_26008
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26029 

:GFDATE_26022
0050: gosub @GFDATE_26632 

:GFDATE_26029
0002: jump @GFDATE_26510 

:GFDATE_26036
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
004D: jump_if_false @GFDATE_26101 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26087 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_26087
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26108 

:GFDATE_26101
0050: gosub @GFDATE_26632 

:GFDATE_26108
0002: jump @GFDATE_26510 

:GFDATE_26115
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
004D: jump_if_false @GFDATE_26180 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26166 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_26166
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26187 

:GFDATE_26180
0050: gosub @GFDATE_26632 

:GFDATE_26187
0002: jump @GFDATE_26510 

:GFDATE_26194
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
004D: jump_if_false @GFDATE_26259 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26245 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_26245
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26266 

:GFDATE_26259
0050: gosub @GFDATE_26632 

:GFDATE_26266
0002: jump @GFDATE_26510 

:GFDATE_26273
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 20 
004D: jump_if_false @GFDATE_26338 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26324 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_26324
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26345 

:GFDATE_26338
0050: gosub @GFDATE_26632 

:GFDATE_26345
0002: jump @GFDATE_26510 

:GFDATE_26352
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 20 
004D: jump_if_false @GFDATE_26417 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26403 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_26403
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26424 

:GFDATE_26417
0050: gosub @GFDATE_26632 

:GFDATE_26424
0002: jump @GFDATE_26510 

:GFDATE_26431
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
004D: jump_if_false @GFDATE_26496 
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26482 
0009: $9469 += 0.5 // floating-point values 

:GFDATE_26482
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26503 

:GFDATE_26496
0050: gosub @GFDATE_26632 

:GFDATE_26503
0002: jump @GFDATE_26510 

:GFDATE_26510
0051: return 

:GFDATE_26512
08D3: (unknown) 26@ 
00D6: if 
803B:   not  26@ == 31@ // integer values 
004D: jump_if_false @GFDATE_26630 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_26595 
00D6: if 
0018:   $9467 > 0 // integer values 
004D: jump_if_false @GFDATE_26588 
04AE: unknown $1233 radar_icon_or_model 312 
0085: 31@ = 26@ // integer values and handles 

:GFDATE_26588
0002: jump @GFDATE_26630 

:GFDATE_26595
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26630 
04AE: unknown $1233 radar_icon_or_model 312 
0085: 31@ = 26@ // integer values and handles 

:GFDATE_26630
0051: return 

:GFDATE_26632
08D3: (unknown) 26@ 
00D6: if 
803B:   not  26@ == 31@ // integer values 
004D: jump_if_false @GFDATE_26750 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_26715 
00D6: if 
0018:   $9467 > 0 // integer values 
004D: jump_if_false @GFDATE_26708 
04AE: unknown $1233 radar_icon_or_model 311 
0085: 31@ = 26@ // integer values and handles 

:GFDATE_26708
0002: jump @GFDATE_26750 

:GFDATE_26715
00D6: if 
0029:   32@ >= 30000 // integer values 
004D: jump_if_false @GFDATE_26750 
04AE: unknown $1233 radar_icon_or_model 311 
0085: 31@ = 26@ // integer values and handles 

:GFDATE_26750
0051: return 

:GFDATE_26752
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_26817 
03C0: 28@ = actor 0@ car 
0227: 25@ = car 28@ health 
00D6: if 
0039:   29@ == -1 // integer values 
004D: jump_if_false @GFDATE_26810 
0085: 29@ = 25@ // integer values and handles 

:GFDATE_26810
0002: jump @GFDATE_26831 

:GFDATE_26817
0006: 28@ = -1 // integer values 
0006: 29@ = -1 // integer values 

:GFDATE_26831
0051: return 
0871: init_jump_table $GIRLFRIEND total_jumps 6 0 @GFDATE_27208 jumps 0 @GFDATE_26896 1 @GFDATE_26948 2 @GFDATE_27000 3 @GFDATE_27052 4 @GFDATE_27104 5 @GFDATE_27156 -1 @GFDATE_27208 

:GFDATE_26896
00D6: if 
0018:   $359($GIRLFRIEND,6i) > 100 // integer values 
004D: jump_if_false @GFDATE_26929 
0004: $359($GIRLFRIEND,6i) = 100 // integer values 

:GFDATE_26929
0629: change_stat 252 to $359($GIRLFRIEND,6i) // integer 
0002: jump @GFDATE_27208 

:GFDATE_26948
00D6: if 
0018:   $359($GIRLFRIEND,6i) > 100 // integer values 
004D: jump_if_false @GFDATE_26981 
0004: $359($GIRLFRIEND,6i) = 100 // integer values 

:GFDATE_26981
0629: change_stat 253 to $359($GIRLFRIEND,6i) // integer 
0002: jump @GFDATE_27208 

:GFDATE_27000
00D6: if 
0018:   $359($GIRLFRIEND,6i) > 100 // integer values 
004D: jump_if_false @GFDATE_27033 
0004: $359($GIRLFRIEND,6i) = 100 // integer values 

:GFDATE_27033
0629: change_stat 254 to $359($GIRLFRIEND,6i) // integer 
0002: jump @GFDATE_27208 

:GFDATE_27052
00D6: if 
0018:   $359($GIRLFRIEND,6i) > 100 // integer values 
004D: jump_if_false @GFDATE_27085 
0004: $359($GIRLFRIEND,6i) = 100 // integer values 

:GFDATE_27085
0629: change_stat 255 to $359($GIRLFRIEND,6i) // integer 
0002: jump @GFDATE_27208 

:GFDATE_27104
00D6: if 
0018:   $359($GIRLFRIEND,6i) > 100 // integer values 
004D: jump_if_false @GFDATE_27137 
0004: $359($GIRLFRIEND,6i) = 100 // integer values 

:GFDATE_27137
0629: change_stat 256 to $359($GIRLFRIEND,6i) // integer 
0002: jump @GFDATE_27208 

:GFDATE_27156
00D6: if 
0018:   $359($GIRLFRIEND,6i) > 100 // integer values 
004D: jump_if_false @GFDATE_27189 
0004: $359($GIRLFRIEND,6i) = 100 // integer values 

:GFDATE_27189
0629: change_stat 257 to $359($GIRLFRIEND,6i) // integer 
0002: jump @GFDATE_27208 

:GFDATE_27208
0051: return 

:GFDATE_27210
0871: init_jump_table $1236 total_jumps 16 0 @GFDATE_30453 jumps -1 @GFDATE_27338 0 @GFDATE_27352 1 @GFDATE_27613 2 @GFDATE_27665 3 @GFDATE_27924 4 @GFDATE_28078 5 @GFDATE_28238 
0872: jump_table_jumps 6 @GFDATE_28294 7 @GFDATE_28494 8 @GFDATE_28727 9 @GFDATE_28831 10 @GFDATE_29048 11 @GFDATE_29445 12 @GFDATE_29716 13 @GFDATE_29969 99 @GFDATE_30105 

:GFDATE_27338
08C0: clear $390 bit 22 
0002: jump @GFDATE_30453 

:GFDATE_27352
0209: $1239 = random_int 0 6 
00D6: if and
001A:   6 > $1239 // integer values 
08B5:   test $406 bit $1239 
803A:   not  $1239 == $GIRLFRIEND // integer values and handles 
004D: jump_if_false @GFDATE_27606 
00D6: if 
0038:   $1239 == 0 // integer values 
004D: jump_if_false @GFDATE_27429 
04AE: unknown $1239 radar_icon_or_model 195 
04AE: unknown $1240 radar_icon_or_model 545 

:GFDATE_27429
00D6: if 
0038:   $1239 == 1 // integer values 
004D: jump_if_false @GFDATE_27463 
04AE: unknown $1239 radar_icon_or_model 192 
04AE: unknown $1240 radar_icon_or_model 557 

:GFDATE_27463
00D6: if 
0038:   $1239 == 3 // integer values 
004D: jump_if_false @GFDATE_27497 
04AE: unknown $1239 radar_icon_or_model 190 
04AE: unknown $1240 radar_icon_or_model 599 

:GFDATE_27497
00D6: if 
0038:   $1239 == 2 // integer values 
004D: jump_if_false @GFDATE_27531 
04AE: unknown $1239 radar_icon_or_model 191 
04AE: unknown $1240 radar_icon_or_model 568 

:GFDATE_27531
00D6: if 
0038:   $1239 == 4 // integer values 
004D: jump_if_false @GFDATE_27565 
04AE: unknown $1239 radar_icon_or_model 193 
04AE: unknown $1240 radar_icon_or_model 442 

:GFDATE_27565
00D6: if 
0038:   $1239 == 5 // integer values 
004D: jump_if_false @GFDATE_27599 
04AE: unknown $1239 radar_icon_or_model 194 
04AE: unknown $1240 radar_icon_or_model 533 

:GFDATE_27599
0004: $1236 = 1 // integer values 

:GFDATE_27606
0002: jump @GFDATE_30453 

:GFDATE_27613
00D6: if and
0248:   model $1240 available 
0248:   model $1239 available 
004D: jump_if_false @GFDATE_27648 
0004: $1236 = 2 // integer values 
0002: jump @GFDATE_27658 

:GFDATE_27648
0247: request_model $1240 
0247: request_model $1239 

:GFDATE_27658
0002: jump @GFDATE_30453 

:GFDATE_27665
04C4: create_coordinate 4@ 7@ 10@ from_actor $PLAYER_ACTOR offset 0.0 25.0 0.0 
00D6: if 
03D3: point 4@ 7@ 10@ get_nearby_vector 5@ 8@ 11@ 13@ 
004D: jump_if_false @GFDATE_27910 
0395: clear_area 1 at 5@ 8@ 11@ range 5.0 
00A5: $1238 = create_car $1240 at 5@ 8@ 11@ 
072F: (unknown) $1238 1.0 1000 1 1 1 -1 
00D6: if 
04A3:   $1240 == 545 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_27812 
0229: set_car $1238 color_to 83 1 

:GFDATE_27812
00D6: if 
04A3:   $1240 == 442 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_27840 
0229: set_car $1238 color_to 1 1 

:GFDATE_27840
00D6: if 
04A3:   $1240 == 533 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_27868 
0229: set_car $1238 color_to 126 1 

:GFDATE_27868
0129: $1237 = create_actor 5 $1239 in_car $1238 driverseat 
039E: set_actor $1237 jackable 1 
0175: set_car $1238 z_angle_to 13@ 
0004: $1236 = 3 // integer values 
0002: jump @GFDATE_27917 

:GFDATE_27910
0004: $1236 = 99 // integer values 

:GFDATE_27917
0002: jump @GFDATE_30453 

:GFDATE_27924
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
00D6: if and
8119:   not car $1238 wrecked 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_28064 
067B: put_camera_on_car $1238 offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2 
0812: AS_actor $1237 perform_animation "GF_CARSPOT" from_file "KISSING" 4.0 loop 1 0 0 lock 0 time 5000 
03E5: text_box 'GF_H014'  // Itt van a msik bartnd. Gyorsan tnj el innen!
0004: $1236 = 4 // integer values 
0002: jump @GFDATE_28071 

:GFDATE_28064
0004: $1236 = 99 // integer values 

:GFDATE_28071
0002: jump @GFDATE_30453 

:GFDATE_28078
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28224 
062E: (unknown) $1237 2066 26@ 
00D6: if 
04A4:   26@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_28217 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_28180 
00D6: if and
0431:   car 28@ car_passenger_seat_free 0 
00DB:   actor $PLAYER_ACTOR in_car 28@ 
004D: jump_if_false @GFDATE_28180 
072B: (unknown) 0@ 28@ 0 

:GFDATE_28180
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0186: $1241 = create_marker_above_car $1238 
0004: $1236 = 5 // integer values 

:GFDATE_28217
0002: jump @GFDATE_28231 

:GFDATE_28224
0004: $1236 = 99 // integer values 

:GFDATE_28231
0002: jump @GFDATE_30453 

:GFDATE_28238
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28280 
00AF: set_car $1238 driver_behaviour_to 3 
0004: $1236 = 6 // integer values 
0002: jump @GFDATE_28287 

:GFDATE_28280
0004: $1236 = 99 // integer values 

:GFDATE_28287
0002: jump @GFDATE_30453 

:GFDATE_28294
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28480 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00AA: store_car $1238 position_to 5@ 8@ 11@ 
050A: 13@ = distance_between 4@ 7@ 10@ and 5@ 8@ 11@ 
00D6: if 
0033:   6.0 >= 13@ // floating-point values 
004D: jump_if_false @GFDATE_28429 
00AF: set_car $1238 driver_behaviour_to 0 
0519: lock_vehicle $1238 in_current_position 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 
0004: $1236 = 8 // integer values 
0002: jump @GFDATE_28473 

:GFDATE_28429
00D6: if 
0021:   13@ > 200.0 // floating-point values 
004D: jump_if_false @GFDATE_28473 
0085: 26@ = 32@ // integer values and handles 
000A: 26@ += 20000 // integer values 
0004: $1236 = 7 // integer values 

:GFDATE_28473
0002: jump @GFDATE_28487 

:GFDATE_28480
0004: $1236 = 99 // integer values 

:GFDATE_28487
0002: jump @GFDATE_30453 

:GFDATE_28494
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28713 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00AA: store_car $1238 position_to 5@ 8@ 11@ 
050A: 13@ = distance_between 4@ 7@ 10@ and 5@ 8@ 11@ 
00D6: if 
0021:   13@ > 180.0 // floating-point values 
004D: jump_if_false @GFDATE_28699 
00D6: if 
001D:   32@ > 26@ // integer values 
004D: jump_if_false @GFDATE_28692 
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_28627 
0164: disable_marker $1241 

:GFDATE_28627
009B: destroy_actor_instantly $1237 
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28674 
00D6: if 
06FC: (unknown) $1238 
004D: jump_if_false @GFDATE_28669 
03CD: car $1238 remove_from_stuck_car_check 

:GFDATE_28669
00A6: destroy_car $1238 

:GFDATE_28674
03E5: text_box 'GF_H016'  // Sikerlt megszabadulnod a fltkeny bartndtl. Szp volt.
0004: $1236 = 12 // integer values 

:GFDATE_28692
0002: jump @GFDATE_28706 

:GFDATE_28699
0004: $1236 = 6 // integer values 

:GFDATE_28706
0002: jump @GFDATE_28720 

:GFDATE_28713
0004: $1236 = 99 // integer values 

:GFDATE_28720
0002: jump @GFDATE_30453 

:GFDATE_28727
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28817 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_28810 
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
03C8: rotate_player-180-degrees 
016A: fade 1 500 ms 
0006: 33@ = 0 // integer values 
0004: $1236 = 9 // integer values 

:GFDATE_28810
0002: jump @GFDATE_28824 

:GFDATE_28817
0004: $1236 = 99 // integer values 

:GFDATE_28824
0002: jump @GFDATE_30453 

:GFDATE_28831
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_29034 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_29027 
068D: (unknown) 4@ 7@ 10@ 
00A0: store_actor $1237 position_to 5@ 8@ 11@ 
015F: set_camera_position 4@ 7@ 10@ 0.0 0.0 1.0 
0160: point_camera 5@ 8@ 11@ 1 
02AB: set_actor $1237 immunities 1 1 1 1 1 
02AC: set_car $1238 immunities 1 1 1 1 1 
0812: AS_actor $1237 perform_animation "GF_CARARGUE_01" from_file "KISSING" 4.0 loop 1 0 0 lock 0 time 5000 
0004: $1232 = 7 // integer values 
04AE: unknown $1233 radar_icon_or_model 293 
0004: $1236 = 10 // integer values 

:GFDATE_29027
0002: jump @GFDATE_29041 

:GFDATE_29034
0004: $1236 = 99 // integer values 

:GFDATE_29041
0002: jump @GFDATE_30453 

:GFDATE_29048
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_29431 
062E: (unknown) $1237 2066 26@ 
00D6: if 
04A4:   26@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29424 
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_29224 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0160: point_camera 5@ 8@ 11@ 1 
02AB: set_actor 0@ immunities 1 1 1 1 1 
0812: AS_actor 0@ perform_animation "GF_CARARGUE_02" from_file "KISSING" 4.0 loop 1 0 0 lock 0 time 5000 
04AE: unknown $1233 radar_icon_or_model 294 
0004: $1236 = 11 // integer values 
0002: jump @GFDATE_29424 

:GFDATE_29224
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
00A0: store_actor $PLAYER_ACTOR position_to 5@ 8@ 11@ 
050A: 13@ = distance_between 4@ 7@ 10@ and 5@ 8@ 11@ 
00D6: if or
0023:   5.0 > 13@ // floating-point values 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @GFDATE_29417 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0160: point_camera 5@ 8@ 11@ 1 
02AB: set_actor 0@ immunities 1 1 1 1 1 
0812: AS_actor 0@ perform_animation "GF_STREETARGUE_02" from_file "KISSING" 4.0 loop 1 0 0 lock 0 time 5000 
04AE: unknown $1233 radar_icon_or_model 294 
0004: $1236 = 11 // integer values 
0002: jump @GFDATE_29424 

:GFDATE_29417
0002: jump @GFDATE_30453 

:GFDATE_29424
0002: jump @GFDATE_29438 

:GFDATE_29431
0004: $1236 = 99 // integer values 

:GFDATE_29438
0002: jump @GFDATE_30453 

:GFDATE_29445
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_29702 
062E: (unknown) 0@ 2066 26@ 
00D6: if 
04A4:   26@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29695 
062E: (unknown) $1237 1490 26@ 
00D6: if 
04A4:   26@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29546 
0519: lock_vehicle $1238 in_current_position 0 
05D2: AS_actor $1237 run_to_and_hijack_vehicle $1238 max_search_radius 30.0 traffic_behavior 3 

:GFDATE_29546
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_29681 
00D6: if 
00DB:   actor 0@ in_car 28@ 
004D: jump_if_false @GFDATE_29625 
062E: (unknown) 0@ 1485 26@ 
00D6: if 
04A4:   26@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29618 
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_29618
0002: jump @GFDATE_29681 

:GFDATE_29625
062E: (unknown) 0@ 1873 26@ 
00D6: if 
04A4:   26@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29681 
0751: unknown_action_sequence 0@ $PLAYER_ACTOR 100.0 5000 0 0 0 30.0 

:GFDATE_29681
0006: 33@ = 0 // integer values 
0004: $1236 = 12 // integer values 

:GFDATE_29695
0002: jump @GFDATE_29709 

:GFDATE_29702
0004: $1236 = 99 // integer values 

:GFDATE_29709
0002: jump @GFDATE_30453 

:GFDATE_29716
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_29955 
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @GFDATE_29948 
016A: fade 0 1000 ms 
000C: $359($GIRLFRIEND,6i) -= 4 // integer values 
00D6: if 
04A3:   $1239 == 195 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29800 
0006: 26@ = 0 // integer values 

:GFDATE_29800
00D6: if 
04A3:   $1239 == 192 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29826 
0006: 26@ = 1 // integer values 

:GFDATE_29826
00D6: if 
04A3:   $1239 == 190 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29852 
0006: 26@ = 3 // integer values 

:GFDATE_29852
00D6: if 
04A3:   $1239 == 191 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29878 
0006: 26@ = 2 // integer values 

:GFDATE_29878
00D6: if 
04A3:   $1239 == 193 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29904 
0006: 26@ = 4 // integer values 

:GFDATE_29904
00D6: if 
04A3:   $1239 == 194 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_29930 
0006: 26@ = 5 // integer values 

:GFDATE_29930
000C: $359(26@,6i) -= 4 // integer values 
0004: $1236 = 13 // integer values 

:GFDATE_29948
0002: jump @GFDATE_29962 

:GFDATE_29955
0004: $1236 = 99 // integer values 

:GFDATE_29962
0002: jump @GFDATE_30453 

:GFDATE_29969
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_30098 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08BD: set 3@ bit 7 
009B: destroy_actor_instantly $1237 
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_30058 
00D6: if 
06FC: (unknown) $1238 
004D: jump_if_false @GFDATE_30053 
03CD: car $1238 remove_from_stuck_car_check 

:GFDATE_30053
00A6: destroy_car $1238 

:GFDATE_30058
02AB: set_actor 0@ immunities 0 0 0 0 0 
016A: fade 1 1500 ms 
03E5: text_box 'GF_H015'  // Lebuktl. A randidnak vge.
0050: gosub @GFDATE_32517 

:GFDATE_30098
0002: jump @GFDATE_30453 

:GFDATE_30105
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_30151 
02AB: set_actor 0@ immunities 0 0 0 0 0 

:GFDATE_30151
00D6: if 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_30182 
02AB: set_actor $1237 immunities 0 0 0 0 0 

:GFDATE_30182
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_30219 
00D6: if 
06FC: (unknown) $1238 
004D: jump_if_false @GFDATE_30219 
03CD: car $1238 remove_from_stuck_car_check 

:GFDATE_30219
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_30240 
0164: disable_marker $1241 

:GFDATE_30240
00D6: if and
0118:   actor $1237 dead 
051A:   actor $1237 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFDATE_30432 
00D6: if 
04A3:   $1239 == 195 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_30290 
0006: 26@ = 0 // integer values 

:GFDATE_30290
00D6: if 
04A3:   $1239 == 192 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_30316 
0006: 26@ = 1 // integer values 

:GFDATE_30316
00D6: if 
04A3:   $1239 == 190 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_30342 
0006: 26@ = 3 // integer values 

:GFDATE_30342
00D6: if 
04A3:   $1239 == 191 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_30368 
0006: 26@ = 2 // integer values 

:GFDATE_30368
00D6: if 
04A3:   $1239 == 193 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_30394 
0006: 26@ = 4 // integer values 

:GFDATE_30394
00D6: if 
04A3:   $1239 == 194 // integer values OR floating-point values 
004D: jump_if_false @GFDATE_30420 
0006: 26@ = 5 // integer values 

:GFDATE_30420
0004: $359(26@,6i) = -999 // integer values 

:GFDATE_30432
08C0: clear $390 bit 22 
0004: $1236 = -1 // integer values 
0002: jump @GFDATE_30453 

:GFDATE_30453
0051: return 

:GFDATE_30455
0871: init_jump_table $1232 total_jumps 8 0 @GFDATE_31285 jumps 0 @GFDATE_30583 1 @GFDATE_30654 2 @GFDATE_30666 3 @GFDATE_30680 4 @GFDATE_30949 5 @GFDATE_31049 6 @GFDATE_30858 
0872: jump_table_jumps 7 @GFDATE_31091 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 

:GFDATE_30583
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFDATE_30615 
0004: $1232 = 3 // integer values 
0002: jump @GFDATE_30647 

:GFDATE_30615
00D6: if and
0038:   $1233 == -2 // integer values 
0018:   $1234 > 0 // integer values 
004D: jump_if_false @GFDATE_30647 
0004: $1232 = 3 // integer values 

:GFDATE_30647
0002: jump @GFDATE_31285 

:GFDATE_30654
094F: (unknown) 0@ 
0002: jump @GFDATE_31285 

:GFDATE_30666
094E: (unknown) 0@ 0 
0002: jump @GFDATE_31285 

:GFDATE_30680
00D6: if 
894D:   not (unknown) 0@ 
004D: jump_if_false @GFDATE_30851 
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFDATE_30791 
09D5: (unknown) 0@ $1233 0 1 0 $1235 
0050: gosub @GFDATE_31287 
0004: $1233 = -1 // integer values 
00D6: if 
0018:   $1234 > 0 // integer values 
004D: jump_if_false @GFDATE_30777 
0004: $1232 = 6 // integer values 
0002: jump @GFDATE_30784 

:GFDATE_30777
0004: $1232 = 0 // integer values 

:GFDATE_30784
0002: jump @GFDATE_30851 

:GFDATE_30791
00D6: if 
0038:   $1233 == -2 // integer values 
004D: jump_if_false @GFDATE_30830 
0004: $1233 = -1 // integer values 
0004: $1232 = 6 // integer values 
0002: jump @GFDATE_30851 

:GFDATE_30830
0004: $1233 = -1 // integer values 
0004: $1234 = -1 // integer values 
0004: $1232 = 0 // integer values 

:GFDATE_30851
0002: jump @GFDATE_31285 

:GFDATE_30858
00D6: if and
894D:   not (unknown) $PLAYER_ACTOR 
894D:   not (unknown) 0@ 
004D: jump_if_false @GFDATE_30942 
00D6: if 
0018:   $1234 > 0 // integer values 
004D: jump_if_false @GFDATE_30935 
09D5: (unknown) $PLAYER_ACTOR $1234 0 1 0 $1235 
0004: $1234 = -1 // integer values 
0004: $1232 = 0 // integer values 
0002: jump @GFDATE_30942 

:GFDATE_30935
0004: $1232 = 0 // integer values 

:GFDATE_30942
0002: jump @GFDATE_31285 

:GFDATE_30949
094E: (unknown) 0@ 0 
00D6: if 
894D:   not (unknown) 0@ 
004D: jump_if_false @GFDATE_31042 
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFDATE_31035 
09D5: (unknown) 0@ $1233 0 1 0 $1235 
0050: gosub @GFDATE_31287 
0004: $1233 = -1 // integer values 
0004: $1232 = 5 // integer values 
0002: jump @GFDATE_31042 

:GFDATE_31035
0004: $1232 = 0 // integer values 

:GFDATE_31042
0002: jump @GFDATE_31285 

:GFDATE_31049
00D6: if 
894D:   not (unknown) 0@ 
004D: jump_if_false @GFDATE_31084 
094F: (unknown) 0@ 
0004: $1233 = -1 // integer values 
0004: $1232 = 0 // integer values 

:GFDATE_31084
0002: jump @GFDATE_31285 

:GFDATE_31091
00D6: if 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_31278 
00D6: if 
894D:   not (unknown) $1237 
004D: jump_if_false @GFDATE_31278 
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFDATE_31218 
09D5: (unknown) $1237 $1233 0 1 0 $1235 
0050: gosub @GFDATE_31287 
0004: $1233 = -1 // integer values 
00D6: if 
0018:   $1234 > 0 // integer values 
004D: jump_if_false @GFDATE_31204 
0004: $1232 = 6 // integer values 
0002: jump @GFDATE_31211 

:GFDATE_31204
0004: $1232 = 0 // integer values 

:GFDATE_31211
0002: jump @GFDATE_31278 

:GFDATE_31218
00D6: if 
0038:   $1233 == -2 // integer values 
004D: jump_if_false @GFDATE_31257 
0004: $1233 = -1 // integer values 
0004: $1232 = 6 // integer values 
0002: jump @GFDATE_31278 

:GFDATE_31257
0004: $1233 = -1 // integer values 
0004: $1234 = -1 // integer values 
0004: $1232 = 0 // integer values 

:GFDATE_31278
0002: jump @GFDATE_31285 

:GFDATE_31285
0051: return 

:GFDATE_31287
0871: init_jump_table $1233 total_jumps 29 0 @GFDATE_32405 jumps 32 @GFDATE_32359 39 @GFDATE_32382 264 @GFDATE_31572 266 @GFDATE_31579 268 @GFDATE_31586 269 @GFDATE_31639 270 @GFDATE_31616 
0872: jump_table_jumps 271 @GFDATE_31685 272 @GFDATE_31831 277 @GFDATE_31877 278 @GFDATE_31900 279 @GFDATE_32244 280 @GFDATE_31662 281 @GFDATE_32198 282 @GFDATE_32122 292 @GFDATE_32145 
0872: jump_table_jumps 296 @GFDATE_32099 298 @GFDATE_31854 299 @GFDATE_32168 302 @GFDATE_32313 306 @GFDATE_32175 309 @GFDATE_31593 310 @GFDATE_32221 311 @GFDATE_32290 312 @GFDATE_32267 
0872: jump_table_jumps 313 @GFDATE_32336 314 @GFDATE_31923 316 @GFDATE_32076 317 @GFDATE_31946 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 

:GFDATE_31572
0002: jump @GFDATE_32405 

:GFDATE_31579
0002: jump @GFDATE_32405 

:GFDATE_31586
0002: jump @GFDATE_32405 

:GFDATE_31593
00BC: text_highpriority 'GF_0045' 5000 ms 1  // Jobban teszed, ha hagyod vezetni, klnben mogorva lesz vgig a randin...
0002: jump @GFDATE_32405 

:GFDATE_31616
00BC: text_highpriority 'GF_0061' 5000 ms 1  // Meztelen akar lenni!
0002: jump @GFDATE_32405 

:GFDATE_31639
00BC: text_highpriority 'GF_0044' 5000 ms 1  // Itt vagyunk a beteges hlyesgeiddel...
0002: jump @GFDATE_32405 

:GFDATE_31662
00BC: text_highpriority 'GF_0022' 5000 ms 1  // Azt akarja, hogy vidd haza! Ez lehet az...
0002: jump @GFDATE_32405 

:GFDATE_31685
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_31726 
00BC: text_highpriority 'GF_0077' 5000 ms 1  //  ne, nem rzik jl magt! Gyorsan, hozz neki valami enni, vagy taln egy italt...
0002: jump @GFDATE_31824 

:GFDATE_31726
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_31767 
00BC: text_highpriority 'GF_0078' 5000 ms 1  // Kezd unatkozni. Prbld keresni egy helyet, amit szeret!
0002: jump @GFDATE_31824 

:GFDATE_31767
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_31808 
00BC: text_highpriority 'GF_0079' 5000 ms 1  // Kezdi elveszteni a trelmt. Meglep mdon, csak tncolni szeretne!
0002: jump @GFDATE_31824 

:GFDATE_31808
00BC: text_highpriority 'GF_0031' 5000 ms 1  // O, . gy tnik, hogy unja magt. Gyorsan, csinlj valami szrakoztatt!

:GFDATE_31824
0002: jump @GFDATE_32405 

:GFDATE_31831
00BC: text_highpriority 'GF_0031' 5000 ms 1  // O, . gy tnik, hogy unja magt. Gyorsan, csinlj valami szrakoztatt!
0002: jump @GFDATE_32405 

:GFDATE_31854
00BC: text_highpriority 'GF_0004' 3000 ms 1  // Szia, Carl!
0002: jump @GFDATE_32405 

:GFDATE_31877
00BC: text_highpriority 'GF_0007' 5000 ms 1  // gy tnt, jl rezte magt, de fradtnak ltszik. Jobb lesz, ha hazaviszed.
0002: jump @GFDATE_32405 

:GFDATE_31900
00BC: text_highpriority 'GF_0066' 5000 ms 1  // Oh des. Pocskul reztem magam...
0002: jump @GFDATE_32405 

:GFDATE_31923
00BC: text_highpriority 'GF_0011' 5000 ms 1  // Hzz el, ncsbsz, tl kvrnek tart! Rengeteg halacska szkl mg a tengerben.
0002: jump @GFDATE_32405 

:GFDATE_31946
00D6: if 
08B7:   test 3@ bit 20 
004D: jump_if_false @GFDATE_31987 
00BC: text_highpriority 'GF_0074' 5000 ms 1  // Tbbet kell enned, ha le akarod nygzni ezt a hlgyet, gizdcska!
0002: jump @GFDATE_32405 

:GFDATE_31987
00D6: if 
08B7:   test 3@ bit 21 
004D: jump_if_false @GFDATE_32028 
00BC: text_highpriority 'GF_0053' 5000 ms 1  // Hogy rti azt, hogy 'nem alkalmas'? Mi trtnhetett 'a j humorrzkvel'?
0002: jump @GFDATE_32405 

:GFDATE_32028
00D6: if 
08B7:   test 3@ bit 22 
004D: jump_if_false @GFDATE_32069 
00BC: text_highpriority 'GF_0075' 5000 ms 1  // Tl izmos lettl! Mit reggeliztl, szteroidokat?
0002: jump @GFDATE_32405 

:GFDATE_32069
0002: jump @GFDATE_32405 

:GFDATE_32076
00BC: text_highpriority 'GF_0052' 5000 ms 1  // A j benyomshoz, stlus kell, haver!
0002: jump @GFDATE_32405 

:GFDATE_32099
00BC: text_highpriority 'GF_0034' 5000 ms 1  // Fogalmad sincs, hogyan kell bnni egy hlggyel!
0002: jump @GFDATE_32405 

:GFDATE_32122
00BC: text_highpriority 'GF_0014' 5000 ms 1  // Ez az, felhvott egy kvra! Eljtt a szex ideje...
0002: jump @GFDATE_32405 

:GFDATE_32145
00BC: text_highpriority 'GF_0033' 5000 ms 1  // Igen, akar egy msik randit! Hamarosan nem fog tudni ellenllni...
0002: jump @GFDATE_32405 

:GFDATE_32168
0002: jump @GFDATE_32405 

:GFDATE_32175
00BC: text_highpriority 'GF_0024' 5000 ms 1  // Autbl akarja csinlni? Ez m a veszlyes hlgy!
0002: jump @GFDATE_32405 

:GFDATE_32198
00BC: text_highpriority 'GF_0032' 5000 ms 1  // Ah. Itt van, ltod. Hallra untattad!
0002: jump @GFDATE_32405 

:GFDATE_32221
00BC: text_highpriority 'GF_0047' 5000 ms 1  // Ellopta a kocsidat! Bennetek olyan sok a kzs vons...
0002: jump @GFDATE_32405 

:GFDATE_32244
00BC: text_highpriority 'GF_0054' 5000 ms 1  // Letncoltad rla a harisnyjt! Vidd haza s kiderl, hogy mit rak mg szt...
0002: jump @GFDATE_32405 

:GFDATE_32267
00BC: text_highpriority 'GF_0050' 5000 ms 1  // gy tnik, tetszik neki ez a hely...
0002: jump @GFDATE_32405 

:GFDATE_32290
00BC: text_highpriority 'GF_0051' 5000 ms 1  // gy tnik, hogy nem nagyon szereti ezt a helyet...
0002: jump @GFDATE_32405 

:GFDATE_32313
00BC: text_highpriority 'GF_0070' 5000 ms 1  // Mit hittl? Ez a hely egy szemttelep!
0002: jump @GFDATE_32405 

:GFDATE_32336
00BC: text_highpriority 'GF_0072' 5000 ms 1  // h ember. Kettes szm szably: Ha lehet, ne csapold meg a lny trcjt a randin!
0002: jump @GFDATE_32405 

:GFDATE_32359
00BC: text_highpriority 'GF_0073' 2500 ms 1  // Tl gyorsan vezetsz!
0002: jump @GFDATE_32405 

:GFDATE_32382
00BC: text_highpriority 'GF_0076' 2500 ms 1  // Tl lassan vezetsz!
0002: jump @GFDATE_32405 

:GFDATE_32405
0051: return 

:GFDATE_32407
0006: 26@ = 0 // integer values 

:GFDATE_32414
00D6: if 
075C:   marker 15@(26@,9i) enabled 
004D: jump_if_false @GFDATE_32443 
0164: disable_marker 15@(26@,9i) 

:GFDATE_32443
000A: 26@ += 1 // integer values 
0029:   26@ >= 9 // integer values 
004D: jump_if_false @GFDATE_32414 
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_32485 
0164: disable_marker $1241 

:GFDATE_32485
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_32508 
0151: remove_status_text $9467 

:GFDATE_32508
08C3: clear 3@ bit 11 
0051: return 

:GFDATE_32517
0050: gosub @GFDATE_32407 
0050: gosub @GFDATE_19075 
00BE: text_clear_all 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_32573 
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_32573 
06C9: remove_actor 0@ from_group 

:GFDATE_32573
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_32610 
00D6: if 
06FC: (unknown) 28@ 
004D: jump_if_false @GFDATE_32610 
03CD: car 28@ remove_from_stuck_car_check 

:GFDATE_32610
00D6: if 
0018:   $1236 > 0 // integer values 
004D: jump_if_false @GFDATE_32658 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_32658 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:GFDATE_32658
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_32695 
00D6: if 
06FC: (unknown) $1238 
004D: jump_if_false @GFDATE_32695 
03CD: car $1238 remove_from_stuck_car_check 

:GFDATE_32695
0249: release_model $1240 
0249: release_model $1239 
01C2: remove_references_to_actor $1237 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $1238 // Like turning a car into any random car 
04EF: release_animation "KISSING" 
00D6: if 
0038:   $1219 == 0 // integer values 
004D: jump_if_false @GFDATE_32756 
04EF: release_animation "BLOWJOBZ" 

:GFDATE_32756
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @GFDATE_32816 
08C0: clear $390 bit 2 
00D6: if 
08B7:   test 3@ bit 15 
004D: jump_if_false @GFDATE_32809 
0004: $359($GIRLFRIEND,6i) = -999 // integer values 

:GFDATE_32809
0002: jump @GFDATE_32889 

:GFDATE_32816
00D6: if 
08B7:   test 3@ bit 15 
004D: jump_if_false @GFDATE_32889 
08C0: clear $390 bit 2 
00D6: if 
8184:   not actor 0@ health >= 10 
004D: jump_if_false @GFDATE_32878 
0004: $359($GIRLFRIEND,6i) = -999 // integer values 
0002: jump @GFDATE_32889 

:GFDATE_32878
000C: $359($GIRLFRIEND,6i) -= 10 // integer values 

:GFDATE_32889
00D6: if 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_32914 
08C0: clear $390 bit 2 

:GFDATE_32914
0004: $5297 = 0 // integer values 
0004: $1231 = -1 // integer values 
00D6: if 
08B7:   test 3@ bit 9 
004D: jump_if_false @GFDATE_32978 
00D6: if 
88B4:   not test $390 bit 14 
004D: jump_if_false @GFDATE_32971 
08BA: set $390 bit 8 

:GFDATE_32971
0002: jump @GFDATE_32985 

:GFDATE_32978
08BA: set $390 bit 21 

:GFDATE_32985
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_33033 
039E: set_actor $PLAYER_ACTOR jackable 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 
0A20: (unknown) $PLAYER_CHAR 0 
07B4: (unknown) $PLAYER_CHAR 1 

:GFDATE_33033
08F8: (unknown) 1 
08C0: clear $390 bit 1 
08BB: set $1210 bit $GIRLFRIEND 
004E: end_thread 
0051: return 
0663: write_debug_intvar "IGF_TT_STATUS" $1236 
0663: write_debug_intvar v$9463 24@ 
0663: write_debug_intvar "ICURRENTCARHEALTH" 29@ 
0664: write_debug_floatvar "FTEMP1_SPEED" 14@ 
0664: write_debug_floatvar "FUN_TEMP" $9469 
0663: write_debug_intvar "TIMERB" 33@ 
0663: write_debug_intvar "DATE_TIMER" 32@ 
0663: write_debug_intvar "SUBSTATESTATUS" 2@ 
0871: init_jump_table 1@ total_jumps 11 1 @GFDATE_33651 jumps 0 @GFDATE_33321 1 @GFDATE_33349 2 @GFDATE_33380 3 @GFDATE_33411 4 @GFDATE_33442 5 @GFDATE_33472 6 @GFDATE_33502 
0872: jump_table_jumps 7 @GFDATE_33533 8 @GFDATE_33566 9 @GFDATE_33596 10 @GFDATE_33626 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 

:GFDATE_33321
0662: write_debug_message "STATE0__DATE_INIT" 
0002: jump @GFDATE_33683 

:GFDATE_33349
0662: write_debug_message "STATE1__IDLE_ON_FOOT" 
0002: jump @GFDATE_33683 

:GFDATE_33380
0662: write_debug_message "STATE2__REACHED_DEST" 
0002: jump @GFDATE_33683 

:GFDATE_33411
0662: write_debug_message "STATE3__REACHED_HOME" 
0002: jump @GFDATE_33683 

:GFDATE_33442
0662: write_debug_message "STATE4__IDLE_IN_CAR" 
0002: jump @GFDATE_33683 

:GFDATE_33472
0662: write_debug_message "STATE5__DUMP_PLAYER" 
0002: jump @GFDATE_33683 

:GFDATE_33502
0662: write_debug_message "STATE6__KISS_ON_FOOT" 
0002: jump @GFDATE_33683 

:GFDATE_33533
0662: write_debug_message "STATE7__BLOWJOB_IN_CAR" 
0002: jump @GFDATE_33683 

:GFDATE_33566
0662: write_debug_message "STATE8__GIRL_DRIVES" 
0002: jump @GFDATE_33683 

:GFDATE_33596
0662: write_debug_message "STATE9__FLEE_PLAYER" 
0002: jump @GFDATE_33683 

:GFDATE_33626
0662: write_debug_message "STATE10__DANCE" 
0002: jump @GFDATE_33683 

:GFDATE_33651
0663: write_debug_intvar "UNTRAPPED_STATE___" 1@ 
0002: jump @GFDATE_33683 

:GFDATE_33683
0662: write_debug_message "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 26 (GF_SEX)---------------

:GFSEX
03A4: name_thread 'GFSEX' 
09BD: (unknown) 1 
0006: 7@ = 0 // integer values 
0006: 8@ = 0 // integer values 
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @GFSEX_61 
0004: $1217 = 40 // integer values 
0002: jump @GFSEX_68 

:GFSEX_61
0004: $1217 = 50 // integer values 

:GFSEX_68
0004: $1218 = 1 // integer values 
0006: 9@ = 0 // integer values 
00D6: if 
0019:   9@ > 0 // integer values 
004D: jump_if_false @GFSEX_124 
009A: 24@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:GFSEX_124
0050: gosub @GFSEX_7565 
00D6: if 
0038:   $1219 == 0 // integer values 
004D: jump_if_false @GFSEX_156 
0050: gosub @GFSEX_8036 

:GFSEX_156
0001: wait 0 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 24@ dead 
8038:   not  $359(0@,6i) == -999 // integer values 
8038:   not  $359(0@,6i) == -100 // integer values 
8038:   not  $359(0@,6i) == -99 // integer values 
004D: jump_if_false @GFSEX_243 
0050: gosub @GFSEX_257 
0050: gosub @GFSEX_514 
0050: gosub @GFSEX_12553 
0002: jump @GFSEX_250 

:GFSEX_243
0050: gosub @GFSEX_13715 

:GFSEX_250
0002: jump @GFSEX_156 

:GFSEX_257
00D6: if 
88B7:   not test 9@ bit 1 
004D: jump_if_false @GFSEX_512 
00D6: if 
0038:   $1219 == 1 // integer values 
004D: jump_if_false @GFSEX_316 
08BD: set 9@ bit 1 
0006: 7@ = 9 // integer values 
0006: 8@ = 0 // integer values 
0051: return 

:GFSEX_316
00D6: if 
00E1:   key_pressed 0 17 
004D: jump_if_false @GFSEX_372 
00D6: if 
88B7:   not test 9@ bit 2 
004D: jump_if_false @GFSEX_365 
0050: gosub @GFSEX_9199 
08BD: set 9@ bit 2 

:GFSEX_365
0002: jump @GFSEX_379 

:GFSEX_372
08C3: clear 9@ bit 2 

:GFSEX_379
00D6: if 
00E1:   key_pressed 0 14 
004D: jump_if_false @GFSEX_435 
00D6: if 
88B7:   not test 9@ bit 3 
004D: jump_if_false @GFSEX_428 
0050: gosub @GFSEX_9977 
08BD: set 9@ bit 3 

:GFSEX_428
0002: jump @GFSEX_442 

:GFSEX_435
08C3: clear 9@ bit 3 

:GFSEX_442
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @GFSEX_505 
00D6: if 
88B7:   not test 9@ bit 4 
004D: jump_if_false @GFSEX_498 
0006: 7@ = 2 // integer values 
0006: 8@ = 0 // integer values 
08BD: set 9@ bit 4 

:GFSEX_498
0002: jump @GFSEX_512 

:GFSEX_505
08C3: clear 9@ bit 4 

:GFSEX_512
0051: return 

:GFSEX_514
0871: init_jump_table 7@ total_jumps 10 0 @GFSEX_782 jumps 0 @GFSEX_642 1 @GFSEX_656 2 @GFSEX_670 3 @GFSEX_684 4 @GFSEX_698 5 @GFSEX_712 6 @GFSEX_726 
0872: jump_table_jumps 7 @GFSEX_740 8 @GFSEX_754 9 @GFSEX_768 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 

:GFSEX_642
0050: gosub @GFSEX_784 
0002: jump @GFSEX_782 

:GFSEX_656
0050: gosub @GFSEX_958 
0002: jump @GFSEX_782 

:GFSEX_670
0050: gosub @GFSEX_1707 
0002: jump @GFSEX_782 

:GFSEX_684
0050: gosub @GFSEX_2013 
0002: jump @GFSEX_782 

:GFSEX_698
0050: gosub @GFSEX_3126 
0002: jump @GFSEX_782 

:GFSEX_712
0050: gosub @GFSEX_3555 
0002: jump @GFSEX_782 

:GFSEX_726
0050: gosub @GFSEX_4116 
0002: jump @GFSEX_782 

:GFSEX_740
0050: gosub @GFSEX_5343 
0002: jump @GFSEX_782 

:GFSEX_754
0050: gosub @GFSEX_6084 
0002: jump @GFSEX_782 

:GFSEX_768
0050: gosub @GFSEX_6686 
0002: jump @GFSEX_782 

:GFSEX_782
0051: return 

:GFSEX_784
0871: init_jump_table 8@ total_jumps 2 0 @GFSEX_956 jumps 0 @GFSEX_847 1 @GFSEX_874 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 

:GFSEX_847
08BD: set 9@ bit 1 
016A: fade 0 0 ms 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_956 

:GFSEX_874
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_949 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
06AB: (unknown) 24@ 1 
0581: toggle_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: 0 cars_can_be_damaged 
0050: gosub @GFSEX_8178 
0085: 7@ = 21@ // integer values and handles 
0006: 8@ = 0 // integer values 

:GFSEX_949
0002: jump @GFSEX_956 

:GFSEX_956
0051: return 

:GFSEX_958
0871: init_jump_table 8@ total_jumps 6 0 @GFSEX_1705 jumps 0 @GFSEX_1021 1 @GFSEX_1063 2 @GFSEX_1186 3 @GFSEX_1423 4 @GFSEX_1582 5 @GFSEX_1632 -1 @GFSEX_1705 

:GFSEX_1021
08BD: set 9@ bit 1 
0006: 23@ = -1 // integer values 
0050: gosub @GFSEX_9199 
016A: fade 1 1500 ms 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_1705 

:GFSEX_1063
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_1179 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 1 time 0 
000A: 8@ += 1 // integer values 

:GFSEX_1179
0002: jump @GFSEX_1705 

:GFSEX_1186
0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time 
00D6: if and
0021:   16@ > 0.5 // floating-point values 
0023:   1.0 > 16@ // floating-point values 
004D: jump_if_false @GFSEX_1277 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFSEX_1277 
016A: fade 0 500 ms 
0006: 8@ = 5 // integer values 
0002: jump @GFSEX_1705 

:GFSEX_1277
00D6: if 
0043:   16@ == 1.0 // floating-point values 
004D: jump_if_false @GFSEX_1416 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" from_file "BLOWJOBZ" 4.0 loop 1 0 0 lock 1 time 6000 
0812: AS_actor 24@ perform_animation "BJ_COUCH_LOOP_W" from_file "BLOWJOBZ" 4.0 loop 1 0 0 lock 1 time 6000 
04AE: unknown $1233 radar_icon_or_model 285 
0006: 33@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_1416
0002: jump @GFSEX_1705 

:GFSEX_1423
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFSEX_1457 
016A: fade 0 500 ms 
0006: 8@ = 5 // integer values 
0002: jump @GFSEX_1575 

:GFSEX_1457
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @GFSEX_1575 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_P" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 0 time 0 
0812: AS_actor 24@ perform_animation "BJ_COUCH_END_W" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 0 time 0 
000A: 8@ += 1 // integer values 

:GFSEX_1575
0002: jump @GFSEX_1705 

:GFSEX_1582
062E: (unknown) 24@ 2066 20@ 
00D6: if 
04A4:   20@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFSEX_1625 
016A: fade 0 500 ms 
000A: 8@ += 1 // integer values 

:GFSEX_1625
0002: jump @GFSEX_1705 

:GFSEX_1632
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_1698 
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @GFSEX_1684 
0006: 7@ = 3 // integer values 
0006: 8@ = 0 // integer values 
0002: jump @GFSEX_1698 

:GFSEX_1684
0006: 7@ = 6 // integer values 
0006: 8@ = 0 // integer values 

:GFSEX_1698
0002: jump @GFSEX_1705 

:GFSEX_1705
0051: return 

:GFSEX_1707
0871: init_jump_table 8@ total_jumps 3 0 @GFSEX_2011 jumps 0 @GFSEX_1770 1 @GFSEX_1791 2 @GFSEX_1984 -1 @GFSEX_2011 -1 @GFSEX_2011 -1 @GFSEX_2011 -1 @GFSEX_2011 

:GFSEX_1770
016A: fade 0 1000 ms 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_2011 

:GFSEX_1791
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_1977 
0050: gosub @GFSEX_8764 
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_1841 
0151: remove_status_text $1217 
08C3: clear 9@ bit 13 

:GFSEX_1841
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_1871 
0151: remove_status_text $1218 
08C3: clear 9@ bit 9 

:GFSEX_1871
03E6: remove_text_box 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" 17 
004D: jump_if_false @GFSEX_1938 
0784: (unknown) $PLAYER_CHAR 0 0 17 
070D: rebuild_player $PLAYER_CHAR 

:GFSEX_1938
00D6: if 
0038:   $1219 == 0 // integer values 
004D: jump_if_false @GFSEX_1963 
0619: set_actor $PLAYER_ACTOR collision_detection 1 

:GFSEX_1963
016A: fade 1 1000 ms 
000A: 8@ += 1 // integer values 

:GFSEX_1977
0002: jump @GFSEX_2011 

:GFSEX_1984
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_2004 
0050: gosub @GFSEX_13715 

:GFSEX_2004
0002: jump @GFSEX_2011 

:GFSEX_2011
0051: return 

:GFSEX_2013
0871: init_jump_table 8@ total_jumps 6 0 @GFSEX_3124 jumps 0 @GFSEX_2076 1 @GFSEX_2294 2 @GFSEX_2489 3 @GFSEX_2706 4 @GFSEX_2948 5 @GFSEX_3055 -1 @GFSEX_3124 

:GFSEX_2076
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_2287 
02A3: toggle_widescreen 0 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 24@ 
0050: gosub @GFSEX_8852 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 16@ 
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ z_angle_to 16@ 
0512: permanent_text_box 'GF_0043'  // Nyomj ~k~~PED_SPRINT~-t, amikor az ervonalad megtelt~n~~k~~PED_FIREWEAPON~ Nzet vltsa~n~~k~~VEHICLE_ENTER_EXIT~ Kilps
04F7: status_text $1217 1 line 1 'GF_0017'  // lvezet:
04F7: status_text $1218 1 line 3 'GF_0040'  // Er:
08BD: set 9@ bit 9 
08BD: set 9@ bit 13 
0006: 23@ = 1 // integer values 
0050: gosub @GFSEX_9199 
016A: fade 1 1000 ms 
08C3: clear 9@ bit 1 
000A: 8@ += 1 // integer values 

:GFSEX_2287
0002: jump @GFSEX_3124 

:GFSEX_2294
0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" from_file "SNM" 4.0 loop 1 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" from_file "SNM" 4.0 loop 1 0 0 lock 0 time 0 
08C3: clear 9@ bit 8 
0050: gosub @GFSEX_12387 
00D6: if 
002A:   0 >= $1217 // integer values 
004D: jump_if_false @GFSEX_2436 
0006: 7@ = 4 // integer values 
0006: 8@ = 0 // integer values 
0002: jump @GFSEX_3124 
0002: jump @GFSEX_2475 

:GFSEX_2436
00D6: if 
0028:   $1217 >= 100 // integer values 
004D: jump_if_false @GFSEX_2475 
0006: 7@ = 5 // integer values 
0006: 8@ = 0 // integer values 
0002: jump @GFSEX_3124 

:GFSEX_2475
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_3124 

:GFSEX_2489
0050: gosub @GFSEX_12387 
00D6: if 
0028:   $1218 >= 100 // integer values 
004D: jump_if_false @GFSEX_2521 
000A: 8@ += 1 // integer values 

:GFSEX_2521
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GFSEX_2607 
00D6: if and
88B7:   not test 9@ bit 8 
8611:   not actor $PLAYER_ACTOR animation_is "SPANKINGP" 
004D: jump_if_false @GFSEX_2600 
08BD: set 9@ bit 8 
0050: gosub @GFSEX_11966 
0006: 8@ = 4 // integer values 
0002: jump @GFSEX_3124 

:GFSEX_2600
0002: jump @GFSEX_2614 

:GFSEX_2607
08C3: clear 9@ bit 8 

:GFSEX_2614
00D6: if 
002A:   0 >= $1217 // integer values 
004D: jump_if_false @GFSEX_2660 
0006: 7@ = 4 // integer values 
0006: 8@ = 0 // integer values 
0002: jump @GFSEX_3124 
0002: jump @GFSEX_2699 

:GFSEX_2660
00D6: if 
0038:   $1217 == 100 // integer values 
004D: jump_if_false @GFSEX_2699 
0006: 7@ = 5 // integer values 
0006: 8@ = 0 // integer values 
0002: jump @GFSEX_3124 

:GFSEX_2699
0002: jump @GFSEX_3124 

:GFSEX_2706
0050: gosub @GFSEX_12387 
00D6: if 
0028:   $1218 >= 97 // integer values 
004D: jump_if_false @GFSEX_2824 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GFSEX_2817 
00D6: if and
88B7:   not test 9@ bit 8 
8611:   not actor $PLAYER_ACTOR animation_is "SPANKINGP" 
004D: jump_if_false @GFSEX_2810 
08BD: set 9@ bit 8 
0050: gosub @GFSEX_11966 
0006: 8@ = 4 // integer values 
0002: jump @GFSEX_3124 

:GFSEX_2810
0002: jump @GFSEX_2824 

:GFSEX_2817
08C3: clear 9@ bit 8 

:GFSEX_2824
00D6: if 
002A:   0 >= $1218 // integer values 
004D: jump_if_false @GFSEX_2856 
0050: gosub @GFSEX_11667 
000E: 8@ -= 1 // integer values 

:GFSEX_2856
00D6: if 
002A:   0 >= $1217 // integer values 
004D: jump_if_false @GFSEX_2902 
0006: 7@ = 4 // integer values 
0006: 8@ = 0 // integer values 
0002: jump @GFSEX_3124 
0002: jump @GFSEX_2941 

:GFSEX_2902
00D6: if 
0038:   $1217 == 100 // integer values 
004D: jump_if_false @GFSEX_2941 
0006: 7@ = 5 // integer values 
0006: 8@ = 0 // integer values 
0002: jump @GFSEX_3124 

:GFSEX_2941
0002: jump @GFSEX_3124 

:GFSEX_2948
0050: gosub @GFSEX_12387 
0050: gosub @GFSEX_12007 
0812: AS_actor 24@ perform_animation "SPANKINGW" from_file "SNM" 99.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" from_file "SNM" 99.0 loop 0 0 0 lock 1 time 0 
08C3: clear 9@ bit 5 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_3124 

:GFSEX_3055
0050: gosub @GFSEX_12387 
0050: gosub @GFSEX_12057 
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_3117 
04AE: unknown $1234 radar_icon_or_model 238 
09F1: (unknown) $PLAYER_ACTOR 1190 
0050: gosub @GFSEX_12253 
0006: 8@ = 1 // integer values 

:GFSEX_3117
0002: jump @GFSEX_3124 

:GFSEX_3124
0051: return 

:GFSEX_3126
0871: init_jump_table 8@ total_jumps 3 0 @GFSEX_3553 jumps 0 @GFSEX_3189 1 @GFSEX_3272 2 @GFSEX_3477 -1 @GFSEX_3553 -1 @GFSEX_3553 -1 @GFSEX_3553 -1 @GFSEX_3553 

:GFSEX_3189
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_3219 
0151: remove_status_text $1217 
08C3: clear 9@ bit 13 

:GFSEX_3219
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_3249 
0151: remove_status_text $1218 
08C3: clear 9@ bit 9 

:GFSEX_3249
03E6: remove_text_box 
016A: fade 0 1000 ms 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_3553 

:GFSEX_3272
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3470 
0050: gosub @GFSEX_8852 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 16@ 
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ z_angle_to 16@ 
0812: AS_actor 24@ perform_animation "SPANKEDW" from_file "SNM" 4.0 loop 1 0 0 lock 1 time 600000 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" from_file "SNM" 4.0 loop 1 0 0 lock 1 time 600000 
016A: fade 1 1000 ms 
0006: 33@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_3470
0002: jump @GFSEX_3553 

:GFSEX_3477
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3546 
04AE: unknown $1233 radar_icon_or_model 291 
04AE: unknown $1234 radar_icon_or_model 237 
00D6: if 
0019:   33@ > 7000 // integer values 
004D: jump_if_false @GFSEX_3546 
08C0: clear $390 bit 4 
0006: 7@ = 2 // integer values 
0006: 8@ = 0 // integer values 

:GFSEX_3546
0002: jump @GFSEX_3553 

:GFSEX_3553
0051: return 

:GFSEX_3555
0871: init_jump_table 8@ total_jumps 4 0 @GFSEX_4114 jumps 0 @GFSEX_3618 1 @GFSEX_3701 2 @GFSEX_4000 3 @GFSEX_4042 -1 @GFSEX_4114 -1 @GFSEX_4114 -1 @GFSEX_4114 

:GFSEX_3618
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_3648 
0151: remove_status_text $1217 
08C3: clear 9@ bit 13 

:GFSEX_3648
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_3678 
0151: remove_status_text $1218 
08C3: clear 9@ bit 9 

:GFSEX_3678
03E6: remove_text_box 
016A: fade 0 1000 ms 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_4114 

:GFSEX_3701
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3993 
0050: gosub @GFSEX_8852 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 16@ 
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ z_angle_to 16@ 
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 0.707 3.136 -0.163 
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset 0.427 0.634 -0.5 
015F: set_camera_position 10@ 12@ 14@ 0.0 0.0 0.0 
0160: point_camera 11@ 13@ 15@ 2 
0812: AS_actor 24@ perform_animation "SPANKING_ENDW" from_file "SNM" 4.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" from_file "SNM" 4.0 loop 0 0 0 lock 1 time 0 
016A: fade 1 1000 ms 
000A: 8@ += 1 // integer values 

:GFSEX_3993
0002: jump @GFSEX_4114 

:GFSEX_4000
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_4035 
04AE: unknown $1233 radar_icon_or_model 289 
0006: 33@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_4035
0002: jump @GFSEX_4114 

:GFSEX_4042
0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time 
00D6: if 
0043:   16@ == 1.0 // floating-point values 
004D: jump_if_false @GFSEX_4107 
08BA: set $390 bit 4 
0006: 7@ = 2 // integer values 
0006: 8@ = 0 // integer values 

:GFSEX_4107
0002: jump @GFSEX_4114 

:GFSEX_4114
0051: return 

:GFSEX_4116
0871: init_jump_table 8@ total_jumps 6 0 @GFSEX_5341 jumps 0 @GFSEX_4179 1 @GFSEX_4373 2 @GFSEX_4954 3 @GFSEX_5070 4 @GFSEX_5180 5 @GFSEX_5278 -1 @GFSEX_5341 

:GFSEX_4179
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_4366 
02A3: toggle_widescreen 0 
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 24@ 
0050: gosub @GFSEX_8852 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 16@ 
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 0.0 1.0 -1.0 
0172: 16@ = actor $PLAYER_ACTOR z_angle 
000B: 16@ += 180.0 // floating-point values 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ z_angle_to 16@ 
03C4: set_status_text_to $1217 1 'GF_0017'  // lvezet:
08BD: set 9@ bit 13 
0050: gosub @GFSEX_9199 
0512: permanent_text_box 'GF_0020'  // Nyomd le a(z) ~k~~GO_FORWARD~ s a(z) ~k~~GO_BACK~-t ritmusra~n~~k~~PED_FIREWEAPON~ Nzet vltoztatsa~n~~k~~PED_JUMPING~ Helyzet vltoztatsa~n~~k~~VEHICLE_ENTER_EXIT~ Kilps
016A: fade 1 500 ms 
08C3: clear 9@ bit 1 
000A: 8@ += 1 // integer values 

:GFSEX_4366
0002: jump @GFSEX_5341 

:GFSEX_4373
0006: 33@ = 0 // integer values 
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @GFSEX_4473 
0812: AS_actor 24@ perform_animation "SEX_1_W" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 
000A: 8@ += 1 // integer values 

:GFSEX_4473
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @GFSEX_4710 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SEX_1TO2_P" 
004D: jump_if_false @GFSEX_4635 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time 
00D6: if 
0031:   16@ >= 1.0 // floating-point values 
004D: jump_if_false @GFSEX_4628 
0812: AS_actor 24@ perform_animation "SEX_2_W" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 

:GFSEX_4628
0002: jump @GFSEX_4703 

:GFSEX_4635
0812: AS_actor 24@ perform_animation "SEX_2_W" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 

:GFSEX_4703
000A: 8@ += 1 // integer values 

:GFSEX_4710
00D6: if 
0039:   22@ == 2 // integer values 
004D: jump_if_false @GFSEX_4947 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SEX_2TO3_P" 
004D: jump_if_false @GFSEX_4872 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time 
00D6: if 
0031:   16@ >= 1.0 // floating-point values 
004D: jump_if_false @GFSEX_4865 
0812: AS_actor 24@ perform_animation "SEX_3_W" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 

:GFSEX_4865
0002: jump @GFSEX_4940 

:GFSEX_4872
0812: AS_actor 24@ perform_animation "SEX_3_W" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" from_file "SEX" 4.0 loop 1 0 0 lock 0 time 0 

:GFSEX_4940
000A: 8@ += 1 // integer values 

:GFSEX_4947
0002: jump @GFSEX_5341 

:GFSEX_4954
0050: gosub @GFSEX_10324 
0050: gosub @GFSEX_10735 
00D6: if 
0038:   $1217 == 100 // integer values 
004D: jump_if_false @GFSEX_5022 
04AE: unknown $1233 radar_icon_or_model 286 
01B4: set_player $PLAYER_CHAR frozen_state 0 
08BD: set 9@ bit 1 
08BA: set $390 bit 4 
000A: 8@ += 1 // integer values 

:GFSEX_5022
00D6: if 
0038:   $1217 == 0 // integer values 
004D: jump_if_false @GFSEX_5063 
08C0: clear $390 bit 4 
03E6: remove_text_box 
0006: 7@ = 8 // integer values 
0006: 8@ = 0 // integer values 

:GFSEX_5063
0002: jump @GFSEX_5341 

:GFSEX_5070
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @GFSEX_5095 
000A: 8@ += 1 // integer values 

:GFSEX_5095
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @GFSEX_5134 
0050: gosub @GFSEX_9199 
0006: 22@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_5134
00D6: if 
0039:   22@ == 2 // integer values 
004D: jump_if_false @GFSEX_5173 
0050: gosub @GFSEX_9199 
0006: 22@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_5173
0002: jump @GFSEX_5341 

:GFSEX_5180
0812: AS_actor 24@ perform_animation "SEX_1_CUM_W" from_file "SEX" 4.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_P" from_file "SEX" 4.0 loop 0 0 0 lock 1 time 0 
04AE: unknown $1233 radar_icon_or_model 289 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_5341 

:GFSEX_5278
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time 
00D6: if 
0043:   16@ == 1.0 // floating-point values 
004D: jump_if_false @GFSEX_5334 
0006: 7@ = 2 // integer values 
0006: 8@ = 0 // integer values 

:GFSEX_5334
0002: jump @GFSEX_5341 

:GFSEX_5341
0051: return 

:GFSEX_5343
0871: init_jump_table 8@ total_jumps 6 0 @GFSEX_6082 jumps 0 @GFSEX_5406 1 @GFSEX_5448 2 @GFSEX_5571 3 @GFSEX_5800 4 @GFSEX_5959 5 @GFSEX_6009 -1 @GFSEX_6082 

:GFSEX_5406
08BD: set 9@ bit 1 
0006: 23@ = -1 // integer values 
0050: gosub @GFSEX_9199 
016A: fade 1 1500 ms 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_6082 

:GFSEX_5448
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_5564 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor 24@ perform_animation "BJ_STAND_START_W" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 1 time 0 
000A: 8@ += 1 // integer values 

:GFSEX_5564
0002: jump @GFSEX_6082 

:GFSEX_5571
0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time 
00D6: if and
0021:   16@ > 0.5 // floating-point values 
0023:   1.0 > 16@ // floating-point values 
004D: jump_if_false @GFSEX_5662 
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFSEX_5662 
016A: fade 0 500 ms 
0006: 8@ = 5 // integer values 
0002: jump @GFSEX_6082 

:GFSEX_5662
00D6: if 
0043:   16@ == 1.0 // floating-point values 
004D: jump_if_false @GFSEX_5793 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" from_file "BLOWJOBZ" 4.0 loop 1 0 0 lock 1 time 6000 
0812: AS_actor 24@ perform_animation "BJ_STAND_LOOP_W" from_file "BLOWJOBZ" 4.0 loop 1 0 0 lock 1 time 6000 
0006: 33@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_5793
0002: jump @GFSEX_6082 

:GFSEX_5800
00D6: if 
08D0: (unknown) 
004D: jump_if_false @GFSEX_5834 
016A: fade 0 500 ms 
0006: 8@ = 5 // integer values 
0002: jump @GFSEX_5952 

:GFSEX_5834
00D6: if 
0019:   33@ > 6000 // integer values 
004D: jump_if_false @GFSEX_5952 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 0 time 0 
0812: AS_actor 24@ perform_animation "BJ_STAND_END_W" from_file "BLOWJOBZ" 4.0 loop 0 0 0 lock 0 time 0 
000A: 8@ += 1 // integer values 

:GFSEX_5952
0002: jump @GFSEX_6082 

:GFSEX_5959
062E: (unknown) 24@ 2066 20@ 
00D6: if 
04A4:   20@ == 7 // integer values OR floating-point values 
004D: jump_if_false @GFSEX_6002 
016A: fade 0 500 ms 
000A: 8@ += 1 // integer values 

:GFSEX_6002
0002: jump @GFSEX_6082 

:GFSEX_6009
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_6075 
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @GFSEX_6061 
0006: 7@ = 3 // integer values 
0006: 8@ = 0 // integer values 
0002: jump @GFSEX_6075 

:GFSEX_6061
0006: 7@ = 6 // integer values 
0006: 8@ = 0 // integer values 

:GFSEX_6075
0002: jump @GFSEX_6082 

:GFSEX_6082
0051: return 

:GFSEX_6084
0871: init_jump_table 8@ total_jumps 2 0 @GFSEX_6684 jumps 0 @GFSEX_6147 1 @GFSEX_6508 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 

:GFSEX_6147
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @GFSEX_6265 
0812: AS_actor 24@ perform_animation "SEX_1_FAIL_W" from_file "SEX" 4.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_P" from_file "SEX" 4.0 loop 0 0 0 lock 1 time 0 
04AE: unknown $1233 radar_icon_or_model 288 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_6684 

:GFSEX_6265
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @GFSEX_6383 
0812: AS_actor 24@ perform_animation "SEX_2_FAIL_W" from_file "SEX" 4.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_P" from_file "SEX" 4.0 loop 0 0 0 lock 1 time 0 
04AE: unknown $1233 radar_icon_or_model 288 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_6684 

:GFSEX_6383
00D6: if 
0039:   22@ == 2 // integer values 
004D: jump_if_false @GFSEX_6501 
0812: AS_actor 24@ perform_animation "SEX_3_FAIL_W" from_file "SEX" 4.0 loop 0 0 0 lock 1 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_P" from_file "SEX" 4.0 loop 0 0 0 lock 1 time 0 
04AE: unknown $1233 radar_icon_or_model 288 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_6684 

:GFSEX_6501
0002: jump @GFSEX_6684 

:GFSEX_6508
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @GFSEX_6555 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time 
0002: jump @GFSEX_6642 

:GFSEX_6555
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @GFSEX_6602 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time 
0002: jump @GFSEX_6642 

:GFSEX_6602
00D6: if 
0039:   22@ == 2 // integer values 
004D: jump_if_false @GFSEX_6642 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time 

:GFSEX_6642
00D6: if 
0043:   16@ == 1.0 // floating-point values 
004D: jump_if_false @GFSEX_6677 
0006: 7@ = 2 // integer values 
0006: 8@ = 0 // integer values 

:GFSEX_6677
0002: jump @GFSEX_6684 

:GFSEX_6684
0051: return 

:GFSEX_6686
0871: init_jump_table 8@ total_jumps 8 0 @GFSEX_7563 jumps 0 @GFSEX_6814 1 @GFSEX_6895 2 @GFSEX_7180 3 @GFSEX_7222 4 @GFSEX_7284 5 @GFSEX_7385 6 @GFSEX_7447 
0872: jump_table_jumps 7 @GFSEX_7509 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 

:GFSEX_6814
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GFSEX_6860 
03C0: 25@ = actor $PLAYER_ACTOR car 
02AC: set_car 25@ immunities 1 1 1 1 1 
0002: jump @GFSEX_6875 

:GFSEX_6860
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 

:GFSEX_6875
016A: fade 0 0 ms 
000A: 8@ += 1 // integer values 
0002: jump @GFSEX_7563 

:GFSEX_6895
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_7173 
04BB: select_interior 0 // select render area 
0860: link_actor 24@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @GFSEX_6964 
00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 5@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 6@ 

:GFSEX_6964
03CB: set_camera 3@ 4@ 5@ 
04E4: unknown_refresh_game_renderer_at 3@ 4@ 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
0581: toggle_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
0050: gosub @GFSEX_13248 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0619: set_actor 24@ collision_detection 0 
0337: set_actor 24@ visibility 0 
015F: set_camera_position 10@ 12@ 14@ 0.0 0.0 0.0 
0160: point_camera 11@ 13@ 15@ 2 
099C: jiggle_camera type 5 duration 5000.0 intensity 10.0 
00BF: 20@ = current_time_hours, 21@ = current_time_minutes 
000A: 21@ += 30 // integer values 
00D6: if 
0019:   21@ > 60 // integer values 
004D: jump_if_false @GFSEX_7151 
000E: 21@ -= 60 // integer values 
000A: 20@ += 1 // integer values 

:GFSEX_7151
00C0: set_current_time 20@ 21@ 
016A: fade 1 1000 ms 
000A: 8@ += 1 // integer values 

:GFSEX_7173
0002: jump @GFSEX_7563 

:GFSEX_7180
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_7215 
04AE: unknown $1233 radar_icon_or_model 284 
0006: 33@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_7215
0002: jump @GFSEX_7563 

:GFSEX_7222
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @GFSEX_7277 
04AE: unknown $1233 radar_icon_or_model 284 
0006: 33@ = 0 // integer values 
099C: jiggle_camera type 5 duration 3000.0 intensity 15.0 
000A: 8@ += 1 // integer values 

:GFSEX_7277
0002: jump @GFSEX_7563 

:GFSEX_7284
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @GFSEX_7378 
0004: $1233 = -2 // integer values 
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @GFSEX_7343 
04AE: unknown $1234 radar_icon_or_model 239 
0002: jump @GFSEX_7350 

:GFSEX_7343
04AE: unknown $1234 radar_icon_or_model 117 

:GFSEX_7350
099C: jiggle_camera type 5 duration 3000.0 intensity 20.0 
0006: 33@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_7378
0002: jump @GFSEX_7563 

:GFSEX_7385
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @GFSEX_7440 
04AE: unknown $1233 radar_icon_or_model 287 
099C: jiggle_camera type 5 duration 4000.0 intensity 30.0 
0006: 33@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_7440
0002: jump @GFSEX_7563 

:GFSEX_7447
00D6: if 
0019:   33@ > 4000 // integer values 
004D: jump_if_false @GFSEX_7502 
04AE: unknown $1233 radar_icon_or_model 290 
099C: jiggle_camera type 5 duration 3000.0 intensity 5.0 
0006: 33@ = 0 // integer values 
000A: 8@ += 1 // integer values 

:GFSEX_7502
0002: jump @GFSEX_7563 

:GFSEX_7509
00D6: if 
0019:   33@ > 3000 // integer values 
004D: jump_if_false @GFSEX_7556 
08BA: set $390 bit 2 
08BA: set $390 bit 4 
0006: 7@ = 2 // integer values 
0006: 8@ = 0 // integer values 

:GFSEX_7556
0002: jump @GFSEX_7563 

:GFSEX_7563
0051: return 

:GFSEX_7565
0871: init_jump_table 0@ total_jumps 6 0 @GFSEX_7982 jumps 0 @GFSEX_7628 1 @GFSEX_7687 2 @GFSEX_7746 3 @GFSEX_7805 4 @GFSEX_7864 5 @GFSEX_7923 -1 @GFSEX_7982 

:GFSEX_7628
023C: request_special_actor 'GANGRL2' as 1 

:GFSEX_7641
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7680 
0001: wait 0 ms 
023C: request_special_actor 'GANGRL2' as 1 
0002: jump @GFSEX_7641 

:GFSEX_7680
0002: jump @GFSEX_7982 

:GFSEX_7687
023C: request_special_actor 'MECGRL2' as 1 

:GFSEX_7700
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7739 
0001: wait 0 ms 
023C: request_special_actor 'MECGRL2' as 1 
0002: jump @GFSEX_7700 

:GFSEX_7739
0002: jump @GFSEX_7982 

:GFSEX_7746
023C: request_special_actor 'GUNGRL2' as 1 

:GFSEX_7759
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7798 
0001: wait 0 ms 
023C: request_special_actor 'GUNGRL2' as 1 
0002: jump @GFSEX_7759 

:GFSEX_7798
0002: jump @GFSEX_7982 

:GFSEX_7805
023C: request_special_actor 'COPGRL2' as 1 

:GFSEX_7818
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7857 
0001: wait 0 ms 
023C: request_special_actor 'COPGRL2' as 1 
0002: jump @GFSEX_7818 

:GFSEX_7857
0002: jump @GFSEX_7982 

:GFSEX_7864
023C: request_special_actor 'NURGRL2' as 1 

:GFSEX_7877
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7916 
0001: wait 0 ms 
023C: request_special_actor 'NURGRL2' as 1 
0002: jump @GFSEX_7877 

:GFSEX_7916
0002: jump @GFSEX_7982 

:GFSEX_7923
023C: request_special_actor 'CROGRL2' as 1 

:GFSEX_7936
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7975 
0001: wait 0 ms 
023C: request_special_actor 'CROGRL2' as 1 
0002: jump @GFSEX_7936 

:GFSEX_7975
0002: jump @GFSEX_7982 

:GFSEX_7982
009A: 24@ = create_actor 5 #SPECIAL01 at 0.0 0.0 0.0 
02AB: set_actor 24@ immunities 1 1 1 1 1 
0619: set_actor 24@ collision_detection 0 
01C5: remove_actor_from_mission_cleanup_list 24@ 
0051: return 

:GFSEX_8036
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 

:GFSEX_8073
0001: wait 0 ms 
00D6: if and
04EE:   animation "BLOWJOBZ" loaded 
04EE:   animation "SEX" loaded 
04EE:   animation "KISSING" loaded 
04EE:   animation "SNM" loaded 
004D: jump_if_false @GFSEX_8134 
0051: return 
0002: jump @GFSEX_8178 

:GFSEX_8134
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 
0002: jump @GFSEX_8073 

:GFSEX_8178
0871: init_jump_table 0@ total_jumps 6 0 @GFSEX_8607 jumps 0 @GFSEX_8241 1 @GFSEX_8302 2 @GFSEX_8363 3 @GFSEX_8424 4 @GFSEX_8485 5 @GFSEX_8546 -1 @GFSEX_8607 

:GFSEX_8241
0007: 10@ = 245.6252 // floating-point values 
0007: 12@ = 304.1411 // floating-point values 
0007: 14@ = 998.32 // floating-point values 
0007: 16@ = 0.0 // floating-point values 
0006: 20@ = 1 // integer values 
0006: 21@ = 1 // integer values 
0002: jump @GFSEX_8607 

:GFSEX_8302
0007: 10@ = 306.1999 // floating-point values 
0007: 12@ = 305.1225 // floating-point values 
0007: 14@ = 1002.297 // floating-point values 
0007: 16@ = 90.0 // floating-point values 
0006: 20@ = 4 // integer values 
0006: 21@ = 1 // integer values 
0002: jump @GFSEX_8607 

:GFSEX_8363
0007: 10@ = 288.7753 // floating-point values 
0007: 12@ = 308.4772 // floating-point values 
0007: 14@ = 998.1641 // floating-point values 
0007: 16@ = 213.8029 // floating-point values 
0006: 20@ = 3 // integer values 
0006: 21@ = 7 // integer values 
0002: jump @GFSEX_8607 

:GFSEX_8424
0007: 10@ = 324.6405 // floating-point values 
0007: 12@ = 307.4622 // floating-point values 
0007: 14@ = 998.1558 // floating-point values 
0007: 16@ = 175.0 // floating-point values 
0006: 20@ = 5 // integer values 
0006: 21@ = 7 // integer values 
0002: jump @GFSEX_8607 

:GFSEX_8485
0007: 10@ = 271.4699 // floating-point values 
0007: 12@ = 307.2668 // floating-point values 
0007: 14@ = 998.32 // floating-point values 
0007: 16@ = 265.0 // floating-point values 
0006: 20@ = 2 // integer values 
0006: 21@ = 1 // integer values 
0002: jump @GFSEX_8607 

:GFSEX_8546
0007: 10@ = 345.6252 // floating-point values 
0007: 12@ = 304.1411 // floating-point values 
0007: 14@ = 998.25 // floating-point values 
0007: 16@ = 0.0 // floating-point values 
0006: 20@ = 6 // integer values 
0006: 21@ = 1 // integer values 
0002: jump @GFSEX_8607 

:GFSEX_8607
0792: (unknown) $PLAYER_ACTOR 
0792: (unknown) 24@ 
0619: set_actor 24@ collision_detection 0 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 16@ 
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 0.0 1.0 -1.0 
0172: 16@ = actor $PLAYER_ACTOR z_angle 
000B: 16@ += 180.0 // floating-point values 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ z_angle_to 16@ 
04BB: select_interior 20@ // select render area 
0860: link_actor 24@ to_interior 20@ 
0860: link_actor $PLAYER_ACTOR to_interior 20@ 
03CB: set_camera 10@ 12@ 14@ 
04E4: unknown_refresh_game_renderer_at 10@ 12@ 
0051: return 

:GFSEX_8764
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0395: clear_area 1 at 3@ 4@ 5@ range 3.0 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @GFSEX_8831 
00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 5@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 6@ 

:GFSEX_8831
04E4: unknown_refresh_game_renderer_at 3@ 4@ 
03CB: set_camera 3@ 4@ 5@ 
0051: return 

:GFSEX_8852
0871: init_jump_table 0@ total_jumps 6 0 @GFSEX_9197 jumps 0 @GFSEX_8915 1 @GFSEX_9009 2 @GFSEX_9056 3 @GFSEX_8962 4 @GFSEX_9103 5 @GFSEX_9150 -1 @GFSEX_9197 

:GFSEX_8915
0007: 10@ = 245.617 // floating-point values 
0007: 12@ = 301.507 // floating-point values 
0007: 14@ = 999.046 // floating-point values 
0007: 16@ = 0.0 // floating-point values 
0002: jump @GFSEX_9197 

:GFSEX_8962
0007: 10@ = 318.4 // floating-point values 
0007: 12@ = 311.85 // floating-point values 
0007: 14@ = 998.8 // floating-point values 
0007: 16@ = 110.0 // floating-point values 
0002: jump @GFSEX_9197 

:GFSEX_9009
0007: 10@ = 308.8862 // floating-point values 
0007: 12@ = 301.9657 // floating-point values 
0007: 14@ = 1003.0 // floating-point values 
0007: 16@ = 0.0 // floating-point values 
0002: jump @GFSEX_9197 

:GFSEX_9056
0007: 10@ = 282.5775 // floating-point values 
0007: 12@ = 307.7573 // floating-point values 
0007: 14@ = 1002.391 // floating-point values 
0007: 16@ = 0.0 // floating-point values 
0002: jump @GFSEX_9197 

:GFSEX_9103
0007: 10@ = 270.12 // floating-point values 
0007: 12@ = 307.737 // floating-point values 
0007: 14@ = 999.0204 // floating-point values 
0007: 16@ = 180.0 // floating-point values 
0002: jump @GFSEX_9197 

:GFSEX_9150
0007: 10@ = 345.617 // floating-point values 
0007: 12@ = 301.507 // floating-point values 
0007: 14@ = 998.8 // floating-point values 
0007: 16@ = 0.0 // floating-point values 
0002: jump @GFSEX_9197 

:GFSEX_9197
0051: return 

:GFSEX_9199
0871: init_jump_table 23@ total_jumps 5 1 @GFSEX_9803 jumps -1 @GFSEX_9262 0 @GFSEX_9327 1 @GFSEX_9446 2 @GFSEX_9565 3 @GFSEX_9684 -1 @GFSEX_9929 -1 @GFSEX_9929 

:GFSEX_9262
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 1.8 2.9 0.353 
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset 1.0 0.8701 0.1828 
0002: jump @GFSEX_9929 

:GFSEX_9327
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset -0.6375 2.3043 0.1065 
00D6: if 
0039:   7@ == 3 // integer values 
004D: jump_if_false @GFSEX_9410 
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset -0.3435 1.4278 -0.1 
0002: jump @GFSEX_9439 

:GFSEX_9410
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset -0.3435 1.4278 -0.2746 

:GFSEX_9439
0002: jump @GFSEX_9929 

:GFSEX_9446
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 1.5989 0.7828 -0.2044 
00D6: if 
0039:   7@ == 3 // integer values 
004D: jump_if_false @GFSEX_9529 
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset 0.6223 0.6748 -0.2 
0002: jump @GFSEX_9558 

:GFSEX_9529
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset 0.6223 0.6748 -0.3904 

:GFSEX_9558
0002: jump @GFSEX_9929 

:GFSEX_9565
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset 0.9748 -0.1026 0.7511 
00D6: if 
0039:   7@ == 3 // integer values 
004D: jump_if_false @GFSEX_9648 
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset 0.4155 0.3026 0.01 
0002: jump @GFSEX_9677 

:GFSEX_9648
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset 0.4155 0.3026 0.0279 

:GFSEX_9677
0002: jump @GFSEX_9929 

:GFSEX_9684
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset -1.3103 1.6396 -0.6208 
00D6: if 
0039:   7@ == 3 // integer values 
004D: jump_if_false @GFSEX_9767 
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset -0.49 1.0874 -0.2 
0002: jump @GFSEX_9796 

:GFSEX_9767
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset -0.49 1.0874 -0.4726 

:GFSEX_9796
0002: jump @GFSEX_9929 

:GFSEX_9803
0006: 23@ = 0 // integer values 
04C4: create_coordinate 10@ 12@ 14@ from_actor $PLAYER_ACTOR offset -0.6375 2.3043 0.1065 
00D6: if 
0039:   7@ == 3 // integer values 
004D: jump_if_false @GFSEX_9893 
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset -0.3435 1.4278 0.0 
0002: jump @GFSEX_9922 

:GFSEX_9893
04C4: create_coordinate 11@ 13@ 15@ from_actor $PLAYER_ACTOR offset -0.3435 1.4278 -0.2746 

:GFSEX_9922
0002: jump @GFSEX_9929 

:GFSEX_9929
015F: set_camera_position 10@ 12@ 14@ 0.0 0.0 0.0 
0160: point_camera 11@ 13@ 15@ 2 
000A: 23@ += 1 // integer values 
0051: return 

:GFSEX_9977
00D6: if 
0039:   7@ == 6 // integer values 
004D: jump_if_false @GFSEX_10322 
000A: 22@ += 1 // integer values 
0871: init_jump_table 22@ total_jumps 3 0 @GFSEX_10315 jumps 1 @GFSEX_10065 2 @GFSEX_10146 3 @GFSEX_10227 -1 @GFSEX_10315 -1 @GFSEX_10315 -1 @GFSEX_10315 -1 @GFSEX_10315 

:GFSEX_10065
0812: AS_actor 24@ perform_animation "SEX_1TO2_W" from_file "SEX" 4.0 loop 0 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" from_file "SEX" 4.0 loop 0 0 0 lock 0 time 0 
0002: jump @GFSEX_10315 

:GFSEX_10146
0812: AS_actor 24@ perform_animation "SEX_2TO3_W" from_file "SEX" 4.0 loop 0 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" from_file "SEX" 4.0 loop 0 0 0 lock 0 time 0 
0002: jump @GFSEX_10315 

:GFSEX_10227
0006: 22@ = 0 // integer values 
0812: AS_actor 24@ perform_animation "SEX_3TO1_W" from_file "SEX" 4.0 loop 0 0 0 lock 0 time 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" from_file "SEX" 4.0 loop 0 0 0 lock 0 time 0 
0002: jump @GFSEX_10315 

:GFSEX_10315
0006: 8@ = 1 // integer values 

:GFSEX_10322
0051: return 

:GFSEX_10324
008B: 20@ = $1217 // integer values and handles 
0016: 20@ /= 10 // integer values 
00D6: if 
001B:   3 > 20@ // integer values 
004D: jump_if_false @GFSEX_10364 
0006: 20@ = 0 // integer values 

:GFSEX_10364
0871: init_jump_table 20@ total_jumps 8 0 @GFSEX_10733 jumps 0 @GFSEX_10492 3 @GFSEX_10523 4 @GFSEX_10554 5 @GFSEX_10585 6 @GFSEX_10616 7 @GFSEX_10647 8 @GFSEX_10678 
0872: jump_table_jumps 9 @GFSEX_10709 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 

:GFSEX_10492
0007: 16@ = 0.035 // floating-point values 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10523
0007: 16@ = 0.045 // floating-point values 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10554
0007: 16@ = 0.05 // floating-point values 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10585
0007: 16@ = 0.055 // floating-point values 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10616
0007: 16@ = 0.055 // floating-point values 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10647
0007: 16@ = 0.08 // floating-point values 
08BD: set 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10678
0007: 16@ = 0.08 // floating-point values 
08BD: set 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10709
0007: 16@ = 0.09 // floating-point values 
08BD: set 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10733
0051: return 

:GFSEX_10735
0871: init_jump_table 22@ total_jumps 3 0 @GFSEX_11167 jumps 0 @GFSEX_10798 1 @GFSEX_10921 2 @GFSEX_11044 -1 @GFSEX_11167 -1 @GFSEX_11167 -1 @GFSEX_11167 -1 @GFSEX_11167 

:GFSEX_10798
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SEX_1_P" 
004D: jump_if_false @GFSEX_10856 
0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to $1220 

:GFSEX_10856
00D6: if 
0611:   actor 24@ animation_is "SEX_1_W" 
004D: jump_if_false @GFSEX_10914 
0612: set_actor 24@ animation "SEX_1_W" paused 0 
0614: set_actor 24@ animation "SEX_1_W" progress_to $1220 

:GFSEX_10914
0002: jump @GFSEX_11167 

:GFSEX_10921
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SEX_2_P" 
004D: jump_if_false @GFSEX_10979 
0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to $1220 

:GFSEX_10979
00D6: if 
0611:   actor 24@ animation_is "SEX_2_W" 
004D: jump_if_false @GFSEX_11037 
0612: set_actor 24@ animation "SEX_2_W" paused 0 
0614: set_actor 24@ animation "SEX_2_W" progress_to $1220 

:GFSEX_11037
0002: jump @GFSEX_11167 

:GFSEX_11044
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SEX_3_P" 
004D: jump_if_false @GFSEX_11102 
0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to $1220 

:GFSEX_11102
00D6: if 
0611:   actor 24@ animation_is "SEX_3_W" 
004D: jump_if_false @GFSEX_11160 
0612: set_actor 24@ animation "SEX_3_W" paused 0 
0614: set_actor 24@ animation "SEX_3_W" progress_to $1220 

:GFSEX_11160
0002: jump @GFSEX_11167 

:GFSEX_11167
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_11200 
0067: $1220 -= 16@ // floating-point values 
0002: jump @GFSEX_11208 

:GFSEX_11200
005F: $1220 += 16@ // floating-point values 

:GFSEX_11208
00D6: if 
0032:   0.0 >= $1220 // floating-point values 
004D: jump_if_false @GFSEX_11253 
0005: $1220 = 0.01 // floating-point values 
08C3: clear 9@ bit 5 
0050: gosub @GFSEX_11328 

:GFSEX_11253
00D6: if 
0030:   $1220 >= 1.0 // floating-point values 
004D: jump_if_false @GFSEX_11298 
0005: $1220 = 0.99 // floating-point values 
08BD: set 9@ bit 5 
0050: gosub @GFSEX_11328 

:GFSEX_11298
00D6: if 
0042:   $1220 == 0.5 // floating-point values 
004D: jump_if_false @GFSEX_11326 
0050: gosub @GFSEX_11328 

:GFSEX_11326
0051: return 

:GFSEX_11328
0494: get_joystick_data 0 $1213 $1214 $1215 $1216 
008F: 17@ = integer_to_float $1214 
0017: 17@ /= 128.0 // floating-point values 
00D6: if 
0042:   $1220 == 0.5 // floating-point values 
004D: jump_if_false @GFSEX_11427 
00D6: if 
0023:   0.0 > 17@ // floating-point values 
004D: jump_if_false @GFSEX_11418 
0050: gosub @GFSEX_11562 
0002: jump @GFSEX_11427 

:GFSEX_11418
0050: gosub @GFSEX_11667 
0051: return 

:GFSEX_11427
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_11518 
015B: (unknown) 0 200 100 
04AE: unknown $1233 radar_icon_or_model 283 
04AE: unknown $1234 radar_icon_or_model 116 
00D6: if 
0023:   -0.8 > 17@ // floating-point values 
004D: jump_if_false @GFSEX_11504 
0050: gosub @GFSEX_11562 
0002: jump @GFSEX_11511 

:GFSEX_11504
0050: gosub @GFSEX_11667 

:GFSEX_11511
0002: jump @GFSEX_11560 

:GFSEX_11518
00D6: if 
0021:   17@ > 0.8 // floating-point values 
004D: jump_if_false @GFSEX_11553 
0050: gosub @GFSEX_11562 
0002: jump @GFSEX_11560 

:GFSEX_11553
0050: gosub @GFSEX_11667 

:GFSEX_11560
0051: return 

:GFSEX_11562
00D6: if 
001A:   100 > $1217 // integer values 
004D: jump_if_false @GFSEX_11658 
00D6: if 
08B7:   test 9@ bit 6 
004D: jump_if_false @GFSEX_11612 
0008: $1217 += 5 // integer values 
0002: jump @GFSEX_11651 

:GFSEX_11612
00D6: if 
08B7:   test 9@ bit 7 
004D: jump_if_false @GFSEX_11644 
0008: $1217 += 10 // integer values 
0002: jump @GFSEX_11651 

:GFSEX_11644
0008: $1217 += 1 // integer values 

:GFSEX_11651
0002: jump @GFSEX_11665 

:GFSEX_11658
0004: $1217 = 100 // integer values 

:GFSEX_11665
0051: return 

:GFSEX_11667
00D6: if 
0019:   33@ > 5000 // integer values 
004D: jump_if_false @GFSEX_11764 
00D6: if 
0018:   $1217 > 0 // integer values 
004D: jump_if_false @GFSEX_11757 
00D6: if and
0018:   $1217 > 10 // integer values 
88B7:   not test 9@ bit 6 
004D: jump_if_false @GFSEX_11743 
000C: $1217 -= 5 // integer values 
0002: jump @GFSEX_11750 

:GFSEX_11743
000C: $1217 -= 1 // integer values 

:GFSEX_11750
0002: jump @GFSEX_11764 

:GFSEX_11757
0004: $1217 = 0 // integer values 

:GFSEX_11764
0051: return 

:GFSEX_11766
00D6: if 
0021:   18@ > 90.0 // floating-point values 
004D: jump_if_false @GFSEX_11797 
0007: 18@ = 0.0 // floating-point values 

:GFSEX_11797
02F6: 19@ = cosine 18@ // sinus swapped with cosine 
0013: 19@ *= 13.5 // floating-point values 
0092: 20@ = float_to_integer 19@ 
005C: 20@ += $1218 // integer values 
00D6: if 
0029:   20@ >= 100 // integer values 
004D: jump_if_false @GFSEX_11863 
0004: $1218 = 100 // integer values 
0002: jump @GFSEX_11871 

:GFSEX_11863
008A: $1218 = 20@ // integer values and handles 

:GFSEX_11871
000B: 18@ += 1.0 // floating-point values 
0051: return 

:GFSEX_11883
0007: 18@ = 0.0 // floating-point values 
00D6: if 
0028:   $1218 >= 97 // integer values 
004D: jump_if_false @GFSEX_11925 
000C: $1218 -= 3 // integer values 
0002: jump @GFSEX_11964 

:GFSEX_11925
00D6: if 
002A:   7 >= $1218 // integer values 
004D: jump_if_false @GFSEX_11957 
0004: $1218 = 0 // integer values 
0002: jump @GFSEX_11964 

:GFSEX_11957
000C: $1218 -= 7 // integer values 

:GFSEX_11964
0051: return 

:GFSEX_11966
00D6: if 
0028:   $1218 >= 97 // integer values 
004D: jump_if_false @GFSEX_11998 
08BD: set 9@ bit 10 
0002: jump @GFSEX_12005 

:GFSEX_11998
08C3: clear 9@ bit 10 

:GFSEX_12005
0051: return 

:GFSEX_12007
0007: 16@ = 0.025 // floating-point values 
00D6: if 
08B7:   test 9@ bit 10 
004D: jump_if_false @GFSEX_12045 
000B: 16@ += 0.015 // floating-point values 

:GFSEX_12045
0005: $1220 = 0.01 // floating-point values 
0051: return 

:GFSEX_12057
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "SPANKINGP" 
004D: jump_if_false @GFSEX_12121 
0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to $1220 

:GFSEX_12121
00D6: if 
0611:   actor 24@ animation_is "SPANKINGW" 
004D: jump_if_false @GFSEX_12185 
0612: set_actor 24@ animation "SPANKINGW" paused 0 
0614: set_actor 24@ animation "SPANKINGW" progress_to $1220 

:GFSEX_12185
00D6: if 
88B7:   not test 9@ bit 5 
004D: jump_if_false @GFSEX_12211 
005F: $1220 += 16@ // floating-point values 

:GFSEX_12211
00D6: if 
0030:   $1220 >= 1.0 // floating-point values 
004D: jump_if_false @GFSEX_12251 
0005: $1220 = 0.99 // floating-point values 
08BD: set 9@ bit 5 
0051: return 

:GFSEX_12251
0051: return 

:GFSEX_12253
00D6: if 
08B7:   test 9@ bit 10 
004D: jump_if_false @GFSEX_12325 
04AE: unknown $1233 radar_icon_or_model 286 
00D6: if 
002A:   100 >= $1217 // integer values 
004D: jump_if_false @GFSEX_12311 
0008: $1217 += 10 // integer values 
0002: jump @GFSEX_12318 

:GFSEX_12311
0004: $1217 = 100 // integer values 

:GFSEX_12318
0002: jump @GFSEX_12364 

:GFSEX_12325
00D6: if 
0028:   $1217 >= 10 // integer values 
004D: jump_if_false @GFSEX_12357 
000C: $1217 -= 10 // integer values 
0002: jump @GFSEX_12364 

:GFSEX_12357
0004: $1217 = 0 // integer values 

:GFSEX_12364
08C3: clear 9@ bit 10 
08C3: clear 9@ bit 11 
08C3: clear 9@ bit 12 
0051: return 

:GFSEX_12387
00D6: if and
001A:   100 > $1218 // integer values 
0018:   $1218 > 0 // integer values 
08B7:   test 9@ bit 14 
004D: jump_if_false @GFSEX_12428 
0050: gosub @GFSEX_11883 
0051: return 

:GFSEX_12428
00D6: if and
001A:   100 > $1218 // integer values 
0018:   $1218 > 0 // integer values 
88B7:   not test 9@ bit 14 
004D: jump_if_false @GFSEX_12469 
0050: gosub @GFSEX_11766 
0051: return 

:GFSEX_12469
00D6: if 
0028:   $1218 >= 100 // integer values 
004D: jump_if_false @GFSEX_12510 
0004: $1218 = 100 // integer values 
08BD: set 9@ bit 14 
0050: gosub @GFSEX_11883 
0051: return 

:GFSEX_12510
00D6: if 
002A:   0 >= $1218 // integer values 
004D: jump_if_false @GFSEX_12551 
0004: $1218 = 0 // integer values 
08C3: clear 9@ bit 14 
0050: gosub @GFSEX_11766 
0051: return 

:GFSEX_12551
0051: return 

:GFSEX_12553
0871: init_jump_table $1232 total_jumps 7 0 @GFSEX_13085 jumps 0 @GFSEX_12616 1 @GFSEX_12648 2 @GFSEX_12660 3 @GFSEX_12674 4 @GFSEX_12943 5 @GFSEX_13043 6 @GFSEX_12852 

:GFSEX_12616
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFSEX_12641 
0004: $1232 = 3 // integer values 

:GFSEX_12641
0002: jump @GFSEX_13085 

:GFSEX_12648
094F: (unknown) 24@ 
0002: jump @GFSEX_13085 

:GFSEX_12660
094E: (unknown) 24@ 0 
0002: jump @GFSEX_13085 

:GFSEX_12674
00D6: if 
894D:   not (unknown) 24@ 
004D: jump_if_false @GFSEX_12845 
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFSEX_12785 
09D5: (unknown) 24@ $1233 1 1 1 $1235 
0050: gosub @GFSEX_13087 
0004: $1233 = -1 // integer values 
00D6: if 
0018:   $1234 > 0 // integer values 
004D: jump_if_false @GFSEX_12771 
0004: $1232 = 6 // integer values 
0002: jump @GFSEX_12778 

:GFSEX_12771
0004: $1232 = 0 // integer values 

:GFSEX_12778
0002: jump @GFSEX_12845 

:GFSEX_12785
00D6: if 
0038:   $1233 == -2 // integer values 
004D: jump_if_false @GFSEX_12824 
0004: $1233 = -1 // integer values 
0004: $1232 = 6 // integer values 
0002: jump @GFSEX_12845 

:GFSEX_12824
0004: $1233 = -1 // integer values 
0004: $1234 = -1 // integer values 
0004: $1232 = 0 // integer values 

:GFSEX_12845
0002: jump @GFSEX_13085 

:GFSEX_12852
00D6: if and
894D:   not (unknown) $PLAYER_ACTOR 
894D:   not (unknown) 24@ 
004D: jump_if_false @GFSEX_12936 
00D6: if 
0018:   $1234 > 0 // integer values 
004D: jump_if_false @GFSEX_12929 
09D5: (unknown) $PLAYER_ACTOR $1234 1 1 1 $1235 
0004: $1234 = -1 // integer values 
0004: $1232 = 0 // integer values 
0002: jump @GFSEX_12936 

:GFSEX_12929
0004: $1232 = 0 // integer values 

:GFSEX_12936
0002: jump @GFSEX_13085 

:GFSEX_12943
094E: (unknown) 24@ 0 
00D6: if 
894D:   not (unknown) 24@ 
004D: jump_if_false @GFSEX_13036 
00D6: if 
0018:   $1233 > 0 // integer values 
004D: jump_if_false @GFSEX_13029 
09D5: (unknown) 24@ $1233 1 1 1 $1235 
0050: gosub @GFSEX_13087 
0004: $1233 = -1 // integer values 
0004: $1232 = 5 // integer values 
0002: jump @GFSEX_13036 

:GFSEX_13029
0004: $1232 = 0 // integer values 

:GFSEX_13036
0002: jump @GFSEX_13085 

:GFSEX_13043
00D6: if 
894D:   not (unknown) 24@ 
004D: jump_if_false @GFSEX_13078 
094F: (unknown) 24@ 
0004: $1233 = -1 // integer values 
0004: $1232 = 0 // integer values 

:GFSEX_13078
0002: jump @GFSEX_13085 

:GFSEX_13085
0051: return 

:GFSEX_13087
0871: init_jump_table $1233 total_jumps 4 0 @GFSEX_13246 jumps 286 @GFSEX_13154 288 @GFSEX_13177 289 @GFSEX_13200 291 @GFSEX_13223 -1 @GFSEX_13246 -1 @GFSEX_13246 -1 @GFSEX_13246 

:GFSEX_13154
00BC: text_highpriority 'GF_0019' 5000 ms 1  // Ez a hely! Ne feledd; a kedves fickk vgeznek legutoljra!
0002: jump @GFSEX_13246 

:GFSEX_13177
00BC: text_highpriority 'GF_0067' 5000 ms 1  // Ha nem tudsz kielgteni egy nt, az BN!
0002: jump @GFSEX_13246 

:GFSEX_13200
00BC: text_highpriority 'GF_0042' 5000 ms 1  // Igazi frfi vagy!  igen! Egy igazi frfi!
0002: jump @GFSEX_13246 

:GFSEX_13223
00BC: text_highpriority 'GF_0067' 5000 ms 1  // Ha nem tudsz kielgteni egy nt, az BN!
0002: jump @GFSEX_13246 

:GFSEX_13246
0051: return 

:GFSEX_13248
0871: init_jump_table 0@ total_jumps 6 0 @GFSEX_13713 jumps 0 @GFSEX_13311 1 @GFSEX_13445 2 @GFSEX_13512 3 @GFSEX_13378 4 @GFSEX_13579 5 @GFSEX_13646 -1 @GFSEX_13713 

:GFSEX_13311
0007: 10@ = 2394.408 // floating-point values 
0007: 12@ = -1728.215 // floating-point values 
0007: 14@ = 14.2715 // floating-point values 
0007: 11@ = 2395.066 // floating-point values 
0007: 13@ = -1727.465 // floating-point values 
0007: 15@ = 14.2063 // floating-point values 
0002: jump @GFSEX_13713 

:GFSEX_13378
0007: 10@ = -1401.494 // floating-point values 
0007: 12@ = 2640.099 // floating-point values 
0007: 14@ = 59.3883 // floating-point values 
0007: 11@ = -1400.704 // floating-point values 
0007: 13@ = 2639.641 // floating-point values 
0007: 15@ = 58.9806 // floating-point values 
0002: jump @GFSEX_13713 

:GFSEX_13445
0007: 10@ = -1799.737 // floating-point values 
0007: 12@ = 1192.862 // floating-point values 
0007: 14@ = 29.6868 // floating-point values 
0007: 11@ = -1799.472 // floating-point values 
0007: 13@ = 1193.683 // floating-point values 
0007: 15@ = 29.1813 // floating-point values 
0002: jump @GFSEX_13713 

:GFSEX_13512
0007: 10@ = -383.3153 // floating-point values 
0007: 12@ = -1435.266 // floating-point values 
0007: 14@ = 26.695 // floating-point values 
0007: 11@ = -382.5756 // floating-point values 
0007: 13@ = -1435.887 // floating-point values 
0007: 15@ = 26.4366 // floating-point values 
0002: jump @GFSEX_13713 

:GFSEX_13579
0007: 10@ = -2582.293 // floating-point values 
0007: 12@ = 1147.762 // floating-point values 
0007: 14@ = 59.6235 // floating-point values 
0007: 11@ = -2581.406 // floating-point values 
0007: 13@ = 1147.768 // floating-point values 
0007: 15@ = 59.1605 // floating-point values 
0002: jump @GFSEX_13713 

:GFSEX_13646
0007: 10@ = 2032.235 // floating-point values 
0007: 12@ = 2734.541 // floating-point values 
0007: 14@ = 13.3226 // floating-point values 
0007: 11@ = 2032.744 // floating-point values 
0007: 13@ = 2733.714 // floating-point values 
0007: 15@ = 13.0817 // floating-point values 
0002: jump @GFSEX_13713 

:GFSEX_13713
0051: return 

:GFSEX_13715
04EF: release_animation "SNM" 
04EF: release_animation "SEX" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "KISSING" 
0296: unload_special_actor 1 
009B: destroy_actor_instantly 24@ 
00D6: if 
8119:   not car 25@ wrecked 
004D: jump_if_false @GFSEX_13797 
02AC: set_car 25@ immunities 0 0 0 0 0 
01C3: remove_references_to_car 25@ // Like turning a car into any random car 

:GFSEX_13797
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFSEX_13851 
0337: set_actor $PLAYER_ACTOR visibility 1 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
0687: clear_actor_task $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: toggle_widescreen 0 

:GFSEX_13851
0581: toggle_radar 1 
08BA: set $390 bit 21 
08C0: clear $390 bit 5 
09BD: (unknown) 0 
004E: end_thread 
0051: return 
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0664: write_debug_floatvar "STICK_POSITION" 17@ 
0663: write_debug_intvar "SHAGGIN_POSITION" 22@ 
0663: write_debug_intvar "I_EXCITEMENT" $1217 
0664: write_debug_floatvar "ANIM_TIME" $1220 
0663: write_debug_intvar "SUBSTATESTATUS" 8@ 
0871: init_jump_table 7@ total_jumps 5 1 @GFSEX_14177 jumps 0 @GFSEX_14082 1 @GFSEX_14101 2 @GFSEX_14120 3 @GFSEX_14139 4 @GFSEX_14158 -1 @GFSEX_14206 -1 @GFSEX_14206 

:GFSEX_14082
0662: write_debug_message "STATE0__" 
0002: jump @GFSEX_14206 

:GFSEX_14101
0662: write_debug_message "STATE1__" 
0002: jump @GFSEX_14206 

:GFSEX_14120
0662: write_debug_message "STATE2__" 
0002: jump @GFSEX_14206 

:GFSEX_14139
0662: write_debug_message "STATE3__" 
0002: jump @GFSEX_14206 

:GFSEX_14158
0662: write_debug_message "STATE4__" 
0002: jump @GFSEX_14206 

:GFSEX_14177
0662: write_debug_message "UNTRAPPED_STATE___" 
0002: jump @GFSEX_14206 

:GFSEX_14206
0662: write_debug_message "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 27 (CASINO_AMBIENCE)---------------

:CASAMB
03A4: name_thread 'CASAMB' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CASAMB_43 
0004: $9470 = 0 // integer values 
0004: $9471 = 0 // integer values 

:CASAMB_43
0006: 1@ = 1 // integer values 
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @CASAMB_91 
0247: request_model #VMAFF1 
0247: request_model #VMAFF3 
0247: request_model #VMAFF2 
0247: request_model #VWFYWAI 

:CASAMB_91
00D6: if 
08F9:   v$1252 == "TRICAS" // 16-byte strings 
004D: jump_if_false @CASAMB_130 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #VWFYWA2 

:CASAMB_130
00D6: if 
08F9:   v$1252 == "CASINO2" // 16-byte strings 
004D: jump_if_false @CASAMB_170 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #VWFYCRP 

:CASAMB_170
04ED: load_animation "BAR" 

:CASAMB_177
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @CASAMB_206 
0001: wait 0 ms 
0002: jump @CASAMB_177 

:CASAMB_206
0615: define_action_sequences 2@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" from_file "BAR" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" from_file "BAR" 4.0 loop 1 0 0 0 10000 ms 
0616: define_action_sequences_end 2@ 
0615: define_action_sequences 3@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" from_file "BAR" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 3@ 
0615: define_action_sequences 4@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 4@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASAMB_1779 
0297: (unknown) $PLAYER_CHAR 
00D6: if 
08F9:   v$1252 == "TRICAS" // 16-byte strings 
004D: jump_if_false @CASAMB_928 
061D: unknown_sequences_packs 1953.774 1018.197 991.4766 260.0 90.0 2@ 5@ 
061D: unknown_sequences_packs 1952.286 1025.58 991.4745 260.0 90.0 2@ 6@ 
061D: unknown_sequences_packs 1952.3 1010.296 991.4745 260.0 90.0 2@ 7@ 
061D: unknown_sequences_packs 1952.25 1017.92 991.4766 90.0 260.0 3@ 8@ 
061D: unknown_sequences_packs 1948.073 1016.505 991.4766 90.0 180.0 2@ 9@ 
061D: unknown_sequences_packs 1948.564 1022.182 991.4766 90.0 180.0 2@ 10@ 
061D: unknown_sequences_packs 1949.246 1013.613 991.4766 90.0 180.0 2@ 11@ 
061D: unknown_sequences_packs 1949.0 1015.8 991.4766 275.0 85.0 3@ 12@ 
0621: unknown_sequences_packs 5 263 5@ 1466 16@ 
0621: unknown_sequences_packs 5 263 9@ 1466 17@ 
0913: run_external_script 38 16@ 5@ 6@ 7@ 8@ 2.5 
0913: run_external_script 38 17@ 9@ 10@ 11@ 12@ 2.5 
08A9: load_external_script 38 (BAR_STAFF) 
061D: unknown_sequences_packs 1966.539 984.8237 993.4688 270.0 270.0 4@ 13@ 
061D: unknown_sequences_packs 1932.395 1033.886 993.4688 60.0 300.0 4@ 14@ 
061D: unknown_sequences_packs 1959.094 993.7656 991.4766 240.0 240.0 4@ 15@ 
0621: unknown_sequences_packs 6 163 13@ 1502 18@ 
0621: unknown_sequences_packs 6 164 14@ 1502 19@ 
0621: unknown_sequences_packs 6 163 15@ 1502 20@ 
0913: run_external_script 39 18@ 
0913: run_external_script 39 19@ 
0913: run_external_script 39 20@ 
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_928
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @CASAMB_1474 
061D: unknown_sequences_packs 2195.73 1600.786 1004.062 206.0 -206.0 2@ 5@ 
061D: unknown_sequences_packs 2197.012 1602.852 1004.062 253.0 -253.0 2@ 6@ 
061D: unknown_sequences_packs 2195.786 1606.363 1004.062 349.0 -349.0 2@ 7@ 
061D: unknown_sequences_packs 2196.137 1603.521 1004.062 98.0 -98.0 3@ 8@ 
061D: unknown_sequences_packs 2191.592 1601.286 1004.062 151.0 -151.0 2@ 9@ 
061D: unknown_sequences_packs 2191.176 1604.874 1004.062 58.0 -58.0 2@ 10@ 
061D: unknown_sequences_packs 2192.425 1606.971 1004.062 40.0 -40.0 2@ 11@ 
061D: unknown_sequences_packs 2192.954 1605.687 1004.069 207.0 -207.0 3@ 12@ 
0621: unknown_sequences_packs 5 214 5@ 1466 16@ 
0621: unknown_sequences_packs 5 214 9@ 1466 17@ 
0913: run_external_script 38 16@ 5@ 6@ 7@ 8@ 3.5 
0913: run_external_script 38 17@ 9@ 10@ 11@ 12@ 3.5 
08A9: load_external_script 38 (BAR_STAFF) 
061D: unknown_sequences_packs 2247.869 1624.467 1007.367 152.0 -152.0 4@ 13@ 
061D: unknown_sequences_packs 2247.349 1583.257 1007.366 358.0 -358.0 4@ 14@ 
061D: unknown_sequences_packs 2164.643 1582.151 1007.359 13.0 -13.0 4@ 15@ 
0621: unknown_sequences_packs 6 124 13@ 1502 18@ 
0621: unknown_sequences_packs 6 125 14@ 1502 19@ 
0621: unknown_sequences_packs 6 126 15@ 1502 20@ 
0913: run_external_script 39 18@ 
0913: run_external_script 39 19@ 
0913: run_external_script 39 20@ 
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_1474
00D6: if 
08F9:   v$1252 == "CASINO2" // 16-byte strings 
004D: jump_if_false @CASAMB_1779 
061D: unknown_sequences_packs 1141.206 -5.9198 999.6719 81.0 -81.0 2@ 5@ 
061D: unknown_sequences_packs 1141.831 -8.994 999.6797 94.0 -94.0 2@ 6@ 
061D: unknown_sequences_packs 1141.161 1.224 999.6719 110.0 -110.0 2@ 7@ 
061D: unknown_sequences_packs 1141.159 -3.9906 999.6797 93.0 -93.0 3@ 8@ 
0621: unknown_sequences_packs 5 172 5@ 1466 16@ 
0913: run_external_script 38 16@ 5@ 6@ 7@ 8@ 2.0 
08A9: load_external_script 38 (BAR_STAFF) 
0006: 9@ = -1 // integer values 
0006: 10@ = -1 // integer values 
0006: 11@ = -1 // integer values 
0006: 12@ = -1 // integer values 
061D: unknown_sequences_packs 1143.676 6.4929 999.6797 71.0 -71.0 4@ 13@ 
0621: unknown_sequences_packs 6 163 13@ 1502 18@ 
0913: run_external_script 39 18@ 
08A9: load_external_script 39 (BOUNCER) 
0006: 14@ = -1 // integer values 
0006: 15@ = -1 // integer values 

:CASAMB_1779
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASAMB_3006 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @CASAMB_1835 
0002: jump @CASAMB_3017 

:CASAMB_1835
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @CASAMB_1865 
0004: $9470 = 1 // integer values 
0004: $9471 = 1 // integer values 

:CASAMB_1865
0806: 0@ = player $PLAYER_CHAR kills_from_last_checkpoint 
00D6: if 
0019:   0@ > 0 // integer values 
004D: jump_if_false @CASAMB_1898 
0004: $9471 = 1 // integer values 

:CASAMB_1898
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @CASAMB_1924 
0004: $9471 = 1 // integer values 

:CASAMB_1924
0006: 0@ = 0 // integer values 

:CASAMB_1931
00D6: if 
8118:   not actor 16@(0@,11i) dead 
004D: jump_if_false @CASAMB_2039 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,11i) 
82D8:   not actor $PLAYER_ACTOR currentweapon == 56 
004D: jump_if_false @CASAMB_2002 
0004: $9470 = 1 // integer values 
0004: $9471 = 1 // integer values 
0002: jump @CASAMB_2039 

:CASAMB_2002
00D6: if 
051A:   actor 16@(0@,11i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASAMB_2039 
0004: $9470 = 1 // integer values 
0004: $9471 = 1 // integer values 

:CASAMB_2039
000A: 0@ += 1 // integer values 
0029:   0@ >= 11 // integer values 
004D: jump_if_false @CASAMB_1931 
00D6: if 
0038:   $9470 == 1 // integer values 
004D: jump_if_false @CASAMB_2144 
0004: $9471 = 1 // integer values 
08E5: 27@ = get_spawned_actor_near_point 28@ 29@ 50.0 radius 0@ 
00D6: if 
0019:   0@ > -1 // integer values 
004D: jump_if_false @CASAMB_2144 
000A: 1@ += 1 // integer values 
0913: run_external_script 37 0@ 1@ 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:CASAMB_2144
00D6: if 
0038:   $9471 == 1 // integer values 
004D: jump_if_false @CASAMB_3006 
00D6: if and
0118:   actor 18@ dead 
8039:   not  13@ == -1 // integer values 
004D: jump_if_false @CASAMB_2480 
00D6: if 
08F9:   v$1252 == "TRICAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2239 
0007: 27@ = 1966.539 // floating-point values 
0007: 28@ = 984.8237 // floating-point values 
0007: 29@ = 993.4688 // floating-point values 

:CASAMB_2239
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2293 
0007: 27@ = 2247.869 // floating-point values 
0007: 28@ = 1624.467 // floating-point values 
0007: 29@ = 1007.367 // floating-point values 

:CASAMB_2293
00D6: if 
08F9:   v$1252 == "CASINO2" // 16-byte strings 
004D: jump_if_false @CASAMB_2348 
0007: 27@ = 1143.676 // floating-point values 
0007: 28@ = 6.4929 // floating-point values 
0007: 29@ = 999.6797 // floating-point values 

:CASAMB_2348
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ 3.0 
004D: jump_if_false @CASAMB_2480 
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2452 
0621: unknown_sequences_packs 4 124 13@ 1502 18@ 
0002: jump @CASAMB_2468 

:CASAMB_2452
0621: unknown_sequences_packs 6 163 13@ 1502 18@ 

:CASAMB_2468
0913: run_external_script 39 18@ 
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2480
00D6: if and
0118:   actor 19@ dead 
8039:   not  14@ == -1 // integer values 
004D: jump_if_false @CASAMB_2743 
00D6: if 
08F9:   v$1252 == "TRICAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2557 
0007: 27@ = 1932.395 // floating-point values 
0007: 28@ = 1033.886 // floating-point values 
0007: 29@ = 993.4688 // floating-point values 

:CASAMB_2557
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2611 
0007: 27@ = 2247.349 // floating-point values 
0007: 28@ = 1583.257 // floating-point values 
0007: 29@ = 1007.366 // floating-point values 

:CASAMB_2611
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ 3.0 
004D: jump_if_false @CASAMB_2743 
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2715 
0621: unknown_sequences_packs 6 125 14@ 1502 19@ 
0002: jump @CASAMB_2731 

:CASAMB_2715
0621: unknown_sequences_packs 6 164 14@ 1502 19@ 

:CASAMB_2731
0913: run_external_script 39 19@ 
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2743
00D6: if and
0118:   actor 20@ dead 
8039:   not  15@ == -1 // integer values 
004D: jump_if_false @CASAMB_3006 
00D6: if 
08F9:   v$1252 == "TRICAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2820 
0007: 27@ = 1959.094 // floating-point values 
0007: 28@ = 993.7656 // floating-point values 
0007: 29@ = 991.4766 // floating-point values 

:CASAMB_2820
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2874 
0007: 27@ = 2164.643 // floating-point values 
0007: 28@ = 1582.151 // floating-point values 
0007: 29@ = 1007.359 // floating-point values 

:CASAMB_2874
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ 3.0 
004D: jump_if_false @CASAMB_3006 
00D6: if 
08F9:   v$1252 == "MAFCAS" // 16-byte strings 
004D: jump_if_false @CASAMB_2978 
0621: unknown_sequences_packs 4 126 15@ 1502 20@ 
0002: jump @CASAMB_2994 

:CASAMB_2978
0621: unknown_sequences_packs 6 164 15@ 1502 20@ 

:CASAMB_2994
0913: run_external_script 39 20@ 
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3006
0001: wait 0 ms 
0002: jump @CASAMB_1779 

:CASAMB_3017
0006: 0@ = 0 // integer values 

:CASAMB_3024
01C2: remove_references_to_actor 16@(0@,11i) // Like turning an actor into a random pedestrian 
009B: destroy_actor_instantly 16@(0@,11i) 
000A: 0@ += 1 // integer values 
0029:   0@ >= 11 // integer values 
004D: jump_if_false @CASAMB_3024 
0006: 0@ = 0 // integer values 

:CASAMB_3070
00D6: if 
8039:   not  5@(0@,11i) == -1 // integer values 
004D: jump_if_false @CASAMB_3101 
061E: unknown_sequences_packs 5@(0@,11i) 

:CASAMB_3101
000A: 0@ += 1 // integer values 
0029:   0@ >= 11 // integer values 
004D: jump_if_false @CASAMB_3070 
04EF: release_animation "BAR" 
0249: release_model #VWFYWAI 
0249: release_model #VWFYWA2 
0249: release_model #VWFYCRP 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
061B: remove_references_to_action_sequences 2@ 
061B: remove_references_to_action_sequences 3@ 
061B: remove_references_to_action_sequences 4@ 
004E: end_thread 
004E: end_thread 

//-------------External script 28 (BAR_AMBIENCE)---------------

:BAR
03A4: name_thread 'BAR' 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
88B4:   not test $390 bit 1 
004D: jump_if_false @BAR_50 
0004: $9472 = 0 // integer values 
0004: $5297 = 0 // integer values 

:BAR_50
0006: 0@ = 0 // integer values 
00D6: if 
0019:   0@ > 0 // integer values 
004D: jump_if_false @BAR_99 
009A: $1231 = create_actor 5 #NULL at 0.0 0.0 0.0 

:BAR_99
0006: 1@ = 1 // integer values 
0006: 2@ = 0 // integer values 
0652: 0@ = stat 156 // integer 
00D6: if 
0029:   0@ >= 7500 // integer values 
004D: jump_if_false @BAR_154 
0006: 15@ = 3 // integer values 
0002: jump @BAR_161 

:BAR_154
0006: 15@ = 0 // integer values 

:BAR_161
0050: gosub @BAR_2146 
0615: define_action_sequences 4@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" from_file "BAR" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" from_file "BAR" 4.0 loop 1 0 0 0 10000 ms 
0616: define_action_sequences_end 4@ 
0615: define_action_sequences 5@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" from_file "BAR" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 5@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR_944 
094B: v$1252 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if 
08F9:   v$1252 == "BAR1" // 16-byte strings 
004D: jump_if_false @BAR_534 
061D: unknown_sequences_packs 502.2242 -19.8799 999.6797 107.0 -107.0 4@ 6@ 
061D: unknown_sequences_packs 502.0665 -24.1488 999.6797 94.0 -94.0 4@ 7@ 
061D: unknown_sequences_packs 502.0757 -17.2798 999.6719 85.0 -85.0 4@ 8@ 
061D: unknown_sequences_packs 502.3116 -19.8236 999.6797 278.6 -278.6 5@ 9@ 
0621: unknown_sequences_packs 5 172 6@ 1466 10@ 
0913: run_external_script 38 10@ 6@ 7@ 8@ 9@ 2.5 20.0 
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_534
00D6: if 
08F9:   v$1252 == "BAR2" // 16-byte strings 
004D: jump_if_false @BAR_738 
061D: unknown_sequences_packs 497.9362 -78.0533 997.7651 1.0 -1.0 4@ 6@ 
061D: unknown_sequences_packs 493.9349 -77.9233 997.7651 100.5 -100.5 4@ 7@ 
061D: unknown_sequences_packs 501.2002 -77.739 997.7651 19.0 -19.0 4@ 8@ 
061D: unknown_sequences_packs 496.5553 -78.7725 997.7651 194.5 -194.5 5@ 9@ 
0621: unknown_sequences_packs 5 172 6@ 1466 10@ 
0913: run_external_script 38 10@ 6@ 7@ 8@ 9@ 2.5 20.0 
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_738
00D6: if 
08F9:   v$1252 == "UFOBAR" // 16-byte strings 
004D: jump_if_false @BAR_944 
061D: unknown_sequences_packs -223.2594 1405.634 26.7656 86.9 262.0 4@ 6@ 
061D: unknown_sequences_packs -223.26 1402.984 26.7656 145.4 327.0 4@ 7@ 
061D: unknown_sequences_packs -223.2956 1407.486 26.7656 26.0 184.0 4@ 8@ 
061D: unknown_sequences_packs -222.6826 1405.787 26.7656 275.7 97.0 5@ 9@ 
0621: unknown_sequences_packs 5 172 6@ 1466 10@ 
0913: run_external_script 38 10@ 6@ 7@ 8@ 9@ 2.5 20.0 
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_944
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR_2139 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @BAR_1004 
0002: jump @BAR_2225 

:BAR_1004
00D6: if and
0038:   $5297 == 0 // integer values 
0038:   $ONMISSION == 0 // integer values 
0039:   2@ == 0 // integer values 
004D: jump_if_false @BAR_1462 
00D6: if 
08F9:   v$1252 == "BAR1" // 16-byte strings 
004D: jump_if_false @BAR_1455 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 488.0048 -14.0754 999.6797 radius 1.5 1.5 1.5 sphere 1 
004D: jump_if_false @BAR_1455 
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @BAR_1286 
0652: 0@ = stat 156 // integer 
00D6: if 
0029:   0@ >= 3500 // integer values 
004D: jump_if_false @BAR_1169 
0006: 3@ = 3 // integer values 
0002: jump @BAR_1244 

:BAR_1169
00D6: if 
0029:   0@ >= 6000 // integer values 
004D: jump_if_false @BAR_1202 
0006: 3@ = 4 // integer values 
0002: jump @BAR_1244 

:BAR_1202
00D6: if 
0029:   0@ >= 7500 // integer values 
004D: jump_if_false @BAR_1237 
0209: 3@ = random_int 1 5 
0002: jump @BAR_1244 

:BAR_1237
0006: 3@ = 2 // integer values 

:BAR_1244
0913: run_external_script 35 488.0048 -14.0754 999.6797 180.0 3@ $1231 
08A9: load_external_script 35 (DANCE) 
0002: jump @BAR_1441 

:BAR_1286
0871: init_jump_table 15@ total_jumps 4 0 @BAR_1407 jumps 0 @BAR_1349 1 @BAR_1363 2 @BAR_1377 3 @BAR_1391 -1 @BAR_1407 -1 @BAR_1407 -1 @BAR_1407 

:BAR_1349
0006: 3@ = 2 // integer values 
0002: jump @BAR_1407 

:BAR_1363
0006: 3@ = 3 // integer values 
0002: jump @BAR_1407 

:BAR_1377
0006: 3@ = 4 // integer values 
0002: jump @BAR_1407 

:BAR_1391
0209: 3@ = random_int 1 5 
0002: jump @BAR_1407 

:BAR_1407
0913: run_external_script 35 488.0048 -14.0754 999.6797 180.0 3@ 0 
08A9: load_external_script 35 (DANCE) 

:BAR_1441
0006: 2@ = 1 // integer values 
0006: 16@ = 0 // integer values 

:BAR_1455
0002: jump @BAR_1884 

:BAR_1462
00D6: if and
0038:   $5297 == 0 // integer values 
0038:   $ONMISSION == 0 // integer values 
0039:   2@ == 1 // integer values 
004D: jump_if_false @BAR_1884 
00D6: if 
08F9:   v$1252 == "BAR1" // 16-byte strings 
004D: jump_if_false @BAR_1884 
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 488.0048 -14.0754 999.6797 radius 2.5 2.5 2.5 
004D: jump_if_false @BAR_1578 
0006: 2@ = 0 // integer values 
0002: jump @BAR_1884 

:BAR_1578
00D6: if and
89BE:   not (unknown) 
88B4:   not test $390 bit 1 
0039:   16@ == 0 // integer values 
004D: jump_if_false @BAR_1884 
0871: init_jump_table 15@ total_jumps 3 0 @BAR_1884 jumps 0 @BAR_1668 1 @BAR_1740 2 @BAR_1812 -1 @BAR_1884 -1 @BAR_1884 -1 @BAR_1884 -1 @BAR_1884 

:BAR_1668
00D6: if 
0028:   $5296 >= 3500 // integer values 
004D: jump_if_false @BAR_1733 
00BA: text_styled 'DNC_P1' 5000 ms 4  // Remek tnc!
00BC: text_highpriority 'DNC_P2' 10000 ms 1  // ~s~Mostantl egy teljesen klnbz, mg kihvbb tncot tncolhatsz.
0006: 16@ = 1 // integer values 
000A: 15@ += 1 // integer values 

:BAR_1733
0002: jump @BAR_1884 

:BAR_1740
00D6: if 
0028:   $5296 >= 6000 // integer values 
004D: jump_if_false @BAR_1805 
00BA: text_styled 'DNC_P1' 5000 ms 4  // Remek tnc!
00BC: text_highpriority 'DNC_P2' 10000 ms 1  // ~s~Mostantl egy teljesen klnbz, mg kihvbb tncot tncolhatsz.
0006: 16@ = 1 // integer values 
000A: 15@ += 1 // integer values 

:BAR_1805
0002: jump @BAR_1884 

:BAR_1812
00D6: if 
0028:   $5296 >= 7500 // integer values 
004D: jump_if_false @BAR_1877 
00BA: text_styled 'DNC_P1' 5000 ms 4  // Remek tnc!
00BC: text_highpriority 'DNC_P3' 10000 ms 1  // ~s~Most mr az sszes szm elrhet, s tncolhatsz, hogy megdntsd a rekordodat.
0006: 16@ = 1 // integer values 
000A: 15@ += 1 // integer values 

:BAR_1877
0002: jump @BAR_1884 

:BAR_1884
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @BAR_1907 
0004: $9472 = 1 // integer values 

:BAR_1907
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @BAR_1933 
0004: $9472 = 1 // integer values 

:BAR_1933
0006: 0@ = 0 // integer values 

:BAR_1940
00D6: if 
8118:   not actor 10@(0@,2i) dead 
004D: jump_if_false @BAR_2034 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 10@(0@,2i) 
82D8:   not actor $PLAYER_ACTOR currentweapon == 56 
004D: jump_if_false @BAR_2004 
0004: $9472 = 1 // integer values 
0002: jump @BAR_2034 

:BAR_2004
00D6: if 
051A:   actor 10@(0@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BAR_2034 
0004: $9472 = 1 // integer values 

:BAR_2034
000A: 0@ += 1 // integer values 
0029:   0@ >= 2 // integer values 
004D: jump_if_false @BAR_1940 
00D6: if 
0038:   $9472 == 1 // integer values 
004D: jump_if_false @BAR_2139 
0004: $5297 = 1 // integer values 
08E5: 12@ = get_spawned_actor_near_point 13@ 14@ 50.0 radius 0@ 
00D6: if 
0019:   0@ > -1 // integer values 
004D: jump_if_false @BAR_2139 
000A: 1@ += 1 // integer values 
0913: run_external_script 37 0@ 1@ 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:BAR_2139
0002: jump @BAR_944 

:BAR_2146
0247: request_model #VWFYCRP 
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
00D6: if and
0248:   model #VWFYCRP available 
04EE:   animation "BAR" loaded 
04EE:   animation "DANCING" loaded 
004D: jump_if_false @BAR_2212 
0051: return 
0002: jump @BAR_2223 

:BAR_2212
0001: wait 0 ms 
0002: jump @BAR_2146 

:BAR_2223
0051: return 

:BAR_2225
0006: 0@ = 0 // integer values 

:BAR_2232
01C2: remove_references_to_actor 10@(0@,2i) // Like turning an actor into a random pedestrian 
009B: destroy_actor_instantly 10@(0@,2i) 
000A: 0@ += 1 // integer values 
0029:   0@ >= 2 // integer values 
004D: jump_if_false @BAR_2232 
0006: 0@ = 0 // integer values 

:BAR_2278
00D6: if 
8039:   not  6@(0@,4i) == -1 // integer values 
004D: jump_if_false @BAR_2309 
061E: unknown_sequences_packs 6@(0@,4i) 

:BAR_2309
000A: 0@ += 1 // integer values 
0029:   0@ >= 4 // integer values 
004D: jump_if_false @BAR_2278 
0249: release_model #VWFYCRP 
061B: remove_references_to_action_sequences 4@ 
061B: remove_references_to_action_sequences 5@ 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
004E: end_thread 
004E: end_thread 

//-------------External script 29 (FOODBRAINS)---------------

:PSHOP
03A4: name_thread 'PSHOP' 
0004: $677 = 0 // integer values 
0871: init_jump_table 0@ total_jumps 3 0 @PSHOP_552 jumps 0 @PSHOP_81 1 @PSHOP_238 2 @PSHOP_395 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 

:PSHOP_81
0007: 3@ = 377.3 // floating-point values 
0007: 4@ = -117.182 // floating-point values 
0007: 5@ = 1000.637 // floating-point values 
0007: 6@ = 180.0 // floating-point values 
0007: 7@ = 360.0 // floating-point values 
04AF: 11@ = unknown_wav_reference 155 
0247: request_model 11@ 
0247: request_model #PIZZAHIGH 
0247: request_model #CJ_PIZZA_2 

:PSHOP_152
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_179 
0001: wait 0 ms 
0002: jump @PSHOP_152 

:PSHOP_179
00D6: if 
8248:   not model #PIZZAHIGH available 
004D: jump_if_false @PSHOP_205 
0001: wait 0 ms 
0002: jump @PSHOP_179 

:PSHOP_205
00D6: if 
8248:   not model #CJ_PIZZA_2 available 
004D: jump_if_false @PSHOP_231 
0001: wait 0 ms 
0002: jump @PSHOP_205 

:PSHOP_231
0002: jump @PSHOP_552 

:PSHOP_238
0007: 3@ = 371.5365 // floating-point values 
0007: 4@ = -4.4935 // floating-point values 
0007: 5@ = 1000.859 // floating-point values 
0007: 6@ = 180.0 // floating-point values 
0007: 7@ = 360.0 // floating-point values 
04AF: 11@ = unknown_wav_reference 167 
0247: request_model 11@ 
0247: request_model #BURGERHIGH 
0247: request_model #CJ_BURG_2 

:PSHOP_309
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_336 
0001: wait 0 ms 
0002: jump @PSHOP_309 

:PSHOP_336
00D6: if 
8248:   not model #BURGERHIGH available 
004D: jump_if_false @PSHOP_362 
0001: wait 0 ms 
0002: jump @PSHOP_336 

:PSHOP_362
00D6: if 
8248:   not model #CJ_BURG_2 available 
004D: jump_if_false @PSHOP_388 
0001: wait 0 ms 
0002: jump @PSHOP_362 

:PSHOP_388
0002: jump @PSHOP_552 

:PSHOP_395
0007: 3@ = 378.4146 // floating-point values 
0007: 4@ = -65.8567 // floating-point values 
0007: 5@ = 1000.508 // floating-point values 
0007: 6@ = 180.0 // floating-point values 
0007: 7@ = 360.0 // floating-point values 
04AF: 11@ = unknown_wav_reference 205 
0247: request_model 11@ 
0247: request_model #BURGERHIGH 
0247: request_model #CJ_BURG_2 

:PSHOP_466
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_493 
0001: wait 0 ms 
0002: jump @PSHOP_466 

:PSHOP_493
00D6: if 
8248:   not model #BURGERHIGH available 
004D: jump_if_false @PSHOP_519 
0001: wait 0 ms 
0002: jump @PSHOP_493 

:PSHOP_519
00D6: if 
8248:   not model #CJ_BURG_2 available 
004D: jump_if_false @PSHOP_545 
0001: wait 0 ms 
0002: jump @PSHOP_519 

:PSHOP_545
0002: jump @PSHOP_552 

:PSHOP_552
0615: define_action_sequences 8@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 chew_gum -2 ms 
0616: define_action_sequences_end 8@ 
061D: unknown_sequences_packs 3@ 4@ 5@ 6@ 7@ 8@ 9@ 
0621: unknown_sequences_packs 4 11@ 9@ 1466 10@ 
0913: run_external_script 36 10@ 9@ 
08A9: load_external_script 36 (SHOPKEEPER) 

:PSHOP_628
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSHOP_873 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @PSHOP_684 
0050: gosub @PSHOP_884 

:PSHOP_684
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @PSHOP_707 
0004: $677 = 1 // integer values 

:PSHOP_707
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @PSHOP_782 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 10@ 
004D: jump_if_false @PSHOP_756 
0004: $677 = 1 // integer values 
0002: jump @PSHOP_782 

:PSHOP_756
00D6: if 
051A:   actor 10@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PSHOP_782 
0004: $677 = 1 // integer values 

:PSHOP_782
00D6: if 
0038:   $677 == 1 // integer values 
004D: jump_if_false @PSHOP_873 
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@ 
08E5: 3@ = get_spawned_actor_near_point 4@ 5@ 20.0 radius 1@ 
00D6: if 
0019:   1@ > -1 // integer values 
004D: jump_if_false @PSHOP_873 
000A: 2@ += 1 // integer values 
0913: run_external_script 37 1@ 2@ 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:PSHOP_873
0001: wait 0 ms 
0002: jump @PSHOP_628 

:PSHOP_884
0004: $677 = 0 // integer values 
01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian 
0249: release_model #WMYPIZZ 
0249: release_model #WMYBELL 
0249: release_model #WFYBURG 
0249: release_model #PIZZAHIGH 
0249: release_model #BURGERHIGH 
0249: release_model #CJ_PIZZA_2 
0249: release_model #CJ_BURG_2 
009B: destroy_actor_instantly 10@ 
061E: unknown_sequences_packs 9@ 
061B: remove_references_to_action_sequences 8@ 
004E: end_thread 
004E: end_thread 

//-------------External script 30 (OTB_AMBIENCE)---------------

:OTBSHP
03A4: name_thread 'OTBSHP' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @OTBSHP_36 
0004: $2881 = 0 // integer values 

:OTBSHP_36
0006: 1@ = 1 // integer values 
0247: request_model #VBFYCRP 
0247: request_model #VWFYCRP 

:OTBSHP_52
00D6: if 
8248:   not model #VWFYCRP available 
004D: jump_if_false @OTBSHP_79 
0001: wait 0 ms 
0002: jump @OTBSHP_52 

:OTBSHP_79
00D6: if 
8248:   not model #VBFYCRP available 
004D: jump_if_false @OTBSHP_105 
0001: wait 0 ms 
0002: jump @OTBSHP_79 

:OTBSHP_105
0615: define_action_sequences 2@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 chew_gum -2 ms 
0616: define_action_sequences_end 2@ 
061D: unknown_sequences_packs 820.3698 -0.3935 1003.18 270.0 90.0 2@ 3@ 
061D: unknown_sequences_packs 820.133 4.2015 1003.18 270.0 90.0 2@ 4@ 
061D: unknown_sequences_packs 820.3185 6.4021 1003.18 270.0 90.0 2@ 5@ 
061D: unknown_sequences_packs 820.0 2.0 1003.0 270.0 90.0 2@ 6@ 
0621: unknown_sequences_packs 5 172 3@ 1466 7@ 
0621: unknown_sequences_packs 5 11 4@ 1466 8@ 
0621: unknown_sequences_packs 5 172 5@ 1466 9@ 
0621: unknown_sequences_packs 5 11 6@ 1466 10@ 
0913: run_external_script 40 7@ 3@ 
0913: run_external_script 40 8@ 4@ 
0913: run_external_script 40 9@ 5@ 
0913: run_external_script 40 10@ 6@ 
08A9: load_external_script 40 (OTB_STAFF) 

:OTBSHP_369
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTBSHP_655 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @OTBSHP_425 
0002: jump @OTBSHP_666 

:OTBSHP_425
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @OTBSHP_456 
0004: $2881 = 1 // integer values 

:OTBSHP_456
0006: 0@ = 0 // integer values 

:OTBSHP_463
00D6: if 
8118:   not actor 7@(0@,4i) dead 
004D: jump_if_false @OTBSHP_557 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 7@(0@,4i) 
82D8:   not actor $PLAYER_ACTOR currentweapon == 56 
004D: jump_if_false @OTBSHP_527 
0004: $2881 = 1 // integer values 
0002: jump @OTBSHP_557 

:OTBSHP_527
00D6: if 
051A:   actor 7@(0@,4i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @OTBSHP_557 
0004: $2881 = 1 // integer values 

:OTBSHP_557
000A: 0@ += 1 // integer values 
0029:   0@ >= 4 // integer values 
004D: jump_if_false @OTBSHP_463 
00D6: if 
0038:   $2881 == 1 // integer values 
004D: jump_if_false @OTBSHP_655 
08E5: 11@ = get_spawned_actor_near_point 12@ 13@ 20.0 radius 0@ 
00D6: if 
0019:   0@ > -1 // integer values 
004D: jump_if_false @OTBSHP_655 
000A: 1@ += 1 // integer values 
0913: run_external_script 37 0@ 1@ 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:OTBSHP_655
0001: wait 0 ms 
0002: jump @OTBSHP_369 

:OTBSHP_666
0006: 0@ = 0 // integer values 

:OTBSHP_673
01C2: remove_references_to_actor 7@(0@,4i) // Like turning an actor into a random pedestrian 
009B: destroy_actor_instantly 7@(0@,4i) 
061E: unknown_sequences_packs 3@(0@,4i) 
000A: 0@ += 1 // integer values 
0029:   0@ >= 4 // integer values 
004D: jump_if_false @OTBSHP_673 
0249: release_model #VWFYCRP 
0249: release_model #VBFYCRP 
061B: remove_references_to_action_sequences 2@ 
004E: end_thread 
004E: end_thread 

//-------------External script 31 (STRIP_AMBIENCE)---------------

:STRIP
03A4: name_thread 'STRIP' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @STRIP_43 
0004: $9473 = 0 // integer values 
0004: $9471 = 0 // integer values 

:STRIP_43
0006: 0@ = 0 // integer values 
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @STRIP_114 
009A: $9477 = create_actor 5 #NULL at 0.0 0.0 0.0 
0107: $9478 = create_object #NULL at 0.0 0.0 0.0 

:STRIP_114
0006: 1@ = 1 // integer values 
0004: $9475 = 0 // integer values 
0004: $9474 = 0 // integer values 
0050: gosub @STRIP_2509 
0615: define_action_sequences 7@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" from_file "BAR" 4.0 loop 0 0 0 0 -1 ms 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" from_file "BAR" 4.0 loop 1 0 0 0 10000 ms 
0616: define_action_sequences_end 7@ 
0615: define_action_sequences 8@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" from_file "BAR" 4.0 loop 0 0 0 0 -1 ms 
0616: define_action_sequences_end 8@ 
0615: define_action_sequences 9@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 9@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_881 
0297: (unknown) $PLAYER_CHAR 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_650 
061D: unknown_sequences_packs 1214.859 -15.4637 999.9219 0.0 180.0 7@ 10@ 
061D: unknown_sequences_packs 1217.084 -15.4657 999.9219 0.0 180.0 7@ 11@ 
061D: unknown_sequences_packs 1213.234 -15.4087 999.9219 0.0 180.0 7@ 12@ 
061D: unknown_sequences_packs 1214.085 -15.4395 999.9219 0.0 180.0 8@ 13@ 
0621: unknown_sequences_packs 5 172 10@ 1466 16@ 
0913: run_external_script 38 16@ 10@ 11@ 12@ 13@ 2.5 15.0 1 
08A9: load_external_script 38 (BAR_STAFF) 
061D: unknown_sequences_packs 1220.042 -15.3365 999.9219 341.7 -341.7 9@ 14@ 
061D: unknown_sequences_packs 1222.008 4.4324 999.9219 93.3 -93.3 9@ 15@ 
0621: unknown_sequences_packs 4 163 14@ 1502 17@ 
0621: unknown_sequences_packs 4 164 15@ 1502 18@ 
0913: run_external_script 39 17@ 
0913: run_external_script 39 18@ 
08A9: load_external_script 39 (BOUNCER) 

:STRIP_650
00D6: if 
08F9:   v$5311 == "STRIP2" // 16-byte strings 
004D: jump_if_false @STRIP_881 
0006: 10@ = -1 // integer values 
061D: unknown_sequences_packs 1206.2 -30.6012 999.9531 180.0 0.0 7@ 11@ 
0006: 12@ = -1 // integer values 
061D: unknown_sequences_packs 1206.2 -29.1414 999.9531 270.0 0.0 8@ 13@ 
0621: unknown_sequences_packs 5 172 11@ 1466 16@ 
0913: run_external_script 38 16@ 11@ 11@ 11@ 13@ 1.5 15.0 1 
08A9: load_external_script 38 (BAR_STAFF) 
061D: unknown_sequences_packs 1216.871 -24.1246 999.9531 146.8 -146.8 9@ 14@ 
0006: 15@ = -1 // integer values 
0621: unknown_sequences_packs 4 163 14@ 1502 17@ 
0006: 18@ = -1 // integer values 
0913: run_external_script 39 17@ 
08A9: load_external_script 39 (BOUNCER) 

:STRIP_881
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_2502 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @STRIP_941 
0002: jump @STRIP_2586 

:STRIP_941
00D6: if 
0019:   4@ > 0 // integer values 
004D: jump_if_false @STRIP_973 
0050: gosub @STRIP_2766 
0002: jump @STRIP_881 

:STRIP_973
00D6: if 
8038:   not  $9475 == 0 // integer values 
004D: jump_if_false @STRIP_1042 
00D6: if 
8118:   not actor $9477 dead 
004D: jump_if_false @STRIP_1021 
0050: gosub @STRIP_5426 
0002: jump @STRIP_1042 

:STRIP_1021
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $9475 = 0 // integer values 
0004: $9477 = -1 // integer values 

:STRIP_1042
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_1326 
00D6: if and
0038:   $9473 == 0 // integer values 
0038:   $9471 == 0 // integer values 
004D: jump_if_false @STRIP_1326 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 1204.85 11.8 999.9219 radius 1.0 1.0 1.0 sphere 1 
004D: jump_if_false @STRIP_1312 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @STRIP_1298 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @STRIP_1291 
0006: 3@ = 1 // integer values 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @STRIP_1291 
0109: player $PLAYER_CHAR money += -100 
0624: add 100.0 to_stat 54 
0006: 2@ = 1 // integer values 
0006: 3@ = 0 // integer values 
0007: 19@ = 1204.326 // floating-point values 
0007: 20@ = 17.709 // floating-point values 
0007: 21@ = 998.925 // floating-point values 
0007: 22@ = 0.0 // floating-point values 
016A: fade 0 500 ms 
0006: 4@ = 1 // integer values 
0050: gosub @STRIP_2766 

:STRIP_1291
0002: jump @STRIP_1305 

:STRIP_1298
0006: 3@ = 2 // integer values 

:STRIP_1305
0002: jump @STRIP_1326 

:STRIP_1312
0006: 3@ = 0 // integer values 
0006: 2@ = 0 // integer values 

:STRIP_1326
00D6: if 
08F9:   v$5311 == "STRIP2" // 16-byte strings 
004D: jump_if_false @STRIP_1624 
00D6: if and
0038:   $9473 == 0 // integer values 
0038:   $9471 == 0 // integer values 
004D: jump_if_false @STRIP_1624 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot 1207.59 -40.646 999.9531 radius 1.0 1.0 1.0 sphere 1 
004D: jump_if_false @STRIP_1610 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @STRIP_1596 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @STRIP_1589 
0006: 3@ = 1 // integer values 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @STRIP_1589 
0109: player $PLAYER_CHAR money += -100 
0653: 22@ = stat 54 // float 
000B: 22@ += 100.0 // floating-point values 
0653: 22@ = stat 54 // float 
0006: 2@ = 1 // integer values 
0006: 3@ = 0 // integer values 
0007: 19@ = 1207.366 // floating-point values 
0007: 20@ = -43.595 // floating-point values 
0007: 21@ = 998.925 // floating-point values 
0007: 22@ = 0.0 // floating-point values 
016A: fade 0 500 ms 
0006: 4@ = 1 // integer values 
0050: gosub @STRIP_2766 

:STRIP_1589
0002: jump @STRIP_1603 

:STRIP_1596
0006: 3@ = 2 // integer values 

:STRIP_1603
0002: jump @STRIP_1624 

:STRIP_1610
0006: 3@ = 0 // integer values 
0006: 2@ = 0 // integer values 

:STRIP_1624
00D6: if and
0038:   $9473 == 0 // integer values 
0038:   $9471 == 0 // integer values 
004D: jump_if_false @STRIP_1784 
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @STRIP_1685 
0512: permanent_text_box 'STR_01'  // ~k~~VEHICLE_ENTER_EXIT~ Magn tnc krs: $100
0002: jump @STRIP_1777 

:STRIP_1685
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @STRIP_1721 
0512: permanent_text_box 'STR_03'  // Legalbb $100-ra van szksged egy magn tnchoz.
0002: jump @STRIP_1777 

:STRIP_1721
00D6: if 
0018:   $9474 > 0 // integer values 
004D: jump_if_false @STRIP_1757 
0512: permanent_text_box 'STR_00'  // ~k~~VEHICLE_ENTER_EXIT~ Hogy pnzt dobj a sztriptztncosnak: $20
0002: jump @STRIP_1777 

:STRIP_1757
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @STRIP_1777 
03E6: remove_text_box 

:STRIP_1777
0002: jump @STRIP_1786 

:STRIP_1784
03E6: remove_text_box 

:STRIP_1786
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @STRIP_1816 
0004: $9473 = 1 // integer values 
0004: $9471 = 1 // integer values 

:STRIP_1816
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @STRIP_1849 
0004: $9473 = 1 // integer values 
0004: $9471 = 1 // integer values 

:STRIP_1849
0806: 0@ = player $PLAYER_CHAR kills_from_last_checkpoint 
00D6: if 
0019:   0@ > 0 // integer values 
004D: jump_if_false @STRIP_1882 
0004: $9471 = 1 // integer values 

:STRIP_1882
0006: 0@ = 0 // integer values 

:STRIP_1889
00D6: if 
8118:   not actor 16@(0@,3i) dead 
004D: jump_if_false @STRIP_1997 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,3i) 
82D8:   not actor $PLAYER_ACTOR currentweapon == 56 
004D: jump_if_false @STRIP_1960 
0004: $9473 = 1 // integer values 
0004: $9471 = 1 // integer values 
0002: jump @STRIP_1997 

:STRIP_1960
00D6: if 
051A:   actor 16@(0@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @STRIP_1997 
0004: $9473 = 1 // integer values 
0004: $9471 = 1 // integer values 

:STRIP_1997
000A: 0@ += 1 // integer values 
0029:   0@ >= 3 // integer values 
004D: jump_if_false @STRIP_1889 
00D6: if 
0038:   $9473 == 1 // integer values 
004D: jump_if_false @STRIP_2102 
0004: $9471 = 1 // integer values 
08E5: 19@ = get_spawned_actor_near_point 20@ 21@ 50.0 radius 0@ 
00D6: if 
0019:   0@ > -1 // integer values 
004D: jump_if_false @STRIP_2102 
000A: 1@ += 1 // integer values 
0913: run_external_script 37 0@ 1@ 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:STRIP_2102
00D6: if 
0038:   $9471 == 1 // integer values 
004D: jump_if_false @STRIP_2502 
00D6: if and
0118:   actor 17@ dead 
8039:   not  14@ == -1 // integer values 
004D: jump_if_false @STRIP_2338 
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_2198 
0007: 19@ = 1220.042 // floating-point values 
0007: 20@ = -15.3365 // floating-point values 
0007: 21@ = 999.9219 // floating-point values 

:STRIP_2198
00D6: if 
08F9:   v$5311 == "STRIP2" // 16-byte strings 
004D: jump_if_false @STRIP_2252 
0007: 19@ = 1216.871 // floating-point values 
0007: 20@ = -24.1246 // floating-point values 
0007: 21@ = 999.9531 // floating-point values 

:STRIP_2252
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ 3.0 
004D: jump_if_false @STRIP_2338 
0621: unknown_sequences_packs 4 163 14@ 1502 17@ 
0913: run_external_script 39 17@ 
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2338
00D6: if and
0118:   actor 18@ dead 
8039:   not  15@ == -1 // integer values 
004D: jump_if_false @STRIP_2502 
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_2416 
0007: 19@ = 1222.008 // floating-point values 
0007: 20@ = 4.4324 // floating-point values 
0007: 21@ = 999.9219 // floating-point values 

:STRIP_2416
00D6: if and
80FE:   not actor $PLAYER_ACTOR 0 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ 3.0 
004D: jump_if_false @STRIP_2502 
0621: unknown_sequences_packs 4 164 15@ 1502 18@ 
0913: run_external_script 39 18@ 
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2502
0002: jump @STRIP_881 

:STRIP_2509
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #VWFYCRP 
04ED: load_animation "BAR" 
00D6: if and
0248:   model #BMYBOUN available 
0248:   model #WMYBOUN available 
0248:   model #VWFYCRP available 
04EE:   animation "BAR" loaded 
004D: jump_if_false @STRIP_2573 
0051: return 
0002: jump @STRIP_2584 

:STRIP_2573
0001: wait 0 ms 
0002: jump @STRIP_2509 

:STRIP_2584
0051: return 

:STRIP_2586
0006: 0@ = 0 // integer values 

:STRIP_2593
01C2: remove_references_to_actor 16@(0@,3i) // Like turning an actor into a random pedestrian 
009B: destroy_actor_instantly 16@(0@,3i) 
000A: 0@ += 1 // integer values 
0029:   0@ >= 3 // integer values 
004D: jump_if_false @STRIP_2593 
0006: 0@ = 0 // integer values 

:STRIP_2639
00D6: if 
8039:   not  10@(0@,6i) == -1 // integer values 
004D: jump_if_false @STRIP_2670 
061E: unknown_sequences_packs 10@(0@,6i) 

:STRIP_2670
000A: 0@ += 1 // integer values 
0029:   0@ >= 6 // integer values 
004D: jump_if_false @STRIP_2639 
0249: release_model #VWFYCRP 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
061B: remove_references_to_action_sequences 7@ 
061B: remove_references_to_action_sequences 8@ 
04EF: release_animation "STRIP" 
04EF: release_animation "BAR" 
0004: $9471 = 0 // integer values 
03E6: remove_text_box 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_2764 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:STRIP_2764
004E: end_thread 

:STRIP_2766
0871: init_jump_table 4@ total_jumps 6 0 @STRIP_3923 jumps 1 @STRIP_2829 2 @STRIP_3053 3 @STRIP_3194 4 @STRIP_3320 5 @STRIP_3653 6 @STRIP_3887 -1 @STRIP_3923 

:STRIP_2829
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3046 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR frozen_state 0 
06AB: (unknown) $PLAYER_ACTOR 1 
0826: toggle_hud 0 
0581: toggle_radar 0 
0792: (unknown) $PLAYER_ACTOR 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
00A1: put_actor $PLAYER_ACTOR at 19@ 20@ 21@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 22@ 
03C8: rotate_player-180-degrees 
00D6: if 
0038:   $9476 == 0 // integer values 
004D: jump_if_false @STRIP_2956 
04AF: 5@ = unknown_wav_reference 256 
06D2: 28@v = "LAPDAN1" // 16-byte strings 
0008: $9476 += 1 // integer values 
0002: jump @STRIP_3039 

:STRIP_2956
00D6: if 
0038:   $9476 == 1 // integer values 
004D: jump_if_false @STRIP_3010 
04AF: 5@ = unknown_wav_reference 257 
06D2: 28@v = "LAPDAN2" // 16-byte strings 
0008: $9476 += 1 // integer values 
0002: jump @STRIP_3039 

:STRIP_3010
04AF: 5@ = unknown_wav_reference 246 
06D2: 28@v = "LAPDAN3" // 16-byte strings 
0004: $9476 = 0 // integer values 

:STRIP_3039
000A: 4@ += 1 // integer values 

:STRIP_3046
0002: jump @STRIP_3923 

:STRIP_3053
00D6: if 
84EE:   not animation 28@v loaded 
004D: jump_if_false @STRIP_3081 
04ED: load_animation 28@v 
0002: jump @STRIP_3187 

:STRIP_3081
00D6: if 
8248:   not model 5@ available 
004D: jump_if_false @STRIP_3109 
0247: request_model 5@ 
0002: jump @STRIP_3187 

:STRIP_3109
04C4: create_coordinate 19@ 20@ 21@ from_actor $PLAYER_ACTOR offset 0.0 -1.0 -1.0 
0172: 22@ = actor $PLAYER_ACTOR z_angle 
009A: 5@ = create_actor 5 5@ at 19@ 20@ 21@ 
0619: set_actor 5@ collision_detection 0 
0173: set_actor 5@ z_angle_to 22@ 
000A: 4@ += 1 // integer values 

:STRIP_3187
0002: jump @STRIP_3923 

:STRIP_3194
0812: AS_actor $PLAYER_ACTOR perform_animation "LAPDAN_P" from_file 28@v 1000.0 loop 0 0 0 lock 1 time -1 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3290 
0812: AS_actor 5@ perform_animation "LAPDAN_D" from_file 28@v 1000.0 loop 0 0 0 lock 1 time -1 
0006: 6@ = -1 // integer values 
0050: gosub @STRIP_3925 

:STRIP_3290
016A: fade 1 1500 ms 
0006: 33@ = 0 // integer values 
03E6: remove_text_box 
000A: 4@ += 1 // integer values 
0002: jump @STRIP_3923 

:STRIP_3320
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3646 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3639 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "LAPDAN_P" 
004D: jump_if_false @STRIP_3432 
061A: (unknown) $PLAYER_ACTOR "LAPDAN_P" 23@ 
0092: 25@ = float_to_integer 23@ 
000E: 25@ -= 800 // integer values 
0085: 26@ = 25@ // integer values and handles 
000E: 26@ -= 2200 // integer values 
0002: jump @STRIP_3439 

:STRIP_3432
0006: 25@ = 0 // integer values 

:STRIP_3439
00D6: if and
0019:   33@ > 2500 // integer values 
001B:   2600 > 33@ // integer values 
004D: jump_if_false @STRIP_3499 
00D6: if 
8A2A:   not text_box 'STR_02' displaying  // ~k~~PED_FIREWEAPON~ Nzet vltsa.~n~~k~~VEHICLE_ENTER_EXIT~ Tncparkett elhagysa.
004D: jump_if_false @STRIP_3499 
03E5: text_box 'STR_02'  // ~k~~PED_FIREWEAPON~ Nzet vltsa.~n~~k~~VEHICLE_ENTER_EXIT~ Tncparkett elhagysa.

:STRIP_3499
00D6: if 
002D:   33@ >= 25@ // integer values 
004D: jump_if_false @STRIP_3539 
016A: fade 0 500 ms 
000A: 4@ += 1 // integer values 
0002: jump @STRIP_3923 

:STRIP_3539
00D6: if and
00E1:   key_pressed 0 17 
0029:   32@ >= 500 // integer values 
0019:   33@ > 2500 // integer values 
001D:   26@ > 33@ // integer values 
004D: jump_if_false @STRIP_3594 
0050: gosub @STRIP_3925 
0006: 32@ = 0 // integer values 

:STRIP_3594
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @STRIP_3632 
016A: fade 0 500 ms 
000A: 4@ += 1 // integer values 
0002: jump @STRIP_3923 

:STRIP_3632
0002: jump @STRIP_3646 

:STRIP_3639
000A: 4@ += 1 // integer values 

:STRIP_3646
0002: jump @STRIP_3923 

:STRIP_3653
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3880 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3873 
03E6: remove_text_box 
0665: (unknown) 5@ 0@ 
0249: release_model 0@ 
04EF: release_animation 28@v 
009B: destroy_actor_instantly 5@ 
0792: (unknown) $PLAYER_ACTOR 
06AB: (unknown) $PLAYER_ACTOR 1 
0826: toggle_hud 1 
0581: toggle_radar 1 
0792: (unknown) $PLAYER_ACTOR 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_3798 
00A1: put_actor $PLAYER_ACTOR at 1204.991 12.6603 999.9219 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 

:STRIP_3798
00D6: if 
08F9:   v$5311 == "STRIP2" // 16-byte strings 
004D: jump_if_false @STRIP_3852 
00A1: put_actor $PLAYER_ACTOR at 1207.59 -40.646 999.9531 
0173: set_actor $PLAYER_ACTOR z_angle_to 360.0 

:STRIP_3852
016A: fade 1 500 ms 
000A: 4@ += 1 // integer values 
0002: jump @STRIP_3880 

:STRIP_3873
000A: 4@ += 1 // integer values 

:STRIP_3880
0002: jump @STRIP_3923 

:STRIP_3887
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3916 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0006: 4@ = 0 // integer values 
0051: return 

:STRIP_3916
0002: jump @STRIP_3923 

:STRIP_3923
0051: return 

:STRIP_3925
0871: init_jump_table 6@ total_jumps 5 1 @STRIP_5173 jumps -1 @STRIP_3988 0 @STRIP_4225 1 @STRIP_4462 2 @STRIP_4699 3 @STRIP_4936 -1 @STRIP_5417 -1 @STRIP_5417 

:STRIP_3988
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_4119 
0007: 19@ = 1204.562 // floating-point values 
0007: 20@ = 15.6486 // floating-point values 
0007: 21@ = 1001.333 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1204.437 // floating-point values 
0007: 20@ = 16.5805 // floating-point values 
0007: 21@ = 1000.992 // floating-point values 
0160: point_camera 19@ 20@ 21@ 2 
0002: jump @STRIP_4218 

:STRIP_4119
0007: 19@ = 1208.32 // floating-point values 
0007: 20@ = -45.8672 // floating-point values 
0007: 21@ = 1001.066 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1207.846 // floating-point values 
0007: 20@ = -44.9985 // floating-point values 
0007: 21@ = 1000.919 // floating-point values 
0160: point_camera 19@ 20@ 21@ 2 

:STRIP_4218
0002: jump @STRIP_5417 

:STRIP_4225
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_4356 
0007: 19@ = 1202.654 // floating-point values 
0007: 20@ = 16.7123 // floating-point values 
0007: 21@ = 1001.302 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1203.589 // floating-point values 
0007: 20@ = 16.9879 // floating-point values 
0007: 21@ = 1001.08 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 
0002: jump @STRIP_4455 

:STRIP_4356
0007: 19@ = 1205.649 // floating-point values 
0007: 20@ = -44.5486 // floating-point values 
0007: 21@ = 1001.344 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1206.541 // floating-point values 
0007: 20@ = -44.2188 // floating-point values 
0007: 21@ = 1001.035 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 

:STRIP_4455
0002: jump @STRIP_5417 

:STRIP_4462
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_4593 
0007: 19@ = 1203.529 // floating-point values 
0007: 20@ = 18.3118 // floating-point values 
0007: 21@ = 1001.391 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1204.11 // floating-point values 
0007: 20@ = 17.5609 // floating-point values 
0007: 21@ = 1001.078 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 
0002: jump @STRIP_4692 

:STRIP_4593
0007: 19@ = 1206.434 // floating-point values 
0007: 20@ = -43.1812 // floating-point values 
0007: 21@ = 1001.704 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1207.044 // floating-point values 
0007: 20@ = -43.796 // floating-point values 
0007: 21@ = 1001.204 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 

:STRIP_4692
0002: jump @STRIP_5417 

:STRIP_4699
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_4830 
0007: 19@ = 1204.712 // floating-point values 
0007: 20@ = 18.3221 // floating-point values 
0007: 21@ = 1000.941 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1204.409 // floating-point values 
0007: 20@ = 17.369 // floating-point values 
0007: 21@ = 1000.95 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 
0002: jump @STRIP_4929 

:STRIP_4830
0007: 19@ = 1207.472 // floating-point values 
0007: 20@ = -43.1042 // floating-point values 
0007: 21@ = 1001.054 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1207.325 // floating-point values 
0007: 20@ = -44.0841 // floating-point values 
0007: 21@ = 1000.919 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 

:STRIP_4929
0002: jump @STRIP_5417 

:STRIP_4936
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_5067 
0007: 19@ = 1205.856 // floating-point values 
0007: 20@ = 17.3141 // floating-point values 
0007: 21@ = 1002.26 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1205.096 // floating-point values 
0007: 20@ = 17.1228 // floating-point values 
0007: 21@ = 1001.64 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 
0002: jump @STRIP_5166 

:STRIP_5067
0007: 19@ = 1207.846 // floating-point values 
0007: 20@ = -43.4954 // floating-point values 
0007: 21@ = 1001.964 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1207.427 // floating-point values 
0007: 20@ = -43.9585 // floating-point values 
0007: 21@ = 1001.184 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 

:STRIP_5166
0002: jump @STRIP_5417 

:STRIP_5173
0006: 6@ = -1 // integer values 
00D6: if 
08F9:   v$5311 == "LASTRIP" // 16-byte strings 
004D: jump_if_false @STRIP_5311 
0007: 19@ = 1204.562 // floating-point values 
0007: 20@ = 15.6486 // floating-point values 
0007: 21@ = 1001.333 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1204.437 // floating-point values 
0007: 20@ = 16.5805 // floating-point values 
0007: 21@ = 1000.992 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 
0002: jump @STRIP_5410 

:STRIP_5311
0007: 19@ = 1207.978 // floating-point values 
0007: 20@ = -46.1248 // floating-point values 
0007: 21@ = 1001.215 // floating-point values 
015F: set_camera_position 19@ 20@ 21@ 0.0 0.0 0.0 
0007: 19@ = 1207.757 // floating-point values 
0007: 20@ = -45.1702 // floating-point values 
0007: 21@ = 1001.016 // floating-point values 
0160: point_camera 19@ 20@ 21@ 1 

:STRIP_5410
0002: jump @STRIP_5417 

:STRIP_5417
000A: 6@ += 1 // integer values 
0051: return 

:STRIP_5426
0871: init_jump_table $9475 total_jumps 4 0 @STRIP_5877 jumps 1 @STRIP_5489 2 @STRIP_5518 3 @STRIP_5598 4 @STRIP_5770 -1 @STRIP_5877 -1 @STRIP_5877 -1 @STRIP_5877 

:STRIP_5489
01B4: set_player $PLAYER_CHAR frozen_state 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $9477 
0004: $9475 = 2 // integer values 
0002: jump @STRIP_5877 

:STRIP_5518
062E: (unknown) $PLAYER_ACTOR 1593 27@ 
00D6: if 
04A4:   27@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIP_5591 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLY_CASH" from_file "STRIP" 4.0 loop 0 0 0 lock 0 time 0 
0004: $9475 = 3 // integer values 

:STRIP_5591
0002: jump @STRIP_5877 

:STRIP_5598
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLY_CASH" 
004D: jump_if_false @STRIP_5756 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
00D6: if and
0031:   24@ >= 0.35 // floating-point values 
0023:   1.0 > 24@ // floating-point values 
004D: jump_if_false @STRIP_5749 
04C4: create_coordinate 19@ 20@ 21@ from_actor $9477 offset 0.0 0.5 -0.5 
029B: $9478 = init_object #MONEY at 19@ 20@ 21@ 
0382: set_object $9478 collision_detection 0 
0109: player $PLAYER_CHAR money += -20 
0624: add 20.0 to_stat 54 
0004: $9475 = 4 // integer values 

:STRIP_5749
0002: jump @STRIP_5763 

:STRIP_5756
0004: $9475 = 4 // integer values 

:STRIP_5763
0002: jump @STRIP_5877 

:STRIP_5770
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "PLY_CASH" 
004D: jump_if_false @STRIP_5856 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
00D6: if 
0031:   24@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIP_5849 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $9475 = 0 // integer values 

:STRIP_5849
0002: jump @STRIP_5870 

:STRIP_5856
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $9475 = 0 // integer values 

:STRIP_5870
0002: jump @STRIP_5877 

:STRIP_5877
0051: return 
004E: end_thread 

//-------------External script 32 (PLANES)---------------

:PLANES
03A4: name_thread 'PLANES' 
05A9: s$9482 = 'PLA_9' // 8-byte strings  // VASRNAP
05A9: s$9484 = 'PLA_3' // 8-byte strings  // HTF
05A9: s$9486 = 'PLA_4' // 8-byte strings  // KEDD
05A9: s$9488 = 'PLA_5' // 8-byte strings  // SZERDA
05A9: s$9490 = 'PLA_6' // 8-byte strings  // CSTRTK
05A9: s$9492 = 'PLA_7' // 8-byte strings  // PNTEK
05A9: s$9494 = 'PLA_8' // 8-byte strings  // SZOMBAT
0004: $PLANES_WEEKDAY = 0 // integer values 
0004: $PLANES_CONVERSATION_YES = 0 // integer values 
0004: $9499 = 0 // integer values 
0004: $9500 = 500 // integer values 
0004: $9501 = 0 // integer values 
0004: $9502 = 0 // integer values 
0004: $9503 = 0 // integer values 
0004: $9504 = 0 // integer values 
0004: $9505 = 0 // integer values 
0004: $9506 = 0 // integer values 
0004: $11358 = 0 // integer values 
0004: $9508 = 0 // integer values 
0004: $9509 = 0 // integer values 
0004: $9510 = 0 // integer values 
0004: $9511 = 0 // integer values 
0005: $9521 = 0.0 // floating-point values 
0005: $9513 = 0.0 // floating-point values 
0005: $9514 = 0.0 // floating-point values 
0005: $9515 = 0.0 // floating-point values 
0005: $9516 = 0.0 // floating-point values 
0005: $9517 = 0.0 // floating-point values 
0005: $9518 = 0.0 // floating-point values 
0005: $9519 = 0.0 // floating-point values 
0005: $9520 = 0.0 // floating-point values 
0004: $9512 = 0 // integer values 
0004: $9522 = 0 // integer values 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_342 
0002: jump @PLANES_3712 

:PLANES_342
01B4: set_player $PLAYER_CHAR frozen_state 0 
0111: set_wasted_busted_check_to 0 
0253: save_current_time 
07D0: $PLANES_WEEKDAY = weekday 
00D6: if 
0038:   $PLANES_WEEKDAY == 7 // integer values 
004D: jump_if_false @PLANES_392 
0004: $PLANES_WEEKDAY = 1 // integer values 
0002: jump @PLANES_399 

:PLANES_392
0008: $PLANES_WEEKDAY += 1 // integer values 

:PLANES_399
0652: $PLANES_STAT_UNLOCKED_CITIES_NUMBER = stat 181 // integer 
0050: gosub @PLANES_3818 
02A3: toggle_widescreen 0 
0169: set_fade_color 0 0 0 
00BE: text_clear_all 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_455 
0002: jump @PLANES_3712 

:PLANES_455
016A: fade 0 500 ms 

:PLANES_462
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_509 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_502 
0002: jump @PLANES_3712 

:PLANES_502
0002: jump @PLANES_462 

:PLANES_509
0390: load_txd_dictionary 'LD_PLAN' 
038F: request_texture "AIRLOGO" as 1 // Load dictionary with 0390 first 
038F: request_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: request_texture "TVBASE" as 3 // Load dictionary with 0390 first 
038F: request_texture "BLKDOT" as 4 // Load dictionary with 0390 first 
038B: load_requested_models 
03E6: remove_text_box 
00BE: text_clear_all 
03F0: text_draw_toggle 1 
0826: toggle_hud 0 
0581: toggle_radar 0 
08F8: (unknown) 0 
016A: fade 1 500 ms 
0050: gosub @PLANES_4363 

:PLANES_605
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_659 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_645 
0002: jump @PLANES_3712 

:PLANES_645
0050: gosub @PLANES_4363 
0002: jump @PLANES_605 

:PLANES_659
0050: gosub @PLANES_4363 

:PLANES_666
0001: wait 0 ms 
0050: gosub @PLANES_4363 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_700 
0002: jump @PLANES_3712 

:PLANES_700
0254: restore_current_time 
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 // integer values 
004D: jump_if_false @PLANES_805 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @PLANES_767 
0004: $PLANES_CONVERSATION_YES = 0 // integer values 

:PLANES_767
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @PLANES_798 
0004: $PLANES_CONVERSATION_YES = 1 // integer values 

:PLANES_798
0002: jump @PLANES_812 

:PLANES_805
0004: $PLANES_CONVERSATION_YES = 0 // integer values 

:PLANES_812
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 0 // integer values 
004D: jump_if_false @PLANES_1281 
00D6: if 
0038:   $9503 == 0 // integer values 
004D: jump_if_false @PLANES_879 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @PLANES_879 
0004: $9502 = 0 // integer values 
0004: $9503 = 1 // integer values 

:PLANES_879
00D6: if 
0038:   $9503 == 1 // integer values 
004D: jump_if_false @PLANES_921 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @PLANES_921 
0004: $9503 = 2 // integer values 

:PLANES_921
00D6: if 
0038:   $9503 == 2 // integer values 
004D: jump_if_false @PLANES_1134 
010B: $9501 = player $PLAYER_CHAR money 
00D6: if 
002C:   $9501 >= $9500 // integer values 
004D: jump_if_false @PLANES_1069 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1083 
0050: gosub @PLANES_4363 
016A: fade 0 500 ms 

:PLANES_994
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_1055 
0050: gosub @PLANES_4363 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_1041 
0002: jump @PLANES_3712 

:PLANES_1041
0050: gosub @PLANES_4363 
0002: jump @PLANES_994 

:PLANES_1055
0002: jump @PLANES_1437 
0002: jump @PLANES_1134 

:PLANES_1069
00D6: if 
0038:   $9502 == 0 // integer values 
004D: jump_if_false @PLANES_1134 
01BD: $9504 = current_time_in_ms 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1085 
0004: $9502 = 1 // integer values 
0004: $9503 = 0 // integer values 

:PLANES_1134
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // integer values and handles 
0060: $9506 -= $9504 // integer values 
00D6: if 
001A:   5000 > $9506 // integer values 
004D: jump_if_false @PLANES_1281 
0050: gosub @PLANES_7954 
033F: set_text_draw_letter_width_height 0.41 1.84 
0340: set_text_draw_color 255 255 255 255 
00D6: if or
04A3:   $154 == 3 // integer values OR floating-point values 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_1260 
033E: text_draw 40.0 337.0 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0002: jump @PLANES_1281 

:PLANES_1260
033E: text_draw 93.0 337.0 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.

:PLANES_1281
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @PLANES_1430 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1085 
0050: gosub @PLANES_4363 
016A: fade 0 500 ms 

:PLANES_1326
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_1387 
0050: gosub @PLANES_4363 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_1373 
0002: jump @PLANES_3712 

:PLANES_1373
0050: gosub @PLANES_4363 
0002: jump @PLANES_1326 

:PLANES_1387
0050: gosub @PLANES_3818 
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515 
0173: set_actor $PLAYER_ACTOR z_angle_to $9516 
016A: fade 1 500 ms 
0002: jump @PLANES_3712 

:PLANES_1430
0002: jump @PLANES_666 

:PLANES_1437
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_1460 
0002: jump @PLANES_3712 

:PLANES_1460
088E: (unknown) 
0109: player $PLAYER_CHAR money += -500 
0391: release_txd_dictionary 
0247: request_model #AT400 
0247: request_model #GUN_PARA 
038B: load_requested_models 
0A48: (unknown) 1 
0050: gosub @PLANES_3818 
04E4: unknown_refresh_game_renderer_at $9517 $9518 
0395: clear_area 1 at $9517 $9518 $9519 range 100.0 
00A5: $9479 = create_car #AT400 at $9517 $9518 $9519 
0175: set_car $9479 z_angle_to $9520 
036A: put_actor $PLAYER_ACTOR in_car $9479 
03CB: set_camera $9517 $9518 $9519 
02A3: toggle_widescreen 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_1709 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_1650 
00C0: set_current_time 10 30 
0005: $9521 = 9500.0 // floating-point values 
0004: $9510 = 20000 // integer values 
0004: $9511 = 150000 // integer values 
0004: $11358 = 42 // integer values 

:PLANES_1650
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 // integer values 
004D: jump_if_false @PLANES_1709 
00C0: set_current_time 17 50 
0005: $9521 = 5000.0 // floating-point values 
0004: $9510 = 30000 // integer values 
0004: $9511 = 110000 // integer values 
0004: $11358 = 46 // integer values 

:PLANES_1709
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_1845 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_1786 
00C0: set_current_time 11 20 
0005: $9521 = 6000.0 // floating-point values 
0004: $9510 = 20000 // integer values 
0004: $9511 = 120000 // integer values 
0004: $11358 = 49 // integer values 

:PLANES_1786
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 // integer values 
004D: jump_if_false @PLANES_1845 
00C0: set_current_time 14 40 
0005: $9521 = 8000.0 // floating-point values 
0004: $9510 = 20000 // integer values 
0004: $9511 = 160000 // integer values 
0004: $11358 = 44 // integer values 

:PLANES_1845
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_1981 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_1922 
00C0: set_current_time 19 10 
0005: $9521 = 6600.0 // floating-point values 
0004: $9510 = 20000 // integer values 
0004: $9511 = 120000 // integer values 
0004: $11358 = 48 // integer values 

:PLANES_1922
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 // integer values 
004D: jump_if_false @PLANES_1981 
00C0: set_current_time 14 30 
0005: $9521 = 3800.0 // floating-point values 
0004: $9510 = 20000 // integer values 
0004: $9511 = 70000 // integer values 
0004: $11358 = 43 // integer values 

:PLANES_1981
07C0: load_path $11358 

:PLANES_1986
00D6: if 
87C1:   not path $11358 available 
004D: jump_if_false @PLANES_2036 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_2029 
0002: jump @PLANES_3712 

:PLANES_2029
0002: jump @PLANES_1986 

:PLANES_2036
01BD: $9504 = current_time_in_ms 
0004: $9503 = 0 // integer values 
016A: fade 1 500 ms 

:PLANES_2055
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_2082 
0002: jump @PLANES_3712 

:PLANES_2082
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_2103 
0110: clear_player $PLAYER_CHAR wanted_level 

:PLANES_2103
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // integer values and handles 
0060: $9506 -= $9504 // integer values 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3705 
00D6: if 
0038:   $9503 == 0 // integer values 
004D: jump_if_false @PLANES_2196 
00D6: if 
0018:   $9506 > 2000 // integer values 
004D: jump_if_false @PLANES_2196 
05EB: assign_vehicle $9479 to_path $11358 
093D: (unknown) 1 
0004: $9503 = 1 // integer values 

:PLANES_2196
00D6: if 
0018:   $9503 > 0 // integer values 
004D: jump_if_false @PLANES_2343 
00D6: if 
0038:   $9508 == 0 // integer values 
004D: jump_if_false @PLANES_2343 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0020:   $TEMPVAR_Z_COORD > 150.0 // floating-point values 
004D: jump_if_false @PLANES_2343 
03D5: remove_text 'PLA_11'  // Nyomd meg a(z) ~k~~PED_SPRINT~ billentyt, a repls gyorstshoz.
00D6: if 
0038:   $9512 == 0 // integer values 
004D: jump_if_false @PLANES_2319 
00BC: text_highpriority 'PLA_12' 20000 ms 1  // Nyomj ~k~~PED_SPRINT~-t, hogy tlpj a repls vgn.~N~Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy kiugorj a replbl.
0004: $9512 = 1 // integer values 

:PLANES_2319
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @PLANES_2343 
0004: $9503 = 2 // integer values 

:PLANES_2343
00D6: if 
0018:   $9503 > 0 // integer values 
004D: jump_if_false @PLANES_2467 
00D6: if 
0038:   $9522 == 0 // integer values 
004D: jump_if_false @PLANES_2421 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0020:   $TEMPVAR_Z_COORD > 150.0 // floating-point values 
004D: jump_if_false @PLANES_2421 
0004: $9522 = 1 // integer values 

:PLANES_2421
00D6: if 
0038:   $9522 == 1 // integer values 
004D: jump_if_false @PLANES_2467 
00D6: if 
0022:   150.0 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @PLANES_2467 
0004: $9522 = 2 // integer values 

:PLANES_2467
00D6: if 
0038:   $9503 == 1 // integer values 
004D: jump_if_false @PLANES_3342 
00D6: if 
0038:   $9508 == 0 // integer values 
004D: jump_if_false @PLANES_3112 
00D6: if 
0032:   150.0 >= $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @PLANES_2569 
03D5: remove_text 'PLA_12'  // Nyomj ~k~~PED_SPRINT~-t, hogy tlpj a repls vgn.~N~Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy kiugorj a replbl.
00D6: if 
0038:   $9512 == 0 // integer values 
004D: jump_if_false @PLANES_2569 
00BC: text_highpriority 'PLA_11' 5000 ms 1  // Nyomd meg a(z) ~k~~PED_SPRINT~ billentyt, a repls gyorstshoz.

:PLANES_2569
00D6: if 
001A:   2 > $9522 // integer values 
004D: jump_if_false @PLANES_3112 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @PLANES_3112 
016A: fade 0 500 ms 

:PLANES_2611
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_2658 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_2651 
0002: jump @PLANES_3712 

:PLANES_2651
0002: jump @PLANES_2611 

:PLANES_2658
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3056 
00D6: if 
060E:   car $9479 is_assigned_to_existing_path 
004D: jump_if_false @PLANES_3056 
00D6: if 
0038:   $9509 == 1 // integer values 
004D: jump_if_false @PLANES_2715 
08E6: plane $9479 change_landing_gear 0 

:PLANES_2715
0706: (unknown) $9479 -1E07 
0706: (unknown) $9479 $9521 
093D: (unknown) 0 
00D6: if or
0038:   $11358 == 48 // integer values 
0038:   $11358 == 49 // integer values 
004D: jump_if_false @PLANES_2841 
015F: set_camera_position 1774.9 -2529.3 30.9 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_2819 
0158: camera_on_vehicle $9479 15 2 

:PLANES_2819
0A0B: (unknown) 1774.9 -2529.3 13.9 48.0 

:PLANES_2841
00D6: if or
0038:   $11358 == 42 // integer values 
0038:   $11358 == 43 // integer values 
004D: jump_if_false @PLANES_2945 
015F: set_camera_position -1268.5 106.9 37.1 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_2923 
0158: camera_on_vehicle $9479 15 2 

:PLANES_2923
0A0B: (unknown) -1268.5 106.9 13.0 350.0 

:PLANES_2945
00D6: if or
0038:   $11358 == 46 // integer values 
0038:   $11358 == 44 // integer values 
004D: jump_if_false @PLANES_3049 
015F: set_camera_position 1396.1 1382.3 25.4 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3027 
0158: camera_on_vehicle $9479 15 2 

:PLANES_3027
0A0B: (unknown) 1396.1 1382.3 10.0 264.0 

:PLANES_3049
0004: $9508 = 1 // integer values 

:PLANES_3056
00BE: text_clear_all 
016A: fade 1 2500 ms 

:PLANES_3065
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3112 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3105 
0002: jump @PLANES_3712 

:PLANES_3105
0002: jump @PLANES_3065 

:PLANES_3112
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3342 
00D6: if 
860E:   not car $9479 is_assigned_to_existing_path 
004D: jump_if_false @PLANES_3342 
016A: fade 0 2000 ms 

:PLANES_3151
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3198 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3191 
0002: jump @PLANES_3712 

:PLANES_3191
0002: jump @PLANES_3151 

:PLANES_3198
0050: gosub @PLANES_3818 
093D: (unknown) 0 
04E4: unknown_refresh_game_renderer_at $9513 $9514 
0395: clear_area 1 at $9513 $9514 $9515 range 100.0 
0792: (unknown) $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515 
0173: set_actor $PLAYER_ACTOR z_angle_to $9516 
03CB: set_camera $9513 $9514 $9515 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 

:PLANES_3288
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3335 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3328 
0002: jump @PLANES_3712 

:PLANES_3328
0002: jump @PLANES_3288 

:PLANES_3335
0002: jump @PLANES_3712 

:PLANES_3342
00D6: if 
0038:   $9503 == 2 // integer values 
004D: jump_if_false @PLANES_3585 
016A: fade 0 500 ms 

:PLANES_3367
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3414 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3407 
0002: jump @PLANES_3712 

:PLANES_3407
0002: jump @PLANES_3367 

:PLANES_3414
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
093D: (unknown) 0 
0633: AS_actor $PLAYER_ACTOR exit_vehicle 
03D5: remove_text 'PLA_11'  // Nyomd meg a(z) ~k~~PED_SPRINT~ billentyt, a repls gyorstshoz.
03D5: remove_text 'PLA_12'  // Nyomj ~k~~PED_SPRINT~-t, hogy tlpj a repls vgn.~N~Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy kiugorj a replbl.

:PLANES_3461
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PLANES_3511 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3504 
0002: jump @PLANES_3712 

:PLANES_3504
0002: jump @PLANES_3461 

:PLANES_3511
00A6: destroy_car $9479 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: toggle_widescreen 0 
016A: fade 1 500 ms 

:PLANES_3531
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3578 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3571 
0002: jump @PLANES_3712 

:PLANES_3571
0002: jump @PLANES_3531 

:PLANES_3578
0002: jump @PLANES_3712 

:PLANES_3585
00D6: if 
0038:   $9508 == 0 // integer values 
004D: jump_if_false @PLANES_3705 
00D6: if 
0038:   $9509 == 0 // integer values 
004D: jump_if_false @PLANES_3654 
00D6: if 
001C:   $9506 > $9510 // integer values 
004D: jump_if_false @PLANES_3654 
08E6: plane $9479 change_landing_gear 1 
0004: $9509 = 1 // integer values 

:PLANES_3654
00D6: if 
0038:   $9509 == 1 // integer values 
004D: jump_if_false @PLANES_3705 
00D6: if 
001C:   $9506 > $9511 // integer values 
004D: jump_if_false @PLANES_3705 
08E6: plane $9479 change_landing_gear 0 
0004: $9509 = 2 // integer values 

:PLANES_3705
0002: jump @PLANES_2055 

:PLANES_3712
03D5: remove_text 'PLA_11'  // Nyomd meg a(z) ~k~~PED_SPRINT~ billentyt, a repls gyorstshoz.
03D5: remove_text 'PLA_12'  // Nyomj ~k~~PED_SPRINT~-t, hogy tlpj a repls vgn.~N~Nyomj ~k~~VEHICLE_ENTER_EXIT~-t, hogy kiugorj a replbl.
00D6: if 
0844:   s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @PLANES_3752 
02EB: restore_camera_with_jumpcut 

:PLANES_3752
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3775 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:PLANES_3775
093D: (unknown) 0 
0A48: (unknown) 0 
03F0: text_draw_toggle 0 
01C3: remove_references_to_car $9479 // Like turning a car into any random car 
0249: release_model #AT400 
0249: release_model #GUN_PARA 
0391: release_txd_dictionary 
0826: toggle_hud 1 
0581: toggle_radar 1 
08F8: (unknown) 1 
004E: end_thread 

:PLANES_3818
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_3999 
0005: $9513 = 1682.7 // floating-point values 
0005: $9514 = -2244.9 // floating-point values 
0005: $9515 = 12.5 // floating-point values 
0005: $9516 = 178.9 // floating-point values 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_3934 
0005: $9517 = 2052.0 // floating-point values 
0005: $9518 = -2497.5 // floating-point values 
0005: $9519 = 12.4 // floating-point values 
0005: $9520 = 89.9 // floating-point values 

:PLANES_3934
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 // integer values 
004D: jump_if_false @PLANES_3992 
0005: $9517 = 1580.0 // floating-point values 
0005: $9518 = -2493.5 // floating-point values 
0005: $9519 = 12.4 // floating-point values 
0005: $9520 = 270.0 // floating-point values 

:PLANES_3992
0004: $9499 = 18 // integer values 

:PLANES_3999
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_4180 
0005: $9513 = -1431.6 // floating-point values 
0005: $9514 = -283.9 // floating-point values 
0005: $9515 = 13.1 // floating-point values 
0005: $9516 = 149.9 // floating-point values 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_4115 
0005: $9517 = -1626.0 // floating-point values 
0005: $9518 = -137.3 // floating-point values 
0005: $9519 = 13.0 // floating-point values 
0005: $9520 = 315.6 // floating-point values 

:PLANES_4115
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 // integer values 
004D: jump_if_false @PLANES_4173 
0005: $9517 = -1590.9 // floating-point values 
0005: $9518 = -103.5 // floating-point values 
0005: $9519 = 13.0 // floating-point values 
0005: $9520 = 315.3 // floating-point values 

:PLANES_4173
0004: $9499 = 19 // integer values 

:PLANES_4180
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_4361 
0005: $9513 = 1669.8 // floating-point values 
0005: $9514 = 1422.1 // floating-point values 
0005: $9515 = 9.7 // floating-point values 
0005: $9516 = 263.9 // floating-point values 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_4296 
0005: $9517 = 1479.7 // floating-point values 
0005: $9518 = 1716.1 // floating-point values 
0005: $9519 = 9.7 // floating-point values 
0005: $9520 = 180.0 // floating-point values 

:PLANES_4296
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 // integer values 
004D: jump_if_false @PLANES_4354 
0005: $9517 = 1475.7 // floating-point values 
0005: $9518 = 1636.0 // floating-point values 
0005: $9519 = 9.7 // floating-point values 
0005: $9520 = 180.0 // floating-point values 

:PLANES_4354
0004: $9499 = 20 // integer values 

:PLANES_4361
0051: return 

:PLANES_4363
03E3: (unknown) 1 
038D: create_texture 4 position 320.0 225.0 scale 612.0 438.0 color 0 0 0 alpha 255 
03E3: (unknown) 1 
038D: create_texture 4 position 320.0 430.0 scale 640.0 250.0 color 0 0 0 alpha 255 
03E3: (unknown) 1 
038D: create_texture 1 position 321.0 246.0 scale 356.0 246.0 color 160 160 160 alpha 255 
03E3: (unknown) 1 
038D: create_texture 4 position 326.0 84.0 scale 602.0 58.0 color 73 73 73 alpha 255 
0050: gosub @PLANES_7879 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_4574 
033E: text_draw 269.0 65.0 'PLA_1'  // JEGYAUTOMATA 

:PLANES_4574
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_4625 
033F: set_text_draw_letter_width_height 0.9 3.4 
033E: text_draw 327.0 65.0 'PLA_1'  // JEGYAUTOMATA 

:PLANES_4625
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_4664 
033E: text_draw 269.0 65.0 'PLA_1'  // JEGYAUTOMATA 

:PLANES_4664
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_4715 
033F: set_text_draw_letter_width_height 0.91 3.43 
033E: text_draw 322.0 65.0 'PLA_1'  // JEGYAUTOMATA 

:PLANES_4715
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @PLANES_4766 
033F: set_text_draw_letter_width_height 0.9 3.4 
033E: text_draw 322.0 65.0 'PLA_1'  // JEGYAUTOMATA 

:PLANES_4766
00D6: if 
0038:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER == 0 // integer values 
004D: jump_if_false @PLANES_4987 
0050: gosub @PLANES_7879 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @PLANES_4863 
033F: set_text_draw_letter_width_height 1.21 6.23 
033E: text_draw 320.0 204.0 'PLA_25'  // NEM MKDIK
0002: jump @PLANES_4896 

:PLANES_4863
033F: set_text_draw_letter_width_height 1.41 6.23 
033E: text_draw 316.0 204.0 'PLA_25'  // NEM MKDIK

:PLANES_4896
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 210.0 368.0 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 298.0 368.0 'PLA_21'  // - KILPS
0002: jump @PLANES_7637 

:PLANES_4987
0050: gosub @PLANES_7954 
0340: set_text_draw_color 138 138 138 255 
033E: text_draw 92.0 144.0 'PLA_2'  // INDULS
0050: gosub @PLANES_7954 
0340: set_text_draw_color 138 138 138 255 
033E: text_draw 92.0 207.0 'PLA_13'  // CL
0050: gosub @PLANES_7954 
0340: set_text_draw_color 138 138 138 255 
033E: text_draw 92.0 267.0 'PLA_17'  // R
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 // integer values 
004D: jump_if_false @PLANES_6446 
0050: gosub @PLANES_8029 
033F: set_text_draw_letter_width_height 0.62 1.54 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5203 
033E: text_draw 92.0 372.0 'PLA_22'  // ~<~~>~

:PLANES_5203
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5242 
033E: text_draw 52.0 372.0 'PLA_22'  // ~<~~>~

:PLANES_5242
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5281 
033E: text_draw 52.0 372.0 'PLA_22'  // ~<~~>~

:PLANES_5281
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5320 
033E: text_draw 52.0 372.0 'PLA_22'  // ~<~~>~

:PLANES_5320
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5359 
033E: text_draw 52.0 372.0 'PLA_22'  // ~<~~>~

:PLANES_5359
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5419 
033E: text_draw 124.0 368.0 'PLA_19'  // KIVLASZT

:PLANES_5419
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5458 
033E: text_draw 84.0 368.0 'PLA_19'  // KIVLASZT

:PLANES_5458
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5497 
033E: text_draw 84.0 368.0 'PLA_19'  // KIVLASZT

:PLANES_5497
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5536 
033E: text_draw 84.0 368.0 'PLA_19'  // KIVLASZT

:PLANES_5536
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5575 
033E: text_draw 84.0 368.0 'PLA_19'  // KIVLASZT

:PLANES_5575
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5635 
033E: text_draw 252.0 368.0 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5635
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5674 
033E: text_draw 294.0 354.0 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5674
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5713 
033E: text_draw 294.0 354.0 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5713
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5752 
033E: text_draw 255.0 354.0 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5752
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5791 
033E: text_draw 294.0 354.0 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5791
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5851 
033E: text_draw 337.0 368.0 'PLA_20'  // - MEGVESZ

:PLANES_5851
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5890 
033E: text_draw 294.0 373.0 'PLA_20'  // - MEGVESZ

:PLANES_5890
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5929 
033E: text_draw 294.0 373.0 'PLA_20'  // - MEGVESZ

:PLANES_5929
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_5968 
033E: text_draw 255.0 373.0 'PLA_20'  // - MEGVESZ

:PLANES_5968
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6007 
033E: text_draw 294.0 373.0 'PLA_20'  // - MEGVESZ

:PLANES_6007
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6067 
033E: text_draw 423.0 368.0 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6067
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6106 
033E: text_draw 457.0 354.0 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6106
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6145 
033E: text_draw 457.0 354.0 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6145
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6184 
033E: text_draw 457.0 354.0 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6184
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6223 
033E: text_draw 457.0 354.0 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6223
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6283 
033E: text_draw 507.0 368.0 'PLA_21'  // - KILPS

:PLANES_6283
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6322 
033E: text_draw 457.0 373.0 'PLA_21'  // - KILPS

:PLANES_6322
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6361 
033E: text_draw 457.0 373.0 'PLA_21'  // - KILPS

:PLANES_6361
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6400 
033E: text_draw 457.0 373.0 'PLA_21'  // - KILPS

:PLANES_6400
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6439 
033E: text_draw 457.0 373.0 'PLA_21'  // - KILPS

:PLANES_6439
0002: jump @PLANES_6706 

:PLANES_6446
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6513 
033E: text_draw 155.0 368.0 'PLA_24'  // ~k~~PED_SPRINT~
0002: jump @PLANES_6534 

:PLANES_6513
033E: text_draw 105.0 368.0 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_6534
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @PLANES_6601 
033E: text_draw 241.0 368.0 'PLA_20'  // - MEGVESZ
0002: jump @PLANES_6622 

:PLANES_6601
033E: text_draw 191.0 368.0 'PLA_20'  // - MEGVESZ

:PLANES_6622
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 328.0 368.0 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @PLANES_8029 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 412.0 368.0 'PLA_21'  // - KILPS

:PLANES_6706
0050: gosub @PLANES_7954 
0340: set_text_draw_color 255 255 255 255 
033E: text_draw 92.0 167.0 $9480($PLANES_WEEKDAY,8s) 
0050: gosub @PLANES_7954 
0340: set_text_draw_color 255 255 255 255 
045A: text_draw_1number 92.0 290.0 'PLA_18' $9500  // $~1~
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // integer values OR floating-point values 
004D: jump_if_false @PLANES_7079 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_6855 
0340: set_text_draw_color 255 255 255 255 
0002: jump @PLANES_6866 

:PLANES_6855
0340: set_text_draw_color 40 40 40 255 

:PLANES_6866
033E: text_draw 92.0 230.0 'PLA_15'  // SAN FIERRO
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 // integer values 
004D: jump_if_false @PLANES_6983 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_6948 
0340: set_text_draw_color 40 40 40 255 
0002: jump @PLANES_6962 

:PLANES_6948
0340: set_text_draw_color 255 255 255 255 

:PLANES_6962
033E: text_draw 282.0 230.0 'PLA_14'  // LAS VENTURAS

:PLANES_6983
0050: gosub @PLANES_7954 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_7054 
045B: text_draw_2numbers 281.0 167.0 'PLA_10' 10 30  // ~1~:~1~
0002: jump @PLANES_7079 

:PLANES_7054
045B: text_draw_2numbers 281.0 167.0 'PLA_10' 17 50  // ~1~:~1~

:PLANES_7079
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @PLANES_7367 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_7143 
0340: set_text_draw_color 255 255 255 255 
0002: jump @PLANES_7154 

:PLANES_7143
0340: set_text_draw_color 40 40 40 255 

:PLANES_7154
033E: text_draw 92.0 230.0 'PLA_16'  // LOS SANTOS
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 // integer values 
004D: jump_if_false @PLANES_7271 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_7236 
0340: set_text_draw_color 40 40 40 255 
0002: jump @PLANES_7250 

:PLANES_7236
0340: set_text_draw_color 255 255 255 255 

:PLANES_7250
033E: text_draw 282.0 230.0 'PLA_14'  // LAS VENTURAS

:PLANES_7271
0050: gosub @PLANES_7954 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_7342 
045B: text_draw_2numbers 281.0 167.0 'PLA_10' 11 20  // ~1~:~1~
0002: jump @PLANES_7367 

:PLANES_7342
045B: text_draw_2numbers 281.0 167.0 'PLA_10' 14 40  // ~1~:~1~

:PLANES_7367
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @PLANES_7637 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_7431 
0340: set_text_draw_color 255 255 255 255 
0002: jump @PLANES_7442 

:PLANES_7431
0340: set_text_draw_color 40 40 40 255 

:PLANES_7442
033E: text_draw 92.0 230.0 'PLA_16'  // LOS SANTOS
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_7506 
0340: set_text_draw_color 40 40 40 255 
0002: jump @PLANES_7520 

:PLANES_7506
0340: set_text_draw_color 255 255 255 255 

:PLANES_7520
033E: text_draw 282.0 230.0 'PLA_15'  // SAN FIERRO
0050: gosub @PLANES_7954 
0340: set_text_draw_color 255 255 255 255 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 // integer values 
004D: jump_if_false @PLANES_7612 
045B: text_draw_2numbers 281.0 167.0 'PLA_10' 19 10  // ~1~:~1~
0002: jump @PLANES_7637 

:PLANES_7612
045B: text_draw_2numbers 281.0 167.0 'PLA_10' 14 30  // ~1~:~1~

:PLANES_7637
03E3: (unknown) 1 
038D: create_texture 2 position 160.0 112.0 scale 320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 2 position 160.0 317.0 scale 320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 2 position 480.0 112.0 scale -320.0 224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 2 position 480.0 317.0 scale -320.0 -224.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 3 position 160.0 435.0 scale 320.0 17.0 color 150 150 150 alpha 255 
03E3: (unknown) 1 
038D: create_texture 3 position 480.0 435.0 scale -320.0 17.0 color 150 150 150 alpha 255 
0051: return 

:PLANES_7879
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 1.0 3.4 
060D: draw_text_shadow 3 color 0 0 0 alpha 255 
081C: draw_text_outline 2 0 0 0 255 
0349: text_draw_style = 2 
0051: return 

:PLANES_7954
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.62 2.34 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
081C: draw_text_outline 2 0 0 0 255 
0349: text_draw_style = 2 
0051: return 

:PLANES_8029
03E0: (unknown) 1 
0341: unknown_text_stuff 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 1000.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.42 2.24 
060D: draw_text_shadow 2 color 0 0 0 alpha 255 
081C: draw_text_outline 2 0 0 0 255 
0349: text_draw_style = 2 
0051: return 
004E: end_thread 

//-------------External script 33 (TRAINS)---------------

:TRAINS
03A4: name_thread 'TRAINS' 
0005: $TRAINS_TRAIN_SPEED = 0.0 // floating-point values 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_44 
0002: jump @TRAINS_768 

:TRAINS_44
0111: set_wasted_busted_check_to 0 

:TRAINS_48
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_754 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_740 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #STREAKC 
004D: jump_if_false @TRAINS_726 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
00D6: if 
0038:   $TRAINS_TEXT_SHOWN == 0 // integer values 
004D: jump_if_false @TRAINS_181 
02E3: $TRAINS_TRAIN_SPEED = car $TRAINS_TRAIN_HANDLE speed 
00D6: if 
0020:   $TRAINS_TRAIN_SPEED > 0.0 // floating-point values 
004D: jump_if_false @TRAINS_181 
00BC: text_highpriority 'TRAINS' 20000 ms 1  // Nyomj ~k~~VEHICLE_ACCELERATE~-t, hogy tugorj a kvetkez llomsra.
0004: $TRAINS_TEXT_SHOWN = 1 // integer values 

:TRAINS_181
00D6: if 
0038:   $TRAINS_TEXT_SHOWN == 1 // integer values 
004D: jump_if_false @TRAINS_619 
00D6: if 
0A06: (unknown) $TRAINS_TRAIN_HANDLE 
004D: jump_if_false @TRAINS_429 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @TRAINS_422 
016A: fade 0 1000 ms 

:TRAINS_239
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_286 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_279 
0002: jump @TRAINS_768 

:TRAINS_279
0002: jump @TRAINS_239 

:TRAINS_286
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_361 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_361 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #STREAKC 
004D: jump_if_false @TRAINS_361 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
0A07: (unknown) $TRAINS_TRAIN_HANDLE 
03D5: remove_text 'TRAINS'  // Nyomj ~k~~VEHICLE_ACCELERATE~-t, hogy tugorj a kvetkez llomsra.

:TRAINS_361
016A: fade 1 1000 ms 

:TRAINS_368
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_415 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_408 
0002: jump @TRAINS_768 

:TRAINS_408
0002: jump @TRAINS_368 

:TRAINS_415
0004: $TRAINS_TEXT_SHOWN = 2 // integer values 

:TRAINS_422
0002: jump @TRAINS_619 

:TRAINS_429
016A: fade 0 1000 ms 

:TRAINS_436
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_483 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_476 
0002: jump @TRAINS_768 

:TRAINS_476
0002: jump @TRAINS_436 

:TRAINS_483
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_558 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_558 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #STREAKC 
004D: jump_if_false @TRAINS_558 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
0A07: (unknown) $TRAINS_TRAIN_HANDLE 
03D5: remove_text 'TRAINS'  // Nyomj ~k~~VEHICLE_ACCELERATE~-t, hogy tugorj a kvetkez llomsra.

:TRAINS_558
016A: fade 1 1000 ms 

:TRAINS_565
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_612 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_605 
0002: jump @TRAINS_768 

:TRAINS_605
0002: jump @TRAINS_565 

:TRAINS_612
0004: $TRAINS_TEXT_SHOWN = 2 // integer values 

:TRAINS_619
00D6: if 
0038:   $TRAINS_TEXT_SHOWN == 2 // integer values 
004D: jump_if_false @TRAINS_719 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_719 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_719 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #STREAKC 
004D: jump_if_false @TRAINS_719 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TRAINS_TRAIN_HANDLE stopped 
004D: jump_if_false @TRAINS_719 
0004: $TRAINS_TEXT_SHOWN = 0 // integer values 

:TRAINS_719
0002: jump @TRAINS_733 

:TRAINS_726
0002: jump @TRAINS_768 

:TRAINS_733
0002: jump @TRAINS_747 

:TRAINS_740
0002: jump @TRAINS_768 

:TRAINS_747
0002: jump @TRAINS_761 

:TRAINS_754
0002: jump @TRAINS_768 

:TRAINS_761
0002: jump @TRAINS_48 

:TRAINS_768
0004: $TRAINS_TEXT_SHOWN = 0 // integer values 
03D5: remove_text 'TRAINS'  // Nyomj ~k~~VEHICLE_ACCELERATE~-t, hogy tugorj a kvetkez llomsra.
004E: end_thread 
004E: end_thread 

//-------------External script 34 (ZERO_AMBIENCE)---------------

:RCSHOP
03A4: name_thread 'RCSHOP' 
0004: $9526 = 0 // integer values 
0007: 2@ = -2237.291 // floating-point values 
0007: 3@ = 128.5856 // floating-point values 
0007: 4@ = 1034.422 // floating-point values 
0007: 5@ = 0.0 // floating-point values 
0007: 6@ = 360.0 // floating-point values 
04AF: 10@ = unknown_wav_reference 217 
0247: request_model 10@ 

:RCSHOP_81
00D6: if 
8248:   not model 10@ available 
004D: jump_if_false @RCSHOP_108 
0001: wait 0 ms 
0002: jump @RCSHOP_81 

:RCSHOP_108
0615: define_action_sequences 7@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 chew_gum -2 ms 
0616: define_action_sequences_end 7@ 
061D: unknown_sequences_packs 2@ 3@ 4@ 5@ 6@ 7@ 8@ 
0621: unknown_sequences_packs 4 10@ 8@ 1466 9@ 

:RCSHOP_169
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RCSHOP_509 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @RCSHOP_225 
0050: gosub @RCSHOP_520 

:RCSHOP_225
00D6: if and
0038:   $11275 == 3 // integer values 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @RCSHOP_305 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot -2219.287 133.8895 1034.641 radius 1.5 1.5 1.5 sphere 1 
004D: jump_if_false @RCSHOP_305 
0004: $VIDEO_GAME = 7 // integer values 

:RCSHOP_305
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @RCSHOP_336 
0004: $9526 = 1 // integer values 

:RCSHOP_336
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @RCSHOP_418 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 9@ 
82D8:   not actor $PLAYER_ACTOR currentweapon == 56 
004D: jump_if_false @RCSHOP_392 
0004: $9526 = 1 // integer values 
0002: jump @RCSHOP_418 

:RCSHOP_392
00D6: if 
051A:   actor 9@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RCSHOP_418 
0004: $9526 = 1 // integer values 

:RCSHOP_418
00D6: if 
0038:   $9526 == 1 // integer values 
004D: jump_if_false @RCSHOP_509 
00A0: store_actor $PLAYER_ACTOR position_to 2@ 3@ 4@ 
08E5: 2@ = get_spawned_actor_near_point 3@ 4@ 20.0 radius 0@ 
00D6: if 
0019:   0@ > -1 // integer values 
004D: jump_if_false @RCSHOP_509 
000A: 1@ += 1 // integer values 
0913: run_external_script 37 0@ 1@ 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:RCSHOP_509
0001: wait 0 ms 
0002: jump @RCSHOP_169 

:RCSHOP_520
0004: $9526 = 0 // integer values 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
0249: release_model 10@ 
009B: destroy_actor_instantly 9@ 
061E: unknown_sequences_packs 8@ 
061B: remove_references_to_action_sequences 7@ 
004E: end_thread 
004E: end_thread 

//-------------External script 35 (DANCE)---------------

:DANCE
03A4: name_thread 'DANCE' 
08BA: set $5295 bit 31 
09BD: (unknown) 1 
03F0: text_draw_toggle 1 
09EE: (unknown) 1 
00D6: if 
0019:   13@ > 0 // integer values 
004D: jump_if_false @DANCE_72 
009A: 5@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:DANCE_72
0006: 18@ = 5 // integer values 
0006: 23@ = 5 // integer values 
0006: 16@ = -1 // integer values 
0006: 24@ = -1 // integer values 
0006: 17@ = -1 // integer values 
0006: 13@ = 0 // integer values 
0004: $5296 = 0 // integer values 
0004: $9528 = 0 // integer values 
0004: $9527 = -1 // integer values 
0004: $9529 = 1 // integer values 
0006: 22@ = 5 // integer values 
0006: 32@ = 10000 // integer values 

:DANCE_157
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DANCE_367 
00D6: if 
0019:   6@ > 0 // integer values 
004D: jump_if_false @DANCE_353 
00D6: if 
0038:   $5298 == 1 // integer values 
004D: jump_if_false @DANCE_245 
00D6: if 
8039:   not  6@ == 2 // integer values 
004D: jump_if_false @DANCE_245 
0006: 6@ = 2 // integer values 
0006: 7@ = 0 // integer values 

:DANCE_245
00D6: if 
0039:   5@ == -1 // integer values 
004D: jump_if_false @DANCE_302 
00D6: if 
8039:   not  22@ == 5 // integer values 
004D: jump_if_false @DANCE_288 
0050: gosub @DANCE_9479 

:DANCE_288
0050: gosub @DANCE_381 
0002: jump @DANCE_346 

:DANCE_302
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_339 
0050: gosub @DANCE_9479 
0050: gosub @DANCE_381 
0002: jump @DANCE_346 

:DANCE_339
0050: gosub @DANCE_16653 

:DANCE_346
0002: jump @DANCE_360 

:DANCE_353
0050: gosub @DANCE_381 

:DANCE_360
0002: jump @DANCE_374 

:DANCE_367
0050: gosub @DANCE_16653 

:DANCE_374
0002: jump @DANCE_157 

:DANCE_381
0871: init_jump_table 6@ total_jumps 4 0 @DANCE_500 jumps 0 @DANCE_444 1 @DANCE_458 2 @DANCE_472 3 @DANCE_486 -1 @DANCE_500 -1 @DANCE_500 -1 @DANCE_500 

:DANCE_444
0050: gosub @DANCE_502 
0002: jump @DANCE_500 

:DANCE_458
0050: gosub @DANCE_1090 
0002: jump @DANCE_500 

:DANCE_472
0050: gosub @DANCE_2086 
0002: jump @DANCE_500 

:DANCE_486
0050: gosub @DANCE_2412 
0002: jump @DANCE_500 

:DANCE_500
0051: return 

:DANCE_502
0871: init_jump_table 7@ total_jumps 4 0 @DANCE_1088 jumps 0 @DANCE_565 1 @DANCE_646 2 @DANCE_803 3 @DANCE_948 -1 @DANCE_1088 -1 @DANCE_1088 -1 @DANCE_1088 

:DANCE_565
01B4: set_player $PLAYER_CHAR frozen_state 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: (unknown) $PLAYER_ACTOR 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: 0 cars_can_be_damaged 
0826: toggle_hud 0 
0581: toggle_radar 0 
00D6: if 
8039:   not  5@ == -1 // integer values 
004D: jump_if_false @DANCE_625 
0253: save_current_time 

:DANCE_625
016A: fade 0 500 ms 
000A: 7@ += 1 // integer values 
0002: jump @DANCE_1088 

:DANCE_646
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_796 
0050: gosub @DANCE_2764 
04ED: load_animation v$5307 
00D6: if 
84EE:   not animation v$5307 loaded 
004D: jump_if_false @DANCE_694 
0002: jump @DANCE_1088 

:DANCE_694
00D6: if 
8039:   not  5@ == -1 // integer values 
004D: jump_if_false @DANCE_718 
00C0: set_current_time 0 0 

:DANCE_718
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at 0@ 1@ 2@ range 1.5 
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 3@ 
0050: gosub @DANCE_6883 
0050: gosub @DANCE_5828 
0006: 17@ = 0 // integer values 
0952: (unknown) 4@ 
000A: 7@ += 1 // integer values 

:DANCE_796
0002: jump @DANCE_1088 

:DANCE_803
0953: (unknown) 13@ 
00D6: if 
04A4:   13@ == 2 // integer values OR floating-point values 
004D: jump_if_false @DANCE_941 
0954: (unknown) 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" from_file v$5307 99.0 loop 1 0 0 lock 1 time 1215752191 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_920 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" from_file v$5307 99.0 loop 1 0 0 lock 1 time 1215752191 

:DANCE_920
016A: fade 1 500 ms 
0006: 33@ = 0 // integer values 
000A: 7@ += 1 // integer values 

:DANCE_941
0002: jump @DANCE_1088 

:DANCE_948
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_1081 
00D6: if 
0039:   5@ == -1 // integer values 
004D: jump_if_false @DANCE_1043 
00D6: if 
0029:   33@ >= 10000 // integer values 
004D: jump_if_false @DANCE_1036 
004F: create_thread @BDISPLY 
03C4: set_status_text_to $5296 0 'DNC_001'  // Eredmny:
0006: 6@ = 1 // integer values 
0006: 7@ = 1 // integer values 

:DANCE_1036
0002: jump @DANCE_1081 

:DANCE_1043
004F: create_thread @BDISPLY 
03C4: set_status_text_to $5296 0 'DNC_001'  // Eredmny:
0006: 6@ = 1 // integer values 
0006: 7@ = 1 // integer values 

:DANCE_1081
0002: jump @DANCE_1088 

:DANCE_1088
0051: return 

:DANCE_1090
0871: init_jump_table 7@ total_jumps 1 0 @DANCE_2084 jumps 1 @DANCE_1153 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 

:DANCE_1153
0050: gosub @DANCE_5692 
0050: gosub @DANCE_8068 
0050: gosub @DANCE_5723 
0050: gosub @DANCE_5504 
0050: gosub @DANCE_2932 
00D6: if 
0039:   6@ == 3 // integer values 
004D: jump_if_false @DANCE_1213 
0002: jump @DANCE_2084 

:DANCE_1213
0050: gosub @DANCE_3662 
0050: gosub @DANCE_5367 
0050: gosub @DANCE_5828 
0050: gosub @DANCE_8952 
0050: gosub @DANCE_9617 
00D6: if 
0039:   22@ == 3 // integer values 
004D: jump_if_false @DANCE_1387 
00D6: if 
001A:   99999999 > $5296 // integer values 
004D: jump_if_false @DANCE_1341 
00D6: if 
0039:   29@ == 2 // integer values 
004D: jump_if_false @DANCE_1334 
0006: 30@ = 10 // integer values 
0012: 30@ *= 2 // integer values 
005E: $5296 += 30@ // integer values 
0002: jump @DANCE_1341 

:DANCE_1334
0008: $5296 += 10 // integer values 

:DANCE_1341
000A: 26@ += 1 // integer values 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 // integer values 
004D: jump_if_false @DANCE_1380 
0050: gosub @DANCE_4113 

:DANCE_1380
0002: jump @DANCE_2084 

:DANCE_1387
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @DANCE_1526 
00D6: if 
001A:   99999999 > $5296 // integer values 
004D: jump_if_false @DANCE_1480 
00D6: if 
0039:   29@ == 2 // integer values 
004D: jump_if_false @DANCE_1473 
0006: 30@ = 50 // integer values 
0012: 30@ *= 2 // integer values 
005E: $5296 += 30@ // integer values 
0002: jump @DANCE_1480 

:DANCE_1473
0008: $5296 += 50 // integer values 

:DANCE_1480
000A: 28@ += 1 // integer values 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 // integer values 
004D: jump_if_false @DANCE_1519 
0050: gosub @DANCE_4113 

:DANCE_1519
0002: jump @DANCE_2084 

:DANCE_1526
00D6: if 
0039:   22@ == 2 // integer values 
004D: jump_if_false @DANCE_1665 
00D6: if 
001A:   99999999 > $5296 // integer values 
004D: jump_if_false @DANCE_1619 
00D6: if 
0039:   29@ == 2 // integer values 
004D: jump_if_false @DANCE_1612 
0006: 30@ = 20 // integer values 
0012: 30@ *= 2 // integer values 
005E: $5296 += 30@ // integer values 
0002: jump @DANCE_1619 

:DANCE_1612
0008: $5296 += 20 // integer values 

:DANCE_1619
000A: 26@ += 1 // integer values 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 // integer values 
004D: jump_if_false @DANCE_1658 
0050: gosub @DANCE_4113 

:DANCE_1658
0002: jump @DANCE_2084 

:DANCE_1665
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @DANCE_1768 
00D6: if 
0018:   $5296 > 0 // integer values 
004D: jump_if_false @DANCE_1715 
000C: $5296 -= 0 // integer values 
0002: jump @DANCE_1722 

:DANCE_1715
0004: $5296 = 0 // integer values 

:DANCE_1722
000A: 27@ += 1 // integer values 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 // integer values 
004D: jump_if_false @DANCE_1761 
0050: gosub @DANCE_4740 

:DANCE_1761
0002: jump @DANCE_2084 

:DANCE_1768
00D6: if 
0039:   22@ == 4 // integer values 
004D: jump_if_false @DANCE_1871 
00D6: if 
0018:   $5296 > 0 // integer values 
004D: jump_if_false @DANCE_1818 
000C: $5296 -= 0 // integer values 
0002: jump @DANCE_1825 

:DANCE_1818
0004: $5296 = 0 // integer values 

:DANCE_1825
000A: 27@ += 1 // integer values 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 // integer values 
004D: jump_if_false @DANCE_1864 
0050: gosub @DANCE_4740 

:DANCE_1864
0002: jump @DANCE_2084 

:DANCE_1871
00D6: if 
0039:   22@ == 10 // integer values 
004D: jump_if_false @DANCE_1974 
00D6: if 
0018:   $5296 > 0 // integer values 
004D: jump_if_false @DANCE_1921 
000C: $5296 -= 0 // integer values 
0002: jump @DANCE_1928 

:DANCE_1921
0004: $5296 = 0 // integer values 

:DANCE_1928
000A: 27@ += 1 // integer values 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 // integer values 
004D: jump_if_false @DANCE_1967 
0050: gosub @DANCE_4740 

:DANCE_1967
0002: jump @DANCE_2084 

:DANCE_1974
00D6: if 
0039:   22@ == 11 // integer values 
004D: jump_if_false @DANCE_2077 
00D6: if 
0018:   $5296 > 0 // integer values 
004D: jump_if_false @DANCE_2024 
000C: $5296 -= 0 // integer values 
0002: jump @DANCE_2031 

:DANCE_2024
0004: $5296 = 0 // integer values 

:DANCE_2031
000A: 27@ += 1 // integer values 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 // integer values 
004D: jump_if_false @DANCE_2070 
0050: gosub @DANCE_4740 

:DANCE_2070
0002: jump @DANCE_2084 

:DANCE_2077
0002: jump @DANCE_2084 

:DANCE_2084
0051: return 

:DANCE_2086
0871: init_jump_table 7@ total_jumps 4 0 @DANCE_2410 jumps 0 @DANCE_2149 1 @DANCE_2170 2 @DANCE_2222 3 @DANCE_2396 -1 @DANCE_2410 -1 @DANCE_2410 -1 @DANCE_2410 

:DANCE_2149
016A: fade 0 500 ms 
000A: 7@ += 1 // integer values 
0002: jump @DANCE_2410 

:DANCE_2170
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_2215 
0953: (unknown) 13@ 
00D6: if 
04A4:   13@ == 3 // integer values OR floating-point values 
004D: jump_if_false @DANCE_2208 
0955: (unknown) 

:DANCE_2208
000A: 7@ += 1 // integer values 

:DANCE_2215
0002: jump @DANCE_2410 

:DANCE_2222
0151: remove_status_text $5296 
06AB: (unknown) $PLAYER_ACTOR 0 
03F4: 1 cars_can_be_damaged 
0826: toggle_hud 1 
0581: toggle_radar 1 
03E6: remove_text_box 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0792: (unknown) $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" from_file v$5307 16.0 loop 0 0 0 lock 0 time 0 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_2355 
0792: (unknown) 5@ 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" from_file v$5307 16.0 loop 0 0 0 lock 0 time 0 

:DANCE_2355
00D6: if 
8039:   not  5@ == -1 // integer values 
004D: jump_if_false @DANCE_2375 
0254: restore_current_time 

:DANCE_2375
016A: fade 1 1500 ms 
000A: 7@ += 1 // integer values 
0002: jump @DANCE_2410 

:DANCE_2396
0050: gosub @DANCE_16653 
0002: jump @DANCE_2410 

:DANCE_2410
0051: return 

:DANCE_2412
0871: init_jump_table 7@ total_jumps 2 0 @DANCE_2762 jumps 0 @DANCE_2475 1 @DANCE_2567 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 

:DANCE_2475
0991: (unknown) 1 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is v$5299 
004D: jump_if_false @DANCE_2508 
0612: set_actor $PLAYER_ACTOR animation v$5299 paused 0 

:DANCE_2508
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_2553 
00D6: if 
0611:   actor 5@ animation_is v$5303 
004D: jump_if_false @DANCE_2553 
0612: set_actor 5@ animation v$5303 paused 0 

:DANCE_2553
000A: 7@ += 1 // integer values 
0002: jump @DANCE_2762 

:DANCE_2567
0050: gosub @DANCE_2932 
00D6: if 
0039:   18@ == 100 // integer values 
004D: jump_if_false @DANCE_2620 
0004: $5296 = 0 // integer values 
0006: 6@ = 2 // integer values 
0006: 7@ = 0 // integer values 
0002: jump @DANCE_2762 

:DANCE_2620
00D6: if 
0039:   18@ == 99 // integer values 
004D: jump_if_false @DANCE_2755 
00D6: if 
0019:   6@ > 0 // integer values 
004D: jump_if_false @DANCE_2755 
0991: (unknown) 0 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is v$5299 
004D: jump_if_false @DANCE_2689 
0612: set_actor $PLAYER_ACTOR animation v$5299 paused 1 

:DANCE_2689
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_2734 
00D6: if 
0611:   actor 5@ animation_is v$5303 
004D: jump_if_false @DANCE_2734 
0612: set_actor 5@ animation v$5303 paused 1 

:DANCE_2734
0006: 6@ = 1 // integer values 
0006: 7@ = 1 // integer values 
0002: jump @DANCE_2762 

:DANCE_2755
0002: jump @DANCE_2762 

:DANCE_2762
0051: return 

:DANCE_2764
0871: init_jump_table 4@ total_jumps 4 1 @DANCE_2906 jumps 1 @DANCE_2827 2 @DANCE_2846 3 @DANCE_2865 4 @DANCE_2889 -1 @DANCE_2930 -1 @DANCE_2930 -1 @DANCE_2930 

:DANCE_2827
06D1: v$5307 = "GFUNK" // 16-byte strings 
0002: jump @DANCE_2930 

:DANCE_2846
06D1: v$5307 = "GFUNK" // 16-byte strings 
0002: jump @DANCE_2930 

:DANCE_2865
06D1: v$5307 = "RUNNINGMAN" // 16-byte strings 
0002: jump @DANCE_2930 

:DANCE_2889
06D1: v$5307 = "WOP" // 16-byte strings 
0002: jump @DANCE_2930 

:DANCE_2906
06D1: v$5307 = "WOP" // 16-byte strings 
0006: 4@ = 4 // integer values 
0002: jump @DANCE_2930 

:DANCE_2930
0051: return 

:DANCE_2932
0050: gosub @DANCE_16964 
0871: init_jump_table 23@ total_jumps 7 0 @DANCE_3660 jumps 1 @DANCE_3386 2 @DANCE_3340 3 @DANCE_3294 4 @DANCE_3248 5 @DANCE_3002 99 @DANCE_3432 100 @DANCE_3615 

:DANCE_3002
00D6: if 
0038:   $9534 == 10 // integer values 
004D: jump_if_false @DANCE_3041 
0006: 18@ = 4 // integer values 
0006: 23@ = 4 // integer values 
0002: jump @DANCE_3660 

:DANCE_3041
00D6: if 
0038:   $9534 == 13 // integer values 
004D: jump_if_false @DANCE_3080 
0006: 18@ = 3 // integer values 
0006: 23@ = 3 // integer values 
0002: jump @DANCE_3660 

:DANCE_3080
00D6: if 
0038:   $9534 == 9 // integer values 
004D: jump_if_false @DANCE_3119 
0006: 18@ = 2 // integer values 
0006: 23@ = 2 // integer values 
0002: jump @DANCE_3660 

:DANCE_3119
00D6: if 
0038:   $9534 == 14 // integer values 
004D: jump_if_false @DANCE_3158 
0006: 18@ = 1 // integer values 
0006: 23@ = 1 // integer values 
0002: jump @DANCE_3660 

:DANCE_3158
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @DANCE_3203 
0006: 18@ = 99 // integer values 
0006: 23@ = 99 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @DANCE_3660 

:DANCE_3203
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @DANCE_3241 
0006: 18@ = 100 // integer values 
0006: 23@ = 100 // integer values 
0002: jump @DANCE_3660 

:DANCE_3241
0002: jump @DANCE_3660 

:DANCE_3248
0006: 18@ = 5 // integer values 
00D6: if 
0038:   $9534 == 0 // integer values 
004D: jump_if_false @DANCE_3287 
0006: 23@ = 5 // integer values 
0002: jump @DANCE_3660 

:DANCE_3287
0002: jump @DANCE_3660 

:DANCE_3294
0006: 18@ = 5 // integer values 
00D6: if 
0038:   $9534 == 0 // integer values 
004D: jump_if_false @DANCE_3333 
0006: 23@ = 5 // integer values 
0002: jump @DANCE_3660 

:DANCE_3333
0002: jump @DANCE_3660 

:DANCE_3340
0006: 18@ = 5 // integer values 
00D6: if 
0038:   $9534 == 0 // integer values 
004D: jump_if_false @DANCE_3379 
0006: 23@ = 5 // integer values 
0002: jump @DANCE_3660 

:DANCE_3379
0002: jump @DANCE_3660 

:DANCE_3386
0006: 18@ = 5 // integer values 
00D6: if 
0038:   $9534 == 0 // integer values 
004D: jump_if_false @DANCE_3425 
0006: 23@ = 5 // integer values 
0002: jump @DANCE_3660 

:DANCE_3425
0002: jump @DANCE_3660 

:DANCE_3432
0006: 18@ = 5 // integer values 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @DANCE_3477 
0006: 23@ = 5 // integer values 
0002: jump @DANCE_3660 
0002: jump @DANCE_3608 

:DANCE_3477
00D6: if 
0039:   5@ == -1 // integer values 
004D: jump_if_false @DANCE_3564 
00D6: if 
8039:   not  22@ == 5 // integer values 
004D: jump_if_false @DANCE_3557 
00D6: if and
8039:   not  6@ == 3 // integer values 
0029:   33@ >= 800 // integer values 
004D: jump_if_false @DANCE_3557 
03E6: remove_text_box 
0006: 6@ = 3 // integer values 
0006: 7@ = 0 // integer values 
0051: return 

:DANCE_3557
0002: jump @DANCE_3608 

:DANCE_3564
00D6: if and
8039:   not  6@ == 3 // integer values 
0029:   33@ >= 800 // integer values 
004D: jump_if_false @DANCE_3608 
03E6: remove_text_box 
0006: 6@ = 3 // integer values 
0006: 7@ = 0 // integer values 
0051: return 

:DANCE_3608
0002: jump @DANCE_3660 

:DANCE_3615
0006: 18@ = 5 // integer values 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @DANCE_3653 
0006: 23@ = 5 // integer values 
0002: jump @DANCE_3660 

:DANCE_3653
0002: jump @DANCE_3660 

:DANCE_3660
0051: return 

:DANCE_3662
07B1: (unknown) 0 14@ 13@ 15@ 
00D6: if 
0019:   14@ > 3000 // integer values 
004D: jump_if_false @DANCE_3708 
0006: 22@ = 5 // integer values 
0002: jump @DANCE_4111 

:DANCE_3708
00D6: if 
001D:   15@ > 16@ // integer values 
004D: jump_if_false @DANCE_4022 
00D6: if 
0039:   18@ == 5 // integer values 
004D: jump_if_false @DANCE_3787 
00D6: if 
001B:   -110 > 14@ // integer values 
004D: jump_if_false @DANCE_3780 
0006: 22@ = 0 // integer values 
0085: 16@ = 15@ // integer values and handles 
0051: return 

:DANCE_3780
0002: jump @DANCE_4015 

:DANCE_3787
0004: $1043 = 1 // integer values 
00D6: if 
003B:   18@ == 13@ // integer values 
004D: jump_if_false @DANCE_3998 
00D6: if and
002B:   35 >= 14@ // integer values 
0029:   14@ >= -35 // integer values 
004D: jump_if_false @DANCE_3869 
0006: 22@ = 1 // integer values 
0004: $1043 = 3 // integer values 
0085: 16@ = 15@ // integer values and handles 
0051: return 
0002: jump @DANCE_3991 

:DANCE_3869
00D6: if and
002B:   60 >= 14@ // integer values 
0029:   14@ >= -60 // integer values 
004D: jump_if_false @DANCE_3925 
0006: 22@ = 2 // integer values 
0004: $1043 = 2 // integer values 
0085: 16@ = 15@ // integer values and handles 
0051: return 
0002: jump @DANCE_3991 

:DANCE_3925
00D6: if and
002B:   110 >= 14@ // integer values 
0029:   14@ >= -110 // integer values 
004D: jump_if_false @DANCE_3974 
0006: 22@ = 3 // integer values 
0085: 16@ = 15@ // integer values and handles 
0051: return 
0002: jump @DANCE_3991 

:DANCE_3974
0006: 22@ = 11 // integer values 
0085: 16@ = 15@ // integer values and handles 
0051: return 

:DANCE_3991
0002: jump @DANCE_4015 

:DANCE_3998
0006: 22@ = 10 // integer values 
0085: 16@ = 15@ // integer values and handles 
0051: return 

:DANCE_4015
0002: jump @DANCE_4111 

:DANCE_4022
00D6: if or
0039:   22@ == 1 // integer values 
0039:   22@ == 2 // integer values 
0039:   22@ == 3 // integer values 
004D: jump_if_false @DANCE_4063 
0006: 22@ = 8 // integer values 
0051: return 

:DANCE_4063
00D6: if or
0039:   22@ == 0 // integer values 
0039:   22@ == 4 // integer values 
0039:   22@ == 10 // integer values 
0039:   22@ == 11 // integer values 
004D: jump_if_false @DANCE_4111 
0006: 22@ = 9 // integer values 
0051: return 

:DANCE_4111
0051: return 

:DANCE_4113
0871: init_jump_table 17@ total_jumps 15 1 @DANCE_4241 jumps 2 @DANCE_4270 3 @DANCE_4299 4 @DANCE_4328 5 @DANCE_4357 6 @DANCE_4386 7 @DANCE_4415 8 @DANCE_4444 
0872: jump_table_jumps 9 @DANCE_4473 10 @DANCE_4502 11 @DANCE_4532 12 @DANCE_4562 13 @DANCE_4592 14 @DANCE_4622 15 @DANCE_4652 16 @DANCE_4682 -1 @DANCE_4712 

:DANCE_4241
06D1: v$5299 = "DANCE_G1" // 16-byte strings 
0006: 17@ = 2 // integer values 
0002: jump @DANCE_4712 

:DANCE_4270
06D1: v$5299 = "DANCE_G2" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4299
06D1: v$5299 = "DANCE_G3" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4328
06D1: v$5299 = "DANCE_G4" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4357
06D1: v$5299 = "DANCE_G5" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4386
06D1: v$5299 = "DANCE_G6" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4415
06D1: v$5299 = "DANCE_G7" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4444
06D1: v$5299 = "DANCE_G8" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4473
06D1: v$5299 = "DANCE_G9" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4502
06D1: v$5299 = "DANCE_G10" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4532
06D1: v$5299 = "DANCE_G11" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4562
06D1: v$5299 = "DANCE_G12" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4592
06D1: v$5299 = "DANCE_G13" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4622
06D1: v$5299 = "DANCE_G14" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4652
06D1: v$5299 = "DANCE_G15" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4682
06D1: v$5299 = "DANCE_G16" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_4712 

:DANCE_4712
0812: AS_actor $PLAYER_ACTOR perform_animation v$5299 from_file v$5307 4.0 loop 0 0 0 lock 0 time 0 
0051: return 

:DANCE_4740
0871: init_jump_table 17@ total_jumps 15 1 @DANCE_4868 jumps 2 @DANCE_4897 3 @DANCE_4926 4 @DANCE_4955 5 @DANCE_4984 6 @DANCE_5013 7 @DANCE_5042 8 @DANCE_5071 
0872: jump_table_jumps 9 @DANCE_5100 10 @DANCE_5129 11 @DANCE_5159 12 @DANCE_5189 13 @DANCE_5219 14 @DANCE_5249 15 @DANCE_5279 16 @DANCE_5309 -1 @DANCE_5339 

:DANCE_4868
06D1: v$5299 = "DANCE_B1" // 16-byte strings 
0006: 17@ = 2 // integer values 
0002: jump @DANCE_5339 

:DANCE_4897
06D1: v$5299 = "DANCE_B2" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_4926
06D1: v$5299 = "DANCE_B3" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_4955
06D1: v$5299 = "DANCE_B4" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_4984
06D1: v$5299 = "DANCE_B5" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5013
06D1: v$5299 = "DANCE_B6" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5042
06D1: v$5299 = "DANCE_B7" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5071
06D1: v$5299 = "DANCE_B8" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5100
06D1: v$5299 = "DANCE_B9" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5129
06D1: v$5299 = "DANCE_B10" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5159
06D1: v$5299 = "DANCE_B11" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5189
06D1: v$5299 = "DANCE_B12" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5219
06D1: v$5299 = "DANCE_B13" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5249
06D1: v$5299 = "DANCE_B14" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5279
06D1: v$5299 = "DANCE_B15" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5309
06D1: v$5299 = "DANCE_B16" // 16-byte strings 
000A: 17@ += 1 // integer values 
0002: jump @DANCE_5339 

:DANCE_5339
0812: AS_actor $PLAYER_ACTOR perform_animation v$5299 from_file v$5307 4.0 loop 0 0 0 lock 0 time 0 
0051: return 

:DANCE_5367
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is v$5299 
004D: jump_if_false @DANCE_5493 
061A: (unknown) $PLAYER_ACTOR v$5299 12@ 
0613: 11@ = actor $PLAYER_ACTOR animation v$5299 time 
0093: 8@ = integer_to_float 21@ 
0087: 0@ = 8@ // floating-point values only 
0073: 0@ /= 12@ // floating-point values 
005B: 11@ += 0@ // floating-point values 
00D6: if 
0031:   11@ >= 1.0 // floating-point values 
004D: jump_if_false @DANCE_5477 
0006: 31@ = 1 // integer values 
0051: return 
0002: jump @DANCE_5486 

:DANCE_5477
0006: 31@ = -1 // integer values 
0051: return 

:DANCE_5486
0002: jump @DANCE_5502 

:DANCE_5493
0006: 31@ = 0 // integer values 
0051: return 

:DANCE_5502
0051: return 

:DANCE_5504
00D6: if 
0019:   5@ > -1 // integer values 
004D: jump_if_false @DANCE_5690 
00D6: if 
0611:   actor 5@ animation_is v$5303 
004D: jump_if_false @DANCE_5632 
061A: (unknown) 5@ v$5303 12@ 
0613: 11@ = actor 5@ animation v$5303 time 
0093: 8@ = integer_to_float 21@ 
0087: 0@ = 8@ // floating-point values only 
0073: 0@ /= 12@ // floating-point values 
005B: 11@ += 0@ // floating-point values 
00D6: if 
0031:   11@ >= 1.0 // floating-point values 
004D: jump_if_false @DANCE_5625 
0050: gosub @DANCE_7066 
0051: return 

:DANCE_5625
0002: jump @DANCE_5690 

:DANCE_5632
07B1: (unknown) 0 14@ 13@ 15@ 
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @DANCE_5690 
00D6: if 
002B:   25 >= 14@ // integer values 
004D: jump_if_false @DANCE_5690 
0050: gosub @DANCE_7066 
0051: return 

:DANCE_5690
0051: return 

:DANCE_5692
01BD: 19@ = current_time_in_ms 
0085: 21@ = 19@ // integer values and handles 
0062: 21@ -= 20@ // integer values 
0085: 20@ = 19@ // integer values and handles 
0051: return 

:DANCE_5723
0050: gosub @DANCE_5367 
00D6: if 
0039:   31@ == 1 // integer values 
004D: jump_if_false @DANCE_5826 
00D6: if or
0039:   22@ == 1 // integer values 
0039:   22@ == 2 // integer values 
0039:   22@ == 3 // integer values 
0039:   22@ == 8 // integer values 
004D: jump_if_false @DANCE_5810 
0050: gosub @DANCE_4113 
0006: 31@ = -1 // integer values 
0051: return 
0002: jump @DANCE_5826 

:DANCE_5810
0050: gosub @DANCE_4740 
0006: 31@ = -1 // integer values 
0051: return 

:DANCE_5826
0051: return 

:DANCE_5828
0871: init_jump_table 17@ total_jumps 5 0 @DANCE_6881 jumps -1 @DANCE_5891 4 @DANCE_6089 8 @DANCE_6287 12 @DANCE_6485 16 @DANCE_6683 -1 @DANCE_6881 -1 @DANCE_6881 

:DANCE_5891
00D6: if and
0039:   5@ == -1 // integer values 
0020:   $5315[0] > 0.0 // floating-point values 
004D: jump_if_false @DANCE_5965 
015F: set_camera_position $5315[0] $5320[0] $5325[0] 0.0 0.0 0.0 
0160: point_camera $5330[0] $5335[0] $5340[0] 2 
0002: jump @DANCE_6082 

:DANCE_5965
04C4: create_coordinate 8@ 9@ 10@ from_actor $PLAYER_ACTOR offset -2.3176 0.9635 0.5141 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset -1.3381 0.8235 0.6587 
000F: 10@ -= 1.0 // floating-point values 
000F: 2@ -= 1.0 // floating-point values 
015F: set_camera_position 8@ 9@ 10@ 0.0 0.0 0.0 
0160: point_camera 0@ 1@ 2@ 2 

:DANCE_6082
0002: jump @DANCE_6881 

:DANCE_6089
00D6: if and
0039:   5@ == -1 // integer values 
0020:   $5315[1] > 0.0 // floating-point values 
004D: jump_if_false @DANCE_6163 
015F: set_camera_position $5315[1] $5320[1] $5325[1] 0.0 0.0 0.0 
0160: point_camera $5330[1] $5335[1] $5340[1] 2 
0002: jump @DANCE_6280 

:DANCE_6163
04C4: create_coordinate 8@ 9@ 10@ from_actor $PLAYER_ACTOR offset 3.5814 0.8987 0.6651 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 2.6071 0.853 0.8857 
000F: 10@ -= 1.0 // floating-point values 
000F: 2@ -= 1.0 // floating-point values 
015F: set_camera_position 8@ 9@ 10@ 0.0 0.0 0.0 
0160: point_camera 0@ 1@ 2@ 2 

:DANCE_6280
0002: jump @DANCE_6881 

:DANCE_6287
00D6: if and
0039:   5@ == -1 // integer values 
0020:   $5315[2] > 0.0 // floating-point values 
004D: jump_if_false @DANCE_6361 
015F: set_camera_position $5315[2] $5320[2] $5325[2] 0.0 0.0 0.0 
0160: point_camera $5330[2] $5335[2] $5340[2] 2 
0002: jump @DANCE_6478 

:DANCE_6361
04C4: create_coordinate 8@ 9@ 10@ from_actor $PLAYER_ACTOR offset 0.3843 2.9502 1.8476 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.461 2.0089 1.5188 
000F: 10@ -= 1.0 // floating-point values 
000F: 2@ -= 1.0 // floating-point values 
015F: set_camera_position 8@ 9@ 10@ 0.0 0.0 0.0 
0160: point_camera 0@ 1@ 2@ 2 

:DANCE_6478
0002: jump @DANCE_6881 

:DANCE_6485
00D6: if and
0039:   5@ == -1 // integer values 
0020:   $5315[3] > 0.0 // floating-point values 
004D: jump_if_false @DANCE_6559 
015F: set_camera_position $5315[3] $5320[3] $5325[3] 0.0 0.0 0.0 
0160: point_camera $5330[3] $5335[3] $5340[3] 2 
0002: jump @DANCE_6676 

:DANCE_6559
04C4: create_coordinate 8@ 9@ 10@ from_actor $PLAYER_ACTOR offset -2.2621 0.1226 0.6863 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset -1.2706 0.1649 0.8096 
000F: 10@ -= 1.0 // floating-point values 
000F: 2@ -= 1.0 // floating-point values 
015F: set_camera_position 8@ 9@ 10@ 0.0 0.0 0.0 
0160: point_camera 0@ 1@ 2@ 2 

:DANCE_6676
0002: jump @DANCE_6881 

:DANCE_6683
00D6: if and
0039:   5@ == -1 // integer values 
0020:   $5315[4] > 0.0 // floating-point values 
004D: jump_if_false @DANCE_6757 
015F: set_camera_position $5315[4] $5320[4] $5325[4] 0.0 0.0 0.0 
0160: point_camera $5330[4] $5335[4] $5340[4] 2 
0002: jump @DANCE_6874 

:DANCE_6757
04C4: create_coordinate 8@ 9@ 10@ from_actor $PLAYER_ACTOR offset -1.6647 1.7322 2.3217 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset -0.8677 1.3108 1.889 
000F: 10@ -= 1.0 // floating-point values 
000F: 2@ -= 1.0 // floating-point values 
015F: set_camera_position 8@ 9@ 10@ 0.0 0.0 0.0 
0160: point_camera 0@ 1@ 2@ 2 

:DANCE_6874
0002: jump @DANCE_6881 

:DANCE_6881
0051: return 

:DANCE_6883
00D6: if 
8039:   not  5@ == -1 // integer values 
004D: jump_if_false @DANCE_7064 
04C4: create_coordinate 8@ 9@ 10@ from_actor $PLAYER_ACTOR offset 1.0 1.3 0.0 
02CE: 10@ = ground_z 8@ 9@ 10@ 
00D6: if 
0118:   actor 5@ dead 
004D: jump_if_false @DANCE_6974 
0050: gosub @DANCE_7709 
0002: jump @DANCE_7017 

:DANCE_6974
00D6: if 
06EE:   actor 5@ in_group $PLAYER_GROUP 
004D: jump_if_false @DANCE_6998 
06C9: remove_actor 5@ from_group 

:DANCE_6998
0792: (unknown) 5@ 
00A1: put_actor 5@ at 8@ 9@ 10@ 

:DANCE_7017
00D6: if and
8118:   not actor 5@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DANCE_7064 
0172: 11@ = actor $PLAYER_ACTOR z_angle 
000B: 11@ += 180.0 // floating-point values 
0173: set_actor 5@ z_angle_to 11@ 

:DANCE_7064
0051: return 

:DANCE_7066
0871: init_jump_table 25@ total_jumps 15 1 @DANCE_7194 jumps 2 @DANCE_7223 3 @DANCE_7252 4 @DANCE_7281 5 @DANCE_7310 6 @DANCE_7339 7 @DANCE_7368 8 @DANCE_7397 
0872: jump_table_jumps 9 @DANCE_7426 10 @DANCE_7455 11 @DANCE_7485 12 @DANCE_7515 13 @DANCE_7545 14 @DANCE_7575 15 @DANCE_7605 16 @DANCE_7635 -1 @DANCE_7665 

:DANCE_7194
06D1: v$5303 = "DANCE_G1" // 16-byte strings 
0006: 25@ = 2 // integer values 
0002: jump @DANCE_7665 

:DANCE_7223
06D1: v$5303 = "DANCE_G2" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7252
06D1: v$5303 = "DANCE_G3" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7281
06D1: v$5303 = "DANCE_G4" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7310
06D1: v$5303 = "DANCE_G5" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7339
06D1: v$5303 = "DANCE_G6" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7368
06D1: v$5303 = "DANCE_G7" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7397
06D1: v$5303 = "DANCE_G8" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7426
06D1: v$5303 = "DANCE_G9" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7455
06D1: v$5303 = "DANCE_G10" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7485
06D1: v$5303 = "DANCE_G11" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7515
06D1: v$5303 = "DANCE_G12" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7545
06D1: v$5303 = "DANCE_G13" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7575
06D1: v$5303 = "DANCE_G14" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7605
06D1: v$5303 = "DANCE_G15" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7635
06D1: v$5303 = "DANCE_G16" // 16-byte strings 
000A: 25@ += 1 // integer values 
0002: jump @DANCE_7665 

:DANCE_7665
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_7707 
0812: AS_actor 5@ perform_animation v$5303 from_file v$5307 4.0 loop 0 0 0 lock 0 time 0 

:DANCE_7707
0051: return 

:DANCE_7709
0209: 13@ = random_int 1 5 
0871: init_jump_table 13@ total_jumps 5 0 @DANCE_8066 jumps 1 @DANCE_7781 2 @DANCE_7838 3 @DANCE_7895 4 @DANCE_7952 5 @DANCE_8009 -1 @DANCE_8066 -1 @DANCE_8066 

:DANCE_7781
00D6: if 
8248:   not model #BFYRI available 
004D: jump_if_false @DANCE_7811 
0247: request_model #BFYRI 
0001: wait 0 ms 
0002: jump @DANCE_7781 

:DANCE_7811
009A: 5@ = create_actor 5 #BFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_7838
00D6: if 
8248:   not model #OFYST available 
004D: jump_if_false @DANCE_7868 
0247: request_model #OFYST 
0001: wait 0 ms 
0002: jump @DANCE_7838 

:DANCE_7868
009A: 5@ = create_actor 5 #OFYST at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_7895
00D6: if 
8248:   not model #WFYST available 
004D: jump_if_false @DANCE_7925 
0247: request_model #WFYST 
0001: wait 0 ms 
0002: jump @DANCE_7895 

:DANCE_7925
009A: 5@ = create_actor 5 #WFYST at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_7952
00D6: if 
8248:   not model #HFYRI available 
004D: jump_if_false @DANCE_7982 
0247: request_model #HFYRI 
0001: wait 0 ms 
0002: jump @DANCE_7952 

:DANCE_7982
009A: 5@ = create_actor 5 #HFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_8009
00D6: if 
8248:   not model #WFYRI available 
004D: jump_if_false @DANCE_8039 
0247: request_model #WFYRI 
0001: wait 0 ms 
0002: jump @DANCE_8009 

:DANCE_8039
009A: 5@ = create_actor 5 #WFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_8066
0051: return 

:DANCE_8068
00D6: if 
8846:   not  v$5299 // same as 0844 
004D: jump_if_false @DANCE_8129 
07B1: (unknown) 0 14@ 13@ 15@ 
00D6: if 
0039:   13@ == 33 // integer values 
004D: jump_if_false @DANCE_8129 
0006: 6@ = 2 // integer values 
0006: 7@ = 0 // integer values 

:DANCE_8129
0051: return 

:DANCE_8131
0871: init_jump_table 24@ total_jumps 2 1 @DANCE_8194 jumps 2 @DANCE_8446 3 @DANCE_8698 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 

:DANCE_8194
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @DANCE_8228 
00BA: text_styled 'DNC_005' 1000 ms 5  // ~w~Remek idzts!

:DANCE_8228
00D6: if 
0039:   22@ == 2 // integer values 
004D: jump_if_false @DANCE_8262 
00BA: text_styled 'DNC_006' 1000 ms 5  // ~w~Rendben!

:DANCE_8262
00D6: if 
0039:   22@ == 3 // integer values 
004D: jump_if_false @DANCE_8296 
00BA: text_styled 'DNC_007' 1000 ms 5  // ~w~Rendben!

:DANCE_8296
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @DANCE_8330 
00BA: text_styled 'DNC_008' 1000 ms 5  // ~w~Tl ks!

:DANCE_8330
00D6: if 
0039:   22@ == 4 // integer values 
004D: jump_if_false @DANCE_8364 
00BA: text_styled 'DNC_009' 1000 ms 5  // ~w~Tl korai!

:DANCE_8364
00D6: if 
0039:   22@ == 10 // integer values 
004D: jump_if_false @DANCE_8398 
00BA: text_styled 'DNC_010' 1000 ms 5  // ~w~Tves!

:DANCE_8398
00D6: if 
0039:   22@ == 11 // integer values 
004D: jump_if_false @DANCE_8432 
00BA: text_styled 'DNC_011' 1000 ms 5  // ~w~Rossz idzts!

:DANCE_8432
0006: 24@ = 2 // integer values 
0002: jump @DANCE_8950 

:DANCE_8446
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @DANCE_8480 
00BA: text_styled 'DNC_012' 1000 ms 5  // ~w~sszehangolt!

:DANCE_8480
00D6: if 
0039:   22@ == 2 // integer values 
004D: jump_if_false @DANCE_8514 
00BA: text_styled 'DNC_013' 1000 ms 5  // ~w~Ez az!

:DANCE_8514
00D6: if 
0039:   22@ == 3 // integer values 
004D: jump_if_false @DANCE_8548 
00BA: text_styled 'DNC_014' 1000 ms 5  // ~w~Gyernk, tovbb!

:DANCE_8548
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @DANCE_8582 
00BA: text_styled 'DNC_015' 1000 ms 5  // ~w~Elhibztad!

:DANCE_8582
00D6: if 
0039:   22@ == 4 // integer values 
004D: jump_if_false @DANCE_8616 
00BA: text_styled 'DNC_016' 1000 ms 5  // ~w~Gyors vagy!

:DANCE_8616
00D6: if 
0039:   22@ == 10 // integer values 
004D: jump_if_false @DANCE_8650 
00BA: text_styled 'DNC_017' 1000 ms 5  // ~w~Hibs lps!

:DANCE_8650
00D6: if 
0039:   22@ == 11 // integer values 
004D: jump_if_false @DANCE_8684 
00BA: text_styled 'DNC_018' 1000 ms 5  // ~w~Prbld jra!

:DANCE_8684
000A: 24@ += 1 // integer values 
0002: jump @DANCE_8950 

:DANCE_8698
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @DANCE_8732 
00BA: text_styled 'DNC_019' 1000 ms 5  // ~w~A mester!

:DANCE_8732
00D6: if 
0039:   22@ == 2 // integer values 
004D: jump_if_false @DANCE_8766 
00BA: text_styled 'DNC_020' 1000 ms 5  // ~w~Megvan!

:DANCE_8766
00D6: if 
0039:   22@ == 3 // integer values 
004D: jump_if_false @DANCE_8800 
00BA: text_styled 'DNC_021' 1000 ms 5  // ~w~Elfogadhat!

:DANCE_8800
00D6: if 
0039:   22@ == 0 // integer values 
004D: jump_if_false @DANCE_8834 
00BA: text_styled 'DNC_022' 1000 ms 5  // ~w~Elkstl!

:DANCE_8834
00D6: if 
0039:   22@ == 4 // integer values 
004D: jump_if_false @DANCE_8868 
00BA: text_styled 'DNC_023' 1000 ms 5  // ~w~Lassts!

:DANCE_8868
00D6: if 
0039:   22@ == 10 // integer values 
004D: jump_if_false @DANCE_8902 
00BA: text_styled 'DNC_024' 1000 ms 5  // ~w~Vletlen!

:DANCE_8902
00D6: if 
0039:   22@ == 11 // integer values 
004D: jump_if_false @DANCE_8936 
00BA: text_styled 'DNC_025' 1000 ms 5  // ~w~Nem idben!

:DANCE_8936
000A: 24@ += 1 // integer values 
0002: jump @DANCE_8950 

:DANCE_8950
0051: return 

:DANCE_8952
0085: 13@ = 26@ // integer values and handles 
005A: 13@ += 27@ // integer values 
005A: 13@ += 28@ // integer values 
00D6: if 
0019:   13@ > 0 // integer values 
004D: jump_if_false @DANCE_9477 
00D6: if 
0029:   13@ >= 4 // integer values 
004D: jump_if_false @DANCE_9477 
00D6: if 
0039:   28@ == 4 // integer values 
004D: jump_if_false @DANCE_9147 
00D6: if or
0039:   29@ == 1 // integer values 
0039:   29@ == 2 // integer values 
004D: jump_if_false @DANCE_9101 
0004: $9527 = 2 // integer values 
0006: 32@ = 0 // integer values 
00BA: text_styled 'DNC_002' 50000 ms 7  // ~y~TKLETES
0006: 29@ = 2 // integer values 
0002: jump @DANCE_9140 

:DANCE_9101
0004: $9527 = 2 // integer values 
0006: 32@ = 0 // integer values 
00BA: text_styled 'DNC_004' 50000 ms 7  // ~b~Remek
0006: 29@ = 1 // integer values 

:DANCE_9140
0002: jump @DANCE_9456 

:DANCE_9147
00D6: if 
001D:   26@ > 27@ // integer values 
004D: jump_if_false @DANCE_9270 
00D6: if 
8039:   not  29@ == 1 // integer values 
004D: jump_if_false @DANCE_9205 
0004: $9527 = 4 // integer values 
0006: 32@ = 0 // integer values 
0002: jump @DANCE_9238 

:DANCE_9205
00D6: if 
0029:   32@ >= 10000 // integer values 
004D: jump_if_false @DANCE_9238 
0004: $9527 = 4 // integer values 
0006: 32@ = 0 // integer values 

:DANCE_9238
00BA: text_styled 'DNC_004' 50000 ms 7  // ~b~Remek
0006: 29@ = 1 // integer values 
0002: jump @DANCE_9456 

:DANCE_9270
00D6: if 
0039:   29@ == 2 // integer values 
004D: jump_if_false @DANCE_9334 
0004: $9527 = 3 // integer values 
0006: 32@ = 0 // integer values 
00BA: text_styled 'DNC_004' 50000 ms 7  // ~b~Remek
0006: 29@ = 1 // integer values 
0002: jump @DANCE_9456 

:DANCE_9334
00D6: if 
0039:   29@ == 1 // integer values 
004D: jump_if_false @DANCE_9398 
0004: $9527 = 5 // integer values 
0006: 32@ = 0 // integer values 
00BA: text_styled 'DNC_003' 50000 ms 7  // ~r~ROSSZ
0006: 29@ = 0 // integer values 
0002: jump @DANCE_9456 

:DANCE_9398
00D6: if 
0029:   32@ >= 10000 // integer values 
004D: jump_if_false @DANCE_9431 
0004: $9527 = 5 // integer values 
0006: 32@ = 0 // integer values 

:DANCE_9431
00BA: text_styled 'DNC_003' 50000 ms 7  // ~r~ROSSZ
0006: 29@ = 0 // integer values 

:DANCE_9456
0006: 28@ = 0 // integer values 
0006: 26@ = 0 // integer values 
0006: 27@ = 0 // integer values 

:DANCE_9477
0051: return 

:DANCE_9479
03E4: set_text_draw_align_right 0 
0348: set_text_draw_proportional 1 
0345: set_text_draw_in_box 1 
033F: set_text_draw_letter_width_height 0.5014 1.8889 
081C: draw_text_outline 2 0 0 0 255 
00D6: if 
0039:   6@ == 3 // integer values 
004D: jump_if_false @DANCE_9569 
0343: set_text_linewidth 240.0 
033E: text_draw 32.0 32.0 'DNC_H2'  // Biztos vagy benne? ~N~~k~~PED_SPRINT~ Erstsd meg s lpj ki.~N~~k~~VEHICLE_ENTER_EXIT~ Vissza a tnchoz.
0002: jump @DANCE_9615 

:DANCE_9569
00D6: if 
8039:   not  6@ == 2 // integer values 
004D: jump_if_false @DANCE_9615 
0343: set_text_linewidth 220.0 
033E: text_draw 32.0 32.0 'DNC_H1'  // ~k~~VEHICLE_ENTER_EXIT~ Tartsd lenyomva, a kilpshez.

:DANCE_9615
0051: return 

:DANCE_9617
0871: init_jump_table $9528 total_jumps 6 0 @DANCE_10043 jumps 0 @DANCE_9680 1 @DANCE_10003 6 @DANCE_9843 8 @DANCE_9883 9 @DANCE_9923 10 @DANCE_9963 -1 @DANCE_10043 

:DANCE_9680
00D6: if 
0038:   $9527 == 2 // integer values 
004D: jump_if_false @DANCE_9719 
0004: $9528 = 6 // integer values 
0004: $9527 = -1 // integer values 
0002: jump @DANCE_10043 

:DANCE_9719
00D6: if 
0038:   $9527 == 3 // integer values 
004D: jump_if_false @DANCE_9758 
0004: $9528 = 8 // integer values 
0004: $9527 = -1 // integer values 
0002: jump @DANCE_10043 

:DANCE_9758
00D6: if 
0038:   $9527 == 4 // integer values 
004D: jump_if_false @DANCE_9797 
0004: $9528 = 9 // integer values 
0004: $9527 = -1 // integer values 
0002: jump @DANCE_10043 

:DANCE_9797
00D6: if 
0038:   $9527 == 5 // integer values 
004D: jump_if_false @DANCE_9836 
0004: $9528 = 10 // integer values 
0004: $9527 = -1 // integer values 
0002: jump @DANCE_10043 

:DANCE_9836
0002: jump @DANCE_10043 

:DANCE_9843
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_9876 
040D: unload_wav 4 
0050: gosub @DANCE_10045 
0004: $9528 = 1 // integer values 

:DANCE_9876
0002: jump @DANCE_10043 

:DANCE_9883
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_9916 
040D: unload_wav 4 
0050: gosub @DANCE_11697 
0004: $9528 = 1 // integer values 

:DANCE_9916
0002: jump @DANCE_10043 

:DANCE_9923
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_9956 
040D: unload_wav 4 
0050: gosub @DANCE_13349 
0004: $9528 = 1 // integer values 

:DANCE_9956
0002: jump @DANCE_10043 

:DANCE_9963
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_9996 
040D: unload_wav 4 
0050: gosub @DANCE_15001 
0004: $9528 = 1 // integer values 

:DANCE_9996
0002: jump @DANCE_10043 

:DANCE_10003
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @DANCE_10036 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 
0004: $9528 = 0 // integer values 

:DANCE_10036
0002: jump @DANCE_10043 

:DANCE_10043
0051: return 

:DANCE_10045
0871: init_jump_table $9529 total_jumps 56 1 @DANCE_10498 jumps 1 @DANCE_10519 2 @DANCE_10540 3 @DANCE_10561 4 @DANCE_10582 5 @DANCE_10603 6 @DANCE_10624 7 @DANCE_10645 
0872: jump_table_jumps 8 @DANCE_10666 9 @DANCE_10687 10 @DANCE_10708 11 @DANCE_10729 12 @DANCE_10750 13 @DANCE_10771 14 @DANCE_10792 15 @DANCE_10813 16 @DANCE_10834 
0872: jump_table_jumps 17 @DANCE_10855 18 @DANCE_10876 19 @DANCE_10897 20 @DANCE_10918 21 @DANCE_10939 22 @DANCE_10960 23 @DANCE_10981 24 @DANCE_11002 25 @DANCE_11023 
0872: jump_table_jumps 26 @DANCE_11044 27 @DANCE_11065 28 @DANCE_11086 29 @DANCE_11107 30 @DANCE_11128 31 @DANCE_11149 32 @DANCE_11170 33 @DANCE_11191 34 @DANCE_11212 
0872: jump_table_jumps 35 @DANCE_11233 36 @DANCE_11254 37 @DANCE_11275 38 @DANCE_11296 39 @DANCE_11317 40 @DANCE_11338 41 @DANCE_11359 42 @DANCE_11380 43 @DANCE_11401 
0872: jump_table_jumps 44 @DANCE_11422 45 @DANCE_11443 46 @DANCE_11464 47 @DANCE_11485 48 @DANCE_11506 49 @DANCE_11527 50 @DANCE_11548 51 @DANCE_11569 52 @DANCE_11590 
0872: jump_table_jumps 53 @DANCE_11611 54 @DANCE_11632 55 @DANCE_11653 56 @DANCE_11674 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 

:DANCE_10498
03CF: load_wav 11455 as 4 
0004: $9529 = 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10519
03CF: load_wav 11400 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10540
03CF: load_wav 11401 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10561
03CF: load_wav 11402 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10582
03CF: load_wav 11403 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10603
03CF: load_wav 11404 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10624
03CF: load_wav 11405 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10645
03CF: load_wav 11406 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10666
03CF: load_wav 11407 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10687
03CF: load_wav 11408 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10708
03CF: load_wav 11409 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10729
03CF: load_wav 11410 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10750
03CF: load_wav 11411 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10771
03CF: load_wav 11412 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10792
03CF: load_wav 11413 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10813
03CF: load_wav 11414 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10834
03CF: load_wav 11415 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10855
03CF: load_wav 11416 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10876
03CF: load_wav 11417 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10897
03CF: load_wav 11418 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10918
03CF: load_wav 11419 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10939
03CF: load_wav 11420 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10960
03CF: load_wav 11421 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_10981
03CF: load_wav 11422 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11002
03CF: load_wav 11423 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11023
03CF: load_wav 11424 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11044
03CF: load_wav 11425 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11065
03CF: load_wav 11426 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11086
03CF: load_wav 11427 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11107
03CF: load_wav 11428 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11128
03CF: load_wav 11429 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11149
03CF: load_wav 11430 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11170
03CF: load_wav 11431 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11191
03CF: load_wav 11432 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11212
03CF: load_wav 11433 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11233
03CF: load_wav 11434 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11254
03CF: load_wav 11435 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11275
03CF: load_wav 11436 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11296
03CF: load_wav 11437 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11317
03CF: load_wav 11438 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11338
03CF: load_wav 11439 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11359
03CF: load_wav 11440 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11380
03CF: load_wav 11441 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11401
03CF: load_wav 11442 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11422
03CF: load_wav 11443 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11443
03CF: load_wav 11444 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11464
03CF: load_wav 11445 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11485
03CF: load_wav 11446 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11506
03CF: load_wav 11447 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11527
03CF: load_wav 11448 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11548
03CF: load_wav 11449 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11569
03CF: load_wav 11450 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11590
03CF: load_wav 11451 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11611
03CF: load_wav 11452 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11632
03CF: load_wav 11453 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11653
03CF: load_wav 11454 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11674
03CF: load_wav 11455 as 4 
0004: $9529 = 1 // integer values 
0002: jump @DANCE_11695 

:DANCE_11695
0051: return 

:DANCE_11697
0871: init_jump_table $9529 total_jumps 56 1 @DANCE_12150 jumps 1 @DANCE_12171 2 @DANCE_12192 3 @DANCE_12213 4 @DANCE_12234 5 @DANCE_12255 6 @DANCE_12276 7 @DANCE_12297 
0872: jump_table_jumps 8 @DANCE_12318 9 @DANCE_12339 10 @DANCE_12360 11 @DANCE_12381 12 @DANCE_12402 13 @DANCE_12423 14 @DANCE_12444 15 @DANCE_12465 16 @DANCE_12486 
0872: jump_table_jumps 17 @DANCE_12507 18 @DANCE_12528 19 @DANCE_12549 20 @DANCE_12570 21 @DANCE_12591 22 @DANCE_12612 23 @DANCE_12633 24 @DANCE_12654 25 @DANCE_12675 
0872: jump_table_jumps 26 @DANCE_12696 27 @DANCE_12717 28 @DANCE_12738 29 @DANCE_12759 30 @DANCE_12780 31 @DANCE_12801 32 @DANCE_12822 33 @DANCE_12843 34 @DANCE_12864 
0872: jump_table_jumps 35 @DANCE_12885 36 @DANCE_12906 37 @DANCE_12927 38 @DANCE_12948 39 @DANCE_12969 40 @DANCE_12990 41 @DANCE_13011 42 @DANCE_13032 43 @DANCE_13053 
0872: jump_table_jumps 44 @DANCE_13074 45 @DANCE_13095 46 @DANCE_13116 47 @DANCE_13137 48 @DANCE_13158 49 @DANCE_13179 50 @DANCE_13200 51 @DANCE_13221 52 @DANCE_13242 
0872: jump_table_jumps 53 @DANCE_13263 54 @DANCE_13284 55 @DANCE_13305 56 @DANCE_13326 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 

:DANCE_12150
03CF: load_wav 11655 as 4 
0004: $9529 = 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12171
03CF: load_wav 11600 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12192
03CF: load_wav 11601 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12213
03CF: load_wav 11602 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12234
03CF: load_wav 11603 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12255
03CF: load_wav 11604 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12276
03CF: load_wav 11605 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12297
03CF: load_wav 11606 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12318
03CF: load_wav 11607 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12339
03CF: load_wav 11608 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12360
03CF: load_wav 11609 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12381
03CF: load_wav 11610 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12402
03CF: load_wav 11611 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12423
03CF: load_wav 11612 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12444
03CF: load_wav 11613 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12465
03CF: load_wav 11614 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12486
03CF: load_wav 11615 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12507
03CF: load_wav 11616 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12528
03CF: load_wav 11617 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12549
03CF: load_wav 11618 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12570
03CF: load_wav 11619 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12591
03CF: load_wav 11620 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12612
03CF: load_wav 11621 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12633
03CF: load_wav 11622 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12654
03CF: load_wav 11623 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12675
03CF: load_wav 11624 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12696
03CF: load_wav 11625 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12717
03CF: load_wav 11626 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12738
03CF: load_wav 11627 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12759
03CF: load_wav 11628 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12780
03CF: load_wav 11629 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12801
03CF: load_wav 11630 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12822
03CF: load_wav 11631 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12843
03CF: load_wav 11632 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12864
03CF: load_wav 11633 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12885
03CF: load_wav 11634 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12906
03CF: load_wav 11635 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12927
03CF: load_wav 11636 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12948
03CF: load_wav 11637 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12969
03CF: load_wav 11638 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_12990
03CF: load_wav 11639 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13011
03CF: load_wav 11640 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13032
03CF: load_wav 11641 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13053
03CF: load_wav 11642 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13074
03CF: load_wav 11643 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13095
03CF: load_wav 11644 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13116
03CF: load_wav 11645 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13137
03CF: load_wav 11646 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13158
03CF: load_wav 11647 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13179
03CF: load_wav 11648 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13200
03CF: load_wav 11649 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13221
03CF: load_wav 11650 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13242
03CF: load_wav 11651 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13263
03CF: load_wav 11652 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13284
03CF: load_wav 11653 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13305
03CF: load_wav 11654 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13326
03CF: load_wav 11655 as 4 
0004: $9529 = 1 // integer values 
0002: jump @DANCE_13347 

:DANCE_13347
0051: return 

:DANCE_13349
0871: init_jump_table $9529 total_jumps 56 1 @DANCE_13802 jumps 1 @DANCE_13823 2 @DANCE_13844 3 @DANCE_13865 4 @DANCE_13886 5 @DANCE_13907 6 @DANCE_13928 7 @DANCE_13949 
0872: jump_table_jumps 8 @DANCE_13970 9 @DANCE_13991 10 @DANCE_14012 11 @DANCE_14033 12 @DANCE_14054 13 @DANCE_14075 14 @DANCE_14096 15 @DANCE_14117 16 @DANCE_14138 
0872: jump_table_jumps 17 @DANCE_14159 18 @DANCE_14180 19 @DANCE_14201 20 @DANCE_14222 21 @DANCE_14243 22 @DANCE_14264 23 @DANCE_14285 24 @DANCE_14306 25 @DANCE_14327 
0872: jump_table_jumps 26 @DANCE_14348 27 @DANCE_14369 28 @DANCE_14390 29 @DANCE_14411 30 @DANCE_14432 31 @DANCE_14453 32 @DANCE_14474 33 @DANCE_14495 34 @DANCE_14516 
0872: jump_table_jumps 35 @DANCE_14537 36 @DANCE_14558 37 @DANCE_14579 38 @DANCE_14600 39 @DANCE_14621 40 @DANCE_14642 41 @DANCE_14663 42 @DANCE_14684 43 @DANCE_14705 
0872: jump_table_jumps 44 @DANCE_14726 45 @DANCE_14747 46 @DANCE_14768 47 @DANCE_14789 48 @DANCE_14810 49 @DANCE_14831 50 @DANCE_14852 51 @DANCE_14873 52 @DANCE_14894 
0872: jump_table_jumps 53 @DANCE_14915 54 @DANCE_14936 55 @DANCE_14957 56 @DANCE_14978 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 

:DANCE_13802
03CF: load_wav 11855 as 4 
0004: $9529 = 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13823
03CF: load_wav 11800 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13844
03CF: load_wav 11801 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13865
03CF: load_wav 11802 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13886
03CF: load_wav 11803 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13907
03CF: load_wav 11804 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13928
03CF: load_wav 11805 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13949
03CF: load_wav 11806 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13970
03CF: load_wav 11807 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_13991
03CF: load_wav 11808 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14012
03CF: load_wav 11809 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14033
03CF: load_wav 11810 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14054
03CF: load_wav 11811 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14075
03CF: load_wav 11812 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14096
03CF: load_wav 11813 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14117
03CF: load_wav 11814 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14138
03CF: load_wav 11815 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14159
03CF: load_wav 11816 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14180
03CF: load_wav 11817 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14201
03CF: load_wav 11818 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14222
03CF: load_wav 11819 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14243
03CF: load_wav 11820 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14264
03CF: load_wav 11821 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14285
03CF: load_wav 11822 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14306
03CF: load_wav 11823 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14327
03CF: load_wav 11824 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14348
03CF: load_wav 11825 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14369
03CF: load_wav 11826 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14390
03CF: load_wav 11827 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14411
03CF: load_wav 11828 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14432
03CF: load_wav 11829 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14453
03CF: load_wav 11830 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14474
03CF: load_wav 11831 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14495
03CF: load_wav 11832 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14516
03CF: load_wav 11833 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14537
03CF: load_wav 11834 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14558
03CF: load_wav 11835 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14579
03CF: load_wav 11836 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14600
03CF: load_wav 11837 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14621
03CF: load_wav 11838 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14642
03CF: load_wav 11839 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14663
03CF: load_wav 11840 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14684
03CF: load_wav 11841 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14705
03CF: load_wav 11842 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14726
03CF: load_wav 11843 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14747
03CF: load_wav 11844 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14768
03CF: load_wav 11845 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14789
03CF: load_wav 11846 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14810
03CF: load_wav 11847 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14831
03CF: load_wav 11848 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14852
03CF: load_wav 11849 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14873
03CF: load_wav 11850 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14894
03CF: load_wav 11851 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14915
03CF: load_wav 11852 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14936
03CF: load_wav 11853 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14957
03CF: load_wav 11854 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14978
03CF: load_wav 11855 as 4 
0004: $9529 = 1 // integer values 
0002: jump @DANCE_14999 

:DANCE_14999
0051: return 

:DANCE_15001
0871: init_jump_table $9529 total_jumps 56 1 @DANCE_15454 jumps 1 @DANCE_15475 2 @DANCE_15496 3 @DANCE_15517 4 @DANCE_15538 5 @DANCE_15559 6 @DANCE_15580 7 @DANCE_15601 
0872: jump_table_jumps 8 @DANCE_15622 9 @DANCE_15643 10 @DANCE_15664 11 @DANCE_15685 12 @DANCE_15706 13 @DANCE_15727 14 @DANCE_15748 15 @DANCE_15769 16 @DANCE_15790 
0872: jump_table_jumps 17 @DANCE_15811 18 @DANCE_15832 19 @DANCE_15853 20 @DANCE_15874 21 @DANCE_15895 22 @DANCE_15916 23 @DANCE_15937 24 @DANCE_15958 25 @DANCE_15979 
0872: jump_table_jumps 26 @DANCE_16000 27 @DANCE_16021 28 @DANCE_16042 29 @DANCE_16063 30 @DANCE_16084 31 @DANCE_16105 32 @DANCE_16126 33 @DANCE_16147 34 @DANCE_16168 
0872: jump_table_jumps 35 @DANCE_16189 36 @DANCE_16210 37 @DANCE_16231 38 @DANCE_16252 39 @DANCE_16273 40 @DANCE_16294 41 @DANCE_16315 42 @DANCE_16336 43 @DANCE_16357 
0872: jump_table_jumps 44 @DANCE_16378 45 @DANCE_16399 46 @DANCE_16420 47 @DANCE_16441 48 @DANCE_16462 49 @DANCE_16483 50 @DANCE_16504 51 @DANCE_16525 52 @DANCE_16546 
0872: jump_table_jumps 53 @DANCE_16567 54 @DANCE_16588 55 @DANCE_16609 56 @DANCE_16630 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 

:DANCE_15454
03CF: load_wav 12055 as 4 
0004: $9529 = 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15475
03CF: load_wav 12000 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15496
03CF: load_wav 12001 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15517
03CF: load_wav 12002 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15538
03CF: load_wav 12003 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15559
03CF: load_wav 12004 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15580
03CF: load_wav 12005 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15601
03CF: load_wav 12006 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15622
03CF: load_wav 12007 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15643
03CF: load_wav 12008 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15664
03CF: load_wav 12009 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15685
03CF: load_wav 12010 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15706
03CF: load_wav 12011 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15727
03CF: load_wav 12012 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15748
03CF: load_wav 12013 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15769
03CF: load_wav 12014 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15790
03CF: load_wav 12015 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15811
03CF: load_wav 12016 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15832
03CF: load_wav 12017 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15853
03CF: load_wav 12018 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15874
03CF: load_wav 12019 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15895
03CF: load_wav 12020 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15916
03CF: load_wav 12021 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15937
03CF: load_wav 12022 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15958
03CF: load_wav 12023 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_15979
03CF: load_wav 12024 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16000
03CF: load_wav 12025 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16021
03CF: load_wav 12026 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16042
03CF: load_wav 12027 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16063
03CF: load_wav 12028 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16084
03CF: load_wav 12029 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16105
03CF: load_wav 12030 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16126
03CF: load_wav 12031 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16147
03CF: load_wav 12032 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16168
03CF: load_wav 12033 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16189
03CF: load_wav 12034 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16210
03CF: load_wav 12035 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16231
03CF: load_wav 12036 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16252
03CF: load_wav 12037 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16273
03CF: load_wav 12038 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16294
03CF: load_wav 12039 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16315
03CF: load_wav 12040 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16336
03CF: load_wav 12041 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16357
03CF: load_wav 12042 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16378
03CF: load_wav 12043 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16399
03CF: load_wav 12044 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16420
03CF: load_wav 12045 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16441
03CF: load_wav 12046 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16462
03CF: load_wav 12047 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16483
03CF: load_wav 12048 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16504
03CF: load_wav 12049 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16525
03CF: load_wav 12050 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16546
03CF: load_wav 12051 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16567
03CF: load_wav 12052 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16588
03CF: load_wav 12053 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16609
03CF: load_wav 12054 as 4 
0008: $9529 += 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16630
03CF: load_wav 12055 as 4 
0004: $9529 = 1 // integer values 
0002: jump @DANCE_16651 

:DANCE_16651
0051: return 

:DANCE_16653
0004: $1044 = 1 // integer values 
0004: $5298 = 0 // integer values 
04EF: release_animation v$5307 
00BE: text_clear_all 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_16767 
00D6: if and
82F2:   not actor 5@ model_is 195 
82F2:   not actor 5@ model_is 192 
82F2:   not actor 5@ model_is 191 
82F2:   not actor 5@ model_is 190 
82F2:   not actor 5@ model_is 193 
82F2:   not actor 5@ model_is 194 
004D: jump_if_false @DANCE_16767 
0665: (unknown) 5@ 13@ 
0249: release_model 13@ 
009B: destroy_actor_instantly 5@ 

:DANCE_16767
0953: (unknown) 13@ 
00D6: if 
04A4:   13@ == 3 // integer values OR floating-point values 
004D: jump_if_false @DANCE_16792 
0955: (unknown) 

:DANCE_16792
0006: 13@ = 0 // integer values 

:DANCE_16799
0005: $5315(13@,5f) = 0.0 // floating-point values 
0005: $5320(13@,5f) = 0.0 // floating-point values 
0005: $5325(13@,5f) = 0.0 // floating-point values 
0005: $5330(13@,5f) = 0.0 // floating-point values 
0005: $5335(13@,5f) = 0.0 // floating-point values 
0005: $5340(13@,5f) = 0.0 // floating-point values 
000A: 13@ += 1 // integer values 
0029:   13@ >= 5 // integer values 
004D: jump_if_false @DANCE_16799 
09EE: (unknown) 0 
03F0: text_draw_toggle 0 
00D6: if 
0028:   $5296 >= 0 // integer values 
004D: jump_if_false @DANCE_16938 
0629: change_stat 156 to $5296 // integer 

:DANCE_16938
040D: unload_wav 4 
01B4: set_player $PLAYER_CHAR frozen_state 1 
08C0: clear $5295 bit 31 
09BD: (unknown) 0 
004E: end_thread 
0051: return 

:DANCE_16964
0494: get_joystick_data 0 $9530 $9531 $9532 $9533 
008D: $9535 = integer_to_float $9530 
0086: $9536 = $9535 // floating-point values only 
008D: $9535 = integer_to_float $9531 
0086: $9537 = $9535 // floating-point values only 
0509: $9535 = distance between point 0.0 0.0 and point $9536 $9537 
0004: $9534 = 0 // integer values 
00D6: if 
0020:   $9535 > 64.0 // floating-point values 
004D: jump_if_false @DANCE_17325 
05A4: (unknown) $9536 $9537 0.0 -1.0 $9535 
00D6: if 
0022:   15.0 > $9535 // floating-point values 
004D: jump_if_false @DANCE_17117 
0004: $9534 = 13 // integer values 
0002: jump @DANCE_17325 

:DANCE_17117
00D6: if 
0022:   75.0 > $9535 // floating-point values 
004D: jump_if_false @DANCE_17184 
00D6: if 
0018:   $9530 > 0 // integer values 
004D: jump_if_false @DANCE_17170 
0004: $9534 = 11 // integer values 
0002: jump @DANCE_17177 

:DANCE_17170
0004: $9534 = 15 // integer values 

:DANCE_17177
0002: jump @DANCE_17325 

:DANCE_17184
00D6: if 
0022:   105.0 > $9535 // floating-point values 
004D: jump_if_false @DANCE_17251 
00D6: if 
0018:   $9530 > 0 // integer values 
004D: jump_if_false @DANCE_17237 
0004: $9534 = 10 // integer values 
0002: jump @DANCE_17244 

:DANCE_17237
0004: $9534 = 9 // integer values 

:DANCE_17244
0002: jump @DANCE_17325 

:DANCE_17251
00D6: if 
0022:   165.0 > $9535 // floating-point values 
004D: jump_if_false @DANCE_17318 
00D6: if 
0018:   $9530 > 0 // integer values 
004D: jump_if_false @DANCE_17304 
0004: $9534 = 16 // integer values 
0002: jump @DANCE_17311 

:DANCE_17304
0004: $9534 = 12 // integer values 

:DANCE_17311
0002: jump @DANCE_17325 

:DANCE_17318
0004: $9534 = 14 // integer values 

:DANCE_17325
0051: return 
0662: write_debug_message v$5299 
07B1: (unknown) 1 13@ 13@ 13@ 
0663: write_debug_intvar "NEXT_BEAT_NUMBER" 13@ 
0051: return 
004E: end_thread 

//-------------External script 36 (SHOPKEEPER)---------------

:SKBRAIN
03A4: name_thread 'SKBRAIN' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @SKBRAIN_114 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 
061D: unknown_sequences_packs 0.0 0.0 0.0 0.0 0.0 -1 1@ 
0107: 6@ = create_object #NULL at 0.0 0.0 0.0 

:SKBRAIN_114
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_138 
060B: unknown_actor_use_entity 0@ $1257 

:SKBRAIN_138
04ED: load_animation "FOOD" 

:SKBRAIN_146
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @SKBRAIN_176 
0001: wait 0 ms 
0002: jump @SKBRAIN_146 

:SKBRAIN_176
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 7@ = 0 // integer values 

:SKBRAIN_204
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @SKBRAIN_377 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @SKBRAIN_283 
0050: gosub @SKBRAIN_1552 
0002: jump @SKBRAIN_370 

:SKBRAIN_283
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SKBRAIN_331 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_331 
0108: destroy_object 6@ 

:SKBRAIN_331
00D6: if 
0038:   $677 == 0 // integer values 
004D: jump_if_false @SKBRAIN_363 
0050: gosub @SKBRAIN_391 
0002: jump @SKBRAIN_370 

:SKBRAIN_363
0002: jump @SKBRAIN_1590 

:SKBRAIN_370
0002: jump @SKBRAIN_384 

:SKBRAIN_377
0050: gosub @SKBRAIN_1552 

:SKBRAIN_384
0002: jump @SKBRAIN_204 

:SKBRAIN_391
0871: init_jump_table 3@ total_jumps 3 0 @SKBRAIN_496 jumps 1 @SKBRAIN_454 2 @SKBRAIN_468 3 @SKBRAIN_482 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 

:SKBRAIN_454
0050: gosub @SKBRAIN_498 
0002: jump @SKBRAIN_496 

:SKBRAIN_468
0050: gosub @SKBRAIN_841 
0002: jump @SKBRAIN_496 

:SKBRAIN_482
0050: gosub @SKBRAIN_1185 
0002: jump @SKBRAIN_496 

:SKBRAIN_496
0051: return 

:SKBRAIN_498
0871: init_jump_table 4@ total_jumps 2 0 @SKBRAIN_839 jumps 0 @SKBRAIN_561 1 @SKBRAIN_737 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 

:SKBRAIN_561
04C4: create_coordinate 13@ 14@ 15@ from_actor 0@ offset 0.0 3.0 3.0 
091C: (unknown) 13@ 14@ 15@ 20.0 -363 "PCUSTOM" 2@ 
00D6: if 
0019:   2@ > -1 // integer values 
004D: jump_if_false @SKBRAIN_730 
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset -5.0 -5.0 -5.0 
0107: 6@ = create_object #PIZZAHIGH at 10@ 11@ 12@ 
0605: actor 0@ perform_animation_sequence "SHP_TRAY_IN" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:SKBRAIN_730
0002: jump @SKBRAIN_839 

:SKBRAIN_737
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "SHP_TRAY_IN" 
004D: jump_if_false @SKBRAIN_832 
0613: 9@ = actor 0@ animation "SHP_TRAY_IN" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @SKBRAIN_832 
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 

:SKBRAIN_832
0002: jump @SKBRAIN_839 

:SKBRAIN_839
0051: return 

:SKBRAIN_841
0871: init_jump_table 4@ total_jumps 3 0 @SKBRAIN_1183 jumps 0 @SKBRAIN_904 1 @SKBRAIN_1044 2 @SKBRAIN_1143 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 

:SKBRAIN_904
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_1023 
070A: AS_actor 0@ attach_to_object 6@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
0812: AS_actor 0@ perform_animation "SHP_TRAY_LIFT" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0006: 33@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @SKBRAIN_1037 

:SKBRAIN_1023
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 

:SKBRAIN_1037
0002: jump @SKBRAIN_1183 

:SKBRAIN_1044
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "SHP_TRAY_LIFT" 
004D: jump_if_false @SKBRAIN_1136 
0613: 9@ = actor 0@ animation "SHP_TRAY_LIFT" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @SKBRAIN_1136 
000A: 4@ += 1 // integer values 

:SKBRAIN_1136
0002: jump @SKBRAIN_1183 

:SKBRAIN_1143
00D6: if 
0019:   33@ > 2000 // integer values 
004D: jump_if_false @SKBRAIN_1176 
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 

:SKBRAIN_1176
0002: jump @SKBRAIN_1183 

:SKBRAIN_1183
0051: return 

:SKBRAIN_1185
0871: init_jump_table 4@ total_jumps 4 0 @SKBRAIN_1550 jumps 0 @SKBRAIN_1248 1 @SKBRAIN_1340 2 @SKBRAIN_1397 3 @SKBRAIN_1529 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 

:SKBRAIN_1248
04C4: create_coordinate 13@ 14@ 15@ from_actor 0@ offset 0.0 3.0 3.0 
091C: (unknown) 13@ 14@ 15@ 20.0 -363 "PCUSTOM" 2@ 
00D6: if 
0039:   2@ == -1 // integer values 
004D: jump_if_false @SKBRAIN_1333 
000A: 4@ += 1 // integer values 

:SKBRAIN_1333
0002: jump @SKBRAIN_1550 

:SKBRAIN_1340
0812: AS_actor 0@ perform_animation "SHP_TRAY_RETURN" from_file "FOOD" 4.0 loop 0 0 0 lock 0 time -1 
000A: 4@ += 1 // integer values 
0002: jump @SKBRAIN_1550 

:SKBRAIN_1397
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "SHP_TRAY_RETURN" 
004D: jump_if_false @SKBRAIN_1522 
0613: 9@ = actor 0@ animation "SHP_TRAY_RETURN" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @SKBRAIN_1522 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_1507 
0108: destroy_object 6@ 

:SKBRAIN_1507
074C: unknown_action_sequence 0@ unknown_sequences_pack 1@ 
000A: 4@ += 1 // integer values 

:SKBRAIN_1522
0002: jump @SKBRAIN_1550 

:SKBRAIN_1529
0006: 4@ = 0 // integer values 
0006: 3@ = 1 // integer values 
0002: jump @SKBRAIN_1550 

:SKBRAIN_1550
0051: return 

:SKBRAIN_1552
04EF: release_animation "FOOD" 
01C4: remove_references_to_object 6@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_1586 
0792: (unknown) 0@ 

:SKBRAIN_1586
004E: end_thread 
0051: return 

:SKBRAIN_1590
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @SKBRAIN_1762 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @SKBRAIN_1664 
0050: gosub @SKBRAIN_1552 
0002: jump @SKBRAIN_1755 

:SKBRAIN_1664
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_1755 
062E: (unknown) 0@ 1476 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SKBRAIN_1755 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor 0@ holding_object -1 
004D: jump_if_false @SKBRAIN_1755 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_1755 
0108: destroy_object 6@ 

:SKBRAIN_1755
0002: jump @SKBRAIN_1769 

:SKBRAIN_1762
0050: gosub @SKBRAIN_1552 

:SKBRAIN_1769
0002: jump @SKBRAIN_1590 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 37 (CUSTOMER_PANIC)---------------

:FFPNC
03A4: name_thread 'FFPNC' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @FFPNC_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:FFPNC_60
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FFPNC_84 
060B: unknown_actor_use_entity 0@ $1256 

:FFPNC_84
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @FFPNC_308 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 // integer values 
0038:   $1249 == 1 // integer values 
004D: jump_if_false @FFPNC_151 
0050: gosub @FFPNC_322 

:FFPNC_151
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FFPNC_294 
0085: 2@ = 1@ // integer values and handles 
0016: 2@ /= 2 // integer values 
0012: 2@ *= 2 // integer values 
00D6: if 
001D:   1@ > 2@ // integer values 
004D: jump_if_false @FFPNC_251 
062E: (unknown) 0@ 1477 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @FFPNC_244 
05C5: AS_actor 0@ cower -2 ms 

:FFPNC_244
0002: jump @FFPNC_287 

:FFPNC_251
062E: (unknown) 0@ 1476 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @FFPNC_287 
05C4: AS_actor 0@ hands_up -2 ms 

:FFPNC_287
0002: jump @FFPNC_301 

:FFPNC_294
0050: gosub @FFPNC_322 

:FFPNC_301
0002: jump @FFPNC_315 

:FFPNC_308
0050: gosub @FFPNC_322 

:FFPNC_315
0002: jump @FFPNC_84 

:FFPNC_322
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
090F: end_external_script 37 (CUSTOMER_PANIC) 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 38 (BAR_STAFF)---------------

:BARSTAF
03A4: name_thread 'BARSTAF' 
0006: 8@ = 0 // integer values 
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @BARSTAF_212 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 
009A: 8@ = create_actor 5 #NULL at 0.0 0.0 0.0 
061D: unknown_sequences_packs 0.0 0.0 0.0 0.0 0.0 -1 1@ 
061D: unknown_sequences_packs 0.0 0.0 0.0 0.0 0.0 -1 2@ 
061D: unknown_sequences_packs 0.0 0.0 0.0 0.0 0.0 -1 3@ 
061D: unknown_sequences_packs 0.0 0.0 0.0 0.0 0.0 -1 4@ 

:BARSTAF_212
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARSTAF_236 
060B: unknown_actor_use_entity 0@ $1257 

:BARSTAF_236
04ED: load_animation "BAR" 

:BARSTAF_243
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @BARSTAF_279 
04ED: load_animation "BAR" 
0001: wait 0 ms 
0002: jump @BARSTAF_243 

:BARSTAF_279
0006: 9@ = 1 // integer values 
0006: 10@ = 0 // integer values 
0006: 12@ = 0 // integer values 
00D6: if 
0033:   0.0 >= 6@ // floating-point values 
004D: jump_if_false @BARSTAF_331 
0007: 6@ = 6.0 // floating-point values 

:BARSTAF_331
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BARSTAF_540 
00D6: if 
0039:   9@ == 2 // integer values 
004D: jump_if_false @BARSTAF_480 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARSTAF_452 
00D6: if or
0038:   $9470 == 1 // integer values 
0038:   $9472 == 1 // integer values 
0038:   $9473 == 1 // integer values 
004D: jump_if_false @BARSTAF_438 
0002: jump @BARSTAF_2200 
0002: jump @BARSTAF_445 

:BARSTAF_438
0050: gosub @BARSTAF_554 

:BARSTAF_445
0002: jump @BARSTAF_473 

:BARSTAF_452
0006: 9@ = 1 // integer values 
0006: 10@ = 0 // integer values 
0050: gosub @BARSTAF_554 

:BARSTAF_473
0002: jump @BARSTAF_533 

:BARSTAF_480
00D6: if or
0038:   $9470 == 1 // integer values 
0038:   $9472 == 1 // integer values 
0038:   $9473 == 1 // integer values 
004D: jump_if_false @BARSTAF_526 
0002: jump @BARSTAF_2200 
0002: jump @BARSTAF_533 

:BARSTAF_526
0050: gosub @BARSTAF_554 

:BARSTAF_533
0002: jump @BARSTAF_547 

:BARSTAF_540
0050: gosub @BARSTAF_2287 

:BARSTAF_547
0002: jump @BARSTAF_331 

:BARSTAF_554
0871: init_jump_table 9@ total_jumps 3 0 @BARSTAF_659 jumps 1 @BARSTAF_617 2 @BARSTAF_631 3 @BARSTAF_645 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 

:BARSTAF_617
0050: gosub @BARSTAF_661 
0002: jump @BARSTAF_659 

:BARSTAF_631
0050: gosub @BARSTAF_1390 
0002: jump @BARSTAF_659 

:BARSTAF_645
0050: gosub @BARSTAF_2085 
0002: jump @BARSTAF_659 

:BARSTAF_659
0051: return 

:BARSTAF_661
0871: init_jump_table 10@ total_jumps 4 0 @BARSTAF_1388 jumps 0 @BARSTAF_724 1 @BARSTAF_767 2 @BARSTAF_974 3 @BARSTAF_1181 -1 @BARSTAF_1388 -1 @BARSTAF_1388 -1 @BARSTAF_1388 

:BARSTAF_724
062E: (unknown) 0@ 1868 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_760 
000A: 10@ += 1 // integer values 

:BARSTAF_760
0002: jump @BARSTAF_1388 

:BARSTAF_767
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: (unknown) 14@ 15@ 16@ 6@ 0 "BARGUY" 8@ 
00D6: if 
0019:   8@ > -1 // integer values 
004D: jump_if_false @BARSTAF_923 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 // integer values 
004D: jump_if_false @BARSTAF_866 
0006: 8@ = -1 // integer values 
0002: jump @BARSTAF_923 

:BARSTAF_866
062E: (unknown) 8@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_916 
000A: 9@ += 1 // integer values 
0006: 10@ = 0 // integer values 
0002: jump @BARSTAF_923 

:BARSTAF_916
0006: 8@ = -1 // integer values 

:BARSTAF_923
062E: (unknown) 0@ 1868 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_967 
074C: unknown_action_sequence 0@ unknown_sequences_pack 2@ 
000A: 10@ += 1 // integer values 

:BARSTAF_967
0002: jump @BARSTAF_1388 

:BARSTAF_974
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: (unknown) 14@ 15@ 16@ 6@ 0 "BARGUY" 8@ 
00D6: if 
0019:   8@ > -1 // integer values 
004D: jump_if_false @BARSTAF_1130 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 // integer values 
004D: jump_if_false @BARSTAF_1073 
0006: 8@ = -1 // integer values 
0002: jump @BARSTAF_1130 

:BARSTAF_1073
062E: (unknown) 8@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1123 
000A: 9@ += 1 // integer values 
0006: 10@ = 0 // integer values 
0002: jump @BARSTAF_1130 

:BARSTAF_1123
0006: 8@ = -1 // integer values 

:BARSTAF_1130
062E: (unknown) 0@ 1868 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1174 
074C: unknown_action_sequence 0@ unknown_sequences_pack 3@ 
000A: 10@ += 1 // integer values 

:BARSTAF_1174
0002: jump @BARSTAF_1388 

:BARSTAF_1181
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: (unknown) 14@ 15@ 16@ 6@ 0 "BARGUY" 8@ 
00D6: if 
0019:   8@ > -1 // integer values 
004D: jump_if_false @BARSTAF_1337 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 // integer values 
004D: jump_if_false @BARSTAF_1280 
0006: 8@ = -1 // integer values 
0002: jump @BARSTAF_1337 

:BARSTAF_1280
062E: (unknown) 8@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1330 
000A: 9@ += 1 // integer values 
0006: 10@ = 0 // integer values 
0002: jump @BARSTAF_1337 

:BARSTAF_1330
0006: 8@ = -1 // integer values 

:BARSTAF_1337
062E: (unknown) 0@ 1868 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1381 
074C: unknown_action_sequence 0@ unknown_sequences_pack 1@ 
0006: 10@ = 0 // integer values 

:BARSTAF_1381
0002: jump @BARSTAF_1388 

:BARSTAF_1388
0051: return 

:BARSTAF_1390
0871: init_jump_table 10@ total_jumps 8 0 @BARSTAF_2083 jumps 0 @BARSTAF_1518 1 @BARSTAF_1577 2 @BARSTAF_1628 3 @BARSTAF_1720 4 @BARSTAF_1771 5 @BARSTAF_1873 6 @BARSTAF_1934 
0872: jump_table_jumps 7 @BARSTAF_1985 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 

:BARSTAF_1518
04C4: create_coordinate 14@ 15@ 16@ from_actor 8@ offset 0.0 5@ 0.0 
05D3: AS_actor 0@ go_to_point 14@ 15@ 16@ speed 4 -2 ms 
000A: 10@ += 1 // integer values 
0002: jump @BARSTAF_2083 

:BARSTAF_1577
062E: (unknown) 0@ 1491 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1621 
0639: AS_actor 0@ rotate_to_actor 8@ 
000A: 10@ += 1 // integer values 

:BARSTAF_1621
0002: jump @BARSTAF_2083 

:BARSTAF_1628
062E: (unknown) 0@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1713 
0223: set_actor 8@ health_to 99 
0605: actor 0@ perform_animation_sequence "BARSERVE_ORDER" from_file "BAR" 4.0 loop 1 0 0 0 3000 ms 
000A: 10@ += 1 // integer values 

:BARSTAF_1713
0002: jump @BARSTAF_2083 

:BARSTAF_1720
062E: (unknown) 0@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1764 
074C: unknown_action_sequence 0@ unknown_sequences_pack 4@ 
000A: 10@ += 1 // integer values 

:BARSTAF_1764
0002: jump @BARSTAF_2083 

:BARSTAF_1771
062E: (unknown) 0@ 1868 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1866 
00D6: if 
0039:   7@ == 0 // integer values 
004D: jump_if_false @BARSTAF_1859 
0605: actor 0@ perform_animation_sequence "BARSERVE_GLASS" from_file "BAR" 4.0 loop 0 0 0 0 0 ms 

:BARSTAF_1859
000A: 10@ += 1 // integer values 

:BARSTAF_1866
0002: jump @BARSTAF_2083 

:BARSTAF_1873
062E: (unknown) 0@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1927 
05D3: AS_actor 0@ go_to_point 14@ 15@ 16@ speed 4 -2 ms 
000A: 10@ += 1 // integer values 

:BARSTAF_1927
0002: jump @BARSTAF_2083 

:BARSTAF_1934
062E: (unknown) 0@ 1491 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_1978 
0639: AS_actor 0@ rotate_to_actor 8@ 
000A: 10@ += 1 // integer values 

:BARSTAF_1978
0002: jump @BARSTAF_2083 

:BARSTAF_1985
062E: (unknown) 0@ 1593 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_2076 
0223: set_actor 8@ health_to 99 
0605: actor 0@ perform_animation_sequence "BARSERVE_GIVE" from_file "BAR" 4.0 loop 1 0 0 0 3000 ms 
000A: 9@ += 1 // integer values 
0006: 10@ = 0 // integer values 

:BARSTAF_2076
0002: jump @BARSTAF_2083 

:BARSTAF_2083
0051: return 

:BARSTAF_2085
0871: init_jump_table 10@ total_jumps 1 0 @BARSTAF_2198 jumps 0 @BARSTAF_2148 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 

:BARSTAF_2148
062E: (unknown) 0@ 1541 13@ 
00D6: if 
04A4:   13@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_2191 
0006: 9@ = 1 // integer values 
0006: 10@ = 0 // integer values 

:BARSTAF_2191
0002: jump @BARSTAF_2198 

:BARSTAF_2198
0051: return 

:BARSTAF_2200
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BARSTAF_2273 
062E: (unknown) 0@ 1476 12@ 
00D6: if 
04A4:   12@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARSTAF_2266 
05C4: AS_actor 0@ hands_up 60000 ms 

:BARSTAF_2266
0002: jump @BARSTAF_2280 

:BARSTAF_2273
0050: gosub @BARSTAF_2287 

:BARSTAF_2280
0002: jump @BARSTAF_2200 

:BARSTAF_2287
04EF: release_animation "BAR" 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
004E: end_thread 
0051: return 
0663: write_debug_intvar "PEDSTATE" 9@ 
0663: write_debug_intvar "SUBSTATESTATUS" 10@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 39 (BOUNCER)---------------

:BOUNCER
03A4: name_thread 'BOUNCER' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @BOUNCER_60 
009A: 0@ = create_actor 4 #NULL at 0.0 0.0 0.0 

:BOUNCER_60
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @BOUNCER_88 
0247: request_model #COLT45 
0002: jump @BOUNCER_60 

:BOUNCER_88
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BOUNCER_187 
01B2: give_actor 0@ weapon 22 ammo 99999999 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 0 
00D6: if 
0491:   actor 0@ has_weapon 3 
004D: jump_if_false @BOUNCER_148 
0555: remove_weapon 3 from_actor 0@ 

:BOUNCER_148
02E2: set_actor 0@ weapon_accuracy_to 80 
0978: unknown_fill/merge_entity 65537 $9538 
0708: unknown_add_entity_item $9538 27 
0708: unknown_add_entity_item $9538 48 
060B: unknown_actor_use_entity 0@ $9538 

:BOUNCER_187
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 

:BOUNCER_201
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BOUNCER_279 
00D6: if 
0038:   $9471 == 0 // integer values 
004D: jump_if_false @BOUNCER_265 
0050: gosub @BOUNCER_293 
0002: jump @BOUNCER_272 

:BOUNCER_265
0002: jump @BOUNCER_693 

:BOUNCER_272
0002: jump @BOUNCER_286 

:BOUNCER_279
0050: gosub @BOUNCER_864 

:BOUNCER_286
0002: jump @BOUNCER_201 

:BOUNCER_293
0871: init_jump_table 3@ total_jumps 1 0 @BOUNCER_370 jumps 0 @BOUNCER_356 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 

:BOUNCER_356
0050: gosub @BOUNCER_372 
0002: jump @BOUNCER_370 

:BOUNCER_370
0051: return 

:BOUNCER_372
0871: init_jump_table 4@ total_jumps 3 0 @BOUNCER_691 jumps 0 @BOUNCER_435 1 @BOUNCER_498 2 @BOUNCER_658 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 

:BOUNCER_435
062E: (unknown) 0@ 1502 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BOUNCER_491 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 33@ = 0 // integer values 
0006: 6@ = 5000 // integer values 
000A: 4@ += 1 // integer values 

:BOUNCER_491
0002: jump @BOUNCER_691 

:BOUNCER_498
00D6: if 
002D:   33@ >= 6@ // integer values 
004D: jump_if_false @BOUNCER_651 
0209: 2@ = random_int 1 10 
00D6: if 
0019:   2@ > 5 // integer values 
004D: jump_if_false @BOUNCER_595 
062E: (unknown) 0@ 1481 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BOUNCER_588 
05C9: AS_actor 0@ on_guard -1 ms 
0006: 6@ = 5000 // integer values 

:BOUNCER_588
0002: jump @BOUNCER_637 

:BOUNCER_595
062E: (unknown) 0@ 1502 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BOUNCER_637 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 6@ = 5000 // integer values 

:BOUNCER_637
0006: 33@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:BOUNCER_651
0002: jump @BOUNCER_691 

:BOUNCER_658
00D6: if 
002D:   33@ >= 6@ // integer values 
004D: jump_if_false @BOUNCER_684 
0006: 4@ = 1 // integer values 

:BOUNCER_684
0002: jump @BOUNCER_691 

:BOUNCER_691
0051: return 

:BOUNCER_693
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BOUNCER_850 
00D6: if 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @BOUNCER_799 
01B9: set_actor 0@ armed_weapon_to 22 
062E: (unknown) 0@ 1588 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BOUNCER_792 
0634: unknown_action_sequence 0@ $PLAYER_ACTOR 1 4000 60 

:BOUNCER_792
0002: jump @BOUNCER_843 

:BOUNCER_799
01B9: set_actor 0@ armed_weapon_to 22 
062E: (unknown) 0@ 1506 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BOUNCER_843 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BOUNCER_843
0002: jump @BOUNCER_857 

:BOUNCER_850
0050: gosub @BOUNCER_864 

:BOUNCER_857
0002: jump @BOUNCER_693 

:BOUNCER_864
065C: unknown_create_def_entity $9538 // unknown_destroy 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
004E: end_thread 
0051: return 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 40 (OTB_STAFF)---------------

:OTBSTAF
03A4: name_thread 'OTBSTAF' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @OTBSTAF_92 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 
061D: unknown_sequences_packs 0.0 0.0 0.0 0.0 0.0 -1 1@ 

:OTBSTAF_92
04ED: load_animation "INT_SHOP" 

:OTBSTAF_104
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @OTBSTAF_138 
0001: wait 0 ms 
0002: jump @OTBSTAF_104 

:OTBSTAF_138
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBSTAF_162 
060B: unknown_actor_use_entity 0@ $1257 

:OTBSTAF_162
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
0006: 6@ = 0 // integer values 

:OTBSTAF_183
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @OTBSTAF_256 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @OTBSTAF_242 
0050: gosub @OTBSTAF_270 
0002: jump @OTBSTAF_249 

:OTBSTAF_242
0002: jump @OTBSTAF_848 

:OTBSTAF_249
0002: jump @OTBSTAF_263 

:OTBSTAF_256
0050: gosub @OTBSTAF_832 

:OTBSTAF_263
0002: jump @OTBSTAF_183 

:OTBSTAF_270
0871: init_jump_table 3@ total_jumps 2 0 @OTBSTAF_361 jumps 1 @OTBSTAF_333 2 @OTBSTAF_347 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 

:OTBSTAF_333
0050: gosub @OTBSTAF_363 
0002: jump @OTBSTAF_361 

:OTBSTAF_347
0050: gosub @OTBSTAF_668 
0002: jump @OTBSTAF_361 

:OTBSTAF_361
0051: return 

:OTBSTAF_363
0871: init_jump_table 4@ total_jumps 2 0 @OTBSTAF_666 jumps 0 @OTBSTAF_426 1 @OTBSTAF_562 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 

:OTBSTAF_426
04C4: create_coordinate 9@ 10@ 11@ from_actor 0@ offset 0.0 3.0 3.0 
091C: (unknown) 9@ 10@ 11@ 3.0 -363 "PCUSTOM" 2@ 
00D6: if 
0019:   2@ > -1 // integer values 
004D: jump_if_false @OTBSTAF_555 
0605: actor 0@ perform_animation_sequence "SHOP_CASHIER" from_file "INT_SHOP" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:OTBSTAF_555
0002: jump @OTBSTAF_666 

:OTBSTAF_562
0007: 8@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "SHOP_CASHIER" 
004D: jump_if_false @OTBSTAF_659 
0613: 8@ = actor 0@ animation "SHOP_CASHIER" time 
00D6: if 
0043:   8@ == 1.0 // floating-point values 
004D: jump_if_false @OTBSTAF_659 
0006: 4@ = 0 // integer values 
000A: 3@ += 1 // integer values 

:OTBSTAF_659
0002: jump @OTBSTAF_666 

:OTBSTAF_666
0051: return 

:OTBSTAF_668
0871: init_jump_table 4@ total_jumps 1 0 @OTBSTAF_830 jumps 0 @OTBSTAF_731 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 

:OTBSTAF_731
04C4: create_coordinate 9@ 10@ 11@ from_actor 0@ offset 0.0 3.0 3.0 
091C: (unknown) 9@ 10@ 11@ 3.0 -363 "PCUSTOM" 2@ 
00D6: if 
0039:   2@ == -1 // integer values 
004D: jump_if_false @OTBSTAF_823 
0006: 4@ = 0 // integer values 
0006: 3@ = 1 // integer values 

:OTBSTAF_823
0002: jump @OTBSTAF_830 

:OTBSTAF_830
0051: return 

:OTBSTAF_832
04EF: release_animation "INT_SHOP" 
004E: end_thread 
0051: return 

:OTBSTAF_848
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @OTBSTAF_918 
062E: (unknown) 0@ 1476 6@ 
00D6: if 
04A4:   6@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBSTAF_911 
05C4: AS_actor 0@ hands_up -2 ms 

:OTBSTAF_911
0002: jump @OTBSTAF_925 

:OTBSTAF_918
0050: gosub @OTBSTAF_832 

:OTBSTAF_925
0002: jump @OTBSTAF_848 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 41 (PCHAIR)---------------

:PCHAIR
03A4: name_thread 'PCHAIR' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @PCHAIR_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:PCHAIR_60
04ED: load_animation "FOOD" 

:PCHAIR_68
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @PCHAIR_98 
0001: wait 0 ms 
0002: jump @PCHAIR_68 

:PCHAIR_98
0007: 9@ = 0.0 // floating-point values 
0006: 3@ = 0 // integer values 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @PCHAIR_154 
0006: 5@ = 0 // integer values 
0006: 4@ = 1 // integer values 
0002: jump @PCHAIR_168 

:PCHAIR_154
0006: 5@ = -2 // integer values 
0006: 4@ = 2 // integer values 

:PCHAIR_168
0006: 7@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCHAIR_215 
0446: set_actor 0@ immune_to_headshots 0 
0006: 6@ = 1800000 // integer values 
0002: jump @PCHAIR_222 

:PCHAIR_215
0006: 6@ = 0 // integer values 

:PCHAIR_222
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PCHAIR_345 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @PCHAIR_331 
00D6: if or
0038:   $677 == 1 // integer values 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PCHAIR_317 
0004: $677 = 1 // integer values 
0002: jump @PCHAIR_3035 
0002: jump @PCHAIR_324 

:PCHAIR_317
0050: gosub @PCHAIR_359 

:PCHAIR_324
0002: jump @PCHAIR_338 

:PCHAIR_331
0050: gosub @PCHAIR_2959 

:PCHAIR_338
0002: jump @PCHAIR_352 

:PCHAIR_345
0050: gosub @PCHAIR_2959 

:PCHAIR_352
0002: jump @PCHAIR_222 

:PCHAIR_359
0871: init_jump_table 4@ total_jumps 5 0 @PCHAIR_492 jumps 1 @PCHAIR_422 2 @PCHAIR_436 3 @PCHAIR_450 4 @PCHAIR_464 5 @PCHAIR_478 -1 @PCHAIR_492 -1 @PCHAIR_492 

:PCHAIR_422
0050: gosub @PCHAIR_494 
0002: jump @PCHAIR_492 

:PCHAIR_436
0050: gosub @PCHAIR_715 
0002: jump @PCHAIR_492 

:PCHAIR_450
0050: gosub @PCHAIR_2157 
0002: jump @PCHAIR_492 

:PCHAIR_464
0050: gosub @PCHAIR_2959 
0002: jump @PCHAIR_492 

:PCHAIR_478
0050: gosub @PCHAIR_2526 
0002: jump @PCHAIR_492 

:PCHAIR_492
0051: return 

:PCHAIR_494
0871: init_jump_table 5@ total_jumps 2 0 @PCHAIR_713 jumps 0 @PCHAIR_557 1 @PCHAIR_615 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 

:PCHAIR_557
0812: AS_actor 0@ perform_animation "FF_SIT_IN" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0006: 3@ = 1 // integer values 
000A: 5@ += 1 // integer values 
0002: jump @PCHAIR_713 

:PCHAIR_615
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_SIT_IN" 
004D: jump_if_false @PCHAIR_671 
0613: 9@ = actor 0@ animation "FF_SIT_IN" time 

:PCHAIR_671
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @PCHAIR_706 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:PCHAIR_706
0002: jump @PCHAIR_713 

:PCHAIR_713
0051: return 

:PCHAIR_715
0871: init_jump_table 5@ total_jumps 5 0 @PCHAIR_2155 jumps -2 @PCHAIR_778 0 @PCHAIR_1103 1 @PCHAIR_1560 2 @PCHAIR_1858 3 @PCHAIR_2061 -1 @PCHAIR_2155 -1 @PCHAIR_2155 

:PCHAIR_778
00D6: if 
06FF:   random_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @PCHAIR_848 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @PCHAIR_1089 

:PCHAIR_848
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @PCHAIR_925 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @PCHAIR_941 

:PCHAIR_925
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:PCHAIR_941
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_1047 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @PCHAIR_1089 

:PCHAIR_1047
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:PCHAIR_1089
0006: 5@ = 1 // integer values 
0002: jump @PCHAIR_2155 

:PCHAIR_1103
00D6: if 
0737:   actor 0@ holding_object -1 
004D: jump_if_false @PCHAIR_1235 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_1186 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @PCHAIR_1228 

:PCHAIR_1186
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:PCHAIR_1228
0002: jump @PCHAIR_1546 

:PCHAIR_1235
00D6: if 
06FF:   random_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @PCHAIR_1305 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @PCHAIR_1546 

:PCHAIR_1305
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @PCHAIR_1382 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @PCHAIR_1398 

:PCHAIR_1382
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:PCHAIR_1398
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_1504 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @PCHAIR_1546 

:PCHAIR_1504
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:PCHAIR_1546
000A: 5@ += 1 // integer values 
0002: jump @PCHAIR_2155 

:PCHAIR_1560
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 // floating-point values 
04C4: create_coordinate 16@ 17@ 18@ from_actor 0@ offset 0.5 -0.5 0.0 
04C4: create_coordinate 19@ 20@ 21@ from_actor 0@ offset -0.5 -1.0 0.0 
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 0.0 1.0 -0.65 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // 8-byte strings 
004D: jump_if_false @PCHAIR_1727 
0985: (unknown) 13@ 14@ 15@ 1.5 -364 0 0@ 
0002: jump @PCHAIR_1751 

:PCHAIR_1727
0985: (unknown) 13@ 14@ 15@ 1.5 -365 0 0@ 

:PCHAIR_1751
00D6: if or
0611:   actor 0@ animation_is "FF_SIT_LOOK" 
0611:   actor 0@ animation_is "FF_SIT_EAT1" 
0611:   actor 0@ animation_is "FF_SIT_EAT2" 
004D: jump_if_false @PCHAIR_1851 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: lock_actor 0@ in_current_position 1 
0006: 33@ = 0 // integer values 
000A: 5@ += 1 // integer values 

:PCHAIR_1851
0002: jump @PCHAIR_2155 

:PCHAIR_1858
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PCHAIR_1910 
054E: (unknown) 0@ 
0006: 6@ = 0 // integer values 
0006: 4@ = 5 // integer values 
0006: 5@ = 0 // integer values 
0002: jump @PCHAIR_2155 

:PCHAIR_1910
00D6: if 
001D:   33@ > 6@ // integer values 
004D: jump_if_false @PCHAIR_2054 
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @PCHAIR_1991 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @PCHAIR_2054 

:PCHAIR_1991
00D6: if 
0038:   $677 == 1 // integer values 
004D: jump_if_false @PCHAIR_2054 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time -1 
000A: 5@ += 1 // integer values 

:PCHAIR_2054
0002: jump @PCHAIR_2155 

:PCHAIR_2061
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_2141 
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @PCHAIR_2134 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:PCHAIR_2134
0002: jump @PCHAIR_2148 

:PCHAIR_2141
0568: set_actor 0@ targetable 1 

:PCHAIR_2148
0002: jump @PCHAIR_2155 

:PCHAIR_2155
0051: return 

:PCHAIR_2157
0871: init_jump_table 5@ total_jumps 3 0 @PCHAIR_2524 jumps 0 @PCHAIR_2220 1 @PCHAIR_2301 2 @PCHAIR_2336 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 

:PCHAIR_2220
00D6: if 
0737:   actor 0@ holding_object -1 
004D: jump_if_false @PCHAIR_2245 
070B: (unknown) 0@ 1 

:PCHAIR_2245
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_180" from_file "FOOD" 99.0 loop 0 0 0 lock 0 time -1 
000A: 5@ += 1 // integer values 
0002: jump @PCHAIR_2524 

:PCHAIR_2301
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: lock_actor 0@ in_current_position 0 
000A: 5@ += 1 // integer values 
0002: jump @PCHAIR_2524 

:PCHAIR_2336
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_SIT_OUT_180" 
004D: jump_if_false @PCHAIR_2517 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_180" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @PCHAIR_2517 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // 8-byte strings 
004D: jump_if_false @PCHAIR_2479 
0985: (unknown) 13@ 14@ 15@ 1.5 -364 1 0@ 
0002: jump @PCHAIR_2503 

:PCHAIR_2479
0985: (unknown) 13@ 14@ 15@ 1.5 -365 1 0@ 

:PCHAIR_2503
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:PCHAIR_2517
0002: jump @PCHAIR_2524 

:PCHAIR_2524
0051: return 

:PCHAIR_2526
0871: init_jump_table 5@ total_jumps 3 0 @PCHAIR_2957 jumps 0 @PCHAIR_2589 1 @PCHAIR_2641 2 @PCHAIR_2797 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 

:PCHAIR_2589
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
000A: 5@ += 1 // integer values 
0002: jump @PCHAIR_2957 

:PCHAIR_2641
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_DAM_FWD" 
004D: jump_if_false @PCHAIR_2727 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @PCHAIR_2727 
000A: 5@ += 1 // integer values 

:PCHAIR_2727
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_2790 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
0050: gosub @PCHAIR_2959 

:PCHAIR_2790
0002: jump @PCHAIR_2957 

:PCHAIR_2797
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_2867 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
0050: gosub @PCHAIR_2959 
0002: jump @PCHAIR_2950 

:PCHAIR_2867
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @PCHAIR_2936 
0006: 4@ = 3 // integer values 
0006: 5@ = 0 // integer values 
0050: gosub @PCHAIR_3035 
0002: jump @PCHAIR_2950 

:PCHAIR_2936
0006: 4@ = 2 // integer values 
0006: 5@ = 2 // integer values 

:PCHAIR_2950
0002: jump @PCHAIR_2957 

:PCHAIR_2957
0051: return 

:PCHAIR_2959
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCHAIR_3031 
0446: set_actor 0@ immune_to_headshots 1 
08A0: (unknown) 0@ 100.0 0 0.0 0.0 0.0 "PCUSTOM" 

:PCHAIR_3031
004E: end_thread 
0051: return 

:PCHAIR_3035
0001: wait 0 ms 
00D6: if and
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PCHAIR_3376 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PCHAIR_3369 
0871: init_jump_table 4@ total_jumps 5 1 @PCHAIR_3355 jumps 1 @PCHAIR_3146 2 @PCHAIR_3228 3 @PCHAIR_3277 4 @PCHAIR_3291 5 @PCHAIR_3341 -1 @PCHAIR_3369 -1 @PCHAIR_3369 

:PCHAIR_3146
00D6: if 
0019:   5@ > 1 // integer values 
004D: jump_if_false @PCHAIR_3178 
0050: gosub @PCHAIR_359 
0002: jump @PCHAIR_3221 

:PCHAIR_3178
062E: (unknown) 0@ 1477 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PCHAIR_3221 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @PCHAIR_2959 

:PCHAIR_3221
0002: jump @PCHAIR_3369 

:PCHAIR_3228
00D6: if 
0039:   5@ == 2 // integer values 
004D: jump_if_false @PCHAIR_3263 
0209: 6@ = random_int 0 5 
0012: 6@ *= 500 // integer values 

:PCHAIR_3263
0050: gosub @PCHAIR_359 
0002: jump @PCHAIR_3369 

:PCHAIR_3277
0050: gosub @PCHAIR_359 
0002: jump @PCHAIR_3369 

:PCHAIR_3291
062E: (unknown) 0@ 1477 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PCHAIR_3334 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @PCHAIR_2959 

:PCHAIR_3334
0002: jump @PCHAIR_3369 

:PCHAIR_3341
0050: gosub @PCHAIR_359 
0002: jump @PCHAIR_3369 

:PCHAIR_3355
0050: gosub @PCHAIR_2959 
0002: jump @PCHAIR_3369 

:PCHAIR_3369
0002: jump @PCHAIR_3383 

:PCHAIR_3376
0050: gosub @PCHAIR_2959 

:PCHAIR_3383
0002: jump @PCHAIR_3035 
0663: write_debug_intvar "PEDSTATE" 4@ 
0663: write_debug_intvar "SUBSTATESTATUS" 5@ 
0663: write_debug_intvar "TIMERB" 33@ 
0663: write_debug_intvar "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 42 (PCUSTOM)---------------

:PCUSTOM
03A4: name_thread 'PCUSTOM' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @PCUSTOM_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:PCUSTOM_60
04ED: load_animation "INT_SHOP" 

:PCUSTOM_72
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @PCUSTOM_106 
0001: wait 0 ms 
0002: jump @PCUSTOM_72 

:PCUSTOM_106
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 11@ = 0 // integer values 

:PCUSTOM_134
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PCUSTOM_237 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @PCUSTOM_223 
00D6: if 
0038:   $677 == 0 // integer values 
004D: jump_if_false @PCUSTOM_209 
0050: gosub @PCUSTOM_251 
0002: jump @PCUSTOM_216 

:PCUSTOM_209
0002: jump @PCUSTOM_804 

:PCUSTOM_216
0002: jump @PCUSTOM_230 

:PCUSTOM_223
0050: gosub @PCUSTOM_727 

:PCUSTOM_230
0002: jump @PCUSTOM_244 

:PCUSTOM_237
0050: gosub @PCUSTOM_727 

:PCUSTOM_244
0002: jump @PCUSTOM_134 

:PCUSTOM_251
0871: init_jump_table 3@ total_jumps 1 0 @PCUSTOM_328 jumps 1 @PCUSTOM_314 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 

:PCUSTOM_314
0050: gosub @PCUSTOM_330 
0002: jump @PCUSTOM_328 

:PCUSTOM_328
0051: return 

:PCUSTOM_330
0871: init_jump_table 4@ total_jumps 4 0 @PCUSTOM_725 jumps 0 @PCUSTOM_393 1 @PCUSTOM_451 2 @PCUSTOM_534 3 @PCUSTOM_711 -1 @PCUSTOM_725 -1 @PCUSTOM_725 -1 @PCUSTOM_725 

:PCUSTOM_393
0006: 5@ = 1 // integer values 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 5000 ms 
000A: 4@ += 1 // integer values 
0002: jump @PCUSTOM_725 

:PCUSTOM_451
062E: (unknown) 0@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PCUSTOM_527 
0605: actor 0@ perform_animation_sequence "SHOP_PAY" from_file "INT_SHOP" 1000.0 loop 0 0 0 0 0 ms 
000A: 4@ += 1 // integer values 

:PCUSTOM_527
0002: jump @PCUSTOM_725 

:PCUSTOM_534
062E: (unknown) 0@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PCUSTOM_704 
04C4: create_coordinate 7@ 8@ 9@ from_actor 0@ offset 0.0 0.1 1.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @PCUSTOM_640 
0107: 12@ = create_object #CJ_PIZZA_2 at 7@ 8@ 9@ 
0002: jump @PCUSTOM_656 

:PCUSTOM_640
0107: 12@ = create_object #CJ_BURG_2 at 7@ 8@ 9@ 

:PCUSTOM_656
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
000A: 4@ += 1 // integer values 

:PCUSTOM_704
0002: jump @PCUSTOM_725 

:PCUSTOM_711
0050: gosub @PCUSTOM_727 
0002: jump @PCUSTOM_725 

:PCUSTOM_725
0051: return 

:PCUSTOM_727
04EF: release_animation "INT_SHOP" 
01C4: remove_references_to_object 12@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCUSTOM_800 
0792: (unknown) 0@ 
08A0: (unknown) 0@ 20.0 0 0.0 0.0 0.0 "PCHAIR" 

:PCUSTOM_800
004E: end_thread 
0051: return 

:PCUSTOM_804
0001: wait 0 ms 
00D6: if and
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PCUSTOM_890 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCUSTOM_883 
062E: (unknown) 0@ 1477 11@ 
00D6: if 
04A4:   11@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PCUSTOM_883 
05C5: AS_actor 0@ cower -2 ms 

:PCUSTOM_883
0002: jump @PCUSTOM_897 

:PCUSTOM_890
0050: gosub @PCUSTOM_727 

:PCUSTOM_897
0002: jump @PCUSTOM_804 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 43 (OTBWTCH)---------------

:OTBWTCH
03A4: name_thread 'OTBWTCH' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @OTBWTCH_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:OTBWTCH_60
04ED: load_animation "OTB" 

:OTBWTCH_67
00D6: if 
84EE:   not animation "OTB" loaded 
004D: jump_if_false @OTBWTCH_96 
0001: wait 0 ms 
0002: jump @OTBWTCH_67 

:OTBWTCH_96
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:OTBWTCH_110
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @OTBWTCH_221 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @OTBWTCH_207 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @OTBWTCH_185 
0050: gosub @OTBWTCH_235 
0002: jump @OTBWTCH_200 

:OTBWTCH_185
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @OTBWTCH_1122 

:OTBWTCH_200
0002: jump @OTBWTCH_214 

:OTBWTCH_207
0050: gosub @OTBWTCH_1060 

:OTBWTCH_214
0002: jump @OTBWTCH_228 

:OTBWTCH_221
0050: gosub @OTBWTCH_1060 

:OTBWTCH_228
0002: jump @OTBWTCH_110 

:OTBWTCH_235
0871: init_jump_table 3@ total_jumps 1 0 @OTBWTCH_312 jumps 1 @OTBWTCH_298 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 

:OTBWTCH_298
0050: gosub @OTBWTCH_314 
0002: jump @OTBWTCH_312 

:OTBWTCH_312
0051: return 

:OTBWTCH_314
0871: init_jump_table 4@ total_jumps 7 0 @OTBWTCH_1058 jumps 0 @OTBWTCH_377 1 @OTBWTCH_429 2 @OTBWTCH_524 3 @OTBWTCH_682 4 @OTBWTCH_777 5 @OTBWTCH_933 6 @OTBWTCH_1015 

:OTBWTCH_377
0605: actor 0@ perform_animation_sequence "WTCHRACE_IN" from_file "OTB" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @OTBWTCH_1058 

:OTBWTCH_429
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBWTCH_517 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" from_file "OTB" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:OTBWTCH_517
0002: jump @OTBWTCH_1058 

:OTBWTCH_524
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBWTCH_675 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @OTBWTCH_627 
0605: actor 0@ perform_animation_sequence "WTCHRACE_CMON" from_file "OTB" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @OTBWTCH_668 

:OTBWTCH_627
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" from_file "OTB" 4.0 loop 1 0 0 0 1000 ms 

:OTBWTCH_668
000A: 4@ += 1 // integer values 

:OTBWTCH_675
0002: jump @OTBWTCH_1058 

:OTBWTCH_682
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBWTCH_770 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" from_file "OTB" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:OTBWTCH_770
0002: jump @OTBWTCH_1058 

:OTBWTCH_777
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBWTCH_926 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @OTBWTCH_879 
0605: actor 0@ perform_animation_sequence "WTCHRACE_WIN" from_file "OTB" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @OTBWTCH_919 

:OTBWTCH_879
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOSE" from_file "OTB" 4.0 loop 0 0 0 0 -1 ms 

:OTBWTCH_919
000A: 4@ += 1 // integer values 

:OTBWTCH_926
0002: jump @OTBWTCH_1058 

:OTBWTCH_933
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBWTCH_1008 
0605: actor 0@ perform_animation_sequence "WTCHRACE_OUT" from_file "OTB" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:OTBWTCH_1008
0002: jump @OTBWTCH_1058 

:OTBWTCH_1015
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBWTCH_1051 
0050: gosub @OTBWTCH_1060 

:OTBWTCH_1051
0002: jump @OTBWTCH_1058 

:OTBWTCH_1058
0051: return 

:OTBWTCH_1060
04EF: release_animation "OTB" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBWTCH_1118 
08A0: (unknown) 0@ 100.0 0 0.0 0.0 0.0 "OTBSLP" 

:OTBWTCH_1118
004E: end_thread 
0051: return 

:OTBWTCH_1122
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @OTBWTCH_1192 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBWTCH_1185 
05C5: AS_actor 0@ cower -2 ms 

:OTBWTCH_1185
0002: jump @OTBWTCH_1199 

:OTBWTCH_1192
0050: gosub @OTBWTCH_1060 

:OTBWTCH_1199
0002: jump @OTBWTCH_1122 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 44 (OTBSLP)---------------

:OTBSLP
03A4: name_thread 'OTBSLP' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @OTBSLP_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:OTBSLP_60
04ED: load_animation "OTB" 

:OTBSLP_67
00D6: if 
84EE:   not animation "OTB" loaded 
004D: jump_if_false @OTBSLP_96 
0001: wait 0 ms 
0002: jump @OTBSLP_67 

:OTBSLP_96
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:OTBSLP_110
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @OTBSLP_221 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @OTBSLP_207 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @OTBSLP_185 
0050: gosub @OTBSLP_235 
0002: jump @OTBSLP_200 

:OTBSLP_185
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @OTBSLP_902 

:OTBSLP_200
0002: jump @OTBSLP_214 

:OTBSLP_207
0050: gosub @OTBSLP_891 

:OTBSLP_214
0002: jump @OTBSLP_228 

:OTBSLP_221
0050: gosub @OTBSLP_891 

:OTBSLP_228
0002: jump @OTBSLP_110 

:OTBSLP_235
0871: init_jump_table 3@ total_jumps 1 0 @OTBSLP_312 jumps 1 @OTBSLP_298 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 

:OTBSLP_298
0050: gosub @OTBSLP_314 
0002: jump @OTBSLP_312 

:OTBSLP_312
0051: return 

:OTBSLP_314
0871: init_jump_table 4@ total_jumps 6 0 @OTBSLP_889 jumps 0 @OTBSLP_377 1 @OTBSLP_427 2 @OTBSLP_520 3 @OTBSLP_673 4 @OTBSLP_766 5 @OTBSLP_846 -1 @OTBSLP_889 

:OTBSLP_377
0605: actor 0@ perform_animation_sequence "BETSLP_IN" from_file "OTB" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @OTBSLP_889 

:OTBSLP_427
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBSLP_513 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "BETSLP_LOOP" from_file "OTB" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:OTBSLP_513
0002: jump @OTBSLP_889 

:OTBSLP_520
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBSLP_666 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @OTBSLP_622 
0605: actor 0@ perform_animation_sequence "BETSLP_LKABT" from_file "OTB" 16.0 loop 0 0 0 0 -1 ms 
0002: jump @OTBSLP_659 

:OTBSLP_622
0605: actor 0@ perform_animation_sequence "BETSLP_TNK" from_file "OTB" 16.0 loop 0 0 0 0 -1 ms 

:OTBSLP_659
000A: 4@ += 1 // integer values 

:OTBSLP_666
0002: jump @OTBSLP_889 

:OTBSLP_673
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBSLP_759 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "BETSLP_LOOP" from_file "OTB" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:OTBSLP_759
0002: jump @OTBSLP_889 

:OTBSLP_766
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBSLP_839 
0605: actor 0@ perform_animation_sequence "BETSLP_OUT" from_file "OTB" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:OTBSLP_839
0002: jump @OTBSLP_889 

:OTBSLP_846
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBSLP_882 
0050: gosub @OTBSLP_891 

:OTBSLP_882
0002: jump @OTBSLP_889 

:OTBSLP_889
0051: return 

:OTBSLP_891
04EF: release_animation "OTB" 
004E: end_thread 
0051: return 

:OTBSLP_902
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @OTBSLP_972 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBSLP_965 
05C5: AS_actor 0@ cower -2 ms 

:OTBSLP_965
0002: jump @OTBSLP_979 

:OTBSLP_972
0050: gosub @OTBSLP_891 

:OTBSLP_979
0002: jump @OTBSLP_902 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 45 (OTBTILL)---------------

:OTBTILL
03A4: name_thread 'OTBTILL' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @OTBTILL_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:OTBTILL_60
04ED: load_animation "INT_SHOP" 

:OTBTILL_72
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @OTBTILL_106 
0001: wait 0 ms 
0002: jump @OTBTILL_72 

:OTBTILL_106
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 11@ = 0 // integer values 

:OTBTILL_134
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @OTBTILL_245 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @OTBTILL_231 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @OTBTILL_209 
0050: gosub @OTBTILL_259 
0002: jump @OTBTILL_224 

:OTBTILL_209
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @OTBTILL_655 

:OTBTILL_224
0002: jump @OTBTILL_238 

:OTBTILL_231
0050: gosub @OTBTILL_587 

:OTBTILL_238
0002: jump @OTBTILL_252 

:OTBTILL_245
0050: gosub @OTBTILL_587 

:OTBTILL_252
0002: jump @OTBTILL_134 

:OTBTILL_259
0871: init_jump_table 3@ total_jumps 1 0 @OTBTILL_336 jumps 1 @OTBTILL_322 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 

:OTBTILL_322
0050: gosub @OTBTILL_338 
0002: jump @OTBTILL_336 

:OTBTILL_336
0051: return 

:OTBTILL_338
0871: init_jump_table 4@ total_jumps 3 0 @OTBTILL_585 jumps 0 @OTBTILL_401 1 @OTBTILL_459 2 @OTBTILL_542 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 

:OTBTILL_401
0006: 5@ = 1 // integer values 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 1 0 0 0 5000 ms 
000A: 4@ += 1 // integer values 
0002: jump @OTBTILL_585 

:OTBTILL_459
062E: (unknown) 0@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBTILL_535 
0605: actor 0@ perform_animation_sequence "SHOP_PAY" from_file "INT_SHOP" 1000.0 loop 0 0 0 0 0 ms 
000A: 4@ += 1 // integer values 

:OTBTILL_535
0002: jump @OTBTILL_585 

:OTBTILL_542
062E: (unknown) 0@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBTILL_578 
0050: gosub @OTBTILL_587 

:OTBTILL_578
0002: jump @OTBTILL_585 

:OTBTILL_585
0051: return 

:OTBTILL_587
04EF: release_animation "INT_SHOP" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBTILL_651 
08A0: (unknown) 0@ 50.0 0 0.0 0.0 0.0 "OTBWTCH" 

:OTBTILL_651
004E: end_thread 
0051: return 

:OTBTILL_655
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @OTBTILL_725 
062E: (unknown) 0@ 1477 11@ 
00D6: if 
04A4:   11@ == 7 // integer values OR floating-point values 
004D: jump_if_false @OTBTILL_718 
05C5: AS_actor 0@ cower -2 ms 

:OTBTILL_718
0002: jump @OTBTILL_732 

:OTBTILL_725
0050: gosub @OTBTILL_587 

:OTBTILL_732
0002: jump @OTBTILL_655 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 46 (FBOOTHR)---------------

:FBOOTHR
03A4: name_thread 'FBOOTHR' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @FBOOTHR_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:FBOOTHR_60
04ED: load_animation "FOOD" 

:FBOOTHR_68
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @FBOOTHR_98 
0001: wait 0 ms 
0002: jump @FBOOTHR_68 

:FBOOTHR_98
0007: 9@ = 0.0 // floating-point values 
0006: 3@ = 0 // integer values 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @FBOOTHR_154 
0006: 5@ = 0 // integer values 
0006: 4@ = 1 // integer values 
0002: jump @FBOOTHR_168 

:FBOOTHR_154
0006: 5@ = -2 // integer values 
0006: 4@ = 2 // integer values 

:FBOOTHR_168
0006: 7@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHR_215 
0446: set_actor 0@ immune_to_headshots 0 
0006: 6@ = 1800000 // integer values 
0002: jump @FBOOTHR_222 

:FBOOTHR_215
0006: 6@ = 0 // integer values 

:FBOOTHR_222
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @FBOOTHR_356 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @FBOOTHR_342 
00D6: if 
0038:   $677 == 0 // integer values 
004D: jump_if_false @FBOOTHR_302 
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_335 

:FBOOTHR_302
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHR_328 
0004: $677 = 1 // integer values 

:FBOOTHR_328
0002: jump @FBOOTHR_2971 

:FBOOTHR_335
0002: jump @FBOOTHR_349 

:FBOOTHR_342
0050: gosub @FBOOTHR_2895 

:FBOOTHR_349
0002: jump @FBOOTHR_363 

:FBOOTHR_356
0050: gosub @FBOOTHR_2895 

:FBOOTHR_363
0002: jump @FBOOTHR_222 

:FBOOTHR_370
0871: init_jump_table 4@ total_jumps 5 0 @FBOOTHR_503 jumps 1 @FBOOTHR_433 2 @FBOOTHR_447 3 @FBOOTHR_461 4 @FBOOTHR_475 5 @FBOOTHR_489 -1 @FBOOTHR_503 -1 @FBOOTHR_503 

:FBOOTHR_433
0050: gosub @FBOOTHR_505 
0002: jump @FBOOTHR_503 

:FBOOTHR_447
0050: gosub @FBOOTHR_732 
0002: jump @FBOOTHR_503 

:FBOOTHR_461
0050: gosub @FBOOTHR_2118 
0002: jump @FBOOTHR_503 

:FBOOTHR_475
0050: gosub @FBOOTHR_2895 
0002: jump @FBOOTHR_503 

:FBOOTHR_489
0050: gosub @FBOOTHR_2455 
0002: jump @FBOOTHR_503 

:FBOOTHR_503
0051: return 

:FBOOTHR_505
0871: init_jump_table 5@ total_jumps 2 0 @FBOOTHR_730 jumps 0 @FBOOTHR_568 1 @FBOOTHR_628 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 

:FBOOTHR_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_R" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0006: 3@ = 1 // integer values 
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHR_730 

:FBOOTHR_628
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_SIT_IN_R" 
004D: jump_if_false @FBOOTHR_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_R" time 

:FBOOTHR_688
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @FBOOTHR_723 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:FBOOTHR_723
0002: jump @FBOOTHR_730 

:FBOOTHR_730
0051: return 

:FBOOTHR_732
0871: init_jump_table 5@ total_jumps 5 0 @FBOOTHR_2116 jumps -2 @FBOOTHR_795 0 @FBOOTHR_1120 1 @FBOOTHR_1577 2 @FBOOTHR_1819 3 @FBOOTHR_2022 -1 @FBOOTHR_2116 -1 @FBOOTHR_2116 

:FBOOTHR_795
00D6: if 
06FF:   random_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHR_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHR_1106 

:FBOOTHR_865
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @FBOOTHR_942 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHR_958 

:FBOOTHR_942
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHR_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHR_1106 

:FBOOTHR_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:FBOOTHR_1106
0006: 5@ = 1 // integer values 
0002: jump @FBOOTHR_2116 

:FBOOTHR_1120
00D6: if 
0737:   actor 0@ holding_object -1 
004D: jump_if_false @FBOOTHR_1252 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHR_1245 

:FBOOTHR_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:FBOOTHR_1245
0002: jump @FBOOTHR_1563 

:FBOOTHR_1252
00D6: if 
06FF:   random_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHR_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHR_1563 

:FBOOTHR_1322
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @FBOOTHR_1399 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHR_1415 

:FBOOTHR_1399
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHR_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHR_1563 

:FBOOTHR_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:FBOOTHR_1563
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHR_2116 

:FBOOTHR_1577
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 // floating-point values 
04C4: create_coordinate 16@ 17@ 18@ from_actor 0@ offset 0.1 0.5 0.0 
04C4: create_coordinate 19@ 20@ 21@ from_actor 0@ offset 1.0 -0.5 0.0 
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset -1.0 0.0 -0.65 
00D6: if or
0611:   actor 0@ animation_is "FF_SIT_LOOK" 
0611:   actor 0@ animation_is "FF_SIT_EAT1" 
0611:   actor 0@ animation_is "FF_SIT_EAT2" 
004D: jump_if_false @FBOOTHR_1812 
0985: (unknown) 13@ 14@ 15@ 1.5 -366 0 0@ 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: lock_actor 0@ in_current_position 1 
0006: 33@ = 0 // integer values 
000A: 5@ += 1 // integer values 

:FBOOTHR_1812
0002: jump @FBOOTHR_2116 

:FBOOTHR_1819
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHR_1871 
054E: (unknown) 0@ 
0006: 6@ = 0 // integer values 
0006: 4@ = 5 // integer values 
0006: 5@ = 0 // integer values 
0002: jump @FBOOTHR_2116 

:FBOOTHR_1871
00D6: if 
001D:   33@ > 6@ // integer values 
004D: jump_if_false @FBOOTHR_2015 
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @FBOOTHR_1952 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @FBOOTHR_2015 

:FBOOTHR_1952
00D6: if 
0038:   $677 == 1 // integer values 
004D: jump_if_false @FBOOTHR_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time -1 
000A: 5@ += 1 // integer values 

:FBOOTHR_2015
0002: jump @FBOOTHR_2116 

:FBOOTHR_2022
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_2102 
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @FBOOTHR_2095 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:FBOOTHR_2095
0002: jump @FBOOTHR_2109 

:FBOOTHR_2102
0568: set_actor 0@ targetable 1 

:FBOOTHR_2109
0002: jump @FBOOTHR_2116 

:FBOOTHR_2116
0051: return 

:FBOOTHR_2118
0871: init_jump_table 5@ total_jumps 3 0 @FBOOTHR_2453 jumps 0 @FBOOTHR_2181 1 @FBOOTHR_2264 2 @FBOOTHR_2299 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 

:FBOOTHR_2181
00D6: if 
0737:   actor 0@ holding_object -1 
004D: jump_if_false @FBOOTHR_2206 
070B: (unknown) 0@ 1 

:FBOOTHR_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_R_180" from_file "FOOD" 99.0 loop 0 0 0 lock 0 time -1 
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHR_2453 

:FBOOTHR_2264
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: lock_actor 0@ in_current_position 0 
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHR_2453 

:FBOOTHR_2299
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_SIT_OUT_R_180" 
004D: jump_if_false @FBOOTHR_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_R_180" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @FBOOTHR_2446 
088D: (unknown) 13@ 14@ 15@ 1.5 -367 1 
088D: (unknown) 13@ 14@ 15@ 1.5 -366 0 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:FBOOTHR_2446
0002: jump @FBOOTHR_2453 

:FBOOTHR_2453
0051: return 

:FBOOTHR_2455
0871: init_jump_table 5@ total_jumps 3 0 @FBOOTHR_2893 jumps 0 @FBOOTHR_2518 1 @FBOOTHR_2570 2 @FBOOTHR_2726 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 

:FBOOTHR_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHR_2893 

:FBOOTHR_2570
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_DAM_FWD" 
004D: jump_if_false @FBOOTHR_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @FBOOTHR_2656 
000A: 5@ += 1 // integer values 

:FBOOTHR_2656
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
0050: gosub @FBOOTHR_2895 

:FBOOTHR_2719
0002: jump @FBOOTHR_2893 

:FBOOTHR_2726
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
0050: gosub @FBOOTHR_2895 
0002: jump @FBOOTHR_2879 

:FBOOTHR_2796
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @FBOOTHR_2865 
0006: 4@ = 3 // integer values 
0006: 5@ = 0 // integer values 
0050: gosub @FBOOTHR_2971 
0002: jump @FBOOTHR_2879 

:FBOOTHR_2865
0006: 4@ = 2 // integer values 
0006: 5@ = 2 // integer values 

:FBOOTHR_2879
0004: $677 = 1 // integer values 
0002: jump @FBOOTHR_2893 

:FBOOTHR_2893
0051: return 

:FBOOTHR_2895
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHR_2967 
0446: set_actor 0@ immune_to_headshots 1 
08A0: (unknown) 0@ 100.0 0 0.0 0.0 0.0 "PCUSTOM" 

:FBOOTHR_2967
004E: end_thread 
0051: return 

:FBOOTHR_2971
0001: wait 0 ms 
00D6: if and
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @FBOOTHR_3312 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FBOOTHR_3305 
0871: init_jump_table 4@ total_jumps 5 1 @FBOOTHR_3291 jumps 1 @FBOOTHR_3082 2 @FBOOTHR_3164 3 @FBOOTHR_3213 4 @FBOOTHR_3227 5 @FBOOTHR_3277 -1 @FBOOTHR_3305 -1 @FBOOTHR_3305 

:FBOOTHR_3082
00D6: if 
0019:   5@ > 1 // integer values 
004D: jump_if_false @FBOOTHR_3114 
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_3157 

:FBOOTHR_3114
062E: (unknown) 0@ 1477 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @FBOOTHR_3157 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHR_2895 

:FBOOTHR_3157
0002: jump @FBOOTHR_3305 

:FBOOTHR_3164
00D6: if 
0039:   5@ == 2 // integer values 
004D: jump_if_false @FBOOTHR_3199 
0209: 6@ = random_int 0 5 
0012: 6@ *= 500 // integer values 

:FBOOTHR_3199
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_3305 

:FBOOTHR_3213
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_3305 

:FBOOTHR_3227
062E: (unknown) 0@ 1477 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @FBOOTHR_3270 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHR_2895 

:FBOOTHR_3270
0002: jump @FBOOTHR_3305 

:FBOOTHR_3277
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_3305 

:FBOOTHR_3291
0050: gosub @FBOOTHR_2895 
0002: jump @FBOOTHR_3305 

:FBOOTHR_3305
0002: jump @FBOOTHR_3319 

:FBOOTHR_3312
0050: gosub @FBOOTHR_2895 

:FBOOTHR_3319
0002: jump @FBOOTHR_2971 
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0662: write_debug_message "F" 
0662: write_debug_message "E" 
0663: write_debug_intvar "PEDSTATE" 4@ 
0663: write_debug_intvar "SUBSTATESTATUS" 5@ 
0663: write_debug_intvar "TIMERB" 33@ 
0663: write_debug_intvar "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 47 (FBOOTHL)---------------

:FBOOTHL
03A4: name_thread 'FBOOTHL' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @FBOOTHL_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:FBOOTHL_60
04ED: load_animation "FOOD" 

:FBOOTHL_68
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @FBOOTHL_98 
0001: wait 0 ms 
0002: jump @FBOOTHL_68 

:FBOOTHL_98
0007: 9@ = 0.0 // floating-point values 
0006: 3@ = 0 // integer values 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @FBOOTHL_154 
0006: 5@ = 0 // integer values 
0006: 4@ = 1 // integer values 
0002: jump @FBOOTHL_168 

:FBOOTHL_154
0006: 5@ = -2 // integer values 
0006: 4@ = 2 // integer values 

:FBOOTHL_168
0006: 7@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHL_215 
0446: set_actor 0@ immune_to_headshots 0 
0006: 6@ = 1800000 // integer values 
0002: jump @FBOOTHL_222 

:FBOOTHL_215
0006: 6@ = 0 // integer values 

:FBOOTHL_222
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @FBOOTHL_356 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @FBOOTHL_342 
00D6: if 
0038:   $677 == 0 // integer values 
004D: jump_if_false @FBOOTHL_302 
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_335 

:FBOOTHL_302
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHL_328 
0004: $677 = 1 // integer values 

:FBOOTHL_328
0002: jump @FBOOTHL_2971 

:FBOOTHL_335
0002: jump @FBOOTHL_349 

:FBOOTHL_342
0050: gosub @FBOOTHL_2895 

:FBOOTHL_349
0002: jump @FBOOTHL_363 

:FBOOTHL_356
0050: gosub @FBOOTHL_2895 

:FBOOTHL_363
0002: jump @FBOOTHL_222 

:FBOOTHL_370
0871: init_jump_table 4@ total_jumps 5 0 @FBOOTHL_503 jumps 1 @FBOOTHL_433 2 @FBOOTHL_447 3 @FBOOTHL_461 4 @FBOOTHL_475 5 @FBOOTHL_489 -1 @FBOOTHL_503 -1 @FBOOTHL_503 

:FBOOTHL_433
0050: gosub @FBOOTHL_505 
0002: jump @FBOOTHL_503 

:FBOOTHL_447
0050: gosub @FBOOTHL_732 
0002: jump @FBOOTHL_503 

:FBOOTHL_461
0050: gosub @FBOOTHL_2118 
0002: jump @FBOOTHL_503 

:FBOOTHL_475
0050: gosub @FBOOTHL_2895 
0002: jump @FBOOTHL_503 

:FBOOTHL_489
0050: gosub @FBOOTHL_2455 
0002: jump @FBOOTHL_503 

:FBOOTHL_503
0051: return 

:FBOOTHL_505
0871: init_jump_table 5@ total_jumps 2 0 @FBOOTHL_730 jumps 0 @FBOOTHL_568 1 @FBOOTHL_628 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 

:FBOOTHL_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_L" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0006: 3@ = 1 // integer values 
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHL_730 

:FBOOTHL_628
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_SIT_IN_L" 
004D: jump_if_false @FBOOTHL_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_L" time 

:FBOOTHL_688
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @FBOOTHL_723 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:FBOOTHL_723
0002: jump @FBOOTHL_730 

:FBOOTHL_730
0051: return 

:FBOOTHL_732
0871: init_jump_table 5@ total_jumps 5 0 @FBOOTHL_2116 jumps -2 @FBOOTHL_795 0 @FBOOTHL_1120 1 @FBOOTHL_1577 2 @FBOOTHL_1819 3 @FBOOTHL_2022 -1 @FBOOTHL_2116 -1 @FBOOTHL_2116 

:FBOOTHL_795
00D6: if 
06FF:   random_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHL_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHL_1106 

:FBOOTHL_865
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @FBOOTHL_942 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHL_958 

:FBOOTHL_942
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHL_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHL_1106 

:FBOOTHL_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:FBOOTHL_1106
0006: 5@ = 1 // integer values 
0002: jump @FBOOTHL_2116 

:FBOOTHL_1120
00D6: if 
0737:   actor 0@ holding_object -1 
004D: jump_if_false @FBOOTHL_1252 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHL_1245 

:FBOOTHL_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:FBOOTHL_1245
0002: jump @FBOOTHL_1563 

:FBOOTHL_1252
00D6: if 
06FF:   random_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHL_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHL_1563 

:FBOOTHL_1322
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @FBOOTHL_1399 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHL_1415 

:FBOOTHL_1399
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHL_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @FBOOTHL_1563 

:FBOOTHL_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time 50000000 

:FBOOTHL_1563
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHL_2116 

:FBOOTHL_1577
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 // floating-point values 
04C4: create_coordinate 16@ 17@ 18@ from_actor 0@ offset -0.1 0.5 0.0 
04C4: create_coordinate 19@ 20@ 21@ from_actor 0@ offset -1.0 -0.5 0.0 
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 1.0 0.0 -0.65 
00D6: if or
0611:   actor 0@ animation_is "FF_SIT_LOOK" 
0611:   actor 0@ animation_is "FF_SIT_EAT1" 
0611:   actor 0@ animation_is "FF_SIT_EAT2" 
004D: jump_if_false @FBOOTHL_1812 
0985: (unknown) 13@ 14@ 15@ 1.5 -366 0 0@ 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: lock_actor 0@ in_current_position 1 
0006: 33@ = 0 // integer values 
000A: 5@ += 1 // integer values 

:FBOOTHL_1812
0002: jump @FBOOTHL_2116 

:FBOOTHL_1819
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHL_1871 
054E: (unknown) 0@ 
0006: 6@ = 0 // integer values 
0006: 4@ = 5 // integer values 
0006: 5@ = 0 // integer values 
0002: jump @FBOOTHL_2116 

:FBOOTHL_1871
00D6: if 
001D:   33@ > 6@ // integer values 
004D: jump_if_false @FBOOTHL_2015 
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @FBOOTHL_1952 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 
0002: jump @FBOOTHL_2015 

:FBOOTHL_1952
00D6: if 
0038:   $677 == 1 // integer values 
004D: jump_if_false @FBOOTHL_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time -1 
000A: 5@ += 1 // integer values 

:FBOOTHL_2015
0002: jump @FBOOTHL_2116 

:FBOOTHL_2022
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_2102 
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @FBOOTHL_2095 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:FBOOTHL_2095
0002: jump @FBOOTHL_2109 

:FBOOTHL_2102
0568: set_actor 0@ targetable 1 

:FBOOTHL_2109
0002: jump @FBOOTHL_2116 

:FBOOTHL_2116
0051: return 

:FBOOTHL_2118
0871: init_jump_table 5@ total_jumps 3 0 @FBOOTHL_2453 jumps 0 @FBOOTHL_2181 1 @FBOOTHL_2264 2 @FBOOTHL_2299 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 

:FBOOTHL_2181
00D6: if 
0737:   actor 0@ holding_object -1 
004D: jump_if_false @FBOOTHL_2206 
070B: (unknown) 0@ 1 

:FBOOTHL_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_L_180" from_file "FOOD" 99.0 loop 0 0 0 lock 0 time -1 
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHL_2453 

:FBOOTHL_2264
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: lock_actor 0@ in_current_position 0 
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHL_2453 

:FBOOTHL_2299
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_SIT_OUT_L_180" 
004D: jump_if_false @FBOOTHL_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_L_180" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @FBOOTHL_2446 
088D: (unknown) 13@ 14@ 15@ 1.5 -367 1 
088D: (unknown) 13@ 14@ 15@ 1.5 -366 0 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:FBOOTHL_2446
0002: jump @FBOOTHL_2453 

:FBOOTHL_2453
0051: return 

:FBOOTHL_2455
0871: init_jump_table 5@ total_jumps 3 0 @FBOOTHL_2893 jumps 0 @FBOOTHL_2518 1 @FBOOTHL_2570 2 @FBOOTHL_2726 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 

:FBOOTHL_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
000A: 5@ += 1 // integer values 
0002: jump @FBOOTHL_2893 

:FBOOTHL_2570
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "FF_DAM_FWD" 
004D: jump_if_false @FBOOTHL_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @FBOOTHL_2656 
000A: 5@ += 1 // integer values 

:FBOOTHL_2656
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
0050: gosub @FBOOTHL_2895 

:FBOOTHL_2719
0002: jump @FBOOTHL_2893 

:FBOOTHL_2726
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" from_file "FOOD" 16.0 loop 0 0 0 lock 1 time 0 
0050: gosub @FBOOTHL_2895 
0002: jump @FBOOTHL_2879 

:FBOOTHL_2796
00D6: if 
8339:   not objects_in_cube 16@ 17@ 18@ 19@ 20@ 21@ 0 0 1 0 0 
004D: jump_if_false @FBOOTHL_2865 
0006: 4@ = 3 // integer values 
0006: 5@ = 0 // integer values 
0050: gosub @FBOOTHL_2971 
0002: jump @FBOOTHL_2879 

:FBOOTHL_2865
0006: 4@ = 2 // integer values 
0006: 5@ = 2 // integer values 

:FBOOTHL_2879
0004: $677 = 1 // integer values 
0002: jump @FBOOTHL_2893 

:FBOOTHL_2893
0051: return 

:FBOOTHL_2895
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHL_2967 
0446: set_actor 0@ immune_to_headshots 1 
08A0: (unknown) 0@ 100.0 0 0.0 0.0 0.0 "PCUSTOM" 

:FBOOTHL_2967
004E: end_thread 
0051: return 

:FBOOTHL_2971
0001: wait 0 ms 
00D6: if and
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @FBOOTHL_3312 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FBOOTHL_3305 
0871: init_jump_table 4@ total_jumps 5 1 @FBOOTHL_3291 jumps 1 @FBOOTHL_3082 2 @FBOOTHL_3164 3 @FBOOTHL_3213 4 @FBOOTHL_3227 5 @FBOOTHL_3277 -1 @FBOOTHL_3305 -1 @FBOOTHL_3305 

:FBOOTHL_3082
00D6: if 
0019:   5@ > 1 // integer values 
004D: jump_if_false @FBOOTHL_3114 
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_3157 

:FBOOTHL_3114
062E: (unknown) 0@ 1477 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @FBOOTHL_3157 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHL_2895 

:FBOOTHL_3157
0002: jump @FBOOTHL_3305 

:FBOOTHL_3164
00D6: if 
0039:   5@ == 2 // integer values 
004D: jump_if_false @FBOOTHL_3199 
0209: 6@ = random_int 0 5 
0012: 6@ *= 500 // integer values 

:FBOOTHL_3199
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_3305 

:FBOOTHL_3213
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_3305 

:FBOOTHL_3227
062E: (unknown) 0@ 1477 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @FBOOTHL_3270 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHL_2895 

:FBOOTHL_3270
0002: jump @FBOOTHL_3305 

:FBOOTHL_3277
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_3305 

:FBOOTHL_3291
0050: gosub @FBOOTHL_2895 
0002: jump @FBOOTHL_3305 

:FBOOTHL_3305
0002: jump @FBOOTHL_3319 

:FBOOTHL_3312
0050: gosub @FBOOTHL_2895 

:FBOOTHL_3319
0002: jump @FBOOTHL_2971 
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0662: write_debug_message "F" 
0662: write_debug_message "E" 
0663: write_debug_intvar "PEDSTATE" 4@ 
0663: write_debug_intvar "SUBSTATESTATUS" 5@ 
0663: write_debug_intvar "TIMERB" 33@ 
0663: write_debug_intvar "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 48 (BARGUY)---------------

:BARGUY
03A4: name_thread 'BARGUY' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @BARGUY_60 
009A: 0@ = create_actor 4 #NULL at 0.0 0.0 0.0 

:BARGUY_60
04ED: load_animation "BAR" 

:BARGUY_67
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @BARGUY_96 
0001: wait 0 ms 
0002: jump @BARGUY_67 

:BARGUY_96
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 11@ = 0 // integer values 

:BARGUY_124
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BARGUY_272 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @BARGUY_258 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @BARGUY_244 
00D6: if 
851A:   not actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BARGUY_223 
0050: gosub @BARGUY_286 
0002: jump @BARGUY_237 

:BARGUY_223
0004: $9470 = 1 // integer values 
0002: jump @BARGUY_1067 

:BARGUY_237
0002: jump @BARGUY_251 

:BARGUY_244
0002: jump @BARGUY_1067 

:BARGUY_251
0002: jump @BARGUY_265 

:BARGUY_258
0050: gosub @BARGUY_1035 

:BARGUY_265
0002: jump @BARGUY_279 

:BARGUY_272
0050: gosub @BARGUY_1035 

:BARGUY_279
0002: jump @BARGUY_124 

:BARGUY_286
0871: init_jump_table 3@ total_jumps 1 0 @BARGUY_363 jumps 1 @BARGUY_349 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 

:BARGUY_349
0050: gosub @BARGUY_365 
0002: jump @BARGUY_363 

:BARGUY_363
0051: return 

:BARGUY_365
0871: init_jump_table 4@ total_jumps 7 0 @BARGUY_1033 jumps 0 @BARGUY_428 1 @BARGUY_488 2 @BARGUY_577 3 @BARGUY_674 4 @BARGUY_754 5 @BARGUY_826 6 @BARGUY_947 

:BARGUY_428
062E: (unknown) 0@ 1481 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARGUY_481 
05C9: AS_actor 0@ on_guard -2 ms 
0947: (unknown) 0@ 21 10@ 
000A: 4@ += 1 // integer values 

:BARGUY_481
0002: jump @BARGUY_1033 

:BARGUY_488
0226: 10@ = actor 0@ health 
00D6: if 
0039:   10@ == 99 // integer values 
004D: jump_if_false @BARGUY_570 
0223: set_actor 0@ health_to 100 
0605: actor 0@ perform_animation_sequence "BARCUSTOM_ORDER" from_file "BAR" 4.0 loop 0 0 0 0 0 ms 
000A: 4@ += 1 // integer values 

:BARGUY_570
0002: jump @BARGUY_1033 

:BARGUY_577
062E: (unknown) 0@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARGUY_667 
0605: actor 0@ perform_animation_sequence "BARCUSTOM_LOOP" from_file "BAR" 4.0 loop 1 0 0 0 600000 ms 
0947: (unknown) 0@ 21 10@ 
000A: 4@ += 1 // integer values 

:BARGUY_667
0002: jump @BARGUY_1033 

:BARGUY_674
0226: 10@ = actor 0@ health 
00D6: if 
0039:   10@ == 99 // integer values 
004D: jump_if_false @BARGUY_747 
0605: actor 0@ perform_animation_sequence "BARCUSTOM_GET" from_file "BAR" 4.0 loop 0 0 0 0 0 ms 
000A: 4@ += 1 // integer values 

:BARGUY_747
0002: jump @BARGUY_1033 

:BARGUY_754
062E: (unknown) 0@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARGUY_819 
04C4: create_coordinate 7@ 8@ 9@ from_actor 0@ offset 0.0 0.1 1.0 
000A: 4@ += 1 // integer values 

:BARGUY_819
0002: jump @BARGUY_1033 

:BARGUY_826
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BARGUY_891 
0605: actor 0@ perform_animation_sequence "DNK_STNDM_LOOP" from_file "BAR" 4.0 loop 1 0 0 0 15000 ms 
0002: jump @BARGUY_933 

:BARGUY_891
0605: actor 0@ perform_animation_sequence "DNK_STNDF_LOOP" from_file "BAR" 4.0 loop 1 0 0 0 15000 ms 

:BARGUY_933
000A: 4@ += 1 // integer values 
0002: jump @BARGUY_1033 

:BARGUY_947
062E: (unknown) 0@ 1541 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARGUY_1026 
0223: set_actor 0@ health_to 100 
00D6: if 
08F9:   v$1252 == "BAR1" // 16-byte strings 
004D: jump_if_false @BARGUY_1019 
0006: 4@ = 0 // integer values 
0002: jump @BARGUY_1026 

:BARGUY_1019
0050: gosub @BARGUY_1035 

:BARGUY_1026
0002: jump @BARGUY_1033 

:BARGUY_1033
0051: return 

:BARGUY_1035
04EF: release_animation "BAR" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARGUY_1063 
0792: (unknown) 0@ 

:BARGUY_1063
004E: end_thread 
0051: return 

:BARGUY_1067
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BARGUY_1137 
062E: (unknown) 0@ 1477 11@ 
00D6: if 
04A4:   11@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BARGUY_1130 
05C5: AS_actor 0@ cower -2 ms 

:BARGUY_1130
0002: jump @BARGUY_1144 

:BARGUY_1137
0050: gosub @BARGUY_1035 

:BARGUY_1144
0002: jump @BARGUY_1067 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 49 (PEDROUL)---------------

:PEDROUL
03A4: name_thread 'PEDROUL' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @PEDROUL_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:PEDROUL_60
04ED: load_animation "CASINO" 

:PEDROUL_70
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDROUL_102 
0001: wait 0 ms 
0002: jump @PEDROUL_70 

:PEDROUL_102
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:PEDROUL_116
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PEDROUL_227 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @PEDROUL_213 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @PEDROUL_191 
0050: gosub @PEDROUL_241 
0002: jump @PEDROUL_206 

:PEDROUL_191
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @PEDROUL_998 

:PEDROUL_206
0002: jump @PEDROUL_220 

:PEDROUL_213
0050: gosub @PEDROUL_984 

:PEDROUL_220
0002: jump @PEDROUL_234 

:PEDROUL_227
0050: gosub @PEDROUL_984 

:PEDROUL_234
0002: jump @PEDROUL_116 

:PEDROUL_241
0871: init_jump_table 3@ total_jumps 1 0 @PEDROUL_318 jumps 1 @PEDROUL_304 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 

:PEDROUL_304
0050: gosub @PEDROUL_320 
0002: jump @PEDROUL_318 

:PEDROUL_318
0051: return 

:PEDROUL_320
0871: init_jump_table 4@ total_jumps 6 0 @PEDROUL_982 jumps 0 @PEDROUL_383 1 @PEDROUL_438 2 @PEDROUL_533 3 @PEDROUL_631 4 @PEDROUL_813 5 @PEDROUL_939 -1 @PEDROUL_982 

:PEDROUL_383
0605: actor 0@ perform_animation_sequence "ROULETTE_IN" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @PEDROUL_982 

:PEDROUL_438
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDROUL_526 
0605: actor 0@ perform_animation_sequence "ROULETTE_BET" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 103 2@ 
000A: 4@ += 1 // integer values 

:PEDROUL_526
0002: jump @PEDROUL_982 

:PEDROUL_533
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDROUL_624 
0209: 2@ = random_int 8000 15000 
0605: actor 0@ perform_animation_sequence "ROULETTE_LOOP" from_file "CASINO" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:PEDROUL_624
0002: jump @PEDROUL_982 

:PEDROUL_631
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDROUL_806 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PEDROUL_746 
0605: actor 0@ perform_animation_sequence "ROULETTE_WIN" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 100 2@ 
0002: jump @PEDROUL_799 

:PEDROUL_746
0605: actor 0@ perform_animation_sequence "ROULETTE_LOSE" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 101 2@ 

:PEDROUL_799
000A: 4@ += 1 // integer values 

:PEDROUL_806
0002: jump @PEDROUL_982 

:PEDROUL_813
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDROUL_932 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PEDROUL_883 
0006: 4@ = 1 // integer values 
0002: jump @PEDROUL_932 

:PEDROUL_883
0605: actor 0@ perform_animation_sequence "ROULETTE_OUT" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:PEDROUL_932
0002: jump @PEDROUL_982 

:PEDROUL_939
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDROUL_975 
0050: gosub @PEDROUL_984 

:PEDROUL_975
0002: jump @PEDROUL_982 

:PEDROUL_982
0051: return 

:PEDROUL_984
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDROUL_998
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PEDROUL_1068 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDROUL_1061 
05C5: AS_actor 0@ cower -2 ms 

:PEDROUL_1061
0002: jump @PEDROUL_1075 

:PEDROUL_1068
0050: gosub @PEDROUL_984 

:PEDROUL_1075
0002: jump @PEDROUL_998 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 50 (PEDCARD)---------------

:PEDCARD
03A4: name_thread 'PEDCARD' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @PEDCARD_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:PEDCARD_60
04ED: load_animation "CASINO" 

:PEDCARD_70
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDCARD_102 
0001: wait 0 ms 
0002: jump @PEDCARD_70 

:PEDCARD_102
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:PEDCARD_116
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PEDCARD_227 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @PEDCARD_213 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @PEDCARD_191 
0050: gosub @PEDCARD_241 
0002: jump @PEDCARD_206 

:PEDCARD_191
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @PEDCARD_1335 

:PEDCARD_206
0002: jump @PEDCARD_220 

:PEDCARD_213
0050: gosub @PEDCARD_1321 

:PEDCARD_220
0002: jump @PEDCARD_234 

:PEDCARD_227
0050: gosub @PEDCARD_1321 

:PEDCARD_234
0002: jump @PEDCARD_116 

:PEDCARD_241
0871: init_jump_table 3@ total_jumps 1 0 @PEDCARD_318 jumps 1 @PEDCARD_304 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 

:PEDCARD_304
0050: gosub @PEDCARD_320 
0002: jump @PEDCARD_318 

:PEDCARD_318
0051: return 

:PEDCARD_320
0871: init_jump_table 4@ total_jumps 8 0 @PEDCARD_1319 jumps 0 @PEDCARD_448 1 @PEDCARD_510 2 @PEDCARD_596 3 @PEDCARD_691 4 @PEDCARD_872 5 @PEDCARD_977 6 @PEDCARD_1153 
0872: jump_table_jumps 7 @PEDCARD_1276 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 

:PEDCARD_448
0605: actor 0@ perform_animation_sequence "CARDS_IN" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 93 2@ 
000A: 4@ += 1 // integer values 
0002: jump @PEDCARD_1319 

:PEDCARD_510
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDCARD_589 
0605: actor 0@ perform_animation_sequence "CARDS_PICK_01" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:PEDCARD_589
0002: jump @PEDCARD_1319 

:PEDCARD_596
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDCARD_684 
0209: 2@ = random_int 8000 15000 
0605: actor 0@ perform_animation_sequence "CARDS_LOOP" from_file "CASINO" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:PEDCARD_684
0002: jump @PEDCARD_1319 

:PEDCARD_691
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDCARD_865 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PEDCARD_805 
0605: actor 0@ perform_animation_sequence "CARDS_RAISE" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 98 2@ 
0002: jump @PEDCARD_858 

:PEDCARD_805
0605: actor 0@ perform_animation_sequence "CARDS_PICK_02" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 93 2@ 

:PEDCARD_858
000A: 4@ += 1 // integer values 

:PEDCARD_865
0002: jump @PEDCARD_1319 

:PEDCARD_872
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDCARD_970 
0209: 2@ = random_int 1500 5000 
0605: actor 0@ perform_animation_sequence "CARDS_LOOP" from_file "CASINO" 4.0 loop 1 0 0 1 2@ ms 
0947: (unknown) 0@ 95 2@ 
000A: 4@ += 1 // integer values 

:PEDCARD_970
0002: jump @PEDCARD_1319 

:PEDCARD_977
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDCARD_1146 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PEDCARD_1089 
0605: actor 0@ perform_animation_sequence "CARDS_WIN" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 96 2@ 
0002: jump @PEDCARD_1139 

:PEDCARD_1089
0605: actor 0@ perform_animation_sequence "CARDS_LOSE" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 94 2@ 

:PEDCARD_1139
000A: 4@ += 1 // integer values 

:PEDCARD_1146
0002: jump @PEDCARD_1319 

:PEDCARD_1153
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDCARD_1269 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PEDCARD_1223 
0006: 4@ = 1 // integer values 
0002: jump @PEDCARD_1269 

:PEDCARD_1223
0605: actor 0@ perform_animation_sequence "CARDS_OUT" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:PEDCARD_1269
0002: jump @PEDCARD_1319 

:PEDCARD_1276
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDCARD_1312 
0050: gosub @PEDCARD_1321 

:PEDCARD_1312
0002: jump @PEDCARD_1319 

:PEDCARD_1319
0051: return 

:PEDCARD_1321
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDCARD_1335
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PEDCARD_1405 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDCARD_1398 
05C5: AS_actor 0@ cower -2 ms 

:PEDCARD_1398
0002: jump @PEDCARD_1412 

:PEDCARD_1405
0050: gosub @PEDCARD_1321 

:PEDCARD_1412
0002: jump @PEDCARD_1335 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 51 (PEDSLOT)---------------

:PEDSLOT
03A4: name_thread 'PEDSLOT' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @PEDSLOT_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:PEDSLOT_60
04ED: load_animation "CASINO" 

:PEDSLOT_70
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDSLOT_102 
0001: wait 0 ms 
0002: jump @PEDSLOT_70 

:PEDSLOT_102
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:PEDSLOT_116
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PEDSLOT_227 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @PEDSLOT_213 
00D6: if 
0038:   $9470 == 0 // integer values 
004D: jump_if_false @PEDSLOT_191 
0050: gosub @PEDSLOT_241 
0002: jump @PEDSLOT_206 

:PEDSLOT_191
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @PEDSLOT_1042 

:PEDSLOT_206
0002: jump @PEDSLOT_220 

:PEDSLOT_213
0050: gosub @PEDSLOT_1028 

:PEDSLOT_220
0002: jump @PEDSLOT_234 

:PEDSLOT_227
0050: gosub @PEDSLOT_1028 

:PEDSLOT_234
0002: jump @PEDSLOT_116 

:PEDSLOT_241
0871: init_jump_table 3@ total_jumps 1 0 @PEDSLOT_318 jumps 1 @PEDSLOT_304 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 

:PEDSLOT_304
0050: gosub @PEDSLOT_320 
0002: jump @PEDSLOT_318 

:PEDSLOT_318
0051: return 

:PEDSLOT_320
0871: init_jump_table 4@ total_jumps 6 0 @PEDSLOT_1026 jumps 0 @PEDSLOT_383 1 @PEDSLOT_434 2 @PEDSLOT_519 3 @PEDSLOT_613 4 @PEDSLOT_770 5 @PEDSLOT_942 -1 @PEDSLOT_1026 

:PEDSLOT_383
0605: actor 0@ perform_animation_sequence "SLOT_IN" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @PEDSLOT_1026 

:PEDSLOT_434
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDSLOT_512 
0605: actor 0@ perform_animation_sequence "SLOT_BET_01" from_file "CASINO" 4.0 loop 0 0 0 0 2@ ms 
000A: 4@ += 1 // integer values 

:PEDSLOT_512
0002: jump @PEDSLOT_1026 

:PEDSLOT_519
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDSLOT_606 
0209: 2@ = random_int 1500 5000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" from_file "CASINO" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:PEDSLOT_606
0002: jump @PEDSLOT_1026 

:PEDSLOT_613
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDSLOT_763 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PEDSLOT_717 
0605: actor 0@ perform_animation_sequence "SLOT_BET_02" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @PEDSLOT_756 

:PEDSLOT_717
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 

:PEDSLOT_756
000A: 4@ += 1 // integer values 

:PEDSLOT_763
0002: jump @PEDSLOT_1026 

:PEDSLOT_770
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDSLOT_935 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PEDSLOT_885 
0605: actor 0@ perform_animation_sequence "SLOT_WIN_OUT" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
0947: (unknown) 0@ 104 2@ 
0002: jump @PEDSLOT_928 

:PEDSLOT_885
0605: actor 0@ perform_animation_sequence "SLOT_LOSE_OUT" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 

:PEDSLOT_928
000A: 4@ += 1 // integer values 

:PEDSLOT_935
0002: jump @PEDSLOT_1026 

:PEDSLOT_942
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDSLOT_1019 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PEDSLOT_1012 
0006: 4@ = 0 // integer values 
0002: jump @PEDSLOT_1019 

:PEDSLOT_1012
0050: gosub @PEDSLOT_1028 

:PEDSLOT_1019
0002: jump @PEDSLOT_1026 

:PEDSLOT_1026
0051: return 

:PEDSLOT_1028
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDSLOT_1042
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PEDSLOT_1112 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PEDSLOT_1105 
05C5: AS_actor 0@ cower -2 ms 

:PEDSLOT_1105
0002: jump @PEDSLOT_1119 

:PEDSLOT_1112
0050: gosub @PEDSLOT_1028 

:PEDSLOT_1119
0002: jump @PEDSLOT_1042 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 52 (DANCER)---------------

:DANCER
03A4: name_thread 'DANCER' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @DANCER_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:DANCER_60
04ED: load_animation "DANCING" 

:DANCER_71
00D6: if 
84EE:   not animation "DANCING" loaded 
004D: jump_if_false @DANCER_104 
0001: wait 0 ms 
0002: jump @DANCER_71 

:DANCER_104
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DANCER_317 
0665: (unknown) 0@ 2@ 
00D6: if 
001B:   10 > 2@ // integer values 
004D: jump_if_false @DANCER_169 
0085: 7@ = 2@ // integer values and handles 
0012: 7@ *= 1500 // integer values 
0002: jump @DANCER_225 

:DANCER_169
00D6: if 
001B:   100 > 2@ // integer values 
004D: jump_if_false @DANCER_210 
0085: 7@ = 2@ // integer values and handles 
0012: 7@ *= 150 // integer values 
0002: jump @DANCER_225 

:DANCER_210
0085: 7@ = 2@ // integer values and handles 
0012: 7@ *= 15 // integer values 

:DANCER_225
0085: 3@ = 2@ // integer values and handles 
0016: 3@ /= 2 // integer values 
0012: 3@ *= 2 // integer values 
00D6: if 
003B:   2@ == 3@ // integer values 
004D: jump_if_false @DANCER_310 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @DANCER_296 
0006: 8@ = 1 // integer values 
0002: jump @DANCER_303 

:DANCER_296
0006: 8@ = 2 // integer values 

:DANCER_303
0002: jump @DANCER_317 

:DANCER_310
0006: 8@ = 3 // integer values 

:DANCER_317
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:DANCER_331
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @DANCER_442 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @DANCER_428 
00D6: if 
0038:   $9472 == 0 // integer values 
004D: jump_if_false @DANCER_406 
0050: gosub @DANCER_456 
0002: jump @DANCER_421 

:DANCER_406
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @DANCER_1424 

:DANCER_421
0002: jump @DANCER_435 

:DANCER_428
0050: gosub @DANCER_1358 

:DANCER_435
0002: jump @DANCER_449 

:DANCER_442
0050: gosub @DANCER_1358 

:DANCER_449
0002: jump @DANCER_331 

:DANCER_456
0871: init_jump_table 3@ total_jumps 1 0 @DANCER_540 jumps 1 @DANCER_519 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 

:DANCER_519
0050: gosub @DANCER_1246 
0050: gosub @DANCER_542 
0002: jump @DANCER_540 

:DANCER_540
0051: return 

:DANCER_542
0871: init_jump_table 4@ total_jumps 3 0 @DANCER_1244 jumps 0 @DANCER_605 1 @DANCER_818 2 @DANCER_1031 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 

:DANCER_605
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DANCER_811 
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @DANCER_699 
0605: actor 0@ perform_animation_sequence "DNCE_M_C" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 
0002: jump @DANCER_804 

:DANCER_699
00D6: if 
0039:   8@ == 2 // integer values 
004D: jump_if_false @DANCER_764 
0605: actor 0@ perform_animation_sequence "DNCE_M_B" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 
0002: jump @DANCER_804 

:DANCER_764
0605: actor 0@ perform_animation_sequence "DNCE_M_A" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 

:DANCER_804
000A: 4@ += 1 // integer values 

:DANCER_811
0002: jump @DANCER_1244 

:DANCER_818
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DANCER_1024 
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @DANCER_912 
0605: actor 0@ perform_animation_sequence "DNCE_M_D" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 
0002: jump @DANCER_1017 

:DANCER_912
00D6: if 
0039:   8@ == 2 // integer values 
004D: jump_if_false @DANCER_977 
0605: actor 0@ perform_animation_sequence "DNCE_M_C" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 
0002: jump @DANCER_1017 

:DANCER_977
0605: actor 0@ perform_animation_sequence "DNCE_M_B" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 

:DANCER_1017
000A: 4@ += 1 // integer values 

:DANCER_1024
0002: jump @DANCER_1244 

:DANCER_1031
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DANCER_1237 
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @DANCER_1125 
0605: actor 0@ perform_animation_sequence "DNCE_M_A" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 
0002: jump @DANCER_1230 

:DANCER_1125
00D6: if 
0039:   8@ == 2 // integer values 
004D: jump_if_false @DANCER_1190 
0605: actor 0@ perform_animation_sequence "DNCE_M_D" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 
0002: jump @DANCER_1230 

:DANCER_1190
0605: actor 0@ perform_animation_sequence "DNCE_M_C" from_file "DANCING" 4.0 loop 1 0 0 1 7@ ms 

:DANCER_1230
0006: 4@ = 0 // integer values 

:DANCER_1237
0002: jump @DANCER_1244 

:DANCER_1244
0051: return 

:DANCER_1246
00D6: if 
08B4:   test $5295 bit 31 
004D: jump_if_false @DANCER_1278 
0006: 9@ = 1 // integer values 
0002: jump @DANCER_1356 

:DANCER_1278
00D6: if 
0039:   9@ == 1 // integer values 
004D: jump_if_false @DANCER_1356 
00D6: if 
0018:   $5296 > 3000 // integer values 
004D: jump_if_false @DANCER_1339 
0947: (unknown) 0@ 70 2@ 
0006: 9@ = 0 // integer values 
0002: jump @DANCER_1356 

:DANCER_1339
0947: (unknown) 0@ 73 2@ 
0006: 9@ = 0 // integer values 

:DANCER_1356
0051: return 

:DANCER_1358
04EF: release_animation "DANCING" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DANCER_1420 
08A0: (unknown) 0@ 100.0 0 0.0 0.0 0.0 "DANCER" 

:DANCER_1420
004E: end_thread 
0051: return 

:DANCER_1424
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @DANCER_1494 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @DANCER_1487 
05C5: AS_actor 0@ cower -2 ms 

:DANCER_1487
0002: jump @DANCER_1501 

:DANCER_1494
0050: gosub @DANCER_1358 

:DANCER_1501
0002: jump @DANCER_1424 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 53 (STRIPW)---------------

:STRIPW
03A4: name_thread 'STRIPW' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @STRIPW_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:STRIPW_60
04ED: load_animation "STRIP" 

:STRIPW_69
00D6: if 
84EE:   not animation "STRIP" loaded 
004D: jump_if_false @STRIPW_109 
0001: wait 0 ms 
04ED: load_animation "STRIP" 
0002: jump @STRIPW_69 

:STRIPW_109
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIPW_198 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if 
08F9:   v$5311 == "STRIP2" // 16-byte strings 
004D: jump_if_false @STRIPW_188 
0007: 10@ = 3.0 // floating-point values 
0002: jump @STRIPW_198 

:STRIPW_188
0007: 10@ = 4.0 // floating-point values 

:STRIPW_198
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @STRIPW_382 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @STRIPW_332 
00D6: if 
0038:   $9473 == 0 // integer values 
004D: jump_if_false @STRIPW_318 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @STRIPW_304 
0004: $9473 = 1 // integer values 
0002: jump @STRIPW_3515 
0002: jump @STRIPW_311 

:STRIPW_304
0050: gosub @STRIPW_396 

:STRIPW_311
0002: jump @STRIPW_325 

:STRIPW_318
0002: jump @STRIPW_3515 

:STRIPW_325
0002: jump @STRIPW_375 

:STRIPW_332
0004: $9471 = 1 // integer values 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIPW_375 
05C5: AS_actor 0@ cower -1 ms 

:STRIPW_375
0002: jump @STRIPW_389 

:STRIPW_382
0050: gosub @STRIPW_3497 

:STRIPW_389
0002: jump @STRIPW_198 

:STRIPW_396
0871: init_jump_table 3@ total_jumps 1 0 @STRIPW_473 jumps 1 @STRIPW_459 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 

:STRIPW_459
0050: gosub @STRIPW_475 
0002: jump @STRIPW_473 

:STRIPW_473
0051: return 

:STRIPW_475
0871: init_jump_table 4@ total_jumps 9 0 @STRIPW_3266 jumps 0 @STRIPW_603 1 @STRIPW_772 2 @STRIPW_1133 3 @STRIPW_1470 4 @STRIPW_1835 5 @STRIPW_2056 6 @STRIPW_2642 
0872: jump_table_jumps 7 @STRIPW_2850 8 @STRIPW_3058 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 

:STRIPW_603
00D6: if 
0611:   actor 0@ animation_is "STR_B2A" 
004D: jump_if_false @STRIPW_719 
0613: 9@ = actor 0@ animation "STR_B2A" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_712 
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:STRIPW_712
0002: jump @STRIPW_765 

:STRIPW_719
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:STRIPW_765
0002: jump @STRIPW_3266 

:STRIPW_772
0050: gosub @STRIPW_3268 
00D6: if 
0611:   actor 0@ animation_is "STR_LOOP_A" 
004D: jump_if_false @STRIPW_1087 
0613: 9@ = actor 0@ animation "STR_LOOP_A" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_1080 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // integer values 
004D: jump_if_false @STRIPW_922 
0605: actor 0@ perform_animation_sequence "STR_A2B" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @STRIPW_1080 

:STRIPW_922
04C4: create_coordinate 6@ 7@ 8@ from_actor 0@ offset 0.3 0.5 -0.5 
00D6: if 
09DA: (unknown) 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_1041 
0395: clear_area 0 at 6@ 7@ 8@ range 0.3 
0605: actor 0@ perform_animation_sequence "STR_A2B" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @STRIPW_1080 

:STRIPW_1041
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 

:STRIPW_1080
0002: jump @STRIPW_1126 

:STRIPW_1087
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 

:STRIPW_1126
0002: jump @STRIPW_3266 

:STRIPW_1133
00D6: if 
0611:   actor 0@ animation_is "STR_A2B" 
004D: jump_if_false @STRIPW_1301 
0108: destroy_object $9478 
04C4: create_coordinate 6@ 7@ 8@ from_actor 0@ offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ range 0.3 
0613: 9@ = actor 0@ animation "STR_A2B" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_1294 
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:STRIPW_1294
0002: jump @STRIPW_1463 

:STRIPW_1301
00D6: if 
0611:   actor 0@ animation_is "STR_C2B" 
004D: jump_if_false @STRIPW_1417 
0613: 9@ = actor 0@ animation "STR_C2B" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_1410 
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:STRIPW_1410
0002: jump @STRIPW_1463 

:STRIPW_1417
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:STRIPW_1463
0002: jump @STRIPW_3266 

:STRIPW_1470
0050: gosub @STRIPW_3268 
00D6: if 
0611:   actor 0@ animation_is "STR_LOOP_B" 
004D: jump_if_false @STRIPW_1789 
0613: 9@ = actor 0@ animation "STR_LOOP_B" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_1782 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // integer values 
004D: jump_if_false @STRIPW_1620 
0605: actor 0@ perform_animation_sequence "STR_B2C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @STRIPW_1782 

:STRIPW_1620
04C4: create_coordinate 6@ 7@ 8@ from_actor 0@ offset 0.3 0.5 -0.5 
00D6: if 
09DA: (unknown) 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_1739 
0395: clear_area 0 at 6@ 7@ 8@ range 0.3 
0605: actor 0@ perform_animation_sequence "STR_B2C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @STRIPW_1782 

:STRIPW_1739
0605: actor 0@ perform_animation_sequence "STR_B2A" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
0006: 4@ = 0 // integer values 

:STRIPW_1782
0002: jump @STRIPW_1828 

:STRIPW_1789
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 

:STRIPW_1828
0002: jump @STRIPW_3266 

:STRIPW_1835
00D6: if 
0611:   actor 0@ animation_is "STR_B2C" 
004D: jump_if_false @STRIPW_2003 
0108: destroy_object $9478 
04C4: create_coordinate 6@ 7@ 8@ from_actor 0@ offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ range 0.3 
0613: 9@ = actor 0@ animation "STR_B2C" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_1996 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:STRIPW_1996
0002: jump @STRIPW_2049 

:STRIPW_2003
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:STRIPW_2049
0002: jump @STRIPW_3266 

:STRIPW_2056
0050: gosub @STRIPW_3268 
00D6: if 
0611:   actor 0@ animation_is "STR_LOOP_C" 
004D: jump_if_false @STRIPW_2596 
0613: 9@ = actor 0@ animation "STR_LOOP_C" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_2589 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // integer values 
004D: jump_if_false @STRIPW_2431 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
0172: 9@ = actor $PLAYER_ACTOR z_angle 
000B: 9@ += 180.0 // floating-point values 
0209: 2@ = random_int 35 100 
00D6: if 
001B:   33 > 2@ // integer values 
004D: jump_if_false @STRIPW_2281 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ stop_angle 9@ -1.0 perform_animation "STR_C3" from_file "STRIP" 1000.0 loop 0 0 0 lock 1 -1 ms 
0006: 4@ = 6 // integer values 
0002: jump @STRIPW_2424 

:STRIPW_2281
00D6: if 
0019:   2@ > 66 // integer values 
004D: jump_if_false @STRIPW_2365 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ stop_angle 9@ -1.0 perform_animation "STR_C2" from_file "STRIP" 1000.0 loop 0 0 0 lock 1 -1 ms 
0006: 4@ = 7 // integer values 
0002: jump @STRIPW_2424 

:STRIPW_2365
0804: AS_actor 0@ walk_to 6@ 7@ 8@ stop_angle 9@ -1.0 perform_animation "STR_C1" from_file "STRIP" 1000.0 loop 0 0 0 lock 1 -1 ms 
0006: 4@ = 8 // integer values 

:STRIPW_2424
0002: jump @STRIPW_2589 

:STRIPW_2431
04C4: create_coordinate 6@ 7@ 8@ from_actor 0@ offset 0.3 0.5 -0.5 
00D6: if 
09DA: (unknown) 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_2546 
0395: clear_area 0 at 6@ 7@ 8@ range 0.3 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
0002: jump @STRIPW_2589 

:STRIPW_2546
0605: actor 0@ perform_animation_sequence "STR_C2B" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
0006: 4@ = 2 // integer values 

:STRIPW_2589
0002: jump @STRIPW_2635 

:STRIPW_2596
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 

:STRIPW_2635
0002: jump @STRIPW_3266 

:STRIPW_2642
00D6: if 
0611:   actor 0@ animation_is "STR_C3" 
004D: jump_if_false @STRIPW_2808 
0108: destroy_object $9478 
04C4: create_coordinate 6@ 7@ 8@ from_actor 0@ offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ range 0.3 
0613: 9@ = actor 0@ animation "STR_C3" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_2801 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
0006: 4@ = 5 // integer values 

:STRIPW_2801
0002: jump @STRIPW_2843 

:STRIPW_2808
0605: actor 0@ perform_animation_sequence "STR_C3" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 

:STRIPW_2843
0002: jump @STRIPW_3266 

:STRIPW_2850
00D6: if 
0611:   actor 0@ animation_is "STR_C2" 
004D: jump_if_false @STRIPW_3016 
0108: destroy_object $9478 
04C4: create_coordinate 6@ 7@ 8@ from_actor 0@ offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ range 0.3 
0613: 9@ = actor 0@ animation "STR_C2" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_3009 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
0006: 4@ = 5 // integer values 

:STRIPW_3009
0002: jump @STRIPW_3051 

:STRIPW_3016
0605: actor 0@ perform_animation_sequence "STR_C2" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 

:STRIPW_3051
0002: jump @STRIPW_3266 

:STRIPW_3058
00D6: if 
0611:   actor 0@ animation_is "STR_C1" 
004D: jump_if_false @STRIPW_3224 
0108: destroy_object $9478 
04C4: create_coordinate 6@ 7@ 8@ from_actor 0@ offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ range 0.3 
0613: 9@ = actor 0@ animation "STR_C1" time 
00D6: if 
0031:   9@ >= 1.0 // floating-point values 
004D: jump_if_false @STRIPW_3217 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 
0006: 4@ = 5 // integer values 

:STRIPW_3217
0002: jump @STRIPW_3259 

:STRIPW_3224
0605: actor 0@ perform_animation_sequence "STR_C1" from_file "STRIP" 1000.0 loop 0 0 0 1 -1 ms 

:STRIPW_3259
0002: jump @STRIPW_3266 

:STRIPW_3266
0051: return 

:STRIPW_3268
00D6: if and
02A0:   actor $PLAYER_ACTOR stopped 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false @STRIPW_3463 
00D6: if 
83CA:   not object $9478 exists 
004D: jump_if_false @STRIPW_3456 
00D6: if and
0105:   actor $PLAYER_ACTOR near_actor_on_foot 0@ radius 10@ 10@ 1.0 sphere 0 
0038:   $9475 == 0 // integer values 
004D: jump_if_false @STRIPW_3424 
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @STRIPW_3378 
0008: $9474 += 1 // integer values 
0006: 11@ = 1 // integer values 

:STRIPW_3378
00D6: if and
00E1:   key_pressed 0 15 
0038:   $9475 == 0 // integer values 
004D: jump_if_false @STRIPW_3417 
008A: $9477 = 0@ // integer values and handles 
0004: $9475 = 1 // integer values 

:STRIPW_3417
0002: jump @STRIPW_3456 

:STRIPW_3424
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @STRIPW_3456 
000C: $9474 -= 1 // integer values 
0006: 11@ = 0 // integer values 

:STRIPW_3456
0002: jump @STRIPW_3495 

:STRIPW_3463
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @STRIPW_3495 
000C: $9474 -= 1 // integer values 
0006: 11@ = 0 // integer values 

:STRIPW_3495
0051: return 

:STRIPW_3497
04EF: release_animation "STRIP" 
0108: destroy_object $9478 
004E: end_thread 
0051: return 

:STRIPW_3515
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @STRIPW_3585 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIPW_3578 
05C5: AS_actor 0@ cower -2 ms 

:STRIPW_3578
0002: jump @STRIPW_3592 

:STRIPW_3585
0050: gosub @STRIPW_3497 

:STRIPW_3592
0002: jump @STRIPW_3515 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 54 (STRIPM)---------------

:STRIPM
03A4: name_thread 'STRIPM' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @STRIPM_60 
009A: 0@ = create_actor 4 #NULL at 0.0 0.0 0.0 

:STRIPM_60
04ED: load_animation "STRIP" 

:STRIPM_69
00D6: if 
84EE:   not animation "STRIP" loaded 
004D: jump_if_false @STRIPM_100 
0001: wait 0 ms 
0002: jump @STRIPM_69 

:STRIPM_100
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:STRIPM_114
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @STRIPM_298 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @STRIPM_284 
00D6: if 
0038:   $9473 == 0 // integer values 
004D: jump_if_false @STRIPM_262 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
091C: (unknown) 7@ 8@ 9@ 15.0 0 "STRIPW" 10@ 
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @STRIPM_248 
0050: gosub @STRIPM_312 
0002: jump @STRIPM_255 

:STRIPM_248
0050: gosub @STRIPM_1075 

:STRIPM_255
0002: jump @STRIPM_277 

:STRIPM_262
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @STRIPM_1088 

:STRIPM_277
0002: jump @STRIPM_291 

:STRIPM_284
0050: gosub @STRIPM_1075 

:STRIPM_291
0002: jump @STRIPM_305 

:STRIPM_298
0050: gosub @STRIPM_1075 

:STRIPM_305
0002: jump @STRIPM_114 

:STRIPM_312
0871: init_jump_table 3@ total_jumps 1 0 @STRIPM_389 jumps 1 @STRIPM_375 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 

:STRIPM_375
0050: gosub @STRIPM_391 
0002: jump @STRIPM_389 

:STRIPM_389
0051: return 

:STRIPM_391
0871: init_jump_table 4@ total_jumps 5 0 @STRIPM_1073 jumps 0 @STRIPM_454 1 @STRIPM_597 2 @STRIPM_679 3 @STRIPM_771 4 @STRIPM_1030 -1 @STRIPM_1073 -1 @STRIPM_1073 

:STRIPM_454
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIPM_590 
0085: 2@ = 0@ // integer values and handles 
00D6: if 
0019:   2@ > 10000 // integer values 
004D: jump_if_false @STRIPM_518 
0016: 2@ /= 10000 // integer values 

:STRIPM_518
00D6: if 
001B:   1000 > 2@ // integer values 
004D: jump_if_false @STRIPM_545 
000A: 2@ += 2000 // integer values 

:STRIPM_545
0605: actor 0@ perform_animation_sequence "PUN_LOOP" from_file "STRIP" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:STRIPM_590
0002: jump @STRIPM_1073 

:STRIPM_597
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIPM_672 
0605: actor 0@ perform_animation_sequence "PUN_HOLLER" from_file "STRIP" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:STRIPM_672
0002: jump @STRIPM_1073 

:STRIPM_679
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIPM_764 
0209: 2@ = random_int 2000 5000 
0605: actor 0@ perform_animation_sequence "PUN_LOOP" from_file "STRIP" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:STRIPM_764
0002: jump @STRIPM_1073 

:STRIPM_771
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIPM_1023 
0209: 2@ = random_int 0 100 
00D6: if 
0029:   2@ >= 50 // integer values 
004D: jump_if_false @STRIPM_977 
0605: actor 0@ perform_animation_sequence "PUN_CASH" from_file "STRIP" 4.0 loop 0 0 0 0 -1 ms 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
091C: (unknown) 7@ 8@ 9@ 15.0 0 "STRIPW" 10@ 
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @STRIPM_970 
04C4: create_coordinate 7@ 8@ 9@ from_actor 10@ offset 0.3 0.5 -0.5 
02E1: 11@ = create_cash_pickup 100 at 7@ 8@ 9@ unknown 0 

:STRIPM_970
0002: jump @STRIPM_1016 

:STRIPM_977
0605: actor 0@ perform_animation_sequence "PUN_HOLLER" from_file "STRIP" 4.0 loop 0 0 0 0 -1 ms 

:STRIPM_1016
000A: 4@ += 1 // integer values 

:STRIPM_1023
0002: jump @STRIPM_1073 

:STRIPM_1030
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIPM_1066 
0006: 4@ = 0 // integer values 

:STRIPM_1066
0002: jump @STRIPM_1073 

:STRIPM_1073
0051: return 

:STRIPM_1075
04EF: release_animation "STRIP" 
004E: end_thread 
0051: return 

:STRIPM_1088
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @STRIPM_1158 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @STRIPM_1151 
05C5: AS_actor 0@ cower -2 ms 

:STRIPM_1151
0002: jump @STRIPM_1165 

:STRIPM_1158
0050: gosub @STRIPM_1075 

:STRIPM_1165
0002: jump @STRIPM_1088 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 55 (BROWSE)---------------

:BROWSE
03A4: name_thread 'BROWSE' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @BROWSE_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:BROWSE_60
04ED: load_animation "COP_AMBIENT" 

:BROWSE_75
00D6: if 
84EE:   not animation "COP_AMBIENT" loaded 
004D: jump_if_false @BROWSE_112 
0001: wait 0 ms 
0002: jump @BROWSE_75 

:BROWSE_112
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:BROWSE_126
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BROWSE_235 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @BROWSE_221 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BROWSE_207 
0002: jump @BROWSE_1166 
0002: jump @BROWSE_214 

:BROWSE_207
0050: gosub @BROWSE_249 

:BROWSE_214
0002: jump @BROWSE_228 

:BROWSE_221
0050: gosub @BROWSE_1147 

:BROWSE_228
0002: jump @BROWSE_242 

:BROWSE_235
0050: gosub @BROWSE_1147 

:BROWSE_242
0002: jump @BROWSE_126 

:BROWSE_249
0871: init_jump_table 3@ total_jumps 1 0 @BROWSE_326 jumps 1 @BROWSE_312 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 

:BROWSE_312
0050: gosub @BROWSE_328 
0002: jump @BROWSE_326 

:BROWSE_326
0051: return 

:BROWSE_328
0871: init_jump_table 4@ total_jumps 7 0 @BROWSE_1145 jumps 0 @BROWSE_391 1 @BROWSE_452 2 @BROWSE_556 3 @BROWSE_732 4 @BROWSE_836 5 @BROWSE_1011 6 @BROWSE_1102 

:BROWSE_391
0605: actor 0@ perform_animation_sequence "COPBROWSE_IN" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @BROWSE_1145 

:BROWSE_452
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BROWSE_549 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "COPBROWSE_LOOP" from_file "COP_AMBIENT" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:BROWSE_549
0002: jump @BROWSE_1145 

:BROWSE_556
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BROWSE_725 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @BROWSE_667 
0605: actor 0@ perform_animation_sequence "COPBROWSE_NOD" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @BROWSE_718 

:BROWSE_667
0605: actor 0@ perform_animation_sequence "COPBROWSE_SHAKE" from_file "COP_AMBIENT" 4.0 loop 1 0 0 0 1000 ms 

:BROWSE_718
000A: 4@ += 1 // integer values 

:BROWSE_725
0002: jump @BROWSE_1145 

:BROWSE_732
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BROWSE_829 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "COPBROWSE_LOOP" from_file "COP_AMBIENT" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:BROWSE_829
0002: jump @BROWSE_1145 

:BROWSE_836
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BROWSE_1004 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @BROWSE_947 
0605: actor 0@ perform_animation_sequence "COPBROWSE_NOD" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @BROWSE_997 

:BROWSE_947
0605: actor 0@ perform_animation_sequence "COPBROWSE_SHAKE" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 

:BROWSE_997
000A: 4@ += 1 // integer values 

:BROWSE_1004
0002: jump @BROWSE_1145 

:BROWSE_1011
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BROWSE_1095 
0605: actor 0@ perform_animation_sequence "COPBROWSE_OUT" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:BROWSE_1095
0002: jump @BROWSE_1145 

:BROWSE_1102
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BROWSE_1138 
0050: gosub @BROWSE_1147 

:BROWSE_1138
0002: jump @BROWSE_1145 

:BROWSE_1145
0051: return 

:BROWSE_1147
04EF: release_animation "COP_AMBIENT" 
004E: end_thread 
0051: return 

:BROWSE_1166
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @BROWSE_1237 
062E: (unknown) 0@ 1506 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @BROWSE_1230 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BROWSE_1230
0002: jump @BROWSE_1244 

:BROWSE_1237
0050: gosub @BROWSE_1147 

:BROWSE_1244
0002: jump @BROWSE_1166 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 56 (COPSIT)---------------

:COPSIT
03A4: name_thread 'COPSIT' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @COPSIT_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:COPSIT_60
04ED: load_animation "INT_OFFICE" 

:COPSIT_74
00D6: if 
84EE:   not animation "INT_OFFICE" loaded 
004D: jump_if_false @COPSIT_110 
0001: wait 0 ms 
0002: jump @COPSIT_74 

:COPSIT_110
0007: 9@ = 0.0 // floating-point values 
0006: 3@ = 0 // integer values 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @COPSIT_166 
0006: 5@ = 0 // integer values 
0006: 4@ = 1 // integer values 
0002: jump @COPSIT_180 

:COPSIT_166
0006: 5@ = -2 // integer values 
0006: 4@ = 2 // integer values 

:COPSIT_180
0006: 7@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COPSIT_236 
0446: set_actor 0@ immune_to_headshots 0 
0978: unknown_fill/merge_entity 65537 $9539 
060B: unknown_actor_use_entity 0@ $9539 
0006: 6@ = 15000 // integer values 

:COPSIT_236
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @COPSIT_345 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @COPSIT_331 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPSIT_317 
0002: jump @COPSIT_2292 
0002: jump @COPSIT_324 

:COPSIT_317
0050: gosub @COPSIT_359 

:COPSIT_324
0002: jump @COPSIT_338 

:COPSIT_331
0050: gosub @COPSIT_2239 

:COPSIT_338
0002: jump @COPSIT_352 

:COPSIT_345
0050: gosub @COPSIT_2239 

:COPSIT_352
0002: jump @COPSIT_236 

:COPSIT_359
0871: init_jump_table 4@ total_jumps 5 0 @COPSIT_492 jumps 1 @COPSIT_422 2 @COPSIT_436 3 @COPSIT_450 4 @COPSIT_464 5 @COPSIT_478 -1 @COPSIT_492 -1 @COPSIT_492 

:COPSIT_422
0050: gosub @COPSIT_494 
0002: jump @COPSIT_492 

:COPSIT_436
0050: gosub @COPSIT_724 
0002: jump @COPSIT_492 

:COPSIT_450
0050: gosub @COPSIT_1843 
0002: jump @COPSIT_492 

:COPSIT_464
0050: gosub @COPSIT_2239 
0002: jump @COPSIT_492 

:COPSIT_478
0050: gosub @COPSIT_2146 
0002: jump @COPSIT_492 

:COPSIT_492
0051: return 

:COPSIT_494
0871: init_jump_table 5@ total_jumps 2 0 @COPSIT_722 jumps 0 @COPSIT_557 1 @COPSIT_622 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 

:COPSIT_557
0812: AS_actor 0@ perform_animation "OFF_SIT_IN" from_file "INT_OFFICE" 4.0 loop 0 0 0 lock 1 time -1 
0006: 3@ = 1 // integer values 
000A: 5@ += 1 // integer values 
0002: jump @COPSIT_722 

:COPSIT_622
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "OFF_SIT_IN" 
004D: jump_if_false @COPSIT_680 
0613: 9@ = actor 0@ animation "OFF_SIT_IN" time 

:COPSIT_680
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @COPSIT_715 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:COPSIT_715
0002: jump @COPSIT_722 

:COPSIT_722
0051: return 

:COPSIT_724
0871: init_jump_table 5@ total_jumps 5 0 @COPSIT_1841 jumps -2 @COPSIT_787 0 @COPSIT_1023 1 @COPSIT_1259 2 @COPSIT_1520 3 @COPSIT_1598 -1 @COPSIT_1841 -1 @COPSIT_1841 

:COPSIT_787
0209: 8@ = random_int 0 100 
00D6: if 
0019:   8@ > 66 // integer values 
004D: jump_if_false @COPSIT_955 
00D6: if 
0019:   8@ > 33 // integer values 
004D: jump_if_false @COPSIT_893 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @COPSIT_948 

:COPSIT_893
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 

:COPSIT_948
0002: jump @COPSIT_1009 

:COPSIT_955
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 

:COPSIT_1009
0006: 5@ = 1 // integer values 
0002: jump @COPSIT_1841 

:COPSIT_1023
0209: 8@ = random_int 0 100 
00D6: if 
0019:   8@ > 66 // integer values 
004D: jump_if_false @COPSIT_1191 
00D6: if 
0019:   8@ > 33 // integer values 
004D: jump_if_false @COPSIT_1129 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @COPSIT_1184 

:COPSIT_1129
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 

:COPSIT_1184
0002: jump @COPSIT_1245 

:COPSIT_1191
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 

:COPSIT_1245
000A: 5@ += 1 // integer values 
0002: jump @COPSIT_1841 

:COPSIT_1259
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 // floating-point values 
04C4: create_coordinate 16@ 17@ 18@ from_actor 0@ offset 0.5 -0.5 0.0 
04C4: create_coordinate 19@ 20@ 21@ from_actor 0@ offset -0.5 -1.0 0.0 
04C4: create_coordinate 10@ 11@ 12@ from_actor 0@ offset 0.0 1.0 -1.0 
0985: (unknown) 13@ 14@ 15@ 1.5 -365 0 0@ 
00D6: if or
0611:   actor 0@ animation_is "OFF_SIT_TYPE_LOOP" 
0611:   actor 0@ animation_is "OFF_SIT_BORED_LOOP" 
0611:   actor 0@ animation_is "OFF_SIT_IDLE_LOOP" 
004D: jump_if_false @COPSIT_1513 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: lock_actor 0@ in_current_position 1 
0006: 33@ = 0 // integer values 
000A: 5@ += 1 // integer values 

:COPSIT_1513
0002: jump @COPSIT_1841 

:COPSIT_1520
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPSIT_1565 
054E: (unknown) 0@ 
0006: 4@ = 5 // integer values 
0006: 5@ = 0 // integer values 
0002: jump @COPSIT_1841 

:COPSIT_1565
00D6: if 
001D:   33@ > 6@ // integer values 
004D: jump_if_false @COPSIT_1591 
000A: 5@ += 1 // integer values 

:COPSIT_1591
0002: jump @COPSIT_1841 

:COPSIT_1598
0209: 8@ = random_int 0 100 
00D6: if 
0019:   8@ > 66 // integer values 
004D: jump_if_false @COPSIT_1766 
00D6: if 
0019:   8@ > 33 // integer values 
004D: jump_if_false @COPSIT_1704 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 
0002: jump @COPSIT_1759 

:COPSIT_1704
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 

:COPSIT_1759
0002: jump @COPSIT_1820 

:COPSIT_1766
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" from_file "INT_OFFICE" 1000.0 loop 1 0 0 lock 0 time 50000000 

:COPSIT_1820
0006: 33@ = 0 // integer values 
000E: 5@ -= 1 // integer values 
0002: jump @COPSIT_1841 

:COPSIT_1841
0051: return 

:COPSIT_1843
0871: init_jump_table 5@ total_jumps 3 0 @COPSIT_2144 jumps 0 @COPSIT_1906 1 @COPSIT_1971 2 @COPSIT_2006 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 

:COPSIT_1906
0812: AS_actor 0@ perform_animation "OFF_SIT_2IDLE_180" from_file "INT_OFFICE" 99.0 loop 0 0 0 lock 0 time -1 
000A: 5@ += 1 // integer values 
0002: jump @COPSIT_2144 

:COPSIT_1971
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: lock_actor 0@ in_current_position 0 
000A: 5@ += 1 // integer values 
0002: jump @COPSIT_2144 

:COPSIT_2006
0007: 9@ = 0.0 // floating-point values 
00D6: if 
0611:   actor 0@ animation_is "OFF_SIT_2IDLE_180" 
004D: jump_if_false @COPSIT_2137 
0613: 9@ = actor 0@ animation "OFF_SIT_2IDLE_180" time 
00D6: if 
0043:   9@ == 1.0 // floating-point values 
004D: jump_if_false @COPSIT_2137 
0985: (unknown) 13@ 14@ 15@ 1.5 -365 1 0@ 
0006: 5@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:COPSIT_2137
0002: jump @COPSIT_2144 

:COPSIT_2144
0051: return 

:COPSIT_2146
0871: init_jump_table 5@ total_jumps 1 0 @COPSIT_2237 jumps 0 @COPSIT_2209 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 

:COPSIT_2209
0006: 4@ = 3 // integer values 
0006: 5@ = 0 // integer values 
0050: gosub @COPSIT_2292 
0002: jump @COPSIT_2237 

:COPSIT_2237
0051: return 

:COPSIT_2239
04EF: release_animation "INT_OFFICE" 
065C: unknown_create_def_entity $9539 // unknown_destroy 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COPSIT_2288 
04D7: lock_actor 0@ in_current_position 0 
0446: set_actor 0@ immune_to_headshots 1 

:COPSIT_2288
004E: end_thread 
0051: return 

:COPSIT_2292
0001: wait 0 ms 
00D6: if and
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @COPSIT_2635 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COPSIT_2628 
0871: init_jump_table 4@ total_jumps 5 1 @COPSIT_2614 jumps 1 @COPSIT_2403 2 @COPSIT_2486 3 @COPSIT_2535 4 @COPSIT_2549 5 @COPSIT_2600 -1 @COPSIT_2628 -1 @COPSIT_2628 

:COPSIT_2403
00D6: if 
0019:   5@ > 1 // integer values 
004D: jump_if_false @COPSIT_2435 
0050: gosub @COPSIT_359 
0002: jump @COPSIT_2479 

:COPSIT_2435
062E: (unknown) 0@ 1506 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPSIT_2479 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0050: gosub @COPSIT_2239 

:COPSIT_2479
0002: jump @COPSIT_2628 

:COPSIT_2486
00D6: if 
0039:   5@ == 2 // integer values 
004D: jump_if_false @COPSIT_2521 
0209: 6@ = random_int 0 5 
0012: 6@ *= 500 // integer values 

:COPSIT_2521
0050: gosub @COPSIT_359 
0002: jump @COPSIT_2628 

:COPSIT_2535
0050: gosub @COPSIT_359 
0002: jump @COPSIT_2628 

:COPSIT_2549
062E: (unknown) 0@ 1506 7@ 
00D6: if 
04A4:   7@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPSIT_2593 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0050: gosub @COPSIT_2239 

:COPSIT_2593
0002: jump @COPSIT_2628 

:COPSIT_2600
0050: gosub @COPSIT_359 
0002: jump @COPSIT_2628 

:COPSIT_2614
0050: gosub @COPSIT_2239 
0002: jump @COPSIT_2628 

:COPSIT_2628
0002: jump @COPSIT_2642 

:COPSIT_2635
0050: gosub @COPSIT_2239 

:COPSIT_2642
0002: jump @COPSIT_2292 
0663: write_debug_intvar "PEDSTATE" 4@ 
0663: write_debug_intvar "SUBSTATESTATUS" 5@ 
0663: write_debug_intvar "TIMERB" 33@ 
0663: write_debug_intvar "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 57 (COPLOOK)---------------

:COPLOOK
03A4: name_thread 'COPLOOK' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @COPLOOK_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:COPLOOK_60
04ED: load_animation "COP_AMBIENT" 

:COPLOOK_75
00D6: if 
84EE:   not animation "COP_AMBIENT" loaded 
004D: jump_if_false @COPLOOK_112 
0001: wait 0 ms 
0002: jump @COPLOOK_75 

:COPLOOK_112
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:COPLOOK_126
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @COPLOOK_235 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @COPLOOK_221 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPLOOK_207 
0002: jump @COPLOOK_1319 
0002: jump @COPLOOK_214 

:COPLOOK_207
0050: gosub @COPLOOK_249 

:COPLOOK_214
0002: jump @COPLOOK_228 

:COPLOOK_221
0050: gosub @COPLOOK_1300 

:COPLOOK_228
0002: jump @COPLOOK_242 

:COPLOOK_235
0050: gosub @COPLOOK_1300 

:COPLOOK_242
0002: jump @COPLOOK_126 

:COPLOOK_249
0871: init_jump_table 3@ total_jumps 1 0 @COPLOOK_326 jumps 1 @COPLOOK_312 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 

:COPLOOK_312
0050: gosub @COPLOOK_328 
0002: jump @COPLOOK_326 

:COPLOOK_326
0051: return 

:COPLOOK_328
0871: init_jump_table 4@ total_jumps 8 0 @COPLOOK_1298 jumps 0 @COPLOOK_456 1 @COPLOOK_515 2 @COPLOOK_617 3 @COPLOOK_789 4 @COPLOOK_891 5 @COPLOOK_1064 6 @COPLOOK_1166 
0872: jump_table_jumps 7 @COPLOOK_1255 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 

:COPLOOK_456
0605: actor 0@ perform_animation_sequence "COPLOOK_IN" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @COPLOOK_1298 

:COPLOOK_515
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPLOOK_610 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" from_file "COP_AMBIENT" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:COPLOOK_610
0002: jump @COPLOOK_1298 

:COPLOOK_617
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPLOOK_782 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @COPLOOK_726 
0605: actor 0@ perform_animation_sequence "COPLOOK_NOD" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @COPLOOK_775 

:COPLOOK_726
0605: actor 0@ perform_animation_sequence "COPLOOK_SHAKE" from_file "COP_AMBIENT" 4.0 loop 1 0 0 0 1000 ms 

:COPLOOK_775
000A: 4@ += 1 // integer values 

:COPLOOK_782
0002: jump @COPLOOK_1298 

:COPLOOK_789
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPLOOK_884 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" from_file "COP_AMBIENT" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:COPLOOK_884
0002: jump @COPLOOK_1298 

:COPLOOK_891
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPLOOK_1057 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @COPLOOK_1002 
0605: actor 0@ perform_animation_sequence "COPLOOK_THINK" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @COPLOOK_1050 

:COPLOOK_1002
0605: actor 0@ perform_animation_sequence "COPLOOK_WATCH" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 

:COPLOOK_1050
000A: 4@ += 1 // integer values 

:COPLOOK_1057
0002: jump @COPLOOK_1298 

:COPLOOK_1064
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPLOOK_1159 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" from_file "COP_AMBIENT" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:COPLOOK_1159
0002: jump @COPLOOK_1298 

:COPLOOK_1166
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPLOOK_1248 
0605: actor 0@ perform_animation_sequence "COPLOOK_OUT" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:COPLOOK_1248
0002: jump @COPLOOK_1298 

:COPLOOK_1255
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPLOOK_1291 
0050: gosub @COPLOOK_1300 

:COPLOOK_1291
0002: jump @COPLOOK_1298 

:COPLOOK_1298
0051: return 

:COPLOOK_1300
04EF: release_animation "COP_AMBIENT" 
004E: end_thread 
0051: return 

:COPLOOK_1319
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @COPLOOK_1390 
062E: (unknown) 0@ 1506 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @COPLOOK_1383 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:COPLOOK_1383
0002: jump @COPLOOK_1397 

:COPLOOK_1390
0050: gosub @COPLOOK_1300 

:COPLOOK_1397
0002: jump @COPLOOK_1319 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 58 (TICKET)---------------

:TICKET
03A4: name_thread 'TICKET' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @TICKET_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:TICKET_60
04ED: load_animation "CASINO" 

:TICKET_70
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @TICKET_102 
0001: wait 0 ms 
0002: jump @TICKET_70 

:TICKET_102
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:TICKET_116
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TICKET_180 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @TICKET_166 
0050: gosub @TICKET_194 
0002: jump @TICKET_173 

:TICKET_166
0050: gosub @TICKET_875 

:TICKET_173
0002: jump @TICKET_187 

:TICKET_180
0050: gosub @TICKET_875 

:TICKET_187
0002: jump @TICKET_116 

:TICKET_194
0871: init_jump_table 3@ total_jumps 1 0 @TICKET_271 jumps 1 @TICKET_257 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 

:TICKET_257
0050: gosub @TICKET_273 
0002: jump @TICKET_271 

:TICKET_271
0051: return 

:TICKET_273
0871: init_jump_table 4@ total_jumps 7 0 @TICKET_873 jumps 0 @TICKET_336 1 @TICKET_387 2 @TICKET_472 3 @TICKET_566 4 @TICKET_650 5 @TICKET_736 6 @TICKET_830 

:TICKET_336
0605: actor 0@ perform_animation_sequence "SLOT_IN" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @TICKET_873 

:TICKET_387
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TICKET_465 
0605: actor 0@ perform_animation_sequence "SLOT_BET_01" from_file "CASINO" 4.0 loop 0 0 0 0 2@ ms 
000A: 4@ += 1 // integer values 

:TICKET_465
0002: jump @TICKET_873 

:TICKET_472
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TICKET_559 
0209: 2@ = random_int 5000 10000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" from_file "CASINO" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:TICKET_559
0002: jump @TICKET_873 

:TICKET_566
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TICKET_643 
0605: actor 0@ perform_animation_sequence "SLOT_BET_02" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:TICKET_643
0002: jump @TICKET_873 

:TICKET_650
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TICKET_729 
0605: actor 0@ perform_animation_sequence "SLOT_LOSE_OUT" from_file "CASINO" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:TICKET_729
0002: jump @TICKET_873 

:TICKET_736
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TICKET_823 
0209: 2@ = random_int 4000 8000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" from_file "CASINO" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:TICKET_823
0002: jump @TICKET_873 

:TICKET_830
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @TICKET_866 
0050: gosub @TICKET_875 

:TICKET_866
0002: jump @TICKET_873 

:TICKET_873
0051: return 

:TICKET_875
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 59 (SHOPPER)---------------

:SHOPPER
03A4: name_thread 'SHOPPER' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @SHOPPER_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:SHOPPER_60
04ED: load_animation "INT_SHOP" 

:SHOPPER_72
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @SHOPPER_106 
0001: wait 0 ms 
0002: jump @SHOPPER_72 

:SHOPPER_106
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 

:SHOPPER_120
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @SHOPPER_289 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @SHOPPER_275 
00D6: if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
02E0:   actor $PLAYER_ACTOR aggressive 
004D: jump_if_false @SHOPPER_221 
0004: $1258 = 1 // integer values 
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @SHOPPER_1073 
0002: jump @SHOPPER_268 

:SHOPPER_221
00D6: if 
0038:   $1258 == 1 // integer values 
004D: jump_if_false @SHOPPER_261 
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @SHOPPER_1073 
0002: jump @SHOPPER_268 

:SHOPPER_261
0050: gosub @SHOPPER_303 

:SHOPPER_268
0002: jump @SHOPPER_282 

:SHOPPER_275
0050: gosub @SHOPPER_1057 

:SHOPPER_282
0002: jump @SHOPPER_296 

:SHOPPER_289
0050: gosub @SHOPPER_1057 

:SHOPPER_296
0002: jump @SHOPPER_120 

:SHOPPER_303
0871: init_jump_table 3@ total_jumps 1 0 @SHOPPER_380 jumps 1 @SHOPPER_366 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 

:SHOPPER_366
0050: gosub @SHOPPER_382 
0002: jump @SHOPPER_380 

:SHOPPER_380
0051: return 

:SHOPPER_382
0871: init_jump_table 4@ total_jumps 5 0 @SHOPPER_1055 jumps 0 @SHOPPER_445 1 @SHOPPER_527 2 @SHOPPER_674 3 @SHOPPER_835 4 @SHOPPER_1012 -1 @SHOPPER_1055 -1 @SHOPPER_1055 

:SHOPPER_445
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SHOPPER_520 
0605: actor 0@ perform_animation_sequence "SHOP_IN" from_file "INT_SHOP" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:SHOPPER_520
0002: jump @SHOPPER_1055 

:SHOPPER_527
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SHOPPER_667 
0085: 2@ = 0@ // integer values and handles 
00D6: if 
0019:   2@ > 10000 // integer values 
004D: jump_if_false @SHOPPER_591 
0016: 2@ /= 10000 // integer values 

:SHOPPER_591
00D6: if 
001B:   1000 > 2@ // integer values 
004D: jump_if_false @SHOPPER_618 
000A: 2@ += 2000 // integer values 

:SHOPPER_618
0605: actor 0@ perform_animation_sequence "SHOP_LOOP" from_file "INT_SHOP" 4.0 loop 1 0 0 1 2@ ms 
000A: 4@ += 1 // integer values 

:SHOPPER_667
0002: jump @SHOPPER_1055 

:SHOPPER_674
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SHOPPER_828 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @SHOPPER_779 
0605: actor 0@ perform_animation_sequence "SHOP_LOOKA" from_file "INT_SHOP" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @SHOPPER_821 

:SHOPPER_779
0605: actor 0@ perform_animation_sequence "SHOP_LOOKB" from_file "INT_SHOP" 4.0 loop 0 0 0 0 -1 ms 

:SHOPPER_821
000A: 4@ += 1 // integer values 

:SHOPPER_828
0002: jump @SHOPPER_1055 

:SHOPPER_835
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SHOPPER_1005 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @SHOPPER_945 
0605: actor 0@ perform_animation_sequence "SHOP_OUT" from_file "INT_SHOP" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @SHOPPER_1005 

:SHOPPER_945
0209: 2@ = random_int 3000 6000 
0605: actor 0@ perform_animation_sequence "SHOP_LOOP" from_file "INT_SHOP" 4.0 loop 1 0 0 1 2@ ms 
0006: 4@ = 1 // integer values 

:SHOPPER_1005
0002: jump @SHOPPER_1055 

:SHOPPER_1012
062E: (unknown) 0@ 1541 2@ 
00D6: if 
04A4:   2@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SHOPPER_1048 
0050: gosub @SHOPPER_1057 

:SHOPPER_1048
0002: jump @SHOPPER_1055 

:SHOPPER_1055
0051: return 

:SHOPPER_1057
04EF: release_animation "INT_SHOP" 
004E: end_thread 
0051: return 

:SHOPPER_1073
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @SHOPPER_1143 
062E: (unknown) 0@ 1477 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @SHOPPER_1136 
05C5: AS_actor 0@ cower -2 ms 

:SHOPPER_1136
0002: jump @SHOPPER_1150 

:SHOPPER_1143
0050: gosub @SHOPPER_1057 

:SHOPPER_1150
0002: jump @SHOPPER_1073 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 60 (AMMU)---------------

:AMUNAT
0005: $9585 = 0.0 // floating-point values 
0005: $9586 = 0.0 // floating-point values 
0005: $9587 = 0.0 // floating-point values 
0005: $AMMU_X_OFFSET = 0.0 // floating-point values 
0005: $AMMU_Y_OFFSET = 0.0 // floating-point values 
0005: $AMMU_Z_OFFSET = 0.0 // floating-point values 
0005: $X_CAMERA = 0.0 // floating-point values 
0005: $Y_CAMERA = 0.0 // floating-point values 
0005: $Z_CAMERA = 0.0 // floating-point values 
0005: $AMMU_X_AIM_CAMERA = 0.0 // floating-point values 
0005: $AMMU_Y_AIM_CAMERA = 0.0 // floating-point values 
0005: $AMMU_Z_AIM_CAMERA = 0.0 // floating-point values 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
0005: $AMMU_SELLER_ANGLE = 0.0 // floating-point values 
0004: $2418 = 0 // integer values 
0005: $AMMU_X_SELLER = 0.0 // floating-point values 
0005: $AMMU_Y_SELLER = 0.0 // floating-point values 
0005: $AMMU_Z_SELLER = 0.0 // floating-point values 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 // integer values 
0004: $AMMU_STAGE = 0 // integer values 
0005: $9575 = 0.0 // floating-point values 
0005: $9576 = 0.0 // floating-point values 
0005: $9577 = 0.0 // floating-point values 
0004: $9572 = 0 // integer values 
0004: $9573 = 0 // integer values 
0004: $9574 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9595 = 0 // integer values 
0004: $9594 = 0 // integer values 
0004: $9596 = 0 // integer values 
0004: $9616 = 0 // integer values 
0004: $9597 = 0 // integer values 
0004: $2515 = 0 // integer values 
0004: $9598 = 0 // integer values 
0004: $9599 = 0 // integer values 
0004: $9600 = 0 // integer values 
0004: $9601 = 0 // integer values 
0004: $9602 = 0 // integer values 
0004: $9603 = 0 // integer values 
0004: $9604 = 0 // integer values 
0004: $9605 = 0 // integer values 
0004: $9606 = 0 // integer values 
0004: $9607 = 0 // integer values 
0004: $9608 = 0 // integer values 
0004: $9609 = 0 // integer values 
0004: $9610 = 0 // integer values 
0004: $9611 = 0 // integer values 
0004: $9612 = 0 // integer values 
0004: $9613 = 0 // integer values 
0004: $9614 = 0 // integer values 
0004: $9615 = 0 // integer values 
0004: $9636 = 0 // integer values 
0004: $9637 = 0 // integer values 
0004: $9638 = 0 // integer values 
0002: jump @AMUNAT_525 
018D: $9570 = create_sound 65535 at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
0107: $9571 = create_object $AMMU_SELECTED_WEAPON_MODEL at 1659.635 -1576.514 15.585 
0107: $9543 = create_object $AMMU_SELECTED_WEAPON_MODEL at $9575 $9576 $9577 

:AMUNAT_525
04AE: unknown $SELLER_MODEL radar_icon_or_model 179 
0247: request_model $SELLER_MODEL 
0247: request_model #COLT45 
0247: request_model #TEC9 
0247: request_model #MICRO_UZI 
0247: request_model #CHROMEGUN 
0247: request_model #GRENADE 
0247: request_model #ARMOUR 
0247: request_model #MP5LNG 
0247: request_model #SAWNOFF 
0247: request_model #SILENCED 
0247: request_model #SATCHEL 
0247: request_model #BOMB 
0247: request_model #CUNTGUN 
0247: request_model #SNIPER 
0247: request_model #AK47 
0247: request_model #M4 
0247: request_model #DESERT_EAGLE 
0247: request_model #SHOTGSPA 
038B: load_requested_models 
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'AMUNAT' 

:AMUNAT_640
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMUNAT_7618 
00D6: if 
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @AMUNAT_7604 
00D6: if 
0018:   $AMMU_STAGE > 0 // integer values 
004D: jump_if_false @AMUNAT_762 
00D6: if 
0A0F: (unknown) 
004D: jump_if_false @AMUNAT_762 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 

:AMUNAT_762
00D6: if 
0038:   $AMMU_STAGE == 0 // integer values 
004D: jump_if_false @AMUNAT_1286 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN1' // 8-byte strings 
004D: jump_if_false @AMUNAT_884 
0005: $AMMU_X_OFFSET = 0.0 // floating-point values 
0005: $AMMU_Y_OFFSET = 0.0 // floating-point values 
0005: $AMMU_Z_OFFSET = 0.0 // floating-point values 
0005: $AMMU_PLAYER_ANGLE = 180.0 // floating-point values 
0005: $AMMU_SELLER_ANGLE = 0.0 // floating-point values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
0004: $9584 = 0 // integer values 
0004: $AMMU_STAGE = 1 // integer values 

:AMUNAT_884
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN2' // 8-byte strings 
004D: jump_if_false @AMUNAT_988 
0005: $AMMU_X_OFFSET = -0.765 // floating-point values 
0005: $AMMU_Y_OFFSET = -42.311 // floating-point values 
0005: $AMMU_Z_OFFSET = -0.013 // floating-point values 
0005: $AMMU_PLAYER_ANGLE = 180.0 // floating-point values 
0005: $AMMU_SELLER_ANGLE = 0.0 // floating-point values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
0004: $9584 = 0 // integer values 
0004: $AMMU_STAGE = 1 // integer values 

:AMUNAT_988
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN3' // 8-byte strings 
004D: jump_if_false @AMUNAT_1092 
0005: $AMMU_X_OFFSET = -6.264 // floating-point values 
0005: $AMMU_Y_OFFSET = -71.34 // floating-point values 
0005: $AMMU_Z_OFFSET = -0.002 // floating-point values 
0005: $AMMU_PLAYER_ANGLE = 180.0 // floating-point values 
0005: $AMMU_SELLER_ANGLE = 0.0 // floating-point values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
0004: $9584 = 0 // integer values 
0004: $AMMU_STAGE = 1 // integer values 

:AMUNAT_1092
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN4' // 8-byte strings 
004D: jump_if_false @AMUNAT_1189 
0005: $AMMU_X_OFFSET = 11.642 // floating-point values 
0005: $AMMU_Y_OFFSET = -102.936 // floating-point values 
0005: $AMMU_Z_OFFSET = -1.929 // floating-point values 
0005: $AMMU_PLAYER_ANGLE = 180.0 // floating-point values 
0005: $AMMU_SELLER_ANGLE = 0.0 // floating-point values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
0004: $AMMU_STAGE = 1 // integer values 

:AMUNAT_1189
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN5' // 8-byte strings 
004D: jump_if_false @AMUNAT_1286 
0005: $AMMU_X_OFFSET = 16.285 // floating-point values 
0005: $AMMU_Y_OFFSET = -127.781 // floating-point values 
0005: $AMMU_Z_OFFSET = -1.929 // floating-point values 
0005: $AMMU_PLAYER_ANGLE = 180.0 // floating-point values 
0005: $AMMU_SELLER_ANGLE = 0.0 // floating-point values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
0004: $AMMU_STAGE = 1 // integer values 

:AMUNAT_1286
00D6: if 
0038:   $AMMU_STAGE == 1 // integer values 
004D: jump_if_false @AMUNAT_2318 
03F0: text_draw_toggle 1 
08F8: (unknown) 0 
0005: $X_BUY_MARKER = 296.506 // floating-point values 
0059: $X_BUY_MARKER += $AMMU_X_OFFSET // floating-point values 
0005: $Y_BUY_MARKER = -38.168 // floating-point values 
0059: $Y_BUY_MARKER += $AMMU_Y_OFFSET // floating-point values 
0005: $Z_BUY_MARKER = 1000.547 // floating-point values 
0059: $Z_BUY_MARKER += $AMMU_Z_OFFSET // floating-point values 
0005: $AMMU_X_SELLER = 296.506 // floating-point values 
0059: $AMMU_X_SELLER += $AMMU_X_OFFSET // floating-point values 
0005: $AMMU_Y_SELLER = -40.35 // floating-point values 
0059: $AMMU_Y_SELLER += $AMMU_Y_OFFSET // floating-point values 
0005: $AMMU_Z_SELLER = 1000.54 // floating-point values 
0059: $AMMU_Z_SELLER += $AMMU_Z_OFFSET // floating-point values 
0005: $X_CAMERA = 296.585 // floating-point values 
0059: $X_CAMERA += $AMMU_X_OFFSET // floating-point values 
0005: $Y_CAMERA = -38.345 // floating-point values 
0059: $Y_CAMERA += $AMMU_Y_OFFSET // floating-point values 
0005: $Z_CAMERA = 1002.236 // floating-point values 
0059: $Z_CAMERA += $AMMU_Z_OFFSET // floating-point values 
0005: $AMMU_X_AIM_CAMERA = 296.501 // floating-point values 
0059: $AMMU_X_AIM_CAMERA += $AMMU_X_OFFSET // floating-point values 
0005: $AMMU_Y_AIM_CAMERA = -39.298 // floating-point values 
0059: $AMMU_Y_AIM_CAMERA += $AMMU_Y_OFFSET // floating-point values 
0005: $AMMU_Z_AIM_CAMERA = 1001.943 // floating-point values 
0059: $AMMU_Z_AIM_CAMERA += $AMMU_Z_OFFSET // floating-point values 
009A: $AMMU_SELLER = create_actor 4 $SELLER_MODEL at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
0173: set_actor $AMMU_SELLER z_angle_to $AMMU_SELLER_ANGLE 
02A9: set_actor $AMMU_SELLER immune_to_nonplayer 1 
060B: unknown_actor_use_entity $AMMU_SELLER 65542 
00D6: if 
0018:   $11277 > 2 // integer values 
004D: jump_if_false @AMUNAT_1638 
075F: $AMMU_AVAILABLE_WEAPONS = get_object_model_number 
00D6: if 
0038:   $2574 == 0 // integer values 
004D: jump_if_false @AMUNAT_1631 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2574 = 1 // integer values 

:AMUNAT_1631
0002: jump @AMUNAT_2311 

:AMUNAT_1638
00D6: if 
0018:   $11276 > 7 // integer values 
004D: jump_if_false @AMUNAT_1706 
0004: $AMMU_AVAILABLE_WEAPONS = 15 // integer values 
00D6: if 
0038:   $2573 == 0 // integer values 
004D: jump_if_false @AMUNAT_1699 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2573 = 1 // integer values 

:AMUNAT_1699
0002: jump @AMUNAT_2311 

:AMUNAT_1706
00D6: if 
0018:   $11010 > 9 // integer values 
004D: jump_if_false @AMUNAT_1774 
0004: $AMMU_AVAILABLE_WEAPONS = 14 // integer values 
00D6: if 
0038:   $2572 == 0 // integer values 
004D: jump_if_false @AMUNAT_1767 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2572 = 1 // integer values 

:AMUNAT_1767
0002: jump @AMUNAT_2311 

:AMUNAT_1774
00D6: if 
0018:   $11262 > 0 // integer values 
004D: jump_if_false @AMUNAT_1842 
0004: $AMMU_AVAILABLE_WEAPONS = 13 // integer values 
00D6: if 
0038:   $2571 == 0 // integer values 
004D: jump_if_false @AMUNAT_1835 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2571 = 1 // integer values 

:AMUNAT_1835
0002: jump @AMUNAT_2311 

:AMUNAT_1842
00D6: if 
0018:   $11010 > 7 // integer values 
004D: jump_if_false @AMUNAT_1910 
0004: $AMMU_AVAILABLE_WEAPONS = 12 // integer values 
00D6: if 
0038:   $2570 == 0 // integer values 
004D: jump_if_false @AMUNAT_1903 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2570 = 1 // integer values 

:AMUNAT_1903
0002: jump @AMUNAT_2311 

:AMUNAT_1910
00D6: if 
0018:   $11265 > 0 // integer values 
004D: jump_if_false @AMUNAT_1978 
0004: $AMMU_AVAILABLE_WEAPONS = 11 // integer values 
00D6: if 
0038:   $2569 == 0 // integer values 
004D: jump_if_false @AMUNAT_1971 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2569 = 1 // integer values 

:AMUNAT_1971
0002: jump @AMUNAT_2311 

:AMUNAT_1978
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 1 // integer values 
004D: jump_if_false @AMUNAT_2046 
0004: $AMMU_AVAILABLE_WEAPONS = 10 // integer values 
00D6: if 
0038:   $2568 == 0 // integer values 
004D: jump_if_false @AMUNAT_2039 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2568 = 1 // integer values 

:AMUNAT_2039
0002: jump @AMUNAT_2311 

:AMUNAT_2046
00D6: if 
0018:   $11257 > 4 // integer values 
004D: jump_if_false @AMUNAT_2114 
0004: $AMMU_AVAILABLE_WEAPONS = 9 // integer values 
00D6: if 
0038:   $2567 == 0 // integer values 
004D: jump_if_false @AMUNAT_2107 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2567 = 1 // integer values 

:AMUNAT_2107
0002: jump @AMUNAT_2311 

:AMUNAT_2114
00D6: if 
0018:   $11259 > 3 // integer values 
004D: jump_if_false @AMUNAT_2182 
0004: $AMMU_AVAILABLE_WEAPONS = 8 // integer values 
00D6: if 
0038:   $2566 == 0 // integer values 
004D: jump_if_false @AMUNAT_2175 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2566 = 1 // integer values 

:AMUNAT_2175
0002: jump @AMUNAT_2311 

:AMUNAT_2182
00D6: if 
0018:   $11260 > 2 // integer values 
004D: jump_if_false @AMUNAT_2250 
0004: $AMMU_AVAILABLE_WEAPONS = 7 // integer values 
00D6: if 
0038:   $2565 == 0 // integer values 
004D: jump_if_false @AMUNAT_2243 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2565 = 1 // integer values 

:AMUNAT_2243
0002: jump @AMUNAT_2311 

:AMUNAT_2250
00D6: if 
001A:   2 > $11268 // integer values 
004D: jump_if_false @AMUNAT_2311 
0004: $AMMU_AVAILABLE_WEAPONS = 6 // integer values 
00D6: if 
0038:   $2564 == 0 // integer values 
004D: jump_if_false @AMUNAT_2311 
03E5: text_box 'NEWWEAP'  // j fegyver rkezett a kereskedsbe.
0004: $2564 = 1 // integer values 

:AMUNAT_2311
0004: $AMMU_STAGE = 2 // integer values 

:AMUNAT_2318
00D6: if 
0038:   $AMMU_STAGE == 2 // integer values 
004D: jump_if_false @AMUNAT_2978 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // 8-byte strings 
004D: jump_if_false @AMUNAT_2367 
0050: gosub @AMUNAT_8535 

:AMUNAT_2367
00D6: if 
8118:   not actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_2933 
00D6: if 
0038:   $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0 // integer values 
004D: jump_if_false @AMUNAT_2881 
00D6: if 
0038:   $9584 == 0 // integer values 
004D: jump_if_false @AMUNAT_2480 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" from_file "WEAPONS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
0004: $9584 = 1 // integer values 

:AMUNAT_2480
00D6: if 
0038:   $1863 == 0 // integer values 
004D: jump_if_false @AMUNAT_2700 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
004D: jump_if_false @AMUNAT_2613 
09D5: (unknown) $AMMU_SELLER 327 0 0 1 $10081 
05BA: AS_actor $AMMU_SELLER chew_gum 5 ms 
081A: actor $AMMU_SELLER weapon_skill 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80 
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 // integer values 
0002: jump @AMUNAT_2693 

:AMUNAT_2613
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE 
004D: jump_if_false @AMUNAT_2693 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @AMUNAT_2693 
0004: $9584 = 0 // integer values 
0004: $AMMU_STAGE = 3 // integer values 

:AMUNAT_2693
0002: jump @AMUNAT_2874 

:AMUNAT_2700
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
004D: jump_if_false @AMUNAT_2810 
09D5: (unknown) $AMMU_SELLER 327 0 0 1 $10081 
05BA: AS_actor $AMMU_SELLER chew_gum 5 ms 
081A: actor $AMMU_SELLER weapon_skill 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80 
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 // integer values 
0002: jump @AMUNAT_2874 

:AMUNAT_2810
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE 
004D: jump_if_false @AMUNAT_2874 
0004: $9584 = 0 // integer values 
0004: $AMMU_STAGE = 3 // integer values 

:AMUNAT_2874
0002: jump @AMUNAT_2926 

:AMUNAT_2881
0050: gosub @AMUNAT_8273 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // 8-byte strings 
004D: jump_if_false @AMUNAT_2919 
0050: gosub @AMUNAT_8535 

:AMUNAT_2919
0002: jump @AMUNAT_640 

:AMUNAT_2926
0002: jump @AMUNAT_2978 

:AMUNAT_2933
0050: gosub @AMUNAT_8273 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // 8-byte strings 
004D: jump_if_false @AMUNAT_2971 
0050: gosub @AMUNAT_8535 

:AMUNAT_2971
0002: jump @AMUNAT_640 

:AMUNAT_2978
00D6: if 
0038:   $AMMU_STAGE == 3 // integer values 
004D: jump_if_false @AMUNAT_3062 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD range 1.0 
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0006: 32@ = 0 // integer values 
0004: $AMMU_STAGE = 4 // integer values 

:AMUNAT_3062
00D6: if 
0038:   $AMMU_STAGE == 4 // integer values 
004D: jump_if_false @AMUNAT_3421 
00D6: if 
0118:   actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_3141 
0050: gosub @AMUNAT_8273 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // 8-byte strings 
004D: jump_if_false @AMUNAT_3134 
0050: gosub @AMUNAT_8535 

:AMUNAT_3134
0002: jump @AMUNAT_640 

:AMUNAT_3141
00D6: if 
0038:   $9584 == 0 // integer values 
004D: jump_if_false @AMUNAT_3421 
00D6: if 
0029:   32@ >= 300 // integer values 
004D: jump_if_false @AMUNAT_3421 
08C7: (unknown) $PLAYER_ACTOR $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER 
0173: set_actor $PLAYER_ACTOR z_angle_to $AMMU_PLAYER_ANGLE 
00A0: store_actor $AMMU_SELLER position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $AMMU_X_SELLER // floating-point values 
8044:   not  $2756 == $AMMU_Y_SELLER // floating-point values 
8044:   not  $2757 == $AMMU_Z_SELLER // floating-point values 
004D: jump_if_false @AMUNAT_3271 
00A1: put_actor $AMMU_SELLER at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
0173: set_actor $AMMU_SELLER z_angle_to $AMMU_SELLER_ANGLE 

:AMUNAT_3271
015F: set_camera_position $X_CAMERA $Y_CAMERA $Z_CAMERA 0.0 0.0 0.0 
0160: point_camera $AMMU_X_AIM_CAMERA $AMMU_Y_AIM_CAMERA $AMMU_Z_AIM_CAMERA 2 
09D5: (unknown) $AMMU_SELLER 333 0 0 1 $10081 
00D6: if 
0038:   $2576 == 1 // integer values 
004D: jump_if_false @AMUNAT_3352 
0004: $2575 = 1 // integer values 

:AMUNAT_3352
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMUNAT_3389 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0002: jump @AMUNAT_3403 

:AMUNAT_3389
0050: gosub @AMUNAT_8535 
0002: jump @AMUNAT_640 

:AMUNAT_3403
0581: toggle_radar 0 
0004: $AMMU_STAGE = 5 // integer values 
0004: $9584 = 0 // integer values 

:AMUNAT_3421
00D6: if 
0038:   $AMMU_STAGE == 5 // integer values 
004D: jump_if_false @AMUNAT_4241 
00D6: if 
0118:   actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_3500 
0050: gosub @AMUNAT_8273 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // 8-byte strings 
004D: jump_if_false @AMUNAT_3493 
0050: gosub @AMUNAT_8535 

:AMUNAT_3493
0002: jump @AMUNAT_640 

:AMUNAT_3500
00D6: if 
001A:   1 > $9584 // integer values 
004D: jump_if_false @AMUNAT_3550 
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @AMUNAT_3550 
0050: gosub @AMUNAT_9980 
0050: gosub @AMUNAT_10986 

:AMUNAT_3550
00D6: if 
0038:   $9584 == 0 // integer values 
004D: jump_if_false @AMUNAT_3616 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @AMUNAT_3592 
0004: $9584 = 3 // integer values 

:AMUNAT_3592
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @AMUNAT_3616 
0004: $9584 = 1 // integer values 

:AMUNAT_3616
00D6: if 
0038:   $9584 == 1 // integer values 
004D: jump_if_false @AMUNAT_3862 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @AMUNAT_3862 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @AMUNAT_3683 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:AMUNAT_3683
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @AMUNAT_3715 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 // integer values 

:AMUNAT_3715
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @AMUNAT_3747 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 // integer values 

:AMUNAT_3747
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @AMUNAT_3777 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:AMUNAT_3777
03D5: remove_text 'AMMUA'  // ~s~Ha megveszed ezt a trgyat, akkor trakja a fegyvert ebbe a rekeszbe.
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'AMMUC'  // ~s~Nem vehetsz tbb tltnyt ehhez a fegyverhez.
03D5: remove_text 'AMMUD'  // ~s~Nem vehetsz mg egy golyll mellnyt.
09D5: (unknown) $AMMU_SELLER 331 0 0 1 $10081 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BD: (unknown) 0 
0581: toggle_radar 1 
0004: $9584 = 2 // integer values 

:AMUNAT_3862
00D6: if 
0038:   $9584 == 2 // integer values 
004D: jump_if_false @AMUNAT_4090 
00D6: if 
0038:   $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0 // integer values 
004D: jump_if_false @AMUNAT_3999 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
004D: jump_if_false @AMUNAT_3999 
09D5: (unknown) $AMMU_SELLER 327 0 0 1 $10081 
05BA: AS_actor $AMMU_SELLER chew_gum 5 ms 
081A: actor $AMMU_SELLER weapon_skill 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80 
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 // integer values 

:AMUNAT_3999
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 
004D: jump_if_false @AMUNAT_4090 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9544 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $AMMU_STAGE = 2 // integer values 
0004: $9584 = 0 // integer values 

:AMUNAT_4090
00D6: if 
0038:   $9584 == 3 // integer values 
004D: jump_if_false @AMUNAT_4241 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @AMUNAT_4241 
08D8: $9637 = panel $2419 selected_row 
05A9: s$9549 = $2450($9637,12s) // 8-byte strings 
00D6: if 
001A:   0 > $9637 // integer values 
004D: jump_if_false @AMUNAT_4170 
0004: $9637 = 0 // integer values 

:AMUNAT_4170
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @AMUNAT_4202 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:AMUNAT_4202
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @AMUNAT_4227 
0050: gosub @AMUNAT_11388 

:AMUNAT_4227
0004: $9584 = 0 // integer values 
0004: $AMMU_STAGE = 6 // integer values 

:AMUNAT_4241
00D6: if 
0038:   $AMMU_STAGE == 6 // integer values 
004D: jump_if_false @AMUNAT_5565 
00D6: if 
0118:   actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_4320 
0050: gosub @AMUNAT_8273 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // 8-byte strings 
004D: jump_if_false @AMUNAT_4313 
0050: gosub @AMUNAT_8535 

:AMUNAT_4313
0002: jump @AMUNAT_640 

:AMUNAT_4320
00D6: if 
001A:   1 > $9584 // integer values 
004D: jump_if_false @AMUNAT_4363 
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @AMUNAT_4363 
0050: gosub @AMUNAT_11388 

:AMUNAT_4363
00D6: if 
0038:   $9584 == 0 // integer values 
004D: jump_if_false @AMUNAT_4429 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @AMUNAT_4405 
0004: $9584 = 2 // integer values 

:AMUNAT_4405
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @AMUNAT_4429 
0004: $9584 = 1 // integer values 

:AMUNAT_4429
00D6: if 
0038:   $9584 == 1 // integer values 
004D: jump_if_false @AMUNAT_4542 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @AMUNAT_4542 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @AMUNAT_4496 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 // integer values 

:AMUNAT_4496
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @AMUNAT_4528 
0050: gosub @AMUNAT_9980 
0050: gosub @AMUNAT_10986 

:AMUNAT_4528
0004: $9584 = 0 // integer values 
0004: $AMMU_STAGE = 5 // integer values 

:AMUNAT_4542
00D6: if 
0038:   $9584 == 2 // integer values 
004D: jump_if_false @AMUNAT_4834 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @AMUNAT_4834 
08D8: $9638 = panel $2423 selected_row 
00D6: if 
001A:   0 > $9638 // integer values 
004D: jump_if_false @AMUNAT_4610 
0004: $9638 = 0 // integer values 

:AMUNAT_4610
0084: $AMMU_SELECTED_WEAPON = $9633($9638,3i) // integer values and handles 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $AMMU_SELECTED_WEAPON 
0761: $AMMU_WEAPON_COST = get_price_from_object_model $AMMU_SELECTED_WEAPON 
00D6: if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_4679 
0782: (unknown) $AMMU_SELECTED_WEAPON $AMMU_SELECTED_WEAPON_WEAPON_GROUP 
0781: (unknown) $AMMU_SELECTED_WEAPON $AMMU_SELECTED_WEAPON_MODEL 
0002: jump @AMUNAT_4687 

:AMUNAT_4679
04AE: unknown $AMMU_SELECTED_WEAPON_MODEL radar_icon_or_model 373 

:AMUNAT_4687
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @AMUNAT_4719 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 // integer values 

:AMUNAT_4719
0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_IN" from_file "WEAPONS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
00D6: if 
0611:   actor $AMMU_SELLER animation_is "SHP_G_LIFT_IN" 
004D: jump_if_false @AMUNAT_4827 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time 

:AMUNAT_4827
0004: $9584 = 3 // integer values 

:AMUNAT_4834
00D6: if 
0038:   $9584 == 3 // integer values 
004D: jump_if_false @AMUNAT_4934 
00D6: if 
0611:   actor $AMMU_SELLER animation_is "SHP_G_LIFT_IN" 
004D: jump_if_false @AMUNAT_4906 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time 

:AMUNAT_4906
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 // floating-point values 
004D: jump_if_false @AMUNAT_4934 
0004: $9584 = 4 // integer values 

:AMUNAT_4934
00D6: if 
0038:   $9584 == 4 // integer values 
004D: jump_if_false @AMUNAT_5110 
0107: $9543 = create_object $AMMU_SELECTED_WEAPON_MODEL at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
0050: gosub @AMUNAT_8960 
0050: gosub @AMUNAT_9615 
070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
0550: keep_object $9543 in_memory 0 
0812: AS_actor $AMMU_SELLER perform_animation v$9554 from_file "WEAPONS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
00D6: if 
0611:   actor $AMMU_SELLER animation_is v$9554 
004D: jump_if_false @AMUNAT_5103 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time 

:AMUNAT_5103
0004: $9584 = 5 // integer values 

:AMUNAT_5110
00D6: if 
0038:   $9584 == 5 // integer values 
004D: jump_if_false @AMUNAT_5300 
00D6: if 
0611:   actor $AMMU_SELLER animation_is v$9554 
004D: jump_if_false @AMUNAT_5158 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time 

:AMUNAT_5158
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 // floating-point values 
004D: jump_if_false @AMUNAT_5300 
070B: (unknown) $AMMU_SELLER 0 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1131 
01BC: put_object $9543 at $9585 $9586 $9587 
0550: keep_object $9543 in_memory 1 
0812: AS_actor $AMMU_SELLER perform_animation v$9558 from_file "WEAPONS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
00D6: if 
0611:   actor $AMMU_SELLER animation_is v$9558 
004D: jump_if_false @AMUNAT_5293 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time 

:AMUNAT_5293
0004: $9584 = 6 // integer values 

:AMUNAT_5300
00D6: if 
0038:   $9584 == 6 // integer values 
004D: jump_if_false @AMUNAT_5565 
00D6: if 
0611:   actor $AMMU_SELLER animation_is v$9558 
004D: jump_if_false @AMUNAT_5348 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time 

:AMUNAT_5348
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 // floating-point values 
004D: jump_if_false @AMUNAT_5565 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" from_file "WEAPONS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @AMUNAT_5448 
0050: gosub @AMUNAT_7632 

:AMUNAT_5448
00D6: if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_5551 
0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // integer values and handles 
0008: $9578 += 1 // integer values 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group $9578 weapon $9572 ammo $9573 model $9574 
00D6: if 
803A:   not  $9572 == $AMMU_SELECTED_WEAPON // integer values and handles 
004D: jump_if_false @AMUNAT_5551 
00D6: if 
0018:   $9573 > 0 // integer values 
004D: jump_if_false @AMUNAT_5551 
00BC: text_highpriority 'AMMUA' 5000 ms 1  // ~s~Ha megveszed ezt a trgyat, akkor trakja a fegyvert ebbe a rekeszbe.

:AMUNAT_5551
0004: $AMMU_STAGE = 7 // integer values 
0004: $9584 = 0 // integer values 

:AMUNAT_5565
00D6: if 
0038:   $AMMU_STAGE == 7 // integer values 
004D: jump_if_false @AMUNAT_7597 
00D6: if 
0118:   actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_5644 
0050: gosub @AMUNAT_8273 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // 8-byte strings 
004D: jump_if_false @AMUNAT_5637 
0050: gosub @AMUNAT_8535 

:AMUNAT_5637
0002: jump @AMUNAT_640 

:AMUNAT_5644
00D6: if 
001A:   1 > $9584 // integer values 
004D: jump_if_false @AMUNAT_5687 
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @AMUNAT_5687 
0050: gosub @AMUNAT_7632 

:AMUNAT_5687
00D6: if 
0038:   $9584 == 0 // integer values 
004D: jump_if_false @AMUNAT_5753 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @AMUNAT_5729 
0004: $9584 = 5 // integer values 

:AMUNAT_5729
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @AMUNAT_5753 
0004: $9584 = 1 // integer values 

:AMUNAT_5753
00D6: if 
0038:   $9584 == 1 // integer values 
004D: jump_if_false @AMUNAT_5899 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @AMUNAT_5899 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @AMUNAT_5820 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 // integer values 

:AMUNAT_5820
0812: AS_actor $AMMU_SELLER perform_animation v$AMMU_SELLER_ANIMATION from_file "WEAPONS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
00D6: if 
0611:   actor $AMMU_SELLER animation_is v$AMMU_SELLER_ANIMATION 
004D: jump_if_false @AMUNAT_5892 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time 

:AMUNAT_5892
0004: $9584 = 2 // integer values 

:AMUNAT_5899
00D6: if 
0038:   $9584 == 2 // integer values 
004D: jump_if_false @AMUNAT_6095 
00D6: if 
0611:   actor $AMMU_SELLER animation_is v$AMMU_SELLER_ANIMATION 
004D: jump_if_false @AMUNAT_5947 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time 

:AMUNAT_5947
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 // floating-point values 
004D: jump_if_false @AMUNAT_6095 
070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
0550: keep_object $9543 in_memory 0 
0812: AS_actor $AMMU_SELLER perform_animation v$9566 from_file "WEAPONS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
00D6: if 
0611:   actor $AMMU_SELLER animation_is v$9566 
004D: jump_if_false @AMUNAT_6088 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time 

:AMUNAT_6088
0004: $9584 = 3 // integer values 

:AMUNAT_6095
00D6: if 
0038:   $9584 == 3 // integer values 
004D: jump_if_false @AMUNAT_6317 
00D6: if 
0611:   actor $AMMU_SELLER animation_is v$9566 
004D: jump_if_false @AMUNAT_6143 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time 

:AMUNAT_6143
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 // floating-point values 
004D: jump_if_false @AMUNAT_6317 
070B: (unknown) $AMMU_SELLER 0 
01BC: put_object $9543 at $9585 $9586 $9587 
0550: keep_object $9543 in_memory 1 
0050: gosub @AMUNAT_8953 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_OUT" from_file "WEAPONS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
00D6: if 
0611:   actor $AMMU_SELLER animation_is "SHP_G_LIFT_OUT" 
004D: jump_if_false @AMUNAT_6310 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6310
0004: $9584 = 4 // integer values 

:AMUNAT_6317
00D6: if 
0038:   $9584 == 4 // integer values 
004D: jump_if_false @AMUNAT_6480 
00D6: if 
0611:   actor $AMMU_SELLER animation_is "SHP_G_LIFT_OUT" 
004D: jump_if_false @AMUNAT_6391 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6391
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 // floating-point values 
004D: jump_if_false @AMUNAT_6480 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" from_file "WEAPONS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 // floating-point values 
0004: $9584 = 0 // integer values 
0004: $AMMU_STAGE = 6 // integer values 

:AMUNAT_6480
00D6: if 
0038:   $9584 == 5 // integer values 
004D: jump_if_false @AMUNAT_7048 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @AMUNAT_7048 
03D5: remove_text 'AMMUA'  // ~s~Ha megveszed ezt a trgyat, akkor trakja a fegyvert ebbe a rekeszbe.
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'AMMUC'  // ~s~Nem vehetsz tbb tltnyt ehhez a fegyverhez.
03D5: remove_text 'AMMUD'  // ~s~Nem vehetsz mg egy golyll mellnyt.
0004: $2544 = 0 // integer values 
0004: $9596 = 0 // integer values 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $AMMU_WEAPON_COST // integer values 
004D: jump_if_false @AMUNAT_6969 
00D6: if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_6791 
041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_SELECTED_WEAPON ammo 
00D6: if 
001A:   9999 > $9573 // integer values 
004D: jump_if_false @AMUNAT_6705 
0790: (unknown) $AMMU_SELECTED_WEAPON 
09D5: (unknown) $AMMU_SELLER 323 0 0 1 $10081 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1052 
0004: $9584 = 6 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @AMUNAT_6784 

:AMUNAT_6705
00D6: if 
0038:   $9596 == 0 // integer values 
004D: jump_if_false @AMUNAT_6784 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1053 
00BC: text_highpriority 'AMMUC' 5000 ms 1  // ~s~Nem vehetsz tbb tltnyt ehhez a fegyverhez.
09D5: (unknown) $AMMU_SELLER 322 0 0 1 $10081 
0004: $9584 = 0 // integer values 
0004: $9596 = 1 // integer values 

:AMUNAT_6784
0002: jump @AMUNAT_6962 

:AMUNAT_6791
04DD: $9594 = actor $PLAYER_ACTOR armour 
0945: $9595 = player $PLAYER_CHAR max_armor 
00D6: if 
001C:   $9595 > $9594 // integer values 
004D: jump_if_false @AMUNAT_6883 
09D5: (unknown) $AMMU_SELLER 323 0 0 1 $10081 
0790: (unknown) $AMMU_SELECTED_WEAPON 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1052 
0004: $9584 = 6 // integer values 
0006: 33@ = 0 // integer values 
0002: jump @AMUNAT_6962 

:AMUNAT_6883
00D6: if 
0038:   $9596 == 0 // integer values 
004D: jump_if_false @AMUNAT_6962 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1053 
09D5: (unknown) $AMMU_SELLER 322 0 0 1 $10081 
00BC: text_highpriority 'AMMUD' 5000 ms 1  // ~s~Nem vehetsz mg egy golyll mellnyt.
0004: $9584 = 0 // integer values 
0004: $9596 = 1 // integer values 

:AMUNAT_6962
0002: jump @AMUNAT_7048 

:AMUNAT_6969
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @AMUNAT_7048 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1053 
09D5: (unknown) $AMMU_SELLER 324 0 0 1 $10081 
00BC: text_highpriority 'SHOPNO' 5000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $9584 = 0 // integer values 
0004: $2544 = 1 // integer values 

:AMUNAT_7048
00D6: if 
0038:   $9584 == 6 // integer values 
004D: jump_if_false @AMUNAT_7480 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @AMUNAT_7098 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:AMUNAT_7098
00D6: if 
0038:   $2422 == 0 // integer values 
004D: jump_if_false @AMUNAT_7466 
08D4: $2421 = create_panel_with_title 'AMMUN' position 29.0 20.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fegyverkeresked
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Fegyver // Megvsrol
08D6: set_panel $2421 column 1 alignment 0 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2421 column 1 row 0 text_1number 'DOLLAR' $AMMU_WEAPON_COST  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 // integer values 

:AMUNAT_7466
0006: 33@ = 0 // integer values 
0004: $9584 = 7 // integer values 

:AMUNAT_7480
00D6: if 
0038:   $9584 == 7 // integer values 
004D: jump_if_false @AMUNAT_7597 
00D6: if 
0029:   33@ >= 1000 // integer values 
004D: jump_if_false @AMUNAT_7597 
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @AMUNAT_7547 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:AMUNAT_7547
0004: $9584 = 0 // integer values 
00D6: if 
001A:   1 > $9584 // integer values 
004D: jump_if_false @AMUNAT_7597 
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @AMUNAT_7597 
0050: gosub @AMUNAT_7632 

:AMUNAT_7597
0002: jump @AMUNAT_7611 

:AMUNAT_7604
0050: gosub @AMUNAT_8535 

:AMUNAT_7611
0002: jump @AMUNAT_7625 

:AMUNAT_7618
0050: gosub @AMUNAT_8535 

:AMUNAT_7625
0002: jump @AMUNAT_640 

:AMUNAT_7632
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @AMUNAT_8271 
0512: permanent_text_box 'AMMU_H3'  // ~k~~PED_SPRINT~ Megvesz~N~~k~~VEHICLE_ENTER_EXIT~ Vissza.
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_7723 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_7964 

:AMUNAT_7723
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_7785 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_7964 

:AMUNAT_7785
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_7847 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_7964 

:AMUNAT_7847
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_7909 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_7964 

:AMUNAT_7909
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_7964 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fegyverkeresked

:AMUNAT_7964
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'WEAPON' data s$AMMU_WEAPON_NAME 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Fegyver
08D6: set_panel $2417 column 1 alignment 0 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2417 column 1 row 0 text_1number 'DOLLAR' $AMMU_WEAPON_COST  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 // integer values 

:AMUNAT_8271
0051: return 

:AMUNAT_8273
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @AMUNAT_8305 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:AMUNAT_8305
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @AMUNAT_8337 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 // integer values 

:AMUNAT_8337
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @AMUNAT_8369 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 // integer values 

:AMUNAT_8369
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @AMUNAT_8399 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:AMUNAT_8399
00D6: if 
0028:   $AMMU_STAGE >= 1 // integer values 
004D: jump_if_false @AMUNAT_8419 
03E6: remove_text_box 

:AMUNAT_8419
03D5: remove_text 'AMMUA'  // ~s~Ha megveszed ezt a trgyat, akkor trakja a fegyvert ebbe a rekeszbe.
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'AMMUC'  // ~s~Nem vehetsz tbb tltnyt ehhez a fegyverhez.
03D5: remove_text 'AMMUD'  // ~s~Nem vehetsz mg egy golyll mellnyt.
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9544 = 0 // integer values 
0004: $9584 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9596 = 0 // integer values 
0004: $AMMU_STAGE = 2 // integer values 
0051: return 

:AMUNAT_8535
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @AMUNAT_8567 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:AMUNAT_8567
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @AMUNAT_8599 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 // integer values 

:AMUNAT_8599
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @AMUNAT_8631 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 // integer values 

:AMUNAT_8631
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @AMUNAT_8661 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:AMUNAT_8661
00D6: if 
0028:   $AMMU_STAGE >= 1 // integer values 
004D: jump_if_false @AMUNAT_8681 
03E6: remove_text_box 

:AMUNAT_8681
03D5: remove_text 'AMMUA'  // ~s~Ha megveszed ezt a trgyat, akkor trakja a fegyvert ebbe a rekeszbe.
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'AMMUC'  // ~s~Nem vehetsz tbb tltnyt ehhez a fegyverhez.
03D5: remove_text 'AMMUD'  // ~s~Nem vehetsz mg egy golyll mellnyt.
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 // integer values 
0004: $9544 = 0 // integer values 
0004: $9584 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9596 = 0 // integer values 
0004: $AMMU_STAGE = 0 // integer values 
0249: release_model #COLT45 
0249: release_model #SILENCED 
0249: release_model #DESERT_EAGLE 
0249: release_model #CHROMEGUN 
0249: release_model #SAWNOFF 
0249: release_model #SHOTGSPA 
0249: release_model #GRENADE 
0249: release_model #MICRO_UZI 
0249: release_model #MP5LNG 
0249: release_model #TEC9 
0249: release_model #AK47 
0249: release_model #M4 
0249: release_model #CUNTGUN 
0249: release_model #SNIPER 
0249: release_model #ARMOUR 
0249: release_model #SATCHEL 
0249: release_model #BOMB 
03F0: text_draw_toggle 0 
0249: release_model $SELLER_MODEL 
009B: destroy_actor_instantly $AMMU_SELLER 
08F8: (unknown) 1 
0581: toggle_radar 1 
09BD: (unknown) 0 
00D6: if 
0038:   $5274 == 1 // integer values 
004D: jump_if_false @AMUNAT_8949 
03E5: text_box 'ANR_56'  // j fegyver-kihvs elrhet.
0004: $5274 = 0 // integer values 

:AMUNAT_8949
004E: end_thread 
0051: return 

:AMUNAT_8953
0108: destroy_object $9543 
0051: return 

:AMUNAT_8960
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9113 
06D1: v$9554 = "SHP_2H_LIFT" // 16-byte strings 
06D1: v$9558 = "SHP_2H_LIFT_END" // 16-byte strings 
0086: $9585 = $AMMU_X_SELLER // floating-point values only 
0009: $9585 += 0.231 // floating-point values 
0086: $9586 = $AMMU_Y_SELLER // floating-point values only 
0009: $9586 += 0.636 // floating-point values 
0086: $9587 = $AMMU_Z_SELLER // floating-point values only 
0009: $9587 += 1.053 // floating-point values 

:AMUNAT_9113
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9226 
06D1: v$9554 = "SHP_2H_LIFT" // 16-byte strings 
06D1: v$9558 = "SHP_2H_LIFT_END" // 16-byte strings 
0086: $9585 = $AMMU_X_SELLER // floating-point values only 
0009: $9585 += 0.231 // floating-point values 
0086: $9586 = $AMMU_Y_SELLER // floating-point values only 
0009: $9586 += 0.636 // floating-point values 
0086: $9587 = $AMMU_Z_SELLER // floating-point values only 
0009: $9587 += 1.053 // floating-point values 

:AMUNAT_9226
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9379 
06D1: v$9554 = "SHP_1H_LIFT" // 16-byte strings 
06D1: v$9558 = "SHP_1H_LIFT_END" // 16-byte strings 
0086: $9585 = $AMMU_X_SELLER // floating-point values only 
0009: $9585 += 0.108 // floating-point values 
0086: $9586 = $AMMU_Y_SELLER // floating-point values only 
0009: $9586 += 0.654 // floating-point values 
0086: $9587 = $AMMU_Z_SELLER // floating-point values only 
0009: $9587 += 1.053 // floating-point values 

:AMUNAT_9379
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9500 
06D1: v$9554 = "SHP_1H_LIFT" // 16-byte strings 
06D1: v$9558 = "SHP_1H_LIFT_END" // 16-byte strings 
0086: $9585 = $AMMU_X_SELLER // floating-point values only 
0009: $9585 += 0.108 // floating-point values 
0086: $9586 = $AMMU_Y_SELLER // floating-point values only 
0009: $9586 += 0.654 // floating-point values 
0086: $9587 = $AMMU_Z_SELLER // floating-point values only 
0009: $9587 += 1.053 // floating-point values 

:AMUNAT_9500
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9613 
06D1: v$9554 = "SHP_AR_LIFT" // 16-byte strings 
06D1: v$9558 = "SHP_AR_LIFT_END" // 16-byte strings 
0086: $9585 = $AMMU_X_SELLER // floating-point values only 
0009: $9585 += 0.175 // floating-point values 
0086: $9586 = $AMMU_Y_SELLER // floating-point values only 
0009: $9586 += 0.676 // floating-point values 
0086: $9587 = $AMMU_Z_SELLER // floating-point values only 
0009: $9587 += 1.5 // floating-point values 

:AMUNAT_9613
0051: return 

:AMUNAT_9615
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9710 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // 16-byte strings 
06D1: v$9566 = "SHP_2H_RET" // 16-byte strings 

:AMUNAT_9710
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9765 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // 16-byte strings 
06D1: v$9566 = "SHP_2H_RET" // 16-byte strings 

:AMUNAT_9765
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9860 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // 16-byte strings 
06D1: v$9566 = "SHP_1H_RET" // 16-byte strings 

:AMUNAT_9860
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // integer values OR floating-point values 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9923 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // 16-byte strings 
06D1: v$9566 = "SHP_1H_RET" // 16-byte strings 

:AMUNAT_9923
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_9978 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // 16-byte strings 
06D1: v$9566 = "SHP_AR_RET" // 16-byte strings 

:AMUNAT_9978
0051: return 

:AMUNAT_9980
0004: $9597 = 0 // integer values 
0004: $9616 = 0 // integer values 
0004: $2515 = 0 // integer values 
0004: $9598 = 0 // integer values 
0004: $9599 = 0 // integer values 
0004: $9600 = 0 // integer values 
0004: $9601 = 0 // integer values 
0004: $9602 = 0 // integer values 
0004: $9603 = 0 // integer values 
0004: $9604 = 0 // integer values 
0004: $9605 = 0 // integer values 
0004: $9606 = 0 // integer values 
0004: $9607 = 0 // integer values 
0004: $9608 = 0 // integer values 
0004: $9609 = 0 // integer values 
0004: $9610 = 0 // integer values 
0004: $9611 = 0 // integer values 
0004: $9612 = 0 // integer values 
0004: $9613 = 0 // integer values 
0004: $9614 = 0 // integer values 
0004: $9615 = 0 // integer values 

:AMUNAT_10127
00D6: if 
001C:   $AMMU_AVAILABLE_WEAPONS > $9597 // integer values 
004D: jump_if_false @AMUNAT_10904 
0760: (unknown) $9597 $AMMU_SELECTED_WEAPON 
0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 16 0 @AMUNAT_10890 jumps 16 @AMUNAT_10738 22 @AMUNAT_10282 23 @AMUNAT_10282 24 @AMUNAT_10282 25 @AMUNAT_10358 26 @AMUNAT_10358 27 @AMUNAT_10358 
0872: jump_table_jumps 28 @AMUNAT_10434 29 @AMUNAT_10510 30 @AMUNAT_10586 31 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 39 @AMUNAT_10738 48 @AMUNAT_10814 

:AMUNAT_10282
0084: $9617($9598,3i) = $AMMU_SELECTED_WEAPON // integer values and handles 
0008: $9598 += 1 // integer values 
00D6: if 
0038:   $9607 == 0 // integer values 
004D: jump_if_false @AMUNAT_10351 
05A9: $2450($9616,12s) = 'GUN1' // 8-byte strings  // Pisztolyok
0008: $9616 += 1 // integer values 
0004: $9607 = 1 // integer values 

:AMUNAT_10351
0002: jump @AMUNAT_10890 

:AMUNAT_10358
0084: $9620($9599,3i) = $AMMU_SELECTED_WEAPON // integer values and handles 
0008: $9599 += 1 // integer values 
00D6: if 
0038:   $9608 == 0 // integer values 
004D: jump_if_false @AMUNAT_10427 
05A9: $2450($9616,12s) = 'GUN2' // 8-byte strings  // Srtes puskk
0008: $9616 += 1 // integer values 
0004: $9608 = 1 // integer values 

:AMUNAT_10427
0002: jump @AMUNAT_10890 

:AMUNAT_10434
0084: $9623($9600,2i) = $AMMU_SELECTED_WEAPON // integer values and handles 
0008: $9600 += 1 // integer values 
00D6: if 
0038:   $9609 == 0 // integer values 
004D: jump_if_false @AMUNAT_10503 
05A9: $2450($9616,12s) = 'GUN3' // 8-byte strings  // Mikro SMG
0008: $9616 += 1 // integer values 
0004: $9609 = 1 // integer values 

:AMUNAT_10503
0002: jump @AMUNAT_10890 

:AMUNAT_10510
0084: $9625($9601,1i) = $AMMU_SELECTED_WEAPON // integer values and handles 
0008: $9601 += 1 // integer values 
00D6: if 
0038:   $9610 == 0 // integer values 
004D: jump_if_false @AMUNAT_10579 
05A9: $2450($9616,12s) = 'GUN4' // 8-byte strings  // SMG gppisztoly
0008: $9616 += 1 // integer values 
0004: $9610 = 1 // integer values 

:AMUNAT_10579
0002: jump @AMUNAT_10890 

:AMUNAT_10586
0084: $9626($9602,2i) = $AMMU_SELECTED_WEAPON // integer values and handles 
0008: $9602 += 1 // integer values 
00D6: if 
0038:   $9611 == 0 // integer values 
004D: jump_if_false @AMUNAT_10655 
05A9: $2450($9616,12s) = 'GUN5' // 8-byte strings  // Gpkarably
0008: $9616 += 1 // integer values 
0004: $9611 = 1 // integer values 

:AMUNAT_10655
0002: jump @AMUNAT_10890 

:AMUNAT_10662
0084: $9628($9604,2i) = $AMMU_SELECTED_WEAPON // integer values and handles 
0008: $9604 += 1 // integer values 
00D6: if 
0038:   $9612 == 0 // integer values 
004D: jump_if_false @AMUNAT_10731 
05A9: $2450($9616,12s) = 'GUN6' // 8-byte strings  // Puskk
0008: $9616 += 1 // integer values 
0004: $9612 = 1 // integer values 

:AMUNAT_10731
0002: jump @AMUNAT_10890 

:AMUNAT_10738
0084: $9630($9603,2i) = $AMMU_SELECTED_WEAPON // integer values and handles 
0008: $9603 += 1 // integer values 
00D6: if 
0038:   $9613 == 0 // integer values 
004D: jump_if_false @AMUNAT_10807 
05A9: $2450($9616,12s) = 'GUN7' // 8-byte strings  // Robbantszer
0008: $9616 += 1 // integer values 
0004: $9613 = 1 // integer values 

:AMUNAT_10807
0002: jump @AMUNAT_10890 

:AMUNAT_10814
0084: $9632($9605,1i) = $AMMU_SELECTED_WEAPON // integer values and handles 
0008: $9605 += 1 // integer values 
00D6: if 
0038:   $9614 == 0 // integer values 
004D: jump_if_false @AMUNAT_10883 
05A9: $2450($9616,12s) = 'GUN8' // 8-byte strings  // Golyll mellny
0008: $9616 += 1 // integer values 
0004: $9614 = 1 // integer values 

:AMUNAT_10883
0002: jump @AMUNAT_10890 

:AMUNAT_10890
0008: $9597 += 1 // integer values 
0002: jump @AMUNAT_10127 

:AMUNAT_10904
0084: $2515 = $9616 // integer values and handles 

:AMUNAT_10912
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @AMUNAT_10984 
0004: $2438($2515,12i) = -1 // integer values 
0004: $2426($2515,12i) = 0 // integer values 
05A9: $2450($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @AMUNAT_10912 

:AMUNAT_10984
0051: return 

:AMUNAT_10986
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @AMUNAT_11386 
0512: permanent_text_box 'AMMU_H'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z)~k~~GO_BACK~-t. hogy kivlassz egy fegyvert.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps.
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_11077 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_11318 

:AMUNAT_11077
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_11139 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_11318 

:AMUNAT_11139
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_11201 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_11318 

:AMUNAT_11201
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_11263 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_11318 

:AMUNAT_11263
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_11318 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked

:AMUNAT_11318
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2420 = 1 // integer values 

:AMUNAT_11386
0051: return 

:AMUNAT_11388
0004: $9636 = 0 // integer values 
00D6: if 
05AD:   s$9549 == 'GUN1' // 8-byte strings 
004D: jump_if_false @AMUNAT_11493 

:AMUNAT_11420
00D6: if 
001C:   $9598 > $9636 // integer values 
004D: jump_if_false @AMUNAT_11493 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $9617($9636,3i) 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // 8-byte strings 
0084: $9633($9636,3i) = $9617($9636,3i) // integer values and handles 
0008: $9636 += 1 // integer values 
0002: jump @AMUNAT_11420 

:AMUNAT_11493
00D6: if 
05AD:   s$9549 == 'GUN2' // 8-byte strings 
004D: jump_if_false @AMUNAT_11591 

:AMUNAT_11518
00D6: if 
001C:   $9599 > $9636 // integer values 
004D: jump_if_false @AMUNAT_11591 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $9620($9636,3i) 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // 8-byte strings 
0084: $9633($9636,3i) = $9620($9636,3i) // integer values and handles 
0008: $9636 += 1 // integer values 
0002: jump @AMUNAT_11518 

:AMUNAT_11591
00D6: if 
05AD:   s$9549 == 'GUN3' // 8-byte strings 
004D: jump_if_false @AMUNAT_11689 

:AMUNAT_11616
00D6: if 
001C:   $9600 > $9636 // integer values 
004D: jump_if_false @AMUNAT_11689 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $9623($9636,2i) 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // 8-byte strings 
0084: $9633($9636,3i) = $9623($9636,2i) // integer values and handles 
0008: $9636 += 1 // integer values 
0002: jump @AMUNAT_11616 

:AMUNAT_11689
00D6: if 
05AD:   s$9549 == 'GUN4' // 8-byte strings 
004D: jump_if_false @AMUNAT_11787 

:AMUNAT_11714
00D6: if 
001C:   $9601 > $9636 // integer values 
004D: jump_if_false @AMUNAT_11787 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $9625($9636,1i) 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // 8-byte strings 
0084: $9633($9636,3i) = $9625($9636,1i) // integer values and handles 
0008: $9636 += 1 // integer values 
0002: jump @AMUNAT_11714 

:AMUNAT_11787
00D6: if 
05AD:   s$9549 == 'GUN5' // 8-byte strings 
004D: jump_if_false @AMUNAT_11885 

:AMUNAT_11812
00D6: if 
001C:   $9602 > $9636 // integer values 
004D: jump_if_false @AMUNAT_11885 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $9626($9636,2i) 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // 8-byte strings 
0084: $9633($9636,3i) = $9626($9636,2i) // integer values and handles 
0008: $9636 += 1 // integer values 
0002: jump @AMUNAT_11812 

:AMUNAT_11885
00D6: if 
05AD:   s$9549 == 'GUN6' // 8-byte strings 
004D: jump_if_false @AMUNAT_11983 

:AMUNAT_11910
00D6: if 
001C:   $9604 > $9636 // integer values 
004D: jump_if_false @AMUNAT_11983 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $9628($9636,2i) 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // 8-byte strings 
0084: $9633($9636,3i) = $9628($9636,2i) // integer values and handles 
0008: $9636 += 1 // integer values 
0002: jump @AMUNAT_11910 

:AMUNAT_11983
00D6: if 
05AD:   s$9549 == 'GUN7' // 8-byte strings 
004D: jump_if_false @AMUNAT_12081 

:AMUNAT_12008
00D6: if 
001C:   $9603 > $9636 // integer values 
004D: jump_if_false @AMUNAT_12081 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $9630($9636,2i) 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // 8-byte strings 
0084: $9633($9636,3i) = $9630($9636,2i) // integer values and handles 
0008: $9636 += 1 // integer values 
0002: jump @AMUNAT_12008 

:AMUNAT_12081
00D6: if 
05AD:   s$9549 == 'GUN8' // 8-byte strings 
004D: jump_if_false @AMUNAT_12179 

:AMUNAT_12106
00D6: if 
001C:   $9605 > $9636 // integer values 
004D: jump_if_false @AMUNAT_12179 
078C: s$AMMU_WEAPON_NAME = get_name_from_object_model $9632($9636,1i) 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // 8-byte strings 
0084: $9633($9636,3i) = $9632($9636,1i) // integer values and handles 
0008: $9636 += 1 // integer values 
0002: jump @AMUNAT_12106 

:AMUNAT_12179
0084: $2515 = $9636 // integer values and handles 

:AMUNAT_12187
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @AMUNAT_12259 
0004: $2438($2515,12i) = -1 // integer values 
0004: $2426($2515,12i) = 0 // integer values 
05A9: $2450($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @AMUNAT_12187 

:AMUNAT_12259
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @AMUNAT_12659 
0512: permanent_text_box 'AMMU_H2'  // Hasznld a(z) ~k~~GO_FORWARD~ s ~k~~GO_BACK~-t, hogy kivlaszd a  fegyvert.~N~~k~~PED_SPRINT~ Megnz~N~~k~~VEHICLE_ENTER_EXIT~ Vissza.
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_12350 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_12591 

:AMUNAT_12350
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_12412 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_12591 

:AMUNAT_12412
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_12474 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_12591 

:AMUNAT_12474
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_12536 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked
0002: jump @AMUNAT_12591 

:AMUNAT_12536
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @AMUNAT_12591 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fegyverkeresked

:AMUNAT_12591
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2424 = 1 // integer values 

:AMUNAT_12659
0051: return 
004E: end_thread 

//-------------External script 61 (TATTOO)---------------

:TATTO
0004: $9706 = 0 // integer values 
0004: $9707 = 0 // integer values 
0004: $2513 = 0 // integer values 
0004: $2425 = 0 // integer values 
0004: $2514 = 0 // integer values 
0004: $2515 = 0 // integer values 
0004: $9664 = 0 // integer values 
0005: $9639 = 0.0 // floating-point values 
0005: $9640 = 0.0 // floating-point values 
0005: $9641 = 0.0 // floating-point values 
0005: $9642 = 0.0 // floating-point values 
0005: $9660 = 0.0 // floating-point values 
0005: $9657 = 0.0 // floating-point values 
0005: $9659 = 0.0 // floating-point values 
0005: $9658 = 0.0 // floating-point values 
0005: $9653 = 0.0 // floating-point values 
0005: $9654 = 0.0 // floating-point values 
0005: $9655 = 0.0 // floating-point values 
0005: $9656 = 0.0 // floating-point values 
0004: $9652 = 0 // integer values 
0004: $9650 = 0 // integer values 
0004: $9649 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9705 = 0 // integer values 
0004: $2516 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9708 = 0 // integer values 
0004: $9709 = 500 // integer values 
0004: $TATOO_SELECTED_TORSO_PART = 0 // integer values 
0004: $9711 = 0 // integer values 
0004: $9721 = 0 // integer values 
0004: $9722 = 0 // integer values 
0004: $9724 = 0 // integer values 
0004: $9725 = 0 // integer values 
0005: $X_BUY_MARKER = 0.0 // floating-point values 
0005: $Y_BUY_MARKER = 0.0 // floating-point values 
0005: $Z_BUY_MARKER = 0.0 // floating-point values 
0005: $9639 = 0.0 // floating-point values 
0005: $9640 = 0.0 // floating-point values 
0005: $9641 = 0.0 // floating-point values 
0005: $X_CAMERA = 0.0 // floating-point values 
0005: $Y_CAMERA = 0.0 // floating-point values 
0005: $Z_CAMERA = 0.0 // floating-point values 
0005: $9661 = 0.0 // floating-point values 
0005: $9662 = 0.0 // floating-point values 
0005: $9663 = 0.0 // floating-point values 
0005: $9726 = 0.0 // floating-point values 
0005: $9727 = 0.0 // floating-point values 
0005: $9728 = 0.0 // floating-point values 
04AE: unknown $SELLER_MODEL radar_icon_or_model 180 
0247: request_model #TATTOO_KIT 
0390: load_txd_dictionary 'LD_TATT' 
0247: request_model $SELLER_MODEL 
03CF: load_wav 40000 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'TATTO' 

:TATTO_515
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TATTO_7605 
00D6: if 
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @TATTO_7591 
00D6: if 
0018:   $9652 > 0 // integer values 
004D: jump_if_false @TATTO_637 
00D6: if 
0A0F: (unknown) 
004D: jump_if_false @TATTO_637 
03E6: remove_text_box 
08DA: remove_panel $2421 
08DA: remove_panel $2423 
08DA: remove_panel $2419 
08DA: remove_panel $9723 
0004: $2420 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9722 = 0 // integer values 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 

:TATTO_637
00D6: if 
0038:   $9652 == 0 // integer values 
004D: jump_if_false @TATTO_940 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO2' // 8-byte strings 
004D: jump_if_false @TATTO_750 
0005: $9726 = 0.0 // floating-point values 
0005: $9727 = 0.0 // floating-point values 
0005: $9728 = 0.0 // floating-point values 
0005: $9660 = 125.0 // floating-point values 
0005: $9642 = 155.0 // floating-point values 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9706 = get_object_model_number 
0004: $9652 = 1 // integer values 

:TATTO_750
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTOO' // 8-byte strings 
004D: jump_if_false @TATTO_845 
0005: $9726 = 0.0 // floating-point values 
0005: $9727 = -18.266 // floating-point values 
0005: $9728 = 0.0 // floating-point values 
0005: $9660 = 125.0 // floating-point values 
0005: $9642 = 155.0 // floating-point values 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9706 = get_object_model_number 
0004: $9652 = 1 // integer values 

:TATTO_845
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO3' // 8-byte strings 
004D: jump_if_false @TATTO_940 
0005: $9726 = 0.0 // floating-point values 
0005: $9727 = -35.32 // floating-point values 
0005: $9728 = 0.0 // floating-point values 
0005: $9660 = 125.0 // floating-point values 
0005: $9642 = 155.0 // floating-point values 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9706 = get_object_model_number 
0004: $9652 = 1 // integer values 

:TATTO_940
00D6: if 
0038:   $9652 == 1 // integer values 
004D: jump_if_false @TATTO_1579 
00D6: if 
0038:   $9664 == 0 // integer values 
004D: jump_if_false @TATTO_1462 
0005: $X_BUY_MARKER = -203.318 // floating-point values 
0059: $X_BUY_MARKER += $9726 // floating-point values 
0005: $Y_BUY_MARKER = -7.062 // floating-point values 
0059: $Y_BUY_MARKER += $9727 // floating-point values 
0005: $Z_BUY_MARKER = 1001.28 // floating-point values 
0059: $Z_BUY_MARKER += $9728 // floating-point values 
0005: $9639 = -201.668 // floating-point values 
0059: $9639 += $9726 // floating-point values 
0005: $9640 = -6.217 // floating-point values 
0059: $9640 += $9727 // floating-point values 
0005: $9641 = 1001.28 // floating-point values 
0059: $9641 += $9728 // floating-point values 
0005: $X_CAMERA = -203.2045 // floating-point values 
0059: $X_CAMERA += $9726 // floating-point values 
0005: $Y_CAMERA = -5.3316 // floating-point values 
0059: $Y_CAMERA += $9727 // floating-point values 
0005: $Z_CAMERA = 1002.432 // floating-point values 
0059: $Z_CAMERA += $9728 // floating-point values 
0005: $9661 = -202.2993 // floating-point values 
0059: $9661 += $9726 // floating-point values 
0005: $9662 = -5.7376 // floating-point values 
0059: $9662 += $9727 // floating-point values 
0005: $9663 = 1002.306 // floating-point values 
0059: $9663 += $9728 // floating-point values 
0086: $9653 = $9639 // floating-point values only 
0086: $9654 = $9640 // floating-point values only 
0086: $9655 = $9641 // floating-point values only 
0009: $9655 += 1.0 // floating-point values 
0086: $9656 = $9642 // floating-point values only 
03F0: text_draw_toggle 1 
08F8: (unknown) 0 
009A: $9645 = create_actor 4 $SELLER_MODEL at $9639 $9640 $9641 
02A9: set_actor $9645 immune_to_nonplayer 1 
060B: unknown_actor_use_entity $9645 65542 
0173: set_actor $9645 z_angle_to $9642 
0985: (unknown) $9639 $9640 $9641 1.5 -369 0 $9645 
0004: $9649 = 0 // integer values 
029B: $9651 = init_object #TATTOO_KIT at $9653 $9654 $9655 
0177: set_object $9651 z_angle_to $9656 
04F4: align_actor $9645 with_scripted_file_path_object $9651 offset 0.0 0.0 0.0 0 180.0 0 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" from_file "TATTOOS" 4.0 loop 1 0 0 lock 0 time -1 
0005: $9659 = 0.0 // floating-point values 
0006: 32@ = 0 // integer values 
0947: (unknown) $9645 330 $10081 
0004: $9664 = 1 // integer values 

:TATTO_1462
00D6: if 
0038:   $9664 == 1 // integer values 
004D: jump_if_false @TATTO_1579 
00D6: if 
0029:   32@ >= 300 // integer values 
004D: jump_if_false @TATTO_1579 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_1565 
075A:   $9651 "TAT_IDLE_LOOP_O" "TATTOOS" 4.0 1 0 
0005: $9658 = 0.0 // floating-point values 

:TATTO_1565
0004: $9664 = 0 // integer values 
0004: $9652 = 2 // integer values 

:TATTO_1579
00D6: if 
0038:   $9652 == 2 // integer values 
004D: jump_if_false @TATTO_1963 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // 8-byte strings 
004D: jump_if_false @TATTO_1628 
0050: gosub @TATTO_7873 

:TATTO_1628
00D6: if 
8118:   not actor $9645 dead 
004D: jump_if_false @TATTO_1918 
00D6: if 
0038:   $9649 == 0 // integer values 
004D: jump_if_false @TATTO_1866 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
004D: jump_if_false @TATTO_1786 
0947: (unknown) $9645 327 $10081 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_1765 
075A:   $9651 "TAT_DROP_O" "TATTOOS" 1000.0 0 1 
0005: $9658 = 0.0 // floating-point values 

:TATTO_1765
05C4: AS_actor $9645 hands_up -2 ms 
0004: $9649 = 1 // integer values 
0002: jump @TATTO_1859 

:TATTO_1786
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE 
004D: jump_if_false @TATTO_1859 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TATTO_1859 
0004: $9652 = 3 // integer values 

:TATTO_1859
0002: jump @TATTO_1911 

:TATTO_1866
0050: gosub @TATTO_7619 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // 8-byte strings 
004D: jump_if_false @TATTO_1904 
0050: gosub @TATTO_7873 

:TATTO_1904
0002: jump @TATTO_515 

:TATTO_1911
0002: jump @TATTO_1963 

:TATTO_1918
0050: gosub @TATTO_7619 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // 8-byte strings 
004D: jump_if_false @TATTO_1956 
0050: gosub @TATTO_7873 

:TATTO_1956
0002: jump @TATTO_515 

:TATTO_1963
00D6: if 
0038:   $9652 == 3 // integer values 
004D: jump_if_false @TATTO_2098 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TATTO_2084 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD range 1.0 
0581: toggle_radar 0 
0006: 32@ = 0 // integer values 
0004: $9664 = 0 // integer values 
0004: $9652 = 4 // integer values 
0002: jump @TATTO_2098 

:TATTO_2084
0050: gosub @TATTO_7873 
0002: jump @TATTO_515 

:TATTO_2098
00D6: if 
0038:   $9652 == 4 // integer values 
004D: jump_if_false @TATTO_2930 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_2177 
0050: gosub @TATTO_7619 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // 8-byte strings 
004D: jump_if_false @TATTO_2170 
0050: gosub @TATTO_7873 

:TATTO_2170
0002: jump @TATTO_515 

:TATTO_2177
00D6: if 
0038:   $9664 == 0 // integer values 
004D: jump_if_false @TATTO_2639 
00D6: if 
0029:   32@ >= 300 // integer values 
004D: jump_if_false @TATTO_2639 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: (unknown) $PLAYER_ACTOR $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER 
0173: set_actor $PLAYER_ACTOR z_angle_to $9660 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A0: store_actor $9645 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $9639 // floating-point values 
8044:   not  $2756 == $9640 // floating-point values 
8044:   not  $2757 == $9641 // floating-point values 
004D: jump_if_false @TATTO_2328 
00A1: put_actor $9645 at $9639 $9640 $9641 
0173: set_actor $9645 z_angle_to $9642 

:TATTO_2328
015F: set_camera_position $X_CAMERA $Y_CAMERA $Z_CAMERA 0.0 0.0 0.0 
0160: point_camera $9661 $9662 $9663 2 
0793: (unknown) 
08F7: get_player $PLAYER_CHAR clothing id 0 model $9665 item $9666 
0784: (unknown) $PLAYER_CHAR 0 0 17 
0784: (unknown) $PLAYER_CHAR 0 0 0 
070D: rebuild_player $PLAYER_CHAR 
0793: (unknown) 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_IN_P" from_file "TATTOOS" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_SIT_IN_P" 
004D: jump_if_false @TATTO_2516 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2516
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_2579 
075A:   $9651 "TAT_SIT_IN_O" "TATTOOS" 4.0 0 1 
0005: $9658 = 0.0 // floating-point values 

:TATTO_2579
0812: AS_actor $9645 perform_animation "TAT_SIT_IN_T" from_file "TATTOOS" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9659 = 0.0 // floating-point values 
0004: $9664 = 1 // integer values 

:TATTO_2639
00D6: if 
0038:   $9664 == 1 // integer values 
004D: jump_if_false @TATTO_2930 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_SIT_IN_P" 
004D: jump_if_false @TATTO_2709 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2709
00D6: if 
0042:   $9657 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_2930 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_2850 
075A:   $9651 "TAT_SIT_LOOP_O" "TATTOOS" 1000.0 1 0 
0005: $9658 = 0.0 // floating-point values 

:TATTO_2850
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9659 = 0.0 // floating-point values 
0947: (unknown) $9645 333 $10081 
0004: $9664 = 0 // integer values 
0004: $9652 = 5 // integer values 

:TATTO_2930
00D6: if 
0038:   $9652 == 5 // integer values 
004D: jump_if_false @TATTO_4725 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_3009 
0050: gosub @TATTO_7619 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // 8-byte strings 
004D: jump_if_false @TATTO_3002 
0050: gosub @TATTO_7873 

:TATTO_3002
0002: jump @TATTO_515 

:TATTO_3009
00D6: if 
001A:   2 > $9664 // integer values 
004D: jump_if_false @TATTO_3041 
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 

:TATTO_3041
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
00D6: if 
0038:   $9664 == 0 // integer values 
004D: jump_if_false @TATTO_3114 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @TATTO_3090 
0004: $9664 = 1 // integer values 

:TATTO_3090
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @TATTO_3114 
0004: $9664 = 4 // integer values 

:TATTO_3114
00D6: if 
0038:   $9664 == 1 // integer values 
004D: jump_if_false @TATTO_3306 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @TATTO_3306 
08D8: $2516 = panel $2419 selected_row 
00D6: if 
001A:   0 > $2516 // integer values 
004D: jump_if_false @TATTO_3182 
0004: $2516 = 0 // integer values 

:TATTO_3182
00D6: if 
0038:   $2516 == 9 // integer values 
004D: jump_if_false @TATTO_3278 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @TATTO_3232 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:TATTO_3232
00D6: if 
0038:   $9722 == 0 // integer values 
004D: jump_if_false @TATTO_3257 
0050: gosub @TATTO_12175 

:TATTO_3257
0004: $9664 = 0 // integer values 
0004: $9652 = 8 // integer values 
0002: jump @TATTO_3306 

:TATTO_3278
0050: gosub @TATTO_8186 
0050: gosub @TATTO_8413 
0004: $9721 = 0 // integer values 
0050: gosub @TATTO_13314 

:TATTO_3306
00D6: if 
0038:   $9664 == 2 // integer values 
004D: jump_if_false @TATTO_3338 
0004: $9721 = 0 // integer values 
0050: gosub @TATTO_13835 

:TATTO_3338
00D6: if 
0038:   $9664 == 3 // integer values 
004D: jump_if_false @TATTO_3418 
0084: $9705 = $2516 // integer values and handles 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @TATTO_3396 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:TATTO_3396
0004: $9709 = 500 // integer values 
0004: $9652 = 6 // integer values 
0004: $9664 = 0 // integer values 

:TATTO_3418
00D6: if 
0038:   $9664 == 4 // integer values 
004D: jump_if_false @TATTO_3524 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @TATTO_3524 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @TATTO_3485 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:TATTO_3485
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @TATTO_3517 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:TATTO_3517
0004: $9664 = 5 // integer values 

:TATTO_3524
00D6: if 
0038:   $9664 == 5 // integer values 
004D: jump_if_false @TATTO_3838 
0004: $9721 = 0 // integer values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_3659 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9657 = 0.0 // floating-point values 
0004: $9664 = 6 // integer values 
0002: jump @TATTO_3838 

:TATTO_3659
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" from_file "TATTOOS" 1000.0 loop 0 0 0 lock 0 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3777 
075A:   $9651 "TAT_SIT_OUT_O" "TATTOOS" 1000.0 0 1 
0005: $9658 = 0.0 // floating-point values 

:TATTO_3777
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9659 = 0.0 // floating-point values 
0004: $9664 = 7 // integer values 

:TATTO_3838
00D6: if 
0038:   $9664 == 6 // integer values 
004D: jump_if_false @TATTO_4131 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_3920 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_3920
00D6: if 
0042:   $9657 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_4131 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" from_file "TATTOOS" 1000.0 loop 0 0 0 lock 0 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_4059 
075A:   $9651 "TAT_SIT_OUT_O" "TATTOOS" 1000.0 0 1 
0005: $9658 = 0.0 // floating-point values 

:TATTO_4059
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
0947: (unknown) $9645 331 $10081 
0005: $9659 = 0.0 // floating-point values 
0004: $9664 = 7 // integer values 

:TATTO_4131
00D6: if 
0038:   $9664 == 7 // integer values 
004D: jump_if_false @TATTO_4442 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_SIT_OUT_P" 
004D: jump_if_false @TATTO_4203 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_OUT_P" time 

:TATTO_4203
00D6: if 
0611:   actor $9645 animation_is "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_4257 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_4257
00D6: if 
0042:   $9659 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_4400 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9659 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_4400 
075A:   $9651 "TAT_IDLE_LOOP_O" "TATTOOS" 1000.0 1 0 
0005: $9658 = 0.0 // floating-point values 

:TATTO_4400
00D6: if 
0042:   $9657 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_4442 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9664 = 8 // integer values 

:TATTO_4442
00D6: if 
0038:   $9664 == 8 // integer values 
004D: jump_if_false @TATTO_4725 
0784: (unknown) $PLAYER_CHAR $9665 $9666 0 
070D: rebuild_player $PLAYER_CHAR 
0793: (unknown) 
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BD: (unknown) 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: toggle_radar 1 
00D6: if 
0611:   actor $9645 animation_is "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_4575 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_4575
00D6: if 
0042:   $9659 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_4718 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9659 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_4718 
075A:   $9651 "TAT_IDLE_LOOP_O" "TATTOOS" 1000.0 1 0 
0005: $9658 = 0.0 // floating-point values 

:TATTO_4718
0004: $9652 = 7 // integer values 

:TATTO_4725
00D6: if 
0038:   $9652 == 6 // integer values 
004D: jump_if_false @TATTO_6147 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_4804 
0050: gosub @TATTO_7619 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // 8-byte strings 
004D: jump_if_false @TATTO_4797 
0050: gosub @TATTO_7873 

:TATTO_4797
0002: jump @TATTO_515 

:TATTO_4804
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
00D6: if 
001A:   1 > $9664 // integer values 
004D: jump_if_false @TATTO_4836 
0050: gosub @TATTO_11385 

:TATTO_4836
00D6: if 
0038:   $9664 == 0 // integer values 
004D: jump_if_false @TATTO_5032 
08D7: $9708 = panel $2423 active_row 
00D6: if 
001A:   0 > $9708 // integer values 
004D: jump_if_false @TATTO_4887 
0004: $9708 = 0 // integer values 

:TATTO_4887
00D6: if 
803A:   not  $9709 == $9708 // integer values and handles 
004D: jump_if_false @TATTO_4921 
0050: gosub @TATTO_12060 
0084: $9709 = $9708 // integer values and handles 

:TATTO_4921
0050: gosub @TATTO_15460 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @TATTO_4980 
0004: $2544 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2422 = 0 // integer values 
0050: gosub @TATTO_15460 
0004: $9664 = 1 // integer values 

:TATTO_4980
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @TATTO_5032 
0050: gosub @TATTO_10503 
0004: $2544 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $9664 = 8 // integer values 

:TATTO_5032
00D6: if 
0038:   $9664 == 8 // integer values 
004D: jump_if_false @TATTO_5127 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @TATTO_5127 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @TATTO_5099 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 // integer values 

:TATTO_5099
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 
0004: $9664 = 0 // integer values 
0004: $9652 = 5 // integer values 

:TATTO_5127
00D6: if 
0038:   $9664 == 1 // integer values 
004D: jump_if_false @TATTO_5248 
0050: gosub @TATTO_15460 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @TATTO_5248 
0050: gosub @TATTO_15460 
08D8: $2517 = panel $2423 selected_row 
00D6: if 
001A:   0 > $2517 // integer values 
004D: jump_if_false @TATTO_5209 
0004: $2517 = 0 // integer values 

:TATTO_5209
0084: $11280 = $2438($2517,12i) // integer values and handles 
0084: $9646 = $2426($2517,12i) // integer values and handles 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
0004: $9664 = 2 // integer values 

:TATTO_5248
00D6: if 
0038:   $9664 == 2 // integer values 
004D: jump_if_false @TATTO_5950 
0050: gosub @TATTO_15460 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $9646 // integer values 
004D: jump_if_false @TATTO_5877 
0050: gosub @TATTO_15460 
00D6: if 
803A:   not  $2542 == $11280 // integer values and handles 
004D: jump_if_false @TATTO_5808 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @TATTO_5350 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:TATTO_5350
0947: (unknown) $9645 323 $10081 
0790: (unknown) $11280 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1054 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @TATTO_5412 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:TATTO_5412
00D6: if 
0038:   $2422 == 0 // integer values 
004D: jump_if_false @TATTO_5780 
08D4: $2421 = create_panel_with_title 'TATTO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Tetovls
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'TATTO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Tetovls // Megvsrol
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2421 column 1 row 0 text_1number 'DOLLAR' $9646  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 // integer values 

:TATTO_5780
0004: $9721 = 0 // integer values 
0050: gosub @TATTO_14230 
0004: $9664 = 3 // integer values 
0002: jump @TATTO_5870 

:TATTO_5808
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @TATTO_5870 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'CLTHNO2' 5000 ms 1  // Mr megvetted ezt a trgyat!
0004: $9664 = 0 // integer values 
0004: $2545 = 1 // integer values 

:TATTO_5870
0002: jump @TATTO_5950 

:TATTO_5877
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @TATTO_5950 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
0947: (unknown) $9645 324 $10081 
00BC: text_highpriority 'SHOPNO' 5000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $9664 = 0 // integer values 
0004: $2544 = 1 // integer values 

:TATTO_5950
00D6: if 
0038:   $9664 == 3 // integer values 
004D: jump_if_false @TATTO_5982 
0004: $9721 = 0 // integer values 
0050: gosub @TATTO_14372 

:TATTO_5982
00D6: if 
0038:   $9664 == 4 // integer values 
004D: jump_if_false @TATTO_6021 
0004: $9721 = 0 // integer values 
0050: gosub @TATTO_14704 
0004: $9664 = 5 // integer values 

:TATTO_6021
00D6: if 
0038:   $9664 == 5 // integer values 
004D: jump_if_false @TATTO_6053 
0004: $9721 = 0 // integer values 
0050: gosub @TATTO_14842 

:TATTO_6053
00D6: if 
0038:   $9664 == 6 // integer values 
004D: jump_if_false @TATTO_6147 
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @TATTO_6101 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:TATTO_6101
0004: $9664 = 0 // integer values 
0004: $9652 = 5 // integer values 
00D6: if 
001A:   2 > $9664 // integer values 
004D: jump_if_false @TATTO_6147 
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 

:TATTO_6147
00D6: if 
0038:   $9652 == 7 // integer values 
004D: jump_if_false @TATTO_6714 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_6226 
0050: gosub @TATTO_7619 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // 8-byte strings 
004D: jump_if_false @TATTO_6219 
0050: gosub @TATTO_7873 

:TATTO_6219
0002: jump @TATTO_515 

:TATTO_6226
00D6: if 
0038:   $9649 == 0 // integer values 
004D: jump_if_false @TATTO_6361 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
004D: jump_if_false @TATTO_6361 
0947: (unknown) $9645 327 $10081 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_6347 
075A:   $9651 "TAT_DROP_O" "TATTOOS" 1000.0 0 1 
0005: $9658 = 0.0 // floating-point values 

:TATTO_6347
05C4: AS_actor $9645 hands_up -2 ms 
0004: $9649 = 1 // integer values 

:TATTO_6361
00D6: if 
0611:   actor $9645 animation_is "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_6415 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_6415
00D6: if 
0042:   $9659 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_6558 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9659 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_6558 
075A:   $9651 "TAT_IDLE_LOOP_O" "TATTOOS" 1000.0 1 0 
0005: $9658 = 0.0 // floating-point values 

:TATTO_6558
00D6: if 
80FF:   not actor $PLAYER_ACTOR $SHOW_SHOP_SPHERE $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 
004D: jump_if_false @TATTO_6714 
0004: $9652 = 2 // integer values 
0004: $9664 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9705 = 0 // integer values 
0004: $2516 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $9725 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
0004: $SHOW_SHOP_SPHERE = 1 // integer values 

:TATTO_6714
00D6: if 
0038:   $9652 == 8 // integer values 
004D: jump_if_false @TATTO_7584 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_6793 
0050: gosub @TATTO_7619 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // 8-byte strings 
004D: jump_if_false @TATTO_6786 
0050: gosub @TATTO_7873 

:TATTO_6786
0002: jump @TATTO_515 

:TATTO_6793
00D6: if 
001A:   1 > $9664 // integer values 
004D: jump_if_false @TATTO_6836 
00D6: if 
0038:   $9722 == 0 // integer values 
004D: jump_if_false @TATTO_6836 
0050: gosub @TATTO_12175 

:TATTO_6836
00D6: if 
0038:   $9664 == 0 // integer values 
004D: jump_if_false @TATTO_6916 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @TATTO_6885 
0004: $2544 = 0 // integer values 
0004: $9664 = 1 // integer values 

:TATTO_6885
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @TATTO_6916 
0004: $2544 = 0 // integer values 
0004: $9664 = 2 // integer values 

:TATTO_6916
00D6: if 
0038:   $9664 == 1 // integer values 
004D: jump_if_false @TATTO_7036 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @TATTO_7036 
00D6: if 
0038:   $9722 == 1 // integer values 
004D: jump_if_false @TATTO_6983 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 // integer values 

:TATTO_6983
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @TATTO_7015 
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 

:TATTO_7015
0004: $2544 = 0 // integer values 
0004: $9664 = 0 // integer values 
0004: $9652 = 5 // integer values 

:TATTO_7036
00D6: if 
0038:   $9664 == 2 // integer values 
004D: jump_if_false @TATTO_7302 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @TATTO_7302 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0028:   $SHOPS_PLAYER_CASH >= 400 // integer values 
004D: jump_if_false @TATTO_7229 
08D8: $9725 = panel $9723 selected_row 
00D6: if 
001A:   0 > $9725 // integer values 
004D: jump_if_false @TATTO_7131 
0004: $9725 = 0 // integer values 

:TATTO_7131
00D6: if 
0038:   $9722 == 1 // integer values 
004D: jump_if_false @TATTO_7163 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 // integer values 

:TATTO_7163
0084: $2547 = $9712($9725,9i) // integer values and handles 
0050: gosub @TATTO_8413 
0109: player $PLAYER_CHAR money += -400 
0947: (unknown) $9645 326 $10081 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1054 
0004: $9664 = 3 // integer values 
0002: jump @TATTO_7302 

:TATTO_7229
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @TATTO_7302 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
0947: (unknown) $9645 324 $10081 
00BC: text_highpriority 'SHOPNO' 5000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $9664 = 0 // integer values 
0004: $2544 = 1 // integer values 

:TATTO_7302
00D6: if 
0038:   $9664 == 3 // integer values 
004D: jump_if_false @TATTO_7334 
0004: $9721 = 1 // integer values 
0050: gosub @TATTO_13314 

:TATTO_7334
00D6: if 
0038:   $9664 == 4 // integer values 
004D: jump_if_false @TATTO_7366 
0004: $9721 = 1 // integer values 
0050: gosub @TATTO_13835 

:TATTO_7366
00D6: if 
0038:   $9664 == 5 // integer values 
004D: jump_if_false @TATTO_7417 
0784: (unknown) $PLAYER_CHAR 0 0 $2547 
0004: $9721 = 1 // integer values 
0050: gosub @TATTO_14230 
0004: $9664 = 6 // integer values 

:TATTO_7417
00D6: if 
0038:   $9664 == 6 // integer values 
004D: jump_if_false @TATTO_7449 
0004: $9721 = 1 // integer values 
0050: gosub @TATTO_14372 

:TATTO_7449
00D6: if 
0038:   $9664 == 7 // integer values 
004D: jump_if_false @TATTO_7488 
0004: $9721 = 1 // integer values 
0050: gosub @TATTO_14704 
0004: $9664 = 8 // integer values 

:TATTO_7488
00D6: if 
0038:   $9664 == 8 // integer values 
004D: jump_if_false @TATTO_7520 
0004: $9721 = 1 // integer values 
0050: gosub @TATTO_14842 

:TATTO_7520
00D6: if 
0038:   $9664 == 9 // integer values 
004D: jump_if_false @TATTO_7584 
0004: $9664 = 0 // integer values 
0004: $9652 = 5 // integer values 
00D6: if 
001A:   2 > $9664 // integer values 
004D: jump_if_false @TATTO_7584 
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 

:TATTO_7584
0002: jump @TATTO_7598 

:TATTO_7591
0050: gosub @TATTO_7873 

:TATTO_7598
0002: jump @TATTO_7612 

:TATTO_7605
0050: gosub @TATTO_7873 

:TATTO_7612
0002: jump @TATTO_515 

:TATTO_7619
00D6: if 
0028:   $9652 >= 1 // integer values 
004D: jump_if_false @TATTO_7639 
03E6: remove_text_box 

:TATTO_7639
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @TATTO_7693 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:TATTO_7693
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @TATTO_7725 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:TATTO_7725
00D6: if 
0038:   $9722 == 1 // integer values 
004D: jump_if_false @TATTO_7757 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 // integer values 

:TATTO_7757
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @TATTO_7787 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:TATTO_7787
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9705 = 0 // integer values 
0004: $2516 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $9725 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9652 = 2 // integer values 
0004: $9664 = 0 // integer values 
0051: return 

:TATTO_7873
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
0004: $9649 = 0 // integer values 
0004: $9652 = 0 // integer values 
0004: $9664 = 0 // integer values 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @TATTO_7955 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:TATTO_7955
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @TATTO_7987 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:TATTO_7987
00D6: if 
0038:   $9722 == 1 // integer values 
004D: jump_if_false @TATTO_8019 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 // integer values 

:TATTO_8019
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @TATTO_8049 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:TATTO_8049
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9705 = 0 // integer values 
0004: $2516 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $9725 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
00D6: if 
8118:   not actor $9645 dead 
004D: jump_if_false @TATTO_8140 
0465: remove_actor $9645 from_turret_mode 

:TATTO_8140
0108: destroy_object $9651 
0249: release_model #TATTOO_KIT 
009B: destroy_actor_instantly $9645 
0249: release_model $SELLER_MODEL 
0391: release_txd_dictionary 
03F0: text_draw_toggle 0 
0581: toggle_radar 1 
08F8: (unknown) 1 
09BD: (unknown) 0 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:TATTO_8186
00D6: if 
0038:   $2516 == 0 // integer values 
004D: jump_if_false @TATTO_8211 
04AE: unknown $2547 radar_icon_or_model 4 

:TATTO_8211
00D6: if 
0038:   $2516 == 1 // integer values 
004D: jump_if_false @TATTO_8236 
04AE: unknown $2547 radar_icon_or_model 5 

:TATTO_8236
00D6: if 
0038:   $2516 == 2 // integer values 
004D: jump_if_false @TATTO_8261 
04AE: unknown $2547 radar_icon_or_model 6 

:TATTO_8261
00D6: if 
0038:   $2516 == 3 // integer values 
004D: jump_if_false @TATTO_8286 
04AE: unknown $2547 radar_icon_or_model 7 

:TATTO_8286
00D6: if 
0038:   $2516 == 4 // integer values 
004D: jump_if_false @TATTO_8311 
04AE: unknown $2547 radar_icon_or_model 8 

:TATTO_8311
00D6: if 
0038:   $2516 == 5 // integer values 
004D: jump_if_false @TATTO_8336 
04AE: unknown $2547 radar_icon_or_model 9 

:TATTO_8336
00D6: if 
0038:   $2516 == 6 // integer values 
004D: jump_if_false @TATTO_8361 
04AE: unknown $2547 radar_icon_or_model 10 

:TATTO_8361
00D6: if 
0038:   $2516 == 7 // integer values 
004D: jump_if_false @TATTO_8386 
04AE: unknown $2547 radar_icon_or_model 11 

:TATTO_8386
00D6: if 
0038:   $2516 == 8 // integer values 
004D: jump_if_false @TATTO_8411 
04AE: unknown $2547 radar_icon_or_model 12 

:TATTO_8411
0051: return 

:TATTO_8413
00D6: if 
04A3:   $2547 == 4 // integer values OR floating-point values 
004D: jump_if_false @TATTO_8648 
0004: $2513 = 4 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARML_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_ARML_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_ARML_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_ARML_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_ARML_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_ARML_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_ARML_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_ARML_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_ARML_OUT_O" // 16-byte strings 

:TATTO_8648
00D6: if 
04A3:   $2547 == 5 // integer values OR floating-point values 
004D: jump_if_false @TATTO_8883 
0004: $2513 = 5 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARML_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_ARML_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_ARML_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_ARML_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_ARML_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_ARML_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_ARML_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_ARML_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_ARML_OUT_O" // 16-byte strings 

:TATTO_8883
00D6: if 
04A3:   $2547 == 6 // integer values OR floating-point values 
004D: jump_if_false @TATTO_9118 
0004: $2513 = 6 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARMR_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_ARMR_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_ARMR_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_ARMR_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_ARMR_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_ARMR_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_ARMR_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_ARMR_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_ARMR_OUT_O" // 16-byte strings 

:TATTO_9118
00D6: if 
04A3:   $2547 == 7 // integer values OR floating-point values 
004D: jump_if_false @TATTO_9353 
0004: $2513 = 7 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARMR_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_ARMR_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_ARMR_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_ARMR_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_ARMR_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_ARMR_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_ARMR_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_ARMR_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_ARMR_OUT_O" // 16-byte strings 

:TATTO_9353
00D6: if 
04A3:   $2547 == 8 // integer values OR floating-point values 
004D: jump_if_false @TATTO_9588 
0004: $2513 = 8 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_BACK_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_BACK_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_BACK_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_BACK_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_BACK_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_BACK_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_BACK_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_BACK_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_BACK_OUT_O" // 16-byte strings 

:TATTO_9588
00D6: if 
04A3:   $2547 == 9 // integer values OR floating-point values 
004D: jump_if_false @TATTO_9814 
0004: $2513 = 9 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_CHE_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_CHE_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_CHE_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_CHE_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_CHE_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_CHE_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_CHE_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_CHE_OUT_O" // 16-byte strings 

:TATTO_9814
00D6: if 
04A3:   $2547 == 10 // integer values OR floating-point values 
004D: jump_if_false @TATTO_10040 
0004: $2513 = 10 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_CHE_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_CHE_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_CHE_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_CHE_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_CHE_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_CHE_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_CHE_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_CHE_OUT_O" // 16-byte strings 

:TATTO_10040
00D6: if 
04A3:   $2547 == 11 // integer values OR floating-point values 
004D: jump_if_false @TATTO_10266 
0004: $2513 = 11 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_BEL_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_BEL_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_CHE_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_BEL_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_BEL_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_CHE_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_BEL_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_BEL_OUT_O" // 16-byte strings 

:TATTO_10266
00D6: if 
04A3:   $2547 == 12 // integer values OR floating-point values 
004D: jump_if_false @TATTO_10501 
0004: $2513 = 12 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_BACK_IN_P" // 16-byte strings 
06D1: v$9673 = "TAT_BACK_IN_T" // 16-byte strings 
06D1: v$9677 = "TAT_BACK_IN_O" // 16-byte strings 
06D1: v$9681 = "TAT_BACK_POSE_P" // 16-byte strings 
06D1: v$9685 = "TAT_BACK_POSE_T" // 16-byte strings 
06D1: v$9689 = "TAT_BACK_POSE_O" // 16-byte strings 
06D1: v$9693 = "TAT_BACK_OUT_P" // 16-byte strings 
06D1: v$9697 = "TAT_BACK_OUT_T" // 16-byte strings 
06D1: v$9701 = "TAT_BACK_OUT_O" // 16-byte strings 

:TATTO_10501
0051: return 

:TATTO_10503
0004: $2514 = 0 // integer values 
0004: $9707 = 0 // integer values 

:TATTO_10517
00D6: if 
001C:   $9706 > $2514 // integer values 
004D: jump_if_false @TATTO_10694 
0760: (unknown) $2514 $11280 
0783: (unknown) $11280 0 $2510 
00D6: if 
003A:   $2510 == $2513 // integer values and handles 
004D: jump_if_false @TATTO_10680 
0084: $2438($9707,12i) = $11280 // integer values and handles 
078C: s$9643 = get_name_from_object_model $11280 
0761: $9646 = get_price_from_object_model $11280 
0084: $2426($9707,12i) = $9646 // integer values and handles 
05A9: $2450($9707,12s) = s$9643 // 8-byte strings 
00D6: if 
003A:   $2542 == $11280 // integer values and handles 
004D: jump_if_false @TATTO_10662 
0004: $2498($9707,12i) = 0 // integer values 
0002: jump @TATTO_10673 

:TATTO_10662
0004: $2498($9707,12i) = 1 // integer values 

:TATTO_10673
0008: $9707 += 1 // integer values 

:TATTO_10680
0008: $2514 += 1 // integer values 
0002: jump @TATTO_10517 

:TATTO_10694
0084: $2515 = $9707 // integer values and handles 

:TATTO_10702
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @TATTO_10774 
0004: $2438($2515,12i) = -1 // integer values 
0004: $2426($2515,12i) = 0 // integer values 
05A9: $2450($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @TATTO_10702 

:TATTO_10774
0051: return 

:TATTO_10776
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @TATTO_11383 
0512: permanent_text_box 'TATTA'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, egy testrsz kivlasztshoz.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
05A9: s$2518 = 'LARMTP' // 8-byte strings  // Bal felkar
05A9: s$2520 = 'LARMLW' // 8-byte strings  // Als bal kar
05A9: s$2522 = 'RARMTP' // 8-byte strings  // Jobb felkar
05A9: s$2524 = 'RARMLW' // 8-byte strings  // Als jobb kar
05A9: s$2526 = 'BACK' // 8-byte strings  // Htra
05A9: s$2528 = 'LCHEST' // 8-byte strings  // Bal mellkas
05A9: s$2530 = 'RCHEST' // 8-byte strings  // Jobb mellre
05A9: s$2532 = 'BELLY' // 8-byte strings  // Hasra
05A9: s$2534 = 'LBACK' // 8-byte strings  // Als ht
00D6: if 
0018:   $9711 > 0 // integer values 
004D: jump_if_false @TATTO_10970 
05A9: s$2536 = 'TATREM' // 8-byte strings  // Tetovls eltvoltsa
0002: jump @TATTO_10984 

:TATTO_10970
05A9: s$2536 = 'DUMMY' // 8-byte strings 

:TATTO_10984
05A9: s$2538 = 'DUMMY' // 8-byte strings 
05A9: s$2540 = 'DUMMY' // 8-byte strings 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11074 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_11315 

:TATTO_11074
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11136 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_11315 

:TATTO_11136
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11198 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_11315 

:TATTO_11198
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11260 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_11315 

:TATTO_11260
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11315 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tetovls

:TATTO_11315
08D6: set_panel $2419 column 1 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
0004: $2420 = 1 // integer values 

:TATTO_11383
0051: return 

:TATTO_11385
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @TATTO_12058 
0512: permanent_text_box 'TATTB'  // Hasznld a(z) ~k~~GO_FORWARD~ s ~k~~GO_BACK~ gombokat, hogy kivlaszd a tetovlst.~N~~k~~PED_SPRINT~ Tetovl~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11476 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_11717 

:TATTO_11476
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11538 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_11717 

:TATTO_11538
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11600 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_11717 

:TATTO_11600
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11662 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_11717 

:TATTO_11662
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @TATTO_11717 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls

:TATTO_11717
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tetovls
08D6: set_panel $2423 column 1 alignment 2 
08DB: set_panel $2423 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
0004: $2425 = 0 // integer values 

:TATTO_11918
00D6: if 
001C:   $9707 > $2425 // integer values 
004D: jump_if_false @TATTO_11977 
08EE: set_panel $2423 column 1 row $2425 text_1number 'DOLLAR' $2426($2425,12i)  // $~1~
0008: $2425 += 1 // integer values 
0002: jump @TATTO_11918 

:TATTO_11977
0004: $2515 = 0 // integer values 

:TATTO_11984
00D6: if 
001C:   $9707 > $2515 // integer values 
004D: jump_if_false @TATTO_12032 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 // integer values 
0002: jump @TATTO_11984 

:TATTO_12032
09DB: set_panel $2423 column 0 width 140 
09DB: set_panel $2423 column 1 width 46 
0004: $2424 = 1 // integer values 

:TATTO_12058
0051: return 

:TATTO_12060
038F: request_texture $2450($9708,12s) as 1 // Load dictionary with 0390 first 
0051: return 

:TATTO_12073
0004: $2515 = 0 // integer values 
0004: $9711 = 0 // integer values 

:TATTO_12087
00D6: if 
001A:   9 > $2515 // integer values 
004D: jump_if_false @TATTO_12173 
04AE: unknown $TATOO_SELECTED_TORSO_PART radar_icon_or_model 4 
0058: $TATOO_SELECTED_TORSO_PART += $2515 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $TATOO_SELECTED_TORSO_PART model $9667 item $9668 
00D6: if 
8038:   not  $9667 == 0 // integer values 
004D: jump_if_false @TATTO_12159 
0008: $9711 += 1 // integer values 

:TATTO_12159
0008: $2515 += 1 // integer values 
0002: jump @TATTO_12087 

:TATTO_12173
0051: return 

:TATTO_12175
00D6: if 
0038:   $9722 == 0 // integer values 
004D: jump_if_false @TATTO_13312 
0004: $9724 = 0 // integer values 
0004: $2515 = 0 // integer values 

:TATTO_12207
00D6: if 
001A:   9 > $2515 // integer values 
004D: jump_if_false @TATTO_12658 
04AE: unknown $TATOO_SELECTED_TORSO_PART radar_icon_or_model 4 
0058: $TATOO_SELECTED_TORSO_PART += $2515 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $TATOO_SELECTED_TORSO_PART model $9667 item $9668 
00D6: if 
8038:   not  $9667 == 0 // integer values 
004D: jump_if_false @TATTO_12644 
0084: $9712($9724,9i) = $TATOO_SELECTED_TORSO_PART // integer values and handles 
0871: init_jump_table $TATOO_SELECTED_TORSO_PART total_jumps 9 0 @TATTO_12637 jumps 4 @TATTO_12412 5 @TATTO_12437 6 @TATTO_12462 7 @TATTO_12487 8 @TATTO_12512 9 @TATTO_12537 10 @TATTO_12562 
0872: jump_table_jumps 11 @TATTO_12587 12 @TATTO_12612 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 

:TATTO_12412
05A9: $2450($9724,12s) = 'LARMTP' // 8-byte strings  // Bal felkar
0002: jump @TATTO_12637 

:TATTO_12437
05A9: $2450($9724,12s) = 'LARMLW' // 8-byte strings  // Als bal kar
0002: jump @TATTO_12637 

:TATTO_12462
05A9: $2450($9724,12s) = 'RARMTP' // 8-byte strings  // Jobb felkar
0002: jump @TATTO_12637 

:TATTO_12487
05A9: $2450($9724,12s) = 'RARMLW' // 8-byte strings  // Als jobb kar
0002: jump @TATTO_12637 

:TATTO_12512
05A9: $2450($9724,12s) = 'BACK' // 8-byte strings  // Htra
0002: jump @TATTO_12637 

:TATTO_12537
05A9: $2450($9724,12s) = 'LCHEST' // 8-byte strings  // Bal mellkas
0002: jump @TATTO_12637 

:TATTO_12562
05A9: $2450($9724,12s) = 'RCHEST' // 8-byte strings  // Jobb mellre
0002: jump @TATTO_12637 

:TATTO_12587
05A9: $2450($9724,12s) = 'BELLY' // 8-byte strings  // Hasra
0002: jump @TATTO_12637 

:TATTO_12612
05A9: $2450($9724,12s) = 'LBACK' // 8-byte strings  // Als ht
0002: jump @TATTO_12637 

:TATTO_12637
0008: $9724 += 1 // integer values 

:TATTO_12644
0008: $2515 += 1 // integer values 
0002: jump @TATTO_12207 

:TATTO_12658
0084: $2515 = $9724 // integer values and handles 

:TATTO_12666
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @TATTO_12716 
05A9: $2450($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @TATTO_12666 

:TATTO_12716
0512: permanent_text_box 'TATTA'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, egy testrsz kivlasztshoz.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @TATTO_12789 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_13030 

:TATTO_12789
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @TATTO_12851 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_13030 

:TATTO_12851
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @TATTO_12913 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_13030 

:TATTO_12913
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @TATTO_12975 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls
0002: jump @TATTO_13030 

:TATTO_12975
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @TATTO_13030 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tetovls

:TATTO_13030
08D6: set_panel $9723 column 0 alignment 1 
08DB: set_panel $9723 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tetovls
08D6: set_panel $9723 column 1 alignment 2 
08DB: set_panel $9723 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
0004: $2425 = 0 // integer values 

:TATTO_13231
00D6: if 
001C:   $9724 > $2425 // integer values 
004D: jump_if_false @TATTO_13286 
08EE: set_panel $2423 column 1 row $2425 text_1number 'DOLLAR' 400  // $~1~
0008: $2425 += 1 // integer values 
0002: jump @TATTO_13231 

:TATTO_13286
09DB: set_panel $9723 column 0 width 140 
09DB: set_panel $9723 column 1 width 46 
0004: $9722 = 1 // integer values 

:TATTO_13312
0051: return 

:TATTO_13314
00D6: if or
04A3:   $2547 == 8 // integer values OR floating-point values 
04A3:   $2547 == 12 // integer values OR floating-point values 
004D: jump_if_false @TATTO_13588 
00D6: if 
8611:   not actor $PLAYER_ACTOR animation_is "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_13542 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_IN_P" from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_BACK_SIT_IN_P" 
004D: jump_if_false @TATTO_13496 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_13496
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_13528 
0004: $9664 = 4 // integer values 
0002: jump @TATTO_13535 

:TATTO_13528
0004: $9664 = 2 // integer values 

:TATTO_13535
0002: jump @TATTO_13581 

:TATTO_13542
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_13574 
0004: $9664 = 5 // integer values 
0002: jump @TATTO_13581 

:TATTO_13574
0004: $9664 = 3 // integer values 

:TATTO_13581
0002: jump @TATTO_13833 

:TATTO_13588
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_13794 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_13748 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_13748
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_13780 
0004: $9664 = 4 // integer values 
0002: jump @TATTO_13787 

:TATTO_13780
0004: $9664 = 2 // integer values 

:TATTO_13787
0002: jump @TATTO_13833 

:TATTO_13794
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_13826 
0004: $9664 = 5 // integer values 
0002: jump @TATTO_13833 

:TATTO_13826
0004: $9664 = 3 // integer values 

:TATTO_13833
0051: return 

:TATTO_13835
00D6: if or
04A3:   $2547 == 8 // integer values OR floating-point values 
04A3:   $2547 == 12 // integer values OR floating-point values 
004D: jump_if_false @TATTO_14049 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_BACK_SIT_IN_P" 
004D: jump_if_false @TATTO_13922 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_13922
00D6: if 
0042:   $9657 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_14042 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_14035 
0004: $9664 = 5 // integer values 
0002: jump @TATTO_14042 

:TATTO_14035
0004: $9664 = 3 // integer values 

:TATTO_14042
0002: jump @TATTO_14228 

:TATTO_14049
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_14113 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_14113
00D6: if 
0042:   $9657 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_14228 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_14221 
0004: $9664 = 5 // integer values 
0002: jump @TATTO_14228 

:TATTO_14221
0004: $9664 = 3 // integer values 

:TATTO_14228
0051: return 

:TATTO_14230
0812: AS_actor $PLAYER_ACTOR perform_animation v$9669 from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
03D1: play_wav 4 
0005: $9657 = 0.0 // floating-point values 
0812: AS_actor $9645 perform_animation v$9673 from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9659 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_14370 
075A:   $9651 v$9677 "TATTOOS" 1000.0 0 1 
0005: $9658 = 0.0 // floating-point values 

:TATTO_14370
0051: return 

:TATTO_14372
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is v$9669 
004D: jump_if_false @TATTO_14402 
0613: $9657 = actor $PLAYER_ACTOR animation v$9669 time 

:TATTO_14402
00D6: if 
0611:   actor $9645 animation_is v$9673 
004D: jump_if_false @TATTO_14432 
0613: $9657 = actor $9645 animation v$9673 time 

:TATTO_14432
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_14478 
00D6: if 
0837:   object $9651 animation_is v$9677 
004D: jump_if_false @TATTO_14478 
0839: (unknown) $9651 v$9677 $9658 

:TATTO_14478
00D6: if 
0042:   $9657 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_14702 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9681 from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9657 = 0.0 // floating-point values 
0812: AS_actor $9645 perform_animation v$9685 from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9659 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_14635 
075A:   $9651 v$9689 "TATTOOS" 1000.0 1 0 
0005: $9658 = 0.0 // floating-point values 

:TATTO_14635
0793: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_14688 
0004: $9664 = 7 // integer values 
0002: jump @TATTO_14702 

:TATTO_14688
0050: gosub @TATTO_10503 
0004: $9664 = 4 // integer values 

:TATTO_14702
0051: return 

:TATTO_14704
0812: AS_actor $PLAYER_ACTOR perform_animation v$9693 from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9657 = 0.0 // floating-point values 
0812: AS_actor $9645 perform_animation v$9697 from_file "TATTOOS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9659 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_14840 
075A:   $9651 v$9701 "TATTOOS" 1000.0 0 1 
0005: $9658 = 0.0 // floating-point values 

:TATTO_14840
0051: return 

:TATTO_14842
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is v$9693 
004D: jump_if_false @TATTO_14872 
0613: $9657 = actor $PLAYER_ACTOR animation v$9693 time 

:TATTO_14872
00D6: if 
0611:   actor $9645 animation_is v$9697 
004D: jump_if_false @TATTO_14902 
0613: $9659 = actor $9645 animation v$9697 time 

:TATTO_14902
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "TAT_BACK_OUT_P" 
004D: jump_if_false @TATTO_15202 
00D6: if 
0042:   $9657 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_15054 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_15047 
0004: $9664 = 9 // integer values 
0002: jump @TATTO_15054 

:TATTO_15047
0004: $9664 = 6 // integer values 

:TATTO_15054
00D6: if 
0042:   $9659 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_15195 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9659 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_15195 
075A:   $9651 "TAT_SIT_LOOP_O" "TATTOOS" 1000.0 1 0 
0005: $9658 = 0.0 // floating-point values 

:TATTO_15195
0002: jump @TATTO_15458 

:TATTO_15202
00D6: if 
0042:   $9657 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_15317 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9657 = 0.0 // floating-point values 
00D6: if 
0038:   $9721 == 1 // integer values 
004D: jump_if_false @TATTO_15310 
0004: $9664 = 9 // integer values 
0002: jump @TATTO_15317 

:TATTO_15310
0004: $9664 = 6 // integer values 

:TATTO_15317
00D6: if 
0042:   $9659 == 1.0 // floating-point values 
004D: jump_if_false @TATTO_15458 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" from_file "TATTOOS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9659 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_15458 
075A:   $9651 "TAT_SIT_LOOP_O" "TATTOOS" 1000.0 1 0 
0005: $9658 = 0.0 // floating-point values 

:TATTO_15458
0051: return 

:TATTO_15460
03E3: (unknown) 1 
038E: draw_box position 280.0 58.0 scale 70.0 70.0 color 0 0 0 alpha 255 
03E3: (unknown) 1 
038D: create_texture 1 position 280.0 58.0 scale 64.0 64.0 color 255 255 255 alpha 200 
0051: return 
004E: end_thread 

//-------------External script 62 (BARBER)---------------

:BARB
0005: $9758 = 0.0 // floating-point values 
0005: $9759 = 0.0 // floating-point values 
0005: $9760 = 0.0 // floating-point values 
0005: $9761 = 0.0 // floating-point values 
0005: $9762 = 0.0 // floating-point values 
0005: $9763 = 0.0 // floating-point values 
0005: $9764 = 0.0 // floating-point values 
0005: $9765 = 0.0 // floating-point values 
0005: $9766 = 0.0 // floating-point values 
0005: $9767 = 0.0 // floating-point values 
0005: $9768 = 0.0 // floating-point values 
0005: $9769 = 0.0 // floating-point values 
0005: $9770 = 0.0 // floating-point values 
0005: $9771 = 0.0 // floating-point values 
0005: $9772 = 0.0 // floating-point values 
0005: $9773 = 0.0 // floating-point values 
0005: $9774 = 0.0 // floating-point values 
0005: $9775 = 0.0 // floating-point values 
0005: $9776 = 0.0 // floating-point values 
0005: $9777 = 0.0 // floating-point values 
0005: $9778 = 0.0 // floating-point values 
0005: $9779 = 0.0 // floating-point values 
0005: $9780 = 0.0 // floating-point values 
0005: $9781 = 0.0 // floating-point values 
0005: $9782 = 0.0 // floating-point values 
0005: $9783 = 0.0 // floating-point values 
0005: $9784 = 0.0 // floating-point values 
0005: $9785 = 0.0 // floating-point values 
0005: $9786 = 0.0 // floating-point values 
0005: $9787 = 0.0 // floating-point values 
0005: $9753 = 0.0 // floating-point values 
0004: $9752 = 0 // integer values 
0005: $9788 = 0.0 // floating-point values 
0005: $9789 = 0.0 // floating-point values 
0005: $9790 = 0.0 // floating-point values 
0005: $9791 = 0.0 // floating-point values 
0005: $9792 = 0.0 // floating-point values 
0005: $9793 = 0.0 // floating-point values 
0004: $9750 = 0 // integer values 
0004: $9734 = 0 // integer values 
0005: $9738 = 0.0 // floating-point values 
0004: $9739 = 0 // integer values 
0004: $9744 = 0 // integer values 
0005: $9745 = 0.0 // floating-point values 
0005: $9746 = 0.0 // floating-point values 
0005: $9747 = 0.0 // floating-point values 
0005: $9748 = 0.0 // floating-point values 
0004: $9749 = 0 // integer values 
0004: $2751 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9797 = 0 // integer values 
0004: $9800 = 0 // integer values 
0004: $9801 = 0 // integer values 
0004: $9802 = 0 // integer values 
0004: $9804 = 0 // integer values 
0004: $9805 = 0 // integer values 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS' // 8-byte strings 
004D: jump_if_false @BARB_558 
04AE: unknown $SELLER_MODEL radar_icon_or_model 156 

:BARB_558
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2' // 8-byte strings 
004D: jump_if_false @BARB_591 
04AE: unknown $SELLER_MODEL radar_icon_or_model 177 

:BARB_591
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3' // 8-byte strings 
004D: jump_if_false @BARB_624 
04AE: unknown $SELLER_MODEL radar_icon_or_model 176 

:BARB_624
0247: request_model $SELLER_MODEL 
03CF: load_wav 4400 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'BARB' 

:BARB_653
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BARB_7278 
00D6: if 
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @BARB_7264 
00D6: if 
0018:   $9744 > 0 // integer values 
004D: jump_if_false @BARB_751 
00D6: if 
0A0F: (unknown) 
004D: jump_if_false @BARB_751 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2419 
0004: $2418 = 0 // integer values 
0004: $2420 = 0 // integer values 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 

:BARB_751
00D6: if 
0038:   $9744 == 0 // integer values 
004D: jump_if_false @BARB_1015 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS' // 8-byte strings 
004D: jump_if_false @BARB_851 
0005: $9794 = 0.0 // floating-point values 
0005: $9795 = 0.0 // floating-point values 
0005: $9796 = 0.0 // floating-point values 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9729 = get_object_model_number 
0004: $9797 = 0 // integer values 
0004: $9744 = 1 // integer values 

:BARB_851
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2' // 8-byte strings 
004D: jump_if_false @BARB_933 
0005: $9794 = 6.987 // floating-point values 
0005: $9795 = -61.401 // floating-point values 
0005: $9796 = 0.0 // floating-point values 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9729 = get_object_model_number 
0004: $9797 = 0 // integer values 
0004: $9744 = 1 // integer values 

:BARB_933
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3' // 8-byte strings 
004D: jump_if_false @BARB_1015 
0005: $9794 = 0.371 // floating-point values 
0005: $9795 = -31.421 // floating-point values 
0005: $9796 = 0.0 // floating-point values 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9729 = get_object_model_number 
0004: $9797 = 0 // integer values 
0004: $9744 = 1 // integer values 

:BARB_1015
00D6: if 
0038:   $9744 == 1 // integer values 
004D: jump_if_false @BARB_2030 
03F0: text_draw_toggle 1 
08F8: (unknown) 0 
0793: (unknown) 
0005: $X_BUY_MARKER = 414.3 // floating-point values 
0059: $X_BUY_MARKER += $9794 // floating-point values 
0005: $Y_BUY_MARKER = -19.9 // floating-point values 
0059: $Y_BUY_MARKER += $9795 // floating-point values 
0005: $Z_BUY_MARKER = 1000.806 // floating-point values 
0059: $Z_BUY_MARKER += $9796 // floating-point values 
0005: $9753 = 90.0 // floating-point values 
0005: $9745 = 414.3 // floating-point values 
000D: $9745 -= 0.027 // floating-point values 
0059: $9745 += $9794 // floating-point values 
0005: $9746 = -19.9 // floating-point values 
0009: $9746 += 1.898 // floating-point values 
0059: $9746 += $9795 // floating-point values 
0005: $9747 = 1000.86 // floating-point values 
0005: $9748 = 180.0 // floating-point values 
0005: $9758 = 412.0009 // floating-point values 
0059: $9758 += $9794 // floating-point values 
0005: $9759 = -19.8018 // floating-point values 
0059: $9759 += $9795 // floating-point values 
0005: $9760 = 1001.765 // floating-point values 
0059: $9760 += $9796 // floating-point values 
0005: $9761 = 412.8502 // floating-point values 
0059: $9761 += $9794 // floating-point values 
0005: $9762 = -19.2749 // floating-point values 
0059: $9762 += $9795 // floating-point values 
0005: $9763 = 1001.797 // floating-point values 
0059: $9763 += $9796 // floating-point values 
0005: $9764 = 414.9329 // floating-point values 
0059: $9764 += $9794 // floating-point values 
0005: $9765 = -18.4475 // floating-point values 
0059: $9765 += $9795 // floating-point values 
0005: $9766 = 1002.286 // floating-point values 
0059: $9766 += $9796 // floating-point values 
0005: $9767 = 414.0564 // floating-point values 
0059: $9767 += $9794 // floating-point values 
0005: $9768 = -18.7965 // floating-point values 
0059: $9768 += $9795 // floating-point values 
0005: $9769 = 1001.955 // floating-point values 
0059: $9769 += $9796 // floating-point values 
0005: $9770 = 412.649 // floating-point values 
0059: $9770 += $9794 // floating-point values 
0005: $9771 = -19.7078 // floating-point values 
0059: $9771 += $9795 // floating-point values 
0005: $9772 = 1001.992 // floating-point values 
0059: $9772 += $9796 // floating-point values 
0005: $9773 = 413.3581 // floating-point values 
0059: $9773 += $9794 // floating-point values 
0005: $9774 = -19.0046 // floating-point values 
0059: $9774 += $9795 // floating-point values 
0005: $9775 = 1002.043 // floating-point values 
0059: $9775 += $9796 // floating-point values 
0005: $9776 = 414.5509 // floating-point values 
0059: $9776 += $9794 // floating-point values 
0005: $9777 = -20.8773 // floating-point values 
0059: $9777 += $9795 // floating-point values 
0005: $9778 = 1001.405 // floating-point values 
0059: $9778 += $9796 // floating-point values 
0005: $9779 = 414.0572 // floating-point values 
0059: $9779 += $9794 // floating-point values 
0005: $9780 = -20.025 // floating-point values 
0059: $9780 += $9795 // floating-point values 
0005: $9781 = 1001.578 // floating-point values 
0059: $9781 += $9796 // floating-point values 
0005: $9782 = 412.5159 // floating-point values 
0059: $9782 += $9794 // floating-point values 
0005: $9783 = -21.7447 // floating-point values 
0059: $9783 += $9795 // floating-point values 
0005: $9784 = 1001.946 // floating-point values 
0059: $9784 += $9796 // floating-point values 
0005: $9785 = 412.9438 // floating-point values 
0059: $9785 += $9794 // floating-point values 
0005: $9786 = -20.8411 // floating-point values 
0059: $9786 += $9795 // floating-point values 
0005: $9787 = 1001.963 // floating-point values 
0059: $9787 += $9796 // floating-point values 
0005: $9788 = 411.957 // floating-point values 
0059: $9788 += $9794 // floating-point values 
0005: $9789 = -19.779 // floating-point values 
0059: $9789 += $9795 // floating-point values 
0005: $9790 = 1000.836 // floating-point values 
0059: $9790 += $9796 // floating-point values 
0005: $9791 = 411.795 // floating-point values 
0059: $9791 += $9794 // floating-point values 
0005: $9792 = -23.3 // floating-point values 
0059: $9792 += $9795 // floating-point values 
0005: $9793 = 1000.836 // floating-point values 
0059: $9793 += $9796 // floating-point values 
009A: $9731 = create_actor 4 $SELLER_MODEL at $9745 $9746 $9747 
0173: set_actor $9731 z_angle_to $9748 
060B: unknown_actor_use_entity $9731 65542 
02A9: set_actor $9731 immune_to_nonplayer 1 
0615: define_action_sequences $9737 
0812: AS_actor -1 perform_animation "BRB_IN" from_file "HAIRCUTS" 4.0 loop 0 0 0 lock 0 time -1 
0812: AS_actor -1 perform_animation "BRB_LOOP" from_file "HAIRCUTS" 4.0 loop 1 0 0 lock 0 time -1 
0616: define_action_sequences_end $9737 
0615: define_action_sequences $9751 
05D3: AS_actor -1 go_to_point $9788 $9789 $9790 speed 4 8000 ms 
05D3: AS_actor -1 go_to_point $9791 $9792 $9793 speed 4 8000 ms 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_action_sequences_end $9751 
0004: $9797 = 0 // integer values 
0004: $9744 = 2 // integer values 

:BARB_2030
00D6: if 
0038:   $9744 == 2 // integer values 
004D: jump_if_false @BARB_2439 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // 8-byte strings 
004D: jump_if_false @BARB_2079 
0050: gosub @BARB_7498 

:BARB_2079
00D6: if 
8118:   not actor $9731 dead 
004D: jump_if_false @BARB_2394 
00D6: if 
0038:   $2749 == 0 // integer values 
004D: jump_if_false @BARB_2342 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
004D: jump_if_false @BARB_2181 
0647: unknown_action_sequence $9731 
0947: (unknown) $9731 327 $10081 
05C4: AS_actor $9731 hands_up -2 ms 
0004: $2749 = 1 // integer values 
0002: jump @BARB_2335 

:BARB_2181
00D6: if 
0038:   $9802 == 0 // integer values 
004D: jump_if_false @BARB_2250 
077E: $9803 = active_interior 
00D6: if 
8038:   not  $9803 == 0 // integer values 
004D: jump_if_false @BARB_2250 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
0947: (unknown) $9731 330 $10081 
0004: $9802 = 1 // integer values 

:BARB_2250
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE 
004D: jump_if_false @BARB_2335 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BARB_2335 
0647: unknown_action_sequence $9731 
0004: $9797 = 0 // integer values 
0004: $9744 = 3 // integer values 

:BARB_2335
0002: jump @BARB_2387 

:BARB_2342
0050: gosub @BARB_7292 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // 8-byte strings 
004D: jump_if_false @BARB_2380 
0050: gosub @BARB_7498 

:BARB_2380
0002: jump @BARB_653 

:BARB_2387
0002: jump @BARB_2439 

:BARB_2394
0050: gosub @BARB_7292 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // 8-byte strings 
004D: jump_if_false @BARB_2432 
0050: gosub @BARB_7498 

:BARB_2432
0002: jump @BARB_653 

:BARB_2439
00D6: if 
0038:   $9744 == 3 // integer values 
004D: jump_if_false @BARB_2537 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
0581: toggle_radar 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD range 1.0 
0006: 32@ = 0 // integer values 
0004: $9797 = 0 // integer values 
0004: $9744 = 4 // integer values 

:BARB_2537
00D6: if 
0038:   $9744 == 4 // integer values 
004D: jump_if_false @BARB_2925 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_2616 
0050: gosub @BARB_7292 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // 8-byte strings 
004D: jump_if_false @BARB_2609 
0050: gosub @BARB_7498 

:BARB_2609
0002: jump @BARB_653 

:BARB_2616
00D6: if 
0029:   32@ >= 300 // integer values 
004D: jump_if_false @BARB_2925 
00A0: store_actor $9731 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $9745 // floating-point values 
8044:   not  $2756 == $9746 // floating-point values 
8044:   not  $2757 == $9747 // floating-point values 
004D: jump_if_false @BARB_2706 
00A1: put_actor $9731 at $9745 $9746 $9747 
0173: set_actor $9731 z_angle_to $9748 

:BARB_2706
08C7: (unknown) $PLAYER_ACTOR $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER 
0173: set_actor $PLAYER_ACTOR z_angle_to $9753 
0793: (unknown) 
08F7: get_player $PLAYER_CHAR clothing id 1 model $2542 item $2543 
015F: set_camera_position $9758 $9759 $9760 0.0 0.0 0.0 
0160: point_camera $9761 $9762 $9763 2 
0005: $9738 = 0.0 // floating-point values 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_IN" from_file "HAIRCUTS" 1000.0 loop 0 0 0 lock 1 time -1 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0038:   $676 == 0 // integer values 
004D: jump_if_false @BARB_2903 
00D6: if 
0038:   $169 == 1 // integer values 
004D: jump_if_false @BARB_2903 
00D6: if 
001A:   50 > $SHOPS_PLAYER_CASH // integer values 
004D: jump_if_false @BARB_2903 
0109: player $PLAYER_CHAR money += 52 

:BARB_2903
0618: assign_actor $9731 to_action_sequences $9737 
0004: $9797 = 0 // integer values 
0004: $9744 = 5 // integer values 

:BARB_2925
00D6: if 
0038:   $9744 == 5 // integer values 
004D: jump_if_false @BARB_3194 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_3004 
0050: gosub @BARB_7292 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // 8-byte strings 
004D: jump_if_false @BARB_2997 
0050: gosub @BARB_7498 

:BARB_2997
0002: jump @BARB_653 

:BARB_3004
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BRB_SIT_IN" 
004D: jump_if_false @BARB_3052 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_IN" time 

:BARB_3052
00D6: if 
0042:   $9738 == 1.0 // floating-point values 
004D: jump_if_false @BARB_3194 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" from_file "HAIRCUTS" 1000.0 loop 1 0 0 lock 1 time -1 
015F: set_camera_position $9764 $9765 $9766 0.0 0.0 0.0 
0160: point_camera $9767 $9768 $9769 2 
0947: (unknown) $9731 333 $10081 
08F7: get_player $PLAYER_CHAR clothing id 1 model $2542 item $2543 
0004: $9797 = 0 // integer values 
0004: $9744 = 6 // integer values 

:BARB_3194
00D6: if 
0038:   $9744 == 6 // integer values 
004D: jump_if_false @BARB_5429 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_3273 
0050: gosub @BARB_7292 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // 8-byte strings 
004D: jump_if_false @BARB_3266 
0050: gosub @BARB_7498 

:BARB_3266
0002: jump @BARB_653 

:BARB_3273
00D6: if 
001A:   1 > $9797 // integer values 
004D: jump_if_false @BARB_3323 
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @BARB_3323 
0050: gosub @BARB_8401 
0050: gosub @BARB_8689 

:BARB_3323
00D6: if 
0038:   $9797 == 0 // integer values 
004D: jump_if_false @BARB_3389 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BARB_3365 
0004: $9797 = 10 // integer values 

:BARB_3365
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BARB_3389 
0004: $9797 = 1 // integer values 

:BARB_3389
00D6: if 
0038:   $9797 == 1 // integer values 
004D: jump_if_false @BARB_3559 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @BARB_3559 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @BARB_3456 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:BARB_3456
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @BARB_3488 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:BARB_3488
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @BARB_3520 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:BARB_3520
00D6: if 
0038:   $9750 == 1 // integer values 
004D: jump_if_false @BARB_3552 
0004: $9797 = 2 // integer values 
0002: jump @BARB_3559 

:BARB_3552
0004: $9797 = 5 // integer values 

:BARB_3559
00D6: if 
0038:   $9797 == 2 // integer values 
004D: jump_if_false @BARB_3640 
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" from_file "HAIRCUTS" 4.0 loop 0 0 0 lock 1 time -1 
03D1: play_wav 4 
0005: $9738 = 0.0 // floating-point values 
0004: $9797 = 3 // integer values 

:BARB_3640
00D6: if 
0038:   $9797 == 3 // integer values 
004D: jump_if_false @BARB_3900 
00D6: if 
0611:   actor $9731 animation_is "BRB_CUT_IN" 
004D: jump_if_false @BARB_3706 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_3706
00D6: if 
0042:   $9738 == 1.0 // floating-point values 
004D: jump_if_false @BARB_3800 
00D6: if 
0038:   $9805 == 0 // integer values 
004D: jump_if_false @BARB_3800 
0812: AS_actor $9731 perform_animation "BRB_CUT" from_file "HAIRCUTS" 4.0 loop 0 0 0 lock 0 time -1 
0794: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
0793: (unknown) 
0004: $9805 = 1 // integer values 

:BARB_3800
00D6: if 
0038:   $9805 == 1 // integer values 
004D: jump_if_false @BARB_3900 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BARB_3900 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" from_file "HAIRCUTS" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9738 = 0.0 // floating-point values 
0004: $9797 = 4 // integer values 
0004: $9805 = 0 // integer values 

:BARB_3900
00D6: if 
0038:   $9797 == 4 // integer values 
004D: jump_if_false @BARB_3996 
00D6: if 
0611:   actor $9731 animation_is "BRB_CUT_OUT" 
004D: jump_if_false @BARB_3968 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_3968
00D6: if 
0042:   $9738 == 1.0 // floating-point values 
004D: jump_if_false @BARB_3996 
0004: $9797 = 5 // integer values 

:BARB_3996
00D6: if 
0038:   $9797 == 5 // integer values 
004D: jump_if_false @BARB_4162 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_OUT" from_file "HAIRCUTS" 1000.0 loop 0 0 0 lock 0 time -1 
0005: $9738 = 0.0 // floating-point values 
0812: AS_actor $9731 perform_animation "BRB_OUT" from_file "HAIRCUTS" 1000.0 loop 0 0 0 lock 1 time -1 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
015F: set_camera_position $9776 $9777 $9778 0.0 0.0 0.0 
0160: point_camera $9779 $9780 $9781 2 
0004: $9797 = 6 // integer values 

:BARB_4162
00D6: if 
0038:   $9797 == 6 // integer values 
004D: jump_if_false @BARB_4323 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "BRB_SIT_OUT" 
004D: jump_if_false @BARB_4230 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_OUT" time 

:BARB_4230
00D6: if 
0030:   $9738 >= 0.8 // floating-point values 
004D: jump_if_false @BARB_4323 
0618: assign_actor $PLAYER_ACTOR to_action_sequences $9751 
0947: (unknown) $9731 331 $10081 
015F: set_camera_position $9782 $9783 $9784 0.0 0.0 0.0 
0160: point_camera $9785 $9786 $9787 2 
0006: 32@ = 0 // integer values 
0004: $9797 = 7 // integer values 

:BARB_4323
00D6: if 
0038:   $9797 == 7 // integer values 
004D: jump_if_false @BARB_4463 
00D6: if 
0038:   $9804 == 0 // integer values 
004D: jump_if_false @BARB_4389 
00D6: if 
0029:   32@ >= 1500 // integer values 
004D: jump_if_false @BARB_4389 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $9804 = 1 // integer values 

:BARB_4389
00D6: if 
0018:   $9744 > 2 // integer values 
004D: jump_if_false @BARB_4409 
03E6: remove_text_box 

:BARB_4409
062E: (unknown) $PLAYER_ACTOR 1560 $9752 
00D6: if 
84A3:   not  $9752 == 7 // integer values OR floating-point values 
004D: jump_if_false @BARB_4456 
062E: (unknown) $PLAYER_ACTOR 1560 $9752 
0002: jump @BARB_4463 

:BARB_4456
0004: $9797 = 8 // integer values 

:BARB_4463
00D6: if 
0038:   $9797 == 8 // integer values 
004D: jump_if_false @BARB_4529 
0647: unknown_action_sequence $9731 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BD: (unknown) 0 
0581: toggle_radar 1 
0004: $9804 = 0 // integer values 
0004: $9797 = 9 // integer values 

:BARB_4529
00D6: if 
0038:   $9797 == 9 // integer values 
004D: jump_if_false @BARB_4719 
00D6: if 
80FF:   not actor $PLAYER_ACTOR 1 $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 
004D: jump_if_false @BARB_4645 
0004: $9730 = 0 // integer values 
0004: $9749 = 0 // integer values 
0004: $9750 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9804 = 0 // integer values 
0004: $9797 = 0 // integer values 
0004: $9744 = 2 // integer values 

:BARB_4645
00D6: if 
0038:   $2749 == 0 // integer values 
004D: jump_if_false @BARB_4719 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
004D: jump_if_false @BARB_4719 
0947: (unknown) $9731 327 $10081 
05C4: AS_actor $9731 hands_up -2 ms 
0004: $2749 = 1 // integer values 

:BARB_4719
00D6: if 
0038:   $9797 == 10 // integer values 
004D: jump_if_false @BARB_5013 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BARB_5013 
08D8: $9734 = panel $2419 selected_row 
00D6: if 
001A:   0 > $9734 // integer values 
004D: jump_if_false @BARB_4787 
0004: $9734 = 0 // integer values 

:BARB_4787
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @BARB_4819 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:BARB_4819
0760: (unknown) $9734 $9733 
078C: s$9742 = get_name_from_object_model $9733 
0761: $9732 = get_price_from_object_model $9733 
0783: (unknown) $9733 0 $9735 
0783: (unknown) $9733 1 $9736 
0084: $2751 = $9732 // integer values and handles 
05A9: s$2752 = s$9742 // 8-byte strings 
015F: set_camera_position $9764 $9765 $9766 0.0 0.0 0.0 
0160: point_camera $9767 $9768 $9769 2 
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" from_file "HAIRCUTS" 1000.0 loop 0 0 0 lock 1 time -1 
08F7: get_player $PLAYER_CHAR clothing id 1 model $9798 item $9799 
00D6: if 
803A:   not  $9798 == $9733 // integer values and handles 
004D: jump_if_false @BARB_4996 
03D1: play_wav 4 

:BARB_4996
0005: $9738 = 0.0 // floating-point values 
0004: $9797 = 11 // integer values 

:BARB_5013
00D6: if 
0038:   $9797 == 11 // integer values 
004D: jump_if_false @BARB_5183 
00D6: if 
0611:   actor $9731 animation_is "BRB_CUT_IN" 
004D: jump_if_false @BARB_5079 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_5079
00D6: if 
0042:   $9738 == 1.0 // floating-point values 
004D: jump_if_false @BARB_5183 
0812: AS_actor $9731 perform_animation "BRB_CUT" from_file "HAIRCUTS" 1000.0 loop 0 0 0 lock 1 time -1 
0784: (unknown) $PLAYER_CHAR 0 0 16 
0784: (unknown) $PLAYER_CHAR $9733 $9735 $9736 
070D: rebuild_player $PLAYER_CHAR 
0004: $9750 = 1 // integer values 
0004: $9797 = 12 // integer values 

:BARB_5183
00D6: if 
0038:   $9797 == 12 // integer values 
004D: jump_if_false @BARB_5276 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BARB_5276 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" from_file "HAIRCUTS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9738 = 0.0 // floating-point values 
0004: $9797 = 13 // integer values 

:BARB_5276
00D6: if 
0038:   $9797 == 13 // integer values 
004D: jump_if_false @BARB_5429 
00D6: if 
0611:   actor $9731 animation_is "BRB_CUT_OUT" 
004D: jump_if_false @BARB_5344 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_5344
00D6: if 
0042:   $9738 == 1.0 // floating-point values 
004D: jump_if_false @BARB_5429 
0812: AS_actor $9731 perform_animation "BRB_LOOP" from_file "HAIRCUTS" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9738 = 0.0 // floating-point values 
0004: $9797 = 0 // integer values 
0004: $9744 = 7 // integer values 

:BARB_5429
00D6: if 
0038:   $9744 == 7 // integer values 
004D: jump_if_false @BARB_7257 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_5508 
0050: gosub @BARB_7292 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // 8-byte strings 
004D: jump_if_false @BARB_5501 
0050: gosub @BARB_7498 

:BARB_5501
0002: jump @BARB_653 

:BARB_5508
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @BARB_5551 
00D6: if 
001A:   1 > $9797 // integer values 
004D: jump_if_false @BARB_5551 
0050: gosub @BARB_7760 

:BARB_5551
00D6: if 
0038:   $9797 == 0 // integer values 
004D: jump_if_false @BARB_5675 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BARB_5629 
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'BARBNO'  // ~s~Ezt mr megvetted!
0004: $2544 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $9797 = 2 // integer values 

:BARB_5629
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @BARB_5675 
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'BARBNO'  // ~s~Ezt mr megvetted!
0004: $9797 = 1 // integer values 

:BARB_5675
00D6: if 
0038:   $9797 == 1 // integer values 
004D: jump_if_false @BARB_5788 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @BARB_5788 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @BARB_5742 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 // integer values 

:BARB_5742
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @BARB_5774 
0050: gosub @BARB_8401 
0050: gosub @BARB_8689 

:BARB_5774
0004: $9797 = 0 // integer values 
0004: $9744 = 6 // integer values 

:BARB_5788
00D6: if 
0038:   $9797 == 2 // integer values 
004D: jump_if_false @BARB_6912 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BARB_6912 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $9732 // integer values 
004D: jump_if_false @BARB_6839 
00D6: if 
803A:   not  $2542 == $9733 // integer values and handles 
004D: jump_if_false @BARB_6759 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @BARB_5915 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:BARB_5915
0947: (unknown) $9731 323 $10081 
0790: (unknown) $9733 
0004: $9749 = 1 // integer values 
0004: $9750 = 0 // integer values 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1054 
0793: (unknown) 
08F7: get_player $PLAYER_CHAR clothing id 1 model $2542 item $2543 
015F: set_camera_position $9770 $9771 $9772 0.0 0.0 0.0 
0160: point_camera $9773 $9774 $9775 2 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS' // 8-byte strings 
004D: jump_if_false @BARB_6284 
00D6: if or
05AD:   s$9742 == 'TASH' // 8-byte strings 
05AD:   s$9742 == 'GOATEE' // 8-byte strings 
05AD:   s$9742 == 'BEARD' // 8-byte strings 
05AD:   s$9742 == 'AFROT' // 8-byte strings 
05AD:   s$9742 == 'AFROB' // 8-byte strings 
05AD:   s$9742 == 'AFROGOT' // 8-byte strings 
004D: jump_if_false @BARB_6159 
06D1: v$9754 = "BRB_BEARD_01" // 16-byte strings 
0002: jump @BARB_6284 

:BARB_6159
00D6: if 
0018:   $9739 > 1 // integer values 
004D: jump_if_false @BARB_6184 
0004: $9739 = 0 // integer values 

:BARB_6184
00D6: if 
001A:   0 > $9739 // integer values 
004D: jump_if_false @BARB_6209 
0004: $9739 = 0 // integer values 

:BARB_6209
00D6: if 
0038:   $9739 == 0 // integer values 
004D: jump_if_false @BARB_6259 
06D1: v$9754 = "BRB_HAIR_01" // 16-byte strings 
0008: $9739 += 1 // integer values 
0002: jump @BARB_6284 

:BARB_6259
06D1: v$9754 = "BRB_HAIR_02" // 16-byte strings 
000C: $9739 -= 1 // integer values 

:BARB_6284
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2' // 8-byte strings 
004D: jump_if_false @BARB_6434 
00D6: if 
0018:   $9739 > 1 // integer values 
004D: jump_if_false @BARB_6334 
0004: $9739 = 0 // integer values 

:BARB_6334
00D6: if 
001A:   0 > $9739 // integer values 
004D: jump_if_false @BARB_6359 
0004: $9739 = 0 // integer values 

:BARB_6359
00D6: if 
0038:   $9739 == 0 // integer values 
004D: jump_if_false @BARB_6409 
06D1: v$9754 = "BRB_HAIR_01" // 16-byte strings 
0008: $9739 += 1 // integer values 
0002: jump @BARB_6434 

:BARB_6409
06D1: v$9754 = "BRB_HAIR_02" // 16-byte strings 
000C: $9739 -= 1 // integer values 

:BARB_6434
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3' // 8-byte strings 
004D: jump_if_false @BARB_6663 
00D6: if or
05AD:   s$9742 == 'BLADBEA' // 8-byte strings 
05AD:   s$9742 == 'BALDTSH' // 8-byte strings 
05AD:   s$9742 == 'BALDGOT' // 8-byte strings 
004D: jump_if_false @BARB_6538 
06D1: v$9754 = "BRB_BEARD_01" // 16-byte strings 
0002: jump @BARB_6663 

:BARB_6538
00D6: if 
0018:   $9739 > 1 // integer values 
004D: jump_if_false @BARB_6563 
0004: $9739 = 0 // integer values 

:BARB_6563
00D6: if 
001A:   0 > $9739 // integer values 
004D: jump_if_false @BARB_6588 
0004: $9739 = 0 // integer values 

:BARB_6588
00D6: if 
0038:   $9739 == 0 // integer values 
004D: jump_if_false @BARB_6638 
06D1: v$9754 = "BRB_HAIR_01" // 16-byte strings 
0008: $9739 += 1 // integer values 
0002: jump @BARB_6663 

:BARB_6638
06D1: v$9754 = "BRB_HAIR_02" // 16-byte strings 
000C: $9739 -= 1 // integer values 

:BARB_6663
0812: AS_actor $9731 perform_animation "BRB_BUY" from_file "HAIRCUTS" 1000.0 loop 0 0 0 lock 1 time -1 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9754 from_file "HAIRCUTS" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9738 = 0.0 // floating-point values 
0004: $9797 = 3 // integer values 
0002: jump @BARB_6832 

:BARB_6759
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @BARB_6832 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
0947: (unknown) $9731 322 $10081 
00BC: text_highpriority 'BARBNO' 5000 ms 1  // ~s~Ezt mr megvetted!
0004: $9797 = 0 // integer values 
0004: $2545 = 1 // integer values 

:BARB_6832
0002: jump @BARB_6912 

:BARB_6839
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @BARB_6912 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
0947: (unknown) $9731 324 $10081 
00BC: text_highpriority 'SHOPNO' 5000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $9797 = 0 // integer values 
0004: $2544 = 1 // integer values 

:BARB_6912
00D6: if 
0038:   $9797 == 3 // integer values 
004D: jump_if_false @BARB_7257 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is v$9754 
004D: jump_if_false @BARB_6960 
0613: $9738 = actor $PLAYER_ACTOR animation v$9754 time 

:BARB_6960
00D6: if 
0042:   $9738 == 1.0 // floating-point values 
004D: jump_if_false @BARB_7257 
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @BARB_7013 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:BARB_7013
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @BARB_7045 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 // integer values 

:BARB_7045
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" from_file "HAIRCUTS" 1000.0 loop 1 0 0 lock 1 time -1 
0812: AS_actor $9731 perform_animation "BRB_LOOP" from_file "HAIRCUTS" 1000.0 loop 1 0 0 lock 0 time -1 
00D6: if 
0038:   $676 == 0 // integer values 
004D: jump_if_false @BARB_7172 
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @BARB_7172 
0004: $676 = 1 // integer values 

:BARB_7172
015F: set_camera_position $9764 $9765 $9766 0.0 0.0 0.0 
0160: point_camera $9767 $9768 $9769 2 
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @BARB_7243 
0050: gosub @BARB_8401 
0050: gosub @BARB_8689 

:BARB_7243
0004: $9797 = 0 // integer values 
0004: $9744 = 6 // integer values 

:BARB_7257
0002: jump @BARB_7271 

:BARB_7264
0050: gosub @BARB_7498 

:BARB_7271
0002: jump @BARB_7285 

:BARB_7278
0050: gosub @BARB_7498 

:BARB_7285
0002: jump @BARB_653 

:BARB_7292
00D6: if 
0018:   $9744 > 0 // integer values 
004D: jump_if_false @BARB_7312 
03E6: remove_text_box 

:BARB_7312
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @BARB_7344 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:BARB_7344
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @BARB_7376 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:BARB_7376
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @BARB_7408 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:BARB_7408
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'BARBNO'  // ~s~Ezt mr megvetted!
0004: $9744 = 2 // integer values 
0004: $9804 = 0 // integer values 
0004: $9730 = 0 // integer values 
0004: $9749 = 0 // integer values 
0005: $9738 = 0.0 // floating-point values 
0004: $9750 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9805 = 0 // integer values 
0051: return 

:BARB_7498
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'BARBNO'  // ~s~Ezt mr megvetted!
00D6: if 
0018:   $9744 > 0 // integer values 
004D: jump_if_false @BARB_7540 
03E6: remove_text_box 

:BARB_7540
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @BARB_7572 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:BARB_7572
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @BARB_7604 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:BARB_7604
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @BARB_7636 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 // integer values 

:BARB_7636
0004: $9802 = 0 // integer values 
0004: $9730 = 0 // integer values 
0004: $2749 = 0 // integer values 
0004: $9744 = 0 // integer values 
0004: $9749 = 0 // integer values 
0005: $9738 = 0.0 // floating-point values 
0004: $9750 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $9804 = 0 // integer values 
061B: remove_references_to_action_sequences $9737 
061B: remove_references_to_action_sequences $9751 
0249: release_model $SELLER_MODEL 
009B: destroy_actor_instantly $9731 
0581: toggle_radar 1 
03F0: text_draw_toggle 0 
08F8: (unknown) 1 
09BD: (unknown) 0 
040D: unload_wav 4 
0004: $9805 = 0 // integer values 
004E: end_thread 
0051: return 

:BARB_7760
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @BARB_8399 
0512: permanent_text_box 'BARB_H2'  // ~k~~PED_SPRINT~ = Megvesz~N~~k~~VEHICLE_ENTER_EXIT~ = Vissza
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @BARB_7851 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fodrszat
0002: jump @BARB_8092 

:BARB_7851
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @BARB_7913 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fodrszat
0002: jump @BARB_8092 

:BARB_7913
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @BARB_7975 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fodrszat
0002: jump @BARB_8092 

:BARB_7975
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @BARB_8037 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fodrszat
0002: jump @BARB_8092 

:BARB_8037
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @BARB_8092 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fodrszat

:BARB_8092
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'HAIRSTY' data s$9742 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Frizura
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2417 column 1 row 0 text_1number 'DOLLAR' $9732  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 // integer values 

:BARB_8399
0051: return 

:BARB_8401
0004: $9800 = 0 // integer values 
0004: $9801 = 0 // integer values 

:BARB_8415
00D6: if 
001C:   $9729 > $9800 // integer values 
004D: jump_if_false @BARB_8607 
0760: (unknown) $9800 $11280 
0783: (unknown) $11280 0 $2510 
0783: (unknown) $11280 1 $2511 
0084: $2438($9801,12i) = $11280 // integer values and handles 
078C: s$9742 = get_name_from_object_model $11280 
0761: $9732 = get_price_from_object_model $11280 
0084: $2426($9801,12i) = $9732 // integer values and handles 
05A9: $2450($9801,12s) = s$9742 // 8-byte strings 
0084: $2474($9801,12i) = $2510 // integer values and handles 
0084: $2486($9801,12i) = $2511 // integer values and handles 
00D6: if 
003A:   $2542 == $11280 // integer values and handles 
004D: jump_if_false @BARB_8575 
0004: $2498($9801,12i) = 0 // integer values 
0002: jump @BARB_8586 

:BARB_8575
0004: $2498($9801,12i) = 1 // integer values 

:BARB_8586
0008: $9801 += 1 // integer values 
0008: $9800 += 1 // integer values 
0002: jump @BARB_8415 

:BARB_8607
0084: $2515 = $9801 // integer values and handles 

:BARB_8615
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @BARB_8687 
0004: $2438($2515,12i) = -1 // integer values 
0004: $2426($2515,12i) = 0 // integer values 
05A9: $2450($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @BARB_8615 

:BARB_8687
0051: return 

:BARB_8689
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @BARB_9362 
0512: permanent_text_box 'BARB_H1'  // A(z) ~k~~GO_FORWARD~ s ~k~~GO_BACK~ billentykkel vlaszthatsz frizurt.~n~~k~~PED_SPRINT~ = Megtekint~n~~k~~VEHICLE_ENTER_EXIT~ = Kilps
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @BARB_8780 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fodrszat
0002: jump @BARB_9021 

:BARB_8780
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @BARB_8842 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fodrszat
0002: jump @BARB_9021 

:BARB_8842
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @BARB_8904 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fodrszat
0002: jump @BARB_9021 

:BARB_8904
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @BARB_8966 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fodrszat
0002: jump @BARB_9021 

:BARB_8966
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @BARB_9021 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fodrszat

:BARB_9021
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'HAIRSTY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Frizura
08D6: set_panel $2419 column 1 alignment 2 
08DB: set_panel $2419 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
0004: $2515 = 0 // integer values 

:BARB_9222
00D6: if 
001C:   $9801 > $2515 // integer values 
004D: jump_if_false @BARB_9281 
08EE: set_panel $2419 column 1 row $2515 text_1number 'DOLLAR' $2426($2515,12i)  // $~1~
0008: $2515 += 1 // integer values 
0002: jump @BARB_9222 

:BARB_9281
0004: $2515 = 0 // integer values 

:BARB_9288
00D6: if 
001C:   $9801 > $2515 // integer values 
004D: jump_if_false @BARB_9336 
08D9: set_panel $2419 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 // integer values 
0002: jump @BARB_9288 

:BARB_9336
09DB: set_panel $2419 column 0 width 140 
09DB: set_panel $2419 column 1 width 46 
0004: $2420 = 1 // integer values 

:BARB_9362
0051: return 
004E: end_thread 

//-------------External script 63 (WARDROBE)---------------

:WARROBE
0004: $9868 = 0 // integer values 
0004: $9872 = 0 // integer values 
0004: $9870 = 0 // integer values 
0004: $9873 = 0 // integer values 
0004: $9874 = 0 // integer values 
0004: $2425 = 0 // integer values 
0004: $2514 = 0 // integer values 
0004: $2515 = 0 // integer values 
0005: $9878 = 0.0 // floating-point values 
0005: $9875 = 0.0 // floating-point values 
0005: $9876 = 0.0 // floating-point values 
0005: $9877 = 0.0 // floating-point values 
0005: $9878 = 0.0 // floating-point values 
0005: $9879 = 0.0 // floating-point values 
0005: $9880 = 0.0 // floating-point values 
0005: $9881 = 0.0 // floating-point values 
0005: $9882 = 0.0 // floating-point values 
0005: $9883 = 0.0 // floating-point values 
0005: $9884 = 0.0 // floating-point values 
0005: $9885 = 0.0 // floating-point values 
0005: $9886 = 0.0 // floating-point values 
0005: $9887 = 0.0 // floating-point values 
0005: $9888 = 0.0 // floating-point values 
0005: $9889 = 0.0 // floating-point values 
0005: $9890 = 0.0 // floating-point values 
0005: $9891 = 0.0 // floating-point values 
0005: $9892 = 0.0 // floating-point values 
0005: $9893 = 0.0 // floating-point values 
0005: $9894 = 0.0 // floating-point values 
0004: $9808 = 0 // integer values 
0004: $9815 = 0 // integer values 
0005: $9882 = 0.0 // floating-point values 
0005: $9886 = 0.0 // floating-point values 
0005: $9887 = 0.0 // floating-point values 
0005: $9888 = 0.0 // floating-point values 
0005: $9813 = 0.0 // floating-point values 
0005: $9814 = 0.0 // floating-point values 
0004: $9812 = 0 // integer values 
0004: $9810 = 0 // integer values 
0004: $9809 = 0 // integer values 
0004: $9870 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $2547 = 0 // integer values 
0004: $9945 = 0 // integer values 
0004: $9946 = 0 // integer values 
0004: $9947 = 0 // integer values 
0004: $9948 = 0 // integer values 
0004: $9949 = 0 // integer values 
0004: $9950 = 0 // integer values 
0004: $9951 = 0 // integer values 
0004: $9952 = 0 // integer values 
0004: $9967 = 0 // integer values 
0004: $9965 = 0 // integer values 
0004: $9968 = 0 // integer values 
0004: $9970 = 0 // integer values 
0004: $9971 = 0 // integer values 
0004: $9972 = 0 // integer values 
0004: $9973 = 0 // integer values 
0004: $9975 = 0 // integer values 
0004: $9976 = 0 // integer values 
0004: $9977 = 0 // integer values 
0004: $9978 = 0 // integer values 
0004: $9869 = -370 // integer values 
0247: request_model $9869 
04ED: load_animation "CLOTHES" 
03CF: load_wav 20800 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'WARROBE' 

:WARROBE_584
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WARROBE_6450 
077E: $9895 = active_interior 
00D6: if 
0038:   $9895 == 14 // integer values 
004D: jump_if_false @WARROBE_6436 
00D6: if 
0018:   $9812 > 0 // integer values 
004D: jump_if_false @WARROBE_737 
00D6: if 
0A0F: (unknown) 
004D: jump_if_false @WARROBE_737 
03E6: remove_text_box 
08DA: remove_panel $9871 
08DA: remove_panel $9966 
08DA: remove_panel $9969 
08DA: remove_panel $9974 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
0004: $9870 = 0 // integer values 
0004: $9965 = 0 // integer values 
0004: $9970 = 0 // integer values 
0004: $9973 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 

:WARROBE_737
00D6: if 
0038:   $9812 == 0 // integer values 
004D: jump_if_false @WARROBE_819 
0004: $9977 = 1 // integer values 
0005: $9875 = 43.529 // floating-point values 
0005: $9876 = 0.694 // floating-point values 
0005: $9877 = 0.012 // floating-point values 
0005: $9882 = 90.0 // floating-point values 
0005: $9878 = 0.0 // floating-point values 
0004: $9812 = 1 // integer values 

:WARROBE_819
00D6: if 
0038:   $9812 == 1 // integer values 
004D: jump_if_false @WARROBE_1280 
00D6: if 
0038:   $9868 == 0 // integer values 
004D: jump_if_false @WARROBE_1226 
03F0: text_draw_toggle 1 
08F8: (unknown) 0 
0005: $9883 = 212.8715 // floating-point values 
0059: $9883 += $9875 // floating-point values 
0005: $9884 = -42.8156 // floating-point values 
0059: $9884 += $9876 // floating-point values 
0005: $9885 = 1002.116 // floating-point values 
0059: $9885 += $9877 // floating-point values 
0005: $9886 = 213.4791 // floating-point values 
0059: $9886 += $9875 // floating-point values 
0005: $9887 = -42.0238 // floating-point values 
0059: $9887 += $9876 // floating-point values 
0005: $9888 = 1002.053 // floating-point values 
0059: $9888 += $9877 // floating-point values 
0005: $9889 = 214.5148 // floating-point values 
0059: $9889 += $9875 // floating-point values 
0005: $9890 = -41.6106 // floating-point values 
0059: $9890 += $9876 // floating-point values 
0005: $9891 = 1002.494 // floating-point values 
0059: $9891 += $9877 // floating-point values 
0005: $9892 = 214.5367 // floating-point values 
0059: $9892 += $9875 // floating-point values 
0005: $9893 = -40.6175 // floating-point values 
0059: $9893 += $9876 // floating-point values 
0005: $9894 = 1002.609 // floating-point values 
0059: $9894 += $9877 // floating-point values 
0005: $9879 = 214.622 // floating-point values 
0059: $9879 += $9875 // floating-point values 
0005: $9880 = -40.652 // floating-point values 
0059: $9880 += $9876 // floating-point values 
0005: $9881 = 1001.033 // floating-point values 
0059: $9881 += $9877 // floating-point values 
0005: $10001 = 213.874 // floating-point values 
0059: $10001 += $9875 // floating-point values 
0005: $10002 = -39.811 // floating-point values 
0059: $10002 += $9876 // floating-point values 
0005: $10003 = 1002.2 // floating-point values 
0059: $10003 += $9877 // floating-point values 
029B: $9811 = init_object $9869 at $10001 $10002 $10003 
0177: set_object $9811 z_angle_to $9878 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
0004: $9868 = 1 // integer values 

:WARROBE_1226
00D6: if 
0038:   $9868 == 1 // integer values 
004D: jump_if_false @WARROBE_1280 
00D6: if 
04EE:   animation "CLOTHES" loaded 
004D: jump_if_false @WARROBE_1280 
0004: $9868 = 0 // integer values 
0004: $9812 = 2 // integer values 

:WARROBE_1280
00D6: if 
0038:   $9812 == 2 // integer values 
004D: jump_if_false @WARROBE_1364 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $9879 $9880 $9881 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE 
004D: jump_if_false @WARROBE_1364 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @WARROBE_1364 
0004: $9812 = 3 // integer values 

:WARROBE_1364
00D6: if 
0038:   $9812 == 3 // integer values 
004D: jump_if_false @WARROBE_1499 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WARROBE_1485 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD range 1.0 
0581: toggle_radar 0 
0006: 32@ = 0 // integer values 
0004: $9868 = 0 // integer values 
0004: $9812 = 4 // integer values 
0002: jump @WARROBE_1499 

:WARROBE_1485
0050: gosub @WARROBE_6798 
0002: jump @WARROBE_584 

:WARROBE_1499
00D6: if 
0038:   $9812 == 4 // integer values 
004D: jump_if_false @WARROBE_1880 
00D6: if 
0038:   $9868 == 0 // integer values 
004D: jump_if_false @WARROBE_1785 
00D6: if 
0029:   32@ >= 300 // integer values 
004D: jump_if_false @WARROBE_1785 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: (unknown) $PLAYER_ACTOR $9879 $9880 $9881 
0173: set_actor $PLAYER_ACTOR z_angle_to $9882 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
015F: set_camera_position $9883 $9884 $9885 0.0 0.0 0.0 
0160: point_camera $9886 $9887 $9888 2 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" from_file "CLOTHES" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9813 = 0.0 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_IN" 
004D: jump_if_false @WARROBE_1723 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1723
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_1778 
075A:   $9811 "CLO_POSE_OUT_O" "CLOTHES" 4.0 0 1 

:WARROBE_1778
0004: $9868 = 1 // integer values 

:WARROBE_1785
00D6: if 
0038:   $9868 == 1 // integer values 
004D: jump_if_false @WARROBE_1880 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_IN" 
004D: jump_if_false @WARROBE_1843 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1843
00D6: if 
0042:   $9813 == 1.0 // floating-point values 
004D: jump_if_false @WARROBE_1880 
0793: (unknown) 
0004: $9868 = 0 // integer values 
0004: $9812 = 5 // integer values 

:WARROBE_1880
00D6: if 
0038:   $9812 == 5 // integer values 
004D: jump_if_false @WARROBE_2617 
00D6: if 
0038:   $9870 == 0 // integer values 
004D: jump_if_false @WARROBE_1941 
00D6: if 
001A:   1 > $9868 // integer values 
004D: jump_if_false @WARROBE_1941 
0050: gosub @WARROBE_9292 

:WARROBE_1941
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
00D6: if 
0038:   $9868 == 0 // integer values 
004D: jump_if_false @WARROBE_2014 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @WARROBE_1990 
0004: $9868 = 1 // integer values 

:WARROBE_1990
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @WARROBE_2014 
0004: $9868 = 2 // integer values 

:WARROBE_2014
00D6: if 
0038:   $9868 == 1 // integer values 
004D: jump_if_false @WARROBE_2249 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @WARROBE_2249 
08D8: $9872 = panel $9871 selected_row 
00D6: if 
001A:   0 > $9872 // integer values 
004D: jump_if_false @WARROBE_2082 
0004: $9872 = 0 // integer values 

:WARROBE_2082
00D6: if 
0038:   $9870 == 1 // integer values 
004D: jump_if_false @WARROBE_2114 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 // integer values 

:WARROBE_2114
00D6: if or
05AD:   $9921($9872,12s) == 'REMOVE' // 8-byte strings 
05AD:   $9921($9872,12s) == 'UNIFORM' // 8-byte strings 
004D: jump_if_false @WARROBE_2203 
06D1: v$9864 = "CLO_POSE_TORSO" // 16-byte strings 
0004: $9868 = 0 // integer values 
0004: $9812 = 7 // integer values 
0002: jump @WARROBE_2249 

:WARROBE_2203
0050: gosub @WARROBE_7198 
00D6: if 
0038:   $9965 == 0 // integer values 
004D: jump_if_false @WARROBE_2235 
0050: gosub @WARROBE_8122 

:WARROBE_2235
0004: $9868 = 0 // integer values 
0004: $9812 = 6 // integer values 

:WARROBE_2249
00D6: if 
0038:   $9868 == 2 // integer values 
004D: jump_if_false @WARROBE_2457 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @WARROBE_2457 
00D6: if 
0038:   $9870 == 1 // integer values 
004D: jump_if_false @WARROBE_2316 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 // integer values 

:WARROBE_2316
00D6: if 
0038:   $9965 == 1 // integer values 
004D: jump_if_false @WARROBE_2348 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 // integer values 

:WARROBE_2348
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" from_file "CLOTHES" 1000.0 loop 0 0 0 lock 0 time -1 
0005: $9813 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_2450 
075A:   $9811 "CLO_POSE_IN_O" "CLOTHES" 1000.0 0 1 

:WARROBE_2450
0004: $9868 = 5 // integer values 

:WARROBE_2457
00D6: if 
0038:   $9868 == 5 // integer values 
004D: jump_if_false @WARROBE_2545 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_OUT" 
004D: jump_if_false @WARROBE_2517 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:WARROBE_2517
00D6: if 
0042:   $9813 == 1.0 // floating-point values 
004D: jump_if_false @WARROBE_2545 
0004: $9868 = 6 // integer values 

:WARROBE_2545
00D6: if 
0038:   $9868 == 6 // integer values 
004D: jump_if_false @WARROBE_2617 
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BD: (unknown) 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: toggle_radar 1 
0004: $9976 = 0 // integer values 
0004: $9870 = 0 // integer values 
0004: $9965 = 0 // integer values 
0004: $9970 = 0 // integer values 
0004: $9812 = 11 // integer values 

:WARROBE_2617
00D6: if 
0038:   $9812 == 6 // integer values 
004D: jump_if_false @WARROBE_3004 
00D6: if 
0038:   $9965 == 0 // integer values 
004D: jump_if_false @WARROBE_2667 
0050: gosub @WARROBE_7198 
0050: gosub @WARROBE_8122 

:WARROBE_2667
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
00D6: if 
0038:   $9868 == 0 // integer values 
004D: jump_if_false @WARROBE_2792 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @WARROBE_2716 
0004: $9868 = 1 // integer values 

:WARROBE_2716
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @WARROBE_2792 
08D7: $9967 = panel $9966 active_row 
00D6: if 
001A:   0 > $9967 // integer values 
004D: jump_if_false @WARROBE_2766 
0004: $9967 = 0 // integer values 

:WARROBE_2766
06D1: v$9864 = $9816($9967,12v) // 16-byte strings 
0050: gosub @WARROBE_8524 
0004: $9868 = 2 // integer values 

:WARROBE_2792
00D6: if 
0038:   $9868 == 1 // integer values 
004D: jump_if_false @WARROBE_2898 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @WARROBE_2898 
0004: $9868 = 0 // integer values 
0004: $9812 = 5 // integer values 
00D6: if 
0038:   $9965 == 1 // integer values 
004D: jump_if_false @WARROBE_2873 
03E6: remove_text_box 
08DA: remove_panel $9966 
0004: $9965 = 0 // integer values 

:WARROBE_2873
00D6: if 
0038:   $9870 == 0 // integer values 
004D: jump_if_false @WARROBE_2898 
0050: gosub @WARROBE_9292 

:WARROBE_2898
00D6: if 
0038:   $9868 == 2 // integer values 
004D: jump_if_false @WARROBE_3004 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @WARROBE_3004 
00D6: if 
0038:   $9965 == 1 // integer values 
004D: jump_if_false @WARROBE_2965 
03E6: remove_text_box 
08DA: remove_panel $9966 
0004: $9965 = 0 // integer values 

:WARROBE_2965
00D6: if 
0038:   $9970 == 0 // integer values 
004D: jump_if_false @WARROBE_2990 
0050: gosub @WARROBE_8835 

:WARROBE_2990
0004: $9868 = 0 // integer values 
0004: $9812 = 7 // integer values 

:WARROBE_3004
00D6: if 
0038:   $9812 == 7 // integer values 
004D: jump_if_false @WARROBE_3711 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // 8-byte strings 
004D: jump_if_false @WARROBE_3154 
00D6: if 
0038:   $9973 == 0 // integer values 
004D: jump_if_false @WARROBE_3147 
0050: gosub @WARROBE_11522 
00D6: if 
0038:   $9896 == 0 // integer values 
004D: jump_if_false @WARROBE_3147 
00D6: if 
0038:   $9973 == 1 // integer values 
004D: jump_if_false @WARROBE_3126 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 // integer values 

:WARROBE_3126
0004: $9868 = 0 // integer values 
0004: $9812 = 5 // integer values 
0002: jump @WARROBE_584 

:WARROBE_3147
0002: jump @WARROBE_3254 

:WARROBE_3154
00D6: if 
05AD:   $9921($9872,12s) == 'UNIFORM' // 8-byte strings 
004D: jump_if_false @WARROBE_3222 
00D6: if 
0038:   $9970 == 0 // integer values 
004D: jump_if_false @WARROBE_3215 
0050: gosub @WARROBE_10908 
0050: gosub @WARROBE_8835 

:WARROBE_3215
0002: jump @WARROBE_3254 

:WARROBE_3222
00D6: if 
0038:   $9970 == 0 // integer values 
004D: jump_if_false @WARROBE_3254 
0050: gosub @WARROBE_8524 
0050: gosub @WARROBE_8835 

:WARROBE_3254
00D6: if 
0038:   $9868 == 0 // integer values 
004D: jump_if_false @WARROBE_3353 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @WARROBE_3296 
0004: $9868 = 1 // integer values 

:WARROBE_3296
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @WARROBE_3353 
08D7: $9971 = panel $9969 active_row 
00D6: if 
001A:   0 > $9971 // integer values 
004D: jump_if_false @WARROBE_3346 
0004: $9971 = 0 // integer values 

:WARROBE_3346
0004: $9868 = 2 // integer values 

:WARROBE_3353
00D6: if 
0038:   $9868 == 1 // integer values 
004D: jump_if_false @WARROBE_3591 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @WARROBE_3591 
00D6: if 
0038:   $9970 == 1 // integer values 
004D: jump_if_false @WARROBE_3420 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 // integer values 

:WARROBE_3420
00D6: if 
0038:   $9973 == 1 // integer values 
004D: jump_if_false @WARROBE_3452 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 // integer values 

:WARROBE_3452
00D6: if or
05AD:   $9921($9872,12s) == 'UNIFORM' // 8-byte strings 
05AD:   $9921($9872,12s) == 'REMOVE' // 8-byte strings 
004D: jump_if_false @WARROBE_3545 
00D6: if 
0038:   $9870 == 0 // integer values 
004D: jump_if_false @WARROBE_3524 
0050: gosub @WARROBE_9292 

:WARROBE_3524
0004: $9812 = 5 // integer values 
0004: $9868 = 0 // integer values 
0002: jump @WARROBE_3591 

:WARROBE_3545
00D6: if 
0038:   $9965 == 0 // integer values 
004D: jump_if_false @WARROBE_3577 
0050: gosub @WARROBE_7198 
0050: gosub @WARROBE_8122 

:WARROBE_3577
0004: $9868 = 0 // integer values 
0004: $9812 = 6 // integer values 

:WARROBE_3591
00D6: if 
0038:   $9868 == 2 // integer values 
004D: jump_if_false @WARROBE_3711 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @WARROBE_3711 
00D6: if 
0038:   $9970 == 1 // integer values 
004D: jump_if_false @WARROBE_3658 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 // integer values 

:WARROBE_3658
00D6: if 
0038:   $9973 == 1 // integer values 
004D: jump_if_false @WARROBE_3690 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 // integer values 

:WARROBE_3690
0004: $9976 = 0 // integer values 
0004: $9868 = 0 // integer values 
0004: $9812 = 8 // integer values 

:WARROBE_3711
00D6: if 
0038:   $9812 == 8 // integer values 
004D: jump_if_false @WARROBE_4589 
00D6: if 
0038:   $9868 == 0 // integer values 
004D: jump_if_false @WARROBE_4203 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // 8-byte strings 
004D: jump_if_false @WARROBE_3835 
0004: $11280 = 0 // integer values 
0004: $2510 = 0 // integer values 
0084: $2511 = $2486($9971,12i) // integer values and handles 
05A9: s$9806 = $9897($9971,12s) // 8-byte strings 
08F7: get_player $PLAYER_CHAR clothing id $2511 model $2542 item $2543 
0002: jump @WARROBE_3879 

:WARROBE_3835
0084: $11280 = $2438($9971,12i) // integer values and handles 
0084: $2510 = $2474($9971,12i) // integer values and handles 
0084: $2511 = $2547 // integer values and handles 
05A9: s$9806 = $9897($9971,12s) // 8-byte strings 

:WARROBE_3879
00D6: if or
04A3:   $2511 == 13 // integer values OR floating-point values 
04A3:   $2511 == 14 // integer values OR floating-point values 
04A3:   $2511 == 15 // integer values OR floating-point values 
04A3:   $2511 == 16 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_3964 
015F: set_camera_position $9889 $9890 $9891 0.0 0.0 0.0 
0160: point_camera $9892 $9893 $9894 2 
0002: jump @WARROBE_4026 

:WARROBE_3964
015F: set_camera_position $9883 $9884 $9885 0.0 0.0 0.0 
0160: point_camera $9886 $9887 $9888 2 
00D6: if 
803A:   not  $2542 == $11280 // integer values and handles 
004D: jump_if_false @WARROBE_4026 
03D1: play_wav 4 

:WARROBE_4026
00D6: if or
04A3:   $2511 == 0 // integer values OR floating-point values 
04A3:   $2511 == 2 // integer values OR floating-point values 
04A3:   $2511 == 3 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_4071 
0784: (unknown) $PLAYER_CHAR 0 0 17 
0793: (unknown) 

:WARROBE_4071
0784: (unknown) $PLAYER_CHAR $11280 $2510 $2511 
070D: rebuild_player $PLAYER_CHAR 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" from_file "CLOTHES" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9813 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_4196 
075A:   $9811 "CLO_POSE_IN_O" "CLOTHES" 1000.0 0 1 

:WARROBE_4196
0004: $9868 = 1 // integer values 

:WARROBE_4203
00D6: if 
0038:   $9868 == 1 // integer values 
004D: jump_if_false @WARROBE_4445 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_POSE_IN" 
004D: jump_if_false @WARROBE_4271 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:WARROBE_4271
00D6: if 
0042:   $9813 == 1.0 // floating-point values 
004D: jump_if_false @WARROBE_4445 
00D6: if 
85AD:   not  $9921($9872,12s) == 'REMOVE' // 8-byte strings 
004D: jump_if_false @WARROBE_4377 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9864 from_file "CLOTHES" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9813 = 0.0 // floating-point values 
0004: $9868 = 2 // integer values 
0002: jump @WARROBE_4445 

:WARROBE_4377
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" from_file "CLOTHES" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9813 = 0.0 // floating-point values 
0004: $9812 = 9 // integer values 
0004: $9868 = 0 // integer values 

:WARROBE_4445
00D6: if 
0038:   $9868 == 2 // integer values 
004D: jump_if_false @WARROBE_4589 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is v$9864 
004D: jump_if_false @WARROBE_4493 
0613: $9813 = actor $PLAYER_ACTOR animation v$9864 time 

:WARROBE_4493
00D6: if 
0042:   $9813 == 1.0 // floating-point values 
004D: jump_if_false @WARROBE_4589 
0050: gosub @WARROBE_10424 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" from_file "CLOTHES" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9813 = 0.0 // floating-point values 
0004: $9812 = 9 // integer values 
0004: $9868 = 0 // integer values 

:WARROBE_4589
00D6: if 
0038:   $9812 == 9 // integer values 
004D: jump_if_false @WARROBE_6277 
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
00D6: if 
0038:   $9868 == 0 // integer values 
004D: jump_if_false @WARROBE_4867 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @WARROBE_4699 
03D5: remove_text 'WARDNO'  // Mr ezt a dolgot viseled!
03D5: remove_text 'WARDNO2'  // ~s~Nem viselsz semmi olyat, amit levehetnl!
0004: $2545 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $9978 = 0 // integer values 
0004: $9868 = 1 // integer values 

:WARROBE_4699
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @WARROBE_4867 
03D5: remove_text 'WARDNO'  // Mr ezt a dolgot viseled!
03D5: remove_text 'WARDNO2'  // ~s~Nem viselsz semmi olyat, amit levehetnl!
0004: $2545 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $9978 = 0 // integer values 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @WARROBE_4791 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:WARROBE_4791
00D6: if 
0038:   $9976 == 0 // integer values 
004D: jump_if_false @WARROBE_4823 
0004: $9868 = 3 // integer values 
0002: jump @WARROBE_4867 

:WARROBE_4823
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @WARROBE_4853 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:WARROBE_4853
0004: $9868 = 0 // integer values 
0004: $9812 = 7 // integer values 

:WARROBE_4867
00D6: if 
001A:   2 > $9868 // integer values 
004D: jump_if_false @WARROBE_4892 
0050: gosub @WARROBE_10424 

:WARROBE_4892
00D6: if 
0038:   $9868 == 1 // integer values 
004D: jump_if_false @WARROBE_5427 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @WARROBE_5427 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // 8-byte strings 
004D: jump_if_false @WARROBE_5186 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_5117 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @WARROBE_5006 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:WARROBE_5006
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1054 
0050: gosub @WARROBE_10692 
0004: $9978 = 1 // integer values 
0793: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR clothing id $2511 model $2542 item $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" from_file "CLOTHES" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9813 = 0.0 // floating-point values 
0004: $9868 = 2 // integer values 
0002: jump @WARROBE_5179 

:WARROBE_5117
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @WARROBE_5179 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'WARDNO2' 5000 ms 1  // ~s~Nem viselsz semmi olyat, amit levehetnl!
0004: $9868 = 0 // integer values 
0004: $2545 = 1 // integer values 

:WARROBE_5179
0002: jump @WARROBE_5427 

:WARROBE_5186
00D6: if 
803A:   not  $2542 == $11280 // integer values and handles 
004D: jump_if_false @WARROBE_5365 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @WARROBE_5237 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:WARROBE_5237
08C8: reset_buyable_item $11280 price_to 0 
0790: (unknown) $11280 
0004: $9978 = 1 // integer values 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1054 
08C9: (unknown) $11280 
0050: gosub @WARROBE_10692 
0793: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" from_file "CLOTHES" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9813 = 0.0 // floating-point values 
0004: $9868 = 2 // integer values 
0002: jump @WARROBE_5427 

:WARROBE_5365
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @WARROBE_5427 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'WARDNO' 5000 ms 1  // Mr ezt a dolgot viseled!
0004: $9868 = 0 // integer values 
0004: $2545 = 1 // integer values 

:WARROBE_5427
00D6: if 
0038:   $9868 == 2 // integer values 
004D: jump_if_false @WARROBE_5569 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_BUY" 
004D: jump_if_false @WARROBE_5487 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:WARROBE_5487
00D6: if 
0042:   $9813 == 1.0 // floating-point values 
004D: jump_if_false @WARROBE_5569 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" from_file "CLOTHES" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9813 = 0.0 // floating-point values 
0004: $9868 = 3 // integer values 

:WARROBE_5569
00D6: if 
0038:   $9868 == 3 // integer values 
004D: jump_if_false @WARROBE_5702 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" from_file "CLOTHES" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9813 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_5695 
075A:   $9811 "CLO_POSE_OUT_O" "CLOTHES" 1000.0 0 1 

:WARROBE_5695
0004: $9868 = 4 // integer values 

:WARROBE_5702
00D6: if 
0038:   $9868 == 4 // integer values 
004D: jump_if_false @WARROBE_6277 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_POSE_OUT" 
004D: jump_if_false @WARROBE_5772 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:WARROBE_5772
00D6: if 
0042:   $9813 == 1.0 // floating-point values 
004D: jump_if_false @WARROBE_6277 
0794: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
0793: (unknown) 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @WARROBE_5834 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:WARROBE_5834
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @WARROBE_5864 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:WARROBE_5864
0004: $9976 = 1 // integer values 
00D6: if 
0038:   $9978 == 1 // integer values 
004D: jump_if_false @WARROBE_5953 
0004: $9868 = 0 // integer values 
0004: $9812 = 5 // integer values 
00D6: if 
0038:   $9870 == 0 // integer values 
004D: jump_if_false @WARROBE_5946 
00D6: if 
001A:   1 > $9868 // integer values 
004D: jump_if_false @WARROBE_5946 
0050: gosub @WARROBE_9292 

:WARROBE_5946
0002: jump @WARROBE_6277 

:WARROBE_5953
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // 8-byte strings 
004D: jump_if_false @WARROBE_6149 
00D6: if 
0038:   $9973 == 0 // integer values 
004D: jump_if_false @WARROBE_6142 
0050: gosub @WARROBE_11522 
00D6: if 
0038:   $9896 == 0 // integer values 
004D: jump_if_false @WARROBE_6128 
00D6: if 
0038:   $9973 == 1 // integer values 
004D: jump_if_false @WARROBE_6057 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 // integer values 

:WARROBE_6057
0004: $9868 = 0 // integer values 
0004: $9812 = 5 // integer values 
00D6: if 
0038:   $9870 == 0 // integer values 
004D: jump_if_false @WARROBE_6114 
00D6: if 
001A:   1 > $9868 // integer values 
004D: jump_if_false @WARROBE_6114 
0050: gosub @WARROBE_9292 

:WARROBE_6114
0002: jump @WARROBE_584 
0002: jump @WARROBE_6142 

:WARROBE_6128
0004: $9868 = 0 // integer values 
0004: $9812 = 7 // integer values 

:WARROBE_6142
0002: jump @WARROBE_6277 

:WARROBE_6149
00D6: if 
05AD:   $9921($9872,12s) == 'UNIFORM' // 8-byte strings 
004D: jump_if_false @WARROBE_6231 
00D6: if 
0038:   $9970 == 0 // integer values 
004D: jump_if_false @WARROBE_6210 
0050: gosub @WARROBE_10908 
0050: gosub @WARROBE_8835 

:WARROBE_6210
0004: $9868 = 0 // integer values 
0004: $9812 = 7 // integer values 
0002: jump @WARROBE_6277 

:WARROBE_6231
00D6: if 
0038:   $9970 == 0 // integer values 
004D: jump_if_false @WARROBE_6263 
0050: gosub @WARROBE_8524 
0050: gosub @WARROBE_8835 

:WARROBE_6263
0004: $9868 = 0 // integer values 
0004: $9812 = 7 // integer values 

:WARROBE_6277
00D6: if 
0038:   $9812 == 11 // integer values 
004D: jump_if_false @WARROBE_6429 
00D6: if 
80FF:   not actor $PLAYER_ACTOR $SHOW_SHOP_SPHERE $9879 $9880 $9881 radius 1.0 1.0 4.0 
004D: jump_if_false @WARROBE_6429 
0004: $9870 = 0 // integer values 
0004: $9965 = 0 // integer values 
0004: $9970 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $9973 = 0 // integer values 
0004: $9872 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $9978 = 0 // integer values 
0004: $9812 = 2 // integer values 
0004: $9868 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 

:WARROBE_6429
0002: jump @WARROBE_6443 

:WARROBE_6436
0050: gosub @WARROBE_6798 

:WARROBE_6443
0002: jump @WARROBE_6457 

:WARROBE_6450
0050: gosub @WARROBE_6798 

:WARROBE_6457
0002: jump @WARROBE_584 
00D6: if 
0028:   $9812 >= 1 // integer values 
004D: jump_if_false @WARROBE_6484 
03E6: remove_text_box 

:WARROBE_6484
00D6: if 
0038:   $9870 == 1 // integer values 
004D: jump_if_false @WARROBE_6516 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 // integer values 

:WARROBE_6516
00D6: if 
0038:   $9965 == 1 // integer values 
004D: jump_if_false @WARROBE_6548 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 // integer values 

:WARROBE_6548
00D6: if 
0038:   $9970 == 1 // integer values 
004D: jump_if_false @WARROBE_6580 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 // integer values 

:WARROBE_6580
00D6: if 
0038:   $9973 == 1 // integer values 
004D: jump_if_false @WARROBE_6612 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 // integer values 

:WARROBE_6612
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @WARROBE_6644 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:WARROBE_6644
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @WARROBE_6676 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:WARROBE_6676
03D5: remove_text 'WARDNO'  // Mr ezt a dolgot viseled!
03D5: remove_text 'WARDNO2'  // ~s~Nem viselsz semmi olyat, amit levehetnl!
0004: $9870 = 0 // integer values 
0004: $9965 = 0 // integer values 
0004: $9970 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $9973 = 0 // integer values 
0004: $9872 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $9978 = 0 // integer values 
0004: $9868 = 0 // integer values 
0004: $9976 = 0 // integer values 
0004: $9812 = 2 // integer values 
0051: return 

:WARROBE_6798
00D6: if 
0038:   $9870 == 1 // integer values 
004D: jump_if_false @WARROBE_6830 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 // integer values 

:WARROBE_6830
00D6: if 
0038:   $9965 == 1 // integer values 
004D: jump_if_false @WARROBE_6862 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 // integer values 

:WARROBE_6862
00D6: if 
0038:   $9970 == 1 // integer values 
004D: jump_if_false @WARROBE_6894 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 // integer values 

:WARROBE_6894
00D6: if 
0038:   $9973 == 1 // integer values 
004D: jump_if_false @WARROBE_6926 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 // integer values 

:WARROBE_6926
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @WARROBE_6958 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:WARROBE_6958
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @WARROBE_6990 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:WARROBE_6990
00D6: if 
0028:   $9812 >= 1 // integer values 
004D: jump_if_false @WARROBE_7010 
03E6: remove_text_box 

:WARROBE_7010
03D5: remove_text 'WARDNO'  // Mr ezt a dolgot viseled!
03D5: remove_text 'WARDNO2'  // ~s~Nem viselsz semmi olyat, amit levehetnl!
0004: $9870 = 0 // integer values 
0004: $9965 = 0 // integer values 
0004: $9970 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $9973 = 0 // integer values 
0004: $9872 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $9978 = 0 // integer values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
0004: $9810 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $9868 = 0 // integer values 
0004: $9812 = 0 // integer values 
0004: $9976 = 0 // integer values 
0108: destroy_object $9811 
0249: release_model $9869 
04EF: release_animation "CLOTHES" 
087C: (unknown) 
03F0: text_draw_toggle 0 
0581: toggle_radar 1 
08F8: (unknown) 1 
09BD: (unknown) 0 
0004: $9977 = 0 // integer values 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:WARROBE_7198
0004: $9945 = 0 // integer values 
0004: $9946 = 0 // integer values 
0004: $9947 = 0 // integer values 
0004: $9948 = 0 // integer values 
0004: $9949 = 0 // integer values 
0004: $9950 = 0 // integer values 
0004: $9951 = 0 // integer values 
075E: (unknown) $9921($9872,12s) 
075D: (unknown) "CLOTHES" 
075F: $9873 = get_object_model_number 
0004: $2515 = 0 // integer values 
0004: $9896 = 0 // integer values 

:WARROBE_7286
00D6: if 
001C:   $9873 > $2515 // integer values 
004D: jump_if_false @WARROBE_8062 
0760: (unknown) $2515 $11280 
0783: (unknown) $11280 1 $2511 
00D6: if 
0942: (unknown) $11280 
004D: jump_if_false @WARROBE_8048 
0871: init_jump_table $2511 total_jumps 7 0 @WARROBE_8048 jumps 0 @WARROBE_7402 2 @WARROBE_7495 3 @WARROBE_7587 13 @WARROBE_7680 14 @WARROBE_7773 15 @WARROBE_7866 16 @WARROBE_7957 

:WARROBE_7402
00D6: if 
0038:   $9945 == 0 // integer values 
004D: jump_if_false @WARROBE_7488 
05A9: $9897($9896,12s) = 'TORSO' // 8-byte strings  // Felsruhzat
04AE: unknown $9953($9896,12i) radar_icon_or_model 0 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // 16-byte strings 
0008: $9896 += 1 // integer values 
0004: $9945 = 1 // integer values 

:WARROBE_7488
0002: jump @WARROBE_8048 

:WARROBE_7495
00D6: if 
0038:   $9946 == 0 // integer values 
004D: jump_if_false @WARROBE_7580 
05A9: $9897($9896,12s) = 'LEGS' // 8-byte strings  // Nadrg
04AE: unknown $9953($9896,12i) radar_icon_or_model 2 
06D1: $9816($9896,12v) = "CLO_POSE_LEGS" // 16-byte strings 
0008: $9896 += 1 // integer values 
0004: $9946 = 1 // integer values 

:WARROBE_7580
0002: jump @WARROBE_8048 

:WARROBE_7587
00D6: if 
0038:   $9947 == 0 // integer values 
004D: jump_if_false @WARROBE_7673 
05A9: $9897($9896,12s) = 'FEET' // 8-byte strings  // Cipk
04AE: unknown $9953($9896,12i) radar_icon_or_model 3 
06D1: $9816($9896,12v) = "CLO_POSE_SHOES" // 16-byte strings 
0008: $9896 += 1 // integer values 
0004: $9947 = 1 // integer values 

:WARROBE_7673
0002: jump @WARROBE_8048 

:WARROBE_7680
00D6: if 
0038:   $9948 == 0 // integer values 
004D: jump_if_false @WARROBE_7766 
05A9: $9897($9896,12s) = 'CHAINS' // 8-byte strings  // Lncok
04AE: unknown $9953($9896,12i) radar_icon_or_model 13 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // 16-byte strings 
0008: $9896 += 1 // integer values 
0004: $9948 = 1 // integer values 

:WARROBE_7766
0002: jump @WARROBE_8048 

:WARROBE_7773
00D6: if 
0038:   $9949 == 0 // integer values 
004D: jump_if_false @WARROBE_7859 
05A9: $9897($9896,12s) = 'WATCHES' // 8-byte strings  // Karra
04AE: unknown $9953($9896,12i) radar_icon_or_model 14 
06D1: $9816($9896,12v) = "CLO_POSE_WATCH" // 16-byte strings 
0008: $9896 += 1 // integer values 
0004: $9949 = 1 // integer values 

:WARROBE_7859
0002: jump @WARROBE_8048 

:WARROBE_7866
00D6: if 
0038:   $9950 == 0 // integer values 
004D: jump_if_false @WARROBE_7950 
05A9: $9897($9896,12s) = 'SHADES' // 8-byte strings  // larcok
04AE: unknown $9953($9896,12i) radar_icon_or_model 15 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // 16-byte strings 
0008: $9896 += 1 // integer values 
0004: $9950 = 1 // integer values 

:WARROBE_7950
0002: jump @WARROBE_8048 

:WARROBE_7957
00D6: if 
0038:   $9951 == 0 // integer values 
004D: jump_if_false @WARROBE_8041 
05A9: $9897($9896,12s) = 'HATS' // 8-byte strings  // Kalap
04AE: unknown $9953($9896,12i) radar_icon_or_model 16 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // 16-byte strings 
0008: $9896 += 1 // integer values 
0004: $9951 = 1 // integer values 

:WARROBE_8041
0002: jump @WARROBE_8048 

:WARROBE_8048
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_7286 

:WARROBE_8062
0084: $2515 = $9896 // integer values and handles 

:WARROBE_8070
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @WARROBE_8120 
05A9: $9897($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_8070 

:WARROBE_8120
0051: return 

:WARROBE_8122
00D6: if 
0038:   $9965 == 0 // integer values 
004D: jump_if_false @WARROBE_8522 
0512: permanent_text_box 'WARDH2'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kivlassz egy terletet.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_8213 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_8454 

:WARROBE_8213
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_8275 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_8454 

:WARROBE_8275
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_8337 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_8454 

:WARROBE_8337
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_8399 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_8454 

:WARROBE_8399
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_8454 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk

:WARROBE_8454
08D6: set_panel $9966 column 0 alignment 1 
08DB: set_panel $9966 column 0 header 'DUMMY' data s$9897 s$9899 s$9901 s$9903 s$9905 s$9907 s$9909 s$9911 s$9913 s$9915 s$9917 s$9919 
0004: $9965 = 1 // integer values 

:WARROBE_8522
0051: return 

:WARROBE_8524
0004: $2515 = 0 // integer values 
0004: $9896 = 0 // integer values 
0004: $9968 = 0 // integer values 
08F7: get_player $PLAYER_CHAR clothing id $9953($9967,12i) model $2542 item $2543 
075F: $9873 = get_object_model_number 

:WARROBE_8568
00D6: if 
001C:   $9873 > $2515 // integer values 
004D: jump_if_false @WARROBE_8775 
0760: (unknown) $2515 $11280 
0783: (unknown) $11280 0 $2510 
0783: (unknown) $11280 1 $2511 
00D6: if 
0942: (unknown) $11280 
004D: jump_if_false @WARROBE_8761 
00D6: if 
003A:   $2511 == $9953($9967,12i) // integer values and handles 
004D: jump_if_false @WARROBE_8761 
0084: $2438($9968,12i) = $11280 // integer values and handles 
078C: s$9806 = get_name_from_object_model $11280 
05A9: $9897($9968,12s) = s$9806 // 8-byte strings 
0084: $2474($9968,12i) = $2510 // integer values and handles 
0084: $2547 = $2511 // integer values and handles 
00D6: if 
003A:   $2542 == $11280 // integer values and handles 
004D: jump_if_false @WARROBE_8743 
0004: $2498($9968,12i) = 0 // integer values 
0002: jump @WARROBE_8754 

:WARROBE_8743
0004: $2498($9968,12i) = 1 // integer values 

:WARROBE_8754
0008: $9968 += 1 // integer values 

:WARROBE_8761
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_8568 

:WARROBE_8775
0084: $2515 = $9968 // integer values and handles 

:WARROBE_8783
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @WARROBE_8833 
05A9: $9897($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_8783 

:WARROBE_8833
0051: return 

:WARROBE_8835
00D6: if 
0038:   $9970 == 0 // integer values 
004D: jump_if_false @WARROBE_9290 
0512: permanent_text_box 'WARDH3'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kivlassz egy trgyat.~N~~k~~PED_SPRINT~ Megnz~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_8926 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_9167 

:WARROBE_8926
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_8988 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_9167 

:WARROBE_8988
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_9050 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_9167 

:WARROBE_9050
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_9112 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_9167 

:WARROBE_9112
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_9167 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk

:WARROBE_9167
08D6: set_panel $9969 column 0 alignment 1 
08DB: set_panel $9969 column 0 header 'DUMMY' data s$9897 s$9899 s$9901 s$9903 s$9905 s$9907 s$9909 s$9911 s$9913 s$9915 s$9917 s$9919 
0004: $2515 = 0 // integer values 

:WARROBE_9235
00D6: if 
001C:   $9968 > $2515 // integer values 
004D: jump_if_false @WARROBE_9283 
08D9: set_panel $9969 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_9235 

:WARROBE_9283
0004: $9970 = 1 // integer values 

:WARROBE_9290
0051: return 

:WARROBE_9292
00D6: if 
0038:   $9870 == 0 // integer values 
004D: jump_if_false @WARROBE_10422 
0050: gosub @WARROBE_11522 
00D6: if 
0038:   $9973 == 1 // integer values 
004D: jump_if_false @WARROBE_9349 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 // integer values 

:WARROBE_9349
00D6: if 
0038:   $9896 == 0 // integer values 
004D: jump_if_false @WARROBE_9381 
0004: $9975 = 0 // integer values 
0002: jump @WARROBE_9388 

:WARROBE_9381
0004: $9975 = 1 // integer values 

:WARROBE_9388
0004: $9896 = 0 // integer values 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_9457 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_9698 

:WARROBE_9457
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_9519 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_9698 

:WARROBE_9519
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_9581 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_9698 

:WARROBE_9581
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_9643 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_9698 

:WARROBE_9643
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_9698 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk

:WARROBE_9698
08D6: set_panel $9871 column 0 alignment 1 
00D6: if 
0038:   $2549 == 1 // integer values 
004D: jump_if_false @WARROBE_9768 
05A9: $9897($9896,12s) = 'SHOP1' // 8-byte strings  // Binco
05A9: $9921($9896,12s) = 'CSCHP' // 8-byte strings  // Binco
0008: $9896 += 1 // integer values 

:WARROBE_9768
00D6: if 
0038:   $2550 == 1 // integer values 
004D: jump_if_false @WARROBE_9829 
05A9: $9897($9896,12s) = 'SHOP2' // 8-byte strings  // Pro-Laps
05A9: $9921($9896,12s) = 'CSSPRT' // 8-byte strings  // Pro-Laps
0008: $9896 += 1 // integer values 

:WARROBE_9829
00D6: if 
0038:   $2551 == 1 // integer values 
004D: jump_if_false @WARROBE_9890 
05A9: $9897($9896,12s) = 'SHOP3' // 8-byte strings  // Sub Urban
05A9: $9921($9896,12s) = 'LACS1' // 8-byte strings  // Sub Urban
0008: $9896 += 1 // integer values 

:WARROBE_9890
00D6: if 
0038:   $2552 == 1 // integer values 
004D: jump_if_false @WARROBE_9951 
05A9: $9897($9896,12s) = 'SHOP4' // 8-byte strings  // Cipzr
05A9: $9921($9896,12s) = 'CLOTHGP' // 8-byte strings  // Zip bolt
0008: $9896 += 1 // integer values 

:WARROBE_9951
00D6: if 
0038:   $2553 == 1 // integer values 
004D: jump_if_false @WARROBE_10012 
05A9: $9897($9896,12s) = 'SHOP5' // 8-byte strings  // ldozat
05A9: $9921($9896,12s) = 'CSDESGN' // 8-byte strings  // Victim
0008: $9896 += 1 // integer values 

:WARROBE_10012
00D6: if 
0038:   $2554 == 1 // integer values 
004D: jump_if_false @WARROBE_10073 
05A9: $9897($9896,12s) = 'SHOP6' // 8-byte strings  // Didier Sachs
05A9: $9921($9896,12s) = 'CSEXL' // 8-byte strings  // Didier Sachs
0008: $9896 += 1 // integer values 

:WARROBE_10073
0004: $9972 = 0 // integer values 
00D6: if or
0038:   $2555 == 1 // integer values 
0038:   $2556 == 1 // integer values 
0038:   $2557 == 1 // integer values 
0038:   $2560 == 1 // integer values 
0038:   $2558 == 1 // integer values 
0038:   $2559 == 1 // integer values 
004D: jump_if_false @WARROBE_10140 
0004: $9972 = 1 // integer values 

:WARROBE_10140
00D6: if or
0038:   $2561 == 1 // integer values 
0038:   $2562 == 1 // integer values 
004D: jump_if_false @WARROBE_10172 
0004: $9972 = 1 // integer values 

:WARROBE_10172
00D6: if 
0038:   $9972 == 1 // integer values 
004D: jump_if_false @WARROBE_10233 
05A9: $9897($9896,12s) = 'SHOP7' // 8-byte strings  // Egyb ruhzat
05A9: $9921($9896,12s) = 'UNIFORM' // 8-byte strings 
0008: $9896 += 1 // integer values 

:WARROBE_10233
00D6: if 
0038:   $9975 == 1 // integer values 
004D: jump_if_false @WARROBE_10294 
05A9: $9897($9896,12s) = 'REMCLT' // 8-byte strings  // Trgyak eltvoltsa
05A9: $9921($9896,12s) = 'REMOVE' // 8-byte strings 
0008: $9896 += 1 // integer values 

:WARROBE_10294
0084: $2515 = $9896 // integer values and handles 

:WARROBE_10302
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @WARROBE_10352 
05A9: $9897($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_10302 

:WARROBE_10352
0512: permanent_text_box 'WARDH1'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kivlassz egy boltot.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
08DB: set_panel $9871 column 0 header 'DUMMY' data s$9897 s$9899 s$9901 s$9903 s$9905 s$9907 s$9909 s$9911 s$9913 s$9915 s$9917 s$9919 
0004: $9870 = 1 // integer values 

:WARROBE_10422
0051: return 

:WARROBE_10424
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @WARROBE_10690 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // 8-byte strings 
004D: jump_if_false @WARROBE_10489 
0512: permanent_text_box 'REMOH2'  // ~k~~PED_SPRINT~ Tart~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
0002: jump @WARROBE_10500 

:WARROBE_10489
0512: permanent_text_box 'WARDH4'  // ~k~~PED_SPRINT~ Visel~N~~k~~VEHICLE_ENTER_EXIT~ Vissza

:WARROBE_10500
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // ltzk
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'DUMMY' data s$9806 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 // integer values 

:WARROBE_10690
0051: return 

:WARROBE_10692
00D6: if 
0038:   $2422 == 0 // integer values 
004D: jump_if_false @WARROBE_10906 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // ltzk
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'DUMMY' data 'CHANGED' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // tltztl
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 // integer values 

:WARROBE_10906
0051: return 

:WARROBE_10908
075E: (unknown) "UNIFORM" 
075D: (unknown) "CLOTHES" 
075F: $9873 = get_object_model_number 
0004: $2515 = 0 // integer values 
0004: $9896 = 0 // integer values 
0004: $9968 = 0 // integer values 

:WARROBE_10956
00D6: if 
001C:   $9873 > $2515 // integer values 
004D: jump_if_false @WARROBE_11462 
0760: (unknown) $2515 $11280 
0783: (unknown) $11280 0 $2510 
0783: (unknown) $11280 1 $2511 
0084: $2438($9968,12i) = $11280 // integer values and handles 
078C: s$9806 = get_name_from_object_model $11280 
05A9: $9897($9968,12s) = s$9806 // 8-byte strings 
0084: $2474($9968,12i) = $2510 // integer values and handles 
04AE: unknown $2547 radar_icon_or_model 17 
08F7: get_player $PLAYER_CHAR clothing id 17 model $2542 item $2543 
00D6: if 
003A:   $2542 == $11280 // integer values and handles 
004D: jump_if_false @WARROBE_11104 
0004: $2498($9968,12i) = 0 // integer values 
0002: jump @WARROBE_11115 

:WARROBE_11104
0004: $2498($9968,12i) = 1 // integer values 

:WARROBE_11115
00D6: if and
0038:   $2555 == 1 // integer values 
05AD:   s$9806 == 'GIMP' // 8-byte strings 
004D: jump_if_false @WARROBE_11154 
0008: $9968 += 1 // integer values 

:WARROBE_11154
00D6: if and
0038:   $2556 == 1 // integer values 
05AD:   s$9806 == 'VALETU' // 8-byte strings 
004D: jump_if_false @WARROBE_11193 
0008: $9968 += 1 // integer values 

:WARROBE_11193
00D6: if and
0038:   $2559 == 1 // integer values 
05AD:   s$9806 == 'COUNTRY' // 8-byte strings 
004D: jump_if_false @WARROBE_11232 
0008: $9968 += 1 // integer values 

:WARROBE_11232
00D6: if and
0038:   $2557 == 1 // integer values 
05AD:   s$9806 == 'CROUP' // 8-byte strings 
004D: jump_if_false @WARROBE_11271 
0008: $9968 += 1 // integer values 

:WARROBE_11271
00D6: if and
0038:   $2558 == 1 // integer values 
05AD:   s$9806 == 'POLICE' // 8-byte strings 
004D: jump_if_false @WARROBE_11310 
0008: $9968 += 1 // integer values 

:WARROBE_11310
00D6: if and
0038:   $2561 == 1 // integer values 
05AD:   s$9806 == 'PAMEDIC' // 8-byte strings 
004D: jump_if_false @WARROBE_11349 
0008: $9968 += 1 // integer values 

:WARROBE_11349
00D6: if and
0038:   $2562 == 1 // integer values 
05AD:   s$9806 == 'PIMPSUT' // 8-byte strings 
004D: jump_if_false @WARROBE_11388 
0008: $9968 += 1 // integer values 

:WARROBE_11388
00D6: if and
0038:   $2560 == 1 // integer values 
05AD:   s$9806 == 'RDRIVER' // 8-byte strings 
004D: jump_if_false @WARROBE_11427 
0008: $9968 += 1 // integer values 

:WARROBE_11427
06D1: v$9864 = "CLO_POSE_TORSO" // 16-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_10956 

:WARROBE_11462
0084: $2515 = $9968 // integer values and handles 

:WARROBE_11470
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @WARROBE_11520 
05A9: $9897($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_11470 

:WARROBE_11520
0051: return 

:WARROBE_11522
0004: $2515 = 0 // integer values 
0004: $9896 = 0 // integer values 
00D6: if 
0038:   $9973 == 0 // integer values 
004D: jump_if_false @WARROBE_12530 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_11616 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_11857 

:WARROBE_11616
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_11678 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_11857 

:WARROBE_11678
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_11740 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_11857 

:WARROBE_11740
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_11802 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @WARROBE_11857 

:WARROBE_11802
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @WARROBE_11857 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk

:WARROBE_11857
08D6: set_panel $9974 column 0 alignment 1 
08F7: get_player $PLAYER_CHAR clothing id 0 model $2542 item $2543 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_11933 
05A9: $9897($9896,12s) = 'TORSO' // 8-byte strings  // Felsruhzat
04AE: unknown $2486($9896,12i) radar_icon_or_model 0 
0008: $9896 += 1 // integer values 

:WARROBE_11933
08F7: get_player $PLAYER_CHAR clothing id 2 model $2542 item $2543 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_12000 
05A9: $9897($9896,12s) = 'LEGS' // 8-byte strings  // Nadrg
04AE: unknown $2486($9896,12i) radar_icon_or_model 2 
0008: $9896 += 1 // integer values 

:WARROBE_12000
08F7: get_player $PLAYER_CHAR clothing id 3 model $2542 item $2543 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_12067 
05A9: $9897($9896,12s) = 'FEET' // 8-byte strings  // Cipk
04AE: unknown $2486($9896,12i) radar_icon_or_model 3 
0008: $9896 += 1 // integer values 

:WARROBE_12067
08F7: get_player $PLAYER_CHAR clothing id 13 model $2542 item $2543 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_12134 
05A9: $9897($9896,12s) = 'CHAINS' // 8-byte strings  // Lncok
04AE: unknown $2486($9896,12i) radar_icon_or_model 13 
0008: $9896 += 1 // integer values 

:WARROBE_12134
08F7: get_player $PLAYER_CHAR clothing id 14 model $2542 item $2543 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_12201 
05A9: $9897($9896,12s) = 'WATCHES' // 8-byte strings  // Karra
04AE: unknown $2486($9896,12i) radar_icon_or_model 14 
0008: $9896 += 1 // integer values 

:WARROBE_12201
08F7: get_player $PLAYER_CHAR clothing id 15 model $2542 item $2543 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_12268 
05A9: $9897($9896,12s) = 'SHADES' // 8-byte strings  // larcok
04AE: unknown $2486($9896,12i) radar_icon_or_model 15 
0008: $9896 += 1 // integer values 

:WARROBE_12268
08F7: get_player $PLAYER_CHAR clothing id 16 model $2542 item $2543 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_12335 
05A9: $9897($9896,12s) = 'HATS' // 8-byte strings  // Kalap
04AE: unknown $2486($9896,12i) radar_icon_or_model 16 
0008: $9896 += 1 // integer values 

:WARROBE_12335
08F7: get_player $PLAYER_CHAR clothing id 17 model $2542 item $2543 
00D6: if 
8038:   not  $2542 == 0 // integer values 
004D: jump_if_false @WARROBE_12402 
05A9: $9897($9896,12s) = 'SHOP7' // 8-byte strings  // Egyb ruhzat
04AE: unknown $2486($9896,12i) radar_icon_or_model 17 
0008: $9896 += 1 // integer values 

:WARROBE_12402
0084: $2515 = $9896 // integer values and handles 

:WARROBE_12410
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @WARROBE_12460 
05A9: $9897($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @WARROBE_12410 

:WARROBE_12460
0512: permanent_text_box 'REMOH1'  // Hasznld a(z) ~k~~GO_FORWARD~ s a(z) ~k~~GO_BACK~-t, hogy kivlassz egy terletet.~N~~k~~PED_SPRINT~ Trgy eltvoltsa~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
08DB: set_panel $9974 column 0 header 'DUMMY' data s$9897 s$9899 s$9901 s$9903 s$9905 s$9907 s$9909 s$9911 s$9913 s$9915 s$9917 s$9919 
0004: $9973 = 1 // integer values 

:WARROBE_12530
0051: return 
004E: end_thread 

//-------------External script 64 (CLOTHES)---------------

:CLOTH
0004: $9999 = 0 // integer values 
0004: $10000 = 0 // integer values 
0004: $2513 = 0 // integer values 
0004: $2425 = 0 // integer values 
0004: $2514 = 0 // integer values 
0004: $2515 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9998 = 0 // integer values 
0005: $10001 = 0.0 // floating-point values 
0005: $10002 = 0.0 // floating-point values 
0005: $10003 = 0.0 // floating-point values 
0005: $10007 = 0.0 // floating-point values 
0005: $10004 = 0.0 // floating-point values 
0005: $10005 = 0.0 // floating-point values 
0005: $10006 = 0.0 // floating-point values 
0005: $10007 = 0.0 // floating-point values 
0005: $10008 = 0.0 // floating-point values 
0005: $10009 = 0.0 // floating-point values 
0005: $10010 = 0.0 // floating-point values 
0005: $10011 = 0.0 // floating-point values 
0005: $10012 = 0.0 // floating-point values 
0005: $10013 = 0.0 // floating-point values 
0005: $10014 = 0.0 // floating-point values 
0005: $10015 = 0.0 // floating-point values 
0005: $10016 = 0.0 // floating-point values 
0005: $10017 = 0.0 // floating-point values 
0005: $10018 = 0.0 // floating-point values 
0005: $10019 = 0.0 // floating-point values 
0005: $10020 = 0.0 // floating-point values 
0005: $10021 = 0.0 // floating-point values 
0005: $10022 = 0.0 // floating-point values 
0005: $10023 = 0.0 // floating-point values 
0005: $10024 = 0.0 // floating-point values 
0005: $10025 = 0.0 // floating-point values 
0005: $10026 = 0.0 // floating-point values 
0005: $10027 = 0.0 // floating-point values 
0004: $9983 = 0 // integer values 
0004: $9993 = 0 // integer values 
0005: $10011 = 0.0 // floating-point values 
0005: $10015 = 0.0 // floating-point values 
0005: $10016 = 0.0 // floating-point values 
0005: $10017 = 0.0 // floating-point values 
0005: $9991 = 0.0 // floating-point values 
0005: $9992 = 0.0 // floating-point values 
0004: $9990 = 0 // integer values 
0004: $9988 = 0 // integer values 
0004: $9987 = 0 // integer values 
0004: $9986 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $2547 = 0 // integer values 
0004: $10029 = 0 // integer values 
0004: $10030 = 0 // integer values 
0004: $10031 = 0 // integer values 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1' // 8-byte strings 
004D: jump_if_false @CLOTH_577 
04AE: unknown $SELLER_MODEL radar_icon_or_model 211 
0004: $10028 = -371 // integer values 

:CLOTH_577
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // 8-byte strings 
004D: jump_if_false @CLOTH_618 
04AE: unknown $SELLER_MODEL radar_icon_or_model 211 
0004: $10028 = -370 // integer values 

:CLOTH_618
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // 8-byte strings 
004D: jump_if_false @CLOTH_659 
04AE: unknown $SELLER_MODEL radar_icon_or_model 217 
0004: $10028 = -372 // integer values 

:CLOTH_659
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // 8-byte strings 
004D: jump_if_false @CLOTH_700 
04AE: unknown $SELLER_MODEL radar_icon_or_model 211 
0004: $10028 = -373 // integer values 

:CLOTH_700
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // 8-byte strings 
004D: jump_if_false @CLOTH_741 
04AE: unknown $SELLER_MODEL radar_icon_or_model 211 
0004: $10028 = -374 // integer values 

:CLOTH_741
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // 8-byte strings 
004D: jump_if_false @CLOTH_782 
04AE: unknown $SELLER_MODEL radar_icon_or_model 217 
0004: $10028 = -375 // integer values 

:CLOTH_782
0247: request_model $10028 
0247: request_model $SELLER_MODEL 
03CF: load_wav 20802 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'CLOTH' 

:CLOTH_816
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_6946 
00D6: if 
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @CLOTH_6932 
00D6: if 
0018:   $9990 > 0 // integer values 
004D: jump_if_false @CLOTH_945 
0489: set_actor $PLAYER_ACTOR audible 1 
00D6: if 
0A0F: (unknown) 
004D: jump_if_false @CLOTH_945 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2418 = 0 // integer values 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 

:CLOTH_945
00D6: if 
0038:   $9990 == 0 // integer values 
004D: jump_if_false @CLOTH_1900 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1' // 8-byte strings 
004D: jump_if_false @CLOTH_1098 
0005: $10004 = 0.0 // floating-point values 
0005: $10005 = 0.0 // floating-point values 
0005: $10006 = 0.0 // floating-point values 
0005: $10024 = 203.528 // floating-point values 
0005: $10025 = -41.644 // floating-point values 
0005: $10026 = 1000.852 // floating-point values 
0005: $10027 = 180.0 // floating-point values 
0005: $10011 = 90.0 // floating-point values 
0005: $10007 = 0.0 // floating-point values 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9999 = get_object_model_number 
0004: $9990 = 1 // integer values 

:CLOTH_1098
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // 8-byte strings 
004D: jump_if_false @CLOTH_1233 
0005: $10004 = 2.85 // floating-point values 
0005: $10005 = -57.534 // floating-point values 
0005: $10006 = 3.26 // floating-point values 
0005: $10024 = 208.806 // floating-point values 
0005: $10025 = -98.713 // floating-point values 
0005: $10026 = 1004.297 // floating-point values 
0005: $10027 = 180.0 // floating-point values 
0005: $10011 = 90.0 // floating-point values 
0005: $10007 = 0.0 // floating-point values 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9999 = get_object_model_number 
0004: $9990 = 1 // integer values 

:CLOTH_1233
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // 8-byte strings 
004D: jump_if_false @CLOTH_1368 
0005: $10004 = -12.653 // floating-point values 
0005: $10005 = -90.758 // floating-point values 
0005: $10006 = 1.477 // floating-point values 
0005: $10024 = 207.018 // floating-point values 
0005: $10025 = -127.782 // floating-point values 
0005: $10026 = 1002.555 // floating-point values 
0005: $10027 = 180.0 // floating-point values 
0005: $10011 = 90.0 // floating-point values 
0005: $10007 = 0.0 // floating-point values 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9999 = get_object_model_number 
0004: $9990 = 1 // integer values 

:CLOTH_1368
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // 8-byte strings 
004D: jump_if_false @CLOTH_1503 
0005: $10004 = -33.204 // floating-point values 
0005: $10005 = -46.245 // floating-point values 
0005: $10006 = 0.0 // floating-point values 
0005: $10024 = 161.56 // floating-point values 
0005: $10025 = -81.369 // floating-point values 
0005: $10026 = 1000.859 // floating-point values 
0005: $10027 = 180.0 // floating-point values 
0005: $10011 = 90.0 // floating-point values 
0005: $10007 = 0.0 // floating-point values 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9999 = get_object_model_number 
0004: $9990 = 1 // integer values 

:CLOTH_1503
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // 8-byte strings 
004D: jump_if_false @CLOTH_1765 
00D6: if 
0018:   $11264 > 3 // integer values 
004D: jump_if_false @CLOTH_1655 
09A9: assign_buyable_item "TSHIRTLOCGREY" to_id $10031 
08C8: reset_buyable_item $10031 price_to 15 
09A9: assign_buyable_item "BASKBALLLOC" to_id $10031 
08C8: reset_buyable_item $10031 price_to 20 
09A9: assign_buyable_item "TSHIRTMADDGREY" to_id $10031 
08C8: reset_buyable_item $10031 price_to 300 
09A9: assign_buyable_item "TSHIRTMADDGRN" to_id $10031 
08C8: reset_buyable_item $10031 price_to 300 

:CLOTH_1655
0005: $10004 = -5.806 // floating-point values 
0005: $10005 = 36.733 // floating-point values 
0005: $10006 = -0.815 // floating-point values 
0005: $10024 = 204.836 // floating-point values 
0005: $10025 = -7.328 // floating-point values 
0005: $10026 = 1000.258 // floating-point values 
0005: $10027 = 270.0 // floating-point values 
0005: $10011 = 90.0 // floating-point values 
0005: $10007 = 0.0 // floating-point values 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9999 = get_object_model_number 
0004: $9990 = 1 // integer values 

:CLOTH_1765
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // 8-byte strings 
004D: jump_if_false @CLOTH_1900 
0005: $10004 = 1.2 // floating-point values 
0005: $10005 = -114.524 // floating-point values 
0005: $10006 = -1.51 // floating-point values 
0005: $10024 = 204.366 // floating-point values 
0005: $10025 = -157.789 // floating-point values 
0005: $10026 = 999.563 // floating-point values 
0005: $10027 = 180.0 // floating-point values 
0005: $10011 = 90.0 // floating-point values 
0005: $10007 = 0.0 // floating-point values 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
075F: $9999 = get_object_model_number 
0004: $9990 = 1 // integer values 

:CLOTH_1900
00D6: if 
0038:   $9990 == 1 // integer values 
004D: jump_if_false @CLOTH_2351 
03F0: text_draw_toggle 1 
08F8: (unknown) 0 
0005: $10012 = 212.8715 // floating-point values 
0059: $10012 += $10004 // floating-point values 
0005: $10013 = -42.8156 // floating-point values 
0059: $10013 += $10005 // floating-point values 
0005: $10014 = 1002.116 // floating-point values 
0059: $10014 += $10006 // floating-point values 
0005: $10015 = 213.4791 // floating-point values 
0059: $10015 += $10004 // floating-point values 
0005: $10016 = -42.0238 // floating-point values 
0059: $10016 += $10005 // floating-point values 
0005: $10017 = 1002.053 // floating-point values 
0059: $10017 += $10006 // floating-point values 
0005: $10018 = 214.5148 // floating-point values 
0059: $10018 += $10004 // floating-point values 
0005: $10019 = -41.6106 // floating-point values 
0059: $10019 += $10005 // floating-point values 
0005: $10020 = 1002.494 // floating-point values 
0059: $10020 += $10006 // floating-point values 
0005: $10021 = 214.5367 // floating-point values 
0059: $10021 += $10004 // floating-point values 
0005: $10022 = -40.6175 // floating-point values 
0059: $10022 += $10005 // floating-point values 
0005: $10023 = 1002.609 // floating-point values 
0059: $10023 += $10006 // floating-point values 
0005: $10008 = 214.622 // floating-point values 
0059: $10008 += $10004 // floating-point values 
0005: $10009 = -40.652 // floating-point values 
0059: $10009 += $10005 // floating-point values 
0005: $10010 = 1001.033 // floating-point values 
0059: $10010 += $10006 // floating-point values 
0005: $10001 = 213.874 // floating-point values 
0059: $10001 += $10004 // floating-point values 
0005: $10002 = -39.811 // floating-point values 
0059: $10002 += $10005 // floating-point values 
0005: $10003 = 1002.2 // floating-point values 
0059: $10003 += $10006 // floating-point values 
009A: $9981 = create_actor 4 $SELLER_MODEL at $10024 $10025 $10026 
02A9: set_actor $9981 immune_to_nonplayer 1 
060B: unknown_actor_use_entity $9981 65542 
0173: set_actor $9981 z_angle_to $10027 
0004: $9986 = 0 // integer values 
029B: $9989 = init_object $10028 at $10001 $10002 $10003 
0177: set_object $9989 z_angle_to $10007 
0947: (unknown) $9981 332 $10081 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
0004: $9990 = 2 // integer values 

:CLOTH_2351
00D6: if 
0038:   $9990 == 2 // integer values 
004D: jump_if_false @CLOTH_2767 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // 8-byte strings 
004D: jump_if_false @CLOTH_2400 
0050: gosub @CLOTH_7234 

:CLOTH_2400
00D6: if 
8118:   not actor $9981 dead 
004D: jump_if_false @CLOTH_2722 
00D6: if 
0038:   $9986 == 0 // integer values 
004D: jump_if_false @CLOTH_2670 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
0038:   $1258 == 1 // integer values 
004D: jump_if_false @CLOTH_2504 
0947: (unknown) $9981 327 $10081 
05C4: AS_actor $9981 hands_up -2 ms 
0004: $9986 = 1 // integer values 
0002: jump @CLOTH_2577 

:CLOTH_2504
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $10008 $10009 $10010 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE 
004D: jump_if_false @CLOTH_2577 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CLOTH_2577 
0004: $9990 = 3 // integer values 

:CLOTH_2577
00D6: if 
0038:   $9988 == 0 // integer values 
004D: jump_if_false @CLOTH_2663 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor_on_foot $9981 radius 8.0 8.0 3.0 sphere 0 
004D: jump_if_false @CLOTH_2656 
0947: (unknown) $9981 328 $10081 
0004: $9988 = 1 // integer values 
0002: jump @CLOTH_2663 

:CLOTH_2656
0004: $9988 = 0 // integer values 

:CLOTH_2663
0002: jump @CLOTH_2715 

:CLOTH_2670
0050: gosub @CLOTH_6960 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // 8-byte strings 
004D: jump_if_false @CLOTH_2708 
0050: gosub @CLOTH_7234 

:CLOTH_2708
0002: jump @CLOTH_816 

:CLOTH_2715
0002: jump @CLOTH_2767 

:CLOTH_2722
0050: gosub @CLOTH_6960 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // 8-byte strings 
004D: jump_if_false @CLOTH_2760 
0050: gosub @CLOTH_7234 

:CLOTH_2760
0002: jump @CLOTH_816 

:CLOTH_2767
00D6: if 
0038:   $9990 == 3 // integer values 
004D: jump_if_false @CLOTH_2902 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_2888 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD range 1.0 
0581: toggle_radar 0 
0006: 32@ = 0 // integer values 
0004: $9998 = 0 // integer values 
0004: $9990 = 4 // integer values 
0002: jump @CLOTH_2902 

:CLOTH_2888
0050: gosub @CLOTH_7234 
0002: jump @CLOTH_816 

:CLOTH_2902
00D6: if 
0038:   $9990 == 4 // integer values 
004D: jump_if_false @CLOTH_3415 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_2981 
0050: gosub @CLOTH_6960 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // 8-byte strings 
004D: jump_if_false @CLOTH_2974 
0050: gosub @CLOTH_7234 

:CLOTH_2974
0002: jump @CLOTH_816 

:CLOTH_2981
00D6: if 
0038:   $9998 == 0 // integer values 
004D: jump_if_false @CLOTH_3322 
00D6: if 
0029:   32@ >= 300 // integer values 
004D: jump_if_false @CLOTH_3322 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: (unknown) $PLAYER_ACTOR $10008 $10009 $10010 
0173: set_actor $PLAYER_ACTOR z_angle_to $10011 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A0: store_actor $9981 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $10024 // floating-point values 
8044:   not  $2756 == $10025 // floating-point values 
8044:   not  $2757 == $10026 // floating-point values 
004D: jump_if_false @CLOTH_3132 
00A1: put_actor $9981 at $10024 $10025 $10026 
0173: set_actor $9981 z_angle_to $10027 

:CLOTH_3132
015F: set_camera_position $10012 $10013 $10014 0.0 0.0 0.0 
0160: point_camera $10015 $10016 $10017 2 
0793: (unknown) 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" from_file "CLOTHES" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9991 = 0.0 // floating-point values 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_IN" 
004D: jump_if_false @CLOTH_3260 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3260
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_3315 
075A:   $9989 "CLO_POSE_OUT_O" "CLOTHES" 4.0 0 1 

:CLOTH_3315
0004: $9998 = 1 // integer values 

:CLOTH_3322
00D6: if 
0038:   $9998 == 1 // integer values 
004D: jump_if_false @CLOTH_3415 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_IN" 
004D: jump_if_false @CLOTH_3380 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3380
00D6: if 
0042:   $9991 == 1.0 // floating-point values 
004D: jump_if_false @CLOTH_3415 
0004: $9998 = 0 // integer values 
0004: $9990 = 5 // integer values 

:CLOTH_3415
00D6: if 
0038:   $9990 == 5 // integer values 
004D: jump_if_false @CLOTH_4103 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_3494 
0050: gosub @CLOTH_6960 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // 8-byte strings 
004D: jump_if_false @CLOTH_3487 
0050: gosub @CLOTH_7234 

:CLOTH_3487
0002: jump @CLOTH_816 

:CLOTH_3494
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CLOTH_3537 
00D6: if 
001A:   1 > $9998 // integer values 
004D: jump_if_false @CLOTH_3537 
0050: gosub @CLOTH_8450 

:CLOTH_3537
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
00D6: if 
0038:   $9998 == 0 // integer values 
004D: jump_if_false @CLOTH_3610 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CLOTH_3586 
0004: $9998 = 1 // integer values 

:CLOTH_3586
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CLOTH_3610 
0004: $9998 = 2 // integer values 

:CLOTH_3610
00D6: if 
0038:   $9998 == 1 // integer values 
004D: jump_if_false @CLOTH_3731 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CLOTH_3731 
08D8: $2516 = panel $2419 selected_row 
00D6: if 
001A:   0 > $2516 // integer values 
004D: jump_if_false @CLOTH_3678 
0004: $2516 = 0 // integer values 

:CLOTH_3678
0050: gosub @CLOTH_7594 
0004: $9990 = 6 // integer values 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @CLOTH_3724 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:CLOTH_3724
0004: $9998 = 0 // integer values 

:CLOTH_3731
00D6: if 
0038:   $9998 == 2 // integer values 
004D: jump_if_false @CLOTH_3939 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @CLOTH_3939 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @CLOTH_3798 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:CLOTH_3798
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CLOTH_3830 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CLOTH_3830
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" from_file "CLOTHES" 1000.0 loop 0 0 0 lock 0 time -1 
0005: $9991 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_3932 
075A:   $9989 "CLO_POSE_IN_O" "CLOTHES" 1000.0 0 1 

:CLOTH_3932
0004: $9998 = 5 // integer values 

:CLOTH_3939
00D6: if 
0038:   $9998 == 5 // integer values 
004D: jump_if_false @CLOTH_4027 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_OUT" 
004D: jump_if_false @CLOTH_3999 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:CLOTH_3999
00D6: if 
0042:   $9991 == 1.0 // floating-point values 
004D: jump_if_false @CLOTH_4027 
0004: $9998 = 6 // integer values 

:CLOTH_4027
00D6: if 
0038:   $9998 == 6 // integer values 
004D: jump_if_false @CLOTH_4103 
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BD: (unknown) 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: toggle_radar 1 
0947: (unknown) $9981 331 $10081 
0004: $10029 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $9990 = 8 // integer values 

:CLOTH_4103
00D6: if 
0038:   $9990 == 6 // integer values 
004D: jump_if_false @CLOTH_5223 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_4182 
0050: gosub @CLOTH_6960 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // 8-byte strings 
004D: jump_if_false @CLOTH_4175 
0050: gosub @CLOTH_7234 

:CLOTH_4175
0002: jump @CLOTH_816 

:CLOTH_4182
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @CLOTH_4225 
00D6: if 
001A:   2 > $9998 // integer values 
004D: jump_if_false @CLOTH_4225 
0050: gosub @CLOTH_9020 

:CLOTH_4225
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
00D6: if 
0038:   $9998 == 0 // integer values 
004D: jump_if_false @CLOTH_4583 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CLOTH_4274 
0004: $9998 = 1 // integer values 

:CLOTH_4274
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CLOTH_4583 
0004: $10029 = 0 // integer values 
08D7: $2517 = panel $2423 active_row 
00D6: if 
001A:   0 > $2517 // integer values 
004D: jump_if_false @CLOTH_4331 
0004: $2517 = 0 // integer values 

:CLOTH_4331
0084: $11280 = $2438($2517,12i) // integer values and handles 
0084: $9982 = $2426($2517,12i) // integer values and handles 
0084: $2510 = $2474($2517,12i) // integer values and handles 
0084: $2511 = $2486($2517,12i) // integer values and handles 
05A9: s$9979 = $2450($2517,12s) // 8-byte strings 
00D6: if or
04A3:   $2511 == 13 // integer values OR floating-point values 
04A3:   $2511 == 14 // integer values OR floating-point values 
04A3:   $2511 == 15 // integer values OR floating-point values 
04A3:   $2511 == 16 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_4476 
015F: set_camera_position $10018 $10019 $10020 0.0 0.0 0.0 
0160: point_camera $10021 $10022 $10023 2 
0002: jump @CLOTH_4544 

:CLOTH_4476
00D6: if or
04A3:   $2547 == 0 // integer values OR floating-point values 
04A3:   $2547 == 2 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_4505 
03D1: play_wav 4 

:CLOTH_4505
015F: set_camera_position $10012 $10013 $10014 0.0 0.0 0.0 
0160: point_camera $10015 $10016 $10017 2 

:CLOTH_4544
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CLOTH_4576 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CLOTH_4576
0004: $9998 = 2 // integer values 

:CLOTH_4583
00D6: if 
0038:   $9998 == 1 // integer values 
004D: jump_if_false @CLOTH_4689 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @CLOTH_4689 
0004: $9998 = 0 // integer values 
0004: $9990 = 5 // integer values 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CLOTH_4664 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 // integer values 

:CLOTH_4664
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CLOTH_4689 
0050: gosub @CLOTH_8450 

:CLOTH_4689
00D6: if 
0038:   $9998 == 2 // integer values 
004D: jump_if_false @CLOTH_4746 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @CLOTH_4746 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CLOTH_4746 
0004: $9998 = 3 // integer values 

:CLOTH_4746
00D6: if 
0038:   $9998 == 3 // integer values 
004D: jump_if_false @CLOTH_4941 
00D6: if or
04A3:   $2547 == 0 // integer values OR floating-point values 
04A3:   $2547 == 2 // integer values OR floating-point values 
04A3:   $2547 == 3 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_4809 
0784: (unknown) $PLAYER_CHAR 0 0 17 
0793: (unknown) 

:CLOTH_4809
0784: (unknown) $PLAYER_CHAR $11280 $2510 $2511 
070D: rebuild_player $PLAYER_CHAR 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" from_file "CLOTHES" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9991 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_4934 
075A:   $9989 "CLO_POSE_IN_O" "CLOTHES" 1000.0 0 1 

:CLOTH_4934
0004: $9998 = 4 // integer values 

:CLOTH_4941
00D6: if 
0038:   $9998 == 4 // integer values 
004D: jump_if_false @CLOTH_5079 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_POSE_IN" 
004D: jump_if_false @CLOTH_5009 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:CLOTH_5009
00D6: if 
0042:   $9991 == 1.0 // floating-point values 
004D: jump_if_false @CLOTH_5079 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9994 from_file "CLOTHES" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $9991 = 0.0 // floating-point values 
0004: $9998 = 5 // integer values 

:CLOTH_5079
00D6: if 
0038:   $9998 == 5 // integer values 
004D: jump_if_false @CLOTH_5223 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is v$9994 
004D: jump_if_false @CLOTH_5127 
0613: $9991 = actor $PLAYER_ACTOR animation v$9994 time 

:CLOTH_5127
00D6: if 
0042:   $9991 == 1.0 // floating-point values 
004D: jump_if_false @CLOTH_5223 
0050: gosub @CLOTH_9570 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" from_file "CLOTHES" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9991 = 0.0 // floating-point values 
0004: $9990 = 7 // integer values 
0004: $9998 = 0 // integer values 

:CLOTH_5223
00D6: if 
0038:   $9990 == 7 // integer values 
004D: jump_if_false @CLOTH_6638 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_5302 
0050: gosub @CLOTH_6960 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // 8-byte strings 
004D: jump_if_false @CLOTH_5295 
0050: gosub @CLOTH_7234 

:CLOTH_5295
0002: jump @CLOTH_816 

:CLOTH_5302
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
00D6: if 
0038:   $9998 == 0 // integer values 
004D: jump_if_false @CLOTH_5607 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CLOTH_5412 
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
03D5: remove_text 'CLTHNO1'  // Mr megvan ez a trgy!
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $10030 = 0 // integer values 
0004: $9998 = 1 // integer values 

:CLOTH_5412
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CLOTH_5607 
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
03D5: remove_text 'CLTHNO1'  // Mr megvan ez a trgy!
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $10030 = 0 // integer values 
0050: gosub @CLOTH_8109 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @CLOTH_5529 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:CLOTH_5529
00D6: if 
0038:   $10029 == 0 // integer values 
004D: jump_if_false @CLOTH_5561 
0004: $9998 = 3 // integer values 
0002: jump @CLOTH_5607 

:CLOTH_5561
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @CLOTH_5593 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:CLOTH_5593
0004: $9998 = 0 // integer values 
0004: $9990 = 6 // integer values 

:CLOTH_5607
00D6: if 
001A:   2 > $9998 // integer values 
004D: jump_if_false @CLOTH_5632 
0050: gosub @CLOTH_9570 

:CLOTH_5632
00D6: if 
0038:   $9998 == 1 // integer values 
004D: jump_if_false @CLOTH_6032 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CLOTH_6032 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $9982 // integer values 
004D: jump_if_false @CLOTH_5959 
00D6: if 
803A:   not  $2542 == $11280 // integer values and handles 
004D: jump_if_false @CLOTH_5879 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @CLOTH_5745 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:CLOTH_5745
0790: (unknown) $11280 
0004: $10030 = 1 // integer values 
0947: (unknown) $9981 323 $10081 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1054 
0050: gosub @CLOTH_9945 
0050: gosub @CLOTH_10315 
0793: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" from_file "CLOTHES" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9991 = 0.0 // floating-point values 
0004: $9998 = 2 // integer values 
0002: jump @CLOTH_5952 

:CLOTH_5879
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @CLOTH_5952 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
0947: (unknown) $9981 322 $10081 
00BC: text_highpriority 'CLTHNO2' 5000 ms 1  // Mr megvetted ezt a trgyat!
0004: $9998 = 0 // integer values 
0004: $2545 = 1 // integer values 

:CLOTH_5952
0002: jump @CLOTH_6032 

:CLOTH_5959
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @CLOTH_6032 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
0947: (unknown) $9981 324 $10081 
00BC: text_highpriority 'SHOPNO' 5000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $9998 = 0 // integer values 
0004: $2544 = 1 // integer values 

:CLOTH_6032
00D6: if 
0038:   $9998 == 2 // integer values 
004D: jump_if_false @CLOTH_6174 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_BUY" 
004D: jump_if_false @CLOTH_6092 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:CLOTH_6092
00D6: if 
0042:   $9991 == 1.0 // floating-point values 
004D: jump_if_false @CLOTH_6174 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" from_file "CLOTHES" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $9991 = 0.0 // floating-point values 
0004: $9998 = 3 // integer values 

:CLOTH_6174
00D6: if 
0038:   $9998 == 3 // integer values 
004D: jump_if_false @CLOTH_6307 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" from_file "CLOTHES" 4.0 loop 0 0 0 lock 1 time -1 
0005: $9991 = 0.0 // floating-point values 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_6300 
075A:   $9989 "CLO_POSE_OUT_O" "CLOTHES" 1000.0 0 1 

:CLOTH_6300
0004: $9998 = 4 // integer values 

:CLOTH_6307
00D6: if 
0038:   $9998 == 4 // integer values 
004D: jump_if_false @CLOTH_6638 
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "CLO_POSE_OUT" 
004D: jump_if_false @CLOTH_6377 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:CLOTH_6377
00D6: if 
0042:   $9991 == 1.0 // floating-point values 
004D: jump_if_false @CLOTH_6638 
0794: (unknown) 
070D: rebuild_player $PLAYER_CHAR 
0793: (unknown) 
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @CLOTH_6439 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:CLOTH_6439
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CLOTH_6471 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CLOTH_6471
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @CLOTH_6503 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:CLOTH_6503
0004: $10029 = 1 // integer values 
00D6: if 
0038:   $10030 == 1 // integer values 
004D: jump_if_false @CLOTH_6592 
0004: $9998 = 0 // integer values 
0004: $9990 = 5 // integer values 
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CLOTH_6585 
00D6: if 
001A:   1 > $9998 // integer values 
004D: jump_if_false @CLOTH_6585 
0050: gosub @CLOTH_8450 

:CLOTH_6585
0002: jump @CLOTH_6638 

:CLOTH_6592
0004: $9998 = 0 // integer values 
0004: $9990 = 6 // integer values 
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @CLOTH_6638 
0050: gosub @CLOTH_8109 
0050: gosub @CLOTH_9020 

:CLOTH_6638
00D6: if 
0038:   $9990 == 8 // integer values 
004D: jump_if_false @CLOTH_6925 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_6717 
0050: gosub @CLOTH_6960 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // 8-byte strings 
004D: jump_if_false @CLOTH_6710 
0050: gosub @CLOTH_7234 

:CLOTH_6710
0002: jump @CLOTH_816 

:CLOTH_6717
00D6: if 
0038:   $9986 == 0 // integer values 
004D: jump_if_false @CLOTH_6798 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
0038:   $1258 == 1 // integer values 
004D: jump_if_false @CLOTH_6798 
0947: (unknown) $9981 327 $10081 
05C4: AS_actor $9981 hands_up -2 ms 
0004: $9986 = 1 // integer values 

:CLOTH_6798
00D6: if 
80FF:   not actor $PLAYER_ACTOR $SHOW_SHOP_SPHERE $10008 $10009 $10010 radius 1.0 1.0 4.0 
004D: jump_if_false @CLOTH_6925 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2516 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $9990 = 2 // integer values 
0004: $9998 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $10030 = 0 // integer values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 

:CLOTH_6925
0002: jump @CLOTH_6939 

:CLOTH_6932
0050: gosub @CLOTH_7234 

:CLOTH_6939
0002: jump @CLOTH_6953 

:CLOTH_6946
0050: gosub @CLOTH_7234 

:CLOTH_6953
0002: jump @CLOTH_816 

:CLOTH_6960
00D6: if 
0028:   $9990 >= 1 // integer values 
004D: jump_if_false @CLOTH_6980 
03E6: remove_text_box 

:CLOTH_6980
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @CLOTH_7012 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:CLOTH_7012
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CLOTH_7044 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CLOTH_7044
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @CLOTH_7076 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:CLOTH_7076
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @CLOTH_7108 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:CLOTH_7108
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
03D5: remove_text 'CLTHNO1'  // Mr megvan ez a trgy!
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2516 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $9998 = 0 // integer values 
0004: $10029 = 0 // integer values 
0004: $10030 = 0 // integer values 
0004: $9990 = 2 // integer values 
0051: return 

:CLOTH_7234
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @CLOTH_7266 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:CLOTH_7266
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CLOTH_7298 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CLOTH_7298
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @CLOTH_7330 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:CLOTH_7330
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @CLOTH_7362 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:CLOTH_7362
00D6: if 
0028:   $9990 >= 1 // integer values 
004D: jump_if_false @CLOTH_7382 
03E6: remove_text_box 

:CLOTH_7382
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
03D5: remove_text 'CLTHNO1'  // Mr megvan ez a trgy!
0004: $10029 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2516 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
0004: $9988 = 0 // integer values 
0004: $9986 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $10030 = 0 // integer values 
0004: $9998 = 0 // integer values 
0004: $9990 = 0 // integer values 
0108: destroy_object $9989 
0249: release_model $10028 
009B: destroy_actor_instantly $9981 
0249: release_model $SELLER_MODEL 
03F0: text_draw_toggle 0 
0581: toggle_radar 1 
08F8: (unknown) 1 
09BD: (unknown) 0 
040D: unload_wav 4 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_7590 
0489: set_actor $PLAYER_ACTOR audible 0 

:CLOTH_7590
004E: end_thread 
0051: return 

:CLOTH_7594
00D6: if 
0038:   $2516 == 0 // integer values 
004D: jump_if_false @CLOTH_7668 
0004: $2513 = 0 // integer values 
04AE: unknown $2547 radar_icon_or_model 0 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_TORSO" // 16-byte strings 

:CLOTH_7668
00D6: if 
0038:   $2516 == 1 // integer values 
004D: jump_if_false @CLOTH_7741 
0004: $2513 = 2 // integer values 
04AE: unknown $2547 radar_icon_or_model 2 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_LEGS" // 16-byte strings 

:CLOTH_7741
00D6: if 
0038:   $2516 == 2 // integer values 
004D: jump_if_false @CLOTH_7815 
0004: $2513 = 3 // integer values 
04AE: unknown $2547 radar_icon_or_model 3 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_SHOES" // 16-byte strings 

:CLOTH_7815
00D6: if 
0038:   $2516 == 3 // integer values 
004D: jump_if_false @CLOTH_7889 
0004: $2513 = 13 // integer values 
04AE: unknown $2547 radar_icon_or_model 13 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_TORSO" // 16-byte strings 

:CLOTH_7889
00D6: if 
0038:   $2516 == 4 // integer values 
004D: jump_if_false @CLOTH_7963 
0004: $2513 = 14 // integer values 
04AE: unknown $2547 radar_icon_or_model 14 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_WATCH" // 16-byte strings 

:CLOTH_7963
00D6: if 
0038:   $2516 == 5 // integer values 
004D: jump_if_false @CLOTH_8035 
0004: $2513 = 15 // integer values 
04AE: unknown $2547 radar_icon_or_model 15 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_HAT" // 16-byte strings 

:CLOTH_8035
00D6: if 
0038:   $2516 == 6 // integer values 
004D: jump_if_false @CLOTH_8107 
0004: $2513 = 16 // integer values 
04AE: unknown $2547 radar_icon_or_model 16 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 item $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_HAT" // 16-byte strings 

:CLOTH_8107
0051: return 

:CLOTH_8109
0004: $2514 = 0 // integer values 
0004: $10000 = 0 // integer values 

:CLOTH_8123
00D6: if 
001C:   $9999 > $2514 // integer values 
004D: jump_if_false @CLOTH_8368 
0760: (unknown) $2514 $11280 
0783: (unknown) $11280 0 $2510 
0783: (unknown) $11280 1 $2511 
00D6: if 
003A:   $2511 == $2513 // integer values and handles 
004D: jump_if_false @CLOTH_8354 
0084: $2438($10000,12i) = $11280 // integer values and handles 
078C: s$9979 = get_name_from_object_model $11280 
0761: $9982 = get_price_from_object_model $11280 
0084: $2426($10000,12i) = $9982 // integer values and handles 
05A9: $2450($10000,12s) = s$9979 // 8-byte strings 
0084: $2474($10000,12i) = $2510 // integer values and handles 
0084: $2486($10000,12i) = $2511 // integer values and handles 
00D6: if 
003A:   $2542 == $11280 // integer values and handles 
004D: jump_if_false @CLOTH_8302 
0004: $2498($10000,12i) = 0 // integer values 
0002: jump @CLOTH_8347 

:CLOTH_8302
00D6: if 
0942: (unknown) $11280 
004D: jump_if_false @CLOTH_8336 
0004: $2498($10000,12i) = 1 // integer values 
0002: jump @CLOTH_8347 

:CLOTH_8336
0004: $2498($10000,12i) = 2 // integer values 

:CLOTH_8347
0008: $10000 += 1 // integer values 

:CLOTH_8354
0008: $2514 += 1 // integer values 
0002: jump @CLOTH_8123 

:CLOTH_8368
0084: $2515 = $10000 // integer values and handles 

:CLOTH_8376
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @CLOTH_8448 
0004: $2438($2515,12i) = -1 // integer values 
0004: $2426($2515,12i) = 0 // integer values 
05A9: $2450($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @CLOTH_8376 

:CLOTH_8448
0051: return 

:CLOTH_8450
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CLOTH_9018 
0512: permanent_text_box 'CLOTHA'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t hogy kivlaszd a terletet.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
05A9: s$2518 = 'TORSO' // 8-byte strings  // Felsruhzat
05A9: s$2520 = 'LEGS' // 8-byte strings  // Nadrg
05A9: s$2522 = 'FEET' // 8-byte strings  // Cipk
05A9: s$2524 = 'CHAINS' // 8-byte strings  // Lncok
05A9: s$2526 = 'WATCHES' // 8-byte strings  // Karra
05A9: s$2528 = 'SHADES' // 8-byte strings  // larcok
05A9: s$2530 = 'HATS' // 8-byte strings  // Kalap
05A9: s$2532 = 'DUMMY' // 8-byte strings 
05A9: s$2534 = 'DUMMY' // 8-byte strings 
05A9: s$2536 = 'DUMMY' // 8-byte strings 
05A9: s$2538 = 'DUMMY' // 8-byte strings 
05A9: s$2540 = 'DUMMY' // 8-byte strings 
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_8709 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @CLOTH_8950 

:CLOTH_8709
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_8771 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @CLOTH_8950 

:CLOTH_8771
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_8833 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @CLOTH_8950 

:CLOTH_8833
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_8895 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @CLOTH_8950 

:CLOTH_8895
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_8950 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk

:CLOTH_8950
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
0004: $2420 = 1 // integer values 

:CLOTH_9018
0051: return 

:CLOTH_9020
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @CLOTH_9568 
0512: permanent_text_box 'CLOTHB'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kivlaszd a ruhd.~N~~k~~PED_SPRINT~ Megtekints~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_9111 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @CLOTH_9352 

:CLOTH_9111
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_9173 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @CLOTH_9352 

:CLOTH_9173
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_9235 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @CLOTH_9352 

:CLOTH_9235
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_9297 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk
0002: jump @CLOTH_9352 

:CLOTH_9297
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @CLOTH_9352 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // ltzk

:CLOTH_9352
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2515 = 0 // integer values 

:CLOTH_9420
00D6: if 
001C:   $10000 > $2515 // integer values 
004D: jump_if_false @CLOTH_9561 
00D6: if 
0038:   $2498($2515,12i) == 0 // integer values 
004D: jump_if_false @CLOTH_9488 
0A23: (unknown) $2423 $2515 0 
08D9: set_panel $2423 row $2515 enable 0 
0002: jump @CLOTH_9547 

:CLOTH_9488
00D6: if 
0038:   $2498($2515,12i) == 1 // integer values 
004D: jump_if_false @CLOTH_9527 
0A23: (unknown) $2423 $2515 1 
0002: jump @CLOTH_9547 

:CLOTH_9527
0A23: (unknown) $2423 $2515 0 
08D9: set_panel $2423 row $2515 enable 1 

:CLOTH_9547
0008: $2515 += 1 // integer values 
0002: jump @CLOTH_9420 

:CLOTH_9561
0004: $2424 = 1 // integer values 

:CLOTH_9568
0051: return 

:CLOTH_9570
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @CLOTH_9943 
0512: permanent_text_box 'CLOTHC'  // ~k~~PED_SPRINT~ Vesz~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // ltzk
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'CLOTCHO' data s$9979 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ltzk
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2417 column 1 row 0 text_1number 'DOLLAR' $9982  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 // integer values 

:CLOTH_9943
0051: return 

:CLOTH_9945
00D6: if 
0038:   $2422 == 0 // integer values 
004D: jump_if_false @CLOTH_10313 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // ltzk
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'CLOTCHO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ltzk // Megvsrol
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2421 column 1 row 0 text_1number 'DOLLAR' $9982  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 // integer values 

:CLOTH_10313
0051: return 

:CLOTH_10315
00D6: if 
0038:   $2549 == 0 // integer values 
004D: jump_if_false @CLOTH_10365 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // 8-byte strings 
004D: jump_if_false @CLOTH_10365 
0004: $2549 = 1 // integer values 

:CLOTH_10365
00D6: if 
0038:   $2550 == 0 // integer values 
004D: jump_if_false @CLOTH_10415 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // 8-byte strings 
004D: jump_if_false @CLOTH_10415 
0004: $2550 = 1 // integer values 

:CLOTH_10415
00D6: if 
0038:   $2551 == 0 // integer values 
004D: jump_if_false @CLOTH_10465 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1' // 8-byte strings 
004D: jump_if_false @CLOTH_10465 
0004: $2551 = 1 // integer values 

:CLOTH_10465
00D6: if 
0038:   $2552 == 0 // integer values 
004D: jump_if_false @CLOTH_10515 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // 8-byte strings 
004D: jump_if_false @CLOTH_10515 
0004: $2552 = 1 // integer values 

:CLOTH_10515
00D6: if 
0038:   $2553 == 0 // integer values 
004D: jump_if_false @CLOTH_10565 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // 8-byte strings 
004D: jump_if_false @CLOTH_10565 
0004: $2553 = 1 // integer values 

:CLOTH_10565
00D6: if 
0038:   $2554 == 0 // integer values 
004D: jump_if_false @CLOTH_10615 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // 8-byte strings 
004D: jump_if_false @CLOTH_10615 
0004: $2554 = 1 // integer values 

:CLOTH_10615
0051: return 
004E: end_thread 

//-------------External script 65 (JUNKFUD)---------------

:JFUD
0005: $JFUD_X_OFFSET = 0.0 // floating-point values 
0005: $JFUD_Y_OFFSET = 0.0 // floating-point values 
0005: $JFUD_Z_OFFSET = 0.0 // floating-point values 
0005: $10064 = 0.0 // floating-point values 
0005: $JFUD_X_CAMERA = 0.0 // floating-point values 
0005: $JFUD_Y_CAMERA = 0.0 // floating-point values 
0005: $JFUD_Z_CAMERA = 0.0 // floating-point values 
0005: $JFUD_X_AIM_CAMERA = 0.0 // floating-point values 
0005: $JFUD_Y_AIM_CAMERA = 0.0 // floating-point values 
0005: $JFUD_Z_AIM_CAMERA = 0.0 // floating-point values 
0005: $10075 = 0.0 // floating-point values 
0005: $10076 = 0.0 // floating-point values 
0005: $10077 = 0.0 // floating-point values 
0005: $10078 = 0.0 // floating-point values 
0005: $10079 = 0.0 // floating-point values 
0005: $10080 = 0.0 // floating-point values 
0004: $10056 = 0 // integer values 
0005: $10055 = 0.0 // floating-point values 
0004: $2751 = 0 // integer values 
0005: $10049 = 0.0 // floating-point values 
0005: $10050 = 0.0 // floating-point values 
0005: $10051 = 0.0 // floating-point values 
0004: $10041 = 0 // integer values 
0004: $675 = 0 // integer values 
0004: $10035 = 0 // integer values 
0004: $10045 = 0 // integer values 
0004: $10047 = 0 // integer values 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 // integer values 
0005: $10052 = 0.0 // floating-point values 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2544 = 0 // integer values 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @JFUD_358 
04AE: unknown $SELLER_MODEL radar_icon_or_model 155 
0004: $JFUD_LOW_FOOD_MODEL = -376 // integer values 
0004: $JFUD_MED_FOOD_MODEL = -377 // integer values 
0004: $JFUD_HIGH_FOOD_MODEL = -57 // integer values 
0004: $JFUD_HEALTHY_FOOD_MODEL = -378 // integer values 

:JFUD_358
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // 8-byte strings 
004D: jump_if_false @JFUD_423 
04AE: unknown $SELLER_MODEL radar_icon_or_model 167 
0004: $JFUD_LOW_FOOD_MODEL = -379 // integer values 
0004: $JFUD_MED_FOOD_MODEL = -380 // integer values 
0004: $JFUD_HIGH_FOOD_MODEL = -381 // integer values 
0004: $JFUD_HEALTHY_FOOD_MODEL = -382 // integer values 

:JFUD_423
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // 8-byte strings 
004D: jump_if_false @JFUD_487 
04AE: unknown $SELLER_MODEL radar_icon_or_model 205 
0004: $JFUD_LOW_FOOD_MODEL = -383 // integer values 
0004: $JFUD_MED_FOOD_MODEL = -384 // integer values 
0004: $JFUD_HIGH_FOOD_MODEL = -60 // integer values 
0004: $JFUD_HEALTHY_FOOD_MODEL = -385 // integer values 

:JFUD_487
0247: request_model $JFUD_LOW_FOOD_MODEL 
0247: request_model $JFUD_MED_FOOD_MODEL 
0247: request_model $JFUD_HIGH_FOOD_MODEL 
0247: request_model $JFUD_HEALTHY_FOOD_MODEL 
03CF: load_wav 1828 as 4 
0247: request_model $SELLER_MODEL 
038B: load_requested_models 
0111: set_wasted_busted_check_to 0 
00D6: if 
0038:   $10041 == 1000000 // integer values 
004D: jump_if_false @JFUD_563 
0107: $JFUD_SELECTED_FOOD = create_object $11280 at $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD 

:JFUD_563
03A4: name_thread 'JFUD' 

:JFUD_574
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_9696 
00D6: if 
8844:   not  s$CURRENT_SHOP_GXT_NAME // same as 0846 
004D: jump_if_false @JFUD_9682 
00D6: if 
0018:   $JFUD_STAGE > 0 // integer values 
004D: jump_if_false @JFUD_672 
00D6: if 
0A0F: (unknown) 
004D: jump_if_false @JFUD_672 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 

:JFUD_672
00D6: if 
0038:   $JFUD_STAGE == 0 // integer values 
004D: jump_if_false @JFUD_1005 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @JFUD_795 
075F: $10036 = get_object_model_number 
0005: $JFUD_X_OFFSET = 0.0 // floating-point values 
0005: $JFUD_Y_OFFSET = 0.0 // floating-point values 
0005: $JFUD_Z_OFFSET = 0.0 // floating-point values 
0005: $10064 = 0.0 // floating-point values 
0005: $684 = 0.0 // floating-point values 
0005: $685 = 2.5 // floating-point values 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
0004: $JFUD_STAGE = 1 // integer values 

:JFUD_795
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // 8-byte strings 
004D: jump_if_false @JFUD_900 
075F: $10036 = get_object_model_number 
0005: $JFUD_X_OFFSET = -5.211 // floating-point values 
0005: $JFUD_Y_OFFSET = 112.784 // floating-point values 
0005: $JFUD_Z_OFFSET = 0.3 // floating-point values 
0005: $10064 = 0.0 // floating-point values 
0005: $684 = 0.0 // floating-point values 
0005: $685 = 2.5 // floating-point values 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
0004: $JFUD_STAGE = 1 // integer values 

:JFUD_900
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // 8-byte strings 
004D: jump_if_false @JFUD_1005 
075F: $10036 = get_object_model_number 
0005: $684 = 0.0 // floating-point values 
0005: $685 = 2.5 // floating-point values 
0005: $JFUD_X_OFFSET = 1.566 // floating-point values 
0005: $JFUD_Y_OFFSET = 51.419 // floating-point values 
0005: $JFUD_Z_OFFSET = 0.01 // floating-point values 
0005: $10064 = 0.0 // floating-point values 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME // 8-byte strings 
0004: $JFUD_STAGE = 1 // integer values 

:JFUD_1005
00D6: if 
0038:   $JFUD_STAGE == 1 // integer values 
004D: jump_if_false @JFUD_1427 
03F0: text_draw_toggle 1 
08F8: (unknown) 0 
0005: $JFUD_X_FOOD_SELLER = 374.0 // floating-point values 
0059: $JFUD_X_FOOD_SELLER += $JFUD_X_OFFSET // floating-point values 
0005: $JFUD_Y_FOOD_SELLER = -117.141 // floating-point values 
0059: $JFUD_Y_FOOD_SELLER += $JFUD_Y_OFFSET // floating-point values 
0005: $JFUD_Z_FOOD_SELLER = 1000.539 // floating-point values 
0059: $JFUD_Z_FOOD_SELLER += $JFUD_Z_OFFSET // floating-point values 
0005: $JFUD_FOOD_SELLER_ANGLE = 180.0 // floating-point values 
0059: $JFUD_FOOD_SELLER_ANGLE += $10064 // floating-point values 
0005: $JFUD_X_CAMERA = 374.0 // floating-point values 
0059: $JFUD_X_CAMERA += $JFUD_X_OFFSET // floating-point values 
0005: $JFUD_Y_CAMERA = -119.1869 // floating-point values 
0059: $JFUD_Y_CAMERA += $JFUD_Y_OFFSET // floating-point values 
0005: $JFUD_Z_CAMERA = 1002.019 // floating-point values 
0059: $JFUD_Z_CAMERA += $JFUD_Z_OFFSET // floating-point values 
0005: $JFUD_X_AIM_CAMERA = 373.9532 // floating-point values 
0059: $JFUD_X_AIM_CAMERA += $JFUD_X_OFFSET // floating-point values 
0005: $JFUD_Y_AIM_CAMERA = -118.189 // floating-point values 
0059: $JFUD_Y_AIM_CAMERA += $JFUD_Y_OFFSET // floating-point values 
0005: $JFUD_Z_AIM_CAMERA = 1001.975 // floating-point values 
0059: $JFUD_Z_AIM_CAMERA += $JFUD_Z_OFFSET // floating-point values 
0005: $10075 = 374.717 // floating-point values 
0059: $10075 += $JFUD_X_OFFSET // floating-point values 
0005: $10076 = -122.55 // floating-point values 
0059: $10076 += $JFUD_Y_OFFSET // floating-point values 
0005: $10077 = 1002.572 // floating-point values 
0059: $10077 += $JFUD_Z_OFFSET // floating-point values 
0005: $10078 = 374.599 // floating-point values 
0059: $10078 += $JFUD_X_OFFSET // floating-point values 
0005: $10079 = -121.608 // floating-point values 
0059: $10079 += $JFUD_Y_OFFSET // floating-point values 
0005: $10080 = 1002.256 // floating-point values 
0059: $10080 += $JFUD_Z_OFFSET // floating-point values 
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 0 // integer values 
004D: jump_if_false @JFUD_1420 
009A: $FOOD_SELLER = create_actor 4 $SELLER_MODEL at $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER 
0173: set_actor $FOOD_SELLER z_angle_to $JFUD_FOOD_SELLER_ANGLE 
02A9: set_actor $FOOD_SELLER immune_to_nonplayer 1 
060B: unknown_actor_use_entity $FOOD_SELLER 65542 
04C4: create_coordinate $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER from_actor $FOOD_SELLER offset $684 $685 0.0 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 // integer values 
0004: $FOOD_SELLER_EXISTS = 1 // integer values 

:JFUD_1420
0004: $JFUD_STAGE = 2 // integer values 

:JFUD_1427
00D6: if 
0038:   $JFUD_STAGE == 2 // integer values 
004D: jump_if_false @JFUD_2034 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_1476 
0050: gosub @JFUD_9887 

:JFUD_1476
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_1989 
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 // integer values 
004D: jump_if_false @JFUD_1937 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
0038:   $677 == 1 // integer values 
004D: jump_if_false @JFUD_1587 
0947: (unknown) $FOOD_SELLER 327 $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
0004: $677 = 1 // integer values 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 // integer values 
0002: jump @JFUD_1930 

:JFUD_1587
00D6: if 
001A:   11 > $11279 // integer values 
004D: jump_if_false @JFUD_1765 
0004: $SHOW_SHOP_SPHERE = 1 // integer values 
00D6: if 
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE 
004D: jump_if_false @JFUD_1758 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @JFUD_1758 
0947: (unknown) $FOOD_SELLER 333 $2563 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
001A:   2 > $88 // integer values 
004D: jump_if_false @JFUD_1751 
00D6: if 
0038:   $169 == 1 // integer values 
004D: jump_if_false @JFUD_1751 
00D6: if 
001A:   2 > $SHOPS_PLAYER_CASH // integer values 
004D: jump_if_false @JFUD_1751 
0109: player $PLAYER_CHAR money += 2 

:JFUD_1751
0004: $JFUD_STAGE = 3 // integer values 

:JFUD_1758
0002: jump @JFUD_1930 

:JFUD_1765
00D6: if 
0038:   $10045 == 0 // integer values 
004D: jump_if_false @JFUD_1899 
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_1847 
0947: (unknown) $FOOD_SELLER 322 $2563 
00BC: text_highpriority 'FOOD1' 5000 ms 1  // ~s~Nem szabad mr tbb lelt venned, rosszul leszel!
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
0002: jump @JFUD_1892 

:JFUD_1847
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_1885 
0050: gosub @JFUD_9887 

:JFUD_1885
0002: jump @JFUD_574 

:JFUD_1892
0004: $10045 = 1 // integer values 

:JFUD_1899
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_1930 
0050: gosub @JFUD_9887 

:JFUD_1930
0002: jump @JFUD_1982 

:JFUD_1937
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_1975 
0050: gosub @JFUD_9887 

:JFUD_1975
0002: jump @JFUD_574 

:JFUD_1982
0002: jump @JFUD_2034 

:JFUD_1989
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_2027 
0050: gosub @JFUD_9887 

:JFUD_2027
0002: jump @JFUD_574 

:JFUD_2034
00D6: if 
0038:   $JFUD_STAGE == 3 // integer values 
004D: jump_if_false @JFUD_4339 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
09BC: (unknown) $PLAYER_ACTOR $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0173: set_actor $PLAYER_ACTOR z_angle_to $10055 
0226: $JFUD_PLAYER_HEALTH = actor $PLAYER_ACTOR health 
0653: $JFUD_STAT_FAT = stat 21 // float 
0792: (unknown) $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD range 1.0 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_2401 
00A0: store_actor $FOOD_SELLER position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $JFUD_X_FOOD_SELLER // floating-point values 
8044:   not  $2756 == $JFUD_Y_FOOD_SELLER // floating-point values 
8044:   not  $2757 == $JFUD_Z_FOOD_SELLER // floating-point values 
004D: jump_if_false @JFUD_2224 
00A1: put_actor $FOOD_SELLER at $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER 
0173: set_actor $FOOD_SELLER z_angle_to $JFUD_FOOD_SELLER_ANGLE 

:JFUD_2224
04C4: create_coordinate $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD from_actor $FOOD_SELLER offset 0.0 0.8 0.1 
00D6: if 
8611:   not actor $FOOD_SELLER animation_is "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_2333 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_IN" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 

:JFUD_2333
0947: (unknown) $FOOD_SELLER 333 $10081 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_2394 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2394
0002: jump @JFUD_2446 

:JFUD_2401
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_2439 
0050: gosub @JFUD_9887 

:JFUD_2439
0002: jump @JFUD_574 

:JFUD_2446
0006: 32@ = 0 // integer values 

:JFUD_2453
00D6: if 
0029:   32@ >= 600 // integer values 
004D: jump_if_false @JFUD_2631 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_2506 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_2506
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_2574 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_2560 
0050: gosub @JFUD_9887 

:JFUD_2560
0002: jump @JFUD_574 
0002: jump @JFUD_2624 

:JFUD_2574
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_2624 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2624
0002: jump @JFUD_2453 

:JFUD_2631
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_2700 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position $JFUD_X_CAMERA $JFUD_Y_CAMERA $JFUD_Z_CAMERA 0.0 0.0 0.0 
0160: point_camera $JFUD_X_AIM_CAMERA $JFUD_Y_AIM_CAMERA $JFUD_Z_AIM_CAMERA 2 
0002: jump @JFUD_2714 

:JFUD_2700
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_2714
00D6: if 
8611:   not actor $FOOD_SELLER animation_is "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_2925 

:JFUD_2745
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_2925 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_2800 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_2800
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_2868 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_2854 
0050: gosub @JFUD_9887 

:JFUD_2854
0002: jump @JFUD_574 
0002: jump @JFUD_2918 

:JFUD_2868
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_2918 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2918
0002: jump @JFUD_2745 

:JFUD_2925
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3053 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3046 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_3046
0002: jump @JFUD_3098 

:JFUD_3053
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_3091 
0050: gosub @JFUD_9887 

:JFUD_3091
0002: jump @JFUD_574 

:JFUD_3098
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_3282 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3153 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_3153
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3221 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_3207 
0050: gosub @JFUD_9887 

:JFUD_3207
0002: jump @JFUD_574 
0002: jump @JFUD_3275 

:JFUD_3221
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3275 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_3275
0002: jump @JFUD_3098 

:JFUD_3282
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3419 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_IN" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT_IN" 
004D: jump_if_false @JFUD_3412 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3412
0002: jump @JFUD_3464 

:JFUD_3419
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_3457 
0050: gosub @JFUD_9887 

:JFUD_3457
0002: jump @JFUD_574 

:JFUD_3464
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_3654 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3519 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_3519
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3587 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_3573 
0050: gosub @JFUD_9887 

:JFUD_3573
0002: jump @JFUD_574 
0002: jump @JFUD_3647 

:JFUD_3587
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT_IN" 
004D: jump_if_false @JFUD_3647 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3647
0002: jump @JFUD_3464 

:JFUD_3654
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1145 
0004: $10042 = 0 // integer values 
0004: $10038 = 0 // integer values 
0760: (unknown) $10042 $11280 
0107: $JFUD_SELECTED_FOOD = create_object $11280 at $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD 
0761: $10034 = get_price_from_object_model $11280 
078C: s$10039 = get_name_from_object_model $11280 
0084: $2751 = $10034 // integer values and handles 
05A9: s$2752 = s$10039 // 8-byte strings 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3915 
070A: AS_actor $FOOD_SELLER attach_to_object $JFUD_SELECTED_FOOD offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT" from_file "FOOD" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
0004: $10038 = 1 // integer values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_3908 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_3908
0002: jump @JFUD_3960 

:JFUD_3915
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_3953 
0050: gosub @JFUD_9887 

:JFUD_3953
0002: jump @JFUD_574 

:JFUD_3960
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_4144 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_4015 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_4015
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_4083 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_4069 
0050: gosub @JFUD_9887 

:JFUD_4069
0002: jump @JFUD_574 
0002: jump @JFUD_4137 

:JFUD_4083
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_4137 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_4137
0002: jump @JFUD_3960 

:JFUD_4144
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_4287 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false @JFUD_4280 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_4280
0002: jump @JFUD_4332 

:JFUD_4287
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_4325 
0050: gosub @JFUD_9887 

:JFUD_4325
0002: jump @JFUD_574 

:JFUD_4332
0004: $JFUD_STAGE = 4 // integer values 

:JFUD_4339
00D6: if 
0038:   $JFUD_STAGE == 4 // integer values 
004D: jump_if_false @JFUD_9675 
00D6: if 
0038:   $10045 == 0 // integer values 
004D: jump_if_false @JFUD_9668 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
00D6: if or
001A:   -100 > $11281 // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @JFUD_4603 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @JFUD_4447 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:JFUD_4447
0004: $2544 = 0 // integer values 
000C: $10042 -= 1 // integer values 
0006: 32@ = 0 // integer values 

:JFUD_4468
00D6: if 
001B:   150 > 32@ // integer values 
004D: jump_if_false @JFUD_4589 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_4521 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_4521
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_4582 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_4575 
0050: gosub @JFUD_9887 

:JFUD_4575
0002: jump @JFUD_574 

:JFUD_4582
0002: jump @JFUD_4468 

:JFUD_4589
0004: $10047 = 0 // integer values 
0004: $10038 = 0 // integer values 

:JFUD_4603
00D6: if or
0018:   $11281 > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @JFUD_4815 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @JFUD_4659 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:JFUD_4659
0004: $2544 = 0 // integer values 
0008: $10042 += 1 // integer values 
0006: 32@ = 0 // integer values 

:JFUD_4680
00D6: if 
001B:   150 > 32@ // integer values 
004D: jump_if_false @JFUD_4801 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_4733 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_4733
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_4794 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_4787 
0050: gosub @JFUD_9887 

:JFUD_4787
0002: jump @JFUD_574 

:JFUD_4794
0002: jump @JFUD_4680 

:JFUD_4801
0004: $10038 = 0 // integer values 
0004: $10047 = 0 // integer values 

:JFUD_4815
00D6: if 
001A:   0 > $10042 // integer values 
004D: jump_if_false @JFUD_4848 
0084: $10042 = $10036 // integer values and handles 
000C: $10042 -= 1 // integer values 

:JFUD_4848
00D6: if 
003A:   $10042 == $10036 // integer values and handles 
004D: jump_if_false @JFUD_4874 
0004: $10042 = 0 // integer values 

:JFUD_4874
00D6: if 
0038:   $10038 == 0 // integer values 
004D: jump_if_false @JFUD_5930 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5026 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_5019 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_5019
0002: jump @JFUD_5071 

:JFUD_5026
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_5064 
0050: gosub @JFUD_9887 

:JFUD_5064
0002: jump @JFUD_574 

:JFUD_5071
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_5259 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_5126 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_5126
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5194 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_5180 
0050: gosub @JFUD_9887 

:JFUD_5180
0002: jump @JFUD_574 
0002: jump @JFUD_5252 

:JFUD_5194
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_5252 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_5252
0002: jump @JFUD_5071 

:JFUD_5259
0050: gosub @JFUD_12993 
0760: (unknown) $10042 $11280 
0107: $JFUD_SELECTED_FOOD = create_object $11280 at $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD 
0761: $10034 = get_price_from_object_model $11280 
078C: s$10039 = get_name_from_object_model $11280 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1145 
0084: $2751 = $10034 // integer values and handles 
05A9: s$2752 = s$10039 // 8-byte strings 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5506 
070A: AS_actor $FOOD_SELLER attach_to_object $JFUD_SELECTED_FOOD offset 0.0 0.0 0.0 on_bone 6 16 "NULL" "NULL" 0 ms 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT" from_file "FOOD" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_5499 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5499
0002: jump @JFUD_5551 

:JFUD_5506
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_5544 
0050: gosub @JFUD_9887 

:JFUD_5544
0002: jump @JFUD_574 

:JFUD_5551
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_5735 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_5606 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_5606
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5674 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_5660 
0050: gosub @JFUD_9887 

:JFUD_5660
0002: jump @JFUD_574 
0002: jump @JFUD_5728 

:JFUD_5674
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_5728 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5728
0002: jump @JFUD_5551 

:JFUD_5735
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5878 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" from_file "FOOD" 1000.0 loop 1 0 0 lock 0 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false @JFUD_5871 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_5871
0002: jump @JFUD_5923 

:JFUD_5878
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_5916 
0050: gosub @JFUD_9887 

:JFUD_5916
0002: jump @JFUD_574 

:JFUD_5923
0004: $10038 = 1 // integer values 

:JFUD_5930
00D6: if 
0038:   $10045 == 0 // integer values 
004D: jump_if_false @JFUD_5955 
0050: gosub @JFUD_12352 

:JFUD_5955
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @JFUD_9668 

:JFUD_5972
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @JFUD_6091 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_6023 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_6023
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_6084 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_6077 
0050: gosub @JFUD_9887 

:JFUD_6077
0002: jump @JFUD_574 

:JFUD_6084
0002: jump @JFUD_5972 

:JFUD_6091
0004: $2544 = 0 // integer values 
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'FOOD1'  // ~s~Nem szabad mr tbb lelt venned, rosszul leszel!
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_6151 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
0002: jump @JFUD_6165 

:JFUD_6151
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_6165
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $10034 // integer values 
004D: jump_if_false @JFUD_9534 
00D6: if 
001A:   11 > $11279 // integer values 
004D: jump_if_false @JFUD_6997 
0790: (unknown) $11280 
0004: $10047 = 1 // integer values 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_6252 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @JFUD_6252 
09F1: (unknown) $PLAYER_ACTOR 1168 

:JFUD_6252
00D6: if 
0038:   $672 == 0 // integer values 
004D: jump_if_false @JFUD_6282 
01BD: $5285 = current_time_in_ms 
0004: $672 = 1 // integer values 

:JFUD_6282
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1054 
0008: $11279 += 1 // integer values 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_6337 
0947: (unknown) $FOOD_SELLER 323 $2563 
0002: jump @JFUD_6382 

:JFUD_6337
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_6375 
0050: gosub @JFUD_9887 

:JFUD_6375
0002: jump @JFUD_574 

:JFUD_6382
0006: 32@ = 0 // integer values 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @JFUD_6421 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:JFUD_6421
00D6: if 
0038:   $2422 == 0 // integer values 
004D: jump_if_false @JFUD_6789 
08D4: $2421 = create_panel_with_title 'FOODCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // tel
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'MEAL' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // tel // Megvsrol
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2421 column 1 row 0 text_1number 'DOLLAR' $10034  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 // integer values 

:JFUD_6789
00D6: if 
002B:   1000 >= 32@ // integer values 
004D: jump_if_false @JFUD_6910 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_6842 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_6842
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_6903 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_6896 
0050: gosub @JFUD_9887 

:JFUD_6896
0002: jump @JFUD_574 

:JFUD_6903
0002: jump @JFUD_6789 

:JFUD_6910
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @JFUD_6940 
08DA: remove_panel $2421 
0004: $2422 = 0 // integer values 

:JFUD_6940
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @JFUD_6965 
0050: gosub @JFUD_12352 

:JFUD_6965
00D6: if 
0038:   $88 == 1 // integer values 
004D: jump_if_false @JFUD_6990 
0004: $88 = 2 // integer values 

:JFUD_6990
0002: jump @JFUD_9527 

:JFUD_6997
00D6: if 
0038:   $10045 == 0 // integer values 
004D: jump_if_false @JFUD_9527 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_7079 
0947: (unknown) $FOOD_SELLER 322 $2563 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'FOOD1' 5000 ms 1  // ~s~Nem szabad mr tbb lelt venned, rosszul leszel!
0002: jump @JFUD_7124 

:JFUD_7079
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_7117 
0050: gosub @JFUD_9887 

:JFUD_7117
0002: jump @JFUD_574 

:JFUD_7124
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @JFUD_7156 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:JFUD_7156
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @JFUD_7188 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:JFUD_7188
00D6: if 
0038:   $88 == 2 // integer values 
004D: jump_if_false @JFUD_7314 
0169: set_fade_color 0 0 0 
043C: unknown_set_game_sounds 0 
016A: fade 0 0 ms 
0050: gosub @JFUD_12993 
009B: destroy_actor_instantly $FOOD_SELLER 
0004: $88 = 3 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $10038 = 0 // integer values 
0004: $10042 = 0 // integer values 
0004: $JFUD_STAGE = 2 // integer values 
0223: set_actor $PLAYER_ACTOR health_to $JFUD_PLAYER_HEALTH 
062A: change_stat 21 to $JFUD_STAT_FAT // float 
0004: $28 = 1 // integer values 
0002: jump @JFUD_574 

:JFUD_7314
00D6: if 
0028:   $11279 >= 11 // integer values 
004D: jump_if_false @JFUD_8116 
0050: gosub @JFUD_9710 
0050: gosub @JFUD_12993 
00D6: if 
001A:   10 > $JFUD_PLAYER_HEALTH // integer values 
004D: jump_if_false @JFUD_7379 
0084: $JFUD_PLAYER_HEALTH = $JFUD_PLAYER_HEALTH // integer values and handles 
0002: jump @JFUD_7411 

:JFUD_7379
000C: $JFUD_PLAYER_HEALTH -= 10 // integer values 
00D6: if 
001A:   10 > $JFUD_PLAYER_HEALTH // integer values 
004D: jump_if_false @JFUD_7411 
0004: $JFUD_PLAYER_HEALTH = 10 // integer values 

:JFUD_7411
0223: set_actor $PLAYER_ACTOR health_to $JFUD_PLAYER_HEALTH 
062A: change_stat 21 to $JFUD_STAT_FAT // float 
015F: set_camera_position $10075 $10076 $10077 0.0 0.0 0.0 
0160: point_camera $10078 $10079 $10080 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_7638 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0086: $10049 = $TEMPVAR_X_COORD // floating-point values only 
0009: $10049 += 0.355 // floating-point values 
0086: $10050 = $TEMPVAR_Y_COORD // floating-point values only 
000D: $10050 -= 0.116 // floating-point values 
0086: $10051 = $TEMPVAR_Z_COORD // floating-point values only 
000D: $10051 -= 0.048 // floating-point values 
064B: $10048 = create_particle "PUKE" at $10049 $10050 $10051 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" from_file "FOOD" 4.0 loop 0 0 0 lock 0 time -1 
0005: $10052 = 0.0 // floating-point values 
0947: (unknown) $PLAYER_ACTOR 353 $2563 
0002: jump @JFUD_7652 

:JFUD_7638
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_7652
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_7726 
0812: AS_actor $FOOD_SELLER perform_animation "EAT_VOMIT_SK" from_file "FOOD" 1000.0 loop 0 0 0 lock 0 time -1 
0947: (unknown) $FOOD_SELLER 325 $2563 
0002: jump @JFUD_7771 

:JFUD_7726
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_7764 
0050: gosub @JFUD_9887 

:JFUD_7764
0002: jump @JFUD_574 

:JFUD_7771
00D6: if 
0611:   actor $PLAYER_ACTOR animation_is "EAT_VOMIT_P" 
004D: jump_if_false @JFUD_7821 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 

:JFUD_7821
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_8099 
0001: wait 0 ms 
00D6: if 
0038:   $10056 == 0 // integer values 
004D: jump_if_false @JFUD_7915 
00D6: if 
0030:   $10052 >= 0.463 // floating-point values 
004D: jump_if_false @JFUD_7915 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_7908 
09F1: (unknown) $PLAYER_ACTOR 1169 

:JFUD_7908
0004: $10056 = 1 // integer values 

:JFUD_7915
00D6: if 
0038:   $10056 == 1 // integer values 
004D: jump_if_false @JFUD_7966 
00D6: if 
0030:   $10052 >= 0.52 // floating-point values 
004D: jump_if_false @JFUD_7966 
064C: make_particle $10048 visible 
0004: $10056 = 2 // integer values 

:JFUD_7966
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_8010 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
0002: jump @JFUD_8024 

:JFUD_8010
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_8024
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8047 
0002: jump @JFUD_8092 

:JFUD_8047
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_8085 
0050: gosub @JFUD_9887 

:JFUD_8085
0002: jump @JFUD_574 

:JFUD_8092
0002: jump @JFUD_7821 

:JFUD_8099
064E: (unknown) $10048 
0650: destroy_particle $10048 
0002: jump @JFUD_8867 

:JFUD_8116
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8250 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" from_file "FOOD" 4.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_8243 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_8243
0002: jump @JFUD_8295 

:JFUD_8250
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_8288 
0050: gosub @JFUD_9887 

:JFUD_8288
0002: jump @JFUD_574 

:JFUD_8295
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_8483 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_8350 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_8350
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8418 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_8404 
0050: gosub @JFUD_9887 

:JFUD_8404
0002: jump @JFUD_574 
0002: jump @JFUD_8476 

:JFUD_8418
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_8476 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_8476
0002: jump @JFUD_8295 

:JFUD_8483
0050: gosub @JFUD_12993 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8630 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" from_file "FOOD" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_8623 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8623
0002: jump @JFUD_8675 

:JFUD_8630
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_8668 
0050: gosub @JFUD_9887 

:JFUD_8668
0002: jump @JFUD_574 

:JFUD_8675
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_8867 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_8730 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_8730
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8798 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_8784 
0050: gosub @JFUD_9887 

:JFUD_8784
0002: jump @JFUD_574 
0002: jump @JFUD_8860 

:JFUD_8798
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_8860 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8860
0002: jump @JFUD_8675 

:JFUD_8867
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8995 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" from_file "FOOD" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_8988 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_8988
0002: jump @JFUD_9040 

:JFUD_8995
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_9033 
0050: gosub @JFUD_9887 

:JFUD_9033
0002: jump @JFUD_574 

:JFUD_9040
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_9231 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_9088 
0002: jump @JFUD_9102 

:JFUD_9088
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_9102
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_9179 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_9172 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_9172
0002: jump @JFUD_9224 

:JFUD_9179
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_9217 
0050: gosub @JFUD_9887 

:JFUD_9217
0002: jump @JFUD_574 

:JFUD_9224
0002: jump @JFUD_9040 

:JFUD_9231
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BD: (unknown) 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:JFUD_9246
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 
004D: jump_if_false @JFUD_9485 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_9322 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_9322
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_9390 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_9376 
0050: gosub @JFUD_9887 

:JFUD_9376
0002: jump @JFUD_574 
0002: jump @JFUD_9478 

:JFUD_9390
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 // integer values 
004D: jump_if_false @JFUD_9478 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
0038:   $677 == 1 // integer values 
004D: jump_if_false @JFUD_9478 
0947: (unknown) $FOOD_SELLER 327 $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
0004: $677 = 1 // integer values 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 // integer values 

:JFUD_9478
0002: jump @JFUD_9246 

:JFUD_9485
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $10038 = 0 // integer values 
0004: $10042 = 0 // integer values 
0004: $JFUD_STAGE = 2 // integer values 
0004: $10045 = 1 // integer values 

:JFUD_9527
0002: jump @JFUD_9668 

:JFUD_9534
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @JFUD_9668 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_9616 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
0947: (unknown) $FOOD_SELLER 324 $10081 
00BC: text_highpriority 'SHOPNO' 5000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0002: jump @JFUD_9661 

:JFUD_9616
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_9654 
0050: gosub @JFUD_9887 

:JFUD_9654
0002: jump @JFUD_574 

:JFUD_9661
0004: $2544 = 1 // integer values 

:JFUD_9668
0050: gosub @JFUD_10132 

:JFUD_9675
0002: jump @JFUD_9689 

:JFUD_9682
0050: gosub @JFUD_9887 

:JFUD_9689
0002: jump @JFUD_9703 

:JFUD_9696
0050: gosub @JFUD_9887 

:JFUD_9703
0002: jump @JFUD_574 

:JFUD_9710
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'FOOD1'  // ~s~Nem szabad mr tbb lelt venned, rosszul leszel!
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @JFUD_9764 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:JFUD_9764
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @JFUD_9796 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:JFUD_9796
0004: $10038 = 0 // integer values 
0004: $10042 = 0 // integer values 
0004: $10047 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $JFUD_STAGE = 2 // integer values 
0004: $2544 = 0 // integer values 
0249: release_model $JFUD_LOW_FOOD_MODEL 
0249: release_model $JFUD_MED_FOOD_MODEL 
0249: release_model $JFUD_HIGH_FOOD_MODEL 
0249: release_model $JFUD_HEALTHY_FOOD_MODEL 
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 1 // integer values 
004D: jump_if_false @JFUD_9885 
03E6: remove_text_box 

:JFUD_9885
0051: return 

:JFUD_9887
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'FOOD1'  // ~s~Nem szabad mr tbb lelt venned, rosszul leszel!
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 1 // integer values 
004D: jump_if_false @JFUD_9929 
03E6: remove_text_box 

:JFUD_9929
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @JFUD_9961 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:JFUD_9961
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @JFUD_9993 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:JFUD_9993
0004: $FOOD_SELLER_EXISTS = 0 // integer values 
0004: $10035 = 0 // integer values 
0004: $10042 = 0 // integer values 
0004: $10038 = 0 // integer values 
0004: $10045 = 0 // integer values 
0004: $10047 = 0 // integer values 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 // integer values 
0004: $10056 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $JFUD_STAGE = 0 // integer values 
0004: $2544 = 0 // integer values 
0650: destroy_particle $10048 
009B: destroy_actor_instantly $FOOD_SELLER 
0249: release_model $SELLER_MODEL 
0249: release_model $JFUD_LOW_FOOD_MODEL 
0249: release_model $JFUD_MED_FOOD_MODEL 
0249: release_model $JFUD_HIGH_FOOD_MODEL 
0249: release_model $JFUD_HEALTHY_FOOD_MODEL 
03F0: text_draw_toggle 0 
08F8: (unknown) 1 
09BD: (unknown) 0 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:JFUD_10132
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @JFUD_12350 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @JFUD_10181 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 // integer values 

:JFUD_10181
00D6: if 
0038:   $2422 == 1 // integer values 
004D: jump_if_false @JFUD_10213 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 // integer values 

:JFUD_10213
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @JFUD_10332 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_10264 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_10264
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_10325 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_10318 
0050: gosub @JFUD_9887 

:JFUD_10318
0002: jump @JFUD_574 

:JFUD_10325
0002: jump @JFUD_10213 

:JFUD_10332
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
03D5: remove_text 'FOOD1'  // ~s~Nem szabad mr tbb lelt venned, rosszul leszel!
00D6: if 
0038:   $88 == 2 // integer values 
004D: jump_if_false @JFUD_10454 
0169: set_fade_color 0 0 0 
016A: fade 0 0 ms 
0050: gosub @JFUD_12993 
009B: destroy_actor_instantly $FOOD_SELLER 
0004: $88 = 3 // integer values 
0004: $10038 = 0 // integer values 
0004: $10042 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $JFUD_STAGE = 2 // integer values 
0004: $2544 = 0 // integer values 
0002: jump @JFUD_12350 

:JFUD_10454
0004: $SHOW_SHOP_SPHERE = 0 // integer values 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
0038:   $10047 == 1 // integer values 
004D: jump_if_false @JFUD_10687 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // 8-byte strings 
004D: jump_if_false @JFUD_10554 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_BURGER" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @JFUD_10687 

:JFUD_10554
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // 8-byte strings 
004D: jump_if_false @JFUD_10623 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_PIZZA" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
0002: jump @JFUD_10687 

:JFUD_10623
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // 8-byte strings 
004D: jump_if_false @JFUD_10687 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_CHICKEN" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 

:JFUD_10687
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_10832 
0947: (unknown) $FOOD_SELLER 331 $10081 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" from_file "FOOD" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_10825 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_10825
0002: jump @JFUD_10877 

:JFUD_10832
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_10870 
0050: gosub @JFUD_9887 

:JFUD_10870
0002: jump @JFUD_574 

:JFUD_10877
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_11065 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_10932 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_10932
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11000 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_10986 
0050: gosub @JFUD_9887 

:JFUD_10986
0002: jump @JFUD_574 
0002: jump @JFUD_11058 

:JFUD_11000
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_11058 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_11058
0002: jump @JFUD_10877 

:JFUD_11065
0050: gosub @JFUD_12993 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11212 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" from_file "FOOD" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_11205 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_11205
0002: jump @JFUD_11257 

:JFUD_11212
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_11250 
0050: gosub @JFUD_9887 

:JFUD_11250
0002: jump @JFUD_574 

:JFUD_11257
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_11449 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_11312 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_11312
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11380 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_11366 
0050: gosub @JFUD_9887 

:JFUD_11366
0002: jump @JFUD_574 
0002: jump @JFUD_11442 

:JFUD_11380
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_11442 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_11442
0002: jump @JFUD_11257 

:JFUD_11449
00D6: if 
0038:   $10047 == 1 // integer values 
004D: jump_if_false @JFUD_11505 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_11505 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @JFUD_11505 
09F1: (unknown) $PLAYER_ACTOR 1168 

:JFUD_11505
0004: $10038 = 0 // integer values 
0004: $10042 = 0 // integer values 
0004: $JFUD_STAGE = 2 // integer values 
0004: $2418 = 0 // integer values 
0004: $2422 = 0 // integer values 
0004: $10047 = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 1 // integer values 
004D: jump_if_false @JFUD_11576 
03E6: remove_text_box 

:JFUD_11576
0050: gosub @JFUD_12993 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11710 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_THANK" from_file "FOOD" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
0947: (unknown) $FOOD_SELLER 331 $10081 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_THANK" 
004D: jump_if_false @JFUD_11703 
0613: $10052 = actor $FOOD_SELLER animation "SHP_THANK" time 

:JFUD_11703
0002: jump @JFUD_11755 

:JFUD_11710
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_11748 
0050: gosub @JFUD_9887 

:JFUD_11748
0002: jump @JFUD_574 

:JFUD_11755
00D6: if 
8042:   not  $10052 == 1.0 // floating-point values 
004D: jump_if_false @JFUD_11931 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_11810 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_11810
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11878 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_11864 
0050: gosub @JFUD_9887 

:JFUD_11864
0002: jump @JFUD_574 
0002: jump @JFUD_11924 

:JFUD_11878
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_THANK" 
004D: jump_if_false @JFUD_11924 
0613: $10052 = actor $FOOD_SELLER animation "SHP_THANK" time 

:JFUD_11924
0002: jump @JFUD_11755 

:JFUD_11931
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_12059 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" from_file "FOOD" 1000.0 loop 0 0 0 lock 1 time -1 
0005: $10052 = 0.0 // floating-point values 
00D6: if 
0611:   actor $FOOD_SELLER animation_is "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_12052 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_12052
0002: jump @JFUD_12104 

:JFUD_12059
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_12097 
0050: gosub @JFUD_9887 

:JFUD_12097
0002: jump @JFUD_574 

:JFUD_12104
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 
004D: jump_if_false @JFUD_12343 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_12180 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_12180
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_12248 
0050: gosub @JFUD_9710 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // 8-byte strings 
004D: jump_if_false @JFUD_12234 
0050: gosub @JFUD_9887 

:JFUD_12234
0002: jump @JFUD_574 
0002: jump @JFUD_12336 

:JFUD_12248
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 // integer values 
004D: jump_if_false @JFUD_12336 
00D6: if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
0038:   $677 == 1 // integer values 
004D: jump_if_false @JFUD_12336 
0947: (unknown) $FOOD_SELLER 327 $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
0004: $677 = 1 // integer values 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 // integer values 

:JFUD_12336
0002: jump @JFUD_12104 

:JFUD_12343
0004: $SHOW_SHOP_SPHERE = 1 // integer values 

:JFUD_12350
0051: return 

:JFUD_12352
00D6: if 
0038:   $2418 == 0 // integer values 
004D: jump_if_false @JFUD_12991 
0512: permanent_text_box 'FOOD_H'  // Hasznlj ~k~~GO_LEFT~-t vagy ~k~~GO_RIGHT~-t, egy tel kivlasztshoz.~N~~k~~PED_SPRINT~ Megvesz~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @JFUD_12443 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // tel
0002: jump @JFUD_12684 

:JFUD_12443
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @JFUD_12505 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // tel
0002: jump @JFUD_12684 

:JFUD_12505
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @JFUD_12567 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // tel
0002: jump @JFUD_12684 

:JFUD_12567
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @JFUD_12629 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // tel
0002: jump @JFUD_12684 

:JFUD_12629
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @JFUD_12684 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // tel

:JFUD_12684
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'MEAL' data s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // tel
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $2417 column 1 row 0 text_1number 'DOLLAR' $2751  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 // integer values 

:JFUD_12991
0051: return 

:JFUD_12993
0108: destroy_object $JFUD_SELECTED_FOOD 
0051: return 
004E: end_thread 

//-------------External script 66 (CARMOD1)---------------

:CARMOD
0004: $10084 = 0 // integer values 
0004: $10085 = 0 // integer values 
0004: $10086 = 0 // integer values 
0004: $10087 = 0 // integer values 
0005: $10088 = 0.0 // floating-point values 
0005: $10089 = 0.0 // floating-point values 
0005: $10090 = 0.0 // floating-point values 
0005: $10091 = 0.0 // floating-point values 
0005: $10092 = 0.0 // floating-point values 
0005: $10093 = 0.0 // floating-point values 
0005: $10094 = 0.0 // floating-point values 
0005: $10095 = 0.0 // floating-point values 
0005: $10096 = 0.0 // floating-point values 
0005: $10097 = 0.0 // floating-point values 
0005: $10098 = 0.0 // floating-point values 
0005: $10099 = 0.0 // floating-point values 
0005: $10100 = 0.0 // floating-point values 
0005: $10101 = 0.0 // floating-point values 
0005: $10102 = 0.0 // floating-point values 
0005: $10103 = 0.0 // floating-point values 
0005: $10104 = 0.0 // floating-point values 
0005: $10105 = 0.0 // floating-point values 
0005: $10106 = 0.0 // floating-point values 
0005: $10107 = 0.0 // floating-point values 
0005: $10108 = 0.0 // floating-point values 
0005: $10109 = 0.0 // floating-point values 
0005: $10110 = 0.0 // floating-point values 
0005: $10111 = 0.0 // floating-point values 
0005: $10112 = 0.0 // floating-point values 
0005: $10113 = 0.0 // floating-point values 
0005: $10114 = 0.0 // floating-point values 
0005: $10115 = 0.0 // floating-point values 
0005: $10116 = 0.0 // floating-point values 
0005: $10117 = 0.0 // floating-point values 
0005: $10118 = 0.0 // floating-point values 
0005: $10119 = 0.0 // floating-point values 
0005: $10120 = 0.0 // floating-point values 
0005: $10121 = 0.0 // floating-point values 
0005: $10122 = 0.0 // floating-point values 
0005: $10123 = 0.0 // floating-point values 
0005: $10124 = 0.0 // floating-point values 
0005: $10125 = 0.0 // floating-point values 
0005: $10126 = 0.0 // floating-point values 
0005: $10127 = 0.0 // floating-point values 
0005: $10128 = 0.0 // floating-point values 
0005: $10129 = 0.0 // floating-point values 
0005: $10130 = 0.0 // floating-point values 
0005: $10131 = 0.0 // floating-point values 
0005: $10132 = 0.0 // floating-point values 
0005: $10133 = 0.0 // floating-point values 
0005: $10134 = 0.0 // floating-point values 
0005: $10135 = 0.0 // floating-point values 
0005: $10136 = 0.0 // floating-point values 
0005: $10137 = 0.0 // floating-point values 
0005: $10138 = 0.0 // floating-point values 
0005: $10139 = 0.0 // floating-point values 
0005: $10140 = 0.0 // floating-point values 
0005: $10141 = 0.0 // floating-point values 
0005: $10142 = 0.0 // floating-point values 
0005: $10143 = 0.0 // floating-point values 
0005: $10144 = 0.0 // floating-point values 
0005: $10145 = 0.0 // floating-point values 
0005: $10146 = 0.0 // floating-point values 
0005: $10147 = 0.0 // floating-point values 
0005: $10148 = 0.0 // floating-point values 
0005: $10149 = 0.0 // floating-point values 
0005: $10150 = 0.0 // floating-point values 
0005: $10151 = 0.0 // floating-point values 
0005: $10152 = 0.0 // floating-point values 
0005: $10153 = 0.0 // floating-point values 
0005: $10154 = 0.0 // floating-point values 
0005: $10155 = 0.0 // floating-point values 
0005: $10156 = 0.0 // floating-point values 
0005: $10157 = 0.0 // floating-point values 
0005: $10158 = 0.0 // floating-point values 
0005: $10159 = 0.0 // floating-point values 
0005: $10160 = 0.0 // floating-point values 
0005: $10161 = 0.0 // floating-point values 
0005: $10162 = 0.0 // floating-point values 
0005: $10163 = 0.0 // floating-point values 
0005: $10164 = 0.0 // floating-point values 
0005: $10165 = 0.0 // floating-point values 
0005: $10166 = 0.0 // floating-point values 
0005: $10167 = 0.0 // floating-point values 
0005: $10168 = 0.0 // floating-point values 
0005: $10169 = 0.0 // floating-point values 
0005: $10170 = 0.0 // floating-point values 
0005: $10171 = 0.0 // floating-point values 
0005: $10172 = 0.0 // floating-point values 
0005: $10173 = 0.0 // floating-point values 
0005: $10174 = 0.0 // floating-point values 
0005: $10175 = 0.0 // floating-point values 
0005: $10176 = 0.0 // floating-point values 
0005: $10177 = 0.0 // floating-point values 
0005: $10178 = 0.0 // floating-point values 
0005: $10179 = 0.0 // floating-point values 
0005: $10180 = 0.0 // floating-point values 
0005: $10181 = 0.0 // floating-point values 
0005: $10182 = 0.0 // floating-point values 
0005: $10183 = 0.0 // floating-point values 
0005: $10184 = 0.0 // floating-point values 
0005: $10185 = 0.0 // floating-point values 
0005: $10186 = 0.0 // floating-point values 
0004: $10082 = 0 // integer values 
0004: $10187 = 0 // integer values 
0004: $10197 = 0 // integer values 
0004: $10190 = 0 // integer values 
0004: $10191 = 0 // integer values 
0004: $10192 = 0 // integer values 
0004: $10193 = 0 // integer values 
0004: $10194 = 0 // integer values 
0004: $10195 = 0 // integer values 
0004: $10196 = 0 // integer values 
0004: $10198 = 0 // integer values 
0004: $10199 = 0 // integer values 
0004: $10200 = 0 // integer values 
0004: $10201 = 0 // integer values 
0004: $10202 = 0 // integer values 
0004: $10203 = 0 // integer values 
0004: $10204 = 0 // integer values 
0004: $10205 = 0 // integer values 
0004: $10206 = 0 // integer values 
0004: $10411 = 0 // integer values 
0004: $10412 = 0 // integer values 
0004: $10413 = 0 // integer values 
0004: $10417 = 0 // integer values 
0004: $10416 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $10418 = 0 // integer values 
0004: $10419 = 0 // integer values 
0004: $10425 = 0 // integer values 
0004: $10427 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0005: $10428 = 0.0 // floating-point values 
0005: $10429 = 0.0 // floating-point values 
0005: $10430 = 0.0 // floating-point values 
0004: $10437 = 0 // integer values 
0004: $10438 = 0 // integer values 
0004: $10439 = 0 // integer values 
0004: $10440 = 0 // integer values 
0004: $10441 = 0 // integer values 
0004: $10442 = 0 // integer values 
0004: $10443 = 0 // integer values 
0004: $10444 = 0 // integer values 
0004: $10445 = 0 // integer values 
0004: $10446 = 0 // integer values 
0004: $10447 = 0 // integer values 
0004: $10448 = 0 // integer values 
0004: $10481 = 0 // integer values 
0004: $10483 = 0 // integer values 
0004: $10484 = 0 // integer values 
0004: $10485 = 0 // integer values 
0004: $10486 = 0 // integer values 
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'CARMOD' 

:CARMOD_1406
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARMOD_13936 
00D6: if 
0038:   $2332 == 0 // integer values 
004D: jump_if_false @CARMOD_13929 
00D6: if 
0018:   $10082 > 0 // integer values 
004D: jump_if_false @CARMOD_1542 
00D6: if 
0A0F: (unknown) 
004D: jump_if_false @CARMOD_1542 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $CARMOD_MENU_COLORS 
08DA: remove_panel $10424 
08DA: remove_panel $10436 
0004: $2420 = 0 // integer values 
0004: $2424 = 0 // integer values 
0004: $10427 = 0 // integer values 
0004: $10425 = 0 // integer values 
0004: $10437 = 0 // integer values 
09FB: $154 = unknown_get_display_mode_or_gxt_file_used 

:CARMOD_1542
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CARMOD_13929 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0038:   $10082 == 0 // integer values 
004D: jump_if_false @CARMOD_3943 
00D6: if or
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 1 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 1 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 1 
004D: jump_if_false @CARMOD_2548 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
004D: jump_if_false @CARMOD_2521 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not vehicle $CARMOD_CAR is_non_civilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
004D: jump_if_false @CARMOD_2466 
0050: gosub @CARMOD_23687 
00D6: if 
8038:   not  $10481 == 0 // integer values 
004D: jump_if_false @CARMOD_2411 
00D6: if and
896F:   not car $CARMOD_CAR street_racing_vehicle 
896E:   not car $CARMOD_CAR lowrider 
004D: jump_if_false @CARMOD_2356 
00D6: if 
0038:   $10083 == 0 // integer values 
004D: jump_if_false @CARMOD_1870 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
020A: set_car $CARMOD_CAR door_status_to 4 
016A: fade 0 1000 ms 
0004: $10083 = 1 // integer values 

:CARMOD_1870
00D6: if 
0038:   $10083 == 1 // integer values 
004D: jump_if_false @CARMOD_1919 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_1919 
0A19: display_zone_text 'CARMOD1'  // TransFender
0004: $10083 = 2 // integer values 

:CARMOD_1919
00D6: if 
0038:   $10083 == 2 // integer values 
004D: jump_if_false @CARMOD_2349 
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 0 
004D: jump_if_false @CARMOD_2022 
0005: $10428 = 1042.013 // floating-point values 
0005: $10429 = -1019.927 // floating-point values 
0005: $10430 = 31.127 // floating-point values 
0002: jump @CARMOD_2185 

:CARMOD_2022
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 0 
004D: jump_if_false @CARMOD_2107 
0005: $10428 = -1935.528 // floating-point values 
0005: $10429 = 247.029 // floating-point values 
0005: $10430 = 33.561 // floating-point values 
0002: jump @CARMOD_2185 

:CARMOD_2107
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 0 
004D: jump_if_false @CARMOD_2185 
0005: $10428 = 2387.075 // floating-point values 
0005: $10429 = 1050.511 // floating-point values 
0005: $10430 = 9.812 // floating-point values 

:CARMOD_2185
0005: $10178 = 0.0 // floating-point values 
0005: $10179 = 0.0 // floating-point values 
0005: $10180 = 0.0 // floating-point values 
04BB: select_interior 1 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0840: link_car $CARMOD_CAR to_interior 1 
075E: (unknown) "CARMOD1" 
075D: (unknown) "CARMODS" 
04E4: unknown_refresh_game_renderer_at 617.536 -1.99 
03CB: set_camera 617.536 -1.99 999.98 
00AB: put_car $CARMOD_CAR at 617.536 -1.99 999.98 
0175: set_car $CARMOD_CAR z_angle_to 90.0 
0004: $10483 = 1 // integer values 
0004: $10447 = 0 // integer values 
0004: $10416 = 0 // integer values 
0004: $10083 = 0 // integer values 
0004: $10082 = 1 // integer values 

:CARMOD_2349
0002: jump @CARMOD_2404 

:CARMOD_2356
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_2404 
00BC: text_highpriority 'MODNO' 5000 ms 1  // ~s~Itt nem fejlesztheted ezt a jrmvet.
0004: $10416 = 1 // integer values 
0004: $10082 = 0 // integer values 

:CARMOD_2404
0002: jump @CARMOD_2459 

:CARMOD_2411
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_2459 
00BC: text_highpriority 'MODNO2' 5000 ms 1  // ~s~Nem fejlesztheted ezt a jrmvet.
0004: $10416 = 1 // integer values 
0004: $10082 = 0 // integer values 

:CARMOD_2459
0002: jump @CARMOD_2514 

:CARMOD_2466
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_2514 
00BC: text_highpriority 'MODNO2' 5000 ms 1  // ~s~Nem fejlesztheted ezt a jrmvet.
0004: $10416 = 1 // integer values 
0004: $10082 = 0 // integer values 

:CARMOD_2514
0002: jump @CARMOD_2541 

:CARMOD_2521
07FB: set_interior 'CARMOD1' accessible 0  // TransFender
0004: $10416 = 0 // integer values 

:CARMOD_2541
0002: jump @CARMOD_2568 

:CARMOD_2548
07FB: set_interior 'CARMOD1' accessible 0  // TransFender
0004: $10416 = 0 // integer values 

:CARMOD_2568
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car 2645.112 -2045.745 12.607 radius 4.0 4.0 4.0 sphere 1 
004D: jump_if_false @CARMOD_3236 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
004D: jump_if_false @CARMOD_3209 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not vehicle $CARMOD_CAR is_non_civilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
004D: jump_if_false @CARMOD_3161 
0050: gosub @CARMOD_23687 
00D6: if 
8038:   not  $10481 == 0 // integer values 
004D: jump_if_false @CARMOD_3106 
00D6: if 
096E:   car $CARMOD_CAR lowrider 
004D: jump_if_false @CARMOD_3051 
00D6: if 
0038:   $10083 == 0 // integer values 
004D: jump_if_false @CARMOD_2783 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
020A: set_car $CARMOD_CAR door_status_to 4 
0441: $10482 = car $CARMOD_CAR model 
016A: fade 0 1000 ms 
0004: $10083 = 1 // integer values 

:CARMOD_2783
00D6: if 
0038:   $10083 == 1 // integer values 
004D: jump_if_false @CARMOD_2832 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_2832 
0A19: display_zone_text 'CARMOD2'  // Loco Low Co.
0004: $10083 = 2 // integer values 

:CARMOD_2832
00D6: if 
0038:   $10083 == 2 // integer values 
004D: jump_if_false @CARMOD_3044 
0004: $10447 = 1 // integer values 
0005: $10428 = 2645.112 // floating-point values 
0005: $10429 = -2045.745 // floating-point values 
0005: $10430 = 12.607 // floating-point values 
04BB: select_interior 2 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 2 
0840: link_car $CARMOD_CAR to_interior 2 
075E: (unknown) "CARMOD2" 
075D: (unknown) "CARMODS" 
04E4: unknown_refresh_game_renderer_at 616.783 -74.815 
03CB: set_camera 616.783 -74.815 997.014 
00AB: put_car $CARMOD_CAR at 616.783 -74.815 997.014 
0175: set_car $CARMOD_CAR z_angle_to 90.0 
0004: $10484 = 1 // integer values 
0005: $10178 = 0.0 // floating-point values 
0005: $10179 = 0.0 // floating-point values 
0005: $10180 = 0.0 // floating-point values 
0004: $10416 = 0 // integer values 
0004: $10083 = 0 // integer values 
0004: $10082 = 1 // integer values 

:CARMOD_3044
0002: jump @CARMOD_3099 

:CARMOD_3051
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_3099 
00BC: text_highpriority 'MODNO' 5000 ms 1  // ~s~Itt nem fejlesztheted ezt a jrmvet.
0004: $10416 = 1 // integer values 
0004: $10082 = 0 // integer values 

:CARMOD_3099
0002: jump @CARMOD_3154 

:CARMOD_3106
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_3154 
00BC: text_highpriority 'MODNO2' 5000 ms 1  // ~s~Nem fejlesztheted ezt a jrmvet.
0004: $10416 = 1 // integer values 
0004: $10082 = 0 // integer values 

:CARMOD_3154
0002: jump @CARMOD_3202 

:CARMOD_3161
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_3202 
00BC: text_highpriority 'MODNO2' 5000 ms 1  // ~s~Nem fejlesztheted ezt a jrmvet.
0004: $10082 = 0 // integer values 

:CARMOD_3202
0002: jump @CARMOD_3229 

:CARMOD_3209
07FB: set_interior 'CARMOD2' accessible 0  // Loco Low Co.
0004: $10416 = 0 // integer values 

:CARMOD_3229
0002: jump @CARMOD_3256 

:CARMOD_3236
07FB: set_interior 'CARMOD2' accessible 0  // Loco Low Co.
0004: $10416 = 0 // integer values 

:CARMOD_3256
00D6: if 
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -2723.845 217.804 3.585 radius 4.0 4.0 1.0 sphere 1 
004D: jump_if_false @CARMOD_3923 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
004D: jump_if_false @CARMOD_3896 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not vehicle $CARMOD_CAR is_non_civilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
004D: jump_if_false @CARMOD_3841 
0050: gosub @CARMOD_23687 
00D6: if 
8038:   not  $10481 == 0 // integer values 
004D: jump_if_false @CARMOD_3786 
00D6: if 
096F:   car $CARMOD_CAR street_racing_vehicle 
004D: jump_if_false @CARMOD_3731 
00D6: if 
0038:   $10083 == 0 // integer values 
004D: jump_if_false @CARMOD_3463 
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
020A: set_car $CARMOD_CAR door_status_to 4 
016A: fade 0 1000 ms 
0004: $10083 = 1 // integer values 

:CARMOD_3463
00D6: if 
0038:   $10083 == 1 // integer values 
004D: jump_if_false @CARMOD_3512 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_3512 
0A19: display_zone_text 'CARMOD3'  // Wheel Arch Angels
0004: $10083 = 2 // integer values 

:CARMOD_3512
00D6: if 
0038:   $10083 == 2 // integer values 
004D: jump_if_false @CARMOD_3724 
0005: $10178 = 0.0 // floating-point values 
0005: $10179 = 0.0 // floating-point values 
0005: $10180 = 0.0 // floating-point values 
0005: $10428 = -2723.845 // floating-point values 
0005: $10429 = 217.804 // floating-point values 
0005: $10430 = 3.585 // floating-point values 
04BB: select_interior 3 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 3 
0840: link_car $CARMOD_CAR to_interior 3 
0004: $10447 = 0 // integer values 
0004: $10485 = 1 // integer values 
075E: (unknown) "CARMOD3" 
075D: (unknown) "CARMODS" 
04E4: unknown_refresh_game_renderer_at 615.286 -124.239 
03CB: set_camera 615.286 -124.239 996.995 
00AB: put_car $CARMOD_CAR at 615.286 -124.239 996.995 
0175: set_car $CARMOD_CAR z_angle_to 90.0 
0004: $10416 = 0 // integer values 
0004: $10083 = 0 // integer values 
0004: $10082 = 1 // integer values 

:CARMOD_3724
0002: jump @CARMOD_3779 

:CARMOD_3731
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_3779 
00BC: text_highpriority 'MODNO' 5000 ms 1  // ~s~Itt nem fejlesztheted ezt a jrmvet.
0004: $10416 = 1 // integer values 
0004: $10082 = 0 // integer values 

:CARMOD_3779
0002: jump @CARMOD_3834 

:CARMOD_3786
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_3834 
00BC: text_highpriority 'MODNO2' 5000 ms 1  // ~s~Nem fejlesztheted ezt a jrmvet.
0004: $10416 = 1 // integer values 
0004: $10082 = 0 // integer values 

:CARMOD_3834
0002: jump @CARMOD_3889 

:CARMOD_3841
00D6: if 
0038:   $10416 == 0 // integer values 
004D: jump_if_false @CARMOD_3889 
00BC: text_highpriority 'MODNO2' 5000 ms 1  // ~s~Nem fejlesztheted ezt a jrmvet.
0004: $10416 = 1 // integer values 
0004: $10082 = 0 // integer values 

:CARMOD_3889
0002: jump @CARMOD_3916 

:CARMOD_3896
07FB: set_interior 'CARMOD3' accessible 0  // Wheel Arch Angels
0004: $10416 = 0 // integer values 

:CARMOD_3916
0002: jump @CARMOD_3943 

:CARMOD_3923
07FB: set_interior 'CARMOD3' accessible 0  // Wheel Arch Angels
0004: $10416 = 0 // integer values 

:CARMOD_3943
00D6: if 
0038:   $10082 == 1 // integer values 
004D: jump_if_false @CARMOD_9080 
07B0: s$CURRENT_SHOP_GXT_NAME = get_active_interior_name 
04F9: interior_colors 4 0 
00D6: if 
096F:   car $CARMOD_CAR street_racing_vehicle 
004D: jump_if_false @CARMOD_5615 
0005: $10088 = 611.2935 // floating-point values 
0059: $10088 += $10178 // floating-point values 
0005: $10089 = -121.2534 // floating-point values 
0059: $10089 += $10179 // floating-point values 
0005: $10090 = 999.0341 // floating-point values 
0059: $10090 += $10180 // floating-point values 
0005: $10091 = 612.0599 // floating-point values 
0059: $10091 += $10178 // floating-point values 
0005: $10092 = -121.7974 // floating-point values 
0059: $10092 += $10179 // floating-point values 
0005: $10093 = 998.6927 // floating-point values 
0059: $10093 += $10180 // floating-point values 
0005: $10094 = 612.551 // floating-point values 
0059: $10094 += $10178 // floating-point values 
0005: $10095 = -126.8767 // floating-point values 
0059: $10095 += $10179 // floating-point values 
0005: $10096 = 997.6746 // floating-point values 
0059: $10096 += $10180 // floating-point values 
0005: $10097 = 613.1689 // floating-point values 
0059: $10097 += $10178 // floating-point values 
0005: $10098 = -126.0916 // floating-point values 
0059: $10098 += $10179 // floating-point values 
0005: $10099 = 997.6324 // floating-point values 
0059: $10099 += $10180 // floating-point values 
0005: $10100 = 615.7711 // floating-point values 
0059: $10100 += $10178 // floating-point values 
0005: $10101 = -126.8826 // floating-point values 
0059: $10101 += $10179 // floating-point values 
0005: $10102 = 998.7869 // floating-point values 
0059: $10102 += $10180 // floating-point values 
0005: $10103 = 616.1115 // floating-point values 
0059: $10103 += $10178 // floating-point values 
0005: $10104 = -125.981 // floating-point values 
0059: $10104 += $10179 // floating-point values 
0005: $10105 = 998.52 // floating-point values 
0059: $10105 += $10180 // floating-point values 
0005: $10106 = 612.551 // floating-point values 
0059: $10106 += $10178 // floating-point values 
0005: $10107 = -126.8767 // floating-point values 
0059: $10107 += $10179 // floating-point values 
0005: $10108 = 997.6746 // floating-point values 
0059: $10108 += $10180 // floating-point values 
0005: $10109 = 613.1689 // floating-point values 
0059: $10109 += $10178 // floating-point values 
0005: $10110 = -126.0916 // floating-point values 
0059: $10110 += $10179 // floating-point values 
0005: $10111 = 997.6324 // floating-point values 
0059: $10111 += $10180 // floating-point values 
0005: $10112 = 611.6899 // floating-point values 
0059: $10112 += $10178 // floating-point values 
0005: $10113 = -124.1341 // floating-point values 
0059: $10113 += $10179 // floating-point values 
0005: $10114 = 998.957 // floating-point values 
0059: $10114 += $10180 // floating-point values 
0005: $10115 = 612.6635 // floating-point values 
0059: $10115 += $10178 // floating-point values 
0005: $10116 = -124.0004 // floating-point values 
0059: $10116 += $10179 // floating-point values 
0005: $10117 = 998.772 // floating-point values 
0059: $10117 += $10180 // floating-point values 
0005: $10118 = 610.8686 // floating-point values 
0059: $10118 += $10178 // floating-point values 
0005: $10119 = -123.9456 // floating-point values 
0059: $10119 += $10179 // floating-point values 
0005: $10120 = 998.8293 // floating-point values 
0059: $10120 += $10180 // floating-point values 
0005: $10121 = 611.8196 // floating-point values 
0059: $10121 += $10178 // floating-point values 
0005: $10122 = -123.8469 // floating-point values 
0059: $10122 += $10179 // floating-point values 
0005: $10123 = 998.5366 // floating-point values 
0059: $10123 += $10180 // floating-point values 
0005: $10124 = 618.9148 // floating-point values 
0059: $10124 += $10178 // floating-point values 
0005: $10125 = -125.9082 // floating-point values 
0059: $10125 += $10179 // floating-point values 
0005: $10126 = 997.2668 // floating-point values 
0059: $10126 += $10180 // floating-point values 
0005: $10127 = 618.0776 // floating-point values 
0059: $10127 += $10178 // floating-point values 
0005: $10128 = -125.3645 // floating-point values 
0059: $10128 += $10179 // floating-point values 
0005: $10129 = 997.3261 // floating-point values 
0059: $10129 += $10180 // floating-point values 
0005: $10130 = 611.384 // floating-point values 
0059: $10130 += $10178 // floating-point values 
0005: $10131 = -122.4332 // floating-point values 
0059: $10131 += $10179 // floating-point values 
0005: $10132 = 997.4291 // floating-point values 
0059: $10132 += $10180 // floating-point values 
0005: $10133 = 612.2263 // floating-point values 
0059: $10133 += $10178 // floating-point values 
0005: $10134 = -122.972 // floating-point values 
0059: $10134 += $10179 // floating-point values 
0005: $10135 = 997.4357 // floating-point values 
0059: $10135 += $10180 // floating-point values 
0005: $10136 = 618.9148 // floating-point values 
0059: $10136 += $10178 // floating-point values 
0005: $10137 = -125.9082 // floating-point values 
0059: $10137 += $10179 // floating-point values 
0005: $10138 = 997.2668 // floating-point values 
0059: $10138 += $10180 // floating-point values 
0005: $10139 = 618.0776 // floating-point values 
0059: $10139 += $10178 // floating-point values 
0005: $10140 = -125.3645 // floating-point values 
0059: $10140 += $10179 // floating-point values 
0005: $10141 = 997.3261 // floating-point values 
0059: $10141 += $10180 // floating-point values 
0005: $10142 = 611.1373 // floating-point values 
0059: $10142 += $10178 // floating-point values 
0005: $10143 = -124.2795 // floating-point values 
0059: $10143 += $10179 // floating-point values 
0005: $10144 = 998.1324 // floating-point values 
0059: $10144 += $10180 // floating-point values 
0005: $10145 = 612.1359 // floating-point values 
0059: $10145 += $10178 // floating-point values 
0005: $10146 = -124.2299 // floating-point values 
0059: $10146 += $10179 // floating-point values 
0005: $10147 = 998.1481 // floating-point values 
0059: $10147 += $10180 // floating-point values 
0005: $10148 = 610.8206 // floating-point values 
0059: $10148 += $10178 // floating-point values 
0005: $10149 = -126.0154 // floating-point values 
0059: $10149 += $10179 // floating-point values 
0005: $10150 = 997.3317 // floating-point values 
0059: $10150 += $10180 // floating-point values 
0005: $10151 = 611.6263 // floating-point values 
0059: $10151 += $10178 // floating-point values 
0005: $10152 = -125.4232 // floating-point values 
0059: $10152 += $10179 // floating-point values 
0005: $10153 = 997.3185 // floating-point values 
0059: $10153 += $10180 // floating-point values 
0005: $10154 = 619.0011 // floating-point values 
0059: $10154 += $10178 // floating-point values 
0005: $10155 = -126.195 // floating-point values 
0059: $10155 += $10179 // floating-point values 
0005: $10156 = 997.444 // floating-point values 
0059: $10156 += $10180 // floating-point values 
0005: $10157 = 618.3423 // floating-point values 
0059: $10157 += $10178 // floating-point values 
0005: $10158 = -125.4429 // floating-point values 
0059: $10158 += $10179 // floating-point values 
0005: $10159 = 997.461 // floating-point values 
0059: $10159 += $10180 // floating-point values 
0005: $10160 = 617.8134 // floating-point values 
0059: $10160 += $10178 // floating-point values 
0005: $10161 = -126.8104 // floating-point values 
0059: $10161 += $10179 // floating-point values 
0005: $10162 = 999.6476 // floating-point values 
0059: $10162 += $10180 // floating-point values 
0005: $10163 = 617.3374 // floating-point values 
0059: $10163 += $10178 // floating-point values 
0005: $10164 = -126.1012 // floating-point values 
0059: $10164 += $10179 // floating-point values 
0005: $10165 = 999.1275 // floating-point values 
0059: $10165 += $10180 // floating-point values 
0005: $10166 = 611.2935 // floating-point values 
0059: $10166 += $10178 // floating-point values 
0005: $10167 = -121.2534 // floating-point values 
0059: $10167 += $10179 // floating-point values 
0005: $10168 = 999.0341 // floating-point values 
0059: $10168 += $10180 // floating-point values 
0005: $10169 = 612.0599 // floating-point values 
0059: $10169 += $10178 // floating-point values 
0005: $10170 = -121.7974 // floating-point values 
0059: $10170 += $10179 // floating-point values 
0005: $10171 = 998.6927 // floating-point values 
0059: $10171 += $10180 // floating-point values 
0005: $10172 = 611.2935 // floating-point values 
0059: $10172 += $10178 // floating-point values 
0005: $10173 = -121.2534 // floating-point values 
0059: $10173 += $10179 // floating-point values 
0005: $10174 = 999.0341 // floating-point values 
0059: $10174 += $10180 // floating-point values 
0005: $10175 = 612.0599 // floating-point values 
0059: $10175 += $10178 // floating-point values 
0005: $10176 = -121.7974 // floating-point values 
0059: $10176 += $10179 // floating-point values 
0005: $10177 = 998.6927 // floating-point values 
0059: $10177 += $10180 // floating-point values 
0002: jump @CARMOD_9012 

:CARMOD_5615
00D6: if 
096E:   car $CARMOD_CAR lowrider 
004D: jump_if_false @CARMOD_7392 
0005: $10088 = 611.9196 // floating-point values 
0059: $10088 += $10178 // floating-point values 
0005: $10089 = -71.983 // floating-point values 
0059: $10089 += $10179 // floating-point values 
0005: $10090 = 998.9867 // floating-point values 
0059: $10090 += $10180 // floating-point values 
0005: $10091 = 612.8176 // floating-point values 
0059: $10091 += $10178 // floating-point values 
0005: $10092 = -72.3798 // floating-point values 
0059: $10092 += $10179 // floating-point values 
0005: $10093 = 998.7969 // floating-point values 
0059: $10093 += $10180 // floating-point values 
0005: $10094 = 613.5045 // floating-point values 
0059: $10094 += $10178 // floating-point values 
0005: $10095 = -77.61 // floating-point values 
0059: $10095 += $10179 // floating-point values 
0005: $10096 = 997.6773 // floating-point values 
0059: $10096 += $10180 // floating-point values 
0005: $10097 = 614.0041 // floating-point values 
0059: $10097 += $10178 // floating-point values 
0005: $10098 = -76.7527 // floating-point values 
0059: $10098 += $10179 // floating-point values 
0005: $10099 = 997.8019 // floating-point values 
0059: $10099 += $10180 // floating-point values 
0005: $10100 = 617.6616 // floating-point values 
0059: $10100 += $10178 // floating-point values 
0005: $10101 = -77.5803 // floating-point values 
0059: $10101 += $10179 // floating-point values 
0005: $10102 = 998.5854 // floating-point values 
0059: $10102 += $10180 // floating-point values 
0005: $10103 = 618.0117 // floating-point values 
0059: $10103 += $10178 // floating-point values 
0005: $10104 = -76.6793 // floating-point values 
0059: $10104 += $10179 // floating-point values 
0005: $10105 = 998.329 // floating-point values 
0059: $10105 += $10180 // floating-point values 
0005: $10106 = 616.0645 // floating-point values 
0059: $10106 += $10178 // floating-point values 
0005: $10107 = -77.4652 // floating-point values 
0059: $10107 += $10179 // floating-point values 
0005: $10108 = 998.1566 // floating-point values 
0059: $10108 += $10180 // floating-point values 
0005: $10109 = 616.6523 // floating-point values 
0059: $10109 += $10178 // floating-point values 
0005: $10110 = -76.6904 // floating-point values 
0059: $10110 += $10179 // floating-point values 
0005: $10111 = 997.9242 // floating-point values 
0059: $10111 += $10180 // floating-point values 
0005: $10112 = 615.7546 // floating-point values 
0059: $10112 += $10178 // floating-point values 
0005: $10113 = -77.9771 // floating-point values 
0059: $10113 += $10179 // floating-point values 
0005: $10114 = 999.3472 // floating-point values 
0059: $10114 += $10180 // floating-point values 
0005: $10115 = 616.0991 // floating-point values 
0059: $10115 += $10178 // floating-point values 
0005: $10116 = -77.1049 // floating-point values 
0059: $10116 += $10179 // floating-point values 
0005: $10117 = 998.9999 // floating-point values 
0059: $10117 += $10180 // floating-point values 
0005: $10118 = 612.3392 // floating-point values 
0059: $10118 += $10178 // floating-point values 
0005: $10119 = -74.6454 // floating-point values 
0059: $10119 += $10179 // floating-point values 
0005: $10120 = 998.7184 // floating-point values 
0059: $10120 += $10180 // floating-point values 
0005: $10121 = 613.3315 // floating-point values 
0059: $10121 += $10178 // floating-point values 
0005: $10122 = -74.5934 // floating-point values 
0059: $10122 += $10179 // floating-point values 
0005: $10123 = 998.6063 // floating-point values 
0059: $10123 += $10180 // floating-point values 
0005: $10124 = 620.7762 // floating-point values 
0059: $10124 += $10178 // floating-point values 
0005: $10125 = -76.6076 // floating-point values 
0059: $10125 += $10179 // floating-point values 
0005: $10126 = 997.2366 // floating-point values 
0059: $10126 += $10180 // floating-point values 
0005: $10127 = 620.051 // floating-point values 
0059: $10127 += $10178 // floating-point values 
0005: $10128 = -75.9492 // floating-point values 
0059: $10128 += $10179 // floating-point values 
0005: $10129 = 997.4383 // floating-point values 
0059: $10129 += $10180 // floating-point values 
0005: $10130 = 612.1144 // floating-point values 
0059: $10130 += $10178 // floating-point values 
0005: $10131 = -74.4962 // floating-point values 
0059: $10131 += $10179 // floating-point values 
0005: $10132 = 997.7816 // floating-point values 
0059: $10132 += $10180 // floating-point values 
0005: $10133 = 613.111 // floating-point values 
0059: $10133 += $10178 // floating-point values 
0005: $10134 = -74.4536 // floating-point values 
0059: $10134 += $10179 // floating-point values 
0005: $10135 = 997.7114 // floating-point values 
0059: $10135 += $10180 // floating-point values 
0005: $10136 = 620.7762 // floating-point values 
0059: $10136 += $10178 // floating-point values 
0005: $10137 = -76.6076 // floating-point values 
0059: $10137 += $10179 // floating-point values 
0005: $10138 = 997.2366 // floating-point values 
0059: $10138 += $10180 // floating-point values 
0005: $10139 = 620.051 // floating-point values 
0059: $10139 += $10178 // floating-point values 
0005: $10140 = -75.9492 // floating-point values 
0059: $10140 += $10179 // floating-point values 
0005: $10141 = 997.4383 // floating-point values 
0059: $10141 += $10180 // floating-point values 
0005: $10142 = 612.1144 // floating-point values 
0059: $10142 += $10178 // floating-point values 
0005: $10143 = -74.4962 // floating-point values 
0059: $10143 += $10179 // floating-point values 
0005: $10144 = 997.7816 // floating-point values 
0059: $10144 += $10180 // floating-point values 
0005: $10145 = 613.111 // floating-point values 
0059: $10145 += $10178 // floating-point values 
0005: $10146 = -74.4536 // floating-point values 
0059: $10146 += $10179 // floating-point values 
0005: $10147 = 997.7114 // floating-point values 
0059: $10147 += $10180 // floating-point values 
0005: $10148 = 612.1144 // floating-point values 
0059: $10148 += $10178 // floating-point values 
0005: $10149 = -74.4962 // floating-point values 
0059: $10149 += $10179 // floating-point values 
0005: $10150 = 997.7816 // floating-point values 
0059: $10150 += $10180 // floating-point values 
0005: $10151 = 613.111 // floating-point values 
0059: $10151 += $10178 // floating-point values 
0005: $10152 = -74.4536 // floating-point values 
0059: $10152 += $10179 // floating-point values 
0005: $10153 = 997.7114 // floating-point values 
0059: $10153 += $10180 // floating-point values 
0005: $10154 = 620.8461 // floating-point values 
0059: $10154 += $10178 // floating-point values 
0005: $10155 = -76.8773 // floating-point values 
0059: $10155 += $10179 // floating-point values 
0005: $10156 = 997.3512 // floating-point values 
0059: $10156 += $10180 // floating-point values 
0005: $10157 = 620.2133 // floating-point values 
0059: $10157 += $10178 // floating-point values 
0005: $10158 = -76.1111 // floating-point values 
0059: $10158 += $10179 // floating-point values 
0005: $10159 = 997.4626 // floating-point values 
0059: $10159 += $10180 // floating-point values 
0005: $10160 = 621.0414 // floating-point values 
0059: $10160 += $10178 // floating-point values 
0005: $10161 = -74.9455 // floating-point values 
0059: $10161 += $10179 // floating-point values 
0005: $10162 = 998.9329 // floating-point values 
0059: $10162 += $10180 // floating-point values 
0005: $10163 = 620.0759 // floating-point values 
0059: $10163 += $10178 // floating-point values 
0005: $10164 = -74.9535 // floating-point values 
0059: $10164 += $10179 // floating-point values 
0005: $10165 = 998.6727 // floating-point values 
0059: $10165 += $10180 // floating-point values 
0005: $10166 = 612.2584 // floating-point values 
0059: $10166 += $10178 // floating-point values 
0005: $10167 = -72.1851 // floating-point values 
0059: $10167 += $10179 // floating-point values 
0005: $10168 = 998.8818 // floating-point values 
0059: $10168 += $10180 // floating-point values 
0005: $10169 = 613.1286 // floating-point values 
0059: $10169 += $10178 // floating-point values 
0005: $10170 = -72.6701 // floating-point values 
0059: $10170 += $10179 // floating-point values 
0005: $10171 = 998.7961 // floating-point values 
0059: $10171 += $10180 // floating-point values 
00D6: if 
04A3:   $10482 == 534 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_7277 
0005: $10172 = 612.1144 // floating-point values 
0059: $10172 += $10178 // floating-point values 
0005: $10173 = -74.4962 // floating-point values 
0059: $10173 += $10179 // floating-point values 
0005: $10174 = 997.7816 // floating-point values 
0059: $10174 += $10180 // floating-point values 
0005: $10175 = 613.111 // floating-point values 
0059: $10175 += $10178 // floating-point values 
0005: $10176 = -74.4536 // floating-point values 
0059: $10176 += $10179 // floating-point values 
0005: $10177 = 997.7114 // floating-point values 
0059: $10177 += $10180 // floating-point values 
0002: jump @CARMOD_7385 

:CARMOD_7277
0005: $10172 = 615.7372 // floating-point values 
0059: $10172 += $10178 // floating-point values 
0005: $10173 = -77.2556 // floating-point values 
0059: $10173 += $10179 // floating-point values 
0005: $10174 = 998.6337 // floating-point values 
0059: $10174 += $10180 // floating-point values 
0005: $10175 = 616.2341 // floating-point values 
0059: $10175 += $10178 // floating-point values 
0005: $10176 = -76.4031 // floating-point values 
0059: $10176 += $10179 // floating-point values 
0005: $10177 = 998.4717 // floating-point values 
0059: $10177 += $10180 // floating-point values 

:CARMOD_7385
0002: jump @CARMOD_9012 

:CARMOD_7392
0005: $10088 = 612.7667 // floating-point values 
0059: $10088 += $10178 // floating-point values 
0005: $10089 = 0.5696 // floating-point values 
0059: $10089 += $10179 // floating-point values 
0005: $10090 = 1002.114 // floating-point values 
0059: $10090 += $10180 // floating-point values 
0005: $10091 = 613.6664 // floating-point values 
0059: $10091 += $10178 // floating-point values 
0005: $10092 = 0.1645 // floating-point values 
0059: $10092 += $10179 // floating-point values 
0005: $10093 = 1001.951 // floating-point values 
0059: $10093 += $10180 // floating-point values 
0005: $10094 = 614.4382 // floating-point values 
0059: $10094 += $10178 // floating-point values 
0005: $10095 = -4.5756 // floating-point values 
0059: $10095 += $10179 // floating-point values 
0005: $10096 = 1000.632 // floating-point values 
0059: $10096 += $10180 // floating-point values 
0005: $10097 = 614.9804 // floating-point values 
0059: $10097 += $10178 // floating-point values 
0005: $10098 = -3.7381 // floating-point values 
0059: $10098 += $10179 // floating-point values 
0005: $10099 = 1000.565 // floating-point values 
0059: $10099 += $10180 // floating-point values 
0005: $10100 = 618.1872 // floating-point values 
0059: $10100 += $10178 // floating-point values 
0005: $10101 = -5.3884 // floating-point values 
0059: $10101 += $10179 // floating-point values 
0005: $10102 = 1002.423 // floating-point values 
0059: $10102 += $10180 // floating-point values 
0005: $10103 = 618.4805 // floating-point values 
0059: $10103 += $10178 // floating-point values 
0005: $10104 = -4.4899 // floating-point values 
0059: $10104 += $10179 // floating-point values 
0005: $10105 = 1002.097 // floating-point values 
0059: $10105 += $10180 // floating-point values 
0005: $10106 = 615.6667 // floating-point values 
0059: $10106 += $10178 // floating-point values 
0005: $10107 = -4.5419 // floating-point values 
0059: $10107 += $10179 // floating-point values 
0005: $10108 = 1000.27 // floating-point values 
0059: $10108 += $10180 // floating-point values 
0005: $10109 = 616.2391 // floating-point values 
0059: $10109 += $10178 // floating-point values 
0005: $10110 = -3.7425 // floating-point values 
0059: $10110 += $10179 // floating-point values 
0005: $10111 = 1000.452 // floating-point values 
0059: $10111 += $10180 // floating-point values 
0005: $10112 = 613.6697 // floating-point values 
0059: $10112 += $10178 // floating-point values 
0005: $10113 = -1.4788 // floating-point values 
0059: $10113 += $10179 // floating-point values 
0005: $10114 = 1002.232 // floating-point values 
0059: $10114 += $10180 // floating-point values 
0005: $10115 = 614.647 // floating-point values 
0059: $10115 += $10178 // floating-point values 
0005: $10116 = -1.5313 // floating-point values 
0059: $10116 += $10179 // floating-point values 
0005: $10117 = 1002.027 // floating-point values 
0059: $10117 += $10180 // floating-point values 
0005: $10118 = 613.5347 // floating-point values 
0059: $10118 += $10178 // floating-point values 
0005: $10119 = -1.7916 // floating-point values 
0059: $10119 += $10179 // floating-point values 
0005: $10120 = 1002.526 // floating-point values 
0059: $10120 += $10180 // floating-point values 
0005: $10121 = 614.4059 // floating-point values 
0059: $10121 += $10178 // floating-point values 
0005: $10122 = -1.7952 // floating-point values 
0059: $10122 += $10179 // floating-point values 
0005: $10123 = 1002.035 // floating-point values 
0059: $10123 += $10180 // floating-point values 
0005: $10124 = 621.9104 // floating-point values 
0059: $10124 += $10178 // floating-point values 
0005: $10125 = -3.6269 // floating-point values 
0059: $10125 += $10179 // floating-point values 
0005: $10126 = 1000.408 // floating-point values 
0059: $10126 += $10180 // floating-point values 
0005: $10127 = 621.0475 // floating-point values 
0059: $10127 += $10178 // floating-point values 
0005: $10128 = -3.1303 // floating-point values 
0059: $10128 += $10179 // floating-point values 
0005: $10129 = 1000.314 // floating-point values 
0059: $10129 += $10180 // floating-point values 
0005: $10130 = 611.6121 // floating-point values 
0059: $10130 += $10178 // floating-point values 
0005: $10131 = -1.4851 // floating-point values 
0059: $10131 += $10179 // floating-point values 
0005: $10132 = 1001.777 // floating-point values 
0059: $10132 += $10180 // floating-point values 
0005: $10133 = 612.6027 // floating-point values 
0059: $10133 += $10178 // floating-point values 
0005: $10134 = -1.507 // floating-point values 
0059: $10134 += $10179 // floating-point values 
0005: $10135 = 1001.642 // floating-point values 
0059: $10135 += $10180 // floating-point values 
0005: $10136 = 621.4796 // floating-point values 
0059: $10136 += $10178 // floating-point values 
0005: $10137 = -3.4952 // floating-point values 
0059: $10137 += $10179 // floating-point values 
0005: $10138 = 1000.33 // floating-point values 
0059: $10138 += $10180 // floating-point values 
0005: $10139 = 620.5905 // floating-point values 
0059: $10139 += $10178 // floating-point values 
0005: $10140 = -3.0499 // floating-point values 
0059: $10140 += $10179 // floating-point values 
0005: $10141 = 1000.435 // floating-point values 
0059: $10141 += $10180 // floating-point values 
0005: $10142 = 612.6115 // floating-point values 
0059: $10142 += $10178 // floating-point values 
0005: $10143 = -1.7655 // floating-point values 
0059: $10143 += $10179 // floating-point values 
0005: $10144 = 1001.3 // floating-point values 
0059: $10144 += $10180 // floating-point values 
0005: $10145 = 613.5665 // floating-point values 
0059: $10145 += $10178 // floating-point values 
0005: $10146 = -1.6304 // floating-point values 
0059: $10146 += $10179 // floating-point values 
0005: $10147 = 1001.036 // floating-point values 
0059: $10147 += $10180 // floating-point values 
0005: $10148 = 611.6121 // floating-point values 
0059: $10148 += $10178 // floating-point values 
0005: $10149 = -1.4851 // floating-point values 
0059: $10149 += $10179 // floating-point values 
0005: $10150 = 1001.777 // floating-point values 
0059: $10150 += $10180 // floating-point values 
0005: $10151 = 612.6027 // floating-point values 
0059: $10151 += $10178 // floating-point values 
0005: $10152 = -1.507 // floating-point values 
0059: $10152 += $10179 // floating-point values 
0005: $10153 = 1001.642 // floating-point values 
0059: $10153 += $10180 // floating-point values 
0005: $10154 = 621.4796 // floating-point values 
0059: $10154 += $10178 // floating-point values 
0005: $10155 = -3.4952 // floating-point values 
0059: $10155 += $10179 // floating-point values 
0005: $10156 = 1000.33 // floating-point values 
0059: $10156 += $10180 // floating-point values 
0005: $10157 = 620.5905 // floating-point values 
0059: $10157 += $10178 // floating-point values 
0005: $10158 = -3.0499 // floating-point values 
0059: $10158 += $10179 // floating-point values 
0005: $10159 = 1000.435 // floating-point values 
0059: $10159 += $10180 // floating-point values 
0005: $10160 = 622.5965 // floating-point values 
0059: $10160 += $10178 // floating-point values 
0005: $10161 = -2.014 // floating-point values 
0059: $10161 += $10179 // floating-point values 
0005: $10162 = 1003.019 // floating-point values 
0059: $10162 += $10180 // floating-point values 
0005: $10163 = 621.7657 // floating-point values 
0059: $10163 += $10178 // floating-point values 
0005: $10164 = -2.0174 // floating-point values 
0059: $10164 += $10179 // floating-point values 
0005: $10165 = 1002.462 // floating-point values 
0059: $10165 += $10180 // floating-point values 
0005: $10166 = 612.7667 // floating-point values 
0059: $10166 += $10178 // floating-point values 
0005: $10167 = 0.5696 // floating-point values 
0059: $10167 += $10179 // floating-point values 
0005: $10168 = 1002.114 // floating-point values 
0059: $10168 += $10180 // floating-point values 
0005: $10169 = 613.6664 // floating-point values 
0059: $10169 += $10178 // floating-point values 
0005: $10170 = 0.1645 // floating-point values 
0059: $10170 += $10179 // floating-point values 
0005: $10171 = 1001.951 // floating-point values 
0059: $10171 += $10180 // floating-point values 
0005: $10172 = 613.5844 // floating-point values 
0059: $10172 += $10178 // floating-point values 
0005: $10173 = -0.7127 // floating-point values 
0059: $10173 += $10179 // floating-point values 
0005: $10174 = 1002.031 // floating-point values 
0059: $10174 += $10180 // floating-point values 
0005: $10175 = 614.5616 // floating-point values 
0059: $10175 += $10178 // floating-point values 
0005: $10176 = -0.84 // floating-point values 
0059: $10176 += $10179 // floating-point values 
0005: $10177 = 1001.862 // floating-point values 
0059: $10177 += $10180 // floating-point values 

:CARMOD_9012
0006: 32@ = 0 // integer values 
0581: toggle_radar 0 
08F8: (unknown) 0 
015F: set_camera_position $10088 $10089 $10090 0.0 0.0 0.0 
0160: point_camera $10091 $10092 $10093 2 
0004: $10083 = 0 // integer values 
0004: $10082 = 2 // integer values 

:CARMOD_9080
00D6: if 
0038:   $10082 == 2 // integer values 
004D: jump_if_false @CARMOD_9269 
00D6: if 
0038:   $10083 == 0 // integer values 
004D: jump_if_false @CARMOD_9169 
01EB: set_traffic_density_to 0.0 
075F: $2514 = get_object_model_number 
03F3: get_car $CARMOD_CAR color $10422 $10423 
0988: get_car $CARMOD_CAR paintjob $10085 
0441: $10486 = car $CARMOD_CAR model 
09FE: (unknown) $CARMOD_CAR 
096B: (unknown) 
0004: $10083 = 1 // integer values 

:CARMOD_9169
00D6: if 
0038:   $10083 == 1 // integer values 
004D: jump_if_false @CARMOD_9220 
00D6: if 
0019:   32@ > 2000 // integer values 
004D: jump_if_false @CARMOD_9220 
016A: fade 1 1000 ms 
0004: $10083 = 2 // integer values 

:CARMOD_9220
00D6: if 
0038:   $10083 == 2 // integer values 
004D: jump_if_false @CARMOD_9269 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_9269 
057E: make_radar_grey 1 
0004: $10083 = 0 // integer values 
0004: $10082 = 3 // integer values 

:CARMOD_9269
00D6: if 
0038:   $10082 == 3 // integer values 
004D: jump_if_false @CARMOD_10198 
00D6: if 
0038:   $10083 == 0 // integer values 
004D: jump_if_false @CARMOD_9595 
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CARMOD_9337 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_9337
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CARMOD_9571 
0004: $10441 = 0 // integer values 
0004: $10442 = 0 // integer values 
08D7: $10411 = panel $2419 active_row 
00D6: if 
001A:   0 > $10411 // integer values 
004D: jump_if_false @CARMOD_9401 
0004: $10411 = 0 // integer values 

:CARMOD_9401
00D6: if 
8038:   not  $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_9489 
00D6: if 
8038:   not  $10399($10411,12i) == 100 // integer values 
004D: jump_if_false @CARMOD_9467 
096D: get_car $CARMOD_CAR car_component $10399($10411,12i) on_slot $10421 
0002: jump @CARMOD_9475 

:CARMOD_9467
0988: get_car $CARMOD_CAR paintjob $10085 

:CARMOD_9475
0050: gosub @CARMOD_17406 
0002: jump @CARMOD_9564 

:CARMOD_9489
0086: $10181 = $10088 // floating-point values only 
0086: $10182 = $10089 // floating-point values only 
0086: $10183 = $10090 // floating-point values only 
0086: $10184 = $10091 // floating-point values only 
0086: $10185 = $10092 // floating-point values only 
0086: $10186 = $10093 // floating-point values only 
0004: $2426($10413,12i) = 150 // integer values 
0441: $10444 = car $CARMOD_CAR model 
0050: gosub @CARMOD_22337 

:CARMOD_9564
0004: $10083 = 5 // integer values 

:CARMOD_9571
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CARMOD_9595 
0004: $10083 = 1 // integer values 

:CARMOD_9595
00D6: if 
0038:   $10083 == 1 // integer values 
004D: jump_if_false @CARMOD_9684 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @CARMOD_9684 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @CARMOD_9662 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:CARMOD_9662
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
0004: $10083 = 2 // integer values 

:CARMOD_9684
00D6: if 
0038:   $10083 == 2 // integer values 
004D: jump_if_false @CARMOD_9897 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_9897 
04BB: select_interior 0 // select render area 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0840: link_car $CARMOD_CAR to_interior 0 
04FA: reset_interior_colors 0 
096C: (unknown) 
0004: $10447 = 0 // integer values 
04E4: unknown_refresh_game_renderer_at $10428 $10429 
03CB: set_camera $10428 $10429 $10430 
00AB: put_car $CARMOD_CAR at $10428 $10429 $10430 
00D6: if 
0038:   $10483 == 1 // integer values 
004D: jump_if_false @CARMOD_9809 
0175: set_car $CARMOD_CAR z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:CARMOD_9809
00D6: if 
0038:   $10484 == 1 // integer values 
004D: jump_if_false @CARMOD_9839 
0175: set_car $CARMOD_CAR z_angle_to 180.0 
0373: set_camera_directly_behind_player 

:CARMOD_9839
00D6: if 
0038:   $10485 == 1 // integer values 
004D: jump_if_false @CARMOD_9869 
0175: set_car $CARMOD_CAR z_angle_to 90.0 
0373: set_camera_directly_behind_player 

:CARMOD_9869
0A13: (unknown) 
02EB: restore_camera_with_jumpcut 
087C: (unknown) 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 
0004: $10083 = 3 // integer values 

:CARMOD_9897
00D6: if 
0038:   $10083 == 3 // integer values 
004D: jump_if_false @CARMOD_9962 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_9962 
01B4: set_player $PLAYER_CHAR frozen_state 1 
09BD: (unknown) 0 
020A: set_car $CARMOD_CAR door_status_to $10448 
0581: toggle_radar 1 
057E: make_radar_grey 0 
0004: $10083 = 4 // integer values 

:CARMOD_9962
00D6: if 
0038:   $10083 == 4 // integer values 
004D: jump_if_false @CARMOD_10078 
00D6: if 
8100:   not actor $PLAYER_ACTOR near_point_in_car $10428 $10429 $10430 radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @CARMOD_10078 
01EB: set_traffic_density_to 1.0 
0004: $10416 = 0 // integer values 
0004: $10082 = 0 // integer values 
0004: $10083 = 0 // integer values 
0004: $10483 = 0 // integer values 
0004: $10484 = 0 // integer values 
0004: $10485 = 0 // integer values 
0050: gosub @CARMOD_13950 

:CARMOD_10078
00D6: if 
0038:   $10083 == 5 // integer values 
004D: jump_if_false @CARMOD_10198 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CARMOD_10198 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @CARMOD_10145 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:CARMOD_10145
015F: set_camera_position $10181 $10182 $10183 0.0 0.0 0.0 
0160: point_camera $10184 $10185 $10186 2 
0004: $10082 = 4 // integer values 
0004: $10083 = 0 // integer values 

:CARMOD_10198
00D6: if 
0038:   $10082 == 4 // integer values 
004D: jump_if_false @CARMOD_10847 
00D6: if 
0119:   car $CARMOD_CAR wrecked 
004D: jump_if_false @CARMOD_10246 
0050: gosub @CARMOD_13950 
0002: jump @CARMOD_1406 

:CARMOD_10246
00D6: if 
0038:   $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_10300 
00D6: if 
0038:   $10437 == 0 // integer values 
004D: jump_if_false @CARMOD_10293 
0050: gosub @CARMOD_21421 

:CARMOD_10293
0002: jump @CARMOD_10325 

:CARMOD_10300
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @CARMOD_10325 
0050: gosub @CARMOD_14661 

:CARMOD_10325
00D6: if 
0038:   $10083 == 0 // integer values 
004D: jump_if_false @CARMOD_10624 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CARMOD_10388 
0004: $2544 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $10417 = 0 // integer values 
0004: $10083 = 1 // integer values 

:CARMOD_10388
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CARMOD_10624 
00D6: if 
0038:   $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_10506 
08D7: $10438 = panel $10436 active_row 
00D6: if 
001A:   0 > $10438 // integer values 
004D: jump_if_false @CARMOD_10460 
0004: $10438 = 0 // integer values 

:CARMOD_10460
00D6: if 
0038:   $10438 == 0 // integer values 
004D: jump_if_false @CARMOD_10492 
0004: $10441 = 1 // integer values 
0002: jump @CARMOD_10499 

:CARMOD_10492
0004: $10442 = 1 // integer values 

:CARMOD_10499
0002: jump @CARMOD_10589 

:CARMOD_10506
08D7: $10412 = panel $2423 active_row 
00D6: if 
001A:   0 > $10412 // integer values 
004D: jump_if_false @CARMOD_10539 
0004: $10412 = 0 // integer values 

:CARMOD_10539
00D6: if and
8038:   not  $10399($10411,12i) == 100 // integer values 
8038:   not  $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_10589 
0084: $10415 = $2438($10412,12i) // integer values and handles 
06E9: request_car_component $10415 

:CARMOD_10589
0004: $2544 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $10417 = 0 // integer values 
0004: $10083 = 0 // integer values 
0004: $10082 = 5 // integer values 

:CARMOD_10624
00D6: if 
0038:   $10083 == 1 // integer values 
004D: jump_if_false @CARMOD_10847 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @CARMOD_10847 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CARMOD_10691 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CARMOD_10691
00D6: if 
0038:   $10427 == 1 // integer values 
004D: jump_if_false @CARMOD_10723 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 // integer values 

:CARMOD_10723
00D6: if 
0038:   $10437 == 1 // integer values 
004D: jump_if_false @CARMOD_10755 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 // integer values 

:CARMOD_10755
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CARMOD_10787 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_10787
015F: set_camera_position $10088 $10089 $10090 0.0 0.0 0.0 
0160: point_camera $10091 $10092 $10093 2 
0004: $10416 = 0 // integer values 
0004: $10083 = 0 // integer values 
0004: $10082 = 3 // integer values 

:CARMOD_10847
00D6: if 
0038:   $10082 == 5 // integer values 
004D: jump_if_false @CARMOD_13929 
00D6: if 
0119:   car $CARMOD_CAR wrecked 
004D: jump_if_false @CARMOD_10895 
0050: gosub @CARMOD_13950 
0002: jump @CARMOD_1406 

:CARMOD_10895
00D6: if 
0038:   $10083 == 0 // integer values 
004D: jump_if_false @CARMOD_11075 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CARMOD_11075 
00D6: if 
0038:   $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_10966 
0004: $10083 = 1 // integer values 
0002: jump @CARMOD_11025 

:CARMOD_10966
00D6: if 
8038:   not  $10399($10411,12i) == 100 // integer values 
004D: jump_if_false @CARMOD_11018 
00D6: if 
06EA:   car_component $10415 available 
004D: jump_if_false @CARMOD_11011 
0004: $10083 = 1 // integer values 

:CARMOD_11011
0002: jump @CARMOD_11025 

:CARMOD_11018
0004: $10083 = 1 // integer values 

:CARMOD_11025
00D6: if 
0038:   $10083 == 1 // integer values 
004D: jump_if_false @CARMOD_11075 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CARMOD_11075 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CARMOD_11075
00D6: if 
0038:   $10083 == 1 // integer values 
004D: jump_if_false @CARMOD_11269 
00D6: if 
0038:   $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_11179 
00D6: if 
0038:   $10437 == 1 // integer values 
004D: jump_if_false @CARMOD_11147 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 // integer values 

:CARMOD_11147
00D6: if 
0038:   $10427 == 0 // integer values 
004D: jump_if_false @CARMOD_11172 
0050: gosub @CARMOD_15279 

:CARMOD_11172
0002: jump @CARMOD_11262 

:CARMOD_11179
00D6: if 
0038:   $10399($10411,12i) == 100 // integer values 
004D: jump_if_false @CARMOD_11239 
0084: $10086 = $10412 // integer values and handles 
0084: $10087 = $10412 // integer values and handles 
0008: $10087 += 1 // integer values 
06ED: set_car $CARMOD_CAR paintjob $10086 
0002: jump @CARMOD_11255 

:CARMOD_11239
06E7: $10420 = add_car_component $10415 to_car $CARMOD_CAR 
06EB: release_car_component $10415 

:CARMOD_11255
0050: gosub @CARMOD_23783 

:CARMOD_11262
0004: $10083 = 2 // integer values 

:CARMOD_11269
00D6: if 
0038:   $10083 == 2 // integer values 
004D: jump_if_false @CARMOD_11612 
00D6: if 
0038:   $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_11485 
08D7: $10440 = panel $CARMOD_MENU_COLORS active_row 
00D6: if 
001A:   0 > $10440 // integer values 
004D: jump_if_false @CARMOD_11342 
0004: $10440 = 0 // integer values 

:CARMOD_11342
00D6: if 
0038:   $10441 == 1 // integer values 
004D: jump_if_false @CARMOD_11440 
00D6: if or
0038:   $10486 == 542 // integer values 
0038:   $10486 == 549 // integer values 
004D: jump_if_false @CARMOD_11420 
0A22: (unknown) $CARMOD_MENU_COLORS $CARMOD_CAR 1 $10440 
0A22: (unknown) $CARMOD_MENU_COLORS $CARMOD_CAR 2 $10440 
0002: jump @CARMOD_11433 

:CARMOD_11420
0A22: (unknown) $CARMOD_MENU_COLORS $CARMOD_CAR 1 $10440 

:CARMOD_11433
0002: jump @CARMOD_11453 

:CARMOD_11440
0A22: (unknown) $CARMOD_MENU_COLORS $CARMOD_CAR 2 $10440 

:CARMOD_11453
00D6: if 
0038:   $10427 == 0 // integer values 
004D: jump_if_false @CARMOD_11478 
0050: gosub @CARMOD_15279 

:CARMOD_11478
0002: jump @CARMOD_11510 

:CARMOD_11485
00D6: if 
0038:   $10425 == 0 // integer values 
004D: jump_if_false @CARMOD_11510 
0050: gosub @CARMOD_23783 

:CARMOD_11510
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CARMOD_11534 
0004: $10083 = 3 // integer values 

:CARMOD_11534
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CARMOD_11612 
03D5: remove_text 'CLTHNO2'  // Mr megvetted ezt a trgyat!
03D5: remove_text 'COLORNO'  // ~s~Mr ilyen szn a jrmved.
03D5: remove_text 'SHOPNO'  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $2545 = 0 // integer values 
0004: $10417 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $10083 = 4 // integer values 

:CARMOD_11612
00D6: if 
0038:   $10083 == 3 // integer values 
004D: jump_if_false @CARMOD_12023 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @CARMOD_12023 
00D6: if 
0038:   $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_11731 
00D6: if 
0018:   $10085 > -1 // integer values 
004D: jump_if_false @CARMOD_11713 
0229: set_car $CARMOD_CAR color_to $10422 $10423 
06ED: set_car $CARMOD_CAR paintjob $10085 
0002: jump @CARMOD_11724 

:CARMOD_11713
0229: set_car $CARMOD_CAR color_to $10422 $10423 

:CARMOD_11724
0002: jump @CARMOD_11845 

:CARMOD_11731
00D6: if 
0038:   $10399($10411,12i) == 100 // integer values 
004D: jump_if_false @CARMOD_11811 
00D6: if 
001A:   0 > $10085 // integer values 
004D: jump_if_false @CARMOD_11796 
06ED: set_car $CARMOD_CAR paintjob -1 
0229: set_car $CARMOD_CAR color_to $10422 $10423 
0002: jump @CARMOD_11804 

:CARMOD_11796
06ED: set_car $CARMOD_CAR paintjob $10085 

:CARMOD_11804
0002: jump @CARMOD_11813 

:CARMOD_11811
096C: (unknown) 

:CARMOD_11813
00D6: if 
0038:   $10425 == 1 // integer values 
004D: jump_if_false @CARMOD_11845 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 // integer values 

:CARMOD_11845
00D6: if 
0038:   $10427 == 1 // integer values 
004D: jump_if_false @CARMOD_11877 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 // integer values 

:CARMOD_11877
00D6: if 
0038:   $10437 == 1 // integer values 
004D: jump_if_false @CARMOD_11909 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 // integer values 

:CARMOD_11909
00D6: if 
0038:   $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_11963 
00D6: if 
0038:   $10437 == 0 // integer values 
004D: jump_if_false @CARMOD_11956 
0050: gosub @CARMOD_21421 

:CARMOD_11956
0002: jump @CARMOD_11995 

:CARMOD_11963
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @CARMOD_11995 
0050: gosub @CARMOD_17406 
0050: gosub @CARMOD_14661 

:CARMOD_11995
0004: $10441 = 0 // integer values 
0004: $10442 = 0 // integer values 
0004: $10083 = 0 // integer values 
0004: $10082 = 4 // integer values 

:CARMOD_12023
00D6: if 
0038:   $10083 == 4 // integer values 
004D: jump_if_false @CARMOD_13929 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @CARMOD_13929 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0038:   $10399($10411,12i) == 101 // integer values 
004D: jump_if_false @CARMOD_12932 
00D6: if 
0028:   $SHOPS_PLAYER_CASH >= 150 // integer values 
004D: jump_if_false @CARMOD_12863 
00D6: if 
0038:   $10441 == 1 // integer values 
004D: jump_if_false @CARMOD_12494 
00D6: if 
803A:   not  $10422 == $10440 // integer values and handles 
004D: jump_if_false @CARMOD_12425 
0109: player $PLAYER_CHAR money += -150 
0624: add 150.0 to_stat 55 
09D4: (unknown) 
0878: (unknown) $CARMOD_CAR 0.0 
03F3: get_car $CARMOD_CAR color $10422 $10423 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1134 
0A30: repair_car $CARMOD_CAR 
096B: (unknown) 
0004: $10083 = 0 // integer values 
0004: $10082 = 3 // integer values 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CARMOD_12251 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CARMOD_12251
00D6: if 
0038:   $10427 == 1 // integer values 
004D: jump_if_false @CARMOD_12283 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 // integer values 

:CARMOD_12283
00D6: if 
0038:   $10425 == 1 // integer values 
004D: jump_if_false @CARMOD_12315 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 // integer values 

:CARMOD_12315
00D6: if 
0038:   $10437 == 1 // integer values 
004D: jump_if_false @CARMOD_12347 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 // integer values 

:CARMOD_12347
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CARMOD_12379 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_12379
015F: set_camera_position $10088 $10089 $10090 0.0 0.0 0.0 
0160: point_camera $10091 $10092 $10093 2 
0002: jump @CARMOD_12487 

:CARMOD_12425
00D6: if 
0038:   $10417 == 0 // integer values 
004D: jump_if_false @CARMOD_12487 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'COLORNO' 3000 ms 1  // ~s~Mr ilyen szn a jrmved.
0004: $10083 = 2 // integer values 
0004: $10417 = 1 // integer values 

:CARMOD_12487
0002: jump @CARMOD_12856 

:CARMOD_12494
00D6: if 
803A:   not  $10423 == $10440 // integer values and handles 
004D: jump_if_false @CARMOD_12794 
0109: player $PLAYER_CHAR money += -150 
0624: add 150.0 to_stat 55 
09D4: (unknown) 
0878: (unknown) $CARMOD_CAR 0.0 
03F3: get_car $CARMOD_CAR color $10422 $10423 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1134 
0A30: repair_car $CARMOD_CAR 
096B: (unknown) 
0004: $10083 = 0 // integer values 
0004: $10082 = 3 // integer values 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CARMOD_12620 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CARMOD_12620
00D6: if 
0038:   $10427 == 1 // integer values 
004D: jump_if_false @CARMOD_12652 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 // integer values 

:CARMOD_12652
00D6: if 
0038:   $10425 == 1 // integer values 
004D: jump_if_false @CARMOD_12684 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 // integer values 

:CARMOD_12684
00D6: if 
0038:   $10437 == 1 // integer values 
004D: jump_if_false @CARMOD_12716 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 // integer values 

:CARMOD_12716
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CARMOD_12748 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_12748
015F: set_camera_position $10088 $10089 $10090 0.0 0.0 0.0 
0160: point_camera $10091 $10092 $10093 2 
0002: jump @CARMOD_12856 

:CARMOD_12794
00D6: if 
0038:   $10417 == 0 // integer values 
004D: jump_if_false @CARMOD_12856 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'COLORNO' 3000 ms 1  // ~s~Mr ilyen szn a jrmved.
0004: $10083 = 2 // integer values 
0004: $10417 = 1 // integer values 

:CARMOD_12856
0002: jump @CARMOD_12925 

:CARMOD_12863
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @CARMOD_12925 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'SHOPNO' 3000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $10083 = 2 // integer values 
0004: $2544 = 1 // integer values 

:CARMOD_12925
0002: jump @CARMOD_13929 

:CARMOD_12932
00D6: if 
0038:   $10399($10411,12i) == 100 // integer values 
004D: jump_if_false @CARMOD_13419 
00D6: if 
0028:   $SHOPS_PLAYER_CASH >= 500 // integer values 
004D: jump_if_false @CARMOD_13350 
00D6: if 
003A:   $10086 == $10085 // integer values and handles 
004D: jump_if_false @CARMOD_13061 
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @CARMOD_13054 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'CLTHNO2' 3000 ms 1  // Mr megvetted ezt a trgyat!
0004: $10083 = 2 // integer values 
0004: $2545 = 1 // integer values 

:CARMOD_13054
0002: jump @CARMOD_13343 

:CARMOD_13061
0109: player $PLAYER_CHAR money += -500 
0624: add 500.0 to_stat 55 
09D4: (unknown) 
0878: (unknown) $CARMOD_CAR 0.0 
0A30: repair_car $CARMOD_CAR 
096B: (unknown) 
0084: $10085 = $10086 // integer values and handles 
03F3: get_car $CARMOD_CAR color $10422 $10423 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1134 
0004: $10083 = 0 // integer values 
0004: $10082 = 3 // integer values 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CARMOD_13176 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CARMOD_13176
00D6: if 
0038:   $10427 == 1 // integer values 
004D: jump_if_false @CARMOD_13208 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 // integer values 

:CARMOD_13208
00D6: if 
0038:   $10425 == 1 // integer values 
004D: jump_if_false @CARMOD_13240 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 // integer values 

:CARMOD_13240
00D6: if 
0038:   $10437 == 1 // integer values 
004D: jump_if_false @CARMOD_13272 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 // integer values 

:CARMOD_13272
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CARMOD_13304 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_13304
015F: set_camera_position $10088 $10089 $10090 0.0 0.0 0.0 
0160: point_camera $10091 $10092 $10093 2 

:CARMOD_13343
0002: jump @CARMOD_13412 

:CARMOD_13350
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @CARMOD_13412 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'SHOPNO' 3000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $10083 = 2 // integer values 
0004: $2544 = 1 // integer values 

:CARMOD_13412
0002: jump @CARMOD_13929 

:CARMOD_13419
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $2426($10412,12i) // integer values 
004D: jump_if_false @CARMOD_13867 
00D6: if 
803A:   not  $10421 == $10415 // integer values and handles 
004D: jump_if_false @CARMOD_13798 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1133 
0790: (unknown) $10415 
0878: (unknown) $CARMOD_CAR 0.0 
096B: (unknown) 
0084: $10421 = $10415 // integer values and handles 
00D6: if 
0038:   $2758 == 0 // integer values 
004D: jump_if_false @CARMOD_13578 
00D6: if or
05AD:   s$2450[0] == 'BMBSM' // 8-byte strings 
05AD:   s$2450[0] == 'BMBTN' // 8-byte strings 
05AD:   s$2450[0] == 'BMBLN' // 8-byte strings 
004D: jump_if_false @CARMOD_13578 
0004: $2758 = 1 // integer values 

:CARMOD_13578
0004: $10083 = 0 // integer values 
0004: $10082 = 3 // integer values 
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CARMOD_13624 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CARMOD_13624
00D6: if 
0038:   $10427 == 1 // integer values 
004D: jump_if_false @CARMOD_13656 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 // integer values 

:CARMOD_13656
00D6: if 
0038:   $10425 == 1 // integer values 
004D: jump_if_false @CARMOD_13688 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 // integer values 

:CARMOD_13688
00D6: if 
0038:   $10437 == 1 // integer values 
004D: jump_if_false @CARMOD_13720 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 // integer values 

:CARMOD_13720
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CARMOD_13752 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_13752
015F: set_camera_position $10088 $10089 $10090 0.0 0.0 0.0 
0160: point_camera $10091 $10092 $10093 2 
0002: jump @CARMOD_13860 

:CARMOD_13798
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @CARMOD_13860 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'CLTHNO2' 3000 ms 1  // Mr megvetted ezt a trgyat!
0004: $10083 = 2 // integer values 
0004: $2545 = 1 // integer values 

:CARMOD_13860
0002: jump @CARMOD_13929 

:CARMOD_13867
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @CARMOD_13929 
097A: (unknown) $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 1055 
00BC: text_highpriority 'SHOPNO' 3000 ms 1  // ~s~Nincs elg pnzed, hogy megvedd ezt a trgyat.
0004: $10083 = 2 // integer values 
0004: $2544 = 1 // integer values 

:CARMOD_13929
0002: jump @CARMOD_13943 

:CARMOD_13936
0050: gosub @CARMOD_13950 

:CARMOD_13943
0002: jump @CARMOD_1406 

:CARMOD_13950
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @CARMOD_13982 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 // integer values 

:CARMOD_13982
00D6: if 
0038:   $2424 == 1 // integer values 
004D: jump_if_false @CARMOD_14014 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 // integer values 

:CARMOD_14014
00D6: if 
0038:   $10427 == 1 // integer values 
004D: jump_if_false @CARMOD_14046 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 // integer values 

:CARMOD_14046
00D6: if 
0038:   $10425 == 1 // integer values 
004D: jump_if_false @CARMOD_14078 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 // integer values 

:CARMOD_14078
00D6: if 
0038:   $10437 == 1 // integer values 
004D: jump_if_false @CARMOD_14110 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 // integer values 

:CARMOD_14110
00D6: if 
0028:   $10082 >= 1 // integer values 
004D: jump_if_false @CARMOD_14130 
03E6: remove_text_box 

:CARMOD_14130
0004: $10441 = 0 // integer values 
0004: $10442 = 0 // integer values 
0004: $10416 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $10417 = 0 // integer values 
0004: $10483 = 0 // integer values 
0004: $10484 = 0 // integer values 
0004: $10485 = 0 // integer values 
0004: $10082 = 0 // integer values 
0004: $10083 = 0 // integer values 
057E: make_radar_grey 0 
08F8: (unknown) 1 
09BD: (unknown) 0 
00D6: if 
0038:   $2758 == 1 // integer values 
004D: jump_if_false @CARMOD_14255 
03E5: text_box 'NITROH1'  // Nyomj ~k~~PED_FIREWEAPON~-t, hogy aktivld a kocsi nitrjt.
0004: $2758 = 2 // integer values 

:CARMOD_14255
004E: end_thread 
0051: return 

:CARMOD_14259
00D6: if 
0038:   $2420 == 0 // integer values 
004D: jump_if_false @CARMOD_14659 
0512: permanent_text_box 'MODH1'  // Hasznld a(z) ~k~~VEHICLE_STEERUP~-t s a(z) ~k~~VEHICLE_STEERDOWN~, hogy kivlassz egy bvtst.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Kilps
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14350 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_14591 

:CARMOD_14350
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14412 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_14591 

:CARMOD_14412
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14474 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_14591 

:CARMOD_14474
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14536 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_14591 

:CARMOD_14536
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14591 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek

:CARMOD_14591
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2420 = 1 // integer values 

:CARMOD_14659
0051: return 

:CARMOD_14661
00D6: if 
0038:   $2424 == 0 // integer values 
004D: jump_if_false @CARMOD_15277 
0512: permanent_text_box 'MODH3'  // Hasznld a(z) ~k~~VEHICLE_STEERUP~-t s a(z) ~k~~VEHICLE_STEERDOWN~-t, hogy kivlassz egy fejlesztst.~N~~k~~PED_SPRINT~ Trgy megnzse~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14752 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_14993 

:CARMOD_14752
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14814 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_14993 

:CARMOD_14814
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14876 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_14993 

:CARMOD_14876
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14938 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_14993 

:CARMOD_14938
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_14993 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Fejlesztsek

:CARMOD_14993
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
00D6: if 
0038:   $10399($10411,12i) == 100 // integer values 
004D: jump_if_false @CARMOD_15215 
0004: $2515 = 0 // integer values 

:CARMOD_15083
00D6: if 
001C:   $10446 > $2515 // integer values 
004D: jump_if_false @CARMOD_15153 
0084: $10087 = $2515 // integer values and handles 
0008: $10087 += 1 // integer values 
08EE: set_panel $2423 column 0 row $2515 text_1number 'PJOB' $10087  // Festmunka ~1~
0008: $2515 += 1 // integer values 
0002: jump @CARMOD_15083 

:CARMOD_15153
0004: $2515 = 0 // integer values 

:CARMOD_15160
00D6: if 
001C:   $10446 > $2515 // integer values 
004D: jump_if_false @CARMOD_15208 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 // integer values 
0002: jump @CARMOD_15160 

:CARMOD_15208
0002: jump @CARMOD_15270 

:CARMOD_15215
0004: $2515 = 0 // integer values 

:CARMOD_15222
00D6: if 
001C:   $10414 > $2515 // integer values 
004D: jump_if_false @CARMOD_15270 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 // integer values 
0002: jump @CARMOD_15222 

:CARMOD_15270
0004: $2424 = 1 // integer values 

:CARMOD_15277
0051: return 

:CARMOD_15279
00D6: if 
0038:   $10427 == 0 // integer values 
004D: jump_if_false @CARMOD_15618 
0512: permanent_text_box 'MODH6'  // Hasznld a mozgsi billentyket, hogy kivlassz egy sznt.~N~~k~~PED_SPRINT~ Megvesz~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_15370 
0964: (unknown) 'CARM1' 29.0 145.0 25.7 8 1 1 1 $CARMOD_MENU_COLORS  // Sznek
0002: jump @CARMOD_15611 

:CARMOD_15370
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_15432 
0964: (unknown) 'CARM1' 29.0 145.0 25.7 8 1 1 1 $CARMOD_MENU_COLORS  // Sznek
0002: jump @CARMOD_15611 

:CARMOD_15432
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_15494 
0964: (unknown) 'CARM1' 29.0 155.0 25.7 8 1 1 1 $CARMOD_MENU_COLORS  // Sznek
0002: jump @CARMOD_15611 

:CARMOD_15494
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_15556 
0964: (unknown) 'CARM1' 29.0 145.0 25.7 8 1 1 1 $CARMOD_MENU_COLORS  // Sznek
0002: jump @CARMOD_15611 

:CARMOD_15556
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_15611 
0964: (unknown) 'CARM1' 29.0 145.0 25.7 8 1 1 1 $CARMOD_MENU_COLORS  // Sznek

:CARMOD_15611
0004: $10427 = 1 // integer values 

:CARMOD_15618
0051: return 

:CARMOD_15620
0004: $10187 = 0 // integer values 
0004: $10190 = 0 // integer values 
0004: $10191 = 0 // integer values 
0004: $10192 = 0 // integer values 
0004: $10193 = 0 // integer values 
0004: $10194 = 0 // integer values 
0004: $10195 = 0 // integer values 
0004: $10196 = 0 // integer values 
0004: $10198 = 0 // integer values 
0004: $10199 = 0 // integer values 
0004: $10200 = 0 // integer values 
0004: $10201 = 0 // integer values 
0004: $10202 = 0 // integer values 
0004: $10203 = 0 // integer values 
0004: $10197 = 0 // integer values 
0004: $10446 = 0 // integer values 
0004: $10084 = 0 // integer values 
0004: $10206 = 0 // integer values 
0004: $10205 = 0 // integer values 
0004: $10445 = 0 // integer values 
06EC: (unknown) $CARMOD_CAR $10446 
00D6: if 
8038:   not  $10446 == 0 // integer values 
004D: jump_if_false @CARMOD_15822 
05A9: $2450($10187,12s) = 'CARM11' // 8-byte strings  // Fest munkk
0004: $10399($10187,12i) = 100 // integer values 
0008: $10187 += 1 // integer values 

:CARMOD_15822
097D: (unknown) $CARMOD_CAR $10084 
00D6: if 
8038:   not  $10084 == 0 // integer values 
004D: jump_if_false @CARMOD_15884 
05A9: $2450($10187,12s) = 'CARM1' // 8-byte strings  // Sznek
0004: $10399($10187,12i) = 101 // integer values 
0008: $10187 += 1 // integer values 

:CARMOD_15884
00D6: if 
001C:   $2514 > $10445 // integer values 
004D: jump_if_false @CARMOD_17389 
0760: (unknown) $10445 $10188 
06E6: (unknown) $10188 $10189 
00D6: if 
04A3:   $10189 == 12 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16010 
00D6: if 
0038:   $10197 == 0 // integer values 
004D: jump_if_false @CARMOD_15991 
05A9: $2450($10187,12s) = 'CARM12' // 8-byte strings  // Kerekek
04AE: unknown $10399($10187,12i) radar_icon_or_model 12 
0008: $10187 += 1 // integer values 

:CARMOD_15991
0084: $10363($10197,12i) = $10188 // integer values and handles 
0008: $10197 += 1 // integer values 

:CARMOD_16010
00D6: if 
04A3:   $10189 == 3 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16101 
00D6: if 
0038:   $10190 == 0 // integer values 
004D: jump_if_false @CARMOD_16082 
05A9: $2450($10187,12s) = 'CARM4' // 8-byte strings  // Oldaldsz
04AE: unknown $10399($10187,12i) radar_icon_or_model 3 
0008: $10187 += 1 // integer values 

:CARMOD_16082
0084: $10207($10190,12i) = $10188 // integer values and handles 
0008: $10190 += 1 // integer values 

:CARMOD_16101
00D6: if 
04A3:   $10189 == 7 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16192 
00D6: if 
0038:   $10191 == 0 // integer values 
004D: jump_if_false @CARMOD_16173 
05A9: $2450($10187,12s) = 'CARM10' // 8-byte strings  // Kocsitet
04AE: unknown $10399($10187,12i) radar_icon_or_model 7 
0008: $10187 += 1 // integer values 

:CARMOD_16173
0084: $10219($10191,12i) = $10188 // integer values and handles 
0008: $10191 += 1 // integer values 

:CARMOD_16192
00D6: if 
04A3:   $10189 == 13 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16283 
00D6: if 
0038:   $10192 == 0 // integer values 
004D: jump_if_false @CARMOD_16264 
05A9: $2450($10187,12s) = 'CARM5' // 8-byte strings  // Kipufog
04AE: unknown $10399($10187,12i) radar_icon_or_model 13 
0008: $10187 += 1 // integer values 

:CARMOD_16264
0084: $10231($10192,12i) = $10188 // integer values and handles 
0008: $10192 += 1 // integer values 

:CARMOD_16283
00D6: if 
04A3:   $10189 == 8 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16374 
00D6: if 
0038:   $10193 == 0 // integer values 
004D: jump_if_false @CARMOD_16355 
05A9: $2450($10187,12s) = 'CARM6' // 8-byte strings  // Nitr
04AE: unknown $10399($10187,12i) radar_icon_or_model 8 
0008: $10187 += 1 // integer values 

:CARMOD_16355
0084: $10243($10193,12i) = $10188 // integer values and handles 
0008: $10193 += 1 // integer values 

:CARMOD_16374
00D6: if 
04A3:   $10189 == 2 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16465 
00D6: if 
0038:   $10194 == 0 // integer values 
004D: jump_if_false @CARMOD_16446 
05A9: $2450($10187,12s) = 'CARM2' // 8-byte strings  // Spoilerek
04AE: unknown $10399($10187,12i) radar_icon_or_model 2 
0008: $10187 += 1 // integer values 

:CARMOD_16446
0084: $10255($10194,12i) = $10188 // integer values and handles 
0008: $10194 += 1 // integer values 

:CARMOD_16465
00D6: if 
04A3:   $10189 == 0 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16556 
00D6: if 
0038:   $10195 == 0 // integer values 
004D: jump_if_false @CARMOD_16537 
05A9: $2450($10187,12s) = 'CARM3' // 8-byte strings  // Motorhztet
04AE: unknown $10399($10187,12i) radar_icon_or_model 0 
0008: $10187 += 1 // integer values 

:CARMOD_16537
0084: $10267($10195,12i) = $10188 // integer values and handles 
0008: $10195 += 1 // integer values 

:CARMOD_16556
00D6: if 
04A3:   $10189 == 1 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16647 
00D6: if 
0038:   $10196 == 0 // integer values 
004D: jump_if_false @CARMOD_16628 
05A9: $2450($10187,12s) = 'CARM17' // 8-byte strings  // Nylsok
04AE: unknown $10399($10187,12i) radar_icon_or_model 1 
0008: $10187 += 1 // integer values 

:CARMOD_16628
0084: $10279($10196,12i) = $10188 // integer values and handles 
0008: $10196 += 1 // integer values 

:CARMOD_16647
00D6: if 
04A3:   $10189 == 14 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16738 
00D6: if 
0038:   $10198 == 0 // integer values 
004D: jump_if_false @CARMOD_16719 
05A9: $2450($10187,12s) = 'CARM7' // 8-byte strings  // Ells lkhrt
04AE: unknown $10399($10187,12i) radar_icon_or_model 14 
0008: $10187 += 1 // integer values 

:CARMOD_16719
0084: $10291($10198,12i) = $10188 // integer values and handles 
0008: $10198 += 1 // integer values 

:CARMOD_16738
00D6: if 
04A3:   $10189 == 15 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16829 
00D6: if 
0038:   $10199 == 0 // integer values 
004D: jump_if_false @CARMOD_16810 
05A9: $2450($10187,12s) = 'CARM8' // 8-byte strings  // Hts lkhrt
04AE: unknown $10399($10187,12i) radar_icon_or_model 15 
0008: $10187 += 1 // integer values 

:CARMOD_16810
0084: $10303($10199,12i) = $10188 // integer values and handles 
0008: $10199 += 1 // integer values 

:CARMOD_16829
00D6: if 
04A3:   $10189 == 6 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_16920 
00D6: if 
0038:   $10200 == 0 // integer values 
004D: jump_if_false @CARMOD_16901 
05A9: $2450($10187,12s) = 'CARM9' // 8-byte strings  // Lmpa
04AE: unknown $10399($10187,12i) radar_icon_or_model 6 
0008: $10187 += 1 // integer values 

:CARMOD_16901
0084: $10315($10200,12i) = $10188 // integer values and handles 
0008: $10200 += 1 // integer values 

:CARMOD_16920
00D6: if 
04A3:   $10189 == 4 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_17011 
00D6: if 
0038:   $10201 == 0 // integer values 
004D: jump_if_false @CARMOD_16992 
05A9: $2450($10187,12s) = 'CARM13' // 8-byte strings  // Ells dszts
04AE: unknown $10399($10187,12i) radar_icon_or_model 4 
0008: $10187 += 1 // integer values 

:CARMOD_16992
0084: $10327($10201,12i) = $10188 // integer values and handles 
0008: $10201 += 1 // integer values 

:CARMOD_17011
00D6: if 
04A3:   $10189 == 5 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_17102 
00D6: if 
0038:   $10202 == 0 // integer values 
004D: jump_if_false @CARMOD_17083 
05A9: $2450($10187,12s) = 'CARM14' // 8-byte strings  // Hts lkhrtrcs
04AE: unknown $10399($10187,12i) radar_icon_or_model 5 
0008: $10187 += 1 // integer values 

:CARMOD_17083
0084: $10339($10202,12i) = $10188 // integer values and handles 
0008: $10202 += 1 // integer values 

:CARMOD_17102
00D6: if 
04A3:   $10189 == 16 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_17193 
00D6: if 
0038:   $10203 == 0 // integer values 
004D: jump_if_false @CARMOD_17174 
05A9: $2450($10187,12s) = 'CARM15' // 8-byte strings  // Egyb
04AE: unknown $10399($10187,12i) radar_icon_or_model 16 
0008: $10187 += 1 // integer values 

:CARMOD_17174
0084: $10351($10203,12i) = $10188 // integer values and handles 
0008: $10203 += 1 // integer values 

:CARMOD_17193
00D6: if 
04A3:   $10189 == 9 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_17284 
00D6: if 
0038:   $10206 == 0 // integer values 
004D: jump_if_false @CARMOD_17265 
05A9: $2450($10187,12s) = 'CARM18' // 8-byte strings  // Hidraulika
04AE: unknown $10399($10187,12i) radar_icon_or_model 9 
0008: $10187 += 1 // integer values 

:CARMOD_17265
0084: $10387($10206,12i) = $10188 // integer values and handles 
0008: $10206 += 1 // integer values 

:CARMOD_17284
00D6: if 
04A3:   $10189 == 10 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_17375 
00D6: if 
0038:   $10205 == 0 // integer values 
004D: jump_if_false @CARMOD_17356 
05A9: $2450($10187,12s) = 'CARM16' // 8-byte strings  // Sztere berendezse
04AE: unknown $10399($10187,12i) radar_icon_or_model 10 
0008: $10187 += 1 // integer values 

:CARMOD_17356
0084: $10375($10205,12i) = $10188 // integer values and handles 
0008: $10205 += 1 // integer values 

:CARMOD_17375
0008: $10445 += 1 // integer values 
0002: jump @CARMOD_15884 

:CARMOD_17389
0084: $2515 = $10187 // integer values and handles 
0050: gosub @CARMOD_21347 
0051: return 

:CARMOD_17406
00D6: if 
0038:   $10399($10411,12i) == 100 // integer values 
004D: jump_if_false @CARMOD_17617 
0004: $10413 = 0 // integer values 
0084: $10414 = $10446 // integer values and handles 

:CARMOD_17443
00D6: if 
001C:   $10446 > $10413 // integer values 
004D: jump_if_false @CARMOD_17554 
05A9: $2450($10413,12s) = 'PAINTJB' // 8-byte strings 
0004: $2426($10413,12i) = 500 // integer values 
00D6: if 
003A:   $10085 == $10413 // integer values and handles 
004D: jump_if_false @CARMOD_17529 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_17540 

:CARMOD_17529
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_17540
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_17443 

:CARMOD_17554
0084: $2515 = $10446 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10166 // floating-point values only 
0086: $10182 = $10167 // floating-point values only 
0086: $10183 = $10168 // floating-point values only 
0086: $10184 = $10169 // floating-point values only 
0086: $10185 = $10170 // floating-point values only 
0086: $10186 = $10171 // floating-point values only 

:CARMOD_17617
00D6: if 
04A3:   $10399($10411,12i) == 12 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_17850 
0004: $10413 = 0 // integer values 
0084: $10414 = $10197 // integer values and handles 

:CARMOD_17654
00D6: if 
001C:   $10197 > $10413 // integer values 
004D: jump_if_false @CARMOD_17787 
078C: $2450($10413,12s) = get_name_from_object_model $10363($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10363($10413,12i) 
0084: $2438($10413,12i) = $10363($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10363($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_17762 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_17773 

:CARMOD_17762
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_17773
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_17654 

:CARMOD_17787
0084: $2515 = $10197 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10094 // floating-point values only 
0086: $10182 = $10095 // floating-point values only 
0086: $10183 = $10096 // floating-point values only 
0086: $10184 = $10097 // floating-point values only 
0086: $10185 = $10098 // floating-point values only 
0086: $10186 = $10099 // floating-point values only 

:CARMOD_17850
00D6: if 
04A3:   $10399($10411,12i) == 3 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_18083 
0004: $10413 = 0 // integer values 
0084: $10414 = $10190 // integer values and handles 

:CARMOD_17887
00D6: if 
001C:   $10190 > $10413 // integer values 
004D: jump_if_false @CARMOD_18020 
078C: $2450($10413,12s) = get_name_from_object_model $10207($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10207($10413,12i) 
0084: $2438($10413,12i) = $10207($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10207($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_17995 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_18006 

:CARMOD_17995
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_18006
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_17887 

:CARMOD_18020
0084: $2515 = $10190 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10106 // floating-point values only 
0086: $10182 = $10107 // floating-point values only 
0086: $10183 = $10108 // floating-point values only 
0086: $10184 = $10109 // floating-point values only 
0086: $10185 = $10110 // floating-point values only 
0086: $10186 = $10111 // floating-point values only 

:CARMOD_18083
00D6: if 
04A3:   $10399($10411,12i) == 7 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_18316 
0004: $10413 = 0 // integer values 
0084: $10414 = $10191 // integer values and handles 

:CARMOD_18120
00D6: if 
001C:   $10191 > $10413 // integer values 
004D: jump_if_false @CARMOD_18253 
078C: $2450($10413,12s) = get_name_from_object_model $10219($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10219($10413,12i) 
0084: $2438($10413,12i) = $10219($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10219($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_18228 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_18239 

:CARMOD_18228
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_18239
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_18120 

:CARMOD_18253
0084: $2515 = $10191 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10112 // floating-point values only 
0086: $10182 = $10113 // floating-point values only 
0086: $10183 = $10114 // floating-point values only 
0086: $10184 = $10115 // floating-point values only 
0086: $10185 = $10116 // floating-point values only 
0086: $10186 = $10117 // floating-point values only 

:CARMOD_18316
00D6: if 
04A3:   $10399($10411,12i) == 13 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_18549 
0004: $10413 = 0 // integer values 
0084: $10414 = $10192 // integer values and handles 

:CARMOD_18353
00D6: if 
001C:   $10192 > $10413 // integer values 
004D: jump_if_false @CARMOD_18486 
078C: $2450($10413,12s) = get_name_from_object_model $10231($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10231($10413,12i) 
0084: $2438($10413,12i) = $10231($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10231($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_18461 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_18472 

:CARMOD_18461
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_18472
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_18353 

:CARMOD_18486
0084: $2515 = $10192 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10124 // floating-point values only 
0086: $10182 = $10125 // floating-point values only 
0086: $10183 = $10126 // floating-point values only 
0086: $10184 = $10127 // floating-point values only 
0086: $10185 = $10128 // floating-point values only 
0086: $10186 = $10129 // floating-point values only 

:CARMOD_18549
00D6: if 
04A3:   $10399($10411,12i) == 8 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_18782 
0004: $10413 = 0 // integer values 
0084: $10414 = $10193 // integer values and handles 

:CARMOD_18586
00D6: if 
001C:   $10193 > $10413 // integer values 
004D: jump_if_false @CARMOD_18719 
078C: $2450($10413,12s) = get_name_from_object_model $10243($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10243($10413,12i) 
0084: $2438($10413,12i) = $10243($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10243($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_18694 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_18705 

:CARMOD_18694
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_18705
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_18586 

:CARMOD_18719
0084: $2515 = $10193 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10160 // floating-point values only 
0086: $10182 = $10161 // floating-point values only 
0086: $10183 = $10162 // floating-point values only 
0086: $10184 = $10163 // floating-point values only 
0086: $10185 = $10164 // floating-point values only 
0086: $10186 = $10165 // floating-point values only 

:CARMOD_18782
00D6: if 
04A3:   $10399($10411,12i) == 2 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_19015 
0004: $10413 = 0 // integer values 
0084: $10414 = $10194 // integer values and handles 

:CARMOD_18819
00D6: if 
001C:   $10194 > $10413 // integer values 
004D: jump_if_false @CARMOD_18952 
078C: $2450($10413,12s) = get_name_from_object_model $10255($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10255($10413,12i) 
0084: $2438($10413,12i) = $10255($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10255($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_18927 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_18938 

:CARMOD_18927
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_18938
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_18819 

:CARMOD_18952
0084: $2515 = $10194 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10100 // floating-point values only 
0086: $10182 = $10101 // floating-point values only 
0086: $10183 = $10102 // floating-point values only 
0086: $10184 = $10103 // floating-point values only 
0086: $10185 = $10104 // floating-point values only 
0086: $10186 = $10105 // floating-point values only 

:CARMOD_19015
00D6: if 
04A3:   $10399($10411,12i) == 0 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_19248 
0004: $10413 = 0 // integer values 
0084: $10414 = $10195 // integer values and handles 

:CARMOD_19052
00D6: if 
001C:   $10195 > $10413 // integer values 
004D: jump_if_false @CARMOD_19185 
078C: $2450($10413,12s) = get_name_from_object_model $10267($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10267($10413,12i) 
0084: $2438($10413,12i) = $10267($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10267($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_19160 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_19171 

:CARMOD_19160
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_19171
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_19052 

:CARMOD_19185
0084: $2515 = $10195 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10118 // floating-point values only 
0086: $10182 = $10119 // floating-point values only 
0086: $10183 = $10120 // floating-point values only 
0086: $10184 = $10121 // floating-point values only 
0086: $10185 = $10122 // floating-point values only 
0086: $10186 = $10123 // floating-point values only 

:CARMOD_19248
00D6: if 
04A3:   $10399($10411,12i) == 1 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_19481 
0004: $10413 = 0 // integer values 
0084: $10414 = $10196 // integer values and handles 

:CARMOD_19285
00D6: if 
001C:   $10196 > $10413 // integer values 
004D: jump_if_false @CARMOD_19418 
078C: $2450($10413,12s) = get_name_from_object_model $10279($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10279($10413,12i) 
0084: $2438($10413,12i) = $10279($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10279($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_19393 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_19404 

:CARMOD_19393
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_19404
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_19285 

:CARMOD_19418
0084: $2515 = $10196 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10118 // floating-point values only 
0086: $10182 = $10119 // floating-point values only 
0086: $10183 = $10120 // floating-point values only 
0086: $10184 = $10121 // floating-point values only 
0086: $10185 = $10122 // floating-point values only 
0086: $10186 = $10123 // floating-point values only 

:CARMOD_19481
00D6: if 
04A3:   $10399($10411,12i) == 14 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_19714 
0004: $10413 = 0 // integer values 
0084: $10414 = $10198 // integer values and handles 

:CARMOD_19518
00D6: if 
001C:   $10198 > $10413 // integer values 
004D: jump_if_false @CARMOD_19651 
078C: $2450($10413,12s) = get_name_from_object_model $10291($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10291($10413,12i) 
0084: $2438($10413,12i) = $10291($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10291($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_19626 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_19637 

:CARMOD_19626
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_19637
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_19518 

:CARMOD_19651
0084: $2515 = $10198 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10130 // floating-point values only 
0086: $10182 = $10131 // floating-point values only 
0086: $10183 = $10132 // floating-point values only 
0086: $10184 = $10133 // floating-point values only 
0086: $10185 = $10134 // floating-point values only 
0086: $10186 = $10135 // floating-point values only 

:CARMOD_19714
00D6: if 
04A3:   $10399($10411,12i) == 15 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_19947 
0004: $10413 = 0 // integer values 
0084: $10414 = $10199 // integer values and handles 

:CARMOD_19751
00D6: if 
001C:   $10199 > $10413 // integer values 
004D: jump_if_false @CARMOD_19884 
078C: $2450($10413,12s) = get_name_from_object_model $10303($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10303($10413,12i) 
0084: $2438($10413,12i) = $10303($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10303($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_19859 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_19870 

:CARMOD_19859
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_19870
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_19751 

:CARMOD_19884
0084: $2515 = $10199 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10136 // floating-point values only 
0086: $10182 = $10137 // floating-point values only 
0086: $10183 = $10138 // floating-point values only 
0086: $10184 = $10139 // floating-point values only 
0086: $10185 = $10140 // floating-point values only 
0086: $10186 = $10141 // floating-point values only 

:CARMOD_19947
00D6: if 
04A3:   $10399($10411,12i) == 6 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_20180 
0004: $10413 = 0 // integer values 
0084: $10414 = $10200 // integer values and handles 

:CARMOD_19984
00D6: if 
001C:   $10200 > $10413 // integer values 
004D: jump_if_false @CARMOD_20117 
078C: $2450($10413,12s) = get_name_from_object_model $10315($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10315($10413,12i) 
0084: $2438($10413,12i) = $10315($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10315($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_20092 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_20103 

:CARMOD_20092
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_20103
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_19984 

:CARMOD_20117
0084: $2515 = $10200 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10142 // floating-point values only 
0086: $10182 = $10143 // floating-point values only 
0086: $10183 = $10144 // floating-point values only 
0086: $10184 = $10145 // floating-point values only 
0086: $10185 = $10146 // floating-point values only 
0086: $10186 = $10147 // floating-point values only 

:CARMOD_20180
00D6: if 
04A3:   $10399($10411,12i) == 4 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_20413 
0004: $10413 = 0 // integer values 
0084: $10414 = $10201 // integer values and handles 

:CARMOD_20217
00D6: if 
001C:   $10201 > $10413 // integer values 
004D: jump_if_false @CARMOD_20350 
078C: $2450($10413,12s) = get_name_from_object_model $10327($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10327($10413,12i) 
0084: $2438($10413,12i) = $10327($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10327($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_20325 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_20336 

:CARMOD_20325
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_20336
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_20217 

:CARMOD_20350
0084: $2515 = $10201 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10148 // floating-point values only 
0086: $10182 = $10149 // floating-point values only 
0086: $10183 = $10150 // floating-point values only 
0086: $10184 = $10151 // floating-point values only 
0086: $10185 = $10152 // floating-point values only 
0086: $10186 = $10153 // floating-point values only 

:CARMOD_20413
00D6: if 
04A3:   $10399($10411,12i) == 5 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_20646 
0004: $10413 = 0 // integer values 
0084: $10414 = $10202 // integer values and handles 

:CARMOD_20450
00D6: if 
001C:   $10202 > $10413 // integer values 
004D: jump_if_false @CARMOD_20583 
078C: $2450($10413,12s) = get_name_from_object_model $10339($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10339($10413,12i) 
0084: $2438($10413,12i) = $10339($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10339($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_20558 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_20569 

:CARMOD_20558
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_20569
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_20450 

:CARMOD_20583
0084: $2515 = $10202 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10154 // floating-point values only 
0086: $10182 = $10155 // floating-point values only 
0086: $10183 = $10156 // floating-point values only 
0086: $10184 = $10157 // floating-point values only 
0086: $10185 = $10158 // floating-point values only 
0086: $10186 = $10159 // floating-point values only 

:CARMOD_20646
00D6: if 
04A3:   $10399($10411,12i) == 16 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_20879 
0004: $10413 = 0 // integer values 
0084: $10414 = $10203 // integer values and handles 

:CARMOD_20683
00D6: if 
001C:   $10203 > $10413 // integer values 
004D: jump_if_false @CARMOD_20816 
078C: $2450($10413,12s) = get_name_from_object_model $10351($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10351($10413,12i) 
0084: $2438($10413,12i) = $10351($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10351($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_20791 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_20802 

:CARMOD_20791
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_20802
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_20683 

:CARMOD_20816
0084: $2515 = $10203 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10172 // floating-point values only 
0086: $10182 = $10173 // floating-point values only 
0086: $10183 = $10174 // floating-point values only 
0086: $10184 = $10175 // floating-point values only 
0086: $10185 = $10176 // floating-point values only 
0086: $10186 = $10177 // floating-point values only 

:CARMOD_20879
00D6: if 
04A3:   $10399($10411,12i) == 9 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_21112 
0004: $10413 = 0 // integer values 
0084: $10414 = $10206 // integer values and handles 

:CARMOD_20916
00D6: if 
001C:   $10206 > $10413 // integer values 
004D: jump_if_false @CARMOD_21049 
078C: $2450($10413,12s) = get_name_from_object_model $10387($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10387($10413,12i) 
0084: $2438($10413,12i) = $10387($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10387($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_21024 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_21035 

:CARMOD_21024
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_21035
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_20916 

:CARMOD_21049
0084: $2515 = $10206 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10166 // floating-point values only 
0086: $10182 = $10167 // floating-point values only 
0086: $10183 = $10168 // floating-point values only 
0086: $10184 = $10169 // floating-point values only 
0086: $10185 = $10170 // floating-point values only 
0086: $10186 = $10171 // floating-point values only 

:CARMOD_21112
00D6: if 
04A3:   $10399($10411,12i) == 10 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_21345 
0004: $10413 = 0 // integer values 
0084: $10414 = $10205 // integer values and handles 

:CARMOD_21149
00D6: if 
001C:   $10205 > $10413 // integer values 
004D: jump_if_false @CARMOD_21282 
078C: $2450($10413,12s) = get_name_from_object_model $10375($10413,12i) 
0761: $2426($10413,12i) = get_price_from_object_model $10375($10413,12i) 
0084: $2438($10413,12i) = $10375($10413,12i) // integer values and handles 
00D6: if 
003A:   $10421 == $10375($10413,12i) // integer values and handles 
004D: jump_if_false @CARMOD_21257 
0004: $2498($10413,12i) = 0 // integer values 
0002: jump @CARMOD_21268 

:CARMOD_21257
0004: $2498($10413,12i) = 1 // integer values 

:CARMOD_21268
0008: $10413 += 1 // integer values 
0002: jump @CARMOD_21149 

:CARMOD_21282
0084: $2515 = $10205 // integer values and handles 
0050: gosub @CARMOD_21347 
0086: $10181 = $10166 // floating-point values only 
0086: $10182 = $10167 // floating-point values only 
0086: $10183 = $10168 // floating-point values only 
0086: $10184 = $10169 // floating-point values only 
0086: $10185 = $10170 // floating-point values only 
0086: $10186 = $10171 // floating-point values only 

:CARMOD_21345
0051: return 

:CARMOD_21347
00D6: if 
001A:   12 > $2515 // integer values 
004D: jump_if_false @CARMOD_21419 
0004: $2438($2515,12i) = -1 // integer values 
0004: $2426($2515,12i) = 0 // integer values 
05A9: $2450($2515,12s) = 'DUMMY' // 8-byte strings 
0008: $2515 += 1 // integer values 
0002: jump @CARMOD_21347 

:CARMOD_21419
0051: return 

:CARMOD_21421
00D6: if 
0038:   $10437 == 0 // integer values 
004D: jump_if_false @CARMOD_22335 
00D6: if 
0038:   $10443 == 1 // integer values 
004D: jump_if_false @CARMOD_21492 
05A9: s$10432 = 'CARCOL1' // 8-byte strings  // 1-es kocsi szn
05A9: s$10434 = 'DUMMY' // 8-byte strings 
0002: jump @CARMOD_21520 

:CARMOD_21492
05A9: s$10432 = 'CARCOL1' // 8-byte strings  // 1-es kocsi szn
05A9: s$10434 = 'CARCOL2' // 8-byte strings  // 2. aut szn

:CARMOD_21520
0512: permanent_text_box 'MODH5'  // Hasznld a(z) ~k~~VEHICLE_STEERUP~-t s a(z) ~k~~VEHICLE_STEERDOWN~-t, hogy kivlassz egy terletet.~N~~k~~PED_SPRINT~ Kivlaszt~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_21593 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_21834 

:CARMOD_21593
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_21655 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_21834 

:CARMOD_21655
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_21717 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_21834 

:CARMOD_21717
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_21779 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_21834 

:CARMOD_21779
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_21834 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Fejlesztsek

:CARMOD_21834
08D6: set_panel $10436 column 0 alignment 1 
08DB: set_panel $10436 column 0 header 'UPGRADE' data s$10432 s$10434 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Fejlesztsek
00D6: if 
0038:   $10443 == 1 // integer values 
004D: jump_if_false @CARMOD_22134 
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $10436 column 1 row 0 text_1number 'DOLLAR' 150  // $~1~
0002: jump @CARMOD_22309 

:CARMOD_22134
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $10436 column 1 row 0 text_1number 'DOLLAR' 150  // $~1~
08EE: set_panel $10436 column 1 row 1 text_1number 'DOLLAR' 150  // $~1~

:CARMOD_22309
09DB: set_panel $10436 column 0 width 140 
09DB: set_panel $10436 column 1 width 46 
0004: $10437 = 1 // integer values 

:CARMOD_22335
0051: return 

:CARMOD_22337
00D6: if or
04A3:   $10444 == 401 // integer values OR floating-point values 
04A3:   $10444 == 402 // integer values OR floating-point values 
04A3:   $10444 == 404 // integer values OR floating-point values 
04A3:   $10444 == 405 // integer values OR floating-point values 
04A3:   $10444 == 409 // integer values OR floating-point values 
04A3:   $10444 == 410 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22403 
0004: $10443 = 1 // integer values 

:CARMOD_22403
00D6: if or
04A3:   $10444 == 411 // integer values OR floating-point values 
04A3:   $10444 == 412 // integer values OR floating-point values 
04A3:   $10444 == 413 // integer values OR floating-point values 
04A3:   $10444 == 415 // integer values OR floating-point values 
04A3:   $10444 == 418 // integer values OR floating-point values 
04A3:   $10444 == 419 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22469 
0004: $10443 = 1 // integer values 

:CARMOD_22469
00D6: if or
04A3:   $10444 == 421 // integer values OR floating-point values 
04A3:   $10444 == 426 // integer values OR floating-point values 
04A3:   $10444 == 434 // integer values OR floating-point values 
04A3:   $10444 == 436 // integer values OR floating-point values 
04A3:   $10444 == 440 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22527 
0004: $10443 = 1 // integer values 

:CARMOD_22527
00D6: if or
04A3:   $10444 == 444 // integer values OR floating-point values 
04A3:   $10444 == 445 // integer values OR floating-point values 
04A3:   $10444 == 451 // integer values OR floating-point values 
04A3:   $10444 == 457 // integer values OR floating-point values 
04A3:   $10444 == 458 // integer values OR floating-point values 
04A3:   $10444 == 461 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22593 
0004: $10443 = 1 // integer values 

:CARMOD_22593
00D6: if or
04A3:   $10444 == 462 // integer values OR floating-point values 
04A3:   $10444 == 463 // integer values OR floating-point values 
04A3:   $10444 == 468 // integer values OR floating-point values 
04A3:   $10444 == 474 // integer values OR floating-point values 
04A3:   $10444 == 475 // integer values OR floating-point values 
04A3:   $10444 == 477 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22659 
0004: $10443 = 1 // integer values 

:CARMOD_22659
00D6: if or
04A3:   $10444 == 478 // integer values OR floating-point values 
04A3:   $10444 == 481 // integer values OR floating-point values 
04A3:   $10444 == 482 // integer values OR floating-point values 
04A3:   $10444 == 500 // integer values OR floating-point values 
04A3:   $10444 == 506 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22717 
0004: $10443 = 1 // integer values 

:CARMOD_22717
00D6: if or
04A3:   $10444 == 507 // integer values OR floating-point values 
04A3:   $10444 == 510 // integer values OR floating-point values 
04A3:   $10444 == 516 // integer values OR floating-point values 
04A3:   $10444 == 518 // integer values OR floating-point values 
04A3:   $10444 == 521 // integer values OR floating-point values 
04A3:   $10444 == 526 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22783 
0004: $10443 = 1 // integer values 

:CARMOD_22783
00D6: if or
04A3:   $10444 == 527 // integer values OR floating-point values 
04A3:   $10444 == 529 // integer values OR floating-point values 
04A3:   $10444 == 530 // integer values OR floating-point values 
04A3:   $10444 == 531 // integer values OR floating-point values 
04A3:   $10444 == 533 // integer values OR floating-point values 
04A3:   $10444 == 534 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22849 
0004: $10443 = 1 // integer values 

:CARMOD_22849
00D6: if or
04A3:   $10444 == 539 // integer values OR floating-point values 
04A3:   $10444 == 540 // integer values OR floating-point values 
04A3:   $10444 == 543 // integer values OR floating-point values 
04A3:   $10444 == 545 // integer values OR floating-point values 
04A3:   $10444 == 546 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22907 
0004: $10443 = 1 // integer values 

:CARMOD_22907
00D6: if or
04A3:   $10444 == 547 // integer values OR floating-point values 
04A3:   $10444 == 550 // integer values OR floating-point values 
04A3:   $10444 == 551 // integer values OR floating-point values 
04A3:   $10444 == 552 // integer values OR floating-point values 
04A3:   $10444 == 555 // integer values OR floating-point values 
04A3:   $10444 == 556 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_22973 
0004: $10443 = 1 // integer values 

:CARMOD_22973
00D6: if or
04A3:   $10444 == 559 // integer values OR floating-point values 
04A3:   $10444 == 560 // integer values OR floating-point values 
04A3:   $10444 == 561 // integer values OR floating-point values 
04A3:   $10444 == 509 // integer values OR floating-point values 
04A3:   $10444 == 562 // integer values OR floating-point values 
04A3:   $10444 == 558 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23039 
0004: $10443 = 1 // integer values 

:CARMOD_23039
00D6: if or
04A3:   $10444 == 565 // integer values OR floating-point values 
04A3:   $10444 == 571 // integer values OR floating-point values 
04A3:   $10444 == 572 // integer values OR floating-point values 
04A3:   $10444 == 574 // integer values OR floating-point values 
04A3:   $10444 == 579 // integer values OR floating-point values 
04A3:   $10444 == 580 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23105 
0004: $10443 = 1 // integer values 

:CARMOD_23105
00D6: if or
04A3:   $10444 == 581 // integer values OR floating-point values 
04A3:   $10444 == 582 // integer values OR floating-point values 
04A3:   $10444 == 585 // integer values OR floating-point values 
04A3:   $10444 == 586 // integer values OR floating-point values 
04A3:   $10444 == 589 // integer values OR floating-point values 
04A3:   $10444 == 543 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23171 
0004: $10443 = 1 // integer values 

:CARMOD_23171
00D6: if or
04A3:   $10444 == 587 // integer values OR floating-point values 
04A3:   $10444 == 600 // integer values OR floating-point values 
04A3:   $10444 == 602 // integer values OR floating-point values 
04A3:   $10444 == 420 // integer values OR floating-point values 
04A3:   $10444 == 400 // integer values OR floating-point values 
04A3:   $10444 == 439 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23237 
0004: $10443 = 1 // integer values 

:CARMOD_23237
00D6: if or
04A3:   $10444 == 535 // integer values OR floating-point values 
04A3:   $10444 == 542 // integer values OR floating-point values 
04A3:   $10444 == 549 // integer values OR floating-point values 
04A3:   $10444 == 438 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23287 
0004: $10443 = 1 // integer values 

:CARMOD_23287
00D6: if or
04A3:   $10444 == 422 // integer values OR floating-point values 
04A3:   $10444 == 423 // integer values OR floating-point values 
04A3:   $10444 == 424 // integer values OR floating-point values 
04A3:   $10444 == 429 // integer values OR floating-point values 
04A3:   $10444 == 442 // integer values OR floating-point values 
04A3:   $10444 == 536 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23353 
0004: $10443 = 2 // integer values 

:CARMOD_23353
00D6: if or
04A3:   $10444 == 466 // integer values OR floating-point values 
04A3:   $10444 == 467 // integer values OR floating-point values 
04A3:   $10444 == 471 // integer values OR floating-point values 
04A3:   $10444 == 479 // integer values OR floating-point values 
04A3:   $10444 == 483 // integer values OR floating-point values 
04A3:   $10444 == 489 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23419 
0004: $10443 = 2 // integer values 

:CARMOD_23419
00D6: if or
04A3:   $10444 == 491 // integer values OR floating-point values 
04A3:   $10444 == 492 // integer values OR floating-point values 
04A3:   $10444 == 494 // integer values OR floating-point values 
04A3:   $10444 == 495 // integer values OR floating-point values 
04A3:   $10444 == 496 // integer values OR floating-point values 
04A3:   $10444 == 502 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23485 
0004: $10443 = 2 // integer values 

:CARMOD_23485
00D6: if or
04A3:   $10444 == 503 // integer values OR floating-point values 
04A3:   $10444 == 504 // integer values OR floating-point values 
04A3:   $10444 == 517 // integer values OR floating-point values 
04A3:   $10444 == 522 // integer values OR floating-point values 
04A3:   $10444 == 525 // integer values OR floating-point values 
04A3:   $10444 == 480 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23551 
0004: $10443 = 2 // integer values 

:CARMOD_23551
00D6: if or
04A3:   $10444 == 541 // integer values OR floating-point values 
04A3:   $10444 == 517 // integer values OR floating-point values 
04A3:   $10444 == 554 // integer values OR floating-point values 
04A3:   $10444 == 567 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23601 
0004: $10443 = 2 // integer values 

:CARMOD_23601
00D6: if or
04A3:   $10444 == 573 // integer values OR floating-point values 
04A3:   $10444 == 575 // integer values OR floating-point values 
04A3:   $10444 == 576 // integer values OR floating-point values 
04A3:   $10444 == 583 // integer values OR floating-point values 
04A3:   $10444 == 603 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23659 
0004: $10443 = 2 // integer values 

:CARMOD_23659
00D6: if 
04A3:   $10444 == 557 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23685 
0004: $10443 = 2 // integer values 

:CARMOD_23685
0051: return 

:CARMOD_23687
0004: $2515 = 0 // integer values 
0004: $10481 = 0 // integer values 

:CARMOD_23701
00D6: if 
001A:   16 > $2515 // integer values 
004D: jump_if_false @CARMOD_23781 
06E5: (unknown) $CARMOD_CAR $10449($2515,16i) $10465($2515,16i) 
00D6: if 
8038:   not  $10465($2515,16i) == -1 // integer values 
004D: jump_if_false @CARMOD_23767 
0008: $10481 += 1 // integer values 

:CARMOD_23767
0008: $2515 += 1 // integer values 
0002: jump @CARMOD_23701 

:CARMOD_23781
0051: return 

:CARMOD_23783
00D6: if 
0038:   $10425 == 0 // integer values 
004D: jump_if_false @CARMOD_24473 
0512: permanent_text_box 'MODH2'  // Hasznld a(z) ~k~~VEHICLE_STEERUP~-t s a(z) ~k~~VEHICLE_STEERDOWN~-t, hogy kivlassz egy fejlesztst.~N~~k~~PED_SPRINT~ Trgy megvtele~N~~k~~VEHICLE_ENTER_EXIT~ Vissza
00D6: if 
04A3:   $154 == 0 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23874 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_24115 

:CARMOD_23874
00D6: if 
04A3:   $154 == 1 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23936 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_24115 

:CARMOD_23936
00D6: if 
04A3:   $154 == 2 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_23998 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_24115 

:CARMOD_23998
00D6: if 
04A3:   $154 == 3 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_24060 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fejlesztsek
0002: jump @CARMOD_24115 

:CARMOD_24060
00D6: if 
04A3:   $154 == 4 // integer values OR floating-point values 
004D: jump_if_false @CARMOD_24115 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Fejlesztsek

:CARMOD_24115
08D6: set_panel $10424 column 0 alignment 1 
08DB: set_panel $10424 column 0 header 'UPGRADE' data $2450($10412,12s) 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Fejlesztsek
00D6: if 
0038:   $10399($10411,12i) == 100 // integer values 
004D: jump_if_false @CARMOD_24289 
08EE: set_panel $10424 column 0 row 0 text_1number 'PJOB' $10087  // Festmunka ~1~

:CARMOD_24289
08D6: set_panel $10424 column 1 alignment 2 
08DB: set_panel $10424 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $10424 column 1 row 0 text_1number 'DOLLAR' $2426($10412,12i)  // $~1~
09DB: set_panel $10424 column 0 width 140 
09DB: set_panel $10424 column 1 width 46 
0004: $10425 = 1 // integer values 

:CARMOD_24473
0051: return 
004E: end_thread 

//-------------External script 67 (CRANE1)---------------

:CRANE1
03A4: name_thread 'CRANE1' 
0006: 5@ = 0 // integer values 
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @CRANE1_102 
029B: 0@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 1@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 2@ = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE1_102
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_258 
00D6: if 
04E5:   unknown_object 0@ near_point -2080.441 256.015 radius 10.0 10.0 unknown 0 
004D: jump_if_false @CRANE1_188 
008B: 1@ = $2723 // integer values and handles 
008B: 2@ = $2724 // integer values and handles 
008B: 3@ = $2726 // integer values and handles 
008B: 4@ = $2725 // integer values and handles 

:CRANE1_188
00D6: if 
04E5:   unknown_object 0@ near_point 2399.202 1879.139 radius 10.0 10.0 unknown 0 
004D: jump_if_false @CRANE1_258 
008B: 1@ = $2744 // integer values and handles 
008B: 2@ = $2745 // integer values and handles 
008B: 3@ = $2747 // integer values and handles 
008B: 4@ = $2746 // integer values and handles 

:CRANE1_258
0004: $10490 = 0 // integer values 
0006: 21@ = 0 // integer values 

:CRANE1_272
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_2496 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_2489 
00D6: if 
0038:   $10493 == 0 // integer values 
004D: jump_if_false @CRANE1_2489 
00D6: if 
0038:   $1911 == 1 // integer values 
004D: jump_if_false @CRANE1_351 
0050: gosub @CRANE1_2512 

:CRANE1_351
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @CRANE1_2487 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 1 // integer values 
004D: jump_if_false @CRANE1_407 
0050: gosub @CRANE1_2512 

:CRANE1_407
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @CRANE1_461 
0400: create_coordinate 9@ 10@ 11@ from_object 0@ offset 0.0 -7.2092 -31.7581 
000A: 5@ += 1 // integer values 

:CRANE1_461
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @CRANE1_646 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 9@ 10@ 11@ radius 1.2 1.2 1.5 
004D: jump_if_false @CRANE1_619 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @CRANE1_612 
00D6: if 
0038:   $10490 == 0 // integer values 
004D: jump_if_false @CRANE1_573 
0512: permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Daru kezelse
0004: $10490 = 1 // integer values 

:CRANE1_573
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CRANE1_612 
000A: 5@ += 1 // integer values 
0006: 32@ = 6000 // integer values 
0004: $10490 = 0 // integer values 

:CRANE1_612
0002: jump @CRANE1_646 

:CRANE1_619
00D6: if 
8038:   not  $10490 == 0 // integer values 
004D: jump_if_false @CRANE1_646 
03E6: remove_text_box 
0004: $10490 = 0 // integer values 

:CRANE1_646
00D6: if 
0039:   5@ == 2 // integer values 
004D: jump_if_false @CRANE1_1068 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_688 
097B: play_sound 1@ on_object 1019 

:CRANE1_688
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
016A: fade 0 500 ms 

:CRANE1_706
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE1_730 
0001: wait 0 ms 
0002: jump @CRANE1_706 

:CRANE1_730
00D6: if 
07D6:   1@ $2723 
004D: jump_if_false @CRANE1_758 
079E: (unknown) 
0002: jump @CRANE1_760 

:CRANE1_758
07FA: (unknown) 

:CRANE1_760
0A44: (unknown) 1 
0176: 7@ = object 1@ z_angle 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01BB: store_object 2@ position_to 12@ 13@ 14@ 
0509: 8@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 12@ 13@ 
00D6: if 
0021:   8@ > 47.5 // floating-point values 
004D: jump_if_false @CRANE1_848 
0007: 8@ = 47.5 // floating-point values 

:CRANE1_848
00D6: if 
0023:   10.0 > 8@ // floating-point values 
004D: jump_if_false @CRANE1_879 
0007: 8@ = 10.0 // floating-point values 

:CRANE1_879
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_943 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_943 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object 0@ offset 0.0 0.0 34.5 0 360.0 0 

:CRANE1_943
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_1016 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0004: $FLAG_PLAYER_IN_CRANE = 1 // integer values 
0006: 22@ = 0 // integer values 

:CRANE1_1016
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0050: gosub @CRANE1_2512 
016A: fade 1 500 ms 

:CRANE1_1037
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE1_1061 
0001: wait 0 ms 
0002: jump @CRANE1_1037 

:CRANE1_1061
000A: 5@ += 1 // integer values 

:CRANE1_1068
00D6: if 
0039:   5@ == 3 // integer values 
004D: jump_if_false @CRANE1_2277 
00D6: if 
0019:   32@ > 6000 // integer values 
004D: jump_if_false @CRANE1_1468 
0008: $10490 += 1 // integer values 
00D6: if 
001A:   7 > $10490 // integer values 
004D: jump_if_false @CRANE1_1461 
0871: init_jump_table $10490 total_jumps 6 0 @CRANE1_1461 jumps 1 @CRANE1_1193 2 @CRANE1_1250 3 @CRANE1_1307 4 @CRANE1_1364 5 @CRANE1_1421 6 @CRANE1_1441 -1 @CRANE1_1461 

:CRANE1_1193
03E6: remove_text_box 
00D6: if 
07D6:   1@ $2723 
004D: jump_if_false @CRANE1_1232 
0512: permanent_text_box 'CONS_1'  // sd le a(z) ~k~~GO_LEFT~-t s a(z) ~k~~GO_RIGHT~-t, az autbont daru forgatshoz.
0002: jump @CRANE1_1243 

:CRANE1_1232
0512: permanent_text_box 'CONS_1B'  // Hasznld a(z) ~k~~GO_LEFT~-t s a(z) ~k~~GO_RIGHT~-t, a daru forgatshoz.

:CRANE1_1243
0002: jump @CRANE1_1461 

:CRANE1_1250
03E6: remove_text_box 
00D6: if 
07D6:   1@ $2723 
004D: jump_if_false @CRANE1_1289 
0512: permanent_text_box 'CONS_2'  // Nyomd meg a(z) ~k~~GO_BACK~-t, hogy htrahzd a bont darujt s a(z) ~k~~GO_FORWARD~-t, hogy tvoltsd.
0002: jump @CRANE1_1300 

:CRANE1_1289
0512: permanent_text_box 'CONS_2B'  // Hasznld a(z) ~k~~GO_FORWARD~-t s a(z) ~k~~GO_BACK~-t, hogy kzelebb vagy tvolabb mozgasd a mgnest.

:CRANE1_1300
0002: jump @CRANE1_1461 

:CRANE1_1307
03E6: remove_text_box 
00D6: if 
07D6:   1@ $2723 
004D: jump_if_false @CRANE1_1346 
0512: permanent_text_box 'CONS_3'  // Nyomj ~k~~PED_JUMPING~-t, hogy megemeld az autbont golyt.
0002: jump @CRANE1_1357 

:CRANE1_1346
0512: permanent_text_box 'CONS_3B'  // Nyomj ~k~~PED_JUMPING~-t, hogy megemeld a mgnest.

:CRANE1_1357
0002: jump @CRANE1_1461 

:CRANE1_1364
03E6: remove_text_box 
00D6: if 
07D6:   1@ $2723 
004D: jump_if_false @CRANE1_1403 
0512: permanent_text_box 'CONS_4'  // Nyomj ~k~~PED_SPRINT~ gombot, a seglyhv hasznlathoz.
0002: jump @CRANE1_1414 

:CRANE1_1403
0512: permanent_text_box 'CONS_4B'  // Nyomj ~k~~PED_SPRINT~-t, hogy lesllyeszd a mgnest.

:CRANE1_1414
0002: jump @CRANE1_1461 

:CRANE1_1421
03E6: remove_text_box 
0512: permanent_text_box 'CONS_5'  // Nyomj ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~-t, a kamera nzet vltshoz.
0002: jump @CRANE1_1461 

:CRANE1_1441
03E6: remove_text_box 
03E5: text_box 'CR_3'  // ~k~~VEHICLE_ENTER_EXIT~ Kiszlls a darubl
0002: jump @CRANE1_1461 

:CRANE1_1461
0006: 32@ = 0 // integer values 

:CRANE1_1468
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_2277 
00D6: if 
0735:   81 
004D: jump_if_false @CRANE1_1509 
0009: $10487 += 0.1 // floating-point values 

:CRANE1_1509
00D6: if 
0735:   65 
004D: jump_if_false @CRANE1_1534 
0009: $10487 += -0.1 // floating-point values 

:CRANE1_1534
00D6: if 
0735:   87 
004D: jump_if_false @CRANE1_1559 
0009: $10488 += 0.1 // floating-point values 

:CRANE1_1559
00D6: if 
0735:   83 
004D: jump_if_false @CRANE1_1584 
0009: $10488 += -0.1 // floating-point values 

:CRANE1_1584
00D6: if 
0735:   69 
004D: jump_if_false @CRANE1_1609 
0009: $10489 += 0.1 // floating-point values 

:CRANE1_1609
00D6: if 
0735:   68 
004D: jump_if_false @CRANE1_1634 
0009: $10489 += -0.1 // floating-point values 

:CRANE1_1634
00D6: if 
00E1:   key_pressed 0 0 
004D: jump_if_false @CRANE1_1749 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
008F: 6@ = integer_to_float $11281 
0017: 6@ /= 500.0 // floating-point values 
0081: 7@ -= unknown_inaccurate_float_timer 6@ // floating-point 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_1742 
00D6: if 
8039:   not  22@ == 1 // integer values 
004D: jump_if_false @CRANE1_1742 
097B: play_sound 1@ on_object 1020 
0006: 22@ = 1 // integer values 

:CRANE1_1742
0002: jump @CRANE1_1798 

:CRANE1_1749
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_1798 
00D6: if 
8039:   not  22@ == 0 // integer values 
004D: jump_if_false @CRANE1_1798 
097B: play_sound 1@ on_object 1021 
0006: 22@ = 0 // integer values 

:CRANE1_1798
00D6: if 
00E1:   key_pressed 0 1 
004D: jump_if_false @CRANE1_2000 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
008F: 6@ = integer_to_float $11282 
0017: 6@ /= 128.0 // floating-point values 
00D6: if or
0021:   6@ > 0.6 // floating-point values 
0023:   -0.6 > 6@ // floating-point values 
004D: jump_if_false @CRANE1_1993 
0013: 6@ *= 0.15 // floating-point values 
0081: 8@ -= unknown_inaccurate_float_timer 6@ // floating-point 
00D6: if 
0021:   8@ > 47.5 // floating-point values 
004D: jump_if_false @CRANE1_1929 
0007: 8@ = 47.5 // floating-point values 

:CRANE1_1929
00D6: if 
0023:   10.0 > 8@ // floating-point values 
004D: jump_if_false @CRANE1_1960 
0007: 8@ = 10.0 // floating-point values 

:CRANE1_1960
00D6: if 
8039:   not  23@ == 1 // integer values 
004D: jump_if_false @CRANE1_1993 
097B: play_sound 2@ on_object 1020 
0006: 23@ = 1 // integer values 

:CRANE1_1993
0002: jump @CRANE1_2033 

:CRANE1_2000
00D6: if 
8039:   not  23@ == 0 // integer values 
004D: jump_if_false @CRANE1_2033 
097B: play_sound 2@ on_object 1021 
0006: 23@ = 0 // integer values 

:CRANE1_2033
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_2071 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @CRANE1_2071 
0799: (unknown) 2@ 

:CRANE1_2071
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2172 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_2172 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 0.0 0.0 32.521 
0177: set_object 1@ z_angle_to 7@ 
00D6: if 
03CA:   object 3@ exists 
004D: jump_if_false @CRANE1_2164 
0177: set_object 3@ z_angle_to 7@ 

:CRANE1_2164
0173: set_actor $PLAYER_ACTOR z_angle_to 7@ 

:CRANE1_2172
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2253 
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_2253 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 1@ offset 0.0 8@ 3.453 
0815: (unknown) 2@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 2@ z_angle_to 7@ 

:CRANE1_2253
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CRANE1_2277 
000A: 5@ += 1 // integer values 

:CRANE1_2277
00D6: if 
0039:   5@ == 4 // integer values 
004D: jump_if_false @CRANE1_2480 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_2480 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2349 
097B: play_sound 1@ on_object 1022 

:CRANE1_2349
03E6: remove_text_box 
079F: (unknown) 
09BD: (unknown) 0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ offset 2.0 -7.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0004: $FLAG_PLAYER_IN_CRANE = 0 // integer values 
0006: 5@ = 0 // integer values 
004E: end_thread 

:CRANE1_2480
0002: jump @CRANE1_2489 

:CRANE1_2487
004E: end_thread 

:CRANE1_2489
0002: jump @CRANE1_2505 

:CRANE1_2496
0006: 5@ = 0 // integer values 
004E: end_thread 

:CRANE1_2505
0002: jump @CRANE1_272 

:CRANE1_2512
00D6: if 
0038:   $10494 == 0 // integer values 
004D: jump_if_false @CRANE1_3074 
00D6: if 
00E1:   key_pressed 0 13 
004D: jump_if_false @CRANE1_2619 
00D6: if 
0039:   24@ == 0 // integer values 
004D: jump_if_false @CRANE1_2612 
000A: 21@ += 1 // integer values 
00D6: if 
0019:   21@ > 2 // integer values 
004D: jump_if_false @CRANE1_2597 
0006: 21@ = 0 // integer values 

:CRANE1_2597
008A: $10495 = 21@ // integer values and handles 
000A: 24@ += 1 // integer values 

:CRANE1_2612
0002: jump @CRANE1_2644 

:CRANE1_2619
00D6: if 
8039:   not  24@ == 0 // integer values 
004D: jump_if_false @CRANE1_2644 
0006: 24@ = 0 // integer values 

:CRANE1_2644
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 1 // integer values 
004D: jump_if_false @CRANE1_2695 
00D6: if 
0038:   $1911 == 1 // integer values 
004D: jump_if_false @CRANE1_2695 
0084: $10495 = $10495 // integer values and handles 
0004: $1911 = 0 // integer values 

:CRANE1_2695
00D6: if 
0039:   21@ == 0 // integer values 
004D: jump_if_false @CRANE1_2758 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2758 
0400: create_coordinate 15@ 16@ 17@ from_object 1@ offset -7.18 -6.42 15.79 

:CRANE1_2758
00D6: if 
0039:   21@ == 1 // integer values 
004D: jump_if_false @CRANE1_2920 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2920 
0400: create_coordinate 15@ 16@ 17@ from_object 2@ offset 0.0 -4.5 20.1999 
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_2920 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 20.1999 
0796: (unknown) 2@ 6@ 
000B: 6@ += -1.0 // floating-point values 
0013: 6@ *= -1.0 // floating-point values 
0013: 6@ *= 72.0 // floating-point values 
0067: $TEMPVAR_FLOAT_3 -= 6@ // floating-point values 
0089: 17@ = $TEMPVAR_FLOAT_3 // floating-point values only 

:CRANE1_2920
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_3035 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 2.0 
0796: (unknown) 2@ 6@ 
000B: 6@ += -1.0 // floating-point values 
0013: 6@ *= -1.0 // floating-point values 
0013: 6@ *= 72.0 // floating-point values 
0067: $TEMPVAR_FLOAT_3 -= 6@ // floating-point values 
0089: 18@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 19@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 20@ = $TEMPVAR_FLOAT_3 // floating-point values only 

:CRANE1_3035
015F: set_camera_position 15@ 16@ 17@ 0.0 0.0 0.0 
0160: point_camera 18@ 19@ 20@ 2 

:CRANE1_3074
0051: return 
004E: end_thread 

//-------------External script 68 (CRANE2)---------------

:CRANE2
03A4: name_thread 'CRANE2' 
0006: 0@ = 0 // integer values 
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @CRANE2_102 
029B: $2727 = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: $2728 = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: $CRANE_MAGNET = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE2_102
0004: $10491 = 0 // integer values 
0005: $10509 = 33.7 // floating-point values 
0005: $2738 = 15.0 // floating-point values 
0006: 28@ = 0 // integer values 
0006: 27@ = 1 // integer values 
0004: $1919 = 0 // integer values 

:CRANE2_150
0001: wait 0 ms 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_4700 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_4693 
00D6: if 
0038:   $10493 == 0 // integer values 
004D: jump_if_false @CRANE2_4693 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius 100.0 100.0 unknown 0 
004D: jump_if_false @CRANE2_4691 
00D6: if 
0038:   $1911 == 1 // integer values 
004D: jump_if_false @CRANE2_260 
0050: gosub @CRANE2_4716 

:CRANE2_260
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $1912 == 0 // integer values 
004D: jump_if_false @CRANE2_4684 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius 100.0 100.0 unknown 0 
004D: jump_if_false @CRANE2_4659 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @CRANE2_339 
0050: gosub @CRANE2_4716 

:CRANE2_339
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @CRANE2_393 
0400: create_coordinate 1@ 2@ 3@ from_object $2727 offset -1.7837 2.4699 -24.1519 
000A: 0@ += 1 // integer values 

:CRANE2_393
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @CRANE2_691 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 1@ 2@ 3@ radius 1.2 1.2 1.5 
004D: jump_if_false @CRANE2_538 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @CRANE2_531 
00D6: if 
0038:   $10491 == 0 // integer values 
004D: jump_if_false @CRANE2_505 
0512: permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Daru kezelse
0004: $10491 = 1 // integer values 

:CRANE2_505
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CRANE2_531 
03E6: remove_text_box 
000A: 0@ += 1 // integer values 

:CRANE2_531
0002: jump @CRANE2_565 

:CRANE2_538
00D6: if 
8038:   not  $10491 == 0 // integer values 
004D: jump_if_false @CRANE2_565 
03E6: remove_text_box 
0004: $10491 = 0 // integer values 

:CRANE2_565
00D6: if 
0022:   15.0 > $2738 // floating-point values 
004D: jump_if_false @CRANE2_628 
0005: $2738 = 15.0 // floating-point values 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_628 
0453: object $CRANE_MAGNET set_rotation $2738 0.0 $2737 

:CRANE2_628
00D6: if 
0020:   $2738 > 30.0 // floating-point values 
004D: jump_if_false @CRANE2_691 
0005: $2738 = 30.0 // floating-point values 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_691 
0453: object $CRANE_MAGNET set_rotation $2738 0.0 $2737 

:CRANE2_691
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @CRANE2_1309 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_733 
097B: play_sound $2728 on_object 1019 

:CRANE2_733
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
0004: $FLAG_PLAYER_IN_CRANE = 2 // integer values 
016A: fade 0 500 ms 

:CRANE2_758
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE2_782 
0001: wait 0 ms 
0002: jump @CRANE2_758 

:CRANE2_782
079D: (unknown) 
0A44: (unknown) 1 
0176: $2736 = object $2728 z_angle 
0176: $2737 = object $CRANE_MAGNET z_angle 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_882 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_882 
01BB: store_object $2727 position_to $2733 $2734 $2735 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $2727 offset 0.0 0.0 2.0 0 360.0 0 

:CRANE2_882
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_948 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0004: $10515 = 0 // integer values 

:CRANE2_948
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_978 
01BB: store_object $2727 position_to 21@ 22@ $TEMPVAR_FLOAT_3 

:CRANE2_978
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_1002 
0176: 25@ = object $CRANE_MAGNET z_angle 

:CRANE2_1002
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_1204 
0400: create_coordinate $10503 $10504 $10505 from_object $CRANE_MAGNET offset 0.0 $10509 -3.0 
0796: (unknown) $CRANE_MAGNET 4@ 
000B: 4@ += -1.0 // floating-point values 
0013: 4@ *= -1.0 // floating-point values 
0013: 4@ *= 50.0 // floating-point values 
0067: $10505 -= 4@ // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $10503 // floating-point values only 
0061: $TEMPVAR_FLOAT_1 -= $2733 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $10504 // floating-point values only 
0061: $TEMPVAR_FLOAT_2 -= $2734 // floating-point values 
0509: 4@ = distance between point $10503 $10504 and point $2733 $2734 
0075: $TEMPVAR_FLOAT_1 /= 4@ // floating-point values 
0075: $TEMPVAR_FLOAT_2 /= 4@ // floating-point values 
0069: $TEMPVAR_FLOAT_1 *= $10509 // floating-point values 
0069: $TEMPVAR_FLOAT_2 *= $10509 // floating-point values 
0086: $10503 = $2733 // floating-point values only 
0059: $10503 += $TEMPVAR_FLOAT_1 // floating-point values 
0086: $10504 = $2734 // floating-point values only 
0059: $10504 += $TEMPVAR_FLOAT_2 // floating-point values 

:CRANE2_1204
0089: 10@ = $10503 // floating-point values only 
0089: 11@ = $10504 // floating-point values only 
0005: $10510 = 0.0 // floating-point values 
0005: $10511 = 0.0 // floating-point values 
0005: $10512 = 0.3 // floating-point values 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0050: gosub @CRANE2_4716 
016A: fade 1 500 ms 

:CRANE2_1271
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE2_1302 
0001: wait 0 ms 
0050: gosub @CRANE2_4716 
0002: jump @CRANE2_1271 

:CRANE2_1302
000A: 0@ += 1 // integer values 

:CRANE2_1309
00D6: if 
0039:   0@ == 3 // integer values 
004D: jump_if_false @CRANE2_4430 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_4430 
00D6: if 
0735:   131 
004D: jump_if_false @CRANE2_1369 
0009: $10509 += 0.1 // floating-point values 

:CRANE2_1369
00D6: if 
0735:   130 
004D: jump_if_false @CRANE2_1395 
0009: $10509 += -0.1 // floating-point values 

:CRANE2_1395
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @CRANE2_3930 
00D6: if or
00E1:   key_pressed 0 0 
00E1:   key_pressed 0 1 
004D: jump_if_false @CRANE2_2947 
00D6: if 
8038:   not  $10515 == 1 // integer values 
004D: jump_if_false @CRANE2_1485 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_1478 
097B: play_sound $2728 on_object 1020 

:CRANE2_1478
0004: $10515 = 1 // integer values 

:CRANE2_1485
00D6: if 
0038:   $1918 == 0 // integer values 
004D: jump_if_false @CRANE2_2940 
0006: 28@ = 1 // integer values 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
008F: 6@ = integer_to_float $11281 
008F: 7@ = integer_to_float $11282 
0017: 6@ /= 128.0 // floating-point values 
0017: 7@ /= 128.0 // floating-point values 
0013: 6@ *= 0.15 // floating-point values 
0013: 7@ *= 0.15 // floating-point values 
0089: 12@ = $10506 // floating-point values only 
0089: 13@ = $10507 // floating-point values only 
0087: 15@ = 13@ // floating-point values only 
0087: 16@ = 12@ // floating-point values only 
0013: 16@ *= -1.0 // floating-point values 
006B: 12@ *= 7@ // floating-point values 
006B: 13@ *= 7@ // floating-point values 
0013: 12@ *= -1.0 // floating-point values 
0013: 13@ *= -1.0 // floating-point values 
007B: 10@ += unknown_inaccurate_float_timer 12@ // floating-point 
007B: 11@ += unknown_inaccurate_float_timer 13@ // floating-point 
006B: 15@ *= 6@ // floating-point values 
006B: 16@ *= 6@ // floating-point values 
007B: 10@ += unknown_inaccurate_float_timer 15@ // floating-point 
007B: 11@ += unknown_inaccurate_float_timer 16@ // floating-point 
0509: 4@ = distance between point 10@ 11@ and point $10500 $10501 
00D6: if 
0021:   4@ > 0.3 // floating-point values 
004D: jump_if_false @CRANE2_1846 
0088: $TEMPVAR_FLOAT_1 = 10@ // floating-point values only 
0061: $TEMPVAR_FLOAT_1 -= $10500 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 11@ // floating-point values only 
0061: $TEMPVAR_FLOAT_2 -= $10501 // floating-point values 
0075: $TEMPVAR_FLOAT_1 /= 4@ // floating-point values 
0075: $TEMPVAR_FLOAT_2 /= 4@ // floating-point values 
0011: $TEMPVAR_FLOAT_1 *= 0.3 // floating-point values 
0011: $TEMPVAR_FLOAT_2 *= 0.3 // floating-point values 
0089: 10@ = $10500 // floating-point values only 
005D: 10@ += $TEMPVAR_FLOAT_1 // floating-point values 
0089: 11@ = $10501 // floating-point values only 
005D: 11@ += $TEMPVAR_FLOAT_2 // floating-point values 

:CRANE2_1846
0005: $TEMPVAR_FLOAT_3 = 0.0 // floating-point values 
0088: $TEMPVAR_FLOAT_2 = 11@ // floating-point values only 
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_FLOAT_2 // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 1671.5 // floating-point values 
0087: 8@ = 10@ // floating-point values only 
0087: 9@ = 8@ // floating-point values only 
000B: 9@ += 1671.5 // floating-point values 
005F: $TEMPVAR_FLOAT_1 += 8@ // floating-point values 
005F: $TEMPVAR_FLOAT_2 += 9@ // floating-point values 
0015: $TEMPVAR_FLOAT_1 /= 2.0 // floating-point values 
0015: $TEMPVAR_FLOAT_2 /= 2.0 // floating-point values 
00D6: if 
0022:   -1648.057 > $TEMPVAR_FLOAT_1 // floating-point values 
004D: jump_if_false @CRANE2_2116 
0509: 4@ = distance between point -1648.057 23.852 and point 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // floating-point values only 
004D: jump_if_false @CRANE2_2109 
0087: 12@ = 10@ // floating-point values only 
000B: 12@ += 1648.057 // floating-point values 
0087: 13@ = 11@ // floating-point values only 
000F: 13@ -= 23.852 // floating-point values 
0073: 12@ /= 4@ // floating-point values 
0073: 13@ /= 4@ // floating-point values 
006F: 12@ *= $10509 // floating-point values 
006F: 13@ *= $10509 // floating-point values 
0007: 10@ = -1648.057 // floating-point values 
005B: 10@ += 12@ // floating-point values 
0007: 11@ = 23.852 // floating-point values 
005B: 11@ += 13@ // floating-point values 

:CRANE2_2109
0002: jump @CRANE2_2420 

:CRANE2_2116
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -1532.742 // floating-point values 
004D: jump_if_false @CRANE2_2288 
0509: 4@ = distance between point -1532.742 138.719 and point 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // floating-point values only 
004D: jump_if_false @CRANE2_2281 
0087: 12@ = 10@ // floating-point values only 
000B: 12@ += 1532.742 // floating-point values 
0087: 13@ = 11@ // floating-point values only 
000F: 13@ -= 138.719 // floating-point values 
0073: 12@ /= 4@ // floating-point values 
0073: 13@ /= 4@ // floating-point values 
006F: 12@ *= $10509 // floating-point values 
006F: 13@ *= $10509 // floating-point values 
0007: 10@ = -1532.742 // floating-point values 
005B: 10@ += 12@ // floating-point values 
0007: 11@ = 138.719 // floating-point values 
005B: 11@ += 13@ // floating-point values 

:CRANE2_2281
0002: jump @CRANE2_2420 

:CRANE2_2288
0509: 4@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // floating-point values only 
004D: jump_if_false @CRANE2_2420 
0087: 12@ = 10@ // floating-point values only 
0065: 12@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0087: 13@ = 11@ // floating-point values only 
0065: 13@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0073: 12@ /= 4@ // floating-point values 
0073: 13@ /= 4@ // floating-point values 
006F: 12@ *= $10509 // floating-point values 
006F: 13@ *= $10509 // floating-point values 
0089: 10@ = $TEMPVAR_FLOAT_1 // floating-point values only 
005B: 10@ += 12@ // floating-point values 
0089: 11@ = $TEMPVAR_FLOAT_2 // floating-point values only 
005B: 11@ += 13@ // floating-point values 

:CRANE2_2420
0509: 18@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 10@ 11@ 
0089: 4@ = $10509 // floating-point values only 
006F: 4@ *= $10509 // floating-point values 
0087: 5@ = 18@ // floating-point values only 
006B: 5@ *= 18@ // floating-point values 
0087: 19@ = 4@ // floating-point values only 
0063: 19@ -= 5@ // floating-point values 
0087: 20@ = 19@ // floating-point values only 
0017: 20@ /= 2.0 // floating-point values 
01FB: 20@ = square_root 20@ 
0089: 21@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0063: 21@ -= 20@ // floating-point values 
0089: 22@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0063: 22@ -= 20@ // floating-point values 
0089: 23@ = $TEMPVAR_FLOAT_1 // floating-point values only 
005B: 23@ += 20@ // floating-point values 
0089: 24@ = $TEMPVAR_FLOAT_2 // floating-point values only 
005B: 24@ += 20@ // floating-point values 
0006: 26@ = 0 // integer values 
00D6: if and
0023:   -1532.742 > 21@ // floating-point values 
0021:   21@ > -1648.057 // floating-point values 
004D: jump_if_false @CRANE2_2620 
000A: 26@ += 1 // integer values 

:CRANE2_2620
00D6: if and
0023:   -1532.742 > 23@ // floating-point values 
0021:   23@ > -1648.057 // floating-point values 
004D: jump_if_false @CRANE2_2658 
000A: 26@ += 2 // integer values 

:CRANE2_2658
00D6: if 
8039:   not  26@ == 0 // integer values 
004D: jump_if_false @CRANE2_2881 
00D6: if 
0039:   26@ == 1 // integer values 
004D: jump_if_false @CRANE2_2694 

:CRANE2_2694
00D6: if 
0039:   26@ == 2 // integer values 
004D: jump_if_false @CRANE2_2728 
0087: 21@ = 23@ // floating-point values only 
0087: 22@ = 24@ // floating-point values only 

:CRANE2_2728
00D6: if 
0039:   26@ == 3 // integer values 
004D: jump_if_false @CRANE2_2831 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_2831 
0509: 4@ = distance between point $2733 $2734 and point 21@ 22@ 
0509: 5@ = distance between point $2733 $2734 and point 23@ 24@ 
00D6: if 
0025:   4@ > 5@ // floating-point values 
004D: jump_if_false @CRANE2_2831 
0087: 21@ = 23@ // floating-point values only 
0087: 22@ = 24@ // floating-point values only 

:CRANE2_2831
0087: 12@ = 10@ // floating-point values only 
0063: 12@ -= 21@ // floating-point values 
0087: 13@ = 11@ // floating-point values only 
0063: 13@ -= 22@ // floating-point values 
0604: get_point 12@ 13@ angle 25@ 
0002: jump @CRANE2_2940 

:CRANE2_2881
0089: 21@ = $2733 // floating-point values only 
0089: 22@ = $2734 // floating-point values only 
0087: 12@ = 10@ // floating-point values only 
0065: 12@ -= $2733 // floating-point values 
0087: 13@ = 11@ // floating-point values only 
0065: 13@ -= $2734 // floating-point values 
0604: get_point 12@ 13@ angle 25@ 

:CRANE2_2940
0002: jump @CRANE2_3246 

:CRANE2_2947
00D6: if 
8038:   not  $10515 == 0 // integer values 
004D: jump_if_false @CRANE2_2996 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_2989 
097B: play_sound $2728 on_object 1021 

:CRANE2_2989
0004: $10515 = 0 // integer values 

:CRANE2_2996
00D6: if 
8039:   not  28@ == 0 // integer values 
004D: jump_if_false @CRANE2_3246 
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @CRANE2_3107 
0086: $TEMPVAR_FLOAT_1 = $10503 // floating-point values only 
0086: $TEMPVAR_FLOAT_2 = $10504 // floating-point values only 
0089: 12@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0065: 12@ -= $2733 // floating-point values 
0089: 13@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0065: 13@ -= $2734 // floating-point values 
0604: get_point 12@ 13@ angle 25@ 
0089: 12@ = $10513 // floating-point values only 
0089: 13@ = $10514 // floating-point values only 

:CRANE2_3107
00D6: if 
0020:   $10510 > 0.0 // floating-point values 
004D: jump_if_false @CRANE2_3246 
0005: $10511 = -0.007 // floating-point values 
007A: $10510 += unknown_inaccurate_float_timer $10511 // floating-point 
00D6: if 
0022:   0.0 > $10510 // floating-point values 
004D: jump_if_false @CRANE2_3191 
0005: $10510 = 0.0 // floating-point values 
0006: 28@ = 0 // integer values 
0002: jump @CRANE2_3198 

:CRANE2_3191
0006: 28@ = 2 // integer values 

:CRANE2_3198
0086: $TEMPVAR_FLOAT_1 = $10510 // floating-point values only 
006D: $TEMPVAR_FLOAT_1 *= 12@ // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $10510 // floating-point values only 
006D: $TEMPVAR_FLOAT_2 *= 13@ // floating-point values 
0059: $2733 += $TEMPVAR_FLOAT_1 // floating-point values 
0059: $2734 += $TEMPVAR_FLOAT_2 // floating-point values 

:CRANE2_3246
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @CRANE2_3530 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3530 
0509: 4@ = distance between point $2733 $2734 and point 21@ 22@ 
00D6: if 
0021:   4@ > 0.01 // floating-point values 
004D: jump_if_false @CRANE2_3366 
0088: $10513 = 21@ // floating-point values only 
0061: $10513 -= $2733 // floating-point values 
0088: $10514 = 22@ // floating-point values only 
0061: $10514 -= $2734 // floating-point values 
0075: $10513 /= 4@ // floating-point values 
0075: $10514 /= 4@ // floating-point values 

:CRANE2_3366
00D6: if 
0021:   4@ > 0.01 // floating-point values 
004D: jump_if_false @CRANE2_3530 
0005: $10511 = 0.003 // floating-point values 
007A: $10510 += unknown_inaccurate_float_timer $10511 // floating-point 
00D6: if 
0024:   $10510 > $10512 // floating-point values only 
004D: jump_if_false @CRANE2_3432 
0086: $10510 = $10512 // floating-point values only 

:CRANE2_3432
0089: 12@ = $10513 // floating-point values only 
0089: 13@ = $10514 // floating-point values only 
00D6: if 
0027:   4@ > $10510 // floating-point values only 
004D: jump_if_false @CRANE2_3490 
006F: 12@ *= $10510 // floating-point values 
006F: 13@ *= $10510 // floating-point values 
0002: jump @CRANE2_3514 

:CRANE2_3490
006B: 12@ *= 4@ // floating-point values 
006B: 13@ *= 4@ // floating-point values 
0088: $10510 = 4@ // floating-point values only 

:CRANE2_3514
005F: $2733 += 12@ // floating-point values 
005F: $2734 += 13@ // floating-point values 

:CRANE2_3530
00D6: if 
0039:   28@ == 1 // integer values 
004D: jump_if_false @CRANE2_3888 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_3888 
00D6: if 
0021:   25@ > 180.0 // floating-point values 
004D: jump_if_false @CRANE2_3595 
000B: 25@ += -360.0 // floating-point values 

:CRANE2_3595
00D6: if 
0023:   -180.0 > 25@ // floating-point values 
004D: jump_if_false @CRANE2_3626 
000B: 25@ += 360.0 // floating-point values 

:CRANE2_3626
0086: $TEMPVAR_ANGLE = $2737 // floating-point values only 
00D6: if 
0020:   $TEMPVAR_ANGLE > 180.0 // floating-point values 
004D: jump_if_false @CRANE2_3665 
0009: $TEMPVAR_ANGLE += -360.0 // floating-point values 

:CRANE2_3665
00D6: if 
0022:   -180.0 > $TEMPVAR_ANGLE // floating-point values 
004D: jump_if_false @CRANE2_3696 
0009: $TEMPVAR_ANGLE += 360.0 // floating-point values 

:CRANE2_3696
0087: 4@ = 25@ // floating-point values only 
0065: 4@ -= $TEMPVAR_ANGLE // floating-point values 
00D6: if 
0021:   4@ > 180.0 // floating-point values 
004D: jump_if_false @CRANE2_3743 
000B: 4@ += -360.0 // floating-point values 

:CRANE2_3743
00D6: if 
0023:   -180.0 > 4@ // floating-point values 
004D: jump_if_false @CRANE2_3774 
000B: 4@ += 360.0 // floating-point values 

:CRANE2_3774
00D6: if 
0031:   4@ >= 0.0 // floating-point values 
004D: jump_if_false @CRANE2_3833 
00D6: if 
0021:   4@ > 0.2 // floating-point values 
004D: jump_if_false @CRANE2_3826 
0007: 4@ = 0.2 // floating-point values 

:CRANE2_3826
0002: jump @CRANE2_3864 

:CRANE2_3833
00D6: if 
0023:   -0.2 > 4@ // floating-point values 
004D: jump_if_false @CRANE2_3864 
0007: 4@ = -0.2 // floating-point values 

:CRANE2_3864
007D: $TEMPVAR_ANGLE += unknown_inaccurate_float_timer 4@ // floating-point 
0086: $2736 = $TEMPVAR_ANGLE // floating-point values only 
0086: $2737 = $TEMPVAR_ANGLE // floating-point values only 

:CRANE2_3888
00D6: if 
0038:   $1913 == 0 // integer values 
004D: jump_if_false @CRANE2_3930 
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CRANE2_3930 
000A: 0@ += 1 // integer values 

:CRANE2_3930
00D6: if and
0022:   -1532.742 > $2733 // floating-point values 
0020:   $2733 > -1648.057 // floating-point values 
004D: jump_if_false @CRANE2_3998 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3991 
0815: (unknown) $2727 $2733 $2734 $2735 

:CRANE2_3991
0002: jump @CRANE2_4028 

:CRANE2_3998
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_4028 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:CRANE2_4028
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_4104 
00D6: if 
03CA:   object $2730 exists 
004D: jump_if_false @CRANE2_4104 
01BB: store_object $2727 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2727 z_angle 
01BC: put_object $2730 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2730 z_angle_to $TEMPVAR_ANGLE 

:CRANE2_4104
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_4255 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_4195 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 offset 0.0 0.0 0.0 
0177: set_object $2728 z_angle_to $2736 
0815: (unknown) $2728 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor $PLAYER_ACTOR z_angle_to $2736 

:CRANE2_4195
00D6: if 
03CA:   object $2731 exists 
004D: jump_if_false @CRANE2_4255 
01BB: store_object $2728 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2728 z_angle 
01BC: put_object $2731 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2731 z_angle_to $TEMPVAR_ANGLE 

:CRANE2_4255
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_4430 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_4354 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 offset 0.0 -2.185 8.51 
0176: $2737 = object $2728 z_angle 
0815: (unknown) $CRANE_MAGNET $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0453: object $CRANE_MAGNET set_rotation $2738 0.0 $2737 

:CRANE2_4354
00D6: if 
03CA:   object $2732 exists 
004D: jump_if_false @CRANE2_4430 
01BB: store_object $CRANE_MAGNET position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $CRANE_MAGNET z_angle 
01BC: put_object $2732 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2732 z_angle_to $TEMPVAR_ANGLE 
0453: object $2732 set_rotation $2738 0.0 $2737 

:CRANE2_4430
00D6: if or
0039:   0@ == 4 // integer values 
0038:   $1915 == 1 // integer values 
004D: jump_if_false @CRANE2_4652 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_4652 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_4509 
097B: play_sound $2728 on_object 1022 

:CRANE2_4509
03E6: remove_text_box 
079F: (unknown) 
09BD: (unknown) 0 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 offset 2.0 -4.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0792: (unknown) $PLAYER_ACTOR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $FLAG_PLAYER_IN_CRANE = 0 // integer values 
0004: $1915 = 0 // integer values 
0006: 0@ = 0 // integer values 

:CRANE2_4652
0002: jump @CRANE2_4684 

:CRANE2_4659
00D6: if 
8039:   not  0@ == 0 // integer values 
004D: jump_if_false @CRANE2_4684 
0006: 0@ = 0 // integer values 

:CRANE2_4684
0002: jump @CRANE2_4693 

:CRANE2_4691
004E: end_thread 

:CRANE2_4693
0002: jump @CRANE2_4709 

:CRANE2_4700
0006: 0@ = 0 // integer values 
004E: end_thread 

:CRANE2_4709
0002: jump @CRANE2_150 

:CRANE2_4716
00D6: if 
00E1:   key_pressed 0 13 
004D: jump_if_false @CRANE2_4805 
00D6: if 
0039:   29@ == 0 // integer values 
004D: jump_if_false @CRANE2_4798 
000A: 27@ += 1 // integer values 
00D6: if 
0019:   27@ > 2 // integer values 
004D: jump_if_false @CRANE2_4783 
0006: 27@ = 0 // integer values 

:CRANE2_4783
008A: $1919 = 27@ // integer values and handles 
000A: 29@ += 1 // integer values 

:CRANE2_4798
0002: jump @CRANE2_4830 

:CRANE2_4805
00D6: if 
8039:   not  29@ == 0 // integer values 
004D: jump_if_false @CRANE2_4830 
0006: 29@ = 0 // integer values 

:CRANE2_4830
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 // integer values 
004D: jump_if_false @CRANE2_4881 
00D6: if 
0038:   $1911 == 1 // integer values 
004D: jump_if_false @CRANE2_4881 
008B: 27@ = $1919 // integer values and handles 
0004: $1911 = 0 // integer values 

:CRANE2_4881
00D6: if 
803C:   not  $1919 == 27@ // integer values 
004D: jump_if_false @CRANE2_4908 
008A: $1919 = 27@ // integer values and handles 

:CRANE2_4908
00D6: if 
0039:   27@ == 0 // integer values 
004D: jump_if_false @CRANE2_4978 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_4971 
0400: create_coordinate $10497 $10498 $10499 from_object $2728 offset 6.1 15.0 5.1 

:CRANE2_4971
0002: jump @CRANE2_5093 

:CRANE2_4978
00D6: if 
0039:   27@ == 1 // integer values 
004D: jump_if_false @CRANE2_5048 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_5041 
0400: create_coordinate $10497 $10498 $10499 from_object $2727 offset -4.0 17.3 35.0 

:CRANE2_5041
0002: jump @CRANE2_5093 

:CRANE2_5048
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_5093 
0400: create_coordinate $10497 $10498 $10499 from_object $2728 offset 3.0 45.0 0.0 

:CRANE2_5093
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_5730 
0400: create_coordinate $10500 $10501 $10502 from_object $CRANE_MAGNET offset 0.0 $10509 -3.0 
0796: (unknown) $CRANE_MAGNET 4@ 
000B: 4@ += -1.0 // floating-point values 
0013: 4@ *= -1.0 // floating-point values 
0013: 4@ *= 50.0 // floating-point values 
0067: $10502 -= 4@ // floating-point values 
0086: $TEMPVAR_FLOAT_1 = $10500 // floating-point values only 
0061: $TEMPVAR_FLOAT_1 -= $2733 // floating-point values 
0086: $TEMPVAR_FLOAT_2 = $10501 // floating-point values only 
0061: $TEMPVAR_FLOAT_2 -= $2734 // floating-point values 
0509: 4@ = distance between point $10500 $10501 and point $2733 $2734 
0075: $TEMPVAR_FLOAT_1 /= 4@ // floating-point values 
0075: $TEMPVAR_FLOAT_2 /= 4@ // floating-point values 
0069: $TEMPVAR_FLOAT_1 *= $10509 // floating-point values 
0069: $TEMPVAR_FLOAT_2 *= $10509 // floating-point values 
0086: $10500 = $2733 // floating-point values only 
0059: $10500 += $TEMPVAR_FLOAT_1 // floating-point values 
0086: $10501 = $2734 // floating-point values only 
0059: $10501 += $TEMPVAR_FLOAT_2 // floating-point values 
050A: 4@ = distance_between $10500 $10501 $10502 and $10503 $10504 $10505 
00D6: if 
0021:   4@ > 0.3 // floating-point values 
004D: jump_if_false @CRANE2_5441 
0086: $10506 = $10500 // floating-point values only 
0061: $10506 -= $10503 // floating-point values 
0086: $10507 = $10501 // floating-point values only 
0061: $10507 -= $10504 // floating-point values 
0086: $10508 = $10502 // floating-point values only 
0061: $10508 -= $10505 // floating-point values 
0011: $10506 *= 0.05 // floating-point values 
0011: $10507 *= 0.05 // floating-point values 
0011: $10508 *= 0.05 // floating-point values 
0059: $10503 += $10506 // floating-point values 
0059: $10504 += $10507 // floating-point values 
0059: $10505 += $10508 // floating-point values 

:CRANE2_5441
068D: (unknown) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0038:   $1912 == 0 // integer values 
004D: jump_if_false @CRANE2_5596 
0089: 12@ = $10497 // floating-point values only 
0065: 12@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0089: 13@ = $10498 // floating-point values only 
0065: 13@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0089: 14@ = $10499 // floating-point values only 
0065: 14@ -= $TEMPVAR_FLOAT_3 // floating-point values 
0013: 12@ *= 0.2 // floating-point values 
0013: 13@ *= 0.2 // floating-point values 
0013: 14@ *= 0.2 // floating-point values 
0086: $10497 = $TEMPVAR_FLOAT_1 // floating-point values only 
005F: $10497 += 12@ // floating-point values 
0086: $10498 = $TEMPVAR_FLOAT_2 // floating-point values only 
005F: $10498 += 13@ // floating-point values 
0086: $10499 = $TEMPVAR_FLOAT_3 // floating-point values only 
005F: $10499 += 14@ // floating-point values 

:CRANE2_5596
015F: set_camera_position $10497 $10498 $10499 0.0 0.0 0.0 
0160: point_camera $10503 $10504 $10505 2 
0086: $10506 = $10503 // floating-point values only 
0061: $10506 -= $10497 // floating-point values 
0086: $10507 = $10504 // floating-point values only 
0061: $10507 -= $10498 // floating-point values 
0086: $10508 = $10505 // floating-point values only 
0061: $10508 -= $10499 // floating-point values 
050A: 4@ = distance_between $10497 $10498 $10499 and $10503 $10504 $10505 
0075: $10506 /= 4@ // floating-point values 
0075: $10507 /= 4@ // floating-point values 
0075: $10508 /= 4@ // floating-point values 

:CRANE2_5730
0051: return 
004E: end_thread 

//-------------External script 69 (CRANE3)---------------

:CRANE3
03A4: name_thread 'CRANE3' 
0006: 3@ = 0 // integer values 
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @CRANE3_124 
029B: 0@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 1@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 2@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 3@ = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE3_124
0004: $10492 = 0 // integer values 

:CRANE3_131
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_1554 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_1547 
00D6: if 
0038:   $10493 == 0 // integer values 
004D: jump_if_false @CRANE3_1547 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object 0@ radius 100.0 100.0 unknown 0 
004D: jump_if_false @CRANE3_1538 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @CRANE3_270 
0400: create_coordinate 5@ 6@ 7@ from_object 0@ offset 3.0899 2.9792 0.0081 
000A: 3@ += 1 // integer values 

:CRANE3_270
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @CRANE3_440 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 5@ 6@ 7@ radius 1.2 1.2 1.5 
004D: jump_if_false @CRANE3_413 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @CRANE3_406 
00D6: if 
0038:   $10492 == 0 // integer values 
004D: jump_if_false @CRANE3_382 
0512: permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Daru kezelse
0004: $10492 = 1 // integer values 

:CRANE3_382
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CRANE3_406 
000A: 3@ += 1 // integer values 

:CRANE3_406
0002: jump @CRANE3_440 

:CRANE3_413
00D6: if 
8038:   not  $10492 == 0 // integer values 
004D: jump_if_false @CRANE3_440 
03E6: remove_text_box 
0004: $10492 = 0 // integer values 

:CRANE3_440
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @CRANE3_719 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_482 
097B: play_sound 0@ on_object 1019 

:CRANE3_482
01B4: set_player $PLAYER_CHAR frozen_state 0 
09BD: (unknown) 1 
016A: fade 0 500 ms 

:CRANE3_500
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE3_524 
0001: wait 0 ms 
0002: jump @CRANE3_500 

:CRANE3_524
07F9: (unknown) 
0A44: (unknown) 1 
0176: 4@ = object 1@ z_angle 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_570 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_570 

:CRANE3_570
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_656 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
00A1: put_actor $PLAYER_ACTOR at 713.5652 906.2935 -18.0674 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0619: set_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 
0006: 15@ = 0 // integer values 

:CRANE3_656
0512: permanent_text_box 'QUAR_1'  // A mozgs vezrlkkel forgathatod a darut.~N~~k~~PED_JUMPING~ Csrl emelse.~N~~k~~PED_SPRINT~ Csrl sllyesztse.~N~~k~~PED_FIREWEAPON~ Trgy eleresztse.
0050: gosub @CRANE3_1570 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
016A: fade 1 500 ms 

:CRANE3_688
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE3_712 
0001: wait 0 ms 
0002: jump @CRANE3_688 

:CRANE3_712
000A: 3@ += 1 // integer values 

:CRANE3_719
00D6: if 
0039:   3@ == 3 // integer values 
004D: jump_if_false @CRANE3_1383 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_1383 
0050: gosub @CRANE3_1570 
00D6: if 
00E1:   key_pressed 0 0 
004D: jump_if_false @CRANE3_875 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
008F: 8@ = integer_to_float $11281 
0017: 8@ /= 500.0 // floating-point values 
0081: 4@ -= unknown_inaccurate_float_timer 8@ // floating-point 
00D6: if 
8039:   not  15@ == 1 // integer values 
004D: jump_if_false @CRANE3_868 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_868 
097B: play_sound 0@ on_object 1020 
0006: 15@ = 1 // integer values 

:CRANE3_868
0002: jump @CRANE3_924 

:CRANE3_875
00D6: if 
8039:   not  15@ == 0 // integer values 
004D: jump_if_false @CRANE3_924 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_924 
097B: play_sound 0@ on_object 1021 
0006: 15@ = 0 // integer values 

:CRANE3_924
00D6: if 
00E1:   key_pressed 0 1 
004D: jump_if_false @CRANE3_1187 
0494: get_joystick_data 0 $11281 $11282 $11283 $11284 
008F: 8@ = integer_to_float $11282 
0017: 8@ /= 1000.0 // floating-point values 
0013: 8@ *= 1.5 // floating-point values 
0083: $2739 -= unknown_inaccurate_float_timer 8@ // floating-point 

:CRANE3_993
00D6: if 
0022:   0.0 > $2739 // floating-point values 
004D: jump_if_false @CRANE3_1031 
0009: $2739 += 360.0 // floating-point values 
0002: jump @CRANE3_993 

:CRANE3_1031
00D6: if 
0020:   $2739 > 360.0 // floating-point values 
004D: jump_if_false @CRANE3_1069 
0009: $2739 += -360.0 // floating-point values 
0002: jump @CRANE3_1031 

:CRANE3_1069
00D6: if 
0020:   $2739 > 70.0 // floating-point values 
004D: jump_if_false @CRANE3_1100 
0005: $2739 = 70.0 // floating-point values 

:CRANE3_1100
00D6: if 
0022:   10.0 > $2739 // floating-point values 
004D: jump_if_false @CRANE3_1131 
0005: $2739 = 10.0 // floating-point values 

:CRANE3_1131
00D6: if 
8039:   not  16@ == 1 // integer values 
004D: jump_if_false @CRANE3_1180 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_1180 
097B: play_sound 2@ on_object 1020 
0006: 16@ = 1 // integer values 

:CRANE3_1180
0002: jump @CRANE3_1236 

:CRANE3_1187
00D6: if 
8039:   not  16@ == 0 // integer values 
004D: jump_if_false @CRANE3_1236 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_1236 
097B: play_sound 2@ on_object 1021 
0006: 16@ = 0 // integer values 

:CRANE3_1236
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_1268 
0177: set_object 1@ z_angle_to 4@ 
0173: set_actor $PLAYER_ACTOR z_angle_to 4@ 

:CRANE3_1268
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE3_1359 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_1359 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 1@ offset 0.0 0.0 1.0206 
0815: (unknown) 2@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0453: object 2@ set_rotation 0.0 $2739 4@ 

:CRANE3_1359
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CRANE3_1383 
000A: 3@ += 1 // integer values 

:CRANE3_1383
00D6: if 
0039:   3@ == 4 // integer values 
004D: jump_if_false @CRANE3_1531 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_1531 
03E6: remove_text_box 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_1443 
097B: play_sound 0@ on_object 1022 

:CRANE3_1443
079F: (unknown) 
09BD: (unknown) 0 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: set_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00A1: put_actor $PLAYER_ACTOR at 706.2595 918.6275 -19.6407 
0173: set_actor $PLAYER_ACTOR z_angle_to 127.184 
02EB: restore_camera_with_jumpcut 
0006: 3@ = 0 // integer values 

:CRANE3_1531
0002: jump @CRANE3_1547 

:CRANE3_1538
0006: 3@ = 0 // integer values 
004E: end_thread 

:CRANE3_1547
0002: jump @CRANE3_1563 

:CRANE3_1554
0006: 3@ = 0 // integer values 
004E: end_thread 

:CRANE3_1563
0002: jump @CRANE3_131 

:CRANE3_1570
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_1615 
0400: create_coordinate 9@ 10@ 11@ from_object 1@ offset -9.0 -6.8 6.0 

:CRANE3_1615
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE3_1730 
0400: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ offset 0.0 0.0 59.0 
0796: (unknown) 2@ 8@ 
000B: 8@ += -1.0 // floating-point values 
0013: 8@ *= -1.0 // floating-point values 
0013: 8@ *= 72.0 // floating-point values 
0067: $TEMPVAR_FLOAT_3 -= 8@ // floating-point values 
0089: 12@ = $TEMPVAR_FLOAT_1 // floating-point values only 
0089: 13@ = $TEMPVAR_FLOAT_2 // floating-point values only 
0089: 14@ = $TEMPVAR_FLOAT_3 // floating-point values only 

:CRANE3_1730
015F: set_camera_position 9@ 10@ 11@ 0.0 0.0 0.0 
0160: point_camera 12@ 13@ 14@ 2 
0051: return 
004E: end_thread 

//-------------External script 70 (CARPARK1)---------------

:CARPRK1
03A4: name_thread 'CARPRK1' 
0111: set_wasted_busted_check_to 0 
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 

:CARPRK1_85
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARPRK1_2769 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2037.568 2366.152 9.8203 2119.283 2472.418 14.1172 
004D: jump_if_false @CARPRK1_251 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @CARPRK1_244 
03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 89.6383 
03C5: create_random_car_for_carpark 2087.099 2414.176 9.8203 90.4575 
03C5: create_random_car_for_carpark 2104.859 2416.439 9.8203 270.7819 
0006: 0@ = 1 // integer values 

:CARPRK1_244
0002: jump @CARPRK1_308 

:CARPRK1_251
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @CARPRK1_308 
03BA: clear_cars_from_cube 2052.432 2366.152 9.8203 2117.283 2441.002 14.1172 
0006: 0@ = 0 // integer values 

:CARPRK1_308
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 13.1172 2119.283 2441.002 18.4219 
004D: jump_if_false @CARPRK1_520 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @CARPRK1_513 
03C5: create_random_car_for_carpark 2104.537 2412.3 14.1172 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 14.1172 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 14.1172 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 14.1172 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 14.1172 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 14.1172 98.3338 
0006: 1@ = 1 // integer values 

:CARPRK1_513
0002: jump @CARPRK1_577 

:CARPRK1_520
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @CARPRK1_577 
03BA: clear_cars_from_cube 2052.432 2366.152 14.1172 2117.283 2441.002 18.4219 
0006: 1@ = 0 // integer values 

:CARPRK1_577
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 17.4219 2119.283 2441.002 22.7188 
004D: jump_if_false @CARPRK1_789 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @CARPRK1_782 
03C5: create_random_car_for_carpark 2104.517 2405.886 18.4219 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 18.4219 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 18.4219 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 18.4219 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 18.4219 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 18.4219 270.7297 
0006: 2@ = 1 // integer values 

:CARPRK1_782
0002: jump @CARPRK1_846 

:CARPRK1_789
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @CARPRK1_846 
03BA: clear_cars_from_cube 2052.432 2366.152 18.4219 2117.283 2441.002 22.7188 
0006: 2@ = 0 // integer values 

:CARPRK1_846
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 21.7188 2119.283 2441.002 27.0234 
004D: jump_if_false @CARPRK1_1058 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @CARPRK1_1051 
03C5: create_random_car_for_carpark 2104.499 2411.852 22.7188 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 22.7188 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 22.7188 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 22.7188 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 22.7188 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 22.7188 87.7661 
0006: 3@ = 1 // integer values 

:CARPRK1_1051
0002: jump @CARPRK1_1115 

:CARPRK1_1058
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @CARPRK1_1115 
03BA: clear_cars_from_cube 2052.432 2366.152 22.7188 2117.283 2441.002 27.0234 
0006: 3@ = 0 // integer values 

:CARPRK1_1115
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 24.7815 2119.283 2441.002 31.3203 
004D: jump_if_false @CARPRK1_1327 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @CARPRK1_1320 
03C5: create_random_car_for_carpark 2069.661 2416.422 27.0234 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 27.0234 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 27.0234 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.176 27.0234 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 27.0234 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 27.0234 270.7819 
0006: 4@ = 1 // integer values 

:CARPRK1_1320
0002: jump @CARPRK1_1384 

:CARPRK1_1327
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @CARPRK1_1384 
03BA: clear_cars_from_cube 2052.432 2366.152 27.0234 2117.283 2441.002 31.3203 
0006: 4@ = 0 // integer values 

:CARPRK1_1384
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 30.3203 2119.283 2441.002 35.6172 
004D: jump_if_false @CARPRK1_1596 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @CARPRK1_1589 
03C5: create_random_car_for_carpark 2104.537 2412.3 31.3203 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 31.3203 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 31.3203 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 31.3203 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 31.3203 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 31.3203 98.3338 
0006: 5@ = 1 // integer values 

:CARPRK1_1589
0002: jump @CARPRK1_1653 

:CARPRK1_1596
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @CARPRK1_1653 
03BA: clear_cars_from_cube 2052.432 2366.152 31.3203 2117.283 2441.002 35.6172 
0006: 5@ = 0 // integer values 

:CARPRK1_1653
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 34.6172 2119.283 2441.002 39.9219 
004D: jump_if_false @CARPRK1_1865 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @CARPRK1_1858 
03C5: create_random_car_for_carpark 2104.517 2405.886 35.6172 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 35.6172 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 35.6172 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 35.6172 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 35.6172 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 35.6172 270.7297 
0006: 6@ = 1 // integer values 

:CARPRK1_1858
0002: jump @CARPRK1_1922 

:CARPRK1_1865
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @CARPRK1_1922 
03BA: clear_cars_from_cube 2052.432 2366.152 35.6172 2117.283 2441.002 39.9219 
0006: 6@ = 0 // integer values 

:CARPRK1_1922
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 38.9219 2119.283 2441.002 44.2188 
004D: jump_if_false @CARPRK1_2134 
00D6: if 
0039:   7@ == 0 // integer values 
004D: jump_if_false @CARPRK1_2127 
03C5: create_random_car_for_carpark 2104.499 2411.852 39.9219 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 39.9219 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 39.9219 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 39.9219 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 39.9219 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 39.9219 87.7661 
0006: 7@ = 1 // integer values 

:CARPRK1_2127
0002: jump @CARPRK1_2191 

:CARPRK1_2134
00D6: if 
0039:   7@ == 1 // integer values 
004D: jump_if_false @CARPRK1_2191 
03BA: clear_cars_from_cube 2052.432 2366.152 39.9219 2117.283 2441.002 44.2188 
0006: 7@ = 0 // integer values 

:CARPRK1_2191
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 43.2188 2119.283 2441.002 48.5234 
004D: jump_if_false @CARPRK1_2403 
00D6: if 
0039:   8@ == 0 // integer values 
004D: jump_if_false @CARPRK1_2396 
03C5: create_random_car_for_carpark 2069.661 2416.422 44.2188 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 44.2188 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 44.2188 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.176 44.2188 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 44.2188 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 44.2188 270.7819 
0006: 8@ = 1 // integer values 

:CARPRK1_2396
0002: jump @CARPRK1_2460 

:CARPRK1_2403
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @CARPRK1_2460 
03BA: clear_cars_from_cube 2052.432 2366.152 44.2188 2117.283 2441.002 48.5234 
0006: 8@ = 0 // integer values 

:CARPRK1_2460
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2052.432 2366.152 44.5234 2119.283 2441.002 55.9123 
004D: jump_if_false @CARPRK1_2672 
00D6: if 
0039:   9@ == 0 // integer values 
004D: jump_if_false @CARPRK1_2665 
03C5: create_random_car_for_carpark 2104.537 2412.3 48.5234 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 48.5234 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 48.5234 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 48.5234 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 48.5234 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 48.5234 98.3338 
0006: 9@ = 1 // integer values 

:CARPRK1_2665
0002: jump @CARPRK1_2729 

:CARPRK1_2672
00D6: if 
0039:   9@ == 1 // integer values 
004D: jump_if_false @CARPRK1_2729 
03BA: clear_cars_from_cube 2052.432 2366.152 48.5234 2117.283 2441.002 52.9123 
0006: 9@ = 0 // integer values 

:CARPRK1_2729
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 2037.536 2365.372 2119.9 2483.922 
004D: jump_if_false @CARPRK1_2769 
004E: end_thread 

:CARPRK1_2769
0002: jump @CARPRK1_85 
004E: end_thread 

//-------------External script 71 (IMPOUND)---------------

:IMPND
03A4: name_thread 'IMPND' 
0004: $10549 = 0 // integer values 
0004: $10550 = 0 // integer values 
0004: $10551 = 0 // integer values 
0004: $10552 = 0 // integer values 
0004: $10553 = 0 // integer values 
0004: $10554 = 0 // integer values 
0004: $10555 = 0 // integer values 
0004: $10556 = 0 // integer values 
0005: $10559 = 1540.632 // floating-point values 
0005: $10563 = -1603.162 // floating-point values 
0005: $10567 = 17.6564 // floating-point values 
0005: $10571 = 1607.27 // floating-point values 
0005: $10575 = -1637.528 // floating-point values 
0005: $10579 = 12.774 // floating-point values 
0005: $10583 = 1613.319 // floating-point values 
0005: $10587 = -1633.612 // floating-point values 
0005: $10591 = 12.077 // floating-point values 
0005: $10595 = 1522.73 // floating-point values 
0005: $10599 = -1721.398 // floating-point values 
0005: $10603 = 4.2191 // floating-point values 
0005: $10560 = -1572.807 // floating-point values 
0005: $10564 = 646.8937 // floating-point values 
0005: $10568 = 10.5019 // floating-point values 
0005: $10572 = -1641.409 // floating-point values 
0005: $10576 = 687.6273 // floating-point values 
0005: $10580 = 4.8704 // floating-point values 
0005: $10584 = -1700.933 // floating-point values 
0005: $10588 = 680.025 // floating-point values 
0005: $10592 = 27.7313 // floating-point values 
0005: $10596 = -1638.982 // floating-point values 
0005: $10600 = 699.3646 // floating-point values 
0005: $10604 = 5.0489 // floating-point values 
0005: $10561 = 2238.01 // floating-point values 
0005: $10565 = 2430.891 // floating-point values 
0005: $10569 = 11.764 // floating-point values 
0005: $10573 = 2304.289 // floating-point values 
0005: $10577 = 2502.322 // floating-point values 
0005: $10581 = -9.0538 // floating-point values 
0005: $10585 = 2238.01 // floating-point values 
0005: $10589 = 2430.891 // floating-point values 
0005: $10593 = 11.764 // floating-point values 
0005: $10597 = 2304.289 // floating-point values 
0005: $10601 = 2502.322 // floating-point values 
0005: $10605 = -9.0538 // floating-point values 
0005: $10607 = 1544.691 // floating-point values 
0005: $10611 = -1630.75 // floating-point values 
0005: $10615 = 13.043 // floating-point values 
0005: $10619 = 0.0 // floating-point values 
0005: $10623 = 0.0 // floating-point values 
0005: $10627 = 0.0 // floating-point values 
0005: $10631 = 0.0 // floating-point values 
0005: $10635 = 0.0 // floating-point values 
0005: $10608 = -1572.203 // floating-point values 
0005: $10612 = 658.7618 // floating-point values 
0005: $10616 = 6.8916 // floating-point values 
0005: $10620 = 0.0 // floating-point values 
0005: $10624 = -1701.43 // floating-point values 
0005: $10628 = 687.7184 // floating-point values 
0005: $10632 = 24.6525 // floating-point values 
0005: $10636 = 180.0 // floating-point values 
0005: $10609 = 2238.199 // floating-point values 
0005: $10613 = 2450.339 // floating-point values 
0005: $10617 = 10.5829 // floating-point values 
0005: $10621 = 0.0 // floating-point values 
0005: $10625 = 0.0 // floating-point values 
0005: $10629 = 0.0 // floating-point values 
0005: $10633 = 0.0 // floating-point values 
0005: $10637 = 0.0 // floating-point values 
0005: $10639 = 1588.503 // floating-point values 
0005: $10643 = -1637.872 // floating-point values 
0005: $10647 = 14.5641 // floating-point values 
0005: $10651 = 0.0 // floating-point values 
0005: $10655 = 0.0 // floating-point values 
0005: $10659 = 0.0 // floating-point values 
0005: $10663 = 0.0 // floating-point values 
0005: $10667 = 0.0 // floating-point values 
0005: $10640 = -1631.767 // floating-point values 
0005: $10644 = 688.4075 // floating-point values 
0005: $10648 = 8.5436 // floating-point values 
0005: $10652 = 90.0 // floating-point values 
0005: $10656 = 0.0 // floating-point values 
0005: $10660 = 0.0 // floating-point values 
0005: $10664 = 0.0 // floating-point values 
0005: $10668 = 0.0 // floating-point values 
0005: $10641 = 2293.83 // floating-point values 
0005: $10645 = 2498.804 // floating-point values 
0005: $10649 = 4.4414 // floating-point values 
0005: $10653 = 90.0 // floating-point values 
0005: $10657 = 2335.178 // floating-point values 
0005: $10661 = 2443.621 // floating-point values 
0005: $10665 = 6.9743 // floating-point values 
0005: $10669 = 59.9993 // floating-point values 
0004: $10730 = 0 // integer values 
0004: $10731 = 0 // integer values 
0004: $10732 = 0 // integer values 
0004: $10733 = 0 // integer values 
00D6: if 
0039:   8@ == 90 // integer values 
004D: jump_if_false @IMPND_1039 
0107: 9@ = create_object #POLICE_BARRIER at 0.0 0.0 0.0 
0107: 6@ = create_object #KMB_SHUTTER at 0.0 0.0 0.0 
0376: 24@ = create_random_actor 0.0 0.0 0.0 
0376: 19@ = create_random_actor 0.0 0.0 0.0 

:IMPND_1039
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPND_4118 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @IMPND_2453 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @IMPND_1289 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // integer values OR floating-point values 
004D: jump_if_false @IMPND_1144 
0247: request_model #LAPD1 
0247: request_model #COLT45 
0247: request_model #COPCARLA 
04AE: unknown $10710 radar_icon_or_model 280 
04AE: unknown $10711 radar_icon_or_model 596 

:IMPND_1144
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @IMPND_1193 
0247: request_model #SFPD1 
0247: request_model #COLT45 
0247: request_model #COPCARSF 
04AE: unknown $10710 radar_icon_or_model 281 
04AE: unknown $10711 radar_icon_or_model 597 

:IMPND_1193
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @IMPND_1242 
0247: request_model #LVPD1 
0247: request_model #COLT45 
0247: request_model #COPCARVG 
04AE: unknown $10710 radar_icon_or_model 282 
04AE: unknown $10711 radar_icon_or_model 598 

:IMPND_1242
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @IMPND_1282 
0006: 22@ = 1 // integer values 
0247: request_model #POLICE_BARRIER 
0247: request_model #SFCOPDR 
0247: request_model #KMB_SHUTTER 

:IMPND_1282
0006: 1@ = 2 // integer values 

:IMPND_1289
00D6: if 
0039:   1@ == 2 // integer values 
004D: jump_if_false @IMPND_2453 
00D6: if and
0248:   model $10710 available 
0248:   model #COLT45 available 
0248:   model $10711 available 
004D: jump_if_false @IMPND_2453 
0006: 1@ = 0 // integer values 
00D6: if 
8038:   not  $ONMISSION == 1 // integer values 
004D: jump_if_false @IMPND_1358 

:IMPND_1358
07E5: unknown_copy_entity 65542 2@ 
0709: unknown_set_entity_item 2@ 15 300 100.0 100.0 100.0 0.0 0 1 
029B: 9@ = init_object #POLICE_BARRIER at $10606($1865,4f) $10610($1865,4f) $10614($1865,4f) 
0453: object 9@ set_rotation -90.0 0.0 $10618($1865,4f) 
00D6: if 
8042:   not  $10622($1865,4f) == 0.0 // floating-point values 
004D: jump_if_false @IMPND_1529 
029B: 10@ = init_object #POLICE_BARRIER at $10622($1865,4f) $10626($1865,4f) $10630($1865,4f) 
0453: object 10@ set_rotation -90.0 0.0 $10634($1865,4f) 

:IMPND_1529
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_1562 
0006: 11@ = -388 // integer values 
0002: jump @IMPND_1570 

:IMPND_1562
0006: 11@ = -387 // integer values 

:IMPND_1570
029B: 6@ = init_object 11@ at $10638($1865,4f) $10642($1865,4f) $10646($1865,4f) 
0453: object 6@ set_rotation 0.0 0.0 $10650($1865,4f) 
00D6: if 
8042:   not  $10654($1865,4f) == 0.0 // floating-point values 
004D: jump_if_false @IMPND_1697 
029B: 7@ = init_object 11@ at $10654($1865,4f) $10658($1865,4f) $10662($1865,4f) 
0453: object 7@ set_rotation 0.0 0.0 $10666($1865,4f) 

:IMPND_1697
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_1885 
009A: $10516 = create_actor 24 $10710 at 1544.383 -1631.849 12.3905 
0173: set_actor $10516 z_angle_to 45.0 
009A: $10518 = create_actor 24 $10710 at 1578.957 -1634.127 12.5547 
0173: set_actor $10518 z_angle_to 0.0 
0005: $10670 = 1544.383 // floating-point values 
0005: $10680 = -1631.849 // floating-point values 
0005: $10690 = 12.3905 // floating-point values 
0005: $10700 = 45.0 // floating-point values 
0005: $10672 = 1544.383 // floating-point values 
0005: $10682 = 1578.957 // floating-point values 
0005: $10692 = -1634.127 // floating-point values 
0005: $10702 = 12.554 // floating-point values 
0005: $10734 = -90.0 // floating-point values 
0005: $10736 = 0.0 // floating-point values 

:IMPND_1885
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_2158 
009A: $10517 = create_actor 24 $10710 at -1700.839 688.9841 23.9032 
0173: set_actor $10517 z_angle_to 134.0 
009A: $10516 = create_actor 24 $10710 at -1572.705 657.5745 6.2446 
0173: set_actor $10516 z_angle_to 304.0 
009A: $10518 = create_actor 24 $10710 at -1616.822 679.9485 6.1901 
0173: set_actor $10518 z_angle_to 188.0 
0005: $10670 = -1572.705 // floating-point values 
0005: $10680 = 657.5745 // floating-point values 
0005: $10690 = 6.2446 // floating-point values 
0005: $10700 = 304.0 // floating-point values 
0005: $10671 = -1700.839 // floating-point values 
0005: $10681 = 688.9841 // floating-point values 
0005: $10691 = 23.9032 // floating-point values 
0005: $10701 = 134.0 // floating-point values 
0005: $10672 = -1616.822 // floating-point values 
0005: $10682 = 679.9485 // floating-point values 
0005: $10692 = 6.1901 // floating-point values 
0005: $10702 = 188.0 // floating-point values 
0005: $10734 = -90.0 // floating-point values 
0005: $10735 = -90.0 // floating-point values 
0005: $10736 = 0.0 // floating-point values 

:IMPND_2158
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_2326 
009A: $10516 = create_actor 24 $10710 at 2238.569 2449.417 10.0372 
0173: set_actor $10516 z_angle_to 90.0 
009A: $10518 = create_actor 24 $10710 at 2250.277 2489.333 9.8203 
0173: set_actor $10518 z_angle_to 90.0 
0005: $10670 = 2238.569 // floating-point values 
0005: $10680 = 2449.417 // floating-point values 
0005: $10690 = 10.0372 // floating-point values 
0005: $10700 = 90.0 // floating-point values 
0005: $10672 = 2250.277 // floating-point values 
0005: $10682 = 2489.333 // floating-point values 
0005: $10692 = 9.8203 // floating-point values 
0005: $10702 = 90.0 // floating-point values 

:IMPND_2326
0006: 12@ = 0 // integer values 

:IMPND_2333
00D6: if 
001B:   3 > 12@ // integer values 
004D: jump_if_false @IMPND_2446 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_2432 
060B: unknown_actor_use_entity $10516(12@,8i) 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) aggressive_to_pedgroup 3 type 0 
0004: $10533(12@,8i) = 0 // integer values 
0004: $10525(12@,8i) = 5 // integer values 

:IMPND_2432
000A: 12@ += 1 // integer values 
0002: jump @IMPND_2333 

:IMPND_2446
0006: 0@ = 2 // integer values 

:IMPND_2453
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @IMPND_4111 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0050: gosub @IMPND_5547 
00D6: if 
001D:   32@ > 4@ // integer values 
004D: jump_if_false @IMPND_2583 
0085: 4@ = 32@ // integer values and handles 
000A: 4@ += 90 // integer values 
0050: gosub @IMPND_21068 
00D6: if 
0038:   $10729 == 0 // integer values 
004D: jump_if_false @IMPND_2583 
00D6: if 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_2583 
0004: $10729 = 1 // integer values 
0050: gosub @IMPND_4150 

:IMPND_2583
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @IMPND_2641 
00D6: if 
0039:   22@ == 1 // integer values 
004D: jump_if_false @IMPND_2641 
0006: 22@ = 0 // integer values 
0249: release_model #POLICE_BARRIER 
0249: release_model #SFCOPDR 
0249: release_model #KMB_SHUTTER 

:IMPND_2641
00D6: if 
0039:   20@ == 1 // integer values 
004D: jump_if_false @IMPND_2754 
040D: unload_wav 4 
0209: 8@ = random_int 0 4 
00D6: if 
0039:   8@ == 0 // integer values 
004D: jump_if_false @IMPND_2697 
03CF: load_wav 10204 as 4 

:IMPND_2697
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @IMPND_2722 
03CF: load_wav 10205 as 4 

:IMPND_2722
00D6: if 
0039:   8@ == 2 // integer values 
004D: jump_if_false @IMPND_2747 
03CF: load_wav 10206 as 4 

:IMPND_2747
0006: 20@ = 2 // integer values 

:IMPND_2754
00D6: if 
0039:   20@ == 2 // integer values 
004D: jump_if_false @IMPND_2851 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @IMPND_2851 
00D6: if 
8118:   not actor 19@ dead 
004D: jump_if_false @IMPND_2851 
0949: link_wav 4 to_actor 19@ 
0489: set_actor 19@ audible 1 
094E: (unknown) 19@ 1 
03D1: play_wav 4 
0006: 20@ = 3 // integer values 
0085: 21@ = 32@ // integer values and handles 
000A: 21@ += 10000 // integer values 

:IMPND_2851
00D6: if 
0039:   20@ == 3 // integer values 
004D: jump_if_false @IMPND_2925 
00D6: if 
001D:   32@ > 21@ // integer values 
004D: jump_if_false @IMPND_2925 
0006: 20@ = 0 // integer values 
00D6: if 
8118:   not actor 19@ dead 
004D: jump_if_false @IMPND_2925 
0489: set_actor 19@ audible 0 
094E: (unknown) 19@ 0 

:IMPND_2925
00D6: if 
0039:   20@ == 4 // integer values 
004D: jump_if_false @IMPND_3038 
040D: unload_wav 4 
0209: 8@ = random_int 0 4 
00D6: if 
0039:   8@ == 0 // integer values 
004D: jump_if_false @IMPND_2981 
03CF: load_wav 10200 as 4 

:IMPND_2981
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @IMPND_3006 
03CF: load_wav 10201 as 4 

:IMPND_3006
00D6: if 
0039:   8@ == 2 // integer values 
004D: jump_if_false @IMPND_3031 
03CF: load_wav 10202 as 4 

:IMPND_3031
0006: 20@ = 2 // integer values 

:IMPND_3038
00D6: if 
0039:   20@ == 5 // integer values 
004D: jump_if_false @IMPND_3076 
040D: unload_wav 4 
03CF: load_wav 36000 as 4 
0006: 20@ = 2 // integer values 

:IMPND_3076
00D6: if 
0038:   $10524 == 1 // integer values 
004D: jump_if_false @IMPND_3407 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @IMPND_3407 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @IMPND_3407 
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_3199 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location 1589.06 -1694.728 10.4887 
03D1: play_wav 4 
03D7: set_wav 4 location 1541.513 -1685.942 10.1571 
03D1: play_wav 4 

:IMPND_3199
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_3297 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location -1619.872 742.786 -2.1389 
03D1: play_wav 4 
03D7: set_wav 4 location -1594.096 716.011 -3.1454 
03D1: play_wav 4 
03D7: set_wav 4 location -1605.518 672.6205 -3.2395 
03D1: play_wav 4 

:IMPND_3297
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_3407 
03D7: set_wav 4 location 2296.433 2444.295 7.0111 
03D1: play_wav 4 
03D7: set_wav 4 location 2255.404 2446.676 5.6601 
03D1: play_wav 4 
03D7: set_wav 4 location 2243.107 2498.225 8.5154 
03D1: play_wav 4 
03D7: set_wav 4 location 2296.927 2492.902 0.2841 
03D1: play_wav 4 

:IMPND_3407
0006: 16@ = 0 // integer values 

:IMPND_3414
00D6: if 
001B:   8 > 16@ // integer values 
004D: jump_if_false @IMPND_3682 
00D6: if 
8118:   not actor $10516(16@,8i) dead 
004D: jump_if_false @IMPND_3668 
00D6: if 
801A:   not  0 > $10716(16@,8i) // integer values 
004D: jump_if_false @IMPND_3668 
080E: (unknown) $10516(16@,8i) $10716(16@,8i) 
00D6: if 
8038:   not  $10716(16@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_3668 
00D6: if or
04A3:   $10716(16@,8i) == 15 // integer values OR floating-point values 
04A3:   $10716(16@,8i) == 49 // integer values OR floating-point values 
04A3:   $10716(16@,8i) == 9 // integer values OR floating-point values 
004D: jump_if_false @IMPND_3581 
0004: $10716(16@,8i) = -2 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 

:IMPND_3581
00D6: if 
04A3:   $10716(16@,8i) == 62 // integer values OR floating-point values 
004D: jump_if_false @IMPND_3668 
00D6: if 
0104:   actor $10516(16@,8i) near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @IMPND_3668 
0004: $10716(16@,8i) = -1 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 

:IMPND_3668
000A: 16@ += 1 // integer values 
0002: jump @IMPND_3414 

:IMPND_3682
00D6: if 
001D:   32@ > 3@ // integer values 
004D: jump_if_false @IMPND_3892 
0085: 3@ = 32@ // integer values and handles 
000A: 3@ += 100 // integer values 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_3794 
0004: $10714 = 0 // integer values 
0006: 23@ = 0 // integer values 
008B: 13@ = $10525(12@,8i) // integer values and handles 
0050: gosub @IMPND_21725 
0050: gosub @IMPND_10480 
0004: $10716(12@,8i) = 0 // integer values 
0002: jump @IMPND_3860 

:IMPND_3794
00D6: if 
07D6:   19@ $10516(12@,8i) 
004D: jump_if_false @IMPND_3860 
00D6: if and
8039:   not  20@ == 0 // integer values 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_3846 
040D: unload_wav 4 

:IMPND_3846
0006: 20@ = 0 // integer values 
0006: 19@ = 0 // integer values 

:IMPND_3860
000A: 12@ += 1 // integer values 
00D6: if 
0019:   12@ > 7 // integer values 
004D: jump_if_false @IMPND_3892 
0006: 12@ = 0 // integer values 

:IMPND_3892
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // integer values OR floating-point values 
004D: jump_if_false @IMPND_3965 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_3965 
0050: gosub @IMPND_22003 

:IMPND_3965
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // integer values OR floating-point values 
004D: jump_if_false @IMPND_4038 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_4038 
0050: gosub @IMPND_22003 

:IMPND_4038
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @IMPND_4111 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_4111 
0050: gosub @IMPND_22003 

:IMPND_4111
0002: jump @IMPND_4143 

:IMPND_4118
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @IMPND_4143 
0050: gosub @IMPND_22003 

:IMPND_4143
0002: jump @IMPND_1039 

:IMPND_4150
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_4580 
00A5: $10725 = create_car $10711 at 2285.502 2473.748 2.266 
00A5: $10726 = create_car $10711 at 2314.358 2475.845 2.266 
00A5: $10727 = create_car $10711 at 2240.971 2476.485 -8.4476 
00A5: $10728 = create_car $10711 at 2303.053 2431.712 -8.4531 
0175: set_car $10725 z_angle_to 179.4722 
0175: set_car $10726 z_angle_to 268.529 
0175: set_car $10727 z_angle_to 92.5631 
0175: set_car $10728 z_angle_to 180.0971 
020A: set_car $10725 door_status_to 3 
020A: set_car $10726 door_status_to 1 
020A: set_car $10727 door_status_to 3 
020A: set_car $10728 door_status_to 1 
0129: $10519 = create_actor 24 $10710 in_car $10725 driverseat 
01C8: $10520 = create_actor 24 $10710 in_car $10725 passenger_seat 0 
009A: $10521 = create_actor 24 $10710 at 2278.1 2425.453 2.4766 
009A: $10522 = create_actor 24 $10710 at 2268.906 2449.246 -8.1953 
0173: set_actor $10521 z_angle_to 187.5721 
0173: set_actor $10522 z_angle_to 228.3262 
0004: $10528 = 5 // integer values 
0004: $10529 = 5 // integer values 
0004: $10530 = 5 // integer values 
0004: $10531 = 5 // integer values 
0004: $10536 = 0 // integer values 
0004: $10537 = 0 // integer values 
0004: $10538 = 0 // integer values 
0004: $10539 = 0 // integer values 
0006: 12@ = 3 // integer values 

:IMPND_4489
00D6: if 
001B:   7 > 12@ // integer values 
004D: jump_if_false @IMPND_4580 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_4566 
060B: unknown_actor_use_entity $10516(12@,8i) 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) aggressive_to_pedgroup 3 type 0 

:IMPND_4566
000A: 12@ += 1 // integer values 
0002: jump @IMPND_4489 

:IMPND_4580
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_5017 
00A5: $10725 = create_car $10711 at -1600.142 748.2594 -6.2344 
00A5: $10726 = create_car $10711 at -1616.233 691.9449 -6.2422 
00A5: $10727 = create_car $10711 at -1574.061 717.9744 -6.2344 
00A5: $10728 = create_car $10711 at -1574.305 726.8611 -6.2344 
0175: set_car $10725 z_angle_to 359.8067 
0175: set_car $10726 z_angle_to 358.8804 
0175: set_car $10727 z_angle_to 268.0333 
0175: set_car $10728 z_angle_to 268.3534 
020A: set_car $10725 door_status_to 3 
020A: set_car $10726 door_status_to 1 
020A: set_car $10727 door_status_to 3 
020A: set_car $10728 door_status_to 1 
0129: $10519 = create_actor 24 $10710 in_car $10725 driverseat 
01C8: $10520 = create_actor 24 $10710 in_car $10725 passenger_seat 0 
009A: $10521 = create_actor 24 $10710 at -1606.067 701.3859 -5.9062 
009A: $10522 = create_actor 24 $10710 at -1615.934 695.0814 -6.2422 
0173: set_actor $10521 z_angle_to 270.5721 
0173: set_actor $10522 z_angle_to 180.3262 
0004: $10528 = 5 // integer values 
0004: $10529 = 5 // integer values 
0004: $10530 = 5 // integer values 
0004: $10531 = 5 // integer values 
0004: $10536 = 0 // integer values 
0004: $10537 = 0 // integer values 
0004: $10538 = 0 // integer values 
0004: $10539 = 0 // integer values 
0006: 12@ = 3 // integer values 

:IMPND_4919
00D6: if 
001B:   8 > 12@ // integer values 
004D: jump_if_false @IMPND_5010 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_4996 
060B: unknown_actor_use_entity $10516(12@,8i) 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) aggressive_to_pedgroup 3 type 0 

:IMPND_4996
000A: 12@ += 1 // integer values 
0002: jump @IMPND_4919 

:IMPND_5010
0006: 12@ = 0 // integer values 

:IMPND_5017
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_5545 
00A5: $10725 = create_car $10711 at 1586.254 -1671.732 4.8916 
00A5: $10726 = create_car $10711 at 1601.52 -1699.925 4.8984 
00A5: $10727 = create_car $10711 at 1565.428 -1710.81 4.8984 
00A5: $10728 = create_car $10711 at 1529.675 -1688.105 4.897 
0175: set_car $10725 z_angle_to 90.8726 
0175: set_car $10726 z_angle_to 268.6337 
0175: set_car $10727 z_angle_to 177.2788 
0175: set_car $10728 z_angle_to 270.141 
020A: set_car $10725 door_status_to 3 
020A: set_car $10726 door_status_to 1 
020A: set_car $10727 door_status_to 3 
020A: set_car $10728 door_status_to 1 
0129: $10519 = create_actor 24 $10710 in_car $10725 driverseat 
01C8: $10520 = create_actor 24 $10710 in_car $10725 passenger_seat 0 
009A: $10521 = create_actor 24 $10710 at 1527.145 -1675.299 4.8984 
009A: $10522 = create_actor 24 $10710 at 1603.711 -1714.294 5.2187 
009A: $10517 = create_actor 24 $10710 at 1608.285 -1715.779 5.2187 
009A: $10523 = create_actor 24 $10710 at 1532.631 -1688.01 4.8984 
0173: set_actor $10521 z_angle_to 90.5721 
0173: set_actor $10522 z_angle_to 242.3262 
0173: set_actor $10517 z_angle_to 225.3262 
0173: set_actor $10523 z_angle_to 90.3262 
0004: $10526 = 5 // integer values 
0004: $10528 = 5 // integer values 
0004: $10529 = 5 // integer values 
0004: $10530 = 5 // integer values 
0004: $10531 = 5 // integer values 
0004: $10532 = 5 // integer values 
0004: $10536 = 0 // integer values 
0004: $10537 = 0 // integer values 
0004: $10538 = 0 // integer values 
0004: $10539 = 0 // integer values 
0004: $10540 = 0 // integer values 
0006: 12@ = 0 // integer values 

:IMPND_5447
00D6: if 
001B:   8 > 12@ // integer values 
004D: jump_if_false @IMPND_5538 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_5524 
060B: unknown_actor_use_entity $10516(12@,8i) 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) aggressive_to_pedgroup 3 type 0 

:IMPND_5524
000A: 12@ += 1 // integer values 
0002: jump @IMPND_5447 

:IMPND_5538
0006: 12@ = 0 // integer values 

:IMPND_5545
0051: return 

:IMPND_5547
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_6873 
0871: init_jump_table $10730 total_jumps 4 0 @IMPND_6147 jumps 0 @IMPND_5628 1 @IMPND_5887 2 @IMPND_5950 3 @IMPND_6017 -1 @IMPND_6147 -1 @IMPND_6147 -1 @IMPND_6147 

:IMPND_5628
00D6: if 
0038:   $10549 == 0 // integer values 
004D: jump_if_false @IMPND_5801 
00D6: if 
09C3:   police_vehicle_in_rectangle 1554.32 -1632.669 13.9475 1535.271 -1620.762 11.8805 
004D: jump_if_false @IMPND_5801 
00D6: if 
8118:   not actor $10516 dead 
004D: jump_if_false @IMPND_5801 
00D6: if 
00A3:   actor $10516 0 1543.595 -1631.279 1545.022 -1632.704 
004D: jump_if_false @IMPND_5801 
0004: $10730 = 1 // integer values 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_5801 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_5801 
0006: 20@ = 1 // integer values 
008B: 19@ = $10516 // integer values and handles 

:IMPND_5801
00D6: if 
0038:   $10557 == 1 // integer values 
004D: jump_if_false @IMPND_5880 
00D6: if 
8119:   not car $10726 wrecked 
004D: jump_if_false @IMPND_5880 
00D6: if 
00B0:   car $10726 0 1544.988 -1622.29 1556.178 -1632.62 
004D: jump_if_false @IMPND_5880 
0004: $10730 = 1 // integer values 

:IMPND_5880
0002: jump @IMPND_6147 

:IMPND_5887
0009: $10734 += 0.5 // floating-point values 
0453: object 9@ set_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 // floating-point values 
004D: jump_if_false @IMPND_5943 
0004: $10730 = 2 // integer values 

:IMPND_5943
0002: jump @IMPND_6147 

:IMPND_5950
00D6: if 
8339:   not objects_in_cube 1554.32 -1632.669 13.9475 1535.271 -1620.762 11.8805 0 1 0 0 0 
004D: jump_if_false @IMPND_6010 
0004: $10730 = 3 // integer values 

:IMPND_6010
0002: jump @IMPND_6147 

:IMPND_6017
00D6: if 
0339:   objects_in_cube 1540.938 -1623.68 14.3551 1550.887 -1631.648 12.1949 0 1 0 0 0 
004D: jump_if_false @IMPND_6084 
0004: $10730 = 1 // integer values 
0002: jump @IMPND_6140 

:IMPND_6084
000D: $10734 -= 0.5 // floating-point values 
0453: object 9@ set_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 // floating-point values 
004D: jump_if_false @IMPND_6140 
0004: $10730 = 0 // integer values 

:IMPND_6140
0002: jump @IMPND_6147 

:IMPND_6147
0871: init_jump_table $10732 total_jumps 4 0 @IMPND_6873 jumps 0 @IMPND_6210 1 @IMPND_6484 2 @IMPND_6611 3 @IMPND_6686 -1 @IMPND_6873 -1 @IMPND_6873 -1 @IMPND_6873 

:IMPND_6210
00D6: if 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_6409 
00D6: if 
09C3:   police_vehicle_in_rectangle 1592.251 -1637.59 17.1898 1578.344 -1624.273 11.9866 
004D: jump_if_false @IMPND_6409 
00D6: if 
0038:   $10551 == 0 // integer values 
004D: jump_if_false @IMPND_6409 
00D6: if 
8118:   not actor $10518 dead 
004D: jump_if_false @IMPND_6409 
00D6: if 
00A3:   actor $10518 0 1582.153 -1637.67 1577.585 -1633.235 
004D: jump_if_false @IMPND_6409 
0004: $10732 = 1 // integer values 
097B: play_sound 6@ on_object 1153 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_6409 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_6409 
0006: 20@ = 1 // integer values 
008B: 19@ = $10518 // integer values and handles 

:IMPND_6409
00D6: if 
0339:   objects_in_cube 1581.732 -1639.463 16.4817 1599.936 -1652.072 7.8825 0 1 0 0 0 
004D: jump_if_false @IMPND_6477 
0004: $10732 = 1 // integer values 
097B: play_sound 6@ on_object 1153 

:IMPND_6477
0002: jump @IMPND_6873 

:IMPND_6484
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0009: $10740 += 0.0173 // floating-point values 
0009: $10736 += 0.9 // floating-point values 
00D6: if 
0030:   $10740 >= 16.425 // floating-point values 
004D: jump_if_false @IMPND_6574 
0004: $10732 = 2 // integer values 
0005: $10740 = 16.425 // floating-point values 
0005: $10736 = 90.0 // floating-point values 
097B: play_sound 6@ on_object 1154 

:IMPND_6574
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0453: object 6@ set_rotation $10736 0.0 $10651 
0002: jump @IMPND_6873 

:IMPND_6611
00D6: if 
8339:   not objects_in_cube 1602.079 -1655.913 6.5685 1582.779 -1631.262 17.1606 0 1 0 0 0 
004D: jump_if_false @IMPND_6679 
0004: $10732 = 3 // integer values 
097B: play_sound 6@ on_object 1153 

:IMPND_6679
0002: jump @IMPND_6873 

:IMPND_6686
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
000D: $10740 -= 0.0155 // floating-point values 
000D: $10736 -= 0.9 // floating-point values 
00D6: if 
0032:   14.5641 >= $10740 // floating-point values 
004D: jump_if_false @IMPND_6776 
097B: play_sound 6@ on_object 1154 
0004: $10732 = 0 // integer values 
0005: $10736 = 0.0 // floating-point values 
0005: $10740 = 14.5641 // floating-point values 

:IMPND_6776
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0453: object 6@ set_rotation $10736 0.0 $10651 
00D6: if 
0339:   objects_in_cube 1602.079 -1655.913 6.5685 1582.779 -1631.262 17.1606 0 1 0 0 0 
004D: jump_if_false @IMPND_6866 
0004: $10732 = 1 // integer values 

:IMPND_6866
0002: jump @IMPND_6873 

:IMPND_6873
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_8639 
0871: init_jump_table $10730 total_jumps 4 0 @IMPND_7394 jumps 0 @IMPND_6954 1 @IMPND_7134 2 @IMPND_7197 3 @IMPND_7264 -1 @IMPND_7394 -1 @IMPND_7394 -1 @IMPND_7394 

:IMPND_6954
00D6: if 
0038:   $10549 == 0 // integer values 
004D: jump_if_false @IMPND_7127 
00D6: if 
09C3:   police_vehicle_in_rectangle -1566.137 666.7503 5.775 -1577.602 658.2418 9.2455 
004D: jump_if_false @IMPND_7127 
00D6: if 
8118:   not actor $10516 dead 
004D: jump_if_false @IMPND_7127 
00D6: if 
00A3:   actor $10516 0 -1573.406 656.8607 -1572.033 658.196 
004D: jump_if_false @IMPND_7076 
0004: $10730 = 1 // integer values 

:IMPND_7076
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_7127 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_7127 
0006: 20@ = 1 // integer values 
008B: 19@ = $10516 // integer values and handles 

:IMPND_7127
0002: jump @IMPND_7394 

:IMPND_7134
0009: $10734 += 0.5 // floating-point values 
0453: object 9@ set_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 // floating-point values 
004D: jump_if_false @IMPND_7190 
0004: $10730 = 2 // integer values 

:IMPND_7190
0002: jump @IMPND_7394 

:IMPND_7197
00D6: if 
8339:   not objects_in_cube -1566.137 666.7503 5.775 -1577.602 658.2418 9.2455 0 1 0 0 0 
004D: jump_if_false @IMPND_7257 
0004: $10730 = 3 // integer values 

:IMPND_7257
0002: jump @IMPND_7394 

:IMPND_7264
00D6: if 
0339:   objects_in_cube -1566.137 666.7503 5.775 -1577.602 658.2418 9.2455 0 1 0 0 0 
004D: jump_if_false @IMPND_7331 
0004: $10730 = 1 // integer values 
0002: jump @IMPND_7387 

:IMPND_7331
000D: $10734 -= 0.5 // floating-point values 
0453: object 9@ set_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 // floating-point values 
004D: jump_if_false @IMPND_7387 
0004: $10730 = 0 // integer values 

:IMPND_7387
0002: jump @IMPND_7394 

:IMPND_7394
0871: init_jump_table $10731 total_jumps 4 0 @IMPND_7897 jumps 0 @IMPND_7457 1 @IMPND_7637 2 @IMPND_7700 3 @IMPND_7767 -1 @IMPND_7897 -1 @IMPND_7897 -1 @IMPND_7897 

:IMPND_7457
00D6: if 
0038:   $10550 == 0 // integer values 
004D: jump_if_false @IMPND_7630 
00D6: if 
09C3:   police_vehicle_in_rectangle -1688.231 679.8141 20.5924 -1710.483 687.937 28.4141 
004D: jump_if_false @IMPND_7630 
00D6: if 
8118:   not actor $10517 dead 
004D: jump_if_false @IMPND_7630 
00D6: if 
00A3:   actor $10517 0 -1701.648 689.5652 -1700.086 688.274 
004D: jump_if_false @IMPND_7579 
0004: $10731 = 1 // integer values 

:IMPND_7579
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_7630 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_7630 
0006: 20@ = 1 // integer values 
008B: 19@ = $10517 // integer values and handles 

:IMPND_7630
0002: jump @IMPND_7897 

:IMPND_7637
0009: $10735 += 0.5 // floating-point values 
0453: object 10@ set_rotation $10735 0.0 180.0 
00D6: if 
0030:   $10735 >= 0.0 // floating-point values 
004D: jump_if_false @IMPND_7693 
0004: $10731 = 2 // integer values 

:IMPND_7693
0002: jump @IMPND_7897 

:IMPND_7700
00D6: if 
8339:   not objects_in_cube -1688.231 679.8141 20.5924 -1710.483 687.937 28.4141 0 1 0 0 0 
004D: jump_if_false @IMPND_7760 
0004: $10731 = 3 // integer values 

:IMPND_7760
0002: jump @IMPND_7897 

:IMPND_7767
00D6: if 
0339:   objects_in_cube -1688.231 679.8141 20.5924 -1710.483 687.937 28.4141 0 1 0 0 0 
004D: jump_if_false @IMPND_7834 
0004: $10731 = 1 // integer values 
0002: jump @IMPND_7890 

:IMPND_7834
000D: $10735 -= 0.5 // floating-point values 
0453: object 10@ set_rotation $10735 0.0 180.0 
00D6: if 
0032:   -90.0 >= $10735 // floating-point values 
004D: jump_if_false @IMPND_7890 
0004: $10731 = 0 // integer values 

:IMPND_7890
0002: jump @IMPND_7897 

:IMPND_7897
0871: init_jump_table $10732 total_jumps 4 0 @IMPND_8639 jumps 0 @IMPND_7960 1 @IMPND_8312 2 @IMPND_8403 3 @IMPND_8478 -1 @IMPND_8639 -1 @IMPND_8639 -1 @IMPND_8639 

:IMPND_7960
00D6: if 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_8159 
00D6: if 
09C3:   police_vehicle_in_rectangle -1639.599 674.9066 10.3898 -1622.298 710.0969 0.8401 
004D: jump_if_false @IMPND_8159 
00D6: if 
0038:   $10551 == 0 // integer values 
004D: jump_if_false @IMPND_8159 
00D6: if 
8118:   not actor $10518 dead 
004D: jump_if_false @IMPND_8159 
00D6: if 
00A3:   actor $10518 0 -1613.253 679.4489 -1618.76 688.0851 
004D: jump_if_false @IMPND_8159 
0004: $10732 = 1 // integer values 
097B: play_sound 6@ on_object 1153 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_8159 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_8159 
0006: 20@ = 1 // integer values 
008B: 19@ = $10518 // integer values and handles 

:IMPND_8159
00D6: if 
0038:   $10557 == 1 // integer values 
004D: jump_if_false @IMPND_8245 
00D6: if 
0339:   objects_in_cube -1639.599 674.9066 10.3898 -1622.298 710.0969 0.8401 0 1 0 0 0 
004D: jump_if_false @IMPND_8245 
0004: $10732 = 1 // integer values 
097B: play_sound 6@ on_object 1153 

:IMPND_8245
00D6: if 
0339:   objects_in_cube -1620.061 715.371 -4.554 -1640.881 691.9899 11.1863 0 1 0 0 0 
004D: jump_if_false @IMPND_8305 
0004: $10732 = 1 // integer values 

:IMPND_8305
0002: jump @IMPND_8639 

:IMPND_8312
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0009: $10740 += 0.0155 // floating-point values 
00D6: if 
0030:   $10740 >= 13.2513 // floating-point values 
004D: jump_if_false @IMPND_8382 
0004: $10732 = 2 // integer values 
0005: $10740 = 13.2513 // floating-point values 
097B: play_sound 6@ on_object 1154 

:IMPND_8382
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0002: jump @IMPND_8639 

:IMPND_8403
00D6: if 
8339:   not objects_in_cube -1639.599 674.9066 10.3898 -1622.298 710.0969 0.8401 0 1 0 0 0 
004D: jump_if_false @IMPND_8471 
0004: $10732 = 3 // integer values 
097B: play_sound 6@ on_object 1153 

:IMPND_8471
0002: jump @IMPND_8639 

:IMPND_8478
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
000D: $10740 -= 0.0155 // floating-point values 
00D6: if 
0032:   8.5436 >= $10740 // floating-point values 
004D: jump_if_false @IMPND_8558 
0004: $10732 = 0 // integer values 
0005: $10736 = 0.0 // floating-point values 
0005: $10740 = 8.5436 // floating-point values 
097B: play_sound 6@ on_object 1154 

:IMPND_8558
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
00D6: if 
0339:   objects_in_cube -1639.599 674.9066 10.3898 -1622.298 710.0969 0.8401 0 1 0 0 0 
004D: jump_if_false @IMPND_8632 
0004: $10732 = 1 // integer values 

:IMPND_8632
0002: jump @IMPND_8639 

:IMPND_8639
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_10478 
0871: init_jump_table $10730 total_jumps 4 0 @IMPND_9276 jumps 0 @IMPND_8720 1 @IMPND_9016 2 @IMPND_9079 3 @IMPND_9146 -1 @IMPND_9276 -1 @IMPND_9276 -1 @IMPND_9276 

:IMPND_8720
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPND_8930 
00D6: if 
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
004D: jump_if_false @IMPND_8930 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2250.323 2449.556 8.4616 2230.411 2461.79 17.8394 
004D: jump_if_false @IMPND_8930 
00D6: if 
0038:   $10549 == 0 // integer values 
004D: jump_if_false @IMPND_8930 
00D6: if 
8118:   not actor $10516 dead 
004D: jump_if_false @IMPND_8930 
00D6: if 
00A3:   actor $10516 0 2237.854 2448.608 2239.385 2450.014 
004D: jump_if_false @IMPND_8930 
0004: $10730 = 1 // integer values 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_8930 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_8930 
0006: 20@ = 1 // integer values 
008B: 19@ = $10516 // integer values and handles 

:IMPND_8930
00D6: if 
0038:   $10557 == 1 // integer values 
004D: jump_if_false @IMPND_9009 
00D6: if 
8119:   not car $10725 wrecked 
004D: jump_if_false @IMPND_9009 
00D6: if 
00B0:   car $10725 0 2222.316 2432.012 2246.956 2467.653 
004D: jump_if_false @IMPND_9009 
0004: $10730 = 1 // integer values 

:IMPND_9009
0002: jump @IMPND_9276 

:IMPND_9016
0009: $10734 += 0.5 // floating-point values 
0453: object 9@ set_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 // floating-point values 
004D: jump_if_false @IMPND_9072 
0004: $10730 = 2 // integer values 

:IMPND_9072
0002: jump @IMPND_9276 

:IMPND_9079
00D6: if 
8339:   not objects_in_cube 2250.323 2449.556 8.4616 2230.411 2461.79 17.8394 0 1 0 0 0 
004D: jump_if_false @IMPND_9139 
0004: $10730 = 3 // integer values 

:IMPND_9139
0002: jump @IMPND_9276 

:IMPND_9146
00D6: if 
0339:   objects_in_cube 2250.323 2449.556 8.4616 2230.411 2461.79 17.8394 0 1 0 0 0 
004D: jump_if_false @IMPND_9213 
0004: $10730 = 1 // integer values 
0002: jump @IMPND_9269 

:IMPND_9213
000D: $10734 -= 0.5 // floating-point values 
0453: object 9@ set_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 // floating-point values 
004D: jump_if_false @IMPND_9269 
0004: $10730 = 0 // integer values 

:IMPND_9269
0002: jump @IMPND_9276 

:IMPND_9276
0871: init_jump_table $10732 total_jumps 4 0 @IMPND_9995 jumps 0 @IMPND_9339 1 @IMPND_9668 2 @IMPND_9759 3 @IMPND_9834 -1 @IMPND_9995 -1 @IMPND_9995 -1 @IMPND_9995 

:IMPND_9339
00D6: if 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_9575 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPND_9575 
00D6: if 
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
004D: jump_if_false @IMPND_9575 
00D6: if 
00A4:   actor $PLAYER_ACTOR 0 2237.808 2486.764 12.7579 2280.211 2502.595 6.2211 
004D: jump_if_false @IMPND_9575 
00D6: if 
0038:   $10551 == 0 // integer values 
004D: jump_if_false @IMPND_9575 
00D6: if 
8118:   not actor $10518 dead 
004D: jump_if_false @IMPND_9575 
00D6: if 
00A3:   actor $10518 0 2253.515 2485.275 2248.9 2492.416 
004D: jump_if_false @IMPND_9575 
0004: $10732 = 1 // integer values 
097B: play_sound 6@ on_object 1153 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_9575 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_9575 
0006: 20@ = 1 // integer values 
008B: 19@ = $10518 // integer values and handles 

:IMPND_9575
00D6: if 
0038:   $10557 == 1 // integer values 
004D: jump_if_false @IMPND_9661 
00D6: if 
0339:   objects_in_cube 2294.371 2493.447 6.6617 2305.78 2504.33 2.1808 0 1 0 0 0 
004D: jump_if_false @IMPND_9661 
0004: $10732 = 1 // integer values 
097B: play_sound 6@ on_object 1153 

:IMPND_9661
0002: jump @IMPND_9995 

:IMPND_9668
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0009: $10740 += 0.0155 // floating-point values 
00D6: if 
0030:   $10740 >= 8.8513 // floating-point values 
004D: jump_if_false @IMPND_9738 
0004: $10732 = 2 // integer values 
0005: $10740 = 8.8513 // floating-point values 
097B: play_sound 6@ on_object 1154 

:IMPND_9738
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0002: jump @IMPND_9995 

:IMPND_9759
00D6: if 
8339:   not objects_in_cube 2286.148 2503.084 7.8689 2302.432 2491.353 1.8459 0 1 0 0 0 
004D: jump_if_false @IMPND_9827 
0004: $10732 = 3 // integer values 
097B: play_sound 6@ on_object 1153 

:IMPND_9827
0002: jump @IMPND_9995 

:IMPND_9834
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
000D: $10740 -= 0.0155 // floating-point values 
00D6: if 
0032:   4.4414 >= $10740 // floating-point values 
004D: jump_if_false @IMPND_9914 
0004: $10732 = 0 // integer values 
0005: $10736 = 0.0 // floating-point values 
0005: $10740 = 4.4414 // floating-point values 
097B: play_sound 6@ on_object 1154 

:IMPND_9914
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
00D6: if 
0339:   objects_in_cube 2286.148 2503.084 7.8689 2302.432 2491.353 1.8459 0 1 0 0 0 
004D: jump_if_false @IMPND_9988 
0004: $10732 = 1 // integer values 

:IMPND_9988
0002: jump @IMPND_9995 

:IMPND_9995
0871: init_jump_table $10733 total_jumps 4 0 @IMPND_10478 jumps 0 @IMPND_10058 1 @IMPND_10151 2 @IMPND_10242 3 @IMPND_10317 -1 @IMPND_10478 -1 @IMPND_10478 -1 @IMPND_10478 

:IMPND_10058
00D6: if 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_10144 
00D6: if 
0339:   objects_in_cube 2333.481 2439.576 8.8878 2319.688 2452.0 2.1724 0 1 0 0 0 
004D: jump_if_false @IMPND_10144 
0004: $10733 = 1 // integer values 
097B: play_sound 7@ on_object 1153 

:IMPND_10144
0002: jump @IMPND_10478 

:IMPND_10151
01BB: store_object 7@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10741 
0009: $10741 += 0.0155 // floating-point values 
00D6: if 
0030:   $10741 >= 11.6441 // floating-point values 
004D: jump_if_false @IMPND_10221 
0004: $10733 = 2 // integer values 
0005: $10741 = 11.6441 // floating-point values 
097B: play_sound 7@ on_object 1154 

:IMPND_10221
01BC: put_object 7@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10741 
0002: jump @IMPND_10478 

:IMPND_10242
00D6: if 
8339:   not objects_in_cube 2338.707 2434.458 11.8518 2330.938 2452.454 3.5886 0 1 0 0 0 
004D: jump_if_false @IMPND_10310 
0004: $10733 = 3 // integer values 
097B: play_sound 7@ on_object 1153 

:IMPND_10310
0002: jump @IMPND_10478 

:IMPND_10317
01BB: store_object 7@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10741 
000D: $10741 -= 0.0155 // floating-point values 
00D6: if 
0032:   6.9743 >= $10741 // floating-point values 
004D: jump_if_false @IMPND_10397 
0004: $10733 = 0 // integer values 
0005: $10737 = 0.0 // floating-point values 
0005: $10741 = 6.9743 // floating-point values 
097B: play_sound 6@ on_object 1154 

:IMPND_10397
01BC: put_object 7@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10741 
00D6: if 
0339:   objects_in_cube 2338.707 2434.458 11.8518 2330.938 2452.454 3.5886 0 1 0 0 0 
004D: jump_if_false @IMPND_10471 
0004: $10733 = 1 // integer values 

:IMPND_10471
0002: jump @IMPND_10478 

:IMPND_10478
0051: return 

:IMPND_10480
0871: init_jump_table 13@ total_jumps 7 0 @IMPND_12863 jumps 1 @IMPND_12316 2 @IMPND_10853 3 @IMPND_11228 4 @IMPND_11920 5 @IMPND_10543 6 @IMPND_12714 9 @IMPND_11530 

:IMPND_10543
0050: gosub @IMPND_12865 
00D6: if and
0038:   $10714 == 1 // integer values 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_10597 
0004: $10525(12@,8i) = 2 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_10597
00D6: if 
0038:   $10716(12@,8i) == -2 // integer values 
004D: jump_if_false @IMPND_10707 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $10712 = $TEMPVAR_Z_COORD // floating-point values only 
0061: $10712 -= $TEMPVAR_FLOAT_3 // floating-point values 
00D6: if 
0022:   3.0 > $10712 // floating-point values 
004D: jump_if_false @IMPND_10707 
0004: $10525(12@,8i) = 9 // integer values 
0004: $10549(12@,8i) = 1 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_10707
00D6: if 
0038:   $10716(12@,8i) == -1 // integer values 
004D: jump_if_false @IMPND_10806 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $10712 = $TEMPVAR_Z_COORD // floating-point values only 
0061: $10712 -= $TEMPVAR_FLOAT_3 // floating-point values 
00D6: if 
0022:   3.0 > $10712 // floating-point values 
004D: jump_if_false @IMPND_10806 
0004: $10525(12@,8i) = 9 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_10806
00D6: if 
0038:   $10524 == 1 // integer values 
004D: jump_if_false @IMPND_10846 
0004: $10525(12@,8i) = 6 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_10846
0002: jump @IMPND_12863 

:IMPND_10853
0050: gosub @IMPND_19919 
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @IMPND_11166 
00D6: if 
0038:   $10533(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_11012 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_10955 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_10955 
008B: 19@ = $10516(12@,8i) // integer values and handles 
0006: 20@ = 4 // integer values 

:IMPND_10955
07A3: AS_actor $10516(12@,8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 
008A: $10541(12@,8i) = 32@ // integer values and handles 
0008: $10541(12@,8i) += 6000 // integer values 
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_11012
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_11166 
00D6: if 
001F:   32@ > $10541(12@,8i) // integer values 
004D: jump_if_false @IMPND_11166 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_11133 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_11126 
0004: $10525(12@,8i) = 1 // integer values 
0004: $10549(12@,8i) = 1 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11126
0002: jump @IMPND_11166 

:IMPND_11133
0004: $10525(12@,8i) = 3 // integer values 
0004: $10549(12@,8i) = 1 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11166
00D6: if 
0038:   $10716(12@,8i) == -2 // integer values 
004D: jump_if_false @IMPND_11221 
0004: $10525(12@,8i) = 3 // integer values 
0004: $10549(12@,8i) = 1 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11221
0002: jump @IMPND_12863 

:IMPND_11228
0050: gosub @IMPND_19919 
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @IMPND_11476 
00D6: if 
0038:   $10533(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_11322 
008A: $10541(12@,8i) = 32@ // integer values and handles 
0008: $10541(12@,8i) += 7000 // integer values 
05E2: AS_actor $10516(12@,8i) kill_actor $PLAYER_ACTOR 
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_11322
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_11476 
00D6: if 
001F:   32@ > $10541(12@,8i) // integer values 
004D: jump_if_false @IMPND_11476 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_11443 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_11436 
0004: $10525(12@,8i) = 1 // integer values 
0004: $10549(12@,8i) = 1 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11436
0002: jump @IMPND_11476 

:IMPND_11443
0004: $10525(12@,8i) = 3 // integer values 
0004: $10549(12@,8i) = 1 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11476
00D6: if 
0038:   $10714 == 0 // integer values 
004D: jump_if_false @IMPND_11523 
0008: $10724 += 1 // integer values 
0004: $10525(12@,8i) = 4 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11523
0002: jump @IMPND_12863 

:IMPND_11530
00D6: if 
0038:   $10533(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_11617 
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_11617 
0667: AS_actor $10516(12@,8i) aim_at_point $10743 $10744 $10745 5000 ms 
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_11617
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_11760 
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_11760 
00D6: if 
0038:   $10549(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_11716 
0004: $10525(12@,8i) = 8 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11716
00D6: if 
0038:   $10549(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_11760 
0004: $10525(12@,8i) = 6 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11760
00D6: if and
0038:   $10714 == 1 // integer values 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_11858 
00D6: if 
0038:   $10549(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_11836 
0004: $10525(12@,8i) = 2 // integer values 
0004: $10533(12@,8i) = 0 // integer values 
0002: jump @IMPND_11858 

:IMPND_11836
0004: $10525(12@,8i) = 3 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11858
00D6: if 
0038:   $10716(12@,8i) == -2 // integer values 
004D: jump_if_false @IMPND_11913 
0004: $10525(12@,8i) = 9 // integer values 
0004: $10549(12@,8i) = 1 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_11913
0002: jump @IMPND_12863 

:IMPND_11920
00D6: if 
0038:   $10533(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_12019 
0050: gosub @IMPND_19919 
00D6: if 
0039:   23@ == 0 // integer values 
004D: jump_if_false @IMPND_12008 
06C2: unknown_action_sequence $10516(12@,8i) $10743 $10744 $10745 6 1.0 5.0 -1 $10743 $10744 $10745 

:IMPND_12008
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_12019
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_12097 
062E: (unknown) $10516(12@,8i) 1730 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_12097 
05B9: unknown_action_sequence $10516(12@,8i) 2000 
0004: $10533(12@,8i) = 2 // integer values 

:IMPND_12097
00D6: if 
0038:   $10533(12@,8i) == 2 // integer values 
004D: jump_if_false @IMPND_12174 
062E: (unknown) $10516(12@,8i) 1465 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_12174 
0004: $10525(12@,8i) = 6 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_12174
00D6: if and
0038:   $10714 == 1 // integer values 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_12221 
0004: $10525(12@,8i) = 3 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_12221
00D6: if 
0038:   $10716(12@,8i) == -2 // integer values 
004D: jump_if_false @IMPND_12265 
0004: $10525(12@,8i) = 9 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_12265
00D6: if 
0038:   $10716(12@,8i) == -1 // integer values 
004D: jump_if_false @IMPND_12309 
0004: $10525(12@,8i) = 9 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_12309
0002: jump @IMPND_12863 

:IMPND_12316
00D6: if 
0038:   $10533(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_12437 
00D6: if 
0039:   20@ == 0 // integer values 
004D: jump_if_false @IMPND_12437 
0792: (unknown) $10516(12@,8i) 
0812: AS_actor $10516(12@,8i) perform_animation "PHONE_TALK" from_file "PED" 4.0 loop 1 0 0 lock 0 time 4000 
0006: 20@ = 5 // integer values 
008B: 19@ = $10516(12@,8i) // integer values and handles 
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_12437
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_12707 
062E: (unknown) $10516(12@,8i) 2066 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_12707 
00D6: if 
0038:   $10524 == 0 // integer values 
004D: jump_if_false @IMPND_12685 
0004: $10524 = 1 // integer values 
00D6: if 
8118:   not actor 24@ dead 
004D: jump_if_false @IMPND_12545 
04D7: lock_actor 24@ in_current_position 0 
05C3: actor 24@ hands_cower 

:IMPND_12545
040D: unload_wav 4 
03CF: load_wav 41800 as 4 
0004: $10549 = 1 // integer values 
0004: $10550 = 1 // integer values 
0004: $10551 = 1 // integer values 
0004: $10552 = 1 // integer values 
0004: $10553 = 1 // integer values 
0004: $10554 = 1 // integer values 
0004: $10555 = 1 // integer values 
0004: $10556 = 1 // integer values 
00D6: if 
8118:   not actor $10517 dead 
004D: jump_if_false @IMPND_12637 
01B9: set_actor $10517 armed_weapon_to 22 

:IMPND_12637
00D6: if 
8118:   not actor $10522 dead 
004D: jump_if_false @IMPND_12660 
01B9: set_actor $10522 armed_weapon_to 22 

:IMPND_12660
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @IMPND_12685 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:IMPND_12685
0004: $10525(12@,8i) = 3 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_12707
0002: jump @IMPND_12863 

:IMPND_12714
0050: gosub @IMPND_15737 
00D6: if and
0038:   $10714 == 1 // integer values 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_12768 
0004: $10525(12@,8i) = 3 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_12768
00D6: if 
0038:   $10716(12@,8i) == -2 // integer values 
004D: jump_if_false @IMPND_12812 
0004: $10525(12@,8i) = 9 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_12812
00D6: if 
0038:   $10716(12@,8i) == -1 // integer values 
004D: jump_if_false @IMPND_12856 
0004: $10525(12@,8i) = 9 // integer values 
0004: $10533(12@,8i) = 0 // integer values 

:IMPND_12856
0002: jump @IMPND_12863 

:IMPND_12863
0051: return 

:IMPND_12865
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_13978 
00D6: if 
0038:   $10713 == 1 // integer values 
004D: jump_if_false @IMPND_13630 
00D6: if 
0038:   $10729 == 1 // integer values 
004D: jump_if_false @IMPND_13630 
00D6: if 
0022:   12.0 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @IMPND_13630 
0004: $10557 = 1 // integer values 
00D6: if 
0038:   $10533(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_13630 
00D6: if 
0039:   12@ == 3 // integer values 
004D: jump_if_false @IMPND_13102 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1583.321 -1691.574 5.2252 
05D7: add_point_to_scmpath 1555.105 -1692.137 5.2252 
05D7: add_point_to_scmpath 1526.534 -1676.968 4.8984 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1 3500 
0633: AS_actor -1 exit_vehicle 
05B9: unknown_action_sequence -1 700 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 63.3988 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 

:IMPND_13102
00D6: if 
0039:   12@ == 4 // integer values 
004D: jump_if_false @IMPND_13238 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1582.722 -1669.56 4.8942 
05D7: add_point_to_scmpath 1581.765 -1690.743 5.2187 
05D7: add_point_to_scmpath 1556.016 -1690.699 5.2252 
05D7: add_point_to_scmpath 1525.97 -1674.655 4.8984 
0615: define_action_sequences $10715 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 92.6125 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 

:IMPND_13238
00D6: if 
0039:   12@ == 5 // integer values 
004D: jump_if_false @IMPND_13493 
0615: define_action_sequences $10742 
00D6: if 
8119:   not car $10727 wrecked 
004D: jump_if_false @IMPND_13350 
05D1: AS_actor -1 drive_car $10727 to 1589.878 -1644.143 11.2316 speed 10.0 1 0 0 
05B9: unknown_action_sequence -1 2000 
05D1: AS_actor -1 drive_car $10727 to 1549.443 -1627.994 12.3905 speed 10.0 1 0 0 

:IMPND_13350
0616: define_action_sequences_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1567.392 -1706.847 4.8984 
05D7: add_point_to_scmpath 1566.885 -1710.162 4.8984 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1 10000 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10727 wrecked 
004D: jump_if_false @IMPND_13455 
05CB: AS_actor -1 enter_car_as_driver $10727 -1 ms 
06C7: unknown_action_sequence -1 $10727 14 1000 
0618: assign_actor -1 to_action_sequences $10742 

:IMPND_13455
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 
061B: remove_references_to_action_sequences $10742 
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_13493
00D6: if 
0039:   12@ == 6 // integer values 
004D: jump_if_false @IMPND_13578 
0376: 24@ = create_random_actor 1610.446 -1720.474 5.2252 
0173: set_actor 24@ z_angle_to 45.0 
05C4: AS_actor 24@ hands_up -2 ms 
04D7: lock_actor 24@ in_current_position 1 
01B9: set_actor $10516(12@,8i) armed_weapon_to 0 
05E2: AS_actor $10516(12@,8i) kill_actor 24@ 

:IMPND_13578
00D6: if 
0039:   12@ == 7 // integer values 
004D: jump_if_false @IMPND_13619 
00D6: if 
8119:   not car $10728 wrecked 
004D: jump_if_false @IMPND_13619 
0657: open_car $10728 component 0 

:IMPND_13619
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_13630
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_13978 
00D6: if 
0039:   12@ == 5 // integer values 
004D: jump_if_false @IMPND_13853 
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_13853 
00D6: if 
8118:   not actor $10521 dead 
004D: jump_if_false @IMPND_13853 
062E: (unknown) $10516(12@,8i) -1 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_13853 
00D6: if 
0100:   actor $10516(12@,8i) near_point_in_car 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @IMPND_13853 
01C2: remove_references_to_actor $10521 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10726 // Like turning a car into any random car 
00D6: if 
0020:   $10734 > -25.0 // floating-point values 
004D: jump_if_false @IMPND_13853 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_vehicle $10726 max_search_radius 20.0 traffic_behavior 0 
0004: $10533(12@,8i) = 2 // integer values 

:IMPND_13853
00D6: if 
0039:   12@ == 6 // integer values 
004D: jump_if_false @IMPND_13978 
00D6: if 
8118:   not actor 24@ dead 
004D: jump_if_false @IMPND_13978 
0223: set_actor 24@ health_to 100 
062E: (unknown) 24@ 1476 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_13978 
05C4: AS_actor 24@ hands_up -2 ms 
00D6: if 
8118:   not actor $10517 dead 
004D: jump_if_false @IMPND_13978 
0605: actor $10517 perform_animation_sequence "FUCKU" from_file "PED" 4.0 loop 0 0 0 0 -2 ms 

:IMPND_13978
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_14838 
00D6: if 
0038:   $10729 == 1 // integer values 
004D: jump_if_false @IMPND_14838 
00D6: if 
0022:   -0.7114 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @IMPND_14633 
0004: $10557 = 1 // integer values 
00D6: if 
0038:   $10533(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_14633 
00D6: if 
0039:   12@ == 3 // integer values 
004D: jump_if_false @IMPND_14190 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1601.988 744.1652 -6.2422 
05D7: add_point_to_scmpath -1593.343 729.7554 -5.9062 
05D7: add_point_to_scmpath -1593.44 718.5184 -6.2344 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1 1000 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 146.3988 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 

:IMPND_14190
00D6: if 
0039:   12@ == 4 // integer values 
004D: jump_if_false @IMPND_14292 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1592.119 729.1914 -5.9062 
05D7: add_point_to_scmpath -1592.752 715.295 -6.2344 
0615: define_action_sequences $10715 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 103.6125 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 

:IMPND_14292
00D6: if 
0039:   12@ == 5 // integer values 
004D: jump_if_false @IMPND_14581 
0615: define_action_sequences $10742 
00D6: if 
8119:   not car $10728 wrecked 
004D: jump_if_false @IMPND_14404 
05D1: AS_actor -1 drive_car $10728 to -1629.925 694.9102 5.8578 speed 10.0 1 0 0 
05B9: unknown_action_sequence -1 8000 
05D1: AS_actor -1 drive_car $10728 to -1578.795 662.8546 6.1874 speed 10.0 1 0 0 

:IMPND_14404
0616: define_action_sequences_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1595.711 698.4703 -5.9062 
05D7: add_point_to_scmpath -1587.208 701.9536 -5.914 
05D7: add_point_to_scmpath -1577.201 720.1028 -6.2344 
05D7: add_point_to_scmpath -1574.414 720.1995 -6.2344 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1 10000 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10728 wrecked 
004D: jump_if_false @IMPND_14543 
05CB: AS_actor -1 enter_car_as_driver $10728 -1 ms 
06C7: unknown_action_sequence -1 $10728 14 1000 
0618: assign_actor -1 to_action_sequences $10742 

:IMPND_14543
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 
061B: remove_references_to_action_sequences $10742 
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_14581
00D6: if 
0039:   12@ == 6 // integer values 
004D: jump_if_false @IMPND_14622 
00D6: if 
8119:   not car $10726 wrecked 
004D: jump_if_false @IMPND_14622 
0657: open_car $10726 component 0 

:IMPND_14622
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_14633
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_14838 
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_14827 
00D6: if 
8118:   not actor $10521 dead 
004D: jump_if_false @IMPND_14827 
062E: (unknown) $10516(12@,8i) -1 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_14827 
00D6: if 
0100:   actor $10516(12@,8i) near_point_in_car 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @IMPND_14827 
01C2: remove_references_to_actor $10521 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10726 // Like turning a car into any random car 
00D6: if 
0020:   $10734 > -25.0 // floating-point values 
004D: jump_if_false @IMPND_14827 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_vehicle $10726 max_search_radius 20.0 traffic_behavior 0 

:IMPND_14827
0004: $10533(12@,8i) = 2 // integer values 

:IMPND_14838
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_15735 
00D6: if 
0038:   $10729 == 1 // integer values 
004D: jump_if_false @IMPND_15735 
00D6: if and
0022:   4.3 > $TEMPVAR_Z_COORD // floating-point values 
0020:   $TEMPVAR_X_COORD > 2292.0 // floating-point values 
004D: jump_if_false @IMPND_15530 
0004: $10557 = 1 // integer values 
00D6: if 
0038:   $10533(12@,8i) == 0 // integer values 
004D: jump_if_false @IMPND_15530 
00D6: if 
0039:   12@ == 3 // integer values 
004D: jump_if_false @IMPND_15094 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2292.413 2466.859 2.5313 
05D7: add_point_to_scmpath 2292.549 2448.623 2.5313 
05D7: add_point_to_scmpath 2290.439 2446.944 2.5313 
05D7: add_point_to_scmpath 2271.247 2446.799 2.5313 
05D7: add_point_to_scmpath 2266.618 2449.154 2.5313 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1 1000 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 337.3988 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 

:IMPND_15094
00D6: if 
0039:   12@ == 4 // integer values 
004D: jump_if_false @IMPND_15230 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2283.378 2469.562 2.5313 
05D7: add_point_to_scmpath 2290.223 2466.888 2.5313 
05D7: add_point_to_scmpath 2290.487 2449.401 2.5313 
05D7: add_point_to_scmpath 2269.623 2448.8 2.5313 
0615: define_action_sequences $10715 
0633: AS_actor -1 exit_vehicle 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 25.6125 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 

:IMPND_15230
00D6: if 
0039:   12@ == 5 // integer values 
004D: jump_if_false @IMPND_15519 
0615: define_action_sequences $10742 
00D6: if 
8119:   not car $10726 wrecked 
004D: jump_if_false @IMPND_15342 
05D1: AS_actor -1 drive_car $10726 to 2300.103 2494.479 2.266 speed 10.0 1 0 0 
05B9: unknown_action_sequence -1 8000 
05D1: AS_actor -1 drive_car $10726 to 2242.173 2461.965 9.8203 speed 10.0 1 0 0 

:IMPND_15342
0616: define_action_sequences_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2258.914 2447.82 2.5313 
05D7: add_point_to_scmpath 2258.346 2467.58 2.5313 
05D7: add_point_to_scmpath 2298.069 2467.792 2.266 
05D7: add_point_to_scmpath 2313.553 2474.045 2.266 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1 10000 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10726 wrecked 
004D: jump_if_false @IMPND_15481 
05CB: AS_actor -1 enter_car_as_driver $10726 -1 ms 
06C7: unknown_action_sequence -1 $10726 14 1000 
0618: assign_actor -1 to_action_sequences $10742 

:IMPND_15481
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 
061B: remove_references_to_action_sequences $10742 
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_15519
0004: $10533(12@,8i) = 1 // integer values 

:IMPND_15530
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_15735 
00D6: if 
0038:   $10533(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_15724 
00D6: if 
8118:   not actor $10521 dead 
004D: jump_if_false @IMPND_15724 
062E: (unknown) $10516(12@,8i) -1 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_15724 
00D6: if 
0100:   actor $10516(12@,8i) near_point_in_car 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @IMPND_15724 
01C2: remove_references_to_actor $10521 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10726 // Like turning a car into any random car 
00D6: if 
0020:   $10734 > -25.0 // floating-point values 
004D: jump_if_false @IMPND_15724 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_vehicle $10726 max_search_radius 20.0 traffic_behavior 0 

:IMPND_15724
0004: $10533(12@,8i) = 2 // integer values 

:IMPND_15735
0051: return 

:IMPND_15737
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_16699 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 16.3914 // floating-point values 
004D: jump_if_false @IMPND_16011 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 1553.0 -1627.837 12.3905 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_15923 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_15916 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 1553.0 -1627.837 12.3905 speed 6 -2 ms 

:IMPND_15916
0002: jump @IMPND_16004 

:IMPND_15923
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_16004 
00D6: if 
0020:   $10745 > 15.0 // floating-point values 
004D: jump_if_false @IMPND_16004 
0667: AS_actor $10516(12@,8i) aim_at_point 1566.329 -1628.917 13.7858 8000 ms 

:IMPND_16004
0002: jump @IMPND_16699 

:IMPND_16011
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > 1580.82 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > -1678.518 // floating-point values 
004D: jump_if_false @IMPND_16293 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 1596.388 -1665.798 4.8604 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_16171 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_16164 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 1596.388 -1665.798 4.8604 speed 6 -2 ms 

:IMPND_16164
0002: jump @IMPND_16286 

:IMPND_16171
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_16286 
00D6: if 
0020:   $10745 > 10.5 // floating-point values 
004D: jump_if_false @IMPND_16259 
0667: AS_actor $10516(12@,8i) aim_at_point 1588.92 -1643.827 13.2958 8000 ms 
0002: jump @IMPND_16286 

:IMPND_16259
0667: AS_actor $10516(12@,8i) aim_at_point 1551.462 -1625.453 12.3905 8000 ms 

:IMPND_16286
0002: jump @IMPND_16699 

:IMPND_16293
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > 1565.1 // floating-point values 
004D: jump_if_false @IMPND_16510 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 1593.21 -1702.36 4.897 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_16443 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_16436 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 1593.21 -1702.36 4.897 speed 6 -2 ms 

:IMPND_16436
0002: jump @IMPND_16503 

:IMPND_16443
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_16503 
0667: AS_actor $10516(12@,8i) aim_at_point 1589.466 -1699.136 5.6059 8000 ms 

:IMPND_16503
0002: jump @IMPND_16699 

:IMPND_16510
00D6: if 
80FE:   not actor $10516(12@,8i) 0 1542.683 -1706.747 4.8984 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_16639 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_16632 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 1542.683 -1706.747 4.8984 speed 6 -2 ms 

:IMPND_16632
0002: jump @IMPND_16699 

:IMPND_16639
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_16699 
0667: AS_actor $10516(12@,8i) aim_at_point 1550.058 -1696.444 6.4232 8000 ms 

:IMPND_16699
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_18601 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 1.6789 // floating-point values 
004D: jump_if_false @IMPND_17702 
00D6: if 
0022:   -1667.058 > $TEMPVAR_FLOAT_1 // floating-point values 
004D: jump_if_false @IMPND_17056 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 -1697.185 684.1302 23.01 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_16906 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_16899 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point -1697.185 684.1302 23.01 speed 6 -2 ms 

:IMPND_16899
0002: jump @IMPND_17049 

:IMPND_16906
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_17049 
0209: 16@ = random_int 0 2 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @IMPND_17011 
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1706.253 683.8111 25.3122 16@ ms 
0002: jump @IMPND_17049 

:IMPND_17011
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1685.691 683.6411 20.7149 16@ ms 

:IMPND_17049
0002: jump @IMPND_17695 

:IMPND_17056
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -1604.599 // floating-point values 
004D: jump_if_false @IMPND_17356 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 -1576.952 661.7159 6.1901 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_17206 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_17199 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point -1576.952 661.7159 6.1901 speed 6 -2 ms 

:IMPND_17199
0002: jump @IMPND_17349 

:IMPND_17206
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_17349 
0209: 16@ = random_int 0 2 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @IMPND_17311 
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1584.874 663.152 7.414 16@ ms 
0002: jump @IMPND_17349 

:IMPND_17311
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1566.206 664.1497 8.621 16@ ms 

:IMPND_17349
0002: jump @IMPND_17695 

:IMPND_17356
00D6: if 
80FE:   not actor $10516(12@,8i) 0 -1629.609 683.5222 6.1901 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_17485 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_17478 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point -1629.609 683.5222 6.1901 speed 6 -2 ms 

:IMPND_17478
0002: jump @IMPND_17695 

:IMPND_17485
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_17695 
0209: 16@ = random_int 0 3 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @IMPND_17583 
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1629.298 694.5806 6.6079 16@ ms 

:IMPND_17583
00D6: if 
0039:   16@ == 1 // integer values 
004D: jump_if_false @IMPND_17639 
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1617.505 677.6022 7.9235 16@ ms 

:IMPND_17639
00D6: if 
0039:   16@ == 2 // integer values 
004D: jump_if_false @IMPND_17695 
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1648.488 682.1654 10.8535 16@ ms 

:IMPND_17695
0002: jump @IMPND_18601 

:IMPND_17702
00D6: if and
0022:   -1598.681 > $TEMPVAR_FLOAT_1 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 707.923 // floating-point values 
004D: jump_if_false @IMPND_18005 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 -1618.067 742.9348 -6.2344 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_17862 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_17855 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point -1618.067 742.9348 -6.2344 speed 6 -2 ms 

:IMPND_17855
0002: jump @IMPND_18005 

:IMPND_17862
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_18005 
0209: 16@ = random_int 0 2 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @IMPND_17967 
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1627.667 738.323 -5.0193 16@ ms 
0002: jump @IMPND_18005 

:IMPND_17967
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1601.436 739.188 -4.696 16@ ms 

:IMPND_18005
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -1598.681 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 707.923 // floating-point values 
004D: jump_if_false @IMPND_18308 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 -1581.888 738.4942 -6.2422 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_18165 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_18158 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point -1581.888 738.4942 -6.2422 speed 6 -2 ms 

:IMPND_18158
0002: jump @IMPND_18308 

:IMPND_18165
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_18308 
0209: 16@ = random_int 0 2 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @IMPND_18270 
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1594.033 741.5932 -4.9811 16@ ms 
0002: jump @IMPND_18308 

:IMPND_18270
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1583.25 724.5026 -5.0768 16@ ms 

:IMPND_18308
00D6: if 
0022:   707.923 > $TEMPVAR_FLOAT_2 // floating-point values 
004D: jump_if_false @IMPND_18601 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 -1591.093 688.555 -6.2422 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_18458 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_18451 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point -1591.093 688.555 -6.2422 speed 6 -2 ms 

:IMPND_18451
0002: jump @IMPND_18601 

:IMPND_18458
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_18601 
0209: 16@ = random_int 0 2 
00D6: if 
0039:   16@ == 0 // integer values 
004D: jump_if_false @IMPND_18563 
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1602.085 687.7857 -4.6028 16@ ms 
0002: jump @IMPND_18601 

:IMPND_18563
0209: 16@ = random_int 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at_point -1582.961 717.1259 -4.2141 16@ ms 

:IMPND_18601
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_19852 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 8.9783 // floating-point values 
004D: jump_if_false @IMPND_19229 
00D6: if 
0022:   2484.598 > $TEMPVAR_FLOAT_2 // floating-point values 
004D: jump_if_false @IMPND_18932 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 2241.879 2453.602 9.82 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_18808 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_18801 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 2241.879 2453.602 9.82 speed 6 -2 ms 

:IMPND_18801
0002: jump @IMPND_18925 

:IMPND_18808
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_18925 
0209: 16@ = random_int 5000 8000 
00D6: if 
0039:   13@ == 6 // integer values 
004D: jump_if_false @IMPND_18904 
0667: AS_actor $10516(12@,8i) aim_at_point 2242.116 2478.98 10.8203 8000 ms 
0002: jump @IMPND_18925 

:IMPND_18904
0667: AS_actor $10516(12@,8i) aim_at_point $10743 $10744 $10745 8000 ms 

:IMPND_18925
0002: jump @IMPND_19222 

:IMPND_18932
00D6: if 
80FE:   not actor $10516(12@,8i) 0 2243.24 2495.099 9.8203 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_19061 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19054 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 2243.24 2495.099 9.8203 speed 6 -2 ms 

:IMPND_19054
0002: jump @IMPND_19222 

:IMPND_19061
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19222 
00D6: if 
0039:   13@ == 6 // integer values 
004D: jump_if_false @IMPND_19201 
00D6: if 
0020:   $10745 > 5.0 // floating-point values 
004D: jump_if_false @IMPND_19167 
0667: AS_actor $10516(12@,8i) aim_at_point 2242.453 2487.06 11.7533 8000 ms 
0002: jump @IMPND_19194 

:IMPND_19167
0667: AS_actor $10516(12@,8i) aim_at_point 2268.113 2498.456 7.7616 8000 ms 

:IMPND_19194
0002: jump @IMPND_19222 

:IMPND_19201
0667: AS_actor $10516(12@,8i) aim_at_point $10743 $10744 $10745 8000 ms 

:IMPND_19222
0002: jump @IMPND_19852 

:IMPND_19229
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 2.1249 // floating-point values 
004D: jump_if_false @IMPND_19663 
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > 2458.327 // floating-point values 
004D: jump_if_false @IMPND_19467 
00D6: if 
80FE:   not actor $10516(12@,8i) 0 2306.376 2495.54 2.266 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_19400 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19393 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 2306.376 2495.54 2.266 speed 6 -2 ms 

:IMPND_19393
0002: jump @IMPND_19460 

:IMPND_19400
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19460 
0667: AS_actor $10516(12@,8i) aim_at_point 2295.177 2471.76 3.955 8000 ms 

:IMPND_19460
0002: jump @IMPND_19656 

:IMPND_19467
00D6: if 
80FE:   not actor $10516(12@,8i) 0 2316.06 2446.912 2.266 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_19596 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19589 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 2316.06 2446.912 2.266 speed 6 -2 ms 

:IMPND_19589
0002: jump @IMPND_19656 

:IMPND_19596
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19656 
0667: AS_actor $10516(12@,8i) aim_at_point 2295.216 2451.088 4.3783 8000 ms 

:IMPND_19656
0002: jump @IMPND_19852 

:IMPND_19663
00D6: if 
80FE:   not actor $10516(12@,8i) 0 2238.753 2457.831 -8.4531 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_19792 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19785 
0687: clear_actor_task $10516(12@,8i) 
05D3: AS_actor $10516(12@,8i) go_to_point 2238.753 2457.831 -8.4531 speed 6 -2 ms 

:IMPND_19785
0002: jump @IMPND_19852 

:IMPND_19792
062E: (unknown) $10516(12@,8i) 1639 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19852 
0667: AS_actor $10516(12@,8i) aim_at_point 2251.799 2465.236 -7.2173 8000 ms 

:IMPND_19852
0051: return 
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_19917 
062E: (unknown) $10516(12@,8i) 1506 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_19917 
05E2: AS_actor $10516(12@,8i) kill_actor $PLAYER_ACTOR 

:IMPND_19917
0051: return 

:IMPND_19919
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_20411 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_20411 
062E: (unknown) $10516(12@,8i) 1560 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_20411 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 8.9783 // floating-point values 
004D: jump_if_false @IMPND_20411 
00D6: if 
0022:   2481.796 > $TEMPVAR_FLOAT_2 // floating-point values 
004D: jump_if_false @IMPND_20178 
00D6: if 
00A3:   actor $10516(12@,8i) 0 2237.854 2448.608 2239.385 2450.014 
004D: jump_if_false @IMPND_20178 
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 2239.572 2448.616 2242.362 2449.851 
004D: jump_if_false @IMPND_20178 
05D3: AS_actor $10516(12@,8i) go_to_point 2240.034 2449.418 9.8203 speed 4 -2 ms 
0006: 23@ = 1 // integer values 

:IMPND_20178
00D6: if 
0030:   $TEMPVAR_FLOAT_2 >= 2481.796 // floating-point values 
004D: jump_if_false @IMPND_20411 
00D6: if 
00A3:   actor $10516(12@,8i) 0 2253.515 2485.275 2248.9 2492.416 
004D: jump_if_false @IMPND_20411 
00D6: if and
80A3:   not actor $PLAYER_ACTOR 0 2253.515 2485.275 2248.9 2492.416 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
004D: jump_if_false @IMPND_20411 
0615: define_action_sequences $10715 
05D3: AS_actor -1 go_to_point 2250.154 2486.405 9.8203 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 2247.823 2487.056 9.8203 speed 4 -2 ms 
05D3: AS_actor -1 go_to_point 2246.22 2488.32 9.8203 speed 4 -2 ms 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 
0006: 23@ = 1 // integer values 

:IMPND_20411
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_20881 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
062E: (unknown) $10516(12@,8i) 1491 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_20881 
062E: (unknown) $10516(12@,8i) 1560 14@ 
00D6: if 
04A4:   14@ == 7 // integer values OR floating-point values 
004D: jump_if_false @IMPND_20881 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 12.0 // floating-point values 
004D: jump_if_false @IMPND_20881 
00D6: if 
0022:   1569.0 > $TEMPVAR_FLOAT_1 // floating-point values 
004D: jump_if_false @IMPND_20677 
00D6: if 
00A3:   actor $10516(12@,8i) 0 1543.749 -1632.588 1544.82 -1631.425 
004D: jump_if_false @IMPND_20670 
00D6: if 
80A3:   not actor $PLAYER_ACTOR 0 1544.966 -1632.88 1546.495 -1630.646 
004D: jump_if_false @IMPND_20670 
05D3: AS_actor $10516(12@,8i) go_to_point 1545.881 -1631.918 12.3905 speed 4 -2 ms 
0006: 23@ = 1 // integer values 

:IMPND_20670
0002: jump @IMPND_20881 

:IMPND_20677
00D6: if 
00A3:   actor $10516(12@,8i) 0 1581.953 -1637.569 1577.376 -1632.992 
004D: jump_if_false @IMPND_20881 
00D6: if and
80A3:   not actor $PLAYER_ACTOR 0 1581.953 -1637.569 1577.376 -1632.992 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
004D: jump_if_false @IMPND_20881 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1578.517 -1636.494 12.5545 
05D7: add_point_to_scmpath 1576.366 -1636.395 12.5539 
05D7: add_point_to_scmpath 1573.981 -1632.764 12.3905 
0615: define_action_sequences $10715 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(12@,8i) to_action_sequences $10715 
061B: remove_references_to_action_sequences $10715 
0006: 23@ = 1 // integer values 

:IMPND_20881
0051: return 
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_21066 
00D6: if 
0039:   12@ == 0 // integer values 
004D: jump_if_false @IMPND_21066 
00D6: if 
80A3:   not actor $10516(12@,8i) 0 2237.854 2448.608 2239.385 2450.014 
004D: jump_if_false @IMPND_21066 
00D6: if 
80A3:   not actor $10516(12@,8i) 0 2239.572 2448.616 2242.362 2449.851 
004D: jump_if_false @IMPND_21038 
05D3: AS_actor $10516(12@,8i) go_to_point 2240.034 2449.418 9.8203 speed 4 -2 ms 
0002: jump @IMPND_21066 

:IMPND_21038
05D3: AS_actor $10516(12@,8i) go_to_point 2238.569 2449.417 10.0372 speed 4 -2 ms 

:IMPND_21066
0051: return 

:IMPND_21068
0004: $10713 = 0 // integer values 
00D6: if 
0038:   $1865 == 3 // integer values 
004D: jump_if_false @IMPND_21221 
00D6: if and
0020:   $TEMPVAR_Z_COORD > 3.9517 // floating-point values 
0022:   14.0 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @IMPND_21193 
00D6: if and
0020:   $TEMPVAR_X_COORD > 2238.0 // floating-point values 
0022:   2299.0 > $TEMPVAR_X_COORD // floating-point values 
004D: jump_if_false @IMPND_21193 
00D6: if and
0020:   $TEMPVAR_Y_COORD > 2430.916 // floating-point values 
0022:   2502.681 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @IMPND_21193 
0004: $10713 = 1 // integer values 

:IMPND_21193
00D6: if 
0032:   3.9517 >= $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @IMPND_21221 
0004: $10713 = 1 // integer values 

:IMPND_21221
00D6: if 
0038:   $1865 == 2 // integer values 
004D: jump_if_false @IMPND_21439 
00D6: if and
0020:   $TEMPVAR_X_COORD > -1645.533 // floating-point values 
0022:   -1572.784 > $TEMPVAR_X_COORD // floating-point values 
004D: jump_if_false @IMPND_21339 
00D6: if and
0020:   $TEMPVAR_Y_COORD > 646.8482 // floating-point values 
0022:   761.5287 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @IMPND_21339 
00D6: if and
0022:   11.4577 > $TEMPVAR_Z_COORD // floating-point values 
0020:   $TEMPVAR_Z_COORD > -7.3486 // floating-point values 
004D: jump_if_false @IMPND_21339 
0004: $10713 = 1 // integer values 

:IMPND_21339
00D6: if and
0020:   $TEMPVAR_X_COORD > -1701.013 // floating-point values 
0022:   -1640.991 > $TEMPVAR_X_COORD // floating-point values 
004D: jump_if_false @IMPND_21439 
00D6: if and
0020:   $TEMPVAR_Y_COORD > 674.5198 // floating-point values 
0022:   697.4974 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @IMPND_21439 
00D6: if and
0020:   $TEMPVAR_Z_COORD > 6.096 // floating-point values 
0022:   26.5941 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @IMPND_21439 
0004: $10713 = 1 // integer values 

:IMPND_21439
00D6: if 
0038:   $1865 == 1 // integer values 
004D: jump_if_false @IMPND_21723 
00D6: if 
0022:   11.7746 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @IMPND_21554 
00D6: if and
0020:   $TEMPVAR_X_COORD > 1524.017 // floating-point values 
0022:   1612.404 > $TEMPVAR_X_COORD // floating-point values 
004D: jump_if_false @IMPND_21547 
00D6: if and
0022:   -1633.573 > $TEMPVAR_Y_COORD // floating-point values 
0020:   $TEMPVAR_Y_COORD > -1722.036 // floating-point values 
004D: jump_if_false @IMPND_21547 
0004: $10713 = 1 // integer values 

:IMPND_21547
0002: jump @IMPND_21623 

:IMPND_21554
00D6: if and
0020:   $TEMPVAR_X_COORD > 1544.427 // floating-point values 
0022:   1607.588 > $TEMPVAR_X_COORD // floating-point values 
004D: jump_if_false @IMPND_21623 
00D6: if and
0022:   -1603.015 > $TEMPVAR_Y_COORD // floating-point values 
0020:   $TEMPVAR_Y_COORD > -1637.697 // floating-point values 
004D: jump_if_false @IMPND_21623 
0004: $10713 = 1 // integer values 

:IMPND_21623
00D6: if and
0020:   $TEMPVAR_X_COORD > 1581.407 // floating-point values 
0022:   1605.203 > $TEMPVAR_X_COORD // floating-point values 
004D: jump_if_false @IMPND_21723 
00D6: if and
0020:   $TEMPVAR_Y_COORD > -1666.734 // floating-point values 
0022:   -1637.67 > $TEMPVAR_Y_COORD // floating-point values 
004D: jump_if_false @IMPND_21723 
00D6: if and
0020:   $TEMPVAR_Z_COORD > 4.8451 // floating-point values 
0022:   13.6917 > $TEMPVAR_Z_COORD // floating-point values 
004D: jump_if_false @IMPND_21723 
0004: $10713 = 1 // integer values 

:IMPND_21723
0051: return 

:IMPND_21725
00D6: if or
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
0038:   $10549(12@,8i) == 1 // integer values 
004D: jump_if_false @IMPND_22001 
00D6: if 
0364:   actor $10516(12@,8i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @IMPND_22001 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0172: 28@ = actor $10516(12@,8i) z_angle 
0089: 25@ = $TEMPVAR_X_COORD // floating-point values only 
0065: 25@ -= $TEMPVAR_FLOAT_1 // floating-point values 
0089: 26@ = $TEMPVAR_Y_COORD // floating-point values only 
0065: 26@ -= $TEMPVAR_FLOAT_2 // floating-point values 
0604: get_point 25@ 26@ angle 27@ 
0063: 28@ -= 27@ // floating-point values 
00D6: if 
0023:   -180.0 > 28@ // floating-point values 
004D: jump_if_false @IMPND_21887 
000B: 28@ += 360.0 // floating-point values 

:IMPND_21887
0097: make 28@ absolute_float 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @IMPND_21959 
00D6: if 
0023:   90.0 > 28@ // floating-point values 
004D: jump_if_false @IMPND_21952 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 
0004: $10714 = 1 // integer values 

:IMPND_21952
0002: jump @IMPND_22001 

:IMPND_21959
00D6: if 
0023:   120.0 > 28@ // floating-point values 
004D: jump_if_false @IMPND_22001 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 
0004: $10714 = 1 // integer values 

:IMPND_22001
0051: return 

:IMPND_22003
0004: $10729 = 0 // integer values 
0004: $10713 = 0 // integer values 
0004: $10557 = 0 // integer values 
0004: $10549 = 0 // integer values 
0004: $10550 = 0 // integer values 
0004: $10551 = 0 // integer values 
0004: $10552 = 0 // integer values 
0004: $10553 = 0 // integer values 
0004: $10554 = 0 // integer values 
0004: $10555 = 0 // integer values 
0004: $10556 = 0 // integer values 
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 
040D: unload_wav 4 
0249: release_model $10710 
0249: release_model $10711 
0249: release_model #COLT45 
0249: release_model #POLICE_BARRIER 
0249: release_model #SFCOPDR 
0249: release_model #KMB_SHUTTER 
065C: unknown_create_def_entity 2@ // unknown_destroy 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0108: destroy_object 6@ 
0108: destroy_object 7@ 
0006: 16@ = 0 // integer values 

:IMPND_22160
00D6: if 
001B:   8 > 16@ // integer values 
004D: jump_if_false @IMPND_22243 
00D6: if 
056D:   carcass_of_actor $10516(16@,8i) valid 
004D: jump_if_false @IMPND_22207 
009B: destroy_actor_instantly $10516(16@,8i) 

:IMPND_22207
0004: $10716(16@,8i) = 0 // integer values 
0004: $10525(16@,8i) = 0 // integer values 
000A: 16@ += 1 // integer values 
0002: jump @IMPND_22160 

:IMPND_22243
0006: 16@ = 0 // integer values 

:IMPND_22250
00D6: if 
001B:   4 > 16@ // integer values 
004D: jump_if_false @IMPND_22311 
00D6: if 
8119:   not car $10725(16@,4i) wrecked 
004D: jump_if_false @IMPND_22297 
01C3: remove_references_to_car $10725(16@,4i) // Like turning a car into any random car 

:IMPND_22297
000A: 16@ += 1 // integer values 
0002: jump @IMPND_22250 

:IMPND_22311
01C2: remove_references_to_actor 24@ // Like turning an actor into a random pedestrian 
0004: $10730 = 0 // integer values 
0004: $10731 = 0 // integer values 
0004: $10732 = 0 // integer values 
0004: $10733 = 0 // integer values 
0004: $10524 = 0 // integer values 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 72 (VALET)---------------

:VALET
03A4: name_thread 'VALET' 
0006: 8@ = 0 // integer values 
0006: 5@ = 1 // integer values 
0004: $1883 = 1 // integer values 
0004: $1896 = 0 // integer values 
0004: $1887[0] = 1 // integer values 
0004: $1887[1] = 1 // integer values 
0004: $1887[2] = 1 // integer values 
0006: 4@ = 0 // integer values 
00D6: if 
0039:   8@ == 99 // integer values 
004D: jump_if_false @VALET_400 
009A: $1874(6@,3i) = create_actor 4 #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
009A: $10748 = create_actor 4 #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
00A5: $1877 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1878[1] = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1881 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $10934 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1867 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $10946 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1882 = create_car #CHEETAH at 0.0 0.0 0.0 
0186: 19@ = create_marker_above_car $1877 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
07E5: unknown_copy_entity 65542 7@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 

:VALET_400
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_421 
009B: destroy_actor_instantly $1874[0] 

:VALET_421
04AE: unknown $1892[0] radar_icon_or_model 1 
0004: $1887[0] = 1 // integer values 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_456 
009B: destroy_actor_instantly $1874[1] 

:VALET_456
04AE: unknown $1892[1] radar_icon_or_model 1 
0004: $1887[1] = 1 // integer values 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_491 
009B: destroy_actor_instantly $1874[2] 

:VALET_491
04AE: unknown $1892[2] radar_icon_or_model 1 
0004: $1887[2] = 1 // integer values 
0005: $10756 = 330.4229 // floating-point values 
0005: $10757 = 328.9663 // floating-point values 
0005: $10758 = 326.4376 // floating-point values 
0005: $10759 = -1510.783 // floating-point values 
0005: $10760 = -1512.466 // floating-point values 
0005: $10761 = -1515.406 // floating-point values 
0005: $10762 = 35.0247 // floating-point values 
0005: $10763 = 35.0247 // floating-point values 
0005: $10764 = 35.0313 // floating-point values 
0005: $10765 = 222.0 // floating-point values 
0005: $10766 = 222.0 // floating-point values 
0005: $10767 = 222.0 // floating-point values 
0005: $10768 = -1761.029 // floating-point values 
0005: $10769 = -1759.914 // floating-point values 
0005: $10770 = -1749.713 // floating-point values 
0005: $10771 = 959.5504 // floating-point values 
0005: $10772 = 960.2669 // floating-point values 
0005: $10773 = 960.1956 // floating-point values 
0005: $10774 = 23.8828 // floating-point values 
0005: $10775 = 23.8828 // floating-point values 
0005: $10776 = 23.8906 // floating-point values 
0005: $10777 = 204.3268 // floating-point values 
0005: $10778 = 199.167 // floating-point values 
0005: $10779 = 142.3291 // floating-point values 
0005: $10780 = 2029.758 // floating-point values 
0005: $10781 = 2027.666 // floating-point values 
0005: $10782 = 2026.394 // floating-point values 
0005: $10783 = 1905.943 // floating-point values 
0005: $10793 = 336.9336 // floating-point values 
0005: $10797 = 323.919 // floating-point values 
0005: $10801 = -1531.027 // floating-point values 
0005: $10805 = -1504.174 // floating-point values 
0005: $10794 = -1768.295 // floating-point values 
0005: $10798 = -1729.094 // floating-point values 
0005: $10802 = 958.9591 // floating-point values 
0005: $10806 = 942.184 // floating-point values 
0005: $10795 = 2050.881 // floating-point values 
0005: $10799 = 2016.906 // floating-point values 
0005: $10803 = 1958.541 // floating-point values 
0005: $10807 = 1871.065 // floating-point values 
0005: $10809 = 336.0477 // floating-point values 
0005: $10817 = -1452.225 // floating-point values 
0005: $10825 = 31.9445 // floating-point values 
0005: $10813 = 271.6679 // floating-point values 
0005: $10821 = -1550.242 // floating-point values 
0005: $10829 = 23.1681 // floating-point values 
0005: $10810 = -1760.178 // floating-point values 
0005: $10818 = 972.2405 // floating-point values 
0005: $10826 = 16.1633 // floating-point values 
0005: $10814 = -1679.605 // floating-point values 
0005: $10822 = 1064.293 // floating-point values 
0005: $10830 = 24.8629 // floating-point values 
0005: $10811 = 1968.502 // floating-point values 
0005: $10819 = 1755.079 // floating-point values 
0005: $10827 = 11.4898 // floating-point values 
0005: $10815 = 1917.811 // floating-point values 
0005: $10823 = 1788.146 // floating-point values 
0005: $10831 = 17.3118 // floating-point values 
0005: $10845 = 363.3463 // floating-point values 
0005: $10849 = -1522.373 // floating-point values 
0005: $10853 = 393.1729 // floating-point values 
0005: $10857 = -1479.321 // floating-point values 
0005: $10861 = 125.0 // floating-point values 
0005: $10865 = 324.8593 // floating-point values 
0005: $10869 = -1591.327 // floating-point values 
0005: $10873 = 324.8593 // floating-point values 
0005: $10877 = -1591.327 // floating-point values 
0005: $10881 = 338.0 // floating-point values 
0005: $10866 = -1743.524 // floating-point values 
0005: $10870 = 930.9304 // floating-point values 
0005: $10874 = -1780.081 // floating-point values 
0005: $10878 = 908.4018 // floating-point values 
0005: $10882 = 270.0 // floating-point values 
0005: $10846 = -1737.715 // floating-point values 
0005: $10850 = 943.7812 // floating-point values 
0005: $10854 = -1704.216 // floating-point values 
0005: $10858 = 911.4586 // floating-point values 
0005: $10862 = 45.0 // floating-point values 
0005: $10847 = 2067.529 // floating-point values 
0005: $10851 = 1957.289 // floating-point values 
0005: $10855 = 2097.263 // floating-point values 
0005: $10859 = 1976.0 // floating-point values 
0005: $10863 = 120.0 // floating-point values 
0005: $10867 = 2051.536 // floating-point values 
0005: $10871 = 1933.685 // floating-point values 
0005: $10875 = 2062.818 // floating-point values 
0005: $10879 = 1905.085 // floating-point values 
0005: $10883 = 7.0 // floating-point values 
0005: $10885 = 332.8306 // floating-point values 
0005: $10889 = -1516.251 // floating-point values 
0005: $10893 = 34.8606 // floating-point values 
0005: $10886 = -1754.514 // floating-point values 
0005: $10890 = 953.5991 // floating-point values 
0005: $10894 = 23.75 // floating-point values 
0005: $10887 = 2035.729 // floating-point values 
0005: $10891 = 1912.09 // floating-point values 
0005: $10895 = 11.1751 // floating-point values 
0005: $10832 = -1748.376 // floating-point values 
0005: $10836 = 985.3066 // floating-point values 
0005: $10840 = 17.9009 // floating-point values 
0005: $10833 = 330.7534 // floating-point values 
0005: $10837 = -1474.608 // floating-point values 
0005: $10841 = 24.9126 // floating-point values 
0005: $10834 = -1738.28 // floating-point values 
0005: $10838 = 985.5498 // floating-point values 
0005: $10842 = 16.6718 // floating-point values 
0005: $10835 = 2061.337 // floating-point values 
0005: $10839 = 1808.956 // floating-point values 
0005: $10843 = 9.6719 // floating-point values 
0005: $10897 = 403.2297 // floating-point values 
0005: $10901 = -1475.298 // floating-point values 
0005: $10905 = 30.0032 // floating-point values 
0005: $10909 = 128.9467 // floating-point values 
0005: $10913 = 341.1339 // floating-point values 
0005: $10917 = -1556.116 // floating-point values 
0005: $10921 = 31.9903 // floating-point values 
0005: $10925 = 328.7578 // floating-point values 
0005: $10898 = -1717.204 // floating-point values 
0005: $10902 = 962.7901 // floating-point values 
0005: $10906 = 23.7474 // floating-point values 
0005: $10910 = 179.9692 // floating-point values 
0005: $10914 = -1791.269 // floating-point values 
0005: $10918 = 886.3627 // floating-point values 
0005: $10922 = 23.75 // floating-point values 
0005: $10926 = 359.2426 // floating-point values 
0005: $10899 = 2073.563 // floating-point values 
0005: $10903 = 1879.736 // floating-point values 
0005: $10907 = 10.4288 // floating-point values 
0005: $10911 = 45.5873 // floating-point values 
0005: $10915 = 2084.156 // floating-point values 
0005: $10919 = 1965.573 // floating-point values 
0005: $10923 = 9.9974 // floating-point values 
0005: $10927 = 117.4401 // floating-point values 
065C: unknown_create_def_entity 7@ // unknown_destroy 
07E5: unknown_copy_entity 65542 7@ 
0709: unknown_set_entity_item 7@ 9 200 0.0 100.0 100.0 100.0 1 1 
0709: unknown_set_entity_item 7@ 15 415 0.0 20.0 20.0 20.0 0 1 
0709: unknown_set_entity_item 7@ 15 200 0.0 80.0 80.0 80.0 1 1 
0004: $1896 = 1 // integer values 

:VALET_1959
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_2291 
00D6: if 
0038:   $1873 == 1 // integer values 
004D: jump_if_false @VALET_2004 
0050: gosub @VALET_16854 

:VALET_2004
00D6: if 
8038:   not  $10753 == 1 // integer values 
004D: jump_if_false @VALET_2284 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_2284 
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @VALET_2095 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @VALET_2088 
0006: 5@ = 0 // integer values 

:VALET_2088
0002: jump @VALET_2127 

:VALET_2095
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @VALET_2127 
0006: 5@ = 1 // integer values 

:VALET_2127
0050: gosub @VALET_2371 
00D6: if 
0038:   $1896 == 1 // integer values 
004D: jump_if_false @VALET_2284 
0050: gosub @VALET_3854 
0050: gosub @VALET_7842 
0050: gosub @VALET_13021 
0050: gosub @VALET_16071 
00D6: if 
001D:   32@ > 8@ // integer values 
004D: jump_if_false @VALET_2215 
0085: 8@ = 32@ // integer values and handles 
000A: 8@ += 2300 // integer values 

:VALET_2215
00D6: if 
001D:   32@ > 9@ // integer values 
004D: jump_if_false @VALET_2249 
0085: 9@ = 32@ // integer values and handles 
000A: 9@ += 100 // integer values 

:VALET_2249
00D6: if 
001D:   32@ > 10@ // integer values 
004D: jump_if_false @VALET_2284 
0085: 10@ = 32@ // integer values and handles 
000A: 10@ += 900 // integer values 

:VALET_2284
0002: jump @VALET_2364 

:VALET_2291
00D6: if 
0038:   $1896 == 1 // integer values 
004D: jump_if_false @VALET_2364 
00D6: if 
0038:   $1870 == 1 // integer values 
004D: jump_if_false @VALET_2357 
0004: $1870 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00BA: text_styled 'M_FAIL' 5000 ms 1  // ~r~KLDETS SIKERTELEN!

:VALET_2357
0050: gosub @VALET_16854 

:VALET_2364
0002: jump @VALET_1959 

:VALET_2371
00D6: if 
001D:   32@ > 16@ // integer values 
004D: jump_if_false @VALET_3353 
0085: 16@ = 32@ // integer values and handles 
000A: 16@ += 1000 // integer values 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0004: $1884 = 0 // integer values 
00D6: if 
00A3:   actor $PLAYER_ACTOR 0 -1893.418 1119.227 -1617.915 828.85 
004D: jump_if_false @VALET_2472 
0004: $1884 = 2 // integer values 

:VALET_2472
00D6: if 
0038:   $1884 == 0 // integer values 
004D: jump_if_false @VALET_3118 
077E: $10930 = active_interior 
00D6: if 
0038:   $10930 == 0 // integer values 
004D: jump_if_false @VALET_2894 
00D6: if 
0038:   $10931 == 0 // integer values 
004D: jump_if_false @VALET_2887 
00D6: if 
0038:   $10932 == 0 // integer values 
004D: jump_if_false @VALET_2670 
00D6: if 
0038:   $1896 == 1 // integer values 
004D: jump_if_false @VALET_2663 
00D6: if 
8038:   not  $1886 == 1 // integer values 
004D: jump_if_false @VALET_2663 
00D6: if 
0038:   $1870 == 1 // integer values 
004D: jump_if_false @VALET_2649 
0004: $1870 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
00BB: text_lowpriority 'VAL_A9' 4000 ms 1  // ~r~Tlsgosan is letrtl az trl.
00BA: text_styled 'VAL_A6' 4000 ms 1  // ~r~Ki vagy rgva!

:VALET_2649
0050: gosub @VALET_16854 
0004: $1896 = 0 // integer values 

:VALET_2663
0002: jump @VALET_2887 

:VALET_2670
0004: $10931 = 1 // integer values 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_2747 
04D7: lock_actor $1874[0] in_current_position 1 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_2747 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_2747 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 1 

:VALET_2747
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_2817 
04D7: lock_actor $1874[1] in_current_position 1 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_2817 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_2817 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 1 

:VALET_2817
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_2887 
04D7: lock_actor $1874[2] in_current_position 1 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_2887 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_2887 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 1 

:VALET_2887
0002: jump @VALET_3111 

:VALET_2894
0004: $10931 = 1 // integer values 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_2971 
04D7: lock_actor $1874[0] in_current_position 1 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_2971 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_2971 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 1 

:VALET_2971
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3041 
04D7: lock_actor $1874[1] in_current_position 1 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_3041 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3041 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 1 

:VALET_3041
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3111 
04D7: lock_actor $1874[2] in_current_position 1 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_3111 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3111 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 1 

:VALET_3111
0002: jump @VALET_3353 

:VALET_3118
00D6: if 
0038:   $10931 == 1 // integer values 
004D: jump_if_false @VALET_3353 
0004: $10931 = 0 // integer values 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3213 
04D7: lock_actor $1874[0] in_current_position 0 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_3213 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3213 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 0 

:VALET_3213
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3283 
04D7: lock_actor $1874[1] in_current_position 0 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_3283 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3283 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 0 

:VALET_3283
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3353 
04D7: lock_actor $1874[2] in_current_position 0 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_3353 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3353 
0519: lock_vehicle $TEMPVAR_ACTOR_CAR in_current_position 0 

:VALET_3353
00D6: if 
0038:   $10750 == 1 // integer values 
004D: jump_if_false @VALET_3597 
00D6: if 
0038:   $1884 == 1 // integer values 
004D: jump_if_false @VALET_3444 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 328.1585 -1512.888 35.0247 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3444 
0004: $10750 = 0 // integer values 

:VALET_3444
00D6: if 
0038:   $1884 == 2 // integer values 
004D: jump_if_false @VALET_3517 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 -1753.936 961.8587 23.8906 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3517 
0004: $10750 = 0 // integer values 

:VALET_3517
00D6: if 
0038:   $1884 == 3 // integer values 
004D: jump_if_false @VALET_3590 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 2021.337 1918.236 11.3438 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3590 
0004: $10750 = 0 // integer values 

:VALET_3590
0002: jump @VALET_3852 

:VALET_3597
00D6: if 
8038:   not  $ONMISSION == 1 // integer values 
004D: jump_if_false @VALET_3852 
00D6: if 
0038:   $1869 == 1 // integer values 
004D: jump_if_false @VALET_3852 
00D6: if 
0038:   $1870 == 0 // integer values 
004D: jump_if_false @VALET_3852 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3852 
00D6: if 
0038:   $1884 == 2 // integer values 
004D: jump_if_false @VALET_3852 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -1753.936 961.8587 23.8906 radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_3852 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @VALET_3836 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @VALET_3813 
00BC: text_highpriority 'VAL_A7' 5000 ms 1  // ~s~Inas Parkols
0004: $1870 = 1 // integer values 
0004: $ONMISSION = 1 // integer values 
0002: jump @VALET_3829 

:VALET_3813
00BC: text_highpriority 'VAL_C1' 1000 ms 1  // ~s~Nem dolgozhatsz itt, ha krznek!

:VALET_3829
0002: jump @VALET_3852 

:VALET_3836
00BC: text_highpriority 'VAL_90' 1000 ms 1  // ~S~Szerezz egy inas egyenruht, hogy inasknt dolgozhass.

:VALET_3852
0051: return 

:VALET_3854
00D6: if 
0038:   $1870 == 1 // integer values 
004D: jump_if_false @VALET_7840 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @VALET_3894 
06D0: (unknown) 1 

:VALET_3894
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @VALET_3958 
00BA: text_styled 'VAL_A6' 4000 ms 1  // ~r~Ki vagy rgva!
00BB: text_lowpriority 'VAL_B1' 5000 ms 1  // ~r~Tbb mr nem kell viselned az inasi egyenruht.
0004: $10936 = 8 // integer values 

:VALET_3958
00D6: if 
8038:   not  $10934 == 0 // integer values 
004D: jump_if_false @VALET_4102 
00D6: if 
856E:   not carcass_of_car $10934 valid 
004D: jump_if_false @VALET_4047 
00D6: if 
0018:   $10937 > 0 // integer values 
004D: jump_if_false @VALET_4033 
00BA: text_styled 'VAL_A6' 4000 ms 1  // ~r~Ki vagy rgva!
0004: $10936 = 8 // integer values 

:VALET_4033
0004: $10934 = 0 // integer values 
0002: jump @VALET_4102 

:VALET_4047
00D6: if 
0119:   car $10934 wrecked 
004D: jump_if_false @VALET_4102 
00BA: text_styled 'VAL_A6' 4000 ms 1  // ~r~Ki vagy rgva!
00BB: text_lowpriority 'VAL_B6' 5000 ms 1  // ~r~Az gyfl autja tnkrement.
0004: $10936 = 8 // integer values 

:VALET_4102
00D6: if 
0038:   $5286 == 0 // integer values 
004D: jump_if_false @VALET_4152 
00D6: if 
8119:   not car $10946 wrecked 
004D: jump_if_false @VALET_4152 
0987: (unknown) $10946 $VALET_CAR 
0084: $10754 = $VALET_CAR // integer values and handles 

:VALET_4152
00D6: if 
0038:   $10936 == 0 // integer values 
004D: jump_if_false @VALET_4575 
00D6: if 
0248:   model #WMYVA available 
004D: jump_if_false @VALET_4570 
00D6: if 
0118:   actor $1874[0] dead 
004D: jump_if_false @VALET_4263 
009A: $1874[0] = create_actor 4 #WMYVA at -1783.804 968.6431 23.7343 
060B: unknown_actor_use_entity $1874[0] 7@ 
02A9: set_actor $1874[0] immune_to_nonplayer 1 
0446: set_actor $1874[0] immune_to_headshots 0 
0004: $1892[0] = 2 // integer values 
0006: 0@ = 2 // integer values 

:VALET_4263
00D6: if 
0118:   actor $1874[1] dead 
004D: jump_if_false @VALET_4340 
009A: $1874[1] = create_actor 4 #WMYVA at -1782.65 965.0251 23.8906 
060B: unknown_actor_use_entity $1874[1] 7@ 
02A9: set_actor $1874[1] immune_to_nonplayer 1 
0446: set_actor $1874[1] immune_to_headshots 0 
0004: $1892[1] = 2 // integer values 
0006: 1@ = 2 // integer values 

:VALET_4340
00D6: if 
0118:   actor $1874[2] dead 
004D: jump_if_false @VALET_4417 
009A: $1874[2] = create_actor 4 #WMYVA at -1783.731 965.4009 23.8961 
060B: unknown_actor_use_entity $1874[2] 7@ 
02A9: set_actor $1874[2] immune_to_nonplayer 1 
0446: set_actor $1874[2] immune_to_headshots 0 
0004: $1892[2] = 2 // integer values 
0006: 2@ = 2 // integer values 

:VALET_4417
03DE: set_pedestrians_density_multiplier_to 0.3 
06D0: (unknown) 0 
0004: $10934 = 0 // integer values 
054C: use_GXT_table 'VALET1' 
00BE: text_clear_all 
00BA: text_styled 'VAL_A7' 3000 ms 1  // ~s~Inas Parkols
0004: $VALET_PARKED_CARS_NUMBER = 0 // integer values 
0085: 17@ = 32@ // integer values and handles 
000A: 17@ += 4000 // integer values 
0004: $10936 = 1 // integer values 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_4517 
039E: set_actor $1874[0] jackable 1 

:VALET_4517
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_4540 
039E: set_actor $1874[1] jackable 1 

:VALET_4540
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_4563 
039E: set_actor $1874[2] jackable 1 

:VALET_4563
0002: jump @VALET_4575 

:VALET_4570
0247: request_model #WMYVA 

:VALET_4575
00D6: if 
0038:   $10936 == 1 // integer values 
004D: jump_if_false @VALET_4642 
00D6: if 
001D:   32@ > 17@ // integer values 
004D: jump_if_false @VALET_4642 
0004: $10933 = 3 // integer values 
0004: $10935 = 2 // integer values 
0006: 18@ = 1 // integer values 
00BE: text_clear_all 
0004: $10936 = 2 // integer values 

:VALET_4642
00D6: if 
0038:   $10936 == 2 // integer values 
004D: jump_if_false @VALET_4947 
00D6: if 
001D:   32@ > 17@ // integer values 
004D: jump_if_false @VALET_4947 
00BE: text_clear_all 
01E3: text_1number_styled 'VAL_60' 18@ 4000 ms 1  // ~s~Inas Kldetsi Szint ~1~
02FD: text_2numbers_lowpriority 'VAL_76' $10933 $10935 4000 ms 1  // ~s~Parkolj ~1~ kocsit ~1~ perc alatt.
0010: $10935 *= 60000 // integer values 
0151: remove_status_text $10935 
0151: remove_status_text $10933 
03C3: set_timer_with_text_to $10935 type 1 text 'VAL_A8'  // ~s~Htralv id
04F7: status_text $10933 0 line 1 'VAL_A3'  // Vrakoz kocsik
0085: 17@ = 32@ // integer values and handles 
000A: 17@ += 5000 // integer values 
0004: $10936 = 4 // integer values 
00D6: if 
0038:   $1892[0] == 6 // integer values 
004D: jump_if_false @VALET_4831 
0004: $1892[0] = 1 // integer values 
0004: $1897 = 0 // integer values 

:VALET_4831
00D6: if 
0038:   $1892[1] == 6 // integer values 
004D: jump_if_false @VALET_4863 
0004: $1892[1] = 1 // integer values 
0004: $1898 = 0 // integer values 

:VALET_4863
00D6: if 
0038:   $1892[2] == 6 // integer values 
004D: jump_if_false @VALET_4895 
0004: $1892[2] = 1 // integer values 
0004: $1899 = 0 // integer values 

:VALET_4895
00D6: if 
8038:   not  $1881 == 0 // integer values 
004D: jump_if_false @VALET_4921 
0084: $10946 = $1881 // integer values and handles 

:VALET_4921
00D6: if 
8038:   not  $1877 == 0 // integer values 
004D: jump_if_false @VALET_4947 
0084: $10946 = $1877 // integer values and handles 

:VALET_4947
00D6: if 
0038:   $10936 == 3 // integer values 
004D: jump_if_false @VALET_4991 
00D6: if 
001D:   32@ > 17@ // integer values 
004D: jump_if_false @VALET_4991 
0004: $10936 = 4 // integer values 

:VALET_4991
00D6: if and
0118:   actor $1874[0] dead 
0038:   $1897 == 0 // integer values 
0038:   $1892[0] == 6 // integer values 
004D: jump_if_false @VALET_5077 
0004: $1897 = 1 // integer values 
000C: $10935 -= 20000 // integer values 
00D6: if 
001A:   0 > $10935 // integer values 
004D: jump_if_false @VALET_5061 
0004: $10935 = 0 // integer values 

:VALET_5061
00BB: text_lowpriority 'VAL_A19' 4000 ms 1  // ~s~Kinyrtl egy inast.~n~-20 msodperc bntets.

:VALET_5077
00D6: if and
0118:   actor $1874[1] dead 
0038:   $1898 == 0 // integer values 
0038:   $1892[1] == 6 // integer values 
004D: jump_if_false @VALET_5163 
0004: $1898 = 1 // integer values 
000C: $10935 -= 20000 // integer values 
00D6: if 
001A:   0 > $10935 // integer values 
004D: jump_if_false @VALET_5147 
0004: $10935 = 0 // integer values 

:VALET_5147
00BB: text_lowpriority 'VAL_A19' 4000 ms 1  // ~s~Kinyrtl egy inast.~n~-20 msodperc bntets.

:VALET_5163
00D6: if and
0118:   actor $1874[2] dead 
0038:   $1899 == 0 // integer values 
0038:   $1892[2] == 6 // integer values 
004D: jump_if_false @VALET_5249 
0004: $1899 = 1 // integer values 
000C: $10935 -= 20000 // integer values 
00D6: if 
001A:   0 > $10935 // integer values 
004D: jump_if_false @VALET_5233 
0004: $10935 = 0 // integer values 

:VALET_5233
00BB: text_lowpriority 'VAL_A19' 4000 ms 1  // ~s~Kinyrtl egy inast.~n~-20 msodperc bntets.

:VALET_5249
00D6: if 
0018:   $10936 > 3 // integer values 
004D: jump_if_false @VALET_5326 
00D6: if 
0038:   $10935 == 0 // integer values 
004D: jump_if_false @VALET_5326 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_47' 4000 ms 1  // ~r~Kifutottl az idbl!
00BA: text_styled 'VAL_A6' 4000 ms 1  // ~r~Ki vagy rgva!
0004: $10936 = 8 // integer values 

:VALET_5326
00D6: if 
0038:   $10936 == 4 // integer values 
004D: jump_if_false @VALET_5476 
00D6: if 
8038:   not  $1877 == 0 // integer values 
004D: jump_if_false @VALET_5476 
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_5476 
00D6: if 
003A:   $1877 == $10946 // integer values and handles 
004D: jump_if_false @VALET_5476 
046C: $VALET_CAR_DRIVER = car $1877 driver 
00D6: if 
0038:   $VALET_CAR_DRIVER == -1 // integer values 
004D: jump_if_false @VALET_5476 
0004: $10936 = 20 // integer values 
00BB: text_lowpriority 'VAL_84' 4000 ms 1  // ~s~Ott van egy parkolsra vr aut.
0186: 19@ = create_marker_above_car $1877 
07E0: set_marker 19@ type_to 1 
0084: $10934 = $1877 // integer values and handles 
0004: $10936 = 5 // integer values 

:VALET_5476
00D6: if 
0038:   $10936 == 5 // integer values 
004D: jump_if_false @VALET_5875 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_5849 
046C: $VALET_CAR_DRIVER = car $10934 driver 
00D6: if 
8038:   not  $VALET_CAR_DRIVER == -1 // integer values 
004D: jump_if_false @VALET_5842 
00D6: if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // integer values and handles 
004D: jump_if_false @VALET_5765 
00BE: text_clear_all 
00BB: text_lowpriority 'VAL_25' 4000 ms 1  // ~s~Vidd el ezt a kocsit a jellt pakolhelyre.
0164: disable_marker 19@ 
0004: $10937 = 60 // integer values 
0224: set_car $10934 health_to 1000 
0151: remove_status_text $10937 
04F7: status_text $10937 0 line 2 'VAL_A17'  // Srlsi Bnusz
0810: in_cube $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) get_from_random_parkplace_to_coordinates 21@ 22@ 23@ 
00D6: if 
8043:   not  21@ == 0.0 // floating-point values 
004D: jump_if_false @VALET_5758 
0395: clear_area 0 at 21@ 22@ 23@ range 5.0 
0088: $10942 = 21@ // floating-point values only 
0088: $10943 = 22@ // floating-point values only 
0088: $10944 = 23@ // floating-point values only 
0164: disable_marker 20@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0004: $10936 = 6 // integer values 

:VALET_5758
0002: jump @VALET_5842 

:VALET_5765
00D6: if or
003A:   $VALET_CAR_DRIVER == $1874[0] // integer values and handles 
003A:   $VALET_CAR_DRIVER == $1874[1] // integer values and handles 
003A:   $VALET_CAR_DRIVER == $1874[2] // integer values and handles 
004D: jump_if_false @VALET_5842 
0164: disable_marker 19@ 
00BB: text_lowpriority 'VAL_79' 4000 ms 1  // ~s~Egy msik inas vette fel a vrakoz autt.
0004: $10936 = 4 // integer values 
0004: $10934 = 0 // integer values 
0004: $10946 = 0 // integer values 

:VALET_5842
0002: jump @VALET_5875 

:VALET_5849
0164: disable_marker 19@ 
0004: $10936 = 4 // integer values 
0004: $10934 = 0 // integer values 
0004: $10946 = 0 // integer values 

:VALET_5875
00D6: if 
0038:   $10936 == 6 // integer values 
004D: jump_if_false @VALET_7430 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_7430 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_7407 
0227: $10937 = car $10934 health 
0004: $VALET_STAGE = 17 // integer values 
0066: $VALET_STAGE -= 18@ // integer values 
0010: $VALET_STAGE *= 20 // integer values 
0008: $10937 += -1000 // integer values 
0094: make $10937 absolute_integer 
008F: 13@ = integer_to_float $10937 
008F: 27@ = integer_to_float $VALET_STAGE 
0087: 28@ = 13@ // floating-point values only 
0073: 28@ /= 27@ // floating-point values 
00D6: if 
0021:   28@ > 1.0 // floating-point values 
004D: jump_if_false @VALET_6031 
0007: 28@ = 1.0 // floating-point values 

:VALET_6031
000F: 28@ -= 1.0 // floating-point values 
0097: make 28@ absolute_float 
0013: 28@ *= 45.0 // floating-point values 
0090: $10937 = float_to_integer 28@ 
00D6: if 
0018:   $10937 > 45 // integer values 
004D: jump_if_false @VALET_6089 
0004: $10937 = 45 // integer values 

:VALET_6089
00D6: if 
001A:   0 > $10937 // integer values 
004D: jump_if_false @VALET_6114 
0004: $10937 = 0 // integer values 

:VALET_6114
046C: $VALET_CAR_DRIVER = car $10934 driver 
00D6: if 
803A:   not  $VALET_CAR_DRIVER == $PLAYER_ACTOR // integer values and handles 
004D: jump_if_false @VALET_6173 
0164: disable_marker 20@ 
0186: 19@ = create_marker_above_car $10934 
07E0: set_marker 19@ type_to 1 
0151: remove_status_text $10937 
0004: $10936 = 7 // integer values 

:VALET_6173
00D6: if and
8038:   not  $VALET_CAR_DRIVER == -1 // integer values 
803A:   not  $VALET_CAR_DRIVER == $PLAYER_ACTOR // integer values and handles 
803A:   not  $VALET_CAR_DRIVER == $1874[0] // integer values and handles 
803A:   not  $VALET_CAR_DRIVER == $1874[1] // integer values and handles 
803A:   not  $VALET_CAR_DRIVER == $1874[2] // integer values and handles 
004D: jump_if_false @VALET_6263 
0004: $10934 = 0 // integer values 
0164: disable_marker 19@ 
0151: remove_status_text $10937 
0004: $10936 = 4 // integer values 
00BB: text_lowpriority 'VAL_A4' 4000 ms 1  // ~s~Az autt elloptk! Menj vissza a szolgl terletre.

:VALET_6263
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @VALET_6314 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10934 
004D: jump_if_false @VALET_6314 
00BC: text_highpriority 'VAL_A18' 1000 ms 1  // ~s~Ennek az autnak nemm kell parkols.

:VALET_6314
00D6: if 
01B0:   car $10934 stopped 1 21@ 22@ 23@ radius 4.0 4.0 4.0 
004D: jump_if_false @VALET_7400 
0164: disable_marker 20@ 
081D: (unknown) $10934 1 
01C3: remove_references_to_car $10934 // Like turning a car into any random car 
0151: remove_status_text $10937 
008B: 6@ = $10935 // integer values and handles 
03D3: point 21@ 22@ 23@ get_nearby_vector $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 24@ 
00AA: store_car $10934 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 26@ = distance between point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and point 21@ 22@ 
0174: 25@ = car $10934 z_angle 
0097: make 24@ absolute_float 
00D6: if 
0021:   24@ > 180.0 // floating-point values 
004D: jump_if_false @VALET_6484 
000F: 24@ -= 180.0 // floating-point values 

:VALET_6484
0097: make 25@ absolute_float 
00D6: if 
0021:   25@ > 180.0 // floating-point values 
004D: jump_if_false @VALET_6520 
000F: 25@ -= 180.0 // floating-point values 

:VALET_6520
0087: 27@ = 24@ // floating-point values only 
0063: 27@ -= 25@ // floating-point values 
0097: make 27@ absolute_float 
0093: 13@ = integer_to_float 18@ 
0013: 13@ *= 2.0 // floating-point values 
0007: 29@ = 45.0 // floating-point values 
0063: 29@ -= 13@ // floating-point values 
0087: 28@ = 27@ // floating-point values only 
0073: 28@ /= 29@ // floating-point values 
0007: 13@ = 1.0 // floating-point values 
0063: 13@ -= 28@ // floating-point values 
00D6: if 
0023:   0.0 > 13@ // floating-point values 
004D: jump_if_false @VALET_6642 
0007: 13@ = 0.0 // floating-point values 

:VALET_6642
0013: 13@ *= 10.0 // floating-point values 
0090: $10939 = float_to_integer 13@ 
0090: $10940 = float_to_integer 13@ 
0093: 13@ = integer_to_float 18@ 
000F: 13@ -= 20.0 // floating-point values 
0097: make 13@ absolute_float 
0017: 13@ /= 6.0 // floating-point values 
0087: 27@ = 26@ // floating-point values only 
0073: 27@ /= 13@ // floating-point values 
0007: 28@ = 1.0 // floating-point values 
0063: 28@ -= 27@ // floating-point values 
00D6: if 
0023:   0.0 > 28@ // floating-point values 
004D: jump_if_false @VALET_6766 
0007: 28@ = 0.0 // floating-point values 

:VALET_6766
0013: 28@ *= 5.0 // floating-point values 
0090: $VALET_STAGE = float_to_integer 28@ 
0084: $10938 = $VALET_STAGE // integer values and handles 
0058: $10940 += $VALET_STAGE // integer values 
00D6: if and
8038:   not  $10940 == 1 // integer values 
8038:   not  $10937 == 1 // integer values 
004D: jump_if_false @VALET_6847 
02FD: text_2numbers_lowpriority 'VAL_A10' $10940 $10937 2500 ms 1  // ~s~Parkolsi Bnusz +~1~ msodperc~n~Srlsi Bnusz +~1~ msodperc

:VALET_6847
00D6: if and
0038:   $10940 == 1 // integer values 
8038:   not  $10937 == 1 // integer values 
004D: jump_if_false @VALET_6894 
02FD: text_2numbers_lowpriority 'VAL_A12' $10940 $10937 2500 ms 1  // ~s~Parkolsi Bnusz +~1~ msodperc~n~Srlsi Bnusz +~1~ msodperc

:VALET_6894
00D6: if and
8038:   not  $10940 == 1 // integer values 
0038:   $10937 == 1 // integer values 
004D: jump_if_false @VALET_6941 
02FD: text_2numbers_lowpriority 'VAL_A11' $10940 $10937 2500 ms 1  // ~s~Parkolsi Bnusz +~1~ msodperc~n~Srlsi Bnusz +~1~ msodperc

:VALET_6941
00D6: if and
0038:   $10940 == 0 // integer values 
0038:   $10937 == 0 // integer values 
004D: jump_if_false @VALET_6988 
02FD: text_2numbers_lowpriority 'VAL_A13' $10940 $10937 2500 ms 1  // ~s~Parkolsi Bnusz +~1~ msodperc~n~Srlsi Bnusz +~1~ msodperc

:VALET_6988
0084: $VALET_STAGE = $10940 // integer values and handles 
0058: $VALET_STAGE += $10937 // integer values 
00D6: if 
8038:   not  $VALET_STAGE == 1 // integer values 
004D: jump_if_false @VALET_7048 
01E4: text_1number_lowpriority 'VAL_A14' $VALET_STAGE 2500 ms 1  // ~s~Totl Bnusz +~1~ msodperc
0002: jump @VALET_7067 

:VALET_7048
01E4: text_1number_lowpriority 'VAL_A15' $VALET_STAGE 2500 ms 1  // ~s~Totl Bnusz +~1~ msodperc

:VALET_7067
00BB: text_lowpriority 'VAL_A16' 3000 ms 1  // ~s~Menj vissza az autporthoz.
0010: $10937 *= 1000 // integer values 
0010: $10940 *= 1000 // integer values 
0058: $10935 += $10937 // integer values 
0058: $10935 += $10940 // integer values 
0004: $10937 = 0 // integer values 
0004: $10934 = 0 // integer values 
000C: $10933 -= 1 // integer values 
0008: $VALET_PARKED_CARS_NUMBER += 1 // integer values 
0652: $VALET_STAGE = stat 175 // integer 
00D6: if 
001C:   $VALET_PARKED_CARS_NUMBER > $VALET_STAGE // integer values 
004D: jump_if_false @VALET_7178 
0629: change_stat 175 to $VALET_PARKED_CARS_NUMBER // integer 

:VALET_7178
00D6: if 
0038:   $10933 == 0 // integer values 
004D: jump_if_false @VALET_7393 
00BE: text_clear_all 
014F: stop_timer $10935 
0151: remove_status_text $10933 
000A: 18@ += 1 // integer values 
0004: $10936 = 2 // integer values 
008A: $10933 = 18@ // integer values and handles 
0008: $10933 += 2 // integer values 
0004: $10935 = 2 // integer values 
00D6: if 
001B:   6 > 18@ // integer values 
004D: jump_if_false @VALET_7361 
008A: $VALET_STAGE = 18@ // integer values and handles 
000C: $VALET_STAGE -= 1 // integer values 
01E3: text_1number_styled 'VAL_62' $VALET_STAGE 3000 ms 1  // ~s~Inas Kldetsi Szint ~1~ Teljestve.
008A: $VALET_STAGE = 18@ // integer values and handles 
0010: $VALET_STAGE *= 100 // integer values 
000C: $VALET_STAGE -= 100 // integer values 
01E4: text_1number_lowpriority 'VAL_65' $VALET_STAGE 4000 ms 1  // ~s~Kaptl ~1~ $-t.
0109: player $PLAYER_CHAR money += $VALET_STAGE 
0085: 17@ = 32@ // integer values and handles 
000A: 17@ += 5000 // integer values 

:VALET_7361
00D6: if 
0039:   18@ == 6 // integer values 
004D: jump_if_false @VALET_7386 
0050: gosub @VALET_16442 

:VALET_7386
0002: jump @VALET_7400 

:VALET_7393
0004: $10936 = 4 // integer values 

:VALET_7400
0002: jump @VALET_7430 

:VALET_7407
00BA: text_styled 'VAL_A6' 4000 ms 1  // ~r~Ki vagy rgva!
0004: $10936 = 8 // integer values 

:VALET_7430
00D6: if 
0038:   $10936 == 7 // integer values 
004D: jump_if_false @VALET_7675 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_7649 
046C: $VALET_CAR_DRIVER = car $10934 driver 
00D6: if 
8038:   not  $VALET_CAR_DRIVER == -1 // integer values 
004D: jump_if_false @VALET_7642 
00D6: if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // integer values and handles 
004D: jump_if_false @VALET_7565 
0164: disable_marker 19@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0151: remove_status_text $10937 
04F7: status_text $10937 0 line 2 'VAL_A17'  // Srlsi Bnusz
0004: $10936 = 6 // integer values 
0002: jump @VALET_7642 

:VALET_7565
00D6: if or
003A:   $VALET_CAR_DRIVER == $1874[0] // integer values and handles 
003A:   $VALET_CAR_DRIVER == $1874[1] // integer values and handles 
003A:   $VALET_CAR_DRIVER == $1874[2] // integer values and handles 
004D: jump_if_false @VALET_7642 
0164: disable_marker 19@ 
00BB: text_lowpriority 'VAL_79' 4000 ms 1  // ~s~Egy msik inas vette fel a vrakoz autt.
0004: $10936 = 4 // integer values 
0004: $10934 = 0 // integer values 
0004: $10946 = 0 // integer values 

:VALET_7642
0002: jump @VALET_7675 

:VALET_7649
0164: disable_marker 19@ 
0004: $10936 = 4 // integer values 
0004: $10934 = 0 // integer values 
0004: $10946 = 0 // integer values 

:VALET_7675
00D6: if 
0038:   $10936 == 8 // integer values 
004D: jump_if_false @VALET_7840 
0164: disable_marker 19@ 
0164: disable_marker 20@ 
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: (unknown) 1 
0004: $1870 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
0004: $10936 = 0 // integer values 
0004: $10934 = 0 // integer values 
0004: $10750 = 1 // integer values 
03C7: unknown_maybe_cops_density 1.0 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_7794 
039E: set_actor $1874[0] jackable 0 

:VALET_7794
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_7817 
039E: set_actor $1874[1] jackable 0 

:VALET_7817
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_7840 
039E: set_actor $1874[2] jackable 0 

:VALET_7840
0051: return 

:VALET_7842
0006: 6@ = 0 // integer values 

:VALET_7849
00D6: if 
001B:   3 > 6@ // integer values 
004D: jump_if_false @VALET_13019 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_7985 
00D6: if 
095D: (unknown) $1874(6@,3i) 
004D: jump_if_false @VALET_7985 
062E: (unknown) $1874(6@,3i) 2089 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_7985 
0792: (unknown) $1874(6@,3i) 
0829: AS_actor $1874(6@,3i) perform_animation "KO_SKID_FRONT" from_file "PED" 1000.0 time 0 and_dies 

:VALET_7985
00D6: if and
8038:   not  $1892(6@,3i) == 4 // integer values 
8038:   not  $1892(6@,3i) == 5 // integer values 
004D: jump_if_false @VALET_8395 
00D6: if and
8118:   not actor $1874(6@,3i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_8395 
00D6: if 
074F: (unknown) $1874(6@,3i) 9 
004D: jump_if_false @VALET_8344 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor $1874(6@,3i) radius 5.0 5.0 5.0 sphere 0 
051A:   actor $1874(6@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @VALET_8328 
0004: $1892(6@,3i) = 5 // integer values 
0008: $10928 += 1 // integer values 
0687: clear_actor_task $1874(6@,3i) 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_8203 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[0] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_8203 
0004: $1892[0] = 5 // integer values 

:VALET_8203
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_8262 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[1] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_8262 
0004: $1892[1] = 5 // integer values 

:VALET_8262
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_8321 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[2] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_8321 
0004: $1892[2] = 5 // integer values 

:VALET_8321
0002: jump @VALET_8344 

:VALET_8328
008A: $1892(6@,3i) = 0@(6@,3i) // integer values and handles 

:VALET_8344
00D6: if 
8038:   not  $1892(6@,3i) == 9 // integer values 
004D: jump_if_false @VALET_8395 
00D6: if 
04A3:   $1895 == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_8395 
0004: $1892(6@,3i) = 9 // integer values 

:VALET_8395
00D6: if 
8038:   not  $1892(6@,3i) == 1 // integer values 
004D: jump_if_false @VALET_8704 
00D6: if 
056D:   carcass_of_actor $1874(6@,3i) valid 
004D: jump_if_false @VALET_8704 
00D6: if 
0118:   actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_8704 
0889: (unknown) $1874(6@,3i) $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8038:   not  $1892(6@,3i) == 6 // integer values 
004D: jump_if_false @VALET_8684 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_8576 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 15.0 15.0 
004D: jump_if_false @VALET_8576 
0004: $1892[0] = 5 // integer values 
0004: $1892[1] = 5 // integer values 
0004: $1892[2] = 5 // integer values 

:VALET_8576
00D6: if 
0038:   $1870 == 1 // integer values 
004D: jump_if_false @VALET_8684 
00D6: if or
0024:   $10808($1884,4f) > $TEMPVAR_FLOAT_1 // floating-point values only 
0024:   $10816($1884,4f) > $TEMPVAR_FLOAT_2 // floating-point values only 
0024:   $10824($1884,4f) > $TEMPVAR_FLOAT_3 // floating-point values only 
0024:   $TEMPVAR_FLOAT_1 > $10812($1884,4f) // floating-point values only 
0024:   $TEMPVAR_FLOAT_2 > $10820($1884,4f) // floating-point values only 
0024:   $TEMPVAR_FLOAT_3 > $10828($1884,4f) // floating-point values only 
004D: jump_if_false @VALET_8684 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:VALET_8684
0004: $1892(6@,3i) = 6 // integer values 
01C2: remove_references_to_actor $1874(6@,3i) // Like turning an actor into a random pedestrian 

:VALET_8704
0871: init_jump_table $1892(6@,3i) total_jumps 11 0 @VALET_13005 jumps 1 @VALET_8836 2 @VALET_9149 3 @VALET_9763 4 @VALET_10506 5 @VALET_10614 6 @VALET_12998 7 @VALET_11111 
0872: jump_table_jumps 8 @VALET_12285 9 @VALET_12607 10 @VALET_10325 11 @VALET_12792 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 

:VALET_8836
00D6: if 
0038:   $1887(6@,3i) == 1 // integer values 
004D: jump_if_false @VALET_9142 
0247: request_model #WMYVA 
00D6: if 
0248:   model #WMYVA available 
004D: jump_if_false @VALET_9142 
00D6: if 
0038:   $1884 == 1 // integer values 
004D: jump_if_false @VALET_8948 
009A: $1874(6@,3i) = create_actor 24 #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
0173: set_actor $1874(6@,3i) z_angle_to $10765(6@,3f) 

:VALET_8948
00D6: if 
0038:   $1884 == 2 // integer values 
004D: jump_if_false @VALET_9017 
009A: $1874(6@,3i) = create_actor 24 #WMYVA at $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) 
0173: set_actor $1874(6@,3i) z_angle_to $10777(6@,3f) 

:VALET_9017
00D6: if 
0038:   $1884 == 3 // integer values 
004D: jump_if_false @VALET_9086 
009A: $1874(6@,3i) = create_actor 24 #WMYVA at $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) 
0173: set_actor $1874(6@,3i) z_angle_to $10789(6@,3f) 

:VALET_9086
060B: unknown_actor_use_entity $1874(6@,3i) 7@ 
02A9: set_actor $1874(6@,3i) immune_to_nonplayer 1 
0446: set_actor $1874(6@,3i) immune_to_headshots 0 
0004: $1892(6@,3i) = 2 // integer values 
0006: 0@(6@,3i) = 2 // integer values 

:VALET_9142
0002: jump @VALET_13005 

:VALET_9149
00D6: if 
001D:   32@ > 8@ // integer values 
004D: jump_if_false @VALET_9756 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_9756 
00D6: if 
0038:   $1884 == 1 // integer values 
004D: jump_if_false @VALET_9342 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_9342 
0615: define_action_sequences 11@ 
05F5: unknown_action_sequence -1 $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 6 -2 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_action_sequences_end 11@ 
0618: assign_actor $1874(6@,3i) to_action_sequences 11@ 
061B: remove_references_to_action_sequences 11@ 
0004: $1892(6@,3i) = 3 // integer values 

:VALET_9342
00D6: if 
0038:   $1884 == 2 // integer values 
004D: jump_if_false @VALET_9602 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_9503 
0615: define_action_sequences 11@ 
05F5: unknown_action_sequence -1 $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) 6 -2 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_action_sequences_end 11@ 
0618: assign_actor $1874(6@,3i) to_action_sequences 11@ 
061B: remove_references_to_action_sequences 11@ 
0004: $1892(6@,3i) = 3 // integer values 
0002: jump @VALET_9602 

:VALET_9503
062E: (unknown) $1874(6@,3i) 1492 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_9602 
0172: $10755 = actor $1874(6@,3i) z_angle 
0061: $10755 -= $10777(6@,3f) // floating-point values 
0096: make $10755 absolute_float 
00D6: if 
8022:   not  10.0 > $10755 // floating-point values 
004D: jump_if_false @VALET_9602 
05D4: AS_actor $1874(6@,3i) rotate_angle $10777(6@,3f) 

:VALET_9602
00D6: if 
0038:   $1884 == 3 // integer values 
004D: jump_if_false @VALET_9756 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_9756 
0615: define_action_sequences 11@ 
05F5: unknown_action_sequence -1 $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) 6 -2 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_action_sequences_end 11@ 
0618: assign_actor $1874(6@,3i) to_action_sequences 11@ 
061B: remove_references_to_action_sequences 11@ 
0004: $1892(6@,3i) = 3 // integer values 

:VALET_9756
0002: jump @VALET_13005 

:VALET_9763
00D6: if 
001D:   32@ > 9@ // integer values 
004D: jump_if_false @VALET_10318 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_10318 
062E: (unknown) $1874(6@,3i) 1560 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_10318 
00D6: if 
0038:   $1884 == 1 // integer values 
004D: jump_if_false @VALET_9996 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_9985 
0615: define_action_sequences 11@ 
05F5: unknown_action_sequence -1 $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 6 -2 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_action_sequences_end 11@ 
0618: assign_actor $1874(6@,3i) to_action_sequences 11@ 
061B: remove_references_to_action_sequences 11@ 
0002: jump @VALET_9996 

:VALET_9985
0004: $1892(6@,3i) = 2 // integer values 

:VALET_9996
00D6: if 
0038:   $1884 == 2 // integer values 
004D: jump_if_false @VALET_10157 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_10146 
0615: define_action_sequences 11@ 
05F5: unknown_action_sequence -1 $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) 6 -2 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_action_sequences_end 11@ 
0618: assign_actor $1874(6@,3i) to_action_sequences 11@ 
061B: remove_references_to_action_sequences 11@ 
0002: jump @VALET_10157 

:VALET_10146
0004: $1892(6@,3i) = 2 // integer values 

:VALET_10157
00D6: if 
0038:   $1884 == 3 // integer values 
004D: jump_if_false @VALET_10318 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_10307 
0615: define_action_sequences 11@ 
05F5: unknown_action_sequence -1 $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) 6 -2 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_action_sequences_end 11@ 
0618: assign_actor $1874(6@,3i) to_action_sequences 11@ 
061B: remove_references_to_action_sequences 11@ 
0002: jump @VALET_10318 

:VALET_10307
0004: $1892(6@,3i) = 2 // integer values 

:VALET_10318
0002: jump @VALET_13005 

:VALET_10325
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_10499 
062E: (unknown) $1874(6@,3i) 1560 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_10499 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_10477 
05F5: unknown_action_sequence $1874(6@,3i) $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) 6 -2 
0002: jump @VALET_10499 

:VALET_10477
0006: 0@(6@,3i) = 3 // integer values 
0004: $1892(6@,3i) = 3 // integer values 

:VALET_10499
0002: jump @VALET_13005 

:VALET_10506
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_10607 
00D6: if 
874F:   not (unknown) $1874(6@,3i) 9 
004D: jump_if_false @VALET_10591 
0812: AS_actor $1874(6@,3i) perform_animation "FUCKU" from_file "PED" 4.0 loop 0 0 0 lock 0 time -2 
000A: 4@ += 1 // integer values 

:VALET_10591
008A: $1892(6@,3i) = 0@(6@,3i) // integer values and handles 

:VALET_10607
0002: jump @VALET_13005 

:VALET_10614
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_11104 
062E: (unknown) $1874(6@,3i) 1506 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_10679 
05E2: AS_actor $1874(6@,3i) kill_actor $PLAYER_ACTOR 

:VALET_10679
00D6: if 
001D:   32@ > 9@ // integer values 
004D: jump_if_false @VALET_11104 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_11104 
00D6: if 
0038:   $1884 == 1 // integer values 
004D: jump_if_false @VALET_10844 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) 0 $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_10844 
0687: clear_actor_task $1874(6@,3i) 
008A: $1892(6@,3i) = 0@(6@,3i) // integer values and handles 

:VALET_10844
00D6: if 
0038:   $1884 == 2 // integer values 
004D: jump_if_false @VALET_10974 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) 0 $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_10974 
0687: clear_actor_task $1874(6@,3i) 
008A: $1892(6@,3i) = 0@(6@,3i) // integer values and handles 

:VALET_10974
00D6: if 
0038:   $1884 == 3 // integer values 
004D: jump_if_false @VALET_11104 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) 0 $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_11104 
0687: clear_actor_task $1874(6@,3i) 
008A: $1892(6@,3i) = 0@(6@,3i) // integer values and handles 

:VALET_11104
0002: jump @VALET_13005 

:VALET_11111
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_12278 
00D6: if 
0038:   $1884 == 1 // integer values 
004D: jump_if_false @VALET_11240 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_11240 
0004: $1892(6@,3i) = 2 // integer values 
0006: 0@(6@,3i) = 2 // integer values 
0004: $1878(6@,3i) = 0 // integer values 

:VALET_11240
00D6: if 
0038:   $1884 == 2 // integer values 
004D: jump_if_false @VALET_11349 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_11349 
0004: $1892(6@,3i) = 2 // integer values 
0006: 0@(6@,3i) = 2 // integer values 
0004: $1878(6@,3i) = 0 // integer values 

:VALET_11349
00D6: if 
0038:   $1884 == 3 // integer values 
004D: jump_if_false @VALET_11458 
00D6: if 
80FE:   not actor $1874(6@,3i) 0 $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_11458 
0004: $1892(6@,3i) = 2 // integer values 
0006: 0@(6@,3i) = 2 // integer values 
0004: $1878(6@,3i) = 0 // integer values 

:VALET_11458
00D6: if 
8038:   not  $1892(6@,3i) == 2 // integer values 
004D: jump_if_false @VALET_12278 
062E: (unknown) $1874(6@,3i) 1560 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_12033 
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_11993 
00D6: if 
00DB:   actor $1874(6@,3i) in_car $1878(6@,3i) 
004D: jump_if_false @VALET_11828 
0810: in_cube $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) get_from_random_parkplace_to_coordinates $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8042:   not  $TEMPVAR_FLOAT_1 == 0.0 // floating-point values 
004D: jump_if_false @VALET_11821 
00D6: if 
003A:   $1878(6@,3i) == $1877 // integer values and handles 
004D: jump_if_false @VALET_11664 
0004: $1877 = 0 // integer values 

:VALET_11664
0086: $10942 = $TEMPVAR_FLOAT_1 // floating-point values only 
0086: $10943 = $TEMPVAR_FLOAT_2 // floating-point values only 
0086: $10944 = $TEMPVAR_FLOAT_3 // floating-point values only 
00D6: if 
0686:   car $1878(6@,3i) attached 
004D: jump_if_false @VALET_11734 
0684: detach_car $1878(6@,3i) 0.0 0.0 0.0 collision_detection 0 

:VALET_11734
05D1: AS_actor $1874(6@,3i) drive_car $1878(6@,3i) to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 15.0 1 0 0 
00D6: if 
0038:   $1870 == 1 // integer values 
004D: jump_if_false @VALET_11799 
039E: set_actor $1874(6@,3i) jackable 1 

:VALET_11799
0004: $1892(6@,3i) = 8 // integer values 
0006: 0@(6@,3i) = 7 // integer values 

:VALET_11821
0002: jump @VALET_11986 

:VALET_11828
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_11953 
00D6: if 
0205:   actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 unknown 0 
004D: jump_if_false @VALET_11946 
0615: define_action_sequences 11@ 
05B9: unknown_action_sequence -1 3000 
05CB: AS_actor -1 enter_car_as_driver $1878(6@,3i) -2 ms 
0616: define_action_sequences_end 11@ 
0008: $10929 += 1 // integer values 
0618: assign_actor $1874(6@,3i) to_action_sequences 11@ 
061B: remove_references_to_action_sequences 11@ 

:VALET_11946
0002: jump @VALET_11986 

:VALET_11953
0004: $1892(6@,3i) = 2 // integer values 
0006: 0@(6@,3i) = 2 // integer values 
0004: $1878(6@,3i) = 0 // integer values 

:VALET_11986
0002: jump @VALET_12026 

:VALET_11993
0004: $1892(6@,3i) = 2 // integer values 
0006: 0@(6@,3i) = 2 // integer values 
0004: $1878(6@,3i) = 0 // integer values 

:VALET_12026
0002: jump @VALET_12278 

:VALET_12033
00D6: if and
8119:   not car $1878(6@,3i) wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_12278 
0811: $VALET_CAR = actor $PLAYER_ACTOR car 
00D6: if 
003A:   $VALET_CAR == $1878(6@,3i) // integer values and handles 
004D: jump_if_false @VALET_12174 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @VALET_12174 
00D6: if and
89DE:   not (unknown) $1874(6@,3i) 
80DF:   not actor $1874(6@,3i) driving 
004D: jump_if_false @VALET_12174 
0687: clear_actor_task $1874(6@,3i) 
0004: $1892(6@,3i) = 2 // integer values 
0004: $1878(6@,3i) = 0 // integer values 

:VALET_12174
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_12271 
00D6: if 
8205:   not actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 unknown 0 
004D: jump_if_false @VALET_12271 
0004: $1892(6@,3i) = 2 // integer values 
0006: 0@(6@,3i) = 2 // integer values 
0004: $1878(6@,3i) = 0 // integer values 

:VALET_12271
0002: jump @VALET_12278 

:VALET_12278
0002: jump @VALET_13005 

:VALET_12285
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_12600 
062E: (unknown) $1874(6@,3i) 1489 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_12460 
00D6: if 
00A4:   actor $1874(6@,3i) 0 $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) 
004D: jump_if_false @VALET_12431 
0004: $1892(6@,3i) = 3 // integer values 
0006: 0@(6@,3i) = 3 // integer values 
0002: jump @VALET_12453 

:VALET_12431
0004: $1892(6@,3i) = 3 // integer values 
0006: 0@(6@,3i) = 3 // integer values 

:VALET_12453
0002: jump @VALET_12600 

:VALET_12460
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0038:   $1870 == 1 // integer values 
0018:   $1886 > 0 // integer values 
004D: jump_if_false @VALET_12600 
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_12600 
0987: (unknown) $1878(6@,3i) $VALET_CAR 
00D6: if 
8119:   not car $VALET_CAR wrecked 
004D: jump_if_false @VALET_12600 
046C: $VALET_CAR_DRIVER = car $VALET_CAR driver 
00D6: if or
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // integer values and handles 
0038:   $VALET_CAR_DRIVER == -1 // integer values 
004D: jump_if_false @VALET_12600 
00D6: if 
8038:   not  $VALET_CAR == -1 // integer values 
004D: jump_if_false @VALET_12600 
0084: $10754 = $VALET_CAR // integer values and handles 

:VALET_12600
0002: jump @VALET_13005 

:VALET_12607
00D6: if and
8118:   not actor $1874(6@,3i) dead 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_12785 
00D6: if 
80DB:   not actor $1874(6@,3i) in_car $1878(6@,3i) 
004D: jump_if_false @VALET_12785 
046C: $10749 = car $1878(6@,3i) driver 
00D6: if 
8038:   not  $10749 == -1 // integer values 
004D: jump_if_false @VALET_12785 
0811: $VALET_CAR = actor $PLAYER_ACTOR car 
00D6: if 
003A:   $VALET_CAR == $1878(6@,3i) // integer values and handles 
004D: jump_if_false @VALET_12774 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" 17 
004D: jump_if_false @VALET_12756 
0002: jump @VALET_12767 

:VALET_12756
0004: $1892(6@,3i) = 2 // integer values 

:VALET_12767
0002: jump @VALET_12785 

:VALET_12774
0004: $1892(6@,3i) = 2 // integer values 

:VALET_12785
0002: jump @VALET_13005 

:VALET_12792
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_12991 
062E: (unknown) $1874(6@,3i) 1655 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_12991 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @VALET_12991 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_12991 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_12991 
062E: (unknown) $1874[1] 1655 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_12991 
062E: (unknown) $1874[0] 1655 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_12991 
0677: AS_actor $1874[0] chat_with_actor $1874[1] 1 1 
0677: AS_actor $1874[1] chat_with_actor $1874[0] 0 1 
0006: 0@ = 11 // integer values 
0006: 1@ = 11 // integer values 

:VALET_12991
0002: jump @VALET_13005 

:VALET_12998
0002: jump @VALET_13005 

:VALET_13005
000A: 6@ += 1 // integer values 
0002: jump @VALET_7849 

:VALET_13019
0051: return 

:VALET_13021
00D6: if or
0038:   $1890 == 0 // integer values 
0018:   $10752 > 0 // integer values 
004D: jump_if_false @VALET_13235 
00D6: if 
0038:   $1885 == 0 // integer values 
004D: jump_if_false @VALET_13235 
00D6: if 
0038:   $1881 == 0 // integer values 
004D: jump_if_false @VALET_13235 
00D6: if 
8339:   not objects_in_cube $10792($1884,4f) $10800($1884,4f) 0.0 $10796($1884,4f) $10804($1884,4f) 80.0 0 1 0 0 0 
004D: jump_if_false @VALET_13164 
000C: $10752 -= 1 // integer values 
0004: $1885 = 1 // integer values 
0006: 15@ = 0 // integer values 

:VALET_13164
00D6: if 
0038:   $1885 == 0 // integer values 
004D: jump_if_false @VALET_13235 
00D6: if and
0038:   $10934 == 0 // integer values 
0038:   $1877 == 0 // integer values 
0038:   $1881 == 0 // integer values 
004D: jump_if_false @VALET_13235 
000C: $10752 -= 1 // integer values 
0004: $1885 = 1 // integer values 
0006: 15@ = 0 // integer values 

:VALET_13235
00D6: if 
8038:   not  $1881 == 0 // integer values 
004D: jump_if_false @VALET_13392 
00D6: if 
0119:   car $1881 wrecked 
004D: jump_if_false @VALET_13283 
0004: $1891 = 1 // integer values 
0004: $1881 = 0 // integer values 

:VALET_13283
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_13392 
046C: $VALET_CAR_DRIVER = car $1881 driver 
00D6: if 
8118:   not actor $VALET_CAR_DRIVER dead 
004D: jump_if_false @VALET_13347 
00D6: if 
8448:   not actor $VALET_CAR_DRIVER in_car $1881 
004D: jump_if_false @VALET_13347 
01C3: remove_references_to_car $1881 // Like turning a car into any random car 

:VALET_13347
00D6: if or
0038:   $VALET_CAR_DRIVER == -1 // integer values 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // integer values and handles 
004D: jump_if_false @VALET_13392 
01C3: remove_references_to_car $1881 // Like turning a car into any random car 
0004: $1891 = 2 // integer values 
0004: $1881 = 0 // integer values 

:VALET_13392
00D6: if 
8038:   not  $1877 == 0 // integer values 
004D: jump_if_false @VALET_13507 
00D6: if 
0119:   car $1877 wrecked 
004D: jump_if_false @VALET_13433 
0004: $1877 = 0 // integer values 

:VALET_13433
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_13507 
046C: $VALET_CAR_DRIVER = car $1877 driver 
00D6: if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // integer values and handles 
004D: jump_if_false @VALET_13507 
00D6: if 
803A:   not  $1877 == $1867 // integer values and handles 
004D: jump_if_false @VALET_13500 
01C3: remove_references_to_car $1877 // Like turning a car into any random car 

:VALET_13500
0004: $1877 = 0 // integer values 

:VALET_13507
00D6: if 
001D:   32@ > 9@ // integer values 
004D: jump_if_false @VALET_14641 
00D6: if or
0038:   $1892[0] == 2 // integer values 
0038:   $1892[1] == 2 // integer values 
0038:   $1892[2] == 2 // integer values 
0038:   $1870 == 1 // integer values 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @VALET_14641 
00D6: if and
8038:   not  $1892[0] == 7 // integer values 
8038:   not  $1892[1] == 7 // integer values 
8038:   not  $1892[2] == 7 // integer values 
004D: jump_if_false @VALET_14641 
053E: $1882 = get_random_car_in_area -1 $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) with_actor_type $10804($1884,4f) 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @VALET_13709 
00D6: if 
00B0:   car $1867 0 $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_13709 
0084: $1882 = $1867 // integer values and handles 

:VALET_13709
00D6: if 
0038:   $1882 == -1 // integer values 
004D: jump_if_false @VALET_13797 
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_13797 
00D6: if 
00B0:   car $1881 0 $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_13797 
0084: $1882 = $1881 // integer values and handles 

:VALET_13797
00D6: if 
0038:   $1882 == -1 // integer values 
004D: jump_if_false @VALET_13885 
00D6: if 
8119:   not car $10946 wrecked 
004D: jump_if_false @VALET_13885 
00D6: if 
00B0:   car $10946 0 $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_13885 
0084: $1882 = $10946 // integer values and handles 

:VALET_13885
0004: $10724 = 0 // integer values 
00D6: if 
8038:   not  $1882 == -1 // integer values 
004D: jump_if_false @VALET_14022 
0084: $10945 = $1882 // integer values and handles 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_14022 
046C: $VALET_CAR_DRIVER = car $1882 driver 
00D6: if 
0038:   $VALET_CAR_DRIVER == -1 // integer values 
004D: jump_if_false @VALET_14022 
08EC: 12@ = car $1882 type 
00D6: if and
84A4:   not  12@ == 0 // integer values OR floating-point values 
84A4:   not  12@ == 1 // integer values OR floating-point values 
84A4:   not  12@ == 2 // integer values OR floating-point values 
84A4:   not  12@ == 3 // integer values OR floating-point values 
004D: jump_if_false @VALET_14022 
0084: $10754 = $1882 // integer values and handles 
0004: $1882 = -1 // integer values 

:VALET_14022
00D6: if 
8038:   not  $1882 == -1 // integer values 
004D: jump_if_false @VALET_14087 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_14087 
00D6: if 
0975:   car $1882 emergency_vehicle 
004D: jump_if_false @VALET_14087 
0084: $10754 = $1882 // integer values and handles 
0004: $1882 = -1 // integer values 

:VALET_14087
00D6: if 
8038:   not  $1882 == -1 // integer values 
004D: jump_if_false @VALET_14641 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_14267 
046C: $VALET_CAR_DRIVER = car $1882 driver 
00D6: if 
8038:   not  $VALET_CAR_DRIVER == -1 // integer values 
004D: jump_if_false @VALET_14267 
00D6: if 
8118:   not actor $VALET_CAR_DRIVER dead 
004D: jump_if_false @VALET_14267 
00D6: if 
8448:   not actor $VALET_CAR_DRIVER in_car $1882 
004D: jump_if_false @VALET_14197 
0084: $1877 = $1882 // integer values and handles 
04E0: car $1877 abandon_path_radius 1 

:VALET_14197
062E: (unknown) $VALET_CAR_DRIVER 1560 3@ 
00D6: if 
04A4:   3@ == 1 // integer values OR floating-point values 
004D: jump_if_false @VALET_14267 
0646: (unknown) $VALET_CAR_DRIVER 3@ 
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @VALET_14267 
0084: $1877 = $1882 // integer values and handles 
04E0: car $1877 abandon_path_radius 1 

:VALET_14267
00D6: if 
0038:   $VALET_CAR_DRIVER == -1 // integer values 
004D: jump_if_false @VALET_14300 
0084: $1877 = $1882 // integer values and handles 
04E0: car $1877 abandon_path_radius 1 

:VALET_14300
0811: $VALET_CAR = actor $PLAYER_ACTOR car 
00D6: if 
003A:   $VALET_CAR == $1877 // integer values and handles 
004D: jump_if_false @VALET_14334 
0004: $1877 = 0 // integer values 

:VALET_14334
00D6: if 
003A:   $1877 == $1882 // integer values and handles 
004D: jump_if_false @VALET_14634 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_14521 
01EA: 30@ = car $1882 max_passengers 
0006: 6@ = 0 // integer values 

:VALET_14384
00D6: if 
001D:   30@ > 6@ // integer values 
004D: jump_if_false @VALET_14521 
00D6: if 
8431:   not car $1882 car_passenger_seat_free 6@ 
004D: jump_if_false @VALET_14507 
0432: $10749 = get_actor_handle_from_car $1882 passenger 6@ 
00D6: if 
8118:   not actor $10749 dead 
004D: jump_if_false @VALET_14507 
00D6: if 
0448:   actor $10749 in_car $1882 
004D: jump_if_false @VALET_14507 
062E: (unknown) $10749 1502 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_14507 
01C2: remove_references_to_actor $10749 // Like turning an actor into a random pedestrian 
05DE: AS_actor $10749 walk_around_ped_path 

:VALET_14507
000A: 6@ += 1 // integer values 
0002: jump @VALET_14384 

:VALET_14521
00D6: if 
0038:   $1892[0] == 2 // integer values 
004D: jump_if_false @VALET_14561 
0004: $1892[0] = 7 // integer values 
0084: $1878[0] = $1877 // integer values and handles 
0002: jump @VALET_14634 

:VALET_14561
00D6: if 
0038:   $1892[1] == 2 // integer values 
004D: jump_if_false @VALET_14601 
0004: $1892[1] = 7 // integer values 
0084: $1878[1] = $1877 // integer values and handles 
0002: jump @VALET_14634 

:VALET_14601
00D6: if 
0038:   $1892[2] == 2 // integer values 
004D: jump_if_false @VALET_14634 
0004: $1892[2] = 7 // integer values 
0084: $1878[2] = $1877 // integer values and handles 

:VALET_14634
0004: $1882 = 0 // integer values 

:VALET_14641
00D6: if 
0038:   $1885 == 1 // integer values 
004D: jump_if_false @VALET_16069 
00D6: if 
001D:   32@ > 10@ // integer values 
004D: jump_if_false @VALET_16069 
0004: $1891 = 3 // integer values 
0004: $1881 = 0 // integer values 
053E: $VALET_CAR = get_random_car_in_area -1 $10844($1884,4f) $10848($1884,4f) $10852($1884,4f) with_actor_type $10856($1884,4f) 
00D6: if 
8038:   not  $VALET_CAR == -1 // integer values 
004D: jump_if_false @VALET_14983 
00D6: if 
8119:   not car $VALET_CAR wrecked 
004D: jump_if_false @VALET_14983 
0174: 24@ = car $VALET_CAR z_angle 
0087: 13@ = 24@ // floating-point values only 
0065: 13@ -= $10860($1884,4f) // floating-point values 
0097: make 13@ absolute_float 
00D6: if 
0023:   45.0 > 13@ // floating-point values 
004D: jump_if_false @VALET_14983 
08EC: 12@ = car $VALET_CAR type 
00D6: if or
04A4:   12@ == 0 // integer values OR floating-point values 
04A4:   12@ == 1 // integer values OR floating-point values 
04A4:   12@ == 2 // integer values OR floating-point values 
04A4:   12@ == 3 // integer values OR floating-point values 
004D: jump_if_false @VALET_14983 
0441: 12@ = car $VALET_CAR model 
00D6: if or
84A4:   not  12@ == 596 // integer values OR floating-point values 
84A4:   not  12@ == 420 // integer values OR floating-point values 
004D: jump_if_false @VALET_14983 
046C: $10747 = car $VALET_CAR driver 
00D6: if 
8038:   not  $10747 == -1 // integer values 
004D: jump_if_false @VALET_14983 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_14983 
062E: (unknown) $10747 1490 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_14983 
0084: $1881 = $VALET_CAR // integer values and handles 
073B: (unknown) $1881 0 

:VALET_14983
00D6: if 
0038:   $1881 == 0 // integer values 
004D: jump_if_false @VALET_15292 
053E: $VALET_CAR = get_random_car_in_area -1 $10864($1884,4f) $10868($1884,4f) $10872($1884,4f) with_actor_type $10876($1884,4f) 
00D6: if 
8038:   not  $VALET_CAR == -1 // integer values 
004D: jump_if_false @VALET_15292 
00D6: if 
8119:   not car $VALET_CAR wrecked 
004D: jump_if_false @VALET_15292 
0174: 24@ = car $VALET_CAR z_angle 
0087: 13@ = 24@ // floating-point values only 
0065: 13@ -= $10880($1884,4f) // floating-point values 
0097: make 13@ absolute_float 
00D6: if 
0023:   45.0 > 13@ // floating-point values 
004D: jump_if_false @VALET_15292 
08EC: 12@ = car $VALET_CAR type 
00D6: if or
04A4:   12@ == 0 // integer values OR floating-point values 
04A4:   12@ == 1 // integer values OR floating-point values 
04A4:   12@ == 2 // integer values OR floating-point values 
04A4:   12@ == 3 // integer values OR floating-point values 
004D: jump_if_false @VALET_15292 
0441: 12@ = car $VALET_CAR model 
00D6: if or
84A4:   not  12@ == 596 // integer values OR floating-point values 
84A4:   not  12@ == 420 // integer values OR floating-point values 
004D: jump_if_false @VALET_15292 
046C: $10747 = car $VALET_CAR driver 
00D6: if 
8038:   not  $10747 == -1 // integer values 
004D: jump_if_false @VALET_15292 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_15292 
062E: (unknown) $10747 1490 3@ 
00D6: if 
04A4:   3@ == 7 // integer values OR floating-point values 
004D: jump_if_false @VALET_15292 
0084: $1881 = $VALET_CAR // integer values and handles 
073B: (unknown) $1881 0 

:VALET_15292
00D6: if or
0038:   $1870 == 1 // integer values 
0018:   $1886 > 0 // integer values 
004D: jump_if_false @VALET_15771 
00D6: if 
0038:   $1881 == 0 // integer values 
004D: jump_if_false @VALET_15771 
000A: 15@ += 1 // integer values 
00D6: if 
0039:   15@ == 6 // integer values 
004D: jump_if_false @VALET_15462 
0209: 6@ = random_int 0 3 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @VALET_15400 
0247: request_model #PREVION 
04AF: 14@ = unknown_wav_reference 436 

:VALET_15400
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @VALET_15431 
0247: request_model #FELTZER 
04AF: 14@ = unknown_wav_reference 533 

:VALET_15431
00D6: if 
0039:   6@ == 2 // integer values 
004D: jump_if_false @VALET_15462 
0247: request_model #ELEGANT 
04AF: 14@ = unknown_wav_reference 507 

:VALET_15462
00D6: if 
0029:   15@ >= 6 // integer values 
004D: jump_if_false @VALET_15771 
00D6: if 
8039:   not  14@ == 0 // integer values 
004D: jump_if_false @VALET_15771 
00D6: if 
0248:   model 14@ available 
004D: jump_if_false @VALET_15771 
00D6: if 
80C2:   not sphere_onscreen $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) 5.0 
004D: jump_if_false @VALET_15646 
0395: clear_area 0 at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) range 5.0 
00A5: $1881 = create_car 14@ at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) 
0175: set_car $1881 z_angle_to $10908($1884,4f) 
0560: $1881 = create_random_driver_in_car $10747 
073B: (unknown) $1881 0 
0002: jump @VALET_15771 

:VALET_15646
00D6: if 
80C2:   not sphere_onscreen $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) 5.0 
004D: jump_if_false @VALET_15771 
0395: clear_area 0 at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) range 5.0 
00A5: $1881 = create_car 14@ at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) 
0175: set_car $1881 z_angle_to $10924($1884,4f) 
0560: $1881 = create_random_driver_in_car $10747 
073B: (unknown) $1881 0 

:VALET_15771
00D6: if 
8038:   not  $1881 == 0 // integer values 
004D: jump_if_false @VALET_16069 
0004: $1885 = 0 // integer values 
00D6: if and
8118:   not actor $10747 dead 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_16039 
00D6: if 
0038:   $1901 == 1 // integer values 
004D: jump_if_false @VALET_15844 
0229: set_car $1881 color_to 3 3 

:VALET_15844
01C2: remove_references_to_actor $10747 // Like turning an actor into a random pedestrian 
0615: define_action_sequences 11@ 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @VALET_15911 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 0 0 

:VALET_15911
00D6: if 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @VALET_15968 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 0 2 

:VALET_15968
05DE: AS_actor -1 walk_around_ped_path 
0616: define_action_sequences_end 11@ 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_16000 
039E: set_actor $10747 jackable 1 

:VALET_16000
00D6: if 
0038:   $1870 == 1 // integer values 
004D: jump_if_false @VALET_16026 
0084: $10946 = $1881 // integer values and handles 

:VALET_16026
0618: assign_actor $10747 to_action_sequences 11@ 
061B: remove_references_to_action_sequences 11@ 

:VALET_16039
00D6: if 
8039:   not  14@ == 0 // integer values 
004D: jump_if_false @VALET_16069 
0249: release_model 14@ 
0006: 14@ = 0 // integer values 

:VALET_16069
0051: return 

:VALET_16071
00D6: if or
0038:   $1870 == 1 // integer values 
0038:   $1871 == 1 // integer values 
004D: jump_if_false @VALET_16440 
00D6: if and
8038:   not  $10754 == -1 // integer values 
803A:   not  $10754 == $1867 // integer values and handles 
803A:   not  $10754 == $10934 // integer values and handles 
004D: jump_if_false @VALET_16440 
00D6: if 
803A:   not  $10947 == $10754 // integer values and handles 
004D: jump_if_false @VALET_16440 
00D6: if 
8119:   not car $10754 wrecked 
004D: jump_if_false @VALET_16440 
00AA: store_car $10754 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if or
0022:   -1760.178 > $TEMPVAR_FLOAT_1 // floating-point values 
0022:   972.2405 > $TEMPVAR_FLOAT_2 // floating-point values 
0022:   16.1633 > $TEMPVAR_FLOAT_3 // floating-point values 
0020:   $TEMPVAR_FLOAT_1 > -1679.605 // floating-point values 
0020:   $TEMPVAR_FLOAT_2 > 1064.293 // floating-point values 
0020:   $TEMPVAR_FLOAT_3 > 24.8629 // floating-point values 
004D: jump_if_false @VALET_16440 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10754 
004D: jump_if_false @VALET_16440 
00D6: if 
82CA:   not car $10754 bounding_sphere_visible 
004D: jump_if_false @VALET_16297 
00A6: destroy_car $10754 
0002: jump @VALET_16440 

:VALET_16297
046C: $10749 = car $10754 driver 
00D6: if 
0038:   $10749 == -1 // integer values 
004D: jump_if_false @VALET_16440 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car $10754 radius 8.0 8.0 8.0 unknown 0 
004D: jump_if_false @VALET_16440 
0376: $10749 = create_random_actor 0.0 0.0 0.0 
01C2: remove_references_to_actor $10749 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10754 // Like turning a car into any random car 
00D6: if and
8118:   not actor $10749 dead 
8119:   not car $10754 wrecked 
004D: jump_if_false @VALET_16440 
036A: put_actor $10749 in_car $10754 
05D2: AS_actor $10749 run_to_and_hijack_vehicle $10754 max_search_radius 20.0 traffic_behavior 2 
0004: $10754 = 0 // integer values 

:VALET_16440
0051: return 

:VALET_16442
00D6: if 
0038:   $1900 == 0 // integer values 
004D: jump_if_false @VALET_16829 
030C: set_mission_points += 1 
0394: play_music 1 
0004: $1900 = 1 // integer values 
016A: fade 0 500 ms 

:VALET_16482
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_16506 
0001: wait 0 ms 
0002: jump @VALET_16482 

:VALET_16506
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_16791 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: toggle_widescreen 1 
04A6: $5271 = create_asset_money_pickup_at -1757.668 961.7819 24.3828 money 2000 2000 
03CB: set_camera -1757.668 961.7819 24.3828 
015F: set_camera_position -1761.832 910.2675 30.7224 0.0 0.0 0.0 
0160: point_camera -1761.689 911.2571 30.7291 2 
016A: fade 1 500 ms 

:VALET_16636
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_16660 
0001: wait 0 ms 
0002: jump @VALET_16636 

:VALET_16660
0394: play_music 2 
00BA: text_styled 'ASS_ACQ' 5000 ms 6  // Birtokot szereztl!
0001: wait 5000 ms 
015F: set_camera_position -1748.38 951.821 27.5455 0.0 0.0 0.0 
0160: point_camera -1748.938 952.5872 27.2272 2 
01E5: text_1number_highpriority 'ASS_LUV' 2000 6000 ms 1  // Ez az ingatlan mostanl maximum $~1~ jvedelmet fog termelni. Ne felejtsd el rendszeresen begyjteni!
0001: wait 6000 ms 
016A: fade 0 500 ms 

:VALET_16767
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_16791 
0001: wait 0 ms 
0002: jump @VALET_16767 

:VALET_16791
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_16829 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
016A: fade 1 500 ms 

:VALET_16829
00BA: text_styled 'VAL_A33' 5000 ms 1  // ~S~Inas Pakols Ksz
0004: $10936 = 8 // integer values 
0051: return 

:VALET_16854
0249: release_model #WMYVA 
01C2: remove_references_to_actor $1874[0] // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1874[1] // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1874[2] // Like turning an actor into a random pedestrian 
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
065C: unknown_create_def_entity 7@ // unknown_destroy 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_16915 
009B: destroy_actor_instantly $1874[0] 

:VALET_16915
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_16936 
009B: destroy_actor_instantly $1874[1] 

:VALET_16936
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_16957 
009B: destroy_actor_instantly $1874[2] 

:VALET_16957
00D6: if 
0038:   $1870 == 1 // integer values 
004D: jump_if_false @VALET_16986 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: (unknown) 1 

:VALET_16986
0004: $1892[0] = 1 // integer values 
0004: $1892[1] = 1 // integer values 
0004: $1892[2] = 1 // integer values 
0006: 4@ = 0 // integer values 
0004: $10932 = 0 // integer values 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_17077 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17077 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10934 
004D: jump_if_false @VALET_17077 
00A6: destroy_car $10934 

:VALET_17077
00D6: if 
8119:   not car $1878[0] wrecked 
004D: jump_if_false @VALET_17133 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17133 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[0] 
004D: jump_if_false @VALET_17133 
00A6: destroy_car $1878[0] 

:VALET_17133
00D6: if 
8119:   not car $1878[1] wrecked 
004D: jump_if_false @VALET_17189 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17189 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[1] 
004D: jump_if_false @VALET_17189 
00A6: destroy_car $1878[1] 

:VALET_17189
00D6: if 
8119:   not car $1878[2] wrecked 
004D: jump_if_false @VALET_17245 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17245 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[2] 
004D: jump_if_false @VALET_17245 
00A6: destroy_car $1878[2] 

:VALET_17245
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_17301 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17301 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1877 
004D: jump_if_false @VALET_17301 
00A6: destroy_car $1877 

:VALET_17301
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_17357 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17357 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1881 
004D: jump_if_false @VALET_17357 
00A6: destroy_car $1881 

:VALET_17357
0004: $1897 = 0 // integer values 
0004: $1898 = 0 // integer values 
0004: $1899 = 0 // integer values 
0004: $10934 = 0 // integer values 
0004: $1878[0] = 0 // integer values 
0004: $1878[1] = 0 // integer values 
0004: $1878[2] = 0 // integer values 
0004: $1877 = 0 // integer values 
0004: $1891 = 4 // integer values 
0004: $1881 = 0 // integer values 
0004: $10936 = 0 // integer values 
0004: $10753 = 0 // integer values 
0004: $1873 = 0 // integer values 
0004: $1896 = 0 // integer values 
0164: disable_marker 20@ 
0164: disable_marker 19@ 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 73 (PHOTO)---------------

:PHOTO
03A4: name_thread 'PHOTO' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @PHOTO_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:PHOTO_60
04ED: load_animation "CAMERA" 
0247: request_model #CAMERA 

:PHOTO_75
00D6: if 
8248:   not model #CAMERA available 
004D: jump_if_false @PHOTO_117 
04ED: load_animation "CAMERA" 
0247: request_model #CAMERA 
0001: wait 0 ms 
0002: jump @PHOTO_75 

:PHOTO_117
00D6: if 
84EE:   not animation "CAMERA" loaded 
004D: jump_if_false @PHOTO_164 
04ED: load_animation "CAMERA" 
0247: request_model #CAMERA 
0001: wait 0 ms 
0002: jump @PHOTO_117 

:PHOTO_164
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_204 
01B2: give_actor 0@ weapon 43 ammo 1000 // Load the weapon model before using this 

:PHOTO_204
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PHOTO_306 
00D6: if 
09C5: (unknown) 0@ 
004D: jump_if_false @PHOTO_292 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PHOTO_278 
0002: jump @PHOTO_2447 
0002: jump @PHOTO_285 

:PHOTO_278
0050: gosub @PHOTO_320 

:PHOTO_285
0002: jump @PHOTO_299 

:PHOTO_292
0050: gosub @PHOTO_2405 

:PHOTO_299
0002: jump @PHOTO_313 

:PHOTO_306
0050: gosub @PHOTO_2405 

:PHOTO_313
0002: jump @PHOTO_204 

:PHOTO_320
0871: init_jump_table 3@ total_jumps 1 0 @PHOTO_397 jumps 1 @PHOTO_383 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 

:PHOTO_383
0050: gosub @PHOTO_399 
0002: jump @PHOTO_397 

:PHOTO_397
0051: return 

:PHOTO_399
0871: init_jump_table 4@ total_jumps 13 0 @PHOTO_2403 jumps 0 @PHOTO_527 1 @PHOTO_587 2 @PHOTO_744 3 @PHOTO_912 4 @PHOTO_1047 5 @PHOTO_1172 6 @PHOTO_1414 
0872: jump_table_jumps 7 @PHOTO_1540 8 @PHOTO_1704 9 @PHOTO_1777 10 @PHOTO_1902 11 @PHOTO_2144 12 @PHOTO_2277 -1 @PHOTO_2403 -1 @PHOTO_2403 -1 @PHOTO_2403 

:PHOTO_527
0605: actor 0@ perform_animation_sequence "CAMSTND_IDLELOOP" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 
0002: jump @PHOTO_2403 

:PHOTO_587
00D6: if 
0611:   actor 0@ animation_is "CAMSTND_IDLELOOP" 
004D: jump_if_false @PHOTO_737 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_737 
0209: 2@ = random_int 5000 8000 
0605: actor 0@ perform_animation_sequence "CAMSTND_LKABT" from_file "CAMERA" 4.0 loop 1 0 0 1 2@ ms 
0006: 33@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:PHOTO_737
0002: jump @PHOTO_2403 

:PHOTO_744
00D6: if 
002D:   33@ >= 2@ // integer values 
004D: jump_if_false @PHOTO_905 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PHOTO_852 
0605: actor 0@ perform_animation_sequence "CAMSTND_TO_CAMCRCH" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
0006: 4@ = 7 // integer values 
0002: jump @PHOTO_905 

:PHOTO_852
0605: actor 0@ perform_animation_sequence "CAMSTND_IDLELOOP" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
0006: 4@ = 3 // integer values 

:PHOTO_905
0002: jump @PHOTO_2403 

:PHOTO_912
00D6: if 
0611:   actor 0@ animation_is "CAMSTND_IDLELOOP" 
004D: jump_if_false @PHOTO_1040 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_1040 
0605: actor 0@ perform_animation_sequence "PICSTND_IN" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:PHOTO_1040
0002: jump @PHOTO_2403 

:PHOTO_1047
00D6: if 
0611:   actor 0@ animation_is "PICSTND_IN" 
004D: jump_if_false @PHOTO_1165 
0613: 7@ = actor 0@ animation "PICSTND_IN" time 
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_1165 
0605: actor 0@ perform_animation_sequence "PICSTND_TAKE" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:PHOTO_1165
0002: jump @PHOTO_2403 

:PHOTO_1172
00D6: if 
0611:   actor 0@ animation_is "PICSTND_TAKE" 
004D: jump_if_false @PHOTO_1407 
0613: 7@ = actor 0@ animation "PICSTND_TAKE" time 
00D6: if and
0021:   7@ > 0.5 // floating-point values 
0023:   1.0 > 7@ // floating-point values 
0039:   6@ == 0 // integer values 
004D: jump_if_false @PHOTO_1331 
04C4: create_coordinate 8@ 9@ 10@ from_actor 0@ offset 0.0 0.5 0.0 
09E5: (unknown) 8@ 9@ 10@ 255 255 255 50.0 
09F1: (unknown) 0@ 1132 
0006: 6@ = 1 // integer values 

:PHOTO_1331
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_1407 
0605: actor 0@ perform_animation_sequence "PICSTND_OUT" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
0006: 6@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:PHOTO_1407
0002: jump @PHOTO_2403 

:PHOTO_1414
00D6: if 
0611:   actor 0@ animation_is "PICSTND_OUT" 
004D: jump_if_false @PHOTO_1533 
0613: 7@ = actor 0@ animation "PICSTND_OUT" time 
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_1533 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PHOTO_1526 
0006: 4@ = 0 // integer values 
0002: jump @PHOTO_1533 

:PHOTO_1526
0050: gosub @PHOTO_2405 

:PHOTO_1533
0002: jump @PHOTO_2403 

:PHOTO_1540
00D6: if 
0611:   actor 0@ animation_is "CAMSTND_TO_CAMCRCH" 
004D: jump_if_false @PHOTO_1697 
0613: 7@ = actor 0@ animation "CAMSTND_TO_CAMCRCH" time 
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_1697 
0209: 2@ = random_int 5000 8000 
0605: actor 0@ perform_animation_sequence "CAMCRCH_IDLELOOP" from_file "CAMERA" 4.0 loop 1 0 0 1 2@ ms 
0006: 33@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:PHOTO_1697
0002: jump @PHOTO_2403 

:PHOTO_1704
00D6: if 
002D:   33@ >= 2@ // integer values 
004D: jump_if_false @PHOTO_1770 
0605: actor 0@ perform_animation_sequence "PICCRCH_IN" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:PHOTO_1770
0002: jump @PHOTO_2403 

:PHOTO_1777
00D6: if 
0611:   actor 0@ animation_is "PICCRCH_IN" 
004D: jump_if_false @PHOTO_1895 
0613: 7@ = actor 0@ animation "PICCRCH_IN" time 
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_1895 
0605: actor 0@ perform_animation_sequence "PICCRCH_TAKE" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
000A: 4@ += 1 // integer values 

:PHOTO_1895
0002: jump @PHOTO_2403 

:PHOTO_1902
00D6: if 
0611:   actor 0@ animation_is "PICCRCH_TAKE" 
004D: jump_if_false @PHOTO_2137 
0613: 7@ = actor 0@ animation "PICCRCH_TAKE" time 
00D6: if and
0021:   7@ > 0.5 // floating-point values 
0023:   1.0 > 7@ // floating-point values 
0039:   6@ == 0 // integer values 
004D: jump_if_false @PHOTO_2061 
04C4: create_coordinate 8@ 9@ 10@ from_actor 0@ offset 0.0 0.6 0.0 
09E5: (unknown) 8@ 9@ 10@ 255 255 255 50.0 
09F1: (unknown) 0@ 1132 
0006: 6@ = 1 // integer values 

:PHOTO_2061
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_2137 
0605: actor 0@ perform_animation_sequence "PICCRCH_OUT" from_file "CAMERA" 4.0 loop 0 0 0 1 -1 ms 
0006: 6@ = 0 // integer values 
000A: 4@ += 1 // integer values 

:PHOTO_2137
0002: jump @PHOTO_2403 

:PHOTO_2144
00D6: if 
0611:   actor 0@ animation_is "PICCRCH_OUT" 
004D: jump_if_false @PHOTO_2270 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_2270 
0605: actor 0@ perform_animation_sequence "CAMCRCH_TO_CAMSTND" from_file "CAMERA" 4.0 loop 0 0 0 0 -1 ms 
000A: 4@ += 1 // integer values 

:PHOTO_2270
0002: jump @PHOTO_2403 

:PHOTO_2277
00D6: if 
0611:   actor 0@ animation_is "PICCRCH_OUT" 
004D: jump_if_false @PHOTO_2396 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
00D6: if 
0031:   7@ >= 1.0 // floating-point values 
004D: jump_if_false @PHOTO_2396 
0209: 2@ = random_int 0 100 
00D6: if 
0019:   2@ > 50 // integer values 
004D: jump_if_false @PHOTO_2389 
0006: 4@ = 0 // integer values 
0002: jump @PHOTO_2396 

:PHOTO_2389
0050: gosub @PHOTO_2405 

:PHOTO_2396
0002: jump @PHOTO_2403 

:PHOTO_2403
0051: return 

:PHOTO_2405
04EF: release_animation "CAMERA" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_2438 
0555: remove_weapon 43 from_actor 0@ 

:PHOTO_2438
0249: release_model #CAMERA 
004E: end_thread 
0051: return 

:PHOTO_2447
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_2511 
062E: (unknown) 0@ 1506 5@ 
00D6: if 
04A4:   5@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PHOTO_2504 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:PHOTO_2504
0002: jump @PHOTO_2518 

:PHOTO_2511
0050: gosub @PHOTO_2405 

:PHOTO_2518
0002: jump @PHOTO_2447 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 74 (PRISONR)---------------

:PRISONR
03A4: name_thread 'PRISONR' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @PRISONR_60 
009A: 0@ = create_actor 5 #NULL at 0.0 0.0 0.0 

:PRISONR_60
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PRISONR_109 
089F: (unknown) 0@ 9@ 
00D6: if 
04A4:   9@ == 6 // integer values OR floating-point values 
004D: jump_if_false @PRISONR_109 
009B: destroy_actor_instantly 0@ 
004E: end_thread 

:PRISONR_109
04ED: load_animation "GANGS" 
0247: request_model #CIGAR 

:PRISONR_122
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @PRISONR_153 
0001: wait 0 ms 
0002: jump @PRISONR_122 

:PRISONR_153
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @PRISONR_179 
0001: wait 0 ms 
0002: jump @PRISONR_153 

:PRISONR_179
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PRISONR_266 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
0107: 12@ = create_object #CIGAR at 6@ 7@ 8@ 
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.1 -0.02 on_bone 6 16 "NULL" "NULL" -1 ms 

:PRISONR_266
0006: 3@ = 1 // integer values 
0006: 4@ = 0 // integer values 
0006: 10@ = 0 // integer values 

:PRISONR_287
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PRISONR_374 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PRISONR_360 
060B: unknown_actor_use_entity 0@ $1256 
0002: jump @PRISONR_1286 
0002: jump @PRISONR_367 

:PRISONR_360
0050: gosub @PRISONR_388 

:PRISONR_367
0002: jump @PRISONR_381 

:PRISONR_374
0050: gosub @PRISONR_1259 

:PRISONR_381
0002: jump @PRISONR_287 

:PRISONR_388
0871: init_jump_table 3@ total_jumps 1 0 @PRISONR_465 jumps 1 @PRISONR_451 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 

:PRISONR_451
0050: gosub @PRISONR_467 
0002: jump @PRISONR_465 

:PRISONR_465
0051: return 

:PRISONR_467
0871: init_jump_table 4@ total_jumps 5 0 @PRISONR_1257 jumps 0 @PRISONR_530 1 @PRISONR_943 2 @PRISONR_986 3 @PRISONR_1029 4 @PRISONR_1148 -1 @PRISONR_1257 -1 @PRISONR_1257 

:PRISONR_530
0209: 9@ = random_int 0 100 
00D6: if 
0029:   9@ >= 80 // integer values 
004D: jump_if_false @PRISONR_753 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
073F: (unknown) 6@ 7@ 8@ 2.0 1 1 1 11@ 
00D6: if and
8118:   not actor 11@ dead 
803B:   not  11@ == 0@ // integer values 
004D: jump_if_false @PRISONR_649 
05E2: AS_actor 0@ kill_actor 11@ 
0006: 4@ = 2 // integer values 
0002: jump @PRISONR_1257 
0002: jump @PRISONR_746 

:PRISONR_649
0605: actor 0@ perform_animation_sequence "SMKCIG_PRTL" from_file "GANGS" 1.0 loop 0 0 0 0 0 ms 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ offset 0.0 0.0 0.0 1 
0883: (unknown) 13@ 0@ 5 
0006: 4@ = 3 // integer values 
0002: jump @PRISONR_1257 

:PRISONR_746
0002: jump @PRISONR_936 

:PRISONR_753
00D6: if 
0029:   9@ >= 30 // integer values 
004D: jump_if_false @PRISONR_839 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" from_file "PED" 1.0 loop 1 0 0 0 5000 ms 
0947: (unknown) 0@ 45 9@ 
0006: 4@ = 1 // integer values 
0002: jump @PRISONR_1257 
0002: jump @PRISONR_936 

:PRISONR_839
0605: actor 0@ perform_animation_sequence "SMKCIG_PRTL" from_file "GANGS" 1.0 loop 0 0 0 0 0 ms 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ offset 0.0 0.0 0.0 1 
0883: (unknown) 13@ 0@ 5 
0006: 4@ = 3 // integer values 
0002: jump @PRISONR_1257 

:PRISONR_936
0002: jump @PRISONR_1257 

:PRISONR_943
062E: (unknown) 0@ 1541 9@ 
00D6: if 
04A4:   9@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PRISONR_979 
0006: 4@ = 0 // integer values 

:PRISONR_979
0002: jump @PRISONR_1257 

:PRISONR_986
062E: (unknown) 0@ 1506 9@ 
00D6: if 
04A4:   9@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PRISONR_1022 
0006: 4@ = 0 // integer values 

:PRISONR_1022
0002: jump @PRISONR_1257 

:PRISONR_1029
00D6: if 
0611:   actor 0@ animation_is "SMKCIG_PRTL" 
004D: jump_if_false @PRISONR_1129 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
00D6: if and
0031:   6@ >= 0.5 // floating-point values 
0023:   1.0 > 6@ // floating-point values 
004D: jump_if_false @PRISONR_1122 
064C: make_particle 13@ visible 
000A: 4@ += 1 // integer values 

:PRISONR_1122
0002: jump @PRISONR_1141 

:PRISONR_1129
0006: 4@ = 0 // integer values 
0650: destroy_particle 13@ 

:PRISONR_1141
0002: jump @PRISONR_1257 

:PRISONR_1148
00D6: if 
0611:   actor 0@ animation_is "SMKCIG_PRTL" 
004D: jump_if_false @PRISONR_1238 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
00D6: if 
0031:   6@ >= 1.0 // floating-point values 
004D: jump_if_false @PRISONR_1231 
0650: destroy_particle 13@ 
0006: 4@ = 0 // integer values 

:PRISONR_1231
0002: jump @PRISONR_1250 

:PRISONR_1238
0006: 4@ = 0 // integer values 
0650: destroy_particle 13@ 

:PRISONR_1250
0002: jump @PRISONR_1257 

:PRISONR_1257
0051: return 

:PRISONR_1259
04EF: release_animation "GANGS" 
0249: release_model #CIGAR 
0108: destroy_object 12@ 
0650: destroy_particle 13@ 
004E: end_thread 
0051: return 

:PRISONR_1286
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $1249 == 0 // integer values 
004D: jump_if_false @PRISONR_1356 
062E: (unknown) 0@ 1477 10@ 
00D6: if 
04A4:   10@ == 7 // integer values OR floating-point values 
004D: jump_if_false @PRISONR_1349 
05C5: AS_actor 0@ cower -2 ms 

:PRISONR_1349
0002: jump @PRISONR_1363 

:PRISONR_1356
0050: gosub @PRISONR_1259 

:PRISONR_1363
0002: jump @PRISONR_1286 
0663: write_debug_intvar "PEDSTATE" 3@ 
0663: write_debug_intvar "SUBSTATESTATUS" 4@ 
0663: write_debug_intvar "LOOP_TIMER" 33@ 
0663: write_debug_intvar "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 75 (CAMERA)---------------

:CAMERA
03A4: name_thread 'CAMERA' 
00D6: if 
0039:   0@ == -100 // integer values 
004D: jump_if_false @CAMERA_53 
009A: 8@ = create_actor 4 #NULL at 0.0 0.0 0.0 

:CAMERA_53
0006: 3@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0007: 12@ = 0.0 // floating-point values 
0007: 13@ = 25.0 // floating-point values 
0007: 14@ = -25.0 // floating-point values 
0A2F: show_first_person_view 0 

:CAMERA_108
0001: wait 3@ ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAMERA_819 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @CAMERA_722 
0050: gosub @CAMERA_3382 
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @CAMERA_557 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @CAMERA_473 
00D6: if 
02D8:   actor $PLAYER_ACTOR currentweapon == 43 
004D: jump_if_false @CAMERA_385 
00D6: if 
00E1:   key_pressed 0 6 
004D: jump_if_false @CAMERA_306 
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_247 
03E6: remove_text_box 

:CAMERA_247
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_271 
03E6: remove_text_box 

:CAMERA_271
0006: 3@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0050: gosub @CAMERA_833 
0002: jump @CAMERA_378 

:CAMERA_306
0006: 1@ = 0 // integer values 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @CAMERA_338 
0050: gosub @CAMERA_1963 

:CAMERA_338
00D6: if 
0019:   2@ > 0 // integer values 
004D: jump_if_false @CAMERA_370 
0006: 3@ = 0 // integer values 
0002: jump @CAMERA_378 

:CAMERA_370
0006: 3@ = 500 // integer values 

:CAMERA_378
0002: jump @CAMERA_466 

:CAMERA_385
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_409 
03E6: remove_text_box 

:CAMERA_409
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_433 
03E6: remove_text_box 

:CAMERA_433
0A2F: show_first_person_view 0 
0006: 3@ = 500 // integer values 
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 4@ = 0 // integer values 

:CAMERA_466
0002: jump @CAMERA_550 

:CAMERA_473
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_497 
03E6: remove_text_box 

:CAMERA_497
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_521 
03E6: remove_text_box 

:CAMERA_521
0006: 3@ = 500 // integer values 
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 4@ = 0 // integer values 

:CAMERA_550
0002: jump @CAMERA_715 

:CAMERA_557
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_581 
03E6: remove_text_box 

:CAMERA_581
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_605 
03E6: remove_text_box 

:CAMERA_605
0A2F: show_first_person_view 0 
0006: 3@ = 500 // integer values 
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 4@ = 0 // integer values 
00D6: if 
0029:   2@ >= 3 // integer values 
004D: jump_if_false @CAMERA_715 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_715 
04D7: lock_actor 8@ in_current_position 0 
0337: set_actor 8@ visibility 1 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
0039:   5@ == 0 // integer values 
004D: jump_if_false @CAMERA_715 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_715
0002: jump @CAMERA_812 

:CAMERA_722
00D6: if 
0029:   2@ >= 3 // integer values 
004D: jump_if_false @CAMERA_805 
0247: request_model #CAMERA 
0006: 3@ = 0 // integer values 
0050: gosub @CAMERA_3382 
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @CAMERA_791 
0050: gosub @CAMERA_1963 
0002: jump @CAMERA_798 

:CAMERA_791
0050: gosub @CAMERA_3556 

:CAMERA_798
0002: jump @CAMERA_812 

:CAMERA_805
0050: gosub @CAMERA_3556 

:CAMERA_812
0002: jump @CAMERA_826 

:CAMERA_819
0050: gosub @CAMERA_3556 

:CAMERA_826
0002: jump @CAMERA_108 

:CAMERA_833
0871: init_jump_table 1@ total_jumps 5 0 @CAMERA_1961 jumps 0 @CAMERA_896 1 @CAMERA_998 2 @CAMERA_1361 3 @CAMERA_1542 4 @CAMERA_1730 -1 @CAMERA_1961 -1 @CAMERA_1961 

:CAMERA_896
07F6: get_group_info $PLAYER_GROUP 6@ 7@ 
00D6: if 
0019:   7@ > 0 // integer values 
004D: jump_if_false @CAMERA_991 
00D6: if 
0019:   7@ > 3 // integer values 
004D: jump_if_false @CAMERA_950 
0006: 7@ = 3 // integer values 

:CAMERA_950
0006: 6@ = 0 // integer values 
000E: 7@ -= 1 // integer values 
0007: 15@ = 3.0 // floating-point values 
000B: 15@ += 0.2 // floating-point values 
000A: 1@ += 1 // integer values 

:CAMERA_991
0002: jump @CAMERA_1961 

:CAMERA_998
00A0: store_actor $PLAYER_ACTOR position_to 19@ 20@ 21@ 
04C4: create_coordinate 16@ 17@ 18@ from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0 
02CE: 18@ = ground_z 16@ 17@ 18@ 
0063: 21@ -= 18@ // floating-point values 
00D6: if or
0021:   21@ > 2.5 // floating-point values 
0023:   -2.5 > 21@ // floating-point values 
004D: jump_if_false @CAMERA_1108 
0006: 1@ = -1 // integer values 
0002: jump @CAMERA_1961 

:CAMERA_1108
00A0: store_actor $PLAYER_ACTOR position_to 19@ 20@ 21@ 
04C4: create_coordinate 16@ 17@ 18@ from_actor $PLAYER_ACTOR offset 0.0 6.0 0.0 
02CE: 18@ = ground_z 16@ 17@ 18@ 
0063: 21@ -= 18@ // floating-point values 
00D6: if or
0021:   21@ > 2.5 // floating-point values 
0023:   -2.5 > 21@ // floating-point values 
004D: jump_if_false @CAMERA_1218 
0006: 1@ = -1 // integer values 
0002: jump @CAMERA_1961 

:CAMERA_1218
04C4: create_coordinate 16@ 17@ 18@ from_actor $PLAYER_ACTOR offset 0.5 0.0 0.0 
04C4: create_coordinate 19@ 20@ 21@ from_actor $PLAYER_ACTOR offset -0.5 0.0 0.0 
00D6: if 
872D:   not (unknown) 16@ 17@ 19@ 20@ 7.0 0 
004D: jump_if_false @CAMERA_1340 
0947: (unknown) $PLAYER_ACTOR 335 6@ 
0006: 6@ = 0 // integer values 
000A: 1@ += 1 // integer values 
0002: jump @CAMERA_1354 

:CAMERA_1340
0006: 1@ = -1 // integer values 
0002: jump @CAMERA_1961 

:CAMERA_1354
0002: jump @CAMERA_1961 

:CAMERA_1361
00D6: if 
001D:   6@ > 7@ // integer values 
004D: jump_if_false @CAMERA_1408 
0006: 6@ = 0 // integer values 
0006: 10@ = 0 // integer values 
000A: 1@ += 1 // integer values 
0002: jump @CAMERA_1535 

:CAMERA_1408
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_1528 
00D6: if and
874F:   not (unknown) 8@ 36 
874F:   not (unknown) 8@ 37 
82E0:   not actor 8@ aggressive 
004D: jump_if_false @CAMERA_1528 
00D6: if 
001B:   3 > 6@ // integer values 
004D: jump_if_false @CAMERA_1511 
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR approach_distance 15@ approach_angle 12@(6@,3f) 20000 ms 
0002: jump @CAMERA_1528 

:CAMERA_1511
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR approach_distance 15@ approach_angle 12@ 20000 ms 

:CAMERA_1528
000A: 6@ += 1 // integer values 

:CAMERA_1535
0002: jump @CAMERA_1961 

:CAMERA_1542
00D6: if 
001D:   6@ > 7@ // integer values 
004D: jump_if_false @CAMERA_1615 
0006: 6@ = 0 // integer values 
00D6: if 
001D:   10@ > 7@ // integer values 
004D: jump_if_false @CAMERA_1608 
0006: 6@ = 0 // integer values 
0006: 10@ = 0 // integer values 
000A: 1@ += 1 // integer values 

:CAMERA_1608
0002: jump @CAMERA_1723 

:CAMERA_1615
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_1716 
00D6: if and
874F:   not (unknown) 8@ 36 
874F:   not (unknown) 8@ 37 
82E0:   not actor 8@ aggressive 
004D: jump_if_false @CAMERA_1716 
062E: (unknown) 8@ 1704 9@ 
00D6: if 
04A4:   9@ == 7 // integer values OR floating-point values 
004D: jump_if_false @CAMERA_1716 
05BA: AS_actor 8@ chew_gum 5000 ms 
000A: 10@ += 1 // integer values 

:CAMERA_1716
000A: 6@ += 1 // integer values 

:CAMERA_1723
0002: jump @CAMERA_1961 

:CAMERA_1730
00D6: if 
001D:   6@ > 7@ // integer values 
004D: jump_if_false @CAMERA_1770 
0006: 6@ = 0 // integer values 
0006: 1@ = -1 // integer values 
0002: jump @CAMERA_1954 

:CAMERA_1770
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_1947 
00D6: if 
02CB:   actor 8@ bounding_sphere_visible 
004D: jump_if_false @CAMERA_1947 
00D6: if or
02F2:   actor 8@ model_is 195 
02F2:   actor 8@ model_is 192 
02F2:   actor 8@ model_is 191 
02F2:   actor 8@ model_is 190 
02F2:   actor 8@ model_is 193 
02F2:   actor 8@ model_is 194 
004D: jump_if_false @CAMERA_1939 
00D6: if 
04EE:   animation "KISSING" loaded 
004D: jump_if_false @CAMERA_1932 
0605: actor 8@ perform_animation_sequence "GFWAVE2" from_file "KISSING" 4.0 loop 0 0 0 0 0 ms 

:CAMERA_1932
0002: jump @CAMERA_1947 

:CAMERA_1939
0A1D: (unknown) 8@ $PLAYER_ACTOR 

:CAMERA_1947
000A: 6@ += 1 // integer values 

:CAMERA_1954
0002: jump @CAMERA_1961 

:CAMERA_1961
0051: return 

:CAMERA_1963
0871: init_jump_table 2@ total_jumps 8 0 @CAMERA_3380 jumps 0 @CAMERA_2091 1 @CAMERA_2155 2 @CAMERA_2310 3 @CAMERA_2445 4 @CAMERA_2569 5 @CAMERA_2820 6 @CAMERA_3231 
0872: jump_table_jumps 7 @CAMERA_3261 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 

:CAMERA_2091
07F6: get_group_info $PLAYER_GROUP 6@ 7@ 
00D6: if 
0019:   7@ > 0 // integer values 
004D: jump_if_false @CAMERA_2148 
0006: 6@ = 0 // integer values 
000E: 7@ -= 1 // integer values 
000A: 2@ += 1 // integer values 
0006: 3@ = 0 // integer values 

:CAMERA_2148
0002: jump @CAMERA_3380 

:CAMERA_2155
00D6: if 
001D:   6@ > 7@ // integer values 
004D: jump_if_false @CAMERA_2188 
0006: 6@ = 0 // integer values 
0002: jump @CAMERA_2303 

:CAMERA_2188
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_2296 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 1.5 1.5 1.5 sphere 0 
004D: jump_if_false @CAMERA_2296 
00D6: if and
88FE:   not text_box_displaying 
0039:   4@ == 0 // integer values 
004D: jump_if_false @CAMERA_2289 
03E5: text_box 'CAM_001'  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
0006: 4@ = 1 // integer values 

:CAMERA_2289
000A: 2@ += 1 // integer values 

:CAMERA_2296
000A: 6@ += 1 // integer values 

:CAMERA_2303
0002: jump @CAMERA_3380 

:CAMERA_2310
00D6: if and
8118:   not actor 8@ dead 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_2431 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @CAMERA_2417 
00D6: if 
00E1:   key_pressed 0 4 
004D: jump_if_false @CAMERA_2410 
0947: (unknown) $PLAYER_ACTOR 334 6@ 
000A: 2@ += 1 // integer values 

:CAMERA_2410
0002: jump @CAMERA_2424 

:CAMERA_2417
0006: 2@ = 0 // integer values 

:CAMERA_2424
0002: jump @CAMERA_2438 

:CAMERA_2431
0006: 2@ = 0 // integer values 

:CAMERA_2438
0002: jump @CAMERA_3380 

:CAMERA_2445
00D6: if and
8118:   not actor 8@ dead 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_2555 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @CAMERA_2541 
00D6: if 
80E1:   not key_pressed 0 4 
004D: jump_if_false @CAMERA_2534 
000A: 2@ += 1 // integer values 

:CAMERA_2534
0002: jump @CAMERA_2548 

:CAMERA_2541
0006: 2@ = 0 // integer values 

:CAMERA_2548
0002: jump @CAMERA_2562 

:CAMERA_2555
0006: 2@ = 0 // integer values 

:CAMERA_2562
0002: jump @CAMERA_3380 

:CAMERA_2569
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_2806 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 3.0 3.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR has_objective 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_2792 
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_2658 
03E6: remove_text_box 

:CAMERA_2658
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_2682 
03E6: remove_text_box 

:CAMERA_2682
00BE: text_clear_all 
04D7: lock_actor 8@ in_current_position 1 
0337: set_actor 8@ visibility 0 
00A0: store_actor 8@ position_to 16@ 17@ 18@ 
000B: 18@ += 0.8 // floating-point values 
015F: set_camera_position 16@ 17@ 18@ 0.0 0.2 0.0 
0159: camera_on_ped $PLAYER_ACTOR 15 2 
0A2F: show_first_person_view 1 
041A: 10@ = actor $PLAYER_ACTOR weapon 43 ammo 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
000A: 2@ += 1 // integer values 
0002: jump @CAMERA_2799 

:CAMERA_2792
0006: 2@ = 0 // integer values 

:CAMERA_2799
0002: jump @CAMERA_2813 

:CAMERA_2806
0006: 2@ = 0 // integer values 

:CAMERA_2813
0002: jump @CAMERA_3380 

:CAMERA_2820
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3098 
00D6: if and
06EE:   actor 8@ in_group $PLAYER_GROUP 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 6.0 6.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @CAMERA_2951 
0512: permanent_text_box 'CAM_002'  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
00D6: if 
00E1:   key_pressed 0 4 
004D: jump_if_false @CAMERA_2920 
000A: 2@ += 1 // integer values 

:CAMERA_2920
00D6: if 
00E1:   key_pressed 0 15 
004D: jump_if_false @CAMERA_2944 
0006: 2@ = 7 // integer values 

:CAMERA_2944
0002: jump @CAMERA_3091 

:CAMERA_2951
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_2975 
03E6: remove_text_box 

:CAMERA_2975
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_2999 
03E6: remove_text_box 

:CAMERA_2999
04D7: lock_actor 8@ in_current_position 0 
0337: set_actor 8@ visibility 1 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
068D: (unknown) 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // floating-point values 
0045:   20@ == 17@ // floating-point values 
0045:   21@ == 18@ // floating-point values 
004D: jump_if_false @CAMERA_3084 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3084
0006: 2@ = 0 // integer values 

:CAMERA_3091
0002: jump @CAMERA_3224 

:CAMERA_3098
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_3122 
03E6: remove_text_box 

:CAMERA_3122
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_3146 
03E6: remove_text_box 

:CAMERA_3146
068D: (unknown) 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // floating-point values 
0045:   20@ == 17@ // floating-point values 
0045:   21@ == 18@ // floating-point values 
004D: jump_if_false @CAMERA_3196 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3196
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
0006: 2@ = 0 // integer values 

:CAMERA_3224
0002: jump @CAMERA_3380 

:CAMERA_3231
03E6: remove_text_box 
00BE: text_clear_all 
0A2F: show_first_person_view 0 
0A1E: dump_screen 1 
0001: wait 100 ms 
000A: 2@ += 1 // integer values 
0002: jump @CAMERA_3380 

:CAMERA_3261
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_3285 
03E6: remove_text_box 

:CAMERA_3285
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_3309 
03E6: remove_text_box 

:CAMERA_3309
00BE: text_clear_all 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3341 
04D7: lock_actor 8@ in_current_position 0 
0337: set_actor 8@ visibility 1 

:CAMERA_3341
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
0006: 2@ = 0 // integer values 
0002: jump @CAMERA_3380 

:CAMERA_3380
0051: return 

:CAMERA_3382
0006: 11@ = 0 // integer values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CAMERA_3554 
00D6: if 
0038:   $15 == 0 // integer values 
004D: jump_if_false @CAMERA_3554 
00D6: if 
0038:   $1513 == 0 // integer values 
004D: jump_if_false @CAMERA_3554 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @CAMERA_3554 
00D6: if 
89BE:   not (unknown) 
004D: jump_if_false @CAMERA_3554 
00D6: if 
044B:   actor $PLAYER_ACTOR has_objective 
004D: jump_if_false @CAMERA_3554 
00D6: if 
8A03:   not (unknown) 
004D: jump_if_false @CAMERA_3554 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAMERA_3554 
00D6: if 
0038:   $1250 == 0 // integer values 
004D: jump_if_false @CAMERA_3554 
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CAMERA_3554 
0006: 11@ = 1 // integer values 

:CAMERA_3554
0051: return 

:CAMERA_3556
00D6: if 
0A2A:   text_box 'CAM_001' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, a fnykpezshez.
004D: jump_if_false @CAMERA_3580 
03E6: remove_text_box 

:CAMERA_3580
00D6: if 
0A2A:   text_box 'CAM_002' displaying  // Nyomj ~k~~PED_ANSWER_PHONE~-t, hogy elksztsd a fott.~n~~k~~VEHICLE_ENTER_EXIT~ Hogy visszakapd a kamert.
004D: jump_if_false @CAMERA_3604 
03E6: remove_text_box 

:CAMERA_3604
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3634 
04D7: lock_actor 8@ in_current_position 0 
0337: set_actor 8@ visibility 1 

:CAMERA_3634
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CAMERA_3731 
00D6: if 
0029:   2@ >= 3 // integer values 
004D: jump_if_false @CAMERA_3727 
068D: (unknown) 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // floating-point values 
0045:   20@ == 17@ // floating-point values 
0045:   21@ == 18@ // floating-point values 
004D: jump_if_false @CAMERA_3720 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3720
0002: jump @CAMERA_3731 

:CAMERA_3727
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3731
0006: 6@ = 0 // integer values 

:CAMERA_3738
092B: 8@ = group $PLAYER_GROUP member 6@ 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
000A: 6@ += 1 // integer values 
0029:   6@ >= 3 // integer values 
004D: jump_if_false @CAMERA_3738 
0A2F: show_first_person_view 0 
0249: release_model #CAMERA 
004E: end_thread 
0051: return 
0051: return 
004E: end_thread 

//-------------External script 76 (DEBT)---------------

:DEBT
03A4: name_thread 'DEBT' 
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 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 50 // integer values 
008B: 10@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000E: 10@ -= 10 // integer values 

:DEBT_109
0001: wait 250 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @DEBT_644 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @DEBT_607 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // integer values 
004D: jump_if_false @DEBT_600 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_563 
077E: 11@ = active_interior 
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @DEBT_519 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DEBT_475 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @DEBT_431 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // integer values OR floating-point values 
004D: jump_if_false @DEBT_387 
010B: 11@ = player $PLAYER_CHAR money 
00D6: if 
0019:   11@ > -1 // integer values 
004D: jump_if_false @DEBT_291 

:DEBT_291
00D6: if 
001B:   -5000 > 11@ // integer values 
004D: jump_if_false @DEBT_317 
0006: 1@ = 1 // integer values 

:DEBT_317
00D6: if 
001B:   -50000 > 11@ // integer values 
004D: jump_if_false @DEBT_345 
0006: 1@ = 2 // integer values 

:DEBT_345
00D6: if 
001B:   -500000 > 11@ // integer values 
004D: jump_if_false @DEBT_373 
0006: 1@ = 3 // integer values 

:DEBT_373
000A: 0@ += 1 // integer values 
0002: jump @DEBT_424 

:DEBT_387
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // integer values 
004D: jump_if_false @DEBT_424 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 120000 // integer values 

:DEBT_424
0002: jump @DEBT_468 

:DEBT_431
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // integer values 
004D: jump_if_false @DEBT_468 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 60000 // integer values 

:DEBT_468
0002: jump @DEBT_512 

:DEBT_475
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // integer values 
004D: jump_if_false @DEBT_512 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 60000 // integer values 

:DEBT_512
0002: jump @DEBT_556 

:DEBT_519
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // integer values 
004D: jump_if_false @DEBT_556 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 60000 // integer values 

:DEBT_556
0002: jump @DEBT_600 

:DEBT_563
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // integer values 
004D: jump_if_false @DEBT_600 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 120000 // integer values 

:DEBT_600
0002: jump @DEBT_644 

:DEBT_607
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // integer values 
004D: jump_if_false @DEBT_644 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 120000 // integer values 

:DEBT_644
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @DEBT_977 

:DEBT_662
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_945 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_FLOAT_3 
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // floating-point values only 
000D: $TEMPVAR_FLOAT_1 -= 200.0 // floating-point values 
0009: $TEMPVAR_X_COORD += 200.0 // floating-point values 
0208: $TEMPVAR_FLOAT_1 = random_float $TEMPVAR_FLOAT_1 $TEMPVAR_X_COORD 
0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // floating-point values only 
000D: $TEMPVAR_FLOAT_2 -= 200.0 // floating-point values 
0009: $TEMPVAR_Y_COORD += 200.0 // floating-point values 
0208: $TEMPVAR_FLOAT_2 = random_float $TEMPVAR_FLOAT_2 $TEMPVAR_Y_COORD 
03D3: point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 get_nearby_vector $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_ANGLE 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $11352 = distance between point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0022:   1.0 > $TEMPVAR_FLOAT_3 // floating-point values 
004D: jump_if_false @DEBT_861 
0001: wait 0 ms 
0002: jump @DEBT_662 

:DEBT_861
00D6: if 
0022:   50.0 > $11352 // floating-point values 
004D: jump_if_false @DEBT_893 
0001: wait 0 ms 
0002: jump @DEBT_662 

:DEBT_893
00D6: if 
00C2:   sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 4.0 
004D: jump_if_false @DEBT_931 
0001: wait 0 ms 
0002: jump @DEBT_662 

:DEBT_931
000A: 0@ += 1 // integer values 
0002: jump @DEBT_977 

:DEBT_945
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 120000 // integer values 
0006: 0@ = 0 // integer values 

:DEBT_977
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @DEBT_1931 
00D6: if and
0248:   model #VINCENT available 
0248:   model #VWMYCR available 
0248:   model #VBMYCR available 
0248:   model #VWMYCD available 
0248:   model #HMYCR available 
0248:   model #MICRO_UZI available 
004D: jump_if_false @DEBT_1737 
00D6: if 
0248:   model #AK47 available 
004D: jump_if_false @DEBT_1702 
00A5: 12@ = create_car #VINCENT at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 12@ z_angle_to $TEMPVAR_ANGLE 
0229: set_car 12@ color_to 75 0 
0224: set_car 12@ health_to 1500 
00AE: unknown_set_car 12@ to_ignore_traffic_lights 2 
072F: (unknown) 12@ 4.0 4000 1 1 1 -1 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @DEBT_1151 
0249: release_model #VINCENT 
0006: 2@ = 0 // integer values 

:DEBT_1151
0129: 13@ = create_actor 24 #VWMYCR in_car 12@ driverseat 
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @DEBT_1194 
0249: release_model #VWMYCR 
0006: 3@ = 0 // integer values 

:DEBT_1194
00D6: if 
0019:   1@ > 0 // integer values 
004D: jump_if_false @DEBT_1418 
062F: 17@ = create_group_type 0 
0630: put_actor 13@ in_group 17@ as_leader 
07E6: unknown_copy_group -1 18@ 
0749: unknown_group_add_item 18@ 41 
06AD: unknown_group_use_entity 17@ 18@ 
01C8: 14@ = create_actor 24 #VBMYCR in_car 12@ passenger_seat 0 
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @DEBT_1294 
0249: release_model #VBMYCR 
0006: 4@ = 0 // integer values 

:DEBT_1294
00D6: if 
0019:   1@ > 1 // integer values 
004D: jump_if_false @DEBT_1357 
01C8: 15@ = create_actor 24 #VWMYCD in_car 12@ passenger_seat 1 
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @DEBT_1357 
0249: release_model #VWMYCD 
0006: 5@ = 0 // integer values 

:DEBT_1357
00D6: if 
0019:   1@ > 2 // integer values 
004D: jump_if_false @DEBT_1418 
01C8: 16@ = create_actor 24 #HMYCR in_car 12@ passenger_seat 2 
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @DEBT_1418 
0249: release_model #HMYCR 
0006: 6@ = 0 // integer values 

:DEBT_1418
07E5: unknown_copy_entity -1 19@ 
0708: unknown_add_entity_item 19@ 41 
0004: $3400 = 0 // integer values 

:DEBT_1439
00D6: if 
001A:   4 > $3400 // integer values 
004D: jump_if_false @DEBT_1628 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_1614 
060B: unknown_actor_use_entity 13@($3400,4i) 19@ 
02A9: set_actor 13@($3400,4i) immune_to_nonplayer 1 
077A: set_actor 13@($3400,4i) aggressive_to_pedgroup 4 type 0 
03FE: set_actor 13@($3400,4i) money 10000 
0961: (unknown) 13@($3400,4i) 1 
00D6: if or
0038:   $3400 == 0 // integer values 
0038:   $3400 == 2 // integer values 
004D: jump_if_false @DEBT_1575 
01B2: give_actor 13@($3400,4i) weapon 28 ammo 9999 // Load the weapon model before using this 

:DEBT_1575
00D6: if or
0038:   $3400 == 1 // integer values 
0038:   $3400 == 3 // integer values 
004D: jump_if_false @DEBT_1614 
01B2: give_actor 13@($3400,4i) weapon 30 ammo 9999 // Load the weapon model before using this 

:DEBT_1614
0008: $3400 += 1 // integer values 
0002: jump @DEBT_1439 

:DEBT_1628
00D6: if 
0039:   7@ == 1 // integer values 
004D: jump_if_false @DEBT_1658 
0249: release_model #MICRO_UZI 
0006: 7@ = 0 // integer values 

:DEBT_1658
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @DEBT_1688 
0249: release_model #AK47 
0006: 8@ = 0 // integer values 

:DEBT_1688
000A: 0@ += 1 // integer values 
0002: jump @DEBT_1730 

:DEBT_1702
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @DEBT_1730 
0247: request_model #AK47 
0006: 8@ = 1 // integer values 

:DEBT_1730
0002: jump @DEBT_1931 

:DEBT_1737
00D6: if 
8248:   not model #VINCENT available 
004D: jump_if_false @DEBT_1765 
0247: request_model #VINCENT 
0006: 2@ = 1 // integer values 

:DEBT_1765
00D6: if 
8248:   not model #VWMYCR available 
004D: jump_if_false @DEBT_1793 
0247: request_model #VWMYCR 
0006: 3@ = 1 // integer values 

:DEBT_1793
00D6: if 
8248:   not model #VBMYCR available 
004D: jump_if_false @DEBT_1821 
0247: request_model #VBMYCR 
0006: 4@ = 1 // integer values 

:DEBT_1821
00D6: if 
8248:   not model #VWMYCD available 
004D: jump_if_false @DEBT_1849 
0247: request_model #VWMYCD 
0006: 5@ = 1 // integer values 

:DEBT_1849
00D6: if 
8248:   not model #HMYCR available 
004D: jump_if_false @DEBT_1875 
0247: request_model #HMYCR 
0006: 6@ = 1 // integer values 

:DEBT_1875
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @DEBT_1903 
0247: request_model #MICRO_UZI 
0006: 7@ = 1 // integer values 

:DEBT_1903
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @DEBT_1931 
0247: request_model #AK47 
0006: 8@ = 1 // integer values 

:DEBT_1931
00D6: if 
0039:   0@ == 3 // integer values 
004D: jump_if_false @DEBT_3778 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @DEBT_3683 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_3644 
00D6: if 
810A:   not player $PLAYER_CHAR money > -1 
004D: jump_if_false @DEBT_3621 
077E: 11@ = active_interior 
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @DEBT_3582 
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @DEBT_3169 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 13@ radius 500.0 500.0 0 
004D: jump_if_false @DEBT_3130 
00D6: if 
0449:   actor 13@ in_a_car 
004D: jump_if_false @DEBT_2690 
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEBT_2678 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 10@ // integer values 
004D: jump_if_false @DEBT_2349 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DEBT_2314 
0209: 11@ = random_int 0 4 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @DEBT_2193 
06E1: unknown_action_sequence 13@ 12@ $TEMPVAR_ACTOR_CAR 15 100.0 2 

:DEBT_2193
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @DEBT_2231 
06E1: unknown_action_sequence 13@ 12@ $TEMPVAR_ACTOR_CAR 19 100.0 2 

:DEBT_2231
00D6: if 
0039:   11@ == 2 // integer values 
004D: jump_if_false @DEBT_2269 
06E1: unknown_action_sequence 13@ 12@ $TEMPVAR_ACTOR_CAR 29 100.0 2 

:DEBT_2269
00D6: if 
0039:   11@ == 3 // integer values 
004D: jump_if_false @DEBT_2307 
06E1: unknown_action_sequence 13@ 12@ $TEMPVAR_ACTOR_CAR 30 100.0 2 

:DEBT_2307
0002: jump @DEBT_2333 

:DEBT_2314
06E1: unknown_action_sequence 13@ 12@ -1 2 100.0 2 

:DEBT_2333
008B: 10@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 10@ += 8000 // integer values 

:DEBT_2349
06AC: $11352 = actor $PLAYER_ACTOR movement_speed 
00D6: if or
044B:   actor $PLAYER_ACTOR has_objective 
0022:   5.0 > $11352 // floating-point values 
004D: jump_if_false @DEBT_2558 
00D6: if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @DEBT_2558 
062E: (unknown) 13@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @DEBT_2558 
0615: define_action_sequences 20@ 
0209: 11@ = random_int 0 2 
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @DEBT_2506 
06C7: unknown_action_sequence -1 12@ 7 200 
06C7: unknown_action_sequence -1 12@ 4 1000 
0002: jump @DEBT_2530 

:DEBT_2506
06C7: unknown_action_sequence -1 12@ 8 200 
06C7: unknown_action_sequence -1 12@ 5 1000 

:DEBT_2530
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 5000 ms 
0616: define_action_sequences_end 20@ 
0618: assign_actor 13@ to_action_sequences 20@ 
061B: remove_references_to_action_sequences 20@ 

:DEBT_2558
00D6: if and
03CE:   car 12@ stuck 
0022:   15.0 > $11352 // floating-point values 
004D: jump_if_false @DEBT_2671 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 12@ radius 30.0 30.0 unknown 0 
004D: jump_if_false @DEBT_2671 
00D6: if 
02CA:   car 12@ bounding_sphere_visible 
004D: jump_if_false @DEBT_2671 
062E: (unknown) 13@ 1957 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @DEBT_2671 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_2671
0002: jump @DEBT_2683 

:DEBT_2678
01C3: remove_references_to_car 12@ // Like turning a car into any random car 

:DEBT_2683
0002: jump @DEBT_3123 

:DEBT_2690
00D6: if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 
004D: jump_if_false @DEBT_2768 
062E: (unknown) 13@ 1957 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @DEBT_2761 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_2761
0002: jump @DEBT_3123 

:DEBT_2768
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEBT_2869 
062E: (unknown) 13@ 1560 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @DEBT_2862 
0615: define_action_sequences 20@ 
0772: AS_actor -1 run_to_car 12@ stop_at_distance 5.0 99999 ms 
05CB: AS_actor -1 enter_car_as_driver 12@ -2 ms 
0616: define_action_sequences_end 20@ 
0618: assign_actor 13@ to_action_sequences 20@ 
061B: remove_references_to_action_sequences 20@ 

:DEBT_2862
0002: jump @DEBT_3123 

:DEBT_2869
01C3: remove_references_to_car 12@ // Like turning a car into any random car 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 13@ radius 60.0 60.0 0 
004D: jump_if_false @DEBT_3083 
00A0: store_actor 13@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D3: point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 get_nearby_vector $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $TEMPVAR_ANGLE 
00D6: if 
838A:   not car_in_cube $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 4.0 4.0 4.0 
004D: jump_if_false @DEBT_3076 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 4.0 
004D: jump_if_false @DEBT_3076 
00A5: 12@ = create_car #VINCENT at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 12@ z_angle_to $TEMPVAR_ANGLE 
0229: set_car 12@ color_to 75 0 
0224: set_car 12@ health_to 1500 
00AE: unknown_set_car 12@ to_ignore_traffic_lights 2 
072F: (unknown) 12@ 4.0 4000 1 1 1 -1 

:DEBT_3076
0002: jump @DEBT_3123 

:DEBT_3083
062E: (unknown) 13@ 1957 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @DEBT_3123 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_3123
0002: jump @DEBT_3162 

:DEBT_3130
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 60000 // integer values 
0006: 0@ = 0 // integer values 

:DEBT_3162
0002: jump @DEBT_3334 

:DEBT_3169
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
0004: $3400 = 1 // integer values 

:DEBT_3181
00D6: if 
001A:   4 > $3400 // integer values 
004D: jump_if_false @DEBT_3334 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_3311 
00D6: if 
07FD:   group 17@ alive 
004D: jump_if_false @DEBT_3304 
00D6: if 
06EE:   actor 13@($3400,4i) in_group 17@ 
004D: jump_if_false @DEBT_3304 
00D6: if 
06EF:   actor 13@($3400,4i) leading_group 17@ 
004D: jump_if_false @DEBT_3304 
0085: 13@ = 13@($3400,4i) // integer values and handles 
0006: 13@($3400,4i) = -1 // integer values 

:DEBT_3304
0002: jump @DEBT_3320 

:DEBT_3311
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 

:DEBT_3320
0008: $3400 += 1 // integer values 
0002: jump @DEBT_3181 

:DEBT_3334
0004: $3400 = 1 // integer values 

:DEBT_3341
00D6: if 
001A:   4 > $3400 // integer values 
004D: jump_if_false @DEBT_3575 
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @DEBT_3561 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_3552 
00D6: if 
07FD:   group 17@ alive 
004D: jump_if_false @DEBT_3545 
00D6: if 
86EE:   not actor 13@($3400,4i) in_group 17@ 
004D: jump_if_false @DEBT_3545 
00D6: if 
00F2:   actor 13@($3400,4i) near_actor 13@ radius 30.0 30.0 0 
004D: jump_if_false @DEBT_3488 
0631: put_actor 13@($3400,4i) in_group 17@ 
0002: jump @DEBT_3545 

:DEBT_3488
062E: (unknown) 13@($3400,4i) 1957 $416 
00D6: if 
04A3:   $416 == 7 // integer values OR floating-point values 
004D: jump_if_false @DEBT_3545 
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 
07A5: AS_actor 13@($3400,4i) attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_3545
0002: jump @DEBT_3561 

:DEBT_3552
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 

:DEBT_3561
0008: $3400 += 1 // integer values 
0002: jump @DEBT_3341 

:DEBT_3575
0002: jump @DEBT_3614 

:DEBT_3582
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 60000 // integer values 
0006: 0@ = 0 // integer values 

:DEBT_3614
0002: jump @DEBT_3637 

:DEBT_3621
0050: gosub @DEBT_3801 
0004: $1376 = 0 // integer values 
004E: end_thread 

:DEBT_3637
0002: jump @DEBT_3676 

:DEBT_3644
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 120000 // integer values 
0006: 0@ = 0 // integer values 

:DEBT_3676
0002: jump @DEBT_3715 

:DEBT_3683
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 120000 // integer values 
0006: 0@ = 0 // integer values 

:DEBT_3715
00D6: if and
0118:   actor 13@ dead 
0118:   actor 14@ dead 
0118:   actor 15@ dead 
0118:   actor 16@ dead 
004D: jump_if_false @DEBT_3778 
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 9@ += 120000 // integer values 
0006: 0@ = 0 // integer values 

:DEBT_3778
0002: jump @DEBT_109 
00D6: if 
82CA:   not car 12@ bounding_sphere_visible 
004D: jump_if_false @DEBT_3801 

:DEBT_3801
01C2: remove_references_to_actor 13@ // 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 15@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 16@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 12@ // Like turning a car into any random car 
065C: unknown_create_def_entity 19@ // unknown_destroy 
065C: unknown_create_def_entity 18@ // unknown_destroy 
0632: release_group 17@ 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @DEBT_3871 
0249: release_model #VINCENT 
0006: 2@ = 0 // integer values 

:DEBT_3871
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @DEBT_3901 
0249: release_model #VWMYCR 
0006: 3@ = 0 // integer values 

:DEBT_3901
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @DEBT_3931 
0249: release_model #VBMYCR 
0006: 4@ = 0 // integer values 

:DEBT_3931
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @DEBT_3961 
0249: release_model #VWMYCD 
0006: 5@ = 0 // integer values 

:DEBT_3961
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @DEBT_3990 
0249: release_model #HMYCR 
0006: 6@ = 0 // integer values 

:DEBT_3990
00D6: if 
0039:   7@ == 1 // integer values 
004D: jump_if_false @DEBT_4020 
0249: release_model #MICRO_UZI 
0006: 7@ = 0 // integer values 

:DEBT_4020
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @DEBT_4050 
0249: release_model #AK47 
0006: 8@ = 0 // integer values 

:DEBT_4050
0051: return 
004E: end_thread 

//-------------External script 77 (HOTDOG)---------------

:HOTDOGV
03A4: name_thread 'HOTDOGV' 
0006: 2@ = 0 // integer values 
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @HOTDOGV_77 
009A: 0@ = create_actor 4 #MALE01 at 0.0 0.0 0.0 
00A5: 1@ = create_car #HOTDOG at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:HOTDOGV_77
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HOTDOGV_698 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HOTDOGV_673 
00D6: if 
0A32: (unknown) 0@ 
004D: jump_if_false @HOTDOGV_648 
0A33: (unknown) 0@ 1@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 1@ 
004D: jump_if_false @HOTDOGV_616 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @HOTDOGV_434 
00D6: if 
0203:   actor $PLAYER_ACTOR near_car_on_foot 1@ radius 12.0 12.0 unknown 0 
004D: jump_if_false @HOTDOGV_434 
04ED: load_animation "VENDING" 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @HOTDOGV_434 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @HOTDOGV_434 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 1@ offset 2.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @HOTDOGV_434 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 50 // integer values 
0223: set_actor $PLAYER_ACTOR health_to $3396 
0A1A: unknown_action_sequence $PLAYER_ACTOR "VEND_EAT1_P" "VENDING" 4.0 0 0 0 0 -1 
0623: add 10 to_stat 245 
008B: 3@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 3@ += 3000 // integer values 
0109: player $PLAYER_CHAR money += -1 
000A: 2@ += 1 // integer values 

:HOTDOGV_434
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @HOTDOGV_494 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // integer values 
004D: jump_if_false @HOTDOGV_494 
008B: 3@ = $CURRENT_TIME_IN_MS2 // integer values and handles 
000A: 3@ += 27000 // integer values 
000A: 2@ += 1 // integer values 

:HOTDOGV_494
00D6: if 
0039:   2@ == 2 // integer values 
004D: jump_if_false @HOTDOGV_609 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // integer values 
004D: jump_if_false @HOTDOGV_609 
0407: create_coordinate $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 1@ offset 1.0 0.0 0.0 
00D6: if 
80FF:   not actor $PLAYER_ACTOR 0 $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 
004D: jump_if_false @HOTDOGV_609 
0006: 2@ = 0 // integer values 

:HOTDOGV_609
0002: jump @HOTDOGV_641 

:HOTDOGV_616
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
05C5: AS_actor 0@ cower -2 ms 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_641
0002: jump @HOTDOGV_666 

:HOTDOGV_648
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_666
0002: jump @HOTDOGV_691 

:HOTDOGV_673
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_691
0002: jump @HOTDOGV_716 

:HOTDOGV_698
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_716
0002: jump @HOTDOGV_77 
004E: end_thread 

//-------------External script 78 (GSA)---------------

:GSHAUTO
03A4: name_thread 'GSHAUTO' 

:GSHAUTO_11
0001: wait 0 ms 
00D6: if or
00FE:   actor $PLAYER_ACTOR 0 536.0 -1275.0 17.5 radius 250.0 250.0 150.0 
00FF:   actor $PLAYER_ACTOR 0 536.0 -1275.0 17.5 radius 50.0 50.0 50.0 
004D: jump_if_false @GSHAUTO_107 
0002: jump @GSHAUTO_162 

:GSHAUTO_107
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1663.0 1208.0 7.0 radius 42.0 42.0 25.0 
004D: jump_if_false @GSHAUTO_5157 
0002: jump @BIKDEAL 

:GSHAUTO_162
0209: 10@ = random_int 0 15 
0871: init_jump_table 10@ total_jumps 16 0 @GSHAUTO_626 jumps 0 @GSHAUTO_299 1 @GSHAUTO_320 2 @GSHAUTO_341 3 @GSHAUTO_363 4 @GSHAUTO_385 5 @GSHAUTO_407 6 @GSHAUTO_429 
0872: jump_table_jumps 7 @GSHAUTO_451 8 @GSHAUTO_473 9 @GSHAUTO_495 10 @GSHAUTO_517 11 @GSHAUTO_539 12 @GSHAUTO_561 13 @GSHAUTO_582 15 @GSHAUTO_604 -1 @GSHAUTO_162 

:GSHAUTO_299
0006: 12@ = 91 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_320
0006: 12@ = 17 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_341
0006: 12@ = 141 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_363
0006: 12@ = 169 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_385
0006: 12@ = 263 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_407
0006: 12@ = 150 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_429
0006: 12@ = 169 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_451
0006: 12@ = 147 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_473
0006: 12@ = 216 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_495
0006: 12@ = 186 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_517
0006: 12@ = 228 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_539
0006: 12@ = 219 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_561
0006: 12@ = 57 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_582
0006: 12@ = 233 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_604
0006: 12@ = 186 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @GSHAUTO_626 

:GSHAUTO_626
0001: wait 0 ms 
0247: request_model 12@ 
0247: request_model #BAR_GATEBAR01 
0247: request_model #POLICE_BARRIER 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #DESERT_EAGLE 
0247: request_model #MP5LNG 
038B: load_requested_models 
00D6: if and
0248:   model 12@ available 
0248:   model #BMYBOUN available 
0248:   model #WMYBOUN available 
0248:   model #DESERT_EAGLE available 
0248:   model #MP5LNG available 
004D: jump_if_false @GSHAUTO_626 
00D6: if 
0248:   model #POLICE_BARRIER available 
004D: jump_if_false @GSHAUTO_626 
009A: 11@ = create_actor 4 #WMYBOUN at 561.0 -1252.0 17.0 
009A: 14@ = create_actor 4 #BMYBOUN at 552.0 -1257.0 17.0 
009A: 15@ = create_actor 13@ 12@ at 567.0 -1290.0 17.5 
009A: 16@ = create_actor 4 #WMYBOUN at 561.0 -1255.0 17.0 
009A: 17@ = create_actor 4 #BMYBOUN at 553.5 -1260.0 17.0 
009A: 18@ = create_actor 4 #WMYBOUN at 569.0 -1292.0 17.5 
009A: 19@ = create_actor 4 #BMYBOUN at 569.0 -1288.0 17.5 
0107: 28@ = create_object #BAR_GATEBAR01 at 560.0 -1254.0 16.0 
0107: 9@ = create_object #POLICE_BARRIER at 560.0 -1254.0 16.7 
05D4: AS_actor 15@ rotate_angle 90.0 
05D4: AS_actor 18@ rotate_angle 90.0 
05D4: AS_actor 19@ rotate_angle 90.0 
0453: object 28@ set_rotation 0.0 0.0 34.9 
0453: object 9@ set_rotation -90.0 0.0 125.0 
0006: 5@ = 0 // integer values 
0007: 0@ = 563.0 // floating-point values 
0007: 1@ = -1291.0 // floating-point values 
0007: 2@ = 17.5 // floating-point values 
0007: 4@ = 360.0 // floating-point values 
0084: $11420 = 5@ // integer values and handles 

:GSHAUTO_1066
0001: wait 0 ms 
00D6: if 
8039:   not  5@ == 45 // integer values 
004D: jump_if_false @GSHAUTO_1882 
00D6: if 
8039:   not  5@ == 11 // integer values 
004D: jump_if_false @GSHAUTO_1586 
00D6: if 
8039:   not  5@ == 20 // integer values 
004D: jump_if_false @GSHAUTO_1623 
00D6: if 
8039:   not  5@ == 28 // integer values 
004D: jump_if_false @GSHAUTO_1660 
00D6: if 
8039:   not  5@ == 33 // integer values 
004D: jump_if_false @GSHAUTO_1697 
00D6: if 
8039:   not  5@ == 34 // integer values 
004D: jump_if_false @GSHAUTO_1734 
00D6: if 
8039:   not  5@ == 35 // integer values 
004D: jump_if_false @GSHAUTO_1771 
00D6: if 
8039:   not  5@ == 36 // integer values 
004D: jump_if_false @GSHAUTO_1808 
00D6: if 
8039:   not  5@ == 37 // integer values 
004D: jump_if_false @GSHAUTO_1845 
00D6: if and
8039:   not  5@ == 12 // integer values 
8039:   not  5@ == 21 // integer values 
8039:   not  5@ == 29 // integer values 
004D: jump_if_false @GSHAUTO_1429 

:GSHAUTO_1264
0209: 3@ = random_int 0 6 
0209: 20@ = random_int 0 126 
0209: 6@ = random_int 0 126 
0871: init_jump_table 3@ total_jumps 6 0 @GSHAUTO_1264 jumps 0 @GSHAUTO_1354 1 @GSHAUTO_1369 2 @GSHAUTO_1384 3 @GSHAUTO_1399 4 @GSHAUTO_1414 5 @GSHAUTO_1429 6 @GSHAUTO_1264 

:GSHAUTO_1354
0006: 7@ = 480 // integer values 
0002: jump @GSHAUTO_1453 

:GSHAUTO_1369
0006: 7@ = 451 // integer values 
0002: jump @GSHAUTO_1453 

:GSHAUTO_1384
0006: 7@ = 415 // integer values 
0002: jump @GSHAUTO_1453 

:GSHAUTO_1399
0006: 7@ = 429 // integer values 
0002: jump @GSHAUTO_1453 

:GSHAUTO_1414
0006: 7@ = 541 // integer values 
0002: jump @GSHAUTO_1453 

:GSHAUTO_1429
000F: 0@ -= 4.0 // floating-point values 
000A: 5@ += 1 // integer values 
0002: jump @GSHAUTO_1066 

:GSHAUTO_1453
0001: wait 0 ms 
00D6: if 
8248:   not model 7@ available 
004D: jump_if_false @GSHAUTO_1496 
0247: request_model 7@ 
038B: load_requested_models 
00D6: if 
0248:   model 7@ available 
004D: jump_if_false @GSHAUTO_1453 

:GSHAUTO_1496
0395: clear_area 1 at 0@ 1@ 2@ range 1.5 
00A5: $11470(5@,60i) = create_car 7@ at 0@ 1@ 2@ 
0229: set_car $11470(5@,60i) color_to 20@ 6@ 
0175: set_car $11470(5@,60i) z_angle_to 4@ 
000F: 0@ -= 4.0 // floating-point values 
000A: 5@ += 1 // integer values 
0002: jump @GSHAUTO_1066 

:GSHAUTO_1586
000F: 0@ -= -44.0 // floating-point values 
000F: 1@ -= -6.0 // floating-point values 
000F: 4@ -= -180.0 // floating-point values 
0002: jump @GSHAUTO_1264 

:GSHAUTO_1623
000F: 0@ -= -36.0 // floating-point values 
000F: 1@ -= -10.0 // floating-point values 
000F: 4@ -= -180.0 // floating-point values 
0002: jump @GSHAUTO_1264 

:GSHAUTO_1660
000F: 0@ -= -32.0 // floating-point values 
000F: 1@ -= -6.0 // floating-point values 
000F: 4@ -= -180.0 // floating-point values 
0002: jump @GSHAUTO_1264 

:GSHAUTO_1697
000F: 0@ -= -20.0 // floating-point values 
000F: 1@ -= -6.0 // floating-point values 
000F: 4@ -= -180.0 // floating-point values 
0002: jump @GSHAUTO_1264 

:GSHAUTO_1734
000F: 0@ -= 48.0 // floating-point values 
000F: 1@ -= 39.0 // floating-point values 
000F: 4@ -= -180.0 // floating-point values 
0002: jump @GSHAUTO_1264 

:GSHAUTO_1771
000F: 0@ -= -8.0 // floating-point values 
000F: 1@ -= -3.0 // floating-point values 
000F: 4@ -= -180.0 // floating-point values 
0002: jump @GSHAUTO_1264 

:GSHAUTO_1808
000F: 0@ -= -4.0 // floating-point values 
000F: 1@ -= 7.0 // floating-point values 
000F: 4@ -= -180.0 // floating-point values 
0002: jump @GSHAUTO_1264 

:GSHAUTO_1845
000F: 0@ -= -36.0 // floating-point values 
000F: 1@ -= 11.0 // floating-point values 
000F: 4@ -= -180.0 // floating-point values 
0002: jump @GSHAUTO_1264 

:GSHAUTO_1882
0001: wait 0 ms 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 1 555.0 -1256.0 17.5 radius 10.0 10.0 10.0 
004D: jump_if_false @GSHAUTO_2398 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 536.0 -1275.0 17.5 radius 250.0 250.0 150.0 
004D: jump_if_false @GSHAUTO_2536 
00D6: if and
82E0:   not actor $PLAYER_ACTOR aggressive 
8457:   not player $PLAYER_CHAR aiming_at_actor 11@ 
8457:   not player $PLAYER_CHAR aiming_at_actor 14@ 
8457:   not player $PLAYER_CHAR aiming_at_actor 15@ 
8457:   not player $PLAYER_CHAR aiming_at_actor 16@ 
8457:   not player $PLAYER_CHAR aiming_at_actor 17@ 
004D: jump_if_false @GSHAUTO_2772 
00D6: if and
8457:   not player $PLAYER_CHAR aiming_at_actor 18@ 
8457:   not player $PLAYER_CHAR aiming_at_actor 19@ 
831D:   not actor 11@ hit_by_weapon 57 
831D:   not actor 14@ hit_by_weapon 57 
831D:   not actor 15@ hit_by_weapon 57 
831D:   not actor 16@ hit_by_weapon 57 
004D: jump_if_false @GSHAUTO_2772 
00D6: if and
831D:   not actor 17@ hit_by_weapon 57 
831D:   not actor 18@ hit_by_weapon 57 
831D:   not actor 19@ hit_by_weapon 57 
8118:   not actor 11@ dead 
8118:   not actor 14@ dead 
8118:   not actor 15@ dead 
004D: jump_if_false @GSHAUTO_2772 
00D6: if and
8118:   not actor 16@ dead 
8118:   not actor 17@ dead 
8118:   not actor 18@ dead 
8118:   not actor 19@ dead 
004D: jump_if_false @GSHAUTO_2772 
0006: 5@ = 0 // integer values 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GSHAUTO_2263 
00D6: if 
80F2:   not actor 15@ near_actor $PLAYER_ACTOR radius 1.6 1.6 0 
004D: jump_if_false @GSHAUTO_3453 
00D6: if 
80F2:   not actor 15@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 
004D: jump_if_false @GSHAUTO_3286 
0002: jump @GSHAUTO_2263 

:GSHAUTO_2263
0001: wait 0 ms 
00D6: if 
8039:   not  5@ == 59 // integer values 
004D: jump_if_false @GSHAUTO_1882 
00D6: if and
056E:   carcass_of_car $11470(5@,60i) valid 
8038:   not  $11470(5@,60i) == -1 // integer values 
8038:   not  $11470(5@,60i) == 0 // integer values 
004D: jump_if_false @GSHAUTO_2384 
00D6: if and
851D:   not cars $11470(5@,60i) and -1 collided 
851C:   not car $11470(5@,60i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GSHAUTO_2772 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car $11470(5@,60i) 
004D: jump_if_false @GSHAUTO_4905 

:GSHAUTO_2384
000A: 5@ += 1 // integer values 
0002: jump @GSHAUTO_2263 

:GSHAUTO_2398
0001: wait 500 ms 
0007: 8@ = -90.0 // floating-point values 

:GSHAUTO_2413
0001: wait 10 ms 
000B: 8@ += 2.0 // floating-point values 
0453: object 9@ set_rotation 8@ 0.0 125.0 
00D6: if 
0021:   8@ > 0.0 // floating-point values 
004D: jump_if_false @GSHAUTO_2413 
0001: wait 3000 ms 

:GSHAUTO_2471
0001: wait 10 ms 
000B: 8@ += -2.0 // floating-point values 
0453: object 9@ set_rotation 8@ 0.0 125.0 
00D6: if 
8021:   not  8@ > -89.0 // floating-point values 
004D: jump_if_false @GSHAUTO_2471 
0001: wait 500 ms 
0002: jump @GSHAUTO_1882 

:GSHAUTO_2536
0108: destroy_object 9@ 
034F: destroy_actor_with_fade 11@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 14@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 15@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 17@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 18@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 19@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 16@ // The actor fades away like a ghost 
0006: 5@ = 0 // integer values 
0002: jump @GSHAUTO_3227 

:GSHAUTO_2590
0001: wait 0 ms 
00D6: if 
8039:   not  5@ == 59 // integer values 
004D: jump_if_false @GSHAUTO_2700 
00D6: if and
056E:   carcass_of_car $11470(5@,60i) valid 
8038:   not  $11470(5@,60i) == -1 // integer values 
8038:   not  $11470(5@,60i) == 0 // integer values 
8448:   not actor $PLAYER_ACTOR in_car $11470(5@,60i) 
004D: jump_if_false @GSHAUTO_2675 
00A6: destroy_car $11470(5@,60i) 

:GSHAUTO_2675
0004: $11470(5@,60i) = 0 // integer values 
000A: 5@ += 1 // integer values 
0002: jump @GSHAUTO_2590 

:GSHAUTO_2700
0001: wait 1000 ms 
0249: release_model 12@ 
0249: release_model #BAR_GATEBAR01 
0249: release_model #POLICE_BARRIER 
0249: release_model #TURISMO 
0249: release_model #BANSHEE 
0249: release_model #COMET 
0249: release_model #CHEETAH 
0249: release_model #BULLET 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #DESERT_EAGLE 
0249: release_model #MP5LNG 
0002: jump @GSHAUTO_11 

:GSHAUTO_2772
081A: actor 11@ weapon_skill 2 
081A: actor 14@ weapon_skill 2 
081A: actor 15@ weapon_skill 2 
081A: actor 16@ weapon_skill 2 
081A: actor 17@ weapon_skill 2 
081A: actor 18@ weapon_skill 2 
081A: actor 19@ weapon_skill 2 
01B2: give_actor 11@ weapon 29 ammo 900 // Load the weapon model before using this 
01B2: give_actor 14@ weapon 29 ammo 900 // Load the weapon model before using this 
01B2: give_actor 15@ weapon 24 ammo 300 // Load the weapon model before using this 
01B2: give_actor 16@ weapon 29 ammo 900 // Load the weapon model before using this 
01B2: give_actor 17@ weapon 29 ammo 900 // Load the weapon model before using this 
01B2: give_actor 18@ weapon 29 ammo 900 // Load the weapon model before using this 
01B2: give_actor 19@ weapon 29 ammo 900 // Load the weapon model before using this 
02E2: set_actor 11@ weapon_accuracy_to 80 
02E2: set_actor 14@ weapon_accuracy_to 80 
02E2: set_actor 15@ weapon_accuracy_to 80 
02E2: set_actor 16@ weapon_accuracy_to 80 
02E2: set_actor 17@ weapon_accuracy_to 80 
02E2: set_actor 18@ weapon_accuracy_to 80 
02E2: set_actor 19@ weapon_accuracy_to 80 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR 

:GSHAUTO_2996
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GSHAUTO_2536 
00D6: if and
80F2:   not actor 11@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
80F2:   not actor 14@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
80F2:   not actor 15@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
80F2:   not actor 16@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
80F2:   not actor 17@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
80F2:   not actor 18@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
80F2:   not actor 19@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
004D: jump_if_false @GSHAUTO_3174 
0002: jump @GSHAUTO_2536 

:GSHAUTO_3174
00D6: if and
0118:   actor 11@ dead 
0118:   actor 14@ dead 
0118:   actor 15@ dead 
0118:   actor 16@ dead 
0118:   actor 17@ dead 
0118:   actor 18@ dead 
0118:   actor 19@ dead 
004D: jump_if_false @GSHAUTO_2996 
0002: jump @GSHAUTO_2536 

:GSHAUTO_3227
0001: wait 0 ms 
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 536.0 -1275.0 17.5 radius 250.0 250.0 150.0 
004D: jump_if_false @GSHAUTO_3227 
0002: jump @GSHAUTO_2590 

:GSHAUTO_3286
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GSHAUTO_1882 
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 1.5 -0.6 0.0 
05D3: AS_actor 15@ go_to_point 21@ 22@ 23@ speed 6 3000 ms 
04C4: create_coordinate 21@ 22@ 23@ from_actor 15@ offset -0.6 1.5 0.0 
05D3: AS_actor 18@ go_to_point 21@ 22@ 23@ speed 6 3000 ms 
04C4: create_coordinate 21@ 22@ 23@ from_actor 15@ offset -0.6 -1.5 0.0 
05D3: AS_actor 19@ go_to_point 21@ 22@ 23@ speed 6 3000 ms 
0002: jump @GSHAUTO_1882 

:GSHAUTO_3453
0001: wait 200 ms 
00D6: if and
00F2:   actor 15@ near_actor $PLAYER_ACTOR radius 2.6 2.6 0 
00F2:   actor 18@ near_actor 15@ radius 4.0 4.0 0 
00F2:   actor 19@ near_actor 15@ radius 4.0 4.0 0 
004D: jump_if_false @GSHAUTO_3286 
00D6: if 
0019:   32@ > 12000 // integer values 
004D: jump_if_false @GSHAUTO_1882 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GSHAUTO_1882 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 15@ 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 18@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 19@ rotate_to_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0006: 5@ = 0 // integer values 
00D6: if 
04A4:   27@ == 0 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_3660 
054C: use_GXT_table 'RIOT1' 
05A9: s$11530 = 'ROT1_DC' // 8-byte strings  // ~z~Igen, menj ki oda s ksd meg te az alkut!
0002: jump @GSHAUTO_3674 

:GSHAUTO_3660
05A9: s$11530 = 'FESZ_CA' // 8-byte strings  // Mgse

:GSHAUTO_3674
0001: wait 0 ms 
00D6: if 
8039:   not  5@ == 59 // integer values 
004D: jump_if_false @GSHAUTO_4345 
00D6: if and
056E:   carcass_of_car $11470(5@,60i) valid 
8038:   not  $11470(5@,60i) == -1 // integer values 
8038:   not  $11470(5@,60i) == 0 // integer values 
004D: jump_if_false @GSHAUTO_3780 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car $11470(5@,60i) radius 2.0 2.0 unknown 0 
004D: jump_if_false @GSHAUTO_3780 
0002: jump @GSHAUTO_3794 

:GSHAUTO_3780
000A: 5@ += 1 // integer values 
0002: jump @GSHAUTO_3674 

:GSHAUTO_3794
0441: 24@ = car $11470(5@,60i) model 
09E1: get_vehicle_model 24@ monetary_value $11532 
00D6: if 
04A4:   24@ == 480 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_3854 
05A9: s$11533 = 'COMET' // 8-byte strings  // Comet
0002: jump @GSHAUTO_4014 

:GSHAUTO_3854
00D6: if 
04A4:   24@ == 415 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_3894 
05A9: s$11533 = 'CHEETAH' // 8-byte strings  // Cheetah
0002: jump @GSHAUTO_4014 

:GSHAUTO_3894
00D6: if 
04A4:   24@ == 429 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_3934 
05A9: s$11533 = 'BANSHEE' // 8-byte strings  // Banshee
0002: jump @GSHAUTO_4014 

:GSHAUTO_3934
00D6: if 
04A4:   24@ == 541 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_3974 
05A9: s$11533 = 'BULLET' // 8-byte strings  // Bullet
0002: jump @GSHAUTO_4014 

:GSHAUTO_3974
00D6: if 
04A4:   24@ == 451 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_3674 
05A9: s$11533 = 'TURISMO' // 8-byte strings  // Turismo
0002: jump @GSHAUTO_4014 

:GSHAUTO_4014
08D4: $11535 = create_panel_with_title 'IE09' position 29.0 45.0 width 160.0 columns 2 interactive 1 background 1 alignment 0  // Import
08DB: set_panel $11535 column 0 header 'DUMMY' data 'DUMMY' s$11533 s$11530 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $11535 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08D9: set_panel $11535 row 0 enable 0 
08EE: set_panel $11535 column 1 row 1 text_1number 'DOLLAR' $11532  // $~1~
08EE: set_panel $11535 column 1 row 2 text_1number 'DOLLAR' $11469  // $~1~
0002: jump @GSHAUTO_4663 

:GSHAUTO_4345
08D4: $11535 = create_panel_with_title 'IE09' position 29.0 45.0 width 160.0 columns 2 interactive 1 background 1 alignment 0  // Import
08DB: set_panel $11535 column 0 header 'DUMMY' data 'DUMMY' 'DUMMY' s$11530 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $11535 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08D9: set_panel $11535 row 0 enable 0 
08D9: set_panel $11535 row 1 enable 0 
08EE: set_panel $11535 column 1 row 2 text_1number 'DOLLAR' $11469  // $~1~

:GSHAUTO_4663
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @GSHAUTO_5041 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @GSHAUTO_4663 

:GSHAUTO_4701
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @GSHAUTO_4701 
08D7: 25@ = panel $11535 active_row 
00D6: if 
84A4:   not  25@ == 0 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_4859 
00D6: if 
84A4:   not  25@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_4791 
00D6: if 
84A4:   not  25@ == 2 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_4859 
0002: jump @GSHAUTO_4663 

:GSHAUTO_4791
0084: 26@ = $11532 // integer values and handles 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0029:   $SHOPS_PLAYER_CASH >= $11532 // integer values 
004D: jump_if_false @GSHAUTO_5013 
0012: 26@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 26@ 
0004: $11470(5@,60i) = 0 // integer values 
0002: jump @GSHAUTO_5041 

:GSHAUTO_4859
00D6: if 
84A4:   not  27@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_4891 
0006: 27@ = 1 // integer values 
0002: jump @GSHAUTO_5041 

:GSHAUTO_4891
0006: 27@ = 0 // integer values 
0002: jump @GSHAUTO_5041 

:GSHAUTO_4905
00AA: store_car $11470(5@,60i) position_to 21@ 22@ 23@ 

:GSHAUTO_4923
0001: wait 0 ms 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $11470(5@,60i) 
004D: jump_if_false @GSHAUTO_1882 
00D6: if 
84A4:   not  27@ == 1 // integer values OR floating-point values 
004D: jump_if_false @GSHAUTO_5069 
00D6: if 
01AD:   car $11470(5@,60i) 0 21@ 22@ 1.0 1.0 
004D: jump_if_false @GSHAUTO_2772 
0002: jump @GSHAUTO_4923 

:GSHAUTO_5013
00BC: text_highpriority 'IE07' 2000 ms 1  // ~r~Nincs elg pnzed!
0001: wait 1500 ms 
0002: jump @GSHAUTO_4663 

:GSHAUTO_5041
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
08DA: remove_panel $11535 
0006: 32@ = 0 // integer values 
0002: jump @GSHAUTO_1882 

:GSHAUTO_5069
0441: 24@ = car $11470(5@,60i) model 
09E1: get_vehicle_model 24@ monetary_value $11532 
0084: 26@ = $11532 // integer values and handles 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
0012: 26@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 26@ 
0004: $11470(5@,60i) = 0 // integer values 
00D6: if 
0029:   $SHOPS_PLAYER_CASH >= $11532 // integer values 
004D: jump_if_false @GSHAUTO_2772 
0002: jump @GSHAUTO_1882 

:GSHAUTO_5157
004E: end_thread 

:BIKDEAL
03A4: name_thread 'BIKDEAL' 
0004: $11536 = 15000 // integer values 
0004: $11537 = 9000 // integer values 
0004: $11538 = 12000 // integer values 
0004: $11539 = 200 // integer values 
0004: $11540 = 1000 // integer values 
0004: $11541 = 1500 // integer values 
0004: $11542 = 2000 // integer values 
0004: $11543 = 2000 // integer values 
0004: $11544 = 3000 // integer values 
0004: $11545 = 150 // integer values 
0006: 0@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 

:BIKDEAL_119
0001: wait 0 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1663.0 1208.0 7.0 radius 40.0 40.0 25.0 
004D: jump_if_false @BIKDEAL_119 
0209: 10@ = random_int 0 15 
0871: init_jump_table 10@ total_jumps 16 0 @BIKDEAL_635 jumps 0 @BIKDEAL_308 1 @BIKDEAL_329 2 @BIKDEAL_350 3 @BIKDEAL_372 4 @BIKDEAL_394 5 @BIKDEAL_416 6 @BIKDEAL_438 
0872: jump_table_jumps 7 @BIKDEAL_460 8 @BIKDEAL_482 9 @BIKDEAL_504 10 @BIKDEAL_526 11 @BIKDEAL_548 12 @BIKDEAL_570 13 @BIKDEAL_591 15 @BIKDEAL_613 -1 @BIKDEAL_119 

:BIKDEAL_308
0006: 12@ = 91 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_329
0006: 12@ = 17 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_350
0006: 12@ = 141 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_372
0006: 12@ = 140 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_394
0006: 12@ = 263 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_416
0006: 12@ = 150 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_438
0006: 12@ = 169 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_460
0006: 12@ = 147 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_482
0006: 12@ = 216 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_504
0006: 12@ = 186 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_526
0006: 12@ = 228 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_548
0006: 12@ = 219 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_570
0006: 12@ = 57 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_591
0006: 12@ = 233 // integer values 
0006: 13@ = 5 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_613
0006: 12@ = 164 // integer values 
0006: 13@ = 4 // integer values 
0002: jump @BIKDEAL_635 

:BIKDEAL_635
0001: wait 0 ms 
0247: request_model 12@ 
0247: request_model #BMYBOUN 
0247: request_model #WMYBOUN 
0247: request_model #DESERT_EAGLE 
0247: request_model #MP5LNG 
038B: load_requested_models 
00D6: if and
0248:   model 12@ available 
0248:   model #BMYBOUN available 
0248:   model #WMYBOUN available 
0248:   model #DESERT_EAGLE available 
0248:   model #MP5LNG available 
004D: jump_if_false @BIKDEAL_635 
00D6: if 
04A4:   12@ == 164 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_779 
009A: 11@ = create_actor 13@ 12@ at -1664.0 1206.0 7.0 
009A: 14@ = create_actor 4 #BMYBOUN at -1663.0 1204.0 7.0 
0002: jump @BIKDEAL_855 

:BIKDEAL_779
009A: 11@ = create_actor 4 #WMYBOUN at -1667.0 1204.0 7.0 
009A: 14@ = create_actor 4 #BMYBOUN at -1663.0 1204.0 7.0 
009A: 15@ = create_actor 13@ 12@ at -1664.0 1206.0 7.0 

:BIKDEAL_855
0001: wait 0 ms 
00D6: if or
04A4:   17@ == 1 // integer values OR floating-point values 
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor 11@ 
0457:   player $PLAYER_CHAR aiming_at_actor 14@ 
031D:   actor 11@ hit_by_weapon 57 
031D:   actor 14@ hit_by_weapon 57 
0118:   actor 11@ dead 
004D: jump_if_false @BIKDEAL_1010 
0001: wait 100 ms 
081A: actor 11@ weapon_skill 2 
081A: actor 14@ weapon_skill 2 
01B2: give_actor 11@ weapon 29 ammo 900 // Load the weapon model before using this 
01B2: give_actor 14@ weapon 29 ammo 900 // Load the weapon model before using this 
02E2: set_actor 11@ weapon_accuracy_to 80 
02E2: set_actor 14@ weapon_accuracy_to 80 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
0006: 17@ = 1 // integer values 
00D6: if 
84A4:   not  16@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1130 

:BIKDEAL_1010
00D6: if 
84A4:   not  12@ == 164 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1130 
00D6: if or
04A4:   17@ == 1 // integer values OR floating-point values 
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor 15@ 
031D:   actor 15@ hit_by_weapon 57 
0118:   actor 15@ dead 
004D: jump_if_false @BIKDEAL_1130 
0001: wait 500 ms 
081A: actor 15@ weapon_skill 2 
01B2: give_actor 15@ weapon 24 ammo 300 // Load the weapon model before using this 
02E2: set_actor 15@ weapon_accuracy_to 80 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 
0006: 17@ = 1 // integer values 
0006: 16@ = 1 // integer values 
0002: jump @BIKDEAL_855 

:BIKDEAL_1130
00D6: if 
84A4:   not  17@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1251 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1663.0 1208.0 7.0 radius 150.0 150.0 25.0 
004D: jump_if_false @BIKDEAL_1400 
00D6: if 
00FF:   actor $PLAYER_ACTOR 1 -1664.2 1207.7 7.15 radius 0.9 0.9 1.0 
004D: jump_if_false @BIKDEAL_855 
0002: jump @BIKDEAL_1497 

:BIKDEAL_1251
0001: wait 0 ms 
00D6: if or
00F2:   actor 11@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
00F2:   actor 14@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
004D: jump_if_false @BIKDEAL_1400 
00D6: if or
8118:   not actor 11@ dead 
8118:   not actor 14@ dead 
004D: jump_if_false @BIKDEAL_1400 
00D6: if 
84A4:   not  12@ == 164 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1251 
00D6: if 
00F2:   actor 15@ near_actor $PLAYER_ACTOR radius 90.0 90.0 0 
004D: jump_if_false @BIKDEAL_1400 
00D6: if 
8118:   not actor 15@ dead 
004D: jump_if_false @BIKDEAL_1400 
0002: jump @BIKDEAL_1251 

:BIKDEAL_1400
0001: wait 0 ms 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian 
00D6: if 
84A4:   not  12@ == 164 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1438 
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 

:BIKDEAL_1438
0001: wait 0 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR 0 -1663.0 1208.0 7.0 radius 150.0 150.0 60.0 
004D: jump_if_false @BIKDEAL_4018 
0002: jump @BIKDEAL_1438 

:BIKDEAL_1497
0001: wait 0 ms 
00D6: if 
84A4:   not  12@ == 164 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1550 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 15@ 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0002: jump @BIKDEAL_1573 

:BIKDEAL_1550
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 11@ 
0639: AS_actor 11@ rotate_to_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:BIKDEAL_1573
0001: wait 0 ms 
00D6: if 
84A4:   not  0@ == 0 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1681 
00D6: if 
84A4:   not  0@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1775 
00D6: if 
84A4:   not  0@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1862 
00D6: if 
84A4:   not  0@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1949 
00D6: if 
84A4:   not  0@ == 4 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_1949 
0006: 0@ = 0 // integer values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_1681
0006: 6@ = 0 // integer values 
05A9: s$11533 = 'IE09' // 8-byte strings  // Import
05A9: s$11546 = 'BF400' // 8-byte strings  // BF-400 motor
05A9: s$11530 = 'FCR900' // 8-byte strings  // FCR-900 motor
05A9: s$11548 = 'NRG500' // 8-byte strings  // NRG-500 motor
0084: $11469 = $11537 // integer values and handles 
0084: $11550 = $11538 // integer values and handles 
0084: $11532 = $11536 // integer values and handles 
0002: jump @BIKDEAL_2036 

:BIKDEAL_1775
05A9: s$11533 = 'CARM5' // 8-byte strings  // Kipufog
05A9: s$11546 = 'BMBME' // 8-byte strings  // Kzepes kipufog
05A9: s$11530 = 'BMBLE' // 8-byte strings  // Nagy kipufog
05A9: s$11548 = 'BMBTE' // 8-byte strings  // Iker kipufog
0084: $11469 = $11540 // integer values and handles 
0084: $11550 = $11541 // integer values and handles 
0084: $11532 = $11542 // integer values and handles 
0002: jump @BIKDEAL_2036 

:BIKDEAL_1862
05A9: s$11533 = 'CARM2' // 8-byte strings  // Spoilerek
05A9: s$11546 = 'LG_44' // 8-byte strings  // Zero
05A9: s$11530 = 'URACUB' // 8-byte strings  // X-Flow lgterel
05A9: s$11548 = 'FLSAS' // 8-byte strings  // Alien lgterel
0084: $11469 = $11539 // integer values and handles 
0084: $11550 = $11543 // integer values and handles 
0084: $11532 = $11544 // integer values and handles 
0002: jump @BIKDEAL_2036 

:BIKDEAL_1949
05A9: s$11533 = 'CARM1' // 8-byte strings  // Sznek
05A9: s$11546 = 'PLA_20' // 8-byte strings  // - MEGVESZ
05A9: s$11530 = 'CARCOL1' // 8-byte strings  // 1-es kocsi szn
05A9: s$11548 = 'CARCOL2' // 8-byte strings  // 2. aut szn
0084: $11469 = 6@ // integer values and handles 
0084: $11550 = $11545 // integer values and handles 
0084: $11532 = $11545 // integer values and handles 
0002: jump @BIKDEAL_2036 

:BIKDEAL_2036
08D4: $11535 = create_panel_with_title s$11533 position 29.0 45.0 width 160.0 columns 2 interactive 1 background 1 alignment 0 
00D6: if and
04A4:   4@ == 522 // integer values OR floating-point values 
04A4:   0@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_2387 
08DB: set_panel $11535 column 0 header 'DUMMY' data 'DUMMY' s$11530 s$11548 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $11535 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08D9: set_panel $11535 row 0 enable 0 
08EE: set_panel $11535 column 1 row 1 text_1number 'DOLLAR' $11550  // $~1~
08EE: set_panel $11535 column 1 row 2 text_1number 'DOLLAR' $11532  // $~1~
0002: jump @BIKDEAL_2680 

:BIKDEAL_2387
08DB: set_panel $11535 column 0 header 'DUMMY' data s$11546 s$11530 s$11548 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $11535 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // r
08EE: set_panel $11535 column 1 row 0 text_1number 'DOLLAR' $11469  // $~1~
08EE: set_panel $11535 column 1 row 1 text_1number 'DOLLAR' $11550  // $~1~
08EE: set_panel $11535 column 1 row 2 text_1number 'DOLLAR' $11532  // $~1~

:BIKDEAL_2680
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @BIKDEAL_3318 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BIKDEAL_2680 

:BIKDEAL_2718
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BIKDEAL_2718 
08D7: $11551 = panel $11535 active_row 
08DA: remove_panel $11535 
00D6: if 
84A4:   not  $11551 == 0 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_2813 
00D6: if 
84A4:   not  $11551 == 1 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_2972 
00D6: if 
84A4:   not  $11551 == 2 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3145 
0002: jump @BIKDEAL_1573 

:BIKDEAL_2813
0084: 3@ = $11469 // integer values and handles 
005A: 6@ += 3@ // integer values 
00D6: if 
84A4:   not  0@ == 0 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_2908 
00D6: if 
84A4:   not  0@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_2930 
00D6: if 
84A4:   not  0@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_2951 
00D6: if 
84A4:   not  0@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3858 
0002: jump @BIKDEAL_1573 

:BIKDEAL_2908
0006: 4@ = 581 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_2930
0006: 1@ = 0 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_2951
0006: 2@ = -1 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_3400 

:BIKDEAL_2972
0084: 3@ = $11550 // integer values and handles 
005A: 6@ += 3@ // integer values 
00D6: if 
84A4:   not  0@ == 0 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3067 
00D6: if 
84A4:   not  0@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3089 
00D6: if 
84A4:   not  0@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3110 
00D6: if 
84A4:   not  0@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3131 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3067
0006: 4@ = 521 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3089
0006: 1@ = 1 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3110
0006: 2@ = 3 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_3400 

:BIKDEAL_3131
0006: 5@ = 1 // integer values 
0002: jump @BIKDEAL_3546 

:BIKDEAL_3145
0084: 3@ = $11532 // integer values and handles 
005A: 6@ += 3@ // integer values 
00D6: if 
84A4:   not  0@ == 0 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3240 
00D6: if 
84A4:   not  0@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3262 
00D6: if 
84A4:   not  0@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3283 
00D6: if 
84A4:   not  0@ == 3 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3304 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3240
0006: 4@ = 522 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3262
0006: 1@ = 2 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3283
0006: 2@ = 4 // integer values 
000A: 0@ += 1 // integer values 
0002: jump @BIKDEAL_3400 

:BIKDEAL_3304
0006: 5@ = 2 // integer values 
0002: jump @BIKDEAL_3546 

:BIKDEAL_3318
0001: wait 500 ms 
08DA: remove_panel $11535 
00D6: if 
8029:   not  0@ >= 2 // integer values 
004D: jump_if_false @BIKDEAL_3786 
000A: 0@ += -1 // integer values 
0063: 6@ -= 3@ // floating-point values 
00D6: if 
8029:   not  0@ >= 0 // integer values 
004D: jump_if_false @BIKDEAL_1573 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0001: wait 6000 ms 
0002: jump @BIKDEAL_855 

:BIKDEAL_3400
0001: wait 0 ms 
0247: request_model 4@ 
00D6: if 
0248:   model 4@ available 
004D: jump_if_false @BIKDEAL_3400 
0506: vehicle_model 4@ set_next_variation 1@ 2@ 
00A5: 7@ = create_car 4@ at -1668.3 1207.0 6.85 
0229: set_car 7@ color_to 0 0 
015F: set_camera_position -1663.0 1208.0 9.0 0.0 0.0 0.0 
0160: point_camera -1668.9 1206.5 7.0 1 
00AB: put_car 7@ at -1668.3 1208.2 5.8 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3546
0964: (unknown) 'CARM1' 29.0 45.0 25.7 8 1 1 1 $CARMOD_MENU_COLORS  // Sznek
03F3: get_car 7@ color 8@ 9@ 

:BIKDEAL_3594
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 15 
004D: jump_if_false @BIKDEAL_3952 
08D7: $11552 = panel $CARMOD_MENU_COLORS active_row 
0A22: (unknown) $CARMOD_MENU_COLORS 7@ 5@ $11552 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @BIKDEAL_3594 

:BIKDEAL_3654
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @BIKDEAL_3654 
00D6: if 
04A4:   5@ == 1 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3719 
00D6: if 
84A4:   not  8@ == $11552 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3763 
0002: jump @BIKDEAL_3819 

:BIKDEAL_3719
00D6: if 
04A4:   5@ == 2 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3786 
00D6: if 
84A4:   not  9@ == $11552 // integer values OR floating-point values 
004D: jump_if_false @BIKDEAL_3763 
0002: jump @BIKDEAL_3819 

:BIKDEAL_3763
00BC: text_highpriority 'COLORNO' 3000 ms 1  // ~s~Mr ilyen szn a jrmved.
0002: jump @BIKDEAL_3594 

:BIKDEAL_3786
0001: wait 0 ms 
00A6: destroy_car 7@ 
02EB: restore_camera_with_jumpcut 
000A: 0@ += -1 // integer values 
0063: 6@ -= 3@ // floating-point values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3819
097A: (unknown) -1668.3 1207.0 7.0 1134 
08DA: remove_panel $CARMOD_MENU_COLORS 
0006: 0@ = 3 // integer values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3858
0001: wait 0 ms 
0084: 6@ = $11469 // integer values and handles 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0029:   $SHOPS_PLAYER_CASH >= $11469 // integer values 
004D: jump_if_false @BIKDEAL_3990 
0012: 6@ *= -1 // integer values 
0109: player $PLAYER_CHAR money += 6@ 
01C3: remove_references_to_car 7@ // Like turning a car into any random car 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0001: wait 6000 ms 
0006: 6@ = 0 // integer values 
0006: 0@ = 0 // integer values 
0002: jump @BIKDEAL_855 

:BIKDEAL_3952
08DA: remove_panel $CARMOD_MENU_COLORS 
0006: 0@ = 3 // integer values 
0229: set_car 7@ color_to 8@ 9@ 
0063: 6@ -= 3@ // floating-point values 
0002: jump @BIKDEAL_1573 

:BIKDEAL_3990
00BC: text_highpriority 'IE07' 2000 ms 1  // ~r~Nincs elg pnzed!
0001: wait 1500 ms 
0002: jump @BIKDEAL_1573 

:BIKDEAL_4018
0001: wait 0 ms 
0249: release_model 12@ 
0249: release_model 4@ 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #DESERT_EAGLE 
0249: release_model #MP5LNG 
0002: jump @GSHAUTO_11 

//-------------External script 79 (MYATM)---------------

:MYATM
03A4: name_thread 'MYATM' 
0006: 32@ = 0 // integer values 
0004: $11468 = 1 // integer values 
008B: 0@ = $11467 // integer values and handles 

:MYATM_33
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0400: create_coordinate 24@ 25@ 26@ from_object $11423(0@,44i) offset 0.0 -1.0 0.4 
0176: 27@ = object $11423(0@,44i) z_angle 
0470: 28@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0804: AS_actor $PLAYER_ACTOR walk_to 24@ 25@ 26@ stop_angle 27@ 0.2 perform_animation "ATM" from_file "PED" 4.0 loop 0 0 0 lock 0 5000 ms 
0001: wait 5000 ms 
03F0: text_draw_toggle 0 
0006: 27@ = 0 // integer values 
0826: toggle_hud 0 
0581: toggle_radar 0 
02A3: toggle_widescreen 0 
016A: fade 0 200 ms 
0209: 1@ = random_int 0 9 
0209: 2@ = random_int 0 9 
0209: 3@ = random_int 0 9 
0209: 4@ = random_int 0 9 
0209: 5@ = random_int 0 9 
0209: 6@ = random_int 0 9 
0209: 7@ = random_int 0 9 
0209: 8@ = random_int 0 9 
0209: 9@ = random_int 0 9 
0209: 10@ = random_int 0 9 
0209: 11@ = random_int 0 9 
0209: 12@ = random_int 0 9 
0209: 13@ = random_int 0 9 
0209: 14@ = random_int 0 9 
0209: 15@ = random_int 0 9 
0209: 16@ = random_int 0 9 
0209: 17@ = random_int 0 11 
00D6: if 
0029:   17@ >= 4 // integer values 
004D: jump_if_false @MYATM_404 
00D6: if 
0029:   17@ >= 9 // integer values 
004D: jump_if_false @MYATM_421 
00D6: if 
0029:   17@ >= 10 // integer values 
004D: jump_if_false @MYATM_438 
0002: jump @MYATM_458 

:MYATM_404
0209: 18@ = random_int 0 1000 
0002: jump @MYATM_480 

:MYATM_421
0209: 18@ = random_int 100 10000 
0002: jump @MYATM_480 

:MYATM_438
0209: 18@ = random_int 10000 40000 
0002: jump @MYATM_480 

:MYATM_458
0209: 18@ = random_int 40000 300000 
0002: jump @MYATM_480 

:MYATM_480
0209: 19@ = random_int 0 9 
00D6: if 
0029:   19@ >= 7 // integer values 
004D: jump_if_false @MYATM_514 
0012: 18@ *= -1 // integer values 

:MYATM_514
0006: 22@ = 40 // integer values 
0006: 23@ = 255 // integer values 

:MYATM_529
0001: wait 200 ms 
054C: use_GXT_table 'DUAL' 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 10.0 10.0 'DUAL_C'  // C
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 25.0 10.0 'DUAL_AA'  // A
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 45.0 10.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 60.0 10.0 'DUAL_D'  // D
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 80.0 10.0 'DUAL_N'  // 
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 110.0 10.0 'NUMBER' 1@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 125.0 10.0 'NUMBER' 2@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 140.0 10.0 'NUMBER' 3@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 155.0 10.0 'NUMBER' 4@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 180.0 10.0 'NUMBER' 5@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 195.0 10.0 'NUMBER' 6@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 210.0 10.0 'NUMBER' 7@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 225.0 10.0 'NUMBER' 8@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 250.0 10.0 'NUMBER' 9@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 265.0 10.0 'NUMBER' 10@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 280.0 10.0 'NUMBER' 11@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 295.0 10.0 'NUMBER' 12@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 320.0 10.0 'NUMBER' 13@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 335.0 10.0 'NUMBER' 14@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 350.0 10.0 'NUMBER' 15@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 365.0 10.0 'NUMBER' 16@  // ~1~
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 250.0 200.0 'DUAL_C'  // C
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 265.0 200.0 'DUAL_AA'  // A
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 280.0 200.0 'DUAL_S'  // S
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 295.0 200.0 'DUAL_H'  // H
033F: set_text_draw_letter_width_height 0.8 1.8 
045A: text_draw_1number 355.0 200.0 'NUMBER' 18@  // ~1~
0340: set_text_draw_color 22@ 22@ 22@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 435.0 390.0 'DUAL_W'  // W
0340: set_text_draw_color 22@ 22@ 22@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 460.0 390.0 'DUAL_I'  // I
0340: set_text_draw_color 22@ 22@ 22@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 470.0 390.0 'DUAL_T'  // T
0340: set_text_draw_color 22@ 22@ 22@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 485.0 390.0 'DUAL_H'  // H
0340: set_text_draw_color 22@ 22@ 22@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 505.0 390.0 'DUAL_D'  // D
0340: set_text_draw_color 22@ 22@ 22@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 520.0 390.0 'DUAL_R'  // R
0340: set_text_draw_color 22@ 22@ 22@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 535.0 390.0 'DUAL_AA'  // A
0340: set_text_draw_color 22@ 22@ 22@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 550.0 390.0 'DUAL_W'  // W
0340: set_text_draw_color 23@ 23@ 23@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 10.0 390.0 'DUAL_E'  // E
0340: set_text_draw_color 23@ 23@ 23@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 25.0 390.0 'DUAL_X'  // X
0340: set_text_draw_color 23@ 23@ 23@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 45.0 390.0 'DUAL_I'  // I
0340: set_text_draw_color 23@ 23@ 23@ 255 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 55.0 390.0 'DUAL_T'  // T

:MYATM_2018
0001: wait 0 ms 
0494: get_joystick_data 0 20@ 21@ 21@ 21@ 
00D6: if or
001B:   -100 > 20@ // integer values 
00E1:   key_pressed 0 10 
004D: jump_if_false @MYATM_2088 
0006: 22@ = 40 // integer values 
0006: 23@ = 255 // integer values 
03F0: text_draw_toggle 0 
0002: jump @MYATM_529 

:MYATM_2088
00D6: if or
0019:   20@ > 100 // integer values 
00E1:   key_pressed 0 11 
004D: jump_if_false @MYATM_2138 
0006: 23@ = 40 // integer values 
0006: 22@ = 255 // integer values 
03F0: text_draw_toggle 0 
0002: jump @MYATM_529 

:MYATM_2138
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MYATM_2018 
00D6: if 
04A4:   22@ == 40 // integer values OR floating-point values 
004D: jump_if_false @MYATM_2282 
03F0: text_draw_toggle 0 
00D6: if 
8029:   not  18@ >= 0 // integer values 
004D: jump_if_false @MYATM_2213 
000C: $11417 -= 1 // integer values 
0002: jump @MYATM_2351 

:MYATM_2213
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0826: toggle_hud 1 
0581: toggle_radar 1 
016A: fade 1 200 ms 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28@ 

:MYATM_2250
0001: wait 0 ms 
00D6: if 
80E1:   not key_pressed 0 16 
004D: jump_if_false @MYATM_2250 
0001: wait 0 ms 
0002: jump @MYATM_2827 

:MYATM_2282
00D6: if 
04A4:   $11419 == 1 // integer values OR floating-point values 
004D: jump_if_false @MYATM_2307 
000C: $11418 -= -1 // integer values 

:MYATM_2307
000C: $11417 -= 1 // integer values 
03F0: text_draw_toggle 0 
00D6: if 
0029:   18@ >= 0 // integer values 
004D: jump_if_false @MYATM_2351 
0109: player $PLAYER_CHAR money += 18@ 
0002: jump @MYATM_2793 

:MYATM_2351
0001: wait 0 ms 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 210.0 200.0 'DUAL_C'  // C
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 225.0 200.0 'DUAL_AA'  // A
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 245.0 200.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 260.0 200.0 'DUAL_D'  // D
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 290.0 200.0 'DUAL_W'  // W
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 315.0 200.0 'DUAL_I'  // I
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 325.0 200.0 'DUAL_T'  // T
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 340.0 200.0 'DUAL_H'  // H
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 360.0 200.0 'DUAL_D'  // D
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 375.0 200.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 390.0 200.0 'DUAL_AA'  // A
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 405.0 200.0 'DUAL_W'  // W
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 430.0 200.0 'DUAL_N'  // 
0001: wait 3000 ms 
03F0: text_draw_toggle 0 

:MYATM_2793
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0826: toggle_hud 1 
0581: toggle_radar 1 
016A: fade 1 200 ms 
0001: wait 800 ms 

:MYATM_2827
0001: wait 10 ms 
008B: 0@ = $11467 // integer values and handles 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MYATM_3515 
00D6: if 
0019:   32@ > 60000 // integer values 
004D: jump_if_false @MYATM_2883 
0002: jump @MYATM_3460 

:MYATM_2883
00D6: if 
0028:   $11417 >= 1 // integer values 
004D: jump_if_false @MYATM_3515 
00D6: if 
0471:   unknown_actor $PLAYER_ACTOR near_object $11423(0@,44i) radius 2.0 2.0 unknown 0 
004D: jump_if_false @MYATM_3359 
00D6: if 
8039:   not  27@ == 1 // integer values 
004D: jump_if_false @MYATM_3302 
054C: use_GXT_table 'DUAL' 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 200.0 200.0 'DUAL_I'  // I
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 210.0 200.0 'DUAL_N'  // 
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 230.0 200.0 'DUAL_S'  // S
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 245.0 200.0 'DUAL_E'  // E
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 260.0 200.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 275.0 200.0 'DUAL_T'  // T
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 310.0 200.0 'DUAL_C'  // C
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 325.0 200.0 'DUAL_AA'  // A
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 345.0 200.0 'DUAL_R'  // R
033F: set_text_draw_letter_width_height 0.8 1.8 
033E: text_draw 360.0 200.0 'DUAL_D'  // D
0006: 27@ = 1 // integer values 

:MYATM_3302
00D6: if and
80E1:   not key_pressed 0 0 
80E1:   not key_pressed 0 1 
00E1:   key_pressed 0 16 
004D: jump_if_false @MYATM_3370 

:MYATM_3331
0001: wait 0 ms 
00D6: if 
00E1:   key_pressed 0 16 
004D: jump_if_false @MYATM_33 
0002: jump @MYATM_3331 

:MYATM_3359
03F0: text_draw_toggle 0 
0006: 27@ = 0 // integer values 

:MYATM_3370
008B: 0@ = $11467 // integer values and handles 
0400: create_coordinate 24@ 25@ 26@ from_object $11423(0@,44i) offset 0.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR 0 24@ 25@ 26@ radius 20.0 20.0 5.0 
004D: jump_if_false @MYATM_3515 
0002: jump @MYATM_2827 

:MYATM_3460
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @MYATM_2883 
01C0: 29@ = player $PLAYER_CHAR wanted_level 
000A: 29@ += 1 // integer values 
010D: set_player $PLAYER_CHAR wanted_level_to 29@ 
0006: 32@ = 0 // integer values 
0002: jump @MYATM_2883 

:MYATM_3515
0004: $11468 = 0 // integer values 
004E: end_thread 
